mirror of
https://github.com/hrydgard/ppsspp.git
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653 lines
24 KiB
C++
653 lines
24 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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// TODO: We now have the tools in thin3d to nearly eliminate the backend-specific framebuffer managers.
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// Here's a list of functionality to unify into FramebufferManagerCommon:
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// * DrawActiveTexture
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// * BlitFramebuffer
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//
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// Also, in TextureCache we should be able to unify texture-based depal.
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#pragma once
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#include <vector>
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#include <unordered_map>
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#include "Common/CommonTypes.h"
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#include "Common/Log.h"
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#include "Common/GPU/thin3d.h"
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#include "GPU/GPU.h"
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#include "GPU/ge_constants.h"
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#include "GPU/GPUInterface.h"
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#include "GPU/Common/Draw2D.h"
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enum {
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FB_USAGE_DISPLAYED_FRAMEBUFFER = 1,
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FB_USAGE_RENDER_COLOR = 2,
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FB_USAGE_TEXTURE = 4,
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FB_USAGE_CLUT = 8,
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FB_USAGE_DOWNLOAD = 16,
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FB_USAGE_DOWNLOAD_CLEAR = 32,
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FB_USAGE_BLUE_TO_ALPHA = 64,
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FB_USAGE_FIRST_FRAME_SAVED = 128,
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FB_USAGE_RENDER_DEPTH = 256,
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FB_USAGE_COLOR_MIXED_DEPTH = 512,
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FB_USAGE_INVALIDATE_DEPTH = 1024, // used to clear depth buffers.
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};
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enum {
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FB_NON_BUFFERED_MODE = 0,
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FB_BUFFERED_MODE = 1,
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};
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namespace Draw {
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class Framebuffer;
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}
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class VulkanFBO;
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class ShaderWriter;
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// We have to track VFBs and depth buffers together, since bits are shared between the color alpha channel
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// and the stencil buffer on the PSP.
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// Sometimes, virtual framebuffers need to share a Z buffer. We emulate this by copying from on to the next
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// when such a situation is detected. In order to reliably detect this, we separately track depth buffers,
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// and they know which color buffer they were used with last.
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// Two VirtualFramebuffer can occupy the same address range as long as they have different fb_format.
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// In that case, the one with the highest colorBindSeq number is the valid one.
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struct VirtualFramebuffer {
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u32 fb_address;
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u32 z_address; // If 0, it's a "RAM" framebuffer.
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u16 fb_stride;
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u16 z_stride;
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// The original PSP format of the framebuffer.
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// In reality they are all RGBA8888 for better quality but this is what the PSP thinks it is. This is necessary
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// when we need to interpret the bits directly (depal or buffer aliasing).
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// NOTE: CANNOT be changed after creation anymore!
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GEBufferFormat fb_format;
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Draw::Framebuffer *fbo;
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// width/height: The detected size of the current framebuffer, in original PSP pixels.
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u16 width;
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u16 height;
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// bufferWidth/bufferHeight: The pre-scaling size of the buffer itself. May only be bigger than or equal to width/height.
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// In original PSP pixels - actual framebuffer is this size times the render resolution multiplier.
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// The buffer may be used to render a width or height from 0 to these values without being recreated.
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u16 bufferWidth;
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u16 bufferHeight;
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// renderWidth/renderHeight: The scaled size we render at. May be scaled to render at higher resolutions.
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// These are simply bufferWidth/Height * renderScaleFactor and are thus redundant.
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u16 renderWidth;
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u16 renderHeight;
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// Attempt to keep track of a bounding rectangle of what's been actually drawn. Coarse, but might be smaller
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// than width/height if framebuffer has been enlarged. In PSP pixels.
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u16 drawnWidth;
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u16 drawnHeight;
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// The dimensions at which we are confident that we can read back this buffer without stomping on irrelevant memory.
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u16 safeWidth;
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u16 safeHeight;
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// The scale factor at which we are rendering (to achieve higher resolution).
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u8 renderScaleFactor;
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u16 usageFlags;
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// These are used to track state to try to avoid buffer size shifting back and forth.
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// You might think that doesn't happen since we mostly grow framebuffers, but we do resize down,
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// if the size has shrunk for a while and the framebuffer is also larger than the stride.
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// At this point, the "safe" size is probably a lie, and we have had various issues with readbacks, so this resizes down to avoid them.
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// An example would be a game that always uses the address 0x00154000 for temp buffers, and uses it for a full-screen effect for 3 frames, then goes back to using it for character shadows or something much smaller.
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u16 newWidth;
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u16 newHeight;
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// The frame number at which this was last resized.
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int lastFrameNewSize;
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// Tracking for downloads-to-CLUT.
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u16 clutUpdatedBytes;
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// Means that the whole image has already been read back to memory - used when combining small readbacks (gameUsesSequentialCopies_).
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bool memoryUpdated;
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// TODO: Fold into usageFlags?
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bool dirtyAfterDisplay;
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bool reallyDirtyAfterDisplay; // takes frame skipping into account
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// Global sequence numbers for the last time these were bound.
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// Not based on frames at all. Can be used to determine new-ness of one framebuffer over another,
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// can even be within a frame.
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int colorBindSeq;
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int depthBindSeq;
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// These are mainly used for garbage collection purposes and similar.
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// Cannot be used to determine new-ness against a similar other buffer, since they are
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// only at frame granularity.
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int last_frame_used;
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int last_frame_attached;
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int last_frame_render;
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int last_frame_displayed;
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int last_frame_clut;
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int last_frame_failed;
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int last_frame_depth_updated;
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int last_frame_depth_render;
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// Convenience methods
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inline int WidthInBytes() const { return width * BufferFormatBytesPerPixel(fb_format); }
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inline int BufferWidthInBytes() const { return bufferWidth * BufferFormatBytesPerPixel(fb_format); }
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inline int FbStrideInBytes() const { return fb_stride * BufferFormatBytesPerPixel(fb_format); }
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inline int ZStrideInBytes() const { return z_stride * 2; }
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inline int Stride(RasterChannel channel) const { return channel == RASTER_COLOR ? fb_stride : z_stride; }
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inline u32 Address(RasterChannel channel) const { return channel == RASTER_COLOR ? fb_address : z_address; }
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inline GEBufferFormat Format(RasterChannel channel) const { return channel == RASTER_COLOR ? fb_format : GE_FORMAT_DEPTH16; }
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inline int BindSeq(RasterChannel channel) const { return channel == RASTER_COLOR ? colorBindSeq : depthBindSeq; }
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// Computed from stride.
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int BufferByteSize(RasterChannel channel) const { return BufferByteStride(channel) * height; }
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int BufferByteStride(RasterChannel channel) const {
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return channel == RASTER_COLOR ? fb_stride * (fb_format == GE_FORMAT_8888 ? 4 : 2) : z_stride * 2;
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}
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int BufferByteWidth(RasterChannel channel) const {
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return channel == RASTER_COLOR ? width * (fb_format == GE_FORMAT_8888 ? 4 : 2) : width * 2;
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}
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};
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struct FramebufferHeuristicParams {
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u32 fb_address;
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u32 z_address;
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u16 fb_stride;
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u16 z_stride;
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GEBufferFormat fb_format;
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bool isClearingDepth;
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bool isWritingDepth;
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bool isDrawing;
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bool isModeThrough;
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bool isBlending;
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int viewportWidth;
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int viewportHeight;
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int16_t regionWidth;
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int16_t regionHeight;
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int16_t scissorLeft;
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int16_t scissorTop;
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int16_t scissorRight;
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int16_t scissorBottom;
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};
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struct GPUgstate;
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extern GPUgstate gstate;
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void GetFramebufferHeuristicInputs(FramebufferHeuristicParams *params, const GPUgstate &gstate);
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enum BindFramebufferColorFlags {
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BINDFBCOLOR_SKIP_COPY = 0,
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BINDFBCOLOR_MAY_COPY = 1,
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BINDFBCOLOR_MAY_COPY_WITH_UV = 3, // includes BINDFBCOLOR_MAY_COPY
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BINDFBCOLOR_APPLY_TEX_OFFSET = 4,
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// Used when rendering to a temporary surface (e.g. not the current render target.)
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BINDFBCOLOR_FORCE_SELF = 8,
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BINDFBCOLOR_UNCACHED = 16,
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};
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enum DrawTextureFlags {
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DRAWTEX_NEAREST = 0,
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DRAWTEX_LINEAR = 1,
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DRAWTEX_TO_BACKBUFFER = 8,
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DRAWTEX_DEPTH = 16,
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};
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inline DrawTextureFlags operator | (const DrawTextureFlags &lhs, const DrawTextureFlags &rhs) {
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return DrawTextureFlags((u32)lhs | (u32)rhs);
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}
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enum class TempFBO {
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DEPAL,
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BLIT,
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// For copies of framebuffers (e.g. shader blending.)
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COPY,
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// Used for copies when setting color to depth.
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Z_COPY,
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// Used to copy stencil data, means we need a stencil backing.
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STENCIL,
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};
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inline Draw::DataFormat GEFormatToThin3D(GEBufferFormat geFormat) {
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switch (geFormat) {
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case GE_FORMAT_4444:
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return Draw::DataFormat::A4R4G4B4_UNORM_PACK16;
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case GE_FORMAT_5551:
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return Draw::DataFormat::A1R5G5B5_UNORM_PACK16;
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case GE_FORMAT_565:
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return Draw::DataFormat::R5G6B5_UNORM_PACK16;
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case GE_FORMAT_8888:
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return Draw::DataFormat::R8G8B8A8_UNORM;
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case GE_FORMAT_DEPTH16:
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return Draw::DataFormat::D16;
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default:
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// TODO: Assert?
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return Draw::DataFormat::UNDEFINED;
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}
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}
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// Dimensions are in bytes, later steps get to convert back into real coordinates as appropriate.
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// Makes it easy to see if blits match etc.
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struct BlockTransferRect {
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VirtualFramebuffer *vfb;
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RasterChannel channel; // We usually only deal with color, but we have limited depth block transfer support now.
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int x_bytes;
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int y;
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int w_bytes;
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int h;
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std::string ToString() const;
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int w_pixels() const {
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return w_bytes / BufferFormatBytesPerPixel(vfb->fb_format);
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}
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int x_pixels() const {
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return x_bytes / BufferFormatBytesPerPixel(vfb->fb_format);
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}
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};
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namespace Draw {
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class DrawContext;
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}
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struct DrawPixelsEntry {
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Draw::Texture *tex;
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uint64_t contentsHash;
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int frameNumber;
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};
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struct GPUDebugBuffer;
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class DrawEngineCommon;
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class PresentationCommon;
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class ShaderManagerCommon;
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class TextureCacheCommon;
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class FramebufferManagerCommon {
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public:
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FramebufferManagerCommon(Draw::DrawContext *draw);
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virtual ~FramebufferManagerCommon();
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void SetTextureCache(TextureCacheCommon *tc) {
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textureCache_ = tc;
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}
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void SetShaderManager(ShaderManagerCommon * sm) {
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shaderManager_ = sm;
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}
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void SetDrawEngine(DrawEngineCommon *td) {
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drawEngine_ = td;
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}
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void Init(int msaaLevel);
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virtual void BeginFrame();
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void SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format);
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void DestroyFramebuf(VirtualFramebuffer *v);
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VirtualFramebuffer *DoSetRenderFrameBuffer(FramebufferHeuristicParams ¶ms, u32 skipDrawReason);
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VirtualFramebuffer *SetRenderFrameBuffer(bool framebufChanged, int skipDrawReason) {
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// Inlining this part since it's so frequent.
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if (!framebufChanged && currentRenderVfb_) {
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currentRenderVfb_->last_frame_render = gpuStats.numFlips;
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currentRenderVfb_->dirtyAfterDisplay = true;
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if (!skipDrawReason)
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currentRenderVfb_->reallyDirtyAfterDisplay = true;
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return currentRenderVfb_;
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} else {
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// This is so that we will be able to drive DoSetRenderFramebuffer with inputs
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// that come from elsewhere than gstate.
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FramebufferHeuristicParams inputs;
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GetFramebufferHeuristicInputs(&inputs, gstate);
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VirtualFramebuffer *vfb = DoSetRenderFrameBuffer(inputs, skipDrawReason);
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_dbg_assert_msg_(vfb, "DoSetRenderFramebuffer must return a valid framebuffer.");
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_dbg_assert_msg_(currentRenderVfb_, "DoSetRenderFramebuffer must set a valid framebuffer.");
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return vfb;
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}
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}
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void SetDepthFrameBuffer(bool isClearingDepth);
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void RebindFramebuffer(const char *tag);
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std::vector<const VirtualFramebuffer *> GetFramebufferList() const;
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void CopyDisplayToOutput(bool reallyDirty);
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bool NotifyFramebufferCopy(u32 src, u32 dest, int size, GPUCopyFlag flags, u32 skipDrawReason);
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void PerformWriteFormattedFromMemory(u32 addr, int size, int width, GEBufferFormat fmt);
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void UpdateFromMemory(u32 addr, int size);
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void ApplyClearToMemory(int x1, int y1, int x2, int y2, u32 clearColor);
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bool PerformWriteStencilFromMemory(u32 addr, int size, WriteStencil flags);
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// We changed our depth mode, gotta start over.
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// Ideally, we should convert depth buffers here, not just clear them.
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void ClearAllDepthBuffers();
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// Returns true if it's sure this is a direct FBO->FBO transfer and it has already handle it.
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// In that case we hardly need to actually copy the bytes in VRAM, they will be wrong anyway (unless
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// read framebuffers is on, in which case this should always return false).
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// If this returns false, a memory copy will happen and NotifyBlockTransferAfter will be called.
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bool NotifyBlockTransferBefore(u32 dstBasePtr, int dstStride, int dstX, int dstY, u32 srcBasePtr, int srcStride, int srcX, int srcY, int w, int h, int bpp, u32 skipDrawReason);
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// This gets called after the memory copy, in case NotifyBlockTransferBefore returned false.
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// Otherwise it doesn't get called.
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void NotifyBlockTransferAfter(u32 dstBasePtr, int dstStride, int dstX, int dstY, u32 srcBasePtr, int srcStride, int srcX, int srcY, int w, int h, int bpp, u32 skipDrawReason);
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bool BindFramebufferAsColorTexture(int stage, VirtualFramebuffer *framebuffer, int flags, int layer);
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void ReadFramebufferToMemory(VirtualFramebuffer *vfb, int x, int y, int w, int h, RasterChannel channel, Draw::ReadbackMode mode);
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void DownloadFramebufferForClut(u32 fb_address, u32 loadBytes);
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void DrawFramebufferToOutput(const u8 *srcPixels, int srcStride, GEBufferFormat srcPixelFormat);
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void DrawPixels(VirtualFramebuffer *vfb, int dstX, int dstY, const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height, RasterChannel channel, const char *tag);
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size_t NumVFBs() const { return vfbs_.size(); }
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u32 PrevDisplayFramebufAddr() const {
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return prevDisplayFramebuf_ ? prevDisplayFramebuf_->fb_address : 0;
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}
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u32 CurrentDisplayFramebufAddr() const {
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return displayFramebuf_ ? displayFramebuf_->fb_address : 0;
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}
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u32 DisplayFramebufAddr() const {
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return displayFramebufPtr_;
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}
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u32 DisplayFramebufStride() const {
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return displayStride_;
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}
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GEBufferFormat DisplayFramebufFormat() const {
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return displayFormat_;
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}
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bool UseBufferedRendering() const {
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return useBufferedRendering_;
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}
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// TODO: Maybe just include the last depth buffer address in this, too.
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bool MayIntersectFramebufferColor(u32 start) const {
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// Clear the cache/kernel bits.
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start &= 0x3FFFFFFF;
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if (Memory::IsVRAMAddress(start))
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start &= 0x041FFFFF;
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// Most games only have two framebuffers at the start.
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if (start >= framebufColorRangeEnd_ || start < PSP_GetVidMemBase()) {
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return false;
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}
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return true;
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}
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VirtualFramebuffer *GetCurrentRenderVFB() const {
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return currentRenderVfb_;
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}
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// This only checks for the color channel, and if there are multiple overlapping ones
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// with different color depth, this might get things wrong.
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// DEPRECATED FOR NEW USES - avoid whenever possible.
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VirtualFramebuffer *GetVFBAt(u32 addr) const;
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// This will only return exact matches of addr+stride+format.
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VirtualFramebuffer *GetExactVFB(u32 addr, int stride, GEBufferFormat format) const;
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// If this doesn't find the exact VFB, but one with a different color format with matching stride,
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// it'll resolve the newest one at address to the format requested, and return that.
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VirtualFramebuffer *ResolveVFB(u32 addr, int stride, GEBufferFormat format);
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// Utility to get the display VFB.
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VirtualFramebuffer *GetDisplayVFB();
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int GetRenderWidth() const { return currentRenderVfb_ ? currentRenderVfb_->renderWidth : 480; }
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int GetRenderHeight() const { return currentRenderVfb_ ? currentRenderVfb_->renderHeight : 272; }
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int GetTargetWidth() const { return currentRenderVfb_ ? currentRenderVfb_->width : 480; }
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int GetTargetHeight() const { return currentRenderVfb_ ? currentRenderVfb_->height : 272; }
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int GetTargetBufferWidth() const { return currentRenderVfb_ ? currentRenderVfb_->bufferWidth : 480; }
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int GetTargetBufferHeight() const { return currentRenderVfb_ ? currentRenderVfb_->bufferHeight : 272; }
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int GetTargetStride() const { return currentRenderVfb_ ? currentRenderVfb_->fb_stride : 512; }
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GEBufferFormat GetTargetFormat() const { return currentRenderVfb_ ? currentRenderVfb_->fb_format : displayFormat_; }
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void SetColorUpdated(int skipDrawReason) {
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if (currentRenderVfb_) {
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SetColorUpdated(currentRenderVfb_, skipDrawReason);
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}
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}
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void SetSafeSize(u16 w, u16 h);
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void NotifyRenderResized(int msaaLevel);
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virtual void NotifyDisplayResized();
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void NotifyConfigChanged();
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void CheckPostShaders();
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virtual void DestroyAllFBOs();
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virtual void DeviceLost();
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virtual void DeviceRestore(Draw::DrawContext *draw);
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Draw::Framebuffer *GetTempFBO(TempFBO reason, u16 w, u16 h);
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// Debug features
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virtual bool GetFramebuffer(u32 fb_address, int fb_stride, GEBufferFormat format, GPUDebugBuffer &buffer, int maxRes);
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virtual bool GetDepthbuffer(u32 fb_address, int fb_stride, u32 z_address, int z_stride, GPUDebugBuffer &buffer);
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virtual bool GetStencilbuffer(u32 fb_address, int fb_stride, GPUDebugBuffer &buffer);
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virtual bool GetOutputFramebuffer(GPUDebugBuffer &buffer);
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const std::vector<VirtualFramebuffer *> &Framebuffers() const {
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return vfbs_;
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}
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Draw2D *GetDraw2D() {
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return &draw2D_;
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}
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// If a vfb with the target format exists, resolve it (run CopyToColorFromOverlappingFramebuffers).
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// If it doesn't exist, create it and do the same.
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// Returns the resolved framebuffer.
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VirtualFramebuffer *ResolveFramebufferColorToFormat(VirtualFramebuffer *vfb, GEBufferFormat newFormat);
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Draw2DPipeline *Get2DPipeline(Draw2DShader shader);
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// If from==to, returns a copy pipeline.
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Draw2DPipeline *GetReinterpretPipeline(GEBufferFormat from, GEBufferFormat to, float *scaleFactorX);
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// Public to be used from the texture cache's depal shenanigans.
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void BlitUsingRaster(
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Draw::Framebuffer *src, float srcX1, float srcY1, float srcX2, float srcY2,
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Draw::Framebuffer *dest, float destX1, float destY1, float destX2, float destY2,
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bool linearFilter,
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int scaleFactor, // usually unused, except for swizzle...
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Draw2DPipeline *pipeline, const char *tag);
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void ReleasePipelines();
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int GetMSAALevel() const {
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return msaaLevel_;
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}
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void DiscardFramebufferCopy() {
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currentFramebufferCopy_ = nullptr;
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}
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bool PresentedThisFrame() const;
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protected:
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virtual void ReadbackFramebuffer(VirtualFramebuffer *vfb, int x, int y, int w, int h, RasterChannel channel, Draw::ReadbackMode mode);
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// Used for when a shader is required, such as GLES.
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virtual bool ReadbackDepthbuffer(Draw::Framebuffer *fbo, int x, int y, int w, int h, uint16_t *pixels, int pixelsStride, int destW, int destH, Draw::ReadbackMode mode);
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virtual bool ReadbackStencilbuffer(Draw::Framebuffer *fbo, int x, int y, int w, int h, uint8_t *pixels, int pixelsStride, Draw::ReadbackMode mode);
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void SetViewport2D(int x, int y, int w, int h);
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Draw::Texture *MakePixelTexture(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height);
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void 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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void CopyToColorFromOverlappingFramebuffers(VirtualFramebuffer *dest);
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void CopyToDepthFromOverlappingFramebuffers(VirtualFramebuffer *dest);
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bool UpdateRenderSize(int msaaLevel);
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void FlushBeforeCopy();
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virtual void DecimateFBOs(); // keeping it virtual to let D3D do a little extra
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// Used by ReadFramebufferToMemory and later framebuffer block copies
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void BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp, RasterChannel channel, const char *tag);
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void CopyFramebufferForColorTexture(VirtualFramebuffer *dst, VirtualFramebuffer *src, int flags, int layer, bool *partial);
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void EstimateDrawingSize(u32 fb_address, int fb_stride, GEBufferFormat fb_format, int viewport_width, int viewport_height, int region_width, int region_height, int scissor_width, int scissor_height, int &drawing_width, int &drawing_height);
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void NotifyRenderFramebufferCreated(VirtualFramebuffer *vfb);
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static void NotifyRenderFramebufferUpdated(VirtualFramebuffer *vfb);
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void NotifyRenderFramebufferSwitched(VirtualFramebuffer *prevVfb, VirtualFramebuffer *vfb, bool isClearingDepth);
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void BlitFramebufferDepth(VirtualFramebuffer *src, VirtualFramebuffer *dst);
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void ResizeFramebufFBO(VirtualFramebuffer *vfb, int w, int h, bool force = false, bool skipCopy = false);
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static bool ShouldDownloadFramebufferColor(const VirtualFramebuffer *vfb);
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static bool ShouldDownloadFramebufferDepth(const VirtualFramebuffer *vfb);
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void DownloadFramebufferOnSwitch(VirtualFramebuffer *vfb);
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|
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bool FindTransferFramebuffer(u32 basePtr, int stride, int x, int y, int w, int h, int bpp, bool destination, BlockTransferRect *rect);
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VirtualFramebuffer *FindDownloadTempBuffer(VirtualFramebuffer *vfb, RasterChannel channel);
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virtual void UpdateDownloadTempBuffer(VirtualFramebuffer *nvfb) {}
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|
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VirtualFramebuffer *CreateRAMFramebuffer(uint32_t fbAddress, int width, int height, int stride, GEBufferFormat format);
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|
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void UpdateFramebufUsage(VirtualFramebuffer *vfb) const;
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|
|
int GetFramebufferLayers() const;
|
|
|
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static void SetColorUpdated(VirtualFramebuffer *dstBuffer, int skipDrawReason) {
|
|
dstBuffer->memoryUpdated = false;
|
|
dstBuffer->clutUpdatedBytes = 0;
|
|
dstBuffer->dirtyAfterDisplay = true;
|
|
dstBuffer->drawnWidth = dstBuffer->width;
|
|
dstBuffer->drawnHeight = dstBuffer->height;
|
|
if ((skipDrawReason & SKIPDRAW_SKIPFRAME) == 0)
|
|
dstBuffer->reallyDirtyAfterDisplay = true;
|
|
}
|
|
|
|
inline int GetBindSeqCount() {
|
|
return fbBindSeqCount_++;
|
|
}
|
|
|
|
PresentationCommon *presentation_ = nullptr;
|
|
|
|
Draw::DrawContext *draw_ = nullptr;
|
|
|
|
TextureCacheCommon *textureCache_ = nullptr;
|
|
ShaderManagerCommon *shaderManager_ = nullptr;
|
|
DrawEngineCommon *drawEngine_ = nullptr;
|
|
|
|
bool needBackBufferYSwap_ = false;
|
|
|
|
u32 displayFramebufPtr_ = 0;
|
|
u32 displayStride_ = 0;
|
|
GEBufferFormat displayFormat_ = GE_FORMAT_565;
|
|
u32 prevDisplayFramebufPtr_ = 0;
|
|
|
|
int fbBindSeqCount_ = 0;
|
|
|
|
VirtualFramebuffer *displayFramebuf_ = nullptr;
|
|
VirtualFramebuffer *prevDisplayFramebuf_ = nullptr;
|
|
VirtualFramebuffer *prevPrevDisplayFramebuf_ = nullptr;
|
|
int frameLastFramebufUsed_ = 0;
|
|
|
|
VirtualFramebuffer *currentRenderVfb_ = nullptr;
|
|
|
|
Draw::Framebuffer *currentFramebufferCopy_ = nullptr;
|
|
|
|
// The range of PSP memory that may contain FBOs. So we can skip iterating.
|
|
u32 framebufColorRangeEnd_ = 0;
|
|
|
|
bool useBufferedRendering_ = false;
|
|
bool postShaderIsUpscalingFilter_ = false;
|
|
bool postShaderIsSupersampling_ = false;
|
|
|
|
std::vector<VirtualFramebuffer *> vfbs_;
|
|
std::vector<VirtualFramebuffer *> bvfbs_; // blitting framebuffers (for download)
|
|
|
|
std::vector<DrawPixelsEntry> drawPixelsCache_;
|
|
|
|
bool gameUsesSequentialCopies_ = false;
|
|
|
|
// Sampled in BeginFrame/UpdateSize for safety.
|
|
float renderWidth_ = 0.0f;
|
|
float renderHeight_ = 0.0f;
|
|
|
|
int msaaLevel_ = 0;
|
|
int renderScaleFactor_ = 1;
|
|
int pixelWidth_ = 0;
|
|
int pixelHeight_ = 0;
|
|
int bloomHack_ = 0;
|
|
bool updatePostShaders_ = false;
|
|
|
|
Draw::DataFormat preferredPixelsFormat_ = Draw::DataFormat::R8G8B8A8_UNORM;
|
|
|
|
struct TempFBOInfo {
|
|
Draw::Framebuffer *fbo;
|
|
int last_frame_used;
|
|
};
|
|
|
|
std::unordered_map<u64, TempFBOInfo> tempFBOs_;
|
|
|
|
std::vector<Draw::Framebuffer *> fbosToDelete_;
|
|
|
|
// Aggressively delete unused FBOs to save gpu memory.
|
|
enum {
|
|
FBO_OLD_AGE = 5,
|
|
FBO_OLD_USAGE_FLAG = 15,
|
|
};
|
|
|
|
// Thin3D stuff for reinterpreting image data between the various 16-bit color formats.
|
|
// Safe, not optimal - there might be input attachment tricks, etc, but we can't use them
|
|
// since we don't want N different implementations.
|
|
Draw2DPipeline *reinterpretFromTo_[4][4]{};
|
|
|
|
// Common implementation of stencil buffer upload. Also not 100% optimal, but not performance
|
|
// critical either.
|
|
Draw::Pipeline *stencilWritePipeline_ = nullptr;
|
|
Draw::SamplerState *stencilWriteSampler_ = nullptr;
|
|
|
|
// Used on GLES where we can't directly readback depth or stencil, but here for simplicity.
|
|
Draw::Pipeline *stencilReadbackPipeline_ = nullptr;
|
|
Draw::SamplerState *stencilReadbackSampler_ = nullptr;
|
|
Draw::Pipeline *depthReadbackPipeline_ = nullptr;
|
|
Draw::SamplerState *depthReadbackSampler_ = nullptr;
|
|
|
|
// Draw2D pipelines
|
|
Draw2DPipeline *draw2DPipelineCopyColor_ = nullptr;
|
|
Draw2DPipeline *draw2DPipelineColorRect2Lin_ = nullptr;
|
|
Draw2DPipeline *draw2DPipelineCopyDepth_ = nullptr;
|
|
Draw2DPipeline *draw2DPipelineEncodeDepth_ = nullptr;
|
|
Draw2DPipeline *draw2DPipeline565ToDepth_ = nullptr;
|
|
Draw2DPipeline *draw2DPipeline565ToDepthDeswizzle_ = nullptr;
|
|
|
|
Draw2D draw2D_;
|
|
// The fragment shaders are "owned" by the pipelines since they're 1:1.
|
|
|
|
// Depth readback helper state
|
|
u8 *convBuf_ = nullptr;
|
|
u32 convBufSize_ = 0;
|
|
};
|
|
|
|
// Should probably live elsewhere.
|
|
bool GetOutputFramebuffer(Draw::DrawContext *draw, GPUDebugBuffer &buffer);
|