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Merge the two find FindTransferFramebuffer* methods
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@ -1640,7 +1640,7 @@ bool FramebufferManagerCommon::NotifyFramebufferCopy(u32 src, u32 dst, int size,
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}
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}
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void FramebufferManagerCommon::FindTransferFramebufferSrc(VirtualFramebuffer *&srcBuffer, u32 basePtr, int stride, int &x, int &y, int &width, int &height, int bpp) {
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void FramebufferManagerCommon::FindTransferFramebuffer(VirtualFramebuffer *&buffer, u32 basePtr, int stride, int &x, int &y, int &width, int &height, int bpp, bool destination) {
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u32 yOffset = -1;
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u32 xOffset = -1;
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int transferWidth = width;
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@ -1656,56 +1656,6 @@ void FramebufferManagerCommon::FindTransferFramebufferSrc(VirtualFramebuffer *&s
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const u32 vfb_byteStride = vfb->fb_stride * vfb_bpp;
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const u32 vfb_byteWidth = vfb->width * vfb_bpp;
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if (vfb_address <= basePtr && basePtr < vfb_address + vfb_size) {
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const u32 byteOffset = basePtr - vfb_address;
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const u32 byteStride = stride * bpp;
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const u32 memYOffset = byteOffset / byteStride;
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bool match = memYOffset < yOffset && (int)memYOffset <= (int)vfb->bufferHeight - height;
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if (match && vfb_byteStride != byteStride) {
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if (transferWidth != stride || (byteStride * transferHeight != vfb_byteStride && byteStride * transferHeight != vfb_byteWidth)) {
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match = false;
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} else {
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width = byteStride * transferHeight / vfb_bpp;
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height = 1;
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}
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} else if (match) {
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width = transferWidth;
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height = transferHeight;
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}
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if (match) {
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yOffset = memYOffset;
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xOffset = stride == 0 ? 0 : (byteOffset / bpp) % stride;
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srcBuffer = vfb;
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}
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}
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}
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if (yOffset != (u32)-1) {
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y += yOffset;
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x += xOffset;
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}
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}
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void FramebufferManagerCommon::FindTransferFramebufferDst(VirtualFramebuffer *&dstBuffer, u32 basePtr, int stride, int &x, int &y, int &width, int &height, int bpp) {
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u32 yOffset = -1;
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u32 xOffset = -1;
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int transferWidth = width;
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int transferHeight = height;
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basePtr &= 0x3FFFFFFF;
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for (size_t i = 0; i < vfbs_.size(); ++i) {
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VirtualFramebuffer *vfb = vfbs_[i];
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const u32 vfb_address = vfb->fb_address & 0x3FFFFFFF;
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const u32 vfb_size = ColorBufferByteSize(vfb);
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const u32 vfb_bpp = BufferFormatBytesPerPixel(vfb->fb_format);
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const u32 vfb_byteStride = vfb->fb_stride * vfb_bpp;
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const u32 vfb_byteWidth = vfb->width * vfb_bpp;
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// These heuristics are a bit annoying.
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// The goal is to avoid using GPU block transfers for things that ought to be memory.
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// Maybe we should even check for textures at these places instead?
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if (vfb_address <= basePtr && basePtr < vfb_address + vfb_size) {
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const u32 byteOffset = basePtr - vfb_address;
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const u32 byteStride = stride * bpp;
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@ -1719,12 +1669,16 @@ void FramebufferManagerCommon::FindTransferFramebufferDst(VirtualFramebuffer *&d
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// Grand Knights History copies with a mismatching stride but a full line at a time.
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// Makes it hard to detect the wrong transfers in e.g. God of War.
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if (transferWidth != stride || (byteStride * transferHeight != vfb_byteStride && byteStride * transferHeight != vfb_byteWidth)) {
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// However, some other games write cluts to framebuffers.
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// Let's catch this and upload. Otherwise reject the match.
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match = (vfb->usageFlags & FB_USAGE_CLUT) != 0;
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if (match) {
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width = byteStride * transferHeight / vfb_bpp;
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height = 1;
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if (destination) {
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// However, some other games write cluts to framebuffers.
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// Let's catch this and upload. Otherwise reject the match.
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match = (vfb->usageFlags & FB_USAGE_CLUT) != 0;
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if (match) {
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width = byteStride * transferHeight / vfb_bpp;
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height = 1;
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}
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} else {
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match = false;
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}
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} else {
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width = byteStride * transferHeight / vfb_bpp;
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@ -1737,7 +1691,7 @@ void FramebufferManagerCommon::FindTransferFramebufferDst(VirtualFramebuffer *&d
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if (match) {
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yOffset = memYOffset;
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xOffset = stride == 0 ? 0 : (byteOffset / bpp) % stride;
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dstBuffer = vfb;
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buffer = vfb;
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}
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}
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}
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@ -1949,8 +1903,8 @@ bool FramebufferManagerCommon::NotifyBlockTransferBefore(u32 dstBasePtr, int dst
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int dstHeight = height;
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// This looks at the compat flags BlockTransferAllowCreateFB*.
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FindTransferFramebufferSrc(srcBuffer, srcBasePtr, srcStride, srcX, srcY, srcWidth, srcHeight, bpp);
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FindTransferFramebufferDst(dstBuffer, dstBasePtr, dstStride, dstX, dstY, dstWidth, dstHeight, bpp);
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FindTransferFramebuffer(srcBuffer, srcBasePtr, srcStride, srcX, srcY, srcWidth, srcHeight, bpp, false);
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FindTransferFramebuffer(dstBuffer, dstBasePtr, dstStride, dstX, dstY, dstWidth, dstHeight, bpp, true);
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if (srcBuffer && !dstBuffer) {
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if (PSP_CoreParameter().compat.flags().BlockTransferAllowCreateFB ||
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@ -2056,8 +2010,8 @@ void FramebufferManagerCommon::NotifyBlockTransferAfter(u32 dstBasePtr, int dstS
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int srcHeight = height;
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int dstWidth = width;
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int dstHeight = height;
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FindTransferFramebufferSrc(srcBuffer, srcBasePtr, srcStride, srcX, srcY, srcWidth, srcHeight, bpp);
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FindTransferFramebufferDst(dstBuffer, dstBasePtr, dstStride, dstX, dstY, dstWidth, dstHeight, bpp);
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FindTransferFramebuffer(srcBuffer, srcBasePtr, srcStride, srcX, srcY, srcWidth, srcHeight, bpp, false);
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FindTransferFramebuffer(dstBuffer, dstBasePtr, dstStride, dstX, dstY, dstWidth, dstHeight, bpp, true);
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// A few games use this INSTEAD of actually drawing the video image to the screen, they just blast it to
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// the backbuffer. Detect this and have the framebuffermanager draw the pixels.
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@ -413,8 +413,7 @@ protected:
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bool ShouldDownloadFramebuffer(const VirtualFramebuffer *vfb) const;
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void DownloadFramebufferOnSwitch(VirtualFramebuffer *vfb);
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void FindTransferFramebufferSrc(VirtualFramebuffer *&srcBuffer, u32 srcBasePtr, int srcStride, int &srcX, int &srcY, int &srcWidth, int &srcHeight, int bpp);
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void FindTransferFramebufferDst(VirtualFramebuffer *&dstBuffer, u32 dstBasePtr, int dstStride, int &dstX, int &dstY, int &dstWidth, int &dstHeight, int bpp);
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void FindTransferFramebuffer(VirtualFramebuffer *&srcBuffer, u32 srcBasePtr, int srcStride, int &srcX, int &srcY, int &srcWidth, int &srcHeight, int bpp, bool destination);
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VirtualFramebuffer *FindDownloadTempBuffer(VirtualFramebuffer *vfb);
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virtual void UpdateDownloadTempBuffer(VirtualFramebuffer *nvfb) {}
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