Merge remote-tracking branch 'upstream/master'

This commit is contained in:
Munir 2016-01-19 10:40:21 +01:00
commit 33b0e81014
8 changed files with 102 additions and 63 deletions

View File

@ -365,16 +365,23 @@ struct Atrac {
}
u32 currentFileOffset = FileOffsetBySample(currentSample_ - SamplesPerFrame() + FirstOffsetExtra());
if ((bufferState_ & ATRAC_STATUS_STREAMED_MASK) == ATRAC_STATUS_STREAMED_MASK) {
if (currentFileOffset > first_.fileoffset) {
// We've looped in the data we added.
return PSP_ATRAC_LOOP_STREAM_DATA_IS_ON_MEMORY;
}
if (first_.fileoffset >= first_.filesize && loopNum_ == 0) {
// We don't need anything more; we're not planning to loop again.
if (first_.fileoffset >= first_.filesize) {
if (bufferState_ == ATRAC_STATUS_STREAMED_WITHOUT_LOOP) {
return PSP_ATRAC_NONLOOP_STREAM_DATA_IS_ON_MEMORY;
}
int loopEndAdjusted = loopEndSample_ - FirstOffsetExtra() - firstSampleOffset_;
if (bufferState_ == ATRAC_STATUS_STREAMED_LOOP_WITH_TRAILER && currentSample_ > loopEndAdjusted) {
// No longer looping in this case, outside the loop.
return PSP_ATRAC_NONLOOP_STREAM_DATA_IS_ON_MEMORY;
}
if ((bufferState_ & ATRAC_STATUS_STREAMED_MASK) == ATRAC_STATUS_STREAMED_MASK && loopNum_ == 0) {
return PSP_ATRAC_LOOP_STREAM_DATA_IS_ON_MEMORY;
}
}
if ((bufferState_ & ATRAC_STATUS_STREAMED_MASK) == ATRAC_STATUS_STREAMED_MASK) {
// Since we're streaming, the remaining frames are what's valid in the buffer.
return bufferValidBytes_ / bytesPerFrame_;
}
// Since the first frame is shorter by this offset, add to round up at this offset.
@ -563,13 +570,27 @@ struct Atrac {
void CalculateStreamInfo(u32 *readOffset);
u32 StreamBufferEnd() {
u32 StreamBufferEnd() const {
// The buffer is always aligned to a frame in size, not counting an optional header.
// The header will only initially exist after the data is first set.
u32 framesAfterHeader = (bufferMaxSize_ - bufferHeaderSize_) / bytesPerFrame_;
return framesAfterHeader * bytesPerFrame_ + bufferHeaderSize_;
}
void ConsumeFrame() {
bufferPos_ += bytesPerFrame_;
if (bufferValidBytes_ > bytesPerFrame_) {
bufferValidBytes_ -= bytesPerFrame_;
} else {
bufferValidBytes_ = 0;
}
if (bufferPos_ >= StreamBufferEnd()) {
// Wrap around... theoretically, this should only happen at exactly StreamBufferEnd.
bufferPos_ -= StreamBufferEnd();
bufferHeaderSize_ = 0;
}
}
private:
void AnalyzeReset();
};
@ -717,7 +738,7 @@ int Atrac::Analyze(u32 addr, u32 size) {
// TODO: Validate stuff.
if (Memory::Read_U32(first_.addr) != RIFF_CHUNK_MAGIC) {
return hleReportError(ME, ATRAC_ERROR_UNKNOWN_FORMAT, "invalid RIF header");
return hleReportError(ME, ATRAC_ERROR_UNKNOWN_FORMAT, "invalid RIFF header");
}
u32 offset = 8;
@ -1028,20 +1049,28 @@ void Atrac::CalculateStreamInfo(u32 *outReadOffset) {
first_.writableBytes = bufferPos_ - bufferStartUsed;
}
if (readOffset >= first_.filesize) {
if (bufferState_ == ATRAC_STATUS_STREAMED_WITHOUT_LOOP) {
// We don't need anything more, so all 0s.
readOffset = 0;
first_.offset = 0;
first_.writableBytes = 0;
} else {
readOffset = FileOffsetBySample(loopStartSample_ - FirstOffsetExtra() - firstSampleOffset_ - SamplesPerFrame() * 2);
}
}
if (readOffset + first_.writableBytes > first_.filesize) {
// Never ask for past the end of file, even when the space is free.
first_.writableBytes = first_.filesize - readOffset;
}
// If you don't think this should be here, remove it. It's just a temporary safety check.
if (first_.offset + first_.writableBytes > bufferMaxSize_) {
ERROR_LOG_REPORT(ME, "Somehow calculated too many writable bytes: %d + %d > %d", first_.offset, first_.writableBytes, bufferMaxSize_);
first_.offset = 0;
first_.writableBytes = bufferMaxSize_;
}
if (readOffset >= first_.filesize) {
if (bufferState_ == ATRAC_STATUS_STREAMED_WITHOUT_LOOP) {
readOffset = 0;
} else {
readOffset = dataOff_;
}
}
}
if (outReadOffset) {
@ -1133,6 +1162,12 @@ u32 _AtracDecodeData(int atracID, u8 *outbuf, u32 outbufPtr, u32 *SamplesNum, u3
skipSamples = unalignedSamples;
}
if (skipSamples != 0 && atrac->bufferHeaderSize_ == 0) {
// Skip the initial frame used to load state for the looped frame.
// TODO: We will want to actually read this in.
atrac->ConsumeFrame();
}
if (!atrac->failedDecode_ && (atrac->codecType_ == PSP_MODE_AT_3 || atrac->codecType_ == PSP_MODE_AT_3_PLUS)) {
atrac->SeekToSample(atrac->currentSample_);
@ -1209,17 +1244,7 @@ u32 _AtracDecodeData(int atracID, u8 *outbuf, u32 outbufPtr, u32 *SamplesNum, u3
atrac->currentSample_ += numSamples;
atrac->decodePos_ = atrac->DecodePosBySample(atrac->currentSample_);
atrac->bufferPos_ += atrac->bytesPerFrame_;
if (atrac->bufferValidBytes_ > atrac->bytesPerFrame_) {
atrac->bufferValidBytes_ -= atrac->bytesPerFrame_;
} else {
atrac->bufferValidBytes_ = 0;
}
if (atrac->bufferPos_ >= atrac->StreamBufferEnd()) {
// Wrap around... theoretically, this should only happen at exactly StreamBufferEnd.
atrac->bufferPos_ -= atrac->StreamBufferEnd();
atrac->bufferHeaderSize_ = 0;
}
atrac->ConsumeFrame();
int finishFlag = 0;
// TODO: Verify.
@ -1231,6 +1256,11 @@ u32 _AtracDecodeData(int atracID, u8 *outbuf, u32 outbufPtr, u32 *SamplesNum, u3
if (atrac->loopNum_ > 0)
atrac->loopNum_--;
}
if ((atrac->bufferState_ & ATRAC_STATUS_STREAMED_MASK) == ATRAC_STATUS_STREAMED_MASK) {
// Whatever bytes we have left were added from the loop.
atrac->first_.fileoffset = atrac->FileOffsetBySample(atrac->loopStartSample_ - atrac->FirstOffsetExtra() - atrac->firstSampleOffset_ - atrac->SamplesPerFrame() * 2);
// Skip the initial frame at the start.
}
} else if (hitEnd) {
finishFlag = 1;
@ -1692,7 +1722,7 @@ static u32 sceAtracResetPlayPosition(int atracID, int sample, int bytesWrittenFi
atrac->bufferHeaderSize_ = 0;
atrac->bufferPos_ = atrac->bytesPerFrame_;
atrac->bufferValidBytes_ = bytesWrittenFirstBuf;
atrac->bufferValidBytes_ = bytesWrittenFirstBuf - atrac->bufferPos_;
}
if (atrac->codecType_ == PSP_MODE_AT_3 || atrac->codecType_ == PSP_MODE_AT_3_PLUS) {

View File

@ -497,7 +497,14 @@ void FramebufferManagerCommon::NotifyVideoUpload(u32 addr, int size, int width,
vfb->last_frame_render = gpuStats.numFlips;
}
// TODO: Check width?
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 = vfb->width = width;
}
}
}

View File

@ -552,8 +552,8 @@ void ConvertViewportAndScissor(bool useBufferedRendering, float renderWidth, flo
out.viewportY = renderY + displayOffsetY;
out.viewportW = curRTWidth * renderWidthFactor;
out.viewportH = curRTHeight * renderHeightFactor;
out.depthRangeMin = 0.0f;
out.depthRangeMax = 1.0f;
out.depthRangeMin = ToScaledDepth(0);
out.depthRangeMax = ToScaledDepth(65535);
} else {
// These we can turn into a glViewport call, offset by offsetX and offsetY. Math after.
float vpXScale = gstate.getViewportXScale();
@ -634,32 +634,27 @@ void ConvertViewportAndScissor(bool useBufferedRendering, float renderWidth, flo
float vpZScale = gstate.getViewportZScale();
float vpZCenter = gstate.getViewportZCenter();
float depthRangeMin = vpZCenter - vpZScale;
float depthRangeMax = vpZCenter + vpZScale;
// Near/far can be inverted. Let's reverse while dealing with clamping, though.
bool inverted = vpZScale < 0.0f;
float near = (inverted ? depthRangeMax : depthRangeMin) * (1.0f / 65535.0f);
float far = (inverted ? depthRangeMin : depthRangeMax) * (1.0f / 65535.0f);
// Near/far can be inverted. We deal with that in the projection/scale.
float near = vpZCenter - fabsf(vpZScale);
float far = vpZCenter + fabsf(vpZScale);
if (near < 0.0f || far > 1.0f) {
if (near < 0.0f || far > 65535.0f) {
float overageNear = std::max(-near, 0.0f);
float overageFar = std::max(far - 1.0f, 0.0f);
float overageFar = std::max(far - 65535.0f, 0.0f);
float drift = overageFar - overageNear;
near += overageNear;
far -= overageFar;
zScale = fabsf(vpZScale * (2.0f / 65535.0f)) / (far - near);
zScale = (vpZScale * 2.0f) / (far - near);
zOffset = drift / (far - near);
}
if (inverted) {
} else if (vpZScale < 0.0f) {
// This flips to match our near/far.
zScale = -zScale;
inverted = false;
}
out.depthRangeMin = inverted ? far : near;
out.depthRangeMax = inverted ? near : far;
out.depthRangeMin = near * (1.0f / 65535.0f);
out.depthRangeMax = far * (1.0f / 65535.0f);
bool scaleChanged = gstate_c.vpWidthScale != wScale || gstate_c.vpHeightScale != hScale;
bool offsetChanged = gstate_c.vpXOffset != xOffset || gstate_c.vpYOffset != yOffset;
@ -678,18 +673,21 @@ void ConvertViewportAndScissor(bool useBufferedRendering, float renderWidth, flo
#ifndef MOBILE_DEVICE
float minz = gstate.getDepthRangeMin();
float maxz = gstate.getDepthRangeMax();
if ((minz > depthRangeMin && minz > depthRangeMax) || (maxz < depthRangeMin && maxz < depthRangeMax)) {
WARN_LOG_REPORT_ONCE(minmaxz, G3D, "Unsupported depth range in test - depth range: %f-%f, test: %f-%f", depthRangeMin, depthRangeMax, minz, maxz);
} else if ((gstate.clipEnable & 1) == 0) {
// TODO: Need to test whether clipEnable should even affect depth or not.
if ((minz < depthRangeMin && minz < depthRangeMax) || (maxz > depthRangeMin && maxz > depthRangeMax)) {
WARN_LOG_REPORT_ONCE(znoclip, G3D, "Unsupported depth range in test without clipping - depth range: %f-%f, test: %f-%f", depthRangeMin, depthRangeMax, minz, maxz);
if (minz > near || maxz < far) {
if ((gstate.clipEnable & 1) == 0) {
WARN_LOG_REPORT_ONCE(minmaxznoclip, G3D, "Unsupported depth range test without clipping - clip: %f-%f, test: %f-%f", near, far, minz, maxz);
} else {
WARN_LOG_REPORT_ONCE(minmaxz, G3D, "Unsupported depth range test - clip: %f-%f, test: %f-%f", near, far, minz, maxz);
}
}
#endif
}
}
float ToScaledDepth(u16 z) {
return z * (1.0f / 65535.0f);
}
static const BlendFactor genericALookup[11] = {
BlendFactor::DST_COLOR,
BlendFactor::ONE_MINUS_DST_COLOR,

View File

@ -66,6 +66,7 @@ struct ViewportAndScissor {
bool dirtyDepth;
};
void ConvertViewportAndScissor(bool useBufferedRendering, float renderWidth, float renderHeight, int bufferWidth, int bufferHeight, ViewportAndScissor &out);
float ToScaledDepth(u16 z);
// These are common to all modern APIs and can be easily converted with a lookup table.
enum class BlendFactor : uint8_t {

View File

@ -21,11 +21,12 @@
#include "Core/Config.h"
#include "GPU/GPUState.h"
#include "GPU/Math3D.h"
#include "GPU/Common/VertexDecoderCommon.h"
#include "GPU/Common/TransformCommon.h"
#include "GPU/Common/FramebufferCommon.h"
#include "GPU/Common/TextureCacheCommon.h"
#include "GPU/Common/GPUStateUtils.h"
#include "GPU/Common/SoftwareTransformCommon.h"
#include "GPU/Common/TransformCommon.h"
#include "GPU/Common/TextureCacheCommon.h"
#include "GPU/Common/VertexDecoderCommon.h"
// This is the software transform pipeline, which is necessary for supporting RECT
// primitives correctly without geometry shaders, and may be easier to use for
@ -406,7 +407,8 @@ void SoftwareTransform(
// TODO: This bleeds outside the play area in non-buffered mode. Big deal? Probably not.
if (maxIndex > 1 && gstate.isModeClear() && prim == GE_PRIM_RECTANGLES && IsReallyAClear(transformed, maxIndex) && gl_extensions.gpuVendor != GPU_VENDOR_POWERVR) { // && g_Config.iRenderingMode != FB_NON_BUFFERED_MODE) {
result->color = transformed[0].color0_32;
result->depth = transformed[0].z;
// Need to rescale from a [0, 1] float. This is the final transformed value.
result->depth = ToScaledDepth((s16)(int)(transformed[0].z * 65535.0f));
result->action = SW_CLEAR;
return;
}

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@ -58,7 +58,7 @@ namespace DX9 {
dxstate.stencilFunc.set(D3DCMP_ALWAYS, 0, 0);
dxstate.stencilMask.set(0xFF);
}
pD3Ddevice->Clear(0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_TARGET |D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0, 0, 0, 0), 0, 0);
pD3Ddevice->Clear(0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_TARGET |D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0, 0, 0, 0), ToScaledDepth(0), 0);
if (keepState) {
dxstate.scissorTest.restore();
dxstate.depthWrite.restore();

View File

@ -89,10 +89,11 @@ void FramebufferManager::ClearBuffer(bool keepState) {
}
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearStencil(0);
float clearDepth = ToScaledDepth(0);
#ifdef USING_GLES2
glClearDepthf(0.0f);
glClearDepthf(clearDepth);
#else
glClearDepth(0.0);
glClearDepth(clearDepth);
#endif
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
if (keepState) {

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@ -604,8 +604,8 @@ void LinkedShader::UpdateUniforms(u32 vertType, const ShaderID &vsid) {
// The projection already accounts for those, so we need to reverse them.
//
// Additionally, OpenGL uses a range from [-1, 1]. So we multiply by scale and add the center.
viewZScale *= (1.0f / gstate_c.vpDepthScale);
viewZCenter -= 65535.0f * (gstate_c.vpZOffset);
viewZScale *= 1.0f / gstate_c.vpDepthScale;
viewZCenter -= 65535.0f * gstate_c.vpZOffset;
if (viewZScale != 0.0) {
viewZInvScale = 1.0f / viewZScale;