GPU: Two-pass rendering for B-F transparency

This commit is contained in:
Connor McLaughlin 2019-10-06 13:09:03 +10:00
parent 7254d48835
commit 5627955900
5 changed files with 65 additions and 47 deletions

View File

@ -245,12 +245,14 @@ void main()
return ss.str();
}
std::string GPU_HW::GenerateFragmentShader(bool transparent, bool textured, TextureColorMode texture_color_mode,
bool blending)
std::string GPU_HW::GenerateFragmentShader(TransparencyRenderMode transparency, bool textured,
TextureColorMode texture_color_mode, bool blending)
{
std::stringstream ss;
GenerateShaderHeader(ss);
DefineMacro(ss, "TRANSPARENT", transparent);
DefineMacro(ss, "TRANSPARENT", transparency != TransparencyRenderMode::Off);
DefineMacro(ss, "TRANSPARENT_ONLY_OPAQUE", transparency == TransparencyRenderMode::OnlyOpaque);
DefineMacro(ss, "TRANSPARENT_ONLY_TRANSPARENT", transparency == TransparencyRenderMode::OnlyTransparent);
DefineMacro(ss, "TEXTURED", textured);
DefineMacro(ss, "PALETTE",
textured && (texture_color_mode == GPU::TextureColorMode::Palette4Bit ||
@ -337,9 +339,19 @@ void main()
#if TRANSPARENT
// Apply semitransparency. If not a semitransparent texel, destination alpha is ignored.
if (texcol.a != 0)
{
#if TRANSPARENT_ONLY_OPAQUE
discard;
#endif
o_col0 = vec4(color * u_transparent_alpha.x, u_transparent_alpha.y);
}
else
{
#if TRANSPARENT_ONLY_TRANSPARENT
discard;
#endif
o_col0 = vec4(color, 0.0);
}
#else
// Mask bit from texture.
o_col0 = vec4(color, texcol.a);
@ -575,4 +587,5 @@ void GPU_HW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices)
}
LoadVertices(rc, num_vertices);
FlushRender();
}

View File

@ -56,6 +56,14 @@ protected:
std::vector<HWVertex> vertices;
};
enum class TransparencyRenderMode
{
Off,
TransparentAndOpaque,
OnlyOpaque,
OnlyTransparent
};
static constexpr u32 VERTEX_BUFFER_SIZE = 1 * 1024 * 1024;
static constexpr u32 MAX_BATCH_VERTEX_COUNT = VERTEX_BUFFER_SIZE / sizeof(HWVertex);
static constexpr u32 TEXTURE_TILE_SIZE = 256;
@ -85,8 +93,8 @@ protected:
}
std::string GenerateVertexShader(bool textured);
std::string GenerateFragmentShader(bool transparent, bool textured, TextureColorMode texture_color_mode,
bool blending);
std::string GenerateFragmentShader(TransparencyRenderMode transparency, bool textured,
TextureColorMode texture_color_mode, bool blending);
std::string GenerateScreenQuadVertexShader();
std::string GenerateFillFragmentShader();
std::string GenerateRGB24DecodeFragmentShader();

View File

@ -61,9 +61,6 @@ void GPU_HW_OpenGL::RestoreGraphicsAPIState()
glLineWidth(static_cast<float>(m_resolution_scale));
UpdateDrawingArea();
m_last_transparency_enable = false;
glDisable(GL_BLEND);
glBindBuffer(GL_ARRAY_BUFFER, m_vertex_buffer);
glBindVertexArray(m_vao_id);
}
@ -291,17 +288,17 @@ void GPU_HW_OpenGL::CreateVertexBuffer()
bool GPU_HW_OpenGL::CompilePrograms()
{
for (u32 textured = 0; textured < 2; textured++)
for (u32 transparent = 0; transparent < 4; transparent++)
{
for (u32 blending = 0; blending < 2; blending++)
for (u32 textured = 0; textured < 2; textured++)
{
for (u32 transparent = 0; transparent < 2; transparent++)
for (u32 format = 0; format < 3; format++)
{
for (u32 format = 0; format < 3; format++)
for (u32 blending = 0; blending < 2; blending++)
{
// TODO: eliminate duplicate shaders here
if (!CompileProgram(m_render_programs[transparent][textured][format][blending],
ConvertToBoolUnchecked(transparent), ConvertToBoolUnchecked(textured),
static_cast<TransparencyRenderMode>(transparent), ConvertToBoolUnchecked(textured),
static_cast<TextureColorMode>(format), ConvertToBoolUnchecked(blending)))
{
return false;
@ -329,7 +326,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
return true;
}
bool GPU_HW_OpenGL::CompileProgram(GL::Program& prog, bool transparent, bool textured,
bool GPU_HW_OpenGL::CompileProgram(GL::Program& prog, TransparencyRenderMode transparent, bool textured,
TextureColorMode texture_color_mode, bool blending)
{
const std::string vs = GenerateVertexShader(textured);
@ -366,10 +363,10 @@ bool GPU_HW_OpenGL::CompileProgram(GL::Program& prog, bool transparent, bool tex
return true;
}
void GPU_HW_OpenGL::SetDrawState()
void GPU_HW_OpenGL::SetDrawState(TransparencyRenderMode render_mode)
{
const GL::Program& prog =
m_render_programs[BoolToUInt32(m_batch.transparency_enable)][BoolToUInt32(m_batch.texture_enable)]
m_render_programs[static_cast<u32>(render_mode)][BoolToUInt32(m_batch.texture_enable)]
[static_cast<u32>(m_batch.texture_color_mode)][BoolToUInt32(m_batch.texture_blending_enable)];
prog.Bind();
@ -392,25 +389,17 @@ void GPU_HW_OpenGL::SetDrawState()
m_vram_read_texture->Bind();
}
if (m_last_transparency_enable != m_batch.transparency_enable ||
(m_last_transparency_enable && m_last_transparency_mode != m_batch.transparency_mode))
if (render_mode == TransparencyRenderMode::Off || render_mode == TransparencyRenderMode::OnlyOpaque)
{
m_last_transparency_enable = m_batch.texture_enable;
m_last_transparency_mode = m_batch.transparency_mode;
if (!m_batch.transparency_enable)
{
glDisable(GL_BLEND);
}
else
{
glEnable(GL_BLEND);
glBlendEquationSeparate(m_batch.transparency_mode == GPU::TransparencyMode::BackgroundMinusForeground ?
GL_FUNC_REVERSE_SUBTRACT :
GL_FUNC_ADD,
GL_FUNC_ADD);
glBlendFuncSeparate(GL_ONE, GL_SRC_ALPHA, GL_ONE, GL_ZERO);
}
glDisable(GL_BLEND);
}
else
{
glEnable(GL_BLEND);
glBlendEquationSeparate(
m_batch.transparency_mode == TransparencyMode::BackgroundMinusForeground ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD,
GL_FUNC_ADD);
glBlendFuncSeparate(GL_ONE, GL_SRC_ALPHA, GL_ONE, GL_ZERO);
}
if (m_drawing_area_changed)
@ -472,8 +461,6 @@ void GPU_HW_OpenGL::UpdateDisplay()
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_vram_fbo);
glViewport(0, 0, m_vram_texture->GetWidth(), m_vram_texture->GetHeight());
glEnable(GL_SCISSOR_TEST);
if (m_last_transparency_enable)
glEnable(GL_BLEND);
}
else
{
@ -662,14 +649,26 @@ void GPU_HW_OpenGL::FlushRender()
m_stats.num_batches++;
m_stats.num_vertices += static_cast<u32>(m_batch.vertices.size());
SetDrawState();
Assert((m_batch.vertices.size() * sizeof(HWVertex)) <= VERTEX_BUFFER_SIZE);
glBufferSubData(GL_ARRAY_BUFFER, 0, static_cast<GLsizei>(sizeof(HWVertex) * m_batch.vertices.size()),
m_batch.vertices.data());
static constexpr std::array<GLenum, 4> gl_primitives = {{GL_LINES, GL_LINE_STRIP, GL_TRIANGLES, GL_TRIANGLE_STRIP}};
glDrawArrays(gl_primitives[static_cast<u8>(m_batch.primitive)], 0, static_cast<GLsizei>(m_batch.vertices.size()));
if (m_batch.transparency_enable && m_batch.texture_enable &&
m_batch.transparency_mode == GPU::TransparencyMode::BackgroundMinusForeground)
{
SetDrawState(TransparencyRenderMode::OnlyTransparent);
glDrawArrays(gl_primitives[static_cast<u8>(m_batch.primitive)], 0, static_cast<GLsizei>(m_batch.vertices.size()));
SetDrawState(TransparencyRenderMode::OnlyOpaque);
glDrawArrays(gl_primitives[static_cast<u8>(m_batch.primitive)], 0, static_cast<GLsizei>(m_batch.vertices.size()));
}
else
{
SetDrawState(m_batch.transparency_enable ? TransparencyRenderMode::TransparentAndOpaque :
TransparencyRenderMode::Off);
glDrawArrays(gl_primitives[static_cast<u8>(m_batch.primitive)], 0, static_cast<GLsizei>(m_batch.vertices.size()));
}
m_batch.vertices.clear();
}

View File

@ -51,9 +51,9 @@ private:
void CreateVertexBuffer();
bool CompilePrograms();
bool CompileProgram(GL::Program& prog, bool transparent, bool textured, TextureColorMode texture_color_mode,
bool blending);
void SetDrawState();
bool CompileProgram(GL::Program& prog, TransparencyRenderMode transparent, bool textured,
TextureColorMode texture_color_mode, bool blending);
void SetDrawState(TransparencyRenderMode render_mode);
// downsample texture - used for readbacks at >1xIR.
std::unique_ptr<GL::Texture> m_vram_texture;
@ -71,11 +71,9 @@ private:
GLuint m_attributeless_vao_id = 0;
bool m_vram_read_texture_dirty = true;
bool m_last_transparency_enable = false;
TransparencyMode m_last_transparency_mode = TransparencyMode::BackgroundMinusForeground;
bool m_drawing_area_changed = true;
std::array<std::array<std::array<std::array<GL::Program, 2>, 3>, 2>, 2> m_render_programs;
std::array<std::array<std::array<std::array<GL::Program, 2>, 3>, 2>, 4> m_render_programs;
GL::Program m_reinterpret_rgb8_program;
GLStats m_stats = {};

View File

@ -94,9 +94,9 @@ int main(int argc, char* argv[])
g_pLog->SetConsoleOutputParams(true, "Pad SPU", level);
g_pLog->SetFilterLevel(level);
#else
// g_pLog->SetConsoleOutputParams(true, nullptr, LOGLEVEL_DEBUG);
g_pLog->SetConsoleOutputParams(true, nullptr, LOGLEVEL_DEBUG);
// g_pLog->SetConsoleOutputParams(true, "GPU GPU_HW_OpenGL SPU Pad DigitalController", LOGLEVEL_DEBUG);
g_pLog->SetConsoleOutputParams(true, "GPU GPU_HW_OpenGL SPU Pad DigitalController InterruptController", LOGLEVEL_DEBUG);
// g_pLog->SetConsoleOutputParams(true, "GPU GPU_HW_OpenGL SPU Pad DigitalController InterruptController", LOGLEVEL_DEBUG);
// g_pLog->SetFilterLevel(LOGLEVEL_TRACE);
g_pLog->SetFilterLevel(LOGLEVEL_DEBUG);
// g_pLog->SetFilterLevel(LOGLEVEL_DEV);