// Copyright 2010 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later // --------------------------------------------------------------------------------------------- // GC graphics pipeline // --------------------------------------------------------------------------------------------- // 3d commands are issued through the fifo. The GPU draws to the 2MB EFB. // The efb can be copied back into ram in two forms: as textures or as XFB. // The XFB is the region in RAM that the VI chip scans out to the television. // So, after all rendering to EFB is done, the image is copied into one of two XFBs in RAM. // Next frame, that one is scanned out and the other one gets the copy. = double buffering. // --------------------------------------------------------------------------------------------- #include "VideoCommon/RenderBase.h" #include #include #include #include #include #include "Common/Assert.h" #include "Common/ChunkFile.h" #include "Common/CommonTypes.h" #include "Common/Config/Config.h" #include "Common/Logging/Log.h" #include "Common/MsgHandler.h" #include "Core/Config/GraphicsSettings.h" #include "Core/Config/SYSCONFSettings.h" #include "Core/ConfigManager.h" #include "Core/Core.h" #include "Core/DolphinAnalytics.h" #include "Core/FifoPlayer/FifoRecorder.h" #include "Core/FreeLookConfig.h" #include "Core/HW/SystemTimers.h" #include "Core/System.h" #include "VideoCommon/AbstractFramebuffer.h" #include "VideoCommon/AbstractGfx.h" #include "VideoCommon/AbstractTexture.h" #include "VideoCommon/BoundingBox.h" #include "VideoCommon/CommandProcessor.h" #include "VideoCommon/FrameDumper.h" #include "VideoCommon/FramebufferManager.h" #include "VideoCommon/GraphicsModSystem/Runtime/GraphicsModManager.h" #include "VideoCommon/OnScreenDisplay.h" #include "VideoCommon/PerformanceMetrics.h" #include "VideoCommon/PixelEngine.h" #include "VideoCommon/PixelShaderManager.h" #include "VideoCommon/Present.h" #include "VideoCommon/ShaderCache.h" #include "VideoCommon/Statistics.h" #include "VideoCommon/VertexManagerBase.h" #include "VideoCommon/VideoBackendBase.h" #include "VideoCommon/VideoConfig.h" std::unique_ptr g_renderer; Renderer::Renderer() : m_prev_efb_format{PixelFormat::INVALID_FMT}, m_last_xfb_width{MAX_XFB_WIDTH}, m_last_xfb_height{MAX_XFB_HEIGHT} { UpdateActiveConfig(); CalculateTargetSize(); UpdateWidescreen(); // VertexManager doesn't maintain statistics in Wii mode. if (!SConfig::GetInstance().bWii) m_update_widescreen_handle = AfterFrameEvent::Register([this] { UpdateWidescreenHeuristic(); }, "WideScreen Heuristic"); } Renderer::~Renderer() = default; void Renderer::ClearScreen(const MathUtil::Rectangle& rc, bool color_enable, bool alpha_enable, bool z_enable, u32 color, u32 z) { g_framebuffer_manager->FlushEFBPokes(); g_framebuffer_manager->FlagPeekCacheAsOutOfDate(); // Native -> EFB coordinates MathUtil::Rectangle target_rc = Renderer::ConvertEFBRectangle(rc); target_rc.ClampUL(0, 0, m_target_width, m_target_height); // Determine whether the EFB has an alpha channel. If it doesn't, we can clear the alpha // channel to 0xFF. // On backends that don't allow masking Alpha clears, this allows us to use the fast path // almost all the time if (bpmem.zcontrol.pixel_format == PixelFormat::RGB565_Z16 || bpmem.zcontrol.pixel_format == PixelFormat::RGB8_Z24 || bpmem.zcontrol.pixel_format == PixelFormat::Z24) { // Force alpha writes, and clear the alpha channel. alpha_enable = true; color &= 0x00FFFFFF; } g_gfx->ClearRegion(rc, target_rc, color_enable, alpha_enable, z_enable, color, z); // Scissor rect must be restored. BPFunctions::SetScissorAndViewport(); } void Renderer::ReinterpretPixelData(EFBReinterpretType convtype) { g_framebuffer_manager->ReinterpretPixelData(convtype); } u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) { if (type == EFBAccessType::PeekColor) { u32 color = g_framebuffer_manager->PeekEFBColor(x, y); // a little-endian value is expected to be returned color = ((color & 0xFF00FF00) | ((color >> 16) & 0xFF) | ((color << 16) & 0xFF0000)); if (bpmem.zcontrol.pixel_format == PixelFormat::RGBA6_Z24) { color = RGBA8ToRGBA6ToRGBA8(color); } else if (bpmem.zcontrol.pixel_format == PixelFormat::RGB565_Z16) { color = RGBA8ToRGB565ToRGBA8(color); } if (bpmem.zcontrol.pixel_format != PixelFormat::RGBA6_Z24) { color |= 0xFF000000; } // check what to do with the alpha channel (GX_PokeAlphaRead) PixelEngine::AlphaReadMode alpha_read_mode = Core::System::GetInstance().GetPixelEngine().GetAlphaReadMode(); if (alpha_read_mode == PixelEngine::AlphaReadMode::ReadNone) { return color; } else if (alpha_read_mode == PixelEngine::AlphaReadMode::ReadFF) { return color | 0xFF000000; } else { if (alpha_read_mode != PixelEngine::AlphaReadMode::Read00) { PanicAlertFmt("Invalid PE alpha read mode: {}", static_cast(alpha_read_mode)); } return color & 0x00FFFFFF; } } else // if (type == EFBAccessType::PeekZ) { // Depth buffer is inverted for improved precision near far plane float depth = g_framebuffer_manager->PeekEFBDepth(x, y); if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange) depth = 1.0f - depth; // Convert to 24bit depth u32 z24depth = std::clamp(static_cast(depth * 16777216.0f), 0, 0xFFFFFF); if (bpmem.zcontrol.pixel_format == PixelFormat::RGB565_Z16) { // When in RGB565_Z16 mode, EFB Z peeks return a 16bit value, which is presumably a // resolved sample from the MSAA buffer. // Dolphin doesn't currently emulate the 3 sample MSAA mode (and potentially never will) // it just transparently upgrades the framebuffer to 24bit depth and color and whatever // level of MSAA and higher Internal Resolution the user has configured. // This is mostly transparent, unless the game does an EFB read. // But we can simply convert the 24bit depth on the fly to the 16bit depth the game expects. return CompressZ16(z24depth, bpmem.zcontrol.zformat); } return z24depth; } } void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points) { if (type == EFBAccessType::PokeColor) { for (size_t i = 0; i < num_points; i++) { // Convert to expected format (BGRA->RGBA) // TODO: Check alpha, depending on mode? const EfbPokeData& point = points[i]; u32 color = ((point.data & 0xFF00FF00) | ((point.data >> 16) & 0xFF) | ((point.data << 16) & 0xFF0000)); g_framebuffer_manager->PokeEFBColor(point.x, point.y, color); } } else // if (type == EFBAccessType::PokeZ) { for (size_t i = 0; i < num_points; i++) { // Convert to floating-point depth. const EfbPokeData& point = points[i]; float depth = float(point.data & 0xFFFFFF) / 16777216.0f; if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange) depth = 1.0f - depth; g_framebuffer_manager->PokeEFBDepth(point.x, point.y, depth); } } } unsigned int Renderer::GetEFBScale() const { return m_efb_scale; } int Renderer::EFBToScaledX(int x) const { return x * static_cast(m_efb_scale); } int Renderer::EFBToScaledY(int y) const { return y * static_cast(m_efb_scale); } float Renderer::EFBToScaledXf(float x) const { return x * ((float)GetTargetWidth() / (float)EFB_WIDTH); } float Renderer::EFBToScaledYf(float y) const { return y * ((float)GetTargetHeight() / (float)EFB_HEIGHT); } std::tuple Renderer::CalculateTargetScale(int x, int y) const { return std::make_tuple(x * static_cast(m_efb_scale), y * static_cast(m_efb_scale)); } // return true if target size changed bool Renderer::CalculateTargetSize() { if (g_ActiveConfig.iEFBScale == EFB_SCALE_AUTO_INTEGRAL) { auto target_rectangle = g_presenter->GetTargetRectangle(); // Set a scale based on the window size int width = EFB_WIDTH * target_rectangle.GetWidth() / m_last_xfb_width; int height = EFB_HEIGHT * target_rectangle.GetHeight() / m_last_xfb_height; m_efb_scale = std::max((width - 1) / EFB_WIDTH + 1, (height - 1) / EFB_HEIGHT + 1); } else { m_efb_scale = g_ActiveConfig.iEFBScale; } const u32 max_size = g_ActiveConfig.backend_info.MaxTextureSize; if (max_size < EFB_WIDTH * m_efb_scale) m_efb_scale = max_size / EFB_WIDTH; auto [new_efb_width, new_efb_height] = CalculateTargetScale(EFB_WIDTH, EFB_HEIGHT); new_efb_width = std::max(new_efb_width, 1); new_efb_height = std::max(new_efb_height, 1); if (new_efb_width != m_target_width || new_efb_height != m_target_height) { m_target_width = new_efb_width; m_target_height = new_efb_height; auto& system = Core::System::GetInstance(); auto& pixel_shader_manager = system.GetPixelShaderManager(); pixel_shader_manager.SetEfbScaleChanged(EFBToScaledXf(1), EFBToScaledYf(1)); return true; } return false; } MathUtil::Rectangle Renderer::ConvertEFBRectangle(const MathUtil::Rectangle& rc) const { MathUtil::Rectangle result; result.left = EFBToScaledX(rc.left); result.top = EFBToScaledY(rc.top); result.right = EFBToScaledX(rc.right); result.bottom = EFBToScaledY(rc.bottom); return result; } void Renderer::UpdateWidescreen() { if (SConfig::GetInstance().bWii) m_is_game_widescreen = Config::Get(Config::SYSCONF_WIDESCREEN); // suggested_aspect_mode overrides SYSCONF_WIDESCREEN if (g_ActiveConfig.suggested_aspect_mode == AspectMode::Analog) m_is_game_widescreen = false; else if (g_ActiveConfig.suggested_aspect_mode == AspectMode::AnalogWide) m_is_game_widescreen = true; // If widescreen hack is disabled override game's AR if UI is set to 4:3 or 16:9. if (!g_ActiveConfig.bWidescreenHack) { const auto aspect_mode = g_ActiveConfig.aspect_mode; if (aspect_mode == AspectMode::Analog) m_is_game_widescreen = false; else if (aspect_mode == AspectMode::AnalogWide) m_is_game_widescreen = true; } } // Heuristic to detect if a GameCube game is in 16:9 anamorphic widescreen mode. void Renderer::UpdateWidescreenHeuristic() { const auto flush_statistics = g_vertex_manager->ResetFlushAspectRatioCount(); // If suggested_aspect_mode (GameINI) is configured don't use heuristic. if (g_ActiveConfig.suggested_aspect_mode != AspectMode::Auto) return; UpdateWidescreen(); // If widescreen hack isn't active and aspect_mode (UI) is 4:3 or 16:9 don't use heuristic. if (!g_ActiveConfig.bWidescreenHack && (g_ActiveConfig.aspect_mode == AspectMode::Analog || g_ActiveConfig.aspect_mode == AspectMode::AnalogWide)) return; // Modify the threshold based on which aspect ratio we're already using: // If the game's in 4:3, it probably won't switch to anamorphic, and vice-versa. static constexpr u32 TRANSITION_THRESHOLD = 3; const auto looks_normal = [](auto& counts) { return counts.normal_vertex_count > counts.anamorphic_vertex_count * TRANSITION_THRESHOLD; }; const auto looks_anamorphic = [](auto& counts) { return counts.anamorphic_vertex_count > counts.normal_vertex_count * TRANSITION_THRESHOLD; }; const auto& persp = flush_statistics.perspective; const auto& ortho = flush_statistics.orthographic; const auto ortho_looks_anamorphic = looks_anamorphic(ortho); if (looks_anamorphic(persp) || ortho_looks_anamorphic) { // If either perspective or orthographic projections look anamorphic, it's a safe bet. m_is_game_widescreen = true; } else if (looks_normal(persp) || (m_was_orthographically_anamorphic && looks_normal(ortho))) { // Many widescreen games (or AR/GeckoCodes) use anamorphic perspective projections // with NON-anamorphic orthographic projections. // This can cause incorrect changes to 4:3 when perspective projections are temporarily not // shown. e.g. Animal Crossing's inventory menu. // Unless we were in a situation which was orthographically anamorphic // we won't consider orthographic data for changes from 16:9 to 4:3. m_is_game_widescreen = false; } m_was_orthographically_anamorphic = ortho_looks_anamorphic; } void Renderer::OnConfigChanged(u32 bits) { if (bits & CONFIG_CHANGE_BIT_ASPECT_RATIO) UpdateWidescreen(); } void Renderer::Swap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u64 ticks) { if (xfb_addr && fb_width && fb_stride && fb_height) { // Update our last xfb values m_last_xfb_addr = xfb_addr; m_last_xfb_ticks = ticks; m_last_xfb_width = fb_width; m_last_xfb_stride = fb_stride; m_last_xfb_height = fb_height; } } bool Renderer::UseVertexDepthRange() const { // We can't compute the depth range in the vertex shader if we don't support depth clamp. if (!g_ActiveConfig.backend_info.bSupportsDepthClamp) return false; // We need a full depth range if a ztexture is used. if (bpmem.ztex2.op != ZTexOp::Disabled && !bpmem.zcontrol.early_ztest) return true; // If an inverted depth range is unsupported, we also need to check if the range is inverted. if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange && xfmem.viewport.zRange < 0.0f) return true; // If an oversized depth range or a ztexture is used, we need to calculate the depth range // in the vertex shader. return fabs(xfmem.viewport.zRange) > 16777215.0f || fabs(xfmem.viewport.farZ) > 16777215.0f; } void Renderer::DoState(PointerWrap& p) { p.Do(m_is_game_widescreen); p.Do(m_frame_count); p.Do(m_prev_efb_format); p.Do(m_last_xfb_ticks); p.Do(m_last_xfb_addr); p.Do(m_last_xfb_width); p.Do(m_last_xfb_stride); p.Do(m_last_xfb_height); g_bounding_box->DoState(p); if (p.IsReadMode()) { // Force the next xfb to be displayed. g_presenter->ClearLastXfbId(); m_was_orthographically_anamorphic = false; // And actually display it. Swap(m_last_xfb_addr, m_last_xfb_width, m_last_xfb_stride, m_last_xfb_height, m_last_xfb_ticks); } #if defined(HAVE_FFMPEG) g_frame_dumper->DoState(p); #endif }