// 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 "gfx_es2/glsl_program.h" #include "gfx_es2/gl_state.h" #include "gfx_es2/fbo.h" #include "math/lin/matrix4x4.h" #include "Core/Host.h" #include "Core/MemMap.h" #include "Core/Config.h" #include "Core/System.h" #include "GPU/ge_constants.h" #include "GPU/GPUState.h" #include "GPU/GLES/Framebuffer.h" #include "GPU/GLES/TextureCache.h" #include "GPU/GLES/ShaderManager.h" static const char tex_fs[] = "#ifdef GL_ES\n" "precision mediump float;\n" "#endif\n" "uniform sampler2D sampler0;\n" "varying vec2 v_texcoord0;\n" "void main() {\n" " gl_FragColor = texture2D(sampler0, v_texcoord0);\n" " gl_FragColor.a = 1.0;\n" "}\n"; static const char basic_vs[] = #ifndef USING_GLES2 "#version 120\n" #endif "attribute vec4 a_position;\n" "attribute vec2 a_texcoord0;\n" "uniform mat4 u_viewproj;\n" "varying vec4 v_color;\n" "varying vec2 v_texcoord0;\n" "void main() {\n" " v_texcoord0 = a_texcoord0;\n" " gl_Position = u_viewproj * a_position;\n" "}\n"; // Aggressively delete unused FBO:s to save gpu memory. enum { FBO_OLD_AGE = 5, }; static bool MaskedEqual(u32 addr1, u32 addr2) { return (addr1 & 0x3FFFFFF) == (addr2 & 0x3FFFFFF); } void CenterRect(float *x, float *y, float *w, float *h, float origW, float origH, float frameW, float frameH) { if (g_Config.bStretchToDisplay) { *x = 0; *y = 0; *w = frameW; *h = frameH; return; } float origRatio = origW/origH; float frameRatio = frameW/frameH; if (origRatio > frameRatio) { // Image is wider than frame. Center vertically. float scale = origW / frameW; *x = 0.0f; *w = frameW; *h = frameW / origRatio; #ifdef BLACKBERRY // Stretch a little bit if (g_Config.bPartialStretch) *h = (frameH + *h) / 2.0f; // (408 + 720) / 2 = 564 #endif *y = (frameH - *h) / 2.0f; } else { // Image is taller than frame. Center horizontally. float scale = origH / frameH; *y = 0.0f; *h = frameH; *w = frameH * origRatio; *x = (frameW - *w) / 2.0f; } } FramebufferManager::FramebufferManager() : ramDisplayFramebufPtr_(0), displayFramebuf_(0), displayFramebufPtr_(0), prevDisplayFramebuf_(0), prevPrevDisplayFramebuf_(0), frameLastFramebufUsed(0), currentRenderVfb_(0), drawPixelsTex_(0), drawPixelsTexFormat_(-1), convBuf(0) { draw2dprogram = glsl_create_source(basic_vs, tex_fs); glsl_bind(draw2dprogram); glUniform1i(draw2dprogram->sampler0, 0); glsl_unbind(); // And an initial clear. We don't clear per frame as the games are supposed to handle that // by themselves. glstate.depthWrite.set(GL_TRUE); glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glClearColor(0,0,0,1); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); useBufferedRendering_ = g_Config.bBufferedRendering; } FramebufferManager::~FramebufferManager() { if (drawPixelsTex_) glDeleteTextures(1, &drawPixelsTex_); glsl_destroy(draw2dprogram); delete [] convBuf; } void FramebufferManager::DrawPixels(const u8 *framebuf, int pixelFormat, int linesize) { if (drawPixelsTex_ && drawPixelsTexFormat_ != pixelFormat) { glDeleteTextures(1, &drawPixelsTex_); drawPixelsTex_ = 0; } if (!drawPixelsTex_) { glGenTextures(1, &drawPixelsTex_); // Initialize backbuffer texture for DrawPixels glBindTexture(GL_TEXTURE_2D, drawPixelsTex_); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); switch (pixelFormat) { case PSP_DISPLAY_PIXEL_FORMAT_8888: break; } glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 512, 272, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); glBindTexture(GL_TEXTURE_2D, 0); drawPixelsTexFormat_ = pixelFormat; } // TODO: We can just change the texture format and flip some bits around instead of this. if (pixelFormat != PSP_DISPLAY_PIXEL_FORMAT_8888 || linesize != 512) { if (!convBuf) { convBuf = new u8[512 * 272 * 4]; } for (int y = 0; y < 272; y++) { switch (pixelFormat) { case PSP_DISPLAY_PIXEL_FORMAT_565: { const u16 *src = (const u16 *)framebuf + linesize * y; u8 *dst = convBuf + 4 * 512 * y; for (int x = 0; x < 480; x++) { u16 col = src[x]; dst[x * 4] = ((col) & 0x1f) << 3; dst[x * 4 + 1] = ((col >> 5) & 0x3f) << 2; dst[x * 4 + 2] = ((col >> 11) & 0x1f) << 3; dst[x * 4 + 3] = 255; } } break; case PSP_DISPLAY_PIXEL_FORMAT_5551: { const u16 *src = (const u16 *)framebuf + linesize * y; u8 *dst = convBuf + 4 * 512 * y; for (int x = 0; x < 480; x++) { u16 col = src[x]; dst[x * 4] = ((col) & 0x1f) << 3; dst[x * 4 + 1] = ((col >> 5) & 0x1f) << 3; dst[x * 4 + 2] = ((col >> 10) & 0x1f) << 3; dst[x * 4 + 3] = (col >> 15) ? 255 : 0; } } break; case PSP_DISPLAY_PIXEL_FORMAT_4444: { const u16 *src = (const u16 *)framebuf + linesize * y; u8 *dst = convBuf + 4 * 512 * y; for (int x = 0; x < 480; x++) { u16 col = src[x]; dst[x * 4] = ((col >> 8) & 0xf) << 4; dst[x * 4 + 1] = ((col >> 4) & 0xf) << 4; dst[x * 4 + 2] = (col & 0xf) << 4; dst[x * 4 + 3] = (col >> 12) << 4; } } break; case PSP_DISPLAY_PIXEL_FORMAT_8888: { const u8 *src = framebuf + linesize * 4 * y; u8 *dst = convBuf + 4 * 512 * y; memcpy(dst, src, 4 * 480); } break; } } } glBindTexture(GL_TEXTURE_2D,drawPixelsTex_); if (g_Config.bLinearFiltering) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } glTexSubImage2D(GL_TEXTURE_2D,0,0,0,512,272, GL_RGBA, GL_UNSIGNED_BYTE, pixelFormat == PSP_DISPLAY_PIXEL_FORMAT_8888 ? framebuf : convBuf); float x, y, w, h; CenterRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight); DrawActiveTexture(x, y, w, h, false, 480.0f / 512.0f); } void FramebufferManager::DrawActiveTexture(float x, float y, float w, float h, bool flip, float uscale) { float u2 = uscale; float v1 = flip ? 1.0f : 0.0f; float v2 = flip ? 0.0f : 1.0f; const float pos[12] = {x,y,0, x+w,y,0, x+w,y+h,0, x,y+h,0}; const float texCoords[8] = {0, v1, u2, v1, u2, v2, 0, v2}; glsl_bind(draw2dprogram); Matrix4x4 ortho; ortho.setOrtho(0, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, 0, -1, 1); glUniformMatrix4fv(draw2dprogram->u_viewproj, 1, GL_FALSE, ortho.getReadPtr()); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glEnableVertexAttribArray(draw2dprogram->a_position); glEnableVertexAttribArray(draw2dprogram->a_texcoord0); glVertexAttribPointer(draw2dprogram->a_position, 3, GL_FLOAT, GL_FALSE, 12, pos); glVertexAttribPointer(draw2dprogram->a_texcoord0, 2, GL_FLOAT, GL_FALSE, 8, texCoords); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); // TODO: TRIANGLE_STRIP is more likely to be optimized. glDisableVertexAttribArray(draw2dprogram->a_position); glDisableVertexAttribArray(draw2dprogram->a_texcoord0); glsl_unbind(); } VirtualFramebuffer *FramebufferManager::GetDisplayFBO() { VirtualFramebuffer *match = NULL; for (size_t i = 0; i < vfbs_.size(); ++i) { VirtualFramebuffer *v = vfbs_[i]; if (MaskedEqual(v->fb_address, displayFramebufPtr_) && v->format == displayFormat_ && v->width >= 480) { // Could check w too but whatever if (match == NULL || match->last_frame_used < v->last_frame_used) { match = v; } } } if (match != NULL) { return match; } DEBUG_LOG(HLE, "Finding no FBO matching address %08x", displayFramebufPtr_); #if 0 // defined(_DEBUG) std::string debug = "FBOs: "; for (size_t i = 0; i < vfbs_.size(); ++i) { char temp[256]; sprintf(temp, "%08x %i %i", vfbs_[i]->fb_address, vfbs_[i]->width, vfbs_[i]->height); debug += std::string(temp); } ERROR_LOG(HLE, "FBOs: %s", debug.c_str()); #endif return 0; } void GetViewportDimensions(int &w, int &h) { float vpXa = getFloat24(gstate.viewportx1); float vpYa = getFloat24(gstate.viewporty1); w = (int)fabsf(vpXa * 2); h = (int)fabsf(vpYa * 2); } // Heuristics to figure out the size of FBO to create. void GuessDrawingSize(int &drawing_width, int &drawing_height) { GetViewportDimensions(drawing_width, drawing_height); // HACK for first frame where some games don't init things right if (drawing_width <= 1 && drawing_height <= 1) { drawing_width = 480; drawing_height = 272; } // Now, cap using scissor. Hm, no, this doesn't work so well. /* if (drawing_width > gstate.getScissorX2() + 1) drawing_width = gstate.getScissorX2() + 1; if (drawing_height > gstate.getScissorY2() + 1) drawing_height = gstate.getScissorY2() + 1;*/ // Cap at maximum texture size for now. Don't see much point in drawing bigger. drawing_width = std::min(drawing_width, 512); drawing_height = std::min(drawing_height, 512); } void FramebufferManager::DestroyFramebuf(VirtualFramebuffer *v) { textureCache_->NotifyFramebufferDestroyed(v->fb_address, v); if (v->fbo) { fbo_destroy(v->fbo); v->fbo = 0; } // Wipe some pointers if (currentRenderVfb_ == v) currentRenderVfb_ = 0; if (displayFramebuf_ == v) displayFramebuf_ = 0; if (prevDisplayFramebuf_ == v) prevDisplayFramebuf_ = 0; if (prevPrevDisplayFramebuf_ == v) prevPrevDisplayFramebuf_ = 0; delete v; } void FramebufferManager::SetRenderFrameBuffer() { if (!gstate_c.framebufChanged && currentRenderVfb_) { currentRenderVfb_->last_frame_used = gpuStats.numFrames; return; } gstate_c.framebufChanged = false; // Get parameters u32 fb_address = (gstate.fbptr & 0xFFE000) | ((gstate.fbwidth & 0xFF0000) << 8); int fb_stride = gstate.fbwidth & 0x3C0; u32 z_address = (gstate.zbptr & 0xFFE000) | ((gstate.zbwidth & 0xFF0000) << 8); int z_stride = gstate.zbwidth & 0x3C0; // Yeah this is not completely right. but it'll do for now. //int drawing_width = ((gstate.region2) & 0x3FF) + 1; //int drawing_height = ((gstate.region2 >> 10) & 0x3FF) + 1; // As there are no clear "framebuffer width" and "framebuffer height" registers, // we need to infer the size of the current framebuffer somehow. Let's try the viewport. int fmt = gstate.framebufpixformat & 3; int drawing_width, drawing_height; GuessDrawingSize(drawing_width, drawing_height); int buffer_width = drawing_width; int buffer_height = drawing_height; // Find a matching framebuffer, same size or bigger VirtualFramebuffer *vfb = 0; for (size_t i = 0; i < vfbs_.size(); ++i) { VirtualFramebuffer *v = vfbs_[i]; if (MaskedEqual(v->fb_address, fb_address) && v->format == fmt) { // Okay, let's check the sizes. If the new one is bigger than the old one, recreate. // If the opposite, just use it and hope that the game sets scissors accordingly. if (v->bufferWidth >= drawing_width && v->bufferHeight >= drawing_height) { // Let's not be so picky for now. Let's say this is the one. vfb = v; // Update fb stride in case it changed vfb->fb_stride = fb_stride; // Just hack the width/height and we should be fine. also hack renderwidth/renderheight? v->width = drawing_width; v->height = drawing_height; break; } else { INFO_LOG(HLE, "Embiggening framebuffer (%i, %i) -> (%i, %i)", (int)v->width, (int)v->height, drawing_width, drawing_height); // drawing_width or drawing_height is bigger. Let's recreate with the max. // To do this right we should copy the data over too, but meh. buffer_width = std::max((int)v->width, drawing_width); buffer_height = std::max((int)v->height, drawing_height); DestroyFramebuf(v); vfbs_.erase(vfbs_.begin() + i--); break; } } } float renderWidthFactor = (float)PSP_CoreParameter().renderWidth / 480.0f; float renderHeightFactor = (float)PSP_CoreParameter().renderHeight / 272.0f; // None found? Create one. if (!vfb) { gstate_c.textureChanged = true; 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->renderWidth = (u16)(drawing_width * renderWidthFactor); vfb->renderHeight = (u16)(drawing_height * renderHeightFactor); vfb->bufferWidth = buffer_width; vfb->bufferHeight = buffer_height; vfb->format = fmt; vfb->usageFlags = FB_USAGE_RENDERTARGET; vfb->dirtyAfterDisplay = true; if (g_Config.bTrueColor) { vfb->colorDepth = FBO_8888; } else { switch (fmt) { case GE_FORMAT_4444: vfb->colorDepth = FBO_4444; break; case GE_FORMAT_5551: vfb->colorDepth = FBO_5551; break; case GE_FORMAT_565: vfb->colorDepth = FBO_565; break; case GE_FORMAT_8888: vfb->colorDepth = FBO_8888; break; default: vfb->colorDepth = FBO_8888; break; } } //#ifdef ANDROID // vfb->colorDepth = FBO_8888; //#endif if (useBufferedRendering_) { vfb->fbo = fbo_create(vfb->renderWidth, vfb->renderHeight, 1, true, vfb->colorDepth); if (vfb->fbo) { fbo_bind_as_render_target(vfb->fbo); } else { ERROR_LOG(HLE, "Error creating FBO! %i x %i", vfb->renderWidth, vfb->renderHeight); } } else { fbo_unbind(); // Let's ignore rendering to targets that have not (yet) been displayed. gstate_c.skipDrawReason |= SKIPDRAW_NON_DISPLAYED_FB; } textureCache_->NotifyFramebuffer(vfb->fb_address, vfb); vfb->last_frame_used = gpuStats.numFrames; frameLastFramebufUsed = gpuStats.numFrames; vfbs_.push_back(vfb); glstate.depthWrite.set(GL_TRUE); glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glClearColor(0,0,0,1); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glEnable(GL_DITHER); currentRenderVfb_ = vfb; INFO_LOG(HLE, "Creating FBO for %08x : %i x %i x %i", vfb->fb_address, vfb->width, vfb->height, vfb->format); // We already have it! } else if (vfb != currentRenderVfb_) { // Use it as a render target. DEBUG_LOG(HLE, "Switching render target to FBO for %08x", vfb->fb_address); vfb->usageFlags |= FB_USAGE_RENDERTARGET; gstate_c.textureChanged = true; vfb->last_frame_used = gpuStats.numFrames; frameLastFramebufUsed = gpuStats.numFrames; vfb->dirtyAfterDisplay = true; if (useBufferedRendering_) { if (vfb->fbo) { fbo_bind_as_render_target(vfb->fbo); } else { // wtf? This should only happen very briefly when toggling bBufferedRendering fbo_unbind(); } } else { if (vfb->fbo) { // wtf? This should only happen very briefly when toggling bBufferedRendering textureCache_->NotifyFramebufferDestroyed(vfb->fb_address, vfb); fbo_destroy(vfb->fbo); vfb->fbo = 0; } fbo_unbind(); // 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; /* if (drawing_width == 480 && drawing_height == 272) { gstate_c.skipDrawReason &= ~SKIPDRAW_SKIPNONFB; // OK! } else { gstate_c.skipDrawReason |= ~SKIPDRAW_SKIPNONFB; }*/ } textureCache_->NotifyFramebuffer(vfb->fb_address, vfb); #ifdef USING_GLES2 // Some tiled mobile GPUs benefit IMMENSELY from clearing an FBO before rendering // to it. This broke stuff before, so now it only clears on the first use of an // FBO in a frame. This means that some games won't be able to avoid the on-some-GPUs // performance-crushing framebuffer reloads from RAM, but we'll have to live with that. if (vfb->last_frame_used != gpuStats.numFrames) { glstate.depthWrite.set(GL_TRUE); glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glClearColor(0,0,0,1); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); } #endif currentRenderVfb_ = vfb; } else { vfb->last_frame_used = gpuStats.numFrames; frameLastFramebufUsed = gpuStats.numFrames; } // ugly... if (gstate_c.curRTWidth != vfb->width || gstate_c.curRTHeight != vfb->height) { shaderManager_->DirtyUniform(DIRTY_PROJTHROUGHMATRIX); gstate_c.curRTWidth = vfb->width; gstate_c.curRTHeight = vfb->height; } } void FramebufferManager::CopyDisplayToOutput() { fbo_unbind(); currentRenderVfb_ = 0; VirtualFramebuffer *vfb = GetDisplayFBO(); if (!vfb) { if (Memory::IsValidAddress(ramDisplayFramebufPtr_)) { // The game is displaying something directly from RAM. In GTA, it's decoded video. DrawPixels(Memory::GetPointer(ramDisplayFramebufPtr_), displayFormat_, displayStride_); } else if (Memory::IsValidAddress(displayFramebufPtr_)) { // The game is displaying something directly from RAM. In GTA, it's decoded video. DrawPixels(Memory::GetPointer(displayFramebufPtr_), displayFormat_, displayStride_); } else { DEBUG_LOG(HLE, "Found no FBO to display! displayFBPtr = %08x", displayFramebufPtr_); // No framebuffer to display! Clear to black. glstate.depthWrite.set(GL_TRUE); glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glClearColor(0,0,0,1); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); } return; } vfb->usageFlags |= FB_USAGE_DISPLAYED_FRAMEBUFFER; vfb->dirtyAfterDisplay = false; if (prevDisplayFramebuf_ != displayFramebuf_) { prevPrevDisplayFramebuf_ = prevDisplayFramebuf_; } if (displayFramebuf_ != vfb) { prevDisplayFramebuf_ = displayFramebuf_; } displayFramebuf_ = vfb; if (vfb->fbo) { glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight); DEBUG_LOG(HLE, "Displaying FBO %08x", vfb->fb_address); glstate.blend.disable(); glstate.cullFace.disable(); glstate.depthTest.disable(); glstate.scissorTest.disable(); glstate.stencilTest.disable(); fbo_bind_color_as_texture(vfb->fbo, 0); // These are in the output display coordinates float x, y, w, h; CenterRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight); DrawActiveTexture(x, y, w, h, true); glBindTexture(GL_TEXTURE_2D, 0); } if (resized_) { glstate.depthWrite.set(GL_TRUE); glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glClearColor(0,0,0,1); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); } } void FramebufferManager::EndFrame() { if (resized_) { DestroyAllFBOs(); glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight); resized_ = false; } } void FramebufferManager::DeviceLost() { DestroyAllFBOs(); resized_ = false; } void FramebufferManager::BeginFrame() { DecimateFBOs(); // NOTE - this is all wrong. At the beginning of the frame is a TERRIBLE time to draw the fb. if (g_Config.bDisplayFramebuffer && displayFramebufPtr_) { INFO_LOG(HLE, "Drawing the framebuffer (%08x)", displayFramebufPtr_); const u8 *pspframebuf = Memory::GetPointer((0x44000000) | (displayFramebufPtr_ & 0x1FFFFF)); // TODO - check glstate.cullFace.disable(); glstate.depthTest.disable(); glstate.blend.disable(); glstate.scissorTest.disable(); glstate.stencilTest.disable(); DrawPixels(pspframebuf, displayFormat_, displayStride_); // TODO: restore state? } currentRenderVfb_ = 0; useBufferedRendering_ = g_Config.bBufferedRendering; } void FramebufferManager::SetDisplayFramebuffer(u32 framebuf, u32 stride, int format) { if ((framebuf & 0x04000000) == 0) { DEBUG_LOG(HLE, "Non-VRAM display framebuffer address set: %08x", framebuf); ramDisplayFramebufPtr_ = framebuf; displayStride_ = stride; displayFormat_ = format; } else { ramDisplayFramebufPtr_ = 0; displayFramebufPtr_ = framebuf; displayStride_ = stride; displayFormat_ = format; } } std::vector FramebufferManager::GetFramebufferList() { std::vector list; for (size_t i = 0; i < vfbs_.size(); ++i) { VirtualFramebuffer *vfb = vfbs_[i]; FramebufferInfo info; info.fb_address = vfb->fb_address; info.z_address = vfb->z_address; info.format = vfb->format; info.width = vfb->width; info.height = vfb->height; info.fbo = vfb->fbo; list.push_back(info); } return list; } void FramebufferManager::DecimateFBOs() { fbo_unbind(); currentRenderVfb_ = 0; for (size_t i = 0; i < vfbs_.size(); ++i) { VirtualFramebuffer *vfb = vfbs_[i]; if (vfb == displayFramebuf_ || vfb == prevDisplayFramebuf_ || vfb == prevPrevDisplayFramebuf_) { continue; } int age = frameLastFramebufUsed - vfb->last_frame_used; if (age > FBO_OLD_AGE) { INFO_LOG(HLE, "Decimating FBO for %08x (%i x %i x %i), age %i", vfb->fb_address, vfb->width, vfb->height, vfb->format, age) DestroyFramebuf(vfb); vfbs_.erase(vfbs_.begin() + i--); } } } void FramebufferManager::DestroyAllFBOs() { fbo_unbind(); currentRenderVfb_ = 0; displayFramebuf_ = 0; prevDisplayFramebuf_ = 0; prevPrevDisplayFramebuf_ = 0; for (size_t i = 0; i < vfbs_.size(); ++i) { VirtualFramebuffer *vfb = vfbs_[i]; INFO_LOG(HLE, "Destroying FBO for %08x : %i x %i x %i", vfb->fb_address, vfb->width, vfb->height, vfb->format); DestroyFramebuf(vfb); } vfbs_.clear(); } void FramebufferManager::UpdateFromMemory(u32 addr, int size) { addr &= ~0x40000000; // TODO: Could go through all FBOs, but probably not important? // TODO: Could also check for inner changes, but video is most important. if (addr == DisplayFramebufAddr() || addr == PrevDisplayFramebufAddr()) { // TODO: Deleting the FBO is a heavy hammer solution, so let's only do it if it'd help. if (!Memory::IsValidAddress(displayFramebufPtr_)) return; fbo_unbind(); currentRenderVfb_ = 0; bool needUnbind = false; for (size_t i = 0; i < vfbs_.size(); ++i) { VirtualFramebuffer *vfb = vfbs_[i]; if (MaskedEqual(vfb->fb_address, addr)) { // TODO: This without the fbo_unbind() above would be better than destroying the FBO. // However, it doesn't seem to work for Star Ocean, at least if (g_Config.bBufferedRendering) { fbo_bind_as_render_target(vfb->fbo); needUnbind = true; DrawPixels(Memory::GetPointer(addr), vfb->format, vfb->fb_stride); } else { INFO_LOG(HLE, "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--); } } } if (needUnbind) fbo_unbind(); } } void FramebufferManager::Resized() { resized_ = true; }