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Refactor: More work towards getting rid of gstate accesses from the framebuffer manager
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@ -218,45 +218,46 @@ void FramebufferManagerCommon::EstimateDrawingSize(u32 fb_address, GEBufferForma
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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);
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}
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VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer() {
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void GetFramebufferHeuristicInputs(FramebufferHeuristicParams *params, const GPUgstate &gstate) {
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params->fb_addr = gstate.getFrameBufAddress();
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params->fb_address = gstate.getFrameBufRawAddress();
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params->fb_stride = gstate.FrameBufStride();
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params->z_address = gstate.getDepthBufRawAddress();
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params->z_stride = gstate.DepthBufStride();
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params->fmt = gstate.FrameBufFormat();
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params->isClearingDepth = gstate.isModeClear() && gstate.isClearModeDepthMask();
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// Technically, it may write depth later, but we're trying to detect it only when it's really true.
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if (gstate.isModeClear()) {
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// Not quite seeing how this makes sense..
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params->isWritingDepth = !gstate.isClearModeDepthMask() && gstate.isDepthWriteEnabled();
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} else {
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params->isWritingDepth = gstate.isDepthWriteEnabled();
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}
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params->isDrawing = !gstate.isModeClear() || !gstate.isClearModeColorMask() || !gstate.isClearModeAlphaMask();
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params->isModeThrough = gstate.isModeThrough();
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// Viewport-X1 and Y1 are not the upper left corner, but half the width/height. A bit confusing.
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params->viewportWidth = (int)(fabsf(gstate.getViewportX1()*2.0f));
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params->viewportHeight = (int)(fabsf(gstate.getViewportY1()*2.0f));
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params->regionWidth = gstate.getRegionX2() + 1;
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params->regionHeight = gstate.getRegionY2() + 1;
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params->scissorWidth = gstate.getScissorX2() + 1;
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params->scissorHeight = gstate.getScissorY2() + 1;
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}
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VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer(const FramebufferHeuristicParams ¶ms) {
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gstate_c.framebufChanged = false;
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// Collect all parameters. This whole function has really become a cesspool of heuristics...
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// but it appears that's what it takes, unless we emulate VRAM layout more accurately somehow.
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const u32 fb_addr = gstate.getFrameBufAddress();
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const u32 fb_address = gstate.getFrameBufRawAddress();
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const int fb_stride = gstate.FrameBufStride();
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const u32 z_address = gstate.getDepthBufRawAddress();
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const int z_stride = gstate.DepthBufStride();
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const GEBufferFormat fmt = gstate.FrameBufFormat();
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const bool isClearingDepth = gstate.isModeClear() && gstate.isClearModeDepthMask();
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bool writingDepth;
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// Technically, it may write depth later, but we're trying to detect it only when it's really true.
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if (gstate.isModeClear()) {
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// Not quite seeing how this makes sense..
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writingDepth = !gstate.isClearModeDepthMask() && gstate.isDepthWriteEnabled();
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} else {
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writingDepth = gstate.isDepthWriteEnabled();
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}
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const bool isDrawing = !gstate.isModeClear() || !gstate.isClearModeColorMask() || !gstate.isClearModeAlphaMask();
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const bool isModeThrough = gstate.isModeThrough();
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// Viewport-X1 and Y1 are not the upper left corner, but half the width/height. A bit confusing.
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const int viewport_width = (int)(fabsf(gstate.getViewportX1()*2.0f));
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const int viewport_height = (int)(fabsf(gstate.getViewportY1()*2.0f));
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const int region_width = gstate.getRegionX2() + 1;
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const int region_height = gstate.getRegionY2() + 1;
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const int scissor_width = gstate.getScissorX2() + 1;
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const int scissor_height = gstate.getScissorY2() + 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.
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int drawing_width, drawing_height;
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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);
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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);
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gstate_c.cutRTOffsetX = 0;
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bool vfbFormatChanged = false;
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@ -265,16 +266,16 @@ VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer() {
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VirtualFramebuffer *vfb = 0;
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for (size_t i = 0; i < vfbs_.size(); ++i) {
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VirtualFramebuffer *v = vfbs_[i];
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if (v->fb_address == fb_address) {
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if (v->fb_address == params.fb_address) {
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vfb = v;
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// Update fb stride in case it changed
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if (vfb->fb_stride != fb_stride || vfb->format != fmt) {
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if (vfb->fb_stride != params.fb_stride || vfb->format != params.fmt) {
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vfbFormatChanged = true;
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vfb->fb_stride = fb_stride;
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vfb->format = fmt;
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vfb->fb_stride = params.fb_stride;
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vfb->format = params.fmt;
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}
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// Heuristic: In throughmode, a higher height could be used. Let's avoid shrinking the buffer.
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if (isModeThrough && (int)vfb->width < fb_stride) {
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if (params.isModeThrough && (int)vfb->width < params.fb_stride) {
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vfb->width = std::max((int)vfb->width, drawing_width);
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vfb->height = std::max((int)vfb->height, drawing_height);
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} else {
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@ -282,11 +283,11 @@ VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer() {
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vfb->height = drawing_height;
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}
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break;
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} else if (v->fb_address < fb_address && v->fb_address + v->fb_stride * 4 > fb_address) {
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} else if (v->fb_address < params.fb_address && v->fb_address + v->fb_stride * 4 > params.fb_address) {
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// Possibly a render-to-offset.
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const u32 bpp = v->format == GE_FORMAT_8888 ? 4 : 2;
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const int x_offset = (fb_address - v->fb_address) / bpp;
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if (v->format == fmt && v->fb_stride == fb_stride && x_offset < fb_stride && v->height >= drawing_height) {
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const int x_offset = (params.fb_address - v->fb_address) / bpp;
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if (v->format == params.fmt && v->fb_stride == params.fb_stride && x_offset < params.fb_stride && v->height >= drawing_height) {
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WARN_LOG_REPORT_ONCE(renderoffset, HLE, "Rendering to framebuffer offset: %08x +%dx%d", v->fb_address, x_offset, 0);
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vfb = v;
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gstate_c.cutRTOffsetX = x_offset;
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@ -311,7 +312,7 @@ VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer() {
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} else if (vfb->lastFrameNewSize + FBO_OLD_AGE < gpuStats.numFlips) {
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// Okay, it's changed for a while (and stayed that way.) Let's start over.
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// But only if we really need to, to avoid blinking.
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bool needsRecreate = vfb->bufferWidth > fb_stride;
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bool needsRecreate = vfb->bufferWidth > params.fb_stride;
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needsRecreate = needsRecreate || vfb->newWidth > vfb->bufferWidth || vfb->newWidth * 2 < vfb->bufferWidth;
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needsRecreate = needsRecreate || vfb->newHeight > vfb->bufferHeight || vfb->newHeight * 2 < vfb->bufferHeight;
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if (needsRecreate) {
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@ -327,7 +328,7 @@ VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer() {
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float renderWidthFactor = (float)PSP_CoreParameter().renderWidth / 480.0f;
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float renderHeightFactor = (float)PSP_CoreParameter().renderHeight / 272.0f;
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if (hackForce04154000Download_ && fb_address == 0x00154000) {
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if (hackForce04154000Download_ && params.fb_address == 0x00154000) {
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renderWidthFactor = 1.0;
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renderHeightFactor = 1.0;
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}
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@ -336,10 +337,10 @@ VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer() {
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if (!vfb) {
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vfb = new VirtualFramebuffer();
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vfb->fbo = 0;
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vfb->fb_address = fb_address;
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vfb->fb_stride = fb_stride;
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vfb->z_address = z_address;
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vfb->z_stride = z_stride;
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vfb->fb_address = params.fb_address;
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vfb->fb_stride = params.fb_stride;
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vfb->z_address = params.z_address;
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vfb->z_stride = params.z_stride;
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vfb->width = drawing_width;
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vfb->height = drawing_height;
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vfb->newWidth = drawing_width;
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@ -349,16 +350,16 @@ VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer() {
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vfb->renderHeight = (u16)(drawing_height * renderHeightFactor);
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vfb->bufferWidth = drawing_width;
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vfb->bufferHeight = drawing_height;
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vfb->format = fmt;
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vfb->format = params.fmt;
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vfb->drawnWidth = 0;
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vfb->drawnHeight = 0;
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vfb->drawnFormat = fmt;
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vfb->drawnFormat = params.fmt;
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vfb->usageFlags = FB_USAGE_RENDERTARGET;
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SetColorUpdated(vfb, gstate_c.skipDrawReason);
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vfb->depthUpdated = false;
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u32 byteSize = FramebufferByteSize(vfb);
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u32 fb_address_mem = (fb_address & 0x3FFFFFFF) | 0x04000000;
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u32 fb_address_mem = (params.fb_address & 0x3FFFFFFF) | 0x04000000;
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if (Memory::IsVRAMAddress(fb_address_mem) && fb_address_mem + byteSize > framebufRangeEnd_) {
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framebufRangeEnd_ = fb_address_mem + byteSize;
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}
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@ -385,24 +386,24 @@ VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer() {
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// Let's check for depth buffer overlap. Might be interesting.
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bool sharingReported = false;
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for (size_t i = 0, end = vfbs_.size(); i < end; ++i) {
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if (vfbs_[i]->z_stride != 0 && fb_address == vfbs_[i]->z_address) {
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if (vfbs_[i]->z_stride != 0 && params.fb_address == vfbs_[i]->z_address) {
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// If it's clearing it, most likely it just needs more video memory.
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// Technically it could write something interesting and the other might not clear, but that's not likely.
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if (isDrawing) {
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if (fb_address != z_address && vfbs_[i]->fb_address != vfbs_[i]->z_address) {
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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);
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if (params.isDrawing) {
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if (params.fb_address != params.z_address && vfbs_[i]->fb_address != vfbs_[i]->z_address) {
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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);
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}
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}
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} else if (z_stride != 0 && z_address == vfbs_[i]->fb_address) {
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} else if (params.z_stride != 0 && params.z_address == vfbs_[i]->fb_address) {
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// If it's clearing it, then it's probably just the reverse of the above case.
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if (writingDepth) {
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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);
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if (params.isWritingDepth) {
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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);
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}
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} else if (vfbs_[i]->z_stride != 0 && z_address == vfbs_[i]->z_address && fb_address != vfbs_[i]->fb_address && !sharingReported) {
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} else if (vfbs_[i]->z_stride != 0 && params.z_address == vfbs_[i]->z_address && params.fb_address != vfbs_[i]->fb_address && !sharingReported) {
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// This happens a lot, but virtually always it's cleared.
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// It's possible the other might not clear, but when every game is reported it's not useful.
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if (writingDepth) {
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WARN_LOG_REPORT(SCEGE, "FBO reusing depthbuffer, %08x/%08x and %08x/%08x", fb_address, z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address);
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if (params.isWritingDepth) {
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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);
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sharingReported = true;
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}
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}
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@ -421,7 +422,7 @@ VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer() {
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VirtualFramebuffer *prev = currentRenderVfb_;
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currentRenderVfb_ = vfb;
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NotifyRenderFramebufferSwitched(prev, vfb, isClearingDepth);
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NotifyRenderFramebufferSwitched(prev, vfb, params.isClearingDepth);
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} else {
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vfb->last_frame_render = gpuStats.numFlips;
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frameLastFramebufUsed_ = gpuStats.numFlips;
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@ -91,6 +91,30 @@ struct VirtualFramebuffer {
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bool reallyDirtyAfterDisplay; // takes frame skipping into account
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};
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struct FramebufferHeuristicParams {
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u32 fb_addr;
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u32 fb_address;
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int fb_stride;
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u32 z_address;
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int z_stride;
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GEBufferFormat fmt;
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bool isClearingDepth;
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bool isWritingDepth;
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bool isDrawing;
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bool isModeThrough;
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int viewportWidth;
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int viewportHeight;
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int regionWidth;
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int regionHeight;
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int scissorWidth;
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int scissorHeight;
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};
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struct GPUgstate;
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extern GPUgstate gstate;
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void GetFramebufferHeuristicInputs(FramebufferHeuristicParams *params, const GPUgstate &gstate);
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class FramebufferManagerCommon {
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public:
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FramebufferManagerCommon();
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@ -100,7 +124,7 @@ public:
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void BeginFrame();
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void SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format);
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VirtualFramebuffer *DoSetRenderFrameBuffer();
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VirtualFramebuffer *DoSetRenderFrameBuffer(const FramebufferHeuristicParams ¶ms);
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VirtualFramebuffer *SetRenderFrameBuffer(bool framebufChanged, int skipDrawReason) {
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// Inlining this part since it's so frequent.
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if (!framebufChanged && currentRenderVfb_) {
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@ -109,8 +133,13 @@ public:
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if (!skipDrawReason)
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currentRenderVfb_->reallyDirtyAfterDisplay = true;
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return currentRenderVfb_;
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} else {
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// This is so that we will be able to drive DoSetRenderFramebuffer with inputs
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// that come from elsewhere than gstate.
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FramebufferHeuristicParams inputs;
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GetFramebufferHeuristicInputs(&inputs, gstate);
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return DoSetRenderFrameBuffer(inputs);
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}
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return DoSetRenderFrameBuffer();
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}
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virtual void RebindFramebuffer() = 0;
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