ppsspp/GPU/GLES/Framebuffer.cpp

1869 lines
58 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 <set>
#include <algorithm>
#include "gfx_es2/glsl_program.h"
#include "gfx_es2/gl_state.h"
#include "gfx_es2/fbo.h"
#include "base/timeutil.h"
#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 "Core/HLE/sceDisplay.h"
#include "Common/ColorConv.h"
#include "GPU/ge_constants.h"
#include "GPU/GPUState.h"
#include "GPU/Common/PostShader.h"
#include "GPU/Common/TextureDecoder.h"
#include "GPU/Debugger/Stepping.h"
#include "GPU/GLES/Framebuffer.h"
#include "GPU/GLES/TextureCache.h"
#include "GPU/GLES/TransformPipeline.h"
#include "GPU/GLES/ShaderManager.h"
#include "UI/OnScreenDisplay.h"
#if defined(USING_GLES2)
#ifndef GL_READ_FRAMEBUFFER
#define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER
#define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER
#endif
#ifndef GL_RGBA8
#define GL_RGBA8 GL_RGBA
#endif
#ifndef GL_DEPTH_COMPONENT24
#define GL_DEPTH_COMPONENT24 GL_DEPTH_COMPONENT24_OES
#endif
#ifndef GL_DEPTH24_STENCIL8_OES
#define GL_DEPTH24_STENCIL8_OES 0x88F0
#endif
#endif
extern int g_iNumVideos;
static const char tex_fs[] =
#ifdef USING_GLES2
"precision mediump float;\n"
#endif
"uniform sampler2D sampler0;\n"
"varying vec2 v_texcoord0;\n"
"void main() {\n"
" gl_FragColor = texture2D(sampler0, v_texcoord0);\n"
"}\n";
static const char basic_vs[] =
"attribute vec4 a_position;\n"
"attribute vec2 a_texcoord0;\n"
"varying vec2 v_texcoord0;\n"
"void main() {\n"
" v_texcoord0 = a_texcoord0;\n"
" gl_Position = a_position;\n"
"}\n";
static const char color_fs[] =
#ifdef USING_GLES2
"precision mediump float;\n"
#endif
"uniform vec4 u_color;\n"
"void main() {\n"
" gl_FragColor.rgba = u_color;\n"
"}\n";
static const char color_vs[] =
"attribute vec4 a_position;\n"
"void main() {\n"
" gl_Position = a_position;\n"
"}\n";
void ConvertFromRGBA8888(u8 *dst, const 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) {
float outW;
float outH;
if (g_Config.bStretchToDisplay) {
outW = frameW;
outH = frameH;
} else {
// Add special case for 1080p displays, cutting off the bottom and top 1-pixel rows from the original 480x272.
// This will be what 99.9% of users want.
if (origW == 480 && origH == 272 && frameW == 1920 && frameH == 1080) {
*x = 0;
*y = -4;
*w = 1920;
*h = 1088;
return;
}
float origRatio = origW / origH;
float frameRatio = frameW / frameH;
if (origRatio > frameRatio) {
// Image is wider than frame. Center vertically.
outW = frameW;
outH = frameW / origRatio;
// Stretch a little bit
if (g_Config.bPartialStretch)
outH = (frameH + outH) / 2.0f; // (408 + 720) / 2 = 564
}
else {
// Image is taller than frame. Center horizontally.
outW = frameH * origRatio;
outH = frameH;
}
}
if (g_Config.bSmallDisplay) {
outW /= 2.0f;
outH /= 2.0f;
}
*x = (frameW - outW) / 2.0f;
*y = (frameH - outH) / 2.0f;
*w = outW;
*h = outH;
}
void FramebufferManager::ClearBuffer() {
glstate.scissorTest.disable();
glstate.depthWrite.set(GL_TRUE);
glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glstate.stencilFunc.set(GL_ALWAYS, 0, 0);
glstate.stencilMask.set(0xFF);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearStencil(0);
#ifdef USING_GLES2
glClearDepthf(0.0f);
#else
glClearDepth(0.0);
#endif
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
void FramebufferManager::ClearDepthBuffer() {
glstate.scissorTest.disable();
glstate.depthWrite.set(GL_TRUE);
#ifdef USING_GLES2
glClearDepthf(0.0f);
#else
glClearDepth(0.0);
#endif
glClear(GL_DEPTH_BUFFER_BIT);
}
void FramebufferManager::DisableState() {
glstate.blend.disable();
glstate.cullFace.disable();
glstate.depthTest.disable();
glstate.scissorTest.disable();
glstate.stencilTest.disable();
#if !defined(USING_GLES2)
glstate.colorLogicOp.disable();
#endif
glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glstate.stencilMask.set(0xFF);
}
void FramebufferManager::SetNumExtraFBOs(int num) {
for (size_t i = 0; i < extraFBOs_.size(); i++) {
fbo_destroy(extraFBOs_[i]);
}
extraFBOs_.clear();
for (int i = 0; i < num; i++) {
// No depth/stencil for post processing
FBO *fbo = fbo_create(PSP_CoreParameter().renderWidth, PSP_CoreParameter().renderHeight, 1, false, FBO_8888);
extraFBOs_.push_back(fbo);
// The new FBO is still bound after creation, but let's bind it anyway.
fbo_bind_as_render_target(fbo);
ClearBuffer();
}
currentRenderVfb_ = 0;
fbo_unbind();
}
void FramebufferManager::CompileDraw2DProgram() {
if (!draw2dprogram_) {
std::string errorString;
draw2dprogram_ = glsl_create_source(basic_vs, tex_fs, &errorString);
if (!draw2dprogram_) {
ERROR_LOG_REPORT(G3D, "Failed to compile draw2dprogram! This shouldn't happen.\n%s", errorString.c_str());
} else {
glsl_bind(draw2dprogram_);
glUniform1i(draw2dprogram_->sampler0, 0);
}
plainColorProgram_ = glsl_create_source(color_vs, color_fs, &errorString);
if (!plainColorProgram_) {
ERROR_LOG_REPORT(G3D, "Failed to compile plainColorProgram! This shouldn't happen.\n%s", errorString.c_str());
} else {
glsl_bind(plainColorProgram_);
plainColorLoc_ = glsl_uniform_loc(plainColorProgram_, "u_color");
}
SetNumExtraFBOs(0);
const ShaderInfo *shaderInfo = 0;
if (g_Config.sPostShaderName != "Off") {
shaderInfo = GetPostShaderInfo(g_Config.sPostShaderName);
}
if (shaderInfo) {
postShaderAtOutputResolution_ = shaderInfo->outputResolution;
postShaderProgram_ = glsl_create(shaderInfo->vertexShaderFile.c_str(), shaderInfo->fragmentShaderFile.c_str(), &errorString);
if (!postShaderProgram_) {
// DO NOT turn this into a report, as it will pollute our logs with all kinds of
// user shader experiments.
ERROR_LOG(G3D, "Failed to build post-processing program from %s and %s!\n%s", shaderInfo->vertexShaderFile.c_str(), shaderInfo->fragmentShaderFile.c_str(), errorString.c_str());
// let's show the first line of the error string as an OSM.
std::set<std::string> blacklistedLines;
// These aren't useful to show, skip to the first interesting line.
blacklistedLines.insert("Fragment shader failed to compile with the following errors:");
blacklistedLines.insert("Vertex shader failed to compile with the following errors:");
blacklistedLines.insert("Compile failed.");
blacklistedLines.insert("");
std::string firstLine;
size_t start = 0;
for (size_t i = 0; i < errorString.size(); i++) {
if (errorString[i] == '\n') {
firstLine = errorString.substr(start, i - start);
if (blacklistedLines.find(firstLine) == blacklistedLines.end()) {
break;
}
start = i + 1;
firstLine.clear();
}
}
if (!firstLine.empty()) {
osm.Show("Post-shader error: " + firstLine + "...", 10.0f, 0xFF3090FF);
} else {
osm.Show("Post-shader error, see log for details", 10.0f, 0xFF3090FF);
}
usePostShader_ = false;
} else {
glsl_bind(postShaderProgram_);
glUniform1i(postShaderProgram_->sampler0, 0);
SetNumExtraFBOs(1);
float u_delta = 1.0f / PSP_CoreParameter().renderWidth;
float v_delta = 1.0f / PSP_CoreParameter().renderHeight;
float u_pixel_delta = u_delta;
float v_pixel_delta = v_delta;
if (postShaderAtOutputResolution_) {
float x, y, w, h;
CenterRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight);
u_pixel_delta = 1.0f / w;
v_pixel_delta = 1.0f / h;
}
int deltaLoc = glsl_uniform_loc(postShaderProgram_, "u_texelDelta");
if (deltaLoc != -1)
glUniform2f(deltaLoc, u_delta, v_delta);
int pixelDeltaLoc = glsl_uniform_loc(postShaderProgram_, "u_pixelDelta");
if (pixelDeltaLoc != -1)
glUniform2f(pixelDeltaLoc, u_pixel_delta, v_pixel_delta);
timeLoc_ = glsl_uniform_loc(postShaderProgram_, "u_time");
if (timeLoc_ != -1)
glUniform4f(timeLoc_, 0.0f, 0.0f, 0.0f, 0.0f);
usePostShader_ = true;
}
} else {
postShaderProgram_ = 0;
usePostShader_ = false;
}
glsl_unbind();
}
}
void FramebufferManager::DestroyDraw2DProgram() {
if (draw2dprogram_) {
glsl_destroy(draw2dprogram_);
draw2dprogram_ = 0;
}
if (plainColorProgram_) {
glsl_destroy(plainColorProgram_);
plainColorProgram_ = 0;
}
if (postShaderProgram_) {
glsl_destroy(postShaderProgram_);
postShaderProgram_ = 0;
}
}
FramebufferManager::FramebufferManager() :
drawPixelsTex_(0),
drawPixelsTexFormat_(GE_FORMAT_INVALID),
convBuf_(0),
draw2dprogram_(0),
postShaderProgram_(0),
stencilUploadProgram_(0),
plainColorLoc_(-1),
timeLoc_(-1),
textureCache_(0),
shaderManager_(0),
usePostShader_(false),
postShaderAtOutputResolution_(false),
resized_(false),
gameUsesSequentialCopies_(false)
#ifndef USING_GLES2
,
pixelBufObj_(0),
currentPBO_(0)
#endif
{
}
void FramebufferManager::Init() {
FramebufferManagerCommon::Init();
CompileDraw2DProgram();
SetLineWidth();
}
FramebufferManager::~FramebufferManager() {
if (drawPixelsTex_)
glDeleteTextures(1, &drawPixelsTex_);
if (draw2dprogram_) {
glsl_destroy(draw2dprogram_);
}
if (stencilUploadProgram_) {
glsl_destroy(stencilUploadProgram_);
}
SetNumExtraFBOs(0);
for (auto it = tempFBOs_.begin(), end = tempFBOs_.end(); it != end; ++it) {
fbo_destroy(it->second.fbo);
}
#ifndef USING_GLES2
delete [] pixelBufObj_;
#endif
delete [] convBuf_;
}
void FramebufferManager::MakePixelTexture(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height) {
if (drawPixelsTex_ && (drawPixelsTexFormat_ != srcPixelFormat || drawPixelsTexW_ != width || drawPixelsTexH_ != height)) {
glDeleteTextures(1, &drawPixelsTex_);
drawPixelsTex_ = 0;
}
if (!drawPixelsTex_) {
drawPixelsTex_ = textureCache_->AllocTextureName();
drawPixelsTexW_ = width;
drawPixelsTexH_ = height;
// Initialize backbuffer texture for DrawPixels
glBindTexture(GL_TEXTURE_2D, drawPixelsTex_);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
drawPixelsTexFormat_ = srcPixelFormat;
} else {
glBindTexture(GL_TEXTURE_2D, drawPixelsTex_);
}
// TODO: We can just change the texture format and flip some bits around instead of this.
// Could share code with the texture cache perhaps.
bool useConvBuf = false;
if (srcPixelFormat != GE_FORMAT_8888 || srcStride != width) {
useConvBuf = true;
u32 neededSize = width * height * 4;
if (!convBuf_ || convBufSize_ < neededSize) {
delete [] convBuf_;
convBuf_ = new u8[neededSize];
convBufSize_ = neededSize;
}
for (int y = 0; y < height; y++) {
switch (srcPixelFormat) {
case GE_FORMAT_565:
{
const u16 *src = (const u16 *)srcPixels + srcStride * y;
u8 *dst = convBuf_ + 4 * width * y;
ConvertRGB565ToRGBA888F((u32 *)dst, src, width);
}
break;
case GE_FORMAT_5551:
{
const u16 *src = (const u16 *)srcPixels + srcStride * y;
u8 *dst = convBuf_ + 4 * width * y;
ConvertRGBA5551ToRGBA8888((u32 *)dst, src, width);
}
break;
case GE_FORMAT_4444:
{
const u16 *src = (const u16 *)srcPixels + srcStride * y;
u8 *dst = convBuf_ + 4 * width * y;
ConvertRGBA4444ToRGBA8888((u32 *)dst, src, width);
}
break;
case GE_FORMAT_8888:
{
const u8 *src = srcPixels + srcStride * 4 * y;
u8 *dst = convBuf_ + 4 * width * y;
memcpy(dst, src, 4 * width);
}
break;
case GE_FORMAT_INVALID:
_dbg_assert_msg_(G3D, false, "Invalid pixelFormat passed to DrawPixels().");
break;
}
}
}
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, useConvBuf ? convBuf_ : srcPixels);
}
void FramebufferManager::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);
}
glViewport(0, 0, vfb->renderWidth, vfb->renderHeight);
MakePixelTexture(srcPixels, srcPixelFormat, srcStride, width, height);
DisableState();
DrawActiveTexture(0, dstX, dstY, width, height, vfb->bufferWidth, vfb->bufferHeight, false, 0.0f, 0.0f, 1.0f, 1.0f);
textureCache_->ForgetLastTexture();
}
void FramebufferManager::DrawFramebuffer(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, bool applyPostShader) {
MakePixelTexture(srcPixels, srcPixelFormat, srcStride, 512, 272);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, g_Config.iTexFiltering == NEAREST ? GL_NEAREST : GL_LINEAR);
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);
if (applyPostShader && usePostShader_ && useBufferedRendering_) {
DrawActiveTexture(0, x, y, w, h, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, false, 0.0f, 0.0f, 480.0f / 512.0f, 1.0f, postShaderProgram_);
} else {
DrawActiveTexture(0, x, y, w, h, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, false, 0.0f, 0.0f, 480.0f / 512.0f);
}
}
void FramebufferManager::DrawPlainColor(u32 color) {
// Cannot take advantage of scissor + clear here - this has to be a regular draw so that
// stencil can be used and abused, as that's what we're gonna use this for.
static const float pos[12] = {
-1,-1,-1,
1,-1,-1,
1,1,-1,
-1,1,-1
};
static const GLubyte indices[4] = {0,1,3,2};
GLSLProgram *program = 0;
if (!draw2dprogram_) {
CompileDraw2DProgram();
}
program = plainColorProgram_;
const float col[4] = {
((color & 0xFF)) / 255.0f,
((color & 0xFF00) >> 8) / 255.0f,
((color & 0xFF0000) >> 16) / 255.0f,
((color & 0xFF000000) >> 24) / 255.0f,
};
shaderManager_->DirtyLastShader();
glsl_bind(program);
glUniform4fv(plainColorLoc_, 1, col);
glstate.arrayBuffer.unbind();
glstate.elementArrayBuffer.unbind();
glEnableVertexAttribArray(program->a_position);
glVertexAttribPointer(program->a_position, 3, GL_FLOAT, GL_FALSE, 12, pos);
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_BYTE, indices);
glDisableVertexAttribArray(program->a_position);
glsl_unbind();
}
// x, y, w, h are relative coordinates against destW/destH, which is not very intuitive.
void FramebufferManager::DrawActiveTexture(GLuint texture, float x, float y, float w, float h, float destW, float destH, bool flip, float u0, float v0, float u1, float v1, GLSLProgram *program) {
if (flip) {
// We're flipping, so 0 is downward. Reverse everything from 1.0f.
v0 = 1.0f - v0;
v1 = 1.0f - v1;
}
const float texCoords[8] = {u0,v0, u1,v0, u1,v1, u0,v1};
static const GLushort indices[4] = {0,1,3,2};
if (texture) {
// We know the texture, we can do a DrawTexture shortcut on nvidia.
#if defined(ANDROID)
// Don't remember why I disabled this - no win?
if (false && gl_extensions.NV_draw_texture && !program) {
// Fast path for Tegra. TODO: Make this path work on desktop nvidia, seems GLEW doesn't have a clue.
// Actually, on Desktop we should just use glBlitFramebuffer - although we take a texture here
// so that's a little gnarly, will have to modify all callers.
glDrawTextureNV(texture, 0,
x, y, w, h, 0.0f,
u0, v1, u1, v0);
return;
}
#endif
glBindTexture(GL_TEXTURE_2D, texture);
}
float pos[12] = {
x,y,0,
x+w,y,0,
x+w,y+h,0,
x,y+h,0
};
float invDestW = 1.0f / (destW * 0.5f);
float invDestH = 1.0f / (destH * 0.5f);
for (int i = 0; i < 4; i++) {
pos[i * 3] = pos[i * 3] * invDestW - 1.0f;
pos[i * 3 + 1] = -(pos[i * 3 + 1] * invDestH - 1.0f);
}
if (!program) {
if (!draw2dprogram_) {
CompileDraw2DProgram();
}
program = draw2dprogram_;
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, g_Config.iBufFilter == SCALE_NEAREST ? GL_NEAREST : GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, g_Config.iBufFilter == SCALE_NEAREST ? GL_NEAREST : GL_LINEAR);
shaderManager_->DirtyLastShader(); // dirty lastShader_
glsl_bind(program);
if (program == postShaderProgram_ && timeLoc_ != -1) {
int flipCount = __DisplayGetFlipCount();
int vCount = __DisplayGetVCount();
float time[4] = {time_now(), (vCount % 60) * 1.0f/60.0f, (float)vCount, (float)(flipCount % 60)};
glUniform4fv(timeLoc_, 1, time);
}
glstate.arrayBuffer.unbind();
glstate.elementArrayBuffer.unbind();
glEnableVertexAttribArray(program->a_position);
glEnableVertexAttribArray(program->a_texcoord0);
glVertexAttribPointer(program->a_position, 3, GL_FLOAT, GL_FALSE, 12, pos);
glVertexAttribPointer(program->a_texcoord0, 2, GL_FLOAT, GL_FALSE, 8, texCoords);
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_SHORT, indices);
glDisableVertexAttribArray(program->a_position);
glDisableVertexAttribArray(program->a_texcoord0);
glsl_unbind();
}
void FramebufferManager::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 FramebufferManager::RebindFramebuffer() {
if (currentRenderVfb_ && currentRenderVfb_->fbo) {
fbo_bind_as_render_target(currentRenderVfb_->fbo);
} else {
fbo_unbind();
}
}
void FramebufferManager::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 FramebufferManager::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);
// Some AMD drivers crash if we don't clear the buffer first?
glDisable(GL_DITHER); // why?
ClearBuffer();
// ugly...
if (gstate_c.curRTWidth != vfb->width || gstate_c.curRTHeight != vfb->height) {
shaderManager_->DirtyUniform(DIRTY_PROJTHROUGHMATRIX);
}
}
void FramebufferManager::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);
#ifdef USING_GLES2
// Some tiled mobile GPUs benefit IMMENSELY from clearing an FBO before rendering
// to it. This broke stuff before, so now it only clears on the first use of an
// FBO in a frame. This means that some games won't be able to avoid the on-some-GPUs
// performance-crushing framebuffer reloads from RAM, but we'll have to live with that.
if (vfb->last_frame_render != gpuStats.numFlips) {
ClearBuffer();
}
#endif
// Copy depth pixel value from the read framebuffer to the draw framebuffer
if (prevVfb && !g_Config.bDisableSlowFramebufEffects) {
BlitFramebufferDepth(prevVfb, vfb);
}
if (vfb->drawnFormat != vfb->format) {
// TODO: Might ultimately combine this with the resize step in DoSetRenderFrameBuffer().
ReformatFramebufferFrom(vfb, vfb->drawnFormat);
}
// ugly...
if (gstate_c.curRTWidth != vfb->width || gstate_c.curRTHeight != vfb->height) {
shaderManager_->DirtyUniform(DIRTY_PROJTHROUGHMATRIX);
}
}
void FramebufferManager::NotifyRenderFramebufferUpdated(VirtualFramebuffer *vfb, bool vfbFormatChanged) {
if (vfbFormatChanged) {
textureCache_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_UPDATED);
if (vfb->drawnFormat != vfb->format) {
ReformatFramebufferFrom(vfb, vfb->drawnFormat);
}
}
// ugly...
if (gstate_c.curRTWidth != vfb->width || gstate_c.curRTHeight != vfb->height) {
shaderManager_->DirtyUniform(DIRTY_PROJTHROUGHMATRIX);
}
}
void FramebufferManager::SetLineWidth() {
#ifndef USING_GLES2
if (g_Config.iInternalResolution == 0) {
glLineWidth(std::max(1, (int)(PSP_CoreParameter().renderWidth / 480)));
glPointSize(std::max(1.0f, (float)(PSP_CoreParameter().renderWidth / 480.f)));
} else {
glLineWidth(g_Config.iInternalResolution);
glPointSize((float)g_Config.iInternalResolution);
}
#endif
}
void FramebufferManager::ReformatFramebufferFrom(VirtualFramebuffer *vfb, GEBufferFormat old) {
if (!useBufferedRendering_ || !vfb->fbo) {
return;
}
fbo_bind_as_render_target(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) {
glstate.scissorTest.disable();
glstate.depthWrite.set(GL_FALSE);
glstate.colorMask.set(false, false, false, true);
glstate.stencilFunc.set(GL_ALWAYS, 0, 0);
glstate.stencilMask.set(0xFF);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearStencil(0);
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
RebindFramebuffer();
}
void FramebufferManager::BlitFramebufferDepth(VirtualFramebuffer *src, VirtualFramebuffer *dst) {
if (!src->fbo || !dst->fbo || !useBufferedRendering_) {
return;
}
// If depth wasn't updated, then we're at least "two degrees" away from the data.
// This is an optimization: it probably doesn't need to be copied in this case.
if (!src->depthUpdated) {
return;
}
if (src->z_address == dst->z_address &&
src->z_stride != 0 && dst->z_stride != 0 &&
src->renderWidth == dst->renderWidth &&
src->renderHeight == dst->renderHeight) {
#ifndef USING_GLES2
if (gl_extensions.FBO_ARB) {
bool useNV = false;
#else
if (gl_extensions.GLES3 || gl_extensions.NV_framebuffer_blit) {
bool useNV = !gl_extensions.GLES3;
#endif
// Let's only do this if not clearing.
if (!gstate.isModeClear() || !gstate.isClearModeDepthMask()) {
fbo_bind_for_read(src->fbo);
glDisable(GL_SCISSOR_TEST);
#if defined(USING_GLES2) && defined(ANDROID) // We only support this extension on Android, it's not even available on PC.
if (useNV) {
glBlitFramebufferNV(0, 0, src->renderWidth, src->renderHeight, 0, 0, dst->renderWidth, dst->renderHeight, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
} else
#endif // defined(USING_GLES2) && defined(ANDROID)
glBlitFramebuffer(0, 0, src->renderWidth, src->renderHeight, 0, 0, dst->renderWidth, dst->renderHeight, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
// If we set dst->depthUpdated here, our optimization above would be pointless.
glstate.scissorTest.restore();
}
}
}
}
FBO *FramebufferManager::GetTempFBO(u16 w, u16 h, FBOColorDepth depth) {
u64 key = ((u64)depth << 32) | ((u32)w << 16) | h;
auto it = tempFBOs_.find(key);
if (it != tempFBOs_.end()) {
it->second.last_frame_used = gpuStats.numFlips;
return it->second.fbo;
}
textureCache_->ForgetLastTexture();
FBO *fbo = fbo_create(w, h, 1, false, depth);
if (!fbo)
return fbo;
fbo_bind_as_render_target(fbo);
ClearBuffer();
const TempFBO info = {fbo, gpuStats.numFlips};
tempFBOs_[key] = info;
return fbo;
}
void FramebufferManager::BindFramebufferColor(int stage, VirtualFramebuffer *framebuffer, bool skipCopy) {
if (framebuffer == NULL) {
framebuffer = currentRenderVfb_;
}
if (stage != GL_TEXTURE0) {
glActiveTexture(stage);
}
if (!framebuffer->fbo || !useBufferedRendering_) {
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
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.
if (GPUStepping::IsStepping() || g_Config.bDisableSlowFramebufEffects) {
skipCopy = true;
}
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.
FBO *renderCopy = GetTempFBO(framebuffer->renderWidth, framebuffer->renderHeight, (FBOColorDepth)framebuffer->colorDepth);
if (renderCopy) {
VirtualFramebuffer copyInfo = *framebuffer;
copyInfo.fbo = renderCopy;
BlitFramebuffer(&copyInfo, 0, 0, framebuffer, 0, 0, framebuffer->drawnWidth, framebuffer->drawnHeight, 0, false);
RebindFramebuffer();
fbo_bind_color_as_texture(renderCopy, 0);
} else {
fbo_bind_color_as_texture(framebuffer->fbo, 0);
}
} else {
fbo_bind_color_as_texture(framebuffer->fbo, 0);
}
if (stage != GL_TEXTURE1) {
glActiveTexture(stage);
}
}
void FramebufferManager::CopyDisplayToOutput() {
fbo_unbind();
glstate.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. We should create a framebuffer, then draw to 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();
DestroyDraw2DProgram();
SetLineWidth();
}
if (vfb->fbo) {
DEBUG_LOG(SCEGE, "Displaying FBO %08x", vfb->fb_address);
DisableState();
GLuint 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 (!usePostShader_) {
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, 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, 0.0f, 0.0f, 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, u0, v0, u1, v1);
} 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, u0, v0, u1, v1, postShaderProgram_);
}
glBindTexture(GL_TEXTURE_2D, 0);
}
}
inline bool FramebufferManager::ShouldDownloadUsingCPU(const VirtualFramebuffer *vfb) const {
#ifndef USING_GLES2
bool useCPU = g_Config.iRenderingMode == FB_READFBOMEMORY_CPU;
// We might get here if hackForce04154000Download_ is hit.
// Some cards or drivers seem to always dither when downloading a framebuffer to 16-bit.
// This causes glitches in games that expect the exact values.
// It has not been experienced on NVIDIA cards, so those are left using the GPU (which is faster.)
if (g_Config.iRenderingMode == FB_BUFFERED_MODE && gl_extensions.gpuVendor != GPU_VENDOR_NVIDIA) {
useCPU = true;
}
return useCPU;
#else
return true;
#endif
}
void FramebufferManager::ReadFramebufferToMemory(VirtualFramebuffer *vfb, bool sync, int x, int y, int w, int h) {
#ifndef USING_GLES2
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 (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->bufferWidth;
nvfb->renderHeight = vfb->bufferHeight;
nvfb->bufferWidth = vfb->bufferWidth;
nvfb->bufferHeight = vfb->bufferHeight;
nvfb->format = vfb->format;
nvfb->drawnWidth = vfb->drawnWidth;
nvfb->drawnHeight = vfb->drawnHeight;
nvfb->drawnFormat = vfb->format;
nvfb->usageFlags = FB_USAGE_RENDERTARGET;
nvfb->dirtyAfterDisplay = true;
// When updating VRAM, it need to be exact format.
switch (vfb->format) {
case GE_FORMAT_4444:
nvfb->colorDepth = FBO_4444;
break;
case GE_FORMAT_5551:
nvfb->colorDepth = FBO_5551;
break;
case GE_FORMAT_565:
nvfb->colorDepth = FBO_565;
break;
case GE_FORMAT_8888:
default:
nvfb->colorDepth = FBO_8888;
break;
}
if (ShouldDownloadUsingCPU(vfb)) {
nvfb->colorDepth = vfb->colorDepth;
}
textureCache_->ForgetLastTexture();
nvfb->fbo = fbo_create(nvfb->width, nvfb->height, 1, false, (FBOColorDepth)nvfb->colorDepth);
if (!(nvfb->fbo)) {
ERROR_LOG(SCEGE, "Error creating FBO! %i x %i", nvfb->renderWidth, nvfb->renderHeight);
delete nvfb;
return;
}
nvfb->last_frame_render = gpuStats.numFlips;
bvfbs_.push_back(nvfb);
fbo_bind_as_render_target(nvfb->fbo);
ClearBuffer();
glDisable(GL_DITHER);
} else {
nvfb->usageFlags |= FB_USAGE_RENDERTARGET;
textureCache_->ForgetLastTexture();
nvfb->last_frame_render = gpuStats.numFlips;
nvfb->dirtyAfterDisplay = true;
#ifdef USING_GLES2
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, true);
// PackFramebufferSync_() - Synchronous pixel data transfer using glReadPixels
// PackFramebufferAsync_() - Asynchronous pixel data transfer using glReadPixels with PBOs
#ifdef USING_GLES2
PackFramebufferSync_(nvfb, x, y, w, h);
#else
if (gl_extensions.PBO_ARB && gl_extensions.OES_texture_npot) {
if (!sync) {
PackFramebufferAsync_(nvfb);
} else {
PackFramebufferSync_(nvfb, x, y, w, h);
}
}
#endif
RebindFramebuffer();
}
}
// TODO: If dimensions are the same, we can use glCopyImageSubData.
void FramebufferManager::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;
}
fbo_bind_as_render_target(dst->fbo);
glDisable(GL_SCISSOR_TEST);
bool useBlit = false;
bool useNV = false;
#ifndef USING_GLES2
if (gl_extensions.FBO_ARB) {
useNV = false;
useBlit = true;
}
#else
if (gl_extensions.GLES3 || gl_extensions.NV_framebuffer_blit) {
useNV = !gl_extensions.GLES3;
useBlit = true;
}
#endif
float srcXFactor = useBlit ? (float)src->renderWidth / (float)src->bufferWidth : 1.0f;
float srcYFactor = useBlit ? (float)src->renderHeight / (float)src->bufferHeight : 1.0f;
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 srcY2 = src->renderHeight - (h + srcY) * srcYFactor;
int srcY1 = srcY2 + h * srcYFactor;
float dstXFactor = useBlit ? (float)dst->renderWidth / (float)dst->bufferWidth : 1.0f;
float dstYFactor = useBlit ? (float)dst->renderHeight / (float)dst->bufferHeight : 1.0f;
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 dstY2 = dst->renderHeight - (h + dstY) * dstYFactor;
int dstY1 = dstY2 + h * dstYFactor;
if (useBlit) {
if (flip) {
dstY1 = dst->renderHeight - dstY1;
dstY2 = dst->renderHeight - dstY2;
}
fbo_bind_for_read(src->fbo);
if (!useNV) {
glBlitFramebuffer(srcX1, srcY1, srcX2, srcY2, dstX1, dstY1, dstX2, dstY2, GL_COLOR_BUFFER_BIT, GL_NEAREST);
} else {
#if defined(USING_GLES2) && defined(ANDROID) // We only support this extension on Android, it's not even available on PC.
glBlitFramebufferNV(srcX1, srcY1, srcX2, srcY2, dstX1, dstY1, dstX2, dstY2, GL_COLOR_BUFFER_BIT, GL_NEAREST);
#endif // defined(USING_GLES2) && defined(ANDROID)
}
fbo_unbind_read();
} else {
fbo_bind_color_as_texture(src->fbo, 0);
// Make sure our 2D drawing program is ready. Compiles only if not already compiled.
CompileDraw2DProgram();
glViewport(0, 0, dst->renderWidth, dst->renderHeight);
DisableState();
// The first four coordinates are relative to the 6th and 7th arguments of DrawActiveTexture.
// Should maybe revamp that interface.
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, draw2dprogram_);
glBindTexture(GL_TEXTURE_2D, 0);
textureCache_->ForgetLastTexture();
glstate.viewport.restore();
}
glstate.scissorTest.restore();
}
// TODO: SSE/NEON
// Could also make C fake-simd for 64-bit, two 8888 pixels fit in a register :)
void ConvertFromRGBA8888(u8 *dst, const 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 if (UseBGRA8888()) {
for (u32 y = 0; y < height; ++y) {
ConvertBGRA8888ToRGBA8888(dst32, src32, width);
src32 += srcStride;
dst32 += dstStride;
}
} else {
// Here let's assume they don't intersect
for (u32 y = 0; y < height; ++y) {
memcpy(dst32, src32, width * 4);
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
if (UseBGRA8888()) {
for (u32 y = 0; y < height; ++y) {
ConvertBGRA8888ToRGB565(dst16, src32, width);
src32 += srcStride;
dst16 += dstStride;
}
} else {
for (u32 y = 0; y < height; ++y) {
ConvertRGBA8888ToRGB565(dst16, src32, width);
src32 += srcStride;
dst16 += dstStride;
}
}
break;
case GE_FORMAT_5551: // ABGR 1555
if (UseBGRA8888()) {
for (u32 y = 0; y < height; ++y) {
ConvertBGRA8888ToRGBA5551(dst16, src32, width);
src32 += srcStride;
dst16 += dstStride;
}
} else {
for (u32 y = 0; y < height; ++y) {
ConvertRGBA8888ToRGBA5551(dst16, src32, width);
src32 += srcStride;
dst16 += dstStride;
}
}
break;
case GE_FORMAT_4444: // ABGR 4444
if (UseBGRA8888()) {
for (u32 y = 0; y < height; ++y) {
ConvertBGRA8888ToRGBA4444(dst16, src32, width);
src32 += srcStride;
dst16 += dstStride;
}
} else {
for (u32 y = 0; y < height; ++y) {
ConvertRGBA8888ToRGBA4444(dst16, src32, width);
src32 += srcStride;
dst16 += dstStride;
}
}
break;
case GE_FORMAT_8888:
case GE_FORMAT_INVALID:
// Not possible.
break;
}
}
}
#ifndef USING_GLES2
// TODO: Make more generic.
static void LogReadPixelsError(GLenum error) {
switch (error) {
case GL_NO_ERROR:
break;
case GL_INVALID_ENUM:
ERROR_LOG(SCEGE, "glReadPixels: GL_INVALID_ENUM");
break;
case GL_INVALID_VALUE:
ERROR_LOG(SCEGE, "glReadPixels: GL_INVALID_VALUE");
break;
case GL_INVALID_OPERATION:
ERROR_LOG(SCEGE, "glReadPixels: GL_INVALID_OPERATION");
break;
case GL_INVALID_FRAMEBUFFER_OPERATION:
ERROR_LOG(SCEGE, "glReadPixels: GL_INVALID_FRAMEBUFFER_OPERATION");
break;
case GL_OUT_OF_MEMORY:
ERROR_LOG(SCEGE, "glReadPixels: GL_OUT_OF_MEMORY");
break;
case GL_STACK_UNDERFLOW:
ERROR_LOG(SCEGE, "glReadPixels: GL_STACK_UNDERFLOW");
break;
case GL_STACK_OVERFLOW:
ERROR_LOG(SCEGE, "glReadPixels: GL_STACK_OVERFLOW");
break;
}
}
void FramebufferManager::PackFramebufferAsync_(VirtualFramebuffer *vfb) {
const int MAX_PBO = 2;
GLubyte *packed = 0;
bool unbind = false;
const u8 nextPBO = (currentPBO_ + 1) % MAX_PBO;
const bool useCPU = ShouldDownloadUsingCPU(vfb);
// We'll prepare two PBOs to switch between readying and reading
if (!pixelBufObj_) {
GLuint pbos[MAX_PBO];
glGenBuffers(MAX_PBO, pbos);
pixelBufObj_ = new AsyncPBO[MAX_PBO];
for (int i = 0; i < MAX_PBO; i++) {
pixelBufObj_[i].handle = pbos[i];
pixelBufObj_[i].maxSize = 0;
pixelBufObj_[i].reading = false;
}
}
// Receive previously requested data from a PBO
AsyncPBO &pbo = pixelBufObj_[nextPBO];
if (pbo.reading) {
glBindBuffer(GL_PIXEL_PACK_BUFFER, pbo.handle);
packed = (GLubyte *)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
if (packed) {
DEBUG_LOG(SCEGE, "Reading PBO to memory , bufSize = %u, packed = %p, fb_address = %08x, stride = %u, pbo = %u",
pbo.size, packed, pbo.fb_address, pbo.stride, nextPBO);
if (useCPU || (UseBGRA8888() && pbo.format == GE_FORMAT_8888)) {
u8 *dst = Memory::GetPointer(pbo.fb_address);
ConvertFromRGBA8888(dst, packed, pbo.stride, pbo.stride, pbo.stride, pbo.height, pbo.format);
} else {
// We don't need to convert, GPU already did (or should have)
Memory::Memcpy(pbo.fb_address, packed, pbo.size);
}
pbo.reading = false;
}
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
unbind = true;
}
// Order packing/readback of the framebuffer
if (vfb) {
int pixelType, pixelSize, pixelFormat, align;
bool reverseOrder = (gl_extensions.gpuVendor == GPU_VENDOR_NVIDIA) || (gl_extensions.gpuVendor == GPU_VENDOR_AMD);
switch (vfb->format) {
// GL_UNSIGNED_INT_8_8_8_8 returns A B G R (little-endian, tested in Nvidia card/x86 PC)
// GL_UNSIGNED_BYTE returns R G B A in consecutive bytes ("big-endian"/not treated as 32-bit value)
// We want R G B A, so we use *_REV for 16-bit formats and GL_UNSIGNED_BYTE for 32-bit
case GE_FORMAT_4444: // 16 bit RGBA
pixelType = (reverseOrder ? GL_UNSIGNED_SHORT_4_4_4_4_REV : GL_UNSIGNED_SHORT_4_4_4_4);
pixelFormat = GL_RGBA;
pixelSize = 2;
align = 2;
break;
case GE_FORMAT_5551: // 16 bit RGBA
pixelType = (reverseOrder ? GL_UNSIGNED_SHORT_1_5_5_5_REV : GL_UNSIGNED_SHORT_5_5_5_1);
pixelFormat = GL_RGBA;
pixelSize = 2;
align = 2;
break;
case GE_FORMAT_565: // 16 bit RGB
pixelType = (reverseOrder ? GL_UNSIGNED_SHORT_5_6_5_REV : GL_UNSIGNED_SHORT_5_6_5);
pixelFormat = GL_RGB;
pixelSize = 2;
align = 2;
break;
case GE_FORMAT_8888: // 32 bit RGBA
default:
pixelType = GL_UNSIGNED_BYTE;
pixelFormat = UseBGRA8888() ? GL_BGRA_EXT : GL_RGBA;
pixelSize = 4;
align = 4;
break;
}
// If using the CPU, we need 4 bytes per pixel always.
u32 bufSize = vfb->fb_stride * vfb->height * (useCPU ? 4 : pixelSize);
u32 fb_address = (0x04000000) | vfb->fb_address;
if (vfb->fbo) {
fbo_bind_for_read(vfb->fbo);
} else {
ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackFramebufferAsync_: vfb->fbo == 0");
fbo_unbind_read();
return;
}
GLenum fbStatus;
#ifndef USING_GLES2
if (!gl_extensions.FBO_ARB) {
fbStatus = glCheckFramebufferStatusEXT(GL_READ_FRAMEBUFFER);
} else {
fbStatus = glCheckFramebufferStatus(GL_READ_FRAMEBUFFER);
}
#else
fbStatus = glCheckFramebufferStatus(GL_READ_FRAMEBUFFER);
#endif
if (fbStatus != GL_FRAMEBUFFER_COMPLETE) {
ERROR_LOG(SCEGE, "Incomplete source framebuffer, aborting read");
fbo_unbind_read();
return;
}
glBindBuffer(GL_PIXEL_PACK_BUFFER, pixelBufObj_[currentPBO_].handle);
if (pixelBufObj_[currentPBO_].maxSize < bufSize) {
// We reserve a buffer big enough to fit all those pixels
glBufferData(GL_PIXEL_PACK_BUFFER, bufSize, NULL, GL_DYNAMIC_READ);
pixelBufObj_[currentPBO_].maxSize = bufSize;
}
if (useCPU) {
// If converting pixel formats on the CPU we'll always request RGBA8888
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glReadPixels(0, 0, vfb->fb_stride, vfb->height, UseBGRA8888() ? GL_BGRA_EXT : GL_RGBA, GL_UNSIGNED_BYTE, 0);
} else {
// Otherwise we'll directly request the format we need and let the GPU sort it out
glPixelStorei(GL_PACK_ALIGNMENT, align);
glReadPixels(0, 0, vfb->fb_stride, vfb->height, pixelFormat, pixelType, 0);
}
// LogReadPixelsError(glGetError());
fbo_unbind_read();
unbind = true;
pixelBufObj_[currentPBO_].fb_address = fb_address;
pixelBufObj_[currentPBO_].size = bufSize;
pixelBufObj_[currentPBO_].stride = vfb->fb_stride;
pixelBufObj_[currentPBO_].height = vfb->height;
pixelBufObj_[currentPBO_].format = vfb->format;
pixelBufObj_[currentPBO_].reading = true;
}
currentPBO_ = nextPBO;
if (unbind) {
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
}
}
#endif
void FramebufferManager::PackFramebufferSync_(VirtualFramebuffer *vfb, int x, int y, int w, int h) {
if (vfb->fbo) {
fbo_bind_for_read(vfb->fbo);
} else {
ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackFramebufferSync_: vfb->fbo == 0");
fbo_unbind_read();
return;
}
// Pixel size always 4 here because we always request RGBA8888
size_t bufSize = vfb->fb_stride * std::max(vfb->height, (u16)h) * 4;
u32 fb_address = (0x04000000) | vfb->fb_address;
GLubyte *packed = 0;
bool convert = vfb->format != GE_FORMAT_8888 || UseBGRA8888();
const int dstBpp = vfb->format == GE_FORMAT_8888 ? 4 : 2;
if (!convert) {
packed = (GLubyte *)Memory::GetPointer(fb_address);
} else { // End result may be 16-bit but we are reading 32-bit, so there may not be enough space at fb_address
u32 neededSize = (u32)bufSize * sizeof(GLubyte);
if (!convBuf_ || convBufSize_ < neededSize) {
delete [] convBuf_;
convBuf_ = new u8[neededSize];
convBufSize_ = neededSize;
}
packed = convBuf_;
}
if (packed) {
DEBUG_LOG(SCEGE, "Reading framebuffer to mem, bufSize = %u, packed = %p, fb_address = %08x",
(u32)bufSize, packed, fb_address);
glPixelStorei(GL_PACK_ALIGNMENT, 4);
GLenum glfmt = GL_RGBA;
if (UseBGRA8888()) {
glfmt = GL_BGRA_EXT;
}
int byteOffset = y * vfb->fb_stride * 4;
glReadPixels(0, y, vfb->fb_stride, h, glfmt, GL_UNSIGNED_BYTE, packed + byteOffset);
// LogReadPixelsError(glGetError());
if (convert) {
int dstByteOffset = y * vfb->fb_stride * dstBpp;
ConvertFromRGBA8888(Memory::GetPointer(fb_address + dstByteOffset), packed + byteOffset, vfb->fb_stride, vfb->fb_stride, vfb->width, h, vfb->format);
}
}
fbo_unbind_read();
}
void FramebufferManager::EndFrame() {
if (resized_) {
DestroyAllFBOs();
glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
int zoom = g_Config.iInternalResolution;
if (zoom == 0) // auto mode
zoom = (PSP_CoreParameter().pixelWidth + 479) / 480;
PSP_CoreParameter().renderWidth = 480 * zoom;
PSP_CoreParameter().renderHeight = 272 * zoom;
resized_ = false;
}
#ifndef USING_GLES2
// We flush to memory last requested framebuffer, if any.
// Only do this in the read-framebuffer modes.
if (updateVRAM_)
PackFramebufferAsync_(NULL);
#endif
}
void FramebufferManager::DeviceLost() {
DestroyAllFBOs();
DestroyDraw2DProgram();
resized_ = false;
}
std::vector<FramebufferInfo> FramebufferManager::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 FramebufferManager::DecimateFBOs() {
fbo_unbind();
currentRenderVfb_ = 0;
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) {
#ifdef USING_GLES2
bool sync = true;
#else
bool sync = false;
#endif
ReadFramebufferToMemory(vfb, sync, 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--);
}
}
for (auto it = tempFBOs_.begin(); it != tempFBOs_.end(); ) {
int age = frameLastFramebufUsed_ - it->second.last_frame_used;
if (age > FBO_OLD_AGE) {
fbo_destroy(it->second.fbo);
tempFBOs_.erase(it++);
} else {
++it;
}
}
// Do the same for ReadFramebuffersToMemory's VFBs
for (size_t i = 0; i < bvfbs_.size(); ++i) {
VirtualFramebuffer *vfb = bvfbs_[i];
int age = frameLastFramebufUsed_ - vfb->last_frame_render;
if (age > FBO_OLD_AGE) {
INFO_LOG(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 FramebufferManager::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();
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) {
fbo_destroy(it->second.fbo);
}
tempFBOs_.clear();
fbo_unbind();
DisableState();
}
void FramebufferManager::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 FramebufferManager::Resized() {
resized_ = true;
}
bool FramebufferManager::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;
}
buffer.Allocate(vfb->renderWidth, vfb->renderHeight, GE_FORMAT_8888, true, true);
if (vfb->fbo)
fbo_bind_for_read(vfb->fbo);
#ifndef USING_GLES2
glReadBuffer(GL_COLOR_ATTACHMENT0);
#endif
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glReadPixels(0, 0, vfb->renderWidth, vfb->renderHeight, GL_RGBA, GL_UNSIGNED_BYTE, buffer.GetData());
return true;
}
bool FramebufferManager::GetDisplayFramebuffer(GPUDebugBuffer &buffer) {
fbo_unbind_read();
buffer.Allocate(PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight, GPU_DBG_FORMAT_888_RGB, true);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight, GL_RGB, GL_UNSIGNED_BYTE, buffer.GetData());
return true;
}
bool FramebufferManager::GetCurrentDepthbuffer(GPUDebugBuffer &buffer) {
u32 fb_address = gstate.getFrameBufRawAddress();
int fb_stride = gstate.FrameBufStride();
u32 z_address = gstate.getDepthBufRawAddress();
int z_stride = gstate.DepthBufStride();
VirtualFramebuffer *vfb = currentRenderVfb_;
if (!vfb) {
vfb = GetVFBAt(fb_address);
}
if (!vfb) {
// If there's no vfb and we're drawing there, must be memory?
buffer = GPUDebugBuffer(Memory::GetPointer(z_address | 0x04000000), z_stride, 512, GPU_DBG_FORMAT_16BIT);
return true;
}
#ifndef USING_GLES2
buffer.Allocate(vfb->renderWidth, vfb->renderHeight, GPU_DBG_FORMAT_16BIT, true);
if (vfb->fbo)
fbo_bind_for_read(vfb->fbo);
glReadBuffer(GL_DEPTH_ATTACHMENT);
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glReadPixels(0, 0, vfb->renderWidth, vfb->renderHeight, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, buffer.GetData());
return true;
#else
return false;
#endif
}
bool FramebufferManager::GetCurrentStencilbuffer(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?
// TODO: Actually get the stencil.
buffer = GPUDebugBuffer(Memory::GetPointer(fb_address | 0x04000000), fb_stride, 512, GPU_DBG_FORMAT_8888);
return true;
}
#ifndef USING_GLES2
buffer.Allocate(vfb->renderWidth, vfb->renderHeight, GPU_DBG_FORMAT_8BIT, true);
if (vfb->fbo)
fbo_bind_for_read(vfb->fbo);
glReadBuffer(GL_STENCIL_ATTACHMENT);
glPixelStorei(GL_PACK_ALIGNMENT, 2);
glReadPixels(0, 0, vfb->renderWidth, vfb->renderHeight, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, buffer.GetData());
return true;
#else
return false;
#endif
}