// Copyright (c) 2014- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #include "gfx_es2/glsl_program.h" #include "Core/Reporting.h" #include "ext/native/gfx/GLStateCache.h" #include "GPU/Common/StencilCommon.h" #include "GPU/GLES/FramebufferManagerGLES.h" #include "GPU/GLES/ShaderManagerGLES.h" #include "GPU/GLES/TextureCacheGLES.h" static const char *stencil_fs = "#ifdef GL_ES\n" "precision highp float;\n" "#endif\n" "#if __VERSION__ >= 130\n" "#define varying in\n" "#define texture2D texture\n" "#define gl_FragColor fragColor0\n" "out vec4 fragColor0;\n" "#endif\n" "varying vec2 v_texcoord0;\n" "uniform float u_stencilValue;\n" "uniform sampler2D tex;\n" "float roundAndScaleTo255f(in float x) { return floor(x * 255.99); }\n" "void main() {\n" " vec4 index = texture2D(tex, v_texcoord0);\n" " gl_FragColor = vec4(index.a);\n" " float shifted = roundAndScaleTo255f(index.a) / roundAndScaleTo255f(u_stencilValue);\n" " if (mod(floor(shifted), 2.0) < 0.99) discard;\n" "}\n"; static const char *stencil_vs = "#ifdef GL_ES\n" "precision highp float;\n" "#endif\n" "#if __VERSION__ >= 130\n" "#define attribute in\n" "#define varying out\n" "#endif\n" "attribute vec4 a_position;\n" "attribute vec2 a_texcoord0;\n" "varying vec2 v_texcoord0;\n" "void main() {\n" " v_texcoord0 = a_texcoord0;\n" " gl_Position = a_position;\n" "}\n"; bool FramebufferManagerGLES::NotifyStencilUpload(u32 addr, int size, bool skipZero) { if (!MayIntersectFramebuffer(addr)) { return false; } VirtualFramebuffer *dstBuffer = 0; for (size_t i = 0; i < vfbs_.size(); ++i) { VirtualFramebuffer *vfb = vfbs_[i]; if (MaskedEqual(vfb->fb_address, addr)) { dstBuffer = vfb; } } if (!dstBuffer) { return false; } int values = 0; u8 usedBits = 0; const u8 *src = Memory::GetPointer(addr); if (!src) return false; switch (dstBuffer->format) { case GE_FORMAT_565: // Well, this doesn't make much sense. return false; case GE_FORMAT_5551: usedBits = StencilBits5551(src, dstBuffer->fb_stride * dstBuffer->bufferHeight); values = 2; break; case GE_FORMAT_4444: usedBits = StencilBits4444(src, dstBuffer->fb_stride * dstBuffer->bufferHeight); values = 16; break; case GE_FORMAT_8888: usedBits = StencilBits8888(src, dstBuffer->fb_stride * dstBuffer->bufferHeight); values = 256; break; case GE_FORMAT_INVALID: // Impossible. break; } if (usedBits == 0) { if (skipZero) { // Common when creating buffers, it's already 0. We're done. return false; } // Let's not bother with the shader if it's just zero. glstate.scissorTest.disable(); glstate.colorMask.set(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE); glClearColor(0, 0, 0, 0); glClearStencil(0); glClear(GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT); gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_VIEWPORTSCISSOR_STATE); return true; } if (!stencilUploadProgram_) { std::string errorString; static std::string vs_code, fs_code; vs_code = ApplyGLSLPrelude(stencil_vs, GL_VERTEX_SHADER); fs_code = ApplyGLSLPrelude(stencil_fs, GL_FRAGMENT_SHADER); std::vector shaders; shaders.push_back(render_->CreateShader(GL_VERTEX_SHADER, vs_code)); shaders.push_back(render_->CreateShader(GL_FRAGMENT_SHADER, fs_code)); std::vector queries; queries.push_back({ &u_stencilUploadTex, "tex" }); std::vector inits; inits.push_back({ &u_stencilUploadTex, 0, 0 }); stencilUploadProgram_ = render_->CreateProgram(shaders, {}, queries, inits, false); for (auto iter : shaders) { render_->DeleteShader(iter); } if (!stencilUploadProgram_) { ERROR_LOG_REPORT(G3D, "Failed to compile stencilUploadProgram! This shouldn't happen.\n%s", errorString.c_str()); } else { render_->BindProgram(stencilUploadProgram_); } } else { render_->BindProgram(stencilUploadProgram_); } shaderManagerGL_->DirtyLastShader(); DisableState(); render_->SetNoBlendAndMask(0x8); glstate.stencilTest.enable(); glstate.stencilOp.set(GL_REPLACE, GL_REPLACE, GL_REPLACE); bool useBlit = gstate_c.Supports(GPU_SUPPORTS_ARB_FRAMEBUFFER_BLIT | GPU_SUPPORTS_NV_FRAMEBUFFER_BLIT); // Our fragment shader (and discard) is slow. Since the source is 1x, we can stencil to 1x. // Then after we're done, we'll just blit it across and stretch it there. if (dstBuffer->bufferWidth == dstBuffer->renderWidth || !dstBuffer->fbo) { useBlit = false; } u16 w = useBlit ? dstBuffer->bufferWidth : dstBuffer->renderWidth; u16 h = useBlit ? dstBuffer->bufferHeight : dstBuffer->renderHeight; Draw::Framebuffer *blitFBO = nullptr; if (useBlit) { blitFBO = GetTempFBO(w, h, Draw::FBO_8888); draw_->BindFramebufferAsRenderTarget(blitFBO, { Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE }); } else if (dstBuffer->fbo) { draw_->BindFramebufferAsRenderTarget(dstBuffer->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::CLEAR }); } render_->SetViewport({ 0, 0, (float)w, (float)h, 0.0f, 1.0f }); float u1 = 1.0f; float v1 = 1.0f; MakePixelTexture(src, dstBuffer->format, dstBuffer->fb_stride, dstBuffer->bufferWidth, dstBuffer->bufferHeight, u1, v1); textureCacheGL_->ForgetLastTexture(); render_->Clear(0, 0, 0, GL_STENCIL_BUFFER_BIT); render_->SetStencil(GL_TRUE, GL_ALWAYS, GL_KEEP, GL_KEEP, GL_KEEP, 0xFF, 0xFF, 0xFF); for (int i = 1; i < values; i += i) { if (!(usedBits & i)) { // It's already zero, let's skip it. continue; } if (dstBuffer->format == GE_FORMAT_4444) { render_->SetStencil(GL_TRUE, GL_ALWAYS, GL_KEEP, GL_KEEP, GL_KEEP, (i << 4) | i, 0xFF, 0xFF); render_->SetUniformF1(&u_stencilValue, i * (16.0f / 255.0f)); } else if (dstBuffer->format == GE_FORMAT_5551) { glstate.stencilMask.set(0xFF); render_->SetUniformF1(&u_stencilValue, i * (128.0f / 255.0f)); } else { render_->SetStencil(GL_TRUE, GL_ALWAYS, GL_KEEP, GL_KEEP, GL_KEEP, i, 0xFF, 0xFF); render_->SetUniformF1(&u_stencilValue, i * (1.0f / 255.0f)); } DrawActiveTexture(0, 0, dstBuffer->width, dstBuffer->height, dstBuffer->bufferWidth, dstBuffer->bufferHeight, 0.0f, 0.0f, u1, v1, ROTATION_LOCKED_HORIZONTAL, DRAWTEX_NEAREST); } render_->SetStencil(GL_TRUE, GL_ALWAYS, GL_KEEP, GL_KEEP, GL_KEEP, 0xFF, 0xFF, 0xFF); if (useBlit) { draw_->BlitFramebuffer(blitFBO, 0, 0, w, h, dstBuffer->fbo, 0, 0, dstBuffer->renderWidth, dstBuffer->renderHeight, Draw::FB_STENCIL_BIT, Draw::FB_BLIT_NEAREST); } gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_VIEWPORTSCISSOR_STATE); RebindFramebuffer(); return true; }