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Merge pull request #11676 from unknownbrackets/gles-depth
WIP - GLES: Download depth values via shader
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// Copyright (c) 2012- PPSSPP Project. | ||
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// 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. | ||
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// 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. | ||
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// A copy of the GPL 2.0 should have been included with the program. | ||
// If not, see http://www.gnu.org/licenses/ | ||
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// Official git repository and contact information can be found at | ||
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. | ||
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#include <algorithm> | ||
#include "gfx_es2/gpu_features.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" | ||
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static const char *depth_dl_fs = R"( | ||
#ifdef GL_ES | ||
#if 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; | ||
} | ||
)"; | ||
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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; | ||
} | ||
)"; | ||
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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; | ||
} | ||
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// 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)); | ||
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if (!convBuf_ || convBufSize_ < bufSize) { | ||
delete[] convBuf_; | ||
convBuf_ = new u8[bufSize]; | ||
convBufSize_ = bufSize; | ||
} | ||
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DEBUG_LOG(FRAMEBUF, "Reading depthbuffer to mem at %08x for vfb=%08x", z_address, vfb->fb_address); | ||
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// TODO: On desktop, we can just directly download, but for now testing. | ||
const bool useColorPath = true; // gl_extensions.IsGLES; | ||
bool format16Bit = false; | ||
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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()); | ||
} | ||
} | ||
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shaderManagerGL_->DirtyLastShader(); | ||
auto *blitFBO = GetTempFBO(TempFBO::COPY, vfb->renderWidth, vfb->renderHeight, Draw::FBO_8888); | ||
draw_->BindFramebufferAsRenderTarget(blitFBO, { Draw::RPAction::CLEAR, Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE }); | ||
render_->SetViewport({ 0, 0, (float)vfb->renderWidth, (float)vfb->renderHeight, 0.0f, 1.0f }); | ||
textureCacheGL_->ForgetLastTexture(); | ||
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// 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); | ||
render_->BindProgram(depthDownloadProgram_); | ||
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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); | ||
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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); | ||
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draw_->CopyFramebufferToMemorySync(blitFBO, Draw::FB_COLOR_BIT, 0, y, packWidth, h, Draw::DataFormat::R8G8B8A8_UNORM, convBuf_, vfb->z_stride); | ||
// 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); | ||
format16Bit = false; | ||
} | ||
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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_; | ||
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int totalPixels = h == 1 ? packWidth : vfb->z_stride * h; | ||
if (format16Bit) { | ||
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 { | ||
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 = FromScaledDepth(packedf[i]); | ||
if (scaled <= 0.0f) { | ||
depth[i] = 0; | ||
} else if (scaled >= 65535.0f) { | ||
depth[i] = 65535; | ||
} else { | ||
depth[i] = (int)scaled; | ||
} | ||
} | ||
} | ||
} | ||
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gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_RASTER_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_VIEWPORTSCISSOR_STATE); | ||
} |
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