GPU: Consider depth buffers in block transfer.

Right now, only with an explicit flag (not yet used.)
This commit is contained in:
Unknown W. Brackets 2022-10-09 00:50:45 -07:00
parent 591a748ae2
commit e7e7528fbc
2 changed files with 36 additions and 9 deletions

View file

@ -1657,13 +1657,14 @@ bool FramebufferManagerCommon::NotifyFramebufferCopy(u32 src, u32 dst, int size,
VirtualFramebuffer *srcBuffer = nullptr;
bool ignoreDstBuffer = flags & GPUCopyFlag::FORCE_DST_MEM;
bool ignoreSrcBuffer = flags & (GPUCopyFlag::FORCE_SRC_MEM | GPUCopyFlag::MEMSET);
RasterChannel channel = flags & GPUCopyFlag::DEPTH_REQUESTED ? RASTER_DEPTH : RASTER_COLOR;
u32 dstY = (u32)-1;
u32 dstH = 0;
u32 srcY = (u32)-1;
u32 srcH = 0;
for (auto vfb : vfbs_) {
if (vfb->fb_stride == 0) {
if (vfb->fb_stride == 0 || channel != RASTER_COLOR) {
continue;
}
@ -1715,14 +1716,36 @@ bool FramebufferManagerCommon::NotifyFramebufferCopy(u32 src, u32 dst, int size,
}
}
if (channel == RASTER_DEPTH) {
srcBuffer = nullptr;
dstBuffer = nullptr;
// Let's assume exact matches only for simplicity.
for (auto vfb : vfbs_) {
if (!ignoreDstBuffer && dst == vfb->z_address && size == vfb->z_stride * 2 * vfb->height) {
if (!dstBuffer || dstBuffer->depthBindSeq < vfb->depthBindSeq) {
dstBuffer = vfb;
dstY = 0;
dstH = vfb->height;
}
}
if (!ignoreSrcBuffer && src == vfb->z_address && size == vfb->z_stride * 2 * vfb->height) {
if (!srcBuffer || srcBuffer->depthBindSeq < vfb->depthBindSeq) {
srcBuffer = vfb;
srcY = 0;
srcH = vfb->height;
}
}
}
}
if (!useBufferedRendering_) {
// If we're copying into a recently used display buf, it's probably destined for the screen.
if (srcBuffer || (dstBuffer != displayFramebuf_ && dstBuffer != prevDisplayFramebuf_)) {
if (channel == RASTER_DEPTH || srcBuffer || (dstBuffer != displayFramebuf_ && dstBuffer != prevDisplayFramebuf_)) {
return false;
}
}
if (!dstBuffer && srcBuffer) {
if (!dstBuffer && srcBuffer && channel != RASTER_DEPTH) {
// Note - if we're here, we're in a memcpy, not a block transfer. Not allowing IntraVRAMBlockTransferAllowCreateFB.
// Technically, that makes BlockTransferAllowCreateFB a bit of a misnomer.
if (PSP_CoreParameter().compat.flags().BlockTransferAllowCreateFB) {
@ -1740,7 +1763,7 @@ bool FramebufferManagerCommon::NotifyFramebufferCopy(u32 src, u32 dst, int size,
} else {
WARN_LOG_ONCE(dstnotsrccpy, G3D, "Inter-buffer memcpy %08x -> %08x (size: %x)", src, dst, size);
// Just do the blit!
BlitFramebuffer(dstBuffer, 0, dstY, srcBuffer, 0, srcY, srcBuffer->width, srcH, 0, RASTER_COLOR, "Blit_InterBufferMemcpy");
BlitFramebuffer(dstBuffer, 0, dstY, srcBuffer, 0, srcY, srcBuffer->width, srcH, 0, channel, "Blit_InterBufferMemcpy");
SetColorUpdated(dstBuffer, skipDrawReason);
RebindFramebuffer("RebindFramebuffer - Inter-buffer memcpy");
}
@ -1752,7 +1775,9 @@ bool FramebufferManagerCommon::NotifyFramebufferCopy(u32 src, u32 dst, int size,
WARN_LOG_ONCE(btucpy, G3D, "Memcpy fbo upload %08x -> %08x (size: %x)", src, dst, size);
FlushBeforeCopy();
const u8 *srcBase = Memory::GetPointerUnchecked(src);
DrawPixels(dstBuffer, 0, dstY, srcBase, dstBuffer->fb_format, dstBuffer->fb_stride, dstBuffer->width, dstH, RASTER_COLOR, "MemcpyFboUpload_DrawPixels");
GEBufferFormat srcFormat = channel == RASTER_DEPTH ? GE_FORMAT_DEPTH16 : dstBuffer->fb_format;
int srcStride = channel == RASTER_DEPTH ? dstBuffer->z_stride : dstBuffer->fb_stride;
DrawPixels(dstBuffer, 0, dstY, srcBase, srcFormat, srcStride, dstBuffer->width, dstH, channel, "MemcpyFboUpload_DrawPixels");
SetColorUpdated(dstBuffer, skipDrawReason);
RebindFramebuffer("RebindFramebuffer - Memcpy fbo upload");
// This is a memcpy, let's still copy just in case.
@ -1762,8 +1787,8 @@ bool FramebufferManagerCommon::NotifyFramebufferCopy(u32 src, u32 dst, int size,
FlushBeforeCopy();
if (srcH == 0 || srcY + srcH > srcBuffer->bufferHeight) {
WARN_LOG_ONCE(btdcpyheight, G3D, "Memcpy fbo download %08x -> %08x skipped, %d+%d is taller than %d", src, dst, srcY, srcH, srcBuffer->bufferHeight);
} else if (g_Config.bBlockTransferGPU && !srcBuffer->memoryUpdated) {
ReadFramebufferToMemory(srcBuffer, 0, srcY, srcBuffer->width, srcH, RASTER_COLOR);
} else if (g_Config.bBlockTransferGPU && (!srcBuffer->memoryUpdated || channel == RASTER_DEPTH)) {
ReadFramebufferToMemory(srcBuffer, 0, srcY, srcBuffer->width, srcH, channel);
srcBuffer->usageFlags = (srcBuffer->usageFlags | FB_USAGE_DOWNLOAD) & ~FB_USAGE_DOWNLOAD_CLEAR;
}
return false;
@ -2623,7 +2648,8 @@ void FramebufferManagerCommon::ReadFramebufferToMemory(VirtualFramebuffer *vfb,
vfb->usageFlags |= FB_USAGE_DOWNLOAD;
} else if (x == 0 && y == 0 && w == vfb->width && h == vfb->height) {
// Mark it as fully downloaded until next render to it.
vfb->memoryUpdated = true;
if (channel == RASTER_COLOR)
vfb->memoryUpdated = true;
vfb->usageFlags |= FB_USAGE_DOWNLOAD;
} else {
// Let's try to set the flag eventually, if the game copies a lot.