Merge pull request #2621 from arnastia/master

Improved PSP memory update code (ReadFramebuffersToMemory)
This commit is contained in:
Henrik Rydgård 2013-07-05 14:00:59 -07:00
commit 0eadfdcf62
5 changed files with 452 additions and 222 deletions

View file

@ -117,6 +117,7 @@ void Config::Load(const char *iniFileName)
graphics->Get("StretchToDisplay", &bStretchToDisplay, false);
graphics->Get("TrueColor", &bTrueColor, true);
graphics->Get("FramebuffersToMem", &bFramebuffersToMem, false);
graphics->Get("FramebuffersCPUConvert", &bFramebuffersCPUConvert, false);
graphics->Get("MipMap", &bMipMap, true);
graphics->Get("TexScalingLevel", &iTexScalingLevel, 1);
graphics->Get("TexScalingType", &iTexScalingType, 0);
@ -229,6 +230,7 @@ void Config::Save()
graphics->Set("StretchToDisplay", bStretchToDisplay);
graphics->Set("TrueColor", bTrueColor);
graphics->Set("FramebuffersToMem", bFramebuffersToMem);
graphics->Set("FramebuffersCPUConvert", bFramebuffersCPUConvert);
graphics->Set("MipMap", bMipMap);
graphics->Set("TexScalingLevel", iTexScalingLevel);
graphics->Set("TexScalingType", iTexScalingType);

View file

@ -81,6 +81,7 @@ public:
int iAnisotropyLevel;
bool bTrueColor;
bool bFramebuffersToMem;
bool bFramebuffersCPUConvert; // for OpenGL devices
bool bMipMap;
int iTexScalingLevel; // 1 = off, 2 = 2x, ..., 5 = 5x
int iTexScalingType; // 0 = xBRZ, 1 = Hybrid

View file

@ -53,7 +53,7 @@ static const char tex_fs[] =
"uniform sampler2D sampler0;\n"
"varying vec2 v_texcoord0;\n"
"void main() {\n"
" gl_FragColor = texture2D(sampler0, v_texcoord0);\n"
" gl_FragColor.rgb = texture2D(sampler0, v_texcoord0).rgb;\n"
" gl_FragColor.a = 1.0;\n"
"}\n";
@ -64,7 +64,6 @@ static const char basic_vs[] =
"attribute vec4 a_position;\n"
"attribute vec2 a_texcoord0;\n"
"uniform mat4 u_viewproj;\n"
"varying vec4 v_color;\n"
"varying vec2 v_texcoord0;\n"
"void main() {\n"
" v_texcoord0 = a_texcoord0;\n"
@ -80,6 +79,20 @@ static bool MaskedEqual(u32 addr1, u32 addr2) {
return (addr1 & 0x3FFFFFF) == (addr2 & 0x3FFFFFF);
}
inline u16 RGBA8888toRGB565(u32 px) {
return ((px >> 3) & 0x001F) | ((px >> 5) & 0x07E0) | ((px >> 8) & 0xF800);
}
inline u16 RGBA8888toRGBA4444(u32 px) {
return ((px >> 4) & 0x000F) | ((px >> 8) & 0x00F0) | ((px >> 12) & 0x0F00) | ((px >> 16) & 0xF000);
}
inline u16 RGBA8888toRGBA5551(u32 px) {
return ((px >> 3) & 0x001F) | ((px >> 6) & 0x03E0) | ((px >> 9) & 0x7C00) | ((px >> 16) & 0x8000);
}
void ConvertFromRGBA8888(u8 *dst, u8 *src, u32 stride, u32 height, int format);
void CenterRect(float *x, float *y, float *w, float *h,
float origW, float origH, float frameW, float frameH)
{
@ -130,7 +143,9 @@ FramebufferManager::FramebufferManager() :
currentRenderVfb_(0),
drawPixelsTex_(0),
drawPixelsTexFormat_(-1),
convBuf(0)
convBuf(0),
pixelBufObj_(0),
currentPBO_(0)
{
draw2dprogram = glsl_create_source(basic_vs, tex_fs);
@ -146,12 +161,40 @@ FramebufferManager::FramebufferManager() :
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
useBufferedRendering_ = g_Config.bBufferedRendering;
// Check vendor string to try and guess GPU
const char *cvendor = (char *)glGetString(GL_VENDOR);
if(cvendor) {
const std::string vendor(cvendor);
if(vendor == "NVIDIA Corporation"
|| vendor == "Nouveau"
|| vendor == "nouveau") {
gpuVendor = GPU_VENDOR_NVIDIA;
} else if(vendor == "Advanced Micro Devices, Inc."
|| vendor == "ATI Technologies Inc.") {
gpuVendor = GPU_VENDOR_AMD;
} else if(vendor == "Intel"
|| vendor == "Intel Inc."
|| vendor == "Intel Corporation"
|| vendor == "Tungsten Graphics, Inc") { // We'll assume this last one means Intel
gpuVendor = GPU_VENDOR_INTEL;
} else if(vendor == "ARM") {
gpuVendor = GPU_VENDOR_ARM;
} else {
gpuVendor = GPU_VENDOR_UNKNOWN;
}
} else {
gpuVendor = GPU_VENDOR_UNKNOWN;
}
}
FramebufferManager::~FramebufferManager() {
if (drawPixelsTex_)
glDeleteTextures(1, &drawPixelsTex_);
glsl_destroy(draw2dprogram);
delete [] pixelBufObj_;
delete [] convBuf;
}
@ -257,28 +300,34 @@ void FramebufferManager::DrawPixels(const u8 *framebuf, int pixelFormat, int lin
DrawActiveTexture(x, y, w, h, false, 480.0f / 512.0f);
}
void FramebufferManager::DrawActiveTexture(float x, float y, float w, float h, bool flip, float uscale, float vscale) {
void FramebufferManager::DrawActiveTexture(float x, float y, float w, float h, bool flip, float uscale, float vscale, GLSLProgram *program) {
float u2 = uscale;
// Since we're flipping, 0 is down. That's where the scale goes.
float v1 = flip ? 1.0f : 1.0f - vscale;
float v2 = flip ? 1.0f - vscale : 1.0f;
const float pos[12] = {x,y,0, x+w,y,0, x+w,y+h,0, x,y+h,0};
const float texCoords[8] = {0, v1, u2, v1, u2, v2, 0, v2};
const float texCoords[8] = {0,v1, u2,v1, u2,v2, 0,v2};
const GLubyte indices[4] = {0,1,3,2};
glsl_bind(draw2dprogram);
if(!program) {
program = draw2dprogram;
}
glsl_bind(program);
Matrix4x4 ortho;
ortho.setOrtho(0, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, 0, -1, 1);
glUniformMatrix4fv(draw2dprogram->u_viewproj, 1, GL_FALSE, ortho.getReadPtr());
glUniformMatrix4fv(program->u_viewproj, 1, GL_FALSE, ortho.getReadPtr());
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glEnableVertexAttribArray(draw2dprogram->a_position);
glEnableVertexAttribArray(draw2dprogram->a_texcoord0);
glVertexAttribPointer(draw2dprogram->a_position, 3, GL_FLOAT, GL_FALSE, 12, pos);
glVertexAttribPointer(draw2dprogram->a_texcoord0, 2, GL_FLOAT, GL_FALSE, 8, texCoords);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4); // TODO: TRIANGLE_STRIP is more likely to be optimized.
glDisableVertexAttribArray(draw2dprogram->a_position);
glDisableVertexAttribArray(draw2dprogram->a_texcoord0);
glEnableVertexAttribArray(program->a_position);
glEnableVertexAttribArray(program->a_texcoord0);
glVertexAttribPointer(program->a_position, 3, GL_FLOAT, GL_FALSE, 12, pos);
glVertexAttribPointer(program->a_texcoord0, 2, GL_FLOAT, GL_FALSE, 8, texCoords);
//glDrawArrays(GL_TRIANGLE_FAN, 0, 4); // glDrawElements tested slightly faster on OpenGL atleast
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_BYTE, indices);
glDisableVertexAttribArray(program->a_position);
glDisableVertexAttribArray(program->a_texcoord0);
glsl_unbind();
}
@ -421,13 +470,6 @@ void FramebufferManager::SetRenderFrameBuffer() {
float renderWidthFactor = (float)PSP_CoreParameter().renderWidth / 480.0f;
float renderHeightFactor = (float)PSP_CoreParameter().renderHeight / 272.0f;
// Save current render framebuffer to memory
if(currentRenderVfb_) {
if(g_Config.bFramebuffersToMem) {
ReadFramebufferToMemory(currentRenderVfb_);
}
}
// None found? Create one.
if (!vfb) {
gstate_c.textureChanged = true;
@ -620,10 +662,6 @@ void FramebufferManager::CopyDisplayToOutput() {
glBindTexture(GL_TEXTURE_2D, 0);
}
if(g_Config.bFramebuffersToMem) {
ReadFramebufferToMemory(vfb);
}
if (resized_) {
glstate.depthWrite.set(GL_TRUE);
glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
@ -638,209 +676,250 @@ void FramebufferManager::ReadFramebufferToMemory(VirtualFramebuffer *vfb) {
return;
}
fbo_unbind();
if(gl_extensions.FBO_ARB) { // TODO: fbo_unbind should use GL_FRAMEBUFFER to do this? Don't want to change native
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
}
if(vfb) {
float renderWidthFactor = (float)PSP_CoreParameter().renderWidth / 480.0f;
float renderHeightFactor = (float)PSP_CoreParameter().renderHeight / 272.0f;
// We'll pseudo-blit framebuffers here to get a resized and flipped version of vfb.
// For now we'll keep these on the same struct as the ones that can get displayed
// (and blatantly copy work already done above while at it).
VirtualFramebuffer *nvfb = 0;
// If render resolution different we blit a new framebuffer and copy that one to memory
// (assuming rendering a smaller resolution than the PSP isn't done on any device, but not sure on that)
// A more accurate (and probably costly) solution would be to draw a framebuffer at native resolution
// parallel to the rendering one?
if(renderWidthFactor > 1.0f || renderHeightFactor > 1.0f) {
// For now we'll also keep these framebuffer objects 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 (guessing the point is saving on FBOs?)
for (size_t i = 0; i < bvfbs_.size(); ++i) {
VirtualFramebuffer *v = bvfbs_[i];
if (MaskedEqual(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;
}
// We maintain a separate vector of framebuffer objects for blitting.
for (size_t i = 0; i < bvfbs_.size(); ++i) {
VirtualFramebuffer *v = bvfbs_[i];
if (MaskedEqual(v->fb_address, vfb->fb_address) && v->format == vfb->format) {
if (v->bufferWidth == vfb->bufferWidth && v->bufferHeight == vfb->bufferHeight) {
nvfb = v;
v->fb_stride = vfb->fb_stride;
v->width = vfb->width;
v->height = vfb->height;
break;
}
}
// Create a new fbo if none was found for the size
if(!nvfb) {
nvfb = new VirtualFramebuffer();
nvfb->fbo = 0;
nvfb->fb_address = vfb->fb_address;
nvfb->fb_stride = vfb->fb_stride;
nvfb->z_address = vfb->z_address;
nvfb->z_stride = vfb->z_stride;
nvfb->width = vfb->width;
nvfb->height = vfb->height;
nvfb->renderWidth = vfb->width;
nvfb->renderHeight = vfb->height;
nvfb->bufferWidth = vfb->bufferWidth;
nvfb->bufferHeight = vfb->bufferHeight;
nvfb->format = vfb->format;
nvfb->usageFlags = FB_USAGE_RENDERTARGET;
nvfb->dirtyAfterDisplay = true;
if (g_Config.bTrueColor) {
nvfb->colorDepth = FBO_8888;
} else {
switch (vfb->format) {
case GE_FORMAT_4444:
nvfb->colorDepth = FBO_4444;
break;
case GE_FORMAT_5551:
nvfb->colorDepth = FBO_5551;
break;
case GE_FORMAT_565:
nvfb->colorDepth = FBO_565;
break;
case GE_FORMAT_8888:
nvfb->colorDepth = FBO_8888;
break;
default:
nvfb->colorDepth = FBO_8888;
break;
}
}
//#ifdef ANDROID
// nvfb->colorDepth = FBO_8888;
//#endif
nvfb->fbo = fbo_create(nvfb->width, nvfb->height, 1, true, nvfb->colorDepth);
if (useBufferedRendering_) {
if (nvfb->fbo) {
fbo_bind_as_render_target(nvfb->fbo);
} else {
ERROR_LOG(HLE, "Error creating FBO! %i x %i", vfb->renderWidth, vfb->renderHeight);
}
}
nvfb->last_frame_used = gpuStats.numFrames;
bvfbs_.push_back(nvfb);
} else {
// We already have one, so we set it as a render target.
//DEBUG_LOG(HLE, "Switching render target to FBO for %08x: %i x %i x %i ", nvfb->fb_address, nvfb->width, nvfb->height, nvfb->format);
nvfb->usageFlags |= FB_USAGE_RENDERTARGET;
nvfb->last_frame_used = gpuStats.numFrames;
nvfb->dirtyAfterDisplay = true;
if (useBufferedRendering_) {
if (nvfb->fbo) {
fbo_bind_as_render_target(nvfb->fbo);
} else {
fbo_unbind();
if(gl_extensions.FBO_ARB) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
}
}
}
#ifdef USING_GLES2
// Some tiled mobile GPUs benefit IMMENSELY from clearing an FBO before rendering
// to it. This broke stuff before, so now it only clears on the first use of an
// FBO in a frame. This means that some games won't be able to avoid the on-some-GPUs
// performance-crushing framebuffer reloads from RAM, but we'll have to live with that.
if (nvfb->last_frame_used != gpuStats.numFrames) {
glstate.depthWrite.set(GL_TRUE);
glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClearColor(0,0,0,1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
#endif
}
// We bind the resized fbo for reading
if (useBufferedRendering_) {
if (vfb->fbo) {
fbo_bind_for_read(vfb->fbo);
} else {
fbo_unbind();
if(gl_extensions.FBO_ARB) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
}
}
}
// And we check both framebuffers for completeness
if(glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE
|| glCheckFramebufferStatus(GL_READ_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
DEBUG_LOG(HLE, "Incomplete FBOs pre-blitting");
fbo_unbind();
if(gl_extensions.FBO_ARB) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
}
return;
}
// TODO: glReadBuffer and glDrawBuffer should maybe be specifically set here?
// Then we blit the color buffer using linear filtering
#ifndef USING_GLES2
DEBUG_LOG(HLE, "Blitting FBOs for %08x: %i x %i to %i x %i ", nvfb->fb_address, vfb->renderWidth, vfb->renderHeight, nvfb->renderWidth, nvfb->renderHeight);
glBlitFramebuffer(0, 0, vfb->fb_stride * renderWidthFactor, vfb->renderHeight, 0, 0, nvfb->fb_stride, nvfb->height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
#else
WARN_LOG(HLE, "Skipping FBO blit, not supported on GLES 2.0. Needs replacing with a real draw (that can also flip y)");
#endif
fbo_unbind();
if(gl_extensions.FBO_ARB) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
}
vfb = nvfb;
}
// Create a new fbo if none was found for the size
if(!nvfb) {
nvfb = new VirtualFramebuffer();
nvfb->fbo = 0;
nvfb->fb_address = vfb->fb_address;
nvfb->fb_stride = vfb->fb_stride;
nvfb->z_address = vfb->z_address;
nvfb->z_stride = vfb->z_stride;
nvfb->width = vfb->width;
nvfb->height = vfb->height;
nvfb->renderWidth = vfb->width;
nvfb->renderHeight = vfb->height;
nvfb->bufferWidth = vfb->bufferWidth;
nvfb->bufferHeight = vfb->bufferHeight;
nvfb->format = vfb->format;
nvfb->usageFlags = FB_USAGE_RENDERTARGET;
nvfb->dirtyAfterDisplay = true;
if(g_Config.bTrueColor) {
nvfb->colorDepth = FBO_8888;
} else {
switch (vfb->format) {
case GE_FORMAT_4444:
nvfb->colorDepth = FBO_4444;
break;
case GE_FORMAT_5551:
nvfb->colorDepth = FBO_5551;
break;
case GE_FORMAT_565:
nvfb->colorDepth = FBO_565;
break;
case GE_FORMAT_8888:
default:
nvfb->colorDepth = FBO_8888;
break;
}
}
nvfb->fbo = fbo_create(nvfb->width, nvfb->height, 1, true, nvfb->colorDepth);
if (!(nvfb->fbo)) {
ERROR_LOG(HLE, "Error creating FBO! %i x %i", nvfb->renderWidth, nvfb->renderHeight);
}
if (useBufferedRendering_) {
if (nvfb->fbo) {
fbo_bind_as_render_target(nvfb->fbo);
} else {
fbo_unbind();
return;
}
}
nvfb->last_frame_used = gpuStats.numFrames;
bvfbs_.push_back(nvfb);
glstate.depthWrite.set(GL_TRUE);
glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClearColor(0.0f,0.0f,0.0f,1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glEnable(GL_DITHER);
} else {
nvfb->usageFlags |= FB_USAGE_RENDERTARGET;
nvfb->last_frame_used = gpuStats.numFrames;
nvfb->dirtyAfterDisplay = true;
if (useBufferedRendering_) {
if (nvfb->fbo) {
fbo_bind_as_render_target(nvfb->fbo);
#ifdef USING_GLES2
// Some tiled mobile GPUs benefit IMMENSELY from clearing an FBO before rendering
// to it. This broke stuff before, so now it only clears on the first use of an
// FBO in a frame. This means that some games won't be able to avoid the on-some-GPUs
// performance-crushing framebuffer reloads from RAM, but we'll have to live with that.
if (nvfb->last_frame_used != gpuStats.numFrames) {
glstate.depthWrite.set(GL_TRUE);
glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClearColor(0,0,0,1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
#endif
} else {
fbo_unbind();
return;
}
}
}
BlitFramebuffer_(vfb, nvfb, false);
#ifdef USING_GLES2
PackFramebufferGLES_(nvfb); // synchronous glReadPixels
#else
PackFramebufferGL_(nvfb); // asynchronous glReadPixels using PBOs
#endif
}
}
void FramebufferManager::BlitFramebuffer_(VirtualFramebuffer *src, VirtualFramebuffer *dst, bool flip, float upscale, float vscale) {
// This only works with buffered rendering
if (!useBufferedRendering_) {
return;
}
fbo_bind_as_render_target(dst->fbo);
if(glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
ERROR_LOG(HLE, "Incomplete target framebuffer, aborting blit");
fbo_unbind();
return;
}
glstate.viewport.set(0, 0, dst->width, dst->height);
glstate.depthTest.disable();
glstate.blend.disable();
glstate.cullFace.disable();
glstate.depthTest.disable();
glstate.scissorTest.disable();
glstate.stencilTest.disable();
fbo_bind_color_as_texture(src->fbo, 0);
float x, y, w, h;
CenterRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight);
DrawActiveTexture(x, y, w, h, flip, upscale, vscale, draw2dprogram);
glBindTexture(GL_TEXTURE_2D, 0);
fbo_unbind();
}
void ConvertFromRGBA8888(u8 *dst, u8 *src, u32 stride, u32 height, int format) {
if(format == GE_FORMAT_8888) {
if(src == dst) {
return;
} else { // Here lets assume they don't intersect
memcpy(dst, src, stride * height * 4);
}
} else { // But here it shouldn't matter if they do
u32 size = height * stride;
u32 *src32 = (u32 *)src;
u16 *dst16 = (u16 *)dst;
switch (format) {
case GE_FORMAT_565: // BGR 565
for(int i = 0; i < size; i++) {
dst16[i] = RGBA8888toRGB565(src32[i]);
}
break;
case GE_FORMAT_5551: // ABGR 1555
for(int i = 0; i < size; i++) {
dst16[i] = RGBA8888toRGBA5551(src32[i]);
}
break;
case GE_FORMAT_4444: // ABGR 4444
for(int i = 0; i < size; i++) {
dst16[i] = RGBA8888toRGBA4444(src32[i]);
}
break;
default:
break;
}
}
}
void FramebufferManager::PackFramebufferGL_(VirtualFramebuffer *vfb) {
GLubyte *packed = 0;
bool unbind = false;
// We'll prepare two PBOs to switch between readying and reading
if(!pixelBufObj_) {
GLuint pbos[2];
glGenBuffers(2, pbos);
pixelBufObj_ = new AsyncPBO[2];
pixelBufObj_[0].handle = pbos[0];
pixelBufObj_[0].maxSize = 0;
pixelBufObj_[0].reading = false;
pixelBufObj_[1].handle = pbos[1];
pixelBufObj_[1].maxSize = 0;
pixelBufObj_[1].reading = false;
}
// Order packing/readback of the framebuffer
if(vfb) {
int pixelType, pixelSize, pixelFormat, align;
switch (vfb->format) {
case GE_FORMAT_4444: // 16 bit ABGR
#ifdef USING_GLES2
pixelType = GL_UNSIGNED_SHORT_4_4_4_4;
#else
pixelType = GL_UNSIGNED_SHORT_4_4_4_4_REV;
#endif
// GL_UNSIGNED_INT_8_8_8_8 returns A B G R (little-endian, tested in Nvidia card/x86 PC)
// GL_UNSIGNED_BYTE returns R G B A in consecutive bytes ("big-endian"/not treated as 32-bit value)
// We want R G B A, so we use *_REV for 16-bit formats and GL_UNSIGNED_BYTE for 32-bit
case GE_FORMAT_4444: // 16 bit RGBA
// We'll single out Nvidia for now, since that's the only vendor whose glReadPixels behaviour is tested.
pixelType = ((gpuVendor == GPU_VENDOR_NVIDIA) ? GL_UNSIGNED_SHORT_4_4_4_4_REV : GL_UNSIGNED_SHORT_4_4_4_4);
pixelFormat = GL_RGBA;
pixelSize = 2;
align = 8;
break;
case GE_FORMAT_5551: // 16 bit ABGR
#ifdef USING_GLES2
pixelType = GL_UNSIGNED_SHORT_5_5_5_1;
#else
pixelType = GL_UNSIGNED_SHORT_1_5_5_5_REV;
#endif
case GE_FORMAT_5551: // 16 bit RGBA
pixelType = ((gpuVendor == GPU_VENDOR_NVIDIA) ? GL_UNSIGNED_SHORT_1_5_5_5_REV : GL_UNSIGNED_SHORT_5_5_5_1);
pixelFormat = GL_RGBA;
pixelSize = 2;
align = 8;
break;
case GE_FORMAT_565: // 16 bit BGR
#ifdef USING_GLES2
pixelType = GL_UNSIGNED_SHORT_5_6_5;
#else
pixelType = GL_UNSIGNED_SHORT_5_6_5_REV;
#endif
case GE_FORMAT_565: // 16 bit RGB
pixelType = ((gpuVendor == GPU_VENDOR_NVIDIA) ? GL_UNSIGNED_SHORT_5_6_5_REV : GL_UNSIGNED_SHORT_5_6_5);
pixelFormat = GL_RGB;
pixelSize = 2;
align = 8;
break;
case GE_FORMAT_8888: // 32 bit ABGR
default: // And same as above
#ifdef USING_GLES2
case GE_FORMAT_8888: // 32 bit RGBA
default:
pixelType = GL_UNSIGNED_BYTE;
#else
pixelType = GL_UNSIGNED_INT_8_8_8_8_REV;
#endif
pixelFormat = GL_RGBA;
pixelSize = 4;
align = 4;
break;
}
u32 bufSize = vfb->fb_stride * vfb->height * pixelSize;
u32 fb_address = (0x44000000) | vfb->fb_address;
if (useBufferedRendering_) {
if (vfb->fbo) {
fbo_bind_for_read(vfb->fbo);
@ -853,33 +932,129 @@ void FramebufferManager::ReadFramebufferToMemory(VirtualFramebuffer *vfb) {
}
}
// Prepare buffers to read the pixel data into
// Ideally we'd apply the image flip inplace and only need one,
// but right now this is simpler
// (maybe it's more efficient to have the GPU flip it in the framebuffer and then flip it back?)
int bufHeight = vfb->height;
size_t bufSize = vfb->fb_stride * bufHeight;
GLubyte *flipBuf = (GLubyte *) malloc(bufSize * pixelSize);
glBindBuffer(GL_PIXEL_PACK_BUFFER, pixelBufObj_[currentPBO_].handle);
u32 fb_address = (0x04000000) | vfb->fb_address;
DEBUG_LOG(HLE, "Reading pixels to mem, bufSize = %u, fb_address = %08x", bufSize, fb_address);
glPixelStorei(GL_PACK_ALIGNMENT, align);
glReadPixels(0, 0, vfb->fb_stride, vfb->height, pixelFormat, pixelType, flipBuf);
// We have to flip glReadPixels data upside down
int u8_stride = vfb->fb_stride * pixelSize;
for (int y = 0; y < bufHeight; y++) {
int inverted_y = bufHeight - 1 - y;
Memory::Memcpy(fb_address + inverted_y * u8_stride, &flipBuf[u8_stride * y], u8_stride);
if(pixelBufObj_[currentPBO_].maxSize < bufSize) {
// We reserve a buffer big enough to fit all those pixels
if(g_Config.bFramebuffersCPUConvert && pixelType != GL_UNSIGNED_BYTE) {
// Wnd result may be 16-bit but we are reading 32-bit, so we need double the space on the buffer
glBufferData(GL_PIXEL_PACK_BUFFER, bufSize*2, NULL, GL_DYNAMIC_READ);
} else {
glBufferData(GL_PIXEL_PACK_BUFFER, bufSize, NULL, GL_DYNAMIC_READ);
}
pixelBufObj_[currentPBO_].maxSize = bufSize;
}
pixelBufObj_[currentPBO_].fb_address = fb_address;
pixelBufObj_[currentPBO_].size = bufSize;
pixelBufObj_[currentPBO_].stride = vfb->fb_stride;
pixelBufObj_[currentPBO_].height = vfb->height;
pixelBufObj_[currentPBO_].format = vfb->format;
pixelBufObj_[currentPBO_].reading = true;
if(g_Config.bFramebuffersCPUConvert) {
// If converting pixel formats on the CPU we'll always request RGBA8888
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glReadPixels(0, 0, vfb->fb_stride, vfb->height, GL_RGBA, GL_UNSIGNED_BYTE, 0);
} else {
// Otherwise we'll directly request the format we need and let the GPU sort it out
glPixelStorei(GL_PACK_ALIGNMENT, align);
glReadPixels(0, 0, vfb->fb_stride, vfb->height, pixelFormat, pixelType, 0);
}
free(flipBuf);
fbo_unbind();
if(gl_extensions.FBO_ARB) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
}
unbind = true;
}
// Receive previously requested data from a PBO
u8 nextPBO = (currentPBO_ + 1) % 2;
if(pixelBufObj_[nextPBO].reading) {
glBindBuffer(GL_PIXEL_PACK_BUFFER, pixelBufObj_[nextPBO].handle);
packed = (GLubyte *)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
if(packed) {
DEBUG_LOG(HLE, "Reading pbo to mem, bufSize = %u, packed = %08x, fb_address = %08x, pbo = %u",
pixelBufObj_[nextPBO].size, packed, pixelBufObj_[nextPBO].fb_address, nextPBO);
if(g_Config.bFramebuffersCPUConvert) {
ConvertFromRGBA8888(Memory::GetPointer(pixelBufObj_[nextPBO].fb_address), packed,
pixelBufObj_[nextPBO].stride, pixelBufObj_[nextPBO].height,
pixelBufObj_[nextPBO].format);
} else { // We don't need to convert, GPU already did (or should have)
Memory::Memcpy(pixelBufObj_[nextPBO].fb_address, packed, pixelBufObj_[nextPBO].size);
}
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
pixelBufObj_[nextPBO].reading = false;
}
unbind = true;
}
currentPBO_ = nextPBO;
if(unbind) {
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
}
}
void FramebufferManager::PackFramebufferGLES_(VirtualFramebuffer *vfb) {
if (useBufferedRendering_ && vfb->fbo) {
fbo_bind_for_read(vfb->fbo);
} else {
fbo_unbind();
return;
}
// Pixel size always 4 here because we always request RGBA8888
size_t bufSize = vfb->fb_stride * vfb->height * 4;
u32 fb_address = (0x44000000) | vfb->fb_address;
GLubyte *packed = 0;
if(vfb->format == GE_FORMAT_8888) {
packed = (GLubyte *)Memory::GetPointer(fb_address);
} else { // End result may be 16-bit but we are reading 32-bit, so there may not be enough space at fb_address
packed = (GLubyte *)malloc(bufSize * sizeof(GLubyte));
}
if(packed) {
DEBUG_LOG(HLE, "Reading framebuffer to mem, bufSize = %u, packed = %08x, fb_address = %08x",
bufSize, packed, fb_address);
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glReadPixels(0, 0, vfb->fb_stride, vfb->height, GL_RGBA, GL_UNSIGNED_BYTE, packed);
GLenum error = glGetError();
switch(error) {
case 0:
break;
case GL_INVALID_ENUM:
ERROR_LOG(HLE, "glReadPixels: GL_INVALID_ENUM");
break;
case GL_INVALID_VALUE:
ERROR_LOG(HLE, "glReadPixels: GL_INVALID_VALUE");
break;
case GL_INVALID_OPERATION:
ERROR_LOG(HLE, "glReadPixels: GL_INVALID_OPERATION");
break;
case GL_INVALID_FRAMEBUFFER_OPERATION:
ERROR_LOG(HLE, "glReadPixels: GL_INVALID_FRAMEBUFFER_OPERATION");
break;
default:
ERROR_LOG(HLE, "glReadPixels: UNKNOWN OPENGL ERROR %u", error);
break;
}
if(vfb->format != GE_FORMAT_8888) { // If not RGBA 8888 we need to convert
ConvertFromRGBA8888(Memory::GetPointer(fb_address), packed, vfb->fb_stride, vfb->height, vfb->format);
free(packed);
}
}
fbo_unbind();
}
void FramebufferManager::EndFrame() {
@ -888,6 +1063,11 @@ void FramebufferManager::EndFrame() {
glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
resized_ = false;
}
#ifndef USING_GLES2
// We flush to memory last requested framebuffer, if any
PackFramebufferGL_(NULL);
#endif
}
void FramebufferManager::DeviceLost() {
@ -950,18 +1130,39 @@ std::vector<FramebufferInfo> FramebufferManager::GetFramebufferList() {
void FramebufferManager::DecimateFBOs() {
fbo_unbind();
currentRenderVfb_ = 0;
bool thirdFrame = (gpuStats.numFrames % 3 == 0);
for (size_t i = 0; i < vfbs_.size(); ++i) {
VirtualFramebuffer *vfb = vfbs_[i];
int age = frameLastFramebufUsed - vfb->last_frame_used;
if(g_Config.bFramebuffersToMem) {
// Every third frame we'll commit framebuffers to memory
if(thirdFrame && age <= FBO_OLD_AGE) {
ReadFramebufferToMemory(vfb);
}
}
if (vfb == displayFramebuf_ || vfb == prevDisplayFramebuf_ || vfb == prevPrevDisplayFramebuf_) {
continue;
}
int age = frameLastFramebufUsed - vfb->last_frame_used;
if (age > FBO_OLD_AGE) {
INFO_LOG(HLE, "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--);
}
}
// 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_used;
if (age > FBO_OLD_AGE) {
INFO_LOG(HLE, "Decimating FBO for %08x (%i x %i x %i), age %i", vfb->fb_address, vfb->width, vfb->height, vfb->format, age)
DestroyFramebuf(vfb);
bvfbs_.erase(bvfbs_.begin() + i--);
}
}
}
void FramebufferManager::DestroyAllFBOs() {

View file

@ -44,6 +44,13 @@ enum {
FB_USAGE_TEXTURE = 4,
};
enum {
GPU_VENDOR_NVIDIA = 1,
GPU_VENDOR_AMD = 2,
GPU_VENDOR_INTEL = 3,
GPU_VENDOR_ARM = 4,
GPU_VENDOR_UNKNOWN = 0
};
struct VirtualFramebuffer {
int last_frame_used;
@ -77,6 +84,19 @@ struct VirtualFramebuffer {
void CenterRect(float *x, float *y, float *w, float *h,
float origW, float origH, float frameW, float frameH);
// Simple struct for asynchronous PBO readbacks
struct AsyncPBO {
GLuint handle;
u32 maxSize;
u32 fb_address;
u32 stride;
u32 height;
u32 size;
int format;
bool reading;
};
class ShaderManager;
class FramebufferManager {
@ -92,7 +112,7 @@ public:
}
void DrawPixels(const u8 *framebuf, int pixelFormat, int linesize);
void DrawActiveTexture(float x, float y, float w, float h, bool flip = false, float uscale = 1.0f, float vscale = 1.0f);
void DrawActiveTexture(float x, float y, float w, float h, bool flip = false, float uscale = 1.0f, float vscale = 1.0f, GLSLProgram *program = 0);
void DestroyAllFBOs();
void DecimateFBOs();
@ -144,7 +164,13 @@ private:
VirtualFramebuffer *currentRenderVfb_;
// Used by ReadFramebufferToMemory
void BlitFramebuffer_(VirtualFramebuffer *src, VirtualFramebuffer *dst, bool flip = false, float upscale = 1.0f, float vscale = 1.0f);
void PackFramebufferGL_(VirtualFramebuffer *vfb);
void PackFramebufferGLES_(VirtualFramebuffer *vfb);
int gpuVendor;
std::vector<VirtualFramebuffer *> bvfbs_; // blitting FBOs
AsyncPBO *pixelBufObj_; //this isn't that large
u8 currentPBO_;
// Used by DrawPixels
unsigned int drawPixelsTex_;

2
lang

@ -1 +1 @@
Subproject commit 92e5e45e316f73710882bf82ef8fe43f5192d0f2
Subproject commit c670a27517d34cd4119d1139d4aec3546866f40d