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Remove constraint that virtual framebuffers have to represent VRAM.
Prerequisite for #11531, virtual readbacks.
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@ -253,10 +253,10 @@ void FramebufferManagerCommon::EstimateDrawingSize(u32 fb_address, GEBufferForma
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if (viewport_width != region_width) {
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// The majority of the time, these are equal. If not, let's check what we know.
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const u32 fb_normalized_address = fb_address | 0x44000000;
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const u32 fb_normalized_address = fb_address & 0x3FFFFFFF;
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u32 nearest_address = 0xFFFFFFFF;
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for (size_t i = 0; i < vfbs_.size(); ++i) {
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const u32 other_address = vfbs_[i]->fb_address | 0x44000000;
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const u32 other_address = vfbs_[i]->fb_address & 0x3FFFFFFF;
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if (other_address > fb_normalized_address && other_address < nearest_address) {
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nearest_address = other_address;
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}
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@ -282,11 +282,10 @@ void FramebufferManagerCommon::EstimateDrawingSize(u32 fb_address, GEBufferForma
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}
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void GetFramebufferHeuristicInputs(FramebufferHeuristicParams *params, const GPUgstate &gstate) {
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params->fb_addr = gstate.getFrameBufAddress();
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params->fb_address = gstate.getFrameBufRawAddress();
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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();
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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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@ -440,9 +439,9 @@ VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer(const Frame
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SetColorUpdated(vfb, skipDrawReason);
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u32 byteSize = FramebufferByteSize(vfb);
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u32 fb_address_mem = (params.fb_address & 0x3FFFFFFF) | 0x04000000;
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if (Memory::IsVRAMAddress(fb_address_mem) && fb_address_mem + byteSize > framebufRangeEnd_) {
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framebufRangeEnd_ = fb_address_mem + byteSize;
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// FB heuristics always produce an address in VRAM (this is during rendering) so we don't need to poke in the 0x04000000 flag here.
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if (Memory::IsVRAMAddress(params.fb_address) && params.fb_address + byteSize > framebufRangeEnd_) {
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framebufRangeEnd_ = params.fb_address + byteSize;
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}
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ResizeFramebufFBO(vfb, drawing_width, drawing_height, true);
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@ -456,8 +455,8 @@ VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer(const Frame
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currentRenderVfb_ = vfb;
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if (useBufferedRendering_ && !g_Config.bDisableSlowFramebufEffects) {
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gpu->PerformMemoryUpload(fb_address_mem, byteSize);
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NotifyStencilUpload(fb_address_mem, byteSize, true);
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gpu->PerformMemoryUpload(params.fb_address, byteSize);
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NotifyStencilUpload(params.fb_address, byteSize, true);
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// TODO: Is it worth trying to upload the depth buffer?
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}
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@ -680,7 +679,8 @@ void FramebufferManagerCommon::NotifyVideoUpload(u32 addr, int size, int width,
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}
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void FramebufferManagerCommon::UpdateFromMemory(u32 addr, int size, bool safe) {
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addr &= ~0x40000000;
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// Take off the uncached flag from the address. Not to be confused with the start of VRAM.
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addr &= 0x3FFFFFFF;
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// TODO: Could go through all FBOs, but probably not important?
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// TODO: Could also check for inner changes, but video is most important.
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bool isDisplayBuf = addr == DisplayFramebufAddr() || addr == PrevDisplayFramebufAddr();
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@ -700,7 +700,7 @@ void FramebufferManagerCommon::UpdateFromMemory(u32 addr, int size, bool safe) {
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// If we're not rendering to it, format may be wrong. Use displayFormat_ instead.
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fmt = displayFormat_;
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}
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DrawPixels(vfb, 0, 0, Memory::GetPointer(addr | 0x04000000), fmt, vfb->fb_stride, vfb->width, vfb->height);
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DrawPixels(vfb, 0, 0, Memory::GetPointer(addr), fmt, vfb->fb_stride, vfb->width, vfb->height);
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SetColorUpdated(vfb, gstate_c.skipDrawReason);
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} else {
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INFO_LOG(FRAMEBUF, "Invalidating FBO for %08x (%i x %i x %i)", vfb->fb_address, vfb->width, vfb->height, vfb->format);
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@ -866,11 +866,13 @@ void FramebufferManagerCommon::CopyDisplayToOutput() {
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VirtualFramebuffer *vfb = GetVFBAt(displayFramebufPtr_);
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if (!vfb) {
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// Let's search for a framebuf within this range.
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const u32 addr = (displayFramebufPtr_ & 0x03FFFFFF) | 0x04000000;
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// Let's search for a framebuf within this range. Note that we also look for
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// "framebuffers" sitting in RAM so we only take off the kernel and uncached bits of the address
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// when comparing.
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const u32 addr = displayFramebufPtr_ & 0x3FFFFFFF;
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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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const u32 v_addr = (v->fb_address & 0x03FFFFFF) | 0x04000000;
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const u32 v_addr = v->fb_address & 0x3FFFFFFF;
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const u32 v_size = FramebufferByteSize(v);
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if (addr >= v_addr && addr < v_addr + v_size) {
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const u32 dstBpp = v->format == GE_FORMAT_8888 ? 4 : 2;
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@ -1241,7 +1243,8 @@ bool FramebufferManagerCommon::NotifyFramebufferCopy(u32 src, u32 dst, int size,
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continue;
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}
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const u32 vfb_address = (0x04000000 | vfb->fb_address) & 0x3FFFFFFF;
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// We only remove the kernel and uncached bits when comparing.
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const u32 vfb_address = vfb->fb_address & 0x3FFFFFFF;
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const u32 vfb_size = FramebufferByteSize(vfb);
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const u32 vfb_bpp = vfb->format == GE_FORMAT_8888 ? 4 : 2;
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const u32 vfb_byteStride = vfb->fb_stride * vfb_bpp;
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@ -1352,7 +1355,7 @@ void FramebufferManagerCommon::FindTransferFramebuffers(VirtualFramebuffer *&dst
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for (size_t i = 0; i < vfbs_.size(); ++i) {
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VirtualFramebuffer *vfb = vfbs_[i];
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const u32 vfb_address = (0x04000000 | vfb->fb_address) & 0x3FFFFFFF;
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const u32 vfb_address = vfb->fb_address & 0x3FFFFFFF;
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const u32 vfb_size = FramebufferByteSize(vfb);
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const u32 vfb_bpp = vfb->format == GE_FORMAT_8888 ? 4 : 2;
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const u32 vfb_byteStride = vfb->fb_stride * vfb_bpp;
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@ -1915,7 +1918,7 @@ bool FramebufferManagerCommon::GetFramebuffer(u32 fb_address, int fb_stride, GEB
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if (!vfb) {
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// If there's no vfb and we're drawing there, must be memory?
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buffer = GPUDebugBuffer(Memory::GetPointer(fb_address | 0x04000000), fb_stride, 512, format);
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buffer = GPUDebugBuffer(Memory::GetPointer(fb_address), fb_stride, 512, format);
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return true;
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}
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@ -1969,7 +1972,7 @@ bool FramebufferManagerCommon::GetDepthbuffer(u32 fb_address, int fb_stride, u32
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if (!vfb) {
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// If there's no vfb and we're drawing there, must be memory?
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buffer = GPUDebugBuffer(Memory::GetPointer(z_address | 0x04000000), z_stride, 512, GPU_DBG_FORMAT_16BIT);
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buffer = GPUDebugBuffer(Memory::GetPointer(z_address), z_stride, 512, GPU_DBG_FORMAT_16BIT);
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return true;
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}
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@ -2005,7 +2008,7 @@ bool FramebufferManagerCommon::GetStencilbuffer(u32 fb_address, int fb_stride, G
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if (!vfb) {
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// If there's no vfb and we're drawing there, must be memory?
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// TODO: Actually get the stencil.
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buffer = GPUDebugBuffer(Memory::GetPointer(fb_address | 0x04000000), fb_stride, 512, GPU_DBG_FORMAT_8888);
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buffer = GPUDebugBuffer(Memory::GetPointer(fb_address), fb_stride, 512, GPU_DBG_FORMAT_8888);
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return true;
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}
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@ -2057,7 +2060,7 @@ void FramebufferManagerCommon::PackFramebufferSync_(VirtualFramebuffer *vfb, int
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return;
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}
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const u32 fb_address = (0x04000000) | vfb->fb_address;
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const u32 fb_address = vfb->fb_address & 0x3FFFFFFF;
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Draw::DataFormat destFormat = GEFormatToThin3D(vfb->format);
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const int dstBpp = (int)DataFormatSizeInBytes(destFormat);
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@ -119,7 +119,6 @@ struct VirtualFramebuffer {
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};
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struct FramebufferHeuristicParams {
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u32 fb_addr;
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u32 fb_address;
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int fb_stride;
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u32 z_address;
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@ -243,10 +242,10 @@ public:
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size_t NumVFBs() const { return vfbs_.size(); }
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u32 PrevDisplayFramebufAddr() {
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return prevDisplayFramebuf_ ? (0x04000000 | prevDisplayFramebuf_->fb_address) : 0;
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return prevDisplayFramebuf_ ? prevDisplayFramebuf_->fb_address : 0;
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}
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u32 DisplayFramebufAddr() {
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return displayFramebuf_ ? (0x04000000 | displayFramebuf_->fb_address) : 0;
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return displayFramebuf_ ? displayFramebuf_->fb_address : 0;
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}
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u32 DisplayFramebufStride() {
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@ -635,9 +635,9 @@ void TextureCacheCommon::HandleTextureChange(TexCacheEntry *const entry, const c
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}
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void TextureCacheCommon::NotifyFramebuffer(u32 address, VirtualFramebuffer *framebuffer, FramebufferNotification msg) {
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// Must be in VRAM so | 0x04000000 it is. Also, ignore memory mirrors.
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// Mask to ignore the Z memory mirrors.
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// These checks are mainly to reduce scanning all textures.
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const u32 addr = (address | 0x04000000) & 0x3F9FFFFF;
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const u32 addr = address & 0x3F9FFFFF;
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const u32 bpp = framebuffer->format == GE_FORMAT_8888 ? 4 : 2;
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const u64 cacheKey = (u64)addr << 32;
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// If it has a clut, those are the low 32 bits, so it'll be inside this range.
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@ -750,8 +750,7 @@ bool TextureCacheCommon::AttachFramebuffer(TexCacheEntry *entry, u32 address, Vi
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AttachedFramebufferInfo fbInfo = { 0 };
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const u64 mirrorMask = 0x00600000;
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// Must be in VRAM so | 0x04000000 it is. Also, ignore memory mirrors.
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const u32 addr = (address | 0x04000000) & 0x3FFFFFFF & ~mirrorMask;
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const u32 addr = (address & 0x3FFFFFFF) & ~mirrorMask;
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const u32 texaddr = ((entry->addr + texaddrOffset) & ~mirrorMask);
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const bool noOffset = texaddr == addr;
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const bool exactMatch = noOffset && entry->format < 4;
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@ -990,7 +989,7 @@ void TextureCacheCommon::LoadClut(u32 clutAddr, u32 loadBytes) {
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clutRenderOffset_ = MAX_CLUT_OFFSET;
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for (size_t i = 0, n = fbCache_.size(); i < n; ++i) {
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auto framebuffer = fbCache_[i];
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const u32 fb_address = framebuffer->fb_address | 0x04000000;
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const u32 fb_address = framebuffer->fb_address & 0x3FFFFFFF;
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const u32 bpp = framebuffer->drawnFormat == GE_FORMAT_8888 ? 4 : 2;
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u32 offset = clutFramebufAddr - fb_address;
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@ -687,7 +687,7 @@ void FramebufferManagerD3D11::PackDepthbuffer(VirtualFramebuffer *vfb, int x, in
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return;
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}
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const u32 z_address = (0x04000000) | vfb->z_address;
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const u32 z_address = vfb->z_address;
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// TODO
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}
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@ -585,7 +585,7 @@ static const D3DVERTEXELEMENT9 g_FramebufferVertexElements[] = {
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return;
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}
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const u32 fb_address = (0x04000000) | vfb->fb_address;
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const u32 fb_address = vfb->fb_address & 0x3FFFFFFF;
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const int dstBpp = vfb->format == GE_FORMAT_8888 ? 4 : 2;
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// We always need to convert from the framebuffer native format.
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@ -627,7 +627,7 @@ static const D3DVERTEXELEMENT9 g_FramebufferVertexElements[] = {
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}
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// We always read the depth buffer in 24_8 format.
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const u32 z_address = (0x04000000) | vfb->z_address;
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const u32 z_address = vfb->z_address;
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DEBUG_LOG(FRAMEBUF, "Reading depthbuffer to mem at %08x for vfb=%08x", z_address, vfb->fb_address);
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@ -732,7 +732,7 @@ static const D3DVERTEXELEMENT9 g_FramebufferVertexElements[] = {
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if (!vfb) {
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// If there's no vfb and we're drawing there, must be memory?
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buffer = GPUDebugBuffer(Memory::GetPointer(fb_address | 0x04000000), fb_stride, 512, fb_format);
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buffer = GPUDebugBuffer(Memory::GetPointer(fb_address), fb_stride, 512, fb_format);
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return true;
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}
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LPDIRECT3DSURFACE9 renderTarget = vfb->fbo ? (LPDIRECT3DSURFACE9)draw_->GetFramebufferAPITexture(vfb->fbo, Draw::FB_COLOR_BIT | Draw::FB_SURFACE_BIT, 0) : nullptr;
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@ -809,7 +809,7 @@ static const D3DVERTEXELEMENT9 g_FramebufferVertexElements[] = {
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if (!vfb) {
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// If there's no vfb and we're drawing there, must be memory?
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buffer = GPUDebugBuffer(Memory::GetPointer(z_address | 0x04000000), z_stride, 512, GPU_DBG_FORMAT_16BIT);
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buffer = GPUDebugBuffer(Memory::GetPointer(z_address), z_stride, 512, GPU_DBG_FORMAT_16BIT);
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return true;
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}
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@ -847,7 +847,7 @@ static const D3DVERTEXELEMENT9 g_FramebufferVertexElements[] = {
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if (!vfb) {
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// If there's no vfb and we're drawing there, must be memory?
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buffer = GPUDebugBuffer(Memory::GetPointer(vfb->z_address | 0x04000000), vfb->z_stride, 512, GPU_DBG_FORMAT_16BIT);
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buffer = GPUDebugBuffer(Memory::GetPointer(vfb->z_address), vfb->z_stride, 512, GPU_DBG_FORMAT_16BIT);
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return true;
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}
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@ -311,7 +311,7 @@ void DrawEngineGLES::DoFlush() {
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gstate_c.Clean(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);
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textureNeedsApply = true;
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} else if (gstate.getTextureAddress(0) == ((gstate.getFrameBufRawAddress() | 0x04000000) & 0x3FFFFFFF)) {
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// This catches the case of clearing a texture.
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// This catches the case of clearing a texture. (#10957)
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gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
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}
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