mirror of
https://github.com/hrydgard/ppsspp.git
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2218 lines
88 KiB
C++
2218 lines
88 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 <sstream>
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#include <cassert>
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#include <cmath>
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#include "ext/native/thin3d/thin3d.h"
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#include "base/timeutil.h"
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#include "gfx_es2/gpu_features.h"
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#include "i18n/i18n.h"
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#include "Common/ColorConv.h"
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#include "Common/Common.h"
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#include "Core/Config.h"
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#include "Core/ConfigValues.h"
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#include "Core/CoreParameter.h"
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#include "Core/Host.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 "Core/HLE/sceDisplay.h"
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#include "GPU/Common/DrawEngineCommon.h"
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#include "GPU/Common/FramebufferCommon.h"
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#include "GPU/Common/PostShader.h"
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#include "GPU/Common/TextureCacheCommon.h"
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#include "GPU/GPUInterface.h"
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#include "GPU/GPUState.h"
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void CenterDisplayOutputRect(float *x, float *y, float *w, float *h, float origW, float origH, float frameW, float frameH, int rotation) {
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float outW;
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float outH;
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bool rotated = rotation == ROTATION_LOCKED_VERTICAL || rotation == ROTATION_LOCKED_VERTICAL180;
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if (g_Config.iSmallDisplayZoomType == (int)SmallDisplayZoom::STRETCH) {
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outW = frameW;
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outH = frameH;
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} else {
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if (g_Config.iSmallDisplayZoomType == (int)SmallDisplayZoom::MANUAL) {
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float offsetX = (g_Config.fSmallDisplayOffsetX - 0.5f) * 2.0f * frameW;
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float offsetY = (g_Config.fSmallDisplayOffsetY - 0.5f) * 2.0f * frameH;
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// Have to invert Y for GL
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if (GetGPUBackend() == GPUBackend::OPENGL) {
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offsetY = offsetY * -1.0f;
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}
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float customZoom = g_Config.fSmallDisplayZoomLevel;
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float smallDisplayW = origW * customZoom;
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float smallDisplayH = origH * customZoom;
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if (!rotated) {
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*x = floorf(((frameW - smallDisplayW) / 2.0f) + offsetX);
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*y = floorf(((frameH - smallDisplayH) / 2.0f) + offsetY);
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*w = floorf(smallDisplayW);
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*h = floorf(smallDisplayH);
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return;
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} else {
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*x = floorf(((frameW - smallDisplayH) / 2.0f) + offsetX);
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*y = floorf(((frameH - smallDisplayW) / 2.0f) + offsetY);
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*w = floorf(smallDisplayH);
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*h = floorf(smallDisplayW);
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return;
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}
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} else if (g_Config.iSmallDisplayZoomType == (int)SmallDisplayZoom::AUTO) {
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// Stretch to 1080 for 272*4. But don't distort if not widescreen (i.e. ultrawide of halfwide.)
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float pixelCrop = frameH / 270.0f;
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float resCommonWidescreen = pixelCrop - floor(pixelCrop);
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if (!rotated && resCommonWidescreen == 0.0f && frameW >= pixelCrop * 480.0f) {
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*x = floorf((frameW - pixelCrop * 480.0f) * 0.5f);
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*y = floorf(-pixelCrop);
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*w = floorf(pixelCrop * 480.0f);
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*h = floorf(pixelCrop * 272.0f);
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return;
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}
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}
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float origRatio = !rotated ? origW / origH : origH / origW;
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float frameRatio = frameW / frameH;
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if (origRatio > frameRatio) {
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// Image is wider than frame. Center vertically.
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outW = frameW;
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outH = frameW / origRatio;
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// Stretch a little bit
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if (!rotated && g_Config.iSmallDisplayZoomType == (int)SmallDisplayZoom::PARTIAL_STRETCH)
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outH = (frameH + outH) / 2.0f; // (408 + 720) / 2 = 564
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} else {
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// Image is taller than frame. Center horizontally.
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outW = frameH * origRatio;
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outH = frameH;
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if (rotated && g_Config.iSmallDisplayZoomType == (int)SmallDisplayZoom::PARTIAL_STRETCH)
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outW = (frameH + outH) / 2.0f; // (408 + 720) / 2 = 564
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}
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}
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*x = floorf((frameW - outW) / 2.0f);
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*y = floorf((frameH - outH) / 2.0f);
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*w = floorf(outW);
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*h = floorf(outH);
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}
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FramebufferManagerCommon::FramebufferManagerCommon(Draw::DrawContext *draw)
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: draw_(draw),
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displayFormat_(GE_FORMAT_565) {
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UpdateSize();
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}
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FramebufferManagerCommon::~FramebufferManagerCommon() {
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DecimateFBOs();
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for (auto vfb : vfbs_) {
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DestroyFramebuf(vfb);
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}
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vfbs_.clear();
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for (auto &tempFB : tempFBOs_) {
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tempFB.second.fbo->Release();
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}
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tempFBOs_.clear();
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// Do the same for ReadFramebuffersToMemory's VFBs
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for (auto vfb : bvfbs_) {
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DestroyFramebuf(vfb);
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}
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bvfbs_.clear();
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SetNumExtraFBOs(0);
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}
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void FramebufferManagerCommon::Init() {
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BeginFrame();
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}
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bool FramebufferManagerCommon::UpdateSize() {
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const bool newRender = renderWidth_ != (float)PSP_CoreParameter().renderWidth || renderHeight_ != (float)PSP_CoreParameter().renderHeight;
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const bool newSettings = bloomHack_ != g_Config.iBloomHack || trueColor_ != g_Config.bTrueColor || useBufferedRendering_ != (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);
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renderWidth_ = (float)PSP_CoreParameter().renderWidth;
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renderHeight_ = (float)PSP_CoreParameter().renderHeight;
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pixelWidth_ = PSP_CoreParameter().pixelWidth;
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pixelHeight_ = PSP_CoreParameter().pixelHeight;
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bloomHack_ = g_Config.iBloomHack;
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trueColor_ = g_Config.bTrueColor;
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useBufferedRendering_ = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
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return newRender || newSettings;
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}
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void FramebufferManagerCommon::BeginFrame() {
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DecimateFBOs();
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currentRenderVfb_ = nullptr;
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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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addr &= 0x3FFFFFFF;
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VirtualFramebuffer *match = nullptr;
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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 == addr) {
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// Could check w too but whatever
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if (match == nullptr || 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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return match;
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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 PSP_CoreParameter().compat.flags().Force04154000Download && vfb->fb_address == 0x00154000;
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}
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void FramebufferManagerCommon::SetNumExtraFBOs(int num) {
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for (size_t i = 0; i < extraFBOs_.size(); i++) {
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extraFBOs_[i]->ReleaseAssertLast();
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}
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extraFBOs_.clear();
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for (int i = 0; i < num; i++) {
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// No depth/stencil for post processing
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Draw::Framebuffer *fbo = draw_->CreateFramebuffer({ (int)renderWidth_, (int)renderHeight_, 1, 1, false, Draw::FBO_8888 });
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extraFBOs_.push_back(fbo);
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}
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currentRenderVfb_ = 0;
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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(u32 fb_address, GEBufferFormat fb_format, int viewport_width, int viewport_height, int region_width, int region_height, int scissor_width, int scissor_height, int fb_stride, int &drawing_width, int &drawing_height) {
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static const int MAX_FRAMEBUF_HEIGHT = 512;
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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 && viewport_height > 0) {
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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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// However, in one game it's correctly set as a larger height (see #7277) with the same width.
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// A bit of a hack, but we try to handle that unusual case here.
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if (region_width <= fb_stride && (region_width > drawing_width || (region_width == drawing_width && region_height > drawing_height)) && 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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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 & 0x3FFFFFFF;
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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 = fb_format == 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", fb_address, viewport_width,viewport_height, region_width, region_height, scissor_width, scissor_height, fb_stride, gstate.isModeThrough(), gstate.isDepthWriteEnabled() ? gstate.getDepthBufAddress() : 0, drawing_width, drawing_height);
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}
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void GetFramebufferHeuristicInputs(FramebufferHeuristicParams *params, const GPUgstate &gstate) {
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params->fb_address = (gstate.getFrameBufRawAddress() & 0x3FFFFFFF) | 0x04000000; // GetFramebufferHeuristicInputs is only called from rendering, and thus, it's VRAM.
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params->fb_stride = gstate.FrameBufStride();
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params->z_address = (gstate.getDepthBufRawAddress() & 0x3FFFFFFF) | 0x04000000;
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params->z_stride = gstate.DepthBufStride();
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params->fmt = gstate.FrameBufFormat();
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params->isClearingDepth = gstate.isModeClear() && gstate.isClearModeDepthMask();
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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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// Not quite seeing how this makes sense..
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params->isWritingDepth = !gstate.isClearModeDepthMask() && gstate.isDepthWriteEnabled();
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} else {
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params->isWritingDepth = gstate.isDepthWriteEnabled();
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}
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params->isDrawing = !gstate.isModeClear() || !gstate.isClearModeColorMask() || !gstate.isClearModeAlphaMask();
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params->isModeThrough = gstate.isModeThrough();
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// Viewport-X1 and Y1 are not the upper left corner, but half the width/height. A bit confusing.
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float vpx = gstate.getViewportXScale();
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float vpy = gstate.getViewportYScale();
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// Work around problem in F1 Grand Prix, where it draws in through mode with a bogus viewport.
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// We set bad values to 0 which causes the framebuffer size heuristic to rely on the other parameters instead.
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if (std::isnan(vpx) || vpx > 10000000.0f) {
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vpx = 0.f;
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}
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if (std::isnan(vpy) || vpy > 10000000.0f) {
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vpy = 0.f;
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}
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params->viewportWidth = (int)(fabsf(vpx) * 2.0f);
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params->viewportHeight = (int)(fabsf(vpy) * 2.0f);
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params->regionWidth = gstate.getRegionX2() + 1;
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params->regionHeight = gstate.getRegionY2() + 1;
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params->scissorWidth = gstate.getScissorX2() + 1;
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params->scissorHeight = gstate.getScissorY2() + 1;
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}
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VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer(const FramebufferHeuristicParams ¶ms, u32 skipDrawReason) {
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gstate_c.Clean(DIRTY_FRAMEBUF);
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// Collect all parameters. This whole function has really become a cesspool of heuristics...
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// but it appears that's what it takes, unless we emulate VRAM layout more accurately somehow.
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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(params.fb_address, params.fmt, params.viewportWidth, params.viewportHeight, params.regionWidth, params.regionHeight, params.scissorWidth, params.scissorHeight, std::max(params.fb_stride, 4), drawing_width, drawing_height);
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gstate_c.SetCurRTOffsetX(0);
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bool vfbFormatChanged = false;
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// Find a matching framebuffer
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VirtualFramebuffer *vfb = nullptr;
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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 == params.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 != params.fb_stride || vfb->format != params.fmt) {
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vfbFormatChanged = true;
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vfb->fb_stride = params.fb_stride;
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vfb->format = params.fmt;
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}
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// Keep track, but this isn't really used.
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vfb->z_stride = params.z_stride;
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// Heuristic: In throughmode, a higher height could be used. Let's avoid shrinking the buffer.
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if (params.isModeThrough && (int)vfb->width <= params.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 < params.fb_address && v->fb_address + v->fb_stride * 4 > params.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 = (params.fb_address - v->fb_address) / bpp;
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if (v->format == params.fmt && v->fb_stride == params.fb_stride && x_offset < params.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.SetCurRTOffsetX(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 > params.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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// Let's discard this information, might be wrong now.
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vfb->safeWidth = 0;
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vfb->safeHeight = 0;
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} else {
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// Even though we won't resize it, let's at least change the size params.
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vfb->width = drawing_width;
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vfb->height = drawing_height;
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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 = renderWidth_ / 480.0f;
|
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float renderHeightFactor = renderHeight_ / 272.0f;
|
|
|
|
if (PSP_CoreParameter().compat.flags().Force04154000Download && params.fb_address == 0x00154000) {
|
|
renderWidthFactor = 1.0;
|
|
renderHeightFactor = 1.0;
|
|
}
|
|
|
|
// None found? Create one.
|
|
if (!vfb) {
|
|
vfb = new VirtualFramebuffer{};
|
|
vfb->fbo = nullptr;
|
|
vfb->fb_address = params.fb_address;
|
|
vfb->fb_stride = params.fb_stride;
|
|
vfb->z_address = params.z_address;
|
|
vfb->z_stride = params.z_stride;
|
|
vfb->width = drawing_width;
|
|
vfb->height = drawing_height;
|
|
vfb->newWidth = drawing_width;
|
|
vfb->newHeight = drawing_height;
|
|
vfb->lastFrameNewSize = gpuStats.numFlips;
|
|
vfb->renderWidth = (u16)(drawing_width * renderWidthFactor);
|
|
vfb->renderHeight = (u16)(drawing_height * renderHeightFactor);
|
|
vfb->bufferWidth = drawing_width;
|
|
vfb->bufferHeight = drawing_height;
|
|
vfb->format = params.fmt;
|
|
vfb->drawnFormat = params.fmt;
|
|
vfb->usageFlags = FB_USAGE_RENDERTARGET;
|
|
SetColorUpdated(vfb, skipDrawReason);
|
|
|
|
u32 byteSize = FramebufferByteSize(vfb);
|
|
// FB heuristics always produce an address in VRAM (this is during rendering) so we don't need to poke in the 0x04000000 flag here.
|
|
if (Memory::IsVRAMAddress(params.fb_address) && params.fb_address + byteSize > framebufRangeEnd_) {
|
|
framebufRangeEnd_ = params.fb_address + byteSize;
|
|
}
|
|
|
|
ResizeFramebufFBO(vfb, drawing_width, drawing_height, true);
|
|
NotifyRenderFramebufferCreated(vfb);
|
|
|
|
INFO_LOG(FRAMEBUF, "Creating FBO for %08x : %i x %i x %i", vfb->fb_address, vfb->width, vfb->height, vfb->format);
|
|
|
|
vfb->last_frame_render = gpuStats.numFlips;
|
|
frameLastFramebufUsed_ = gpuStats.numFlips;
|
|
vfbs_.push_back(vfb);
|
|
currentRenderVfb_ = vfb;
|
|
|
|
if (useBufferedRendering_ && !g_Config.bDisableSlowFramebufEffects) {
|
|
gpu->PerformMemoryUpload(params.fb_address, byteSize);
|
|
NotifyStencilUpload(params.fb_address, byteSize, true);
|
|
// TODO: Is it worth trying to upload the depth buffer?
|
|
}
|
|
|
|
// Let's check for depth buffer overlap. Might be interesting.
|
|
bool sharingReported = false;
|
|
for (size_t i = 0, end = vfbs_.size(); i < end; ++i) {
|
|
if (vfbs_[i]->z_stride != 0 && params.fb_address == vfbs_[i]->z_address) {
|
|
// If it's clearing it, most likely it just needs more video memory.
|
|
// Technically it could write something interesting and the other might not clear, but that's not likely.
|
|
if (params.isDrawing) {
|
|
if (params.fb_address != params.z_address && vfbs_[i]->fb_address != vfbs_[i]->z_address) {
|
|
WARN_LOG_REPORT(SCEGE, "FBO created from existing depthbuffer as color, %08x/%08x and %08x/%08x", params.fb_address, params.z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address);
|
|
}
|
|
}
|
|
} else if (params.z_stride != 0 && params.z_address == vfbs_[i]->fb_address) {
|
|
// If it's clearing it, then it's probably just the reverse of the above case.
|
|
if (params.isWritingDepth) {
|
|
WARN_LOG_REPORT(SCEGE, "FBO using existing buffer as depthbuffer, %08x/%08x and %08x/%08x", params.fb_address, params.z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address);
|
|
}
|
|
} else if (vfbs_[i]->z_stride != 0 && params.z_address == vfbs_[i]->z_address && params.fb_address != vfbs_[i]->fb_address && !sharingReported) {
|
|
// This happens a lot, but virtually always it's cleared.
|
|
// It's possible the other might not clear, but when every game is reported it's not useful.
|
|
if (params.isWritingDepth) {
|
|
WARN_LOG(SCEGE, "FBO reusing depthbuffer, %08x/%08x and %08x/%08x", params.fb_address, params.z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address);
|
|
sharingReported = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// We already have it!
|
|
} else if (vfb != currentRenderVfb_) {
|
|
// Use it as a render target.
|
|
DEBUG_LOG(FRAMEBUF, "Switching render target to FBO for %08x: %i x %i x %i ", vfb->fb_address, vfb->width, vfb->height, vfb->format);
|
|
vfb->usageFlags |= FB_USAGE_RENDERTARGET;
|
|
vfb->last_frame_render = gpuStats.numFlips;
|
|
frameLastFramebufUsed_ = gpuStats.numFlips;
|
|
vfb->dirtyAfterDisplay = true;
|
|
if ((skipDrawReason & SKIPDRAW_SKIPFRAME) == 0)
|
|
vfb->reallyDirtyAfterDisplay = true;
|
|
|
|
VirtualFramebuffer *prev = currentRenderVfb_;
|
|
currentRenderVfb_ = vfb;
|
|
NotifyRenderFramebufferSwitched(prev, vfb, params.isClearingDepth);
|
|
} else {
|
|
vfb->last_frame_render = gpuStats.numFlips;
|
|
frameLastFramebufUsed_ = gpuStats.numFlips;
|
|
vfb->dirtyAfterDisplay = true;
|
|
if ((skipDrawReason & SKIPDRAW_SKIPFRAME) == 0)
|
|
vfb->reallyDirtyAfterDisplay = true;
|
|
|
|
NotifyRenderFramebufferUpdated(vfb, vfbFormatChanged);
|
|
}
|
|
|
|
gstate_c.curRTWidth = vfb->width;
|
|
gstate_c.curRTHeight = vfb->height;
|
|
gstate_c.curRTRenderWidth = vfb->renderWidth;
|
|
gstate_c.curRTRenderHeight = vfb->renderHeight;
|
|
return vfb;
|
|
}
|
|
|
|
void FramebufferManagerCommon::DestroyFramebuf(VirtualFramebuffer *v) {
|
|
textureCache_->NotifyFramebuffer(v->fb_address, v, NOTIFY_FB_DESTROYED);
|
|
if (v->fbo) {
|
|
v->fbo->Release();
|
|
v->fbo = nullptr;
|
|
}
|
|
|
|
// Wipe some pointers
|
|
if (currentRenderVfb_ == v)
|
|
currentRenderVfb_ = 0;
|
|
if (displayFramebuf_ == v)
|
|
displayFramebuf_ = 0;
|
|
if (prevDisplayFramebuf_ == v)
|
|
prevDisplayFramebuf_ = 0;
|
|
if (prevPrevDisplayFramebuf_ == v)
|
|
prevPrevDisplayFramebuf_ = 0;
|
|
|
|
delete v;
|
|
}
|
|
|
|
void FramebufferManagerCommon::NotifyRenderFramebufferCreated(VirtualFramebuffer *vfb) {
|
|
if (!useBufferedRendering_) {
|
|
// Let's ignore rendering to targets that have not (yet) been displayed.
|
|
gstate_c.skipDrawReason |= SKIPDRAW_NON_DISPLAYED_FB;
|
|
} else if (currentRenderVfb_) {
|
|
DownloadFramebufferOnSwitch(currentRenderVfb_);
|
|
}
|
|
|
|
textureCache_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_CREATED);
|
|
|
|
// ugly...
|
|
if (gstate_c.curRTWidth != vfb->width || gstate_c.curRTHeight != vfb->height) {
|
|
gstate_c.Dirty(DIRTY_PROJTHROUGHMATRIX | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE);
|
|
}
|
|
if (gstate_c.curRTRenderWidth != vfb->renderWidth || gstate_c.curRTRenderHeight != vfb->renderHeight) {
|
|
gstate_c.Dirty(DIRTY_PROJMATRIX);
|
|
gstate_c.Dirty(DIRTY_PROJTHROUGHMATRIX);
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerCommon::NotifyRenderFramebufferUpdated(VirtualFramebuffer *vfb, bool vfbFormatChanged) {
|
|
if (vfbFormatChanged) {
|
|
textureCache_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_UPDATED);
|
|
if (vfb->drawnFormat != vfb->format) {
|
|
ReformatFramebufferFrom(vfb, vfb->drawnFormat);
|
|
}
|
|
}
|
|
|
|
// ugly...
|
|
if (gstate_c.curRTWidth != vfb->width || gstate_c.curRTHeight != vfb->height) {
|
|
gstate_c.Dirty(DIRTY_PROJTHROUGHMATRIX | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE);
|
|
}
|
|
if (gstate_c.curRTRenderWidth != vfb->renderWidth || gstate_c.curRTRenderHeight != vfb->renderHeight) {
|
|
gstate_c.Dirty(DIRTY_PROJMATRIX);
|
|
gstate_c.Dirty(DIRTY_PROJTHROUGHMATRIX);
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerCommon::NotifyRenderFramebufferSwitched(VirtualFramebuffer *prevVfb, VirtualFramebuffer *vfb, bool isClearingDepth) {
|
|
if (ShouldDownloadFramebuffer(vfb) && !vfb->memoryUpdated) {
|
|
ReadFramebufferToMemory(vfb, true, 0, 0, vfb->width, vfb->height);
|
|
vfb->usageFlags = (vfb->usageFlags | FB_USAGE_DOWNLOAD) & ~FB_USAGE_DOWNLOAD_CLEAR;
|
|
} else {
|
|
DownloadFramebufferOnSwitch(prevVfb);
|
|
}
|
|
textureCache_->ForgetLastTexture();
|
|
shaderManager_->DirtyLastShader();
|
|
|
|
// Copy depth pixel value from the read framebuffer to the draw framebuffer
|
|
if (prevVfb && !g_Config.bDisableSlowFramebufEffects) {
|
|
bool hasNewerDepth = prevVfb->last_frame_depth_render != 0 && prevVfb->last_frame_depth_render >= vfb->last_frame_depth_updated;
|
|
if (!prevVfb->fbo || !vfb->fbo || !useBufferedRendering_ || !hasNewerDepth || isClearingDepth) {
|
|
// If depth wasn't updated, then we're at least "two degrees" away from the data.
|
|
// This is an optimization: it probably doesn't need to be copied in this case.
|
|
} else {
|
|
BlitFramebufferDepth(prevVfb, vfb);
|
|
}
|
|
}
|
|
if (vfb->drawnFormat != vfb->format) {
|
|
// TODO: Might ultimately combine this with the resize step in DoSetRenderFrameBuffer().
|
|
ReformatFramebufferFrom(vfb, vfb->drawnFormat);
|
|
}
|
|
|
|
if (useBufferedRendering_) {
|
|
if (vfb->fbo) {
|
|
shaderManager_->DirtyLastShader();
|
|
if (gl_extensions.IsGLES) {
|
|
// Some tiled mobile GPUs benefit IMMENSELY from clearing an FBO before rendering
|
|
// to it. This broke stuff before, so now it only clears on the first use of an
|
|
// FBO in a frame. This means that some games won't be able to avoid the on-some-GPUs
|
|
// performance-crushing framebuffer reloads from RAM, but we'll have to live with that.
|
|
if (vfb->last_frame_render != gpuStats.numFlips) {
|
|
draw_->BindFramebufferAsRenderTarget(vfb->fbo, { Draw::RPAction::CLEAR, Draw::RPAction::CLEAR, Draw::RPAction::CLEAR });
|
|
// GLES resets the blend state on clears.
|
|
gstate_c.Dirty(DIRTY_BLEND_STATE);
|
|
} else {
|
|
draw_->BindFramebufferAsRenderTarget(vfb->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP });
|
|
}
|
|
} else {
|
|
draw_->BindFramebufferAsRenderTarget(vfb->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP });
|
|
}
|
|
} else {
|
|
// This should only happen very briefly when toggling useBufferedRendering_.
|
|
ResizeFramebufFBO(vfb, vfb->width, vfb->height, true);
|
|
}
|
|
} else {
|
|
if (vfb->fbo) {
|
|
// This should only happen very briefly when toggling useBufferedRendering_.
|
|
textureCache_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_DESTROYED);
|
|
vfb->fbo->Release();
|
|
vfb->fbo = nullptr;
|
|
}
|
|
|
|
// Let's ignore rendering to targets that have not (yet) been displayed.
|
|
if (vfb->usageFlags & FB_USAGE_DISPLAYED_FRAMEBUFFER) {
|
|
gstate_c.skipDrawReason &= ~SKIPDRAW_NON_DISPLAYED_FB;
|
|
} else {
|
|
gstate_c.skipDrawReason |= SKIPDRAW_NON_DISPLAYED_FB;
|
|
}
|
|
}
|
|
textureCache_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_UPDATED);
|
|
|
|
// ugly...
|
|
if (gstate_c.curRTWidth != vfb->width || gstate_c.curRTHeight != vfb->height) {
|
|
gstate_c.Dirty(DIRTY_PROJTHROUGHMATRIX | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE);
|
|
}
|
|
if (gstate_c.curRTRenderWidth != vfb->renderWidth || gstate_c.curRTRenderHeight != vfb->renderHeight) {
|
|
gstate_c.Dirty(DIRTY_PROJMATRIX);
|
|
gstate_c.Dirty(DIRTY_PROJTHROUGHMATRIX);
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerCommon::NotifyVideoUpload(u32 addr, int size, int width, GEBufferFormat fmt) {
|
|
// Note: UpdateFromMemory() is still called later.
|
|
// This is a special case where we have extra information prior to the invalidation.
|
|
|
|
// TODO: Could possibly be an offset...
|
|
VirtualFramebuffer *vfb = GetVFBAt(addr);
|
|
if (vfb) {
|
|
if (vfb->format != fmt || vfb->drawnFormat != fmt) {
|
|
DEBUG_LOG(ME, "Changing format for %08x from %d to %d", addr, vfb->drawnFormat, fmt);
|
|
vfb->format = fmt;
|
|
vfb->drawnFormat = fmt;
|
|
|
|
// Let's count this as a "render". This will also force us to use the correct format.
|
|
vfb->last_frame_render = gpuStats.numFlips;
|
|
}
|
|
|
|
if (vfb->fb_stride < width) {
|
|
DEBUG_LOG(ME, "Changing stride for %08x from %d to %d", addr, vfb->fb_stride, width);
|
|
const int bpp = fmt == GE_FORMAT_8888 ? 4 : 2;
|
|
ResizeFramebufFBO(vfb, width, size / (bpp * width));
|
|
// Resizing may change the viewport/etc.
|
|
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE);
|
|
vfb->fb_stride = width;
|
|
// This might be a bit wider than necessary, but we'll redetect on next render.
|
|
vfb->width = width;
|
|
}
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerCommon::UpdateFromMemory(u32 addr, int size, bool safe) {
|
|
// Take off the uncached flag from the address. Not to be confused with the start of VRAM.
|
|
addr &= 0x3FFFFFFF;
|
|
// 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 (vfb->fb_address == addr) {
|
|
FlushBeforeCopy();
|
|
|
|
if (useBufferedRendering_ && vfb->fbo) {
|
|
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), fmt, vfb->fb_stride, vfb->width, vfb->height);
|
|
SetColorUpdated(vfb, gstate_c.skipDrawReason);
|
|
} else {
|
|
INFO_LOG(FRAMEBUF, "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();
|
|
}
|
|
// TODO: Necessary?
|
|
gstate_c.Dirty(DIRTY_FRAGMENTSHADER_STATE);
|
|
}
|
|
|
|
void FramebufferManagerCommon::DrawPixels(VirtualFramebuffer *vfb, int dstX, int dstY, const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height) {
|
|
textureCache_->ForgetLastTexture();
|
|
shaderManager_->DirtyLastShader(); // On GL, important that this is BEFORE drawing
|
|
float u0 = 0.0f, u1 = 1.0f;
|
|
float v0 = 0.0f, v1 = 1.0f;
|
|
|
|
if (useBufferedRendering_ && vfb && vfb->fbo) {
|
|
draw_->BindFramebufferAsRenderTarget(vfb->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP });
|
|
SetViewport2D(0, 0, vfb->renderWidth, vfb->renderHeight);
|
|
draw_->SetScissorRect(0, 0, vfb->renderWidth, vfb->renderHeight);
|
|
} else {
|
|
// We are drawing to the back buffer so need to flip.
|
|
if (needBackBufferYSwap_)
|
|
std::swap(v0, v1);
|
|
float x, y, w, h;
|
|
CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)pixelWidth_, (float)pixelHeight_, ROTATION_LOCKED_HORIZONTAL);
|
|
SetViewport2D(x, y, w, h);
|
|
draw_->SetScissorRect(0, 0, pixelWidth_, pixelHeight_);
|
|
}
|
|
|
|
MakePixelTexture(srcPixels, srcPixelFormat, srcStride, width, height, u1, v1);
|
|
|
|
DrawTextureFlags flags = (vfb || g_Config.iBufFilter == SCALE_LINEAR) ? DRAWTEX_LINEAR : DRAWTEX_NEAREST;
|
|
Bind2DShader();
|
|
DrawActiveTexture(dstX, dstY, width, height, vfb->bufferWidth, vfb->bufferHeight, u0, v0, u1, v1, ROTATION_LOCKED_HORIZONTAL, flags);
|
|
gpuStats.numUploads++;
|
|
}
|
|
|
|
void FramebufferManagerCommon::CopyFramebufferForColorTexture(VirtualFramebuffer *dst, VirtualFramebuffer *src, int flags) {
|
|
int x = 0;
|
|
int y = 0;
|
|
int w = src->drawnWidth;
|
|
int h = src->drawnHeight;
|
|
|
|
// If max is not > min, we probably could not detect it. Skip.
|
|
// See the vertex decoder, where this is updated.
|
|
if ((flags & BINDFBCOLOR_MAY_COPY_WITH_UV) == BINDFBCOLOR_MAY_COPY_WITH_UV && gstate_c.vertBounds.maxU > gstate_c.vertBounds.minU) {
|
|
x = std::max(gstate_c.vertBounds.minU, (u16)0);
|
|
y = std::max(gstate_c.vertBounds.minV, (u16)0);
|
|
w = std::min(gstate_c.vertBounds.maxU, src->drawnWidth) - x;
|
|
h = std::min(gstate_c.vertBounds.maxV, src->drawnHeight) - y;
|
|
|
|
// If we bound a framebuffer, apply the byte offset as pixels to the copy too.
|
|
if (flags & BINDFBCOLOR_APPLY_TEX_OFFSET) {
|
|
x += gstate_c.curTextureXOffset;
|
|
y += gstate_c.curTextureYOffset;
|
|
}
|
|
}
|
|
|
|
if (x < src->drawnWidth && y < src->drawnHeight && w > 0 && h > 0) {
|
|
BlitFramebuffer(dst, x, y, src, x, y, w, h, 0);
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerCommon::DrawFramebufferToOutput(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, bool applyPostShader) {
|
|
textureCache_->ForgetLastTexture();
|
|
shaderManager_->DirtyLastShader();
|
|
|
|
float u0 = 0.0f, u1 = 480.0f / 512.0f;
|
|
float v0 = 0.0f, v1 = 1.0f;
|
|
MakePixelTexture(srcPixels, srcPixelFormat, srcStride, 512, 272, u1, v1);
|
|
|
|
struct CardboardSettings cardboardSettings;
|
|
GetCardboardSettings(&cardboardSettings);
|
|
|
|
// This might draw directly at the backbuffer (if so, applyPostShader is set) so if there's a post shader, we need to apply it here.
|
|
// Should try to unify this path with the regular path somehow, but this simple solution works for most of the post shaders
|
|
// (it always runs at output resolution so FXAA may look odd).
|
|
float x, y, w, h;
|
|
int uvRotation = useBufferedRendering_ ? g_Config.iInternalScreenRotation : ROTATION_LOCKED_HORIZONTAL;
|
|
CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)pixelWidth_, (float)pixelHeight_, uvRotation);
|
|
if (applyPostShader && useBufferedRendering_) {
|
|
// Might've changed if the shader was just changed to Off.
|
|
if (usePostShader_) {
|
|
PostShaderUniforms uniforms{};
|
|
CalculatePostShaderUniforms(480, 272, renderWidth_, renderHeight_, &uniforms);
|
|
BindPostShader(uniforms);
|
|
} else {
|
|
Bind2DShader();
|
|
}
|
|
} else {
|
|
Bind2DShader();
|
|
}
|
|
|
|
// We are drawing directly to the back buffer.
|
|
if (needBackBufferYSwap_)
|
|
std::swap(v0, v1);
|
|
|
|
DrawTextureFlags flags = g_Config.iBufFilter == SCALE_LINEAR ? DRAWTEX_LINEAR : DRAWTEX_NEAREST;
|
|
if (cardboardSettings.enabled) {
|
|
// Left Eye Image
|
|
SetViewport2D(cardboardSettings.leftEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
|
|
DrawActiveTexture(x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, ROTATION_LOCKED_HORIZONTAL, flags | DRAWTEX_KEEP_TEX);
|
|
// Right Eye Image
|
|
SetViewport2D(cardboardSettings.rightEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
|
|
DrawActiveTexture(x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, ROTATION_LOCKED_HORIZONTAL, flags);
|
|
} else {
|
|
// Fullscreen Image
|
|
SetViewport2D(0, 0, pixelWidth_, pixelHeight_);
|
|
DrawActiveTexture(x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, uvRotation, flags);
|
|
}
|
|
|
|
gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE);
|
|
}
|
|
|
|
void FramebufferManagerCommon::DownloadFramebufferOnSwitch(VirtualFramebuffer *vfb) {
|
|
if (vfb && vfb->safeWidth > 0 && vfb->safeHeight > 0 && !vfb->firstFrameSaved && !vfb->memoryUpdated) {
|
|
// Some games will draw to some memory once, and use it as a render-to-texture later.
|
|
// To support this, we save the first frame to memory when we have a safe w/h.
|
|
// Saving each frame would be slow.
|
|
if (!g_Config.bDisableSlowFramebufEffects) {
|
|
ReadFramebufferToMemory(vfb, true, 0, 0, vfb->safeWidth, vfb->safeHeight);
|
|
vfb->usageFlags = (vfb->usageFlags | FB_USAGE_DOWNLOAD) & ~FB_USAGE_DOWNLOAD_CLEAR;
|
|
vfb->firstFrameSaved = true;
|
|
vfb->safeWidth = 0;
|
|
vfb->safeHeight = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerCommon::SetViewport2D(int x, int y, int w, int h) {
|
|
Draw::Viewport vp{ (float)x, (float)y, (float)w, (float)h, 0.0f, 1.0f };
|
|
draw_->SetViewports(1, &vp);
|
|
}
|
|
|
|
void FramebufferManagerCommon::CopyDisplayToOutput() {
|
|
DownloadFramebufferOnSwitch(currentRenderVfb_);
|
|
shaderManager_->DirtyLastShader();
|
|
|
|
currentRenderVfb_ = 0;
|
|
|
|
if (displayFramebufPtr_ == 0) {
|
|
DEBUG_LOG(FRAMEBUF, "Display disabled, displaying only black");
|
|
// No framebuffer to display! Clear to black.
|
|
if (useBufferedRendering_) {
|
|
shaderManager_->DirtyLastShader();
|
|
draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::CLEAR, Draw::RPAction::CLEAR, Draw::RPAction::CLEAR });
|
|
}
|
|
gstate_c.Dirty(DIRTY_BLEND_STATE);
|
|
return;
|
|
}
|
|
|
|
u32 offsetX = 0;
|
|
u32 offsetY = 0;
|
|
|
|
CardboardSettings cardboardSettings;
|
|
GetCardboardSettings(&cardboardSettings);
|
|
|
|
VirtualFramebuffer *vfb = GetVFBAt(displayFramebufPtr_);
|
|
if (!vfb) {
|
|
// Let's search for a framebuf within this range. Note that we also look for
|
|
// "framebuffers" sitting in RAM so we only take off the kernel and uncached bits of the address
|
|
// when comparing.
|
|
const u32 addr = displayFramebufPtr_ & 0x3FFFFFFF;
|
|
for (size_t i = 0; i < vfbs_.size(); ++i) {
|
|
VirtualFramebuffer *v = vfbs_[i];
|
|
const u32 v_addr = v->fb_address & 0x3FFFFFFF;
|
|
const u32 v_size = FramebufferByteSize(v);
|
|
if (addr >= v_addr && addr < v_addr + v_size) {
|
|
const u32 dstBpp = v->format == GE_FORMAT_8888 ? 4 : 2;
|
|
const u32 v_offsetX = ((addr - v_addr) / dstBpp) % v->fb_stride;
|
|
const u32 v_offsetY = ((addr - v_addr) / dstBpp) / v->fb_stride;
|
|
// We have enough space there for the display, right?
|
|
if (v_offsetX + 480 > (u32)v->fb_stride || v->bufferHeight < v_offsetY + 272) {
|
|
continue;
|
|
}
|
|
// Check for the closest one.
|
|
if (offsetY == 0 || offsetY > v_offsetY) {
|
|
offsetX = v_offsetX;
|
|
offsetY = v_offsetY;
|
|
vfb = v;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (vfb) {
|
|
// Okay, we found one above.
|
|
INFO_LOG_REPORT_ONCE(displayoffset, HLE, "Rendering from framebuf with offset %08x -> %08x+%dx%d", addr, vfb->fb_address, offsetX, offsetY);
|
|
}
|
|
}
|
|
|
|
if (vfb && vfb->format != displayFormat_) {
|
|
if (vfb->last_frame_render + FBO_OLD_AGE < gpuStats.numFlips) {
|
|
// The game probably switched formats on us.
|
|
vfb->format = displayFormat_;
|
|
} else {
|
|
vfb = 0;
|
|
}
|
|
}
|
|
|
|
if (!vfb) {
|
|
if (Memory::IsValidAddress(displayFramebufPtr_)) {
|
|
// The game is displaying something directly from RAM. In GTA, it's decoded video.
|
|
|
|
// First check that it's not a known RAM copy of a VRAM framebuffer though, as in MotoGP
|
|
for (auto iter = knownFramebufferRAMCopies_.begin(); iter != knownFramebufferRAMCopies_.end(); ++iter) {
|
|
if (iter->second == displayFramebufPtr_) {
|
|
vfb = GetVFBAt(iter->first);
|
|
}
|
|
}
|
|
|
|
if (!vfb) {
|
|
shaderManager_->DirtyLastShader();
|
|
if (useBufferedRendering_) {
|
|
// Bind and clear the backbuffer. This should be the first time during the frame that it's bound.
|
|
draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::CLEAR, Draw::RPAction::CLEAR, Draw::RPAction::CLEAR });
|
|
}
|
|
// Just a pointer to plain memory to draw. We should create a framebuffer, then draw to it.
|
|
SetViewport2D(0, 0, pixelWidth_, pixelHeight_);
|
|
draw_->SetScissorRect(0, 0, pixelWidth_, pixelHeight_);
|
|
DrawFramebufferToOutput(Memory::GetPointer(displayFramebufPtr_), displayFormat_, displayStride_, true);
|
|
gstate_c.Dirty(DIRTY_BLEND_STATE);
|
|
return;
|
|
}
|
|
} else {
|
|
DEBUG_LOG(FRAMEBUF, "Found no FBO to display! displayFBPtr = %08x", displayFramebufPtr_);
|
|
// No framebuffer to display! Clear to black.
|
|
if (useBufferedRendering_) {
|
|
shaderManager_->DirtyLastShader();
|
|
// Bind and clear the backbuffer. This should be the first time during the frame that it's bound.
|
|
draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::CLEAR, Draw::RPAction::CLEAR, Draw::RPAction::CLEAR });
|
|
}
|
|
gstate_c.Dirty(DIRTY_BLEND_STATE);
|
|
return;
|
|
}
|
|
}
|
|
|
|
vfb->usageFlags |= FB_USAGE_DISPLAYED_FRAMEBUFFER;
|
|
vfb->last_frame_displayed = gpuStats.numFlips;
|
|
vfb->dirtyAfterDisplay = false;
|
|
vfb->reallyDirtyAfterDisplay = false;
|
|
|
|
if (prevDisplayFramebuf_ != displayFramebuf_) {
|
|
prevPrevDisplayFramebuf_ = prevDisplayFramebuf_;
|
|
}
|
|
if (displayFramebuf_ != vfb) {
|
|
prevDisplayFramebuf_ = displayFramebuf_;
|
|
}
|
|
displayFramebuf_ = vfb;
|
|
|
|
if (vfb->fbo) {
|
|
if (coreState == CORE_STEPPING)
|
|
VERBOSE_LOG(FRAMEBUF, "Displaying FBO %08x", vfb->fb_address);
|
|
else
|
|
DEBUG_LOG(FRAMEBUF, "Displaying FBO %08x", vfb->fb_address);
|
|
|
|
int uvRotation = useBufferedRendering_ ? g_Config.iInternalScreenRotation : ROTATION_LOCKED_HORIZONTAL;
|
|
|
|
// Output coordinates
|
|
float x, y, w, h;
|
|
CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)pixelWidth_, (float)pixelHeight_, uvRotation);
|
|
|
|
// TODO ES3: Use glInvalidateFramebuffer to discard depth/stencil data at the end of frame.
|
|
|
|
float u0 = offsetX / (float)vfb->bufferWidth;
|
|
float v0 = offsetY / (float)vfb->bufferHeight;
|
|
float u1 = (480.0f + offsetX) / (float)vfb->bufferWidth;
|
|
float v1 = (272.0f + offsetY) / (float)vfb->bufferHeight;
|
|
|
|
if (!usePostShader_) {
|
|
shaderManager_->DirtyLastShader();
|
|
draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::CLEAR, Draw::RPAction::CLEAR, Draw::RPAction::CLEAR });
|
|
draw_->BindFramebufferAsTexture(vfb->fbo, 0, Draw::FB_COLOR_BIT, 0);
|
|
draw_->SetScissorRect(0, 0, pixelWidth_, pixelHeight_);
|
|
DrawTextureFlags flags = g_Config.iBufFilter == SCALE_LINEAR ? DRAWTEX_LINEAR : DRAWTEX_NEAREST;
|
|
// We are doing the DrawActiveTexture call directly to the backbuffer here. Hence, we must
|
|
// flip V.
|
|
Bind2DShader();
|
|
if (needBackBufferYSwap_)
|
|
std::swap(v0, v1);
|
|
if (cardboardSettings.enabled) {
|
|
// Left Eye Image
|
|
SetViewport2D(cardboardSettings.leftEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
|
|
DrawActiveTexture(x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, ROTATION_LOCKED_HORIZONTAL, flags | DRAWTEX_KEEP_TEX);
|
|
|
|
// Right Eye Image
|
|
SetViewport2D(cardboardSettings.rightEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
|
|
DrawActiveTexture(x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, ROTATION_LOCKED_HORIZONTAL, flags);
|
|
} else {
|
|
// Fullscreen Image
|
|
SetViewport2D(0, 0, pixelWidth_, pixelHeight_);
|
|
DrawActiveTexture(x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, uvRotation, flags);
|
|
}
|
|
} else if (usePostShader_ && extraFBOs_.size() == 1 && !postShaderAtOutputResolution_) {
|
|
// An additional pass, post-processing shader to the extra FBO.
|
|
shaderManager_->DirtyLastShader(); // dirty lastShader_
|
|
draw_->BindFramebufferAsRenderTarget(extraFBOs_[0], { Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE });
|
|
draw_->BindFramebufferAsTexture(vfb->fbo, 0, Draw::FB_COLOR_BIT, 0);
|
|
int fbo_w, fbo_h;
|
|
draw_->GetFramebufferDimensions(extraFBOs_[0], &fbo_w, &fbo_h);
|
|
SetViewport2D(0, 0, fbo_w, fbo_h);
|
|
draw_->SetScissorRect(0, 0, fbo_w, fbo_h);
|
|
PostShaderUniforms uniforms{};
|
|
CalculatePostShaderUniforms(vfb->bufferWidth, vfb->bufferHeight, renderWidth_, renderHeight_, &uniforms);
|
|
BindPostShader(uniforms);
|
|
DrawTextureFlags flags = g_Config.iBufFilter == SCALE_LINEAR ? DRAWTEX_LINEAR : DRAWTEX_NEAREST;
|
|
DrawActiveTexture(0, 0, fbo_w, fbo_h, fbo_w, fbo_h, 0.0f, 0.0f, 1.0f, 1.0f, ROTATION_LOCKED_HORIZONTAL, flags);
|
|
|
|
draw_->SetScissorRect(0, 0, pixelWidth_, pixelHeight_);
|
|
draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::CLEAR, Draw::RPAction::CLEAR, Draw::RPAction::CLEAR });
|
|
|
|
// Use the extra FBO, with applied post-processing shader, as a texture.
|
|
// fbo_bind_as_texture(extraFBOs_[0], FB_COLOR_BIT, 0);
|
|
if (extraFBOs_.size() == 0) {
|
|
ERROR_LOG(FRAMEBUF, "Unexpected: No extra FBOs?");
|
|
return;
|
|
}
|
|
draw_->BindFramebufferAsTexture(extraFBOs_[0], 0, Draw::FB_COLOR_BIT, 0);
|
|
|
|
// We are doing the DrawActiveTexture call directly to the backbuffer after here. Hence, we must
|
|
// flip V.
|
|
if (needBackBufferYSwap_)
|
|
std::swap(v0, v1);
|
|
Bind2DShader();
|
|
flags = (!postShaderIsUpscalingFilter_ && g_Config.iBufFilter == SCALE_LINEAR) ? DRAWTEX_LINEAR : DRAWTEX_NEAREST;
|
|
if (g_Config.bEnableCardboard) {
|
|
// Left Eye Image
|
|
SetViewport2D(cardboardSettings.leftEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
|
|
DrawActiveTexture(x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, ROTATION_LOCKED_HORIZONTAL, flags | DRAWTEX_KEEP_TEX);
|
|
|
|
// Right Eye Image
|
|
SetViewport2D(cardboardSettings.rightEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
|
|
DrawActiveTexture(x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, ROTATION_LOCKED_HORIZONTAL, flags);
|
|
} else {
|
|
// Fullscreen Image
|
|
SetViewport2D(0, 0, pixelWidth_, pixelHeight_);
|
|
DrawActiveTexture(x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, uvRotation, flags);
|
|
}
|
|
} else {
|
|
shaderManager_->DirtyLastShader(); // dirty lastShader_ BEFORE drawing
|
|
draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::CLEAR, Draw::RPAction::CLEAR, Draw::RPAction::CLEAR });
|
|
draw_->BindFramebufferAsTexture(vfb->fbo, 0, Draw::FB_COLOR_BIT, 0);
|
|
draw_->SetScissorRect(0, 0, pixelWidth_, pixelHeight_);
|
|
// We are doing the DrawActiveTexture call directly to the backbuffer here. Hence, we must
|
|
// flip V.
|
|
if (needBackBufferYSwap_)
|
|
std::swap(v0, v1);
|
|
DrawTextureFlags flags = (!postShaderIsUpscalingFilter_ && g_Config.iBufFilter == SCALE_LINEAR) ? DRAWTEX_LINEAR : DRAWTEX_NEAREST;
|
|
|
|
PostShaderUniforms uniforms{};
|
|
CalculatePostShaderUniforms(vfb->bufferWidth, vfb->bufferHeight, vfb->renderWidth, vfb->renderHeight, &uniforms);
|
|
BindPostShader(uniforms);
|
|
if (g_Config.bEnableCardboard) {
|
|
// Left Eye Image
|
|
SetViewport2D(cardboardSettings.leftEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
|
|
DrawActiveTexture(x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, ROTATION_LOCKED_HORIZONTAL, flags | DRAWTEX_KEEP_TEX);
|
|
|
|
// Right Eye Image
|
|
SetViewport2D(cardboardSettings.rightEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
|
|
DrawActiveTexture(x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, ROTATION_LOCKED_HORIZONTAL, flags);
|
|
} else {
|
|
// Fullscreen Image
|
|
SetViewport2D(0, 0, pixelWidth_, pixelHeight_);
|
|
DrawActiveTexture(x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, uvRotation, flags);
|
|
}
|
|
}
|
|
}
|
|
else if (useBufferedRendering_) {
|
|
WARN_LOG(FRAMEBUF, "Current VFB lacks an FBO: %08x", vfb->fb_address);
|
|
}
|
|
|
|
// This may get called mid-draw if the game uses an immediate flip.
|
|
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_BLEND_STATE);
|
|
}
|
|
|
|
void FramebufferManagerCommon::DecimateFBOs() {
|
|
currentRenderVfb_ = 0;
|
|
|
|
for (auto iter : fbosToDelete_) {
|
|
iter->Release();
|
|
}
|
|
fbosToDelete_.clear();
|
|
|
|
for (size_t i = 0; i < vfbs_.size(); ++i) {
|
|
VirtualFramebuffer *vfb = vfbs_[i];
|
|
int age = frameLastFramebufUsed_ - std::max(vfb->last_frame_render, vfb->last_frame_used);
|
|
|
|
if (ShouldDownloadFramebuffer(vfb) && age == 0 && !vfb->memoryUpdated) {
|
|
bool sync = gl_extensions.IsGLES;
|
|
ReadFramebufferToMemory(vfb, sync, 0, 0, vfb->width, vfb->height);
|
|
vfb->usageFlags = (vfb->usageFlags | FB_USAGE_DOWNLOAD) & ~FB_USAGE_DOWNLOAD_CLEAR;
|
|
}
|
|
|
|
// Let's also "decimate" the usageFlags.
|
|
UpdateFramebufUsage(vfb);
|
|
|
|
if (vfb != displayFramebuf_ && vfb != prevDisplayFramebuf_ && vfb != prevPrevDisplayFramebuf_) {
|
|
if (age > FBO_OLD_AGE) {
|
|
INFO_LOG(FRAMEBUF, "Decimating FBO for %08x (%i x %i x %i), age %i", vfb->fb_address, vfb->width, vfb->height, vfb->format, age);
|
|
DestroyFramebuf(vfb);
|
|
vfbs_.erase(vfbs_.begin() + i--);
|
|
}
|
|
}
|
|
}
|
|
|
|
for (auto it = tempFBOs_.begin(); it != tempFBOs_.end(); ) {
|
|
int age = frameLastFramebufUsed_ - it->second.last_frame_used;
|
|
if (age > FBO_OLD_AGE) {
|
|
it->second.fbo->Release();
|
|
it = tempFBOs_.erase(it);
|
|
} else {
|
|
++it;
|
|
}
|
|
}
|
|
|
|
// Do the same for ReadFramebuffersToMemory's VFBs
|
|
for (size_t i = 0; i < bvfbs_.size(); ++i) {
|
|
VirtualFramebuffer *vfb = bvfbs_[i];
|
|
int age = frameLastFramebufUsed_ - vfb->last_frame_render;
|
|
if (age > FBO_OLD_AGE) {
|
|
INFO_LOG(FRAMEBUF, "Decimating FBO for %08x (%i x %i x %i), age %i", vfb->fb_address, vfb->width, vfb->height, vfb->format, age);
|
|
DestroyFramebuf(vfb);
|
|
bvfbs_.erase(bvfbs_.begin() + i--);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerCommon::ResizeFramebufFBO(VirtualFramebuffer *vfb, int w, int h, bool force, bool skipCopy) {
|
|
assert(w > 0);
|
|
assert(h > 0);
|
|
VirtualFramebuffer old = *vfb;
|
|
|
|
int oldWidth = vfb->bufferWidth;
|
|
int oldHeight = vfb->bufferHeight;
|
|
|
|
if (force) {
|
|
vfb->bufferWidth = w;
|
|
vfb->bufferHeight = h;
|
|
} else {
|
|
if (vfb->bufferWidth >= w && vfb->bufferHeight >= h) {
|
|
return;
|
|
}
|
|
|
|
// In case it gets thin and wide, don't resize down either side.
|
|
vfb->bufferWidth = std::max((int)vfb->bufferWidth, w);
|
|
vfb->bufferHeight = std::max((int)vfb->bufferHeight, h);
|
|
}
|
|
|
|
SetRenderSize(vfb);
|
|
|
|
bool trueColor = trueColor_;
|
|
if (PSP_CoreParameter().compat.flags().Force04154000Download && vfb->fb_address == 0x00154000) {
|
|
trueColor = true;
|
|
}
|
|
|
|
if (trueColor) {
|
|
vfb->colorDepth = Draw::FBO_8888;
|
|
} else {
|
|
switch (vfb->format) {
|
|
case GE_FORMAT_4444:
|
|
vfb->colorDepth = Draw::FBO_4444;
|
|
break;
|
|
case GE_FORMAT_5551:
|
|
vfb->colorDepth = Draw::FBO_5551;
|
|
break;
|
|
case GE_FORMAT_565:
|
|
vfb->colorDepth = Draw::FBO_565;
|
|
break;
|
|
case GE_FORMAT_8888:
|
|
default:
|
|
vfb->colorDepth = Draw::FBO_8888;
|
|
break;
|
|
}
|
|
}
|
|
|
|
textureCache_->ForgetLastTexture();
|
|
|
|
if (!useBufferedRendering_) {
|
|
if (vfb->fbo) {
|
|
vfb->fbo->Release();
|
|
vfb->fbo = nullptr;
|
|
}
|
|
return;
|
|
}
|
|
if (!old.fbo && vfb->last_frame_failed != 0 && vfb->last_frame_failed - gpuStats.numFlips < 63) {
|
|
// Don't constantly retry FBOs which failed to create.
|
|
return;
|
|
}
|
|
|
|
shaderManager_->DirtyLastShader();
|
|
vfb->fbo = draw_->CreateFramebuffer({ vfb->renderWidth, vfb->renderHeight, 1, 1, true, (Draw::FBColorDepth)vfb->colorDepth });
|
|
if (old.fbo) {
|
|
INFO_LOG(FRAMEBUF, "Resizing FBO for %08x : %d x %d x %d", vfb->fb_address, w, h, vfb->format);
|
|
if (vfb->fbo) {
|
|
draw_->BindFramebufferAsRenderTarget(vfb->fbo, { Draw::RPAction::CLEAR, Draw::RPAction::CLEAR, Draw::RPAction::CLEAR });
|
|
// GLES resets the blend state on clears.
|
|
gstate_c.Dirty(DIRTY_BLEND_STATE);
|
|
if (!skipCopy && !g_Config.bDisableSlowFramebufEffects) {
|
|
BlitFramebuffer(vfb, 0, 0, &old, 0, 0, std::min((u16)oldWidth, std::min(vfb->bufferWidth, vfb->width)), std::min((u16)oldHeight, std::min(vfb->height, vfb->bufferHeight)), 0);
|
|
}
|
|
}
|
|
fbosToDelete_.push_back(old.fbo);
|
|
if (needGLESRebinds_) {
|
|
draw_->BindFramebufferAsRenderTarget(vfb->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP });
|
|
}
|
|
} else {
|
|
draw_->BindFramebufferAsRenderTarget(vfb->fbo, { Draw::RPAction::CLEAR, Draw::RPAction::CLEAR, Draw::RPAction::CLEAR });
|
|
// GLES resets the blend state on clears.
|
|
gstate_c.Dirty(DIRTY_BLEND_STATE);
|
|
}
|
|
|
|
if (!vfb->fbo) {
|
|
ERROR_LOG(FRAMEBUF, "Error creating FBO! %i x %i", vfb->renderWidth, vfb->renderHeight);
|
|
vfb->last_frame_failed = gpuStats.numFlips;
|
|
}
|
|
}
|
|
|
|
bool FramebufferManagerCommon::NotifyFramebufferCopy(u32 src, u32 dst, int size, bool isMemset, u32 skipDrawReason) {
|
|
if (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;
|
|
}
|
|
|
|
// We only remove the kernel and uncached bits when comparing.
|
|
const u32 vfb_address = 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);
|
|
} else if ((offset % vfb_byteStride) == 0 && size == vfb->fb_stride && yOffset < srcY) {
|
|
// Valkyrie Profile reads 512 bytes at a time, rather than 2048. So, let's whitelist fb_stride also.
|
|
srcBuffer = vfb;
|
|
srcY = yOffset;
|
|
srcH = 1;
|
|
} else if (yOffset == 0 && yOffset < srcY) {
|
|
// Okay, last try - it might be a clut.
|
|
if (vfb->usageFlags & FB_USAGE_CLUT) {
|
|
srcBuffer = vfb;
|
|
srcY = yOffset;
|
|
srcH = 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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.
|
|
// NOTE: With the BlockTransferAllowCreateFB hack, we might be able to remove this.
|
|
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, skipDrawReason);
|
|
RebindFramebuffer();
|
|
}
|
|
}
|
|
return false;
|
|
} else if (dstBuffer) {
|
|
if (isMemset) {
|
|
gpuStats.numClears++;
|
|
}
|
|
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, skipDrawReason);
|
|
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 && !PSP_CoreParameter().compat.flags().DisableReadbacks) {
|
|
ReadFramebufferToMemory(srcBuffer, true, 0, srcY, srcBuffer->width, srcH);
|
|
srcBuffer->usageFlags = (srcBuffer->usageFlags | FB_USAGE_DOWNLOAD) & ~FB_USAGE_DOWNLOAD_CLEAR;
|
|
}
|
|
return false;
|
|
} else {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Can't be const, in case it has to create a vfb unfortunately.
|
|
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) {
|
|
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 = 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 && (int)yOffset <= (int)vfb->height - dstHeight;
|
|
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)) {
|
|
// However, some other games write cluts to framebuffers.
|
|
// Let's catch this and upload. Otherwise reject the match.
|
|
match = (vfb->usageFlags & FB_USAGE_CLUT) != 0;
|
|
if (match) {
|
|
dstWidth = byteStride * height / vfb_bpp;
|
|
dstHeight = 1;
|
|
}
|
|
} else {
|
|
dstWidth = byteStride * height / vfb_bpp;
|
|
dstHeight = 1;
|
|
}
|
|
} else if (match) {
|
|
dstWidth = width;
|
|
dstHeight = height;
|
|
}
|
|
if (match) {
|
|
dstYOffset = yOffset;
|
|
dstXOffset = dstStride == 0 ? 0 : (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 && (int)yOffset <= (int)vfb->height - srcHeight;
|
|
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 = srcStride == 0 ? 0 : (byteOffset / bpp) % srcStride;
|
|
srcBuffer = vfb;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!dstBuffer && PSP_CoreParameter().compat.flags().BlockTransferAllowCreateFB) {
|
|
float renderWidthFactor = renderWidth_ / 480.0f;
|
|
float renderHeightFactor = renderHeight_ / 272.0f;
|
|
// A target for the destination is missing - so just create one!
|
|
// Make sure this one would be found by the algorithm above so we wouldn't
|
|
// create a new one each frame.
|
|
VirtualFramebuffer *vfb = new VirtualFramebuffer{};
|
|
vfb->fbo = nullptr;
|
|
vfb->fb_address = dstBasePtr; // NOTE - not necessarily in VRAM!
|
|
vfb->fb_stride = dstStride;
|
|
vfb->z_address = 0;
|
|
vfb->z_stride =0;
|
|
vfb->width = std::max(dstWidth, dstStride);
|
|
vfb->height = dstHeight;
|
|
vfb->newWidth = vfb->width;
|
|
vfb->newHeight = vfb->height;
|
|
vfb->lastFrameNewSize = gpuStats.numFlips;
|
|
vfb->renderWidth = (u16)(vfb->width * renderWidthFactor);
|
|
vfb->renderHeight = (u16)(vfb->height * renderHeightFactor);
|
|
vfb->bufferWidth = vfb->width;
|
|
vfb->bufferHeight = vfb->height;
|
|
vfb->format = bpp == 4 ? GE_FORMAT_8888 : GE_FORMAT_5551; // TODO: We don't really know the 16-bit format here.. at all. Can only guess when it gets used later!
|
|
vfb->drawnFormat = GE_FORMAT_8888;
|
|
vfb->usageFlags = FB_USAGE_RENDERTARGET;
|
|
SetColorUpdated(vfb, 0);
|
|
textureCache_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_CREATED);
|
|
vfb->fbo = draw_->CreateFramebuffer({ vfb->renderWidth, vfb->renderHeight, 1, 1, true, (Draw::FBColorDepth)vfb->colorDepth });
|
|
vfbs_.push_back(vfb);
|
|
dstBuffer = vfb;
|
|
}
|
|
dstBuffer->last_frame_used = gpuStats.numFlips;
|
|
|
|
if (dstYOffset != (u32)-1) {
|
|
dstY += dstYOffset;
|
|
dstX += dstXOffset;
|
|
}
|
|
if (srcYOffset != (u32)-1) {
|
|
srcY += srcYOffset;
|
|
srcX += srcXOffset;
|
|
}
|
|
}
|
|
|
|
// 1:1 pixel sides buffers, we resize buffers to these before we read them back.
|
|
VirtualFramebuffer *FramebufferManagerCommon::FindDownloadTempBuffer(VirtualFramebuffer *vfb) {
|
|
// For now we'll keep these on the same struct as the ones that can get displayed
|
|
// (and blatantly copy work already done above while at it).
|
|
VirtualFramebuffer *nvfb = 0;
|
|
|
|
// We maintain a separate vector of framebuffer objects for blitting.
|
|
for (size_t i = 0; i < bvfbs_.size(); ++i) {
|
|
VirtualFramebuffer *v = bvfbs_[i];
|
|
if (v->fb_address == vfb->fb_address && v->format == vfb->format) {
|
|
if (v->bufferWidth == vfb->bufferWidth && v->bufferHeight == vfb->bufferHeight) {
|
|
nvfb = v;
|
|
v->fb_stride = vfb->fb_stride;
|
|
v->width = vfb->width;
|
|
v->height = vfb->height;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Create a new fbo if none was found for the size
|
|
if (!nvfb) {
|
|
nvfb = new VirtualFramebuffer();
|
|
memset(nvfb, 0, sizeof(VirtualFramebuffer));
|
|
nvfb->fbo = nullptr;
|
|
nvfb->fb_address = vfb->fb_address;
|
|
nvfb->fb_stride = vfb->fb_stride;
|
|
nvfb->z_address = vfb->z_address;
|
|
nvfb->z_stride = vfb->z_stride;
|
|
nvfb->width = vfb->width;
|
|
nvfb->height = vfb->height;
|
|
nvfb->renderWidth = vfb->bufferWidth;
|
|
nvfb->renderHeight = vfb->bufferHeight;
|
|
nvfb->bufferWidth = vfb->bufferWidth;
|
|
nvfb->bufferHeight = vfb->bufferHeight;
|
|
nvfb->format = vfb->format;
|
|
nvfb->drawnWidth = vfb->drawnWidth;
|
|
nvfb->drawnHeight = vfb->drawnHeight;
|
|
nvfb->drawnFormat = vfb->format;
|
|
nvfb->colorDepth = vfb->colorDepth;
|
|
|
|
if (!CreateDownloadTempBuffer(nvfb)) {
|
|
delete nvfb;
|
|
return nullptr;
|
|
}
|
|
|
|
bvfbs_.push_back(nvfb);
|
|
} else {
|
|
UpdateDownloadTempBuffer(nvfb);
|
|
}
|
|
|
|
nvfb->usageFlags |= FB_USAGE_RENDERTARGET;
|
|
nvfb->last_frame_render = gpuStats.numFlips;
|
|
nvfb->dirtyAfterDisplay = true;
|
|
|
|
return nvfb;
|
|
}
|
|
|
|
void FramebufferManagerCommon::ApplyClearToMemory(int x1, int y1, int x2, int y2, u32 clearColor) {
|
|
if (currentRenderVfb_) {
|
|
if ((currentRenderVfb_->usageFlags & FB_USAGE_DOWNLOAD_CLEAR) != 0) {
|
|
// Already zeroed in memory.
|
|
return;
|
|
}
|
|
}
|
|
|
|
u8 *addr = Memory::GetPointer(gstate.getFrameBufAddress());
|
|
const int bpp = gstate.FrameBufFormat() == GE_FORMAT_8888 ? 4 : 2;
|
|
|
|
u32 clearBits = clearColor;
|
|
if (bpp == 2) {
|
|
u16 clear16 = 0;
|
|
switch (gstate.FrameBufFormat()) {
|
|
case GE_FORMAT_565: ConvertRGBA8888ToRGB565(&clear16, &clearColor, 1); break;
|
|
case GE_FORMAT_5551: ConvertRGBA8888ToRGBA5551(&clear16, &clearColor, 1); break;
|
|
case GE_FORMAT_4444: ConvertRGBA8888ToRGBA4444(&clear16, &clearColor, 1); break;
|
|
default: _dbg_assert_(G3D, 0); break;
|
|
}
|
|
clearBits = clear16 | (clear16 << 16);
|
|
}
|
|
|
|
const bool singleByteClear = (clearBits >> 16) == (clearBits & 0xFFFF) && (clearBits >> 24) == (clearBits & 0xFF);
|
|
const int stride = gstate.FrameBufStride();
|
|
const int width = x2 - x1;
|
|
|
|
// Can use memset for simple cases. Often alpha is different and gums up the works.
|
|
if (singleByteClear) {
|
|
const int byteStride = stride * bpp;
|
|
const int byteWidth = width * bpp;
|
|
addr += x1 * bpp;
|
|
for (int y = y1; y < y2; ++y) {
|
|
memset(addr + y * byteStride, clearBits, byteWidth);
|
|
}
|
|
} else {
|
|
// This will most often be true - rarely is the width not aligned.
|
|
// TODO: We should really use non-temporal stores here to avoid the cache,
|
|
// as it's unlikely that these bytes will be read.
|
|
if ((width & 3) == 0 && (x1 & 3) == 0) {
|
|
u64 val64 = clearBits | ((u64)clearBits << 32);
|
|
int xstride = 8 / bpp;
|
|
|
|
u64 *addr64 = (u64 *)addr;
|
|
const int stride64 = stride / xstride;
|
|
const int x1_64 = x1 / xstride;
|
|
const int x2_64 = x2 / xstride;
|
|
for (int y = y1; y < y2; ++y) {
|
|
for (int x = x1_64; x < x2_64; ++x) {
|
|
addr64[y * stride64 + x] = val64;
|
|
}
|
|
}
|
|
} else if (bpp == 4) {
|
|
u32 *addr32 = (u32 *)addr;
|
|
for (int y = y1; y < y2; ++y) {
|
|
for (int x = x1; x < x2; ++x) {
|
|
addr32[y * stride + x] = clearBits;
|
|
}
|
|
}
|
|
} else if (bpp == 2) {
|
|
u16 *addr16 = (u16 *)addr;
|
|
for (int y = y1; y < y2; ++y) {
|
|
for (int x = x1; x < x2; ++x) {
|
|
addr16[y * stride + x] = (u16)clearBits;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (currentRenderVfb_) {
|
|
// The current content is in memory now, so update the flag.
|
|
if (x1 == 0 && y1 == 0 && x2 >= currentRenderVfb_->width && y2 >= currentRenderVfb_->height) {
|
|
currentRenderVfb_->usageFlags |= FB_USAGE_DOWNLOAD_CLEAR;
|
|
currentRenderVfb_->memoryUpdated = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerCommon::OptimizeDownloadRange(VirtualFramebuffer * vfb, int & x, int & y, int & w, int & h) {
|
|
if (gameUsesSequentialCopies_) {
|
|
// Ignore the x/y/etc., read the entire thing.
|
|
x = 0;
|
|
y = 0;
|
|
w = vfb->width;
|
|
h = vfb->height;
|
|
}
|
|
if (x == 0 && y == 0 && w == vfb->width && h == vfb->height) {
|
|
// Mark it as fully downloaded until next render to it.
|
|
vfb->memoryUpdated = true;
|
|
vfb->usageFlags |= FB_USAGE_DOWNLOAD;
|
|
} else {
|
|
// Let's try to set the flag eventually, if the game copies a lot.
|
|
// Some games copy subranges very frequently.
|
|
const static int FREQUENT_SEQUENTIAL_COPIES = 3;
|
|
static int frameLastCopy = 0;
|
|
static u32 bufferLastCopy = 0;
|
|
static int copiesThisFrame = 0;
|
|
if (frameLastCopy != gpuStats.numFlips || bufferLastCopy != vfb->fb_address) {
|
|
frameLastCopy = gpuStats.numFlips;
|
|
bufferLastCopy = vfb->fb_address;
|
|
copiesThisFrame = 0;
|
|
}
|
|
if (++copiesThisFrame > FREQUENT_SEQUENTIAL_COPIES) {
|
|
gameUsesSequentialCopies_ = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool FramebufferManagerCommon::NotifyBlockTransferBefore(u32 dstBasePtr, int dstStride, int dstX, int dstY, u32 srcBasePtr, int srcStride, int srcX, int srcY, int width, int height, int bpp, u32 skipDrawReason) {
|
|
if (!useBufferedRendering_) {
|
|
return false;
|
|
}
|
|
|
|
// Skip checking if there's no framebuffers in that area.
|
|
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, skipDrawReason);
|
|
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, skipDrawReason);
|
|
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;
|
|
const bool tooTall = srcY + srcHeight > srcBuffer->bufferHeight;
|
|
if (srcHeight <= 0 || (tooTall && srcY != 0)) {
|
|
WARN_LOG_ONCE(btdheight, G3D, "Block transfer download %08x -> %08x skipped, %d+%d is taller than %d", srcBasePtr, dstBasePtr, srcY, srcHeight, srcBuffer->bufferHeight);
|
|
} else {
|
|
if (tooTall)
|
|
WARN_LOG_ONCE(btdheight, G3D, "Block transfer download %08x -> %08x dangerous, %d+%d is taller than %d", srcBasePtr, dstBasePtr, srcY, srcHeight, srcBuffer->bufferHeight);
|
|
ReadFramebufferToMemory(srcBuffer, true, static_cast<int>(srcX * srcXFactor), srcY, static_cast<int>(srcWidth * srcXFactor), srcHeight);
|
|
srcBuffer->usageFlags = (srcBuffer->usageFlags | FB_USAGE_DOWNLOAD) & ~FB_USAGE_DOWNLOAD_CLEAR;
|
|
}
|
|
}
|
|
return false; // Let the bit copy happen
|
|
} else {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerCommon::NotifyBlockTransferAfter(u32 dstBasePtr, int dstStride, int dstX, int dstY, u32 srcBasePtr, int srcStride, int srcX, int srcY, int width, int height, int bpp, u32 skipDrawReason) {
|
|
// 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();
|
|
DrawFramebufferToOutput(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;
|
|
if (dstWidth > dstBuffer->width || dstHeight > dstBuffer->height) {
|
|
// The buffer isn't big enough, and we have a clear hint of size. Resize.
|
|
// This happens in Valkyrie Profile when uploading video at the ending.
|
|
ResizeFramebufFBO(dstBuffer, dstWidth, dstHeight, false, true);
|
|
// Make sure we don't flop back and forth.
|
|
dstBuffer->newWidth = std::max(dstWidth, (int)dstBuffer->width);
|
|
dstBuffer->newHeight = std::max(dstHeight, (int)dstBuffer->height);
|
|
dstBuffer->lastFrameNewSize = gpuStats.numFlips;
|
|
// Resizing may change the viewport/etc.
|
|
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE);
|
|
}
|
|
DrawPixels(dstBuffer, static_cast<int>(dstX * dstXFactor), dstY, srcBase, dstBuffer->format, static_cast<int>(srcStride * dstXFactor), static_cast<int>(dstWidth * dstXFactor), dstHeight);
|
|
SetColorUpdated(dstBuffer, skipDrawReason);
|
|
RebindFramebuffer();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerCommon::SetRenderSize(VirtualFramebuffer *vfb) {
|
|
float renderWidthFactor = renderWidth_ / 480.0f;
|
|
float renderHeightFactor = renderHeight_ / 272.0f;
|
|
bool force1x = false;
|
|
switch (bloomHack_) {
|
|
case 1:
|
|
force1x = vfb->bufferWidth <= 128 || vfb->bufferHeight <= 64;
|
|
break;
|
|
case 2:
|
|
force1x = vfb->bufferWidth <= 256 || vfb->bufferHeight <= 128;
|
|
break;
|
|
case 3:
|
|
force1x = vfb->bufferWidth < 480 || vfb->bufferHeight < 272;
|
|
break;
|
|
}
|
|
|
|
if (PSP_CoreParameter().compat.flags().Force04154000Download && vfb->fb_address == 0x00154000) {
|
|
force1x = true;
|
|
}
|
|
|
|
if (force1x && g_Config.iInternalResolution != 1) {
|
|
vfb->renderWidth = vfb->bufferWidth;
|
|
vfb->renderHeight = vfb->bufferHeight;
|
|
} else {
|
|
vfb->renderWidth = (u16)(vfb->bufferWidth * renderWidthFactor);
|
|
vfb->renderHeight = (u16)(vfb->bufferHeight * renderHeightFactor);
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerCommon::SetSafeSize(u16 w, u16 h) {
|
|
VirtualFramebuffer *vfb = currentRenderVfb_;
|
|
if (vfb) {
|
|
vfb->safeWidth = std::max(vfb->safeWidth, w);
|
|
vfb->safeHeight = std::max(vfb->safeHeight, h);
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerCommon::Resized() {
|
|
// Check if postprocessing shader is doing upscaling as it requires native resolution
|
|
const ShaderInfo *shaderInfo = nullptr;
|
|
if (g_Config.sPostShaderName != "Off") {
|
|
shaderInfo = GetPostShaderInfo(g_Config.sPostShaderName);
|
|
}
|
|
|
|
postShaderIsUpscalingFilter_ = shaderInfo ? shaderInfo->isUpscalingFilter : false;
|
|
postShaderSSAAFilterLevel_ = shaderInfo ? shaderInfo->SSAAFilterLevel : 0;
|
|
|
|
// Actually, auto mode should be more granular...
|
|
// Round up to a zoom factor for the render size.
|
|
int zoom = g_Config.iInternalResolution;
|
|
if (zoom == 0 || postShaderSSAAFilterLevel_ >= 2) {
|
|
// auto mode, use the longest dimension
|
|
if (!g_Config.IsPortrait()) {
|
|
zoom = (PSP_CoreParameter().pixelWidth + 479) / 480;
|
|
} else {
|
|
zoom = (PSP_CoreParameter().pixelHeight + 479) / 480;
|
|
}
|
|
if (postShaderSSAAFilterLevel_ >= 2)
|
|
zoom *= postShaderSSAAFilterLevel_;
|
|
}
|
|
if (zoom <= 1 || postShaderIsUpscalingFilter_)
|
|
zoom = 1;
|
|
|
|
if (g_Config.IsPortrait()) {
|
|
PSP_CoreParameter().renderWidth = 272 * zoom;
|
|
PSP_CoreParameter().renderHeight = 480 * zoom;
|
|
} else {
|
|
PSP_CoreParameter().renderWidth = 480 * zoom;
|
|
PSP_CoreParameter().renderHeight = 272 * zoom;
|
|
}
|
|
|
|
gstate_c.skipDrawReason &= ~SKIPDRAW_NON_DISPLAYED_FB;
|
|
|
|
#ifdef _WIN32
|
|
// Seems related - if you're ok with numbers all the time, show some more :)
|
|
if (g_Config.iShowFPSCounter != 0) {
|
|
ShowScreenResolution();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void FramebufferManagerCommon::CalculatePostShaderUniforms(int bufferWidth, int bufferHeight, int renderWidth, int renderHeight, PostShaderUniforms *uniforms) {
|
|
float u_delta = 1.0f / renderWidth;
|
|
float v_delta = 1.0f / renderHeight;
|
|
float u_pixel_delta = u_delta;
|
|
float v_pixel_delta = v_delta;
|
|
if (postShaderAtOutputResolution_) {
|
|
float x, y, w, h;
|
|
CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)pixelWidth_, (float)pixelHeight_, ROTATION_LOCKED_HORIZONTAL);
|
|
u_pixel_delta = (1.0f / w) * (480.0f / bufferWidth);
|
|
v_pixel_delta = (1.0f / h) * (272.0f / bufferHeight);
|
|
}
|
|
int flipCount = __DisplayGetFlipCount();
|
|
int vCount = __DisplayGetVCount();
|
|
float time[4] = { time_now(), (vCount % 60) * 1.0f / 60.0f, (float)vCount, (float)(flipCount % 60) };
|
|
|
|
uniforms->texelDelta[0] = u_delta;
|
|
uniforms->texelDelta[1] = v_delta;
|
|
uniforms->pixelDelta[0] = u_pixel_delta;
|
|
uniforms->pixelDelta[1] = v_pixel_delta;
|
|
memcpy(uniforms->time, time, 4 * sizeof(float));
|
|
uniforms->video = textureCache_->VideoIsPlaying();
|
|
}
|
|
|
|
void FramebufferManagerCommon::GetCardboardSettings(CardboardSettings *cardboardSettings) {
|
|
// Calculate Cardboard Settings
|
|
float cardboardScreenScale = g_Config.iCardboardScreenSize / 100.0f;
|
|
float cardboardScreenWidth = pixelWidth_ / 2.0f * cardboardScreenScale;
|
|
float cardboardScreenHeight = pixelHeight_ / 2.0f * cardboardScreenScale;
|
|
float cardboardMaxXShift = (pixelWidth_ / 2.0f - cardboardScreenWidth) / 2.0f;
|
|
float cardboardUserXShift = g_Config.iCardboardXShift / 100.0f * cardboardMaxXShift;
|
|
float cardboardLeftEyeX = cardboardMaxXShift + cardboardUserXShift;
|
|
float cardboardRightEyeX = pixelWidth_ / 2.0f + cardboardMaxXShift - cardboardUserXShift;
|
|
float cardboardMaxYShift = pixelHeight_ / 2.0f - cardboardScreenHeight / 2.0f;
|
|
float cardboardUserYShift = g_Config.iCardboardYShift / 100.0f * cardboardMaxYShift;
|
|
float cardboardScreenY = cardboardMaxYShift + cardboardUserYShift;
|
|
|
|
cardboardSettings->enabled = g_Config.bEnableCardboard;
|
|
cardboardSettings->leftEyeXPosition = cardboardLeftEyeX;
|
|
cardboardSettings->rightEyeXPosition = cardboardRightEyeX;
|
|
cardboardSettings->screenYPosition = cardboardScreenY;
|
|
cardboardSettings->screenWidth = cardboardScreenWidth;
|
|
cardboardSettings->screenHeight = cardboardScreenHeight;
|
|
}
|
|
|
|
Draw::Framebuffer *FramebufferManagerCommon::GetTempFBO(TempFBO reason, u16 w, u16 h, Draw::FBColorDepth depth) {
|
|
u64 key = ((u64)reason << 48) | ((u64)depth << 32) | ((u32)w << 16) | h;
|
|
auto it = tempFBOs_.find(key);
|
|
if (it != tempFBOs_.end()) {
|
|
it->second.last_frame_used = gpuStats.numFlips;
|
|
return it->second.fbo;
|
|
}
|
|
|
|
textureCache_->ForgetLastTexture();
|
|
Draw::Framebuffer *fbo = draw_->CreateFramebuffer({ w, h, 1, 1, false, depth });
|
|
if (!fbo)
|
|
return fbo;
|
|
|
|
const TempFBOInfo info = { fbo, gpuStats.numFlips };
|
|
tempFBOs_[key] = info;
|
|
return fbo;
|
|
}
|
|
|
|
void FramebufferManagerCommon::UpdateFramebufUsage(VirtualFramebuffer *vfb) {
|
|
auto checkFlag = [&](u16 flag, int last_frame) {
|
|
if (vfb->usageFlags & flag) {
|
|
const int age = frameLastFramebufUsed_ - last_frame;
|
|
if (age > FBO_OLD_USAGE_FLAG) {
|
|
vfb->usageFlags &= ~flag;
|
|
}
|
|
}
|
|
};
|
|
|
|
checkFlag(FB_USAGE_DISPLAYED_FRAMEBUFFER, vfb->last_frame_displayed);
|
|
checkFlag(FB_USAGE_TEXTURE, vfb->last_frame_used);
|
|
checkFlag(FB_USAGE_RENDERTARGET, vfb->last_frame_render);
|
|
checkFlag(FB_USAGE_CLUT, vfb->last_frame_clut);
|
|
}
|
|
|
|
void FramebufferManagerCommon::ShowScreenResolution() {
|
|
I18NCategory *gr = GetI18NCategory("Graphics");
|
|
|
|
std::ostringstream messageStream;
|
|
messageStream << gr->T("Internal Resolution") << ": ";
|
|
messageStream << PSP_CoreParameter().renderWidth << "x" << PSP_CoreParameter().renderHeight << " ";
|
|
if (postShaderIsUpscalingFilter_) {
|
|
messageStream << gr->T("(upscaling)") << " ";
|
|
} else if (postShaderSSAAFilterLevel_ >= 2) {
|
|
messageStream << gr->T("(supersampling)") << " ";
|
|
}
|
|
messageStream << gr->T("Window Size") << ": ";
|
|
messageStream << PSP_CoreParameter().pixelWidth << "x" << PSP_CoreParameter().pixelHeight;
|
|
|
|
host->NotifyUserMessage(messageStream.str(), 2.0f, 0xFFFFFF, "resize");
|
|
INFO_LOG(SYSTEM, "%s", messageStream.str().c_str());
|
|
}
|
|
|
|
// We might also want to implement an asynchronous callback-style version of this. Would probably
|
|
// only be possible to implement optimally on Vulkan, but on GL and D3D11 we could do pixel buffers
|
|
// and read on the next frame, then call the callback. PackFramebufferAsync_ on OpenGL already does something similar.
|
|
//
|
|
// The main use cases for this are:
|
|
// * GE debugging(in practice async will not matter because it will stall anyway.)
|
|
// * Video file recording(would probably be great if it was async.)
|
|
// * Screenshots(benefit slightly from async.)
|
|
// * Save state screenshots(could probably be async but need to manage the stall.)
|
|
bool FramebufferManagerCommon::GetFramebuffer(u32 fb_address, int fb_stride, GEBufferFormat format, GPUDebugBuffer &buffer, int maxRes) {
|
|
VirtualFramebuffer *vfb = currentRenderVfb_;
|
|
if (!vfb) {
|
|
vfb = GetVFBAt(fb_address);
|
|
}
|
|
|
|
if (!vfb) {
|
|
// If there's no vfb and we're drawing there, must be memory?
|
|
buffer = GPUDebugBuffer(Memory::GetPointer(fb_address), fb_stride, 512, format);
|
|
return true;
|
|
}
|
|
|
|
int w = vfb->renderWidth, h = vfb->renderHeight;
|
|
|
|
Draw::Framebuffer *bound = nullptr;
|
|
|
|
if (vfb->fbo) {
|
|
if (maxRes > 0 && vfb->renderWidth > vfb->width * maxRes) {
|
|
w = vfb->width * maxRes;
|
|
h = vfb->height * maxRes;
|
|
|
|
Draw::Framebuffer *tempFBO = GetTempFBO(TempFBO::COPY, w, h);
|
|
VirtualFramebuffer tempVfb = *vfb;
|
|
tempVfb.fbo = tempFBO;
|
|
tempVfb.bufferWidth = vfb->width;
|
|
tempVfb.bufferHeight = vfb->height;
|
|
tempVfb.renderWidth = w;
|
|
tempVfb.renderHeight = h;
|
|
BlitFramebuffer(&tempVfb, 0, 0, vfb, 0, 0, vfb->width, vfb->height, 0);
|
|
|
|
bound = tempFBO;
|
|
} else {
|
|
bound = vfb->fbo;
|
|
}
|
|
}
|
|
|
|
if (!useBufferedRendering_) {
|
|
// Safety check.
|
|
w = std::min(w, PSP_CoreParameter().pixelWidth);
|
|
h = std::min(h, PSP_CoreParameter().pixelHeight);
|
|
}
|
|
|
|
// TODO: Maybe should handle flipY inside CopyFramebufferToMemorySync somehow?
|
|
bool flipY = (GetGPUBackend() == GPUBackend::OPENGL && !useBufferedRendering_) ? true : false;
|
|
buffer.Allocate(w, h, GE_FORMAT_8888, flipY);
|
|
bool retval = draw_->CopyFramebufferToMemorySync(bound, Draw::FB_COLOR_BIT, 0, 0, w, h, Draw::DataFormat::R8G8B8A8_UNORM, buffer.GetData(), w);
|
|
gpuStats.numReadbacks++;
|
|
// After a readback we'll have flushed and started over, need to dirty a bunch of things to be safe.
|
|
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);
|
|
// We may have blitted to a temp FBO.
|
|
RebindFramebuffer();
|
|
return retval;
|
|
}
|
|
|
|
bool FramebufferManagerCommon::GetDepthbuffer(u32 fb_address, int fb_stride, u32 z_address, int z_stride, GPUDebugBuffer &buffer) {
|
|
VirtualFramebuffer *vfb = currentRenderVfb_;
|
|
if (!vfb) {
|
|
vfb = GetVFBAt(fb_address);
|
|
}
|
|
|
|
if (!vfb) {
|
|
// If there's no vfb and we're drawing there, must be memory?
|
|
buffer = GPUDebugBuffer(Memory::GetPointer(z_address), z_stride, 512, GPU_DBG_FORMAT_16BIT);
|
|
return true;
|
|
}
|
|
|
|
int w = vfb->renderWidth;
|
|
int h = vfb->renderHeight;
|
|
if (!useBufferedRendering_) {
|
|
// Safety check.
|
|
w = std::min(w, PSP_CoreParameter().pixelWidth);
|
|
h = std::min(h, PSP_CoreParameter().pixelHeight);
|
|
}
|
|
|
|
bool flipY = (GetGPUBackend() == GPUBackend::OPENGL && !useBufferedRendering_) ? true : false;
|
|
if (gstate_c.Supports(GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT)) {
|
|
buffer.Allocate(w, h, GPU_DBG_FORMAT_FLOAT_DIV_256, flipY);
|
|
} else {
|
|
buffer.Allocate(w, h, GPU_DBG_FORMAT_FLOAT, flipY);
|
|
}
|
|
// No need to free on failure, that's the caller's job (it likely will reuse a buffer.)
|
|
bool retval = draw_->CopyFramebufferToMemorySync(vfb->fbo, Draw::FB_DEPTH_BIT, 0, 0, w, h, Draw::DataFormat::D32F, buffer.GetData(), w);
|
|
// After a readback we'll have flushed and started over, need to dirty a bunch of things to be safe.
|
|
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);
|
|
// That may have unbound the framebuffer, rebind to avoid crashes when debugging.
|
|
RebindFramebuffer();
|
|
return retval;
|
|
}
|
|
|
|
bool FramebufferManagerCommon::GetStencilbuffer(u32 fb_address, int fb_stride, GPUDebugBuffer &buffer) {
|
|
VirtualFramebuffer *vfb = currentRenderVfb_;
|
|
if (!vfb) {
|
|
vfb = GetVFBAt(fb_address);
|
|
}
|
|
|
|
if (!vfb) {
|
|
// If there's no vfb and we're drawing there, must be memory?
|
|
// TODO: Actually get the stencil.
|
|
buffer = GPUDebugBuffer(Memory::GetPointer(fb_address), fb_stride, 512, GPU_DBG_FORMAT_8888);
|
|
return true;
|
|
}
|
|
|
|
int w = vfb->renderWidth;
|
|
int h = vfb->renderHeight;
|
|
if (!useBufferedRendering_) {
|
|
// Safety check.
|
|
w = std::min(w, PSP_CoreParameter().pixelWidth);
|
|
h = std::min(h, PSP_CoreParameter().pixelHeight);
|
|
}
|
|
|
|
bool flipY = (GetGPUBackend() == GPUBackend::OPENGL && !useBufferedRendering_) ? true : false;
|
|
// No need to free on failure, the caller/destructor will do that. Usually this is a reused buffer, anyway.
|
|
buffer.Allocate(w, h, GPU_DBG_FORMAT_8BIT, flipY);
|
|
bool retval = draw_->CopyFramebufferToMemorySync(vfb->fbo, Draw::FB_STENCIL_BIT, 0, 0, w,h, Draw::DataFormat::S8, buffer.GetData(), w);
|
|
// That may have unbound the framebuffer, rebind to avoid crashes when debugging.
|
|
RebindFramebuffer();
|
|
return retval;
|
|
}
|
|
|
|
bool FramebufferManagerCommon::GetOutputFramebuffer(GPUDebugBuffer &buffer) {
|
|
int w, h;
|
|
draw_->GetFramebufferDimensions(nullptr, &w, &h);
|
|
Draw::DataFormat fmt = draw_->PreferredFramebufferReadbackFormat(nullptr);
|
|
// Ignore preferred formats other than BGRA.
|
|
if (fmt != Draw::DataFormat::B8G8R8A8_UNORM)
|
|
fmt = Draw::DataFormat::R8G8B8A8_UNORM;
|
|
buffer.Allocate(w, h, fmt == Draw::DataFormat::R8G8B8A8_UNORM ? GPU_DBG_FORMAT_8888 : GPU_DBG_FORMAT_8888_BGRA, false);
|
|
bool retval = draw_->CopyFramebufferToMemorySync(nullptr, Draw::FB_COLOR_BIT, 0, 0, w, h, fmt, buffer.GetData(), w);
|
|
// That may have unbound the framebuffer, rebind to avoid crashes when debugging.
|
|
RebindFramebuffer();
|
|
return retval;
|
|
}
|
|
|
|
// This function takes an already correctly-sized framebuffer and packs it into RAM.
|
|
// Does not need to account for scaling.
|
|
// Color conversion is currently done on CPU but should theoretically be done on GPU.
|
|
// (Except using the GPU might cause problems because of various implementations'
|
|
// dithering behavior and games that expect exact colors like Danganronpa, so we
|
|
// can't entirely be rid of the CPU path.) -- unknown
|
|
void FramebufferManagerCommon::PackFramebufferSync_(VirtualFramebuffer *vfb, int x, int y, int w, int h) {
|
|
if (!vfb->fbo) {
|
|
ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackFramebufferSync_: vfb->fbo == 0");
|
|
return;
|
|
}
|
|
|
|
if (w <= 0 || h <= 0) {
|
|
ERROR_LOG(G3D, "Bad inputs to PackFramebufferSync_: %d %d %d %d", x, y, w, h);
|
|
return;
|
|
}
|
|
|
|
const u32 fb_address = vfb->fb_address & 0x3FFFFFFF;
|
|
|
|
Draw::DataFormat destFormat = GEFormatToThin3D(vfb->format);
|
|
const int dstBpp = (int)DataFormatSizeInBytes(destFormat);
|
|
|
|
const int dstByteOffset = (y * vfb->fb_stride + x) * dstBpp;
|
|
|
|
if (!Memory::IsValidRange(fb_address + dstByteOffset, ((h - 1) * vfb->fb_stride + w) * dstBpp)) {
|
|
ERROR_LOG(G3D, "PackFramebufferSync_ would write outside of memory, ignoring");
|
|
return;
|
|
}
|
|
|
|
u8 *destPtr = Memory::GetPointer(fb_address + dstByteOffset);
|
|
|
|
// We always need to convert from the framebuffer native format.
|
|
// Right now that's always 8888.
|
|
DEBUG_LOG(G3D, "Reading framebuffer to mem, fb_address = %08x, ptr=%p", fb_address, destPtr);
|
|
|
|
if (destPtr) {
|
|
draw_->CopyFramebufferToMemorySync(vfb->fbo, Draw::FB_COLOR_BIT, x, y, w, h, destFormat, destPtr, vfb->fb_stride);
|
|
} else {
|
|
ERROR_LOG(G3D, "PackFramebufferSync_: Tried to readback to bad address %08x (stride = %d)", fb_address + dstByteOffset, vfb->fb_stride);
|
|
}
|
|
|
|
// A new command buffer will begin after CopyFrameBufferToMemorySync, so we need to trigger
|
|
// updates of any dynamic command buffer state by dirtying some stuff.
|
|
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE);
|
|
gpuStats.numReadbacks++;
|
|
}
|
|
|
|
void FramebufferManagerCommon::ReadFramebufferToMemory(VirtualFramebuffer *vfb, bool sync, int x, int y, int w, int h) {
|
|
// Clamp to bufferWidth. Sometimes block transfers can cause this to hit.
|
|
if (x + w >= vfb->bufferWidth) {
|
|
w = vfb->bufferWidth - x;
|
|
}
|
|
if (vfb && vfb->fbo) {
|
|
// We'll pseudo-blit framebuffers here to get a resized version of vfb.
|
|
OptimizeDownloadRange(vfb, x, y, w, h);
|
|
if (vfb->renderWidth == vfb->width && vfb->renderHeight == vfb->height) {
|
|
// No need to blit
|
|
PackFramebufferSync_(vfb, x, y, w, h);
|
|
} else {
|
|
VirtualFramebuffer *nvfb = FindDownloadTempBuffer(vfb);
|
|
BlitFramebuffer(nvfb, x, y, vfb, x, y, w, h, 0);
|
|
PackFramebufferSync_(nvfb, x, y, w, h);
|
|
}
|
|
|
|
textureCache_->ForgetLastTexture();
|
|
RebindFramebuffer();
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerCommon::FlushBeforeCopy() {
|
|
// Flush anything not yet drawn before blitting, downloading, or uploading.
|
|
// This might be a stalled list, or unflushed before a block transfer, etc.
|
|
|
|
// TODO: It's really bad that we are calling SetRenderFramebuffer here with
|
|
// all the irrelevant state checking it'll use to decide what to do. Should
|
|
// do something more focused here.
|
|
SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason);
|
|
drawEngine_->DispatchFlush();
|
|
}
|
|
|
|
void FramebufferManagerCommon::DownloadFramebufferForClut(u32 fb_address, u32 loadBytes) {
|
|
VirtualFramebuffer *vfb = GetVFBAt(fb_address);
|
|
if (vfb && vfb->fb_stride != 0) {
|
|
const u32 bpp = vfb->drawnFormat == GE_FORMAT_8888 ? 4 : 2;
|
|
int x = 0;
|
|
int y = 0;
|
|
int pixels = loadBytes / bpp;
|
|
// The height will be 1 for each stride or part thereof.
|
|
int w = std::min(pixels % vfb->fb_stride, (int)vfb->width);
|
|
int h = std::min((pixels + vfb->fb_stride - 1) / vfb->fb_stride, (int)vfb->height);
|
|
|
|
// We might still have a pending draw to the fb in question, flush if so.
|
|
FlushBeforeCopy();
|
|
|
|
// No need to download if we already have it.
|
|
if (w > 0 && h > 0 && !vfb->memoryUpdated && vfb->clutUpdatedBytes < loadBytes) {
|
|
// We intentionally don't call OptimizeDownloadRange() here - we don't want to over download.
|
|
// CLUT framebuffers are often incorrectly estimated in size.
|
|
if (x == 0 && y == 0 && w == vfb->width && h == vfb->height) {
|
|
vfb->memoryUpdated = true;
|
|
}
|
|
vfb->clutUpdatedBytes = loadBytes;
|
|
|
|
// We'll pseudo-blit framebuffers here to get a resized version of vfb.
|
|
VirtualFramebuffer *nvfb = FindDownloadTempBuffer(vfb);
|
|
BlitFramebuffer(nvfb, x, y, vfb, x, y, w, h, 0);
|
|
|
|
PackFramebufferSync_(nvfb, x, y, w, h);
|
|
|
|
textureCache_->ForgetLastTexture();
|
|
RebindFramebuffer();
|
|
}
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerCommon::RebindFramebuffer() {
|
|
shaderManager_->DirtyLastShader();
|
|
if (currentRenderVfb_ && currentRenderVfb_->fbo) {
|
|
draw_->BindFramebufferAsRenderTarget(currentRenderVfb_->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP });
|
|
} else {
|
|
// Should this even happen? It could while debugging, but maybe we can just skip binding at all.
|
|
draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP });
|
|
}
|
|
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE);
|
|
}
|
|
|
|
std::vector<FramebufferInfo> FramebufferManagerCommon::GetFramebufferList() {
|
|
std::vector<FramebufferInfo> list;
|
|
|
|
for (size_t i = 0; i < vfbs_.size(); ++i) {
|
|
VirtualFramebuffer *vfb = vfbs_[i];
|
|
|
|
FramebufferInfo info;
|
|
info.fb_address = vfb->fb_address;
|
|
info.z_address = vfb->z_address;
|
|
info.format = vfb->format;
|
|
info.width = vfb->width;
|
|
info.height = vfb->height;
|
|
info.fbo = vfb->fbo;
|
|
list.push_back(info);
|
|
}
|
|
|
|
return list;
|
|
}
|