ppsspp/GPU/Directx9/FramebufferDX9.cpp
Henrik Rydgard 3acdd4e237 We had two global types called FBO, which is not ok. Fix that.
This caused some very strange behaviour in the MSVC debugger when looking at this stuff.
2015-11-14 13:24:51 +01:00

1423 lines
48 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 "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/Debugger/Stepping.h"
#include "helper/dx_state.h"
#include "helper/dx_fbo.h"
#include "GPU/Common/FramebufferCommon.h"
#include "GPU/Common/TextureDecoder.h"
#include "GPU/Directx9/FramebufferDX9.h"
#include "GPU/Directx9/ShaderManagerDX9.h"
#include "GPU/Directx9/TextureCacheDX9.h"
#include "GPU/Directx9/TransformPipelineDX9.h"
#include <algorithm>
void ShowScreenResolution();
namespace DX9 {
static void ConvertFromRGBA8888(u8 *dst, u8 *src, u32 dstStride, u32 srcStride, u32 width, u32 height, GEBufferFormat format);
void FramebufferManagerDX9::ClearBuffer(bool keepState) {
if (keepState) {
dxstate.scissorTest.force(false);
dxstate.depthWrite.force(TRUE);
dxstate.colorMask.force(true, true, true, true);
dxstate.stencilFunc.force(D3DCMP_ALWAYS, 0, 0);
dxstate.stencilMask.force(0xFF);
} else {
dxstate.scissorTest.disable();
dxstate.depthWrite.set(TRUE);
dxstate.colorMask.set(true, true, true, true);
dxstate.stencilFunc.set(D3DCMP_ALWAYS, 0, 0);
dxstate.stencilMask.set(0xFF);
}
pD3Ddevice->Clear(0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_TARGET |D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0, 0, 0, 0), 0, 0);
if (keepState) {
dxstate.scissorTest.restore();
dxstate.depthWrite.restore();
dxstate.colorMask.restore();
dxstate.stencilFunc.restore();
dxstate.stencilMask.restore();
}
}
void FramebufferManagerDX9::ClearDepthBuffer() {
dxstate.scissorTest.disable();
dxstate.depthWrite.set(TRUE);
dxstate.colorMask.set(false, false, false, false);
dxstate.stencilFunc.set(D3DCMP_NEVER, 0, 0);
pD3Ddevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0, 0, 0, 0), 0, 0);
}
void FramebufferManagerDX9::DisableState() {
dxstate.blend.disable();
dxstate.cullMode.set(false, false);
dxstate.depthTest.disable();
dxstate.scissorTest.disable();
dxstate.stencilTest.disable();
dxstate.colorMask.set(true, true, true, true);
dxstate.stencilMask.set(0xFF);
}
FramebufferManagerDX9::FramebufferManagerDX9() :
drawPixelsTex_(0),
convBuf(0),
stencilUploadPS_(nullptr),
stencilUploadVS_(nullptr),
stencilUploadFailed_(false),
gameUsesSequentialCopies_(false) {
}
FramebufferManagerDX9::~FramebufferManagerDX9() {
if (drawPixelsTex_) {
drawPixelsTex_->Release();
}
for (auto it = tempFBOs_.begin(), end = tempFBOs_.end(); it != end; ++it) {
fbo_destroy(it->second.fbo);
}
for (auto it = offscreenSurfaces_.begin(), end = offscreenSurfaces_.end(); it != end; ++it) {
it->second.surface->Release();
}
delete [] convBuf;
if (stencilUploadPS_) {
stencilUploadPS_->Release();
}
if (stencilUploadVS_) {
stencilUploadVS_->Release();
}
}
void FramebufferManagerDX9::MakePixelTexture(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height) {
u8 *convBuf = NULL;
D3DLOCKED_RECT rect;
// TODO: Check / use D3DCAPS2_DYNAMICTEXTURES?
if (drawPixelsTex_ && (drawPixelsTexW_ != width || drawPixelsTexH_ != height)) {
drawPixelsTex_->Release();
drawPixelsTex_ = nullptr;
}
if (!drawPixelsTex_) {
int usage = 0;
D3DPOOL pool = D3DPOOL_MANAGED;
if (pD3DdeviceEx) {
pool = D3DPOOL_DEFAULT;
usage = D3DUSAGE_DYNAMIC;
}
HRESULT hr = pD3Ddevice->CreateTexture(width, height, 1, usage, D3DFMT(D3DFMT_A8R8G8B8), pool, &drawPixelsTex_, NULL);
if (FAILED(hr)) {
drawPixelsTex_ = nullptr;
ERROR_LOG(G3D, "Failed to create drawpixels texture");
}
drawPixelsTexW_ = width;
drawPixelsTexH_ = height;
}
if (!drawPixelsTex_) {
return;
}
drawPixelsTex_->LockRect(0, &rect, NULL, 0);
convBuf = (u8*)rect.pBits;
// Final format is BGRA(directx)
if (srcPixelFormat != GE_FORMAT_8888 || srcStride != 512) {
for (int y = 0; y < height; y++) {
switch (srcPixelFormat) {
case GE_FORMAT_565:
{
const u16_le *src = (const u16_le *)srcPixels + srcStride * y;
u32 *dst = (u32 *)(convBuf + rect.Pitch * y);
ConvertRGB565ToBGRA8888(dst, src, width);
}
break;
// faster
case GE_FORMAT_5551:
{
const u16_le *src = (const u16_le *)srcPixels + srcStride * y;
u32 *dst = (u32 *)(convBuf + rect.Pitch * y);
ConvertRGBA5551ToBGRA8888(dst, src, width);
}
break;
case GE_FORMAT_4444:
{
const u16_le *src = (const u16_le *)srcPixels + srcStride * y;
u8 *dst = (u8 *)(convBuf + rect.Pitch * y);
ConvertRGBA4444ToBGRA8888((u32 *)dst, src, width);
}
break;
case GE_FORMAT_8888:
{
const u32_le *src = (const u32_le *)srcPixels + srcStride * y;
u32 *dst = (u32 *)(convBuf + rect.Pitch * y);
ConvertRGBA8888ToBGRA8888(dst, src, width);
}
break;
}
}
} else {
for (int y = 0; y < height; y++) {
const u32_le *src = (const u32_le *)srcPixels + srcStride * y;
u32 *dst = (u32 *)(convBuf + rect.Pitch * y);
ConvertRGBA8888ToBGRA8888(dst, src, width);
}
}
drawPixelsTex_->UnlockRect(0);
// D3DXSaveTextureToFile("game:\\cc.png", D3DXIFF_PNG, drawPixelsTex_, NULL);
}
void FramebufferManagerDX9::DrawPixels(VirtualFramebuffer *vfb, int dstX, int dstY, const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height) {
if (useBufferedRendering_ && vfb && vfb->fbo_dx9) {
fbo_bind_as_render_target(vfb->fbo_dx9);
DXSetViewport(0, 0, vfb->renderWidth, vfb->renderHeight);
} else {
float x, y, w, h;
CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)pixelWidth_, (float)pixelHeight_, ROTATION_LOCKED_HORIZONTAL);
DXSetViewport(x, y, w, h);
}
MakePixelTexture(srcPixels, srcPixelFormat, srcStride, width, height);
DisableState();
DrawActiveTexture(drawPixelsTex_, dstX, dstY, width, height, vfb->bufferWidth, vfb->bufferHeight, 0.0f, 0.0f, 1.0f, 1.0f, ROTATION_LOCKED_HORIZONTAL);
textureCache_->ForgetLastTexture();
dxstate.viewport.restore();
}
void FramebufferManagerDX9::DrawFramebufferToOutput(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, bool applyPostShader) {
MakePixelTexture(srcPixels, srcPixelFormat, srcStride, 512, 272);
DisableState();
// This might draw directly at the backbuffer (if so, applyPostShader is set) so if there's a post shader, we need to apply it here.
// Should try to unify this path with the regular path somehow, but this simple solution works for most of the post shaders
// (it always runs at output resolution so FXAA may look odd).
float x, y, w, h;
int uvRotation = (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE) ? g_Config.iInternalScreenRotation : ROTATION_LOCKED_HORIZONTAL;
CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, uvRotation);
DrawActiveTexture(drawPixelsTex_, x, y, w, h, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, 0.0f, 0.0f, 480.0f / 512.0f, 1.0f, uvRotation);
}
void FramebufferManagerDX9::DrawActiveTexture(LPDIRECT3DTEXTURE9 tex, float x, float y, float w, float h, float destW, float destH, float u0, float v0, float u1, float v1, int uvRotation) {
// TODO: StretchRect instead?
float coord[20] = {
x,y,0, u0,v0,
x+w,y,0, u1,v0,
x+w,y+h,0, u1,v1,
x,y+h,0, u0,v1,
};
static const short indices[4] = { 0, 1, 3, 2 };
if (uvRotation != ROTATION_LOCKED_HORIZONTAL) {
float temp[8];
int rotation = 0;
switch (uvRotation) {
case ROTATION_LOCKED_HORIZONTAL180: rotation = 2; break;
case ROTATION_LOCKED_VERTICAL: rotation = 1; break;
case ROTATION_LOCKED_VERTICAL180: rotation = 3; break;
}
for (int i = 0; i < 4; i++) {
temp[i * 2] = coord[((i + rotation) & 3) * 5 + 3];
temp[i * 2 + 1] = coord[((i + rotation) & 3) * 5 + 4];
}
for (int i = 0; i < 4; i++) {
coord[i * 5 + 3] = temp[i * 2];
coord[i * 5 + 4] = temp[i * 2 + 1];
}
}
float invDestW = 1.0f / (destW * 0.5f);
float invDestH = 1.0f / (destH * 0.5f);
float halfPixelX = invDestW * 0.5f;
float halfPixelY = invDestH * 0.5f;
for (int i = 0; i < 4; i++) {
coord[i * 5] = coord[i * 5] * invDestW - 1.0f - halfPixelX;
coord[i * 5 + 1] = -(coord[i * 5 + 1] * invDestH - 1.0f - halfPixelY);
}
pD3Ddevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
pD3Ddevice->SetVertexDeclaration(pFramebufferVertexDecl);
pD3Ddevice->SetPixelShader(pFramebufferPixelShader);
pD3Ddevice->SetVertexShader(pFramebufferVertexShader);
shaderManager_->DirtyLastShader();
if (tex != NULL) {
pD3Ddevice->SetTexture(0, tex);
}
HRESULT hr = pD3Ddevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coord, 5 * sizeof(float));
if (FAILED(hr)) {
ERROR_LOG_REPORT(G3D, "DrawActiveTexture() failed: %08x", hr);
}
}
void FramebufferManagerDX9::DestroyFramebuf(VirtualFramebuffer *v) {
textureCache_->NotifyFramebuffer(v->fb_address, v, NOTIFY_FB_DESTROYED);
if (v->fbo_dx9) {
fbo_destroy(v->fbo_dx9);
v->fbo_dx9 = 0;
}
// Wipe some pointers
if (currentRenderVfb_ == v)
currentRenderVfb_ = 0;
if (displayFramebuf_ == v)
displayFramebuf_ = 0;
if (prevDisplayFramebuf_ == v)
prevDisplayFramebuf_ = 0;
if (prevPrevDisplayFramebuf_ == v)
prevPrevDisplayFramebuf_ = 0;
delete v;
}
void FramebufferManagerDX9::RebindFramebuffer() {
if (currentRenderVfb_ && currentRenderVfb_->fbo_dx9) {
fbo_bind_as_render_target(currentRenderVfb_->fbo_dx9);
} else {
fbo_unbind();
}
}
void FramebufferManagerDX9::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_dx9) {
fbo_destroy(vfb->fbo_dx9);
vfb->fbo_dx9 = 0;
}
return;
}
vfb->fbo_dx9 = fbo_create(vfb->renderWidth, vfb->renderHeight, 1, true, (FBOColorDepth)vfb->colorDepth);
if (old.fbo_dx9) {
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_dx9);
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_dx9);
if (vfb->fbo_dx9) {
fbo_bind_as_render_target(vfb->fbo_dx9);
}
}
if (!vfb->fbo) {
ERROR_LOG(SCEGE, "Error creating FBO! %i x %i", vfb->renderWidth, vfb->renderHeight);
}
}
void FramebufferManagerDX9::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);
ClearBuffer();
// ugly...
if (gstate_c.curRTWidth != vfb->width || gstate_c.curRTHeight != vfb->height) {
shaderManager_->DirtyUniform(DIRTY_PROJTHROUGHMATRIX);
}
if (gstate_c.curRTRenderWidth != vfb->renderWidth || gstate_c.curRTRenderHeight != vfb->renderHeight) {
shaderManager_->DirtyUniform(DIRTY_PROJMATRIX);
shaderManager_->DirtyUniform(DIRTY_PROJTHROUGHMATRIX);
}
}
void FramebufferManagerDX9::NotifyRenderFramebufferSwitched(VirtualFramebuffer *prevVfb, VirtualFramebuffer *vfb, bool isClearingDepth) {
if (ShouldDownloadFramebuffer(vfb) && !vfb->memoryUpdated) {
ReadFramebufferToMemory(vfb, true, 0, 0, vfb->width, vfb->height);
}
textureCache_->ForgetLastTexture();
if (useBufferedRendering_) {
if (vfb->fbo_dx9) {
fbo_bind_as_render_target(vfb->fbo_dx9);
} else {
// wtf? This should only happen very briefly when toggling bBufferedRendering
fbo_unbind();
}
} else {
if (vfb->fbo_dx9) {
// wtf? This should only happen very briefly when toggling bBufferedRendering
textureCache_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_DESTROYED);
fbo_destroy(vfb->fbo_dx9);
vfb->fbo_dx9 = nullptr;
}
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);
// Copy depth pixel value from the read framebuffer to the draw framebuffer
if (prevVfb && !g_Config.bDisableSlowFramebufEffects) {
if (!prevVfb->fbo_dx9 || !vfb->fbo_dx9 || !useBufferedRendering_ || !prevVfb->depthUpdated || isClearingDepth) {
// 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.
} else {
// TODO: Needs work
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);
}
if (gstate_c.curRTRenderWidth != vfb->renderWidth || gstate_c.curRTRenderHeight != vfb->renderHeight) {
shaderManager_->DirtyUniform(DIRTY_PROJMATRIX);
shaderManager_->DirtyUniform(DIRTY_PROJTHROUGHMATRIX);
}
}
void FramebufferManagerDX9::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);
}
if (gstate_c.curRTRenderWidth != vfb->renderWidth || gstate_c.curRTRenderHeight != vfb->renderHeight) {
shaderManager_->DirtyUniform(DIRTY_PROJMATRIX);
shaderManager_->DirtyUniform(DIRTY_PROJTHROUGHMATRIX);
}
}
void FramebufferManagerDX9::ReformatFramebufferFrom(VirtualFramebuffer *vfb, GEBufferFormat old) {
if (!useBufferedRendering_ || !vfb->fbo_dx9) {
return;
}
fbo_bind_as_render_target(vfb->fbo_dx9);
// Technically, we should at this point re-interpret the bytes of the old format to the new.
// That might get tricky, and could cause unnecessary slowness in some games.
// For now, we just clear alpha/stencil from 565, which fixes shadow issues in Kingdom Hearts.
// (it uses 565 to write zeros to the buffer, than 4444 to actually render the shadow.)
//
// The best way to do this may ultimately be to create a new FBO (combine with any resize?)
// and blit with a shader to that, then replace the FBO on vfb. Stencil would still be complex
// to exactly reproduce in 4444 and 8888 formats.
if (old == GE_FORMAT_565) {
dxstate.scissorTest.disable();
dxstate.depthWrite.set(FALSE);
dxstate.colorMask.set(false, false, false, true);
dxstate.stencilFunc.set(D3DCMP_ALWAYS, 0, 0);
dxstate.stencilMask.set(0xFF);
float coord[20] = {
-1.0f,-1.0f,0, 0,0,
1.0f,-1.0f,0, 0,0,
1.0f,1.0f,0, 0,0,
-1.0f,1.0f,0, 0,0,
};
dxstate.cullMode.set(false, false);
pD3Ddevice->SetVertexDeclaration(pFramebufferVertexDecl);
pD3Ddevice->SetPixelShader(pFramebufferPixelShader);
pD3Ddevice->SetVertexShader(pFramebufferVertexShader);
shaderManager_->DirtyLastShader();
pD3Ddevice->SetTexture(0, nullptr);
DXSetViewport(0, 0, vfb->renderWidth, vfb->renderHeight);
// This should clear stencil and alpha without changing the other colors.
HRESULT hr = pD3Ddevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coord, 5 * sizeof(float));
if (FAILED(hr)) {
ERROR_LOG_REPORT(G3D, "ReformatFramebufferFrom() failed: %08x", hr);
}
dxstate.viewport.restore();
}
RebindFramebuffer();
}
void FramebufferManagerDX9::BlitFramebufferDepth(VirtualFramebuffer *src, VirtualFramebuffer *dst) {
if (src->z_address == dst->z_address &&
src->z_stride != 0 && dst->z_stride != 0 &&
src->renderWidth == dst->renderWidth &&
src->renderHeight == dst->renderHeight) {
// Doesn't work. Use a shader maybe?
/*fbo_unbind();
LPDIRECT3DTEXTURE9 srcTex = fbo_get_depth_texture(src->fbo);
LPDIRECT3DTEXTURE9 dstTex = fbo_get_depth_texture(dst->fbo);
if (srcTex && dstTex) {
D3DSURFACE_DESC srcDesc;
srcTex->GetLevelDesc(0, &srcDesc);
D3DSURFACE_DESC dstDesc;
dstTex->GetLevelDesc(0, &dstDesc);
D3DLOCKED_RECT srcLock;
D3DLOCKED_RECT dstLock;
HRESULT srcLockRes = srcTex->LockRect(0, &srcLock, nullptr, D3DLOCK_READONLY);
HRESULT dstLockRes = dstTex->LockRect(0, &dstLock, nullptr, 0);
if (SUCCEEDED(srcLockRes) && SUCCEEDED(dstLockRes)) {
int pitch = std::min(srcLock.Pitch, dstLock.Pitch);
u32 h = std::min(srcDesc.Height, dstDesc.Height);
const u8 *srcp = (const u8 *)srcLock.pBits;
u8 *dstp = (u8 *)dstLock.pBits;
for (u32 y = 0; y < h; ++y) {
memcpy(dstp, srcp, pitch);
dstp += dstLock.Pitch;
srcp += srcLock.Pitch;
}
}
if (SUCCEEDED(srcLockRes)) {
srcTex->UnlockRect(0);
}
if (SUCCEEDED(dstLockRes)) {
dstTex->UnlockRect(0);
}
}
RebindFramebuffer();*/
}
}
FBO_DX9 *FramebufferManagerDX9::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_DX9 *fbo = fbo_create(w, h, 1, false, depth);
if (!fbo)
return fbo;
fbo_bind_as_render_target(fbo);
ClearBuffer(true);
const TempFBO info = {fbo, gpuStats.numFlips};
tempFBOs_[key] = info;
return fbo;
}
LPDIRECT3DSURFACE9 FramebufferManagerDX9::GetOffscreenSurface(LPDIRECT3DSURFACE9 similarSurface, VirtualFramebuffer *vfb) {
D3DSURFACE_DESC desc = {};
HRESULT hr = similarSurface->GetDesc(&desc);
if (FAILED(hr)) {
ERROR_LOG_REPORT(G3D, "Unable to get size for offscreen surface at %08x", vfb->fb_address);
return nullptr;
}
u64 key = ((u64)desc.Format << 32) | (desc.Width << 16) | desc.Height;
auto it = offscreenSurfaces_.find(key);
if (it != offscreenSurfaces_.end()) {
it->second.last_frame_used = gpuStats.numFlips;
return it->second.surface;
}
textureCache_->ForgetLastTexture();
LPDIRECT3DSURFACE9 offscreen = nullptr;
hr = pD3Ddevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &offscreen, NULL);
if (FAILED(hr) || !offscreen) {
ERROR_LOG_REPORT(G3D, "Unable to create offscreen surface %dx%d @%d", desc.Width, desc.Height, desc.Format);
return nullptr;
}
const OffscreenSurface info = {offscreen, gpuStats.numFlips};
offscreenSurfaces_[key] = info;
return offscreen;
}
void FramebufferManagerDX9::BindFramebufferColor(int stage, VirtualFramebuffer *framebuffer, int flags) {
if (framebuffer == NULL) {
framebuffer = currentRenderVfb_;
}
if (!framebuffer->fbo || !useBufferedRendering_) {
pD3Ddevice->SetTexture(stage, nullptr);
gstate_c.skipDrawReason |= SKIPDRAW_BAD_FB_TEXTURE;
return;
}
// currentRenderVfb_ will always be set when this is called, except from the GE debugger.
// Let's just not bother with the copy in that case.
bool skipCopy = (flags & BINDFBCOLOR_MAY_COPY) == 0;
if (GPUStepping::IsStepping() || g_Config.bDisableSlowFramebufEffects) {
skipCopy = true;
}
if (!skipCopy && currentRenderVfb_ && framebuffer->fb_address == gstate.getFrameBufRawAddress()) {
// TODO: Maybe merge with bvfbs_? Not sure if those could be packing, and they're created at a different size.
FBO_DX9 *renderCopy = GetTempFBO(framebuffer->renderWidth, framebuffer->renderHeight, (FBOColorDepth)framebuffer->colorDepth);
if (renderCopy) {
VirtualFramebuffer copyInfo = *framebuffer;
copyInfo.fbo_dx9 = renderCopy;
int x = 0;
int y = 0;
int w = framebuffer->drawnWidth;
int h = framebuffer->drawnHeight;
// If max is not > min, we probably could not detect it. Skip.
// See the vertex decoder, where this is updated.
if ((flags & BINDFBCOLOR_MAY_COPY_WITH_UV) == BINDFBCOLOR_MAY_COPY_WITH_UV && gstate_c.vertBounds.maxU > gstate_c.vertBounds.minU) {
x = gstate_c.vertBounds.minU;
y = gstate_c.vertBounds.minV;
w = gstate_c.vertBounds.maxU - x;
h = gstate_c.vertBounds.maxV - y;
// If we bound a framebuffer, apply the byte offset as pixels to the copy too.
if (flags & BINDFBCOLOR_APPLY_TEX_OFFSET) {
x += gstate_c.curTextureXOffset;
y += gstate_c.curTextureYOffset;
}
}
BlitFramebuffer(&copyInfo, x, y, framebuffer, x, y, w, h, 0);
RebindFramebuffer();
pD3Ddevice->SetTexture(stage, fbo_get_color_texture(renderCopy));
} else {
pD3Ddevice->SetTexture(stage, fbo_get_color_texture(framebuffer->fbo_dx9));
}
} else {
pD3Ddevice->SetTexture(stage, fbo_get_color_texture(framebuffer->fbo_dx9));
}
}
void FramebufferManagerDX9::CopyDisplayToOutput() {
fbo_unbind();
if (useBufferedRendering_) {
DXSetViewport(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
}
currentRenderVfb_ = 0;
u32 offsetX = 0;
u32 offsetY = 0;
VirtualFramebuffer *vfb = GetVFBAt(displayFramebufPtr_);
if (!vfb) {
// Let's search for a framebuf within this range.
const u32 addr = (displayFramebufPtr_ & 0x03FFFFFF) | 0x04000000;
for (size_t i = 0; i < vfbs_.size(); ++i) {
VirtualFramebuffer *v = vfbs_[i];
const u32 v_addr = (v->fb_address & 0x03FFFFFF) | 0x04000000;
const u32 v_size = FramebufferByteSize(v);
if (addr >= v_addr && addr < v_addr + v_size) {
const u32 dstBpp = v->format == GE_FORMAT_8888 ? 4 : 2;
const u32 v_offsetX = ((addr - v_addr) / dstBpp) % v->fb_stride;
const u32 v_offsetY = ((addr - v_addr) / dstBpp) / v->fb_stride;
// We have enough space there for the display, right?
if (v_offsetX + 480 > (u32)v->fb_stride || v->bufferHeight < v_offsetY + 272) {
continue;
}
// Check for the closest one.
if (offsetY == 0 || offsetY > v_offsetY) {
offsetX = v_offsetX;
offsetY = v_offsetY;
vfb = v;
}
}
}
if (vfb) {
// Okay, we found one above.
INFO_LOG_REPORT_ONCE(displayoffset, HLE, "Rendering from framebuf with offset %08x -> %08x+%dx%d", addr, vfb->fb_address, offsetX, offsetY);
}
}
if (vfb && vfb->format != displayFormat_) {
if (vfb->last_frame_render + FBO_OLD_AGE < gpuStats.numFlips) {
// The game probably switched formats on us.
vfb->format = displayFormat_;
} else {
vfb = 0;
}
}
if (!vfb) {
if (Memory::IsValidAddress(displayFramebufPtr_)) {
// The game is displaying something directly from RAM. In GTA, it's decoded video.
// First check that it's not a known RAM copy of a VRAM framebuffer though, as in MotoGP
for (auto iter = knownFramebufferRAMCopies_.begin(); iter != knownFramebufferRAMCopies_.end(); ++iter) {
if (iter->second == displayFramebufPtr_) {
vfb = GetVFBAt(iter->first);
}
}
if (!vfb) {
// Just a pointer to plain memory to draw. Draw it.
DrawFramebufferToOutput(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();
}
if (vfb->fbo) {
DEBUG_LOG(SCEGE, "Displaying FBO %08x", vfb->fb_address);
DisableState();
LPDIRECT3DTEXTURE9 colorTexture = fbo_get_color_texture(vfb->fbo_dx9);
// Output coordinates
float x, y, w, h;
int uvRotation = (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE) ? g_Config.iInternalScreenRotation : ROTATION_LOCKED_HORIZONTAL;
CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, uvRotation);
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 (1) {
const u32 rw = PSP_CoreParameter().pixelWidth;
const u32 rh = PSP_CoreParameter().pixelHeight;
const RECT srcRect = {(LONG)(u0 * vfb->renderWidth), (LONG)(v0 * vfb->renderHeight), (LONG)(u1 * vfb->renderWidth), (LONG)(v1 * vfb->renderHeight)};
const RECT dstRect = {(LONG)(x * rw / w, y * rh / h), (LONG)((x + w) * rw / w, (y + h) * rh / h)};
HRESULT hr = fbo_blit_color(vfb->fbo_dx9, &srcRect, nullptr, &dstRect, g_Config.iBufFilter == SCALE_LINEAR ? D3DTEXF_LINEAR : D3DTEXF_POINT);
if (FAILED(hr)) {
ERROR_LOG_REPORT_ONCE(blit_fail, G3D, "fbo_blit_color failed on display: %08x", hr);
DXSetViewport(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
// These are in the output display coordinates
if (g_Config.iBufFilter == SCALE_LINEAR) {
dxstate.texMagFilter.set(D3DTEXF_LINEAR);
dxstate.texMinFilter.set(D3DTEXF_LINEAR);
} else {
dxstate.texMagFilter.set(D3DTEXF_POINT);
dxstate.texMinFilter.set(D3DTEXF_POINT);
}
dxstate.texMipFilter.set(D3DTEXF_NONE);
dxstate.texMipLodBias.set(0);
DrawActiveTexture(colorTexture, x, y, w, h, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, u0, v0, u1, v1, 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);
DXSetViewport(0, 0, fbo_w, fbo_h);
DrawActiveTexture(colorTexture, 0, 0, fbo_w, fbo_h, fbo_w, fbo_h, true, 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]);
DXSetViewport(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
// These are in the output display coordinates
DrawActiveTexture(colorTexture, x, y, w, h, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, true, 480.0f / (float)vfb->width, 272.0f / (float)vfb->height);
} else {
// Use post-shader, but run shader at output resolution.
DXSetViewport(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
// These are in the output display coordinates
DrawActiveTexture(colorTexture, x, y, w, h, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, true, 480.0f / (float)vfb->width, 272.0f / (float)vfb->height, postShaderProgram_);
}
*/
pD3Ddevice->SetTexture(0, NULL);
}
dxstate.viewport.restore();
}
void FramebufferManagerDX9::ReadFramebufferToMemory(VirtualFramebuffer *vfb, bool sync, int x, int y, int w, int h) {
#if 0
if (sync) {
PackFramebufferAsync_(NULL); // flush async just in case when we go for synchronous update
}
#endif
if (vfb) {
// We'll pseudo-blit framebuffers here to get a resized 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_dx9 = nullptr;
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;
nvfb->colorDepth = FBO_8888;
textureCache_->ForgetLastTexture();
nvfb->fbo_dx9 = fbo_create(nvfb->width, nvfb->height, 1, true, (FBOColorDepth)nvfb->colorDepth);
if (!(nvfb->fbo_dx9)) {
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_dx9);
ClearBuffer();
} else {
nvfb->usageFlags |= FB_USAGE_RENDERTARGET;
gstate_c.textureChanged = true;
nvfb->last_frame_render = gpuStats.numFlips;
nvfb->dirtyAfterDisplay = true;
#if 0
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);
PackFramebufferDirectx9_(nvfb, x, y, w, h);
RebindFramebuffer();
}
}
void FramebufferManagerDX9::BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp) {
if (!dst->fbo || !src->fbo || !useBufferedRendering_) {
// This can happen if they recently switched from non-buffered.
fbo_unbind();
return;
}
float srcXFactor = (float)src->renderWidth / (float)src->bufferWidth;
float srcYFactor = (float)src->renderHeight / (float)src->bufferHeight;
const int srcBpp = src->format == GE_FORMAT_8888 ? 4 : 2;
if (srcBpp != bpp && bpp != 0) {
srcXFactor = (srcXFactor * bpp) / srcBpp;
}
int srcX1 = srcX * srcXFactor;
int srcX2 = (srcX + w) * srcXFactor;
int srcY1 = srcY * srcYFactor;
int srcY2 = (srcY + h) * srcYFactor;
float dstXFactor = (float)dst->renderWidth / (float)dst->bufferWidth;
float dstYFactor = (float)dst->renderHeight / (float)dst->bufferHeight;
const int dstBpp = dst->format == GE_FORMAT_8888 ? 4 : 2;
if (dstBpp != bpp && bpp != 0) {
dstXFactor = (dstXFactor * bpp) / dstBpp;
}
int dstX1 = dstX * dstXFactor;
int dstX2 = (dstX + w) * dstXFactor;
int dstY1 = dstY * dstYFactor;
int dstY2 = (dstY + h) * dstYFactor;
LPDIRECT3DSURFACE9 srcSurf = fbo_get_color_for_read(src->fbo_dx9);
LPDIRECT3DSURFACE9 dstSurf = fbo_get_color_for_write(dst->fbo_dx9);
RECT srcRect = {srcX1, srcY1, srcX2, srcY2};
RECT dstRect = {dstX1, dstY1, dstX2, dstY2};
D3DSURFACE_DESC desc;
srcSurf->GetDesc(&desc);
srcRect.right = std::min(srcRect.right, (LONG)desc.Width);
srcRect.bottom = std::min(srcRect.bottom, (LONG)desc.Height);
dstSurf->GetDesc(&desc);
dstRect.right = std::min(dstRect.right, (LONG)desc.Width);
dstRect.bottom = std::min(dstRect.bottom, (LONG)desc.Height);
// Direct3D 9 doesn't support rect -> self.
FBO_DX9 *srcFBO = src->fbo_dx9;
if (src == dst) {
FBO_DX9 *tempFBO = GetTempFBO(src->renderWidth, src->renderHeight, (FBOColorDepth)src->colorDepth);
HRESULT hr = fbo_blit_color(src->fbo_dx9, &srcRect, tempFBO, &srcRect, D3DTEXF_POINT);
if (SUCCEEDED(hr)) {
srcFBO = tempFBO;
}
}
HRESULT hr = fbo_blit_color(srcFBO, &srcRect, dst->fbo_dx9, &dstRect, D3DTEXF_POINT);
if (FAILED(hr)) {
ERROR_LOG_REPORT(G3D, "fbo_blit_color failed in blit: %08x (%08x -> %08x)", hr, src->fb_address, dst->fb_address);
}
}
// TODO: SSE/NEON
// Could also make C fake-simd for 64-bit, two 8888 pixels fit in a register :)
void ConvertFromRGBA8888(u8 *dst, u8 *src, u32 dstStride, u32 srcStride, u32 width, u32 height, GEBufferFormat format) {
// Must skip stride in the cases below. Some games pack data into the cracks, like MotoGP.
const u32 *src32 = (const u32 *)src;
if (format == GE_FORMAT_8888) {
u32 *dst32 = (u32 *)dst;
if (src == dst) {
return;
} else {
for (u32 y = 0; y < height; ++y) {
ConvertBGRA8888ToRGBA8888(dst32, src32, width);
src32 += srcStride;
dst32 += dstStride;
}
}
} else {
// But here it shouldn't matter if they do intersect
u16 *dst16 = (u16 *)dst;
switch (format) {
case GE_FORMAT_565: // BGR 565
for (u32 y = 0; y < height; ++y) {
ConvertBGRA8888ToRGB565(dst16, src32, width);
src32 += srcStride;
dst16 += dstStride;
}
break;
case GE_FORMAT_5551: // ABGR 1555
for (u32 y = 0; y < height; ++y) {
ConvertBGRA8888ToRGBA5551(dst16, src32, width);
src32 += srcStride;
dst16 += dstStride;
}
break;
case GE_FORMAT_4444: // ABGR 4444
for (u32 y = 0; y < height; ++y) {
ConvertBGRA8888ToRGBA4444(dst16, src32, width);
src32 += srcStride;
dst16 += dstStride;
}
break;
case GE_FORMAT_8888:
case GE_FORMAT_INVALID:
// Not possible.
break;
}
}
}
void FramebufferManagerDX9::PackFramebufferDirectx9_(VirtualFramebuffer *vfb, int x, int y, int w, int h) {
if (!vfb->fbo) {
ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackFramebufferDirectx9_: vfb->fbo == 0");
fbo_unbind();
return;
}
const u32 fb_address = (0x04000000) | vfb->fb_address;
const int dstBpp = vfb->format == GE_FORMAT_8888 ? 4 : 2;
// We always need to convert from the framebuffer native format.
// Right now that's always 8888.
DEBUG_LOG(HLE, "Reading framebuffer to mem, fb_address = %08x", fb_address);
LPDIRECT3DSURFACE9 renderTarget = fbo_get_color_for_read(vfb->fbo_dx9);
D3DSURFACE_DESC desc;
renderTarget->GetDesc(&desc);
LPDIRECT3DSURFACE9 offscreen = GetOffscreenSurface(renderTarget, vfb);
if (offscreen) {
HRESULT hr = pD3Ddevice->GetRenderTargetData(renderTarget, offscreen);
if (SUCCEEDED(hr)) {
D3DLOCKED_RECT locked;
u32 widthFactor = vfb->renderWidth / vfb->bufferWidth;
u32 heightFactor = vfb->renderHeight / vfb->bufferHeight;
RECT rect = {(LONG)(x * widthFactor), (LONG)(y * heightFactor), (LONG)((x + w) * widthFactor), (LONG)((y + h) * heightFactor)};
hr = offscreen->LockRect(&locked, &rect, D3DLOCK_READONLY);
if (SUCCEEDED(hr)) {
// TODO: Handle the other formats? We don't currently create them, I think.
const int dstByteOffset = (y * vfb->fb_stride + x) * dstBpp;
// Pixel size always 4 here because we always request BGRA8888.
ConvertFromRGBA8888(Memory::GetPointer(fb_address + dstByteOffset), (u8 *)locked.pBits, vfb->fb_stride, locked.Pitch / 4, w, h, vfb->format);
offscreen->UnlockRect();
} else {
ERROR_LOG_REPORT(G3D, "Unable to lock rect from %08x: %d,%d %dx%d of %dx%d", fb_address, rect.left, rect.top, rect.right, rect.bottom, vfb->renderWidth, vfb->renderHeight);
}
} else {
ERROR_LOG_REPORT(G3D, "Unable to download render target data from %08x", fb_address);
}
}
}
void FramebufferManagerDX9::EndFrame() {
if (resized_) {
DestroyAllFBOs();
// Actually, auto mode should be more granular...
// Round up to a zoom factor for the render size.
int zoom = g_Config.iInternalResolution;
if (zoom == 0) { // auto mode
// Use the longest dimension
if (!g_Config.IsPortrait()) {
zoom = (PSP_CoreParameter().pixelWidth + 479) / 480;
} else {
zoom = (PSP_CoreParameter().pixelHeight + 479) / 480;
}
}
if (zoom <= 1)
zoom = 1;
if (g_Config.IsPortrait()) {
PSP_CoreParameter().renderWidth = 272 * zoom;
PSP_CoreParameter().renderHeight = 480 * zoom;
} else {
PSP_CoreParameter().renderWidth = 480 * zoom;
PSP_CoreParameter().renderHeight = 272 * zoom;
}
UpdateSize();
ShowScreenResolution();
resized_ = false;
}
#if 0
// We flush to memory last requested framebuffer, if any
PackFramebufferAsync_(NULL);
#endif
}
void FramebufferManagerDX9::DeviceLost() {
DestroyAllFBOs();
resized_ = false;
}
std::vector<FramebufferInfo> FramebufferManagerDX9::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 FramebufferManagerDX9::DecimateFBOs() {
if (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE) {
fbo_unbind();
}
currentRenderVfb_ = 0;
bool updateVram = !(g_Config.iRenderingMode == FB_NON_BUFFERED_MODE || g_Config.iRenderingMode == FB_BUFFERED_MODE);
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) {
ReadFramebufferToMemory(vfb, false, 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;
}
}
for (auto it = offscreenSurfaces_.begin(); it != offscreenSurfaces_.end(); ) {
int age = frameLastFramebufUsed_ - it->second.last_frame_used;
if (age > FBO_OLD_AGE) {
it->second.surface->Release();
offscreenSurfaces_.erase(it++);
} else {
++it;
}
}
// 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 FramebufferManagerDX9::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();
for (auto it = offscreenSurfaces_.begin(), end = offscreenSurfaces_.end(); it != end; ++it) {
it->second.surface->Release();
}
offscreenSurfaces_.clear();
DisableState();
}
void FramebufferManagerDX9::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.framebufChanged, gstate_c.skipDrawReason);
transformDraw_->Flush();
}
void FramebufferManagerDX9::Resized() {
resized_ = true;
}
bool FramebufferManagerDX9::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;
}
LPDIRECT3DSURFACE9 renderTarget = vfb->fbo ? fbo_get_color_for_read(vfb->fbo_dx9) : nullptr;
bool success = false;
if (renderTarget) {
LPDIRECT3DSURFACE9 offscreen = GetOffscreenSurface(renderTarget, vfb);
if (offscreen) {
success = GetRenderTargetFramebuffer(renderTarget, offscreen, vfb->renderWidth, vfb->renderHeight, buffer);
}
}
return success;
}
bool FramebufferManagerDX9::GetDisplayFramebuffer(GPUDebugBuffer &buffer) {
fbo_unbind();
LPDIRECT3DSURFACE9 renderTarget = nullptr;
HRESULT hr = pD3Ddevice->GetRenderTarget(0, &renderTarget);
bool success = false;
if (renderTarget && SUCCEEDED(hr)) {
D3DSURFACE_DESC desc;
renderTarget->GetDesc(&desc);
LPDIRECT3DSURFACE9 offscreen = nullptr;
HRESULT hr = pD3Ddevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &offscreen, NULL);
if (offscreen && SUCCEEDED(hr)) {
success = GetRenderTargetFramebuffer(renderTarget, offscreen, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight, buffer);
offscreen->Release();
}
renderTarget->Release();
}
return success;
}
bool FramebufferManagerDX9::GetRenderTargetFramebuffer(LPDIRECT3DSURFACE9 renderTarget, LPDIRECT3DSURFACE9 offscreen, int w, int h, GPUDebugBuffer &buffer) {
D3DSURFACE_DESC desc;
renderTarget->GetDesc(&desc);
bool success = false;
HRESULT hr = pD3Ddevice->GetRenderTargetData(renderTarget, offscreen);
if (SUCCEEDED(hr)) {
D3DLOCKED_RECT locked;
RECT rect = {0, 0, w, h};
hr = offscreen->LockRect(&locked, &rect, D3DLOCK_READONLY);
if (SUCCEEDED(hr)) {
// TODO: Handle the other formats? We don't currently create them, I think.
buffer.Allocate(locked.Pitch / 4, desc.Height, GPU_DBG_FORMAT_8888_BGRA, false);
memcpy(buffer.GetData(), locked.pBits, locked.Pitch * desc.Height);
offscreen->UnlockRect();
success = true;
}
}
return success;
}
bool FramebufferManagerDX9::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;
}
bool success = false;
LPDIRECT3DTEXTURE9 tex = fbo_get_depth_texture(vfb->fbo_dx9);
if (tex) {
D3DSURFACE_DESC desc;
D3DLOCKED_RECT locked;
tex->GetLevelDesc(0, &desc);
RECT rect = {0, 0, (LONG)desc.Width, (LONG)desc.Height};
HRESULT hr = tex->LockRect(0, &locked, &rect, D3DLOCK_READONLY);
if (SUCCEEDED(hr)) {
GPUDebugBufferFormat fmt = GPU_DBG_FORMAT_24BIT_8X;
int pixelSize = 4;
buffer.Allocate(locked.Pitch / pixelSize, desc.Height, fmt, false);
memcpy(buffer.GetData(), locked.pBits, locked.Pitch * desc.Height);
success = true;
tex->UnlockRect(0);
}
}
return success;
}
bool FramebufferManagerDX9::GetCurrentStencilbuffer(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;
}
bool success = false;
LPDIRECT3DTEXTURE9 tex = fbo_get_depth_texture(vfb->fbo_dx9);
if (tex) {
D3DSURFACE_DESC desc;
D3DLOCKED_RECT locked;
tex->GetLevelDesc(0, &desc);
RECT rect = {0, 0, (LONG)desc.Width, (LONG)desc.Height};
HRESULT hr = tex->LockRect(0, &locked, &rect, D3DLOCK_READONLY);
if (SUCCEEDED(hr)) {
GPUDebugBufferFormat fmt = GPU_DBG_FORMAT_24X_8BIT;
int pixelSize = 4;
buffer.Allocate(locked.Pitch / pixelSize, desc.Height, fmt, false);
memcpy(buffer.GetData(), locked.pBits, locked.Pitch * desc.Height);
success = true;
tex->UnlockRect(0);
}
}
return success;
}
} // namespace DX9