Support gpu memcpy/memset line-by-line.

Fixes some glitches in Final Fantasy Tactics, which uses memset line by
line (at width, not stride.)

Should still be relatively safe, unless a buffer is detected as too tall.
The memcpy() will still happen anyway.
This commit is contained in:
Unknown W. Brackets 2014-06-13 08:36:02 -07:00
parent dad1bf41f7
commit 00651ceea1

View file

@ -2003,7 +2003,7 @@ void FramebufferManager::UpdateFromMemory(u32 addr, int size, bool safe) {
}
bool FramebufferManager::NotifyFramebufferCopy(u32 src, u32 dst, int size, bool isMemset) {
if (updateVRAM_) {
if (updateVRAM_ || size == 0) {
return false;
}
@ -2019,15 +2019,39 @@ bool FramebufferManager::NotifyFramebufferCopy(u32 src, u32 dst, int size, bool
}
}
dst &= 0x3FFFFFFF;
src &= 0x3FFFFFFF;
VirtualFramebuffer *dstBuffer = 0;
VirtualFramebuffer *srcBuffer = 0;
u32 dstY = 0;
u32 dstH = 0;
u32 srcY = 0;
u32 srcH = 0;
for (size_t i = 0; i < vfbs_.size(); ++i) {
VirtualFramebuffer *vfb = vfbs_[i];
if (MaskedEqual(vfb->fb_address, dst)) {
dstBuffer = vfb;
const u32 vfb_address = (0x04000000 | vfb->fb_address) & 0x3FFFFFFF;
const u32 vfb_size = FramebufferByteSize(vfb);
const u32 vfb_bpp = vfb->format == GE_FORMAT_8888 ? 4 : 2;
const u32 vfb_byteStride = vfb->fb_stride * vfb_bpp;
const u32 vfb_byteWidth = vfb->width * vfb_bpp;
if (dst >= vfb_address && dst + size <= vfb_address + vfb_size) {
const u32 offset = dst - vfb_address;
if ((offset % vfb_byteStride) == 0 && (size == vfb_byteWidth || (size % vfb_byteStride) == 0)) {
dstBuffer = vfb;
dstY = offset / vfb_byteStride;
dstH = size == vfb_byteWidth ? 1 : size / vfb_byteStride;
}
}
if (MaskedEqual(vfb->fb_address, src)) {
srcBuffer = vfb;
if (src >= vfb_address && src + size <= vfb_address + vfb_size) {
const u32 offset = src - vfb_address;
if ((offset % vfb_byteStride) == 0 && (size == vfb_byteWidth || (size % vfb_byteStride) == 0)) {
srcBuffer = vfb;
srcY = offset / vfb_byteStride;
srcH = size == vfb_byteWidth ? 1 : size / vfb_byteStride;
}
}
}
@ -2050,8 +2074,7 @@ bool FramebufferManager::NotifyFramebufferCopy(u32 src, u32 dst, int size, bool
// BlitFramebuffer_(dstBuffer, 0, 0, srcBuffer, 0, 0, srcBuffer->width, srcBuffer->height, 0);
// }
}
Memory::Memcpy(dst, Memory::GetPointer(src), size);
return true;
return false;
} else if (dstBuffer) {
WARN_LOG_REPORT_ONCE(btucpy, G3D, "Memcpy fbo upload %08x -> %08x", src, dst);
if (g_Config.bBlockTransferGPU) {
@ -2061,8 +2084,7 @@ bool FramebufferManager::NotifyFramebufferCopy(u32 src, u32 dst, int size, bool
fbo_bind_as_render_target(dstBuffer->fbo);
}
glViewport(0, 0, dstBuffer->renderWidth, dstBuffer->renderHeight);
// TODO: Validate x/y/w/h based on size and offset?
DrawPixels(dstBuffer, 0, 0, srcBase, dstBuffer->format, dstBuffer->fb_stride, dstBuffer->width, dstBuffer->height);
DrawPixels(dstBuffer, 0, dstY, srcBase, dstBuffer->format, dstBuffer->fb_stride, dstBuffer->width, dstH);
dstBuffer->dirtyAfterDisplay = true;
if ((gstate_c.skipDrawReason & SKIPDRAW_SKIPFRAME) == 0)
dstBuffer->reallyDirtyAfterDisplay = true;
@ -2081,17 +2103,9 @@ bool FramebufferManager::NotifyFramebufferCopy(u32 src, u32 dst, int size, bool
} else if (srcBuffer) {
WARN_LOG_REPORT_ONCE(btdcpy, G3D, "Memcpy fbo download %08x -> %08x", src, dst);
if (g_Config.bBlockTransferGPU) {
// TODO: Support memcpy from offset within framebuffer? Seems dangerous.
// Maybe at least if x offset is 0, in case a game manually copies or memsets by stride.
const u32 srcBpp = srcBuffer->format == GE_FORMAT_8888 ? 4 : 2;
int h = size / (srcBuffer->fb_stride * srcBpp);
if (h > srcBuffer->height) {
WARN_LOG_REPORT_ONCE(btdcpybig, G3D, "Memcpy fbo download too large at %08x size=%08x height=%d", src, size, srcBuffer->height);
h = srcBuffer->height;
}
if (h > 0) {
if (srcH > 0) {
FlushBeforeCopy();
ReadFramebufferToMemory(srcBuffer, true, 0, 0, srcBuffer->width, h);
ReadFramebufferToMemory(srcBuffer, true, 0, 0, srcBuffer->width, srcH);
}
}
return false;