// 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 #include #include "gfx_es2/glsl_program.h" #include "gfx_es2/gl_state.h" #include "gfx_es2/fbo.h" #include "base/timeutil.h" #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 "Core/ELF/ParamSFO.h" #include "Core/HLE/sceDisplay.h" #include "GPU/ge_constants.h" #include "GPU/GPUState.h" #include "GPU/Common/PostShader.h" #include "GPU/Common/TextureDecoder.h" #include "GPU/Debugger/Stepping.h" #include "GPU/GLES/Framebuffer.h" #include "GPU/GLES/TextureCache.h" #include "GPU/GLES/TransformPipeline.h" #include "GPU/GLES/ShaderManager.h" #include "UI/OnScreenDisplay.h" #if defined(USING_GLES2) #ifndef GL_READ_FRAMEBUFFER #define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER #define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER #endif #ifndef GL_RGBA8 #define GL_RGBA8 GL_RGBA #endif #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 USING_GLES2 "precision mediump float;\n" #endif "uniform sampler2D sampler0;\n" "varying vec2 v_texcoord0;\n" "void main() {\n" " gl_FragColor = texture2D(sampler0, v_texcoord0);\n" "}\n"; static const char basic_vs[] = "attribute vec4 a_position;\n" "attribute vec2 a_texcoord0;\n" "varying vec2 v_texcoord0;\n" "void main() {\n" " v_texcoord0 = a_texcoord0;\n" " gl_Position = a_position;\n" "}\n"; static const char color_fs[] = #ifdef USING_GLES2 "precision mediump float;\n" #endif "uniform vec4 u_color;\n" "void main() {\n" " gl_FragColor.rgba = u_color;\n" "}\n"; static const char color_vs[] = "attribute vec4 a_position;\n" "void main() {\n" " gl_Position = a_position;\n" "}\n"; // Aggressively delete unused FBO:s to save gpu memory. enum { FBO_OLD_AGE = 5, }; bool FramebufferManager::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 BGRA8888toRGB565(u32 px) { return ((px >> 19) & 0x001F) | ((px >> 5) & 0x07E0) | ((px << 8) & 0xF800); } inline u16 BGRA8888toRGBA4444(u32 px) { return ((px >> 20) & 0x000F) | ((px >> 8) & 0x00F0) | ((px << 4) & 0x0F00) | ((px >> 16) & 0xF000); } void ConvertFromRGBA8888(u8 *dst, const u8 *src, u32 stride, u32 width, u32 height, GEBufferFormat format); void CenterRect(float *x, float *y, float *w, float *h, float origW, float origH, float frameW, float frameH) { float outW; float outH; if (g_Config.bStretchToDisplay) { outW = frameW; outH = frameH; } else { // Add special case for 1080p displays, cutting off the bottom and top 1-pixel rows from the original 480x272. // This will be what 99.9% of users want. if (origW == 480 && origH == 272 && frameW == 1920 && frameH == 1080) { *x = 0; *y = -4; *w = 1920; *h = 1088; return; } float origRatio = origW / origH; float frameRatio = frameW / frameH; if (origRatio > frameRatio) { // Image is wider than frame. Center vertically. outW = frameW; outH = frameW / origRatio; // Stretch a little bit if (g_Config.bPartialStretch) outH = (frameH + outH) / 2.0f; // (408 + 720) / 2 = 564 } else { // Image is taller than frame. Center horizontally. outW = frameH * origRatio; outH = frameH; } } if (g_Config.bSmallDisplay) { outW /= 2.0f; outH /= 2.0f; } *x = (frameW - outW) / 2.0f; *y = (frameH - outH) / 2.0f; *w = outW; *h = outH; } void FramebufferManager::ClearBuffer() { glstate.scissorTest.disable(); glstate.depthWrite.set(GL_TRUE); glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glstate.stencilFunc.set(GL_ALWAYS, 0, 0); glstate.stencilMask.set(0xFF); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearStencil(0); #ifdef USING_GLES2 glClearDepthf(0.0f); #else glClearDepth(0.0); #endif glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); } void FramebufferManager::ClearDepthBuffer() { glstate.scissorTest.disable(); glstate.depthWrite.set(GL_TRUE); #ifdef USING_GLES2 glClearDepthf(0.0f); #else glClearDepth(0.0); #endif glClear(GL_DEPTH_BUFFER_BIT); } void FramebufferManager::DisableState() { glstate.blend.disable(); glstate.cullFace.disable(); glstate.depthTest.disable(); glstate.scissorTest.disable(); glstate.stencilTest.disable(); #if !defined(USING_GLES2) glstate.colorLogicOp.disable(); #endif glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glstate.stencilMask.set(0xFF); } void FramebufferManager::SetNumExtraFBOs(int num) { for (size_t i = 0; i < extraFBOs_.size(); i++) { fbo_destroy(extraFBOs_[i]); } extraFBOs_.clear(); for (int i = 0; i < num; i++) { // No depth/stencil for post processing FBO *fbo = fbo_create(PSP_CoreParameter().renderWidth, PSP_CoreParameter().renderHeight, 1, false, FBO_8888); extraFBOs_.push_back(fbo); // The new FBO is still bound after creation. ClearBuffer(); } currentRenderVfb_ = 0; fbo_unbind(); } void FramebufferManager::CompileDraw2DProgram() { if (!draw2dprogram_) { std::string errorString; draw2dprogram_ = glsl_create_source(basic_vs, tex_fs, &errorString); if (!draw2dprogram_) { ERROR_LOG_REPORT(G3D, "Failed to compile draw2dprogram! This shouldn't happen.\n%s", errorString.c_str()); } else { glsl_bind(draw2dprogram_); glUniform1i(draw2dprogram_->sampler0, 0); } plainColorProgram_ = glsl_create_source(color_vs, color_fs, &errorString); if (!plainColorProgram_) { ERROR_LOG_REPORT(G3D, "Failed to compile plainColorProgram! This shouldn't happen.\n%s", errorString.c_str()); } else { glsl_bind(plainColorProgram_); plainColorLoc_ = glsl_uniform_loc(plainColorProgram_, "u_color"); } SetNumExtraFBOs(0); const ShaderInfo *shaderInfo = 0; if (g_Config.sPostShaderName != "Off") { shaderInfo = GetPostShaderInfo(g_Config.sPostShaderName); } if (shaderInfo) { postShaderAtOutputResolution_ = shaderInfo->outputResolution; postShaderProgram_ = glsl_create(shaderInfo->vertexShaderFile.c_str(), shaderInfo->fragmentShaderFile.c_str(), &errorString); if (!postShaderProgram_) { // DO NOT turn this into a report, as it will pollute our logs with all kinds of // user shader experiments. ERROR_LOG(G3D, "Failed to build post-processing program from %s and %s!\n%s", shaderInfo->vertexShaderFile.c_str(), shaderInfo->fragmentShaderFile.c_str(), errorString.c_str()); // let's show the first line of the error string as an OSM. std::set blacklistedLines; // These aren't useful to show, skip to the first interesting line. blacklistedLines.insert("Fragment shader failed to compile with the following errors:"); blacklistedLines.insert("Vertex shader failed to compile with the following errors:"); blacklistedLines.insert("Compile failed."); blacklistedLines.insert(""); std::string firstLine; size_t start = 0; for (size_t i = 0; i < errorString.size(); i++) { if (errorString[i] == '\n') { firstLine = errorString.substr(start, i - start); if (blacklistedLines.find(firstLine) == blacklistedLines.end()) { break; } start = i + 1; firstLine.clear(); } } if (!firstLine.empty()) { osm.Show("Post-shader error: " + firstLine + "...", 10.0f, 0xFF3090FF); } else { osm.Show("Post-shader error, see log for details", 10.0f, 0xFF3090FF); } usePostShader_ = false; } else { glsl_bind(postShaderProgram_); glUniform1i(postShaderProgram_->sampler0, 0); SetNumExtraFBOs(1); float u_delta = 1.0f / PSP_CoreParameter().renderWidth; float v_delta = 1.0f / PSP_CoreParameter().renderHeight; float u_pixel_delta = u_delta; float v_pixel_delta = v_delta; if (postShaderAtOutputResolution_) { float x, y, w, h; CenterRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight); u_pixel_delta = 1.0f / w; v_pixel_delta = 1.0f / h; } int deltaLoc = glsl_uniform_loc(postShaderProgram_, "u_texelDelta"); if (deltaLoc != -1) glUniform2f(deltaLoc, u_delta, v_delta); int pixelDeltaLoc = glsl_uniform_loc(postShaderProgram_, "u_pixelDelta"); if (pixelDeltaLoc != -1) glUniform2f(pixelDeltaLoc, u_pixel_delta, v_pixel_delta); timeLoc_ = glsl_uniform_loc(postShaderProgram_, "u_time"); if (timeLoc_ != -1) glUniform4f(timeLoc_, 0.0f, 0.0f, 0.0f, 0.0f); usePostShader_ = true; } } else { postShaderProgram_ = 0; usePostShader_ = false; } glsl_unbind(); } } void FramebufferManager::DestroyDraw2DProgram() { if (draw2dprogram_) { glsl_destroy(draw2dprogram_); draw2dprogram_ = 0; } if (plainColorProgram_) { glsl_destroy(plainColorProgram_); plainColorProgram_ = 0; } if (postShaderProgram_) { glsl_destroy(postShaderProgram_); postShaderProgram_ = 0; } } FramebufferManager::FramebufferManager() : 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), postShaderProgram_(0), stencilUploadProgram_(0), plainColorLoc_(-1), timeLoc_(-1), textureCache_(0), shaderManager_(0), usePostShader_(false), postShaderAtOutputResolution_(false), resized_(false), gameUsesSequentialCopies_(false), framebufRangeEnd_(0) #ifndef USING_GLES2 , pixelBufObj_(0), currentPBO_(0) #endif { } void FramebufferManager::Init() { CompileDraw2DProgram(); const std::string gameId = g_paramSFO.GetValueString("DISC_ID"); // This applies a hack to Dangan Ronpa, its demo, and its sequel. // The game draws solid colors to a small framebuffer, and then reads this directly in VRAM. // We force this framebuffer to 1x and force download it automatically. hackForce04154000Download_ = gameId == "NPJH50631" || gameId == "NPJH50372" || gameId == "NPJH90164" || gameId == "NPJH50515"; // And an initial clear. We don't clear per frame as the games are supposed to handle that // by themselves. ClearBuffer(); SetLineWidth(); BeginFrame(); } FramebufferManager::~FramebufferManager() { if (drawPixelsTex_) glDeleteTextures(1, &drawPixelsTex_); if (draw2dprogram_) { glsl_destroy(draw2dprogram_); } if (stencilUploadProgram_) { glsl_destroy(stencilUploadProgram_); } SetNumExtraFBOs(0); for (auto it = tempFBOs_.begin(), end = tempFBOs_.end(); it != end; ++it) { fbo_destroy(it->second.fbo); } #ifndef USING_GLES2 delete [] pixelBufObj_; #endif delete [] convBuf_; } void FramebufferManager::MakePixelTexture(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height) { if (drawPixelsTex_ && (drawPixelsTexFormat_ != srcPixelFormat || drawPixelsTexW_ != width || drawPixelsTexH_ != height)) { glDeleteTextures(1, &drawPixelsTex_); drawPixelsTex_ = 0; } if (!drawPixelsTex_) { drawPixelsTex_ = textureCache_->AllocTextureName(); drawPixelsTexW_ = width; drawPixelsTexH_ = height; // 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, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); drawPixelsTexFormat_ = srcPixelFormat; } else { glBindTexture(GL_TEXTURE_2D, drawPixelsTex_); } // TODO: We can just change the texture format and flip some bits around instead of this. // Could share code with the texture cache perhaps. bool useConvBuf = false; if (srcPixelFormat != GE_FORMAT_8888 || srcStride != width) { useConvBuf = true; u32 neededSize = width * height * 4; if (!convBuf_ || convBufSize_ < neededSize) { delete [] convBuf_; convBuf_ = new u8[neededSize]; convBufSize_ = neededSize; } for (int y = 0; y < height; y++) { switch (srcPixelFormat) { case GE_FORMAT_565: { const u16 *src = (const u16 *)srcPixels + srcStride * y; u8 *dst = convBuf_ + 4 * width * y; for (int x = 0; x < width; x++) { u16 col = src[x]; dst[x * 4] = Convert5To8((col) & 0x1f); dst[x * 4 + 1] = Convert6To8((col >> 5) & 0x3f); dst[x * 4 + 2] = Convert5To8((col >> 11) & 0x1f); dst[x * 4 + 3] = 255; } } break; case GE_FORMAT_5551: { const u16 *src = (const u16 *)srcPixels + srcStride * y; u8 *dst = convBuf_ + 4 * width * y; for (int x = 0; x < width; x++) { u16 col = src[x]; dst[x * 4] = Convert5To8((col) & 0x1f); dst[x * 4 + 1] = Convert5To8((col >> 5) & 0x1f); dst[x * 4 + 2] = Convert5To8((col >> 10) & 0x1f); dst[x * 4 + 3] = (col >> 15) ? 255 : 0; } } break; case GE_FORMAT_4444: { const u16 *src = (const u16 *)srcPixels + srcStride * y; u8 *dst = convBuf_ + 4 * width * y; for (int x = 0; x < width; x++) { u16 col = src[x]; dst[x * 4] = Convert4To8((col >> 8) & 0xf); dst[x * 4 + 1] = Convert4To8((col >> 4) & 0xf); dst[x * 4 + 2] = Convert4To8(col & 0xf); dst[x * 4 + 3] = Convert4To8(col >> 12); } } break; case GE_FORMAT_8888: { const u8 *src = srcPixels + srcStride * 4 * y; u8 *dst = convBuf_ + 4 * width * y; memcpy(dst, src, 4 * width); } break; case GE_FORMAT_INVALID: _dbg_assert_msg_(G3D, false, "Invalid pixelFormat passed to DrawPixels()."); break; } } } glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, useConvBuf ? convBuf_ : srcPixels); } void FramebufferManager::DrawPixels(VirtualFramebuffer *vfb, int dstX, int dstY, const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height) { MakePixelTexture(srcPixels, srcPixelFormat, srcStride, width, height); DisableState(); DrawActiveTexture(0, dstX, dstY, width, height, vfb->bufferWidth, vfb->bufferHeight, false, 0.0f, 0.0f, 1.0f, 1.0f); } void FramebufferManager::DrawFramebuffer(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, bool applyPostShader) { MakePixelTexture(srcPixels, srcPixelFormat, srcStride, 512, 272); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, g_Config.iTexFiltering == NEAREST ? GL_NEAREST : GL_LINEAR); DisableState(); // This might draw directly at the backbuffer (if so, applyPostShader is set) so if there's a post shader, we need to apply it here. // Should try to unify this path with the regular path somehow, but this simple solution works for most of the post shaders // (it always runs at output resolution so FXAA may look odd). float x, y, w, h; CenterRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight); if (applyPostShader && usePostShader_ && useBufferedRendering_) { DrawActiveTexture(0, x, y, w, h, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, false, 0.0f, 0.0f, 480.0f / 512.0f, 1.0f, postShaderProgram_); } else { DrawActiveTexture(0, x, y, w, h, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, false, 0.0f, 0.0f, 480.0f / 512.0f); } } void FramebufferManager::DrawPlainColor(u32 color) { // Cannot take advantage of scissor + clear here - this has to be a regular draw so that // stencil can be used and abused, as that's what we're gonna use this for. static const float pos[12] = { -1,-1,-1, 1,-1,-1, 1,1,-1, -1,1,-1 }; static const GLubyte indices[4] = {0,1,3,2}; GLSLProgram *program = 0; if (!draw2dprogram_) { CompileDraw2DProgram(); } program = plainColorProgram_; const float col[4] = { ((color & 0xFF)) / 255.0f, ((color & 0xFF00) >> 8) / 255.0f, ((color & 0xFF0000) >> 16) / 255.0f, ((color & 0xFF000000) >> 24) / 255.0f, }; shaderManager_->DirtyLastShader(); glsl_bind(program); glUniform4fv(plainColorLoc_, 1, col); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glEnableVertexAttribArray(program->a_position); glVertexAttribPointer(program->a_position, 3, GL_FLOAT, GL_FALSE, 12, pos); glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_BYTE, indices); glDisableVertexAttribArray(program->a_position); glsl_unbind(); } // x, y, w, h are relative coordinates against destW/destH, which is not very intuitive. void FramebufferManager::DrawActiveTexture(GLuint texture, float x, float y, float w, float h, float destW, float destH, bool flip, float u0, float v0, float u1, float v1, GLSLProgram *program) { if (flip) { // We're flipping, so 0 is downward. Reverse everything from 1.0f. v0 = 1.0f - v0; v1 = 1.0f - v1; } const float texCoords[8] = {u0,v0, u1,v0, u1,v1, u0,v1}; static const GLushort indices[4] = {0,1,3,2}; if (texture) { // We know the texture, we can do a DrawTexture shortcut on nvidia. #if defined(ANDROID) // Don't remember why I disabled this - no win? if (false && gl_extensions.NV_draw_texture && !program) { // Fast path for Tegra. TODO: Make this path work on desktop nvidia, seems GLEW doesn't have a clue. // Actually, on Desktop we should just use glBlitFramebuffer - although we take a texture here // so that's a little gnarly, will have to modify all callers. glDrawTextureNV(texture, 0, x, y, w, h, 0.0f, u0, v1, u1, v0); return; } #endif glBindTexture(GL_TEXTURE_2D, texture); } float pos[12] = { x,y,0, x+w,y,0, x+w,y+h,0, x,y+h,0 }; float invDestW = 1.0f / (destW * 0.5f); float invDestH = 1.0f / (destH * 0.5f); for (int i = 0; i < 4; i++) { pos[i * 3] = pos[i * 3] * invDestW - 1.0f; pos[i * 3 + 1] = -(pos[i * 3 + 1] * invDestH - 1.0f); } if (!program) { if (!draw2dprogram_) { CompileDraw2DProgram(); } program = draw2dprogram_; } // Always use linear filtering when stretching a buffer to the screen. Might want to make this // an option in the future. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); shaderManager_->DirtyLastShader(); // dirty lastShader_ glsl_bind(program); if (program == postShaderProgram_ && timeLoc_ != -1) { int flipCount = __DisplayGetFlipCount(); int vCount = __DisplayGetVCount(); float time[4] = {time_now(), (vCount % 60) * 1.0f/60.0f, (float)vCount, (float)(flipCount % 60)}; glUniform4fv(timeLoc_, 1, time); } 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); glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_SHORT, indices); glDisableVertexAttribArray(program->a_position); glDisableVertexAttribArray(program->a_texcoord0); glsl_unbind(); } VirtualFramebuffer *FramebufferManager::GetVFBAt(u32 addr) { VirtualFramebuffer *match = NULL; for (size_t i = 0; i < vfbs_.size(); ++i) { VirtualFramebuffer *v = vfbs_[i]; if (MaskedEqual(v->fb_address, addr)) { // 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. void FramebufferManager::EstimateDrawingSize(int &drawing_width, int &drawing_height) { static const int MAX_FRAMEBUF_HEIGHT = 512; const int viewport_width = (int) gstate.getViewportX1(); const int viewport_height = (int) gstate.getViewportY1(); const int region_width = gstate.getRegionX2() + 1; const int region_height = gstate.getRegionY2() + 1; const int scissor_width = gstate.getScissorX2() + 1; const int scissor_height = gstate.getScissorY2() + 1; const int fb_stride = std::max(gstate.FrameBufStride(), 4); // Games don't always set any of these. Take the greatest parameter that looks valid based on stride. if (viewport_width > 4 && viewport_width <= fb_stride) { drawing_width = viewport_width; drawing_height = viewport_height; // Some games specify a viewport with 0.5, but don't have VRAM for 273. 480x272 is the buffer size. if (viewport_width == 481 && region_width == 480 && viewport_height == 273 && region_height == 272) { drawing_width = 480; drawing_height = 272; } // Sometimes region is set larger than the VRAM for the framebuffer. if (region_width <= fb_stride && region_width > drawing_width && region_height <= MAX_FRAMEBUF_HEIGHT) { drawing_width = region_width; drawing_height = std::max(drawing_height, region_height); } // Scissor is often set to a subsection of the framebuffer, so we pay the least attention to it. if (scissor_width <= fb_stride && scissor_width > drawing_width && scissor_height <= MAX_FRAMEBUF_HEIGHT) { drawing_width = scissor_width; drawing_height = std::max(drawing_height, scissor_height); } } else { // If viewport wasn't valid, let's just take the greatest anything regardless of stride. drawing_width = std::min(std::max(region_width, scissor_width), fb_stride); drawing_height = std::max(region_height, scissor_height); } // Assume no buffer is > 512 tall, it couldn't be textured or displayed fully if so. if (drawing_height >= MAX_FRAMEBUF_HEIGHT) { if (region_height < MAX_FRAMEBUF_HEIGHT) { drawing_height = region_height; } else if (scissor_height < MAX_FRAMEBUF_HEIGHT) { drawing_height = scissor_height; } } if (viewport_width != region_width) { // The majority of the time, these are equal. If not, let's check what we know. const u32 fb_address = gstate.getFrameBufAddress(); u32 nearest_address = 0xFFFFFFFF; for (size_t i = 0; i < vfbs_.size(); ++i) { const u32 other_address = vfbs_[i]->fb_address | 0x44000000; if (other_address > fb_address && other_address < nearest_address) { nearest_address = other_address; } } // Unless the game is using overlapping buffers, the next buffer should be far enough away. // This catches some cases where we can know this. // Hmm. The problem is that we could only catch it for the first of two buffers... const u32 bpp = gstate.FrameBufFormat() == GE_FORMAT_8888 ? 4 : 2; int avail_height = (nearest_address - fb_address) / (fb_stride * bpp); if (avail_height < drawing_height && avail_height == region_height) { drawing_width = std::min(region_width, fb_stride); drawing_height = avail_height; } // Some games draw buffers interleaved, with a high stride/region/scissor but default viewport. if (fb_stride == 1024 && region_width == 1024 && scissor_width == 1024) { drawing_width = 1024; } } DEBUG_LOG(G3D, "Est: %08x V: %ix%i, R: %ix%i, S: %ix%i, STR: %i, THR:%i, Z:%08x = %ix%i", gstate.getFrameBufAddress(), viewport_width,viewport_height, region_width, region_height, scissor_width, scissor_height, fb_stride, gstate.isModeThrough(), gstate.isDepthWriteEnabled() ? gstate.getDepthBufAddress() : 0, drawing_width, drawing_height); } 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::RebindFramebuffer() { if (currentRenderVfb_ && currentRenderVfb_->fbo) { fbo_bind_as_render_target(currentRenderVfb_->fbo); } } void FramebufferManager::ResizeFramebufFBO(VirtualFramebuffer *vfb, u16 w, u16 h, bool force) { float renderWidthFactor = (float)vfb->renderWidth / (float)vfb->bufferWidth; float renderHeightFactor = (float)vfb->renderHeight / (float)vfb->bufferHeight; VirtualFramebuffer old = *vfb; if (force) { vfb->bufferWidth = w; vfb->bufferHeight = h; } else { if (vfb->bufferWidth >= w && vfb->bufferHeight >= h) { return; } // In case it gets thin and wide, don't resize down either side. vfb->bufferWidth = std::max(vfb->bufferWidth, w); vfb->bufferHeight = std::max(vfb->bufferHeight, h); } vfb->renderWidth = vfb->bufferWidth * renderWidthFactor; vfb->renderHeight = vfb->bufferHeight * renderHeightFactor; bool trueColor = g_Config.bTrueColor; if (hackForce04154000Download_ && vfb->fb_address == 0x00154000) { trueColor = false; } if (trueColor) { vfb->colorDepth = FBO_8888; } else { switch (vfb->format) { 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: default: vfb->colorDepth = FBO_8888; break; } } textureCache_->ForgetLastTexture(); fbo_unbind(); if (!useBufferedRendering_) { if (vfb->fbo) { fbo_destroy(vfb->fbo); vfb->fbo = 0; } return; } vfb->fbo = fbo_create(vfb->renderWidth, vfb->renderHeight, 1, true, vfb->colorDepth); if (old.fbo) { INFO_LOG(SCEGE, "Resizing FBO for %08x : %i x %i x %i", vfb->fb_address, w, h, vfb->format); if (vfb->fbo) { ClearBuffer(); if (!g_Config.bDisableSlowFramebufEffects) { BlitFramebuffer_(vfb, 0, 0, &old, 0, 0, std::min(vfb->bufferWidth, vfb->width), std::min(vfb->height, vfb->bufferHeight), 0); } } fbo_destroy(old.fbo); if (vfb->fbo) { fbo_bind_as_render_target(vfb->fbo); } } if (!vfb->fbo) { ERROR_LOG(SCEGE, "Error creating FBO! %i x %i", vfb->renderWidth, vfb->renderHeight); } } void FramebufferManager::DoSetRenderFrameBuffer() { /* if (useBufferedRendering_ && 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_ } */ gstate_c.framebufChanged = false; // Get parameters const u32 fb_address = gstate.getFrameBufRawAddress(); const int fb_stride = gstate.FrameBufStride(); const u32 z_address = gstate.getDepthBufRawAddress(); const int z_stride = gstate.DepthBufStride(); 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); gstate_c.cutRTOffsetX = 0; bool vfbFormatChanged = false; // Find a matching framebuffer VirtualFramebuffer *vfb = 0; size_t i; for (i = 0; i < vfbs_.size(); ++i) { VirtualFramebuffer *v = vfbs_[i]; if (v->fb_address == fb_address) { vfb = v; // Update fb stride in case it changed if (vfb->fb_stride != fb_stride || vfb->format != fmt) { vfb->fb_stride = fb_stride; vfb->format = fmt; vfbFormatChanged = true; } // In throughmode, a higher height could be used. Let's avoid shrinking the buffer. if (gstate.isModeThrough() && (int)vfb->width < fb_stride) { vfb->width = std::max((int)vfb->width, drawing_width); vfb->height = std::max((int)vfb->height, drawing_height); } else { vfb->width = drawing_width; vfb->height = drawing_height; } break; } else if (v->fb_address < fb_address && v->fb_address + v->fb_stride * 4 > fb_address) { // Possibly a render-to-offset. const u32 bpp = v->format == GE_FORMAT_8888 ? 4 : 2; const int x_offset = (fb_address - v->fb_address) / bpp; if (v->format == fmt && v->fb_stride == fb_stride && x_offset < fb_stride && v->height >= drawing_height) { WARN_LOG_REPORT_ONCE(renderoffset, HLE, "Rendering to framebuffer offset: %08x +%dx%d", v->fb_address, x_offset, 0); vfb = v; gstate_c.cutRTOffsetX = x_offset; vfb->width = std::max((int)vfb->width, x_offset + drawing_width); // To prevent the newSize code from being confused. drawing_width += x_offset; break; } } } if (vfb) { if ((drawing_width != vfb->bufferWidth || drawing_height != vfb->bufferHeight)) { // Even if it's not newly wrong, if this is larger we need to resize up. if (vfb->width > vfb->bufferWidth || vfb->height > vfb->bufferHeight) { ResizeFramebufFBO(vfb, vfb->width, vfb->height); } else if (vfb->newWidth != drawing_width || vfb->newHeight != drawing_height) { // If it's newly wrong, or changing every frame, just keep track. vfb->newWidth = drawing_width; vfb->newHeight = drawing_height; vfb->lastFrameNewSize = gpuStats.numFlips; } else if (vfb->lastFrameNewSize + FBO_OLD_AGE < gpuStats.numFlips) { // Okay, it's changed for a while (and stayed that way.) Let's start over. // But only if we really need to, to avoid blinking. bool needsRecreate = vfb->bufferWidth > fb_stride; needsRecreate = needsRecreate || vfb->newWidth > vfb->bufferWidth || vfb->newWidth * 2 < vfb->bufferWidth; needsRecreate = needsRecreate || vfb->newHeight > vfb->newHeight || vfb->newHeight * 2 < vfb->newHeight; if (needsRecreate) { ResizeFramebufFBO(vfb, vfb->width, vfb->height, true); } } } else { // It's not different, let's keep track of that too. vfb->lastFrameNewSize = gpuStats.numFlips; } } float renderWidthFactor = (float)PSP_CoreParameter().renderWidth / 480.0f; float renderHeightFactor = (float)PSP_CoreParameter().renderHeight / 272.0f; if (hackForce04154000Download_ && fb_address == 0x00154000) { renderWidthFactor = 1.0; renderHeightFactor = 1.0; } // None found? Create one. if (!vfb) { 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->newWidth = drawing_width; vfb->newHeight = drawing_height; vfb->lastFrameNewSize = gpuStats.numFlips; vfb->renderWidth = (u16)(drawing_width * renderWidthFactor); vfb->renderHeight = (u16)(drawing_height * renderHeightFactor); vfb->bufferWidth = drawing_width; vfb->bufferHeight = drawing_height; vfb->format = fmt; vfb->usageFlags = FB_USAGE_RENDERTARGET; SetColorUpdated(vfb); vfb->depthUpdated = false; ResizeFramebufFBO(vfb, drawing_width, drawing_height, true); if (!useBufferedRendering_) { fbo_unbind(); // Let's ignore rendering to targets that have not (yet) been displayed. gstate_c.skipDrawReason |= SKIPDRAW_NON_DISPLAYED_FB; } INFO_LOG(SCEGE, "Creating FBO for %08x : %i x %i x %i", vfb->fb_address, vfb->width, vfb->height, vfb->format); textureCache_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_CREATED); vfb->last_frame_render = gpuStats.numFlips; vfb->last_frame_used = 0; vfb->last_frame_attached = 0; frameLastFramebufUsed = gpuStats.numFlips; vfbs_.push_back(vfb); glDisable(GL_DITHER); // why? currentRenderVfb_ = vfb; u32 byteSize = FramebufferByteSize(vfb); u32 fb_address_mem = (fb_address & 0x3FFFFFFF) | 0x04000000; if (Memory::IsVRAMAddress(fb_address_mem) && fb_address_mem + byteSize > framebufRangeEnd_) { framebufRangeEnd_ = fb_address_mem + byteSize; } // Some AMD drivers crash if we don't clear the buffer first? ClearBuffer(); if (useBufferedRendering_ && !updateVRAM_ && !g_Config.bDisableSlowFramebufEffects) { gpu->PerformMemoryUpload(fb_address_mem, byteSize); NotifyStencilUpload(fb_address_mem, byteSize, true); // TODO: Is it worth trying to upload the depth buffer? } // Let's check for depth buffer overlap. Might be interesting. bool sharingReported = false; bool writingDepth = true; // Technically, it may write depth later, but we're trying to detect it only when it's really true. if (gstate.isModeClear()) { writingDepth = !gstate.isClearModeDepthMask() && gstate.isDepthWriteEnabled(); } else { writingDepth = gstate.isDepthWriteEnabled(); } for (size_t i = 0, end = vfbs_.size(); i < end; ++i) { if (vfbs_[i]->z_stride != 0 && fb_address == vfbs_[i]->z_address) { // If it's clearing it, most likely it just needs more video memory. // Technically it could write something interesting and the other might not clear, but that's not likely. if (!gstate.isModeClear() || !gstate.isClearModeColorMask() || !gstate.isClearModeAlphaMask()) { if (fb_address != z_address && vfbs_[i]->fb_address != vfbs_[i]->z_address) { WARN_LOG_REPORT(SCEGE, "FBO created from existing depthbuffer as color, %08x/%08x and %08x/%08x", fb_address, z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address); } } } else if (z_stride != 0 && z_address == vfbs_[i]->fb_address) { // If it's clearing it, then it's probably just the reverse of the above case. if (writingDepth) { WARN_LOG_REPORT(SCEGE, "FBO using existing buffer as depthbuffer, %08x/%08x and %08x/%08x", fb_address, z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address); } } else if (vfbs_[i]->z_stride != 0 && z_address == vfbs_[i]->z_address && fb_address != vfbs_[i]->fb_address && !sharingReported) { // This happens a lot, but virtually always it's cleared. // It's possible the other might not clear, but when every game is reported it's not useful. if (writingDepth) { WARN_LOG_REPORT(SCEGE, "FBO reusing depthbuffer, %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_) { if (ShouldDownloadFramebuffer(vfb) && !vfb->memoryUpdated) { ReadFramebufferToMemory(vfb, true, 0, 0, vfb->width, vfb->height); } // 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; textureCache_->ForgetLastTexture(); vfb->last_frame_render = gpuStats.numFlips; frameLastFramebufUsed = gpuStats.numFlips; vfb->dirtyAfterDisplay = true; if ((gstate_c.skipDrawReason & SKIPDRAW_SKIPFRAME) == 0) vfb->reallyDirtyAfterDisplay = true; 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); #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_render != gpuStats.numFlips) { ClearBuffer(); } #endif // Copy depth pixel value from the read framebuffer to the draw framebuffer if (currentRenderVfb_ && !g_Config.bDisableSlowFramebufEffects) { BlitFramebufferDepth(currentRenderVfb_, vfb); } currentRenderVfb_ = vfb; } else { if (vfbFormatChanged) { textureCache_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_UPDATED); } 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; } gstate_c.curRTRenderWidth = vfb->renderWidth; gstate_c.curRTRenderHeight = vfb->renderHeight; } void FramebufferManager::SetLineWidth() { #ifndef USING_GLES2 if (g_Config.iInternalResolution == 0) { glLineWidth(std::max(1, (int)(PSP_CoreParameter().renderWidth / 480))); glPointSize(std::max(1.0f, (float)(PSP_CoreParameter().renderWidth / 480.f))); } else { glLineWidth(g_Config.iInternalResolution); glPointSize((float)g_Config.iInternalResolution); } #endif } void FramebufferManager::BlitFramebufferDepth(VirtualFramebuffer *sourceframebuffer, VirtualFramebuffer *targetframebuffer) { if (!sourceframebuffer->fbo || !targetframebuffer->fbo || !useBufferedRendering_) { return; } // If depth wasn't updated, then we're at least "two degrees" away from the data. // This is an optimization: it probably doesn't need to be copied in this case. if (!sourceframebuffer->depthUpdated) { return; } if (sourceframebuffer->z_address == targetframebuffer->z_address && sourceframebuffer->z_stride != 0 && targetframebuffer->z_stride != 0 && sourceframebuffer->renderWidth == targetframebuffer->renderWidth && sourceframebuffer->renderHeight == targetframebuffer->renderHeight) { #ifndef USING_GLES2 if (gl_extensions.FBO_ARB) { bool useNV = false; #else if (gl_extensions.GLES3 || gl_extensions.NV_framebuffer_blit) { bool useNV = !gl_extensions.GLES3; #endif // Let's only do this if not clearing. if (!gstate.isModeClear() || !gstate.isClearModeDepthMask()) { fbo_bind_for_read(sourceframebuffer->fbo); glDisable(GL_SCISSOR_TEST); #if defined(USING_GLES2) && defined(ANDROID) // We only support this extension on Android, it's not even available on PC. if (useNV) { glBlitFramebufferNV(0, 0, sourceframebuffer->renderWidth, sourceframebuffer->renderHeight, 0, 0, targetframebuffer->renderWidth, targetframebuffer->renderHeight, GL_DEPTH_BUFFER_BIT, GL_NEAREST); } else #endif // defined(USING_GLES2) && defined(ANDROID) glBlitFramebuffer(0, 0, sourceframebuffer->renderWidth, sourceframebuffer->renderHeight, 0, 0, targetframebuffer->renderWidth, targetframebuffer->renderHeight, GL_DEPTH_BUFFER_BIT, GL_NEAREST); // If we set targetframebuffer->depthUpdated here, our optimization above would be pointless. glstate.scissorTest.restore(); } } } } FBO *FramebufferManager::GetTempFBO(u16 w, u16 h, FBOColorDepth depth) { u32 key = ((u64)depth << 32) | (w << 16) | h; auto it = tempFBOs_.find(key); if (it != tempFBOs_.end()) { it->second.last_frame_used = gpuStats.numFlips; return it->second.fbo; } FBO *fbo = fbo_create(w, h, 1, false, depth); if (!fbo) return fbo; ClearBuffer(); const TempFBO info = {fbo, gpuStats.numFlips}; tempFBOs_[key] = info; return fbo; } void FramebufferManager::BindFramebufferColor(VirtualFramebuffer *framebuffer, bool skipCopy) { if (framebuffer == NULL) { framebuffer = currentRenderVfb_; } if (!framebuffer->fbo || !useBufferedRendering_) { glBindTexture(GL_TEXTURE_2D, 0); gstate_c.skipDrawReason |= SKIPDRAW_BAD_FB_TEXTURE; return; } // currentRenderVfb_ will always be set when this is called, except from the GE debugger. // Let's just not bother with the copy in that case. if (GPUStepping::IsStepping() || g_Config.bDisableSlowFramebufEffects) { skipCopy = true; } if (!skipCopy && currentRenderVfb_ && framebuffer->fb_address == gstate.getFrameBufRawAddress()) { // TODO: Maybe merge with bvfbs_? Not sure if those could be packing, and they're created at a different size. FBO *renderCopy = GetTempFBO(framebuffer->renderWidth, framebuffer->renderHeight, framebuffer->colorDepth); if (renderCopy) { VirtualFramebuffer copyInfo = *framebuffer; copyInfo.fbo = renderCopy; BlitFramebuffer_(©Info, 0, 0, framebuffer, 0, 0, framebuffer->width, framebuffer->height, 0, false); RebindFramebuffer(); fbo_bind_color_as_texture(renderCopy, 0); } else { fbo_bind_color_as_texture(framebuffer->fbo, 0); } } else { fbo_bind_color_as_texture(framebuffer->fbo, 0); } } void FramebufferManager::CopyDisplayToOutput() { fbo_unbind(); glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight); currentRenderVfb_ = 0; u32 offsetX = 0; u32 offsetY = 0; VirtualFramebuffer *vfb = GetVFBAt(displayFramebufPtr_); if (!vfb) { // Let's search for a framebuf within this range. const u32 addr = (displayFramebufPtr_ & 0x03FFFFFF) | 0x04000000; for (size_t i = 0; i < vfbs_.size(); ++i) { VirtualFramebuffer *v = vfbs_[i]; const u32 v_addr = (v->fb_address & 0x03FFFFFF) | 0x04000000; const u32 v_size = FramebufferByteSize(v); if (addr >= v_addr && addr < v_addr + v_size) { const u32 dstBpp = v->format == GE_FORMAT_8888 ? 4 : 2; const u32 v_offsetX = ((addr - v_addr) / dstBpp) % v->fb_stride; const u32 v_offsetY = ((addr - v_addr) / dstBpp) / v->fb_stride; // We have enough space there for the display, right? if (v_offsetX + 480 > (u32)v->fb_stride || v->bufferHeight < v_offsetY + 272) { continue; } // Check for the closest one. if (offsetY == 0 || offsetY > v_offsetY) { offsetX = v_offsetX; offsetY = v_offsetY; vfb = v; } } } if (vfb) { // Okay, we found one above. INFO_LOG_REPORT_ONCE(displayoffset, HLE, "Rendering from framebuf with offset %08x -> %08x+%dx%d", addr, vfb->fb_address, offsetX, offsetY); } } if (vfb && vfb->format != displayFormat_) { if (vfb->last_frame_render + FBO_OLD_AGE < gpuStats.numFlips) { // The game probably switched formats on us. vfb->format = displayFormat_; } else { vfb = 0; } } 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 = knownFramebufferRAMCopies_.begin(); iter != knownFramebufferRAMCopies_.end(); ++iter) { if (iter->second == displayFramebufPtr_) { vfb = GetVFBAt(iter->first); } } if (!vfb) { // Just a pointer to plain memory to draw. We should create a framebuffer, then draw to it. DrawFramebuffer(Memory::GetPointer(displayFramebufPtr_), displayFormat_, displayStride_, true); 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(); DestroyDraw2DProgram(); SetLineWidth(); } if (vfb->fbo) { DEBUG_LOG(SCEGE, "Displaying FBO %08x", vfb->fb_address); DisableState(); GLuint 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. const float u0 = offsetX / (float)vfb->bufferWidth; const float v0 = offsetY / (float)vfb->bufferHeight; const float u1 = (480.0f + offsetX) / (float)vfb->bufferWidth; const float v1 = (272.0f + offsetY) / (float)vfb->bufferHeight; if (!usePostShader_) { 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, u0, v0, u1, v1); } 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, 0.0f, 0.0f, 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, u0, v0, u1, v1); } 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, u0, v0, u1, v1, postShaderProgram_); } glBindTexture(GL_TEXTURE_2D, 0); } } inline bool FramebufferManager::ShouldDownloadFramebuffer(const VirtualFramebuffer *vfb) const { return updateVRAM_ || (hackForce04154000Download_ && vfb->fb_address == 0x00154000); } void FramebufferManager::ReadFramebufferToMemory(VirtualFramebuffer *vfb, bool sync, int x, int y, int w, int h) { #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 (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->bufferWidth; nvfb->renderHeight = vfb->bufferHeight; 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, false, 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); ClearBuffer(); glDisable(GL_DITHER); } else { nvfb->usageFlags |= FB_USAGE_RENDERTARGET; textureCache_->ForgetLastTexture(); nvfb->last_frame_render = gpuStats.numFlips; nvfb->dirtyAfterDisplay = true; #ifdef USING_GLES2 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 } if (gameUsesSequentialCopies_) { // Ignore the x/y/etc., read the entire thing. x = 0; y = 0; w = vfb->width; h = vfb->height; } if (x == 0 && y == 0 && w == vfb->width && h == vfb->height) { vfb->memoryUpdated = true; } else { const static int FREQUENT_SEQUENTIAL_COPIES = 3; static int frameLastCopy = 0; static u32 bufferLastCopy = 0; static int copiesThisFrame = 0; if (frameLastCopy != gpuStats.numFlips || bufferLastCopy != vfb->fb_address) { frameLastCopy = gpuStats.numFlips; bufferLastCopy = vfb->fb_address; copiesThisFrame = 0; } if (++copiesThisFrame > FREQUENT_SEQUENTIAL_COPIES) { gameUsesSequentialCopies_ = true; } } BlitFramebuffer_(nvfb, x, y, vfb, x, y, w, h, 0, true); // PackFramebufferSync_() - Synchronous pixel data transfer using glReadPixels // PackFramebufferAsync_() - Asynchronous pixel data transfer using glReadPixels with PBOs #ifdef USING_GLES2 PackFramebufferSync_(nvfb, x, y, w, h); #else if (gl_extensions.PBO_ARB && gl_extensions.OES_texture_npot) { if (!sync) { PackFramebufferAsync_(nvfb); } else { PackFramebufferSync_(nvfb, x, y, w, h); } } #endif RebindFramebuffer(); } } // TODO: If dimensions are the same, we can use glCopyImageSubData. void FramebufferManager::BlitFramebuffer_(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp, bool flip) { if (!dst->fbo || !src->fbo || !useBufferedRendering_) { // This can happen if they recently switched from non-buffered. fbo_unbind(); return; } fbo_bind_as_render_target(dst->fbo); glDisable(GL_SCISSOR_TEST); bool useBlit = false; bool useNV = false; #ifndef USING_GLES2 if (gl_extensions.FBO_ARB) { useNV = false; useBlit = true; } #else if (gl_extensions.GLES3 || gl_extensions.NV_framebuffer_blit) { useNV = !gl_extensions.GLES3; useBlit = true; } #endif float srcXFactor = useBlit ? (float)src->renderWidth / (float)src->bufferWidth : 1.0f; float srcYFactor = useBlit ? (float)src->renderHeight / (float)src->bufferHeight : 1.0f; const int srcBpp = src->format == GE_FORMAT_8888 ? 4 : 2; if (srcBpp != bpp && bpp != 0) { srcXFactor = (srcXFactor * bpp) / srcBpp; } int srcX1 = srcX * srcXFactor; int srcX2 = (srcX + w) * srcXFactor; int srcY2 = src->renderHeight - (h + srcY) * srcYFactor; int srcY1 = srcY2 + h * srcYFactor; float dstXFactor = useBlit ? (float)dst->renderWidth / (float)dst->bufferWidth : 1.0f; float dstYFactor = useBlit ? (float)dst->renderHeight / (float)dst->bufferHeight : 1.0f; const int dstBpp = dst->format == GE_FORMAT_8888 ? 4 : 2; if (dstBpp != bpp && bpp != 0) { dstXFactor = (dstXFactor * bpp) / dstBpp; } int dstX1 = dstX * dstXFactor; int dstX2 = (dstX + w) * dstXFactor; int dstY2 = dst->renderHeight - (h + dstY) * dstYFactor; int dstY1 = dstY2 + h * dstYFactor; if (useBlit) { if (flip) { dstY1 = dst->renderHeight - dstY1; dstY2 = dst->renderHeight - dstY2; } fbo_bind_for_read(src->fbo); if (!useNV) { glBlitFramebuffer(srcX1, srcY1, srcX2, srcY2, dstX1, dstY1, dstX2, dstY2, GL_COLOR_BUFFER_BIT, GL_NEAREST); } else { #if defined(USING_GLES2) && defined(ANDROID) // We only support this extension on Android, it's not even available on PC. glBlitFramebufferNV(srcX1, srcY1, srcX2, srcY2, dstX1, dstY1, dstX2, dstY2, GL_COLOR_BUFFER_BIT, GL_NEAREST); #endif // defined(USING_GLES2) && defined(ANDROID) } } else { fbo_bind_color_as_texture(src->fbo, 0); // Make sure our 2D drawing program is ready. Compiles only if not already compiled. CompileDraw2DProgram(); glViewport(0, 0, dst->renderWidth, dst->renderHeight); DisableState(); // The first four coordinates are relative to the 6th and 7th arguments of DrawActiveTexture. // Should maybe revamp that interface. float srcW = src->bufferWidth; float srcH = src->bufferHeight; DrawActiveTexture(0, dstX1, dstY, w * dstXFactor, h, dst->bufferWidth, dst->bufferHeight, !flip, srcX1 / srcW, srcY / srcH, srcX2 / srcW, (srcY + h) / srcH, draw2dprogram_); glBindTexture(GL_TEXTURE_2D, 0); textureCache_->ForgetLastTexture(); } glstate.scissorTest.restore(); glstate.viewport.restore(); 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, const u8 *src, u32 stride, u32 width, u32 height, GEBufferFormat format) { // Must skip stride in the cases below. Some games pack data into the cracks, like MotoGP. const u32 *src32 = (const u32 *)src; if (format == GE_FORMAT_8888) { u32 *dst32 = (u32 *)dst; if (src == dst) { return; } else if (UseBGRA8888()) { for (u32 y = 0; y < height; ++y) { ConvertBGRA8888ToRGBA8888(dst32, src32, width); src32 += stride; dst32 += stride; } } else { // Here let's assume they don't intersect for (u32 y = 0; y < height; ++y) { memcpy(dst32, src32, width * 4); src32 += stride; dst32 += stride; } } } else { // But here it shouldn't matter if they do intersect int size = height * stride; u16 *dst16 = (u16 *)dst; switch (format) { case GE_FORMAT_565: // BGR 565 if (UseBGRA8888()) { for (u32 y = 0; y < height; ++y) { for (u32 x = 0; x < width; ++x) { dst16[x] = BGRA8888toRGB565(src32[x]); } src32 += stride; dst16 += stride; } } else { for (u32 y = 0; y < height; ++y) { for (u32 x = 0; x < width; ++x) { dst16[x] = RGBA8888toRGB565(src32[x]); } src32 += stride; dst16 += stride; } } break; case GE_FORMAT_5551: // ABGR 1555 if (UseBGRA8888()) { for (u32 y = 0; y < height; ++y) { ConvertBGRA8888ToRGBA5551(dst16, src32, width); src32 += stride; dst16 += stride; } } else { for (u32 y = 0; y < height; ++y) { ConvertRGBA8888ToRGBA5551(dst16, src32, width); src32 += stride; dst16 += stride; } } break; case GE_FORMAT_4444: // ABGR 4444 if (UseBGRA8888()) { for (u32 y = 0; y < height; ++y) { for (u32 x = 0; x < width; ++x) { dst16[x] = BGRA8888toRGBA4444(src32[x]); } src32 += stride; dst16 += stride; } } else { for (u32 y = 0; y < height; ++y) { for (u32 x = 0; x < width; ++x) { dst16[x] = RGBA8888toRGBA4444(src32[x]); } src32 += stride; dst16 += stride; } } break; case GE_FORMAT_8888: case GE_FORMAT_INVALID: // Not possible. break; } } } #ifndef USING_GLES2 // TODO: Make more generic. static void LogReadPixelsError(GLenum error) { switch (error) { case GL_NO_ERROR: break; case GL_INVALID_ENUM: ERROR_LOG(SCEGE, "glReadPixels: GL_INVALID_ENUM"); break; case GL_INVALID_VALUE: ERROR_LOG(SCEGE, "glReadPixels: GL_INVALID_VALUE"); break; case GL_INVALID_OPERATION: ERROR_LOG(SCEGE, "glReadPixels: GL_INVALID_OPERATION"); break; case GL_INVALID_FRAMEBUFFER_OPERATION: ERROR_LOG(SCEGE, "glReadPixels: GL_INVALID_FRAMEBUFFER_OPERATION"); break; case GL_OUT_OF_MEMORY: ERROR_LOG(SCEGE, "glReadPixels: GL_OUT_OF_MEMORY"); break; case GL_STACK_UNDERFLOW: ERROR_LOG(SCEGE, "glReadPixels: GL_STACK_UNDERFLOW"); break; case GL_STACK_OVERFLOW: ERROR_LOG(SCEGE, "glReadPixels: GL_STACK_OVERFLOW"); break; } } 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 might get here if hackForce04154000Download_ is hit. // Some cards or drivers seem to always dither when downloading a framebuffer to 16-bit. // This causes glitches in games that expect the exact values. // It has not been experienced on NVIDIA cards, so those are left using the GPU (which is faster.) if (g_Config.iRenderingMode == FB_BUFFERED_MODE && gl_extensions.gpuVendor != GPU_VENDOR_NVIDIA) { useCPU = true; } // 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 AsyncPBO &pbo = pixelBufObj_[nextPBO]; if (pbo.reading) { glBindBuffer(GL_PIXEL_PACK_BUFFER, pbo.handle); packed = (GLubyte *)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY); if (packed) { DEBUG_LOG(SCEGE, "Reading PBO to memory , bufSize = %u, packed = %p, fb_address = %08x, stride = %u, pbo = %u", pbo.size, packed, pbo.fb_address, pbo.stride, nextPBO); if (useCPU || (UseBGRA8888() && pbo.format == GE_FORMAT_8888)) { u8 *dst = Memory::GetPointer(pbo.fb_address); ConvertFromRGBA8888(dst, packed, pbo.stride, pbo.stride, pbo.height, pbo.format); } else { // We don't need to convert, GPU already did (or should have) Memory::Memcpy(pbo.fb_address, packed, pbo.size); } pbo.reading = false; } glUnmapBuffer(GL_PIXEL_PACK_BUFFER); unbind = true; } // Order packing/readback of the framebuffer if (vfb) { int pixelType, pixelSize, pixelFormat, align; bool reverseOrder = (gl_extensions.gpuVendor == GPU_VENDOR_NVIDIA) || (gl_extensions.gpuVendor == GPU_VENDOR_AMD); 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 pixelType = (reverseOrder ? GL_UNSIGNED_SHORT_4_4_4_4_REV : GL_UNSIGNED_SHORT_4_4_4_4); pixelFormat = GL_RGBA; pixelSize = 2; align = 2; break; case GE_FORMAT_5551: // 16 bit RGBA pixelType = (reverseOrder ? GL_UNSIGNED_SHORT_1_5_5_5_REV : GL_UNSIGNED_SHORT_5_5_5_1); pixelFormat = GL_RGBA; pixelSize = 2; align = 2; break; case GE_FORMAT_565: // 16 bit RGB pixelType = (reverseOrder ? GL_UNSIGNED_SHORT_5_6_5_REV : GL_UNSIGNED_SHORT_5_6_5); pixelFormat = GL_RGB; pixelSize = 2; align = 2; break; case GE_FORMAT_8888: // 32 bit RGBA default: pixelType = GL_UNSIGNED_BYTE; pixelFormat = UseBGRA8888() ? GL_BGRA_EXT : GL_RGBA; pixelSize = 4; align = 4; break; } // If using the CPU, we need 4 bytes per pixel always. u32 bufSize = vfb->fb_stride * vfb->height * (useCPU ? 4 : pixelSize); u32 fb_address = (0x04000000) | vfb->fb_address; if (vfb->fbo) { fbo_bind_for_read(vfb->fbo); } else { ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackFramebufferAsync_: vfb->fbo == 0"); fbo_unbind(); if (gl_extensions.FBO_ARB) { glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); } return; } GLenum fbStatus; #ifndef USING_GLES2 if (!gl_extensions.FBO_ARB) { fbStatus = glCheckFramebufferStatusEXT(GL_READ_FRAMEBUFFER); } else { fbStatus = glCheckFramebufferStatus(GL_READ_FRAMEBUFFER); } #else fbStatus = glCheckFramebufferStatus(GL_READ_FRAMEBUFFER); #endif if (fbStatus != GL_FRAMEBUFFER_COMPLETE) { ERROR_LOG(SCEGE, "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 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, UseBGRA8888() ? GL_BGRA_EXT : 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); } // LogReadPixelsError(glGetError()); 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, int x, int y, int w, int h) { if (vfb->fbo) { fbo_bind_for_read(vfb->fbo); } else { ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackFramebufferSync_: vfb->fbo == 0"); fbo_unbind(); if (gl_extensions.FBO_ARB) { glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); } return; } // Pixel size always 4 here because we always request RGBA8888 size_t bufSize = vfb->fb_stride * std::max(vfb->height, (u16)h) * 4; u32 fb_address = (0x04000000) | vfb->fb_address; GLubyte *packed = 0; bool convert = vfb->format != GE_FORMAT_8888 || UseBGRA8888(); const int dstBpp = vfb->format == GE_FORMAT_8888 ? 4 : 2; if (!convert) { 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 u32 neededSize = (u32)bufSize * sizeof(GLubyte); if (!convBuf_ || convBufSize_ < neededSize) { delete [] convBuf_; convBuf_ = new u8[neededSize]; convBufSize_ = neededSize; } packed = convBuf_; } if (packed) { DEBUG_LOG(SCEGE, "Reading framebuffer to mem, bufSize = %u, packed = %p, fb_address = %08x", (u32)bufSize, packed, fb_address); glPixelStorei(GL_PACK_ALIGNMENT, 4); GLenum glfmt = GL_RGBA; if (UseBGRA8888()) { glfmt = GL_BGRA_EXT; } int byteOffset = y * vfb->fb_stride * 4; glReadPixels(0, y, vfb->fb_stride, h, glfmt, GL_UNSIGNED_BYTE, packed + byteOffset); // LogReadPixelsError(glGetError()); if (convert) { int dstByteOffset = y * vfb->fb_stride * dstBpp; ConvertFromRGBA8888(Memory::GetPointer(fb_address + dstByteOffset), packed + byteOffset, vfb->fb_stride, vfb->width, h, vfb->format); } } fbo_unbind(); } void FramebufferManager::EndFrame() { if (resized_) { DestroyAllFBOs(); glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight); int zoom = g_Config.iInternalResolution; if (zoom == 0) // auto mode zoom = (PSP_CoreParameter().pixelWidth + 479) / 480; PSP_CoreParameter().renderWidth = 480 * zoom; PSP_CoreParameter().renderHeight = 272 * zoom; resized_ = false; } #ifndef USING_GLES2 // We flush to memory last requested framebuffer, if any. // Only do this in the read-framebuffer modes. if (updateVRAM_) PackFramebufferAsync_(NULL); #endif } void FramebufferManager::DeviceLost() { DestroyAllFBOs(); DestroyDraw2DProgram(); resized_ = false; } void FramebufferManager::BeginFrame() { DecimateFBOs(); currentRenderVfb_ = 0; useBufferedRendering_ = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE; updateVRAM_ = !(g_Config.iRenderingMode == FB_NON_BUFFERED_MODE || g_Config.iRenderingMode == FB_BUFFERED_MODE); } void FramebufferManager::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) { 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; for (size_t i = 0; i < vfbs_.size(); ++i) { VirtualFramebuffer *vfb = vfbs_[i]; int age = frameLastFramebufUsed - std::max(vfb->last_frame_render, vfb->last_frame_used); if (ShouldDownloadFramebuffer(vfb) && age == 0 && !vfb->memoryUpdated) { #ifdef USING_GLES2 bool sync = true; #else bool sync = false; #endif ReadFramebufferToMemory(vfb, sync, 0, 0, vfb->width, vfb->height); } 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--); } } for (auto it = tempFBOs_.begin(); it != tempFBOs_.end(); ) { int age = frameLastFramebufUsed - it->second.last_frame_used; if (age > FBO_OLD_AGE) { fbo_destroy(it->second.fbo); tempFBOs_.erase(it++); } else { ++it; } } // 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_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 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(SCEGE, "Destroying FBO for %08x : %i x %i x %i", vfb->fb_address, vfb->width, vfb->height, vfb->format); DestroyFramebuf(vfb); } vfbs_.clear(); for (size_t i = 0; i < bvfbs_.size(); ++i) { VirtualFramebuffer *vfb = bvfbs_[i]; DestroyFramebuf(vfb); } bvfbs_.clear(); for (auto it = tempFBOs_.begin(), end = tempFBOs_.end(); it != end; ++it) { fbo_destroy(it->second.fbo); } tempFBOs_.clear(); fbo_unbind(); DisableState(); } void FramebufferManager::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. bool isDisplayBuf = addr == DisplayFramebufAddr() || addr == PrevDisplayFramebufAddr(); if (isDisplayBuf || 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; bool needUnbind = false; for (size_t i = 0; i < vfbs_.size(); ++i) { VirtualFramebuffer *vfb = vfbs_[i]; if (MaskedEqual(vfb->fb_address, addr)) { FlushBeforeCopy(); fbo_unbind(); // 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) { DisableState(); fbo_bind_as_render_target(vfb->fbo); glstate.viewport.set(0, 0, vfb->renderWidth, vfb->renderHeight); needUnbind = true; GEBufferFormat fmt = vfb->format; if (vfb->last_frame_render + 1 < gpuStats.numFlips && isDisplayBuf) { // If we're not rendering to it, format may be wrong. Use displayFormat_ instead. fmt = displayFormat_; } DrawPixels(vfb, 0, 0, Memory::GetPointer(addr | 0x04000000), fmt, vfb->fb_stride, vfb->width, vfb->height); SetColorUpdated(vfb); } 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(); } RebindFramebuffer(); } } bool FramebufferManager::NotifyFramebufferCopy(u32 src, u32 dst, int size, bool isMemset) { if (updateVRAM_ || size == 0) { return false; } dst &= 0x3FFFFFFF; src &= 0x3FFFFFFF; VirtualFramebuffer *dstBuffer = 0; VirtualFramebuffer *srcBuffer = 0; u32 dstY = (u32)-1; u32 dstH = 0; u32 srcY = (u32)-1; u32 srcH = 0; for (size_t i = 0; i < vfbs_.size(); ++i) { VirtualFramebuffer *vfb = vfbs_[i]; const u32 vfb_address = (0x04000000 | vfb->fb_address) & 0x3FFFFFFF; const u32 vfb_size = FramebufferByteSize(vfb); const u32 vfb_bpp = vfb->format == GE_FORMAT_8888 ? 4 : 2; const u32 vfb_byteStride = vfb->fb_stride * vfb_bpp; const int vfb_byteWidth = vfb->width * vfb_bpp; if (dst >= vfb_address && (dst + size <= vfb_address + vfb_size || dst == vfb_address)) { const u32 offset = dst - vfb_address; const u32 yOffset = offset / vfb_byteStride; if ((offset % vfb_byteStride) == 0 && (size == vfb_byteWidth || (size % vfb_byteStride) == 0) && yOffset < dstY) { dstBuffer = vfb; dstY = yOffset; dstH = size == vfb_byteWidth ? 1 : std::min((u32)size / vfb_byteStride, (u32)vfb->height); } } if (src >= vfb_address && (src + size <= vfb_address + vfb_size || src == vfb_address)) { const u32 offset = src - vfb_address; const u32 yOffset = offset / vfb_byteStride; if ((offset % vfb_byteStride) == 0 && (size == vfb_byteWidth || (size % vfb_byteStride) == 0) && yOffset < srcY) { srcBuffer = vfb; srcY = yOffset; srcH = size == vfb_byteWidth ? 1 : std::min((u32)size / vfb_byteStride, (u32)vfb->height); } } } if (srcBuffer && srcY == 0 && srcH == srcBuffer->height && !dstBuffer) { // MotoGP workaround - it copies a framebuffer to memory and then displays it. // TODO: It's rare anyway, but the game could modify the RAM and then we'd display the wrong thing. // Unfortunately, that would force 1x render resolution. if (Memory::IsRAMAddress(dst)) { knownFramebufferRAMCopies_.insert(std::pair(src, dst)); } } if (!useBufferedRendering_) { // If we're copying into a recently used display buf, it's probably destined for the screen. if (srcBuffer || (dstBuffer != displayFramebuf_ && dstBuffer != prevDisplayFramebuf_)) { return false; } } if (dstBuffer && srcBuffer && !isMemset) { if (srcBuffer == dstBuffer) { WARN_LOG_REPORT_ONCE(dstsrccpy, G3D, "Intra-buffer memcpy (not supported) %08x -> %08x", src, dst); } else { WARN_LOG_REPORT_ONCE(dstnotsrccpy, G3D, "Inter-buffer memcpy %08x -> %08x", src, dst); // Just do the blit! if (g_Config.bBlockTransferGPU) { BlitFramebuffer_(dstBuffer, 0, dstY, srcBuffer, 0, srcY, srcBuffer->width, srcH, 0); SetColorUpdated(dstBuffer); } } return false; } else if (dstBuffer) { WARN_LOG_ONCE(btucpy, G3D, "Memcpy fbo upload %08x -> %08x", src, dst); if (g_Config.bBlockTransferGPU) { FlushBeforeCopy(); const u8 *srcBase = Memory::GetPointerUnchecked(src); if (useBufferedRendering_ && dstBuffer->fbo) { fbo_bind_as_render_target(dstBuffer->fbo); } glViewport(0, 0, dstBuffer->renderWidth, dstBuffer->renderHeight); DrawPixels(dstBuffer, 0, dstY, srcBase, dstBuffer->format, dstBuffer->fb_stride, dstBuffer->width, dstH); SetColorUpdated(dstBuffer); if (useBufferedRendering_) { RebindFramebuffer(); } else { fbo_unbind(); } glstate.viewport.restore(); textureCache_->ForgetLastTexture(); // This is a memcpy, let's still copy just in case. return false; } return false; } else if (srcBuffer) { WARN_LOG_ONCE(btdcpy, G3D, "Memcpy fbo download %08x -> %08x", src, dst); FlushBeforeCopy(); if (srcH == 0 || srcY + srcH > srcBuffer->bufferHeight) { WARN_LOG_REPORT_ONCE(btdcpyheight, G3D, "Memcpy fbo download %08x -> %08x skipped, %d+%d is taller than %d", src, dst, srcY, srcH, srcBuffer->bufferHeight); } else if (g_Config.bBlockTransferGPU && !srcBuffer->memoryUpdated) { ReadFramebufferToMemory(srcBuffer, true, 0, srcY, srcBuffer->width, srcH); } return false; } else { return false; } } u32 FramebufferManager::FramebufferByteSize(const VirtualFramebuffer *vfb) const { return vfb->fb_stride * vfb->height * (vfb->format == GE_FORMAT_8888 ? 4 : 2); } void FramebufferManager::FindTransferFramebuffers(VirtualFramebuffer *&dstBuffer, VirtualFramebuffer *&srcBuffer, u32 dstBasePtr, int dstStride, int &dstX, int &dstY, u32 srcBasePtr, int srcStride, int &srcX, int &srcY, int &srcWidth, int &srcHeight, int &dstWidth, int &dstHeight, int bpp) const { u32 dstYOffset = -1; u32 dstXOffset = -1; u32 srcYOffset = -1; u32 srcXOffset = -1; int width = srcWidth; int height = srcHeight; dstBasePtr &= 0x3FFFFFFF; srcBasePtr &= 0x3FFFFFFF; for (size_t i = 0; i < vfbs_.size(); ++i) { VirtualFramebuffer *vfb = vfbs_[i]; const u32 vfb_address = (0x04000000 | vfb->fb_address) & 0x3FFFFFFF; const u32 vfb_size = FramebufferByteSize(vfb); const u32 vfb_bpp = vfb->format == GE_FORMAT_8888 ? 4 : 2; const u32 vfb_byteStride = vfb->fb_stride * vfb_bpp; const u32 vfb_byteWidth = vfb->width * vfb_bpp; // These heuristics are a bit annoying. // The goal is to avoid using GPU block transfers for things that ought to be memory. // Maybe we should even check for textures at these places instead? if (vfb_address <= dstBasePtr && dstBasePtr < vfb_address + vfb_size) { const u32 byteOffset = dstBasePtr - vfb_address; const u32 byteStride = dstStride * bpp; const u32 yOffset = byteOffset / byteStride; // Some games use mismatching bitdepths. But make sure the stride matches. // If it doesn't, generally this means we detected the framebuffer with too large a height. bool match = yOffset < dstYOffset; if (match && vfb_byteStride != byteStride) { // Grand Knights History copies with a mismatching stride but a full line at a time. // Makes it hard to detect the wrong transfers in e.g. God of War. if (width != dstStride || (byteStride * height != vfb_byteStride && byteStride * height != vfb_byteWidth)) { match = false; } else { dstWidth = byteStride * height / vfb_bpp; dstHeight = 1; } } else if (match) { dstWidth = width; dstHeight = height; } if (match) { dstYOffset = yOffset; dstXOffset = (byteOffset / bpp) % dstStride; dstBuffer = vfb; } } if (vfb_address <= srcBasePtr && srcBasePtr < vfb_address + vfb_size) { const u32 byteOffset = srcBasePtr - vfb_address; const u32 byteStride = srcStride * bpp; const u32 yOffset = byteOffset / byteStride; bool match = yOffset < srcYOffset; if (match && vfb_byteStride != byteStride) { if (width != srcStride || (byteStride * height != vfb_byteStride && byteStride * height != vfb_byteWidth)) { match = false; } else { srcWidth = byteStride * height / vfb_bpp; srcHeight = 1; } } else if (match) { srcWidth = width; srcHeight = height; } if (match) { srcYOffset = yOffset; srcXOffset = (byteOffset / bpp) % srcStride; srcBuffer = vfb; } } } if (dstYOffset != (u32)-1) { dstY += dstYOffset; dstX += dstXOffset; } if (srcYOffset != (u32)-1) { srcY += srcYOffset; srcX += srcXOffset; } } void FramebufferManager::FlushBeforeCopy() { // Flush anything not yet drawn before blitting, downloading, or uploading. // This might be a stalled list, or unflushed before a block transfer, etc. SetRenderFrameBuffer(); transformDraw_->Flush(); } bool FramebufferManager::NotifyBlockTransferBefore(u32 dstBasePtr, int dstStride, int dstX, int dstY, u32 srcBasePtr, int srcStride, int srcX, int srcY, int width, int height, int bpp) { if (!useBufferedRendering_ || updateVRAM_) { return false; } // Skip checking if there's no framebuffers in that area. if (!MayIntersectFramebuffer(srcBasePtr) && !MayIntersectFramebuffer(dstBasePtr)) { return false; } VirtualFramebuffer *dstBuffer = 0; VirtualFramebuffer *srcBuffer = 0; int srcWidth = width; int srcHeight = height; int dstWidth = width; int dstHeight = height; FindTransferFramebuffers(dstBuffer, srcBuffer, dstBasePtr, dstStride, dstX, dstY, srcBasePtr, srcStride, srcX, srcY, srcWidth, srcHeight, dstWidth, dstHeight, bpp); if (dstBuffer && srcBuffer) { if (srcBuffer == dstBuffer) { if (srcX != dstX || srcY != dstY) { WARN_LOG_ONCE(dstsrc, G3D, "Intra-buffer block transfer %08x -> %08x", srcBasePtr, dstBasePtr); if (g_Config.bBlockTransferGPU) { FlushBeforeCopy(); FBO *tempFBO = GetTempFBO(dstBuffer->renderWidth, dstBuffer->renderHeight, dstBuffer->colorDepth); VirtualFramebuffer tempBuffer = *dstBuffer; tempBuffer.fbo = tempFBO; BlitFramebuffer_(&tempBuffer, srcX, srcY, dstBuffer, srcX, srcY, dstWidth, dstHeight, bpp); BlitFramebuffer_(dstBuffer, dstX, dstY, &tempBuffer, srcX, srcY, dstWidth, dstHeight, bpp); RebindFramebuffer(); SetColorUpdated(dstBuffer); return true; } } else { // Ignore, nothing to do. Tales of Phantasia X does this by accident. if (g_Config.bBlockTransferGPU) { return true; } } } else { WARN_LOG_ONCE(dstnotsrc, G3D, "Inter-buffer block transfer %08x -> %08x", srcBasePtr, dstBasePtr); // Just do the blit! if (g_Config.bBlockTransferGPU) { FlushBeforeCopy(); BlitFramebuffer_(dstBuffer, dstX, dstY, srcBuffer, srcX, srcY, dstWidth, dstHeight, bpp); RebindFramebuffer(); SetColorUpdated(dstBuffer); return true; // No need to actually do the memory copy behind, probably. } } return false; } else if (dstBuffer) { // Here we should just draw the pixels into the buffer. Copy first. return false; } else if (srcBuffer) { WARN_LOG_ONCE(btd, G3D, "Block transfer download %08x -> %08x", srcBasePtr, dstBasePtr); FlushBeforeCopy(); if (g_Config.bBlockTransferGPU && !srcBuffer->memoryUpdated) { const int srcBpp = srcBuffer->format == GE_FORMAT_8888 ? 4 : 2; const float srcXFactor = (float)bpp / srcBpp; if (srcHeight <= 0 || srcY + srcHeight > srcBuffer->bufferHeight) { WARN_LOG_ONCE(btdheight, G3D, "Block transfer download %08x -> %08x skipped, %d+%d is taller than %d", srcBasePtr, dstBasePtr, srcY, srcHeight, srcBuffer->bufferHeight); } else { ReadFramebufferToMemory(srcBuffer, true, srcX * srcXFactor, srcY, srcWidth * srcXFactor, srcHeight); } } return false; // Let the bit copy happen } else { return false; } } void FramebufferManager::NotifyBlockTransferAfter(u32 dstBasePtr, int dstStride, int dstX, int dstY, u32 srcBasePtr, int srcStride, int srcX, int srcY, int width, int height, int bpp) { // A few games use this INSTEAD of actually drawing the video image to the screen, they just blast it to // the backbuffer. Detect this and have the framebuffermanager draw the pixels. u32 backBuffer = PrevDisplayFramebufAddr(); u32 displayBuffer = DisplayFramebufAddr(); // TODO: Is this not handled by upload? Should we check !dstBuffer to avoid a double copy? if (((backBuffer != 0 && dstBasePtr == backBuffer) || (displayBuffer != 0 && dstBasePtr == displayBuffer)) && dstStride == 512 && height == 272 && !useBufferedRendering_) { FlushBeforeCopy(); DrawFramebuffer(Memory::GetPointerUnchecked(dstBasePtr), displayFormat_, 512, false); } if (MayIntersectFramebuffer(srcBasePtr) || MayIntersectFramebuffer(dstBasePtr)) { VirtualFramebuffer *dstBuffer = 0; VirtualFramebuffer *srcBuffer = 0; int srcWidth = width; int srcHeight = height; int dstWidth = width; int dstHeight = height; FindTransferFramebuffers(dstBuffer, srcBuffer, dstBasePtr, dstStride, dstX, dstY, srcBasePtr, srcStride, srcX, srcY, srcWidth, srcHeight, dstWidth, dstHeight, bpp); if (!useBufferedRendering_ && currentRenderVfb_ != dstBuffer) { return; } if (dstBuffer && !srcBuffer) { WARN_LOG_ONCE(btu, G3D, "Block transfer upload %08x -> %08x", srcBasePtr, dstBasePtr); if (g_Config.bBlockTransferGPU) { FlushBeforeCopy(); const u8 *srcBase = Memory::GetPointerUnchecked(srcBasePtr) + (srcX + srcY * srcStride) * bpp; if (useBufferedRendering_ && dstBuffer->fbo) { fbo_bind_as_render_target(dstBuffer->fbo); } int dstBpp = dstBuffer->format == GE_FORMAT_8888 ? 4 : 2; float dstXFactor = (float)bpp / dstBpp; glViewport(0, 0, dstBuffer->renderWidth, dstBuffer->renderHeight); DrawPixels(dstBuffer, dstX * dstXFactor, dstY, srcBase, dstBuffer->format, srcStride * dstXFactor, dstWidth * dstXFactor, dstHeight); SetColorUpdated(dstBuffer); if (useBufferedRendering_) { RebindFramebuffer(); } else { fbo_unbind(); } glstate.viewport.restore(); textureCache_->ForgetLastTexture(); } } } } void FramebufferManager::Resized() { resized_ = true; } bool FramebufferManager::GetCurrentFramebuffer(GPUDebugBuffer &buffer) { u32 fb_address = gstate.getFrameBufRawAddress(); int fb_stride = gstate.FrameBufStride(); VirtualFramebuffer *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; } buffer.Allocate(vfb->renderWidth, vfb->renderHeight, GE_FORMAT_8888, true, true); if (vfb->fbo) fbo_bind_for_read(vfb->fbo); #ifndef USING_GLES2 glReadBuffer(GL_COLOR_ATTACHMENT0); #endif glPixelStorei(GL_PACK_ALIGNMENT, 4); glReadPixels(0, 0, vfb->renderWidth, vfb->renderHeight, GL_RGBA, GL_UNSIGNED_BYTE, buffer.GetData()); return true; } bool FramebufferManager::GetCurrentDepthbuffer(GPUDebugBuffer &buffer) { u32 fb_address = gstate.getFrameBufRawAddress(); int fb_stride = gstate.FrameBufStride(); u32 z_address = gstate.getDepthBufRawAddress(); int z_stride = gstate.DepthBufStride(); VirtualFramebuffer *vfb = currentRenderVfb_; if (!vfb) { vfb = GetVFBAt(fb_address); } if (!vfb) { // If there's no vfb and we're drawing there, must be memory? // TODO: Is the value 16-bit? It seems to be. buffer = GPUDebugBuffer(Memory::GetPointer(z_address | 0x04000000), z_stride, 512, GPU_DBG_FORMAT_16BIT); return true; } #ifndef USING_GLES2 buffer.Allocate(vfb->renderWidth, vfb->renderHeight, GPU_DBG_FORMAT_16BIT, true); if (vfb->fbo) fbo_bind_for_read(vfb->fbo); glReadBuffer(GL_DEPTH_ATTACHMENT); glPixelStorei(GL_PACK_ALIGNMENT, 4); glReadPixels(0, 0, vfb->renderWidth, vfb->renderHeight, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, buffer.GetData()); return true; #else return false; #endif } bool FramebufferManager::GetCurrentStencilbuffer(GPUDebugBuffer &buffer) { u32 fb_address = gstate.getFrameBufRawAddress(); int fb_stride = gstate.FrameBufStride(); VirtualFramebuffer *vfb = currentRenderVfb_; if (!vfb) { vfb = GetVFBAt(fb_address); } if (!vfb) { // If there's no vfb and we're drawing there, must be memory? // TODO: Actually get the stencil. buffer = GPUDebugBuffer(Memory::GetPointer(fb_address | 0x04000000), fb_stride, 512, GPU_DBG_FORMAT_8888); return true; } #ifndef USING_GLES2 buffer.Allocate(vfb->renderWidth, vfb->renderHeight, GPU_DBG_FORMAT_8BIT, true); if (vfb->fbo) fbo_bind_for_read(vfb->fbo); glReadBuffer(GL_STENCIL_ATTACHMENT); glPixelStorei(GL_PACK_ALIGNMENT, 2); glReadPixels(0, 0, vfb->renderWidth, vfb->renderHeight, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, buffer.GetData()); return true; #else return false; #endif }