mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 21:39:52 +00:00
[Gpu] Sync with gles
Conflicts: GPU/Directx9/FramebufferDX9.cpp GPU/Directx9/FramebufferDX9.h GPU/Directx9/TransformPipelineDX9.cpp
This commit is contained in:
parent
6ee39c9abd
commit
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@ -20,6 +20,7 @@
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#include "Core/MemMap.h"
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#include "Core/Config.h"
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#include "Core/System.h"
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#include "Core/Reporting.h"
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#include "GPU/ge_constants.h"
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#include "GPU/GPUState.h"
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@ -34,34 +35,32 @@
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namespace DX9 {
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// Aggressively delete unused FBO:s to save gpu memory.
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enum {
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// Aggressively delete unused FBO:s to save gpu memory.
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enum {
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FBO_OLD_AGE = 5,
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};
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};
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static bool MaskedEqual(u32 addr1, u32 addr2) {
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static bool MaskedEqual(u32 addr1, u32 addr2) {
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return (addr1 & 0x03FFFFFF) == (addr2 & 0x03FFFFFF);
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}
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}
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inline u16 RGBA8888toRGB565(u32 px) {
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inline u16 RGBA8888toRGB565(u32 px) {
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return ((px >> 3) & 0x001F) | ((px >> 5) & 0x07E0) | ((px >> 8) & 0xF800);
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}
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}
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inline u16 RGBA8888toRGBA4444(u32 px) {
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inline u16 RGBA8888toRGBA4444(u32 px) {
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return ((px >> 4) & 0x000F) | ((px >> 8) & 0x00F0) | ((px >> 12) & 0x0F00) | ((px >> 16) & 0xF000);
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}
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}
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inline u16 RGBA8888toRGBA5551(u32 px) {
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inline u16 RGBA8888toRGBA5551(u32 px) {
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return ((px >> 3) & 0x001F) | ((px >> 6) & 0x03E0) | ((px >> 9) & 0x7C00) | ((px >> 16) & 0x8000);
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}
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}
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static void ConvertFromRGBA8888(u8 *dst, u8 *src, u32 stride, u32 height, GEBufferFormat format);
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static void ConvertFromRGBA8888(u8 *dst, u8 *src, u32 stride, u32 height, GEBufferFormat format);
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void CenterRect(float *x, float *y, float *w, float *h,
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float origW, float origH, float frameW, float frameH)
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{
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if (g_Config.bStretchToDisplay)
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{
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void CenterRect(float *x, float *y, float *w, float *h,
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float origW, float origH, float frameW, float frameH) {
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if (g_Config.bStretchToDisplay) {
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*x = 0;
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*y = 0;
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*w = frameW;
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@ -72,8 +71,7 @@ void CenterRect(float *x, float *y, float *w, float *h,
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float origRatio = origW/origH;
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float frameRatio = frameW/frameH;
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if (origRatio > frameRatio)
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{
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if (origRatio > frameRatio) {
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// Image is wider than frame. Center vertically.
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float scale = origW / frameW;
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*x = 0.0f;
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@ -83,9 +81,7 @@ void CenterRect(float *x, float *y, float *w, float *h,
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if (g_Config.bPartialStretch)
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*h = (frameH + *h) / 2.0f; // (408 + 720) / 2 = 564
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*y = (frameH - *h) / 2.0f;
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}
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else
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{
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} else {
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// Image is taller than frame. Center horizontally.
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float scale = origH / frameH;
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*y = 0.0f;
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@ -93,24 +89,24 @@ void CenterRect(float *x, float *y, float *w, float *h,
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*w = frameH * origRatio;
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*x = (frameW - *w) / 2.0f;
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}
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}
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}
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static void ClearBuffer() {
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static void ClearBuffer() {
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dxstate.depthWrite.set(true);
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dxstate.colorMask.set(true, true, true, true);
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pD3Ddevice->Clear(0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_TARGET |D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1, 0);
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}
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pD3Ddevice->Clear(0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_TARGET |D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 0, 0);
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}
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static void DisableState() {
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static void DisableState() {
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dxstate.blend.disable();
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dxstate.cullMode.set(false, false);
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dxstate.depthTest.disable();
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dxstate.scissorTest.disable();
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dxstate.stencilTest.disable();
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}
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}
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FramebufferManagerDX9::FramebufferManagerDX9() :
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FramebufferManagerDX9::FramebufferManagerDX9() :
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displayFramebufPtr_(0),
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displayStride_(0),
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displayFormat_(GE_FORMAT_565),
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@ -122,41 +118,36 @@ FramebufferManagerDX9::FramebufferManagerDX9() :
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drawPixelsTex_(0),
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drawPixelsTexFormat_(GE_FORMAT_INVALID),
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convBuf(0)
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{
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{
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// And an initial clear. We don't clear per frame as the games are supposed to handle that
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// by themselves.
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ClearBuffer();
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#ifdef _XBOX
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pD3Ddevice->CreateTexture(512, 272, 1, 0, D3DFMT(D3DFMT_A8R8G8B8), NULL, &drawPixelsTex_, NULL);
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#else
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pD3Ddevice->CreateTexture(512, 272, 1, 0, D3DFMT(D3DFMT_A8R8G8B8), D3DPOOL_MANAGED, &drawPixelsTex_, NULL);
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#endif
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useBufferedRendering_ = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
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}
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}
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FramebufferManagerDX9::~FramebufferManagerDX9() {
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FramebufferManagerDX9::~FramebufferManagerDX9() {
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if(drawPixelsTex_) {
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drawPixelsTex_->Release();
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}
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delete [] convBuf;
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}
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}
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static inline void ARGB8From4444(u16 c, u32 * dst) {
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static inline void ARGB8From4444(u16 c, u32 * dst) {
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*dst = ((c & 0xf) << 4) | (((c >> 4) & 0xf) << 12) | (((c >> 8) & 0xf) << 20) | ((c >> 12) << 28);
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}
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static inline void ARGB8From565(u16 c, u32 * dst) {
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}
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static inline void ARGB8From565(u16 c, u32 * dst) {
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*dst = ((c & 0x001f) << 19) | (((c >> 5) & 0x003f) << 11) | ((((c >> 10) & 0x001f) << 3)) | 0xFF000000;
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}
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static inline void ARGB8From5551(u16 c, u32 * dst) {
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}
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static inline void ARGB8From5551(u16 c, u32 * dst) {
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*dst = ((c & 0x001f) << 19) | (((c >> 5) & 0x001f) << 11) | ((((c >> 10) & 0x001f) << 3)) | 0xFF000000;
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}
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}
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static inline u32 ABGR2RGBA(u32 src) {
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static inline u32 ABGR2RGBA(u32 src) {
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return (src >> 8) | (src << 24);
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}
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}
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void FramebufferManagerDX9::DrawPixels(const u8 *framebuf, GEBufferFormat pixelFormat, int linesize) {
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void FramebufferManagerDX9::DrawPixels(const u8 *framebuf, GEBufferFormat pixelFormat, int linesize) {
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u8 * convBuf = NULL;
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D3DLOCKED_RECT rect;
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@ -234,48 +225,60 @@ void FramebufferManagerDX9::DrawPixels(const u8 *framebuf, GEBufferFormat pixelF
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drawPixelsTex_->UnlockRect(0);
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// D3DXSaveTextureToFile("game:\\cc.png", D3DXIFF_PNG, drawPixelsTex_, NULL);
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pD3Ddevice->SetTexture(0, drawPixelsTex_);
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float x, y, w, h;
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CenterRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight);
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DrawActiveTexture(x, y, w, h, false, 480.0f / 512.0f);
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}
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DrawActiveTexture(drawPixelsTex_, x, y, w, h, false, 480.0f / 512.0f);
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}
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// Depth in ogl is between -1;1 we need between 0;1
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static void ConvertMatrices(Matrix4x4 & in) {
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/*
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in.zz *= 0.5f;
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in.wz += 1.f;
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*/
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Matrix4x4 s;
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Matrix4x4 t;
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s.setScaling(Vec3(1, 1, 0.5f));
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t.setTranslation(Vec3(0, 0, 0.5f));
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in = in * s;
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in = in * t;
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}
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void FramebufferManagerDX9::DrawActiveTexture(float x, float y, float w, float h, bool flip, float uscale, float vscale) {
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void FramebufferManagerDX9::DrawActiveTexture(LPDIRECT3DTEXTURE9 tex, float x, float y, float w, float h, float destW, float destH, bool flip, float uscale, float vscale) {
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float u2 = uscale;
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// Since we're flipping, 0 is down. That's where the scale goes.
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float v1 = flip ? 1.0f : 1.0f - vscale;
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float v2 = flip ? 1.0f - vscale : 1.0f;
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const float coord[] = {
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float coord[] = {
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x, y, 0, 0, v1,
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x+w, y, 0, u2, v1,
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x+w, y+h, 0, u2, v2,
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x, y+h, 0, 0, v2
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};
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Matrix4x4 ortho;
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ortho.setOrtho(0, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, 0, -1, 1);
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ConvertProjMatrixToD3D(ortho);
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for (int i = 0; i < 4; i++) {
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coord[i * 5] = coord[i * 5] / (destW * 0.5) - 1.0f;
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coord[i * 5 + 1] = -(coord[i * 5 + 1] / (destH * 0.5) - 1.0f);
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}
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//pD3Ddevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
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pD3Ddevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
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pD3Ddevice->SetVertexShaderConstantF(0, ortho.getReadPtr(), 4);
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pD3Ddevice->SetVertexDeclaration(pFramebufferVertexDecl);
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pD3Ddevice->SetPixelShader(pFramebufferPixelShader);
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pD3Ddevice->SetVertexShader(pFramebufferVertexShader);
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//pD3Ddevice->SetTexture(0, drawPixelsTex_);
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if (tex != NULL) {
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pD3Ddevice->SetTexture(0, tex);
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}
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pD3Ddevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coord, 5 * sizeof(float));
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}
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}
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VirtualFramebufferDX9 *FramebufferManagerDX9::GetDisplayFBO() {
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VirtualFramebufferDX9 *FramebufferManagerDX9::GetVFBAt(u32 addr) {
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VirtualFramebufferDX9 *match = NULL;
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for (size_t i = 0; i < vfbs_.size(); ++i) {
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VirtualFramebufferDX9 *v = vfbs_[i];
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if (MaskedEqual(v->fb_address, displayFramebufPtr_) && v->format == displayFormat_ && v->width >= 480) {
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if (MaskedEqual(v->fb_address, addr) && v->format == displayFormat_ && v->width >= 480) {
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// Could check w too but whatever
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if (match == NULL || match->last_frame_render < v->last_frame_render) {
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match = v;
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@ -286,21 +289,14 @@ VirtualFramebufferDX9 *FramebufferManagerDX9::GetDisplayFBO() {
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return match;
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}
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DEBUG_LOG(SCEGE, "Finding no FBO matching address %08x", displayFramebufPtr_);
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#if 0 // defined(_DEBUG)
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std::string debug = "FBOs: ";
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for (size_t i = 0; i < vfbs_.size(); ++i) {
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char temp[256];
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sprintf(temp, "%08x %i %i", vfbs_[i]->fb_address, vfbs_[i]->width, vfbs_[i]->height);
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debug += std::string(temp);
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}
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ERROR_LOG(SCEGE, "FBOs: %s", debug.c_str());
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#endif
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DEBUG_LOG(SCEGE, "Finding no FBO matching address %08x", addr);
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return 0;
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}
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}
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// Heuristics to figure out the size of FBO to create.
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static void DrawingSize(int &drawing_width, int &drawing_height) {
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// Heuristics to figure out the size of FBO to create.
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static void EstimateDrawingSize(int &drawing_width, int &drawing_height) {
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int default_width = 480;
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int default_height = 272;
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int viewport_width = (int) gstate.getViewportX1();
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@ -309,9 +305,9 @@ static void DrawingSize(int &drawing_width, int &drawing_height) {
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int region_height = gstate.getRegionY2() + 1;
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int scissor_width = gstate.getScissorX2() + 1;
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int scissor_height = gstate.getScissorY2() + 1;
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int fb_width = gstate.fbwidth & 0x3C0;
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int fb_stride = gstate.fbwidth & 0x3C0;
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DEBUG_LOG(SCEGE,"viewport : %ix%i, region : %ix%i , scissor: %ix%i, stride: %i, %i", viewport_width,viewport_height, region_width, region_height, scissor_width, scissor_height, fb_width, gstate.isModeThrough());
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DEBUG_LOG(SCEGE,"viewport : %ix%i, region : %ix%i , scissor: %ix%i, stride: %i, %i", viewport_width,viewport_height, region_width, region_height, scissor_width, scissor_height, fb_stride, gstate.isModeThrough());
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// Viewport may return 0x0 for example FF Type-0 and we set it to 480x272
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if (viewport_width <= 1 && viewport_height <=1) {
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@ -319,9 +315,9 @@ static void DrawingSize(int &drawing_width, int &drawing_height) {
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viewport_height = default_height;
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}
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if (fb_width > 0 && fb_width < 512) {
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if (fb_stride > 0 && fb_stride < 512) {
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// Correct scissor size has to be used to render like character shadow in Mortal Kombat .
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if (fb_width == scissor_width && region_width != scissor_width) {
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if (fb_stride == scissor_width && region_width != scissor_width) {
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drawing_width = scissor_width;
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drawing_height = scissor_height;
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} else {
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@ -330,17 +326,20 @@ static void DrawingSize(int &drawing_width, int &drawing_height) {
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}
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} else {
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// Correct region size has to be used when fb_width equals to region_width for exmaple GTA/Midnight Club/MSG Peace Maker .
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if (fb_width == region_width && region_width != scissor_width) {
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if (fb_stride == region_width && region_width == viewport_width) {
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drawing_width = region_width;
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drawing_height = region_height;
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} else if (fb_stride == viewport_width) {
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drawing_width = viewport_width;
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drawing_height = viewport_height;
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} else {
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drawing_width = default_width;
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drawing_height = default_height;
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}
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}
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}
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}
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void FramebufferManagerDX9::DestroyFramebuf(VirtualFramebufferDX9 *v) {
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void FramebufferManagerDX9::DestroyFramebuf(VirtualFramebufferDX9 *v) {
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textureCache_->NotifyFramebuffer(v->fb_address, v, NOTIFY_FB_DESTROYED);
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if (v->fbo) {
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fbo_destroy(v->fbo);
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@ -358,9 +357,9 @@ void FramebufferManagerDX9::DestroyFramebuf(VirtualFramebufferDX9 *v) {
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prevPrevDisplayFramebuf_ = 0;
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delete v;
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}
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}
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void FramebufferManagerDX9::SetRenderFrameBuffer() {
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void FramebufferManagerDX9::SetRenderFrameBuffer() {
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if (!gstate_c.framebufChanged && currentRenderVfb_) {
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currentRenderVfb_->last_frame_render = gpuStats.numFlips;
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currentRenderVfb_->dirtyAfterDisplay = true;
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@ -368,6 +367,31 @@ void FramebufferManagerDX9::SetRenderFrameBuffer() {
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currentRenderVfb_->reallyDirtyAfterDisplay = true;
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return;
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}
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#if 0
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if (g_Config.iRenderingMode != 0 && g_Config.bWipeFramebufferAlpha && currentRenderVfb_) {
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// Hack is enabled, and there was a previous framebuffer.
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// Before we switch, let's do a series of trickery to copy one bit of stencil to
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// destination alpha. Or actually, this is just a bunch of hackery attempts on Wipeout.
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// Ignore for now.
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/*
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glstate.depthTest.disable();
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glstate.colorMask.set(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
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glstate.stencilTest.enable();
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glstate.stencilOp.set(GL_KEEP, GL_KEEP, GL_KEEP); // don't modify stencil?
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glstate.stencilFunc.set(GL_GEQUAL, 0xFE, 0xFF);
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DrawPlainColor(0x00000000);
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//glstate.stencilFunc.set(GL_LESS, 0x80, 0xFF);
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//DrawPlainColor(0xFF000000);
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glstate.stencilTest.disable();
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glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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*/
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glstate.depthTest.disable();
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glstate.colorMask.set(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
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DrawPlainColor(0x00000000);
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shaderManager_->DirtyLastShader(); // dirty lastShader_
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}
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#endif
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gstate_c.framebufChanged = false;
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// Get parameters
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@ -381,13 +405,12 @@ void FramebufferManagerDX9::SetRenderFrameBuffer() {
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//int drawing_width = ((gstate.region2) & 0x3FF) + 1;
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//int drawing_height = ((gstate.region2 >> 10) & 0x3FF) + 1;
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// As there are no clear "framebuffer width" and "framebuffer height" registers,
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// we need to infer the size of the current framebuffer somehow. Let's try the viewport.
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GEBufferFormat fmt = gstate.FrameBufFormat();
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// As there are no clear "framebuffer width" and "framebuffer height" registers,
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// we need to infer the size of the current framebuffer somehow.
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int drawing_width, drawing_height;
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DrawingSize(drawing_width, drawing_height);
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EstimateDrawingSize(drawing_width, drawing_height);
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int buffer_width = drawing_width;
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int buffer_height = drawing_height;
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@ -396,16 +419,12 @@ void FramebufferManagerDX9::SetRenderFrameBuffer() {
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VirtualFramebufferDX9 *vfb = 0;
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for (size_t i = 0; i < vfbs_.size(); ++i) {
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VirtualFramebufferDX9 *v = vfbs_[i];
|
||||
if (MaskedEqual(v->fb_address, fb_address) && v->format == fmt) {
|
||||
if (MaskedEqual(v->fb_address, fb_address) && v->width >= drawing_width && v->height >= drawing_height) {
|
||||
// Let's not be so picky for now. Let's say this is the one.
|
||||
vfb = v;
|
||||
// Update fb stride in case it changed
|
||||
vfb->fb_stride = fb_stride;
|
||||
vfb->format = fmt;
|
||||
if (v->bufferWidth >= drawing_width && v->bufferHeight >= drawing_height) {
|
||||
v->width = drawing_width;
|
||||
v->height = drawing_height;
|
||||
}
|
||||
v->format = fmt;
|
||||
break;
|
||||
}
|
||||
}
|
||||
@ -415,7 +434,7 @@ void FramebufferManagerDX9::SetRenderFrameBuffer() {
|
||||
|
||||
// None found? Create one.
|
||||
if (!vfb) {
|
||||
gstate_c.textureChanged = TEXCHANGE_UPDATED;
|
||||
gstate_c.textureChanged = true;
|
||||
vfb = new VirtualFramebufferDX9();
|
||||
vfb->fbo = 0;
|
||||
vfb->fb_address = fb_address;
|
||||
@ -457,10 +476,6 @@ void FramebufferManagerDX9::SetRenderFrameBuffer() {
|
||||
}
|
||||
}
|
||||
|
||||
//#ifdef ANDROID
|
||||
// vfb->colorDepth = FBO_8888;
|
||||
//#endif
|
||||
|
||||
if (useBufferedRendering_) {
|
||||
vfb->fbo = fbo_create(vfb->renderWidth, vfb->renderHeight, 1, true, vfb->colorDepth);
|
||||
if (vfb->fbo) {
|
||||
@ -485,21 +500,30 @@ void FramebufferManagerDX9::SetRenderFrameBuffer() {
|
||||
|
||||
INFO_LOG(SCEGE, "Creating FBO for %08x : %i x %i x %i", vfb->fb_address, vfb->width, vfb->height, vfb->format);
|
||||
|
||||
// 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 (MaskedEqual(fb_address, vfbs_[i]->z_address)) {
|
||||
WARN_LOG_REPORT(SCEGE, "FBO created from existing depthbuffer (unsupported), %08x/%08x and %08x/%08x", fb_address, z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address);
|
||||
} else if (MaskedEqual(z_address, vfbs_[i]->fb_address)) {
|
||||
WARN_LOG_REPORT(SCEGE, "FBO using other buffer as depthbuffer (unsupported), %08x/%08x and %08x/%08x", fb_address, z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address);
|
||||
} else if (MaskedEqual(z_address, vfbs_[i]->z_address) && fb_address != vfbs_[i]->fb_address && !sharingReported) {
|
||||
WARN_LOG_REPORT(SCEGE, "FBO sharing existing depthbuffer (unsupported), %08x/%08x and %08x/%08x", fb_address, z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address);
|
||||
sharingReported = true;
|
||||
}
|
||||
}
|
||||
|
||||
// We already have it!
|
||||
} else if (vfb != currentRenderVfb_) {
|
||||
// TODO: This doesn't make sense for DirectX?
|
||||
#ifndef USING_GLES2
|
||||
bool useMem = g_Config.iRenderingMode == FB_READFBOMEMORY_GPU || g_Config.iRenderingMode == FB_READFBOMEMORY_CPU;
|
||||
#else
|
||||
bool useMem = g_Config.iRenderingMode == FB_READFBOMEMORY_GPU;
|
||||
#endif
|
||||
if(useMem && !vfb->memoryUpdated) {
|
||||
bool updateVRAM = !(g_Config.iRenderingMode == FB_NON_BUFFERED_MODE || g_Config.iRenderingMode == FB_BUFFERED_MODE);
|
||||
|
||||
if (updateVRAM && !vfb->memoryUpdated) {
|
||||
ReadFramebufferToMemory(vfb, true);
|
||||
}
|
||||
// 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;
|
||||
gstate_c.textureChanged = TEXCHANGE_UPDATED;
|
||||
gstate_c.textureChanged = true;
|
||||
vfb->last_frame_render = gpuStats.numFlips;
|
||||
frameLastFramebufUsed = gpuStats.numFlips;
|
||||
vfb->dirtyAfterDisplay = true;
|
||||
@ -524,18 +548,11 @@ void FramebufferManagerDX9::SetRenderFrameBuffer() {
|
||||
fbo_unbind();
|
||||
|
||||
// Let's ignore rendering to targets that have not (yet) been displayed.
|
||||
if (vfb->usageFlags & FB_USAGE_DISPLAYED_FRAMEBUFFER)
|
||||
if (vfb->usageFlags & FB_USAGE_DISPLAYED_FRAMEBUFFER) {
|
||||
gstate_c.skipDrawReason &= ~SKIPDRAW_NON_DISPLAYED_FB;
|
||||
else
|
||||
gstate_c.skipDrawReason |= SKIPDRAW_NON_DISPLAYED_FB;
|
||||
|
||||
/*
|
||||
if (drawing_width == 480 && drawing_height == 272) {
|
||||
gstate_c.skipDrawReason &= ~SKIPDRAW_SKIPNONFB;
|
||||
// OK!
|
||||
} else {
|
||||
gstate_c.skipDrawReason |= ~SKIPDRAW_SKIPNONFB;
|
||||
}*/
|
||||
gstate_c.skipDrawReason |= SKIPDRAW_NON_DISPLAYED_FB;
|
||||
}
|
||||
}
|
||||
textureCache_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_UPDATED);
|
||||
|
||||
@ -563,44 +580,38 @@ void FramebufferManagerDX9::SetRenderFrameBuffer() {
|
||||
gstate_c.curRTWidth = vfb->width;
|
||||
gstate_c.curRTHeight = vfb->height;
|
||||
}
|
||||
}
|
||||
|
||||
void FramebufferManagerDX9::CopyDisplayToOutput() {
|
||||
|
||||
#ifdef _XBOX
|
||||
//if (currentRenderVfb_ && (!currentRenderVfb_->usageFlags & FB_USAGE_DISPLAYED_FRAMEBUFFER))
|
||||
//if (currentRenderVfb_ && (currentRenderVfb_->usageFlags == FB_USAGE_RENDERTARGET))
|
||||
//if (currentRenderVfb_ && (currentRenderVfb_->fb_address == 0))
|
||||
|
||||
if (currentRenderVfb_)
|
||||
{
|
||||
if (currentRenderVfb_->fbo && currentRenderVfb_->usageFlags == FB_USAGE_RENDERTARGET) {
|
||||
fbo_resolve(currentRenderVfb_->fbo);
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
void FramebufferManagerDX9::CopyDisplayToOutput() {
|
||||
|
||||
fbo_unbind();
|
||||
|
||||
dxstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
|
||||
currentRenderVfb_ = 0;
|
||||
|
||||
VirtualFramebufferDX9 *vfb = GetDisplayFBO();
|
||||
VirtualFramebufferDX9 *vfb = GetVFBAt(displayFramebufPtr_);
|
||||
if (!vfb) {
|
||||
if (Memory::IsValidAddress(ramDisplayFramebufPtr_)) {
|
||||
// The game is displaying something directly from RAM. In GTA, it's decoded video.
|
||||
DrawPixels(Memory::GetPointer(ramDisplayFramebufPtr_), displayFormat_, displayStride_);
|
||||
} else if (Memory::IsValidAddress(displayFramebufPtr_)) {
|
||||
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 = knownFramebufferCopies_.begin(); iter != knownFramebufferCopies_.end(); ++iter) {
|
||||
if (iter->second == displayFramebufPtr_) {
|
||||
vfb = GetVFBAt(iter->first);
|
||||
}
|
||||
}
|
||||
|
||||
if (!vfb) {
|
||||
// Just a pointer to plain memory to draw. Draw it.
|
||||
DrawPixels(Memory::GetPointer(displayFramebufPtr_), displayFormat_, displayStride_);
|
||||
return;
|
||||
}
|
||||
} else {
|
||||
DEBUG_LOG(SCEGE, "Found no FBO to display! displayFBPtr = %08x", displayFramebufPtr_);
|
||||
// No framebuffer to display! Clear to black.
|
||||
ClearBuffer();
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
vfb->usageFlags |= FB_USAGE_DISPLAYED_FRAMEBUFFER;
|
||||
vfb->dirtyAfterDisplay = false;
|
||||
@ -619,26 +630,60 @@ void FramebufferManagerDX9::CopyDisplayToOutput() {
|
||||
}
|
||||
|
||||
if (vfb->fbo) {
|
||||
dxstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
|
||||
DEBUG_LOG(SCEGE, "Displaying FBO %08x", vfb->fb_address);
|
||||
DisableState();
|
||||
LPDIRECT3DTEXTURE9 colorTexture = fbo_get_color_texture(vfb->fbo);
|
||||
|
||||
fbo_bind_color_as_texture(vfb->fbo, 0);
|
||||
|
||||
// These are in the output display coordinates
|
||||
// Output coordinates
|
||||
float x, y, w, h;
|
||||
CenterRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight);
|
||||
DrawActiveTexture(x, y, w, h, false, 480.0f / (float)vfb->width, 272.0f / (float)vfb->height);
|
||||
pD3Ddevice->SetTexture(0, NULL);
|
||||
}
|
||||
}
|
||||
|
||||
void FramebufferManagerDX9::ReadFramebufferToMemory(VirtualFramebufferDX9 *vfb, bool sync) {
|
||||
// This only works with buffered rendering
|
||||
if (!useBufferedRendering_) {
|
||||
// TODO ES3: Use glInvalidateFramebuffer to discard depth/stencil data at the end of frame.
|
||||
// and to discard extraFBOs_ after using them.
|
||||
|
||||
if (1) {
|
||||
dxstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
|
||||
// These are in the output display coordinates
|
||||
DrawActiveTexture(colorTexture, x, y, w, h, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, true, 480.0f / (float)vfb->width, 272.0f / (float)vfb->height);
|
||||
}
|
||||
/*
|
||||
else if (usePostShader_ && extraFBOs_.size() == 1 && !postShaderAtOutputResolution_) {
|
||||
// An additional pass, post-processing shader to the extra FBO.
|
||||
fbo_bind_as_render_target(extraFBOs_[0]);
|
||||
int fbo_w, fbo_h;
|
||||
fbo_get_dimensions(extraFBOs_[0], &fbo_w, &fbo_h);
|
||||
glstate.viewport.set(0, 0, fbo_w, fbo_h);
|
||||
DrawActiveTexture(colorTexture, 0, 0, fbo_w, fbo_h, fbo_w, fbo_h, true, 1.0f, 1.0f, postShaderProgram_);
|
||||
|
||||
fbo_unbind();
|
||||
|
||||
// Use the extra FBO, with applied post-processing shader, as a texture.
|
||||
// fbo_bind_color_as_texture(extraFBOs_[0], 0);
|
||||
if (extraFBOs_.size() == 0) {
|
||||
ERROR_LOG(G3D, "WTF?");
|
||||
return;
|
||||
}
|
||||
colorTexture = fbo_get_color_texture(extraFBOs_[0]);
|
||||
glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
|
||||
// These are in the output display coordinates
|
||||
DrawActiveTexture(colorTexture, x, y, w, h, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, true, 480.0f / (float)vfb->width, 272.0f / (float)vfb->height);
|
||||
} else {
|
||||
// Use post-shader, but run shader at output resolution.
|
||||
glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
|
||||
// These are in the output display coordinates
|
||||
DrawActiveTexture(colorTexture, x, y, w, h, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, true, 480.0f / (float)vfb->width, 272.0f / (float)vfb->height, postShaderProgram_);
|
||||
}
|
||||
*/
|
||||
pD3Ddevice->SetTexture(0, NULL);
|
||||
}
|
||||
}
|
||||
|
||||
void FramebufferManagerDX9::ReadFramebufferToMemory(VirtualFramebufferDX9 *vfb, bool sync) {
|
||||
#if 0
|
||||
if (sync) {
|
||||
PackFramebufferAsync_(NULL); // flush async just in case when we go for synchronous update
|
||||
}
|
||||
#endif
|
||||
|
||||
if(vfb) {
|
||||
// We'll pseudo-blit framebuffers here to get a resized and flipped version of vfb.
|
||||
@ -678,9 +723,7 @@ void FramebufferManagerDX9::ReadFramebufferToMemory(VirtualFramebufferDX9 *vfb,
|
||||
nvfb->usageFlags = FB_USAGE_RENDERTARGET;
|
||||
nvfb->dirtyAfterDisplay = true;
|
||||
|
||||
if(g_Config.bTrueColor) {
|
||||
nvfb->colorDepth = FBO_8888;
|
||||
} else {
|
||||
// When updating VRAM, it need to be exact format.
|
||||
switch (vfb->format) {
|
||||
case GE_FORMAT_4444:
|
||||
nvfb->colorDepth = FBO_4444;
|
||||
@ -696,7 +739,6 @@ void FramebufferManagerDX9::ReadFramebufferToMemory(VirtualFramebufferDX9 *vfb,
|
||||
nvfb->colorDepth = FBO_8888;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
nvfb->fbo = fbo_create(nvfb->width, nvfb->height, 1, true, nvfb->colorDepth);
|
||||
if (!(nvfb->fbo)) {
|
||||
@ -710,10 +752,14 @@ void FramebufferManagerDX9::ReadFramebufferToMemory(VirtualFramebufferDX9 *vfb,
|
||||
ClearBuffer();
|
||||
} else {
|
||||
nvfb->usageFlags |= FB_USAGE_RENDERTARGET;
|
||||
gstate_c.textureChanged = true;
|
||||
nvfb->last_frame_render = gpuStats.numFlips;
|
||||
nvfb->dirtyAfterDisplay = true;
|
||||
|
||||
#if 0
|
||||
if (nvfb->fbo) {
|
||||
fbo_bind_as_render_target(nvfb->fbo);
|
||||
}
|
||||
|
||||
// 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
|
||||
@ -722,24 +768,37 @@ void FramebufferManagerDX9::ReadFramebufferToMemory(VirtualFramebufferDX9 *vfb,
|
||||
if (nvfb->last_frame_render != gpuStats.numFlips) {
|
||||
ClearBuffer();
|
||||
}
|
||||
#if 1
|
||||
PackFramebufferSync_(nvfb);
|
||||
#endif
|
||||
}
|
||||
|
||||
vfb->memoryUpdated = true;
|
||||
BlitFramebuffer_(vfb, nvfb, false);
|
||||
}
|
||||
}
|
||||
|
||||
void FramebufferManagerDX9::BlitFramebuffer_(VirtualFramebufferDX9 *src, VirtualFramebufferDX9 *dst, bool flip, float upscale, float vscale) {
|
||||
// This only works with buffered rendering
|
||||
if (!useBufferedRendering_ || !src->fbo) {
|
||||
#if 0
|
||||
#ifdef USING_GLES2
|
||||
PackFramebufferSync_(nvfb); // synchronous glReadPixels
|
||||
#else
|
||||
if (gl_extensions.PBO_ARB || !gl_extensions.ATIClampBug) {
|
||||
if (!sync) {
|
||||
PackFramebufferAsync_(nvfb); // asynchronous glReadPixels using PBOs
|
||||
} else {
|
||||
PackFramebufferSync_(nvfb); // synchronous glReadPixels
|
||||
}
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
void FramebufferManagerDX9::BlitFramebuffer_(VirtualFramebufferDX9 *src, VirtualFramebufferDX9 *dst, bool flip, float upscale, float vscale) {
|
||||
if (dst->fbo) {
|
||||
fbo_bind_as_render_target(dst->fbo);
|
||||
} else {
|
||||
ERROR_LOG_REPORT_ONCE(dstfbozero, SCEGE, "BlitFramebuffer_: dst->fbo == 0");
|
||||
fbo_unbind();
|
||||
return;
|
||||
}
|
||||
|
||||
fbo_bind_as_render_target(dst->fbo);
|
||||
|
||||
/*
|
||||
if(glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
ERROR_LOG(HLE, "Incomplete target framebuffer, aborting blit");
|
||||
@ -751,23 +810,27 @@ void FramebufferManagerDX9::BlitFramebuffer_(VirtualFramebufferDX9 *src, Virtual
|
||||
dxstate.viewport.set(0, 0, dst->width, dst->height);
|
||||
DisableState();
|
||||
|
||||
if (src->fbo) {
|
||||
fbo_bind_color_as_texture(src->fbo, 0);
|
||||
} else {
|
||||
ERROR_LOG_REPORT_ONCE(srcfbozero, SCEGE, "BlitFramebuffer_: src->fbo == 0");
|
||||
fbo_unbind();
|
||||
return;
|
||||
}
|
||||
|
||||
float x, y, w, h;
|
||||
CenterRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight);
|
||||
|
||||
DrawActiveTexture(x, y, w, h, flip, upscale, vscale);
|
||||
DrawActiveTexture(0, x, y, w, h, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, flip, upscale, vscale);
|
||||
|
||||
pD3Ddevice->SetTexture(0, NULL);
|
||||
|
||||
#ifdef _XBOX
|
||||
fbo_resolve(dst->fbo);
|
||||
#endif
|
||||
fbo_unbind();
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: SSE/NEON
|
||||
static void ConvertFromRGBA8888(u8 *dst, u8 *src, u32 stride, u32 height, GEBufferFormat format) {
|
||||
// TODO: SSE/NEON
|
||||
// Could also make C fake-simd for 64-bit, two 8888 pixels fit in a register :)
|
||||
void ConvertFromRGBA8888(u8 *dst, u8 *src, u32 stride, u32 height, GEBufferFormat format) {
|
||||
if(format == GE_FORMAT_8888) {
|
||||
if(src == dst) {
|
||||
return;
|
||||
@ -788,7 +851,6 @@ static void ConvertFromRGBA8888(u8 *dst, u8 *src, u32 stride, u32 height, GEBuff
|
||||
for(int i = 0; i < size; i++) {
|
||||
dst16[i] = RGBA8888toRGBA5551(src32[i]);
|
||||
}
|
||||
|
||||
break;
|
||||
case GE_FORMAT_4444: // ABGR 4444
|
||||
for(int i = 0; i < size; i++) {
|
||||
@ -802,13 +864,13 @@ static void ConvertFromRGBA8888(u8 *dst, u8 *src, u32 stride, u32 height, GEBuff
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef _XBOX
|
||||
#include <xgraphics.h>
|
||||
#endif
|
||||
|
||||
static void Resolve(u8* data, VirtualFramebufferDX9 *vfb) {
|
||||
static void Resolve(u8* data, VirtualFramebufferDX9 *vfb) {
|
||||
#ifdef _XBOX
|
||||
D3DTexture * rtt = (D3DTexture*)fbo_get_rtt(vfb->fbo);
|
||||
pD3Ddevice->Resolve(D3DRESOLVE_RENDERTARGET0, NULL, rtt, NULL, 0, 0, NULL, 0.f, 0, NULL);
|
||||
@ -820,44 +882,13 @@ static void Resolve(u8* data, VirtualFramebufferDX9 *vfb) {
|
||||
// vfb->fbo->tex is tilled !!!!
|
||||
XGUntileTextureLevel(vfb->width/2, vfb->height/2, 0, XGGetGpuFormat(D3DFMT_LIN_A8R8G8B8), XGTILE_NONPACKED, data, p.Pitch, NULL, p.pBits, NULL);
|
||||
#endif
|
||||
}
|
||||
|
||||
void FramebufferManagerDX9::PackFramebufferAsync_(VirtualFramebufferDX9 *vfb) {
|
||||
|
||||
return;
|
||||
|
||||
const int MAX_PBO = 2;
|
||||
bool unbind = false;
|
||||
bool useCPU = false;
|
||||
|
||||
// Order packing/readback of the framebuffer
|
||||
if (vfb) {
|
||||
int pixelType, pixelSize, pixelFormat, align;
|
||||
|
||||
}
|
||||
|
||||
void FramebufferManagerDX9::PackFramebufferDirectx9_(VirtualFramebufferDX9 *vfb) {
|
||||
if (vfb->fbo) {
|
||||
fbo_bind_for_read(vfb->fbo);
|
||||
} else {
|
||||
fbo_unbind();
|
||||
return;
|
||||
}
|
||||
|
||||
#ifdef _XBOX
|
||||
D3DTexture * rtt = (D3DTexture*)fbo_get_rtt(vfb->fbo);
|
||||
pD3Ddevice->Resolve(D3DRESOLVE_RENDERTARGET0, NULL, rtt, NULL, 0, 0, NULL, 0.f, 0, NULL);
|
||||
#endif
|
||||
|
||||
fbo_unbind();
|
||||
unbind = true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void FramebufferManagerDX9::PackFramebufferSync_(VirtualFramebufferDX9 *vfb) {
|
||||
if (vfb->fbo) {
|
||||
fbo_bind_for_read(vfb->fbo);
|
||||
} else {
|
||||
// ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackFramebufferSync_: vfb->fbo == 0");
|
||||
ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackFramebufferSync_: vfb->fbo == 0");
|
||||
fbo_unbind();
|
||||
return;
|
||||
}
|
||||
@ -883,12 +914,11 @@ static void Resolve(u8* data, VirtualFramebufferDX9 *vfb) {
|
||||
ConvertFromRGBA8888(Memory::GetPointer(fb_address), packed, vfb->fb_stride, vfb->height, vfb->format);
|
||||
free(packed);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
fbo_unbind();
|
||||
}
|
||||
void FramebufferManagerDX9::EndFrame() {
|
||||
}
|
||||
void FramebufferManagerDX9::EndFrame() {
|
||||
if (resized_) {
|
||||
DestroyAllFBOs();
|
||||
dxstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
|
||||
@ -898,35 +928,27 @@ void FramebufferManagerDX9::EndFrame() {
|
||||
// We flush to memory last requested framebuffer, if any
|
||||
PackFramebufferAsync_(NULL);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
void FramebufferManagerDX9::DeviceLost() {
|
||||
void FramebufferManagerDX9::DeviceLost() {
|
||||
DestroyAllFBOs();
|
||||
resized_ = false;
|
||||
}
|
||||
}
|
||||
|
||||
void FramebufferManagerDX9::BeginFrame() {
|
||||
void FramebufferManagerDX9::BeginFrame() {
|
||||
DecimateFBOs();
|
||||
currentRenderVfb_ = 0;
|
||||
useBufferedRendering_ = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
|
||||
}
|
||||
}
|
||||
|
||||
void FramebufferManagerDX9::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
|
||||
void FramebufferManagerDX9::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
|
||||
|
||||
if ((framebuf & 0x04000000) == 0) {
|
||||
DEBUG_LOG(SCEGE, "Non-VRAM display framebuffer address set: %08x", framebuf);
|
||||
ramDisplayFramebufPtr_ = framebuf;
|
||||
displayStride_ = stride;
|
||||
displayFormat_ = format;
|
||||
} else {
|
||||
ramDisplayFramebufPtr_ = 0;
|
||||
displayFramebufPtr_ = framebuf;
|
||||
displayStride_ = stride;
|
||||
displayFormat_ = format;
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<FramebufferInfo> FramebufferManagerDX9::GetFramebufferList() {
|
||||
std::vector<FramebufferInfo> FramebufferManagerDX9::GetFramebufferList() {
|
||||
std::vector<FramebufferInfo> list;
|
||||
|
||||
for (size_t i = 0; i < vfbs_.size(); ++i) {
|
||||
@ -943,24 +965,30 @@ std::vector<FramebufferInfo> FramebufferManagerDX9::GetFramebufferList() {
|
||||
}
|
||||
|
||||
return list;
|
||||
}
|
||||
}
|
||||
|
||||
void FramebufferManagerDX9::DecimateFBOs() {
|
||||
// MotoGP workaround
|
||||
void FramebufferManagerDX9::NotifyFramebufferCopy(u32 src, u32 dest, int size) {
|
||||
for (size_t i = 0; i < vfbs_.size(); i++) {
|
||||
// This size fits for MotoGP. Might want to make this more flexible for other games if they do the same.
|
||||
if ((vfbs_[i]->fb_address | 0x04000000) == src && size == 512 * 272 * 2) {
|
||||
// A framebuffer matched!
|
||||
knownFramebufferCopies_.insert(std::pair<u32, u32>(src, dest));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void FramebufferManagerDX9::DecimateFBOs() {
|
||||
fbo_unbind();
|
||||
currentRenderVfb_ = 0;
|
||||
// TODO: This doesn't make sense for DirectX?
|
||||
#ifndef USING_GLES2
|
||||
bool useMem = g_Config.iRenderingMode == FB_READFBOMEMORY_GPU || g_Config.iRenderingMode == FB_READFBOMEMORY_CPU;
|
||||
#else
|
||||
bool useMem = g_Config.iRenderingMode == FB_READFBOMEMORY_GPU;
|
||||
#endif
|
||||
bool updateVram = !(g_Config.iRenderingMode == FB_NON_BUFFERED_MODE || g_Config.iRenderingMode == FB_BUFFERED_MODE);
|
||||
|
||||
for (size_t i = 0; i < vfbs_.size(); ++i) {
|
||||
VirtualFramebufferDX9 *vfb = vfbs_[i];
|
||||
int age = frameLastFramebufUsed - std::max(vfb->last_frame_render, vfb->last_frame_used);
|
||||
|
||||
if(useMem && age == 0 && !vfb->memoryUpdated) {
|
||||
if (updateVram && age == 0 && !vfb->memoryUpdated && vfb == displayFramebuf_)
|
||||
ReadFramebufferToMemory(vfb);
|
||||
}
|
||||
|
||||
if (vfb == displayFramebuf_ || vfb == prevDisplayFramebuf_ || vfb == prevPrevDisplayFramebuf_) {
|
||||
continue;
|
||||
@ -983,9 +1011,9 @@ void FramebufferManagerDX9::DecimateFBOs() {
|
||||
bvfbs_.erase(bvfbs_.begin() + i--);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void FramebufferManagerDX9::DestroyAllFBOs() {
|
||||
void FramebufferManagerDX9::DestroyAllFBOs() {
|
||||
fbo_unbind();
|
||||
currentRenderVfb_ = 0;
|
||||
displayFramebuf_ = 0;
|
||||
@ -998,13 +1026,13 @@ void FramebufferManagerDX9::DestroyAllFBOs() {
|
||||
DestroyFramebuf(vfb);
|
||||
}
|
||||
vfbs_.clear();
|
||||
}
|
||||
}
|
||||
|
||||
void FramebufferManagerDX9::UpdateFromMemory(u32 addr, int size) {
|
||||
void FramebufferManagerDX9::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.
|
||||
if (addr == DisplayFramebufAddr() || addr == PrevDisplayFramebufAddr()) {
|
||||
if (addr == DisplayFramebufAddr() || addr == PrevDisplayFramebufAddr() || 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;
|
||||
@ -1020,10 +1048,10 @@ void FramebufferManagerDX9::UpdateFromMemory(u32 addr, int size) {
|
||||
vfb->reallyDirtyAfterDisplay = true;
|
||||
// TODO: This without the fbo_unbind() above would be better than destroying the FBO.
|
||||
// However, it doesn't seem to work for Star Ocean, at least
|
||||
if (useBufferedRendering_) {
|
||||
if (useBufferedRendering_ && vfb->fbo) {
|
||||
fbo_bind_as_render_target(vfb->fbo);
|
||||
needUnbind = true;
|
||||
DrawPixels(Memory::GetPointer(addr), vfb->format, vfb->fb_stride);
|
||||
DrawPixels(Memory::GetPointer(addr | 0x04000000), vfb->format, vfb->fb_stride);
|
||||
} else {
|
||||
INFO_LOG(SCEGE, "Invalidating FBO for %08x (%i x %i x %i)", vfb->fb_address, vfb->width, vfb->height, vfb->format);
|
||||
DestroyFramebuf(vfb);
|
||||
@ -1035,10 +1063,23 @@ void FramebufferManagerDX9::UpdateFromMemory(u32 addr, int size) {
|
||||
if (needUnbind)
|
||||
fbo_unbind();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void FramebufferManagerDX9::Resized() {
|
||||
void FramebufferManagerDX9::Resized() {
|
||||
resized_ = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
bool FramebufferManagerDX9::GetCurrentFramebuffer(GPUDebugBuffer &buffer) {
|
||||
return true;
|
||||
}
|
||||
|
||||
bool FramebufferManagerDX9::GetCurrentDepthbuffer(GPUDebugBuffer &buffer) {
|
||||
return false;
|
||||
}
|
||||
|
||||
bool FramebufferManagerDX9::GetCurrentStencilbuffer(GPUDebugBuffer &buffer) {
|
||||
return false;
|
||||
}
|
||||
|
||||
} // namespace DX9
|
@ -18,6 +18,8 @@
|
||||
#pragma once
|
||||
|
||||
#include <list>
|
||||
#include <set>
|
||||
|
||||
#include "d3d9.h"
|
||||
|
||||
#include "GPU/Directx9/helper/fbo.h"
|
||||
@ -98,7 +100,8 @@ public:
|
||||
}
|
||||
|
||||
void DrawPixels(const u8 *framebuf, GEBufferFormat pixelFormat, int linesize);
|
||||
void DrawActiveTexture(float x, float y, float w, float h, bool flip = false, float uscale = 1.0f, float vscale = 1.0f);
|
||||
|
||||
void DrawActiveTexture(LPDIRECT3DTEXTURE9 tex, float x, float y, float w, float h, float destW, float destH, bool flip = false, float uscale = 1.0f, float vscale = 1.0f);
|
||||
|
||||
void DestroyAllFBOs();
|
||||
void DecimateFBOs();
|
||||
@ -109,12 +112,15 @@ public:
|
||||
void DeviceLost();
|
||||
void CopyDisplayToOutput();
|
||||
void SetRenderFrameBuffer(); // Uses parameters computed from gstate
|
||||
void UpdateFromMemory(u32 addr, int size);
|
||||
void UpdateFromMemory(u32 addr, int size, bool safe);
|
||||
|
||||
void ReadFramebufferToMemory(VirtualFramebufferDX9 *vfb, bool sync = true);
|
||||
|
||||
// TODO: Break out into some form of FBO manager
|
||||
VirtualFramebufferDX9 *GetDisplayFBO();
|
||||
VirtualFramebufferDX9 *GetVFBAt(u32 addr);
|
||||
VirtualFramebufferDX9 *GetDisplayVFB() {
|
||||
return GetVFBAt(displayFramebufPtr_);
|
||||
}
|
||||
void SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format);
|
||||
size_t NumVFBs() const { return vfbs_.size(); }
|
||||
|
||||
@ -132,10 +138,19 @@ public:
|
||||
return displayFramebuf_ ? (0x04000000 | displayFramebuf_->fb_address) : 0;
|
||||
}
|
||||
|
||||
void NotifyFramebufferCopy(u32 src, u32 dest, int size);
|
||||
|
||||
void DestroyFramebuf(VirtualFramebufferDX9 *vfb);
|
||||
|
||||
bool GetCurrentFramebuffer(GPUDebugBuffer &buffer);
|
||||
bool GetCurrentDepthbuffer(GPUDebugBuffer &buffer);
|
||||
bool GetCurrentStencilbuffer(GPUDebugBuffer &buffer);
|
||||
|
||||
private:
|
||||
u32 ramDisplayFramebufPtr_; // workaround for MotoGP insanity
|
||||
void CompileDraw2DProgram();
|
||||
void DestroyDraw2DProgram();
|
||||
|
||||
void SetNumExtraFBOs(int num);
|
||||
u32 displayFramebufPtr_;
|
||||
u32 displayStride_;
|
||||
GEBufferFormat displayFormat_;
|
||||
@ -151,24 +166,35 @@ private:
|
||||
|
||||
// Used by ReadFramebufferToMemory
|
||||
void BlitFramebuffer_(VirtualFramebufferDX9 *src, VirtualFramebufferDX9 *dst, bool flip = false, float upscale = 1.0f, float vscale = 1.0f);
|
||||
std::vector<VirtualFramebufferDX9 *> bvfbs_; // blitting FBOs
|
||||
//void PackFramebufferDirectx9_(VirtualFramebufferDX9 *vfb);
|
||||
void PackFramebufferAsync_(VirtualFramebufferDX9 *vfb);
|
||||
void PackFramebufferSync_(VirtualFramebufferDX9 *vfb);
|
||||
void PackFramebufferDirectx9_(VirtualFramebufferDX9 *vfb);
|
||||
|
||||
// Used by DrawPixels
|
||||
LPDIRECT3DTEXTURE9 drawPixelsTex_;
|
||||
GEBufferFormat drawPixelsTexFormat_;
|
||||
|
||||
u8 *convBuf;
|
||||
GLSLProgram *draw2dprogram;
|
||||
|
||||
int plainColorLoc_;
|
||||
|
||||
TextureCacheDX9 *textureCache_;
|
||||
ShaderManagerDX9 *shaderManager_;
|
||||
bool usePostShader_;
|
||||
bool postShaderAtOutputResolution_;
|
||||
|
||||
// Used by post-processing shader
|
||||
std::vector<FBO *> extraFBOs_;
|
||||
|
||||
bool resized_;
|
||||
bool useBufferedRendering_;
|
||||
|
||||
std::vector<VirtualFramebufferDX9 *> bvfbs_; // blitting FBOs
|
||||
|
||||
std::set<std::pair<u32, u32>> knownFramebufferCopies_;
|
||||
|
||||
#if 0
|
||||
AsyncPBO *pixelBufObj_; //this isn't that large
|
||||
u8 currentPBO_;
|
||||
#endif
|
||||
};
|
||||
|
||||
};
|
||||
|
@ -475,7 +475,7 @@ bool DIRECTX9_GPU::FramebufferDirty() {
|
||||
// Allow it to process fully before deciding if it's dirty.
|
||||
SyncThread();
|
||||
}
|
||||
VirtualFramebufferDX9 *vfb = framebufferManager_.GetDisplayFBO();
|
||||
VirtualFramebufferDX9 *vfb = framebufferManager_.GetDisplayVFB();
|
||||
if (vfb) {
|
||||
bool dirty = vfb->dirtyAfterDisplay;
|
||||
vfb->dirtyAfterDisplay = false;
|
||||
@ -492,7 +492,7 @@ bool DIRECTX9_GPU::FramebufferReallyDirty() {
|
||||
SyncThread();
|
||||
}
|
||||
|
||||
VirtualFramebufferDX9 *vfb = framebufferManager_.GetDisplayFBO();
|
||||
VirtualFramebufferDX9 *vfb = framebufferManager_.GetDisplayVFB();
|
||||
if (vfb) {
|
||||
bool dirty = vfb->reallyDirtyAfterDisplay;
|
||||
vfb->reallyDirtyAfterDisplay = false;
|
||||
@ -514,7 +514,7 @@ void DIRECTX9_GPU::CopyDisplayToOutputInternal() {
|
||||
framebufferManager_.CopyDisplayToOutput();
|
||||
framebufferManager_.EndFrame();
|
||||
|
||||
shaderManager_->EndFrame();
|
||||
// shaderManager_->EndFrame();
|
||||
|
||||
gstate_c.textureChanged = TEXCHANGE_UPDATED;
|
||||
}
|
||||
@ -681,9 +681,9 @@ void DIRECTX9_GPU::ExecuteOp(u32 op, u32 diff) {
|
||||
}
|
||||
|
||||
// TODO: Get rid of this old horror...
|
||||
int bz_ucount = data & 0xFF;
|
||||
int bz_vcount = (data >> 8) & 0xFF;
|
||||
transformDraw_.DrawBezier(bz_ucount, bz_vcount);
|
||||
// int bz_ucount = data & 0xFF;
|
||||
// int bz_vcount = (data >> 8) & 0xFF;
|
||||
// transformDraw_.DrawBezier(bz_ucount, bz_vcount);
|
||||
|
||||
// And instead use this.
|
||||
// GEPatchPrimType patchPrim = gstate.getPatchPrimitiveType();
|
||||
@ -1308,7 +1308,7 @@ void DIRECTX9_GPU::InvalidateCacheInternal(u32 addr, int size, GPUInvalidationTy
|
||||
textureCache_.InvalidateAll(type);
|
||||
|
||||
if (type != GPU_INVALIDATE_ALL)
|
||||
framebufferManager_.UpdateFromMemory(addr, size);
|
||||
framebufferManager_.UpdateFromMemory(addr, size, false);
|
||||
}
|
||||
|
||||
bool DIRECTX9_GPU::PerformMemoryCopy(u32 dest, u32 src, int size) {
|
||||
@ -1359,4 +1359,12 @@ void DIRECTX9_GPU::DoState(PointerWrap &p) {
|
||||
shaderManager_->ClearCache(true);
|
||||
}
|
||||
|
||||
bool DIRECTX9_GPU::GetCurrentFramebuffer(GPUDebugBuffer &buffer) { return false; }
|
||||
bool DIRECTX9_GPU::GetCurrentDepthbuffer(GPUDebugBuffer &buffer) { return false; }
|
||||
bool DIRECTX9_GPU::GetCurrentStencilbuffer(GPUDebugBuffer &buffer) { return false; }
|
||||
|
||||
void DIRECTX9_GPU::ClearShaderCache() {
|
||||
shaderManager_->ClearCache(true);
|
||||
}
|
||||
|
||||
};
|
||||
|
@ -39,6 +39,7 @@ public:
|
||||
~DIRECTX9_GPU();
|
||||
virtual void InitClear();
|
||||
virtual void PreExecuteOp(u32 op, u32 diff);
|
||||
void ExecuteOpInternal(u32 op, u32 diff);
|
||||
virtual void ExecuteOp(u32 op, u32 diff);
|
||||
|
||||
virtual void SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format);
|
||||
@ -59,6 +60,7 @@ public:
|
||||
|
||||
// Called by the window system if the window size changed. This will be reflected in PSPCoreParam.pixel*.
|
||||
virtual void Resized();
|
||||
virtual void ClearShaderCache();
|
||||
virtual bool DecodeTexture(u8* dest, GPUgstate state) {
|
||||
return textureCache_.DecodeTexture(dest, state);
|
||||
}
|
||||
@ -71,6 +73,10 @@ public:
|
||||
}
|
||||
std::vector<FramebufferInfo> GetFramebufferList();
|
||||
|
||||
bool GetCurrentFramebuffer(GPUDebugBuffer &buffer);
|
||||
bool GetCurrentDepthbuffer(GPUDebugBuffer &buffer);
|
||||
bool GetCurrentStencilbuffer(GPUDebugBuffer &buffer);
|
||||
bool GetCurrentTexture(GPUDebugBuffer &buffer);
|
||||
protected:
|
||||
virtual void FastRunLoop(DisplayList &list);
|
||||
virtual void ProcessEvent(GPUEvent ev);
|
||||
|
@ -519,7 +519,7 @@ void ShaderManagerDX9::DirtyShader() {
|
||||
shaderSwitchDirty_ = 0;
|
||||
}
|
||||
|
||||
void ShaderManagerDX9::EndFrame() { // disables vertex arrays
|
||||
void ShaderManagerDX9::DirtyLastShader() { // disables vertex arrays
|
||||
if (lastShader_)
|
||||
lastShader_->stop();
|
||||
lastShader_ = 0;
|
||||
|
@ -31,6 +31,19 @@ class PSShader;
|
||||
class VSShader;
|
||||
void ConvertProjMatrixToD3D(Matrix4x4 & in);
|
||||
|
||||
// Pre-fetched attrs and uniforms
|
||||
enum {
|
||||
ATTR_POSITION = 0,
|
||||
ATTR_TEXCOORD = 1,
|
||||
ATTR_NORMAL = 2,
|
||||
ATTR_W1 = 3,
|
||||
ATTR_W2 = 4,
|
||||
ATTR_COLOR0 = 5,
|
||||
ATTR_COLOR1 = 6,
|
||||
|
||||
ATTR_COUNT,
|
||||
};
|
||||
|
||||
class LinkedShaderDX9
|
||||
{
|
||||
protected:
|
||||
@ -62,6 +75,9 @@ public:
|
||||
|
||||
u32 dirtyUniforms;
|
||||
|
||||
// Present attributes in the shader.
|
||||
int attrMask; // 1 << ATTR_ ... or-ed together.
|
||||
|
||||
// Pre-fetched attrs and uniforms
|
||||
D3DXHANDLE a_position;
|
||||
D3DXHANDLE a_color0;
|
||||
@ -199,7 +215,7 @@ public:
|
||||
void DirtyUniform(u32 what) {
|
||||
globalDirty_ |= what;
|
||||
}
|
||||
void EndFrame(); // disables vertex arrays
|
||||
void DirtyLastShader(); // disables vertex arrays
|
||||
|
||||
int NumVertexShaders() const { return (int)vsCache_.size(); }
|
||||
int NumFragmentShaders() const { return (int)fsCache_.size(); }
|
||||
|
@ -21,56 +21,6 @@
|
||||
|
||||
namespace DX9 {
|
||||
|
||||
// Just to get something on the screen, we'll just not subdivide correctly.
|
||||
void TransformDrawEngineDX9::DrawBezier(int ucount, int vcount) {
|
||||
u16 indices[3 * 3 * 6];
|
||||
|
||||
static bool reported = false;
|
||||
if (!reported) {
|
||||
Reporting::ReportMessage("Unsupported bezier curve");
|
||||
reported = true;
|
||||
}
|
||||
|
||||
// if (gstate.patchprimitive)
|
||||
// Generate indices for a rectangular mesh.
|
||||
int c = 0;
|
||||
for (int y = 0; y < 3; y++) {
|
||||
for (int x = 0; x < 3; x++) {
|
||||
indices[c++] = y * 3 + x;
|
||||
indices[c++] = y * 3 + x + 1;
|
||||
indices[c++] = (y + 1) * 3 + x + 1;
|
||||
indices[c++] = (y + 1) * 3 + x + 1;
|
||||
indices[c++] = (y + 1) * 3 + x;
|
||||
indices[c++] = y * 3 + x;
|
||||
}
|
||||
}
|
||||
|
||||
// We are free to use the "decoded" buffer here.
|
||||
// Let's split it into two to get a second buffer, there's enough space.
|
||||
u8 *decoded2 = decoded + 65536 * 24;
|
||||
|
||||
// Alright, now for the vertex data.
|
||||
// For now, we will simply inject UVs.
|
||||
|
||||
float customUV[4 * 4 * 2];
|
||||
for (int y = 0; y < 4; y++) {
|
||||
for (int x = 0; x < 4; x++) {
|
||||
customUV[(y * 4 + x) * 2 + 0] = (float)x/3.0f;
|
||||
customUV[(y * 4 + x) * 2 + 1] = (float)y/3.0f;
|
||||
}
|
||||
}
|
||||
|
||||
if (!vertTypeGetTexCoordMask(gstate.vertType)) {
|
||||
VertexDecoderDX9 *dec = GetVertexDecoder(gstate.vertType);
|
||||
dec->SetVertexType(gstate.vertType);
|
||||
u32 newVertType = dec->InjectUVs(decoded2, Memory::GetPointer(gstate_c.vertexAddr), customUV, 16);
|
||||
SubmitPrim(decoded2, &indices[0], GE_PRIM_TRIANGLES, c, newVertType, GE_VTYPE_IDX_16BIT, 0);
|
||||
} else {
|
||||
SubmitPrim(Memory::GetPointer(gstate_c.vertexAddr), &indices[0], GE_PRIM_TRIANGLES, c, gstate.vertType, GE_VTYPE_IDX_16BIT, 0);
|
||||
}
|
||||
Flush(); // as our vertex storage here is temporary, it will only survive one draw.
|
||||
}
|
||||
|
||||
|
||||
// Spline implementation copied and modified from neobrain's softgpu (orphis code?)
|
||||
|
||||
|
@ -15,6 +15,55 @@
|
||||
// Official git repository and contact information can be found at
|
||||
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
|
||||
|
||||
|
||||
|
||||
// Ideas for speeding things up on mobile OpenGL ES implementations
|
||||
//
|
||||
// Use superbuffers! Yes I just invented that name.
|
||||
//
|
||||
// The idea is to avoid respecifying the vertex format between every draw call (multiple glVertexAttribPointer ...)
|
||||
// by combining the contents of multiple draw calls into one buffer, as long as
|
||||
// they have exactly the same output vertex format. (different input formats is fine! This way
|
||||
// we can combine the data for multiple draws with different numbers of bones, as we consider numbones < 4 to be = 4)
|
||||
// into one VBO.
|
||||
//
|
||||
// This will likely be a win because I believe that between every change of VBO + glVertexAttribPointer*N, the driver will
|
||||
// perform a lot of validation, probably at draw call time, while all the validation can be skipped if the only thing
|
||||
// that changes between two draw calls is simple state or texture or a matrix etc, not anything vertex related.
|
||||
// Also the driver will have to manage hundreds instead of thousands of VBOs in games like GTA.
|
||||
//
|
||||
// * Every 10 frames or something, do the following:
|
||||
// - Frame 1:
|
||||
// + Mark all drawn buffers with in-frame sequence numbers (alternatively,
|
||||
// just log them in an array)
|
||||
// - Frame 2 (beginning?):
|
||||
// + Take adjacent buffers that have the same output vertex format, and add them
|
||||
// to a list of buffers to combine. Create said buffers with appropriate sizes
|
||||
// and precompute the offsets that the draws should be written into.
|
||||
// - Frame 2 (end):
|
||||
// + Actually do the work of combining the buffers. This probably means re-decoding
|
||||
// the vertices into a new one. Will also have to apply index offsets.
|
||||
//
|
||||
// Also need to change the drawing code so that we don't glBindBuffer and respecify glVAP if
|
||||
// two subsequent drawcalls come from the same superbuffer.
|
||||
//
|
||||
// Or we ignore all of this including vertex caching and simply find a way to do highly optimized vertex streaming,
|
||||
// like Dolphin is trying to. That will likely never be able to reach the same speed as perfectly optimized
|
||||
// superbuffers though. For this we will have to JIT the vertex decoder but that's not too hard.
|
||||
//
|
||||
// Now, when do we delete superbuffers? Maybe when half the buffers within have been killed?
|
||||
//
|
||||
// Another idea for GTA which switches textures a lot while not changing much other state is to use ES 3 Array
|
||||
// textures, if they are the same size (even if they aren't, might be okay to simply resize the textures to match
|
||||
// if they're just a multiple of 2 away) or something. Then we'd have to add a W texture coordinate to choose the
|
||||
// texture within the bound texture array to the vertex data when merging into superbuffers.
|
||||
//
|
||||
// There are even more things to try. For games that do matrix palette skinning by quickly switching bones and
|
||||
// just drawing a few triangles per call (NBA, FF:CC, Tekken 6 etc) we could even collect matrices, upload them
|
||||
// all at once, writing matrix indices into the vertices in addition to the weights, and then doing a single
|
||||
// draw call with specially generated shader to draw the whole mesh. This code will be seriously complex though.
|
||||
|
||||
#include "base/logging.h"
|
||||
#include "base/timeutil.h"
|
||||
|
||||
#include "Common/MemoryUtil.h"
|
||||
@ -49,7 +98,11 @@ const D3DPRIMITIVETYPE glprim[8] = {
|
||||
D3DPT_TRIANGLELIST,
|
||||
D3DPT_TRIANGLESTRIP,
|
||||
D3DPT_TRIANGLEFAN,
|
||||
#ifndef _XBOX
|
||||
D3DPT_TRIANGLELIST, // With OpenGL ES we have to expand sprites into triangles, tripling the data instead of doubling. sigh. OpenGL ES, Y U NO SUPPORT GL_QUADS?
|
||||
#else
|
||||
D3DPT_TRIANGLELIST,
|
||||
#endif
|
||||
};
|
||||
|
||||
#ifndef _XBOX
|
||||
@ -76,12 +129,21 @@ enum {
|
||||
TRANSFORMED_VERTEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * sizeof(TransformedVertex)
|
||||
};
|
||||
|
||||
#define QUAD_INDICES_MAX 32768
|
||||
|
||||
#define VERTEXCACHE_DECIMATION_INTERVAL 17
|
||||
|
||||
#ifndef _XBOX
|
||||
// Check for max first as clamping to max is more common than min when lighting.
|
||||
inline float clamp(float in, float min, float max) {
|
||||
return in < min ? min : (in > max ? max : in);
|
||||
return in > max ? max : (in < min ? min : in);
|
||||
}
|
||||
#else
|
||||
inline float clamp(float in, float min, float max) {
|
||||
in = __fsel( in - min , in, min );
|
||||
return __fsel( in - max, max, in );
|
||||
}
|
||||
#endif
|
||||
|
||||
TransformDrawEngineDX9::TransformDrawEngineDX9()
|
||||
: collectedVerts(0),
|
||||
@ -102,6 +164,16 @@ TransformDrawEngineDX9::TransformDrawEngineDX9()
|
||||
decIndex = (u16 *)AllocateMemoryPages(DECODED_INDEX_BUFFER_SIZE);
|
||||
transformed = (TransformedVertex *)AllocateMemoryPages(TRANSFORMED_VERTEX_BUFFER_SIZE);
|
||||
transformedExpanded = (TransformedVertex *)AllocateMemoryPages(3 * TRANSFORMED_VERTEX_BUFFER_SIZE);
|
||||
quadIndices_ = new u16[6 * QUAD_INDICES_MAX];
|
||||
|
||||
for (int i = 0; i < QUAD_INDICES_MAX; i++) {
|
||||
quadIndices_[i * 6 + 0] = i * 4;
|
||||
quadIndices_[i * 6 + 1] = i * 4 + 2;
|
||||
quadIndices_[i * 6 + 2] = i * 4 + 1;
|
||||
quadIndices_[i * 6 + 3] = i * 4 + 1;
|
||||
quadIndices_[i * 6 + 4] = i * 4 + 2;
|
||||
quadIndices_[i * 6 + 5] = i * 4 + 3;
|
||||
}
|
||||
|
||||
if (g_Config.bPrescaleUV) {
|
||||
uvScale = new UVScale[MAX_DEFERRED_DRAW_CALLS];
|
||||
@ -117,6 +189,8 @@ TransformDrawEngineDX9::~TransformDrawEngineDX9() {
|
||||
FreeMemoryPages(transformed, TRANSFORMED_VERTEX_BUFFER_SIZE);
|
||||
FreeMemoryPages(transformedExpanded, 3 * TRANSFORMED_VERTEX_BUFFER_SIZE);
|
||||
|
||||
delete [] quadIndices_;
|
||||
|
||||
for (auto iter = decoderMap_.begin(); iter != decoderMap_.end(); iter++) {
|
||||
delete iter->second;
|
||||
}
|
||||
@ -413,7 +487,7 @@ void TransformDrawEngineDX9::SoftwareTransformAndDraw(
|
||||
float v[3] = {0, 0, 0};
|
||||
float c0[4] = {1, 1, 1, 1};
|
||||
float c1[4] = {0, 0, 0, 0};
|
||||
float uv[3] = {0, 0, 0};
|
||||
float uv[3] = {0, 0, 1};
|
||||
float fogCoef = 1.0f;
|
||||
|
||||
if (throughmode) {
|
||||
@ -448,7 +522,7 @@ void TransformDrawEngineDX9::SoftwareTransformAndDraw(
|
||||
if (reader.hasNormal())
|
||||
reader.ReadNrm(nrm);
|
||||
|
||||
if ((vertType & GE_VTYPE_WEIGHT_MASK) == GE_VTYPE_WEIGHT_NONE) {
|
||||
if (!vertTypeIsSkinningEnabled(vertType)) {
|
||||
Vec3ByMatrix43(out, pos, gstate.worldMatrix);
|
||||
if (reader.hasNormal()) {
|
||||
Norm3ByMatrix43(norm, nrm, gstate.worldMatrix);
|
||||
@ -460,9 +534,7 @@ void TransformDrawEngineDX9::SoftwareTransformAndDraw(
|
||||
// Skinning
|
||||
Vec3f psum(0,0,0);
|
||||
Vec3f nsum(0,0,0);
|
||||
int nweights = ((vertType & GE_VTYPE_WEIGHTCOUNT_MASK) >> GE_VTYPE_WEIGHTCOUNT_SHIFT) + 1;
|
||||
for (int i = 0; i < nweights; i++)
|
||||
{
|
||||
for (int i = 0; i < vertTypeGetNumBoneWeights(vertType); i++) {
|
||||
if (weights[i] != 0.0f) {
|
||||
Vec3ByMatrix43(out, pos, gstate.boneMatrix+i*12);
|
||||
Vec3f tpos(out);
|
||||
@ -602,6 +674,7 @@ void TransformDrawEngineDX9::SoftwareTransformAndDraw(
|
||||
ERROR_LOG_REPORT(G3D, "Impossible UV gen mode? %d", gstate.getUVGenMode());
|
||||
break;
|
||||
}
|
||||
|
||||
uv[0] = uv[0] * widthFactor;
|
||||
uv[1] = uv[1] * heightFactor;
|
||||
|
||||
@ -640,11 +713,14 @@ void TransformDrawEngineDX9::SoftwareTransformAndDraw(
|
||||
drawBuffer = transformedExpanded;
|
||||
TransformedVertex *trans = &transformedExpanded[0];
|
||||
TransformedVertex saved;
|
||||
u32 stencilValue;
|
||||
for (int i = 0; i < vertexCount; i += 2) {
|
||||
int index = ((const u16*)inds)[i];
|
||||
saved = transformed[index];
|
||||
int index2 = ((const u16*)inds)[i + 1];
|
||||
TransformedVertex &transVtx = transformed[index2];
|
||||
if (i == 0)
|
||||
stencilValue = transVtx.color0[3];
|
||||
// We have to turn the rectangle into two triangles, so 6 points. Sigh.
|
||||
|
||||
// bottom right
|
||||
@ -674,6 +750,7 @@ void TransformDrawEngineDX9::SoftwareTransformAndDraw(
|
||||
// Apparently, non-through RotateUV just breaks things.
|
||||
// If we find a game where it helps, we'll just have to figure out how they differ.
|
||||
// Possibly, it has something to do with flipped viewport Y axis, which a few games use.
|
||||
// One game might be one of the Metal Gear ones, can't find the issue right now though.
|
||||
// else
|
||||
// RotateUV(trans);
|
||||
|
||||
@ -686,6 +763,12 @@ void TransformDrawEngineDX9::SoftwareTransformAndDraw(
|
||||
|
||||
numTrans += 6;
|
||||
}
|
||||
|
||||
// We don't know the color until here, so we have to do it now, instead of in StateMapping.
|
||||
// Might want to reconsider the order of things later...
|
||||
if (gstate.isModeClear() && gstate.isClearModeAlphaMask()) {
|
||||
dxstate.stencilFunc.set(D3DCMP_ALWAYS, stencilValue, 255);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -806,6 +889,9 @@ void TransformDrawEngineDX9::SubmitPrim(void *verts, void *inds, GEPrimitiveType
|
||||
}
|
||||
|
||||
void TransformDrawEngineDX9::DecodeVerts() {
|
||||
UVScale origUV;
|
||||
if (uvScale)
|
||||
origUV = gstate_c.uv;
|
||||
for (int i = 0; i < numDrawCalls; i++) {
|
||||
const DeferredDrawCall &dc = drawCalls[i];
|
||||
|
||||
@ -835,7 +921,7 @@ void TransformDrawEngineDX9::DecodeVerts() {
|
||||
while (j < numDrawCalls) {
|
||||
if (drawCalls[j].verts != dc.verts)
|
||||
break;
|
||||
if (uvScale && memcmp(&uvScale[j], &uvScale[i], sizeof(uvScale[0]) != 0))
|
||||
if (uvScale && memcmp(&uvScale[j], &uvScale[i], sizeof(uvScale[0])) != 0)
|
||||
break;
|
||||
|
||||
indexLowerBound = std::min(indexLowerBound, (int)drawCalls[j].indexLowerBound);
|
||||
@ -876,6 +962,8 @@ void TransformDrawEngineDX9::DecodeVerts() {
|
||||
// Force to points (0)
|
||||
indexGen.AddPrim(GE_PRIM_POINTS, 0);
|
||||
}
|
||||
if (uvScale)
|
||||
gstate_c.uv = origUV;
|
||||
}
|
||||
|
||||
u32 TransformDrawEngineDX9::ComputeHash() {
|
||||
@ -993,6 +1081,7 @@ void TransformDrawEngineDX9::DoFlush() {
|
||||
LPDIRECT3DINDEXBUFFER9 ib_ = NULL;
|
||||
|
||||
int vertexCount = 0;
|
||||
int maxIndex = 0;
|
||||
bool useElements = true;
|
||||
|
||||
// Cannot cache vertex data with morph enabled.
|
||||
@ -1019,6 +1108,7 @@ void TransformDrawEngineDX9::DoFlush() {
|
||||
DecodeVerts(); // writes to indexGen
|
||||
vai->numVerts = indexGen.VertexCount();
|
||||
vai->prim = indexGen.Prim();
|
||||
vai->maxIndex = indexGen.MaxIndex();
|
||||
goto rotateVBO;
|
||||
}
|
||||
|
||||
@ -1065,6 +1155,7 @@ void TransformDrawEngineDX9::DoFlush() {
|
||||
DecodeVerts();
|
||||
vai->numVerts = indexGen.VertexCount();
|
||||
vai->prim = indexGen.Prim();
|
||||
vai->maxIndex = indexGen.MaxIndex();
|
||||
useElements = !indexGen.SeenOnlyPurePrims();
|
||||
if (!useElements && indexGen.PureCount()) {
|
||||
vai->numVerts = indexGen.PureCount();
|
||||
@ -1097,6 +1188,7 @@ void TransformDrawEngineDX9::DoFlush() {
|
||||
vb_ = vai->vbo;
|
||||
ib_ = vai->ebo;
|
||||
vertexCount = vai->numVerts;
|
||||
maxIndex = vai->maxIndex;
|
||||
prim = static_cast<GEPrimitiveType>(vai->prim);
|
||||
break;
|
||||
}
|
||||
@ -1114,6 +1206,8 @@ void TransformDrawEngineDX9::DoFlush() {
|
||||
ib_ = vai->ebo;
|
||||
|
||||
vertexCount = vai->numVerts;
|
||||
|
||||
maxIndex = vai->maxIndex;
|
||||
prim = static_cast<GEPrimitiveType>(vai->prim);
|
||||
break;
|
||||
}
|
||||
@ -1136,6 +1230,7 @@ rotateVBO:
|
||||
gpuStats.numUncachedVertsDrawn += indexGen.VertexCount();
|
||||
useElements = !indexGen.SeenOnlyPurePrims();
|
||||
vertexCount = indexGen.VertexCount();
|
||||
maxIndex = indexGen.MaxIndex();
|
||||
if (!useElements && indexGen.PureCount()) {
|
||||
vertexCount = indexGen.PureCount();
|
||||
}
|
||||
@ -1191,5 +1286,51 @@ rotateVBO:
|
||||
host->GPUNotifyDraw();
|
||||
#endif
|
||||
}
|
||||
bool TransformDrawEngineDX9::TestBoundingBox(void* control_points, int vertexCount, u32 vertType) {
|
||||
// Simplify away bones and morph before proceeding
|
||||
|
||||
/*
|
||||
SimpleVertex *corners = (SimpleVertex *)(decoded + 65536 * 12);
|
||||
u8 *temp_buffer = decoded + 65536 * 24;
|
||||
|
||||
u32 origVertType = vertType;
|
||||
vertType = NormalizeVertices((u8 *)corners, temp_buffer, (u8 *)control_points, 0, vertexCount, vertType);
|
||||
|
||||
for (int cube = 0; cube < vertexCount / 8; cube++) {
|
||||
// For each cube...
|
||||
|
||||
for (int i = 0; i < 8; i++) {
|
||||
const SimpleVertex &vert = corners[cube * 8 + i];
|
||||
|
||||
// To world space...
|
||||
float worldPos[3];
|
||||
Vec3ByMatrix43(worldPos, (float *)&vert.pos.x, gstate.worldMatrix);
|
||||
|
||||
// To view space...
|
||||
float viewPos[3];
|
||||
Vec3ByMatrix43(viewPos, worldPos, gstate.viewMatrix);
|
||||
|
||||
// And finally to screen space.
|
||||
float frustumPos[4];
|
||||
Vec3ByMatrix44(frustumPos, viewPos, gstate.projMatrix);
|
||||
|
||||
// Project to 2D
|
||||
float x = frustumPos[0] / frustumPos[3];
|
||||
float y = frustumPos[1] / frustumPos[3];
|
||||
|
||||
// Rescale 2d position
|
||||
// ...
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
// Let's think. A better approach might be to take the edges of the drawing region and the projection
|
||||
// matrix to build a frustum pyramid, and then clip the cube against those planes. If all vertices fail the same test,
|
||||
// the cube is out. Otherwise it's in.
|
||||
// TODO....
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
@ -80,8 +80,9 @@ public:
|
||||
LPDIRECT3DINDEXBUFFER9 ebo;
|
||||
|
||||
|
||||
// Precalculated parameter for drawdrawElements
|
||||
// Precalculated parameter for drawRangeElements
|
||||
u16 numVerts;
|
||||
u16 maxIndex;
|
||||
s8 prim;
|
||||
|
||||
// ID information
|
||||
@ -98,12 +99,11 @@ class TransformDrawEngineDX9 {
|
||||
public:
|
||||
TransformDrawEngineDX9();
|
||||
virtual ~TransformDrawEngineDX9();
|
||||
void SubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertexType, int forceIndexType, int *bytesRead);
|
||||
void SubmitSpline(void* control_points, void* indices, int count_u, int count_v, int type_u, int type_v, GEPatchPrimType prim_type, u32 vertex_type);
|
||||
void SubmitBezier(void* control_points, void* indices, int count_u, int count_v, GEPatchPrimType prim_type, u32 vertex_type);
|
||||
|
||||
// legacy
|
||||
void DrawBezier(int ucount, int vcount);
|
||||
void SubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertType, int forceIndexType, int *bytesRead);
|
||||
void SubmitSpline(void* control_points, void* indices, int count_u, int count_v, int type_u, int type_v, GEPatchPrimType prim_type, u32 vertType);
|
||||
void SubmitBezier(void* control_points, void* indices, int count_u, int count_v, GEPatchPrimType prim_type, u32 vertType);
|
||||
bool TestBoundingBox(void* control_points, int vertexCount, u32 vertType);
|
||||
|
||||
void DecodeVerts();
|
||||
void SetShaderManager(ShaderManagerDX9 *shaderManager) {
|
||||
@ -140,6 +140,9 @@ private:
|
||||
void ApplyDrawState(int prim);
|
||||
bool IsReallyAClear(int numVerts) const;
|
||||
|
||||
// Preprocessing for spline/bezier
|
||||
u32 NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, u32 vertType);
|
||||
|
||||
// drawcall ID
|
||||
u32 ComputeFastDCID();
|
||||
u32 ComputeHash(); // Reads deferred vertex data.
|
||||
@ -178,6 +181,9 @@ private:
|
||||
|
||||
std::map<u32, VertexArrayInfoDX9 *> vai_;
|
||||
|
||||
// Fixed index buffer for easy quad generation from spline/bezier
|
||||
u16 *quadIndices_;
|
||||
|
||||
// Other
|
||||
ShaderManagerDX9 *shaderManager_;
|
||||
TextureCacheDX9 *textureCache_;
|
||||
|
@ -89,6 +89,11 @@ void fbo_bind_as_render_target(FBO *fbo) {
|
||||
pD3Ddevice->SetDepthStencilSurface(fbo->depthstencil);
|
||||
}
|
||||
|
||||
|
||||
LPDIRECT3DTEXTURE9 fbo_get_color_texture(FBO *fbo) {
|
||||
return fbo->tex;
|
||||
}
|
||||
|
||||
void fbo_bind_for_read(FBO *fbo) {
|
||||
// pD3Ddevice->SetRenderTarget(0, fbo->surf);
|
||||
}
|
||||
|
@ -35,6 +35,8 @@ void fbo_destroy(FBO *fbo);
|
||||
void fbo_get_dimensions(FBO *fbo, int *w, int *h);
|
||||
void fbo_resolve(FBO *fbo);
|
||||
|
||||
LPDIRECT3DTEXTURE9 fbo_get_color_texture(FBO *fbo);
|
||||
|
||||
void * fbo_get_rtt(FBO *fbo);
|
||||
|
||||
// To get default depth and rt surface
|
||||
|
@ -31,7 +31,7 @@ static const char * vscode =
|
||||
" VS_OUT main( VS_IN In ) "
|
||||
" { "
|
||||
" VS_OUT Out; "
|
||||
" Out.ProjPos = mul( matWVP, In.ObjPos ); " // Transform vertex into
|
||||
" Out.ProjPos = In.ObjPos; " // Transform vertex into
|
||||
" Out.Uv = In.Uv; "
|
||||
" return Out; " // Transfer color
|
||||
" } ";
|
||||
|
Loading…
Reference in New Issue
Block a user