// Copyright (c) 2012- PPSSPP Project. // This program 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, version 2.0 or later versions. // This program 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 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #include #include "Common/GPU/OpenGL/GLFeatures.h" #include "Core/ConfigValues.h" #include "Core/Reporting.h" #include "GPU/Common/GPUStateUtils.h" #include "GPU/GLES/DrawEngineGLES.h" #include "GPU/GLES/FramebufferManagerGLES.h" #include "GPU/GLES/ShaderManagerGLES.h" #include "GPU/GLES/TextureCacheGLES.h" static const char *depth_dl_fs = R"( #ifdef GL_ES #ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; #else precision mediump float; #endif #endif #if __VERSION__ >= 130 #define varying in #define texture2D texture #define gl_FragColor fragColor0 out vec4 fragColor0; #endif varying vec2 v_texcoord; uniform vec4 u_depthFactor; uniform vec4 u_depthShift; uniform vec4 u_depthTo8; uniform sampler2D tex; void main() { float depth = texture2D(tex, v_texcoord).r; // At this point, clamped maps [0, 1] to [0, 65535]. float clamped = clamp((depth + u_depthFactor.x) * u_depthFactor.y, 0.0, 1.0); vec4 enc = u_depthShift * clamped; enc = floor(mod(enc, 256.0)) * u_depthTo8; // Let's ignore the bits outside 16 bit precision. gl_FragColor = enc.yzww; } )"; static const char *depth_vs = R"( #ifdef GL_ES precision highp float; #endif #if __VERSION__ >= 130 #define attribute in #define varying out #endif attribute vec2 a_position; varying vec2 v_texcoord; void main() { v_texcoord = a_position * 2.0; gl_Position = vec4(v_texcoord * 2.0 - vec2(1.0, 1.0), 0.0, 1.0); } )"; struct DepthUB { float u_depthFactor[4]; float u_depthShift[4]; float u_depthTo8[4]; }; const UniformBufferDesc depthUBDesc{ sizeof(DepthUB), { { "u_depthFactor", -1, -1, UniformType::FLOAT4, 0 }, { "u_depthShift", -1, -1, UniformType::FLOAT4, 16 }, { "u_depthTo8", -1, -1, UniformType::FLOAT4, 32 }, } }; static bool SupportsDepthTexturing() { if (gl_extensions.IsGLES) { return gl_extensions.OES_packed_depth_stencil && (gl_extensions.OES_depth_texture || gl_extensions.GLES3); } return gl_extensions.VersionGEThan(3, 0); } bool FramebufferManagerGLES::ReadbackDepthbufferSync(Draw::Framebuffer *fbo, int x, int y, int w, int h, uint16_t *pixels, int pixelsStride) { using namespace Draw; if (!fbo) { ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "ReadbackDepthbufferSync: bad fbo"); return false; } // Old desktop GL can download depth, but not upload. if (gl_extensions.IsGLES && !SupportsDepthTexturing()) { return false; } // Pixel size always 4 here because we always request float or RGBA. const u32 bufSize = w * h * 4; if (!convBuf_ || convBufSize_ < bufSize) { delete[] convBuf_; convBuf_ = new u8[bufSize]; convBufSize_ = bufSize; } const bool useColorPath = gl_extensions.IsGLES; bool format16Bit = false; if (useColorPath) { if (!depthReadbackPipeline_) { const ShaderLanguageDesc &shaderLanguageDesc = draw_->GetShaderLanguageDesc(); ShaderModule *depthReadbackFs = draw_->CreateShaderModule(ShaderStage::Fragment, shaderLanguageDesc.shaderLanguage, (const uint8_t *)depth_dl_fs, strlen(depth_dl_fs), "depth_dl_fs"); ShaderModule *depthReadbackVs = draw_->CreateShaderModule(ShaderStage::Vertex, shaderLanguageDesc.shaderLanguage, (const uint8_t *)depth_vs, strlen(depth_vs), "depth_vs"); _assert_(depthReadbackFs && depthReadbackVs); InputLayoutDesc desc = { { { 8, false }, }, { { 0, SEM_POSITION, DataFormat::R32G32_FLOAT, 0 }, }, }; InputLayout *inputLayout = draw_->CreateInputLayout(desc); BlendState *blendOff = draw_->CreateBlendState({ false, 0xF }); DepthStencilState *stencilIgnore = draw_->CreateDepthStencilState({}); RasterState *rasterNoCull = draw_->CreateRasterState({}); PipelineDesc depthReadbackDesc{ Primitive::TRIANGLE_LIST, { depthReadbackVs, depthReadbackFs }, inputLayout, stencilIgnore, blendOff, rasterNoCull, &depthUBDesc, }; depthReadbackPipeline_ = draw_->CreateGraphicsPipeline(depthReadbackDesc, "depth_dl"); _assert_(depthReadbackPipeline_); rasterNoCull->Release(); blendOff->Release(); stencilIgnore->Release(); inputLayout->Release(); depthReadbackFs->Release(); depthReadbackVs->Release(); SamplerStateDesc descNearest{}; depthReadbackSampler_ = draw_->CreateSamplerState(descNearest); } shaderManager_->DirtyLastShader(); auto *blitFBO = GetTempFBO(TempFBO::COPY, fbo->Width(), fbo->Height()); draw_->BindFramebufferAsRenderTarget(blitFBO, { RPAction::DONT_CARE, RPAction::DONT_CARE, RPAction::DONT_CARE }, "ReadbackDepthbufferSync"); Draw::Viewport viewport = { 0.0f, 0.0f, (float)fbo->Width(), (float)fbo->Height(), 0.0f, 1.0f }; draw_->SetViewports(1, &viewport); draw_->BindFramebufferAsTexture(fbo, TEX_SLOT_PSP_TEXTURE, FB_DEPTH_BIT, 0); draw_->BindSamplerStates(TEX_SLOT_PSP_TEXTURE, 1, &depthReadbackSampler_); // We must bind the program after starting the render pass. draw_->SetScissorRect(0, 0, w, h); draw_->BindPipeline(depthReadbackPipeline_); DepthUB ub{}; if (!gstate_c.Supports(GPU_SUPPORTS_ACCURATE_DEPTH)) { // Don't scale anything, since we're not using factors outside accurate mode. ub.u_depthFactor[0] = 0.0f; ub.u_depthFactor[1] = 1.0f; } else { const float factor = DepthSliceFactor(); ub.u_depthFactor[0] = -0.5f * (factor - 1.0f) * (1.0f / factor); ub.u_depthFactor[1] = factor; } static constexpr float shifts[] = { 16777215.0f, 16777215.0f / 256.0f, 16777215.0f / 65536.0f, 16777215.0f / 16777216.0f }; memcpy(ub.u_depthShift, shifts, sizeof(shifts)); static constexpr float to8[] = { 1.0f / 255.0f, 1.0f / 255.0f, 1.0f / 255.0f, 1.0f / 255.0f }; memcpy(ub.u_depthTo8, to8, sizeof(to8)); draw_->UpdateDynamicUniformBuffer(&ub, sizeof(ub)); // Fullscreen triangle coordinates. static const float positions[6] = { 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, }; draw_->DrawUP(positions, 3); draw_->CopyFramebufferToMemorySync(blitFBO, FB_COLOR_BIT, x, y, w, h, DataFormat::R8G8B8A8_UNORM, convBuf_, w, "ReadbackDepthbufferSync"); textureCache_->ForgetLastTexture(); // TODO: Use 4444 so we can copy lines directly (instead of 32 -> 16 on CPU)? format16Bit = true; } else { draw_->CopyFramebufferToMemorySync(fbo, FB_DEPTH_BIT, x, y, w, h, DataFormat::D32F, convBuf_, w, "ReadbackDepthbufferSync"); format16Bit = false; } if (format16Bit) { // In this case, we used the shader to apply depth scale factors. uint16_t *dest = pixels; const u32_le *packed32 = (u32_le *)convBuf_; for (int yp = 0; yp < h; ++yp) { for (int xp = 0; xp < w; ++xp) { dest[xp] = packed32[xp] & 0xFFFF; } dest += pixelsStride; packed32 += w; } } else { // TODO: Apply this in the shader? May have precision issues if it becomes important to match. // We downloaded float values directly in this case. uint16_t *dest = pixels; const GLfloat *packedf = (GLfloat *)convBuf_; DepthScaleFactors depthScale = GetDepthScaleFactors(); for (int yp = 0; yp < h; ++yp) { for (int xp = 0; xp < w; ++xp) { float scaled = depthScale.Apply(packedf[xp]); if (scaled <= 0.0f) { dest[xp] = 0; } else if (scaled >= 65535.0f) { dest[xp] = 65535; } else { dest[xp] = (int)scaled; } } dest += pixelsStride; packedf += w; } } gstate_c.Dirty(DIRTY_ALL_RENDER_STATE); return true; }