Fix screen flickering with frameskip on D3D plugin, also fix occasional hang when turning frameskip off

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4194 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
sl1nk3.s 2009-09-04 06:09:21 +00:00
parent 08d3dee74c
commit 5a21d72693
13 changed files with 88 additions and 91 deletions

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@ -231,7 +231,7 @@ void Stop() // - Hammertime!
}
// Video_EnterLoop() should now exit so that EmuThread() will continue concurrently with the rest
// of the commands in this function. We no longer rely on Postmessage. */
// of the commands in this function. We no longer rely on Postmessage.
// Close the trace file
Core::StopTrace();
@ -698,7 +698,7 @@ void Callback_VideoCopiedToXFB(bool video_update)
int TargetVPS = (int)(VideoInterface::TargetRefreshRate + 0.5);
float Speed = (VPS / TargetVPS) * 100.0f;
float Speed = ((VPS > 0 ? VPS : VideoInterface::ActualRefreshRate) / TargetVPS) * 100.0f;
// Settings are shown the same for both extended and summary info
std::string SSettings = StringFromFormat(" | Core: %s %s",

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@ -77,6 +77,11 @@ void SetFrameSkipping(unsigned int framesToSkip) {
g_framesToSkip = (int)framesToSkip;
g_frameSkipCounter = 0;
// Don't forget to re-enable rendering in case it wasn't...
// as this won't be changed anymore when frameskip is turned off
if (framesToSkip == 0)
CPluginManager::GetInstance().GetVideo()->Video_SetRendering(true);
cs_frameSkip.Leave();
}

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@ -45,7 +45,7 @@ void SetBlendMode(const BPCmd &bp);
void SetDitherMode(const BPCmd &bp);
void SetLogicOpMode(const BPCmd &bp);
void SetColorMask(const BPCmd &bp);
void CopyEFB(const BPCmd &bp, const EFBRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 &copyfmt, const bool &scaleByHalf);
void CopyEFB(const BPCmd &bp, const EFBRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 &copyfmt, const int &scaleByHalf);
void RenderToXFB(const BPCmd &bp, const EFBRectangle &rc, const float &yScale, const float &xfbLines, u32 xfbAddr, const u32 &dstWidth, const u32 &dstHeight);
void ClearScreen(const BPCmd &bp, const EFBRectangle &rc);
void RestoreRenderState(const BPCmd &bp);

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@ -204,7 +204,7 @@ void BPWritten(const BPCmd& bp)
bpmem.zcontrol.pixel_format == PIXELFMT_Z24,
PE_copy.intensity_fmt > 0,
((PE_copy.target_pixel_format / 2) + ((PE_copy.target_pixel_format & 1) * 8)),
PE_copy.half_scale > 0);
PE_copy.half_scale);
}
else
{

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@ -205,7 +205,7 @@ void SetColorMask(const BPCmd &bp)
Renderer::SetColorMask();
}
void CopyEFB(const BPCmd &bp, const EFBRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 &copyfmt, const bool &scaleByHalf)
void CopyEFB(const BPCmd &bp, const EFBRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 &copyfmt, const int &scaleByHalf)
{
TextureCache::CopyRenderTargetToTexture(address, fromZBuffer, isIntensityFmt, copyfmt, scaleByHalf, rc);
}

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@ -38,6 +38,7 @@
#include "EmuWindow.h"
#include "AVIDump.h"
#include "OnScreenDisplay.h"
#include "Fifo.h"
#include "debugger/debugger.h"
@ -149,6 +150,9 @@ void formatBufferDump(const char *in, char *out, int w, int h, int p)
void Renderer::SwapBuffers()
{
if (g_bSkipCurrentFrame)
return;
// Center window again.
if (EmuWindow::GetParentWnd())
{

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@ -266,14 +266,13 @@ TextureCache::TCacheEntry *TextureCache::Load(int stage, u32 address, int width,
}
// EXTREMELY incomplete.
void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, bool bScaleByHalf, const EFBRectangle &source_rect)
void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle &source_rect)
{
int efb_w = source_rect.GetWidth();
int efb_h = source_rect.GetHeight();
int mult = bScaleByHalf ? 2 : 1;
int tex_w = (abs(source_rect.GetWidth()) / mult);
int tex_h = (abs(source_rect.GetHeight()) / mult);
int tex_w = (abs(source_rect.GetWidth()) >> bScaleByHalf);
int tex_h = (abs(source_rect.GetHeight()) >> bScaleByHalf);
TexCache::iterator iter;
LPDIRECT3DTEXTURE9 tex;
@ -282,7 +281,6 @@ void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, boo
{
if (!iter->second.isRenderTarget)
{
ERROR_LOG(VIDEO, "Using non-rendertarget texture as render target!!! WTF?", FALSE);
// Remove it and recreate it as a render target
iter->second.texture->Release();
iter->second.texture = 0;
@ -305,7 +303,6 @@ void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, boo
entry.w = tex_w;
entry.h = tex_h;
// TODO(ector): infer this size in some sensible way
D3D::dev->CreateTexture(tex_w, tex_h, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &entry.texture, 0);
textures[address] = entry;
tex = entry.texture;

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@ -63,7 +63,7 @@ public:
static void Shutdown();
static void Invalidate(bool shutdown);
static TCacheEntry *Load(int stage, u32 address, int width, int height, int format, int tlutaddr, int tlutfmt);
static void CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, bool bScaleByHalf, const EFBRectangle &source_rect);
static void CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle &source_rect);
};
#endif

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@ -116,7 +116,7 @@ void SetColorMask(const BPCmd &bp)
Renderer::SetColorMask();
}
void CopyEFB(const BPCmd &bp, const EFBRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 &copyfmt, const bool &scaleByHalf)
void CopyEFB(const BPCmd &bp, const EFBRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 &copyfmt, const int &scaleByHalf)
{
// bpmem.zcontrol.pixel_format to PIXELFMT_Z24 is when the game wants to copy from ZBuffer (Zbuffer uses 24-bit Format)
if (!g_Config.bEFBCopyDisable)

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@ -199,6 +199,7 @@ void EncodeToRamUsingShader(FRAGMENTSHADER& shader, GLuint srcTexture, const Tar
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
GL_REPORT_ERRORD();
glViewport(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight);
@ -231,7 +232,7 @@ void EncodeToRamUsingShader(FRAGMENTSHADER& shader, GLuint srcTexture, const Tar
GL_REPORT_ERRORD();
}
void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, bool bScaleByHalf, const EFBRectangle& source)
void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle& source)
{
u32 format = copyfmt;
@ -254,24 +255,15 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
u8 *dest_ptr = Memory_GetPtr(address);
GLuint source_texture = bFromZBuffer ? g_framebufferManager.ResolveAndGetDepthTarget(source) : g_framebufferManager.ResolveAndGetRenderTarget(source);
int width = source.right - source.left;
int height = source.bottom - source.top;
int width = (source.right - source.left) >> bScaleByHalf;
int height = (source.bottom - source.top) >> bScaleByHalf;
int size_in_bytes = TexDecoder_GetTextureSizeInBytes(width, height, format);
// Invalidate any existing texture covering this memory range.
// TODO - don't delete the texture if it already exists, just replace the contents.
TextureMngr::InvalidateRange(address, size_in_bytes);
if (bScaleByHalf)
{
// Hm. Shouldn't this only scale destination, not source?
// The bloom in Beyond Good & Evil is a good test case - due to this problem,
// it goes very wrong. Compare by switching back and forth between Copy textures to RAM and GL Texture.
// This also affects the shadows in Burnout 2 badly.
width /= 2;
height /= 2;
}
u16 blkW = TexDecoder_GetBlockWidthInTexels(format) - 1;
u16 blkH = TexDecoder_GetBlockHeightInTexels(format) - 1;
@ -297,7 +289,7 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
scaledSource.left = 0;
scaledSource.right = expandedWidth / samples;
EncodeToRamUsingShader(texconv_shader, source_texture, scaledSource, dest_ptr, expandedWidth / samples, expandedHeight, bScaleByHalf);
EncodeToRamUsingShader(texconv_shader, source_texture, scaledSource, dest_ptr, expandedWidth / samples, expandedHeight, bScaleByHalf > 0);
}
void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc,

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@ -30,7 +30,7 @@ void Init();
void Shutdown();
void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt,
u32 copyfmt, bool bScaleByHalf, const EFBRectangle& source);
u32 copyfmt, int bScaleByHalf, const EFBRectangle& source);
void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc,
u8* destAddr, int dstWidth, int dstHeight);

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@ -492,85 +492,84 @@ TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width
}
void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, bool bScaleByHalf, const EFBRectangle &source_rect)
void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle &source_rect)
{
DVSTARTPROFILE();
GL_REPORT_ERRORD();
DVSTARTPROFILE();
GL_REPORT_ERRORD();
// for intensity values, use Y of YUV format!
// for all purposes, treat 4bit equivalents as 8bit (probably just used for compression)
// RGBA8 - RGBA8
// RGB565 - RGB565
// RGB5A3 - RGB5A3
// I4,R4,Z4 - I4
// IA4,RA4 - IA4
// Z8M,G8,I8,A8,Z8,R8,B8,Z8L - I8
// Z16,GB8,RG8,Z16L,IA8,RA8 - IA8
bool bIsInit = textures.find(address) != textures.end();
// for intensity values, use Y of YUV format!
// for all purposes, treat 4bit equivalents as 8bit (probably just used for compression)
// RGBA8 - RGBA8
// RGB565 - RGB565
// RGB5A3 - RGB5A3
// I4,R4,Z4 - I4
// IA4,RA4 - IA4
// Z8M,G8,I8,A8,Z8,R8,B8,Z8L - I8
// Z16,GB8,RG8,Z16L,IA8,RA8 - IA8
bool bIsInit = textures.find(address) != textures.end();
PRIM_LOG("copytarg: addr=0x%x, fromz=%d, intfmt=%d, copyfmt=%d", address, (int)bFromZBuffer, (int)bIsIntensityFmt,copyfmt);
TCacheEntry& entry = textures[address];
entry.hash = 0;
entry.hashoffset = 0;
entry.frameCount = frameCount;
int mult = bScaleByHalf ? 2 : 1;
int w = (abs(source_rect.GetWidth()) / mult);
int h = (abs(source_rect.GetHeight()) / mult);
PRIM_LOG("copytarg: addr=0x%x, fromz=%d, intfmt=%d, copyfmt=%d", address, (int)bFromZBuffer, (int)bIsIntensityFmt,copyfmt);
GL_REPORT_ERRORD();
TCacheEntry& entry = textures[address];
entry.hash = 0;
entry.hashoffset = 0;
entry.frameCount = frameCount;
if (!bIsInit)
int w = (abs(source_rect.GetWidth()) >> bScaleByHalf);
int h = (abs(source_rect.GetHeight()) >> bScaleByHalf);
GL_REPORT_ERRORD();
if (!bIsInit)
{
glGenTextures(1, (GLuint *)&entry.texture);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, entry.texture);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
GL_REPORT_ERRORD();
}
else
glGenTextures(1, (GLuint *)&entry.texture);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, entry.texture);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
GL_REPORT_ERRORD();
}
else
{
_assert_(entry.texture);
_assert_(entry.texture);
GL_REPORT_ERROR();
if (entry.w == w && entry.h == h && entry.isRectangle)
{
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, entry.texture);
// for some reason mario sunshine errors here...
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, entry.texture);
// for some reason mario sunshine errors here...
// Beyond Good and Evil does too, occasionally.
GL_REPORT_ERROR();
GL_REPORT_ERROR();
} else {
// Delete existing texture.
glDeleteTextures(1,(GLuint *)&entry.texture);
glGenTextures(1, (GLuint *)&entry.texture);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, entry.texture);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
GL_REPORT_ERRORD();
}
}
// Delete existing texture.
glDeleteTextures(1,(GLuint *)&entry.texture);
glGenTextures(1, (GLuint *)&entry.texture);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, entry.texture);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
GL_REPORT_ERRORD();
}
}
if (!bIsInit || !entry.isRenderTarget)
if (!bIsInit || !entry.isRenderTarget)
{
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (glGetError() != GL_NO_ERROR) {
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP);
GL_REPORT_ERRORD();
}
}
entry.w = w;
entry.h = h;
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (glGetError() != GL_NO_ERROR) {
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP);
GL_REPORT_ERRORD();
}
}
entry.w = w;
entry.h = h;
entry.isRectangle = true;
entry.isRenderTarget = true;
entry.fmt = copyfmt;
entry.isRenderTarget = true;
entry.fmt = copyfmt;
float colmat[16];
float fConstAdd[4] = {0};
memset(colmat, 0, sizeof(colmat));
float colmat[16];
float fConstAdd[4] = {0};
memset(colmat, 0, sizeof(colmat));
if (bFromZBuffer)
{

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@ -71,7 +71,7 @@ public:
static void InvalidateRange(u32 start_address, u32 size);
static TCacheEntry* Load(int texstage, u32 address, int width, int height, u32 format, int tlutaddr, int tlutfmt);
static void CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, bool bScaleByHalf, const EFBRectangle &source);
static void CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle &source);
static void DisableStage(int stage); // sets active texture