// Copyright (c) 2012- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #include #include #include #include "ext/imgui/imgui.h" #include "ext/imgui/imgui_impl_thin3d.h" #include "Common/GPU/thin3d.h" #include "Common/Data/Collections/TinySet.h" #include "Common/Data/Convert/ColorConv.h" #include "Common/LogReporting.h" #include "Common/System/Display.h" #include "Common/VR/PPSSPPVR.h" #include "Common/CommonTypes.h" #include "Common/StringUtils.h" #include "Core/Config.h" #include "Core/ConfigValues.h" #include "Core/Core.h" #include "Core/CoreParameter.h" #include "Core/Debugger/MemBlockInfo.h" #include "GPU/Common/DrawEngineCommon.h" #include "GPU/Common/FramebufferManagerCommon.h" #include "GPU/Common/PresentationCommon.h" #include "GPU/Common/TextureCacheCommon.h" #include "GPU/Common/ReinterpretFramebuffer.h" #include "GPU/GPUCommon.h" #include "GPU/GPUState.h" static size_t FormatFramebufferName(const VirtualFramebuffer *vfb, char *tag, size_t len) { return snprintf(tag, len, "FB_%08x_%08x_%dx%d_%s", vfb->fb_address, vfb->z_address, vfb->bufferWidth, vfb->bufferHeight, GeBufferFormatToString(vfb->fb_format)); } FramebufferManagerCommon::FramebufferManagerCommon(Draw::DrawContext *draw) : draw_(draw), draw2D_(draw_) { presentation_ = new PresentationCommon(draw); } FramebufferManagerCommon::~FramebufferManagerCommon() { DeviceLost(); DecimateFBOs(); for (auto vfb : vfbs_) { DestroyFramebuf(vfb); } vfbs_.clear(); for (auto &tempFB : tempFBOs_) { tempFB.second.fbo->Release(); } tempFBOs_.clear(); // Do the same for ReadFramebuffersToMemory's VFBs for (auto vfb : bvfbs_) { DestroyFramebuf(vfb); } bvfbs_.clear(); delete presentation_; delete[] convBuf_; } void FramebufferManagerCommon::Init(int msaaLevel) { // We may need to override the render size if the shader is upscaling or SSAA. NotifyDisplayResized(); NotifyRenderResized(msaaLevel); } // Returns true if we need to stop the render thread bool FramebufferManagerCommon::UpdateRenderSize(int msaaLevel) { const bool newRender = renderWidth_ != (float)PSP_CoreParameter().renderWidth || renderHeight_ != (float)PSP_CoreParameter().renderHeight || msaaLevel_ != msaaLevel; int effectiveBloomHack = g_Config.iBloomHack; if (PSP_CoreParameter().compat.flags().ForceLowerResolutionForEffectsOn) { effectiveBloomHack = 3; } else if (PSP_CoreParameter().compat.flags().ForceLowerResolutionForEffectsOff) { effectiveBloomHack = 0; } bool newBuffered = !g_Config.bSkipBufferEffects; const bool newSettings = bloomHack_ != effectiveBloomHack || useBufferedRendering_ != newBuffered; renderWidth_ = (float)PSP_CoreParameter().renderWidth; renderHeight_ = (float)PSP_CoreParameter().renderHeight; renderScaleFactor_ = (float)PSP_CoreParameter().renderScaleFactor; msaaLevel_ = msaaLevel; bloomHack_ = effectiveBloomHack; useBufferedRendering_ = newBuffered; presentation_->UpdateRenderSize(renderWidth_, renderHeight_); // If just switching TO buffered rendering, no need to pause the threads. In fact this causes problems due to the open backbuffer renderpass. if (!useBufferedRendering_ && newBuffered) { return false; } return newRender || newSettings; } void FramebufferManagerCommon::CheckPostShaders() { if (updatePostShaders_) { presentation_->UpdatePostShader(); updatePostShaders_ = false; } } void FramebufferManagerCommon::BeginFrame() { DecimateFBOs(); presentation_->BeginFrame(); currentRenderVfb_ = nullptr; } bool FramebufferManagerCommon::PresentedThisFrame() const { return presentation_->PresentedThisFrame(); } void FramebufferManagerCommon::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) { displayFramebufPtr_ = framebuf & 0x3FFFFFFF; if (Memory::IsVRAMAddress(displayFramebufPtr_)) displayFramebufPtr_ = framebuf & 0x041FFFFF; displayStride_ = stride; displayFormat_ = format; } VirtualFramebuffer *FramebufferManagerCommon::GetVFBAt(u32 addr) const { addr &= 0x3FFFFFFF; if (Memory::IsVRAMAddress(addr)) addr &= 0x041FFFFF; VirtualFramebuffer *match = nullptr; for (auto vfb : vfbs_) { if (vfb->fb_address == addr) { // Could check w too but whatever (actually, might very well make sense to do so, depending on context). if (!match || vfb->last_frame_render > match->last_frame_render) { match = vfb; } } } return match; } VirtualFramebuffer *FramebufferManagerCommon::GetExactVFB(u32 addr, int stride, GEBufferFormat format) const { addr &= 0x3FFFFFFF; if (Memory::IsVRAMAddress(addr)) addr &= 0x041FFFFF; VirtualFramebuffer *newest = nullptr; for (auto vfb : vfbs_) { if (vfb->fb_address == addr && vfb->fb_stride == stride && vfb->fb_format == format) { if (newest) { if (vfb->colorBindSeq > newest->colorBindSeq) { newest = vfb; } } else { newest = vfb; } } } return newest; } VirtualFramebuffer *FramebufferManagerCommon::ResolveVFB(u32 addr, int stride, GEBufferFormat format) { addr &= 0x3FFFFFFF; if (Memory::IsVRAMAddress(addr)) addr &= 0x041FFFFF; // Find the newest one matching addr and stride. VirtualFramebuffer *newest = nullptr; for (auto vfb : vfbs_) { if (vfb->fb_address == addr && vfb->FbStrideInBytes() == stride * BufferFormatBytesPerPixel(format)) { if (newest) { if (vfb->colorBindSeq > newest->colorBindSeq) { newest = vfb; } } else { newest = vfb; } } } if (newest && newest->fb_format != format) { WARN_LOG_ONCE(resolvevfb, Log::G3D, "ResolveVFB: Resolving from %s to %s at %08x/%d", GeBufferFormatToString(newest->fb_format), GeBufferFormatToString(format), addr, stride); return ResolveFramebufferColorToFormat(newest, format); } return newest; } VirtualFramebuffer *FramebufferManagerCommon::GetDisplayVFB() { return GetExactVFB(displayFramebufPtr_, displayStride_, displayFormat_); } // Heuristics to figure out the size of FBO to create. // TODO: Possibly differentiate on whether through mode is used (since in through mode, viewport is meaningless?) void FramebufferManagerCommon::EstimateDrawingSize(u32 fb_address, int fb_stride, GEBufferFormat fb_format, int viewport_width, int viewport_height, int region_width, int region_height, int scissor_width, int scissor_height, int &drawing_width, int &drawing_height) { static const int MAX_FRAMEBUF_HEIGHT = 512; // Games don't always set any of these. Take the greatest parameter that looks valid based on stride. if (viewport_width > 4 && viewport_width <= fb_stride && viewport_height > 0) { drawing_width = viewport_width; drawing_height = viewport_height; // Some games specify a viewport with 0.5, but don't have VRAM for 273. 480x272 is the buffer size. if (viewport_width == 481 && region_width == 480 && viewport_height == 273 && region_height == 272) { drawing_width = 480; drawing_height = 272; } // Sometimes region is set larger than the VRAM for the framebuffer. // However, in one game it's correctly set as a larger height (see #7277) with the same width. // A bit of a hack, but we try to handle that unusual case here. if (region_width <= fb_stride && (region_width > drawing_width || (region_width == drawing_width && region_height > drawing_height)) && region_height <= MAX_FRAMEBUF_HEIGHT) { drawing_width = region_width; drawing_height = std::max(drawing_height, region_height); } // Scissor is often set to a subsection of the framebuffer, so we pay the least attention to it. if (scissor_width <= fb_stride && scissor_width > drawing_width && scissor_height <= MAX_FRAMEBUF_HEIGHT) { drawing_width = scissor_width; drawing_height = std::max(drawing_height, scissor_height); } } else { // If viewport wasn't valid, let's just take the greatest anything regardless of stride. drawing_width = std::min(std::max(region_width, scissor_width), fb_stride); drawing_height = std::max(region_height, scissor_height); } if (scissor_width == 481 && region_width == 480 && scissor_height == 273 && region_height == 272) { drawing_width = 480; drawing_height = 272; } // Assume no buffer is > 512 tall, it couldn't be textured or displayed fully if so. if (drawing_height >= MAX_FRAMEBUF_HEIGHT) { if (region_height < MAX_FRAMEBUF_HEIGHT) { drawing_height = region_height; } else if (scissor_height < MAX_FRAMEBUF_HEIGHT) { drawing_height = scissor_height; } } if (viewport_width != region_width) { // The majority of the time, these are equal. If not, let's check what we know. u32 nearest_address = 0xFFFFFFFF; for (auto vfb : vfbs_) { const u32 other_address = vfb->fb_address; if (other_address > fb_address && other_address < nearest_address) { nearest_address = other_address; } } // Unless the game is using overlapping buffers, the next buffer should be far enough away. // This catches some cases where we can know this. // Hmm. The problem is that we could only catch it for the first of two buffers... const u32 bpp = BufferFormatBytesPerPixel(fb_format); int avail_height = (nearest_address - fb_address) / (fb_stride * bpp); if (avail_height < drawing_height && avail_height == region_height) { drawing_width = std::min(region_width, fb_stride); drawing_height = avail_height; } // Some games draw buffers interleaved, with a high stride/region/scissor but default viewport. if (fb_stride == 1024 && region_width == 1024 && scissor_width == 1024) { drawing_width = 1024; } } bool margin = false; // Let's check if we're in a stride gap of a full-size framebuffer. for (auto vfb : vfbs_) { if (fb_address == vfb->fb_address) { continue; } if (vfb->fb_stride != 512) { continue; } int vfb_stride_in_bytes = BufferFormatBytesPerPixel(vfb->fb_format) * vfb->fb_stride; int stride_in_bytes = BufferFormatBytesPerPixel(fb_format) * fb_stride; if (stride_in_bytes != vfb_stride_in_bytes) { // Mismatching stride in bytes, not interesting continue; } if (fb_address > vfb->fb_address && fb_address < vfb->fb_address + vfb_stride_in_bytes) { // Candidate! if (vfb->height == drawing_height) { // Might have a margin texture! Fix the drawing width if it's too large. int width_in_bytes = vfb->fb_address + vfb_stride_in_bytes - fb_address; int width_in_pixels = width_in_bytes / BufferFormatBytesPerPixel(fb_format); // Final check if (width_in_pixels <= 32) { drawing_width = std::min(drawing_width, width_in_pixels); margin = true; // Don't really need to keep looking. break; } } } } DEBUG_LOG(Log::G3D, "Est: %08x V: %ix%i, R: %ix%i, S: %ix%i, STR: %i, THR:%i, Z:%08x = %ix%i %s", fb_address, viewport_width,viewport_height, region_width, region_height, scissor_width, scissor_height, fb_stride, gstate.isModeThrough(), gstate.isDepthWriteEnabled() ? gstate.getDepthBufAddress() : 0, drawing_width, drawing_height, margin ? " (margin!)" : ""); } void GetFramebufferHeuristicInputs(FramebufferHeuristicParams *params, const GPUgstate &gstate) { // GetFramebufferHeuristicInputs is only called from rendering, and thus, it's VRAM. params->fb_address = gstate.getFrameBufRawAddress() | 0x04000000; params->fb_stride = gstate.FrameBufStride(); params->z_address = gstate.getDepthBufRawAddress() | 0x04000000; params->z_stride = gstate.DepthBufStride(); if (params->z_address == params->fb_address) { // Probably indicates that the game doesn't care about Z for this VFB. // Let's avoid matching it for Z copies and other shenanigans. params->z_address = 0; params->z_stride = 0; } params->fb_format = gstate_c.framebufFormat; params->isClearingDepth = gstate.isModeClear() && gstate.isClearModeDepthMask(); // Technically, it may write depth later, but we're trying to detect it only when it's really true. if (gstate.isModeClear()) { // Not quite seeing how this makes sense.. params->isWritingDepth = !gstate.isClearModeDepthMask() && gstate.isDepthWriteEnabled(); } else { params->isWritingDepth = gstate.isDepthWriteEnabled(); } params->isDrawing = !gstate.isModeClear() || !gstate.isClearModeColorMask() || !gstate.isClearModeAlphaMask(); params->isModeThrough = gstate.isModeThrough(); const bool alphaBlending = gstate.isAlphaBlendEnabled(); const bool logicOpBlending = gstate.isLogicOpEnabled() && gstate.getLogicOp() != GE_LOGIC_CLEAR && gstate.getLogicOp() != GE_LOGIC_COPY; params->isBlending = alphaBlending || logicOpBlending; // Viewport-X1 and Y1 are not the upper left corner, but half the width/height. A bit confusing. float vpx = gstate.getViewportXScale(); float vpy = gstate.getViewportYScale(); // Work around problem in F1 Grand Prix, where it draws in through mode with a bogus viewport. // We set bad values to 0 which causes the framebuffer size heuristic to rely on the other parameters instead. if (std::isnan(vpx) || vpx > 10000000.0f) { vpx = 0.f; } if (std::isnan(vpy) || vpy > 10000000.0f) { vpy = 0.f; } params->viewportWidth = (int)(fabsf(vpx) * 2.0f); params->viewportHeight = (int)(fabsf(vpy) * 2.0f); params->regionWidth = gstate.getRegionX2() + 1; params->regionHeight = gstate.getRegionY2() + 1; params->scissorLeft = gstate.getScissorX1(); params->scissorTop = gstate.getScissorY1(); params->scissorRight = gstate.getScissorX2() + 1; params->scissorBottom = gstate.getScissorY2() + 1; if (gstate.getRegionRateX() != 0x100 || gstate.getRegionRateY() != 0x100) { WARN_LOG_REPORT_ONCE(regionRate, Log::G3D, "Drawing region rate add non-zero: %04x, %04x of %04x, %04x", gstate.getRegionRateX(), gstate.getRegionRateY(), gstate.getRegionX2(), gstate.getRegionY2()); } } static void ApplyKillzoneFramebufferSplit(FramebufferHeuristicParams *params, int *drawing_width); VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer(FramebufferHeuristicParams ¶ms, u32 skipDrawReason) { gstate_c.Clean(DIRTY_FRAMEBUF); // Collect all parameters. This whole function has really become a cesspool of heuristics... // but it appears that's what it takes, unless we emulate VRAM layout more accurately somehow. // As there are no clear "framebuffer width" and "framebuffer height" registers, // we need to infer the size of the current framebuffer somehow. int drawing_width, drawing_height; EstimateDrawingSize(params.fb_address, std::max(params.fb_stride, (u16)4), params.fb_format, params.viewportWidth, params.viewportHeight, params.regionWidth, params.regionHeight, params.scissorRight, params.scissorBottom, drawing_width, drawing_height); if (params.fb_address == params.z_address) { // Most likely Z will not be used in this pass, as that would wreak havoc (undefined behavior for sure) // We probably don't need to do anything about that, but let's log it. WARN_LOG_ONCE(color_equal_z, Log::G3D, "Framebuffer bound with color addr == z addr, likely will not use Z in this pass: %08x", params.fb_address); } // Compatibility hack for Killzone, see issue #6207. if (PSP_CoreParameter().compat.flags().SplitFramebufferMargin && params.fb_format == GE_FORMAT_8888) { ApplyKillzoneFramebufferSplit(¶ms, &drawing_width); } else { gstate_c.SetCurRTOffset(0, 0); } // Find a matching framebuffer. VirtualFramebuffer *normal_vfb = nullptr; int y_offset; VirtualFramebuffer *large_offset_vfb = nullptr; for (auto v : vfbs_) { const u32 bpp = BufferFormatBytesPerPixel(v->fb_format); if (params.fb_address == v->fb_address && params.fb_format == v->fb_format && params.fb_stride == v->fb_stride) { if (!normal_vfb) { normal_vfb = v; } } else if (!PSP_CoreParameter().compat.flags().DisallowFramebufferAtOffset && !PSP_CoreParameter().compat.flags().SplitFramebufferMargin && v->fb_stride == params.fb_stride && v->fb_format == params.fb_format) { 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 (!normal_vfb && params.fb_address > v->fb_address && params.fb_address < v_fb_first_line_end_ptr) { const int x_offset = (params.fb_address - v->fb_address) / bpp; if (x_offset < params.fb_stride && v->height >= drawing_height) { // Pretty certainly a pure render-to-X-offset. WARN_LOG_REPORT_ONCE(renderoffset, Log::FrameBuf, "Rendering to framebuffer offset at %08x +%dx%d (stride %d)", v->fb_address, x_offset, 0, v->fb_stride); normal_vfb = v; gstate_c.SetCurRTOffset(x_offset, 0); normal_vfb->width = std::max((int)normal_vfb->width, x_offset + drawing_width); // To prevent the newSize code from being confused. drawing_width += x_offset; break; } } else if (PSP_CoreParameter().compat.flags().FramebufferAllowLargeVerticalOffset && params.fb_address > v->fb_address && v->fb_stride > 0 && (params.fb_address - v->fb_address) % v->FbStrideInBytes() == 0 && params.fb_address != 0x04088000 && v->fb_address != 0x04000000) { // Heuristic to avoid merging the main framebuffers. y_offset = (params.fb_address - v->fb_address) / v->FbStrideInBytes(); if (y_offset <= v->bufferHeight) { // note: v->height is misdetected as 256 instead of 272 here in tokimeki. Note that 272 is just the height of the upper part, it's supersampling vertically. large_offset_vfb = v; break; } } } } VirtualFramebuffer *vfb = nullptr; if (large_offset_vfb) { // These are prioritized over normal VFBs matches, to ensure things work even if the higher-address one // is created first. Only enabled under compat flag. vfb = large_offset_vfb; WARN_LOG_REPORT_ONCE(tokimeki, Log::FrameBuf, "Detected FBO at Y offset %d of %08x: %08x", y_offset, large_offset_vfb->fb_address, params.fb_address); gstate_c.SetCurRTOffset(0, y_offset); vfb->height = std::max((int)vfb->height, y_offset + drawing_height); drawing_height += y_offset; // TODO: We can allow X/Y overlaps too, but haven't seen any so safer to not. } else if (normal_vfb) { vfb = normal_vfb; if (vfb->z_address == 0 && vfb->z_stride == 0 && params.z_stride != 0) { // Got one that was created by CreateRAMFramebuffer. Since it has no depth buffer, // we just recreate it immediately. ResizeFramebufFBO(vfb, vfb->width, vfb->height, true); } // Keep track, but this isn't really used. vfb->z_stride = params.z_stride; // Heuristic: In throughmode, a higher height could be used. Let's avoid shrinking the buffer. if (params.isModeThrough && (int)vfb->width <= params.fb_stride) { vfb->width = std::max((int)vfb->width, drawing_width); vfb->height = std::max((int)vfb->height, drawing_height); } else { vfb->width = drawing_width; vfb->height = drawing_height; } } if (vfb) { bool resized = false; 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. if (vfb->width > vfb->bufferWidth || vfb->height > vfb->bufferHeight) { ResizeFramebufFBO(vfb, vfb->width, vfb->height); resized = true; } else if (vfb->newWidth != drawing_width || vfb->newHeight != drawing_height) { // If it's newly wrong, or changing every frame, just keep track. vfb->newWidth = drawing_width; vfb->newHeight = drawing_height; vfb->lastFrameNewSize = gpuStats.numFlips; } else if (vfb->lastFrameNewSize + FBO_OLD_AGE < gpuStats.numFlips) { // Okay, it's changed for a while (and stayed that way.) Let's start over. // But only if we really need to, to avoid blinking. bool needsRecreate = vfb->bufferWidth > params.fb_stride; needsRecreate = needsRecreate || vfb->newWidth > vfb->bufferWidth || vfb->newWidth * 2 < vfb->bufferWidth; needsRecreate = needsRecreate || vfb->newHeight > vfb->bufferHeight || vfb->newHeight * 2 < vfb->bufferHeight; // Whether we resize or not, change the size parameters so we stop detecting a resize. // It might be larger if all drawing has been in throughmode. vfb->width = drawing_width; vfb->height = drawing_height; if (needsRecreate) { ResizeFramebufFBO(vfb, vfb->width, vfb->height, true); resized = true; // Let's discard this information, might be wrong now. vfb->safeWidth = 0; vfb->safeHeight = 0; } } } else { // It's not different, let's keep track of that too. vfb->lastFrameNewSize = gpuStats.numFlips; } if (!resized && renderScaleFactor_ != 1 && vfb->renderScaleFactor == 1) { // Might be time to change this framebuffer - have we used depth? if ((vfb->usageFlags & FB_USAGE_COLOR_MIXED_DEPTH) && !PSP_CoreParameter().compat.flags().ForceLowerResolutionForEffectsOn) { ResizeFramebufFBO(vfb, vfb->width, vfb->height, true); _assert_(vfb->renderScaleFactor != 1); } } } // 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; vfb->fb_stride = params.fb_stride; vfb->z_address = params.z_address; vfb->z_stride = params.z_stride; // The other width/height parameters are set in ResizeFramebufFBO below. vfb->width = drawing_width; vfb->height = drawing_height; vfb->newWidth = drawing_width; vfb->newHeight = drawing_height; vfb->lastFrameNewSize = gpuStats.numFlips; vfb->fb_format = params.fb_format; vfb->usageFlags = FB_USAGE_RENDER_COLOR; u32 colorByteSize = vfb->BufferByteSize(RASTER_COLOR); if (Memory::IsVRAMAddress(params.fb_address) && params.fb_address + colorByteSize > framebufColorRangeEnd_) { framebufColorRangeEnd_ = params.fb_address + colorByteSize; } // This is where we actually create the framebuffer. The true is "force". ResizeFramebufFBO(vfb, drawing_width, drawing_height, true); NotifyRenderFramebufferCreated(vfb); // Note that we do not even think about depth right now. That'll be handled // on the first depth access, which will call SetDepthFramebuffer. CopyToColorFromOverlappingFramebuffers(vfb); SetColorUpdated(vfb, skipDrawReason); INFO_LOG(Log::FrameBuf, "Creating FBO for %08x (z: %08x) : %d x %d x %s", vfb->fb_address, vfb->z_address, vfb->width, vfb->height, GeBufferFormatToString(vfb->fb_format)); vfb->last_frame_render = gpuStats.numFlips; frameLastFramebufUsed_ = gpuStats.numFlips; vfbs_.push_back(vfb); currentRenderVfb_ = vfb; // Assume that if we're clearing right when switching to a new framebuffer, we don't need to upload. if (useBufferedRendering_ && params.isDrawing) { gpu->PerformWriteColorFromMemory(params.fb_address, colorByteSize); // Alpha was already done by PerformWriteColorFromMemory. PerformWriteStencilFromMemory(params.fb_address, colorByteSize, WriteStencil::STENCIL_IS_ZERO | WriteStencil::IGNORE_ALPHA); // TODO: Is it worth trying to upload the depth buffer (only if it wasn't copied above..?) } DiscardFramebufferCopy(); // We already have it! } else if (vfb != currentRenderVfb_) { // Use it as a render target. DEBUG_LOG(Log::FrameBuf, "Switching render target to FBO for %08x: %d x %d x %d ", vfb->fb_address, vfb->width, vfb->height, vfb->fb_format); vfb->usageFlags |= FB_USAGE_RENDER_COLOR; vfb->last_frame_render = gpuStats.numFlips; frameLastFramebufUsed_ = gpuStats.numFlips; vfb->dirtyAfterDisplay = true; if ((skipDrawReason & SKIPDRAW_SKIPFRAME) == 0) vfb->reallyDirtyAfterDisplay = true; VirtualFramebuffer *prev = currentRenderVfb_; currentRenderVfb_ = vfb; NotifyRenderFramebufferSwitched(prev, vfb, params.isClearingDepth); CopyToColorFromOverlappingFramebuffers(vfb); gstate_c.usingDepth = false; // reset depth buffer tracking DiscardFramebufferCopy(); } 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); } vfb->colorBindSeq = GetBindSeqCount(); gstate_c.curRTWidth = vfb->width; gstate_c.curRTHeight = vfb->height; gstate_c.curRTRenderWidth = vfb->renderWidth; gstate_c.curRTRenderHeight = vfb->renderHeight; return vfb; } // Called on the first use of depth in a render pass. void FramebufferManagerCommon::SetDepthFrameBuffer(bool isClearingDepth) { if (!currentRenderVfb_) { return; } // First time use of this framebuffer's depth buffer. bool newlyUsingDepth = (currentRenderVfb_->usageFlags & FB_USAGE_RENDER_DEPTH) == 0; currentRenderVfb_->usageFlags |= FB_USAGE_RENDER_DEPTH; uint32_t boundDepthBuffer = gstate.getDepthBufRawAddress() | 0x04000000; uint32_t boundDepthStride = gstate.DepthBufStride(); if (currentRenderVfb_->z_address != boundDepthBuffer || currentRenderVfb_->z_stride != boundDepthStride) { if (currentRenderVfb_->fb_address == boundDepthBuffer) { // Disallow setting depth buffer to the same address as the color buffer, usually means it's not used. WARN_LOG_N_TIMES(z_reassign, 5, Log::FrameBuf, "Ignoring color matching depth buffer at %08x", boundDepthBuffer); boundDepthBuffer = 0; boundDepthStride = 0; } WARN_LOG_N_TIMES(z_reassign, 5, Log::FrameBuf, "Framebuffer at %08x/%d has switched associated depth buffer from %08x to %08x, updating.", currentRenderVfb_->fb_address, currentRenderVfb_->fb_stride, currentRenderVfb_->z_address, boundDepthBuffer); // Technically, here we should copy away the depth buffer to another framebuffer that uses that z_address, or maybe // even write it back to RAM. However, this is rare. Silent Hill is one example, see #16126. currentRenderVfb_->z_address = boundDepthBuffer; // Update the stride in case it changed. currentRenderVfb_->z_stride = boundDepthStride; if (currentRenderVfb_->fbo) { char tag[128]; FormatFramebufferName(currentRenderVfb_, tag, sizeof(tag)); currentRenderVfb_->fbo->UpdateTag(tag); } } // 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 && useBufferedRendering_) { CopyToDepthFromOverlappingFramebuffers(currentRenderVfb_); // Need to upload the first line of depth buffers, for Burnout Dominator lens flares. See issue #11100 and comments to #16081. // Might make this more generic and upload the whole depth buffer if we find it's needed for something. if (newlyUsingDepth && draw_->GetDeviceCaps().fragmentShaderDepthWriteSupported) { // Sanity check the depth buffer pointer. if (Memory::IsValidRange(currentRenderVfb_->z_address, currentRenderVfb_->width * 2)) { const u16 *src = (const u16 *)Memory::GetPointerUnchecked(currentRenderVfb_->z_address); DrawPixels(currentRenderVfb_, 0, 0, (const u8 *)src, GE_FORMAT_DEPTH16, currentRenderVfb_->z_stride, currentRenderVfb_->width, currentRenderVfb_->height, RASTER_DEPTH, "Depth Upload"); } } } currentRenderVfb_->depthBindSeq = GetBindSeqCount(); } struct CopySource { VirtualFramebuffer *vfb; RasterChannel channel; int xOffset; int yOffset; int seq() const { return channel == RASTER_DEPTH ? vfb->depthBindSeq : vfb->colorBindSeq; } bool operator < (const CopySource &other) const { return seq() < other.seq(); } }; // Not sure if it's more profitable to always do these copies with raster (which may screw up early-Z due to explicit depth buffer write) // or to use image copies when possible (which may make it easier for the driver to preserve early-Z, but on the other hand, will cost additional memory // bandwidth on tilers due to the load operation, which we might otherwise be able to skip). void FramebufferManagerCommon::CopyToDepthFromOverlappingFramebuffers(VirtualFramebuffer *dest) { std::vector sources; for (auto src : vfbs_) { if (src == dest) continue; if (src->fb_address == dest->z_address && src->fb_stride == dest->z_stride && src->fb_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, 0, 0 }); } } else if (src->z_address == dest->z_address && src->z_stride == dest->z_stride && src->depthBindSeq > dest->depthBindSeq) { sources.push_back(CopySource{ src, RASTER_DEPTH, 0, 0 }); } 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.empty()) { draw_->Invalidate(InvalidationFlags::CACHED_RENDER_STATE); 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 && draw_->GetDeviceCaps().fragmentShaderDepthWriteSupported) { VirtualFramebuffer *src = source.vfb; if (src->fb_format != GE_FORMAT_565) { WARN_LOG_ONCE(not565, Log::FrameBuf, "fb_format of buffer at %08x not 565 as expected", src->fb_address); } // Really hate to do this, but tracking the depth swizzle state across multiple // copies is not easy. Draw2DShader shader = DRAW2D_565_TO_DEPTH; if (PSP_CoreParameter().compat.flags().DeswizzleDepth) { shader = DRAW2D_565_TO_DEPTH_DESWIZZLE; } gpuStats.numReinterpretCopies++; src->usageFlags |= FB_USAGE_COLOR_MIXED_DEPTH; dest->usageFlags |= FB_USAGE_COLOR_MIXED_DEPTH; // Copying color to depth. BlitUsingRaster( src->fbo, 0.0f, 0.0f, src->renderWidth, src->renderHeight, dest->fbo, 0.0f, 0.0f, src->renderWidth, src->renderHeight, false, dest->renderScaleFactor, Get2DPipeline(shader), "565_to_depth"); } } gstate_c.Dirty(DIRTY_ALL_RENDER_STATE); } // Can't easily dynamically create these strings, we just pass along the pointer. static const char *reinterpretStrings[4][4] = { { "self_reinterpret_565", "reinterpret_565_to_5551", "reinterpret_565_to_4444", "reinterpret_565_to_8888", }, { "reinterpret_5551_to_565", "self_reinterpret_5551", "reinterpret_5551_to_4444", "reinterpret_5551_to_8888", }, { "reinterpret_4444_to_565", "reinterpret_4444_to_5551", "self_reinterpret_4444", "reinterpret_4444_to_8888", }, { "reinterpret_8888_to_565", "reinterpret_8888_to_5551", "reinterpret_8888_to_4444", "self_reinterpret_8888", }, }; // Call this after the target has been bound for rendering. For color, raster is probably always going to win over blits/copies. void FramebufferManagerCommon::CopyToColorFromOverlappingFramebuffers(VirtualFramebuffer *dst) { if (!useBufferedRendering_) { return; } std::vector sources; for (auto src : vfbs_) { // Discard old and equal potential inputs. if (src == dst || src->colorBindSeq < dst->colorBindSeq) { continue; } if (src->fb_address == dst->fb_address && src->fb_stride == dst->fb_stride) { // Another render target at the exact same location but gotta be a different format or a different stride, otherwise // it would be the same, and should have been detected in DoSetRenderFrameBuffer. if (src->fb_format != dst->fb_format) { // This will result in reinterpret later, if both formats are 16-bit. sources.push_back(CopySource{ src, RASTER_COLOR, 0, 0 }); } else { // This shouldn't happen anymore. I think when it happened last, we still had // lax stride checking when video was incoming, and a resize happened causing a duplicate. } } else if (src->fb_stride == dst->fb_stride && src->fb_format == dst->fb_format) { u32 bytesPerPixel = BufferFormatBytesPerPixel(src->fb_format); u32 strideInBytes = src->fb_stride * bytesPerPixel; // Same for both src and dest u32 srcColorStart = src->fb_address; u32 srcFirstLineEnd = src->fb_address + strideInBytes; u32 srcColorEnd = strideInBytes * src->height; u32 dstColorStart = dst->fb_address; u32 dstFirstLineEnd = dst->fb_address + strideInBytes; u32 dstColorEnd = strideInBytes * dst->height; // Initially we'll only allow pure horizontal and vertical overlap, // to reduce the risk for false positives. We can allow diagonal overlap too if needed // in the future. // Check for potential vertical overlap, like in Juiced 2. int xOffset = 0; int yOffset = 0; // TODO: Get rid of the compatibility flag check. if ((dstColorStart - srcColorStart) % strideInBytes == 0 && PSP_CoreParameter().compat.flags().AllowLargeFBTextureOffsets) { // Buffers are aligned. yOffset = ((int)dstColorStart - (int)srcColorStart) / strideInBytes; if (yOffset <= -(int)src->height) { // Not overlapping continue; } else if (yOffset >= dst->height) { // Not overlapping continue; } } else { // Buffers not stride-aligned - ignoring for now. // This is where we'll add the horizontal offset for GoW. continue; } sources.push_back(CopySource{ src, RASTER_COLOR, xOffset, yOffset }); } else if (src->fb_address == dst->fb_address && src->FbStrideInBytes() == dst->FbStrideInBytes()) { if (src->fb_stride == dst->fb_stride * 2) { // Reinterpret from 16-bit to 32-bit. sources.push_back(CopySource{ src, RASTER_COLOR, 0, 0 }); } else if (src->fb_stride * 2 == dst->fb_stride) { // Reinterpret from 32-bit to 16-bit. sources.push_back(CopySource{ src, RASTER_COLOR, 0, 0 }); } else { // 16-to-16 reinterpret, should have been caught above already. _assert_msg_(false, "Reinterpret: Shouldn't get here"); } } } std::sort(sources.begin(), sources.end()); draw_->Invalidate(InvalidationFlags::CACHED_RENDER_STATE); bool tookActions = false; // TODO: Only do the latest one. for (const CopySource &source : sources) { VirtualFramebuffer *src = source.vfb; // Copy a rectangle from the original to the new buffer. // Yes, we mean to look at src->width/height for the dest rectangle. // TODO: Try to bound the blit using gstate_c.vertBounds like depal does. int srcWidth = src->width * src->renderScaleFactor; int srcHeight = src->height * src->renderScaleFactor; int dstWidth = src->width * dst->renderScaleFactor; int dstHeight = src->height * dst->renderScaleFactor; int dstX1 = -source.xOffset * dst->renderScaleFactor; int dstY1 = -source.yOffset * dst->renderScaleFactor; int dstX2 = dstX1 + dstWidth; int dstY2 = dstY1 + dstHeight; if (source.channel == RASTER_COLOR) { Draw2DPipeline *pipeline = nullptr; const char *pass_name = "N/A"; float scaleFactorX = 1.0f; if (src->fb_format == dst->fb_format) { gpuStats.numColorCopies++; pipeline = Get2DPipeline(DRAW2D_COPY_COLOR); pass_name = "copy_color"; } else { if (PSP_CoreParameter().compat.flags().BlueToAlpha) { WARN_LOG_ONCE(bta, Log::FrameBuf, "WARNING: Reinterpret encountered with BlueToAlpha on"); } // Reinterpret! WARN_LOG_N_TIMES(reint, 5, Log::FrameBuf, "Reinterpret detected from %08x_%s to %08x_%s", src->fb_address, GeBufferFormatToString(src->fb_format), dst->fb_address, GeBufferFormatToString(dst->fb_format)); pipeline = GetReinterpretPipeline(src->fb_format, dst->fb_format, &scaleFactorX); dstX1 *= scaleFactorX; dstX2 *= scaleFactorX; pass_name = reinterpretStrings[(int)src->fb_format][(int)dst->fb_format]; gpuStats.numReinterpretCopies++; } if (pipeline) { tookActions = true; // OK we have the pipeline, now just do the blit. BlitUsingRaster(src->fbo, 0.0f, 0.0f, srcWidth, srcHeight, dst->fbo, dstX1, dstY1, dstX2, dstY2, false, dst->renderScaleFactor, pipeline, pass_name); } if (scaleFactorX == 1.0f && dst->z_address == src->z_address && dst->z_stride == src->z_stride) { // We should also copy the depth buffer in this case! BlitFramebufferDepth(src, dst, true); } } } if (currentRenderVfb_ && dst != currentRenderVfb_ && tookActions) { // Will probably just change the name of the current renderpass, since one was started by the reinterpret itself. draw_->BindFramebufferAsRenderTarget(currentRenderVfb_->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, "After Reinterpret"); } shaderManager_->DirtyLastShader(); textureCache_->ForgetLastTexture(); } Draw2DPipeline *FramebufferManagerCommon::GetReinterpretPipeline(GEBufferFormat from, GEBufferFormat to, float *scaleFactorX) { if (from == to) { *scaleFactorX = 1.0f; return Get2DPipeline(DRAW2D_COPY_COLOR); } if (IsBufferFormat16Bit(from) && !IsBufferFormat16Bit(to)) { // We halve the X coordinates in the destination framebuffer. // The shader will collect two pixels worth of input data and merge into one. *scaleFactorX = 0.5f; } else if (!IsBufferFormat16Bit(from) && IsBufferFormat16Bit(to)) { // We double the X coordinates in the destination framebuffer. // The shader will sample and depending on the X coordinate & 1, use the upper or lower bits. *scaleFactorX = 2.0f; } else { *scaleFactorX = 1.0f; } Draw2DPipeline *pipeline = reinterpretFromTo_[(int)from][(int)to]; if (!pipeline) { pipeline = draw2D_.Create2DPipeline([=](ShaderWriter &shaderWriter) -> Draw2DPipelineInfo { return GenerateReinterpretFragmentShader(shaderWriter, from, to); }); reinterpretFromTo_[(int)from][(int)to] = pipeline; } return pipeline; } void FramebufferManagerCommon::DestroyFramebuf(VirtualFramebuffer *v) { // Notify the texture cache of both the color and depth buffers. textureCache_->NotifyFramebuffer(v, NOTIFY_FB_DESTROYED); if (v->fbo) { v->fbo->Release(); v->fbo = nullptr; } // Wipe some pointers DiscardFramebufferCopy(); if (currentRenderVfb_ == v) currentRenderVfb_ = nullptr; if (displayFramebuf_ == v) displayFramebuf_ = nullptr; if (prevDisplayFramebuf_ == v) prevDisplayFramebuf_ = nullptr; if (prevPrevDisplayFramebuf_ == v) prevPrevDisplayFramebuf_ = nullptr; delete v; } void FramebufferManagerCommon::BlitFramebufferDepth(VirtualFramebuffer *src, VirtualFramebuffer *dst, bool allowSizeMismatch) { _dbg_assert_(src && dst); _dbg_assert_(src != dst); // Check that the depth address is even the same before actually blitting. bool matchingDepthBuffer = src->z_address == dst->z_address && src->z_stride != 0 && dst->z_stride != 0; bool matchingSize = (src->width == dst->width || (src->width == 512 && dst->width == 480) || (src->width == 480 && dst->width == 512)) && src->height == dst->height; if (!matchingDepthBuffer || (!matchingSize && !allowSizeMismatch)) { return; } // Copy depth value from the previously bound framebuffer to the current one. bool hasNewerDepth = src->last_frame_depth_render != 0 && src->last_frame_depth_render >= dst->last_frame_depth_updated; if (!src->fbo || !dst->fbo || !useBufferedRendering_ || !hasNewerDepth) { // If depth wasn't updated, then we're at least "two degrees" away from the data. // This is an optimization: it probably doesn't need to be copied in this case. return; } bool useCopy = draw_->GetDeviceCaps().framebufferSeparateDepthCopySupported || (!draw_->GetDeviceCaps().framebufferDepthBlitSupported && draw_->GetDeviceCaps().framebufferCopySupported); bool useBlit = draw_->GetDeviceCaps().framebufferDepthBlitSupported; bool useRaster = draw_->GetDeviceCaps().fragmentShaderDepthWriteSupported && draw_->GetDeviceCaps().textureDepthSupported; if (src->fbo->MultiSampleLevel() > 0 && dst->fbo->MultiSampleLevel() > 0) { // If multisampling, we want to copy depth properly so we get all the samples, to avoid aliased edges. // Can be seen in the fire in Jeanne D'arc, for example. if (useRaster && useCopy) { useRaster = false; } } int w = std::min(src->renderWidth, dst->renderWidth); int h = std::min(src->renderHeight, dst->renderHeight); // Some GPUs can copy depth but only if stencil gets to come along for the ride. We only want to use this if there is no blit functionality. if (useRaster) { BlitUsingRaster(src->fbo, 0, 0, w, h, dst->fbo, 0, 0, w, h, false, dst->renderScaleFactor, Get2DPipeline(Draw2DShader::DRAW2D_COPY_DEPTH), "BlitDepthRaster"); } else if (useCopy) { draw_->CopyFramebufferImage(src->fbo, 0, 0, 0, 0, dst->fbo, 0, 0, 0, 0, w, h, 1, Draw::Aspect::DEPTH_BIT, "CopyFramebufferDepth"); RebindFramebuffer("After BlitFramebufferDepth"); } else if (useBlit) { // We'll accept whether we get a separate depth blit or not... draw_->BlitFramebuffer(src->fbo, 0, 0, w, h, dst->fbo, 0, 0, w, h, Draw::Aspect::DEPTH_BIT, Draw::FB_BLIT_NEAREST, "BlitFramebufferDepth"); RebindFramebuffer("After BlitFramebufferDepth"); } draw_->Invalidate(InvalidationFlags::CACHED_RENDER_STATE); } void FramebufferManagerCommon::NotifyRenderFramebufferCreated(VirtualFramebuffer *vfb) { if (!useBufferedRendering_) { // Let's ignore rendering to targets that have not (yet) been displayed. gstate_c.skipDrawReason |= SKIPDRAW_NON_DISPLAYED_FB; } else if (currentRenderVfb_) { DownloadFramebufferOnSwitch(currentRenderVfb_); } textureCache_->NotifyFramebuffer(vfb, NOTIFY_FB_CREATED); NotifyRenderFramebufferUpdated(vfb); } void FramebufferManagerCommon::NotifyRenderFramebufferUpdated(VirtualFramebuffer *vfb) { if (gstate_c.curRTWidth != vfb->width || gstate_c.curRTHeight != vfb->height) { gstate_c.Dirty(DIRTY_PROJTHROUGHMATRIX | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE); } if (gstate_c.curRTRenderWidth != vfb->renderWidth || gstate_c.curRTRenderHeight != vfb->renderHeight) { gstate_c.Dirty(DIRTY_PROJMATRIX); gstate_c.Dirty(DIRTY_PROJTHROUGHMATRIX); } } void FramebufferManagerCommon::DownloadFramebufferOnSwitch(VirtualFramebuffer *vfb) { if (vfb && vfb->safeWidth > 0 && vfb->safeHeight > 0 && !(vfb->usageFlags & FB_USAGE_FIRST_FRAME_SAVED) && !vfb->memoryUpdated) { // Some games will draw to some memory once, and use it as a render-to-texture later. // To support this, we save the first frame to memory when we have a safe w/h. // Saving each frame would be slow. // TODO: This type of download could be made async, for less stutter on framebuffer creation. if (GetSkipGPUReadbackMode() == SkipGPUReadbackMode::NO_SKIP && !PSP_CoreParameter().compat.flags().DisableFirstFrameReadback) { ReadFramebufferToMemory(vfb, 0, 0, vfb->safeWidth, vfb->safeHeight, RASTER_COLOR, Draw::ReadbackMode::BLOCK); vfb->usageFlags = (vfb->usageFlags | FB_USAGE_DOWNLOAD | FB_USAGE_FIRST_FRAME_SAVED) & ~FB_USAGE_DOWNLOAD_CLEAR; vfb->safeWidth = 0; vfb->safeHeight = 0; } } } bool FramebufferManagerCommon::ShouldDownloadFramebufferColor(const VirtualFramebuffer *vfb) { // Dangan Ronpa hack return PSP_CoreParameter().compat.flags().Force04154000Download && vfb->fb_address == 0x04154000; } bool FramebufferManagerCommon::ShouldDownloadFramebufferDepth(const VirtualFramebuffer *vfb) { // Download depth buffer if compat flag set (previously used for Syphon Filter lens flares, now used for nothing) if (!PSP_CoreParameter().compat.flags().ReadbackDepth || GetSkipGPUReadbackMode() != SkipGPUReadbackMode::NO_SKIP) { return false; } return (vfb->usageFlags & FB_USAGE_RENDER_DEPTH) != 0 && vfb->width >= 480 && vfb->height >= 272; } void FramebufferManagerCommon::NotifyRenderFramebufferSwitched(VirtualFramebuffer *prevVfb, VirtualFramebuffer *vfb, bool isClearingDepth) { if (prevVfb) { if (ShouldDownloadFramebufferColor(prevVfb) && !prevVfb->memoryUpdated) { // NOTE: This path is ONLY for the Dangan Ronpa hack, see ShouldDownloadFramebufferColor ReadFramebufferToMemory(prevVfb, 0, 0, prevVfb->width, prevVfb->height, RASTER_COLOR, Draw::ReadbackMode::OLD_DATA_OK); prevVfb->usageFlags = (prevVfb->usageFlags | FB_USAGE_DOWNLOAD | FB_USAGE_FIRST_FRAME_SAVED) & ~FB_USAGE_DOWNLOAD_CLEAR; } else { DownloadFramebufferOnSwitch(prevVfb); } if (ShouldDownloadFramebufferDepth(prevVfb)) { ReadFramebufferToMemory(prevVfb, 0, 0, prevVfb->width, prevVfb->height, RasterChannel::RASTER_DEPTH, Draw::ReadbackMode::BLOCK); } } textureCache_->ForgetLastTexture(); shaderManager_->DirtyLastShader(); if (useBufferedRendering_) { if (vfb->fbo) { shaderManager_->DirtyLastShader(); Draw::RPAction depthAction = Draw::RPAction::KEEP; float clearDepth = 0.0f; if (vfb->usageFlags & FB_USAGE_INVALIDATE_DEPTH) { depthAction = Draw::RPAction::CLEAR; clearDepth = GetDepthScaleFactors(gstate_c.UseFlags()).Offset(); vfb->usageFlags &= ~FB_USAGE_INVALIDATE_DEPTH; } draw_->BindFramebufferAsRenderTarget(vfb->fbo, {Draw::RPAction::KEEP, depthAction, Draw::RPAction::KEEP, 0, clearDepth}, "FBSwitch"); } else { // This should only happen very briefly when toggling useBufferedRendering_. ResizeFramebufFBO(vfb, vfb->width, vfb->height, true); } } else { if (vfb->fbo) { // This should only happen very briefly when toggling useBufferedRendering_. textureCache_->NotifyFramebuffer(vfb, NOTIFY_FB_DESTROYED); vfb->fbo->Release(); vfb->fbo = nullptr; } // Let's ignore rendering to targets that have not (yet) been displayed. if (vfb->usageFlags & FB_USAGE_DISPLAYED_FRAMEBUFFER) { gstate_c.skipDrawReason &= ~SKIPDRAW_NON_DISPLAYED_FB; } else { gstate_c.skipDrawReason |= SKIPDRAW_NON_DISPLAYED_FB; } } textureCache_->NotifyFramebuffer(vfb, NOTIFY_FB_UPDATED); NotifyRenderFramebufferUpdated(vfb); } void FramebufferManagerCommon::PerformWriteFormattedFromMemory(u32 addr, int size, int stride, GEBufferFormat fmt) { // Note: UpdateFromMemory() is still called later. // This is a special case where we have extra information prior to the invalidation, // because it's called from sceJpeg, sceMpeg, scePsmf etc. // TODO: Could possibly be at an offset... // Also, stride needs better handling. VirtualFramebuffer *vfb = ResolveVFB(addr, stride, fmt); if (vfb) { // Let's count this as a "render". This will also force us to use the correct format. vfb->last_frame_render = gpuStats.numFlips; vfb->colorBindSeq = GetBindSeqCount(); if (vfb->fb_stride < stride) { INFO_LOG(Log::FrameBuf, "Changing stride for %08x from %d to %d", addr, vfb->fb_stride, stride); const int bpp = BufferFormatBytesPerPixel(fmt); ResizeFramebufFBO(vfb, stride, size / (bpp * stride)); // Resizing may change the viewport/etc. gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE); vfb->fb_stride = stride; // This might be a bit wider than necessary, but we'll redetect on next render. vfb->width = stride; } } } void FramebufferManagerCommon::UpdateFromMemory(u32 addr, int size) { // Take off the uncached flag from the address. Not to be confused with the start of VRAM. addr &= 0x3FFFFFFF; if (Memory::IsVRAMAddress(addr)) addr &= 0x041FFFFF; // TODO: Could go through all FBOs, but probably not important? // TODO: Could also check for inner changes, but video is most important. // TODO: This shouldn't care if it's a display framebuf or not, should work exactly the same. bool isDisplayBuf = addr == CurrentDisplayFramebufAddr() || addr == PrevDisplayFramebufAddr(); // TODO: Deleting the FBO is a heavy hammer solution, so let's only do it if it'd help. if (!Memory::IsValidAddress(displayFramebufPtr_)) return; for (size_t i = 0; i < vfbs_.size(); ++i) { VirtualFramebuffer *vfb = vfbs_[i]; if (vfb->fb_address == addr) { FlushBeforeCopy(); if (useBufferedRendering_ && vfb->fbo) { GEBufferFormat fmt = vfb->fb_format; if (vfb->last_frame_render + 1 < gpuStats.numFlips && isDisplayBuf) { // If we're not rendering to it, format may be wrong. Use displayFormat_ instead. // TODO: This doesn't seem quite right anymore. fmt = displayFormat_; } DrawPixels(vfb, 0, 0, Memory::GetPointerUnchecked(addr), fmt, vfb->fb_stride, vfb->width, vfb->height, RASTER_COLOR, "UpdateFromMemory_DrawPixels"); SetColorUpdated(vfb, gstate_c.skipDrawReason); } else { INFO_LOG(Log::FrameBuf, "Invalidating FBO for %08x (%dx%d %s)", vfb->fb_address, vfb->width, vfb->height, GeBufferFormatToString(vfb->fb_format)); DestroyFramebuf(vfb); vfbs_.erase(vfbs_.begin() + i--); } } } RebindFramebuffer("RebindFramebuffer - UpdateFromMemory"); // TODO: Necessary? gstate_c.Dirty(DIRTY_FRAGMENTSHADER_STATE); } void FramebufferManagerCommon::DrawPixels(VirtualFramebuffer *vfb, int dstX, int dstY, const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height, RasterChannel channel, const char *tag) { textureCache_->ForgetLastTexture(); shaderManager_->DirtyLastShader(); float u0 = 0.0f, u1 = 1.0f; float v0 = 0.0f, v1 = 1.0f; DrawTextureFlags flags; if (useBufferedRendering_ && vfb && vfb->fbo) { if (channel == RASTER_DEPTH || PSP_CoreParameter().compat.flags().NearestFilteringOnFramebufferCreate) { flags = DRAWTEX_NEAREST; } else { flags = DRAWTEX_LINEAR; } draw_->BindFramebufferAsRenderTarget(vfb->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, tag); SetViewport2D(0, 0, vfb->renderWidth, vfb->renderHeight); draw_->SetScissorRect(0, 0, vfb->renderWidth, vfb->renderHeight); } else { _dbg_assert_(channel == RASTER_COLOR); // We are drawing directly to the back buffer so need to flip. // Should more of this be handled by the presentation engine? if (needBackBufferYSwap_) std::swap(v0, v1); flags = g_Config.iDisplayFilter == SCALE_LINEAR ? DRAWTEX_LINEAR : DRAWTEX_NEAREST; flags = flags | DRAWTEX_TO_BACKBUFFER; FRect frame = GetScreenFrame(pixelWidth_, pixelHeight_); FRect rc; CalculateDisplayOutputRect(&rc, 480.0f, 272.0f, frame, ROTATION_LOCKED_HORIZONTAL); SetViewport2D(rc.x, rc.y, rc.w, rc.h); draw_->SetScissorRect(0, 0, pixelWidth_, pixelHeight_); } if (channel == RASTER_DEPTH) { _dbg_assert_(srcPixelFormat == GE_FORMAT_DEPTH16); flags = flags | DRAWTEX_DEPTH; if (vfb) vfb->usageFlags |= FB_USAGE_COLOR_MIXED_DEPTH; } Draw::Texture *pixelsTex = MakePixelTexture(srcPixels, srcPixelFormat, srcStride, width, height); if (pixelsTex) { draw_->BindTextures(0, 1, &pixelsTex, Draw::TextureBindFlags::VULKAN_BIND_ARRAY); // TODO: Replace with draw2D_.Blit() directly. DrawActiveTexture(dstX, dstY, width, height, vfb ? vfb->bufferWidth : g_display.pixel_xres, vfb ? vfb->bufferHeight : g_display.pixel_yres, u0, v0, u1, v1, ROTATION_LOCKED_HORIZONTAL, flags); draw_->Invalidate(InvalidationFlags::CACHED_RENDER_STATE); gstate_c.Dirty(DIRTY_ALL_RENDER_STATE); } } bool FramebufferManagerCommon::BindFramebufferAsColorTexture(int stage, VirtualFramebuffer *framebuffer, int flags, int layer) { if (!framebuffer->fbo || !useBufferedRendering_) { draw_->BindTexture(stage, nullptr); gstate_c.skipDrawReason |= SKIPDRAW_BAD_FB_TEXTURE; return false; } // currentRenderVfb_ will always be set when this is called, except from the GE debugger. // Let's just not bother with the copy in that case. bool skipCopy = !(flags & BINDFBCOLOR_MAY_COPY); // Currently rendering to this framebuffer. Need to make a copy. if (!skipCopy && framebuffer == currentRenderVfb_) { // Self-texturing, need a copy currently (some backends can potentially support it though). WARN_LOG_ONCE(selfTextureCopy, Log::G3D, "Attempting to texture from current render target (src=%08x / target=%08x / flags=%d), making a copy", framebuffer->fb_address, currentRenderVfb_->fb_address, flags); // TODO: Maybe merge with bvfbs_? Not sure if those could be packing, and they're created at a different size. if (currentFramebufferCopy_ && (flags & BINDFBCOLOR_UNCACHED) == 0) { // We have a copy already that hasn't been invalidated, let's keep using it. draw_->BindFramebufferAsTexture(currentFramebufferCopy_, stage, Draw::Aspect::COLOR_BIT, layer); return true; } Draw::Framebuffer *renderCopy = GetTempFBO(TempFBO::COPY, framebuffer->renderWidth, framebuffer->renderHeight); if (renderCopy) { VirtualFramebuffer copyInfo = *framebuffer; copyInfo.fbo = renderCopy; bool partial = false; CopyFramebufferForColorTexture(©Info, framebuffer, flags, layer, &partial); RebindFramebuffer("After BindFramebufferAsColorTexture"); draw_->BindFramebufferAsTexture(renderCopy, stage, Draw::Aspect::COLOR_BIT, layer); // Only cache the copy if it wasn't a partial copy. // TODO: Improve on this. if (!partial && (flags & BINDFBCOLOR_UNCACHED) == 0) { currentFramebufferCopy_ = renderCopy; } gpuStats.numCopiesForSelfTex++; } else { // Failed to get temp FBO? Weird. draw_->BindFramebufferAsTexture(framebuffer->fbo, stage, Draw::Aspect::COLOR_BIT, layer); } return true; } else if (framebuffer != currentRenderVfb_ || (flags & BINDFBCOLOR_FORCE_SELF) != 0) { draw_->BindFramebufferAsTexture(framebuffer->fbo, stage, Draw::Aspect::COLOR_BIT, layer); return true; } else { // Here it's an error because for some reason skipCopy is true. That shouldn't really happen. ERROR_LOG_REPORT_ONCE(selfTextureFail, Log::G3D, "Attempting to texture from target (src=%08x / target=%08x / flags=%d)", framebuffer->fb_address, currentRenderVfb_->fb_address, flags); // To do this safely in Vulkan, we need to use input attachments. // Actually if the texture region and render regions don't overlap, this is safe, but we need // to transition to GENERAL image layout which will take some trickery. // Badness on D3D11 to bind the currently rendered-to framebuffer as a texture. draw_->BindTexture(stage, nullptr); gstate_c.skipDrawReason |= SKIPDRAW_BAD_FB_TEXTURE; return false; } } void FramebufferManagerCommon::CopyFramebufferForColorTexture(VirtualFramebuffer *dst, VirtualFramebuffer *src, int flags, int layer, bool *partial) { int x = 0; int y = 0; int w = src->drawnWidth; int h = src->drawnHeight; *partial = false; // If max is not > min, we probably could not detect it. Skip. // See the vertex decoder, where this is updated. // TODO: We're currently not hitting this path in Dante. See #17032 if ((flags & BINDFBCOLOR_MAY_COPY_WITH_UV) == BINDFBCOLOR_MAY_COPY_WITH_UV && gstate_c.vertBounds.maxU > gstate_c.vertBounds.minU) { x = std::max(gstate_c.vertBounds.minU, (u16)0); y = std::max(gstate_c.vertBounds.minV, (u16)0); w = std::min(gstate_c.vertBounds.maxU, src->drawnWidth) - x; h = std::min(gstate_c.vertBounds.maxV, src->drawnHeight) - y; // If we bound a framebuffer, apply the byte offset as pixels to the copy too. if (flags & BINDFBCOLOR_APPLY_TEX_OFFSET) { x += gstate_c.curTextureXOffset; y += gstate_c.curTextureYOffset; } // We'll have to reapply these next time since we cropped to UV. gstate_c.Dirty(DIRTY_TEXTURE_PARAMS); } if (x < src->drawnWidth && y < src->drawnHeight && w > 0 && h > 0) { if (x != 0 || y != 0 || w < src->drawnWidth || h < src->drawnHeight) { *partial = true; } BlitFramebuffer(dst, x, y, src, x, y, w, h, 0, RASTER_COLOR, "CopyFBForColorTexture"); } } Draw::Texture *FramebufferManagerCommon::MakePixelTexture(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height) { Draw::DataFormat depthFormat = Draw::DataFormat::UNDEFINED; int bpp = BufferFormatBytesPerPixel(srcPixelFormat); int srcStrideInBytes = srcStride * bpp; int widthInBytes = width * bpp; // Compute hash of contents. uint64_t imageHash; if (widthInBytes == srcStrideInBytes) { imageHash = XXH3_64bits(srcPixels, widthInBytes * height); } else { XXH3_state_t *hashState = XXH3_createState(); XXH3_64bits_reset(hashState); for (int y = 0; y < height; y++) { XXH3_64bits_update(hashState, srcPixels + srcStrideInBytes * y, widthInBytes); } imageHash = XXH3_64bits_digest(hashState); XXH3_freeState(hashState); } Draw::DataFormat texFormat = preferredPixelsFormat_; if (srcPixelFormat == GE_FORMAT_DEPTH16) { if ((draw_->GetDataFormatSupport(Draw::DataFormat::R16_UNORM) & Draw::FMT_TEXTURE) != 0) { texFormat = Draw::DataFormat::R16_UNORM; } else if ((draw_->GetDataFormatSupport(Draw::DataFormat::R8_UNORM) & Draw::FMT_TEXTURE) != 0) { // This could be improved by using specific draw shaders to pack full precision in two channels. // However, not really worth the trouble until we find a game that requires it. texFormat = Draw::DataFormat::R8_UNORM; } else { // No usable single channel format. Can't be bothered. return nullptr; } } else if (srcPixelFormat == GE_FORMAT_565) { // Check for supported matching formats. // This mainly benefits the redundant copies in God of War on low-end platforms. if ((draw_->GetDataFormatSupport(Draw::DataFormat::B5G6R5_UNORM_PACK16) & Draw::FMT_TEXTURE) != 0) { texFormat = Draw::DataFormat::B5G6R5_UNORM_PACK16; } else if ((draw_->GetDataFormatSupport(Draw::DataFormat::R5G6B5_UNORM_PACK16) & Draw::FMT_TEXTURE) != 0) { texFormat = Draw::DataFormat::R5G6B5_UNORM_PACK16; } } // TODO: We can just change the texture format and flip some bits around instead of this. // Could share code with the texture cache perhaps. auto generateTexture = [&](uint8_t *data, const uint8_t *initData, uint32_t w, uint32_t h, uint32_t d, uint32_t byteStride, uint32_t sliceByteStride) { for (int y = 0; y < height; y++) { const u16_le *src16 = (const u16_le *)srcPixels + srcStride * y; const u32_le *src32 = (const u32_le *)srcPixels + srcStride * y; u32 *dst = (u32 *)(data + byteStride * y); u16 *dst16 = (u16 *)(data + byteStride * y); u8 *dst8 = (u8 *)(data + byteStride * y); switch (srcPixelFormat) { case GE_FORMAT_565: if (texFormat == Draw::DataFormat::B5G6R5_UNORM_PACK16) { memcpy(dst16, src16, w * sizeof(uint16_t)); } else if (texFormat == Draw::DataFormat::R5G6B5_UNORM_PACK16) { ConvertRGB565ToBGR565(dst16, src16, width); // Fast! } else if (texFormat == Draw::DataFormat::B8G8R8A8_UNORM) { ConvertRGB565ToBGRA8888(dst, src16, width); } else { ConvertRGB565ToRGBA8888(dst, src16, width); } break; case GE_FORMAT_5551: if (texFormat == Draw::DataFormat::B8G8R8A8_UNORM) ConvertRGBA5551ToBGRA8888(dst, src16, width); else ConvertRGBA5551ToRGBA8888(dst, src16, width); break; case GE_FORMAT_4444: if (texFormat == Draw::DataFormat::B8G8R8A8_UNORM) ConvertRGBA4444ToBGRA8888(dst, src16, width); else ConvertRGBA4444ToRGBA8888(dst, src16, width); break; case GE_FORMAT_8888: if (texFormat == Draw::DataFormat::B8G8R8A8_UNORM) ConvertRGBA8888ToBGRA8888(dst, src32, width); // This means use original pointer as-is. May avoid or optimize a copy. else if (srcStride == width) return false; else memcpy(dst, src32, width * 4); break; case GE_FORMAT_DEPTH16: // TODO: Must take the depth range into account, unless it's already 0-1. // TODO: Depending on the color buffer format used with this depth buffer, we need // to do one of two different swizzle operations. However, for the only use of this so far, // the Burnout lens flare trickery, swizzle doesn't matter since it's just a 0, 7fff, 0, 7fff pattern // which comes out the same. if (texFormat == Draw::DataFormat::R16_UNORM) { // We just use this format straight. memcpy(dst16, src16, w * 2); } else if (texFormat == Draw::DataFormat::R8_UNORM) { // We fall back to R8_UNORM. Precision is enough for most cases of depth clearing and initialization we've seen, // but hardly ideal. for (int i = 0; i < width; i++) { dst8[i] = src16[i] >> 8; } } break; case GE_FORMAT_INVALID: case GE_FORMAT_CLUT8: // Bad break; } } return true; }; int frameNumber = draw_->GetFrameCount(); // First look for an exact match (including contents hash) that we can re-use. for (auto &iter : drawPixelsCache_) { if (iter.contentsHash == imageHash && iter.tex->Width() == width && iter.tex->Height() == height && iter.tex->Format() == texFormat) { iter.frameNumber = frameNumber; gpuStats.numCachedUploads++; return iter.tex; } } // Then, look for an alternative one that's not been used recently that we can overwrite. for (auto &iter : drawPixelsCache_) { if (iter.frameNumber >= frameNumber - 3 || iter.tex->Width() != width || iter.tex->Height() != height || iter.tex->Format() != texFormat) { continue; } // OK, current one seems good, let's use it (and mark it used). gpuStats.numUploads++; draw_->UpdateTextureLevels(iter.tex, &srcPixels, generateTexture, 1); // NOTE: numFlips is no good - this is called every frame when paused sometimes! iter.frameNumber = frameNumber; // We need to update the hash for future matching. iter.contentsHash = imageHash; return iter.tex; } // Note: For depth, we create an R16_UNORM texture, that'll be just fine for uploading depth through a shader, // and likely more efficient. Draw::TextureDesc desc{ Draw::TextureType::LINEAR2D, texFormat, width, height, 1, 1, false, Draw::TextureSwizzle::DEFAULT, "DrawPixels", { (uint8_t *)srcPixels }, generateTexture, }; // Hot Shots Golf (#12355) does tons of these in a frame in some situations! So creating textures // better be fast. So does God of War, a lot of the time, a bit unclear what it's doing. Draw::Texture *tex = draw_->CreateTexture(desc); if (!tex) { ERROR_LOG(Log::G3D, "Failed to create DrawPixels texture"); } // We don't need to count here, already counted by numUploads by the caller. // INFO_LOG(Log::G3D, "Creating drawPixelsCache texture: %dx%d", tex->Width(), tex->Height()); DrawPixelsEntry entry{ tex, imageHash, frameNumber }; drawPixelsCache_.push_back(entry); gpuStats.numUploads++; return tex; } bool FramebufferManagerCommon::DrawFramebufferToOutput(const u8 *srcPixels, int srcStride, GEBufferFormat srcPixelFormat) { textureCache_->ForgetLastTexture(); shaderManager_->DirtyLastShader(); float u0 = 0.0f, u1 = 480.0f / 512.0f; float v0 = 0.0f, v1 = 1.0f; Draw::Texture *pixelsTex = MakePixelTexture(srcPixels, srcPixelFormat, srcStride, 512, 272); if (!pixelsTex) return false; int uvRotation = useBufferedRendering_ ? g_Config.iInternalScreenRotation : ROTATION_LOCKED_HORIZONTAL; OutputFlags flags = g_Config.iDisplayFilter == SCALE_LINEAR ? OutputFlags::LINEAR : OutputFlags::NEAREST; if (needBackBufferYSwap_) { flags |= OutputFlags::BACKBUFFER_FLIPPED; } // CopyToOutput reverses these, probably to match "up". if (GetGPUBackend() == GPUBackend::DIRECT3D11) { flags |= OutputFlags::POSITION_FLIPPED; } presentation_->UpdateUniforms(textureCache_->VideoIsPlaying()); presentation_->SourceTexture(pixelsTex, 512, 272); presentation_->CopyToOutput(flags, uvRotation, u0, v0, u1, v1); // PresentationCommon sets all kinds of state, we can't rely on anything. gstate_c.Dirty(DIRTY_ALL); DiscardFramebufferCopy(); currentRenderVfb_ = nullptr; return true; } void FramebufferManagerCommon::SetViewport2D(int x, int y, int w, int h) { Draw::Viewport viewport{ (float)x, (float)y, (float)w, (float)h, 0.0f, 1.0f }; draw_->SetViewport(viewport); } void FramebufferManagerCommon::CopyDisplayToOutput(bool reallyDirty) { DownloadFramebufferOnSwitch(currentRenderVfb_); shaderManager_->DirtyLastShader(); if (displayFramebufPtr_ == 0) { if (GetUIState() != UISTATE_PAUSEMENU) { if (Core_IsStepping()) VERBOSE_LOG(Log::FrameBuf, "Display disabled, displaying only black"); else DEBUG_LOG(Log::FrameBuf, "Display disabled, displaying only black"); } // No framebuffer to display! Clear to black. if (useBufferedRendering_) { draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::CLEAR, Draw::RPAction::CLEAR, Draw::RPAction::CLEAR }, "CopyDisplayToOutput"); } gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE); presentation_->NotifyPresent(); return; } u32 offsetX = 0; u32 offsetY = 0; // If it's not really dirty, we're probably frameskipping. Use the last working one. u32 fbaddr = reallyDirty ? displayFramebufPtr_ : prevDisplayFramebufPtr_; prevDisplayFramebufPtr_ = fbaddr; VirtualFramebuffer *vfb = ResolveVFB(fbaddr, displayStride_, displayFormat_); if (!vfb) { // Let's search for a framebuf within this range. Note that we also look for // "framebuffers" sitting in RAM (created from block transfer or similar) so we only take off the kernel // and uncached bits of the address when comparing. const u32 addr = fbaddr; for (auto v : vfbs_) { const u32 v_addr = v->fb_address; const u32 v_size = v->BufferByteSize(RASTER_COLOR); if (v->fb_format != displayFormat_ || v->fb_stride != displayStride_) { // Displaying a buffer of the wrong format or stride is nonsense, ignore it. continue; } if (addr >= v_addr && addr < v_addr + v_size) { const u32 dstBpp = BufferFormatBytesPerPixel(v->fb_format); const u32 v_offsetX = ((addr - v_addr) / dstBpp) % v->fb_stride; const u32 v_offsetY = ((addr - v_addr) / dstBpp) / v->fb_stride; // We have enough space there for the display, right? if (v_offsetX + 480 > (u32)v->fb_stride || v->bufferHeight < v_offsetY + 272) { continue; } // Check for the closest one. if (offsetY == 0 || offsetY > v_offsetY) { offsetX = v_offsetX; offsetY = v_offsetY; vfb = v; } } } if (vfb) { // Okay, we found one above. // Log should be "Displaying from framebuf" but not worth changing the report. INFO_LOG_REPORT_ONCE(displayoffset, Log::FrameBuf, "Rendering from framebuf with offset %08x -> %08x+%dx%d", addr, vfb->fb_address, offsetX, offsetY); } } // Reject too-tiny framebuffers to display (Godfather, see issue #16915). if (vfb && vfb->height < 64) { vfb = nullptr; } if (!vfb) { if (Memory::IsValidAddress(fbaddr)) { // The game is displaying something directly from RAM. In GTA, it's decoded video. // If successful, this effectively calls presentation_->NotifyPresent(); if (!DrawFramebufferToOutput(Memory::GetPointerUnchecked(fbaddr), displayStride_, displayFormat_)) { if (useBufferedRendering_) { // Bind and clear the backbuffer. This should be the first time during the frame that it's bound. draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::CLEAR, Draw::RPAction::CLEAR, Draw::RPAction::CLEAR }, "CopyDisplayToOutput_DrawError"); } presentation_->NotifyPresent(); } return; } else { DEBUG_LOG(Log::FrameBuf, "Found no FBO to display! displayFBPtr = %08x", fbaddr); // No framebuffer to display! Clear to black. if (useBufferedRendering_) { // Bind and clear the backbuffer. This should be the first time during the frame that it's bound. draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::CLEAR, Draw::RPAction::CLEAR, Draw::RPAction::CLEAR }, "CopyDisplayToOutput_NoFBO"); } // For non-buffered rendering, every frame is cleared anyway. gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE); presentation_->NotifyPresent(); return; } } vfb->usageFlags |= FB_USAGE_DISPLAYED_FRAMEBUFFER; vfb->last_frame_displayed = gpuStats.numFlips; vfb->dirtyAfterDisplay = false; vfb->reallyDirtyAfterDisplay = false; if (prevDisplayFramebuf_ != displayFramebuf_) { prevPrevDisplayFramebuf_ = prevDisplayFramebuf_; } if (displayFramebuf_ != vfb) { prevDisplayFramebuf_ = displayFramebuf_; } displayFramebuf_ = vfb; if (vfb->fbo) { if (GetUIState() != UISTATE_PAUSEMENU) { if (Core_IsStepping()) VERBOSE_LOG(Log::FrameBuf, "Displaying FBO %08x", vfb->fb_address); else DEBUG_LOG(Log::FrameBuf, "Displaying FBO %08x", vfb->fb_address); } float u0 = offsetX / (float)vfb->bufferWidth; float v0 = offsetY / (float)vfb->bufferHeight; float u1 = (480.0f + offsetX) / (float)vfb->bufferWidth; float v1 = (272.0f + offsetY) / (float)vfb->bufferHeight; //clip the VR framebuffer to keep the aspect ratio if (IsVREnabled() && !IsFlatVRGame() && !IsGameVRScene()) { float aspect = 272.0f / 480.0f * (IsImmersiveVRMode() ? 2.0f : 1.0f); float clipY = 272.0f * (1.0f - aspect) / 2.0f; v0 = (clipY + offsetY) / (float)vfb->bufferHeight; v1 = (272.0f - clipY + offsetY) / (float)vfb->bufferHeight; //zoom inside float zoom = IsImmersiveVRMode() ? 0.4f : 0.1f; u0 += zoom / aspect; u1 -= zoom / aspect; v0 += zoom; v1 -= zoom; } textureCache_->ForgetLastTexture(); int uvRotation = useBufferedRendering_ ? g_Config.iInternalScreenRotation : ROTATION_LOCKED_HORIZONTAL; OutputFlags flags = g_Config.iDisplayFilter == SCALE_LINEAR ? OutputFlags::LINEAR : OutputFlags::NEAREST; if (needBackBufferYSwap_) { flags |= OutputFlags::BACKBUFFER_FLIPPED; } // DrawActiveTexture reverses these, probably to match "up". if (GetGPUBackend() == GPUBackend::DIRECT3D11) { flags |= OutputFlags::POSITION_FLIPPED; } int actualWidth = (vfb->bufferWidth * vfb->renderWidth) / vfb->width; int actualHeight = (vfb->bufferHeight * vfb->renderHeight) / vfb->height; presentation_->UpdateUniforms(textureCache_->VideoIsPlaying()); presentation_->SourceFramebuffer(vfb->fbo, actualWidth, actualHeight); presentation_->CopyToOutput(flags, uvRotation, u0, v0, u1, v1); } else if (useBufferedRendering_) { WARN_LOG(Log::FrameBuf, "Using buffered rendering, and current VFB lacks an FBO: %08x", vfb->fb_address); } else { presentation_->NotifyPresent(); } // This may get called mid-draw if the game uses an immediate flip. // PresentationCommon sets all kinds of state, we can't rely on anything. gstate_c.Dirty(DIRTY_ALL); DiscardFramebufferCopy(); currentRenderVfb_ = nullptr; } void FramebufferManagerCommon::DecimateFBOs() { DiscardFramebufferCopy(); currentRenderVfb_ = nullptr; for (auto iter : fbosToDelete_) { iter->Release(); } fbosToDelete_.clear(); for (size_t i = 0; i < vfbs_.size(); ++i) { VirtualFramebuffer *vfb = vfbs_[i]; int age = frameLastFramebufUsed_ - std::max(vfb->last_frame_render, vfb->last_frame_used); if (ShouldDownloadFramebufferColor(vfb) && age == 0 && !vfb->memoryUpdated) { ReadFramebufferToMemory(vfb, 0, 0, vfb->width, vfb->height, RASTER_COLOR, Draw::ReadbackMode::BLOCK); vfb->usageFlags = (vfb->usageFlags | FB_USAGE_DOWNLOAD | FB_USAGE_FIRST_FRAME_SAVED) & ~FB_USAGE_DOWNLOAD_CLEAR; } // Let's also "decimate" the usageFlags. UpdateFramebufUsage(vfb); if (vfb != displayFramebuf_ && vfb != prevDisplayFramebuf_ && vfb != prevPrevDisplayFramebuf_) { if (age > FBO_OLD_AGE) { INFO_LOG(Log::FrameBuf, "Decimating FBO for %08x (%ix%i %s), age %i", vfb->fb_address, vfb->width, vfb->height, GeBufferFormatToString(vfb->fb_format), age); DestroyFramebuf(vfb); vfbs_.erase(vfbs_.begin() + i--); } } } for (auto it = tempFBOs_.begin(); it != tempFBOs_.end(); ) { int age = frameLastFramebufUsed_ - it->second.last_frame_used; if (age > FBO_OLD_AGE) { it->second.fbo->Release(); it = tempFBOs_.erase(it); } else { ++it; } } // 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_render; if (age > FBO_OLD_AGE) { INFO_LOG(Log::FrameBuf, "Decimating FBO for %08x (%dx%d %s), age %i", vfb->fb_address, vfb->width, vfb->height, GeBufferFormatToString(vfb->fb_format), age); DestroyFramebuf(vfb); bvfbs_.erase(bvfbs_.begin() + i--); } } // And DrawPixels cached textures. for (auto it = drawPixelsCache_.begin(); it != drawPixelsCache_.end(); ) { int age = draw_->GetFrameCount() - it->frameNumber; if (age > 10) { // INFO_LOG(Log::G3D, "Releasing drawPixelsCache texture: %dx%d", it->tex->Width(), it->tex->Height()); it->tex->Release(); it->tex = nullptr; it = drawPixelsCache_.erase(it); } else { ++it; } } } // Requires width/height to be set already. void FramebufferManagerCommon::ResizeFramebufFBO(VirtualFramebuffer *vfb, int w, int h, bool force, bool skipCopy) { _dbg_assert_(w > 0); _dbg_assert_(h > 0); VirtualFramebuffer old = *vfb; int oldWidth = vfb->bufferWidth; int oldHeight = vfb->bufferHeight; if (force) { vfb->bufferWidth = w; vfb->bufferHeight = h; } else { if (vfb->bufferWidth >= w && vfb->bufferHeight >= h) { return; } // In case it gets thin and wide, don't resize down either side. vfb->bufferWidth = std::max((int)vfb->bufferWidth, w); vfb->bufferHeight = std::max((int)vfb->bufferHeight, h); } bool force1x = false; switch (bloomHack_) { case 1: force1x = vfb->bufferWidth <= 128 || vfb->bufferHeight <= 64; break; case 2: force1x = vfb->bufferWidth <= 256 || vfb->bufferHeight <= 128; break; case 3: force1x = vfb->bufferWidth < 480 || vfb->bufferWidth > 800 || vfb->bufferHeight < 272; // GOW uses 864x272 break; } if ((vfb->usageFlags & FB_USAGE_COLOR_MIXED_DEPTH) && !PSP_CoreParameter().compat.flags().ForceLowerResolutionForEffectsOn) { force1x = false; } if (PSP_CoreParameter().compat.flags().Force04154000Download && vfb->fb_address == 0x04154000) { force1x = true; } if (force1x && g_Config.iInternalResolution != 1) { vfb->renderScaleFactor = 1; vfb->renderWidth = vfb->bufferWidth; vfb->renderHeight = vfb->bufferHeight; } else { vfb->renderScaleFactor = renderScaleFactor_; vfb->renderWidth = (u16)(vfb->bufferWidth * renderScaleFactor_); vfb->renderHeight = (u16)(vfb->bufferHeight * renderScaleFactor_); } bool creating = old.bufferWidth == 0; if (creating) { INFO_LOG(Log::FrameBuf, "Creating %s FBO at %08x/%08x stride=%d %dx%d (force=%d)", GeBufferFormatToString(vfb->fb_format), vfb->fb_address, vfb->z_address, vfb->fb_stride, vfb->bufferWidth, vfb->bufferHeight, (int)force); } else { INFO_LOG(Log::FrameBuf, "Resizing %s FBO at %08x/%08x stride=%d from %dx%d to %dx%d (force=%d, skipCopy=%d)", GeBufferFormatToString(vfb->fb_format), vfb->fb_address, vfb->z_address, vfb->fb_stride, old.bufferWidth, old.bufferHeight, vfb->bufferWidth, vfb->bufferHeight, (int)force, (int)skipCopy); } // During hardware rendering, we always render at full color depth even if the game wouldn't on real hardware. // It's not worth the trouble trying to support lower bit-depth rendering, just // more cases to test that nobody will ever use. textureCache_->ForgetLastTexture(); if (!useBufferedRendering_) { if (vfb->fbo) { vfb->fbo->Release(); vfb->fbo = nullptr; } return; } if (!old.fbo && vfb->last_frame_failed != 0 && vfb->last_frame_failed - gpuStats.numFlips < 63) { // Don't constantly retry FBOs which failed to create. return; } shaderManager_->DirtyLastShader(); char tag[128]; size_t len = FormatFramebufferName(vfb, tag, sizeof(tag)); gpuStats.numFBOsCreated++; vfb->fbo = draw_->CreateFramebuffer({ vfb->renderWidth, vfb->renderHeight, 1, GetFramebufferLayers(), msaaLevel_, true, tag }); if (Memory::IsVRAMAddress(vfb->fb_address) && vfb->fb_stride != 0) { NotifyMemInfo(MemBlockFlags::ALLOC, vfb->fb_address, vfb->BufferByteSize(RASTER_COLOR), tag, len); } if (Memory::IsVRAMAddress(vfb->z_address) && vfb->z_stride != 0) { char buf[128]; size_t len = snprintf(buf, sizeof(buf), "Z_%s", tag); NotifyMemInfo(MemBlockFlags::ALLOC, vfb->z_address, vfb->z_stride * vfb->height * sizeof(uint16_t), buf, len); } if (old.fbo) { INFO_LOG(Log::FrameBuf, "Resizing FBO for %08x : %dx%dx%s", vfb->fb_address, w, h, GeBufferFormatToString(vfb->fb_format)); if (vfb->fbo) { draw_->BindFramebufferAsRenderTarget(vfb->fbo, { Draw::RPAction::CLEAR, Draw::RPAction::CLEAR, Draw::RPAction::CLEAR }, "ResizeFramebufFBO"); if (!skipCopy) { BlitFramebuffer(vfb, 0, 0, &old, 0, 0, std::min((u16)oldWidth, std::min(vfb->bufferWidth, vfb->width)), std::min((u16)oldHeight, std::min(vfb->height, vfb->bufferHeight)), 0, RASTER_COLOR, "BlitColor_ResizeFramebufFBO"); } if (vfb->usageFlags & FB_USAGE_RENDER_DEPTH) { BlitFramebuffer(vfb, 0, 0, &old, 0, 0, std::min((u16)oldWidth, std::min(vfb->bufferWidth, vfb->width)), std::min((u16)oldHeight, std::min(vfb->height, vfb->bufferHeight)), 0, RASTER_DEPTH, "BlitDepth_ResizeFramebufFBO"); } } fbosToDelete_.push_back(old.fbo); draw_->BindFramebufferAsRenderTarget(vfb->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, "ResizeFramebufFBO"); } else { draw_->BindFramebufferAsRenderTarget(vfb->fbo, { Draw::RPAction::CLEAR, Draw::RPAction::CLEAR, Draw::RPAction::CLEAR }, "ResizeFramebufFBO"); } DiscardFramebufferCopy(); currentRenderVfb_ = vfb; if (!vfb->fbo) { ERROR_LOG(Log::FrameBuf, "Error creating FBO during resize! %dx%d", vfb->renderWidth, vfb->renderHeight); vfb->last_frame_failed = gpuStats.numFlips; } } struct CopyCandidate { VirtualFramebuffer *vfb = nullptr; int y = 0; int h = 0; std::string ToString(RasterChannel channel) const { return StringFromFormat("%08x %s %dx%d y=%d h=%d", vfb->Address(channel), GeBufferFormatToString(vfb->Format(channel)), vfb->width, vfb->height, y, h); } }; static const CopyCandidate *GetBestCopyCandidate(const TinySet &candidates, uint32_t basePtr, RasterChannel channel) { const CopyCandidate *best = nullptr; // Pick the "best" candidate by comparing to the old best using heuristics. for (size_t i = 0; i < candidates.size(); i++) { const CopyCandidate *candidate = &candidates[i]; bool better = !best; if (!better) { // Heuristics determined from the old algorithm, that we might want to keep: // * Lower yOffsets are prioritized. // * Bindseq better = candidate->y < best->y; if (!better) { better = candidate->vfb->BindSeq(channel) > best->vfb->BindSeq(channel); } } if (better) { best = candidate; } } return best; } // This is called from detected memcopies and framebuffer initialization from VRAM. Not block transfers. // Also with specialized flags from some replacement functions. Only those will currently request depth copies! // NOTE: This is very tricky because there's no information about color depth here, so we'll have to make guesses // about what underlying framebuffer is the most likely to be the relevant ones. For src, we can probably prioritize recent // ones. For dst, less clear. bool FramebufferManagerCommon::NotifyFramebufferCopy(u32 src, u32 dst, int size, GPUCopyFlag flags, u32 skipDrawReason) { if (size == 0) { return false; } dst &= 0x3FFFFFFF; src &= 0x3FFFFFFF; if (Memory::IsVRAMAddress(dst)) dst &= 0x041FFFFF; if (Memory::IsVRAMAddress(src)) src &= 0x041FFFFF; // TODO: Merge the below into FindTransferFramebuffer. // Or at least this should be like the other ones, gathering possible candidates // with the ability to list them out for debugging. bool ignoreDstBuffer = flags & GPUCopyFlag::FORCE_DST_MATCH_MEM; bool ignoreSrcBuffer = flags & (GPUCopyFlag::FORCE_SRC_MATCH_MEM | GPUCopyFlag::MEMSET); // TODO: In the future we should probably check both channels. Currently depth is only on request. RasterChannel channel = (flags & GPUCopyFlag::DEPTH_REQUESTED) ? RASTER_DEPTH : RASTER_COLOR; TinySet srcCandidates; TinySet dstCandidates; // TODO: These two loops should be merged into one utility function, similar to what's done with rectangle copies. // First find candidates for the source. // We only look at the color channel for now. for (auto vfb : vfbs_) { if (vfb->fb_stride == 0 || ignoreSrcBuffer) { continue; } // We only remove the kernel and uncached bits when comparing. const u32 vfb_address = vfb->Address(channel); const u32 vfb_size = vfb->BufferByteSize(channel); const u32 vfb_byteStride = vfb->BufferByteStride(channel); const int vfb_byteWidth = vfb->BufferByteWidth(channel); CopyCandidate srcCandidate; srcCandidate.vfb = vfb; // Special path for depth for now. if (channel == RASTER_DEPTH) { if (src == vfb->z_address && size == vfb->z_stride * 2 * vfb->height) { srcCandidate.y = 0; srcCandidate.h = vfb->height; srcCandidates.push_back(srcCandidate); } continue; } if (src >= vfb_address && (src + size <= vfb_address + vfb_size || src == vfb_address)) { // Heuristic originally from dest below, but just as valid looking for the source. // Fixes a misdetection in Brothers in Arms: D-Day, issue #18512. if (vfb_address == dst && ((size == 0x44000 && vfb_size == 0x88000) || (size == 0x88000 && vfb_size == 0x44000))) { // Not likely to be a correct color format copy for this buffer. Ignore it, there will either be RAM // that can be displayed from, or another matching buffer with the right format if rendering is going on. // If we had scoring here, we should strongly penalize this target instead of ignoring it. WARN_LOG_N_TIMES(notify_copy_2x, 5, Log::FrameBuf, "Framebuffer size %08x conspicuously not matching copy size %08x for source in NotifyFramebufferCopy. Ignoring.", size, vfb_size); continue; } if ((u32)size > vfb_size + 0x1000 && vfb->fb_format != GE_FORMAT_8888 && vfb->last_frame_render < gpuStats.numFlips) { // Seems likely we are looking at a potential copy of 32-bit pixels (like video) to an old 16-bit buffer, // which is very likely simply the wrong target, so skip it. See issue #17740 where this happens in Naruto Ultimate Ninja Heroes 2. // Probably no point to give it a bad score and let it pass to sorting, as we're pretty sure here. WARN_LOG_N_TIMES(notify_copy_2x, 5, Log::FrameBuf, "Framebuffer size %08x too small for %08x bytes of data and also 16-bit (%s), and not rendered to this frame. Ignoring.", vfb_size, size, GeBufferFormatToString(vfb->fb_format)); continue; } const u32 offset = src - vfb_address; const u32 yOffset = offset / vfb_byteStride; if ((offset % vfb_byteStride) == 0 && (size == vfb_byteWidth || (size % vfb_byteStride) == 0)) { srcCandidate.y = yOffset; srcCandidate.h = size == vfb_byteWidth ? 1 : std::min((u32)size / vfb_byteStride, (u32)vfb->height); } else if ((offset % vfb_byteStride) == 0 && size == vfb->fb_stride) { // Valkyrie Profile reads 512 bytes at a time, rather than 2048. So, let's whitelist fb_stride also. srcCandidate.y = yOffset; srcCandidate.h = 1; } else if (yOffset == 0 && (vfb->usageFlags & FB_USAGE_CLUT)) { // Okay, last try - it might be a clut. srcCandidate.y = yOffset; srcCandidate.h = 1; } else { continue; } srcCandidates.push_back(srcCandidate); } } for (auto vfb : vfbs_) { if (vfb->fb_stride == 0 || ignoreDstBuffer) { continue; } // We only remove the kernel and uncached bits when comparing. const u32 vfb_address = vfb->Address(channel); const u32 vfb_size = vfb->BufferByteSize(channel); const u32 vfb_byteStride = vfb->BufferByteStride(channel); const int vfb_byteWidth = vfb->BufferByteWidth(channel); // Heuristic to try to prevent potential glitches with video playback. if (vfb_address == dst && ((size == 0x44000 && vfb_size == 0x88000) || (size == 0x88000 && vfb_size == 0x44000))) { // Not likely to be a correct color format copy for this buffer. Ignore it, there will either be RAM // that can be displayed from, or another matching buffer with the right format if rendering is going on. // If we had scoring here, we should strongly penalize this target instead of ignoring it. WARN_LOG_N_TIMES(notify_copy_2x, 5, Log::FrameBuf, "Framebuffer size %08x conspicuously not matching copy size %08x for dest in NotifyFramebufferCopy. Ignoring.", size, vfb_size); continue; } CopyCandidate dstCandidate; dstCandidate.vfb = vfb; // Special path for depth for now. if (channel == RASTER_DEPTH) { // Let's assume exact matches only for simplicity. if (dst == vfb->z_address && size == vfb->z_stride * 2 * vfb->height) { dstCandidate.y = 0; dstCandidate.h = vfb->height; dstCandidates.push_back(dstCandidate); } continue; } if (!ignoreDstBuffer && dst >= vfb_address && (dst + size <= vfb_address + vfb_size || dst == vfb_address)) { const u32 offset = dst - vfb_address; const u32 yOffset = offset / vfb_byteStride; if ((offset % vfb_byteStride) == 0 && (size == vfb_byteWidth || (size % vfb_byteStride) == 0)) { dstCandidate.y = yOffset; dstCandidate.h = (size == vfb_byteWidth) ? 1 : std::min((u32)size / vfb_byteStride, (u32)vfb->height); dstCandidates.push_back(dstCandidate); } } } // For now fill in these old variables from the candidates to reduce the initial diff. VirtualFramebuffer *dstBuffer = nullptr; VirtualFramebuffer *srcBuffer = nullptr; int srcY; int srcH; int dstY; int dstH; const CopyCandidate *bestSrc = GetBestCopyCandidate(srcCandidates, src, channel); if (bestSrc) { srcBuffer = bestSrc->vfb; srcY = bestSrc->y; srcH = bestSrc->h; } const CopyCandidate *bestDst = GetBestCopyCandidate(dstCandidates, dst, channel); if (bestDst) { dstBuffer = bestDst->vfb; dstY = bestDst->y; dstH = bestDst->h; } if (srcCandidates.size() > 1) { if (Reporting::ShouldLogNTimes("mulblock", 5)) { std::string log; for (size_t i = 0; i < srcCandidates.size(); i++) { log += " - " + srcCandidates[i].ToString(channel); if (bestSrc && srcCandidates[i].vfb == bestSrc->vfb) { log += " * \n"; } else { log += "\n"; } } WARN_LOG(Log::FrameBuf, "Copy: Multiple src vfb candidates for (src: %08x, size: %d):\n%s (%s)", src, size, log.c_str(), RasterChannelToString(channel)); } } if (dstCandidates.size() > 1) { if (Reporting::ShouldLogNTimes("mulblock", 5)) { std::string log; for (size_t i = 0; i < dstCandidates.size(); i++) { log += " - " + dstCandidates[i].ToString(channel); if (bestDst && dstCandidates[i].vfb == bestDst->vfb) { log += " * \n"; } else { log += "\n"; } } WARN_LOG(Log::FrameBuf, "Copy: Multiple dst vfb candidates for (dst: %08x, size: %d):\n%s (%s)", src, size, log.c_str(), RasterChannelToString(channel)); } } if (!useBufferedRendering_) { // If we're copying into a recently used display buf, it's probably destined for the screen. if (channel == RASTER_DEPTH || srcBuffer || (dstBuffer != displayFramebuf_ && dstBuffer != prevDisplayFramebuf_)) { return false; } } if (!dstBuffer && srcBuffer && channel != RASTER_DEPTH) { // Note - if we're here, we're in a memcpy, not a block transfer. Not allowing IntraVRAMBlockTransferAllowCreateFB. // Technically, that makes BlockTransferAllowCreateFB a bit of a misnomer. bool allowCreateFB = (PSP_CoreParameter().compat.flags().BlockTransferAllowCreateFB || GetSkipGPUReadbackMode() == SkipGPUReadbackMode::COPY_TO_TEXTURE); if (allowCreateFB && !(flags & GPUCopyFlag::DISALLOW_CREATE_VFB)) { dstBuffer = CreateRAMFramebuffer(dst, srcBuffer->width, srcBuffer->height, srcBuffer->fb_stride, srcBuffer->fb_format); dstY = 0; } } if (dstBuffer) { dstBuffer->last_frame_used = gpuStats.numFlips; if (channel == RASTER_DEPTH && !srcBuffer) dstBuffer->usageFlags |= FB_USAGE_COLOR_MIXED_DEPTH; } if (srcBuffer && channel == RASTER_DEPTH && !dstBuffer) srcBuffer->usageFlags |= FB_USAGE_COLOR_MIXED_DEPTH; if (dstBuffer && srcBuffer) { if (srcBuffer == dstBuffer) { WARN_LOG_ONCE(dstsrccpy, Log::FrameBuf, "Intra-buffer memcpy (not supported) %08x -> %08x (size: %x)", src, dst, size); } else { WARN_LOG_ONCE(dstnotsrccpy, Log::FrameBuf, "Inter-buffer memcpy %08x -> %08x (size: %x)", src, dst, size); // Just do the blit! BlitFramebuffer(dstBuffer, 0, dstY, srcBuffer, 0, srcY, srcBuffer->width, srcH, 0, channel, "Blit_InterBufferMemcpy"); SetColorUpdated(dstBuffer, skipDrawReason); RebindFramebuffer("RebindFramebuffer - Inter-buffer memcpy"); } return false; } else if (dstBuffer) { if (flags & GPUCopyFlag::MEMSET) { gpuStats.numClears++; } WARN_LOG_N_TIMES(btucpy, 5, Log::FrameBuf, "Memcpy fbo upload %08x -> %08x (size: %x)", src, dst, size); FlushBeforeCopy(); // TODO: Hot Shots Golf makes a lot of these during the "meter", to copy back the image to the screen, it copies line by line. // We could collect these in a buffer and flush on the next draw, or something like that, to avoid that. The line copies cause // awkward visual artefacts. const u8 *srcBase = Memory::GetPointerUnchecked(src); GEBufferFormat srcFormat = channel == RASTER_DEPTH ? GE_FORMAT_DEPTH16 : dstBuffer->fb_format; int srcStride = channel == RASTER_DEPTH ? dstBuffer->z_stride : dstBuffer->fb_stride; DrawPixels(dstBuffer, 0, dstY, srcBase, srcFormat, srcStride, dstBuffer->width, dstH, channel, "MemcpyFboUpload_DrawPixels"); SetColorUpdated(dstBuffer, skipDrawReason); RebindFramebuffer("RebindFramebuffer - Memcpy fbo upload"); // This is a memcpy, let's still copy just in case. return false; } else if (srcBuffer) { WARN_LOG_N_TIMES(btdcpy, 5, Log::FrameBuf, "Memcpy fbo download %08x -> %08x", src, dst); FlushBeforeCopy(); // TODO: In Hot Shots Golf, check if we can do a readback to a framebuffer here. // Again we have the problem though that it's doing a lot of small copies here, one for each line. if (srcH == 0 || srcY + srcH > srcBuffer->bufferHeight) { WARN_LOG_ONCE(btdcpyheight, Log::FrameBuf, "Memcpy fbo download %08x -> %08x skipped, %d+%d is taller than %d", src, dst, srcY, srcH, srcBuffer->bufferHeight); } else if (GetSkipGPUReadbackMode() == SkipGPUReadbackMode::NO_SKIP && (!srcBuffer->memoryUpdated || channel == RASTER_DEPTH)) { ReadFramebufferToMemory(srcBuffer, 0, srcY, srcBuffer->width, srcH, channel, Draw::ReadbackMode::BLOCK); srcBuffer->usageFlags = (srcBuffer->usageFlags | FB_USAGE_DOWNLOAD) & ~FB_USAGE_DOWNLOAD_CLEAR; } return false; } else { return false; } } std::string BlockTransferRect::ToString() const { int bpp = BufferFormatBytesPerPixel(channel == RASTER_DEPTH ? GE_FORMAT_DEPTH16 : vfb->fb_format); return StringFromFormat("%s %08x/%d/%s seq:%d %d,%d %dx%d", RasterChannelToString(channel), vfb->fb_address, vfb->FbStrideInBytes(), GeBufferFormatToString(vfb->fb_format), vfb->colorBindSeq, x_bytes / bpp, y, w_bytes / bpp, h); } // This is used when looking for framebuffers for a block transfer. // The only known game to block transfer depth buffers is Iron Man, see #16530, so // we have a compat flag and pretty limited functionality for that. bool FramebufferManagerCommon::FindTransferFramebuffer(u32 basePtr, int stride_pixels, int x_pixels, int y, int w_pixels, int h, int bpp, bool destination, BlockTransferRect *rect) { basePtr &= 0x3FFFFFFF; if (Memory::IsVRAMAddress(basePtr)) basePtr &= 0x041FFFFF; rect->vfb = nullptr; if (!stride_pixels) { WARN_LOG(Log::FrameBuf, "Zero stride in FindTransferFrameBuffer, ignoring"); return false; } const u32 byteStride = stride_pixels * bpp; int x_bytes = x_pixels * bpp; int w_bytes = w_pixels * bpp; TinySet candidates; // We work entirely in bytes when we do the matching, because games don't consistently use bpps that match // that of their buffers. Then after matching we try to map the copy to the simplest operation that does // what we need. // We are only looking at color for now, have not found any block transfers of depth data (although it's plausible). for (auto vfb : vfbs_) { BlockTransferRect candidate{ vfb, RASTER_COLOR }; // Two cases so far of games depending on depth copies: Iron Man in issue #16530 (buffer->buffer) // and also #17878 where a game does ram->buffer to an auto-swizzling (|0x600000) address, // to initialize Z with a pre-rendered depth buffer. if (vfb->z_address == basePtr && vfb->BufferByteStride(RASTER_DEPTH) == byteStride && PSP_CoreParameter().compat.flags().BlockTransferDepth) { WARN_LOG_N_TIMES(z_xfer, 5, Log::FrameBuf, "FindTransferFramebuffer: found matching depth buffer, %08x (dest=%d, bpp=%d)", basePtr, (int)destination, bpp); candidate.channel = RASTER_DEPTH; candidate.x_bytes = x_pixels * bpp; candidate.w_bytes = w_pixels * bpp; candidate.y = y; candidate.h = h; candidates.push_back(candidate); continue; } const u32 vfb_address = vfb->fb_address; const u32 vfb_size = vfb->BufferByteSize(RASTER_COLOR); if (basePtr < vfb_address || basePtr >= vfb_address + vfb_size) { continue; } const u32 vfb_bpp = BufferFormatBytesPerPixel(vfb->fb_format); const u32 vfb_byteStride = vfb->FbStrideInBytes(); const u32 vfb_byteWidth = vfb->WidthInBytes(); candidate.w_bytes = w_pixels * bpp; candidate.h = h; const u32 byteOffset = basePtr - vfb_address; const int memXOffset = byteOffset % byteStride; const int memYOffset = byteOffset / byteStride; // Some games use mismatching bitdepths. But make sure the stride matches. // If it doesn't, generally this means we detected the framebuffer with too large a height. // Use bufferHeight in case of buffers that resize up and down often per frame (Valkyrie Profile.) // If it's outside the vfb by a single pixel, we currently disregard it. if (memYOffset > vfb->bufferHeight - h) { continue; } if (byteOffset == vfb->WidthInBytes() && w_bytes < vfb->FbStrideInBytes()) { // Looks like we're in a margin texture of the vfb, which is not the vfb itself. // Ignore the match. continue; } if (vfb_byteStride != byteStride) { // Grand Knights History occasionally copies with a mismatching stride but a full line at a time. // That's why we multiply by height, not width - this copy is a rectangle with the wrong stride but a line with the correct one. // Makes it hard to detect the wrong transfers in e.g. God of War. if (w_pixels != stride_pixels || (byteStride * h != vfb_byteStride && byteStride * h != vfb_byteWidth)) { if (destination) { // However, some other games write cluts to framebuffers. // Let's catch this and upload. Otherwise reject the match. bool match = (vfb->usageFlags & FB_USAGE_CLUT) != 0; if (match) { candidate.w_bytes = byteStride * h; h = 1; } else { continue; } } else { continue; } } else { // This is the Grand Knights History case. candidate.w_bytes = byteStride * h; candidate.h = 1; } } else { candidate.w_bytes = w_bytes; candidate.h = h; } candidate.x_bytes = x_bytes + memXOffset; candidate.y = y + memYOffset; candidate.vfb = vfb; candidates.push_back(candidate); } const BlockTransferRect *best = nullptr; // Sort candidates by just recency for now, we might add other. for (size_t i = 0; i < candidates.size(); i++) { const BlockTransferRect *candidate = &candidates[i]; bool better = !best; if (!better) { if (candidate->channel == best->channel) { better = candidate->vfb->BindSeq(candidate->channel) > best->vfb->BindSeq(candidate->channel); } else { // Prefer depth over color if the address match is perfect. if (candidate->channel == RASTER_DEPTH && best->channel == RASTER_COLOR && candidate->vfb->z_address == basePtr) { better = true; } } } if ((candidate->vfb->usageFlags & FB_USAGE_CLUT) && candidate->x_bytes == 0 && candidate->y == 0 && destination) { // Hack to prioritize copies to clut buffers. best = candidate; break; } if (better) { best = candidate; } } if (candidates.size() > 1) { if (Reporting::ShouldLogNTimes("mulblock", 5)) { std::string log; for (size_t i = 0; i < candidates.size(); i++) { log += " - " + candidates[i].ToString() + "\n"; } WARN_LOG(Log::FrameBuf, "Multiple framebuffer candidates for %08x/%d/%d %d,%d %dx%d (dest = %d):\n%s", basePtr, stride_pixels, bpp, x_pixels, y, w_pixels, h, (int)destination, log.c_str()); } } if (best) { *rect = *best; return true; } else { if (Memory::IsVRAMAddress(basePtr) && destination && h >= 128) { WARN_LOG_N_TIMES(nocands, 5, Log::FrameBuf, "Didn't find a destination candidate for %08x/%d/%d %d,%d %dx%d", basePtr, stride_pixels, bpp, x_pixels, y, w_pixels, h); } return false; } } VirtualFramebuffer *FramebufferManagerCommon::CreateRAMFramebuffer(uint32_t fbAddress, int width, int height, int stride, GEBufferFormat format) { INFO_LOG(Log::FrameBuf, "Creating RAM framebuffer at %08x (%dx%d, stride %d, fb_format %d)", fbAddress, width, height, stride, format); RasterChannel channel = format == GE_FORMAT_DEPTH16 ? RASTER_DEPTH : RASTER_COLOR; // 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; uint32_t mask = Memory::IsVRAMAddress(fbAddress) ? 0x041FFFFF : 0x3FFFFFFF; if (format == GE_FORMAT_DEPTH16) { vfb->fb_address = 0xFFFFFFFF; // Invalid address vfb->fb_stride = 0; vfb->z_address = fbAddress; // marks that if anyone tries to render with depth to this framebuffer, it should be dropped and recreated. vfb->z_stride = stride; vfb->width = width; } else { vfb->fb_address = fbAddress & mask; // NOTE - not necessarily in VRAM! vfb->fb_stride = stride; vfb->z_address = 0; 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->renderScaleFactor = renderScaleFactor_; vfb->renderWidth = (u16)(vfb->width * renderScaleFactor_); vfb->renderHeight = (u16)(vfb->height * renderScaleFactor_); vfb->bufferWidth = vfb->width; vfb->bufferHeight = vfb->height; vfb->fb_format = format == GE_FORMAT_DEPTH16 ? GE_FORMAT_8888 : format; vfb->usageFlags = format == GE_FORMAT_DEPTH16 ? FB_USAGE_RENDER_DEPTH : FB_USAGE_RENDER_COLOR; if (format != GE_FORMAT_DEPTH16) { SetColorUpdated(vfb, 0); } char name[64]; snprintf(name, sizeof(name), "%08x_%s_RAM", vfb->Address(channel), RasterChannelToString(channel)); textureCache_->NotifyFramebuffer(vfb, NOTIFY_FB_CREATED); bool createDepthBuffer = format == GE_FORMAT_DEPTH16; vfb->fbo = draw_->CreateFramebuffer({ vfb->renderWidth, vfb->renderHeight, 1, GetFramebufferLayers(), 0, createDepthBuffer, name }); vfbs_.push_back(vfb); u32 byteSize = vfb->BufferByteSize(channel); if (fbAddress + byteSize > framebufColorRangeEnd_) { framebufColorRangeEnd_ = fbAddress + byteSize; } return vfb; } // 1:1 pixel size buffers, we resize buffers to these before we read them back. // TODO: We shouldn't keep whole VirtualFramebuffer structs for these - the fbo and last_frame_render is enough. VirtualFramebuffer *FramebufferManagerCommon::FindDownloadTempBuffer(VirtualFramebuffer *vfb, RasterChannel channel) { // 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 = nullptr; // We maintain a separate vector of framebuffer objects for blitting. for (VirtualFramebuffer *v : bvfbs_) { if (v->Address(channel) == vfb->Address(channel) && v->Format(channel) == vfb->Format(channel)) { if (v->bufferWidth == vfb->bufferWidth && v->bufferHeight == vfb->bufferHeight) { nvfb = v; if (channel == RASTER_COLOR) { v->fb_stride = vfb->fb_stride; } else { v->z_stride = vfb->z_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 = nullptr; nvfb->fb_address = channel == RASTER_COLOR ? vfb->fb_address : 0; nvfb->fb_stride = channel == RASTER_COLOR ? vfb->fb_stride : 0; nvfb->z_address = channel == RASTER_DEPTH ? vfb->z_address : 0; nvfb->z_stride = channel == RASTER_DEPTH ? vfb->z_stride : 0; nvfb->width = vfb->width; nvfb->height = vfb->height; nvfb->renderWidth = vfb->bufferWidth; nvfb->renderHeight = vfb->bufferHeight; nvfb->renderScaleFactor = 1; // For readbacks we resize to the original size, of course. nvfb->bufferWidth = vfb->bufferWidth; nvfb->bufferHeight = vfb->bufferHeight; nvfb->fb_format = vfb->fb_format; nvfb->drawnWidth = vfb->drawnWidth; nvfb->drawnHeight = vfb->drawnHeight; char name[64]; snprintf(name, sizeof(name), "download_temp_%08x_%s", vfb->Address(channel), RasterChannelToString(channel)); // We always create a color-only framebuffer here - readbacks of depth convert to color while translating the values. nvfb->fbo = draw_->CreateFramebuffer({ nvfb->bufferWidth, nvfb->bufferHeight, 1, 1, 0, false, name }); if (!nvfb->fbo) { ERROR_LOG(Log::FrameBuf, "Error creating FBO! %d x %d", nvfb->renderWidth, nvfb->renderHeight); delete nvfb; return nullptr; } bvfbs_.push_back(nvfb); } else { UpdateDownloadTempBuffer(nvfb); } nvfb->usageFlags |= FB_USAGE_RENDER_COLOR; nvfb->last_frame_render = gpuStats.numFlips; nvfb->dirtyAfterDisplay = true; return nvfb; } void FramebufferManagerCommon::ApplyClearToMemory(int x1, int y1, int x2, int y2, u32 clearColor) { if (currentRenderVfb_) { if ((currentRenderVfb_->usageFlags & FB_USAGE_DOWNLOAD_CLEAR) != 0) { // Already zeroed in memory. return; } } if (!Memory::IsValidAddress(gstate.getFrameBufAddress())) { return; } u8 *addr = Memory::GetPointerWriteUnchecked(gstate.getFrameBufAddress()); const int bpp = BufferFormatBytesPerPixel(gstate_c.framebufFormat); u32 clearBits = clearColor; if (bpp == 2) { u16 clear16 = 0; switch (gstate_c.framebufFormat) { case GE_FORMAT_565: clear16 = RGBA8888toRGB565(clearColor); break; case GE_FORMAT_5551: clear16 = RGBA8888toRGBA5551(clearColor); break; case GE_FORMAT_4444: clear16 = RGBA8888toRGBA4444(clearColor); break; default: _dbg_assert_(0); break; } clearBits = clear16 | (clear16 << 16); } const bool singleByteClear = (clearBits >> 16) == (clearBits & 0xFFFF) && (clearBits >> 24) == (clearBits & 0xFF); const int stride = gstate.FrameBufStride(); const int width = x2 - x1; const int byteStride = stride * bpp; const int byteWidth = width * bpp; for (int y = y1; y < y2; ++y) { NotifyMemInfo(MemBlockFlags::WRITE, gstate.getFrameBufAddress() + x1 * bpp + y * byteStride, byteWidth, "FramebufferClear"); } // Can use memset for simple cases. Often alpha is different and gums up the works. if (singleByteClear) { addr += x1 * bpp; for (int y = y1; y < y2; ++y) { memset(addr + y * byteStride, clearBits, byteWidth); } } else { // This will most often be true - rarely is the width not aligned. // TODO: We should really use non-temporal stores here to avoid the cache, // as it's unlikely that these bytes will be read. if ((width & 3) == 0 && (x1 & 3) == 0) { u64 val64 = clearBits | ((u64)clearBits << 32); int xstride = 8 / bpp; u64 *addr64 = (u64 *)addr; const int stride64 = stride / xstride; const int x1_64 = x1 / xstride; const int x2_64 = x2 / xstride; for (int y = y1; y < y2; ++y) { for (int x = x1_64; x < x2_64; ++x) { addr64[y * stride64 + x] = val64; } } } else if (bpp == 4) { u32 *addr32 = (u32 *)addr; for (int y = y1; y < y2; ++y) { for (int x = x1; x < x2; ++x) { addr32[y * stride + x] = clearBits; } } } else if (bpp == 2) { u16 *addr16 = (u16 *)addr; for (int y = y1; y < y2; ++y) { for (int x = x1; x < x2; ++x) { addr16[y * stride + x] = (u16)clearBits; } } } } if (currentRenderVfb_) { // The current content is in memory now, so update the flag. if (x1 == 0 && y1 == 0 && x2 >= currentRenderVfb_->width && y2 >= currentRenderVfb_->height) { currentRenderVfb_->usageFlags |= FB_USAGE_DOWNLOAD_CLEAR; currentRenderVfb_->memoryUpdated = true; } } } bool FramebufferManagerCommon::NotifyBlockTransferBefore(u32 dstBasePtr, int dstStride, int dstX, int dstY, u32 srcBasePtr, int srcStride, int srcX, int srcY, int width, int height, int bpp, u32 skipDrawReason) { if (!useBufferedRendering_) { return false; } // Skip checking if there's no framebuffers in that area. Make a special exception for obvious transfers to depth buffer, see issue #17878 bool dstDepthSwizzle = Memory::IsVRAMAddress(dstBasePtr) && ((dstBasePtr & 0x600000) == 0x600000); if (!dstDepthSwizzle && !MayIntersectFramebufferColor(srcBasePtr) && !MayIntersectFramebufferColor(dstBasePtr)) { return false; } BlockTransferRect dstRect{}; BlockTransferRect srcRect{}; // These modify the X/Y/W/H parameters depending on the memory offset of the base pointers from the actual buffers. bool srcBuffer = FindTransferFramebuffer(srcBasePtr, srcStride, srcX, srcY, width, height, bpp, false, &srcRect); bool dstBuffer = FindTransferFramebuffer(dstBasePtr, dstStride, dstX, dstY, width, height, bpp, true, &dstRect); if (srcRect.channel == RASTER_DEPTH) { // Ignore the found buffer if it's not 16-bit - we create a new more suitable one instead. if (dstRect.channel == RASTER_COLOR && dstRect.vfb->fb_format == GE_FORMAT_8888) { dstBuffer = false; } } if (!srcBuffer && dstBuffer && dstRect.channel == RASTER_DEPTH) { dstBuffer = true; } if (srcBuffer && !dstBuffer) { // In here, we can't read from dstRect. if (PSP_CoreParameter().compat.flags().BlockTransferAllowCreateFB || GetSkipGPUReadbackMode() == SkipGPUReadbackMode::COPY_TO_TEXTURE || (PSP_CoreParameter().compat.flags().IntraVRAMBlockTransferAllowCreateFB && Memory::IsVRAMAddress(srcRect.vfb->fb_address) && Memory::IsVRAMAddress(dstBasePtr))) { GEBufferFormat ramFormat; // Try to guess the appropriate format. We only know the bpp from the block transfer command (16 or 32 bit). if (srcRect.channel == RASTER_COLOR) { if (bpp == 4) { // Only one possibility unless it's doing split pixel tricks (which we could detect through stride maybe). ramFormat = GE_FORMAT_8888; } else if (srcRect.vfb->fb_format != GE_FORMAT_8888) { // We guess that the game will interpret the data the same as it was in the source of the copy. // Seems like a likely good guess, and works in Test Drive Unlimited. ramFormat = srcRect.vfb->fb_format; } else { // No info left - just fall back to something. But this is definitely split pixel tricks. ramFormat = GE_FORMAT_5551; } dstRect.vfb = CreateRAMFramebuffer(dstBasePtr, width, height, dstStride, ramFormat); } else { dstRect.vfb = CreateRAMFramebuffer(dstBasePtr, width, height, dstStride, GE_FORMAT_DEPTH16); dstRect.x_bytes = 0; dstRect.w_bytes = 2 * width; dstRect.y = 0; dstRect.h = height; dstRect.channel = RASTER_DEPTH; } dstBuffer = true; } } if (dstBuffer) { dstRect.vfb->last_frame_used = gpuStats.numFlips; // Mark the destination as fresh. if (dstRect.channel == RASTER_COLOR) { dstRect.vfb->colorBindSeq = GetBindSeqCount(); } else { dstRect.vfb->depthBindSeq = GetBindSeqCount(); } } if (dstBuffer && srcBuffer) { if (srcRect.vfb && srcRect.vfb == dstRect.vfb && srcRect.channel == dstRect.channel) { // Transfer within the same buffer. // This is a simple case because there will be no format conversion or similar shenanigans needed. // However, the BPP might still mismatch, but in such a case we can convert the coordinates. if (srcX == dstX && srcY == dstY) { // Ignore, nothing to do. Tales of Phantasia X does this by accident. // Returning true to also skip the memory copy. return true; } int buffer_bpp = BufferFormatBytesPerPixel(srcRect.vfb->Format(srcRect.channel)); if (bpp != buffer_bpp) { WARN_LOG_ONCE(intrabpp, Log::G3D, "Mismatched transfer bpp in intra-buffer block transfer. Was %d, expected %d.", bpp, buffer_bpp); // We just switch to using the buffer's bpp, since we've already converted the rectangle to byte offsets. bpp = buffer_bpp; } WARN_LOG_N_TIMES(dstsrc, 5, Log::G3D, "Intra-buffer block transfer %dx%d %dbpp from %08x (x:%d y:%d stride:%d) -> %08x (x:%d y:%d stride:%d)", width, height, bpp, srcBasePtr, srcRect.x_bytes / bpp, srcRect.y, srcStride, dstBasePtr, dstRect.x_bytes / bpp, dstRect.y, dstStride); FlushBeforeCopy(); // Some backends can handle blitting within a framebuffer. Others will just have to deal with it or ignore it, apparently. BlitFramebuffer(dstRect.vfb, dstX, dstY, srcRect.vfb, srcX, srcY, dstRect.w_bytes / bpp, dstRect.h, bpp, dstRect.channel, "Blit_IntraBufferBlockTransfer"); RebindFramebuffer("rebind after intra block transfer"); SetColorUpdated(dstRect.vfb, skipDrawReason); return true; // Skip the memory copy. } // Straightforward blit between two same-format framebuffers. if (srcRect.vfb && srcRect.channel == dstRect.channel && srcRect.vfb->Format(srcRect.channel) == dstRect.vfb->Format(dstRect.channel)) { WARN_LOG_N_TIMES(dstnotsrc, 5, Log::G3D, "Inter-buffer %s block transfer %dx%d %dbpp from %08x (x:%d y:%d stride:%d %s) -> %08x (x:%d y:%d stride:%d %s)", RasterChannelToString(srcRect.channel), width, height, bpp, srcBasePtr, srcRect.x_bytes / bpp, srcRect.y, srcStride, GeBufferFormatToString(srcRect.vfb->fb_format), dstBasePtr, dstRect.x_bytes / bpp, dstRect.y, dstStride, GeBufferFormatToString(dstRect.vfb->fb_format)); // Straight blit will do, but check the bpp, we might need to convert coordinates differently. int buffer_bpp = BufferFormatBytesPerPixel(srcRect.vfb->Format(srcRect.channel)); if (bpp != buffer_bpp) { WARN_LOG_ONCE(intrabpp, Log::G3D, "Mismatched transfer bpp in inter-buffer block transfer. Was %d, expected %d.", bpp, buffer_bpp); // We just switch to using the buffer's bpp, since we've already converted the rectangle to byte offsets. bpp = buffer_bpp; } FlushBeforeCopy(); BlitFramebuffer(dstRect.vfb, dstRect.x_bytes / bpp, dstRect.y, srcRect.vfb, srcRect.x_bytes / bpp, srcRect.y, srcRect.w_bytes / bpp, height, bpp, srcRect.channel, "Blit_InterBufferBlockTransfer"); RebindFramebuffer("RebindFramebuffer - Inter-buffer block transfer"); SetColorUpdated(dstRect.vfb, skipDrawReason); return true; } // Getting to the more complex cases. Have not actually seen much of these yet. WARN_LOG_N_TIMES(blockformat, 5, Log::G3D, "Mismatched buffer formats in block transfer: %s->%s (%dx%d)", GeBufferFormatToString(srcRect.vfb->Format(srcRect.channel)), GeBufferFormatToString(dstRect.vfb->Format(dstRect.channel)), width, height); // TODO // No need to actually do the memory copy behind, probably. return true; } else if (dstBuffer) { // Handle depth uploads directly here, and let's not bother copying the data. This is compat-flag-gated for now, // may generalize it when I remove the compat flag. if (dstRect.channel == RASTER_DEPTH) { WARN_LOG_ONCE(btud, Log::G3D, "Block transfer upload %08x -> %08x (%dx%d %d,%d bpp=%d %s)", srcBasePtr, dstBasePtr, width, height, dstX, dstY, bpp, RasterChannelToString(dstRect.channel)); FlushBeforeCopy(); const u8 *srcBase = Memory::GetPointerUnchecked(srcBasePtr) + (srcX + srcY * srcStride) * bpp; DrawPixels(dstRect.vfb, dstX, dstY, srcBase, dstRect.vfb->Format(dstRect.channel), srcStride * bpp / 2, (int)(dstRect.w_bytes / 2), dstRect.h, dstRect.channel, "BlockTransferCopy_DrawPixelsDepth"); RebindFramebuffer("RebindFramebuffer - UploadDepth"); return true; } // Here we should just draw the pixels into the buffer. Return false to copy the memory first. // NotifyBlockTransferAfter will take care of the rest. return false; } else if (srcBuffer) { if (width == 48 && height == 48 && srcY == 224 && srcX == 432 && PSP_CoreParameter().compat.flags().TacticsOgreEliminateDebugReadback) { return false; } WARN_LOG_N_TIMES(btd, 10, Log::G3D, "Block transfer readback %dx%d %dbpp from %08x (x:%d y:%d stride:%d) -> %08x (x:%d y:%d stride:%d)", width, height, bpp, srcBasePtr, srcRect.x_bytes / bpp, srcRect.y, srcStride, dstBasePtr, dstRect.x_bytes / bpp, dstRect.y, dstStride); FlushBeforeCopy(); if (GetSkipGPUReadbackMode() == SkipGPUReadbackMode::NO_SKIP && !srcRect.vfb->memoryUpdated) { const int srcBpp = BufferFormatBytesPerPixel(srcRect.vfb->fb_format); const float srcXFactor = (float)bpp / srcBpp; const bool tooTall = srcY + srcRect.h > srcRect.vfb->bufferHeight; if (srcRect.h <= 0 || (tooTall && srcY != 0)) { WARN_LOG_ONCE(btdheight, Log::G3D, "Block transfer download %08x -> %08x skipped, %d+%d is taller than %d", srcBasePtr, dstBasePtr, srcRect.y, srcRect.h, srcRect.vfb->bufferHeight); } else { if (tooTall) { WARN_LOG_ONCE(btdheight, Log::G3D, "Block transfer download %08x -> %08x dangerous, %d+%d is taller than %d", srcBasePtr, dstBasePtr, srcRect.y, srcRect.h, srcRect.vfb->bufferHeight); } ReadFramebufferToMemory(srcRect.vfb, static_cast(srcX * srcXFactor), srcY, static_cast(srcRect.w_bytes * srcXFactor), srcRect.h, RASTER_COLOR, Draw::ReadbackMode::BLOCK); srcRect.vfb->usageFlags = (srcRect.vfb->usageFlags | FB_USAGE_DOWNLOAD) & ~FB_USAGE_DOWNLOAD_CLEAR; } } return false; // Let the bit copy happen } else { return false; } } SkipGPUReadbackMode FramebufferManagerCommon::GetSkipGPUReadbackMode() { if (PSP_CoreParameter().compat.flags().ForceEnableGPUReadback) { return SkipGPUReadbackMode::NO_SKIP; } else { return (SkipGPUReadbackMode)g_Config.iSkipGPUReadbackMode; } } void FramebufferManagerCommon::NotifyBlockTransferAfter(u32 dstBasePtr, int dstStride, int dstX, int dstY, u32 srcBasePtr, int srcStride, int srcX, int srcY, int width, int height, int bpp, u32 skipDrawReason) { // If it's a block transfer direct to the screen, and we're not using buffers, draw immediately. // We may still do a partial block draw below if this doesn't pass. if (!useBufferedRendering_ && dstStride >= 480 && width >= 480 && height == 272) { bool isPrevDisplayBuffer = PrevDisplayFramebufAddr() == dstBasePtr; bool isDisplayBuffer = CurrentDisplayFramebufAddr() == dstBasePtr; if (isPrevDisplayBuffer || isDisplayBuffer) { FlushBeforeCopy(); DrawFramebufferToOutput(Memory::GetPointerUnchecked(dstBasePtr), dstStride, displayFormat_); return; } } if (MayIntersectFramebufferColor(srcBasePtr) || MayIntersectFramebufferColor(dstBasePtr)) { // TODO: Figure out how we can avoid repeating the search here. BlockTransferRect dstRect{}; BlockTransferRect srcRect{}; // These modify the X/Y/W/H parameters depending on the memory offset of the base pointers from the actual buffers. bool srcBuffer = FindTransferFramebuffer(srcBasePtr, srcStride, srcX, srcY, width, height, bpp, false, &srcRect); bool dstBuffer = FindTransferFramebuffer(dstBasePtr, dstStride, dstX, dstY, width, height, bpp, true, &dstRect); // A few games use this INSTEAD of actually drawing the video image to the screen, they just blast it to // the backbuffer. Detect this and have the framebuffermanager draw the pixels. if (!useBufferedRendering_ && currentRenderVfb_ != dstRect.vfb) { return; } if (dstBuffer && !srcBuffer) { WARN_LOG_ONCE(btu, Log::G3D, "Block transfer upload %08x -> %08x (%dx%d %d,%d bpp=%d)", srcBasePtr, dstBasePtr, width, height, dstX, dstY, bpp); FlushBeforeCopy(); const u8 *srcBase = Memory::GetPointerUnchecked(srcBasePtr) + (srcX + srcY * srcStride) * bpp; int dstBpp = BufferFormatBytesPerPixel(dstRect.vfb->fb_format); float dstXFactor = (float)bpp / dstBpp; if (dstRect.w_bytes / bpp > dstRect.vfb->width || dstRect.h > dstRect.vfb->height) { // The buffer isn't big enough, and we have a clear hint of size. Resize. // This happens in Valkyrie Profile when uploading video at the ending. // Also happens to the CLUT framebuffer in the Burnout Dominator lens flare effect. See #16075 ResizeFramebufFBO(dstRect.vfb, dstRect.w_bytes / bpp, dstRect.h, false, true); // Make sure we don't flop back and forth. dstRect.vfb->newWidth = std::max(dstRect.w_bytes / bpp, (int)dstRect.vfb->width); dstRect.vfb->newHeight = std::max(dstRect.h, (int)dstRect.vfb->height); dstRect.vfb->lastFrameNewSize = gpuStats.numFlips; // Resizing may change the viewport/etc. gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE); } DrawPixels(dstRect.vfb, static_cast(dstX * dstXFactor), dstY, srcBase, dstRect.vfb->fb_format, static_cast(srcStride * dstXFactor), static_cast(dstRect.w_bytes / bpp * dstXFactor), dstRect.h, RASTER_COLOR, "BlockTransferCopy_DrawPixels"); SetColorUpdated(dstRect.vfb, skipDrawReason); RebindFramebuffer("RebindFramebuffer - NotifyBlockTransferAfter"); } } } void FramebufferManagerCommon::SetSafeSize(u16 w, u16 h) { VirtualFramebuffer *vfb = currentRenderVfb_; if (vfb) { vfb->safeWidth = std::min(vfb->bufferWidth, std::max(vfb->safeWidth, w)); vfb->safeHeight = std::min(vfb->bufferHeight, std::max(vfb->safeHeight, h)); } } void FramebufferManagerCommon::NotifyDisplayResized() { pixelWidth_ = PSP_CoreParameter().pixelWidth; pixelHeight_ = PSP_CoreParameter().pixelHeight; presentation_->UpdateDisplaySize(pixelWidth_, pixelHeight_); INFO_LOG(Log::G3D, "FramebufferManagerCommon::NotifyDisplayResized: %dx%d", pixelWidth_, pixelHeight_); // No drawing is allowed here. This includes anything that might potentially touch a command buffer, like creating images! // So we need to defer the post processing initialization. updatePostShaders_ = true; } void FramebufferManagerCommon::NotifyRenderResized(int msaaLevel) { gstate_c.skipDrawReason &= ~SKIPDRAW_NON_DISPLAYED_FB; int w, h, scaleFactor; presentation_->CalculateRenderResolution(&w, &h, &scaleFactor, &postShaderIsUpscalingFilter_, &postShaderIsSupersampling_); PSP_CoreParameter().renderWidth = w; PSP_CoreParameter().renderHeight = h; PSP_CoreParameter().renderScaleFactor = scaleFactor; if (UpdateRenderSize(msaaLevel)) { draw_->StopThreads(); DestroyAllFBOs(); draw_->StartThreads(); } // No drawing is allowed here. This includes anything that might potentially touch a command buffer, like creating images! // So we need to defer the post processing initialization. updatePostShaders_ = true; } void FramebufferManagerCommon::NotifyConfigChanged() { updatePostShaders_ = true; } void FramebufferManagerCommon::DestroyAllFBOs() { DiscardFramebufferCopy(); currentRenderVfb_ = nullptr; displayFramebuf_ = nullptr; prevDisplayFramebuf_ = nullptr; prevPrevDisplayFramebuf_ = nullptr; for (VirtualFramebuffer *vfb : vfbs_) { INFO_LOG(Log::FrameBuf, "Destroying FBO for %08x : %i x %i x %i", vfb->fb_address, vfb->width, vfb->height, vfb->fb_format); DestroyFramebuf(vfb); } vfbs_.clear(); for (VirtualFramebuffer *vfb : bvfbs_) { DestroyFramebuf(vfb); } bvfbs_.clear(); for (auto &tempFB : tempFBOs_) { tempFB.second.fbo->Release(); } tempFBOs_.clear(); for (auto &iter : fbosToDelete_) { iter->Release(); } fbosToDelete_.clear(); for (auto &iter : drawPixelsCache_) { iter.tex->Release(); } drawPixelsCache_.clear(); } static const char *TempFBOReasonToString(TempFBO reason) { switch (reason) { case TempFBO::DEPAL: return "depal"; case TempFBO::BLIT: return "blit"; case TempFBO::COPY: return "copy"; case TempFBO::STENCIL: return "stencil"; default: break; } return ""; } Draw::Framebuffer *FramebufferManagerCommon::GetTempFBO(TempFBO reason, u16 w, u16 h) { u64 key = ((u64)reason << 48) | ((u32)w << 16) | h; auto it = tempFBOs_.find(key); if (it != tempFBOs_.end()) { it->second.last_frame_used = gpuStats.numFlips; return it->second.fbo; } bool z_stencil = reason == TempFBO::STENCIL; char name[128]; snprintf(name, sizeof(name), "tempfbo_%s_%dx%d", TempFBOReasonToString(reason), w / renderScaleFactor_, h / renderScaleFactor_); Draw::Framebuffer *fbo = draw_->CreateFramebuffer({ w, h, 1, GetFramebufferLayers(), 0, z_stencil, name }); if (!fbo) { return nullptr; } const TempFBOInfo info = { fbo, gpuStats.numFlips }; tempFBOs_[key] = info; return fbo; } void FramebufferManagerCommon::UpdateFramebufUsage(VirtualFramebuffer *vfb) const { auto checkFlag = [&](u16 flag, int last_frame) { if (vfb->usageFlags & flag) { const int age = frameLastFramebufUsed_ - last_frame; if (age > FBO_OLD_USAGE_FLAG) { vfb->usageFlags &= ~flag; } } }; checkFlag(FB_USAGE_DISPLAYED_FRAMEBUFFER, vfb->last_frame_displayed); checkFlag(FB_USAGE_TEXTURE, vfb->last_frame_used); checkFlag(FB_USAGE_RENDER_COLOR, vfb->last_frame_render); checkFlag(FB_USAGE_CLUT, vfb->last_frame_clut); } void FramebufferManagerCommon::ClearAllDepthBuffers() { for (auto vfb : vfbs_) { vfb->usageFlags |= FB_USAGE_INVALIDATE_DEPTH; } } // We might also want to implement an asynchronous callback-style version of this. Would probably // only be possible to implement optimally on Vulkan, but on GL and D3D11 we could do pixel buffers // and read on the next frame, then call the callback. // // The main use cases for this are: // * GE debugging(in practice async will not matter because it will stall anyway.) // * Video file recording(would probably be great if it was async.) // * Screenshots(benefit slightly from async.) // * Save state screenshots(could probably be async but need to manage the stall.) bool FramebufferManagerCommon::GetFramebuffer(u32 fb_address, int fb_stride, GEBufferFormat format, GPUDebugBuffer &buffer, int maxScaleFactor) { VirtualFramebuffer *vfb = currentRenderVfb_; if (!vfb || vfb->fb_address != fb_address) { vfb = ResolveVFB(fb_address, fb_stride, format); } if (!vfb) { if (!Memory::IsValidAddress(fb_address)) return false; // If there's no vfb and we're drawing there, must be memory? buffer = GPUDebugBuffer(Memory::GetPointerWriteUnchecked(fb_address), fb_stride, 512, format); return true; } int w = vfb->renderWidth, h = vfb->renderHeight; Draw::Framebuffer *bound = nullptr; if (vfb->fbo) { if (maxScaleFactor > 0 && vfb->renderWidth > vfb->width * maxScaleFactor) { w = vfb->width * maxScaleFactor; h = vfb->height * maxScaleFactor; Draw::Framebuffer *tempFBO = GetTempFBO(TempFBO::COPY, w, h); VirtualFramebuffer tempVfb = *vfb; tempVfb.fbo = tempFBO; tempVfb.bufferWidth = vfb->width; tempVfb.bufferHeight = vfb->height; tempVfb.renderWidth = w; tempVfb.renderHeight = h; tempVfb.renderScaleFactor = maxScaleFactor; BlitFramebuffer(&tempVfb, 0, 0, vfb, 0, 0, vfb->width, vfb->height, 0, RASTER_COLOR, "Blit_GetFramebuffer"); bound = tempFBO; } else { bound = vfb->fbo; } } if (!useBufferedRendering_) { // Safety check. w = std::min(w, PSP_CoreParameter().pixelWidth); h = std::min(h, PSP_CoreParameter().pixelHeight); } // TODO: Maybe should handle flipY inside CopyFramebufferToMemorySync somehow? bool flipY = (GetGPUBackend() == GPUBackend::OPENGL && !useBufferedRendering_) ? true : false; buffer.Allocate(w, h, GE_FORMAT_8888, flipY); bool retval = draw_->CopyFramebufferToMemory(bound, Draw::Aspect::COLOR_BIT, 0, 0, w, h, Draw::DataFormat::R8G8B8A8_UNORM, buffer.GetData(), w, Draw::ReadbackMode::BLOCK, "GetFramebuffer"); // Don't need to increment gpu stats for readback count here, this is a debugger-only function. // After a readback we'll have flushed and started over, need to dirty a bunch of things to be safe. gstate_c.Dirty(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS); // We may have blitted to a temp FBO. RebindFramebuffer("RebindFramebuffer - GetFramebuffer"); return retval; } bool FramebufferManagerCommon::GetDepthbuffer(u32 fb_address, int fb_stride, u32 z_address, int z_stride, GPUDebugBuffer &buffer) { VirtualFramebuffer *vfb = currentRenderVfb_; if (!vfb) { vfb = GetVFBAt(fb_address); } if (!vfb) { if (!Memory::IsValidAddress(z_address)) return false; // If there's no vfb and we're drawing there, must be memory? buffer = GPUDebugBuffer(Memory::GetPointerWriteUnchecked(z_address), z_stride, 512, GPU_DBG_FORMAT_16BIT); return true; } int w = vfb->renderWidth; int h = vfb->renderHeight; if (!useBufferedRendering_) { // Safety check. w = std::min(w, PSP_CoreParameter().pixelWidth); h = std::min(h, PSP_CoreParameter().pixelHeight); } bool flipY = (GetGPUBackend() == GPUBackend::OPENGL && !useBufferedRendering_) ? true : false; // Old code if (gstate_c.Use(GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT)) { buffer.Allocate(w, h, GPU_DBG_FORMAT_FLOAT_DIV_256, flipY); } else { buffer.Allocate(w, h, GPU_DBG_FORMAT_FLOAT, flipY); } // No need to free on failure, that's the caller's job (it likely will reuse a buffer.) bool retval = draw_->CopyFramebufferToMemory(vfb->fbo, Draw::Aspect::DEPTH_BIT, 0, 0, w, h, Draw::DataFormat::D32F, buffer.GetData(), w, Draw::ReadbackMode::BLOCK, "GetDepthBuffer"); if (!retval) { // Try ReadbackDepthbufferSync, in case GLES. buffer.Allocate(w, h, GPU_DBG_FORMAT_16BIT, flipY); retval = ReadbackDepthbuffer(vfb->fbo, 0, 0, w, h, (uint16_t *)buffer.GetData(), w, w, h, Draw::ReadbackMode::BLOCK); } // After a readback we'll have flushed and started over, need to dirty a bunch of things to be safe. gstate_c.Dirty(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS); // That may have unbound the framebuffer, rebind to avoid crashes when debugging. RebindFramebuffer("RebindFramebuffer - GetDepthbuffer"); return retval; } bool FramebufferManagerCommon::GetStencilbuffer(u32 fb_address, int fb_stride, GPUDebugBuffer &buffer) { VirtualFramebuffer *vfb = currentRenderVfb_; if (!vfb) { vfb = GetVFBAt(fb_address); } if (!vfb) { if (!Memory::IsValidAddress(fb_address)) return false; // If there's no vfb and we're drawing there, must be memory? // TODO: Actually get the stencil. buffer = GPUDebugBuffer(Memory::GetPointerWrite(fb_address), fb_stride, 512, GPU_DBG_FORMAT_8888); return true; } int w = vfb->renderWidth; int h = vfb->renderHeight; if (!useBufferedRendering_) { // Safety check. w = std::min(w, PSP_CoreParameter().pixelWidth); h = std::min(h, PSP_CoreParameter().pixelHeight); } bool flipY = (GetGPUBackend() == GPUBackend::OPENGL && !useBufferedRendering_) ? true : false; // No need to free on failure, the caller/destructor will do that. Usually this is a reused buffer, anyway. buffer.Allocate(w, h, GPU_DBG_FORMAT_8BIT, flipY); bool retval = draw_->CopyFramebufferToMemory(vfb->fbo, Draw::Aspect::STENCIL_BIT, 0, 0, w,h, Draw::DataFormat::S8, buffer.GetData(), w, Draw::ReadbackMode::BLOCK, "GetStencilbuffer"); if (!retval) { retval = ReadbackStencilbuffer(vfb->fbo, 0, 0, w, h, buffer.GetData(), w, Draw::ReadbackMode::BLOCK); } // That may have unbound the framebuffer, rebind to avoid crashes when debugging. RebindFramebuffer("RebindFramebuffer - GetStencilbuffer"); return retval; } bool GetOutputFramebuffer(Draw::DrawContext *draw, GPUDebugBuffer &buffer) { int w, h; draw->GetFramebufferDimensions(nullptr, &w, &h); Draw::DataFormat fmt = draw->PreferredFramebufferReadbackFormat(nullptr); // Ignore preferred formats other than BGRA. if (fmt != Draw::DataFormat::B8G8R8A8_UNORM) fmt = Draw::DataFormat::R8G8B8A8_UNORM; bool flipped = g_Config.iGPUBackend == (int)GPUBackend::OPENGL; buffer.Allocate(w, h, fmt == Draw::DataFormat::R8G8B8A8_UNORM ? GPU_DBG_FORMAT_8888 : GPU_DBG_FORMAT_8888_BGRA, flipped); return draw->CopyFramebufferToMemory(nullptr, Draw::Aspect::COLOR_BIT, 0, 0, w, h, fmt, buffer.GetData(), w, Draw::ReadbackMode::BLOCK, "GetOutputFramebuffer"); } bool FramebufferManagerCommon::GetOutputFramebuffer(GPUDebugBuffer &buffer) { bool retval = ::GetOutputFramebuffer(draw_, buffer); // That may have unbound the framebuffer, rebind to avoid crashes when debugging. RebindFramebuffer("RebindFramebuffer - GetOutputFramebuffer"); return retval; } // This reads a channel of a framebuffer into emulated PSP VRAM, taking care of scaling down as needed. // // Color conversion is currently done on CPU but should theoretically be done on GPU. // (Except using the GPU might cause problems because of various implementations' // dithering behavior and games that expect exact colors like Danganronpa, so we // can't entirely be rid of the CPU path.) -- unknown void FramebufferManagerCommon::ReadbackFramebuffer(VirtualFramebuffer *vfb, int x, int y, int w, int h, RasterChannel channel, Draw::ReadbackMode mode) { if (w <= 0 || h <= 0) { ERROR_LOG(Log::FrameBuf, "Bad inputs to ReadbackFramebufferSync: %d %d %d %d", x, y, w, h); return; } // Note that ReadbackDepthBufferSync can stretch on its own while converting data format, so we don't need to downscale in that case. if (vfb->renderScaleFactor == 1 || channel == RASTER_DEPTH) { // No need to stretch-blit } else { VirtualFramebuffer *nvfb = FindDownloadTempBuffer(vfb, channel); if (nvfb) { BlitFramebuffer(nvfb, x, y, vfb, x, y, w, h, 0, channel, "Blit_ReadFramebufferToMemory"); vfb = nvfb; } } const u32 fb_address = channel == RASTER_COLOR ? vfb->fb_address : vfb->z_address; Draw::DataFormat destFormat = channel == RASTER_COLOR ? GEFormatToThin3D(vfb->fb_format) : GEFormatToThin3D(GE_FORMAT_DEPTH16); const int dstBpp = (int)DataFormatSizeInBytes(destFormat); int stride = channel == RASTER_COLOR ? vfb->fb_stride : vfb->z_stride; const int dstByteOffset = (y * stride + x) * dstBpp; // Leave the gap between the end of the last line and the full stride. // This is only used for the NotifyMemInfo range. const int dstSize = ((h - 1) * stride + w) * dstBpp; if (!Memory::IsValidRange(fb_address + dstByteOffset, dstSize)) { ERROR_LOG_REPORT(Log::G3D, "ReadbackFramebufferSync would write outside of memory, ignoring"); return; } u8 *destPtr = Memory::GetPointerWriteUnchecked(fb_address + dstByteOffset); // We always need to convert from the framebuffer native format. // Right now that's always 8888. DEBUG_LOG(Log::FrameBuf, "Reading framebuffer to mem, fb_address = %08x, ptr=%p", fb_address, destPtr); if (channel == RASTER_DEPTH) { _assert_msg_(vfb && vfb->z_address != 0 && vfb->z_stride != 0, "Depth buffer invalid"); ReadbackDepthbuffer(vfb->fbo, x * vfb->renderScaleFactor, y * vfb->renderScaleFactor, w * vfb->renderScaleFactor, h * vfb->renderScaleFactor, (uint16_t *)destPtr, stride, w, h, mode); } else { draw_->CopyFramebufferToMemory(vfb->fbo, channel == RASTER_COLOR ? Draw::Aspect::COLOR_BIT : Draw::Aspect::DEPTH_BIT, x, y, w, h, destFormat, destPtr, stride, mode, "ReadbackFramebufferSync"); } char tag[128]; size_t len = snprintf(tag, sizeof(tag), "FramebufferPack/%08x_%08x_%dx%d_%s", vfb->fb_address, vfb->z_address, w, h, GeBufferFormatToString(vfb->fb_format)); NotifyMemInfo(MemBlockFlags::WRITE, fb_address + dstByteOffset, dstSize, tag, len); if (mode == Draw::ReadbackMode::BLOCK) { gpuStats.numBlockingReadbacks++; } else { gpuStats.numReadbacks++; } } bool FramebufferManagerCommon::ReadbackStencilbuffer(Draw::Framebuffer *fbo, int x, int y, int w, int h, uint8_t *pixels, int pixelsStride, Draw::ReadbackMode mode) { return draw_->CopyFramebufferToMemory(fbo, Draw::Aspect::DEPTH_BIT, x, y, w, h, Draw::DataFormat::S8, pixels, pixelsStride, mode, "ReadbackStencilbufferSync"); } void FramebufferManagerCommon::ReadFramebufferToMemory(VirtualFramebuffer *vfb, int x, int y, int w, int h, RasterChannel channel, Draw::ReadbackMode mode) { if (!vfb || !vfb->fbo) { return; } // Clamp to bufferWidth. Sometimes block transfers can cause this to hit. if (x + w >= vfb->bufferWidth) { w = vfb->bufferWidth - x; } if (gameUsesSequentialCopies_) { // Ignore the x/y/etc., read the entire thing. See below. x = 0; y = 0; w = vfb->width; h = vfb->height; vfb->memoryUpdated = true; vfb->usageFlags |= FB_USAGE_DOWNLOAD; } else if (x == 0 && y == 0 && w == vfb->width && h == vfb->height) { // Mark it as fully downloaded until next render to it. if (channel == RASTER_COLOR) vfb->memoryUpdated = true; vfb->usageFlags |= FB_USAGE_DOWNLOAD; } else { // Let's try to set the flag eventually, if the game copies a lot. // Some games (like Grand Knights History) copy subranges very frequently. const static int FREQUENT_SEQUENTIAL_COPIES = 3; static int frameLastCopy = 0; static u32 bufferLastCopy = 0; static int copiesThisFrame = 0; if (frameLastCopy != gpuStats.numFlips || bufferLastCopy != vfb->fb_address) { frameLastCopy = gpuStats.numFlips; bufferLastCopy = vfb->fb_address; copiesThisFrame = 0; } if (++copiesThisFrame > FREQUENT_SEQUENTIAL_COPIES) { gameUsesSequentialCopies_ = true; } } // This handles any required stretching internally. ReadbackFramebuffer(vfb, x, y, w, h, channel, mode); draw_->Invalidate(InvalidationFlags::CACHED_RENDER_STATE); textureCache_->ForgetLastTexture(); RebindFramebuffer("RebindFramebuffer - ReadFramebufferToMemory"); } void FramebufferManagerCommon::FlushBeforeCopy() { drawEngine_->FlushQueuedDepth(); // Flush anything not yet drawn before blitting, downloading, or uploading. // This might be a stalled list, or unflushed before a block transfer, etc. // Only bother if any draws are pending. if (drawEngine_->GetNumDrawCalls() > 0) { // TODO: It's really bad that we are calling SetRenderFramebuffer here with // all the irrelevant state checking it'll use to decide what to do. Should // do something more focused here. bool changed; SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason, &changed); drawEngine_->Flush(); } } // TODO: Replace with with depal, reading the palette from the texture on the GPU directly. void FramebufferManagerCommon::DownloadFramebufferForClut(u32 fb_address, u32 loadBytes) { VirtualFramebuffer *vfb = GetVFBAt(fb_address); if (vfb && vfb->fb_stride != 0) { const u32 bpp = BufferFormatBytesPerPixel(vfb->fb_format); int x = 0; int y = 0; int pixels = loadBytes / bpp; // The height will be 1 for each stride or part thereof. int w = std::min(pixels % vfb->fb_stride, (int)vfb->width); int h = std::min((pixels + vfb->fb_stride - 1) / vfb->fb_stride, (int)vfb->height); if (w == 0 || h > 1) { // Exactly aligned, or more than one row. w = std::min(vfb->fb_stride, vfb->width); } // We might still have a pending draw to the fb in question, flush if so. FlushBeforeCopy(); // No need to download if we already have it. if (w > 0 && h > 0 && !vfb->memoryUpdated && vfb->clutUpdatedBytes < loadBytes) { // We intentionally don't try to optimize into a full download here - we don't want to over download. // CLUT framebuffers are often incorrectly estimated in size. if (x == 0 && y == 0 && w == vfb->width && h == vfb->height) { vfb->memoryUpdated = true; } vfb->clutUpdatedBytes = loadBytes; // This function now handles scaling down internally. ReadbackFramebuffer(vfb, x, y, w, h, RASTER_COLOR, Draw::ReadbackMode::BLOCK); textureCache_->ForgetLastTexture(); RebindFramebuffer("RebindFramebuffer - DownloadFramebufferForClut"); } } } void FramebufferManagerCommon::RebindFramebuffer(const char *tag) { draw_->Invalidate(InvalidationFlags::CACHED_RENDER_STATE); shaderManager_->DirtyLastShader(); // Needed for D3D11 to run validation clean. I don't think it's actually an issue. // textureCache_->ForgetLastTexture(); if (currentRenderVfb_ && currentRenderVfb_->fbo) { draw_->BindFramebufferAsRenderTarget(currentRenderVfb_->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, tag); } else { // This can happen (like it does in Parappa) when a frame starts with copies instead of rendering. // Let's do nothing and assume it'll take care of itself. } } std::vector FramebufferManagerCommon::GetFramebufferList() const { std::vector list; for (auto vfb : vfbs_) { list.push_back(vfb); } return list; } template static void DoRelease(T *&obj) { if (obj) obj->Release(); obj = nullptr; } void FramebufferManagerCommon::ReleasePipelines() { for (int i = 0; i < ARRAY_SIZE(reinterpretFromTo_); i++) { for (int j = 0; j < ARRAY_SIZE(reinterpretFromTo_); j++) { DoRelease(reinterpretFromTo_[i][j]); } } DoRelease(stencilWriteSampler_); DoRelease(stencilWritePipeline_); DoRelease(stencilReadbackSampler_); DoRelease(stencilReadbackPipeline_); DoRelease(depthReadbackSampler_); DoRelease(depthReadbackPipeline_); DoRelease(draw2DPipelineCopyColor_); DoRelease(draw2DPipelineColorRect2Lin_); DoRelease(draw2DPipelineCopyDepth_); DoRelease(draw2DPipelineEncodeDepth_); DoRelease(draw2DPipeline565ToDepth_); DoRelease(draw2DPipeline565ToDepthDeswizzle_); } void FramebufferManagerCommon::DeviceLost() { DestroyAllFBOs(); presentation_->DeviceLost(); draw2D_.DeviceLost(); ReleasePipelines(); draw_ = nullptr; } void FramebufferManagerCommon::DeviceRestore(Draw::DrawContext *draw) { draw_ = draw; draw2D_.DeviceRestore(draw_); presentation_->DeviceRestore(draw_); } void FramebufferManagerCommon::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) { // Will be drawn as a strip. Draw2DVertex coord[4] = { {x, y, u0, v0}, {x + w, y, u1, v0}, {x + w, y + h, u1, v1}, {x, y + h, u0, v1}, }; if (uvRotation != ROTATION_LOCKED_HORIZONTAL) { float temp[8]; int rotation = 0; switch (uvRotation) { case ROTATION_LOCKED_HORIZONTAL180: rotation = 2; break; case ROTATION_LOCKED_VERTICAL: rotation = 1; break; case ROTATION_LOCKED_VERTICAL180: rotation = 3; break; } for (int i = 0; i < 4; i++) { temp[i * 2] = coord[((i + rotation) & 3)].u; temp[i * 2 + 1] = coord[((i + rotation) & 3)].v; } for (int i = 0; i < 4; i++) { coord[i].u = temp[i * 2]; coord[i].v = temp[i * 2 + 1]; } } const float invDestW = 2.0f / destW; const float invDestH = 2.0f / destH; for (int i = 0; i < 4; i++) { coord[i].x = coord[i].x * invDestW - 1.0f; coord[i].y = coord[i].y * invDestH - 1.0f; } if ((flags & DRAWTEX_TO_BACKBUFFER) && g_display.rotation != DisplayRotation::ROTATE_0) { for (int i = 0; i < 4; i++) { // backwards notation, should fix that... Lin::Vec3 pos = Lin::Vec3(coord[i].x, coord[i].y, 0.0); pos = pos * g_display.rot_matrix; coord[i].x = pos.x; coord[i].y = pos.y; } } // Rearrange to strip form. std::swap(coord[2], coord[3]); draw2D_.DrawStrip2D(nullptr, coord, 4, (flags & DRAWTEX_LINEAR) != 0, Get2DPipeline((flags & DRAWTEX_DEPTH) ? DRAW2D_ENCODE_R16_TO_DEPTH : DRAW2D_COPY_COLOR)); gstate_c.Dirty(DIRTY_ALL_RENDER_STATE); } void FramebufferManagerCommon::BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp, RasterChannel channel, const char *tag) { if (!dst->fbo || !src->fbo || !useBufferedRendering_) { // This can happen if they recently switched from non-buffered. if (useBufferedRendering_) { // Just bind the back buffer for rendering, forget about doing anything else as we're in a weird state. draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, "BlitFramebuffer"); } return; } if (channel == RASTER_DEPTH && !draw_->GetDeviceCaps().fragmentShaderDepthWriteSupported) { // Can't do anything :( return; } // Perform a little bit of clipping first. // Block transfer coords are unsigned so I don't think we need to clip on the left side.. Although there are // other uses for BlitFramebuffer. if (dstX + w > dst->bufferWidth) { w -= dstX + w - dst->bufferWidth; } if (dstY + h > dst->bufferHeight) { h -= dstY + h - dst->bufferHeight; } if (srcX + w > src->bufferWidth) { w -= srcX + w - src->bufferWidth; } if (srcY + h > src->bufferHeight) { h -= srcY + h - src->bufferHeight; } if (w <= 0 || h <= 0) { // The whole rectangle got clipped. return; } bool useBlit = channel == RASTER_COLOR ? draw_->GetDeviceCaps().framebufferBlitSupported : false; bool useCopy = channel == RASTER_COLOR ? draw_->GetDeviceCaps().framebufferCopySupported : false; if (dst == currentRenderVfb_ || dst->fbo->MultiSampleLevel() != 0 || src->fbo->MultiSampleLevel() != 0) { // If already bound, using either a blit or a copy is unlikely to be an optimization. // So we're gonna use a raster draw instead. Also multisampling has problems with copies currently. useBlit = false; useCopy = false; } float srcXFactor = src->renderScaleFactor; float srcYFactor = src->renderScaleFactor; const int srcBpp = BufferFormatBytesPerPixel(src->Format(channel)); if (srcBpp != bpp && bpp != 0) { // If we do this, we're kinda in nonsense territory since the actual formats won't match (unless intentionally blitting black or white). srcXFactor = (srcXFactor * bpp) / srcBpp; } int srcX1 = srcX * srcXFactor; int srcX2 = (srcX + w) * srcXFactor; int srcY1 = srcY * srcYFactor; int srcY2 = (srcY + h) * srcYFactor; float dstXFactor = dst->renderScaleFactor; float dstYFactor = dst->renderScaleFactor; const int dstBpp = BufferFormatBytesPerPixel(dst->Format(channel)); if (dstBpp != bpp && bpp != 0) { // If we do this, we're kinda in nonsense territory since the actual formats won't match (unless intentionally blitting black or white). 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, Log::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, channel == RASTER_COLOR ? Draw::Aspect::COLOR_BIT : Draw::Aspect::DEPTH_BIT, tag); return; } } if (useBlit) { draw_->BlitFramebuffer(src->fbo, srcX1, srcY1, srcX2, srcY2, dst->fbo, dstX1, dstY1, dstX2, dstY2, channel == RASTER_COLOR ? Draw::Aspect::COLOR_BIT : Draw::Aspect::DEPTH_BIT, Draw::FB_BLIT_NEAREST, tag); } else { Draw2DPipeline *pipeline = Get2DPipeline(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, dst->renderScaleFactor, pipeline, tag); srcFBO = tempFBO; } BlitUsingRaster(srcFBO, srcX1, srcY1, srcX2, srcY2, dst->fbo, dstX1, dstY1, dstX2, dstY2, false, dst->renderScaleFactor, pipeline, tag); } draw_->Invalidate(InvalidationFlags::CACHED_RENDER_STATE); gstate_c.Dirty(DIRTY_ALL_RENDER_STATE); } // The input is raw pixel coordinates, scale not taken into account. 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 scaleFactor, Draw2DPipeline *pipeline, const char *tag) { if (pipeline->info.writeChannel == RASTER_DEPTH) { _dbg_assert_(draw_->GetDeviceCaps().fragmentShaderDepthWriteSupported); } int destW, destH, srcW, srcH; draw_->GetFramebufferDimensions(src, &srcW, &srcH); draw_->GetFramebufferDimensions(dest, &destW, &destH); // 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 }, tag ? tag : "BlitUsingRaster"); draw_->BindFramebufferAsTexture(src, 0, pipeline->info.readChannel == RASTER_COLOR ? Draw::Aspect::COLOR_BIT : Draw::Aspect::DEPTH_BIT, Draw::ALL_LAYERS); if (destX1 == 0.0f && destY1 == 0.0f && destX2 >= destW && destY2 >= destH) { // We overwrite the whole channel of the framebuffer, so we can invalidate the current contents. draw_->InvalidateFramebuffer(Draw::FB_INVALIDATION_LOAD, pipeline->info.writeChannel == RASTER_COLOR ? Draw::Aspect::COLOR_BIT : Draw::Aspect::DEPTH_BIT); } Draw::Viewport viewport{ 0.0f, 0.0f, (float)dest->Width(), (float)dest->Height(), 0.0f, 1.0f }; draw_->SetViewport(viewport); draw_->SetScissorRect(0, 0, (int)dest->Width(), (int)dest->Height()); draw2D_.Blit(pipeline, srcX1, srcY1, srcX2, srcY2, destX1, destY1, destX2, destY2, (float)srcW, (float)srcH, (float)destW, (float)destH, linearFilter, scaleFactor); gstate_c.Dirty(DIRTY_ALL_RENDER_STATE); } int FramebufferManagerCommon::GetFramebufferLayers() const { int layers = 1; if (gstate_c.Use(GPU_USE_SINGLE_PASS_STEREO)) { layers = 2; } return layers; } VirtualFramebuffer *FramebufferManagerCommon::ResolveFramebufferColorToFormat(VirtualFramebuffer *src, GEBufferFormat newFormat) { // Look for an identical framebuffer with the new format _dbg_assert_(src->fb_format != newFormat); VirtualFramebuffer *vfb = nullptr; for (auto dest : vfbs_) { if (dest == src) { continue; } // Sanity check for things that shouldn't exist. if (dest->fb_address == src->fb_address && dest->fb_format == src->fb_format && dest->fb_stride == src->fb_stride) { _dbg_assert_msg_(false, "illegal clone of src found"); } if (dest->fb_address == src->fb_address && dest->FbStrideInBytes() == src->FbStrideInBytes() && dest->fb_format == newFormat) { vfb = dest; break; } } if (!vfb) { // Create a clone! vfb = new VirtualFramebuffer(); *vfb = *src; // Copies everything, but watch out! Can't copy fbo. // Adjust width by bpp. float widthFactor = (float)BufferFormatBytesPerPixel(vfb->fb_format) / (float)BufferFormatBytesPerPixel(newFormat); vfb->width *= widthFactor; vfb->bufferWidth *= widthFactor; vfb->renderWidth *= widthFactor; vfb->drawnWidth *= widthFactor; vfb->newWidth *= widthFactor; vfb->safeWidth *= widthFactor; vfb->fb_format = newFormat; // stride stays the same since it's in pixels. WARN_LOG(Log::FrameBuf, "Creating %s clone of %08x/%08x/%s (%dx%d -> %dx%d)", GeBufferFormatToString(newFormat), src->fb_address, src->z_address, GeBufferFormatToString(src->fb_format), src->width, src->height, vfb->width, vfb->height); char tag[128]; FormatFramebufferName(vfb, tag, sizeof(tag)); vfb->fbo = draw_->CreateFramebuffer({ vfb->renderWidth, vfb->renderHeight, 1, GetFramebufferLayers(), 0, true, tag }); vfbs_.push_back(vfb); } // OK, now resolve it so we can texture from it. // This will do any necessary reinterprets. CopyToColorFromOverlappingFramebuffers(vfb); // Now we consider the resolved one the latest at the address (though really, we could make them equivalent?). vfb->colorBindSeq = GetBindSeqCount(); return vfb; } static void ApplyKillzoneFramebufferSplit(FramebufferHeuristicParams *params, int *drawing_width) { // Detect whether we're rendering to the margin. bool margin; if ((params->scissorRight - params->scissorLeft) == 32) { // Title screen has this easy case. It also uses non-through verts, so lucky for us that we have this. margin = true; } else if (params->scissorRight == 480) { margin = false; } else { // Go deep, look at the vertices. Killzone-specific, of course. margin = false; if ((gstate.vertType & 0xFFFFFF) == 0x00800102) { // through, u16, s16 u16 *vdata = (u16 *)Memory::GetPointerUnchecked(gstate_c.vertexAddr); int v0PosU = vdata[0]; int v0PosX = vdata[2]; if (v0PosX >= 480 && v0PosU < 480) { // Texturing from surface, writing to margin margin = true; } } // TODO: Implement this for Burnout Dominator. It has to handle self-reads inside // the margin framebuffer though, so framebuffer copies are still needed, just smaller. // It uses 0x0080019f (through, float texcoords, ABGR 8888 colors, float positions). } if (margin) { gstate_c.SetCurRTOffset(-480, 0); // Modify the fb_address and z_address too to avoid matching below. params->fb_address += 480 * 4; params->z_address += 480 * 2; *drawing_width = 32; } else { gstate_c.SetCurRTOffset(0, 0); *drawing_width = 480; } } void FramebufferManagerCommon::DrawImGuiDebug(int &selected) const { ImGui::BeginTable("framebuffers", 4); ImGui::TableSetupColumn("Tag", ImGuiTableColumnFlags_WidthFixed); ImGui::TableSetupColumn("Color Addr", ImGuiTableColumnFlags_WidthFixed); ImGui::TableSetupColumn("Depth Addr", ImGuiTableColumnFlags_WidthFixed); ImGui::TableSetupColumn("Size", ImGuiTableColumnFlags_WidthFixed); ImGui::TableHeadersRow(); for (int i = 0; i < (int)vfbs_.size(); i++) { ImGui::TableNextRow(); ImGui::TableNextColumn(); auto &vfb = vfbs_[i]; const char *tag = vfb->fbo ? vfb->fbo->Tag() : "(no tag)"; ImGui::PushID(i); if (ImGui::Selectable(tag, selected == i, ImGuiSelectableFlags_AllowDoubleClick | ImGuiSelectableFlags_SpanAllColumns)) { selected = i; } if (ImGui::IsItemClicked(ImGuiMouseButton_Right)) { selected = i; ImGui::OpenPopup("framebufferPopup"); } ImGui::TableNextColumn(); ImGui::Text("%08x", vfb->fb_address); ImGui::TableNextColumn(); ImGui::Text("%08x", vfb->z_address); ImGui::TableNextColumn(); ImGui::Text("%dx%d", vfb->width, vfb->height); if (ImGui::BeginPopup("framebufferPopup")) { ImGui::Text("Framebuffer: %s", tag); ImGui::EndPopup(); } ImGui::PopID(); } ImGui::EndTable(); // Fix out-of-bounds issues when framebuffers are removed. if (selected >= vfbs_.size()) { selected = -1; } if (selected != -1) { // Now, draw the image of the selected framebuffer. Draw::Framebuffer *fb = vfbs_[selected]->fbo; ImTextureID texId = ImGui_ImplThin3d_AddFBAsTextureTemp(fb, Draw::Aspect::COLOR_BIT, ImGuiPipeline::TexturedOpaque); ImGui::Image(texId, ImVec2(fb->Width(), fb->Height())); } }