d3d: Begin centralizing framebuffer management.

This commit is contained in:
Unknown W. Brackets 2014-09-09 08:12:42 -07:00
parent 7d6377295a
commit 8c229e00b4
15 changed files with 412 additions and 451 deletions

View file

@ -339,14 +339,6 @@ void FramebufferManager::DestroyDraw2DProgram() {
}
FramebufferManager::FramebufferManager() :
displayFramebufPtr_(0),
displayStride_(0),
displayFormat_(GE_FORMAT_565),
displayFramebuf_(0),
prevDisplayFramebuf_(0),
prevPrevDisplayFramebuf_(0),
frameLastFramebufUsed(0),
currentRenderVfb_(0),
drawPixelsTex_(0),
drawPixelsTexFormat_(GE_FORMAT_INVALID),
convBuf_(0),
@ -360,8 +352,7 @@ FramebufferManager::FramebufferManager() :
usePostShader_(false),
postShaderAtOutputResolution_(false),
resized_(false),
gameUsesSequentialCopies_(false),
framebufRangeEnd_(0)
gameUsesSequentialCopies_(false)
#ifndef USING_GLES2
,
pixelBufObj_(0),
@ -669,81 +660,6 @@ VirtualFramebuffer *FramebufferManager::GetVFBAt(u32 addr) {
return 0;
}
// Heuristics to figure out the size of FBO to create.
void FramebufferManager::EstimateDrawingSize(int &drawing_width, int &drawing_height) {
static const int MAX_FRAMEBUF_HEIGHT = 512;
const int viewport_width = (int) gstate.getViewportX1();
const int viewport_height = (int) gstate.getViewportY1();
const int region_width = gstate.getRegionX2() + 1;
const int region_height = gstate.getRegionY2() + 1;
const int scissor_width = gstate.getScissorX2() + 1;
const int scissor_height = gstate.getScissorY2() + 1;
const int fb_stride = std::max(gstate.FrameBufStride(), 4);
// Games don't always set any of these. Take the greatest parameter that looks valid based on stride.
if (viewport_width > 4 && viewport_width <= fb_stride) {
drawing_width = viewport_width;
drawing_height = viewport_height;
// Some games specify a viewport with 0.5, but don't have VRAM for 273. 480x272 is the buffer size.
if (viewport_width == 481 && region_width == 480 && viewport_height == 273 && region_height == 272) {
drawing_width = 480;
drawing_height = 272;
}
// Sometimes region is set larger than the VRAM for the framebuffer.
if (region_width <= fb_stride && region_width > drawing_width && region_height <= MAX_FRAMEBUF_HEIGHT) {
drawing_width = region_width;
drawing_height = std::max(drawing_height, region_height);
}
// Scissor is often set to a subsection of the framebuffer, so we pay the least attention to it.
if (scissor_width <= fb_stride && scissor_width > drawing_width && scissor_height <= MAX_FRAMEBUF_HEIGHT) {
drawing_width = scissor_width;
drawing_height = std::max(drawing_height, scissor_height);
}
} else {
// If viewport wasn't valid, let's just take the greatest anything regardless of stride.
drawing_width = std::min(std::max(region_width, scissor_width), fb_stride);
drawing_height = std::max(region_height, scissor_height);
}
// Assume no buffer is > 512 tall, it couldn't be textured or displayed fully if so.
if (drawing_height >= MAX_FRAMEBUF_HEIGHT) {
if (region_height < MAX_FRAMEBUF_HEIGHT) {
drawing_height = region_height;
} else if (scissor_height < MAX_FRAMEBUF_HEIGHT) {
drawing_height = scissor_height;
}
}
if (viewport_width != region_width) {
// The majority of the time, these are equal. If not, let's check what we know.
const u32 fb_address = gstate.getFrameBufAddress();
u32 nearest_address = 0xFFFFFFFF;
for (size_t i = 0; i < vfbs_.size(); ++i) {
const u32 other_address = vfbs_[i]->fb_address | 0x44000000;
if (other_address > fb_address && other_address < nearest_address) {
nearest_address = other_address;
}
}
// Unless the game is using overlapping buffers, the next buffer should be far enough away.
// This catches some cases where we can know this.
// Hmm. The problem is that we could only catch it for the first of two buffers...
const u32 bpp = gstate.FrameBufFormat() == GE_FORMAT_8888 ? 4 : 2;
int avail_height = (nearest_address - fb_address) / (fb_stride * bpp);
if (avail_height < drawing_height && avail_height == region_height) {
drawing_width = std::min(region_width, fb_stride);
drawing_height = avail_height;
}
// Some games draw buffers interleaved, with a high stride/region/scissor but default viewport.
if (fb_stride == 1024 && region_width == 1024 && scissor_width == 1024) {
drawing_width = 1024;
}
}
DEBUG_LOG(G3D, "Est: %08x V: %ix%i, R: %ix%i, S: %ix%i, STR: %i, THR:%i, Z:%08x = %ix%i", gstate.getFrameBufAddress(), viewport_width,viewport_height, region_width, region_height, scissor_width, scissor_height, fb_stride, gstate.isModeThrough(), gstate.isDepthWriteEnabled() ? gstate.getDepthBufAddress() : 0, drawing_width, drawing_height);
}
void FramebufferManager::DestroyFramebuf(VirtualFramebuffer *v) {
textureCache_->NotifyFramebuffer(v->fb_address, v, NOTIFY_FB_DESTROYED);
if (v->fbo) {
@ -829,7 +745,7 @@ void FramebufferManager::ResizeFramebufFBO(VirtualFramebuffer *vfb, u16 w, u16 h
return;
}
vfb->fbo = fbo_create(vfb->renderWidth, vfb->renderHeight, 1, true, vfb->colorDepth);
vfb->fbo = fbo_create(vfb->renderWidth, vfb->renderHeight, 1, true, (FBOColorDepth)vfb->colorDepth);
if (old.fbo) {
INFO_LOG(SCEGE, "Resizing FBO for %08x : %i x %i x %i", vfb->fb_address, w, h, vfb->format);
if (vfb->fbo) {
@ -1008,7 +924,7 @@ void FramebufferManager::DoSetRenderFrameBuffer() {
vfb->last_frame_render = gpuStats.numFlips;
vfb->last_frame_used = 0;
vfb->last_frame_attached = 0;
frameLastFramebufUsed = gpuStats.numFlips;
frameLastFramebufUsed_ = gpuStats.numFlips;
vfbs_.push_back(vfb);
glDisable(GL_DITHER); // why?
currentRenderVfb_ = vfb;
@ -1071,7 +987,7 @@ void FramebufferManager::DoSetRenderFrameBuffer() {
vfb->usageFlags |= FB_USAGE_RENDERTARGET;
textureCache_->ForgetLastTexture();
vfb->last_frame_render = gpuStats.numFlips;
frameLastFramebufUsed = gpuStats.numFlips;
frameLastFramebufUsed_ = gpuStats.numFlips;
vfb->dirtyAfterDisplay = true;
if ((gstate_c.skipDrawReason & SKIPDRAW_SKIPFRAME) == 0)
vfb->reallyDirtyAfterDisplay = true;
@ -1129,7 +1045,7 @@ void FramebufferManager::DoSetRenderFrameBuffer() {
}
vfb->last_frame_render = gpuStats.numFlips;
frameLastFramebufUsed = gpuStats.numFlips;
frameLastFramebufUsed_ = gpuStats.numFlips;
vfb->dirtyAfterDisplay = true;
if ((gstate_c.skipDrawReason & SKIPDRAW_SKIPFRAME) == 0)
vfb->reallyDirtyAfterDisplay = true;
@ -1267,7 +1183,7 @@ void FramebufferManager::BindFramebufferColor(VirtualFramebuffer *framebuffer, b
}
if (!skipCopy && currentRenderVfb_ && framebuffer->fb_address == gstate.getFrameBufRawAddress()) {
// TODO: Maybe merge with bvfbs_? Not sure if those could be packing, and they're created at a different size.
FBO *renderCopy = GetTempFBO(framebuffer->renderWidth, framebuffer->renderHeight, framebuffer->colorDepth);
FBO *renderCopy = GetTempFBO(framebuffer->renderWidth, framebuffer->renderHeight, (FBOColorDepth)framebuffer->colorDepth);
if (renderCopy) {
VirtualFramebuffer copyInfo = *framebuffer;
copyInfo.fbo = renderCopy;
@ -1517,7 +1433,7 @@ void FramebufferManager::ReadFramebufferToMemory(VirtualFramebuffer *vfb, bool s
}
textureCache_->ForgetLastTexture();
nvfb->fbo = fbo_create(nvfb->width, nvfb->height, 1, false, nvfb->colorDepth);
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;
@ -2036,12 +1952,6 @@ void FramebufferManager::BeginFrame() {
updateVRAM_ = !(g_Config.iRenderingMode == FB_NON_BUFFERED_MODE || g_Config.iRenderingMode == FB_BUFFERED_MODE);
}
void FramebufferManager::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
displayFramebufPtr_ = framebuf;
displayStride_ = stride;
displayFormat_ = format;
}
std::vector<FramebufferInfo> FramebufferManager::GetFramebufferList() {
std::vector<FramebufferInfo> list;
@ -2067,7 +1977,7 @@ void FramebufferManager::DecimateFBOs() {
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);
int age = frameLastFramebufUsed_ - std::max(vfb->last_frame_render, vfb->last_frame_used);
if (ShouldDownloadFramebuffer(vfb) && age == 0 && !vfb->memoryUpdated) {
#ifdef USING_GLES2
@ -2090,7 +2000,7 @@ void FramebufferManager::DecimateFBOs() {
}
for (auto it = tempFBOs_.begin(); it != tempFBOs_.end(); ) {
int age = frameLastFramebufUsed - it->second.last_frame_used;
int age = frameLastFramebufUsed_ - it->second.last_frame_used;
if (age > FBO_OLD_AGE) {
fbo_destroy(it->second.fbo);
tempFBOs_.erase(it++);
@ -2102,7 +2012,7 @@ void FramebufferManager::DecimateFBOs() {
// 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;
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);