mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-24 14:00:03 +00:00
1047 lines
36 KiB
C++
1047 lines
36 KiB
C++
// Copyright (c) 2017- PPSSPP Project.
|
|
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU General Public License as published by
|
|
// the Free Software Foundation, version 2.0 or later versions.
|
|
|
|
// This program is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
// GNU General Public License 2.0 for more details.
|
|
|
|
// A copy of the GPL 2.0 should have been included with the program.
|
|
// If not, see http://www.gnu.org/licenses/
|
|
|
|
// Official git repository and contact information can be found at
|
|
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
|
|
|
|
#include "math/lin/matrix4x4.h"
|
|
#include "ext/native/thin3d/thin3d.h"
|
|
|
|
#include "Common/ColorConv.h"
|
|
#include "Core/Host.h"
|
|
#include "Core/MemMap.h"
|
|
#include "Core/Config.h"
|
|
#include "Core/System.h"
|
|
#include "Core/Reporting.h"
|
|
#include "GPU/ge_constants.h"
|
|
#include "GPU/GPUState.h"
|
|
#include "GPU/Debugger/Stepping.h"
|
|
|
|
#include "GPU/Common/FramebufferCommon.h"
|
|
#include "GPU/Common/TextureDecoder.h"
|
|
#include "GPU/D3D11/FramebufferManagerD3D11.h"
|
|
#include "GPU/D3D11/ShaderManagerD3D11.h"
|
|
#include "GPU/D3D11/TextureCacheD3D11.h"
|
|
#include "GPU/D3D11/DrawEngineD3D11.h"
|
|
|
|
#include "ext/native/thin3d/thin3d.h"
|
|
|
|
#include <algorithm>
|
|
|
|
#ifdef _M_SSE
|
|
#include <xmmintrin.h>
|
|
#endif
|
|
|
|
static const char * vscode =
|
|
"struct VS_IN {\n"
|
|
" float4 ObjPos : POSITION;\n"
|
|
" float2 Uv : TEXCOORD0;\n"
|
|
"};"
|
|
"struct VS_OUT {\n"
|
|
" float2 Uv : TEXCOORD0;\n"
|
|
" float4 ProjPos : SV_Position;\n"
|
|
"};\n"
|
|
"VS_OUT main(VS_IN In) {\n"
|
|
" VS_OUT Out;\n"
|
|
" Out.ProjPos = In.ObjPos;\n"
|
|
" Out.Uv = In.Uv;\n"
|
|
" return Out;\n"
|
|
"}\n";
|
|
|
|
//--------------------------------------------------------------------------------------
|
|
// Pixel shader
|
|
//--------------------------------------------------------------------------------------
|
|
static const char * pscode =
|
|
"SamplerState samp : register(s0);\n"
|
|
"Texture2D<float4> tex : register(t0);\n"
|
|
"struct PS_IN {\n"
|
|
" float2 Uv : TEXCOORD0;\n"
|
|
"};\n"
|
|
"float4 main( PS_IN In ) : SV_Target {\n"
|
|
" float4 c = tex.Sample(samp, In.Uv);\n"
|
|
" return c;\n"
|
|
"}\n";
|
|
|
|
static const D3D11_INPUT_ELEMENT_DESC g_FramebufferVertexElements[] = {
|
|
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, },
|
|
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, },
|
|
};
|
|
|
|
void FramebufferManagerD3D11::ClearBuffer(bool keepState) {
|
|
draw_->Clear(Draw::ClearFlag::COLOR | Draw::ClearFlag::DEPTH | Draw::ClearFlag::STENCIL, 0, ToScaledDepth(0), 0);
|
|
}
|
|
|
|
void FramebufferManagerD3D11::DisableState() {
|
|
context_->OMSetBlendState(stockD3D11.blendStateDisabledWithColorMask[0xF], nullptr, 0xFFFFFFFF);
|
|
context_->RSSetState(stockD3D11.rasterStateNoCull);
|
|
context_->OMSetDepthStencilState(stockD3D11.depthStencilDisabled, 0xFF);
|
|
}
|
|
|
|
FramebufferManagerD3D11::FramebufferManagerD3D11(Draw::DrawContext *draw)
|
|
: FramebufferManagerCommon(draw),
|
|
drawPixelsTex_(0),
|
|
convBuf(0),
|
|
stencilUploadPS_(nullptr),
|
|
stencilUploadVS_(nullptr),
|
|
stencilUploadFailed_(false) {
|
|
|
|
device_ = (ID3D11Device *)draw->GetNativeObject(Draw::NativeObject::DEVICE);
|
|
context_ = (ID3D11DeviceContext *)draw->GetNativeObject(Draw::NativeObject::CONTEXT);
|
|
|
|
std::vector<uint8_t> bytecode;
|
|
|
|
std::string errorMsg;
|
|
pFramebufferVertexShader_ = CreateVertexShaderD3D11(device_, vscode, strlen(vscode), &bytecode);
|
|
pFramebufferPixelShader_ = CreatePixelShaderD3D11(device_, pscode, strlen(pscode));
|
|
device_->CreateInputLayout(g_FramebufferVertexElements, ARRAY_SIZE(g_FramebufferVertexElements), bytecode.data(), bytecode.size(), &pFramebufferVertexDecl_);
|
|
|
|
float coord[20] = {
|
|
-1.0f,-1.0f, 0, 0,0,
|
|
1.0f,-1.0f, 0, 0,0,
|
|
1.0f,1.0f, 0, 0,0,
|
|
-1.0f,1.0f, 0, 0,0,
|
|
};
|
|
D3D11_BUFFER_DESC vb{};
|
|
vb.ByteWidth = 20 * 4;
|
|
vb.Usage = D3D11_USAGE_IMMUTABLE;
|
|
vb.CPUAccessFlags = 0;
|
|
}
|
|
|
|
FramebufferManagerD3D11::~FramebufferManagerD3D11() {
|
|
// Drawing cleanup
|
|
if (pFramebufferVertexShader_) {
|
|
pFramebufferVertexShader_->Release();
|
|
pFramebufferVertexShader_ = nullptr;
|
|
}
|
|
if (pFramebufferPixelShader_) {
|
|
pFramebufferPixelShader_->Release();
|
|
pFramebufferPixelShader_ = nullptr;
|
|
}
|
|
pFramebufferVertexDecl_->Release();
|
|
if (drawPixelsTex_) {
|
|
drawPixelsTex_->Release();
|
|
}
|
|
|
|
// FBO cleanup
|
|
for (auto it = tempFBOs_.begin(), end = tempFBOs_.end(); it != end; ++it) {
|
|
delete it->second.fbo;
|
|
}
|
|
delete[] convBuf;
|
|
|
|
// Stencil cleanup
|
|
for (int i = 0; i < 256; i++) {
|
|
if (stencilMaskStates_[i])
|
|
stencilMaskStates_[i]->Release();
|
|
}
|
|
if (stencilUploadPS_) {
|
|
stencilUploadPS_->Release();
|
|
}
|
|
if (stencilUploadVS_) {
|
|
stencilUploadVS_->Release();
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerD3D11::SetTextureCache(TextureCacheD3D11 *tc) {
|
|
textureCacheD3D11_ = tc;
|
|
textureCache_ = tc;
|
|
}
|
|
|
|
void FramebufferManagerD3D11::MakePixelTexture(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height) {
|
|
u8 *convBuf = NULL;
|
|
|
|
// TODO: Check / use D3DCAPS2_DYNAMICTEXTURES?
|
|
if (drawPixelsTex_ && (drawPixelsTexW_ != width || drawPixelsTexH_ != height)) {
|
|
drawPixelsTex_->Release();
|
|
drawPixelsTex_ = nullptr;
|
|
}
|
|
|
|
if (!drawPixelsTex_) {
|
|
int usage = 0;
|
|
D3D11_TEXTURE2D_DESC desc{};
|
|
desc.Usage = D3D11_USAGE_DYNAMIC;
|
|
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
|
desc.Width = width;
|
|
desc.Height = height;
|
|
desc.MipLevels = 1;
|
|
desc.ArraySize = 1;
|
|
desc.SampleDesc.Count = 1;
|
|
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
|
device_->CreateTexture2D(&desc, nullptr, &drawPixelsTex_);
|
|
device_->CreateShaderResourceView(drawPixelsTex_, nullptr, &drawPixelsTexView_);
|
|
drawPixelsTexW_ = width;
|
|
drawPixelsTexH_ = height;
|
|
}
|
|
|
|
if (!drawPixelsTex_) {
|
|
return;
|
|
}
|
|
|
|
D3D11_MAPPED_SUBRESOURCE map;
|
|
context_->Map(drawPixelsTex_, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
|
|
|
|
convBuf = (u8*)map.pData;
|
|
|
|
// Final format is BGRA(directx)
|
|
if (srcPixelFormat != GE_FORMAT_8888 || srcStride != 512) {
|
|
for (int y = 0; y < height; y++) {
|
|
switch (srcPixelFormat) {
|
|
case GE_FORMAT_565:
|
|
{
|
|
const u16_le *src = (const u16_le *)srcPixels + srcStride * y;
|
|
u32 *dst = (u32 *)(convBuf + map.RowPitch * y);
|
|
ConvertRGB565ToBGRA8888(dst, src, width);
|
|
}
|
|
break;
|
|
// faster
|
|
case GE_FORMAT_5551:
|
|
{
|
|
const u16_le *src = (const u16_le *)srcPixels + srcStride * y;
|
|
u32 *dst = (u32 *)(convBuf + map.RowPitch * y);
|
|
ConvertRGBA5551ToBGRA8888(dst, src, width);
|
|
}
|
|
break;
|
|
case GE_FORMAT_4444:
|
|
{
|
|
const u16_le *src = (const u16_le *)srcPixels + srcStride * y;
|
|
u8 *dst = (u8 *)(convBuf + map.RowPitch * y);
|
|
ConvertRGBA4444ToBGRA8888((u32 *)dst, src, width);
|
|
}
|
|
break;
|
|
|
|
case GE_FORMAT_8888:
|
|
{
|
|
const u32_le *src = (const u32_le *)srcPixels + srcStride * y;
|
|
u32 *dst = (u32 *)(convBuf + map.RowPitch * y);
|
|
ConvertRGBA8888ToBGRA8888(dst, src, width);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
} else {
|
|
for (int y = 0; y < height; y++) {
|
|
const u32_le *src = (const u32_le *)srcPixels + srcStride * y;
|
|
u32 *dst = (u32 *)(convBuf + map.RowPitch * y);
|
|
ConvertRGBA8888ToBGRA8888(dst, src, width);
|
|
}
|
|
}
|
|
|
|
context_->Unmap(drawPixelsTex_, 0);
|
|
// D3DXSaveTextureToFile("game:\\cc.png", D3DXIFF_PNG, drawPixelsTex_, NULL);
|
|
}
|
|
|
|
void FramebufferManagerD3D11::DrawPixels(VirtualFramebuffer *vfb, int dstX, int dstY, const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height) {
|
|
if (useBufferedRendering_ && vfb && vfb->fbo) {
|
|
draw_->BindFramebufferAsRenderTarget(vfb->fbo);
|
|
D3D11_VIEWPORT vp{ 0.0f, 0.0f, (float)vfb->renderWidth, (float)vfb->renderHeight, 0.0f, 1.0f };
|
|
context_->RSSetViewports(1, &vp);
|
|
} else {
|
|
float x, y, w, h;
|
|
CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)pixelWidth_, (float)pixelHeight_, ROTATION_LOCKED_HORIZONTAL);
|
|
D3D11_VIEWPORT vp{ x, y, w, h, 0.0f, 1.0f };
|
|
context_->RSSetViewports(1, &vp);
|
|
}
|
|
MakePixelTexture(srcPixels, srcPixelFormat, srcStride, width, height);
|
|
DisableState();
|
|
context_->PSSetShaderResources(0, 1, &drawPixelsTexView_);
|
|
DrawActiveTexture(dstX, dstY, width, height, vfb->bufferWidth, vfb->bufferHeight, 0.0f, 0.0f, 1.0f, 1.0f, ROTATION_LOCKED_HORIZONTAL, true);
|
|
textureCacheD3D11_->ForgetLastTexture();
|
|
// context_->RSSetViewports(1, &vp);
|
|
}
|
|
|
|
void FramebufferManagerD3D11::DrawFramebufferToOutput(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, bool applyPostShader) {
|
|
MakePixelTexture(srcPixels, srcPixelFormat, srcStride, 512, 272);
|
|
DisableState();
|
|
|
|
// 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 = (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE) ? g_Config.iInternalScreenRotation : ROTATION_LOCKED_HORIZONTAL;
|
|
CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)pixelWidth_, (float)pixelHeight_, uvRotation);
|
|
context_->PSSetShaderResources(0, 1, &drawPixelsTexView_);
|
|
DrawActiveTexture(x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, 0.0f, 0.0f, 480.0f / 512.0f, 1.0f, uvRotation, g_Config.iBufFilter == SCALE_LINEAR);
|
|
}
|
|
|
|
void FramebufferManagerD3D11::DrawActiveTexture(float x, float y, float w, float h, float destW, float destH, float u0, float v0, float u1, float v1, int uvRotation, bool linearFilter) {
|
|
// TODO: StretchRect instead?
|
|
float coord[20] = {
|
|
x,y,0, u0,v0,
|
|
x + w,y,0, u1,v0,
|
|
x + w,y + h,0, u1,v1,
|
|
x,y + h,0, u0,v1,
|
|
};
|
|
|
|
static const short indices[4] = { 0, 1, 3, 2 };
|
|
|
|
if (uvRotation != ROTATION_LOCKED_HORIZONTAL) {
|
|
float temp[8];
|
|
int rotation = 0;
|
|
switch (uvRotation) {
|
|
case ROTATION_LOCKED_HORIZONTAL180: rotation = 2; break;
|
|
case ROTATION_LOCKED_VERTICAL: rotation = 1; break;
|
|
case ROTATION_LOCKED_VERTICAL180: rotation = 3; break;
|
|
}
|
|
|
|
for (int i = 0; i < 4; i++) {
|
|
temp[i * 2] = coord[((i + rotation) & 3) * 5 + 3];
|
|
temp[i * 2 + 1] = coord[((i + rotation) & 3) * 5 + 4];
|
|
}
|
|
|
|
for (int i = 0; i < 4; i++) {
|
|
coord[i * 5 + 3] = temp[i * 2];
|
|
coord[i * 5 + 4] = temp[i * 2 + 1];
|
|
}
|
|
}
|
|
|
|
float invDestW = 1.0f / (destW * 0.5f);
|
|
float invDestH = 1.0f / (destH * 0.5f);
|
|
float halfPixelX = invDestW * 0.5f;
|
|
float halfPixelY = invDestH * 0.5f;
|
|
for (int i = 0; i < 4; i++) {
|
|
coord[i * 5] = coord[i * 5] * invDestW - 1.0f - halfPixelX;
|
|
coord[i * 5 + 1] = -(coord[i * 5 + 1] * invDestH - 1.0f - halfPixelY);
|
|
}
|
|
|
|
context_->RSSetState(stockD3D11.rasterStateNoCull);
|
|
context_->OMSetBlendState(stockD3D11.blendStateDisabledWithColorMask[0xF], nullptr, 0xFFFFFFFF);
|
|
context_->IASetInputLayout(pFramebufferVertexDecl_);
|
|
context_->PSSetShader(pFramebufferPixelShader_, 0, 0);
|
|
context_->VSSetShader(pFramebufferVertexShader_, 0, 0);
|
|
context_->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
|
context_->PSSetSamplers(0, 1, linearFilter ? &stockD3D11.samplerLinear2DWrap : &stockD3D11.samplerPoint2DWrap);
|
|
|
|
// TODO: DrawRectBuffer ?
|
|
shaderManager_->DirtyLastShader();
|
|
context_->Draw(2, 0);
|
|
}
|
|
|
|
void FramebufferManagerD3D11::RebindFramebuffer() {
|
|
if (currentRenderVfb_ && currentRenderVfb_->fbo) {
|
|
draw_->BindFramebufferAsRenderTarget(currentRenderVfb_->fbo);
|
|
} else {
|
|
draw_->BindBackbufferAsRenderTarget();
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerD3D11::ReformatFramebufferFrom(VirtualFramebuffer *vfb, GEBufferFormat old) {
|
|
if (!useBufferedRendering_ || !vfb->fbo) {
|
|
return;
|
|
}
|
|
|
|
draw_->BindFramebufferAsRenderTarget(vfb->fbo);
|
|
|
|
// Technically, we should at this point re-interpret the bytes of the old format to the new.
|
|
// That might get tricky, and could cause unnecessary slowness in some games.
|
|
// For now, we just clear alpha/stencil from 565, which fixes shadow issues in Kingdom Hearts.
|
|
// (it uses 565 to write zeros to the buffer, than 4444 to actually render the shadow.)
|
|
//
|
|
// The best way to do this may ultimately be to create a new FBO (combine with any resize?)
|
|
// and blit with a shader to that, then replace the FBO on vfb. Stencil would still be complex
|
|
// to exactly reproduce in 4444 and 8888 formats.
|
|
|
|
if (old == GE_FORMAT_565) {
|
|
context_->OMSetDepthStencilState(stockD3D11.depthDisabledStencilWrite, 0xFF);
|
|
context_->OMSetBlendState(stockD3D11.blendStateDisabledWithColorMask[0], nullptr, 0xFFFFFFFF);
|
|
context_->RSSetState(stockD3D11.rasterStateNoCull);
|
|
context_->IASetInputLayout(pFramebufferVertexDecl_);
|
|
context_->PSSetShader(pFramebufferPixelShader_, nullptr, 0);
|
|
context_->VSSetShader(pFramebufferVertexShader_, nullptr, 0);
|
|
context_->IASetVertexBuffers(0, 1, &vbFullScreenRect_, &vbFullScreenStride_, &vbFullScreenOffset_);
|
|
shaderManager_->DirtyLastShader();
|
|
D3D11_VIEWPORT vp{ 0.0f, 0.0f, (float)vfb->renderWidth, (float)vfb->renderHeight, 0.0f, 1.0f };
|
|
context_->RSSetViewports(1, &vp);
|
|
context_->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
|
context_->Draw(2, 0);
|
|
}
|
|
|
|
RebindFramebuffer();
|
|
}
|
|
|
|
static void CopyPixelDepthOnly(u32 *dstp, const u32 *srcp, size_t c) {
|
|
size_t x = 0;
|
|
|
|
#ifdef _M_SSE
|
|
size_t sseSize = (c / 4) * 4;
|
|
const __m128i srcMask = _mm_set1_epi32(0x00FFFFFF);
|
|
const __m128i dstMask = _mm_set1_epi32(0xFF000000);
|
|
__m128i *dst = (__m128i *)dstp;
|
|
const __m128i *src = (const __m128i *)srcp;
|
|
|
|
for (; x < sseSize; x += 4) {
|
|
const __m128i bits24 = _mm_and_si128(_mm_load_si128(src), srcMask);
|
|
const __m128i bits8 = _mm_and_si128(_mm_load_si128(dst), dstMask);
|
|
_mm_store_si128(dst, _mm_or_si128(bits24, bits8));
|
|
dst++;
|
|
src++;
|
|
}
|
|
#endif
|
|
|
|
// Copy the remaining pixels that didn't fit in SSE.
|
|
for (; x < c; ++x) {
|
|
memcpy(dstp + x, srcp + x, 3);
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerD3D11::BlitFramebufferDepth(VirtualFramebuffer *src, VirtualFramebuffer *dst) {
|
|
if (g_Config.bDisableSlowFramebufEffects) {
|
|
return;
|
|
}
|
|
/*
|
|
bool matchingDepthBuffer = src->z_address == dst->z_address && src->z_stride != 0 && dst->z_stride != 0;
|
|
bool matchingSize = src->width == dst->width && src->height == dst->height;
|
|
if (matchingDepthBuffer && matchingSize) {
|
|
// Doesn't work. Use a shader maybe?
|
|
draw_->BindBackbufferAsRenderTarget();
|
|
|
|
LPDIRECT3DTEXTURE9 srcTex = (LPDIRECT3DTEXTURE9)draw_->GetFramebufferAPITexture(src->fbo, Draw::FB_DEPTH_BIT, 0);
|
|
LPDIRECT3DTEXTURE9 dstTex = (LPDIRECT3DTEXTURE9)draw_->GetFramebufferAPITexture(dst->fbo, Draw::FB_DEPTH_BIT, 0);
|
|
|
|
if (srcTex && dstTex) {
|
|
D3DSURFACE_DESC srcDesc;
|
|
srcTex->GetLevelDesc(0, &srcDesc);
|
|
D3DSURFACE_DESC dstDesc;
|
|
dstTex->GetLevelDesc(0, &dstDesc);
|
|
|
|
D3DLOCKED_RECT srcLock;
|
|
D3DLOCKED_RECT dstLock;
|
|
HRESULT srcLockRes = srcTex->LockRect(0, &srcLock, nullptr, D3DLOCK_READONLY);
|
|
HRESULT dstLockRes = dstTex->LockRect(0, &dstLock, nullptr, 0);
|
|
if (SUCCEEDED(srcLockRes) && SUCCEEDED(dstLockRes)) {
|
|
u32 pitch = std::min(srcLock.Pitch, dstLock.Pitch);
|
|
u32 w = std::min(pitch / 4, std::min(srcDesc.Width, dstDesc.Width));
|
|
u32 h = std::min(srcDesc.Height, dstDesc.Height);
|
|
const u8 *srcp = (const u8 *)srcLock.pBits;
|
|
u8 *dstp = (u8 *)dstLock.pBits;
|
|
|
|
if (w == pitch / 4 && srcLock.Pitch == dstLock.Pitch) {
|
|
CopyPixelDepthOnly((u32 *)dstp, (const u32 *)srcp, w * h);
|
|
} else {
|
|
for (u32 y = 0; y < h; ++y) {
|
|
CopyPixelDepthOnly((u32 *)dstp, (const u32 *)srcp, w);
|
|
dstp += dstLock.Pitch;
|
|
srcp += srcLock.Pitch;
|
|
}
|
|
}
|
|
}
|
|
if (SUCCEEDED(srcLockRes)) {
|
|
srcTex->UnlockRect(0);
|
|
}
|
|
if (SUCCEEDED(dstLockRes)) {
|
|
dstTex->UnlockRect(0);
|
|
}
|
|
}
|
|
|
|
RebindFramebuffer();
|
|
}*/
|
|
}
|
|
|
|
void FramebufferManagerD3D11::BindFramebufferColor(int stage, VirtualFramebuffer *framebuffer, int flags) {
|
|
if (framebuffer == NULL) {
|
|
framebuffer = currentRenderVfb_;
|
|
}
|
|
|
|
if (!framebuffer->fbo || !useBufferedRendering_) {
|
|
context_->PSSetShaderResources(stage, 1, nullptr);
|
|
gstate_c.skipDrawReason |= SKIPDRAW_BAD_FB_TEXTURE;
|
|
return;
|
|
}
|
|
|
|
// currentRenderVfb_ will always be set when this is called, except from the GE debugger.
|
|
// Let's just not bother with the copy in that case.
|
|
bool skipCopy = (flags & BINDFBCOLOR_MAY_COPY) == 0;
|
|
if (GPUStepping::IsStepping() || g_Config.bDisableSlowFramebufEffects) {
|
|
skipCopy = true;
|
|
}
|
|
// Currently rendering to this framebuffer. Need to make a copy.
|
|
if (!skipCopy && currentRenderVfb_ && framebuffer->fb_address == gstate.getFrameBufRawAddress()) {
|
|
// TODO: Maybe merge with bvfbs_? Not sure if those could be packing, and they're created at a different size.
|
|
Draw::Framebuffer *renderCopy = GetTempFBO(framebuffer->renderWidth, framebuffer->renderHeight, (Draw::FBColorDepth)framebuffer->colorDepth);
|
|
if (renderCopy) {
|
|
VirtualFramebuffer copyInfo = *framebuffer;
|
|
copyInfo.fbo = renderCopy;
|
|
|
|
int x = 0;
|
|
int y = 0;
|
|
int w = framebuffer->drawnWidth;
|
|
int h = framebuffer->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 = gstate_c.vertBounds.minU;
|
|
y = gstate_c.vertBounds.minV;
|
|
w = gstate_c.vertBounds.maxU - x;
|
|
h = gstate_c.vertBounds.maxV - 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;
|
|
}
|
|
}
|
|
|
|
BlitFramebuffer(©Info, x, y, framebuffer, x, y, w, h, 0);
|
|
|
|
RebindFramebuffer();
|
|
draw_->BindFramebufferAsTexture(renderCopy, stage, Draw::FB_COLOR_BIT, 0);
|
|
} else {
|
|
draw_->BindFramebufferAsTexture(framebuffer->fbo, stage, Draw::FB_COLOR_BIT, 0);
|
|
}
|
|
} else {
|
|
draw_->BindFramebufferAsTexture(framebuffer->fbo, stage, Draw::FB_COLOR_BIT, 0);
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerD3D11::CopyDisplayToOutput() {
|
|
DownloadFramebufferOnSwitch(currentRenderVfb_);
|
|
|
|
draw_->BindBackbufferAsRenderTarget();
|
|
currentRenderVfb_ = 0;
|
|
|
|
if (displayFramebufPtr_ == 0) {
|
|
DEBUG_LOG(SCEGE, "Display disabled, displaying only black");
|
|
// No framebuffer to display! Clear to black.
|
|
ClearBuffer();
|
|
return;
|
|
}
|
|
|
|
if (useBufferedRendering_) {
|
|
// In buffered, we no longer clear the backbuffer before we start rendering.
|
|
ClearBuffer();
|
|
D3D11_VIEWPORT vp{ 0.0f, 0.0f, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, 0.0f, 1.0f };
|
|
context_->RSSetViewports(1, &vp);
|
|
}
|
|
|
|
u32 offsetX = 0;
|
|
u32 offsetY = 0;
|
|
|
|
VirtualFramebuffer *vfb = GetVFBAt(displayFramebufPtr_);
|
|
if (!vfb) {
|
|
// Let's search for a framebuf within this range.
|
|
const u32 addr = (displayFramebufPtr_ & 0x03FFFFFF) | 0x04000000;
|
|
for (size_t i = 0; i < vfbs_.size(); ++i) {
|
|
VirtualFramebuffer *v = vfbs_[i];
|
|
const u32 v_addr = (v->fb_address & 0x03FFFFFF) | 0x04000000;
|
|
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) {
|
|
// Just a pointer to plain memory to draw. Draw it.
|
|
DrawFramebufferToOutput(Memory::GetPointer(displayFramebufPtr_), displayFormat_, displayStride_, true);
|
|
return;
|
|
}
|
|
} else {
|
|
DEBUG_LOG(SCEGE, "Found no FBO to display! displayFBPtr = %08x", displayFramebufPtr_);
|
|
// No framebuffer to display! Clear to black. If buffered, we already did that.
|
|
if (!useBufferedRendering_)
|
|
ClearBuffer();
|
|
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) {
|
|
DEBUG_LOG(SCEGE, "Displaying FBO %08x", vfb->fb_address);
|
|
DisableState();
|
|
draw_->BindFramebufferAsTexture(vfb->fbo, 0, Draw::FB_COLOR_BIT, 0);
|
|
|
|
// Output coordinates
|
|
float x, y, w, h;
|
|
int uvRotation = (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE) ? g_Config.iInternalScreenRotation : ROTATION_LOCKED_HORIZONTAL;
|
|
CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, uvRotation);
|
|
|
|
const float u0 = offsetX / (float)vfb->bufferWidth;
|
|
const float v0 = offsetY / (float)vfb->bufferHeight;
|
|
const float u1 = (480.0f + offsetX) / (float)vfb->bufferWidth;
|
|
const float v1 = (272.0f + offsetY) / (float)vfb->bufferHeight;
|
|
|
|
if (1) {
|
|
const u32 rw = PSP_CoreParameter().pixelWidth;
|
|
const u32 rh = PSP_CoreParameter().pixelHeight;
|
|
bool result = draw_->BlitFramebuffer(vfb->fbo,
|
|
(LONG)(u0 * vfb->renderWidth), (LONG)(v0 * vfb->renderHeight), (LONG)(u1 * vfb->renderWidth), (LONG)(v1 * vfb->renderHeight),
|
|
nullptr,
|
|
(LONG)(x * rw / w), (LONG)(y * rh / h), (LONG)((x + w) * rw / w), (LONG)((y + h) * rh / h),
|
|
Draw::FB_COLOR_BIT,
|
|
g_Config.iBufFilter == SCALE_LINEAR ? Draw::FB_BLIT_LINEAR : Draw::FB_BLIT_NEAREST);
|
|
if (!result) {
|
|
ERROR_LOG_REPORT_ONCE(blit_fail, G3D, "fbo_blit_color failed on display");
|
|
D3D11_VIEWPORT vp{ 0.0f, 0.0f, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, 0.0f, 1.0f };
|
|
context_->RSSetViewports(1, &vp);
|
|
DrawActiveTexture(x, y, w, h, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, u0, v0, u1, v1, uvRotation, g_Config.iBufFilter == SCALE_LINEAR);
|
|
}
|
|
}
|
|
/*
|
|
else if (usePostShader_ && extraFBOs_.size() == 1 && !postShaderAtOutputResolution_) {
|
|
// An additional pass, post-processing shader to the extra FBO.
|
|
BindFramebufferAsRenderTarget(extraFBOs_[0]);
|
|
int fbo_w, fbo_h;
|
|
fbo_get_dimensions(extraFBOs_[0], &fbo_w, &fbo_h);
|
|
DXSetViewport(0, 0, fbo_w, fbo_h);
|
|
DrawActiveTexture(colorTexture, 0, 0, fbo_w, fbo_h, fbo_w, fbo_h, true, 1.0f, 1.0f, postShaderProgram_);
|
|
|
|
fbo_unbind();
|
|
|
|
// Use the extra FBO, with applied post-processing shader, as a texture.
|
|
// fbo_bind_color_as_texture(extraFBOs_[0], 0);
|
|
if (extraFBOs_.size() == 0) {
|
|
ERROR_LOG(G3D, "WTF?");
|
|
return;
|
|
}
|
|
colorTexture = fbo_get_color_texture(extraFBOs_[0]);
|
|
DXSetViewport(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
|
|
// These are in the output display coordinates
|
|
DrawActiveTexture(colorTexture, x, y, w, h, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, true, 480.0f / (float)vfb->width, 272.0f / (float)vfb->height);
|
|
} else {
|
|
// Use post-shader, but run shader at output resolution.
|
|
DXSetViewport(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
|
|
// These are in the output display coordinates
|
|
DrawActiveTexture(colorTexture, x, y, w, h, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, true, 480.0f / (float)vfb->width, 272.0f / (float)vfb->height, postShaderProgram_);
|
|
}
|
|
*/
|
|
}
|
|
// gstate_c.Dirty(DIRTY_VIEWPORT_STATE);
|
|
}
|
|
|
|
void FramebufferManagerD3D11::ReadFramebufferToMemory(VirtualFramebuffer *vfb, bool sync, int x, int y, int w, int h) {
|
|
if (vfb) {
|
|
// We'll pseudo-blit framebuffers here to get a resized version of vfb.
|
|
VirtualFramebuffer *nvfb = FindDownloadTempBuffer(vfb);
|
|
OptimizeDownloadRange(vfb, x, y, w, h);
|
|
BlitFramebuffer(nvfb, x, y, vfb, x, y, w, h, 0);
|
|
|
|
PackFramebufferD3D11_(nvfb, x, y, w, h);
|
|
|
|
textureCacheD3D11_->ForgetLastTexture();
|
|
RebindFramebuffer();
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerD3D11::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 (!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);
|
|
|
|
PackFramebufferD3D11_(nvfb, x, y, w, h);
|
|
|
|
textureCacheD3D11_->ForgetLastTexture();
|
|
RebindFramebuffer();
|
|
}
|
|
}
|
|
}
|
|
|
|
bool FramebufferManagerD3D11::CreateDownloadTempBuffer(VirtualFramebuffer *nvfb) {
|
|
nvfb->colorDepth = Draw::FBO_8888;
|
|
|
|
nvfb->fbo = draw_->CreateFramebuffer({ nvfb->width, nvfb->height, 1, 1, true, (Draw::FBColorDepth)nvfb->colorDepth });
|
|
if (!(nvfb->fbo)) {
|
|
ERROR_LOG(SCEGE, "Error creating FBO! %i x %i", nvfb->renderWidth, nvfb->renderHeight);
|
|
return false;
|
|
}
|
|
|
|
draw_->BindFramebufferAsRenderTarget(nvfb->fbo);
|
|
ClearBuffer();
|
|
return true;
|
|
}
|
|
|
|
void FramebufferManagerD3D11::UpdateDownloadTempBuffer(VirtualFramebuffer *nvfb) {
|
|
// Nothing to do here.
|
|
}
|
|
|
|
void FramebufferManagerD3D11::BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp) {
|
|
if (!dst->fbo || !src->fbo || !useBufferedRendering_) {
|
|
// This can happen if they recently switched from non-buffered.
|
|
draw_->BindBackbufferAsRenderTarget();
|
|
return;
|
|
}
|
|
|
|
float srcXFactor = (float)src->renderWidth / (float)src->bufferWidth;
|
|
float srcYFactor = (float)src->renderHeight / (float)src->bufferHeight;
|
|
const int srcBpp = src->format == GE_FORMAT_8888 ? 4 : 2;
|
|
if (srcBpp != bpp && bpp != 0) {
|
|
srcXFactor = (srcXFactor * bpp) / srcBpp;
|
|
}
|
|
int srcX1 = srcX * srcXFactor;
|
|
int srcX2 = (srcX + w) * srcXFactor;
|
|
int srcY1 = srcY * srcYFactor;
|
|
int srcY2 = (srcY + h) * srcYFactor;
|
|
|
|
float dstXFactor = (float)dst->renderWidth / (float)dst->bufferWidth;
|
|
float dstYFactor = (float)dst->renderHeight / (float)dst->bufferHeight;
|
|
const int dstBpp = dst->format == GE_FORMAT_8888 ? 4 : 2;
|
|
if (dstBpp != bpp && bpp != 0) {
|
|
dstXFactor = (dstXFactor * bpp) / dstBpp;
|
|
}
|
|
int dstX1 = dstX * dstXFactor;
|
|
int dstX2 = (dstX + w) * dstXFactor;
|
|
int dstY1 = dstY * dstYFactor;
|
|
int dstY2 = (dstY + h) * dstYFactor;
|
|
|
|
// Direct3D 9 doesn't support rect -> self.
|
|
Draw::Framebuffer *srcFBO = src->fbo;
|
|
if (src == dst) {
|
|
Draw::Framebuffer *tempFBO = GetTempFBO(src->renderWidth, src->renderHeight, (Draw::FBColorDepth)src->colorDepth);
|
|
bool result = draw_->BlitFramebuffer(
|
|
src->fbo, srcX1, srcY1, srcX2, srcY2,
|
|
tempFBO, dstX1, dstY1, dstX2, dstY2,
|
|
Draw::FB_COLOR_BIT, Draw::FB_BLIT_NEAREST);
|
|
if (result) {
|
|
srcFBO = tempFBO;
|
|
}
|
|
}
|
|
bool result = draw_->BlitFramebuffer(
|
|
srcFBO, srcX1, srcY1, srcX2, srcY2,
|
|
dst->fbo, dstX1, dstY1, dstX2, dstY2,
|
|
Draw::FB_COLOR_BIT, Draw::FB_BLIT_NEAREST);
|
|
if (!result) {
|
|
ERROR_LOG_REPORT(G3D, "fbo_blit_color failed in blit: %08x (%08x -> %08x)", src->fb_address, dst->fb_address);
|
|
}
|
|
}
|
|
|
|
// TODO: SSE/NEON
|
|
// Could also make C fake-simd for 64-bit, two 8888 pixels fit in a register :)
|
|
void ConvertFromRGBA8888(u8 *dst, u8 *src, u32 dstStride, u32 srcStride, u32 width, u32 height, GEBufferFormat format) {
|
|
// Must skip stride in the cases below. Some games pack data into the cracks, like MotoGP.
|
|
const u32 *src32 = (const u32 *)src;
|
|
|
|
if (format == GE_FORMAT_8888) {
|
|
u32 *dst32 = (u32 *)dst;
|
|
if (src == dst) {
|
|
return;
|
|
} else {
|
|
for (u32 y = 0; y < height; ++y) {
|
|
ConvertBGRA8888ToRGBA8888(dst32, src32, width);
|
|
src32 += srcStride;
|
|
dst32 += dstStride;
|
|
}
|
|
}
|
|
} else {
|
|
// But here it shouldn't matter if they do intersect
|
|
u16 *dst16 = (u16 *)dst;
|
|
switch (format) {
|
|
case GE_FORMAT_565: // BGR 565
|
|
for (u32 y = 0; y < height; ++y) {
|
|
ConvertBGRA8888ToRGB565(dst16, src32, width);
|
|
src32 += srcStride;
|
|
dst16 += dstStride;
|
|
}
|
|
break;
|
|
case GE_FORMAT_5551: // ABGR 1555
|
|
for (u32 y = 0; y < height; ++y) {
|
|
ConvertBGRA8888ToRGBA5551(dst16, src32, width);
|
|
src32 += srcStride;
|
|
dst16 += dstStride;
|
|
}
|
|
break;
|
|
case GE_FORMAT_4444: // ABGR 4444
|
|
for (u32 y = 0; y < height; ++y) {
|
|
ConvertBGRA8888ToRGBA4444(dst16, src32, width);
|
|
src32 += srcStride;
|
|
dst16 += dstStride;
|
|
}
|
|
break;
|
|
case GE_FORMAT_8888:
|
|
case GE_FORMAT_INVALID:
|
|
// Not possible.
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerD3D11::PackFramebufferD3D11_(VirtualFramebuffer *vfb, int x, int y, int w, int h) {
|
|
/*
|
|
if (!vfb->fbo) {
|
|
ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackFramebufferD3D11_: vfb->fbo == 0");
|
|
draw_->BindBackbufferAsRenderTarget();
|
|
return;
|
|
}
|
|
|
|
const u32 fb_address = (0x04000000) | vfb->fb_address;
|
|
const int dstBpp = vfb->format == GE_FORMAT_8888 ? 4 : 2;
|
|
|
|
// We always need to convert from the framebuffer native format.
|
|
// Right now that's always 8888.
|
|
DEBUG_LOG(HLE, "Reading framebuffer to mem, fb_address = %08x", fb_address);
|
|
|
|
LPDIRECT3DSURFACE9 renderTarget = (LPDIRECT3DSURFACE9)draw_->GetFramebufferAPITexture(vfb->fbo, Draw::FB_COLOR_BIT | Draw::FB_SURFACE_BIT, 0);
|
|
D3DSURFACE_DESC desc;
|
|
renderTarget->GetDesc(&desc);
|
|
|
|
LPDIRECT3DSURFACE9 offscreen = GetOffscreenSurface(renderTarget, vfb);
|
|
if (offscreen) {
|
|
HRESULT hr = pD3Ddevice->GetRenderTargetData(renderTarget, offscreen);
|
|
if (SUCCEEDED(hr)) {
|
|
D3DLOCKED_RECT locked;
|
|
u32 widthFactor = vfb->renderWidth / vfb->bufferWidth;
|
|
u32 heightFactor = vfb->renderHeight / vfb->bufferHeight;
|
|
RECT rect = { (LONG)(x * widthFactor), (LONG)(y * heightFactor), (LONG)((x + w) * widthFactor), (LONG)((y + h) * heightFactor) };
|
|
hr = offscreen->LockRect(&locked, &rect, D3DLOCK_READONLY);
|
|
if (SUCCEEDED(hr)) {
|
|
// TODO: Handle the other formats? We don't currently create them, I think.
|
|
const int dstByteOffset = (y * vfb->fb_stride + x) * dstBpp;
|
|
// Pixel size always 4 here because we always request BGRA8888.
|
|
ConvertFromRGBA8888(Memory::GetPointer(fb_address + dstByteOffset), (u8 *)locked.pBits, vfb->fb_stride, locked.Pitch / 4, w, h, vfb->format);
|
|
offscreen->UnlockRect();
|
|
} else {
|
|
ERROR_LOG_REPORT(G3D, "Unable to lock rect from %08x: %d,%d %dx%d of %dx%d", fb_address, rect.left, rect.top, rect.right, rect.bottom, vfb->renderWidth, vfb->renderHeight);
|
|
}
|
|
} else {
|
|
ERROR_LOG_REPORT(G3D, "Unable to download render target data from %08x", fb_address);
|
|
}
|
|
}
|
|
*/
|
|
}
|
|
|
|
void FramebufferManagerD3D11::PackDepthbuffer(VirtualFramebuffer *vfb, int x, int y, int w, int h) {
|
|
if (!vfb->fbo) {
|
|
ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackDepthbuffer: vfb->fbo == 0");
|
|
return;
|
|
}
|
|
|
|
// We always read the depth buffer in 24_8 format.
|
|
const u32 z_address = (0x04000000) | vfb->z_address;
|
|
|
|
/*
|
|
DEBUG_LOG(SCEGE, "Reading depthbuffer to mem at %08x for vfb=%08x", z_address, vfb->fb_address);
|
|
|
|
LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)draw_->GetFramebufferAPITexture(vfb->fbo, Draw::FB_DEPTH_BIT, 0);
|
|
if (tex) {
|
|
D3DSURFACE_DESC desc;
|
|
D3DLOCKED_RECT locked;
|
|
tex->GetLevelDesc(0, &desc);
|
|
RECT rect = { 0, 0, (LONG)desc.Width, (LONG)desc.Height };
|
|
HRESULT hr = tex->LockRect(0, &locked, &rect, D3DLOCK_READONLY);
|
|
|
|
if (SUCCEEDED(hr)) {
|
|
const int dstByteOffset = y * vfb->fb_stride * sizeof(s16);
|
|
const u32 *packed = (const u32 *)locked.pBits;
|
|
u16 *depth = (u16 *)Memory::GetPointer(z_address);
|
|
|
|
// TODO: Optimize.
|
|
for (int yp = 0; yp < h; ++yp) {
|
|
for (int xp = 0; xp < w; ++xp) {
|
|
const int offset = (yp + y) & vfb->z_stride + x + xp;
|
|
|
|
float scaled = FromScaledDepth((packed[offset] & 0x00FFFFFF) * (1.0f / 16777215.0f));
|
|
if (scaled <= 0.0f) {
|
|
depth[offset] = 0;
|
|
} else if (scaled >= 65535.0f) {
|
|
depth[offset] = 65535;
|
|
} else {
|
|
depth[offset] = (int)scaled;
|
|
}
|
|
}
|
|
}
|
|
|
|
tex->UnlockRect(0);
|
|
} else {
|
|
ERROR_LOG_REPORT(G3D, "Unable to lock rect from depth %08x: %d,%d %dx%d of %dx%d", vfb->fb_address, rect.left, rect.top, rect.right, rect.bottom, vfb->renderWidth, vfb->renderHeight);
|
|
}
|
|
} else {
|
|
ERROR_LOG_REPORT(G3D, "Unable to download render target depth from %08x", vfb->fb_address);
|
|
}*/
|
|
}
|
|
|
|
void FramebufferManagerD3D11::EndFrame() {
|
|
if (resized_) {
|
|
DestroyAllFBOs(false);
|
|
// 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) { // auto mode
|
|
// Use the longest dimension
|
|
if (!g_Config.IsPortrait()) {
|
|
zoom = (PSP_CoreParameter().pixelWidth + 479) / 480;
|
|
} else {
|
|
zoom = (PSP_CoreParameter().pixelHeight + 479) / 480;
|
|
}
|
|
}
|
|
if (zoom <= 1)
|
|
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;
|
|
}
|
|
|
|
UpdateSize();
|
|
// Seems related - if you're ok with numbers all the time, show some more :)
|
|
if (g_Config.iShowFPSCounter != 0) {
|
|
ShowScreenResolution();
|
|
}
|
|
resized_ = false;
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerD3D11::DeviceLost() {
|
|
DestroyAllFBOs(false);
|
|
resized_ = false;
|
|
}
|
|
|
|
std::vector<FramebufferInfo> FramebufferManagerD3D11::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;
|
|
}
|
|
|
|
void FramebufferManagerD3D11::DestroyAllFBOs(bool forceDelete) {
|
|
draw_->BindBackbufferAsRenderTarget();
|
|
currentRenderVfb_ = 0;
|
|
displayFramebuf_ = 0;
|
|
prevDisplayFramebuf_ = 0;
|
|
prevPrevDisplayFramebuf_ = 0;
|
|
|
|
for (size_t i = 0; i < vfbs_.size(); ++i) {
|
|
VirtualFramebuffer *vfb = vfbs_[i];
|
|
INFO_LOG(SCEGE, "Destroying FBO for %08x : %i x %i x %i", vfb->fb_address, vfb->width, vfb->height, vfb->format);
|
|
DestroyFramebuf(vfb);
|
|
}
|
|
vfbs_.clear();
|
|
|
|
for (size_t i = 0; i < bvfbs_.size(); ++i) {
|
|
VirtualFramebuffer *vfb = bvfbs_[i];
|
|
DestroyFramebuf(vfb);
|
|
}
|
|
bvfbs_.clear();
|
|
|
|
for (auto it = tempFBOs_.begin(), end = tempFBOs_.end(); it != end; ++it) {
|
|
delete it->second.fbo;
|
|
}
|
|
tempFBOs_.clear();
|
|
|
|
DisableState();
|
|
}
|
|
|
|
void FramebufferManagerD3D11::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_->Flush();
|
|
}
|
|
|
|
void FramebufferManagerD3D11::Resized() {
|
|
resized_ = true;
|
|
}
|
|
|
|
bool FramebufferManagerD3D11::GetCurrentFramebuffer(GPUDebugBuffer &buffer, GPUDebugFramebufferType type, int maxRes) {
|
|
return false;
|
|
}
|
|
|
|
bool FramebufferManagerD3D11::GetOutputFramebuffer(GPUDebugBuffer &buffer) {
|
|
return false;
|
|
}
|
|
|
|
bool FramebufferManagerD3D11::GetCurrentDepthbuffer(GPUDebugBuffer &buffer) {
|
|
return false;
|
|
}
|
|
|
|
bool FramebufferManagerD3D11::GetCurrentStencilbuffer(GPUDebugBuffer &buffer) {
|
|
return false;
|
|
} |