Add support for reading framebuffers to memory.

Signed-off-by: arnastia <arnastia@gmail.com>
This commit is contained in:
arnastia 2013-06-25 13:50:35 +01:00
parent 3c8b7d3f33
commit 4fa30ce6ec
2 changed files with 247 additions and 1 deletions

View File

@ -406,6 +406,12 @@ void FramebufferManager::SetRenderFrameBuffer() {
float renderWidthFactor = (float)PSP_CoreParameter().renderWidth / 480.0f;
float renderHeightFactor = (float)PSP_CoreParameter().renderHeight / 272.0f;
// Save current render framebuffer to memory
if(currentRenderVfb_) {
// TODO: Add a way to disable the call since it is rather expensive.
ReadFramebufferToMemory(currentRenderVfb_);
}
// None found? Create one.
if (!vfb) {
gstate_c.textureChanged = true;
@ -481,7 +487,7 @@ void FramebufferManager::SetRenderFrameBuffer() {
// We already have it!
} else if (vfb != currentRenderVfb_) {
// Use it as a render target.
DEBUG_LOG(HLE, "Switching render target to FBO for %08x", vfb->fb_address);
DEBUG_LOG(HLE, "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 = true;
vfb->last_frame_used = gpuStats.numFrames;
@ -598,6 +604,9 @@ void FramebufferManager::CopyDisplayToOutput() {
glBindTexture(GL_TEXTURE_2D, 0);
}
// TODO: Add a way to disable the call since it is rather expensive.
ReadFramebufferToMemory(vfb);
if (resized_) {
glstate.depthWrite.set(GL_TRUE);
glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
@ -606,6 +615,238 @@ void FramebufferManager::CopyDisplayToOutput() {
}
}
void FramebufferManager::ReadFramebufferToMemory(VirtualFramebuffer *vfb) {
// This only works with buffered rendering
if (!useBufferedRendering_) {
return;
}
fbo_unbind();
if(gl_extensions.FBO_ARB) { // TODO: fbo_unbind should use GL_FRAMEBUFFER to do this? Don't want to change native
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
}
if(vfb) {
float renderWidthFactor = (float)PSP_CoreParameter().renderWidth / 480.0f;
float renderHeightFactor = (float)PSP_CoreParameter().renderHeight / 272.0f;
// If render resolution different we blit a new framebuffer and copy that one to memory
// (assuming rendering a smaller resolution than the PSP isn't done on any device, but not sure on that)
// A more accurate (and probably costly) solution would be to draw a framebuffer at native resolution
// parallel to the rendering one?
if(renderWidthFactor > 1.0f || renderHeightFactor > 1.0f) {
// For now we'll also keep these framebuffer objects on the same struct as the ones that can get displayed
// (and blatantly copy work already done above while at it)
VirtualFramebuffer *nvfb = 0;
// We maintain a separate vector of framebuffer objects for blitting (guessing the point is saving on FBOs?)
for (size_t i = 0; i < bvfbs_.size(); ++i) {
VirtualFramebuffer *v = bvfbs_[i];
if (MaskedEqual(v->fb_address, vfb->fb_address) && v->format == vfb->format) {
if (v->bufferWidth == vfb->bufferWidth && v->bufferHeight == vfb->bufferHeight) {
nvfb = v;
v->fb_stride = vfb->fb_stride;
v->width = vfb->width;
v->height = vfb->height;
break;
}
}
}
// Create a new fbo if none was found for the size
if(!nvfb) {
nvfb = new VirtualFramebuffer();
nvfb->fbo = 0;
nvfb->fb_address = vfb->fb_address;
nvfb->fb_stride = vfb->fb_stride;
nvfb->z_address = vfb->z_address;
nvfb->z_stride = vfb->z_stride;
nvfb->width = vfb->width;
nvfb->height = vfb->height;
nvfb->renderWidth = vfb->width;
nvfb->renderHeight = vfb->height;
nvfb->bufferWidth = vfb->bufferWidth;
nvfb->bufferHeight = vfb->bufferHeight;
nvfb->format = vfb->format;
nvfb->usageFlags = FB_USAGE_RENDERTARGET;
nvfb->dirtyAfterDisplay = true;
if (g_Config.bTrueColor) {
nvfb->colorDepth = FBO_8888;
} else {
switch (vfb->format) {
case GE_FORMAT_4444:
nvfb->colorDepth = FBO_4444;
break;
case GE_FORMAT_5551:
nvfb->colorDepth = FBO_5551;
break;
case GE_FORMAT_565:
nvfb->colorDepth = FBO_565;
break;
case GE_FORMAT_8888:
nvfb->colorDepth = FBO_8888;
break;
default:
nvfb->colorDepth = FBO_8888;
break;
}
}
//#ifdef ANDROID
// nvfb->colorDepth = FBO_8888;
//#endif
nvfb->fbo = fbo_create(nvfb->width, nvfb->height, 1, true, nvfb->colorDepth);
if (useBufferedRendering_) {
if (nvfb->fbo) {
fbo_bind_as_render_target(nvfb->fbo);
} else {
ERROR_LOG(HLE, "Error creating FBO! %i x %i", vfb->renderWidth, vfb->renderHeight);
}
}
nvfb->last_frame_used = gpuStats.numFrames;
bvfbs_.push_back(nvfb);
} else {
// We already have one, so we set it as a render target.
//DEBUG_LOG(HLE, "Switching render target to FBO for %08x: %i x %i x %i ", nvfb->fb_address, nvfb->width, nvfb->height, nvfb->format);
nvfb->usageFlags |= FB_USAGE_RENDERTARGET;
nvfb->last_frame_used = gpuStats.numFrames;
nvfb->dirtyAfterDisplay = true;
if (useBufferedRendering_) {
if (nvfb->fbo) {
fbo_bind_as_render_target(nvfb->fbo);
} else {
fbo_unbind();
if(gl_extensions.FBO_ARB) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
}
}
}
#ifdef USING_GLES2
// Some tiled mobile GPUs benefit IMMENSELY from clearing an FBO before rendering
// to it. This broke stuff before, so now it only clears on the first use of an
// FBO in a frame. This means that some games won't be able to avoid the on-some-GPUs
// performance-crushing framebuffer reloads from RAM, but we'll have to live with that.
if (nvfb->last_frame_used != gpuStats.numFrames) {
glstate.depthWrite.set(GL_TRUE);
glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClearColor(0,0,0,1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
#endif
}
// We bind the resized fbo for reading
if (useBufferedRendering_) {
if (vfb->fbo) {
fbo_bind_for_read(vfb->fbo);
} else {
fbo_unbind();
if(gl_extensions.FBO_ARB) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
}
}
}
// And we check both framebuffers for completeness
if(glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE
|| glCheckFramebufferStatus(GL_READ_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
DEBUG_LOG(HLE, "Incomplete FBOs pre-blitting");
fbo_unbind();
if(gl_extensions.FBO_ARB) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
}
return;
}
// TODO: glReadBuffer and glDrawBuffer should maybe be specifically set here?
// Then we blit the color buffer using linear filtering
DEBUG_LOG(HLE, "Blitting FBOs for %08x: %i x %i to %i x %i ", nvfb->fb_address, vfb->renderWidth, vfb->renderHeight, nvfb->renderWidth, nvfb->renderHeight);
glBlitFramebuffer(0, 0, vfb->fb_stride * renderWidthFactor, vfb->renderHeight, 0, 0, nvfb->fb_stride, nvfb->height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
fbo_unbind();
if(gl_extensions.FBO_ARB) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
}
vfb = nvfb;
}
int pixelType, pixelSize, pixelFormat, align;
switch (vfb->format) {
case GE_FORMAT_4444: // 16 bit ABGR
pixelType = GL_UNSIGNED_SHORT_4_4_4_4_REV;
pixelFormat = GL_RGBA;
pixelSize = 2;
align = 8;
break;
case GE_FORMAT_5551: // 16 bit ABGR
pixelType = GL_UNSIGNED_SHORT_1_5_5_5_REV;
pixelFormat = GL_RGBA;
pixelSize = 2;
align = 8;
break;
case GE_FORMAT_565: // 16 bit BGR
pixelType = GL_UNSIGNED_SHORT_5_6_5_REV;
pixelFormat = GL_RGB;
pixelSize = 2;
align = 8;
break;
case GE_FORMAT_8888: // 32 bit ABGR
default: // And same as above
pixelType = GL_UNSIGNED_INT_8_8_8_8_REV;
pixelFormat = GL_RGBA;
pixelSize = 4;
align = 4;
break;
}
if (useBufferedRendering_) {
if (vfb->fbo) {
fbo_bind_for_read(vfb->fbo);
} else {
fbo_unbind();
if(gl_extensions.FBO_ARB) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
}
return;
}
}
// Prepare buffers to read the pixel data into
// Ideally we'd apply the image flip inplace and only need one,
// but right now this is simpler
// (maybe it's more efficient to have the GPU flip it in the framebuffer and then flip it back?)
int bufHeight = vfb->height;
size_t bufSize = vfb->fb_stride * bufHeight;
GLubyte *buf1 = (GLubyte *) malloc(bufSize * pixelSize);
GLubyte *buf2 = (GLubyte *) malloc(bufSize * pixelSize);
u32 fb_address = (0x44000000) | vfb->fb_address;
DEBUG_LOG(HLE, "Reading pixels to mem, bufSize = %u, buf = %08x, fb_address = %08x", bufSize, buf1, fb_address);
glPixelStorei(GL_PACK_ALIGNMENT, align);
glReadPixels(0, 0, vfb->fb_stride, vfb->height, pixelFormat, pixelType, buf1);
// We have to flip glReadPixels data upside down
int i, j, t;
for(i = 0; i < bufHeight; i++) {
for(j = 0; j < vfb->fb_stride * pixelSize; j++) {
buf2[(bufHeight - 1 - i) * vfb->fb_stride * pixelSize + j] = buf1[i * vfb->fb_stride * pixelSize + j];
}
}
Memory::Memcpy(fb_address, buf2, bufSize * pixelSize);
free(buf1);
free(buf2);
fbo_unbind();
if(gl_extensions.FBO_ARB) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
}
}
}
void FramebufferManager::EndFrame() {
if (resized_) {
DestroyAllFBOs();

View File

@ -105,6 +105,8 @@ public:
void SetRenderFrameBuffer(); // Uses parameters computed from gstate
void UpdateFromMemory(u32 addr, int size);
void ReadFramebufferToMemory(VirtualFramebuffer *vfb);
// TODO: Break out into some form of FBO manager
VirtualFramebuffer *GetDisplayFBO();
void SetDisplayFramebuffer(u32 framebuf, u32 stride, int format);
@ -141,6 +143,9 @@ private:
VirtualFramebuffer *currentRenderVfb_;
// Used by ReadFramebufferToMemory
std::vector<VirtualFramebuffer *> bvfbs_; // blitting FBOs
// Used by DrawPixels
unsigned int drawPixelsTex_;
int drawPixelsTexFormat_;