Blit framebuffers using screen aligned quads (buggy);

Implement asynchronous framebuffer readback for OpenGL and optional CPU-side pixel format conversion (needs optimization);
Add OpenGL ES support (untested).
This commit is contained in:
arnastia 2013-06-28 14:48:36 +01:00
parent 98b9acf0d3
commit ad5df976bd
4 changed files with 490 additions and 190 deletions

View file

@ -57,6 +57,18 @@ static const char basic_vs[] =
" gl_Position = u_viewproj * a_position;\n"
"}\n";
static const char blit_fs[] =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"uniform sampler2D sampler0;\n"
"varying vec4 v_color;\n"
"varying vec2 v_texcoord0;\n"
"void main() {\n"
" v_color = texture2D(sampler0, v_texcoord0).bgra;\n"
" gl_FragColor = v_color;\n"
"}\n";
// Aggressively delete unused FBO:s to save gpu memory.
enum {
FBO_OLD_AGE = 5,
@ -66,6 +78,32 @@ static bool MaskedEqual(u32 addr1, u32 addr2) {
return (addr1 & 0x3FFFFFF) == (addr2 & 0x3FFFFFF);
}
static u16 RGBA8888toRGB565(u32 px) {
return ((px >> 3) & 0x001F) | ((px >> 5) & 0x07E0) | ((px >> 8) & 0xF800);
}
static u16 BGRA8888toRGB565(u32 px) {
return ((px >> 19) & 0x001F) | ((px >> 5) & 0x07E0) | ((px << 8) & 0xF800);
}
static u16 RGBA8888toRGBA4444(u32 px) {
return ((px >> 4) & 0x000F) | ((px >> 8) & 0x00F0) | ((px >> 12) & 0x0F00) | ((px >> 16) & 0xF000);
}
static u16 BGRA8888toRGBA4444(u32 px) {
return ((px >> 20) & 0x000F) | ((px >> 8) & 0x00F0) | ((px << 4) & 0x0F00) | ((px >> 16) & 0xF000);
}
static u16 RGBA8888toRGBA1555(u32 px) {
return ((px >> 3) & 0x001F) | ((px >> 6) & 0x03E0) | ((px >> 9) & 0x7C00) | ((px >> 16) & 0x8000);
}
static u16 BGRA8888toRGBA1555(u32 px) {
return ((px >> 19) & 0x001F) | ((px >> 6) & 0x03E0) | ((px << 7) & 0x7C00) | ((px >> 16) & 0x8000);
}
void ConvertFromRGBA8888(u8 *dst, u8 *src, u32 stride, u32 height, int format, bool bgra = false);
void CenterRect(float *x, float *y, float *w, float *h,
float origW, float origH, float frameW, float frameH)
{
@ -116,7 +154,9 @@ FramebufferManager::FramebufferManager() :
currentRenderVfb_(0),
drawPixelsTex_(0),
drawPixelsTexFormat_(-1),
convBuf(0)
convBuf(0),
pixelBufObj_(0),
currentPBO_(0)
{
draw2dprogram = glsl_create_source(basic_vs, tex_fs);
@ -124,6 +164,12 @@ FramebufferManager::FramebufferManager() :
glUniform1i(draw2dprogram->sampler0, 0);
glsl_unbind();
blitprogram = glsl_create_source(basic_vs, blit_fs);
glsl_bind(blitprogram);
glUniform1i(draw2dprogram->sampler0, 0);
glsl_unbind();
// And an initial clear. We don't clear per frame as the games are supposed to handle that
// by themselves.
glstate.depthWrite.set(GL_TRUE);
@ -138,6 +184,9 @@ FramebufferManager::~FramebufferManager() {
if (drawPixelsTex_)
glDeleteTextures(1, &drawPixelsTex_);
glsl_destroy(draw2dprogram);
glsl_destroy(blitprogram);
delete [] pixelBufObj_;
delete [] convBuf;
}
@ -243,27 +292,33 @@ void FramebufferManager::DrawPixels(const u8 *framebuf, int pixelFormat, int lin
DrawActiveTexture(x, y, w, h, false, 480.0f / 512.0f);
}
void FramebufferManager::DrawActiveTexture(float x, float y, float w, float h, bool flip, float uscale) {
void FramebufferManager::DrawActiveTexture(float x, float y, float w, float h, bool flip, float uscale, GLSLProgram *program) {
float u2 = uscale;
float v1 = flip ? 1.0f : 0.0f;
float v2 = flip ? 0.0f : 1.0f;
const float pos[12] = {x,y,0, x+w,y,0, x+w,y+h,0, x,y+h,0};
const float texCoords[8] = {0, v1, u2, v1, u2, v2, 0, v2};
const GLubyte indices[4] = {0,1,3,2};
glsl_bind(draw2dprogram);
if(!program) {
program = draw2dprogram;
}
glsl_bind(program);
Matrix4x4 ortho;
ortho.setOrtho(0, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, 0, -1, 1);
glUniformMatrix4fv(draw2dprogram->u_viewproj, 1, GL_FALSE, ortho.getReadPtr());
glUniformMatrix4fv(program->u_viewproj, 1, GL_FALSE, ortho.getReadPtr());
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glEnableVertexAttribArray(draw2dprogram->a_position);
glEnableVertexAttribArray(draw2dprogram->a_texcoord0);
glVertexAttribPointer(draw2dprogram->a_position, 3, GL_FLOAT, GL_FALSE, 12, pos);
glVertexAttribPointer(draw2dprogram->a_texcoord0, 2, GL_FLOAT, GL_FALSE, 8, texCoords);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4); // TODO: TRIANGLE_STRIP is more likely to be optimized.
glDisableVertexAttribArray(draw2dprogram->a_position);
glDisableVertexAttribArray(draw2dprogram->a_texcoord0);
glEnableVertexAttribArray(program->a_position);
glEnableVertexAttribArray(program->a_texcoord0);
glVertexAttribPointer(program->a_position, 3, GL_FLOAT, GL_FALSE, 12, pos);
glVertexAttribPointer(program->a_texcoord0, 2, GL_FLOAT, GL_FALSE, 8, texCoords);
//glDrawArrays(GL_TRIANGLE_FAN, 0, 4); // TODO: TRIANGLE_STRIP is more likely to be optimized.
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_BYTE, indices); // Trying glDrawElements with GL_TRIANGLE_STRIP
glDisableVertexAttribArray(program->a_position);
glDisableVertexAttribArray(program->a_texcoord0);
glsl_unbind();
}
@ -587,6 +642,10 @@ void FramebufferManager::CopyDisplayToOutput() {
}
displayFramebuf_ = vfb;
if(g_Config.bFramebuffersToMem) {
ReadFramebufferToMemory(vfb);
}
if (vfb->fbo) {
glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
DEBUG_LOG(HLE, "Displaying FBO %08x", vfb->fb_address);
@ -605,10 +664,6 @@ void FramebufferManager::CopyDisplayToOutput() {
glBindTexture(GL_TEXTURE_2D, 0);
}
if(g_Config.bFramebuffersToMem) {
ReadFramebufferToMemory(vfb);
}
if (resized_) {
glstate.depthWrite.set(GL_TRUE);
glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
@ -628,182 +683,254 @@ void FramebufferManager::ReadFramebufferToMemory(VirtualFramebuffer *vfb) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
}
if(vfb) {
float renderWidthFactor = (float)PSP_CoreParameter().renderWidth / 480.0f;
float renderHeightFactor = (float)PSP_CoreParameter().renderHeight / 272.0f;
// We'll pseudo-blit framebuffers here to get a resized and flipped version of vfb.
// For now we'll keep these on the same struct as the ones that can get displayed
// (and blatantly copy work already done above while at it).
VirtualFramebuffer *nvfb = 0;
// If render resolution different we blit a new framebuffer and copy that one to memory
// (assuming rendering a smaller resolution than the PSP isn't done on any device, but not sure on that)
// A more accurate (and probably costly) solution would be to draw a framebuffer at native resolution
// parallel to the rendering one?
if(renderWidthFactor > 1.0f || renderHeightFactor > 1.0f) {
// For now we'll also keep these framebuffer objects on the same struct as the ones that can get displayed
// (and blatantly copy work already done above while at it)
VirtualFramebuffer *nvfb = 0;
// We maintain a separate vector of framebuffer objects for blitting (guessing the point is saving on FBOs?)
for (size_t i = 0; i < bvfbs_.size(); ++i) {
VirtualFramebuffer *v = bvfbs_[i];
if (MaskedEqual(v->fb_address, vfb->fb_address) && v->format == vfb->format) {
if (v->bufferWidth == vfb->bufferWidth && v->bufferHeight == vfb->bufferHeight) {
nvfb = v;
v->fb_stride = vfb->fb_stride;
v->width = vfb->width;
v->height = vfb->height;
break;
}
// We maintain a separate vector of framebuffer objects for blitting.
for (size_t i = 0; i < bvfbs_.size(); ++i) {
VirtualFramebuffer *v = bvfbs_[i];
if (MaskedEqual(v->fb_address, vfb->fb_address) && v->format == vfb->format) {
if (v->bufferWidth == vfb->bufferWidth && v->bufferHeight == vfb->bufferHeight) {
nvfb = v;
v->fb_stride = vfb->fb_stride;
v->width = vfb->width;
v->height = vfb->height;
break;
}
}
// Create a new fbo if none was found for the size
if(!nvfb) {
nvfb = new VirtualFramebuffer();
nvfb->fbo = 0;
nvfb->fb_address = vfb->fb_address;
nvfb->fb_stride = vfb->fb_stride;
nvfb->z_address = vfb->z_address;
nvfb->z_stride = vfb->z_stride;
nvfb->width = vfb->width;
nvfb->height = vfb->height;
nvfb->renderWidth = vfb->width;
nvfb->renderHeight = vfb->height;
nvfb->bufferWidth = vfb->bufferWidth;
nvfb->bufferHeight = vfb->bufferHeight;
nvfb->format = vfb->format;
nvfb->usageFlags = FB_USAGE_RENDERTARGET;
nvfb->dirtyAfterDisplay = true;
if (g_Config.bTrueColor) {
nvfb->colorDepth = FBO_8888;
} else {
switch (vfb->format) {
case GE_FORMAT_4444:
nvfb->colorDepth = FBO_4444;
break;
case GE_FORMAT_5551:
nvfb->colorDepth = FBO_5551;
break;
case GE_FORMAT_565:
nvfb->colorDepth = FBO_565;
break;
case GE_FORMAT_8888:
nvfb->colorDepth = FBO_8888;
break;
default:
nvfb->colorDepth = FBO_8888;
break;
}
}
//#ifdef ANDROID
// nvfb->colorDepth = FBO_8888;
//#endif
nvfb->fbo = fbo_create(nvfb->width, nvfb->height, 1, true, nvfb->colorDepth);
if (useBufferedRendering_) {
if (nvfb->fbo) {
fbo_bind_as_render_target(nvfb->fbo);
} else {
ERROR_LOG(HLE, "Error creating FBO! %i x %i", vfb->renderWidth, vfb->renderHeight);
}
}
nvfb->last_frame_used = gpuStats.numFrames;
bvfbs_.push_back(nvfb);
} else {
// We already have one, so we set it as a render target.
//DEBUG_LOG(HLE, "Switching render target to FBO for %08x: %i x %i x %i ", nvfb->fb_address, nvfb->width, nvfb->height, nvfb->format);
nvfb->usageFlags |= FB_USAGE_RENDERTARGET;
nvfb->last_frame_used = gpuStats.numFrames;
nvfb->dirtyAfterDisplay = true;
if (useBufferedRendering_) {
if (nvfb->fbo) {
fbo_bind_as_render_target(nvfb->fbo);
} else {
fbo_unbind();
if(gl_extensions.FBO_ARB) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
}
}
}
#ifdef USING_GLES2
// Some tiled mobile GPUs benefit IMMENSELY from clearing an FBO before rendering
// to it. This broke stuff before, so now it only clears on the first use of an
// FBO in a frame. This means that some games won't be able to avoid the on-some-GPUs
// performance-crushing framebuffer reloads from RAM, but we'll have to live with that.
if (nvfb->last_frame_used != gpuStats.numFrames) {
glstate.depthWrite.set(GL_TRUE);
glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClearColor(0,0,0,1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
#endif
}
// We bind the resized fbo for reading
if (useBufferedRendering_) {
if (vfb->fbo) {
fbo_bind_for_read(vfb->fbo);
} else {
fbo_unbind();
if(gl_extensions.FBO_ARB) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
}
}
}
// And we check both framebuffers for completeness
if(glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE
|| glCheckFramebufferStatus(GL_READ_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
DEBUG_LOG(HLE, "Incomplete FBOs pre-blitting");
fbo_unbind();
if(gl_extensions.FBO_ARB) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
}
return;
}
// TODO: glReadBuffer and glDrawBuffer should maybe be specifically set here?
// Then we blit the color buffer using linear filtering
DEBUG_LOG(HLE, "Blitting FBOs for %08x: %i x %i to %i x %i ", nvfb->fb_address, vfb->renderWidth, vfb->renderHeight, nvfb->renderWidth, nvfb->renderHeight);
glBlitFramebuffer(0, 0, vfb->fb_stride * renderWidthFactor, vfb->renderHeight, 0, 0, nvfb->fb_stride, nvfb->height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
fbo_unbind();
if(gl_extensions.FBO_ARB) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
}
vfb = nvfb;
}
int pixelType, pixelSize, pixelFormat, align;
// Create a new fbo if none was found for the size
if(!nvfb) {
nvfb = new VirtualFramebuffer();
nvfb->fbo = 0;
nvfb->fb_address = vfb->fb_address;
nvfb->fb_stride = vfb->fb_stride;
nvfb->z_address = vfb->z_address;
nvfb->z_stride = vfb->z_stride;
nvfb->width = vfb->width;
nvfb->height = vfb->height;
nvfb->renderWidth = vfb->width;
nvfb->renderHeight = vfb->height;
nvfb->bufferWidth = vfb->bufferWidth;
nvfb->bufferHeight = vfb->bufferHeight;
nvfb->format = vfb->format;
nvfb->usageFlags = FB_USAGE_RENDERTARGET;
nvfb->dirtyAfterDisplay = true;
if(g_Config.bTrueColor) {
nvfb->colorDepth = FBO_8888;
} else {
switch (vfb->format) {
case GE_FORMAT_4444:
nvfb->colorDepth = FBO_4444;
break;
case GE_FORMAT_5551:
nvfb->colorDepth = FBO_5551;
break;
case GE_FORMAT_565:
nvfb->colorDepth = FBO_565;
break;
case GE_FORMAT_8888:
default:
nvfb->colorDepth = FBO_8888;
break;
}
}
//#ifdef ANDROID
// nvfb->colorDepth = FBO_8888;
//#endif
nvfb->fbo = fbo_create(nvfb->width, nvfb->height, 1, true, nvfb->colorDepth);
if (!(nvfb->fbo)) {
ERROR_LOG(HLE, "Error creating FBO! %i x %i", nvfb->renderWidth, nvfb->renderHeight);
}
if (useBufferedRendering_) {
if (nvfb->fbo) {
fbo_bind_as_render_target(nvfb->fbo);
} else {
fbo_unbind();
return;
}
}
nvfb->last_frame_used = gpuStats.numFrames;
bvfbs_.push_back(nvfb);
glstate.depthWrite.set(GL_TRUE);
glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClearColor(0.0f,0.0f,0.0f,1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
//glEnable(GL_DITHER);
} else {
nvfb->usageFlags |= FB_USAGE_RENDERTARGET;
nvfb->last_frame_used = gpuStats.numFrames;
nvfb->dirtyAfterDisplay = true;
if (useBufferedRendering_) {
if (nvfb->fbo) {
fbo_bind_as_render_target(nvfb->fbo);
#ifdef USING_GLES2
// Some tiled mobile GPUs benefit IMMENSELY from clearing an FBO before rendering
// to it. This broke stuff before, so now it only clears on the first use of an
// FBO in a frame. This means that some games won't be able to avoid the on-some-GPUs
// performance-crushing framebuffer reloads from RAM, but we'll have to live with that.
if (nvfb->last_frame_used != gpuStats.numFrames) {
glstate.depthWrite.set(GL_TRUE);
glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClearColor(0,0,0,1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
#endif
} else {
fbo_unbind();
return;
}
}
}
BlitFramebuffer_(vfb, nvfb, true);
PackFramebuffer_(nvfb);
}
}
void FramebufferManager::BlitFramebuffer_(VirtualFramebuffer *src, VirtualFramebuffer *dst, bool flip, float upscale) {
// This only works with buffered rendering
if (!useBufferedRendering_) {
return;
}
fbo_bind_as_render_target(dst->fbo);
if(glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
ERROR_LOG(HLE, "Incomplete target framebuffer, aborting blit");
fbo_unbind();
return;
}
if(src->format == GE_FORMAT_565) {
// Not sure this should be done
glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
} else {
glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
}
glstate.viewport.set(0, 0, dst->width, dst->height);
glstate.depthTest.disable();
glstate.blend.disable();
glstate.cullFace.disable();
glstate.depthTest.disable();
glstate.scissorTest.disable();
glstate.stencilTest.disable();
fbo_bind_color_as_texture(src->fbo, 0);
float x, y, w, h;
CenterRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight);
#ifdef USING_GLES2
DrawActiveTexture(x, y, w, h, !flip, upscale, draw2dprogram);
#else
if(!g_Config.bAsyncReadback || (g_Config.bCPUConvert && src->format != GE_FORMAT_8888)) {
DrawActiveTexture(x, y, w, h, !flip, upscale, draw2dprogram);
} else {
DrawActiveTexture(x, y, w, h, !flip, upscale, blitprogram);
}
#endif
glBindTexture(GL_TEXTURE_2D, 0);
fbo_unbind();
}
void FramebufferManager::PackFramebuffer_(VirtualFramebuffer *vfb) {
#ifdef USING_GLES2
PackFramebufferGLES_(vfb); // synchronous glReadPixels
#else
if(g_Config.bAsyncReadback) {
PackFramebufferGL_(vfb); // asynchronous glReadPixels using PBOs
} else {
PackFramebufferGLES_(vfb); // synchronous glReadPixels
}
#endif
}
void ConvertFromRGBA8888(u8 *dst, u8 *src, u32 stride, u32 height, int format, bool bgra) {
if(format == GE_FORMAT_8888) {
return;
} else {
for (int j = 0; j < height; j++) {
const u32 *src32 = (u32 *)(src + stride * j*4);
u16 *dst16 = (u16 *)(dst + stride * j*2);
switch (format) {
case GE_FORMAT_565: // BGR 565
for(int i = 0; i < stride; i++) {
u32 px = *(src32 + i);
*(dst16+i) = (bgra ? BGRA8888toRGB565(px) : RGBA8888toRGB565(px));
}
break;
case GE_FORMAT_5551: // ABGR 1555
for(int i = 0; i < stride; i++) {
u32 px = *(src32 + i);
*(dst16+i) = (bgra ? BGRA8888toRGBA1555(px) : RGBA8888toRGBA1555(px));
}
break;
case GE_FORMAT_4444: // ABGR 4444
for(int i = 0; i < stride; i++) {
u32 px = *(src32 + i);
*(dst16+i) = (bgra ? BGRA8888toRGBA4444(px) : RGBA8888toRGBA4444(px));
}
break;
default:
break;
}
}
}
}
void FramebufferManager::PackFramebufferGL_(VirtualFramebuffer *vfb) {
GLubyte *packed = 0;
// Order packing/readback of the framebuffer
if(vfb) {
int pixelType, pixelFormat, pixelSize, align;
switch (vfb->format) {
case GE_FORMAT_4444: // 16 bit ABGR
pixelType = GL_UNSIGNED_SHORT_4_4_4_4_REV;
pixelFormat = GL_RGBA;
pixelFormat = GL_BGRA;
pixelSize = 2;
align = 8;
break;
case GE_FORMAT_5551: // 16 bit ABGR
pixelType = GL_UNSIGNED_SHORT_1_5_5_5_REV;
pixelFormat = GL_RGBA;
pixelFormat = GL_BGRA;
pixelSize = 2;
align = 8;
break;
case GE_FORMAT_565: // 16 bit BGR
pixelType = GL_UNSIGNED_SHORT_5_6_5_REV;
pixelFormat = GL_RGB;
pixelType = GL_UNSIGNED_SHORT_5_6_5;
pixelFormat = GL_BGR;
pixelSize = 2;
align = 8;
break;
case GE_FORMAT_8888: // 32 bit ABGR
default: // And same as above
pixelType = GL_UNSIGNED_INT_8_8_8_8_REV;
pixelFormat = GL_RGBA;
default:
pixelType = GL_UNSIGNED_BYTE;
pixelFormat = GL_BGRA;
pixelSize = 4;
align = 4;
break;
}
size_t bufSize = vfb->fb_stride * vfb->height * pixelSize;
u32 fb_address = (0x44000000) | vfb->fb_address;
if (useBufferedRendering_) {
if (vfb->fbo) {
fbo_bind_for_read(vfb->fbo);
@ -816,37 +943,170 @@ void FramebufferManager::ReadFramebufferToMemory(VirtualFramebuffer *vfb) {
}
}
// Prepare buffers to read the pixel data into
// Ideally we'd apply the image flip inplace and only need one,
// but right now this is simpler
// (maybe it's more efficient to have the GPU flip it in the framebuffer and then flip it back?)
int bufHeight = vfb->height;
size_t bufSize = vfb->fb_stride * bufHeight;
GLubyte *buf1 = (GLubyte *) malloc(bufSize * pixelSize);
GLubyte *buf2 = (GLubyte *) malloc(bufSize * pixelSize);
if(!pixelBufObj_) {
GLuint pbos[2];
u32 fb_address = (0x44000000) | vfb->fb_address;
glGenBuffers(2, pbos);
DEBUG_LOG(HLE, "Reading pixels to mem, bufSize = %u, buf = %08x, fb_address = %08x", bufSize, buf1, fb_address);
glPixelStorei(GL_PACK_ALIGNMENT, align);
glReadPixels(0, 0, vfb->fb_stride, vfb->height, pixelFormat, pixelType, buf1);
// We have to flip glReadPixels data upside down
int i, j, t;
for(i = 0; i < bufHeight; i++) {
for(j = 0; j < vfb->fb_stride * pixelSize; j++) {
buf2[(bufHeight - 1 - i) * vfb->fb_stride * pixelSize + j] = buf1[i * vfb->fb_stride * pixelSize + j];
pixelBufObj_ = new AsyncPBO[2];
pixelBufObj_[0].handle = pbos[0];
pixelBufObj_[0].maxSize = 0;
pixelBufObj_[0].reading = false;
pixelBufObj_[1].handle = pbos[1];
pixelBufObj_[1].maxSize = 0;
pixelBufObj_[1].reading = false;
currentPBO_ = 0;
}
glBindBuffer(GL_PIXEL_PACK_BUFFER, pixelBufObj_[currentPBO_].handle);
if(pixelBufObj_[currentPBO_].maxSize < bufSize) {
if(g_Config.bCPUConvert && pixelType != GL_UNSIGNED_BYTE) {
glBufferData(GL_PIXEL_PACK_BUFFER, bufSize*2, NULL, GL_DYNAMIC_READ);
} else {
glBufferData(GL_PIXEL_PACK_BUFFER, bufSize, NULL, GL_DYNAMIC_READ);
}
pixelBufObj_[currentPBO_].maxSize = bufSize;
}
Memory::Memcpy(fb_address, buf2, bufSize * pixelSize);
free(buf1);
free(buf2);
fbo_unbind();
if(gl_extensions.FBO_ARB) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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;
if(g_Config.bCPUConvert) {
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glReadPixels(0, 0, vfb->fb_stride, vfb->height, GL_BGRA, GL_UNSIGNED_BYTE, 0);
} else {
glPixelStorei(GL_PACK_ALIGNMENT, align);
glReadPixels(0, 0, vfb->fb_stride, vfb->height, pixelFormat, pixelType, 0);
}
}
// Receive data from previous framebuffer
u8 nextPBO = (currentPBO_ + 1) % 2;
if(pixelBufObj_[nextPBO].reading) {
glBindBuffer(GL_PIXEL_PACK_BUFFER, pixelBufObj_[nextPBO].handle);
packed = (GLubyte *)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
if(packed) {
DEBUG_LOG(HLE, "Reading pbo to mem, bufSize = %u, packed = %08x, fb_address = %08x, pbo = %u",
pixelBufObj_[nextPBO].size, packed, pixelBufObj_[nextPBO].fb_address, nextPBO);
if(g_Config.bCPUConvert) {
switch(pixelBufObj_[nextPBO].format) {
case GE_FORMAT_565:
case GE_FORMAT_5551:
case GE_FORMAT_4444: {
u8 *processed = (u8 *)malloc(pixelBufObj_[nextPBO].size);
if(processed) {
ConvertFromRGBA8888(processed, packed,
pixelBufObj_[nextPBO].stride, pixelBufObj_[nextPBO].height,
pixelBufObj_[nextPBO].format, true);
Memory::Memcpy(pixelBufObj_[nextPBO].fb_address, processed, pixelBufObj_[nextPBO].size);
free(processed);
}
}
break;
default:
Memory::Memcpy(pixelBufObj_[nextPBO].fb_address, packed, pixelBufObj_[nextPBO].size);
}
} else { // we don't need to convert
Memory::Memcpy(pixelBufObj_[nextPBO].fb_address, packed, pixelBufObj_[nextPBO].size);
}
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
pixelBufObj_[nextPBO].reading = false;
}
}
currentPBO_ = nextPBO;
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
fbo_unbind();
if(gl_extensions.FBO_ARB) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
}
}
void FramebufferManager::PackFramebufferGLES_(VirtualFramebuffer *vfb) {
// Pixel size is always 4 here because data will come in RGBA8888
size_t bufSize = vfb->fb_stride * vfb->height * 4; // pixel size always 4 here
u8 align = (vfb->format != GE_FORMAT_8888) ? 8 : 4;
u32 fb_address = (0x44000000) | vfb->fb_address;
if (useBufferedRendering_) {
if (vfb->fbo) {
fbo_bind_for_read(vfb->fbo);
} else {
fbo_unbind();
if(gl_extensions.FBO_ARB) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
}
return;
}
}
GLubyte *packed = (GLubyte *)malloc(bufSize * sizeof(GLubyte));
if(packed) {
DEBUG_LOG(HLE, "Reading framebuffer to mem, bufSize = %u, packed = %08x, fb_address = %08x",
bufSize, packed, fb_address);
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glReadPixels(0, 0, vfb->fb_stride, vfb->height, GL_RGBA, GL_UNSIGNED_BYTE, packed);
GLenum error = glGetError();
switch(error) {
case 0:
break;
case GL_INVALID_ENUM:
ERROR_LOG(HLE, "glReadPixels: GL_INVALID_ENUM");
break;
case GL_INVALID_VALUE:
ERROR_LOG(HLE, "glReadPixels: GL_INVALID_VALUE");
break;
case GL_INVALID_OPERATION:
ERROR_LOG(HLE, "glReadPixels: GL_INVALID_OPERATION");
break;
case GL_INVALID_FRAMEBUFFER_OPERATION:
ERROR_LOG(HLE, "glReadPixels: GL_INVALID_FRAMEBUFFER_OPERATION");
break;
default:
ERROR_LOG(HLE, "glReadPixels: UNKNOWN OPENGL ERROR %u", error);
break;
}
if(vfb->format != GE_FORMAT_8888) { // if not RGBA 8888 we need to convert
u8 *processed = (u8 *)malloc(vfb->fb_stride * vfb->height * 2);
if(processed) {
ConvertFromRGBA8888(processed, packed, vfb->fb_stride, vfb->height, vfb->format);
Memory::Memcpy(fb_address, processed, vfb->fb_stride * vfb->height * 2);
free(processed);
}
} else {
Memory::Memcpy(fb_address, packed, bufSize);
}
free(packed);
}
fbo_unbind();
if(gl_extensions.FBO_ARB) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
}
}
void FramebufferManager::EndFrame() {
@ -929,6 +1189,20 @@ void FramebufferManager::DecimateFBOs() {
vfbs_.erase(vfbs_.begin() + i--);
}
}
// Do the same for ReadFramebuffersToMemory's VFBs
for (size_t i = 0; i < bvfbs_.size(); ++i) {
VirtualFramebuffer *vfb = bvfbs_[i];
if (vfb == displayFramebuf_ || vfb == prevDisplayFramebuf_ || vfb == prevPrevDisplayFramebuf_) {
continue;
}
int age = frameLastFramebufUsed - vfb->last_frame_used;
if (age > FBO_OLD_AGE) {
INFO_LOG(HLE, "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 FramebufferManager::DestroyAllFBOs() {