174 lines
6.6 KiB
C++
174 lines
6.6 KiB
C++
#include <cstdarg>
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#include "Common/GPU/Shader.h"
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#include "Common/GPU/ShaderWriter.h"
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#include "Common/Log.h"
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#include "Common/GPU/thin3d.h"
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#include "Core/System.h"
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#include "GPU/Common/ReinterpretFramebuffer.h"
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#include "GPU/Common/FramebufferManagerCommon.h"
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#include "GPU/Common/TextureCacheCommon.h"
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static const VaryingDef varyings[1] = {
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{ "vec2", "v_texcoord", Draw::SEM_TEXCOORD0, 0, "highp" },
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};
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static const SamplerDef samplers[1] = {
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{ "tex" }
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};
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// TODO: We could possibly have an option to preserve any extra color precision? But gonna start without it.
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// Requires full size integer math. It would be possible to make a floating point-only version with lots of
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// modulo and stuff, might do it one day.
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Draw2DPipelineInfo GenerateReinterpretFragmentShader(ShaderWriter &writer, GEBufferFormat from, GEBufferFormat to) {
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writer.HighPrecisionFloat();
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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 val = ").SampleTexture2D("tex", "v_texcoord.xy").C(";\n");
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switch (from) {
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case GE_FORMAT_4444:
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writer.C(" uint color = uint(val.r * 15.99) | (uint(val.g * 15.99) << 4u) | (uint(val.b * 15.99) << 8u) | (uint(val.a * 15.99) << 12u);\n");
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break;
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case GE_FORMAT_5551:
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writer.C(" uint color = uint(val.r * 31.99) | (uint(val.g * 31.99) << 5u) | (uint(val.b * 31.99) << 10u);\n");
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writer.C(" if (val.a >= 0.5) color |= 0x8000U;\n");
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break;
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case GE_FORMAT_565:
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writer.C(" uint color = uint(val.r * 31.99) | (uint(val.g * 63.99) << 5u) | (uint(val.b * 31.99) << 11u);\n");
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break;
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default:
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_assert_(false);
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break;
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}
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switch (to) {
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case GE_FORMAT_4444:
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writer.C(" vec4 outColor = vec4(float(color & 0xFU), float((color >> 4u) & 0xFU), float((color >> 8u) & 0xFU), float((color >> 12u) & 0xFU));\n");
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writer.C(" outColor *= 1.0 / 15.0;\n");
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break;
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case GE_FORMAT_5551:
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writer.C(" vec4 outColor = vec4(float(color & 0x1FU), float((color >> 5u) & 0x1FU), float((color >> 10u) & 0x1FU), 0.0);\n");
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writer.C(" outColor.rgb *= 1.0 / 31.0;\n");
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writer.C(" outColor.a = float(color >> 15);\n");
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break;
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case GE_FORMAT_565:
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writer.C(" vec4 outColor = vec4(float(color & 0x1FU), float((color >> 5u) & 0x3FU), float((color >> 11u) & 0x1FU), 1.0);\n");
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writer.C(" outColor.rb *= 1.0 / 31.0;\n");
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writer.C(" outColor.g *= 1.0 / 63.0;\n");
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break;
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default:
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_assert_(false);
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break;
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}
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writer.EndFSMain("outColor", FSFLAG_NONE);
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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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// Can't easily dynamically create these strings, we just pass along the pointer.
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static const char *reinterpretStrings[3][3] = {
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{
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"self_reinterpret_565",
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"reinterpret_565_to_5551",
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"reinterpret_565_to_4444",
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},
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{
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"reinterpret_5551_to_565",
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"self_reinterpret_5551",
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"reinterpret_5551_to_4444",
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},
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{
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"reinterpret_4444_to_565",
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"reinterpret_4444_to_5551",
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"self_reinterpret_4444",
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},
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};
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void FramebufferManagerCommon::ReinterpretFramebuffer(VirtualFramebuffer *vfb, GEBufferFormat oldFormat, GEBufferFormat newFormat) {
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if (!useBufferedRendering_ || !vfb->fbo) {
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return;
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}
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_assert_(newFormat != oldFormat);
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// The caller is responsible for updating the format.
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_assert_(newFormat == vfb->fb_format);
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ShaderLanguage lang = draw_->GetShaderLanguageDesc().shaderLanguage;
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// Copy image required for now, might get rid of this later.
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bool doReinterpret = PSP_CoreParameter().compat.flags().ReinterpretFramebuffers &&
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(lang == HLSL_D3D11 || lang == GLSL_VULKAN || lang == GLSL_3xx) &&
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draw_->GetDeviceCaps().framebufferCopySupported;
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if (!doReinterpret) {
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// Fake reinterpret - just clear the way we always did on Vulkan. Just clear color and stencil.
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if (oldFormat == GE_FORMAT_565) {
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// We have to bind here instead of clear, since it can be that no framebuffer is bound.
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// The backend can sometimes directly optimize it to a clear.
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// Games that are marked as doing reinterpret just ignore this - better to keep the data than to clear.
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// Fixes #13717.
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if (!PSP_CoreParameter().compat.flags().ReinterpretFramebuffers && !PSP_CoreParameter().compat.flags().BlueToAlpha) {
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draw_->BindFramebufferAsRenderTarget(vfb->fbo, { Draw::RPAction::CLEAR, Draw::RPAction::KEEP, Draw::RPAction::CLEAR }, "FakeReinterpret");
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// Need to dirty anything that has command buffer dynamic state, in case we started a new pass above.
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// Should find a way to feed that information back, maybe... Or simply correct the issue in the rendermanager.
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gstate_c.Dirty(DIRTY_DEPTHSTENCIL_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_BLEND_STATE);
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if (currentRenderVfb_ != vfb) {
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// In case ReinterpretFramebuffer was called from the texture manager.
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draw_->BindFramebufferAsRenderTarget(currentRenderVfb_->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, "After FakeReinterpret");
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}
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}
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}
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return;
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}
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// We only reinterpret between 16 - bit formats, for now.
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if (!IsGeBufferFormat16BitColor(oldFormat) || !IsGeBufferFormat16BitColor(newFormat)) {
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// 16->32 and 32->16 will require some more specialized shaders.
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return;
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}
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// See if we need to create a new pipeline.
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Draw2DPipeline *pipeline = reinterpretFromTo_[(int)oldFormat][(int)newFormat];
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if (!pipeline) {
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pipeline = draw2D_.Create2DPipeline([=](ShaderWriter &shaderWriter) -> Draw2DPipelineInfo {
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return GenerateReinterpretFragmentShader(shaderWriter, oldFormat, newFormat);
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});
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reinterpretFromTo_[(int)oldFormat][(int)newFormat] = pipeline;
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}
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// Copy to a temp framebuffer.
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Draw::Framebuffer *temp = GetTempFBO(TempFBO::REINTERPRET, vfb->renderWidth, vfb->renderHeight);
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// Ideally on Vulkan this should be using the original framebuffer as an input attachment, allowing it to read from
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// itself while writing.
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draw_->InvalidateCachedState();
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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");
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BlitUsingRaster(temp, 0.0f, 0.0f, vfb->renderWidth, vfb->renderHeight,
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vfb->fbo, 0.0f, 0.0f, vfb->renderWidth, vfb->renderHeight, false, pipeline, "reinterpret");
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// Unbind.
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draw_->BindTexture(0, nullptr);
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shaderManager_->DirtyLastShader();
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textureCache_->ForgetLastTexture();
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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 | DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);
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if (currentRenderVfb_ != vfb) {
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// In case ReinterpretFramebuffer was called from the texture manager.
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draw_->BindFramebufferAsRenderTarget(currentRenderVfb_->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, "After reinterpret");
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}
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}
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