// 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 "Common/Common.h" #include "Common/Data/Convert/ColorConv.h" #include "Common/GPU/thin3d.h" #include "Common/Math/lin/matrix4x4.h" #include "Core/MemMap.h" #include "Core/Config.h" #include "Core/ConfigValues.h" #include "Core/System.h" #include "Core/Reporting.h" #include "GPU/ge_constants.h" #include "GPU/GPUState.h" #include "GPU/Debugger/Stepping.h" #include "Common/GPU/D3D9/D3D9StateCache.h" #include "GPU/Common/FramebufferManagerCommon.h" #include "GPU/Common/PresentationCommon.h" #include "GPU/Common/TextureDecoder.h" #include "GPU/Directx9/FramebufferManagerDX9.h" #include "GPU/Directx9/ShaderManagerDX9.h" #include "GPU/Directx9/TextureCacheDX9.h" #include "GPU/Directx9/DrawEngineDX9.h" #include "Common/GPU/thin3d.h" #include #ifdef _M_SSE #include #endif // TODO: De-indent, the day we move all this readback stuff to GPU/Common FramebufferManagerDX9::FramebufferManagerDX9(Draw::DrawContext *draw) : FramebufferManagerCommon(draw) { device_ = (LPDIRECT3DDEVICE9)draw->GetNativeObject(Draw::NativeObject::DEVICE); deviceEx_ = (LPDIRECT3DDEVICE9)draw->GetNativeObject(Draw::NativeObject::DEVICE_EX); presentation_->SetLanguage(HLSL_D3D9); preferredPixelsFormat_ = Draw::DataFormat::B8G8R8A8_UNORM; } FramebufferManagerDX9::~FramebufferManagerDX9() { for (auto &it : offscreenSurfaces_) { it.second.surface->Release(); } } LPDIRECT3DSURFACE9 FramebufferManagerDX9::GetOffscreenSurface(LPDIRECT3DSURFACE9 similarSurface, VirtualFramebuffer *vfb) { D3DSURFACE_DESC desc = {}; HRESULT hr = similarSurface->GetDesc(&desc); if (FAILED(hr)) { ERROR_LOG_REPORT(G3D, "Unable to get size for offscreen surface at %08x", vfb->fb_address); return nullptr; } return GetOffscreenSurface(desc.Format, desc.Width, desc.Height); } LPDIRECT3DSURFACE9 FramebufferManagerDX9::GetOffscreenSurface(D3DFORMAT fmt, u32 w, u32 h) { u64 key = ((u64)fmt << 32) | (w << 16) | h; auto it = offscreenSurfaces_.find(key); if (it != offscreenSurfaces_.end()) { it->second.last_frame_used = gpuStats.numFlips; return it->second.surface; } textureCache_->ForgetLastTexture(); LPDIRECT3DSURFACE9 offscreen = nullptr; HRESULT hr = device_->CreateOffscreenPlainSurface(w, h, fmt, D3DPOOL_SYSTEMMEM, &offscreen, NULL); if (FAILED(hr) || !offscreen) { ERROR_LOG_REPORT(G3D, "Unable to create offscreen surface %dx%d @%d", w, h, fmt); return nullptr; } const OffscreenSurface info = {offscreen, gpuStats.numFlips}; offscreenSurfaces_[key] = info; return offscreen; } void ConvertFromBGRA8888(u8 *dst, u8 *src, u32 dstStride, u32 srcStride, u32 width, u32 height, GEBufferFormat format) { // Must skip stride in the cases below. Some games pack data into the cracks, like MotoGP. const u32 *src32 = (const u32 *)src; if (format == GE_FORMAT_8888) { ConvertFromBGRA8888(dst, src, dstStride, srcStride, width, height, Draw::DataFormat::R8G8B8A8_UNORM); } else { // But here it shouldn't matter if they do intersect u16 *dst16 = (u16 *)dst; switch (format) { case GE_FORMAT_565: // BGR 565 for (u32 y = 0; y < height; ++y) { ConvertBGRA8888ToRGB565(dst16, src32, width); src32 += srcStride; dst16 += dstStride; } break; case GE_FORMAT_5551: // ABGR 1555 for (u32 y = 0; y < height; ++y) { ConvertBGRA8888ToRGBA5551(dst16, src32, width); src32 += srcStride; dst16 += dstStride; } break; case GE_FORMAT_4444: // ABGR 4444 for (u32 y = 0; y < height; ++y) { ConvertBGRA8888ToRGBA4444(dst16, src32, width); src32 += srcStride; dst16 += dstStride; } break; case GE_FORMAT_8888: case GE_FORMAT_INVALID: // Not possible. break; } } } void FramebufferManagerDX9::PackFramebufferSync_(VirtualFramebuffer *vfb, int x, int y, int w, int h) { if (!vfb->fbo) { ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackFramebufferDirectx9_: vfb->fbo == 0"); return; } const u32 fb_address = vfb->fb_address & 0x3FFFFFFF; const int dstBpp = vfb->fb_format == GE_FORMAT_8888 ? 4 : 2; // We always need to convert from the framebuffer native format. // Right now that's always 8888. DEBUG_LOG(G3D, "Reading framebuffer to mem, fb_address = %08x", fb_address); LPDIRECT3DSURFACE9 renderTarget = (LPDIRECT3DSURFACE9)draw_->GetFramebufferAPITexture(vfb->fbo, Draw::FB_COLOR_BIT | Draw::FB_SURFACE_BIT, 0); D3DSURFACE_DESC desc; renderTarget->GetDesc(&desc); LPDIRECT3DSURFACE9 offscreen = GetOffscreenSurface(renderTarget, vfb); if (offscreen) { HRESULT hr = device_->GetRenderTargetData(renderTarget, offscreen); if (SUCCEEDED(hr)) { D3DLOCKED_RECT locked; u32 widthFactor = vfb->renderWidth / vfb->bufferWidth; u32 heightFactor = vfb->renderHeight / vfb->bufferHeight; RECT rect = {(LONG)(x * widthFactor), (LONG)(y * heightFactor), (LONG)((x + w) * widthFactor), (LONG)((y + h) * heightFactor)}; hr = offscreen->LockRect(&locked, &rect, D3DLOCK_READONLY); if (SUCCEEDED(hr)) { // TODO: Handle the other formats? We don't currently create them, I think. const int dstByteOffset = (y * vfb->fb_stride + x) * dstBpp; // Pixel size always 4 here because we always request BGRA8888. ConvertFromBGRA8888(Memory::GetPointerWrite(fb_address + dstByteOffset), (u8 *)locked.pBits, vfb->fb_stride, locked.Pitch / 4, w, h, vfb->fb_format); offscreen->UnlockRect(); } else { ERROR_LOG_REPORT(G3D, "Unable to lock rect from %08x: %d,%d %dx%d of %dx%d", fb_address, (int)rect.left, (int)rect.top, (int)rect.right, (int)rect.bottom, vfb->renderWidth, vfb->renderHeight); } } else { ERROR_LOG_REPORT(G3D, "Unable to download render target data from %08x", fb_address); } } } void FramebufferManagerDX9::PackDepthbuffer(VirtualFramebuffer *vfb, int x, int y, int w, int h) { if (!vfb->fbo) { ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackDepthbuffer: vfb->fbo == 0"); return; } // We always read the depth buffer in 24_8 format. const u32 z_address = vfb->z_address; DEBUG_LOG(FRAMEBUF, "Reading depthbuffer to mem at %08x for vfb=%08x", z_address, vfb->fb_address); LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)draw_->GetFramebufferAPITexture(vfb->fbo, Draw::FB_DEPTH_BIT, 0); if (tex) { D3DSURFACE_DESC desc; D3DLOCKED_RECT locked; tex->GetLevelDesc(0, &desc); RECT rect = {0, 0, (LONG)desc.Width, (LONG)desc.Height}; HRESULT hr = tex->LockRect(0, &locked, &rect, D3DLOCK_READONLY); if (SUCCEEDED(hr)) { const u32 *packed = (const u32 *)locked.pBits; u16 *depth = (u16 *)Memory::GetPointer(z_address); DepthScaleFactors depthScale = GetDepthScaleFactors(); // TODO: Optimize. for (int yp = 0; yp < h; ++yp) { for (int xp = 0; xp < w; ++xp) { const int offset = (yp + y) * vfb->z_stride + x + xp; float scaled = depthScale.Apply((packed[offset] & 0x00FFFFFF) * (1.0f / 16777215.0f)); if (scaled <= 0.0f) { depth[offset] = 0; } else if (scaled >= 65535.0f) { depth[offset] = 65535; } else { depth[offset] = (int)scaled; } } } tex->UnlockRect(0); } else { ERROR_LOG_REPORT(G3D, "Unable to lock rect from depth %08x: %d,%d %dx%d of %dx%d", vfb->fb_address, (int)rect.left, (int)rect.top, (int)rect.right, (int)rect.bottom, vfb->renderWidth, vfb->renderHeight); } } else { ERROR_LOG_REPORT(G3D, "Unable to download render target depth from %08x", vfb->fb_address); } } void FramebufferManagerDX9::DecimateFBOs() { FramebufferManagerCommon::DecimateFBOs(); for (auto it = offscreenSurfaces_.begin(); it != offscreenSurfaces_.end(); ) { int age = frameLastFramebufUsed_ - it->second.last_frame_used; if (age > FBO_OLD_AGE) { it->second.surface->Release(); it = offscreenSurfaces_.erase(it); } else { ++it; } } } void FramebufferManagerDX9::DestroyAllFBOs() { FramebufferManagerCommon::DestroyAllFBOs(); for (auto &it : offscreenSurfaces_) { it.second.surface->Release(); } offscreenSurfaces_.clear(); } bool FramebufferManagerDX9::GetFramebuffer(u32 fb_address, int fb_stride, GEBufferFormat fb_format, GPUDebugBuffer &buffer, int maxRes) { 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? buffer = GPUDebugBuffer(Memory::GetPointerWrite(fb_address), fb_stride, 512, fb_format); return true; } LPDIRECT3DSURFACE9 renderTarget = vfb->fbo ? (LPDIRECT3DSURFACE9)draw_->GetFramebufferAPITexture(vfb->fbo, Draw::FB_COLOR_BIT | Draw::FB_SURFACE_BIT, 0) : nullptr; bool success = false; if (renderTarget) { Draw::Framebuffer *tempFBO = nullptr; int w = vfb->renderWidth, h = vfb->renderHeight; if (maxRes > 0 && vfb->renderWidth > vfb->width * maxRes) { // Let's resize. We must stretch to a render target first. w = vfb->width * maxRes; h = vfb->height * maxRes; tempFBO = draw_->CreateFramebuffer({ w, h, 1, 1, false }); if (draw_->BlitFramebuffer(vfb->fbo, 0, 0, vfb->renderWidth, vfb->renderHeight, tempFBO, 0, 0, w, h, Draw::FB_COLOR_BIT, g_Config.iBufFilter == SCALE_LINEAR ? Draw::FB_BLIT_LINEAR : Draw::FB_BLIT_NEAREST, "GetFramebuffer")) { renderTarget = (LPDIRECT3DSURFACE9)draw_->GetFramebufferAPITexture(tempFBO, Draw::FB_COLOR_BIT | Draw::FB_SURFACE_BIT, 0); } } LPDIRECT3DSURFACE9 offscreen = GetOffscreenSurface(renderTarget, vfb); if (offscreen) { success = GetRenderTargetFramebuffer(renderTarget, offscreen, w, h, buffer); } } return success; } bool FramebufferManagerDX9::GetOutputFramebuffer(GPUDebugBuffer &buffer) { LPDIRECT3DSURFACE9 renderTarget = nullptr; HRESULT hr = device_->GetRenderTarget(0, &renderTarget); bool success = false; if (renderTarget && SUCCEEDED(hr)) { D3DSURFACE_DESC desc; renderTarget->GetDesc(&desc); LPDIRECT3DSURFACE9 offscreen = nullptr; HRESULT hr = device_->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &offscreen, NULL); if (offscreen && SUCCEEDED(hr)) { success = GetRenderTargetFramebuffer(renderTarget, offscreen, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight, buffer); offscreen->Release(); } renderTarget->Release(); } return success; } bool FramebufferManagerDX9::GetRenderTargetFramebuffer(LPDIRECT3DSURFACE9 renderTarget, LPDIRECT3DSURFACE9 offscreen, int w, int h, GPUDebugBuffer &buffer) { D3DSURFACE_DESC desc; renderTarget->GetDesc(&desc); bool success = false; HRESULT hr = device_->GetRenderTargetData(renderTarget, offscreen); if (SUCCEEDED(hr)) { D3DLOCKED_RECT locked; RECT rect = {0, 0, w, h}; hr = offscreen->LockRect(&locked, &rect, D3DLOCK_READONLY); if (SUCCEEDED(hr)) { // TODO: Handle the other formats? We don't currently create them, I think. buffer.Allocate(locked.Pitch / 4, desc.Height, GPU_DBG_FORMAT_8888_BGRA, false); memcpy(buffer.GetData(), locked.pBits, locked.Pitch * desc.Height); offscreen->UnlockRect(); success = true; } } return success; } bool FramebufferManagerDX9::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 there's no vfb and we're drawing there, must be memory? buffer = GPUDebugBuffer(Memory::GetPointerWrite(z_address), z_stride, 512, GPU_DBG_FORMAT_16BIT); return true; } bool success = false; LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)draw_->GetFramebufferAPITexture(vfb->fbo, Draw::FB_DEPTH_BIT, 0); if (tex) { D3DSURFACE_DESC desc; D3DLOCKED_RECT locked; tex->GetLevelDesc(0, &desc); RECT rect = {0, 0, (LONG)desc.Width, (LONG)desc.Height}; HRESULT hr = tex->LockRect(0, &locked, &rect, D3DLOCK_READONLY); if (SUCCEEDED(hr)) { GPUDebugBufferFormat fmt = GPU_DBG_FORMAT_24BIT_8X; if (gstate_c.Supports(GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT)) { fmt = GPU_DBG_FORMAT_24BIT_8X_DIV_256; } int pixelSize = 4; buffer.Allocate(locked.Pitch / pixelSize, desc.Height, fmt, false); memcpy(buffer.GetData(), locked.pBits, locked.Pitch * desc.Height); success = true; tex->UnlockRect(0); } } return success; } bool FramebufferManagerDX9::GetStencilbuffer(u32 fb_address, int fb_stride, GPUDebugBuffer &buffer) { VirtualFramebuffer *vfb = currentRenderVfb_; if (!vfb) { vfb = GetVFBAt(fb_address); } if (!vfb) { // If there's no vfb and we're drawing there, must be memory? buffer = GPUDebugBuffer(Memory::GetPointerWrite(vfb->z_address), vfb->z_stride, 512, GPU_DBG_FORMAT_16BIT); return true; } bool success = false; LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)draw_->GetFramebufferAPITexture(vfb->fbo, Draw::FB_DEPTH_BIT, 0); if (tex) { D3DSURFACE_DESC desc; D3DLOCKED_RECT locked; tex->GetLevelDesc(0, &desc); RECT rect = {0, 0, (LONG)desc.Width, (LONG)desc.Height}; HRESULT hr = tex->LockRect(0, &locked, &rect, D3DLOCK_READONLY); if (SUCCEEDED(hr)) { GPUDebugBufferFormat fmt = GPU_DBG_FORMAT_24X_8BIT; int pixelSize = 4; buffer.Allocate(locked.Pitch / pixelSize, desc.Height, fmt, false); memcpy(buffer.GetData(), locked.pBits, locked.Pitch * desc.Height); success = true; tex->UnlockRect(0); } } return success; }