Possibly fixing transforms.

This commit is contained in:
Ben Vanik 2015-03-10 20:25:14 -07:00
parent 5c33925995
commit d57306b473
5 changed files with 53 additions and 49 deletions

View File

@ -50,7 +50,7 @@ struct VertexData { \n\
}; \n\
";
const std::string vs_source = header +
"\n\
"\n\
layout(location = 0) uniform vec4 src_uv_params; \n\
out gl_PerVertex { \n\
vec4 gl_Position; \n\
@ -77,13 +77,12 @@ void main() { \n\
} \n\
";
const std::string depth_fs_source = header +
"\n\
"\n\
layout(location = 1) uniform sampler2D src_texture; \n\
layout(location = 0) in VertexData vtx; \n\
layout(location = 0) out vec4 oC; \n\
void main() { \n\
vec4 c = texture(src_texture, vtx.uv); \n\
gl_FragDepth = c.r; \n\
gl_FragDepth = texture(src_texture, vtx.uv).r; \n\
} \n\
";

View File

@ -1712,6 +1712,8 @@ CommandProcessor::UpdateStatus CommandProcessor::UpdateRenderTargets() {
// TODO(benvanik): can we do this all named?
// TODO(benvanik): do we want this on READ too?
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, cached_framebuffer->framebuffer);
glViewport(0, 0, 2560, 2560);
}
return UpdateStatus::kMismatch;
@ -1840,10 +1842,6 @@ CommandProcessor::UpdateStatus CommandProcessor::UpdateViewportState() {
auto& state_regs = update_viewport_state_regs_;
bool dirty = false;
dirty |= SetShadowRegister(state_regs.pa_sc_window_scissor_tl,
XE_GPU_REG_PA_SC_WINDOW_SCISSOR_TL);
dirty |= SetShadowRegister(state_regs.pa_sc_window_scissor_br,
XE_GPU_REG_PA_SC_WINDOW_SCISSOR_BR);
// dirty |= SetShadowRegister(state_regs.pa_cl_clip_cntl,
// XE_GPU_REG_PA_CL_CLIP_CNTL);
if (!dirty) {
@ -1852,11 +1850,6 @@ CommandProcessor::UpdateStatus CommandProcessor::UpdateViewportState() {
draw_batcher_.Flush(DrawBatcher::FlushMode::kStateChange);
// TODO(benvanik): better scissor rect?
glViewport(
0, 0, std::min(2560u, state_regs.pa_sc_window_scissor_br & 0x7FFF),
std::min(2560u, (state_regs.pa_sc_window_scissor_br >> 16) & 0x7FFF));
// Clipping.
// https://github.com/freedreno/amd-gpu/blob/master/include/reg/yamato/14/yamato_genenum.h#L1587
// bool clip_enabled = ((state_regs.pa_cl_clip_cntl >> 17) & 0x1) == 0;
@ -2493,7 +2486,7 @@ bool CommandProcessor::IssueCopy() {
// but I can't seem to find something similar.
// Maybe scissor rect/window offset?
uint32_t x = 0;
uint32_t y = 0;
uint32_t y = 2560 - copy_dest_height;
uint32_t w = copy_dest_pitch;
uint32_t h = copy_dest_height;

View File

@ -298,8 +298,6 @@ class CommandProcessor {
void Reset() { std::memset(this, 0, sizeof(*this)); }
} update_render_targets_regs_;
struct UpdateViewportStateRegisters {
uint32_t pa_sc_window_scissor_tl;
uint32_t pa_sc_window_scissor_br;
uint32_t pa_cl_clip_cntl;
UpdateViewportStateRegisters() { Reset(); }

View File

@ -258,6 +258,10 @@ void GL4GraphicsSystem::SwapHandler(const SwapParameters& swap_params) {
// Swap requested. Synchronously post a request to the loop so that
// we do the swap in the right thread.
control_->SynchronousRepaint([&]() {
if (!swap_params.framebuffer_texture) {
// no-op.
return;
}
control_->context()->blitter()->BlitTexture2D(
swap_params.framebuffer_texture, swap_params.x, swap_params.y,
swap_params.width, swap_params.height, 0, 0, control_->width(),

View File

@ -185,39 +185,40 @@ bool GL4Shader::PrepareVertexShader(
}
std::string apply_transform =
"vec4 applyTransform(const in StateData state, vec4 pos) {\n"
"vec4 applyTransform(const in StateData state, vec4 Pclip) {\n"
" // Clip->NDC with perspective divide.\n"
" // We do this here because it's programmable on the 360.\n"
" float w = pos.w;\n"
" if (state.vtx_fmt.w == 0.0) {\n"
" if (state.vtx_fmt.w != 0.0) {\n"
" // w is not 1/W0. Common case.\n"
" w = 1.0 / w;\n"
" Pclip.w = 1.0 / Pclip.w;\n"
" }\n"
" if (state.vtx_fmt.x != 0.0) {\n"
" vec3 Pndc = Pclip.xyz;\n"
" if (state.vtx_fmt.x == 0.0) {\n"
" // Need to multiply by 1/W0.\n"
" pos.xy *= w;\n"
" Pndc.xy *= Pclip.w;\n"
" }\n"
" if (state.vtx_fmt.z != 0.0) {\n"
" if (state.vtx_fmt.z == 0.0) {\n"
" // Need to multiply by 1/W0.\n"
" pos.z *= w;\n"
" Pndc.z *= Pclip.w;\n"
" }\n"
" pos.w = w;\n"
" // Perform clipping, lest we get weird geometry.\n"
// TODO(benvanik): is this right? dxclip mode may change this?
//" if (pos.z < gl_DepthRange.near || pos.z > gl_DepthRange.far) {\n"
//" // Clipped! w=0 will kill it in the hardware persp divide.\n"
//" pos.w = 0.0;\n"
//" }\n"
" // NDC transform.\n"
" pos.xyz = pos.xyz * state.viewport_scale.xyz + \n"
" Pclip.w = 1.0;\n"
" if (Pndc.z < gl_DepthRange.near || Pndc.z > gl_DepthRange.far) {\n"
" // Clipped! w=0 will kill it in the hardware persp divide.\n"
" Pclip.w = 0.0;\n"
" }\n"
" vec3 Pwnd = Pndc.xyz * state.viewport_scale.xyz + \n"
" state.viewport_offset.xyz;\n"
" // NDC->Window with viewport.\n"
" pos.xy = pos.xy * state.window_offset.zw + state.window_offset.xy;\n"
" // Put back in to ndc for glViewport to then take it back out again.\n"
" // Note the 1px scaling adjustment to fully fill the window.\n"
" pos.xy = pos.xy / ((state.window_scissor.zw - 1.0) /\n"
" vec2(2.0, -2.0)) + vec2(-1.0, 1.0);\n"
" return pos;\n"
" // 1px padding required for pixel offset issue.\n"
" Pwnd.xy += 1.0;\n"
" vec3 Pwnd2 = vec3(Pwnd.xy * state.window_offset.zw + \n"
" state.window_offset.xy, Pwnd.z);\n"
" Pwnd2.y = 2560.0 - Pwnd2.y;\n"
" vec3 fb_offset = vec3(2560.0 / 2.0, 2560.0 / 2.0, 0.0);\n"
" vec3 fb_scale = vec3(2560.0 / 2.0, 2560.0 / 2.0, 1.0);\n"
" vec3 Pndc2 = (Pwnd2.xyz - fb_offset.xyz) / fb_scale.xyz;\n"
" return vec4(Pndc2.xy, Pndc2.z, Pclip.w);\n"
"}\n";
std::string source =
GetHeader() + apply_transform +
@ -265,15 +266,24 @@ bool GL4Shader::PreparePixelShader(
}
has_prepared_ = true;
std::string source = GetHeader() +
"layout(location = 0) flat in uint draw_id;\n"
"layout(location = 1) in VertexData vtx;\n"
"layout(location = 0) out vec4 oC[4];\n"
"void processFragment(const in StateData state);\n"
"void main() {\n" +
" const StateData state = states[draw_id];\n"
" processFragment(state);\n"
"}\n";
std::string source =
GetHeader() +
"layout(origin_upper_left) in vec4 gl_FragCoord;\n"
"layout(location = 0) flat in uint draw_id;\n"
"layout(location = 1) in VertexData vtx;\n"
"layout(location = 0) out vec4 oC[4];\n"
"void processFragment(const in StateData state);\n"
"void main() {\n" +
" const StateData state = states[draw_id];\n"
" // Custom scissoring. Doing it here avoids the need for glScissor.\n"
" if (gl_FragCoord.x < state.window_scissor.x ||\n"
" gl_FragCoord.x > state.window_scissor.z ||\n"
" gl_FragCoord.y < state.window_scissor.y ||\n"
" gl_FragCoord.y > state.window_scissor.w) {\n"
" discard;\n"
" }\n"
" processFragment(state);\n"
"}\n";
std::string translated_source =
shader_translator_.TranslatePixelShader(this, program_cntl);
@ -358,8 +368,8 @@ bool GL4Shader::CompileProgram(std::string source) {
char* search_start = reinterpret_cast<char*>(translated_binary_.data());
while (true) {
auto p = reinterpret_cast<char*>(
memchr(translated_binary_.data() + search_offset, '!',
translated_binary_.size() - search_offset));
memchr(translated_binary_.data() + search_offset, '!',
translated_binary_.size() - search_offset));
if (!p) {
break;
}