Files
ppsspp/GPU/GLES/DepthBufferGLES.cpp
Henrik Rydgård df6abe83a3 Support depth clamping in OpenGL where available.
Should make support for depth texturing quite easy.

Unfortunately, this extension does not exist on OpenGL ES. There we'll
have to use ugly tricks with gl_FragDepth if we want this.
2021-07-09 21:09:44 +02:00

203 lines
7.4 KiB
C++

// Copyright (c) 2012- 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 <algorithm>
#include "Common/GPU/OpenGL/GLFeatures.h"
#include "Core/ConfigValues.h"
#include "Core/Reporting.h"
#include "GPU/Common/GPUStateUtils.h"
#include "GPU/GLES/DrawEngineGLES.h"
#include "GPU/GLES/FramebufferManagerGLES.h"
#include "GPU/GLES/ShaderManagerGLES.h"
#include "GPU/GLES/TextureCacheGLES.h"
static const char *depth_dl_fs = R"(
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#endif
#if __VERSION__ >= 130
#define varying in
#define texture2D texture
#define gl_FragColor fragColor0
out vec4 fragColor0;
#endif
varying vec2 v_texcoord0;
uniform vec2 u_depthFactor;
uniform vec4 u_depthShift;
uniform vec4 u_depthTo8;
uniform sampler2D tex;
void main() {
float depth = texture2D(tex, v_texcoord0).r;
// At this point, clamped maps [0, 1] to [0, 65535].
float clamped = clamp((depth + u_depthFactor.x) * u_depthFactor.y, 0.0, 1.0);
vec4 enc = u_depthShift * clamped;
enc = floor(mod(enc, 256.0)) * u_depthTo8;
enc = enc * u_depthTo8;
// Let's ignore the bits outside 16 bit precision.
gl_FragColor = enc.yzww;
}
)";
static const char *depth_vs = R"(
#ifdef GL_ES
precision highp float;
#endif
#if __VERSION__ >= 130
#define attribute in
#define varying out
#endif
attribute vec4 a_position;
attribute vec2 a_texcoord0;
varying vec2 v_texcoord0;
void main() {
v_texcoord0 = a_texcoord0;
gl_Position = a_position;
}
)";
void FramebufferManagerGLES::PackDepthbuffer(VirtualFramebuffer *vfb, int x, int y, int w, int h) {
if (!vfb->fbo) {
ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackDepthbuffer: vfb->fbo == 0");
return;
}
// Pixel size always 4 here because we always request float
const u32 bufSize = vfb->z_stride * (h - y) * 4;
const u32 z_address = vfb->z_address;
const int packWidth = std::min(vfb->z_stride, std::min(x + w, (int)vfb->width));
if (!convBuf_ || convBufSize_ < bufSize) {
delete[] convBuf_;
convBuf_ = new u8[bufSize];
convBufSize_ = bufSize;
}
DEBUG_LOG(FRAMEBUF, "Reading depthbuffer to mem at %08x for vfb=%08x", z_address, vfb->fb_address);
const bool useColorPath = gl_extensions.IsGLES;
bool format16Bit = false;
if (useColorPath) {
if (!depthDownloadProgram_) {
std::string errorString;
static std::string vs_code, fs_code;
vs_code = ApplyGLSLPrelude(depth_vs, GL_VERTEX_SHADER);
fs_code = ApplyGLSLPrelude(depth_dl_fs, GL_FRAGMENT_SHADER);
std::vector<GLRShader *> shaders;
shaders.push_back(render_->CreateShader(GL_VERTEX_SHADER, vs_code, "depth_dl"));
shaders.push_back(render_->CreateShader(GL_FRAGMENT_SHADER, fs_code, "depth_dl"));
std::vector<GLRProgram::Semantic> semantics;
semantics.push_back({ 0, "a_position" });
semantics.push_back({ 1, "a_texcoord0" });
std::vector<GLRProgram::UniformLocQuery> queries;
queries.push_back({ &u_depthDownloadTex, "tex" });
queries.push_back({ &u_depthDownloadFactor, "u_depthFactor" });
queries.push_back({ &u_depthDownloadShift, "u_depthShift" });
queries.push_back({ &u_depthDownloadTo8, "u_depthTo8" });
std::vector<GLRProgram::Initializer> inits;
inits.push_back({ &u_depthDownloadTex, 0, TEX_SLOT_PSP_TEXTURE });
depthDownloadProgram_ = render_->CreateProgram(shaders, semantics, queries, inits, false);
for (auto iter : shaders) {
render_->DeleteShader(iter);
}
if (!depthDownloadProgram_) {
ERROR_LOG_REPORT(G3D, "Failed to compile depthDownloadProgram! This shouldn't happen.\n%s", errorString.c_str());
}
}
shaderManagerGL_->DirtyLastShader();
auto *blitFBO = GetTempFBO(TempFBO::COPY, vfb->renderWidth, vfb->renderHeight);
draw_->BindFramebufferAsRenderTarget(blitFBO, { Draw::RPAction::CLEAR, Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE }, "PackDepthbuffer");
render_->SetViewport({ 0, 0, (float)vfb->renderWidth, (float)vfb->renderHeight, 0.0f, 1.0f });
// We must bind the program after starting the render pass, and set the color mask after clearing.
render_->SetScissor({ 0, 0, vfb->renderWidth, vfb->renderHeight });
render_->SetDepth(false, false, GL_ALWAYS);
render_->SetRaster(false, GL_CCW, GL_FRONT, GL_FALSE, GL_FALSE);
render_->BindProgram(depthDownloadProgram_);
if (!gstate_c.Supports(GPU_SUPPORTS_ACCURATE_DEPTH)) {
float factors[] = { 0.0f, 1.0f };
render_->SetUniformF(&u_depthDownloadFactor, 2, factors);
} else {
const float factor = DepthSliceFactor();
float factors[] = { -0.5f * (factor - 1.0f) * (1.0f / factor), factor };
render_->SetUniformF(&u_depthDownloadFactor, 2, factors);
}
float shifts[] = { 16777215.0f, 16777215.0f / 256.0f, 16777215.0f / 65536.0f, 16777215.0f / 16777216.0f };
render_->SetUniformF(&u_depthDownloadShift, 4, shifts);
float to8[] = { 1.0f / 255.0f, 1.0f / 255.0f, 1.0f / 255.0f, 1.0f / 255.0f };
render_->SetUniformF(&u_depthDownloadTo8, 4, to8);
draw_->BindFramebufferAsTexture(vfb->fbo, TEX_SLOT_PSP_TEXTURE, Draw::FB_DEPTH_BIT, 0);
float u1 = 1.0f;
float v1 = 1.0f;
DrawActiveTexture(x, y, w, h, vfb->renderWidth, vfb->renderHeight, 0.0f, 0.0f, u1, v1, ROTATION_LOCKED_HORIZONTAL, DRAWTEX_NEAREST);
draw_->CopyFramebufferToMemorySync(blitFBO, Draw::FB_COLOR_BIT, 0, y, packWidth, h, Draw::DataFormat::R8G8B8A8_UNORM, convBuf_, vfb->z_stride, "PackDepthbuffer");
textureCacheGL_->ForgetLastTexture();
// TODO: Use 4444 so we can copy lines directly?
format16Bit = true;
} else {
draw_->CopyFramebufferToMemorySync(vfb->fbo, Draw::FB_DEPTH_BIT, 0, y, packWidth, h, Draw::DataFormat::D32F, convBuf_, vfb->z_stride, "PackDepthbuffer");
format16Bit = false;
}
int dstByteOffset = y * vfb->z_stride * sizeof(u16);
u16 *depth = (u16 *)Memory::GetPointer(z_address + dstByteOffset);
u32_le *packed32 = (u32_le *)convBuf_;
GLfloat *packedf = (GLfloat *)convBuf_;
int totalPixels = h == 1 ? packWidth : vfb->z_stride * h;
if (format16Bit) {
// TODO: We have to apply GetDepthScaleFactors here too, right?
for (int yp = 0; yp < h; ++yp) {
int row_offset = vfb->z_stride * yp;
for (int xp = 0; xp < packWidth; ++xp) {
const int i = row_offset + xp;
depth[i] = packed32[i] & 0xFFFF;
}
}
} else {
// TODO: Apply this in the shader.
DepthScaleFactors depthScale = GetDepthScaleFactors();
for (int yp = 0; yp < h; ++yp) {
int row_offset = vfb->z_stride * yp;
for (int xp = 0; xp < packWidth; ++xp) {
const int i = row_offset + xp;
float scaled = depthScale.Apply(packedf[i]);
if (scaled <= 0.0f) {
depth[i] = 0;
} else if (scaled >= 65535.0f) {
depth[i] = 65535;
} else {
depth[i] = (int)scaled;
}
}
}
}
gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_RASTER_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);
}