// 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 "profiler/profiler.h" #include "gfx/gl_common.h" #include "gfx/gl_debug_log.h" #include "gfx_es2/glsl_program.h" #include "thin3d/thin3d.h" #include "base/timeutil.h" #include "math/lin/matrix4x4.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/Common/PostShader.h" #include "GPU/Common/TextureDecoder.h" #include "GPU/Common/FramebufferCommon.h" #include "GPU/Debugger/Stepping.h" #include "ext/native/gfx/GLStateCache.h" #include "GPU/GLES/FramebufferManagerGLES.h" #include "GPU/GLES/TextureCacheGLES.h" #include "GPU/GLES/DrawEngineGLES.h" #include "GPU/GLES/ShaderManagerGLES.h" // #define DEBUG_READ_PIXELS 1 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"; void ConvertFromRGBA8888(u8 *dst, const u8 *src, u32 dstStride, u32 srcStride, u32 width, u32 height, GEBufferFormat format); void FramebufferManagerGLES::ClearBuffer(bool keepState) { if (keepState) { glstate.scissorTest.force(false); glstate.depthWrite.force(GL_TRUE); glstate.colorMask.force(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glstate.stencilFunc.force(GL_ALWAYS, 0, 0); glstate.stencilMask.force(0xFF); } else { 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); float clearDepth = ToScaledDepth(0); #ifdef USING_GLES2 glClearDepthf(clearDepth); #else glClearDepth(clearDepth); #endif glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); if (keepState) { glstate.scissorTest.restore(); glstate.depthWrite.restore(); glstate.colorMask.restore(); glstate.stencilFunc.restore(); glstate.stencilMask.restore(); } } void FramebufferManagerGLES::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 FramebufferManagerGLES::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); } CompilePostShader(); } } void FramebufferManagerGLES::CompilePostShader() { SetNumExtraFBOs(0); const ShaderInfo *shaderInfo = 0; if (g_Config.sPostShaderName != "Off") { ReloadAllPostShaderInfo(); shaderInfo = GetPostShaderInfo(g_Config.sPostShaderName); } if (shaderInfo) { std::string errorString; 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(FRAMEBUF, "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()) { host->NotifyUserMessage("Post-shader error: " + firstLine + "...", 10.0f, 0xFF3090FF); } else { host->NotifyUserMessage("Post-shader error, see log for details", 10.0f, 0xFF3090FF); } usePostShader_ = false; } else { glsl_bind(postShaderProgram_); glUniform1i(postShaderProgram_->sampler0, 0); SetNumExtraFBOs(1); deltaLoc_ = glsl_uniform_loc(postShaderProgram_, "u_texelDelta"); pixelDeltaLoc_ = glsl_uniform_loc(postShaderProgram_, "u_pixelDelta"); timeLoc_ = glsl_uniform_loc(postShaderProgram_, "u_time"); usePostShader_ = true; } } else { postShaderProgram_ = nullptr; usePostShader_ = false; } glsl_unbind(); } void FramebufferManagerGLES::Bind2DShader() { glsl_bind(draw2dprogram_); } void FramebufferManagerGLES::BindPostShader(const PostShaderUniforms &uniforms) { // Make sure we've compiled the shader. if (!postShaderProgram_) { CompileDraw2DProgram(); } glsl_bind(postShaderProgram_); if (deltaLoc_ != -1) glUniform2f(deltaLoc_, uniforms.texelDelta[0], uniforms.texelDelta[1]); if (pixelDeltaLoc_ != -1) glUniform2f(pixelDeltaLoc_, uniforms.pixelDelta[0], uniforms.pixelDelta[1]); if (timeLoc_ != -1) { glUniform4fv(timeLoc_, 1, uniforms.time); } } void FramebufferManagerGLES::DestroyDraw2DProgram() { if (draw2dprogram_) { glsl_destroy(draw2dprogram_); draw2dprogram_ = nullptr; } if (postShaderProgram_) { glsl_destroy(postShaderProgram_); postShaderProgram_ = nullptr; } } FramebufferManagerGLES::FramebufferManagerGLES(Draw::DrawContext *draw) : FramebufferManagerCommon(draw), drawPixelsTex_(0), drawPixelsTexFormat_(GE_FORMAT_INVALID), convBuf_(nullptr), draw2dprogram_(nullptr), postShaderProgram_(nullptr), stencilUploadProgram_(nullptr), timeLoc_(-1), pixelDeltaLoc_(-1), deltaLoc_(-1), textureCacheGL_(nullptr), shaderManagerGL_(nullptr), pixelBufObj_(nullptr), currentPBO_(0) { needBackBufferYSwap_ = true; } void FramebufferManagerGLES::Init() { FramebufferManagerCommon::Init(); // Workaround for upscaling shaders where we force x1 resolution without saving it Resized(); CompileDraw2DProgram(); SetLineWidth(); } void FramebufferManagerGLES::SetTextureCache(TextureCacheGLES *tc) { textureCacheGL_ = tc; textureCache_ = tc; } void FramebufferManagerGLES::SetShaderManager(ShaderManagerGLES *sm) { shaderManagerGL_ = sm; shaderManager_ = sm; } FramebufferManagerGLES::~FramebufferManagerGLES() { if (drawPixelsTex_) glDeleteTextures(1, &drawPixelsTex_); DestroyDraw2DProgram(); if (stencilUploadProgram_) { glsl_destroy(stencilUploadProgram_); } SetNumExtraFBOs(0); for (auto it = tempFBOs_.begin(), end = tempFBOs_.end(); it != end; ++it) { delete it->second.fbo; } delete [] pixelBufObj_; delete [] convBuf_; } void FramebufferManagerGLES::MakePixelTexture(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height, float &u1, float &v1) { // Optimization: skip a copy if possible in a common case. int texWidth = width; if (srcPixelFormat == GE_FORMAT_8888 && width < srcStride) { // Don't up the upload requirements too much if subimages are unsupported. if (gstate_c.Supports(GPU_SUPPORTS_UNPACK_SUBIMAGE) || width >= 480) { texWidth = srcStride; u1 *= (float)width / texWidth; } } if (drawPixelsTex_ && (drawPixelsTexFormat_ != srcPixelFormat || drawPixelsTexW_ != texWidth || drawPixelsTexH_ != height)) { glDeleteTextures(1, &drawPixelsTex_); drawPixelsTex_ = 0; } if (!drawPixelsTex_) { drawPixelsTex_ = textureCacheGL_->AllocTextureName(); drawPixelsTexW_ = texWidth; 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, texWidth, 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 != texWidth) { useConvBuf = true; u32 neededSize = texWidth * 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 * texWidth * y; ConvertRGBA565ToRGBA8888((u32 *)dst, src, width); } break; case GE_FORMAT_5551: { const u16 *src = (const u16 *)srcPixels + srcStride * y; u8 *dst = convBuf_ + 4 * texWidth * y; ConvertRGBA5551ToRGBA8888((u32 *)dst, src, width); } break; case GE_FORMAT_4444: { const u16 *src = (const u16 *)srcPixels + srcStride * y; u8 *dst = convBuf_ + 4 * texWidth * y; ConvertRGBA4444ToRGBA8888((u32 *)dst, src, width); } break; case GE_FORMAT_8888: { const u8 *src = srcPixels + srcStride * 4 * y; u8 *dst = convBuf_ + 4 * texWidth * y; memcpy(dst, src, 4 * width); } break; case GE_FORMAT_INVALID: _dbg_assert_msg_(G3D, false, "Invalid pixelFormat passed to DrawPixels()."); break; } } } // Try to skip uploading the unnecessary parts. if (gstate_c.Supports(GPU_SUPPORTS_UNPACK_SUBIMAGE) && width != texWidth) { glPixelStorei(GL_UNPACK_ROW_LENGTH, texWidth); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, useConvBuf ? convBuf_ : srcPixels); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); } else { glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texWidth, height, GL_RGBA, GL_UNSIGNED_BYTE, useConvBuf ? convBuf_ : srcPixels); } CHECK_GL_ERROR_IF_DEBUG(); } void FramebufferManagerGLES::SetViewport2D(int x, int y, int w, int h) { glstate.viewport.set(x, y, w, h); } // x, y, w, h are relative coordinates against destW/destH, which is not very intuitive. // TODO: This could totally use fbo_blit in many cases. void FramebufferManagerGLES::DrawActiveTexture(float x, float y, float w, float h, float destW, float destH, float u0, float v0, float u1, float v1, int uvRotation, bool linearFilter) { float texCoords[8] = { u0,v0, u1,v0, u1,v1, u0,v1, }; static const GLushort indices[4] = {0,1,3,2}; if (uvRotation != ROTATION_LOCKED_HORIZONTAL) { float temp[8]; int rotation = 0; // Vertical and Vertical180 needed swapping after we changed the coordinate system. switch (uvRotation) { case ROTATION_LOCKED_HORIZONTAL180: rotation = 4; break; case ROTATION_LOCKED_VERTICAL: rotation = 6; break; case ROTATION_LOCKED_VERTICAL180: rotation = 2; break; } for (int i = 0; i < 8; i++) { temp[i] = texCoords[(i + rotation) & 7]; } memcpy(texCoords, temp, sizeof(temp)); } 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; } // Upscaling postshaders doesn't look well with linear if (linearFilter) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } else { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); } const GLSLProgram *program = glsl_get_program(); if (!program) { ERROR_LOG(FRAMEBUF, "Trying to DrawActiveTexture() without a program"); return; } glEnableVertexAttribArray(program->a_position); glEnableVertexAttribArray(program->a_texcoord0); if (gstate_c.Supports(GPU_SUPPORTS_VAO)) { drawEngine_->BindBuffer(pos, sizeof(pos), texCoords, sizeof(texCoords)); drawEngine_->BindElementBuffer(indices, sizeof(indices)); glVertexAttribPointer(program->a_position, 3, GL_FLOAT, GL_FALSE, 12, 0); glVertexAttribPointer(program->a_texcoord0, 2, GL_FLOAT, GL_FALSE, 8, (void *)sizeof(pos)); glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_SHORT, 0); } else { glstate.arrayBuffer.unbind(); glstate.elementArrayBuffer.unbind(); 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); } void FramebufferManagerGLES::RebindFramebuffer() { if (currentRenderVfb_ && currentRenderVfb_->fbo) { draw_->BindFramebufferAsRenderTarget(currentRenderVfb_->fbo); } else { draw_->BindBackbufferAsRenderTarget(); } if (g_Config.iRenderingMode == FB_NON_BUFFERED_MODE) glstate.viewport.restore(); } void FramebufferManagerGLES::SetLineWidth() { #ifndef USING_GLES2 if (g_Config.iInternalResolution == 0) { glLineWidth(std::max(1, (int)(renderWidth_ / 480))); glPointSize(std::max(1.0f, (float)(renderWidth_ / 480.f))); } else { glLineWidth(g_Config.iInternalResolution); glPointSize((float)g_Config.iInternalResolution); } #endif } void FramebufferManagerGLES::ReformatFramebufferFrom(VirtualFramebuffer *vfb, GEBufferFormat old) { if (!useBufferedRendering_ || !vfb->fbo) { return; } draw_->BindFramebufferAsRenderTarget(vfb->fbo); // 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) { glstate.scissorTest.disable(); glstate.depthWrite.set(GL_FALSE); glstate.colorMask.set(false, false, false, true); glstate.stencilFunc.set(GL_ALWAYS, 0, 0); glstate.stencilMask.set(0xFF); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearStencil(0); glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); } RebindFramebuffer(); } void FramebufferManagerGLES::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; bool matchingRenderSize = src->renderWidth == dst->renderWidth && src->renderHeight == dst->renderHeight; if (gstate_c.Supports(GPU_SUPPORTS_ANY_COPY_IMAGE) && matchingDepthBuffer && matchingRenderSize && matchingSize) { draw_->CopyFramebufferImage(src->fbo, 0, 0, 0, 0, dst->fbo, 0, 0, 0, 0, src->renderWidth, src->renderHeight, 1, Draw::FB_DEPTH_BIT); RebindFramebuffer(); } else if (matchingDepthBuffer && matchingSize) { int w = std::min(src->renderWidth, dst->renderWidth); int h = std::min(src->renderHeight, dst->renderHeight); if (gstate_c.Supports(GPU_SUPPORTS_ARB_FRAMEBUFFER_BLIT | GPU_SUPPORTS_NV_FRAMEBUFFER_BLIT)) { // Let's only do this if not clearing depth. glstate.scissorTest.force(false); draw_->BlitFramebuffer(src->fbo, 0, 0, w, h, dst->fbo, 0, 0, w, h, Draw::FB_DEPTH_BIT, Draw::FB_BLIT_NEAREST); // WARNING: If we set dst->depthUpdated here, our optimization above would be pointless. glstate.scissorTest.restore(); } } } void FramebufferManagerGLES::BindFramebufferAsColorTexture(int stage, VirtualFramebuffer *framebuffer, int flags) { 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. 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(framebuffer->renderWidth, framebuffer->renderHeight, (Draw::FBColorDepth)framebuffer->colorDepth); if (renderCopy) { VirtualFramebuffer copyInfo = *framebuffer; copyInfo.fbo = renderCopy; CopyFramebufferForColorTexture(©Info, framebuffer, flags); 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); } } void FramebufferManagerGLES::ReadFramebufferToMemory(VirtualFramebuffer *vfb, bool sync, int x, int y, int w, int h) { PROFILE_THIS_SCOPE("gpu-readback"); if (sync) { // flush async just in case when we go for synchronous update // Doesn't actually pack when sent a null argument. PackFramebufferAsync_(nullptr); } if (vfb) { // We'll pseudo-blit framebuffers here to get a resized version of vfb. VirtualFramebuffer *nvfb = FindDownloadTempBuffer(vfb); OptimizeDownloadRange(vfb, x, y, w, h); BlitFramebuffer(nvfb, x, y, vfb, x, y, w, h, 0); // PackFramebufferSync_() - Synchronous pixel data transfer using glReadPixels // PackFramebufferAsync_() - Asynchronous pixel data transfer using glReadPixels with PBOs if (gl_extensions.IsGLES) { PackFramebufferSync_(nvfb, x, y, w, h); } else { // TODO: Can we fall back to sync without these? if (gl_extensions.ARB_pixel_buffer_object && gstate_c.Supports(GPU_SUPPORTS_OES_TEXTURE_NPOT)) { if (!sync) { PackFramebufferAsync_(nvfb); } else { PackFramebufferSync_(nvfb, x, y, w, h); } } } textureCacheGL_->ForgetLastTexture(); RebindFramebuffer(); } } void FramebufferManagerGLES::DownloadFramebufferForClut(u32 fb_address, u32 loadBytes) { PROFILE_THIS_SCOPE("gpu-readback"); // Flush async just in case. PackFramebufferAsync_(nullptr); VirtualFramebuffer *vfb = GetVFBAt(fb_address); if (vfb && vfb->fb_stride != 0) { const u32 bpp = vfb->drawnFormat == GE_FORMAT_8888 ? 4 : 2; int x = 0; int y = 0; int pixels = loadBytes / bpp; // The height will be 1 for each stride or part thereof. int w = std::min(pixels % vfb->fb_stride, (int)vfb->width); int h = std::min((pixels + vfb->fb_stride - 1) / vfb->fb_stride, (int)vfb->height); // We might still have a pending draw to the fb in question, flush if so. FlushBeforeCopy(); // No need to download if we already have it. if (!vfb->memoryUpdated && vfb->clutUpdatedBytes < loadBytes) { // We intentionally don't call OptimizeDownloadRange() here - we don't want to over download. // CLUT framebuffers are often incorrectly estimated in size. if (x == 0 && y == 0 && w == vfb->width && h == vfb->height) { vfb->memoryUpdated = true; } vfb->clutUpdatedBytes = loadBytes; // We'll pseudo-blit framebuffers here to get a resized version of vfb. VirtualFramebuffer *nvfb = FindDownloadTempBuffer(vfb); BlitFramebuffer(nvfb, x, y, vfb, x, y, w, h, 0); PackFramebufferSync_(nvfb, x, y, w, h); textureCacheGL_->ForgetLastTexture(); RebindFramebuffer(); } } } bool FramebufferManagerGLES::CreateDownloadTempBuffer(VirtualFramebuffer *nvfb) { // When updating VRAM, it need to be exact format. if (!gstate_c.Supports(GPU_PREFER_CPU_DOWNLOAD)) { switch (nvfb->format) { case GE_FORMAT_4444: nvfb->colorDepth = Draw::FBO_4444; break; case GE_FORMAT_5551: nvfb->colorDepth = Draw::FBO_5551; break; case GE_FORMAT_565: nvfb->colorDepth = Draw::FBO_565; break; case GE_FORMAT_8888: default: nvfb->colorDepth = Draw::FBO_8888; break; } } nvfb->fbo = draw_->CreateFramebuffer({ nvfb->width, nvfb->height, 1, 1, false, (Draw::FBColorDepth)nvfb->colorDepth }); if (!nvfb->fbo) { ERROR_LOG(FRAMEBUF, "Error creating GL FBO! %i x %i", nvfb->renderWidth, nvfb->renderHeight); return false; } draw_->BindFramebufferAsRenderTarget(nvfb->fbo); ClearBuffer(); glDisable(GL_DITHER); // Weird place to do this return true; } void FramebufferManagerGLES::UpdateDownloadTempBuffer(VirtualFramebuffer *nvfb) { _assert_msg_(G3D, nvfb->fbo, "Expecting a valid nvfb in UpdateDownloadTempBuffer"); // Discard the previous contents of this buffer where possible. if (gl_extensions.GLES3 && glInvalidateFramebuffer != nullptr) { draw_->BindFramebufferAsRenderTarget(nvfb->fbo); GLenum attachments[3] = { GL_COLOR_ATTACHMENT0, GL_STENCIL_ATTACHMENT, GL_DEPTH_ATTACHMENT }; glInvalidateFramebuffer(GL_FRAMEBUFFER, 3, attachments); } else if (gl_extensions.IsGLES) { draw_->BindFramebufferAsRenderTarget(nvfb->fbo); ClearBuffer(); } CHECK_GL_ERROR_IF_DEBUG(); } void FramebufferManagerGLES::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 they recently switched from non-buffered. draw_->BindBackbufferAsRenderTarget(); return; } bool useBlit = gstate_c.Supports(GPU_SUPPORTS_ARB_FRAMEBUFFER_BLIT | GPU_SUPPORTS_NV_FRAMEBUFFER_BLIT); bool useNV = useBlit && !gstate_c.Supports(GPU_SUPPORTS_ARB_FRAMEBUFFER_BLIT); 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 srcY1 = srcY * srcYFactor; int srcY2 = (srcY + 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 dstY1 = dstY * dstYFactor; int dstY2 = (dstY + h) * dstYFactor; if (src == dst && srcX == dstX && srcY == dstY) { // Let's just skip a copy where the destination is equal to the source. WARN_LOG_REPORT_ONCE(blitSame, G3D, "Skipped blit with equal dst and src"); return; } if (gstate_c.Supports(GPU_SUPPORTS_ANY_COPY_IMAGE)) { // glBlitFramebuffer can clip, but glCopyImageSubData is more restricted. // In case the src goes outside, we just skip the optimization in that case. const bool sameSize = dstX2 - dstX1 == srcX2 - srcX1 && dstY2 - dstY1 == srcY2 - srcY1; const bool sameDepth = dst->colorDepth == src->colorDepth; const bool srcInsideBounds = srcX2 <= src->renderWidth && srcY2 <= src->renderHeight; const bool dstInsideBounds = dstX2 <= dst->renderWidth && dstY2 <= dst->renderHeight; const bool xOverlap = src == dst && srcX2 > dstX1 && srcX1 < dstX2; const bool yOverlap = src == dst && srcY2 > dstY1 && srcY1 < dstY2; if (sameSize && sameDepth && srcInsideBounds && dstInsideBounds && !(xOverlap && yOverlap)) { draw_->CopyFramebufferImage(src->fbo, 0, srcX1, srcY1, 0, dst->fbo, 0, dstX1, dstY1, 0, dstX2 - dstX1, dstY2 - dstY1, 1, Draw::FB_COLOR_BIT); CHECK_GL_ERROR_IF_DEBUG(); return; } } glstate.scissorTest.force(false); if (useBlit) { draw_->BlitFramebuffer(src->fbo, srcX1, srcY1, srcX2, srcY2, dst->fbo, dstX1, dstY1, dstX2, dstY2, Draw::FB_COLOR_BIT, Draw::FB_BLIT_NEAREST); } else { draw_->BindFramebufferAsRenderTarget(dst->fbo); draw_->BindFramebufferAsTexture(src->fbo, 0, Draw::FB_COLOR_BIT, 0); // Make sure our 2D drawing program is ready. Compiles only if not already compiled. CompileDraw2DProgram(); glstate.viewport.force(0, 0, dst->renderWidth, dst->renderHeight); glstate.blend.force(false); glstate.cullFace.force(false); glstate.depthTest.force(false); glstate.stencilTest.force(false); #if !defined(USING_GLES2) glstate.colorLogicOp.force(false); #endif glstate.colorMask.force(true, true, true, true); glstate.stencilMask.force(0xFF); // 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; glsl_bind(draw2dprogram_); DrawActiveTexture(dstX1, dstY1, w * dstXFactor, h, dst->bufferWidth, dst->bufferHeight, srcX1 / srcW, srcY1 / srcH, srcX2 / srcW, srcY2 / srcH, ROTATION_LOCKED_HORIZONTAL, false); glBindTexture(GL_TEXTURE_2D, 0); textureCacheGL_->ForgetLastTexture(); glstate.viewport.restore(); glstate.blend.restore(); glstate.cullFace.restore(); glstate.depthTest.restore(); glstate.stencilTest.restore(); #if !defined(USING_GLES2) glstate.colorLogicOp.restore(); #endif glstate.colorMask.restore(); glstate.stencilMask.restore(); } glstate.scissorTest.restore(); CHECK_GL_ERROR_IF_DEBUG(); } // 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 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 { // Here let's assume they don't intersect for (u32 y = 0; y < height; ++y) { memcpy(dst32, src32, width * 4); 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) { ConvertRGBA8888ToRGB565(dst16, src32, width); src32 += srcStride; dst16 += dstStride; } } break; case GE_FORMAT_5551: // ABGR 1555 { for (u32 y = 0; y < height; ++y) { ConvertRGBA8888ToRGBA5551(dst16, src32, width); src32 += srcStride; dst16 += dstStride; } } break; case GE_FORMAT_4444: // ABGR 4444 { for (u32 y = 0; y < height; ++y) { ConvertRGBA8888ToRGBA4444(dst16, src32, width); src32 += srcStride; dst16 += dstStride; } } break; case GE_FORMAT_8888: case GE_FORMAT_INVALID: // Not possible. break; } } } #ifdef DEBUG_READ_PIXELS // TODO: Make more generic. static void LogReadPixelsError(GLenum error) { switch (error) { case GL_NO_ERROR: break; case GL_INVALID_ENUM: ERROR_LOG(FRAMEBUF, "glReadPixels: GL_INVALID_ENUM"); break; case GL_INVALID_VALUE: ERROR_LOG(FRAMEBUF, "glReadPixels: GL_INVALID_VALUE"); break; case GL_INVALID_OPERATION: ERROR_LOG(FRAMEBUF, "glReadPixels: GL_INVALID_OPERATION"); break; case GL_INVALID_FRAMEBUFFER_OPERATION: ERROR_LOG(FRAMEBUF, "glReadPixels: GL_INVALID_FRAMEBUFFER_OPERATION"); break; case GL_OUT_OF_MEMORY: ERROR_LOG(FRAMEBUF, "glReadPixels: GL_OUT_OF_MEMORY"); break; #ifndef USING_GLES2 case GL_STACK_UNDERFLOW: ERROR_LOG(FRAMEBUF, "glReadPixels: GL_STACK_UNDERFLOW"); break; case GL_STACK_OVERFLOW: ERROR_LOG(FRAMEBUF, "glReadPixels: GL_STACK_OVERFLOW"); break; #endif default: ERROR_LOG(FRAMEBUF, "glReadPixels: %08x", error); break; } } #endif static void SafeGLReadPixels(GLint x, GLint y, GLsizei w, GLsizei h, GLenum fmt, GLenum type, void *pixels) { CHECK_GL_ERROR_IF_DEBUG(); if (!gl_extensions.IsGLES || (gl_extensions.GLES3 && gl_extensions.gpuVendor != GPU_VENDOR_NVIDIA)) { // Some drivers seem to require we specify this. See #8254. glPixelStorei(GL_PACK_ROW_LENGTH, w); } glReadPixels(x, y, w, h, fmt, type, pixels); #ifdef DEBUG_READ_PIXELS LogReadPixelsError(glGetError()); #endif if (!gl_extensions.IsGLES || gl_extensions.GLES3) { glPixelStorei(GL_PACK_ROW_LENGTH, 0); } CHECK_GL_ERROR_IF_DEBUG(); } void FramebufferManagerGLES::PackFramebufferAsync_(VirtualFramebuffer *vfb) { CHECK_GL_ERROR_IF_DEBUG(); const int MAX_PBO = 2; GLubyte *packed = 0; bool unbind = false; const u8 nextPBO = (currentPBO_ + 1) % MAX_PBO; const bool useCPU = gstate_c.Supports(GPU_PREFER_CPU_DOWNLOAD); // We'll prepare two PBOs to switch between readying and reading if (!pixelBufObj_) { if (!vfb) { // This call is just to flush the buffers. We don't have any yet, // so there's nothing to do. return; } 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); #ifdef USING_GLES2 // Not on desktop GL 2.x... packed = (GLubyte *)glMapBufferRange(GL_PIXEL_PACK_BUFFER, 0, pbo.size, GL_MAP_READ_BIT); #else packed = (GLubyte *)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY); #endif if (packed) { DEBUG_LOG(FRAMEBUF, "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) { u8 *dst = Memory::GetPointer(pbo.fb_address); ConvertFromRGBA8888(dst, packed, pbo.stride, pbo.stride, pbo.stride, pbo.height, pbo.format); } else { // We don't need to convert, GPU already did (or should have) Memory::MemcpyUnchecked(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 = gstate_c.Supports(GPU_PREFER_REVERSE_COLOR_ORDER); 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 #ifdef USING_GLES2 pixelType = GL_UNSIGNED_SHORT_4_4_4_4; #else pixelType = (reverseOrder ? GL_UNSIGNED_SHORT_4_4_4_4_REV : GL_UNSIGNED_SHORT_4_4_4_4); #endif pixelFormat = GL_RGBA; pixelSize = 2; align = 2; break; case GE_FORMAT_5551: // 16 bit RGBA #ifdef USING_GLES2 pixelType = GL_UNSIGNED_SHORT_5_5_5_1; #else pixelType = (reverseOrder ? GL_UNSIGNED_SHORT_1_5_5_5_REV : GL_UNSIGNED_SHORT_5_5_5_1); #endif pixelFormat = GL_RGBA; pixelSize = 2; align = 2; break; case GE_FORMAT_565: // 16 bit RGB #ifdef USING_GLES2 pixelType = GL_UNSIGNED_SHORT_5_6_5; #else pixelType = (reverseOrder ? GL_UNSIGNED_SHORT_5_6_5_REV : GL_UNSIGNED_SHORT_5_6_5); #endif pixelFormat = GL_RGB; pixelSize = 2; align = 2; break; case GE_FORMAT_8888: // 32 bit RGBA default: pixelType = GL_UNSIGNED_BYTE; pixelFormat = 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) { draw_->BindFramebufferForRead(vfb->fbo); } else { ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackFramebufferAsync_: vfb->fbo == 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); SafeGLReadPixels(0, 0, vfb->fb_stride, vfb->height, GL_RGBA, GL_UNSIGNED_BYTE, 0); } else { // Otherwise we'll directly request the format we need and let the GPU sort it out glPixelStorei(GL_PACK_ALIGNMENT, align); SafeGLReadPixels(0, 0, vfb->fb_stride, vfb->height, pixelFormat, pixelType, 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); } CHECK_GL_ERROR_IF_DEBUG(); } void FramebufferManagerGLES::PackFramebufferSync_(VirtualFramebuffer *vfb, int x, int y, int w, int h) { if (vfb->fbo) { draw_->BindFramebufferForRead(vfb->fbo); } else { ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackFramebufferSync_: vfb->fbo == 0"); return; } int possibleH = std::max(vfb->height - y, 0); if (h > possibleH) { h = possibleH; } // Pixel size always 4 here because we always request RGBA8888 u32 bufSize = vfb->fb_stride * h * 4; u32 fb_address = 0x04000000 | vfb->fb_address; bool convert = vfb->format != GE_FORMAT_8888; const int dstBpp = vfb->format == GE_FORMAT_8888 ? 4 : 2; const int packWidth = std::min(vfb->fb_stride, std::min(x + w, (int)vfb->width)); int dstByteOffset = y * vfb->fb_stride * dstBpp; u8 *dst = Memory::GetPointer(fb_address + dstByteOffset); GLubyte *packed = nullptr; if (!convert) { packed = (GLubyte *)dst; } else { // End result may be 16-bit but we are reading 32-bit, so there may not be enough space at fb_address if (!convBuf_ || convBufSize_ < bufSize) { delete [] convBuf_; convBuf_ = new u8[bufSize]; convBufSize_ = bufSize; } packed = convBuf_; } if (packed) { DEBUG_LOG(FRAMEBUF, "Reading framebuffer to mem, bufSize = %u, fb_address = %08x", bufSize, fb_address); glPixelStorei(GL_PACK_ALIGNMENT, 4); GLenum glfmt = GL_RGBA; CHECK_GL_ERROR_IF_DEBUG(); SafeGLReadPixels(0, y, h == 1 ? packWidth : vfb->fb_stride, h, glfmt, GL_UNSIGNED_BYTE, packed); if (convert) { ConvertFromRGBA8888(dst, packed, vfb->fb_stride, vfb->fb_stride, packWidth, h, vfb->format); } } if (gl_extensions.GLES3 && glInvalidateFramebuffer != nullptr) { #ifdef USING_GLES2 // GLES3 doesn't support using GL_READ_FRAMEBUFFER here. draw_->BindFramebufferAsRenderTarget(vfb->fbo); const GLenum target = GL_FRAMEBUFFER; #else const GLenum target = GL_READ_FRAMEBUFFER; #endif GLenum attachments[3] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT }; glInvalidateFramebuffer(target, 3, attachments); } CHECK_GL_ERROR_IF_DEBUG(); } void FramebufferManagerGLES::PackDepthbuffer(VirtualFramebuffer *vfb, int x, int y, int w, int h) { if (vfb->fbo) { draw_->BindFramebufferForRead(vfb->fbo); } else { ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackDepthbuffer: vfb->fbo == 0"); return; } // Pixel size always 4 here because we always request float const u32 bufSize = vfb->z_stride * (h - y) * 4; const u32 z_address = (0x04000000) | vfb->z_address; const int packWidth = std::min(vfb->z_stride, std::min(x + w, (int)vfb->width)); if (!convBuf_ || convBufSize_ < bufSize) { delete [] convBuf_; convBuf_ = new u8[bufSize]; convBufSize_ = bufSize; } DEBUG_LOG(FRAMEBUF, "Reading depthbuffer to mem at %08x for vfb=%08x", z_address, vfb->fb_address); glPixelStorei(GL_PACK_ALIGNMENT, 4); SafeGLReadPixels(0, y, h == 1 ? packWidth : vfb->z_stride, h, GL_DEPTH_COMPONENT, GL_FLOAT, convBuf_); int dstByteOffset = y * vfb->fb_stride * sizeof(u16); u16 *depth = (u16 *)Memory::GetPointer(z_address + dstByteOffset); GLfloat *packed = (GLfloat *)convBuf_; int totalPixels = h == 1 ? packWidth : vfb->z_stride * h; for (int i = 0; i < totalPixels; ++i) { float scaled = FromScaledDepth(packed[i]); if (scaled <= 0.0f) { depth[i] = 0; } else if (scaled >= 65535.0f) { depth[i] = 65535; } else { depth[i] = (int)scaled; } } CHECK_GL_ERROR_IF_DEBUG(); } void FramebufferManagerGLES::EndFrame() { CHECK_GL_ERROR_IF_DEBUG(); // We flush to memory last requested framebuffer, if any. // Only do this in the read-framebuffer modes. if (updateVRAM_) PackFramebufferAsync_(nullptr); // Let's explicitly invalidate any temp FBOs used during this frame. if (gl_extensions.GLES3 && glInvalidateFramebuffer != nullptr) { for (auto temp : tempFBOs_) { if (temp.second.last_frame_used < gpuStats.numFlips) { continue; } draw_->BindFramebufferAsRenderTarget(temp.second.fbo); GLenum attachments[3] = { GL_COLOR_ATTACHMENT0, GL_STENCIL_ATTACHMENT, GL_DEPTH_ATTACHMENT }; glInvalidateFramebuffer(GL_FRAMEBUFFER, 3, attachments); } draw_->BindBackbufferAsRenderTarget(); } CHECK_GL_ERROR_IF_DEBUG(); } void FramebufferManagerGLES::DeviceLost() { DestroyAllFBOs(); DestroyDraw2DProgram(); } std::vector FramebufferManagerGLES::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 FramebufferManagerGLES::DestroyAllFBOs() { CHECK_GL_ERROR_IF_DEBUG(); draw_->BindBackbufferAsRenderTarget(); 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 = tempFBOs_.begin(), end = tempFBOs_.end(); it != end; ++it) { delete it->second.fbo; } tempFBOs_.clear(); draw_->BindBackbufferAsRenderTarget(); DisableState(); CHECK_GL_ERROR_IF_DEBUG(); } void FramebufferManagerGLES::FlushBeforeCopy() { // Flush anything not yet drawn before blitting, downloading, or uploading. // This might be a stalled list, or unflushed before a block transfer, etc. // TODO: It's really bad that we are calling SetRenderFramebuffer here with // all the irrelevant state checking it'll use to decide what to do. Should // do something more focused here. SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason); drawEngine_->Flush(); CHECK_GL_ERROR_IF_DEBUG(); } void FramebufferManagerGLES::Resized() { FramebufferManagerCommon::Resized(); if (UpdateSize()) { DestroyAllFBOs(); } DestroyDraw2DProgram(); SetLineWidth(); if (!draw2dprogram_) { CompileDraw2DProgram(); } } bool FramebufferManagerGLES::GetFramebuffer(u32 fb_address, int fb_stride, GEBufferFormat 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, format); return true; } int w = vfb->renderWidth, h = vfb->renderHeight; if (vfb->fbo) { if (maxRes > 0 && vfb->renderWidth > vfb->width * maxRes) { w = vfb->width * maxRes; h = vfb->height * maxRes; Draw::Framebuffer *tempFBO = GetTempFBO(w, h); VirtualFramebuffer tempVfb = *vfb; tempVfb.fbo = tempFBO; tempVfb.bufferWidth = vfb->width; tempVfb.bufferHeight = vfb->height; tempVfb.renderWidth = w; tempVfb.renderHeight = h; BlitFramebuffer(&tempVfb, 0, 0, vfb, 0, 0, vfb->width, vfb->height, 0); draw_->BindFramebufferForRead(tempFBO); } else { draw_->BindFramebufferForRead(vfb->fbo); } } buffer.Allocate(w, h, GE_FORMAT_8888, !useBufferedRendering_, true); if (gl_extensions.GLES3 || !gl_extensions.IsGLES) glReadBuffer(GL_COLOR_ATTACHMENT0); glPixelStorei(GL_PACK_ALIGNMENT, 4); SafeGLReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, buffer.GetData()); // We may have blitted to a temp FBO. RebindFramebuffer(); CHECK_GL_ERROR_IF_DEBUG(); return true; } bool FramebufferManagerGLES::GetOutputFramebuffer(GPUDebugBuffer &buffer) { int pw = PSP_CoreParameter().pixelWidth; int ph = PSP_CoreParameter().pixelHeight; // The backbuffer is flipped. buffer.Allocate(pw, ph, GPU_DBG_FORMAT_888_RGB, true); glPixelStorei(GL_PACK_ALIGNMENT, 1); SafeGLReadPixels(0, 0, pw, ph, GL_RGB, GL_UNSIGNED_BYTE, buffer.GetData()); CHECK_GL_ERROR_IF_DEBUG(); return true; } bool FramebufferManagerGLES::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; } if (!vfb->fbo) { return false; } if (gstate_c.Supports(GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT)) { buffer.Allocate(vfb->renderWidth, vfb->renderHeight, GPU_DBG_FORMAT_FLOAT_DIV_256, !useBufferedRendering_); } else { buffer.Allocate(vfb->renderWidth, vfb->renderHeight, GPU_DBG_FORMAT_FLOAT, !useBufferedRendering_); } if (vfb->fbo) draw_->BindFramebufferForRead(vfb->fbo); if (gl_extensions.GLES3 || !gl_extensions.IsGLES) glReadBuffer(GL_COLOR_ATTACHMENT0); glPixelStorei(GL_PACK_ALIGNMENT, 4); SafeGLReadPixels(0, 0, vfb->renderWidth, vfb->renderHeight, GL_DEPTH_COMPONENT, GL_FLOAT, buffer.GetData()); CHECK_GL_ERROR_IF_DEBUG(); return true; } bool FramebufferManagerGLES::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? // 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, !useBufferedRendering_); if (vfb->fbo) draw_->BindFramebufferForRead(vfb->fbo); if (gl_extensions.GLES3 || !gl_extensions.IsGLES) glReadBuffer(GL_COLOR_ATTACHMENT0); glPixelStorei(GL_PACK_ALIGNMENT, 2); SafeGLReadPixels(0, 0, vfb->renderWidth, vfb->renderHeight, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, buffer.GetData()); CHECK_GL_ERROR_IF_DEBUG(); return true; #else return false; #endif }