ppsspp/GPU/GLES/Framebuffer.cpp
Henrik Rydgard 2430c283a5 More GPU cleaning, removing uses of GPUState.h where not needed.
Want to get rid of direct accesses to GPUState in modules that may be reused in
my future next-gen backends, that will reformat display lists into command lists that will
then be optimized and executed, out of sync with the real GPUState.

Candidate modules that may be reused in full are Framebuffer and Depal, possibly TextureCache to some degree.
2015-07-29 12:37:49 +02:00

1963 lines
64 KiB
C++

// 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 <set>
#include <algorithm>
#include "profiler/profiler.h"
#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 "Common/ColorConv.h"
#include "Core/Host.h"
#include "Core/MemMap.h"
#include "Core/Config.h"
#include "Core/System.h"
#include "Core/Reporting.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/Common/FramebufferCommon.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";
void ConvertFromRGBA8888(u8 *dst, const u8 *src, u32 dstStride, u32 srcStride, u32 width, u32 height, GEBufferFormat format);
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, but let's bind it anyway.
fbo_bind_as_render_target(fbo);
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<std::string> 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, ROTATION_LOCKED_HORIZONTAL);
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() :
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)
#ifndef USING_GLES2
,
pixelBufObj_(0),
currentPBO_(0)
#endif
{
}
void FramebufferManager::Init() {
FramebufferManagerCommon::Init();
CompileDraw2DProgram();
SetLineWidth();
}
FramebufferManager::~FramebufferManager() {
if (drawPixelsTex_)
glDeleteTextures(1, &drawPixelsTex_);
DestroyDraw2DProgram();
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;
ConvertRGBA565ToRGBA8888((u32 *)dst, src, width);
}
break;
case GE_FORMAT_5551:
{
const u16 *src = (const u16 *)srcPixels + srcStride * y;
u8 *dst = convBuf_ + 4 * width * y;
ConvertRGBA5551ToRGBA8888((u32 *)dst, src, width);
}
break;
case GE_FORMAT_4444:
{
const u16 *src = (const u16 *)srcPixels + srcStride * y;
u8 *dst = convBuf_ + 4 * width * y;
ConvertRGBA4444ToRGBA8888((u32 *)dst, src, width);
}
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) {
if (useBufferedRendering_ && vfb->fbo) {
fbo_bind_as_render_target(vfb->fbo);
}
glViewport(0, 0, vfb->renderWidth, vfb->renderHeight);
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);
textureCache_->ForgetLastTexture();
}
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();
struct CardboardSettings cardboardSettings;
GetCardboardSettings(&cardboardSettings);
// 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;
int uvRotation = (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE) ? g_Config.iInternalScreenRotation : ROTATION_LOCKED_HORIZONTAL;
CenterRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, uvRotation);
if (cardboardSettings.enabled) {
// Left Eye Image
glstate.viewport.set(cardboardSettings.leftEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
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, 1.0f);
}
// Right Eye Image
glstate.viewport.set(cardboardSettings.rightEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
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);
}
} else {
// Fullscreen Image
glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, 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_, uvRotation);
} else {
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, NULL, uvRotation);
}
}
}
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);
glstate.arrayBuffer.unbind();
glstate.elementArrayBuffer.unbind();
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, int uvRotation) {
if (flip) {
// We're flipping, so 0 is downward. Reverse everything from 1.0f.
v0 = 1.0f - v0;
v1 = 1.0f - v1;
}
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;
switch (uvRotation) {
case ROTATION_LOCKED_HORIZONTAL180: rotation = 4; break;
case ROTATION_LOCKED_VERTICAL: rotation = 2; break;
case ROTATION_LOCKED_VERTICAL180: rotation = 6; break;
}
for (int i = 0; i < 8; i++) {
temp[i] = texCoords[(i + rotation) & 7];
}
memcpy(texCoords, temp, sizeof(temp));
}
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_;
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, g_Config.iBufFilter == SCALE_NEAREST ? GL_NEAREST : GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, g_Config.iBufFilter == SCALE_NEAREST ? GL_NEAREST : 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);
}
glstate.arrayBuffer.unbind();
glstate.elementArrayBuffer.unbind();
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();
}
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);
} else {
fbo_unbind();
}
if (g_Config.iRenderingMode == FB_NON_BUFFERED_MODE)
glstate.viewport.restore();
}
void FramebufferManager::ResizeFramebufFBO(VirtualFramebuffer *vfb, u16 w, u16 h, bool force) {
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);
}
SetRenderSize(vfb);
bool trueColor = g_Config.bTrueColor;
if (hackForce04154000Download_ && vfb->fb_address == 0x00154000) {
trueColor = true;
}
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, (FBOColorDepth)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) {
fbo_bind_as_render_target(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::NotifyRenderFramebufferCreated(VirtualFramebuffer *vfb) {
if (!useBufferedRendering_) {
fbo_unbind();
// Let's ignore rendering to targets that have not (yet) been displayed.
gstate_c.skipDrawReason |= SKIPDRAW_NON_DISPLAYED_FB;
}
textureCache_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_CREATED);
// Some AMD drivers crash if we don't clear the buffer first?
glDisable(GL_DITHER); // why?
ClearBuffer();
// ugly...
if (gstate_c.curRTWidth != vfb->width || gstate_c.curRTHeight != vfb->height) {
shaderManager_->DirtyUniform(DIRTY_PROJTHROUGHMATRIX);
}
}
void FramebufferManager::NotifyRenderFramebufferSwitched(VirtualFramebuffer *prevVfb, VirtualFramebuffer *vfb) {
if (ShouldDownloadFramebuffer(vfb) && !vfb->memoryUpdated) {
ReadFramebufferToMemory(vfb, true, 0, 0, vfb->width, vfb->height);
}
textureCache_->ForgetLastTexture();
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 (prevVfb && !g_Config.bDisableSlowFramebufEffects) {
BlitFramebufferDepth(prevVfb, vfb);
}
if (vfb->drawnFormat != vfb->format) {
// TODO: Might ultimately combine this with the resize step in DoSetRenderFrameBuffer().
ReformatFramebufferFrom(vfb, vfb->drawnFormat);
}
// ugly...
if (gstate_c.curRTWidth != vfb->width || gstate_c.curRTHeight != vfb->height) {
shaderManager_->DirtyUniform(DIRTY_PROJTHROUGHMATRIX);
}
}
void FramebufferManager::NotifyRenderFramebufferUpdated(VirtualFramebuffer *vfb, bool vfbFormatChanged) {
if (vfbFormatChanged) {
textureCache_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_UPDATED);
if (vfb->drawnFormat != vfb->format) {
ReformatFramebufferFrom(vfb, vfb->drawnFormat);
}
}
// ugly...
if (gstate_c.curRTWidth != vfb->width || gstate_c.curRTHeight != vfb->height) {
shaderManager_->DirtyUniform(DIRTY_PROJTHROUGHMATRIX);
}
}
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::ReformatFramebufferFrom(VirtualFramebuffer *vfb, GEBufferFormat old) {
if (!useBufferedRendering_ || !vfb->fbo) {
return;
}
fbo_bind_as_render_target(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 FramebufferManager::BlitFramebufferDepth(VirtualFramebuffer *src, VirtualFramebuffer *dst) {
if (!src->fbo || !dst->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 (!src->depthUpdated) {
return;
}
if (src->z_address == dst->z_address &&
src->z_stride != 0 && dst->z_stride != 0 &&
src->renderWidth == dst->renderWidth &&
src->renderHeight == dst->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(src->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, src->renderWidth, src->renderHeight, 0, 0, dst->renderWidth, dst->renderHeight, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
} else
#endif // defined(USING_GLES2) && defined(ANDROID)
glBlitFramebuffer(0, 0, src->renderWidth, src->renderHeight, 0, 0, dst->renderWidth, dst->renderHeight, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
// If we set dst->depthUpdated here, our optimization above would be pointless.
glstate.scissorTest.restore();
}
}
}
}
FBO *FramebufferManager::GetTempFBO(u16 w, u16 h, FBOColorDepth depth) {
u64 key = ((u64)depth << 32) | ((u32)w << 16) | h;
auto it = tempFBOs_.find(key);
if (it != tempFBOs_.end()) {
it->second.last_frame_used = gpuStats.numFlips;
return it->second.fbo;
}
textureCache_->ForgetLastTexture();
FBO *fbo = fbo_create(w, h, 1, false, depth);
if (!fbo)
return fbo;
fbo_bind_as_render_target(fbo);
ClearBuffer();
const TempFBO info = {fbo, gpuStats.numFlips};
tempFBOs_[key] = info;
return fbo;
}
void FramebufferManager::BindFramebufferColor(int stage, VirtualFramebuffer *framebuffer, bool skipCopy) {
if (framebuffer == NULL) {
framebuffer = currentRenderVfb_;
}
if (stage != GL_TEXTURE0) {
glActiveTexture(stage);
}
if (!framebuffer->fbo || !useBufferedRendering_) {
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
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, (FBOColorDepth)framebuffer->colorDepth);
if (renderCopy) {
VirtualFramebuffer copyInfo = *framebuffer;
copyInfo.fbo = renderCopy;
BlitFramebuffer(&copyInfo, 0, 0, framebuffer, 0, 0, framebuffer->drawnWidth, framebuffer->drawnHeight, 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);
}
if (stage != GL_TEXTURE0) {
glActiveTexture(stage);
}
}
struct CardboardSettings * FramebufferManager::GetCardboardSettings(struct CardboardSettings * cardboardSettings) {
if (cardboardSettings) {
// Calculate Cardboard Settings
float cardboardScreenScale = g_Config.iCardboardScreenSize / 100.0f;
float cardboardScreenWidth = PSP_CoreParameter().pixelWidth / 2.0f * cardboardScreenScale;
float cardboardScreenHeight = PSP_CoreParameter().pixelHeight / 2.0f * cardboardScreenScale;
float cardboardMaxXShift = (PSP_CoreParameter().pixelWidth / 2.0f - cardboardScreenWidth) / 2.0f;
float cardboardUserXShift = g_Config.iCardboardXShift / 100.0f * cardboardMaxXShift;
float cardboardLeftEyeX = cardboardMaxXShift + cardboardUserXShift;
float cardboardRightEyeX = PSP_CoreParameter().pixelWidth / 2.0f + cardboardMaxXShift - cardboardUserXShift;
float cardboardMaxYShift = PSP_CoreParameter().pixelHeight / 2.0f - cardboardScreenHeight / 2.0f;
float cardboardUserYShift = g_Config.iCardboardYShift / 100.0f * cardboardMaxYShift;
float cardboardScreenY = cardboardMaxYShift + cardboardUserYShift;
// Copy current Settings into Structure
cardboardSettings->enabled = g_Config.bEnableCardboard;
cardboardSettings->leftEyeXPosition = cardboardLeftEyeX;
cardboardSettings->rightEyeXPosition = cardboardRightEyeX;
cardboardSettings->screenYPosition = cardboardScreenY;
cardboardSettings->screenWidth = cardboardScreenWidth;
cardboardSettings->screenHeight = cardboardScreenHeight;
}
return cardboardSettings;
}
void FramebufferManager::CopyDisplayToOutput() {
fbo_unbind();
glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
currentRenderVfb_ = 0;
u32 offsetX = 0;
u32 offsetY = 0;
struct CardboardSettings cardboardSettings;
GetCardboardSettings(&cardboardSettings);
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->last_frame_displayed = gpuStats.numFlips;
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);
int uvRotation = (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE) ? g_Config.iInternalScreenRotation : ROTATION_LOCKED_HORIZONTAL;
// Output coordinates
float x, y, w, h;
CenterRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, uvRotation);
// TODO ES3: Use glInvalidateFramebuffer to discard depth/stencil data at the end of frame.
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_) {
if (cardboardSettings.enabled) {
// Left Eye Image
glstate.viewport.set(cardboardSettings.leftEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
DrawActiveTexture(colorTexture, x, y, w, h, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, true, u0, v0, u1, v1);
// Right Eye Image
glstate.viewport.set(cardboardSettings.rightEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
DrawActiveTexture(colorTexture, x, y, w, h, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, true, u0, v0, u1, v1);
} else {
// Fullscreen Image
glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
DrawActiveTexture(colorTexture, x, y, w, h, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, true, u0, v0, u1, v1, NULL, uvRotation);
}
} 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]);
if (g_Config.bEnableCardboard) {
// Left Eye Image
glstate.viewport.set(cardboardSettings.leftEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
DrawActiveTexture(colorTexture, x, y, w, h, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, true, u0, v0, u1, v1);
// Right Eye Image
glstate.viewport.set(cardboardSettings.rightEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
DrawActiveTexture(colorTexture, x, y, w, h, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, true, u0, v0, u1, v1);
} else {
// Fullscreen Image
glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
DrawActiveTexture(colorTexture, x, y, w, h, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, true, u0, v0, u1, v1, NULL, uvRotation);
}
if (gl_extensions.GLES3 && glInvalidateFramebuffer != nullptr) {
fbo_bind_as_render_target(extraFBOs_[0]);
GLenum attachments[3] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT };
glInvalidateFramebuffer(GL_FRAMEBUFFER, 3, attachments);
}
} else {
if (g_Config.bEnableCardboard) {
// Left Eye Image
glstate.viewport.set(cardboardSettings.leftEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
DrawActiveTexture(colorTexture, x, y, w, h, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, true, u0, v0, u1, v1);
// Right Eye Image
glstate.viewport.set(cardboardSettings.rightEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
DrawActiveTexture(colorTexture, x, y, w, h, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, true, u0, v0, u1, v1);
} else {
// Fullscreen Image
glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
DrawActiveTexture(colorTexture, x, y, w, h, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, true, u0, v0, u1, v1, postShaderProgram_, uvRotation);
}
}
glBindTexture(GL_TEXTURE_2D, 0);
}
}
inline bool FramebufferManager::ShouldDownloadUsingCPU(const VirtualFramebuffer *vfb) const {
#ifndef USING_GLES2
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) {
if (gl_extensions.gpuVendor != GPU_VENDOR_NVIDIA || gl_extensions.ver[0] < 3) {
useCPU = true;
}
}
return useCPU;
#else
return true;
#endif
}
void FramebufferManager::ReadFramebufferToMemory(VirtualFramebuffer *vfb, bool sync, int x, int y, int w, int h) {
PROFILE_THIS_SCOPE("gpu-readback");
#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->drawnWidth = vfb->drawnWidth;
nvfb->drawnHeight = vfb->drawnHeight;
nvfb->drawnFormat = 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;
}
if (ShouldDownloadUsingCPU(vfb)) {
nvfb->colorDepth = vfb->colorDepth;
}
textureCache_->ForgetLastTexture();
nvfb->fbo = fbo_create(nvfb->width, nvfb->height, 1, false, (FBOColorDepth)nvfb->colorDepth);
if (!(nvfb->fbo)) {
ERROR_LOG(SCEGE, "Error creating FBO! %i x %i", nvfb->renderWidth, nvfb->renderHeight);
delete nvfb;
return;
}
nvfb->last_frame_render = gpuStats.numFlips;
bvfbs_.push_back(nvfb);
fbo_bind_as_render_target(nvfb->fbo);
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)
}
fbo_unbind_read();
} 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.viewport.restore();
}
glstate.scissorTest.restore();
}
// 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 if (UseBGRA8888()) {
for (u32 y = 0; y < height; ++y) {
ConvertBGRA8888ToRGBA8888(dst32, src32, width);
src32 += srcStride;
dst32 += dstStride;
}
} 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
if (UseBGRA8888()) {
for (u32 y = 0; y < height; ++y) {
ConvertBGRA8888ToRGB565(dst16, src32, width);
src32 += srcStride;
dst16 += dstStride;
}
} else {
for (u32 y = 0; y < height; ++y) {
ConvertRGBA8888ToRGB565(dst16, src32, width);
src32 += srcStride;
dst16 += dstStride;
}
}
break;
case GE_FORMAT_5551: // ABGR 1555
if (UseBGRA8888()) {
for (u32 y = 0; y < height; ++y) {
ConvertBGRA8888ToRGBA5551(dst16, src32, width);
src32 += srcStride;
dst16 += dstStride;
}
} else {
for (u32 y = 0; y < height; ++y) {
ConvertRGBA8888ToRGBA5551(dst16, src32, width);
src32 += srcStride;
dst16 += dstStride;
}
}
break;
case GE_FORMAT_4444: // ABGR 4444
if (UseBGRA8888()) {
for (u32 y = 0; y < height; ++y) {
ConvertBGRA8888ToRGBA4444(dst16, src32, width);
src32 += srcStride;
dst16 += dstStride;
}
} else {
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;
}
}
}
#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;
const u8 nextPBO = (currentPBO_ + 1) % MAX_PBO;
const bool useCPU = ShouldDownloadUsingCPU(vfb);
// 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.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 = (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_read();
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_read();
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_read();
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_read();
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->fb_stride, vfb->width, h, vfb->format);
}
}
if (gl_extensions.GLES3 && glInvalidateFramebuffer != nullptr) {
#ifdef USING_GLES2
// GLES3 doesn't support using GL_READ_FRAMEBUFFER here.
fbo_bind_as_render_target(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);
}
fbo_unbind_read();
}
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
// 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;
}
fbo_bind_as_render_target(temp.second.fbo);
GLenum attachments[3] = { GL_COLOR_ATTACHMENT0, GL_STENCIL_ATTACHMENT, GL_DEPTH_ATTACHMENT };
glInvalidateFramebuffer(GL_FRAMEBUFFER, 3, attachments);
}
fbo_unbind();
}
}
void FramebufferManager::DeviceLost() {
DestroyAllFBOs();
DestroyDraw2DProgram();
resized_ = false;
}
std::vector<FramebufferInfo> FramebufferManager::GetFramebufferList() {
std::vector<FramebufferInfo> 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);
}
// Let's also "decimate" the usageFlags.
UpdateFramebufUsage(vfb);
if (vfb != displayFramebuf_ && vfb != prevDisplayFramebuf_ && vfb != prevPrevDisplayFramebuf_) {
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::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(gstate_c.framebufChanged, gstate_c.skipDrawReason);
transformDraw_->Flush();
}
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::GetDisplayFramebuffer(GPUDebugBuffer &buffer) {
fbo_unbind_read();
buffer.Allocate(PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight, GPU_DBG_FORMAT_888_RGB, true);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight, GL_RGB, 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?
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
}