More Draw2D refactoring
This commit is contained in:
parent
1921338782
commit
65e4e249ec
4 changed files with 81 additions and 47 deletions
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@ -57,26 +57,32 @@ const UniformBufferDesc draw2DUBDesc{ sizeof(Draw2DUB), {
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} };
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RasterChannel GenerateDraw2DFs(ShaderWriter &writer) {
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Draw2DPipelineInfo GenerateDraw2DCopyColorFs(ShaderWriter &writer) {
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writer.DeclareSamplers(samplers);
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writer.BeginFSMain(Slice<UniformDef>::empty(), varyings, FSFLAG_NONE);
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writer.C(" vec4 outColor = ").SampleTexture2D("tex", "v_texcoord.xy").C(";\n");
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writer.EndFSMain("outColor", FSFLAG_NONE);
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return RASTER_COLOR;
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return Draw2DPipelineInfo{
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RASTER_COLOR,
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RASTER_COLOR,
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};
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}
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RasterChannel GenerateDraw2DDepthFs(ShaderWriter &writer) {
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Draw2DPipelineInfo GenerateDraw2DCopyDepthFs(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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writer.C(" gl_FragDepth = ").SampleTexture2D("tex", "v_texcoord.xy").C(".x;\n");
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writer.EndFSMain("outColor", FSFLAG_WRITEDEPTH);
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return RASTER_DEPTH;
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return Draw2DPipelineInfo{
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RASTER_DEPTH,
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RASTER_DEPTH,
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};
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}
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RasterChannel GenerateDraw2D565ToDepthFs(ShaderWriter &writer) {
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Draw2DPipelineInfo 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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@ -88,10 +94,13 @@ RasterChannel GenerateDraw2D565ToDepthFs(ShaderWriter &writer) {
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writer.F(" gl_FragDepth = (depthValue / %f) + %f;\n", factors.scale, factors.offset);
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writer.EndFSMain("outColor", FSFLAG_WRITEDEPTH);
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return RASTER_DEPTH;
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return Draw2DPipelineInfo{
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RASTER_COLOR,
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RASTER_DEPTH,
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};
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}
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RasterChannel GenerateDraw2D565ToDepthDeswizzleFs(ShaderWriter &writer) {
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Draw2DPipelineInfo GenerateDraw2D565ToDepthDeswizzleFs(ShaderWriter &writer) {
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writer.DeclareSamplers(samplers);
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writer.BeginFSMain(uniforms, 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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@ -108,7 +117,11 @@ RasterChannel GenerateDraw2D565ToDepthDeswizzleFs(ShaderWriter &writer) {
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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); \n");
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writer.F(" gl_FragDepth = (depthValue / %f) + %f;\n", factors.scale, factors.offset);
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writer.EndFSMain("outColor", FSFLAG_WRITEDEPTH);
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return RASTER_DEPTH;
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return Draw2DPipelineInfo{
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RASTER_COLOR,
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RASTER_DEPTH
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};
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}
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void GenerateDraw2DVS(ShaderWriter &writer) {
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@ -155,7 +168,7 @@ void FramebufferManagerCommon::Ensure2DResources() {
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}
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}
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Draw::Pipeline *FramebufferManagerCommon::Create2DPipeline(std::function<RasterChannel (ShaderWriter &)> generate) {
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Draw2DPipeline *FramebufferManagerCommon::Create2DPipeline(std::function<Draw2DPipelineInfo (ShaderWriter &)> generate) {
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Ensure2DResources();
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using namespace Draw;
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@ -163,7 +176,7 @@ Draw::Pipeline *FramebufferManagerCommon::Create2DPipeline(std::function<RasterC
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char *fsCode = new char[4000];
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ShaderWriter writer(fsCode, shaderLanguageDesc, ShaderStage::Fragment);
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RasterChannel channel = generate(writer);
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Draw2DPipelineInfo info = generate(writer);
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ShaderModule *fs = draw_->CreateShaderModule(ShaderStage::Fragment, shaderLanguageDesc.shaderLanguage, (const uint8_t *)fsCode, strlen(fsCode), "draw2d_fs");
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delete[] fsCode;
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@ -182,10 +195,10 @@ Draw::Pipeline *FramebufferManagerCommon::Create2DPipeline(std::function<RasterC
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};
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InputLayout *inputLayout = draw_->CreateInputLayout(desc);
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BlendState *blend = draw_->CreateBlendState({ false, channel == RASTER_COLOR ? 0xF : 0 });
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BlendState *blend = draw_->CreateBlendState({ false, info.writeChannel == RASTER_COLOR ? 0xF : 0 });
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DepthStencilStateDesc dsDesc{};
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if (channel == RASTER_DEPTH) {
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if (info.writeChannel == RASTER_DEPTH) {
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dsDesc.depthTestEnabled = true;
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dsDesc.depthWriteEnabled = true;
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dsDesc.depthCompare = Draw::Comparison::ALWAYS;
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@ -211,19 +224,31 @@ Draw::Pipeline *FramebufferManagerCommon::Create2DPipeline(std::function<RasterC
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depthStencil->Release();
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inputLayout->Release();
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return pipeline;
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return new Draw2DPipeline {
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pipeline,
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info
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};
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}
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void FramebufferManagerCommon::DrawStrip2D(Draw::Texture *tex, Draw2DVertex *verts, int vertexCount, bool linearFilter, Draw::Pipeline *pipeline, float texW, float texH) {
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void FramebufferManagerCommon::DrawStrip2D(Draw::Texture *tex, Draw2DVertex *verts, int vertexCount, bool linearFilter, Draw2DPipeline *pipeline, float texW, float texH) {
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using namespace Draw;
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_dbg_assert_(pipeline);
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if (pipeline->info.writeChannel == RASTER_DEPTH) {
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_dbg_assert_(draw_->GetDeviceCaps().fragmentShaderDepthWriteSupported);
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// We don't filter inputs when writing depth, results will be bad.
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linearFilter = false;
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}
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Draw2DUB ub;
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ub.texSizeX = tex ? tex->Width() : texW;
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ub.texSizeY = tex ? tex->Height() : texH;
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ub.scaleFactor = (float)renderScaleFactor_;
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draw_->BindPipeline(pipeline);
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draw_->BindPipeline(pipeline->pipeline);
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draw_->UpdateDynamicUniformBuffer(&ub, sizeof(ub));
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if (tex) {
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@ -237,17 +262,17 @@ void FramebufferManagerCommon::DrawStrip2D(Draw::Texture *tex, Draw2DVertex *ver
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gstate_c.Dirty(DIRTY_FRAGMENTSHADER_STATE | DIRTY_VERTEXSHADER_STATE);
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}
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void FramebufferManagerCommon::DrawStrip2D(Draw::Texture *tex, Draw2DVertex *verts, int vertexCount, bool linearFilter, Draw2DShader shader, float texW, float texH) {
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Draw2DPipeline *FramebufferManagerCommon::Get2DPipeline(Draw2DShader shader) {
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using namespace Draw;
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const ShaderLanguageDesc &shaderLanguageDesc = draw_->GetShaderLanguageDesc();
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Draw::Pipeline *pipeline = nullptr;
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Draw2DPipeline *pipeline = nullptr;
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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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draw2DPipelineColor_ = Create2DPipeline(&GenerateDraw2DCopyColorFs);
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}
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pipeline = draw2DPipelineColor_;
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break;
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@ -255,41 +280,36 @@ void FramebufferManagerCommon::DrawStrip2D(Draw::Texture *tex, Draw2DVertex *ver
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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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return nullptr;
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}
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if (!draw2DPipelineDepth_) {
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draw2DPipelineDepth_ = Create2DPipeline(&GenerateDraw2DDepthFs);
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draw2DPipelineDepth_ = Create2DPipeline(&GenerateDraw2DCopyDepthFs);
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}
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linearFilter = false;
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pipeline = 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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return nullptr;
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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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linearFilter = false;
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pipeline = draw2DPipeline565ToDepth_;
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break;
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case DRAW2D_565_TO_DEPTH_DESWIZZLE:
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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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return nullptr;
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}
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if (!draw2DPipeline565ToDepthDeswizzle_) {
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draw2DPipeline565ToDepthDeswizzle_ = Create2DPipeline(&GenerateDraw2D565ToDepthDeswizzleFs);
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}
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linearFilter = false;
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pipeline = draw2DPipeline565ToDepthDeswizzle_;
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break;
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}
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if (pipeline) {
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DrawStrip2D(tex, verts, vertexCount, linearFilter, pipeline, texW, texH);
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}
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return pipeline;
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}
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@ -28,3 +28,17 @@ inline RasterChannel Draw2DSourceChannel(Draw2DShader shader) {
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return RASTER_COLOR;
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}
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}
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struct Draw2DPipelineInfo {
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RasterChannel readChannel;
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RasterChannel writeChannel;
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};
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struct Draw2DPipeline {
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Draw::Pipeline *pipeline;
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Draw2DPipelineInfo info;
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void Release() {
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pipeline->Release();
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delete this;
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}
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};
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@ -573,7 +573,7 @@ void FramebufferManagerCommon::CopyToDepthFromOverlappingFramebuffers(VirtualFra
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BlitUsingRaster(
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src->fbo, 0.0f, 0.0f, src->renderWidth, src->renderHeight,
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dest->fbo, 0.0f, 0.0f, src->renderWidth, src->renderHeight,
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false, shader, "565_to_depth");
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false, Get2DPipeline(shader), "565_to_depth");
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}
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}
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@ -656,7 +656,7 @@ void FramebufferManagerCommon::CopyToColorFromOverlappingFramebuffers(VirtualFra
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int dstY2 = dstY1 + dstHeight;
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BlitUsingRaster(src->fbo, 0.0f, 0.0f, srcWidth, srcHeight,
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dst->fbo, dstX1, dstY1, dstX2, dstY2, false, DRAW2D_COPY_COLOR, "copy_color");
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dst->fbo, dstX1, dstY1, dstX2, dstY2, false, Get2DPipeline(DRAW2D_COPY_COLOR), "copy_color");
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}
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}
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@ -731,7 +731,7 @@ 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, Draw2DShader::DRAW2D_COPY_DEPTH, "BlitDepthRaster");
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BlitUsingRaster(src->fbo, 0, 0, w, h, dst->fbo, 0, 0, w, h, false, Get2DPipeline(Draw2DShader::DRAW2D_COPY_DEPTH), "BlitDepthRaster");
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}
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draw_->InvalidateCachedState();
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@ -2491,7 +2491,7 @@ 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, DRAW2D_COPY_COLOR);
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DrawStrip2D(nullptr, coord, 4, (flags & DRAWTEX_LINEAR) != 0, Get2DPipeline(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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@ -2587,14 +2587,14 @@ void FramebufferManagerCommon::BlitFramebuffer(VirtualFramebuffer *dst, int dstX
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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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Draw2DPipeline *pipeline = Get2DPipeline(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, shader, tag);
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BlitUsingRaster(src->fbo, srcX1, srcY1, srcX2, srcY2, tempFBO, dstX1, dstY1, dstX2, dstY2, false, pipeline, 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, shader, tag);
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BlitUsingRaster(srcFBO, srcX1, srcY1, srcX2, srcY2, dst->fbo, dstX1, dstY1, dstX2, dstY2, false, pipeline, tag);
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}
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draw_->InvalidateCachedState();
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@ -2607,9 +2607,9 @@ 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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Draw2DShader shader, const char *tag) {
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Draw2DPipeline *pipeline, const char *tag) {
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if (shader == DRAW2D_COPY_DEPTH || shader == DRAW2D_565_TO_DEPTH) {
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if (pipeline->info.writeChannel == RASTER_DEPTH) {
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_dbg_assert_(draw_->GetDeviceCaps().fragmentShaderDepthWriteSupported);
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}
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@ -2632,12 +2632,12 @@ void FramebufferManagerCommon::BlitUsingRaster(
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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 }, 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_->BindFramebufferAsTexture(src, 0, pipeline->info.readChannel == 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, shader, src->Width(), src->Height());
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DrawStrip2D(nullptr, vtx, 4, linearFilter, pipeline, src->Width(), src->Height());
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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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@ -375,11 +375,11 @@ 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, Draw2DShader channel, float texW = 0.0f, float texH = 0.0f);
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void DrawStrip2D(Draw::Texture *tex, Draw2DVertex *verts, int vertexCount, bool linearFilter, Draw::Pipeline *pipeline, float texW = 0.0f, float texH = 0.0f);
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Draw2DPipeline *FramebufferManagerCommon::Get2DPipeline(Draw2DShader shader);
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void DrawStrip2D(Draw::Texture *tex, Draw2DVertex *verts, int vertexCount, bool linearFilter, Draw2DPipeline *pipeline, float texW = 0.0f, float texH = 0.0f);
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void Ensure2DResources();
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Draw::Pipeline *Create2DPipeline(std::function<RasterChannel(ShaderWriter &)> generate);
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Draw2DPipeline *Create2DPipeline(std::function<Draw2DPipelineInfo(ShaderWriter &)> generate);
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void CopyToColorFromOverlappingFramebuffers(VirtualFramebuffer *dest);
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void CopyToDepthFromOverlappingFramebuffers(VirtualFramebuffer *dest);
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@ -394,7 +394,7 @@ 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, Draw2DShader shader, const char *tag);
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Draw::Framebuffer *dest, float destX1, float destY1, float destX2, float destY2, bool linearFilter, Draw2DPipeline *pipeline, const char *tag);
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void CopyFramebufferForColorTexture(VirtualFramebuffer *dst, VirtualFramebuffer *src, int flags);
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@ -511,10 +511,10 @@ protected:
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Draw::SamplerState *stencilUploadSampler_ = nullptr;
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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::Pipeline *draw2DPipeline565ToDepthDeswizzle_ = nullptr;
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Draw2DPipeline *draw2DPipelineColor_ = nullptr;
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Draw2DPipeline *draw2DPipelineDepth_ = nullptr;
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Draw2DPipeline *draw2DPipeline565ToDepth_ = nullptr;
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Draw2DPipeline *draw2DPipeline565ToDepthDeswizzle_ = 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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