ppsspp/Windows/GEDebugger/VertexPreview.cpp
Henrik Rydgård 0e3a84b4a8 Move most GPU things to Common.
It works after the move, on Windows and Android at least.

Deletes the D3DX9 shader compiler loader, which was not used.
2020-10-04 23:39:02 +02:00

537 lines
17 KiB
C++

// Copyright (c) 2013- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include "Common/Math/lin/matrix4x4.h"
#include "Common/GPU/OpenGL/GLSLProgram.h"
#include "Common/GPU/OpenGL/GLFeatures.h"
#include "Windows/GEDebugger/GEDebugger.h"
#include "Windows/GEDebugger/SimpleGLWindow.h"
#include "Core/System.h"
#include "Core/Config.h"
#include "GPU/GPUInterface.h"
#include "GPU/Common/GPUDebugInterface.h"
#include "GPU/Common/SplineCommon.h"
#include "GPU/GPUState.h"
#include "Common/MemoryUtil.h"
static const char preview_fs[] =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"void main() {\n"
" gl_FragColor = vec4(1.0, 0.0, 0.0, 0.6);\n"
"}\n";
static const char preview_vs[] =
"#version 120\n"
"attribute vec4 a_position;\n"
"uniform mat4 u_viewproj;\n"
"void main() {\n"
" gl_Position = u_viewproj * a_position;\n"
" gl_Position.z = 1.0f;\n"
"}\n";
static GLSLProgram *previewProgram = nullptr;
static GLSLProgram *texPreviewProgram = nullptr;
static GLuint previewVao = 0;
static GLuint texPreviewVao = 0;
static GLuint vbuf = 0;
static GLuint ibuf = 0;
static const GLuint glprim[8] = {
GL_POINTS,
GL_LINES,
GL_LINE_STRIP,
GL_TRIANGLES,
GL_TRIANGLE_STRIP,
GL_TRIANGLE_FAN,
// This is for RECTANGLES (see ExpandRectangles().)
GL_TRIANGLES,
};
static void BindPreviewProgram(GLSLProgram *&prog) {
if (prog == nullptr) {
prog = glsl_create_source(preview_vs, preview_fs);
}
glsl_bind(prog);
}
static void SwapUVs(GPUDebugVertex &a, GPUDebugVertex &b) {
float tempu = a.u;
float tempv = a.v;
a.u = b.u;
a.v = b.v;
b.u = tempu;
b.v = tempv;
}
static void RotateUVThrough(GPUDebugVertex v[4]) {
float x1 = v[2].x;
float x2 = v[0].x;
float y1 = v[2].y;
float y2 = v[0].y;
if ((x1 < x2 && y1 > y2) || (x1 > x2 && y1 < y2))
SwapUVs(v[1], v[3]);
}
static void ExpandRectangles(std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices, int &count, bool throughMode) {
static std::vector<GPUDebugVertex> newVerts;
static std::vector<u16> newInds;
bool useInds = true;
size_t numInds = indices.size();
if (indices.empty()) {
useInds = false;
numInds = count;
}
//rectangles always need 2 vertices, disregard the last one if there's an odd number
numInds = numInds & ~1;
// Will need 4 coords and 6 points per rectangle (currently 2 each.)
newVerts.resize(numInds * 2);
newInds.resize(numInds * 3);
u16 v = 0;
GPUDebugVertex *vert = &newVerts[0];
u16 *ind = &newInds[0];
for (size_t i = 0; i < numInds; i += 2) {
const auto &orig_tl = useInds ? vertices[indices[i + 0]] : vertices[i + 0];
const auto &orig_br = useInds ? vertices[indices[i + 1]] : vertices[i + 1];
vert[0] = orig_br;
// Top right.
vert[1] = orig_br;
vert[1].y = orig_tl.y;
vert[1].v = orig_tl.v;
vert[2] = orig_tl;
// Bottom left.
vert[3] = orig_br;
vert[3].x = orig_tl.x;
vert[3].u = orig_tl.u;
// That's the four corners. Now process UV rotation.
// This is the same for through and non-through, since it's already transformed.
RotateUVThrough(vert);
// Build the two 3 point triangles from our 4 coordinates.
*ind++ = v + 0;
*ind++ = v + 1;
*ind++ = v + 2;
*ind++ = v + 3;
*ind++ = v + 0;
*ind++ = v + 2;
vert += 4;
v += 4;
}
std::swap(vertices, newVerts);
std::swap(indices, newInds);
count *= 3;
}
u32 CGEDebugger::PrimPreviewOp() {
DisplayList list;
if (gpuDebug != nullptr && gpuDebug->GetCurrentDisplayList(list) && !showClut_) {
const u32 op = Memory::Read_U32(list.pc);
const u32 cmd = op >> 24;
if (cmd == GE_CMD_PRIM || cmd == GE_CMD_BEZIER || cmd == GE_CMD_SPLINE) {
return op;
}
}
return 0;
}
static void ExpandBezier(int &count, int op, const std::vector<SimpleVertex> &simpleVerts, const std::vector<u16> &indices, std::vector<SimpleVertex> &generatedVerts, std::vector<u16> &generatedInds) {
using namespace Spline;
int count_u = (op >> 0) & 0xFF;
int count_v = (op >> 8) & 0xFF;
// Real hardware seems to draw nothing when given < 4 either U or V.
if (count_u < 4 || count_v < 4)
return;
BezierSurface surface;
surface.num_points_u = count_u;
surface.num_points_v = count_v;
surface.tess_u = gstate.getPatchDivisionU();
surface.tess_v = gstate.getPatchDivisionV();
surface.num_patches_u = (count_u - 1) / 3;
surface.num_patches_v = (count_v - 1) / 3;
surface.primType = gstate.getPatchPrimitiveType();
surface.patchFacing = false;
int num_points = count_u * count_v;
// Make an array of pointers to the control points, to get rid of indices.
std::vector<const SimpleVertex *> points(num_points);
for (int idx = 0; idx < num_points; idx++)
points[idx] = simpleVerts.data() + (!indices.empty() ? indices[idx] : idx);
int total_patches = surface.num_patches_u * surface.num_patches_v;
generatedVerts.resize((surface.tess_u + 1) * (surface.tess_v + 1) * total_patches);
generatedInds.resize(surface.tess_u * surface.tess_v * 6 * total_patches);
OutputBuffers output;
output.vertices = generatedVerts.data();
output.indices = generatedInds.data();
output.count = 0;
ControlPoints cpoints;
cpoints.pos = (Vec3f *)AllocateAlignedMemory(sizeof(Vec3f) * num_points, 16);
cpoints.tex = (Vec2f *)AllocateAlignedMemory(sizeof(Vec2f) * num_points, 16);
cpoints.col = (Vec4f *)AllocateAlignedMemory(sizeof(Vec4f) * num_points, 16);
cpoints.Convert(points.data(), num_points);
surface.Init((int)generatedVerts.size());
SoftwareTessellation(output, surface, gstate.vertType, cpoints);
count = output.count;
FreeAlignedMemory(cpoints.pos);
FreeAlignedMemory(cpoints.tex);
FreeAlignedMemory(cpoints.col);
}
static void ExpandSpline(int &count, int op, const std::vector<SimpleVertex> &simpleVerts, const std::vector<u16> &indices, std::vector<SimpleVertex> &generatedVerts, std::vector<u16> &generatedInds) {
using namespace Spline;
int count_u = (op >> 0) & 0xFF;
int count_v = (op >> 8) & 0xFF;
// Real hardware seems to draw nothing when given < 4 either U or V.
if (count_u < 4 || count_v < 4)
return;
SplineSurface surface;
surface.num_points_u = count_u;
surface.num_points_v = count_v;
surface.tess_u = gstate.getPatchDivisionU();
surface.tess_v = gstate.getPatchDivisionV();
surface.type_u = (op >> 16) & 0x3;
surface.type_v = (op >> 18) & 0x3;
surface.num_patches_u = count_u - 3;
surface.num_patches_v = count_v - 3;
surface.primType = gstate.getPatchPrimitiveType();
surface.patchFacing = false;
int num_points = count_u * count_v;
// Make an array of pointers to the control points, to get rid of indices.
std::vector<const SimpleVertex *> points(num_points);
for (int idx = 0; idx < num_points; idx++)
points[idx] = simpleVerts.data() + (!indices.empty() ? indices[idx] : idx);
int patch_div_s = surface.num_patches_u * surface.tess_u;
int patch_div_t = surface.num_patches_v * surface.tess_v;
generatedVerts.resize((patch_div_s + 1) * (patch_div_t + 1));
generatedInds.resize(patch_div_s * patch_div_t * 6);
OutputBuffers output;
output.vertices = generatedVerts.data();
output.indices = generatedInds.data();
output.count = 0;
ControlPoints cpoints;
cpoints.pos = (Vec3f *)AllocateAlignedMemory(sizeof(Vec3f) * num_points, 16);
cpoints.tex = (Vec2f *)AllocateAlignedMemory(sizeof(Vec2f) * num_points, 16);
cpoints.col = (Vec4f *)AllocateAlignedMemory(sizeof(Vec4f) * num_points, 16);
cpoints.Convert(points.data(), num_points);
surface.Init((int)generatedVerts.size());
SoftwareTessellation(output, surface, gstate.vertType, cpoints);
count = output.count;
FreeAlignedMemory(cpoints.pos);
FreeAlignedMemory(cpoints.tex);
FreeAlignedMemory(cpoints.col);
}
void CGEDebugger::UpdatePrimPreview(u32 op, int which) {
u32 prim_type = GE_PRIM_INVALID;
int count = 0;
int count_u = 0;
int count_v = 0;
const u32 cmd = op >> 24;
if (cmd == GE_CMD_PRIM) {
prim_type = (op >> 16) & 0x7;
count = op & 0xFFFF;
} else {
const GEPrimitiveType primLookup[] = { GE_PRIM_TRIANGLES, GE_PRIM_LINES, GE_PRIM_POINTS, GE_PRIM_POINTS };
if (gstate.getPatchPrimitiveType() < ARRAY_SIZE(primLookup))
prim_type = primLookup[gstate.getPatchPrimitiveType()];
count_u = (op & 0x00FF) >> 0;
count_v = (op & 0xFF00) >> 8;
count = count_u * count_v;
}
if (prim_type >= 7) {
ERROR_LOG(G3D, "Unsupported prim type: %x", op);
return;
}
if (!gpuDebug) {
ERROR_LOG(G3D, "Invalid debugging environment, shutting down?");
return;
}
which &= previewsEnabled_;
if (count == 0 || which == 0) {
return;
}
const GEPrimitiveType prim = static_cast<GEPrimitiveType>(prim_type);
static std::vector<GPUDebugVertex> vertices;
static std::vector<u16> indices;
if (!gpuDebug->GetCurrentSimpleVertices(count, vertices, indices)) {
ERROR_LOG(G3D, "Vertex preview not yet supported");
return;
}
if (cmd != GE_CMD_PRIM) {
static std::vector<SimpleVertex> generatedVerts;
static std::vector<u16> generatedInds;
static std::vector<SimpleVertex> simpleVerts;
simpleVerts.resize(vertices.size());
for (size_t i = 0; i < vertices.size(); ++i) {
// For now, let's just copy back so we can use TessellateBezierPatch/TessellateSplinePatch...
simpleVerts[i].uv[0] = vertices[i].u;
simpleVerts[i].uv[1] = vertices[i].v;
simpleVerts[i].pos = Vec3Packedf(vertices[i].x, vertices[i].y, vertices[i].z);
}
if (cmd == GE_CMD_BEZIER) {
ExpandBezier(count, op, simpleVerts, indices, generatedVerts, generatedInds);
} else if (cmd == GE_CMD_SPLINE) {
ExpandSpline(count, op, simpleVerts, indices, generatedVerts, generatedInds);
}
vertices.resize(generatedVerts.size());
for (size_t i = 0; i < vertices.size(); ++i) {
vertices[i].u = generatedVerts[i].uv[0];
vertices[i].v = generatedVerts[i].uv[1];
vertices[i].x = generatedVerts[i].pos.x;
vertices[i].y = generatedVerts[i].pos.y;
vertices[i].z = generatedVerts[i].pos.z;
}
indices = generatedInds;
}
if (prim == GE_PRIM_RECTANGLES) {
ExpandRectangles(vertices, indices, count, gpuDebug->GetGState().isModeThrough());
}
float fw, fh;
float x, y;
// TODO: Probably there's a better way and place to do this.
u16 minIndex = 0;
u16 maxIndex = count - 1;
if (!indices.empty()) {
minIndex = 0xFFFF;
maxIndex = 0;
for (int i = 0; i < count; ++i) {
if (minIndex > indices[i]) {
minIndex = indices[i];
}
if (maxIndex < indices[i]) {
maxIndex = indices[i];
}
}
}
auto wrapCoord = [](float &coord) {
if (coord < 0.0f) {
coord += ceilf(-coord);
}
if (coord > 1.0f) {
coord -= floorf(coord);
}
};
const float invTexWidth = 1.0f / gpuDebug->GetGState().getTextureWidth(0);
const float invTexHeight = 1.0f / gpuDebug->GetGState().getTextureHeight(0);
const float invRealTexWidth = 1.0f / gstate_c.curTextureWidth;
const float invRealTexHeight = 1.0f / gstate_c.curTextureHeight;
bool clampS = gpuDebug->GetGState().isTexCoordClampedS();
bool clampT = gpuDebug->GetGState().isTexCoordClampedT();
for (u16 i = minIndex; i <= maxIndex; ++i) {
vertices[i].u *= invTexWidth;
vertices[i].v *= invTexHeight;
if (!clampS)
wrapCoord(vertices[i].u);
if (!clampT)
wrapCoord(vertices[i].v);
}
if (which & 1) {
primaryWindow->Begin();
primaryWindow->GetContentSize(x, y, fw, fh);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
glBindTexture(GL_TEXTURE_2D, 0);
// The surface is upside down, so vertical offsets are negated.
glViewport((GLint)x, (GLint)-(y + fh - primaryWindow->Height()), (GLsizei)fw, (GLsizei)fh);
glScissor((GLint)x, (GLint)-(y + fh - primaryWindow->Height()), (GLsizei)fw, (GLsizei)fh);
BindPreviewProgram(previewProgram);
if (previewVao == 0 && gl_extensions.ARB_vertex_array_object) {
glGenVertexArrays(1, &previewVao);
glBindVertexArray(previewVao);
glEnableVertexAttribArray(previewProgram->a_position);
if (ibuf == 0)
glGenBuffers(1, &ibuf);
if (vbuf == 0)
glGenBuffers(1, &vbuf);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibuf);
glBindBuffer(GL_ARRAY_BUFFER, vbuf);
glVertexAttribPointer(previewProgram->a_position, 3, GL_FLOAT, GL_FALSE, sizeof(GPUDebugVertex), (void *)(2 * sizeof(float)));
}
if (vbuf != 0) {
glBindBuffer(GL_ARRAY_BUFFER, vbuf);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(GPUDebugVertex), vertices.data(), GL_STREAM_DRAW);
}
if (ibuf != 0 && !indices.empty()) {
glBindVertexArray(previewVao);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(u16), indices.data(), GL_STREAM_DRAW);
}
float scale[] = {
480.0f / (float)PSP_CoreParameter().renderWidth,
272.0f / (float)PSP_CoreParameter().renderHeight,
};
Lin::Matrix4x4 ortho;
ortho.setOrtho(-(float)gstate_c.curRTOffsetX, (primaryWindow->TexWidth() - (int)gstate_c.curRTOffsetX) * scale[0], primaryWindow->TexHeight() * scale[1], 0, -1, 1);
glUniformMatrix4fv(previewProgram->u_viewproj, 1, GL_FALSE, ortho.getReadPtr());
if (previewVao != 0) {
glBindVertexArray(previewVao);
} else {
glEnableVertexAttribArray(previewProgram->a_position);
glVertexAttribPointer(previewProgram->a_position, 3, GL_FLOAT, GL_FALSE, sizeof(GPUDebugVertex), (float *)vertices.data() + 2);
}
if (indices.empty()) {
glDrawArrays(glprim[prim], 0, count);
} else {
glDrawElements(glprim[prim], count, GL_UNSIGNED_SHORT, previewVao != 0 ? 0 : indices.data());
}
if (previewVao == 0) {
glDisableVertexAttribArray(previewProgram->a_position);
}
primaryWindow->End();
}
if (which & 2) {
secondWindow->Begin();
secondWindow->GetContentSize(x, y, fw, fh);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
glBindTexture(GL_TEXTURE_2D, 0);
// The surface is upside down, so vertical offsets are flipped.
glViewport((GLint)x, (GLint)-(y + fh - secondWindow->Height()), (GLsizei)fw, (GLsizei)fh);
glScissor((GLint)x, (GLint)-(y + fh - secondWindow->Height()), (GLsizei)fw, (GLsizei)fh);
BindPreviewProgram(texPreviewProgram);
if (texPreviewVao == 0 && vbuf != 0 && ibuf != 0 && gl_extensions.ARB_vertex_array_object) {
glGenVertexArrays(1, &texPreviewVao);
glBindVertexArray(texPreviewVao);
glEnableVertexAttribArray(texPreviewProgram->a_position);
if (ibuf == 0)
glGenBuffers(1, &ibuf);
if (vbuf == 0)
glGenBuffers(1, &vbuf);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibuf);
glBindBuffer(GL_ARRAY_BUFFER, vbuf);
glVertexAttribPointer(texPreviewProgram->a_position, 2, GL_FLOAT, GL_FALSE, sizeof(GPUDebugVertex), 0);
}
// TODO: For some reason we have to re-upload the data?
if (vbuf != 0) {
glBindBuffer(GL_ARRAY_BUFFER, vbuf);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(GPUDebugVertex), vertices.data(), GL_STREAM_DRAW);
}
if (ibuf != 0 && !indices.empty()) {
glBindVertexArray(texPreviewVao);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(u16), indices.data(), GL_STREAM_DRAW);
}
Lin::Matrix4x4 ortho;
ortho.setOrtho(0.0f - (float)gstate_c.curTextureXOffset * invRealTexWidth, 1.0f - (float)gstate_c.curTextureXOffset * invRealTexWidth, 1.0f - (float)gstate_c.curTextureYOffset * invRealTexHeight, 0.0f - (float)gstate_c.curTextureYOffset * invRealTexHeight, -1.0f, 1.0f);
glUniformMatrix4fv(texPreviewProgram->u_viewproj, 1, GL_FALSE, ortho.getReadPtr());
if (texPreviewVao != 0) {
glBindVertexArray(texPreviewVao);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibuf);
glBindBuffer(GL_ARRAY_BUFFER, vbuf);
glEnableVertexAttribArray(texPreviewProgram->a_position);
glVertexAttribPointer(texPreviewProgram->a_position, 2, GL_FLOAT, GL_FALSE, sizeof(GPUDebugVertex), 0);
} else {
glEnableVertexAttribArray(texPreviewProgram->a_position);
glVertexAttribPointer(texPreviewProgram->a_position, 2, GL_FLOAT, GL_FALSE, sizeof(GPUDebugVertex), (float *)vertices.data());
}
if (indices.empty()) {
glDrawArrays(glprim[prim], 0, count);
} else {
glDrawElements(glprim[prim], count, GL_UNSIGNED_SHORT, texPreviewVao != 0 ? 0 : indices.data());
}
if (texPreviewVao == 0) {
glDisableVertexAttribArray(texPreviewProgram->a_position);
}
secondWindow->End();
}
}
void CGEDebugger::CleanupPrimPreview() {
if (previewProgram) {
glsl_destroy(previewProgram);
}
if (texPreviewProgram) {
glsl_destroy(texPreviewProgram);
}
}
void CGEDebugger::HandleRedraw(int which) {
if (updating_) {
return;
}
u32 op = PrimPreviewOp();
if (op) {
UpdatePrimPreview(op, which);
}
}