Francisco José García García 8838992085 Squashed 'deps/vitaGL/' changes from 2934af8af0..81403e2751
81403e2751 Fix error requiring HAVE_SHARK to be enabled to build. (#45)
58551e1f52 Added possibility to change runtime shader compiler optimization flags.
77ab50a7b1 Added GL_BGR and GL_BGRA texture formats support.
0ac2793bcf Fix error in texture wrapping options. (#42)
0d2110ac7b Improvements to GL buffer support. (#41)
cf86149a85 Added proper compressed texture support. (#40)
8b0a0f735a Unbinded textures and texture units concepts.
1b04851efc Added glUniform2i and glUniform2f implementations.
9a65397ef6 Properly checking for uniform locations existence.
91c557f35d Added support for GL_SHORT attribute types for shaders.
3237fd3fe3 Added vglTexImageDepthBuffer function.
f58b3818f2 Typo fix on mag filter setting.
ee11f7e1d0 Added vglHasRuntimeShaderCompiler function.
3596242f73 Add PowerVR texture compression (PVRTC) support (#39)
2ae694df4b Added support for mipmaps filtering.
af7804b44c Added vglGetGxmTexture implementation.
54b1df4ca2 Removed unused arguments.
7c2ed742ee Allow to call vglBind*Location funcs with wrong param names.
8be84ff698 Fixed RGB565 color conversion.
234ff57f65 Properly setting a single stream with packed attributes.
d3b28a5e32 Fix for correct vglBindAttribLocation behaviour.
46e72d3564 Use a single stream for packed attributes.
72a39315e9 Properly dealing with missing attrs in glGetUniformLocation.
a6269ce574 Added TEXUNIT1 support for custom shaders.
824d43073e Resetting custom shaders uniforms only when invalidated.
d242570161 Minor fix in glShaderSource.
bc28bd946d Added glGetShaderInfoLog implementation.

git-subtree-dir: deps/vitaGL
git-subtree-split: 81403e2751c4dc28cf17cc89a5ab053eb2c5af67
2020-10-16 20:24:43 +02:00

477 lines
18 KiB
C

/*
* This file is part of vitaGL
* Copyright 2017, 2018, 2019, 2020 Rinnegatamante
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published
* by the Free Software Foundation, version 3 of the License, or (at your
* option) any later version.
*
* 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 for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* gxm.c:
* Implementation for setup and cleanup for sceGxm specific stuffs
*/
#include "shared.h"
static uint32_t gxm_param_buf_size = SCE_GXM_DEFAULT_PARAMETER_BUFFER_SIZE; // Param buffer size for sceGxm
static void *vdm_ring_buffer_addr; // VDM ring buffer memblock starting address
static void *vertex_ring_buffer_addr; // vertex ring buffer memblock starting address
static void *fragment_ring_buffer_addr; // fragment ring buffer memblock starting address
static void *fragment_usse_ring_buffer_addr; // fragment USSE ring buffer memblock starting address
static SceGxmRenderTarget *gxm_render_target; // Display render target
static SceGxmColorSurface gxm_color_surfaces[DISPLAY_BUFFER_COUNT]; // Display color surfaces
static void *gxm_color_surfaces_addr[DISPLAY_BUFFER_COUNT]; // Display color surfaces memblock starting addresses
static SceGxmSyncObject *gxm_sync_objects[DISPLAY_BUFFER_COUNT]; // Display sync objects
static unsigned int gxm_front_buffer_index; // Display front buffer id
static unsigned int gxm_back_buffer_index; // Display back buffer id
static unsigned int gxm_scene_flags = 0; // Current gxm scene flags
static void *gxm_shader_patcher_buffer_addr; // Shader PAtcher buffer memblock starting address
static void *gxm_shader_patcher_vertex_usse_addr; // Shader Patcher vertex USSE memblock starting address
static void *gxm_shader_patcher_fragment_usse_addr; // Shader Patcher fragment USSE memblock starting address
void *gxm_depth_surface_addr; // Depth surface memblock starting address
static void *gxm_stencil_surface_addr; // Stencil surface memblock starting address
static SceGxmDepthStencilSurface gxm_depth_stencil_surface; // Depth/Stencil surfaces setup for sceGxm
static SceUID shared_fb; // In-use hared framebuffer identifier
static SceSharedFbInfo shared_fb_info; // In-use shared framebuffer info struct
SceGxmContext *gxm_context; // sceGxm context instance
GLenum vgl_error = GL_NO_ERROR; // Error returned by glGetError
SceGxmShaderPatcher *gxm_shader_patcher; // sceGxmShaderPatcher shader patcher instance
matrix4x4 mvp_matrix; // ModelViewProjection Matrix
matrix4x4 projection_matrix; // Projection Matrix
matrix4x4 modelview_matrix; // ModelView Matrix
int DISPLAY_WIDTH; // Display width in pixels
int DISPLAY_HEIGHT; // Display height in pixels
int DISPLAY_STRIDE; // Display stride in pixels
float DISPLAY_WIDTH_FLOAT; // Display width in pixels (float)
float DISPLAY_HEIGHT_FLOAT; // Display height in pixels (float)
uint8_t system_app_mode = 0; // Flag for system app mode usage
static uint8_t gxm_initialized = 0; // Current sceGxm state
// sceDisplay callback data
struct display_queue_callback_data {
void *addr;
};
// sceGxmShaderPatcher custom allocator
static void *shader_patcher_host_alloc_cb(void *user_data, unsigned int size) {
return malloc(size);
}
// sceGxmShaderPatcher custom deallocator
static void shader_patcher_host_free_cb(void *user_data, void *mem) {
free(mem);
}
// sceDisplay callback
static void display_queue_callback(const void *callbackData) {
// Populating sceDisplay framebuffer parameters
SceDisplayFrameBuf display_fb;
const struct display_queue_callback_data *cb_data = callbackData;
memset(&display_fb, 0, sizeof(SceDisplayFrameBuf));
display_fb.size = sizeof(SceDisplayFrameBuf);
display_fb.base = cb_data->addr;
display_fb.pitch = DISPLAY_STRIDE;
display_fb.pixelformat = SCE_DISPLAY_PIXELFORMAT_A8B8G8R8;
display_fb.width = DISPLAY_WIDTH;
display_fb.height = DISPLAY_HEIGHT;
// Setting sceDisplay framebuffer
sceDisplaySetFrameBuf(&display_fb, SCE_DISPLAY_SETBUF_NEXTFRAME);
// Performing VSync if enabled
if (vblank)
sceDisplayWaitVblankStart();
}
void initGxm(void) {
if (gxm_initialized)
return;
// Initializing runtime shader compiler
if (use_shark) {
#ifdef HAVE_SHARK
if (shark_init(NULL) >= 0) {
is_shark_online = 1;
#ifdef HAVE_SHARK_LOG
shark_install_log_cb(shark_log_cb);
shark_set_warnings_level(SHARK_WARN_MAX);
#endif
} else
#endif
is_shark_online = 0;
}
// Checking if the running application is a system one
SceAppMgrBudgetInfo info;
info.size = sizeof(SceAppMgrBudgetInfo);
if (!sceAppMgrGetBudgetInfo(&info))
system_app_mode = 1;
// Initializing sceGxm init parameters
SceGxmInitializeParams gxm_init_params;
memset(&gxm_init_params, 0, sizeof(SceGxmInitializeParams));
gxm_init_params.flags = system_app_mode ? 0x0A : 0;
gxm_init_params.displayQueueMaxPendingCount = DISPLAY_BUFFER_COUNT - 1;
gxm_init_params.displayQueueCallback = display_queue_callback;
gxm_init_params.displayQueueCallbackDataSize = sizeof(struct display_queue_callback_data);
gxm_init_params.parameterBufferSize = gxm_param_buf_size;
// Initializing sceGxm
if (system_app_mode)
sceGxmVshInitialize(&gxm_init_params);
else
sceGxmInitialize(&gxm_init_params);
gxm_initialized = 1;
}
void initGxmContext(void) {
vglMemType type = VGL_MEM_VRAM;
// Allocating VDM ring buffer
vdm_ring_buffer_addr = gpu_alloc_mapped(SCE_GXM_DEFAULT_VDM_RING_BUFFER_SIZE, &type);
// Allocating vertex ring buffer
vertex_ring_buffer_addr = gpu_alloc_mapped(SCE_GXM_DEFAULT_VERTEX_RING_BUFFER_SIZE, &type);
// Allocating fragment ring buffer
fragment_ring_buffer_addr = gpu_alloc_mapped(SCE_GXM_DEFAULT_FRAGMENT_RING_BUFFER_SIZE, &type);
// Allocating fragment USSE ring buffer
unsigned int fragment_usse_offset;
fragment_usse_ring_buffer_addr = gpu_fragment_usse_alloc_mapped(
SCE_GXM_DEFAULT_FRAGMENT_USSE_RING_BUFFER_SIZE, &fragment_usse_offset);
// Setting sceGxm context parameters
SceGxmContextParams gxm_context_params;
memset(&gxm_context_params, 0, sizeof(SceGxmContextParams));
gxm_context_params.hostMem = malloc(SCE_GXM_MINIMUM_CONTEXT_HOST_MEM_SIZE);
gxm_context_params.hostMemSize = SCE_GXM_MINIMUM_CONTEXT_HOST_MEM_SIZE;
gxm_context_params.vdmRingBufferMem = vdm_ring_buffer_addr;
gxm_context_params.vdmRingBufferMemSize = SCE_GXM_DEFAULT_VDM_RING_BUFFER_SIZE;
gxm_context_params.vertexRingBufferMem = vertex_ring_buffer_addr;
gxm_context_params.vertexRingBufferMemSize = SCE_GXM_DEFAULT_VERTEX_RING_BUFFER_SIZE;
gxm_context_params.fragmentRingBufferMem = fragment_ring_buffer_addr;
gxm_context_params.fragmentRingBufferMemSize = SCE_GXM_DEFAULT_FRAGMENT_RING_BUFFER_SIZE;
gxm_context_params.fragmentUsseRingBufferMem = fragment_usse_ring_buffer_addr;
gxm_context_params.fragmentUsseRingBufferMemSize = SCE_GXM_DEFAULT_FRAGMENT_USSE_RING_BUFFER_SIZE;
gxm_context_params.fragmentUsseRingBufferOffset = fragment_usse_offset;
// Initializing sceGxm context
sceGxmCreateContext(&gxm_context_params, &gxm_context);
}
void termGxmContext(void) {
// Deallocating ring buffers
mempool_free(vdm_ring_buffer_addr, VGL_MEM_VRAM);
mempool_free(vertex_ring_buffer_addr, VGL_MEM_VRAM);
mempool_free(fragment_ring_buffer_addr, VGL_MEM_VRAM);
gpu_fragment_usse_free_mapped(fragment_usse_ring_buffer_addr);
// Destroying sceGxm context
sceGxmDestroyContext(gxm_context);
if (system_app_mode) {
sceSharedFbBegin(shared_fb, &shared_fb_info);
sceGxmUnmapMemory(shared_fb_info.fb_base);
sceSharedFbEnd(shared_fb);
sceSharedFbClose(shared_fb);
}
#ifdef HAVE_SHARK
// Shutting down runtime shader compiler
if (is_shark_online) shark_end();
#endif
}
void createDisplayRenderTarget(void) {
// Populating sceGxmRenderTarget parameters
SceGxmRenderTargetParams render_target_params;
memset(&render_target_params, 0, sizeof(SceGxmRenderTargetParams));
render_target_params.flags = 0;
render_target_params.width = DISPLAY_WIDTH;
render_target_params.height = DISPLAY_HEIGHT;
render_target_params.scenesPerFrame = 1;
render_target_params.multisampleMode = msaa_mode;
render_target_params.multisampleLocations = 0;
render_target_params.driverMemBlock = -1;
// Creating render target for the display
sceGxmCreateRenderTarget(&render_target_params, &gxm_render_target);
}
void destroyDisplayRenderTarget(void) {
// Destroying render target for the display
sceGxmDestroyRenderTarget(gxm_render_target);
}
void initDisplayColorSurfaces(void) {
// Getting access to the shared framebuffer on system app mode
while (system_app_mode) {
shared_fb = sceSharedFbOpen(1);
memset(&shared_fb_info, 0, sizeof(SceSharedFbInfo));
sceSharedFbGetInfo(shared_fb, &shared_fb_info);
if (shared_fb_info.index == 1)
sceSharedFbClose(shared_fb);
else {
sceGxmMapMemory(shared_fb_info.fb_base, shared_fb_info.fb_size, SCE_GXM_MEMORY_ATTRIB_READ | SCE_GXM_MEMORY_ATTRIB_WRITE);
gxm_color_surfaces_addr[0] = shared_fb_info.fb_base;
gxm_color_surfaces_addr[1] = shared_fb_info.fb_base2;
memset(&shared_fb_info, 0, sizeof(SceSharedFbInfo));
break;
}
}
vglMemType type = VGL_MEM_VRAM;
int i;
for (i = 0; i < DISPLAY_BUFFER_COUNT; i++) {
// Allocating color surface memblock
if (!system_app_mode) {
gxm_color_surfaces_addr[i] = gpu_alloc_mapped(
ALIGN(4 * DISPLAY_STRIDE * DISPLAY_HEIGHT, 1 * 1024 * 1024),
&type);
memset(gxm_color_surfaces_addr[i], 0, DISPLAY_STRIDE * DISPLAY_HEIGHT);
}
// Initializing allocated color surface
sceGxmColorSurfaceInit(&gxm_color_surfaces[i],
SCE_GXM_COLOR_FORMAT_A8B8G8R8,
SCE_GXM_COLOR_SURFACE_LINEAR,
msaa_mode == SCE_GXM_MULTISAMPLE_NONE ? SCE_GXM_COLOR_SURFACE_SCALE_NONE : SCE_GXM_COLOR_SURFACE_SCALE_MSAA_DOWNSCALE,
SCE_GXM_OUTPUT_REGISTER_SIZE_32BIT,
DISPLAY_WIDTH,
DISPLAY_HEIGHT,
DISPLAY_STRIDE,
gxm_color_surfaces_addr[i]);
// Creating a display sync object for the allocated color surface
sceGxmSyncObjectCreate(&gxm_sync_objects[i]);
}
}
void termDisplayColorSurfaces(void) {
// Deallocating display's color surfaces and destroying sync objects
int i;
for (i = 0; i < DISPLAY_BUFFER_COUNT; i++) {
if (!system_app_mode)
mempool_free(gxm_color_surfaces_addr[i], VGL_MEM_VRAM);
sceGxmSyncObjectDestroy(gxm_sync_objects[i]);
}
}
void initDepthStencilBuffer(uint32_t w, uint32_t h, SceGxmDepthStencilSurface *surface, void **depth_buffer, void **stencil_buffer, vglMemType *depth_type, vglMemType *stencil_type) {
// Calculating sizes for depth and stencil surfaces
unsigned int depth_stencil_width = ALIGN(w, SCE_GXM_TILE_SIZEX);
unsigned int depth_stencil_height = ALIGN(h, SCE_GXM_TILE_SIZEY);
unsigned int depth_stencil_samples = depth_stencil_width * depth_stencil_height;
if (msaa_mode == SCE_GXM_MULTISAMPLE_2X)
depth_stencil_samples = depth_stencil_samples * 2;
else if (msaa_mode == SCE_GXM_MULTISAMPLE_4X)
depth_stencil_samples = depth_stencil_samples * 4;
// Allocating depth surface
*depth_type = VGL_MEM_VRAM;
*depth_buffer = gpu_alloc_mapped(4 * depth_stencil_samples, depth_type);
// Allocating stencil surface
*stencil_type = VGL_MEM_VRAM;
*stencil_buffer = gpu_alloc_mapped(1 * depth_stencil_samples, stencil_type);
// Initializing depth and stencil surfaces
sceGxmDepthStencilSurfaceInit(surface,
SCE_GXM_DEPTH_STENCIL_FORMAT_DF32M_S8,
SCE_GXM_DEPTH_STENCIL_SURFACE_LINEAR,
msaa_mode == SCE_GXM_MULTISAMPLE_4X ? depth_stencil_width * 2 : depth_stencil_width,
*depth_buffer,
*stencil_buffer);
}
void initDepthStencilSurfaces(void) {
vglMemType t1, t2;
initDepthStencilBuffer(DISPLAY_WIDTH, DISPLAY_HEIGHT, &gxm_depth_stencil_surface, &gxm_depth_surface_addr, &gxm_stencil_surface_addr, &t1, &t2);
}
void termDepthStencilSurfaces(void) {
// Deallocating depth and stencil surfaces memblocks
mempool_free(gxm_depth_surface_addr, VGL_MEM_VRAM);
mempool_free(gxm_stencil_surface_addr, VGL_MEM_VRAM);
}
void startShaderPatcher(void) {
// Constants for shader patcher buffers
static const unsigned int shader_patcher_buffer_size = 1024 * 1024;
static const unsigned int shader_patcher_vertex_usse_size = 1024 * 1024;
static const unsigned int shader_patcher_fragment_usse_size = 1024 * 1024;
vglMemType type = VGL_MEM_VRAM;
// Allocating Shader Patcher buffer
gxm_shader_patcher_buffer_addr = gpu_alloc_mapped(
shader_patcher_buffer_size, &type);
// Allocating Shader Patcher vertex USSE buffer
unsigned int shader_patcher_vertex_usse_offset;
gxm_shader_patcher_vertex_usse_addr = gpu_vertex_usse_alloc_mapped(
shader_patcher_vertex_usse_size, &shader_patcher_vertex_usse_offset);
// Allocating Shader Patcher fragment USSE buffer
unsigned int shader_patcher_fragment_usse_offset;
gxm_shader_patcher_fragment_usse_addr = gpu_fragment_usse_alloc_mapped(
shader_patcher_fragment_usse_size, &shader_patcher_fragment_usse_offset);
// Populating shader patcher parameters
SceGxmShaderPatcherParams shader_patcher_params;
memset(&shader_patcher_params, 0, sizeof(SceGxmShaderPatcherParams));
shader_patcher_params.userData = NULL;
shader_patcher_params.hostAllocCallback = shader_patcher_host_alloc_cb;
shader_patcher_params.hostFreeCallback = shader_patcher_host_free_cb;
shader_patcher_params.bufferAllocCallback = NULL;
shader_patcher_params.bufferFreeCallback = NULL;
shader_patcher_params.bufferMem = gxm_shader_patcher_buffer_addr;
shader_patcher_params.bufferMemSize = shader_patcher_buffer_size;
shader_patcher_params.vertexUsseAllocCallback = NULL;
shader_patcher_params.vertexUsseFreeCallback = NULL;
shader_patcher_params.vertexUsseMem = gxm_shader_patcher_vertex_usse_addr;
shader_patcher_params.vertexUsseMemSize = shader_patcher_vertex_usse_size;
shader_patcher_params.vertexUsseOffset = shader_patcher_vertex_usse_offset;
shader_patcher_params.fragmentUsseAllocCallback = NULL;
shader_patcher_params.fragmentUsseFreeCallback = NULL;
shader_patcher_params.fragmentUsseMem = gxm_shader_patcher_fragment_usse_addr;
shader_patcher_params.fragmentUsseMemSize = shader_patcher_fragment_usse_size;
shader_patcher_params.fragmentUsseOffset = shader_patcher_fragment_usse_offset;
// Creating shader patcher instance
sceGxmShaderPatcherCreate(&shader_patcher_params, &gxm_shader_patcher);
}
void stopShaderPatcher(void) {
// Destroying shader patcher instance
sceGxmShaderPatcherDestroy(gxm_shader_patcher);
// Freeing shader patcher buffers
mempool_free(gxm_shader_patcher_buffer_addr, VGL_MEM_VRAM);
gpu_vertex_usse_free_mapped(gxm_shader_patcher_vertex_usse_addr);
gpu_fragment_usse_free_mapped(gxm_shader_patcher_fragment_usse_addr);
}
void waitRenderingDone(void) {
// Wait for rendering to be finished
sceGxmDisplayQueueFinish();
sceGxmFinish(gxm_context);
}
/*
* ------------------------------
* - IMPLEMENTATION STARTS HERE -
* ------------------------------
*/
void vglSetParamBufferSize(uint32_t size) {
gxm_param_buf_size = size;
}
void vglStartRendering(void) {
// Starting drawing scene
if (active_write_fb == NULL) { // Default framebuffer is used
if (system_app_mode) {
sceSharedFbBegin(shared_fb, &shared_fb_info);
shared_fb_info.vsync = vblank;
gxm_back_buffer_index = (shared_fb_info.index + 1) % 2;
}
sceGxmBeginScene(gxm_context, gxm_scene_flags, gxm_render_target,
NULL, NULL,
gxm_sync_objects[gxm_back_buffer_index],
&gxm_color_surfaces[gxm_back_buffer_index],
&gxm_depth_stencil_surface);
gxm_scene_flags &= ~SCE_GXM_SCENE_VERTEX_WAIT_FOR_DEPENDENCY;
} else {
gxm_scene_flags |= SCE_GXM_SCENE_FRAGMENT_SET_DEPENDENCY;
sceGxmBeginScene(gxm_context, gxm_scene_flags, active_write_fb->target,
NULL, NULL, NULL,
&active_write_fb->colorbuffer,
&active_write_fb->depthbuffer);
gxm_scene_flags |= SCE_GXM_SCENE_VERTEX_WAIT_FOR_DEPENDENCY;
gxm_scene_flags &= ~SCE_GXM_SCENE_FRAGMENT_SET_DEPENDENCY;
}
// Setting back current viewport if enabled cause sceGxm will reset it at sceGxmEndScene call
sceGxmSetViewport(gxm_context, x_port, x_scale, y_port, y_scale, z_port, z_scale);
if (scissor_test_state)
sceGxmSetRegionClip(gxm_context, SCE_GXM_REGION_CLIP_OUTSIDE, region.x, region.y, region.x + region.w - 1, region.y + region.h - 1);
else
sceGxmSetRegionClip(gxm_context, SCE_GXM_REGION_CLIP_OUTSIDE, 0, 0, DISPLAY_WIDTH - 1, DISPLAY_HEIGHT - 1);
}
void vglStopRenderingInit(void) {
// Ending drawing scene
sceGxmEndScene(gxm_context, NULL, NULL);
if (system_app_mode && vblank)
sceDisplayWaitVblankStart();
}
void vglStopRenderingTerm(void) {
if (active_write_fb == NULL) { // Default framebuffer is used
// Properly requesting a display update
if (system_app_mode)
sceSharedFbEnd(shared_fb);
else {
struct display_queue_callback_data queue_cb_data;
queue_cb_data.addr = gxm_color_surfaces_addr[gxm_back_buffer_index];
sceGxmDisplayQueueAddEntry(gxm_sync_objects[gxm_front_buffer_index],
gxm_sync_objects[gxm_back_buffer_index], &queue_cb_data);
gxm_front_buffer_index = gxm_back_buffer_index;
gxm_back_buffer_index = (gxm_back_buffer_index + 1) % DISPLAY_BUFFER_COUNT;
}
}
// Resetting vitaGL mempool
gpu_pool_reset();
}
void vglStopRendering() {
// Ending drawing scene
vglStopRenderingInit();
// Updating display and resetting vitaGL mempool
vglStopRenderingTerm();
}
void vglUpdateCommonDialog() {
// Populating SceCommonDialog parameters
SceCommonDialogUpdateParam updateParam;
memset(&updateParam, 0, sizeof(updateParam));
updateParam.renderTarget.colorFormat = SCE_GXM_COLOR_FORMAT_A8B8G8R8;
updateParam.renderTarget.surfaceType = SCE_GXM_COLOR_SURFACE_LINEAR;
updateParam.renderTarget.width = DISPLAY_WIDTH;
updateParam.renderTarget.height = DISPLAY_HEIGHT;
updateParam.renderTarget.strideInPixels = DISPLAY_STRIDE;
updateParam.renderTarget.colorSurfaceData = gxm_color_surfaces_addr[gxm_back_buffer_index];
updateParam.renderTarget.depthSurfaceData = gxm_depth_surface_addr;
updateParam.displaySyncObject = gxm_sync_objects[gxm_back_buffer_index];
// Updating sceCommonDialog
sceCommonDialogUpdate(&updateParam);
}
void glFinish(void) {
// Waiting for GPU to finish drawing jobs
sceGxmFinish(gxm_context);
}