// 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 "ext/native/thin3d/thin3d.h" #include "Common/ColorConv.h" #include "Core/Host.h" #include "Core/MemMap.h" #include "Core/Config.h" #include "Core/System.h" #include "Core/Reporting.h" #include "GPU/ge_constants.h" #include "GPU/GPUState.h" #include "GPU/Debugger/Stepping.h" #include "gfx/d3d9_state.h" #include "GPU/Common/FramebufferCommon.h" #include "GPU/Common/TextureDecoder.h" #include "GPU/Directx9/FramebufferDX9.h" #include "GPU/Directx9/ShaderManagerDX9.h" #include "GPU/Directx9/TextureCacheDX9.h" #include "GPU/Directx9/DrawEngineDX9.h" #include "ext/native/thin3d/thin3d.h" #include #ifdef _M_SSE #include #endif namespace DX9 { static const char * vscode = "struct VS_IN {\n" " float4 ObjPos : POSITION;\n" " float2 Uv : TEXCOORD0;\n" "};" "struct VS_OUT {\n" " float4 ProjPos : POSITION;\n" " float2 Uv : TEXCOORD0;\n" "};\n" "VS_OUT main( VS_IN In ) {\n" " VS_OUT Out;\n" " Out.ProjPos = In.ObjPos;\n" " Out.Uv = In.Uv;\n" " return Out;\n" "}\n"; //-------------------------------------------------------------------------------------- // Pixel shader //-------------------------------------------------------------------------------------- static const char * pscode = "sampler s: register(s0);\n" "struct PS_IN {\n" " float2 Uv : TEXCOORD0;\n" "};\n" "float4 main( PS_IN In ) : COLOR {\n" " float4 c = tex2D(s, In.Uv);\n" " return c;\n" "}\n"; static const D3DVERTEXELEMENT9 g_FramebufferVertexElements[] = { { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 }, { 0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 }, D3DDECL_END() }; FramebufferManagerDX9::FramebufferManagerDX9(Draw::DrawContext *draw) : FramebufferManagerCommon(draw), drawPixelsTex_(0), convBuf(0), stencilUploadPS_(nullptr), stencilUploadVS_(nullptr), stencilUploadFailed_(false) { device_ = (LPDIRECT3DDEVICE9)draw->GetNativeObject(Draw::NativeObject::DEVICE); deviceEx_ = (LPDIRECT3DDEVICE9)draw->GetNativeObject(Draw::NativeObject::DEVICE_EX); std::string errorMsg; if (!CompileVertexShader(device_, vscode, &pFramebufferVertexShader, nullptr, errorMsg)) { OutputDebugStringA(errorMsg.c_str()); } if (!CompilePixelShader(device_, pscode, &pFramebufferPixelShader, nullptr, errorMsg)) { OutputDebugStringA(errorMsg.c_str()); if (pFramebufferVertexShader) { pFramebufferVertexShader->Release(); } } device_->CreateVertexDeclaration(g_FramebufferVertexElements, &pFramebufferVertexDecl); } FramebufferManagerDX9::~FramebufferManagerDX9() { if (pFramebufferVertexShader) { pFramebufferVertexShader->Release(); pFramebufferVertexShader = nullptr; } if (pFramebufferPixelShader) { pFramebufferPixelShader->Release(); pFramebufferPixelShader = nullptr; } pFramebufferVertexDecl->Release(); if (drawPixelsTex_) { drawPixelsTex_->Release(); } for (auto it = offscreenSurfaces_.begin(), end = offscreenSurfaces_.end(); it != end; ++it) { it->second.surface->Release(); } delete [] convBuf; if (stencilUploadPS_) { stencilUploadPS_->Release(); } if (stencilUploadVS_) { stencilUploadVS_->Release(); } } void FramebufferManagerDX9::SetTextureCache(TextureCacheDX9 *tc) { textureCacheDX9_ = tc; textureCache_ = tc; } void FramebufferManagerDX9::SetShaderManager(ShaderManagerDX9 *sm) { shaderManagerDX9_ = sm; shaderManager_ = sm; } void FramebufferManagerDX9::SetDrawEngine(DrawEngineDX9 *td) { drawEngineD3D9_ = td; drawEngine_ = td; } void FramebufferManagerDX9::MakePixelTexture(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height, float &u1, float &v1) { u8 *convBuf = NULL; D3DLOCKED_RECT rect; // TODO: Check / use D3DCAPS2_DYNAMICTEXTURES? if (drawPixelsTex_ && (drawPixelsTexW_ != width || drawPixelsTexH_ != height)) { drawPixelsTex_->Release(); drawPixelsTex_ = nullptr; } if (!drawPixelsTex_) { int usage = 0; D3DPOOL pool = D3DPOOL_MANAGED; if (deviceEx_) { pool = D3DPOOL_DEFAULT; usage = D3DUSAGE_DYNAMIC; } HRESULT hr = device_->CreateTexture(width, height, 1, usage, D3DFMT_A8R8G8B8, pool, &drawPixelsTex_, NULL); if (FAILED(hr)) { drawPixelsTex_ = nullptr; ERROR_LOG(G3D, "Failed to create drawpixels texture"); } drawPixelsTexW_ = width; drawPixelsTexH_ = height; } if (!drawPixelsTex_) { return; } drawPixelsTex_->LockRect(0, &rect, NULL, D3DLOCK_DISCARD); convBuf = (u8*)rect.pBits; // Final format is BGRA(directx) if (srcPixelFormat != GE_FORMAT_8888 || srcStride != 512) { for (int y = 0; y < height; y++) { switch (srcPixelFormat) { case GE_FORMAT_565: { const u16_le *src = (const u16_le *)srcPixels + srcStride * y; u32 *dst = (u32 *)(convBuf + rect.Pitch * y); ConvertRGB565ToBGRA8888(dst, src, width); } break; // faster case GE_FORMAT_5551: { const u16_le *src = (const u16_le *)srcPixels + srcStride * y; u32 *dst = (u32 *)(convBuf + rect.Pitch * y); ConvertRGBA5551ToBGRA8888(dst, src, width); } break; case GE_FORMAT_4444: { const u16_le *src = (const u16_le *)srcPixels + srcStride * y; u8 *dst = (u8 *)(convBuf + rect.Pitch * y); ConvertRGBA4444ToBGRA8888((u32 *)dst, src, width); } break; case GE_FORMAT_8888: { const u32_le *src = (const u32_le *)srcPixels + srcStride * y; u32 *dst = (u32 *)(convBuf + rect.Pitch * y); ConvertRGBA8888ToBGRA8888(dst, src, width); } break; } } } else { for (int y = 0; y < height; y++) { const u32_le *src = (const u32_le *)srcPixels + srcStride * y; u32 *dst = (u32 *)(convBuf + rect.Pitch * y); ConvertRGBA8888ToBGRA8888(dst, src, width); } } drawPixelsTex_->UnlockRect(0); device_->SetTexture(0, drawPixelsTex_); // D3DXSaveTextureToFile("game:\\cc.png", D3DXIFF_PNG, drawPixelsTex_, NULL); } void FramebufferManagerDX9::SetViewport2D(int x, int y, int w, int h) { D3DVIEWPORT9 vp{ (DWORD)x, (DWORD)y, (DWORD)w, (DWORD)h, 0.0f, 1.0f }; device_->SetViewport(&vp); } void FramebufferManagerDX9::DrawActiveTexture(float x, float y, float w, float h, float destW, float destH, float u0, float v0, float u1, float v1, int uvRotation, int flags) { // TODO: StretchRect instead when possible? float coord[20] = { x,y,0, u0,v0, x+w,y,0, u1,v0, x+w,y+h,0, u1,v1, x,y+h,0, u0,v1, }; static const short indices[4] = { 0, 1, 3, 2 }; if (uvRotation != ROTATION_LOCKED_HORIZONTAL) { float temp[8]; int rotation = 0; switch (uvRotation) { case ROTATION_LOCKED_HORIZONTAL180: rotation = 2; break; case ROTATION_LOCKED_VERTICAL: rotation = 1; break; case ROTATION_LOCKED_VERTICAL180: rotation = 3; break; } for (int i = 0; i < 4; i++) { temp[i * 2] = coord[((i + rotation) & 3) * 5 + 3]; temp[i * 2 + 1] = coord[((i + rotation) & 3) * 5 + 4]; } for (int i = 0; i < 4; i++) { coord[i * 5 + 3] = temp[i * 2]; coord[i * 5 + 4] = temp[i * 2 + 1]; } } float invDestW = 1.0f / (destW * 0.5f); float invDestH = 1.0f / (destH * 0.5f); float halfPixelX = invDestW * 0.5f; float halfPixelY = invDestH * 0.5f; for (int i = 0; i < 4; i++) { coord[i * 5] = coord[i * 5] * invDestW - 1.0f - halfPixelX; coord[i * 5 + 1] = -(coord[i * 5 + 1] * invDestH - 1.0f - halfPixelY); } if (flags & DRAWTEX_LINEAR) { dxstate.texMagFilter.set(D3DTEXF_LINEAR); dxstate.texMinFilter.set(D3DTEXF_LINEAR); } else { dxstate.texMagFilter.set(D3DTEXF_POINT); dxstate.texMinFilter.set(D3DTEXF_POINT); } dxstate.texMipLodBias.set(0.0f); dxstate.texMaxMipLevel.set(0); dxstate.blend.disable(); dxstate.cullMode.set(false, false); dxstate.depthTest.disable(); dxstate.scissorTest.disable(); dxstate.stencilTest.disable(); dxstate.colorMask.set(true, true, true, true); dxstate.stencilMask.set(0xFF); HRESULT hr = device_->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coord, 5 * sizeof(float)); if (FAILED(hr)) { ERROR_LOG_REPORT(G3D, "DrawActiveTexture() failed: %08x", hr); } } void FramebufferManagerDX9::Bind2DShader() { device_->SetVertexDeclaration(pFramebufferVertexDecl); device_->SetPixelShader(pFramebufferPixelShader); device_->SetVertexShader(pFramebufferVertexShader); } void FramebufferManagerDX9::BindPostShader(const PostShaderUniforms &uniforms) { Bind2DShader(); } void FramebufferManagerDX9::ReformatFramebufferFrom(VirtualFramebuffer *vfb, GEBufferFormat old) { if (!useBufferedRendering_ || !vfb->fbo) { return; } draw_->BindFramebufferAsRenderTarget(vfb->fbo, { Draw::RPAction::CLEAR, Draw::RPAction::KEEP, Draw::RPAction::KEEP }); // Technically, we should at this point re-interpret the bytes of the old format to the new. // That might get tricky, and could cause unnecessary slowness in some games. // For now, we just clear alpha/stencil from 565, which fixes shadow issues in Kingdom Hearts. // (it uses 565 to write zeros to the buffer, than 4444 to actually render the shadow.) // // The best way to do this may ultimately be to create a new FBO (combine with any resize?) // and blit with a shader to that, then replace the FBO on vfb. Stencil would still be complex // to exactly reproduce in 4444 and 8888 formats. if (old == GE_FORMAT_565) { dxstate.scissorTest.disable(); dxstate.depthWrite.set(FALSE); dxstate.colorMask.set(false, false, false, true); dxstate.stencilFunc.set(D3DCMP_ALWAYS, 0, 0); dxstate.stencilMask.set(0xFF); gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_VIEWPORTSCISSOR_STATE); float coord[20] = { -1.0f,-1.0f,0, 0,0, 1.0f,-1.0f,0, 0,0, 1.0f,1.0f,0, 0,0, -1.0f,1.0f,0, 0,0, }; dxstate.cullMode.set(false, false); device_->SetVertexDeclaration(pFramebufferVertexDecl); device_->SetPixelShader(pFramebufferPixelShader); device_->SetVertexShader(pFramebufferVertexShader); shaderManagerDX9_->DirtyLastShader(); device_->SetTexture(0, nullptr); D3DVIEWPORT9 vp{ 0, 0, (DWORD)vfb->renderWidth, (DWORD)vfb->renderHeight, 0.0f, 1.0f }; device_->SetViewport(&vp); // This should clear stencil and alpha without changing the other colors. HRESULT hr = device_->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coord, 5 * sizeof(float)); if (FAILED(hr)) { ERROR_LOG_REPORT(G3D, "ReformatFramebufferFrom() failed: %08x", hr); } dxstate.viewport.restore(); } RebindFramebuffer(); } static void CopyPixelDepthOnly(u32 *dstp, const u32 *srcp, size_t c) { size_t x = 0; #ifdef _M_SSE size_t sseSize = (c / 4) * 4; const __m128i srcMask = _mm_set1_epi32(0x00FFFFFF); const __m128i dstMask = _mm_set1_epi32(0xFF000000); __m128i *dst = (__m128i *)dstp; const __m128i *src = (const __m128i *)srcp; for (; x < sseSize; x += 4) { const __m128i bits24 = _mm_and_si128(_mm_load_si128(src), srcMask); const __m128i bits8 = _mm_and_si128(_mm_load_si128(dst), dstMask); _mm_store_si128(dst, _mm_or_si128(bits24, bits8)); dst++; src++; } #endif // Copy the remaining pixels that didn't fit in SSE. for (; x < c; ++x) { memcpy(dstp + x, srcp + x, 3); } } void FramebufferManagerDX9::BlitFramebufferDepth(VirtualFramebuffer *src, VirtualFramebuffer *dst) { if (g_Config.bDisableSlowFramebufEffects) { return; } bool matchingDepthBuffer = src->z_address == dst->z_address && src->z_stride != 0 && dst->z_stride != 0; bool matchingSize = src->width == dst->width && src->height == dst->height; if (matchingDepthBuffer && matchingSize) { // Should use StretchRect here? Note: should only copy depth and NOT copy stencil. See #9740. } } LPDIRECT3DSURFACE9 FramebufferManagerDX9::GetOffscreenSurface(LPDIRECT3DSURFACE9 similarSurface, VirtualFramebuffer *vfb) { D3DSURFACE_DESC desc = {}; HRESULT hr = similarSurface->GetDesc(&desc); if (FAILED(hr)) { ERROR_LOG_REPORT(G3D, "Unable to get size for offscreen surface at %08x", vfb->fb_address); return nullptr; } return GetOffscreenSurface(desc.Format, desc.Width, desc.Height); } LPDIRECT3DSURFACE9 FramebufferManagerDX9::GetOffscreenSurface(D3DFORMAT fmt, u32 w, u32 h) { u64 key = ((u64)fmt << 32) | (w << 16) | h; auto it = offscreenSurfaces_.find(key); if (it != offscreenSurfaces_.end()) { it->second.last_frame_used = gpuStats.numFlips; return it->second.surface; } textureCacheDX9_->ForgetLastTexture(); LPDIRECT3DSURFACE9 offscreen = nullptr; HRESULT hr = device_->CreateOffscreenPlainSurface(w, h, fmt, D3DPOOL_SYSTEMMEM, &offscreen, NULL); if (FAILED(hr) || !offscreen) { ERROR_LOG_REPORT(G3D, "Unable to create offscreen surface %dx%d @%d", w, h, fmt); return nullptr; } const OffscreenSurface info = {offscreen, gpuStats.numFlips}; offscreenSurfaces_[key] = info; return offscreen; } void FramebufferManagerDX9::BindFramebufferAsColorTexture(int stage, VirtualFramebuffer *framebuffer, int flags) { if (framebuffer == NULL) { framebuffer = currentRenderVfb_; } if (!framebuffer->fbo || !useBufferedRendering_) { device_->SetTexture(stage, nullptr); 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. bool skipCopy = (flags & BINDFBCOLOR_MAY_COPY) == 0; 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. Draw::Framebuffer *renderCopy = GetTempFBO(TempFBO::COPY, framebuffer->renderWidth, framebuffer->renderHeight, (Draw::FBColorDepth)framebuffer->colorDepth); if (renderCopy) { VirtualFramebuffer copyInfo = *framebuffer; copyInfo.fbo = renderCopy; CopyFramebufferForColorTexture(©Info, framebuffer, flags); RebindFramebuffer(); draw_->BindFramebufferAsTexture(renderCopy, stage, Draw::FB_COLOR_BIT, 0); } else { draw_->BindFramebufferAsTexture(framebuffer->fbo, stage, Draw::FB_COLOR_BIT, 0); } } else { draw_->BindFramebufferAsTexture(framebuffer->fbo, stage, Draw::FB_COLOR_BIT, 0); } } bool FramebufferManagerDX9::CreateDownloadTempBuffer(VirtualFramebuffer *nvfb) { nvfb->colorDepth = Draw::FBO_8888; nvfb->fbo = draw_->CreateFramebuffer({ nvfb->width, nvfb->height, 1, 1, true, (Draw::FBColorDepth)nvfb->colorDepth }); if (!(nvfb->fbo)) { ERROR_LOG(FRAMEBUF, "Error creating FBO! %i x %i", nvfb->renderWidth, nvfb->renderHeight); return false; } draw_->BindFramebufferAsRenderTarget(nvfb->fbo, { Draw::RPAction::CLEAR, Draw::RPAction::CLEAR, Draw::RPAction::CLEAR }); return true; } void FramebufferManagerDX9::UpdateDownloadTempBuffer(VirtualFramebuffer *nvfb) { // Nothing to do here. } void FramebufferManagerDX9::BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp) { if (!dst->fbo || !src->fbo || !useBufferedRendering_) { // This can happen if we recently switched from non-buffered. if (useBufferedRendering_) draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }); return; } float srcXFactor = (float)src->renderWidth / (float)src->bufferWidth; float srcYFactor = (float)src->renderHeight / (float)src->bufferHeight; 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 srcY1 = srcY * srcYFactor; int srcY2 = (srcY + h) * srcYFactor; float dstXFactor = (float)dst->renderWidth / (float)dst->bufferWidth; float dstYFactor = (float)dst->renderHeight / (float)dst->bufferHeight; 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 dstY1 = dstY * dstYFactor; int dstY2 = (dstY + h) * dstYFactor; // Direct3D 9 doesn't support rect -> self. Draw::Framebuffer *srcFBO = src->fbo; if (src == dst) { Draw::Framebuffer *tempFBO = GetTempFBO(TempFBO::BLIT, src->renderWidth, src->renderHeight, (Draw::FBColorDepth)src->colorDepth); bool result = draw_->BlitFramebuffer( src->fbo, srcX1, srcY1, srcX2, srcY2, tempFBO, dstX1, dstY1, dstX2, dstY2, Draw::FB_COLOR_BIT, Draw::FB_BLIT_NEAREST); if (result) { srcFBO = tempFBO; } } bool result = draw_->BlitFramebuffer( srcFBO, srcX1, srcY1, srcX2, srcY2, dst->fbo, dstX1, dstY1, dstX2, dstY2, Draw::FB_COLOR_BIT, Draw::FB_BLIT_NEAREST); if (!result) { ERROR_LOG_REPORT(G3D, "fbo_blit_color failed in blit (%08x -> %08x)", src->fb_address, dst->fb_address); } } void ConvertFromBGRA8888(u8 *dst, u8 *src, u32 dstStride, u32 srcStride, 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 { for (u32 y = 0; y < height; ++y) { ConvertBGRA8888ToRGBA8888(dst32, src32, width); src32 += srcStride; dst32 += dstStride; } } } else { // But here it shouldn't matter if they do intersect u16 *dst16 = (u16 *)dst; switch (format) { case GE_FORMAT_565: // BGR 565 for (u32 y = 0; y < height; ++y) { ConvertBGRA8888ToRGB565(dst16, src32, width); src32 += srcStride; dst16 += dstStride; } break; case GE_FORMAT_5551: // ABGR 1555 for (u32 y = 0; y < height; ++y) { ConvertBGRA8888ToRGBA5551(dst16, src32, width); src32 += srcStride; dst16 += dstStride; } break; case GE_FORMAT_4444: // ABGR 4444 for (u32 y = 0; y < height; ++y) { ConvertBGRA8888ToRGBA4444(dst16, src32, width); src32 += srcStride; dst16 += dstStride; } break; case GE_FORMAT_8888: case GE_FORMAT_INVALID: // Not possible. break; } } } void FramebufferManagerDX9::PackFramebufferSync_(VirtualFramebuffer *vfb, int x, int y, int w, int h) { if (!vfb->fbo) { ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackFramebufferDirectx9_: vfb->fbo == 0"); return; } const u32 fb_address = (0x04000000) | vfb->fb_address; const int dstBpp = vfb->format == GE_FORMAT_8888 ? 4 : 2; // We always need to convert from the framebuffer native format. // Right now that's always 8888. DEBUG_LOG(G3D, "Reading framebuffer to mem, fb_address = %08x", fb_address); LPDIRECT3DSURFACE9 renderTarget = (LPDIRECT3DSURFACE9)draw_->GetFramebufferAPITexture(vfb->fbo, Draw::FB_COLOR_BIT | Draw::FB_SURFACE_BIT, 0); D3DSURFACE_DESC desc; renderTarget->GetDesc(&desc); LPDIRECT3DSURFACE9 offscreen = GetOffscreenSurface(renderTarget, vfb); if (offscreen) { HRESULT hr = device_->GetRenderTargetData(renderTarget, offscreen); if (SUCCEEDED(hr)) { D3DLOCKED_RECT locked; u32 widthFactor = vfb->renderWidth / vfb->bufferWidth; u32 heightFactor = vfb->renderHeight / vfb->bufferHeight; RECT rect = {(LONG)(x * widthFactor), (LONG)(y * heightFactor), (LONG)((x + w) * widthFactor), (LONG)((y + h) * heightFactor)}; hr = offscreen->LockRect(&locked, &rect, D3DLOCK_READONLY); if (SUCCEEDED(hr)) { // TODO: Handle the other formats? We don't currently create them, I think. const int dstByteOffset = (y * vfb->fb_stride + x) * dstBpp; // Pixel size always 4 here because we always request BGRA8888. ConvertFromBGRA8888(Memory::GetPointer(fb_address + dstByteOffset), (u8 *)locked.pBits, vfb->fb_stride, locked.Pitch / 4, w, h, vfb->format); offscreen->UnlockRect(); } else { ERROR_LOG_REPORT(G3D, "Unable to lock rect from %08x: %d,%d %dx%d of %dx%d", fb_address, rect.left, rect.top, rect.right, rect.bottom, vfb->renderWidth, vfb->renderHeight); } } else { ERROR_LOG_REPORT(G3D, "Unable to download render target data from %08x", fb_address); } } } void FramebufferManagerDX9::PackDepthbuffer(VirtualFramebuffer *vfb, int x, int y, int w, int h) { if (!vfb->fbo) { ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackDepthbuffer: vfb->fbo == 0"); return; } // We always read the depth buffer in 24_8 format. const u32 z_address = (0x04000000) | vfb->z_address; DEBUG_LOG(FRAMEBUF, "Reading depthbuffer to mem at %08x for vfb=%08x", z_address, vfb->fb_address); LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)draw_->GetFramebufferAPITexture(vfb->fbo, Draw::FB_DEPTH_BIT, 0); if (tex) { D3DSURFACE_DESC desc; D3DLOCKED_RECT locked; tex->GetLevelDesc(0, &desc); RECT rect = {0, 0, (LONG)desc.Width, (LONG)desc.Height}; HRESULT hr = tex->LockRect(0, &locked, &rect, D3DLOCK_READONLY); if (SUCCEEDED(hr)) { const int dstByteOffset = y * vfb->fb_stride * sizeof(s16); const u32 *packed = (const u32 *)locked.pBits; u16 *depth = (u16 *)Memory::GetPointer(z_address); // TODO: Optimize. for (int yp = 0; yp < h; ++yp) { for (int xp = 0; xp < w; ++xp) { const int offset = (yp + y) * vfb->z_stride + x + xp; float scaled = FromScaledDepth((packed[offset] & 0x00FFFFFF) * (1.0f / 16777215.0f)); if (scaled <= 0.0f) { depth[offset] = 0; } else if (scaled >= 65535.0f) { depth[offset] = 65535; } else { depth[offset] = (int)scaled; } } } tex->UnlockRect(0); } else { ERROR_LOG_REPORT(G3D, "Unable to lock rect from depth %08x: %d,%d %dx%d of %dx%d", vfb->fb_address, rect.left, rect.top, rect.right, rect.bottom, vfb->renderWidth, vfb->renderHeight); } } else { ERROR_LOG_REPORT(G3D, "Unable to download render target depth from %08x", vfb->fb_address); } } void FramebufferManagerDX9::EndFrame() { } void FramebufferManagerDX9::DeviceLost() { DestroyAllFBOs(); } void FramebufferManagerDX9::DecimateFBOs() { FramebufferManagerCommon::DecimateFBOs(); for (auto it = offscreenSurfaces_.begin(); it != offscreenSurfaces_.end(); ) { int age = frameLastFramebufUsed_ - it->second.last_frame_used; if (age > FBO_OLD_AGE) { it->second.surface->Release(); offscreenSurfaces_.erase(it++); } else { ++it; } } } void FramebufferManagerDX9::DestroyAllFBOs() { currentRenderVfb_ = 0; displayFramebuf_ = 0; prevDisplayFramebuf_ = 0; prevPrevDisplayFramebuf_ = 0; for (size_t i = 0; i < vfbs_.size(); ++i) { VirtualFramebuffer *vfb = vfbs_[i]; INFO_LOG(FRAMEBUF, "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 = offscreenSurfaces_.begin(), end = offscreenSurfaces_.end(); it != end; ++it) { it->second.surface->Release(); } offscreenSurfaces_.clear(); SetNumExtraFBOs(0); } void FramebufferManagerDX9::Resized() { FramebufferManagerCommon::Resized(); if (UpdateSize()) { DestroyAllFBOs(); } } bool FramebufferManagerDX9::GetFramebuffer(u32 fb_address, int fb_stride, GEBufferFormat fb_format, GPUDebugBuffer &buffer, int maxRes) { 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, fb_format); return true; } LPDIRECT3DSURFACE9 renderTarget = vfb->fbo ? (LPDIRECT3DSURFACE9)draw_->GetFramebufferAPITexture(vfb->fbo, Draw::FB_COLOR_BIT | Draw::FB_SURFACE_BIT, 0) : nullptr; bool success = false; if (renderTarget) { Draw::Framebuffer *tempFBO = nullptr; int w = vfb->renderWidth, h = vfb->renderHeight; if (maxRes > 0 && vfb->renderWidth > vfb->width * maxRes) { // Let's resize. We must stretch to a render target first. w = vfb->width * maxRes; h = vfb->height * maxRes; tempFBO = draw_->CreateFramebuffer({ w, h, 1, 1, false, Draw::FBO_8888 }); if (draw_->BlitFramebuffer(vfb->fbo, 0, 0, vfb->renderWidth, vfb->renderHeight, tempFBO, 0, 0, w, h, Draw::FB_COLOR_BIT, g_Config.iBufFilter == SCALE_LINEAR ? Draw::FB_BLIT_LINEAR : Draw::FB_BLIT_NEAREST)) { renderTarget = (LPDIRECT3DSURFACE9)draw_->GetFramebufferAPITexture(tempFBO, Draw::FB_COLOR_BIT | Draw::FB_SURFACE_BIT, 0); } } LPDIRECT3DSURFACE9 offscreen = GetOffscreenSurface(renderTarget, vfb); if (offscreen) { success = GetRenderTargetFramebuffer(renderTarget, offscreen, w, h, buffer); } } return success; } bool FramebufferManagerDX9::GetOutputFramebuffer(GPUDebugBuffer &buffer) { LPDIRECT3DSURFACE9 renderTarget = nullptr; HRESULT hr = device_->GetRenderTarget(0, &renderTarget); bool success = false; if (renderTarget && SUCCEEDED(hr)) { D3DSURFACE_DESC desc; renderTarget->GetDesc(&desc); LPDIRECT3DSURFACE9 offscreen = nullptr; HRESULT hr = device_->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &offscreen, NULL); if (offscreen && SUCCEEDED(hr)) { success = GetRenderTargetFramebuffer(renderTarget, offscreen, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight, buffer); offscreen->Release(); } renderTarget->Release(); } return success; } bool FramebufferManagerDX9::GetRenderTargetFramebuffer(LPDIRECT3DSURFACE9 renderTarget, LPDIRECT3DSURFACE9 offscreen, int w, int h, GPUDebugBuffer &buffer) { D3DSURFACE_DESC desc; renderTarget->GetDesc(&desc); bool success = false; HRESULT hr = device_->GetRenderTargetData(renderTarget, offscreen); if (SUCCEEDED(hr)) { D3DLOCKED_RECT locked; RECT rect = {0, 0, w, h}; hr = offscreen->LockRect(&locked, &rect, D3DLOCK_READONLY); if (SUCCEEDED(hr)) { // TODO: Handle the other formats? We don't currently create them, I think. buffer.Allocate(locked.Pitch / 4, desc.Height, GPU_DBG_FORMAT_8888_BGRA, false); memcpy(buffer.GetData(), locked.pBits, locked.Pitch * desc.Height); offscreen->UnlockRect(); success = true; } } return success; } bool FramebufferManagerDX9::GetDepthbuffer(u32 fb_address, int fb_stride, u32 z_address, int z_stride, GPUDebugBuffer &buffer) { 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(z_address | 0x04000000), z_stride, 512, GPU_DBG_FORMAT_16BIT); return true; } bool success = false; LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)draw_->GetFramebufferAPITexture(vfb->fbo, Draw::FB_DEPTH_BIT, 0); if (tex) { D3DSURFACE_DESC desc; D3DLOCKED_RECT locked; tex->GetLevelDesc(0, &desc); RECT rect = {0, 0, (LONG)desc.Width, (LONG)desc.Height}; HRESULT hr = tex->LockRect(0, &locked, &rect, D3DLOCK_READONLY); if (SUCCEEDED(hr)) { GPUDebugBufferFormat fmt = GPU_DBG_FORMAT_24BIT_8X; if (gstate_c.Supports(GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT)) { fmt = GPU_DBG_FORMAT_24BIT_8X_DIV_256; } int pixelSize = 4; buffer.Allocate(locked.Pitch / pixelSize, desc.Height, fmt, false); memcpy(buffer.GetData(), locked.pBits, locked.Pitch * desc.Height); success = true; tex->UnlockRect(0); } } return success; } bool FramebufferManagerDX9::GetStencilbuffer(u32 fb_address, int fb_stride, GPUDebugBuffer &buffer) { 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(vfb->z_address | 0x04000000), vfb->z_stride, 512, GPU_DBG_FORMAT_16BIT); return true; } bool success = false; LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)draw_->GetFramebufferAPITexture(vfb->fbo, Draw::FB_DEPTH_BIT, 0); if (tex) { D3DSURFACE_DESC desc; D3DLOCKED_RECT locked; tex->GetLevelDesc(0, &desc); RECT rect = {0, 0, (LONG)desc.Width, (LONG)desc.Height}; HRESULT hr = tex->LockRect(0, &locked, &rect, D3DLOCK_READONLY); if (SUCCEEDED(hr)) { GPUDebugBufferFormat fmt = GPU_DBG_FORMAT_24X_8BIT; int pixelSize = 4; buffer.Allocate(locked.Pitch / pixelSize, desc.Height, fmt, false); memcpy(buffer.GetData(), locked.pBits, locked.Pitch * desc.Height); success = true; tex->UnlockRect(0); } } return success; } } // namespace DX9