mirror of
https://github.com/hrydgard/ppsspp.git
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3442 lines
137 KiB
C++
3442 lines
137 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 <algorithm>
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#include <sstream>
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#include <cmath>
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#include "Common/GPU/thin3d.h"
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#include "Common/GPU/OpenGL/GLFeatures.h"
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#include "Common/Data/Collections/TinySet.h"
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#include "Common/Data/Convert/ColorConv.h"
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#include "Common/Data/Text/I18n.h"
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#include "Common/LogReporting.h"
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#include "Common/Math/lin/matrix4x4.h"
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#include "Common/Math/math_util.h"
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#include "Common/System/Display.h"
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#include "Common/System/OSD.h"
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#include "Common/VR/PPSSPPVR.h"
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#include "Common/CommonTypes.h"
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#include "Common/StringUtils.h"
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#include "Core/Config.h"
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#include "Core/ConfigValues.h"
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#include "Core/Core.h"
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#include "Core/CoreParameter.h"
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#include "Core/Debugger/MemBlockInfo.h"
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#include "Core/MIPS/MIPS.h"
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#include "GPU/Common/DrawEngineCommon.h"
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#include "GPU/Common/FramebufferManagerCommon.h"
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#include "GPU/Common/PostShader.h"
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#include "GPU/Common/PresentationCommon.h"
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#include "GPU/Common/TextureCacheCommon.h"
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#include "GPU/Common/ReinterpretFramebuffer.h"
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#include "GPU/Debugger/Debugger.h"
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#include "GPU/Debugger/Record.h"
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#include "GPU/Debugger/Stepping.h"
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#include "GPU/GPUInterface.h"
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#include "GPU/GPUState.h"
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static size_t FormatFramebufferName(const VirtualFramebuffer *vfb, char *tag, size_t len) {
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return snprintf(tag, len, "FB_%08x_%08x_%dx%d_%s", vfb->fb_address, vfb->z_address, vfb->bufferWidth, vfb->bufferHeight, GeBufferFormatToString(vfb->fb_format));
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}
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FramebufferManagerCommon::FramebufferManagerCommon(Draw::DrawContext *draw)
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: draw_(draw), draw2D_(draw_) {
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presentation_ = new PresentationCommon(draw);
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}
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FramebufferManagerCommon::~FramebufferManagerCommon() {
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DeviceLost();
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DecimateFBOs();
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for (auto vfb : vfbs_) {
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DestroyFramebuf(vfb);
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}
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vfbs_.clear();
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for (auto &tempFB : tempFBOs_) {
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tempFB.second.fbo->Release();
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}
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tempFBOs_.clear();
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// Do the same for ReadFramebuffersToMemory's VFBs
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for (auto vfb : bvfbs_) {
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DestroyFramebuf(vfb);
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}
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bvfbs_.clear();
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delete presentation_;
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delete[] convBuf_;
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}
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void FramebufferManagerCommon::Init(int msaaLevel) {
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// We may need to override the render size if the shader is upscaling or SSAA.
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NotifyDisplayResized();
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NotifyRenderResized(msaaLevel);
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}
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bool FramebufferManagerCommon::UpdateRenderSize(int msaaLevel) {
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const bool newRender = renderWidth_ != (float)PSP_CoreParameter().renderWidth || renderHeight_ != (float)PSP_CoreParameter().renderHeight || msaaLevel_ != msaaLevel;
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int effectiveBloomHack = g_Config.iBloomHack;
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if (PSP_CoreParameter().compat.flags().ForceLowerResolutionForEffectsOn) {
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effectiveBloomHack = 3;
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} else if (PSP_CoreParameter().compat.flags().ForceLowerResolutionForEffectsOff) {
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effectiveBloomHack = 0;
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}
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bool newBuffered = !g_Config.bSkipBufferEffects;
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const bool newSettings = bloomHack_ != effectiveBloomHack || useBufferedRendering_ != newBuffered;
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renderWidth_ = (float)PSP_CoreParameter().renderWidth;
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renderHeight_ = (float)PSP_CoreParameter().renderHeight;
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renderScaleFactor_ = (float)PSP_CoreParameter().renderScaleFactor;
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msaaLevel_ = msaaLevel;
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bloomHack_ = effectiveBloomHack;
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useBufferedRendering_ = newBuffered;
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presentation_->UpdateRenderSize(renderWidth_, renderHeight_);
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return newRender || newSettings;
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}
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void FramebufferManagerCommon::CheckPostShaders() {
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if (updatePostShaders_) {
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presentation_->UpdatePostShader();
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updatePostShaders_ = false;
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}
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}
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void FramebufferManagerCommon::BeginFrame() {
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DecimateFBOs();
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currentRenderVfb_ = nullptr;
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}
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void FramebufferManagerCommon::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
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displayFramebufPtr_ = framebuf & 0x3FFFFFFF;
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if (Memory::IsVRAMAddress(displayFramebufPtr_))
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displayFramebufPtr_ = framebuf & 0x041FFFFF;
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displayStride_ = stride;
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displayFormat_ = format;
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GPUDebug::NotifyDisplay(framebuf, stride, format);
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GPURecord::NotifyDisplay(framebuf, stride, format);
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}
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VirtualFramebuffer *FramebufferManagerCommon::GetVFBAt(u32 addr) const {
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addr &= 0x3FFFFFFF;
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if (Memory::IsVRAMAddress(addr))
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addr &= 0x041FFFFF;
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VirtualFramebuffer *match = nullptr;
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for (auto vfb : vfbs_) {
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if (vfb->fb_address == addr) {
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// Could check w too but whatever (actually, might very well make sense to do so, depending on context).
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if (!match || vfb->last_frame_render > match->last_frame_render) {
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match = vfb;
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}
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}
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}
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return match;
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}
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VirtualFramebuffer *FramebufferManagerCommon::GetExactVFB(u32 addr, int stride, GEBufferFormat format) const {
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addr &= 0x3FFFFFFF;
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if (Memory::IsVRAMAddress(addr))
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addr &= 0x041FFFFF;
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VirtualFramebuffer *newest = nullptr;
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for (auto vfb : vfbs_) {
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if (vfb->fb_address == addr && vfb->fb_stride == stride && vfb->fb_format == format) {
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if (newest) {
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if (vfb->colorBindSeq > newest->colorBindSeq) {
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newest = vfb;
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}
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} else {
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newest = vfb;
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}
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}
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}
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return newest;
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}
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VirtualFramebuffer *FramebufferManagerCommon::ResolveVFB(u32 addr, int stride, GEBufferFormat format) {
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addr &= 0x3FFFFFFF;
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if (Memory::IsVRAMAddress(addr))
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addr &= 0x041FFFFF;
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// Find the newest one matching addr and stride.
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VirtualFramebuffer *newest = nullptr;
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for (auto vfb : vfbs_) {
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if (vfb->fb_address == addr && vfb->FbStrideInBytes() == stride * BufferFormatBytesPerPixel(format)) {
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if (newest) {
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if (vfb->colorBindSeq > newest->colorBindSeq) {
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newest = vfb;
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}
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} else {
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newest = vfb;
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}
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}
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}
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if (newest && newest->fb_format != format) {
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WARN_LOG_ONCE(resolvevfb, G3D, "ResolveVFB: Resolving from %s to %s at %08x/%d", GeBufferFormatToString(newest->fb_format), GeBufferFormatToString(format), addr, stride);
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return ResolveFramebufferColorToFormat(newest, format);
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}
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return newest;
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}
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VirtualFramebuffer *FramebufferManagerCommon::GetDisplayVFB() {
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return GetExactVFB(displayFramebufPtr_, displayStride_, displayFormat_);
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}
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// Heuristics to figure out the size of FBO to create.
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// TODO: Possibly differentiate on whether through mode is used (since in through mode, viewport is meaningless?)
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void FramebufferManagerCommon::EstimateDrawingSize(u32 fb_address, int fb_stride, GEBufferFormat fb_format, int viewport_width, int viewport_height, int region_width, int region_height, int scissor_width, int scissor_height, int &drawing_width, int &drawing_height) {
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static const int MAX_FRAMEBUF_HEIGHT = 512;
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// Games don't always set any of these. Take the greatest parameter that looks valid based on stride.
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if (viewport_width > 4 && viewport_width <= fb_stride && viewport_height > 0) {
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drawing_width = viewport_width;
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drawing_height = viewport_height;
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// Some games specify a viewport with 0.5, but don't have VRAM for 273. 480x272 is the buffer size.
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if (viewport_width == 481 && region_width == 480 && viewport_height == 273 && region_height == 272) {
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drawing_width = 480;
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drawing_height = 272;
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}
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// Sometimes region is set larger than the VRAM for the framebuffer.
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// However, in one game it's correctly set as a larger height (see #7277) with the same width.
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// A bit of a hack, but we try to handle that unusual case here.
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if (region_width <= fb_stride && (region_width > drawing_width || (region_width == drawing_width && region_height > drawing_height)) && region_height <= MAX_FRAMEBUF_HEIGHT) {
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drawing_width = region_width;
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drawing_height = std::max(drawing_height, region_height);
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}
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// Scissor is often set to a subsection of the framebuffer, so we pay the least attention to it.
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if (scissor_width <= fb_stride && scissor_width > drawing_width && scissor_height <= MAX_FRAMEBUF_HEIGHT) {
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drawing_width = scissor_width;
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drawing_height = std::max(drawing_height, scissor_height);
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}
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} else {
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// If viewport wasn't valid, let's just take the greatest anything regardless of stride.
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drawing_width = std::min(std::max(region_width, scissor_width), fb_stride);
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drawing_height = std::max(region_height, scissor_height);
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}
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if (scissor_width == 481 && region_width == 480 && scissor_height == 273 && region_height == 272) {
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drawing_width = 480;
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drawing_height = 272;
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}
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// Assume no buffer is > 512 tall, it couldn't be textured or displayed fully if so.
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if (drawing_height >= MAX_FRAMEBUF_HEIGHT) {
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if (region_height < MAX_FRAMEBUF_HEIGHT) {
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drawing_height = region_height;
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} else if (scissor_height < MAX_FRAMEBUF_HEIGHT) {
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drawing_height = scissor_height;
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}
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}
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if (viewport_width != region_width) {
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// The majority of the time, these are equal. If not, let's check what we know.
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u32 nearest_address = 0xFFFFFFFF;
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for (auto vfb : vfbs_) {
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const u32 other_address = vfb->fb_address;
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if (other_address > fb_address && other_address < nearest_address) {
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nearest_address = other_address;
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}
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}
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// Unless the game is using overlapping buffers, the next buffer should be far enough away.
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// This catches some cases where we can know this.
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// Hmm. The problem is that we could only catch it for the first of two buffers...
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const u32 bpp = BufferFormatBytesPerPixel(fb_format);
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int avail_height = (nearest_address - fb_address) / (fb_stride * bpp);
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if (avail_height < drawing_height && avail_height == region_height) {
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drawing_width = std::min(region_width, fb_stride);
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drawing_height = avail_height;
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}
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// Some games draw buffers interleaved, with a high stride/region/scissor but default viewport.
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if (fb_stride == 1024 && region_width == 1024 && scissor_width == 1024) {
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drawing_width = 1024;
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}
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}
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bool margin = false;
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// Let's check if we're in a stride gap of a full-size framebuffer.
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for (auto vfb : vfbs_) {
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if (fb_address == vfb->fb_address) {
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continue;
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}
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if (vfb->fb_stride != 512) {
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continue;
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}
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int vfb_stride_in_bytes = BufferFormatBytesPerPixel(vfb->fb_format) * vfb->fb_stride;
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int stride_in_bytes = BufferFormatBytesPerPixel(fb_format) * fb_stride;
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if (stride_in_bytes != vfb_stride_in_bytes) {
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// Mismatching stride in bytes, not interesting
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continue;
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}
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if (fb_address > vfb->fb_address && fb_address < vfb->fb_address + vfb_stride_in_bytes) {
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// Candidate!
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if (vfb->height == drawing_height) {
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// Might have a margin texture! Fix the drawing width if it's too large.
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int width_in_bytes = vfb->fb_address + vfb_stride_in_bytes - fb_address;
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int width_in_pixels = width_in_bytes / BufferFormatBytesPerPixel(fb_format);
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// Final check
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if (width_in_pixels <= 32) {
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drawing_width = std::min(drawing_width, width_in_pixels);
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margin = true;
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// Don't really need to keep looking.
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break;
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}
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}
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}
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}
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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 %s", 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, margin ? " (margin!)" : "");
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}
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void GetFramebufferHeuristicInputs(FramebufferHeuristicParams *params, const GPUgstate &gstate) {
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// GetFramebufferHeuristicInputs is only called from rendering, and thus, it's VRAM.
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params->fb_address = gstate.getFrameBufRawAddress() | 0x04000000;
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params->fb_stride = gstate.FrameBufStride();
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params->z_address = gstate.getDepthBufRawAddress() | 0x04000000;
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params->z_stride = gstate.DepthBufStride();
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if (params->z_address == params->fb_address) {
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// Probably indicates that the game doesn't care about Z for this VFB.
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// Let's avoid matching it for Z copies and other shenanigans.
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params->z_address = 0;
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params->z_stride = 0;
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}
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params->fb_format = gstate_c.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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const bool alphaBlending = gstate.isAlphaBlendEnabled();
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const bool logicOpBlending = gstate.isLogicOpEnabled() && gstate.getLogicOp() != GE_LOGIC_CLEAR && gstate.getLogicOp() != GE_LOGIC_COPY;
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params->isBlending = alphaBlending || logicOpBlending;
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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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float vpx = gstate.getViewportXScale();
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float vpy = gstate.getViewportYScale();
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// Work around problem in F1 Grand Prix, where it draws in through mode with a bogus viewport.
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// We set bad values to 0 which causes the framebuffer size heuristic to rely on the other parameters instead.
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if (std::isnan(vpx) || vpx > 10000000.0f) {
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vpx = 0.f;
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}
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if (std::isnan(vpy) || vpy > 10000000.0f) {
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vpy = 0.f;
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}
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params->viewportWidth = (int)(fabsf(vpx) * 2.0f);
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params->viewportHeight = (int)(fabsf(vpy) * 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->scissorLeft = gstate.getScissorX1();
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params->scissorTop = gstate.getScissorY1();
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params->scissorRight = gstate.getScissorX2() + 1;
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params->scissorBottom = gstate.getScissorY2() + 1;
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if (gstate.getRegionRateX() != 0x100 || gstate.getRegionRateY() != 0x100) {
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WARN_LOG_REPORT_ONCE(regionRate, G3D, "Drawing region rate add non-zero: %04x, %04x of %04x, %04x", gstate.getRegionRateX(), gstate.getRegionRateY(), gstate.getRegionX2(), gstate.getRegionY2());
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}
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}
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static void ApplyKillzoneFramebufferSplit(FramebufferHeuristicParams *params, int *drawing_width);
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VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer(FramebufferHeuristicParams ¶ms, u32 skipDrawReason) {
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gstate_c.Clean(DIRTY_FRAMEBUF);
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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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// 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(params.fb_address, std::max(params.fb_stride, (u16)4), params.fb_format, params.viewportWidth, params.viewportHeight, params.regionWidth, params.regionHeight, params.scissorRight, params.scissorBottom, drawing_width, drawing_height);
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if (params.fb_address == params.z_address) {
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// Most likely Z will not be used in this pass, as that would wreak havoc (undefined behavior for sure)
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// We probably don't need to do anything about that, but let's log it.
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WARN_LOG_ONCE(color_equal_z, G3D, "Framebuffer bound with color addr == z addr, likely will not use Z in this pass: %08x", params.fb_address);
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}
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// Compatibility hack for Killzone, see issue #6207.
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if (PSP_CoreParameter().compat.flags().SplitFramebufferMargin && params.fb_format == GE_FORMAT_8888) {
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ApplyKillzoneFramebufferSplit(¶ms, &drawing_width);
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} else {
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gstate_c.SetCurRTOffset(0, 0);
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}
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// Find a matching framebuffer.
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VirtualFramebuffer *vfb = nullptr;
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for (auto v : vfbs_) {
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const u32 bpp = BufferFormatBytesPerPixel(v->fb_format);
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if (params.fb_address == v->fb_address && params.fb_format == v->fb_format && params.fb_stride == v->fb_stride) {
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vfb = v;
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if (vfb->z_address == 0 && vfb->z_stride == 0 && params.z_stride != 0) {
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// Got one that was created by CreateRAMFramebuffer. Since it has no depth buffer,
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// we just recreate it immediately.
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ResizeFramebufFBO(vfb, vfb->width, vfb->height, true);
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}
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// Keep track, but this isn't really used.
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vfb->z_stride = params.z_stride;
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// Heuristic: In throughmode, a higher height could be used. Let's avoid shrinking the buffer.
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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);
|
|
} else {
|
|
vfb->width = drawing_width;
|
|
vfb->height = drawing_height;
|
|
}
|
|
break;
|
|
} else if (!PSP_CoreParameter().compat.flags().DisallowFramebufferAtOffset && v->fb_stride == params.fb_stride && v->fb_format == params.fb_format && !PSP_CoreParameter().compat.flags().SplitFramebufferMargin) {
|
|
u32 v_fb_first_line_end_ptr = v->fb_address + v->fb_stride * bpp;
|
|
u32 v_fb_end_ptr = v->fb_address + v->fb_stride * v->height * bpp;
|
|
|
|
if (params.fb_address > v->fb_address && params.fb_address < v_fb_first_line_end_ptr) {
|
|
// If the framebuffer we can join to is currently bound as a texture, we likely have
|
|
// a situation like in #9324 and don't want to do this.
|
|
u32 curTextureAddress = gstate.getTextureAddress(0);
|
|
if (v->fb_address == curTextureAddress) {
|
|
// Don't try these joining shenanigans.
|
|
continue;
|
|
}
|
|
|
|
const int x_offset = (params.fb_address - v->fb_address) / bpp;
|
|
if (x_offset < params.fb_stride && v->height >= drawing_height) {
|
|
// Pretty certainly a pure render-to-X-offset.
|
|
WARN_LOG_REPORT_ONCE(renderoffset, HLE, "Rendering to framebuffer offset at %08x +%dx%d (stride %d)", v->fb_address, x_offset, 0, v->fb_stride);
|
|
vfb = v;
|
|
gstate_c.SetCurRTOffset(x_offset, 0);
|
|
vfb->width = std::max((int)vfb->width, x_offset + drawing_width);
|
|
// To prevent the newSize code from being confused.
|
|
drawing_width += x_offset;
|
|
break;
|
|
}
|
|
} else {
|
|
// We ignore this match.
|
|
// TODO: We can allow X/Y overlaps too, but haven't seen any so safer to not.
|
|
}
|
|
}
|
|
}
|
|
|
|
if (vfb) {
|
|
bool resized = false;
|
|
if ((drawing_width != vfb->bufferWidth || drawing_height != vfb->bufferHeight)) {
|
|
// Even if it's not newly wrong, if this is larger we need to resize up.
|
|
if (vfb->width > vfb->bufferWidth || vfb->height > vfb->bufferHeight) {
|
|
ResizeFramebufFBO(vfb, vfb->width, vfb->height);
|
|
resized = true;
|
|
} else if (vfb->newWidth != drawing_width || vfb->newHeight != drawing_height) {
|
|
// If it's newly wrong, or changing every frame, just keep track.
|
|
vfb->newWidth = drawing_width;
|
|
vfb->newHeight = drawing_height;
|
|
vfb->lastFrameNewSize = gpuStats.numFlips;
|
|
} else if (vfb->lastFrameNewSize + FBO_OLD_AGE < gpuStats.numFlips) {
|
|
// Okay, it's changed for a while (and stayed that way.) Let's start over.
|
|
// But only if we really need to, to avoid blinking.
|
|
bool needsRecreate = vfb->bufferWidth > params.fb_stride;
|
|
needsRecreate = needsRecreate || vfb->newWidth > vfb->bufferWidth || vfb->newWidth * 2 < vfb->bufferWidth;
|
|
needsRecreate = needsRecreate || vfb->newHeight > vfb->bufferHeight || vfb->newHeight * 2 < vfb->bufferHeight;
|
|
|
|
// Whether we resize or not, change the size parameters so we stop detecting a resize.
|
|
// It might be larger if all drawing has been in throughmode.
|
|
vfb->width = drawing_width;
|
|
vfb->height = drawing_height;
|
|
|
|
if (needsRecreate) {
|
|
ResizeFramebufFBO(vfb, vfb->width, vfb->height, true);
|
|
resized = true;
|
|
// Let's discard this information, might be wrong now.
|
|
vfb->safeWidth = 0;
|
|
vfb->safeHeight = 0;
|
|
}
|
|
}
|
|
} else {
|
|
// It's not different, let's keep track of that too.
|
|
vfb->lastFrameNewSize = gpuStats.numFlips;
|
|
}
|
|
|
|
if (!resized && renderScaleFactor_ != 1 && vfb->renderScaleFactor == 1) {
|
|
// Might be time to change this framebuffer - have we used depth?
|
|
if ((vfb->usageFlags & FB_USAGE_COLOR_MIXED_DEPTH) && !PSP_CoreParameter().compat.flags().ForceLowerResolutionForEffectsOn) {
|
|
ResizeFramebufFBO(vfb, vfb->width, vfb->height, true);
|
|
_assert_(vfb->renderScaleFactor != 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
// None found? Create one.
|
|
if (!vfb) {
|
|
gstate_c.usingDepth = false; // reset depth buffer tracking
|
|
|
|
vfb = new VirtualFramebuffer{};
|
|
vfb->fbo = nullptr;
|
|
vfb->fb_address = params.fb_address;
|
|
vfb->fb_stride = params.fb_stride;
|
|
vfb->z_address = params.z_address;
|
|
vfb->z_stride = params.z_stride;
|
|
|
|
// The other width/height parameters are set in ResizeFramebufFBO below.
|
|
vfb->width = drawing_width;
|
|
vfb->height = drawing_height;
|
|
vfb->newWidth = drawing_width;
|
|
vfb->newHeight = drawing_height;
|
|
vfb->lastFrameNewSize = gpuStats.numFlips;
|
|
vfb->fb_format = params.fb_format;
|
|
vfb->usageFlags = FB_USAGE_RENDER_COLOR;
|
|
|
|
u32 colorByteSize = vfb->BufferByteSize(RASTER_COLOR);
|
|
if (Memory::IsVRAMAddress(params.fb_address) && params.fb_address + colorByteSize > framebufRangeEnd_) {
|
|
framebufRangeEnd_ = params.fb_address + colorByteSize;
|
|
}
|
|
|
|
// This is where we actually create the framebuffer. The true is "force".
|
|
ResizeFramebufFBO(vfb, drawing_width, drawing_height, true);
|
|
NotifyRenderFramebufferCreated(vfb);
|
|
|
|
// Note that we do not even think about depth right now. That'll be handled
|
|
// on the first depth access, which will call SetDepthFramebuffer.
|
|
|
|
CopyToColorFromOverlappingFramebuffers(vfb);
|
|
SetColorUpdated(vfb, skipDrawReason);
|
|
|
|
INFO_LOG(FRAMEBUF, "Creating FBO for %08x (z: %08x) : %d x %d x %s", vfb->fb_address, vfb->z_address, vfb->width, vfb->height, GeBufferFormatToString(vfb->fb_format));
|
|
|
|
vfb->last_frame_render = gpuStats.numFlips;
|
|
frameLastFramebufUsed_ = gpuStats.numFlips;
|
|
vfbs_.push_back(vfb);
|
|
currentRenderVfb_ = vfb;
|
|
|
|
// Assume that if we're clearing right when switching to a new framebuffer, we don't need to upload.
|
|
if (useBufferedRendering_ && params.isDrawing) {
|
|
gpu->PerformWriteColorFromMemory(params.fb_address, colorByteSize);
|
|
// Alpha was already done by PerformWriteColorFromMemory.
|
|
PerformWriteStencilFromMemory(params.fb_address, colorByteSize, WriteStencil::STENCIL_IS_ZERO | WriteStencil::IGNORE_ALPHA);
|
|
// TODO: Is it worth trying to upload the depth buffer (only if it wasn't copied above..?)
|
|
}
|
|
|
|
DiscardFramebufferCopy();
|
|
|
|
// We already have it!
|
|
} else if (vfb != currentRenderVfb_) {
|
|
// Use it as a render target.
|
|
DEBUG_LOG(FRAMEBUF, "Switching render target to FBO for %08x: %d x %d x %d ", vfb->fb_address, vfb->width, vfb->height, vfb->fb_format);
|
|
vfb->usageFlags |= FB_USAGE_RENDER_COLOR;
|
|
vfb->last_frame_render = gpuStats.numFlips;
|
|
frameLastFramebufUsed_ = gpuStats.numFlips;
|
|
vfb->dirtyAfterDisplay = true;
|
|
if ((skipDrawReason & SKIPDRAW_SKIPFRAME) == 0)
|
|
vfb->reallyDirtyAfterDisplay = true;
|
|
|
|
VirtualFramebuffer *prev = currentRenderVfb_;
|
|
currentRenderVfb_ = vfb;
|
|
NotifyRenderFramebufferSwitched(prev, vfb, params.isClearingDepth);
|
|
CopyToColorFromOverlappingFramebuffers(vfb);
|
|
gstate_c.usingDepth = false; // reset depth buffer tracking
|
|
|
|
DiscardFramebufferCopy();
|
|
} else {
|
|
// Something changed, but we still got the same framebuffer we were already rendering to.
|
|
// Might not be a lot to do here, we check in NotifyRenderFramebufferUpdated
|
|
vfb->last_frame_render = gpuStats.numFlips;
|
|
frameLastFramebufUsed_ = gpuStats.numFlips;
|
|
vfb->dirtyAfterDisplay = true;
|
|
if ((skipDrawReason & SKIPDRAW_SKIPFRAME) == 0)
|
|
vfb->reallyDirtyAfterDisplay = true;
|
|
NotifyRenderFramebufferUpdated(vfb);
|
|
}
|
|
|
|
vfb->colorBindSeq = GetBindSeqCount();
|
|
|
|
gstate_c.curRTWidth = vfb->width;
|
|
gstate_c.curRTHeight = vfb->height;
|
|
gstate_c.curRTRenderWidth = vfb->renderWidth;
|
|
gstate_c.curRTRenderHeight = vfb->renderHeight;
|
|
return vfb;
|
|
}
|
|
|
|
// Called on the first use of depth in a render pass.
|
|
void FramebufferManagerCommon::SetDepthFrameBuffer(bool isClearingDepth) {
|
|
if (!currentRenderVfb_) {
|
|
return;
|
|
}
|
|
|
|
// First time use of this framebuffer's depth buffer.
|
|
bool newlyUsingDepth = (currentRenderVfb_->usageFlags & FB_USAGE_RENDER_DEPTH) == 0;
|
|
currentRenderVfb_->usageFlags |= FB_USAGE_RENDER_DEPTH;
|
|
|
|
uint32_t boundDepthBuffer = gstate.getDepthBufRawAddress() | 0x04000000;
|
|
uint32_t boundDepthStride = gstate.DepthBufStride();
|
|
if (currentRenderVfb_->z_address != boundDepthBuffer || currentRenderVfb_->z_stride != boundDepthStride) {
|
|
if (currentRenderVfb_->fb_address == boundDepthBuffer) {
|
|
// Disallow setting depth buffer to the same address as the color buffer, usually means it's not used.
|
|
WARN_LOG_N_TIMES(z_reassign, 5, G3D, "Ignoring color matching depth buffer at %08x", boundDepthBuffer);
|
|
boundDepthBuffer = 0;
|
|
boundDepthStride = 0;
|
|
}
|
|
WARN_LOG_N_TIMES(z_reassign, 5, G3D, "Framebuffer at %08x/%d has switched associated depth buffer from %08x to %08x, updating.",
|
|
currentRenderVfb_->fb_address, currentRenderVfb_->fb_stride, currentRenderVfb_->z_address, boundDepthBuffer);
|
|
|
|
// Technically, here we should copy away the depth buffer to another framebuffer that uses that z_address, or maybe
|
|
// even write it back to RAM. However, this is rare. Silent Hill is one example, see #16126.
|
|
currentRenderVfb_->z_address = boundDepthBuffer;
|
|
// Update the stride in case it changed.
|
|
currentRenderVfb_->z_stride = boundDepthStride;
|
|
|
|
if (currentRenderVfb_->fbo) {
|
|
char tag[128];
|
|
FormatFramebufferName(currentRenderVfb_, tag, sizeof(tag));
|
|
currentRenderVfb_->fbo->UpdateTag(tag);
|
|
}
|
|
}
|
|
|
|
// If this first draw call is anything other than a clear, "resolve" the depth buffer,
|
|
// by copying from any overlapping buffers with fresher content.
|
|
if (!isClearingDepth && useBufferedRendering_) {
|
|
CopyToDepthFromOverlappingFramebuffers(currentRenderVfb_);
|
|
|
|
// Need to upload the first line of depth buffers, for Burnout Dominator lens flares. See issue #11100 and comments to #16081.
|
|
// Might make this more generic and upload the whole depth buffer if we find it's needed for something.
|
|
if (newlyUsingDepth && draw_->GetDeviceCaps().fragmentShaderDepthWriteSupported) {
|
|
// Sanity check the depth buffer pointer.
|
|
if (Memory::IsValidRange(currentRenderVfb_->z_address, currentRenderVfb_->width * 2)) {
|
|
const u16 *src = (const u16 *)Memory::GetPointerUnchecked(currentRenderVfb_->z_address);
|
|
DrawPixels(currentRenderVfb_, 0, 0, (const u8 *)src, GE_FORMAT_DEPTH16, currentRenderVfb_->z_stride, currentRenderVfb_->width, currentRenderVfb_->height, RASTER_DEPTH, "Depth Upload");
|
|
}
|
|
}
|
|
}
|
|
|
|
currentRenderVfb_->depthBindSeq = GetBindSeqCount();
|
|
}
|
|
|
|
struct CopySource {
|
|
VirtualFramebuffer *vfb;
|
|
RasterChannel channel;
|
|
int xOffset;
|
|
int yOffset;
|
|
|
|
int seq() const {
|
|
return channel == RASTER_DEPTH ? vfb->depthBindSeq : vfb->colorBindSeq;
|
|
}
|
|
|
|
bool operator < (const CopySource &other) const {
|
|
return seq() < other.seq();
|
|
}
|
|
};
|
|
|
|
// Not sure if it's more profitable to always do these copies with raster (which may screw up early-Z due to explicit depth buffer write)
|
|
// or to use image copies when possible (which may make it easier for the driver to preserve early-Z, but on the other hand, will cost additional memory
|
|
// bandwidth on tilers due to the load operation, which we might otherwise be able to skip).
|
|
void FramebufferManagerCommon::CopyToDepthFromOverlappingFramebuffers(VirtualFramebuffer *dest) {
|
|
std::vector<CopySource> sources;
|
|
for (auto src : vfbs_) {
|
|
if (src == dest)
|
|
continue;
|
|
|
|
if (src->fb_address == dest->z_address && src->fb_stride == dest->z_stride && src->fb_format == GE_FORMAT_565) {
|
|
if (src->colorBindSeq > dest->depthBindSeq) {
|
|
// Source has newer data than the current buffer, use it.
|
|
sources.push_back(CopySource{ src, RASTER_COLOR, 0, 0 });
|
|
}
|
|
} else if (src->z_address == dest->z_address && src->z_stride == dest->z_stride && src->depthBindSeq > dest->depthBindSeq) {
|
|
sources.push_back(CopySource{ src, RASTER_DEPTH, 0, 0 });
|
|
} else {
|
|
// TODO: Do more detailed overlap checks here.
|
|
}
|
|
}
|
|
|
|
std::sort(sources.begin(), sources.end());
|
|
|
|
// TODO: A full copy will overwrite anything else. So we can eliminate
|
|
// anything that comes before such a copy.
|
|
|
|
// For now, let's just do the last thing, if there are multiple.
|
|
|
|
// for (auto &source : sources) {
|
|
if (!sources.empty()) {
|
|
draw_->Invalidate(InvalidationFlags::CACHED_RENDER_STATE);
|
|
|
|
auto &source = sources.back();
|
|
if (source.channel == RASTER_DEPTH) {
|
|
// Good old depth->depth copy.
|
|
BlitFramebufferDepth(source.vfb, dest);
|
|
gpuStats.numDepthCopies++;
|
|
dest->last_frame_depth_updated = gpuStats.numFlips;
|
|
} else if (source.channel == RASTER_COLOR && draw_->GetDeviceCaps().fragmentShaderDepthWriteSupported) {
|
|
VirtualFramebuffer *src = source.vfb;
|
|
if (src->fb_format != GE_FORMAT_565) {
|
|
WARN_LOG_ONCE(not565, G3D, "fb_format of buffer at %08x not 565 as expected", src->fb_address);
|
|
}
|
|
|
|
// Really hate to do this, but tracking the depth swizzle state across multiple
|
|
// copies is not easy.
|
|
Draw2DShader shader = DRAW2D_565_TO_DEPTH;
|
|
if (PSP_CoreParameter().compat.flags().DeswizzleDepth) {
|
|
shader = DRAW2D_565_TO_DEPTH_DESWIZZLE;
|
|
}
|
|
|
|
gpuStats.numReinterpretCopies++;
|
|
src->usageFlags |= FB_USAGE_COLOR_MIXED_DEPTH;
|
|
dest->usageFlags |= FB_USAGE_COLOR_MIXED_DEPTH;
|
|
|
|
// Copying color to depth.
|
|
BlitUsingRaster(
|
|
src->fbo, 0.0f, 0.0f, src->renderWidth, src->renderHeight,
|
|
dest->fbo, 0.0f, 0.0f, src->renderWidth, src->renderHeight,
|
|
false, dest->renderScaleFactor, Get2DPipeline(shader), "565_to_depth");
|
|
}
|
|
}
|
|
|
|
gstate_c.Dirty(DIRTY_ALL_RENDER_STATE);
|
|
}
|
|
|
|
// Can't easily dynamically create these strings, we just pass along the pointer.
|
|
static const char *reinterpretStrings[4][4] = {
|
|
{
|
|
"self_reinterpret_565",
|
|
"reinterpret_565_to_5551",
|
|
"reinterpret_565_to_4444",
|
|
"reinterpret_565_to_8888",
|
|
},
|
|
{
|
|
"reinterpret_5551_to_565",
|
|
"self_reinterpret_5551",
|
|
"reinterpret_5551_to_4444",
|
|
"reinterpret_5551_to_8888",
|
|
},
|
|
{
|
|
"reinterpret_4444_to_565",
|
|
"reinterpret_4444_to_5551",
|
|
"self_reinterpret_4444",
|
|
"reinterpret_4444_to_8888",
|
|
},
|
|
{
|
|
"reinterpret_8888_to_565",
|
|
"reinterpret_8888_to_5551",
|
|
"reinterpret_8888_to_4444",
|
|
"self_reinterpret_8888",
|
|
},
|
|
};
|
|
|
|
// Call this after the target has been bound for rendering. For color, raster is probably always going to win over blits/copies.
|
|
void FramebufferManagerCommon::CopyToColorFromOverlappingFramebuffers(VirtualFramebuffer *dst) {
|
|
if (!useBufferedRendering_) {
|
|
return;
|
|
}
|
|
|
|
std::vector<CopySource> sources;
|
|
for (auto src : vfbs_) {
|
|
// Discard old and equal potential inputs.
|
|
if (src == dst || src->colorBindSeq < dst->colorBindSeq) {
|
|
continue;
|
|
}
|
|
|
|
if (src->fb_address == dst->fb_address && src->fb_stride == dst->fb_stride) {
|
|
// Another render target at the exact same location but gotta be a different format or a different stride, otherwise
|
|
// it would be the same, and should have been detected in DoSetRenderFrameBuffer.
|
|
if (src->fb_format != dst->fb_format) {
|
|
// This will result in reinterpret later, if both formats are 16-bit.
|
|
sources.push_back(CopySource{ src, RASTER_COLOR, 0, 0 });
|
|
} else {
|
|
// This shouldn't happen anymore. I think when it happened last, we still had
|
|
// lax stride checking when video was incoming, and a resize happened causing a duplicate.
|
|
}
|
|
} else if (src->fb_stride == dst->fb_stride && src->fb_format == dst->fb_format) {
|
|
u32 bytesPerPixel = BufferFormatBytesPerPixel(src->fb_format);
|
|
|
|
u32 strideInBytes = src->fb_stride * bytesPerPixel; // Same for both src and dest
|
|
|
|
u32 srcColorStart = src->fb_address;
|
|
u32 srcFirstLineEnd = src->fb_address + strideInBytes;
|
|
u32 srcColorEnd = strideInBytes * src->height;
|
|
|
|
u32 dstColorStart = dst->fb_address;
|
|
u32 dstFirstLineEnd = dst->fb_address + strideInBytes;
|
|
u32 dstColorEnd = strideInBytes * dst->height;
|
|
|
|
// Initially we'll only allow pure horizontal and vertical overlap,
|
|
// to reduce the risk for false positives. We can allow diagonal overlap too if needed
|
|
// in the future.
|
|
|
|
// Check for potential vertical overlap, like in Juiced 2.
|
|
int xOffset = 0;
|
|
int yOffset = 0;
|
|
|
|
// TODO: Get rid of the compatibility flag check.
|
|
if ((dstColorStart - srcColorStart) % strideInBytes == 0
|
|
&& PSP_CoreParameter().compat.flags().AllowLargeFBTextureOffsets) {
|
|
// Buffers are aligned.
|
|
yOffset = ((int)dstColorStart - (int)srcColorStart) / strideInBytes;
|
|
if (yOffset <= -(int)src->height) {
|
|
// Not overlapping
|
|
continue;
|
|
} else if (yOffset >= dst->height) {
|
|
// Not overlapping
|
|
continue;
|
|
}
|
|
} else {
|
|
// Buffers not stride-aligned - ignoring for now.
|
|
// This is where we'll add the horizontal offset for GoW.
|
|
continue;
|
|
}
|
|
sources.push_back(CopySource{ src, RASTER_COLOR, xOffset, yOffset });
|
|
} else if (src->fb_address == dst->fb_address && src->FbStrideInBytes() == dst->FbStrideInBytes()) {
|
|
if (src->fb_stride == dst->fb_stride * 2) {
|
|
// Reinterpret from 16-bit to 32-bit.
|
|
sources.push_back(CopySource{ src, RASTER_COLOR, 0, 0 });
|
|
} else if (src->fb_stride * 2 == dst->fb_stride) {
|
|
// Reinterpret from 32-bit to 16-bit.
|
|
sources.push_back(CopySource{ src, RASTER_COLOR, 0, 0 });
|
|
} else {
|
|
// 16-to-16 reinterpret, should have been caught above already.
|
|
_assert_msg_(false, "Reinterpret: Shouldn't get here");
|
|
}
|
|
}
|
|
}
|
|
|
|
std::sort(sources.begin(), sources.end());
|
|
|
|
draw_->Invalidate(InvalidationFlags::CACHED_RENDER_STATE);
|
|
|
|
bool tookActions = false;
|
|
|
|
// TODO: Only do the latest one.
|
|
for (const CopySource &source : sources) {
|
|
VirtualFramebuffer *src = source.vfb;
|
|
|
|
// Copy a rectangle from the original to the new buffer.
|
|
// Yes, we mean to look at src->width/height for the dest rectangle.
|
|
|
|
// TODO: Try to bound the blit using gstate_c.vertBounds like depal does.
|
|
|
|
int srcWidth = src->width * src->renderScaleFactor;
|
|
int srcHeight = src->height * src->renderScaleFactor;
|
|
int dstWidth = src->width * dst->renderScaleFactor;
|
|
int dstHeight = src->height * dst->renderScaleFactor;
|
|
|
|
int dstX1 = -source.xOffset * dst->renderScaleFactor;
|
|
int dstY1 = -source.yOffset * dst->renderScaleFactor;
|
|
int dstX2 = dstX1 + dstWidth;
|
|
int dstY2 = dstY1 + dstHeight;
|
|
|
|
if (source.channel == RASTER_COLOR) {
|
|
Draw2DPipeline *pipeline = nullptr;
|
|
const char *pass_name = "N/A";
|
|
if (src->fb_format == dst->fb_format) {
|
|
gpuStats.numColorCopies++;
|
|
pipeline = Get2DPipeline(DRAW2D_COPY_COLOR);
|
|
pass_name = "copy_color";
|
|
} else {
|
|
if (PSP_CoreParameter().compat.flags().BlueToAlpha) {
|
|
WARN_LOG_ONCE(bta, G3D, "WARNING: Reinterpret encountered with BlueToAlpha on");
|
|
}
|
|
|
|
// Reinterpret!
|
|
WARN_LOG_N_TIMES(reint, 5, G3D, "Reinterpret detected from %08x_%s to %08x_%s",
|
|
src->fb_address, GeBufferFormatToString(src->fb_format),
|
|
dst->fb_address, GeBufferFormatToString(dst->fb_format));
|
|
|
|
float scaleFactorX = 1.0f;
|
|
pipeline = GetReinterpretPipeline(src->fb_format, dst->fb_format, &scaleFactorX);
|
|
dstX1 *= scaleFactorX;
|
|
dstX2 *= scaleFactorX;
|
|
|
|
pass_name = reinterpretStrings[(int)src->fb_format][(int)dst->fb_format];
|
|
|
|
gpuStats.numReinterpretCopies++;
|
|
}
|
|
|
|
if (pipeline) {
|
|
tookActions = true;
|
|
// OK we have the pipeline, now just do the blit.
|
|
BlitUsingRaster(src->fbo, 0.0f, 0.0f, srcWidth, srcHeight,
|
|
dst->fbo, dstX1, dstY1, dstX2, dstY2, false, dst->renderScaleFactor, pipeline, pass_name);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (currentRenderVfb_ && dst != currentRenderVfb_ && tookActions) {
|
|
// Will probably just change the name of the current renderpass, since one was started by the reinterpret itself.
|
|
draw_->BindFramebufferAsRenderTarget(currentRenderVfb_->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, "After Reinterpret");
|
|
}
|
|
|
|
shaderManager_->DirtyLastShader();
|
|
textureCache_->ForgetLastTexture();
|
|
}
|
|
|
|
Draw2DPipeline *FramebufferManagerCommon::GetReinterpretPipeline(GEBufferFormat from, GEBufferFormat to, float *scaleFactorX) {
|
|
if (from == to) {
|
|
*scaleFactorX = 1.0f;
|
|
return Get2DPipeline(DRAW2D_COPY_COLOR);
|
|
}
|
|
|
|
if (IsBufferFormat16Bit(from) && !IsBufferFormat16Bit(to)) {
|
|
// We halve the X coordinates in the destination framebuffer.
|
|
// The shader will collect two pixels worth of input data and merge into one.
|
|
*scaleFactorX = 0.5f;
|
|
} else if (!IsBufferFormat16Bit(from) && IsBufferFormat16Bit(to)) {
|
|
// We double the X coordinates in the destination framebuffer.
|
|
// The shader will sample and depending on the X coordinate & 1, use the upper or lower bits.
|
|
*scaleFactorX = 2.0f;
|
|
} else {
|
|
*scaleFactorX = 1.0f;
|
|
}
|
|
|
|
Draw2DPipeline *pipeline = reinterpretFromTo_[(int)from][(int)to];
|
|
if (!pipeline) {
|
|
pipeline = draw2D_.Create2DPipeline([=](ShaderWriter &shaderWriter) -> Draw2DPipelineInfo {
|
|
return GenerateReinterpretFragmentShader(shaderWriter, from, to);
|
|
});
|
|
reinterpretFromTo_[(int)from][(int)to] = pipeline;
|
|
}
|
|
return pipeline;
|
|
}
|
|
|
|
void FramebufferManagerCommon::DestroyFramebuf(VirtualFramebuffer *v) {
|
|
// Notify the texture cache of both the color and depth buffers.
|
|
textureCache_->NotifyFramebuffer(v, NOTIFY_FB_DESTROYED);
|
|
if (v->fbo) {
|
|
v->fbo->Release();
|
|
v->fbo = nullptr;
|
|
}
|
|
|
|
// Wipe some pointers
|
|
DiscardFramebufferCopy();
|
|
if (currentRenderVfb_ == v)
|
|
currentRenderVfb_ = nullptr;
|
|
if (displayFramebuf_ == v)
|
|
displayFramebuf_ = nullptr;
|
|
if (prevDisplayFramebuf_ == v)
|
|
prevDisplayFramebuf_ = nullptr;
|
|
if (prevPrevDisplayFramebuf_ == v)
|
|
prevPrevDisplayFramebuf_ = nullptr;
|
|
|
|
delete v;
|
|
}
|
|
|
|
void FramebufferManagerCommon::BlitFramebufferDepth(VirtualFramebuffer *src, VirtualFramebuffer *dst) {
|
|
_dbg_assert_(src && dst);
|
|
|
|
_dbg_assert_(src != dst);
|
|
|
|
// Check that the depth address is even the same before actually blitting.
|
|
bool matchingDepthBuffer = src->z_address == dst->z_address && src->z_stride != 0 && dst->z_stride != 0;
|
|
bool matchingSize = (src->width == dst->width || (src->width == 512 && dst->width == 480) || (src->width == 480 && dst->width == 512)) && src->height == dst->height;
|
|
if (!matchingDepthBuffer || !matchingSize) {
|
|
return;
|
|
}
|
|
|
|
// Copy depth value from the previously bound framebuffer to the current one.
|
|
bool hasNewerDepth = src->last_frame_depth_render != 0 && src->last_frame_depth_render >= dst->last_frame_depth_updated;
|
|
if (!src->fbo || !dst->fbo || !useBufferedRendering_ || !hasNewerDepth) {
|
|
// If depth wasn't updated, then we're at least "two degrees" away from the data.
|
|
// This is an optimization: it probably doesn't need to be copied in this case.
|
|
return;
|
|
}
|
|
|
|
bool useCopy = draw_->GetDeviceCaps().framebufferSeparateDepthCopySupported || (!draw_->GetDeviceCaps().framebufferDepthBlitSupported && draw_->GetDeviceCaps().framebufferCopySupported);
|
|
bool useBlit = draw_->GetDeviceCaps().framebufferDepthBlitSupported;
|
|
|
|
bool useRaster = draw_->GetDeviceCaps().fragmentShaderDepthWriteSupported && draw_->GetDeviceCaps().textureDepthSupported;
|
|
|
|
if (src->fbo->MultiSampleLevel() > 0 && dst->fbo->MultiSampleLevel() > 0) {
|
|
// If multisampling, we want to copy depth properly so we get all the samples, to avoid aliased edges.
|
|
// Can be seen in the fire in Jeanne D'arc, for example.
|
|
if (useRaster && useCopy) {
|
|
useRaster = false;
|
|
}
|
|
}
|
|
|
|
int w = std::min(src->renderWidth, dst->renderWidth);
|
|
int h = std::min(src->renderHeight, dst->renderHeight);
|
|
|
|
// Some GPUs can copy depth but only if stencil gets to come along for the ride. We only want to use this if there is no blit functionality.
|
|
if (useRaster) {
|
|
BlitUsingRaster(src->fbo, 0, 0, w, h, dst->fbo, 0, 0, w, h, false, dst->renderScaleFactor, Get2DPipeline(Draw2DShader::DRAW2D_COPY_DEPTH), "BlitDepthRaster");
|
|
} else if (useCopy) {
|
|
draw_->CopyFramebufferImage(src->fbo, 0, 0, 0, 0, dst->fbo, 0, 0, 0, 0, w, h, 1, Draw::FB_DEPTH_BIT, "CopyFramebufferDepth");
|
|
RebindFramebuffer("After BlitFramebufferDepth");
|
|
} else if (useBlit) {
|
|
// We'll accept whether we get a separate depth blit or not...
|
|
draw_->BlitFramebuffer(src->fbo, 0, 0, w, h, dst->fbo, 0, 0, w, h, Draw::FB_DEPTH_BIT, Draw::FB_BLIT_NEAREST, "BlitFramebufferDepth");
|
|
RebindFramebuffer("After BlitFramebufferDepth");
|
|
}
|
|
|
|
draw_->Invalidate(InvalidationFlags::CACHED_RENDER_STATE);
|
|
}
|
|
|
|
void FramebufferManagerCommon::NotifyRenderFramebufferCreated(VirtualFramebuffer *vfb) {
|
|
if (!useBufferedRendering_) {
|
|
// Let's ignore rendering to targets that have not (yet) been displayed.
|
|
gstate_c.skipDrawReason |= SKIPDRAW_NON_DISPLAYED_FB;
|
|
} else if (currentRenderVfb_) {
|
|
DownloadFramebufferOnSwitch(currentRenderVfb_);
|
|
}
|
|
|
|
textureCache_->NotifyFramebuffer(vfb, NOTIFY_FB_CREATED);
|
|
|
|
NotifyRenderFramebufferUpdated(vfb);
|
|
}
|
|
|
|
void FramebufferManagerCommon::NotifyRenderFramebufferUpdated(VirtualFramebuffer *vfb) {
|
|
if (gstate_c.curRTWidth != vfb->width || gstate_c.curRTHeight != vfb->height) {
|
|
gstate_c.Dirty(DIRTY_PROJTHROUGHMATRIX | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE);
|
|
}
|
|
if (gstate_c.curRTRenderWidth != vfb->renderWidth || gstate_c.curRTRenderHeight != vfb->renderHeight) {
|
|
gstate_c.Dirty(DIRTY_PROJMATRIX);
|
|
gstate_c.Dirty(DIRTY_PROJTHROUGHMATRIX);
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerCommon::DownloadFramebufferOnSwitch(VirtualFramebuffer *vfb) {
|
|
if (vfb && vfb->safeWidth > 0 && vfb->safeHeight > 0 && !(vfb->usageFlags & FB_USAGE_FIRST_FRAME_SAVED) && !vfb->memoryUpdated) {
|
|
// Some games will draw to some memory once, and use it as a render-to-texture later.
|
|
// To support this, we save the first frame to memory when we have a safe w/h.
|
|
// Saving each frame would be slow.
|
|
|
|
// TODO: This type of download could be made async, for less stutter on framebuffer creation.
|
|
if (!g_Config.bSkipGPUReadbacks && !PSP_CoreParameter().compat.flags().DisableFirstFrameReadback) {
|
|
ReadFramebufferToMemory(vfb, 0, 0, vfb->safeWidth, vfb->safeHeight, RASTER_COLOR, Draw::ReadbackMode::BLOCK);
|
|
vfb->usageFlags = (vfb->usageFlags | FB_USAGE_DOWNLOAD | FB_USAGE_FIRST_FRAME_SAVED) & ~FB_USAGE_DOWNLOAD_CLEAR;
|
|
vfb->safeWidth = 0;
|
|
vfb->safeHeight = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool FramebufferManagerCommon::ShouldDownloadFramebufferColor(const VirtualFramebuffer *vfb) const {
|
|
// Dangan Ronpa hack
|
|
return PSP_CoreParameter().compat.flags().Force04154000Download && vfb->fb_address == 0x04154000;
|
|
}
|
|
|
|
bool FramebufferManagerCommon::ShouldDownloadFramebufferDepth(const VirtualFramebuffer *vfb) const {
|
|
// Download depth buffer for Syphon Filter lens flares
|
|
if (!PSP_CoreParameter().compat.flags().ReadbackDepth || g_Config.bSkipGPUReadbacks) {
|
|
return false;
|
|
}
|
|
return (vfb->usageFlags & FB_USAGE_RENDER_DEPTH) != 0 && vfb->width >= 480 && vfb->height >= 272;
|
|
}
|
|
|
|
void FramebufferManagerCommon::NotifyRenderFramebufferSwitched(VirtualFramebuffer *prevVfb, VirtualFramebuffer *vfb, bool isClearingDepth) {
|
|
if (prevVfb) {
|
|
if (ShouldDownloadFramebufferColor(prevVfb) && !prevVfb->memoryUpdated) {
|
|
ReadFramebufferToMemory(prevVfb, 0, 0, prevVfb->width, prevVfb->height, RASTER_COLOR, Draw::ReadbackMode::OLD_DATA_OK);
|
|
prevVfb->usageFlags = (prevVfb->usageFlags | FB_USAGE_DOWNLOAD | FB_USAGE_FIRST_FRAME_SAVED) & ~FB_USAGE_DOWNLOAD_CLEAR;
|
|
} else {
|
|
DownloadFramebufferOnSwitch(prevVfb);
|
|
}
|
|
|
|
if (ShouldDownloadFramebufferDepth(prevVfb)) {
|
|
ReadFramebufferToMemory(prevVfb, 0, 0, prevVfb->width, prevVfb->height, RasterChannel::RASTER_DEPTH, Draw::ReadbackMode::BLOCK);
|
|
}
|
|
}
|
|
|
|
textureCache_->ForgetLastTexture();
|
|
shaderManager_->DirtyLastShader();
|
|
|
|
if (useBufferedRendering_) {
|
|
if (vfb->fbo) {
|
|
shaderManager_->DirtyLastShader();
|
|
Draw::RPAction depthAction = Draw::RPAction::KEEP;
|
|
float clearDepth = 0.0f;
|
|
if (vfb->usageFlags & FB_USAGE_INVALIDATE_DEPTH) {
|
|
depthAction = Draw::RPAction::CLEAR;
|
|
clearDepth = GetDepthScaleFactors(gstate_c.UseFlags()).Offset();
|
|
vfb->usageFlags &= ~FB_USAGE_INVALIDATE_DEPTH;
|
|
}
|
|
draw_->BindFramebufferAsRenderTarget(vfb->fbo, {Draw::RPAction::KEEP, depthAction, Draw::RPAction::KEEP, 0, clearDepth}, "FBSwitch");
|
|
} else {
|
|
// This should only happen very briefly when toggling useBufferedRendering_.
|
|
ResizeFramebufFBO(vfb, vfb->width, vfb->height, true);
|
|
}
|
|
} else {
|
|
if (vfb->fbo) {
|
|
// This should only happen very briefly when toggling useBufferedRendering_.
|
|
textureCache_->NotifyFramebuffer(vfb, NOTIFY_FB_DESTROYED);
|
|
vfb->fbo->Release();
|
|
vfb->fbo = nullptr;
|
|
}
|
|
|
|
// Let's ignore rendering to targets that have not (yet) been displayed.
|
|
if (vfb->usageFlags & FB_USAGE_DISPLAYED_FRAMEBUFFER) {
|
|
gstate_c.skipDrawReason &= ~SKIPDRAW_NON_DISPLAYED_FB;
|
|
} else {
|
|
gstate_c.skipDrawReason |= SKIPDRAW_NON_DISPLAYED_FB;
|
|
}
|
|
}
|
|
textureCache_->NotifyFramebuffer(vfb, NOTIFY_FB_UPDATED);
|
|
|
|
NotifyRenderFramebufferUpdated(vfb);
|
|
}
|
|
|
|
void FramebufferManagerCommon::PerformWriteFormattedFromMemory(u32 addr, int size, int stride, GEBufferFormat fmt) {
|
|
// Note: UpdateFromMemory() is still called later.
|
|
// This is a special case where we have extra information prior to the invalidation.
|
|
|
|
// TODO: Could possibly be an offset...
|
|
// Also, stride needs better handling.
|
|
VirtualFramebuffer *vfb = ResolveVFB(addr, stride, fmt);
|
|
if (vfb) {
|
|
// Let's count this as a "render". This will also force us to use the correct format.
|
|
vfb->last_frame_render = gpuStats.numFlips;
|
|
vfb->colorBindSeq = GetBindSeqCount();
|
|
|
|
if (vfb->fb_stride < stride) {
|
|
DEBUG_LOG(ME, "Changing stride for %08x from %d to %d", addr, vfb->fb_stride, stride);
|
|
const int bpp = BufferFormatBytesPerPixel(fmt);
|
|
ResizeFramebufFBO(vfb, stride, size / (bpp * stride));
|
|
// Resizing may change the viewport/etc.
|
|
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE);
|
|
vfb->fb_stride = stride;
|
|
// This might be a bit wider than necessary, but we'll redetect on next render.
|
|
vfb->width = stride;
|
|
}
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerCommon::UpdateFromMemory(u32 addr, int size) {
|
|
// Take off the uncached flag from the address. Not to be confused with the start of VRAM.
|
|
addr &= 0x3FFFFFFF;
|
|
if (Memory::IsVRAMAddress(addr))
|
|
addr &= 0x041FFFFF;
|
|
// TODO: Could go through all FBOs, but probably not important?
|
|
// TODO: Could also check for inner changes, but video is most important.
|
|
// TODO: This shouldn't care if it's a display framebuf or not, should work exactly the same.
|
|
bool isDisplayBuf = addr == CurrentDisplayFramebufAddr() || addr == PrevDisplayFramebufAddr();
|
|
// TODO: Deleting the FBO is a heavy hammer solution, so let's only do it if it'd help.
|
|
if (!Memory::IsValidAddress(displayFramebufPtr_))
|
|
return;
|
|
|
|
for (size_t i = 0; i < vfbs_.size(); ++i) {
|
|
VirtualFramebuffer *vfb = vfbs_[i];
|
|
if (vfb->fb_address == addr) {
|
|
FlushBeforeCopy();
|
|
|
|
if (useBufferedRendering_ && vfb->fbo) {
|
|
GEBufferFormat fmt = vfb->fb_format;
|
|
if (vfb->last_frame_render + 1 < gpuStats.numFlips && isDisplayBuf) {
|
|
// If we're not rendering to it, format may be wrong. Use displayFormat_ instead.
|
|
// TODO: This doesn't seem quite right anymore.
|
|
fmt = displayFormat_;
|
|
}
|
|
DrawPixels(vfb, 0, 0, Memory::GetPointerUnchecked(addr), fmt, vfb->fb_stride, vfb->width, vfb->height, RASTER_COLOR, "UpdateFromMemory_DrawPixels");
|
|
SetColorUpdated(vfb, gstate_c.skipDrawReason);
|
|
} else {
|
|
INFO_LOG(FRAMEBUF, "Invalidating FBO for %08x (%dx%d %s)", vfb->fb_address, vfb->width, vfb->height, GeBufferFormatToString(vfb->fb_format));
|
|
DestroyFramebuf(vfb);
|
|
vfbs_.erase(vfbs_.begin() + i--);
|
|
}
|
|
}
|
|
}
|
|
|
|
RebindFramebuffer("RebindFramebuffer - UpdateFromMemory");
|
|
|
|
// TODO: Necessary?
|
|
gstate_c.Dirty(DIRTY_FRAGMENTSHADER_STATE);
|
|
}
|
|
|
|
void FramebufferManagerCommon::DrawPixels(VirtualFramebuffer *vfb, int dstX, int dstY, const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height, RasterChannel channel, const char *tag) {
|
|
textureCache_->ForgetLastTexture();
|
|
shaderManager_->DirtyLastShader();
|
|
float u0 = 0.0f, u1 = 1.0f;
|
|
float v0 = 0.0f, v1 = 1.0f;
|
|
|
|
DrawTextureFlags flags;
|
|
if (useBufferedRendering_ && vfb && vfb->fbo) {
|
|
if (channel == RASTER_DEPTH || PSP_CoreParameter().compat.flags().NearestFilteringOnFramebufferCreate) {
|
|
flags = DRAWTEX_NEAREST;
|
|
} else {
|
|
flags = DRAWTEX_LINEAR;
|
|
}
|
|
draw_->BindFramebufferAsRenderTarget(vfb->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, tag);
|
|
SetViewport2D(0, 0, vfb->renderWidth, vfb->renderHeight);
|
|
draw_->SetScissorRect(0, 0, vfb->renderWidth, vfb->renderHeight);
|
|
} else {
|
|
_dbg_assert_(channel == RASTER_COLOR);
|
|
// We are drawing directly to the back buffer so need to flip.
|
|
// Should more of this be handled by the presentation engine?
|
|
if (needBackBufferYSwap_)
|
|
std::swap(v0, v1);
|
|
flags = g_Config.iDisplayFilter == SCALE_LINEAR ? DRAWTEX_LINEAR : DRAWTEX_NEAREST;
|
|
flags = flags | DRAWTEX_TO_BACKBUFFER;
|
|
FRect frame = GetScreenFrame(pixelWidth_, pixelHeight_);
|
|
FRect rc;
|
|
CalculateDisplayOutputRect(&rc, 480.0f, 272.0f, frame, ROTATION_LOCKED_HORIZONTAL);
|
|
SetViewport2D(rc.x, rc.y, rc.w, rc.h);
|
|
draw_->SetScissorRect(0, 0, pixelWidth_, pixelHeight_);
|
|
}
|
|
|
|
if (channel == RASTER_DEPTH) {
|
|
_dbg_assert_(srcPixelFormat == GE_FORMAT_DEPTH16);
|
|
flags = flags | DRAWTEX_DEPTH;
|
|
if (vfb)
|
|
vfb->usageFlags |= FB_USAGE_COLOR_MIXED_DEPTH;
|
|
}
|
|
|
|
Draw::Texture *pixelsTex = MakePixelTexture(srcPixels, srcPixelFormat, srcStride, width, height);
|
|
if (pixelsTex) {
|
|
draw_->BindTextures(0, 1, &pixelsTex, Draw::TextureBindFlags::VULKAN_BIND_ARRAY);
|
|
|
|
// TODO: Replace with draw2D_.Blit() directly.
|
|
DrawActiveTexture(dstX, dstY, width, height,
|
|
vfb ? vfb->bufferWidth : g_display.pixel_xres,
|
|
vfb ? vfb->bufferHeight : g_display.pixel_yres,
|
|
u0, v0, u1, v1, ROTATION_LOCKED_HORIZONTAL, flags);
|
|
|
|
gpuStats.numUploads++;
|
|
draw_->Invalidate(InvalidationFlags::CACHED_RENDER_STATE);
|
|
|
|
gstate_c.Dirty(DIRTY_ALL_RENDER_STATE);
|
|
}
|
|
}
|
|
|
|
bool FramebufferManagerCommon::BindFramebufferAsColorTexture(int stage, VirtualFramebuffer *framebuffer, int flags, int layer) {
|
|
if (!framebuffer->fbo || !useBufferedRendering_) {
|
|
draw_->BindTexture(stage, nullptr);
|
|
gstate_c.skipDrawReason |= SKIPDRAW_BAD_FB_TEXTURE;
|
|
return false;
|
|
}
|
|
|
|
// 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);
|
|
|
|
// Currently rendering to this framebuffer. Need to make a copy.
|
|
if (!skipCopy && framebuffer == currentRenderVfb_) {
|
|
// Self-texturing, need a copy currently (some backends can potentially support it though).
|
|
WARN_LOG_ONCE(selfTextureCopy, G3D, "Attempting to texture from current render target (src=%08x / target=%08x / flags=%d), making a copy", framebuffer->fb_address, currentRenderVfb_->fb_address, flags);
|
|
// TODO: Maybe merge with bvfbs_? Not sure if those could be packing, and they're created at a different size.
|
|
if (currentFramebufferCopy_ && (flags & BINDFBCOLOR_UNCACHED) == 0) {
|
|
// We have a copy already that hasn't been invalidated, let's keep using it.
|
|
draw_->BindFramebufferAsTexture(currentFramebufferCopy_, stage, Draw::FB_COLOR_BIT, layer);
|
|
return true;
|
|
}
|
|
|
|
Draw::Framebuffer *renderCopy = GetTempFBO(TempFBO::COPY, framebuffer->renderWidth, framebuffer->renderHeight);
|
|
if (renderCopy) {
|
|
VirtualFramebuffer copyInfo = *framebuffer;
|
|
copyInfo.fbo = renderCopy;
|
|
|
|
bool partial = false;
|
|
CopyFramebufferForColorTexture(©Info, framebuffer, flags, layer, &partial);
|
|
RebindFramebuffer("After BindFramebufferAsColorTexture");
|
|
draw_->BindFramebufferAsTexture(renderCopy, stage, Draw::FB_COLOR_BIT, layer);
|
|
|
|
// Only cache the copy if it wasn't a partial copy.
|
|
// TODO: Improve on this.
|
|
if (!partial && (flags & BINDFBCOLOR_UNCACHED) == 0) {
|
|
currentFramebufferCopy_ = renderCopy;
|
|
}
|
|
gpuStats.numCopiesForSelfTex++;
|
|
} else {
|
|
// Failed to get temp FBO? Weird.
|
|
draw_->BindFramebufferAsTexture(framebuffer->fbo, stage, Draw::FB_COLOR_BIT, layer);
|
|
}
|
|
return true;
|
|
} else if (framebuffer != currentRenderVfb_ || (flags & BINDFBCOLOR_FORCE_SELF) != 0) {
|
|
draw_->BindFramebufferAsTexture(framebuffer->fbo, stage, Draw::FB_COLOR_BIT, layer);
|
|
return true;
|
|
} else {
|
|
// Here it's an error because for some reason skipCopy is true. That shouldn't really happen.
|
|
ERROR_LOG_REPORT_ONCE(selfTextureFail, G3D, "Attempting to texture from target (src=%08x / target=%08x / flags=%d)", framebuffer->fb_address, currentRenderVfb_->fb_address, flags);
|
|
// To do this safely in Vulkan, we need to use input attachments.
|
|
// Actually if the texture region and render regions don't overlap, this is safe, but we need
|
|
// to transition to GENERAL image layout which will take some trickery.
|
|
// Badness on D3D11 to bind the currently rendered-to framebuffer as a texture.
|
|
draw_->BindTexture(stage, nullptr);
|
|
gstate_c.skipDrawReason |= SKIPDRAW_BAD_FB_TEXTURE;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerCommon::CopyFramebufferForColorTexture(VirtualFramebuffer *dst, VirtualFramebuffer *src, int flags, int layer, bool *partial) {
|
|
int x = 0;
|
|
int y = 0;
|
|
int w = src->drawnWidth;
|
|
int h = src->drawnHeight;
|
|
|
|
*partial = false;
|
|
|
|
// If max is not > min, we probably could not detect it. Skip.
|
|
// See the vertex decoder, where this is updated.
|
|
// TODO: We're currently not hitting this path in Dante. See #17032
|
|
if ((flags & BINDFBCOLOR_MAY_COPY_WITH_UV) == BINDFBCOLOR_MAY_COPY_WITH_UV && gstate_c.vertBounds.maxU > gstate_c.vertBounds.minU) {
|
|
x = std::max(gstate_c.vertBounds.minU, (u16)0);
|
|
y = std::max(gstate_c.vertBounds.minV, (u16)0);
|
|
w = std::min(gstate_c.vertBounds.maxU, src->drawnWidth) - x;
|
|
h = std::min(gstate_c.vertBounds.maxV, src->drawnHeight) - 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;
|
|
}
|
|
|
|
// We'll have to reapply these next time since we cropped to UV.
|
|
gstate_c.Dirty(DIRTY_TEXTURE_PARAMS);
|
|
}
|
|
|
|
if (x < src->drawnWidth && y < src->drawnHeight && w > 0 && h > 0) {
|
|
if (x != 0 || y != 0 || w < src->drawnWidth || h < src->drawnHeight) {
|
|
*partial = true;
|
|
}
|
|
BlitFramebuffer(dst, x, y, src, x, y, w, h, 0, RASTER_COLOR, "CopyFBForColorTexture");
|
|
}
|
|
}
|
|
|
|
Draw::Texture *FramebufferManagerCommon::MakePixelTexture(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height) {
|
|
Draw::DataFormat depthFormat = Draw::DataFormat::UNDEFINED;
|
|
if (srcPixelFormat == GE_FORMAT_DEPTH16) {
|
|
if ((draw_->GetDataFormatSupport(Draw::DataFormat::R16_UNORM) & Draw::FMT_TEXTURE) != 0) {
|
|
depthFormat = Draw::DataFormat::R16_UNORM;
|
|
} else if ((draw_->GetDataFormatSupport(Draw::DataFormat::R8_UNORM) & Draw::FMT_TEXTURE) != 0) {
|
|
// This could be improved by using specific draw shaders to pack full precision in two channels.
|
|
// However, not really worth the trouble until we find a game that requires it.
|
|
depthFormat = Draw::DataFormat::R8_UNORM;
|
|
} else {
|
|
// No usable single channel format. Can't be bothered.
|
|
return nullptr;
|
|
}
|
|
}
|
|
|
|
// TODO: We can just change the texture format and flip some bits around instead of this.
|
|
// Could share code with the texture cache perhaps.
|
|
auto generateTexture = [&](uint8_t *data, const uint8_t *initData, uint32_t w, uint32_t h, uint32_t d, uint32_t byteStride, uint32_t sliceByteStride) {
|
|
for (int y = 0; y < height; y++) {
|
|
const u16_le *src16 = (const u16_le *)srcPixels + srcStride * y;
|
|
const u32_le *src32 = (const u32_le *)srcPixels + srcStride * y;
|
|
u32 *dst = (u32 *)(data + byteStride * y);
|
|
u16 *dst16 = (u16 *)(data + byteStride * y);
|
|
u8 *dst8 = (u8 *)(data + byteStride * y);
|
|
switch (srcPixelFormat) {
|
|
case GE_FORMAT_565:
|
|
if (preferredPixelsFormat_ == Draw::DataFormat::B8G8R8A8_UNORM)
|
|
ConvertRGB565ToBGRA8888(dst, src16, width);
|
|
else
|
|
ConvertRGB565ToRGBA8888(dst, src16, width);
|
|
break;
|
|
|
|
case GE_FORMAT_5551:
|
|
if (preferredPixelsFormat_ == Draw::DataFormat::B8G8R8A8_UNORM)
|
|
ConvertRGBA5551ToBGRA8888(dst, src16, width);
|
|
else
|
|
ConvertRGBA5551ToRGBA8888(dst, src16, width);
|
|
break;
|
|
|
|
case GE_FORMAT_4444:
|
|
if (preferredPixelsFormat_ == Draw::DataFormat::B8G8R8A8_UNORM)
|
|
ConvertRGBA4444ToBGRA8888(dst, src16, width);
|
|
else
|
|
ConvertRGBA4444ToRGBA8888(dst, src16, width);
|
|
break;
|
|
|
|
case GE_FORMAT_8888:
|
|
if (preferredPixelsFormat_ == Draw::DataFormat::B8G8R8A8_UNORM)
|
|
ConvertRGBA8888ToBGRA8888(dst, src32, width);
|
|
// This means use original pointer as-is. May avoid or optimize a copy.
|
|
else if (srcStride == width)
|
|
return false;
|
|
else
|
|
memcpy(dst, src32, width * 4);
|
|
break;
|
|
|
|
case GE_FORMAT_DEPTH16:
|
|
// TODO: Must take the depth range into account, unless it's already 0-1.
|
|
// TODO: Depending on the color buffer format used with this depth buffer, we need
|
|
// to do one of two different swizzle operations. However, for the only use of this so far,
|
|
// the Burnout lens flare trickery, swizzle doesn't matter since it's just a 0, 7fff, 0, 7fff pattern
|
|
// which comes out the same.
|
|
if (depthFormat == Draw::DataFormat::R16_UNORM) {
|
|
// We just use this format straight.
|
|
memcpy(dst16, src16, w * 2);
|
|
} else if (depthFormat == Draw::DataFormat::R8_UNORM) {
|
|
// We fall back to R8_UNORM. Precision is enough for most cases of depth clearing and initialization we've seen,
|
|
// but hardly ideal.
|
|
for (int i = 0; i < width; i++) {
|
|
dst8[i] = src16[i] >> 8;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case GE_FORMAT_INVALID:
|
|
case GE_FORMAT_CLUT8:
|
|
// Bad
|
|
break;
|
|
}
|
|
}
|
|
return true;
|
|
};
|
|
|
|
Draw::DataFormat texFormat = srcPixelFormat == GE_FORMAT_DEPTH16 ? depthFormat : preferredPixelsFormat_;
|
|
|
|
int frameNumber = draw_->GetFrameCount();
|
|
|
|
// Look for a matching texture we can re-use.
|
|
for (auto &iter : drawPixelsCache_) {
|
|
if (iter.frameNumber >= frameNumber - 3 || iter.tex->Width() != width || iter.tex->Height() != height || iter.tex->Format() != texFormat) {
|
|
continue;
|
|
}
|
|
|
|
// OK, current one seems good, let's use it (and mark it used).
|
|
gpuStats.numDrawPixels++;
|
|
draw_->UpdateTextureLevels(iter.tex, &srcPixels, generateTexture, 1);
|
|
// NOTE: numFlips is no good - this is called every frame when paused sometimes!
|
|
iter.frameNumber = frameNumber;
|
|
return iter.tex;
|
|
}
|
|
|
|
// Note: For depth, we create an R16_UNORM texture, that'll be just fine for uploading depth through a shader,
|
|
// and likely more efficient.
|
|
Draw::TextureDesc desc{
|
|
Draw::TextureType::LINEAR2D,
|
|
texFormat,
|
|
width,
|
|
height,
|
|
1,
|
|
1,
|
|
false,
|
|
Draw::TextureSwizzle::DEFAULT,
|
|
"DrawPixels",
|
|
{ (uint8_t *)srcPixels },
|
|
generateTexture,
|
|
};
|
|
|
|
// Hot Shots Golf (#12355) does tons of these in a frame in some situations! So creating textures
|
|
// better be fast. So does God of War, a lot of the time, a bit unclear what it's doing.
|
|
Draw::Texture *tex = draw_->CreateTexture(desc);
|
|
if (!tex) {
|
|
ERROR_LOG(G3D, "Failed to create DrawPixels texture");
|
|
}
|
|
gpuStats.numDrawPixels++;
|
|
gpuStats.numTexturesDecoded++; // Separate stat for this later?
|
|
|
|
// INFO_LOG(G3D, "Creating drawPixelsCache texture: %dx%d", tex->Width(), tex->Height());
|
|
|
|
DrawPixelsEntry entry{ tex, frameNumber };
|
|
drawPixelsCache_.push_back(entry);
|
|
return tex;
|
|
}
|
|
|
|
void FramebufferManagerCommon::DrawFramebufferToOutput(const u8 *srcPixels, int srcStride, GEBufferFormat srcPixelFormat) {
|
|
textureCache_->ForgetLastTexture();
|
|
shaderManager_->DirtyLastShader();
|
|
|
|
float u0 = 0.0f, u1 = 480.0f / 512.0f;
|
|
float v0 = 0.0f, v1 = 1.0f;
|
|
Draw::Texture *pixelsTex = MakePixelTexture(srcPixels, srcPixelFormat, srcStride, 512, 272);
|
|
if (!pixelsTex)
|
|
return;
|
|
|
|
int uvRotation = useBufferedRendering_ ? g_Config.iInternalScreenRotation : ROTATION_LOCKED_HORIZONTAL;
|
|
OutputFlags flags = g_Config.iDisplayFilter == SCALE_LINEAR ? OutputFlags::LINEAR : OutputFlags::NEAREST;
|
|
if (needBackBufferYSwap_) {
|
|
flags |= OutputFlags::BACKBUFFER_FLIPPED;
|
|
}
|
|
// CopyToOutput reverses these, probably to match "up".
|
|
if (GetGPUBackend() == GPUBackend::DIRECT3D9 || GetGPUBackend() == GPUBackend::DIRECT3D11) {
|
|
flags |= OutputFlags::POSITION_FLIPPED;
|
|
}
|
|
|
|
presentation_->UpdateUniforms(textureCache_->VideoIsPlaying());
|
|
presentation_->SourceTexture(pixelsTex, 512, 272);
|
|
presentation_->CopyToOutput(flags, uvRotation, u0, v0, u1, v1);
|
|
|
|
// PresentationCommon sets all kinds of state, we can't rely on anything.
|
|
gstate_c.Dirty(DIRTY_ALL);
|
|
|
|
DiscardFramebufferCopy();
|
|
currentRenderVfb_ = nullptr;
|
|
}
|
|
|
|
void FramebufferManagerCommon::SetViewport2D(int x, int y, int w, int h) {
|
|
Draw::Viewport viewport{ (float)x, (float)y, (float)w, (float)h, 0.0f, 1.0f };
|
|
draw_->SetViewport(viewport);
|
|
}
|
|
|
|
void FramebufferManagerCommon::CopyDisplayToOutput(bool reallyDirty) {
|
|
DownloadFramebufferOnSwitch(currentRenderVfb_);
|
|
shaderManager_->DirtyLastShader();
|
|
|
|
if (displayFramebufPtr_ == 0) {
|
|
if (GetUIState() != UISTATE_PAUSEMENU) {
|
|
if (Core_IsStepping())
|
|
VERBOSE_LOG(FRAMEBUF, "Display disabled, displaying only black");
|
|
else
|
|
DEBUG_LOG(FRAMEBUF, "Display disabled, displaying only black");
|
|
}
|
|
// No framebuffer to display! Clear to black.
|
|
if (useBufferedRendering_) {
|
|
draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::CLEAR, Draw::RPAction::CLEAR, Draw::RPAction::CLEAR }, "CopyDisplayToOutput");
|
|
}
|
|
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE);
|
|
return;
|
|
}
|
|
|
|
u32 offsetX = 0;
|
|
u32 offsetY = 0;
|
|
|
|
// If it's not really dirty, we're probably frameskipping. Use the last working one.
|
|
u32 fbaddr = reallyDirty ? displayFramebufPtr_ : prevDisplayFramebufPtr_;
|
|
prevDisplayFramebufPtr_ = fbaddr;
|
|
|
|
VirtualFramebuffer *vfb = ResolveVFB(fbaddr, displayStride_, displayFormat_);
|
|
if (!vfb) {
|
|
// Let's search for a framebuf within this range. Note that we also look for
|
|
// "framebuffers" sitting in RAM (created from block transfer or similar) so we only take off the kernel
|
|
// and uncached bits of the address when comparing.
|
|
const u32 addr = fbaddr;
|
|
for (auto v : vfbs_) {
|
|
const u32 v_addr = v->fb_address;
|
|
const u32 v_size = v->BufferByteSize(RASTER_COLOR);
|
|
|
|
if (v->fb_format != displayFormat_ || v->fb_stride != displayStride_) {
|
|
// Displaying a buffer of the wrong format or stride is nonsense, ignore it.
|
|
continue;
|
|
}
|
|
|
|
if (addr >= v_addr && addr < v_addr + v_size) {
|
|
const u32 dstBpp = BufferFormatBytesPerPixel(v->fb_format);
|
|
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.
|
|
// Log should be "Displaying from framebuf" but not worth changing the report.
|
|
INFO_LOG_REPORT_ONCE(displayoffset, FRAMEBUF, "Rendering from framebuf with offset %08x -> %08x+%dx%d", addr, vfb->fb_address, offsetX, offsetY);
|
|
}
|
|
}
|
|
|
|
// Reject too-tiny framebuffers to display (Godfather, see issue #16915).
|
|
if (vfb && vfb->height < 64) {
|
|
vfb = nullptr;
|
|
}
|
|
|
|
if (!vfb) {
|
|
if (Memory::IsValidAddress(fbaddr)) {
|
|
// The game is displaying something directly from RAM. In GTA, it's decoded video.
|
|
if (!vfb) {
|
|
DrawFramebufferToOutput(Memory::GetPointerUnchecked(fbaddr), displayStride_, displayFormat_);
|
|
return;
|
|
}
|
|
} else {
|
|
DEBUG_LOG(FRAMEBUF, "Found no FBO to display! displayFBPtr = %08x", fbaddr);
|
|
// No framebuffer to display! Clear to black.
|
|
if (useBufferedRendering_) {
|
|
// Bind and clear the backbuffer. This should be the first time during the frame that it's bound.
|
|
draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::CLEAR, Draw::RPAction::CLEAR, Draw::RPAction::CLEAR }, "CopyDisplayToOutput_NoFBO");
|
|
}
|
|
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE);
|
|
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 (vfb->fbo) {
|
|
if (GetUIState() != UISTATE_PAUSEMENU) {
|
|
if (Core_IsStepping())
|
|
VERBOSE_LOG(FRAMEBUF, "Displaying FBO %08x", vfb->fb_address);
|
|
else
|
|
DEBUG_LOG(FRAMEBUF, "Displaying FBO %08x", vfb->fb_address);
|
|
}
|
|
|
|
float u0 = offsetX / (float)vfb->bufferWidth;
|
|
float v0 = offsetY / (float)vfb->bufferHeight;
|
|
float u1 = (480.0f + offsetX) / (float)vfb->bufferWidth;
|
|
float v1 = (272.0f + offsetY) / (float)vfb->bufferHeight;
|
|
|
|
//clip the VR framebuffer to keep the aspect ratio
|
|
if (IsVREnabled() && !IsFlatVRGame() && !IsGameVRScene()) {
|
|
float aspect = 272.0f / 480.0f;
|
|
float clipY = 272.0f * (1.0f - aspect) / 2.0f;
|
|
v0 = (clipY + offsetY) / (float)vfb->bufferHeight;
|
|
v1 = (272.0f - clipY + offsetY) / (float)vfb->bufferHeight;
|
|
|
|
//zoom inside
|
|
float zoom = 0.1f;
|
|
u0 += zoom / aspect;
|
|
u1 -= zoom / aspect;
|
|
v0 += zoom;
|
|
v1 -= zoom;
|
|
}
|
|
|
|
textureCache_->ForgetLastTexture();
|
|
|
|
int uvRotation = useBufferedRendering_ ? g_Config.iInternalScreenRotation : ROTATION_LOCKED_HORIZONTAL;
|
|
OutputFlags flags = g_Config.iDisplayFilter == SCALE_LINEAR ? OutputFlags::LINEAR : OutputFlags::NEAREST;
|
|
if (needBackBufferYSwap_) {
|
|
flags |= OutputFlags::BACKBUFFER_FLIPPED;
|
|
}
|
|
// DrawActiveTexture reverses these, probably to match "up".
|
|
if (GetGPUBackend() == GPUBackend::DIRECT3D9 || GetGPUBackend() == GPUBackend::DIRECT3D11) {
|
|
flags |= OutputFlags::POSITION_FLIPPED;
|
|
}
|
|
|
|
int actualWidth = (vfb->bufferWidth * vfb->renderWidth) / vfb->width;
|
|
int actualHeight = (vfb->bufferHeight * vfb->renderHeight) / vfb->height;
|
|
presentation_->UpdateUniforms(textureCache_->VideoIsPlaying());
|
|
presentation_->SourceFramebuffer(vfb->fbo, actualWidth, actualHeight);
|
|
presentation_->CopyToOutput(flags, uvRotation, u0, v0, u1, v1);
|
|
} else if (useBufferedRendering_) {
|
|
WARN_LOG(FRAMEBUF, "Current VFB lacks an FBO: %08x", vfb->fb_address);
|
|
}
|
|
|
|
// This may get called mid-draw if the game uses an immediate flip.
|
|
// PresentationCommon sets all kinds of state, we can't rely on anything.
|
|
gstate_c.Dirty(DIRTY_ALL);
|
|
DiscardFramebufferCopy();
|
|
currentRenderVfb_ = nullptr;
|
|
}
|
|
|
|
void FramebufferManagerCommon::DecimateFBOs() {
|
|
DiscardFramebufferCopy();
|
|
currentRenderVfb_ = nullptr;
|
|
|
|
for (auto iter : fbosToDelete_) {
|
|
iter->Release();
|
|
}
|
|
fbosToDelete_.clear();
|
|
|
|
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 (ShouldDownloadFramebufferColor(vfb) && age == 0 && !vfb->memoryUpdated) {
|
|
ReadFramebufferToMemory(vfb, 0, 0, vfb->width, vfb->height, RASTER_COLOR, Draw::ReadbackMode::BLOCK);
|
|
vfb->usageFlags = (vfb->usageFlags | FB_USAGE_DOWNLOAD | FB_USAGE_FIRST_FRAME_SAVED) & ~FB_USAGE_DOWNLOAD_CLEAR;
|
|
}
|
|
|
|
// Let's also "decimate" the usageFlags.
|
|
UpdateFramebufUsage(vfb);
|
|
|
|
if (vfb != displayFramebuf_ && vfb != prevDisplayFramebuf_ && vfb != prevPrevDisplayFramebuf_) {
|
|
if (age > FBO_OLD_AGE) {
|
|
INFO_LOG(FRAMEBUF, "Decimating FBO for %08x (%ix%i %s), age %i", vfb->fb_address, vfb->width, vfb->height, GeBufferFormatToString(vfb->fb_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) {
|
|
it->second.fbo->Release();
|
|
it = tempFBOs_.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(FRAMEBUF, "Decimating FBO for %08x (%dx%d %s), age %i", vfb->fb_address, vfb->width, vfb->height, GeBufferFormatToString(vfb->fb_format), age);
|
|
DestroyFramebuf(vfb);
|
|
bvfbs_.erase(bvfbs_.begin() + i--);
|
|
}
|
|
}
|
|
|
|
// And DrawPixels cached textures.
|
|
|
|
for (auto it = drawPixelsCache_.begin(); it != drawPixelsCache_.end(); ) {
|
|
int age = draw_->GetFrameCount() - it->frameNumber;
|
|
if (age > 10) {
|
|
// INFO_LOG(G3D, "Releasing drawPixelsCache texture: %dx%d", it->tex->Width(), it->tex->Height());
|
|
it->tex->Release();
|
|
it->tex = nullptr;
|
|
it = drawPixelsCache_.erase(it);
|
|
} else {
|
|
++it;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Requires width/height to be set already.
|
|
void FramebufferManagerCommon::ResizeFramebufFBO(VirtualFramebuffer *vfb, int w, int h, bool force, bool skipCopy) {
|
|
_dbg_assert_(w > 0);
|
|
_dbg_assert_(h > 0);
|
|
VirtualFramebuffer old = *vfb;
|
|
|
|
int oldWidth = vfb->bufferWidth;
|
|
int oldHeight = vfb->bufferHeight;
|
|
|
|
if (force) {
|
|
vfb->bufferWidth = w;
|
|
vfb->bufferHeight = h;
|
|
} else {
|
|
if (vfb->bufferWidth >= w && vfb->bufferHeight >= h) {
|
|
return;
|
|
}
|
|
|
|
// In case it gets thin and wide, don't resize down either side.
|
|
vfb->bufferWidth = std::max((int)vfb->bufferWidth, w);
|
|
vfb->bufferHeight = std::max((int)vfb->bufferHeight, h);
|
|
}
|
|
|
|
bool force1x = false;
|
|
switch (bloomHack_) {
|
|
case 1:
|
|
force1x = vfb->bufferWidth <= 128 || vfb->bufferHeight <= 64;
|
|
break;
|
|
case 2:
|
|
force1x = vfb->bufferWidth <= 256 || vfb->bufferHeight <= 128;
|
|
break;
|
|
case 3:
|
|
force1x = vfb->bufferWidth < 480 || vfb->bufferWidth > 800 || vfb->bufferHeight < 272; // GOW uses 864x272
|
|
break;
|
|
}
|
|
|
|
if ((vfb->usageFlags & FB_USAGE_COLOR_MIXED_DEPTH) && !PSP_CoreParameter().compat.flags().ForceLowerResolutionForEffectsOn) {
|
|
force1x = false;
|
|
}
|
|
if (PSP_CoreParameter().compat.flags().Force04154000Download && vfb->fb_address == 0x04154000) {
|
|
force1x = true;
|
|
}
|
|
|
|
if (force1x && g_Config.iInternalResolution != 1) {
|
|
vfb->renderScaleFactor = 1;
|
|
vfb->renderWidth = vfb->bufferWidth;
|
|
vfb->renderHeight = vfb->bufferHeight;
|
|
} else {
|
|
vfb->renderScaleFactor = renderScaleFactor_;
|
|
vfb->renderWidth = (u16)(vfb->bufferWidth * renderScaleFactor_);
|
|
vfb->renderHeight = (u16)(vfb->bufferHeight * renderScaleFactor_);
|
|
}
|
|
|
|
bool creating = old.bufferWidth == 0;
|
|
if (creating) {
|
|
WARN_LOG(FRAMEBUF, "Creating %s FBO at %08x/%08x stride=%d %dx%d (force=%d)", GeBufferFormatToString(vfb->fb_format), vfb->fb_address, vfb->z_address, vfb->fb_stride, vfb->bufferWidth, vfb->bufferHeight, (int)force);
|
|
} else {
|
|
WARN_LOG(FRAMEBUF, "Resizing %s FBO at %08x/%08x stride=%d from %dx%d to %dx%d (force=%d, skipCopy=%d)", GeBufferFormatToString(vfb->fb_format), vfb->fb_address, vfb->z_address, vfb->fb_stride, old.bufferWidth, old.bufferHeight, vfb->bufferWidth, vfb->bufferHeight, (int)force, (int)skipCopy);
|
|
}
|
|
|
|
// During hardware rendering, we always render at full color depth even if the game wouldn't on real hardware.
|
|
// It's not worth the trouble trying to support lower bit-depth rendering, just
|
|
// more cases to test that nobody will ever use.
|
|
|
|
textureCache_->ForgetLastTexture();
|
|
|
|
if (!useBufferedRendering_) {
|
|
if (vfb->fbo) {
|
|
vfb->fbo->Release();
|
|
vfb->fbo = nullptr;
|
|
}
|
|
return;
|
|
}
|
|
if (!old.fbo && vfb->last_frame_failed != 0 && vfb->last_frame_failed - gpuStats.numFlips < 63) {
|
|
// Don't constantly retry FBOs which failed to create.
|
|
return;
|
|
}
|
|
|
|
shaderManager_->DirtyLastShader();
|
|
char tag[128];
|
|
size_t len = FormatFramebufferName(vfb, tag, sizeof(tag));
|
|
|
|
vfb->fbo = draw_->CreateFramebuffer({ vfb->renderWidth, vfb->renderHeight, 1, GetFramebufferLayers(), msaaLevel_, true, tag });
|
|
if (Memory::IsVRAMAddress(vfb->fb_address) && vfb->fb_stride != 0) {
|
|
NotifyMemInfo(MemBlockFlags::ALLOC, vfb->fb_address, vfb->BufferByteSize(RASTER_COLOR), tag, len);
|
|
}
|
|
if (Memory::IsVRAMAddress(vfb->z_address) && vfb->z_stride != 0) {
|
|
char buf[128];
|
|
size_t len = snprintf(buf, sizeof(buf), "Z_%s", tag);
|
|
NotifyMemInfo(MemBlockFlags::ALLOC, vfb->z_address, vfb->z_stride * vfb->height * sizeof(uint16_t), buf, len);
|
|
}
|
|
if (old.fbo) {
|
|
INFO_LOG(FRAMEBUF, "Resizing FBO for %08x : %dx%dx%s", vfb->fb_address, w, h, GeBufferFormatToString(vfb->fb_format));
|
|
if (vfb->fbo) {
|
|
draw_->BindFramebufferAsRenderTarget(vfb->fbo, { Draw::RPAction::CLEAR, Draw::RPAction::CLEAR, Draw::RPAction::CLEAR }, "ResizeFramebufFBO");
|
|
if (!skipCopy) {
|
|
BlitFramebuffer(vfb, 0, 0, &old, 0, 0, std::min((u16)oldWidth, std::min(vfb->bufferWidth, vfb->width)), std::min((u16)oldHeight, std::min(vfb->height, vfb->bufferHeight)), 0, RASTER_COLOR, "BlitColor_ResizeFramebufFBO");
|
|
}
|
|
if (vfb->usageFlags & FB_USAGE_RENDER_DEPTH) {
|
|
BlitFramebuffer(vfb, 0, 0, &old, 0, 0, std::min((u16)oldWidth, std::min(vfb->bufferWidth, vfb->width)), std::min((u16)oldHeight, std::min(vfb->height, vfb->bufferHeight)), 0, RASTER_DEPTH, "BlitDepth_ResizeFramebufFBO");
|
|
}
|
|
}
|
|
fbosToDelete_.push_back(old.fbo);
|
|
draw_->BindFramebufferAsRenderTarget(vfb->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, "ResizeFramebufFBO");
|
|
} else {
|
|
draw_->BindFramebufferAsRenderTarget(vfb->fbo, { Draw::RPAction::CLEAR, Draw::RPAction::CLEAR, Draw::RPAction::CLEAR }, "ResizeFramebufFBO");
|
|
}
|
|
DiscardFramebufferCopy();
|
|
currentRenderVfb_ = vfb;
|
|
|
|
if (!vfb->fbo) {
|
|
ERROR_LOG(FRAMEBUF, "Error creating FBO during resize! %dx%d", vfb->renderWidth, vfb->renderHeight);
|
|
vfb->last_frame_failed = gpuStats.numFlips;
|
|
}
|
|
}
|
|
|
|
// This is called from detected memcopies and framebuffer initialization from VRAM. Not block transfers.
|
|
bool FramebufferManagerCommon::NotifyFramebufferCopy(u32 src, u32 dst, int size, GPUCopyFlag flags, u32 skipDrawReason) {
|
|
if (size == 0) {
|
|
return false;
|
|
}
|
|
|
|
dst &= 0x3FFFFFFF;
|
|
src &= 0x3FFFFFFF;
|
|
if (Memory::IsVRAMAddress(dst))
|
|
dst &= 0x041FFFFF;
|
|
if (Memory::IsVRAMAddress(src))
|
|
src &= 0x041FFFFF;
|
|
|
|
// TODO: Merge the below into FindTransferFramebuffer.
|
|
// Or at least this should be like the other ones, gathering possible candidates
|
|
// with the ability to list them out for debugging.
|
|
|
|
bool ignoreDstBuffer = flags & GPUCopyFlag::FORCE_DST_MATCH_MEM;
|
|
bool ignoreSrcBuffer = flags & (GPUCopyFlag::FORCE_SRC_MATCH_MEM | GPUCopyFlag::MEMSET);
|
|
RasterChannel channel = flags & GPUCopyFlag::DEPTH_REQUESTED ? RASTER_DEPTH : RASTER_COLOR;
|
|
|
|
struct CopyCandidate {
|
|
VirtualFramebuffer *vfb;
|
|
int score;
|
|
|
|
VirtualFramebuffer *dstBuffer = nullptr;
|
|
VirtualFramebuffer *srcBuffer = nullptr;
|
|
|
|
u32 dstY = (u32)-1;
|
|
u32 dstH = 0;
|
|
u32 srcY = (u32)-1;
|
|
u32 srcH = 0;
|
|
};
|
|
|
|
TinySet<CopyCandidate, 4> candidates;
|
|
for (auto vfb : vfbs_) {
|
|
if (vfb->fb_stride == 0 || channel != RASTER_COLOR) {
|
|
continue;
|
|
}
|
|
|
|
CopyCandidate candidate{ vfb, 10 };
|
|
|
|
// We only remove the kernel and uncached bits when comparing.
|
|
const u32 vfb_address = vfb->fb_address;
|
|
const u32 vfb_size = vfb->BufferByteSize(RASTER_COLOR);
|
|
const u32 vfb_bpp = BufferFormatBytesPerPixel(vfb->fb_format);
|
|
const u32 vfb_byteStride = vfb->fb_stride * vfb_bpp;
|
|
const int vfb_byteWidth = vfb->width * vfb_bpp;
|
|
|
|
// Heuristic to try to prevent potential glitches with video playback.
|
|
if (!ignoreDstBuffer && vfb_address == dst && ((size == 0x44000 && vfb_size == 0x88000) || (size == 0x88000 && vfb_size == 0x44000))) {
|
|
// Not likely to be a correct color format copy for this buffer. Ignore it, there will either be RAM
|
|
// that can be displayed from, or another matching buffer with the right format if rendering is going on.
|
|
// If we had scoring here, we should strongly penalize this target instead of ignoring it.
|
|
WARN_LOG_N_TIMES(notify_copy_2x, 5, G3D, "Framebuffer size %08x conspicuously not matching copy size %08x in NotifyFramebufferCopy. Downscoring.", size, vfb_size);
|
|
candidate.score = 2;
|
|
}
|
|
|
|
if ((u32)size > vfb_size + 0x1000 && vfb->fb_format != GE_FORMAT_8888 && vfb->last_frame_render < gpuStats.numFlips) {
|
|
// Seems likely we are looking at a potential copy of 32-bit pixels (like video) to an old 16-bit buffer,
|
|
// which is very likely simply the wrong target, so skip it. See issue #17740 where this happens in Naruto Ultimate Ninja Heroes 2.
|
|
// If we had scoring here, we should strongly penalize this target instead of ignoring it.
|
|
WARN_LOG_N_TIMES(notify_copy_2x, 5, G3D, "Framebuffer size %08x too small for %08x bytes of data and also 16-bit (%s), and not rendered to this frame. Downscoring.", vfb_size, size, GeBufferFormatToString(vfb->fb_format));
|
|
candidate.score = 1;
|
|
}
|
|
|
|
if (!ignoreDstBuffer && dst >= vfb_address && (dst + size <= vfb_address + vfb_size || dst == vfb_address)) {
|
|
const u32 offset = dst - vfb_address;
|
|
const u32 yOffset = offset / vfb_byteStride;
|
|
if ((offset % vfb_byteStride) == 0 && (size == vfb_byteWidth || (size % vfb_byteStride) == 0)) {
|
|
candidate.dstBuffer = vfb;
|
|
candidate.dstY = yOffset;
|
|
candidate.dstH = size == vfb_byteWidth ? 1 : std::min((u32)size / vfb_byteStride, (u32)vfb->height);
|
|
}
|
|
}
|
|
|
|
if (!ignoreSrcBuffer && src >= vfb_address && (src + size <= vfb_address + vfb_size || src == vfb_address)) {
|
|
const u32 offset = src - vfb_address;
|
|
const u32 yOffset = offset / vfb_byteStride;
|
|
if ((offset % vfb_byteStride) == 0 && (size == vfb_byteWidth || (size % vfb_byteStride) == 0)) {
|
|
candidate.srcBuffer = vfb;
|
|
candidate.srcY = yOffset;
|
|
candidate.srcH = size == vfb_byteWidth ? 1 : std::min((u32)size / vfb_byteStride, (u32)vfb->height);
|
|
} else if ((offset % vfb_byteStride) == 0 && size == vfb->fb_stride) {
|
|
// Valkyrie Profile reads 512 bytes at a time, rather than 2048. So, let's whitelist fb_stride also.
|
|
candidate.srcBuffer = vfb;
|
|
candidate.srcY = yOffset;
|
|
candidate.srcH = 1;
|
|
} else if (yOffset == 0) {
|
|
// Okay, last try - it might be a clut.
|
|
if (vfb->usageFlags & FB_USAGE_CLUT) {
|
|
candidate.srcBuffer = vfb;
|
|
candidate.srcY = yOffset;
|
|
candidate.srcH = 1;
|
|
}
|
|
}
|
|
}
|
|
candidates.push_back(candidate);
|
|
}
|
|
|
|
if (channel == RASTER_DEPTH) {
|
|
for (auto vfb : vfbs_) {
|
|
CopyCandidate candidate{ vfb, 10 };
|
|
candidate.srcBuffer = nullptr;
|
|
candidate.dstBuffer = nullptr;
|
|
if (!ignoreDstBuffer && dst == vfb->z_address && size == vfb->z_stride * 2 * vfb->height) {
|
|
if (!candidate.dstBuffer || candidate.dstBuffer->depthBindSeq < vfb->depthBindSeq) {
|
|
candidate.dstBuffer = vfb;
|
|
candidate.dstY = 0;
|
|
candidate.dstH = vfb->height;
|
|
}
|
|
}
|
|
if (!ignoreSrcBuffer && src == vfb->z_address && size == vfb->z_stride * 2 * vfb->height) {
|
|
if (!candidate.srcBuffer || candidate.srcBuffer->depthBindSeq < vfb->depthBindSeq) {
|
|
candidate.srcBuffer = vfb;
|
|
candidate.srcY = 0;
|
|
candidate.srcH = vfb->height;
|
|
}
|
|
}
|
|
candidates.push_back(candidate);
|
|
}
|
|
}
|
|
|
|
// Currently we find the first or best one, but maybe we should just copy to all?
|
|
CopyCandidate *best = nullptr;
|
|
for (size_t i = 0; i < candidates.size(); i++) {
|
|
if (!best) {
|
|
best = &candidates[i];
|
|
}
|
|
if (candidates[i].score > best->score) {
|
|
best = &candidates[i];
|
|
}
|
|
// In the old code, lower Y won, so let's replicate that.
|
|
if (candidates[i].score == best->score && candidates[i].dstY < best->dstY) {
|
|
best = &candidates[i];
|
|
}
|
|
}
|
|
if (!best) {
|
|
return false;
|
|
}
|
|
|
|
if (!useBufferedRendering_) {
|
|
// If we're copying into a recently used display buf, it's probably destined for the screen.
|
|
if (channel == RASTER_DEPTH || best->srcBuffer || (best->dstBuffer != displayFramebuf_ && best->dstBuffer != prevDisplayFramebuf_)) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (!best->dstBuffer && best->srcBuffer && channel != RASTER_DEPTH) {
|
|
// Note - if we're here, we're in a memcpy, not a block transfer. Not allowing IntraVRAMBlockTransferAllowCreateFB.
|
|
// Technically, that makes BlockTransferAllowCreateFB a bit of a misnomer.
|
|
if (PSP_CoreParameter().compat.flags().BlockTransferAllowCreateFB && !(flags & GPUCopyFlag::DISALLOW_CREATE_VFB)) {
|
|
best->dstBuffer = CreateRAMFramebuffer(dst, best->srcBuffer->width, best->srcBuffer->height, best->srcBuffer->fb_stride, best->srcBuffer->fb_format);
|
|
best->dstY = 0;
|
|
}
|
|
}
|
|
if (best->dstBuffer) {
|
|
best->dstBuffer->last_frame_used = gpuStats.numFlips;
|
|
if (channel == RASTER_DEPTH && !best->srcBuffer)
|
|
best->dstBuffer->usageFlags |= FB_USAGE_COLOR_MIXED_DEPTH;
|
|
}
|
|
if (best->srcBuffer && channel == RASTER_DEPTH && !best->dstBuffer)
|
|
best->srcBuffer->usageFlags |= FB_USAGE_COLOR_MIXED_DEPTH;
|
|
|
|
if (best->dstBuffer && best->srcBuffer) {
|
|
if (best->srcBuffer == best->dstBuffer) {
|
|
WARN_LOG_ONCE(dstsrccpy, G3D, "Intra-buffer memcpy (not supported) %08x -> %08x (size: %x)", src, dst, size);
|
|
} else {
|
|
WARN_LOG_ONCE(dstnotsrccpy, G3D, "Inter-buffer memcpy %08x -> %08x (size: %x)", src, dst, size);
|
|
// Just do the blit!
|
|
BlitFramebuffer(best->dstBuffer, 0, best->dstY, best->srcBuffer, 0, best->srcY, best->srcBuffer->width, best->srcH, 0, channel, "Blit_InterBufferMemcpy");
|
|
SetColorUpdated(best->dstBuffer, skipDrawReason);
|
|
RebindFramebuffer("RebindFramebuffer - Inter-buffer memcpy");
|
|
}
|
|
return false;
|
|
} else if (best->dstBuffer) {
|
|
if (flags & GPUCopyFlag::MEMSET) {
|
|
gpuStats.numClears++;
|
|
}
|
|
WARN_LOG_ONCE(btucpy, G3D, "Memcpy fbo upload %08x -> %08x (size: %x)", src, dst, size);
|
|
FlushBeforeCopy();
|
|
const u8 *srcBase = Memory::GetPointerUnchecked(src);
|
|
GEBufferFormat srcFormat = channel == RASTER_DEPTH ? GE_FORMAT_DEPTH16 : best->dstBuffer->fb_format;
|
|
int srcStride = channel == RASTER_DEPTH ? best->dstBuffer->z_stride : best->dstBuffer->fb_stride;
|
|
DrawPixels(best->dstBuffer, 0, best->dstY, srcBase, srcFormat, srcStride, best->dstBuffer->width, best->dstH, channel, "MemcpyFboUpload_DrawPixels");
|
|
SetColorUpdated(best->dstBuffer, skipDrawReason);
|
|
RebindFramebuffer("RebindFramebuffer - Memcpy fbo upload");
|
|
// This is a memcpy, let's still copy just in case.
|
|
return false;
|
|
} else if (best->srcBuffer) {
|
|
WARN_LOG_ONCE(btdcpy, G3D, "Memcpy fbo download %08x -> %08x", src, dst);
|
|
FlushBeforeCopy();
|
|
if (best->srcH == 0 || best->srcY + best->srcH > best->srcBuffer->bufferHeight) {
|
|
WARN_LOG_ONCE(btdcpyheight, G3D, "Memcpy fbo download %08x -> %08x skipped, %d+%d is taller than %d", src, dst, best->srcY, best->srcH, best->srcBuffer->bufferHeight);
|
|
} else if (!g_Config.bSkipGPUReadbacks && (!best->srcBuffer->memoryUpdated || channel == RASTER_DEPTH)) {
|
|
ReadFramebufferToMemory(best->srcBuffer, 0, best->srcY, best->srcBuffer->width, best->srcH, channel, Draw::ReadbackMode::BLOCK);
|
|
best->srcBuffer->usageFlags = (best->srcBuffer->usageFlags | FB_USAGE_DOWNLOAD) & ~FB_USAGE_DOWNLOAD_CLEAR;
|
|
}
|
|
return false;
|
|
} else {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
std::string BlockTransferRect::ToString() const {
|
|
int bpp = BufferFormatBytesPerPixel(channel == RASTER_DEPTH ? GE_FORMAT_DEPTH16 : vfb->fb_format);
|
|
return StringFromFormat("%s %08x/%d/%s seq:%d %d,%d %dx%d", RasterChannelToString(channel), vfb->fb_address, vfb->FbStrideInBytes(), GeBufferFormatToString(vfb->fb_format), vfb->colorBindSeq, x_bytes / bpp, y, w_bytes / bpp, h);
|
|
}
|
|
|
|
// This is used when looking for framebuffers for a block transfer.
|
|
// The only known game to block transfer depth buffers is Iron Man, see #16530, so
|
|
// we have a compat flag and pretty limited functionality for that.
|
|
bool FramebufferManagerCommon::FindTransferFramebuffer(u32 basePtr, int stride_pixels, int x_pixels, int y, int w_pixels, int h, int bpp, bool destination, BlockTransferRect *rect) {
|
|
basePtr &= 0x3FFFFFFF;
|
|
if (Memory::IsVRAMAddress(basePtr))
|
|
basePtr &= 0x041FFFFF;
|
|
rect->vfb = nullptr;
|
|
|
|
if (!stride_pixels) {
|
|
WARN_LOG(G3D, "Zero stride in FindTransferFrameBuffer, ignoring");
|
|
return false;
|
|
}
|
|
|
|
const u32 byteStride = stride_pixels * bpp;
|
|
int x_bytes = x_pixels * bpp;
|
|
int w_bytes = w_pixels * bpp;
|
|
|
|
TinySet<BlockTransferRect, 4> candidates;
|
|
|
|
// We work entirely in bytes when we do the matching, because games don't consistently use bpps that match
|
|
// that of their buffers. Then after matching we try to map the copy to the simplest operation that does
|
|
// what we need.
|
|
|
|
// We are only looking at color for now, have not found any block transfers of depth data (although it's plausible).
|
|
|
|
for (auto vfb : vfbs_) {
|
|
BlockTransferRect candidate{ vfb, RASTER_COLOR };
|
|
|
|
// Check for easily detected depth copies for logging purposes.
|
|
// Depth copies are not that useful though because you manually need to account for swizzle, so
|
|
// not sure if games will use them. Actually we do have a case, Iron Man in issue #16530.
|
|
if (vfb->z_address == basePtr && vfb->z_stride == stride_pixels && PSP_CoreParameter().compat.flags().BlockTransferDepth) {
|
|
WARN_LOG_N_TIMES(z_xfer, 5, G3D, "FindTransferFramebuffer: found matching depth buffer, %08x (dest=%d, bpp=%d)", basePtr, (int)destination, bpp);
|
|
candidate.channel = RASTER_DEPTH;
|
|
candidate.x_bytes = x_pixels * 2;
|
|
candidate.w_bytes = w_pixels * 2;
|
|
candidate.y = y;
|
|
candidate.h = h;
|
|
candidates.push_back(candidate);
|
|
continue;
|
|
}
|
|
|
|
const u32 vfb_address = vfb->fb_address;
|
|
const u32 vfb_size = vfb->BufferByteSize(RASTER_COLOR);
|
|
|
|
if (basePtr < vfb_address || basePtr >= vfb_address + vfb_size) {
|
|
continue;
|
|
}
|
|
|
|
const u32 vfb_bpp = BufferFormatBytesPerPixel(vfb->fb_format);
|
|
const u32 vfb_byteStride = vfb->FbStrideInBytes();
|
|
const u32 vfb_byteWidth = vfb->WidthInBytes();
|
|
|
|
candidate.w_bytes = w_pixels * bpp;
|
|
candidate.h = h;
|
|
|
|
const u32 byteOffset = basePtr - vfb_address;
|
|
const int memXOffset = byteOffset % byteStride;
|
|
const int memYOffset = byteOffset / byteStride;
|
|
|
|
// Some games use mismatching bitdepths. But make sure the stride matches.
|
|
// If it doesn't, generally this means we detected the framebuffer with too large a height.
|
|
// Use bufferHeight in case of buffers that resize up and down often per frame (Valkyrie Profile.)
|
|
|
|
// If it's outside the vfb by a single pixel, we currently disregard it.
|
|
if (memYOffset > vfb->bufferHeight - h) {
|
|
continue;
|
|
}
|
|
|
|
if (byteOffset == vfb->WidthInBytes() && w_bytes < vfb->FbStrideInBytes()) {
|
|
// Looks like we're in a margin texture of the vfb, which is not the vfb itself.
|
|
// Ignore the match.
|
|
continue;
|
|
}
|
|
|
|
if (vfb_byteStride != byteStride) {
|
|
// Grand Knights History occasionally copies with a mismatching stride but a full line at a time.
|
|
// That's why we multiply by height, not width - this copy is a rectangle with the wrong stride but a line with the correct one.
|
|
// Makes it hard to detect the wrong transfers in e.g. God of War.
|
|
if (w_pixels != stride_pixels || (byteStride * h != vfb_byteStride && byteStride * h != vfb_byteWidth)) {
|
|
if (destination) {
|
|
// However, some other games write cluts to framebuffers.
|
|
// Let's catch this and upload. Otherwise reject the match.
|
|
bool match = (vfb->usageFlags & FB_USAGE_CLUT) != 0;
|
|
if (match) {
|
|
candidate.w_bytes = byteStride * h;
|
|
h = 1;
|
|
} else {
|
|
continue;
|
|
}
|
|
} else {
|
|
continue;
|
|
}
|
|
} else {
|
|
// This is the Grand Knights History case.
|
|
candidate.w_bytes = byteStride * h;
|
|
candidate.h = 1;
|
|
}
|
|
} else {
|
|
candidate.w_bytes = w_bytes;
|
|
candidate.h = h;
|
|
}
|
|
|
|
candidate.x_bytes = x_bytes + memXOffset;
|
|
candidate.y = y + memYOffset;
|
|
candidate.vfb = vfb;
|
|
candidates.push_back(candidate);
|
|
}
|
|
|
|
const BlockTransferRect *best = nullptr;
|
|
// Use some heuristics to find the best candidate.
|
|
for (size_t i = 0; i < candidates.size(); i++) {
|
|
const BlockTransferRect *candidate = &candidates[i];
|
|
|
|
bool better = !best;
|
|
if (!better) {
|
|
if (candidate->channel == best->channel) {
|
|
better = candidate->vfb->BindSeq(candidate->channel) > best->vfb->BindSeq(candidate->channel);
|
|
} else {
|
|
// Prefer depth over color if the address match is perfect.
|
|
if (candidate->channel == RASTER_DEPTH && best->channel == RASTER_COLOR && candidate->vfb->z_address == basePtr) {
|
|
better = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ((candidate->vfb->usageFlags & FB_USAGE_CLUT) && candidate->x_bytes == 0 && candidate->y == 0 && destination) {
|
|
// Hack to prioritize copies to clut buffers.
|
|
best = candidate;
|
|
break;
|
|
}
|
|
if (better) {
|
|
best = candidate;
|
|
}
|
|
}
|
|
|
|
if (candidates.size() > 1) {
|
|
if (Reporting::ShouldLogNTimes("mulblock", 5)) {
|
|
std::string log;
|
|
for (size_t i = 0; i < candidates.size(); i++) {
|
|
log += " - " + candidates[i].ToString() + "\n";
|
|
}
|
|
WARN_LOG(G3D, "Multiple framebuffer candidates for %08x/%d/%d %d,%d %dx%d (dest = %d):\n%s", basePtr, stride_pixels, bpp, x_pixels, y, w_pixels, h, (int)destination, log.c_str());
|
|
}
|
|
}
|
|
|
|
if (best) {
|
|
*rect = *best;
|
|
return true;
|
|
} else {
|
|
if (Memory::IsVRAMAddress(basePtr) && destination && h >= 128) {
|
|
WARN_LOG_N_TIMES(nocands, 5, G3D, "Didn't find a destination candidate for %08x/%d/%d %d,%d %dx%d", basePtr, stride_pixels, bpp, x_pixels, y, w_pixels, h);
|
|
}
|
|
return false;
|
|
}
|
|
}
|
|
|
|
VirtualFramebuffer *FramebufferManagerCommon::CreateRAMFramebuffer(uint32_t fbAddress, int width, int height, int stride, GEBufferFormat format) {
|
|
INFO_LOG(G3D, "Creating RAM framebuffer at %08x (%dx%d, stride %d, fb_format %d)", fbAddress, width, height, stride, format);
|
|
|
|
RasterChannel channel = format == GE_FORMAT_DEPTH16 ? RASTER_DEPTH : RASTER_COLOR;
|
|
|
|
// A target for the destination is missing - so just create one!
|
|
// Make sure this one would be found by the algorithm above so we wouldn't
|
|
// create a new one each frame.
|
|
VirtualFramebuffer *vfb = new VirtualFramebuffer{};
|
|
vfb->fbo = nullptr;
|
|
uint32_t mask = Memory::IsVRAMAddress(fbAddress) ? 0x041FFFFF : 0x3FFFFFFF;
|
|
if (format == GE_FORMAT_DEPTH16) {
|
|
vfb->fb_address = 0xFFFFFFFF; // Invalid address
|
|
vfb->fb_stride = 0;
|
|
vfb->z_address = fbAddress; // marks that if anyone tries to render with depth to this framebuffer, it should be dropped and recreated.
|
|
vfb->z_stride = stride;
|
|
vfb->width = width;
|
|
} else {
|
|
vfb->fb_address = fbAddress & mask; // NOTE - not necessarily in VRAM!
|
|
vfb->fb_stride = stride;
|
|
vfb->z_address = 0;
|
|
vfb->z_stride = 0;
|
|
vfb->width = std::max(width, stride);
|
|
}
|
|
vfb->height = height;
|
|
vfb->newWidth = vfb->width;
|
|
vfb->newHeight = vfb->height;
|
|
vfb->lastFrameNewSize = gpuStats.numFlips;
|
|
vfb->renderScaleFactor = renderScaleFactor_;
|
|
vfb->renderWidth = (u16)(vfb->width * renderScaleFactor_);
|
|
vfb->renderHeight = (u16)(vfb->height * renderScaleFactor_);
|
|
vfb->bufferWidth = vfb->width;
|
|
vfb->bufferHeight = vfb->height;
|
|
vfb->fb_format = format == GE_FORMAT_DEPTH16 ? GE_FORMAT_8888 : format;
|
|
vfb->usageFlags = format == GE_FORMAT_DEPTH16 ? FB_USAGE_RENDER_DEPTH : FB_USAGE_RENDER_COLOR;
|
|
if (format != GE_FORMAT_DEPTH16) {
|
|
SetColorUpdated(vfb, 0);
|
|
}
|
|
char name[64];
|
|
snprintf(name, sizeof(name), "%08x_%s_RAM", vfb->Address(channel), RasterChannelToString(channel));
|
|
textureCache_->NotifyFramebuffer(vfb, NOTIFY_FB_CREATED);
|
|
bool createDepthBuffer = format == GE_FORMAT_DEPTH16;
|
|
vfb->fbo = draw_->CreateFramebuffer({ vfb->renderWidth, vfb->renderHeight, 1, GetFramebufferLayers(), 0, createDepthBuffer, name });
|
|
vfbs_.push_back(vfb);
|
|
|
|
u32 byteSize = vfb->BufferByteSize(channel);
|
|
if (fbAddress + byteSize > framebufRangeEnd_) {
|
|
framebufRangeEnd_ = fbAddress + byteSize;
|
|
}
|
|
|
|
return vfb;
|
|
}
|
|
|
|
// 1:1 pixel size buffers, we resize buffers to these before we read them back.
|
|
// TODO: We shouldn't keep whole VirtualFramebuffer structs for these - the fbo and last_frame_render is enough.
|
|
VirtualFramebuffer *FramebufferManagerCommon::FindDownloadTempBuffer(VirtualFramebuffer *vfb, RasterChannel channel) {
|
|
// 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 = nullptr;
|
|
|
|
// We maintain a separate vector of framebuffer objects for blitting.
|
|
for (VirtualFramebuffer *v : bvfbs_) {
|
|
if (v->Address(channel) == vfb->Address(channel) && v->Format(channel) == vfb->Format(channel)) {
|
|
if (v->bufferWidth == vfb->bufferWidth && v->bufferHeight == vfb->bufferHeight) {
|
|
nvfb = v;
|
|
if (channel == RASTER_COLOR) {
|
|
v->fb_stride = vfb->fb_stride;
|
|
} else {
|
|
v->z_stride = vfb->z_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 = nullptr;
|
|
nvfb->fb_address = channel == RASTER_COLOR ? vfb->fb_address : 0;
|
|
nvfb->fb_stride = channel == RASTER_COLOR ? vfb->fb_stride : 0;
|
|
nvfb->z_address = channel == RASTER_DEPTH ? vfb->z_address : 0;
|
|
nvfb->z_stride = channel == RASTER_DEPTH ? vfb->z_stride : 0;
|
|
nvfb->width = vfb->width;
|
|
nvfb->height = vfb->height;
|
|
nvfb->renderWidth = vfb->bufferWidth;
|
|
nvfb->renderHeight = vfb->bufferHeight;
|
|
nvfb->renderScaleFactor = 1; // For readbacks we resize to the original size, of course.
|
|
nvfb->bufferWidth = vfb->bufferWidth;
|
|
nvfb->bufferHeight = vfb->bufferHeight;
|
|
nvfb->fb_format = vfb->fb_format;
|
|
nvfb->drawnWidth = vfb->drawnWidth;
|
|
nvfb->drawnHeight = vfb->drawnHeight;
|
|
|
|
char name[64];
|
|
snprintf(name, sizeof(name), "download_temp_%08x_%s", vfb->Address(channel), RasterChannelToString(channel));
|
|
|
|
// We always create a color-only framebuffer here - readbacks of depth convert to color while translating the values.
|
|
nvfb->fbo = draw_->CreateFramebuffer({ nvfb->bufferWidth, nvfb->bufferHeight, 1, 1, 0, false, name });
|
|
if (!nvfb->fbo) {
|
|
ERROR_LOG(FRAMEBUF, "Error creating FBO! %d x %d", nvfb->renderWidth, nvfb->renderHeight);
|
|
delete nvfb;
|
|
return nullptr;
|
|
}
|
|
bvfbs_.push_back(nvfb);
|
|
} else {
|
|
UpdateDownloadTempBuffer(nvfb);
|
|
}
|
|
|
|
nvfb->usageFlags |= FB_USAGE_RENDER_COLOR;
|
|
nvfb->last_frame_render = gpuStats.numFlips;
|
|
nvfb->dirtyAfterDisplay = true;
|
|
|
|
return nvfb;
|
|
}
|
|
|
|
void FramebufferManagerCommon::ApplyClearToMemory(int x1, int y1, int x2, int y2, u32 clearColor) {
|
|
if (currentRenderVfb_) {
|
|
if ((currentRenderVfb_->usageFlags & FB_USAGE_DOWNLOAD_CLEAR) != 0) {
|
|
// Already zeroed in memory.
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (!Memory::IsValidAddress(gstate.getFrameBufAddress())) {
|
|
return;
|
|
}
|
|
|
|
u8 *addr = Memory::GetPointerWriteUnchecked(gstate.getFrameBufAddress());
|
|
const int bpp = BufferFormatBytesPerPixel(gstate_c.framebufFormat);
|
|
|
|
u32 clearBits = clearColor;
|
|
if (bpp == 2) {
|
|
u16 clear16 = 0;
|
|
switch (gstate_c.framebufFormat) {
|
|
case GE_FORMAT_565: clear16 = RGBA8888toRGB565(clearColor); break;
|
|
case GE_FORMAT_5551: clear16 = RGBA8888toRGBA5551(clearColor); break;
|
|
case GE_FORMAT_4444: clear16 = RGBA8888toRGBA4444(clearColor); break;
|
|
default: _dbg_assert_(0); break;
|
|
}
|
|
clearBits = clear16 | (clear16 << 16);
|
|
}
|
|
|
|
const bool singleByteClear = (clearBits >> 16) == (clearBits & 0xFFFF) && (clearBits >> 24) == (clearBits & 0xFF);
|
|
const int stride = gstate.FrameBufStride();
|
|
const int width = x2 - x1;
|
|
|
|
const int byteStride = stride * bpp;
|
|
const int byteWidth = width * bpp;
|
|
for (int y = y1; y < y2; ++y) {
|
|
NotifyMemInfo(MemBlockFlags::WRITE, gstate.getFrameBufAddress() + x1 * bpp + y * byteStride, byteWidth, "FramebufferClear");
|
|
}
|
|
|
|
// Can use memset for simple cases. Often alpha is different and gums up the works.
|
|
if (singleByteClear) {
|
|
addr += x1 * bpp;
|
|
for (int y = y1; y < y2; ++y) {
|
|
memset(addr + y * byteStride, clearBits, byteWidth);
|
|
}
|
|
} else {
|
|
// This will most often be true - rarely is the width not aligned.
|
|
// TODO: We should really use non-temporal stores here to avoid the cache,
|
|
// as it's unlikely that these bytes will be read.
|
|
if ((width & 3) == 0 && (x1 & 3) == 0) {
|
|
u64 val64 = clearBits | ((u64)clearBits << 32);
|
|
int xstride = 8 / bpp;
|
|
|
|
u64 *addr64 = (u64 *)addr;
|
|
const int stride64 = stride / xstride;
|
|
const int x1_64 = x1 / xstride;
|
|
const int x2_64 = x2 / xstride;
|
|
for (int y = y1; y < y2; ++y) {
|
|
for (int x = x1_64; x < x2_64; ++x) {
|
|
addr64[y * stride64 + x] = val64;
|
|
}
|
|
}
|
|
} else if (bpp == 4) {
|
|
u32 *addr32 = (u32 *)addr;
|
|
for (int y = y1; y < y2; ++y) {
|
|
for (int x = x1; x < x2; ++x) {
|
|
addr32[y * stride + x] = clearBits;
|
|
}
|
|
}
|
|
} else if (bpp == 2) {
|
|
u16 *addr16 = (u16 *)addr;
|
|
for (int y = y1; y < y2; ++y) {
|
|
for (int x = x1; x < x2; ++x) {
|
|
addr16[y * stride + x] = (u16)clearBits;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (currentRenderVfb_) {
|
|
// The current content is in memory now, so update the flag.
|
|
if (x1 == 0 && y1 == 0 && x2 >= currentRenderVfb_->width && y2 >= currentRenderVfb_->height) {
|
|
currentRenderVfb_->usageFlags |= FB_USAGE_DOWNLOAD_CLEAR;
|
|
currentRenderVfb_->memoryUpdated = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool FramebufferManagerCommon::NotifyBlockTransferBefore(u32 dstBasePtr, int dstStride, int dstX, int dstY, u32 srcBasePtr, int srcStride, int srcX, int srcY, int width, int height, int bpp, u32 skipDrawReason) {
|
|
if (!useBufferedRendering_) {
|
|
return false;
|
|
}
|
|
|
|
// Skip checking if there's no framebuffers in that area.
|
|
if (!MayIntersectFramebuffer(srcBasePtr) && !MayIntersectFramebuffer(dstBasePtr)) {
|
|
return false;
|
|
}
|
|
|
|
BlockTransferRect dstRect{};
|
|
BlockTransferRect srcRect{};
|
|
|
|
// These modify the X/Y/W/H parameters depending on the memory offset of the base pointers from the actual buffers.
|
|
bool srcBuffer = FindTransferFramebuffer(srcBasePtr, srcStride, srcX, srcY, width, height, bpp, false, &srcRect);
|
|
bool dstBuffer = FindTransferFramebuffer(dstBasePtr, dstStride, dstX, dstY, width, height, bpp, true, &dstRect);
|
|
|
|
if (srcRect.channel == RASTER_DEPTH) {
|
|
// Ignore the found buffer if it's not 16-bit - we create a new more suitable one instead.
|
|
if (dstRect.channel == RASTER_COLOR && dstRect.vfb->fb_format == GE_FORMAT_8888) {
|
|
dstBuffer = false;
|
|
}
|
|
}
|
|
|
|
if (srcBuffer && !dstBuffer) {
|
|
// In here, we can't read from dstRect.
|
|
if (PSP_CoreParameter().compat.flags().BlockTransferAllowCreateFB ||
|
|
(PSP_CoreParameter().compat.flags().IntraVRAMBlockTransferAllowCreateFB &&
|
|
Memory::IsVRAMAddress(srcRect.vfb->fb_address) && Memory::IsVRAMAddress(dstBasePtr))) {
|
|
GEBufferFormat ramFormat;
|
|
// Try to guess the appropriate format. We only know the bpp from the block transfer command (16 or 32 bit).
|
|
if (srcRect.channel == RASTER_COLOR) {
|
|
if (bpp == 4) {
|
|
// Only one possibility unless it's doing split pixel tricks (which we could detect through stride maybe).
|
|
ramFormat = GE_FORMAT_8888;
|
|
} else if (srcRect.vfb->fb_format != GE_FORMAT_8888) {
|
|
// We guess that the game will interpret the data the same as it was in the source of the copy.
|
|
// Seems like a likely good guess, and works in Test Drive Unlimited.
|
|
ramFormat = srcRect.vfb->fb_format;
|
|
} else {
|
|
// No info left - just fall back to something. But this is definitely split pixel tricks.
|
|
ramFormat = GE_FORMAT_5551;
|
|
}
|
|
dstRect.vfb = CreateRAMFramebuffer(dstBasePtr, width, height, dstStride, ramFormat);
|
|
} else {
|
|
dstRect.vfb = CreateRAMFramebuffer(dstBasePtr, width, height, dstStride, GE_FORMAT_DEPTH16);
|
|
dstRect.x_bytes = 0;
|
|
dstRect.w_bytes = 2 * width;
|
|
dstRect.y = 0;
|
|
dstRect.h = height;
|
|
dstRect.channel = RASTER_DEPTH;
|
|
}
|
|
dstBuffer = true;
|
|
}
|
|
}
|
|
|
|
if (dstBuffer) {
|
|
dstRect.vfb->last_frame_used = gpuStats.numFlips;
|
|
// Mark the destination as fresh.
|
|
if (dstRect.channel == RASTER_COLOR) {
|
|
dstRect.vfb->colorBindSeq = GetBindSeqCount();
|
|
} else {
|
|
dstRect.vfb->depthBindSeq = GetBindSeqCount();
|
|
}
|
|
}
|
|
|
|
if (dstBuffer && srcBuffer) {
|
|
if (srcRect.vfb && srcRect.vfb == dstRect.vfb && srcRect.channel == dstRect.channel) {
|
|
// Transfer within the same buffer.
|
|
// This is a simple case because there will be no format conversion or similar shenanigans needed.
|
|
// However, the BPP might still mismatch, but in such a case we can convert the coordinates.
|
|
if (srcX == dstX && srcY == dstY) {
|
|
// Ignore, nothing to do. Tales of Phantasia X does this by accident.
|
|
// Returning true to also skip the memory copy.
|
|
return true;
|
|
}
|
|
|
|
int buffer_bpp = BufferFormatBytesPerPixel(srcRect.vfb->Format(srcRect.channel));
|
|
|
|
if (bpp != buffer_bpp) {
|
|
WARN_LOG_ONCE(intrabpp, G3D, "Mismatched transfer bpp in intra-buffer block transfer. Was %d, expected %d.", bpp, buffer_bpp);
|
|
// We just switch to using the buffer's bpp, since we've already converted the rectangle to byte offsets.
|
|
bpp = buffer_bpp;
|
|
}
|
|
|
|
WARN_LOG_N_TIMES(dstsrc, 5, G3D, "Intra-buffer block transfer %dx%d %dbpp from %08x (x:%d y:%d stride:%d) -> %08x (x:%d y:%d stride:%d)",
|
|
width, height, bpp,
|
|
srcBasePtr, srcRect.x_bytes / bpp, srcRect.y, srcStride,
|
|
dstBasePtr, dstRect.x_bytes / bpp, dstRect.y, dstStride);
|
|
FlushBeforeCopy();
|
|
// Some backends can handle blitting within a framebuffer. Others will just have to deal with it or ignore it, apparently.
|
|
BlitFramebuffer(dstRect.vfb, dstX, dstY, srcRect.vfb, srcX, srcY, dstRect.w_bytes / bpp, dstRect.h, bpp, dstRect.channel, "Blit_IntraBufferBlockTransfer");
|
|
RebindFramebuffer("rebind after intra block transfer");
|
|
SetColorUpdated(dstRect.vfb, skipDrawReason);
|
|
return true; // Skip the memory copy.
|
|
}
|
|
|
|
// Straightforward blit between two same-format framebuffers.
|
|
if (srcRect.vfb && srcRect.channel == dstRect.channel && srcRect.vfb->Format(srcRect.channel) == dstRect.vfb->Format(dstRect.channel)) {
|
|
WARN_LOG_N_TIMES(dstnotsrc, 5, G3D, "Inter-buffer %s block transfer %dx%d %dbpp from %08x (x:%d y:%d stride:%d %s) -> %08x (x:%d y:%d stride:%d %s)",
|
|
RasterChannelToString(srcRect.channel),
|
|
width, height, bpp,
|
|
srcBasePtr, srcRect.x_bytes / bpp, srcRect.y, srcStride, GeBufferFormatToString(srcRect.vfb->fb_format),
|
|
dstBasePtr, dstRect.x_bytes / bpp, dstRect.y, dstStride, GeBufferFormatToString(dstRect.vfb->fb_format));
|
|
|
|
// Straight blit will do, but check the bpp, we might need to convert coordinates differently.
|
|
int buffer_bpp = BufferFormatBytesPerPixel(srcRect.vfb->Format(srcRect.channel));
|
|
if (bpp != buffer_bpp) {
|
|
WARN_LOG_ONCE(intrabpp, G3D, "Mismatched transfer bpp in inter-buffer block transfer. Was %d, expected %d.", bpp, buffer_bpp);
|
|
// We just switch to using the buffer's bpp, since we've already converted the rectangle to byte offsets.
|
|
bpp = buffer_bpp;
|
|
}
|
|
FlushBeforeCopy();
|
|
BlitFramebuffer(dstRect.vfb, dstRect.x_bytes / bpp, dstRect.y, srcRect.vfb, srcRect.x_bytes / bpp, srcRect.y, srcRect.w_bytes / bpp, height, bpp, srcRect.channel, "Blit_InterBufferBlockTransfer");
|
|
RebindFramebuffer("RebindFramebuffer - Inter-buffer block transfer");
|
|
SetColorUpdated(dstRect.vfb, skipDrawReason);
|
|
return true;
|
|
}
|
|
|
|
// Getting to the more complex cases. Have not actually seen much of these yet.
|
|
WARN_LOG_N_TIMES(blockformat, 5, G3D, "Mismatched buffer formats in block transfer: %s->%s (%dx%d)",
|
|
GeBufferFormatToString(srcRect.vfb->Format(srcRect.channel)), GeBufferFormatToString(dstRect.vfb->Format(dstRect.channel)),
|
|
width, height);
|
|
|
|
// TODO
|
|
|
|
// No need to actually do the memory copy behind, probably.
|
|
return true;
|
|
|
|
} else if (dstBuffer) {
|
|
// Here we should just draw the pixels into the buffer. Copy first.
|
|
return false;
|
|
} else if (srcBuffer) {
|
|
WARN_LOG_N_TIMES(btd, 10, G3D, "Block transfer readback %dx%d %dbpp from %08x (x:%d y:%d stride:%d) -> %08x (x:%d y:%d stride:%d)",
|
|
width, height, bpp,
|
|
srcBasePtr, srcRect.x_bytes / bpp, srcRect.y, srcStride,
|
|
dstBasePtr, dstRect.x_bytes / bpp, dstRect.y, dstStride);
|
|
FlushBeforeCopy();
|
|
if (!g_Config.bSkipGPUReadbacks && !srcRect.vfb->memoryUpdated) {
|
|
const int srcBpp = BufferFormatBytesPerPixel(srcRect.vfb->fb_format);
|
|
const float srcXFactor = (float)bpp / srcBpp;
|
|
const bool tooTall = srcY + srcRect.h > srcRect.vfb->bufferHeight;
|
|
if (srcRect.h <= 0 || (tooTall && srcY != 0)) {
|
|
WARN_LOG_ONCE(btdheight, G3D, "Block transfer download %08x -> %08x skipped, %d+%d is taller than %d", srcBasePtr, dstBasePtr, srcRect.y, srcRect.h, srcRect.vfb->bufferHeight);
|
|
} else {
|
|
if (tooTall) {
|
|
WARN_LOG_ONCE(btdheight, G3D, "Block transfer download %08x -> %08x dangerous, %d+%d is taller than %d", srcBasePtr, dstBasePtr, srcRect.y, srcRect.h, srcRect.vfb->bufferHeight);
|
|
}
|
|
ReadFramebufferToMemory(srcRect.vfb, static_cast<int>(srcX * srcXFactor), srcY, static_cast<int>(srcRect.w_bytes * srcXFactor), srcRect.h, RASTER_COLOR, Draw::ReadbackMode::BLOCK);
|
|
srcRect.vfb->usageFlags = (srcRect.vfb->usageFlags | FB_USAGE_DOWNLOAD) & ~FB_USAGE_DOWNLOAD_CLEAR;
|
|
}
|
|
}
|
|
return false; // Let the bit copy happen
|
|
} else {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerCommon::NotifyBlockTransferAfter(u32 dstBasePtr, int dstStride, int dstX, int dstY, u32 srcBasePtr, int srcStride, int srcX, int srcY, int width, int height, int bpp, u32 skipDrawReason) {
|
|
// If it's a block transfer direct to the screen, and we're not using buffers, draw immediately.
|
|
// We may still do a partial block draw below if this doesn't pass.
|
|
if (!useBufferedRendering_ && dstStride >= 480 && width >= 480 && height == 272) {
|
|
bool isPrevDisplayBuffer = PrevDisplayFramebufAddr() == dstBasePtr;
|
|
bool isDisplayBuffer = CurrentDisplayFramebufAddr() == dstBasePtr;
|
|
if (isPrevDisplayBuffer || isDisplayBuffer) {
|
|
FlushBeforeCopy();
|
|
DrawFramebufferToOutput(Memory::GetPointerUnchecked(dstBasePtr), dstStride, displayFormat_);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (MayIntersectFramebuffer(srcBasePtr) || MayIntersectFramebuffer(dstBasePtr)) {
|
|
// TODO: Figure out how we can avoid repeating the search here.
|
|
|
|
BlockTransferRect dstRect{};
|
|
BlockTransferRect srcRect{};
|
|
|
|
// These modify the X/Y/W/H parameters depending on the memory offset of the base pointers from the actual buffers.
|
|
bool srcBuffer = FindTransferFramebuffer(srcBasePtr, srcStride, srcX, srcY, width, height, bpp, false, &srcRect);
|
|
bool dstBuffer = FindTransferFramebuffer(dstBasePtr, dstStride, dstX, dstY, width, height, bpp, true, &dstRect);
|
|
|
|
// A few games use this INSTEAD of actually drawing the video image to the screen, they just blast it to
|
|
// the backbuffer. Detect this and have the framebuffermanager draw the pixels.
|
|
if (!useBufferedRendering_ && currentRenderVfb_ != dstRect.vfb) {
|
|
return;
|
|
}
|
|
|
|
if (dstBuffer && !srcBuffer) {
|
|
WARN_LOG_ONCE(btu, G3D, "Block transfer upload %08x -> %08x (%dx%d %d,%d bpp=%d)", srcBasePtr, dstBasePtr, width, height, dstX, dstY, bpp);
|
|
FlushBeforeCopy();
|
|
const u8 *srcBase = Memory::GetPointerUnchecked(srcBasePtr) + (srcX + srcY * srcStride) * bpp;
|
|
|
|
int dstBpp = BufferFormatBytesPerPixel(dstRect.vfb->fb_format);
|
|
float dstXFactor = (float)bpp / dstBpp;
|
|
if (dstRect.w_bytes / bpp > dstRect.vfb->width || dstRect.h > dstRect.vfb->height) {
|
|
// The buffer isn't big enough, and we have a clear hint of size. Resize.
|
|
// This happens in Valkyrie Profile when uploading video at the ending.
|
|
// Also happens to the CLUT framebuffer in the Burnout Dominator lens flare effect. See #16075
|
|
ResizeFramebufFBO(dstRect.vfb, dstRect.w_bytes / bpp, dstRect.h, false, true);
|
|
// Make sure we don't flop back and forth.
|
|
dstRect.vfb->newWidth = std::max(dstRect.w_bytes / bpp, (int)dstRect.vfb->width);
|
|
dstRect.vfb->newHeight = std::max(dstRect.h, (int)dstRect.vfb->height);
|
|
dstRect.vfb->lastFrameNewSize = gpuStats.numFlips;
|
|
// Resizing may change the viewport/etc.
|
|
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE);
|
|
}
|
|
DrawPixels(dstRect.vfb, static_cast<int>(dstX * dstXFactor), dstY, srcBase, dstRect.vfb->fb_format, static_cast<int>(srcStride * dstXFactor), static_cast<int>(dstRect.w_bytes / bpp * dstXFactor), dstRect.h, RASTER_COLOR, "BlockTransferCopy_DrawPixels");
|
|
SetColorUpdated(dstRect.vfb, skipDrawReason);
|
|
RebindFramebuffer("RebindFramebuffer - NotifyBlockTransferAfter");
|
|
}
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerCommon::SetSafeSize(u16 w, u16 h) {
|
|
VirtualFramebuffer *vfb = currentRenderVfb_;
|
|
if (vfb) {
|
|
vfb->safeWidth = std::min(vfb->bufferWidth, std::max(vfb->safeWidth, w));
|
|
vfb->safeHeight = std::min(vfb->bufferHeight, std::max(vfb->safeHeight, h));
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerCommon::NotifyDisplayResized() {
|
|
pixelWidth_ = PSP_CoreParameter().pixelWidth;
|
|
pixelHeight_ = PSP_CoreParameter().pixelHeight;
|
|
presentation_->UpdateDisplaySize(pixelWidth_, pixelHeight_);
|
|
|
|
// No drawing is allowed here. This includes anything that might potentially touch a command buffer, like creating images!
|
|
// So we need to defer the post processing initialization.
|
|
updatePostShaders_ = true;
|
|
}
|
|
|
|
void FramebufferManagerCommon::NotifyRenderResized(int msaaLevel) {
|
|
gstate_c.skipDrawReason &= ~SKIPDRAW_NON_DISPLAYED_FB;
|
|
|
|
int w, h, scaleFactor;
|
|
presentation_->CalculateRenderResolution(&w, &h, &scaleFactor, &postShaderIsUpscalingFilter_, &postShaderIsSupersampling_);
|
|
PSP_CoreParameter().renderWidth = w;
|
|
PSP_CoreParameter().renderHeight = h;
|
|
PSP_CoreParameter().renderScaleFactor = scaleFactor;
|
|
|
|
if (UpdateRenderSize(msaaLevel)) {
|
|
DestroyAllFBOs();
|
|
}
|
|
|
|
// No drawing is allowed here. This includes anything that might potentially touch a command buffer, like creating images!
|
|
// So we need to defer the post processing initialization.
|
|
updatePostShaders_ = true;
|
|
}
|
|
|
|
void FramebufferManagerCommon::NotifyConfigChanged() {
|
|
updatePostShaders_ = true;
|
|
}
|
|
|
|
void FramebufferManagerCommon::DestroyAllFBOs() {
|
|
DiscardFramebufferCopy();
|
|
currentRenderVfb_ = nullptr;
|
|
displayFramebuf_ = nullptr;
|
|
prevDisplayFramebuf_ = nullptr;
|
|
prevPrevDisplayFramebuf_ = nullptr;
|
|
|
|
for (VirtualFramebuffer *vfb : vfbs_) {
|
|
INFO_LOG(FRAMEBUF, "Destroying FBO for %08x : %i x %i x %i", vfb->fb_address, vfb->width, vfb->height, vfb->fb_format);
|
|
DestroyFramebuf(vfb);
|
|
}
|
|
vfbs_.clear();
|
|
|
|
for (VirtualFramebuffer *vfb : bvfbs_) {
|
|
DestroyFramebuf(vfb);
|
|
}
|
|
bvfbs_.clear();
|
|
|
|
for (auto &tempFB : tempFBOs_) {
|
|
tempFB.second.fbo->Release();
|
|
}
|
|
tempFBOs_.clear();
|
|
|
|
for (auto &iter : fbosToDelete_) {
|
|
iter->Release();
|
|
}
|
|
fbosToDelete_.clear();
|
|
|
|
for (auto &iter : drawPixelsCache_) {
|
|
iter.tex->Release();
|
|
}
|
|
drawPixelsCache_.clear();
|
|
}
|
|
|
|
static const char *TempFBOReasonToString(TempFBO reason) {
|
|
switch (reason) {
|
|
case TempFBO::DEPAL: return "depal";
|
|
case TempFBO::BLIT: return "blit";
|
|
case TempFBO::COPY: return "copy";
|
|
case TempFBO::STENCIL: return "stencil";
|
|
default: break;
|
|
}
|
|
return "";
|
|
}
|
|
|
|
Draw::Framebuffer *FramebufferManagerCommon::GetTempFBO(TempFBO reason, u16 w, u16 h) {
|
|
u64 key = ((u64)reason << 48) | ((u32)w << 16) | h;
|
|
auto it = tempFBOs_.find(key);
|
|
if (it != tempFBOs_.end()) {
|
|
it->second.last_frame_used = gpuStats.numFlips;
|
|
return it->second.fbo;
|
|
}
|
|
|
|
bool z_stencil = reason == TempFBO::STENCIL;
|
|
char name[128];
|
|
snprintf(name, sizeof(name), "tempfbo_%s_%dx%d", TempFBOReasonToString(reason), w / renderScaleFactor_, h / renderScaleFactor_);
|
|
|
|
Draw::Framebuffer *fbo = draw_->CreateFramebuffer({ w, h, 1, GetFramebufferLayers(), 0, z_stencil, name });
|
|
if (!fbo) {
|
|
return nullptr;
|
|
}
|
|
|
|
const TempFBOInfo info = { fbo, gpuStats.numFlips };
|
|
tempFBOs_[key] = info;
|
|
return fbo;
|
|
}
|
|
|
|
void FramebufferManagerCommon::UpdateFramebufUsage(VirtualFramebuffer *vfb) {
|
|
auto checkFlag = [&](u16 flag, int last_frame) {
|
|
if (vfb->usageFlags & flag) {
|
|
const int age = frameLastFramebufUsed_ - last_frame;
|
|
if (age > FBO_OLD_USAGE_FLAG) {
|
|
vfb->usageFlags &= ~flag;
|
|
}
|
|
}
|
|
};
|
|
|
|
checkFlag(FB_USAGE_DISPLAYED_FRAMEBUFFER, vfb->last_frame_displayed);
|
|
checkFlag(FB_USAGE_TEXTURE, vfb->last_frame_used);
|
|
checkFlag(FB_USAGE_RENDER_COLOR, vfb->last_frame_render);
|
|
checkFlag(FB_USAGE_CLUT, vfb->last_frame_clut);
|
|
}
|
|
|
|
void FramebufferManagerCommon::ClearAllDepthBuffers() {
|
|
for (auto vfb : vfbs_) {
|
|
vfb->usageFlags |= FB_USAGE_INVALIDATE_DEPTH;
|
|
}
|
|
}
|
|
|
|
// We might also want to implement an asynchronous callback-style version of this. Would probably
|
|
// only be possible to implement optimally on Vulkan, but on GL and D3D11 we could do pixel buffers
|
|
// and read on the next frame, then call the callback.
|
|
//
|
|
// The main use cases for this are:
|
|
// * GE debugging(in practice async will not matter because it will stall anyway.)
|
|
// * Video file recording(would probably be great if it was async.)
|
|
// * Screenshots(benefit slightly from async.)
|
|
// * Save state screenshots(could probably be async but need to manage the stall.)
|
|
bool FramebufferManagerCommon::GetFramebuffer(u32 fb_address, int fb_stride, GEBufferFormat format, GPUDebugBuffer &buffer, int maxScaleFactor) {
|
|
VirtualFramebuffer *vfb = currentRenderVfb_;
|
|
if (!vfb || vfb->fb_address != fb_address) {
|
|
vfb = ResolveVFB(fb_address, fb_stride, format);
|
|
}
|
|
|
|
if (!vfb) {
|
|
if (!Memory::IsValidAddress(fb_address))
|
|
return false;
|
|
// If there's no vfb and we're drawing there, must be memory?
|
|
buffer = GPUDebugBuffer(Memory::GetPointerWriteUnchecked(fb_address), fb_stride, 512, format);
|
|
return true;
|
|
}
|
|
|
|
int w = vfb->renderWidth, h = vfb->renderHeight;
|
|
|
|
Draw::Framebuffer *bound = nullptr;
|
|
|
|
if (vfb->fbo) {
|
|
if (maxScaleFactor > 0 && vfb->renderWidth > vfb->width * maxScaleFactor) {
|
|
w = vfb->width * maxScaleFactor;
|
|
h = vfb->height * maxScaleFactor;
|
|
|
|
Draw::Framebuffer *tempFBO = GetTempFBO(TempFBO::COPY, w, h);
|
|
VirtualFramebuffer tempVfb = *vfb;
|
|
tempVfb.fbo = tempFBO;
|
|
tempVfb.bufferWidth = vfb->width;
|
|
tempVfb.bufferHeight = vfb->height;
|
|
tempVfb.renderWidth = w;
|
|
tempVfb.renderHeight = h;
|
|
tempVfb.renderScaleFactor = maxScaleFactor;
|
|
BlitFramebuffer(&tempVfb, 0, 0, vfb, 0, 0, vfb->width, vfb->height, 0, RASTER_COLOR, "Blit_GetFramebuffer");
|
|
|
|
bound = tempFBO;
|
|
} else {
|
|
bound = vfb->fbo;
|
|
}
|
|
}
|
|
|
|
if (!useBufferedRendering_) {
|
|
// Safety check.
|
|
w = std::min(w, PSP_CoreParameter().pixelWidth);
|
|
h = std::min(h, PSP_CoreParameter().pixelHeight);
|
|
}
|
|
|
|
// TODO: Maybe should handle flipY inside CopyFramebufferToMemorySync somehow?
|
|
bool flipY = (GetGPUBackend() == GPUBackend::OPENGL && !useBufferedRendering_) ? true : false;
|
|
buffer.Allocate(w, h, GE_FORMAT_8888, flipY);
|
|
bool retval = draw_->CopyFramebufferToMemory(bound, Draw::FB_COLOR_BIT, 0, 0, w, h, Draw::DataFormat::R8G8B8A8_UNORM, buffer.GetData(), w, Draw::ReadbackMode::BLOCK, "GetFramebuffer");
|
|
|
|
// Don't need to increment gpu stats for readback count here, this is a debugger-only function.
|
|
|
|
// After a readback we'll have flushed and started over, need to dirty a bunch of things to be safe.
|
|
gstate_c.Dirty(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);
|
|
// We may have blitted to a temp FBO.
|
|
RebindFramebuffer("RebindFramebuffer - GetFramebuffer");
|
|
return retval;
|
|
}
|
|
|
|
bool FramebufferManagerCommon::GetDepthbuffer(u32 fb_address, int fb_stride, u32 z_address, int z_stride, GPUDebugBuffer &buffer) {
|
|
VirtualFramebuffer *vfb = currentRenderVfb_;
|
|
if (!vfb) {
|
|
vfb = GetVFBAt(fb_address);
|
|
}
|
|
|
|
if (!vfb) {
|
|
if (!Memory::IsValidAddress(z_address))
|
|
return false;
|
|
// If there's no vfb and we're drawing there, must be memory?
|
|
buffer = GPUDebugBuffer(Memory::GetPointerWriteUnchecked(z_address), z_stride, 512, GPU_DBG_FORMAT_16BIT);
|
|
return true;
|
|
}
|
|
|
|
int w = vfb->renderWidth;
|
|
int h = vfb->renderHeight;
|
|
if (!useBufferedRendering_) {
|
|
// Safety check.
|
|
w = std::min(w, PSP_CoreParameter().pixelWidth);
|
|
h = std::min(h, PSP_CoreParameter().pixelHeight);
|
|
}
|
|
|
|
bool flipY = (GetGPUBackend() == GPUBackend::OPENGL && !useBufferedRendering_) ? true : false;
|
|
|
|
// Old code
|
|
if (gstate_c.Use(GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT)) {
|
|
buffer.Allocate(w, h, GPU_DBG_FORMAT_FLOAT_DIV_256, flipY);
|
|
} else {
|
|
buffer.Allocate(w, h, GPU_DBG_FORMAT_FLOAT, flipY);
|
|
}
|
|
// No need to free on failure, that's the caller's job (it likely will reuse a buffer.)
|
|
bool retval = draw_->CopyFramebufferToMemory(vfb->fbo, Draw::FB_DEPTH_BIT, 0, 0, w, h, Draw::DataFormat::D32F, buffer.GetData(), w, Draw::ReadbackMode::BLOCK, "GetDepthBuffer");
|
|
if (!retval) {
|
|
// Try ReadbackDepthbufferSync, in case GLES.
|
|
buffer.Allocate(w, h, GPU_DBG_FORMAT_16BIT, flipY);
|
|
retval = ReadbackDepthbuffer(vfb->fbo, 0, 0, w, h, (uint16_t *)buffer.GetData(), w, w, h, Draw::ReadbackMode::BLOCK);
|
|
}
|
|
|
|
// After a readback we'll have flushed and started over, need to dirty a bunch of things to be safe.
|
|
gstate_c.Dirty(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);
|
|
// That may have unbound the framebuffer, rebind to avoid crashes when debugging.
|
|
RebindFramebuffer("RebindFramebuffer - GetDepthbuffer");
|
|
return retval;
|
|
}
|
|
|
|
bool FramebufferManagerCommon::GetStencilbuffer(u32 fb_address, int fb_stride, GPUDebugBuffer &buffer) {
|
|
VirtualFramebuffer *vfb = currentRenderVfb_;
|
|
if (!vfb) {
|
|
vfb = GetVFBAt(fb_address);
|
|
}
|
|
|
|
if (!vfb) {
|
|
if (!Memory::IsValidAddress(fb_address))
|
|
return false;
|
|
// If there's no vfb and we're drawing there, must be memory?
|
|
// TODO: Actually get the stencil.
|
|
buffer = GPUDebugBuffer(Memory::GetPointerWrite(fb_address), fb_stride, 512, GPU_DBG_FORMAT_8888);
|
|
return true;
|
|
}
|
|
|
|
int w = vfb->renderWidth;
|
|
int h = vfb->renderHeight;
|
|
if (!useBufferedRendering_) {
|
|
// Safety check.
|
|
w = std::min(w, PSP_CoreParameter().pixelWidth);
|
|
h = std::min(h, PSP_CoreParameter().pixelHeight);
|
|
}
|
|
|
|
bool flipY = (GetGPUBackend() == GPUBackend::OPENGL && !useBufferedRendering_) ? true : false;
|
|
// No need to free on failure, the caller/destructor will do that. Usually this is a reused buffer, anyway.
|
|
buffer.Allocate(w, h, GPU_DBG_FORMAT_8BIT, flipY);
|
|
bool retval = draw_->CopyFramebufferToMemory(vfb->fbo, Draw::FB_STENCIL_BIT, 0, 0, w,h, Draw::DataFormat::S8, buffer.GetData(), w, Draw::ReadbackMode::BLOCK, "GetStencilbuffer");
|
|
if (!retval) {
|
|
retval = ReadbackStencilbuffer(vfb->fbo, 0, 0, w, h, buffer.GetData(), w, Draw::ReadbackMode::BLOCK);
|
|
}
|
|
// That may have unbound the framebuffer, rebind to avoid crashes when debugging.
|
|
RebindFramebuffer("RebindFramebuffer - GetStencilbuffer");
|
|
return retval;
|
|
}
|
|
|
|
bool FramebufferManagerCommon::GetOutputFramebuffer(GPUDebugBuffer &buffer) {
|
|
int w, h;
|
|
draw_->GetFramebufferDimensions(nullptr, &w, &h);
|
|
Draw::DataFormat fmt = draw_->PreferredFramebufferReadbackFormat(nullptr);
|
|
// Ignore preferred formats other than BGRA.
|
|
if (fmt != Draw::DataFormat::B8G8R8A8_UNORM)
|
|
fmt = Draw::DataFormat::R8G8B8A8_UNORM;
|
|
buffer.Allocate(w, h, fmt == Draw::DataFormat::R8G8B8A8_UNORM ? GPU_DBG_FORMAT_8888 : GPU_DBG_FORMAT_8888_BGRA, false);
|
|
bool retval = draw_->CopyFramebufferToMemory(nullptr, Draw::FB_COLOR_BIT, 0, 0, w, h, fmt, buffer.GetData(), w, Draw::ReadbackMode::BLOCK, "GetOutputFramebuffer");
|
|
// That may have unbound the framebuffer, rebind to avoid crashes when debugging.
|
|
RebindFramebuffer("RebindFramebuffer - GetOutputFramebuffer");
|
|
return retval;
|
|
}
|
|
|
|
// This reads a channel of a framebuffer into emulated PSP VRAM, taking care of scaling down as needed.
|
|
//
|
|
// Color conversion is currently done on CPU but should theoretically be done on GPU.
|
|
// (Except using the GPU might cause problems because of various implementations'
|
|
// dithering behavior and games that expect exact colors like Danganronpa, so we
|
|
// can't entirely be rid of the CPU path.) -- unknown
|
|
void FramebufferManagerCommon::ReadbackFramebuffer(VirtualFramebuffer *vfb, int x, int y, int w, int h, RasterChannel channel, Draw::ReadbackMode mode) {
|
|
if (w <= 0 || h <= 0) {
|
|
ERROR_LOG(G3D, "Bad inputs to ReadbackFramebufferSync: %d %d %d %d", x, y, w, h);
|
|
return;
|
|
}
|
|
|
|
// Note that ReadbackDepthBufferSync can stretch on its own while converting data format, so we don't need to downscale in that case.
|
|
if (vfb->renderScaleFactor == 1 || channel == RASTER_DEPTH) {
|
|
// No need to stretch-blit
|
|
} else {
|
|
VirtualFramebuffer *nvfb = FindDownloadTempBuffer(vfb, channel);
|
|
if (nvfb) {
|
|
BlitFramebuffer(nvfb, x, y, vfb, x, y, w, h, 0, channel, "Blit_ReadFramebufferToMemory");
|
|
vfb = nvfb;
|
|
}
|
|
}
|
|
|
|
const u32 fb_address = channel == RASTER_COLOR ? vfb->fb_address : vfb->z_address;
|
|
|
|
Draw::DataFormat destFormat = channel == RASTER_COLOR ? GEFormatToThin3D(vfb->fb_format) : GEFormatToThin3D(GE_FORMAT_DEPTH16);
|
|
const int dstBpp = (int)DataFormatSizeInBytes(destFormat);
|
|
|
|
int stride = channel == RASTER_COLOR ? vfb->fb_stride : vfb->z_stride;
|
|
|
|
const int dstByteOffset = (y * stride + x) * dstBpp;
|
|
// Leave the gap between the end of the last line and the full stride.
|
|
// This is only used for the NotifyMemInfo range.
|
|
const int dstSize = ((h - 1) * stride + w) * dstBpp;
|
|
|
|
if (!Memory::IsValidRange(fb_address + dstByteOffset, dstSize)) {
|
|
ERROR_LOG_REPORT(G3D, "ReadbackFramebufferSync would write outside of memory, ignoring");
|
|
return;
|
|
}
|
|
|
|
u8 *destPtr = Memory::GetPointerWriteUnchecked(fb_address + dstByteOffset);
|
|
|
|
// We always need to convert from the framebuffer native format.
|
|
// Right now that's always 8888.
|
|
DEBUG_LOG(G3D, "Reading framebuffer to mem, fb_address = %08x, ptr=%p", fb_address, destPtr);
|
|
|
|
if (channel == RASTER_DEPTH) {
|
|
_assert_msg_(vfb && vfb->z_address != 0 && vfb->z_stride != 0, "Depth buffer invalid");
|
|
ReadbackDepthbuffer(vfb->fbo,
|
|
x * vfb->renderScaleFactor, y * vfb->renderScaleFactor,
|
|
w * vfb->renderScaleFactor, h * vfb->renderScaleFactor, (uint16_t *)destPtr, stride, w, h, mode);
|
|
} else {
|
|
draw_->CopyFramebufferToMemory(vfb->fbo, channel == RASTER_COLOR ? Draw::FB_COLOR_BIT : Draw::FB_DEPTH_BIT, x, y, w, h, destFormat, destPtr, stride, mode, "ReadbackFramebufferSync");
|
|
}
|
|
|
|
char tag[128];
|
|
size_t len = snprintf(tag, sizeof(tag), "FramebufferPack/%08x_%08x_%dx%d_%s", vfb->fb_address, vfb->z_address, w, h, GeBufferFormatToString(vfb->fb_format));
|
|
NotifyMemInfo(MemBlockFlags::WRITE, fb_address + dstByteOffset, dstSize, tag, len);
|
|
|
|
if (mode == Draw::ReadbackMode::BLOCK) {
|
|
gpuStats.numBlockingReadbacks++;
|
|
} else {
|
|
gpuStats.numReadbacks++;
|
|
}
|
|
}
|
|
|
|
bool FramebufferManagerCommon::ReadbackStencilbuffer(Draw::Framebuffer *fbo, int x, int y, int w, int h, uint8_t *pixels, int pixelsStride, Draw::ReadbackMode mode) {
|
|
return draw_->CopyFramebufferToMemory(fbo, Draw::FB_DEPTH_BIT, x, y, w, h, Draw::DataFormat::S8, pixels, pixelsStride, mode, "ReadbackStencilbufferSync");
|
|
}
|
|
|
|
void FramebufferManagerCommon::ReadFramebufferToMemory(VirtualFramebuffer *vfb, int x, int y, int w, int h, RasterChannel channel, Draw::ReadbackMode mode) {
|
|
// Clamp to bufferWidth. Sometimes block transfers can cause this to hit.
|
|
if (x + w >= vfb->bufferWidth) {
|
|
w = vfb->bufferWidth - x;
|
|
}
|
|
if (vfb && vfb->fbo) {
|
|
if (gameUsesSequentialCopies_) {
|
|
// Ignore the x/y/etc., read the entire thing. See below.
|
|
x = 0;
|
|
y = 0;
|
|
w = vfb->width;
|
|
h = vfb->height;
|
|
vfb->memoryUpdated = true;
|
|
vfb->usageFlags |= FB_USAGE_DOWNLOAD;
|
|
} else if (x == 0 && y == 0 && w == vfb->width && h == vfb->height) {
|
|
// Mark it as fully downloaded until next render to it.
|
|
if (channel == RASTER_COLOR)
|
|
vfb->memoryUpdated = true;
|
|
vfb->usageFlags |= FB_USAGE_DOWNLOAD;
|
|
} else {
|
|
// Let's try to set the flag eventually, if the game copies a lot.
|
|
// Some games (like Grand Knights History) copy subranges very frequently.
|
|
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;
|
|
}
|
|
}
|
|
|
|
// This handles any required stretching internally.
|
|
ReadbackFramebuffer(vfb, x, y, w, h, channel, mode);
|
|
|
|
draw_->Invalidate(InvalidationFlags::CACHED_RENDER_STATE);
|
|
textureCache_->ForgetLastTexture();
|
|
RebindFramebuffer("RebindFramebuffer - ReadFramebufferToMemory");
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerCommon::FlushBeforeCopy() {
|
|
// Flush anything not yet drawn before blitting, downloading, or uploading.
|
|
// This might be a stalled list, or unflushed before a block transfer, etc.
|
|
// Only bother if any draws are pending.
|
|
if (drawEngine_->GetNumDrawCalls() > 0) {
|
|
// 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.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason);
|
|
drawEngine_->DispatchFlush();
|
|
}
|
|
}
|
|
|
|
// TODO: Replace with with depal, reading the palette from the texture on the GPU directly.
|
|
void FramebufferManagerCommon::DownloadFramebufferForClut(u32 fb_address, u32 loadBytes) {
|
|
VirtualFramebuffer *vfb = GetVFBAt(fb_address);
|
|
if (vfb && vfb->fb_stride != 0) {
|
|
const u32 bpp = BufferFormatBytesPerPixel(vfb->fb_format);
|
|
int x = 0;
|
|
int y = 0;
|
|
int pixels = loadBytes / bpp;
|
|
// The height will be 1 for each stride or part thereof.
|
|
int w = std::min(pixels % vfb->fb_stride, (int)vfb->width);
|
|
int h = std::min((pixels + vfb->fb_stride - 1) / vfb->fb_stride, (int)vfb->height);
|
|
|
|
if (w == 0 || h > 1) {
|
|
// Exactly aligned, or more than one row.
|
|
w = std::min(vfb->fb_stride, vfb->width);
|
|
}
|
|
|
|
// We might still have a pending draw to the fb in question, flush if so.
|
|
FlushBeforeCopy();
|
|
|
|
// No need to download if we already have it.
|
|
if (w > 0 && h > 0 && !vfb->memoryUpdated && vfb->clutUpdatedBytes < loadBytes) {
|
|
// We intentionally don't try to optimize into a full download here - we don't want to over download.
|
|
|
|
// CLUT framebuffers are often incorrectly estimated in size.
|
|
if (x == 0 && y == 0 && w == vfb->width && h == vfb->height) {
|
|
vfb->memoryUpdated = true;
|
|
}
|
|
vfb->clutUpdatedBytes = loadBytes;
|
|
|
|
// This function now handles scaling down internally.
|
|
ReadbackFramebuffer(vfb, x, y, w, h, RASTER_COLOR, Draw::ReadbackMode::BLOCK);
|
|
|
|
textureCache_->ForgetLastTexture();
|
|
RebindFramebuffer("RebindFramebuffer - DownloadFramebufferForClut");
|
|
}
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerCommon::RebindFramebuffer(const char *tag) {
|
|
draw_->Invalidate(InvalidationFlags::CACHED_RENDER_STATE);
|
|
shaderManager_->DirtyLastShader();
|
|
// Needed for D3D11 to run validation clean. I don't think it's actually an issue.
|
|
// textureCache_->ForgetLastTexture();
|
|
if (currentRenderVfb_ && currentRenderVfb_->fbo) {
|
|
draw_->BindFramebufferAsRenderTarget(currentRenderVfb_->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, tag);
|
|
} else {
|
|
// Should this even happen? It could while debugging, but maybe we can just skip binding at all.
|
|
draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, "RebindFramebuffer_Bad");
|
|
}
|
|
}
|
|
|
|
std::vector<FramebufferInfo> FramebufferManagerCommon::GetFramebufferList() const {
|
|
std::vector<FramebufferInfo> list;
|
|
|
|
for (auto vfb : vfbs_) {
|
|
FramebufferInfo info;
|
|
info.fb_address = vfb->fb_address;
|
|
info.z_address = vfb->z_address;
|
|
info.format = vfb->fb_format;
|
|
info.width = vfb->width;
|
|
info.height = vfb->height;
|
|
info.fbo = vfb->fbo;
|
|
list.push_back(info);
|
|
}
|
|
|
|
return list;
|
|
}
|
|
|
|
template <typename T>
|
|
static void DoRelease(T *&obj) {
|
|
if (obj)
|
|
obj->Release();
|
|
obj = nullptr;
|
|
}
|
|
|
|
void FramebufferManagerCommon::ReleasePipelines() {
|
|
for (int i = 0; i < ARRAY_SIZE(reinterpretFromTo_); i++) {
|
|
for (int j = 0; j < ARRAY_SIZE(reinterpretFromTo_); j++) {
|
|
DoRelease(reinterpretFromTo_[i][j]);
|
|
}
|
|
}
|
|
DoRelease(stencilWriteSampler_);
|
|
DoRelease(stencilWritePipeline_);
|
|
DoRelease(stencilReadbackSampler_);
|
|
DoRelease(stencilReadbackPipeline_);
|
|
DoRelease(depthReadbackSampler_);
|
|
DoRelease(depthReadbackPipeline_);
|
|
DoRelease(draw2DPipelineCopyColor_);
|
|
DoRelease(draw2DPipelineColorRect2Lin_);
|
|
DoRelease(draw2DPipelineCopyDepth_);
|
|
DoRelease(draw2DPipelineEncodeDepth_);
|
|
DoRelease(draw2DPipeline565ToDepth_);
|
|
DoRelease(draw2DPipeline565ToDepthDeswizzle_);
|
|
}
|
|
|
|
void FramebufferManagerCommon::DeviceLost() {
|
|
DestroyAllFBOs();
|
|
|
|
presentation_->DeviceLost();
|
|
draw2D_.DeviceLost();
|
|
|
|
ReleasePipelines();
|
|
|
|
draw_ = nullptr;
|
|
}
|
|
|
|
void FramebufferManagerCommon::DeviceRestore(Draw::DrawContext *draw) {
|
|
draw_ = draw;
|
|
draw2D_.DeviceRestore(draw_);
|
|
presentation_->DeviceRestore(draw_);
|
|
}
|
|
|
|
void FramebufferManagerCommon::DrawActiveTexture(float x, float y, float w, float h, float destW, float destH, float u0, float v0, float u1, float v1, int uvRotation, int flags) {
|
|
// Will be drawn as a strip.
|
|
Draw2DVertex coord[4] = {
|
|
{x, y, u0, v0},
|
|
{x + w, y, u1, v0},
|
|
{x + w, y + h, u1, v1},
|
|
{x, y + h, u0, v1},
|
|
};
|
|
|
|
if (uvRotation != ROTATION_LOCKED_HORIZONTAL) {
|
|
float temp[8];
|
|
int rotation = 0;
|
|
switch (uvRotation) {
|
|
case ROTATION_LOCKED_HORIZONTAL180: rotation = 2; break;
|
|
case ROTATION_LOCKED_VERTICAL: rotation = 1; break;
|
|
case ROTATION_LOCKED_VERTICAL180: rotation = 3; break;
|
|
}
|
|
for (int i = 0; i < 4; i++) {
|
|
temp[i * 2] = coord[((i + rotation) & 3)].u;
|
|
temp[i * 2 + 1] = coord[((i + rotation) & 3)].v;
|
|
}
|
|
|
|
for (int i = 0; i < 4; i++) {
|
|
coord[i].u = temp[i * 2];
|
|
coord[i].v = temp[i * 2 + 1];
|
|
}
|
|
}
|
|
|
|
const float invDestW = 2.0f / destW;
|
|
const float invDestH = 2.0f / destH;
|
|
for (int i = 0; i < 4; i++) {
|
|
coord[i].x = coord[i].x * invDestW - 1.0f;
|
|
coord[i].y = coord[i].y * invDestH - 1.0f;
|
|
}
|
|
|
|
if ((flags & DRAWTEX_TO_BACKBUFFER) && g_display.rotation != DisplayRotation::ROTATE_0) {
|
|
for (int i = 0; i < 4; i++) {
|
|
// backwards notation, should fix that...
|
|
Lin::Vec3 pos = Lin::Vec3(coord[i].x, coord[i].y, 0.0);
|
|
pos = pos * g_display.rot_matrix;
|
|
coord[i].x = pos.x;
|
|
coord[i].y = pos.y;
|
|
}
|
|
}
|
|
|
|
// Rearrange to strip form.
|
|
std::swap(coord[2], coord[3]);
|
|
|
|
draw2D_.DrawStrip2D(nullptr, coord, 4, (flags & DRAWTEX_LINEAR) != 0, Get2DPipeline((flags & DRAWTEX_DEPTH) ? DRAW2D_ENCODE_R16_TO_DEPTH : DRAW2D_COPY_COLOR));
|
|
|
|
gstate_c.Dirty(DIRTY_ALL_RENDER_STATE);
|
|
}
|
|
|
|
void FramebufferManagerCommon::BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp, RasterChannel channel, const char *tag) {
|
|
if (!dst->fbo || !src->fbo || !useBufferedRendering_) {
|
|
// This can happen if they recently switched from non-buffered.
|
|
if (useBufferedRendering_) {
|
|
// Just bind the back buffer for rendering, forget about doing anything else as we're in a weird state.
|
|
draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, "BlitFramebuffer");
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (channel == RASTER_DEPTH && !draw_->GetDeviceCaps().fragmentShaderDepthWriteSupported) {
|
|
// Can't do anything :(
|
|
return;
|
|
}
|
|
|
|
// Perform a little bit of clipping first.
|
|
// Block transfer coords are unsigned so I don't think we need to clip on the left side.. Although there are
|
|
// other uses for BlitFramebuffer.
|
|
if (dstX + w > dst->bufferWidth) {
|
|
w -= dstX + w - dst->bufferWidth;
|
|
}
|
|
if (dstY + h > dst->bufferHeight) {
|
|
h -= dstY + h - dst->bufferHeight;
|
|
}
|
|
if (srcX + w > src->bufferWidth) {
|
|
w -= srcX + w - src->bufferWidth;
|
|
}
|
|
if (srcY + h > src->bufferHeight) {
|
|
h -= srcY + h - src->bufferHeight;
|
|
}
|
|
|
|
if (w <= 0 || h <= 0) {
|
|
// The whole rectangle got clipped.
|
|
return;
|
|
}
|
|
|
|
bool useBlit = channel == RASTER_COLOR ? draw_->GetDeviceCaps().framebufferBlitSupported : false;
|
|
bool useCopy = channel == RASTER_COLOR ? draw_->GetDeviceCaps().framebufferCopySupported : false;
|
|
if (dst == currentRenderVfb_ || dst->fbo->MultiSampleLevel() != 0 || src->fbo->MultiSampleLevel() != 0) {
|
|
// If already bound, using either a blit or a copy is unlikely to be an optimization.
|
|
// So we're gonna use a raster draw instead. Also multisampling has problems with copies currently.
|
|
useBlit = false;
|
|
useCopy = false;
|
|
}
|
|
|
|
float srcXFactor = src->renderScaleFactor;
|
|
float srcYFactor = src->renderScaleFactor;
|
|
const int srcBpp = BufferFormatBytesPerPixel(src->Format(channel));
|
|
if (srcBpp != bpp && bpp != 0) {
|
|
// If we do this, we're kinda in nonsense territory since the actual formats won't match (unless intentionally blitting black or white).
|
|
srcXFactor = (srcXFactor * bpp) / srcBpp;
|
|
}
|
|
int srcX1 = srcX * srcXFactor;
|
|
int srcX2 = (srcX + w) * srcXFactor;
|
|
int srcY1 = srcY * srcYFactor;
|
|
int srcY2 = (srcY + h) * srcYFactor;
|
|
|
|
float dstXFactor = dst->renderScaleFactor;
|
|
float dstYFactor = dst->renderScaleFactor;
|
|
const int dstBpp = BufferFormatBytesPerPixel(dst->Format(channel));
|
|
if (dstBpp != bpp && bpp != 0) {
|
|
// If we do this, we're kinda in nonsense territory since the actual formats won't match (unless intentionally blitting black or white).
|
|
dstXFactor = (dstXFactor * bpp) / dstBpp;
|
|
}
|
|
int dstX1 = dstX * dstXFactor;
|
|
int dstX2 = (dstX + w) * dstXFactor;
|
|
int dstY1 = dstY * dstYFactor;
|
|
int dstY2 = (dstY + h) * dstYFactor;
|
|
|
|
if (src == dst && srcX == dstX && srcY == dstY) {
|
|
// Let's just skip a copy where the destination is equal to the source.
|
|
WARN_LOG_REPORT_ONCE(blitSame, G3D, "Skipped blit with equal dst and src");
|
|
return;
|
|
}
|
|
|
|
if (useCopy) {
|
|
// glBlitFramebuffer can clip, but glCopyImageSubData is more restricted.
|
|
// In case the src goes outside, we just skip the optimization in that case.
|
|
const bool sameSize = dstX2 - dstX1 == srcX2 - srcX1 && dstY2 - dstY1 == srcY2 - srcY1;
|
|
const bool srcInsideBounds = srcX2 <= src->renderWidth && srcY2 <= src->renderHeight;
|
|
const bool dstInsideBounds = dstX2 <= dst->renderWidth && dstY2 <= dst->renderHeight;
|
|
const bool xOverlap = src == dst && srcX2 > dstX1 && srcX1 < dstX2;
|
|
const bool yOverlap = src == dst && srcY2 > dstY1 && srcY1 < dstY2;
|
|
if (sameSize && srcInsideBounds && dstInsideBounds && !(xOverlap && yOverlap)) {
|
|
draw_->CopyFramebufferImage(src->fbo, 0, srcX1, srcY1, 0, dst->fbo, 0, dstX1, dstY1, 0, dstX2 - dstX1, dstY2 - dstY1, 1,
|
|
channel == RASTER_COLOR ? Draw::FB_COLOR_BIT : Draw::FB_DEPTH_BIT, tag);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (useBlit) {
|
|
draw_->BlitFramebuffer(src->fbo, srcX1, srcY1, srcX2, srcY2, dst->fbo, dstX1, dstY1, dstX2, dstY2,
|
|
channel == RASTER_COLOR ? Draw::FB_COLOR_BIT : Draw::FB_DEPTH_BIT, Draw::FB_BLIT_NEAREST, tag);
|
|
} else {
|
|
Draw2DPipeline *pipeline = Get2DPipeline(channel == RASTER_COLOR ? DRAW2D_COPY_COLOR : DRAW2D_COPY_DEPTH);
|
|
Draw::Framebuffer *srcFBO = src->fbo;
|
|
if (src == dst) {
|
|
Draw::Framebuffer *tempFBO = GetTempFBO(TempFBO::BLIT, src->renderWidth, src->renderHeight);
|
|
BlitUsingRaster(src->fbo, srcX1, srcY1, srcX2, srcY2, tempFBO, dstX1, dstY1, dstX2, dstY2, false, dst->renderScaleFactor, pipeline, tag);
|
|
srcFBO = tempFBO;
|
|
}
|
|
BlitUsingRaster(srcFBO, srcX1, srcY1, srcX2, srcY2, dst->fbo, dstX1, dstY1, dstX2, dstY2, false, dst->renderScaleFactor, pipeline, tag);
|
|
}
|
|
|
|
draw_->Invalidate(InvalidationFlags::CACHED_RENDER_STATE);
|
|
|
|
gstate_c.Dirty(DIRTY_ALL_RENDER_STATE);
|
|
}
|
|
|
|
// The input is raw pixel coordinates, scale not taken into account.
|
|
void FramebufferManagerCommon::BlitUsingRaster(
|
|
Draw::Framebuffer *src, float srcX1, float srcY1, float srcX2, float srcY2,
|
|
Draw::Framebuffer *dest, float destX1, float destY1, float destX2, float destY2,
|
|
bool linearFilter,
|
|
int scaleFactor,
|
|
Draw2DPipeline *pipeline, const char *tag) {
|
|
|
|
if (pipeline->info.writeChannel == RASTER_DEPTH) {
|
|
_dbg_assert_(draw_->GetDeviceCaps().fragmentShaderDepthWriteSupported);
|
|
}
|
|
|
|
int destW, destH, srcW, srcH;
|
|
draw_->GetFramebufferDimensions(src, &srcW, &srcH);
|
|
draw_->GetFramebufferDimensions(dest, &destW, &destH);
|
|
|
|
// Unbind the texture first to avoid the D3D11 hazard check (can't set render target to things bound as textures and vice versa, not even temporarily).
|
|
draw_->BindTexture(0, nullptr);
|
|
// This will get optimized away in case it's already bound (in VK and GL at least..)
|
|
draw_->BindFramebufferAsRenderTarget(dest, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, tag ? tag : "BlitUsingRaster");
|
|
draw_->BindFramebufferAsTexture(src, 0, pipeline->info.readChannel == RASTER_COLOR ? Draw::FB_COLOR_BIT : Draw::FB_DEPTH_BIT, Draw::ALL_LAYERS);
|
|
|
|
if (destX1 == 0.0f && destY1 == 0.0f && destX2 >= destW && destY2 >= destH) {
|
|
// We overwrite the whole channel of the framebuffer, so we can invalidate the current contents.
|
|
draw_->InvalidateFramebuffer(Draw::FB_INVALIDATION_LOAD, pipeline->info.writeChannel == RASTER_COLOR ? Draw::FB_COLOR_BIT : Draw::FB_DEPTH_BIT);
|
|
}
|
|
|
|
Draw::Viewport viewport{ 0.0f, 0.0f, (float)dest->Width(), (float)dest->Height(), 0.0f, 1.0f };
|
|
draw_->SetViewport(viewport);
|
|
draw_->SetScissorRect(0, 0, (int)dest->Width(), (int)dest->Height());
|
|
|
|
draw2D_.Blit(pipeline, srcX1, srcY1, srcX2, srcY2, destX1, destY1, destX2, destY2, (float)srcW, (float)srcH, (float)destW, (float)destH, linearFilter, scaleFactor);
|
|
|
|
gstate_c.Dirty(DIRTY_ALL_RENDER_STATE);
|
|
}
|
|
|
|
int FramebufferManagerCommon::GetFramebufferLayers() const {
|
|
int layers = 1;
|
|
if (gstate_c.Use(GPU_USE_SINGLE_PASS_STEREO)) {
|
|
layers = 2;
|
|
}
|
|
return layers;
|
|
}
|
|
|
|
VirtualFramebuffer *FramebufferManagerCommon::ResolveFramebufferColorToFormat(VirtualFramebuffer *src, GEBufferFormat newFormat) {
|
|
// Look for an identical framebuffer with the new format
|
|
_dbg_assert_(src->fb_format != newFormat);
|
|
|
|
VirtualFramebuffer *vfb = nullptr;
|
|
for (auto dest : vfbs_) {
|
|
if (dest == src) {
|
|
continue;
|
|
}
|
|
|
|
// Sanity check for things that shouldn't exist.
|
|
if (dest->fb_address == src->fb_address && dest->fb_format == src->fb_format && dest->fb_stride == src->fb_stride) {
|
|
_dbg_assert_msg_(false, "illegal clone of src found");
|
|
}
|
|
|
|
if (dest->fb_address == src->fb_address && dest->FbStrideInBytes() == src->FbStrideInBytes() && dest->fb_format == newFormat) {
|
|
vfb = dest;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!vfb) {
|
|
// Create a clone!
|
|
vfb = new VirtualFramebuffer();
|
|
*vfb = *src; // Copies everything, but watch out! Can't copy fbo.
|
|
|
|
// Adjust width by bpp.
|
|
float widthFactor = (float)BufferFormatBytesPerPixel(vfb->fb_format) / (float)BufferFormatBytesPerPixel(newFormat);
|
|
|
|
vfb->width *= widthFactor;
|
|
vfb->bufferWidth *= widthFactor;
|
|
vfb->renderWidth *= widthFactor;
|
|
vfb->drawnWidth *= widthFactor;
|
|
vfb->newWidth *= widthFactor;
|
|
vfb->safeWidth *= widthFactor;
|
|
|
|
vfb->fb_format = newFormat;
|
|
// stride stays the same since it's in pixels.
|
|
|
|
WARN_LOG(G3D, "Creating %s clone of %08x/%08x/%s (%dx%d -> %dx%d)", GeBufferFormatToString(newFormat), src->fb_address, src->z_address, GeBufferFormatToString(src->fb_format), src->width, src->height, vfb->width, vfb->height);
|
|
|
|
char tag[128];
|
|
FormatFramebufferName(vfb, tag, sizeof(tag));
|
|
vfb->fbo = draw_->CreateFramebuffer({ vfb->renderWidth, vfb->renderHeight, 1, GetFramebufferLayers(), 0, true, tag });
|
|
vfbs_.push_back(vfb);
|
|
}
|
|
|
|
// OK, now resolve it so we can texture from it.
|
|
// This will do any necessary reinterprets.
|
|
CopyToColorFromOverlappingFramebuffers(vfb);
|
|
// Now we consider the resolved one the latest at the address (though really, we could make them equivalent?).
|
|
vfb->colorBindSeq = GetBindSeqCount();
|
|
return vfb;
|
|
}
|
|
|
|
static void ApplyKillzoneFramebufferSplit(FramebufferHeuristicParams *params, int *drawing_width) {
|
|
// Detect whether we're rendering to the margin.
|
|
bool margin;
|
|
if ((params->scissorRight - params->scissorLeft) == 32) {
|
|
// Title screen has this easy case. It also uses non-through verts, so lucky for us that we have this.
|
|
margin = true;
|
|
} else if (params->scissorRight == 480) {
|
|
margin = false;
|
|
} else {
|
|
// Go deep, look at the vertices. Killzone-specific, of course.
|
|
margin = false;
|
|
if ((gstate.vertType & 0xFFFFFF) == 0x00800102) { // through, u16, s16
|
|
u16 *vdata = (u16 *)Memory::GetPointerUnchecked(gstate_c.vertexAddr);
|
|
int v0PosU = vdata[0];
|
|
int v0PosX = vdata[2];
|
|
if (v0PosX >= 480 && v0PosU < 480) {
|
|
// Texturing from surface, writing to margin
|
|
margin = true;
|
|
}
|
|
}
|
|
|
|
// TODO: Implement this for Burnout Dominator. It has to handle self-reads inside
|
|
// the margin framebuffer though, so framebuffer copies are still needed, just smaller.
|
|
// It uses 0x0080019f (through, float texcoords, ABGR 8888 colors, float positions).
|
|
}
|
|
|
|
if (margin) {
|
|
gstate_c.SetCurRTOffset(-480, 0);
|
|
// Modify the fb_address and z_address too to avoid matching below.
|
|
params->fb_address += 480 * 4;
|
|
params->z_address += 480 * 2;
|
|
*drawing_width = 32;
|
|
} else {
|
|
gstate_c.SetCurRTOffset(0, 0);
|
|
*drawing_width = 480;
|
|
}
|
|
}
|