GPU: 24-bit display depth support

This commit is contained in:
Connor McLaughlin 2019-10-05 12:31:48 +10:00
parent 64aa3f56c3
commit c2baa7e834
4 changed files with 104 additions and 5 deletions

View File

@ -378,6 +378,68 @@ void main()
return ss.str();
}
std::string GPU_HW::GenerateRGB24DecodeFragmentShader()
{
std::stringstream ss;
GenerateShaderHeader(ss);
ss << R"(
in vec2 v_tex0;
out vec4 o_col0;
uniform sampler2D samp0;
uniform ivec2 u_base_coords;
void main()
{
// compute offset in dwords from the start of the 24-bit values
ivec2 base = ivec2(u_base_coords.x, u_base_coords.y + int(gl_FragCoord.y));
int xoff = int(gl_FragCoord.x);
int dword_index = (xoff / 2) + (xoff / 4);
// sample two adjacent dwords, or four 16-bit values as the 24-bit value will lie somewhere between these
uint s0 = RGBA8ToRGBA5551(texelFetch(samp0, ivec2(base.x + dword_index * 2 + 0, base.y), 0));
uint s1 = RGBA8ToRGBA5551(texelFetch(samp0, ivec2(base.x + dword_index * 2 + 1, base.y), 0));
uint s2 = RGBA8ToRGBA5551(texelFetch(samp0, ivec2(base.x + (dword_index + 1) * 2 + 0, base.y), 0));
uint s3 = RGBA8ToRGBA5551(texelFetch(samp0, ivec2(base.x + (dword_index + 1) * 2 + 1, base.y), 0));
// select the bit for this pixel depending on its offset in the 4-pixel block
uint r, g, b;
switch (xoff & 3)
{
case 0:
r = s0 & 0xFFu;
g = s0 >> 8;
b = s1 & 0xFFu;
break;
case 1:
r = s1 >> 8;
g = s2 & 0xFFu;
b = s2 >> 8;
break;
case 2:
r = s1 & 0xFFu;
g = s1 >> 8;
b = s2 & 0xFFu;
break;
case 3:
r = s2 >> 8;
g = s3 & 0xFFu;
b = s3 >> 8;
break;
}
// and normalize
o_col0 = vec4(float(r) / 255.0, float(g) / 255.0, float(b) / 255, 1.0);
}
)";
return ss.str();
}
GPU_HW::HWRenderBatch::Primitive GPU_HW::GetPrimitiveForCommand(RenderCommand rc)
{
if (rc.primitive == Primitive::Line)

View File

@ -88,6 +88,7 @@ protected:
bool blending);
std::string GenerateScreenQuadVertexShader();
std::string GenerateFillFragmentShader();
std::string GenerateRGB24DecodeFragmentShader();
u32 m_resolution_scale = 1;
HWRenderBatch m_batch = {};

View File

@ -300,6 +300,21 @@ bool GPU_HW_OpenGL::CompilePrograms()
}
}
// TODO: Use string_view
if (!m_reinterpret_rgb8_program.Compile(GenerateScreenQuadVertexShader().c_str(),
GenerateRGB24DecodeFragmentShader().c_str()))
{
return false;
}
m_reinterpret_rgb8_program.BindFragData(0, "o_col0");
if (!m_reinterpret_rgb8_program.Link())
return false;
m_reinterpret_rgb8_program.Bind();
m_reinterpret_rgb8_program.RegisterUniform("u_base_coords");
m_reinterpret_rgb8_program.RegisterUniform("samp0");
m_reinterpret_rgb8_program.Uniform1i(1, 0);
return true;
}
@ -404,7 +419,6 @@ void GPU_HW_OpenGL::UpdateDisplay()
const u32 texture_width = m_vram_texture->GetWidth();
const u32 texture_height = m_vram_texture->GetHeight();
// TODO: 24-bit support.
if (m_debug_options.show_vram)
{
m_system->GetHostInterface()->SetDisplayTexture(m_vram_texture.get(), 0, 0, texture_width, texture_height, 1.0f);
@ -419,9 +433,31 @@ void GPU_HW_OpenGL::UpdateDisplay()
((vram_offset_x + display_width) > texture_width) ? (texture_width - vram_offset_x) : display_width;
const u32 copy_height =
((vram_offset_y + display_height) > texture_height) ? (texture_height - vram_offset_y) : display_height;
glCopyImageSubData(m_vram_texture->GetGLId(), GL_TEXTURE_2D, 0, vram_offset_x,
texture_height - vram_offset_y - copy_height, 0, m_display_texture->GetGLId(), GL_TEXTURE_2D, 0,
0, 0, 0, copy_width, copy_height, 1);
if (m_GPUSTAT.display_area_color_depth_24)
{
glBindFramebuffer(GL_FRAMEBUFFER, m_display_fbo);
glViewport(0, 0, copy_width, copy_height);
glDisable(GL_BLEND);
glDisable(GL_SCISSOR_TEST);
m_reinterpret_rgb8_program.Bind();
m_reinterpret_rgb8_program.Uniform2i(0, vram_offset_x, texture_height - vram_offset_y - copy_height);
m_vram_texture->Bind();
glDrawArrays(GL_TRIANGLES, 0, 3);
// restore state
glBindFramebuffer(GL_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
{
glCopyImageSubData(m_vram_texture->GetGLId(), GL_TEXTURE_2D, 0, vram_offset_x,
texture_height - vram_offset_y - copy_height, 0, m_display_texture->GetGLId(), GL_TEXTURE_2D,
0, 0, 0, 0, copy_width, copy_height, 1);
}
m_system->GetHostInterface()->SetDisplayTexture(m_display_texture.get(), 0, 0, copy_width, copy_height,
DISPLAY_ASPECT_RATIO);

View File

@ -75,7 +75,7 @@ private:
TransparencyMode m_last_transparency_mode = TransparencyMode::BackgroundMinusForeground;
std::array<std::array<std::array<std::array<GL::Program, 2>, 3>, 2>, 2> m_render_programs;
std::array<GL::Program, 3> m_texture_page_programs;
GL::Program m_reinterpret_rgb8_program;
GLStats m_stats = {};
GLStats m_last_stats = {};