Implement copying color to depth on load. However, weird stuff is happening..
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94ade8c751
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5d8fe4c2a8
4 changed files with 85 additions and 55 deletions
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@ -25,6 +25,7 @@
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#include "GPU/Common/DrawEngineCommon.h"
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#include "GPU/Common/FramebufferManagerCommon.h"
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#include "GPU/Common/TextureCacheCommon.h"
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#include "GPU/Common/GPUStateUtils.h"
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static const InputDef inputs[2] = {
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{ "vec2", "a_position", Draw::SEM_POSITION },
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@ -58,6 +59,24 @@ RasterChannel GenerateDraw2DDepthFs(ShaderWriter &writer) {
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return RASTER_DEPTH;
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}
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RasterChannel GenerateDraw2D565ToDepthFs(ShaderWriter &writer) {
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writer.DeclareSamplers(samplers);
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writer.BeginFSMain(Slice<UniformDef>::empty(), varyings, FSFLAG_WRITEDEPTH);
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writer.C(" vec4 outColor = vec4(0.0, 0.0, 0.0, 0.0);\n");
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// Unlike when just copying a depth buffer, here we're generating new depth values so we'll
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// have to apply the scaling.
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DepthScaleFactors factors = GetDepthScaleFactors();
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writer.C(" vec3 rgb = ").SampleTexture2D("tex", "v_texcoord.xy").C(".xyz;\n");
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writer.F(" highp float depthValue = (floor(rgb.x * 31.99) + floor(rgb.y * 63.99) * 32.0 + floor(rgb.z * 31.99) * 2048.0) / 65535.0; \n");
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if (factors.scale != 1.0 || factors.offset != 0.0) {
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writer.F(" gl_FragDepth = (depthValue / %f) + %f;\n", factors.scale / 65535.0f, factors.offset);
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} else {
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writer.C(" gl_FragDepth = depthValue;\n");
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}
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writer.EndFSMain("outColor", FSFLAG_WRITEDEPTH);
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return RASTER_DEPTH;
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}
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void GenerateDraw2DVS(ShaderWriter &writer) {
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writer.BeginVSMain(inputs, Slice<UniformDef>::empty(), varyings);
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@ -159,22 +178,22 @@ Draw::Pipeline *FramebufferManagerCommon::Create2DPipeline(RasterChannel (*gener
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return pipeline;
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}
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void FramebufferManagerCommon::DrawStrip2D(Draw::Texture *tex, Draw2DVertex *verts, int vertexCount, bool linearFilter, RasterChannel channel) {
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void FramebufferManagerCommon::DrawStrip2D(Draw::Texture *tex, Draw2DVertex *verts, int vertexCount, bool linearFilter, Draw2DShader shader) {
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using namespace Draw;
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Ensure2DResources();
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const ShaderLanguageDesc &shaderLanguageDesc = draw_->GetShaderLanguageDesc();
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switch (channel) {
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case RASTER_COLOR:
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switch (shader) {
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case DRAW2D_COPY_COLOR:
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if (!draw2DPipelineColor_) {
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draw2DPipelineColor_ = Create2DPipeline(&GenerateDraw2DFs);
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}
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draw_->BindPipeline(draw2DPipelineColor_);
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break;
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case RASTER_DEPTH:
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case DRAW2D_COPY_DEPTH:
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if (!draw_->GetDeviceCaps().fragmentShaderDepthWriteSupported) {
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// Can't do it
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return;
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@ -184,6 +203,17 @@ void FramebufferManagerCommon::DrawStrip2D(Draw::Texture *tex, Draw2DVertex *ver
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}
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draw_->BindPipeline(draw2DPipelineDepth_);
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break;
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case DRAW2D_565_TO_DEPTH:
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if (!draw_->GetDeviceCaps().fragmentShaderDepthWriteSupported) {
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// Can't do it
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return;
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}
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if (!draw2DPipeline565ToDepth_) {
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draw2DPipeline565ToDepth_ = Create2DPipeline(&GenerateDraw2D565ToDepthFs);
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}
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draw_->BindPipeline(draw2DPipeline565ToDepth_);
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break;
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}
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if (tex) {
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@ -1,5 +1,7 @@
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#pragma once
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#include "GPU/GPU.h"
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// For framebuffer copies and similar things that just require passthrough.
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struct Draw2DVertex {
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float x;
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@ -7,3 +9,20 @@ struct Draw2DVertex {
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float u;
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float v;
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};
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enum Draw2DShader {
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DRAW2D_COPY_COLOR,
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DRAW2D_COPY_DEPTH,
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DRAW2D_565_TO_DEPTH,
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};
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inline RasterChannel Draw2DSourceChannel(Draw2DShader shader) {
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switch (shader) {
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case DRAW2D_COPY_DEPTH:
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return RASTER_DEPTH;
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case DRAW2D_COPY_COLOR:
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case DRAW2D_565_TO_DEPTH:
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default:
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return RASTER_COLOR;
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}
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}
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@ -416,9 +416,7 @@ VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer(const Frame
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ResizeFramebufFBO(vfb, drawing_width, drawing_height, true);
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NotifyRenderFramebufferCreated(vfb);
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if (!params.isClearingDepth) {
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CopyToDepthFromOverlappingFramebuffers(vfb);
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}
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// Note that we do not even think about depth right now.
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SetColorUpdated(vfb, skipDrawReason);
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@ -504,16 +502,8 @@ void FramebufferManagerCommon::SetDepthFrameBuffer() {
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return;
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}
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// Looks up by z_address, so if one is found here and not have last pointers equal to this one,
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// there is another one.
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VirtualFramebuffer *prevDepth = GetLatestDepthBufferAt(currentRenderVfb_->z_address, currentRenderVfb_->z_stride);
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if (prevDepth != currentRenderVfb_) {
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if (!gstate_c.clearingDepth && prevDepth) {
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BlitFramebufferDepth(prevDepth, currentRenderVfb_);
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}
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prevDepth = currentRenderVfb_;
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}
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// "Resolve" the depth buffer, by copying from any overlapping buffers with fresher content.
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CopyToDepthFromOverlappingFramebuffers(currentRenderVfb_);
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currentRenderVfb_->depthBindSeq = GetBindSeqCount();
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}
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@ -538,11 +528,10 @@ void FramebufferManagerCommon::CopyToDepthFromOverlappingFramebuffers(VirtualFra
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continue;
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if (src->fb_address == dest->z_address && src->fb_stride == dest->z_stride && src->format == GE_FORMAT_565) {
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if (src->colorBindSeq > dest->depthBindSeq) {
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// Source has older data than the current buffer, ignore.
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continue;
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}
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if (src->colorBindSeq < dest->depthBindSeq) {
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// Source has newer data than the current buffer, use it.
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sources.push_back(CopySource{ src, RASTER_COLOR });
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}
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} else if (src->z_address == dest->z_address && src->z_stride == dest->z_stride && src->depthBindSeq > dest->depthBindSeq) {
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sources.push_back(CopySource{ src, RASTER_DEPTH });
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} else {
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@ -550,16 +539,25 @@ void FramebufferManagerCommon::CopyToDepthFromOverlappingFramebuffers(VirtualFra
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}
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}
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// TODO: A full depth copy will overwrite anything else. So we can eliminate
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std::sort(sources.begin(), sources.end());
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// TODO: A full copy will overwrite anything else. So we can eliminate
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// anything that comes before such a copy.
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for (auto &source : sources) {
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// For now, let's just do the last thing, if there are multiple.
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// for (auto &source : sources) {
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if (sources.size()) {
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auto &source = sources.back();
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if (source.channel == RASTER_DEPTH) {
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// Good old depth->depth copy.
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BlitFramebufferDepth(source.vfb, dest);
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gpuStats.numDepthCopies++;
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dest->last_frame_depth_updated = gpuStats.numFlips;
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} else if (source.channel == RASTER_COLOR) {
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VirtualFramebuffer *src = source.vfb;
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// Copying color to depth.
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BlitUsingRaster(src->fbo, 0.0f, 0.0f, src->renderWidth, src->renderHeight, dest->fbo, 0.0f, 0.0f, dest->renderWidth, dest->renderHeight, false, DRAW2D_565_TO_DEPTH, "565_to_depth");
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}
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}
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@ -636,24 +634,12 @@ void FramebufferManagerCommon::BlitFramebufferDepth(VirtualFramebuffer *src, Vir
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draw_->BlitFramebuffer(src->fbo, 0, 0, w, h, dst->fbo, 0, 0, w, h, Draw::FB_DEPTH_BIT, Draw::FB_BLIT_NEAREST, "BlitFramebufferDepth");
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RebindFramebuffer("After BlitFramebufferDepth");
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} else if (useRaster) {
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BlitUsingRaster(src->fbo, 0, 0, w, h, dst->fbo, 0, 0, w, h, false, RasterChannel::RASTER_DEPTH);
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BlitUsingRaster(src->fbo, 0, 0, w, h, dst->fbo, 0, 0, w, h, false, Draw2DShader::DRAW2D_COPY_DEPTH, "BlitDepthRaster");
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}
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draw_->InvalidateCachedState();
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}
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VirtualFramebuffer *FramebufferManagerCommon::GetLatestDepthBufferAt(u32 z_address, u16 z_stride) {
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int maxSeq = -1;
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VirtualFramebuffer *latestDepth = nullptr;
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for (auto vfb : vfbs_) {
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if (vfb->z_address == z_address && vfb->z_stride == z_stride && vfb->depthBindSeq > maxSeq) {
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maxSeq = vfb->depthBindSeq;
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latestDepth = vfb;
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}
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}
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return latestDepth;
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}
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void FramebufferManagerCommon::NotifyRenderFramebufferCreated(VirtualFramebuffer *vfb) {
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if (!useBufferedRendering_) {
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// Let's ignore rendering to targets that have not (yet) been displayed.
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@ -702,12 +688,6 @@ void FramebufferManagerCommon::NotifyRenderFramebufferSwitched(VirtualFramebuffe
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textureCache_->ForgetLastTexture();
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shaderManager_->DirtyLastShader();
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if (!isClearingDepth) {
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// TODO: We should do this as part of the bind below. Then we can optimize the RPAction properly,
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// and also do the copies using raster.
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CopyToDepthFromOverlappingFramebuffers(vfb);
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}
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if (vfb->drawnFormat != vfb->format) {
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ReinterpretFramebuffer(vfb, vfb->drawnFormat, vfb->format);
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}
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@ -2355,6 +2335,7 @@ void FramebufferManagerCommon::DeviceLost() {
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DoRelease(draw2DVs_);
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DoRelease(draw2DPipelineColor_);
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DoRelease(draw2DPipelineDepth_);
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DoRelease(draw2DPipeline565ToDepth_);
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draw_ = nullptr;
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}
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@ -2412,7 +2393,7 @@ void FramebufferManagerCommon::DrawActiveTexture(float x, float y, float w, floa
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// Rearrange to strip form.
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std::swap(coord[2], coord[3]);
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DrawStrip2D(nullptr, coord, 4, (flags & DRAWTEX_LINEAR) != 0, RASTER_COLOR);
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DrawStrip2D(nullptr, coord, 4, (flags & DRAWTEX_LINEAR) != 0, DRAW2D_COPY_COLOR);
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gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_RASTER_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS | DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE);
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}
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draw_->BlitFramebuffer(src->fbo, srcX1, srcY1, srcX2, srcY2, dst->fbo, dstX1, dstY1, dstX2, dstY2,
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channel == RASTER_COLOR ? Draw::FB_COLOR_BIT : Draw::FB_DEPTH_BIT, Draw::FB_BLIT_NEAREST, tag);
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} else {
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Draw2DShader shader = channel == RASTER_COLOR ? DRAW2D_COPY_COLOR : DRAW2D_COPY_DEPTH;
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Draw::Framebuffer *srcFBO = src->fbo;
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if (src == dst) {
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Draw::Framebuffer *tempFBO = GetTempFBO(TempFBO::BLIT, src->renderWidth, src->renderHeight);
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BlitUsingRaster(src->fbo, srcX1, srcY1, srcX2, srcY2, tempFBO, dstX1, dstY1, dstX2, dstY2, false, channel);
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BlitUsingRaster(src->fbo, srcX1, srcY1, srcX2, srcY2, tempFBO, dstX1, dstY1, dstX2, dstY2, false, shader, tag);
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srcFBO = tempFBO;
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}
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BlitUsingRaster(srcFBO, srcX1, srcY1, srcX2, srcY2, dst->fbo, dstX1, dstY1, dstX2, dstY2, false, channel);
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BlitUsingRaster(srcFBO, srcX1, srcY1, srcX2, srcY2, dst->fbo, dstX1, dstY1, dstX2, dstY2, false, shader, tag);
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}
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draw_->InvalidateCachedState();
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@ -2526,9 +2508,9 @@ void FramebufferManagerCommon::BlitUsingRaster(
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Draw::Framebuffer *src, float srcX1, float srcY1, float srcX2, float srcY2,
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Draw::Framebuffer *dest, float destX1, float destY1, float destX2, float destY2,
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bool linearFilter,
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RasterChannel channel) {
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Draw2DShader shader, const char *tag) {
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if (channel == RASTER_DEPTH) {
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if (shader == DRAW2D_COPY_DEPTH || shader == DRAW2D_565_TO_DEPTH) {
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_dbg_assert_(draw_->GetDeviceCaps().fragmentShaderDepthWriteSupported);
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}
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// Unbind the texture first to avoid the D3D11 hazard check (can't set render target to things bound as textures and vice versa, not even temporarily).
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draw_->BindTexture(0, nullptr);
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// This will get optimized away in case it's already bound (in VK and GL at least..)
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draw_->BindFramebufferAsRenderTarget(dest, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, "BlitUsingRaster");
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draw_->BindFramebufferAsTexture(src, 0, channel == RASTER_COLOR ? Draw::FB_COLOR_BIT : Draw::FB_DEPTH_BIT, 0);
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draw_->BindFramebufferAsRenderTarget(dest, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, tag ? tag : "BlitUsingRaster");
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draw_->BindFramebufferAsTexture(src, 0, Draw2DSourceChannel(shader) == RASTER_COLOR ? Draw::FB_COLOR_BIT : Draw::FB_DEPTH_BIT, 0);
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Draw::Viewport vp{ 0.0f, 0.0f, (float)dest->Width(), (float)dest->Height(), 0.0f, 1.0f };
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draw_->SetViewports(1, &vp);
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draw_->SetScissorRect(0, 0, (int)dest->Width(), (int)dest->Height());
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DrawStrip2D(nullptr, vtx, 4, linearFilter, channel);
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DrawStrip2D(nullptr, vtx, 4, linearFilter, shader);
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gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE);
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}
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@ -290,8 +290,6 @@ public:
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void DownloadFramebufferForClut(u32 fb_address, u32 loadBytes);
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void DrawFramebufferToOutput(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride);
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VirtualFramebuffer *GetLatestDepthBufferAt(u32 z_address, u16 z_stride);
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void DrawPixels(VirtualFramebuffer *vfb, int dstX, int dstY, const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height);
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size_t NumVFBs() const { return vfbs_.size(); }
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@ -382,7 +380,7 @@ protected:
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Draw::Texture *MakePixelTexture(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height);
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void DrawActiveTexture(float x, float y, float w, float h, float destW, float destH, float u0, float v0, float u1, float v1, int uvRotation, int flags);
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void DrawStrip2D(Draw::Texture *tex, Draw2DVertex *verts, int vertexCount, bool linearFilter, RasterChannel channel);
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void DrawStrip2D(Draw::Texture *tex, Draw2DVertex *verts, int vertexCount, bool linearFilter, Draw2DShader channel);
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void Ensure2DResources();
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Draw::Pipeline *Create2DPipeline(RasterChannel (*generate)(ShaderWriter &));
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@ -398,7 +396,7 @@ protected:
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void BlitUsingRaster(
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Draw::Framebuffer *src, float srcX1, float srcY1, float srcX2, float srcY2,
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Draw::Framebuffer *dest, float destX1, float destY1, float destX2, float destY2, bool linearFilter, RasterChannel channel);
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Draw::Framebuffer *dest, float destX1, float destY1, float destX2, float destY2, bool linearFilter, Draw2DShader shader, const char *tag);
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void CopyFramebufferForColorTexture(VirtualFramebuffer *dst, VirtualFramebuffer *src, int flags);
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@ -517,6 +515,7 @@ protected:
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// Draw2D pipelines
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Draw::Pipeline *draw2DPipelineColor_ = nullptr;
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Draw::Pipeline *draw2DPipelineDepth_ = nullptr;
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Draw::Pipeline *draw2DPipeline565ToDepth_ = nullptr;
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Draw::SamplerState *draw2DSamplerLinear_ = nullptr;
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Draw::SamplerState *draw2DSamplerNearest_ = nullptr;
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Draw::ShaderModule *draw2DVs_ = nullptr;
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