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https://github.com/hrydgard/ppsspp.git
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Depth readback and the GLES stencil readback converted whatever their buffer last held into PSP memory when the copy failed. The generic stencil readback asked for depth, which asserts on Vulkan and D3D11. And ReadFramebufferToMemory clamped the width to the buffer but not the height, which a block transfer can exceed. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
172 lines
5.4 KiB
C++
172 lines
5.4 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include <algorithm>
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#include "Common/GPU/OpenGL/GLFeatures.h"
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#include "Common/LogReporting.h"
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#include "GPU/Common/DrawEngineCommon.h"
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#include "GPU/Common/TextureCacheCommon.h"
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#include "GPU/GLES/FramebufferManagerGLES.h"
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#include "Common/GPU/ShaderWriter.h"
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static constexpr InputDef vs_inputs[] = {
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{ "vec2", "a_position", Draw::SEM_POSITION },
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};
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struct DepthUB {
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float u_depthFactor[4];
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float u_depthShift[4];
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float u_depthTo8[4];
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};
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constexpr UniformDef depthUniforms[] = {
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{ "vec4", "u_depthFactor", 0 },
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{ "vec4", "u_depthShift", 1},
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{ "vec4", "u_depthTo8", 2},
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};
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const UniformBufferDesc depthUBDesc{ sizeof(DepthUB), {
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{ "u_depthFactor", -1, -1, UniformType::FLOAT4, 0 },
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{ "u_depthShift", -1, -1, UniformType::FLOAT4, 16 },
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{ "u_depthTo8", -1, -1, UniformType::FLOAT4, 32 },
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} };
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static constexpr SamplerDef samplers[] = {
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{ 0, "tex" },
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};
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static constexpr VaryingDef varyings[] = {
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{ "vec2", "v_texcoord", Draw::SEM_TEXCOORD0, 0, "highp" },
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};
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static constexpr const char * stencil_dl_fs = R"(
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#ifdef GL_ES
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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#endif
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#if __VERSION__ >= 130
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#define varying in
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#define texture2D texture
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#define gl_FragColor fragColor0
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out vec4 fragColor0;
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#endif
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varying vec2 v_texcoord;
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lowp uniform usampler2D tex;
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void main() {
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uint stencil = texture2D(tex, v_texcoord).r;
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float scaled = float(stencil) / 255.0;
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gl_FragColor = vec4(scaled, scaled, scaled, scaled);
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}
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)";
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static constexpr const char * stencil_vs = R"(
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#ifdef GL_ES
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precision highp float;
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#endif
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#if __VERSION__ >= 130
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#define attribute in
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#define varying out
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#endif
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attribute vec2 a_position;
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varying vec2 v_texcoord;
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void main() {
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v_texcoord = a_position * 2.0;
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gl_Position = vec4(v_texcoord * 2.0 - vec2(1.0, 1.0), 0.0, 1.0);
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}
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)";
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Draw::Pipeline *CreateReadbackPipeline(Draw::DrawContext *draw, const char *tag, const UniformBufferDesc *ubDesc, const char *fs, const char *fsTag, const char *vs, const char *vsTag);
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// Well, this is not depth, but it's depth/stencil related.
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bool FramebufferManagerGLES::ReadbackStencilbuffer(Draw::Framebuffer *fbo, int x, int y, int w, int h, uint8_t *pixels, int pixelsStride, Draw::ReadbackMode mode) {
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using namespace Draw;
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if (!fbo) {
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ERROR_LOG_REPORT_ONCE(vfbfbozero, Log::sceGe, "ReadbackStencilbufferSync: bad fbo");
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return false;
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}
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const bool useColorPath = gl_extensions.IsGLES;
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if (!useColorPath) {
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return draw_->CopyFramebufferToMemory(fbo, Aspect::STENCIL_BIT, x, y, w, h, DataFormat::S8, pixels, pixelsStride, ReadbackMode::BLOCK, "ReadbackStencilbufferSync");
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}
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// Unsupported below GLES 3.1 or without ARB_stencil_texturing.
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// OES_texture_stencil8 is related, but used to specify texture data.
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if ((gl_extensions.IsGLES && !gl_extensions.VersionGEThan(3, 1)) && !gl_extensions.ARB_stencil_texturing)
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return false;
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// Pixel size always 4 here because we always request RGBA back.
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const u32 bufSize = w * h * 4;
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if (!convBuf_ || convBufSize_ < bufSize) {
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delete[] convBuf_;
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convBuf_ = new u8[bufSize];
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convBufSize_ = bufSize;
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}
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if (!stencilReadbackPipeline_) {
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stencilReadbackPipeline_ = CreateReadbackPipeline(draw_, "stencil_dl", &depthUBDesc, stencil_dl_fs, "stencil_dl_fs", stencil_vs, "stencil_vs");
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stencilReadbackSampler_ = draw_->CreateSamplerState({});
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}
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auto *blitFBO = GetTempFBO(TempFBO::Z_COPY, fbo->Width(), fbo->Height());
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draw_->BindFramebufferAsRenderTarget(blitFBO, { RPAction::DONT_CARE, RPAction::DONT_CARE, RPAction::DONT_CARE }, "ReadbackStencilbufferSync");
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Draw::Viewport viewport = { 0.0f, 0.0f, (float)fbo->Width(), (float)fbo->Height(), 0.0f, 1.0f };
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draw_->SetViewport(viewport);
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draw_->BindFramebufferAsTexture(fbo, TEX_SLOT_PSP_TEXTURE, Aspect::STENCIL_BIT, 0);
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draw_->BindSamplerStates(TEX_SLOT_PSP_TEXTURE, 1, &stencilReadbackSampler_);
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// We must bind the program after starting the render pass.
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draw_->SetScissorRect(x, y, w, h);
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draw_->BindPipeline(stencilReadbackPipeline_);
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// Fullscreen triangle coordinates.
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static constexpr float positions[6] = {
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0.0, 0.0,
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1.0, 0.0,
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0.0, 1.0,
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};
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draw_->DrawUP(positions, 3);
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const bool copied = draw_->CopyFramebufferToMemory(blitFBO, Aspect::COLOR_BIT, x, y, w, h, DataFormat::R8G8B8A8_UNORM, convBuf_, w, mode, "ReadbackStencilbufferSync");
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textureCache_->ForgetLastTexture();
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if (!copied) {
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gstate_c.Dirty(DIRTY_ALL_RENDER_STATE);
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return false;
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}
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// TODO: Use 1/4 width to write all values directly and skip CPU conversion?
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uint8_t *dest = pixels;
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const u32_le *packed32 = (u32_le *)convBuf_;
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for (int yp = 0; yp < h; ++yp) {
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for (int xp = 0; xp < w; ++xp) {
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dest[xp] = packed32[xp] & 0xFF;
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}
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dest += pixelsStride;
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packed32 += w;
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}
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gstate_c.Dirty(DIRTY_ALL_RENDER_STATE);
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return true;
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}
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