Пример #1
0
void FramebufferManagerCommon::DoSetRenderFrameBuffer() {
	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;
		vfb->last_frame_displayed = 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;
}
Пример #2
0
VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer(const FramebufferHeuristicParams &params, u32 skipDrawReason) {
	gstate_c.framebufChanged = false;

	// 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, params.fmt, params.viewportWidth, params.viewportHeight, params.regionWidth, params.regionHeight, params.scissorWidth, params.scissorHeight, std::max(params.fb_stride, 4), drawing_width, drawing_height);

	gstate_c.curRTOffsetX = 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 == params.fb_address) {
			vfb = v;
			// Update fb stride in case it changed
			if (vfb->fb_stride != params.fb_stride || vfb->format != params.fmt) {
				vfbFormatChanged = true;
				vfb->fb_stride = params.fb_stride;
				vfb->format = params.fmt;
			}
			// 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_address < params.fb_address && v->fb_address + v->fb_stride * 4 > params.fb_address) {
			// Possibly a render-to-offset.
			const u32 bpp = v->format == GE_FORMAT_8888 ? 4 : 2;
			const int x_offset = (params.fb_address - v->fb_address) / bpp;
			if (v->format == params.fmt && v->fb_stride == params.fb_stride && x_offset < params.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.curRTOffsetX = 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 > 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;
		}
	}

	float renderWidthFactor = renderWidth_ / 480.0f;
	float renderHeightFactor = renderHeight_ / 272.0f;

	if (hackForce04154000Download_ && params.fb_address == 0x00154000) {
		renderWidthFactor = 1.0;
		renderHeightFactor = 1.0;
	}

	// None found? Create one.
	if (!vfb) {
		vfb = new VirtualFramebuffer();
		memset(vfb, 0, sizeof(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;
		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 = params.fmt;
		vfb->drawnFormat = params.fmt;
		vfb->usageFlags = FB_USAGE_RENDERTARGET;
		SetColorUpdated(vfb, skipDrawReason);
		vfb->depthUpdated = false;

		u32 byteSize = FramebufferByteSize(vfb);
		u32 fb_address_mem = (params.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;
		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;
		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) {
					WARN_LOG_REPORT(SCEGE, "FBO reusing depthbuffer, %08x/%08x and %08x/%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(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 ((skipDrawReason & SKIPDRAW_SKIPFRAME) == 0)
			vfb->reallyDirtyAfterDisplay = true;

		VirtualFramebuffer *prev = currentRenderVfb_;
		currentRenderVfb_ = vfb;
		NotifyRenderFramebufferSwitched(prev, vfb, params.isClearingDepth);
	} else {
		vfb->last_frame_render = gpuStats.numFlips;
		frameLastFramebufUsed_ = gpuStats.numFlips;
		vfb->dirtyAfterDisplay = true;
		if ((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;
	return vfb;
}