ppsspp/GPU/Common/TextureShaderCommon.cpp

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// Copyright (c) 2014- 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.
// 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 <map>
#include "Common/Log.h"
#include "Common/StringUtils.h"
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#include "Common/GPU/Shader.h"
#include "Common/GPU/ShaderWriter.h"
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#include "Common/Data/Convert/ColorConv.h"
#include "Core/Reporting.h"
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#include "GPU/Common/DrawEngineCommon.h"
#include "GPU/Common/TextureCacheCommon.h"
#include "GPU/Common/TextureShaderCommon.h"
#include "GPU/Common/DepalettizeShaderCommon.h"
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static const VaryingDef varyings[1] = {
{ "vec2", "v_texcoord", Draw::SEM_TEXCOORD0, 0, "highp" },
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};
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static const SamplerDef samplers[2] = {
{ "tex" },
{ "pal" },
};
TextureShaderCache::TextureShaderCache(Draw::DrawContext *draw) : draw_(draw) { }
TextureShaderCache::~TextureShaderCache() {
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DeviceLost();
}
void TextureShaderCache::DeviceRestore(Draw::DrawContext *draw) {
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draw_ = draw;
}
void TextureShaderCache::DeviceLost() {
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Clear();
}
ClutTexture TextureShaderCache::GetClutTexture(GEPaletteFormat clutFormat, const u32 clutHash, u32 *rawClut) {
// Simplistic, but works well enough.
u32 clutId = clutHash ^ (uint32_t)clutFormat;
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auto oldtex = texCache_.find(clutId);
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if (oldtex != texCache_.end()) {
oldtex->second->lastFrame = gpuStats.numFlips;
return *oldtex->second;
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}
int maxClutEntries = clutFormat == GE_CMODE_32BIT_ABGR8888 ? 256 : 512;
ClutTexture *tex = new ClutTexture();
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Draw::TextureDesc desc{};
desc.width = maxClutEntries;
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desc.height = 1;
desc.depth = 1;
desc.mipLevels = 1;
desc.tag = "clut";
desc.type = Draw::TextureType::LINEAR2D; // TODO: Try LINEAR1D?
desc.format = Draw::DataFormat::R8G8B8A8_UNORM; // TODO: Also support an BGR format. We won't bother with the 16-bit formats here.
uint8_t convTemp[2048]{};
switch (clutFormat) {
case GEPaletteFormat::GE_CMODE_32BIT_ABGR8888:
desc.initData.push_back((const uint8_t *)rawClut);
break;
case GEPaletteFormat::GE_CMODE_16BIT_BGR5650:
ConvertRGB565ToRGBA8888((u32 *)convTemp, (const u16 *)rawClut, maxClutEntries);
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desc.initData.push_back(convTemp);
break;
case GEPaletteFormat::GE_CMODE_16BIT_ABGR5551:
ConvertRGBA5551ToRGBA8888((u32 *)convTemp, (const u16 *)rawClut, maxClutEntries);
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desc.initData.push_back(convTemp);
break;
case GEPaletteFormat::GE_CMODE_16BIT_ABGR4444:
ConvertRGBA4444ToRGBA8888((u32 *)convTemp, (const u16 *)rawClut, maxClutEntries);
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desc.initData.push_back(convTemp);
break;
}
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int lastR = 0;
int lastG = 0;
int lastB = 0;
int lastA = 0;
int rampLength = 0;
// Quick check for how many continouosly growing entries we have at the start.
// Bilinearly filtering CLUTs only really makes sense for this kind of ramp.
for (int i = 0; i < maxClutEntries; i++) {
rampLength = i + 1;
int r = desc.initData[0][i * 4];
int g = desc.initData[0][i * 4 + 1];
int b = desc.initData[0][i * 4 + 2];
int a = desc.initData[0][i * 4 + 3];
if (r < lastR || g < lastG || b < lastB || a < lastA) {
break;
} else {
lastR = r;
lastG = g;
lastB = b;
lastA = a;
}
}
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tex->texture = draw_->CreateTexture(desc);
tex->lastFrame = gpuStats.numFlips;
tex->rampLength = rampLength;
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texCache_[clutId] = tex;
return *tex;
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}
void TextureShaderCache::Clear() {
for (auto shader = depalCache_.begin(); shader != depalCache_.end(); ++shader) {
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if (shader->second->pipeline) {
shader->second->pipeline->Release();
}
delete shader->second;
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}
depalCache_.clear();
for (auto tex = texCache_.begin(); tex != texCache_.end(); ++tex) {
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tex->second->texture->Release();
delete tex->second;
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}
texCache_.clear();
if (vertexShader_) {
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vertexShader_->Release();
vertexShader_ = nullptr;
}
if (nearestSampler_) {
nearestSampler_->Release();
nearestSampler_ = nullptr;
}
if (linearSampler_) {
linearSampler_->Release();
linearSampler_ = nullptr;
}
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}
void TextureShaderCache::Decimate() {
for (auto tex = texCache_.begin(); tex != texCache_.end(); ) {
if (tex->second->lastFrame + DEPAL_TEXTURE_OLD_AGE < gpuStats.numFlips) {
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tex->second->texture->Release();
delete tex->second;
texCache_.erase(tex++);
} else {
++tex;
}
}
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}
Draw::SamplerState *TextureShaderCache::GetSampler(bool linearFilter) {
if (linearFilter) {
if (!linearSampler_) {
Draw::SamplerStateDesc desc{};
desc.magFilter = Draw::TextureFilter::LINEAR;
desc.minFilter = Draw::TextureFilter::LINEAR;
desc.wrapU = Draw::TextureAddressMode::CLAMP_TO_EDGE;
desc.wrapV = Draw::TextureAddressMode::CLAMP_TO_EDGE;
desc.wrapW = Draw::TextureAddressMode::CLAMP_TO_EDGE;
linearSampler_ = draw_->CreateSamplerState(desc);
}
return linearSampler_;
} else {
if (!nearestSampler_) {
Draw::SamplerStateDesc desc{};
desc.wrapU = Draw::TextureAddressMode::CLAMP_TO_EDGE;
desc.wrapV = Draw::TextureAddressMode::CLAMP_TO_EDGE;
desc.wrapW = Draw::TextureAddressMode::CLAMP_TO_EDGE;
nearestSampler_ = draw_->CreateSamplerState(desc);
}
return nearestSampler_;
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}
}
TextureShader *TextureShaderCache::CreateShader(const char *fs) {
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using namespace Draw;
if (!vertexShader_) {
char *buffer = new char[4096];
GenerateVs(buffer, draw_->GetShaderLanguageDesc());
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vertexShader_ = draw_->CreateShaderModule(ShaderStage::Vertex, draw_->GetShaderLanguageDesc().shaderLanguage, (const uint8_t *)buffer, strlen(buffer), "depal_vs");
delete[] buffer;
}
ShaderModule *fragShader = draw_->CreateShaderModule(ShaderStage::Fragment, draw_->GetShaderLanguageDesc().shaderLanguage, (const uint8_t *)fs, strlen(fs), "depal_fs");
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static const InputLayoutDesc desc = {
{
{ 16, false },
},
{
{ 0, SEM_POSITION, DataFormat::R32G32_FLOAT, 0 },
{ 0, SEM_TEXCOORD0, DataFormat::R32G32_FLOAT, 8 },
},
};
InputLayout *inputLayout = draw_->CreateInputLayout(desc);
BlendState *blendOff = draw_->CreateBlendState({ false, 0xF });
DepthStencilStateDesc dsDesc{};
DepthStencilState *noDepthStencil = draw_->CreateDepthStencilState(dsDesc);
RasterState *rasterNoCull = draw_->CreateRasterState({});
PipelineDesc depalPipelineDesc{
Primitive::TRIANGLE_STRIP, // Could have use a single triangle too (in which case we'd use LIST here) but want to be prepared to do subrectangles.
{ vertexShader_, fragShader },
inputLayout, noDepthStencil, blendOff, rasterNoCull, nullptr, samplers
};
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Pipeline *pipeline = draw_->CreateGraphicsPipeline(depalPipelineDesc);
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inputLayout->Release();
blendOff->Release();
noDepthStencil->Release();
rasterNoCull->Release();
fragShader->Release();
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_assert_(pipeline);
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TextureShader *depal = new TextureShader();
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depal->pipeline = pipeline;
depal->code = fs; // to std::string
return depal;
}
TextureShader *TextureShaderCache::GetDepalettizeShader(uint32_t clutMode, GETextureFormat textureFormat, GEBufferFormat bufferFormat, bool smoothedDepal) {
using namespace Draw;
// Generate an ID for depal shaders.
u32 id = (clutMode & 0xFFFFFF) | (textureFormat << 24) | (bufferFormat << 28);
auto shader = depalCache_.find(id);
if (shader != depalCache_.end()) {
TextureShader *depal = shader->second;
return shader->second;
}
// TODO: Parse these out of clutMode some nice way, to become a bit more stateless.
DepalConfig config;
config.clutFormat = gstate.getClutPaletteFormat();
config.startPos = gstate.getClutIndexStartPos();
config.shift = gstate.getClutIndexShift();
config.mask = gstate.getClutIndexMask();
config.bufferFormat = bufferFormat;
config.textureFormat = textureFormat;
config.smoothedDepal = smoothedDepal;
char *buffer = new char[4096];
GenerateDepalFs(buffer, config, draw_->GetShaderLanguageDesc());
TextureShader *ts = CreateShader(buffer);
delete[] buffer;
depalCache_[id] = ts;
return ts->pipeline ? ts : nullptr;
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}
std::vector<std::string> TextureShaderCache::DebugGetShaderIDs(DebugShaderType type) {
std::vector<std::string> ids;
for (auto &iter : depalCache_) {
ids.push_back(StringFromFormat("%08x", iter.first));
}
return ids;
}
std::string TextureShaderCache::DebugGetShaderString(std::string idstr, DebugShaderType type, DebugShaderStringType stringType) {
uint32_t id;
sscanf(idstr.c_str(), "%08x", &id);
auto iter = depalCache_.find(id);
if (iter == depalCache_.end())
return "";
switch (stringType) {
case SHADER_STRING_SHORT_DESC:
return idstr;
case SHADER_STRING_SOURCE_CODE:
return iter->second->code;
default:
return "";
}
}
void TextureShaderCache::ApplyShader(TextureShader *shader, float bufferW, float bufferH, int renderW, int renderH, const KnownVertexBounds &bounds, u32 uoff, u32 voff) {
Draw2DVertex verts[4] = {
{-1, -1, 0, 0 },
{ 1, -1, 1, 0 },
{-1, 1, 0, 1 },
{ 1, 1, 1, 1 },
};
// If min is not < max, then we don't have values (wasn't set during decode.)
if (bounds.minV < bounds.maxV) {
const float invWidth = 1.0f / bufferW;
const float invHeight = 1.0f / bufferH;
// Inverse of half = double.
const float invHalfWidth = invWidth * 2.0f;
const float invHalfHeight = invHeight * 2.0f;
const int u1 = bounds.minU + uoff;
const int v1 = bounds.minV + voff;
const int u2 = bounds.maxU + uoff;
const int v2 = bounds.maxV + voff;
const float left = u1 * invHalfWidth - 1.0f;
const float right = u2 * invHalfWidth - 1.0f;
const float top = v1 * invHalfHeight - 1.0f;
const float bottom = v2 * invHalfHeight - 1.0f;
const float uvleft = u1 * invWidth;
const float uvright = u2 * invWidth;
const float uvtop = v1 * invHeight;
const float uvbottom = v2 * invHeight;
// Points are: BL, BR, TR, TL.
verts[0] = Draw2DVertex{ left, bottom, uvleft, uvbottom };
verts[1] = Draw2DVertex{ right, bottom, uvright, uvbottom };
verts[2] = Draw2DVertex{ left, top, uvleft, uvtop };
verts[3] = Draw2DVertex{ right, top, uvright, uvtop };
// We need to reapply the texture next time since we cropped UV.
gstate_c.Dirty(DIRTY_TEXTURE_PARAMS);
}
Draw::Viewport vp{ 0.0f, 0.0f, (float)renderW, (float)renderH, 0.0f, 1.0f };
draw_->BindPipeline(shader->pipeline);
draw_->SetViewports(1, &vp);
draw_->SetScissorRect(0, 0, renderW, renderH);
draw_->DrawUP((const uint8_t *)verts, 4);
}