GPU/HW: Enable feedback loops for rendering
This commit is contained in:
parent
65669b3250
commit
f91cecf06e
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@ -304,7 +304,7 @@ bool GPU_HW::DoState(StateWrapper& sw, GPUTexture** host_texture, bool update_di
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void GPU_HW::RestoreDeviceContext()
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{
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g_gpu_device->SetTextureSampler(0, m_vram_read_texture.get(), g_gpu_device->GetNearestSampler());
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g_gpu_device->SetRenderTarget(m_vram_texture.get(), m_vram_depth_texture.get());
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SetVRAMRenderTarget();
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g_gpu_device->SetViewport(0, 0, m_vram_texture->GetWidth(), m_vram_texture->GetHeight());
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SetScissor();
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m_batch_ubo_dirty = true;
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@ -620,6 +620,12 @@ void GPU_HW::PrintSettingsToLog()
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Log_InfoFmt("Using software renderer for readbacks: {}", m_sw_renderer ? "YES" : "NO");
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}
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bool GPU_HW::NeedsDepthBuffer() const
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{
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// PGXP depth, or no fbfetch, which means we need depth for the mask bit.
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return (m_pgxp_depth_buffer || !m_supports_framebuffer_fetch);
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}
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bool GPU_HW::CreateBuffers()
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{
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DestroyBuffers();
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@ -628,6 +634,8 @@ bool GPU_HW::CreateBuffers()
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const u32 texture_width = VRAM_WIDTH * m_resolution_scale;
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const u32 texture_height = VRAM_HEIGHT * m_resolution_scale;
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const u8 samples = static_cast<u8>(m_multisamples);
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const bool needs_depth_buffer = NeedsDepthBuffer();
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Log_DevFmt("Depth buffer is {}needed", needs_depth_buffer ? "" : "NOT ");
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// Needed for Metal resolve.
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const GPUTexture::Type read_texture_type = (g_gpu_device->GetRenderAPI() == RenderAPI::Metal && m_multisamples > 1) ?
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@ -636,8 +644,9 @@ bool GPU_HW::CreateBuffers()
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if (!(m_vram_texture = g_gpu_device->FetchTexture(texture_width, texture_height, 1, 1, samples,
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GPUTexture::Type::RenderTarget, VRAM_RT_FORMAT)) ||
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!(m_vram_depth_texture = g_gpu_device->FetchTexture(texture_width, texture_height, 1, 1, samples,
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GPUTexture::Type::DepthStencil, VRAM_DS_FORMAT)) ||
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(needs_depth_buffer &&
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!(m_vram_depth_texture = g_gpu_device->FetchTexture(texture_width, texture_height, 1, 1, samples,
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GPUTexture::Type::DepthStencil, VRAM_DS_FORMAT))) ||
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!(m_vram_read_texture =
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g_gpu_device->FetchTexture(texture_width, texture_height, 1, 1, 1, read_texture_type, VRAM_RT_FORMAT)) ||
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!(m_vram_readback_texture = g_gpu_device->FetchTexture(VRAM_WIDTH / 2, VRAM_HEIGHT, 1, 1, 1,
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@ -647,7 +656,8 @@ bool GPU_HW::CreateBuffers()
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}
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GL_OBJECT_NAME(m_vram_texture, "VRAM Texture");
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GL_OBJECT_NAME(m_vram_depth_texture, "VRAM Depth Texture");
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if (m_vram_depth_texture)
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GL_OBJECT_NAME(m_vram_depth_texture, "VRAM Depth Texture");
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GL_OBJECT_NAME(m_vram_read_texture, "VRAM Read Texture");
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GL_OBJECT_NAME(m_vram_readback_texture, "VRAM Readback Texture");
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@ -689,7 +699,7 @@ bool GPU_HW::CreateBuffers()
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else if (m_downsample_mode == GPUDownsampleMode::Box)
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m_downsample_scale_or_levels = m_resolution_scale / GetBoxDownsampleScale(m_resolution_scale);
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g_gpu_device->SetRenderTarget(m_vram_texture.get(), m_vram_depth_texture.get());
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SetVRAMRenderTarget();
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SetFullVRAMDirtyRectangle();
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return true;
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}
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@ -697,11 +707,18 @@ bool GPU_HW::CreateBuffers()
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void GPU_HW::ClearFramebuffer()
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{
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g_gpu_device->ClearRenderTarget(m_vram_texture.get(), 0);
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g_gpu_device->ClearDepth(m_vram_depth_texture.get(), m_pgxp_depth_buffer ? 1.0f : 0.0f);
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if (m_vram_depth_texture)
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g_gpu_device->ClearDepth(m_vram_depth_texture.get(), m_pgxp_depth_buffer ? 1.0f : 0.0f);
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ClearVRAMDirtyRectangle();
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m_last_depth_z = 1.0f;
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}
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void GPU_HW::SetVRAMRenderTarget()
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{
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g_gpu_device->SetRenderTarget(m_vram_texture.get(), m_vram_depth_texture.get(),
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m_allow_shader_blend ? GPUPipeline::ColorFeedbackLoop : GPUPipeline::NoRenderPassFlags);
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}
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void GPU_HW::DestroyBuffers()
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{
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ClearDisplayTexture();
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@ -723,19 +740,23 @@ void GPU_HW::DestroyBuffers()
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bool GPU_HW::CompilePipelines()
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{
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const GPUDevice::Features features = g_gpu_device->GetFeatures();
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const bool needs_depth_buffer = NeedsDepthBuffer();
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m_allow_shader_blend = (features.feedback_loops && (m_pgxp_depth_buffer || !needs_depth_buffer));
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GPU_HW_ShaderGen shadergen(g_gpu_device->GetRenderAPI(), m_resolution_scale, m_multisamples, m_per_sample_shading,
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m_true_color, m_scaled_dithering, m_texture_filtering, m_clamp_uvs, m_pgxp_depth_buffer,
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m_disable_color_perspective, m_supports_dual_source_blend, m_supports_framebuffer_fetch,
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m_debanding);
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ShaderCompileProgressTracker progress("Compiling Pipelines", 2 + (4 * 5 * 9 * 2 * 2) + (3 * 4 * 5 * 9 * 2 * 2) + 1 +
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2 + (2 * 2) + 2 + 1 + 1 + (2 * 3) + 1);
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ShaderCompileProgressTracker progress("Compiling Pipelines", 2 + (5 * 5 * 9 * 2 * 2 * 2) +
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(2 * 5 * 5 * 9 * 2 * 2 * 2) + 1 + 2 + (2 * 2) + 2 + 1 +
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1 + (2 * 3) + 1);
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// vertex shaders - [textured]
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// fragment shaders - [render_mode][texture_mode][dithering][interlacing]
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// fragment shaders - [render_mode][transparency_mode][texture_mode][check_mask][dithering][interlacing]
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static constexpr auto destroy_shader = [](std::unique_ptr<GPUShader>& s) { s.reset(); };
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DimensionalArray<std::unique_ptr<GPUShader>, 2> batch_vertex_shaders{};
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DimensionalArray<std::unique_ptr<GPUShader>, 2, 2, 9, 5, 4> batch_fragment_shaders{};
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DimensionalArray<std::unique_ptr<GPUShader>, 2, 2, 2, 9, 5, 5> batch_fragment_shaders{};
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ScopedGuard batch_shader_guard([&batch_vertex_shaders, &batch_fragment_shaders]() {
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batch_vertex_shaders.enumerate(destroy_shader);
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batch_fragment_shaders.enumerate(destroy_shader);
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@ -750,48 +771,51 @@ bool GPU_HW::CompilePipelines()
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progress.Increment();
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}
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for (u8 render_mode = 0; render_mode < 4; render_mode++)
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for (u8 render_mode = 0; render_mode < 5; render_mode++)
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{
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for (u8 transparency_mode = 0; transparency_mode < 5; transparency_mode++)
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{
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if (m_supports_framebuffer_fetch)
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{
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// Don't need multipass shaders.
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if (render_mode != static_cast<u8>(BatchRenderMode::TransparencyDisabled) &&
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render_mode != static_cast<u8>(BatchRenderMode::TransparentAndOpaque))
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{
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progress.Increment(2 * 2 * 9);
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continue;
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}
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}
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else
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{
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if (
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// Can't generate shader blending.
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if (transparency_mode != static_cast<u8>(GPUTransparencyMode::Disabled))
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{
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progress.Increment(2 * 2 * 9);
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continue;
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}
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((render_mode == static_cast<u8>(BatchRenderMode::ShaderBlend) && !features.feedback_loops) ||
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(render_mode != static_cast<u8>(BatchRenderMode::ShaderBlend) &&
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transparency_mode != static_cast<u8>(GPUTransparencyMode::Disabled))) ||
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// Don't need multipass shaders.
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(m_supports_framebuffer_fetch && (render_mode == static_cast<u8>(BatchRenderMode::OnlyOpaque) ||
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render_mode == static_cast<u8>(BatchRenderMode::OnlyTransparent))))
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{
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progress.Increment(9 * 2 * 2 * 2);
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continue;
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}
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for (u8 texture_mode = 0; texture_mode < 9; texture_mode++)
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{
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for (u8 dithering = 0; dithering < 2; dithering++)
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for (u8 check_mask = 0; check_mask < 2; check_mask++)
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{
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for (u8 interlacing = 0; interlacing < 2; interlacing++)
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if (check_mask && render_mode != static_cast<u8>(BatchRenderMode::ShaderBlend))
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{
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const std::string fs = shadergen.GenerateBatchFragmentShader(
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static_cast<BatchRenderMode>(render_mode), static_cast<GPUTransparencyMode>(transparency_mode),
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static_cast<GPUTextureMode>(texture_mode), ConvertToBoolUnchecked(dithering),
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ConvertToBoolUnchecked(interlacing));
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// mask bit testing is only valid with shader blending.
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progress.Increment(2 * 2);
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continue;
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}
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if (!(batch_fragment_shaders[render_mode][transparency_mode][texture_mode][dithering][interlacing] =
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g_gpu_device->CreateShader(GPUShaderStage::Fragment, fs)))
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for (u8 dithering = 0; dithering < 2; dithering++)
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{
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for (u8 interlacing = 0; interlacing < 2; interlacing++)
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{
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return false;
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}
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const std::string fs = shadergen.GenerateBatchFragmentShader(
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static_cast<BatchRenderMode>(render_mode), static_cast<GPUTransparencyMode>(transparency_mode),
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static_cast<GPUTextureMode>(texture_mode), ConvertToBoolUnchecked(dithering),
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ConvertToBoolUnchecked(interlacing), ConvertToBoolUnchecked(check_mask));
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progress.Increment();
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if (!(batch_fragment_shaders[render_mode][transparency_mode][texture_mode][check_mask][dithering]
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[interlacing] = g_gpu_device->CreateShader(GPUShaderStage::Fragment, fs)))
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{
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return false;
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}
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progress.Increment();
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}
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}
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}
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}
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@ -820,116 +844,139 @@ bool GPU_HW::CompilePipelines()
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plconfig.rasterization = GPUPipeline::RasterizationState::GetNoCullState();
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plconfig.primitive = GPUPipeline::Primitive::Triangles;
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plconfig.geometry_shader = nullptr;
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plconfig.SetTargetFormats(VRAM_RT_FORMAT, VRAM_DS_FORMAT);
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plconfig.SetTargetFormats(VRAM_RT_FORMAT, needs_depth_buffer ? VRAM_DS_FORMAT : GPUTexture::Format::Unknown);
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plconfig.samples = m_multisamples;
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plconfig.per_sample_shading = m_per_sample_shading;
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plconfig.render_pass_flags = GPUPipeline::NoRenderPassFlags;
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plconfig.render_pass_flags = m_allow_shader_blend ? GPUPipeline::ColorFeedbackLoop : GPUPipeline::NoRenderPassFlags;
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plconfig.depth = GPUPipeline::DepthState::GetNoTestsState();
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// [depth_test][render_mode][texture_mode][transparency_mode][dithering][interlacing]
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for (u8 depth_test = 0; depth_test < 3; depth_test++)
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// [depth_test][transparency_mode][render_mode][texture_mode][dithering][interlacing][check_mask]
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for (u8 depth_test = 0; depth_test < 2; depth_test++)
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{
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for (u8 render_mode = 0; render_mode < 4; render_mode++)
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if (depth_test && !m_pgxp_depth_buffer)
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{
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if (m_supports_framebuffer_fetch)
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// Not used.
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progress.Increment(5 * 5 * 9 * 2 * 2 * 2);
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continue;
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}
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for (u8 transparency_mode = 0; transparency_mode < 5; transparency_mode++)
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{
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for (u8 render_mode = 0; render_mode < 5; render_mode++)
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{
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// Don't need multipass shaders.
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if (render_mode != static_cast<u8>(BatchRenderMode::TransparencyDisabled) &&
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render_mode != static_cast<u8>(BatchRenderMode::TransparentAndOpaque))
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if (
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// Can't generate shader blending.
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(render_mode == static_cast<u8>(BatchRenderMode::ShaderBlend) && !features.feedback_loops) ||
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// Don't need multipass shaders.
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(m_supports_framebuffer_fetch && (render_mode == static_cast<u8>(BatchRenderMode::OnlyOpaque) ||
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render_mode == static_cast<u8>(BatchRenderMode::OnlyTransparent))))
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{
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progress.Increment(2 * 2 * 9 * 5);
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progress.Increment(9 * 2 * 2 * 2);
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continue;
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}
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}
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for (u8 transparency_mode = 0; transparency_mode < 5; transparency_mode++)
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{
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for (u8 texture_mode = 0; texture_mode < 9; texture_mode++)
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{
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for (u8 dithering = 0; dithering < 2; dithering++)
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{
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for (u8 interlacing = 0; interlacing < 2; interlacing++)
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{
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static constexpr std::array<GPUPipeline::DepthFunc, 3> depth_test_values = {
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GPUPipeline::DepthFunc::Always, GPUPipeline::DepthFunc::GreaterEqual,
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GPUPipeline::DepthFunc::LessEqual};
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const bool textured = (static_cast<GPUTextureMode>(texture_mode) != GPUTextureMode::Disabled);
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const bool use_shader_blending =
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(textured && NeedsShaderBlending(static_cast<GPUTransparencyMode>(transparency_mode)));
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plconfig.input_layout.vertex_attributes =
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textured ?
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(m_clamp_uvs ? std::span<const GPUPipeline::VertexAttribute>(
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vertex_attributes, NUM_BATCH_TEXTURED_LIMITS_VERTEX_ATTRIBUTES) :
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std::span<const GPUPipeline::VertexAttribute>(vertex_attributes,
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NUM_BATCH_TEXTURED_VERTEX_ATTRIBUTES)) :
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std::span<const GPUPipeline::VertexAttribute>(vertex_attributes, NUM_BATCH_VERTEX_ATTRIBUTES);
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plconfig.vertex_shader = batch_vertex_shaders[BoolToUInt8(textured)].get();
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plconfig.fragment_shader =
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batch_fragment_shaders[render_mode]
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[use_shader_blending ? transparency_mode :
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static_cast<u8>(GPUTransparencyMode::Disabled)]
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[texture_mode][dithering][interlacing]
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.get();
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plconfig.depth.depth_test = depth_test_values[depth_test];
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plconfig.depth.depth_write = !m_pgxp_depth_buffer || depth_test != 0;
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plconfig.blend = GPUPipeline::BlendState::GetNoBlendingState();
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if (!use_shader_blending &&
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((static_cast<GPUTransparencyMode>(transparency_mode) != GPUTransparencyMode::Disabled &&
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(static_cast<BatchRenderMode>(render_mode) != BatchRenderMode::TransparencyDisabled &&
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static_cast<BatchRenderMode>(render_mode) != BatchRenderMode::OnlyOpaque)) ||
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(textured && IsBlendedTextureFiltering(m_texture_filtering))))
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for (u8 check_mask = 0; check_mask < 2; check_mask++)
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{
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plconfig.blend.enable = true;
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plconfig.blend.src_alpha_blend = GPUPipeline::BlendFunc::One;
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plconfig.blend.dst_alpha_blend = GPUPipeline::BlendFunc::Zero;
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plconfig.blend.alpha_blend_op = GPUPipeline::BlendOp::Add;
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const bool textured = (static_cast<GPUTextureMode>(texture_mode) != GPUTextureMode::Disabled);
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const bool use_shader_blending =
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(render_mode == static_cast<u8>(BatchRenderMode::ShaderBlend) &&
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((textured &&
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NeedsShaderBlending(static_cast<GPUTransparencyMode>(transparency_mode), (check_mask != 0))) ||
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check_mask));
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if (m_supports_dual_source_blend)
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plconfig.input_layout.vertex_attributes =
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textured ?
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(m_clamp_uvs ? std::span<const GPUPipeline::VertexAttribute>(
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vertex_attributes, NUM_BATCH_TEXTURED_LIMITS_VERTEX_ATTRIBUTES) :
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std::span<const GPUPipeline::VertexAttribute>(
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vertex_attributes, NUM_BATCH_TEXTURED_VERTEX_ATTRIBUTES)) :
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std::span<const GPUPipeline::VertexAttribute>(vertex_attributes, NUM_BATCH_VERTEX_ATTRIBUTES);
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plconfig.vertex_shader = batch_vertex_shaders[BoolToUInt8(textured)].get();
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plconfig.fragment_shader =
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batch_fragment_shaders[render_mode]
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[use_shader_blending ? transparency_mode :
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static_cast<u8>(GPUTransparencyMode::Disabled)]
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[texture_mode][use_shader_blending ? check_mask : 0][dithering][interlacing]
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.get();
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Assert(plconfig.vertex_shader && plconfig.fragment_shader);
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if (needs_depth_buffer)
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{
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plconfig.blend.src_blend = GPUPipeline::BlendFunc::One;
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plconfig.blend.dst_blend = GPUPipeline::BlendFunc::SrcAlpha1;
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plconfig.blend.blend_op =
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(static_cast<GPUTransparencyMode>(transparency_mode) ==
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GPUTransparencyMode::BackgroundMinusForeground &&
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static_cast<BatchRenderMode>(render_mode) != BatchRenderMode::TransparencyDisabled &&
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static_cast<BatchRenderMode>(render_mode) != BatchRenderMode::OnlyOpaque) ?
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GPUPipeline::BlendOp::ReverseSubtract :
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GPUPipeline::BlendOp::Add;
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plconfig.depth.depth_test =
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m_pgxp_depth_buffer ?
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(depth_test ? GPUPipeline::DepthFunc::LessEqual : GPUPipeline::DepthFunc::Always) :
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(check_mask ? GPUPipeline::DepthFunc::GreaterEqual : GPUPipeline::DepthFunc::Always);
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// Don't write for transparent, but still test.
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plconfig.depth.depth_write =
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!m_pgxp_depth_buffer ||
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(depth_test && transparency_mode == static_cast<u8>(GPUTransparencyMode::Disabled));
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}
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else
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plconfig.blend = GPUPipeline::BlendState::GetNoBlendingState();
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if (!use_shader_blending &&
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((static_cast<GPUTransparencyMode>(transparency_mode) != GPUTransparencyMode::Disabled &&
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(static_cast<BatchRenderMode>(render_mode) != BatchRenderMode::TransparencyDisabled &&
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static_cast<BatchRenderMode>(render_mode) != BatchRenderMode::OnlyOpaque)) ||
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(textured && IsBlendedTextureFiltering(m_texture_filtering))))
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{
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// TODO: This isn't entirely accurate, 127.5 versus 128.
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// But if we use fbfetch on Mali, it doesn't matter.
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plconfig.blend.src_blend = GPUPipeline::BlendFunc::One;
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plconfig.blend.dst_blend = GPUPipeline::BlendFunc::One;
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if (static_cast<GPUTransparencyMode>(transparency_mode) ==
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GPUTransparencyMode::HalfBackgroundPlusHalfForeground)
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plconfig.blend.enable = true;
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plconfig.blend.src_alpha_blend = GPUPipeline::BlendFunc::One;
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plconfig.blend.dst_alpha_blend = GPUPipeline::BlendFunc::Zero;
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plconfig.blend.alpha_blend_op = GPUPipeline::BlendOp::Add;
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if (m_supports_dual_source_blend)
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{
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plconfig.blend.dst_blend = GPUPipeline::BlendFunc::ConstantColor;
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plconfig.blend.dst_alpha_blend = GPUPipeline::BlendFunc::ConstantColor;
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plconfig.blend.constant = 0x00808080u;
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plconfig.blend.src_blend = GPUPipeline::BlendFunc::One;
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plconfig.blend.dst_blend = GPUPipeline::BlendFunc::SrcAlpha1;
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plconfig.blend.blend_op =
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(static_cast<GPUTransparencyMode>(transparency_mode) ==
|
||||
GPUTransparencyMode::BackgroundMinusForeground &&
|
||||
static_cast<BatchRenderMode>(render_mode) != BatchRenderMode::TransparencyDisabled &&
|
||||
static_cast<BatchRenderMode>(render_mode) != BatchRenderMode::OnlyOpaque) ?
|
||||
GPUPipeline::BlendOp::ReverseSubtract :
|
||||
GPUPipeline::BlendOp::Add;
|
||||
}
|
||||
else
|
||||
{
|
||||
// TODO: This isn't entirely accurate, 127.5 versus 128.
|
||||
// But if we use fbfetch on Mali, it doesn't matter.
|
||||
plconfig.blend.src_blend = GPUPipeline::BlendFunc::One;
|
||||
plconfig.blend.dst_blend = GPUPipeline::BlendFunc::One;
|
||||
if (static_cast<GPUTransparencyMode>(transparency_mode) ==
|
||||
GPUTransparencyMode::HalfBackgroundPlusHalfForeground)
|
||||
{
|
||||
plconfig.blend.dst_blend = GPUPipeline::BlendFunc::ConstantColor;
|
||||
plconfig.blend.dst_alpha_blend = GPUPipeline::BlendFunc::ConstantColor;
|
||||
plconfig.blend.constant = 0x00808080u;
|
||||
}
|
||||
|
||||
plconfig.blend.blend_op =
|
||||
(static_cast<GPUTransparencyMode>(transparency_mode) ==
|
||||
GPUTransparencyMode::BackgroundMinusForeground &&
|
||||
static_cast<BatchRenderMode>(render_mode) != BatchRenderMode::TransparencyDisabled &&
|
||||
static_cast<BatchRenderMode>(render_mode) != BatchRenderMode::OnlyOpaque) ?
|
||||
GPUPipeline::BlendOp::ReverseSubtract :
|
||||
GPUPipeline::BlendOp::Add;
|
||||
plconfig.blend.blend_op =
|
||||
(static_cast<GPUTransparencyMode>(transparency_mode) ==
|
||||
GPUTransparencyMode::BackgroundMinusForeground &&
|
||||
static_cast<BatchRenderMode>(render_mode) != BatchRenderMode::TransparencyDisabled &&
|
||||
static_cast<BatchRenderMode>(render_mode) != BatchRenderMode::OnlyOpaque) ?
|
||||
GPUPipeline::BlendOp::ReverseSubtract :
|
||||
GPUPipeline::BlendOp::Add;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!(m_batch_pipelines[depth_test][render_mode][texture_mode][transparency_mode][dithering]
|
||||
[interlacing] = g_gpu_device->CreatePipeline(plconfig)))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (!(m_batch_pipelines[depth_test][transparency_mode][render_mode][texture_mode][dithering]
|
||||
[interlacing][check_mask] = g_gpu_device->CreatePipeline(plconfig)))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
progress.Increment();
|
||||
progress.Increment();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1073,7 +1120,10 @@ bool GPU_HW::CompilePipelines()
|
|||
return false;
|
||||
}
|
||||
|
||||
plconfig.render_pass_flags = GPUPipeline::NoRenderPassFlags;
|
||||
|
||||
// VRAM update depth
|
||||
if (needs_depth_buffer)
|
||||
{
|
||||
std::unique_ptr<GPUShader> fs =
|
||||
g_gpu_device->CreateShader(GPUShaderStage::Fragment, shadergen.GenerateVRAMUpdateDepthFragmentShader());
|
||||
|
@ -1323,7 +1373,7 @@ void GPU_HW::UpdateVRAMReadTexture(bool drawn, bool written)
|
|||
|
||||
void GPU_HW::UpdateDepthBufferFromMaskBit()
|
||||
{
|
||||
if (m_pgxp_depth_buffer)
|
||||
if (m_pgxp_depth_buffer || !m_vram_depth_texture)
|
||||
return;
|
||||
|
||||
// Viewport should already be set full, only need to fudge the scissor.
|
||||
|
@ -1336,7 +1386,7 @@ void GPU_HW::UpdateDepthBufferFromMaskBit()
|
|||
|
||||
// Restore.
|
||||
g_gpu_device->SetTextureSampler(0, m_vram_read_texture.get(), g_gpu_device->GetNearestSampler());
|
||||
g_gpu_device->SetRenderTarget(m_vram_texture.get(), m_vram_depth_texture.get());
|
||||
SetVRAMRenderTarget();
|
||||
SetScissor();
|
||||
}
|
||||
|
||||
|
@ -1389,13 +1439,18 @@ void GPU_HW::UnmapGPUBuffer(u32 used_vertices, u32 used_indices)
|
|||
ALWAYS_INLINE_RELEASE void GPU_HW::DrawBatchVertices(BatchRenderMode render_mode, u32 num_indices, u32 base_index,
|
||||
u32 base_vertex)
|
||||
{
|
||||
// [depth_test][render_mode][texture_mode][transparency_mode][dithering][interlacing]
|
||||
const u8 depth_test = m_batch.use_depth_buffer ? static_cast<u8>(2) : BoolToUInt8(m_batch.check_mask_before_draw);
|
||||
g_gpu_device->SetPipeline(
|
||||
m_batch_pipelines[depth_test][static_cast<u8>(render_mode)][static_cast<u8>(m_batch.texture_mode)][static_cast<u8>(
|
||||
m_batch.transparency_mode)][BoolToUInt8(m_batch.dithering)][BoolToUInt8(m_batch.interlacing)]
|
||||
.get());
|
||||
g_gpu_device->DrawIndexed(num_indices, base_index, base_vertex);
|
||||
// [depth_test][transparency_mode][render_mode][texture_mode][dithering][interlacing][check_mask]
|
||||
const u8 depth_test = BoolToUInt8(m_batch.use_depth_buffer);
|
||||
const u8 check_mask = BoolToUInt8(m_batch.check_mask_before_draw);
|
||||
g_gpu_device->SetPipeline(m_batch_pipelines[depth_test][static_cast<u8>(m_batch.transparency_mode)][static_cast<u8>(
|
||||
render_mode)][static_cast<u8>(m_batch.texture_mode)][BoolToUInt8(m_batch.dithering)]
|
||||
[BoolToUInt8(m_batch.interlacing)][check_mask]
|
||||
.get());
|
||||
|
||||
if (render_mode != BatchRenderMode::ShaderBlend || m_supports_framebuffer_fetch)
|
||||
g_gpu_device->DrawIndexed(num_indices, base_index, base_vertex);
|
||||
else
|
||||
g_gpu_device->DrawIndexedWithBarrier(num_indices, base_index, base_vertex, GPUDevice::DrawBarrier::Full);
|
||||
}
|
||||
|
||||
ALWAYS_INLINE_RELEASE void GPU_HW::HandleFlippedQuadTextureCoordinates(BatchVertex* vertices)
|
||||
|
@ -1873,10 +1928,8 @@ void GPU_HW::LoadVertices()
|
|||
}
|
||||
else if (m_pgxp_depth_buffer)
|
||||
{
|
||||
const bool use_depth = (m_batch.transparency_mode == GPUTransparencyMode::Disabled);
|
||||
SetBatchDepthBuffer(use_depth);
|
||||
if (use_depth)
|
||||
CheckForDepthClear(vertices.data(), num_vertices);
|
||||
SetBatchDepthBuffer(true);
|
||||
CheckForDepthClear(vertices.data(), num_vertices);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2410,10 +2463,11 @@ ALWAYS_INLINE_RELEASE bool GPU_HW::NeedsTwoPassRendering() const
|
|||
(!m_supports_dual_source_blend && m_batch.transparency_mode != GPUTransparencyMode::Disabled)));
|
||||
}
|
||||
|
||||
ALWAYS_INLINE_RELEASE bool GPU_HW::NeedsShaderBlending(GPUTransparencyMode transparency) const
|
||||
ALWAYS_INLINE_RELEASE bool GPU_HW::NeedsShaderBlending(GPUTransparencyMode transparency, bool check_mask) const
|
||||
{
|
||||
return (m_supports_framebuffer_fetch &&
|
||||
(transparency == GPUTransparencyMode::BackgroundMinusForeground ||
|
||||
return (m_allow_shader_blend &&
|
||||
((check_mask && (m_pgxp_depth_buffer || !m_vram_depth_texture)) ||
|
||||
transparency == GPUTransparencyMode::BackgroundMinusForeground ||
|
||||
(!m_supports_dual_source_blend &&
|
||||
(transparency != GPUTransparencyMode::Disabled || IsBlendedTextureFiltering(m_texture_filtering)))));
|
||||
}
|
||||
|
@ -2472,7 +2526,7 @@ void GPU_HW::EnsureVertexBufferSpaceForCurrentCommand()
|
|||
|
||||
void GPU_HW::ResetBatchVertexDepth()
|
||||
{
|
||||
if (m_pgxp_depth_buffer)
|
||||
if (m_pgxp_depth_buffer || !m_vram_depth_texture)
|
||||
return;
|
||||
|
||||
Log_PerfPrint("Resetting batch vertex depth");
|
||||
|
@ -2945,7 +2999,7 @@ void GPU_HW::DispatchRenderCommand()
|
|||
rc.transparency_enable ? m_draw_mode.mode_reg.transparency_mode : GPUTransparencyMode::Disabled;
|
||||
const bool dithering_enable = (!m_true_color && rc.IsDitheringEnabled()) ? m_GPUSTAT.dither_enable : false;
|
||||
if (texture_mode != m_batch.texture_mode || transparency_mode != m_batch.transparency_mode ||
|
||||
(transparency_mode == GPUTransparencyMode::BackgroundMinusForeground && !m_supports_framebuffer_fetch) ||
|
||||
(transparency_mode == GPUTransparencyMode::BackgroundMinusForeground && !m_allow_shader_blend) ||
|
||||
dithering_enable != m_batch.dithering)
|
||||
{
|
||||
FlushRender();
|
||||
|
@ -2956,8 +3010,9 @@ void GPU_HW::DispatchRenderCommand()
|
|||
if (m_batch_index_count == 0)
|
||||
{
|
||||
// transparency mode change
|
||||
const bool check_mask_before_draw = m_GPUSTAT.check_mask_before_draw;
|
||||
if (transparency_mode != GPUTransparencyMode::Disabled &&
|
||||
(texture_mode == GPUTextureMode::Disabled || !NeedsShaderBlending(transparency_mode)))
|
||||
(texture_mode == GPUTextureMode::Disabled || !NeedsShaderBlending(transparency_mode, check_mask_before_draw)))
|
||||
{
|
||||
static constexpr float transparent_alpha[4][2] = {{0.5f, 0.5f}, {1.0f, 1.0f}, {1.0f, 1.0f}, {0.25f, 1.0f}};
|
||||
|
||||
|
@ -2969,7 +3024,6 @@ void GPU_HW::DispatchRenderCommand()
|
|||
m_batch_ubo_data.u_dst_alpha_factor = dst_alpha_factor;
|
||||
}
|
||||
|
||||
const bool check_mask_before_draw = m_GPUSTAT.check_mask_before_draw;
|
||||
const bool set_mask_while_drawing = m_GPUSTAT.set_mask_while_drawing;
|
||||
if (m_batch.check_mask_before_draw != check_mask_before_draw ||
|
||||
m_batch.set_mask_while_drawing != set_mask_while_drawing)
|
||||
|
@ -3052,7 +3106,11 @@ void GPU_HW::FlushRender()
|
|||
|
||||
if (m_wireframe_mode != GPUWireframeMode::OnlyWireframe)
|
||||
{
|
||||
if (NeedsTwoPassRendering())
|
||||
if (NeedsShaderBlending(m_batch.transparency_mode, m_batch.check_mask_before_draw))
|
||||
{
|
||||
DrawBatchVertices(BatchRenderMode::ShaderBlend, index_count, base_index, base_vertex);
|
||||
}
|
||||
else if (NeedsTwoPassRendering())
|
||||
{
|
||||
DrawBatchVertices(BatchRenderMode::OnlyOpaque, index_count, base_index, base_vertex);
|
||||
DrawBatchVertices(BatchRenderMode::OnlyTransparent, index_count, base_index, base_vertex);
|
||||
|
|
|
@ -29,7 +29,8 @@ public:
|
|||
TransparencyDisabled,
|
||||
TransparentAndOpaque,
|
||||
OnlyOpaque,
|
||||
OnlyTransparent
|
||||
OnlyTransparent,
|
||||
ShaderBlend
|
||||
};
|
||||
|
||||
GPU_HW();
|
||||
|
@ -115,6 +116,9 @@ private:
|
|||
u32 num_uniform_buffer_updates;
|
||||
};
|
||||
|
||||
/// Returns true if a depth buffer should be created.
|
||||
bool NeedsDepthBuffer() const;
|
||||
|
||||
bool CreateBuffers();
|
||||
void ClearFramebuffer();
|
||||
void DestroyBuffers();
|
||||
|
@ -131,6 +135,7 @@ private:
|
|||
void UpdateDepthBufferFromMaskBit();
|
||||
void ClearDepthBuffer();
|
||||
void SetScissor();
|
||||
void SetVRAMRenderTarget();
|
||||
void MapGPUBuffer(u32 required_vertices, u32 required_indices);
|
||||
void UnmapGPUBuffer(u32 used_vertices, u32 used_indices);
|
||||
void DrawBatchVertices(BatchRenderMode render_mode, u32 num_indices, u32 base_index, u32 base_vertex);
|
||||
|
@ -158,7 +163,7 @@ private:
|
|||
bool NeedsTwoPassRendering() const;
|
||||
|
||||
/// Returns true if the draw is going to use shader blending/framebuffer fetch.
|
||||
bool NeedsShaderBlending(GPUTransparencyMode transparency) const;
|
||||
bool NeedsShaderBlending(GPUTransparencyMode transparency, bool check_mask) const;
|
||||
|
||||
void FillBackendCommandParameters(GPUBackendCommand* cmd) const;
|
||||
void FillDrawCommand(GPUBackendDrawCommand* cmd, GPURenderCommand rc) const;
|
||||
|
@ -236,6 +241,8 @@ private:
|
|||
bool m_clamp_uvs : 1 = false;
|
||||
bool m_compute_uv_range : 1 = false;
|
||||
bool m_pgxp_depth_buffer : 1 = false;
|
||||
bool m_allow_shader_blend : 1 = false;
|
||||
bool m_prefer_shader_blend : 1 = false;
|
||||
u8 m_texpage_dirty = 0;
|
||||
|
||||
BatchConfig m_batch;
|
||||
|
@ -249,8 +256,8 @@ private:
|
|||
Common::Rectangle<u32> m_vram_dirty_write_rect;
|
||||
Common::Rectangle<u32> m_current_uv_range;
|
||||
|
||||
// [depth_test][render_mode][texture_mode][transparency_mode][dithering][interlacing]
|
||||
DimensionalArray<std::unique_ptr<GPUPipeline>, 2, 2, 5, 9, 4, 3> m_batch_pipelines{};
|
||||
// [depth_test][transparency_mode][render_mode][texture_mode][dithering][interlacing][check_mask]
|
||||
DimensionalArray<std::unique_ptr<GPUPipeline>, 2, 2, 2, 9, 5, 5, 2> m_batch_pipelines{};
|
||||
std::unique_ptr<GPUPipeline> m_wireframe_pipeline;
|
||||
|
||||
// [wrapped][interlaced]
|
||||
|
|
|
@ -632,19 +632,20 @@ void FilteredSampleFromVRAM(uint4 texpage, float2 coords, float4 uv_limits,
|
|||
|
||||
std::string GPU_HW_ShaderGen::GenerateBatchFragmentShader(GPU_HW::BatchRenderMode render_mode,
|
||||
GPUTransparencyMode transparency, GPUTextureMode texture_mode,
|
||||
bool dithering, bool interlacing)
|
||||
bool dithering, bool interlacing, bool check_mask)
|
||||
{
|
||||
// Shouldn't be using shader blending without fbfetch.
|
||||
DebugAssert(m_supports_framebuffer_fetch || transparency == GPUTransparencyMode::Disabled);
|
||||
// TODO: don't write depth for shader blend
|
||||
DebugAssert(transparency == GPUTransparencyMode::Disabled || render_mode == GPU_HW::BatchRenderMode::ShaderBlend);
|
||||
|
||||
const GPUTextureMode actual_texture_mode = texture_mode & ~GPUTextureMode::RawTextureBit;
|
||||
const bool raw_texture = (texture_mode & GPUTextureMode::RawTextureBit) == GPUTextureMode::RawTextureBit;
|
||||
const bool textured = (texture_mode != GPUTextureMode::Disabled);
|
||||
const bool use_framebuffer_fetch = (m_supports_framebuffer_fetch && transparency != GPUTransparencyMode::Disabled);
|
||||
const bool use_dual_source = !use_framebuffer_fetch && m_supports_dual_source_blend &&
|
||||
((render_mode != GPU_HW::BatchRenderMode::TransparencyDisabled &&
|
||||
render_mode != GPU_HW::BatchRenderMode::OnlyOpaque) ||
|
||||
m_texture_filter != GPUTextureFilter::Nearest);
|
||||
const bool shader_blending = (render_mode == GPU_HW::BatchRenderMode::ShaderBlend &&
|
||||
(transparency != GPUTransparencyMode::Disabled || check_mask));
|
||||
const bool use_dual_source = (!shader_blending && m_supports_dual_source_blend &&
|
||||
((render_mode != GPU_HW::BatchRenderMode::TransparencyDisabled &&
|
||||
render_mode != GPU_HW::BatchRenderMode::OnlyOpaque) ||
|
||||
m_texture_filter != GPUTextureFilter::Nearest));
|
||||
|
||||
std::stringstream ss;
|
||||
WriteHeader(ss);
|
||||
|
@ -652,7 +653,8 @@ std::string GPU_HW_ShaderGen::GenerateBatchFragmentShader(GPU_HW::BatchRenderMod
|
|||
DefineMacro(ss, "TRANSPARENCY_ONLY_OPAQUE", render_mode == GPU_HW::BatchRenderMode::OnlyOpaque);
|
||||
DefineMacro(ss, "TRANSPARENCY_ONLY_TRANSPARENT", render_mode == GPU_HW::BatchRenderMode::OnlyTransparent);
|
||||
DefineMacro(ss, "TRANSPARENCY_MODE", static_cast<s32>(transparency));
|
||||
DefineMacro(ss, "SHADER_BLENDING", use_framebuffer_fetch);
|
||||
DefineMacro(ss, "SHADER_BLENDING", shader_blending);
|
||||
DefineMacro(ss, "CHECK_MASK_BIT", check_mask);
|
||||
DefineMacro(ss, "TEXTURED", textured);
|
||||
DefineMacro(ss, "PALETTE",
|
||||
actual_texture_mode == GPUTextureMode::Palette4Bit || actual_texture_mode == GPUTextureMode::Palette8Bit);
|
||||
|
@ -800,19 +802,19 @@ float3 ApplyDebanding(float2 frag_coord)
|
|||
DeclareFragmentEntryPoint(ss, 1, 1,
|
||||
{{"nointerpolation", "uint4 v_texpage"}, {"nointerpolation", "float4 v_uv_limits"}},
|
||||
true, use_dual_source ? 2 : 1, !m_pgxp_depth, UsingMSAA(), UsingPerSampleShading(),
|
||||
false, m_disable_color_perspective, use_framebuffer_fetch);
|
||||
false, m_disable_color_perspective, shader_blending);
|
||||
}
|
||||
else
|
||||
{
|
||||
DeclareFragmentEntryPoint(ss, 1, 1, {{"nointerpolation", "uint4 v_texpage"}}, true, use_dual_source ? 2 : 1,
|
||||
!m_pgxp_depth, UsingMSAA(), UsingPerSampleShading(), false, m_disable_color_perspective,
|
||||
use_framebuffer_fetch);
|
||||
shader_blending);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
DeclareFragmentEntryPoint(ss, 1, 0, {}, true, use_dual_source ? 2 : 1, !m_pgxp_depth, UsingMSAA(),
|
||||
UsingPerSampleShading(), false, m_disable_color_perspective, use_framebuffer_fetch);
|
||||
UsingPerSampleShading(), false, m_disable_color_perspective, shader_blending);
|
||||
}
|
||||
|
||||
ss << R"(
|
||||
|
@ -930,6 +932,11 @@ float3 ApplyDebanding(float2 frag_coord)
|
|||
float4 bg_col = LAST_FRAG_COLOR;
|
||||
float4 fg_col = float4(color, oalpha);
|
||||
|
||||
#if CHECK_MASK_BIT
|
||||
if (bg_col.a != 0.0)
|
||||
discard;
|
||||
#endif
|
||||
|
||||
#if TEXTURE_FILTERING
|
||||
#if TRANSPARENCY_MODE == 0 || TRANSPARENCY_MODE == 3
|
||||
bg_col.rgb /= ialpha;
|
||||
|
|
|
@ -16,7 +16,8 @@ public:
|
|||
|
||||
std::string GenerateBatchVertexShader(bool textured);
|
||||
std::string GenerateBatchFragmentShader(GPU_HW::BatchRenderMode render_mode, GPUTransparencyMode transparency,
|
||||
GPUTextureMode texture_mode, bool dithering, bool interlacing);
|
||||
GPUTextureMode texture_mode, bool dithering, bool interlacing,
|
||||
bool check_mask);
|
||||
std::string GenerateWireframeGeometryShader();
|
||||
std::string GenerateWireframeFragmentShader();
|
||||
std::string GenerateVRAMReadFragmentShader();
|
||||
|
|
Loading…
Reference in New Issue