ppsspp/GPU/Directx9/FramebufferDX9.cpp
2014-09-13 20:08:29 -07:00

1113 lines
36 KiB
C++

// Copyright (c) 2012- 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 "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 "helper/dx_state.h"
#include "helper/fbo.h"
#include "GPU/Common/FramebufferCommon.h"
#include "GPU/Common/TextureDecoder.h"
#include "GPU/Directx9/FramebufferDX9.h"
#include "GPU/Directx9/ShaderManagerDX9.h"
#include "GPU/Directx9/TextureCacheDX9.h"
#include "GPU/Directx9/TransformPipelineDX9.h"
#include <algorithm>
namespace DX9 {
inline u16 RGBA8888toRGB565(u32 px) {
return ((px >> 3) & 0x001F) | ((px >> 5) & 0x07E0) | ((px >> 8) & 0xF800);
}
inline u16 RGBA8888toRGBA4444(u32 px) {
return ((px >> 4) & 0x000F) | ((px >> 8) & 0x00F0) | ((px >> 12) & 0x0F00) | ((px >> 16) & 0xF000);
}
inline u16 RGBA8888toRGBA5551(u32 px) {
return ((px >> 3) & 0x001F) | ((px >> 6) & 0x03E0) | ((px >> 9) & 0x7C00) | ((px >> 16) & 0x8000);
}
inline u16 BGRA8888toRGB565(u32 px) {
return ((px >> 19) & 0x001F) | ((px >> 5) & 0x07E0) | ((px << 8) & 0xF800);
}
inline u16 BGRA8888toRGBA4444(u32 px) {
return ((px >> 20) & 0x000F) | ((px >> 8) & 0x00F0) | ((px << 4) & 0x0F00) | ((px >> 16) & 0xF000);
}
static void ConvertFromRGBA8888(u8 *dst, u8 *src, u32 dstStride, u32 srcStride, u32 width, u32 height, GEBufferFormat format);
void CenterRect(float *x, float *y, float *w, float *h,
float origW, float origH, float frameW, float frameH) {
if (g_Config.bStretchToDisplay) {
*x = 0;
*y = 0;
*w = frameW;
*h = frameH;
return;
}
float origRatio = origW/origH;
float frameRatio = frameW/frameH;
if (origRatio > frameRatio) {
// Image is wider than frame. Center vertically.
float scale = origW / frameW;
*x = 0.0f;
*w = frameW;
*h = frameW / origRatio;
// Stretch a little bit
if (g_Config.bPartialStretch)
*h = (frameH + *h) / 2.0f; // (408 + 720) / 2 = 564
*y = (frameH - *h) / 2.0f;
} else {
// Image is taller than frame. Center horizontally.
float scale = origH / frameH;
*y = 0.0f;
*h = frameH;
*w = frameH * origRatio;
*x = (frameW - *w) / 2.0f;
}
}
void FramebufferManagerDX9::ClearBuffer() {
dxstate.scissorTest.disable();
dxstate.depthWrite.set(TRUE);
dxstate.colorMask.set(true, true, true, true);
dxstate.stencilFunc.set(D3DCMP_ALWAYS, 0, 0);
dxstate.stencilMask.set(0xFF);
pD3Ddevice->Clear(0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_TARGET |D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 0, 0);
}
void FramebufferManagerDX9::ClearDepthBuffer() {
dxstate.scissorTest.disable();
dxstate.depthWrite.set(TRUE);
dxstate.colorMask.set(false, false, false, false);
dxstate.stencilFunc.set(D3DCMP_NEVER, 0, 0);
pD3Ddevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 0, 0);
}
void FramebufferManagerDX9::DisableState() {
dxstate.blend.disable();
dxstate.cullMode.set(false, false);
dxstate.depthTest.disable();
dxstate.scissorTest.disable();
dxstate.stencilTest.disable();
dxstate.colorMask.set(true, true, true, true);
dxstate.stencilMask.set(0xFF);
}
FramebufferManagerDX9::FramebufferManagerDX9() :
drawPixelsTex_(0),
convBuf(0),
gameUsesSequentialCopies_(false) {
}
FramebufferManagerDX9::~FramebufferManagerDX9() {
if (drawPixelsTex_) {
drawPixelsTex_->Release();
}
delete [] convBuf;
}
static inline void ARGB8From4444(u16 c, u32 * dst) {
*dst = ((c & 0xf) << 4) | (((c >> 4) & 0xf) << 12) | (((c >> 8) & 0xf) << 20) | ((c >> 12) << 28);
}
static inline void ARGB8From565(u16 c, u32 * dst) {
*dst = ((c & 0x001f) << 19) | (((c >> 5) & 0x003f) << 11) | ((((c >> 10) & 0x001f) << 3)) | 0xFF000000;
}
static inline void ARGB8From5551(u16 c, u32 * dst) {
*dst = ((c & 0x001f) << 19) | (((c >> 5) & 0x001f) << 11) | ((((c >> 10) & 0x001f) << 3)) | 0xFF000000;
}
// TODO: Swizzle the texture access instead.
static inline u32 RGBA2BGRA(u32 src) {
const u32 r = (src & 0x000000FF) << 16;
const u32 ga = src & 0xFF00FF00;
const u32 b = (src & 0x00FF0000) >> 16;
return r | ga | b;
}
void FramebufferManagerDX9::MakePixelTexture(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height) {
u8 *convBuf = NULL;
D3DLOCKED_RECT rect;
// TODO: Check / use D3DCAPS2_DYNAMICTEXTURES?
if (drawPixelsTex_ && (drawPixelsTexW_ != width || drawPixelsTexH_ != height)) {
drawPixelsTex_->Release();
drawPixelsTex_ = nullptr;
}
if (!drawPixelsTex_) {
int usage = 0;
D3DPOOL pool = D3DPOOL_MANAGED;
if (pD3DdeviceEx) {
pool = D3DPOOL_DEFAULT;
usage = D3DUSAGE_DYNAMIC;
}
HRESULT hr = pD3Ddevice->CreateTexture(width, height, 1, usage, D3DFMT(D3DFMT_A8R8G8B8), pool, &drawPixelsTex_, NULL);
if (FAILED(hr)) {
drawPixelsTex_ = nullptr;
ERROR_LOG(G3D, "Failed to create drawpixels texture");
}
}
if (!drawPixelsTex_) {
return;
}
drawPixelsTex_->LockRect(0, &rect, NULL, 0);
convBuf = (u8*)rect.pBits;
// Final format is BGRA(directx)
// TODO: We can just change the texture format and flip some bits around instead of this.
if (srcPixelFormat != GE_FORMAT_8888 || srcStride != 512) {
for (int y = 0; y < height; y++) {
switch (srcPixelFormat) {
// not tested
case GE_FORMAT_565:
{
const u16_le *src = (const u16_le *)srcPixels + srcStride * y;
u32 *dst = (u32 *)(convBuf + rect.Pitch * y);
for (int x = 0; x < width; x++) {
u16_le col0 = src[x+0];
ARGB8From565(col0, &dst[x + 0]);
}
}
break;
// faster
case GE_FORMAT_5551:
{
const u16_le *src = (const u16_le *)srcPixels + srcStride * y;
u32 *dst = (u32 *)(convBuf + rect.Pitch * y);
for (int x = 0; x < width; x++) {
u16_le col0 = src[x+0];
ARGB8From5551(col0, &dst[x + 0]);
}
}
break;
// not tested
case GE_FORMAT_4444:
{
const u16_le *src = (const u16_le *)srcPixels + srcStride * y;
u32 *dst = (u32 *)(convBuf + rect.Pitch * y);
for (int x = 0; x < width; x++)
{
u16_le col = src[x];
dst[x * 4 + 0] = (col >> 12) << 4;
dst[x * 4 + 1] = ((col >> 8) & 0xf) << 4;
dst[x * 4 + 2] = ((col >> 4) & 0xf) << 4;
dst[x * 4 + 3] = (col & 0xf) << 4;
}
}
break;
case GE_FORMAT_8888:
{
const u32_le *src = (const u32_le *)srcPixels + srcStride * y;
u32 *dst = (u32 *)(convBuf + rect.Pitch * y);
for (int x = 0; x < width; x++)
{
dst[x] = RGBA2BGRA(src[x]);
}
}
break;
}
}
} else {
for (int y = 0; y < height; y++) {
const u32_le *src = (const u32_le *)srcPixels + srcStride * y;
u32 *dst = (u32 *)(convBuf + rect.Pitch * y);
for (int x = 0; x < width; x++)
{
dst[x] = RGBA2BGRA(src[x]);
}
}
}
drawPixelsTex_->UnlockRect(0);
// D3DXSaveTextureToFile("game:\\cc.png", D3DXIFF_PNG, drawPixelsTex_, NULL);
}
void FramebufferManagerDX9::DrawPixels(VirtualFramebuffer *vfb, int dstX, int dstY, const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height) {
if (useBufferedRendering_ && vfb->fbo) {
fbo_bind_as_render_target(vfb->fbo);
}
dxstate.viewport.set(0, 0, vfb->renderWidth, vfb->renderHeight);
MakePixelTexture(srcPixels, srcPixelFormat, srcStride, width, height);
DisableState();
DrawActiveTexture(drawPixelsTex_, dstX, dstY, width, height, vfb->bufferWidth, vfb->bufferHeight, false, 0.0f, 0.0f, 1.0f, 1.0f);
textureCache_->ForgetLastTexture();
}
void FramebufferManagerDX9::DrawFramebuffer(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;
CenterRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight);
DrawActiveTexture(drawPixelsTex_, x, y, w, h, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, false, 0.0f, 0.0f, 480.0f / 512.0f);
}
// Depth in ogl is between -1;1 we need between 0;1
static void ConvertMatrices(Matrix4x4 & in) {
/*
in.zz *= 0.5f;
in.wz += 1.f;
*/
Matrix4x4 s;
Matrix4x4 t;
s.setScaling(Vec3(1, 1, 0.5f));
t.setTranslation(Vec3(0, 0, 0.5f));
in = in * s;
in = in * t;
}
void FramebufferManagerDX9::DrawActiveTexture(LPDIRECT3DTEXTURE9 tex, float x, float y, float w, float h, float destW, float destH, bool flip, float u0, float v0, float u1, float v1) {
if (flip) {
std::swap(v0, v1);
}
// 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,
};
float invDestW = 1.0f / (destW * 0.5f);
float invDestH = 1.0f / (destH * 0.5f);
for (int i = 0; i < 4; i++) {
coord[i * 5] = coord[i * 5] * invDestW - 1.0f;
coord[i * 5 + 1] = -(coord[i * 5 + 1] * invDestH - 1.0f);
}
//pD3Ddevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
pD3Ddevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
pD3Ddevice->SetVertexDeclaration(pFramebufferVertexDecl);
pD3Ddevice->SetPixelShader(pFramebufferPixelShader);
pD3Ddevice->SetVertexShader(pFramebufferVertexShader);
shaderManager_->DirtyLastShader();
if (tex != NULL) {
pD3Ddevice->SetTexture(0, tex);
}
HRESULT hr = pD3Ddevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coord, 5 * sizeof(float));
if (FAILED(hr)) {
ERROR_LOG_REPORT(G3D, "DrawActiveTexture() failed: %08x", hr);
}
}
void FramebufferManagerDX9::DestroyFramebuf(VirtualFramebuffer *v) {
textureCache_->NotifyFramebuffer(v->fb_address, v, NOTIFY_FB_DESTROYED);
if (v->fbo) {
fbo_destroy(v->fbo);
v->fbo = 0;
}
// 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 FramebufferManagerDX9::RebindFramebuffer() {
if (currentRenderVfb_ && currentRenderVfb_->fbo) {
fbo_bind_as_render_target(currentRenderVfb_->fbo);
} else {
fbo_unbind();
}
}
void FramebufferManagerDX9::ResizeFramebufFBO(VirtualFramebuffer *vfb, u16 w, u16 h, bool force) {
float renderWidthFactor = (float)vfb->renderWidth / (float)vfb->bufferWidth;
float renderHeightFactor = (float)vfb->renderHeight / (float)vfb->bufferHeight;
VirtualFramebuffer old = *vfb;
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(vfb->bufferWidth, w);
vfb->bufferHeight = std::max(vfb->bufferHeight, h);
}
vfb->renderWidth = vfb->bufferWidth * renderWidthFactor;
vfb->renderHeight = vfb->bufferHeight * renderHeightFactor;
bool trueColor = g_Config.bTrueColor;
if (hackForce04154000Download_ && vfb->fb_address == 0x00154000) {
trueColor = true;
}
if (trueColor) {
vfb->colorDepth = FBO_8888;
} else {
switch (vfb->format) {
case GE_FORMAT_4444:
vfb->colorDepth = FBO_4444;
break;
case GE_FORMAT_5551:
vfb->colorDepth = FBO_5551;
break;
case GE_FORMAT_565:
vfb->colorDepth = FBO_565;
break;
case GE_FORMAT_8888:
default:
vfb->colorDepth = FBO_8888;
break;
}
}
textureCache_->ForgetLastTexture();
fbo_unbind();
if (!useBufferedRendering_) {
if (vfb->fbo) {
fbo_destroy(vfb->fbo);
vfb->fbo = 0;
}
return;
}
vfb->fbo = fbo_create(vfb->renderWidth, vfb->renderHeight, 1, true, (FBOColorDepth)vfb->colorDepth);
if (old.fbo) {
INFO_LOG(SCEGE, "Resizing FBO for %08x : %i x %i x %i", vfb->fb_address, w, h, vfb->format);
if (vfb->fbo) {
fbo_bind_as_render_target(vfb->fbo);
ClearBuffer();
if (!g_Config.bDisableSlowFramebufEffects) {
BlitFramebuffer(vfb, 0, 0, &old, 0, 0, std::min(vfb->bufferWidth, vfb->width), std::min(vfb->height, vfb->bufferHeight), 0);
}
}
fbo_destroy(old.fbo);
if (vfb->fbo) {
fbo_bind_as_render_target(vfb->fbo);
}
}
if (!vfb->fbo) {
ERROR_LOG(SCEGE, "Error creating FBO! %i x %i", vfb->renderWidth, vfb->renderHeight);
}
}
void FramebufferManagerDX9::NotifyRenderFramebufferCreated(VirtualFramebuffer *vfb) {
if (!useBufferedRendering_) {
fbo_unbind();
// Let's ignore rendering to targets that have not (yet) been displayed.
gstate_c.skipDrawReason |= SKIPDRAW_NON_DISPLAYED_FB;
}
textureCache_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_CREATED);
ClearBuffer();
// ugly...
if (gstate_c.curRTWidth != vfb->width || gstate_c.curRTHeight != vfb->height) {
shaderManager_->DirtyUniform(DIRTY_PROJTHROUGHMATRIX);
}
}
void FramebufferManagerDX9::NotifyRenderFramebufferSwitched(VirtualFramebuffer *prevVfb, VirtualFramebuffer *vfb) {
if (ShouldDownloadFramebuffer(vfb) && !vfb->memoryUpdated) {
ReadFramebufferToMemory(vfb, true, 0, 0, vfb->width, vfb->height);
}
textureCache_->ForgetLastTexture();
if (useBufferedRendering_) {
if (vfb->fbo) {
fbo_bind_as_render_target(vfb->fbo);
} else {
// wtf? This should only happen very briefly when toggling bBufferedRendering
fbo_unbind();
}
} else {
if (vfb->fbo) {
// wtf? This should only happen very briefly when toggling bBufferedRendering
textureCache_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_DESTROYED);
fbo_destroy(vfb->fbo);
vfb->fbo = 0;
}
fbo_unbind();
// 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);
// Copy depth pixel value from the read framebuffer to the draw framebuffer
if (prevVfb && !g_Config.bDisableSlowFramebufEffects) {
// TODO
//BlitFramebufferDepth(prevVfb, vfb);
}
if (vfb->drawnFormat != vfb->format) {
// TODO: Might ultimately combine this with the resize step in DoSetRenderFrameBuffer().
// TODO
//ReformatFramebufferFrom(vfb, vfb->drawnFormat);
}
// ugly...
if (gstate_c.curRTWidth != vfb->width || gstate_c.curRTHeight != vfb->height) {
shaderManager_->DirtyUniform(DIRTY_PROJTHROUGHMATRIX);
}
}
void FramebufferManagerDX9::NotifyRenderFramebufferUpdated(VirtualFramebuffer *vfb, bool vfbFormatChanged) {
if (vfbFormatChanged) {
textureCache_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_UPDATED);
if (vfb->drawnFormat != vfb->format) {
// TODO
//ReformatFramebufferFrom(vfb, vfb->drawnFormat);
}
}
// ugly...
if (gstate_c.curRTWidth != vfb->width || gstate_c.curRTHeight != vfb->height) {
shaderManager_->DirtyUniform(DIRTY_PROJTHROUGHMATRIX);
}
}
void FramebufferManagerDX9::CopyDisplayToOutput() {
fbo_unbind();
dxstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
currentRenderVfb_ = 0;
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.
DrawFramebuffer(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.
ClearBuffer();
return;
}
}
vfb->usageFlags |= FB_USAGE_DISPLAYED_FRAMEBUFFER;
vfb->dirtyAfterDisplay = false;
vfb->reallyDirtyAfterDisplay = false;
if (prevDisplayFramebuf_ != displayFramebuf_) {
prevPrevDisplayFramebuf_ = prevDisplayFramebuf_;
}
if (displayFramebuf_ != vfb) {
prevDisplayFramebuf_ = displayFramebuf_;
}
displayFramebuf_ = vfb;
if (resized_) {
ClearBuffer();
}
if (vfb->fbo) {
DEBUG_LOG(SCEGE, "Displaying FBO %08x", vfb->fb_address);
DisableState();
LPDIRECT3DTEXTURE9 colorTexture = fbo_get_color_texture(vfb->fbo);
// Output coordinates
float x, y, w, h;
CenterRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight);
// TODO ES3: Use glInvalidateFramebuffer to discard depth/stencil data at the end of frame.
// and to discard extraFBOs_ after using them.
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) {
dxstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
// These are in the output display coordinates
if (g_Config.iBufFilter == SCALE_LINEAR) {
dxstate.texMagFilter.set(D3DTEXF_LINEAR);
dxstate.texMinFilter.set(D3DTEXF_LINEAR);
} else {
dxstate.texMagFilter.set(D3DTEXF_POINT);
dxstate.texMinFilter.set(D3DTEXF_POINT);
}
dxstate.texMipFilter.set(D3DTEXF_NONE);
dxstate.texMipLodBias.set(0);
DrawActiveTexture(colorTexture, x, y, w, h, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, false, u0, v0, u1, v1);
}
/*
else if (usePostShader_ && extraFBOs_.size() == 1 && !postShaderAtOutputResolution_) {
// An additional pass, post-processing shader to the extra FBO.
fbo_bind_as_render_target(extraFBOs_[0]);
int fbo_w, fbo_h;
fbo_get_dimensions(extraFBOs_[0], &fbo_w, &fbo_h);
glstate.viewport.set(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]);
glstate.viewport.set(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.
glstate.viewport.set(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_);
}
*/
pD3Ddevice->SetTexture(0, NULL);
}
}
void FramebufferManagerDX9::ReadFramebufferToMemory(VirtualFramebuffer *vfb, bool sync, int x, int y, int w, int h) {
#if 0
if (sync) {
PackFramebufferAsync_(NULL); // flush async just in case when we go for synchronous update
}
#endif
if (vfb) {
// We'll pseudo-blit framebuffers here to get a resized and flipped version of 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 (MaskedEqual(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();
nvfb->fbo = 0;
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->width;
nvfb->renderHeight = vfb->height;
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->usageFlags = FB_USAGE_RENDERTARGET;
nvfb->dirtyAfterDisplay = true;
nvfb->colorDepth = FBO_8888;
textureCache_->ForgetLastTexture();
nvfb->fbo = fbo_create(nvfb->width, nvfb->height, 1, true, (FBOColorDepth)nvfb->colorDepth);
if (!(nvfb->fbo)) {
ERROR_LOG(SCEGE, "Error creating FBO! %i x %i", nvfb->renderWidth, nvfb->renderHeight);
return;
}
nvfb->last_frame_render = gpuStats.numFlips;
bvfbs_.push_back(nvfb);
fbo_bind_as_render_target(nvfb->fbo);
ClearBuffer();
} else {
nvfb->usageFlags |= FB_USAGE_RENDERTARGET;
gstate_c.textureChanged = true;
nvfb->last_frame_render = gpuStats.numFlips;
nvfb->dirtyAfterDisplay = true;
#if 0
if (nvfb->fbo) {
fbo_bind_as_render_target(nvfb->fbo);
}
// 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 (nvfb->last_frame_render != gpuStats.numFlips) {
ClearBuffer();
}
#endif
}
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) {
vfb->memoryUpdated = true;
} else {
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;
}
}
BlitFramebuffer(nvfb, x, y, vfb, x, y, w, h, 0, false);
PackFramebufferDirectx9_(nvfb, x, y, w, h);
RebindFramebuffer();
}
}
void FramebufferManagerDX9::BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp, bool flip) {
if (!dst->fbo || !src->fbo || !useBufferedRendering_) {
// This can happen if they recently switched from non-buffered.
fbo_unbind();
return;
}
float srcXFactor = flip ? 1.0f : (float)src->renderWidth / (float)src->bufferWidth;
float srcYFactor = flip ? 1.0f : (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 = flip ? 1.0f : (float)dst->renderWidth / (float)dst->bufferWidth;
float dstYFactor = flip ? 1.0f : (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;
if (flip) {
fbo_bind_as_render_target(dst->fbo);
dxstate.viewport.set(0, 0, dst->renderWidth, dst->renderHeight);
DisableState();
fbo_bind_color_as_texture(src->fbo, 0);
float srcW = src->bufferWidth;
float srcH = src->bufferHeight;
DrawActiveTexture(0, dstX1, dstY, w * dstXFactor, h, dst->bufferWidth, dst->bufferHeight, flip, srcX1 / srcW, srcY / srcH, srcX2 / srcW, (srcY + h) / srcH);
pD3Ddevice->SetTexture(0, NULL);
textureCache_->ForgetLastTexture();
dxstate.viewport.restore();
RebindFramebuffer();
} else {
LPDIRECT3DSURFACE9 srcSurf = fbo_get_for_read(src->fbo);
LPDIRECT3DSURFACE9 dstSurf = fbo_get_for_write(dst->fbo);
RECT srcRect = {srcX1, srcY1, srcX2, srcY2};
RECT dstRect = {dstX1, dstY1, dstX2, dstY2};
D3DSURFACE_DESC desc;
srcSurf->GetDesc(&desc);
srcRect.right = std::min(srcRect.right, (LONG)desc.Width);
srcRect.bottom = std::min(srcRect.bottom, (LONG)desc.Height);
dstSurf->GetDesc(&desc);
dstRect.right = std::min(dstRect.right, (LONG)desc.Width);
dstRect.bottom = std::min(dstRect.bottom, (LONG)desc.Height);
HRESULT hr = pD3Ddevice->StretchRect(srcSurf, &srcRect, dstSurf, &dstRect, D3DTEXF_POINT);
if (FAILED(hr)) {
ERROR_LOG_REPORT(G3D, "StretchRect failed in blit: %08x (%08x -> %08x)", hr, 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) {
for (u32 x = 0; x < width; ++x) {
dst16[x] = BGRA8888toRGB565(src32[x]);
}
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) {
for (u32 x = 0; x < width; ++x) {
dst16[x] = BGRA8888toRGBA4444(src32[x]);
}
src32 += srcStride;
dst16 += dstStride;
}
break;
case GE_FORMAT_8888:
case GE_FORMAT_INVALID:
// Not possible.
break;
}
}
}
void FramebufferManagerDX9::PackFramebufferDirectx9_(VirtualFramebuffer *vfb, int x, int y, int w, int h) {
if (!vfb->fbo) {
ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackFramebufferDirectx9_: vfb->fbo == 0");
fbo_unbind();
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 = fbo_get_for_read(vfb->fbo);
D3DSURFACE_DESC desc;
renderTarget->GetDesc(&desc);
LPDIRECT3DSURFACE9 offscreen = nullptr;
// TODO: Cache these? Also, StretchRect to resample from 1x?
HRESULT hr = pD3Ddevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &offscreen, NULL);
if (offscreen && SUCCEEDED(hr)) {
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 = {x * widthFactor, y * heightFactor, (x + w) * widthFactor, (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);
}
offscreen->Release();
} else {
ERROR_LOG_REPORT(G3D, "Unable to create offscreen surface for %08x %dx%d", fb_address, desc.Width, desc.Height);
}
}
void FramebufferManagerDX9::EndFrame() {
if (resized_) {
DestroyAllFBOs();
dxstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
resized_ = false;
}
#if 0
// We flush to memory last requested framebuffer, if any
PackFramebufferAsync_(NULL);
#endif
}
void FramebufferManagerDX9::DeviceLost() {
DestroyAllFBOs();
resized_ = false;
}
std::vector<FramebufferInfo> FramebufferManagerDX9::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;
}
bool FramebufferManagerDX9::NotifyStencilUpload(u32 addr, int size, bool skipZero) {
// TODO
return false;
}
void FramebufferManagerDX9::DecimateFBOs() {
fbo_unbind();
currentRenderVfb_ = 0;
bool updateVram = !(g_Config.iRenderingMode == FB_NON_BUFFERED_MODE || g_Config.iRenderingMode == FB_BUFFERED_MODE);
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) {
ReadFramebufferToMemory(vfb, false, 0, 0, vfb->width, vfb->height);
}
if (vfb == displayFramebuf_ || vfb == prevDisplayFramebuf_ || vfb == prevPrevDisplayFramebuf_) {
continue;
}
if (age > FBO_OLD_AGE) {
INFO_LOG(SCEGE, "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--);
}
}
// 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(SCEGE, "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 FramebufferManagerDX9::DestroyAllFBOs() {
fbo_unbind();
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();
}
void FramebufferManagerDX9::FlushBeforeCopy() {
// Flush anything not yet drawn before blitting, downloading, or uploading.
// This might be a stalled list, or unflushed before a block transfer, etc.
SetRenderFrameBuffer();
transformDraw_->Flush();
}
void FramebufferManagerDX9::Resized() {
resized_ = true;
}
bool FramebufferManagerDX9::GetCurrentFramebuffer(GPUDebugBuffer &buffer) {
u32 fb_address = gstate.getFrameBufRawAddress();
int fb_stride = gstate.FrameBufStride();
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 | 0x04000000), fb_stride, 512, gstate.FrameBufFormat());
return true;
}
LPDIRECT3DSURFACE9 renderTarget = nullptr;
HRESULT hr;
hr = pD3Ddevice->GetRenderTarget(0, &renderTarget);
if (!renderTarget || !SUCCEEDED(hr))
return false;
D3DSURFACE_DESC desc;
renderTarget->GetDesc(&desc);
LPDIRECT3DSURFACE9 offscreen = nullptr;
hr = pD3Ddevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &offscreen, NULL);
if (!offscreen || !SUCCEEDED(hr)) {
renderTarget->Release();
return false;
}
bool success = false;
hr = pD3Ddevice->GetRenderTargetData(renderTarget, offscreen);
if (SUCCEEDED(hr)) {
D3DLOCKED_RECT locked;
RECT rect = {0, 0, vfb->renderWidth, vfb->renderHeight};
hr = offscreen->LockRect(&locked, &rect, D3DLOCK_READONLY);
if (SUCCEEDED(hr)) {
// TODO: Handle the other formats? We don't currently create them, I think.
buffer.Allocate(locked.Pitch / 4, desc.Height, GPU_DBG_FORMAT_8888_BGRA, false);
memcpy(buffer.GetData(), locked.pBits, locked.Pitch * desc.Height);
offscreen->UnlockRect();
success = true;
}
}
offscreen->Release();
renderTarget->Release();
return success;
}
bool FramebufferManagerDX9::GetCurrentDepthbuffer(GPUDebugBuffer &buffer) {
// TODO: Is this possible?
return false;
}
bool FramebufferManagerDX9::GetCurrentStencilbuffer(GPUDebugBuffer &buffer) {
// TODO: Is this possible?
return false;
}
} // namespace DX9