Refactor: More work towards getting rid of gstate accesses from the framebuffer manager

This commit is contained in:
Henrik Rydgard 2015-08-05 11:51:24 +02:00
parent 454a363876
commit d7c76cb1da
2 changed files with 91 additions and 61 deletions

View File

@ -218,45 +218,46 @@ void FramebufferManagerCommon::EstimateDrawingSize(u32 fb_address, GEBufferForma
DEBUG_LOG(G3D, "Est: %08x V: %ix%i, R: %ix%i, S: %ix%i, STR: %i, THR:%i, Z:%08x = %ix%i", fb_address, viewport_width,viewport_height, region_width, region_height, scissor_width, scissor_height, fb_stride, gstate.isModeThrough(), gstate.isDepthWriteEnabled() ? gstate.getDepthBufAddress() : 0, drawing_width, drawing_height);
}
VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer() {
void GetFramebufferHeuristicInputs(FramebufferHeuristicParams *params, const GPUgstate &gstate) {
params->fb_addr = gstate.getFrameBufAddress();
params->fb_address = gstate.getFrameBufRawAddress();
params->fb_stride = gstate.FrameBufStride();
params->z_address = gstate.getDepthBufRawAddress();
params->z_stride = gstate.DepthBufStride();
params->fmt = gstate.FrameBufFormat();
params->isClearingDepth = gstate.isModeClear() && gstate.isClearModeDepthMask();
// Technically, it may write depth later, but we're trying to detect it only when it's really true.
if (gstate.isModeClear()) {
// Not quite seeing how this makes sense..
params->isWritingDepth = !gstate.isClearModeDepthMask() && gstate.isDepthWriteEnabled();
} else {
params->isWritingDepth = gstate.isDepthWriteEnabled();
}
params->isDrawing = !gstate.isModeClear() || !gstate.isClearModeColorMask() || !gstate.isClearModeAlphaMask();
params->isModeThrough = gstate.isModeThrough();
// Viewport-X1 and Y1 are not the upper left corner, but half the width/height. A bit confusing.
params->viewportWidth = (int)(fabsf(gstate.getViewportX1()*2.0f));
params->viewportHeight = (int)(fabsf(gstate.getViewportY1()*2.0f));
params->regionWidth = gstate.getRegionX2() + 1;
params->regionHeight = gstate.getRegionY2() + 1;
params->scissorWidth = gstate.getScissorX2() + 1;
params->scissorHeight = gstate.getScissorY2() + 1;
}
VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer(const FramebufferHeuristicParams &params) {
gstate_c.framebufChanged = false;
// Collect all parameters. This whole function has really become a cesspool of heuristics...
// but it appears that's what it takes, unless we emulate VRAM layout more accurately somehow.
const u32 fb_addr = gstate.getFrameBufAddress();
const u32 fb_address = gstate.getFrameBufRawAddress();
const int fb_stride = gstate.FrameBufStride();
const u32 z_address = gstate.getDepthBufRawAddress();
const int z_stride = gstate.DepthBufStride();
const GEBufferFormat fmt = gstate.FrameBufFormat();
const bool isClearingDepth = gstate.isModeClear() && gstate.isClearModeDepthMask();
bool writingDepth;
// Technically, it may write depth later, but we're trying to detect it only when it's really true.
if (gstate.isModeClear()) {
// Not quite seeing how this makes sense..
writingDepth = !gstate.isClearModeDepthMask() && gstate.isDepthWriteEnabled();
} else {
writingDepth = gstate.isDepthWriteEnabled();
}
const bool isDrawing = !gstate.isModeClear() || !gstate.isClearModeColorMask() || !gstate.isClearModeAlphaMask();
const bool isModeThrough = gstate.isModeThrough();
// Viewport-X1 and Y1 are not the upper left corner, but half the width/height. A bit confusing.
const int viewport_width = (int)(fabsf(gstate.getViewportX1()*2.0f));
const int viewport_height = (int)(fabsf(gstate.getViewportY1()*2.0f));
const int region_width = gstate.getRegionX2() + 1;
const int region_height = gstate.getRegionY2() + 1;
const int scissor_width = gstate.getScissorX2() + 1;
const int scissor_height = gstate.getScissorY2() + 1;
// 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;
EstimateDrawingSize(fb_address, fmt, viewport_width, viewport_height, region_width, region_height, scissor_width, scissor_height, std::max(fb_stride, 4), drawing_width, drawing_height);
EstimateDrawingSize(params.fb_address, params.fmt, params.viewportWidth, params.viewportHeight, params.regionWidth, params.regionHeight, params.scissorWidth, params.scissorHeight, std::max(params.fb_stride, 4), drawing_width, drawing_height);
gstate_c.cutRTOffsetX = 0;
bool vfbFormatChanged = false;
@ -265,16 +266,16 @@ VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer() {
VirtualFramebuffer *vfb = 0;
for (size_t i = 0; i < vfbs_.size(); ++i) {
VirtualFramebuffer *v = vfbs_[i];
if (v->fb_address == fb_address) {
if (v->fb_address == params.fb_address) {
vfb = v;
// Update fb stride in case it changed
if (vfb->fb_stride != fb_stride || vfb->format != fmt) {
if (vfb->fb_stride != params.fb_stride || vfb->format != params.fmt) {
vfbFormatChanged = true;
vfb->fb_stride = fb_stride;
vfb->format = fmt;
vfb->fb_stride = params.fb_stride;
vfb->format = params.fmt;
}
// Heuristic: In throughmode, a higher height could be used. Let's avoid shrinking the buffer.
if (isModeThrough && (int)vfb->width < fb_stride) {
if (params.isModeThrough && (int)vfb->width < params.fb_stride) {
vfb->width = std::max((int)vfb->width, drawing_width);
vfb->height = std::max((int)vfb->height, drawing_height);
} else {
@ -282,11 +283,11 @@ VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer() {
vfb->height = drawing_height;
}
break;
} else if (v->fb_address < fb_address && v->fb_address + v->fb_stride * 4 > fb_address) {
} else if (v->fb_address < params.fb_address && v->fb_address + v->fb_stride * 4 > params.fb_address) {
// Possibly a render-to-offset.
const u32 bpp = v->format == GE_FORMAT_8888 ? 4 : 2;
const int x_offset = (fb_address - v->fb_address) / bpp;
if (v->format == fmt && v->fb_stride == fb_stride && x_offset < fb_stride && v->height >= drawing_height) {
const int x_offset = (params.fb_address - v->fb_address) / bpp;
if (v->format == params.fmt && v->fb_stride == params.fb_stride && x_offset < params.fb_stride && v->height >= drawing_height) {
WARN_LOG_REPORT_ONCE(renderoffset, HLE, "Rendering to framebuffer offset: %08x +%dx%d", v->fb_address, x_offset, 0);
vfb = v;
gstate_c.cutRTOffsetX = x_offset;
@ -311,7 +312,7 @@ VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer() {
} else if (vfb->lastFrameNewSize + FBO_OLD_AGE < gpuStats.numFlips) {
// Okay, it's changed for a while (and stayed that way.) Let's start over.
// But only if we really need to, to avoid blinking.
bool needsRecreate = vfb->bufferWidth > fb_stride;
bool needsRecreate = vfb->bufferWidth > params.fb_stride;
needsRecreate = needsRecreate || vfb->newWidth > vfb->bufferWidth || vfb->newWidth * 2 < vfb->bufferWidth;
needsRecreate = needsRecreate || vfb->newHeight > vfb->bufferHeight || vfb->newHeight * 2 < vfb->bufferHeight;
if (needsRecreate) {
@ -327,7 +328,7 @@ VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer() {
float renderWidthFactor = (float)PSP_CoreParameter().renderWidth / 480.0f;
float renderHeightFactor = (float)PSP_CoreParameter().renderHeight / 272.0f;
if (hackForce04154000Download_ && fb_address == 0x00154000) {
if (hackForce04154000Download_ && params.fb_address == 0x00154000) {
renderWidthFactor = 1.0;
renderHeightFactor = 1.0;
}
@ -336,10 +337,10 @@ VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer() {
if (!vfb) {
vfb = new VirtualFramebuffer();
vfb->fbo = 0;
vfb->fb_address = fb_address;
vfb->fb_stride = fb_stride;
vfb->z_address = z_address;
vfb->z_stride = z_stride;
vfb->fb_address = params.fb_address;
vfb->fb_stride = params.fb_stride;
vfb->z_address = params.z_address;
vfb->z_stride = params.z_stride;
vfb->width = drawing_width;
vfb->height = drawing_height;
vfb->newWidth = drawing_width;
@ -349,16 +350,16 @@ VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer() {
vfb->renderHeight = (u16)(drawing_height * renderHeightFactor);
vfb->bufferWidth = drawing_width;
vfb->bufferHeight = drawing_height;
vfb->format = fmt;
vfb->format = params.fmt;
vfb->drawnWidth = 0;
vfb->drawnHeight = 0;
vfb->drawnFormat = fmt;
vfb->drawnFormat = params.fmt;
vfb->usageFlags = FB_USAGE_RENDERTARGET;
SetColorUpdated(vfb, gstate_c.skipDrawReason);
vfb->depthUpdated = false;
u32 byteSize = FramebufferByteSize(vfb);
u32 fb_address_mem = (fb_address & 0x3FFFFFFF) | 0x04000000;
u32 fb_address_mem = (params.fb_address & 0x3FFFFFFF) | 0x04000000;
if (Memory::IsVRAMAddress(fb_address_mem) && fb_address_mem + byteSize > framebufRangeEnd_) {
framebufRangeEnd_ = fb_address_mem + byteSize;
}
@ -385,24 +386,24 @@ VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer() {
// 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 (vfbs_[i]->z_stride != 0 && fb_address == vfbs_[i]->z_address) {
if (vfbs_[i]->z_stride != 0 && params.fb_address == vfbs_[i]->z_address) {
// If it's clearing it, most likely it just needs more video memory.
// Technically it could write something interesting and the other might not clear, but that's not likely.
if (isDrawing) {
if (fb_address != z_address && vfbs_[i]->fb_address != vfbs_[i]->z_address) {
WARN_LOG_REPORT(SCEGE, "FBO created from existing depthbuffer as color, %08x/%08x and %08x/%08x", fb_address, z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address);
if (params.isDrawing) {
if (params.fb_address != params.z_address && vfbs_[i]->fb_address != vfbs_[i]->z_address) {
WARN_LOG_REPORT(SCEGE, "FBO created from existing depthbuffer as color, %08x/%08x and %08x/%08x", params.fb_address, params.z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address);
}
}
} else if (z_stride != 0 && z_address == vfbs_[i]->fb_address) {
} else if (params.z_stride != 0 && params.z_address == vfbs_[i]->fb_address) {
// If it's clearing it, then it's probably just the reverse of the above case.
if (writingDepth) {
WARN_LOG_REPORT(SCEGE, "FBO using existing buffer as depthbuffer, %08x/%08x and %08x/%08x", fb_address, z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address);
if (params.isWritingDepth) {
WARN_LOG_REPORT(SCEGE, "FBO using existing buffer as depthbuffer, %08x/%08x and %08x/%08x", params.fb_address, params.z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address);
}
} else if (vfbs_[i]->z_stride != 0 && z_address == vfbs_[i]->z_address && fb_address != vfbs_[i]->fb_address && !sharingReported) {
} else if (vfbs_[i]->z_stride != 0 && params.z_address == vfbs_[i]->z_address && params.fb_address != vfbs_[i]->fb_address && !sharingReported) {
// This happens a lot, but virtually always it's cleared.
// It's possible the other might not clear, but when every game is reported it's not useful.
if (writingDepth) {
WARN_LOG_REPORT(SCEGE, "FBO reusing depthbuffer, %08x/%08x and %08x/%08x", fb_address, z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address);
if (params.isWritingDepth) {
WARN_LOG_REPORT(SCEGE, "FBO reusing depthbuffer, %08x/%08x and %08x/%08x", params.fb_address, params.z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address);
sharingReported = true;
}
}
@ -421,7 +422,7 @@ VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer() {
VirtualFramebuffer *prev = currentRenderVfb_;
currentRenderVfb_ = vfb;
NotifyRenderFramebufferSwitched(prev, vfb, isClearingDepth);
NotifyRenderFramebufferSwitched(prev, vfb, params.isClearingDepth);
} else {
vfb->last_frame_render = gpuStats.numFlips;
frameLastFramebufUsed_ = gpuStats.numFlips;

View File

@ -91,6 +91,30 @@ struct VirtualFramebuffer {
bool reallyDirtyAfterDisplay; // takes frame skipping into account
};
struct FramebufferHeuristicParams {
u32 fb_addr;
u32 fb_address;
int fb_stride;
u32 z_address;
int z_stride;
GEBufferFormat fmt;
bool isClearingDepth;
bool isWritingDepth;
bool isDrawing;
bool isModeThrough;
int viewportWidth;
int viewportHeight;
int regionWidth;
int regionHeight;
int scissorWidth;
int scissorHeight;
};
struct GPUgstate;
extern GPUgstate gstate;
void GetFramebufferHeuristicInputs(FramebufferHeuristicParams *params, const GPUgstate &gstate);
class FramebufferManagerCommon {
public:
FramebufferManagerCommon();
@ -100,7 +124,7 @@ public:
void BeginFrame();
void SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format);
VirtualFramebuffer *DoSetRenderFrameBuffer();
VirtualFramebuffer *DoSetRenderFrameBuffer(const FramebufferHeuristicParams &params);
VirtualFramebuffer *SetRenderFrameBuffer(bool framebufChanged, int skipDrawReason) {
// Inlining this part since it's so frequent.
if (!framebufChanged && currentRenderVfb_) {
@ -109,8 +133,13 @@ public:
if (!skipDrawReason)
currentRenderVfb_->reallyDirtyAfterDisplay = true;
return currentRenderVfb_;
} else {
// This is so that we will be able to drive DoSetRenderFramebuffer with inputs
// that come from elsewhere than gstate.
FramebufferHeuristicParams inputs;
GetFramebufferHeuristicInputs(&inputs, gstate);
return DoSetRenderFrameBuffer(inputs);
}
return DoSetRenderFrameBuffer();
}
virtual void RebindFramebuffer() = 0;