Merge branch 'port' of https://github.com/fgsfdsfgs/perfect_dark into port-debugger

This commit is contained in:
fgsfds committed 2024-08-05 11:42:57 +02:00
commit b9eb0f2747
9 files changed
+106 -65

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+1 -3
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@@ -44,7 +44,7 @@ void gfx_start_frame(void);
void gfx_run(Gfx* commands);
void gfx_end_frame(void);
void gfx_set_target_fps(int);
void gfx_set_maximum_frame_latency(int latency);
void gfx_set_texture_filter(enum FilteringMode mode);
void gfx_texture_cache_clear(void);
void gfx_texture_cache_delete(const uint8_t *orig_addr);
int gfx_create_framebuffer(uint32_t width, uint32_t height, int upscale, int autoresize);
@@ -52,7 +52,5 @@ void gfx_resize_framebuffer(int fb, uint32_t width, uint32_t height, int upscale
void gfx_set_framebuffer(int fb, float noise_scale) ;
void gfx_reset_framebuffer(void);
void gfx_copy_framebuffer(int fb_dst, int fb_src, int left, int top, int use_back);
void gfx_get_pixel_depth_prepare(float x, float y);
uint16_t gfx_get_pixel_depth(float x, float y);
#endif
+57 -12
View File
@@ -32,6 +32,7 @@ struct ShaderProgram {
uint8_t num_attribs;
GLint frame_count_location;
GLint noise_scale_location;
GLint three_point_filter_locations[2];
};
struct Framebuffer {
@@ -54,6 +55,7 @@ static std::vector<Framebuffer> framebuffers;
static size_t current_framebuffer;
static float current_noise_scale;
static FilteringMode current_filter_mode = FILTER_LINEAR;
static bool current_linear_filters[2] = {false, false};
static GLenum gl_mirror_clamp = GL_MIRROR_CLAMP_TO_EDGE;
@@ -94,6 +96,12 @@ static void gfx_opengl_set_uniforms(struct ShaderProgram* prg) {
if (prg->noise_scale_location >= 0) {
glUniform1f(prg->noise_scale_location, current_noise_scale);
}
if (prg->three_point_filter_locations[0] >= 0) {
glUniform1i(prg->three_point_filter_locations[0], current_linear_filters[0]);
}
if (prg->three_point_filter_locations[1] >= 0) {
glUniform1i(prg->three_point_filter_locations[1], current_linear_filters[1]);
}
}
static void gfx_opengl_unload_shader(struct ShaderProgram* old_prg) {
@@ -369,9 +377,13 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
}
if (cc_features.used_textures[0]) {
append_line(fs_buf, &fs_len, "uniform sampler2D uTex0;");
if (current_filter_mode == FILTER_THREE_POINT)
append_line(fs_buf, &fs_len, "uniform int three_point_filter0;");
}
if (cc_features.used_textures[1]) {
append_line(fs_buf, &fs_len, "uniform sampler2D uTex1;");
if (current_filter_mode == FILTER_THREE_POINT)
append_line(fs_buf, &fs_len, "uniform int three_point_filter1;");
}
append_line(fs_buf, &fs_len, "uniform int frame_count;");
@@ -387,7 +399,7 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
// used to be two for loops from 0 to 4, but apparently intel drivers crashed trying to unroll it
// used to have a const weight array, but apparently drivers for the GT620 don't like const array initializers
append_line(fs_buf, &fs_len, R"(
lowp vec4 hookTexture2D(in sampler2D t, in vec2 uv, in vec2 tsize) {
lowp vec4 hookTexture2D(in sampler2D t, in vec2 uv, in vec2 tsize, in int three_point_filter) {
lowp vec4 cw = vec4(0.0);
for (int i = 0; i < 16; ++i) {
vec2 xy = vec2(float(i & 3), float(i >> 2));
@@ -411,11 +423,15 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
append_line(fs_buf, &fs_len, " vec4 c2 = TEX_OFFSET(vec2(offset.x, offset.y - sign(offset.y)));");
append_line(fs_buf, &fs_len, " return c0 + abs(offset.x)*(c1-c0) + abs(offset.y)*(c2-c0);");
append_line(fs_buf, &fs_len, "}");
append_line(fs_buf, &fs_len, "vec4 hookTexture2D(in sampler2D tex, in vec2 uv, in vec2 texSize) {");
append_line(fs_buf, &fs_len, " return filter3point(tex, uv, texSize);");
append_line(fs_buf, &fs_len, "vec4 hookTexture2D(in sampler2D tex, in vec2 uv, in vec2 texSize, in int three_point_filter) {");
#if __APPLE__
append_line(fs_buf, &fs_len, " return three_point_filter == 1 ? filter3point(tex, uv, texSize) : texture(tex, uv);");
#else
append_line(fs_buf, &fs_len, " return three_point_filter == 1 ? filter3point(tex, uv, texSize) : texture2D(tex, uv);");
#endif
append_line(fs_buf, &fs_len, "}");
} else {
append_line(fs_buf, &fs_len, "vec4 hookTexture2D(in sampler2D tex, in vec2 uv, in vec2 texSize) {");
append_line(fs_buf, &fs_len, "vec4 hookTexture2D(in sampler2D tex, in vec2 uv, in vec2 texSize, in int three_point_filter) {");
#if __APPLE__
append_line(fs_buf, &fs_len, " return texture(tex, uv);");
#else
@@ -461,7 +477,10 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
}
}
fs_len += sprintf(fs_buf + fs_len, "vec4 texVal%d = hookTexture2D(uTex%d, vTexCoordAdj%d, texSize%d);\n", i, i, i, i);
if (current_filter_mode == FILTER_THREE_POINT)
fs_len += sprintf(fs_buf + fs_len, "vec4 texVal%d = hookTexture2D(uTex%d, vTexCoordAdj%d, texSize%d, three_point_filter%d);\n", i, i, i, i, i);
else
fs_len += sprintf(fs_buf + fs_len, "vec4 texVal%d = hookTexture2D(uTex%d, vTexCoordAdj%d, texSize%d, 0);\n", i, i, i, i);
}
}
@@ -574,6 +593,9 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
glAttachShader(shader_program, fragment_shader);
glLinkProgram(shader_program);
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
size_t cnt = 0;
struct ShaderProgram* prg = &shader_program_pool[make_pair(shader_id0, shader_id1)];
@@ -640,6 +662,8 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
prg->frame_count_location = glGetUniformLocation(shader_program, "frame_count");
prg->noise_scale_location = glGetUniformLocation(shader_program, "noise_scale");
prg->three_point_filter_locations[0] = glGetUniformLocation(shader_program, "three_point_filter0");
prg->three_point_filter_locations[1] = glGetUniformLocation(shader_program, "three_point_filter1");
gfx_opengl_load_shader(prg);
@@ -657,6 +681,14 @@ static void gfx_opengl_shader_get_info(struct ShaderProgram* prg, uint8_t* num_i
used_textures[1] = prg->used_textures[1];
}
static void gfx_opengl_clear_shaders(void) {
glUseProgram(0);
for (auto& pair : shader_program_pool) {
glDeleteProgram(pair.second.opengl_program_id);
}
shader_program_pool.clear();
}
static GLuint gfx_opengl_new_texture(void) {
GLuint ret;
glGenTextures(1, &ret);
@@ -667,9 +699,11 @@ static void gfx_opengl_delete_texture(uint32_t texID) {
glDeleteTextures(1, &texID);
}
static void gfx_opengl_select_texture(int tile, GLuint texture_id) {
static void gfx_opengl_select_texture(int tile, GLuint texture_id, bool linear_filter) {
glActiveTexture(GL_TEXTURE0 + tile);
glBindTexture(GL_TEXTURE_2D, texture_id);
current_linear_filters[tile] = linear_filter;
}
static void gfx_opengl_upload_texture(const uint8_t* rgba32_buf, uint32_t width, uint32_t height) {
@@ -1065,12 +1099,23 @@ bool gfx_opengl_start_draw_to_framebuffer(int fb_id, float noise_scale) {
}
}
void gfx_opengl_clear_framebuffer() {
void gfx_opengl_clear_framebuffer(bool clear_color, bool clear_depth) {
glDisable(GL_SCISSOR_TEST);
glDepthMask(GL_TRUE);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDepthMask(current_depth_mask ? GL_TRUE : GL_FALSE);
GLbitfield mask = 0;
if (clear_color) {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
mask |= GL_COLOR_BUFFER_BIT;
}
if (clear_depth) {
glDepthMask(GL_TRUE);
mask |= GL_DEPTH_BUFFER_BIT;
}
glClear(mask);
if (clear_depth) {
glDepthMask(current_depth_mask ? GL_TRUE : GL_FALSE);
}
glEnable(GL_SCISSOR_TEST);
}
@@ -1156,7 +1201,6 @@ void gfx_opengl_copy_framebuffer(int fb_dst, int fb_src, int left, int top, bool
void gfx_opengl_set_texture_filter(FilteringMode mode) {
current_filter_mode = mode;
gfx_texture_cache_clear();
}
FilteringMode gfx_opengl_get_texture_filter(void) {
@@ -1172,6 +1216,7 @@ struct GfxRenderingAPI gfx_opengl_api = {
gfx_opengl_create_and_load_new_shader,
gfx_opengl_lookup_shader,
gfx_opengl_shader_get_info,
gfx_opengl_clear_shaders,
gfx_opengl_new_texture,
gfx_opengl_select_texture,
gfx_opengl_upload_texture,
+21 -28
View File
@@ -125,8 +125,6 @@ static struct RSP {
float aspect_ofs;
float aspect_scale;
float depth_zfar;
struct {
// U0.16
uint16_t s, t;
@@ -198,7 +196,6 @@ static struct RDP {
static struct RenderingState {
uint8_t depth_mode;
float depth_zfar;
bool alpha_blend;
bool modulate;
struct XYWidthHeight viewport, scissor;
@@ -522,7 +519,7 @@ static bool gfx_texture_cache_lookup(int i, const TextureCacheKey& key) {
TextureCacheNode** n = &rendering_state.textures[i];
if (it != gfx_texture_cache.map.end()) {
gfx_rapi->select_texture(i, it->second.texture_id);
gfx_rapi->select_texture(i, it->second.texture_id, it->second.linear_filter);
*n = &*it;
gfx_texture_cache.lru.splice(gfx_texture_cache.lru.end(), gfx_texture_cache.lru,
it->second.lru_location); // move to back
@@ -550,7 +547,7 @@ static bool gfx_texture_cache_lookup(int i, const TextureCacheKey& key) {
node->second.texture_id = texture_id;
node->second.lru_location = gfx_texture_cache.lru.insert(gfx_texture_cache.lru.end(), { it });
gfx_rapi->select_texture(i, texture_id);
gfx_rapi->select_texture(i, texture_id, false);
gfx_rapi->set_sampler_parameters(i, false, 0, 0);
*n = node;
return false;
@@ -1239,12 +1236,6 @@ static void gfx_sp_tri1(uint8_t vtx1_idx, uint8_t vtx2_idx, uint8_t vtx3_idx, bo
}
}
if (rsp.depth_zfar != rendering_state.depth_zfar) {
gfx_flush();
gfx_rapi->set_depth_range(0.0f, rsp.depth_zfar);
rendering_state.depth_zfar = rsp.depth_zfar;
}
bool depth_test = ((rsp.geometry_mode & G_ZBUFFER) == G_ZBUFFER || (rdp.other_mode_l & G_ZS_PRIM) == G_ZS_PRIM) &&
((rdp.other_mode_h & G_CYC_1CYCLE) == G_CYC_1CYCLE || (rdp.other_mode_h & G_CYC_2CYCLE) == G_CYC_2CYCLE);
bool depth_update = (rdp.other_mode_l & Z_UPD) == Z_UPD;
@@ -1731,18 +1722,6 @@ static void gfx_sp_moveword(uint8_t index, uint16_t offset, uintptr_t data) {
case G_MW_SEGMENT:
segmentPointers[(offset >> 2) & 0xff] = data;
break;
case G_MW_PERSPNORM:
// the default z range is around [100, 10000]
// data is 2 / (znear + zfar) represented as a 0.16 fixed point
// => (znear + zfar) = (2 / (data / 65536)) = 131072 / data
constexpr float full_range_mul = 1.f / 11000.f; // that's around the biggest value I got when testing
if (data == 0) {
rsp.depth_zfar = 1.f;
} else {
// sometimes this will overshoot 1 but GL can handle that
rsp.depth_zfar =((131072.f * full_range_mul) / (float)data);
}
break;
}
}
@@ -2502,6 +2481,10 @@ static void gfx_run_dl(Gfx* cmd) {
case G_RDPFLUSH_EXT:
gfx_flush();
break;
case G_CLEAR_DEPTH_EXT:
gfx_flush();
gfx_rapi->clear_framebuffer(false, true);
break;
case G_RDPPIPESYNC:
case G_RDPFULLSYNC:
case G_RDPLOADSYNC:
@@ -2552,8 +2535,6 @@ extern "C" void gfx_init(const GfxInitSettings *settings) {
tex_upload_buffer = (uint8_t*)malloc(max_tex_size * max_tex_size * 4);
}
rsp.depth_zfar = 1.0f;
rsp.lookat[0].dir[0] = rsp.lookat[1].dir[1] = 0x7F;
rsp.current_lookat_coeffs[0][0] = rsp.current_lookat_coeffs[1][1] = 1.f;
rsp.lookat_enabled = true;
@@ -2659,7 +2640,7 @@ extern "C" void gfx_run(Gfx* commands) {
gfx_rapi->start_frame();
gfx_rapi->start_draw_to_framebuffer(game_renders_to_framebuffer ? game_framebuffer : 0,
(float)gfx_current_dimensions.height / SCREEN_HEIGHT);
gfx_rapi->clear_framebuffer();
gfx_rapi->clear_framebuffer(true, false);
rdp.viewport_or_scissor_changed = true;
rendering_state.viewport = {};
rendering_state.scissor = {};
@@ -2669,7 +2650,7 @@ extern "C" void gfx_run(Gfx* commands) {
if (game_renders_to_framebuffer) {
gfx_rapi->start_draw_to_framebuffer(0, 1);
gfx_rapi->clear_framebuffer();
gfx_rapi->clear_framebuffer(true, true);
if (gfx_msaa_level > 1) {
bool different_size = gfx_current_dimensions.width != gfx_current_game_window_viewport.width ||
@@ -2701,6 +2682,18 @@ extern "C" void gfx_set_target_fps(int fps) {
gfx_wapi->set_target_fps(fps);
}
extern "C" void gfx_set_texture_filter(enum FilteringMode mode) {
gfx_texture_cache_clear();
if (rendering_state.shader_program) {
gfx_rapi->unload_shader(rendering_state.shader_program);
rendering_state.shader_program = nullptr;
}
gfx_rapi->clear_shaders();
color_combiner_pool.clear();
prev_combiner = color_combiner_pool.end();
gfx_rapi->set_texture_filter(mode);
}
extern "C" int gfx_create_framebuffer(uint32_t width, uint32_t height, int upscale, int autoresize) {
int fb = gfx_rapi->create_framebuffer();
gfx_resize_framebuffer(fb, width, height, upscale, autoresize);
@@ -2732,7 +2725,7 @@ extern "C" void gfx_resize_framebuffer(int fb, uint32_t width, uint32_t height,
extern "C" void gfx_set_framebuffer(int fb, float noise_scale) {
gfx_rapi->start_draw_to_framebuffer(fb, noise_scale);
gfx_rapi->clear_framebuffer();
gfx_rapi->clear_framebuffer(true, true);
}
extern "C" void gfx_copy_framebuffer(int fb_dst, int fb_src, int left, int top, int use_back) {
+3 -2
View File
@@ -23,8 +23,9 @@ struct GfxRenderingAPI {
struct ShaderProgram* (*create_and_load_new_shader)(uint64_t shader_id0, uint32_t shader_id1);
struct ShaderProgram* (*lookup_shader)(uint64_t shader_id0, uint32_t shader_id1);
void (*shader_get_info)(struct ShaderProgram* prg, uint8_t* num_inputs, bool used_textures[2]);
void (*clear_shaders)(void);
uint32_t (*new_texture)(void);
void (*select_texture)(int tile, uint32_t texture_id);
void (*select_texture)(int tile, uint32_t texture_id, bool linear_filter);
void (*upload_texture)(const uint8_t* rgba32_buf, uint32_t width, uint32_t height);
void (*set_sampler_parameters)(int sampler, bool linear_filter, uint32_t cms, uint32_t cmt);
void (*set_depth_mode)(bool depth_test, bool depth_update, bool depth_compare, bool depth_source_prim, uint16_t zmode);
@@ -44,7 +45,7 @@ struct GfxRenderingAPI {
bool can_extract_depth);
bool (*start_draw_to_framebuffer)(int fb_id, float noise_scale);
void (*copy_framebuffer)(int fb_dst, int fb_src, int left, int top, bool flip_y, bool use_back);
void (*clear_framebuffer)(void);
void (*clear_framebuffer)(bool clear_color, bool clear_depth);
void (*resolve_msaa_color_buffer)(int fb_id_target, int fb_id_source);
void* (*get_framebuffer_texture_id)(int fb_id);
void (*select_texture_fb)(int fb_id);
+16 -5
View File
@@ -702,12 +702,23 @@ static MenuItemHandlerResult menuhandlerMaximizeWindow(s32 operation, struct men
static MenuItemHandlerResult menuhandlerTexFilter(s32 operation, struct menuitem *item, union handlerdata *data)
{
static const char *opts[] = {
"Nearest",
"Bilinear",
"Three Point"
};
switch (operation) {
case MENUOP_GET:
return (videoGetTextureFilter() != 0);
case MENUOP_SET:
videoSetTextureFilter(data->checkbox.value);
case MENUOP_GETOPTIONCOUNT:
data->dropdown.value = ARRAYCOUNT(opts);
break;
case MENUOP_GETOPTIONTEXT:
return (intptr_t)opts[data->dropdown.value];
case MENUOP_SET:
videoSetTextureFilter(data->dropdown.value);
break;
case MENUOP_GETSELECTEDINDEX:
data->dropdown.value = videoGetTextureFilter();
}
return 0;
@@ -826,7 +837,7 @@ struct menuitem g_ExtendedVideoMenuItems[] = {
menuhandlerTexDetail,
},
{
MENUITEMTYPE_CHECKBOX,
MENUITEMTYPE_DROPDOWN,
0,
MENUITEMFLAG_LITERAL_TEXT,
(uintptr_t)"Texture Filtering",
+2 -2
View File
@@ -77,7 +77,7 @@ s32 videoInit(void)
}
wmAPI->set_target_fps(vidFramerateLimit); // disabled because vsync is on
renderingAPI->set_texture_filter((enum FilteringMode)texFilter);
gfx_set_texture_filter((enum FilteringMode)texFilter);
initDone = true;
return 0;
@@ -219,7 +219,7 @@ void videoSetTextureFilter(u32 filter)
{
if (filter > FILTER_THREE_POINT) filter = FILTER_THREE_POINT;
texFilter = filter;
renderingAPI->set_texture_filter((enum FilteringMode)filter);
gfx_set_texture_filter((enum FilteringMode)filter);
}
void videoSetTextureFilter2D(s32 filter)
+1 -12
View File
@@ -10933,7 +10933,6 @@ void bgunRender(Gfx **gdlptr)
struct modelrenderdata renderdata = {NULL, true, 3}; // 10c
struct player *player;
s32 i;
const u32 wnorm = mtx00016dcc(0, 300);
static bool renderhand = true; // var800702dc
@@ -10999,7 +10998,7 @@ void bgunRender(Gfx **gdlptr)
gSPLookAt(gdl++, camGetLookAt());
}
gSPPerspNormalize(gdl++, wnorm);
gSPPerspNormalize(gdl++, mtx00016dcc(0, 300));
// There is support for guns having a TV screen on them
// but no guns have this model part so it's not used.
@@ -11174,17 +11173,7 @@ void bgunRender(Gfx **gdlptr)
}
}
#ifndef PLATFORM_N64
// put the casings into the same Z range as the gun
gSPPerspNormalize(gdl++, wnorm);
#endif
casingsRender(&gdl);
#ifndef PLATFORM_N64
gSPPerspNormalize(gdl++, viGetPerspScale());
#endif
zbufSwap();
gdl = zbufConfigureRdp(gdl);
+2 -1
View File
@@ -126,7 +126,6 @@ Gfx *zbufConfigureRdp(Gfx *gdl)
Gfx *zbufClear(Gfx *gdl)
{
#ifdef PLATFORM_N64
// no reason to do a Z clear on PC, we already do it at frame start
s32 left;
s32 right;
@@ -150,6 +149,8 @@ Gfx *zbufClear(Gfx *gdl)
gDPFillRectangle(gdl++, left, 0, right, playerGetFbHeight() - 1);
gDPPipeSync(gdl++);
#else
gDPClearDepthEXT(gdl++);
#endif
return gdl;
+3
View File
@@ -195,6 +195,7 @@
#define G_COPYFB_EXT 0x41
#define G_IMAGERECT_EXT 0x42
#define G_RDPFLUSH_EXT 0x43
#define G_CLEAR_DEPTH_EXT 0x44
/* G_EXTRAGEOMETRYMODE flags */
@@ -300,6 +301,8 @@
#define gDPFlushEXT(pkt) gDPNoParam(pkt, G_RDPFLUSH_EXT)
#define gDPClearDepthEXT(pkt) gDPNoParam(pkt, G_CLEAR_DEPTH_EXT)
#undef gDPFillRectangleScaled
#define gDPFillRectangleScaled(pkt, x1, y1, x2, y2) gDPFillRectangleEXT(pkt, (x1) * g_ScaleX, y1, (x2) * g_ScaleX, y2)