#include <cstdarg> #include "Common/GPU/Shader.h" #include "Common/GPU/ShaderWriter.h" #include "Common/Log.h" #include "Common/GPU/thin3d.h" #include "Core/System.h" #include "GPU/Common/ReinterpretFramebuffer.h" #include "GPU/Common/FramebufferManagerCommon.h" #include "GPU/Common/TextureCacheCommon.h" static const VaryingDef varyings[1] = { { "vec2", "v_texcoord", Draw::SEM_TEXCOORD0, 0, "highp" }, }; static const SamplerDef samplers[1] = { { "tex" } }; // TODO: We could possibly have an option to preserve any extra color precision? But gonna start without it. // Requires full size integer math. It would be possible to make a floating point-only version with lots of // modulo and stuff, might do it one day. Draw2DPipelineInfo GenerateReinterpretFragmentShader(ShaderWriter &writer, GEBufferFormat from, GEBufferFormat to) { writer.HighPrecisionFloat(); writer.DeclareSamplers(samplers); writer.BeginFSMain(Slice<UniformDef>::empty(), varyings, FSFLAG_NONE); writer.C(" vec4 val = ").SampleTexture2D("tex", "v_texcoord.xy").C(";\n"); switch (from) { case GE_FORMAT_4444: writer.C(" uint color = uint(val.r * 15.99) | (uint(val.g * 15.99) << 4u) | (uint(val.b * 15.99) << 8u) | (uint(val.a * 15.99) << 12u);\n"); break; case GE_FORMAT_5551: writer.C(" uint color = uint(val.r * 31.99) | (uint(val.g * 31.99) << 5u) | (uint(val.b * 31.99) << 10u);\n"); writer.C(" if (val.a >= 0.5) color |= 0x8000U;\n"); break; case GE_FORMAT_565: writer.C(" uint color = uint(val.r * 31.99) | (uint(val.g * 63.99) << 5u) | (uint(val.b * 31.99) << 11u);\n"); break; default: _assert_(false); break; } switch (to) { case GE_FORMAT_4444: writer.C(" vec4 outColor = vec4(float(color & 0xFU), float((color >> 4u) & 0xFU), float((color >> 8u) & 0xFU), float((color >> 12u) & 0xFU));\n"); writer.C(" outColor *= 1.0 / 15.0;\n"); break; case GE_FORMAT_5551: writer.C(" vec4 outColor = vec4(float(color & 0x1FU), float((color >> 5u) & 0x1FU), float((color >> 10u) & 0x1FU), 0.0);\n"); writer.C(" outColor.rgb *= 1.0 / 31.0;\n"); writer.C(" outColor.a = float(color >> 15);\n"); break; case GE_FORMAT_565: writer.C(" vec4 outColor = vec4(float(color & 0x1FU), float((color >> 5u) & 0x3FU), float((color >> 11u) & 0x1FU), 1.0);\n"); writer.C(" outColor.rb *= 1.0 / 31.0;\n"); writer.C(" outColor.g *= 1.0 / 63.0;\n"); break; default: _assert_(false); break; } writer.EndFSMain("outColor", FSFLAG_NONE); return Draw2DPipelineInfo{ RASTER_COLOR, RASTER_COLOR, }; } // Can't easily dynamically create these strings, we just pass along the pointer. static const char *reinterpretStrings[3][3] = { { "self_reinterpret_565", "reinterpret_565_to_5551", "reinterpret_565_to_4444", }, { "reinterpret_5551_to_565", "self_reinterpret_5551", "reinterpret_5551_to_4444", }, { "reinterpret_4444_to_565", "reinterpret_4444_to_5551", "self_reinterpret_4444", }, }; void FramebufferManagerCommon::ReinterpretFramebuffer(VirtualFramebuffer *vfb, GEBufferFormat oldFormat, GEBufferFormat newFormat) { if (!useBufferedRendering_ || !vfb->fbo) { return; } _assert_(newFormat != oldFormat); // The caller is responsible for updating the format. _assert_(newFormat == vfb->fb_format); ShaderLanguage lang = draw_->GetShaderLanguageDesc().shaderLanguage; // Copy image required for now, might get rid of this later. bool doReinterpret = PSP_CoreParameter().compat.flags().ReinterpretFramebuffers && (lang == HLSL_D3D11 || lang == GLSL_VULKAN || lang == GLSL_3xx) && draw_->GetDeviceCaps().framebufferCopySupported; if (!doReinterpret) { // Fake reinterpret - just clear the way we always did on Vulkan. Just clear color and stencil. if (oldFormat == GE_FORMAT_565) { // We have to bind here instead of clear, since it can be that no framebuffer is bound. // The backend can sometimes directly optimize it to a clear. // Games that are marked as doing reinterpret just ignore this - better to keep the data than to clear. // Fixes #13717. if (!PSP_CoreParameter().compat.flags().ReinterpretFramebuffers && !PSP_CoreParameter().compat.flags().BlueToAlpha) { draw_->BindFramebufferAsRenderTarget(vfb->fbo, { Draw::RPAction::CLEAR, Draw::RPAction::KEEP, Draw::RPAction::CLEAR }, "FakeReinterpret"); // Need to dirty anything that has command buffer dynamic state, in case we started a new pass above. // Should find a way to feed that information back, maybe... Or simply correct the issue in the rendermanager. gstate_c.Dirty(DIRTY_DEPTHSTENCIL_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_BLEND_STATE); if (currentRenderVfb_ != vfb) { // In case ReinterpretFramebuffer was called from the texture manager. draw_->BindFramebufferAsRenderTarget(currentRenderVfb_->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, "After FakeReinterpret"); } } } return; } // We only reinterpret between 16 - bit formats, for now. if (!IsGeBufferFormat16BitColor(oldFormat) || !IsGeBufferFormat16BitColor(newFormat)) { // 16->32 and 32->16 will require some more specialized shaders. return; } // See if we need to create a new pipeline. Draw2DPipeline *pipeline = reinterpretFromTo_[(int)oldFormat][(int)newFormat]; if (!pipeline) { pipeline = draw2D_.Create2DPipeline([=](ShaderWriter &shaderWriter) -> Draw2DPipelineInfo { return GenerateReinterpretFragmentShader(shaderWriter, oldFormat, newFormat); }); reinterpretFromTo_[(int)oldFormat][(int)newFormat] = pipeline; } // Copy to a temp framebuffer. Draw::Framebuffer *temp = GetTempFBO(TempFBO::REINTERPRET, vfb->renderWidth, vfb->renderHeight); // Ideally on Vulkan this should be using the original framebuffer as an input attachment, allowing it to read from // itself while writing. draw_->InvalidateCachedState(); draw_->CopyFramebufferImage(vfb->fbo, 0, 0, 0, 0, temp, 0, 0, 0, 0, vfb->renderWidth, vfb->renderHeight, 1, Draw::FBChannel::FB_COLOR_BIT, "reinterpret_prep"); BlitUsingRaster(temp, 0.0f, 0.0f, vfb->renderWidth, vfb->renderHeight, vfb->fbo, 0.0f, 0.0f, vfb->renderWidth, vfb->renderHeight, false, pipeline, "reinterpret"); // Unbind. draw_->BindTexture(0, nullptr); shaderManager_->DirtyLastShader(); textureCache_->ForgetLastTexture(); gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS); if (currentRenderVfb_ != vfb) { // In case ReinterpretFramebuffer was called from the texture manager. draw_->BindFramebufferAsRenderTarget(currentRenderVfb_->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, "After reinterpret"); } }