Switch reinterpret shaders over to the Draw2D framework.

This commit is contained in:
Henrik Rydgård 2022-08-23 10:15:53 +02:00
parent 65e4e249ec
commit 83b7386f7d
5 changed files with 20 additions and 115 deletions

View file

@ -20,11 +20,7 @@ static const SamplerDef samplers[1] = {
// TODO: We could possibly have an option to preserve any extra color precision? But gonna start without it.
// Requires full size integer math. It would be possible to make a floating point-only version with lots of
// modulo and stuff, might do it one day.
void GenerateReinterpretFragmentShader(char *buffer, GEBufferFormat from, GEBufferFormat to, const ShaderLanguageDesc &lang) {
_assert_(lang.bitwiseOps);
ShaderWriter writer(buffer, lang, ShaderStage::Fragment);
Draw2DPipelineInfo GenerateReinterpretFragmentShader(ShaderWriter &writer, GEBufferFormat from, GEBufferFormat to) {
writer.HighPrecisionFloat();
writer.DeclareSamplers(samplers);
@ -70,22 +66,13 @@ void GenerateReinterpretFragmentShader(char *buffer, GEBufferFormat from, GEBuff
}
writer.EndFSMain("outColor", FSFLAG_NONE);
return Draw2DPipelineInfo{
RASTER_COLOR,
RASTER_COLOR,
};
}
void GenerateReinterpretVertexShader(char *buffer, const ShaderLanguageDesc &lang) {
_assert_(lang.bitwiseOps);
ShaderWriter writer(buffer, lang, ShaderStage::Vertex);
writer.BeginVSMain(Slice<InputDef>::empty(), Slice<UniformDef>::empty(), varyings);
writer.C(" float x = -1.0 + float((gl_VertexIndex & 1) << 2);\n");
writer.C(" float y = -1.0 + float((gl_VertexIndex & 2) << 1);\n");
writer.C(" v_texcoord = (vec2(x, y) + vec2(1.0, 1.0)) * 0.5;\n");
writer.C(" gl_Position = vec4(x, y, 0.0, 1.0);\n");
writer.EndVSMain(varyings);
}
// Can't easily dynamically create these strings, we just pass along the pointer.
static const char *reinterpretStrings[3][3] = {
{
@ -150,60 +137,15 @@ void FramebufferManagerCommon::ReinterpretFramebuffer(VirtualFramebuffer *vfb, G
return;
}
if (!reinterpretVS_) {
char *vsCode = new char[4000];
const ShaderLanguageDesc &shaderLanguageDesc = draw_->GetShaderLanguageDesc();
GenerateReinterpretVertexShader(vsCode, shaderLanguageDesc);
reinterpretVS_ = draw_->CreateShaderModule(ShaderStage::Vertex, shaderLanguageDesc.shaderLanguage, (const uint8_t *)vsCode, strlen(vsCode), "reinterpret_vs");
_assert_(reinterpretVS_);
delete[] vsCode;
}
if (!reinterpretSampler_) {
Draw::SamplerStateDesc samplerDesc{};
samplerDesc.magFilter = Draw::TextureFilter::LINEAR;
samplerDesc.minFilter = Draw::TextureFilter::LINEAR;
reinterpretSampler_ = draw_->CreateSamplerState(samplerDesc);
}
if (!reinterpretVBuf_) {
reinterpretVBuf_ = draw_->CreateBuffer(12 * 3, Draw::BufferUsageFlag::DYNAMIC | Draw::BufferUsageFlag::VERTEXDATA);
}
// See if we need to create a new pipeline.
Draw::Pipeline *pipeline = reinterpretFromTo_[(int)oldFormat][(int)newFormat];
Draw2DPipeline *pipeline = reinterpretFromTo_[(int)oldFormat][(int)newFormat];
if (!pipeline) {
char *fsCode = new char[4000];
const ShaderLanguageDesc &shaderLanguageDesc = draw_->GetShaderLanguageDesc();
GenerateReinterpretFragmentShader(fsCode, oldFormat, newFormat, shaderLanguageDesc);
Draw::ShaderModule *reinterpretFS = draw_->CreateShaderModule(ShaderStage::Fragment, shaderLanguageDesc.shaderLanguage, (const uint8_t *)fsCode, strlen(fsCode), "reinterpret_fs");
_assert_(reinterpretFS);
delete[] fsCode;
pipeline = Create2DPipeline([=](ShaderWriter &shaderWriter) -> Draw2DPipelineInfo {
return GenerateReinterpretFragmentShader(shaderWriter, oldFormat, newFormat);
});
std::vector<Draw::ShaderModule *> shaders;
shaders.push_back(reinterpretVS_);
shaders.push_back(reinterpretFS);
using namespace Draw;
Draw::PipelineDesc desc{};
// We use a "fullscreen triangle".
// TODO: clear the stencil buffer. Hard to actually initialize it with the new alpha, though possible - let's see if
// we need it.
DepthStencilState *depth = draw_->CreateDepthStencilState({ false, false, Comparison::LESS });
BlendState *blendstateOff = draw_->CreateBlendState({ false, 0xF });
RasterState *rasterNoCull = draw_->CreateRasterState({});
// No uniforms for these, only a single texture input.
PipelineDesc pipelineDesc{ Primitive::TRIANGLE_LIST, shaders, nullptr, depth, blendstateOff, rasterNoCull, nullptr };
pipeline = draw_->CreateGraphicsPipeline(pipelineDesc);
_assert_(pipeline != nullptr);
reinterpretFromTo_[(int)oldFormat][(int)newFormat] = pipeline;
depth->Release();
blendstateOff->Release();
rasterNoCull->Release();
reinterpretFS->Release();
}
// Copy to a temp framebuffer.
@ -213,18 +155,9 @@ void FramebufferManagerCommon::ReinterpretFramebuffer(VirtualFramebuffer *vfb, G
// itself while writing.
draw_->InvalidateCachedState();
draw_->CopyFramebufferImage(vfb->fbo, 0, 0, 0, 0, temp, 0, 0, 0, 0, vfb->renderWidth, vfb->renderHeight, 1, Draw::FBChannel::FB_COLOR_BIT, "reinterpret_prep");
draw_->BindFramebufferAsRenderTarget(vfb->fbo, { Draw::RPAction::DONT_CARE, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, reinterpretStrings[(int)oldFormat][(int)newFormat]);
draw_->BindPipeline(pipeline);
draw_->BindFramebufferAsTexture(temp, 0, Draw::FBChannel::FB_COLOR_BIT, 0);
draw_->BindSamplerStates(0, 1, &reinterpretSampler_);
draw_->SetScissorRect(0, 0, vfb->renderWidth, vfb->renderHeight);
Draw::Viewport vp = Draw::Viewport{ 0.0f, 0.0f, (float)vfb->renderWidth, (float)vfb->renderHeight, 0.0f, 1.0f };
draw_->SetViewports(1, &vp);
// Vertex buffer not used - vertices generated in shader.
// TODO: Switch to a vertex buffer for GLES2/D3D9 compat.
draw_->BindVertexBuffers(0, 1, &reinterpretVBuf_, nullptr);
draw_->Draw(3, 0);
draw_->InvalidateCachedState();
BlitUsingRaster(temp, 0.0f, 0.0f, vfb->renderWidth, vfb->renderHeight,
vfb->fbo, 0.0f, 0.0f, vfb->renderWidth, vfb->renderHeight, false, pipeline, "reinterpret");
// Unbind.
draw_->BindTexture(0, nullptr);