mirror of
https://github.com/libretro/ppsspp.git
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2071 lines
69 KiB
C++
2071 lines
69 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 "profiler/profiler.h"
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#include "gfx_es2/glsl_program.h"
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#include "base/timeutil.h"
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#include "math/lin/matrix4x4.h"
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#include "Common/ColorConv.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/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/Common/FramebufferCommon.h"
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#include "GPU/Debugger/Stepping.h"
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#include "GPU/GLES/GLStateCache.h"
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#include "GPU/GLES/FBO.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/DrawEngineGLES.h"
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#include "GPU/GLES/ShaderManager.h"
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#include "UI/OnScreenDisplay.h"
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// #define DEBUG_READ_PIXELS 1
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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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void ConvertFromRGBA8888(u8 *dst, const u8 *src, u32 dstStride, u32 srcStride, u32 width, u32 height, GEBufferFormat format);
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void FramebufferManager::ClearBuffer(bool keepState) {
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if (keepState) {
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glstate.scissorTest.force(false);
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glstate.depthWrite.force(GL_TRUE);
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glstate.colorMask.force(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glstate.stencilFunc.force(GL_ALWAYS, 0, 0);
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glstate.stencilMask.force(0xFF);
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} else {
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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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}
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClearStencil(0);
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float clearDepth = ToScaledDepth(0);
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#ifdef USING_GLES2
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glClearDepthf(clearDepth);
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#else
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glClearDepth(clearDepth);
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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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if (keepState) {
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glstate.scissorTest.restore();
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glstate.depthWrite.restore();
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glstate.colorMask.restore();
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glstate.stencilFunc.restore();
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glstate.stencilMask.restore();
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}
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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(renderWidth_, 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, but let's bind it anyway.
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fbo_bind_as_render_target(fbo);
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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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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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deltaLoc_ = glsl_uniform_loc(postShaderProgram_, "u_texelDelta");
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pixelDeltaLoc_ = glsl_uniform_loc(postShaderProgram_, "u_pixelDelta");
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timeLoc_ = glsl_uniform_loc(postShaderProgram_, "u_time");
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usePostShader_ = true;
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}
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} else {
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postShaderProgram_ = nullptr;
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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::UpdatePostShaderUniforms(int bufferWidth, int bufferHeight, int renderWidth, int renderHeight) {
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float u_delta = 1.0f / renderWidth;
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float v_delta = 1.0f / 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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CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)pixelWidth_, (float)pixelHeight_, ROTATION_LOCKED_HORIZONTAL);
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u_pixel_delta = (1.0f / w) * (480.0f / bufferWidth);
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v_pixel_delta = (1.0f / h) * (272.0f / bufferHeight);
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}
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if (deltaLoc_ != -1)
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glUniform2f(deltaLoc_, u_delta, v_delta);
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if (pixelDeltaLoc_ != -1)
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glUniform2f(pixelDeltaLoc_, u_pixel_delta, v_pixel_delta);
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if (timeLoc_ != -1) {
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int flipCount = __DisplayGetFlipCount();
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int vCount = __DisplayGetVCount();
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float time[4] = { time_now(), (vCount % 60) * 1.0f / 60.0f, (float)vCount, (float)(flipCount % 60) };
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glUniform4fv(timeLoc_, 1, time);
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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_ = nullptr;
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}
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if (postShaderProgram_) {
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glsl_destroy(postShaderProgram_);
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postShaderProgram_ = nullptr;
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}
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}
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FramebufferManager::FramebufferManager() :
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drawPixelsTex_(0),
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drawPixelsTexFormat_(GE_FORMAT_INVALID),
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convBuf_(nullptr),
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draw2dprogram_(nullptr),
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postShaderProgram_(nullptr),
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stencilUploadProgram_(nullptr),
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timeLoc_(-1),
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deltaLoc_(-1),
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pixelDeltaLoc_(-1),
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textureCache_(nullptr),
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shaderManager_(nullptr),
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resized_(false),
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pixelBufObj_(nullptr),
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currentPBO_(0)
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{
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}
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void FramebufferManager::Init() {
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FramebufferManagerCommon::Init();
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// Workaround for upscaling shaders where we force x1 resolution without saving it
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resized_ = true;
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CompileDraw2DProgram();
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SetLineWidth();
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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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DestroyDraw2DProgram();
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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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delete [] pixelBufObj_;
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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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ConvertRGBA565ToRGBA8888((u32 *)dst, src, width);
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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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ConvertRGBA5551ToRGBA8888((u32 *)dst, src, width);
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}
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break;
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case GE_FORMAT_4444:
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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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ConvertRGBA4444ToRGBA8888((u32 *)dst, src, width);
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}
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break;
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case GE_FORMAT_8888:
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{
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const u8 *src = srcPixels + srcStride * 4 * y;
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u8 *dst = convBuf_ + 4 * width * y;
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memcpy(dst, src, 4 * width);
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}
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break;
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case GE_FORMAT_INVALID:
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_dbg_assert_msg_(G3D, false, "Invalid pixelFormat passed to DrawPixels().");
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break;
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}
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}
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}
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, useConvBuf ? convBuf_ : srcPixels);
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}
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void FramebufferManager::DrawPixels(VirtualFramebuffer *vfb, int dstX, int dstY, const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height) {
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float v0 = 0.0f, v1 = 1.0f;
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if (useBufferedRendering_ && vfb && vfb->fbo) {
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fbo_bind_as_render_target(vfb->fbo);
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glViewport(0, 0, vfb->renderWidth, vfb->renderHeight);
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} else {
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// We are drawing to the back buffer so need to flip.
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v0 = 1.0f;
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v1 = 0.0f;
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float x, y, w, h;
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CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)pixelWidth_, (float)pixelHeight_, ROTATION_LOCKED_HORIZONTAL);
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glViewport(x, y, w, h);
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}
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MakePixelTexture(srcPixels, srcPixelFormat, srcStride, width, height);
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DisableState();
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DrawActiveTexture(0, dstX, dstY, width, height, vfb->bufferWidth, vfb->bufferHeight, 0.0f, v0, 1.0f, v1, nullptr, ROTATION_LOCKED_HORIZONTAL);
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textureCache_->ForgetLastTexture();
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}
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void FramebufferManager::DrawFramebufferToOutput(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, bool applyPostShader) {
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MakePixelTexture(srcPixels, srcPixelFormat, srcStride, 512, 272);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, g_Config.iTexFiltering == TEX_FILTER_NEAREST ? GL_NEAREST : GL_LINEAR);
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DisableState();
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struct CardboardSettings cardboardSettings;
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GetCardboardSettings(&cardboardSettings);
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// 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.
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// Should try to unify this path with the regular path somehow, but this simple solution works for most of the post shaders
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// (it always runs at output resolution so FXAA may look odd).
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float x, y, w, h;
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int uvRotation = (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE) ? g_Config.iInternalScreenRotation : ROTATION_LOCKED_HORIZONTAL;
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CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)pixelWidth_, (float)pixelHeight_, uvRotation);
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if (applyPostShader) {
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// Make sure we've compiled the shader.
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if (!postShaderProgram_) {
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CompileDraw2DProgram();
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}
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// Might've changed if the shader was just changed to Off.
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if (usePostShader_) {
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glsl_bind(postShaderProgram_);
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UpdatePostShaderUniforms(480, 272, renderWidth_, renderHeight_);
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}
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}
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float u0 = 0.0f, u1 = 480.0f / 512.0f;
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float v0 = 0.0f, v1 = 1.0f;
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// We are drawing directly to the back buffer.
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std::swap(v0, v1);
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if (cardboardSettings.enabled) {
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// Left Eye Image
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glstate.viewport.set(cardboardSettings.leftEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
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if (applyPostShader && usePostShader_ && useBufferedRendering_) {
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DrawActiveTexture(0, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, postShaderProgram_, ROTATION_LOCKED_HORIZONTAL);
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} else {
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DrawActiveTexture(0, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, nullptr, ROTATION_LOCKED_HORIZONTAL);
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}
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// Right Eye Image
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glstate.viewport.set(cardboardSettings.rightEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
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if (applyPostShader && usePostShader_ && useBufferedRendering_) {
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DrawActiveTexture(0, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, postShaderProgram_, ROTATION_LOCKED_HORIZONTAL);
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} else {
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DrawActiveTexture(0, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, nullptr, ROTATION_LOCKED_HORIZONTAL);
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}
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} else {
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// Fullscreen Image
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glstate.viewport.set(0, 0, pixelWidth_, pixelHeight_);
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if (applyPostShader && usePostShader_ && useBufferedRendering_) {
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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(©Info, 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
|
|
}
|