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https://github.com/hrydgard/ppsspp.git
synced 2025-04-02 11:01:50 -04:00
Convert FramebufferBlit from the GL backend to use thin3d
This commit is contained in:
parent
64a8a3f7d3
commit
1ab9293cb3
6 changed files with 110 additions and 128 deletions
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@ -2560,3 +2560,107 @@ void FramebufferManagerCommon::DrawActiveTexture(float x, float y, float w, floa
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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);
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}
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void FramebufferManagerCommon::BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp, const char *tag) {
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if (!dst->fbo || !src->fbo || !useBufferedRendering_) {
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// This can happen if they recently switched from non-buffered.
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if (useBufferedRendering_) {
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draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, "BlitFramebuffer");
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}
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return;
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}
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bool useBlit = draw_->GetDeviceCaps().framebufferBlitSupported;
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bool useCopy = draw_->GetDeviceCaps().framebufferCopySupported;
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if (dst == currentRenderVfb_) {
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// If already bound, using either a blit or a copy is unlikely to be an optimization.
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useBlit = false;
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useCopy = false;
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}
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float srcXFactor = useBlit ? src->renderScaleFactor : 1.0f;
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float srcYFactor = useBlit ? src->renderScaleFactor : 1.0f;
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const int srcBpp = src->format == GE_FORMAT_8888 ? 4 : 2;
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if (srcBpp != bpp && bpp != 0) {
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srcXFactor = (srcXFactor * bpp) / srcBpp;
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}
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int srcX1 = srcX * srcXFactor;
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int srcX2 = (srcX + w) * srcXFactor;
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int srcY1 = srcY * srcYFactor;
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int srcY2 = (srcY + h) * srcYFactor;
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float dstXFactor = useBlit ? dst->renderScaleFactor : 1.0f;
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float dstYFactor = useBlit ? dst->renderScaleFactor : 1.0f;
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const int dstBpp = dst->format == GE_FORMAT_8888 ? 4 : 2;
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if (dstBpp != bpp && bpp != 0) {
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dstXFactor = (dstXFactor * bpp) / dstBpp;
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}
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int dstX1 = dstX * dstXFactor;
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int dstX2 = (dstX + w) * dstXFactor;
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int dstY1 = dstY * dstYFactor;
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int dstY2 = (dstY + h) * dstYFactor;
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if (src == dst && srcX == dstX && srcY == dstY) {
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// Let's just skip a copy where the destination is equal to the source.
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WARN_LOG_REPORT_ONCE(blitSame, G3D, "Skipped blit with equal dst and src");
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return;
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}
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if (useCopy) {
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// glBlitFramebuffer can clip, but glCopyImageSubData is more restricted.
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// In case the src goes outside, we just skip the optimization in that case.
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const bool sameSize = dstX2 - dstX1 == srcX2 - srcX1 && dstY2 - dstY1 == srcY2 - srcY1;
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const bool srcInsideBounds = srcX2 <= src->renderWidth && srcY2 <= src->renderHeight;
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const bool dstInsideBounds = dstX2 <= dst->renderWidth && dstY2 <= dst->renderHeight;
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const bool xOverlap = src == dst && srcX2 > dstX1 && srcX1 < dstX2;
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const bool yOverlap = src == dst && srcY2 > dstY1 && srcY1 < dstY2;
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if (sameSize && srcInsideBounds && dstInsideBounds && !(xOverlap && yOverlap)) {
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draw_->CopyFramebufferImage(src->fbo, 0, srcX1, srcY1, 0, dst->fbo, 0, dstX1, dstY1, 0, dstX2 - dstX1, dstY2 - dstY1, 1, Draw::FB_COLOR_BIT, tag);
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return;
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}
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}
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if (useBlit) {
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draw_->BlitFramebuffer(src->fbo, srcX1, srcY1, srcX2, srcY2, dst->fbo, dstX1, dstY1, dstX2, dstY2, Draw::FB_COLOR_BIT, Draw::FB_BLIT_NEAREST, tag);
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} else {
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BlitUsingRaster(src->fbo, srcX1, srcY1, srcX2, srcY2, dst->fbo, dstX1, dstY1, dstX2, dstY2, false);
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}
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gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_BLEND_STATE | DIRTY_RASTER_STATE);
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}
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void FramebufferManagerCommon::BlitUsingRaster(
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Draw::Framebuffer *src, float srcX1, float srcY1, float srcX2, float srcY2,
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Draw::Framebuffer *dest, float destX1, float destY1, float destX2, float destY2,
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bool linearFilter) {
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int destW, destH, srcW, srcH;
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draw_->GetFramebufferDimensions(src, &srcW, &srcH);
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draw_->GetFramebufferDimensions(dest, &destW, &destH);
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if (srcW == destW && srcH == destH && destX2 - destX1 == srcX2 - srcX1 && destY2 - destY1 == srcY2 - srcY1) {
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// Optimize to a copy
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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");
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return;
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}
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float dX = 1.0f / (float)destW;
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float dY = 1.0f / (float)destH;
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float sX = 1.0f / (float)srcW;
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float sY = 1.0f / (float)srcH;
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Draw2DVertex vtx[4] = {
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{ -1.0f + 2.0f * dX * destX1, -(1.0f - 2.0f * dY * destY1), sX * srcX1, sY * srcY1 },
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{ -1.0f + 2.0f * dX * destX2, -(1.0f - 2.0f * dY * destY1), sX * srcX2, sY * srcY1 },
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{ -1.0f + 2.0f * dX * destX1, -(1.0f - 2.0f * dY * destY2), sX * srcX1, sY * srcY2 },
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{ -1.0f + 2.0f * dX * destX2, -(1.0f - 2.0f * dY * destY2), sX * srcX2, sY * srcY2 },
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};
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// 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).
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draw_->BindTexture(0, nullptr);
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draw_->BindFramebufferAsRenderTarget(dest, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, "BlitUsingRaster");
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draw_->BindFramebufferAsTexture(src, 0, Draw::FB_COLOR_BIT, 0);
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DrawStrip2D(nullptr, vtx, 4, linearFilter);
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gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE);
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}
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@ -363,7 +363,12 @@ protected:
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virtual void DecimateFBOs(); // keeping it virtual to let D3D do a little extra
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// Used by ReadFramebufferToMemory and later framebuffer block copies
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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;
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virtual void BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp, const char *tag);
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void BlitUsingRaster(
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Draw::Framebuffer *src, float srcX1, float srcY1, float srcX2, float srcY2,
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Draw::Framebuffer *dest, float destX1, float destY1, float destX2, float destY2, bool linearFilter);
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void CopyFramebufferForColorTexture(VirtualFramebuffer *dst, VirtualFramebuffer *src, int flags);
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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);
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@ -198,41 +198,6 @@ static void CopyPixelDepthOnly(u32 *dstp, const u32 *srcp, size_t c) {
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}
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}
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void FramebufferManagerD3D11::SimpleBlit(
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Draw::Framebuffer *dest, float destX1, float destY1, float destX2, float destY2,
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Draw::Framebuffer *src, float srcX1, float srcY1, float srcX2, float srcY2, bool linearFilter) {
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int destW, destH, srcW, srcH;
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draw_->GetFramebufferDimensions(src, &srcW, &srcH);
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draw_->GetFramebufferDimensions(dest, &destW, &destH);
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if (srcW == destW && srcH == destH && destX2 - destX1 == srcX2 - srcX1 && destY2 - destY1 == srcY2 - srcY1) {
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// Optimize to a copy
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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");
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return;
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}
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float dX = 1.0f / (float)destW;
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float dY = 1.0f / (float)destH;
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float sX = 1.0f / (float)srcW;
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float sY = 1.0f / (float)srcH;
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Draw2DVertex vtx[4] = {
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{ -1.0f + 2.0f * dX * destX1, -(1.0f - 2.0f * dY * destY1), sX * srcX1, sY * srcY1 },
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{ -1.0f + 2.0f * dX * destX2, -(1.0f - 2.0f * dY * destY1), sX * srcX2, sY * srcY1 },
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{ -1.0f + 2.0f * dX * destX1, -(1.0f - 2.0f * dY * destY2), sX * srcX1, sY * srcY2 },
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{ -1.0f + 2.0f * dX * destX2, -(1.0f - 2.0f * dY * destY2), sX * srcX2, sY * srcY2 },
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};
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// 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).
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draw_->BindTexture(0, nullptr);
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draw_->BindFramebufferAsRenderTarget(dest, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, "SimpleBlit");
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draw_->BindFramebufferAsTexture(src, 0, Draw::FB_COLOR_BIT, 0);
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DrawStrip2D(nullptr, vtx, 4, linearFilter);
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gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE);
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}
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void FramebufferManagerD3D11::BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp, const char *tag) {
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if (!dst->fbo || !src->fbo || !useBufferedRendering_) {
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// This can happen if they recently switched from non-buffered.
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@ -54,10 +54,6 @@ protected:
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private:
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void Bind2DShader() override;
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void PackDepthbuffer(VirtualFramebuffer *vfb, int x, int y, int w, int h);
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void SimpleBlit(
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Draw::Framebuffer *dest, float destX1, float destY1, float destX2, float destY2,
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Draw::Framebuffer *src, float srcX1, float srcY1, float srcX2, float srcY2,
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bool linearFilter);
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ID3D11Device *device_;
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ID3D11DeviceContext *context_;
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@ -174,91 +174,6 @@ void FramebufferManagerGLES::UpdateDownloadTempBuffer(VirtualFramebuffer *nvfb)
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}
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}
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void FramebufferManagerGLES::BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp, const char *tag) {
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if (!dst->fbo || !src->fbo || !useBufferedRendering_) {
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// This can happen if they recently switched from non-buffered.
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if (useBufferedRendering_)
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draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, "BlitFramebuffer");
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return;
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}
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bool useBlit = draw_->GetDeviceCaps().framebufferBlitSupported;
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bool useCopy = draw_->GetDeviceCaps().framebufferCopySupported;
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if (dst == currentRenderVfb_) {
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// If already bound, using either a blit or a copy is unlikely to be an optimization.
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useBlit = false;
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useCopy = false;
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}
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float srcXFactor = useBlit ? src->renderScaleFactor : 1.0f;
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float srcYFactor = useBlit ? src->renderScaleFactor : 1.0f;
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const int srcBpp = src->format == GE_FORMAT_8888 ? 4 : 2;
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if (srcBpp != bpp && bpp != 0) {
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srcXFactor = (srcXFactor * bpp) / srcBpp;
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}
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int srcX1 = srcX * srcXFactor;
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int srcX2 = (srcX + w) * srcXFactor;
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int srcY1 = srcY * srcYFactor;
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int srcY2 = (srcY + h) * srcYFactor;
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float dstXFactor = useBlit ? dst->renderScaleFactor : 1.0f;
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float dstYFactor = useBlit ? dst->renderScaleFactor : 1.0f;
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const int dstBpp = dst->format == GE_FORMAT_8888 ? 4 : 2;
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if (dstBpp != bpp && bpp != 0) {
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dstXFactor = (dstXFactor * bpp) / dstBpp;
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}
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int dstX1 = dstX * dstXFactor;
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int dstX2 = (dstX + w) * dstXFactor;
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int dstY1 = dstY * dstYFactor;
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int dstY2 = (dstY + h) * dstYFactor;
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if (src == dst && srcX == dstX && srcY == dstY) {
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// Let's just skip a copy where the destination is equal to the source.
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WARN_LOG_REPORT_ONCE(blitSame, G3D, "Skipped blit with equal dst and src");
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return;
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}
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if (useCopy && draw_->GetDeviceCaps().framebufferCopySupported) {
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// glBlitFramebuffer can clip, but glCopyImageSubData is more restricted.
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// In case the src goes outside, we just skip the optimization in that case.
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const bool sameSize = dstX2 - dstX1 == srcX2 - srcX1 && dstY2 - dstY1 == srcY2 - srcY1;
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const bool srcInsideBounds = srcX2 <= src->renderWidth && srcY2 <= src->renderHeight;
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const bool dstInsideBounds = dstX2 <= dst->renderWidth && dstY2 <= dst->renderHeight;
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const bool xOverlap = src == dst && srcX2 > dstX1 && srcX1 < dstX2;
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const bool yOverlap = src == dst && srcY2 > dstY1 && srcY1 < dstY2;
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if (sameSize && srcInsideBounds && dstInsideBounds && !(xOverlap && yOverlap)) {
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draw_->CopyFramebufferImage(src->fbo, 0, srcX1, srcY1, 0, dst->fbo, 0, dstX1, dstY1, 0, dstX2 - dstX1, dstY2 - dstY1, 1, Draw::FB_COLOR_BIT, tag);
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return;
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}
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}
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if (useBlit) {
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draw_->BlitFramebuffer(src->fbo, srcX1, srcY1, srcX2, srcY2, dst->fbo, dstX1, dstY1, dstX2, dstY2, Draw::FB_COLOR_BIT, Draw::FB_BLIT_NEAREST, tag);
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} else {
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// TODO: Use thin3d for this, instead of dirtying up the code here.
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draw_->BindFramebufferAsRenderTarget(dst->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, tag);
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draw_->BindFramebufferAsTexture(src->fbo, 0, Draw::FB_COLOR_BIT, 0);
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// Make sure our 2D drawing program is ready. Compiles only if not already compiled.
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CompileDraw2DProgram();
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render_->SetViewport({ 0, 0, (float)dst->renderWidth, (float)dst->renderHeight, 0, 1.0f });
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render_->SetStencilDisabled();
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render_->SetDepth(false, false, GL_ALWAYS);
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render_->SetNoBlendAndMask(0xF);
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// The first four coordinates are relative to the 6th and 7th arguments of DrawActiveTexture.
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// Should maybe revamp that interface.
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float srcW = src->bufferWidth;
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float srcH = src->bufferHeight;
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render_->BindProgram(draw2dprogram_);
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DrawActiveTexture(dstX1, dstY1, w * dstXFactor, h * dstYFactor, dst->bufferWidth, dst->bufferHeight, srcX1 / srcW, srcY1 / srcH, srcX2 / srcW, srcY2 / srcH, ROTATION_LOCKED_HORIZONTAL, DRAWTEX_NEAREST);
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textureCache_->ForgetLastTexture();
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}
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gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_BLEND_STATE | DIRTY_RASTER_STATE);
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}
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void FramebufferManagerGLES::EndFrame() {
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}
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@ -50,9 +50,6 @@ public:
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bool GetOutputFramebuffer(GPUDebugBuffer &buffer) override;
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protected:
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// Used by ReadFramebufferToMemory and later framebuffer block copies
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void BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp, const char *tag) override;
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void UpdateDownloadTempBuffer(VirtualFramebuffer *nvfb) override;
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private:
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