ppsspp/GPU/Common/FramebufferManagerCommon.cpp
2024-05-10 21:10:11 +02:00

3630 lines
145 KiB
C++

// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <algorithm>
#include <sstream>
#include <cmath>
#include "Common/GPU/thin3d.h"
#include "Common/GPU/OpenGL/GLFeatures.h"
#include "Common/Data/Collections/TinySet.h"
#include "Common/Data/Convert/ColorConv.h"
#include "Common/Data/Text/I18n.h"
#include "Common/LogReporting.h"
#include "Common/Math/lin/matrix4x4.h"
#include "Common/Math/math_util.h"
#include "Common/System/Display.h"
#include "Common/System/OSD.h"
#include "Common/VR/PPSSPPVR.h"
#include "Common/CommonTypes.h"
#include "Common/StringUtils.h"
#include "Core/Config.h"
#include "Core/ConfigValues.h"
#include "Core/Core.h"
#include "Core/CoreParameter.h"
#include "Core/Debugger/MemBlockInfo.h"
#include "Core/MIPS/MIPS.h"
#include "GPU/Common/DrawEngineCommon.h"
#include "GPU/Common/FramebufferManagerCommon.h"
#include "GPU/Common/PostShader.h"
#include "GPU/Common/PresentationCommon.h"
#include "GPU/Common/TextureCacheCommon.h"
#include "GPU/Common/ReinterpretFramebuffer.h"
#include "GPU/Debugger/Debugger.h"
#include "GPU/Debugger/Record.h"
#include "GPU/Debugger/Stepping.h"
#include "GPU/GPUInterface.h"
#include "GPU/GPUState.h"
static size_t FormatFramebufferName(const VirtualFramebuffer *vfb, char *tag, size_t len) {
return snprintf(tag, len, "FB_%08x_%08x_%dx%d_%s", vfb->fb_address, vfb->z_address, vfb->bufferWidth, vfb->bufferHeight, GeBufferFormatToString(vfb->fb_format));
}
FramebufferManagerCommon::FramebufferManagerCommon(Draw::DrawContext *draw)
: draw_(draw), draw2D_(draw_) {
presentation_ = new PresentationCommon(draw);
}
FramebufferManagerCommon::~FramebufferManagerCommon() {
DeviceLost();
DecimateFBOs();
for (auto vfb : vfbs_) {
DestroyFramebuf(vfb);
}
vfbs_.clear();
for (auto &tempFB : tempFBOs_) {
tempFB.second.fbo->Release();
}
tempFBOs_.clear();
// Do the same for ReadFramebuffersToMemory's VFBs
for (auto vfb : bvfbs_) {
DestroyFramebuf(vfb);
}
bvfbs_.clear();
delete presentation_;
delete[] convBuf_;
}
void FramebufferManagerCommon::Init(int msaaLevel) {
// We may need to override the render size if the shader is upscaling or SSAA.
NotifyDisplayResized();
NotifyRenderResized(msaaLevel);
}
bool FramebufferManagerCommon::UpdateRenderSize(int msaaLevel) {
const bool newRender = renderWidth_ != (float)PSP_CoreParameter().renderWidth || renderHeight_ != (float)PSP_CoreParameter().renderHeight || msaaLevel_ != msaaLevel;
int effectiveBloomHack = g_Config.iBloomHack;
if (PSP_CoreParameter().compat.flags().ForceLowerResolutionForEffectsOn) {
effectiveBloomHack = 3;
} else if (PSP_CoreParameter().compat.flags().ForceLowerResolutionForEffectsOff) {
effectiveBloomHack = 0;
}
bool newBuffered = !g_Config.bSkipBufferEffects;
const bool newSettings = bloomHack_ != effectiveBloomHack || useBufferedRendering_ != newBuffered;
renderWidth_ = (float)PSP_CoreParameter().renderWidth;
renderHeight_ = (float)PSP_CoreParameter().renderHeight;
renderScaleFactor_ = (float)PSP_CoreParameter().renderScaleFactor;
msaaLevel_ = msaaLevel;
bloomHack_ = effectiveBloomHack;
useBufferedRendering_ = newBuffered;
presentation_->UpdateRenderSize(renderWidth_, renderHeight_);
return newRender || newSettings;
}
void FramebufferManagerCommon::CheckPostShaders() {
if (updatePostShaders_) {
presentation_->UpdatePostShader();
updatePostShaders_ = false;
}
}
void FramebufferManagerCommon::BeginFrame() {
DecimateFBOs();
presentation_->BeginFrame();
currentRenderVfb_ = nullptr;
}
bool FramebufferManagerCommon::PresentedThisFrame() const {
return presentation_->PresentedThisFrame();
}
void FramebufferManagerCommon::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
displayFramebufPtr_ = framebuf & 0x3FFFFFFF;
if (Memory::IsVRAMAddress(displayFramebufPtr_))
displayFramebufPtr_ = framebuf & 0x041FFFFF;
displayStride_ = stride;
displayFormat_ = format;
GPUDebug::NotifyDisplay(framebuf, stride, format);
GPURecord::NotifyDisplay(framebuf, stride, format);
}
VirtualFramebuffer *FramebufferManagerCommon::GetVFBAt(u32 addr) const {
addr &= 0x3FFFFFFF;
if (Memory::IsVRAMAddress(addr))
addr &= 0x041FFFFF;
VirtualFramebuffer *match = nullptr;
for (auto vfb : vfbs_) {
if (vfb->fb_address == addr) {
// Could check w too but whatever (actually, might very well make sense to do so, depending on context).
if (!match || vfb->last_frame_render > match->last_frame_render) {
match = vfb;
}
}
}
return match;
}
VirtualFramebuffer *FramebufferManagerCommon::GetExactVFB(u32 addr, int stride, GEBufferFormat format) const {
addr &= 0x3FFFFFFF;
if (Memory::IsVRAMAddress(addr))
addr &= 0x041FFFFF;
VirtualFramebuffer *newest = nullptr;
for (auto vfb : vfbs_) {
if (vfb->fb_address == addr && vfb->fb_stride == stride && vfb->fb_format == format) {
if (newest) {
if (vfb->colorBindSeq > newest->colorBindSeq) {
newest = vfb;
}
} else {
newest = vfb;
}
}
}
return newest;
}
VirtualFramebuffer *FramebufferManagerCommon::ResolveVFB(u32 addr, int stride, GEBufferFormat format) {
addr &= 0x3FFFFFFF;
if (Memory::IsVRAMAddress(addr))
addr &= 0x041FFFFF;
// Find the newest one matching addr and stride.
VirtualFramebuffer *newest = nullptr;
for (auto vfb : vfbs_) {
if (vfb->fb_address == addr && vfb->FbStrideInBytes() == stride * BufferFormatBytesPerPixel(format)) {
if (newest) {
if (vfb->colorBindSeq > newest->colorBindSeq) {
newest = vfb;
}
} else {
newest = vfb;
}
}
}
if (newest && newest->fb_format != format) {
WARN_LOG_ONCE(resolvevfb, G3D, "ResolveVFB: Resolving from %s to %s at %08x/%d", GeBufferFormatToString(newest->fb_format), GeBufferFormatToString(format), addr, stride);
return ResolveFramebufferColorToFormat(newest, format);
}
return newest;
}
VirtualFramebuffer *FramebufferManagerCommon::GetDisplayVFB() {
return GetExactVFB(displayFramebufPtr_, displayStride_, displayFormat_);
}
// Heuristics to figure out the size of FBO to create.
// TODO: Possibly differentiate on whether through mode is used (since in through mode, viewport is meaningless?)
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) {
static const int MAX_FRAMEBUF_HEIGHT = 512;
// Games don't always set any of these. Take the greatest parameter that looks valid based on stride.
if (viewport_width > 4 && viewport_width <= fb_stride && viewport_height > 0) {
drawing_width = viewport_width;
drawing_height = viewport_height;
// Some games specify a viewport with 0.5, but don't have VRAM for 273. 480x272 is the buffer size.
if (viewport_width == 481 && region_width == 480 && viewport_height == 273 && region_height == 272) {
drawing_width = 480;
drawing_height = 272;
}
// Sometimes region is set larger than the VRAM for the framebuffer.
// However, in one game it's correctly set as a larger height (see #7277) with the same width.
// A bit of a hack, but we try to handle that unusual case here.
if (region_width <= fb_stride && (region_width > drawing_width || (region_width == drawing_width && region_height > drawing_height)) && region_height <= MAX_FRAMEBUF_HEIGHT) {
drawing_width = region_width;
drawing_height = std::max(drawing_height, region_height);
}
// Scissor is often set to a subsection of the framebuffer, so we pay the least attention to it.
if (scissor_width <= fb_stride && scissor_width > drawing_width && scissor_height <= MAX_FRAMEBUF_HEIGHT) {
drawing_width = scissor_width;
drawing_height = std::max(drawing_height, scissor_height);
}
} else {
// If viewport wasn't valid, let's just take the greatest anything regardless of stride.
drawing_width = std::min(std::max(region_width, scissor_width), fb_stride);
drawing_height = std::max(region_height, scissor_height);
}
if (scissor_width == 481 && region_width == 480 && scissor_height == 273 && region_height == 272) {
drawing_width = 480;
drawing_height = 272;
}
// Assume no buffer is > 512 tall, it couldn't be textured or displayed fully if so.
if (drawing_height >= MAX_FRAMEBUF_HEIGHT) {
if (region_height < MAX_FRAMEBUF_HEIGHT) {
drawing_height = region_height;
} else if (scissor_height < MAX_FRAMEBUF_HEIGHT) {
drawing_height = scissor_height;
}
}
if (viewport_width != region_width) {
// The majority of the time, these are equal. If not, let's check what we know.
u32 nearest_address = 0xFFFFFFFF;
for (auto vfb : vfbs_) {
const u32 other_address = vfb->fb_address;
if (other_address > fb_address && other_address < nearest_address) {
nearest_address = other_address;
}
}
// Unless the game is using overlapping buffers, the next buffer should be far enough away.
// This catches some cases where we can know this.
// Hmm. The problem is that we could only catch it for the first of two buffers...
const u32 bpp = BufferFormatBytesPerPixel(fb_format);
int avail_height = (nearest_address - fb_address) / (fb_stride * bpp);
if (avail_height < drawing_height && avail_height == region_height) {
drawing_width = std::min(region_width, fb_stride);
drawing_height = avail_height;
}
// Some games draw buffers interleaved, with a high stride/region/scissor but default viewport.
if (fb_stride == 1024 && region_width == 1024 && scissor_width == 1024) {
drawing_width = 1024;
}
}
bool margin = false;
// Let's check if we're in a stride gap of a full-size framebuffer.
for (auto vfb : vfbs_) {
if (fb_address == vfb->fb_address) {
continue;
}
if (vfb->fb_stride != 512) {
continue;
}
int vfb_stride_in_bytes = BufferFormatBytesPerPixel(vfb->fb_format) * vfb->fb_stride;
int stride_in_bytes = BufferFormatBytesPerPixel(fb_format) * fb_stride;
if (stride_in_bytes != vfb_stride_in_bytes) {
// Mismatching stride in bytes, not interesting
continue;
}
if (fb_address > vfb->fb_address && fb_address < vfb->fb_address + vfb_stride_in_bytes) {
// Candidate!
if (vfb->height == drawing_height) {
// Might have a margin texture! Fix the drawing width if it's too large.
int width_in_bytes = vfb->fb_address + vfb_stride_in_bytes - fb_address;
int width_in_pixels = width_in_bytes / BufferFormatBytesPerPixel(fb_format);
// Final check
if (width_in_pixels <= 32) {
drawing_width = std::min(drawing_width, width_in_pixels);
margin = true;
// Don't really need to keep looking.
break;
}
}
}
}
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!)" : "");
}
void GetFramebufferHeuristicInputs(FramebufferHeuristicParams *params, const GPUgstate &gstate) {
// GetFramebufferHeuristicInputs is only called from rendering, and thus, it's VRAM.
params->fb_address = gstate.getFrameBufRawAddress() | 0x04000000;
params->fb_stride = gstate.FrameBufStride();
params->z_address = gstate.getDepthBufRawAddress() | 0x04000000;
params->z_stride = gstate.DepthBufStride();
if (params->z_address == params->fb_address) {
// Probably indicates that the game doesn't care about Z for this VFB.
// Let's avoid matching it for Z copies and other shenanigans.
params->z_address = 0;
params->z_stride = 0;
}
params->fb_format = gstate_c.framebufFormat;
params->isClearingDepth = gstate.isModeClear() && gstate.isClearModeDepthMask();
// Technically, it may write depth later, but we're trying to detect it only when it's really true.
if (gstate.isModeClear()) {
// Not quite seeing how this makes sense..
params->isWritingDepth = !gstate.isClearModeDepthMask() && gstate.isDepthWriteEnabled();
} else {
params->isWritingDepth = gstate.isDepthWriteEnabled();
}
params->isDrawing = !gstate.isModeClear() || !gstate.isClearModeColorMask() || !gstate.isClearModeAlphaMask();
params->isModeThrough = gstate.isModeThrough();
const bool alphaBlending = gstate.isAlphaBlendEnabled();
const bool logicOpBlending = gstate.isLogicOpEnabled() && gstate.getLogicOp() != GE_LOGIC_CLEAR && gstate.getLogicOp() != GE_LOGIC_COPY;
params->isBlending = alphaBlending || logicOpBlending;
// Viewport-X1 and Y1 are not the upper left corner, but half the width/height. A bit confusing.
float vpx = gstate.getViewportXScale();
float vpy = gstate.getViewportYScale();
// Work around problem in F1 Grand Prix, where it draws in through mode with a bogus viewport.
// We set bad values to 0 which causes the framebuffer size heuristic to rely on the other parameters instead.
if (std::isnan(vpx) || vpx > 10000000.0f) {
vpx = 0.f;
}
if (std::isnan(vpy) || vpy > 10000000.0f) {
vpy = 0.f;
}
params->viewportWidth = (int)(fabsf(vpx) * 2.0f);
params->viewportHeight = (int)(fabsf(vpy) * 2.0f);
params->regionWidth = gstate.getRegionX2() + 1;
params->regionHeight = gstate.getRegionY2() + 1;
params->scissorLeft = gstate.getScissorX1();
params->scissorTop = gstate.getScissorY1();
params->scissorRight = gstate.getScissorX2() + 1;
params->scissorBottom = gstate.getScissorY2() + 1;
if (gstate.getRegionRateX() != 0x100 || gstate.getRegionRateY() != 0x100) {
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());
}
}
static void ApplyKillzoneFramebufferSplit(FramebufferHeuristicParams *params, int *drawing_width);
VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer(FramebufferHeuristicParams &params, u32 skipDrawReason) {
gstate_c.Clean(DIRTY_FRAMEBUF);
// Collect all parameters. This whole function has really become a cesspool of heuristics...
// but it appears that's what it takes, unless we emulate VRAM layout more accurately somehow.
// As there are no clear "framebuffer width" and "framebuffer height" registers,
// we need to infer the size of the current framebuffer somehow.
int drawing_width, drawing_height;
EstimateDrawingSize(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);
if (params.fb_address == params.z_address) {
// Most likely Z will not be used in this pass, as that would wreak havoc (undefined behavior for sure)
// We probably don't need to do anything about that, but let's log it.
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);
}
// Compatibility hack for Killzone, see issue #6207.
if (PSP_CoreParameter().compat.flags().SplitFramebufferMargin && params.fb_format == GE_FORMAT_8888) {
ApplyKillzoneFramebufferSplit(&params, &drawing_width);
} else {
gstate_c.SetCurRTOffset(0, 0);
}
// Find a matching framebuffer.
VirtualFramebuffer *normal_vfb = nullptr;
int y_offset;
VirtualFramebuffer *large_offset_vfb = nullptr;
for (auto v : vfbs_) {
const u32 bpp = BufferFormatBytesPerPixel(v->fb_format);
if (params.fb_address == v->fb_address && params.fb_format == v->fb_format && params.fb_stride == v->fb_stride) {
if (!normal_vfb) {
normal_vfb = v;
}
} else if (!PSP_CoreParameter().compat.flags().DisallowFramebufferAtOffset && !PSP_CoreParameter().compat.flags().SplitFramebufferMargin &&
v->fb_stride == params.fb_stride && v->fb_format == params.fb_format) {
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 (!normal_vfb && params.fb_address > v->fb_address && params.fb_address < v_fb_first_line_end_ptr) {
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);
normal_vfb = v;
gstate_c.SetCurRTOffset(x_offset, 0);
normal_vfb->width = std::max((int)normal_vfb->width, x_offset + drawing_width);
// To prevent the newSize code from being confused.
drawing_width += x_offset;
break;
}
} else if (PSP_CoreParameter().compat.flags().FramebufferAllowLargeVerticalOffset &&
params.fb_address > v->fb_address && v->fb_stride > 0 && (params.fb_address - v->fb_address) % v->FbStrideInBytes() == 0 &&
params.fb_address != 0x04088000 && v->fb_address != 0x04000000) { // Heuristic to avoid merging the main framebuffers.
y_offset = (params.fb_address - v->fb_address) / v->FbStrideInBytes();
if (y_offset <= v->bufferHeight) { // note: v->height is misdetected as 256 instead of 272 here in tokimeki. Note that 272 is just the height of the upper part, it's supersampling vertically.
large_offset_vfb = v;
break;
}
}
}
}
VirtualFramebuffer *vfb = nullptr;
if (large_offset_vfb) {
// These are prioritized over normal VFBs matches, to ensure things work even if the higher-address one
// is created first. Only enabled under compat flag.
vfb = large_offset_vfb;
WARN_LOG_REPORT_ONCE(tokimeki, FRAMEBUF, "Detected FBO at Y offset %d of %08x: %08x", y_offset, large_offset_vfb->fb_address, params.fb_address);
gstate_c.SetCurRTOffset(0, y_offset);
vfb->height = std::max((int)vfb->height, y_offset + drawing_height);
drawing_height += y_offset;
// TODO: We can allow X/Y overlaps too, but haven't seen any so safer to not.
} else if (normal_vfb) {
vfb = normal_vfb;
if (vfb->z_address == 0 && vfb->z_stride == 0 && params.z_stride != 0) {
// Got one that was created by CreateRAMFramebuffer. Since it has no depth buffer,
// we just recreate it immediately.
ResizeFramebufFBO(vfb, vfb->width, vfb->height, true);
}
// Keep track, but this isn't really used.
vfb->z_stride = params.z_stride;
// Heuristic: In throughmode, a higher height could be used. Let's avoid shrinking the buffer.
if (params.isModeThrough && (int)vfb->width <= params.fb_stride) {
vfb->width = std::max((int)vfb->width, drawing_width);
vfb->height = std::max((int)vfb->height, drawing_height);
} else {
vfb->width = drawing_width;
vfb->height = drawing_height;
}
}
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 > framebufColorRangeEnd_) {
framebufColorRangeEnd_ = 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.iSkipGPUReadbackMode == (int)SkipGPUReadbackMode::NO_SKIP && !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) {
// Dangan Ronpa hack
return PSP_CoreParameter().compat.flags().Force04154000Download && vfb->fb_address == 0x04154000;
}
bool FramebufferManagerCommon::ShouldDownloadFramebufferDepth(const VirtualFramebuffer *vfb) {
// Download depth buffer for Syphon Filter lens flares
if (!PSP_CoreParameter().compat.flags().ReadbackDepth || g_Config.iSkipGPUReadbackMode != (int)SkipGPUReadbackMode::NO_SKIP) {
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);
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(&copyInfo, 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;
int bpp = BufferFormatBytesPerPixel(srcPixelFormat);
int srcStrideInBytes = srcStride * bpp;
int widthInBytes = width * bpp;
// Compute hash of contents.
uint64_t imageHash;
if (widthInBytes == srcStrideInBytes) {
imageHash = XXH3_64bits(srcPixels, widthInBytes * height);
} else {
XXH3_state_t *hashState = XXH3_createState();
XXH3_64bits_reset(hashState);
for (int y = 0; y < height; y++) {
XXH3_64bits_update(hashState, srcPixels + srcStrideInBytes * y, widthInBytes);
}
imageHash = XXH3_64bits_digest(hashState);
XXH3_freeState(hashState);
}
Draw::DataFormat texFormat = preferredPixelsFormat_;
if (srcPixelFormat == GE_FORMAT_DEPTH16) {
if ((draw_->GetDataFormatSupport(Draw::DataFormat::R16_UNORM) & Draw::FMT_TEXTURE) != 0) {
texFormat = 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.
texFormat = Draw::DataFormat::R8_UNORM;
} else {
// No usable single channel format. Can't be bothered.
return nullptr;
}
} else if (srcPixelFormat == GE_FORMAT_565) {
// Check for supported matching formats.
// This mainly benefits the redundant copies in God of War on low-end platforms.
if ((draw_->GetDataFormatSupport(Draw::DataFormat::B5G6R5_UNORM_PACK16) & Draw::FMT_TEXTURE) != 0) {
texFormat = Draw::DataFormat::B5G6R5_UNORM_PACK16;
} else if ((draw_->GetDataFormatSupport(Draw::DataFormat::R5G6B5_UNORM_PACK16) & Draw::FMT_TEXTURE) != 0) {
texFormat = Draw::DataFormat::R5G6B5_UNORM_PACK16;
}
}
// 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 (texFormat == Draw::DataFormat::B5G6R5_UNORM_PACK16) {
memcpy(dst16, src16, w * sizeof(uint16_t));
} else if (texFormat == Draw::DataFormat::R5G6B5_UNORM_PACK16) {
ConvertRGB565ToBGR565(dst16, src16, width); // Fast!
} else if (texFormat == Draw::DataFormat::B8G8R8A8_UNORM) {
ConvertRGB565ToBGRA8888(dst, src16, width);
} else {
ConvertRGB565ToRGBA8888(dst, src16, width);
}
break;
case GE_FORMAT_5551:
if (texFormat == Draw::DataFormat::B8G8R8A8_UNORM)
ConvertRGBA5551ToBGRA8888(dst, src16, width);
else
ConvertRGBA5551ToRGBA8888(dst, src16, width);
break;
case GE_FORMAT_4444:
if (texFormat == Draw::DataFormat::B8G8R8A8_UNORM)
ConvertRGBA4444ToBGRA8888(dst, src16, width);
else
ConvertRGBA4444ToRGBA8888(dst, src16, width);
break;
case GE_FORMAT_8888:
if (texFormat == 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 (texFormat == Draw::DataFormat::R16_UNORM) {
// We just use this format straight.
memcpy(dst16, src16, w * 2);
} else if (texFormat == 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;
};
int frameNumber = draw_->GetFrameCount();
// First look for an exact match (including contents hash) that we can re-use.
for (auto &iter : drawPixelsCache_) {
if (iter.contentsHash == imageHash && iter.tex->Width() == width && iter.tex->Height() == height && iter.tex->Format() == texFormat) {
iter.frameNumber = frameNumber;
gpuStats.numCachedUploads++;
return iter.tex;
}
}
// Then, look for an alternative one that's not been used recently that we can overwrite.
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.numUploads++;
draw_->UpdateTextureLevels(iter.tex, &srcPixels, generateTexture, 1);
// NOTE: numFlips is no good - this is called every frame when paused sometimes!
iter.frameNumber = frameNumber;
// We need to update the hash for future matching.
iter.contentsHash = imageHash;
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");
}
// We don't need to count here, already counted by numUploads by the caller.
// INFO_LOG(G3D, "Creating drawPixelsCache texture: %dx%d", tex->Width(), tex->Height());
DrawPixelsEntry entry{ tex, imageHash, frameNumber };
drawPixelsCache_.push_back(entry);
gpuStats.numUploads++;
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");
presentation_->NotifyPresent();
}
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.
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;
}
}
struct CopyCandidate {
VirtualFramebuffer *vfb = nullptr;
int y;
int h;
std::string ToString(RasterChannel channel) const {
return StringFromFormat("%08x %s %dx%d y=%d h=%d", vfb->Address(channel), GeBufferFormatToString(vfb->Format(channel)), vfb->width, vfb->height, y, h);
}
};
static const CopyCandidate *GetBestCopyCandidate(const TinySet<CopyCandidate, 4> &candidates, uint32_t basePtr, RasterChannel channel) {
const CopyCandidate *best = nullptr;
// Pick the "best" candidate by comparing to the old best using heuristics.
for (size_t i = 0; i < candidates.size(); i++) {
const CopyCandidate *candidate = &candidates[i];
bool better = !best;
if (!better) {
// Heuristics determined from the old algorithm, that we might want to keep:
// * Lower yOffsets are prioritized.
// * Bindseq
better = candidate->y < best->y;
if (!better) {
better = candidate->vfb->BindSeq(channel) > best->vfb->BindSeq(channel);
}
}
if (better) {
best = candidate;
}
}
return best;
}
// This is called from detected memcopies and framebuffer initialization from VRAM. Not block transfers.
// Also with specialized flags from some replacement functions. Only those will currently request depth copies!
// NOTE: This is very tricky because there's no information about color depth here, so we'll have to make guesses
// about what underlying framebuffer is the most likely to be the relevant ones. For src, we can probably prioritize recent
// ones. For dst, less clear.
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);
// TODO: In the future we should probably check both channels. Currently depth is only on request.
RasterChannel channel = (flags & GPUCopyFlag::DEPTH_REQUESTED) ? RASTER_DEPTH : RASTER_COLOR;
TinySet<CopyCandidate, 4> srcCandidates;
TinySet<CopyCandidate, 4> dstCandidates;
// TODO: These two loops should be merged into one utility function, similar to what's done with rectangle copies.
// First find candidates for the source.
// We only look at the color channel for now.
for (auto vfb : vfbs_) {
if (vfb->fb_stride == 0 || ignoreSrcBuffer) {
continue;
}
// We only remove the kernel and uncached bits when comparing.
const u32 vfb_address = vfb->Address(channel);
const u32 vfb_size = vfb->BufferByteSize(channel);
const u32 vfb_byteStride = vfb->BufferByteStride(channel);
const int vfb_byteWidth = vfb->BufferByteWidth(channel);
CopyCandidate srcCandidate;
srcCandidate.vfb = vfb;
// Special path for depth for now.
if (channel == RASTER_DEPTH) {
if (src == vfb->z_address && size == vfb->z_stride * 2 * vfb->height) {
srcCandidate.y = 0;
srcCandidate.h = vfb->height;
srcCandidates.push_back(srcCandidate);
}
continue;
}
if (src >= vfb_address && (src + size <= vfb_address + vfb_size || src == vfb_address)) {
// Heuristic originally from dest below, but just as valid looking for the source.
// Fixes a misdetection in Brothers in Arms: D-Day, issue #18512.
if (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 for source in NotifyFramebufferCopy. Ignoring.", size, vfb_size);
continue;
}
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.
// Probably no point to give it a bad score and let it pass to sorting, as we're pretty sure here.
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. Ignoring.", vfb_size, size, GeBufferFormatToString(vfb->fb_format));
continue;
}
const u32 offset = src - vfb_address;
const u32 yOffset = offset / vfb_byteStride;
if ((offset % vfb_byteStride) == 0 && (size == vfb_byteWidth || (size % vfb_byteStride) == 0)) {
srcCandidate.y = yOffset;
srcCandidate.h = 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.
srcCandidate.y = yOffset;
srcCandidate.h = 1;
} else if (yOffset == 0 && (vfb->usageFlags & FB_USAGE_CLUT)) {
// Okay, last try - it might be a clut.
srcCandidate.y = yOffset;
srcCandidate.h = 1;
} else {
continue;
}
srcCandidates.push_back(srcCandidate);
}
}
for (auto vfb : vfbs_) {
if (vfb->fb_stride == 0 || ignoreDstBuffer) {
continue;
}
// We only remove the kernel and uncached bits when comparing.
const u32 vfb_address = vfb->Address(channel);
const u32 vfb_size = vfb->BufferByteSize(channel);
const u32 vfb_byteStride = vfb->BufferByteStride(channel);
const int vfb_byteWidth = vfb->BufferByteWidth(channel);
// Heuristic to try to prevent potential glitches with video playback.
if (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 for dest in NotifyFramebufferCopy. Ignoring.", size, vfb_size);
continue;
}
CopyCandidate dstCandidate;
dstCandidate.vfb = vfb;
// Special path for depth for now.
if (channel == RASTER_DEPTH) {
// Let's assume exact matches only for simplicity.
if (dst == vfb->z_address && size == vfb->z_stride * 2 * vfb->height) {
dstCandidate.y = 0;
dstCandidate.h = vfb->height;
dstCandidates.push_back(dstCandidate);
}
continue;
}
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)) {
dstCandidate.y = yOffset;
dstCandidate.h = (size == vfb_byteWidth) ? 1 : std::min((u32)size / vfb_byteStride, (u32)vfb->height);
dstCandidates.push_back(dstCandidate);
}
}
}
// For now fill in these old variables from the candidates to reduce the initial diff.
VirtualFramebuffer *dstBuffer = nullptr;
VirtualFramebuffer *srcBuffer = nullptr;
int srcY;
int srcH;
int dstY;
int dstH;
const CopyCandidate *bestSrc = GetBestCopyCandidate(srcCandidates, src, channel);
if (bestSrc) {
srcBuffer = bestSrc->vfb;
srcY = bestSrc->y;
srcH = bestSrc->h;
}
const CopyCandidate *bestDst = GetBestCopyCandidate(dstCandidates, dst, channel);
if (bestDst) {
dstBuffer = bestDst->vfb;
dstY = bestDst->y;
dstH = bestDst->h;
}
if (srcCandidates.size() > 1) {
if (Reporting::ShouldLogNTimes("mulblock", 5)) {
std::string log;
for (size_t i = 0; i < srcCandidates.size(); i++) {
log += " - " + srcCandidates[i].ToString(channel);
if (bestSrc && srcCandidates[i].vfb == bestSrc->vfb) {
log += " * \n";
} else {
log += "\n";
}
}
WARN_LOG(G3D, "Copy: Multiple src vfb candidates for (src: %08x, size: %d):\n%s (%s)", src, size, log.c_str(), RasterChannelToString(channel));
}
}
if (dstCandidates.size() > 1) {
if (Reporting::ShouldLogNTimes("mulblock", 5)) {
std::string log;
for (size_t i = 0; i < dstCandidates.size(); i++) {
log += " - " + dstCandidates[i].ToString(channel);
if (bestDst && dstCandidates[i].vfb == bestDst->vfb) {
log += " * \n";
} else {
log += "\n";
}
}
WARN_LOG(G3D, "Copy: Multiple dst vfb candidates for (dst: %08x, size: %d):\n%s (%s)", src, size, log.c_str(), RasterChannelToString(channel));
}
}
if (!useBufferedRendering_) {
// If we're copying into a recently used display buf, it's probably destined for the screen.
if (channel == RASTER_DEPTH || srcBuffer || (dstBuffer != displayFramebuf_ && dstBuffer != prevDisplayFramebuf_)) {
return false;
}
}
if (!dstBuffer && 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.
bool allowCreateFB = (PSP_CoreParameter().compat.flags().BlockTransferAllowCreateFB || g_Config.iSkipGPUReadbackMode == (int)SkipGPUReadbackMode::COPY_TO_TEXTURE);
if (allowCreateFB && !(flags & GPUCopyFlag::DISALLOW_CREATE_VFB)) {
dstBuffer = CreateRAMFramebuffer(dst, srcBuffer->width, srcBuffer->height, srcBuffer->fb_stride, srcBuffer->fb_format);
dstY = 0;
}
}
if (dstBuffer) {
dstBuffer->last_frame_used = gpuStats.numFlips;
if (channel == RASTER_DEPTH && !srcBuffer)
dstBuffer->usageFlags |= FB_USAGE_COLOR_MIXED_DEPTH;
}
if (srcBuffer && channel == RASTER_DEPTH && !dstBuffer)
srcBuffer->usageFlags |= FB_USAGE_COLOR_MIXED_DEPTH;
if (dstBuffer && srcBuffer) {
if (srcBuffer == 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(dstBuffer, 0, dstY, srcBuffer, 0, srcY, srcBuffer->width, srcH, 0, channel, "Blit_InterBufferMemcpy");
SetColorUpdated(dstBuffer, skipDrawReason);
RebindFramebuffer("RebindFramebuffer - Inter-buffer memcpy");
}
return false;
} else if (dstBuffer) {
if (flags & GPUCopyFlag::MEMSET) {
gpuStats.numClears++;
}
WARN_LOG_N_TIMES(btucpy, 5, G3D, "Memcpy fbo upload %08x -> %08x (size: %x)", src, dst, size);
FlushBeforeCopy();
// TODO: Hot Shots Golf makes a lot of these during the "meter", to copy back the image to the screen, it copies line by line.
// We could collect these in a buffer and flush on the next draw, or something like that, to avoid that. The line copies cause
// awkward visual artefacts.
const u8 *srcBase = Memory::GetPointerUnchecked(src);
GEBufferFormat srcFormat = channel == RASTER_DEPTH ? GE_FORMAT_DEPTH16 : dstBuffer->fb_format;
int srcStride = channel == RASTER_DEPTH ? dstBuffer->z_stride : dstBuffer->fb_stride;
DrawPixels(dstBuffer, 0, dstY, srcBase, srcFormat, srcStride, dstBuffer->width, dstH, channel, "MemcpyFboUpload_DrawPixels");
SetColorUpdated(dstBuffer, skipDrawReason);
RebindFramebuffer("RebindFramebuffer - Memcpy fbo upload");
// This is a memcpy, let's still copy just in case.
return false;
} else if (srcBuffer) {
WARN_LOG_N_TIMES(btdcpy, 5, G3D, "Memcpy fbo download %08x -> %08x", src, dst);
FlushBeforeCopy();
// TODO: In Hot Shots Golf, check if we can do a readback to a framebuffer here.
// Again we have the problem though that it's doing a lot of small copies here, one for each line.
if (srcH == 0 || srcY + srcH > srcBuffer->bufferHeight) {
WARN_LOG_ONCE(btdcpyheight, G3D, "Memcpy fbo download %08x -> %08x skipped, %d+%d is taller than %d", src, dst, srcY, srcH, srcBuffer->bufferHeight);
} else if (g_Config.iSkipGPUReadbackMode == (int)SkipGPUReadbackMode::NO_SKIP && (!srcBuffer->memoryUpdated || channel == RASTER_DEPTH)) {
Draw::ReadbackMode readbackMode = Draw::ReadbackMode::BLOCK;
if (PSP_CoreParameter().compat.flags().AllowDelayedReadbacks) {
readbackMode = Draw::ReadbackMode::OLD_DATA_OK;
}
ReadFramebufferToMemory(srcBuffer, 0, srcY, srcBuffer->width, srcH, channel, readbackMode);
srcBuffer->usageFlags = (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 };
// Two cases so far of games depending on depth copies: Iron Man in issue #16530 (buffer->buffer)
// and also #17878 where a game does ram->buffer to an auto-swizzling (|0x600000) address,
// to initialize Z with a pre-rendered depth buffer.
if (vfb->z_address == basePtr && vfb->BufferByteStride(RASTER_DEPTH) == byteStride && 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 * bpp;
candidate.w_bytes = w_pixels * bpp;
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;
// Sort candidates by just recency for now, we might add other.
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 > framebufColorRangeEnd_) {
framebufColorRangeEnd_ = 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. Make a special exception for obvious transfers to depth buffer, see issue #17878
bool dstDepthSwizzle = Memory::IsVRAMAddress(dstBasePtr) && ((dstBasePtr & 0x600000) == 0x600000);
if (!dstDepthSwizzle && !MayIntersectFramebufferColor(srcBasePtr) && !MayIntersectFramebufferColor(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 && dstRect.channel == RASTER_DEPTH) {
dstBuffer = true;
}
if (srcBuffer && !dstBuffer) {
// In here, we can't read from dstRect.
if (PSP_CoreParameter().compat.flags().BlockTransferAllowCreateFB ||
g_Config.iSkipGPUReadbackMode == (int)SkipGPUReadbackMode::COPY_TO_TEXTURE ||
(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) {
// Handle depth uploads directly here, and let's not bother copying the data. This is compat-flag-gated for now,
// may generalize it when I remove the compat flag.
if (dstRect.channel == RASTER_DEPTH) {
WARN_LOG_ONCE(btud, G3D, "Block transfer upload %08x -> %08x (%dx%d %d,%d bpp=%d %s)", srcBasePtr, dstBasePtr, width, height, dstX, dstY, bpp, RasterChannelToString(dstRect.channel));
FlushBeforeCopy();
const u8 *srcBase = Memory::GetPointerUnchecked(srcBasePtr) + (srcX + srcY * srcStride) * bpp;
DrawPixels(dstRect.vfb, dstX, dstY, srcBase, dstRect.vfb->Format(dstRect.channel), srcStride * bpp / 2, (int)(dstRect.w_bytes / 2), dstRect.h, dstRect.channel, "BlockTransferCopy_DrawPixelsDepth");
RebindFramebuffer("RebindFramebuffer - UploadDepth");
return true;
}
// Here we should just draw the pixels into the buffer. Return false to copy the memory first.
// NotifyBlockTransferAfter will take care of the rest.
return false;
} else if (srcBuffer) {
if (width == 48 && height == 48 && srcY == 224 && srcX == 432 && PSP_CoreParameter().compat.flags().TacticsOgreEliminateDebugReadback) {
return false;
}
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.iSkipGPUReadbackMode == (int)SkipGPUReadbackMode::NO_SKIP && !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);
}
Draw::ReadbackMode readbackMode = Draw::ReadbackMode::BLOCK;
if (PSP_CoreParameter().compat.flags().AllowDelayedReadbacks) {
readbackMode = Draw::ReadbackMode::OLD_DATA_OK;
}
ReadFramebufferToMemory(srcRect.vfb, static_cast<int>(srcX * srcXFactor), srcY, static_cast<int>(srcRect.w_bytes * srcXFactor), srcRect.h, RASTER_COLOR, readbackMode);
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 (MayIntersectFramebufferColor(srcBasePtr) || MayIntersectFramebufferColor(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_);
INFO_LOG(G3D, "FramebufferManagerCommon::NotifyDisplayResized: %dx%d", 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)) {
draw_->StopThreads();
DestroyAllFBOs();
draw_->StartThreads();
}
// 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) const {
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 GetOutputFramebuffer(Draw::DrawContext *draw, 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;
bool flipped = g_Config.iGPUBackend == (int)GPUBackend::OPENGL;
buffer.Allocate(w, h, fmt == Draw::DataFormat::R8G8B8A8_UNORM ? GPU_DBG_FORMAT_8888 : GPU_DBG_FORMAT_8888_BGRA, flipped);
return draw->CopyFramebufferToMemory(nullptr, Draw::FB_COLOR_BIT, 0, 0, w, h, fmt, buffer.GetData(), w, Draw::ReadbackMode::BLOCK, "GetOutputFramebuffer");
}
bool FramebufferManagerCommon::GetOutputFramebuffer(GPUDebugBuffer &buffer) {
bool retval = ::GetOutputFramebuffer(draw_, buffer);
// 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<const VirtualFramebuffer *> FramebufferManagerCommon::GetFramebufferList() const {
std::vector<const VirtualFramebuffer *> list;
for (auto vfb : vfbs_) {
list.push_back(vfb);
}
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;
}
}