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Split out the depth stuff from the file, move to GPU/Common
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// Copyright (c) 2012- PPSSPP Project. | ||
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// 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. | ||
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// 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. | ||
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// A copy of the GPL 2.0 should have been included with the program. | ||
// If not, see http://www.gnu.org/licenses/ | ||
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// Official git repository and contact information can be found at | ||
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. | ||
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#include <algorithm> | ||
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#include "Common/GPU/OpenGL/GLFeatures.h" | ||
#include "Common/LogReporting.h" | ||
#include "Core/ConfigValues.h" | ||
#include "GPU/Common/GPUStateUtils.h" | ||
#include "GPU/Common/DrawEngineCommon.h" | ||
#include "GPU/Common/TextureCacheCommon.h" | ||
#include "GPU/GLES/FramebufferManagerGLES.h" | ||
#include "Common/GPU/ShaderWriter.h" | ||
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static const InputDef vs_inputs[] = { | ||
{ "vec2", "a_position", Draw::SEM_POSITION }, | ||
}; | ||
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struct DepthUB { | ||
float u_depthFactor[4]; | ||
float u_depthShift[4]; | ||
float u_depthTo8[4]; | ||
}; | ||
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const UniformDef depthUniforms[] = { | ||
{ "vec4", "u_depthFactor", 0 }, | ||
{ "vec4", "u_depthShift", 1}, | ||
{ "vec4", "u_depthTo8", 2}, | ||
}; | ||
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const UniformBufferDesc depthUBDesc{ sizeof(DepthUB), { | ||
{ "u_depthFactor", -1, -1, UniformType::FLOAT4, 0 }, | ||
{ "u_depthShift", -1, -1, UniformType::FLOAT4, 16 }, | ||
{ "u_depthTo8", -1, -1, UniformType::FLOAT4, 32 }, | ||
} }; | ||
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static const SamplerDef samplers[] = { | ||
{ 0, "tex" }, | ||
}; | ||
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static const VaryingDef varyings[] = { | ||
{ "vec2", "v_texcoord", Draw::SEM_TEXCOORD0, 0, "highp" }, | ||
}; | ||
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static const char *stencil_dl_fs = R"( | ||
#ifdef GL_ES | ||
#ifdef GL_FRAGMENT_PRECISION_HIGH | ||
precision highp float; | ||
#else | ||
precision mediump float; | ||
#endif | ||
#endif | ||
#if __VERSION__ >= 130 | ||
#define varying in | ||
#define texture2D texture | ||
#define gl_FragColor fragColor0 | ||
out vec4 fragColor0; | ||
#endif | ||
varying vec2 v_texcoord; | ||
lowp uniform usampler2D tex; | ||
void main() { | ||
uint stencil = texture2D(tex, v_texcoord).r; | ||
float scaled = float(stencil) / 255.0; | ||
gl_FragColor = vec4(scaled, scaled, scaled, scaled); | ||
} | ||
)"; | ||
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static const char *stencil_vs = R"( | ||
#ifdef GL_ES | ||
precision highp float; | ||
#endif | ||
#if __VERSION__ >= 130 | ||
#define attribute in | ||
#define varying out | ||
#endif | ||
attribute vec2 a_position; | ||
varying vec2 v_texcoord; | ||
void main() { | ||
v_texcoord = a_position * 2.0; | ||
gl_Position = vec4(v_texcoord * 2.0 - vec2(1.0, 1.0), 0.0, 1.0); | ||
} | ||
)"; | ||
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Draw::Pipeline *CreateReadbackPipeline(Draw::DrawContext *draw, const char *tag, const UniformBufferDesc *ubDesc, const char *fs, const char *fsTag, const char *vs, const char *vsTag); | ||
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// Well, this is not depth, but it's depth/stencil related. | ||
bool FramebufferManagerGLES::ReadbackStencilbufferSync(Draw::Framebuffer *fbo, int x, int y, int w, int h, uint8_t *pixels, int pixelsStride) { | ||
using namespace Draw; | ||
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if (!fbo) { | ||
ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "ReadbackStencilbufferSync: bad fbo"); | ||
return false; | ||
} | ||
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const bool useColorPath = gl_extensions.IsGLES; | ||
if (!useColorPath) { | ||
return draw_->CopyFramebufferToMemorySync(fbo, FB_STENCIL_BIT, x, y, w, h, DataFormat::S8, pixels, pixelsStride, "ReadbackStencilbufferSync"); | ||
} | ||
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// Unsupported below GLES 3.1 or without ARB_stencil_texturing. | ||
// OES_texture_stencil8 is related, but used to specify texture data. | ||
if ((gl_extensions.IsGLES && !gl_extensions.VersionGEThan(3, 1)) && !gl_extensions.ARB_stencil_texturing) | ||
return false; | ||
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// Pixel size always 4 here because we always request RGBA back. | ||
const u32 bufSize = w * h * 4; | ||
if (!convBuf_ || convBufSize_ < bufSize) { | ||
delete[] convBuf_; | ||
convBuf_ = new u8[bufSize]; | ||
convBufSize_ = bufSize; | ||
} | ||
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if (!stencilReadbackPipeline_) { | ||
stencilReadbackPipeline_ = CreateReadbackPipeline(draw_, "stencil_dl", &depthUBDesc, stencil_dl_fs, "stencil_dl_fs", stencil_vs, "stencil_vs"); | ||
stencilReadbackSampler_ = draw_->CreateSamplerState({}); | ||
} | ||
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shaderManager_->DirtyLastShader(); | ||
auto *blitFBO = GetTempFBO(TempFBO::COPY, fbo->Width(), fbo->Height()); | ||
draw_->BindFramebufferAsRenderTarget(blitFBO, { RPAction::DONT_CARE, RPAction::DONT_CARE, RPAction::DONT_CARE }, "ReadbackStencilbufferSync"); | ||
Draw::Viewport viewport = { 0.0f, 0.0f, (float)fbo->Width(), (float)fbo->Height(), 0.0f, 1.0f }; | ||
draw_->SetViewports(1, &viewport); | ||
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draw_->BindFramebufferAsTexture(fbo, TEX_SLOT_PSP_TEXTURE, FB_STENCIL_BIT, 0); | ||
draw_->BindSamplerStates(TEX_SLOT_PSP_TEXTURE, 1, &stencilReadbackSampler_); | ||
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// We must bind the program after starting the render pass. | ||
draw_->SetScissorRect(0, 0, w, h); | ||
draw_->BindPipeline(stencilReadbackPipeline_); | ||
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// Fullscreen triangle coordinates. | ||
static const float positions[6] = { | ||
0.0, 0.0, | ||
1.0, 0.0, | ||
0.0, 1.0, | ||
}; | ||
draw_->DrawUP(positions, 3); | ||
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draw_->CopyFramebufferToMemorySync(blitFBO, FB_COLOR_BIT, x, y, w, h, DataFormat::R8G8B8A8_UNORM, convBuf_, w, "ReadbackStencilbufferSync"); | ||
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textureCache_->ForgetLastTexture(); | ||
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// TODO: Use 1/4 width to write all values directly and skip CPU conversion? | ||
uint8_t *dest = pixels; | ||
const u32_le *packed32 = (u32_le *)convBuf_; | ||
for (int yp = 0; yp < h; ++yp) { | ||
for (int xp = 0; xp < w; ++xp) { | ||
dest[xp] = packed32[xp] & 0xFF; | ||
} | ||
dest += pixelsStride; | ||
packed32 += w; | ||
} | ||
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gstate_c.Dirty(DIRTY_ALL_RENDER_STATE); | ||
return true; | ||
} |
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