diff --git a/GPU/Common/FramebufferCommon.cpp b/GPU/Common/FramebufferCommon.cpp index 7f8a85c3a5..88986a1082 100644 --- a/GPU/Common/FramebufferCommon.cpp +++ b/GPU/Common/FramebufferCommon.cpp @@ -903,14 +903,6 @@ void FramebufferManagerCommon::CopyDisplayToOutput() { if (!vfb) { if (Memory::IsValidAddress(displayFramebufPtr_)) { // The game is displaying something directly from RAM. In GTA, it's decoded video. - - // First check that it's not a known RAM copy of a VRAM framebuffer though, as in MotoGP - for (auto iter = knownFramebufferRAMCopies_.begin(); iter != knownFramebufferRAMCopies_.end(); ++iter) { - if (iter->second == displayFramebufPtr_) { - vfb = GetVFBAt(iter->first); - } - } - if (!vfb) { shaderManager_->DirtyLastShader(); if (useBufferedRendering_) { @@ -1217,6 +1209,8 @@ void FramebufferManagerCommon::ResizeFramebufFBO(VirtualFramebuffer *vfb, int w, } } +// This is called from detected memcopies only. Not block transfers. +// MotoGP goes this path so we need to catch those copies here. bool FramebufferManagerCommon::NotifyFramebufferCopy(u32 src, u32 dst, int size, bool isMemset, u32 skipDrawReason) { if (size == 0) { return false; @@ -1277,16 +1271,6 @@ bool FramebufferManagerCommon::NotifyFramebufferCopy(u32 src, u32 dst, int size, } } - if (srcBuffer && srcY == 0 && srcH == srcBuffer->height && !dstBuffer) { - // MotoGP workaround - it copies a framebuffer to memory and then displays it. - // TODO: It's rare anyway, but the game could modify the RAM and then we'd display the wrong thing. - // Unfortunately, that would force 1x render resolution. - // NOTE: With the BlockTransferAllowCreateFB hack, we might be able to remove this. - if (Memory::IsRAMAddress(dst)) { - knownFramebufferRAMCopies_.insert(std::pair(src, dst)); - } - } - if (!useBufferedRendering_) { // If we're copying into a recently used display buf, it's probably destined for the screen. if (srcBuffer || (dstBuffer != displayFramebuf_ && dstBuffer != prevDisplayFramebuf_)) { @@ -1294,6 +1278,14 @@ bool FramebufferManagerCommon::NotifyFramebufferCopy(u32 src, u32 dst, int size, } } + if (!dstBuffer && srcBuffer && PSP_CoreParameter().compat.flags().BlockTransferAllowCreateFB) { + dstBuffer = CreateRAMFramebuffer(dst, srcBuffer->width, srcBuffer->height, srcBuffer->fb_stride, srcBuffer->format); + dstY = 0; + } + if (dstBuffer) { + dstBuffer->last_frame_used = gpuStats.numFlips; + } + if (dstBuffer && srcBuffer && !isMemset) { if (srcBuffer == dstBuffer) { WARN_LOG_REPORT_ONCE(dstsrccpy, G3D, "Intra-buffer memcpy (not supported) %08x -> %08x", src, dst); @@ -1419,36 +1411,14 @@ void FramebufferManagerCommon::FindTransferFramebuffers(VirtualFramebuffer *&dst } if (!dstBuffer && PSP_CoreParameter().compat.flags().BlockTransferAllowCreateFB) { - float renderWidthFactor = renderWidth_ / 480.0f; - float renderHeightFactor = renderHeight_ / 272.0f; - // A target for the destination is missing - so just create one! - // Make sure this one would be found by the algorithm above so we wouldn't - // create a new one each frame. - VirtualFramebuffer *vfb = new VirtualFramebuffer{}; - vfb->fbo = nullptr; - vfb->fb_address = dstBasePtr; // NOTE - not necessarily in VRAM! - vfb->fb_stride = dstStride; - vfb->z_address = 0; - vfb->z_stride =0; - vfb->width = std::max(dstWidth, dstStride); - vfb->height = dstHeight; - vfb->newWidth = vfb->width; - vfb->newHeight = vfb->height; - vfb->lastFrameNewSize = gpuStats.numFlips; - vfb->renderWidth = (u16)(vfb->width * renderWidthFactor); - vfb->renderHeight = (u16)(vfb->height * renderHeightFactor); - vfb->bufferWidth = vfb->width; - vfb->bufferHeight = vfb->height; - vfb->format = bpp == 4 ? GE_FORMAT_8888 : GE_FORMAT_5551; // TODO: We don't really know the 16-bit format here.. at all. Can only guess when it gets used later! - vfb->drawnFormat = GE_FORMAT_8888; - vfb->usageFlags = FB_USAGE_RENDERTARGET; - SetColorUpdated(vfb, 0); - textureCache_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_CREATED); - vfb->fbo = draw_->CreateFramebuffer({ vfb->renderWidth, vfb->renderHeight, 1, 1, true, (Draw::FBColorDepth)vfb->colorDepth }); - vfbs_.push_back(vfb); - dstBuffer = vfb; + GEBufferFormat ramFormat = bpp == 4 ? GE_FORMAT_8888 : GE_FORMAT_5551; + // TODO: We don't really know the 16-bit format here.. at all. Can only guess when it gets used later! + // But actually, the format of the source buffer is probably not a bad guess.. + dstBuffer = CreateRAMFramebuffer(dstBasePtr, dstWidth, dstHeight, dstStride, ramFormat); } - dstBuffer->last_frame_used = gpuStats.numFlips; + + if (dstBuffer) + dstBuffer->last_frame_used = gpuStats.numFlips; if (dstYOffset != (u32)-1) { dstY += dstYOffset; @@ -1460,6 +1430,38 @@ void FramebufferManagerCommon::FindTransferFramebuffers(VirtualFramebuffer *&dst } } +VirtualFramebuffer *FramebufferManagerCommon::CreateRAMFramebuffer(uint32_t fbAddress, int width, int height, int stride, GEBufferFormat format) { + float renderWidthFactor = renderWidth_ / 480.0f; + float renderHeightFactor = renderHeight_ / 272.0f; + + // A target for the destination is missing - so just create one! + // Make sure this one would be found by the algorithm above so we wouldn't + // create a new one each frame. + VirtualFramebuffer *vfb = new VirtualFramebuffer{}; + vfb->fbo = nullptr; + vfb->fb_address = fbAddress; // NOTE - not necessarily in VRAM! + vfb->fb_stride = stride; + vfb->z_address = 0; // marks that if anyone tries to render to this framebuffer, it should be dropped and recreated. + vfb->z_stride = 0; + vfb->width = std::max(width, stride); + vfb->height = height; + vfb->newWidth = vfb->width; + vfb->newHeight = vfb->height; + vfb->lastFrameNewSize = gpuStats.numFlips; + vfb->renderWidth = (u16)(vfb->width * renderWidthFactor); + vfb->renderHeight = (u16)(vfb->height * renderHeightFactor); + vfb->bufferWidth = vfb->width; + vfb->bufferHeight = vfb->height; + vfb->format = format; + vfb->drawnFormat = GE_FORMAT_8888; + vfb->usageFlags = FB_USAGE_RENDERTARGET; + SetColorUpdated(vfb, 0); + textureCache_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_CREATED); + vfb->fbo = draw_->CreateFramebuffer({ vfb->renderWidth, vfb->renderHeight, 1, 1, true, (Draw::FBColorDepth)vfb->colorDepth }); + vfbs_.push_back(vfb); + return vfb; +} + // 1:1 pixel sides buffers, we resize buffers to these before we read them back. VirtualFramebuffer *FramebufferManagerCommon::FindDownloadTempBuffer(VirtualFramebuffer *vfb) { // For now we'll keep these on the same struct as the ones that can get displayed diff --git a/GPU/Common/FramebufferCommon.h b/GPU/Common/FramebufferCommon.h index 68580d9b46..e2ee170f0e 100644 --- a/GPU/Common/FramebufferCommon.h +++ b/GPU/Common/FramebufferCommon.h @@ -348,6 +348,8 @@ protected: VirtualFramebuffer *FindDownloadTempBuffer(VirtualFramebuffer *vfb); virtual bool CreateDownloadTempBuffer(VirtualFramebuffer *nvfb) = 0; virtual void UpdateDownloadTempBuffer(VirtualFramebuffer *nvfb) = 0; + + VirtualFramebuffer *CreateRAMFramebuffer(uint32_t fbAddress, int width, int height, int stride, GEBufferFormat format); void OptimizeDownloadRange(VirtualFramebuffer *vfb, int &x, int &y, int &w, int &h); void UpdateFramebufUsage(VirtualFramebuffer *vfb); @@ -391,7 +393,6 @@ protected: std::vector vfbs_; std::vector bvfbs_; // blitting framebuffers (for download) - std::set> knownFramebufferRAMCopies_; bool gameUsesSequentialCopies_ = false; diff --git a/assets/compat.ini b/assets/compat.ini index 69e6f10a69..895db36663 100644 --- a/assets/compat.ini +++ b/assets/compat.ini @@ -342,7 +342,7 @@ ULUS10323 = true # SR2 ULES00940 = true # SR2 [BlockTransferAllowCreateFB] -NPJH50686 = true # Digimon Adventures (JP) +NPJH50686 = true # Digimon Adventures (JP, and English patches...) ULJS00078 = true # MotoGP ULUS10153 = true # MotoGP UCES00373 = true # MotoGP