// Copyright (c) 2012- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #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 "Core/Config.h" #include "Core/System.h" #include "GPU/ge_constants.h" #include "GPU/GPUState.h" #include "GPU/GLES/Framebuffer.h" #include "GPU/GLES/TextureCache.h" #include "GPU/GLES/ShaderManager.h" #if defined(USING_GLES2) #define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER #define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER #define GL_RGBA8 GL_RGBA #ifndef GL_DEPTH_COMPONENT24 #define GL_DEPTH_COMPONENT24 GL_DEPTH_COMPONENT24_OES #endif #ifndef GL_DEPTH24_STENCIL8_OES #define GL_DEPTH24_STENCIL8_OES 0x88F0 #endif #endif extern int g_iNumVideos; static const char tex_fs[] = "#ifdef GL_ES\n" "precision mediump float;\n" "#endif\n" "uniform sampler2D sampler0;\n" "varying vec2 v_texcoord0;\n" "void main() {\n" " gl_FragColor.rgb = texture2D(sampler0, v_texcoord0).rgb;\n" " gl_FragColor.a = 1.0;\n" "}\n"; static const char basic_vs[] = #ifndef USING_GLES2 "#version 120\n" #endif "attribute vec4 a_position;\n" "attribute vec2 a_texcoord0;\n" "uniform mat4 u_viewproj;\n" "varying vec2 v_texcoord0;\n" "void main() {\n" " v_texcoord0 = a_texcoord0;\n" " gl_Position = u_viewproj * a_position;\n" "}\n"; // 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); } inline u16 RGBA8888toRGB565(u32 px) { return ((px >> 3) & 0x001F) | ((px >> 5) & 0x07E0) | ((px >> 8) & 0xF800); } inline u16 RGBA8888toRGBA4444(u32 px) { return ((px >> 4) & 0x000F) | ((px >> 8) & 0x00F0) | ((px >> 12) & 0x0F00) | ((px >> 16) & 0xF000); } inline u16 RGBA8888toRGBA5551(u32 px) { return ((px >> 3) & 0x001F) | ((px >> 6) & 0x03E0) | ((px >> 9) & 0x7C00) | ((px >> 16) & 0x8000); } void ConvertFromRGBA8888(u8 *dst, u8 *src, u32 stride, u32 height, GEBufferFormat format); void CenterRect(float *x, float *y, float *w, float *h, float origW, float origH, float frameW, float frameH) { if (g_Config.bStretchToDisplay) { *x = 0; *y = 0; *w = frameW; *h = frameH; return; } float origRatio = origW/origH; float frameRatio = frameW/frameH; if (origRatio > frameRatio) { // Image is wider than frame. Center vertically. float scale = origW / frameW; *x = 0.0f; *w = frameW; *h = frameW / origRatio; #ifdef BLACKBERRY // Stretch a little bit if (g_Config.bPartialStretch) *h = (frameH + *h) / 2.0f; // (408 + 720) / 2 = 564 #endif *y = (frameH - *h) / 2.0f; } else { // Image is taller than frame. Center horizontally. float scale = origH / frameH; *y = 0.0f; *h = frameH; *w = frameH * origRatio; *x = (frameW - *w) / 2.0f; } } void ClearBuffer() { 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); } void DisableState() { glstate.blend.disable(); glstate.cullFace.disable(); glstate.depthTest.disable(); glstate.scissorTest.disable(); glstate.stencilTest.disable(); } void FramebufferManager::CompileDraw2DProgram() { if (!draw2dprogram) { draw2dprogram = glsl_create_source(basic_vs, tex_fs); glsl_bind(draw2dprogram); glUniform1i(draw2dprogram->sampler0, 0); glsl_unbind(); } } FramebufferManager::FramebufferManager() : ramDisplayFramebufPtr_(0), 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), draw2dprogram(0) #ifndef USING_GLES2 , pixelBufObj_(0), currentPBO_(0) #endif { CompileDraw2DProgram(); // And an initial clear. We don't clear per frame as the games are supposed to handle that // by themselves. ClearBuffer(); useBufferedRendering_ = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE; // Check vendor string to try and guess GPU const char *cvendor = (char *)glGetString(GL_VENDOR); if(cvendor) { const std::string vendor(cvendor); if(vendor == "NVIDIA Corporation" || vendor == "Nouveau" || vendor == "nouveau") { gpuVendor = GPU_VENDOR_NVIDIA; } else if(vendor == "Advanced Micro Devices, Inc." || vendor == "ATI Technologies Inc.") { gpuVendor = GPU_VENDOR_AMD; } else if(vendor == "Intel" || vendor == "Intel Inc." || vendor == "Intel Corporation" || vendor == "Tungsten Graphics, Inc") { // We'll assume this last one means Intel gpuVendor = GPU_VENDOR_INTEL; } else if(vendor == "ARM") gpuVendor = GPU_VENDOR_ARM; else if(vendor == "Imagination Technologies") gpuVendor = GPU_VENDOR_POWERVR; else if(vendor == "Qualcomm") gpuVendor = GPU_VENDOR_ADRENO; else gpuVendor = GPU_VENDOR_UNKNOWN; } else gpuVendor = GPU_VENDOR_UNKNOWN; gstate_c.gpuVendor = gpuVendor; NOTICE_LOG(HLE,"GPU Vendor : %s", cvendor); } FramebufferManager::~FramebufferManager() { if (drawPixelsTex_) glDeleteTextures(1, &drawPixelsTex_); if (draw2dprogram) { glsl_destroy(draw2dprogram); } #ifndef USING_GLES2 delete [] pixelBufObj_; #endif delete [] convBuf; } void FramebufferManager::DrawPixels(const u8 *framebuf, GEBufferFormat pixelFormat, int linesize) { if (drawPixelsTex_ && drawPixelsTexFormat_ != pixelFormat) { glDeleteTextures(1, &drawPixelsTex_); drawPixelsTex_ = 0; } if (!drawPixelsTex_) { glGenTextures(1, &drawPixelsTex_); // Initialize backbuffer texture for DrawPixels glBindTexture(GL_TEXTURE_2D, drawPixelsTex_); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 512, 272, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); glBindTexture(GL_TEXTURE_2D, 0); drawPixelsTexFormat_ = pixelFormat; } // TODO: We can just change the texture format and flip some bits around instead of this. if (pixelFormat != GE_FORMAT_8888 || linesize != 512) { if (!convBuf) { convBuf = new u8[512 * 272 * 4]; } for (int y = 0; y < 272; y++) { switch (pixelFormat) { case GE_FORMAT_565: { const u16 *src = (const u16 *)framebuf + linesize * y; u8 *dst = convBuf + 4 * 512 * y; for (int x = 0; x < 480; x++) { u16 col = src[x]; dst[x * 4] = ((col) & 0x1f) << 3; dst[x * 4 + 1] = ((col >> 5) & 0x3f) << 2; dst[x * 4 + 2] = ((col >> 11) & 0x1f) << 3; dst[x * 4 + 3] = 255; } } break; case GE_FORMAT_5551: { const u16 *src = (const u16 *)framebuf + linesize * y; u8 *dst = convBuf + 4 * 512 * y; for (int x = 0; x < 480; x++) { u16 col = src[x]; dst[x * 4] = ((col) & 0x1f) << 3; dst[x * 4 + 1] = ((col >> 5) & 0x1f) << 3; dst[x * 4 + 2] = ((col >> 10) & 0x1f) << 3; dst[x * 4 + 3] = (col >> 15) ? 255 : 0; } } break; case GE_FORMAT_4444: { const u16 *src = (const u16 *)framebuf + linesize * y; u8 *dst = convBuf + 4 * 512 * y; for (int x = 0; x < 480; x++) { u16 col = src[x]; dst[x * 4] = ((col >> 8) & 0xf) << 4; dst[x * 4 + 1] = ((col >> 4) & 0xf) << 4; dst[x * 4 + 2] = (col & 0xf) << 4; dst[x * 4 + 3] = (col >> 12) << 4; } } break; case GE_FORMAT_8888: { const u8 *src = framebuf + linesize * 4 * y; u8 *dst = convBuf + 4 * 512 * y; memcpy(dst, src, 4 * 480); } break; case GE_FORMAT_INVALID: _dbg_assert_msg_(G3D, false, "Invalid pixelFormat passed to DrawPixels()."); break; } } } glBindTexture(GL_TEXTURE_2D,drawPixelsTex_); if (g_Config.iTexFiltering == LINEAR || (g_Config.iTexFiltering == LINEARFMV && g_iNumVideos)) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } glTexSubImage2D(GL_TEXTURE_2D,0,0,0,512,272, GL_RGBA, GL_UNSIGNED_BYTE, pixelFormat == GE_FORMAT_8888 ? framebuf : convBuf); float x, y, w, h; CenterRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight); 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, float vscale, GLSLProgram *program) { float u2 = uscale; // Since we're flipping, 0 is down. That's where the scale goes. float v1 = flip ? 1.0f : 1.0f - vscale; float v2 = flip ? 1.0f - vscale : 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}; if(!program) { CompileDraw2DProgram(); program = draw2dprogram; } glsl_bind(program); Matrix4x4 ortho; ortho.setOrtho(0, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, 0, -1, 1); glUniformMatrix4fv(program->u_viewproj, 1, GL_FALSE, ortho.getReadPtr()); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 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); // glDrawElements tested slightly faster on OpenGL atleast glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_BYTE, indices); glDisableVertexAttribArray(program->a_position); glDisableVertexAttribArray(program->a_texcoord0); glsl_unbind(); } VirtualFramebuffer *FramebufferManager::GetDisplayFBO() { VirtualFramebuffer *match = NULL; for (size_t i = 0; i < vfbs_.size(); ++i) { VirtualFramebuffer *v = vfbs_[i]; if (MaskedEqual(v->fb_address, displayFramebufPtr_) && v->format == displayFormat_ && v->width >= 480) { // Could check w too but whatever if (match == NULL || match->last_frame_used < v->last_frame_used) { match = v; } } } if (match != NULL) { return match; } DEBUG_LOG(HLE, "Finding no FBO matching address %08x", displayFramebufPtr_); #if 0 // defined(_DEBUG) std::string debug = "FBOs: "; for (size_t i = 0; i < vfbs_.size(); ++i) { char temp[256]; sprintf(temp, "%08x %i %i", vfbs_[i]->fb_address, vfbs_[i]->width, vfbs_[i]->height); debug += std::string(temp); } ERROR_LOG(HLE, "FBOs: %s", debug.c_str()); #endif return 0; } // Heuristics to figure out the size of FBO to create. void GuessDrawingSize(int &drawing_width, int &drawing_height) { int default_width = 480; int default_height = 272; int viewport_width = (int) gstate.getViewportX1(); int viewport_height = (int) gstate.getViewportY1(); int region_width = (gstate.getRegionX2() + 1) ; int region_height = (gstate.getRegionY2() + 1) ; int fb_width = gstate.fbwidth & 0x3C0; DEBUG_LOG(HLE,"viewport : %ix%i, region : %ix%i, stride: %i", viewport_width,viewport_height, region_width, region_height, fb_width); // In case viewport return as 0x0 like FF Type-0 if (viewport_width <= 1 && viewport_height <=1) { drawing_width = default_width; drawing_height = default_height; } if (fb_width < 512) { if (fb_width != viewport_width) { drawing_width = viewport_width; drawing_height = viewport_height; } else { drawing_width = region_width; drawing_height = region_height; } } else { if (fb_width != region_width) { drawing_width = default_width; drawing_height = default_height; } else { drawing_width = region_width; drawing_height = region_height; } } } void FramebufferManager::DestroyFramebuf(VirtualFramebuffer *v) { textureCache_->NotifyFramebuffer(v->fb_address, v, NOTIFY_FB_DESTROYED); if (v->fbo) { fbo_destroy(v->fbo); v->fbo = 0; } // Wipe some pointers if (currentRenderVfb_ == v) currentRenderVfb_ = 0; if (displayFramebuf_ == v) displayFramebuf_ = 0; if (prevDisplayFramebuf_ == v) prevDisplayFramebuf_ = 0; if (prevPrevDisplayFramebuf_ == v) prevPrevDisplayFramebuf_ = 0; delete v; } void FramebufferManager::SetRenderFrameBuffer() { if (!gstate_c.framebufChanged && currentRenderVfb_) { currentRenderVfb_->last_frame_used = gpuStats.numFlips; return; } gstate_c.framebufChanged = false; // 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; // As there are no clear "framebuffer width" and "framebuffer height" registers, // we need to infer the size of the current framebuffer somehow. Let's try the viewport. GEBufferFormat fmt = static_cast(gstate.framebufpixformat & 3); int drawing_width, drawing_height; GuessDrawingSize(drawing_width, drawing_height); int buffer_width = drawing_width; int buffer_height = drawing_height; // Find a matching framebuffer VirtualFramebuffer *vfb = 0; for (size_t i = 0; i < vfbs_.size(); ++i) { VirtualFramebuffer *v = vfbs_[i]; if (MaskedEqual(v->fb_address, fb_address) && 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; if (v->bufferWidth >= drawing_width && v->bufferHeight >= drawing_height) { v->width = drawing_width; v->height = drawing_height; } break; } } float renderWidthFactor = (float)PSP_CoreParameter().renderWidth / 480.0f; float renderHeightFactor = (float)PSP_CoreParameter().renderHeight / 272.0f; // None found? Create one. if (!vfb) { gstate_c.textureChanged = true; vfb = new VirtualFramebuffer(); vfb->fbo = 0; 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->renderWidth = (u16)(drawing_width * renderWidthFactor); vfb->renderHeight = (u16)(drawing_height * renderHeightFactor); vfb->bufferWidth = buffer_width; vfb->bufferHeight = buffer_height; vfb->format = fmt; vfb->usageFlags = FB_USAGE_RENDERTARGET; vfb->dirtyAfterDisplay = true; vfb->memoryUpdated = false; if (g_Config.bTrueColor) { vfb->colorDepth = FBO_8888; } else { switch (fmt) { case GE_FORMAT_4444: vfb->colorDepth = FBO_4444; break; case GE_FORMAT_5551: vfb->colorDepth = FBO_5551; break; case GE_FORMAT_565: vfb->colorDepth = FBO_565; break; case GE_FORMAT_8888: vfb->colorDepth = FBO_8888; break; default: vfb->colorDepth = FBO_8888; break; } } //#ifdef ANDROID // vfb->colorDepth = FBO_8888; //#endif if (useBufferedRendering_) { vfb->fbo = fbo_create(vfb->renderWidth, vfb->renderHeight, 1, true, vfb->colorDepth); if (vfb->fbo) { fbo_bind_as_render_target(vfb->fbo); } else { ERROR_LOG(HLE, "Error creating FBO! %i x %i", vfb->renderWidth, vfb->renderHeight); } } else { fbo_unbind(); // Let's ignore rendering to targets that have not (yet) been displayed. gstate_c.skipDrawReason |= SKIPDRAW_NON_DISPLAYED_FB; } textureCache_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_CREATED); vfb->last_frame_used = gpuStats.numFlips; frameLastFramebufUsed = gpuStats.numFlips; vfbs_.push_back(vfb); ClearBuffer(); glEnable(GL_DITHER); currentRenderVfb_ = vfb; INFO_LOG(HLE, "Creating FBO for %08x : %i x %i x %i", vfb->fb_address, vfb->width, vfb->height, vfb->format); // We already have it! } else if (vfb != currentRenderVfb_) { #ifndef USING_GLES2 bool useMem = g_Config.iRenderingMode == FB_READFBOMEMORY_GPU || g_Config.iRenderingMode == FB_READFBOMEMORY_CPU; #else bool useMem = g_Config.iRenderingMode == FB_READFBOMEMORY_GPU; #endif if(useMem && !vfb->memoryUpdated) { ReadFramebufferToMemory(vfb, true); } // Use it as a render target. DEBUG_LOG(HLE, "Switching render target to FBO for %08x: %i x %i x %i ", vfb->fb_address, vfb->width, vfb->height, vfb->format); vfb->usageFlags |= FB_USAGE_RENDERTARGET; gstate_c.textureChanged = true; vfb->last_frame_used = gpuStats.numFlips; frameLastFramebufUsed = gpuStats.numFlips; vfb->dirtyAfterDisplay = true; vfb->memoryUpdated = false; if (useBufferedRendering_) { if (vfb->fbo) { fbo_bind_as_render_target(vfb->fbo); } else { // wtf? This should only happen very briefly when toggling bBufferedRendering fbo_unbind(); } } else { if (vfb->fbo) { // wtf? This should only happen very briefly when toggling bBufferedRendering textureCache_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_DESTROYED); fbo_destroy(vfb->fbo); vfb->fbo = 0; } fbo_unbind(); // Let's ignore rendering to targets that have not (yet) been displayed. if (vfb->usageFlags & FB_USAGE_DISPLAYED_FRAMEBUFFER) gstate_c.skipDrawReason &= ~SKIPDRAW_NON_DISPLAYED_FB; else gstate_c.skipDrawReason |= SKIPDRAW_NON_DISPLAYED_FB; /* if (drawing_width == 480 && drawing_height == 272) { gstate_c.skipDrawReason &= ~SKIPDRAW_SKIPNONFB; // OK! } else { gstate_c.skipDrawReason |= ~SKIPDRAW_SKIPNONFB; }*/ } textureCache_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_UPDATED); #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 (vfb->last_frame_used != gpuStats.numFlips) { frame_clearing(); } #endif currentRenderVfb_ = vfb; } else { vfb->last_frame_used = gpuStats.numFlips; frameLastFramebufUsed = gpuStats.numFlips; } // ugly... if (gstate_c.curRTWidth != vfb->width || gstate_c.curRTHeight != vfb->height) { shaderManager_->DirtyUniform(DIRTY_PROJTHROUGHMATRIX); gstate_c.curRTWidth = vfb->width; gstate_c.curRTHeight = vfb->height; } } void FramebufferManager::CopyDisplayToOutput() { fbo_unbind(); currentRenderVfb_ = 0; VirtualFramebuffer *vfb = GetDisplayFBO(); if (!vfb) { if (Memory::IsValidAddress(ramDisplayFramebufPtr_)) { // The game is displaying something directly from RAM. In GTA, it's decoded video. DrawPixels(Memory::GetPointer(ramDisplayFramebufPtr_), displayFormat_, displayStride_); } else if (Memory::IsValidAddress(displayFramebufPtr_)) { // The game is displaying something directly from RAM. In GTA, it's decoded video. DrawPixels(Memory::GetPointer(displayFramebufPtr_), displayFormat_, displayStride_); } else { DEBUG_LOG(HLE, "Found no FBO to display! displayFBPtr = %08x", displayFramebufPtr_); // No framebuffer to display! Clear to black. ClearBuffer(); } return; } vfb->usageFlags |= FB_USAGE_DISPLAYED_FRAMEBUFFER; vfb->dirtyAfterDisplay = false; if (prevDisplayFramebuf_ != displayFramebuf_) { prevPrevDisplayFramebuf_ = prevDisplayFramebuf_; } if (displayFramebuf_ != vfb) { prevDisplayFramebuf_ = displayFramebuf_; } displayFramebuf_ = vfb; if (vfb->fbo) { glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight); DEBUG_LOG(HLE, "Displaying FBO %08x", vfb->fb_address); DisableState(); fbo_bind_color_as_texture(vfb->fbo, 0); // These are in the output display coordinates float x, y, w, h; CenterRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight); DrawActiveTexture(x, y, w, h, true, 480.0f / (float)vfb->width, 272.0f / (float)vfb->height); glBindTexture(GL_TEXTURE_2D, 0); } if (resized_) { ClearBuffer(); } } void FramebufferManager::ReadFramebufferToMemory(VirtualFramebuffer *vfb, bool sync) { // This only works with buffered rendering if (!useBufferedRendering_) { return; } #ifndef USING_GLES2 if(sync) { PackFramebufferAsync_(NULL); // flush async just in case when we go for synchronous update } #endif if(vfb) { // 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; // 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: default: nvfb->colorDepth = FBO_8888; break; } } 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); return; } nvfb->last_frame_used = gpuStats.numFlips; bvfbs_.push_back(nvfb); fbo_bind_as_render_target(nvfb->fbo); ClearBuffer(); glEnable(GL_DITHER); } else { nvfb->usageFlags |= FB_USAGE_RENDERTARGET; nvfb->last_frame_used = gpuStats.numFlips; nvfb->dirtyAfterDisplay = true; #ifdef USING_GLES2 fbo_bind_as_render_target(nvfb->fbo); // 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.numFlips) { frame_clearing(); } #endif } vfb->memoryUpdated = true; BlitFramebuffer_(vfb, nvfb, false); #ifdef USING_GLES2 PackFramebufferSync_(nvfb); // synchronous glReadPixels #else if(!sync) { PackFramebufferAsync_(nvfb); // asynchronous glReadPixels using PBOs } else { PackFramebufferSync_(nvfb); // synchronous glReadPixels } #endif } } void FramebufferManager::BlitFramebuffer_(VirtualFramebuffer *src, VirtualFramebuffer *dst, bool flip, float upscale, float vscale) { // This only works with buffered rendering if (!useBufferedRendering_ || !src->fbo) { 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; } glstate.viewport.set(0, 0, dst->width, dst->height); DisableState(); 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); CompileDraw2DProgram(); DrawActiveTexture(x, y, w, h, flip, upscale, vscale, draw2dprogram); glBindTexture(GL_TEXTURE_2D, 0); fbo_unbind(); } // TODO: SSE/NEON void ConvertFromRGBA8888(u8 *dst, u8 *src, u32 stride, u32 height, GEBufferFormat format) { if(format == GE_FORMAT_8888) { if(src == dst) { return; } else { // Here lets assume they don't intersect memcpy(dst, src, stride * height * 4); } } else { // But here it shouldn't matter if they do int size = height * stride; const u32 *src32 = (const u32 *)src; u16 *dst16 = (u16 *)dst; switch (format) { case GE_FORMAT_565: // BGR 565 for(int i = 0; i < size; i++) { dst16[i] = RGBA8888toRGB565(src32[i]); } break; case GE_FORMAT_5551: // ABGR 1555 for(int i = 0; i < size; i++) { dst16[i] = RGBA8888toRGBA5551(src32[i]); } break; case GE_FORMAT_4444: // ABGR 4444 for(int i = 0; i < size; i++) { dst16[i] = RGBA8888toRGBA4444(src32[i]); } break; case GE_FORMAT_8888: // Not possible. break; default: break; } } } #ifndef USING_GLES2 void FramebufferManager::PackFramebufferAsync_(VirtualFramebuffer *vfb) { const int MAX_PBO = 2; GLubyte *packed = 0; bool unbind = false; u8 nextPBO = (currentPBO_ + 1) % MAX_PBO; bool useCPU = g_Config.iRenderingMode == FB_READFBOMEMORY_CPU; // We'll prepare two PBOs to switch between readying and reading if(!pixelBufObj_) { GLuint pbos[MAX_PBO]; glGenBuffers(MAX_PBO, pbos); pixelBufObj_ = new AsyncPBO[MAX_PBO]; for(int i = 0; i < MAX_PBO; i++) { pixelBufObj_[i].handle = pbos[i]; pixelBufObj_[i].maxSize = 0; pixelBufObj_[i].reading = false; } } // Receive previously requested data from a PBO 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, stride = %u, pbo = %u", pixelBufObj_[nextPBO].size, packed, pixelBufObj_[nextPBO].fb_address, pixelBufObj_[nextPBO].stride, nextPBO); if(useCPU) { ConvertFromRGBA8888(Memory::GetPointer(pixelBufObj_[nextPBO].fb_address), packed, pixelBufObj_[nextPBO].stride, pixelBufObj_[nextPBO].height, pixelBufObj_[nextPBO].format); } else { // We don't need to convert, GPU already did (or should have) Memory::Memcpy(pixelBufObj_[nextPBO].fb_address, packed, pixelBufObj_[nextPBO].size); } pixelBufObj_[nextPBO].reading = false; } glUnmapBuffer(GL_PIXEL_PACK_BUFFER); unbind = true; } // Order packing/readback of the framebuffer if(vfb) { int pixelType, pixelSize, pixelFormat, align; switch (vfb->format) { // GL_UNSIGNED_INT_8_8_8_8 returns A B G R (little-endian, tested in Nvidia card/x86 PC) // GL_UNSIGNED_BYTE returns R G B A in consecutive bytes ("big-endian"/not treated as 32-bit value) // We want R G B A, so we use *_REV for 16-bit formats and GL_UNSIGNED_BYTE for 32-bit case GE_FORMAT_4444: // 16 bit RGBA // We'll single out Nvidia for now, since that's the only vendor whose glReadPixels behaviour is tested. pixelType = ((gpuVendor == GPU_VENDOR_NVIDIA) ? GL_UNSIGNED_SHORT_4_4_4_4_REV : GL_UNSIGNED_SHORT_4_4_4_4); pixelFormat = GL_RGBA; pixelSize = 2; align = 8; break; case GE_FORMAT_5551: // 16 bit RGBA pixelType = ((gpuVendor == GPU_VENDOR_NVIDIA) ? GL_UNSIGNED_SHORT_1_5_5_5_REV : GL_UNSIGNED_SHORT_5_5_5_1); pixelFormat = GL_RGBA; pixelSize = 2; align = 8; break; case GE_FORMAT_565: // 16 bit RGB pixelType = ((gpuVendor == GPU_VENDOR_NVIDIA) ? GL_UNSIGNED_SHORT_5_6_5_REV : GL_UNSIGNED_SHORT_5_6_5); pixelFormat = GL_RGB; pixelSize = 2; align = 8; break; case GE_FORMAT_8888: // 32 bit RGBA default: pixelType = GL_UNSIGNED_BYTE; pixelFormat = GL_RGBA; pixelSize = 4; align = 4; break; } u32 bufSize = vfb->fb_stride * vfb->height * pixelSize; u32 fb_address = (0x44000000) | vfb->fb_address; if (vfb->fbo) { fbo_bind_for_read(vfb->fbo); } else { fbo_unbind(); if(gl_extensions.FBO_ARB) { glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); } return; } if(glCheckFramebufferStatus(GL_READ_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { ERROR_LOG(HLE, "Incomplete source framebuffer, aborting read"); fbo_unbind(); if(gl_extensions.FBO_ARB) { glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); } return; } glBindBuffer(GL_PIXEL_PACK_BUFFER, pixelBufObj_[currentPBO_].handle); if(pixelBufObj_[currentPBO_].maxSize < bufSize) { // We reserve a buffer big enough to fit all those pixels if(useCPU && pixelType != GL_UNSIGNED_BYTE) { // Wnd result may be 16-bit but we are reading 32-bit, so we need double the space on the buffer 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; } if(useCPU) { // If converting pixel formats on the CPU we'll always request RGBA8888 glPixelStorei(GL_PACK_ALIGNMENT, 4); glReadPixels(0, 0, vfb->fb_stride, vfb->height, GL_RGBA, GL_UNSIGNED_BYTE, 0); } else { // Otherwise we'll directly request the format we need and let the GPU sort it out glPixelStorei(GL_PACK_ALIGNMENT, align); glReadPixels(0, 0, vfb->fb_stride, vfb->height, pixelFormat, pixelType, 0); } 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: // GL_INVALID_OPERATION will happen sometimes midframe but everything // seems to work out when actually mapping buffers? // GL_SAMPLE_BUFFERS, GL_READ_BUFFER, GL_BUFFER_SIZE/MAPPED, // GL_PIXEL_PACK_BUFFER_BINDING, all have the expected values. 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; } fbo_unbind(); if(gl_extensions.FBO_ARB) { glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); } unbind = true; 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; } currentPBO_ = nextPBO; if(unbind) { glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); } } #endif void FramebufferManager::PackFramebufferSync_(VirtualFramebuffer *vfb) { if (useBufferedRendering_ && vfb->fbo) { fbo_bind_for_read(vfb->fbo); } else { fbo_unbind(); return; } // Pixel size always 4 here because we always request RGBA8888 size_t bufSize = vfb->fb_stride * vfb->height * 4; u32 fb_address = (0x04000000) | vfb->fb_address; GLubyte *packed = 0; if(vfb->format == GE_FORMAT_8888) { packed = (GLubyte *)Memory::GetPointer(fb_address); } else { // End result may be 16-bit but we are reading 32-bit, so there may not be enough space at fb_address packed = (GLubyte *)malloc(bufSize * sizeof(GLubyte)); } if(packed) { DEBUG_LOG(HLE, "Reading framebuffer to mem, bufSize = %u, packed = %p, fb_address = %08x", (u32)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: // GL_INVALID_OPERATION will happen sometimes midframe but everything // seems to work out when actually reading? 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 ConvertFromRGBA8888(Memory::GetPointer(fb_address), packed, vfb->fb_stride, vfb->height, vfb->format); free(packed); } } fbo_unbind(); } void FramebufferManager::EndFrame() { if (resized_) { DestroyAllFBOs(); glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight); resized_ = false; } #ifndef USING_GLES2 // We flush to memory last requested framebuffer, if any PackFramebufferAsync_(NULL); #endif } void FramebufferManager::DeviceLost() { DestroyAllFBOs(); glsl_destroy(draw2dprogram); draw2dprogram = 0; resized_ = false; } void FramebufferManager::BeginFrame() { DecimateFBOs(); currentRenderVfb_ = 0; useBufferedRendering_ = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE; } void FramebufferManager::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) { if ((framebuf & 0x04000000) == 0) { DEBUG_LOG(HLE, "Non-VRAM display framebuffer address set: %08x", framebuf); ramDisplayFramebufPtr_ = framebuf; displayStride_ = stride; displayFormat_ = format; } else { ramDisplayFramebufPtr_ = 0; displayFramebufPtr_ = framebuf; displayStride_ = stride; displayFormat_ = format; } } std::vector FramebufferManager::GetFramebufferList() { std::vector list; for (size_t i = 0; i < vfbs_.size(); ++i) { VirtualFramebuffer *vfb = vfbs_[i]; FramebufferInfo info; info.fb_address = vfb->fb_address; info.z_address = vfb->z_address; info.format = vfb->format; info.width = vfb->width; info.height = vfb->height; info.fbo = vfb->fbo; list.push_back(info); } return list; } void FramebufferManager::DecimateFBOs() { fbo_unbind(); currentRenderVfb_ = 0; #ifndef USING_GLES2 bool useMem = g_Config.iRenderingMode == FB_READFBOMEMORY_GPU || g_Config.iRenderingMode == FB_READFBOMEMORY_CPU; #else bool useMem = g_Config.iRenderingMode == FB_READFBOMEMORY_GPU; #endif for (size_t i = 0; i < vfbs_.size(); ++i) { VirtualFramebuffer *vfb = vfbs_[i]; int age = frameLastFramebufUsed - vfb->last_frame_used; if(useMem && !age && !vfb->memoryUpdated) { ReadFramebufferToMemory(vfb); } if (vfb == displayFramebuf_ || vfb == prevDisplayFramebuf_ || vfb == prevPrevDisplayFramebuf_) { continue; } 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); 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]; 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() { fbo_unbind(); currentRenderVfb_ = 0; displayFramebuf_ = 0; prevDisplayFramebuf_ = 0; prevPrevDisplayFramebuf_ = 0; for (size_t i = 0; i < vfbs_.size(); ++i) { VirtualFramebuffer *vfb = vfbs_[i]; INFO_LOG(HLE, "Destroying FBO for %08x : %i x %i x %i", vfb->fb_address, vfb->width, vfb->height, vfb->format); DestroyFramebuf(vfb); } vfbs_.clear(); } void FramebufferManager::UpdateFromMemory(u32 addr, int size) { addr &= ~0x40000000; // TODO: Could go through all FBOs, but probably not important? // TODO: Could also check for inner changes, but video is most important. if (addr == DisplayFramebufAddr() || addr == PrevDisplayFramebufAddr()) { // TODO: Deleting the FBO is a heavy hammer solution, so let's only do it if it'd help. if (!Memory::IsValidAddress(displayFramebufPtr_)) return; fbo_unbind(); currentRenderVfb_ = 0; bool needUnbind = false; for (size_t i = 0; i < vfbs_.size(); ++i) { VirtualFramebuffer *vfb = vfbs_[i]; if (MaskedEqual(vfb->fb_address, addr)) { vfb->dirtyAfterDisplay = true; // TODO: This without the fbo_unbind() above would be better than destroying the FBO. // However, it doesn't seem to work for Star Ocean, at least if (useBufferedRendering_) { fbo_bind_as_render_target(vfb->fbo); needUnbind = true; DrawPixels(Memory::GetPointer(addr), vfb->format, vfb->fb_stride); } else { INFO_LOG(HLE, "Invalidating FBO for %08x (%i x %i x %i)", vfb->fb_address, vfb->width, vfb->height, vfb->format) DestroyFramebuf(vfb); vfbs_.erase(vfbs_.begin() + i--); } } } if (needUnbind) fbo_unbind(); } } void FramebufferManager::Resized() { resized_ = true; }