melonDS/src/GPU3D_Compute.h

242 lines
5.9 KiB
C++

/*
Copyright 2016-2024 melonDS team
This file is part of melonDS.
melonDS 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, either version 3 of the License, or (at your option)
any later version.
melonDS 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 for more details.
You should have received a copy of the GNU General Public License along
with melonDS. If not, see http://www.gnu.org/licenses/.
*/
#ifndef GPU3D_COMPUTE
#define GPU3D_COMPUTE
#include <memory>
#include "types.h"
#include "GPU3D.h"
#include "OpenGLSupport.h"
#include "GPU_OpenGL.h"
#include "GPU3D_TexcacheOpenGL.h"
#include "NonStupidBitfield.h"
namespace melonDS
{
class ComputeRenderer : public Renderer3D
{
public:
static std::unique_ptr<ComputeRenderer> New();
~ComputeRenderer() override;
void Reset(GPU& gpu) override;
void SetRenderSettings(int scale, bool highResolutionCoordinates);
void VCount144(GPU& gpu) override;
void RenderFrame(GPU& gpu) override;
void RestartFrame(GPU& gpu) override;
u32* GetLine(int line) override;
void SetupAccelFrame() override;
void PrepareCaptureFrame() override;
void BindOutputTexture(int buffer) override;
void Blit(const GPU& gpu) override;
void Stop(const GPU& gpu) override;
bool NeedsShaderCompile() { return ShaderStepIdx != 33; }
void ShaderCompileStep(int& current, int& count) override;
private:
ComputeRenderer(GLCompositor&& compositor);
GLuint ShaderInterpXSpans[2];
GLuint ShaderBinCombined;
GLuint ShaderDepthBlend[2];
GLuint ShaderRasteriseNoTexture[2];
GLuint ShaderRasteriseNoTextureToon[2];
GLuint ShaderRasteriseNoTextureHighlight[2];
GLuint ShaderRasteriseUseTextureDecal[2];
GLuint ShaderRasteriseUseTextureModulate[2];
GLuint ShaderRasteriseUseTextureToon[2];
GLuint ShaderRasteriseUseTextureHighlight[2];
GLuint ShaderRasteriseShadowMask[2];
GLuint ShaderClearCoarseBinMask;
GLuint ShaderClearIndirectWorkCount;
GLuint ShaderCalculateWorkListOffset;
GLuint ShaderSortWork;
GLuint ShaderFinalPass[8];
GLuint YSpanIndicesTextureMemory;
GLuint YSpanIndicesTexture;
GLuint YSpanSetupMemory;
GLuint XSpanSetupMemory;
GLuint BinResultMemory;
GLuint RenderPolygonMemory;
GLuint WorkDescMemory;
enum
{
tilememoryLayer_Color,
tilememoryLayer_Depth,
tilememoryLayer_Attr,
tilememoryLayer_Num,
};
GLuint TileMemory[tilememoryLayer_Num];
GLuint FinalTileMemory;
u32 DummyLine[256] = {};
struct SpanSetupY
{
// Attributes
s32 Z0, Z1, W0, W1;
s32 ColorR0, ColorG0, ColorB0;
s32 ColorR1, ColorG1, ColorB1;
s32 TexcoordU0, TexcoordV0;
s32 TexcoordU1, TexcoordV1;
// Interpolator
s32 I0, I1;
s32 Linear;
s32 IRecip;
s32 W0n, W0d, W1d;
// Slope
s32 Increment;
s32 X0, X1, Y0, Y1;
s32 XMin, XMax;
s32 DxInitial;
s32 XCovIncr;
u32 IsDummy;
};
struct SpanSetupX
{
s32 X0, X1;
s32 EdgeLenL, EdgeLenR, EdgeCovL, EdgeCovR;
s32 XRecip;
u32 Flags;
s32 Z0, Z1, W0, W1;
s32 ColorR0, ColorG0, ColorB0;
s32 ColorR1, ColorG1, ColorB1;
s32 TexcoordU0, TexcoordV0;
s32 TexcoordU1, TexcoordV1;
s32 CovLInitial, CovRInitial;
};
struct SetupIndices
{
u16 PolyIdx, SpanIdxL, SpanIdxR, Y;
};
struct RenderPolygon
{
u32 FirstXSpan;
s32 YTop, YBot;
s32 XMin, XMax;
s32 XMinY, XMaxY;
u32 Variant;
u32 Attr;
float TextureLayer;
};
static constexpr int TileSize = 8;
static constexpr int CoarseTileCountX = 8;
static constexpr int CoarseTileCountY = 4;
static constexpr int CoarseTileW = CoarseTileCountX * TileSize;
static constexpr int CoarseTileH = CoarseTileCountY * TileSize;
static constexpr int BinStride = 2048/32;
static constexpr int CoarseBinStride = BinStride/32;
static constexpr int MaxVariants = 256;
static constexpr int UniformIdxCurVariant = 0;
static constexpr int UniformIdxTextureSize = 1;
static constexpr int MaxFullscreenLayers = 16;
struct BinResultHeader
{
u32 VariantWorkCount[MaxVariants*4];
u32 SortedWorkOffset[MaxVariants];
u32 SortWorkWorkCount[4];
};
static const int MaxYSpanSetups = 6144*2;
std::vector<SetupIndices> YSpanIndices;
SpanSetupY YSpanSetups[MaxYSpanSetups];
RenderPolygon RenderPolygons[2048];
TexcacheOpenGL Texcache;
struct MetaUniform
{
u32 NumPolygons;
u32 NumVariants;
u32 AlphaRef;
u32 DispCnt;
u32 ToonTable[4*34];
u32 ClearColor, ClearDepth, ClearAttr;
u32 FogOffset, FogShift, FogColor;
};
GLuint MetaUniformMemory;
GLuint Samplers[9];
GLuint Framebuffer = 0;
GLuint LowResFramebuffer;
GLuint PixelBuffer;
u32 FramebufferCPU[256*192];
int ScreenWidth, ScreenHeight;
int TilesPerLine, TileLines;
int ScaleFactor = -1;
int MaxWorkTiles;
bool HiresCoordinates;
GLCompositor CurGLCompositor;
int ShaderStepIdx = 0;
void DeleteShaders();
void SetupAttrs(SpanSetupY* span, Polygon* poly, int from, int to);
void SetupYSpan(RenderPolygon* rp, SpanSetupY* span, Polygon* poly, int from, int to, int side, s32 positions[10][2]);
void SetupYSpanDummy(RenderPolygon* rp, SpanSetupY* span, Polygon* poly, int vertex, int side, s32 positions[10][2]);
bool CompileShader(GLuint& shader, const std::string& source, const std::initializer_list<const char*>& defines);
};
}
#endif