// 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 "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; #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; } } static void ClearBuffer() { dxstate.depthWrite.set(true); dxstate.colorMask.set(true, true, true, true); 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(); } 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(); #ifdef _XBOX pD3Ddevice->CreateTexture(512, 272, 1, 0, D3DFMT(D3DFMT_A8R8G8B8), NULL, &drawPixelsTex_, NULL); #else pD3Ddevice->CreateTexture(512, 272, 1, 0, D3DFMT(D3DFMT_A8R8G8B8), D3DPOOL_MANAGED, &drawPixelsTex_, NULL); #endif 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, D3DLOCK_NOOVERWRITE); 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); pD3Ddevice->SetTexture(0, drawPixelsTex_); 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); } // 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(float x, float y, float w, float h, 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; const 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 }; Matrix4x4 ortho; ConvertMatrices(ortho); ortho.setOrtho(0, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, 0, -1, 1); //pD3Ddevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME); pD3Ddevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); pD3Ddevice->SetVertexShaderConstantF(0, ortho.getReadPtr(), 4); pD3Ddevice->SetVertexDeclaration(pFramebufferVertexDecl); pD3Ddevice->SetPixelShader(pFramebufferPixelShader); pD3Ddevice->SetVertexShader(pFramebufferVertexShader); //pD3Ddevice->SetTexture(0, drawPixelsTex_); pD3Ddevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coord, 5 * sizeof(float)); } VirtualFramebufferDX9 *FramebufferManagerDX9::GetDisplayFBO() { VirtualFramebufferDX9 *match = NULL; for (size_t i = 0; i < vfbs_.size(); ++i) { VirtualFramebufferDX9 *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_render < v->last_frame_render) { match = v; } } } if (match != NULL) { return match; } DEBUG_LOG(SCEGE, "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(SCEGE, "FBOs: %s", debug.c_str()); #endif return 0; } // Heuristics to figure out the size of FBO to create. static void DrawingSize(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_width = 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_width, 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_width > 0 && fb_width < 512) { // Correct scissor size has to be used to render like character shadow in Mortal Kombat . if (fb_width == 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_width == region_width && region_width != scissor_width) { drawing_width = region_width; drawing_height = region_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; } gstate_c.framebufChanged = false; // Get parameters u32 fb_address = (gstate.fbptr & 0xFFFFFF) | ((gstate.fbwidth & 0xFF0000) << 8); int fb_stride = gstate.fbwidth & 0x3C0; u32 z_address = (gstate.zbptr & 0xFFFFFF) | ((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 = gstate.FrameBufFormat(); int drawing_width, drawing_height; DrawingSize(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->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; vfb->format = fmt; 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 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; } } //#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(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); // 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(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; /* 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); #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() { #ifdef _XBOX //if (currentRenderVfb_ && (!currentRenderVfb_->usageFlags & FB_USAGE_DISPLAYED_FRAMEBUFFER)) //if (currentRenderVfb_ && (currentRenderVfb_->usageFlags == FB_USAGE_RENDERTARGET)) //if (currentRenderVfb_ && (currentRenderVfb_->fb_address == 0)) if (currentRenderVfb_) { if (currentRenderVfb_->fbo && currentRenderVfb_->usageFlags == FB_USAGE_RENDERTARGET) { fbo_resolve(currentRenderVfb_->fbo); } } #endif fbo_unbind(); currentRenderVfb_ = 0; VirtualFramebufferDX9 *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(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) { dxstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight); DEBUG_LOG(SCEGE, "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, false, 480.0f / (float)vfb->width, 272.0f / (float)vfb->height); pD3Ddevice->SetTexture(0, NULL); } } void FramebufferManagerDX9::ReadFramebufferToMemory(VirtualFramebufferDX9 *vfb, bool sync) { // This only works with buffered rendering if (!useBufferedRendering_) { return; } #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; 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(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; nvfb->last_frame_render = gpuStats.numFlips; nvfb->dirtyAfterDisplay = true; #if 0 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); PackFramebufferDirectx9_(nvfb); } } void FramebufferManagerDX9::BlitFramebuffer_(VirtualFramebufferDX9 *src, VirtualFramebufferDX9 *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; } */ dxstate.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); DrawActiveTexture(x, y, w, h, flip, upscale, vscale); pD3Ddevice->SetTexture(0, NULL); #ifdef _XBOX fbo_resolve(dst->fbo); #endif fbo_unbind(); } // TODO: SSE/NEON static 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; } } } #ifdef _XBOX #include #endif static void Resolve(u8* data, VirtualFramebufferDX9 *vfb) { #ifdef _XBOX D3DTexture * rtt = (D3DTexture*)fbo_get_rtt(vfb->fbo); pD3Ddevice->Resolve(D3DRESOLVE_RENDERTARGET0, NULL, rtt, NULL, 0, 0, NULL, 0.f, 0, NULL); D3DLOCKED_RECT p; rtt->LockRect(0, &p, NULL, 0); rtt->UnlockRect(0); // vfb->fbo->tex is tilled !!!! XGUntileTextureLevel(vfb->width/2, vfb->height/2, 0, XGGetGpuFormat(D3DFMT_LIN_A8R8G8B8), XGTILE_NONPACKED, data, p.Pitch, NULL, p.pBits, NULL); #endif } void FramebufferManagerDX9::PackFramebufferDirectx9_(VirtualFramebufferDX9 *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; 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; } } 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) { if ((framebuf & 0x04000000) == 0) { DEBUG_LOG(SCEGE, "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 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; } void FramebufferManagerDX9::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) { VirtualFramebufferDX9 *vfb = vfbs_[i]; int age = frameLastFramebufUsed - std::max(vfb->last_frame_render, vfb->last_frame_used); if(useMem && age == 0 && !vfb->memoryUpdated) { 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) { 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) { 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_) { fbo_bind_as_render_target(vfb->fbo); needUnbind = true; DrawPixels(Memory::GetPointer(addr), 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; } };