// 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 "math/lin/matrix4x4.h" #include "Core/Host.h" #include "Core/MemMap.h" #include "Core/Config.h" #include "Core/System.h" #include "Core/Reporting.h" #include "GPU/ge_constants.h" #include "GPU/GPUState.h" #include "helper/dx_state.h" #include "helper/fbo.h" #include "GPU/Directx9/FramebufferDX9.h" #include "GPU/Directx9/TextureCacheDX9.h" #include "GPU/Directx9/ShaderManagerDX9.h" #include namespace DX9 { // Aggressively delete unused FBO:s to save gpu memory. enum { FBO_OLD_AGE = 5, }; static bool MaskedEqual(u32 addr1, u32 addr2) { return (addr1 & 0x03FFFFFF) == (addr2 & 0x03FFFFFF); } 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); } static 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; // Stretch a little bit if (g_Config.bPartialStretch) *h = (frameH + *h) / 2.0f; // (408 + 720) / 2 = 564 *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; } } static void ClearBuffer() { dxstate.scissorTest.disable(); dxstate.depthWrite.set(TRUE); dxstate.colorMask.set(true, true, true, true); dxstate.stencilFunc.set(D3DCMP_ALWAYS, 0, 0); dxstate.stencilMask.set(0xFF); pD3Ddevice->Clear(0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_TARGET |D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 0, 0); } static void DisableState() { dxstate.blend.disable(); dxstate.cullMode.set(false, false); dxstate.depthTest.disable(); dxstate.scissorTest.disable(); dxstate.stencilTest.disable(); dxstate.colorMask.set(true, true, true, true); dxstate.stencilMask.set(0xFF); } FramebufferManagerDX9::FramebufferManagerDX9() : 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) { // And an initial clear. We don't clear per frame as the games are supposed to handle that // by themselves. ClearBuffer(); // TODO: Check / use D3DCAPS2_DYNAMICTEXTURES? pD3Ddevice->CreateTexture(512, 272, 1, 0, D3DFMT(D3DFMT_A8R8G8B8), D3DPOOL_MANAGED, &drawPixelsTex_, NULL); useBufferedRendering_ = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE; } FramebufferManagerDX9::~FramebufferManagerDX9() { if(drawPixelsTex_) { drawPixelsTex_->Release(); } delete [] convBuf; } static inline void ARGB8From4444(u16 c, u32 * dst) { *dst = ((c & 0xf) << 4) | (((c >> 4) & 0xf) << 12) | (((c >> 8) & 0xf) << 20) | ((c >> 12) << 28); } static inline void ARGB8From565(u16 c, u32 * dst) { *dst = ((c & 0x001f) << 19) | (((c >> 5) & 0x003f) << 11) | ((((c >> 10) & 0x001f) << 3)) | 0xFF000000; } static inline void ARGB8From5551(u16 c, u32 * dst) { *dst = ((c & 0x001f) << 19) | (((c >> 5) & 0x001f) << 11) | ((((c >> 10) & 0x001f) << 3)) | 0xFF000000; } static inline u32 ABGR2RGBA(u32 src) { return (src >> 8) | (src << 24); } void FramebufferManagerDX9::DrawPixels(const u8 *framebuf, GEBufferFormat pixelFormat, int linesize) { u8 * convBuf = NULL; D3DLOCKED_RECT rect; drawPixelsTex_->LockRect(0, &rect, NULL, 0); convBuf = (u8*)rect.pBits; // Final format is ARGB(directx) // TODO: We can just change the texture format and flip some bits around instead of this. if (pixelFormat != GE_FORMAT_8888 || linesize != 512) { for (int y = 0; y < 272; y++) { switch (pixelFormat) { // not tested case GE_FORMAT_565: { const u16 *src = (const u16 *)framebuf + linesize * y; u32 *dst = (u32*)(convBuf + rect.Pitch * y); for (int x = 0; x < 480; x++) { u16_le col0 = src[x+0]; ARGB8From565(col0, &dst[x + 0]); } } break; // faster case GE_FORMAT_5551: { const u16 *src = (const u16 *)framebuf + linesize * y; u32 *dst = (u32*)(convBuf + rect.Pitch * y); for (int x = 0; x < 480; x++) { u16_le col0 = src[x+0]; ARGB8From5551(col0, &dst[x + 0]); } } break; // not tested case GE_FORMAT_4444: { const u16 *src = (const u16 *)framebuf + linesize * y; u32 *dst = (u32*)(convBuf + rect.Pitch * y); for (int x = 0; x < 480; x++) { u16_le col = src[x]; dst[x * 4 + 0] = (col >> 12) << 4; dst[x * 4 + 1] = ((col >> 8) & 0xf) << 4; dst[x * 4 + 2] = ((col >> 4) & 0xf) << 4; dst[x * 4 + 3] = (col & 0xf) << 4; } } break; case GE_FORMAT_8888: { const u32 *src = (const u32 *)framebuf + linesize * y; u32 *dst = (u32*)(convBuf + rect.Pitch * y); for (int x = 0; x < 480; x++) { dst[x] = ABGR2RGBA(src[x]); } } break; } } } else { for (int y = 0; y < 272; y++) { const u32 *src = (const u32 *)framebuf + linesize * y; u32 *dst = (u32*)(convBuf + rect.Pitch * y); for (int x = 0; x < 512; x++) { dst[x] = ABGR2RGBA(src[x]); } } } drawPixelsTex_->UnlockRect(0); // D3DXSaveTextureToFile("game:\\cc.png", D3DXIFF_PNG, drawPixelsTex_, NULL); float x, y, w, h; CenterRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight); DrawActiveTexture(drawPixelsTex_, x, y, w, h, false, 480.0f / 512.0f); } // Depth in ogl is between -1;1 we need between 0;1 static void ConvertMatrices(Matrix4x4 & in) { /* in.zz *= 0.5f; in.wz += 1.f; */ Matrix4x4 s; Matrix4x4 t; s.setScaling(Vec3(1, 1, 0.5f)); t.setTranslation(Vec3(0, 0, 0.5f)); in = in * s; in = in * t; } void FramebufferManagerDX9::DrawActiveTexture(LPDIRECT3DTEXTURE9 tex, float x, float y, float w, float h, float destW, float destH, bool flip, float uscale, float vscale) { 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; float coord[] = { x, y, 0, 0, v1, x+w, y, 0, u2, v1, x+w, y+h, 0, u2, v2, x, y+h, 0, 0, v2 }; for (int i = 0; i < 4; i++) { coord[i * 5] = coord[i * 5] / (destW * 0.5) - 1.0f; coord[i * 5 + 1] = -(coord[i * 5 + 1] / (destH * 0.5) - 1.0f); } //pD3Ddevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME); pD3Ddevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); pD3Ddevice->SetVertexDeclaration(pFramebufferVertexDecl); pD3Ddevice->SetPixelShader(pFramebufferPixelShader); pD3Ddevice->SetVertexShader(pFramebufferVertexShader); if (tex != NULL) { pD3Ddevice->SetTexture(0, tex); } pD3Ddevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coord, 5 * sizeof(float)); } VirtualFramebufferDX9 *FramebufferManagerDX9::GetVFBAt(u32 addr) { VirtualFramebufferDX9 *match = NULL; for (size_t i = 0; i < vfbs_.size(); ++i) { VirtualFramebufferDX9 *v = vfbs_[i]; if (MaskedEqual(v->fb_address, addr) && v->format == displayFormat_ && v->width >= 480) { // Could check w too but whatever if (match == NULL || match->last_frame_render < v->last_frame_render) { match = v; } } } if (match != NULL) { return match; } DEBUG_LOG(SCEGE, "Finding no FBO matching address %08x", addr); return 0; } // Heuristics to figure out the size of FBO to create. static void EstimateDrawingSize(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 scissor_width = gstate.getScissorX2() + 1; int scissor_height = gstate.getScissorY2() + 1; int fb_stride = gstate.fbwidth & 0x3C0; DEBUG_LOG(SCEGE,"viewport : %ix%i, region : %ix%i , scissor: %ix%i, stride: %i, %i", viewport_width,viewport_height, region_width, region_height, scissor_width, scissor_height, fb_stride, gstate.isModeThrough()); // Viewport may return 0x0 for example FF Type-0 and we set it to 480x272 if (viewport_width <= 1 && viewport_height <=1) { viewport_width = default_width; viewport_height = default_height; } if (fb_stride > 0 && fb_stride < 512) { // Correct scissor size has to be used to render like character shadow in Mortal Kombat . if (fb_stride == scissor_width && region_width != scissor_width) { drawing_width = scissor_width; drawing_height = scissor_height; } else { drawing_width = viewport_width; drawing_height = viewport_height; } } else { // Correct region size has to be used when fb_width equals to region_width for exmaple GTA/Midnight Club/MSG Peace Maker . if (fb_stride == region_width && region_width == viewport_width) { drawing_width = region_width; drawing_height = region_height; } else if (fb_stride == viewport_width) { drawing_width = viewport_width; drawing_height = viewport_height; } else { drawing_width = default_width; drawing_height = default_height; } } } void FramebufferManagerDX9::DestroyFramebuf(VirtualFramebufferDX9 *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 FramebufferManagerDX9::SetRenderFrameBuffer() { if (!gstate_c.framebufChanged && currentRenderVfb_) { currentRenderVfb_->last_frame_render = gpuStats.numFlips; currentRenderVfb_->dirtyAfterDisplay = true; if (!gstate_c.skipDrawReason) currentRenderVfb_->reallyDirtyAfterDisplay = true; return; } #if 0 if (g_Config.iRenderingMode != 0 && g_Config.bWipeFramebufferAlpha && currentRenderVfb_) { // Hack is enabled, and there was a previous framebuffer. // Before we switch, let's do a series of trickery to copy one bit of stencil to // destination alpha. Or actually, this is just a bunch of hackery attempts on Wipeout. // Ignore for now. /* glstate.depthTest.disable(); glstate.colorMask.set(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE); glstate.stencilTest.enable(); glstate.stencilOp.set(GL_KEEP, GL_KEEP, GL_KEEP); // don't modify stencil? glstate.stencilFunc.set(GL_GEQUAL, 0xFE, 0xFF); DrawPlainColor(0x00000000); //glstate.stencilFunc.set(GL_LESS, 0x80, 0xFF); //DrawPlainColor(0xFF000000); glstate.stencilTest.disable(); glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); */ glstate.depthTest.disable(); glstate.colorMask.set(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE); DrawPlainColor(0x00000000); shaderManager_->DirtyLastShader(); // dirty lastShader_ } #endif gstate_c.framebufChanged = false; // Get parameters u32 fb_address = gstate.getFrameBufRawAddress(); int fb_stride = gstate.fbwidth & 0x3C0; u32 z_address = gstate.getDepthBufRawAddress(); 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; GEBufferFormat fmt = gstate.FrameBufFormat(); // As there are no clear "framebuffer width" and "framebuffer height" registers, // we need to infer the size of the current framebuffer somehow. int drawing_width, drawing_height; EstimateDrawingSize(drawing_width, drawing_height); int buffer_width = drawing_width; int buffer_height = drawing_height; // Find a matching framebuffer VirtualFramebufferDX9 *vfb = 0; for (size_t i = 0; i < vfbs_.size(); ++i) { VirtualFramebufferDX9 *v = vfbs_[i]; if (MaskedEqual(v->fb_address, fb_address) && v->width >= drawing_width && v->height >= drawing_height) { // 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; v->format = fmt; 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 VirtualFramebufferDX9(); 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; if ((gstate_c.skipDrawReason & SKIPDRAW_SKIPFRAME) == 0) vfb->reallyDirtyAfterDisplay = 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; } } 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(SCEGE, "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_render = gpuStats.numFlips; frameLastFramebufUsed = gpuStats.numFlips; vfbs_.push_back(vfb); ClearBuffer(); currentRenderVfb_ = vfb; INFO_LOG(SCEGE, "Creating FBO for %08x : %i x %i x %i", vfb->fb_address, vfb->width, vfb->height, vfb->format); // Let's check for depth buffer overlap. Might be interesting. bool sharingReported = false; for (size_t i = 0, end = vfbs_.size(); i < end; ++i) { if (MaskedEqual(fb_address, vfbs_[i]->z_address)) { WARN_LOG_REPORT(SCEGE, "FBO created from existing depthbuffer (unsupported), %08x/%08x and %08x/%08x", fb_address, z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address); } else if (MaskedEqual(z_address, vfbs_[i]->fb_address)) { WARN_LOG_REPORT(SCEGE, "FBO using other buffer as depthbuffer (unsupported), %08x/%08x and %08x/%08x", fb_address, z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address); } else if (MaskedEqual(z_address, vfbs_[i]->z_address) && fb_address != vfbs_[i]->fb_address && !sharingReported) { WARN_LOG_REPORT(SCEGE, "FBO sharing existing depthbuffer (unsupported), %08x/%08x and %08x/%08x", fb_address, z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address); sharingReported = true; } } // We already have it! } else if (vfb != currentRenderVfb_) { bool updateVRAM = !(g_Config.iRenderingMode == FB_NON_BUFFERED_MODE || g_Config.iRenderingMode == FB_BUFFERED_MODE); if (updateVRAM && !vfb->memoryUpdated) { ReadFramebufferToMemory(vfb, true); } // Use it as a render target. DEBUG_LOG(SCEGE, "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_render = gpuStats.numFlips; frameLastFramebufUsed = gpuStats.numFlips; vfb->dirtyAfterDisplay = true; if ((gstate_c.skipDrawReason & SKIPDRAW_SKIPFRAME) == 0) vfb->reallyDirtyAfterDisplay = 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; } } textureCache_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_UPDATED); #if 0 // 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_render != gpuStats.numFlips) { ClearBuffer(); } #endif currentRenderVfb_ = vfb; } else { vfb->last_frame_render = gpuStats.numFlips; frameLastFramebufUsed = gpuStats.numFlips; vfb->dirtyAfterDisplay = true; if ((gstate_c.skipDrawReason & SKIPDRAW_SKIPFRAME) == 0) vfb->reallyDirtyAfterDisplay = true; } // 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 FramebufferManagerDX9::CopyDisplayToOutput() { fbo_unbind(); dxstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight); currentRenderVfb_ = 0; VirtualFramebufferDX9 *vfb = GetVFBAt(displayFramebufPtr_); if (!vfb) { if (Memory::IsValidAddress(displayFramebufPtr_)) { // The game is displaying something directly from RAM. In GTA, it's decoded video. // First check that it's not a known RAM copy of a VRAM framebuffer though, as in MotoGP for (auto iter = knownFramebufferCopies_.begin(); iter != knownFramebufferCopies_.end(); ++iter) { if (iter->second == displayFramebufPtr_) { vfb = GetVFBAt(iter->first); } } if (!vfb) { // Just a pointer to plain memory to draw. Draw it. DrawPixels(Memory::GetPointer(displayFramebufPtr_), displayFormat_, displayStride_); return; } } else { DEBUG_LOG(SCEGE, "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; vfb->reallyDirtyAfterDisplay = false; if (prevDisplayFramebuf_ != displayFramebuf_) { prevPrevDisplayFramebuf_ = prevDisplayFramebuf_; } if (displayFramebuf_ != vfb) { prevDisplayFramebuf_ = displayFramebuf_; } displayFramebuf_ = vfb; if (resized_) { ClearBuffer(); } if (vfb->fbo) { DEBUG_LOG(SCEGE, "Displaying FBO %08x", vfb->fb_address); DisableState(); LPDIRECT3DTEXTURE9 colorTexture = fbo_get_color_texture(vfb->fbo); // Output coordinates float x, y, w, h; CenterRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight); // TODO ES3: Use glInvalidateFramebuffer to discard depth/stencil data at the end of frame. // and to discard extraFBOs_ after using them. if (1) { dxstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight); // These are in the output display coordinates if (g_Config.iBufFilter == SCALE_LINEAR) { dxstate.texMagFilter.set(D3DTEXF_LINEAR); dxstate.texMinFilter.set(D3DTEXF_LINEAR); } else { dxstate.texMagFilter.set(D3DTEXF_POINT); dxstate.texMinFilter.set(D3DTEXF_POINT); } dxstate.texMipFilter.set(D3DTEXF_NONE); dxstate.texMipLodBias.set(0); DrawActiveTexture(colorTexture, x, y, w, h, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, false, 480.0f / (float)vfb->width, 272.0f / (float)vfb->height); } /* else if (usePostShader_ && extraFBOs_.size() == 1 && !postShaderAtOutputResolution_) { // An additional pass, post-processing shader to the extra FBO. fbo_bind_as_render_target(extraFBOs_[0]); int fbo_w, fbo_h; fbo_get_dimensions(extraFBOs_[0], &fbo_w, &fbo_h); glstate.viewport.set(0, 0, fbo_w, fbo_h); DrawActiveTexture(colorTexture, 0, 0, fbo_w, fbo_h, fbo_w, fbo_h, true, 1.0f, 1.0f, postShaderProgram_); fbo_unbind(); // Use the extra FBO, with applied post-processing shader, as a texture. // fbo_bind_color_as_texture(extraFBOs_[0], 0); if (extraFBOs_.size() == 0) { ERROR_LOG(G3D, "WTF?"); return; } colorTexture = fbo_get_color_texture(extraFBOs_[0]); glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight); // These are in the output display coordinates DrawActiveTexture(colorTexture, x, y, w, h, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, true, 480.0f / (float)vfb->width, 272.0f / (float)vfb->height); } else { // Use post-shader, but run shader at output resolution. glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight); // These are in the output display coordinates DrawActiveTexture(colorTexture, x, y, w, h, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, true, 480.0f / (float)vfb->width, 272.0f / (float)vfb->height, postShaderProgram_); } */ pD3Ddevice->SetTexture(0, NULL); } } void FramebufferManagerDX9::ReadFramebufferToMemory(VirtualFramebufferDX9 *vfb, bool sync) { #if 0 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). VirtualFramebufferDX9 *nvfb = 0; // We maintain a separate vector of framebuffer objects for blitting. for (size_t i = 0; i < bvfbs_.size(); ++i) { VirtualFramebufferDX9 *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 VirtualFramebufferDX9(); 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; // When updating VRAM, it need to be exact format. 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(SCEGE, "Error creating FBO! %i x %i", nvfb->renderWidth, nvfb->renderHeight); return; } nvfb->last_frame_render = gpuStats.numFlips; bvfbs_.push_back(nvfb); fbo_bind_as_render_target(nvfb->fbo); ClearBuffer(); } else { nvfb->usageFlags |= FB_USAGE_RENDERTARGET; gstate_c.textureChanged = true; nvfb->last_frame_render = gpuStats.numFlips; nvfb->dirtyAfterDisplay = true; #if 0 if (nvfb->fbo) { 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_render != gpuStats.numFlips) { ClearBuffer(); } #endif } vfb->memoryUpdated = true; BlitFramebuffer_(vfb, nvfb, false); #if 0 #ifdef USING_GLES2 PackFramebufferSync_(nvfb); // synchronous glReadPixels #else if (gl_extensions.PBO_ARB || !gl_extensions.ATIClampBug) { if (!sync) { PackFramebufferAsync_(nvfb); // asynchronous glReadPixels using PBOs } else { PackFramebufferSync_(nvfb); // synchronous glReadPixels } } #endif #endif } } void FramebufferManagerDX9::BlitFramebuffer_(VirtualFramebufferDX9 *src, VirtualFramebufferDX9 *dst, bool flip, float upscale, float vscale) { if (dst->fbo) { fbo_bind_as_render_target(dst->fbo); } else { ERROR_LOG_REPORT_ONCE(dstfbozero, SCEGE, "BlitFramebuffer_: dst->fbo == 0"); fbo_unbind(); return; } /* if(glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { ERROR_LOG(HLE, "Incomplete target framebuffer, aborting blit"); fbo_unbind(); return; } */ dxstate.viewport.set(0, 0, dst->width, dst->height); DisableState(); if (src->fbo) { fbo_bind_color_as_texture(src->fbo, 0); } else { ERROR_LOG_REPORT_ONCE(srcfbozero, SCEGE, "BlitFramebuffer_: src->fbo == 0"); fbo_unbind(); return; } float x, y, w, h; CenterRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight); DrawActiveTexture(0, x, y, w, h, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, flip, upscale, vscale); pD3Ddevice->SetTexture(0, NULL); fbo_unbind(); } // TODO: SSE/NEON // Could also make C fake-simd for 64-bit, two 8888 pixels fit in a register :) 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; } } } void FramebufferManagerDX9::PackFramebufferDirectx9_(VirtualFramebufferDX9 *vfb) { if (vfb->fbo) { fbo_bind_for_read(vfb->fbo); } else { ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackFramebufferSync_: vfb->fbo == 0"); 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; u8 *packed = 0; if(vfb->format == GE_FORMAT_8888) { packed = (u8 *)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 = (u8 *)malloc(bufSize * sizeof(u8)); } if(packed) { DEBUG_LOG(HLE, "Reading framebuffer to mem, bufSize = %u, packed = %p, fb_address = %08x", (u32)bufSize, packed, fb_address); // Resolve(packed, vfb); 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 FramebufferManagerDX9::EndFrame() { if (resized_) { DestroyAllFBOs(); dxstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight); resized_ = false; } #if 0 // We flush to memory last requested framebuffer, if any PackFramebufferAsync_(NULL); #endif } void FramebufferManagerDX9::DeviceLost() { DestroyAllFBOs(); resized_ = false; } void FramebufferManagerDX9::BeginFrame() { DecimateFBOs(); currentRenderVfb_ = 0; useBufferedRendering_ = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE; } void FramebufferManagerDX9::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) { displayFramebufPtr_ = framebuf; displayStride_ = stride; displayFormat_ = format; } std::vector FramebufferManagerDX9::GetFramebufferList() { std::vector list; for (size_t i = 0; i < vfbs_.size(); ++i) { VirtualFramebufferDX9 *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; } // MotoGP workaround void FramebufferManagerDX9::NotifyFramebufferCopy(u32 src, u32 dest, int size) { for (size_t i = 0; i < vfbs_.size(); i++) { // This size fits for MotoGP. Might want to make this more flexible for other games if they do the same. if ((vfbs_[i]->fb_address | 0x04000000) == src && size == 512 * 272 * 2) { // A framebuffer matched! knownFramebufferCopies_.insert(std::pair(src, dest)); } } } void FramebufferManagerDX9::DecimateFBOs() { fbo_unbind(); currentRenderVfb_ = 0; bool updateVram = !(g_Config.iRenderingMode == FB_NON_BUFFERED_MODE || g_Config.iRenderingMode == FB_BUFFERED_MODE); for (size_t i = 0; i < vfbs_.size(); ++i) { VirtualFramebufferDX9 *vfb = vfbs_[i]; int age = frameLastFramebufUsed - std::max(vfb->last_frame_render, vfb->last_frame_used); if (updateVram && age == 0 && !vfb->memoryUpdated && vfb == displayFramebuf_) ReadFramebufferToMemory(vfb); if (vfb == displayFramebuf_ || vfb == prevDisplayFramebuf_ || vfb == prevPrevDisplayFramebuf_) { continue; } 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); vfbs_.erase(vfbs_.begin() + i--); } } // Do the same for ReadFramebuffersToMemory's VFBs for (size_t i = 0; i < bvfbs_.size(); ++i) { VirtualFramebufferDX9 *vfb = bvfbs_[i]; 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); bvfbs_.erase(bvfbs_.begin() + i--); } } } void FramebufferManagerDX9::DestroyAllFBOs() { fbo_unbind(); currentRenderVfb_ = 0; displayFramebuf_ = 0; prevDisplayFramebuf_ = 0; prevPrevDisplayFramebuf_ = 0; for (size_t i = 0; i < vfbs_.size(); ++i) { VirtualFramebufferDX9 *vfb = vfbs_[i]; INFO_LOG(SCEGE, "Destroying FBO for %08x : %i x %i x %i", vfb->fb_address, vfb->width, vfb->height, vfb->format); DestroyFramebuf(vfb); } vfbs_.clear(); } void FramebufferManagerDX9::UpdateFromMemory(u32 addr, int size, bool safe) { 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() || safe) { // 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) { VirtualFramebufferDX9 *vfb = vfbs_[i]; if (MaskedEqual(vfb->fb_address, addr)) { vfb->dirtyAfterDisplay = true; vfb->reallyDirtyAfterDisplay = 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_ && vfb->fbo) { fbo_bind_as_render_target(vfb->fbo); needUnbind = true; DrawPixels(Memory::GetPointer(addr | 0x04000000), vfb->format, vfb->fb_stride); } else { INFO_LOG(SCEGE, "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 FramebufferManagerDX9::Resized() { resized_ = true; } bool FramebufferManagerDX9::GetCurrentFramebuffer(GPUDebugBuffer &buffer) { u32 fb_address = gstate.getFrameBufRawAddress(); int fb_stride = gstate.FrameBufStride(); VirtualFramebufferDX9 *vfb = currentRenderVfb_; if (!vfb) { vfb = GetVFBAt(fb_address); } if (!vfb) { // If there's no vfb and we're drawing there, must be memory? buffer = GPUDebugBuffer(Memory::GetPointer(fb_address | 0x04000000), fb_stride, 512, gstate.FrameBufFormat()); return true; } LPDIRECT3DSURFACE9 renderTarget; HRESULT hr; hr = pD3Ddevice->GetRenderTarget(0, &renderTarget); if (!renderTarget || !SUCCEEDED(hr)) return false; D3DSURFACE_DESC desc; renderTarget->GetDesc(&desc); LPDIRECT3DSURFACE9 offscreen; hr = pD3Ddevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &offscreen, NULL); if (!SUCCEEDED(hr)) return false; bool success = false; hr = pD3Ddevice->GetRenderTargetData(renderTarget, offscreen); if (SUCCEEDED(hr)) { D3DLOCKED_RECT locked; RECT rect = {0, 0, vfb->renderWidth, vfb->renderHeight}; hr = offscreen->LockRect(&locked, &rect, D3DLOCK_READONLY); if (SUCCEEDED(hr)) { // TODO: Handle the other formats? We don't currently create them, I think. buffer.Allocate(locked.Pitch / 4, vfb->renderHeight, GPU_DBG_FORMAT_8888_BGRA, false); memcpy(buffer.GetData(), locked.pBits, locked.Pitch * vfb->renderHeight); offscreen->UnlockRect(); success = true; } } offscreen->Release(); return success; } bool FramebufferManagerDX9::GetCurrentDepthbuffer(GPUDebugBuffer &buffer) { // TODO: Is this possible? return false; } bool FramebufferManagerDX9::GetCurrentStencilbuffer(GPUDebugBuffer &buffer) { // TODO: Is this possible? return false; } } // namespace DX9