mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-12-18 02:48:28 +00:00
87085d18f0
Was broken by the recent fb_address changes, so match Vulkan and D3D11 for consistency.
878 lines
29 KiB
C++
878 lines
29 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "math/lin/matrix4x4.h"
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#include "ext/native/thin3d/thin3d.h"
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#include "Common/ColorConv.h"
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#include "Core/Host.h"
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#include "Core/MemMap.h"
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#include "Core/Config.h"
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#include "Core/ConfigValues.h"
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#include "Core/System.h"
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#include "Core/Reporting.h"
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#include "GPU/ge_constants.h"
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#include "GPU/GPUState.h"
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#include "GPU/Debugger/Stepping.h"
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#include "gfx/d3d9_state.h"
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#include "GPU/Common/FramebufferCommon.h"
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#include "GPU/Common/TextureDecoder.h"
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#include "GPU/Directx9/FramebufferDX9.h"
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#include "GPU/Directx9/ShaderManagerDX9.h"
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#include "GPU/Directx9/TextureCacheDX9.h"
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#include "GPU/Directx9/DrawEngineDX9.h"
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#include "ext/native/thin3d/thin3d.h"
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#include <algorithm>
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#ifdef _M_SSE
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#include <emmintrin.h>
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#endif
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namespace DX9 {
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static const char * vscode =
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"struct VS_IN {\n"
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" float4 ObjPos : POSITION;\n"
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" float2 Uv : TEXCOORD0;\n"
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"};"
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"struct VS_OUT {\n"
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" float4 ProjPos : POSITION;\n"
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" float2 Uv : TEXCOORD0;\n"
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"};\n"
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"VS_OUT main( VS_IN In ) {\n"
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" VS_OUT Out;\n"
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" Out.ProjPos = In.ObjPos;\n"
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" Out.Uv = In.Uv;\n"
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" return Out;\n"
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"}\n";
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//--------------------------------------------------------------------------------------
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// Pixel shader
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//--------------------------------------------------------------------------------------
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static const char * pscode =
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"sampler s: register(s0);\n"
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"struct PS_IN {\n"
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" float2 Uv : TEXCOORD0;\n"
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"};\n"
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"float4 main( PS_IN In ) : COLOR {\n"
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" float4 c = tex2D(s, In.Uv);\n"
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" return c;\n"
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"}\n";
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static const D3DVERTEXELEMENT9 g_FramebufferVertexElements[] = {
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{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
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{ 0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
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D3DDECL_END()
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};
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FramebufferManagerDX9::FramebufferManagerDX9(Draw::DrawContext *draw)
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: FramebufferManagerCommon(draw) {
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device_ = (LPDIRECT3DDEVICE9)draw->GetNativeObject(Draw::NativeObject::DEVICE);
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deviceEx_ = (LPDIRECT3DDEVICE9)draw->GetNativeObject(Draw::NativeObject::DEVICE_EX);
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std::string errorMsg;
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if (!CompileVertexShader(device_, vscode, &pFramebufferVertexShader, nullptr, errorMsg)) {
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OutputDebugStringA(errorMsg.c_str());
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}
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if (!CompilePixelShader(device_, pscode, &pFramebufferPixelShader, nullptr, errorMsg)) {
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OutputDebugStringA(errorMsg.c_str());
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if (pFramebufferVertexShader) {
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pFramebufferVertexShader->Release();
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}
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}
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device_->CreateVertexDeclaration(g_FramebufferVertexElements, &pFramebufferVertexDecl);
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int usage = 0;
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D3DPOOL pool = D3DPOOL_MANAGED;
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if (deviceEx_) {
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pool = D3DPOOL_DEFAULT;
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usage = D3DUSAGE_DYNAMIC;
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}
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HRESULT hr = device_->CreateTexture(1, 1, 1, usage, D3DFMT_A8R8G8B8, pool, &nullTex_, nullptr);
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D3DLOCKED_RECT rect;
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nullTex_->LockRect(0, &rect, nullptr, D3DLOCK_DISCARD);
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memset(rect.pBits, 0, 4);
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nullTex_->UnlockRect(0);
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}
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FramebufferManagerDX9::~FramebufferManagerDX9() {
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if (pFramebufferVertexShader) {
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pFramebufferVertexShader->Release();
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pFramebufferVertexShader = nullptr;
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}
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if (pFramebufferPixelShader) {
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pFramebufferPixelShader->Release();
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pFramebufferPixelShader = nullptr;
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}
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pFramebufferVertexDecl->Release();
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if (drawPixelsTex_) {
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drawPixelsTex_->Release();
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}
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for (auto &it : offscreenSurfaces_) {
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it.second.surface->Release();
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}
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delete [] convBuf;
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if (stencilUploadPS_) {
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stencilUploadPS_->Release();
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}
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if (stencilUploadVS_) {
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stencilUploadVS_->Release();
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}
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if (nullTex_)
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nullTex_->Release();
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}
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void FramebufferManagerDX9::SetTextureCache(TextureCacheDX9 *tc) {
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textureCacheDX9_ = tc;
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textureCache_ = tc;
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}
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void FramebufferManagerDX9::SetShaderManager(ShaderManagerDX9 *sm) {
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shaderManagerDX9_ = sm;
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shaderManager_ = sm;
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}
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void FramebufferManagerDX9::SetDrawEngine(DrawEngineDX9 *td) {
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drawEngineD3D9_ = td;
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drawEngine_ = td;
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}
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void FramebufferManagerDX9::MakePixelTexture(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height, float &u1, float &v1) {
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u8 *convBuf = NULL;
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D3DLOCKED_RECT rect;
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// TODO: Check / use D3DCAPS2_DYNAMICTEXTURES?
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if (drawPixelsTex_ && (drawPixelsTexW_ != width || drawPixelsTexH_ != height)) {
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drawPixelsTex_->Release();
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drawPixelsTex_ = nullptr;
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}
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if (!drawPixelsTex_) {
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int usage = 0;
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D3DPOOL pool = D3DPOOL_MANAGED;
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if (deviceEx_) {
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pool = D3DPOOL_DEFAULT;
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usage = D3DUSAGE_DYNAMIC;
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}
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HRESULT hr = device_->CreateTexture(width, height, 1, usage, D3DFMT_A8R8G8B8, pool, &drawPixelsTex_, NULL);
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if (FAILED(hr)) {
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drawPixelsTex_ = nullptr;
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ERROR_LOG(G3D, "Failed to create drawpixels texture");
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}
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drawPixelsTexW_ = width;
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drawPixelsTexH_ = height;
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}
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if (!drawPixelsTex_) {
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return;
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}
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drawPixelsTex_->LockRect(0, &rect, NULL, D3DLOCK_DISCARD);
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convBuf = (u8*)rect.pBits;
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// Final format is BGRA(directx)
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if (srcPixelFormat != GE_FORMAT_8888 || srcStride != 512) {
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for (int y = 0; y < height; y++) {
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switch (srcPixelFormat) {
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case GE_FORMAT_565:
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{
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const u16_le *src = (const u16_le *)srcPixels + srcStride * y;
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u32 *dst = (u32 *)(convBuf + rect.Pitch * y);
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ConvertRGB565ToBGRA8888(dst, src, width);
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}
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break;
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// faster
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case GE_FORMAT_5551:
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{
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const u16_le *src = (const u16_le *)srcPixels + srcStride * y;
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u32 *dst = (u32 *)(convBuf + rect.Pitch * y);
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ConvertRGBA5551ToBGRA8888(dst, src, width);
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}
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break;
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case GE_FORMAT_4444:
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{
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const u16_le *src = (const u16_le *)srcPixels + srcStride * y;
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u8 *dst = (u8 *)(convBuf + rect.Pitch * y);
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ConvertRGBA4444ToBGRA8888((u32 *)dst, src, width);
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}
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break;
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case GE_FORMAT_8888:
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{
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const u32_le *src = (const u32_le *)srcPixels + srcStride * y;
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u32 *dst = (u32 *)(convBuf + rect.Pitch * y);
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ConvertRGBA8888ToBGRA8888(dst, src, width);
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}
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break;
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}
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}
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} else {
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for (int y = 0; y < height; y++) {
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const u32_le *src = (const u32_le *)srcPixels + srcStride * y;
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u32 *dst = (u32 *)(convBuf + rect.Pitch * y);
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ConvertRGBA8888ToBGRA8888(dst, src, width);
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}
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}
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drawPixelsTex_->UnlockRect(0);
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device_->SetTexture(0, drawPixelsTex_);
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// D3DXSaveTextureToFile("game:\\cc.png", D3DXIFF_PNG, drawPixelsTex_, NULL);
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}
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void FramebufferManagerDX9::SetViewport2D(int x, int y, int w, int h) {
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D3DVIEWPORT9 vp{ (DWORD)x, (DWORD)y, (DWORD)w, (DWORD)h, 0.0f, 1.0f };
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device_->SetViewport(&vp);
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}
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void FramebufferManagerDX9::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) {
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// TODO: StretchRect instead when possible?
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float coord[20] = {
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x,y,0, u0,v0,
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x+w,y,0, u1,v0,
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x+w,y+h,0, u1,v1,
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x,y+h,0, u0,v1,
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};
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static const short indices[4] = { 0, 1, 3, 2 };
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if (uvRotation != ROTATION_LOCKED_HORIZONTAL) {
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float temp[8];
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int rotation = 0;
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switch (uvRotation) {
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case ROTATION_LOCKED_HORIZONTAL180: rotation = 2; break;
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case ROTATION_LOCKED_VERTICAL: rotation = 1; break;
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case ROTATION_LOCKED_VERTICAL180: rotation = 3; break;
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}
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for (int i = 0; i < 4; i++) {
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temp[i * 2] = coord[((i + rotation) & 3) * 5 + 3];
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temp[i * 2 + 1] = coord[((i + rotation) & 3) * 5 + 4];
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}
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for (int i = 0; i < 4; i++) {
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coord[i * 5 + 3] = temp[i * 2];
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coord[i * 5 + 4] = temp[i * 2 + 1];
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}
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}
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float invDestW = 1.0f / (destW * 0.5f);
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float invDestH = 1.0f / (destH * 0.5f);
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float halfPixelX = invDestW * 0.5f;
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float halfPixelY = invDestH * 0.5f;
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for (int i = 0; i < 4; i++) {
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coord[i * 5] = coord[i * 5] * invDestW - 1.0f - halfPixelX;
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coord[i * 5 + 1] = -(coord[i * 5 + 1] * invDestH - 1.0f - halfPixelY);
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}
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if (flags & DRAWTEX_LINEAR) {
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dxstate.texMagFilter.set(D3DTEXF_LINEAR);
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dxstate.texMinFilter.set(D3DTEXF_LINEAR);
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} else {
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dxstate.texMagFilter.set(D3DTEXF_POINT);
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dxstate.texMinFilter.set(D3DTEXF_POINT);
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}
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dxstate.texMipLodBias.set(0.0f);
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dxstate.texMaxMipLevel.set(0);
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dxstate.blend.disable();
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dxstate.cullMode.set(false, false);
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dxstate.depthTest.disable();
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dxstate.scissorTest.disable();
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dxstate.stencilTest.disable();
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dxstate.colorMask.set(true, true, true, true);
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dxstate.stencilMask.set(0xFF);
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HRESULT hr = device_->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coord, 5 * sizeof(float));
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if (FAILED(hr)) {
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ERROR_LOG_REPORT(G3D, "DrawActiveTexture() failed: %08x", hr);
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}
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}
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void FramebufferManagerDX9::Bind2DShader() {
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device_->SetVertexDeclaration(pFramebufferVertexDecl);
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device_->SetPixelShader(pFramebufferPixelShader);
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device_->SetVertexShader(pFramebufferVertexShader);
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}
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void FramebufferManagerDX9::BindPostShader(const PostShaderUniforms &uniforms) {
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Bind2DShader();
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}
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void FramebufferManagerDX9::ReformatFramebufferFrom(VirtualFramebuffer *vfb, GEBufferFormat old) {
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if (!useBufferedRendering_ || !vfb->fbo) {
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return;
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}
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// Technically, we should at this point re-interpret the bytes of the old format to the new.
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// That might get tricky, and could cause unnecessary slowness in some games.
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// For now, we just clear alpha/stencil from 565, which fixes shadow issues in Kingdom Hearts.
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// (it uses 565 to write zeros to the buffer, then 4444 to actually render the shadow.)
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//
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// The best way to do this may ultimately be to create a new FBO (combine with any resize?)
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// and blit with a shader to that, then replace the FBO on vfb. Stencil would still be complex
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// to exactly reproduce in 4444 and 8888 formats.
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if (old == GE_FORMAT_565) {
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draw_->BindFramebufferAsRenderTarget(vfb->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::CLEAR });
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dxstate.scissorTest.disable();
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dxstate.depthWrite.set(FALSE);
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dxstate.colorMask.set(false, false, false, true);
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dxstate.stencilFunc.set(D3DCMP_ALWAYS, 0, 0);
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dxstate.stencilMask.set(0xFF);
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gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_TEXTURE_PARAMS | DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE);
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float coord[20] = {
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-1.0f,-1.0f,0, 0,0,
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1.0f,-1.0f,0, 0,0,
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1.0f,1.0f,0, 0,0,
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-1.0f,1.0f,0, 0,0,
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};
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dxstate.cullMode.set(false, false);
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device_->SetVertexDeclaration(pFramebufferVertexDecl);
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device_->SetPixelShader(pFramebufferPixelShader);
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device_->SetVertexShader(pFramebufferVertexShader);
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shaderManagerDX9_->DirtyLastShader();
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device_->SetTexture(0, nullTex_);
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D3DVIEWPORT9 vp{ 0, 0, (DWORD)vfb->renderWidth, (DWORD)vfb->renderHeight, 0.0f, 1.0f };
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device_->SetViewport(&vp);
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// This should clear stencil and alpha without changing the other colors.
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HRESULT hr = device_->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coord, 5 * sizeof(float));
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if (FAILED(hr)) {
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ERROR_LOG_REPORT(G3D, "ReformatFramebufferFrom() failed: %08x", hr);
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}
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dxstate.viewport.restore();
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textureCache_->ForgetLastTexture();
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}
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}
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static void CopyPixelDepthOnly(u32 *dstp, const u32 *srcp, size_t c) {
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size_t x = 0;
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#ifdef _M_SSE
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size_t sseSize = (c / 4) * 4;
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const __m128i srcMask = _mm_set1_epi32(0x00FFFFFF);
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const __m128i dstMask = _mm_set1_epi32(0xFF000000);
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__m128i *dst = (__m128i *)dstp;
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const __m128i *src = (const __m128i *)srcp;
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for (; x < sseSize; x += 4) {
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const __m128i bits24 = _mm_and_si128(_mm_load_si128(src), srcMask);
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const __m128i bits8 = _mm_and_si128(_mm_load_si128(dst), dstMask);
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_mm_store_si128(dst, _mm_or_si128(bits24, bits8));
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dst++;
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src++;
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}
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#endif
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// Copy the remaining pixels that didn't fit in SSE.
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for (; x < c; ++x) {
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memcpy(dstp + x, srcp + x, 3);
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}
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}
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void FramebufferManagerDX9::BlitFramebufferDepth(VirtualFramebuffer *src, VirtualFramebuffer *dst) {
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if (g_Config.bDisableSlowFramebufEffects) {
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return;
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}
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bool matchingDepthBuffer = src->z_address == dst->z_address && src->z_stride != 0 && dst->z_stride != 0;
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bool matchingSize = src->width == dst->width && src->height == dst->height;
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if (matchingDepthBuffer && matchingSize) {
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// Should use StretchRect here? Note: should only copy depth and NOT copy stencil. See #9740.
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}
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}
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LPDIRECT3DSURFACE9 FramebufferManagerDX9::GetOffscreenSurface(LPDIRECT3DSURFACE9 similarSurface, VirtualFramebuffer *vfb) {
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D3DSURFACE_DESC desc = {};
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HRESULT hr = similarSurface->GetDesc(&desc);
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if (FAILED(hr)) {
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ERROR_LOG_REPORT(G3D, "Unable to get size for offscreen surface at %08x", vfb->fb_address);
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return nullptr;
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}
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return GetOffscreenSurface(desc.Format, desc.Width, desc.Height);
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}
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LPDIRECT3DSURFACE9 FramebufferManagerDX9::GetOffscreenSurface(D3DFORMAT fmt, u32 w, u32 h) {
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u64 key = ((u64)fmt << 32) | (w << 16) | h;
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auto it = offscreenSurfaces_.find(key);
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if (it != offscreenSurfaces_.end()) {
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it->second.last_frame_used = gpuStats.numFlips;
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return it->second.surface;
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}
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textureCacheDX9_->ForgetLastTexture();
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LPDIRECT3DSURFACE9 offscreen = nullptr;
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HRESULT hr = device_->CreateOffscreenPlainSurface(w, h, fmt, D3DPOOL_SYSTEMMEM, &offscreen, NULL);
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if (FAILED(hr) || !offscreen) {
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ERROR_LOG_REPORT(G3D, "Unable to create offscreen surface %dx%d @%d", w, h, fmt);
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return nullptr;
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}
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const OffscreenSurface info = {offscreen, gpuStats.numFlips};
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offscreenSurfaces_[key] = info;
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return offscreen;
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}
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void FramebufferManagerDX9::BindFramebufferAsColorTexture(int stage, VirtualFramebuffer *framebuffer, int flags) {
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if (framebuffer == NULL) {
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framebuffer = currentRenderVfb_;
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}
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if (!framebuffer->fbo || !useBufferedRendering_) {
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device_->SetTexture(stage, nullptr);
|
|
gstate_c.skipDrawReason |= SKIPDRAW_BAD_FB_TEXTURE;
|
|
return;
|
|
}
|
|
|
|
// currentRenderVfb_ will always be set when this is called, except from the GE debugger.
|
|
// Let's just not bother with the copy in that case.
|
|
bool skipCopy = (flags & BINDFBCOLOR_MAY_COPY) == 0;
|
|
if (GPUStepping::IsStepping() || g_Config.bDisableSlowFramebufEffects) {
|
|
skipCopy = true;
|
|
}
|
|
if (!skipCopy && framebuffer == currentRenderVfb_) {
|
|
// TODO: Maybe merge with bvfbs_? Not sure if those could be packing, and they're created at a different size.
|
|
Draw::Framebuffer *renderCopy = GetTempFBO(TempFBO::COPY, framebuffer->renderWidth, framebuffer->renderHeight, (Draw::FBColorDepth)framebuffer->colorDepth);
|
|
if (renderCopy) {
|
|
VirtualFramebuffer copyInfo = *framebuffer;
|
|
copyInfo.fbo = renderCopy;
|
|
|
|
CopyFramebufferForColorTexture(©Info, framebuffer, flags);
|
|
RebindFramebuffer();
|
|
draw_->BindFramebufferAsTexture(renderCopy, stage, Draw::FB_COLOR_BIT, 0);
|
|
} else {
|
|
draw_->BindFramebufferAsTexture(framebuffer->fbo, stage, Draw::FB_COLOR_BIT, 0);
|
|
}
|
|
} else {
|
|
draw_->BindFramebufferAsTexture(framebuffer->fbo, stage, Draw::FB_COLOR_BIT, 0);
|
|
}
|
|
}
|
|
|
|
bool FramebufferManagerDX9::CreateDownloadTempBuffer(VirtualFramebuffer *nvfb) {
|
|
nvfb->colorDepth = Draw::FBO_8888;
|
|
|
|
nvfb->fbo = draw_->CreateFramebuffer({ nvfb->bufferWidth, nvfb->bufferHeight, 1, 1, true, (Draw::FBColorDepth)nvfb->colorDepth });
|
|
if (!(nvfb->fbo)) {
|
|
ERROR_LOG(FRAMEBUF, "Error creating FBO! %i x %i", nvfb->renderWidth, nvfb->renderHeight);
|
|
return false;
|
|
}
|
|
|
|
draw_->BindFramebufferAsRenderTarget(nvfb->fbo, { Draw::RPAction::CLEAR, Draw::RPAction::CLEAR, Draw::RPAction::CLEAR });
|
|
return true;
|
|
}
|
|
|
|
void FramebufferManagerDX9::UpdateDownloadTempBuffer(VirtualFramebuffer *nvfb) {
|
|
// Nothing to do here.
|
|
}
|
|
|
|
void FramebufferManagerDX9::BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp) {
|
|
if (!dst->fbo || !src->fbo || !useBufferedRendering_) {
|
|
// This can happen if we recently switched from non-buffered.
|
|
if (useBufferedRendering_)
|
|
draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP });
|
|
return;
|
|
}
|
|
|
|
float srcXFactor = (float)src->renderWidth / (float)src->bufferWidth;
|
|
float srcYFactor = (float)src->renderHeight / (float)src->bufferHeight;
|
|
const int srcBpp = src->format == GE_FORMAT_8888 ? 4 : 2;
|
|
if (srcBpp != bpp && bpp != 0) {
|
|
srcXFactor = (srcXFactor * bpp) / srcBpp;
|
|
}
|
|
int srcX1 = srcX * srcXFactor;
|
|
int srcX2 = (srcX + w) * srcXFactor;
|
|
int srcY1 = srcY * srcYFactor;
|
|
int srcY2 = (srcY + h) * srcYFactor;
|
|
|
|
float dstXFactor = (float)dst->renderWidth / (float)dst->bufferWidth;
|
|
float dstYFactor = (float)dst->renderHeight / (float)dst->bufferHeight;
|
|
const int dstBpp = dst->format == GE_FORMAT_8888 ? 4 : 2;
|
|
if (dstBpp != bpp && bpp != 0) {
|
|
dstXFactor = (dstXFactor * bpp) / dstBpp;
|
|
}
|
|
int dstX1 = dstX * dstXFactor;
|
|
int dstX2 = (dstX + w) * dstXFactor;
|
|
int dstY1 = dstY * dstYFactor;
|
|
int dstY2 = (dstY + h) * dstYFactor;
|
|
|
|
// Direct3D 9 doesn't support rect -> self.
|
|
Draw::Framebuffer *srcFBO = src->fbo;
|
|
if (src == dst) {
|
|
Draw::Framebuffer *tempFBO = GetTempFBO(TempFBO::BLIT, src->renderWidth, src->renderHeight, (Draw::FBColorDepth)src->colorDepth);
|
|
bool result = draw_->BlitFramebuffer(
|
|
src->fbo, srcX1, srcY1, srcX2, srcY2,
|
|
tempFBO, dstX1, dstY1, dstX2, dstY2,
|
|
Draw::FB_COLOR_BIT, Draw::FB_BLIT_NEAREST);
|
|
if (result) {
|
|
srcFBO = tempFBO;
|
|
}
|
|
}
|
|
bool result = draw_->BlitFramebuffer(
|
|
srcFBO, srcX1, srcY1, srcX2, srcY2,
|
|
dst->fbo, dstX1, dstY1, dstX2, dstY2,
|
|
Draw::FB_COLOR_BIT, Draw::FB_BLIT_NEAREST);
|
|
if (!result) {
|
|
ERROR_LOG_REPORT(G3D, "fbo_blit_color failed in blit (%08x -> %08x)", src->fb_address, dst->fb_address);
|
|
}
|
|
}
|
|
|
|
void ConvertFromBGRA8888(u8 *dst, u8 *src, u32 dstStride, u32 srcStride, u32 width, u32 height, GEBufferFormat format) {
|
|
// Must skip stride in the cases below. Some games pack data into the cracks, like MotoGP.
|
|
const u32 *src32 = (const u32 *)src;
|
|
|
|
if (format == GE_FORMAT_8888) {
|
|
ConvertFromBGRA8888(dst, src, dstStride, srcStride, width, height, Draw::DataFormat::R8G8B8A8_UNORM);
|
|
} else {
|
|
// But here it shouldn't matter if they do intersect
|
|
u16 *dst16 = (u16 *)dst;
|
|
switch (format) {
|
|
case GE_FORMAT_565: // BGR 565
|
|
for (u32 y = 0; y < height; ++y) {
|
|
ConvertBGRA8888ToRGB565(dst16, src32, width);
|
|
src32 += srcStride;
|
|
dst16 += dstStride;
|
|
}
|
|
break;
|
|
case GE_FORMAT_5551: // ABGR 1555
|
|
for (u32 y = 0; y < height; ++y) {
|
|
ConvertBGRA8888ToRGBA5551(dst16, src32, width);
|
|
src32 += srcStride;
|
|
dst16 += dstStride;
|
|
}
|
|
break;
|
|
case GE_FORMAT_4444: // ABGR 4444
|
|
for (u32 y = 0; y < height; ++y) {
|
|
ConvertBGRA8888ToRGBA4444(dst16, src32, width);
|
|
src32 += srcStride;
|
|
dst16 += dstStride;
|
|
}
|
|
break;
|
|
case GE_FORMAT_8888:
|
|
case GE_FORMAT_INVALID:
|
|
// Not possible.
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerDX9::PackFramebufferSync_(VirtualFramebuffer *vfb, int x, int y, int w, int h) {
|
|
if (!vfb->fbo) {
|
|
ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackFramebufferDirectx9_: vfb->fbo == 0");
|
|
return;
|
|
}
|
|
|
|
const u32 fb_address = vfb->fb_address & 0x3FFFFFFF;
|
|
const int dstBpp = vfb->format == GE_FORMAT_8888 ? 4 : 2;
|
|
|
|
// We always need to convert from the framebuffer native format.
|
|
// Right now that's always 8888.
|
|
DEBUG_LOG(G3D, "Reading framebuffer to mem, fb_address = %08x", fb_address);
|
|
|
|
LPDIRECT3DSURFACE9 renderTarget = (LPDIRECT3DSURFACE9)draw_->GetFramebufferAPITexture(vfb->fbo, Draw::FB_COLOR_BIT | Draw::FB_SURFACE_BIT, 0);
|
|
D3DSURFACE_DESC desc;
|
|
renderTarget->GetDesc(&desc);
|
|
|
|
LPDIRECT3DSURFACE9 offscreen = GetOffscreenSurface(renderTarget, vfb);
|
|
if (offscreen) {
|
|
HRESULT hr = device_->GetRenderTargetData(renderTarget, offscreen);
|
|
if (SUCCEEDED(hr)) {
|
|
D3DLOCKED_RECT locked;
|
|
u32 widthFactor = vfb->renderWidth / vfb->bufferWidth;
|
|
u32 heightFactor = vfb->renderHeight / vfb->bufferHeight;
|
|
RECT rect = {(LONG)(x * widthFactor), (LONG)(y * heightFactor), (LONG)((x + w) * widthFactor), (LONG)((y + h) * heightFactor)};
|
|
hr = offscreen->LockRect(&locked, &rect, D3DLOCK_READONLY);
|
|
if (SUCCEEDED(hr)) {
|
|
// TODO: Handle the other formats? We don't currently create them, I think.
|
|
const int dstByteOffset = (y * vfb->fb_stride + x) * dstBpp;
|
|
// Pixel size always 4 here because we always request BGRA8888.
|
|
ConvertFromBGRA8888(Memory::GetPointer(fb_address + dstByteOffset), (u8 *)locked.pBits, vfb->fb_stride, locked.Pitch / 4, w, h, vfb->format);
|
|
offscreen->UnlockRect();
|
|
} else {
|
|
ERROR_LOG_REPORT(G3D, "Unable to lock rect from %08x: %d,%d %dx%d of %dx%d", fb_address, rect.left, rect.top, rect.right, rect.bottom, vfb->renderWidth, vfb->renderHeight);
|
|
}
|
|
} else {
|
|
ERROR_LOG_REPORT(G3D, "Unable to download render target data from %08x", fb_address);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerDX9::PackDepthbuffer(VirtualFramebuffer *vfb, int x, int y, int w, int h) {
|
|
if (!vfb->fbo) {
|
|
ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackDepthbuffer: vfb->fbo == 0");
|
|
return;
|
|
}
|
|
|
|
// We always read the depth buffer in 24_8 format.
|
|
const u32 z_address = vfb->z_address;
|
|
|
|
DEBUG_LOG(FRAMEBUF, "Reading depthbuffer to mem at %08x for vfb=%08x", z_address, vfb->fb_address);
|
|
|
|
LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)draw_->GetFramebufferAPITexture(vfb->fbo, Draw::FB_DEPTH_BIT, 0);
|
|
if (tex) {
|
|
D3DSURFACE_DESC desc;
|
|
D3DLOCKED_RECT locked;
|
|
tex->GetLevelDesc(0, &desc);
|
|
RECT rect = {0, 0, (LONG)desc.Width, (LONG)desc.Height};
|
|
HRESULT hr = tex->LockRect(0, &locked, &rect, D3DLOCK_READONLY);
|
|
|
|
if (SUCCEEDED(hr)) {
|
|
const int dstByteOffset = y * vfb->fb_stride * sizeof(s16);
|
|
const u32 *packed = (const u32 *)locked.pBits;
|
|
u16 *depth = (u16 *)Memory::GetPointer(z_address);
|
|
|
|
// TODO: Optimize.
|
|
for (int yp = 0; yp < h; ++yp) {
|
|
for (int xp = 0; xp < w; ++xp) {
|
|
const int offset = (yp + y) * vfb->z_stride + x + xp;
|
|
|
|
float scaled = FromScaledDepth((packed[offset] & 0x00FFFFFF) * (1.0f / 16777215.0f));
|
|
if (scaled <= 0.0f) {
|
|
depth[offset] = 0;
|
|
} else if (scaled >= 65535.0f) {
|
|
depth[offset] = 65535;
|
|
} else {
|
|
depth[offset] = (int)scaled;
|
|
}
|
|
}
|
|
}
|
|
|
|
tex->UnlockRect(0);
|
|
} else {
|
|
ERROR_LOG_REPORT(G3D, "Unable to lock rect from depth %08x: %d,%d %dx%d of %dx%d", vfb->fb_address, rect.left, rect.top, rect.right, rect.bottom, vfb->renderWidth, vfb->renderHeight);
|
|
}
|
|
} else {
|
|
ERROR_LOG_REPORT(G3D, "Unable to download render target depth from %08x", vfb->fb_address);
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerDX9::EndFrame() {
|
|
}
|
|
|
|
void FramebufferManagerDX9::DeviceLost() {
|
|
DestroyAllFBOs();
|
|
}
|
|
|
|
void FramebufferManagerDX9::DecimateFBOs() {
|
|
FramebufferManagerCommon::DecimateFBOs();
|
|
for (auto it = offscreenSurfaces_.begin(); it != offscreenSurfaces_.end(); ) {
|
|
int age = frameLastFramebufUsed_ - it->second.last_frame_used;
|
|
if (age > FBO_OLD_AGE) {
|
|
it->second.surface->Release();
|
|
it = offscreenSurfaces_.erase(it);
|
|
} else {
|
|
++it;
|
|
}
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerDX9::DestroyAllFBOs() {
|
|
currentRenderVfb_ = 0;
|
|
displayFramebuf_ = 0;
|
|
prevDisplayFramebuf_ = 0;
|
|
prevPrevDisplayFramebuf_ = 0;
|
|
|
|
for (size_t i = 0; i < vfbs_.size(); ++i) {
|
|
VirtualFramebuffer *vfb = vfbs_[i];
|
|
INFO_LOG(FRAMEBUF, "Destroying FBO for %08x : %i x %i x %i", vfb->fb_address, vfb->width, vfb->height, vfb->format);
|
|
DestroyFramebuf(vfb);
|
|
}
|
|
vfbs_.clear();
|
|
|
|
for (size_t i = 0; i < bvfbs_.size(); ++i) {
|
|
VirtualFramebuffer *vfb = bvfbs_[i];
|
|
DestroyFramebuf(vfb);
|
|
}
|
|
bvfbs_.clear();
|
|
|
|
for (auto &it : offscreenSurfaces_) {
|
|
it.second.surface->Release();
|
|
}
|
|
offscreenSurfaces_.clear();
|
|
|
|
SetNumExtraFBOs(0);
|
|
}
|
|
|
|
void FramebufferManagerDX9::Resized() {
|
|
FramebufferManagerCommon::Resized();
|
|
|
|
if (UpdateSize()) {
|
|
DestroyAllFBOs();
|
|
}
|
|
}
|
|
|
|
bool FramebufferManagerDX9::GetFramebuffer(u32 fb_address, int fb_stride, GEBufferFormat fb_format, GPUDebugBuffer &buffer, int maxRes) {
|
|
VirtualFramebuffer *vfb = currentRenderVfb_;
|
|
if (!vfb) {
|
|
vfb = GetVFBAt(fb_address);
|
|
}
|
|
|
|
if (!vfb) {
|
|
// If there's no vfb and we're drawing there, must be memory?
|
|
buffer = GPUDebugBuffer(Memory::GetPointer(fb_address), fb_stride, 512, fb_format);
|
|
return true;
|
|
}
|
|
LPDIRECT3DSURFACE9 renderTarget = vfb->fbo ? (LPDIRECT3DSURFACE9)draw_->GetFramebufferAPITexture(vfb->fbo, Draw::FB_COLOR_BIT | Draw::FB_SURFACE_BIT, 0) : nullptr;
|
|
bool success = false;
|
|
if (renderTarget) {
|
|
Draw::Framebuffer *tempFBO = nullptr;
|
|
int w = vfb->renderWidth, h = vfb->renderHeight;
|
|
|
|
if (maxRes > 0 && vfb->renderWidth > vfb->width * maxRes) {
|
|
// Let's resize. We must stretch to a render target first.
|
|
w = vfb->width * maxRes;
|
|
h = vfb->height * maxRes;
|
|
tempFBO = draw_->CreateFramebuffer({ w, h, 1, 1, false, Draw::FBO_8888 });
|
|
if (draw_->BlitFramebuffer(vfb->fbo, 0, 0, vfb->renderWidth, vfb->renderHeight, tempFBO, 0, 0, w, h, Draw::FB_COLOR_BIT, g_Config.iBufFilter == SCALE_LINEAR ? Draw::FB_BLIT_LINEAR : Draw::FB_BLIT_NEAREST)) {
|
|
renderTarget = (LPDIRECT3DSURFACE9)draw_->GetFramebufferAPITexture(tempFBO, Draw::FB_COLOR_BIT | Draw::FB_SURFACE_BIT, 0);
|
|
}
|
|
}
|
|
|
|
LPDIRECT3DSURFACE9 offscreen = GetOffscreenSurface(renderTarget, vfb);
|
|
if (offscreen) {
|
|
success = GetRenderTargetFramebuffer(renderTarget, offscreen, w, h, buffer);
|
|
}
|
|
}
|
|
|
|
return success;
|
|
}
|
|
|
|
bool FramebufferManagerDX9::GetOutputFramebuffer(GPUDebugBuffer &buffer) {
|
|
LPDIRECT3DSURFACE9 renderTarget = nullptr;
|
|
HRESULT hr = device_->GetRenderTarget(0, &renderTarget);
|
|
bool success = false;
|
|
if (renderTarget && SUCCEEDED(hr)) {
|
|
D3DSURFACE_DESC desc;
|
|
renderTarget->GetDesc(&desc);
|
|
|
|
LPDIRECT3DSURFACE9 offscreen = nullptr;
|
|
HRESULT hr = device_->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &offscreen, NULL);
|
|
if (offscreen && SUCCEEDED(hr)) {
|
|
success = GetRenderTargetFramebuffer(renderTarget, offscreen, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight, buffer);
|
|
offscreen->Release();
|
|
}
|
|
renderTarget->Release();
|
|
}
|
|
return success;
|
|
}
|
|
|
|
bool FramebufferManagerDX9::GetRenderTargetFramebuffer(LPDIRECT3DSURFACE9 renderTarget, LPDIRECT3DSURFACE9 offscreen, int w, int h, GPUDebugBuffer &buffer) {
|
|
D3DSURFACE_DESC desc;
|
|
renderTarget->GetDesc(&desc);
|
|
|
|
bool success = false;
|
|
HRESULT hr = device_->GetRenderTargetData(renderTarget, offscreen);
|
|
if (SUCCEEDED(hr)) {
|
|
D3DLOCKED_RECT locked;
|
|
RECT rect = {0, 0, w, h};
|
|
hr = offscreen->LockRect(&locked, &rect, D3DLOCK_READONLY);
|
|
if (SUCCEEDED(hr)) {
|
|
// TODO: Handle the other formats? We don't currently create them, I think.
|
|
buffer.Allocate(locked.Pitch / 4, desc.Height, GPU_DBG_FORMAT_8888_BGRA, false);
|
|
memcpy(buffer.GetData(), locked.pBits, locked.Pitch * desc.Height);
|
|
offscreen->UnlockRect();
|
|
success = true;
|
|
}
|
|
}
|
|
|
|
return success;
|
|
}
|
|
|
|
bool FramebufferManagerDX9::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 there's no vfb and we're drawing there, must be memory?
|
|
buffer = GPUDebugBuffer(Memory::GetPointer(z_address), z_stride, 512, GPU_DBG_FORMAT_16BIT);
|
|
return true;
|
|
}
|
|
|
|
bool success = false;
|
|
LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)draw_->GetFramebufferAPITexture(vfb->fbo, Draw::FB_DEPTH_BIT, 0);
|
|
if (tex) {
|
|
D3DSURFACE_DESC desc;
|
|
D3DLOCKED_RECT locked;
|
|
tex->GetLevelDesc(0, &desc);
|
|
RECT rect = {0, 0, (LONG)desc.Width, (LONG)desc.Height};
|
|
HRESULT hr = tex->LockRect(0, &locked, &rect, D3DLOCK_READONLY);
|
|
|
|
if (SUCCEEDED(hr)) {
|
|
GPUDebugBufferFormat fmt = GPU_DBG_FORMAT_24BIT_8X;
|
|
if (gstate_c.Supports(GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT)) {
|
|
fmt = GPU_DBG_FORMAT_24BIT_8X_DIV_256;
|
|
}
|
|
int pixelSize = 4;
|
|
|
|
buffer.Allocate(locked.Pitch / pixelSize, desc.Height, fmt, false);
|
|
memcpy(buffer.GetData(), locked.pBits, locked.Pitch * desc.Height);
|
|
success = true;
|
|
tex->UnlockRect(0);
|
|
}
|
|
}
|
|
|
|
return success;
|
|
}
|
|
|
|
bool FramebufferManagerDX9::GetStencilbuffer(u32 fb_address, int fb_stride, GPUDebugBuffer &buffer) {
|
|
VirtualFramebuffer *vfb = currentRenderVfb_;
|
|
if (!vfb) {
|
|
vfb = GetVFBAt(fb_address);
|
|
}
|
|
|
|
if (!vfb) {
|
|
// If there's no vfb and we're drawing there, must be memory?
|
|
buffer = GPUDebugBuffer(Memory::GetPointer(vfb->z_address), vfb->z_stride, 512, GPU_DBG_FORMAT_16BIT);
|
|
return true;
|
|
}
|
|
|
|
bool success = false;
|
|
LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)draw_->GetFramebufferAPITexture(vfb->fbo, Draw::FB_DEPTH_BIT, 0);
|
|
if (tex) {
|
|
D3DSURFACE_DESC desc;
|
|
D3DLOCKED_RECT locked;
|
|
tex->GetLevelDesc(0, &desc);
|
|
RECT rect = {0, 0, (LONG)desc.Width, (LONG)desc.Height};
|
|
HRESULT hr = tex->LockRect(0, &locked, &rect, D3DLOCK_READONLY);
|
|
|
|
if (SUCCEEDED(hr)) {
|
|
GPUDebugBufferFormat fmt = GPU_DBG_FORMAT_24X_8BIT;
|
|
int pixelSize = 4;
|
|
|
|
buffer.Allocate(locked.Pitch / pixelSize, desc.Height, fmt, false);
|
|
memcpy(buffer.GetData(), locked.pBits, locked.Pitch * desc.Height);
|
|
success = true;
|
|
tex->UnlockRect(0);
|
|
}
|
|
}
|
|
|
|
return success;
|
|
}
|
|
|
|
} // namespace DX9
|