[Gpu] Sync with gles

Conflicts:
	GPU/Directx9/FramebufferDX9.cpp
	GPU/Directx9/FramebufferDX9.h
	GPU/Directx9/TransformPipelineDX9.cpp
This commit is contained in:
Ced2911 2013-11-15 14:24:25 +01:00 committed by Henrik Rydgard
parent 6ee39c9abd
commit 49cc8e7312
12 changed files with 1209 additions and 1008 deletions

View File

@ -20,6 +20,7 @@
#include "Core/MemMap.h"
#include "Core/Config.h"
#include "Core/System.h"
#include "Core/Reporting.h"
#include "GPU/ge_constants.h"
#include "GPU/GPUState.h"
@ -34,34 +35,32 @@
namespace DX9 {
// Aggressively delete unused FBO:s to save gpu memory.
enum {
// Aggressively delete unused FBO:s to save gpu memory.
enum {
FBO_OLD_AGE = 5,
};
};
static bool MaskedEqual(u32 addr1, u32 addr2) {
static bool MaskedEqual(u32 addr1, u32 addr2) {
return (addr1 & 0x03FFFFFF) == (addr2 & 0x03FFFFFF);
}
}
inline u16 RGBA8888toRGB565(u32 px) {
inline u16 RGBA8888toRGB565(u32 px) {
return ((px >> 3) & 0x001F) | ((px >> 5) & 0x07E0) | ((px >> 8) & 0xF800);
}
}
inline u16 RGBA8888toRGBA4444(u32 px) {
inline u16 RGBA8888toRGBA4444(u32 px) {
return ((px >> 4) & 0x000F) | ((px >> 8) & 0x00F0) | ((px >> 12) & 0x0F00) | ((px >> 16) & 0xF000);
}
}
inline u16 RGBA8888toRGBA5551(u32 px) {
inline u16 RGBA8888toRGBA5551(u32 px) {
return ((px >> 3) & 0x001F) | ((px >> 6) & 0x03E0) | ((px >> 9) & 0x7C00) | ((px >> 16) & 0x8000);
}
}
static void ConvertFromRGBA8888(u8 *dst, u8 *src, u32 stride, u32 height, GEBufferFormat format);
static void ConvertFromRGBA8888(u8 *dst, u8 *src, u32 stride, u32 height, GEBufferFormat format);
void CenterRect(float *x, float *y, float *w, float *h,
float origW, float origH, float frameW, float frameH)
{
if (g_Config.bStretchToDisplay)
{
void CenterRect(float *x, float *y, float *w, float *h,
float origW, float origH, float frameW, float frameH) {
if (g_Config.bStretchToDisplay) {
*x = 0;
*y = 0;
*w = frameW;
@ -72,8 +71,7 @@ void CenterRect(float *x, float *y, float *w, float *h,
float origRatio = origW/origH;
float frameRatio = frameW/frameH;
if (origRatio > frameRatio)
{
if (origRatio > frameRatio) {
// Image is wider than frame. Center vertically.
float scale = origW / frameW;
*x = 0.0f;
@ -83,9 +81,7 @@ void CenterRect(float *x, float *y, float *w, float *h,
if (g_Config.bPartialStretch)
*h = (frameH + *h) / 2.0f; // (408 + 720) / 2 = 564
*y = (frameH - *h) / 2.0f;
}
else
{
} else {
// Image is taller than frame. Center horizontally.
float scale = origH / frameH;
*y = 0.0f;
@ -93,24 +89,24 @@ void CenterRect(float *x, float *y, float *w, float *h,
*w = frameH * origRatio;
*x = (frameW - *w) / 2.0f;
}
}
}
static void ClearBuffer() {
static void ClearBuffer() {
dxstate.depthWrite.set(true);
dxstate.colorMask.set(true, true, true, true);
pD3Ddevice->Clear(0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_TARGET |D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1, 0);
}
pD3Ddevice->Clear(0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_TARGET |D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 0, 0);
}
static void DisableState() {
static void DisableState() {
dxstate.blend.disable();
dxstate.cullMode.set(false, false);
dxstate.depthTest.disable();
dxstate.scissorTest.disable();
dxstate.stencilTest.disable();
}
}
FramebufferManagerDX9::FramebufferManagerDX9() :
FramebufferManagerDX9::FramebufferManagerDX9() :
displayFramebufPtr_(0),
displayStride_(0),
displayFormat_(GE_FORMAT_565),
@ -122,41 +118,36 @@ FramebufferManagerDX9::FramebufferManagerDX9() :
drawPixelsTex_(0),
drawPixelsTexFormat_(GE_FORMAT_INVALID),
convBuf(0)
{
{
// And an initial clear. We don't clear per frame as the games are supposed to handle that
// by themselves.
ClearBuffer();
#ifdef _XBOX
pD3Ddevice->CreateTexture(512, 272, 1, 0, D3DFMT(D3DFMT_A8R8G8B8), NULL, &drawPixelsTex_, NULL);
#else
pD3Ddevice->CreateTexture(512, 272, 1, 0, D3DFMT(D3DFMT_A8R8G8B8), D3DPOOL_MANAGED, &drawPixelsTex_, NULL);
#endif
useBufferedRendering_ = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
}
}
FramebufferManagerDX9::~FramebufferManagerDX9() {
FramebufferManagerDX9::~FramebufferManagerDX9() {
if(drawPixelsTex_) {
drawPixelsTex_->Release();
}
delete [] convBuf;
}
}
static inline void ARGB8From4444(u16 c, u32 * dst) {
static inline void ARGB8From4444(u16 c, u32 * dst) {
*dst = ((c & 0xf) << 4) | (((c >> 4) & 0xf) << 12) | (((c >> 8) & 0xf) << 20) | ((c >> 12) << 28);
}
static inline void ARGB8From565(u16 c, u32 * dst) {
}
static inline void ARGB8From565(u16 c, u32 * dst) {
*dst = ((c & 0x001f) << 19) | (((c >> 5) & 0x003f) << 11) | ((((c >> 10) & 0x001f) << 3)) | 0xFF000000;
}
static inline void ARGB8From5551(u16 c, u32 * dst) {
}
static inline void ARGB8From5551(u16 c, u32 * dst) {
*dst = ((c & 0x001f) << 19) | (((c >> 5) & 0x001f) << 11) | ((((c >> 10) & 0x001f) << 3)) | 0xFF000000;
}
}
static inline u32 ABGR2RGBA(u32 src) {
static inline u32 ABGR2RGBA(u32 src) {
return (src >> 8) | (src << 24);
}
}
void FramebufferManagerDX9::DrawPixels(const u8 *framebuf, GEBufferFormat pixelFormat, int linesize) {
void FramebufferManagerDX9::DrawPixels(const u8 *framebuf, GEBufferFormat pixelFormat, int linesize) {
u8 * convBuf = NULL;
D3DLOCKED_RECT rect;
@ -234,48 +225,60 @@ void FramebufferManagerDX9::DrawPixels(const u8 *framebuf, GEBufferFormat pixelF
drawPixelsTex_->UnlockRect(0);
// D3DXSaveTextureToFile("game:\\cc.png", D3DXIFF_PNG, drawPixelsTex_, NULL);
pD3Ddevice->SetTexture(0, drawPixelsTex_);
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 / 512.0f);
}
DrawActiveTexture(drawPixelsTex_, x, y, w, h, false, 480.0f / 512.0f);
}
// Depth in ogl is between -1;1 we need between 0;1
static void ConvertMatrices(Matrix4x4 & in) {
/*
in.zz *= 0.5f;
in.wz += 1.f;
*/
Matrix4x4 s;
Matrix4x4 t;
s.setScaling(Vec3(1, 1, 0.5f));
t.setTranslation(Vec3(0, 0, 0.5f));
in = in * s;
in = in * t;
}
void FramebufferManagerDX9::DrawActiveTexture(float x, float y, float w, float h, bool flip, float uscale, float vscale) {
void FramebufferManagerDX9::DrawActiveTexture(LPDIRECT3DTEXTURE9 tex, float x, float y, float w, float h, float destW, float destH, bool flip, float uscale, float vscale) {
float u2 = uscale;
// Since we're flipping, 0 is down. That's where the scale goes.
float v1 = flip ? 1.0f : 1.0f - vscale;
float v2 = flip ? 1.0f - vscale : 1.0f;
const float coord[] = {
float coord[] = {
x, y, 0, 0, v1,
x+w, y, 0, u2, v1,
x+w, y+h, 0, u2, v2,
x, y+h, 0, 0, v2
};
Matrix4x4 ortho;
ortho.setOrtho(0, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, 0, -1, 1);
ConvertProjMatrixToD3D(ortho);
for (int i = 0; i < 4; i++) {
coord[i * 5] = coord[i * 5] / (destW * 0.5) - 1.0f;
coord[i * 5 + 1] = -(coord[i * 5 + 1] / (destH * 0.5) - 1.0f);
}
//pD3Ddevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
pD3Ddevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
pD3Ddevice->SetVertexShaderConstantF(0, ortho.getReadPtr(), 4);
pD3Ddevice->SetVertexDeclaration(pFramebufferVertexDecl);
pD3Ddevice->SetPixelShader(pFramebufferPixelShader);
pD3Ddevice->SetVertexShader(pFramebufferVertexShader);
//pD3Ddevice->SetTexture(0, drawPixelsTex_);
if (tex != NULL) {
pD3Ddevice->SetTexture(0, tex);
}
pD3Ddevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coord, 5 * sizeof(float));
}
}
VirtualFramebufferDX9 *FramebufferManagerDX9::GetDisplayFBO() {
VirtualFramebufferDX9 *FramebufferManagerDX9::GetVFBAt(u32 addr) {
VirtualFramebufferDX9 *match = NULL;
for (size_t i = 0; i < vfbs_.size(); ++i) {
VirtualFramebufferDX9 *v = vfbs_[i];
if (MaskedEqual(v->fb_address, displayFramebufPtr_) && v->format == displayFormat_ && v->width >= 480) {
if (MaskedEqual(v->fb_address, addr) && v->format == displayFormat_ && v->width >= 480) {
// Could check w too but whatever
if (match == NULL || match->last_frame_render < v->last_frame_render) {
match = v;
@ -286,21 +289,14 @@ VirtualFramebufferDX9 *FramebufferManagerDX9::GetDisplayFBO() {
return match;
}
DEBUG_LOG(SCEGE, "Finding no FBO matching address %08x", displayFramebufPtr_);
#if 0 // defined(_DEBUG)
std::string debug = "FBOs: ";
for (size_t i = 0; i < vfbs_.size(); ++i) {
char temp[256];
sprintf(temp, "%08x %i %i", vfbs_[i]->fb_address, vfbs_[i]->width, vfbs_[i]->height);
debug += std::string(temp);
}
ERROR_LOG(SCEGE, "FBOs: %s", debug.c_str());
#endif
DEBUG_LOG(SCEGE, "Finding no FBO matching address %08x", addr);
return 0;
}
}
// Heuristics to figure out the size of FBO to create.
static void DrawingSize(int &drawing_width, int &drawing_height) {
// Heuristics to figure out the size of FBO to create.
static void EstimateDrawingSize(int &drawing_width, int &drawing_height) {
int default_width = 480;
int default_height = 272;
int viewport_width = (int) gstate.getViewportX1();
@ -309,9 +305,9 @@ static void DrawingSize(int &drawing_width, int &drawing_height) {
int region_height = gstate.getRegionY2() + 1;
int scissor_width = gstate.getScissorX2() + 1;
int scissor_height = gstate.getScissorY2() + 1;
int fb_width = gstate.fbwidth & 0x3C0;
int fb_stride = gstate.fbwidth & 0x3C0;
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());
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());
// Viewport may return 0x0 for example FF Type-0 and we set it to 480x272
if (viewport_width <= 1 && viewport_height <=1) {
@ -319,9 +315,9 @@ static void DrawingSize(int &drawing_width, int &drawing_height) {
viewport_height = default_height;
}
if (fb_width > 0 && fb_width < 512) {
if (fb_stride > 0 && fb_stride < 512) {
// Correct scissor size has to be used to render like character shadow in Mortal Kombat .
if (fb_width == scissor_width && region_width != scissor_width) {
if (fb_stride == scissor_width && region_width != scissor_width) {
drawing_width = scissor_width;
drawing_height = scissor_height;
} else {
@ -330,17 +326,20 @@ static void DrawingSize(int &drawing_width, int &drawing_height) {
}
} else {
// Correct region size has to be used when fb_width equals to region_width for exmaple GTA/Midnight Club/MSG Peace Maker .
if (fb_width == region_width && region_width != scissor_width) {
if (fb_stride == region_width && region_width == viewport_width) {
drawing_width = region_width;
drawing_height = region_height;
} else if (fb_stride == viewport_width) {
drawing_width = viewport_width;
drawing_height = viewport_height;
} else {
drawing_width = default_width;
drawing_height = default_height;
}
}
}
}
void FramebufferManagerDX9::DestroyFramebuf(VirtualFramebufferDX9 *v) {
void FramebufferManagerDX9::DestroyFramebuf(VirtualFramebufferDX9 *v) {
textureCache_->NotifyFramebuffer(v->fb_address, v, NOTIFY_FB_DESTROYED);
if (v->fbo) {
fbo_destroy(v->fbo);
@ -358,9 +357,9 @@ void FramebufferManagerDX9::DestroyFramebuf(VirtualFramebufferDX9 *v) {
prevPrevDisplayFramebuf_ = 0;
delete v;
}
}
void FramebufferManagerDX9::SetRenderFrameBuffer() {
void FramebufferManagerDX9::SetRenderFrameBuffer() {
if (!gstate_c.framebufChanged && currentRenderVfb_) {
currentRenderVfb_->last_frame_render = gpuStats.numFlips;
currentRenderVfb_->dirtyAfterDisplay = true;
@ -368,6 +367,31 @@ void FramebufferManagerDX9::SetRenderFrameBuffer() {
currentRenderVfb_->reallyDirtyAfterDisplay = true;
return;
}
#if 0
if (g_Config.iRenderingMode != 0 && g_Config.bWipeFramebufferAlpha && currentRenderVfb_) {
// Hack is enabled, and there was a previous framebuffer.
// Before we switch, let's do a series of trickery to copy one bit of stencil to
// destination alpha. Or actually, this is just a bunch of hackery attempts on Wipeout.
// Ignore for now.
/*
glstate.depthTest.disable();
glstate.colorMask.set(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
glstate.stencilTest.enable();
glstate.stencilOp.set(GL_KEEP, GL_KEEP, GL_KEEP); // don't modify stencil?
glstate.stencilFunc.set(GL_GEQUAL, 0xFE, 0xFF);
DrawPlainColor(0x00000000);
//glstate.stencilFunc.set(GL_LESS, 0x80, 0xFF);
//DrawPlainColor(0xFF000000);
glstate.stencilTest.disable();
glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
*/
glstate.depthTest.disable();
glstate.colorMask.set(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
DrawPlainColor(0x00000000);
shaderManager_->DirtyLastShader(); // dirty lastShader_
}
#endif
gstate_c.framebufChanged = false;
// Get parameters
@ -381,13 +405,12 @@ void FramebufferManagerDX9::SetRenderFrameBuffer() {
//int drawing_width = ((gstate.region2) & 0x3FF) + 1;
//int drawing_height = ((gstate.region2 >> 10) & 0x3FF) + 1;
// As there are no clear "framebuffer width" and "framebuffer height" registers,
// we need to infer the size of the current framebuffer somehow. Let's try the viewport.
GEBufferFormat fmt = gstate.FrameBufFormat();
// As there are no clear "framebuffer width" and "framebuffer height" registers,
// we need to infer the size of the current framebuffer somehow.
int drawing_width, drawing_height;
DrawingSize(drawing_width, drawing_height);
EstimateDrawingSize(drawing_width, drawing_height);
int buffer_width = drawing_width;
int buffer_height = drawing_height;
@ -396,16 +419,12 @@ void FramebufferManagerDX9::SetRenderFrameBuffer() {
VirtualFramebufferDX9 *vfb = 0;
for (size_t i = 0; i < vfbs_.size(); ++i) {
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

View File

@ -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
};
};

View File

@ -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);
}
};

View File

@ -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);

View File

@ -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;

View File

@ -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(); }

View File

@ -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?)

View File

@ -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

View File

@ -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_;

View File

@ -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);
}

View File

@ -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

View File

@ -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
" } ";