Preparations for unifying CopyDisplayToOutput

This commit is contained in:
Henrik Rydgard 2017-02-15 13:05:10 +01:00
parent 7652bc2d8b
commit cba37e54d0
9 changed files with 50 additions and 26 deletions

View File

@ -258,6 +258,7 @@ public:
Draw::Framebuffer *GetTempFBO(u16 w, u16 h, Draw::FBColorDepth depth = Draw::FBO_8888);
protected:
virtual void SetViewport2D(int x, int y, int w, int h) = 0;
void CalculatePostShaderUniforms(int bufferWidth, int bufferHeight, int renderWidth, int renderHeight, PostShaderUniforms *uniforms);
virtual void 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) = 0;
virtual void BindPostShader(const PostShaderUniforms &uniforms) {}

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@ -241,6 +241,11 @@ void FramebufferManagerD3D11::MakePixelTexture(const u8 *srcPixels, GEBufferForm
// D3DXSaveTextureToFile("game:\\cc.png", D3DXIFF_PNG, drawPixelsTex_, NULL);
}
void FramebufferManagerD3D11::SetViewport2D(int x, int y, int w, int h) {
D3D11_VIEWPORT vp{ (float)x, (float)y, (float)w, (float)h, 0.0f, 1.0f };
context_->RSSetViewports(1, &vp);
}
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);

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@ -88,6 +88,7 @@ public:
}
protected:
void SetViewport2D(int x, int y, int w, int h);
void DisableState() override;
void ClearBuffer(bool keepState = false) override;
void FlushBeforeCopy() override;

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@ -268,26 +268,23 @@ static void DXSetViewport(float x, float y, float w, float h, float minZ, float
void FramebufferManagerDX9::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);
D3DVIEWPORT9 vp{ 0, 0, vfb->renderWidth, vfb->renderHeight, 0.0f, 1.0f };
pD3Ddevice->SetViewport(&vp);
SetViewport2D(0, 0, vfb->renderWidth, vfb->renderHeight);
} else {
float x, y, w, h;
CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)pixelWidth_, (float)pixelHeight_, ROTATION_LOCKED_HORIZONTAL);
D3DVIEWPORT9 vp{ (DWORD)x, (DWORD)y, (DWORD)w, (DWORD)h, 0.0f, 1.0f };
pD3Ddevice->SetViewport(&vp);
SetViewport2D(x, y, w, h);
}
MakePixelTexture(srcPixels, srcPixelFormat, srcStride, width, height);
DisableState();
device_->SetTexture(0, drawPixelsTex_);
DrawActiveTexture(dstX, dstY, width, height, vfb->bufferWidth, vfb->bufferHeight, 0.0f, 0.0f, 1.0f, 1.0f, ROTATION_LOCKED_HORIZONTAL, true);
textureCacheDX9_->ForgetLastTexture();
textureCache_->ForgetLastTexture();
dxstate.viewport.restore();
}
void FramebufferManagerDX9::DrawFramebufferToOutput(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, bool applyPostShader) {
MakePixelTexture(srcPixels, srcPixelFormat, srcStride, 512, 272);
DisableState();
MakePixelTexture(srcPixels, srcPixelFormat, srcStride, 512, 272);
// 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
@ -299,6 +296,11 @@ static void DXSetViewport(float x, float y, float w, float h, float minZ, float
DrawActiveTexture(x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, 0.0f, 0.0f, 480.0f / 512.0f, 1.0f, uvRotation, true);
}
void FramebufferManagerDX9::SetViewport2D(int x, int y, int w, int h) {
D3DVIEWPORT9 vp{ (DWORD)x, (DWORD)y, (DWORD)w, (DWORD)h, 0.0f, 1.0f };
pD3Ddevice->SetViewport(&vp);
}
void FramebufferManagerDX9::DrawActiveTexture(float x, float y, float w, float h, float destW, float destH, float u0, float v0, float u1, float v1, int uvRotation, bool linearFilter) {
// TODO: StretchRect instead?
float coord[20] = {

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@ -88,6 +88,7 @@ public:
LPDIRECT3DSURFACE9 GetOffscreenSurface(D3DFORMAT fmt, u32 w, u32 h);
protected:
void SetViewport2D(int x, int y, int w, int h) override;
void DisableState() override;
void ClearBuffer(bool keepState = false) override;
void FlushBeforeCopy() override;
@ -101,9 +102,6 @@ protected:
private:
void MakePixelTexture(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height);
void CompileDraw2DProgram();
void DestroyDraw2DProgram();
void PackFramebufferDirectx9_(VirtualFramebuffer *vfb, int x, int y, int w, int h);
void PackDepthbuffer(VirtualFramebuffer *vfb, int x, int y, int w, int h);
static bool GetRenderTargetFramebuffer(LPDIRECT3DSURFACE9 renderTarget, LPDIRECT3DSURFACE9 offscreen, int w, int h, GPUDebugBuffer &buffer);

View File

@ -331,6 +331,10 @@ void FramebufferManagerGLES::MakePixelTexture(const u8 *srcPixels, GEBufferForma
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, useConvBuf ? convBuf_ : srcPixels);
}
void FramebufferManagerGLES::SetViewport2D(int x, int y, int w, int h) {
glstate.viewport.set(x, y, w, h);
}
void FramebufferManagerGLES::DrawPixels(VirtualFramebuffer *vfb, int dstX, int dstY, const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height) {
shaderManager_->DirtyLastShader();
textureCacheGL_->ForgetLastTexture();
@ -338,14 +342,14 @@ void FramebufferManagerGLES::DrawPixels(VirtualFramebuffer *vfb, int dstX, int d
float v0 = 0.0f, v1 = 1.0f;
if (useBufferedRendering_ && vfb && vfb->fbo) {
draw_->BindFramebufferAsRenderTarget(vfb->fbo);
glViewport(0, 0, vfb->renderWidth, vfb->renderHeight);
SetViewport2D(0, 0, vfb->renderWidth, vfb->renderHeight);
} else {
// We are drawing to the back buffer so need to flip.
v0 = 1.0f;
v1 = 0.0f;
float x, y, w, h;
CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)pixelWidth_, (float)pixelHeight_, ROTATION_LOCKED_HORIZONTAL);
glViewport(x, y, w, h);
SetViewport2D(x, y, w, h);
}
MakePixelTexture(srcPixels, srcPixelFormat, srcStride, width, height);
@ -395,14 +399,14 @@ void FramebufferManagerGLES::DrawFramebufferToOutput(const u8 *srcPixels, GEBuff
bool linearFilter = g_Config.iBufFilter == SCALE_LINEAR;
if (cardboardSettings.enabled) {
// Left Eye Image
glstate.viewport.set(cardboardSettings.leftEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
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, linearFilter);
// Right Eye Image
glstate.viewport.set(cardboardSettings.rightEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
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, linearFilter);
} else {
// Fullscreen Image
glstate.viewport.set(0, 0, pixelWidth_, pixelHeight_);
SetViewport2D(0, 0, pixelWidth_, pixelHeight_);
DrawActiveTexture(x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, uvRotation, linearFilter);
}
}
@ -617,7 +621,7 @@ void FramebufferManagerGLES::BindFramebufferColor(int stage, u32 fbRawAddress, V
void FramebufferManagerGLES::CopyDisplayToOutput() {
DownloadFramebufferOnSwitch(currentRenderVfb_);
glstate.viewport.set(0, 0, pixelWidth_, pixelHeight_);
SetViewport2D(0, 0, pixelWidth_, pixelHeight_);
draw_->BindBackbufferAsRenderTarget();
currentRenderVfb_ = 0;
@ -751,15 +755,15 @@ void FramebufferManagerGLES::CopyDisplayToOutput() {
std::swap(v0, v1);
if (cardboardSettings.enabled) {
// Left Eye Image
glstate.viewport.set(cardboardSettings.leftEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
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, linearFilter);
// Right Eye Image
glstate.viewport.set(cardboardSettings.rightEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
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, linearFilter);
} else {
// Fullscreen Image
glstate.viewport.set(0, 0, pixelWidth_, pixelHeight_);
SetViewport2D(0, 0, pixelWidth_, pixelHeight_);
DrawActiveTexture(x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, uvRotation, linearFilter);
}
} else if (usePostShader_ && extraFBOs_.size() == 1 && !postShaderAtOutputResolution_) {
@ -767,7 +771,7 @@ void FramebufferManagerGLES::CopyDisplayToOutput() {
draw_->BindFramebufferAsRenderTarget(extraFBOs_[0]);
int fbo_w, fbo_h;
draw_->GetFramebufferDimensions(extraFBOs_[0], &fbo_w, &fbo_h);
glstate.viewport.set(0, 0, fbo_w, fbo_h);
SetViewport2D(0, 0, fbo_w, fbo_h);
shaderManager_->DirtyLastShader(); // dirty lastShader_
PostShaderUniforms uniforms{};
CalculatePostShaderUniforms(vfb->bufferWidth, vfb->bufferHeight, renderWidth_, renderHeight_, &uniforms);
@ -792,15 +796,15 @@ void FramebufferManagerGLES::CopyDisplayToOutput() {
linearFilter = !postShaderIsUpscalingFilter_ && g_Config.iBufFilter == SCALE_LINEAR;
if (g_Config.bEnableCardboard) {
// Left Eye Image
glstate.viewport.set(cardboardSettings.leftEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
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, linearFilter);
// Right Eye Image
glstate.viewport.set(cardboardSettings.rightEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
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, linearFilter);
} else {
// Fullscreen Image
glstate.viewport.set(0, 0, pixelWidth_, pixelHeight_);
SetViewport2D(0, 0, pixelWidth_, pixelHeight_);
DrawActiveTexture(x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, uvRotation, linearFilter);
}
@ -821,15 +825,15 @@ void FramebufferManagerGLES::CopyDisplayToOutput() {
BindPostShader(uniforms);
if (g_Config.bEnableCardboard) {
// Left Eye Image
glstate.viewport.set(cardboardSettings.leftEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
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, linearFilter);
// Right Eye Image
glstate.viewport.set(cardboardSettings.rightEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
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, linearFilter);
} else {
// Fullscreen Image
glstate.viewport.set(0, 0, pixelWidth_, pixelHeight_);
SetViewport2D(0, 0, pixelWidth_, pixelHeight_);
DrawActiveTexture(x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, uvRotation, linearFilter);
}
}

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@ -101,6 +101,7 @@ public:
virtual void RebindFramebuffer() override;
protected:
void SetViewport2D(int x, int y, int w, int h) override;
void DisableState() override;
void ClearBuffer(bool keepState = false) override;
void FlushBeforeCopy() override;

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@ -402,6 +402,17 @@ VulkanTexture *FramebufferManagerVulkan::MakePixelTexture(const u8 *srcPixels, G
return drawPixelsTex_;
}
void FramebufferManagerVulkan::SetViewport2D(int x, int y, int w, int h) {
VkViewport vp;
vp.minDepth = 0.0;
vp.maxDepth = 1.0;
vp.x = (float)x;
vp.y = (float)y;
vp.width = (float)w;
vp.height = (float)h;
vkCmdSetViewport(curCmd_, 0, 1, &vp);
}
void FramebufferManagerVulkan::DrawPixels(VirtualFramebuffer *vfb, int dstX, int dstY, const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height) {
VkViewport vp;
vp.minDepth = 0.0;

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@ -126,6 +126,7 @@ public:
}
protected:
void SetViewport2D(int x, int y, int w, int h);
void DisableState() override {}
void ClearBuffer(bool keepState = false) override;
void FlushBeforeCopy() override;