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VertexPreview.cpp
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VertexPreview.cpp
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// Copyright (c) 2013- 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 "math/lin/matrix4x4.h"
#include "gfx_es2/glsl_program.h"
#include "gfx_es2/gpu_features.h"
#include "Windows/GEDebugger/GEDebugger.h"
#include "Windows/GEDebugger/SimpleGLWindow.h"
#include "Core/System.h"
#include "Core/Config.h"
#include "GPU/GPUInterface.h"
#include "GPU/Common/GPUDebugInterface.h"
#include "GPU/GPUState.h"
static const char preview_fs[] =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"void main() {\n"
" gl_FragColor = vec4(1.0, 0.0, 0.0, 0.6);\n"
"}\n";
static const char preview_vs[] =
#ifndef USING_GLES2
"#version 120\n"
#endif
"attribute vec4 a_position;\n"
"uniform mat4 u_viewproj;\n"
"void main() {\n"
" gl_Position = u_viewproj * a_position;\n"
" gl_Position.z = 1.0f;\n"
"}\n";
static GLSLProgram *previewProgram = nullptr;
static GLSLProgram *texPreviewProgram = nullptr;
static GLuint previewVao = 0;
static GLuint texPreviewVao = 0;
static GLuint vbuf = 0;
static GLuint ibuf = 0;
static const GLuint glprim[8] = {
GL_POINTS,
GL_LINES,
GL_LINE_STRIP,
GL_TRIANGLES,
GL_TRIANGLE_STRIP,
GL_TRIANGLE_FAN,
// This is for RECTANGLES (see ExpandRectangles().)
GL_TRIANGLES,
};
static void BindPreviewProgram(GLSLProgram *&prog) {
if (prog == nullptr) {
prog = glsl_create_source(preview_vs, preview_fs);
}
glsl_bind(prog);
}
static void SwapUVs(GPUDebugVertex &a, GPUDebugVertex &b) {
float tempu = a.u;
float tempv = a.v;
a.u = b.u;
a.v = b.v;
b.u = tempu;
b.v = tempv;
}
static void RotateUVThrough(GPUDebugVertex v[4]) {
float x1 = v[2].x;
float x2 = v[0].x;
float y1 = v[2].y;
float y2 = v[0].y;
if ((x1 < x2 && y1 > y2) || (x1 > x2 && y1 < y2))
SwapUVs(v[1], v[3]);
}
static void ExpandRectangles(std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices, int &count, bool throughMode) {
static std::vector<GPUDebugVertex> newVerts;
static std::vector<u16> newInds;
bool useInds = true;
size_t numInds = indices.size();
if (indices.empty()) {
useInds = false;
numInds = count;
}
//rectangles always need 2 vertices, disregard the last one if there's an odd number
numInds = numInds & ~1;
// Will need 4 coords and 6 points per rectangle (currently 2 each.)
newVerts.resize(numInds * 2);
newInds.resize(numInds * 3);
u16 v = 0;
GPUDebugVertex *vert = &newVerts[0];
u16 *ind = &newInds[0];
for (size_t i = 0; i < numInds; i += 2) {
const auto &orig_tl = useInds ? vertices[indices[i + 0]] : vertices[i + 0];
const auto &orig_br = useInds ? vertices[indices[i + 1]] : vertices[i + 1];
vert[0] = orig_br;
// Top right.
vert[1] = orig_br;
vert[1].y = orig_tl.y;
vert[1].v = orig_tl.v;
vert[2] = orig_tl;
// Bottom left.
vert[3] = orig_br;
vert[3].x = orig_tl.x;
vert[3].u = orig_tl.u;
// That's the four corners. Now process UV rotation.
// This is the same for through and non-through, since it's already transformed.
RotateUVThrough(vert);
// Build the two 3 point triangles from our 4 coordinates.
*ind++ = v + 0;
*ind++ = v + 1;
*ind++ = v + 2;
*ind++ = v + 3;
*ind++ = v + 0;
*ind++ = v + 2;
vert += 4;
v += 4;
}
std::swap(vertices, newVerts);
std::swap(indices, newInds);
count *= 3;
}
void CGEDebugger::UpdatePrimPreview(u32 op) {
const u32 prim_type = (op >> 16) & 0x7;
int count = op & 0xFFFF;
if (prim_type >= 7) {
ERROR_LOG(G3D, "Unsupported prim type: %x", op);
return;
}
if (!gpuDebug) {
ERROR_LOG(G3D, "Invalid debugging environment, shutting down?");
return;
}
if (count == 0) {
return;
}
const GEPrimitiveType prim = static_cast<GEPrimitiveType>(prim_type);
static std::vector<GPUDebugVertex> vertices;
static std::vector<u16> indices;
if (!gpuDebug->GetCurrentSimpleVertices(count, vertices, indices)) {
ERROR_LOG(G3D, "Vertex preview not yet supported");
return;
}
if (prim == GE_PRIM_RECTANGLES) {
ExpandRectangles(vertices, indices, count, gpuDebug->GetGState().isModeThrough());
}
float fw, fh;
float x, y;
primaryWindow->Begin();
primaryWindow->GetContentSize(x, y, fw, fh);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
glBindTexture(GL_TEXTURE_2D, 0);
// The surface is upside down, so vertical offsets are negated.
glViewport((GLint)x, (GLint)-(y + fh - primaryWindow->Height()), (GLsizei)fw, (GLsizei)fh);
glScissor((GLint)x, (GLint)-(y + fh - primaryWindow->Height()), (GLsizei)fw, (GLsizei)fh);
BindPreviewProgram(previewProgram);
// TODO: Probably there's a better way and place to do this.
u16 minIndex = 0;
u16 maxIndex = count - 1;
if (!indices.empty()) {
minIndex = 0xFFFF;
maxIndex = 0;
for (int i = 0; i < count; ++i) {
if (minIndex > indices[i]) {
minIndex = indices[i];
}
if (maxIndex < indices[i]) {
maxIndex = indices[i];
}
}
}
const float invTexWidth = 1.0f / gstate_c.curTextureWidth;
const float invTexHeight = 1.0f / gstate_c.curTextureHeight;
for (u16 i = minIndex; i <= maxIndex; ++i) {
vertices[i].u *= invTexWidth;
vertices[i].v *= invTexHeight;
if (vertices[i].u > 1.0f || vertices[i].u < 0.0f)
vertices[i].u -= floor(vertices[i].u);
if (vertices[i].v > 1.0f || vertices[i].v < 0.0f)
vertices[i].v -= floor(vertices[i].v);
}
if (previewVao == 0 && gl_extensions.ARB_vertex_array_object) {
glGenVertexArrays(1, &previewVao);
glBindVertexArray(previewVao);
glEnableVertexAttribArray(previewProgram->a_position);
glGenBuffers(1, &ibuf);
glGenBuffers(1, &vbuf);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibuf);
glBindBuffer(GL_ARRAY_BUFFER, vbuf);
glVertexAttribPointer(previewProgram->a_position, 3, GL_FLOAT, GL_FALSE, sizeof(GPUDebugVertex), (void *)(2 * sizeof(float)));
}
if (vbuf != 0) {
glBindBuffer(GL_ARRAY_BUFFER, vbuf);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(GPUDebugVertex), vertices.data(), GL_STREAM_DRAW);
}
if (ibuf != 0 && !indices.empty()) {
glBindVertexArray(previewVao);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(u16), indices.data(), GL_STREAM_DRAW);
}
float scale[] = {
480.0f / (float)PSP_CoreParameter().renderWidth,
272.0f / (float)PSP_CoreParameter().renderHeight,
};
Matrix4x4 ortho;
ortho.setOrtho(-(float)gstate_c.curRTOffsetX, (primaryWindow->TexWidth() - (int)gstate_c.curRTOffsetX) * scale[0], primaryWindow->TexHeight() * scale[1], 0, -1, 1);
glUniformMatrix4fv(previewProgram->u_viewproj, 1, GL_FALSE, ortho.getReadPtr());
if (previewVao != 0) {
glBindVertexArray(previewVao);
} else {
glEnableVertexAttribArray(previewProgram->a_position);
glVertexAttribPointer(previewProgram->a_position, 3, GL_FLOAT, GL_FALSE, sizeof(GPUDebugVertex), (float *)vertices.data() + 2);
}
if (indices.empty()) {
glDrawArrays(glprim[prim], 0, count);
} else {
glDrawElements(glprim[prim], count, GL_UNSIGNED_SHORT, previewVao != 0 ? 0 : indices.data());
}
if (previewVao == 0) {
glDisableVertexAttribArray(previewProgram->a_position);
}
primaryWindow->End();
secondWindow->Begin();
secondWindow->GetContentSize(x, y, fw, fh);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
glBindTexture(GL_TEXTURE_2D, 0);
// The surface is upside down, so vertical offsets are flipped.
glViewport((GLint)x, (GLint)-(y + fh - secondWindow->Height()), (GLsizei)fw, (GLsizei)fh);
glScissor((GLint)x, (GLint)-(y + fh - secondWindow->Height()), (GLsizei)fw, (GLsizei)fh);
BindPreviewProgram(texPreviewProgram);
if (texPreviewVao == 0 && gl_extensions.ARB_vertex_array_object) {
glGenVertexArrays(1, &texPreviewVao);
glBindVertexArray(texPreviewVao);
glEnableVertexAttribArray(texPreviewProgram->a_position);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibuf);
glBindBuffer(GL_ARRAY_BUFFER, vbuf);
glVertexAttribPointer(texPreviewProgram->a_position, 2, GL_FLOAT, GL_FALSE, sizeof(GPUDebugVertex), 0);
}
// TODO: For some reason we have to re-upload the data?
if (vbuf != 0) {
glBindBuffer(GL_ARRAY_BUFFER, vbuf);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(GPUDebugVertex), vertices.data(), GL_STREAM_DRAW);
}
if (ibuf != 0 && !indices.empty()) {
glBindVertexArray(texPreviewVao);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(u16), indices.data(), GL_STREAM_DRAW);
}
ortho.setOrtho(0.0f - (float)gstate_c.curTextureXOffset * invTexWidth, 1.0f - (float)gstate_c.curTextureXOffset * invTexWidth, 1.0f - (float)gstate_c.curTextureYOffset * invTexHeight, 0.0f - (float)gstate_c.curTextureYOffset * invTexHeight, -1.0f, 1.0f);
glUniformMatrix4fv(texPreviewProgram->u_viewproj, 1, GL_FALSE, ortho.getReadPtr());
if (texPreviewVao != 0) {
glBindVertexArray(texPreviewVao);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibuf);
glBindBuffer(GL_ARRAY_BUFFER, vbuf);
glEnableVertexAttribArray(texPreviewProgram->a_position);
glVertexAttribPointer(texPreviewProgram->a_position, 2, GL_FLOAT, GL_FALSE, sizeof(GPUDebugVertex), 0);
} else {
glEnableVertexAttribArray(texPreviewProgram->a_position);
glVertexAttribPointer(texPreviewProgram->a_position, 2, GL_FLOAT, GL_FALSE, sizeof(GPUDebugVertex), (float *)vertices.data());
}
if (indices.empty()) {
glDrawArrays(glprim[prim], 0, count);
} else {
glDrawElements(glprim[prim], count, GL_UNSIGNED_SHORT, texPreviewVao != 0 ? 0 : indices.data());
}
if (texPreviewVao == 0) {
glDisableVertexAttribArray(previewProgram->a_position);
}
secondWindow->End();
}
void CGEDebugger::CleanupPrimPreview() {
if (previewProgram) {
glsl_destroy(previewProgram);
}
if (texPreviewProgram) {
glsl_destroy(texPreviewProgram);
}
}