void FramebufferManagerGLES::BindFramebufferAsColorTexture(int stage, VirtualFramebuffer *framebuffer, int flags) { if (!framebuffer->fbo || !useBufferedRendering_) { render_->BindTexture(stage, nullptr); gstate_c.skipDrawReason |= SKIPDRAW_BAD_FB_TEXTURE; return; } // currentRenderVfb_ will always be set when this is called, except from the GE debugger. // Let's just not bother with the copy in that case. bool skipCopy = (flags & BINDFBCOLOR_MAY_COPY) == 0; if (GPUStepping::IsStepping() || g_Config.bDisableSlowFramebufEffects) { skipCopy = true; } if (!skipCopy && currentRenderVfb_ && framebuffer->fb_address == gstate.getFrameBufRawAddress()) { // TODO: Maybe merge with bvfbs_? Not sure if those could be packing, and they're created at a different size. Draw::Framebuffer *renderCopy = GetTempFBO(TempFBO::COPY, framebuffer->renderWidth, framebuffer->renderHeight, (Draw::FBColorDepth)framebuffer->colorDepth); if (renderCopy) { VirtualFramebuffer copyInfo = *framebuffer; copyInfo.fbo = renderCopy; CopyFramebufferForColorTexture(©Info, framebuffer, flags); draw_->BindFramebufferAsTexture(renderCopy, stage, Draw::FB_COLOR_BIT, 0); } else { draw_->BindFramebufferAsTexture(framebuffer->fbo, stage, Draw::FB_COLOR_BIT, 0); } } else { draw_->BindFramebufferAsTexture(framebuffer->fbo, stage, Draw::FB_COLOR_BIT, 0); } }
bool FramebufferManagerGLES::NotifyStencilUpload(u32 addr, int size, bool skipZero) { if (!MayIntersectFramebuffer(addr)) { return false; } VirtualFramebuffer *dstBuffer = 0; for (size_t i = 0; i < vfbs_.size(); ++i) { VirtualFramebuffer *vfb = vfbs_[i]; if (MaskedEqual(vfb->fb_address, addr)) { dstBuffer = vfb; } } if (!dstBuffer) { return false; } int values = 0; u8 usedBits = 0; const u8 *src = Memory::GetPointer(addr); if (!src) return false; switch (dstBuffer->format) { case GE_FORMAT_565: // Well, this doesn't make much sense. return false; case GE_FORMAT_5551: usedBits = StencilBits5551(src, dstBuffer->fb_stride * dstBuffer->bufferHeight); values = 2; break; case GE_FORMAT_4444: usedBits = StencilBits4444(src, dstBuffer->fb_stride * dstBuffer->bufferHeight); values = 16; break; case GE_FORMAT_8888: usedBits = StencilBits8888(src, dstBuffer->fb_stride * dstBuffer->bufferHeight); values = 256; break; case GE_FORMAT_INVALID: // Impossible. break; } if (usedBits == 0) { if (skipZero) { // Common when creating buffers, it's already 0. We're done. return false; } // Let's not bother with the shader if it's just zero. if (dstBuffer->fbo) { draw_->BindFramebufferAsRenderTarget(dstBuffer->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::CLEAR }); } render_->Clear(0, 0, 0, GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT, 0x8, 0, 0, 0, 0); gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_VIEWPORTSCISSOR_STATE); return true; } if (!stencilUploadProgram_) { std::string errorString; static std::string vs_code, fs_code; vs_code = ApplyGLSLPrelude(stencil_vs, GL_VERTEX_SHADER); fs_code = ApplyGLSLPrelude(stencil_fs, GL_FRAGMENT_SHADER); std::vector<GLRShader *> shaders; shaders.push_back(render_->CreateShader(GL_VERTEX_SHADER, vs_code, "stencil")); shaders.push_back(render_->CreateShader(GL_FRAGMENT_SHADER, fs_code, "stencil")); std::vector<GLRProgram::UniformLocQuery> queries; queries.push_back({ &u_stencilUploadTex, "tex" }); queries.push_back({ &u_stencilValue, "u_stencilValue" }); std::vector<GLRProgram::Initializer> inits; inits.push_back({ &u_stencilUploadTex, 0, 0 }); stencilUploadProgram_ = render_->CreateProgram(shaders, {}, queries, inits, false); for (auto iter : shaders) { render_->DeleteShader(iter); } if (!stencilUploadProgram_) { ERROR_LOG_REPORT(G3D, "Failed to compile stencilUploadProgram! This shouldn't happen.\n%s", errorString.c_str()); } } shaderManagerGL_->DirtyLastShader(); bool useBlit = gstate_c.Supports(GPU_SUPPORTS_ARB_FRAMEBUFFER_BLIT | GPU_SUPPORTS_NV_FRAMEBUFFER_BLIT); // Our fragment shader (and discard) is slow. Since the source is 1x, we can stencil to 1x. // Then after we're done, we'll just blit it across and stretch it there. if (dstBuffer->bufferWidth == dstBuffer->renderWidth || !dstBuffer->fbo) { useBlit = false; } u16 w = useBlit ? dstBuffer->bufferWidth : dstBuffer->renderWidth; u16 h = useBlit ? dstBuffer->bufferHeight : dstBuffer->renderHeight; Draw::Framebuffer *blitFBO = nullptr; if (useBlit) { blitFBO = GetTempFBO(w, h, Draw::FBO_8888); draw_->BindFramebufferAsRenderTarget(blitFBO, { Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE }); } else if (dstBuffer->fbo) { draw_->BindFramebufferAsRenderTarget(dstBuffer->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::CLEAR }); } render_->SetViewport({ 0, 0, (float)w, (float)h, 0.0f, 1.0f }); float u1 = 1.0f; float v1 = 1.0f; MakePixelTexture(src, dstBuffer->format, dstBuffer->fb_stride, dstBuffer->bufferWidth, dstBuffer->bufferHeight, u1, v1); textureCacheGL_->ForgetLastTexture(); // We must bind the program after starting the render pass, and set the color mask after clearing. render_->SetDepth(false, false, GL_ALWAYS); render_->Clear(0, 0, 0, GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, 0x8, 0, 0, 0, 0); render_->SetStencilFunc(GL_TRUE, GL_ALWAYS, 0xFF, 0xFF); render_->SetRaster(false, GL_CCW, GL_FRONT, GL_FALSE); render_->BindProgram(stencilUploadProgram_); render_->SetNoBlendAndMask(0x8); for (int i = 1; i < values; i += i) { if (!(usedBits & i)) { // It's already zero, let's skip it. continue; } if (dstBuffer->format == GE_FORMAT_4444) { render_->SetStencilOp((i << 4) | i, GL_REPLACE, GL_REPLACE, GL_REPLACE); render_->SetUniformF1(&u_stencilValue, i * (16.0f / 255.0f)); } else if (dstBuffer->format == GE_FORMAT_5551) { render_->SetStencilOp(0xFF, GL_REPLACE, GL_REPLACE, GL_REPLACE); render_->SetUniformF1(&u_stencilValue, i * (128.0f / 255.0f)); } else { render_->SetStencilOp(i, GL_REPLACE, GL_REPLACE, GL_REPLACE); render_->SetUniformF1(&u_stencilValue, i * (1.0f / 255.0f)); } DrawActiveTexture(0, 0, dstBuffer->width, dstBuffer->height, dstBuffer->bufferWidth, dstBuffer->bufferHeight, 0.0f, 0.0f, u1, v1, ROTATION_LOCKED_HORIZONTAL, DRAWTEX_NEAREST | DRAWTEX_KEEP_STENCIL_ALPHA); } if (useBlit) { draw_->BlitFramebuffer(blitFBO, 0, 0, w, h, dstBuffer->fbo, 0, 0, dstBuffer->renderWidth, dstBuffer->renderHeight, Draw::FB_STENCIL_BIT, Draw::FB_BLIT_NEAREST); } gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_RASTER_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_VIEWPORTSCISSOR_STATE); RebindFramebuffer(); return true; }