More Draw2D refactoring

This commit is contained in:
Henrik Rydgård 2022-08-23 10:05:44 +02:00
parent 1921338782
commit 65e4e249ec
4 changed files with 81 additions and 47 deletions

View file

@ -57,26 +57,32 @@ const UniformBufferDesc draw2DUBDesc{ sizeof(Draw2DUB), {
} };
RasterChannel GenerateDraw2DFs(ShaderWriter &writer) {
Draw2DPipelineInfo GenerateDraw2DCopyColorFs(ShaderWriter &writer) {
writer.DeclareSamplers(samplers);
writer.BeginFSMain(Slice<UniformDef>::empty(), varyings, FSFLAG_NONE);
writer.C(" vec4 outColor = ").SampleTexture2D("tex", "v_texcoord.xy").C(";\n");
writer.EndFSMain("outColor", FSFLAG_NONE);
return RASTER_COLOR;
return Draw2DPipelineInfo{
RASTER_COLOR,
RASTER_COLOR,
};
}
RasterChannel GenerateDraw2DDepthFs(ShaderWriter &writer) {
Draw2DPipelineInfo GenerateDraw2DCopyDepthFs(ShaderWriter &writer) {
writer.DeclareSamplers(samplers);
writer.BeginFSMain(Slice<UniformDef>::empty(), varyings, FSFLAG_WRITEDEPTH);
writer.C(" vec4 outColor = vec4(0.0, 0.0, 0.0, 0.0);\n");
writer.C(" gl_FragDepth = ").SampleTexture2D("tex", "v_texcoord.xy").C(".x;\n");
writer.EndFSMain("outColor", FSFLAG_WRITEDEPTH);
return RASTER_DEPTH;
return Draw2DPipelineInfo{
RASTER_DEPTH,
RASTER_DEPTH,
};
}
RasterChannel GenerateDraw2D565ToDepthFs(ShaderWriter &writer) {
Draw2DPipelineInfo GenerateDraw2D565ToDepthFs(ShaderWriter &writer) {
writer.DeclareSamplers(samplers);
writer.BeginFSMain(Slice<UniformDef>::empty(), varyings, FSFLAG_WRITEDEPTH);
writer.C(" vec4 outColor = vec4(0.0, 0.0, 0.0, 0.0);\n");
@ -88,10 +94,13 @@ RasterChannel GenerateDraw2D565ToDepthFs(ShaderWriter &writer) {
writer.F(" gl_FragDepth = (depthValue / %f) + %f;\n", factors.scale, factors.offset);
writer.EndFSMain("outColor", FSFLAG_WRITEDEPTH);
return RASTER_DEPTH;
return Draw2DPipelineInfo{
RASTER_COLOR,
RASTER_DEPTH,
};
}
RasterChannel GenerateDraw2D565ToDepthDeswizzleFs(ShaderWriter &writer) {
Draw2DPipelineInfo GenerateDraw2D565ToDepthDeswizzleFs(ShaderWriter &writer) {
writer.DeclareSamplers(samplers);
writer.BeginFSMain(uniforms, varyings, FSFLAG_WRITEDEPTH);
writer.C(" vec4 outColor = vec4(0.0, 0.0, 0.0, 0.0);\n");
@ -108,7 +117,11 @@ RasterChannel GenerateDraw2D565ToDepthDeswizzleFs(ShaderWriter &writer) {
writer.F(" highp float depthValue = (floor(rgb.x * 31.99) + floor(rgb.y * 63.99) * 32.0 + floor(rgb.z * 31.99) * 2048.0); \n");
writer.F(" gl_FragDepth = (depthValue / %f) + %f;\n", factors.scale, factors.offset);
writer.EndFSMain("outColor", FSFLAG_WRITEDEPTH);
return RASTER_DEPTH;
return Draw2DPipelineInfo{
RASTER_COLOR,
RASTER_DEPTH
};
}
void GenerateDraw2DVS(ShaderWriter &writer) {
@ -155,7 +168,7 @@ void FramebufferManagerCommon::Ensure2DResources() {
}
}
Draw::Pipeline *FramebufferManagerCommon::Create2DPipeline(std::function<RasterChannel (ShaderWriter &)> generate) {
Draw2DPipeline *FramebufferManagerCommon::Create2DPipeline(std::function<Draw2DPipelineInfo (ShaderWriter &)> generate) {
Ensure2DResources();
using namespace Draw;
@ -163,7 +176,7 @@ Draw::Pipeline *FramebufferManagerCommon::Create2DPipeline(std::function<RasterC
char *fsCode = new char[4000];
ShaderWriter writer(fsCode, shaderLanguageDesc, ShaderStage::Fragment);
RasterChannel channel = generate(writer);
Draw2DPipelineInfo info = generate(writer);
ShaderModule *fs = draw_->CreateShaderModule(ShaderStage::Fragment, shaderLanguageDesc.shaderLanguage, (const uint8_t *)fsCode, strlen(fsCode), "draw2d_fs");
delete[] fsCode;
@ -182,10 +195,10 @@ Draw::Pipeline *FramebufferManagerCommon::Create2DPipeline(std::function<RasterC
};
InputLayout *inputLayout = draw_->CreateInputLayout(desc);
BlendState *blend = draw_->CreateBlendState({ false, channel == RASTER_COLOR ? 0xF : 0 });
BlendState *blend = draw_->CreateBlendState({ false, info.writeChannel == RASTER_COLOR ? 0xF : 0 });
DepthStencilStateDesc dsDesc{};
if (channel == RASTER_DEPTH) {
if (info.writeChannel == RASTER_DEPTH) {
dsDesc.depthTestEnabled = true;
dsDesc.depthWriteEnabled = true;
dsDesc.depthCompare = Draw::Comparison::ALWAYS;
@ -211,19 +224,31 @@ Draw::Pipeline *FramebufferManagerCommon::Create2DPipeline(std::function<RasterC
depthStencil->Release();
inputLayout->Release();
return pipeline;
return new Draw2DPipeline {
pipeline,
info
};
}
void FramebufferManagerCommon::DrawStrip2D(Draw::Texture *tex, Draw2DVertex *verts, int vertexCount, bool linearFilter, Draw::Pipeline *pipeline, float texW, float texH) {
void FramebufferManagerCommon::DrawStrip2D(Draw::Texture *tex, Draw2DVertex *verts, int vertexCount, bool linearFilter, Draw2DPipeline *pipeline, float texW, float texH) {
using namespace Draw;
_dbg_assert_(pipeline);
if (pipeline->info.writeChannel == RASTER_DEPTH) {
_dbg_assert_(draw_->GetDeviceCaps().fragmentShaderDepthWriteSupported);
// We don't filter inputs when writing depth, results will be bad.
linearFilter = false;
}
Draw2DUB ub;
ub.texSizeX = tex ? tex->Width() : texW;
ub.texSizeY = tex ? tex->Height() : texH;
ub.scaleFactor = (float)renderScaleFactor_;
draw_->BindPipeline(pipeline);
draw_->BindPipeline(pipeline->pipeline);
draw_->UpdateDynamicUniformBuffer(&ub, sizeof(ub));
if (tex) {
@ -237,17 +262,17 @@ void FramebufferManagerCommon::DrawStrip2D(Draw::Texture *tex, Draw2DVertex *ver
gstate_c.Dirty(DIRTY_FRAGMENTSHADER_STATE | DIRTY_VERTEXSHADER_STATE);
}
void FramebufferManagerCommon::DrawStrip2D(Draw::Texture *tex, Draw2DVertex *verts, int vertexCount, bool linearFilter, Draw2DShader shader, float texW, float texH) {
Draw2DPipeline *FramebufferManagerCommon::Get2DPipeline(Draw2DShader shader) {
using namespace Draw;
const ShaderLanguageDesc &shaderLanguageDesc = draw_->GetShaderLanguageDesc();
Draw::Pipeline *pipeline = nullptr;
Draw2DPipeline *pipeline = nullptr;
switch (shader) {
case DRAW2D_COPY_COLOR:
if (!draw2DPipelineColor_) {
draw2DPipelineColor_ = Create2DPipeline(&GenerateDraw2DFs);
draw2DPipelineColor_ = Create2DPipeline(&GenerateDraw2DCopyColorFs);
}
pipeline = draw2DPipelineColor_;
break;
@ -255,41 +280,36 @@ void FramebufferManagerCommon::DrawStrip2D(Draw::Texture *tex, Draw2DVertex *ver
case DRAW2D_COPY_DEPTH:
if (!draw_->GetDeviceCaps().fragmentShaderDepthWriteSupported) {
// Can't do it
return;
return nullptr;
}
if (!draw2DPipelineDepth_) {
draw2DPipelineDepth_ = Create2DPipeline(&GenerateDraw2DDepthFs);
draw2DPipelineDepth_ = Create2DPipeline(&GenerateDraw2DCopyDepthFs);
}
linearFilter = false;
pipeline = draw2DPipelineDepth_;
break;
case DRAW2D_565_TO_DEPTH:
if (!draw_->GetDeviceCaps().fragmentShaderDepthWriteSupported) {
// Can't do it
return;
return nullptr;
}
if (!draw2DPipeline565ToDepth_) {
draw2DPipeline565ToDepth_ = Create2DPipeline(&GenerateDraw2D565ToDepthFs);
}
linearFilter = false;
pipeline = draw2DPipeline565ToDepth_;
break;
case DRAW2D_565_TO_DEPTH_DESWIZZLE:
if (!draw_->GetDeviceCaps().fragmentShaderDepthWriteSupported) {
// Can't do it
return;
return nullptr;
}
if (!draw2DPipeline565ToDepthDeswizzle_) {
draw2DPipeline565ToDepthDeswizzle_ = Create2DPipeline(&GenerateDraw2D565ToDepthDeswizzleFs);
}
linearFilter = false;
pipeline = draw2DPipeline565ToDepthDeswizzle_;
break;
}
if (pipeline) {
DrawStrip2D(tex, verts, vertexCount, linearFilter, pipeline, texW, texH);
}
return pipeline;
}