Convert FramebufferBlit from the GL backend to use thin3d

This commit is contained in:
Henrik Rydgård 2022-08-03 15:41:17 +02:00
parent 64a8a3f7d3
commit 1ab9293cb3
6 changed files with 110 additions and 128 deletions

View file

@ -2560,3 +2560,107 @@ void FramebufferManagerCommon::DrawActiveTexture(float x, float y, float w, floa
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);
}
void FramebufferManagerCommon::BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp, const char *tag) {
if (!dst->fbo || !src->fbo || !useBufferedRendering_) {
// This can happen if they recently switched from non-buffered.
if (useBufferedRendering_) {
draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, "BlitFramebuffer");
}
return;
}
bool useBlit = draw_->GetDeviceCaps().framebufferBlitSupported;
bool useCopy = draw_->GetDeviceCaps().framebufferCopySupported;
if (dst == currentRenderVfb_) {
// If already bound, using either a blit or a copy is unlikely to be an optimization.
useBlit = false;
useCopy = false;
}
float srcXFactor = useBlit ? src->renderScaleFactor : 1.0f;
float srcYFactor = useBlit ? src->renderScaleFactor : 1.0f;
const int srcBpp = src->format == GE_FORMAT_8888 ? 4 : 2;
if (srcBpp != bpp && bpp != 0) {
srcXFactor = (srcXFactor * bpp) / srcBpp;
}
int srcX1 = srcX * srcXFactor;
int srcX2 = (srcX + w) * srcXFactor;
int srcY1 = srcY * srcYFactor;
int srcY2 = (srcY + h) * srcYFactor;
float dstXFactor = useBlit ? dst->renderScaleFactor : 1.0f;
float dstYFactor = useBlit ? dst->renderScaleFactor : 1.0f;
const int dstBpp = dst->format == GE_FORMAT_8888 ? 4 : 2;
if (dstBpp != bpp && bpp != 0) {
dstXFactor = (dstXFactor * bpp) / dstBpp;
}
int dstX1 = dstX * dstXFactor;
int dstX2 = (dstX + w) * dstXFactor;
int dstY1 = dstY * dstYFactor;
int dstY2 = (dstY + h) * dstYFactor;
if (src == dst && srcX == dstX && srcY == dstY) {
// Let's just skip a copy where the destination is equal to the source.
WARN_LOG_REPORT_ONCE(blitSame, G3D, "Skipped blit with equal dst and src");
return;
}
if (useCopy) {
// glBlitFramebuffer can clip, but glCopyImageSubData is more restricted.
// In case the src goes outside, we just skip the optimization in that case.
const bool sameSize = dstX2 - dstX1 == srcX2 - srcX1 && dstY2 - dstY1 == srcY2 - srcY1;
const bool srcInsideBounds = srcX2 <= src->renderWidth && srcY2 <= src->renderHeight;
const bool dstInsideBounds = dstX2 <= dst->renderWidth && dstY2 <= dst->renderHeight;
const bool xOverlap = src == dst && srcX2 > dstX1 && srcX1 < dstX2;
const bool yOverlap = src == dst && srcY2 > dstY1 && srcY1 < dstY2;
if (sameSize && srcInsideBounds && dstInsideBounds && !(xOverlap && yOverlap)) {
draw_->CopyFramebufferImage(src->fbo, 0, srcX1, srcY1, 0, dst->fbo, 0, dstX1, dstY1, 0, dstX2 - dstX1, dstY2 - dstY1, 1, Draw::FB_COLOR_BIT, tag);
return;
}
}
if (useBlit) {
draw_->BlitFramebuffer(src->fbo, srcX1, srcY1, srcX2, srcY2, dst->fbo, dstX1, dstY1, dstX2, dstY2, Draw::FB_COLOR_BIT, Draw::FB_BLIT_NEAREST, tag);
} else {
BlitUsingRaster(src->fbo, srcX1, srcY1, srcX2, srcY2, dst->fbo, dstX1, dstY1, dstX2, dstY2, false);
}
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_BLEND_STATE | DIRTY_RASTER_STATE);
}
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) {
int destW, destH, srcW, srcH;
draw_->GetFramebufferDimensions(src, &srcW, &srcH);
draw_->GetFramebufferDimensions(dest, &destW, &destH);
if (srcW == destW && srcH == destH && destX2 - destX1 == srcX2 - srcX1 && destY2 - destY1 == srcY2 - srcY1) {
// Optimize to a copy
draw_->CopyFramebufferImage(src, 0, (int)srcX1, (int)srcY1, 0, dest, 0, (int)destX1, (int)destY1, 0, (int)(srcX2 - srcX1), (int)(srcY2 - srcY1), 1, Draw::FB_COLOR_BIT, "BlitUsingRaster");
return;
}
float dX = 1.0f / (float)destW;
float dY = 1.0f / (float)destH;
float sX = 1.0f / (float)srcW;
float sY = 1.0f / (float)srcH;
Draw2DVertex vtx[4] = {
{ -1.0f + 2.0f * dX * destX1, -(1.0f - 2.0f * dY * destY1), sX * srcX1, sY * srcY1 },
{ -1.0f + 2.0f * dX * destX2, -(1.0f - 2.0f * dY * destY1), sX * srcX2, sY * srcY1 },
{ -1.0f + 2.0f * dX * destX1, -(1.0f - 2.0f * dY * destY2), sX * srcX1, sY * srcY2 },
{ -1.0f + 2.0f * dX * destX2, -(1.0f - 2.0f * dY * destY2), sX * srcX2, sY * srcY2 },
};
// 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);
draw_->BindFramebufferAsRenderTarget(dest, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, "BlitUsingRaster");
draw_->BindFramebufferAsTexture(src, 0, Draw::FB_COLOR_BIT, 0);
DrawStrip2D(nullptr, vtx, 4, linearFilter);
gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE);
}

View file

@ -363,7 +363,12 @@ protected:
virtual void DecimateFBOs(); // keeping it virtual to let D3D do a little extra
// Used by ReadFramebufferToMemory and later framebuffer block copies
virtual void BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp, const char *tag) = 0;
virtual void BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp, const char *tag);
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);
void CopyFramebufferForColorTexture(VirtualFramebuffer *dst, VirtualFramebuffer *src, int flags);
void EstimateDrawingSize(u32 fb_address, GEBufferFormat fb_format, int viewport_width, int viewport_height, int region_width, int region_height, int scissor_width, int scissor_height, int fb_stride, int &drawing_width, int &drawing_height);

View file

@ -198,41 +198,6 @@ static void CopyPixelDepthOnly(u32 *dstp, const u32 *srcp, size_t c) {
}
}
void FramebufferManagerD3D11::SimpleBlit(
Draw::Framebuffer *dest, float destX1, float destY1, float destX2, float destY2,
Draw::Framebuffer *src, float srcX1, float srcY1, float srcX2, float srcY2, bool linearFilter) {
int destW, destH, srcW, srcH;
draw_->GetFramebufferDimensions(src, &srcW, &srcH);
draw_->GetFramebufferDimensions(dest, &destW, &destH);
if (srcW == destW && srcH == destH && destX2 - destX1 == srcX2 - srcX1 && destY2 - destY1 == srcY2 - srcY1) {
// Optimize to a copy
draw_->CopyFramebufferImage(src, 0, (int)srcX1, (int)srcY1, 0, dest, 0, (int)destX1, (int)destY1, 0, (int)(srcX2 - srcX1), (int)(srcY2 - srcY1), 1, Draw::FB_COLOR_BIT, "SimpleBlit");
return;
}
float dX = 1.0f / (float)destW;
float dY = 1.0f / (float)destH;
float sX = 1.0f / (float)srcW;
float sY = 1.0f / (float)srcH;
Draw2DVertex vtx[4] = {
{ -1.0f + 2.0f * dX * destX1, -(1.0f - 2.0f * dY * destY1), sX * srcX1, sY * srcY1 },
{ -1.0f + 2.0f * dX * destX2, -(1.0f - 2.0f * dY * destY1), sX * srcX2, sY * srcY1 },
{ -1.0f + 2.0f * dX * destX1, -(1.0f - 2.0f * dY * destY2), sX * srcX1, sY * srcY2 },
{ -1.0f + 2.0f * dX * destX2, -(1.0f - 2.0f * dY * destY2), sX * srcX2, sY * srcY2 },
};
// 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);
draw_->BindFramebufferAsRenderTarget(dest, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, "SimpleBlit");
draw_->BindFramebufferAsTexture(src, 0, Draw::FB_COLOR_BIT, 0);
DrawStrip2D(nullptr, vtx, 4, linearFilter);
gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE);
}
void FramebufferManagerD3D11::BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp, const char *tag) {
if (!dst->fbo || !src->fbo || !useBufferedRendering_) {
// This can happen if they recently switched from non-buffered.

View file

@ -54,10 +54,6 @@ protected:
private:
void Bind2DShader() override;
void PackDepthbuffer(VirtualFramebuffer *vfb, int x, int y, int w, int h);
void SimpleBlit(
Draw::Framebuffer *dest, float destX1, float destY1, float destX2, float destY2,
Draw::Framebuffer *src, float srcX1, float srcY1, float srcX2, float srcY2,
bool linearFilter);
ID3D11Device *device_;
ID3D11DeviceContext *context_;

View file

@ -174,91 +174,6 @@ void FramebufferManagerGLES::UpdateDownloadTempBuffer(VirtualFramebuffer *nvfb)
}
}
void FramebufferManagerGLES::BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp, const char *tag) {
if (!dst->fbo || !src->fbo || !useBufferedRendering_) {
// This can happen if they recently switched from non-buffered.
if (useBufferedRendering_)
draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, "BlitFramebuffer");
return;
}
bool useBlit = draw_->GetDeviceCaps().framebufferBlitSupported;
bool useCopy = draw_->GetDeviceCaps().framebufferCopySupported;
if (dst == currentRenderVfb_) {
// If already bound, using either a blit or a copy is unlikely to be an optimization.
useBlit = false;
useCopy = false;
}
float srcXFactor = useBlit ? src->renderScaleFactor : 1.0f;
float srcYFactor = useBlit ? src->renderScaleFactor : 1.0f;
const int srcBpp = src->format == GE_FORMAT_8888 ? 4 : 2;
if (srcBpp != bpp && bpp != 0) {
srcXFactor = (srcXFactor * bpp) / srcBpp;
}
int srcX1 = srcX * srcXFactor;
int srcX2 = (srcX + w) * srcXFactor;
int srcY1 = srcY * srcYFactor;
int srcY2 = (srcY + h) * srcYFactor;
float dstXFactor = useBlit ? dst->renderScaleFactor : 1.0f;
float dstYFactor = useBlit ? dst->renderScaleFactor : 1.0f;
const int dstBpp = dst->format == GE_FORMAT_8888 ? 4 : 2;
if (dstBpp != bpp && bpp != 0) {
dstXFactor = (dstXFactor * bpp) / dstBpp;
}
int dstX1 = dstX * dstXFactor;
int dstX2 = (dstX + w) * dstXFactor;
int dstY1 = dstY * dstYFactor;
int dstY2 = (dstY + h) * dstYFactor;
if (src == dst && srcX == dstX && srcY == dstY) {
// Let's just skip a copy where the destination is equal to the source.
WARN_LOG_REPORT_ONCE(blitSame, G3D, "Skipped blit with equal dst and src");
return;
}
if (useCopy && draw_->GetDeviceCaps().framebufferCopySupported) {
// glBlitFramebuffer can clip, but glCopyImageSubData is more restricted.
// In case the src goes outside, we just skip the optimization in that case.
const bool sameSize = dstX2 - dstX1 == srcX2 - srcX1 && dstY2 - dstY1 == srcY2 - srcY1;
const bool srcInsideBounds = srcX2 <= src->renderWidth && srcY2 <= src->renderHeight;
const bool dstInsideBounds = dstX2 <= dst->renderWidth && dstY2 <= dst->renderHeight;
const bool xOverlap = src == dst && srcX2 > dstX1 && srcX1 < dstX2;
const bool yOverlap = src == dst && srcY2 > dstY1 && srcY1 < dstY2;
if (sameSize && srcInsideBounds && dstInsideBounds && !(xOverlap && yOverlap)) {
draw_->CopyFramebufferImage(src->fbo, 0, srcX1, srcY1, 0, dst->fbo, 0, dstX1, dstY1, 0, dstX2 - dstX1, dstY2 - dstY1, 1, Draw::FB_COLOR_BIT, tag);
return;
}
}
if (useBlit) {
draw_->BlitFramebuffer(src->fbo, srcX1, srcY1, srcX2, srcY2, dst->fbo, dstX1, dstY1, dstX2, dstY2, Draw::FB_COLOR_BIT, Draw::FB_BLIT_NEAREST, tag);
} else {
// TODO: Use thin3d for this, instead of dirtying up the code here.
draw_->BindFramebufferAsRenderTarget(dst->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, tag);
draw_->BindFramebufferAsTexture(src->fbo, 0, Draw::FB_COLOR_BIT, 0);
// Make sure our 2D drawing program is ready. Compiles only if not already compiled.
CompileDraw2DProgram();
render_->SetViewport({ 0, 0, (float)dst->renderWidth, (float)dst->renderHeight, 0, 1.0f });
render_->SetStencilDisabled();
render_->SetDepth(false, false, GL_ALWAYS);
render_->SetNoBlendAndMask(0xF);
// The first four coordinates are relative to the 6th and 7th arguments of DrawActiveTexture.
// Should maybe revamp that interface.
float srcW = src->bufferWidth;
float srcH = src->bufferHeight;
render_->BindProgram(draw2dprogram_);
DrawActiveTexture(dstX1, dstY1, w * dstXFactor, h * dstYFactor, dst->bufferWidth, dst->bufferHeight, srcX1 / srcW, srcY1 / srcH, srcX2 / srcW, srcY2 / srcH, ROTATION_LOCKED_HORIZONTAL, DRAWTEX_NEAREST);
textureCache_->ForgetLastTexture();
}
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_BLEND_STATE | DIRTY_RASTER_STATE);
}
void FramebufferManagerGLES::EndFrame() {
}

View file

@ -50,9 +50,6 @@ public:
bool GetOutputFramebuffer(GPUDebugBuffer &buffer) override;
protected:
// Used by ReadFramebufferToMemory and later framebuffer block copies
void BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp, const char *tag) override;
void UpdateDownloadTempBuffer(VirtualFramebuffer *nvfb) override;
private: