mirror of
https://github.com/libretro/ppsspp.git
synced 2024-12-09 17:34:48 +00:00
1606 lines
50 KiB
C++
1606 lines
50 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 "gfx_es2/glsl_program.h"
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#include "gfx_es2/gl_state.h"
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#include "gfx_es2/fbo.h"
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#include "math/lin/matrix4x4.h"
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#include "Core/Host.h"
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#include "Core/MemMap.h"
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#include "Core/Config.h"
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#include "Core/System.h"
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#include "Core/Reporting.h"
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#include "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/GLES/Framebuffer.h"
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#include "GPU/GLES/TextureCache.h"
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#include "GPU/GLES/ShaderManager.h"
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#include "UI/OnScreenDisplay.h"
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#include <algorithm>
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#if defined(USING_GLES2)
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#ifndef GL_READ_FRAMEBUFFER
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#define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER
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#define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER
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#endif
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#ifndef GL_RGBA8
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#define GL_RGBA8 GL_RGBA
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#endif
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#ifndef GL_DEPTH_COMPONENT24
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#define GL_DEPTH_COMPONENT24 GL_DEPTH_COMPONENT24_OES
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#endif
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#ifndef GL_DEPTH24_STENCIL8_OES
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#define GL_DEPTH24_STENCIL8_OES 0x88F0
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#endif
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#endif
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extern int g_iNumVideos;
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static const char tex_fs[] =
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#ifdef USING_GLES2
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"precision mediump float;\n"
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#endif
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"uniform sampler2D sampler0;\n"
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"varying vec2 v_texcoord0;\n"
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"void main() {\n"
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" gl_FragColor.rgb = texture2D(sampler0, v_texcoord0).rgb;\n"
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" gl_FragColor.a = 1.0;\n"
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"}\n";
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static const char basic_vs[] =
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"attribute vec4 a_position;\n"
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"attribute vec2 a_texcoord0;\n"
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"varying vec2 v_texcoord0;\n"
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"void main() {\n"
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" v_texcoord0 = a_texcoord0;\n"
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" gl_Position = a_position;\n"
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"}\n";
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static const char color_fs[] =
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#ifdef USING_GLES2
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"precision mediump float;\n"
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#endif
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"uniform vec4 u_color;\n"
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"void main() {\n"
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" gl_FragColor.rgba = u_color;\n"
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"}\n";
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static const char color_vs[] =
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"attribute vec4 a_position;\n"
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"void main() {\n"
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" gl_Position = a_position;\n"
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"}\n";
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// Aggressively delete unused FBO:s to save gpu memory.
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enum {
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FBO_OLD_AGE = 5,
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};
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static bool MaskedEqual(u32 addr1, u32 addr2) {
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return (addr1 & 0x03FFFFFF) == (addr2 & 0x03FFFFFF);
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}
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inline u16 RGBA8888toRGB565(u32 px) {
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return ((px >> 3) & 0x001F) | ((px >> 5) & 0x07E0) | ((px >> 8) & 0xF800);
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}
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inline u16 RGBA8888toRGBA4444(u32 px) {
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return ((px >> 4) & 0x000F) | ((px >> 8) & 0x00F0) | ((px >> 12) & 0x0F00) | ((px >> 16) & 0xF000);
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}
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inline u16 RGBA8888toRGBA5551(u32 px) {
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return ((px >> 3) & 0x001F) | ((px >> 6) & 0x03E0) | ((px >> 9) & 0x7C00) | ((px >> 16) & 0x8000);
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}
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void ConvertFromRGBA8888(u8 *dst, u8 *src, u32 stride, u32 height, GEBufferFormat format);
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void CenterRect(float *x, float *y, float *w, float *h,
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float origW, float origH, float frameW, float frameH) {
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if (g_Config.bStretchToDisplay) {
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*x = 0;
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*y = 0;
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*w = frameW;
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*h = frameH;
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return;
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}
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float origRatio = origW/origH;
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float frameRatio = frameW/frameH;
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if (origRatio > frameRatio) {
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// Image is wider than frame. Center vertically.
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float scale = origW / frameW;
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*x = 0.0f;
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*w = frameW;
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*h = frameW / origRatio;
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#ifdef BLACKBERRY
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// Stretch a little bit
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if (g_Config.bPartialStretch)
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*h = (frameH + *h) / 2.0f; // (408 + 720) / 2 = 564
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#endif
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*y = (frameH - *h) / 2.0f;
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} else {
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// Image is taller than frame. Center horizontally.
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float scale = origH / frameH;
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*y = 0.0f;
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*h = frameH;
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*w = frameH * origRatio;
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*x = (frameW - *w) / 2.0f;
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}
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}
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static void ClearBuffer() {
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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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glClearColor(0,0,0,1);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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}
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static void 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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}
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void FramebufferManager::SetNumExtraFBOs(int num) {
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for (size_t i = 0; i < extraFBOs_.size(); i++) {
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fbo_destroy(extraFBOs_[i]);
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}
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extraFBOs_.clear();
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for (int i = 0; i < num; i++) {
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// No depth/stencil for post processing
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FBO *fbo = fbo_create(PSP_CoreParameter().renderWidth, PSP_CoreParameter().renderHeight, 1, false, FBO_8888);
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extraFBOs_.push_back(fbo);
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}
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}
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void FramebufferManager::CompileDraw2DProgram() {
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if (!draw2dprogram_) {
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std::string errorString;
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draw2dprogram_ = glsl_create_source(basic_vs, tex_fs, &errorString);
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if (!draw2dprogram_) {
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ERROR_LOG_REPORT(G3D, "Failed to compile draw2dprogram! This shouldn't happen.\n%s", errorString.c_str());
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} else {
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glsl_bind(draw2dprogram_);
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glUniform1i(draw2dprogram_->sampler0, 0);
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}
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plainColorProgram_ = glsl_create_source(color_vs, color_fs, &errorString);
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if (!plainColorProgram_) {
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ERROR_LOG_REPORT(G3D, "Failed to compile plainColorProgram! This shouldn't happen.\n%s", errorString.c_str());
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} else {
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glsl_bind(plainColorProgram_);
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plainColorLoc_ = glsl_uniform_loc(plainColorProgram_, "u_color");
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}
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SetNumExtraFBOs(0);
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const ShaderInfo *shaderInfo = 0;
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if (g_Config.sPostShaderName != "Off") {
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shaderInfo = GetPostShaderInfo(g_Config.sPostShaderName);
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}
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if (shaderInfo) {
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postShaderAtOutputResolution_ = shaderInfo->outputResolution;
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postShaderProgram_ = glsl_create(shaderInfo->vertexShaderFile.c_str(), shaderInfo->fragmentShaderFile.c_str(), &errorString);
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if (!postShaderProgram_) {
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// DO NOT turn this into a report, as it will pollute our logs with all kinds of
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// user shader experiments.
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ERROR_LOG(G3D, "Failed to build post-processing program from %s and %s!\n%s", shaderInfo->vertexShaderFile.c_str(), shaderInfo->fragmentShaderFile.c_str(), errorString.c_str());
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// let's show the first line of the error string as an OSM.
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for (size_t i = 0; i < errorString.size(); i++) {
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if (errorString[i] == '\n') {
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errorString = errorString.substr(0, i);
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break;
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}
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}
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osm.Show("Post-shader error: " + errorString + " ...", 10.0f, 0xFF3090FF);
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usePostShader_ = false;
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} else {
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glsl_bind(postShaderProgram_);
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glUniform1i(postShaderProgram_->sampler0, 0);
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SetNumExtraFBOs(1);
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float u_delta = 1.0f / PSP_CoreParameter().renderWidth;
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float v_delta = 1.0f / PSP_CoreParameter().renderHeight;
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float u_pixel_delta = u_delta;
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float v_pixel_delta = v_delta;
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if (postShaderAtOutputResolution_) {
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float x, y, w, h;
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CenterRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight);
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u_pixel_delta = 1.0f / w;
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v_pixel_delta = 1.0f / h;
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}
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int deltaLoc = glsl_uniform_loc(postShaderProgram_, "u_texelDelta");
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if (deltaLoc != -1)
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glUniform2f(deltaLoc, u_delta, v_delta);
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int pixelDeltaLoc = glsl_uniform_loc(postShaderProgram_, "u_pixelDelta");
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if (pixelDeltaLoc != -1)
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glUniform2f(pixelDeltaLoc, u_pixel_delta, v_pixel_delta);
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usePostShader_ = true;
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}
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} else {
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postShaderProgram_ = 0;
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usePostShader_ = false;
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}
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glsl_unbind();
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}
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}
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void FramebufferManager::DestroyDraw2DProgram() {
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if (draw2dprogram_) {
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glsl_destroy(draw2dprogram_);
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draw2dprogram_ = 0;
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}
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if (postShaderProgram_) {
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glsl_destroy(postShaderProgram_);
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postShaderProgram_ = 0;
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}
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}
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FramebufferManager::FramebufferManager() :
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displayFramebufPtr_(0),
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displayStride_(0),
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displayFormat_(GE_FORMAT_565),
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displayFramebuf_(0),
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prevDisplayFramebuf_(0),
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prevPrevDisplayFramebuf_(0),
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frameLastFramebufUsed(0),
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currentRenderVfb_(0),
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drawPixelsTex_(0),
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drawPixelsTexFormat_(GE_FORMAT_INVALID),
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convBuf(0),
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draw2dprogram_(0),
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postShaderProgram_(0),
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postShaderAtOutputResolution_(false),
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plainColorLoc_(-1),
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resized_(false),
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textureCache_(0),
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shaderManager_(0),
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usePostShader_(false)
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#ifndef USING_GLES2
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,
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pixelBufObj_(0),
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currentPBO_(0)
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#endif
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{
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CompileDraw2DProgram();
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// And an initial clear. We don't clear per frame as the games are supposed to handle that
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// by themselves.
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ClearBuffer();
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useBufferedRendering_ = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
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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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if (draw2dprogram_) {
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glsl_destroy(draw2dprogram_);
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}
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SetNumExtraFBOs(0);
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#ifndef USING_GLES2
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delete [] pixelBufObj_;
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#endif
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delete [] convBuf;
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}
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void FramebufferManager::DrawPixels(const u8 *framebuf, GEBufferFormat pixelFormat, int linesize) {
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if (drawPixelsTex_ && drawPixelsTexFormat_ != pixelFormat) {
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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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glGenTextures(1, &drawPixelsTex_);
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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, 512, 272, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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drawPixelsTexFormat_ = pixelFormat;
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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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bool useConvBuf = false;
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if (pixelFormat != GE_FORMAT_8888 || linesize != 512) {
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useConvBuf = true;
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if (!convBuf) {
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convBuf = new u8[512 * 272 * 4];
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}
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for (int y = 0; y < 272; y++) {
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switch (pixelFormat) {
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case GE_FORMAT_565:
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{
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const u16 *src = (const u16 *)framebuf + linesize * y;
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u8 *dst = convBuf + 4 * 512 * y;
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for (int x = 0; x < 480; x++)
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{
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u16 col = src[x];
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dst[x * 4] = ((col) & 0x1f) << 3;
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dst[x * 4 + 1] = ((col >> 5) & 0x3f) << 2;
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dst[x * 4 + 2] = ((col >> 11) & 0x1f) << 3;
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dst[x * 4 + 3] = 255;
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}
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}
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break;
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case GE_FORMAT_5551:
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{
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const u16 *src = (const u16 *)framebuf + linesize * y;
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u8 *dst = convBuf + 4 * 512 * y;
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for (int x = 0; x < 480; x++)
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{
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u16 col = src[x];
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dst[x * 4] = ((col) & 0x1f) << 3;
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dst[x * 4 + 1] = ((col >> 5) & 0x1f) << 3;
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dst[x * 4 + 2] = ((col >> 10) & 0x1f) << 3;
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dst[x * 4 + 3] = (col >> 15) ? 255 : 0;
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}
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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 *)framebuf + linesize * y;
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u8 *dst = convBuf + 4 * 512 * y;
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for (int x = 0; x < 480; x++)
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{
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u16 col = src[x];
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dst[x * 4] = ((col >> 8) & 0xf) << 4;
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dst[x * 4 + 1] = ((col >> 4) & 0xf) << 4;
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dst[x * 4 + 2] = (col & 0xf) << 4;
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dst[x * 4 + 3] = (col >> 12) << 4;
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}
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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 = framebuf + linesize * 4 * y;
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u8 *dst = convBuf + 4 * 512 * y;
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memcpy(dst, src, 4 * 480);
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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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float x, y, w, h;
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CenterRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight);
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glBindTexture(GL_TEXTURE_2D,drawPixelsTex_);
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if (g_Config.iTexFiltering == LINEAR || (g_Config.iTexFiltering == LINEARFMV && g_iNumVideos)) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 512, 272, GL_RGBA, GL_UNSIGNED_BYTE, useConvBuf ? convBuf : framebuf);
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// This draws directly at the backbuffer so if there's a post shader, we need to apply it here. Should try to unify this path
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// with the regular path somehow, but this simple solution works for most of the post shaders (it always runs at output resolution so FXAA may look odd).
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if (usePostShader_) {
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DrawActiveTexture(0, x, y, w, h, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, false, 480.0f / 512.0f, 1.0f, postShaderProgram_);
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} else {
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DrawActiveTexture(0, x, y, w, h, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, false, 480.0f / 512.0f);
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}
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}
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void FramebufferManager::DrawPlainColor(u32 color) {
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// Cannot take advantage of scissor + clear here - this has to be a regular draw so that
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// stencil can be used and abused, as that's what we're gonna use this for.
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static const float pos[12] = {
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-1,-1,-1,
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1,-1,-1,
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1,1,-1,
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-1,1,-1
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};
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static const GLubyte indices[4] = {0,1,3,2};
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GLSLProgram *program = 0;
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if (!draw2dprogram_) {
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CompileDraw2DProgram();
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}
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program = plainColorProgram_;
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const float col[4] = {
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((color & 0xFF)) / 255.0f,
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((color & 0xFF00) >> 8) / 255.0f,
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((color & 0xFF0000) >> 16) / 255.0f,
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((color & 0xFF000000) >> 24) / 255.0f,
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};
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glsl_bind(program);
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glUniform4fv(plainColorLoc_, 1, col);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glEnableVertexAttribArray(program->a_position);
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glVertexAttribPointer(program->a_position, 3, GL_FLOAT, GL_FALSE, 12, pos);
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glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_BYTE, indices);
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glDisableVertexAttribArray(program->a_position);
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glsl_unbind();
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}
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void FramebufferManager::DrawActiveTexture(GLuint texture, float x, float y, float w, float h, float destW, float destH, bool flip, float uscale, float vscale, GLSLProgram *program) {
|
|
if (texture) {
|
|
// We know the texture, we can do a DrawTexture shortcut on nvidia.
|
|
#if defined(USING_GLES2) && !defined(__SYMBIAN32__) && !defined(MEEGO_EDITION_HARMATTAN) && !defined(IOS) && !defined(BLACKBERRY)
|
|
if (gl_extensions.NV_draw_texture && !program) {
|
|
// Fast path for Tegra. TODO: Make this path work on desktop nvidia, seems GLEW doesn't have a clue.
|
|
// Actually, on Desktop we should just use glBlitFramebuffer - although we take a texture here
|
|
// so that's a little gnarly, will have to modify all callers.
|
|
glDrawTextureNV(texture, 0,
|
|
x, y, w, h, 0.0f,
|
|
0, 0, uscale, vscale);
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
glBindTexture(GL_TEXTURE_2D, texture);
|
|
}
|
|
|
|
float u2 = uscale;
|
|
// Since we're flipping, 0 is down. That's where the scale goes.
|
|
float v1 = flip ? 1.0f : 1.0f - vscale;
|
|
float v2 = flip ? 1.0f - vscale : 1.0f;
|
|
|
|
float pos[12] = {
|
|
x,y,0,
|
|
x+w,y,0,
|
|
x+w,y+h,0,
|
|
x,y+h,0
|
|
};
|
|
|
|
for (int i = 0; i < 4; i++) {
|
|
pos[i * 3] = pos[i * 3] / (destW * 0.5) - 1.0f;
|
|
pos[i * 3 + 1] = -(pos[i * 3 + 1] / (destH * 0.5) - 1.0f);
|
|
}
|
|
|
|
const float texCoords[8] = {0,v1, u2,v1, u2,v2, 0,v2};
|
|
static const GLubyte indices[4] = {0,1,3,2};
|
|
if (!program) {
|
|
if (!draw2dprogram_) {
|
|
CompileDraw2DProgram();
|
|
}
|
|
|
|
program = draw2dprogram_;
|
|
}
|
|
|
|
glsl_bind(program);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
glEnableVertexAttribArray(program->a_position);
|
|
glEnableVertexAttribArray(program->a_texcoord0);
|
|
glVertexAttribPointer(program->a_position, 3, GL_FLOAT, GL_FALSE, 12, pos);
|
|
glVertexAttribPointer(program->a_texcoord0, 2, GL_FLOAT, GL_FALSE, 8, texCoords);
|
|
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_BYTE, indices);
|
|
glDisableVertexAttribArray(program->a_position);
|
|
glDisableVertexAttribArray(program->a_texcoord0);
|
|
|
|
glsl_unbind();
|
|
|
|
shaderManager_->DirtyLastShader(); // dirty lastShader_
|
|
}
|
|
|
|
VirtualFramebuffer *FramebufferManager::GetVFBAt(u32 addr) {
|
|
VirtualFramebuffer *match = NULL;
|
|
for (size_t i = 0; i < vfbs_.size(); ++i) {
|
|
VirtualFramebuffer *v = vfbs_[i];
|
|
if (MaskedEqual(v->fb_address, addr) && v->format == displayFormat_ && v->width >= 480) {
|
|
// Could check w too but whatever
|
|
if (match == NULL || match->last_frame_render < v->last_frame_render) {
|
|
match = v;
|
|
}
|
|
}
|
|
}
|
|
if (match != NULL) {
|
|
return match;
|
|
}
|
|
|
|
DEBUG_LOG(SCEGE, "Finding no FBO matching address %08x", addr);
|
|
return 0;
|
|
}
|
|
|
|
// Heuristics to figure out the size of FBO to create.
|
|
static void EstimateDrawingSize(int &drawing_width, int &drawing_height) {
|
|
int default_width = 480;
|
|
int default_height = 272;
|
|
int viewport_width = (int) gstate.getViewportX1();
|
|
int viewport_height = (int) gstate.getViewportY1();
|
|
int region_width = gstate.getRegionX2() + 1;
|
|
int region_height = gstate.getRegionY2() + 1;
|
|
int scissor_width = gstate.getScissorX2() + 1;
|
|
int scissor_height = gstate.getScissorY2() + 1;
|
|
int fb_stride = gstate.fbwidth & 0x3C0;
|
|
|
|
DEBUG_LOG(SCEGE,"viewport : %ix%i, region : %ix%i , scissor: %ix%i, stride: %i, %i", viewport_width,viewport_height, region_width, region_height, scissor_width, scissor_height, fb_stride, gstate.isModeThrough());
|
|
|
|
// Viewport may return 0x0 for example FF Type-0 and we set it to 480x272
|
|
if (viewport_width <= 1 && viewport_height <=1) {
|
|
viewport_width = default_width;
|
|
viewport_height = default_height;
|
|
}
|
|
|
|
if (fb_stride > 0 && fb_stride < 512) {
|
|
// Correct scissor size has to be used to render like character shadow in Mortal Kombat .
|
|
if (fb_stride == scissor_width && region_width != scissor_width) {
|
|
drawing_width = scissor_width;
|
|
drawing_height = scissor_height;
|
|
} else {
|
|
drawing_width = viewport_width;
|
|
drawing_height = viewport_height;
|
|
}
|
|
} else {
|
|
// Correct region size has to be used when fb_width equals to region_width for exmaple GTA/Midnight Club/MSG Peace Maker .
|
|
if (fb_stride == region_width && region_width == viewport_width) {
|
|
drawing_width = region_width;
|
|
drawing_height = region_height;
|
|
} else if (fb_stride == viewport_width) {
|
|
drawing_width = viewport_width;
|
|
drawing_height = viewport_height;
|
|
} else {
|
|
drawing_width = default_width;
|
|
drawing_height = default_height;
|
|
}
|
|
}
|
|
}
|
|
|
|
void FramebufferManager::DestroyFramebuf(VirtualFramebuffer *v) {
|
|
textureCache_->NotifyFramebuffer(v->fb_address, v, NOTIFY_FB_DESTROYED);
|
|
if (v->fbo) {
|
|
fbo_destroy(v->fbo);
|
|
v->fbo = 0;
|
|
}
|
|
|
|
// Wipe some pointers
|
|
if (currentRenderVfb_ == v)
|
|
currentRenderVfb_ = 0;
|
|
if (displayFramebuf_ == v)
|
|
displayFramebuf_ = 0;
|
|
if (prevDisplayFramebuf_ == v)
|
|
prevDisplayFramebuf_ = 0;
|
|
if (prevPrevDisplayFramebuf_ == v)
|
|
prevPrevDisplayFramebuf_ = 0;
|
|
|
|
delete v;
|
|
}
|
|
|
|
void FramebufferManager::SetRenderFrameBuffer() {
|
|
if (!gstate_c.framebufChanged && currentRenderVfb_) {
|
|
currentRenderVfb_->last_frame_render = gpuStats.numFlips;
|
|
currentRenderVfb_->dirtyAfterDisplay = true;
|
|
if (!gstate_c.skipDrawReason)
|
|
currentRenderVfb_->reallyDirtyAfterDisplay = true;
|
|
return;
|
|
}
|
|
|
|
if (g_Config.iRenderingMode != 0 && g_Config.bWipeFramebufferAlpha && currentRenderVfb_) {
|
|
// Hack is enabled, and there was a previous framebuffer.
|
|
// Before we switch, let's do a series of trickery to copy one bit of stencil to
|
|
// destination alpha. Or actually, this is just a bunch of hackery attempts on Wipeout.
|
|
// Ignore for now.
|
|
/*
|
|
glstate.depthTest.disable();
|
|
glstate.colorMask.set(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
|
|
glstate.stencilTest.enable();
|
|
glstate.stencilOp.set(GL_KEEP, GL_KEEP, GL_KEEP); // don't modify stencil§
|
|
glstate.stencilFunc.set(GL_GEQUAL, 0xFE, 0xFF);
|
|
DrawPlainColor(0x00000000);
|
|
//glstate.stencilFunc.set(GL_LESS, 0x80, 0xFF);
|
|
//DrawPlainColor(0xFF000000);
|
|
glstate.stencilTest.disable();
|
|
glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
*/
|
|
|
|
glstate.depthTest.disable();
|
|
glstate.colorMask.set(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
|
|
DrawPlainColor(0x00000000);
|
|
shaderManager_->DirtyLastShader(); // dirty lastShader_
|
|
}
|
|
|
|
gstate_c.framebufChanged = false;
|
|
|
|
// Get parameters
|
|
u32 fb_address = gstate.getFrameBufRawAddress();
|
|
int fb_stride = gstate.fbwidth & 0x3C0;
|
|
|
|
u32 z_address = gstate.getDepthBufRawAddress();
|
|
int z_stride = gstate.zbwidth & 0x3C0;
|
|
|
|
// Yeah this is not completely right. but it'll do for now.
|
|
//int drawing_width = ((gstate.region2) & 0x3FF) + 1;
|
|
//int drawing_height = ((gstate.region2 >> 10) & 0x3FF) + 1;
|
|
|
|
GEBufferFormat fmt = gstate.FrameBufFormat();
|
|
|
|
// As there are no clear "framebuffer width" and "framebuffer height" registers,
|
|
// we need to infer the size of the current framebuffer somehow.
|
|
int drawing_width, drawing_height;
|
|
EstimateDrawingSize(drawing_width, drawing_height);
|
|
|
|
int buffer_width = drawing_width;
|
|
int buffer_height = drawing_height;
|
|
|
|
// Find a matching framebuffer
|
|
VirtualFramebuffer *vfb = 0;
|
|
for (size_t i = 0; i < vfbs_.size(); ++i) {
|
|
VirtualFramebuffer *v = vfbs_[i];
|
|
if (MaskedEqual(v->fb_address, fb_address)) {
|
|
vfb = v;
|
|
// Update fb stride in case it changed
|
|
vfb->fb_stride = fb_stride;
|
|
if (v->format != fmt) {
|
|
v->width = drawing_width;
|
|
v->height = drawing_height;
|
|
v->format = fmt;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
float renderWidthFactor = (float)PSP_CoreParameter().renderWidth / 480.0f;
|
|
float renderHeightFactor = (float)PSP_CoreParameter().renderHeight / 272.0f;
|
|
|
|
// None found? Create one.
|
|
if (!vfb) {
|
|
gstate_c.textureChanged = true;
|
|
vfb = new VirtualFramebuffer();
|
|
vfb->fbo = 0;
|
|
vfb->fb_address = fb_address;
|
|
vfb->fb_stride = fb_stride;
|
|
vfb->z_address = z_address;
|
|
vfb->z_stride = z_stride;
|
|
vfb->width = drawing_width;
|
|
vfb->height = drawing_height;
|
|
vfb->renderWidth = (u16)(drawing_width * renderWidthFactor);
|
|
vfb->renderHeight = (u16)(drawing_height * renderHeightFactor);
|
|
vfb->bufferWidth = buffer_width;
|
|
vfb->bufferHeight = buffer_height;
|
|
vfb->format = fmt;
|
|
vfb->usageFlags = FB_USAGE_RENDERTARGET;
|
|
vfb->dirtyAfterDisplay = true;
|
|
if ((gstate_c.skipDrawReason & SKIPDRAW_SKIPFRAME) == 0)
|
|
vfb->reallyDirtyAfterDisplay = true;
|
|
vfb->memoryUpdated = false;
|
|
|
|
if (g_Config.bTrueColor) {
|
|
vfb->colorDepth = FBO_8888;
|
|
} else {
|
|
switch (fmt) {
|
|
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:
|
|
vfb->colorDepth = FBO_8888;
|
|
break;
|
|
default:
|
|
vfb->colorDepth = FBO_8888;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (useBufferedRendering_) {
|
|
vfb->fbo = fbo_create(vfb->renderWidth, vfb->renderHeight, 1, true, vfb->colorDepth);
|
|
if (vfb->fbo) {
|
|
fbo_bind_as_render_target(vfb->fbo);
|
|
} else {
|
|
ERROR_LOG(SCEGE, "Error creating FBO! %i x %i", vfb->renderWidth, vfb->renderHeight);
|
|
}
|
|
} else {
|
|
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);
|
|
|
|
vfb->last_frame_render = gpuStats.numFlips;
|
|
frameLastFramebufUsed = gpuStats.numFlips;
|
|
vfbs_.push_back(vfb);
|
|
ClearBuffer();
|
|
glEnable(GL_DITHER);
|
|
currentRenderVfb_ = vfb;
|
|
|
|
INFO_LOG(SCEGE, "Creating FBO for %08x : %i x %i x %i", vfb->fb_address, vfb->width, vfb->height, vfb->format);
|
|
|
|
// Let's check for depth buffer overlap. Might be interesting.
|
|
bool sharingReported = false;
|
|
for (size_t i = 0, end = vfbs_.size(); i < end; ++i) {
|
|
if (MaskedEqual(fb_address, vfbs_[i]->z_address)) {
|
|
WARN_LOG_REPORT(SCEGE, "FBO created from existing depthbuffer (unsupported), %08x/%08x and %08x/%08x", fb_address, z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address);
|
|
} else if (MaskedEqual(z_address, vfbs_[i]->fb_address)) {
|
|
WARN_LOG_REPORT(SCEGE, "FBO using other buffer as depthbuffer (unsupported), %08x/%08x and %08x/%08x", fb_address, z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address);
|
|
} else if (MaskedEqual(z_address, vfbs_[i]->z_address) && fb_address != vfbs_[i]->fb_address && !sharingReported) {
|
|
WARN_LOG_REPORT(SCEGE, "FBO sharing existing depthbuffer (unsupported), %08x/%08x and %08x/%08x", fb_address, z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address);
|
|
sharingReported = true;
|
|
}
|
|
}
|
|
|
|
// We already have it!
|
|
} else if (vfb != currentRenderVfb_) {
|
|
bool updateVRAM = !(g_Config.iRenderingMode == FB_NON_BUFFERED_MODE || g_Config.iRenderingMode == FB_BUFFERED_MODE);
|
|
|
|
if (updateVRAM && !vfb->memoryUpdated) {
|
|
ReadFramebufferToMemory(vfb, true);
|
|
}
|
|
// Use it as a render target.
|
|
DEBUG_LOG(SCEGE, "Switching render target to FBO for %08x: %i x %i x %i ", vfb->fb_address, vfb->width, vfb->height, vfb->format);
|
|
vfb->usageFlags |= FB_USAGE_RENDERTARGET;
|
|
gstate_c.textureChanged = true;
|
|
vfb->last_frame_render = gpuStats.numFlips;
|
|
frameLastFramebufUsed = gpuStats.numFlips;
|
|
vfb->dirtyAfterDisplay = true;
|
|
if ((gstate_c.skipDrawReason & SKIPDRAW_SKIPFRAME) == 0)
|
|
vfb->reallyDirtyAfterDisplay = true;
|
|
vfb->memoryUpdated = false;
|
|
|
|
if (useBufferedRendering_) {
|
|
if (vfb->fbo) {
|
|
fbo_bind_as_render_target(vfb->fbo);
|
|
// adreno needs us to reset the viewport after switching render targets.
|
|
glstate.viewport.restore();
|
|
} else {
|
|
// wtf? This should only happen very briefly when toggling bBufferedRendering
|
|
fbo_unbind();
|
|
}
|
|
} else {
|
|
if (vfb->fbo) {
|
|
// wtf? This should only happen very briefly when toggling bBufferedRendering
|
|
textureCache_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_DESTROYED);
|
|
fbo_destroy(vfb->fbo);
|
|
vfb->fbo = 0;
|
|
}
|
|
fbo_unbind();
|
|
|
|
// Let's ignore rendering to targets that have not (yet) been displayed.
|
|
if (vfb->usageFlags & FB_USAGE_DISPLAYED_FRAMEBUFFER) {
|
|
gstate_c.skipDrawReason &= ~SKIPDRAW_NON_DISPLAYED_FB;
|
|
} else {
|
|
gstate_c.skipDrawReason |= SKIPDRAW_NON_DISPLAYED_FB;
|
|
}
|
|
}
|
|
textureCache_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_UPDATED);
|
|
|
|
#ifdef USING_GLES2
|
|
// Some tiled mobile GPUs benefit IMMENSELY from clearing an FBO before rendering
|
|
// to it. This broke stuff before, so now it only clears on the first use of an
|
|
// FBO in a frame. This means that some games won't be able to avoid the on-some-GPUs
|
|
// performance-crushing framebuffer reloads from RAM, but we'll have to live with that.
|
|
if (vfb->last_frame_render != gpuStats.numFlips) {
|
|
ClearBuffer();
|
|
}
|
|
#endif
|
|
currentRenderVfb_ = vfb;
|
|
} else {
|
|
vfb->last_frame_render = gpuStats.numFlips;
|
|
frameLastFramebufUsed = gpuStats.numFlips;
|
|
vfb->dirtyAfterDisplay = true;
|
|
if ((gstate_c.skipDrawReason & SKIPDRAW_SKIPFRAME) == 0)
|
|
vfb->reallyDirtyAfterDisplay = true;
|
|
}
|
|
|
|
// ugly...
|
|
if (gstate_c.curRTWidth != vfb->width || gstate_c.curRTHeight != vfb->height) {
|
|
shaderManager_->DirtyUniform(DIRTY_PROJTHROUGHMATRIX);
|
|
gstate_c.curRTWidth = vfb->width;
|
|
gstate_c.curRTHeight = vfb->height;
|
|
}
|
|
}
|
|
|
|
void FramebufferManager::SetLineWidth() {
|
|
#ifndef USING_GLES2
|
|
if (g_Config.iInternalResolution == 0) {
|
|
glLineWidth(std::max(1, (int)(PSP_CoreParameter().renderWidth / 480)));
|
|
glPointSize(std::max(1.0f, (float)(PSP_CoreParameter().renderWidth / 480.f)));
|
|
} else {
|
|
glLineWidth(g_Config.iInternalResolution);
|
|
glPointSize((float)g_Config.iInternalResolution);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void FramebufferManager::CopyDisplayToOutput() {
|
|
fbo_unbind();
|
|
glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
|
|
currentRenderVfb_ = 0;
|
|
|
|
VirtualFramebuffer *vfb = GetVFBAt(displayFramebufPtr_);
|
|
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 = knownFramebufferCopies_.begin(); iter != knownFramebufferCopies_.end(); ++iter) {
|
|
if (iter->second == displayFramebufPtr_) {
|
|
vfb = GetVFBAt(iter->first);
|
|
}
|
|
}
|
|
|
|
if (!vfb) {
|
|
// Just a pointer to plain memory to draw. Draw it.
|
|
DrawPixels(Memory::GetPointer(displayFramebufPtr_), displayFormat_, displayStride_);
|
|
return;
|
|
}
|
|
} else {
|
|
DEBUG_LOG(SCEGE, "Found no FBO to display! displayFBPtr = %08x", displayFramebufPtr_);
|
|
// No framebuffer to display! Clear to black.
|
|
ClearBuffer();
|
|
return;
|
|
}
|
|
}
|
|
|
|
vfb->usageFlags |= FB_USAGE_DISPLAYED_FRAMEBUFFER;
|
|
vfb->dirtyAfterDisplay = false;
|
|
vfb->reallyDirtyAfterDisplay = false;
|
|
|
|
if (prevDisplayFramebuf_ != displayFramebuf_) {
|
|
prevPrevDisplayFramebuf_ = prevDisplayFramebuf_;
|
|
}
|
|
if (displayFramebuf_ != vfb) {
|
|
prevDisplayFramebuf_ = displayFramebuf_;
|
|
}
|
|
displayFramebuf_ = vfb;
|
|
|
|
if (resized_) {
|
|
ClearBuffer();
|
|
DestroyDraw2DProgram();
|
|
SetLineWidth();
|
|
}
|
|
|
|
if (vfb->fbo) {
|
|
DEBUG_LOG(SCEGE, "Displaying FBO %08x", vfb->fb_address);
|
|
DisableState();
|
|
|
|
GLuint colorTexture = fbo_get_color_texture(vfb->fbo);
|
|
|
|
// Output coordinates
|
|
float x, y, w, h;
|
|
CenterRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight);
|
|
|
|
// TODO ES3: Use glInvalidateFramebuffer to discard depth/stencil data at the end of frame.
|
|
// and to discard extraFBOs_ after using them.
|
|
|
|
if (!usePostShader_) {
|
|
glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
|
|
// These are in the output display coordinates
|
|
DrawActiveTexture(colorTexture, x, y, w, h, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, true, 480.0f / (float)vfb->width, 272.0f / (float)vfb->height);
|
|
} else if (usePostShader_ && extraFBOs_.size() == 1 && !postShaderAtOutputResolution_) {
|
|
// An additional pass, post-processing shader to the extra FBO.
|
|
fbo_bind_as_render_target(extraFBOs_[0]);
|
|
int fbo_w, fbo_h;
|
|
fbo_get_dimensions(extraFBOs_[0], &fbo_w, &fbo_h);
|
|
glstate.viewport.set(0, 0, fbo_w, fbo_h);
|
|
DrawActiveTexture(colorTexture, 0, 0, fbo_w, fbo_h, fbo_w, fbo_h, true, 1.0f, 1.0f, postShaderProgram_);
|
|
|
|
fbo_unbind();
|
|
|
|
// Use the extra FBO, with applied post-processing shader, as a texture.
|
|
// fbo_bind_color_as_texture(extraFBOs_[0], 0);
|
|
if (extraFBOs_.size() == 0) {
|
|
ERROR_LOG(G3D, "WTF?");
|
|
return;
|
|
}
|
|
colorTexture = fbo_get_color_texture(extraFBOs_[0]);
|
|
glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
|
|
// These are in the output display coordinates
|
|
DrawActiveTexture(colorTexture, x, y, w, h, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, true, 480.0f / (float)vfb->width, 272.0f / (float)vfb->height);
|
|
} else {
|
|
// Use post-shader, but run shader at output resolution.
|
|
glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
|
|
// These are in the output display coordinates
|
|
DrawActiveTexture(colorTexture, x, y, w, h, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, true, 480.0f / (float)vfb->width, 272.0f / (float)vfb->height, postShaderProgram_);
|
|
}
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
}
|
|
}
|
|
|
|
void FramebufferManager::ReadFramebufferToMemory(VirtualFramebuffer *vfb, bool sync) {
|
|
#ifndef USING_GLES2
|
|
if (sync) {
|
|
PackFramebufferAsync_(NULL); // flush async just in case when we go for synchronous update
|
|
}
|
|
#endif
|
|
|
|
if (vfb) {
|
|
// We'll pseudo-blit framebuffers here to get a resized and flipped version of vfb.
|
|
// For now we'll keep these on the same struct as the ones that can get displayed
|
|
// (and blatantly copy work already done above while at it).
|
|
VirtualFramebuffer *nvfb = 0;
|
|
|
|
// We maintain a separate vector of framebuffer objects for blitting.
|
|
for (size_t i = 0; i < bvfbs_.size(); ++i) {
|
|
VirtualFramebuffer *v = bvfbs_[i];
|
|
if (MaskedEqual(v->fb_address, vfb->fb_address) && v->format == vfb->format) {
|
|
if (v->bufferWidth == vfb->bufferWidth && v->bufferHeight == vfb->bufferHeight) {
|
|
nvfb = v;
|
|
v->fb_stride = vfb->fb_stride;
|
|
v->width = vfb->width;
|
|
v->height = vfb->height;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Create a new fbo if none was found for the size
|
|
if (!nvfb) {
|
|
nvfb = new VirtualFramebuffer();
|
|
nvfb->fbo = 0;
|
|
nvfb->fb_address = vfb->fb_address;
|
|
nvfb->fb_stride = vfb->fb_stride;
|
|
nvfb->z_address = vfb->z_address;
|
|
nvfb->z_stride = vfb->z_stride;
|
|
nvfb->width = vfb->width;
|
|
nvfb->height = vfb->height;
|
|
nvfb->renderWidth = vfb->width;
|
|
nvfb->renderHeight = vfb->height;
|
|
nvfb->bufferWidth = vfb->bufferWidth;
|
|
nvfb->bufferHeight = vfb->bufferHeight;
|
|
nvfb->format = vfb->format;
|
|
nvfb->usageFlags = FB_USAGE_RENDERTARGET;
|
|
nvfb->dirtyAfterDisplay = true;
|
|
|
|
// When updating VRAM, it need to be exact format.
|
|
switch (vfb->format) {
|
|
case GE_FORMAT_4444:
|
|
nvfb->colorDepth = FBO_4444;
|
|
break;
|
|
case GE_FORMAT_5551:
|
|
nvfb->colorDepth = FBO_5551;
|
|
break;
|
|
case GE_FORMAT_565:
|
|
nvfb->colorDepth = FBO_565;
|
|
break;
|
|
case GE_FORMAT_8888:
|
|
default:
|
|
nvfb->colorDepth = FBO_8888;
|
|
break;
|
|
}
|
|
|
|
nvfb->fbo = fbo_create(nvfb->width, nvfb->height, 1, true, nvfb->colorDepth);
|
|
if (!(nvfb->fbo)) {
|
|
ERROR_LOG(SCEGE, "Error creating FBO! %i x %i", nvfb->renderWidth, nvfb->renderHeight);
|
|
return;
|
|
}
|
|
|
|
nvfb->last_frame_render = gpuStats.numFlips;
|
|
bvfbs_.push_back(nvfb);
|
|
fbo_bind_as_render_target(nvfb->fbo);
|
|
ClearBuffer();
|
|
glEnable(GL_DITHER);
|
|
} else {
|
|
nvfb->usageFlags |= FB_USAGE_RENDERTARGET;
|
|
gstate_c.textureChanged = true;
|
|
nvfb->last_frame_render = gpuStats.numFlips;
|
|
nvfb->dirtyAfterDisplay = true;
|
|
|
|
#ifdef USING_GLES2
|
|
if (nvfb->fbo) {
|
|
fbo_bind_as_render_target(nvfb->fbo);
|
|
}
|
|
|
|
// Some tiled mobile GPUs benefit IMMENSELY from clearing an FBO before rendering
|
|
// to it. This broke stuff before, so now it only clears on the first use of an
|
|
// FBO in a frame. This means that some games won't be able to avoid the on-some-GPUs
|
|
// performance-crushing framebuffer reloads from RAM, but we'll have to live with that.
|
|
if (nvfb->last_frame_render != gpuStats.numFlips) {
|
|
ClearBuffer();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
vfb->memoryUpdated = true;
|
|
BlitFramebuffer_(vfb, nvfb, false);
|
|
|
|
#ifdef USING_GLES2
|
|
PackFramebufferSync_(nvfb); // synchronous glReadPixels
|
|
#else
|
|
if (gl_extensions.PBO_ARB || !gl_extensions.ATIClampBug) {
|
|
if (!sync) {
|
|
PackFramebufferAsync_(nvfb); // asynchronous glReadPixels using PBOs
|
|
} else {
|
|
PackFramebufferSync_(nvfb); // synchronous glReadPixels
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
void FramebufferManager::BlitFramebuffer_(VirtualFramebuffer *src, VirtualFramebuffer *dst, bool flip, float upscale, float vscale) {
|
|
if (dst->fbo) {
|
|
fbo_bind_as_render_target(dst->fbo);
|
|
} else {
|
|
ERROR_LOG_REPORT_ONCE(dstfbozero, SCEGE, "BlitFramebuffer_: dst->fbo == 0");
|
|
fbo_unbind();
|
|
return;
|
|
}
|
|
|
|
if (glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
|
ERROR_LOG(SCEGE, "Incomplete target framebuffer, aborting blit");
|
|
fbo_unbind();
|
|
return;
|
|
}
|
|
|
|
glstate.viewport.set(0, 0, dst->width, dst->height);
|
|
DisableState();
|
|
|
|
if (src->fbo) {
|
|
fbo_bind_color_as_texture(src->fbo, 0);
|
|
} else {
|
|
ERROR_LOG_REPORT_ONCE(srcfbozero, SCEGE, "BlitFramebuffer_: src->fbo == 0");
|
|
fbo_unbind();
|
|
return;
|
|
}
|
|
|
|
float x, y, w, h;
|
|
CenterRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight);
|
|
|
|
CompileDraw2DProgram();
|
|
|
|
DrawActiveTexture(0, x, y, w, h, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, flip, upscale, vscale, draw2dprogram_);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
fbo_unbind();
|
|
}
|
|
|
|
// TODO: SSE/NEON
|
|
// Could also make C fake-simd for 64-bit, two 8888 pixels fit in a register :)
|
|
void ConvertFromRGBA8888(u8 *dst, u8 *src, u32 stride, u32 height, GEBufferFormat format) {
|
|
if (format == GE_FORMAT_8888) {
|
|
if (src == dst) {
|
|
return;
|
|
} else { // Here lets assume they don't intersect
|
|
memcpy(dst, src, stride * height * 4);
|
|
}
|
|
} else { // But here it shouldn't matter if they do
|
|
int size = height * stride;
|
|
const u32 *src32 = (const u32 *)src;
|
|
u16 *dst16 = (u16 *)dst;
|
|
switch (format) {
|
|
case GE_FORMAT_565: // BGR 565
|
|
for (int i = 0; i < size; i++) {
|
|
dst16[i] = RGBA8888toRGB565(src32[i]);
|
|
}
|
|
break;
|
|
case GE_FORMAT_5551: // ABGR 1555
|
|
for (int i = 0; i < size; i++) {
|
|
dst16[i] = RGBA8888toRGBA5551(src32[i]);
|
|
}
|
|
break;
|
|
case GE_FORMAT_4444: // ABGR 4444
|
|
for (int i = 0; i < size; i++) {
|
|
dst16[i] = RGBA8888toRGBA4444(src32[i]);
|
|
}
|
|
break;
|
|
case GE_FORMAT_8888:
|
|
// Not possible.
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifndef USING_GLES2
|
|
|
|
void FramebufferManager::PackFramebufferAsync_(VirtualFramebuffer *vfb) {
|
|
const int MAX_PBO = 2;
|
|
GLubyte *packed = 0;
|
|
bool unbind = false;
|
|
u8 nextPBO = (currentPBO_ + 1) % MAX_PBO;
|
|
bool useCPU = g_Config.iRenderingMode == FB_READFBOMEMORY_CPU;
|
|
|
|
// We'll prepare two PBOs to switch between readying and reading
|
|
if (!pixelBufObj_) {
|
|
GLuint pbos[MAX_PBO];
|
|
glGenBuffers(MAX_PBO, pbos);
|
|
|
|
pixelBufObj_ = new AsyncPBO[MAX_PBO];
|
|
for (int i = 0; i < MAX_PBO; i++) {
|
|
pixelBufObj_[i].handle = pbos[i];
|
|
pixelBufObj_[i].maxSize = 0;
|
|
pixelBufObj_[i].reading = false;
|
|
}
|
|
}
|
|
|
|
// Receive previously requested data from a PBO
|
|
if (pixelBufObj_[nextPBO].reading) {
|
|
glBindBuffer(GL_PIXEL_PACK_BUFFER, pixelBufObj_[nextPBO].handle);
|
|
packed = (GLubyte *)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
|
|
|
|
if (packed) {
|
|
DEBUG_LOG(SCEGE, "Reading PBO to memory , bufSize = %u, packed = %p, fb_address = %08x, stride = %u, pbo = %u",
|
|
pixelBufObj_[nextPBO].size, packed, pixelBufObj_[nextPBO].fb_address, pixelBufObj_[nextPBO].stride, nextPBO);
|
|
|
|
if (useCPU) {
|
|
ConvertFromRGBA8888(Memory::GetPointer(pixelBufObj_[nextPBO].fb_address), packed,
|
|
pixelBufObj_[nextPBO].stride, pixelBufObj_[nextPBO].height,
|
|
pixelBufObj_[nextPBO].format);
|
|
} else {
|
|
// We don't need to convert, GPU already did (or should have)
|
|
Memory::Memcpy(pixelBufObj_[nextPBO].fb_address, packed, pixelBufObj_[nextPBO].size);
|
|
}
|
|
|
|
pixelBufObj_[nextPBO].reading = false;
|
|
}
|
|
|
|
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
|
|
unbind = true;
|
|
}
|
|
|
|
// Order packing/readback of the framebuffer
|
|
if (vfb) {
|
|
int pixelType, pixelSize, pixelFormat, align;
|
|
|
|
bool reverseOrder = (gl_extensions.gpuVendor == GPU_VENDOR_NVIDIA) || (gl_extensions.gpuVendor == GPU_VENDOR_AMD);
|
|
switch (vfb->format) {
|
|
// GL_UNSIGNED_INT_8_8_8_8 returns A B G R (little-endian, tested in Nvidia card/x86 PC)
|
|
// GL_UNSIGNED_BYTE returns R G B A in consecutive bytes ("big-endian"/not treated as 32-bit value)
|
|
// We want R G B A, so we use *_REV for 16-bit formats and GL_UNSIGNED_BYTE for 32-bit
|
|
case GE_FORMAT_4444: // 16 bit RGBA
|
|
pixelType = (reverseOrder ? GL_UNSIGNED_SHORT_4_4_4_4_REV : GL_UNSIGNED_SHORT_4_4_4_4);
|
|
pixelFormat = GL_RGBA;
|
|
pixelSize = 2;
|
|
align = 8;
|
|
break;
|
|
case GE_FORMAT_5551: // 16 bit RGBA
|
|
pixelType = (reverseOrder ? GL_UNSIGNED_SHORT_1_5_5_5_REV : GL_UNSIGNED_SHORT_5_5_5_1);
|
|
pixelFormat = GL_RGBA;
|
|
pixelSize = 2;
|
|
align = 8;
|
|
break;
|
|
case GE_FORMAT_565: // 16 bit RGB
|
|
pixelType = (reverseOrder ? GL_UNSIGNED_SHORT_5_6_5_REV : GL_UNSIGNED_SHORT_5_6_5);
|
|
pixelFormat = GL_RGB;
|
|
pixelSize = 2;
|
|
align = 8;
|
|
break;
|
|
case GE_FORMAT_8888: // 32 bit RGBA
|
|
default:
|
|
pixelType = GL_UNSIGNED_BYTE;
|
|
pixelFormat = GL_RGBA;
|
|
pixelSize = 4;
|
|
align = 4;
|
|
break;
|
|
}
|
|
|
|
u32 bufSize = vfb->fb_stride * vfb->height * pixelSize;
|
|
u32 fb_address = (0x04000000) | vfb->fb_address;
|
|
|
|
if (vfb->fbo) {
|
|
fbo_bind_for_read(vfb->fbo);
|
|
} else {
|
|
fbo_unbind();
|
|
if (gl_extensions.FBO_ARB) {
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (glCheckFramebufferStatus(GL_READ_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
|
ERROR_LOG(SCEGE, "Incomplete source framebuffer, aborting read");
|
|
fbo_unbind();
|
|
if (gl_extensions.FBO_ARB) {
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
|
}
|
|
return;
|
|
}
|
|
|
|
glBindBuffer(GL_PIXEL_PACK_BUFFER, pixelBufObj_[currentPBO_].handle);
|
|
|
|
if (pixelBufObj_[currentPBO_].maxSize < bufSize) {
|
|
// We reserve a buffer big enough to fit all those pixels
|
|
if (useCPU && pixelType != GL_UNSIGNED_BYTE) {
|
|
// Wnd result may be 16-bit but we are reading 32-bit, so we need double the space on the buffer
|
|
glBufferData(GL_PIXEL_PACK_BUFFER, bufSize*2, NULL, GL_DYNAMIC_READ);
|
|
} else {
|
|
glBufferData(GL_PIXEL_PACK_BUFFER, bufSize, NULL, GL_DYNAMIC_READ);
|
|
}
|
|
pixelBufObj_[currentPBO_].maxSize = bufSize;
|
|
}
|
|
|
|
if (useCPU) {
|
|
// If converting pixel formats on the CPU we'll always request RGBA8888
|
|
glPixelStorei(GL_PACK_ALIGNMENT, 4);
|
|
glReadPixels(0, 0, vfb->fb_stride, vfb->height, GL_RGBA, GL_UNSIGNED_BYTE, 0);
|
|
} else {
|
|
// Otherwise we'll directly request the format we need and let the GPU sort it out
|
|
glPixelStorei(GL_PACK_ALIGNMENT, align);
|
|
glReadPixels(0, 0, vfb->fb_stride, vfb->height, pixelFormat, pixelType, 0);
|
|
}
|
|
|
|
GLenum error = glGetError();
|
|
switch(error) {
|
|
case 0:
|
|
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:
|
|
// GL_INVALID_OPERATION will happen sometimes midframe but everything
|
|
// seems to work out when actually mapping buffers?
|
|
// GL_SAMPLE_BUFFERS, GL_READ_BUFFER, GL_BUFFER_SIZE/MAPPED,
|
|
// GL_PIXEL_PACK_BUFFER_BINDING, all have the expected values.
|
|
ERROR_LOG(SCEGE, "glReadPixels: GL_INVALID_OPERATION");
|
|
break;
|
|
case GL_INVALID_FRAMEBUFFER_OPERATION:
|
|
ERROR_LOG(SCEGE, "glReadPixels: GL_INVALID_FRAMEBUFFER_OPERATION");
|
|
break;
|
|
default:
|
|
ERROR_LOG(SCEGE, "glReadPixels: UNKNOWN OPENGL ERROR %u", error);
|
|
break;
|
|
}
|
|
|
|
fbo_unbind();
|
|
if (gl_extensions.FBO_ARB) {
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
|
}
|
|
|
|
unbind = true;
|
|
|
|
pixelBufObj_[currentPBO_].fb_address = fb_address;
|
|
pixelBufObj_[currentPBO_].size = bufSize;
|
|
pixelBufObj_[currentPBO_].stride = vfb->fb_stride;
|
|
pixelBufObj_[currentPBO_].height = vfb->height;
|
|
pixelBufObj_[currentPBO_].format = vfb->format;
|
|
pixelBufObj_[currentPBO_].reading = true;
|
|
}
|
|
|
|
currentPBO_ = nextPBO;
|
|
|
|
if (unbind) {
|
|
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
|
|
}
|
|
}
|
|
|
|
#endif
|
|
|
|
void FramebufferManager::PackFramebufferSync_(VirtualFramebuffer *vfb) {
|
|
if (vfb->fbo) {
|
|
fbo_bind_for_read(vfb->fbo);
|
|
} else {
|
|
ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackFramebufferSync_: vfb->fbo == 0");
|
|
fbo_unbind();
|
|
return;
|
|
}
|
|
|
|
// Pixel size always 4 here because we always request RGBA8888
|
|
size_t bufSize = vfb->fb_stride * vfb->height * 4;
|
|
u32 fb_address = (0x04000000) | vfb->fb_address;
|
|
|
|
GLubyte *packed = 0;
|
|
if (vfb->format == GE_FORMAT_8888) {
|
|
packed = (GLubyte *)Memory::GetPointer(fb_address);
|
|
} else { // End result may be 16-bit but we are reading 32-bit, so there may not be enough space at fb_address
|
|
packed = (GLubyte *)malloc(bufSize * sizeof(GLubyte));
|
|
}
|
|
|
|
if (packed) {
|
|
DEBUG_LOG(SCEGE, "Reading framebuffer to mem, bufSize = %u, packed = %p, fb_address = %08x",
|
|
(u32)bufSize, packed, fb_address);
|
|
|
|
glPixelStorei(GL_PACK_ALIGNMENT, 4);
|
|
glReadPixels(0, 0, vfb->fb_stride, vfb->height, GL_RGBA, GL_UNSIGNED_BYTE, packed);
|
|
GLenum error = glGetError();
|
|
switch(error) {
|
|
case 0:
|
|
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:
|
|
// GL_INVALID_OPERATION will happen sometimes midframe but everything
|
|
// seems to work out when actually reading?
|
|
ERROR_LOG(SCEGE, "glReadPixels: GL_INVALID_OPERATION");
|
|
break;
|
|
case GL_INVALID_FRAMEBUFFER_OPERATION:
|
|
ERROR_LOG(SCEGE, "glReadPixels: GL_INVALID_FRAMEBUFFER_OPERATION");
|
|
break;
|
|
default:
|
|
ERROR_LOG(SCEGE, "glReadPixels: UNKNOWN OPENGL ERROR %u", error);
|
|
break;
|
|
}
|
|
|
|
if (vfb->format != GE_FORMAT_8888) { // If not RGBA 8888 we need to convert
|
|
ConvertFromRGBA8888(Memory::GetPointer(fb_address), packed, vfb->fb_stride, vfb->height, vfb->format);
|
|
free(packed);
|
|
}
|
|
}
|
|
|
|
fbo_unbind();
|
|
}
|
|
|
|
void FramebufferManager::EndFrame() {
|
|
if (resized_) {
|
|
DestroyAllFBOs();
|
|
glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
|
|
resized_ = false;
|
|
}
|
|
|
|
#ifndef USING_GLES2
|
|
// We flush to memory last requested framebuffer, if any
|
|
PackFramebufferAsync_(NULL);
|
|
#endif
|
|
}
|
|
|
|
void FramebufferManager::DeviceLost() {
|
|
DestroyAllFBOs();
|
|
DestroyDraw2DProgram();
|
|
resized_ = false;
|
|
}
|
|
|
|
void FramebufferManager::BeginFrame() {
|
|
DecimateFBOs();
|
|
currentRenderVfb_ = 0;
|
|
useBufferedRendering_ = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
|
|
}
|
|
|
|
void FramebufferManager::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
|
|
displayFramebufPtr_ = framebuf;
|
|
displayStride_ = stride;
|
|
displayFormat_ = format;
|
|
}
|
|
|
|
std::vector<FramebufferInfo> FramebufferManager::GetFramebufferList() {
|
|
std::vector<FramebufferInfo> list;
|
|
|
|
for (size_t i = 0; i < vfbs_.size(); ++i) {
|
|
VirtualFramebuffer *vfb = vfbs_[i];
|
|
|
|
FramebufferInfo info;
|
|
info.fb_address = vfb->fb_address;
|
|
info.z_address = vfb->z_address;
|
|
info.format = vfb->format;
|
|
info.width = vfb->width;
|
|
info.height = vfb->height;
|
|
info.fbo = vfb->fbo;
|
|
list.push_back(info);
|
|
}
|
|
|
|
return list;
|
|
}
|
|
|
|
// MotoGP workaround
|
|
void FramebufferManager::NotifyFramebufferCopy(u32 src, u32 dest, int size) {
|
|
for (size_t i = 0; i < vfbs_.size(); i++) {
|
|
// This size fits for MotoGP. Might want to make this more flexible for other games if they do the same.
|
|
if ((vfbs_[i]->fb_address | 0x04000000) == src && size == 512 * 272 * 2) {
|
|
// A framebuffer matched!
|
|
knownFramebufferCopies_.insert(std::pair<u32, u32>(src, dest));
|
|
}
|
|
}
|
|
}
|
|
|
|
void FramebufferManager::DecimateFBOs() {
|
|
fbo_unbind();
|
|
currentRenderVfb_ = 0;
|
|
bool updateVram = !(g_Config.iRenderingMode == FB_NON_BUFFERED_MODE || g_Config.iRenderingMode == FB_BUFFERED_MODE);
|
|
|
|
for (size_t i = 0; i < vfbs_.size(); ++i) {
|
|
VirtualFramebuffer *vfb = vfbs_[i];
|
|
int age = frameLastFramebufUsed - std::max(vfb->last_frame_render, vfb->last_frame_used);
|
|
|
|
if (updateVram && age == 0 && !vfb->memoryUpdated && vfb == displayFramebuf_)
|
|
ReadFramebufferToMemory(vfb);
|
|
|
|
if (vfb == displayFramebuf_ || vfb == prevDisplayFramebuf_ || vfb == prevPrevDisplayFramebuf_) {
|
|
continue;
|
|
}
|
|
|
|
if (age > FBO_OLD_AGE) {
|
|
INFO_LOG(SCEGE, "Decimating FBO for %08x (%i x %i x %i), age %i", vfb->fb_address, vfb->width, vfb->height, vfb->format, age)
|
|
DestroyFramebuf(vfb);
|
|
vfbs_.erase(vfbs_.begin() + i--);
|
|
}
|
|
}
|
|
|
|
// Do the same for ReadFramebuffersToMemory's VFBs
|
|
for (size_t i = 0; i < bvfbs_.size(); ++i) {
|
|
VirtualFramebuffer *vfb = bvfbs_[i];
|
|
int age = frameLastFramebufUsed - vfb->last_frame_render;
|
|
if (age > FBO_OLD_AGE) {
|
|
INFO_LOG(SCEGE, "Decimating FBO for %08x (%i x %i x %i), age %i", vfb->fb_address, vfb->width, vfb->height, vfb->format, age)
|
|
DestroyFramebuf(vfb);
|
|
bvfbs_.erase(bvfbs_.begin() + i--);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FramebufferManager::DestroyAllFBOs() {
|
|
fbo_unbind();
|
|
currentRenderVfb_ = 0;
|
|
displayFramebuf_ = 0;
|
|
prevDisplayFramebuf_ = 0;
|
|
prevPrevDisplayFramebuf_ = 0;
|
|
|
|
for (size_t i = 0; i < vfbs_.size(); ++i) {
|
|
VirtualFramebuffer *vfb = vfbs_[i];
|
|
INFO_LOG(SCEGE, "Destroying FBO for %08x : %i x %i x %i", vfb->fb_address, vfb->width, vfb->height, vfb->format);
|
|
DestroyFramebuf(vfb);
|
|
}
|
|
vfbs_.clear();
|
|
}
|
|
|
|
void FramebufferManager::UpdateFromMemory(u32 addr, int size, bool safe) {
|
|
addr &= ~0x40000000;
|
|
// TODO: Could go through all FBOs, but probably not important?
|
|
// TODO: Could also check for inner changes, but video is most important.
|
|
if (addr == DisplayFramebufAddr() || addr == PrevDisplayFramebufAddr() || safe) {
|
|
// TODO: Deleting the FBO is a heavy hammer solution, so let's only do it if it'd help.
|
|
if (!Memory::IsValidAddress(displayFramebufPtr_))
|
|
return;
|
|
|
|
fbo_unbind();
|
|
currentRenderVfb_ = 0;
|
|
|
|
bool needUnbind = false;
|
|
for (size_t i = 0; i < vfbs_.size(); ++i) {
|
|
VirtualFramebuffer *vfb = vfbs_[i];
|
|
if (MaskedEqual(vfb->fb_address, addr)) {
|
|
vfb->dirtyAfterDisplay = true;
|
|
vfb->reallyDirtyAfterDisplay = true;
|
|
// TODO: This without the fbo_unbind() above would be better than destroying the FBO.
|
|
// However, it doesn't seem to work for Star Ocean, at least
|
|
if (useBufferedRendering_ && vfb->fbo) {
|
|
DisableState();
|
|
glstate.viewport.set(0, 0, vfb->renderWidth, vfb->renderHeight);
|
|
fbo_bind_as_render_target(vfb->fbo);
|
|
needUnbind = true;
|
|
DrawPixels(Memory::GetPointer(addr | 0x04000000), vfb->format, vfb->fb_stride);
|
|
} else {
|
|
INFO_LOG(SCEGE, "Invalidating FBO for %08x (%i x %i x %i)", vfb->fb_address, vfb->width, vfb->height, vfb->format)
|
|
DestroyFramebuf(vfb);
|
|
vfbs_.erase(vfbs_.begin() + i--);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (needUnbind)
|
|
fbo_unbind();
|
|
}
|
|
}
|
|
|
|
void FramebufferManager::Resized() {
|
|
resized_ = true;
|
|
}
|
|
|
|
bool FramebufferManager::GetCurrentFramebuffer(GPUDebugBuffer &buffer) {
|
|
u32 fb_address = gstate.getFrameBufRawAddress();
|
|
int fb_stride = gstate.fbwidth & 0x3C0;
|
|
|
|
VirtualFramebuffer *vfb = currentRenderVfb_;
|
|
if (!vfb) {
|
|
vfb = GetVFBAt(fb_address);
|
|
}
|
|
|
|
if (!vfb) {
|
|
// If there's no vfb and we're drawing there, must be memory?
|
|
buffer = GPUDebugBuffer(Memory::GetPointer(fb_address | 0x04000000), fb_stride, 512, gstate.FrameBufFormat());
|
|
return true;
|
|
}
|
|
|
|
buffer.Allocate(vfb->renderWidth, vfb->renderHeight, GE_FORMAT_8888, true);
|
|
if (vfb->fbo)
|
|
fbo_bind_for_read(vfb->fbo);
|
|
#ifndef USING_GLES2
|
|
glReadBuffer(GL_COLOR_ATTACHMENT0);
|
|
#endif
|
|
glPixelStorei(GL_PACK_ALIGNMENT, 4);
|
|
glReadPixels(0, 0, vfb->renderWidth, vfb->renderHeight, GL_RGBA, GL_UNSIGNED_BYTE, buffer.GetData());
|
|
|
|
return true;
|
|
}
|
|
|
|
bool FramebufferManager::GetCurrentDepthbuffer(GPUDebugBuffer &buffer) {
|
|
u32 fb_address = gstate.getFrameBufRawAddress();
|
|
int fb_stride = gstate.fbwidth & 0x3C0;
|
|
|
|
u32 z_address = gstate.getDepthBufRawAddress();
|
|
int z_stride = gstate.zbwidth & 0x3C0;
|
|
|
|
VirtualFramebuffer *vfb = currentRenderVfb_;
|
|
if (!vfb) {
|
|
vfb = GetVFBAt(fb_address);
|
|
}
|
|
|
|
if (!vfb) {
|
|
// If there's no vfb and we're drawing there, must be memory?
|
|
// TODO: Is the value 16-bit? It seems to be.
|
|
buffer = GPUDebugBuffer(Memory::GetPointer(z_address | 0x04000000), z_stride, 512, GPU_DBG_FORMAT_16BIT);
|
|
return true;
|
|
}
|
|
|
|
#ifndef USING_GLES2
|
|
buffer.Allocate(vfb->renderWidth, vfb->renderHeight, GPU_DBG_FORMAT_16BIT, true);
|
|
if (vfb->fbo)
|
|
fbo_bind_for_read(vfb->fbo);
|
|
glReadBuffer(GL_DEPTH_ATTACHMENT);
|
|
glPixelStorei(GL_PACK_ALIGNMENT, 4);
|
|
glReadPixels(0, 0, vfb->renderWidth, vfb->renderHeight, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, buffer.GetData());
|
|
|
|
return true;
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
bool FramebufferManager::GetCurrentStencilbuffer(GPUDebugBuffer &buffer) {
|
|
u32 fb_address = gstate.getFrameBufRawAddress();
|
|
int fb_stride = gstate.fbwidth & 0x3C0;
|
|
|
|
VirtualFramebuffer *vfb = currentRenderVfb_;
|
|
if (!vfb) {
|
|
vfb = GetVFBAt(fb_address);
|
|
}
|
|
|
|
if (!vfb) {
|
|
// If there's no vfb and we're drawing there, must be memory?
|
|
// TODO: Actually get the stencil.
|
|
buffer = GPUDebugBuffer(Memory::GetPointer(fb_address | 0x04000000), fb_stride, 512, GPU_DBG_FORMAT_8888);
|
|
return true;
|
|
}
|
|
|
|
#ifndef USING_GLES2
|
|
buffer.Allocate(vfb->renderWidth, vfb->renderHeight, GPU_DBG_FORMAT_8BIT, true);
|
|
if (vfb->fbo)
|
|
fbo_bind_for_read(vfb->fbo);
|
|
glReadBuffer(GL_STENCIL_ATTACHMENT);
|
|
glPixelStorei(GL_PACK_ALIGNMENT, 2);
|
|
glReadPixels(0, 0, vfb->renderWidth, vfb->renderHeight, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, buffer.GetData());
|
|
|
|
return true;
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|