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) {
	// 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.

	u32 backBuffer = PrevDisplayFramebufAddr();
	u32 displayBuffer = DisplayFramebufAddr();

	// TODO: Is this not handled by upload?  Should we check !dstBuffer to avoid a double copy?
	if (((backBuffer != 0 && dstBasePtr == backBuffer) ||
		(displayBuffer != 0 && dstBasePtr == displayBuffer)) &&
		dstStride == 512 && height == 272 && !useBufferedRendering_) {
		FlushBeforeCopy();
		DrawFramebufferToOutput(Memory::GetPointerUnchecked(dstBasePtr), displayFormat_, 512, false);
	}

	if (MayIntersectFramebuffer(srcBasePtr) || MayIntersectFramebuffer(dstBasePtr)) {
		VirtualFramebuffer *dstBuffer = 0;
		VirtualFramebuffer *srcBuffer = 0;
		int srcWidth = width;
		int srcHeight = height;
		int dstWidth = width;
		int dstHeight = height;
		FindTransferFramebuffers(dstBuffer, srcBuffer, dstBasePtr, dstStride, dstX, dstY, srcBasePtr, srcStride, srcX, srcY, srcWidth, srcHeight, dstWidth, dstHeight, bpp);

		if (!useBufferedRendering_ && currentRenderVfb_ != dstBuffer) {
			return;
		}

		if (dstBuffer && !srcBuffer) {
			WARN_LOG_ONCE(btu, G3D, "Block transfer upload %08x -> %08x", srcBasePtr, dstBasePtr);
			if (g_Config.bBlockTransferGPU) {
				FlushBeforeCopy();
				const u8 *srcBase = Memory::GetPointerUnchecked(srcBasePtr) + (srcX + srcY * srcStride) * bpp;
				int dstBpp = dstBuffer->format == GE_FORMAT_8888 ? 4 : 2;
				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);
				}
				DrawPixels(dstBuffer, static_cast<int>(dstX * dstXFactor), dstY, srcBase, dstBuffer->format, static_cast<int>(srcStride * dstXFactor), static_cast<int>(dstWidth * dstXFactor), dstHeight);
				SetColorUpdated(dstBuffer, skipDrawReason);
				RebindFramebuffer();
			}
		}
	}
}
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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) {
	if (!useBufferedRendering_ || updateVRAM_) {
		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;
	FindTransferFramebuffers(dstBuffer, srcBuffer, dstBasePtr, dstStride, dstX, dstY, srcBasePtr, srcStride, srcX, srcY, srcWidth, srcHeight, dstWidth, dstHeight, bpp);

	if (dstBuffer && srcBuffer) {
		if (srcBuffer == dstBuffer) {
			if (srcX != dstX || srcY != dstY) {
				WARN_LOG_ONCE(dstsrc, G3D, "Intra-buffer block transfer %08x -> %08x", srcBasePtr, dstBasePtr);
				if (g_Config.bBlockTransferGPU) {
					FlushBeforeCopy();
					BlitFramebuffer(dstBuffer, dstX, dstY, srcBuffer, srcX, srcY, dstWidth, dstHeight, bpp);
					RebindFramebuffer();
					SetColorUpdated(dstBuffer);
					return true;
				}
			} else {
				// Ignore, nothing to do.  Tales of Phantasia X does this by accident.
				if (g_Config.bBlockTransferGPU) {
					return true;
				}
			}
		} else {
			WARN_LOG_ONCE(dstnotsrc, G3D, "Inter-buffer block transfer %08x -> %08x", srcBasePtr, dstBasePtr);
			// Just do the blit!
			if (g_Config.bBlockTransferGPU) {
				FlushBeforeCopy();
				BlitFramebuffer(dstBuffer, dstX, dstY, srcBuffer, srcX, srcY, dstWidth, dstHeight, bpp);
				RebindFramebuffer();
				SetColorUpdated(dstBuffer);
				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_ONCE(btd, G3D, "Block transfer download %08x -> %08x", srcBasePtr, dstBasePtr);
		FlushBeforeCopy();
		if (g_Config.bBlockTransferGPU && !srcBuffer->memoryUpdated) {
			const int srcBpp = srcBuffer->format == GE_FORMAT_8888 ? 4 : 2;
			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, true, static_cast<int>(srcX * srcXFactor), srcY, static_cast<int>(srcWidth * srcXFactor), srcHeight);
			}
		}
		return false;  // Let the bit copy happen
	} else {
		return false;
	}
}
bool FramebufferManagerGLES::NotifyStencilUpload(u32 addr, int size, bool skipZero) {
	if (!MayIntersectFramebuffer(addr)) {
		return false;
	}

	VirtualFramebuffer *dstBuffer = 0;
	for (size_t i = 0; i < vfbs_.size(); ++i) {
		VirtualFramebuffer *vfb = vfbs_[i];
		if (MaskedEqual(vfb->fb_address, addr)) {
			dstBuffer = vfb;
		}
	}
	if (!dstBuffer) {
		return false;
	}

	int values = 0;
	u8 usedBits = 0;

	const u8 *src = Memory::GetPointer(addr);
	if (!src)
		return false;

	switch (dstBuffer->format) {
	case GE_FORMAT_565:
		// Well, this doesn't make much sense.
		return false;
	case GE_FORMAT_5551:
		usedBits = StencilBits5551(src, dstBuffer->fb_stride * dstBuffer->bufferHeight);
		values = 2;
		break;
	case GE_FORMAT_4444:
		usedBits = StencilBits4444(src, dstBuffer->fb_stride * dstBuffer->bufferHeight);
		values = 16;
		break;
	case GE_FORMAT_8888:
		usedBits = StencilBits8888(src, dstBuffer->fb_stride * dstBuffer->bufferHeight);
		values = 256;
		break;
	case GE_FORMAT_INVALID:
		// Impossible.
		break;
	}

	if (usedBits == 0) {
		if (skipZero) {
			// Common when creating buffers, it's already 0.  We're done.
			return false;
		}

		// Let's not bother with the shader if it's just zero.
		if (dstBuffer->fbo) {
			draw_->BindFramebufferAsRenderTarget(dstBuffer->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::CLEAR });
		}
		render_->Clear(0, 0, 0, GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT, 0x8, 0, 0, 0, 0);
		gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_VIEWPORTSCISSOR_STATE);
		return true;
	}

	if (!stencilUploadProgram_) {
		std::string errorString;
		static std::string vs_code, fs_code;
		vs_code = ApplyGLSLPrelude(stencil_vs, GL_VERTEX_SHADER);
		fs_code = ApplyGLSLPrelude(stencil_fs, GL_FRAGMENT_SHADER);
		std::vector<GLRShader *> shaders;
		shaders.push_back(render_->CreateShader(GL_VERTEX_SHADER, vs_code, "stencil"));
		shaders.push_back(render_->CreateShader(GL_FRAGMENT_SHADER, fs_code, "stencil"));
		std::vector<GLRProgram::UniformLocQuery> queries;
		queries.push_back({ &u_stencilUploadTex, "tex" });
		queries.push_back({ &u_stencilValue, "u_stencilValue" });
		std::vector<GLRProgram::Initializer> inits;
		inits.push_back({ &u_stencilUploadTex, 0, 0 });
		stencilUploadProgram_ = render_->CreateProgram(shaders, {}, queries, inits, false);
		for (auto iter : shaders) {
			render_->DeleteShader(iter);
		}
		if (!stencilUploadProgram_) {
			ERROR_LOG_REPORT(G3D, "Failed to compile stencilUploadProgram! This shouldn't happen.\n%s", errorString.c_str());
		}
	}

	shaderManagerGL_->DirtyLastShader();

	bool useBlit = gstate_c.Supports(GPU_SUPPORTS_ARB_FRAMEBUFFER_BLIT | GPU_SUPPORTS_NV_FRAMEBUFFER_BLIT);

	// Our fragment shader (and discard) is slow.  Since the source is 1x, we can stencil to 1x.
	// Then after we're done, we'll just blit it across and stretch it there.
	if (dstBuffer->bufferWidth == dstBuffer->renderWidth || !dstBuffer->fbo) {
		useBlit = false;
	}
	u16 w = useBlit ? dstBuffer->bufferWidth : dstBuffer->renderWidth;
	u16 h = useBlit ? dstBuffer->bufferHeight : dstBuffer->renderHeight;

	Draw::Framebuffer *blitFBO = nullptr;
	if (useBlit) {
		blitFBO = GetTempFBO(w, h, Draw::FBO_8888);
		draw_->BindFramebufferAsRenderTarget(blitFBO, { Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE });
	} else if (dstBuffer->fbo) {
		draw_->BindFramebufferAsRenderTarget(dstBuffer->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::CLEAR });
	}
	render_->SetViewport({ 0, 0, (float)w, (float)h, 0.0f, 1.0f });

	float u1 = 1.0f;
	float v1 = 1.0f;
	MakePixelTexture(src, dstBuffer->format, dstBuffer->fb_stride, dstBuffer->bufferWidth, dstBuffer->bufferHeight, u1, v1);
	textureCacheGL_->ForgetLastTexture();

	// We must bind the program after starting the render pass, and set the color mask after clearing.
	render_->SetDepth(false, false, GL_ALWAYS);
	render_->Clear(0, 0, 0, GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, 0x8, 0, 0, 0, 0);
	render_->SetStencilFunc(GL_TRUE, GL_ALWAYS, 0xFF, 0xFF);
	render_->SetRaster(false, GL_CCW, GL_FRONT, GL_FALSE);
	render_->BindProgram(stencilUploadProgram_);
	render_->SetNoBlendAndMask(0x8);

	for (int i = 1; i < values; i += i) {
		if (!(usedBits & i)) {
			// It's already zero, let's skip it.
			continue;
		}
		if (dstBuffer->format == GE_FORMAT_4444) {
			render_->SetStencilOp((i << 4) | i, GL_REPLACE, GL_REPLACE, GL_REPLACE);
			render_->SetUniformF1(&u_stencilValue, i * (16.0f / 255.0f));
		} else if (dstBuffer->format == GE_FORMAT_5551) {
			render_->SetStencilOp(0xFF, GL_REPLACE, GL_REPLACE, GL_REPLACE);
			render_->SetUniformF1(&u_stencilValue, i * (128.0f / 255.0f));
		} else {
			render_->SetStencilOp(i, GL_REPLACE, GL_REPLACE, GL_REPLACE);
			render_->SetUniformF1(&u_stencilValue, i * (1.0f / 255.0f));
		}
		DrawActiveTexture(0, 0, dstBuffer->width, dstBuffer->height, dstBuffer->bufferWidth, dstBuffer->bufferHeight, 0.0f, 0.0f, u1, v1, ROTATION_LOCKED_HORIZONTAL, DRAWTEX_NEAREST | DRAWTEX_KEEP_STENCIL_ALPHA);
	}

	if (useBlit) {
		draw_->BlitFramebuffer(blitFBO, 0, 0, w, h, dstBuffer->fbo, 0, 0, dstBuffer->renderWidth, dstBuffer->renderHeight, Draw::FB_STENCIL_BIT, Draw::FB_BLIT_NEAREST);
	}

	gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_RASTER_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_VIEWPORTSCISSOR_STATE);
	RebindFramebuffer();
	return true;
}