ppsspp/GPU/Common/FramebufferCommon.cpp

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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>
#include <sstream>
#include "i18n/i18n.h"
#include "Common/Common.h"
#include "Core/Config.h"
#include "Core/CoreParameter.h"
#include "Core/Host.h"
#include "Core/Reporting.h"
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#include "Core/ELF/ParamSFO.h"
#include "Core/System.h"
#include "GPU/Common/FramebufferCommon.h"
#include "GPU/GPUInterface.h"
#include "GPU/GPUState.h"
void CenterDisplayOutputRect(float *x, float *y, float *w, float *h, float origW, float origH, float frameW, float frameH, int rotation) {
float outW;
float outH;
bool rotated = rotation == ROTATION_LOCKED_VERTICAL || rotation == ROTATION_LOCKED_VERTICAL180;
if (g_Config.iSmallDisplayZoomType == 0) { // Stretching
outW = frameW;
outH = frameH;
} else {
if (g_Config.iSmallDisplayZoomType == 3) { // Manual Scaling
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;
}
float customZoom = g_Config.fSmallDisplayZoomLevel;
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;
} else {
*x = floorf(((frameW - smallDisplayH) / 2.0f) + offsetX);
*y = floorf(((frameH - smallDisplayW) / 2.0f) + offsetY);
*w = floorf(smallDisplayH);
*h = floorf(smallDisplayW);
return;
}
} else if (g_Config.iSmallDisplayZoomType == 2) { // Auto Scaling
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;
}
}
float origRatio = !rotated ? origW / origH : origH / origW;
float frameRatio = frameW / frameH;
if (origRatio > frameRatio) {
// Image is wider than frame. Center vertically.
outW = frameW;
outH = frameW / origRatio;
// Stretch a little bit
if (!rotated && g_Config.iSmallDisplayZoomType == 1) // Partial Stretch
outH = (frameH + outH) / 2.0f; // (408 + 720) / 2 = 564
} else {
// Image is taller than frame. Center horizontally.
outW = frameH * origRatio;
outH = frameH;
if (rotated && g_Config.iSmallDisplayZoomType == 1) // Partial Stretch
outW = (frameH + outH) / 2.0f; // (408 + 720) / 2 = 564
}
}
*x = floorf((frameW - outW) / 2.0f);
*y = floorf((frameH - outH) / 2.0f);
*w = floorf(outW);
*h = floorf(outH);
}
FramebufferManagerCommon::FramebufferManagerCommon() :
displayFramebufPtr_(0),
displayStride_(0),
displayFormat_(GE_FORMAT_565),
displayFramebuf_(nullptr),
prevDisplayFramebuf_(nullptr),
prevPrevDisplayFramebuf_(nullptr),
frameLastFramebufUsed_(0),
currentRenderVfb_(nullptr),
framebufRangeEnd_(0),
updateVRAM_(false),
usePostShader_(false),
postShaderAtOutputResolution_(false),
postShaderIsUpscalingFilter_(false),
gameUsesSequentialCopies_(false) {
UpdateSize();
}
FramebufferManagerCommon::~FramebufferManagerCommon() {
}
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void FramebufferManagerCommon::Init() {
const std::string gameId = g_paramSFO.GetValueString("DISC_ID");
// And an initial clear. We don't clear per frame as the games are supposed to handle that
// by themselves.
ClearBuffer();
BeginFrame();
}
void FramebufferManagerCommon::UpdateSize() {
renderWidth_ = (float)PSP_CoreParameter().renderWidth;
renderHeight_ = (float)PSP_CoreParameter().renderHeight;
pixelWidth_ = PSP_CoreParameter().pixelWidth;
pixelHeight_ = PSP_CoreParameter().pixelHeight;
}
void FramebufferManagerCommon::BeginFrame() {
DecimateFBOs();
currentRenderVfb_ = 0;
useBufferedRendering_ = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
updateVRAM_ = !(g_Config.iRenderingMode == FB_NON_BUFFERED_MODE || g_Config.iRenderingMode == FB_BUFFERED_MODE);
}
void FramebufferManagerCommon::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
displayFramebufPtr_ = framebuf;
displayStride_ = stride;
displayFormat_ = format;
}
VirtualFramebuffer *FramebufferManagerCommon::GetVFBAt(u32 addr) {
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VirtualFramebuffer *match = nullptr;
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) {
match = v;
}
}
}
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return match;
}
bool FramebufferManagerCommon::MaskedEqual(u32 addr1, u32 addr2) {
return (addr1 & 0x03FFFFFF) == (addr2 & 0x03FFFFFF);
}
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 {
return updateVRAM_ || (PSP_CoreParameter().compat.flags().Force04154000Download && vfb->fb_address == 0x00154000);
}
// Heuristics to figure out the size of FBO to create.
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) {
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.
// 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) {
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.
const u32 fb_normalized_address = fb_address | 0x44000000;
u32 nearest_address = 0xFFFFFFFF;
for (size_t i = 0; i < vfbs_.size(); ++i) {
const u32 other_address = vfbs_[i]->fb_address | 0x44000000;
if (other_address > fb_normalized_address && other_address < nearest_address) {
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...
const u32 bpp = fb_format == GE_FORMAT_8888 ? 4 : 2;
int avail_height = (nearest_address - fb_normalized_address) / (fb_stride * bpp);
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;
}
}
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);
}
void GetFramebufferHeuristicInputs(FramebufferHeuristicParams *params, const GPUgstate &gstate) {
params->fb_addr = gstate.getFrameBufAddress();
params->fb_address = gstate.getFrameBufRawAddress();
params->fb_stride = gstate.FrameBufStride();
params->z_address = gstate.getDepthBufRawAddress();
params->z_stride = gstate.DepthBufStride();
params->fmt = gstate.FrameBufFormat();
params->isClearingDepth = gstate.isModeClear() && gstate.isClearModeDepthMask();
// 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..
params->isWritingDepth = !gstate.isClearModeDepthMask() && gstate.isDepthWriteEnabled();
} else {
params->isWritingDepth = gstate.isDepthWriteEnabled();
}
params->isDrawing = !gstate.isModeClear() || !gstate.isClearModeColorMask() || !gstate.isClearModeAlphaMask();
params->isModeThrough = gstate.isModeThrough();
// Viewport-X1 and Y1 are not the upper left corner, but half the width/height. A bit confusing.
params->viewportWidth = (int)(fabsf(gstate.getViewportXScale()*2.0f));
params->viewportHeight = (int)(fabsf(gstate.getViewportYScale()*2.0f));
params->regionWidth = gstate.getRegionX2() + 1;
params->regionHeight = gstate.getRegionY2() + 1;
params->scissorWidth = gstate.getScissorX2() + 1;
params->scissorHeight = gstate.getScissorY2() + 1;
}
VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer(const FramebufferHeuristicParams &params, u32 skipDrawReason) {
gstate_c.Clean(DIRTY_FRAMEBUF);
// 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.
// 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;
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);
gstate_c.curRTOffsetX = 0;
bool vfbFormatChanged = false;
// Find a matching framebuffer
VirtualFramebuffer *vfb = 0;
for (size_t i = 0; i < vfbs_.size(); ++i) {
VirtualFramebuffer *v = vfbs_[i];
if (v->fb_address == params.fb_address) {
vfb = v;
// Update fb stride in case it changed
if (vfb->fb_stride != params.fb_stride || vfb->format != params.fmt) {
vfbFormatChanged = true;
vfb->fb_stride = params.fb_stride;
vfb->format = params.fmt;
}
// Keep track, but this isn't really used.
vfb->z_stride = params.z_stride;
// Heuristic: In throughmode, a higher height could be used. Let's avoid shrinking the buffer.
if (params.isModeThrough && (int)vfb->width < params.fb_stride) {
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;
} else if (v->fb_address < params.fb_address && v->fb_address + v->fb_stride * 4 > params.fb_address) {
// Possibly a render-to-offset.
const u32 bpp = v->format == GE_FORMAT_8888 ? 4 : 2;
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) {
WARN_LOG_REPORT_ONCE(renderoffset, HLE, "Rendering to framebuffer offset: %08x +%dx%d", v->fb_address, x_offset, 0);
vfb = v;
gstate_c.curRTOffsetX = x_offset;
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.
bool needsRecreate = vfb->bufferWidth > params.fb_stride;
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;
if (needsRecreate) {
ResizeFramebufFBO(vfb, vfb->width, vfb->height, true);
// Let's discard this information, might be wrong now.
vfb->safeWidth = 0;
vfb->safeHeight = 0;
} else {
// Even though we won't resize it, let's at least change the size params.
vfb->width = drawing_width;
vfb->height = drawing_height;
}
}
} else {
// It's not different, let's keep track of that too.
vfb->lastFrameNewSize = gpuStats.numFlips;
}
}
float renderWidthFactor = renderWidth_ / 480.0f;
float renderHeightFactor = renderHeight_ / 272.0f;
if (PSP_CoreParameter().compat.flags().Force04154000Download && params.fb_address == 0x00154000) {
renderWidthFactor = 1.0;
renderHeightFactor = 1.0;
}
// None found? Create one.
if (!vfb) {
vfb = new VirtualFramebuffer();
memset(vfb, 0, sizeof(VirtualFramebuffer));
vfb->fbo = nullptr;
vfb->fb_address = params.fb_address;
vfb->fb_stride = params.fb_stride;
vfb->z_address = params.z_address;
vfb->z_stride = params.z_stride;
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;
vfb->format = params.fmt;
vfb->drawnFormat = params.fmt;
vfb->usageFlags = FB_USAGE_RENDERTARGET;
SetColorUpdated(vfb, skipDrawReason);
vfb->depthUpdated = false;
u32 byteSize = FramebufferByteSize(vfb);
u32 fb_address_mem = (params.fb_address & 0x3FFFFFFF) | 0x04000000;
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);
INFO_LOG(SCEGE, "Creating FBO for %08x : %i x %i x %i", vfb->fb_address, vfb->width, vfb->height, vfb->format);
vfb->last_frame_render = gpuStats.numFlips;
frameLastFramebufUsed_ = gpuStats.numFlips;
vfbs_.push_back(vfb);
currentRenderVfb_ = vfb;
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?
}
// Let's check for depth buffer overlap. Might be interesting.
bool sharingReported = false;
for (size_t i = 0, end = vfbs_.size(); i < end; ++i) {
if (vfbs_[i]->z_stride != 0 && params.fb_address == vfbs_[i]->z_address) {
// 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.
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);
}
}
} else if (params.z_stride != 0 && params.z_address == vfbs_[i]->fb_address) {
// If it's clearing it, then it's probably just the reverse of the above case.
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);
}
} else if (vfbs_[i]->z_stride != 0 && params.z_address == vfbs_[i]->z_address && params.fb_address != vfbs_[i]->fb_address && !sharingReported) {
// 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.
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);
sharingReported = true;
}
}
}
// We already have it!
} else if (vfb != currentRenderVfb_) {
// Use it as a render target.
DEBUG_LOG(SCEGE, "Switching render target to FBO for %08x: %i x %i x %i ", vfb->fb_address, vfb->width, vfb->height, vfb->format);
vfb->usageFlags |= FB_USAGE_RENDERTARGET;
vfb->last_frame_render = gpuStats.numFlips;
frameLastFramebufUsed_ = gpuStats.numFlips;
vfb->dirtyAfterDisplay = true;
if ((skipDrawReason & SKIPDRAW_SKIPFRAME) == 0)
vfb->reallyDirtyAfterDisplay = true;
VirtualFramebuffer *prev = currentRenderVfb_;
currentRenderVfb_ = vfb;
NotifyRenderFramebufferSwitched(prev, vfb, params.isClearingDepth);
} else {
vfb->last_frame_render = gpuStats.numFlips;
frameLastFramebufUsed_ = gpuStats.numFlips;
vfb->dirtyAfterDisplay = true;
if ((skipDrawReason & SKIPDRAW_SKIPFRAME) == 0)
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;
return vfb;
}
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;
}
if (vfb->fb_stride < width) {
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.
vfb->width = width;
}
}
}
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);
SetColorUpdated(vfb, gstate_c.skipDrawReason);
} else {
INFO_LOG(SCEGE, "Invalidating FBO for %08x (%i x %i x %i)", vfb->fb_address, vfb->width, vfb->height, vfb->format);
DestroyFramebuf(vfb);
vfbs_.erase(vfbs_.begin() + i--);
}
}
}
RebindFramebuffer();
}
}
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void FramebufferManagerCommon::DownloadFramebufferOnSwitch(VirtualFramebuffer *vfb) {
if (vfb && vfb->safeWidth > 0 && vfb->safeHeight > 0 && !vfb->firstFrameSaved) {
// Some games will draw to some memory once, and use it as a render-to-texture later.
// To support this, we save the first frame to memory when we have a save w/h.
// Saving each frame would be slow.
if (!g_Config.bDisableSlowFramebufEffects) {
ReadFramebufferToMemory(vfb, true, 0, 0, vfb->safeWidth, vfb->safeHeight);
vfb->firstFrameSaved = true;
vfb->safeWidth = 0;
vfb->safeHeight = 0;
}
}
}
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];
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);
} 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;
} 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);
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);
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);
}
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)) {
// 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;
}
}
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();
memset(nvfb, 0, sizeof(VirtualFramebuffer));
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);
}
nvfb->usageFlags |= FB_USAGE_RENDERTARGET;
nvfb->last_frame_render = gpuStats.numFlips;
nvfb->dirtyAfterDisplay = true;
return nvfb;
}
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;
} 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;
}
}
}
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();
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();
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;
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 {
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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}
}
return false; // Let the bit copy happen
} else {
return false;
}
}
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();
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;
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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DrawPixels(dstBuffer, static_cast<int>(dstX * dstXFactor), dstY, srcBase, dstBuffer->format, static_cast<int>(srcStride * dstXFactor), static_cast<int>(dstWidth * dstXFactor), dstHeight);
SetColorUpdated(dstBuffer, skipDrawReason);
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RebindFramebuffer();
}
}
}
}
void FramebufferManagerCommon::SetRenderSize(VirtualFramebuffer *vfb) {
float renderWidthFactor = renderWidth_ / 480.0f;
float renderHeightFactor = renderHeight_ / 272.0f;
bool force1x = false;
switch (g_Config.iBloomHack) {
case 1:
force1x = vfb->bufferWidth <= 128 || vfb->bufferHeight <= 64;
break;
case 2:
force1x = vfb->bufferWidth <= 256 || vfb->bufferHeight <= 128;
break;
case 3:
force1x = vfb->bufferWidth < 480 || vfb->bufferHeight < 272;
break;
}
if (PSP_CoreParameter().compat.flags().Force04154000Download && vfb->fb_address == 0x00154000) {
force1x = true;
}
if (force1x && g_Config.iInternalResolution != 1) {
vfb->renderWidth = vfb->bufferWidth;
vfb->renderHeight = vfb->bufferHeight;
} else {
vfb->renderWidth = (u16)(vfb->bufferWidth * renderWidthFactor);
vfb->renderHeight = (u16)(vfb->bufferHeight * renderHeightFactor);
}
}
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);
}
}
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);
checkFlag(FB_USAGE_CLUT, vfb->last_frame_clut);
}
void FramebufferManagerCommon::ShowScreenResolution() {
I18NCategory *gr = GetI18NCategory("Graphics");
std::ostringstream messageStream;
messageStream << gr->T("Internal Resolution") << ": ";
messageStream << PSP_CoreParameter().renderWidth << "x" << PSP_CoreParameter().renderHeight << " ";
if (postShaderIsUpscalingFilter_) {
messageStream << gr->T("(upscaling)") << " ";
}
messageStream << gr->T("Window Size") << ": ";
messageStream << PSP_CoreParameter().pixelWidth << "x" << PSP_CoreParameter().pixelHeight;
host->NotifyUserMessage(messageStream.str(), 2.0f, 0xFFFFFF, "resize");
}