d3d: Centralize framebuf creation/switch logic.
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e2a4a50511
6 changed files with 520 additions and 514 deletions
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@ -17,9 +17,19 @@
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#include <algorithm>
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#include "Common/Common.h"
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#include "Core/Config.h"
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#include "Core/CoreParameter.h"
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#include "Core/Reporting.h"
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#include "Core/System.h"
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#include "GPU/Common/FramebufferCommon.h"
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#include "GPU/GPUInterface.h"
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#include "GPU/GPUState.h"
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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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FramebufferManagerCommon::FramebufferManagerCommon() :
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displayFramebufPtr_(0),
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displayStride_(0),
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@ -29,12 +39,20 @@ FramebufferManagerCommon::FramebufferManagerCommon() :
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prevPrevDisplayFramebuf_(0),
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frameLastFramebufUsed_(0),
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currentRenderVfb_(0),
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framebufRangeEnd_(0) {
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framebufRangeEnd_(0),
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hackForce04154000Download_(false) {
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}
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FramebufferManagerCommon::~FramebufferManagerCommon() {
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}
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void FramebufferManagerCommon::BeginFrame() {
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DecimateFBOs();
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currentRenderVfb_ = 0;
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useBufferedRendering_ = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
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updateVRAM_ = !(g_Config.iRenderingMode == FB_NON_BUFFERED_MODE || g_Config.iRenderingMode == FB_BUFFERED_MODE);
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}
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void FramebufferManagerCommon::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
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displayFramebufPtr_ = framebuf;
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displayStride_ = stride;
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@ -64,6 +82,14 @@ bool FramebufferManagerCommon::MaskedEqual(u32 addr1, u32 addr2) {
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return (addr1 & 0x03FFFFFF) == (addr2 & 0x03FFFFFF);
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}
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u32 FramebufferManagerCommon::FramebufferByteSize(const VirtualFramebuffer *vfb) const {
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return vfb->fb_stride * vfb->height * (vfb->format == GE_FORMAT_8888 ? 4 : 2);
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}
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bool FramebufferManagerCommon::ShouldDownloadFramebuffer(const VirtualFramebuffer *vfb) const {
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return updateVRAM_ || (hackForce04154000Download_ && vfb->fb_address == 0x00154000);
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}
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// Heuristics to figure out the size of FBO to create.
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void FramebufferManagerCommon::EstimateDrawingSize(int &drawing_width, int &drawing_height) {
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static const int MAX_FRAMEBUF_HEIGHT = 512;
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@ -138,3 +164,233 @@ void FramebufferManagerCommon::EstimateDrawingSize(int &drawing_width, int &draw
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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);
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}
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void FramebufferManagerCommon::DoSetRenderFrameBuffer() {
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/*
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if (useBufferedRendering_ && currentRenderVfb_) {
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// Hack is enabled, and there was a previous framebuffer.
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// Before we switch, let's do a series of trickery to copy one bit of stencil to
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// destination alpha. Or actually, this is just a bunch of hackery attempts on Wipeout.
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// Ignore for now.
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glstate.depthTest.disable();
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glstate.colorMask.set(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
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glstate.stencilTest.enable();
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glstate.stencilOp.set(GL_KEEP, GL_KEEP, GL_KEEP); // don't modify stencil§
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glstate.stencilFunc.set(GL_GEQUAL, 0xFE, 0xFF);
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DrawPlainColor(0x00000000);
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//glstate.stencilFunc.set(GL_LESS, 0x80, 0xFF);
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//DrawPlainColor(0xFF000000);
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glstate.stencilTest.disable();
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glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glstate.depthTest.disable();
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glstate.colorMask.set(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
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DrawPlainColor(0x00000000);
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shaderManager_->DirtyLastShader(); // dirty lastShader_
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}
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*/
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gstate_c.framebufChanged = false;
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// Get parameters
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const u32 fb_address = gstate.getFrameBufRawAddress();
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const int fb_stride = gstate.FrameBufStride();
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const u32 z_address = gstate.getDepthBufRawAddress();
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const int z_stride = gstate.DepthBufStride();
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GEBufferFormat fmt = gstate.FrameBufFormat();
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// As there are no clear "framebuffer width" and "framebuffer height" registers,
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// we need to infer the size of the current framebuffer somehow.
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int drawing_width, drawing_height;
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EstimateDrawingSize(drawing_width, drawing_height);
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gstate_c.cutRTOffsetX = 0;
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bool vfbFormatChanged = false;
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// Find a matching framebuffer
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VirtualFramebuffer *vfb = 0;
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for (size_t i = 0; i < vfbs_.size(); ++i) {
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VirtualFramebuffer *v = vfbs_[i];
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if (v->fb_address == fb_address) {
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vfb = v;
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// Update fb stride in case it changed
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if (vfb->fb_stride != fb_stride || vfb->format != fmt) {
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vfbFormatChanged = true;
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vfb->fb_stride = fb_stride;
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vfb->format = fmt;
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}
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// In throughmode, a higher height could be used. Let's avoid shrinking the buffer.
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if (gstate.isModeThrough() && (int)vfb->width < fb_stride) {
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vfb->width = std::max((int)vfb->width, drawing_width);
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vfb->height = std::max((int)vfb->height, drawing_height);
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} else {
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vfb->width = drawing_width;
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vfb->height = drawing_height;
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}
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break;
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} else if (v->fb_address < fb_address && v->fb_address + v->fb_stride * 4 > fb_address) {
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// Possibly a render-to-offset.
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const u32 bpp = v->format == GE_FORMAT_8888 ? 4 : 2;
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const int x_offset = (fb_address - v->fb_address) / bpp;
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if (v->format == fmt && v->fb_stride == fb_stride && x_offset < fb_stride && v->height >= drawing_height) {
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WARN_LOG_REPORT_ONCE(renderoffset, HLE, "Rendering to framebuffer offset: %08x +%dx%d", v->fb_address, x_offset, 0);
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vfb = v;
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gstate_c.cutRTOffsetX = x_offset;
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vfb->width = std::max((int)vfb->width, x_offset + drawing_width);
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// To prevent the newSize code from being confused.
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drawing_width += x_offset;
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break;
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}
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}
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}
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if (vfb) {
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if ((drawing_width != vfb->bufferWidth || drawing_height != vfb->bufferHeight)) {
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// Even if it's not newly wrong, if this is larger we need to resize up.
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if (vfb->width > vfb->bufferWidth || vfb->height > vfb->bufferHeight) {
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ResizeFramebufFBO(vfb, vfb->width, vfb->height);
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} else if (vfb->newWidth != drawing_width || vfb->newHeight != drawing_height) {
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// If it's newly wrong, or changing every frame, just keep track.
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vfb->newWidth = drawing_width;
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vfb->newHeight = drawing_height;
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vfb->lastFrameNewSize = gpuStats.numFlips;
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} else if (vfb->lastFrameNewSize + FBO_OLD_AGE < gpuStats.numFlips) {
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// Okay, it's changed for a while (and stayed that way.) Let's start over.
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// But only if we really need to, to avoid blinking.
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bool needsRecreate = vfb->bufferWidth > fb_stride;
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needsRecreate = needsRecreate || vfb->newWidth > vfb->bufferWidth || vfb->newWidth * 2 < vfb->bufferWidth;
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needsRecreate = needsRecreate || vfb->newHeight > vfb->newHeight || vfb->newHeight * 2 < vfb->newHeight;
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if (needsRecreate) {
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ResizeFramebufFBO(vfb, vfb->width, vfb->height, true);
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}
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}
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} else {
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// It's not different, let's keep track of that too.
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vfb->lastFrameNewSize = gpuStats.numFlips;
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}
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}
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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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if (hackForce04154000Download_ && fb_address == 0x00154000) {
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renderWidthFactor = 1.0;
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renderHeightFactor = 1.0;
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}
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// None found? Create one.
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if (!vfb) {
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vfb = new VirtualFramebuffer();
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vfb->fbo = 0;
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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->newWidth = drawing_width;
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vfb->newHeight = drawing_height;
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vfb->lastFrameNewSize = gpuStats.numFlips;
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vfb->renderWidth = (u16)(drawing_width * renderWidthFactor);
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vfb->renderHeight = (u16)(drawing_height * renderHeightFactor);
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vfb->bufferWidth = drawing_width;
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vfb->bufferHeight = drawing_height;
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vfb->format = fmt;
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vfb->drawnWidth = 0;
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vfb->drawnHeight = 0;
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vfb->drawnFormat = fmt;
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vfb->usageFlags = FB_USAGE_RENDERTARGET;
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SetColorUpdated(vfb);
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vfb->depthUpdated = false;
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u32 byteSize = FramebufferByteSize(vfb);
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u32 fb_address_mem = (fb_address & 0x3FFFFFFF) | 0x04000000;
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if (Memory::IsVRAMAddress(fb_address_mem) && fb_address_mem + byteSize > framebufRangeEnd_) {
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framebufRangeEnd_ = fb_address_mem + byteSize;
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}
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ResizeFramebufFBO(vfb, drawing_width, drawing_height, true);
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NotifyRenderFramebufferCreated(vfb);
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if (useBufferedRendering_ && !updateVRAM_ && !g_Config.bDisableSlowFramebufEffects) {
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u32 byteSize = FramebufferByteSize(vfb);
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u32 fb_address_mem = (vfb->fb_address & 0x3FFFFFFF) | 0x04000000;
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gpu->PerformMemoryUpload(fb_address_mem, byteSize);
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NotifyStencilUpload(fb_address_mem, byteSize, true);
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// TODO: Is it worth trying to upload the depth buffer?
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}
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INFO_LOG(SCEGE, "Creating FBO for %08x : %i x %i x %i", vfb->fb_address, vfb->width, vfb->height, vfb->format);
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vfb->last_frame_render = gpuStats.numFlips;
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vfb->last_frame_used = 0;
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vfb->last_frame_attached = 0;
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frameLastFramebufUsed_ = gpuStats.numFlips;
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vfbs_.push_back(vfb);
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currentRenderVfb_ = vfb;
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// Let's check for depth buffer overlap. Might be interesting.
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bool sharingReported = false;
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bool writingDepth = true;
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// Technically, it may write depth later, but we're trying to detect it only when it's really true.
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if (gstate.isModeClear()) {
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writingDepth = !gstate.isClearModeDepthMask() && gstate.isDepthWriteEnabled();
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} else {
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writingDepth = gstate.isDepthWriteEnabled();
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}
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for (size_t i = 0, end = vfbs_.size(); i < end; ++i) {
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if (vfbs_[i]->z_stride != 0 && fb_address == vfbs_[i]->z_address) {
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// If it's clearing it, most likely it just needs more video memory.
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// Technically it could write something interesting and the other might not clear, but that's not likely.
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if (!gstate.isModeClear() || !gstate.isClearModeColorMask() || !gstate.isClearModeAlphaMask()) {
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if (fb_address != z_address && vfbs_[i]->fb_address != vfbs_[i]->z_address) {
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WARN_LOG_REPORT(SCEGE, "FBO created from existing depthbuffer as color, %08x/%08x and %08x/%08x", fb_address, z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address);
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}
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}
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} else if (z_stride != 0 && z_address == vfbs_[i]->fb_address) {
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// If it's clearing it, then it's probably just the reverse of the above case.
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if (writingDepth) {
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WARN_LOG_REPORT(SCEGE, "FBO using existing buffer as depthbuffer, %08x/%08x and %08x/%08x", fb_address, z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address);
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}
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} else if (vfbs_[i]->z_stride != 0 && z_address == vfbs_[i]->z_address && fb_address != vfbs_[i]->fb_address && !sharingReported) {
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// This happens a lot, but virtually always it's cleared.
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// It's possible the other might not clear, but when every game is reported it's not useful.
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if (writingDepth) {
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WARN_LOG_REPORT(SCEGE, "FBO reusing depthbuffer, %08x/%08x and %08x/%08x", fb_address, z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address);
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sharingReported = true;
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}
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}
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}
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// We already have it!
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} else if (vfb != currentRenderVfb_) {
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// Use it as a render target.
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DEBUG_LOG(SCEGE, "Switching render target to FBO for %08x: %i x %i x %i ", vfb->fb_address, vfb->width, vfb->height, vfb->format);
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vfb->usageFlags |= FB_USAGE_RENDERTARGET;
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vfb->last_frame_render = gpuStats.numFlips;
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frameLastFramebufUsed_ = gpuStats.numFlips;
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vfb->dirtyAfterDisplay = true;
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if ((gstate_c.skipDrawReason & SKIPDRAW_SKIPFRAME) == 0)
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vfb->reallyDirtyAfterDisplay = true;
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VirtualFramebuffer *prev = currentRenderVfb_;
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currentRenderVfb_ = vfb;
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NotifyRenderFramebufferSwitched(prev, vfb);
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} else {
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vfb->last_frame_render = gpuStats.numFlips;
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frameLastFramebufUsed_ = gpuStats.numFlips;
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vfb->dirtyAfterDisplay = true;
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if ((gstate_c.skipDrawReason & SKIPDRAW_SKIPFRAME) == 0)
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vfb->reallyDirtyAfterDisplay = true;
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NotifyRenderFramebufferUpdated(vfb, vfbFormatChanged);
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}
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gstate_c.curRTWidth = vfb->width;
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gstate_c.curRTHeight = vfb->height;
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gstate_c.curRTRenderWidth = vfb->renderWidth;
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gstate_c.curRTRenderHeight = vfb->renderHeight;
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}
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