mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-12-11 23:53:55 +00:00
1432 lines
48 KiB
C++
1432 lines
48 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "math/lin/matrix4x4.h"
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#include "Common/ColorConv.h"
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#include "Core/Host.h"
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#include "Core/MemMap.h"
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#include "Core/Config.h"
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#include "Core/System.h"
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#include "Core/Reporting.h"
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#include "GPU/ge_constants.h"
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#include "GPU/GPUState.h"
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#include "GPU/Debugger/Stepping.h"
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#include "helper/dx_state.h"
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#include "helper/dx_fbo.h"
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#include "GPU/Common/FramebufferCommon.h"
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#include "GPU/Common/TextureDecoder.h"
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#include "GPU/Directx9/FramebufferDX9.h"
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#include "GPU/Directx9/ShaderManagerDX9.h"
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#include "GPU/Directx9/TextureCacheDX9.h"
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#include "GPU/Directx9/TransformPipelineDX9.h"
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#include <algorithm>
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void ShowScreenResolution();
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namespace DX9 {
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static void ConvertFromRGBA8888(u8 *dst, u8 *src, u32 dstStride, u32 srcStride, u32 width, u32 height, GEBufferFormat format);
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void FramebufferManagerDX9::ClearBuffer() {
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dxstate.scissorTest.disable();
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dxstate.depthWrite.set(TRUE);
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dxstate.colorMask.set(true, true, true, true);
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dxstate.stencilFunc.set(D3DCMP_ALWAYS, 0, 0);
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dxstate.stencilMask.set(0xFF);
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pD3Ddevice->Clear(0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_TARGET |D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0, 0, 0, 0), 0, 0);
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}
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void FramebufferManagerDX9::ClearDepthBuffer() {
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dxstate.scissorTest.disable();
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dxstate.depthWrite.set(TRUE);
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dxstate.colorMask.set(false, false, false, false);
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dxstate.stencilFunc.set(D3DCMP_NEVER, 0, 0);
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pD3Ddevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0, 0, 0, 0), 0, 0);
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}
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void FramebufferManagerDX9::DisableState() {
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dxstate.blend.disable();
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dxstate.cullMode.set(false, false);
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dxstate.depthTest.disable();
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dxstate.scissorTest.disable();
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dxstate.stencilTest.disable();
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dxstate.colorMask.set(true, true, true, true);
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dxstate.stencilMask.set(0xFF);
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}
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FramebufferManagerDX9::FramebufferManagerDX9() :
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drawPixelsTex_(0),
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convBuf(0),
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stencilUploadPS_(nullptr),
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stencilUploadVS_(nullptr),
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stencilUploadFailed_(false),
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gameUsesSequentialCopies_(false) {
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}
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FramebufferManagerDX9::~FramebufferManagerDX9() {
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if (drawPixelsTex_) {
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drawPixelsTex_->Release();
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}
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for (auto it = tempFBOs_.begin(), end = tempFBOs_.end(); it != end; ++it) {
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fbo_destroy(it->second.fbo);
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}
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for (auto it = offscreenSurfaces_.begin(), end = offscreenSurfaces_.end(); it != end; ++it) {
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it->second.surface->Release();
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}
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delete [] convBuf;
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if (stencilUploadPS_) {
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stencilUploadPS_->Release();
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}
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if (stencilUploadVS_) {
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stencilUploadVS_->Release();
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}
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}
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void FramebufferManagerDX9::MakePixelTexture(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height) {
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u8 *convBuf = NULL;
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D3DLOCKED_RECT rect;
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// TODO: Check / use D3DCAPS2_DYNAMICTEXTURES?
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if (drawPixelsTex_ && (drawPixelsTexW_ != width || drawPixelsTexH_ != height)) {
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drawPixelsTex_->Release();
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drawPixelsTex_ = nullptr;
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}
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if (!drawPixelsTex_) {
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int usage = 0;
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D3DPOOL pool = D3DPOOL_MANAGED;
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if (pD3DdeviceEx) {
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pool = D3DPOOL_DEFAULT;
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usage = D3DUSAGE_DYNAMIC;
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}
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HRESULT hr = pD3Ddevice->CreateTexture(width, height, 1, usage, D3DFMT(D3DFMT_A8R8G8B8), pool, &drawPixelsTex_, NULL);
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if (FAILED(hr)) {
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drawPixelsTex_ = nullptr;
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ERROR_LOG(G3D, "Failed to create drawpixels texture");
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}
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drawPixelsTexW_ = width;
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drawPixelsTexH_ = height;
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}
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if (!drawPixelsTex_) {
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return;
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}
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drawPixelsTex_->LockRect(0, &rect, NULL, 0);
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convBuf = (u8*)rect.pBits;
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// Final format is BGRA(directx)
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if (srcPixelFormat != GE_FORMAT_8888 || srcStride != 512) {
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for (int y = 0; y < height; y++) {
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switch (srcPixelFormat) {
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case GE_FORMAT_565:
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{
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const u16_le *src = (const u16_le *)srcPixels + srcStride * y;
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u32 *dst = (u32 *)(convBuf + rect.Pitch * y);
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ConvertRGB565ToBGRA8888(dst, src, width);
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}
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break;
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// faster
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case GE_FORMAT_5551:
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{
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const u16_le *src = (const u16_le *)srcPixels + srcStride * y;
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u32 *dst = (u32 *)(convBuf + rect.Pitch * y);
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ConvertRGBA5551ToBGRA8888(dst, src, width);
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}
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break;
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case GE_FORMAT_4444:
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{
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const u16_le *src = (const u16_le *)srcPixels + srcStride * y;
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u8 *dst = (u8 *)(convBuf + rect.Pitch * y);
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ConvertRGBA4444ToBGRA8888((u32 *)dst, src, width);
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}
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break;
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case GE_FORMAT_8888:
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{
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const u32_le *src = (const u32_le *)srcPixels + srcStride * y;
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u32 *dst = (u32 *)(convBuf + rect.Pitch * y);
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ConvertRGBA8888ToBGRA8888(dst, src, width);
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}
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break;
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}
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}
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} else {
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for (int y = 0; y < height; y++) {
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const u32_le *src = (const u32_le *)srcPixels + srcStride * y;
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u32 *dst = (u32 *)(convBuf + rect.Pitch * y);
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ConvertRGBA8888ToBGRA8888(dst, src, width);
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}
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}
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drawPixelsTex_->UnlockRect(0);
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// D3DXSaveTextureToFile("game:\\cc.png", D3DXIFF_PNG, drawPixelsTex_, NULL);
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}
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void FramebufferManagerDX9::DrawPixels(VirtualFramebuffer *vfb, int dstX, int dstY, const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height) {
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if (useBufferedRendering_ && vfb->fbo) {
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fbo_bind_as_render_target(vfb->fbo);
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dxstate.viewport.set(0, 0, vfb->renderWidth, vfb->renderHeight);
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} else {
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float x, y, w, h;
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CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)pixelWidth_, (float)pixelHeight_, false, false);
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dxstate.viewport.set(x, y, w, h);
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}
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MakePixelTexture(srcPixels, srcPixelFormat, srcStride, width, height);
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DisableState();
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DrawActiveTexture(drawPixelsTex_, dstX, dstY, width, height, vfb->bufferWidth, vfb->bufferHeight, false, 0.0f, 0.0f, 1.0f, 1.0f);
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textureCache_->ForgetLastTexture();
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}
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void FramebufferManagerDX9::DrawFramebuffer(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, bool applyPostShader) {
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MakePixelTexture(srcPixels, srcPixelFormat, srcStride, 512, 272);
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DisableState();
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// This might draw directly at the backbuffer (if so, applyPostShader is set) so if there's a post shader, we need to apply it here.
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// Should try to unify this path with the regular path somehow, but this simple solution works for most of the post shaders
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// (it always runs at output resolution so FXAA may look odd).
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float x, y, w, h;
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int uvRotation = (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE) ? g_Config.iInternalScreenRotation : ROTATION_LOCKED_HORIZONTAL;
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CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, uvRotation, false);
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DrawActiveTexture(drawPixelsTex_, x, y, w, h, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, false, 0.0f, 0.0f, 480.0f / 512.0f, 1.0f, uvRotation);
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}
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void FramebufferManagerDX9::DrawActiveTexture(LPDIRECT3DTEXTURE9 tex, float x, float y, float w, float h, float destW, float destH, bool flip, float u0, float v0, float u1, float v1, int uvRotation) {
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if (flip) {
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std::swap(v0, v1);
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}
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// TODO: StretchRect instead?
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float coord[20] = {
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x,y,0, u0,v0,
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x+w,y,0, u1,v0,
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x+w,y+h,0, u1,v1,
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x,y+h,0, u0,v1,
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};
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static const short indices[4] = { 0, 1, 3, 2 };
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if (uvRotation != ROTATION_LOCKED_HORIZONTAL) {
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float temp[8];
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int rotation = 0;
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switch (uvRotation) {
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case ROTATION_LOCKED_HORIZONTAL180: rotation = 2; break;
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case ROTATION_LOCKED_VERTICAL: rotation = 1; break;
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case ROTATION_LOCKED_VERTICAL180: rotation = 3; break;
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}
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for (int i = 0; i < 4; i++) {
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temp[i * 2] = coord[((i + rotation) & 3) * 5 + 3];
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temp[i * 2 + 1] = coord[((i + rotation) & 3) * 5 + 4];
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}
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for (int i = 0; i < 4; i++) {
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coord[i * 5 + 3] = temp[i * 2];
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coord[i * 5 + 4] = temp[i * 2 + 1];
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}
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}
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float invDestW = 1.0f / (destW * 0.5f);
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float invDestH = 1.0f / (destH * 0.5f);
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float halfPixelX = invDestW * 0.5f;
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float halfPixelY = invDestH * 0.5f;
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for (int i = 0; i < 4; i++) {
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coord[i * 5] = coord[i * 5] * invDestW - 1.0f - halfPixelX;
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coord[i * 5 + 1] = -(coord[i * 5 + 1] * invDestH - 1.0f - halfPixelY);
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}
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pD3Ddevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
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pD3Ddevice->SetVertexDeclaration(pFramebufferVertexDecl);
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pD3Ddevice->SetPixelShader(pFramebufferPixelShader);
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pD3Ddevice->SetVertexShader(pFramebufferVertexShader);
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shaderManager_->DirtyLastShader();
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if (tex != NULL) {
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pD3Ddevice->SetTexture(0, tex);
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}
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HRESULT hr = pD3Ddevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coord, 5 * sizeof(float));
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if (FAILED(hr)) {
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ERROR_LOG_REPORT(G3D, "DrawActiveTexture() failed: %08x", hr);
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}
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}
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void FramebufferManagerDX9::DestroyFramebuf(VirtualFramebuffer *v) {
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textureCache_->NotifyFramebuffer(v->fb_address, v, NOTIFY_FB_DESTROYED);
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if (v->fbo) {
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fbo_destroy(v->fbo);
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v->fbo = 0;
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}
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// Wipe some pointers
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if (currentRenderVfb_ == v)
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currentRenderVfb_ = 0;
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if (displayFramebuf_ == v)
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displayFramebuf_ = 0;
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if (prevDisplayFramebuf_ == v)
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prevDisplayFramebuf_ = 0;
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if (prevPrevDisplayFramebuf_ == v)
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prevPrevDisplayFramebuf_ = 0;
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delete v;
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}
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void FramebufferManagerDX9::RebindFramebuffer() {
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if (currentRenderVfb_ && currentRenderVfb_->fbo) {
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fbo_bind_as_render_target(currentRenderVfb_->fbo);
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} else {
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fbo_unbind();
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}
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}
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void FramebufferManagerDX9::ResizeFramebufFBO(VirtualFramebuffer *vfb, u16 w, u16 h, bool force) {
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VirtualFramebuffer old = *vfb;
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if (force) {
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vfb->bufferWidth = w;
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vfb->bufferHeight = h;
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} else {
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if (vfb->bufferWidth >= w && vfb->bufferHeight >= h) {
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return;
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}
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// In case it gets thin and wide, don't resize down either side.
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vfb->bufferWidth = std::max(vfb->bufferWidth, w);
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vfb->bufferHeight = std::max(vfb->bufferHeight, h);
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}
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SetRenderSize(vfb);
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bool trueColor = g_Config.bTrueColor;
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if (hackForce04154000Download_ && vfb->fb_address == 0x00154000) {
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trueColor = true;
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}
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if (trueColor) {
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vfb->colorDepth = FBO_8888;
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} else {
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switch (vfb->format) {
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case GE_FORMAT_4444:
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vfb->colorDepth = FBO_4444;
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break;
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case GE_FORMAT_5551:
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vfb->colorDepth = FBO_5551;
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break;
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case GE_FORMAT_565:
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vfb->colorDepth = FBO_565;
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break;
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case GE_FORMAT_8888:
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default:
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vfb->colorDepth = FBO_8888;
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break;
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}
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}
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textureCache_->ForgetLastTexture();
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fbo_unbind();
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if (!useBufferedRendering_) {
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if (vfb->fbo) {
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fbo_destroy(vfb->fbo);
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vfb->fbo = 0;
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}
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return;
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}
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vfb->fbo = fbo_create(vfb->renderWidth, vfb->renderHeight, 1, true, (FBOColorDepth)vfb->colorDepth);
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if (old.fbo) {
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INFO_LOG(SCEGE, "Resizing FBO for %08x : %i x %i x %i", vfb->fb_address, w, h, vfb->format);
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if (vfb->fbo) {
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fbo_bind_as_render_target(vfb->fbo);
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ClearBuffer();
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if (!g_Config.bDisableSlowFramebufEffects) {
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BlitFramebuffer(vfb, 0, 0, &old, 0, 0, std::min(vfb->bufferWidth, vfb->width), std::min(vfb->height, vfb->bufferHeight), 0);
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}
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}
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fbo_destroy(old.fbo);
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if (vfb->fbo) {
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fbo_bind_as_render_target(vfb->fbo);
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}
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}
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if (!vfb->fbo) {
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ERROR_LOG(SCEGE, "Error creating FBO! %i x %i", vfb->renderWidth, vfb->renderHeight);
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}
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}
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void FramebufferManagerDX9::NotifyRenderFramebufferCreated(VirtualFramebuffer *vfb) {
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if (!useBufferedRendering_) {
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fbo_unbind();
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// Let's ignore rendering to targets that have not (yet) been displayed.
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gstate_c.skipDrawReason |= SKIPDRAW_NON_DISPLAYED_FB;
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}
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textureCache_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_CREATED);
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ClearBuffer();
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// ugly...
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if (gstate_c.curRTWidth != vfb->width || gstate_c.curRTHeight != vfb->height) {
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shaderManager_->DirtyUniform(DIRTY_PROJTHROUGHMATRIX);
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}
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if (gstate_c.curRTRenderWidth != vfb->renderWidth || gstate_c.curRTRenderHeight != vfb->renderHeight) {
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shaderManager_->DirtyUniform(DIRTY_PROJMATRIX);
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shaderManager_->DirtyUniform(DIRTY_PROJTHROUGHMATRIX);
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}
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}
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void FramebufferManagerDX9::NotifyRenderFramebufferSwitched(VirtualFramebuffer *prevVfb, VirtualFramebuffer *vfb, bool isClearingDepth) {
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if (ShouldDownloadFramebuffer(vfb) && !vfb->memoryUpdated) {
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ReadFramebufferToMemory(vfb, true, 0, 0, vfb->width, vfb->height);
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}
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textureCache_->ForgetLastTexture();
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if (useBufferedRendering_) {
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if (vfb->fbo) {
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fbo_bind_as_render_target(vfb->fbo);
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} else {
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// wtf? This should only happen very briefly when toggling bBufferedRendering
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fbo_unbind();
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}
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} else {
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if (vfb->fbo) {
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// wtf? This should only happen very briefly when toggling bBufferedRendering
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textureCache_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_DESTROYED);
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fbo_destroy(vfb->fbo);
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vfb->fbo = 0;
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}
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fbo_unbind();
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// Let's ignore rendering to targets that have not (yet) been displayed.
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if (vfb->usageFlags & FB_USAGE_DISPLAYED_FRAMEBUFFER) {
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gstate_c.skipDrawReason &= ~SKIPDRAW_NON_DISPLAYED_FB;
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} else {
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gstate_c.skipDrawReason |= SKIPDRAW_NON_DISPLAYED_FB;
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}
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}
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textureCache_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_UPDATED);
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// Copy depth pixel value from the read framebuffer to the draw framebuffer
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if (prevVfb && !g_Config.bDisableSlowFramebufEffects) {
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if (!prevVfb->fbo || !vfb->fbo || !useBufferedRendering_ || !prevVfb->depthUpdated || isClearingDepth) {
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// If depth wasn't updated, then we're at least "two degrees" away from the data.
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// This is an optimization: it probably doesn't need to be copied in this case.
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} else {
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// TODO: Needs work
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BlitFramebufferDepth(prevVfb, vfb);
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}
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}
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if (vfb->drawnFormat != vfb->format) {
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// TODO: Might ultimately combine this with the resize step in DoSetRenderFrameBuffer().
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ReformatFramebufferFrom(vfb, vfb->drawnFormat);
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}
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// ugly...
|
|
if (gstate_c.curRTWidth != vfb->width || gstate_c.curRTHeight != vfb->height) {
|
|
shaderManager_->DirtyUniform(DIRTY_PROJTHROUGHMATRIX);
|
|
}
|
|
if (gstate_c.curRTRenderWidth != vfb->renderWidth || gstate_c.curRTRenderHeight != vfb->renderHeight) {
|
|
shaderManager_->DirtyUniform(DIRTY_PROJMATRIX);
|
|
shaderManager_->DirtyUniform(DIRTY_PROJTHROUGHMATRIX);
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerDX9::NotifyRenderFramebufferUpdated(VirtualFramebuffer *vfb, bool vfbFormatChanged) {
|
|
if (vfbFormatChanged) {
|
|
textureCache_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_UPDATED);
|
|
if (vfb->drawnFormat != vfb->format) {
|
|
ReformatFramebufferFrom(vfb, vfb->drawnFormat);
|
|
}
|
|
}
|
|
|
|
// ugly...
|
|
if (gstate_c.curRTWidth != vfb->width || gstate_c.curRTHeight != vfb->height) {
|
|
shaderManager_->DirtyUniform(DIRTY_PROJTHROUGHMATRIX);
|
|
}
|
|
if (gstate_c.curRTRenderWidth != vfb->renderWidth || gstate_c.curRTRenderHeight != vfb->renderHeight) {
|
|
shaderManager_->DirtyUniform(DIRTY_PROJMATRIX);
|
|
shaderManager_->DirtyUniform(DIRTY_PROJTHROUGHMATRIX);
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerDX9::ReformatFramebufferFrom(VirtualFramebuffer *vfb, GEBufferFormat old) {
|
|
if (!useBufferedRendering_ || !vfb->fbo) {
|
|
return;
|
|
}
|
|
|
|
fbo_bind_as_render_target(vfb->fbo);
|
|
|
|
// Technically, we should at this point re-interpret the bytes of the old format to the new.
|
|
// That might get tricky, and could cause unnecessary slowness in some games.
|
|
// For now, we just clear alpha/stencil from 565, which fixes shadow issues in Kingdom Hearts.
|
|
// (it uses 565 to write zeros to the buffer, than 4444 to actually render the shadow.)
|
|
//
|
|
// The best way to do this may ultimately be to create a new FBO (combine with any resize?)
|
|
// and blit with a shader to that, then replace the FBO on vfb. Stencil would still be complex
|
|
// to exactly reproduce in 4444 and 8888 formats.
|
|
|
|
if (old == GE_FORMAT_565) {
|
|
dxstate.scissorTest.disable();
|
|
dxstate.depthWrite.set(FALSE);
|
|
dxstate.colorMask.set(false, false, false, true);
|
|
dxstate.stencilFunc.set(D3DCMP_ALWAYS, 0, 0);
|
|
dxstate.stencilMask.set(0xFF);
|
|
|
|
float coord[20] = {
|
|
-1.0f,-1.0f,0, 0,0,
|
|
1.0f,-1.0f,0, 0,0,
|
|
1.0f,1.0f,0, 0,0,
|
|
-1.0f,1.0f,0, 0,0,
|
|
};
|
|
|
|
dxstate.cullMode.set(false, false);
|
|
pD3Ddevice->SetVertexDeclaration(pFramebufferVertexDecl);
|
|
pD3Ddevice->SetPixelShader(pFramebufferPixelShader);
|
|
pD3Ddevice->SetVertexShader(pFramebufferVertexShader);
|
|
shaderManager_->DirtyLastShader();
|
|
pD3Ddevice->SetTexture(0, nullptr);
|
|
|
|
D3DVIEWPORT9 vp;
|
|
vp.MinZ = 0;
|
|
vp.MaxZ = 1;
|
|
vp.X = 0;
|
|
vp.Y = 0;
|
|
vp.Width = vfb->renderWidth;
|
|
vp.Height = vfb->renderHeight;
|
|
pD3Ddevice->SetViewport(&vp);
|
|
|
|
// This should clear stencil and alpha without changing the other colors.
|
|
HRESULT hr = pD3Ddevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coord, 5 * sizeof(float));
|
|
if (FAILED(hr)) {
|
|
ERROR_LOG_REPORT(G3D, "ReformatFramebufferFrom() failed: %08x", hr);
|
|
}
|
|
}
|
|
|
|
RebindFramebuffer();
|
|
}
|
|
|
|
void FramebufferManagerDX9::BlitFramebufferDepth(VirtualFramebuffer *src, VirtualFramebuffer *dst) {
|
|
if (src->z_address == dst->z_address &&
|
|
src->z_stride != 0 && dst->z_stride != 0 &&
|
|
src->renderWidth == dst->renderWidth &&
|
|
src->renderHeight == dst->renderHeight) {
|
|
|
|
// Doesn't work. Use a shader maybe?
|
|
/*fbo_unbind();
|
|
|
|
LPDIRECT3DTEXTURE9 srcTex = fbo_get_depth_texture(src->fbo);
|
|
LPDIRECT3DTEXTURE9 dstTex = fbo_get_depth_texture(dst->fbo);
|
|
|
|
if (srcTex && dstTex) {
|
|
D3DSURFACE_DESC srcDesc;
|
|
srcTex->GetLevelDesc(0, &srcDesc);
|
|
D3DSURFACE_DESC dstDesc;
|
|
dstTex->GetLevelDesc(0, &dstDesc);
|
|
|
|
D3DLOCKED_RECT srcLock;
|
|
D3DLOCKED_RECT dstLock;
|
|
HRESULT srcLockRes = srcTex->LockRect(0, &srcLock, nullptr, D3DLOCK_READONLY);
|
|
HRESULT dstLockRes = dstTex->LockRect(0, &dstLock, nullptr, 0);
|
|
if (SUCCEEDED(srcLockRes) && SUCCEEDED(dstLockRes)) {
|
|
int pitch = std::min(srcLock.Pitch, dstLock.Pitch);
|
|
u32 h = std::min(srcDesc.Height, dstDesc.Height);
|
|
const u8 *srcp = (const u8 *)srcLock.pBits;
|
|
u8 *dstp = (u8 *)dstLock.pBits;
|
|
for (u32 y = 0; y < h; ++y) {
|
|
memcpy(dstp, srcp, pitch);
|
|
dstp += dstLock.Pitch;
|
|
srcp += srcLock.Pitch;
|
|
}
|
|
}
|
|
if (SUCCEEDED(srcLockRes)) {
|
|
srcTex->UnlockRect(0);
|
|
}
|
|
if (SUCCEEDED(dstLockRes)) {
|
|
dstTex->UnlockRect(0);
|
|
}
|
|
}
|
|
|
|
RebindFramebuffer();*/
|
|
}
|
|
}
|
|
|
|
FBO *FramebufferManagerDX9::GetTempFBO(u16 w, u16 h, FBOColorDepth depth) {
|
|
u64 key = ((u64)depth << 32) | ((u32)w << 16) | h;
|
|
auto it = tempFBOs_.find(key);
|
|
if (it != tempFBOs_.end()) {
|
|
it->second.last_frame_used = gpuStats.numFlips;
|
|
return it->second.fbo;
|
|
}
|
|
|
|
textureCache_->ForgetLastTexture();
|
|
FBO *fbo = fbo_create(w, h, 1, false, depth);
|
|
if (!fbo)
|
|
return fbo;
|
|
fbo_bind_as_render_target(fbo);
|
|
ClearBuffer();
|
|
const TempFBO info = {fbo, gpuStats.numFlips};
|
|
tempFBOs_[key] = info;
|
|
return fbo;
|
|
}
|
|
|
|
LPDIRECT3DSURFACE9 FramebufferManagerDX9::GetOffscreenSurface(LPDIRECT3DSURFACE9 similarSurface, VirtualFramebuffer *vfb) {
|
|
D3DSURFACE_DESC desc = {};
|
|
HRESULT hr = similarSurface->GetDesc(&desc);
|
|
if (FAILED(hr)) {
|
|
ERROR_LOG_REPORT(G3D, "Unable to get size for offscreen surface at %08x", vfb->fb_address);
|
|
return nullptr;
|
|
}
|
|
|
|
u64 key = ((u64)desc.Format << 32) | (desc.Width << 16) | desc.Height;
|
|
auto it = offscreenSurfaces_.find(key);
|
|
if (it != offscreenSurfaces_.end()) {
|
|
it->second.last_frame_used = gpuStats.numFlips;
|
|
return it->second.surface;
|
|
}
|
|
|
|
textureCache_->ForgetLastTexture();
|
|
LPDIRECT3DSURFACE9 offscreen = nullptr;
|
|
hr = pD3Ddevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &offscreen, NULL);
|
|
if (FAILED(hr) || !offscreen) {
|
|
ERROR_LOG_REPORT(G3D, "Unable to create offscreen surface %dx%d @%d", desc.Width, desc.Height, desc.Format);
|
|
return nullptr;
|
|
}
|
|
const OffscreenSurface info = {offscreen, gpuStats.numFlips};
|
|
offscreenSurfaces_[key] = info;
|
|
return offscreen;
|
|
}
|
|
|
|
void FramebufferManagerDX9::BindFramebufferColor(int stage, VirtualFramebuffer *framebuffer, int flags) {
|
|
if (framebuffer == NULL) {
|
|
framebuffer = currentRenderVfb_;
|
|
}
|
|
|
|
if (!framebuffer->fbo || !useBufferedRendering_) {
|
|
pD3Ddevice->SetTexture(stage, nullptr);
|
|
gstate_c.skipDrawReason |= SKIPDRAW_BAD_FB_TEXTURE;
|
|
return;
|
|
}
|
|
|
|
// currentRenderVfb_ will always be set when this is called, except from the GE debugger.
|
|
// Let's just not bother with the copy in that case.
|
|
bool skipCopy = (flags & BINDFBCOLOR_MAY_COPY) == 0;
|
|
if (GPUStepping::IsStepping() || g_Config.bDisableSlowFramebufEffects) {
|
|
skipCopy = true;
|
|
}
|
|
if (!skipCopy && currentRenderVfb_ && framebuffer->fb_address == gstate.getFrameBufRawAddress()) {
|
|
// TODO: Maybe merge with bvfbs_? Not sure if those could be packing, and they're created at a different size.
|
|
FBO *renderCopy = GetTempFBO(framebuffer->renderWidth, framebuffer->renderHeight, (FBOColorDepth)framebuffer->colorDepth);
|
|
if (renderCopy) {
|
|
VirtualFramebuffer copyInfo = *framebuffer;
|
|
copyInfo.fbo = renderCopy;
|
|
|
|
int x = 0;
|
|
int y = 0;
|
|
int w = framebuffer->drawnWidth;
|
|
int h = framebuffer->drawnHeight;
|
|
|
|
// If max is not > min, we probably could not detect it. Skip.
|
|
// See the vertex decoder, where this is updated.
|
|
if ((flags & BINDFBCOLOR_MAY_COPY_WITH_UV) != 0 && gstate_c.vertBounds.maxU > gstate_c.vertBounds.minU) {
|
|
x = gstate_c.vertBounds.minU;
|
|
y = gstate_c.vertBounds.minV;
|
|
w = gstate_c.vertBounds.maxU - x;
|
|
h = gstate_c.vertBounds.maxV - y;
|
|
|
|
// If we bound a framebuffer, apply the byte offset as pixels to the copy too.
|
|
if (flags & BINDFBCOLOR_APPLY_TEX_OFFSET) {
|
|
x += gstate_c.curTextureXOffset;
|
|
y += gstate_c.curTextureYOffset;
|
|
}
|
|
}
|
|
|
|
BlitFramebuffer(©Info, x, y, framebuffer, x, y, w, h, 0, false);
|
|
|
|
RebindFramebuffer();
|
|
pD3Ddevice->SetTexture(stage, fbo_get_color_texture(renderCopy));
|
|
} else {
|
|
pD3Ddevice->SetTexture(stage, fbo_get_color_texture(framebuffer->fbo));
|
|
}
|
|
} else {
|
|
pD3Ddevice->SetTexture(stage, fbo_get_color_texture(framebuffer->fbo));
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerDX9::CopyDisplayToOutput() {
|
|
|
|
fbo_unbind();
|
|
dxstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
|
|
currentRenderVfb_ = 0;
|
|
|
|
u32 offsetX = 0;
|
|
u32 offsetY = 0;
|
|
|
|
VirtualFramebuffer *vfb = GetVFBAt(displayFramebufPtr_);
|
|
if (!vfb) {
|
|
// Let's search for a framebuf within this range.
|
|
const u32 addr = (displayFramebufPtr_ & 0x03FFFFFF) | 0x04000000;
|
|
for (size_t i = 0; i < vfbs_.size(); ++i) {
|
|
VirtualFramebuffer *v = vfbs_[i];
|
|
const u32 v_addr = (v->fb_address & 0x03FFFFFF) | 0x04000000;
|
|
const u32 v_size = FramebufferByteSize(v);
|
|
if (addr >= v_addr && addr < v_addr + v_size) {
|
|
const u32 dstBpp = v->format == GE_FORMAT_8888 ? 4 : 2;
|
|
const u32 v_offsetX = ((addr - v_addr) / dstBpp) % v->fb_stride;
|
|
const u32 v_offsetY = ((addr - v_addr) / dstBpp) / v->fb_stride;
|
|
// We have enough space there for the display, right?
|
|
if (v_offsetX + 480 > (u32)v->fb_stride || v->bufferHeight < v_offsetY + 272) {
|
|
continue;
|
|
}
|
|
// Check for the closest one.
|
|
if (offsetY == 0 || offsetY > v_offsetY) {
|
|
offsetX = v_offsetX;
|
|
offsetY = v_offsetY;
|
|
vfb = v;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (vfb) {
|
|
// Okay, we found one above.
|
|
INFO_LOG_REPORT_ONCE(displayoffset, HLE, "Rendering from framebuf with offset %08x -> %08x+%dx%d", addr, vfb->fb_address, offsetX, offsetY);
|
|
}
|
|
}
|
|
|
|
if (vfb && vfb->format != displayFormat_) {
|
|
if (vfb->last_frame_render + FBO_OLD_AGE < gpuStats.numFlips) {
|
|
// The game probably switched formats on us.
|
|
vfb->format = displayFormat_;
|
|
} else {
|
|
vfb = 0;
|
|
}
|
|
}
|
|
|
|
if (!vfb) {
|
|
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 = knownFramebufferRAMCopies_.begin(); iter != knownFramebufferRAMCopies_.end(); ++iter) {
|
|
if (iter->second == displayFramebufPtr_) {
|
|
vfb = GetVFBAt(iter->first);
|
|
}
|
|
}
|
|
|
|
if (!vfb) {
|
|
// Just a pointer to plain memory to draw. Draw it.
|
|
DrawFramebuffer(Memory::GetPointer(displayFramebufPtr_), displayFormat_, displayStride_, true);
|
|
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->last_frame_displayed = gpuStats.numFlips;
|
|
vfb->dirtyAfterDisplay = false;
|
|
vfb->reallyDirtyAfterDisplay = false;
|
|
|
|
if (prevDisplayFramebuf_ != displayFramebuf_) {
|
|
prevPrevDisplayFramebuf_ = prevDisplayFramebuf_;
|
|
}
|
|
if (displayFramebuf_ != vfb) {
|
|
prevDisplayFramebuf_ = displayFramebuf_;
|
|
}
|
|
displayFramebuf_ = vfb;
|
|
|
|
if (resized_) {
|
|
ClearBuffer();
|
|
}
|
|
|
|
if (vfb->fbo) {
|
|
DEBUG_LOG(SCEGE, "Displaying FBO %08x", vfb->fb_address);
|
|
DisableState();
|
|
LPDIRECT3DTEXTURE9 colorTexture = fbo_get_color_texture(vfb->fbo);
|
|
|
|
// Output coordinates
|
|
float x, y, w, h;
|
|
int uvRotation = (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE) ? g_Config.iInternalScreenRotation : ROTATION_LOCKED_HORIZONTAL;
|
|
CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, uvRotation, false);
|
|
|
|
const float u0 = offsetX / (float)vfb->bufferWidth;
|
|
const float v0 = offsetY / (float)vfb->bufferHeight;
|
|
const float u1 = (480.0f + offsetX) / (float)vfb->bufferWidth;
|
|
const float v1 = (272.0f + offsetY) / (float)vfb->bufferHeight;
|
|
|
|
if (1) {
|
|
const u32 rw = PSP_CoreParameter().pixelWidth;
|
|
const u32 rh = PSP_CoreParameter().pixelHeight;
|
|
const RECT srcRect = {(LONG)(u0 * vfb->renderWidth), (LONG)(v0 * vfb->renderHeight), (LONG)(u1 * vfb->renderWidth), (LONG)(v1 * vfb->renderHeight)};
|
|
const RECT dstRect = {(LONG)(x * rw / w, y * rh / h), (LONG)((x + w) * rw / w, (y + h) * rh / h)};
|
|
HRESULT hr = fbo_blit_color(vfb->fbo, &srcRect, nullptr, &dstRect, g_Config.iBufFilter == SCALE_LINEAR ? D3DTEXF_LINEAR : D3DTEXF_POINT);
|
|
if (FAILED(hr)) {
|
|
ERROR_LOG_REPORT_ONCE(blit_fail, G3D, "fbo_blit_color failed on display: %08x", hr);
|
|
dxstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
|
|
// These are in the output display coordinates
|
|
if (g_Config.iBufFilter == SCALE_LINEAR) {
|
|
dxstate.texMagFilter.set(D3DTEXF_LINEAR);
|
|
dxstate.texMinFilter.set(D3DTEXF_LINEAR);
|
|
} else {
|
|
dxstate.texMagFilter.set(D3DTEXF_POINT);
|
|
dxstate.texMinFilter.set(D3DTEXF_POINT);
|
|
}
|
|
dxstate.texMipFilter.set(D3DTEXF_NONE);
|
|
dxstate.texMipLodBias.set(0);
|
|
DrawActiveTexture(colorTexture, x, y, w, h, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, false, u0, v0, u1, v1, uvRotation);
|
|
}
|
|
}
|
|
/*
|
|
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);
|
|
dxstate.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]);
|
|
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 {
|
|
// Use post-shader, but run shader at output resolution.
|
|
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, postShaderProgram_);
|
|
}
|
|
*/
|
|
pD3Ddevice->SetTexture(0, NULL);
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerDX9::ReadFramebufferToMemory(VirtualFramebuffer *vfb, bool sync, int x, int y, int w, int h) {
|
|
#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.
|
|
// For now we'll keep these 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.
|
|
for (size_t i = 0; i < bvfbs_.size(); ++i) {
|
|
VirtualFramebuffer *v = bvfbs_[i];
|
|
if (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->bufferWidth;
|
|
nvfb->renderHeight = vfb->bufferHeight;
|
|
nvfb->bufferWidth = vfb->bufferWidth;
|
|
nvfb->bufferHeight = vfb->bufferHeight;
|
|
nvfb->format = vfb->format;
|
|
nvfb->drawnWidth = vfb->drawnWidth;
|
|
nvfb->drawnHeight = vfb->drawnHeight;
|
|
nvfb->drawnFormat = vfb->format;
|
|
nvfb->usageFlags = FB_USAGE_RENDERTARGET;
|
|
nvfb->dirtyAfterDisplay = true;
|
|
|
|
nvfb->colorDepth = FBO_8888;
|
|
|
|
textureCache_->ForgetLastTexture();
|
|
nvfb->fbo = fbo_create(nvfb->width, nvfb->height, 1, true, (FBOColorDepth)nvfb->colorDepth);
|
|
if (!(nvfb->fbo)) {
|
|
ERROR_LOG(SCEGE, "Error creating FBO! %i x %i", nvfb->renderWidth, nvfb->renderHeight);
|
|
delete nvfb;
|
|
return;
|
|
}
|
|
|
|
nvfb->last_frame_render = gpuStats.numFlips;
|
|
bvfbs_.push_back(nvfb);
|
|
fbo_bind_as_render_target(nvfb->fbo);
|
|
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
|
|
// 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_render != gpuStats.numFlips) {
|
|
ClearBuffer();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
if (gameUsesSequentialCopies_) {
|
|
// Ignore the x/y/etc., read the entire thing.
|
|
x = 0;
|
|
y = 0;
|
|
w = vfb->width;
|
|
h = vfb->height;
|
|
}
|
|
if (x == 0 && y == 0 && w == vfb->width && h == vfb->height) {
|
|
vfb->memoryUpdated = true;
|
|
} else {
|
|
const static int FREQUENT_SEQUENTIAL_COPIES = 3;
|
|
static int frameLastCopy = 0;
|
|
static u32 bufferLastCopy = 0;
|
|
static int copiesThisFrame = 0;
|
|
if (frameLastCopy != gpuStats.numFlips || bufferLastCopy != vfb->fb_address) {
|
|
frameLastCopy = gpuStats.numFlips;
|
|
bufferLastCopy = vfb->fb_address;
|
|
copiesThisFrame = 0;
|
|
}
|
|
if (++copiesThisFrame > FREQUENT_SEQUENTIAL_COPIES) {
|
|
gameUsesSequentialCopies_ = true;
|
|
}
|
|
}
|
|
BlitFramebuffer(nvfb, x, y, vfb, x, y, w, h, 0, false);
|
|
|
|
PackFramebufferDirectx9_(nvfb, x, y, w, h);
|
|
RebindFramebuffer();
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerDX9::BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp, bool flip) {
|
|
if (!dst->fbo || !src->fbo || !useBufferedRendering_) {
|
|
// This can happen if they recently switched from non-buffered.
|
|
fbo_unbind();
|
|
return;
|
|
}
|
|
|
|
float srcXFactor = flip ? 1.0f : (float)src->renderWidth / (float)src->bufferWidth;
|
|
float srcYFactor = flip ? 1.0f : (float)src->renderHeight / (float)src->bufferHeight;
|
|
const int srcBpp = src->format == GE_FORMAT_8888 ? 4 : 2;
|
|
if (srcBpp != bpp && bpp != 0) {
|
|
srcXFactor = (srcXFactor * bpp) / srcBpp;
|
|
}
|
|
int srcX1 = srcX * srcXFactor;
|
|
int srcX2 = (srcX + w) * srcXFactor;
|
|
int srcY1 = srcY * srcYFactor;
|
|
int srcY2 = (srcY + h) * srcYFactor;
|
|
|
|
float dstXFactor = flip ? 1.0f : (float)dst->renderWidth / (float)dst->bufferWidth;
|
|
float dstYFactor = flip ? 1.0f : (float)dst->renderHeight / (float)dst->bufferHeight;
|
|
const int dstBpp = dst->format == GE_FORMAT_8888 ? 4 : 2;
|
|
if (dstBpp != bpp && bpp != 0) {
|
|
dstXFactor = (dstXFactor * bpp) / dstBpp;
|
|
}
|
|
int dstX1 = dstX * dstXFactor;
|
|
int dstX2 = (dstX + w) * dstXFactor;
|
|
int dstY1 = dstY * dstYFactor;
|
|
int dstY2 = (dstY + h) * dstYFactor;
|
|
|
|
if (flip) {
|
|
fbo_bind_as_render_target(dst->fbo);
|
|
dxstate.viewport.set(0, 0, dst->renderWidth, dst->renderHeight);
|
|
DisableState();
|
|
|
|
fbo_bind_color_as_texture(src->fbo, 0);
|
|
|
|
float srcW = src->bufferWidth;
|
|
float srcH = src->bufferHeight;
|
|
DrawActiveTexture(0, dstX1, dstY, w * dstXFactor, h, dst->bufferWidth, dst->bufferHeight, flip, srcX1 / srcW, srcY / srcH, srcX2 / srcW, (srcY + h) / srcH);
|
|
pD3Ddevice->SetTexture(0, NULL);
|
|
textureCache_->ForgetLastTexture();
|
|
dxstate.viewport.restore();
|
|
|
|
RebindFramebuffer();
|
|
} else {
|
|
LPDIRECT3DSURFACE9 srcSurf = fbo_get_color_for_read(src->fbo);
|
|
LPDIRECT3DSURFACE9 dstSurf = fbo_get_color_for_write(dst->fbo);
|
|
RECT srcRect = {srcX1, srcY1, srcX2, srcY2};
|
|
RECT dstRect = {dstX1, dstY1, dstX2, dstY2};
|
|
|
|
D3DSURFACE_DESC desc;
|
|
srcSurf->GetDesc(&desc);
|
|
srcRect.right = std::min(srcRect.right, (LONG)desc.Width);
|
|
srcRect.bottom = std::min(srcRect.bottom, (LONG)desc.Height);
|
|
|
|
dstSurf->GetDesc(&desc);
|
|
dstRect.right = std::min(dstRect.right, (LONG)desc.Width);
|
|
dstRect.bottom = std::min(dstRect.bottom, (LONG)desc.Height);
|
|
|
|
// Direct3D 9 doesn't support rect -> self.
|
|
FBO *srcFBO = src->fbo;
|
|
if (src == dst) {
|
|
FBO *tempFBO = GetTempFBO(src->renderWidth, src->renderHeight, (FBOColorDepth)src->colorDepth);
|
|
HRESULT hr = fbo_blit_color(src->fbo, &srcRect, tempFBO, &srcRect, D3DTEXF_POINT);
|
|
if (SUCCEEDED(hr)) {
|
|
srcFBO = tempFBO;
|
|
}
|
|
}
|
|
|
|
HRESULT hr = fbo_blit_color(srcFBO, &srcRect, dst->fbo, &dstRect, D3DTEXF_POINT);
|
|
if (FAILED(hr)) {
|
|
ERROR_LOG_REPORT(G3D, "fbo_blit_color failed in blit: %08x (%08x -> %08x)", hr, src->fb_address, dst->fb_address);
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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 dstStride, u32 srcStride, u32 width, u32 height, GEBufferFormat format) {
|
|
// Must skip stride in the cases below. Some games pack data into the cracks, like MotoGP.
|
|
const u32 *src32 = (const u32 *)src;
|
|
|
|
if (format == GE_FORMAT_8888) {
|
|
u32 *dst32 = (u32 *)dst;
|
|
if (src == dst) {
|
|
return;
|
|
} else {
|
|
for (u32 y = 0; y < height; ++y) {
|
|
ConvertBGRA8888ToRGBA8888(dst32, src32, width);
|
|
src32 += srcStride;
|
|
dst32 += dstStride;
|
|
}
|
|
}
|
|
} else {
|
|
// But here it shouldn't matter if they do intersect
|
|
u16 *dst16 = (u16 *)dst;
|
|
switch (format) {
|
|
case GE_FORMAT_565: // BGR 565
|
|
for (u32 y = 0; y < height; ++y) {
|
|
ConvertBGRA8888ToRGB565(dst16, src32, width);
|
|
src32 += srcStride;
|
|
dst16 += dstStride;
|
|
}
|
|
break;
|
|
case GE_FORMAT_5551: // ABGR 1555
|
|
for (u32 y = 0; y < height; ++y) {
|
|
ConvertBGRA8888ToRGBA5551(dst16, src32, width);
|
|
src32 += srcStride;
|
|
dst16 += dstStride;
|
|
}
|
|
break;
|
|
case GE_FORMAT_4444: // ABGR 4444
|
|
for (u32 y = 0; y < height; ++y) {
|
|
ConvertBGRA8888ToRGBA4444(dst16, src32, width);
|
|
src32 += srcStride;
|
|
dst16 += dstStride;
|
|
}
|
|
break;
|
|
case GE_FORMAT_8888:
|
|
case GE_FORMAT_INVALID:
|
|
// Not possible.
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerDX9::PackFramebufferDirectx9_(VirtualFramebuffer *vfb, int x, int y, int w, int h) {
|
|
if (!vfb->fbo) {
|
|
ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackFramebufferDirectx9_: vfb->fbo == 0");
|
|
fbo_unbind();
|
|
return;
|
|
}
|
|
|
|
const u32 fb_address = (0x04000000) | vfb->fb_address;
|
|
const int dstBpp = vfb->format == GE_FORMAT_8888 ? 4 : 2;
|
|
|
|
// We always need to convert from the framebuffer native format.
|
|
// Right now that's always 8888.
|
|
DEBUG_LOG(HLE, "Reading framebuffer to mem, fb_address = %08x", fb_address);
|
|
|
|
LPDIRECT3DSURFACE9 renderTarget = fbo_get_color_for_read(vfb->fbo);
|
|
D3DSURFACE_DESC desc;
|
|
renderTarget->GetDesc(&desc);
|
|
|
|
LPDIRECT3DSURFACE9 offscreen = GetOffscreenSurface(renderTarget, vfb);
|
|
if (offscreen) {
|
|
HRESULT hr = pD3Ddevice->GetRenderTargetData(renderTarget, offscreen);
|
|
if (SUCCEEDED(hr)) {
|
|
D3DLOCKED_RECT locked;
|
|
u32 widthFactor = vfb->renderWidth / vfb->bufferWidth;
|
|
u32 heightFactor = vfb->renderHeight / vfb->bufferHeight;
|
|
RECT rect = {(LONG)(x * widthFactor), (LONG)(y * heightFactor), (LONG)((x + w) * widthFactor), (LONG)((y + h) * heightFactor)};
|
|
hr = offscreen->LockRect(&locked, &rect, D3DLOCK_READONLY);
|
|
if (SUCCEEDED(hr)) {
|
|
// TODO: Handle the other formats? We don't currently create them, I think.
|
|
const int dstByteOffset = (y * vfb->fb_stride + x) * dstBpp;
|
|
// Pixel size always 4 here because we always request BGRA8888.
|
|
ConvertFromRGBA8888(Memory::GetPointer(fb_address + dstByteOffset), (u8 *)locked.pBits, vfb->fb_stride, locked.Pitch / 4, w, h, vfb->format);
|
|
offscreen->UnlockRect();
|
|
} else {
|
|
ERROR_LOG_REPORT(G3D, "Unable to lock rect from %08x: %d,%d %dx%d of %dx%d", fb_address, rect.left, rect.top, rect.right, rect.bottom, vfb->renderWidth, vfb->renderHeight);
|
|
}
|
|
} else {
|
|
ERROR_LOG_REPORT(G3D, "Unable to download render target data from %08x", fb_address);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerDX9::EndFrame() {
|
|
if (resized_) {
|
|
DestroyAllFBOs();
|
|
dxstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
|
|
// Actually, auto mode should be more granular...
|
|
// Round up to a zoom factor for the render size.
|
|
int zoom = g_Config.iInternalResolution;
|
|
if (zoom == 0) { // auto mode
|
|
// Use the longest dimension
|
|
if (!g_Config.IsPortrait()) {
|
|
zoom = (PSP_CoreParameter().pixelWidth + 479) / 480;
|
|
} else {
|
|
zoom = (PSP_CoreParameter().pixelHeight + 479) / 480;
|
|
}
|
|
}
|
|
if (zoom <= 1)
|
|
zoom = 1;
|
|
|
|
if (g_Config.IsPortrait()) {
|
|
PSP_CoreParameter().renderWidth = 272 * zoom;
|
|
PSP_CoreParameter().renderHeight = 480 * zoom;
|
|
} else {
|
|
PSP_CoreParameter().renderWidth = 480 * zoom;
|
|
PSP_CoreParameter().renderHeight = 272 * zoom;
|
|
}
|
|
|
|
UpdateSize();
|
|
ShowScreenResolution();
|
|
resized_ = false;
|
|
}
|
|
#if 0
|
|
// We flush to memory last requested framebuffer, if any
|
|
PackFramebufferAsync_(NULL);
|
|
#endif
|
|
}
|
|
|
|
void FramebufferManagerDX9::DeviceLost() {
|
|
DestroyAllFBOs();
|
|
resized_ = false;
|
|
}
|
|
|
|
std::vector<FramebufferInfo> FramebufferManagerDX9::GetFramebufferList() {
|
|
std::vector<FramebufferInfo> list;
|
|
|
|
for (size_t i = 0; i < vfbs_.size(); ++i) {
|
|
VirtualFramebuffer *vfb = vfbs_[i];
|
|
|
|
FramebufferInfo info;
|
|
info.fb_address = vfb->fb_address;
|
|
info.z_address = vfb->z_address;
|
|
info.format = vfb->format;
|
|
info.width = vfb->width;
|
|
info.height = vfb->height;
|
|
info.fbo = vfb->fbo;
|
|
list.push_back(info);
|
|
}
|
|
|
|
return list;
|
|
}
|
|
|
|
void FramebufferManagerDX9::DecimateFBOs() {
|
|
fbo_unbind();
|
|
currentRenderVfb_ = 0;
|
|
bool updateVram = !(g_Config.iRenderingMode == FB_NON_BUFFERED_MODE || g_Config.iRenderingMode == FB_BUFFERED_MODE);
|
|
|
|
for (size_t i = 0; i < vfbs_.size(); ++i) {
|
|
VirtualFramebuffer *vfb = vfbs_[i];
|
|
int age = frameLastFramebufUsed_ - std::max(vfb->last_frame_render, vfb->last_frame_used);
|
|
|
|
if (ShouldDownloadFramebuffer(vfb) && age == 0 && !vfb->memoryUpdated) {
|
|
ReadFramebufferToMemory(vfb, false, 0, 0, vfb->width, vfb->height);
|
|
}
|
|
|
|
|
|
// Let's also "decimate" the usageFlags.
|
|
UpdateFramebufUsage(vfb);
|
|
|
|
if (vfb != displayFramebuf_ && vfb != prevDisplayFramebuf_ && vfb != prevPrevDisplayFramebuf_) {
|
|
if (age > FBO_OLD_AGE) {
|
|
INFO_LOG(SCEGE, "Decimating FBO for %08x (%i x %i x %i), age %i", vfb->fb_address, vfb->width, vfb->height, vfb->format, age);
|
|
DestroyFramebuf(vfb);
|
|
vfbs_.erase(vfbs_.begin() + i--);
|
|
}
|
|
}
|
|
}
|
|
|
|
for (auto it = tempFBOs_.begin(); it != tempFBOs_.end(); ) {
|
|
int age = frameLastFramebufUsed_ - it->second.last_frame_used;
|
|
if (age > FBO_OLD_AGE) {
|
|
fbo_destroy(it->second.fbo);
|
|
tempFBOs_.erase(it++);
|
|
} else {
|
|
++it;
|
|
}
|
|
}
|
|
|
|
for (auto it = offscreenSurfaces_.begin(); it != offscreenSurfaces_.end(); ) {
|
|
int age = frameLastFramebufUsed_ - it->second.last_frame_used;
|
|
if (age > FBO_OLD_AGE) {
|
|
it->second.surface->Release();
|
|
offscreenSurfaces_.erase(it++);
|
|
} else {
|
|
++it;
|
|
}
|
|
}
|
|
|
|
// Do the same for ReadFramebuffersToMemory's VFBs
|
|
for (size_t i = 0; i < bvfbs_.size(); ++i) {
|
|
VirtualFramebuffer *vfb = bvfbs_[i];
|
|
int age = frameLastFramebufUsed_ - vfb->last_frame_render;
|
|
if (age > FBO_OLD_AGE) {
|
|
INFO_LOG(SCEGE, "Decimating FBO for %08x (%i x %i x %i), age %i", vfb->fb_address, vfb->width, vfb->height, vfb->format, age);
|
|
DestroyFramebuf(vfb);
|
|
bvfbs_.erase(bvfbs_.begin() + i--);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerDX9::DestroyAllFBOs() {
|
|
fbo_unbind();
|
|
currentRenderVfb_ = 0;
|
|
displayFramebuf_ = 0;
|
|
prevDisplayFramebuf_ = 0;
|
|
prevPrevDisplayFramebuf_ = 0;
|
|
|
|
for (size_t i = 0; i < vfbs_.size(); ++i) {
|
|
VirtualFramebuffer *vfb = vfbs_[i];
|
|
INFO_LOG(SCEGE, "Destroying FBO for %08x : %i x %i x %i", vfb->fb_address, vfb->width, vfb->height, vfb->format);
|
|
DestroyFramebuf(vfb);
|
|
}
|
|
vfbs_.clear();
|
|
|
|
for (size_t i = 0; i < bvfbs_.size(); ++i) {
|
|
VirtualFramebuffer *vfb = bvfbs_[i];
|
|
DestroyFramebuf(vfb);
|
|
}
|
|
bvfbs_.clear();
|
|
|
|
for (auto it = tempFBOs_.begin(), end = tempFBOs_.end(); it != end; ++it) {
|
|
fbo_destroy(it->second.fbo);
|
|
}
|
|
tempFBOs_.clear();
|
|
|
|
for (auto it = offscreenSurfaces_.begin(), end = offscreenSurfaces_.end(); it != end; ++it) {
|
|
it->second.surface->Release();
|
|
}
|
|
offscreenSurfaces_.clear();
|
|
DisableState();
|
|
}
|
|
|
|
void FramebufferManagerDX9::FlushBeforeCopy() {
|
|
// Flush anything not yet drawn before blitting, downloading, or uploading.
|
|
// This might be a stalled list, or unflushed before a block transfer, etc.
|
|
|
|
// TODO: It's really bad that we are calling SetRenderFramebuffer here with
|
|
// all the irrelevant state checking it'll use to decide what to do. Should
|
|
// do something more focused here.
|
|
SetRenderFrameBuffer(gstate_c.framebufChanged, gstate_c.skipDrawReason);
|
|
transformDraw_->Flush();
|
|
}
|
|
|
|
void FramebufferManagerDX9::Resized() {
|
|
resized_ = true;
|
|
}
|
|
|
|
bool FramebufferManagerDX9::GetCurrentFramebuffer(GPUDebugBuffer &buffer) {
|
|
u32 fb_address = gstate.getFrameBufRawAddress();
|
|
int fb_stride = gstate.FrameBufStride();
|
|
|
|
VirtualFramebuffer *vfb = currentRenderVfb_;
|
|
if (!vfb) {
|
|
vfb = GetVFBAt(fb_address);
|
|
}
|
|
|
|
if (!vfb) {
|
|
// If there's no vfb and we're drawing there, must be memory?
|
|
buffer = GPUDebugBuffer(Memory::GetPointer(fb_address | 0x04000000), fb_stride, 512, gstate.FrameBufFormat());
|
|
return true;
|
|
}
|
|
|
|
LPDIRECT3DSURFACE9 renderTarget = vfb->fbo ? fbo_get_color_for_read(vfb->fbo) : nullptr;
|
|
bool success = false;
|
|
if (renderTarget) {
|
|
LPDIRECT3DSURFACE9 offscreen = GetOffscreenSurface(renderTarget, vfb);
|
|
if (offscreen) {
|
|
success = GetRenderTargetFramebuffer(renderTarget, offscreen, vfb->renderWidth, vfb->renderHeight, buffer);
|
|
}
|
|
}
|
|
|
|
return success;
|
|
}
|
|
|
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bool FramebufferManagerDX9::GetDisplayFramebuffer(GPUDebugBuffer &buffer) {
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fbo_unbind();
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LPDIRECT3DSURFACE9 renderTarget = nullptr;
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HRESULT hr = pD3Ddevice->GetRenderTarget(0, &renderTarget);
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bool success = false;
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if (renderTarget && SUCCEEDED(hr)) {
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D3DSURFACE_DESC desc;
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renderTarget->GetDesc(&desc);
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LPDIRECT3DSURFACE9 offscreen = nullptr;
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HRESULT hr = pD3Ddevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &offscreen, NULL);
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if (offscreen && SUCCEEDED(hr)) {
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success = GetRenderTargetFramebuffer(renderTarget, offscreen, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight, buffer);
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offscreen->Release();
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}
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renderTarget->Release();
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}
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return success;
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}
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bool FramebufferManagerDX9::GetRenderTargetFramebuffer(LPDIRECT3DSURFACE9 renderTarget, LPDIRECT3DSURFACE9 offscreen, int w, int h, GPUDebugBuffer &buffer) {
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D3DSURFACE_DESC desc;
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renderTarget->GetDesc(&desc);
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|
|
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bool success = false;
|
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HRESULT hr = pD3Ddevice->GetRenderTargetData(renderTarget, offscreen);
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|
if (SUCCEEDED(hr)) {
|
|
D3DLOCKED_RECT locked;
|
|
RECT rect = {0, 0, w, h};
|
|
hr = offscreen->LockRect(&locked, &rect, D3DLOCK_READONLY);
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|
if (SUCCEEDED(hr)) {
|
|
// TODO: Handle the other formats? We don't currently create them, I think.
|
|
buffer.Allocate(locked.Pitch / 4, desc.Height, GPU_DBG_FORMAT_8888_BGRA, false);
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memcpy(buffer.GetData(), locked.pBits, locked.Pitch * desc.Height);
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|
offscreen->UnlockRect();
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|
success = true;
|
|
}
|
|
}
|
|
|
|
return success;
|
|
}
|
|
|
|
bool FramebufferManagerDX9::GetCurrentDepthbuffer(GPUDebugBuffer &buffer) {
|
|
u32 fb_address = gstate.getFrameBufRawAddress();
|
|
int fb_stride = gstate.FrameBufStride();
|
|
|
|
u32 z_address = gstate.getDepthBufRawAddress();
|
|
int z_stride = gstate.DepthBufStride();
|
|
|
|
VirtualFramebuffer *vfb = currentRenderVfb_;
|
|
if (!vfb) {
|
|
vfb = GetVFBAt(fb_address);
|
|
}
|
|
|
|
if (!vfb) {
|
|
// If there's no vfb and we're drawing there, must be memory?
|
|
buffer = GPUDebugBuffer(Memory::GetPointer(z_address | 0x04000000), z_stride, 512, GPU_DBG_FORMAT_16BIT);
|
|
return true;
|
|
}
|
|
|
|
bool success = false;
|
|
LPDIRECT3DTEXTURE9 tex = fbo_get_depth_texture(vfb->fbo);
|
|
if (tex) {
|
|
D3DSURFACE_DESC desc;
|
|
D3DLOCKED_RECT locked;
|
|
tex->GetLevelDesc(0, &desc);
|
|
RECT rect = {0, 0, (LONG)desc.Width, (LONG)desc.Height};
|
|
HRESULT hr = tex->LockRect(0, &locked, &rect, D3DLOCK_READONLY);
|
|
|
|
if (SUCCEEDED(hr)) {
|
|
GPUDebugBufferFormat fmt = GPU_DBG_FORMAT_24BIT_8X;
|
|
int pixelSize = 4;
|
|
|
|
buffer.Allocate(locked.Pitch / pixelSize, desc.Height, fmt, false);
|
|
memcpy(buffer.GetData(), locked.pBits, locked.Pitch * desc.Height);
|
|
success = true;
|
|
tex->UnlockRect(0);
|
|
}
|
|
}
|
|
|
|
return success;
|
|
}
|
|
|
|
bool FramebufferManagerDX9::GetCurrentStencilbuffer(GPUDebugBuffer &buffer) {
|
|
u32 fb_address = gstate.getFrameBufRawAddress();
|
|
int fb_stride = gstate.FrameBufStride();
|
|
|
|
u32 z_address = gstate.getDepthBufRawAddress();
|
|
int z_stride = gstate.DepthBufStride();
|
|
|
|
VirtualFramebuffer *vfb = currentRenderVfb_;
|
|
if (!vfb) {
|
|
vfb = GetVFBAt(fb_address);
|
|
}
|
|
|
|
if (!vfb) {
|
|
// If there's no vfb and we're drawing there, must be memory?
|
|
buffer = GPUDebugBuffer(Memory::GetPointer(z_address | 0x04000000), z_stride, 512, GPU_DBG_FORMAT_16BIT);
|
|
return true;
|
|
}
|
|
|
|
bool success = false;
|
|
LPDIRECT3DTEXTURE9 tex = fbo_get_depth_texture(vfb->fbo);
|
|
if (tex) {
|
|
D3DSURFACE_DESC desc;
|
|
D3DLOCKED_RECT locked;
|
|
tex->GetLevelDesc(0, &desc);
|
|
RECT rect = {0, 0, (LONG)desc.Width, (LONG)desc.Height};
|
|
HRESULT hr = tex->LockRect(0, &locked, &rect, D3DLOCK_READONLY);
|
|
|
|
if (SUCCEEDED(hr)) {
|
|
GPUDebugBufferFormat fmt = GPU_DBG_FORMAT_24X_8BIT;
|
|
int pixelSize = 4;
|
|
|
|
buffer.Allocate(locked.Pitch / pixelSize, desc.Height, fmt, false);
|
|
memcpy(buffer.GetData(), locked.pBits, locked.Pitch * desc.Height);
|
|
success = true;
|
|
tex->UnlockRect(0);
|
|
}
|
|
}
|
|
|
|
return success;
|
|
}
|
|
|
|
} // namespace DX9
|