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// Copyright (c) 2012- 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 <algorithm>
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# include <sstream>
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# include "ext/native/thin3d/thin3d.h"
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# include "base/timeutil.h"
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# include "gfx_es2/gpu_features.h"
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# include "i18n/i18n.h"
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# include "Common/ColorConv.h"
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# include "Common/Common.h"
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# include "Core/Config.h"
# include "Core/CoreParameter.h"
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# include "Core/Host.h"
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# include "Core/Reporting.h"
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# include "Core/ELF/ParamSFO.h"
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# include "Core/System.h"
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# include "Core/HLE/sceDisplay.h"
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# include "GPU/Common/FramebufferCommon.h"
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# include "GPU/Common/PostShader.h"
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# include "GPU/Common/TextureCacheCommon.h"
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# include "GPU/GPUInterface.h"
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# include "GPU/GPUState.h"
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void CenterDisplayOutputRect ( float * x , float * y , float * w , float * h , float origW , float origH , float frameW , float frameH , int rotation ) {
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float outW ;
float outH ;
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bool rotated = rotation = = ROTATION_LOCKED_VERTICAL | | rotation = = ROTATION_LOCKED_VERTICAL180 ;
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if ( g_Config . iSmallDisplayZoomType = = 0 ) { // Stretching
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outW = frameW ;
outH = frameH ;
} else {
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if ( g_Config . iSmallDisplayZoomType = = 3 ) { // Manual Scaling
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float offsetX = ( g_Config . fSmallDisplayOffsetX - 0.5f ) * 2.0f * frameW ;
float offsetY = ( g_Config . fSmallDisplayOffsetY - 0.5f ) * 2.0f * frameH ;
// Have to invert Y for GL
if ( GetGPUBackend ( ) = = GPUBackend : : OPENGL ) {
offsetY = offsetY * - 1.0f ;
}
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float customZoom = g_Config . fSmallDisplayZoomLevel ;
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float smallDisplayW = origW * customZoom ;
float smallDisplayH = origH * customZoom ;
if ( ! rotated ) {
* x = floorf ( ( ( frameW - smallDisplayW ) / 2.0f ) + offsetX ) ;
* y = floorf ( ( ( frameH - smallDisplayH ) / 2.0f ) + offsetY ) ;
* w = floorf ( smallDisplayW ) ;
* h = floorf ( smallDisplayH ) ;
return ;
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} else {
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* x = floorf ( ( ( frameW - smallDisplayH ) / 2.0f ) + offsetX ) ;
* y = floorf ( ( ( frameH - smallDisplayW ) / 2.0f ) + offsetY ) ;
* w = floorf ( smallDisplayH ) ;
* h = floorf ( smallDisplayW ) ;
return ;
}
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} else if ( g_Config . iSmallDisplayZoomType = = 2 ) { // Auto Scaling
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float pixelCrop = frameH / 270.0f ;
float resCommonWidescreen = pixelCrop - floor ( pixelCrop ) ;
if ( ! rotated & & resCommonWidescreen = = 0.0f ) {
* x = 0 ;
* y = floorf ( - pixelCrop ) ;
* w = floorf ( frameW ) ;
* h = floorf ( pixelCrop * 272.0f ) ;
return ;
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}
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}
float origRatio = ! rotated ? origW / origH : origH / origW ;
float frameRatio = frameW / frameH ;
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if ( origRatio > frameRatio ) {
// Image is wider than frame. Center vertically.
outW = frameW ;
outH = frameW / origRatio ;
// Stretch a little bit
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if ( ! rotated & & g_Config . iSmallDisplayZoomType = = 1 ) // Partial Stretch
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outH = ( frameH + outH ) / 2.0f ; // (408 + 720) / 2 = 564
} else {
// Image is taller than frame. Center horizontally.
outW = frameH * origRatio ;
outH = frameH ;
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if ( rotated & & g_Config . iSmallDisplayZoomType = = 1 ) // Partial Stretch
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outW = ( frameH + outH ) / 2.0f ; // (408 + 720) / 2 = 564
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}
}
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* x = floorf ( ( frameW - outW ) / 2.0f ) ;
* y = floorf ( ( frameH - outH ) / 2.0f ) ;
* w = floorf ( outW ) ;
* h = floorf ( outH ) ;
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}
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FramebufferManagerCommon : : FramebufferManagerCommon ( Draw : : DrawContext * draw ) :
draw_ ( draw ) ,
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needBackBufferYSwap_ ( false ) ,
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displayFramebufPtr_ ( 0 ) ,
displayStride_ ( 0 ) ,
displayFormat_ ( GE_FORMAT_565 ) ,
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displayFramebuf_ ( nullptr ) ,
prevDisplayFramebuf_ ( nullptr ) ,
prevPrevDisplayFramebuf_ ( nullptr ) ,
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frameLastFramebufUsed_ ( 0 ) ,
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currentRenderVfb_ ( nullptr ) ,
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framebufRangeEnd_ ( 0 ) ,
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updateVRAM_ ( false ) ,
usePostShader_ ( false ) ,
postShaderAtOutputResolution_ ( false ) ,
postShaderIsUpscalingFilter_ ( false ) ,
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gameUsesSequentialCopies_ ( false ) {
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UpdateSize ( ) ;
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}
FramebufferManagerCommon : : ~ FramebufferManagerCommon ( ) {
}
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void FramebufferManagerCommon : : Init ( ) {
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std : : string gameId = g_paramSFO . GetValueString ( " DISC_ID " ) ;
if ( gameId . empty ( ) ) {
gameId = g_paramSFO . GenerateFakeID ( ) ;
}
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BeginFrame ( ) ;
}
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bool FramebufferManagerCommon : : UpdateSize ( ) {
const bool newRender = renderWidth_ ! = ( float ) PSP_CoreParameter ( ) . renderWidth | | renderHeight_ ! = ( float ) PSP_CoreParameter ( ) . renderHeight ;
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const bool newSettings = bloomHack_ ! = g_Config . iBloomHack | | trueColor_ ! = g_Config . bTrueColor | | useBufferedRendering_ ! = ( g_Config . iRenderingMode ! = FB_NON_BUFFERED_MODE ) ;
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renderWidth_ = ( float ) PSP_CoreParameter ( ) . renderWidth ;
renderHeight_ = ( float ) PSP_CoreParameter ( ) . renderHeight ;
pixelWidth_ = PSP_CoreParameter ( ) . pixelWidth ;
pixelHeight_ = PSP_CoreParameter ( ) . pixelHeight ;
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bloomHack_ = g_Config . iBloomHack ;
trueColor_ = g_Config . bTrueColor ;
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useBufferedRendering_ = g_Config . iRenderingMode ! = FB_NON_BUFFERED_MODE ;
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return newRender | | newSettings ;
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}
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void FramebufferManagerCommon : : BeginFrame ( ) {
DecimateFBOs ( ) ;
currentRenderVfb_ = 0 ;
updateVRAM_ = ! ( g_Config . iRenderingMode = = FB_NON_BUFFERED_MODE | | g_Config . iRenderingMode = = FB_BUFFERED_MODE ) ;
}
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void FramebufferManagerCommon : : SetDisplayFramebuffer ( u32 framebuf , u32 stride , GEBufferFormat format ) {
displayFramebufPtr_ = framebuf ;
displayStride_ = stride ;
displayFormat_ = format ;
}
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VirtualFramebuffer * FramebufferManagerCommon : : GetVFBAt ( u32 addr ) {
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VirtualFramebuffer * match = nullptr ;
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for ( size_t i = 0 ; i < vfbs_ . size ( ) ; + + i ) {
VirtualFramebuffer * v = vfbs_ [ i ] ;
if ( MaskedEqual ( v - > fb_address , addr ) ) {
// Could check w too but whatever
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if ( match = = nullptr | | match - > last_frame_render < v - > last_frame_render ) {
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match = v ;
}
}
}
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return match ;
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}
bool FramebufferManagerCommon : : MaskedEqual ( u32 addr1 , u32 addr2 ) {
return ( addr1 & 0x03FFFFFF ) = = ( addr2 & 0x03FFFFFF ) ;
}
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u32 FramebufferManagerCommon : : FramebufferByteSize ( const VirtualFramebuffer * vfb ) const {
return vfb - > fb_stride * vfb - > height * ( vfb - > format = = GE_FORMAT_8888 ? 4 : 2 ) ;
}
bool FramebufferManagerCommon : : ShouldDownloadFramebuffer ( const VirtualFramebuffer * vfb ) const {
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return updateVRAM_ | | ( PSP_CoreParameter ( ) . compat . flags ( ) . Force04154000Download & & vfb - > fb_address = = 0x00154000 ) ;
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}
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void FramebufferManagerCommon : : SetNumExtraFBOs ( int num ) {
for ( size_t i = 0 ; i < extraFBOs_ . size ( ) ; i + + ) {
delete extraFBOs_ [ i ] ;
}
extraFBOs_ . clear ( ) ;
for ( int i = 0 ; i < num ; i + + ) {
// No depth/stencil for post processing
Draw : : Framebuffer * fbo = draw_ - > CreateFramebuffer ( { ( int ) renderWidth_ , ( int ) renderHeight_ , 1 , 1 , false , Draw : : FBO_8888 } ) ;
extraFBOs_ . push_back ( fbo ) ;
}
currentRenderVfb_ = 0 ;
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draw_ - > BindFramebufferAsRenderTarget ( nullptr , { Draw : : RPAction : : KEEP , Draw : : RPAction : : KEEP } ) ;
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}
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// Heuristics to figure out the size of FBO to create.
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void FramebufferManagerCommon : : EstimateDrawingSize ( u32 fb_address , GEBufferFormat fb_format , int viewport_width , int viewport_height , int region_width , int region_height , int scissor_width , int scissor_height , int fb_stride , int & drawing_width , int & drawing_height ) {
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static const int MAX_FRAMEBUF_HEIGHT = 512 ;
// Games don't always set any of these. Take the greatest parameter that looks valid based on stride.
if ( viewport_width > 4 & & viewport_width < = fb_stride ) {
drawing_width = viewport_width ;
drawing_height = viewport_height ;
// Some games specify a viewport with 0.5, but don't have VRAM for 273. 480x272 is the buffer size.
if ( viewport_width = = 481 & & region_width = = 480 & & viewport_height = = 273 & & region_height = = 272 ) {
drawing_width = 480 ;
drawing_height = 272 ;
}
// Sometimes region is set larger than the VRAM for the framebuffer.
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// However, in one game it's correctly set as a larger height (see #7277) with the same width.
// A bit of a hack, but we try to handle that unusual case here.
if ( region_width < = fb_stride & & ( region_width > drawing_width | | ( region_width = = drawing_width & & region_height > drawing_height ) ) & & region_height < = MAX_FRAMEBUF_HEIGHT ) {
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drawing_width = region_width ;
drawing_height = std : : max ( drawing_height , region_height ) ;
}
// Scissor is often set to a subsection of the framebuffer, so we pay the least attention to it.
if ( scissor_width < = fb_stride & & scissor_width > drawing_width & & scissor_height < = MAX_FRAMEBUF_HEIGHT ) {
drawing_width = scissor_width ;
drawing_height = std : : max ( drawing_height , scissor_height ) ;
}
} else {
// If viewport wasn't valid, let's just take the greatest anything regardless of stride.
drawing_width = std : : min ( std : : max ( region_width , scissor_width ) , fb_stride ) ;
drawing_height = std : : max ( region_height , scissor_height ) ;
}
// Assume no buffer is > 512 tall, it couldn't be textured or displayed fully if so.
if ( drawing_height > = MAX_FRAMEBUF_HEIGHT ) {
if ( region_height < MAX_FRAMEBUF_HEIGHT ) {
drawing_height = region_height ;
} else if ( scissor_height < MAX_FRAMEBUF_HEIGHT ) {
drawing_height = scissor_height ;
}
}
if ( viewport_width ! = region_width ) {
// The majority of the time, these are equal. If not, let's check what we know.
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const u32 fb_normalized_address = fb_address | 0x44000000 ;
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u32 nearest_address = 0xFFFFFFFF ;
for ( size_t i = 0 ; i < vfbs_ . size ( ) ; + + i ) {
const u32 other_address = vfbs_ [ i ] - > fb_address | 0x44000000 ;
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if ( other_address > fb_normalized_address & & other_address < nearest_address ) {
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nearest_address = other_address ;
}
}
// Unless the game is using overlapping buffers, the next buffer should be far enough away.
// This catches some cases where we can know this.
// Hmm. The problem is that we could only catch it for the first of two buffers...
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const u32 bpp = fb_format = = GE_FORMAT_8888 ? 4 : 2 ;
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int avail_height = ( nearest_address - fb_normalized_address ) / ( fb_stride * bpp ) ;
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if ( avail_height < drawing_height & & avail_height = = region_height ) {
drawing_width = std : : min ( region_width , fb_stride ) ;
drawing_height = avail_height ;
}
// Some games draw buffers interleaved, with a high stride/region/scissor but default viewport.
if ( fb_stride = = 1024 & & region_width = = 1024 & & scissor_width = = 1024 ) {
drawing_width = 1024 ;
}
}
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DEBUG_LOG ( G3D , " Est: %08x V: %ix%i, R: %ix%i, S: %ix%i, STR: %i, THR:%i, Z:%08x = %ix%i " , fb_address , viewport_width , viewport_height , region_width , region_height , scissor_width , scissor_height , fb_stride , gstate . isModeThrough ( ) , gstate . isDepthWriteEnabled ( ) ? gstate . getDepthBufAddress ( ) : 0 , drawing_width , drawing_height ) ;
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}
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void GetFramebufferHeuristicInputs ( FramebufferHeuristicParams * params , const GPUgstate & gstate ) {
params - > fb_addr = gstate . getFrameBufAddress ( ) ;
params - > fb_address = gstate . getFrameBufRawAddress ( ) ;
params - > fb_stride = gstate . FrameBufStride ( ) ;
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params - > z_address = gstate . getDepthBufRawAddress ( ) ;
params - > z_stride = gstate . DepthBufStride ( ) ;
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params - > fmt = gstate . FrameBufFormat ( ) ;
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params - > isClearingDepth = gstate . isModeClear ( ) & & gstate . isClearModeDepthMask ( ) ;
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// Technically, it may write depth later, but we're trying to detect it only when it's really true.
if ( gstate . isModeClear ( ) ) {
// Not quite seeing how this makes sense..
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params - > isWritingDepth = ! gstate . isClearModeDepthMask ( ) & & gstate . isDepthWriteEnabled ( ) ;
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} else {
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params - > isWritingDepth = gstate . isDepthWriteEnabled ( ) ;
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}
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params - > isDrawing = ! gstate . isModeClear ( ) | | ! gstate . isClearModeColorMask ( ) | | ! gstate . isClearModeAlphaMask ( ) ;
params - > isModeThrough = gstate . isModeThrough ( ) ;
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// Viewport-X1 and Y1 are not the upper left corner, but half the width/height. A bit confusing.
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params - > viewportWidth = ( int ) ( fabsf ( gstate . getViewportXScale ( ) * 2.0f ) ) ;
params - > viewportHeight = ( int ) ( fabsf ( gstate . getViewportYScale ( ) * 2.0f ) ) ;
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params - > regionWidth = gstate . getRegionX2 ( ) + 1 ;
params - > regionHeight = gstate . getRegionY2 ( ) + 1 ;
params - > scissorWidth = gstate . getScissorX2 ( ) + 1 ;
params - > scissorHeight = gstate . getScissorY2 ( ) + 1 ;
}
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VirtualFramebuffer * FramebufferManagerCommon : : DoSetRenderFrameBuffer ( const FramebufferHeuristicParams & params , u32 skipDrawReason ) {
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gstate_c . Clean ( DIRTY_FRAMEBUF ) ;
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// Collect all parameters. This whole function has really become a cesspool of heuristics...
// but it appears that's what it takes, unless we emulate VRAM layout more accurately somehow.
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// As there are no clear "framebuffer width" and "framebuffer height" registers,
// we need to infer the size of the current framebuffer somehow.
int drawing_width , drawing_height ;
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EstimateDrawingSize ( params . fb_address , params . fmt , params . viewportWidth , params . viewportHeight , params . regionWidth , params . regionHeight , params . scissorWidth , params . scissorHeight , std : : max ( params . fb_stride , 4 ) , drawing_width , drawing_height ) ;
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gstate_c . curRTOffsetX = 0 ;
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bool vfbFormatChanged = false ;
// Find a matching framebuffer
VirtualFramebuffer * vfb = 0 ;
for ( size_t i = 0 ; i < vfbs_ . size ( ) ; + + i ) {
VirtualFramebuffer * v = vfbs_ [ i ] ;
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if ( v - > fb_address = = params . fb_address ) {
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vfb = v ;
// Update fb stride in case it changed
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if ( vfb - > fb_stride ! = params . fb_stride | | vfb - > format ! = params . fmt ) {
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vfbFormatChanged = true ;
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vfb - > fb_stride = params . fb_stride ;
vfb - > format = params . fmt ;
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}
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// Keep track, but this isn't really used.
vfb - > z_stride = params . z_stride ;
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// Heuristic: In throughmode, a higher height could be used. Let's avoid shrinking the buffer.
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if ( params . isModeThrough & & ( int ) vfb - > width < = params . fb_stride ) {
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vfb - > width = std : : max ( ( int ) vfb - > width , drawing_width ) ;
vfb - > height = std : : max ( ( int ) vfb - > height , drawing_height ) ;
} else {
vfb - > width = drawing_width ;
vfb - > height = drawing_height ;
}
break ;
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} else if ( v - > fb_address < params . fb_address & & v - > fb_address + v - > fb_stride * 4 > params . fb_address ) {
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// Possibly a render-to-offset.
const u32 bpp = v - > format = = GE_FORMAT_8888 ? 4 : 2 ;
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const int x_offset = ( params . fb_address - v - > fb_address ) / bpp ;
if ( v - > format = = params . fmt & & v - > fb_stride = = params . fb_stride & & x_offset < params . fb_stride & & v - > height > = drawing_height ) {
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WARN_LOG_REPORT_ONCE ( renderoffset , HLE , " Rendering to framebuffer offset: %08x +%dx%d " , v - > fb_address , x_offset , 0 ) ;
vfb = v ;
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gstate_c . curRTOffsetX = x_offset ;
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vfb - > width = std : : max ( ( int ) vfb - > width , x_offset + drawing_width ) ;
// To prevent the newSize code from being confused.
drawing_width + = x_offset ;
break ;
}
}
}
if ( vfb ) {
if ( ( drawing_width ! = vfb - > bufferWidth | | drawing_height ! = vfb - > bufferHeight ) ) {
// Even if it's not newly wrong, if this is larger we need to resize up.
if ( vfb - > width > vfb - > bufferWidth | | vfb - > height > vfb - > bufferHeight ) {
ResizeFramebufFBO ( vfb , vfb - > width , vfb - > height ) ;
} else if ( vfb - > newWidth ! = drawing_width | | vfb - > newHeight ! = drawing_height ) {
// If it's newly wrong, or changing every frame, just keep track.
vfb - > newWidth = drawing_width ;
vfb - > newHeight = drawing_height ;
vfb - > lastFrameNewSize = gpuStats . numFlips ;
} else if ( vfb - > lastFrameNewSize + FBO_OLD_AGE < gpuStats . numFlips ) {
// Okay, it's changed for a while (and stayed that way.) Let's start over.
// But only if we really need to, to avoid blinking.
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bool needsRecreate = vfb - > bufferWidth > params . fb_stride ;
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needsRecreate = needsRecreate | | vfb - > newWidth > vfb - > bufferWidth | | vfb - > newWidth * 2 < vfb - > bufferWidth ;
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needsRecreate = needsRecreate | | vfb - > newHeight > vfb - > bufferHeight | | vfb - > newHeight * 2 < vfb - > bufferHeight ;
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if ( needsRecreate ) {
ResizeFramebufFBO ( vfb , vfb - > width , vfb - > height , true ) ;
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// Let's discard this information, might be wrong now.
vfb - > safeWidth = 0 ;
vfb - > safeHeight = 0 ;
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} else {
// Even though we won't resize it, let's at least change the size params.
vfb - > width = drawing_width ;
vfb - > height = drawing_height ;
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}
}
} else {
// It's not different, let's keep track of that too.
vfb - > lastFrameNewSize = gpuStats . numFlips ;
}
}
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float renderWidthFactor = renderWidth_ / 480.0f ;
float renderHeightFactor = renderHeight_ / 272.0f ;
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if ( PSP_CoreParameter ( ) . compat . flags ( ) . Force04154000Download & & params . fb_address = = 0x00154000 ) {
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renderWidthFactor = 1.0 ;
renderHeightFactor = 1.0 ;
}
// None found? Create one.
if ( ! vfb ) {
vfb = new VirtualFramebuffer ( ) ;
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memset ( vfb , 0 , sizeof ( VirtualFramebuffer ) ) ;
vfb - > fbo = nullptr ;
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vfb - > fb_address = params . fb_address ;
vfb - > fb_stride = params . fb_stride ;
vfb - > z_address = params . z_address ;
vfb - > z_stride = params . z_stride ;
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vfb - > width = drawing_width ;
vfb - > height = drawing_height ;
vfb - > newWidth = drawing_width ;
vfb - > newHeight = drawing_height ;
vfb - > lastFrameNewSize = gpuStats . numFlips ;
vfb - > renderWidth = ( u16 ) ( drawing_width * renderWidthFactor ) ;
vfb - > renderHeight = ( u16 ) ( drawing_height * renderHeightFactor ) ;
vfb - > bufferWidth = drawing_width ;
vfb - > bufferHeight = drawing_height ;
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vfb - > format = params . fmt ;
vfb - > drawnFormat = params . fmt ;
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vfb - > usageFlags = FB_USAGE_RENDERTARGET ;
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SetColorUpdated ( vfb , skipDrawReason ) ;
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vfb - > depthUpdated = false ;
u32 byteSize = FramebufferByteSize ( vfb ) ;
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u32 fb_address_mem = ( params . fb_address & 0x3FFFFFFF ) | 0x04000000 ;
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if ( Memory : : IsVRAMAddress ( fb_address_mem ) & & fb_address_mem + byteSize > framebufRangeEnd_ ) {
framebufRangeEnd_ = fb_address_mem + byteSize ;
}
ResizeFramebufFBO ( vfb , drawing_width , drawing_height , true ) ;
NotifyRenderFramebufferCreated ( vfb ) ;
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INFO_LOG ( FRAMEBUF , " Creating FBO for %08x : %i x %i x %i " , vfb - > fb_address , vfb - > width , vfb - > height , vfb - > format ) ;
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vfb - > last_frame_render = gpuStats . numFlips ;
frameLastFramebufUsed_ = gpuStats . numFlips ;
vfbs_ . push_back ( vfb ) ;
currentRenderVfb_ = vfb ;
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if ( useBufferedRendering_ & & ! updateVRAM_ & & ! g_Config . bDisableSlowFramebufEffects ) {
gpu - > PerformMemoryUpload ( fb_address_mem , byteSize ) ;
NotifyStencilUpload ( fb_address_mem , byteSize , true ) ;
// TODO: Is it worth trying to upload the depth buffer?
}
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// Let's check for depth buffer overlap. Might be interesting.
bool sharingReported = false ;
for ( size_t i = 0 , end = vfbs_ . size ( ) ; i < end ; + + i ) {
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if ( vfbs_ [ i ] - > z_stride ! = 0 & & params . fb_address = = vfbs_ [ i ] - > z_address ) {
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// If it's clearing it, most likely it just needs more video memory.
// Technically it could write something interesting and the other might not clear, but that's not likely.
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if ( params . isDrawing ) {
if ( params . fb_address ! = params . z_address & & vfbs_ [ i ] - > fb_address ! = vfbs_ [ i ] - > z_address ) {
WARN_LOG_REPORT ( SCEGE , " FBO created from existing depthbuffer as color, %08x/%08x and %08x/%08x " , params . fb_address , params . z_address , vfbs_ [ i ] - > fb_address , vfbs_ [ i ] - > z_address ) ;
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}
}
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} else if ( params . z_stride ! = 0 & & params . z_address = = vfbs_ [ i ] - > fb_address ) {
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// If it's clearing it, then it's probably just the reverse of the above case.
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if ( params . isWritingDepth ) {
WARN_LOG_REPORT ( SCEGE , " FBO using existing buffer as depthbuffer, %08x/%08x and %08x/%08x " , params . fb_address , params . z_address , vfbs_ [ i ] - > fb_address , vfbs_ [ i ] - > z_address ) ;
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}
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} else if ( vfbs_ [ i ] - > z_stride ! = 0 & & params . z_address = = vfbs_ [ i ] - > z_address & & params . fb_address ! = vfbs_ [ i ] - > fb_address & & ! sharingReported ) {
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// This happens a lot, but virtually always it's cleared.
// It's possible the other might not clear, but when every game is reported it's not useful.
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if ( params . isWritingDepth ) {
WARN_LOG_REPORT ( SCEGE , " FBO reusing depthbuffer, %08x/%08x and %08x/%08x " , params . fb_address , params . z_address , vfbs_ [ i ] - > fb_address , vfbs_ [ i ] - > z_address ) ;
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sharingReported = true ;
}
}
}
// We already have it!
} else if ( vfb ! = currentRenderVfb_ ) {
// Use it as a render target.
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DEBUG_LOG ( FRAMEBUF , " Switching render target to FBO for %08x: %i x %i x %i " , vfb - > fb_address , vfb - > width , vfb - > height , vfb - > format ) ;
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vfb - > usageFlags | = FB_USAGE_RENDERTARGET ;
vfb - > last_frame_render = gpuStats . numFlips ;
frameLastFramebufUsed_ = gpuStats . numFlips ;
vfb - > dirtyAfterDisplay = true ;
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if ( ( skipDrawReason & SKIPDRAW_SKIPFRAME ) = = 0 )
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vfb - > reallyDirtyAfterDisplay = true ;
VirtualFramebuffer * prev = currentRenderVfb_ ;
currentRenderVfb_ = vfb ;
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NotifyRenderFramebufferSwitched ( prev , vfb , params . isClearingDepth ) ;
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} else {
vfb - > last_frame_render = gpuStats . numFlips ;
frameLastFramebufUsed_ = gpuStats . numFlips ;
vfb - > dirtyAfterDisplay = true ;
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if ( ( skipDrawReason & SKIPDRAW_SKIPFRAME ) = = 0 )
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vfb - > reallyDirtyAfterDisplay = true ;
NotifyRenderFramebufferUpdated ( vfb , vfbFormatChanged ) ;
}
gstate_c . curRTWidth = vfb - > width ;
gstate_c . curRTHeight = vfb - > height ;
gstate_c . curRTRenderWidth = vfb - > renderWidth ;
gstate_c . curRTRenderHeight = vfb - > renderHeight ;
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return vfb ;
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}
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void FramebufferManagerCommon : : DestroyFramebuf ( VirtualFramebuffer * v ) {
textureCache_ - > NotifyFramebuffer ( v - > fb_address , v , NOTIFY_FB_DESTROYED ) ;
if ( v - > fbo ) {
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v - > fbo - > Release ( ) ;
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v - > fbo = nullptr ;
}
// Wipe some pointers
if ( currentRenderVfb_ = = v )
currentRenderVfb_ = 0 ;
if ( displayFramebuf_ = = v )
displayFramebuf_ = 0 ;
if ( prevDisplayFramebuf_ = = v )
prevDisplayFramebuf_ = 0 ;
if ( prevPrevDisplayFramebuf_ = = v )
prevPrevDisplayFramebuf_ = 0 ;
delete v ;
}
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void FramebufferManagerCommon : : NotifyRenderFramebufferCreated ( VirtualFramebuffer * vfb ) {
if ( ! useBufferedRendering_ ) {
// Let's ignore rendering to targets that have not (yet) been displayed.
gstate_c . skipDrawReason | = SKIPDRAW_NON_DISPLAYED_FB ;
}
textureCache_ - > NotifyFramebuffer ( vfb - > fb_address , vfb , NOTIFY_FB_CREATED ) ;
// ugly...
if ( gstate_c . curRTWidth ! = vfb - > width | | gstate_c . curRTHeight ! = vfb - > height ) {
gstate_c . Dirty ( DIRTY_PROJTHROUGHMATRIX ) ;
}
if ( gstate_c . curRTRenderWidth ! = vfb - > renderWidth | | gstate_c . curRTRenderHeight ! = vfb - > renderHeight ) {
gstate_c . Dirty ( DIRTY_PROJMATRIX ) ;
gstate_c . Dirty ( DIRTY_PROJTHROUGHMATRIX ) ;
}
}
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void FramebufferManagerCommon : : NotifyRenderFramebufferUpdated ( VirtualFramebuffer * vfb , bool vfbFormatChanged ) {
if ( vfbFormatChanged ) {
textureCache_ - > NotifyFramebuffer ( vfb - > fb_address , vfb , NOTIFY_FB_UPDATED ) ;
if ( vfb - > drawnFormat ! = vfb - > format ) {
ReformatFramebufferFrom ( vfb , vfb - > drawnFormat ) ;
}
}
// ugly...
if ( gstate_c . curRTWidth ! = vfb - > width | | gstate_c . curRTHeight ! = vfb - > height ) {
gstate_c . Dirty ( DIRTY_PROJTHROUGHMATRIX ) ;
}
if ( gstate_c . curRTRenderWidth ! = vfb - > renderWidth | | gstate_c . curRTRenderHeight ! = vfb - > renderHeight ) {
gstate_c . Dirty ( DIRTY_PROJMATRIX ) ;
gstate_c . Dirty ( DIRTY_PROJTHROUGHMATRIX ) ;
}
}
2017-02-06 23:29:02 +00:00
void FramebufferManagerCommon : : NotifyRenderFramebufferSwitched ( VirtualFramebuffer * prevVfb , VirtualFramebuffer * vfb , bool isClearingDepth ) {
if ( ShouldDownloadFramebuffer ( vfb ) & & ! vfb - > memoryUpdated ) {
ReadFramebufferToMemory ( vfb , true , 0 , 0 , vfb - > width , vfb - > height ) ;
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vfb - > usageFlags = ( vfb - > usageFlags | FB_USAGE_DOWNLOAD ) & ~ FB_USAGE_DOWNLOAD_CLEAR ;
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} else {
DownloadFramebufferOnSwitch ( prevVfb ) ;
}
textureCache_ - > ForgetLastTexture ( ) ;
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// Copy depth pixel value from the read framebuffer to the draw framebuffer
if ( prevVfb & & ! g_Config . bDisableSlowFramebufEffects ) {
if ( ! prevVfb - > fbo | | ! vfb - > fbo | | ! useBufferedRendering_ | | ! prevVfb - > depthUpdated | | isClearingDepth ) {
// If depth wasn't updated, then we're at least "two degrees" away from the data.
// This is an optimization: it probably doesn't need to be copied in this case.
} else {
BlitFramebufferDepth ( prevVfb , vfb ) ;
}
}
if ( vfb - > drawnFormat ! = vfb - > format ) {
// TODO: Might ultimately combine this with the resize step in DoSetRenderFrameBuffer().
ReformatFramebufferFrom ( vfb , vfb - > drawnFormat ) ;
}
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if ( useBufferedRendering_ ) {
if ( vfb - > fbo ) {
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if ( gl_extensions . IsGLES ) {
// Some tiled mobile GPUs benefit IMMENSELY from clearing an FBO before rendering
// to it. This broke stuff before, so now it only clears on the first use of an
// FBO in a frame. This means that some games won't be able to avoid the on-some-GPUs
// performance-crushing framebuffer reloads from RAM, but we'll have to live with that.
if ( vfb - > last_frame_render ! = gpuStats . numFlips ) {
draw_ - > BindFramebufferAsRenderTarget ( vfb - > fbo , { Draw : : RPAction : : CLEAR , Draw : : RPAction : : CLEAR } ) ;
} else {
draw_ - > BindFramebufferAsRenderTarget ( vfb - > fbo , { Draw : : RPAction : : KEEP , Draw : : RPAction : : KEEP } ) ;
}
} else {
draw_ - > BindFramebufferAsRenderTarget ( vfb - > fbo , { Draw : : RPAction : : KEEP , Draw : : RPAction : : KEEP } ) ;
}
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} else {
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// This should only happen very briefly when toggling useBufferedRendering_.
ResizeFramebufFBO ( vfb , vfb - > width , vfb - > height , true ) ;
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}
} else {
if ( vfb - > fbo ) {
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// This should only happen very briefly when toggling useBufferedRendering_.
2017-02-06 23:29:02 +00:00
textureCache_ - > NotifyFramebuffer ( vfb - > fb_address , vfb , NOTIFY_FB_DESTROYED ) ;
delete vfb - > fbo ;
vfb - > fbo = nullptr ;
}
// Let's ignore rendering to targets that have not (yet) been displayed.
if ( vfb - > usageFlags & FB_USAGE_DISPLAYED_FRAMEBUFFER ) {
gstate_c . skipDrawReason & = ~ SKIPDRAW_NON_DISPLAYED_FB ;
} else {
gstate_c . skipDrawReason | = SKIPDRAW_NON_DISPLAYED_FB ;
}
}
textureCache_ - > NotifyFramebuffer ( vfb - > fb_address , vfb , NOTIFY_FB_UPDATED ) ;
// ugly...
if ( gstate_c . curRTWidth ! = vfb - > width | | gstate_c . curRTHeight ! = vfb - > height ) {
gstate_c . Dirty ( DIRTY_PROJTHROUGHMATRIX ) ;
}
if ( gstate_c . curRTRenderWidth ! = vfb - > renderWidth | | gstate_c . curRTRenderHeight ! = vfb - > renderHeight ) {
gstate_c . Dirty ( DIRTY_PROJMATRIX ) ;
gstate_c . Dirty ( DIRTY_PROJTHROUGHMATRIX ) ;
}
}
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void FramebufferManagerCommon : : NotifyVideoUpload ( u32 addr , int size , int width , GEBufferFormat fmt ) {
// Note: UpdateFromMemory() is still called later.
// This is a special case where we have extra information prior to the invalidation.
// TODO: Could possibly be an offset...
VirtualFramebuffer * vfb = GetVFBAt ( addr ) ;
if ( vfb ) {
if ( vfb - > format ! = fmt | | vfb - > drawnFormat ! = fmt ) {
DEBUG_LOG ( ME , " Changing format for %08x from %d to %d " , addr , vfb - > drawnFormat , fmt ) ;
vfb - > format = fmt ;
vfb - > drawnFormat = fmt ;
// Let's count this as a "render". This will also force us to use the correct format.
vfb - > last_frame_render = gpuStats . numFlips ;
}
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if ( vfb - > fb_stride < width ) {
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DEBUG_LOG ( ME , " Changing stride for %08x from %d to %d " , addr , vfb - > fb_stride , width ) ;
const int bpp = fmt = = GE_FORMAT_8888 ? 4 : 2 ;
ResizeFramebufFBO ( vfb , width , size / ( bpp * width ) ) ;
vfb - > fb_stride = width ;
// This might be a bit wider than necessary, but we'll redetect on next render.
2016-03-13 14:02:14 +00:00
vfb - > width = width ;
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}
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}
}
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void FramebufferManagerCommon : : UpdateFromMemory ( u32 addr , int size , bool safe ) {
addr & = ~ 0x40000000 ;
// TODO: Could go through all FBOs, but probably not important?
// TODO: Could also check for inner changes, but video is most important.
bool isDisplayBuf = addr = = DisplayFramebufAddr ( ) | | addr = = PrevDisplayFramebufAddr ( ) ;
if ( isDisplayBuf | | safe ) {
// TODO: Deleting the FBO is a heavy hammer solution, so let's only do it if it'd help.
if ( ! Memory : : IsValidAddress ( displayFramebufPtr_ ) )
return ;
for ( size_t i = 0 ; i < vfbs_ . size ( ) ; + + i ) {
VirtualFramebuffer * vfb = vfbs_ [ i ] ;
if ( MaskedEqual ( vfb - > fb_address , addr ) ) {
FlushBeforeCopy ( ) ;
if ( useBufferedRendering_ & & vfb - > fbo ) {
DisableState ( ) ;
GEBufferFormat fmt = vfb - > format ;
if ( vfb - > last_frame_render + 1 < gpuStats . numFlips & & isDisplayBuf ) {
// If we're not rendering to it, format may be wrong. Use displayFormat_ instead.
fmt = displayFormat_ ;
}
DrawPixels ( vfb , 0 , 0 , Memory : : GetPointer ( addr | 0x04000000 ) , fmt , vfb - > fb_stride , vfb - > width , vfb - > height ) ;
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SetColorUpdated ( vfb , gstate_c . skipDrawReason ) ;
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} else {
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INFO_LOG ( FRAMEBUF , " Invalidating FBO for %08x (%i x %i x %i) " , vfb - > fb_address , vfb - > width , vfb - > height , vfb - > format ) ;
2014-09-13 21:44:18 +00:00
DestroyFramebuf ( vfb ) ;
vfbs_ . erase ( vfbs_ . begin ( ) + i - - ) ;
}
}
}
RebindFramebuffer ( ) ;
}
}
2014-09-13 22:40:55 +00:00
2017-02-15 17:32:44 +00:00
void FramebufferManagerCommon : : DrawPixels ( VirtualFramebuffer * vfb , int dstX , int dstY , const u8 * srcPixels , GEBufferFormat srcPixelFormat , int srcStride , int width , int height ) {
textureCache_ - > ForgetLastTexture ( ) ;
shaderManager_ - > DirtyLastShader ( ) ; // On GL, important that this is BEFORE drawing
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float u0 = 0.0f , u1 = 1.0f ;
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float v0 = 0.0f , v1 = 1.0f ;
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MakePixelTexture ( srcPixels , srcPixelFormat , srcStride , width , height , u1 , v1 ) ;
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if ( useBufferedRendering_ & & vfb & & vfb - > fbo ) {
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draw_ - > BindFramebufferAsRenderTarget ( vfb - > fbo , { Draw : : RPAction : : KEEP , Draw : : RPAction : : KEEP } ) ;
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SetViewport2D ( 0 , 0 , vfb - > renderWidth , vfb - > renderHeight ) ;
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draw_ - > SetScissorRect ( 0 , 0 , vfb - > renderWidth , vfb - > renderHeight ) ;
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} else {
// We are drawing to the back buffer so need to flip.
if ( needBackBufferYSwap_ )
std : : swap ( v0 , v1 ) ;
float x , y , w , h ;
CenterDisplayOutputRect ( & x , & y , & w , & h , 480.0f , 272.0f , ( float ) pixelWidth_ , ( float ) pixelHeight_ , ROTATION_LOCKED_HORIZONTAL ) ;
SetViewport2D ( x , y , w , h ) ;
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draw_ - > SetScissorRect ( 0 , 0 , pixelWidth_ , pixelHeight_ ) ;
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}
DisableState ( ) ;
bool linearFilter = vfb | | g_Config . iBufFilter = = SCALE_LINEAR ;
Bind2DShader ( ) ;
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DrawActiveTexture ( dstX , dstY , width , height , vfb - > bufferWidth , vfb - > bufferHeight , u0 , v0 , u1 , v1 , ROTATION_LOCKED_HORIZONTAL , linearFilter ) ;
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}
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void FramebufferManagerCommon : : CopyFramebufferForColorTexture ( VirtualFramebuffer * dst , VirtualFramebuffer * src , int flags ) {
int x = 0 ;
int y = 0 ;
int w = src - > drawnWidth ;
int h = src - > drawnHeight ;
// If max is not > min, we probably could not detect it. Skip.
// See the vertex decoder, where this is updated.
if ( ( flags & BINDFBCOLOR_MAY_COPY_WITH_UV ) = = BINDFBCOLOR_MAY_COPY_WITH_UV & & gstate_c . vertBounds . maxU > gstate_c . vertBounds . minU ) {
x = std : : max ( gstate_c . vertBounds . minU , ( u16 ) 0 ) ;
y = std : : max ( gstate_c . vertBounds . minV , ( u16 ) 0 ) ;
w = std : : min ( gstate_c . vertBounds . maxU , src - > drawnWidth ) - x ;
h = std : : min ( gstate_c . vertBounds . maxV , src - > drawnHeight ) - y ;
// If we bound a framebuffer, apply the byte offset as pixels to the copy too.
if ( flags & BINDFBCOLOR_APPLY_TEX_OFFSET ) {
x + = gstate_c . curTextureXOffset ;
y + = gstate_c . curTextureYOffset ;
}
}
if ( x < src - > drawnWidth & & y < src - > drawnHeight & & w > 0 & & h > 0 ) {
BlitFramebuffer ( dst , x , y , src , x , y , w , h , 0 ) ;
}
}
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void FramebufferManagerCommon : : DrawFramebufferToOutput ( const u8 * srcPixels , GEBufferFormat srcPixelFormat , int srcStride , bool applyPostShader ) {
textureCache_ - > ForgetLastTexture ( ) ;
shaderManager_ - > DirtyLastShader ( ) ;
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float u0 = 0.0f , u1 = 480.0f / 512.0f ;
float v0 = 0.0f , v1 = 1.0f ;
MakePixelTexture ( srcPixels , srcPixelFormat , srcStride , 512 , 272 , u1 , v1 ) ;
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DisableState ( ) ;
struct CardboardSettings cardboardSettings ;
GetCardboardSettings ( & cardboardSettings ) ;
// This might draw directly at the backbuffer (if so, applyPostShader is set) so if there's a post shader, we need to apply it here.
// Should try to unify this path with the regular path somehow, but this simple solution works for most of the post shaders
// (it always runs at output resolution so FXAA may look odd).
float x , y , w , h ;
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int uvRotation = useBufferedRendering_ ? g_Config . iInternalScreenRotation : ROTATION_LOCKED_HORIZONTAL ;
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CenterDisplayOutputRect ( & x , & y , & w , & h , 480.0f , 272.0f , ( float ) pixelWidth_ , ( float ) pixelHeight_ , uvRotation ) ;
if ( applyPostShader & & useBufferedRendering_ ) {
// Might've changed if the shader was just changed to Off.
if ( usePostShader_ ) {
PostShaderUniforms uniforms { } ;
CalculatePostShaderUniforms ( 480 , 272 , renderWidth_ , renderHeight_ , & uniforms ) ;
BindPostShader ( uniforms ) ;
} else {
Bind2DShader ( ) ;
}
} else {
Bind2DShader ( ) ;
}
// We are drawing directly to the back buffer.
if ( needBackBufferYSwap_ )
std : : swap ( v0 , v1 ) ;
bool linearFilter = g_Config . iBufFilter = = SCALE_LINEAR ;
if ( cardboardSettings . enabled ) {
// Left Eye Image
SetViewport2D ( cardboardSettings . leftEyeXPosition , cardboardSettings . screenYPosition , cardboardSettings . screenWidth , cardboardSettings . screenHeight ) ;
DrawActiveTexture ( x , y , w , h , ( float ) pixelWidth_ , ( float ) pixelHeight_ , u0 , v0 , u1 , v1 , ROTATION_LOCKED_HORIZONTAL , linearFilter ) ;
// Right Eye Image
SetViewport2D ( cardboardSettings . rightEyeXPosition , cardboardSettings . screenYPosition , cardboardSettings . screenWidth , cardboardSettings . screenHeight ) ;
DrawActiveTexture ( x , y , w , h , ( float ) pixelWidth_ , ( float ) pixelHeight_ , u0 , v0 , u1 , v1 , ROTATION_LOCKED_HORIZONTAL , linearFilter ) ;
} else {
// Fullscreen Image
SetViewport2D ( 0 , 0 , pixelWidth_ , pixelHeight_ ) ;
DrawActiveTexture ( x , y , w , h , ( float ) pixelWidth_ , ( float ) pixelHeight_ , u0 , v0 , u1 , v1 , uvRotation , linearFilter ) ;
}
}
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void FramebufferManagerCommon : : DownloadFramebufferOnSwitch ( VirtualFramebuffer * vfb ) {
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if ( vfb & & vfb - > safeWidth > 0 & & vfb - > safeHeight > 0 & & ! vfb - > firstFrameSaved & & ! vfb - > memoryUpdated ) {
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// Some games will draw to some memory once, and use it as a render-to-texture later.
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// To support this, we save the first frame to memory when we have a safe w/h.
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// Saving each frame would be slow.
if ( ! g_Config . bDisableSlowFramebufEffects ) {
ReadFramebufferToMemory ( vfb , true , 0 , 0 , vfb - > safeWidth , vfb - > safeHeight ) ;
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vfb - > usageFlags = ( vfb - > usageFlags | FB_USAGE_DOWNLOAD ) & ~ FB_USAGE_DOWNLOAD_CLEAR ;
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vfb - > firstFrameSaved = true ;
vfb - > safeWidth = 0 ;
vfb - > safeHeight = 0 ;
}
}
}
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void FramebufferManagerCommon : : SetViewport2D ( int x , int y , int w , int h ) {
Draw : : Viewport vp { ( float ) x , ( float ) y , ( float ) w , ( float ) h , 0.0f , 1.0f } ;
draw_ - > SetViewports ( 1 , & vp ) ;
}
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void FramebufferManagerCommon : : CopyDisplayToOutput ( ) {
DownloadFramebufferOnSwitch ( currentRenderVfb_ ) ;
currentRenderVfb_ = 0 ;
if ( displayFramebufPtr_ = = 0 ) {
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DEBUG_LOG ( FRAMEBUF , " Display disabled, displaying only black " ) ;
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// No framebuffer to display! Clear to black.
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if ( useBufferedRendering_ ) {
draw_ - > BindFramebufferAsRenderTarget ( nullptr , { Draw : : RPAction : : CLEAR , Draw : : RPAction : : CLEAR } ) ;
}
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return ;
}
u32 offsetX = 0 ;
u32 offsetY = 0 ;
CardboardSettings cardboardSettings ;
GetCardboardSettings ( & cardboardSettings ) ;
VirtualFramebuffer * vfb = GetVFBAt ( displayFramebufPtr_ ) ;
if ( ! vfb ) {
// Let's search for a framebuf within this range.
const u32 addr = ( displayFramebufPtr_ & 0x03FFFFFF ) | 0x04000000 ;
for ( size_t i = 0 ; i < vfbs_ . size ( ) ; + + i ) {
VirtualFramebuffer * v = vfbs_ [ i ] ;
const u32 v_addr = ( v - > fb_address & 0x03FFFFFF ) | 0x04000000 ;
const u32 v_size = FramebufferByteSize ( v ) ;
if ( addr > = v_addr & & addr < v_addr + v_size ) {
const u32 dstBpp = v - > format = = GE_FORMAT_8888 ? 4 : 2 ;
const u32 v_offsetX = ( ( addr - v_addr ) / dstBpp ) % v - > fb_stride ;
const u32 v_offsetY = ( ( addr - v_addr ) / dstBpp ) / v - > fb_stride ;
// We have enough space there for the display, right?
if ( v_offsetX + 480 > ( u32 ) v - > fb_stride | | v - > bufferHeight < v_offsetY + 272 ) {
continue ;
}
// Check for the closest one.
if ( offsetY = = 0 | | offsetY > v_offsetY ) {
offsetX = v_offsetX ;
offsetY = v_offsetY ;
vfb = v ;
}
}
}
if ( vfb ) {
// Okay, we found one above.
INFO_LOG_REPORT_ONCE ( displayoffset , HLE , " Rendering from framebuf with offset %08x -> %08x+%dx%d " , addr , vfb - > fb_address , offsetX , offsetY ) ;
}
}
if ( vfb & & vfb - > format ! = displayFormat_ ) {
if ( vfb - > last_frame_render + FBO_OLD_AGE < gpuStats . numFlips ) {
// The game probably switched formats on us.
vfb - > format = displayFormat_ ;
} else {
vfb = 0 ;
}
}
if ( ! vfb ) {
if ( Memory : : IsValidAddress ( displayFramebufPtr_ ) ) {
// The game is displaying something directly from RAM. In GTA, it's decoded video.
// First check that it's not a known RAM copy of a VRAM framebuffer though, as in MotoGP
for ( auto iter = knownFramebufferRAMCopies_ . begin ( ) ; iter ! = knownFramebufferRAMCopies_ . end ( ) ; + + iter ) {
if ( iter - > second = = displayFramebufPtr_ ) {
vfb = GetVFBAt ( iter - > first ) ;
}
}
if ( ! vfb ) {
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if ( useBufferedRendering_ ) {
// Bind and clear the backbuffer. This should be the first time during the frame that it's bound.
draw_ - > BindFramebufferAsRenderTarget ( nullptr , { Draw : : RPAction : : CLEAR , Draw : : RPAction : : CLEAR } ) ;
}
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// Just a pointer to plain memory to draw. We should create a framebuffer, then draw to it.
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SetViewport2D ( 0 , 0 , pixelWidth_ , pixelHeight_ ) ;
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draw_ - > SetScissorRect ( 0 , 0 , pixelWidth_ , pixelHeight_ ) ;
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DrawFramebufferToOutput ( Memory : : GetPointer ( displayFramebufPtr_ ) , displayFormat_ , displayStride_ , true ) ;
return ;
}
} else {
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DEBUG_LOG ( FRAMEBUF , " Found no FBO to display! displayFBPtr = %08x " , displayFramebufPtr_ ) ;
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// No framebuffer to display! Clear to black.
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if ( useBufferedRendering_ ) {
// Bind and clear the backbuffer. This should be the first time during the frame that it's bound.
draw_ - > BindFramebufferAsRenderTarget ( nullptr , { Draw : : RPAction : : CLEAR , Draw : : RPAction : : CLEAR } ) ;
}
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return ;
}
}
vfb - > usageFlags | = FB_USAGE_DISPLAYED_FRAMEBUFFER ;
vfb - > last_frame_displayed = gpuStats . numFlips ;
vfb - > dirtyAfterDisplay = false ;
vfb - > reallyDirtyAfterDisplay = false ;
if ( prevDisplayFramebuf_ ! = displayFramebuf_ ) {
prevPrevDisplayFramebuf_ = prevDisplayFramebuf_ ;
}
if ( displayFramebuf_ ! = vfb ) {
prevDisplayFramebuf_ = displayFramebuf_ ;
}
displayFramebuf_ = vfb ;
if ( vfb - > fbo ) {
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DEBUG_LOG ( FRAMEBUF , " Displaying FBO %08x " , vfb - > fb_address ) ;
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DisableState ( ) ;
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int uvRotation = useBufferedRendering_ ? g_Config . iInternalScreenRotation : ROTATION_LOCKED_HORIZONTAL ;
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// Output coordinates
float x , y , w , h ;
CenterDisplayOutputRect ( & x , & y , & w , & h , 480.0f , 272.0f , ( float ) pixelWidth_ , ( float ) pixelHeight_ , uvRotation ) ;
// TODO ES3: Use glInvalidateFramebuffer to discard depth/stencil data at the end of frame.
float u0 = offsetX / ( float ) vfb - > bufferWidth ;
float v0 = offsetY / ( float ) vfb - > bufferHeight ;
float u1 = ( 480.0f + offsetX ) / ( float ) vfb - > bufferWidth ;
float v1 = ( 272.0f + offsetY ) / ( float ) vfb - > bufferHeight ;
if ( ! usePostShader_ ) {
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draw_ - > BindFramebufferAsRenderTarget ( nullptr , { Draw : : RPAction : : CLEAR , Draw : : RPAction : : CLEAR } ) ;
draw_ - > BindFramebufferAsTexture ( vfb - > fbo , 0 , Draw : : FB_COLOR_BIT , 0 ) ;
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SetViewport2D ( 0 , 0 , pixelWidth_ , pixelHeight_ ) ;
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draw_ - > SetScissorRect ( 0 , 0 , pixelWidth_ , pixelHeight_ ) ;
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bool linearFilter = g_Config . iBufFilter = = SCALE_LINEAR ;
// We are doing the DrawActiveTexture call directly to the backbuffer here. Hence, we must
// flip V.
Bind2DShader ( ) ;
if ( needBackBufferYSwap_ )
std : : swap ( v0 , v1 ) ;
if ( cardboardSettings . enabled ) {
// Left Eye Image
SetViewport2D ( cardboardSettings . leftEyeXPosition , cardboardSettings . screenYPosition , cardboardSettings . screenWidth , cardboardSettings . screenHeight ) ;
DrawActiveTexture ( x , y , w , h , ( float ) pixelWidth_ , ( float ) pixelHeight_ , u0 , v0 , u1 , v1 , ROTATION_LOCKED_HORIZONTAL , linearFilter ) ;
// Right Eye Image
SetViewport2D ( cardboardSettings . rightEyeXPosition , cardboardSettings . screenYPosition , cardboardSettings . screenWidth , cardboardSettings . screenHeight ) ;
DrawActiveTexture ( x , y , w , h , ( float ) pixelWidth_ , ( float ) pixelHeight_ , u0 , v0 , u1 , v1 , ROTATION_LOCKED_HORIZONTAL , linearFilter ) ;
} else {
// Fullscreen Image
SetViewport2D ( 0 , 0 , pixelWidth_ , pixelHeight_ ) ;
DrawActiveTexture ( x , y , w , h , ( float ) pixelWidth_ , ( float ) pixelHeight_ , u0 , v0 , u1 , v1 , uvRotation , linearFilter ) ;
}
} else if ( usePostShader_ & & extraFBOs_ . size ( ) = = 1 & & ! postShaderAtOutputResolution_ ) {
// An additional pass, post-processing shader to the extra FBO.
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draw_ - > BindFramebufferAsRenderTarget ( extraFBOs_ [ 0 ] , { Draw : : RPAction : : DONT_CARE , Draw : : RPAction : : DONT_CARE } ) ;
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draw_ - > BindFramebufferAsTexture ( vfb - > fbo , 0 , Draw : : FB_COLOR_BIT , 0 ) ;
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int fbo_w , fbo_h ;
draw_ - > GetFramebufferDimensions ( extraFBOs_ [ 0 ] , & fbo_w , & fbo_h ) ;
SetViewport2D ( 0 , 0 , fbo_w , fbo_h ) ;
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draw_ - > SetScissorRect ( 0 , 0 , pixelWidth_ , pixelHeight_ ) ;
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shaderManager_ - > DirtyLastShader ( ) ; // dirty lastShader_
PostShaderUniforms uniforms { } ;
CalculatePostShaderUniforms ( vfb - > bufferWidth , vfb - > bufferHeight , renderWidth_ , renderHeight_ , & uniforms ) ;
BindPostShader ( uniforms ) ;
bool linearFilter = g_Config . iBufFilter = = SCALE_LINEAR ;
DrawActiveTexture ( 0 , 0 , fbo_w , fbo_h , fbo_w , fbo_h , 0.0f , 0.0f , 1.0f , 1.0f , ROTATION_LOCKED_HORIZONTAL , linearFilter ) ;
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draw_ - > BindFramebufferAsRenderTarget ( nullptr , { Draw : : RPAction : : CLEAR , Draw : : RPAction : : CLEAR } ) ;
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SetViewport2D ( 0 , 0 , pixelWidth_ , pixelHeight_ ) ;
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// Use the extra FBO, with applied post-processing shader, as a texture.
// fbo_bind_as_texture(extraFBOs_[0], FB_COLOR_BIT, 0);
if ( extraFBOs_ . size ( ) = = 0 ) {
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ERROR_LOG ( FRAMEBUF , " Unexpected: No extra FBOs? " ) ;
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return ;
}
draw_ - > BindFramebufferAsTexture ( extraFBOs_ [ 0 ] , 0 , Draw : : FB_COLOR_BIT , 0 ) ;
// We are doing the DrawActiveTexture call directly to the backbuffer after here. Hence, we must
// flip V.
if ( needBackBufferYSwap_ )
std : : swap ( v0 , v1 ) ;
Bind2DShader ( ) ;
linearFilter = ! postShaderIsUpscalingFilter_ & & g_Config . iBufFilter = = SCALE_LINEAR ;
if ( g_Config . bEnableCardboard ) {
// Left Eye Image
SetViewport2D ( cardboardSettings . leftEyeXPosition , cardboardSettings . screenYPosition , cardboardSettings . screenWidth , cardboardSettings . screenHeight ) ;
DrawActiveTexture ( x , y , w , h , ( float ) pixelWidth_ , ( float ) pixelHeight_ , u0 , v0 , u1 , v1 , ROTATION_LOCKED_HORIZONTAL , linearFilter ) ;
// Right Eye Image
SetViewport2D ( cardboardSettings . rightEyeXPosition , cardboardSettings . screenYPosition , cardboardSettings . screenWidth , cardboardSettings . screenHeight ) ;
DrawActiveTexture ( x , y , w , h , ( float ) pixelWidth_ , ( float ) pixelHeight_ , u0 , v0 , u1 , v1 , ROTATION_LOCKED_HORIZONTAL , linearFilter ) ;
} else {
// Fullscreen Image
SetViewport2D ( 0 , 0 , pixelWidth_ , pixelHeight_ ) ;
DrawActiveTexture ( x , y , w , h , ( float ) pixelWidth_ , ( float ) pixelHeight_ , u0 , v0 , u1 , v1 , uvRotation , linearFilter ) ;
}
/*
if ( gl_extensions . GLES3 & & glInvalidateFramebuffer ! = nullptr ) {
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draw_ - > BindFramebufferAsRenderTarget ( extraFBOs_ [ 0 ] , { Draw : : RPAction : : CLEAR , Draw : : RPAction : : CLEAR } ) ;
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GLenum attachments [ 3 ] = { GL_COLOR_ATTACHMENT0 , GL_DEPTH_ATTACHMENT , GL_STENCIL_ATTACHMENT } ;
glInvalidateFramebuffer ( GL_FRAMEBUFFER , 3 , attachments ) ;
} */
} else {
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draw_ - > BindFramebufferAsRenderTarget ( nullptr , { Draw : : RPAction : : CLEAR , Draw : : RPAction : : CLEAR } ) ;
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draw_ - > BindFramebufferAsTexture ( vfb - > fbo , 0 , Draw : : FB_COLOR_BIT , 0 ) ;
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draw_ - > SetScissorRect ( 0 , 0 , pixelWidth_ , pixelHeight_ ) ;
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// We are doing the DrawActiveTexture call directly to the backbuffer here. Hence, we must
// flip V.
if ( needBackBufferYSwap_ )
std : : swap ( v0 , v1 ) ;
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bool linearFilter = ! postShaderIsUpscalingFilter_ & & g_Config . iBufFilter = = SCALE_LINEAR ;
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shaderManager_ - > DirtyLastShader ( ) ; // dirty lastShader_ BEFORE drawing
PostShaderUniforms uniforms { } ;
CalculatePostShaderUniforms ( vfb - > bufferWidth , vfb - > bufferHeight , vfb - > renderWidth , vfb - > renderHeight , & uniforms ) ;
BindPostShader ( uniforms ) ;
if ( g_Config . bEnableCardboard ) {
// Left Eye Image
SetViewport2D ( cardboardSettings . leftEyeXPosition , cardboardSettings . screenYPosition , cardboardSettings . screenWidth , cardboardSettings . screenHeight ) ;
DrawActiveTexture ( x , y , w , h , ( float ) pixelWidth_ , ( float ) pixelHeight_ , u0 , v0 , u1 , v1 , ROTATION_LOCKED_HORIZONTAL , linearFilter ) ;
// Right Eye Image
SetViewport2D ( cardboardSettings . rightEyeXPosition , cardboardSettings . screenYPosition , cardboardSettings . screenWidth , cardboardSettings . screenHeight ) ;
DrawActiveTexture ( x , y , w , h , ( float ) pixelWidth_ , ( float ) pixelHeight_ , u0 , v0 , u1 , v1 , ROTATION_LOCKED_HORIZONTAL , linearFilter ) ;
} else {
// Fullscreen Image
SetViewport2D ( 0 , 0 , pixelWidth_ , pixelHeight_ ) ;
DrawActiveTexture ( x , y , w , h , ( float ) pixelWidth_ , ( float ) pixelHeight_ , u0 , v0 , u1 , v1 , uvRotation , linearFilter ) ;
}
}
}
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else if ( useBufferedRendering_ ) {
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WARN_LOG ( FRAMEBUF , " Current VFB lacks an FBO: %08x " , vfb - > fb_address ) ;
}
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}
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void FramebufferManagerCommon : : DecimateFBOs ( ) {
currentRenderVfb_ = 0 ;
for ( size_t i = 0 ; i < vfbs_ . size ( ) ; + + i ) {
VirtualFramebuffer * vfb = vfbs_ [ i ] ;
int age = frameLastFramebufUsed_ - std : : max ( vfb - > last_frame_render , vfb - > last_frame_used ) ;
if ( ShouldDownloadFramebuffer ( vfb ) & & age = = 0 & & ! vfb - > memoryUpdated ) {
bool sync = gl_extensions . IsGLES ;
ReadFramebufferToMemory ( vfb , sync , 0 , 0 , vfb - > width , vfb - > height ) ;
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vfb - > usageFlags = ( vfb - > usageFlags | FB_USAGE_DOWNLOAD ) & ~ FB_USAGE_DOWNLOAD_CLEAR ;
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}
// Let's also "decimate" the usageFlags.
UpdateFramebufUsage ( vfb ) ;
if ( vfb ! = displayFramebuf_ & & vfb ! = prevDisplayFramebuf_ & & vfb ! = prevPrevDisplayFramebuf_ ) {
if ( age > FBO_OLD_AGE ) {
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INFO_LOG ( FRAMEBUF , " Decimating FBO for %08x (%i x %i x %i), age %i " , vfb - > fb_address , vfb - > width , vfb - > height , vfb - > format , age ) ;
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DestroyFramebuf ( vfb ) ;
vfbs_ . erase ( vfbs_ . begin ( ) + i - - ) ;
}
}
}
for ( auto it = tempFBOs_ . begin ( ) ; it ! = tempFBOs_ . end ( ) ; ) {
int age = frameLastFramebufUsed_ - it - > second . last_frame_used ;
if ( age > FBO_OLD_AGE ) {
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it - > second . fbo - > Release ( ) ;
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tempFBOs_ . erase ( it + + ) ;
} else {
+ + it ;
}
}
// Do the same for ReadFramebuffersToMemory's VFBs
for ( size_t i = 0 ; i < bvfbs_ . size ( ) ; + + i ) {
VirtualFramebuffer * vfb = bvfbs_ [ i ] ;
int age = frameLastFramebufUsed_ - vfb - > last_frame_render ;
if ( age > FBO_OLD_AGE ) {
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INFO_LOG ( FRAMEBUF , " Decimating FBO for %08x (%i x %i x %i), age %i " , vfb - > fb_address , vfb - > width , vfb - > height , vfb - > format , age ) ;
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DestroyFramebuf ( vfb ) ;
bvfbs_ . erase ( bvfbs_ . begin ( ) + i - - ) ;
}
}
}
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void FramebufferManagerCommon : : ResizeFramebufFBO ( VirtualFramebuffer * vfb , u16 w , u16 h , bool force , bool skipCopy ) {
VirtualFramebuffer old = * vfb ;
if ( force ) {
vfb - > bufferWidth = w ;
vfb - > bufferHeight = h ;
} else {
if ( vfb - > bufferWidth > = w & & vfb - > bufferHeight > = h ) {
return ;
}
// In case it gets thin and wide, don't resize down either side.
vfb - > bufferWidth = std : : max ( vfb - > bufferWidth , w ) ;
vfb - > bufferHeight = std : : max ( vfb - > bufferHeight , h ) ;
}
SetRenderSize ( vfb ) ;
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bool trueColor = trueColor_ ;
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if ( PSP_CoreParameter ( ) . compat . flags ( ) . Force04154000Download & & vfb - > fb_address = = 0x00154000 ) {
trueColor = true ;
}
if ( trueColor ) {
vfb - > colorDepth = Draw : : FBO_8888 ;
} else {
switch ( vfb - > format ) {
case GE_FORMAT_4444 :
vfb - > colorDepth = Draw : : FBO_4444 ;
break ;
case GE_FORMAT_5551 :
vfb - > colorDepth = Draw : : FBO_5551 ;
break ;
case GE_FORMAT_565 :
vfb - > colorDepth = Draw : : FBO_565 ;
break ;
case GE_FORMAT_8888 :
default :
vfb - > colorDepth = Draw : : FBO_8888 ;
break ;
}
}
textureCache_ - > ForgetLastTexture ( ) ;
if ( ! useBufferedRendering_ ) {
if ( vfb - > fbo ) {
delete vfb - > fbo ;
vfb - > fbo = nullptr ;
}
return ;
}
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if ( ! old . fbo & & vfb - > last_frame_failed ! = 0 & & vfb - > last_frame_failed - gpuStats . numFlips < 63 ) {
// Don't constantly retry FBOs which failed to create.
return ;
}
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vfb - > fbo = draw_ - > CreateFramebuffer ( { vfb - > renderWidth , vfb - > renderHeight , 1 , 1 , true , ( Draw : : FBColorDepth ) vfb - > colorDepth } ) ;
if ( old . fbo ) {
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INFO_LOG ( FRAMEBUF , " Resizing FBO for %08x : %i x %i x %i " , vfb - > fb_address , w , h , vfb - > format ) ;
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if ( vfb - > fbo ) {
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draw_ - > BindFramebufferAsRenderTarget ( vfb - > fbo , { Draw : : RPAction : : CLEAR , Draw : : RPAction : : CLEAR } ) ;
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if ( ! skipCopy & & ! g_Config . bDisableSlowFramebufEffects ) {
BlitFramebuffer ( vfb , 0 , 0 , & old , 0 , 0 , std : : min ( vfb - > bufferWidth , vfb - > width ) , std : : min ( vfb - > height , vfb - > bufferHeight ) , 0 ) ;
}
}
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delete old . fbo ;
if ( needGLESRebinds_ ) {
draw_ - > BindFramebufferAsRenderTarget ( vfb - > fbo , { Draw : : RPAction : : KEEP , Draw : : RPAction : : KEEP } ) ;
}
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} else {
draw_ - > BindFramebufferAsRenderTarget ( vfb - > fbo , { Draw : : RPAction : : CLEAR , Draw : : RPAction : : CLEAR } ) ;
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}
if ( ! vfb - > fbo ) {
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ERROR_LOG ( FRAMEBUF , " Error creating FBO! %i x %i " , vfb - > renderWidth , vfb - > renderHeight ) ;
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vfb - > last_frame_failed = gpuStats . numFlips ;
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}
}
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bool FramebufferManagerCommon : : NotifyFramebufferCopy ( u32 src , u32 dst , int size , bool isMemset , u32 skipDrawReason ) {
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if ( updateVRAM_ | | size = = 0 ) {
return false ;
}
dst & = 0x3FFFFFFF ;
src & = 0x3FFFFFFF ;
VirtualFramebuffer * dstBuffer = 0 ;
VirtualFramebuffer * srcBuffer = 0 ;
u32 dstY = ( u32 ) - 1 ;
u32 dstH = 0 ;
u32 srcY = ( u32 ) - 1 ;
u32 srcH = 0 ;
for ( size_t i = 0 ; i < vfbs_ . size ( ) ; + + i ) {
VirtualFramebuffer * vfb = vfbs_ [ i ] ;
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if ( vfb - > fb_stride = = 0 ) {
continue ;
}
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const u32 vfb_address = ( 0x04000000 | vfb - > fb_address ) & 0x3FFFFFFF ;
const u32 vfb_size = FramebufferByteSize ( vfb ) ;
const u32 vfb_bpp = vfb - > format = = GE_FORMAT_8888 ? 4 : 2 ;
const u32 vfb_byteStride = vfb - > fb_stride * vfb_bpp ;
const int vfb_byteWidth = vfb - > width * vfb_bpp ;
if ( dst > = vfb_address & & ( dst + size < = vfb_address + vfb_size | | dst = = vfb_address ) ) {
const u32 offset = dst - vfb_address ;
const u32 yOffset = offset / vfb_byteStride ;
if ( ( offset % vfb_byteStride ) = = 0 & & ( size = = vfb_byteWidth | | ( size % vfb_byteStride ) = = 0 ) & & yOffset < dstY ) {
dstBuffer = vfb ;
dstY = yOffset ;
dstH = size = = vfb_byteWidth ? 1 : std : : min ( ( u32 ) size / vfb_byteStride , ( u32 ) vfb - > height ) ;
}
}
if ( src > = vfb_address & & ( src + size < = vfb_address + vfb_size | | src = = vfb_address ) ) {
const u32 offset = src - vfb_address ;
const u32 yOffset = offset / vfb_byteStride ;
if ( ( offset % vfb_byteStride ) = = 0 & & ( size = = vfb_byteWidth | | ( size % vfb_byteStride ) = = 0 ) & & yOffset < srcY ) {
srcBuffer = vfb ;
srcY = yOffset ;
srcH = size = = vfb_byteWidth ? 1 : std : : min ( ( u32 ) size / vfb_byteStride , ( u32 ) vfb - > height ) ;
2015-04-12 18:02:12 +00:00
} else if ( ( offset % vfb_byteStride ) = = 0 & & size = = vfb - > fb_stride & & yOffset < srcY ) {
// Valkyrie Profile reads 512 bytes at a time, rather than 2048. So, let's whitelist fb_stride also.
srcBuffer = vfb ;
srcY = yOffset ;
srcH = 1 ;
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} else if ( yOffset = = 0 & & yOffset < srcY ) {
// Okay, last try - it might be a clut.
if ( vfb - > usageFlags & FB_USAGE_CLUT ) {
srcBuffer = vfb ;
srcY = yOffset ;
srcH = 1 ;
}
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}
}
}
if ( srcBuffer & & srcY = = 0 & & srcH = = srcBuffer - > height & & ! dstBuffer ) {
// MotoGP workaround - it copies a framebuffer to memory and then displays it.
// TODO: It's rare anyway, but the game could modify the RAM and then we'd display the wrong thing.
// Unfortunately, that would force 1x render resolution.
if ( Memory : : IsRAMAddress ( dst ) ) {
knownFramebufferRAMCopies_ . insert ( std : : pair < u32 , u32 > ( src , dst ) ) ;
}
}
if ( ! useBufferedRendering_ ) {
// If we're copying into a recently used display buf, it's probably destined for the screen.
if ( srcBuffer | | ( dstBuffer ! = displayFramebuf_ & & dstBuffer ! = prevDisplayFramebuf_ ) ) {
return false ;
}
}
if ( dstBuffer & & srcBuffer & & ! isMemset ) {
if ( srcBuffer = = dstBuffer ) {
WARN_LOG_REPORT_ONCE ( dstsrccpy , G3D , " Intra-buffer memcpy (not supported) %08x -> %08x " , src , dst ) ;
} else {
WARN_LOG_REPORT_ONCE ( dstnotsrccpy , G3D , " Inter-buffer memcpy %08x -> %08x " , src , dst ) ;
// Just do the blit!
if ( g_Config . bBlockTransferGPU ) {
BlitFramebuffer ( dstBuffer , 0 , dstY , srcBuffer , 0 , srcY , srcBuffer - > width , srcH , 0 ) ;
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SetColorUpdated ( dstBuffer , skipDrawReason ) ;
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RebindFramebuffer ( ) ;
}
}
return false ;
} else if ( dstBuffer ) {
WARN_LOG_ONCE ( btucpy , G3D , " Memcpy fbo upload %08x -> %08x " , src , dst ) ;
if ( g_Config . bBlockTransferGPU ) {
FlushBeforeCopy ( ) ;
const u8 * srcBase = Memory : : GetPointerUnchecked ( src ) ;
DrawPixels ( dstBuffer , 0 , dstY , srcBase , dstBuffer - > format , dstBuffer - > fb_stride , dstBuffer - > width , dstH ) ;
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SetColorUpdated ( dstBuffer , skipDrawReason ) ;
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RebindFramebuffer ( ) ;
// This is a memcpy, let's still copy just in case.
return false ;
}
return false ;
} else if ( srcBuffer ) {
WARN_LOG_ONCE ( btdcpy , G3D , " Memcpy fbo download %08x -> %08x " , src , dst ) ;
FlushBeforeCopy ( ) ;
if ( srcH = = 0 | | srcY + srcH > srcBuffer - > bufferHeight ) {
WARN_LOG_REPORT_ONCE ( btdcpyheight , G3D , " Memcpy fbo download %08x -> %08x skipped, %d+%d is taller than %d " , src , dst , srcY , srcH , srcBuffer - > bufferHeight ) ;
} else if ( g_Config . bBlockTransferGPU & & ! srcBuffer - > memoryUpdated ) {
ReadFramebufferToMemory ( srcBuffer , true , 0 , srcY , srcBuffer - > width , srcH ) ;
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srcBuffer - > usageFlags = ( srcBuffer - > usageFlags | FB_USAGE_DOWNLOAD ) & ~ FB_USAGE_DOWNLOAD_CLEAR ;
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}
return false ;
} else {
return false ;
}
}
void FramebufferManagerCommon : : FindTransferFramebuffers ( VirtualFramebuffer * & dstBuffer , VirtualFramebuffer * & srcBuffer , u32 dstBasePtr , int dstStride , int & dstX , int & dstY , u32 srcBasePtr , int srcStride , int & srcX , int & srcY , int & srcWidth , int & srcHeight , int & dstWidth , int & dstHeight , int bpp ) const {
u32 dstYOffset = - 1 ;
u32 dstXOffset = - 1 ;
u32 srcYOffset = - 1 ;
u32 srcXOffset = - 1 ;
int width = srcWidth ;
int height = srcHeight ;
dstBasePtr & = 0x3FFFFFFF ;
srcBasePtr & = 0x3FFFFFFF ;
for ( size_t i = 0 ; i < vfbs_ . size ( ) ; + + i ) {
VirtualFramebuffer * vfb = vfbs_ [ i ] ;
const u32 vfb_address = ( 0x04000000 | vfb - > fb_address ) & 0x3FFFFFFF ;
const u32 vfb_size = FramebufferByteSize ( vfb ) ;
const u32 vfb_bpp = vfb - > format = = GE_FORMAT_8888 ? 4 : 2 ;
const u32 vfb_byteStride = vfb - > fb_stride * vfb_bpp ;
const u32 vfb_byteWidth = vfb - > width * vfb_bpp ;
// These heuristics are a bit annoying.
// The goal is to avoid using GPU block transfers for things that ought to be memory.
// Maybe we should even check for textures at these places instead?
if ( vfb_address < = dstBasePtr & & dstBasePtr < vfb_address + vfb_size ) {
const u32 byteOffset = dstBasePtr - vfb_address ;
const u32 byteStride = dstStride * bpp ;
const u32 yOffset = byteOffset / byteStride ;
// Some games use mismatching bitdepths. But make sure the stride matches.
// If it doesn't, generally this means we detected the framebuffer with too large a height.
bool match = yOffset < dstYOffset ;
if ( match & & vfb_byteStride ! = byteStride ) {
// Grand Knights History copies with a mismatching stride but a full line at a time.
// Makes it hard to detect the wrong transfers in e.g. God of War.
if ( width ! = dstStride | | ( byteStride * height ! = vfb_byteStride & & byteStride * height ! = vfb_byteWidth ) ) {
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// However, some other games write cluts to framebuffers.
// Let's catch this and upload. Otherwise reject the match.
match = ( vfb - > usageFlags & FB_USAGE_CLUT ) ! = 0 ;
if ( match ) {
dstWidth = byteStride * height / vfb_bpp ;
dstHeight = 1 ;
}
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} else {
dstWidth = byteStride * height / vfb_bpp ;
dstHeight = 1 ;
}
} else if ( match ) {
dstWidth = width ;
dstHeight = height ;
}
if ( match ) {
dstYOffset = yOffset ;
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dstXOffset = dstStride = = 0 ? 0 : ( byteOffset / bpp ) % dstStride ;
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dstBuffer = vfb ;
}
}
if ( vfb_address < = srcBasePtr & & srcBasePtr < vfb_address + vfb_size ) {
const u32 byteOffset = srcBasePtr - vfb_address ;
const u32 byteStride = srcStride * bpp ;
const u32 yOffset = byteOffset / byteStride ;
bool match = yOffset < srcYOffset ;
if ( match & & vfb_byteStride ! = byteStride ) {
if ( width ! = srcStride | | ( byteStride * height ! = vfb_byteStride & & byteStride * height ! = vfb_byteWidth ) ) {
match = false ;
} else {
srcWidth = byteStride * height / vfb_bpp ;
srcHeight = 1 ;
}
} else if ( match ) {
srcWidth = width ;
srcHeight = height ;
}
if ( match ) {
srcYOffset = yOffset ;
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srcXOffset = srcStride = = 0 ? 0 : ( byteOffset / bpp ) % srcStride ;
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srcBuffer = vfb ;
}
}
}
if ( dstYOffset ! = ( u32 ) - 1 ) {
dstY + = dstYOffset ;
dstX + = dstXOffset ;
}
if ( srcYOffset ! = ( u32 ) - 1 ) {
srcY + = srcYOffset ;
srcX + = srcXOffset ;
}
}
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// 1:1 pixel sides buffers, we resize buffers to these before we read them back.
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VirtualFramebuffer * FramebufferManagerCommon : : FindDownloadTempBuffer ( VirtualFramebuffer * vfb ) {
// For now we'll keep these on the same struct as the ones that can get displayed
// (and blatantly copy work already done above while at it).
VirtualFramebuffer * nvfb = 0 ;
// We maintain a separate vector of framebuffer objects for blitting.
for ( size_t i = 0 ; i < bvfbs_ . size ( ) ; + + i ) {
VirtualFramebuffer * v = bvfbs_ [ i ] ;
if ( v - > fb_address = = vfb - > fb_address & & v - > format = = vfb - > format ) {
if ( v - > bufferWidth = = vfb - > bufferWidth & & v - > bufferHeight = = vfb - > bufferHeight ) {
nvfb = v ;
v - > fb_stride = vfb - > fb_stride ;
v - > width = vfb - > width ;
v - > height = vfb - > height ;
break ;
}
}
}
// Create a new fbo if none was found for the size
if ( ! nvfb ) {
nvfb = new VirtualFramebuffer ( ) ;
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memset ( nvfb , 0 , sizeof ( VirtualFramebuffer ) ) ;
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nvfb - > fbo = nullptr ;
nvfb - > fb_address = vfb - > fb_address ;
nvfb - > fb_stride = vfb - > fb_stride ;
nvfb - > z_address = vfb - > z_address ;
nvfb - > z_stride = vfb - > z_stride ;
nvfb - > width = vfb - > width ;
nvfb - > height = vfb - > height ;
nvfb - > renderWidth = vfb - > bufferWidth ;
nvfb - > renderHeight = vfb - > bufferHeight ;
nvfb - > bufferWidth = vfb - > bufferWidth ;
nvfb - > bufferHeight = vfb - > bufferHeight ;
nvfb - > format = vfb - > format ;
nvfb - > drawnWidth = vfb - > drawnWidth ;
nvfb - > drawnHeight = vfb - > drawnHeight ;
nvfb - > drawnFormat = vfb - > format ;
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nvfb - > colorDepth = vfb - > colorDepth ;
if ( ! CreateDownloadTempBuffer ( nvfb ) ) {
delete nvfb ;
return nullptr ;
}
bvfbs_ . push_back ( nvfb ) ;
} else {
UpdateDownloadTempBuffer ( nvfb ) ;
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}
nvfb - > usageFlags | = FB_USAGE_RENDERTARGET ;
nvfb - > last_frame_render = gpuStats . numFlips ;
nvfb - > dirtyAfterDisplay = true ;
return nvfb ;
}
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void FramebufferManagerCommon : : ApplyClearToMemory ( int x1 , int y1 , int x2 , int y2 , u32 clearColor ) {
if ( currentRenderVfb_ ) {
if ( ( currentRenderVfb_ - > usageFlags & FB_USAGE_DOWNLOAD_CLEAR ) ! = 0 ) {
// Already zeroed in memory.
return ;
}
}
u8 * addr = Memory : : GetPointer ( gstate . getFrameBufAddress ( ) ) ;
const int bpp = gstate . FrameBufFormat ( ) = = GE_FORMAT_8888 ? 4 : 2 ;
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u32 clearBits = clearColor ;
if ( bpp = = 2 ) {
u16 clear16 = 0 ;
switch ( gstate . FrameBufFormat ( ) ) {
case GE_FORMAT_565 : ConvertRGBA8888ToRGB565 ( & clear16 , & clearColor , 1 ) ; break ;
case GE_FORMAT_5551 : ConvertRGBA8888ToRGBA5551 ( & clear16 , & clearColor , 1 ) ; break ;
case GE_FORMAT_4444 : ConvertRGBA8888ToRGBA4444 ( & clear16 , & clearColor , 1 ) ; break ;
default : _dbg_assert_ ( G3D , 0 ) ; break ;
}
clearBits = clear16 | ( clear16 < < 16 ) ;
}
const bool singleByteClear = ( clearBits > > 16 ) = = ( clearBits & 0xFFFF ) & & ( clearBits > > 24 ) = = ( clearBits & 0xFF ) ;
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const int stride = gstate . FrameBufStride ( ) ;
const int width = x2 - x1 ;
// Can use memset for simple cases. Often alpha is different and gums up the works.
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if ( singleByteClear ) {
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const int byteStride = stride * bpp ;
const int byteWidth = width * bpp ;
addr + = x1 * bpp ;
for ( int y = y1 ; y < y2 ; + + y ) {
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memset ( addr + y * byteStride , clearBits , byteWidth ) ;
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}
} else {
// This will most often be true - rarely is the width not aligned.
// TODO: We should really use non-temporal stores here to avoid the cache,
// as it's unlikely that these bytes will be read.
if ( ( width & 3 ) = = 0 & & ( x1 & 3 ) = = 0 ) {
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u64 val64 = clearBits | ( ( u64 ) clearBits < < 32 ) ;
int xstride = 8 / bpp ;
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u64 * addr64 = ( u64 * ) addr ;
const int stride64 = stride / xstride ;
const int x1_64 = x1 / xstride ;
const int x2_64 = x2 / xstride ;
for ( int y = y1 ; y < y2 ; + + y ) {
for ( int x = x1_64 ; x < x2_64 ; + + x ) {
addr64 [ y * stride64 + x ] = val64 ;
}
}
} else if ( bpp = = 4 ) {
u32 * addr32 = ( u32 * ) addr ;
for ( int y = y1 ; y < y2 ; + + y ) {
for ( int x = x1 ; x < x2 ; + + x ) {
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addr32 [ y * stride + x ] = clearBits ;
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}
}
} else if ( bpp = = 2 ) {
u16 * addr16 = ( u16 * ) addr ;
for ( int y = y1 ; y < y2 ; + + y ) {
for ( int x = x1 ; x < x2 ; + + x ) {
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addr16 [ y * stride + x ] = ( u16 ) clearBits ;
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}
}
}
}
if ( currentRenderVfb_ ) {
// The current content is in memory now, so update the flag.
if ( x1 = = 0 & & y1 = = 0 & & x2 > = currentRenderVfb_ - > width & & y2 > = currentRenderVfb_ - > height ) {
currentRenderVfb_ - > usageFlags | = FB_USAGE_DOWNLOAD_CLEAR ;
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currentRenderVfb_ - > memoryUpdated = true ;
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}
}
}
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void FramebufferManagerCommon : : OptimizeDownloadRange ( VirtualFramebuffer * vfb , int & x , int & y , int & w , int & h ) {
if ( gameUsesSequentialCopies_ ) {
// Ignore the x/y/etc., read the entire thing.
x = 0 ;
y = 0 ;
w = vfb - > width ;
h = vfb - > height ;
}
if ( x = = 0 & & y = = 0 & & w = = vfb - > width & & h = = vfb - > height ) {
// Mark it as fully downloaded until next render to it.
vfb - > memoryUpdated = true ;
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vfb - > usageFlags | = FB_USAGE_DOWNLOAD ;
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} else {
// Let's try to set the flag eventually, if the game copies a lot.
// Some games copy subranges very frequently.
const static int FREQUENT_SEQUENTIAL_COPIES = 3 ;
static int frameLastCopy = 0 ;
static u32 bufferLastCopy = 0 ;
static int copiesThisFrame = 0 ;
if ( frameLastCopy ! = gpuStats . numFlips | | bufferLastCopy ! = vfb - > fb_address ) {
frameLastCopy = gpuStats . numFlips ;
bufferLastCopy = vfb - > fb_address ;
copiesThisFrame = 0 ;
}
if ( + + copiesThisFrame > FREQUENT_SEQUENTIAL_COPIES ) {
gameUsesSequentialCopies_ = true ;
}
}
}
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bool FramebufferManagerCommon : : NotifyBlockTransferBefore ( u32 dstBasePtr , int dstStride , int dstX , int dstY , u32 srcBasePtr , int srcStride , int srcX , int srcY , int width , int height , int bpp , u32 skipDrawReason ) {
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if ( ! useBufferedRendering_ | | updateVRAM_ ) {
return false ;
}
// Skip checking if there's no framebuffers in that area.
if ( ! MayIntersectFramebuffer ( srcBasePtr ) & & ! MayIntersectFramebuffer ( dstBasePtr ) ) {
return false ;
}
VirtualFramebuffer * dstBuffer = 0 ;
VirtualFramebuffer * srcBuffer = 0 ;
int srcWidth = width ;
int srcHeight = height ;
int dstWidth = width ;
int dstHeight = height ;
FindTransferFramebuffers ( dstBuffer , srcBuffer , dstBasePtr , dstStride , dstX , dstY , srcBasePtr , srcStride , srcX , srcY , srcWidth , srcHeight , dstWidth , dstHeight , bpp ) ;
if ( dstBuffer & & srcBuffer ) {
if ( srcBuffer = = dstBuffer ) {
if ( srcX ! = dstX | | srcY ! = dstY ) {
WARN_LOG_ONCE ( dstsrc , G3D , " Intra-buffer block transfer %08x -> %08x " , srcBasePtr , dstBasePtr ) ;
if ( g_Config . bBlockTransferGPU ) {
FlushBeforeCopy ( ) ;
BlitFramebuffer ( dstBuffer , dstX , dstY , srcBuffer , srcX , srcY , dstWidth , dstHeight , bpp ) ;
RebindFramebuffer ( ) ;
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SetColorUpdated ( dstBuffer , skipDrawReason ) ;
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return true ;
}
} else {
// Ignore, nothing to do. Tales of Phantasia X does this by accident.
if ( g_Config . bBlockTransferGPU ) {
return true ;
}
}
} else {
WARN_LOG_ONCE ( dstnotsrc , G3D , " Inter-buffer block transfer %08x -> %08x " , srcBasePtr , dstBasePtr ) ;
// Just do the blit!
if ( g_Config . bBlockTransferGPU ) {
FlushBeforeCopy ( ) ;
BlitFramebuffer ( dstBuffer , dstX , dstY , srcBuffer , srcX , srcY , dstWidth , dstHeight , bpp ) ;
RebindFramebuffer ( ) ;
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SetColorUpdated ( dstBuffer , skipDrawReason ) ;
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return true ; // No need to actually do the memory copy behind, probably.
}
}
return false ;
} else if ( dstBuffer ) {
// Here we should just draw the pixels into the buffer. Copy first.
return false ;
} else if ( srcBuffer ) {
WARN_LOG_ONCE ( btd , G3D , " Block transfer download %08x -> %08x " , srcBasePtr , dstBasePtr ) ;
FlushBeforeCopy ( ) ;
if ( g_Config . bBlockTransferGPU & & ! srcBuffer - > memoryUpdated ) {
const int srcBpp = srcBuffer - > format = = GE_FORMAT_8888 ? 4 : 2 ;
const float srcXFactor = ( float ) bpp / srcBpp ;
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const bool tooTall = srcY + srcHeight > srcBuffer - > bufferHeight ;
if ( srcHeight < = 0 | | ( tooTall & & srcY ! = 0 ) ) {
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WARN_LOG_ONCE ( btdheight , G3D , " Block transfer download %08x -> %08x skipped, %d+%d is taller than %d " , srcBasePtr , dstBasePtr , srcY , srcHeight , srcBuffer - > bufferHeight ) ;
} else {
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if ( tooTall )
WARN_LOG_ONCE ( btdheight , G3D , " Block transfer download %08x -> %08x dangerous, %d+%d is taller than %d " , srcBasePtr , dstBasePtr , srcY , srcHeight , srcBuffer - > bufferHeight ) ;
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ReadFramebufferToMemory ( srcBuffer , true , static_cast < int > ( srcX * srcXFactor ) , srcY , static_cast < int > ( srcWidth * srcXFactor ) , srcHeight ) ;
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srcBuffer - > usageFlags = ( srcBuffer - > usageFlags | FB_USAGE_DOWNLOAD ) & ~ FB_USAGE_DOWNLOAD_CLEAR ;
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}
}
return false ; // Let the bit copy happen
} else {
return false ;
}
}
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void FramebufferManagerCommon : : NotifyBlockTransferAfter ( u32 dstBasePtr , int dstStride , int dstX , int dstY , u32 srcBasePtr , int srcStride , int srcX , int srcY , int width , int height , int bpp , u32 skipDrawReason ) {
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// A few games use this INSTEAD of actually drawing the video image to the screen, they just blast it to
// the backbuffer. Detect this and have the framebuffermanager draw the pixels.
u32 backBuffer = PrevDisplayFramebufAddr ( ) ;
u32 displayBuffer = DisplayFramebufAddr ( ) ;
// TODO: Is this not handled by upload? Should we check !dstBuffer to avoid a double copy?
if ( ( ( backBuffer ! = 0 & & dstBasePtr = = backBuffer ) | |
( displayBuffer ! = 0 & & dstBasePtr = = displayBuffer ) ) & &
dstStride = = 512 & & height = = 272 & & ! useBufferedRendering_ ) {
FlushBeforeCopy ( ) ;
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DrawFramebufferToOutput ( Memory : : GetPointerUnchecked ( dstBasePtr ) , displayFormat_ , 512 , false ) ;
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}
if ( MayIntersectFramebuffer ( srcBasePtr ) | | MayIntersectFramebuffer ( dstBasePtr ) ) {
VirtualFramebuffer * dstBuffer = 0 ;
VirtualFramebuffer * srcBuffer = 0 ;
int srcWidth = width ;
int srcHeight = height ;
int dstWidth = width ;
int dstHeight = height ;
FindTransferFramebuffers ( dstBuffer , srcBuffer , dstBasePtr , dstStride , dstX , dstY , srcBasePtr , srcStride , srcX , srcY , srcWidth , srcHeight , dstWidth , dstHeight , bpp ) ;
if ( ! useBufferedRendering_ & & currentRenderVfb_ ! = dstBuffer ) {
return ;
}
if ( dstBuffer & & ! srcBuffer ) {
WARN_LOG_ONCE ( btu , G3D , " Block transfer upload %08x -> %08x " , srcBasePtr , dstBasePtr ) ;
if ( g_Config . bBlockTransferGPU ) {
FlushBeforeCopy ( ) ;
const u8 * srcBase = Memory : : GetPointerUnchecked ( srcBasePtr ) + ( srcX + srcY * srcStride ) * bpp ;
int dstBpp = dstBuffer - > format = = GE_FORMAT_8888 ? 4 : 2 ;
float dstXFactor = ( float ) bpp / dstBpp ;
2016-06-06 04:34:06 +00:00
if ( dstWidth > dstBuffer - > width | | dstHeight > dstBuffer - > height ) {
// The buffer isn't big enough, and we have a clear hint of size. Resize.
// This happens in Valkyrie Profile when uploading video at the ending.
ResizeFramebufFBO ( dstBuffer , dstWidth , dstHeight , false , true ) ;
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// Make sure we don't flop back and forth.
dstBuffer - > newWidth = std : : max ( dstWidth , ( int ) dstBuffer - > width ) ;
dstBuffer - > newHeight = std : : max ( dstHeight , ( int ) dstBuffer - > height ) ;
dstBuffer - > lastFrameNewSize = gpuStats . numFlips ;
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}
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DrawPixels ( dstBuffer , static_cast < int > ( dstX * dstXFactor ) , dstY , srcBase , dstBuffer - > format , static_cast < int > ( srcStride * dstXFactor ) , static_cast < int > ( dstWidth * dstXFactor ) , dstHeight ) ;
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SetColorUpdated ( dstBuffer , skipDrawReason ) ;
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RebindFramebuffer ( ) ;
}
}
}
}
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void FramebufferManagerCommon : : SetRenderSize ( VirtualFramebuffer * vfb ) {
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float renderWidthFactor = renderWidth_ / 480.0f ;
float renderHeightFactor = renderHeight_ / 272.0f ;
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bool force1x = false ;
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switch ( bloomHack_ ) {
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case 1 :
force1x = vfb - > bufferWidth < = 128 | | vfb - > bufferHeight < = 64 ;
break ;
case 2 :
force1x = vfb - > bufferWidth < = 256 | | vfb - > bufferHeight < = 128 ;
break ;
case 3 :
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force1x = vfb - > bufferWidth < 480 | | vfb - > bufferHeight < 272 ;
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break ;
}
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if ( PSP_CoreParameter ( ) . compat . flags ( ) . Force04154000Download & & vfb - > fb_address = = 0x00154000 ) {
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force1x = true ;
}
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if ( force1x & & g_Config . iInternalResolution ! = 1 ) {
vfb - > renderWidth = vfb - > bufferWidth ;
vfb - > renderHeight = vfb - > bufferHeight ;
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} else {
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vfb - > renderWidth = ( u16 ) ( vfb - > bufferWidth * renderWidthFactor ) ;
vfb - > renderHeight = ( u16 ) ( vfb - > bufferHeight * renderHeightFactor ) ;
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}
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}
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void FramebufferManagerCommon : : SetSafeSize ( u16 w , u16 h ) {
VirtualFramebuffer * vfb = currentRenderVfb_ ;
if ( vfb ) {
vfb - > safeWidth = std : : max ( vfb - > safeWidth , w ) ;
vfb - > safeHeight = std : : max ( vfb - > safeHeight , h ) ;
}
}
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void FramebufferManagerCommon : : Resized ( ) {
// Check if postprocessing shader is doing upscaling as it requires native resolution
const ShaderInfo * shaderInfo = nullptr ;
if ( g_Config . sPostShaderName ! = " Off " ) {
shaderInfo = GetPostShaderInfo ( g_Config . sPostShaderName ) ;
}
postShaderIsUpscalingFilter_ = shaderInfo ? shaderInfo - > isUpscalingFilter : false ;
// Actually, auto mode should be more granular...
// Round up to a zoom factor for the render size.
int zoom = g_Config . iInternalResolution ;
if ( zoom = = 0 ) {
// auto mode, use the longest dimension
if ( ! g_Config . IsPortrait ( ) ) {
zoom = ( PSP_CoreParameter ( ) . pixelWidth + 479 ) / 480 ;
} else {
zoom = ( PSP_CoreParameter ( ) . pixelHeight + 479 ) / 480 ;
}
}
if ( zoom < = 1 | | postShaderIsUpscalingFilter_ )
zoom = 1 ;
if ( g_Config . IsPortrait ( ) ) {
PSP_CoreParameter ( ) . renderWidth = 272 * zoom ;
PSP_CoreParameter ( ) . renderHeight = 480 * zoom ;
} else {
PSP_CoreParameter ( ) . renderWidth = 480 * zoom ;
PSP_CoreParameter ( ) . renderHeight = 272 * zoom ;
}
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gstate_c . skipDrawReason & = ~ SKIPDRAW_NON_DISPLAYED_FB ;
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# ifdef _WIN32
// Seems related - if you're ok with numbers all the time, show some more :)
if ( g_Config . iShowFPSCounter ! = 0 ) {
ShowScreenResolution ( ) ;
}
# endif
}
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void FramebufferManagerCommon : : CalculatePostShaderUniforms ( int bufferWidth , int bufferHeight , int renderWidth , int renderHeight , PostShaderUniforms * uniforms ) {
float u_delta = 1.0f / renderWidth ;
float v_delta = 1.0f / renderHeight ;
float u_pixel_delta = u_delta ;
float v_pixel_delta = v_delta ;
if ( postShaderAtOutputResolution_ ) {
float x , y , w , h ;
CenterDisplayOutputRect ( & x , & y , & w , & h , 480.0f , 272.0f , ( float ) pixelWidth_ , ( float ) pixelHeight_ , ROTATION_LOCKED_HORIZONTAL ) ;
u_pixel_delta = ( 1.0f / w ) * ( 480.0f / bufferWidth ) ;
v_pixel_delta = ( 1.0f / h ) * ( 272.0f / bufferHeight ) ;
}
int flipCount = __DisplayGetFlipCount ( ) ;
int vCount = __DisplayGetVCount ( ) ;
float time [ 4 ] = { time_now ( ) , ( vCount % 60 ) * 1.0f / 60.0f , ( float ) vCount , ( float ) ( flipCount % 60 ) } ;
uniforms - > texelDelta [ 0 ] = u_delta ;
uniforms - > texelDelta [ 1 ] = v_delta ;
uniforms - > pixelDelta [ 0 ] = u_pixel_delta ;
uniforms - > pixelDelta [ 1 ] = v_pixel_delta ;
memcpy ( uniforms - > time , time , 4 * sizeof ( float ) ) ;
}
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void FramebufferManagerCommon : : GetCardboardSettings ( CardboardSettings * cardboardSettings ) {
// Calculate Cardboard Settings
float cardboardScreenScale = g_Config . iCardboardScreenSize / 100.0f ;
float cardboardScreenWidth = pixelWidth_ / 2.0f * cardboardScreenScale ;
float cardboardScreenHeight = pixelHeight_ / 2.0f * cardboardScreenScale ;
float cardboardMaxXShift = ( pixelWidth_ / 2.0f - cardboardScreenWidth ) / 2.0f ;
float cardboardUserXShift = g_Config . iCardboardXShift / 100.0f * cardboardMaxXShift ;
float cardboardLeftEyeX = cardboardMaxXShift + cardboardUserXShift ;
float cardboardRightEyeX = pixelWidth_ / 2.0f + cardboardMaxXShift - cardboardUserXShift ;
float cardboardMaxYShift = pixelHeight_ / 2.0f - cardboardScreenHeight / 2.0f ;
float cardboardUserYShift = g_Config . iCardboardYShift / 100.0f * cardboardMaxYShift ;
float cardboardScreenY = cardboardMaxYShift + cardboardUserYShift ;
cardboardSettings - > enabled = g_Config . bEnableCardboard ;
cardboardSettings - > leftEyeXPosition = cardboardLeftEyeX ;
cardboardSettings - > rightEyeXPosition = cardboardRightEyeX ;
cardboardSettings - > screenYPosition = cardboardScreenY ;
cardboardSettings - > screenWidth = cardboardScreenWidth ;
cardboardSettings - > screenHeight = cardboardScreenHeight ;
}
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Draw : : Framebuffer * FramebufferManagerCommon : : GetTempFBO ( u16 w , u16 h , Draw : : FBColorDepth depth ) {
u64 key = ( ( u64 ) depth < < 32 ) | ( ( u32 ) w < < 16 ) | h ;
auto it = tempFBOs_ . find ( key ) ;
if ( it ! = tempFBOs_ . end ( ) ) {
it - > second . last_frame_used = gpuStats . numFlips ;
return it - > second . fbo ;
}
textureCache_ - > ForgetLastTexture ( ) ;
Draw : : Framebuffer * fbo = draw_ - > CreateFramebuffer ( { w , h , 1 , 1 , false , depth } ) ;
if ( ! fbo )
return fbo ;
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// TODO: Move binding out of here!
draw_ - > BindFramebufferAsRenderTarget ( fbo , { Draw : : RPAction : : CLEAR , Draw : : RPAction : : CLEAR } ) ;
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const TempFBO info = { fbo , gpuStats . numFlips } ;
tempFBOs_ [ key ] = info ;
return fbo ;
}
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void FramebufferManagerCommon : : UpdateFramebufUsage ( VirtualFramebuffer * vfb ) {
auto checkFlag = [ & ] ( u16 flag , int last_frame ) {
if ( vfb - > usageFlags & flag ) {
const int age = frameLastFramebufUsed_ - last_frame ;
if ( age > FBO_OLD_USAGE_FLAG ) {
vfb - > usageFlags & = ~ flag ;
}
}
} ;
checkFlag ( FB_USAGE_DISPLAYED_FRAMEBUFFER , vfb - > last_frame_displayed ) ;
checkFlag ( FB_USAGE_TEXTURE , vfb - > last_frame_used ) ;
checkFlag ( FB_USAGE_RENDERTARGET , vfb - > last_frame_render ) ;
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checkFlag ( FB_USAGE_CLUT , vfb - > last_frame_clut ) ;
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}
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void FramebufferManagerCommon : : ShowScreenResolution ( ) {
I18NCategory * gr = GetI18NCategory ( " Graphics " ) ;
std : : ostringstream messageStream ;
messageStream < < gr - > T ( " Internal Resolution " ) < < " : " ;
messageStream < < PSP_CoreParameter ( ) . renderWidth < < " x " < < PSP_CoreParameter ( ) . renderHeight < < " " ;
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if ( postShaderIsUpscalingFilter_ ) {
messageStream < < gr - > T ( " (upscaling) " ) < < " " ;
}
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messageStream < < gr - > T ( " Window Size " ) < < " : " ;
messageStream < < PSP_CoreParameter ( ) . pixelWidth < < " x " < < PSP_CoreParameter ( ) . pixelHeight ;
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host - > NotifyUserMessage ( messageStream . str ( ) , 2.0f , 0xFFFFFF , " resize " ) ;
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INFO_LOG ( SYSTEM , " %s " , messageStream . str ( ) . c_str ( ) ) ;
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}