// 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 "Common/GPU/thin3d.h" #include "Common/GPU/OpenGL/GLFeatures.h" #include "Common/Data/Convert/ColorConv.h" #include "Common/Data/Text/I18n.h" #include "Common/Math/lin/matrix4x4.h" #include "Common/Math/math_util.h" #include "Common/System/Display.h" #include "Common/CommonTypes.h" #include "Core/Config.h" #include "Core/ConfigValues.h" #include "Core/Core.h" #include "Core/CoreParameter.h" #include "Core/Debugger/MemBlockInfo.h" #include "Core/Host.h" #include "Core/MIPS/MIPS.h" #include "Core/Reporting.h" #include "GPU/Common/DrawEngineCommon.h" #include "GPU/Common/FramebufferManagerCommon.h" #include "GPU/Common/PostShader.h" #include "GPU/Common/PresentationCommon.h" #include "GPU/Common/TextureCacheCommon.h" #include "GPU/Common/ReinterpretFramebuffer.h" #include "GPU/Debugger/Debugger.h" #include "GPU/Debugger/Record.h" #include "GPU/Debugger/Stepping.h" #include "GPU/GPUInterface.h" #include "GPU/GPUState.h" 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_; } void FramebufferManagerCommon::Init() { // We may need to override the render size if the shader is upscaling or SSAA. Resized(); } bool FramebufferManagerCommon::UpdateSize() { const bool newRender = renderWidth_ != (float)PSP_CoreParameter().renderWidth || renderHeight_ != (float)PSP_CoreParameter().renderHeight; const bool newSettings = bloomHack_ != g_Config.iBloomHack || useBufferedRendering_ != (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE); renderWidth_ = (float)PSP_CoreParameter().renderWidth; renderHeight_ = (float)PSP_CoreParameter().renderHeight; renderScaleFactor_ = (float)PSP_CoreParameter().renderScaleFactor; pixelWidth_ = PSP_CoreParameter().pixelWidth; pixelHeight_ = PSP_CoreParameter().pixelHeight; bloomHack_ = g_Config.iBloomHack; useBufferedRendering_ = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE; presentation_->UpdateSize(pixelWidth_, pixelHeight_, renderWidth_, renderHeight_); return newRender || newSettings; } void FramebufferManagerCommon::BeginFrame() { DecimateFBOs(); currentRenderVfb_ = nullptr; } void FramebufferManagerCommon::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) { displayFramebufPtr_ = framebuf; displayStride_ = stride; displayFormat_ = format; GPUDebug::NotifyDisplay(framebuf, stride, format); GPURecord::NotifyDisplay(framebuf, stride, format); } VirtualFramebuffer *FramebufferManagerCommon::GetVFBAt(u32 addr) const { addr &= 0x3FFFFFFF; 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; } u32 FramebufferManagerCommon::ColorBufferByteSize(const VirtualFramebuffer *vfb) const { return vfb->fb_stride * vfb->height * (vfb->fb_format == GE_FORMAT_8888 ? 4 : 2); } bool FramebufferManagerCommon::ShouldDownloadFramebuffer(const VirtualFramebuffer *vfb) const { return PSP_CoreParameter().compat.flags().Force04154000Download && vfb->fb_address == 0x04154000; } // 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 & 0x3FFFFFFF; 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(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) { params->fb_address = (gstate.getFrameBufRawAddress() & 0x3FFFFFFF) | 0x04000000; // GetFramebufferHeuristicInputs is only called from rendering, and thus, it's VRAM. params->fb_stride = gstate.FrameBufStride(); params->z_address = (gstate.getDepthBufRawAddress() & 0x3FFFFFFF) | 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->scissorWidth = gstate.getScissorX2() + 1; params->scissorHeight = gstate.getScissorY2() + 1; if (gstate.getRegionRateX() != 0x100 || gstate.getRegionRateY() != 0x100) { WARN_LOG_REPORT_ONCE(regionRate, G3D, "Drawing region rate add non-zero: %04x, %04x of %04x, %04x", gstate.getRegionRateX(), gstate.getRegionRateY(), gstate.getRegionX2(), gstate.getRegionY2()); } } VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer(const 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.scissorWidth, params.scissorHeight, drawing_width, drawing_height); gstate_c.SetCurRTOffset(0, 0); bool vfbStrideChanged = false; 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, G3D, "Framebuffer bound with color addr == z addr, likely will not use Z in this pass: %08x", params.fb_address); } // Find a matching framebuffer VirtualFramebuffer *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) { vfb = v; // Update fb stride in case it changed. // // In reality, this is probably a new different framebuffer... Can't really share // data between framebuffers with different strides! (or well, we can, with complex // conversion shaders mapping back to and from memory addresses). if (vfb->fb_stride != params.fb_stride) { vfb->fb_stride = params.fb_stride; vfbStrideChanged = true; } 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; } break; } else if (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 (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, HLE, "Rendering to framebuffer offset: %08x +%dx%d", v->fb_address, x_offset, 0); vfb = v; gstate_c.SetCurRTOffset(x_offset, 0); vfb->width = std::max((int)vfb->width, x_offset + drawing_width); // To prevent the newSize code from being confused. drawing_width += x_offset; break; } } else { // We ignore this match. // TODO: We can allow X/Y overlaps too, but haven't seen any so safer to not. } } } if (vfb) { 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); } 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; if (needsRecreate) { ResizeFramebufFBO(vfb, vfb->width, vfb->height, true); // Let's discard this information, might be wrong now. vfb->safeWidth = 0; vfb->safeHeight = 0; } else { // Even though we won't resize it, let's at least change the size params. vfb->width = drawing_width; vfb->height = drawing_height; } } } else { // It's not different, let's keep track of that too. vfb->lastFrameNewSize = gpuStats.numFlips; } } // 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 byteSize = ColorBufferByteSize(vfb); if (Memory::IsVRAMAddress(params.fb_address) && params.fb_address + byteSize > framebufRangeEnd_) { framebufRangeEnd_ = params.fb_address + byteSize; } // 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(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_ && !g_Config.bDisableSlowFramebufEffects && params.isDrawing) { gpu->PerformMemoryUpload(params.fb_address, byteSize); // Alpha was already done by PerformMemoryUpload. PerformStencilUpload(params.fb_address, byteSize, StencilUpload::STENCIL_IS_ZERO | StencilUpload::IGNORE_ALPHA); // TODO: Is it worth trying to upload the depth buffer (only if it wasn't copied above..?) } // Let's check for depth buffer overlap. Might be interesting (not that interesting anymore..) bool sharingReported = false; for (size_t i = 0, end = vfbs_.size(); i < end; ++i) { if (vfbs_[i]->z_stride != 0 && params.fb_address == vfbs_[i]->z_address) { // If it's clearing it, most likely it just needs more video memory. // Technically it could write something interesting and the other might not clear, but that's not likely. if (params.isDrawing) { if (params.fb_address != params.z_address && vfbs_[i]->fb_address != vfbs_[i]->z_address) { WARN_LOG_REPORT(SCEGE, "FBO created from existing depthbuffer as color, %08x/%08x and %08x/%08x", params.fb_address, params.z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address); } } } else if (params.z_stride != 0 && params.z_address == vfbs_[i]->fb_address) { // If it's clearing it, then it's probably just the reverse of the above case. if (params.isWritingDepth) { WARN_LOG_REPORT(SCEGE, "FBO using existing buffer as depthbuffer, %08x/%08x and %08x/%08x", params.fb_address, params.z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address); } } else if (vfbs_[i]->z_stride != 0 && params.z_address == vfbs_[i]->z_address && params.fb_address != vfbs_[i]->fb_address && !sharingReported) { // This happens a lot, but virtually always it's cleared. // It's possible the other might not clear, but when every game is reported it's not useful. if (params.isWritingDepth && (vfbs_[i]->usageFlags & FB_USAGE_RENDER_DEPTH)) { WARN_LOG(SCEGE, "FBO reusing depthbuffer, c=%08x/d=%08x and c=%08x/d=%08x", params.fb_address, params.z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address); sharingReported = true; } } } // We already have it! } else if (vfb != currentRenderVfb_) { // Use it as a render target. DEBUG_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 } 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, vfbStrideChanged); } 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; } // 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) { CopyToDepthFromOverlappingFramebuffers(currentRenderVfb_); } currentRenderVfb_->usageFlags |= FB_USAGE_RENDER_DEPTH; 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_->InvalidateCachedState(); 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, G3D, "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++; // 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, Get2DPipeline(shader), "565_to_depth"); } } gstate_c.Dirty(DIRTY_TEXTURE_IMAGE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_RASTER_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_BLEND_STATE); } // Can't easily dynamically create these strings, we just pass along the pointer. static const char *reinterpretStrings[3][3] = { { "self_reinterpret_565", "reinterpret_565_to_5551", "reinterpret_565_to_4444", }, { "reinterpret_5551_to_565", "self_reinterpret_5551", "reinterpret_5551_to_4444", }, { "reinterpret_4444_to_565", "reinterpret_4444_to_5551", "self_reinterpret_4444", }, }; // 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) { 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, otherwise // it would be the same. _dbg_assert_(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 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 }); } } std::sort(sources.begin(), sources.end()); draw_->InvalidateCachedState(); bool tookActions = false; 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. 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"; if (src->fb_format == dst->fb_format) { gpuStats.numColorCopies++; pipeline = Get2DPipeline(DRAW2D_COPY_COLOR); pass_name = "copy_color"; } else if (IsBufferFormat16Bit(src->fb_format) && IsBufferFormat16Bit(dst->fb_format)) { if (PSP_CoreParameter().compat.flags().ReinterpretFramebuffers) { if (PSP_CoreParameter().compat.flags().BlueToAlpha) { WARN_LOG_ONCE(bta, G3D, "WARNING: Reinterpret encountered with BlueToAlpha on"); } // Reinterpret! WARN_LOG_N_TIMES(reint, 20, G3D, "Reinterpret detected from %08x_%s to %08x_%s", src->fb_address, GeBufferFormatToString(src->fb_format), dst->fb_address, GeBufferFormatToString(dst->fb_format)); pipeline = reinterpretFromTo_[(int)src->fb_format][(int)dst->fb_format]; pass_name = reinterpretStrings[(int)src->fb_format][(int)dst->fb_format]; if (!pipeline) { pipeline = draw2D_.Create2DPipeline([=](ShaderWriter &shaderWriter) -> Draw2DPipelineInfo { return GenerateReinterpretFragmentShader(shaderWriter, src->fb_format, dst->fb_format); }); reinterpretFromTo_[(int)src->fb_format][(int)dst->fb_format] = pipeline; } gpuStats.numReinterpretCopies++; } else { // Fake reinterpret - just clear the way we always did on Vulkan. Just clear color and stencil. if (src->fb_format == GE_FORMAT_565) { // We have to bind here instead of clear, since it can be that no framebuffer is bound. // The backend can sometimes directly optimize it to a clear. // Games that are marked as doing reinterpret just ignore this - better to keep the data than to clear. // Fixes #13717. if (!PSP_CoreParameter().compat.flags().ReinterpretFramebuffers && !PSP_CoreParameter().compat.flags().BlueToAlpha) { draw_->BindFramebufferAsRenderTarget(dst->fbo, { Draw::RPAction::CLEAR, Draw::RPAction::KEEP, Draw::RPAction::CLEAR }, "FakeReinterpret"); // Need to dirty anything that has command buffer dynamic state, in case we started a new pass above. // Should find a way to feed that information back, maybe... Or simply correct the issue in the rendermanager. gstate_c.Dirty(DIRTY_DEPTHSTENCIL_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_BLEND_STATE); } } tookActions = true; } } 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, pipeline, pass_name); } } } if (dst != currentRenderVfb_ && tookActions) { draw_->BindFramebufferAsRenderTarget(currentRenderVfb_->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, "After FakeReinterpret"); } shaderManager_->DirtyLastShader(); textureCache_->ForgetLastTexture(); } 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 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) { _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) { 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; // Could do an attempt at optimization - if destination already bound, draw depth using raster. // Let's experiment later, commented out for now. Currently we fall back to raster as a last resort here. /* if (currentRenderVfb_ == dst) { useCopy = false; useBlit = false; } */ int w = std::min(src->renderWidth, dst->renderWidth); int h = std::min(src->renderHeight, dst->renderHeight); // TODO: It might even be advantageous on some GPUs to do this copy using a fragment shader that writes to Z, that way upcoming commands can just continue that render pass. // 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 (useCopy) { draw_->CopyFramebufferImage(src->fbo, 0, 0, 0, 0, dst->fbo, 0, 0, 0, 0, w, h, 1, Draw::FB_DEPTH_BIT, "BlitFramebufferDepth"); 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::FB_DEPTH_BIT, Draw::FB_BLIT_NEAREST, "BlitFramebufferDepth"); RebindFramebuffer("After BlitFramebufferDepth"); } else if (useRaster) { BlitUsingRaster(src->fbo, 0, 0, w, h, dst->fbo, 0, 0, w, h, false, Get2DPipeline(Draw2DShader::DRAW2D_COPY_DEPTH), "BlitDepthRaster"); } draw_->InvalidateCachedState(); } 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); // Ugly... 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::NotifyRenderFramebufferUpdated(VirtualFramebuffer *vfb, bool vfbStrideChanged) { if (vfbStrideChanged) { textureCache_->NotifyFramebuffer(vfb, NOTIFY_FB_UPDATED); } // ugly... 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::NotifyRenderFramebufferSwitched(VirtualFramebuffer *prevVfb, VirtualFramebuffer *vfb, bool isClearingDepth) { if (ShouldDownloadFramebuffer(vfb) && !vfb->memoryUpdated) { ReadFramebufferToMemory(vfb, 0, 0, vfb->width, vfb->height); vfb->usageFlags = (vfb->usageFlags | FB_USAGE_DOWNLOAD | FB_USAGE_FIRST_FRAME_SAVED) & ~FB_USAGE_DOWNLOAD_CLEAR; } else { DownloadFramebufferOnSwitch(prevVfb); } textureCache_->ForgetLastTexture(); shaderManager_->DirtyLastShader(); if (useBufferedRendering_) { if (vfb->fbo) { shaderManager_->DirtyLastShader(); draw_->BindFramebufferAsRenderTarget(vfb->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, "FramebufferSwitch"); } 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); // ugly... is all this needed? 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::NotifyVideoUpload(u32 addr, int size, int width, GEBufferFormat fmt) { // Note: UpdateFromMemory() is still called later. // This is a special case where we have extra information prior to the invalidation. // TODO: Could possibly be an offset... VirtualFramebuffer *vfb = GetVFBAt(addr); if (vfb) { if (vfb->fb_format != fmt) { DEBUG_LOG(ME, "Changing fb_format for %08x from %d to %d", addr, vfb->fb_format, fmt); vfb->fb_format = fmt; // Let's count this as a "render". This will also force us to use the correct format. vfb->last_frame_render = gpuStats.numFlips; } if (vfb->fb_stride < width) { DEBUG_LOG(ME, "Changing stride for %08x from %d to %d", addr, vfb->fb_stride, width); const int bpp = BufferFormatBytesPerPixel(fmt); ResizeFramebufFBO(vfb, width, size / (bpp * width)); // Resizing may change the viewport/etc. gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE); vfb->fb_stride = width; // This might be a bit wider than necessary, but we'll redetect on next render. vfb->width = width; } } } void FramebufferManagerCommon::UpdateFromMemory(u32 addr, int size, bool safe) { // Take off the uncached flag from the address. Not to be confused with the start of VRAM. addr &= 0x3FFFFFFF; // TODO: Could go through all FBOs, but probably not important? // TODO: Could also check for inner changes, but video is most important. bool isDisplayBuf = addr == DisplayFramebufAddr() || addr == PrevDisplayFramebufAddr(); if (isDisplayBuf || safe) { // 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. fmt = displayFormat_; } DrawPixels(vfb, 0, 0, Memory::GetPointer(addr), fmt, vfb->fb_stride, vfb->width, vfb->height); SetColorUpdated(vfb, gstate_c.skipDrawReason); } else { INFO_LOG(FRAMEBUF, "Invalidating FBO for %08x (%i x %i x %i)", vfb->fb_address, vfb->width, vfb->height, 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) { textureCache_->ForgetLastTexture(); shaderManager_->DirtyLastShader(); // On GL, important that this is BEFORE drawing float u0 = 0.0f, u1 = 1.0f; float v0 = 0.0f, v1 = 1.0f; DrawTextureFlags flags; if (useBufferedRendering_ && vfb && vfb->fbo) { flags = DRAWTEX_LINEAR; draw_->BindFramebufferAsRenderTarget(vfb->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, "DrawPixels"); gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE); SetViewport2D(0, 0, vfb->renderWidth, vfb->renderHeight); draw_->SetScissorRect(0, 0, vfb->renderWidth, vfb->renderHeight); } else { // 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.iBufFilter == SCALE_LINEAR ? DRAWTEX_LINEAR : DRAWTEX_NEAREST; flags = flags | DRAWTEX_TO_BACKBUFFER; FRect frame = GetScreenFrame(pixelWidth_, pixelHeight_); FRect rc; CenterDisplayOutputRect(&rc, 480.0f, 272.0f, frame, ROTATION_LOCKED_HORIZONTAL); SetViewport2D(rc.x, rc.y, rc.w, rc.h); draw_->SetScissorRect(0, 0, pixelWidth_, pixelHeight_); } Draw::Texture *pixelsTex = MakePixelTexture(srcPixels, srcPixelFormat, srcStride, width, height); if (pixelsTex) { draw_->BindTextures(0, 1, &pixelsTex); DrawActiveTexture(dstX, dstY, width, height, vfb->bufferWidth, vfb->bufferHeight, u0, v0, u1, v1, ROTATION_LOCKED_HORIZONTAL, flags); gpuStats.numUploads++; pixelsTex->Release(); draw_->InvalidateCachedState(); gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_RASTER_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS); } } bool FramebufferManagerCommon::BindFramebufferAsColorTexture(int stage, VirtualFramebuffer *framebuffer, int flags) { 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) || GPUStepping::IsStepping(); // Currently rendering to this framebuffer. Need to make a copy. if (!skipCopy && framebuffer == currentRenderVfb_) { // TODO: Maybe merge with bvfbs_? Not sure if those could be packing, and they're created at a different size. Draw::Framebuffer *renderCopy = GetTempFBO(TempFBO::COPY, framebuffer->renderWidth, framebuffer->renderHeight); if (renderCopy) { VirtualFramebuffer copyInfo = *framebuffer; copyInfo.fbo = renderCopy; CopyFramebufferForColorTexture(©Info, framebuffer, flags); RebindFramebuffer("After BindFramebufferAsColorTexture"); draw_->BindFramebufferAsTexture(renderCopy, stage, Draw::FB_COLOR_BIT, 0); } else { draw_->BindFramebufferAsTexture(framebuffer->fbo, stage, Draw::FB_COLOR_BIT, 0); } return true; } else if (framebuffer != currentRenderVfb_ || (flags & BINDFBCOLOR_FORCE_SELF) != 0) { draw_->BindFramebufferAsTexture(framebuffer->fbo, stage, Draw::FB_COLOR_BIT, 0); return true; } else { ERROR_LOG_REPORT_ONCE(vulkanSelfTexture, 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 x = 0; int y = 0; int w = src->drawnWidth; int h = src->drawnHeight; // If max is not > min, we probably could not detect it. Skip. // See the vertex decoder, where this is updated. 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) { BlitFramebuffer(dst, x, y, src, x, y, w, h, 0, "Blit_CopyFramebufferForColorTexture"); } } Draw::Texture *FramebufferManagerCommon::MakePixelTexture(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height) { // 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); switch (srcPixelFormat) { case GE_FORMAT_565: if (preferredPixelsFormat_ == Draw::DataFormat::B8G8R8A8_UNORM) ConvertRGB565ToBGRA8888(dst, src16, width); else ConvertRGB565ToRGBA8888(dst, src16, width); break; case GE_FORMAT_5551: if (preferredPixelsFormat_ == Draw::DataFormat::B8G8R8A8_UNORM) ConvertRGBA5551ToBGRA8888(dst, src16, width); else ConvertRGBA5551ToRGBA8888(dst, src16, width); break; case GE_FORMAT_4444: if (preferredPixelsFormat_ == Draw::DataFormat::B8G8R8A8_UNORM) ConvertRGBA4444ToBGRA8888(dst, src16, width); else ConvertRGBA4444ToRGBA8888(dst, src16, width); break; case GE_FORMAT_8888: if (preferredPixelsFormat_ == 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_INVALID: case GE_FORMAT_DEPTH16: _dbg_assert_msg_(false, "Invalid pixelFormat passed to DrawPixels()."); break; } } return true; }; Draw::TextureDesc desc{ Draw::TextureType::LINEAR2D, preferredPixelsFormat_, width, height, 1, 1, false, "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. Draw::Texture *tex = draw_->CreateTexture(desc); if (!tex) ERROR_LOG(G3D, "Failed to create drawpixels texture"); return tex; } void FramebufferManagerCommon::DrawFramebufferToOutput(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride) { 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; int uvRotation = useBufferedRendering_ ? g_Config.iInternalScreenRotation : ROTATION_LOCKED_HORIZONTAL; OutputFlags flags = g_Config.iBufFilter == SCALE_LINEAR ? OutputFlags::LINEAR : OutputFlags::NEAREST; if (needBackBufferYSwap_) { flags |= OutputFlags::BACKBUFFER_FLIPPED; } // DrawActiveTexture reverses these, probably to match "up". if (GetGPUBackend() == GPUBackend::DIRECT3D9 || GetGPUBackend() == GPUBackend::DIRECT3D11) { flags |= OutputFlags::POSITION_FLIPPED; } presentation_->UpdateUniforms(textureCache_->VideoIsPlaying()); presentation_->SourceTexture(pixelsTex, 512, 272); presentation_->CopyToOutput(flags, uvRotation, u0, v0, u1, v1); pixelsTex->Release(); // PresentationCommon sets all kinds of state, we can't rely on anything. gstate_c.Dirty(DIRTY_ALL); currentRenderVfb_ = nullptr; } 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. if (!g_Config.bDisableSlowFramebufEffects && !PSP_CoreParameter().compat.flags().DisableFirstFrameReadback) { ReadFramebufferToMemory(vfb, 0, 0, vfb->safeWidth, vfb->safeHeight); vfb->usageFlags = (vfb->usageFlags | FB_USAGE_DOWNLOAD | FB_USAGE_FIRST_FRAME_SAVED) & ~FB_USAGE_DOWNLOAD_CLEAR; vfb->safeWidth = 0; vfb->safeHeight = 0; } } } void FramebufferManagerCommon::SetViewport2D(int x, int y, int w, int h) { Draw::Viewport vp{ (float)x, (float)y, (float)w, (float)h, 0.0f, 1.0f }; draw_->SetViewports(1, &vp); } void FramebufferManagerCommon::CopyDisplayToOutput(bool reallyDirty) { DownloadFramebufferOnSwitch(currentRenderVfb_); shaderManager_->DirtyLastShader(); if (displayFramebufPtr_ == 0) { if (Core_IsStepping()) VERBOSE_LOG(FRAMEBUF, "Display disabled, displaying only black"); else DEBUG_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); 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 = GetVFBAt(fbaddr); 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 & 0x3FFFFFFF; for (auto v : vfbs_) { const u32 v_addr = v->fb_address & 0x3FFFFFFF; const u32 v_size = ColorBufferByteSize(v); 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, FRAMEBUF, "Rendering from framebuf with offset %08x -> %08x+%dx%d", addr, vfb->fb_address, offsetX, offsetY); } } if (vfb && vfb->fb_format != displayFormat_) { if (vfb->last_frame_render + FBO_OLD_AGE < gpuStats.numFlips) { // The game probably switched formats on us. vfb->fb_format = displayFormat_; } else { vfb = 0; } } if (!vfb) { if (Memory::IsValidAddress(fbaddr)) { // The game is displaying something directly from RAM. In GTA, it's decoded video. if (!vfb) { DrawFramebufferToOutput(Memory::GetPointer(fbaddr), displayFormat_, displayStride_); return; } } else { DEBUG_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"); } gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE); 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 (Core_IsStepping()) VERBOSE_LOG(FRAMEBUF, "Displaying FBO %08x", vfb->fb_address); else DEBUG_LOG(FRAMEBUF, "Displaying FBO %08x", vfb->fb_address); // TODO ES3: Use glInvalidateFramebuffer to discard depth/stencil data at the end of frame. 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; textureCache_->ForgetLastTexture(); int uvRotation = useBufferedRendering_ ? g_Config.iInternalScreenRotation : ROTATION_LOCKED_HORIZONTAL; OutputFlags flags = g_Config.iBufFilter == SCALE_LINEAR ? OutputFlags::LINEAR : OutputFlags::NEAREST; if (needBackBufferYSwap_) { flags |= OutputFlags::BACKBUFFER_FLIPPED; } // DrawActiveTexture reverses these, probably to match "up". if (GetGPUBackend() == GPUBackend::DIRECT3D9 || 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(FRAMEBUF, "Current VFB lacks an FBO: %08x", vfb->fb_address); } // 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); currentRenderVfb_ = nullptr; } void FramebufferManagerCommon::DecimateFBOs() { 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 (ShouldDownloadFramebuffer(vfb) && age == 0 && !vfb->memoryUpdated) { ReadFramebufferToMemory(vfb, 0, 0, vfb->width, vfb->height); 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(FRAMEBUF, "Decimating FBO for %08x (%i x %i x %i), age %i", vfb->fb_address, vfb->width, vfb->height, 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(FRAMEBUF, "Decimating FBO for %08x (%i x %i x %i), age %i", vfb->fb_address, vfb->width, vfb->height, vfb->fb_format, age); DestroyFramebuf(vfb); bvfbs_.erase(bvfbs_.begin() + i--); } } } static size_t FormatFramebufferName(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)); } // 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 (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_); } // 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)); vfb->fbo = draw_->CreateFramebuffer({ vfb->renderWidth, vfb->renderHeight, 1, 1, true, tag }); if (Memory::IsVRAMAddress(vfb->fb_address) && vfb->fb_stride != 0) { NotifyMemInfo(MemBlockFlags::ALLOC, vfb->fb_address, ColorBufferByteSize(vfb), 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->fb_stride * vfb->height * sizeof(uint16_t), buf, len); } if (old.fbo) { INFO_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) { // TODO: In this case, it'll nearly always be better to draw the old framebuffer to the new one than to do an actual blit. // Usually hardly a performance issue though. 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, "Blit_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"); } currentRenderVfb_ = vfb; if (!vfb->fbo) { ERROR_LOG(FRAMEBUF, "Error creating FBO during resize! %dx%d", vfb->renderWidth, vfb->renderHeight); vfb->last_frame_failed = gpuStats.numFlips; } } // This is called from detected memcopies and framebuffer initialization from VRAM. Not block transfers. // MotoGP goes this path so we need to catch those copies here. bool FramebufferManagerCommon::NotifyFramebufferCopy(u32 src, u32 dst, int size, bool isMemset, u32 skipDrawReason) { if (size == 0) { return false; } dst &= 0x3FFFFFFF; src &= 0x3FFFFFFF; // TODO: Merge the below into FindTransferFramebuffer VirtualFramebuffer *dstBuffer = 0; VirtualFramebuffer *srcBuffer = 0; u32 dstY = (u32)-1; u32 dstH = 0; u32 srcY = (u32)-1; u32 srcH = 0; for (auto vfb : vfbs_) { if (vfb->fb_stride == 0) { continue; } // We only remove the kernel and uncached bits when comparing. const u32 vfb_address = vfb->fb_address & 0x3FFFFFFF; const u32 vfb_size = ColorBufferByteSize(vfb); const u32 vfb_bpp = BufferFormatBytesPerPixel(vfb->fb_format); const u32 vfb_byteStride = vfb->fb_stride * vfb_bpp; const int vfb_byteWidth = vfb->width * vfb_bpp; if (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) && yOffset < dstY) { dstBuffer = vfb; dstY = yOffset; dstH = size == vfb_byteWidth ? 1 : std::min((u32)size / vfb_byteStride, (u32)vfb->height); } } if (src >= vfb_address && (src + size <= vfb_address + vfb_size || src == vfb_address)) { const u32 offset = src - vfb_address; const u32 yOffset = offset / vfb_byteStride; if ((offset % vfb_byteStride) == 0 && (size == vfb_byteWidth || (size % vfb_byteStride) == 0) && yOffset < srcY) { srcBuffer = vfb; srcY = yOffset; srcH = size == vfb_byteWidth ? 1 : std::min((u32)size / vfb_byteStride, (u32)vfb->height); } else if ((offset % vfb_byteStride) == 0 && size == vfb->fb_stride && yOffset < srcY) { // Valkyrie Profile reads 512 bytes at a time, rather than 2048. So, let's whitelist fb_stride also. srcBuffer = vfb; srcY = yOffset; srcH = 1; } else if (yOffset == 0 && yOffset < srcY) { // Okay, last try - it might be a clut. if (vfb->usageFlags & FB_USAGE_CLUT) { srcBuffer = vfb; srcY = yOffset; srcH = 1; } } } } if (!useBufferedRendering_) { // If we're copying into a recently used display buf, it's probably destined for the screen. if (srcBuffer || (dstBuffer != displayFramebuf_ && dstBuffer != prevDisplayFramebuf_)) { return false; } } if (!dstBuffer && srcBuffer) { // 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. if (PSP_CoreParameter().compat.flags().BlockTransferAllowCreateFB) { dstBuffer = CreateRAMFramebuffer(dst, srcBuffer->width, srcBuffer->height, srcBuffer->fb_stride, srcBuffer->fb_format); dstY = 0; } } if (dstBuffer) { dstBuffer->last_frame_used = gpuStats.numFlips; } if (dstBuffer && srcBuffer && !isMemset) { if (srcBuffer == dstBuffer) { WARN_LOG_ONCE(dstsrccpy, G3D, "Intra-buffer memcpy (not supported) %08x -> %08x (size: %x)", src, dst, size); } else { WARN_LOG_ONCE(dstnotsrccpy, G3D, "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, "Blit_InterBufferMemcpy"); SetColorUpdated(dstBuffer, skipDrawReason); RebindFramebuffer("RebindFramebuffer - Inter-buffer memcpy"); } return false; } else if (dstBuffer) { if (isMemset) { gpuStats.numClears++; } WARN_LOG_ONCE(btucpy, G3D, "Memcpy fbo upload %08x -> %08x (size: %x)", src, dst, size); FlushBeforeCopy(); const u8 *srcBase = Memory::GetPointerUnchecked(src); DrawPixels(dstBuffer, 0, dstY, srcBase, dstBuffer->fb_format, dstBuffer->fb_stride, dstBuffer->width, dstH); 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_ONCE(btdcpy, G3D, "Memcpy fbo download %08x -> %08x", src, dst); FlushBeforeCopy(); if (srcH == 0 || srcY + srcH > srcBuffer->bufferHeight) { WARN_LOG_ONCE(btdcpyheight, G3D, "Memcpy fbo download %08x -> %08x skipped, %d+%d is taller than %d", src, dst, srcY, srcH, srcBuffer->bufferHeight); } else if (g_Config.bBlockTransferGPU && !srcBuffer->memoryUpdated && !PSP_CoreParameter().compat.flags().DisableReadbacks) { ReadFramebufferToMemory(srcBuffer, 0, srcY, srcBuffer->width, srcH); srcBuffer->usageFlags = (srcBuffer->usageFlags | FB_USAGE_DOWNLOAD) & ~FB_USAGE_DOWNLOAD_CLEAR; } return false; } else { return false; } } void FramebufferManagerCommon::FindTransferFramebuffer(VirtualFramebuffer *&buffer, u32 basePtr, int stride, int &x, int &y, int &width, int &height, int bpp, bool destination) { u32 xOffset = -1; u32 yOffset = -1; int transferWidth = width; int transferHeight = height; basePtr &= 0x3FFFFFFF; for (auto vfb : vfbs_) { const u32 vfb_address = vfb->fb_address & 0x3FFFFFFF; const u32 vfb_size = ColorBufferByteSize(vfb); const u32 vfb_bpp = BufferFormatBytesPerPixel(vfb->fb_format); const u32 vfb_byteStride = vfb->fb_stride * vfb_bpp; const u32 vfb_byteWidth = vfb->width * vfb_bpp; if (vfb_address <= basePtr && basePtr < vfb_address + vfb_size) { const u32 byteOffset = basePtr - vfb_address; const u32 byteStride = stride * bpp; const u32 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.) // TODO: Surely this first comparison should be <= ? // Or does the exact match (byteOffset == 0) case get handled elsewhere? bool match = memYOffset < yOffset && (int)memYOffset <= (int)vfb->bufferHeight - height; if (match && vfb_byteStride != byteStride) { // Grand Knights History 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 (transferWidth != stride || (byteStride * transferHeight != vfb_byteStride && byteStride * transferHeight != vfb_byteWidth)) { if (destination) { // However, some other games write cluts to framebuffers. // Let's catch this and upload. Otherwise reject the match. match = (vfb->usageFlags & FB_USAGE_CLUT) != 0; if (match) { width = byteStride * transferHeight / vfb_bpp; height = 1; } } else { match = false; } } else { width = byteStride * transferHeight / vfb_bpp; height = 1; } } else if (match) { width = transferWidth; height = transferHeight; } if (match) { xOffset = stride == 0 ? 0 : (byteOffset / bpp) % stride; yOffset = memYOffset; buffer = vfb; } } } if (yOffset != (u32)-1) { x += xOffset; y += yOffset; } } VirtualFramebuffer *FramebufferManagerCommon::CreateRAMFramebuffer(uint32_t fbAddress, int width, int height, int stride, GEBufferFormat format) { INFO_LOG(G3D, "Creating RAM framebuffer at %08x (%dx%d, stride %d, fb_format %d)", fbAddress, width, height, stride, format); // A target for the destination is missing - so just create one! // Make sure this one would be found by the algorithm above so we wouldn't // create a new one each frame. VirtualFramebuffer *vfb = new VirtualFramebuffer{}; vfb->fbo = nullptr; vfb->fb_address = fbAddress; // NOTE - not necessarily in VRAM! vfb->fb_stride = stride; vfb->z_address = 0; // marks that if anyone tries to render to this framebuffer, it should be dropped and recreated. vfb->z_stride = 0; vfb->width = std::max(width, stride); vfb->height = height; vfb->newWidth = vfb->width; vfb->newHeight = vfb->height; vfb->lastFrameNewSize = gpuStats.numFlips; vfb->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; vfb->usageFlags = FB_USAGE_RENDER_COLOR; SetColorUpdated(vfb, 0); char name[64]; snprintf(name, sizeof(name), "%08x_color_RAM", vfb->fb_address); textureCache_->NotifyFramebuffer(vfb, NOTIFY_FB_CREATED); vfb->fbo = draw_->CreateFramebuffer({ vfb->renderWidth, vfb->renderHeight, 1, 1, true, name }); vfbs_.push_back(vfb); u32 byteSize = ColorBufferByteSize(vfb); if (fbAddress + byteSize > framebufRangeEnd_) { framebufRangeEnd_ = fbAddress + byteSize; } return vfb; } // 1:1 pixel sides buffers, we resize buffers to these before we read them back. VirtualFramebuffer *FramebufferManagerCommon::FindDownloadTempBuffer(VirtualFramebuffer *vfb) { // For now we'll keep these on the same struct as the ones that can get displayed // (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->fb_address == vfb->fb_address && v->fb_format == vfb->fb_format) { if (v->bufferWidth == vfb->bufferWidth && v->bufferHeight == vfb->bufferHeight) { nvfb = v; v->fb_stride = vfb->fb_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 = vfb->fb_address; nvfb->fb_stride = vfb->fb_stride; nvfb->z_address = vfb->z_address; nvfb->z_stride = vfb->z_stride; 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"); nvfb->fbo = draw_->CreateFramebuffer({ nvfb->bufferWidth, nvfb->bufferHeight, 1, 1, false, name }); if (!nvfb->fbo) { ERROR_LOG(FRAMEBUF, "Error creating FBO! %d x %d", nvfb->renderWidth, nvfb->renderHeight); 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. if (!MayIntersectFramebuffer(srcBasePtr) && !MayIntersectFramebuffer(dstBasePtr)) { return false; } VirtualFramebuffer *dstBuffer = 0; VirtualFramebuffer *srcBuffer = 0; int srcWidth = width; int srcHeight = height; int dstWidth = width; int dstHeight = height; // These modify the X/Y/W/H parameters depending on the memory offset of the base pointers from the actual buffers. FindTransferFramebuffer(srcBuffer, srcBasePtr, srcStride, srcX, srcY, srcWidth, srcHeight, bpp, false); FindTransferFramebuffer(dstBuffer, dstBasePtr, dstStride, dstX, dstY, dstWidth, dstHeight, bpp, true); if (srcBuffer && !dstBuffer) { if (PSP_CoreParameter().compat.flags().BlockTransferAllowCreateFB || (PSP_CoreParameter().compat.flags().IntraVRAMBlockTransferAllowCreateFB && Memory::IsVRAMAddress(srcBuffer->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 (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 (srcBuffer->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 = srcBuffer->fb_format; } else { // No info left - just fall back to something. But this is definitely split pixel tricks. ramFormat = GE_FORMAT_5551; } dstBuffer = CreateRAMFramebuffer(dstBasePtr, dstWidth, dstHeight, dstStride, ramFormat); } } if (dstBuffer) dstBuffer->last_frame_used = gpuStats.numFlips; if (dstBuffer && srcBuffer) { if (srcBuffer == dstBuffer) { if (srcX != dstX || srcY != dstY) { WARN_LOG_N_TIMES(dstsrc, 100, 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, srcX, srcY, srcStride, dstBasePtr, dstX, dstY, dstStride); FlushBeforeCopy(); // Some backends can handle blitting within a framebuffer. Others will just have to deal with it or ignore it, apparently. BlitFramebuffer(dstBuffer, dstX, dstY, srcBuffer, srcX, srcY, dstWidth, dstHeight, bpp, "Blit_IntraBufferBlockTransfer"); RebindFramebuffer("rebind after intra block transfer"); SetColorUpdated(dstBuffer, skipDrawReason); return true; // Skip the memory copy. } else { // Ignore, nothing to do. Tales of Phantasia X does this by accident. return true; // Skip the memory copy. } } else { WARN_LOG_N_TIMES(dstnotsrc, 100, G3D, "Inter-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, srcX, srcY, srcStride, dstBasePtr, dstX, dstY, dstStride); // Straightforward blit between two framebuffers. FlushBeforeCopy(); BlitFramebuffer(dstBuffer, dstX, dstY, srcBuffer, srcX, srcY, dstWidth, dstHeight, bpp, "Blit_InterBufferBlockTransfer"); RebindFramebuffer("RebindFramebuffer - Inter-buffer block transfer"); SetColorUpdated(dstBuffer, skipDrawReason); return true; // No need to actually do the memory copy behind, probably. } return false; } else if (dstBuffer) { // Here we should just draw the pixels into the buffer. Copy first. return false; } else if (srcBuffer) { WARN_LOG_N_TIMES(btd, 100, 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, srcX, srcY, srcStride, dstBasePtr, dstX, dstY, dstStride); FlushBeforeCopy(); if (g_Config.bBlockTransferGPU && !srcBuffer->memoryUpdated) { const int srcBpp = BufferFormatBytesPerPixel(srcBuffer->fb_format); const float srcXFactor = (float)bpp / srcBpp; const bool tooTall = srcY + srcHeight > srcBuffer->bufferHeight; if (srcHeight <= 0 || (tooTall && srcY != 0)) { WARN_LOG_ONCE(btdheight, G3D, "Block transfer download %08x -> %08x skipped, %d+%d is taller than %d", srcBasePtr, dstBasePtr, srcY, srcHeight, srcBuffer->bufferHeight); } else { if (tooTall) { WARN_LOG_ONCE(btdheight, G3D, "Block transfer download %08x -> %08x dangerous, %d+%d is taller than %d", srcBasePtr, dstBasePtr, srcY, srcHeight, srcBuffer->bufferHeight); } ReadFramebufferToMemory(srcBuffer, static_cast(srcX * srcXFactor), srcY, static_cast(srcWidth * srcXFactor), srcHeight); srcBuffer->usageFlags = (srcBuffer->usageFlags | FB_USAGE_DOWNLOAD) & ~FB_USAGE_DOWNLOAD_CLEAR; } } return false; // Let the bit copy happen } else { return false; } } 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 = DisplayFramebufAddr() == dstBasePtr; if (isPrevDisplayBuffer || isDisplayBuffer) { FlushBeforeCopy(); DrawFramebufferToOutput(Memory::GetPointerUnchecked(dstBasePtr), displayFormat_, dstStride); return; } } if (MayIntersectFramebuffer(srcBasePtr) || MayIntersectFramebuffer(dstBasePtr)) { // TODO: Figure out how we can avoid repeating the search here. VirtualFramebuffer *dstBuffer = 0; VirtualFramebuffer *srcBuffer = 0; int srcWidth = width; int srcHeight = height; int dstWidth = width; int dstHeight = height; FindTransferFramebuffer(srcBuffer, srcBasePtr, srcStride, srcX, srcY, srcWidth, srcHeight, bpp, false); FindTransferFramebuffer(dstBuffer, dstBasePtr, dstStride, dstX, dstY, dstWidth, dstHeight, bpp, true); // 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_ != dstBuffer) { return; } if (dstBuffer && !srcBuffer) { WARN_LOG_ONCE(btu, G3D, "Block transfer upload %08x -> %08x", srcBasePtr, dstBasePtr); FlushBeforeCopy(); const u8 *srcBase = Memory::GetPointerUnchecked(srcBasePtr) + (srcX + srcY * srcStride) * bpp; int dstBpp = BufferFormatBytesPerPixel(dstBuffer->fb_format); float dstXFactor = (float)bpp / dstBpp; if (dstWidth > dstBuffer->width || dstHeight > dstBuffer->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. ResizeFramebufFBO(dstBuffer, dstWidth, dstHeight, false, true); // Make sure we don't flop back and forth. dstBuffer->newWidth = std::max(dstWidth, (int)dstBuffer->width); dstBuffer->newHeight = std::max(dstHeight, (int)dstBuffer->height); dstBuffer->lastFrameNewSize = gpuStats.numFlips; // Resizing may change the viewport/etc. gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE); } DrawPixels(dstBuffer, static_cast(dstX * dstXFactor), dstY, srcBase, dstBuffer->fb_format, static_cast(srcStride * dstXFactor), static_cast(dstWidth * dstXFactor), dstHeight); SetColorUpdated(dstBuffer, 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::Resized() { 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 (UpdateSize()) { DestroyAllFBOs(); } // Might have a new post shader - let's compile it. presentation_->UpdatePostShader(); #ifdef _WIN32 // Seems related - if you're ok with numbers all the time, show some more :) if (g_Config.iShowFPSCounter != 0) { ShowScreenResolution(); } #endif } void FramebufferManagerCommon::DestroyAllFBOs() { currentRenderVfb_ = nullptr; displayFramebuf_ = nullptr; prevDisplayFramebuf_ = nullptr; prevPrevDisplayFramebuf_ = nullptr; for (VirtualFramebuffer *vfb : vfbs_) { INFO_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(); } 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), "temp_fbo_%dx%d%s", w / renderScaleFactor_, h / renderScaleFactor_, z_stencil ? "_depth" : ""); Draw::Framebuffer *fbo = draw_->CreateFramebuffer({ w, h, 1, 1, z_stencil, name }); if (!fbo) { return nullptr; } const TempFBOInfo info = { fbo, gpuStats.numFlips }; tempFBOs_[key] = info; return fbo; } void FramebufferManagerCommon::UpdateFramebufUsage(VirtualFramebuffer *vfb) { 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::ShowScreenResolution() { auto gr = GetI18NCategory("Graphics"); std::ostringstream messageStream; messageStream << gr->T("Internal Resolution") << ": "; messageStream << PSP_CoreParameter().renderWidth << "x" << PSP_CoreParameter().renderHeight << " "; if (postShaderIsUpscalingFilter_) { messageStream << gr->T("(upscaling)") << " "; } else if (postShaderIsSupersampling_) { messageStream << gr->T("(supersampling)") << " "; } messageStream << gr->T("Window Size") << ": "; messageStream << PSP_CoreParameter().pixelWidth << "x" << PSP_CoreParameter().pixelHeight; host->NotifyUserMessage(messageStream.str(), 2.0f, 0xFFFFFF, "resize"); INFO_LOG(SYSTEM, "%s", messageStream.str().c_str()); } // 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. PackFramebufferAsync_ on OpenGL already does something similar. // // 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 = 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::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, "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_->CopyFramebufferToMemorySync(bound, Draw::FB_COLOR_BIT, 0, 0, w, h, Draw::DataFormat::R8G8B8A8_UNORM, buffer.GetData(), w, "GetFramebuffer"); gpuStats.numReadbacks++; // 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; if (gstate_c.Supports(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_->CopyFramebufferToMemorySync(vfb->fbo, Draw::FB_DEPTH_BIT, 0, 0, w, h, Draw::DataFormat::D32F, buffer.GetData(), w, "GetDepthBuffer"); // 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_->CopyFramebufferToMemorySync(vfb->fbo, Draw::FB_STENCIL_BIT, 0, 0, w,h, Draw::DataFormat::S8, buffer.GetData(), w, "GetStencilbuffer"); // That may have unbound the framebuffer, rebind to avoid crashes when debugging. RebindFramebuffer("RebindFramebuffer - GetStencilbuffer"); return retval; } bool FramebufferManagerCommon::GetOutputFramebuffer(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; buffer.Allocate(w, h, fmt == Draw::DataFormat::R8G8B8A8_UNORM ? GPU_DBG_FORMAT_8888 : GPU_DBG_FORMAT_8888_BGRA, false); bool retval = draw_->CopyFramebufferToMemorySync(nullptr, Draw::FB_COLOR_BIT, 0, 0, w, h, fmt, buffer.GetData(), w, "GetOutputFramebuffer"); // That may have unbound the framebuffer, rebind to avoid crashes when debugging. RebindFramebuffer("RebindFramebuffer - GetOutputFramebuffer"); return retval; } // This function takes an already correctly-sized framebuffer and packs it into RAM. // Does not need to account for scaling. // 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::PackFramebufferSync_(VirtualFramebuffer *vfb, int x, int y, int w, int h) { if (!vfb->fbo) { ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackFramebufferSync_: vfb->fbo == 0"); return; } if (w <= 0 || h <= 0) { ERROR_LOG(G3D, "Bad inputs to PackFramebufferSync_: %d %d %d %d", x, y, w, h); return; } const u32 fb_address = vfb->fb_address & 0x3FFFFFFF; Draw::DataFormat destFormat = GEFormatToThin3D(vfb->fb_format); const int dstBpp = (int)DataFormatSizeInBytes(destFormat); const int dstByteOffset = (y * vfb->fb_stride + x) * dstBpp; const int dstSize = (h * vfb->fb_stride + w - 1) * dstBpp; if (!Memory::IsValidRange(fb_address + dstByteOffset, dstSize)) { ERROR_LOG_REPORT(G3D, "PackFramebufferSync_ 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(G3D, "Reading framebuffer to mem, fb_address = %08x, ptr=%p", fb_address, destPtr); if (destPtr) { draw_->CopyFramebufferToMemorySync(vfb->fbo, Draw::FB_COLOR_BIT, x, y, w, h, destFormat, destPtr, vfb->fb_stride, "PackFramebufferSync_"); 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); } else { ERROR_LOG(G3D, "PackFramebufferSync_: Tried to readback to bad address %08x (stride = %d)", fb_address + dstByteOffset, vfb->fb_stride); } gpuStats.numReadbacks++; } void FramebufferManagerCommon::ReadFramebufferToMemory(VirtualFramebuffer *vfb, int x, int y, int w, int h) { // Clamp to bufferWidth. Sometimes block transfers can cause this to hit. if (x + w >= vfb->bufferWidth) { w = vfb->bufferWidth - x; } if (vfb && vfb->fbo) { // We'll pseudo-blit framebuffers here to get a resized version of vfb. if (gameUsesSequentialCopies_) { // Ignore the x/y/etc., read the entire thing. // TODO: What game did we need this for? 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. 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 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; } } if (vfb->renderWidth == vfb->width && vfb->renderHeight == vfb->height) { // No need to blit PackFramebufferSync_(vfb, x, y, w, h); } else { VirtualFramebuffer *nvfb = FindDownloadTempBuffer(vfb); if (nvfb) { BlitFramebuffer(nvfb, x, y, vfb, x, y, w, h, 0, "Blit_ReadFramebufferToMemory"); PackFramebufferSync_(nvfb, x, y, w, h); } } draw_->InvalidateCachedState(); textureCache_->ForgetLastTexture(); RebindFramebuffer("RebindFramebuffer - ReadFramebufferToMemory"); } } void FramebufferManagerCommon::FlushBeforeCopy() { // Flush anything not yet drawn before blitting, downloading, or uploading. // This might be a stalled list, or unflushed before a block transfer, etc. // 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. SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason); drawEngine_->DispatchFlush(); } // 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); // 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; // We'll pseudo-blit framebuffers here to get a resized version of vfb. VirtualFramebuffer *nvfb = FindDownloadTempBuffer(vfb); if (nvfb) { BlitFramebuffer(nvfb, x, y, vfb, x, y, w, h, 0, "Blit_DownloadFramebufferForClut"); PackFramebufferSync_(nvfb, x, y, w, h); } textureCache_->ForgetLastTexture(); RebindFramebuffer("RebindFramebuffer - DownloadFramebufferForClut"); } } } void FramebufferManagerCommon::RebindFramebuffer(const char *tag) { draw_->InvalidateCachedState(); shaderManager_->DirtyLastShader(); if (currentRenderVfb_ && currentRenderVfb_->fbo) { draw_->BindFramebufferAsRenderTarget(currentRenderVfb_->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, tag); } else { // Should this even happen? It could while debugging, but maybe we can just skip binding at all. draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, "RebindFramebuffer_Bad"); } } std::vector FramebufferManagerCommon::GetFramebufferList() const { std::vector list; for (auto vfb : vfbs_) { FramebufferInfo info; info.fb_address = vfb->fb_address; info.z_address = vfb->z_address; info.format = vfb->fb_format; info.width = vfb->width; info.height = vfb->height; info.fbo = vfb->fbo; list.push_back(info); } return list; } template static void DoRelease(T *&obj) { if (obj) obj->Release(); obj = nullptr; } void FramebufferManagerCommon::DeviceLost() { DestroyAllFBOs(); presentation_->DeviceLost(); for (int i = 0; i < 3; i++) { for (int j = 0; j < 3; j++) { DoRelease(reinterpretFromTo_[i][j]); } } DoRelease(stencilUploadSampler_); DoRelease(stencilUploadPipeline_); DoRelease(draw2DPipelineColor_); DoRelease(draw2DPipelineDepth_); DoRelease(draw2DPipeline565ToDepth_); DoRelease(draw2DPipeline565ToDepthDeswizzle_); draw2D_.DeviceLost(); 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(DRAW2D_COPY_COLOR)); gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_RASTER_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS | DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE); } void FramebufferManagerCommon::BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp, const char *tag) { RasterChannel channel = RASTER_COLOR; 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; } // 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 = draw_->GetDeviceCaps().framebufferBlitSupported; bool useCopy = draw_->GetDeviceCaps().framebufferCopySupported; if (dst == currentRenderVfb_) { // If already bound, using either a blit or a copy is unlikely to be an optimization. // So we're gonna use a raster draw instead. useBlit = false; useCopy = false; } float srcXFactor = src->renderScaleFactor; float srcYFactor = src->renderScaleFactor; const int srcBpp = BufferFormatBytesPerPixel(src->fb_format); 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->fb_format); 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, 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::FB_COLOR_BIT : Draw::FB_DEPTH_BIT, tag); return; } } if (useBlit) { draw_->BlitFramebuffer(src->fbo, srcX1, srcY1, srcX2, srcY2, dst->fbo, dstX1, dstY1, dstX2, dstY2, channel == RASTER_COLOR ? Draw::FB_COLOR_BIT : Draw::FB_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, pipeline, tag); srcFBO = tempFBO; } BlitUsingRaster(srcFBO, srcX1, srcY1, srcX2, srcY2, dst->fbo, dstX1, dstY1, dstX2, dstY2, false, pipeline, tag); } draw_->InvalidateCachedState(); gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_BLEND_STATE | DIRTY_RASTER_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, 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); float dX = 1.0f / (float)destW; float dY = 1.0f / (float)destH; float sX = 1.0f / (float)srcW; float sY = 1.0f / (float)srcH; Draw2DVertex vtx[4] = { { -1.0f + 2.0f * dX * destX1, -(1.0f - 2.0f * dY * destY1), sX * srcX1, sY * srcY1 }, { -1.0f + 2.0f * dX * destX2, -(1.0f - 2.0f * dY * destY1), sX * srcX2, sY * srcY1 }, { -1.0f + 2.0f * dX * destX1, -(1.0f - 2.0f * dY * destY2), sX * srcX1, sY * srcY2 }, { -1.0f + 2.0f * dX * destX2, -(1.0f - 2.0f * dY * destY2), sX * srcX2, sY * srcY2 }, }; // Unbind the texture first to avoid the D3D11 hazard check (can't set render target to things bound as textures and vice versa, not even temporarily). draw_->BindTexture(0, nullptr); // 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::FB_COLOR_BIT : Draw::FB_DEPTH_BIT, 0); Draw::Viewport vp{ 0.0f, 0.0f, (float)dest->Width(), (float)dest->Height(), 0.0f, 1.0f }; draw_->SetViewports(1, &vp); draw_->SetScissorRect(0, 0, (int)dest->Width(), (int)dest->Height()); draw2D_.DrawStrip2D(nullptr, vtx, 4, linearFilter, pipeline, src->Width(), src->Height(), renderScaleFactor_); gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE); } 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; } if (dest->fb_address == src->fb_address && dest->fb_stride == src->fb_stride && dest->fb_format == newFormat) { vfb = dest; break; } } if (!vfb) { WARN_LOG(G3D, "Creating %s clone of %08x/%08x/%s", GeBufferFormatToString(newFormat), src->fb_address, src->z_address, GeBufferFormatToString(src->fb_format)); // Create a clone! vfb = new VirtualFramebuffer(); *vfb = *src; // Copies everything, but watch out! Can't copy fbo. vfb->fb_format = newFormat; char tag[128]; FormatFramebufferName(vfb, tag, sizeof(tag)); vfb->fbo = draw_->CreateFramebuffer({ vfb->renderWidth, vfb->renderHeight, 1, 1, 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; }