// 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 "Common/Common.h" #include "Core/Config.h" #include "Core/CoreParameter.h" #include "Core/Reporting.h" #include "Core/System.h" #include "GPU/Common/FramebufferCommon.h" #include "GPU/GPUInterface.h" #include "GPU/GPUState.h" FramebufferManagerCommon::FramebufferManagerCommon() : displayFramebufPtr_(0), displayStride_(0), displayFormat_(GE_FORMAT_565), displayFramebuf_(0), prevDisplayFramebuf_(0), prevPrevDisplayFramebuf_(0), frameLastFramebufUsed_(0), currentRenderVfb_(0), framebufRangeEnd_(0), hackForce04154000Download_(false) { } FramebufferManagerCommon::~FramebufferManagerCommon() { } void FramebufferManagerCommon::BeginFrame() { DecimateFBOs(); currentRenderVfb_ = 0; useBufferedRendering_ = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE; updateVRAM_ = !(g_Config.iRenderingMode == FB_NON_BUFFERED_MODE || g_Config.iRenderingMode == FB_BUFFERED_MODE); } void FramebufferManagerCommon::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) { displayFramebufPtr_ = framebuf; displayStride_ = stride; displayFormat_ = format; } VirtualFramebuffer *FramebufferManagerCommon::GetVFBAt(u32 addr) { VirtualFramebuffer *match = NULL; for (size_t i = 0; i < vfbs_.size(); ++i) { VirtualFramebuffer *v = vfbs_[i]; if (MaskedEqual(v->fb_address, addr)) { // Could check w too but whatever if (match == NULL || match->last_frame_render < v->last_frame_render) { match = v; } } } if (match != NULL) { return match; } DEBUG_LOG(SCEGE, "Finding no FBO matching address %08x", addr); return 0; } bool FramebufferManagerCommon::MaskedEqual(u32 addr1, u32 addr2) { return (addr1 & 0x03FFFFFF) == (addr2 & 0x03FFFFFF); } u32 FramebufferManagerCommon::FramebufferByteSize(const VirtualFramebuffer *vfb) const { return vfb->fb_stride * vfb->height * (vfb->format == GE_FORMAT_8888 ? 4 : 2); } bool FramebufferManagerCommon::ShouldDownloadFramebuffer(const VirtualFramebuffer *vfb) const { return updateVRAM_ || (hackForce04154000Download_ && vfb->fb_address == 0x00154000); } // Heuristics to figure out the size of FBO to create. void FramebufferManagerCommon::EstimateDrawingSize(int &drawing_width, int &drawing_height) { static const int MAX_FRAMEBUF_HEIGHT = 512; const int viewport_width = (int) gstate.getViewportX1(); const int viewport_height = (int) gstate.getViewportY1(); const int region_width = gstate.getRegionX2() + 1; const int region_height = gstate.getRegionY2() + 1; const int scissor_width = gstate.getScissorX2() + 1; const int scissor_height = gstate.getScissorY2() + 1; const int fb_stride = std::max(gstate.FrameBufStride(), 4); // 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) { 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. if (region_width <= fb_stride && region_width > drawing_width && 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); } // 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. const u32 fb_address = gstate.getFrameBufAddress(); u32 nearest_address = 0xFFFFFFFF; for (size_t i = 0; i < vfbs_.size(); ++i) { const u32 other_address = vfbs_[i]->fb_address | 0x44000000; 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 = gstate.FrameBufFormat() == GE_FORMAT_8888 ? 4 : 2; 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; } } DEBUG_LOG(G3D, "Est: %08x V: %ix%i, R: %ix%i, S: %ix%i, STR: %i, THR:%i, Z:%08x = %ix%i", gstate.getFrameBufAddress(), 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); } void FramebufferManagerCommon::DoSetRenderFrameBuffer() { /* if (useBufferedRendering_ && currentRenderVfb_) { // Hack is enabled, and there was a previous framebuffer. // Before we switch, let's do a series of trickery to copy one bit of stencil to // destination alpha. Or actually, this is just a bunch of hackery attempts on Wipeout. // Ignore for now. glstate.depthTest.disable(); glstate.colorMask.set(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE); glstate.stencilTest.enable(); glstate.stencilOp.set(GL_KEEP, GL_KEEP, GL_KEEP); // don't modify stencil§ glstate.stencilFunc.set(GL_GEQUAL, 0xFE, 0xFF); DrawPlainColor(0x00000000); //glstate.stencilFunc.set(GL_LESS, 0x80, 0xFF); //DrawPlainColor(0xFF000000); glstate.stencilTest.disable(); glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glstate.depthTest.disable(); glstate.colorMask.set(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE); DrawPlainColor(0x00000000); shaderManager_->DirtyLastShader(); // dirty lastShader_ } */ gstate_c.framebufChanged = false; // Get parameters const u32 fb_address = gstate.getFrameBufRawAddress(); const int fb_stride = gstate.FrameBufStride(); const u32 z_address = gstate.getDepthBufRawAddress(); const int z_stride = gstate.DepthBufStride(); GEBufferFormat fmt = gstate.FrameBufFormat(); // 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(drawing_width, drawing_height); gstate_c.cutRTOffsetX = 0; bool vfbFormatChanged = false; // Find a matching framebuffer VirtualFramebuffer *vfb = 0; for (size_t i = 0; i < vfbs_.size(); ++i) { VirtualFramebuffer *v = vfbs_[i]; if (v->fb_address == fb_address) { vfb = v; // Update fb stride in case it changed if (vfb->fb_stride != fb_stride || vfb->format != fmt) { vfbFormatChanged = true; vfb->fb_stride = fb_stride; vfb->format = fmt; } // In throughmode, a higher height could be used. Let's avoid shrinking the buffer. if (gstate.isModeThrough() && (int)vfb->width < 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_address < fb_address && v->fb_address + v->fb_stride * 4 > fb_address) { // Possibly a render-to-offset. const u32 bpp = v->format == GE_FORMAT_8888 ? 4 : 2; const int x_offset = (fb_address - v->fb_address) / bpp; if (v->format == fmt && v->fb_stride == fb_stride && x_offset < fb_stride && v->height >= drawing_height) { WARN_LOG_REPORT_ONCE(renderoffset, HLE, "Rendering to framebuffer offset: %08x +%dx%d", v->fb_address, x_offset, 0); vfb = v; gstate_c.cutRTOffsetX = x_offset; vfb->width = std::max((int)vfb->width, x_offset + drawing_width); // To prevent the newSize code from being confused. drawing_width += x_offset; break; } } } 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 > 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); } } } else { // It's not different, let's keep track of that too. vfb->lastFrameNewSize = gpuStats.numFlips; } } float renderWidthFactor = (float)PSP_CoreParameter().renderWidth / 480.0f; float renderHeightFactor = (float)PSP_CoreParameter().renderHeight / 272.0f; if (hackForce04154000Download_ && fb_address == 0x00154000) { renderWidthFactor = 1.0; renderHeightFactor = 1.0; } // None found? Create one. if (!vfb) { vfb = new VirtualFramebuffer(); vfb->fbo = 0; vfb->fb_address = fb_address; vfb->fb_stride = fb_stride; vfb->z_address = z_address; vfb->z_stride = z_stride; vfb->width = drawing_width; vfb->height = drawing_height; vfb->newWidth = drawing_width; vfb->newHeight = drawing_height; vfb->lastFrameNewSize = gpuStats.numFlips; vfb->renderWidth = (u16)(drawing_width * renderWidthFactor); vfb->renderHeight = (u16)(drawing_height * renderHeightFactor); vfb->bufferWidth = drawing_width; vfb->bufferHeight = drawing_height; vfb->format = fmt; vfb->drawnWidth = 0; vfb->drawnHeight = 0; vfb->drawnFormat = fmt; vfb->usageFlags = FB_USAGE_RENDERTARGET; SetColorUpdated(vfb); vfb->depthUpdated = false; u32 byteSize = FramebufferByteSize(vfb); u32 fb_address_mem = (fb_address & 0x3FFFFFFF) | 0x04000000; if (Memory::IsVRAMAddress(fb_address_mem) && fb_address_mem + byteSize > framebufRangeEnd_) { framebufRangeEnd_ = fb_address_mem + byteSize; } ResizeFramebufFBO(vfb, drawing_width, drawing_height, true); NotifyRenderFramebufferCreated(vfb); INFO_LOG(SCEGE, "Creating FBO for %08x : %i x %i x %i", vfb->fb_address, vfb->width, vfb->height, vfb->format); vfb->last_frame_render = gpuStats.numFlips; vfb->last_frame_used = 0; vfb->last_frame_attached = 0; frameLastFramebufUsed_ = gpuStats.numFlips; vfbs_.push_back(vfb); currentRenderVfb_ = vfb; if (useBufferedRendering_ && !updateVRAM_ && !g_Config.bDisableSlowFramebufEffects) { gpu->PerformMemoryUpload(fb_address_mem, byteSize); NotifyStencilUpload(fb_address_mem, byteSize, true); // TODO: Is it worth trying to upload the depth buffer? } // Let's check for depth buffer overlap. Might be interesting. bool sharingReported = false; bool writingDepth = true; // Technically, it may write depth later, but we're trying to detect it only when it's really true. if (gstate.isModeClear()) { writingDepth = !gstate.isClearModeDepthMask() && gstate.isDepthWriteEnabled(); } else { writingDepth = gstate.isDepthWriteEnabled(); } for (size_t i = 0, end = vfbs_.size(); i < end; ++i) { if (vfbs_[i]->z_stride != 0 && 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 (!gstate.isModeClear() || !gstate.isClearModeColorMask() || !gstate.isClearModeAlphaMask()) { if (fb_address != 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", fb_address, z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address); } } } else if (z_stride != 0 && z_address == vfbs_[i]->fb_address) { // If it's clearing it, then it's probably just the reverse of the above case. if (writingDepth) { WARN_LOG_REPORT(SCEGE, "FBO using existing buffer as depthbuffer, %08x/%08x and %08x/%08x", fb_address, z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address); } } else if (vfbs_[i]->z_stride != 0 && z_address == vfbs_[i]->z_address && 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 (writingDepth) { WARN_LOG_REPORT(SCEGE, "FBO reusing depthbuffer, %08x/%08x and %08x/%08x", fb_address, 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(SCEGE, "Switching render target to FBO for %08x: %i x %i x %i ", vfb->fb_address, vfb->width, vfb->height, vfb->format); vfb->usageFlags |= FB_USAGE_RENDERTARGET; vfb->last_frame_render = gpuStats.numFlips; frameLastFramebufUsed_ = gpuStats.numFlips; vfb->dirtyAfterDisplay = true; if ((gstate_c.skipDrawReason & SKIPDRAW_SKIPFRAME) == 0) vfb->reallyDirtyAfterDisplay = true; VirtualFramebuffer *prev = currentRenderVfb_; currentRenderVfb_ = vfb; NotifyRenderFramebufferSwitched(prev, vfb); } else { vfb->last_frame_render = gpuStats.numFlips; frameLastFramebufUsed_ = gpuStats.numFlips; vfb->dirtyAfterDisplay = true; if ((gstate_c.skipDrawReason & SKIPDRAW_SKIPFRAME) == 0) vfb->reallyDirtyAfterDisplay = true; NotifyRenderFramebufferUpdated(vfb, vfbFormatChanged); } gstate_c.curRTWidth = vfb->width; gstate_c.curRTHeight = vfb->height; gstate_c.curRTRenderWidth = vfb->renderWidth; gstate_c.curRTRenderHeight = vfb->renderHeight; } void FramebufferManagerCommon::UpdateFromMemory(u32 addr, int size, bool safe) { addr &= ~0x40000000; // 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 (MaskedEqual(vfb->fb_address, addr)) { FlushBeforeCopy(); if (useBufferedRendering_ && vfb->fbo) { DisableState(); GEBufferFormat fmt = vfb->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 | 0x04000000), fmt, vfb->fb_stride, vfb->width, vfb->height); SetColorUpdated(vfb); } else { INFO_LOG(SCEGE, "Invalidating FBO for %08x (%i x %i x %i)", vfb->fb_address, vfb->width, vfb->height, vfb->format); DestroyFramebuf(vfb); vfbs_.erase(vfbs_.begin() + i--); } } } RebindFramebuffer(); } }