389 lines
16 KiB
C++
389 lines
16 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 <algorithm>
|
|
#include "Common/Common.h"
|
|
#include "Core/Config.h"
|
|
#include "Core/CoreParameter.h"
|
|
#include "Core/Reporting.h"
|
|
#include "Core/System.h"
|
|
#include "GPU/Common/FramebufferCommon.h"
|
|
#include "GPU/GPUInterface.h"
|
|
#include "GPU/GPUState.h"
|
|
|
|
FramebufferManagerCommon::FramebufferManagerCommon() :
|
|
displayFramebufPtr_(0),
|
|
displayStride_(0),
|
|
displayFormat_(GE_FORMAT_565),
|
|
displayFramebuf_(0),
|
|
prevDisplayFramebuf_(0),
|
|
prevPrevDisplayFramebuf_(0),
|
|
frameLastFramebufUsed_(0),
|
|
currentRenderVfb_(0),
|
|
framebufRangeEnd_(0),
|
|
hackForce04154000Download_(false) {
|
|
}
|
|
|
|
FramebufferManagerCommon::~FramebufferManagerCommon() {
|
|
}
|
|
|
|
void FramebufferManagerCommon::BeginFrame() {
|
|
DecimateFBOs();
|
|
currentRenderVfb_ = 0;
|
|
useBufferedRendering_ = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
|
|
updateVRAM_ = !(g_Config.iRenderingMode == FB_NON_BUFFERED_MODE || g_Config.iRenderingMode == FB_BUFFERED_MODE);
|
|
}
|
|
|
|
void FramebufferManagerCommon::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
|
|
displayFramebufPtr_ = framebuf;
|
|
displayStride_ = stride;
|
|
displayFormat_ = format;
|
|
}
|
|
|
|
VirtualFramebuffer *FramebufferManagerCommon::GetVFBAt(u32 addr) {
|
|
VirtualFramebuffer *match = NULL;
|
|
for (size_t i = 0; i < vfbs_.size(); ++i) {
|
|
VirtualFramebuffer *v = vfbs_[i];
|
|
if (MaskedEqual(v->fb_address, addr)) {
|
|
// Could check w too but whatever
|
|
if (match == NULL || match->last_frame_render < v->last_frame_render) {
|
|
match = v;
|
|
}
|
|
}
|
|
}
|
|
if (match != NULL) {
|
|
return match;
|
|
}
|
|
|
|
DEBUG_LOG(SCEGE, "Finding no FBO matching address %08x", addr);
|
|
return 0;
|
|
}
|
|
|
|
bool FramebufferManagerCommon::MaskedEqual(u32 addr1, u32 addr2) {
|
|
return (addr1 & 0x03FFFFFF) == (addr2 & 0x03FFFFFF);
|
|
}
|
|
|
|
u32 FramebufferManagerCommon::FramebufferByteSize(const VirtualFramebuffer *vfb) const {
|
|
return vfb->fb_stride * vfb->height * (vfb->format == GE_FORMAT_8888 ? 4 : 2);
|
|
}
|
|
|
|
bool FramebufferManagerCommon::ShouldDownloadFramebuffer(const VirtualFramebuffer *vfb) const {
|
|
return updateVRAM_ || (hackForce04154000Download_ && vfb->fb_address == 0x00154000);
|
|
}
|
|
|
|
// Heuristics to figure out the size of FBO to create.
|
|
void FramebufferManagerCommon::EstimateDrawingSize(int &drawing_width, int &drawing_height) {
|
|
static const int MAX_FRAMEBUF_HEIGHT = 512;
|
|
const int viewport_width = (int) gstate.getViewportX1();
|
|
const int viewport_height = (int) gstate.getViewportY1();
|
|
const int region_width = gstate.getRegionX2() + 1;
|
|
const int region_height = gstate.getRegionY2() + 1;
|
|
const int scissor_width = gstate.getScissorX2() + 1;
|
|
const int scissor_height = gstate.getScissorY2() + 1;
|
|
const int fb_stride = std::max(gstate.FrameBufStride(), 4);
|
|
|
|
// Games don't always set any of these. Take the greatest parameter that looks valid based on stride.
|
|
if (viewport_width > 4 && viewport_width <= fb_stride) {
|
|
drawing_width = viewport_width;
|
|
drawing_height = viewport_height;
|
|
// Some games specify a viewport with 0.5, but don't have VRAM for 273. 480x272 is the buffer size.
|
|
if (viewport_width == 481 && region_width == 480 && viewport_height == 273 && region_height == 272) {
|
|
drawing_width = 480;
|
|
drawing_height = 272;
|
|
}
|
|
// Sometimes region is set larger than the VRAM for the framebuffer.
|
|
if (region_width <= fb_stride && region_width > drawing_width && region_height <= MAX_FRAMEBUF_HEIGHT) {
|
|
drawing_width = region_width;
|
|
drawing_height = std::max(drawing_height, region_height);
|
|
}
|
|
// Scissor is often set to a subsection of the framebuffer, so we pay the least attention to it.
|
|
if (scissor_width <= fb_stride && scissor_width > drawing_width && scissor_height <= MAX_FRAMEBUF_HEIGHT) {
|
|
drawing_width = scissor_width;
|
|
drawing_height = std::max(drawing_height, scissor_height);
|
|
}
|
|
} else {
|
|
// If viewport wasn't valid, let's just take the greatest anything regardless of stride.
|
|
drawing_width = std::min(std::max(region_width, scissor_width), fb_stride);
|
|
drawing_height = std::max(region_height, scissor_height);
|
|
}
|
|
|
|
// Assume no buffer is > 512 tall, it couldn't be textured or displayed fully if so.
|
|
if (drawing_height >= MAX_FRAMEBUF_HEIGHT) {
|
|
if (region_height < MAX_FRAMEBUF_HEIGHT) {
|
|
drawing_height = region_height;
|
|
} else if (scissor_height < MAX_FRAMEBUF_HEIGHT) {
|
|
drawing_height = scissor_height;
|
|
}
|
|
}
|
|
|
|
if (viewport_width != region_width) {
|
|
// The majority of the time, these are equal. If not, let's check what we know.
|
|
const u32 fb_address = gstate.getFrameBufAddress();
|
|
u32 nearest_address = 0xFFFFFFFF;
|
|
for (size_t i = 0; i < vfbs_.size(); ++i) {
|
|
const u32 other_address = vfbs_[i]->fb_address | 0x44000000;
|
|
if (other_address > fb_address && other_address < nearest_address) {
|
|
nearest_address = other_address;
|
|
}
|
|
}
|
|
|
|
// Unless the game is using overlapping buffers, the next buffer should be far enough away.
|
|
// This catches some cases where we can know this.
|
|
// Hmm. The problem is that we could only catch it for the first of two buffers...
|
|
const u32 bpp = gstate.FrameBufFormat() == GE_FORMAT_8888 ? 4 : 2;
|
|
int avail_height = (nearest_address - fb_address) / (fb_stride * bpp);
|
|
if (avail_height < drawing_height && avail_height == region_height) {
|
|
drawing_width = std::min(region_width, fb_stride);
|
|
drawing_height = avail_height;
|
|
}
|
|
|
|
// Some games draw buffers interleaved, with a high stride/region/scissor but default viewport.
|
|
if (fb_stride == 1024 && region_width == 1024 && scissor_width == 1024) {
|
|
drawing_width = 1024;
|
|
}
|
|
}
|
|
|
|
DEBUG_LOG(G3D, "Est: %08x V: %ix%i, R: %ix%i, S: %ix%i, STR: %i, THR:%i, Z:%08x = %ix%i", gstate.getFrameBufAddress(), viewport_width,viewport_height, region_width, region_height, scissor_width, scissor_height, fb_stride, gstate.isModeThrough(), gstate.isDepthWriteEnabled() ? gstate.getDepthBufAddress() : 0, drawing_width, drawing_height);
|
|
}
|
|
|
|
void FramebufferManagerCommon::DoSetRenderFrameBuffer() {
|
|
/*
|
|
if (useBufferedRendering_ && currentRenderVfb_) {
|
|
// Hack is enabled, and there was a previous framebuffer.
|
|
// Before we switch, let's do a series of trickery to copy one bit of stencil to
|
|
// destination alpha. Or actually, this is just a bunch of hackery attempts on Wipeout.
|
|
// Ignore for now.
|
|
glstate.depthTest.disable();
|
|
glstate.colorMask.set(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
|
|
glstate.stencilTest.enable();
|
|
glstate.stencilOp.set(GL_KEEP, GL_KEEP, GL_KEEP); // don't modify stencil§
|
|
glstate.stencilFunc.set(GL_GEQUAL, 0xFE, 0xFF);
|
|
DrawPlainColor(0x00000000);
|
|
//glstate.stencilFunc.set(GL_LESS, 0x80, 0xFF);
|
|
//DrawPlainColor(0xFF000000);
|
|
glstate.stencilTest.disable();
|
|
glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
|
|
glstate.depthTest.disable();
|
|
glstate.colorMask.set(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
|
|
DrawPlainColor(0x00000000);
|
|
shaderManager_->DirtyLastShader(); // dirty lastShader_
|
|
}
|
|
*/
|
|
|
|
|
|
gstate_c.framebufChanged = false;
|
|
|
|
// Get parameters
|
|
const u32 fb_address = gstate.getFrameBufRawAddress();
|
|
const int fb_stride = gstate.FrameBufStride();
|
|
|
|
const u32 z_address = gstate.getDepthBufRawAddress();
|
|
const int z_stride = gstate.DepthBufStride();
|
|
|
|
GEBufferFormat fmt = gstate.FrameBufFormat();
|
|
|
|
// As there are no clear "framebuffer width" and "framebuffer height" registers,
|
|
// we need to infer the size of the current framebuffer somehow.
|
|
int drawing_width, drawing_height;
|
|
EstimateDrawingSize(drawing_width, drawing_height);
|
|
|
|
gstate_c.cutRTOffsetX = 0;
|
|
bool vfbFormatChanged = false;
|
|
|
|
// Find a matching framebuffer
|
|
VirtualFramebuffer *vfb = 0;
|
|
for (size_t i = 0; i < vfbs_.size(); ++i) {
|
|
VirtualFramebuffer *v = vfbs_[i];
|
|
if (v->fb_address == fb_address) {
|
|
vfb = v;
|
|
// Update fb stride in case it changed
|
|
if (vfb->fb_stride != fb_stride || vfb->format != fmt) {
|
|
vfbFormatChanged = true;
|
|
vfb->fb_stride = fb_stride;
|
|
vfb->format = fmt;
|
|
}
|
|
// In throughmode, a higher height could be used. Let's avoid shrinking the buffer.
|
|
if (gstate.isModeThrough() && (int)vfb->width < fb_stride) {
|
|
vfb->width = std::max((int)vfb->width, drawing_width);
|
|
vfb->height = std::max((int)vfb->height, drawing_height);
|
|
} else {
|
|
vfb->width = drawing_width;
|
|
vfb->height = drawing_height;
|
|
}
|
|
break;
|
|
} else if (v->fb_address < fb_address && v->fb_address + v->fb_stride * 4 > fb_address) {
|
|
// Possibly a render-to-offset.
|
|
const u32 bpp = v->format == GE_FORMAT_8888 ? 4 : 2;
|
|
const int x_offset = (fb_address - v->fb_address) / bpp;
|
|
if (v->format == fmt && v->fb_stride == fb_stride && x_offset < fb_stride && v->height >= drawing_height) {
|
|
WARN_LOG_REPORT_ONCE(renderoffset, HLE, "Rendering to framebuffer offset: %08x +%dx%d", v->fb_address, x_offset, 0);
|
|
vfb = v;
|
|
gstate_c.cutRTOffsetX = x_offset;
|
|
vfb->width = std::max((int)vfb->width, x_offset + drawing_width);
|
|
// To prevent the newSize code from being confused.
|
|
drawing_width += x_offset;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (vfb) {
|
|
if ((drawing_width != vfb->bufferWidth || drawing_height != vfb->bufferHeight)) {
|
|
// Even if it's not newly wrong, if this is larger we need to resize up.
|
|
if (vfb->width > vfb->bufferWidth || vfb->height > vfb->bufferHeight) {
|
|
ResizeFramebufFBO(vfb, vfb->width, vfb->height);
|
|
} else if (vfb->newWidth != drawing_width || vfb->newHeight != drawing_height) {
|
|
// If it's newly wrong, or changing every frame, just keep track.
|
|
vfb->newWidth = drawing_width;
|
|
vfb->newHeight = drawing_height;
|
|
vfb->lastFrameNewSize = gpuStats.numFlips;
|
|
} else if (vfb->lastFrameNewSize + FBO_OLD_AGE < gpuStats.numFlips) {
|
|
// Okay, it's changed for a while (and stayed that way.) Let's start over.
|
|
// But only if we really need to, to avoid blinking.
|
|
bool needsRecreate = vfb->bufferWidth > fb_stride;
|
|
needsRecreate = needsRecreate || vfb->newWidth > vfb->bufferWidth || vfb->newWidth * 2 < vfb->bufferWidth;
|
|
needsRecreate = needsRecreate || vfb->newHeight > vfb->bufferHeight || vfb->newHeight * 2 < vfb->bufferHeight;
|
|
if (needsRecreate) {
|
|
ResizeFramebufFBO(vfb, vfb->width, vfb->height, true);
|
|
}
|
|
}
|
|
} else {
|
|
// It's not different, let's keep track of that too.
|
|
vfb->lastFrameNewSize = gpuStats.numFlips;
|
|
}
|
|
}
|
|
|
|
float renderWidthFactor = (float)PSP_CoreParameter().renderWidth / 480.0f;
|
|
float renderHeightFactor = (float)PSP_CoreParameter().renderHeight / 272.0f;
|
|
|
|
if (hackForce04154000Download_ && fb_address == 0x00154000) {
|
|
renderWidthFactor = 1.0;
|
|
renderHeightFactor = 1.0;
|
|
}
|
|
|
|
// None found? Create one.
|
|
if (!vfb) {
|
|
vfb = new VirtualFramebuffer();
|
|
vfb->fbo = 0;
|
|
vfb->fb_address = fb_address;
|
|
vfb->fb_stride = fb_stride;
|
|
vfb->z_address = z_address;
|
|
vfb->z_stride = z_stride;
|
|
vfb->width = drawing_width;
|
|
vfb->height = drawing_height;
|
|
vfb->newWidth = drawing_width;
|
|
vfb->newHeight = drawing_height;
|
|
vfb->lastFrameNewSize = gpuStats.numFlips;
|
|
vfb->renderWidth = (u16)(drawing_width * renderWidthFactor);
|
|
vfb->renderHeight = (u16)(drawing_height * renderHeightFactor);
|
|
vfb->bufferWidth = drawing_width;
|
|
vfb->bufferHeight = drawing_height;
|
|
vfb->format = fmt;
|
|
vfb->drawnWidth = 0;
|
|
vfb->drawnHeight = 0;
|
|
vfb->drawnFormat = fmt;
|
|
vfb->usageFlags = FB_USAGE_RENDERTARGET;
|
|
SetColorUpdated(vfb);
|
|
vfb->depthUpdated = false;
|
|
|
|
u32 byteSize = FramebufferByteSize(vfb);
|
|
u32 fb_address_mem = (fb_address & 0x3FFFFFFF) | 0x04000000;
|
|
if (Memory::IsVRAMAddress(fb_address_mem) && fb_address_mem + byteSize > framebufRangeEnd_) {
|
|
framebufRangeEnd_ = fb_address_mem + byteSize;
|
|
}
|
|
|
|
ResizeFramebufFBO(vfb, drawing_width, drawing_height, true);
|
|
NotifyRenderFramebufferCreated(vfb);
|
|
|
|
INFO_LOG(SCEGE, "Creating FBO for %08x : %i x %i x %i", vfb->fb_address, vfb->width, vfb->height, vfb->format);
|
|
|
|
vfb->last_frame_render = gpuStats.numFlips;
|
|
vfb->last_frame_used = 0;
|
|
vfb->last_frame_attached = 0;
|
|
frameLastFramebufUsed_ = gpuStats.numFlips;
|
|
vfbs_.push_back(vfb);
|
|
currentRenderVfb_ = vfb;
|
|
|
|
if (useBufferedRendering_ && !updateVRAM_ && !g_Config.bDisableSlowFramebufEffects) {
|
|
gpu->PerformMemoryUpload(fb_address_mem, byteSize);
|
|
NotifyStencilUpload(fb_address_mem, byteSize, true);
|
|
// TODO: Is it worth trying to upload the depth buffer?
|
|
}
|
|
|
|
// Let's check for depth buffer overlap. Might be interesting.
|
|
bool sharingReported = false;
|
|
bool writingDepth = true;
|
|
// Technically, it may write depth later, but we're trying to detect it only when it's really true.
|
|
if (gstate.isModeClear()) {
|
|
writingDepth = !gstate.isClearModeDepthMask() && gstate.isDepthWriteEnabled();
|
|
} else {
|
|
writingDepth = gstate.isDepthWriteEnabled();
|
|
}
|
|
for (size_t i = 0, end = vfbs_.size(); i < end; ++i) {
|
|
if (vfbs_[i]->z_stride != 0 && fb_address == vfbs_[i]->z_address) {
|
|
// If it's clearing it, most likely it just needs more video memory.
|
|
// Technically it could write something interesting and the other might not clear, but that's not likely.
|
|
if (!gstate.isModeClear() || !gstate.isClearModeColorMask() || !gstate.isClearModeAlphaMask()) {
|
|
if (fb_address != z_address && vfbs_[i]->fb_address != vfbs_[i]->z_address) {
|
|
WARN_LOG_REPORT(SCEGE, "FBO created from existing depthbuffer as color, %08x/%08x and %08x/%08x", fb_address, z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address);
|
|
}
|
|
}
|
|
} else if (z_stride != 0 && z_address == vfbs_[i]->fb_address) {
|
|
// If it's clearing it, then it's probably just the reverse of the above case.
|
|
if (writingDepth) {
|
|
WARN_LOG_REPORT(SCEGE, "FBO using existing buffer as depthbuffer, %08x/%08x and %08x/%08x", fb_address, z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address);
|
|
}
|
|
} else if (vfbs_[i]->z_stride != 0 && z_address == vfbs_[i]->z_address && fb_address != vfbs_[i]->fb_address && !sharingReported) {
|
|
// This happens a lot, but virtually always it's cleared.
|
|
// It's possible the other might not clear, but when every game is reported it's not useful.
|
|
if (writingDepth) {
|
|
WARN_LOG_REPORT(SCEGE, "FBO reusing depthbuffer, %08x/%08x and %08x/%08x", fb_address, z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address);
|
|
sharingReported = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// We already have it!
|
|
} else if (vfb != currentRenderVfb_) {
|
|
// Use it as a render target.
|
|
DEBUG_LOG(SCEGE, "Switching render target to FBO for %08x: %i x %i x %i ", vfb->fb_address, vfb->width, vfb->height, vfb->format);
|
|
vfb->usageFlags |= FB_USAGE_RENDERTARGET;
|
|
vfb->last_frame_render = gpuStats.numFlips;
|
|
frameLastFramebufUsed_ = gpuStats.numFlips;
|
|
vfb->dirtyAfterDisplay = true;
|
|
if ((gstate_c.skipDrawReason & SKIPDRAW_SKIPFRAME) == 0)
|
|
vfb->reallyDirtyAfterDisplay = true;
|
|
|
|
VirtualFramebuffer *prev = currentRenderVfb_;
|
|
currentRenderVfb_ = vfb;
|
|
NotifyRenderFramebufferSwitched(prev, vfb);
|
|
} else {
|
|
vfb->last_frame_render = gpuStats.numFlips;
|
|
frameLastFramebufUsed_ = gpuStats.numFlips;
|
|
vfb->dirtyAfterDisplay = true;
|
|
if ((gstate_c.skipDrawReason & SKIPDRAW_SKIPFRAME) == 0)
|
|
vfb->reallyDirtyAfterDisplay = true;
|
|
|
|
NotifyRenderFramebufferUpdated(vfb, vfbFormatChanged);
|
|
}
|
|
|
|
gstate_c.curRTWidth = vfb->width;
|
|
gstate_c.curRTHeight = vfb->height;
|
|
gstate_c.curRTRenderWidth = vfb->renderWidth;
|
|
gstate_c.curRTRenderHeight = vfb->renderHeight;
|
|
}
|