mirror of
https://github.com/hrydgard/ppsspp.git
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1026 lines
30 KiB
C++
1026 lines
30 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "math/lin/matrix4x4.h"
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#include "Core/Host.h"
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#include "Core/MemMap.h"
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#include "Core/Config.h"
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#include "Core/System.h"
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#include "GPU/ge_constants.h"
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#include "GPU/GPUState.h"
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#include "helper/dx_state.h"
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#include "helper/fbo.h"
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#include "GPU/Directx9/FramebufferDX9.h"
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#include "GPU/Directx9/TextureCacheDX9.h"
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#include "GPU/Directx9/ShaderManagerDX9.h"
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#include <algorithm>
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namespace DX9 {
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// Aggressively delete unused FBO:s to save gpu memory.
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enum {
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FBO_OLD_AGE = 5,
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};
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static bool MaskedEqual(u32 addr1, u32 addr2) {
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return (addr1 & 0x03FFFFFF) == (addr2 & 0x03FFFFFF);
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}
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inline u16 RGBA8888toRGB565(u32 px) {
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return ((px >> 3) & 0x001F) | ((px >> 5) & 0x07E0) | ((px >> 8) & 0xF800);
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}
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inline u16 RGBA8888toRGBA4444(u32 px) {
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return ((px >> 4) & 0x000F) | ((px >> 8) & 0x00F0) | ((px >> 12) & 0x0F00) | ((px >> 16) & 0xF000);
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}
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inline u16 RGBA8888toRGBA5551(u32 px) {
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return ((px >> 3) & 0x001F) | ((px >> 6) & 0x03E0) | ((px >> 9) & 0x7C00) | ((px >> 16) & 0x8000);
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}
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static void ConvertFromRGBA8888(u8 *dst, u8 *src, u32 stride, u32 height, GEBufferFormat format);
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void CenterRect(float *x, float *y, float *w, float *h,
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float origW, float origH, float frameW, float frameH)
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{
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if (g_Config.bStretchToDisplay)
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{
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*x = 0;
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*y = 0;
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*w = frameW;
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*h = frameH;
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return;
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}
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float origRatio = origW/origH;
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float frameRatio = frameW/frameH;
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if (origRatio > frameRatio)
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{
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// Image is wider than frame. Center vertically.
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float scale = origW / frameW;
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*x = 0.0f;
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*w = frameW;
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*h = frameW / origRatio;
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#ifdef BLACKBERRY
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// Stretch a little bit
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if (g_Config.bPartialStretch)
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*h = (frameH + *h) / 2.0f; // (408 + 720) / 2 = 564
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#endif
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*y = (frameH - *h) / 2.0f;
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}
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else
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{
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// Image is taller than frame. Center horizontally.
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float scale = origH / frameH;
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*y = 0.0f;
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*h = frameH;
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*w = frameH * origRatio;
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*x = (frameW - *w) / 2.0f;
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}
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}
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static void ClearBuffer() {
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dxstate.depthWrite.set(true);
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dxstate.colorMask.set(true, true, true, true);
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pD3Ddevice->Clear(0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_TARGET |D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 0, 0);
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}
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static void DisableState() {
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dxstate.blend.disable();
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dxstate.cullMode.set(false, false);
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dxstate.depthTest.disable();
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dxstate.scissorTest.disable();
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dxstate.stencilTest.disable();
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}
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FramebufferManagerDX9::FramebufferManagerDX9() :
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displayFramebufPtr_(0),
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displayStride_(0),
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displayFormat_(GE_FORMAT_565),
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displayFramebuf_(0),
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prevDisplayFramebuf_(0),
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prevPrevDisplayFramebuf_(0),
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frameLastFramebufUsed(0),
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currentRenderVfb_(0),
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drawPixelsTex_(0),
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drawPixelsTexFormat_(GE_FORMAT_INVALID),
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convBuf(0)
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{
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// And an initial clear. We don't clear per frame as the games are supposed to handle that
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// by themselves.
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ClearBuffer();
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#ifdef _XBOX
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pD3Ddevice->CreateTexture(512, 272, 1, 0, D3DFMT(D3DFMT_A8R8G8B8), NULL, &drawPixelsTex_, NULL);
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#else
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pD3Ddevice->CreateTexture(512, 272, 1, 0, D3DFMT(D3DFMT_A8R8G8B8), D3DPOOL_MANAGED, &drawPixelsTex_, NULL);
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#endif
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useBufferedRendering_ = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
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}
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FramebufferManagerDX9::~FramebufferManagerDX9() {
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if(drawPixelsTex_) {
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drawPixelsTex_->Release();
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}
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delete [] convBuf;
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}
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static inline void ARGB8From4444(u16 c, u32 * dst) {
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*dst = ((c & 0xf) << 4) | (((c >> 4) & 0xf) << 12) | (((c >> 8) & 0xf) << 20) | ((c >> 12) << 28);
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}
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static inline void ARGB8From565(u16 c, u32 * dst) {
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*dst = ((c & 0x001f) << 19) | (((c >> 5) & 0x003f) << 11) | ((((c >> 10) & 0x001f) << 3)) | 0xFF000000;
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}
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static inline void ARGB8From5551(u16 c, u32 * dst) {
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*dst = ((c & 0x001f) << 19) | (((c >> 5) & 0x001f) << 11) | ((((c >> 10) & 0x001f) << 3)) | 0xFF000000;
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}
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static inline u32 ABGR2RGBA(u32 src) {
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return (src >> 8) | (src << 24);
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}
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void FramebufferManagerDX9::DrawPixels(const u8 *framebuf, GEBufferFormat pixelFormat, int linesize) {
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u8 * convBuf = NULL;
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D3DLOCKED_RECT rect;
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drawPixelsTex_->LockRect(0, &rect, NULL, D3DLOCK_NOOVERWRITE);
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convBuf = (u8*)rect.pBits;
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// Final format is ARGB(directx)
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// TODO: We can just change the texture format and flip some bits around instead of this.
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if (pixelFormat != GE_FORMAT_8888 || linesize != 512) {
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for (int y = 0; y < 272; y++) {
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switch (pixelFormat) {
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// not tested
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case GE_FORMAT_565:
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{
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const u16 *src = (const u16 *)framebuf + linesize * y;
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u32 *dst = (u32*)(convBuf + rect.Pitch * y);
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for (int x = 0; x < 480; x++) {
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u16_le col0 = src[x+0];
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ARGB8From565(col0, &dst[x + 0]);
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}
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}
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break;
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// faster
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case GE_FORMAT_5551:
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{
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const u16 *src = (const u16 *)framebuf + linesize * y;
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u32 *dst = (u32*)(convBuf + rect.Pitch * y);
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for (int x = 0; x < 480; x++) {
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u16_le col0 = src[x+0];
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ARGB8From5551(col0, &dst[x + 0]);
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}
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}
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break;
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// not tested
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case GE_FORMAT_4444:
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{
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const u16 *src = (const u16 *)framebuf + linesize * y;
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u32 *dst = (u32*)(convBuf + rect.Pitch * y);
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for (int x = 0; x < 480; x++)
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{
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u16_le col = src[x];
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dst[x * 4 + 0] = (col >> 12) << 4;
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dst[x * 4 + 1] = ((col >> 8) & 0xf) << 4;
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dst[x * 4 + 2] = ((col >> 4) & 0xf) << 4;
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dst[x * 4 + 3] = (col & 0xf) << 4;
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}
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}
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break;
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case GE_FORMAT_8888:
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{
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const u32 *src = (const u32 *)framebuf + linesize * y;
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u32 *dst = (u32*)(convBuf + rect.Pitch * y);
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for (int x = 0; x < 480; x++)
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{
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dst[x] = ABGR2RGBA(src[x]);
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}
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}
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break;
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}
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}
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} else {
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for (int y = 0; y < 272; y++) {
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const u32 *src = (const u32 *)framebuf + linesize * y;
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u32 *dst = (u32*)(convBuf + rect.Pitch * y);
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for (int x = 0; x < 512; x++)
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{
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dst[x] = ABGR2RGBA(src[x]);
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}
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}
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}
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drawPixelsTex_->UnlockRect(0);
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// D3DXSaveTextureToFile("game:\\cc.png", D3DXIFF_PNG, drawPixelsTex_, NULL);
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pD3Ddevice->SetTexture(0, drawPixelsTex_);
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float x, y, w, h;
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CenterRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight);
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DrawActiveTexture(x, y, w, h, false, 480.0f / 512.0f);
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}
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// Depth in ogl is between -1;1 we need between 0;1
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static void ConvertMatrices(Matrix4x4 & in) {
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/*
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in.zz *= 0.5f;
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in.wz += 1.f;
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*/
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Matrix4x4 s;
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Matrix4x4 t;
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s.setScaling(Vec3(1, 1, 0.5f));
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t.setTranslation(Vec3(0, 0, 0.5f));
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in = in * s;
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in = in * t;
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}
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void FramebufferManagerDX9::DrawActiveTexture(float x, float y, float w, float h, bool flip, float uscale, float vscale) {
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float u2 = uscale;
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// Since we're flipping, 0 is down. That's where the scale goes.
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float v1 = flip ? 1.0f : 1.0f - vscale;
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float v2 = flip ? 1.0f - vscale : 1.0f;
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const float coord[] = {
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x, y, 0, 0, v1,
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x+w, y, 0, u2, v1,
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x+w, y+h, 0, u2, v2,
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x, y+h, 0, 0, v2
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};
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Matrix4x4 ortho;
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ConvertMatrices(ortho);
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ortho.setOrtho(0, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, 0, -1, 1);
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//pD3Ddevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
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pD3Ddevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
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pD3Ddevice->SetVertexShaderConstantF(0, ortho.getReadPtr(), 4);
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pD3Ddevice->SetVertexDeclaration(pFramebufferVertexDecl);
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pD3Ddevice->SetPixelShader(pFramebufferPixelShader);
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pD3Ddevice->SetVertexShader(pFramebufferVertexShader);
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//pD3Ddevice->SetTexture(0, drawPixelsTex_);
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pD3Ddevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coord, 5 * sizeof(float));
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}
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VirtualFramebufferDX9 *FramebufferManagerDX9::GetDisplayFBO() {
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VirtualFramebufferDX9 *match = NULL;
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for (size_t i = 0; i < vfbs_.size(); ++i) {
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VirtualFramebufferDX9 *v = vfbs_[i];
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if (MaskedEqual(v->fb_address, displayFramebufPtr_) && v->format == displayFormat_ && v->width >= 480) {
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// Could check w too but whatever
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if (match == NULL || match->last_frame_render < v->last_frame_render) {
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match = v;
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}
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}
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}
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if (match != NULL) {
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return match;
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}
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DEBUG_LOG(SCEGE, "Finding no FBO matching address %08x", displayFramebufPtr_);
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#if 0 // defined(_DEBUG)
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std::string debug = "FBOs: ";
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for (size_t i = 0; i < vfbs_.size(); ++i) {
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char temp[256];
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sprintf(temp, "%08x %i %i", vfbs_[i]->fb_address, vfbs_[i]->width, vfbs_[i]->height);
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debug += std::string(temp);
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}
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ERROR_LOG(SCEGE, "FBOs: %s", debug.c_str());
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#endif
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return 0;
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}
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// Heuristics to figure out the size of FBO to create.
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static void DrawingSize(int &drawing_width, int &drawing_height) {
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int default_width = 480;
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int default_height = 272;
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int viewport_width = (int) gstate.getViewportX1();
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int viewport_height = (int) gstate.getViewportY1();
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int region_width = gstate.getRegionX2() + 1;
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int region_height = gstate.getRegionY2() + 1;
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int scissor_width = gstate.getScissorX2() + 1;
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int scissor_height = gstate.getScissorY2() + 1;
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int fb_width = gstate.fbwidth & 0x3C0;
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DEBUG_LOG(SCEGE,"viewport : %ix%i, region : %ix%i , scissor: %ix%i, stride: %i, %i", viewport_width,viewport_height, region_width, region_height, scissor_width, scissor_height, fb_width, gstate.isModeThrough());
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// Viewport may return 0x0 for example FF Type-0 and we set it to 480x272
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if (viewport_width <= 1 && viewport_height <=1) {
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viewport_width = default_width;
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viewport_height = default_height;
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}
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if (fb_width > 0 && fb_width < 512) {
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// Correct scissor size has to be used to render like character shadow in Mortal Kombat .
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if (fb_width == scissor_width && region_width != scissor_width) {
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drawing_width = scissor_width;
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drawing_height = scissor_height;
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} else {
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drawing_width = viewport_width;
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drawing_height = viewport_height;
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}
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} else {
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// Correct region size has to be used when fb_width equals to region_width for exmaple GTA/Midnight Club/MSG Peace Maker .
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if (fb_width == region_width && region_width != scissor_width) {
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drawing_width = region_width;
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drawing_height = region_height;
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} else {
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drawing_width = default_width;
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drawing_height = default_height;
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}
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}
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}
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void FramebufferManagerDX9::DestroyFramebuf(VirtualFramebufferDX9 *v) {
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textureCache_->NotifyFramebuffer(v->fb_address, v, NOTIFY_FB_DESTROYED);
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if (v->fbo) {
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fbo_destroy(v->fbo);
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v->fbo = 0;
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}
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// Wipe some pointers
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if (currentRenderVfb_ == v)
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currentRenderVfb_ = 0;
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if (displayFramebuf_ == v)
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displayFramebuf_ = 0;
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if (prevDisplayFramebuf_ == v)
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prevDisplayFramebuf_ = 0;
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if (prevPrevDisplayFramebuf_ == v)
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prevPrevDisplayFramebuf_ = 0;
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delete v;
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}
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void FramebufferManagerDX9::SetRenderFrameBuffer() {
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if (!gstate_c.framebufChanged && currentRenderVfb_) {
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currentRenderVfb_->last_frame_render = gpuStats.numFlips;
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currentRenderVfb_->dirtyAfterDisplay = true;
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if (!gstate_c.skipDrawReason)
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currentRenderVfb_->reallyDirtyAfterDisplay = true;
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return;
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}
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gstate_c.framebufChanged = false;
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// Get parameters
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u32 fb_address = gstate.getFrameBufRawAddress();
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int fb_stride = gstate.fbwidth & 0x3C0;
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u32 z_address = gstate.getDepthBufRawAddress();
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int z_stride = gstate.zbwidth & 0x3C0;
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// Yeah this is not completely right. but it'll do for now.
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//int drawing_width = ((gstate.region2) & 0x3FF) + 1;
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//int drawing_height = ((gstate.region2 >> 10) & 0x3FF) + 1;
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// As there are no clear "framebuffer width" and "framebuffer height" registers,
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// we need to infer the size of the current framebuffer somehow. Let's try the viewport.
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GEBufferFormat fmt = gstate.FrameBufFormat();
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int drawing_width, drawing_height;
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DrawingSize(drawing_width, drawing_height);
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int buffer_width = drawing_width;
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int buffer_height = drawing_height;
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// Find a matching framebuffer
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VirtualFramebufferDX9 *vfb = 0;
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for (size_t i = 0; i < vfbs_.size(); ++i) {
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VirtualFramebufferDX9 *v = vfbs_[i];
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if (MaskedEqual(v->fb_address, fb_address) && v->format == fmt) {
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// Let's not be so picky for now. Let's say this is the one.
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vfb = v;
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// Update fb stride in case it changed
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vfb->fb_stride = fb_stride;
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vfb->format = fmt;
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if (v->bufferWidth >= drawing_width && v->bufferHeight >= drawing_height) {
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v->width = drawing_width;
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v->height = drawing_height;
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}
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break;
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}
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}
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float renderWidthFactor = (float)PSP_CoreParameter().renderWidth / 480.0f;
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float renderHeightFactor = (float)PSP_CoreParameter().renderHeight / 272.0f;
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// None found? Create one.
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if (!vfb) {
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gstate_c.textureChanged = true;
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vfb = new VirtualFramebufferDX9();
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vfb->fbo = 0;
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vfb->fb_address = fb_address;
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vfb->fb_stride = fb_stride;
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vfb->z_address = z_address;
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vfb->z_stride = z_stride;
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vfb->width = drawing_width;
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vfb->height = drawing_height;
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vfb->renderWidth = (u16)(drawing_width * renderWidthFactor);
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vfb->renderHeight = (u16)(drawing_height * renderHeightFactor);
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vfb->bufferWidth = buffer_width;
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vfb->bufferHeight = buffer_height;
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vfb->format = fmt;
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vfb->usageFlags = FB_USAGE_RENDERTARGET;
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vfb->dirtyAfterDisplay = true;
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if ((gstate_c.skipDrawReason & SKIPDRAW_SKIPFRAME) == 0)
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vfb->reallyDirtyAfterDisplay = true;
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vfb->memoryUpdated = false;
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if (g_Config.bTrueColor) {
|
|
vfb->colorDepth = FBO_8888;
|
|
} else {
|
|
switch (fmt) {
|
|
case GE_FORMAT_4444:
|
|
vfb->colorDepth = FBO_4444;
|
|
break;
|
|
case GE_FORMAT_5551:
|
|
vfb->colorDepth = FBO_5551;
|
|
break;
|
|
case GE_FORMAT_565:
|
|
vfb->colorDepth = FBO_565;
|
|
break;
|
|
case GE_FORMAT_8888:
|
|
vfb->colorDepth = FBO_8888;
|
|
break;
|
|
default:
|
|
vfb->colorDepth = FBO_8888;
|
|
break;
|
|
}
|
|
}
|
|
|
|
//#ifdef ANDROID
|
|
// vfb->colorDepth = FBO_8888;
|
|
//#endif
|
|
|
|
if (useBufferedRendering_) {
|
|
vfb->fbo = fbo_create(vfb->renderWidth, vfb->renderHeight, 1, true, vfb->colorDepth);
|
|
if (vfb->fbo) {
|
|
fbo_bind_as_render_target(vfb->fbo);
|
|
} else {
|
|
ERROR_LOG(SCEGE, "Error creating FBO! %i x %i", vfb->renderWidth, vfb->renderHeight);
|
|
}
|
|
} else {
|
|
fbo_unbind();
|
|
// Let's ignore rendering to targets that have not (yet) been displayed.
|
|
gstate_c.skipDrawReason |= SKIPDRAW_NON_DISPLAYED_FB;
|
|
}
|
|
|
|
textureCache_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_CREATED);
|
|
|
|
vfb->last_frame_render = gpuStats.numFlips;
|
|
frameLastFramebufUsed = gpuStats.numFlips;
|
|
vfbs_.push_back(vfb);
|
|
ClearBuffer();
|
|
|
|
currentRenderVfb_ = vfb;
|
|
|
|
INFO_LOG(SCEGE, "Creating FBO for %08x : %i x %i x %i", vfb->fb_address, vfb->width, vfb->height, vfb->format);
|
|
|
|
// We already have it!
|
|
} else if (vfb != currentRenderVfb_) {
|
|
#ifndef USING_GLES2
|
|
bool useMem = g_Config.iRenderingMode == FB_READFBOMEMORY_GPU || g_Config.iRenderingMode == FB_READFBOMEMORY_CPU;
|
|
#else
|
|
bool useMem = g_Config.iRenderingMode == FB_READFBOMEMORY_GPU;
|
|
#endif
|
|
if(useMem && !vfb->memoryUpdated) {
|
|
ReadFramebufferToMemory(vfb, true);
|
|
}
|
|
// Use it as a render target.
|
|
DEBUG_LOG(SCEGE, "Switching render target to FBO for %08x: %i x %i x %i ", vfb->fb_address, vfb->width, vfb->height, vfb->format);
|
|
vfb->usageFlags |= FB_USAGE_RENDERTARGET;
|
|
gstate_c.textureChanged = true;
|
|
vfb->last_frame_render = gpuStats.numFlips;
|
|
frameLastFramebufUsed = gpuStats.numFlips;
|
|
vfb->dirtyAfterDisplay = true;
|
|
if ((gstate_c.skipDrawReason & SKIPDRAW_SKIPFRAME) == 0)
|
|
vfb->reallyDirtyAfterDisplay = true;
|
|
vfb->memoryUpdated = false;
|
|
|
|
if (useBufferedRendering_) {
|
|
if (vfb->fbo) {
|
|
fbo_bind_as_render_target(vfb->fbo);
|
|
} else {
|
|
// wtf? This should only happen very briefly when toggling bBufferedRendering
|
|
fbo_unbind();
|
|
}
|
|
} else {
|
|
if (vfb->fbo) {
|
|
// wtf? This should only happen very briefly when toggling bBufferedRendering
|
|
textureCache_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_DESTROYED);
|
|
fbo_destroy(vfb->fbo);
|
|
vfb->fbo = 0;
|
|
}
|
|
fbo_unbind();
|
|
|
|
// 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;
|
|
|
|
/*
|
|
if (drawing_width == 480 && drawing_height == 272) {
|
|
gstate_c.skipDrawReason &= ~SKIPDRAW_SKIPNONFB;
|
|
// OK!
|
|
} else {
|
|
gstate_c.skipDrawReason |= ~SKIPDRAW_SKIPNONFB;
|
|
}*/
|
|
}
|
|
textureCache_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_UPDATED);
|
|
|
|
#if 0
|
|
// Some tiled mobile GPUs benefit IMMENSELY from clearing an FBO before rendering
|
|
// to it. This broke stuff before, so now it only clears on the first use of an
|
|
// FBO in a frame. This means that some games won't be able to avoid the on-some-GPUs
|
|
// performance-crushing framebuffer reloads from RAM, but we'll have to live with that.
|
|
if (vfb->last_frame_render != gpuStats.numFlips) {
|
|
ClearBuffer();
|
|
}
|
|
#endif
|
|
currentRenderVfb_ = vfb;
|
|
} else {
|
|
vfb->last_frame_render = gpuStats.numFlips;
|
|
frameLastFramebufUsed = gpuStats.numFlips;
|
|
vfb->dirtyAfterDisplay = true;
|
|
if ((gstate_c.skipDrawReason & SKIPDRAW_SKIPFRAME) == 0)
|
|
vfb->reallyDirtyAfterDisplay = true;
|
|
}
|
|
|
|
// ugly...
|
|
if (gstate_c.curRTWidth != vfb->width || gstate_c.curRTHeight != vfb->height) {
|
|
shaderManager_->DirtyUniform(DIRTY_PROJTHROUGHMATRIX);
|
|
gstate_c.curRTWidth = vfb->width;
|
|
gstate_c.curRTHeight = vfb->height;
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerDX9::CopyDisplayToOutput() {
|
|
|
|
#ifdef _XBOX
|
|
//if (currentRenderVfb_ && (!currentRenderVfb_->usageFlags & FB_USAGE_DISPLAYED_FRAMEBUFFER))
|
|
//if (currentRenderVfb_ && (currentRenderVfb_->usageFlags == FB_USAGE_RENDERTARGET))
|
|
//if (currentRenderVfb_ && (currentRenderVfb_->fb_address == 0))
|
|
|
|
if (currentRenderVfb_)
|
|
{
|
|
if (currentRenderVfb_->fbo && currentRenderVfb_->usageFlags == FB_USAGE_RENDERTARGET) {
|
|
fbo_resolve(currentRenderVfb_->fbo);
|
|
}
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
fbo_unbind();
|
|
|
|
currentRenderVfb_ = 0;
|
|
|
|
VirtualFramebufferDX9 *vfb = GetDisplayFBO();
|
|
if (!vfb) {
|
|
if (Memory::IsValidAddress(ramDisplayFramebufPtr_)) {
|
|
// The game is displaying something directly from RAM. In GTA, it's decoded video.
|
|
DrawPixels(Memory::GetPointer(ramDisplayFramebufPtr_), displayFormat_, displayStride_);
|
|
} else if (Memory::IsValidAddress(displayFramebufPtr_)) {
|
|
// The game is displaying something directly from RAM. In GTA, it's decoded video.
|
|
DrawPixels(Memory::GetPointer(displayFramebufPtr_), displayFormat_, displayStride_);
|
|
} else {
|
|
DEBUG_LOG(SCEGE, "Found no FBO to display! displayFBPtr = %08x", displayFramebufPtr_);
|
|
// No framebuffer to display! Clear to black.
|
|
ClearBuffer();
|
|
}
|
|
return;
|
|
}
|
|
|
|
vfb->usageFlags |= FB_USAGE_DISPLAYED_FRAMEBUFFER;
|
|
vfb->dirtyAfterDisplay = false;
|
|
vfb->reallyDirtyAfterDisplay = false;
|
|
|
|
if (prevDisplayFramebuf_ != displayFramebuf_) {
|
|
prevPrevDisplayFramebuf_ = prevDisplayFramebuf_;
|
|
}
|
|
if (displayFramebuf_ != vfb) {
|
|
prevDisplayFramebuf_ = displayFramebuf_;
|
|
}
|
|
displayFramebuf_ = vfb;
|
|
|
|
if (resized_) {
|
|
ClearBuffer();
|
|
}
|
|
|
|
if (vfb->fbo) {
|
|
dxstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
|
|
DEBUG_LOG(SCEGE, "Displaying FBO %08x", vfb->fb_address);
|
|
DisableState();
|
|
fbo_bind_color_as_texture(vfb->fbo, 0);
|
|
|
|
// These are in the output display coordinates
|
|
float x, y, w, h;
|
|
CenterRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight);
|
|
DrawActiveTexture(x, y, w, h, false, 480.0f / (float)vfb->width, 272.0f / (float)vfb->height);
|
|
pD3Ddevice->SetTexture(0, NULL);
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerDX9::ReadFramebufferToMemory(VirtualFramebufferDX9 *vfb, bool sync) {
|
|
// This only works with buffered rendering
|
|
if (!useBufferedRendering_) {
|
|
return;
|
|
}
|
|
|
|
#if 0
|
|
if(sync) {
|
|
PackFramebufferAsync_(NULL); // flush async just in case when we go for synchronous update
|
|
}
|
|
#endif
|
|
|
|
if(vfb) {
|
|
// We'll pseudo-blit framebuffers here to get a resized and flipped version of vfb.
|
|
// For now we'll keep these on the same struct as the ones that can get displayed
|
|
// (and blatantly copy work already done above while at it).
|
|
VirtualFramebufferDX9 *nvfb = 0;
|
|
|
|
// We maintain a separate vector of framebuffer objects for blitting.
|
|
for (size_t i = 0; i < bvfbs_.size(); ++i) {
|
|
VirtualFramebufferDX9 *v = bvfbs_[i];
|
|
if (MaskedEqual(v->fb_address, vfb->fb_address) && v->format == vfb->format) {
|
|
if (v->bufferWidth == vfb->bufferWidth && v->bufferHeight == vfb->bufferHeight) {
|
|
nvfb = v;
|
|
v->fb_stride = vfb->fb_stride;
|
|
v->width = vfb->width;
|
|
v->height = vfb->height;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Create a new fbo if none was found for the size
|
|
if(!nvfb) {
|
|
nvfb = new VirtualFramebufferDX9();
|
|
nvfb->fbo = 0;
|
|
nvfb->fb_address = vfb->fb_address;
|
|
nvfb->fb_stride = vfb->fb_stride;
|
|
nvfb->z_address = vfb->z_address;
|
|
nvfb->z_stride = vfb->z_stride;
|
|
nvfb->width = vfb->width;
|
|
nvfb->height = vfb->height;
|
|
nvfb->renderWidth = vfb->width;
|
|
nvfb->renderHeight = vfb->height;
|
|
nvfb->bufferWidth = vfb->bufferWidth;
|
|
nvfb->bufferHeight = vfb->bufferHeight;
|
|
nvfb->format = vfb->format;
|
|
nvfb->usageFlags = FB_USAGE_RENDERTARGET;
|
|
nvfb->dirtyAfterDisplay = true;
|
|
|
|
if(g_Config.bTrueColor) {
|
|
nvfb->colorDepth = FBO_8888;
|
|
} else {
|
|
switch (vfb->format) {
|
|
case GE_FORMAT_4444:
|
|
nvfb->colorDepth = FBO_4444;
|
|
break;
|
|
case GE_FORMAT_5551:
|
|
nvfb->colorDepth = FBO_5551;
|
|
break;
|
|
case GE_FORMAT_565:
|
|
nvfb->colorDepth = FBO_565;
|
|
break;
|
|
case GE_FORMAT_8888:
|
|
default:
|
|
nvfb->colorDepth = FBO_8888;
|
|
break;
|
|
}
|
|
}
|
|
|
|
nvfb->fbo = fbo_create(nvfb->width, nvfb->height, 1, true, nvfb->colorDepth);
|
|
if (!(nvfb->fbo)) {
|
|
ERROR_LOG(SCEGE, "Error creating FBO! %i x %i", nvfb->renderWidth, nvfb->renderHeight);
|
|
return;
|
|
}
|
|
|
|
nvfb->last_frame_render = gpuStats.numFlips;
|
|
bvfbs_.push_back(nvfb);
|
|
fbo_bind_as_render_target(nvfb->fbo);
|
|
ClearBuffer();
|
|
} else {
|
|
nvfb->usageFlags |= FB_USAGE_RENDERTARGET;
|
|
nvfb->last_frame_render = gpuStats.numFlips;
|
|
nvfb->dirtyAfterDisplay = true;
|
|
|
|
#if 0
|
|
fbo_bind_as_render_target(nvfb->fbo);
|
|
|
|
// Some tiled mobile GPUs benefit IMMENSELY from clearing an FBO before rendering
|
|
// to it. This broke stuff before, so now it only clears on the first use of an
|
|
// FBO in a frame. This means that some games won't be able to avoid the on-some-GPUs
|
|
// performance-crushing framebuffer reloads from RAM, but we'll have to live with that.
|
|
if (nvfb->last_frame_render != gpuStats.numFlips) {
|
|
ClearBuffer();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
vfb->memoryUpdated = true;
|
|
BlitFramebuffer_(vfb, nvfb, false);
|
|
|
|
PackFramebufferDirectx9_(nvfb);
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerDX9::BlitFramebuffer_(VirtualFramebufferDX9 *src, VirtualFramebufferDX9 *dst, bool flip, float upscale, float vscale) {
|
|
// This only works with buffered rendering
|
|
if (!useBufferedRendering_ || !src->fbo) {
|
|
return;
|
|
}
|
|
|
|
fbo_bind_as_render_target(dst->fbo);
|
|
|
|
/*
|
|
if(glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
|
ERROR_LOG(HLE, "Incomplete target framebuffer, aborting blit");
|
|
fbo_unbind();
|
|
return;
|
|
}
|
|
*/
|
|
|
|
dxstate.viewport.set(0, 0, dst->width, dst->height);
|
|
DisableState();
|
|
|
|
fbo_bind_color_as_texture(src->fbo, 0);
|
|
|
|
float x, y, w, h;
|
|
CenterRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight);
|
|
|
|
DrawActiveTexture(x, y, w, h, flip, upscale, vscale);
|
|
|
|
pD3Ddevice->SetTexture(0, NULL);
|
|
|
|
#ifdef _XBOX
|
|
fbo_resolve(dst->fbo);
|
|
#endif
|
|
fbo_unbind();
|
|
}
|
|
|
|
// TODO: SSE/NEON
|
|
static void ConvertFromRGBA8888(u8 *dst, u8 *src, u32 stride, u32 height, GEBufferFormat format) {
|
|
if(format == GE_FORMAT_8888) {
|
|
if(src == dst) {
|
|
return;
|
|
} else { // Here lets assume they don't intersect
|
|
memcpy(dst, src, stride * height * 4);
|
|
}
|
|
} else { // But here it shouldn't matter if they do
|
|
int size = height * stride;
|
|
const u32 *src32 = (const u32 *)src;
|
|
u16 *dst16 = (u16 *)dst;
|
|
switch (format) {
|
|
case GE_FORMAT_565: // BGR 565
|
|
for(int i = 0; i < size; i++) {
|
|
dst16[i] = RGBA8888toRGB565(src32[i]);
|
|
}
|
|
break;
|
|
case GE_FORMAT_5551: // ABGR 1555
|
|
for(int i = 0; i < size; i++) {
|
|
dst16[i] = RGBA8888toRGBA5551(src32[i]);
|
|
}
|
|
|
|
break;
|
|
case GE_FORMAT_4444: // ABGR 4444
|
|
for(int i = 0; i < size; i++) {
|
|
dst16[i] = RGBA8888toRGBA4444(src32[i]);
|
|
}
|
|
break;
|
|
case GE_FORMAT_8888:
|
|
// Not possible.
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifdef _XBOX
|
|
#include <xgraphics.h>
|
|
#endif
|
|
|
|
static void Resolve(u8* data, VirtualFramebufferDX9 *vfb) {
|
|
#ifdef _XBOX
|
|
D3DTexture * rtt = (D3DTexture*)fbo_get_rtt(vfb->fbo);
|
|
pD3Ddevice->Resolve(D3DRESOLVE_RENDERTARGET0, NULL, rtt, NULL, 0, 0, NULL, 0.f, 0, NULL);
|
|
|
|
D3DLOCKED_RECT p;
|
|
rtt->LockRect(0, &p, NULL, 0);
|
|
rtt->UnlockRect(0);
|
|
|
|
// vfb->fbo->tex is tilled !!!!
|
|
XGUntileTextureLevel(vfb->width/2, vfb->height/2, 0, XGGetGpuFormat(D3DFMT_LIN_A8R8G8B8), XGTILE_NONPACKED, data, p.Pitch, NULL, p.pBits, NULL);
|
|
#endif
|
|
}
|
|
|
|
void FramebufferManagerDX9::PackFramebufferDirectx9_(VirtualFramebufferDX9 *vfb) {
|
|
if (useBufferedRendering_ && vfb->fbo) {
|
|
fbo_bind_for_read(vfb->fbo);
|
|
} else {
|
|
fbo_unbind();
|
|
return;
|
|
}
|
|
|
|
// Pixel size always 4 here because we always request RGBA8888
|
|
size_t bufSize = vfb->fb_stride * vfb->height * 4;
|
|
u32 fb_address = (0x04000000) | vfb->fb_address;
|
|
|
|
u8 *packed = 0;
|
|
if(vfb->format == GE_FORMAT_8888) {
|
|
packed = (u8 *)Memory::GetPointer(fb_address);
|
|
} else { // End result may be 16-bit but we are reading 32-bit, so there may not be enough space at fb_address
|
|
packed = (u8 *)malloc(bufSize * sizeof(u8));
|
|
}
|
|
|
|
if(packed) {
|
|
DEBUG_LOG(HLE, "Reading framebuffer to mem, bufSize = %u, packed = %p, fb_address = %08x",
|
|
(u32)bufSize, packed, fb_address);
|
|
|
|
// Resolve(packed, vfb);
|
|
|
|
if(vfb->format != GE_FORMAT_8888) { // If not RGBA 8888 we need to convert
|
|
ConvertFromRGBA8888(Memory::GetPointer(fb_address), packed, vfb->fb_stride, vfb->height, vfb->format);
|
|
free(packed);
|
|
}
|
|
}
|
|
|
|
fbo_unbind();
|
|
}
|
|
void FramebufferManagerDX9::EndFrame() {
|
|
if (resized_) {
|
|
DestroyAllFBOs();
|
|
dxstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
|
|
resized_ = false;
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerDX9::DeviceLost() {
|
|
DestroyAllFBOs();
|
|
resized_ = false;
|
|
}
|
|
|
|
void FramebufferManagerDX9::BeginFrame() {
|
|
DecimateFBOs();
|
|
currentRenderVfb_ = 0;
|
|
useBufferedRendering_ = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
|
|
}
|
|
|
|
void FramebufferManagerDX9::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
|
|
|
|
if ((framebuf & 0x04000000) == 0) {
|
|
DEBUG_LOG(SCEGE, "Non-VRAM display framebuffer address set: %08x", framebuf);
|
|
ramDisplayFramebufPtr_ = framebuf;
|
|
displayStride_ = stride;
|
|
displayFormat_ = format;
|
|
} else {
|
|
ramDisplayFramebufPtr_ = 0;
|
|
displayFramebufPtr_ = framebuf;
|
|
displayStride_ = stride;
|
|
displayFormat_ = format;
|
|
}
|
|
}
|
|
|
|
std::vector<FramebufferInfo> FramebufferManagerDX9::GetFramebufferList() {
|
|
std::vector<FramebufferInfo> list;
|
|
|
|
for (size_t i = 0; i < vfbs_.size(); ++i) {
|
|
VirtualFramebufferDX9 *vfb = vfbs_[i];
|
|
|
|
FramebufferInfo info;
|
|
info.fb_address = vfb->fb_address;
|
|
info.z_address = vfb->z_address;
|
|
info.format = vfb->format;
|
|
info.width = vfb->width;
|
|
info.height = vfb->height;
|
|
info.fbo = vfb->fbo;
|
|
list.push_back(info);
|
|
}
|
|
|
|
return list;
|
|
}
|
|
|
|
void FramebufferManagerDX9::DecimateFBOs() {
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fbo_unbind();
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currentRenderVfb_ = 0;
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#ifndef USING_GLES2
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bool useMem = g_Config.iRenderingMode == FB_READFBOMEMORY_GPU || g_Config.iRenderingMode == FB_READFBOMEMORY_CPU;
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#else
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bool useMem = g_Config.iRenderingMode == FB_READFBOMEMORY_GPU;
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#endif
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for (size_t i = 0; i < vfbs_.size(); ++i) {
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VirtualFramebufferDX9 *vfb = vfbs_[i];
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int age = frameLastFramebufUsed - std::max(vfb->last_frame_render, vfb->last_frame_used);
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if(useMem && age == 0 && !vfb->memoryUpdated) {
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ReadFramebufferToMemory(vfb);
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}
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if (vfb == displayFramebuf_ || vfb == prevDisplayFramebuf_ || vfb == prevPrevDisplayFramebuf_) {
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continue;
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}
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if (age > FBO_OLD_AGE) {
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INFO_LOG(SCEGE, "Decimating FBO for %08x (%i x %i x %i), age %i", vfb->fb_address, vfb->width, vfb->height, vfb->format, age)
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DestroyFramebuf(vfb);
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vfbs_.erase(vfbs_.begin() + i--);
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}
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}
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// Do the same for ReadFramebuffersToMemory's VFBs
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for (size_t i = 0; i < bvfbs_.size(); ++i) {
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VirtualFramebufferDX9 *vfb = bvfbs_[i];
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int age = frameLastFramebufUsed - vfb->last_frame_render;
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if (age > FBO_OLD_AGE) {
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INFO_LOG(SCEGE, "Decimating FBO for %08x (%i x %i x %i), age %i", vfb->fb_address, vfb->width, vfb->height, vfb->format, age)
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DestroyFramebuf(vfb);
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bvfbs_.erase(bvfbs_.begin() + i--);
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}
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}
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}
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void FramebufferManagerDX9::DestroyAllFBOs() {
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fbo_unbind();
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currentRenderVfb_ = 0;
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displayFramebuf_ = 0;
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prevDisplayFramebuf_ = 0;
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prevPrevDisplayFramebuf_ = 0;
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for (size_t i = 0; i < vfbs_.size(); ++i) {
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VirtualFramebufferDX9 *vfb = vfbs_[i];
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INFO_LOG(SCEGE, "Destroying FBO for %08x : %i x %i x %i", vfb->fb_address, vfb->width, vfb->height, vfb->format);
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DestroyFramebuf(vfb);
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}
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vfbs_.clear();
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}
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void FramebufferManagerDX9::UpdateFromMemory(u32 addr, int size) {
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addr &= ~0x40000000;
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// TODO: Could go through all FBOs, but probably not important?
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// TODO: Could also check for inner changes, but video is most important.
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if (addr == DisplayFramebufAddr() || addr == PrevDisplayFramebufAddr()) {
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// TODO: Deleting the FBO is a heavy hammer solution, so let's only do it if it'd help.
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if (!Memory::IsValidAddress(displayFramebufPtr_))
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return;
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fbo_unbind();
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currentRenderVfb_ = 0;
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bool needUnbind = false;
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for (size_t i = 0; i < vfbs_.size(); ++i) {
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VirtualFramebufferDX9 *vfb = vfbs_[i];
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if (MaskedEqual(vfb->fb_address, addr)) {
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vfb->dirtyAfterDisplay = true;
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vfb->reallyDirtyAfterDisplay = true;
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// TODO: This without the fbo_unbind() above would be better than destroying the FBO.
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// However, it doesn't seem to work for Star Ocean, at least
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if (useBufferedRendering_) {
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fbo_bind_as_render_target(vfb->fbo);
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needUnbind = true;
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DrawPixels(Memory::GetPointer(addr), vfb->format, vfb->fb_stride);
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} else {
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INFO_LOG(SCEGE, "Invalidating FBO for %08x (%i x %i x %i)", vfb->fb_address, vfb->width, vfb->height, vfb->format)
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DestroyFramebuf(vfb);
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vfbs_.erase(vfbs_.begin() + i--);
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}
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}
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}
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if (needUnbind)
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fbo_unbind();
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}
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}
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void FramebufferManagerDX9::Resized() {
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resized_ = true;
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}
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};
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