Merge pull request #15858 from hrydgard/copy-color-to-depth

Copy color to depth, defer depth buffer copies
This commit is contained in:
Henrik Rydgård 2022-08-20 10:11:49 +02:00 committed by GitHub
commit 044b8d6479
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22 changed files with 207 additions and 253 deletions

View file

@ -25,6 +25,7 @@
#include "GPU/Common/DrawEngineCommon.h"
#include "GPU/Common/FramebufferManagerCommon.h"
#include "GPU/Common/TextureCacheCommon.h"
#include "GPU/Common/GPUStateUtils.h"
static const InputDef inputs[2] = {
{ "vec2", "a_position", Draw::SEM_POSITION },
@ -58,6 +59,20 @@ RasterChannel GenerateDraw2DDepthFs(ShaderWriter &writer) {
return RASTER_DEPTH;
}
RasterChannel GenerateDraw2D565ToDepthFs(ShaderWriter &writer) {
writer.DeclareSamplers(samplers);
writer.BeginFSMain(Slice<UniformDef>::empty(), varyings, FSFLAG_WRITEDEPTH);
writer.C(" vec4 outColor = vec4(0.0, 0.0, 0.0, 0.0);\n");
// Unlike when just copying a depth buffer, here we're generating new depth values so we'll
// have to apply the scaling.
DepthScaleFactors factors = GetDepthScaleFactors();
writer.C(" vec3 rgb = ").SampleTexture2D("tex", "v_texcoord.xy").C(".xyz;\n");
writer.F(" highp float depthValue = (floor(rgb.x * 31.99) + floor(rgb.y * 63.99) * 32.0 + floor(rgb.z * 31.99) * 2048.0); \n");
writer.F(" gl_FragDepth = (depthValue / %f) + %f;\n", factors.scale, factors.offset);
writer.EndFSMain("outColor", FSFLAG_WRITEDEPTH);
return RASTER_DEPTH;
}
void GenerateDraw2DVS(ShaderWriter &writer) {
writer.BeginVSMain(inputs, Slice<UniformDef>::empty(), varyings);
@ -159,31 +174,44 @@ Draw::Pipeline *FramebufferManagerCommon::Create2DPipeline(RasterChannel (*gener
return pipeline;
}
void FramebufferManagerCommon::DrawStrip2D(Draw::Texture *tex, Draw2DVertex *verts, int vertexCount, bool linearFilter, RasterChannel channel) {
void FramebufferManagerCommon::DrawStrip2D(Draw::Texture *tex, Draw2DVertex *verts, int vertexCount, bool linearFilter, Draw2DShader shader) {
using namespace Draw;
Ensure2DResources();
const ShaderLanguageDesc &shaderLanguageDesc = draw_->GetShaderLanguageDesc();
switch (channel) {
case RASTER_COLOR:
switch (shader) {
case DRAW2D_COPY_COLOR:
if (!draw2DPipelineColor_) {
draw2DPipelineColor_ = Create2DPipeline(&GenerateDraw2DFs);
}
draw_->BindPipeline(draw2DPipelineColor_);
break;
case RASTER_DEPTH:
case DRAW2D_COPY_DEPTH:
if (!draw_->GetDeviceCaps().fragmentShaderDepthWriteSupported) {
// Can't do it
return;
}
if (!draw2DPipelineDepth_) {
draw2DPipelineDepth_ = Create2DPipeline(&GenerateDraw2DDepthFs);
linearFilter = false;
}
draw_->BindPipeline(draw2DPipelineDepth_);
break;
case DRAW2D_565_TO_DEPTH:
if (!draw_->GetDeviceCaps().fragmentShaderDepthWriteSupported) {
// Can't do it
return;
}
if (!draw2DPipeline565ToDepth_) {
draw2DPipeline565ToDepth_ = Create2DPipeline(&GenerateDraw2D565ToDepthFs);
linearFilter = false;
}
draw_->BindPipeline(draw2DPipeline565ToDepth_);
break;
}
if (tex) {

View file

@ -1,5 +1,7 @@
#pragma once
#include "GPU/GPU.h"
// For framebuffer copies and similar things that just require passthrough.
struct Draw2DVertex {
float x;
@ -7,3 +9,20 @@ struct Draw2DVertex {
float u;
float v;
};
enum Draw2DShader {
DRAW2D_COPY_COLOR,
DRAW2D_COPY_DEPTH,
DRAW2D_565_TO_DEPTH,
};
inline RasterChannel Draw2DSourceChannel(Draw2DShader shader) {
switch (shader) {
case DRAW2D_COPY_DEPTH:
return RASTER_DEPTH;
case DRAW2D_COPY_COLOR:
case DRAW2D_565_TO_DEPTH:
default:
return RASTER_COLOR;
}
}

View file

@ -90,7 +90,6 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
bool shaderDepal = id.Bit(FS_BIT_SHADER_DEPAL) && !texture3D; // combination with texture3D not supported. Enforced elsewhere too.
bool bgraTexture = id.Bit(FS_BIT_BGRA_TEXTURE);
bool colorWriteMask = id.Bit(FS_BIT_COLOR_WRITEMASK) && compat.bitwiseOps;
bool colorToDepth = id.Bit(FS_BIT_COLOR_TO_DEPTH);
GEComparison alphaTestFunc = (GEComparison)id.Bits(FS_BIT_ALPHA_TEST_FUNC, 3);
GEComparison colorTestFunc = (GEComparison)id.Bits(FS_BIT_COLOR_TEST_FUNC, 2);
@ -123,7 +122,7 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
bool readFramebufferTex = readFramebuffer && !gstate_c.Supports(GPU_SUPPORTS_ANY_FRAMEBUFFER_FETCH);
bool needFragCoord = readFramebuffer || gstate_c.Supports(GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT);
bool writeDepth = gstate_c.Supports(GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT) || colorToDepth;
bool writeDepth = gstate_c.Supports(GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT);
if (shaderDepal && !doTexture) {
*errorString = "depal requires a texture";
@ -136,11 +135,6 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
}
if (compat.shaderLanguage == ShaderLanguage::GLSL_VULKAN) {
if (colorToDepth) {
WRITE(p, "precision highp int;\n");
WRITE(p, "precision highp float;\n");
}
if (useDiscardStencilBugWorkaround && !gstate_c.Supports(GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT)) {
WRITE(p, "layout (depth_unchanged) out float gl_FragDepth;\n");
}
@ -293,7 +287,7 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
WRITE(p, "};\n");
}
} else if (ShaderLanguageIsOpenGL(compat.shaderLanguage)) {
if ((shaderDepal || colorWriteMask || colorToDepth) && gl_extensions.IsGLES) {
if ((shaderDepal || colorWriteMask) && gl_extensions.IsGLES) {
WRITE(p, "precision highp int;\n");
}
@ -461,9 +455,6 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
WRITE(p, "PS_OUT main( PS_IN In ) {\n");
WRITE(p, " PS_OUT outfragment;\n");
WRITE(p, " vec4 target;\n");
if (colorToDepth) {
WRITE(p, " float gl_FragDepth;\n");
}
} else {
WRITE(p, "void main() {\n");
}
@ -1070,22 +1061,6 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
WRITE(p, " %s = vec4(0.0, 0.0, 0.0, %s.z); // blue to alpha\n", compat.fragColor0, compat.fragColor0);
}
if (colorToDepth) {
DepthScaleFactors factors = GetDepthScaleFactors();
if (compat.bitwiseOps) {
WRITE(p, " highp float depthValue = float(int(%s.x * 31.99) | (int(%s.y * 63.99) << 5) | (int(%s.z * 31.99) << 11)) / 65535.0;\n", "v", "v", "v"); // compat.fragColor0, compat.fragColor0, compat.fragColor0);
} else {
// D3D9-compatible alternative
WRITE(p, " highp float depthValue = (floor(%s.x * 31.99) + floor(%s.y * 63.99) * 32.0 + floor(%s.z * 31.99) * 2048.0) / 65535.0;\n", "v", "v", "v"); // compat.fragColor0, compat.fragColor0, compat.fragColor0);
}
if (factors.scale != 1.0 || factors.offset != 0.0) {
WRITE(p, " gl_FragDepth = (depthValue / %f) + %f;\n", factors.scale / 65535.0f, factors.offset);
} else {
WRITE(p, " gl_FragDepth = depthValue;\n");
}
}
if (gstate_c.Supports(GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT)) {
const double scale = DepthSliceFactor() * 65535.0;

View file

@ -280,8 +280,6 @@ VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer(const Frame
WARN_LOG_ONCE(color_equal_z, G3D, "Framebuffer bound with color addr == z addr, likely will not use Z in this pass: %08x", params.fb_address);
}
RasterMode mode = RASTER_MODE_NORMAL;
// Find a matching framebuffer
VirtualFramebuffer *vfb = nullptr;
for (size_t i = 0; i < vfbs_.size(); ++i) {
@ -318,21 +316,8 @@ VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer(const Frame
vfb->height = drawing_height;
}
break;
} else if (params.fb_address == v->z_address && params.fmt != GE_FORMAT_8888 && params.fb_stride == v->z_stride && !params.isBlending) {
// Looks like the game might be intending to use color to write directly to a Z buffer.
// This is seen in Kuroyou 2.
// Ignore this in this loop, BUT, we do a lookup in the depth tracking afterwards to
// make sure we get the latest one.
WARN_LOG_ONCE(color_matches_z, G3D, "Color framebuffer bound at %08x with likely intent to write explicit Z values using color. fmt = %s", params.fb_address, GeBufferFormatToString(params.fmt));
// Seems impractical to use the other 16-bit formats for this due to the limited control over alpha,
// so we'll simply only support 565.
if (params.fmt == GE_FORMAT_565) {
mode = RASTER_MODE_COLOR_TO_DEPTH;
break;
}
} else if (v->fb_stride == params.fb_stride && v->format == params.fmt) {
u32 v_fb_first_line_end_ptr = v->fb_address + v->fb_stride * 4; // This should be * bpp, but leaving like this until after 1.13 to be safe. The God of War games use this for shadows.
u32 v_fb_first_line_end_ptr = v->fb_address + v->fb_stride * bpp;
u32 v_fb_end_ptr = v->fb_address + v->fb_stride * v->height * bpp;
if (params.fb_address > v->fb_address && params.fb_address < v_fb_first_line_end_ptr) {
@ -368,19 +353,6 @@ VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer(const Frame
}
}
if (mode == RASTER_MODE_COLOR_TO_DEPTH) {
// Lookup in the depth tracking to find which VFB has the latest version of this Z buffer.
// Then bind it in color-to-depth mode.
//
// We do this by having a special render mode where we take color and move to
// depth in the fragment shader, and set color writes to off.
//
// We use a special fragment shader flag to convert color to depth.
vfb = GetLatestDepthBufferAt(params.fb_address /* !!! */, params.fb_stride);
}
gstate_c.SetFramebufferRenderMode(mode);
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.
@ -416,6 +388,8 @@ VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer(const Frame
// None found? Create one.
if (!vfb) {
gstate_c.usingDepth = false; // reset depth buffer tracking
vfb = new VirtualFramebuffer{};
vfb->fbo = nullptr;
vfb->fb_address = params.fb_address;
@ -431,7 +405,7 @@ VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer(const Frame
vfb->lastFrameNewSize = gpuStats.numFlips;
vfb->format = params.fmt;
vfb->drawnFormat = params.fmt;
vfb->usageFlags = FB_USAGE_RENDERTARGET;
vfb->usageFlags = FB_USAGE_RENDER_COLOR;
u32 byteSize = ColorBufferByteSize(vfb);
if (Memory::IsVRAMAddress(params.fb_address) && params.fb_address + byteSize > framebufRangeEnd_) {
@ -442,16 +416,7 @@ VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer(const Frame
ResizeFramebufFBO(vfb, drawing_width, drawing_height, true);
NotifyRenderFramebufferCreated(vfb);
// Looks up by z_address, so if one is found here and not have last pointers equal to this one,
// there is another one.
VirtualFramebuffer *prevDepth = GetLatestDepthBufferAt(vfb->z_address, vfb->z_stride);
// We might already want to copy depth, in case this is a temp buffer. See #7810.
if (prevDepth != vfb) {
if (!params.isClearingDepth && prevDepth) {
BlitFramebufferDepth(prevDepth, vfb);
}
}
// Note that we do not even think about depth right now.
SetColorUpdated(vfb, skipDrawReason);
@ -489,18 +454,18 @@ VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer(const Frame
} else if (vfbs_[i]->z_stride != 0 && params.z_address == vfbs_[i]->z_address && params.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 (params.isWritingDepth) {
if (params.isWritingDepth && (vfbs_[i]->usageFlags & FB_USAGE_RENDER_DEPTH)) {
WARN_LOG(SCEGE, "FBO reusing depthbuffer, c=%08x/d=%08x and c=%08x/d=%08x", params.fb_address, params.z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address);
sharingReported = true;
}
}
}
// We already have it!
// We already have it!
} else if (vfb != currentRenderVfb_) {
// Use it as a render target.
DEBUG_LOG(FRAMEBUF, "Switching render target to FBO for %08x: %d x %d x %d ", vfb->fb_address, vfb->width, vfb->height, vfb->format);
vfb->usageFlags |= FB_USAGE_RENDERTARGET;
vfb->usageFlags |= FB_USAGE_RENDER_COLOR;
vfb->last_frame_render = gpuStats.numFlips;
frameLastFramebufUsed_ = gpuStats.numFlips;
vfb->dirtyAfterDisplay = true;
@ -510,18 +475,19 @@ VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer(const Frame
VirtualFramebuffer *prev = currentRenderVfb_;
currentRenderVfb_ = vfb;
NotifyRenderFramebufferSwitched(prev, vfb, params.isClearingDepth);
gstate_c.usingDepth = false; // reset depth buffer tracking
} else {
// Something changed, but we still got the same framebuffer we were already rendering to.
// Might not be a lot to do here, we check in NotifyRenderFramebufferUpdated
vfb->last_frame_render = gpuStats.numFlips;
frameLastFramebufUsed_ = gpuStats.numFlips;
vfb->dirtyAfterDisplay = true;
if ((skipDrawReason & SKIPDRAW_SKIPFRAME) == 0)
vfb->reallyDirtyAfterDisplay = true;
NotifyRenderFramebufferUpdated(vfb, vfbFormatChanged);
}
vfb->colorBindSeq = GetBindSeqCount();
vfb->depthBindSeq = GetBindSeqCount();
gstate_c.curRTWidth = vfb->width;
gstate_c.curRTHeight = vfb->height;
@ -530,6 +496,79 @@ VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer(const Frame
return vfb;
}
// Called on the first use of depth in a render pass.
void FramebufferManagerCommon::SetDepthFrameBuffer(bool isClearingDepth) {
if (!currentRenderVfb_) {
return;
}
// If this first draw call is anything other than a clear, "resolve" the depth buffer,
// by copying from any overlapping buffers with fresher content.
if (!isClearingDepth) {
CopyToDepthFromOverlappingFramebuffers(currentRenderVfb_);
}
currentRenderVfb_->usageFlags |= FB_USAGE_RENDER_DEPTH;
currentRenderVfb_->depthBindSeq = GetBindSeqCount();
}
void FramebufferManagerCommon::CopyToDepthFromOverlappingFramebuffers(VirtualFramebuffer *dest) {
struct CopySource {
VirtualFramebuffer *vfb;
RasterChannel channel;
int seq() const {
return channel == RASTER_DEPTH ? vfb->depthBindSeq : vfb->colorBindSeq;
}
bool operator < (const CopySource &other) const {
return seq() < other.seq();
}
};
std::vector<CopySource> sources;
for (auto src : vfbs_) {
if (src == dest)
continue;
if (src->fb_address == dest->z_address && src->fb_stride == dest->z_stride && src->format == GE_FORMAT_565) {
if (src->colorBindSeq > dest->depthBindSeq) {
// Source has newer data than the current buffer, use it.
sources.push_back(CopySource{ src, RASTER_COLOR });
}
} else if (src->z_address == dest->z_address && src->z_stride == dest->z_stride && src->depthBindSeq > dest->depthBindSeq) {
// Don't bother if the buffer was from another frame. This heuristic is old.
sources.push_back(CopySource{ src, RASTER_DEPTH });
} else {
// TODO: Do more detailed overlap checks here.
}
}
std::sort(sources.begin(), sources.end());
// TODO: A full copy will overwrite anything else. So we can eliminate
// anything that comes before such a copy.
// For now, let's just do the last thing, if there are multiple.
// for (auto &source : sources) {
if (sources.size()) {
auto &source = sources.back();
if (source.channel == RASTER_DEPTH) {
// Good old depth->depth copy.
BlitFramebufferDepth(source.vfb, dest);
gpuStats.numDepthCopies++;
dest->last_frame_depth_updated = gpuStats.numFlips;
} else if (source.channel == RASTER_COLOR) {
VirtualFramebuffer *src = source.vfb;
// Copying color to depth.
BlitUsingRaster(src->fbo, 0.0f, 0.0f, src->renderWidth, src->renderHeight, dest->fbo, 0.0f, 0.0f, dest->renderWidth, dest->renderHeight, false, DRAW2D_565_TO_DEPTH, "565_to_depth");
}
}
gstate_c.Dirty(DIRTY_TEXTURE_IMAGE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_RASTER_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_BLEND_STATE);
}
void FramebufferManagerCommon::DestroyFramebuf(VirtualFramebuffer *v) {
// Notify the texture cache of both the color and depth buffers.
textureCache_->NotifyFramebuffer(v, NOTIFY_FB_DESTROYED);
@ -600,25 +639,10 @@ void FramebufferManagerCommon::BlitFramebufferDepth(VirtualFramebuffer *src, Vir
draw_->BlitFramebuffer(src->fbo, 0, 0, w, h, dst->fbo, 0, 0, w, h, Draw::FB_DEPTH_BIT, Draw::FB_BLIT_NEAREST, "BlitFramebufferDepth");
RebindFramebuffer("After BlitFramebufferDepth");
} else if (useRaster) {
BlitUsingRaster(src->fbo, 0, 0, w, h, dst->fbo, 0, 0, w, h, false, RasterChannel::RASTER_DEPTH);
BlitUsingRaster(src->fbo, 0, 0, w, h, dst->fbo, 0, 0, w, h, false, Draw2DShader::DRAW2D_COPY_DEPTH, "BlitDepthRaster");
}
draw_->InvalidateCachedState();
gpuStats.numDepthCopies++;
dst->last_frame_depth_updated = gpuStats.numFlips;
}
VirtualFramebuffer *FramebufferManagerCommon::GetLatestDepthBufferAt(u32 z_address, u16 z_stride) {
int maxSeq = -1;
VirtualFramebuffer *latestDepth = nullptr;
for (auto vfb : vfbs_) {
if (vfb->z_address == z_address && vfb->z_stride == z_stride && vfb->depthBindSeq > maxSeq) {
maxSeq = vfb->depthBindSeq;
latestDepth = vfb;
}
}
return latestDepth;
}
void FramebufferManagerCommon::NotifyRenderFramebufferCreated(VirtualFramebuffer *vfb) {
@ -669,17 +693,6 @@ void FramebufferManagerCommon::NotifyRenderFramebufferSwitched(VirtualFramebuffe
textureCache_->ForgetLastTexture();
shaderManager_->DirtyLastShader();
// Copy depth between the framebuffers, if the z_address is the same (checked inside.)
VirtualFramebuffer * prevDepth = GetLatestDepthBufferAt(vfb->z_address, vfb->z_stride);
// We might already want to copy depth, in case this is a temp buffer. See #7810.
if (prevDepth != vfb) {
if (!isClearingDepth && prevDepth) {
BlitFramebufferDepth(prevDepth, vfb);
}
prevDepth = vfb;
}
if (vfb->drawnFormat != vfb->format) {
ReinterpretFramebuffer(vfb, vfb->drawnFormat, vfb->format);
}
@ -1564,7 +1577,7 @@ VirtualFramebuffer *FramebufferManagerCommon::CreateRAMFramebuffer(uint32_t fbAd
vfb->bufferHeight = vfb->height;
vfb->format = format;
vfb->drawnFormat = GE_FORMAT_8888;
vfb->usageFlags = FB_USAGE_RENDERTARGET;
vfb->usageFlags = FB_USAGE_RENDER_COLOR;
SetColorUpdated(vfb, 0);
char name[64];
snprintf(name, sizeof(name), "%08x_color_RAM", vfb->fb_address);
@ -1632,7 +1645,7 @@ VirtualFramebuffer *FramebufferManagerCommon::FindDownloadTempBuffer(VirtualFram
UpdateDownloadTempBuffer(nvfb);
}
nvfb->usageFlags |= FB_USAGE_RENDERTARGET;
nvfb->usageFlags |= FB_USAGE_RENDER_COLOR;
nvfb->last_frame_render = gpuStats.numFlips;
nvfb->dirtyAfterDisplay = true;
@ -1949,7 +1962,7 @@ void FramebufferManagerCommon::UpdateFramebufUsage(VirtualFramebuffer *vfb) {
checkFlag(FB_USAGE_DISPLAYED_FRAMEBUFFER, vfb->last_frame_displayed);
checkFlag(FB_USAGE_TEXTURE, vfb->last_frame_used);
checkFlag(FB_USAGE_RENDERTARGET, vfb->last_frame_render);
checkFlag(FB_USAGE_RENDER_COLOR, vfb->last_frame_render);
checkFlag(FB_USAGE_CLUT, vfb->last_frame_clut);
}
@ -2327,6 +2340,7 @@ void FramebufferManagerCommon::DeviceLost() {
DoRelease(draw2DVs_);
DoRelease(draw2DPipelineColor_);
DoRelease(draw2DPipelineDepth_);
DoRelease(draw2DPipeline565ToDepth_);
draw_ = nullptr;
}
@ -2384,7 +2398,7 @@ void FramebufferManagerCommon::DrawActiveTexture(float x, float y, float w, floa
// Rearrange to strip form.
std::swap(coord[2], coord[3]);
DrawStrip2D(nullptr, coord, 4, (flags & DRAWTEX_LINEAR) != 0, RASTER_COLOR);
DrawStrip2D(nullptr, coord, 4, (flags & DRAWTEX_LINEAR) != 0, DRAW2D_COPY_COLOR);
gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_RASTER_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS | DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE);
}
@ -2480,13 +2494,14 @@ void FramebufferManagerCommon::BlitFramebuffer(VirtualFramebuffer *dst, int dstX
draw_->BlitFramebuffer(src->fbo, srcX1, srcY1, srcX2, srcY2, dst->fbo, dstX1, dstY1, dstX2, dstY2,
channel == RASTER_COLOR ? Draw::FB_COLOR_BIT : Draw::FB_DEPTH_BIT, Draw::FB_BLIT_NEAREST, tag);
} else {
Draw2DShader shader = channel == RASTER_COLOR ? DRAW2D_COPY_COLOR : DRAW2D_COPY_DEPTH;
Draw::Framebuffer *srcFBO = src->fbo;
if (src == dst) {
Draw::Framebuffer *tempFBO = GetTempFBO(TempFBO::BLIT, src->renderWidth, src->renderHeight);
BlitUsingRaster(src->fbo, srcX1, srcY1, srcX2, srcY2, tempFBO, dstX1, dstY1, dstX2, dstY2, false, channel);
BlitUsingRaster(src->fbo, srcX1, srcY1, srcX2, srcY2, tempFBO, dstX1, dstY1, dstX2, dstY2, false, shader, tag);
srcFBO = tempFBO;
}
BlitUsingRaster(srcFBO, srcX1, srcY1, srcX2, srcY2, dst->fbo, dstX1, dstY1, dstX2, dstY2, false, channel);
BlitUsingRaster(srcFBO, srcX1, srcY1, srcX2, srcY2, dst->fbo, dstX1, dstY1, dstX2, dstY2, false, shader, tag);
}
draw_->InvalidateCachedState();
@ -2498,9 +2513,9 @@ void FramebufferManagerCommon::BlitUsingRaster(
Draw::Framebuffer *src, float srcX1, float srcY1, float srcX2, float srcY2,
Draw::Framebuffer *dest, float destX1, float destY1, float destX2, float destY2,
bool linearFilter,
RasterChannel channel) {
Draw2DShader shader, const char *tag) {
if (channel == RASTER_DEPTH) {
if (shader == DRAW2D_COPY_DEPTH || shader == DRAW2D_565_TO_DEPTH) {
_dbg_assert_(draw_->GetDeviceCaps().fragmentShaderDepthWriteSupported);
}
@ -2522,13 +2537,13 @@ void FramebufferManagerCommon::BlitUsingRaster(
// Unbind the texture first to avoid the D3D11 hazard check (can't set render target to things bound as textures and vice versa, not even temporarily).
draw_->BindTexture(0, nullptr);
// This will get optimized away in case it's already bound (in VK and GL at least..)
draw_->BindFramebufferAsRenderTarget(dest, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, "BlitUsingRaster");
draw_->BindFramebufferAsTexture(src, 0, channel == RASTER_COLOR ? Draw::FB_COLOR_BIT : Draw::FB_DEPTH_BIT, 0);
draw_->BindFramebufferAsRenderTarget(dest, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, tag ? tag : "BlitUsingRaster");
draw_->BindFramebufferAsTexture(src, 0, Draw2DSourceChannel(shader) == RASTER_COLOR ? Draw::FB_COLOR_BIT : Draw::FB_DEPTH_BIT, 0);
Draw::Viewport vp{ 0.0f, 0.0f, (float)dest->Width(), (float)dest->Height(), 0.0f, 1.0f };
draw_->SetViewports(1, &vp);
draw_->SetScissorRect(0, 0, (int)dest->Width(), (int)dest->Height());
DrawStrip2D(nullptr, vtx, 4, linearFilter, channel);
DrawStrip2D(nullptr, vtx, 4, linearFilter, shader);
gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE);
}

View file

@ -37,13 +37,14 @@
enum {
FB_USAGE_DISPLAYED_FRAMEBUFFER = 1,
FB_USAGE_RENDERTARGET = 2,
FB_USAGE_RENDER_COLOR = 2,
FB_USAGE_TEXTURE = 4,
FB_USAGE_CLUT = 8,
FB_USAGE_DOWNLOAD = 16,
FB_USAGE_DOWNLOAD_CLEAR = 32,
FB_USAGE_BLUE_TO_ALPHA = 64,
FB_USAGE_FIRST_FRAME_SAVED = 128,
FB_USAGE_RENDER_DEPTH = 256,
};
enum {
@ -266,6 +267,8 @@ public:
return vfb;
}
}
void SetDepthFrameBuffer(bool isClearingDepth);
void RebindFramebuffer(const char *tag);
std::vector<FramebufferInfo> GetFramebufferList() const;
@ -288,8 +291,6 @@ public:
void DownloadFramebufferForClut(u32 fb_address, u32 loadBytes);
void DrawFramebufferToOutput(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride);
VirtualFramebuffer *GetLatestDepthBufferAt(u32 z_address, u16 z_stride);
void DrawPixels(VirtualFramebuffer *vfb, int dstX, int dstY, const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height);
size_t NumVFBs() const { return vfbs_.size(); }
@ -342,12 +343,6 @@ public:
int GetTargetStride() const { return currentRenderVfb_ ? currentRenderVfb_->fb_stride : 512; }
GEBufferFormat GetTargetFormat() const { return currentRenderVfb_ ? currentRenderVfb_->format : displayFormat_; }
void SetDepthUpdated() {
if (currentRenderVfb_) {
currentRenderVfb_->last_frame_depth_render = gpuStats.numFlips;
currentRenderVfb_->last_frame_depth_updated = gpuStats.numFlips;
}
}
void SetColorUpdated(int skipDrawReason) {
if (currentRenderVfb_) {
SetColorUpdated(currentRenderVfb_, skipDrawReason);
@ -380,10 +375,12 @@ protected:
Draw::Texture *MakePixelTexture(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height);
void DrawActiveTexture(float x, float y, float w, float h, float destW, float destH, float u0, float v0, float u1, float v1, int uvRotation, int flags);
void DrawStrip2D(Draw::Texture *tex, Draw2DVertex *verts, int vertexCount, bool linearFilter, RasterChannel channel);
void DrawStrip2D(Draw::Texture *tex, Draw2DVertex *verts, int vertexCount, bool linearFilter, Draw2DShader channel);
void Ensure2DResources();
Draw::Pipeline *Create2DPipeline(RasterChannel (*generate)(ShaderWriter &));
void CopyToDepthFromOverlappingFramebuffers(VirtualFramebuffer *dest);
bool UpdateSize();
void FlushBeforeCopy();
@ -394,7 +391,7 @@ protected:
void BlitUsingRaster(
Draw::Framebuffer *src, float srcX1, float srcY1, float srcX2, float srcY2,
Draw::Framebuffer *dest, float destX1, float destY1, float destX2, float destY2, bool linearFilter, RasterChannel channel);
Draw::Framebuffer *dest, float destX1, float destY1, float destX2, float destY2, bool linearFilter, Draw2DShader shader, const char *tag);
void CopyFramebufferForColorTexture(VirtualFramebuffer *dst, VirtualFramebuffer *src, int flags);
@ -513,6 +510,7 @@ protected:
// Draw2D pipelines
Draw::Pipeline *draw2DPipelineColor_ = nullptr;
Draw::Pipeline *draw2DPipelineDepth_ = nullptr;
Draw::Pipeline *draw2DPipeline565ToDepth_ = nullptr;
Draw::SamplerState *draw2DSamplerLinear_ = nullptr;
Draw::SamplerState *draw2DSamplerNearest_ = nullptr;
Draw::ShaderModule *draw2DVs_ = nullptr;

View file

@ -1018,16 +1018,6 @@ void ConvertMaskState(GenericMaskState &maskState, bool allowFramebufferRead) {
return;
}
if (gstate_c.renderMode == RASTER_MODE_COLOR_TO_DEPTH) {
// Suppress color writes entirely in this mode.
maskState.applyFramebufferRead = false;
maskState.rgba[0] = false;
maskState.rgba[1] = false;
maskState.rgba[2] = false;
maskState.rgba[3] = false;
return;
}
// Invert to convert masks from the PSP's format where 1 is don't draw to PC where 1 is draw.
uint32_t colorMask = ~((gstate.pmskc & 0xFFFFFF) | (gstate.pmska << 24));

View file

@ -240,8 +240,6 @@ std::string FragmentShaderDesc(const FShaderID &id) {
if (id.Bit(FS_BIT_COLOR_AGAINST_ZERO)) desc << "ColorTest0 " << alphaTestFuncs[id.Bits(FS_BIT_COLOR_TEST_FUNC, 2)] << " "; // first 4 match;
else if (id.Bit(FS_BIT_COLOR_TEST)) desc << "ColorTest " << alphaTestFuncs[id.Bits(FS_BIT_COLOR_TEST_FUNC, 2)] << " "; // first 4 match
if (id.Bit(FS_BIT_COLOR_TO_DEPTH)) desc << "ColorToDepth ";
return desc.str();
}
@ -264,7 +262,6 @@ void ComputeFragmentShaderID(FShaderID *id_out, const Draw::Bugs &bugs) {
bool doFlatShading = gstate.getShadeMode() == GE_SHADE_FLAT;
bool useShaderDepal = gstate_c.useShaderDepal;
bool colorWriteMask = IsColorWriteMaskComplex(gstate_c.allowFramebufferRead);
bool colorToDepth = gstate_c.renderMode == RasterMode::RASTER_MODE_COLOR_TO_DEPTH;
// Note how we here recompute some of the work already done in state mapping.
// Not ideal! At least we share the code.
@ -296,8 +293,6 @@ void ComputeFragmentShaderID(FShaderID *id_out, const Draw::Bugs &bugs) {
id.SetBit(FS_BIT_3D_TEXTURE, gstate_c.curTextureIs3D);
}
id.SetBit(FS_BIT_COLOR_TO_DEPTH, colorToDepth);
id.SetBit(FS_BIT_LMODE, lmode);
if (enableAlphaTest) {
// 5 bits total.

View file

@ -94,7 +94,6 @@ enum FShaderBit : uint8_t {
FS_BIT_NO_DEPTH_CANNOT_DISCARD_STENCIL = 49,
FS_BIT_COLOR_WRITEMASK = 50,
FS_BIT_3D_TEXTURE = 51,
FS_BIT_COLOR_TO_DEPTH = 52,
};
static inline FShaderBit operator +(FShaderBit bit, int i) {

View file

@ -106,13 +106,7 @@ inline int dimHeight(u16 dim) {
// Vulkan color formats:
// TODO
TextureCacheCommon::TextureCacheCommon(Draw::DrawContext *draw)
: draw_(draw),
clutLastFormat_(0xFFFFFFFF),
clutTotalBytes_(0),
clutMaxBytes_(0),
clutRenderAddress_(0xFFFFFFFF),
clutAlphaLinear_(false),
isBgraBackend_(false) {
: draw_(draw) {
decimationCounter_ = TEXCACHE_DECIMATION_INTERVAL;
// TODO: Clamp down to 256/1KB? Need to check mipmapShareClut and clamp loadclut.
@ -265,10 +259,6 @@ SamplerCacheKey TextureCacheCommon::GetSamplingParams(int maxLevel, const TexCac
}
}
if (gstate_c.renderMode == RASTER_MODE_COLOR_TO_DEPTH) {
forceFiltering = TEX_FILTER_FORCE_NEAREST;
}
switch (forceFiltering) {
case TEX_FILTER_AUTO:
break;
@ -2247,11 +2237,6 @@ bool TextureCacheCommon::PrepareBuildTexture(BuildTexturePlan &plan, TexCacheEnt
plan.scaleFactor = 1;
}
// Don't upscale textures in color-to-depth mode.
if (gstate_c.renderMode == RASTER_MODE_COLOR_TO_DEPTH) {
plan.scaleFactor = 1;
}
if ((entry->status & TexCacheEntry::STATUS_CHANGE_FREQUENT) != 0 && plan.scaleFactor != 1 && plan.slowScaler) {
// Remember for later that we /wanted/ to scale this texture.
entry->status |= TexCacheEntry::STATUS_TO_SCALE;

View file

@ -444,13 +444,13 @@ protected:
u32 *clutBufConverted_;
// This is the active one.
u32 *clutBuf_;
u32 clutLastFormat_;
u32 clutTotalBytes_;
u32 clutMaxBytes_;
u32 clutRenderAddress_;
u32 clutLastFormat_ = 0xFFFFFFFF;
u32 clutTotalBytes_ = 0;
u32 clutMaxBytes_ = 0;
u32 clutRenderAddress_ = 0xFFFFFFFF;
u32 clutRenderOffset_;
// True if the clut is just alpha values in the same order (RGBA4444-bit only.)
bool clutAlphaLinear_;
bool clutAlphaLinear_ = false;
u16 clutAlphaLinearColor_;
int standardScaleFactor_;
@ -461,7 +461,7 @@ protected:
bool nextNeedsChange_;
bool nextNeedsRebuild_;
bool isBgraBackend_;
bool isBgraBackend_ = false;
u32 expandClut_[256];
};

View file

@ -693,9 +693,6 @@ rotateVBO:
if (gstate.isClearModeAlphaMask()) clearFlag |= Draw::FBChannel::FB_STENCIL_BIT;
if (gstate.isClearModeDepthMask()) clearFlag |= Draw::FBChannel::FB_DEPTH_BIT;
if (clearFlag & Draw::FBChannel::FB_DEPTH_BIT) {
framebufferManager_->SetDepthUpdated();
}
if (clearFlag & Draw::FBChannel::FB_COLOR_BIT) {
framebufferManager_->SetColorUpdated(gstate_c.skipDrawReason);
}

View file

@ -293,21 +293,11 @@ void DrawEngineD3D11::ApplyDrawState(int prim) {
GenericStencilFuncState stencilState;
ConvertStencilFuncState(stencilState);
if (gstate_c.renderMode == RASTER_MODE_COLOR_TO_DEPTH) {
// Enforce plain depth writing.
keys_.depthStencil.value = 0;
keys_.depthStencil.depthTestEnable = true;
keys_.depthStencil.depthWriteEnable = true;
keys_.depthStencil.stencilTestEnable = false;
keys_.depthStencil.depthCompareOp = D3D11_COMPARISON_ALWAYS;
} else if (gstate.isModeClear()) {
if (gstate.isModeClear()) {
keys_.depthStencil.value = 0;
keys_.depthStencil.depthTestEnable = true;
keys_.depthStencil.depthCompareOp = D3D11_COMPARISON_ALWAYS;
keys_.depthStencil.depthWriteEnable = gstate.isClearModeDepthMask();
if (gstate.isClearModeDepthMask()) {
framebufferManager_->SetDepthUpdated();
}
// Stencil Test
bool alphaMask = gstate.isClearModeAlphaMask();
@ -336,9 +326,6 @@ void DrawEngineD3D11::ApplyDrawState(int prim) {
keys_.depthStencil.depthTestEnable = true;
keys_.depthStencil.depthCompareOp = compareOps[gstate.getDepthTestFunction()];
keys_.depthStencil.depthWriteEnable = gstate.isDepthWriteEnabled();
if (gstate.isDepthWriteEnabled()) {
framebufferManager_->SetDepthUpdated();
}
} else {
keys_.depthStencil.depthTestEnable = false;
keys_.depthStencil.depthWriteEnable = false;

View file

@ -640,9 +640,6 @@ rotateVBO:
if (gstate.isClearModeAlphaMask()) mask |= D3DCLEAR_STENCIL;
if (gstate.isClearModeDepthMask()) mask |= D3DCLEAR_ZBUFFER;
if (mask & D3DCLEAR_ZBUFFER) {
framebufferManager_->SetDepthUpdated();
}
if (mask & D3DCLEAR_TARGET) {
framebufferManager_->SetColorUpdated(gstate_c.skipDrawReason);
}

View file

@ -211,21 +211,11 @@ void DrawEngineDX9::ApplyDrawState(int prim) {
ConvertStencilFuncState(stencilState);
// Set Stencil/Depth
if (gstate_c.renderMode == RASTER_MODE_COLOR_TO_DEPTH) {
// Enforce plain depth writing.
dxstate.depthTest.enable();
dxstate.depthFunc.set(D3DCMP_ALWAYS);
dxstate.depthWrite.set(true);
dxstate.stencilTest.disable();
} else if (gstate.isModeClear()) {
if (gstate.isModeClear()) {
// Depth Test
dxstate.depthTest.enable();
dxstate.depthFunc.set(D3DCMP_ALWAYS);
dxstate.depthWrite.set(gstate.isClearModeDepthMask());
if (gstate.isClearModeDepthMask()) {
framebufferManager_->SetDepthUpdated();
}
// Stencil Test
bool alphaMask = gstate.isClearModeAlphaMask();
@ -246,9 +236,6 @@ void DrawEngineDX9::ApplyDrawState(int prim) {
dxstate.depthTest.enable();
dxstate.depthFunc.set(ztests[gstate.getDepthTestFunction()]);
dxstate.depthWrite.set(gstate.isDepthWriteEnabled());
if (gstate.isDepthWriteEnabled()) {
framebufferManager_->SetDepthUpdated();
}
} else {
dxstate.depthTest.disable();
}

View file

@ -423,9 +423,6 @@ void DrawEngineGLES::DoFlush() {
bool colorMask = gstate.isClearModeColorMask();
bool alphaMask = gstate.isClearModeAlphaMask();
bool depthMask = gstate.isClearModeDepthMask();
if (depthMask) {
framebufferManager_->SetDepthUpdated();
}
GLbitfield target = 0;
// Without this, we will clear RGB when clearing stencil, which breaks games.

View file

@ -251,24 +251,14 @@ void DrawEngineGLES::ApplyDrawState(int prim) {
GenericStencilFuncState stencilState;
ConvertStencilFuncState(stencilState);
if (gstate_c.renderMode == RASTER_MODE_COLOR_TO_DEPTH) {
// Enforce plain depth writing.
renderManager->SetStencilDisabled();
renderManager->SetDepth(true, true, GL_ALWAYS);
} else if (gstate.isModeClear()) {
if (gstate.isModeClear()) {
// Depth Test
if (gstate.isClearModeDepthMask()) {
framebufferManager_->SetDepthUpdated();
}
renderManager->SetStencilFunc(gstate.isClearModeAlphaMask(), GL_ALWAYS, 0xFF, 0xFF);
renderManager->SetStencilOp(stencilState.writeMask, GL_REPLACE, GL_REPLACE, GL_REPLACE);
renderManager->SetDepth(true, gstate.isClearModeDepthMask() ? true : false, GL_ALWAYS);
} else {
// Depth Test
renderManager->SetDepth(gstate.isDepthTestEnabled(), gstate.isDepthWriteEnabled(), compareOps[gstate.getDepthTestFunction()]);
if (gstate.isDepthTestEnabled() && gstate.isDepthWriteEnabled()) {
framebufferManager_->SetDepthUpdated();
}
// Stencil Test
if (stencilState.enabled) {

View file

@ -24,11 +24,6 @@ class GPUInterface;
class GPUDebugInterface;
class GraphicsContext;
enum RasterMode {
RASTER_MODE_NORMAL = 0,
RASTER_MODE_COLOR_TO_DEPTH = 1,
};
// PSP rasterization has two outputs, color and depth. Stencil is packed
// into the alpha channel of color (if exists), so possibly RASTER_COLOR
// should be named RASTER_COLOR_STENCIL but it gets kinda hard to read.

View file

@ -1624,6 +1624,21 @@ void GPUCommon::Execute_VertexTypeSkinning(u32 op, u32 diff) {
gstate_c.Dirty(DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_CULLRANGE);
}
void GPUCommon::CheckDepthUsage(VirtualFramebuffer *vfb) {
if (!gstate_c.usingDepth) {
bool isClearingDepth = gstate.isModeClear() && gstate.isClearModeDepthMask();
if ((gstate.isDepthTestEnabled() || isClearingDepth)) {
gstate_c.usingDepth = true;
gstate_c.clearingDepth = isClearingDepth;
vfb->last_frame_depth_render = gpuStats.numFlips;
if (isClearingDepth || gstate.isDepthWriteEnabled()) {
vfb->last_frame_depth_updated = gpuStats.numFlips;
}
framebufferManager_->SetDepthFrameBuffer(isClearingDepth);
}
}
}
void GPUCommon::Execute_Prim(u32 op, u32 diff) {
// This drives all drawing. All other state we just buffer up, then we apply it only
@ -1685,6 +1700,8 @@ void GPUCommon::Execute_Prim(u32 op, u32 diff) {
return;
}
CheckDepthUsage(vfb);
const void *verts = Memory::GetPointerUnchecked(gstate_c.vertexAddr);
const void *inds = nullptr;
u32 vertexType = gstate.vertType;
@ -1883,12 +1900,14 @@ void GPUCommon::Execute_Bezier(u32 op, u32 diff) {
gstate_c.framebufFormat = gstate.FrameBufFormat();
// This also make skipping drawing very effective.
framebufferManager_->SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason);
VirtualFramebuffer *vfb = framebufferManager_->SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason);
if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) {
// TODO: Should this eat some cycles? Probably yes. Not sure if important.
return;
}
CheckDepthUsage(vfb);
if (!Memory::IsValidAddress(gstate_c.vertexAddr)) {
ERROR_LOG_REPORT(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr);
return;
@ -1953,12 +1972,14 @@ void GPUCommon::Execute_Spline(u32 op, u32 diff) {
gstate_c.framebufFormat = gstate.FrameBufFormat();
// This also make skipping drawing very effective.
framebufferManager_->SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason);
VirtualFramebuffer *vfb = framebufferManager_->SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason);
if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) {
// TODO: Should this eat some cycles? Probably yes. Not sure if important.
return;
}
CheckDepthUsage(vfb);
if (!Memory::IsValidAddress(gstate_c.vertexAddr)) {
ERROR_LOG_REPORT(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr);
return;

View file

@ -15,6 +15,8 @@ class FramebufferManagerCommon;
class TextureCacheCommon;
class DrawEngineCommon;
class GraphicsContext;
struct VirtualFramebuffer;
namespace Draw {
class DrawContext;
}
@ -282,17 +284,11 @@ protected:
void SlowRunLoop(DisplayList &list);
void UpdatePC(u32 currentPC, u32 newPC);
void UpdateState(GPURunState state);
void PopDLQueue();
void CheckDrawSync();
int GetNextListIndex();
virtual void FastLoadBoneMatrix(u32 target);
void FastLoadBoneMatrix(u32 target);
// TODO: Unify this.
virtual void FinishDeferred() {}
void DoBlockTransfer(u32 skipDrawReason);
void DoExecuteCall(u32 target);
void AdvanceVerts(u32 vertType, int count, int bytesRead) {
if ((vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
int indexShift = ((vertType & GE_VTYPE_IDX_MASK) >> GE_VTYPE_IDX_SHIFT) - 1;
@ -362,6 +358,13 @@ protected:
private:
void FlushImm();
void CheckDepthUsage(VirtualFramebuffer *vfb);
void DoBlockTransfer(u32 skipDrawReason);
void DoExecuteCall(u32 target);
void PopDLQueue();
void CheckDrawSync();
int GetNextListIndex();
// Debug stats.
double timeSteppingStarted_;
double timeSpentStepping_;

View file

@ -555,14 +555,6 @@ struct GPUStateCache {
Dirty(DIRTY_FRAGMENTSHADER_STATE | (is3D ? DIRTY_MIPBIAS : 0));
}
}
void SetFramebufferRenderMode(RasterMode mode) {
if (mode != renderMode) {
// This mode modifies the fragment shader to write depth, the depth state to write without testing, and the blend state to write nothing to color.
// So we need to re-evaluate those states.
Dirty(DIRTY_FRAGMENTSHADER_STATE | DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_TEXTURE_PARAMS);
renderMode = mode;
}
}
u32 featureFlags;
@ -572,6 +564,9 @@ struct GPUStateCache {
uint64_t dirty;
bool usingDepth; // For deferred depth copies.
bool clearingDepth;
bool textureFullAlpha;
bool vertexFullAlpha;
@ -613,9 +608,6 @@ struct GPUStateCache {
// We detect this case and go into a special drawing mode.
bool blueToAlpha;
// Some games try to write to the Z buffer using color. Catch that and actually do the writes to the Z buffer instead.
RasterMode renderMode;
// TODO: These should be accessed from the current VFB object directly.
u32 curRTWidth;
u32 curRTHeight;

View file

@ -75,7 +75,4 @@ void FramebufferManagerVulkan::NotifyClear(bool clearColor, bool clearAlpha, boo
if (clearColor || clearAlpha) {
SetColorUpdated(gstate_c.skipDrawReason);
}
if (clearDepth) {
SetDepthUpdated();
}
}

View file

@ -250,20 +250,10 @@ void DrawEngineVulkan::ConvertStateToVulkanKey(FramebufferManagerVulkan &fbManag
GenericStencilFuncState stencilState;
ConvertStencilFuncState(stencilState);
if (gstate_c.renderMode == RASTER_MODE_COLOR_TO_DEPTH) {
// Enforce plain depth writing.
key.depthTestEnable = true;
key.depthWriteEnable = true;
key.stencilTestEnable = false;
key.depthCompareOp = VK_COMPARE_OP_ALWAYS;
key.depthClampEnable = false;
} else if (gstate.isModeClear()) {
if (gstate.isModeClear()) {
key.depthTestEnable = true;
key.depthCompareOp = VK_COMPARE_OP_ALWAYS;
key.depthWriteEnable = gstate.isClearModeDepthMask();
if (gstate.isClearModeDepthMask()) {
fbManager.SetDepthUpdated();
}
// Stencil Test
bool alphaMask = gstate.isClearModeAlphaMask();
@ -294,9 +284,6 @@ void DrawEngineVulkan::ConvertStateToVulkanKey(FramebufferManagerVulkan &fbManag
key.depthTestEnable = true;
key.depthCompareOp = compareOps[gstate.getDepthTestFunction()];
key.depthWriteEnable = gstate.isDepthWriteEnabled();
if (gstate.isDepthWriteEnabled()) {
fbManager.SetDepthUpdated();
}
} else {
key.depthTestEnable = false;
key.depthWriteEnable = false;