Move all the framebuffer management out into its own file.

This commit is contained in:
Henrik Rydgard 2013-01-30 21:09:53 +01:00
parent b2020ee243
commit 64a376516e
4 changed files with 301 additions and 298 deletions

View file

@ -15,11 +15,11 @@
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include "../../Core/MemMap.h"
#include "../../Core/Host.h"
#include "../../Core/Config.h"
#include "../../Core/System.h"
#include "../../native/gfx_es2/gl_state.h"
#include "Core/MemMap.h"
#include "Core/Host.h"
#include "Core/Config.h"
#include "Core/System.h"
#include "gfx_es2/gl_state.h"
#include "../GPUState.h"
#include "../ge_constants.h"
@ -37,12 +37,7 @@
extern u32 curTextureWidth;
extern u32 curTextureHeight;
// Aggressively delete unused FBO:s to save gpu memory.
enum {
FBO_OLD_AGE = 4
};
const int flushOnChangedBeforeCommandList[] = {
static const int flushOnChangedBeforeCommandList[] = {
GE_CMD_VERTEXTYPE,
GE_CMD_BLENDMODE,
GE_CMD_BLENDFIXEDA,
@ -121,7 +116,7 @@ const int flushOnChangedBeforeCommandList[] = {
GE_CMD_MASKALPHA,
};
const int flushBeforeCommandList[] = {
static const int flushBeforeCommandList[] = {
GE_CMD_BEZIER,
GE_CMD_SPLINE,
GE_CMD_SIGNAL,
@ -165,9 +160,6 @@ const int flushBeforeCommandList[] = {
GLES_GPU::GLES_GPU()
: interruptsEnabled_(true),
displayFramebufPtr_(0),
prevDisplayFramebuf_(0),
prevPrevDisplayFramebuf_(0),
resized_(false)
{
shaderManager_ = new ShaderManager();
@ -191,11 +183,7 @@ GLES_GPU::GLES_GPU()
}
GLES_GPU::~GLES_GPU() {
for (auto iter = vfbs_.begin(); iter != vfbs_.end(); ++iter) {
fbo_destroy((*iter)->fbo);
delete (*iter);
}
vfbs_.clear();
framebufferManager_.DestroyAllFBOs();
shaderManager_->ClearCache(true);
delete shaderManager_;
delete [] flushBeforeCommand_;
@ -221,9 +209,21 @@ void GLES_GPU::DumpNextFrame() {
dumpNextFrame_ = true;
}
void GLES_GPU::BeginDebugDraw() {
if (g_Config.bDrawWireframe) {
#ifndef USING_GLES2
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
#endif
}
}
void GLES_GPU::EndDebugDraw() {
#ifndef USING_GLES2
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
#endif
}
void GLES_GPU::BeginFrame() {
textureCache_.StartFrame();
DecimateFBOs();
transformDraw_.DecimateTrackedVertexArrays();
if (dumpNextFrame_) {
@ -238,28 +238,11 @@ void GLES_GPU::BeginFrame() {
// Not sure if this is really needed.
shaderManager_->DirtyUniform(DIRTY_ALL);
// NOTE - this is all wrong. At the beginning of the frame is a TERRIBLE time to draw the fb.
if (g_Config.bDisplayFramebuffer && displayFramebufPtr_) {
INFO_LOG(HLE, "Drawing the framebuffer");
const u8 *pspframebuf = Memory::GetPointer((0x44000000) | (displayFramebufPtr_ & 0x1FFFFF)); // TODO - check
glstate.cullFace.disable();
glstate.depthTest.disable();
glstate.blend.disable();
framebufferManager.DrawPixels(pspframebuf, displayFormat_, displayStride_);
// TODO: restore state?
}
currentRenderVfb_ = 0;
framebufferManager_.BeginFrame();
}
void GLES_GPU::SetDisplayFramebuffer(u32 framebuf, u32 stride, int format) {
if (framebuf & 0x04000000) {
//DEBUG_LOG(G3D, "Switch display framebuffer %08x", framebuf);
displayFramebufPtr_ = framebuf;
displayStride_ = stride;
displayFormat_ = format;
} else {
ERROR_LOG(HLE, "Bogus framebuffer address: %08x", framebuf);
}
framebufferManager_.SetDisplayFramebuffer(framebuf, stride, format);
}
void GLES_GPU::CopyDisplayToOutput() {
@ -269,200 +252,15 @@ void GLES_GPU::CopyDisplayToOutput() {
EndDebugDraw();
fbo_unbind();
VirtualFramebuffer *vfb = GetDisplayFBO();
if (!vfb) {
DEBUG_LOG(HLE, "Found no FBO! displayFBPtr = %08x", displayFramebufPtr_);
// No framebuffer to display! Clear to black.
glClearColor(0,0,0,1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
return;
}
prevPrevDisplayFramebuf_ = prevDisplayFramebuf_;
prevDisplayFramebuf_ = displayFramebuf_;
displayFramebuf_ = vfb;
glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
currentRenderVfb_ = 0;
DEBUG_LOG(HLE, "Displaying FBO %08x", vfb->fb_address);
glstate.blend.disable();
glstate.cullFace.disable();
glstate.depthTest.disable();
glstate.scissorTest.disable();
fbo_bind_color_as_texture(vfb->fbo, 0);
// These are in the output display coordinates
framebufferManager.DrawActiveTexture(480, 272, true);
framebufferManager_.CopyDisplayToOutput();
shaderManager_->DirtyShader();
shaderManager_->DirtyUniform(DIRTY_ALL);
gstate_c.textureChanged = true;
if (resized_) {
DestroyAllFBOs();
glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
resized_ = false;
}
BeginDebugDraw();
}
void GLES_GPU::DecimateFBOs() {
for (auto iter = vfbs_.begin(); iter != vfbs_.end();) {
VirtualFramebuffer *v = *iter;
if (v == displayFramebuf_ ||
v == prevDisplayFramebuf_ ||
v == prevPrevDisplayFramebuf_) {
++iter;
continue;
}
if ((*iter)->last_frame_used + FBO_OLD_AGE < gpuStats.numFrames) {
INFO_LOG(HLE, "Destroying FBO %i (%i x %i x %i)", v->fb_address, v->width, v->height, v->format);
fbo_destroy(v->fbo);
delete v;
vfbs_.erase(iter++);
}
else
++iter;
}
}
static bool MaskedEqual(u32 addr1, u32 addr2) {
return (addr1 & 0x3FFFFFF) == (addr2 & 0x3FFFFFF);
}
GLES_GPU::VirtualFramebuffer *GLES_GPU::GetDisplayFBO() {
for (auto iter = vfbs_.begin(); iter != vfbs_.end(); ++iter) {
VirtualFramebuffer *v = *iter;
if (MaskedEqual(v->fb_address, displayFramebufPtr_) && v->format == displayFormat_) {
// Could check w too but whatever
return *iter;
}
}
DEBUG_LOG(HLE, "Finding no FBO matching address %08x", displayFramebufPtr_);
#if 0 // defined(_DEBUG)
std::string debug = "FBOs: ";
for (auto iter = vfbs_.begin(); iter != vfbs_.end(); ++iter) {
char temp[256];
sprintf(temp, "%08x %i %i", (*iter)->fb_address, (*iter)->width, (*iter)->height);
debug += std::string(temp);
}
ERROR_LOG(HLE, "FBOs: %s", debug.c_str());
#endif
return 0;
}
void GLES_GPU::SetRenderFrameBuffer() {
if (!g_Config.bBufferedRendering)
return;
// Get parameters
u32 fb_address = (gstate.fbptr & 0xFFE000) | ((gstate.fbwidth & 0xFF0000) << 8);
int fb_stride = gstate.fbwidth & 0x3C0;
u32 z_address = (gstate.zbptr & 0xFFE000) | ((gstate.zbwidth & 0xFF0000) << 8);
int z_stride = gstate.zbwidth & 0x3C0;
// Yeah this is not completely right. but it'll do for now.
int drawing_width = ((gstate.region2) & 0x3FF) + 1;
int drawing_height = ((gstate.region2 >> 10) & 0x3FF) + 1;
// HACK for first frame where some games don't init things right
if (drawing_width == 1 && drawing_height == 1) {
drawing_width = 480;
drawing_height = 272;
}
int fmt = gstate.framebufpixformat & 3;
// Find a matching framebuffer
VirtualFramebuffer *vfb = 0;
for (auto iter = vfbs_.begin(); iter != vfbs_.end(); ++iter) {
VirtualFramebuffer *v = *iter;
if (MaskedEqual(v->fb_address, fb_address) && v->width == drawing_width && v->height == drawing_height && v->format == fmt) {
// Let's not be so picky for now. Let's say this is the one.
vfb = v;
// Update fb stride in case it changed
vfb->fb_stride = fb_stride;
break;
}
}
// None found? Create one.
if (!vfb) {
transformDraw_.Flush();
gstate_c.textureChanged = true;
vfb = new VirtualFramebuffer();
vfb->fb_address = fb_address;
vfb->fb_stride = fb_stride;
vfb->z_address = z_address;
vfb->z_stride = z_stride;
vfb->width = drawing_width;
vfb->height = drawing_height;
vfb->format = fmt;
vfb->colorDepth = FBO_8888;
switch (fmt) {
case GE_FORMAT_4444: vfb->colorDepth = FBO_4444;
case GE_FORMAT_5551: vfb->colorDepth = FBO_5551;
case GE_FORMAT_565: vfb->colorDepth = FBO_565;
case GE_FORMAT_8888: vfb->colorDepth = FBO_8888;
}
//#ifdef ANDROID
// vfb->colorDepth = FBO_8888;
//#endif
float renderWidthFactor = (float)PSP_CoreParameter().renderWidth / 480.0f;
float renderHeightFactor = (float)PSP_CoreParameter().renderHeight / 272.0f;
vfb->fbo = fbo_create(vfb->width * renderWidthFactor, vfb->height * renderHeightFactor, 1, true, vfb->colorDepth);
vfb->last_frame_used = gpuStats.numFrames;
vfbs_.push_back(vfb);
fbo_bind_as_render_target(vfb->fbo);
glEnable(GL_DITHER);
glstate.viewport.set(0, 0, PSP_CoreParameter().renderWidth, PSP_CoreParameter().renderHeight);
currentRenderVfb_ = vfb;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
INFO_LOG(HLE, "Creating FBO for %08x : %i x %i x %i", vfb->fb_address, vfb->width, vfb->height, vfb->format);
return;
}
if (vfb != currentRenderVfb_) {
transformDraw_.Flush();
// Use it as a render target.
DEBUG_LOG(HLE, "Switching render target to FBO for %08x", vfb->fb_address);
gstate_c.textureChanged = true;
fbo_bind_as_render_target(vfb->fbo);
#ifdef USING_GLES2
// Tiled renderers benefit IMMENSELY from clearing an FBO before rendering
// to it. Let's hope this doesn't break too many things...
// It did, will have to find a better solution like clearing only if this is
// the first time the buffer is bound on this frame.
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
#endif
glstate.viewport.set(0, 0, PSP_CoreParameter().renderWidth, PSP_CoreParameter().renderHeight);
currentRenderVfb_ = vfb;
vfb->last_frame_used = gpuStats.numFrames;
}
}
void GLES_GPU::BeginDebugDraw() {
if (g_Config.bDrawWireframe) {
#ifndef USING_GLES2
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
#endif
}
}
void GLES_GPU::EndDebugDraw() {
#ifndef USING_GLES2
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
#endif
}
// Render queue
void GLES_GPU::DrawSync(int mode)
@ -531,7 +329,7 @@ void GLES_GPU::ExecuteOp(u32 op, u32 diff) {
case GE_CMD_PRIM:
{
SetRenderFrameBuffer();
framebufferManager_.SetRenderFrameBuffer();
u32 count = data & 0xFFFF;
u32 type = data >> 16;
@ -1193,7 +991,7 @@ void GLES_GPU::UpdateStats() {
gpuStats.numFragmentShaders = shaderManager_->NumFragmentShaders();
gpuStats.numShaders = shaderManager_->NumPrograms();
gpuStats.numTextures = textureCache_.NumLoadedTextures();
gpuStats.numFBOs = (int)vfbs_.size();
gpuStats.numFBOs = framebufferManager_.NumVFBs();
}
void GLES_GPU::DoBlockTransfer() {
@ -1255,15 +1053,6 @@ void GLES_GPU::Flush() {
transformDraw_.Flush();
}
void GLES_GPU::DestroyAllFBOs() {
for (auto iter = vfbs_.begin(); iter != vfbs_.end(); ++iter) {
VirtualFramebuffer *v = *iter;
fbo_destroy(v->fbo);
delete v;
}
vfbs_.clear();
}
void GLES_GPU::Resized() {
resized_ = true;
}
@ -1274,6 +1063,6 @@ void GLES_GPU::DoState(PointerWrap &p) {
textureCache_.Clear(true);
gstate_c.textureChanged = true;
DestroyAllFBOs();
framebufferManager_.DestroyAllFBOs();
shaderManager_->ClearCache(true);
}

View file

@ -68,11 +68,7 @@ private:
void BeginDebugDraw();
void EndDebugDraw();
// Deletes old FBOs.
void DecimateFBOs();
void DestroyAllFBOs();
FramebufferManager framebufferManager;
FramebufferManager framebufferManager_;
TextureCache textureCache_;
TransformDrawEngine transformDraw_;
ShaderManager *shaderManager_;
@ -80,45 +76,4 @@ private:
u8 *flushBeforeCommand_;
bool interruptsEnabled_;
bool resized_;
u32 displayFramebufPtr_;
u32 displayStride_;
int displayFormat_;
struct CmdProcessorState {
u32 pc;
u32 stallAddr;
int subIntrBase;
};
struct VirtualFramebuffer {
int last_frame_used;
u32 fb_address;
u32 z_address;
int fb_stride;
int z_stride;
// There's also a top left of the drawing region, but meh...
int width;
int height;
int format; // virtual, right now they are all RGBA8888
FBOColorDepth colorDepth;
FBO *fbo;
};
VirtualFramebuffer *displayFramebuf_;
VirtualFramebuffer *prevDisplayFramebuf_;
VirtualFramebuffer *prevPrevDisplayFramebuf_;
void SetRenderFrameBuffer(); // Uses parameters computed from gstate
// TODO: Break out into some form of FBO manager
VirtualFramebuffer *GetDisplayFBO();
std::list<VirtualFramebuffer *> vfbs_;
VirtualFramebuffer *currentRenderVfb_;
u8 bezierBuf[16000];
};

View file

@ -17,16 +17,20 @@
#include "gfx_es2/glsl_program.h"
#include "gfx_es2/gl_state.h"
#include "gfx_es2/fbo.h"
#include "math/lin/matrix4x4.h"
#include "../../Core/Host.h"
#include "../../Core/MemMap.h"
#include "../ge_constants.h"
#include "../GPUState.h"
#include "Core/Host.h"
#include "Core/MemMap.h"
#include "Core/Config.h"
#include "Core/System.h"
#include "GPU/ge_constants.h"
#include "GPU/GPUState.h"
#include "Framebuffer.h"
#include "GPU/GLES/Framebuffer.h"
const char tex_fs[] =
static const char tex_fs[] =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
@ -36,7 +40,7 @@ const char tex_fs[] =
" gl_FragColor = texture2D(sampler0, v_texcoord0);\n"
"}\n";
const char basic_vs[] =
static const char basic_vs[] =
#ifndef USING_GLES2
"#version 120\n"
#endif
@ -50,7 +54,20 @@ const char basic_vs[] =
" gl_Position = u_viewproj * a_position;\n"
"}\n";
FramebufferManager::FramebufferManager() {
// Aggressively delete unused FBO:s to save gpu memory.
enum {
FBO_OLD_AGE = 5
};
static bool MaskedEqual(u32 addr1, u32 addr2) {
return (addr1 & 0x3FFFFFF) == (addr2 & 0x3FFFFFF);
}
FramebufferManager::FramebufferManager() :
displayFramebufPtr_(0),
prevDisplayFramebuf_(0),
prevPrevDisplayFramebuf_(0)
{
glGenTextures(1, &backbufTex);
//initialize backbuffer texture
@ -177,3 +194,207 @@ void FramebufferManager::DrawActiveTexture(float w, float h, bool flip) {
glDisableVertexAttribArray(draw2dprogram->a_texcoord0);
glsl_unbind();
}
FramebufferManager::VirtualFramebuffer *FramebufferManager::GetDisplayFBO() {
for (auto iter = vfbs_.begin(); iter != vfbs_.end(); ++iter) {
VirtualFramebuffer *v = *iter;
if (MaskedEqual(v->fb_address, displayFramebufPtr_) && v->format == displayFormat_) {
// Could check w too but whatever
return *iter;
}
}
DEBUG_LOG(HLE, "Finding no FBO matching address %08x", displayFramebufPtr_);
#if 0 // defined(_DEBUG)
std::string debug = "FBOs: ";
for (auto iter = vfbs_.begin(); iter != vfbs_.end(); ++iter) {
char temp[256];
sprintf(temp, "%08x %i %i", (*iter)->fb_address, (*iter)->width, (*iter)->height);
debug += std::string(temp);
}
ERROR_LOG(HLE, "FBOs: %s", debug.c_str());
#endif
return 0;
}
void FramebufferManager::SetRenderFrameBuffer() {
if (!g_Config.bBufferedRendering)
return;
// Get parameters
u32 fb_address = (gstate.fbptr & 0xFFE000) | ((gstate.fbwidth & 0xFF0000) << 8);
int fb_stride = gstate.fbwidth & 0x3C0;
u32 z_address = (gstate.zbptr & 0xFFE000) | ((gstate.zbwidth & 0xFF0000) << 8);
int z_stride = gstate.zbwidth & 0x3C0;
// Yeah this is not completely right. but it'll do for now.
int drawing_width = ((gstate.region2) & 0x3FF) + 1;
int drawing_height = ((gstate.region2 >> 10) & 0x3FF) + 1;
// HACK for first frame where some games don't init things right
if (drawing_width == 1 && drawing_height == 1) {
drawing_width = 480;
drawing_height = 272;
}
int fmt = gstate.framebufpixformat & 3;
// Find a matching framebuffer
VirtualFramebuffer *vfb = 0;
for (auto iter = vfbs_.begin(); iter != vfbs_.end(); ++iter) {
VirtualFramebuffer *v = *iter;
if (MaskedEqual(v->fb_address, fb_address) && v->width == drawing_width && v->height == drawing_height && v->format == fmt) {
// Let's not be so picky for now. Let's say this is the one.
vfb = v;
// Update fb stride in case it changed
vfb->fb_stride = fb_stride;
break;
}
}
// None found? Create one.
if (!vfb) {
gstate_c.textureChanged = true;
vfb = new VirtualFramebuffer();
vfb->fb_address = fb_address;
vfb->fb_stride = fb_stride;
vfb->z_address = z_address;
vfb->z_stride = z_stride;
vfb->width = drawing_width;
vfb->height = drawing_height;
vfb->format = fmt;
vfb->colorDepth = FBO_8888;
switch (fmt) {
case GE_FORMAT_4444: vfb->colorDepth = FBO_4444;
case GE_FORMAT_5551: vfb->colorDepth = FBO_5551;
case GE_FORMAT_565: vfb->colorDepth = FBO_565;
case GE_FORMAT_8888: vfb->colorDepth = FBO_8888;
}
//#ifdef ANDROID
// vfb->colorDepth = FBO_8888;
//#endif
float renderWidthFactor = (float)PSP_CoreParameter().renderWidth / 480.0f;
float renderHeightFactor = (float)PSP_CoreParameter().renderHeight / 272.0f;
vfb->fbo = fbo_create((int)(vfb->width * renderWidthFactor), (int)(vfb->height * renderHeightFactor), 1, true, vfb->colorDepth);
vfb->last_frame_used = gpuStats.numFrames;
vfbs_.push_back(vfb);
fbo_bind_as_render_target(vfb->fbo);
glEnable(GL_DITHER);
glstate.viewport.set(0, 0, PSP_CoreParameter().renderWidth, PSP_CoreParameter().renderHeight);
currentRenderVfb_ = vfb;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
INFO_LOG(HLE, "Creating FBO for %08x : %i x %i x %i", vfb->fb_address, vfb->width, vfb->height, vfb->format);
return;
}
if (vfb != currentRenderVfb_) {
// Use it as a render target.
DEBUG_LOG(HLE, "Switching render target to FBO for %08x", vfb->fb_address);
gstate_c.textureChanged = true;
fbo_bind_as_render_target(vfb->fbo);
#ifdef USING_GLES2
// Tiled renderers benefit IMMENSELY from clearing an FBO before rendering
// to it. Let's hope this doesn't break too many things...
// It did, will have to find a better solution like clearing only if this is
// the first time the buffer is bound on this frame.
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
#endif
glstate.viewport.set(0, 0, PSP_CoreParameter().renderWidth, PSP_CoreParameter().renderHeight);
currentRenderVfb_ = vfb;
vfb->last_frame_used = gpuStats.numFrames;
}
}
void FramebufferManager::CopyDisplayToOutput() {
fbo_unbind();
VirtualFramebuffer *vfb = GetDisplayFBO();
if (!vfb) {
DEBUG_LOG(HLE, "Found no FBO! displayFBPtr = %08x", displayFramebufPtr_);
// No framebuffer to display! Clear to black.
glClearColor(0,0,0,1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
return;
}
prevPrevDisplayFramebuf_ = prevDisplayFramebuf_;
prevDisplayFramebuf_ = displayFramebuf_;
displayFramebuf_ = vfb;
glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
currentRenderVfb_ = 0;
DEBUG_LOG(HLE, "Displaying FBO %08x", vfb->fb_address);
glstate.blend.disable();
glstate.cullFace.disable();
glstate.depthTest.disable();
glstate.scissorTest.disable();
fbo_bind_color_as_texture(vfb->fbo, 0);
// These are in the output display coordinates
DrawActiveTexture(480, 272, true);
if (resized_) {
DestroyAllFBOs();
glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
resized_ = false;
}
}
void FramebufferManager::BeginFrame() {
DecimateFBOs();
// NOTE - this is all wrong. At the beginning of the frame is a TERRIBLE time to draw the fb.
if (g_Config.bDisplayFramebuffer && displayFramebufPtr_) {
INFO_LOG(HLE, "Drawing the framebuffer");
const u8 *pspframebuf = Memory::GetPointer((0x44000000) | (displayFramebufPtr_ & 0x1FFFFF)); // TODO - check
glstate.cullFace.disable();
glstate.depthTest.disable();
glstate.blend.disable();
DrawPixels(pspframebuf, displayFormat_, displayStride_);
// TODO: restore state?
}
currentRenderVfb_ = 0;
}
void FramebufferManager::SetDisplayFramebuffer(u32 framebuf, u32 stride, int format) {
if (framebuf & 0x04000000) {
//DEBUG_LOG(G3D, "Switch display framebuffer %08x", framebuf);
displayFramebufPtr_ = framebuf;
displayStride_ = stride;
displayFormat_ = format;
} else {
ERROR_LOG(HLE, "Bogus framebuffer address: %08x", framebuf);
}
}
void FramebufferManager::DecimateFBOs() {
for (auto iter = vfbs_.begin(); iter != vfbs_.end();) {
VirtualFramebuffer *v = *iter;
if (v == displayFramebuf_ || v == prevDisplayFramebuf_ || v == prevPrevDisplayFramebuf_) {
++iter;
continue;
}
if ((*iter)->last_frame_used + FBO_OLD_AGE < gpuStats.numFrames) {
INFO_LOG(HLE, "Destroying FBO %i (%i x %i x %i)", v->fb_address, v->width, v->height, v->format)
fbo_destroy(v->fbo);
delete v;
vfbs_.erase(iter++);
}
else
++iter;
}
}
void FramebufferManager::DestroyAllFBOs() {
for (auto iter = vfbs_.begin(); iter != vfbs_.end(); ++iter) {
VirtualFramebuffer *v = *iter;
fbo_destroy(v->fbo);
delete v;
}
vfbs_.clear();
}

View file

@ -17,8 +17,12 @@
#pragma once
// Keeps track of allocated FBOs.
#include <list>
#include "gfx_es2/fbo.h"
// Keeps track of allocated FBOs.
// Also provides facilities for drawing and later converting raw
// pixel data.
#include "../Globals.h"
@ -37,22 +41,56 @@ public:
FramebufferManager();
~FramebufferManager();
/* Better do this first:
glstate.cullFace.disable();
glstate.depthTest.disable();
glstate.blend.disable();
*/
struct VirtualFramebuffer {
int last_frame_used;
u32 fb_address;
u32 z_address;
int fb_stride;
int z_stride;
// There's also a top left of the drawing region, but meh...
int width;
int height;
int format; // virtual, right now they are all RGBA8888
FBOColorDepth colorDepth;
FBO *fbo;
};
void DrawPixels(const u8 *framebuf, int pixelFormat, int linesize);
void DrawActiveTexture(float w, float h, bool flip = false);
void DestroyAllFBOs();
void DecimateFBOs();
void BeginFrame();
void CopyDisplayToOutput();
void SetRenderFrameBuffer(); // Uses parameters computed from gstate
// TODO: Break out into some form of FBO manager
VirtualFramebuffer *GetDisplayFBO();
void SetDisplayFramebuffer(u32 framebuf, u32 stride, int format);
size_t NumVFBs() const { return vfbs_.size(); }
private:
// Deletes old FBOs.
u32 displayFramebufPtr_;
u32 displayStride_;
int displayFormat_;
VirtualFramebuffer *displayFramebuf_;
VirtualFramebuffer *prevDisplayFramebuf_;
VirtualFramebuffer *prevPrevDisplayFramebuf_;
std::list<VirtualFramebuffer *> vfbs_;
VirtualFramebuffer *currentRenderVfb_;
// Used by DrawPixels
unsigned int backbufTex;
u8 *convBuf;
GLSLProgram *draw2dprogram;
bool resized_;
};