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// Copyright (c) 2015- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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# include <set>
# include <algorithm>
# include "profiler/profiler.h"
# include "base/timeutil.h"
# include "math/lin/matrix4x4.h"
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# include "Common/Vulkan/VulkanContext.h"
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# include "Common/ColorConv.h"
# include "Core/Host.h"
# include "Core/MemMap.h"
# include "Core/Config.h"
# include "Core/System.h"
# include "Core/Reporting.h"
# include "Core/HLE/sceDisplay.h"
# include "GPU/ge_constants.h"
# include "GPU/GPUState.h"
# include "GPU/Common/PostShader.h"
# include "GPU/Common/TextureDecoder.h"
# include "GPU/Common/FramebufferCommon.h"
# include "GPU/Debugger/Stepping.h"
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# include "GPU/GPUInterface.h"
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# include "GPU/GPUState.h"
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# include "Common/Vulkan/VulkanImage.h"
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# include "GPU/Vulkan/FramebufferVulkan.h"
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# include "GPU/Vulkan/DrawEngineVulkan.h"
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# include "GPU/Vulkan/TextureCacheVulkan.h"
# include "GPU/Vulkan/ShaderManagerVulkan.h"
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# include "GPU/Vulkan/VulkanUtil.h"
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# include "UI/OnScreenDisplay.h"
extern int g_iNumVideos ;
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static const char tex_fs [ ] =
" layout (binding = 0) uniform sampler2D sampler0; \n "
" layout (location = 0) in vec2 v_texcoord0; \n "
" void main() { \n "
" gl_FragColor = texture2D(sampler0, v_texcoord0); \n "
" } \n " ;
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static const char basic_vs [ ] =
" layout (location = 0) in vec4 a_position; \n "
" layout (location = 1) in attribute vec2 a_texcoord0; \n "
" layout (location = 0) out vec2 v_texcoord0; \n "
" void main() { \n "
" v_texcoord0 = a_texcoord0; \n "
" gl_Position = a_position; \n "
" } \n " ;
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void ConvertFromRGBA8888_Vulkan ( u8 * dst , const u8 * src , u32 dstStride , u32 srcStride , u32 width , u32 height , GEBufferFormat format ) ;
void FramebufferManagerVulkan : : ClearBuffer ( bool keepState ) {
// keepState is irrelevant.
if ( ! currentRenderVfb_ ) {
return ;
}
VkClearAttachment clear [ 2 ] ;
memset ( clear , 0 , sizeof ( clear ) ) ;
clear [ 0 ] . aspectMask = VK_IMAGE_ASPECT_COLOR_BIT ;
clear [ 1 ] . aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT ;
VkClearRect rc ;
rc . baseArrayLayer = 0 ;
rc . layerCount = 1 ;
rc . rect . offset . x = 0 ;
rc . rect . offset . y = 0 ;
rc . rect . extent . width = currentRenderVfb_ - > bufferWidth ;
rc . rect . extent . height = currentRenderVfb_ - > bufferHeight ;
vkCmdClearAttachments ( curCmd_ , 2 , clear , 1 , & rc ) ;
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}
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void FramebufferManagerVulkan : : DisableState ( ) {
}
void FramebufferManagerVulkan : : SetNumExtraFBOs ( int num ) {
/*
for ( size_t i = 0 ; i < extraFBOs_ . size ( ) ; i + + ) {
fbo_destroy ( extraFBOs_ [ i ] ) ;
}
extraFBOs_ . clear ( ) ;
for ( int i = 0 ; i < num ; i + + ) {
// No depth/stencil for post processing
FBO * fbo_vk = fbo_create ( renderWidth_ , renderHeight_ , 1 , false , FBO_8888 ) ;
extraFBOs_ . push_back ( fbo_vk ) ;
// The new FBO is still bound after creation, but let's bind it anyway.
fbo_bind_as_render_target ( fbo_vk ) ;
ClearBuffer ( ) ;
}
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currentRenderVfb_ = 0 ;
fbo_unbind ( ) ;
*/
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}
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void FramebufferManagerVulkan : : CompileDraw2DProgram ( ) {
/*
if ( ! draw2dprogram_ ) {
std : : string errorString ;
draw2dprogram_ = glsl_create_source ( basic_vs , tex_fs , & errorString ) ;
if ( ! draw2dprogram_ ) {
ERROR_LOG_REPORT ( G3D , " Failed to compile draw2dprogram! This shouldn't happen. \n %s " , errorString . c_str ( ) ) ;
} else {
glsl_bind ( draw2dprogram_ ) ;
glUniform1i ( draw2dprogram_ - > sampler0 , 0 ) ;
}
plainColorProgram_ = glsl_create_source ( color_vs , color_fs , & errorString ) ;
if ( ! plainColorProgram_ ) {
ERROR_LOG_REPORT ( G3D , " Failed to compile plainColorProgram! This shouldn't happen. \n %s " , errorString . c_str ( ) ) ;
} else {
glsl_bind ( plainColorProgram_ ) ;
plainColorLoc_ = glsl_uniform_loc ( plainColorProgram_ , " u_color " ) ;
}
SetNumExtraFBOs ( 0 ) ;
const ShaderInfo * shaderInfo = 0 ;
if ( g_Config . sPostShaderName ! = " Off " ) {
shaderInfo = GetPostShaderInfo ( g_Config . sPostShaderName ) ;
}
if ( shaderInfo ) {
postShaderAtOutputResolution_ = shaderInfo - > outputResolution ;
postShaderProgram_ = glsl_create ( shaderInfo - > vertexShaderFile . c_str ( ) , shaderInfo - > fragmentShaderFile . c_str ( ) , & errorString ) ;
if ( ! postShaderProgram_ ) {
// DO NOT turn this into a report, as it will pollute our logs with all kinds of
// user shader experiments.
ERROR_LOG ( G3D , " Failed to build post-processing program from %s and %s! \n %s " , shaderInfo - > vertexShaderFile . c_str ( ) , shaderInfo - > fragmentShaderFile . c_str ( ) , errorString . c_str ( ) ) ;
// let's show the first line of the error string as an OSM.
std : : set < std : : string > blacklistedLines ;
// These aren't useful to show, skip to the first interesting line.
blacklistedLines . insert ( " Fragment shader failed to compile with the following errors: " ) ;
blacklistedLines . insert ( " Vertex shader failed to compile with the following errors: " ) ;
blacklistedLines . insert ( " Compile failed. " ) ;
blacklistedLines . insert ( " " ) ;
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std : : string firstLine ;
size_t start = 0 ;
for ( size_t i = 0 ; i < errorString . size ( ) ; i + + ) {
if ( errorString [ i ] = = ' \n ' ) {
firstLine = errorString . substr ( start , i - start ) ;
if ( blacklistedLines . find ( firstLine ) = = blacklistedLines . end ( ) ) {
break ;
}
start = i + 1 ;
firstLine . clear ( ) ;
}
}
if ( ! firstLine . empty ( ) ) {
osm . Show ( " Post-shader error: " + firstLine + " ... " , 10.0f , 0xFF3090FF ) ;
} else {
osm . Show ( " Post-shader error, see log for details " , 10.0f , 0xFF3090FF ) ;
}
usePostShader_ = false ;
} else {
glsl_bind ( postShaderProgram_ ) ;
glUniform1i ( postShaderProgram_ - > sampler0 , 0 ) ;
SetNumExtraFBOs ( 1 ) ;
deltaLoc_ = glsl_uniform_loc ( postShaderProgram_ , " u_texelDelta " ) ;
pixelDeltaLoc_ = glsl_uniform_loc ( postShaderProgram_ , " u_pixelDelta " ) ;
timeLoc_ = glsl_uniform_loc ( postShaderProgram_ , " u_time " ) ;
usePostShader_ = true ;
}
} else {
postShaderProgram_ = nullptr ;
usePostShader_ = false ;
}
glsl_unbind ( ) ;
}
*/
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}
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void FramebufferManagerVulkan : : UpdatePostShaderUniforms ( int bufferWidth , int bufferHeight , int renderWidth , int renderHeight ) {
float u_delta = 1.0f / renderWidth ;
float v_delta = 1.0f / renderHeight ;
float u_pixel_delta = u_delta ;
float v_pixel_delta = v_delta ;
if ( postShaderAtOutputResolution_ ) {
float x , y , w , h ;
CenterDisplayOutputRect ( & x , & y , & w , & h , 480.0f , 272.0f , ( float ) pixelWidth_ , ( float ) pixelHeight_ , ROTATION_LOCKED_HORIZONTAL ) ;
u_pixel_delta = ( 1.0f / w ) * ( 480.0f / bufferWidth ) ;
v_pixel_delta = ( 1.0f / h ) * ( 272.0f / bufferHeight ) ;
}
postUniforms_ . texelDelta [ 0 ] = u_delta ;
postUniforms_ . texelDelta [ 1 ] = v_delta ;
postUniforms_ . pixelDelta [ 0 ] = u_pixel_delta ;
postUniforms_ . pixelDelta [ 1 ] = v_pixel_delta ;
int flipCount = __DisplayGetFlipCount ( ) ;
int vCount = __DisplayGetVCount ( ) ;
float time [ 4 ] = { time_now ( ) , ( vCount % 60 ) * 1.0f / 60.0f , ( float ) vCount , ( float ) ( flipCount % 60 ) } ;
memcpy ( postUniforms_ . time , time , 4 * sizeof ( float ) ) ;
}
void FramebufferManagerVulkan : : DestroyDraw2DProgram ( ) {
/*
if ( draw2dprogram_ ) {
glsl_destroy ( draw2dprogram_ ) ;
draw2dprogram_ = nullptr ;
}
if ( postShaderProgram_ ) {
glsl_destroy ( postShaderProgram_ ) ;
postShaderProgram_ = nullptr ;
}
*/
}
FramebufferManagerVulkan : : FramebufferManagerVulkan ( VulkanContext * vulkan ) :
vulkan_ ( vulkan ) ,
drawPixelsTex_ ( 0 ) ,
drawPixelsTexFormat_ ( GE_FORMAT_INVALID ) ,
convBuf_ ( nullptr ) ,
textureCache_ ( nullptr ) ,
shaderManager_ ( nullptr ) ,
resized_ ( false ) ,
pixelBufObj_ ( nullptr ) ,
currentPBO_ ( 0 ) {
}
FramebufferManagerVulkan : : ~ FramebufferManagerVulkan ( ) {
/*
if ( drawPixelsTex_ )
glDeleteTextures ( 1 , & drawPixelsTex_ ) ;
DestroyDraw2DProgram ( ) ;
if ( stencilUploadProgram_ ) {
glsl_destroy ( stencilUploadProgram_ ) ;
}
SetNumExtraFBOs ( 0 ) ;
for ( auto it = tempFBOs_ . begin ( ) , end = tempFBOs_ . end ( ) ; it ! = end ; + + it ) {
fbo_destroy ( it - > second . fbo_vk ) ;
}
delete [ ] pixelBufObj_ ;
delete [ ] convBuf_ ;
*/
}
void FramebufferManagerVulkan : : Init ( ) {
FramebufferManagerCommon : : Init ( ) ;
// Workaround for upscaling shaders where we force x1 resolution without saving it
resized_ = true ;
CompileDraw2DProgram ( ) ;
}
void FramebufferManagerVulkan : : MakePixelTexture ( const u8 * srcPixels , GEBufferFormat srcPixelFormat , int srcStride , int width , int height ) {
/*
if ( drawPixelsTex_ & & ( drawPixelsTexFormat_ ! = srcPixelFormat | | drawPixelsTexW_ ! = width | | drawPixelsTexH_ ! = height ) ) {
glDeleteTextures ( 1 , & drawPixelsTex_ ) ;
drawPixelsTex_ = 0 ;
}
if ( ! drawPixelsTex_ ) {
drawPixelsTex_ = textureCache_ - > AllocTextureName ( ) ;
drawPixelsTexW_ = width ;
drawPixelsTexH_ = height ;
// Initialize backbuffer texture for DrawPixels
glBindTexture ( GL_TEXTURE_2D , drawPixelsTex_ ) ;
glPixelStorei ( GL_UNPACK_ALIGNMENT , 1 ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_NEAREST ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_NEAREST ) ;
glTexImage2D ( GL_TEXTURE_2D , 0 , GL_RGBA , width , height , 0 , GL_RGBA , GL_UNSIGNED_BYTE , 0 ) ;
drawPixelsTexFormat_ = srcPixelFormat ;
} else {
glBindTexture ( GL_TEXTURE_2D , drawPixelsTex_ ) ;
}
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// TODO: We can just change the texture format and flip some bits around instead of this.
// Could share code with the texture cache perhaps.
bool useConvBuf = false ;
if ( srcPixelFormat ! = GE_FORMAT_8888 | | srcStride ! = width ) {
useConvBuf = true ;
u32 neededSize = width * height * 4 ;
if ( ! convBuf_ | | convBufSize_ < neededSize ) {
delete [ ] convBuf_ ;
convBuf_ = new u8 [ neededSize ] ;
convBufSize_ = neededSize ;
}
for ( int y = 0 ; y < height ; y + + ) {
switch ( srcPixelFormat ) {
case GE_FORMAT_565 :
{
const u16 * src = ( const u16 * ) srcPixels + srcStride * y ;
u8 * dst = convBuf_ + 4 * width * y ;
ConvertRGBA565ToRGBA8888 ( ( u32 * ) dst , src , width ) ;
}
break ;
case GE_FORMAT_5551 :
{
const u16 * src = ( const u16 * ) srcPixels + srcStride * y ;
u8 * dst = convBuf_ + 4 * width * y ;
ConvertRGBA5551ToRGBA8888 ( ( u32 * ) dst , src , width ) ;
}
break ;
case GE_FORMAT_4444 :
{
const u16 * src = ( const u16 * ) srcPixels + srcStride * y ;
u8 * dst = convBuf_ + 4 * width * y ;
ConvertRGBA4444ToRGBA8888 ( ( u32 * ) dst , src , width ) ;
}
break ;
case GE_FORMAT_8888 :
{
const u8 * src = srcPixels + srcStride * 4 * y ;
u8 * dst = convBuf_ + 4 * width * y ;
memcpy ( dst , src , 4 * width ) ;
}
break ;
case GE_FORMAT_INVALID :
_dbg_assert_msg_ ( G3D , false , " Invalid pixelFormat passed to DrawPixels(). " ) ;
break ;
}
}
}
glTexSubImage2D ( GL_TEXTURE_2D , 0 , 0 , 0 , width , height , GL_RGBA , GL_UNSIGNED_BYTE , useConvBuf ? convBuf_ : srcPixels ) ;
*/
}
void FramebufferManagerVulkan : : DrawPixels ( VirtualFramebuffer * vfb , int dstX , int dstY , const u8 * srcPixels , GEBufferFormat srcPixelFormat , int srcStride , int width , int height ) {
/*
float v0 = 0.0f , v1 = 1.0f ;
if ( useBufferedRendering_ & & vfb & & vfb - > fbo_vk ) {
fbo_bind_as_render_target ( vfb - > fbo_vk ) ;
glViewport ( 0 , 0 , vfb - > renderWidth , vfb - > renderHeight ) ;
} else {
// We are drawing to the back buffer so need to flip.
v0 = 1.0f ;
v1 = 0.0f ;
float x , y , w , h ;
CenterDisplayOutputRect ( & x , & y , & w , & h , 480.0f , 272.0f , ( float ) pixelWidth_ , ( float ) pixelHeight_ , ROTATION_LOCKED_HORIZONTAL ) ;
glViewport ( x , y , w , h ) ;
}
MakePixelTexture ( srcPixels , srcPixelFormat , srcStride , width , height ) ;
DrawActiveTexture ( 0 , dstX , dstY , width , height , vfb - > bufferWidth , vfb - > bufferHeight , 0.0f , v0 , 1.0f , v1 , nullptr , ROTATION_LOCKED_HORIZONTAL ) ;
textureCache_ - > ForgetLastTexture ( ) ;
*/
}
void FramebufferManagerVulkan : : DrawFramebufferToOutput ( const u8 * srcPixels , GEBufferFormat srcPixelFormat , int srcStride , bool applyPostShader ) {
/*
MakePixelTexture ( srcPixels , srcPixelFormat , srcStride , 512 , 272 ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , g_Config . iTexFiltering = = TEX_FILTER_NEAREST ? GL_NEAREST : GL_LINEAR ) ;
struct CardboardSettings cardboardSettings ;
GetCardboardSettings ( & cardboardSettings ) ;
// This might draw directly at the backbuffer (if so, applyPostShader is set) so if there's a post shader, we need to apply it here.
// Should try to unify this path with the regular path somehow, but this simple solution works for most of the post shaders
// (it always runs at output resolution so FXAA may look odd).
float x , y , w , h ;
int uvRotation = ( g_Config . iRenderingMode ! = FB_NON_BUFFERED_MODE ) ? g_Config . iInternalScreenRotation : ROTATION_LOCKED_HORIZONTAL ;
CenterDisplayOutputRect ( & x , & y , & w , & h , 480.0f , 272.0f , ( float ) pixelWidth_ , ( float ) pixelHeight_ , uvRotation ) ;
if ( applyPostShader ) {
// Make sure we've compiled the shader.
if ( ! postShaderProgram_ ) {
CompileDraw2DProgram ( ) ;
}
// Might've changed if the shader was just changed to Off.
if ( usePostShader_ ) {
glsl_bind ( postShaderProgram_ ) ;
UpdatePostShaderUniforms ( 480 , 272 , renderWidth_ , renderHeight_ ) ;
}
}
float u0 = 0.0f , u1 = 480.0f / 512.0f ;
float v0 = 0.0f , v1 = 1.0f ;
// We are drawing directly to the back buffer.
std : : swap ( v0 , v1 ) ;
if ( cardboardSettings . enabled ) {
// Left Eye Image
glstate . viewport . set ( cardboardSettings . leftEyeXPosition , cardboardSettings . screenYPosition , cardboardSettings . screenWidth , cardboardSettings . screenHeight ) ;
if ( applyPostShader & & usePostShader_ & & useBufferedRendering_ ) {
DrawActiveTexture ( 0 , x , y , w , h , ( float ) pixelWidth_ , ( float ) pixelHeight_ , u0 , v0 , u1 , v1 , postShaderProgram_ , ROTATION_LOCKED_HORIZONTAL ) ;
} else {
DrawActiveTexture ( 0 , x , y , w , h , ( float ) pixelWidth_ , ( float ) pixelHeight_ , u0 , v0 , u1 , v1 , nullptr , ROTATION_LOCKED_HORIZONTAL ) ;
}
// Right Eye Image
glstate . viewport . set ( cardboardSettings . rightEyeXPosition , cardboardSettings . screenYPosition , cardboardSettings . screenWidth , cardboardSettings . screenHeight ) ;
if ( applyPostShader & & usePostShader_ & & useBufferedRendering_ ) {
DrawActiveTexture ( 0 , x , y , w , h , ( float ) pixelWidth_ , ( float ) pixelHeight_ , u0 , v0 , u1 , v1 , postShaderProgram_ , ROTATION_LOCKED_HORIZONTAL ) ;
} else {
DrawActiveTexture ( 0 , x , y , w , h , ( float ) pixelWidth_ , ( float ) pixelHeight_ , u0 , v0 , u1 , v1 , nullptr , ROTATION_LOCKED_HORIZONTAL ) ;
}
} else {
// Fullscreen Image
glstate . viewport . set ( 0 , 0 , pixelWidth_ , pixelHeight_ ) ;
if ( applyPostShader & & usePostShader_ & & useBufferedRendering_ ) {
DrawActiveTexture ( 0 , x , y , w , h , ( float ) pixelWidth_ , ( float ) pixelHeight_ , u0 , v0 , u1 , v1 , postShaderProgram_ , uvRotation ) ;
} else {
DrawActiveTexture ( 0 , x , y , w , h , ( float ) pixelWidth_ , ( float ) pixelHeight_ , u0 , v0 , u1 , v1 , nullptr , uvRotation ) ;
}
}
*/
}
// x, y, w, h are relative coordinates against destW/destH, which is not very intuitive.
void FramebufferManagerVulkan : : DrawActiveTexture ( VulkanTexture * texture , float x , float y , float w , float h , float destW , float destH , float u0 , float v0 , float u1 , float v1 , VkPipeline pipeline , 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 ;
switch ( uvRotation ) {
case ROTATION_LOCKED_HORIZONTAL180 : rotation = 4 ; break ;
case ROTATION_LOCKED_VERTICAL : rotation = 2 ; break ;
case ROTATION_LOCKED_VERTICAL180 : rotation = 6 ; 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 FramebufferManagerVulkan : : DestroyFramebuf ( VirtualFramebuffer * v ) {
textureCache_ - > NotifyFramebuffer ( v - > fb_address , v , NOTIFY_FB_DESTROYED ) ;
if ( v - > fbo_vk ) {
delete v - > fbo_vk ;
v - > fbo_vk = 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 FramebufferManagerVulkan : : RebindFramebuffer ( ) {
/*
if ( currentRenderVfb_ & & currentRenderVfb_ - > fbo_vk ) {
ImagcurrentRenderVfb_ - > fbo_vk - > GetColorImageView ( ) ;
} else {
fbo_unbind ( ) ;
}
if ( g_Config . iRenderingMode = = FB_NON_BUFFERED_MODE )
glstate . viewport . restore ( ) ;
*/
}
void FramebufferManagerVulkan : : 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 = VK_FBO_8888 ;
} else {
switch ( vfb - > format ) {
case GE_FORMAT_4444 :
vfb - > colorDepth = VK_FBO_4444 ;
break ;
case GE_FORMAT_5551 :
vfb - > colorDepth = VK_FBO_5551 ;
break ;
case GE_FORMAT_565 :
vfb - > colorDepth = VK_FBO_565 ;
break ;
case GE_FORMAT_8888 :
default :
vfb - > colorDepth = VK_FBO_8888 ;
break ;
}
}
textureCache_ - > ForgetLastTexture ( ) ;
if ( ! useBufferedRendering_ ) {
if ( vfb - > fbo_vk ) {
delete vfb - > fbo_vk ;
vfb - > fbo_vk = 0 ;
}
return ;
}
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vfb - > fbo_vk = new VulkanFBO ( ) ;
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// bo_create(vfb->renderWidth, vfb->renderHeight, 1, true, (FBOColorDepth)vfb->colorDepth);
if ( old . fbo_vk ) {
INFO_LOG ( SCEGE , " Resizing FBO for %08x : %i x %i x %i " , vfb - > fb_address , w , h , vfb - > format ) ;
if ( vfb - > fbo_vk ) {
/// fbo_bind_as_render_target(vfb->fbo_vk);
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 ) ;
}
}
delete old . fbo_vk ;
if ( vfb - > fbo_vk ) {
// fbo_bind_as_render_target(vfb->fbo_vk);
}
}
if ( ! vfb - > fbo_vk ) {
ERROR_LOG ( SCEGE , " Error creating FBO! %i x %i " , vfb - > renderWidth , vfb - > renderHeight ) ;
}
}
void FramebufferManagerVulkan : : NotifyRenderFramebufferCreated ( VirtualFramebuffer * vfb ) {
if ( ! useBufferedRendering_ ) {
// 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_PROJMATRIX ) ;
}
}
void FramebufferManagerVulkan : : 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_vk ) {
// vfb->fbo_vk->GetColorImageView();
}
} else {
if ( vfb - > fbo_vk ) {
// wtf? This should only happen very briefly when toggling bBufferedRendering
textureCache_ - > NotifyFramebuffer ( vfb - > fb_address , vfb , NOTIFY_FB_DESTROYED ) ;
delete vfb - > fbo_vk ;
vfb - > fbo_vk = nullptr ;
}
// 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 ) ;
// Copy depth pixel value from the read framebuffer to the draw framebuffer
if ( prevVfb & & ! g_Config . bDisableSlowFramebufEffects ) {
if ( ! prevVfb - > fbo_vk | | ! vfb - > fbo_vk | | ! 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_PROJMATRIX ) ;
}
}
void FramebufferManagerVulkan : : 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_PROJMATRIX ) ;
}
}
bool FramebufferManagerVulkan : : NotifyStencilUpload ( u32 addr , int size , bool skipZero ) {
// In Vulkan we should be able to simply copy the stencil data directly to a stencil buffer without
// messing about with bitplane textures and the like.
return false ;
}
int FramebufferManagerVulkan : : GetLineWidth ( ) {
if ( g_Config . iInternalResolution = = 0 ) {
return std : : max ( 1 , ( int ) ( renderWidth_ / 480 ) ) ;
} else {
return g_Config . iInternalResolution ;
}
}
void FramebufferManagerVulkan : : ReformatFramebufferFrom ( VirtualFramebuffer * vfb , GEBufferFormat old ) {
if ( ! useBufferedRendering_ | | ! vfb - > fbo_vk ) {
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 FramebufferManagerVulkan : : BlitFramebufferDepth ( VirtualFramebuffer * src , VirtualFramebuffer * dst ) {
/*
if ( src - > z_address = = dst - > z_address & &
src - > z_stride ! = 0 & & dst - > z_stride ! = 0 & &
src - > renderWidth = = dst - > renderWidth & &
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 , src - > renderWidth , src - > renderHeight , 0 , 0 , dst - > renderWidth , dst - > renderHeight , GL_DEPTH_BUFFER_BIT , GL_NEAREST ) ;
# endif // defined(USING_GLES2) && defined(ANDROID)
} else {
glBlitFramebuffer ( 0 , 0 , src - > renderWidth , src - > renderHeight , 0 , 0 , dst - > renderWidth , dst - > renderHeight , GL_DEPTH_BUFFER_BIT , GL_NEAREST ) ;
}
// If we set dst->depthUpdated here, our optimization above would be pointless.
glstate . scissorTest . restore ( ) ;
}
} */
}
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VulkanFBO * FramebufferManagerVulkan : : GetTempFBO ( u16 w , u16 h , VulkanFBOColorDepth depth ) {
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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_vk ;
}
textureCache_ - > ForgetLastTexture ( ) ;
// FBO *fbo_vk = fbo_create(w, h, 1, false, depth);
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VulkanFBO * fbo_vk = new VulkanFBO ( ) ;
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if ( ! fbo_vk )
return nullptr ;
// fbo_bind_as_render_target(fbo_vk);
// fbo_vk->GetColorImageView()
// ClearBuffer(true);
const TempFBO info = { fbo_vk , gpuStats . numFlips } ;
tempFBOs_ [ key ] = info ;
return fbo_vk ;
}
void FramebufferManagerVulkan : : BindFramebufferColor ( int stage , u32 fbRawAddress , VirtualFramebuffer * framebuffer , int flags ) {
if ( framebuffer = = NULL ) {
framebuffer = currentRenderVfb_ ;
}
/*
if ( stage ! = GL_TEXTURE0 ) {
glActiveTexture ( stage ) ;
}
if ( ! framebuffer - > fbo_vk | | ! 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_vk * renderCopy = GetTempFBO ( framebuffer - > renderWidth , framebuffer - > renderHeight , ( FBOColorDepth ) framebuffer - > colorDepth ) ;
if ( renderCopy ) {
VirtualFramebuffer copyInfo = * framebuffer ;
copyInfo . fbo_vk = renderCopy ;
int x = 0 ;
int y = 0 ;
int w = framebuffer - > drawnWidth ;
int h = framebuffer - > drawnHeight ;
// If max is not > min, we probably could not detect it. Skip.
// See the vertex decoder, where this is updated.
if ( ( flags & BINDFBCOLOR_MAY_COPY_WITH_UV ) = = BINDFBCOLOR_MAY_COPY_WITH_UV & & gstate_c . vertBounds . maxU > gstate_c . vertBounds . minU ) {
x = gstate_c . vertBounds . minU ;
y = gstate_c . vertBounds . minV ;
w = gstate_c . vertBounds . maxU - x ;
h = gstate_c . vertBounds . maxV - y ;
// If we bound a framebuffer, apply the byte offset as pixels to the copy too.
if ( flags & BINDFBCOLOR_APPLY_TEX_OFFSET ) {
x + = gstate_c . curTextureXOffset ;
y + = gstate_c . curTextureYOffset ;
}
}
BlitFramebuffer ( & copyInfo , x , y , framebuffer , x , y , w , h , 0 ) ;
fbo_bind_color_as_texture ( renderCopy , 0 ) ;
} else {
fbo_bind_color_as_texture ( framebuffer - > fbo_vk , 0 ) ;
}
} else {
fbo_bind_color_as_texture ( framebuffer - > fbo_vk , 0 ) ;
}
if ( stage ! = GL_TEXTURE0 ) {
glActiveTexture ( stage ) ;
}
*/
}
struct CardboardSettings * FramebufferManagerVulkan : : 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 ;
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}
void FramebufferManagerVulkan : : CopyDisplayToOutput ( ) {
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// This is where we should collect all the renderpasses from this frame,
// sort them in order according to texturing dependencies, and enqueue
// them on the Vulkan context.
// Then, we will simply perform a blit of the currently displayed framebuffer to the backbuffer.
// If there's no extra graphics to draw like framerate counters or controls,
// then in theory, we can even avoid starting up a render pass at all for the backbuffer (!). not sure if that
// is worth the needed refactoring trouble though.
// fbo_unbind();
// glstate.viewport.set(0, 0, pixelWidth_, pixelHeight_);
currentRenderVfb_ = 0 ;
if ( useBufferedRendering_ ) {
// TODO: Clear here. Although it will be done through the surface pass instead..
}
if ( displayFramebufPtr_ = = 0 ) {
DEBUG_LOG ( SCEGE , " Display disabled, displaying only black " ) ;
// No framebuffer to display! Clear to black.
ClearBuffer ( ) ;
return ;
}
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 ;
}
}
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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_vk ) {
DEBUG_LOG ( SCEGE , " Displaying FBO %08x " , vfb - > fb_address ) ;
// We should not be in a renderpass here so can just copy.
/*
GLuint colorTexture = fbo_get_color_texture ( vfb - > fbo_vk ) ;
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 ) ;
*/
}
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}
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void FramebufferManagerVulkan : : 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
// TODO: Can we fall back to sync without these?
if ( ! sync ) {
PackFramebufferAsync_ ( nvfb ) ;
} else {
PackFramebufferSync_ ( nvfb , x , y , w , h ) ;
}
textureCache_ - > ForgetLastTexture ( ) ;
RebindFramebuffer ( ) ;
}
}
void FramebufferManagerVulkan : : 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 ) ;
// 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 FramebufferManagerVulkan : : 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 = VK_FBO_4444 ;
break ;
case GE_FORMAT_5551 :
nvfb - > colorDepth = VK_FBO_5551 ;
break ;
case GE_FORMAT_565 :
nvfb - > colorDepth = VK_FBO_565 ;
break ;
case GE_FORMAT_8888 :
default :
nvfb - > colorDepth = VK_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 FramebufferManagerVulkan : : 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 FramebufferManagerVulkan : : 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_Vulkan ( 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 {
// 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
for ( u32 y = 0 ; y < height ; + + y ) {
ConvertRGBA8888ToRGB565 ( dst16 , src32 , width ) ;
src32 + = srcStride ;
dst16 + = dstStride ;
}
break ;
case GE_FORMAT_5551 : // ABGR 1555
for ( u32 y = 0 ; y < height ; + + y ) {
ConvertBGRA8888ToRGBA5551 ( dst16 , src32 , width ) ;
src32 + = srcStride ;
dst16 + = dstStride ;
}
break ;
case GE_FORMAT_4444 : // ABGR 4444
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
void FramebufferManagerVulkan : : 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 ;
}
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// 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 FramebufferManagerVulkan : : PackFramebufferSync_ ( VirtualFramebuffer * vfb , int x , int y , int w , int h ) {
/*
if ( vfb - > fbo ) {
fbo_bind_for_read ( vfb - > fbo ) ;
} else {
ERROR_LOG_REPORT_ONCE ( vfbfbozero , SCEGE , " PackFramebufferSync_: vfb->fbo == 0 " ) ;
fbo_unbind_read ( ) ;
return ;
}
// Pixel size always 4 here because we always request RGBA8888
size_t bufSize = vfb - > fb_stride * std : : max ( vfb - > height , ( u16 ) h ) * 4 ;
u32 fb_address = ( 0x04000000 ) | vfb - > fb_address ;
GLubyte * packed = 0 ;
bool convert = vfb - > format ! = GE_FORMAT_8888 | | UseBGRA8888 ( ) ;
const int dstBpp = vfb - > format = = GE_FORMAT_8888 ? 4 : 2 ;
const int packWidth = x + w < vfb - > width ? x + w : vfb - > width ;
if ( ! convert ) {
packed = ( GLubyte * ) Memory : : GetPointer ( fb_address ) ;
} else { // End result may be 16-bit but we are reading 32-bit, so there may not be enough space at fb_address
u32 neededSize = ( u32 ) bufSize * sizeof ( GLubyte ) ;
if ( ! convBuf_ | | convBufSize_ < neededSize ) {
delete [ ] convBuf_ ;
convBuf_ = new u8 [ neededSize ] ;
convBufSize_ = neededSize ;
}
packed = convBuf_ ;
}
if ( packed ) {
DEBUG_LOG ( SCEGE , " Reading framebuffer to mem, bufSize = %u, packed = %p, fb_address = %08x " ,
( u32 ) bufSize , packed , fb_address ) ;
glPixelStorei ( GL_PACK_ALIGNMENT , 4 ) ;
GLenum glfmt = GL_RGBA ;
if ( UseBGRA8888 ( ) ) {
glfmt = GL_BGRA_EXT ;
}
int byteOffset = y * vfb - > fb_stride * 4 ;
SafeGLReadPixels ( 0 , y , h = = 1 ? packWidth : vfb - > fb_stride , h , glfmt , GL_UNSIGNED_BYTE , packed + byteOffset ) ;
if ( convert ) {
int dstByteOffset = y * vfb - > fb_stride * dstBpp ;
ConvertFromRGBA8888 ( Memory : : GetPointer ( fb_address + dstByteOffset ) , packed + byteOffset , 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 ( ) ;
*/
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}
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# ifdef _WIN32
void ShowScreenResolution ( ) ;
# endif
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void FramebufferManagerVulkan : : EndFrame ( ) {
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if ( resized_ ) {
// TODO: Only do this if the new size actually changed the renderwidth/height.
DestroyAllFBOs ( ) ;
// 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 ) ;
}
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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 ( ) ;
}
// We flush to memory last requested framebuffer, if any.
// Only do this in the read-framebuffer modes.
if ( updateVRAM_ )
PackFramebufferAsync_ ( nullptr ) ;
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}
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void FramebufferManagerVulkan : : DeviceLost ( ) {
DestroyAllFBOs ( ) ;
DestroyDraw2DProgram ( ) ;
resized_ = false ;
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}
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std : : vector < FramebufferInfo > FramebufferManagerVulkan : : 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 FramebufferManagerVulkan : : DecimateFBOs ( ) {
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 = true ;
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 ) ;
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 ) {
delete it - > second . fbo_vk ;
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 FramebufferManagerVulkan : : DestroyAllFBOs ( ) {
currentRenderVfb_ = 0 ;
displayFramebuf_ = 0 ;
prevDisplayFramebuf_ = 0 ;
prevPrevDisplayFramebuf_ = 0 ;
for ( size_t i = 0 ; i < vfbs_ . size ( ) ; + + i ) {
VirtualFramebuffer * vfb = vfbs_ [ i ] ;
INFO_LOG ( SCEGE , " Destroying FBO for %08x : %i x %i x %i " , vfb - > fb_address , vfb - > width , vfb - > height , vfb - > format ) ;
DestroyFramebuf ( vfb ) ;
}
vfbs_ . clear ( ) ;
for ( size_t i = 0 ; i < bvfbs_ . size ( ) ; + + i ) {
VirtualFramebuffer * vfb = bvfbs_ [ i ] ;
DestroyFramebuf ( vfb ) ;
}
bvfbs_ . clear ( ) ;
for ( auto it = tempFBOs_ . begin ( ) , end = tempFBOs_ . end ( ) ; it ! = end ; + + it ) {
delete it - > second . fbo_vk ;
}
tempFBOs_ . clear ( ) ;
}
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void FramebufferManagerVulkan : : 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 ) ;
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transformDraw_ - > Flush ( curCmd_ ) ;
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}
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void FramebufferManagerVulkan : : Resized ( ) {
resized_ = true ;
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}
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bool FramebufferManagerVulkan : : GetFramebuffer ( u32 fb_address , int fb_stride , GEBufferFormat format , GPUDebugBuffer & buffer ) {
// TODO: Doing this synchronously will require stalling the pipeline. Maybe better
// to do it callback-style?
/*
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 ;
}
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buffer . Allocate ( vfb - > renderWidth , vfb - > renderHeight , GE_FORMAT_8888 , false , true ) ;
if ( vfb - > fbo_vk )
fbo_bind_for_read ( vfb - > fbo_vk ) ;
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 false ;
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}
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bool FramebufferManagerVulkan : : GetDisplayFramebuffer ( GPUDebugBuffer & buffer ) {
// TODO: Doing this synchronously will require stalling the pipeline. Maybe better
// to do it callback-style?
/*
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 ( ) ) ;
*/
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return false ;
}
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bool FramebufferManagerVulkan : : GetDepthbuffer ( u32 fb_address , int fb_stride , u32 z_address , int z_stride , GPUDebugBuffer & buffer ) {
// TODO: Doing this synchronously will require stalling the pipeline. Maybe better
// to do it callback-style?
/*
VirtualFramebuffer * vfb = currentRenderVfb_ ;
if ( ! vfb ) {
vfb = GetVFBAt ( fb_address ) ;
}
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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 ;
}
buffer . Allocate ( vfb - > renderWidth , vfb - > renderHeight , GPU_DBG_FORMAT_FLOAT , false ) ;
if ( vfb - > fbo_vk )
fbo_bind_for_read ( vfb - > fbo_vk ) ;
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 false ;
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}
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bool FramebufferManagerVulkan : : GetStencilbuffer ( u32 fb_address , int fb_stride , GPUDebugBuffer & buffer ) {
// TODO: Doing this synchronously will require stalling the pipeline. Maybe better
// to do it callback-style?
/*
VirtualFramebuffer * vfb = currentRenderVfb_ ;
if ( ! vfb ) {
vfb = GetVFBAt ( fb_address ) ;
}
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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 ;
}
buffer . Allocate ( vfb - > renderWidth , vfb - > renderHeight , GPU_DBG_FORMAT_8BIT , false ) ;
if ( vfb - > fbo_vk )
fbo_bind_for_read ( vfb - > fbo_vk ) ;
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 ;
*/
return false ;
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}