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https://github.com/hrydgard/ppsspp.git
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9bcffc5b4d
Happened in Resistance demo.
738 lines
29 KiB
C++
738 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 <algorithm>
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#include "Common/Common.h"
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#include "Core/Config.h"
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#include "Core/CoreParameter.h"
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#include "Core/Reporting.h"
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#include "Core/ELF/ParamSFO.h"
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#include "Core/System.h"
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#include "GPU/Common/FramebufferCommon.h"
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#include "GPU/GPUInterface.h"
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#include "GPU/GPUState.h"
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FramebufferManagerCommon::FramebufferManagerCommon() :
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displayFramebufPtr_(0),
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displayStride_(0),
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displayFormat_(GE_FORMAT_565),
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displayFramebuf_(0),
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prevDisplayFramebuf_(0),
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prevPrevDisplayFramebuf_(0),
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frameLastFramebufUsed_(0),
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currentRenderVfb_(0),
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framebufRangeEnd_(0),
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hackForce04154000Download_(false) {
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}
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FramebufferManagerCommon::~FramebufferManagerCommon() {
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}
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void FramebufferManagerCommon::Init() {
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const std::string gameId = g_paramSFO.GetValueString("DISC_ID");
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// This applies a hack to Dangan Ronpa, its demo, and its sequel.
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// The game draws solid colors to a small framebuffer, and then reads this directly in VRAM.
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// We force this framebuffer to 1x and force download it automatically.
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hackForce04154000Download_ = gameId == "NPJH50631" || gameId == "NPJH50372" || gameId == "NPJH90164" || gameId == "NPJH50515";
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// And an initial clear. We don't clear per frame as the games are supposed to handle that
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// by themselves.
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ClearBuffer();
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BeginFrame();
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}
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void FramebufferManagerCommon::BeginFrame() {
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DecimateFBOs();
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currentRenderVfb_ = 0;
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useBufferedRendering_ = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
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updateVRAM_ = !(g_Config.iRenderingMode == FB_NON_BUFFERED_MODE || g_Config.iRenderingMode == FB_BUFFERED_MODE);
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}
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void FramebufferManagerCommon::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
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displayFramebufPtr_ = framebuf;
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displayStride_ = stride;
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displayFormat_ = format;
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}
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VirtualFramebuffer *FramebufferManagerCommon::GetVFBAt(u32 addr) {
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VirtualFramebuffer *match = NULL;
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for (size_t i = 0; i < vfbs_.size(); ++i) {
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VirtualFramebuffer *v = vfbs_[i];
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if (MaskedEqual(v->fb_address, addr)) {
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// Could check w too but whatever
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if (match == NULL || match->last_frame_render < v->last_frame_render) {
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match = v;
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}
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}
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}
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if (match != NULL) {
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return match;
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}
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DEBUG_LOG(SCEGE, "Finding no FBO matching address %08x", addr);
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return 0;
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}
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bool FramebufferManagerCommon::MaskedEqual(u32 addr1, u32 addr2) {
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return (addr1 & 0x03FFFFFF) == (addr2 & 0x03FFFFFF);
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}
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u32 FramebufferManagerCommon::FramebufferByteSize(const VirtualFramebuffer *vfb) const {
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return vfb->fb_stride * vfb->height * (vfb->format == GE_FORMAT_8888 ? 4 : 2);
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}
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bool FramebufferManagerCommon::ShouldDownloadFramebuffer(const VirtualFramebuffer *vfb) const {
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return updateVRAM_ || (hackForce04154000Download_ && vfb->fb_address == 0x00154000);
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}
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// Heuristics to figure out the size of FBO to create.
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void FramebufferManagerCommon::EstimateDrawingSize(int &drawing_width, int &drawing_height) {
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static const int MAX_FRAMEBUF_HEIGHT = 512;
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const int viewport_width = (int) gstate.getViewportX1();
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const int viewport_height = (int) gstate.getViewportY1();
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const int region_width = gstate.getRegionX2() + 1;
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const int region_height = gstate.getRegionY2() + 1;
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const int scissor_width = gstate.getScissorX2() + 1;
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const int scissor_height = gstate.getScissorY2() + 1;
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const int fb_stride = std::max(gstate.FrameBufStride(), 4);
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// Games don't always set any of these. Take the greatest parameter that looks valid based on stride.
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if (viewport_width > 4 && viewport_width <= fb_stride) {
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drawing_width = viewport_width;
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drawing_height = viewport_height;
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// Some games specify a viewport with 0.5, but don't have VRAM for 273. 480x272 is the buffer size.
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if (viewport_width == 481 && region_width == 480 && viewport_height == 273 && region_height == 272) {
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drawing_width = 480;
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drawing_height = 272;
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}
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// Sometimes region is set larger than the VRAM for the framebuffer.
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if (region_width <= fb_stride && region_width > drawing_width && region_height <= MAX_FRAMEBUF_HEIGHT) {
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drawing_width = region_width;
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drawing_height = std::max(drawing_height, region_height);
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}
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// Scissor is often set to a subsection of the framebuffer, so we pay the least attention to it.
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if (scissor_width <= fb_stride && scissor_width > drawing_width && scissor_height <= MAX_FRAMEBUF_HEIGHT) {
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drawing_width = scissor_width;
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drawing_height = std::max(drawing_height, scissor_height);
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}
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} else {
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// If viewport wasn't valid, let's just take the greatest anything regardless of stride.
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drawing_width = std::min(std::max(region_width, scissor_width), fb_stride);
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drawing_height = std::max(region_height, scissor_height);
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}
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// Assume no buffer is > 512 tall, it couldn't be textured or displayed fully if so.
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if (drawing_height >= MAX_FRAMEBUF_HEIGHT) {
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if (region_height < MAX_FRAMEBUF_HEIGHT) {
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drawing_height = region_height;
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} else if (scissor_height < MAX_FRAMEBUF_HEIGHT) {
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drawing_height = scissor_height;
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}
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}
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if (viewport_width != region_width) {
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// The majority of the time, these are equal. If not, let's check what we know.
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const u32 fb_address = gstate.getFrameBufAddress();
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u32 nearest_address = 0xFFFFFFFF;
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for (size_t i = 0; i < vfbs_.size(); ++i) {
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const u32 other_address = vfbs_[i]->fb_address | 0x44000000;
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if (other_address > fb_address && other_address < nearest_address) {
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nearest_address = other_address;
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}
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}
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// Unless the game is using overlapping buffers, the next buffer should be far enough away.
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// This catches some cases where we can know this.
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// Hmm. The problem is that we could only catch it for the first of two buffers...
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const u32 bpp = gstate.FrameBufFormat() == GE_FORMAT_8888 ? 4 : 2;
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int avail_height = (nearest_address - fb_address) / (fb_stride * bpp);
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if (avail_height < drawing_height && avail_height == region_height) {
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drawing_width = std::min(region_width, fb_stride);
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drawing_height = avail_height;
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}
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// Some games draw buffers interleaved, with a high stride/region/scissor but default viewport.
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if (fb_stride == 1024 && region_width == 1024 && scissor_width == 1024) {
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drawing_width = 1024;
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}
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}
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DEBUG_LOG(G3D, "Est: %08x V: %ix%i, R: %ix%i, S: %ix%i, STR: %i, THR:%i, Z:%08x = %ix%i", gstate.getFrameBufAddress(), viewport_width,viewport_height, region_width, region_height, scissor_width, scissor_height, fb_stride, gstate.isModeThrough(), gstate.isDepthWriteEnabled() ? gstate.getDepthBufAddress() : 0, drawing_width, drawing_height);
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}
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void FramebufferManagerCommon::DoSetRenderFrameBuffer() {
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/*
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if (useBufferedRendering_ && currentRenderVfb_) {
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// Hack is enabled, and there was a previous framebuffer.
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// Before we switch, let's do a series of trickery to copy one bit of stencil to
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// destination alpha. Or actually, this is just a bunch of hackery attempts on Wipeout.
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// Ignore for now.
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glstate.depthTest.disable();
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glstate.colorMask.set(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
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glstate.stencilTest.enable();
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glstate.stencilOp.set(GL_KEEP, GL_KEEP, GL_KEEP); // don't modify stencil§
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glstate.stencilFunc.set(GL_GEQUAL, 0xFE, 0xFF);
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DrawPlainColor(0x00000000);
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//glstate.stencilFunc.set(GL_LESS, 0x80, 0xFF);
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//DrawPlainColor(0xFF000000);
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glstate.stencilTest.disable();
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glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glstate.depthTest.disable();
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glstate.colorMask.set(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
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DrawPlainColor(0x00000000);
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shaderManager_->DirtyLastShader(); // dirty lastShader_
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}
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*/
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gstate_c.framebufChanged = false;
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// Get parameters
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const u32 fb_address = gstate.getFrameBufRawAddress();
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const int fb_stride = gstate.FrameBufStride();
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const u32 z_address = gstate.getDepthBufRawAddress();
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const int z_stride = gstate.DepthBufStride();
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GEBufferFormat fmt = gstate.FrameBufFormat();
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// As there are no clear "framebuffer width" and "framebuffer height" registers,
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// we need to infer the size of the current framebuffer somehow.
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int drawing_width, drawing_height;
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EstimateDrawingSize(drawing_width, drawing_height);
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gstate_c.cutRTOffsetX = 0;
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bool vfbFormatChanged = false;
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// Find a matching framebuffer
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VirtualFramebuffer *vfb = 0;
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for (size_t i = 0; i < vfbs_.size(); ++i) {
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VirtualFramebuffer *v = vfbs_[i];
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if (v->fb_address == fb_address) {
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vfb = v;
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// Update fb stride in case it changed
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if (vfb->fb_stride != fb_stride || vfb->format != fmt) {
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vfbFormatChanged = true;
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vfb->fb_stride = fb_stride;
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vfb->format = fmt;
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}
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// In throughmode, a higher height could be used. Let's avoid shrinking the buffer.
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if (gstate.isModeThrough() && (int)vfb->width < fb_stride) {
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vfb->width = std::max((int)vfb->width, drawing_width);
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vfb->height = std::max((int)vfb->height, drawing_height);
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} else {
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vfb->width = drawing_width;
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vfb->height = drawing_height;
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}
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break;
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} else if (v->fb_address < fb_address && v->fb_address + v->fb_stride * 4 > fb_address) {
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// Possibly a render-to-offset.
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const u32 bpp = v->format == GE_FORMAT_8888 ? 4 : 2;
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const int x_offset = (fb_address - v->fb_address) / bpp;
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if (v->format == fmt && v->fb_stride == fb_stride && x_offset < fb_stride && v->height >= drawing_height) {
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WARN_LOG_REPORT_ONCE(renderoffset, HLE, "Rendering to framebuffer offset: %08x +%dx%d", v->fb_address, x_offset, 0);
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vfb = v;
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gstate_c.cutRTOffsetX = x_offset;
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vfb->width = std::max((int)vfb->width, x_offset + drawing_width);
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// To prevent the newSize code from being confused.
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drawing_width += x_offset;
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break;
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}
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}
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}
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if (vfb) {
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if ((drawing_width != vfb->bufferWidth || drawing_height != vfb->bufferHeight)) {
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// Even if it's not newly wrong, if this is larger we need to resize up.
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if (vfb->width > vfb->bufferWidth || vfb->height > vfb->bufferHeight) {
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ResizeFramebufFBO(vfb, vfb->width, vfb->height);
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} else if (vfb->newWidth != drawing_width || vfb->newHeight != drawing_height) {
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// If it's newly wrong, or changing every frame, just keep track.
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vfb->newWidth = drawing_width;
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vfb->newHeight = drawing_height;
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vfb->lastFrameNewSize = gpuStats.numFlips;
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} else if (vfb->lastFrameNewSize + FBO_OLD_AGE < gpuStats.numFlips) {
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// Okay, it's changed for a while (and stayed that way.) Let's start over.
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// But only if we really need to, to avoid blinking.
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bool needsRecreate = vfb->bufferWidth > fb_stride;
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needsRecreate = needsRecreate || vfb->newWidth > vfb->bufferWidth || vfb->newWidth * 2 < vfb->bufferWidth;
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needsRecreate = needsRecreate || vfb->newHeight > vfb->bufferHeight || vfb->newHeight * 2 < vfb->bufferHeight;
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if (needsRecreate) {
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ResizeFramebufFBO(vfb, vfb->width, vfb->height, true);
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}
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}
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} else {
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// It's not different, let's keep track of that too.
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vfb->lastFrameNewSize = gpuStats.numFlips;
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}
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}
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float renderWidthFactor = (float)PSP_CoreParameter().renderWidth / 480.0f;
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float renderHeightFactor = (float)PSP_CoreParameter().renderHeight / 272.0f;
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if (hackForce04154000Download_ && fb_address == 0x00154000) {
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renderWidthFactor = 1.0;
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renderHeightFactor = 1.0;
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}
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// None found? Create one.
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if (!vfb) {
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vfb = new VirtualFramebuffer();
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vfb->fbo = 0;
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vfb->fb_address = fb_address;
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vfb->fb_stride = fb_stride;
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vfb->z_address = z_address;
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vfb->z_stride = z_stride;
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vfb->width = drawing_width;
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vfb->height = drawing_height;
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vfb->newWidth = drawing_width;
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vfb->newHeight = drawing_height;
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vfb->lastFrameNewSize = gpuStats.numFlips;
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vfb->renderWidth = (u16)(drawing_width * renderWidthFactor);
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vfb->renderHeight = (u16)(drawing_height * renderHeightFactor);
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vfb->bufferWidth = drawing_width;
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vfb->bufferHeight = drawing_height;
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vfb->format = fmt;
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vfb->drawnWidth = 0;
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vfb->drawnHeight = 0;
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vfb->drawnFormat = fmt;
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vfb->usageFlags = FB_USAGE_RENDERTARGET;
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SetColorUpdated(vfb);
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vfb->depthUpdated = false;
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u32 byteSize = FramebufferByteSize(vfb);
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u32 fb_address_mem = (fb_address & 0x3FFFFFFF) | 0x04000000;
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if (Memory::IsVRAMAddress(fb_address_mem) && fb_address_mem + byteSize > framebufRangeEnd_) {
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framebufRangeEnd_ = fb_address_mem + byteSize;
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}
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ResizeFramebufFBO(vfb, drawing_width, drawing_height, true);
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NotifyRenderFramebufferCreated(vfb);
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INFO_LOG(SCEGE, "Creating FBO for %08x : %i x %i x %i", vfb->fb_address, vfb->width, vfb->height, vfb->format);
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vfb->last_frame_render = gpuStats.numFlips;
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vfb->last_frame_used = 0;
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vfb->last_frame_attached = 0;
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frameLastFramebufUsed_ = gpuStats.numFlips;
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vfbs_.push_back(vfb);
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currentRenderVfb_ = vfb;
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if (useBufferedRendering_ && !updateVRAM_ && !g_Config.bDisableSlowFramebufEffects) {
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gpu->PerformMemoryUpload(fb_address_mem, byteSize);
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NotifyStencilUpload(fb_address_mem, byteSize, true);
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// TODO: Is it worth trying to upload the depth buffer?
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}
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// Let's check for depth buffer overlap. Might be interesting.
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bool sharingReported = false;
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bool writingDepth = true;
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// Technically, it may write depth later, but we're trying to detect it only when it's really true.
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if (gstate.isModeClear()) {
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writingDepth = !gstate.isClearModeDepthMask() && gstate.isDepthWriteEnabled();
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} else {
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writingDepth = gstate.isDepthWriteEnabled();
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}
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for (size_t i = 0, end = vfbs_.size(); i < end; ++i) {
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if (vfbs_[i]->z_stride != 0 && fb_address == vfbs_[i]->z_address) {
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// If it's clearing it, most likely it just needs more video memory.
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// Technically it could write something interesting and the other might not clear, but that's not likely.
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if (!gstate.isModeClear() || !gstate.isClearModeColorMask() || !gstate.isClearModeAlphaMask()) {
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if (fb_address != z_address && vfbs_[i]->fb_address != vfbs_[i]->z_address) {
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WARN_LOG_REPORT(SCEGE, "FBO created from existing depthbuffer as color, %08x/%08x and %08x/%08x", fb_address, z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address);
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}
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}
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} else if (z_stride != 0 && z_address == vfbs_[i]->fb_address) {
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// If it's clearing it, then it's probably just the reverse of the above case.
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if (writingDepth) {
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WARN_LOG_REPORT(SCEGE, "FBO using existing buffer as depthbuffer, %08x/%08x and %08x/%08x", fb_address, z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address);
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}
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} else if (vfbs_[i]->z_stride != 0 && z_address == vfbs_[i]->z_address && fb_address != vfbs_[i]->fb_address && !sharingReported) {
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// This happens a lot, but virtually always it's cleared.
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// It's possible the other might not clear, but when every game is reported it's not useful.
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if (writingDepth) {
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WARN_LOG_REPORT(SCEGE, "FBO reusing depthbuffer, %08x/%08x and %08x/%08x", fb_address, z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address);
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sharingReported = true;
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}
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}
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}
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// We already have it!
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} else if (vfb != currentRenderVfb_) {
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// Use it as a render target.
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DEBUG_LOG(SCEGE, "Switching render target to FBO for %08x: %i x %i x %i ", vfb->fb_address, vfb->width, vfb->height, vfb->format);
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vfb->usageFlags |= FB_USAGE_RENDERTARGET;
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vfb->last_frame_render = gpuStats.numFlips;
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frameLastFramebufUsed_ = gpuStats.numFlips;
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vfb->dirtyAfterDisplay = true;
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if ((gstate_c.skipDrawReason & SKIPDRAW_SKIPFRAME) == 0)
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vfb->reallyDirtyAfterDisplay = true;
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VirtualFramebuffer *prev = currentRenderVfb_;
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currentRenderVfb_ = vfb;
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NotifyRenderFramebufferSwitched(prev, vfb);
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} else {
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vfb->last_frame_render = gpuStats.numFlips;
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frameLastFramebufUsed_ = gpuStats.numFlips;
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vfb->dirtyAfterDisplay = true;
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if ((gstate_c.skipDrawReason & SKIPDRAW_SKIPFRAME) == 0)
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vfb->reallyDirtyAfterDisplay = true;
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NotifyRenderFramebufferUpdated(vfb, vfbFormatChanged);
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}
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gstate_c.curRTWidth = vfb->width;
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gstate_c.curRTHeight = vfb->height;
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gstate_c.curRTRenderWidth = vfb->renderWidth;
|
|
gstate_c.curRTRenderHeight = vfb->renderHeight;
|
|
}
|
|
|
|
void FramebufferManagerCommon::UpdateFromMemory(u32 addr, int size, bool safe) {
|
|
addr &= ~0x40000000;
|
|
// TODO: Could go through all FBOs, but probably not important?
|
|
// TODO: Could also check for inner changes, but video is most important.
|
|
bool isDisplayBuf = addr == DisplayFramebufAddr() || addr == PrevDisplayFramebufAddr();
|
|
if (isDisplayBuf || safe) {
|
|
// TODO: Deleting the FBO is a heavy hammer solution, so let's only do it if it'd help.
|
|
if (!Memory::IsValidAddress(displayFramebufPtr_))
|
|
return;
|
|
|
|
for (size_t i = 0; i < vfbs_.size(); ++i) {
|
|
VirtualFramebuffer *vfb = vfbs_[i];
|
|
if (MaskedEqual(vfb->fb_address, addr)) {
|
|
FlushBeforeCopy();
|
|
|
|
if (useBufferedRendering_ && vfb->fbo) {
|
|
DisableState();
|
|
GEBufferFormat fmt = vfb->format;
|
|
if (vfb->last_frame_render + 1 < gpuStats.numFlips && isDisplayBuf) {
|
|
// If we're not rendering to it, format may be wrong. Use displayFormat_ instead.
|
|
fmt = displayFormat_;
|
|
}
|
|
DrawPixels(vfb, 0, 0, Memory::GetPointer(addr | 0x04000000), fmt, vfb->fb_stride, vfb->width, vfb->height);
|
|
SetColorUpdated(vfb);
|
|
} else {
|
|
INFO_LOG(SCEGE, "Invalidating FBO for %08x (%i x %i x %i)", vfb->fb_address, vfb->width, vfb->height, vfb->format);
|
|
DestroyFramebuf(vfb);
|
|
vfbs_.erase(vfbs_.begin() + i--);
|
|
}
|
|
}
|
|
}
|
|
|
|
RebindFramebuffer();
|
|
}
|
|
}
|
|
|
|
bool FramebufferManagerCommon::NotifyFramebufferCopy(u32 src, u32 dst, int size, bool isMemset) {
|
|
if (updateVRAM_ || size == 0) {
|
|
return false;
|
|
}
|
|
|
|
dst &= 0x3FFFFFFF;
|
|
src &= 0x3FFFFFFF;
|
|
|
|
VirtualFramebuffer *dstBuffer = 0;
|
|
VirtualFramebuffer *srcBuffer = 0;
|
|
u32 dstY = (u32)-1;
|
|
u32 dstH = 0;
|
|
u32 srcY = (u32)-1;
|
|
u32 srcH = 0;
|
|
for (size_t i = 0; i < vfbs_.size(); ++i) {
|
|
VirtualFramebuffer *vfb = vfbs_[i];
|
|
if (vfb->fb_stride == 0) {
|
|
continue;
|
|
}
|
|
|
|
const u32 vfb_address = (0x04000000 | vfb->fb_address) & 0x3FFFFFFF;
|
|
const u32 vfb_size = FramebufferByteSize(vfb);
|
|
const u32 vfb_bpp = vfb->format == GE_FORMAT_8888 ? 4 : 2;
|
|
const u32 vfb_byteStride = vfb->fb_stride * vfb_bpp;
|
|
const int vfb_byteWidth = vfb->width * vfb_bpp;
|
|
|
|
if (dst >= vfb_address && (dst + size <= vfb_address + vfb_size || dst == vfb_address)) {
|
|
const u32 offset = dst - vfb_address;
|
|
const u32 yOffset = offset / vfb_byteStride;
|
|
if ((offset % vfb_byteStride) == 0 && (size == vfb_byteWidth || (size % vfb_byteStride) == 0) && yOffset < dstY) {
|
|
dstBuffer = vfb;
|
|
dstY = yOffset;
|
|
dstH = size == vfb_byteWidth ? 1 : std::min((u32)size / vfb_byteStride, (u32)vfb->height);
|
|
}
|
|
}
|
|
|
|
if (src >= vfb_address && (src + size <= vfb_address + vfb_size || src == vfb_address)) {
|
|
const u32 offset = src - vfb_address;
|
|
const u32 yOffset = offset / vfb_byteStride;
|
|
if ((offset % vfb_byteStride) == 0 && (size == vfb_byteWidth || (size % vfb_byteStride) == 0) && yOffset < srcY) {
|
|
srcBuffer = vfb;
|
|
srcY = yOffset;
|
|
srcH = size == vfb_byteWidth ? 1 : std::min((u32)size / vfb_byteStride, (u32)vfb->height);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (srcBuffer && srcY == 0 && srcH == srcBuffer->height && !dstBuffer) {
|
|
// MotoGP workaround - it copies a framebuffer to memory and then displays it.
|
|
// TODO: It's rare anyway, but the game could modify the RAM and then we'd display the wrong thing.
|
|
// Unfortunately, that would force 1x render resolution.
|
|
if (Memory::IsRAMAddress(dst)) {
|
|
knownFramebufferRAMCopies_.insert(std::pair<u32, u32>(src, dst));
|
|
}
|
|
}
|
|
|
|
if (!useBufferedRendering_) {
|
|
// If we're copying into a recently used display buf, it's probably destined for the screen.
|
|
if (srcBuffer || (dstBuffer != displayFramebuf_ && dstBuffer != prevDisplayFramebuf_)) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (dstBuffer && srcBuffer && !isMemset) {
|
|
if (srcBuffer == dstBuffer) {
|
|
WARN_LOG_REPORT_ONCE(dstsrccpy, G3D, "Intra-buffer memcpy (not supported) %08x -> %08x", src, dst);
|
|
} else {
|
|
WARN_LOG_REPORT_ONCE(dstnotsrccpy, G3D, "Inter-buffer memcpy %08x -> %08x", src, dst);
|
|
// Just do the blit!
|
|
if (g_Config.bBlockTransferGPU) {
|
|
BlitFramebuffer(dstBuffer, 0, dstY, srcBuffer, 0, srcY, srcBuffer->width, srcH, 0);
|
|
SetColorUpdated(dstBuffer);
|
|
RebindFramebuffer();
|
|
}
|
|
}
|
|
return false;
|
|
} else if (dstBuffer) {
|
|
WARN_LOG_ONCE(btucpy, G3D, "Memcpy fbo upload %08x -> %08x", src, dst);
|
|
if (g_Config.bBlockTransferGPU) {
|
|
FlushBeforeCopy();
|
|
const u8 *srcBase = Memory::GetPointerUnchecked(src);
|
|
DrawPixels(dstBuffer, 0, dstY, srcBase, dstBuffer->format, dstBuffer->fb_stride, dstBuffer->width, dstH);
|
|
SetColorUpdated(dstBuffer);
|
|
RebindFramebuffer();
|
|
// This is a memcpy, let's still copy just in case.
|
|
return false;
|
|
}
|
|
return false;
|
|
} else if (srcBuffer) {
|
|
WARN_LOG_ONCE(btdcpy, G3D, "Memcpy fbo download %08x -> %08x", src, dst);
|
|
FlushBeforeCopy();
|
|
if (srcH == 0 || srcY + srcH > srcBuffer->bufferHeight) {
|
|
WARN_LOG_REPORT_ONCE(btdcpyheight, G3D, "Memcpy fbo download %08x -> %08x skipped, %d+%d is taller than %d", src, dst, srcY, srcH, srcBuffer->bufferHeight);
|
|
} else if (g_Config.bBlockTransferGPU && !srcBuffer->memoryUpdated) {
|
|
ReadFramebufferToMemory(srcBuffer, true, 0, srcY, srcBuffer->width, srcH);
|
|
}
|
|
return false;
|
|
} else {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerCommon::FindTransferFramebuffers(VirtualFramebuffer *&dstBuffer, VirtualFramebuffer *&srcBuffer, u32 dstBasePtr, int dstStride, int &dstX, int &dstY, u32 srcBasePtr, int srcStride, int &srcX, int &srcY, int &srcWidth, int &srcHeight, int &dstWidth, int &dstHeight, int bpp) const {
|
|
u32 dstYOffset = -1;
|
|
u32 dstXOffset = -1;
|
|
u32 srcYOffset = -1;
|
|
u32 srcXOffset = -1;
|
|
int width = srcWidth;
|
|
int height = srcHeight;
|
|
|
|
dstBasePtr &= 0x3FFFFFFF;
|
|
srcBasePtr &= 0x3FFFFFFF;
|
|
|
|
for (size_t i = 0; i < vfbs_.size(); ++i) {
|
|
VirtualFramebuffer *vfb = vfbs_[i];
|
|
const u32 vfb_address = (0x04000000 | vfb->fb_address) & 0x3FFFFFFF;
|
|
const u32 vfb_size = FramebufferByteSize(vfb);
|
|
const u32 vfb_bpp = vfb->format == GE_FORMAT_8888 ? 4 : 2;
|
|
const u32 vfb_byteStride = vfb->fb_stride * vfb_bpp;
|
|
const u32 vfb_byteWidth = vfb->width * vfb_bpp;
|
|
|
|
// These heuristics are a bit annoying.
|
|
// The goal is to avoid using GPU block transfers for things that ought to be memory.
|
|
// Maybe we should even check for textures at these places instead?
|
|
|
|
if (vfb_address <= dstBasePtr && dstBasePtr < vfb_address + vfb_size) {
|
|
const u32 byteOffset = dstBasePtr - vfb_address;
|
|
const u32 byteStride = dstStride * bpp;
|
|
const u32 yOffset = byteOffset / byteStride;
|
|
// Some games use mismatching bitdepths. But make sure the stride matches.
|
|
// If it doesn't, generally this means we detected the framebuffer with too large a height.
|
|
bool match = yOffset < dstYOffset;
|
|
if (match && vfb_byteStride != byteStride) {
|
|
// Grand Knights History copies with a mismatching stride but a full line at a time.
|
|
// Makes it hard to detect the wrong transfers in e.g. God of War.
|
|
if (width != dstStride || (byteStride * height != vfb_byteStride && byteStride * height != vfb_byteWidth)) {
|
|
match = false;
|
|
} else {
|
|
dstWidth = byteStride * height / vfb_bpp;
|
|
dstHeight = 1;
|
|
}
|
|
} else if (match) {
|
|
dstWidth = width;
|
|
dstHeight = height;
|
|
}
|
|
if (match) {
|
|
dstYOffset = yOffset;
|
|
dstXOffset = (byteOffset / bpp) % dstStride;
|
|
dstBuffer = vfb;
|
|
}
|
|
}
|
|
if (vfb_address <= srcBasePtr && srcBasePtr < vfb_address + vfb_size) {
|
|
const u32 byteOffset = srcBasePtr - vfb_address;
|
|
const u32 byteStride = srcStride * bpp;
|
|
const u32 yOffset = byteOffset / byteStride;
|
|
bool match = yOffset < srcYOffset;
|
|
if (match && vfb_byteStride != byteStride) {
|
|
if (width != srcStride || (byteStride * height != vfb_byteStride && byteStride * height != vfb_byteWidth)) {
|
|
match = false;
|
|
} else {
|
|
srcWidth = byteStride * height / vfb_bpp;
|
|
srcHeight = 1;
|
|
}
|
|
} else if (match) {
|
|
srcWidth = width;
|
|
srcHeight = height;
|
|
}
|
|
if (match) {
|
|
srcYOffset = yOffset;
|
|
srcXOffset = (byteOffset / bpp) % srcStride;
|
|
srcBuffer = vfb;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (dstYOffset != (u32)-1) {
|
|
dstY += dstYOffset;
|
|
dstX += dstXOffset;
|
|
}
|
|
if (srcYOffset != (u32)-1) {
|
|
srcY += srcYOffset;
|
|
srcX += srcXOffset;
|
|
}
|
|
}
|
|
|
|
bool FramebufferManagerCommon::NotifyBlockTransferBefore(u32 dstBasePtr, int dstStride, int dstX, int dstY, u32 srcBasePtr, int srcStride, int srcX, int srcY, int width, int height, int bpp) {
|
|
if (!useBufferedRendering_ || updateVRAM_) {
|
|
return false;
|
|
}
|
|
|
|
// Skip checking if there's no framebuffers in that area.
|
|
if (!MayIntersectFramebuffer(srcBasePtr) && !MayIntersectFramebuffer(dstBasePtr)) {
|
|
return false;
|
|
}
|
|
|
|
VirtualFramebuffer *dstBuffer = 0;
|
|
VirtualFramebuffer *srcBuffer = 0;
|
|
int srcWidth = width;
|
|
int srcHeight = height;
|
|
int dstWidth = width;
|
|
int dstHeight = height;
|
|
FindTransferFramebuffers(dstBuffer, srcBuffer, dstBasePtr, dstStride, dstX, dstY, srcBasePtr, srcStride, srcX, srcY, srcWidth, srcHeight, dstWidth, dstHeight, bpp);
|
|
|
|
if (dstBuffer && srcBuffer) {
|
|
if (srcBuffer == dstBuffer) {
|
|
if (srcX != dstX || srcY != dstY) {
|
|
WARN_LOG_ONCE(dstsrc, G3D, "Intra-buffer block transfer %08x -> %08x", srcBasePtr, dstBasePtr);
|
|
if (g_Config.bBlockTransferGPU) {
|
|
FlushBeforeCopy();
|
|
BlitFramebuffer(dstBuffer, dstX, dstY, srcBuffer, srcX, srcY, dstWidth, dstHeight, bpp);
|
|
RebindFramebuffer();
|
|
SetColorUpdated(dstBuffer);
|
|
return true;
|
|
}
|
|
} else {
|
|
// Ignore, nothing to do. Tales of Phantasia X does this by accident.
|
|
if (g_Config.bBlockTransferGPU) {
|
|
return true;
|
|
}
|
|
}
|
|
} else {
|
|
WARN_LOG_ONCE(dstnotsrc, G3D, "Inter-buffer block transfer %08x -> %08x", srcBasePtr, dstBasePtr);
|
|
// Just do the blit!
|
|
if (g_Config.bBlockTransferGPU) {
|
|
FlushBeforeCopy();
|
|
BlitFramebuffer(dstBuffer, dstX, dstY, srcBuffer, srcX, srcY, dstWidth, dstHeight, bpp);
|
|
RebindFramebuffer();
|
|
SetColorUpdated(dstBuffer);
|
|
return true; // No need to actually do the memory copy behind, probably.
|
|
}
|
|
}
|
|
return false;
|
|
} else if (dstBuffer) {
|
|
// Here we should just draw the pixels into the buffer. Copy first.
|
|
return false;
|
|
} else if (srcBuffer) {
|
|
WARN_LOG_ONCE(btd, G3D, "Block transfer download %08x -> %08x", srcBasePtr, dstBasePtr);
|
|
FlushBeforeCopy();
|
|
if (g_Config.bBlockTransferGPU && !srcBuffer->memoryUpdated) {
|
|
const int srcBpp = srcBuffer->format == GE_FORMAT_8888 ? 4 : 2;
|
|
const float srcXFactor = (float)bpp / srcBpp;
|
|
if (srcHeight <= 0 || srcY + srcHeight > srcBuffer->bufferHeight) {
|
|
WARN_LOG_ONCE(btdheight, G3D, "Block transfer download %08x -> %08x skipped, %d+%d is taller than %d", srcBasePtr, dstBasePtr, srcY, srcHeight, srcBuffer->bufferHeight);
|
|
} else {
|
|
ReadFramebufferToMemory(srcBuffer, true, static_cast<int>(srcX * srcXFactor), srcY, static_cast<int>(srcWidth * srcXFactor), srcHeight);
|
|
}
|
|
}
|
|
return false; // Let the bit copy happen
|
|
} else {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerCommon::NotifyBlockTransferAfter(u32 dstBasePtr, int dstStride, int dstX, int dstY, u32 srcBasePtr, int srcStride, int srcX, int srcY, int width, int height, int bpp) {
|
|
// A few games use this INSTEAD of actually drawing the video image to the screen, they just blast it to
|
|
// the backbuffer. Detect this and have the framebuffermanager draw the pixels.
|
|
|
|
u32 backBuffer = PrevDisplayFramebufAddr();
|
|
u32 displayBuffer = DisplayFramebufAddr();
|
|
|
|
// TODO: Is this not handled by upload? Should we check !dstBuffer to avoid a double copy?
|
|
if (((backBuffer != 0 && dstBasePtr == backBuffer) ||
|
|
(displayBuffer != 0 && dstBasePtr == displayBuffer)) &&
|
|
dstStride == 512 && height == 272 && !useBufferedRendering_) {
|
|
FlushBeforeCopy();
|
|
DrawFramebuffer(Memory::GetPointerUnchecked(dstBasePtr), displayFormat_, 512, false);
|
|
}
|
|
|
|
if (MayIntersectFramebuffer(srcBasePtr) || MayIntersectFramebuffer(dstBasePtr)) {
|
|
VirtualFramebuffer *dstBuffer = 0;
|
|
VirtualFramebuffer *srcBuffer = 0;
|
|
int srcWidth = width;
|
|
int srcHeight = height;
|
|
int dstWidth = width;
|
|
int dstHeight = height;
|
|
FindTransferFramebuffers(dstBuffer, srcBuffer, dstBasePtr, dstStride, dstX, dstY, srcBasePtr, srcStride, srcX, srcY, srcWidth, srcHeight, dstWidth, dstHeight, bpp);
|
|
|
|
if (!useBufferedRendering_ && currentRenderVfb_ != dstBuffer) {
|
|
return;
|
|
}
|
|
|
|
if (dstBuffer && !srcBuffer) {
|
|
WARN_LOG_ONCE(btu, G3D, "Block transfer upload %08x -> %08x", srcBasePtr, dstBasePtr);
|
|
if (g_Config.bBlockTransferGPU) {
|
|
FlushBeforeCopy();
|
|
const u8 *srcBase = Memory::GetPointerUnchecked(srcBasePtr) + (srcX + srcY * srcStride) * bpp;
|
|
int dstBpp = dstBuffer->format == GE_FORMAT_8888 ? 4 : 2;
|
|
float dstXFactor = (float)bpp / dstBpp;
|
|
DrawPixels(dstBuffer, static_cast<int>(dstX * dstXFactor), dstY, srcBase, dstBuffer->format, static_cast<int>(srcStride * dstXFactor), static_cast<int>(dstWidth * dstXFactor), dstHeight);
|
|
SetColorUpdated(dstBuffer);
|
|
RebindFramebuffer();
|
|
}
|
|
}
|
|
}
|
|
}
|