Move all the framebuffer management out into its own file.
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b2020ee243
commit
64a376516e
4 changed files with 301 additions and 298 deletions
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@ -17,16 +17,20 @@
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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 "../ge_constants.h"
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#include "../GPUState.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 "GPU/ge_constants.h"
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#include "GPU/GPUState.h"
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#include "Framebuffer.h"
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#include "GPU/GLES/Framebuffer.h"
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const char tex_fs[] =
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static const char tex_fs[] =
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"#ifdef GL_ES\n"
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"precision mediump float;\n"
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"#endif\n"
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@ -36,7 +40,7 @@ const char tex_fs[] =
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" gl_FragColor = texture2D(sampler0, v_texcoord0);\n"
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"}\n";
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const char basic_vs[] =
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static const char basic_vs[] =
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#ifndef USING_GLES2
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"#version 120\n"
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#endif
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@ -50,7 +54,20 @@ const char basic_vs[] =
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" gl_Position = u_viewproj * a_position;\n"
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"}\n";
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FramebufferManager::FramebufferManager() {
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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 & 0x3FFFFFF) == (addr2 & 0x3FFFFFF);
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}
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FramebufferManager::FramebufferManager() :
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displayFramebufPtr_(0),
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prevDisplayFramebuf_(0),
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prevPrevDisplayFramebuf_(0)
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{
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glGenTextures(1, &backbufTex);
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//initialize backbuffer texture
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@ -177,3 +194,207 @@ void FramebufferManager::DrawActiveTexture(float w, float h, bool flip) {
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glDisableVertexAttribArray(draw2dprogram->a_texcoord0);
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glsl_unbind();
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}
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FramebufferManager::VirtualFramebuffer *FramebufferManager::GetDisplayFBO() {
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for (auto iter = vfbs_.begin(); iter != vfbs_.end(); ++iter) {
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VirtualFramebuffer *v = *iter;
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if (MaskedEqual(v->fb_address, displayFramebufPtr_) && v->format == displayFormat_) {
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// Could check w too but whatever
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return *iter;
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}
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}
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DEBUG_LOG(HLE, "Finding no FBO matching address %08x", displayFramebufPtr_);
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#if 0 // defined(_DEBUG)
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std::string debug = "FBOs: ";
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for (auto iter = vfbs_.begin(); iter != vfbs_.end(); ++iter) {
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char temp[256];
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sprintf(temp, "%08x %i %i", (*iter)->fb_address, (*iter)->width, (*iter)->height);
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debug += std::string(temp);
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}
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ERROR_LOG(HLE, "FBOs: %s", debug.c_str());
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#endif
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return 0;
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}
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void FramebufferManager::SetRenderFrameBuffer() {
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if (!g_Config.bBufferedRendering)
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return;
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// Get parameters
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u32 fb_address = (gstate.fbptr & 0xFFE000) | ((gstate.fbwidth & 0xFF0000) << 8);
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int fb_stride = gstate.fbwidth & 0x3C0;
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u32 z_address = (gstate.zbptr & 0xFFE000) | ((gstate.zbwidth & 0xFF0000) << 8);
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int z_stride = gstate.zbwidth & 0x3C0;
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// Yeah this is not completely right. but it'll do for now.
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int drawing_width = ((gstate.region2) & 0x3FF) + 1;
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int drawing_height = ((gstate.region2 >> 10) & 0x3FF) + 1;
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// HACK for first frame where some games don't init things right
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if (drawing_width == 1 && drawing_height == 1) {
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drawing_width = 480;
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drawing_height = 272;
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}
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int fmt = gstate.framebufpixformat & 3;
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// Find a matching framebuffer
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VirtualFramebuffer *vfb = 0;
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for (auto iter = vfbs_.begin(); iter != vfbs_.end(); ++iter) {
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VirtualFramebuffer *v = *iter;
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if (MaskedEqual(v->fb_address, fb_address) && v->width == drawing_width && v->height == drawing_height && v->format == fmt) {
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// Let's not be so picky for now. Let's say this is the one.
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vfb = v;
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// Update fb stride in case it changed
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vfb->fb_stride = fb_stride;
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break;
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}
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}
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// None found? Create one.
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if (!vfb) {
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gstate_c.textureChanged = true;
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vfb = new VirtualFramebuffer();
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vfb->fb_address = fb_address;
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vfb->fb_stride = fb_stride;
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vfb->z_address = z_address;
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vfb->z_stride = z_stride;
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vfb->width = drawing_width;
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vfb->height = drawing_height;
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vfb->format = fmt;
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vfb->colorDepth = FBO_8888;
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switch (fmt) {
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case GE_FORMAT_4444: vfb->colorDepth = FBO_4444;
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case GE_FORMAT_5551: vfb->colorDepth = FBO_5551;
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case GE_FORMAT_565: vfb->colorDepth = FBO_565;
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case GE_FORMAT_8888: vfb->colorDepth = FBO_8888;
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}
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//#ifdef ANDROID
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// vfb->colorDepth = FBO_8888;
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//#endif
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float renderWidthFactor = (float)PSP_CoreParameter().renderWidth / 480.0f;
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float renderHeightFactor = (float)PSP_CoreParameter().renderHeight / 272.0f;
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vfb->fbo = fbo_create((int)(vfb->width * renderWidthFactor), (int)(vfb->height * renderHeightFactor), 1, true, vfb->colorDepth);
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vfb->last_frame_used = gpuStats.numFrames;
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vfbs_.push_back(vfb);
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fbo_bind_as_render_target(vfb->fbo);
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glEnable(GL_DITHER);
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glstate.viewport.set(0, 0, PSP_CoreParameter().renderWidth, PSP_CoreParameter().renderHeight);
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currentRenderVfb_ = vfb;
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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INFO_LOG(HLE, "Creating FBO for %08x : %i x %i x %i", vfb->fb_address, vfb->width, vfb->height, vfb->format);
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return;
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}
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if (vfb != currentRenderVfb_) {
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// Use it as a render target.
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DEBUG_LOG(HLE, "Switching render target to FBO for %08x", vfb->fb_address);
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gstate_c.textureChanged = true;
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fbo_bind_as_render_target(vfb->fbo);
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#ifdef USING_GLES2
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// Tiled renderers benefit IMMENSELY from clearing an FBO before rendering
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// to it. Let's hope this doesn't break too many things...
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// It did, will have to find a better solution like clearing only if this is
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// the first time the buffer is bound on this frame.
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// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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#endif
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glstate.viewport.set(0, 0, PSP_CoreParameter().renderWidth, PSP_CoreParameter().renderHeight);
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currentRenderVfb_ = vfb;
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vfb->last_frame_used = gpuStats.numFrames;
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}
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}
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void FramebufferManager::CopyDisplayToOutput() {
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fbo_unbind();
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VirtualFramebuffer *vfb = GetDisplayFBO();
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if (!vfb) {
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DEBUG_LOG(HLE, "Found no FBO! displayFBPtr = %08x", displayFramebufPtr_);
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// No framebuffer to display! Clear to black.
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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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return;
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}
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prevPrevDisplayFramebuf_ = prevDisplayFramebuf_;
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prevDisplayFramebuf_ = displayFramebuf_;
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displayFramebuf_ = vfb;
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glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
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currentRenderVfb_ = 0;
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DEBUG_LOG(HLE, "Displaying FBO %08x", vfb->fb_address);
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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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fbo_bind_color_as_texture(vfb->fbo, 0);
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// These are in the output display coordinates
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DrawActiveTexture(480, 272, true);
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if (resized_) {
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DestroyAllFBOs();
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glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
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resized_ = false;
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}
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}
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void FramebufferManager::BeginFrame() {
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DecimateFBOs();
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// NOTE - this is all wrong. At the beginning of the frame is a TERRIBLE time to draw the fb.
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if (g_Config.bDisplayFramebuffer && displayFramebufPtr_) {
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INFO_LOG(HLE, "Drawing the framebuffer");
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const u8 *pspframebuf = Memory::GetPointer((0x44000000) | (displayFramebufPtr_ & 0x1FFFFF)); // TODO - check
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glstate.cullFace.disable();
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glstate.depthTest.disable();
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glstate.blend.disable();
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DrawPixels(pspframebuf, displayFormat_, displayStride_);
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// TODO: restore state?
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}
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currentRenderVfb_ = 0;
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}
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void FramebufferManager::SetDisplayFramebuffer(u32 framebuf, u32 stride, int format) {
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if (framebuf & 0x04000000) {
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//DEBUG_LOG(G3D, "Switch display framebuffer %08x", framebuf);
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displayFramebufPtr_ = framebuf;
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displayStride_ = stride;
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displayFormat_ = format;
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} else {
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ERROR_LOG(HLE, "Bogus framebuffer address: %08x", framebuf);
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}
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}
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void FramebufferManager::DecimateFBOs() {
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for (auto iter = vfbs_.begin(); iter != vfbs_.end();) {
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VirtualFramebuffer *v = *iter;
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if (v == displayFramebuf_ || v == prevDisplayFramebuf_ || v == prevPrevDisplayFramebuf_) {
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++iter;
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continue;
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}
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if ((*iter)->last_frame_used + FBO_OLD_AGE < gpuStats.numFrames) {
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INFO_LOG(HLE, "Destroying FBO %i (%i x %i x %i)", v->fb_address, v->width, v->height, v->format)
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fbo_destroy(v->fbo);
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delete v;
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vfbs_.erase(iter++);
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}
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else
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++iter;
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}
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}
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void FramebufferManager::DestroyAllFBOs() {
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for (auto iter = vfbs_.begin(); iter != vfbs_.end(); ++iter) {
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VirtualFramebuffer *v = *iter;
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fbo_destroy(v->fbo);
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delete v;
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}
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vfbs_.clear();
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}
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