ppsspp/GPU/GLES/Framebuffer.cpp
2016-05-21 15:31:58 -07:00

2071 lines
69 KiB
C++

// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <set>
#include <algorithm>
#include "profiler/profiler.h"
#include "gfx_es2/glsl_program.h"
#include "base/timeutil.h"
#include "math/lin/matrix4x4.h"
#include "Common/ColorConv.h"
#include "Core/Host.h"
#include "Core/MemMap.h"
#include "Core/Config.h"
#include "Core/System.h"
#include "Core/Reporting.h"
#include "Core/HLE/sceDisplay.h"
#include "GPU/ge_constants.h"
#include "GPU/GPUState.h"
#include "GPU/Common/PostShader.h"
#include "GPU/Common/TextureDecoder.h"
#include "GPU/Common/FramebufferCommon.h"
#include "GPU/Debugger/Stepping.h"
#include "GPU/GLES/GLStateCache.h"
#include "GPU/GLES/FBO.h"
#include "GPU/GLES/Framebuffer.h"
#include "GPU/GLES/TextureCache.h"
#include "GPU/GLES/DrawEngineGLES.h"
#include "GPU/GLES/ShaderManager.h"
#include "UI/OnScreenDisplay.h"
// #define DEBUG_READ_PIXELS 1
static const char tex_fs[] =
#ifdef USING_GLES2
"precision mediump float;\n"
#endif
"uniform sampler2D sampler0;\n"
"varying vec2 v_texcoord0;\n"
"void main() {\n"
" gl_FragColor = texture2D(sampler0, v_texcoord0);\n"
"}\n";
static const char basic_vs[] =
"attribute vec4 a_position;\n"
"attribute vec2 a_texcoord0;\n"
"varying vec2 v_texcoord0;\n"
"void main() {\n"
" v_texcoord0 = a_texcoord0;\n"
" gl_Position = a_position;\n"
"}\n";
void ConvertFromRGBA8888(u8 *dst, const u8 *src, u32 dstStride, u32 srcStride, u32 width, u32 height, GEBufferFormat format);
void FramebufferManager::ClearBuffer(bool keepState) {
if (keepState) {
glstate.scissorTest.force(false);
glstate.depthWrite.force(GL_TRUE);
glstate.colorMask.force(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glstate.stencilFunc.force(GL_ALWAYS, 0, 0);
glstate.stencilMask.force(0xFF);
} else {
glstate.scissorTest.disable();
glstate.depthWrite.set(GL_TRUE);
glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glstate.stencilFunc.set(GL_ALWAYS, 0, 0);
glstate.stencilMask.set(0xFF);
}
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearStencil(0);
float clearDepth = ToScaledDepth(0);
#ifdef USING_GLES2
glClearDepthf(clearDepth);
#else
glClearDepth(clearDepth);
#endif
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
if (keepState) {
glstate.scissorTest.restore();
glstate.depthWrite.restore();
glstate.colorMask.restore();
glstate.stencilFunc.restore();
glstate.stencilMask.restore();
}
}
void FramebufferManager::DisableState() {
glstate.blend.disable();
glstate.cullFace.disable();
glstate.depthTest.disable();
glstate.scissorTest.disable();
glstate.stencilTest.disable();
#if !defined(USING_GLES2)
glstate.colorLogicOp.disable();
#endif
glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glstate.stencilMask.set(0xFF);
}
void FramebufferManager::SetNumExtraFBOs(int num) {
for (size_t i = 0; i < extraFBOs_.size(); i++) {
fbo_destroy(extraFBOs_[i]);
}
extraFBOs_.clear();
for (int i = 0; i < num; i++) {
// No depth/stencil for post processing
FBO *fbo = fbo_create(renderWidth_, renderHeight_, 1, false, FBO_8888);
extraFBOs_.push_back(fbo);
// The new FBO is still bound after creation, but let's bind it anyway.
fbo_bind_as_render_target(fbo);
ClearBuffer();
}
currentRenderVfb_ = 0;
fbo_unbind();
}
void FramebufferManager::CompileDraw2DProgram() {
if (!draw2dprogram_) {
std::string errorString;
draw2dprogram_ = glsl_create_source(basic_vs, tex_fs, &errorString);
if (!draw2dprogram_) {
ERROR_LOG_REPORT(G3D, "Failed to compile draw2dprogram! This shouldn't happen.\n%s", errorString.c_str());
} else {
glsl_bind(draw2dprogram_);
glUniform1i(draw2dprogram_->sampler0, 0);
}
SetNumExtraFBOs(0);
const ShaderInfo *shaderInfo = 0;
if (g_Config.sPostShaderName != "Off") {
shaderInfo = GetPostShaderInfo(g_Config.sPostShaderName);
}
if (shaderInfo) {
postShaderAtOutputResolution_ = shaderInfo->outputResolution;
postShaderProgram_ = glsl_create(shaderInfo->vertexShaderFile.c_str(), shaderInfo->fragmentShaderFile.c_str(), &errorString);
if (!postShaderProgram_) {
// DO NOT turn this into a report, as it will pollute our logs with all kinds of
// user shader experiments.
ERROR_LOG(G3D, "Failed to build post-processing program from %s and %s!\n%s", shaderInfo->vertexShaderFile.c_str(), shaderInfo->fragmentShaderFile.c_str(), errorString.c_str());
// let's show the first line of the error string as an OSM.
std::set<std::string> blacklistedLines;
// These aren't useful to show, skip to the first interesting line.
blacklistedLines.insert("Fragment shader failed to compile with the following errors:");
blacklistedLines.insert("Vertex shader failed to compile with the following errors:");
blacklistedLines.insert("Compile failed.");
blacklistedLines.insert("");
std::string firstLine;
size_t start = 0;
for (size_t i = 0; i < errorString.size(); i++) {
if (errorString[i] == '\n') {
firstLine = errorString.substr(start, i - start);
if (blacklistedLines.find(firstLine) == blacklistedLines.end()) {
break;
}
start = i + 1;
firstLine.clear();
}
}
if (!firstLine.empty()) {
osm.Show("Post-shader error: " + firstLine + "...", 10.0f, 0xFF3090FF);
} else {
osm.Show("Post-shader error, see log for details", 10.0f, 0xFF3090FF);
}
usePostShader_ = false;
} else {
glsl_bind(postShaderProgram_);
glUniform1i(postShaderProgram_->sampler0, 0);
SetNumExtraFBOs(1);
deltaLoc_ = glsl_uniform_loc(postShaderProgram_, "u_texelDelta");
pixelDeltaLoc_ = glsl_uniform_loc(postShaderProgram_, "u_pixelDelta");
timeLoc_ = glsl_uniform_loc(postShaderProgram_, "u_time");
usePostShader_ = true;
}
} else {
postShaderProgram_ = nullptr;
usePostShader_ = false;
}
glsl_unbind();
}
}
void FramebufferManager::UpdatePostShaderUniforms(int bufferWidth, int bufferHeight, int renderWidth, int renderHeight) {
float u_delta = 1.0f / renderWidth;
float v_delta = 1.0f / renderHeight;
float u_pixel_delta = u_delta;
float v_pixel_delta = v_delta;
if (postShaderAtOutputResolution_) {
float x, y, w, h;
CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)pixelWidth_, (float)pixelHeight_, ROTATION_LOCKED_HORIZONTAL);
u_pixel_delta = (1.0f / w) * (480.0f / bufferWidth);
v_pixel_delta = (1.0f / h) * (272.0f / bufferHeight);
}
if (deltaLoc_ != -1)
glUniform2f(deltaLoc_, u_delta, v_delta);
if (pixelDeltaLoc_ != -1)
glUniform2f(pixelDeltaLoc_, u_pixel_delta, v_pixel_delta);
if (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);
}
}
void FramebufferManager::DestroyDraw2DProgram() {
if (draw2dprogram_) {
glsl_destroy(draw2dprogram_);
draw2dprogram_ = nullptr;
}
if (postShaderProgram_) {
glsl_destroy(postShaderProgram_);
postShaderProgram_ = nullptr;
}
}
FramebufferManager::FramebufferManager() :
drawPixelsTex_(0),
drawPixelsTexFormat_(GE_FORMAT_INVALID),
convBuf_(nullptr),
draw2dprogram_(nullptr),
postShaderProgram_(nullptr),
stencilUploadProgram_(nullptr),
timeLoc_(-1),
deltaLoc_(-1),
pixelDeltaLoc_(-1),
textureCache_(nullptr),
shaderManager_(nullptr),
resized_(false),
pixelBufObj_(nullptr),
currentPBO_(0)
{
}
void FramebufferManager::Init() {
FramebufferManagerCommon::Init();
// Workaround for upscaling shaders where we force x1 resolution without saving it
resized_ = true;
CompileDraw2DProgram();
SetLineWidth();
}
FramebufferManager::~FramebufferManager() {
if (drawPixelsTex_)
glDeleteTextures(1, &drawPixelsTex_);
DestroyDraw2DProgram();
if (stencilUploadProgram_) {
glsl_destroy(stencilUploadProgram_);
}
SetNumExtraFBOs(0);
for (auto it = tempFBOs_.begin(), end = tempFBOs_.end(); it != end; ++it) {
fbo_destroy(it->second.fbo);
}
delete [] pixelBufObj_;
delete [] convBuf_;
}
void FramebufferManager::MakePixelTexture(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height) {
if (drawPixelsTex_ && (drawPixelsTexFormat_ != srcPixelFormat || drawPixelsTexW_ != width || drawPixelsTexH_ != height)) {
glDeleteTextures(1, &drawPixelsTex_);
drawPixelsTex_ = 0;
}
if (!drawPixelsTex_) {
drawPixelsTex_ = textureCache_->AllocTextureName();
drawPixelsTexW_ = width;
drawPixelsTexH_ = height;
// Initialize backbuffer texture for DrawPixels
glBindTexture(GL_TEXTURE_2D, drawPixelsTex_);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
drawPixelsTexFormat_ = srcPixelFormat;
} else {
glBindTexture(GL_TEXTURE_2D, drawPixelsTex_);
}
// TODO: We can just change the texture format and flip some bits around instead of this.
// Could share code with the texture cache perhaps.
bool useConvBuf = false;
if (srcPixelFormat != GE_FORMAT_8888 || srcStride != width) {
useConvBuf = true;
u32 neededSize = width * height * 4;
if (!convBuf_ || convBufSize_ < neededSize) {
delete [] convBuf_;
convBuf_ = new u8[neededSize];
convBufSize_ = neededSize;
}
for (int y = 0; y < height; y++) {
switch (srcPixelFormat) {
case GE_FORMAT_565:
{
const u16 *src = (const u16 *)srcPixels + srcStride * y;
u8 *dst = convBuf_ + 4 * width * y;
ConvertRGBA565ToRGBA8888((u32 *)dst, src, width);
}
break;
case GE_FORMAT_5551:
{
const u16 *src = (const u16 *)srcPixels + srcStride * y;
u8 *dst = convBuf_ + 4 * width * y;
ConvertRGBA5551ToRGBA8888((u32 *)dst, src, width);
}
break;
case GE_FORMAT_4444:
{
const u16 *src = (const u16 *)srcPixels + srcStride * y;
u8 *dst = convBuf_ + 4 * width * y;
ConvertRGBA4444ToRGBA8888((u32 *)dst, src, width);
}
break;
case GE_FORMAT_8888:
{
const u8 *src = srcPixels + srcStride * 4 * y;
u8 *dst = convBuf_ + 4 * width * y;
memcpy(dst, src, 4 * width);
}
break;
case GE_FORMAT_INVALID:
_dbg_assert_msg_(G3D, false, "Invalid pixelFormat passed to DrawPixels().");
break;
}
}
}
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, useConvBuf ? convBuf_ : srcPixels);
}
void FramebufferManager::DrawPixels(VirtualFramebuffer *vfb, int dstX, int dstY, const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height) {
float v0 = 0.0f, v1 = 1.0f;
if (useBufferedRendering_ && vfb && vfb->fbo) {
fbo_bind_as_render_target(vfb->fbo);
glViewport(0, 0, vfb->renderWidth, vfb->renderHeight);
} else {
// We are drawing to the back buffer so need to flip.
v0 = 1.0f;
v1 = 0.0f;
float x, y, w, h;
CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)pixelWidth_, (float)pixelHeight_, ROTATION_LOCKED_HORIZONTAL);
glViewport(x, y, w, h);
}
MakePixelTexture(srcPixels, srcPixelFormat, srcStride, width, height);
DisableState();
DrawActiveTexture(0, dstX, dstY, width, height, vfb->bufferWidth, vfb->bufferHeight, 0.0f, v0, 1.0f, v1, nullptr, ROTATION_LOCKED_HORIZONTAL);
textureCache_->ForgetLastTexture();
}
void FramebufferManager::DrawFramebufferToOutput(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 == TEX_FILTER_NEAREST ? GL_NEAREST : GL_LINEAR);
DisableState();
struct CardboardSettings cardboardSettings;
GetCardboardSettings(&cardboardSettings);
// 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;
int uvRotation = (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE) ? g_Config.iInternalScreenRotation : ROTATION_LOCKED_HORIZONTAL;
CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)pixelWidth_, (float)pixelHeight_, uvRotation);
if (applyPostShader) {
// Make sure we've compiled the shader.
if (!postShaderProgram_) {
CompileDraw2DProgram();
}
// Might've changed if the shader was just changed to Off.
if (usePostShader_) {
glsl_bind(postShaderProgram_);
UpdatePostShaderUniforms(480, 272, renderWidth_, renderHeight_);
}
}
float u0 = 0.0f, u1 = 480.0f / 512.0f;
float v0 = 0.0f, v1 = 1.0f;
// We are drawing directly to the back buffer.
std::swap(v0, v1);
if (cardboardSettings.enabled) {
// Left Eye Image
glstate.viewport.set(cardboardSettings.leftEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
if (applyPostShader && usePostShader_ && useBufferedRendering_) {
DrawActiveTexture(0, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, postShaderProgram_, ROTATION_LOCKED_HORIZONTAL);
} else {
DrawActiveTexture(0, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, nullptr, ROTATION_LOCKED_HORIZONTAL);
}
// Right Eye Image
glstate.viewport.set(cardboardSettings.rightEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
if (applyPostShader && usePostShader_ && useBufferedRendering_) {
DrawActiveTexture(0, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, postShaderProgram_, ROTATION_LOCKED_HORIZONTAL);
} else {
DrawActiveTexture(0, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, nullptr, ROTATION_LOCKED_HORIZONTAL);
}
} else {
// Fullscreen Image
glstate.viewport.set(0, 0, pixelWidth_, pixelHeight_);
if (applyPostShader && usePostShader_ && useBufferedRendering_) {
DrawActiveTexture(0, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, postShaderProgram_, uvRotation);
} else {
DrawActiveTexture(0, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, nullptr, uvRotation);
}
}
}
// 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, float u0, float v0, float u1, float v1, GLSLProgram *program, int uvRotation) {
float texCoords[8] = {
u0,v0,
u1,v0,
u1,v1,
u0,v1,
};
static const GLubyte indices[4] = {0,1,3,2};
if (uvRotation != ROTATION_LOCKED_HORIZONTAL) {
float temp[8];
int rotation = 0;
// Vertical and Vertical180 needed swapping after we changed the coordinate system.
switch (uvRotation) {
case ROTATION_LOCKED_HORIZONTAL180: rotation = 4; break;
case ROTATION_LOCKED_VERTICAL: rotation = 6; break;
case ROTATION_LOCKED_VERTICAL180: rotation = 2; break;
}
for (int i = 0; i < 8; i++) {
temp[i] = texCoords[(i + rotation) & 7];
}
memcpy(texCoords, temp, sizeof(temp));
}
if (texture) {
// Previously had NVDrawTexture fallback here but wasn't worth it.
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_;
}
// Upscaling postshaders doesn't look well with linear
if (postShaderIsUpscalingFilter_) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
} else {
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);
}
if (program != postShaderProgram_) {
shaderManager_->DirtyLastShader(); // dirty lastShader_
glsl_bind(program);
}
glEnableVertexAttribArray(program->a_position);
glEnableVertexAttribArray(program->a_texcoord0);
if (gstate_c.Supports(GPU_SUPPORTS_VAO)) {
transformDraw_->BindBuffer(pos, sizeof(pos), texCoords, sizeof(texCoords));
transformDraw_->BindElementBuffer(indices, sizeof(indices));
glVertexAttribPointer(program->a_position, 3, GL_FLOAT, GL_FALSE, 12, 0);
glVertexAttribPointer(program->a_texcoord0, 2, GL_FLOAT, GL_FALSE, 8, (void *)sizeof(pos));
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_BYTE, 0);
} else {
glstate.arrayBuffer.unbind();
glstate.elementArrayBuffer.unbind();
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_BYTE, indices);
}
glDisableVertexAttribArray(program->a_position);
glDisableVertexAttribArray(program->a_texcoord0);
glsl_unbind();
}
void FramebufferManager::DestroyFramebuf(VirtualFramebuffer *v) {
textureCache_->NotifyFramebuffer(v->fb_address, v, NOTIFY_FB_DESTROYED);
if (v->fbo) {
fbo_destroy(v->fbo);
v->fbo = 0;
}
// Wipe some pointers
if (currentRenderVfb_ == v)
currentRenderVfb_ = 0;
if (displayFramebuf_ == v)
displayFramebuf_ = 0;
if (prevDisplayFramebuf_ == v)
prevDisplayFramebuf_ = 0;
if (prevPrevDisplayFramebuf_ == v)
prevPrevDisplayFramebuf_ = 0;
delete v;
}
void FramebufferManager::RebindFramebuffer() {
if (currentRenderVfb_ && currentRenderVfb_->fbo) {
fbo_bind_as_render_target(currentRenderVfb_->fbo);
} else {
fbo_unbind();
}
if (g_Config.iRenderingMode == FB_NON_BUFFERED_MODE)
glstate.viewport.restore();
}
void FramebufferManager::ResizeFramebufFBO(VirtualFramebuffer *vfb, u16 w, u16 h, bool force) {
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);
}
SetRenderSize(vfb);
bool trueColor = g_Config.bTrueColor;
if (hackForce04154000Download_ && vfb->fb_address == 0x00154000) {
trueColor = true;
}
if (trueColor) {
vfb->colorDepth = FBO_8888;
} else {
switch (vfb->format) {
case GE_FORMAT_4444:
vfb->colorDepth = FBO_4444;
break;
case GE_FORMAT_5551:
vfb->colorDepth = FBO_5551;
break;
case GE_FORMAT_565:
vfb->colorDepth = FBO_565;
break;
case GE_FORMAT_8888:
default:
vfb->colorDepth = FBO_8888;
break;
}
}
textureCache_->ForgetLastTexture();
fbo_unbind();
if (!useBufferedRendering_) {
if (vfb->fbo) {
fbo_destroy(vfb->fbo);
vfb->fbo = 0;
}
return;
}
vfb->fbo = fbo_create(vfb->renderWidth, vfb->renderHeight, 1, true, (FBOColorDepth)vfb->colorDepth);
if (old.fbo) {
INFO_LOG(SCEGE, "Resizing FBO for %08x : %i x %i x %i", vfb->fb_address, w, h, vfb->format);
if (vfb->fbo) {
fbo_bind_as_render_target(vfb->fbo);
ClearBuffer();
if (!g_Config.bDisableSlowFramebufEffects) {
BlitFramebuffer(vfb, 0, 0, &old, 0, 0, std::min(vfb->bufferWidth, vfb->width), std::min(vfb->height, vfb->bufferHeight), 0);
}
}
fbo_destroy(old.fbo);
if (vfb->fbo) {
fbo_bind_as_render_target(vfb->fbo);
}
}
if (!vfb->fbo) {
ERROR_LOG(SCEGE, "Error creating FBO! %i x %i", vfb->renderWidth, vfb->renderHeight);
}
}
void FramebufferManager::NotifyRenderFramebufferCreated(VirtualFramebuffer *vfb) {
if (!useBufferedRendering_) {
fbo_unbind();
// Let's ignore rendering to targets that have not (yet) been displayed.
gstate_c.skipDrawReason |= SKIPDRAW_NON_DISPLAYED_FB;
}
textureCache_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_CREATED);
// Some AMD drivers crash if we don't clear the buffer first?
glDisable(GL_DITHER); // why?
ClearBuffer();
// ugly...
if ((gstate_c.curRTWidth != vfb->width || gstate_c.curRTHeight != vfb->height) && shaderManager_) {
shaderManager_->DirtyUniform(DIRTY_PROJTHROUGHMATRIX);
}
}
void FramebufferManager::NotifyRenderFramebufferSwitched(VirtualFramebuffer *prevVfb, VirtualFramebuffer *vfb, bool isClearingDepth) {
if (ShouldDownloadFramebuffer(vfb) && !vfb->memoryUpdated) {
ReadFramebufferToMemory(vfb, true, 0, 0, vfb->width, vfb->height);
}
textureCache_->ForgetLastTexture();
if (useBufferedRendering_) {
if (vfb->fbo) {
fbo_bind_as_render_target(vfb->fbo);
} else {
// wtf? This should only happen very briefly when toggling bBufferedRendering
fbo_unbind();
}
} else {
if (vfb->fbo) {
// wtf? This should only happen very briefly when toggling bBufferedRendering
textureCache_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_DESTROYED);
fbo_destroy(vfb->fbo);
vfb->fbo = 0;
}
fbo_unbind();
// Let's ignore rendering to targets that have not (yet) been displayed.
if (vfb->usageFlags & FB_USAGE_DISPLAYED_FRAMEBUFFER) {
gstate_c.skipDrawReason &= ~SKIPDRAW_NON_DISPLAYED_FB;
} else {
gstate_c.skipDrawReason |= SKIPDRAW_NON_DISPLAYED_FB;
}
}
textureCache_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_UPDATED);
if (gl_extensions.IsGLES) {
// 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();
}
}
// Copy depth pixel value from the read framebuffer to the draw framebuffer
if (prevVfb && !g_Config.bDisableSlowFramebufEffects) {
if (!prevVfb->fbo || !vfb->fbo || !useBufferedRendering_ || !prevVfb->depthUpdated || isClearingDepth) {
// 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.
} else {
BlitFramebufferDepth(prevVfb, vfb);
}
}
if (vfb->drawnFormat != vfb->format) {
// TODO: Might ultimately combine this with the resize step in DoSetRenderFrameBuffer().
ReformatFramebufferFrom(vfb, vfb->drawnFormat);
}
// ugly...
if ((gstate_c.curRTWidth != vfb->width || gstate_c.curRTHeight != vfb->height) && shaderManager_) {
shaderManager_->DirtyUniform(DIRTY_PROJTHROUGHMATRIX);
}
}
void FramebufferManager::NotifyRenderFramebufferUpdated(VirtualFramebuffer *vfb, bool vfbFormatChanged) {
if (vfbFormatChanged) {
textureCache_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_UPDATED);
if (vfb->drawnFormat != vfb->format) {
ReformatFramebufferFrom(vfb, vfb->drawnFormat);
}
}
// ugly...
if ((gstate_c.curRTWidth != vfb->width || gstate_c.curRTHeight != vfb->height) && shaderManager_) {
shaderManager_->DirtyUniform(DIRTY_PROJTHROUGHMATRIX);
}
}
void FramebufferManager::SetLineWidth() {
#ifndef USING_GLES2
if (g_Config.iInternalResolution == 0) {
glLineWidth(std::max(1, (int)(renderWidth_ / 480)));
glPointSize(std::max(1.0f, (float)(renderWidth_ / 480.f)));
} else {
glLineWidth(g_Config.iInternalResolution);
glPointSize((float)g_Config.iInternalResolution);
}
#endif
}
void FramebufferManager::ReformatFramebufferFrom(VirtualFramebuffer *vfb, GEBufferFormat old) {
if (!useBufferedRendering_ || !vfb->fbo) {
return;
}
fbo_bind_as_render_target(vfb->fbo);
// Technically, we should at this point re-interpret the bytes of the old format to the new.
// That might get tricky, and could cause unnecessary slowness in some games.
// For now, we just clear alpha/stencil from 565, which fixes shadow issues in Kingdom Hearts.
// (it uses 565 to write zeros to the buffer, than 4444 to actually render the shadow.)
//
// The best way to do this may ultimately be to create a new FBO (combine with any resize?)
// and blit with a shader to that, then replace the FBO on vfb. Stencil would still be complex
// to exactly reproduce in 4444 and 8888 formats.
if (old == GE_FORMAT_565) {
glstate.scissorTest.disable();
glstate.depthWrite.set(GL_FALSE);
glstate.colorMask.set(false, false, false, true);
glstate.stencilFunc.set(GL_ALWAYS, 0, 0);
glstate.stencilMask.set(0xFF);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearStencil(0);
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
RebindFramebuffer();
}
void FramebufferManager::BlitFramebufferDepth(VirtualFramebuffer *src, VirtualFramebuffer *dst) {
if (g_Config.bDisableSlowFramebufEffects) {
return;
}
bool matchingDepthBuffer = src->z_address == dst->z_address && src->z_stride != 0 && dst->z_stride != 0;
bool matchingSize = src->width == dst->width && src->height == dst->height;
if (matchingDepthBuffer && matchingSize) {
int w = std::min(src->renderWidth, dst->renderWidth);
int h = std::min(src->renderHeight, dst->renderHeight);
if (gstate_c.Supports(GPU_SUPPORTS_ARB_FRAMEBUFFER_BLIT | GPU_SUPPORTS_NV_FRAMEBUFFER_BLIT)) {
// Only use NV if ARB isn't supported.
bool useNV = !gstate_c.Supports(GPU_SUPPORTS_ARB_FRAMEBUFFER_BLIT);
// Let's only do this if not clearing depth.
fbo_bind_for_read(src->fbo);
glstate.scissorTest.force(false);
if (useNV) {
#if defined(USING_GLES2) && defined(ANDROID) // We only support this extension on Android, it's not even available on PC.
glBlitFramebufferNV(0, 0, w, h, 0, 0, w, h, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
#endif // defined(USING_GLES2) && defined(ANDROID)
} else {
glBlitFramebuffer(0, 0, w, h, 0, 0, w, h, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
}
// If we set dst->depthUpdated here, our optimization above would be pointless.
glstate.scissorTest.restore();
}
}
}
FBO *FramebufferManager::GetTempFBO(u16 w, u16 h, FBOColorDepth depth) {
u64 key = ((u64)depth << 32) | ((u32)w << 16) | h;
auto it = tempFBOs_.find(key);
if (it != tempFBOs_.end()) {
it->second.last_frame_used = gpuStats.numFlips;
return it->second.fbo;
}
textureCache_->ForgetLastTexture();
FBO *fbo = fbo_create(w, h, 1, false, depth);
if (!fbo)
return fbo;
fbo_bind_as_render_target(fbo);
ClearBuffer(true);
const TempFBO info = {fbo, gpuStats.numFlips};
tempFBOs_[key] = info;
return fbo;
}
void FramebufferManager::BindFramebufferColor(int stage, u32 fbRawAddress, VirtualFramebuffer *framebuffer, int flags) {
if (framebuffer == NULL) {
framebuffer = currentRenderVfb_;
}
if (stage != GL_TEXTURE0) {
glActiveTexture(stage);
}
if (!framebuffer->fbo || !useBufferedRendering_) {
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
gstate_c.skipDrawReason |= SKIPDRAW_BAD_FB_TEXTURE;
return;
}
// currentRenderVfb_ will always be set when this is called, except from the GE debugger.
// Let's just not bother with the copy in that case.
bool skipCopy = (flags & BINDFBCOLOR_MAY_COPY) == 0;
if (GPUStepping::IsStepping() || g_Config.bDisableSlowFramebufEffects) {
skipCopy = true;
}
if (!skipCopy && currentRenderVfb_ && framebuffer->fb_address == fbRawAddress) {
// TODO: Maybe merge with bvfbs_? Not sure if those could be packing, and they're created at a different size.
FBO *renderCopy = GetTempFBO(framebuffer->renderWidth, framebuffer->renderHeight, (FBOColorDepth)framebuffer->colorDepth);
if (renderCopy) {
VirtualFramebuffer copyInfo = *framebuffer;
copyInfo.fbo = renderCopy;
int x = 0;
int y = 0;
int w = framebuffer->drawnWidth;
int h = framebuffer->drawnHeight;
// If max is not > min, we probably could not detect it. Skip.
// See the vertex decoder, where this is updated.
if ((flags & BINDFBCOLOR_MAY_COPY_WITH_UV) == BINDFBCOLOR_MAY_COPY_WITH_UV && gstate_c.vertBounds.maxU > gstate_c.vertBounds.minU) {
x = gstate_c.vertBounds.minU;
y = gstate_c.vertBounds.minV;
w = gstate_c.vertBounds.maxU - x;
h = gstate_c.vertBounds.maxV - y;
// If we bound a framebuffer, apply the byte offset as pixels to the copy too.
if (flags & BINDFBCOLOR_APPLY_TEX_OFFSET) {
x += gstate_c.curTextureXOffset;
y += gstate_c.curTextureYOffset;
}
}
BlitFramebuffer(&copyInfo, x, y, framebuffer, x, y, w, h, 0);
fbo_bind_color_as_texture(renderCopy, 0);
} else {
fbo_bind_color_as_texture(framebuffer->fbo, 0);
}
} else {
fbo_bind_color_as_texture(framebuffer->fbo, 0);
}
if (stage != GL_TEXTURE0) {
glActiveTexture(GL_TEXTURE0);
}
}
struct CardboardSettings * FramebufferManager::GetCardboardSettings(struct CardboardSettings * cardboardSettings) {
if (cardboardSettings) {
// Calculate Cardboard Settings
float cardboardScreenScale = g_Config.iCardboardScreenSize / 100.0f;
float cardboardScreenWidth = pixelWidth_ / 2.0f * cardboardScreenScale;
float cardboardScreenHeight = pixelHeight_ / 2.0f * cardboardScreenScale;
float cardboardMaxXShift = (pixelWidth_ / 2.0f - cardboardScreenWidth) / 2.0f;
float cardboardUserXShift = g_Config.iCardboardXShift / 100.0f * cardboardMaxXShift;
float cardboardLeftEyeX = cardboardMaxXShift + cardboardUserXShift;
float cardboardRightEyeX = pixelWidth_ / 2.0f + cardboardMaxXShift - cardboardUserXShift;
float cardboardMaxYShift = pixelHeight_ / 2.0f - cardboardScreenHeight / 2.0f;
float cardboardUserYShift = g_Config.iCardboardYShift / 100.0f * cardboardMaxYShift;
float cardboardScreenY = cardboardMaxYShift + cardboardUserYShift;
// Copy current Settings into Structure
cardboardSettings->enabled = g_Config.bEnableCardboard;
cardboardSettings->leftEyeXPosition = cardboardLeftEyeX;
cardboardSettings->rightEyeXPosition = cardboardRightEyeX;
cardboardSettings->screenYPosition = cardboardScreenY;
cardboardSettings->screenWidth = cardboardScreenWidth;
cardboardSettings->screenHeight = cardboardScreenHeight;
}
return cardboardSettings;
}
void FramebufferManager::CopyDisplayToOutput() {
fbo_unbind();
glstate.viewport.set(0, 0, pixelWidth_, pixelHeight_);
currentRenderVfb_ = 0;
if (displayFramebufPtr_ == 0) {
DEBUG_LOG(SCEGE, "Display disabled, displaying only black");
// No framebuffer to display! Clear to black.
ClearBuffer();
return;
}
if (useBufferedRendering_) {
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
#ifdef USING_GLES2
glClearDepthf(0.0f);
#else
glClearDepth(0.0);
#endif
glClearStencil(0);
// Hardly necessary to clear depth and stencil I guess...
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
u32 offsetX = 0;
u32 offsetY = 0;
struct CardboardSettings cardboardSettings;
GetCardboardSettings(&cardboardSettings);
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.
DrawFramebufferToOutput(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->last_frame_displayed = gpuStats.numFlips;
vfb->dirtyAfterDisplay = false;
vfb->reallyDirtyAfterDisplay = false;
if (prevDisplayFramebuf_ != displayFramebuf_) {
prevPrevDisplayFramebuf_ = prevDisplayFramebuf_;
}
if (displayFramebuf_ != vfb) {
prevDisplayFramebuf_ = displayFramebuf_;
}
displayFramebuf_ = vfb;
if (vfb->fbo) {
DEBUG_LOG(SCEGE, "Displaying FBO %08x", vfb->fb_address);
DisableState();
GLuint colorTexture = fbo_get_color_texture(vfb->fbo);
int uvRotation = (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE) ? g_Config.iInternalScreenRotation : ROTATION_LOCKED_HORIZONTAL;
// Output coordinates
float x, y, w, h;
CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)pixelWidth_, (float)pixelHeight_, uvRotation);
// TODO ES3: Use glInvalidateFramebuffer to discard depth/stencil data at the end of frame.
float u0 = offsetX / (float)vfb->bufferWidth;
float v0 = offsetY / (float)vfb->bufferHeight;
float u1 = (480.0f + offsetX) / (float)vfb->bufferWidth;
float v1 = (272.0f + offsetY) / (float)vfb->bufferHeight;
if (!usePostShader_) {
// We are doing the DrawActiveTexture call directly to the backbuffer here. Hence, we must
// flip V.
std::swap(v0, v1);
if (cardboardSettings.enabled) {
// Left Eye Image
glstate.viewport.set(cardboardSettings.leftEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
DrawActiveTexture(colorTexture, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, nullptr, ROTATION_LOCKED_HORIZONTAL);
// Right Eye Image
glstate.viewport.set(cardboardSettings.rightEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
DrawActiveTexture(colorTexture, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, nullptr, ROTATION_LOCKED_HORIZONTAL);
} else {
// Fullscreen Image
glstate.viewport.set(0, 0, pixelWidth_, pixelHeight_);
DrawActiveTexture(colorTexture, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, nullptr, uvRotation);
}
} 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);
shaderManager_->DirtyLastShader(); // dirty lastShader_
glsl_bind(postShaderProgram_);
UpdatePostShaderUniforms(vfb->bufferWidth, vfb->bufferHeight, renderWidth_, renderHeight_);
DrawActiveTexture(colorTexture, 0, 0, fbo_w, fbo_h, fbo_w, fbo_h, 0.0f, 0.0f, 1.0f, 1.0f, postShaderProgram_, ROTATION_LOCKED_HORIZONTAL);
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]);
// We are doing the DrawActiveTexture call directly to the backbuffer after here. Hence, we must
// flip V.
std::swap(v0, v1);
if (g_Config.bEnableCardboard) {
// Left Eye Image
glstate.viewport.set(cardboardSettings.leftEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
DrawActiveTexture(colorTexture, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, nullptr, ROTATION_LOCKED_HORIZONTAL);
// Right Eye Image
glstate.viewport.set(cardboardSettings.rightEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
DrawActiveTexture(colorTexture, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, nullptr, ROTATION_LOCKED_HORIZONTAL);
} else {
// Fullscreen Image
glstate.viewport.set(0, 0, pixelWidth_, pixelHeight_);
DrawActiveTexture(colorTexture, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, nullptr, uvRotation);
}
if (gl_extensions.GLES3 && glInvalidateFramebuffer != nullptr) {
fbo_bind_as_render_target(extraFBOs_[0]);
GLenum attachments[3] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT };
glInvalidateFramebuffer(GL_FRAMEBUFFER, 3, attachments);
}
} else {
// We are doing the DrawActiveTexture call directly to the backbuffer here. Hence, we must
// flip V.
std::swap(v0, v1);
shaderManager_->DirtyLastShader(); // dirty lastShader_
glsl_bind(postShaderProgram_);
UpdatePostShaderUniforms(vfb->bufferWidth, vfb->bufferHeight, vfb->renderWidth, vfb->renderHeight);
if (g_Config.bEnableCardboard) {
// Left Eye Image
glstate.viewport.set(cardboardSettings.leftEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
DrawActiveTexture(colorTexture, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, nullptr, ROTATION_LOCKED_HORIZONTAL);
// Right Eye Image
glstate.viewport.set(cardboardSettings.rightEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
DrawActiveTexture(colorTexture, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, nullptr, ROTATION_LOCKED_HORIZONTAL);
} else {
// Fullscreen Image
glstate.viewport.set(0, 0, pixelWidth_, pixelHeight_);
DrawActiveTexture(colorTexture, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, postShaderProgram_, uvRotation);
}
}
glBindTexture(GL_TEXTURE_2D, 0);
}
}
void FramebufferManager::ReadFramebufferToMemory(VirtualFramebuffer *vfb, bool sync, int x, int y, int w, int h) {
PROFILE_THIS_SCOPE("gpu-readback");
if (sync) {
// flush async just in case when we go for synchronous update
// Doesn't actually pack when sent a null argument.
PackFramebufferAsync_(nullptr);
}
if (vfb) {
// We'll pseudo-blit framebuffers here to get a resized version of vfb.
VirtualFramebuffer *nvfb = FindDownloadTempBuffer(vfb);
OptimizeDownloadRange(vfb, x, y, w, h);
BlitFramebuffer(nvfb, x, y, vfb, x, y, w, h, 0);
// PackFramebufferSync_() - Synchronous pixel data transfer using glReadPixels
// PackFramebufferAsync_() - Asynchronous pixel data transfer using glReadPixels with PBOs
if (gl_extensions.IsGLES) {
PackFramebufferSync_(nvfb, x, y, w, h);
} else {
// TODO: Can we fall back to sync without these?
if (gl_extensions.ARB_pixel_buffer_object && gstate_c.Supports(GPU_SUPPORTS_OES_TEXTURE_NPOT)) {
if (!sync) {
PackFramebufferAsync_(nvfb);
} else {
PackFramebufferSync_(nvfb, x, y, w, h);
}
}
}
textureCache_->ForgetLastTexture();
RebindFramebuffer();
}
}
void FramebufferManager::DownloadFramebufferForClut(u32 fb_address, u32 loadBytes) {
PROFILE_THIS_SCOPE("gpu-readback");
// Flush async just in case.
PackFramebufferAsync_(nullptr);
VirtualFramebuffer *vfb = GetVFBAt(fb_address);
if (vfb && vfb->fb_stride != 0) {
const u32 bpp = vfb->drawnFormat == GE_FORMAT_8888 ? 4 : 2;
int x = 0;
int y = 0;
int pixels = loadBytes / bpp;
// The height will be 1 for each stride or part thereof.
int w = std::min(pixels % vfb->fb_stride, (int)vfb->width);
int h = std::min((pixels + vfb->fb_stride - 1) / vfb->fb_stride, (int)vfb->height);
// We might still have a pending draw to the fb in question, flush if so.
FlushBeforeCopy();
// No need to download if we already have it.
if (!vfb->memoryUpdated && vfb->clutUpdatedBytes < loadBytes) {
// We intentionally don't call OptimizeDownloadRange() here - we don't want to over download.
// CLUT framebuffers are often incorrectly estimated in size.
if (x == 0 && y == 0 && w == vfb->width && h == vfb->height) {
vfb->memoryUpdated = true;
}
vfb->clutUpdatedBytes = loadBytes;
// We'll pseudo-blit framebuffers here to get a resized version of vfb.
VirtualFramebuffer *nvfb = FindDownloadTempBuffer(vfb);
BlitFramebuffer(nvfb, x, y, vfb, x, y, w, h, 0);
PackFramebufferSync_(nvfb, x, y, w, h);
textureCache_->ForgetLastTexture();
RebindFramebuffer();
}
}
}
bool FramebufferManager::CreateDownloadTempBuffer(VirtualFramebuffer *nvfb) {
// When updating VRAM, it need to be exact format.
if (!gstate_c.Supports(GPU_PREFER_CPU_DOWNLOAD)) {
switch (nvfb->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, (FBOColorDepth)nvfb->colorDepth);
if (!(nvfb->fbo)) {
ERROR_LOG(SCEGE, "Error creating FBO! %i x %i", nvfb->renderWidth, nvfb->renderHeight);
return false;
}
fbo_bind_as_render_target(nvfb->fbo);
ClearBuffer();
glDisable(GL_DITHER);
return true;
}
void FramebufferManager::UpdateDownloadTempBuffer(VirtualFramebuffer *nvfb) {
_assert_msg_(G3D, nvfb->fbo, "Expecting a valid nvfb in UpdateDownloadTempBuffer");
// Discard the previous contents of this buffer where possible.
if (gl_extensions.GLES3 && glInvalidateFramebuffer != nullptr) {
fbo_bind_as_render_target(nvfb->fbo);
GLenum attachments[3] = { GL_COLOR_ATTACHMENT0, GL_STENCIL_ATTACHMENT, GL_DEPTH_ATTACHMENT };
glInvalidateFramebuffer(GL_FRAMEBUFFER, 3, attachments);
} else if (gl_extensions.IsGLES) {
fbo_bind_as_render_target(nvfb->fbo);
ClearBuffer();
}
}
void FramebufferManager::BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp) {
if (!dst->fbo || !src->fbo || !useBufferedRendering_) {
// This can happen if they recently switched from non-buffered.
fbo_unbind();
return;
}
bool useBlit = gstate_c.Supports(GPU_SUPPORTS_ARB_FRAMEBUFFER_BLIT | GPU_SUPPORTS_NV_FRAMEBUFFER_BLIT);
bool useNV = useBlit && !gstate_c.Supports(GPU_SUPPORTS_ARB_FRAMEBUFFER_BLIT);
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 srcY1 = srcY * srcYFactor;
int srcY2 = (srcY + 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 dstY1 = dstY * dstYFactor;
int dstY2 = (dstY + h) * dstYFactor;
if (src == dst && srcX == dstX && srcY == dstY) {
// Let's just skip a copy where the destination is equal to the source.
WARN_LOG_REPORT_ONCE(blitSame, G3D, "Skipped blit with equal dst and src");
return;
}
if (gstate_c.Supports(GPU_SUPPORTS_ANY_COPY_IMAGE)) {
// glBlitFramebuffer can clip, but glCopyImageSubData is more restricted.
// In case the src goes outside, we just skip the optimization in that case.
const bool sameSize = dstX2 - dstX1 == srcX2 - srcX1 && dstY2 - dstY1 == srcY2 - srcY1;
const bool sameDepth = dst->colorDepth == src->colorDepth;
const bool srcInsideBounds = srcX2 <= src->renderWidth && srcY2 <= src->renderHeight;
const bool dstInsideBounds = dstX2 <= dst->renderWidth && dstY2 <= dst->renderHeight;
const bool xOverlap = src == dst && srcX2 > dstX1 && srcX1 < dstX2;
const bool yOverlap = src == dst && srcY2 > dstY1 && srcY1 < dstY2;
if (sameSize && sameDepth && srcInsideBounds && dstInsideBounds && !(xOverlap && yOverlap)) {
#if defined(USING_GLES2)
#ifndef IOS
glCopyImageSubDataOES(
fbo_get_color_texture(src->fbo), GL_TEXTURE_2D, 0, srcX1, srcY1, 0,
fbo_get_color_texture(dst->fbo), GL_TEXTURE_2D, 0, dstX1, dstY1, 0,
dstX2 - dstX1, dstY2 - dstY1, 1);
return;
#endif
#else
if (gl_extensions.ARB_copy_image) {
glCopyImageSubData(
fbo_get_color_texture(src->fbo), GL_TEXTURE_2D, 0, srcX1, srcY1, 0,
fbo_get_color_texture(dst->fbo), GL_TEXTURE_2D, 0, dstX1, dstY1, 0,
dstX2 - dstX1, dstY2 - dstY1, 1);
return;
} else if (gl_extensions.NV_copy_image) {
// Older, pre GL 4.x NVIDIA cards.
glCopyImageSubDataNV(
fbo_get_color_texture(src->fbo), GL_TEXTURE_2D, 0, srcX1, srcY1, 0,
fbo_get_color_texture(dst->fbo), GL_TEXTURE_2D, 0, dstX1, dstY1, 0,
dstX2 - dstX1, dstY2 - dstY1, 1);
return;
}
#endif
}
}
fbo_bind_as_render_target(dst->fbo);
glstate.scissorTest.force(false);
if (useBlit) {
fbo_bind_for_read(src->fbo);
if (!useNV) {
glBlitFramebuffer(srcX1, srcY1, srcX2, srcY2, dstX1, dstY1, dstX2, dstY2, GL_COLOR_BUFFER_BIT, GL_NEAREST);
} else {
#if defined(USING_GLES2) && defined(ANDROID) // We only support this extension on Android, it's not even available on PC.
glBlitFramebufferNV(srcX1, srcY1, srcX2, srcY2, dstX1, dstY1, dstX2, dstY2, GL_COLOR_BUFFER_BIT, GL_NEAREST);
#endif // defined(USING_GLES2) && defined(ANDROID)
}
fbo_unbind_read();
} else {
fbo_bind_color_as_texture(src->fbo, 0);
// Make sure our 2D drawing program is ready. Compiles only if not already compiled.
CompileDraw2DProgram();
glstate.viewport.force(0, 0, dst->renderWidth, dst->renderHeight);
glstate.blend.force(false);
glstate.cullFace.force(false);
glstate.depthTest.force(false);
glstate.stencilTest.force(false);
#if !defined(USING_GLES2)
glstate.colorLogicOp.force(false);
#endif
glstate.colorMask.force(true, true, true, true);
glstate.stencilMask.force(0xFF);
// 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, dstY1, w * dstXFactor, h, dst->bufferWidth, dst->bufferHeight, srcX1 / srcW, srcY1 / srcH, srcX2 / srcW, srcY2 / srcH, draw2dprogram_, ROTATION_LOCKED_HORIZONTAL);
glBindTexture(GL_TEXTURE_2D, 0);
textureCache_->ForgetLastTexture();
glstate.viewport.restore();
glstate.blend.restore();
glstate.cullFace.restore();
glstate.depthTest.restore();
glstate.stencilTest.restore();
#if !defined(USING_GLES2)
glstate.colorLogicOp.restore();
#endif
glstate.colorMask.restore();
glstate.stencilMask.restore();
}
glstate.scissorTest.restore();
}
// TODO: SSE/NEON
// Could also make C fake-simd for 64-bit, two 8888 pixels fit in a register :)
void ConvertFromRGBA8888(u8 *dst, const u8 *src, u32 dstStride, u32 srcStride, u32 width, u32 height, GEBufferFormat format) {
// Must skip stride in the cases below. Some games pack data into the cracks, like MotoGP.
const u32 *src32 = (const u32 *)src;
if (format == GE_FORMAT_8888) {
u32 *dst32 = (u32 *)dst;
if (src == dst) {
return;
} else if (UseBGRA8888()) {
for (u32 y = 0; y < height; ++y) {
ConvertBGRA8888ToRGBA8888(dst32, src32, width);
src32 += srcStride;
dst32 += dstStride;
}
} else {
// Here let's assume they don't intersect
for (u32 y = 0; y < height; ++y) {
memcpy(dst32, src32, width * 4);
src32 += srcStride;
dst32 += dstStride;
}
}
} else {
// But here it shouldn't matter if they do intersect
u16 *dst16 = (u16 *)dst;
switch (format) {
case GE_FORMAT_565: // BGR 565
if (UseBGRA8888()) {
for (u32 y = 0; y < height; ++y) {
ConvertBGRA8888ToRGB565(dst16, src32, width);
src32 += srcStride;
dst16 += dstStride;
}
} else {
for (u32 y = 0; y < height; ++y) {
ConvertRGBA8888ToRGB565(dst16, src32, width);
src32 += srcStride;
dst16 += dstStride;
}
}
break;
case GE_FORMAT_5551: // ABGR 1555
if (UseBGRA8888()) {
for (u32 y = 0; y < height; ++y) {
ConvertBGRA8888ToRGBA5551(dst16, src32, width);
src32 += srcStride;
dst16 += dstStride;
}
} else {
for (u32 y = 0; y < height; ++y) {
ConvertRGBA8888ToRGBA5551(dst16, src32, width);
src32 += srcStride;
dst16 += dstStride;
}
}
break;
case GE_FORMAT_4444: // ABGR 4444
if (UseBGRA8888()) {
for (u32 y = 0; y < height; ++y) {
ConvertBGRA8888ToRGBA4444(dst16, src32, width);
src32 += srcStride;
dst16 += dstStride;
}
} else {
for (u32 y = 0; y < height; ++y) {
ConvertRGBA8888ToRGBA4444(dst16, src32, width);
src32 += srcStride;
dst16 += dstStride;
}
}
break;
case GE_FORMAT_8888:
case GE_FORMAT_INVALID:
// Not possible.
break;
}
}
}
#ifdef DEBUG_READ_PIXELS
// 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;
#ifndef USING_GLES2
case GL_STACK_UNDERFLOW:
ERROR_LOG(SCEGE, "glReadPixels: GL_STACK_UNDERFLOW");
break;
case GL_STACK_OVERFLOW:
ERROR_LOG(SCEGE, "glReadPixels: GL_STACK_OVERFLOW");
break;
#endif
default:
ERROR_LOG(SCEGE, "glReadPixels: %08x", error);
break;
}
}
#endif
static void SafeGLReadPixels(GLint x, GLint y, GLsizei w, GLsizei h, GLenum fmt, GLenum type, void *pixels) {
if (!gl_extensions.IsGLES || (gl_extensions.GLES3 && gl_extensions.gpuVendor != GPU_VENDOR_NVIDIA)) {
// Some drivers seem to require we specify this. See #8254.
glPixelStorei(GL_PACK_ROW_LENGTH, w);
}
glReadPixels(x, y, w, h, fmt, type, pixels);
#ifdef DEBUG_READ_PIXELS
LogReadPixelsError(glGetError());
#endif
if (!gl_extensions.IsGLES || gl_extensions.GLES3) {
glPixelStorei(GL_PACK_ROW_LENGTH, 0);
}
}
void FramebufferManager::PackFramebufferAsync_(VirtualFramebuffer *vfb) {
const int MAX_PBO = 2;
GLubyte *packed = 0;
bool unbind = false;
const u8 nextPBO = (currentPBO_ + 1) % MAX_PBO;
const bool useCPU = gstate_c.Supports(GPU_PREFER_CPU_DOWNLOAD);
// We'll prepare two PBOs to switch between readying and reading
if (!pixelBufObj_) {
if (!vfb) {
// This call is just to flush the buffers. We don't have any yet,
// so there's nothing to do.
return;
}
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);
#ifdef USING_GLES2
// Not on desktop GL 2.x...
packed = (GLubyte *)glMapBufferRange(GL_PIXEL_PACK_BUFFER, 0, pbo.size, GL_MAP_READ_BIT);
#else
packed = (GLubyte *)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
#endif
if (packed) {
DEBUG_LOG(SCEGE, "Reading PBO to memory , bufSize = %u, packed = %p, fb_address = %08x, stride = %u, pbo = %u",
pbo.size, packed, pbo.fb_address, pbo.stride, nextPBO);
if (useCPU || (UseBGRA8888() && pbo.format == GE_FORMAT_8888)) {
u8 *dst = Memory::GetPointer(pbo.fb_address);
ConvertFromRGBA8888(dst, packed, pbo.stride, pbo.stride, pbo.stride, pbo.height, pbo.format);
} else {
// We don't need to convert, GPU already did (or should have)
Memory::MemcpyUnchecked(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 = gstate_c.Supports(GPU_PREFER_REVERSE_COLOR_ORDER);
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
#ifdef USING_GLES2
pixelType = GL_UNSIGNED_SHORT_4_4_4_4;
#else
pixelType = (reverseOrder ? GL_UNSIGNED_SHORT_4_4_4_4_REV : GL_UNSIGNED_SHORT_4_4_4_4);
#endif
pixelFormat = GL_RGBA;
pixelSize = 2;
align = 2;
break;
case GE_FORMAT_5551: // 16 bit RGBA
#ifdef USING_GLES2
pixelType = GL_UNSIGNED_SHORT_5_5_5_1;
#else
pixelType = (reverseOrder ? GL_UNSIGNED_SHORT_1_5_5_5_REV : GL_UNSIGNED_SHORT_5_5_5_1);
#endif
pixelFormat = GL_RGBA;
pixelSize = 2;
align = 2;
break;
case GE_FORMAT_565: // 16 bit RGB
#ifdef USING_GLES2
pixelType = GL_UNSIGNED_SHORT_5_6_5;
#else
pixelType = (reverseOrder ? GL_UNSIGNED_SHORT_5_6_5_REV : GL_UNSIGNED_SHORT_5_6_5);
#endif
pixelFormat = GL_RGB;
pixelSize = 2;
align = 2;
break;
case GE_FORMAT_8888: // 32 bit RGBA
default:
pixelType = GL_UNSIGNED_BYTE;
pixelFormat = UseBGRA8888() ? GL_BGRA_EXT : GL_RGBA;
pixelSize = 4;
align = 4;
break;
}
// If using the CPU, we need 4 bytes per pixel always.
u32 bufSize = vfb->fb_stride * vfb->height * (useCPU ? 4 : pixelSize);
u32 fb_address = (0x04000000) | vfb->fb_address;
if (vfb->fbo) {
fbo_bind_for_read(vfb->fbo);
} else {
ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackFramebufferAsync_: vfb->fbo == 0");
fbo_unbind_read();
return;
}
GLenum fbStatus;
fbStatus = (GLenum)fbo_check_framebuffer_status(vfb->fbo);
if (fbStatus != GL_FRAMEBUFFER_COMPLETE) {
ERROR_LOG(SCEGE, "Incomplete source framebuffer, aborting read");
fbo_unbind_read();
return;
}
glBindBuffer(GL_PIXEL_PACK_BUFFER, pixelBufObj_[currentPBO_].handle);
if (pixelBufObj_[currentPBO_].maxSize < bufSize) {
// We reserve a buffer big enough to fit all those pixels
glBufferData(GL_PIXEL_PACK_BUFFER, bufSize, NULL, GL_DYNAMIC_READ);
pixelBufObj_[currentPBO_].maxSize = bufSize;
}
if (useCPU) {
// If converting pixel formats on the CPU we'll always request RGBA8888
glPixelStorei(GL_PACK_ALIGNMENT, 4);
SafeGLReadPixels(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);
SafeGLReadPixels(0, 0, vfb->fb_stride, vfb->height, pixelFormat, pixelType, 0);
}
fbo_unbind_read();
unbind = true;
pixelBufObj_[currentPBO_].fb_address = fb_address;
pixelBufObj_[currentPBO_].size = bufSize;
pixelBufObj_[currentPBO_].stride = vfb->fb_stride;
pixelBufObj_[currentPBO_].height = vfb->height;
pixelBufObj_[currentPBO_].format = vfb->format;
pixelBufObj_[currentPBO_].reading = true;
}
currentPBO_ = nextPBO;
if (unbind) {
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
}
}
void FramebufferManager::PackFramebufferSync_(VirtualFramebuffer *vfb, int x, int y, int w, int h) {
if (vfb->fbo) {
fbo_bind_for_read(vfb->fbo);
} else {
ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackFramebufferSync_: vfb->fbo == 0");
fbo_unbind_read();
return;
}
int possibleH = std::max(vfb->height - y, 0);
if (h > possibleH) {
h = possibleH;
}
// Pixel size always 4 here because we always request RGBA8888
u32 bufSize = vfb->fb_stride * h * 4;
u32 fb_address = 0x04000000 | vfb->fb_address;
bool convert = vfb->format != GE_FORMAT_8888 || UseBGRA8888();
const int dstBpp = vfb->format == GE_FORMAT_8888 ? 4 : 2;
const int packWidth = std::min(vfb->fb_stride, std::min(x + w, (int)vfb->width));
int dstByteOffset = y * vfb->fb_stride * dstBpp;
u8 *dst = Memory::GetPointer(fb_address + dstByteOffset);
GLubyte *packed = nullptr;
if (!convert) {
packed = (GLubyte *)dst;
} else {
// End result may be 16-bit but we are reading 32-bit, so there may not be enough space at fb_address
if (!convBuf_ || convBufSize_ < bufSize) {
delete [] convBuf_;
convBuf_ = new u8[bufSize];
convBufSize_ = bufSize;
}
packed = convBuf_;
}
if (packed) {
DEBUG_LOG(SCEGE, "Reading framebuffer to mem, bufSize = %u, fb_address = %08x", bufSize, fb_address);
glPixelStorei(GL_PACK_ALIGNMENT, 4);
GLenum glfmt = GL_RGBA;
if (UseBGRA8888()) {
glfmt = GL_BGRA_EXT;
}
SafeGLReadPixels(0, y, h == 1 ? packWidth : vfb->fb_stride, h, glfmt, GL_UNSIGNED_BYTE, packed);
if (convert) {
ConvertFromRGBA8888(dst, packed, vfb->fb_stride, vfb->fb_stride, packWidth, h, vfb->format);
}
}
if (gl_extensions.GLES3 && glInvalidateFramebuffer != nullptr) {
#ifdef USING_GLES2
// GLES3 doesn't support using GL_READ_FRAMEBUFFER here.
fbo_bind_as_render_target(vfb->fbo);
const GLenum target = GL_FRAMEBUFFER;
#else
const GLenum target = GL_READ_FRAMEBUFFER;
#endif
GLenum attachments[3] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT };
glInvalidateFramebuffer(target, 3, attachments);
}
fbo_unbind_read();
}
void FramebufferManager::PackDepthbuffer(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, "PackDepthbuffer: vfb->fbo == 0");
return;
}
// Pixel size always 4 here because we always request float
const u32 bufSize = vfb->z_stride * (h - y) * 4;
const u32 z_address = (0x04000000) | vfb->z_address;
const int packWidth = std::min(vfb->z_stride, std::min(x + w, (int)vfb->width));
if (!convBuf_ || convBufSize_ < bufSize) {
delete [] convBuf_;
convBuf_ = new u8[bufSize];
convBufSize_ = bufSize;
}
DEBUG_LOG(SCEGE, "Reading depthbuffer to mem at %08x for vfb=%08x", z_address, vfb->fb_address);
glPixelStorei(GL_PACK_ALIGNMENT, 4);
SafeGLReadPixels(0, y, h == 1 ? packWidth : vfb->z_stride, h, GL_DEPTH_COMPONENT, GL_FLOAT, convBuf_);
int dstByteOffset = y * vfb->fb_stride * sizeof(u16);
u16 *depth = (u16 *)Memory::GetPointer(z_address + dstByteOffset);
GLfloat *packed = (GLfloat *)convBuf_;
int totalPixels = h == 1 ? packWidth : vfb->z_stride * h;
for (int i = 0; i < totalPixels; ++i) {
float scaled = FromScaledDepth(packed[i]);
if (scaled <= 0.0f) {
depth[i] = 0;
} else if (scaled >= 65535.0f) {
depth[i] = 65535;
} else {
depth[i] = (int)scaled;
}
}
fbo_unbind_read();
}
void FramebufferManager::EndFrame() {
if (resized_) {
// TODO: Only do this if the new size actually changed the renderwidth/height.
DestroyAllFBOs(false);
// Probably not necessary
glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
// Check if postprocessing shader is doing upscaling as it requires native resolution
const ShaderInfo *shaderInfo = 0;
if (g_Config.sPostShaderName != "Off") {
shaderInfo = GetPostShaderInfo(g_Config.sPostShaderName);
}
postShaderIsUpscalingFilter_ = shaderInfo ? shaderInfo->isUpscalingFilter : false;
// Actually, auto mode should be more granular...
// Round up to a zoom factor for the render size.
int zoom = g_Config.iInternalResolution;
if (zoom == 0) { // auto mode
// Use the longest dimension
if (!g_Config.IsPortrait()) {
zoom = (PSP_CoreParameter().pixelWidth + 479) / 480;
} else {
zoom = (PSP_CoreParameter().pixelHeight + 479) / 480;
}
}
if (zoom <= 1 || postShaderIsUpscalingFilter_)
zoom = 1;
if (g_Config.IsPortrait()) {
PSP_CoreParameter().renderWidth = 272 * zoom;
PSP_CoreParameter().renderHeight = 480 * zoom;
} else {
PSP_CoreParameter().renderWidth = 480 * zoom;
PSP_CoreParameter().renderHeight = 272 * zoom;
}
UpdateSize();
resized_ = false;
#ifdef _WIN32
// Seems related - if you're ok with numbers all the time, show some more :)
if (g_Config.iShowFPSCounter != 0) {
ShowScreenResolution();
}
#endif
ClearBuffer();
DestroyDraw2DProgram();
SetLineWidth();
}
// We flush to memory last requested framebuffer, if any.
// Only do this in the read-framebuffer modes.
if (updateVRAM_)
PackFramebufferAsync_(nullptr);
// Let's explicitly invalidate any temp FBOs used during this frame.
if (gl_extensions.GLES3 && glInvalidateFramebuffer != nullptr) {
for (auto temp : tempFBOs_) {
if (temp.second.last_frame_used < gpuStats.numFlips) {
continue;
}
fbo_bind_as_render_target(temp.second.fbo);
GLenum attachments[3] = { GL_COLOR_ATTACHMENT0, GL_STENCIL_ATTACHMENT, GL_DEPTH_ATTACHMENT };
glInvalidateFramebuffer(GL_FRAMEBUFFER, 3, attachments);
}
fbo_unbind();
}
}
void FramebufferManager::DeviceLost() {
DestroyAllFBOs(false);
DestroyDraw2DProgram();
resized_ = false;
}
std::vector<FramebufferInfo> FramebufferManager::GetFramebufferList() {
std::vector<FramebufferInfo> list;
for (size_t i = 0; i < vfbs_.size(); ++i) {
VirtualFramebuffer *vfb = vfbs_[i];
FramebufferInfo info;
info.fb_address = vfb->fb_address;
info.z_address = vfb->z_address;
info.format = vfb->format;
info.width = vfb->width;
info.height = vfb->height;
info.fbo = vfb->fbo;
list.push_back(info);
}
return list;
}
void FramebufferManager::DecimateFBOs() {
fbo_unbind();
currentRenderVfb_ = 0;
for (size_t i = 0; i < vfbs_.size(); ++i) {
VirtualFramebuffer *vfb = vfbs_[i];
int age = frameLastFramebufUsed_ - std::max(vfb->last_frame_render, vfb->last_frame_used);
if (ShouldDownloadFramebuffer(vfb) && age == 0 && !vfb->memoryUpdated) {
bool sync = gl_extensions.IsGLES;
ReadFramebufferToMemory(vfb, sync, 0, 0, vfb->width, vfb->height);
}
// Let's also "decimate" the usageFlags.
UpdateFramebufUsage(vfb);
if (vfb != displayFramebuf_ && vfb != prevDisplayFramebuf_ && vfb != prevPrevDisplayFramebuf_) {
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);
if (!g_Config.bDisableSlowFramebufEffects && vfb->safeWidth > 0 && vfb->safeHeight > 0) {
ReadFramebufferToMemory(vfb, true, 0, 0, vfb->safeWidth, vfb->safeHeight);
}
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(bool forceDelete) {
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);
if (!forceDelete && !g_Config.bDisableSlowFramebufEffects && vfb->safeWidth > 0 && vfb->safeHeight > 0) {
// But also let's check if Memory is shut down already.
if (Memory::IsActive()) {
ReadFramebufferToMemory(vfb, true, 0, 0, vfb->safeWidth, vfb->safeHeight);
}
}
DestroyFramebuf(vfb);
}
vfbs_.clear();
for (size_t i = 0; i < bvfbs_.size(); ++i) {
VirtualFramebuffer *vfb = bvfbs_[i];
DestroyFramebuf(vfb);
}
bvfbs_.clear();
for (auto it = tempFBOs_.begin(), end = tempFBOs_.end(); it != end; ++it) {
fbo_destroy(it->second.fbo);
}
tempFBOs_.clear();
fbo_unbind();
DisableState();
}
void FramebufferManager::FlushBeforeCopy() {
// Flush anything not yet drawn before blitting, downloading, or uploading.
// This might be a stalled list, or unflushed before a block transfer, etc.
// TODO: It's really bad that we are calling SetRenderFramebuffer here with
// all the irrelevant state checking it'll use to decide what to do. Should
// do something more focused here.
SetRenderFrameBuffer(gstate_c.framebufChanged, gstate_c.skipDrawReason);
transformDraw_->Flush();
}
void FramebufferManager::Resized() {
resized_ = true;
}
bool FramebufferManager::GetFramebuffer(u32 fb_address, int fb_stride, GEBufferFormat format, GPUDebugBuffer &buffer) {
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, format);
return true;
}
buffer.Allocate(vfb->renderWidth, vfb->renderHeight, GE_FORMAT_8888, !useBufferedRendering_, true);
if (vfb->fbo)
fbo_bind_for_read(vfb->fbo);
if (gl_extensions.GLES3 || !gl_extensions.IsGLES)
glReadBuffer(GL_COLOR_ATTACHMENT0);
glPixelStorei(GL_PACK_ALIGNMENT, 4);
SafeGLReadPixels(0, 0, vfb->renderWidth, vfb->renderHeight, GL_RGBA, GL_UNSIGNED_BYTE, buffer.GetData());
return true;
}
bool FramebufferManager::GetDisplayFramebuffer(GPUDebugBuffer &buffer) {
fbo_unbind_read();
int pw = PSP_CoreParameter().pixelWidth;
int ph = PSP_CoreParameter().pixelHeight;
// The backbuffer is flipped.
buffer.Allocate(pw, ph, GPU_DBG_FORMAT_888_RGB, true);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
SafeGLReadPixels(0, 0, pw, ph, GL_RGB, GL_UNSIGNED_BYTE, buffer.GetData());
return true;
}
bool FramebufferManager::GetDepthbuffer(u32 fb_address, int fb_stride, u32 z_address, int z_stride, GPUDebugBuffer &buffer) {
VirtualFramebuffer *vfb = currentRenderVfb_;
if (!vfb) {
vfb = GetVFBAt(fb_address);
}
if (!vfb) {
// If there's no vfb and we're drawing there, must be memory?
buffer = GPUDebugBuffer(Memory::GetPointer(z_address | 0x04000000), z_stride, 512, GPU_DBG_FORMAT_16BIT);
return true;
}
if (gstate_c.Supports(GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT)) {
buffer.Allocate(vfb->renderWidth, vfb->renderHeight, GPU_DBG_FORMAT_FLOAT_DIV_256, !useBufferedRendering_);
} else {
buffer.Allocate(vfb->renderWidth, vfb->renderHeight, GPU_DBG_FORMAT_FLOAT, !useBufferedRendering_);
}
if (vfb->fbo)
fbo_bind_for_read(vfb->fbo);
if (gl_extensions.GLES3 || !gl_extensions.IsGLES)
glReadBuffer(GL_COLOR_ATTACHMENT0);
glPixelStorei(GL_PACK_ALIGNMENT, 4);
SafeGLReadPixels(0, 0, vfb->renderWidth, vfb->renderHeight, GL_DEPTH_COMPONENT, GL_FLOAT, buffer.GetData());
return true;
}
bool FramebufferManager::GetStencilbuffer(u32 fb_address, int fb_stride, GPUDebugBuffer &buffer) {
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, !useBufferedRendering_);
if (vfb->fbo)
fbo_bind_for_read(vfb->fbo);
if (gl_extensions.GLES3 || !gl_extensions.IsGLES)
glReadBuffer(GL_COLOR_ATTACHMENT0);
glPixelStorei(GL_PACK_ALIGNMENT, 2);
SafeGLReadPixels(0, 0, vfb->renderWidth, vfb->renderHeight, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, buffer.GetData());
return true;
#else
return false;
#endif
}