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;
}

View file

@ -28,3 +28,17 @@ inline RasterChannel Draw2DSourceChannel(Draw2DShader shader) {
return RASTER_COLOR;
}
}
struct Draw2DPipelineInfo {
RasterChannel readChannel;
RasterChannel writeChannel;
};
struct Draw2DPipeline {
Draw::Pipeline *pipeline;
Draw2DPipelineInfo info;
void Release() {
pipeline->Release();
delete this;
}
};

View file

@ -573,7 +573,7 @@ void FramebufferManagerCommon::CopyToDepthFromOverlappingFramebuffers(VirtualFra
BlitUsingRaster(
src->fbo, 0.0f, 0.0f, src->renderWidth, src->renderHeight,
dest->fbo, 0.0f, 0.0f, src->renderWidth, src->renderHeight,
false, shader, "565_to_depth");
false, Get2DPipeline(shader), "565_to_depth");
}
}
@ -656,7 +656,7 @@ void FramebufferManagerCommon::CopyToColorFromOverlappingFramebuffers(VirtualFra
int dstY2 = dstY1 + dstHeight;
BlitUsingRaster(src->fbo, 0.0f, 0.0f, srcWidth, srcHeight,
dst->fbo, dstX1, dstY1, dstX2, dstY2, false, DRAW2D_COPY_COLOR, "copy_color");
dst->fbo, dstX1, dstY1, dstX2, dstY2, false, Get2DPipeline(DRAW2D_COPY_COLOR), "copy_color");
}
}
@ -731,7 +731,7 @@ void FramebufferManagerCommon::BlitFramebufferDepth(VirtualFramebuffer *src, Vir
draw_->BlitFramebuffer(src->fbo, 0, 0, w, h, dst->fbo, 0, 0, w, h, Draw::FB_DEPTH_BIT, Draw::FB_BLIT_NEAREST, "BlitFramebufferDepth");
RebindFramebuffer("After BlitFramebufferDepth");
} else if (useRaster) {
BlitUsingRaster(src->fbo, 0, 0, w, h, dst->fbo, 0, 0, w, h, false, Draw2DShader::DRAW2D_COPY_DEPTH, "BlitDepthRaster");
BlitUsingRaster(src->fbo, 0, 0, w, h, dst->fbo, 0, 0, w, h, false, Get2DPipeline(Draw2DShader::DRAW2D_COPY_DEPTH), "BlitDepthRaster");
}
draw_->InvalidateCachedState();
@ -2491,7 +2491,7 @@ void FramebufferManagerCommon::DrawActiveTexture(float x, float y, float w, floa
// Rearrange to strip form.
std::swap(coord[2], coord[3]);
DrawStrip2D(nullptr, coord, 4, (flags & DRAWTEX_LINEAR) != 0, DRAW2D_COPY_COLOR);
DrawStrip2D(nullptr, coord, 4, (flags & DRAWTEX_LINEAR) != 0, Get2DPipeline(DRAW2D_COPY_COLOR));
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);
}
@ -2587,14 +2587,14 @@ void FramebufferManagerCommon::BlitFramebuffer(VirtualFramebuffer *dst, int dstX
draw_->BlitFramebuffer(src->fbo, srcX1, srcY1, srcX2, srcY2, dst->fbo, dstX1, dstY1, dstX2, dstY2,
channel == RASTER_COLOR ? Draw::FB_COLOR_BIT : Draw::FB_DEPTH_BIT, Draw::FB_BLIT_NEAREST, tag);
} else {
Draw2DShader shader = channel == RASTER_COLOR ? DRAW2D_COPY_COLOR : DRAW2D_COPY_DEPTH;
Draw2DPipeline *pipeline = Get2DPipeline(channel == RASTER_COLOR ? DRAW2D_COPY_COLOR : DRAW2D_COPY_DEPTH);
Draw::Framebuffer *srcFBO = src->fbo;
if (src == dst) {
Draw::Framebuffer *tempFBO = GetTempFBO(TempFBO::BLIT, src->renderWidth, src->renderHeight);
BlitUsingRaster(src->fbo, srcX1, srcY1, srcX2, srcY2, tempFBO, dstX1, dstY1, dstX2, dstY2, false, shader, tag);
BlitUsingRaster(src->fbo, srcX1, srcY1, srcX2, srcY2, tempFBO, dstX1, dstY1, dstX2, dstY2, false, pipeline, tag);
srcFBO = tempFBO;
}
BlitUsingRaster(srcFBO, srcX1, srcY1, srcX2, srcY2, dst->fbo, dstX1, dstY1, dstX2, dstY2, false, shader, tag);
BlitUsingRaster(srcFBO, srcX1, srcY1, srcX2, srcY2, dst->fbo, dstX1, dstY1, dstX2, dstY2, false, pipeline, tag);
}
draw_->InvalidateCachedState();
@ -2607,9 +2607,9 @@ void FramebufferManagerCommon::BlitUsingRaster(
Draw::Framebuffer *src, float srcX1, float srcY1, float srcX2, float srcY2,
Draw::Framebuffer *dest, float destX1, float destY1, float destX2, float destY2,
bool linearFilter,
Draw2DShader shader, const char *tag) {
Draw2DPipeline *pipeline, const char *tag) {
if (shader == DRAW2D_COPY_DEPTH || shader == DRAW2D_565_TO_DEPTH) {
if (pipeline->info.writeChannel == RASTER_DEPTH) {
_dbg_assert_(draw_->GetDeviceCaps().fragmentShaderDepthWriteSupported);
}
@ -2632,12 +2632,12 @@ void FramebufferManagerCommon::BlitUsingRaster(
draw_->BindTexture(0, nullptr);
// This will get optimized away in case it's already bound (in VK and GL at least..)
draw_->BindFramebufferAsRenderTarget(dest, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, tag ? tag : "BlitUsingRaster");
draw_->BindFramebufferAsTexture(src, 0, Draw2DSourceChannel(shader) == RASTER_COLOR ? Draw::FB_COLOR_BIT : Draw::FB_DEPTH_BIT, 0);
draw_->BindFramebufferAsTexture(src, 0, pipeline->info.readChannel == RASTER_COLOR ? Draw::FB_COLOR_BIT : Draw::FB_DEPTH_BIT, 0);
Draw::Viewport vp{ 0.0f, 0.0f, (float)dest->Width(), (float)dest->Height(), 0.0f, 1.0f };
draw_->SetViewports(1, &vp);
draw_->SetScissorRect(0, 0, (int)dest->Width(), (int)dest->Height());
DrawStrip2D(nullptr, vtx, 4, linearFilter, shader, src->Width(), src->Height());
DrawStrip2D(nullptr, vtx, 4, linearFilter, pipeline, src->Width(), src->Height());
gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE);
}

View file

@ -375,11 +375,11 @@ protected:
Draw::Texture *MakePixelTexture(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height);
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);
void DrawStrip2D(Draw::Texture *tex, Draw2DVertex *verts, int vertexCount, bool linearFilter, Draw2DShader channel, float texW = 0.0f, float texH = 0.0f);
void DrawStrip2D(Draw::Texture *tex, Draw2DVertex *verts, int vertexCount, bool linearFilter, Draw::Pipeline *pipeline, float texW = 0.0f, float texH = 0.0f);
Draw2DPipeline *FramebufferManagerCommon::Get2DPipeline(Draw2DShader shader);
void DrawStrip2D(Draw::Texture *tex, Draw2DVertex *verts, int vertexCount, bool linearFilter, Draw2DPipeline *pipeline, float texW = 0.0f, float texH = 0.0f);
void Ensure2DResources();
Draw::Pipeline *Create2DPipeline(std::function<RasterChannel(ShaderWriter &)> generate);
Draw2DPipeline *Create2DPipeline(std::function<Draw2DPipelineInfo(ShaderWriter &)> generate);
void CopyToColorFromOverlappingFramebuffers(VirtualFramebuffer *dest);
void CopyToDepthFromOverlappingFramebuffers(VirtualFramebuffer *dest);
@ -394,7 +394,7 @@ protected:
void BlitUsingRaster(
Draw::Framebuffer *src, float srcX1, float srcY1, float srcX2, float srcY2,
Draw::Framebuffer *dest, float destX1, float destY1, float destX2, float destY2, bool linearFilter, Draw2DShader shader, const char *tag);
Draw::Framebuffer *dest, float destX1, float destY1, float destX2, float destY2, bool linearFilter, Draw2DPipeline *pipeline, const char *tag);
void CopyFramebufferForColorTexture(VirtualFramebuffer *dst, VirtualFramebuffer *src, int flags);
@ -511,10 +511,10 @@ protected:
Draw::SamplerState *stencilUploadSampler_ = nullptr;
// Draw2D pipelines
Draw::Pipeline *draw2DPipelineColor_ = nullptr;
Draw::Pipeline *draw2DPipelineDepth_ = nullptr;
Draw::Pipeline *draw2DPipeline565ToDepth_ = nullptr;
Draw::Pipeline *draw2DPipeline565ToDepthDeswizzle_ = nullptr;
Draw2DPipeline *draw2DPipelineColor_ = nullptr;
Draw2DPipeline *draw2DPipelineDepth_ = nullptr;
Draw2DPipeline *draw2DPipeline565ToDepth_ = nullptr;
Draw2DPipeline *draw2DPipeline565ToDepthDeswizzle_ = nullptr;
Draw::SamplerState *draw2DSamplerLinear_ = nullptr;
Draw::SamplerState *draw2DSamplerNearest_ = nullptr;
Draw::ShaderModule *draw2DVs_ = nullptr;