mirror of
https://github.com/libretro/ppsspp.git
synced 2024-11-24 16:49:50 +00:00
2556 lines
85 KiB
C++
2556 lines
85 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include <set>
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#include <algorithm>
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#include "gfx_es2/glsl_program.h"
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#include "gfx_es2/gl_state.h"
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#include "gfx_es2/fbo.h"
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#include "base/timeutil.h"
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#include "math/lin/matrix4x4.h"
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#include "Core/Host.h"
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#include "Core/MemMap.h"
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#include "Core/Config.h"
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#include "Core/System.h"
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#include "Core/Reporting.h"
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#include "Core/ELF/ParamSFO.h"
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#include "Core/HLE/sceDisplay.h"
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#include "GPU/ge_constants.h"
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#include "GPU/GPUState.h"
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#include "GPU/Common/PostShader.h"
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#include "GPU/Common/TextureDecoder.h"
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#include "GPU/Debugger/Stepping.h"
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#include "GPU/GLES/Framebuffer.h"
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#include "GPU/GLES/TextureCache.h"
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#include "GPU/GLES/TransformPipeline.h"
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#include "GPU/GLES/ShaderManager.h"
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#include "UI/OnScreenDisplay.h"
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#if defined(USING_GLES2)
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#ifndef GL_READ_FRAMEBUFFER
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#define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER
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#define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER
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#endif
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#ifndef GL_RGBA8
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#define GL_RGBA8 GL_RGBA
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#endif
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#ifndef GL_DEPTH_COMPONENT24
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#define GL_DEPTH_COMPONENT24 GL_DEPTH_COMPONENT24_OES
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#endif
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#ifndef GL_DEPTH24_STENCIL8_OES
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#define GL_DEPTH24_STENCIL8_OES 0x88F0
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#endif
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#endif
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extern int g_iNumVideos;
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static const char tex_fs[] =
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#ifdef USING_GLES2
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"precision mediump float;\n"
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#endif
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"uniform sampler2D sampler0;\n"
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"varying vec2 v_texcoord0;\n"
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"void main() {\n"
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" gl_FragColor = texture2D(sampler0, v_texcoord0);\n"
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"}\n";
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static const char basic_vs[] =
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"attribute vec4 a_position;\n"
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"attribute vec2 a_texcoord0;\n"
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"varying vec2 v_texcoord0;\n"
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"void main() {\n"
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" v_texcoord0 = a_texcoord0;\n"
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" gl_Position = a_position;\n"
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"}\n";
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static const char color_fs[] =
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#ifdef USING_GLES2
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"precision mediump float;\n"
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#endif
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"uniform vec4 u_color;\n"
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"void main() {\n"
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" gl_FragColor.rgba = u_color;\n"
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"}\n";
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static const char color_vs[] =
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"attribute vec4 a_position;\n"
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"void main() {\n"
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" gl_Position = a_position;\n"
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"}\n";
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// Aggressively delete unused FBO:s to save gpu memory.
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enum {
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FBO_OLD_AGE = 5,
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};
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bool FramebufferManager::MaskedEqual(u32 addr1, u32 addr2) {
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return (addr1 & 0x03FFFFFF) == (addr2 & 0x03FFFFFF);
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}
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inline u16 RGBA8888toRGB565(u32 px) {
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return ((px >> 3) & 0x001F) | ((px >> 5) & 0x07E0) | ((px >> 8) & 0xF800);
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}
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inline u16 RGBA8888toRGBA4444(u32 px) {
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return ((px >> 4) & 0x000F) | ((px >> 8) & 0x00F0) | ((px >> 12) & 0x0F00) | ((px >> 16) & 0xF000);
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}
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inline u16 BGRA8888toRGB565(u32 px) {
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return ((px >> 19) & 0x001F) | ((px >> 5) & 0x07E0) | ((px << 8) & 0xF800);
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}
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inline u16 BGRA8888toRGBA4444(u32 px) {
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return ((px >> 20) & 0x000F) | ((px >> 8) & 0x00F0) | ((px << 4) & 0x0F00) | ((px >> 16) & 0xF000);
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}
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void ConvertFromRGBA8888(u8 *dst, const u8 *src, u32 stride, u32 width, u32 height, GEBufferFormat format);
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void CenterRect(float *x, float *y, float *w, float *h,
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float origW, float origH, float frameW, float frameH) {
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float outW;
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float outH;
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if (g_Config.bStretchToDisplay) {
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outW = frameW;
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outH = frameH;
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} else {
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// Add special case for 1080p displays, cutting off the bottom and top 1-pixel rows from the original 480x272.
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// This will be what 99.9% of users want.
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if (origW == 480 && origH == 272 && frameW == 1920 && frameH == 1080) {
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*x = 0;
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*y = -4;
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*w = 1920;
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*h = 1088;
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return;
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}
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float origRatio = origW / origH;
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float frameRatio = frameW / frameH;
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if (origRatio > frameRatio) {
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// Image is wider than frame. Center vertically.
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outW = frameW;
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outH = frameW / origRatio;
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// Stretch a little bit
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if (g_Config.bPartialStretch)
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outH = (frameH + outH) / 2.0f; // (408 + 720) / 2 = 564
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}
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else {
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// Image is taller than frame. Center horizontally.
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outW = frameH * origRatio;
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outH = frameH;
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}
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}
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if (g_Config.bSmallDisplay) {
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outW /= 2.0f;
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outH /= 2.0f;
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}
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*x = (frameW - outW) / 2.0f;
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*y = (frameH - outH) / 2.0f;
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*w = outW;
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*h = outH;
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}
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void FramebufferManager::ClearBuffer() {
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glstate.scissorTest.disable();
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glstate.depthWrite.set(GL_TRUE);
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glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glstate.stencilFunc.set(GL_ALWAYS, 0, 0);
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glstate.stencilMask.set(0xFF);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClearStencil(0);
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#ifdef USING_GLES2
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glClearDepthf(0.0f);
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#else
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glClearDepth(0.0);
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#endif
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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}
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void FramebufferManager::ClearDepthBuffer() {
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glstate.scissorTest.disable();
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glstate.depthWrite.set(GL_TRUE);
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#ifdef USING_GLES2
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glClearDepthf(0.0f);
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#else
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glClearDepth(0.0);
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#endif
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glClear(GL_DEPTH_BUFFER_BIT);
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}
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void FramebufferManager::DisableState() {
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glstate.blend.disable();
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glstate.cullFace.disable();
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glstate.depthTest.disable();
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glstate.scissorTest.disable();
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glstate.stencilTest.disable();
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#if !defined(USING_GLES2)
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glstate.colorLogicOp.disable();
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#endif
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glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glstate.stencilMask.set(0xFF);
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}
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void FramebufferManager::SetNumExtraFBOs(int num) {
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for (size_t i = 0; i < extraFBOs_.size(); i++) {
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fbo_destroy(extraFBOs_[i]);
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}
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extraFBOs_.clear();
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for (int i = 0; i < num; i++) {
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// No depth/stencil for post processing
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FBO *fbo = fbo_create(PSP_CoreParameter().renderWidth, PSP_CoreParameter().renderHeight, 1, false, FBO_8888);
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extraFBOs_.push_back(fbo);
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// The new FBO is still bound after creation.
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ClearBuffer();
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}
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currentRenderVfb_ = 0;
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fbo_unbind();
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}
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void FramebufferManager::CompileDraw2DProgram() {
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if (!draw2dprogram_) {
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std::string errorString;
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draw2dprogram_ = glsl_create_source(basic_vs, tex_fs, &errorString);
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if (!draw2dprogram_) {
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ERROR_LOG_REPORT(G3D, "Failed to compile draw2dprogram! This shouldn't happen.\n%s", errorString.c_str());
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} else {
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glsl_bind(draw2dprogram_);
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glUniform1i(draw2dprogram_->sampler0, 0);
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}
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plainColorProgram_ = glsl_create_source(color_vs, color_fs, &errorString);
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if (!plainColorProgram_) {
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ERROR_LOG_REPORT(G3D, "Failed to compile plainColorProgram! This shouldn't happen.\n%s", errorString.c_str());
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} else {
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glsl_bind(plainColorProgram_);
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plainColorLoc_ = glsl_uniform_loc(plainColorProgram_, "u_color");
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}
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SetNumExtraFBOs(0);
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const ShaderInfo *shaderInfo = 0;
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if (g_Config.sPostShaderName != "Off") {
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shaderInfo = GetPostShaderInfo(g_Config.sPostShaderName);
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}
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if (shaderInfo) {
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postShaderAtOutputResolution_ = shaderInfo->outputResolution;
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postShaderProgram_ = glsl_create(shaderInfo->vertexShaderFile.c_str(), shaderInfo->fragmentShaderFile.c_str(), &errorString);
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if (!postShaderProgram_) {
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// DO NOT turn this into a report, as it will pollute our logs with all kinds of
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// user shader experiments.
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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());
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// let's show the first line of the error string as an OSM.
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std::set<std::string> blacklistedLines;
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// These aren't useful to show, skip to the first interesting line.
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blacklistedLines.insert("Fragment shader failed to compile with the following errors:");
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blacklistedLines.insert("Vertex shader failed to compile with the following errors:");
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blacklistedLines.insert("Compile failed.");
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blacklistedLines.insert("");
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std::string firstLine;
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size_t start = 0;
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for (size_t i = 0; i < errorString.size(); i++) {
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if (errorString[i] == '\n') {
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firstLine = errorString.substr(start, i - start);
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if (blacklistedLines.find(firstLine) == blacklistedLines.end()) {
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break;
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}
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start = i + 1;
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firstLine.clear();
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}
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}
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if (!firstLine.empty()) {
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osm.Show("Post-shader error: " + firstLine + "...", 10.0f, 0xFF3090FF);
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} else {
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osm.Show("Post-shader error, see log for details", 10.0f, 0xFF3090FF);
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}
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usePostShader_ = false;
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} else {
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glsl_bind(postShaderProgram_);
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glUniform1i(postShaderProgram_->sampler0, 0);
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SetNumExtraFBOs(1);
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float u_delta = 1.0f / PSP_CoreParameter().renderWidth;
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float v_delta = 1.0f / PSP_CoreParameter().renderHeight;
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float u_pixel_delta = u_delta;
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float v_pixel_delta = v_delta;
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if (postShaderAtOutputResolution_) {
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float x, y, w, h;
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CenterRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight);
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u_pixel_delta = 1.0f / w;
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v_pixel_delta = 1.0f / h;
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}
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int deltaLoc = glsl_uniform_loc(postShaderProgram_, "u_texelDelta");
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if (deltaLoc != -1)
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glUniform2f(deltaLoc, u_delta, v_delta);
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int pixelDeltaLoc = glsl_uniform_loc(postShaderProgram_, "u_pixelDelta");
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if (pixelDeltaLoc != -1)
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glUniform2f(pixelDeltaLoc, u_pixel_delta, v_pixel_delta);
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timeLoc_ = glsl_uniform_loc(postShaderProgram_, "u_time");
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if (timeLoc_ != -1)
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glUniform4f(timeLoc_, 0.0f, 0.0f, 0.0f, 0.0f);
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usePostShader_ = true;
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}
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} else {
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postShaderProgram_ = 0;
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usePostShader_ = false;
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}
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glsl_unbind();
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}
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}
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void FramebufferManager::DestroyDraw2DProgram() {
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if (draw2dprogram_) {
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glsl_destroy(draw2dprogram_);
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draw2dprogram_ = 0;
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}
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if (plainColorProgram_) {
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glsl_destroy(plainColorProgram_);
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plainColorProgram_ = 0;
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}
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if (postShaderProgram_) {
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glsl_destroy(postShaderProgram_);
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postShaderProgram_ = 0;
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}
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}
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FramebufferManager::FramebufferManager() :
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displayFramebufPtr_(0),
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displayStride_(0),
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displayFormat_(GE_FORMAT_565),
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displayFramebuf_(0),
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prevDisplayFramebuf_(0),
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prevPrevDisplayFramebuf_(0),
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frameLastFramebufUsed(0),
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currentRenderVfb_(0),
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drawPixelsTex_(0),
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drawPixelsTexFormat_(GE_FORMAT_INVALID),
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convBuf_(0),
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draw2dprogram_(0),
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postShaderProgram_(0),
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stencilUploadProgram_(0),
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plainColorLoc_(-1),
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timeLoc_(-1),
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textureCache_(0),
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shaderManager_(0),
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usePostShader_(false),
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postShaderAtOutputResolution_(false),
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resized_(false),
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gameUsesSequentialCopies_(false),
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framebufRangeEnd_(0)
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#ifndef USING_GLES2
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,
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pixelBufObj_(0),
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currentPBO_(0)
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#endif
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{
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}
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void FramebufferManager::Init() {
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CompileDraw2DProgram();
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const std::string gameId = g_paramSFO.GetValueString("DISC_ID");
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// This applies a hack to Dangan Ronpa, its demo, and its sequel.
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// The game draws solid colors to a small framebuffer, and then reads this directly in VRAM.
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// We force this framebuffer to 1x and force download it automatically.
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hackForce04154000Download_ = gameId == "NPJH50631" || gameId == "NPJH50372" || gameId == "NPJH90164" || gameId == "NPJH50515";
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// And an initial clear. We don't clear per frame as the games are supposed to handle that
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// by themselves.
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ClearBuffer();
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SetLineWidth();
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BeginFrame();
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}
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FramebufferManager::~FramebufferManager() {
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if (drawPixelsTex_)
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glDeleteTextures(1, &drawPixelsTex_);
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if (draw2dprogram_) {
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glsl_destroy(draw2dprogram_);
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}
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if (stencilUploadProgram_) {
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glsl_destroy(stencilUploadProgram_);
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}
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SetNumExtraFBOs(0);
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for (auto it = tempFBOs_.begin(), end = tempFBOs_.end(); it != end; ++it) {
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fbo_destroy(it->second.fbo);
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}
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#ifndef USING_GLES2
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delete [] pixelBufObj_;
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#endif
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delete [] convBuf_;
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}
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void FramebufferManager::MakePixelTexture(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height) {
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if (drawPixelsTex_ && (drawPixelsTexFormat_ != srcPixelFormat || drawPixelsTexW_ != width || drawPixelsTexH_ != height)) {
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glDeleteTextures(1, &drawPixelsTex_);
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drawPixelsTex_ = 0;
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}
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if (!drawPixelsTex_) {
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drawPixelsTex_ = textureCache_->AllocTextureName();
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drawPixelsTexW_ = width;
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drawPixelsTexH_ = height;
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// Initialize backbuffer texture for DrawPixels
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glBindTexture(GL_TEXTURE_2D, drawPixelsTex_);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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drawPixelsTexFormat_ = srcPixelFormat;
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} else {
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glBindTexture(GL_TEXTURE_2D, drawPixelsTex_);
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}
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// TODO: We can just change the texture format and flip some bits around instead of this.
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// Could share code with the texture cache perhaps.
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bool useConvBuf = false;
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if (srcPixelFormat != GE_FORMAT_8888 || srcStride != width) {
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useConvBuf = true;
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u32 neededSize = width * height * 4;
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if (!convBuf_ || convBufSize_ < neededSize) {
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delete [] convBuf_;
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convBuf_ = new u8[neededSize];
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convBufSize_ = neededSize;
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}
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for (int y = 0; y < height; y++) {
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switch (srcPixelFormat) {
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case GE_FORMAT_565:
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{
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const u16 *src = (const u16 *)srcPixels + srcStride * y;
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u8 *dst = convBuf_ + 4 * width * y;
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for (int x = 0; x < width; x++)
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{
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u16 col = src[x];
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dst[x * 4] = Convert5To8((col) & 0x1f);
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dst[x * 4 + 1] = Convert6To8((col >> 5) & 0x3f);
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dst[x * 4 + 2] = Convert5To8((col >> 11) & 0x1f);
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dst[x * 4 + 3] = 255;
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}
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}
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break;
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case GE_FORMAT_5551:
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{
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const u16 *src = (const u16 *)srcPixels + srcStride * y;
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u8 *dst = convBuf_ + 4 * width * y;
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for (int x = 0; x < width; x++)
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{
|
|
u16 col = src[x];
|
|
dst[x * 4] = Convert5To8((col) & 0x1f);
|
|
dst[x * 4 + 1] = Convert5To8((col >> 5) & 0x1f);
|
|
dst[x * 4 + 2] = Convert5To8((col >> 10) & 0x1f);
|
|
dst[x * 4 + 3] = (col >> 15) ? 255 : 0;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case GE_FORMAT_4444:
|
|
{
|
|
const u16 *src = (const u16 *)srcPixels + srcStride * y;
|
|
u8 *dst = convBuf_ + 4 * width * y;
|
|
for (int x = 0; x < width; x++)
|
|
{
|
|
u16 col = src[x];
|
|
dst[x * 4] = Convert4To8((col >> 8) & 0xf);
|
|
dst[x * 4 + 1] = Convert4To8((col >> 4) & 0xf);
|
|
dst[x * 4 + 2] = Convert4To8(col & 0xf);
|
|
dst[x * 4 + 3] = Convert4To8(col >> 12);
|
|
}
|
|
}
|
|
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) {
|
|
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);
|
|
}
|
|
|
|
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);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
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);
|
|
}
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
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();
|
|
}
|
|
|
|
|
|
VirtualFramebuffer *FramebufferManager::GetVFBAt(u32 addr) {
|
|
VirtualFramebuffer *match = NULL;
|
|
for (size_t i = 0; i < vfbs_.size(); ++i) {
|
|
VirtualFramebuffer *v = vfbs_[i];
|
|
if (MaskedEqual(v->fb_address, addr)) {
|
|
// Could check w too but whatever
|
|
if (match == NULL || match->last_frame_render < v->last_frame_render) {
|
|
match = v;
|
|
}
|
|
}
|
|
}
|
|
if (match != NULL) {
|
|
return match;
|
|
}
|
|
|
|
DEBUG_LOG(SCEGE, "Finding no FBO matching address %08x", addr);
|
|
return 0;
|
|
}
|
|
|
|
// Heuristics to figure out the size of FBO to create.
|
|
void FramebufferManager::EstimateDrawingSize(int &drawing_width, int &drawing_height) {
|
|
static const int MAX_FRAMEBUF_HEIGHT = 512;
|
|
const int viewport_width = (int) gstate.getViewportX1();
|
|
const int viewport_height = (int) gstate.getViewportY1();
|
|
const int region_width = gstate.getRegionX2() + 1;
|
|
const int region_height = gstate.getRegionY2() + 1;
|
|
const int scissor_width = gstate.getScissorX2() + 1;
|
|
const int scissor_height = gstate.getScissorY2() + 1;
|
|
const int fb_stride = std::max(gstate.FrameBufStride(), 4);
|
|
|
|
// Games don't always set any of these. Take the greatest parameter that looks valid based on stride.
|
|
if (viewport_width > 4 && viewport_width <= fb_stride) {
|
|
drawing_width = viewport_width;
|
|
drawing_height = viewport_height;
|
|
// Some games specify a viewport with 0.5, but don't have VRAM for 273. 480x272 is the buffer size.
|
|
if (viewport_width == 481 && region_width == 480 && viewport_height == 273 && region_height == 272) {
|
|
drawing_width = 480;
|
|
drawing_height = 272;
|
|
}
|
|
// Sometimes region is set larger than the VRAM for the framebuffer.
|
|
if (region_width <= fb_stride && region_width > drawing_width && region_height <= MAX_FRAMEBUF_HEIGHT) {
|
|
drawing_width = region_width;
|
|
drawing_height = std::max(drawing_height, region_height);
|
|
}
|
|
// Scissor is often set to a subsection of the framebuffer, so we pay the least attention to it.
|
|
if (scissor_width <= fb_stride && scissor_width > drawing_width && scissor_height <= MAX_FRAMEBUF_HEIGHT) {
|
|
drawing_width = scissor_width;
|
|
drawing_height = std::max(drawing_height, scissor_height);
|
|
}
|
|
} else {
|
|
// If viewport wasn't valid, let's just take the greatest anything regardless of stride.
|
|
drawing_width = std::min(std::max(region_width, scissor_width), fb_stride);
|
|
drawing_height = std::max(region_height, scissor_height);
|
|
}
|
|
|
|
// Assume no buffer is > 512 tall, it couldn't be textured or displayed fully if so.
|
|
if (drawing_height >= MAX_FRAMEBUF_HEIGHT) {
|
|
if (region_height < MAX_FRAMEBUF_HEIGHT) {
|
|
drawing_height = region_height;
|
|
} else if (scissor_height < MAX_FRAMEBUF_HEIGHT) {
|
|
drawing_height = scissor_height;
|
|
}
|
|
}
|
|
|
|
if (viewport_width != region_width) {
|
|
// The majority of the time, these are equal. If not, let's check what we know.
|
|
const u32 fb_address = gstate.getFrameBufAddress();
|
|
u32 nearest_address = 0xFFFFFFFF;
|
|
for (size_t i = 0; i < vfbs_.size(); ++i) {
|
|
const u32 other_address = vfbs_[i]->fb_address | 0x44000000;
|
|
if (other_address > fb_address && other_address < nearest_address) {
|
|
nearest_address = other_address;
|
|
}
|
|
}
|
|
|
|
// Unless the game is using overlapping buffers, the next buffer should be far enough away.
|
|
// This catches some cases where we can know this.
|
|
// Hmm. The problem is that we could only catch it for the first of two buffers...
|
|
const u32 bpp = gstate.FrameBufFormat() == GE_FORMAT_8888 ? 4 : 2;
|
|
int avail_height = (nearest_address - fb_address) / (fb_stride * bpp);
|
|
if (avail_height < drawing_height && avail_height == region_height) {
|
|
drawing_width = std::min(region_width, fb_stride);
|
|
drawing_height = avail_height;
|
|
}
|
|
|
|
// Some games draw buffers interleaved, with a high stride/region/scissor but default viewport.
|
|
if (fb_stride == 1024 && region_width == 1024 && scissor_width == 1024) {
|
|
drawing_width = 1024;
|
|
}
|
|
}
|
|
|
|
DEBUG_LOG(G3D, "Est: %08x V: %ix%i, R: %ix%i, S: %ix%i, STR: %i, THR:%i, Z:%08x = %ix%i", gstate.getFrameBufAddress(), viewport_width,viewport_height, region_width, region_height, scissor_width, scissor_height, fb_stride, gstate.isModeThrough(), gstate.isDepthWriteEnabled() ? gstate.getDepthBufAddress() : 0, drawing_width, drawing_height);
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
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 = false;
|
|
}
|
|
|
|
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, 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) {
|
|
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::DoSetRenderFrameBuffer() {
|
|
/*
|
|
if (useBufferedRendering_ && currentRenderVfb_) {
|
|
// Hack is enabled, and there was a previous framebuffer.
|
|
// Before we switch, let's do a series of trickery to copy one bit of stencil to
|
|
// destination alpha. Or actually, this is just a bunch of hackery attempts on Wipeout.
|
|
// Ignore for now.
|
|
glstate.depthTest.disable();
|
|
glstate.colorMask.set(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
|
|
glstate.stencilTest.enable();
|
|
glstate.stencilOp.set(GL_KEEP, GL_KEEP, GL_KEEP); // don't modify stencil§
|
|
glstate.stencilFunc.set(GL_GEQUAL, 0xFE, 0xFF);
|
|
DrawPlainColor(0x00000000);
|
|
//glstate.stencilFunc.set(GL_LESS, 0x80, 0xFF);
|
|
//DrawPlainColor(0xFF000000);
|
|
glstate.stencilTest.disable();
|
|
glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
|
|
glstate.depthTest.disable();
|
|
glstate.colorMask.set(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
|
|
DrawPlainColor(0x00000000);
|
|
shaderManager_->DirtyLastShader(); // dirty lastShader_
|
|
}
|
|
*/
|
|
|
|
|
|
gstate_c.framebufChanged = false;
|
|
|
|
// Get parameters
|
|
const u32 fb_address = gstate.getFrameBufRawAddress();
|
|
const int fb_stride = gstate.FrameBufStride();
|
|
|
|
const u32 z_address = gstate.getDepthBufRawAddress();
|
|
const int z_stride = gstate.DepthBufStride();
|
|
|
|
GEBufferFormat fmt = gstate.FrameBufFormat();
|
|
|
|
// As there are no clear "framebuffer width" and "framebuffer height" registers,
|
|
// we need to infer the size of the current framebuffer somehow.
|
|
int drawing_width, drawing_height;
|
|
EstimateDrawingSize(drawing_width, drawing_height);
|
|
|
|
gstate_c.cutRTOffsetX = 0;
|
|
bool vfbFormatChanged = false;
|
|
|
|
// Find a matching framebuffer
|
|
VirtualFramebuffer *vfb = 0;
|
|
size_t i;
|
|
for (i = 0; i < vfbs_.size(); ++i) {
|
|
VirtualFramebuffer *v = vfbs_[i];
|
|
if (v->fb_address == fb_address) {
|
|
vfb = v;
|
|
// Update fb stride in case it changed
|
|
if (vfb->fb_stride != fb_stride || vfb->format != fmt) {
|
|
vfb->fb_stride = fb_stride;
|
|
vfb->format = fmt;
|
|
vfbFormatChanged = true;
|
|
}
|
|
// In throughmode, a higher height could be used. Let's avoid shrinking the buffer.
|
|
if (gstate.isModeThrough() && (int)vfb->width < fb_stride) {
|
|
vfb->width = std::max((int)vfb->width, drawing_width);
|
|
vfb->height = std::max((int)vfb->height, drawing_height);
|
|
} else {
|
|
vfb->width = drawing_width;
|
|
vfb->height = drawing_height;
|
|
}
|
|
break;
|
|
} else if (v->fb_address < fb_address && v->fb_address + v->fb_stride * 4 > fb_address) {
|
|
// Possibly a render-to-offset.
|
|
const u32 bpp = v->format == GE_FORMAT_8888 ? 4 : 2;
|
|
const int x_offset = (fb_address - v->fb_address) / bpp;
|
|
if (v->format == fmt && v->fb_stride == fb_stride && x_offset < fb_stride && v->height >= drawing_height) {
|
|
WARN_LOG_REPORT_ONCE(renderoffset, HLE, "Rendering to framebuffer offset: %08x +%dx%d", v->fb_address, x_offset, 0);
|
|
vfb = v;
|
|
gstate_c.cutRTOffsetX = x_offset;
|
|
vfb->width = std::max((int)vfb->width, x_offset + drawing_width);
|
|
// To prevent the newSize code from being confused.
|
|
drawing_width += x_offset;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (vfb) {
|
|
if ((drawing_width != vfb->bufferWidth || drawing_height != vfb->bufferHeight)) {
|
|
// Even if it's not newly wrong, if this is larger we need to resize up.
|
|
if (vfb->width > vfb->bufferWidth || vfb->height > vfb->bufferHeight) {
|
|
ResizeFramebufFBO(vfb, vfb->width, vfb->height);
|
|
} else if (vfb->newWidth != drawing_width || vfb->newHeight != drawing_height) {
|
|
// If it's newly wrong, or changing every frame, just keep track.
|
|
vfb->newWidth = drawing_width;
|
|
vfb->newHeight = drawing_height;
|
|
vfb->lastFrameNewSize = gpuStats.numFlips;
|
|
} else if (vfb->lastFrameNewSize + FBO_OLD_AGE < gpuStats.numFlips) {
|
|
// Okay, it's changed for a while (and stayed that way.) Let's start over.
|
|
// But only if we really need to, to avoid blinking.
|
|
bool needsRecreate = vfb->bufferWidth > fb_stride;
|
|
needsRecreate = needsRecreate || vfb->newWidth > vfb->bufferWidth || vfb->newWidth * 2 < vfb->bufferWidth;
|
|
needsRecreate = needsRecreate || vfb->newHeight > vfb->newHeight || vfb->newHeight * 2 < vfb->newHeight;
|
|
if (needsRecreate) {
|
|
ResizeFramebufFBO(vfb, vfb->width, vfb->height, true);
|
|
}
|
|
}
|
|
} else {
|
|
// It's not different, let's keep track of that too.
|
|
vfb->lastFrameNewSize = gpuStats.numFlips;
|
|
}
|
|
}
|
|
|
|
float renderWidthFactor = (float)PSP_CoreParameter().renderWidth / 480.0f;
|
|
float renderHeightFactor = (float)PSP_CoreParameter().renderHeight / 272.0f;
|
|
|
|
if (hackForce04154000Download_ && fb_address == 0x00154000) {
|
|
renderWidthFactor = 1.0;
|
|
renderHeightFactor = 1.0;
|
|
}
|
|
|
|
// None found? Create one.
|
|
if (!vfb) {
|
|
vfb = new VirtualFramebuffer();
|
|
vfb->fbo = 0;
|
|
vfb->fb_address = fb_address;
|
|
vfb->fb_stride = fb_stride;
|
|
vfb->z_address = z_address;
|
|
vfb->z_stride = z_stride;
|
|
vfb->width = drawing_width;
|
|
vfb->height = drawing_height;
|
|
vfb->newWidth = drawing_width;
|
|
vfb->newHeight = drawing_height;
|
|
vfb->lastFrameNewSize = gpuStats.numFlips;
|
|
vfb->renderWidth = (u16)(drawing_width * renderWidthFactor);
|
|
vfb->renderHeight = (u16)(drawing_height * renderHeightFactor);
|
|
vfb->bufferWidth = drawing_width;
|
|
vfb->bufferHeight = drawing_height;
|
|
vfb->format = fmt;
|
|
vfb->usageFlags = FB_USAGE_RENDERTARGET;
|
|
SetColorUpdated(vfb);
|
|
vfb->depthUpdated = false;
|
|
|
|
ResizeFramebufFBO(vfb, drawing_width, drawing_height, true);
|
|
|
|
if (!useBufferedRendering_) {
|
|
fbo_unbind();
|
|
// Let's ignore rendering to targets that have not (yet) been displayed.
|
|
gstate_c.skipDrawReason |= SKIPDRAW_NON_DISPLAYED_FB;
|
|
}
|
|
|
|
INFO_LOG(SCEGE, "Creating FBO for %08x : %i x %i x %i", vfb->fb_address, vfb->width, vfb->height, vfb->format);
|
|
|
|
textureCache_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_CREATED);
|
|
|
|
vfb->last_frame_render = gpuStats.numFlips;
|
|
vfb->last_frame_used = 0;
|
|
vfb->last_frame_attached = 0;
|
|
frameLastFramebufUsed = gpuStats.numFlips;
|
|
vfbs_.push_back(vfb);
|
|
glDisable(GL_DITHER); // why?
|
|
currentRenderVfb_ = vfb;
|
|
|
|
u32 byteSize = FramebufferByteSize(vfb);
|
|
u32 fb_address_mem = (fb_address & 0x3FFFFFFF) | 0x04000000;
|
|
if (Memory::IsVRAMAddress(fb_address_mem) && fb_address_mem + byteSize > framebufRangeEnd_) {
|
|
framebufRangeEnd_ = fb_address_mem + byteSize;
|
|
}
|
|
|
|
// Some AMD drivers crash if we don't clear the buffer first?
|
|
ClearBuffer();
|
|
if (useBufferedRendering_ && !updateVRAM_ && !g_Config.bDisableSlowFramebufEffects) {
|
|
gpu->PerformMemoryUpload(fb_address_mem, byteSize);
|
|
NotifyStencilUpload(fb_address_mem, byteSize, true);
|
|
// TODO: Is it worth trying to upload the depth buffer?
|
|
}
|
|
|
|
// Let's check for depth buffer overlap. Might be interesting.
|
|
bool sharingReported = false;
|
|
bool writingDepth = true;
|
|
// Technically, it may write depth later, but we're trying to detect it only when it's really true.
|
|
if (gstate.isModeClear()) {
|
|
writingDepth = !gstate.isClearModeDepthMask() && gstate.isDepthWriteEnabled();
|
|
} else {
|
|
writingDepth = gstate.isDepthWriteEnabled();
|
|
}
|
|
for (size_t i = 0, end = vfbs_.size(); i < end; ++i) {
|
|
if (vfbs_[i]->z_stride != 0 && fb_address == vfbs_[i]->z_address) {
|
|
// If it's clearing it, most likely it just needs more video memory.
|
|
// Technically it could write something interesting and the other might not clear, but that's not likely.
|
|
if (!gstate.isModeClear() || !gstate.isClearModeColorMask() || !gstate.isClearModeAlphaMask()) {
|
|
if (fb_address != z_address && vfbs_[i]->fb_address != vfbs_[i]->z_address) {
|
|
WARN_LOG_REPORT(SCEGE, "FBO created from existing depthbuffer as color, %08x/%08x and %08x/%08x", fb_address, z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address);
|
|
}
|
|
}
|
|
} else if (z_stride != 0 && z_address == vfbs_[i]->fb_address) {
|
|
// If it's clearing it, then it's probably just the reverse of the above case.
|
|
if (writingDepth) {
|
|
WARN_LOG_REPORT(SCEGE, "FBO using existing buffer as depthbuffer, %08x/%08x and %08x/%08x", fb_address, z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address);
|
|
}
|
|
} else if (vfbs_[i]->z_stride != 0 && z_address == vfbs_[i]->z_address && fb_address != vfbs_[i]->fb_address && !sharingReported) {
|
|
// This happens a lot, but virtually always it's cleared.
|
|
// It's possible the other might not clear, but when every game is reported it's not useful.
|
|
if (writingDepth) {
|
|
WARN_LOG_REPORT(SCEGE, "FBO reusing depthbuffer, %08x/%08x and %08x/%08x", fb_address, z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address);
|
|
sharingReported = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// We already have it!
|
|
} else if (vfb != currentRenderVfb_) {
|
|
|
|
if (ShouldDownloadFramebuffer(vfb) && !vfb->memoryUpdated) {
|
|
ReadFramebufferToMemory(vfb, true, 0, 0, vfb->width, vfb->height);
|
|
}
|
|
// Use it as a render target.
|
|
DEBUG_LOG(SCEGE, "Switching render target to FBO for %08x: %i x %i x %i ", vfb->fb_address, vfb->width, vfb->height, vfb->format);
|
|
vfb->usageFlags |= FB_USAGE_RENDERTARGET;
|
|
textureCache_->ForgetLastTexture();
|
|
vfb->last_frame_render = gpuStats.numFlips;
|
|
frameLastFramebufUsed = gpuStats.numFlips;
|
|
vfb->dirtyAfterDisplay = true;
|
|
if ((gstate_c.skipDrawReason & SKIPDRAW_SKIPFRAME) == 0)
|
|
vfb->reallyDirtyAfterDisplay = true;
|
|
|
|
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 (currentRenderVfb_ && !g_Config.bDisableSlowFramebufEffects) {
|
|
BlitFramebufferDepth(currentRenderVfb_, vfb);
|
|
}
|
|
currentRenderVfb_ = vfb;
|
|
} else {
|
|
if (vfbFormatChanged) {
|
|
textureCache_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_UPDATED);
|
|
}
|
|
|
|
vfb->last_frame_render = gpuStats.numFlips;
|
|
frameLastFramebufUsed = gpuStats.numFlips;
|
|
vfb->dirtyAfterDisplay = true;
|
|
if ((gstate_c.skipDrawReason & SKIPDRAW_SKIPFRAME) == 0)
|
|
vfb->reallyDirtyAfterDisplay = true;
|
|
}
|
|
|
|
// ugly...
|
|
if (gstate_c.curRTWidth != vfb->width || gstate_c.curRTHeight != vfb->height) {
|
|
shaderManager_->DirtyUniform(DIRTY_PROJTHROUGHMATRIX);
|
|
gstate_c.curRTWidth = vfb->width;
|
|
gstate_c.curRTHeight = vfb->height;
|
|
}
|
|
gstate_c.curRTRenderWidth = vfb->renderWidth;
|
|
gstate_c.curRTRenderHeight = vfb->renderHeight;
|
|
}
|
|
|
|
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::BlitFramebufferDepth(VirtualFramebuffer *sourceframebuffer, VirtualFramebuffer *targetframebuffer) {
|
|
if (!sourceframebuffer->fbo || !targetframebuffer->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 (!sourceframebuffer->depthUpdated) {
|
|
return;
|
|
}
|
|
|
|
if (sourceframebuffer->z_address == targetframebuffer->z_address &&
|
|
sourceframebuffer->z_stride != 0 &&
|
|
targetframebuffer->z_stride != 0 &&
|
|
sourceframebuffer->renderWidth == targetframebuffer->renderWidth &&
|
|
sourceframebuffer->renderHeight == targetframebuffer->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(sourceframebuffer->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, sourceframebuffer->renderWidth, sourceframebuffer->renderHeight, 0, 0, targetframebuffer->renderWidth, targetframebuffer->renderHeight, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
|
|
} else
|
|
#endif // defined(USING_GLES2) && defined(ANDROID)
|
|
glBlitFramebuffer(0, 0, sourceframebuffer->renderWidth, sourceframebuffer->renderHeight, 0, 0, targetframebuffer->renderWidth, targetframebuffer->renderHeight, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
|
|
// If we set targetframebuffer->depthUpdated here, our optimization above would be pointless.
|
|
|
|
glstate.scissorTest.restore();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
FBO *FramebufferManager::GetTempFBO(u16 w, u16 h, FBOColorDepth depth) {
|
|
u32 key = ((u64)depth << 32) | (w << 16) | h;
|
|
auto it = tempFBOs_.find(key);
|
|
if (it != tempFBOs_.end()) {
|
|
it->second.last_frame_used = gpuStats.numFlips;
|
|
return it->second.fbo;
|
|
}
|
|
|
|
FBO *fbo = fbo_create(w, h, 1, false, depth);
|
|
if (!fbo)
|
|
return fbo;
|
|
ClearBuffer();
|
|
const TempFBO info = {fbo, gpuStats.numFlips};
|
|
tempFBOs_[key] = info;
|
|
return fbo;
|
|
}
|
|
|
|
void FramebufferManager::BindFramebufferColor(VirtualFramebuffer *framebuffer, bool skipCopy) {
|
|
if (framebuffer == NULL) {
|
|
framebuffer = currentRenderVfb_;
|
|
}
|
|
|
|
if (!framebuffer->fbo || !useBufferedRendering_) {
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
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, framebuffer->colorDepth);
|
|
if (renderCopy) {
|
|
VirtualFramebuffer copyInfo = *framebuffer;
|
|
copyInfo.fbo = renderCopy;
|
|
BlitFramebuffer_(©Info, 0, 0, framebuffer, 0, 0, framebuffer->width, framebuffer->height, 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);
|
|
}
|
|
}
|
|
|
|
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::ShouldDownloadFramebuffer(const VirtualFramebuffer *vfb) const {
|
|
return updateVRAM_ || (hackForce04154000Download_ && vfb->fb_address == 0x00154000);
|
|
}
|
|
|
|
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->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;
|
|
}
|
|
|
|
nvfb->fbo = fbo_create(nvfb->width, nvfb->height, 1, false, 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);
|
|
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)
|
|
}
|
|
|
|
} 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.scissorTest.restore();
|
|
glstate.viewport.restore();
|
|
fbo_unbind();
|
|
}
|
|
|
|
// 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 stride, 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 += stride;
|
|
dst32 += stride;
|
|
}
|
|
} else {
|
|
// Here let's assume they don't intersect
|
|
for (u32 y = 0; y < height; ++y) {
|
|
memcpy(dst32, src32, width * 4);
|
|
src32 += stride;
|
|
dst32 += stride;
|
|
}
|
|
}
|
|
} else {
|
|
// But here it shouldn't matter if they do intersect
|
|
int size = height * stride;
|
|
u16 *dst16 = (u16 *)dst;
|
|
switch (format) {
|
|
case GE_FORMAT_565: // BGR 565
|
|
if (UseBGRA8888()) {
|
|
for (u32 y = 0; y < height; ++y) {
|
|
for (u32 x = 0; x < width; ++x) {
|
|
dst16[x] = BGRA8888toRGB565(src32[x]);
|
|
}
|
|
src32 += stride;
|
|
dst16 += stride;
|
|
}
|
|
} else {
|
|
for (u32 y = 0; y < height; ++y) {
|
|
for (u32 x = 0; x < width; ++x) {
|
|
dst16[x] = RGBA8888toRGB565(src32[x]);
|
|
}
|
|
src32 += stride;
|
|
dst16 += stride;
|
|
}
|
|
}
|
|
break;
|
|
case GE_FORMAT_5551: // ABGR 1555
|
|
if (UseBGRA8888()) {
|
|
for (u32 y = 0; y < height; ++y) {
|
|
ConvertBGRA8888ToRGBA5551(dst16, src32, width);
|
|
src32 += stride;
|
|
dst16 += stride;
|
|
}
|
|
} else {
|
|
for (u32 y = 0; y < height; ++y) {
|
|
ConvertRGBA8888ToRGBA5551(dst16, src32, width);
|
|
src32 += stride;
|
|
dst16 += stride;
|
|
}
|
|
}
|
|
break;
|
|
case GE_FORMAT_4444: // ABGR 4444
|
|
if (UseBGRA8888()) {
|
|
for (u32 y = 0; y < height; ++y) {
|
|
for (u32 x = 0; x < width; ++x) {
|
|
dst16[x] = BGRA8888toRGBA4444(src32[x]);
|
|
}
|
|
src32 += stride;
|
|
dst16 += stride;
|
|
}
|
|
} else {
|
|
for (u32 y = 0; y < height; ++y) {
|
|
for (u32 x = 0; x < width; ++x) {
|
|
dst16[x] = RGBA8888toRGBA4444(src32[x]);
|
|
}
|
|
src32 += stride;
|
|
dst16 += stride;
|
|
}
|
|
}
|
|
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;
|
|
u8 nextPBO = (currentPBO_ + 1) % MAX_PBO;
|
|
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;
|
|
}
|
|
|
|
// 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.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();
|
|
if (gl_extensions.FBO_ARB) {
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
|
}
|
|
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();
|
|
if (gl_extensions.FBO_ARB) {
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
|
}
|
|
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();
|
|
if (gl_extensions.FBO_ARB) {
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
|
}
|
|
|
|
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();
|
|
if (gl_extensions.FBO_ARB) {
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
|
}
|
|
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->width, h, vfb->format);
|
|
}
|
|
}
|
|
|
|
fbo_unbind();
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
void FramebufferManager::BeginFrame() {
|
|
DecimateFBOs();
|
|
currentRenderVfb_ = 0;
|
|
useBufferedRendering_ = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
|
|
updateVRAM_ = !(g_Config.iRenderingMode == FB_NON_BUFFERED_MODE || g_Config.iRenderingMode == FB_BUFFERED_MODE);
|
|
}
|
|
|
|
void FramebufferManager::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
|
|
displayFramebufPtr_ = framebuf;
|
|
displayStride_ = stride;
|
|
displayFormat_ = format;
|
|
}
|
|
|
|
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::UpdateFromMemory(u32 addr, int size, bool safe) {
|
|
addr &= ~0x40000000;
|
|
// TODO: Could go through all FBOs, but probably not important?
|
|
// TODO: Could also check for inner changes, but video is most important.
|
|
bool isDisplayBuf = addr == DisplayFramebufAddr() || addr == PrevDisplayFramebufAddr();
|
|
if (isDisplayBuf || safe) {
|
|
// TODO: Deleting the FBO is a heavy hammer solution, so let's only do it if it'd help.
|
|
if (!Memory::IsValidAddress(displayFramebufPtr_))
|
|
return;
|
|
|
|
bool needUnbind = false;
|
|
for (size_t i = 0; i < vfbs_.size(); ++i) {
|
|
VirtualFramebuffer *vfb = vfbs_[i];
|
|
if (MaskedEqual(vfb->fb_address, addr)) {
|
|
FlushBeforeCopy();
|
|
fbo_unbind();
|
|
|
|
// TODO: This without the fbo_unbind() above would be better than destroying the FBO.
|
|
// However, it doesn't seem to work for Star Ocean, at least
|
|
if (useBufferedRendering_ && vfb->fbo) {
|
|
DisableState();
|
|
fbo_bind_as_render_target(vfb->fbo);
|
|
glstate.viewport.set(0, 0, vfb->renderWidth, vfb->renderHeight);
|
|
needUnbind = true;
|
|
GEBufferFormat fmt = vfb->format;
|
|
if (vfb->last_frame_render + 1 < gpuStats.numFlips && isDisplayBuf) {
|
|
// If we're not rendering to it, format may be wrong. Use displayFormat_ instead.
|
|
fmt = displayFormat_;
|
|
}
|
|
DrawPixels(vfb, 0, 0, Memory::GetPointer(addr | 0x04000000), fmt, vfb->fb_stride, vfb->width, vfb->height);
|
|
SetColorUpdated(vfb);
|
|
} else {
|
|
INFO_LOG(SCEGE, "Invalidating FBO for %08x (%i x %i x %i)", vfb->fb_address, vfb->width, vfb->height, vfb->format);
|
|
DestroyFramebuf(vfb);
|
|
vfbs_.erase(vfbs_.begin() + i--);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (needUnbind) {
|
|
fbo_unbind();
|
|
}
|
|
RebindFramebuffer();
|
|
}
|
|
}
|
|
|
|
bool FramebufferManager::NotifyFramebufferCopy(u32 src, u32 dst, int size, bool isMemset) {
|
|
if (updateVRAM_ || size == 0) {
|
|
return false;
|
|
}
|
|
|
|
dst &= 0x3FFFFFFF;
|
|
src &= 0x3FFFFFFF;
|
|
|
|
VirtualFramebuffer *dstBuffer = 0;
|
|
VirtualFramebuffer *srcBuffer = 0;
|
|
u32 dstY = (u32)-1;
|
|
u32 dstH = 0;
|
|
u32 srcY = (u32)-1;
|
|
u32 srcH = 0;
|
|
for (size_t i = 0; i < vfbs_.size(); ++i) {
|
|
VirtualFramebuffer *vfb = vfbs_[i];
|
|
const u32 vfb_address = (0x04000000 | vfb->fb_address) & 0x3FFFFFFF;
|
|
const u32 vfb_size = FramebufferByteSize(vfb);
|
|
const u32 vfb_bpp = vfb->format == GE_FORMAT_8888 ? 4 : 2;
|
|
const u32 vfb_byteStride = vfb->fb_stride * vfb_bpp;
|
|
const int vfb_byteWidth = vfb->width * vfb_bpp;
|
|
|
|
if (dst >= vfb_address && (dst + size <= vfb_address + vfb_size || dst == vfb_address)) {
|
|
const u32 offset = dst - vfb_address;
|
|
const u32 yOffset = offset / vfb_byteStride;
|
|
if ((offset % vfb_byteStride) == 0 && (size == vfb_byteWidth || (size % vfb_byteStride) == 0) && yOffset < dstY) {
|
|
dstBuffer = vfb;
|
|
dstY = yOffset;
|
|
dstH = size == vfb_byteWidth ? 1 : std::min((u32)size / vfb_byteStride, (u32)vfb->height);
|
|
}
|
|
}
|
|
|
|
if (src >= vfb_address && (src + size <= vfb_address + vfb_size || src == vfb_address)) {
|
|
const u32 offset = src - vfb_address;
|
|
const u32 yOffset = offset / vfb_byteStride;
|
|
if ((offset % vfb_byteStride) == 0 && (size == vfb_byteWidth || (size % vfb_byteStride) == 0) && yOffset < srcY) {
|
|
srcBuffer = vfb;
|
|
srcY = yOffset;
|
|
srcH = size == vfb_byteWidth ? 1 : std::min((u32)size / vfb_byteStride, (u32)vfb->height);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (srcBuffer && srcY == 0 && srcH == srcBuffer->height && !dstBuffer) {
|
|
// MotoGP workaround - it copies a framebuffer to memory and then displays it.
|
|
// TODO: It's rare anyway, but the game could modify the RAM and then we'd display the wrong thing.
|
|
// Unfortunately, that would force 1x render resolution.
|
|
if (Memory::IsRAMAddress(dst)) {
|
|
knownFramebufferRAMCopies_.insert(std::pair<u32, u32>(src, dst));
|
|
}
|
|
}
|
|
|
|
if (!useBufferedRendering_) {
|
|
// If we're copying into a recently used display buf, it's probably destined for the screen.
|
|
if (srcBuffer || (dstBuffer != displayFramebuf_ && dstBuffer != prevDisplayFramebuf_)) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (dstBuffer && srcBuffer && !isMemset) {
|
|
if (srcBuffer == dstBuffer) {
|
|
WARN_LOG_REPORT_ONCE(dstsrccpy, G3D, "Intra-buffer memcpy (not supported) %08x -> %08x", src, dst);
|
|
} else {
|
|
WARN_LOG_REPORT_ONCE(dstnotsrccpy, G3D, "Inter-buffer memcpy %08x -> %08x", src, dst);
|
|
// Just do the blit!
|
|
if (g_Config.bBlockTransferGPU) {
|
|
BlitFramebuffer_(dstBuffer, 0, dstY, srcBuffer, 0, srcY, srcBuffer->width, srcH, 0);
|
|
SetColorUpdated(dstBuffer);
|
|
}
|
|
}
|
|
return false;
|
|
} else if (dstBuffer) {
|
|
WARN_LOG_ONCE(btucpy, G3D, "Memcpy fbo upload %08x -> %08x", src, dst);
|
|
if (g_Config.bBlockTransferGPU) {
|
|
FlushBeforeCopy();
|
|
const u8 *srcBase = Memory::GetPointerUnchecked(src);
|
|
if (useBufferedRendering_ && dstBuffer->fbo) {
|
|
fbo_bind_as_render_target(dstBuffer->fbo);
|
|
}
|
|
glViewport(0, 0, dstBuffer->renderWidth, dstBuffer->renderHeight);
|
|
DrawPixels(dstBuffer, 0, dstY, srcBase, dstBuffer->format, dstBuffer->fb_stride, dstBuffer->width, dstH);
|
|
SetColorUpdated(dstBuffer);
|
|
if (useBufferedRendering_) {
|
|
RebindFramebuffer();
|
|
} else {
|
|
fbo_unbind();
|
|
}
|
|
glstate.viewport.restore();
|
|
textureCache_->ForgetLastTexture();
|
|
// This is a memcpy, let's still copy just in case.
|
|
return false;
|
|
}
|
|
return false;
|
|
} else if (srcBuffer) {
|
|
WARN_LOG_ONCE(btdcpy, G3D, "Memcpy fbo download %08x -> %08x", src, dst);
|
|
FlushBeforeCopy();
|
|
if (srcH == 0 || srcY + srcH > srcBuffer->bufferHeight) {
|
|
WARN_LOG_REPORT_ONCE(btdcpyheight, G3D, "Memcpy fbo download %08x -> %08x skipped, %d+%d is taller than %d", src, dst, srcY, srcH, srcBuffer->bufferHeight);
|
|
} else if (g_Config.bBlockTransferGPU && !srcBuffer->memoryUpdated) {
|
|
ReadFramebufferToMemory(srcBuffer, true, 0, srcY, srcBuffer->width, srcH);
|
|
}
|
|
return false;
|
|
} else {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
u32 FramebufferManager::FramebufferByteSize(const VirtualFramebuffer *vfb) const {
|
|
return vfb->fb_stride * vfb->height * (vfb->format == GE_FORMAT_8888 ? 4 : 2);
|
|
}
|
|
|
|
void FramebufferManager::FindTransferFramebuffers(VirtualFramebuffer *&dstBuffer, VirtualFramebuffer *&srcBuffer, u32 dstBasePtr, int dstStride, int &dstX, int &dstY, u32 srcBasePtr, int srcStride, int &srcX, int &srcY, int &srcWidth, int &srcHeight, int &dstWidth, int &dstHeight, int bpp) const {
|
|
u32 dstYOffset = -1;
|
|
u32 dstXOffset = -1;
|
|
u32 srcYOffset = -1;
|
|
u32 srcXOffset = -1;
|
|
int width = srcWidth;
|
|
int height = srcHeight;
|
|
|
|
dstBasePtr &= 0x3FFFFFFF;
|
|
srcBasePtr &= 0x3FFFFFFF;
|
|
|
|
for (size_t i = 0; i < vfbs_.size(); ++i) {
|
|
VirtualFramebuffer *vfb = vfbs_[i];
|
|
const u32 vfb_address = (0x04000000 | vfb->fb_address) & 0x3FFFFFFF;
|
|
const u32 vfb_size = FramebufferByteSize(vfb);
|
|
const u32 vfb_bpp = vfb->format == GE_FORMAT_8888 ? 4 : 2;
|
|
const u32 vfb_byteStride = vfb->fb_stride * vfb_bpp;
|
|
const u32 vfb_byteWidth = vfb->width * vfb_bpp;
|
|
|
|
// These heuristics are a bit annoying.
|
|
// The goal is to avoid using GPU block transfers for things that ought to be memory.
|
|
// Maybe we should even check for textures at these places instead?
|
|
|
|
if (vfb_address <= dstBasePtr && dstBasePtr < vfb_address + vfb_size) {
|
|
const u32 byteOffset = dstBasePtr - vfb_address;
|
|
const u32 byteStride = dstStride * bpp;
|
|
const u32 yOffset = byteOffset / byteStride;
|
|
// Some games use mismatching bitdepths. But make sure the stride matches.
|
|
// If it doesn't, generally this means we detected the framebuffer with too large a height.
|
|
bool match = yOffset < dstYOffset;
|
|
if (match && vfb_byteStride != byteStride) {
|
|
// Grand Knights History copies with a mismatching stride but a full line at a time.
|
|
// Makes it hard to detect the wrong transfers in e.g. God of War.
|
|
if (width != dstStride || (byteStride * height != vfb_byteStride && byteStride * height != vfb_byteWidth)) {
|
|
match = false;
|
|
} else {
|
|
dstWidth = byteStride * height / vfb_bpp;
|
|
dstHeight = 1;
|
|
}
|
|
} else if (match) {
|
|
dstWidth = width;
|
|
dstHeight = height;
|
|
}
|
|
if (match) {
|
|
dstYOffset = yOffset;
|
|
dstXOffset = (byteOffset / bpp) % dstStride;
|
|
dstBuffer = vfb;
|
|
}
|
|
}
|
|
if (vfb_address <= srcBasePtr && srcBasePtr < vfb_address + vfb_size) {
|
|
const u32 byteOffset = srcBasePtr - vfb_address;
|
|
const u32 byteStride = srcStride * bpp;
|
|
const u32 yOffset = byteOffset / byteStride;
|
|
bool match = yOffset < srcYOffset;
|
|
if (match && vfb_byteStride != byteStride) {
|
|
if (width != srcStride || (byteStride * height != vfb_byteStride && byteStride * height != vfb_byteWidth)) {
|
|
match = false;
|
|
} else {
|
|
srcWidth = byteStride * height / vfb_bpp;
|
|
srcHeight = 1;
|
|
}
|
|
} else if (match) {
|
|
srcWidth = width;
|
|
srcHeight = height;
|
|
}
|
|
if (match) {
|
|
srcYOffset = yOffset;
|
|
srcXOffset = (byteOffset / bpp) % srcStride;
|
|
srcBuffer = vfb;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (dstYOffset != (u32)-1) {
|
|
dstY += dstYOffset;
|
|
dstX += dstXOffset;
|
|
}
|
|
if (srcYOffset != (u32)-1) {
|
|
srcY += srcYOffset;
|
|
srcX += srcXOffset;
|
|
}
|
|
}
|
|
|
|
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();
|
|
}
|
|
|
|
bool FramebufferManager::NotifyBlockTransferBefore(u32 dstBasePtr, int dstStride, int dstX, int dstY, u32 srcBasePtr, int srcStride, int srcX, int srcY, int width, int height, int bpp) {
|
|
if (!useBufferedRendering_ || updateVRAM_) {
|
|
return false;
|
|
}
|
|
|
|
// Skip checking if there's no framebuffers in that area.
|
|
if (!MayIntersectFramebuffer(srcBasePtr) && !MayIntersectFramebuffer(dstBasePtr)) {
|
|
return false;
|
|
}
|
|
|
|
VirtualFramebuffer *dstBuffer = 0;
|
|
VirtualFramebuffer *srcBuffer = 0;
|
|
int srcWidth = width;
|
|
int srcHeight = height;
|
|
int dstWidth = width;
|
|
int dstHeight = height;
|
|
FindTransferFramebuffers(dstBuffer, srcBuffer, dstBasePtr, dstStride, dstX, dstY, srcBasePtr, srcStride, srcX, srcY, srcWidth, srcHeight, dstWidth, dstHeight, bpp);
|
|
|
|
if (dstBuffer && srcBuffer) {
|
|
if (srcBuffer == dstBuffer) {
|
|
if (srcX != dstX || srcY != dstY) {
|
|
WARN_LOG_ONCE(dstsrc, G3D, "Intra-buffer block transfer %08x -> %08x", srcBasePtr, dstBasePtr);
|
|
if (g_Config.bBlockTransferGPU) {
|
|
FlushBeforeCopy();
|
|
FBO *tempFBO = GetTempFBO(dstBuffer->renderWidth, dstBuffer->renderHeight, dstBuffer->colorDepth);
|
|
VirtualFramebuffer tempBuffer = *dstBuffer;
|
|
tempBuffer.fbo = tempFBO;
|
|
BlitFramebuffer_(&tempBuffer, srcX, srcY, dstBuffer, srcX, srcY, dstWidth, dstHeight, bpp);
|
|
BlitFramebuffer_(dstBuffer, dstX, dstY, &tempBuffer, srcX, srcY, dstWidth, dstHeight, bpp);
|
|
RebindFramebuffer();
|
|
SetColorUpdated(dstBuffer);
|
|
return true;
|
|
}
|
|
} else {
|
|
// Ignore, nothing to do. Tales of Phantasia X does this by accident.
|
|
if (g_Config.bBlockTransferGPU) {
|
|
return true;
|
|
}
|
|
}
|
|
} else {
|
|
WARN_LOG_ONCE(dstnotsrc, G3D, "Inter-buffer block transfer %08x -> %08x", srcBasePtr, dstBasePtr);
|
|
// Just do the blit!
|
|
if (g_Config.bBlockTransferGPU) {
|
|
FlushBeforeCopy();
|
|
BlitFramebuffer_(dstBuffer, dstX, dstY, srcBuffer, srcX, srcY, dstWidth, dstHeight, bpp);
|
|
RebindFramebuffer();
|
|
SetColorUpdated(dstBuffer);
|
|
return true; // No need to actually do the memory copy behind, probably.
|
|
}
|
|
}
|
|
return false;
|
|
} else if (dstBuffer) {
|
|
// Here we should just draw the pixels into the buffer. Copy first.
|
|
return false;
|
|
} else if (srcBuffer) {
|
|
WARN_LOG_ONCE(btd, G3D, "Block transfer download %08x -> %08x", srcBasePtr, dstBasePtr);
|
|
FlushBeforeCopy();
|
|
if (g_Config.bBlockTransferGPU && !srcBuffer->memoryUpdated) {
|
|
const int srcBpp = srcBuffer->format == GE_FORMAT_8888 ? 4 : 2;
|
|
const float srcXFactor = (float)bpp / srcBpp;
|
|
if (srcHeight <= 0 || srcY + srcHeight > srcBuffer->bufferHeight) {
|
|
WARN_LOG_ONCE(btdheight, G3D, "Block transfer download %08x -> %08x skipped, %d+%d is taller than %d", srcBasePtr, dstBasePtr, srcY, srcHeight, srcBuffer->bufferHeight);
|
|
} else {
|
|
ReadFramebufferToMemory(srcBuffer, true, srcX * srcXFactor, srcY, srcWidth * srcXFactor, srcHeight);
|
|
}
|
|
}
|
|
return false; // Let the bit copy happen
|
|
} else {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
void FramebufferManager::NotifyBlockTransferAfter(u32 dstBasePtr, int dstStride, int dstX, int dstY, u32 srcBasePtr, int srcStride, int srcX, int srcY, int width, int height, int bpp) {
|
|
// A few games use this INSTEAD of actually drawing the video image to the screen, they just blast it to
|
|
// the backbuffer. Detect this and have the framebuffermanager draw the pixels.
|
|
|
|
u32 backBuffer = PrevDisplayFramebufAddr();
|
|
u32 displayBuffer = DisplayFramebufAddr();
|
|
|
|
// TODO: Is this not handled by upload? Should we check !dstBuffer to avoid a double copy?
|
|
if (((backBuffer != 0 && dstBasePtr == backBuffer) ||
|
|
(displayBuffer != 0 && dstBasePtr == displayBuffer)) &&
|
|
dstStride == 512 && height == 272 && !useBufferedRendering_) {
|
|
FlushBeforeCopy();
|
|
DrawFramebuffer(Memory::GetPointerUnchecked(dstBasePtr), displayFormat_, 512, false);
|
|
}
|
|
|
|
if (MayIntersectFramebuffer(srcBasePtr) || MayIntersectFramebuffer(dstBasePtr)) {
|
|
VirtualFramebuffer *dstBuffer = 0;
|
|
VirtualFramebuffer *srcBuffer = 0;
|
|
int srcWidth = width;
|
|
int srcHeight = height;
|
|
int dstWidth = width;
|
|
int dstHeight = height;
|
|
FindTransferFramebuffers(dstBuffer, srcBuffer, dstBasePtr, dstStride, dstX, dstY, srcBasePtr, srcStride, srcX, srcY, srcWidth, srcHeight, dstWidth, dstHeight, bpp);
|
|
|
|
if (!useBufferedRendering_ && currentRenderVfb_ != dstBuffer) {
|
|
return;
|
|
}
|
|
|
|
if (dstBuffer && !srcBuffer) {
|
|
WARN_LOG_ONCE(btu, G3D, "Block transfer upload %08x -> %08x", srcBasePtr, dstBasePtr);
|
|
if (g_Config.bBlockTransferGPU) {
|
|
FlushBeforeCopy();
|
|
const u8 *srcBase = Memory::GetPointerUnchecked(srcBasePtr) + (srcX + srcY * srcStride) * bpp;
|
|
if (useBufferedRendering_ && dstBuffer->fbo) {
|
|
fbo_bind_as_render_target(dstBuffer->fbo);
|
|
}
|
|
int dstBpp = dstBuffer->format == GE_FORMAT_8888 ? 4 : 2;
|
|
float dstXFactor = (float)bpp / dstBpp;
|
|
glViewport(0, 0, dstBuffer->renderWidth, dstBuffer->renderHeight);
|
|
DrawPixels(dstBuffer, dstX * dstXFactor, dstY, srcBase, dstBuffer->format, srcStride * dstXFactor, dstWidth * dstXFactor, dstHeight);
|
|
SetColorUpdated(dstBuffer);
|
|
if (useBufferedRendering_) {
|
|
RebindFramebuffer();
|
|
} else {
|
|
fbo_unbind();
|
|
}
|
|
glstate.viewport.restore();
|
|
textureCache_->ForgetLastTexture();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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::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?
|
|
// TODO: Is the value 16-bit? It seems to be.
|
|
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
|
|
}
|