pcsx2/plugins/zzogl-pg/opengl/ZZoglVB.cpp

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/* ZZ Open GL graphics plugin
* Copyright (c)2009-2010 zeydlitz@gmail.com, arcum42@gmail.com
* Based on Zerofrog's ZeroGS KOSMOS (c)2005-2008
*
* 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; either version 2 of the License, or
* (at your option) any later version.
*
* 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 for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
// Zerogs:VB implementation.
// VB stands for Visual Buffer, as I think
//------------------- Includes
#include "Util.h"
#include "targets.h"
#include "ZZoglVB.h"
#include "GS.h"
#include "Mem.h"
extern float fiTexWidth[2], fiTexHeight[2]; // current tex width and height
// ----------------- Defines
#define MINMAX_SHIFT 3
//------------------ Constants
// ----------------- Global Variables
int maxmin = 608;
// ----------------- Code
// Constructor. Set width and height to 1
VB::VB()
{
memset(this, 0, sizeof(VB));
tex0.tw = 1;
tex0.th = 1;
}
// Destructor
VB::~VB()
{
Destroy();
}
void VB::Destroy()
{
_aligned_free(pBufferData);
pBufferData = NULL;
nNumVertices = 0;
prndr = NULL;
pdepth = NULL;
}
int ConstraintReason;
// Return number of 64-pixels block, that guaranted could be hold in memory
// from gsfb.fbp and tbp (textrure pase), zbuf.zbp (Z-buffer), frame.fbp
// (previous frame).
inline int VB::FindMinimalMemoryConstrain(int tbp, int maxpos)
{
int MinConstraint = maxpos;
// make sure texture is far away from tbp
{
int Constraint = tbp - gsfb.fbp;
if ((0 < Constraint) && (Constraint < MinConstraint))
{
MinConstraint = Constraint;
ConstraintReason = 1;
}
}
// offroad uses 0x80 fbp which messes up targets
// special case when double buffering (hamsterball)
// Suikoden 3 require e00 have this issue too. P3 - 0x1000.
if (prndr != NULL)
{
int Constraint = frame.fbp - gsfb.fbp;
if ((0x0 < Constraint) && (Constraint < MinConstraint))
{
MinConstraint = Constraint;
ConstraintReason = 2;
}
}
// old caching method
// zmsk necessary for KH movie
if (!zbuf.zmsk)
{
int Constraint = zbuf.zbp - gsfb.fbp;
if ((0 < Constraint) && (Constraint < MinConstraint))
{
MinConstraint = Constraint;
ConstraintReason = 3;
}
}
// In 16Bit mode in one Word frame stored 2 pixels
if (PSMT_ISHALF(gsfb.psm)) MinConstraint *= 2;
return MinConstraint ;
}
// Return number of 64 pizel words that could be placed in Z-Buffer
// If no Z-buffer present return old constraint
inline int VB::FindZbufferMemoryConstrain(int tbp, int maxpos)
{
int MinConstraint = maxpos;
// Check tbp / zbuffer constraint
if (!zbuf.zmsk)
{
int Constraint = (tbp - zbuf.zbp) * (PSMT_ISHALF(zbuf.psm) ? 2 : 1);
if ((0 < Constraint) && (Constraint < MinConstraint))
{
MinConstraint = Constraint;
ConstraintReason = 4;
}
}
return MinConstraint;
}
// Return heights limiter from scissor...
inline int GetScissorY(int y)
{
int fbh = (y >> MINMAX_SHIFT) + 1;
if (fbh > 2 && (fbh & 1)) fbh -= 1;
return fbh;
}
//There is several reasons to limit a height of frame: maximum buffer size, calculated size
//from fbw and fbh and scissoring.
inline int VB::FindMinimalHeightConstrain(int maxpos)
{
int MinConstraint = maxpos;
if (maxmin < MinConstraint)
{
MinConstraint = maxmin;
ConstraintReason = 5;
}
if (gsfb.fbh < MinConstraint)
{
MinConstraint = gsfb.fbh;
ConstraintReason = 6;
}
int ScissorConstraint = GetScissorY(scissor.y1) ;
if (ScissorConstraint < MinConstraint)
{
MinConstraint = ScissorConstraint;
ConstraintReason = 7;
}
return MinConstraint;
}
// 32 bit frames have additional constraints to frame
// maxpos was maximum length of frame at normal constraints
inline void VB::CheckFrame32bitRes(int maxpos)
{
int fbh = frame.fbh;
if (frame.fbh >= 512)
{
// neopets hack
maxmin = min(maxmin, frame.fbh);
frame.fbh = maxmin;
ConstraintReason = 8;
}
// ffxii hack to stop resolving
if (frame.fbp >= 0x3000 && fbh >= 0x1a0)
{
int endfbp = frame.fbp + frame.fbw * fbh / (PSMT_ISHALF(gsfb.psm) ? 128 : 64);
// see if there is a previous render target in the way, reduce
for (CRenderTargetMngr::MAPTARGETS::iterator itnew = s_RTs.mapTargets.begin(); itnew != s_RTs.mapTargets.end(); ++itnew)
{
if (itnew->second->fbp > frame.fbp && endfbp > itnew->second->fbp)
{
endfbp = itnew->second->fbp;
}
}
frame.fbh = (endfbp - frame.fbp) * (PSMT_ISHALF(gsfb.psm) ? 128 : 64) / frame.fbw;
if (frame.fbh < fbh) ConstraintReason = 9;
}
}
// This is the main code for frame resizing.
// It checks for several reasons to resize and resizes if it needs to.
// 4Mb memory in 64 bit (4 bytes) words.
// |------------------------|---------------------|----------|----------|---------------------|
// 0 gsfb.fbp zbuff.zpb tbp frame.fbp 2^20/64
inline int VB::CheckFrameAddConstraints(int tbp)
{
if (gsfb.fbw <= 0)
{
ERROR_LOG_SPAM("render target null, no constraints. Ignoring\n");
return -1;
}
// Memory region after fbp
int maxmemorypos = 0x4000 - gsfb.fbp;
ConstraintReason = 0;
maxmemorypos = FindMinimalMemoryConstrain(tbp, maxmemorypos);
maxmemorypos = FindZbufferMemoryConstrain(tbp, maxmemorypos);
int maxpos = 64 * maxmemorypos ;
maxpos /= gsfb.fbw;
//? atelier iris crashes without it
if (maxpos > 256) maxpos &= ~0x1f;
#ifdef DEVBUILD
int noscissorpos = maxpos;
int ConstrainR1 = ConstraintReason;
#endif
maxpos = FindMinimalHeightConstrain(maxpos);
frame = gsfb;
frame.fbh = maxpos;
if (!PSMT_ISHALF(frame.psm) || !(conf.settings().full_16_bit_res)) CheckFrame32bitRes(maxpos);
#ifdef DEVBUILD
if (frame.fbh == 0xe2)
ZZLog::Debug_Log("Const: %x %x %d| %x %d %x %x", frame.fbh, frame.fbw, ConstraintReason, noscissorpos, ConstrainR1, tbp, frame.fbp);
#endif
// Fixme: Reserved psm for framebuffers
// gsfb.psm &= 0xf; // shadow tower
return 0;
}
// Check if after resizing new depth target is needed to be used.
// it returns 2 if a new depth target is used.
inline int VB::CheckFrameResolveDepth(int tbp)
{
int result = 0;
CDepthTarget* pprevdepth = pdepth;
pdepth = NULL;
// just z changed
frameInfo f = CreateFrame(zbuf.zbp, prndr->fbw, prndr->fbh, zbuf.psm, (zbuf.psm == 0x31) ? 0xff000000 : 0);
CDepthTarget* pnewdepth = (CDepthTarget*)s_DepthRTs.GetTarg(f, CRenderTargetMngr::TO_DepthBuffer | CRenderTargetMngr::TO_StrictHeight |
(zbuf.zmsk ? CRenderTargetMngr::TO_Virtual : 0), get_maxheight(zbuf.zbp, gsfb.fbw, 0));
assert(pnewdepth != NULL && prndr != NULL);
if (pnewdepth->fbh != prndr->fbh) ZZLog::Debug_Log("pnewdepth->fbh(0x%x) != prndr->fbh(0x%x)", pnewdepth->fbh, prndr->fbh);
//assert(pnewdepth->fbh == prndr->fbh);
if ((pprevdepth != pnewdepth) || (pprevdepth != NULL && (pprevdepth->status & CRenderTarget::TS_NeedUpdate)))
result = 2;
pdepth = pnewdepth;
return result;
}
// Check if after resizing, a new render target is needed to be used. Also perform deptarget check.
// Returns 1 if only 1 render target is changed and 3 -- if both.
inline int VB::CheckFrameResolveRender(int tbp)
{
int result = 0;
CRenderTarget* pprevrndr = prndr;
prndr = NULL;
CDepthTarget* pprevdepth = pdepth;
pdepth = NULL;
// Set renderes to NULL to prevent Flushing.
CRenderTarget* pnewtarg = s_RTs.GetTarg(frame, 0, maxmin);
assert(pnewtarg != NULL);
// pnewtarg->fbh >= 0x1c0 needed for ffx
if ((pnewtarg->fbh >= 0x1c0) && pnewtarg->fbh > frame.fbh && zbuf.zbp < tbp && !zbuf.zmsk)
{
// check if zbuf is in the way of the texture (suikoden5)
int maxallowedfbh = (tbp - zbuf.zbp) * (PSMT_ISHALF(zbuf.psm) ? 128 : 64) / gsfb.fbw;
if (PSMT_ISHALF(gsfb.psm)) maxallowedfbh *= 2;
if (pnewtarg->fbh > maxallowedfbh + 32) // +32 needed for ffx2
{
// destroy and recreate
s_RTs.DestroyAllTargs(0, 0x100, pnewtarg->fbw);
pnewtarg = s_RTs.GetTarg(frame, 0, maxmin);
assert(pnewtarg != NULL);
}
}
ZZLog::Prim_Log("frame_%d: fbp=0x%x fbw=%d fbh=%d(%d) psm=0x%x fbm=0x%x\n", ictx, gsfb.fbp, gsfb.fbw, gsfb.fbh, pnewtarg->fbh, gsfb.psm, gsfb.fbm);
if ((pprevrndr != pnewtarg) || (pprevrndr != NULL && (pprevrndr->status & CRenderTarget::TS_NeedUpdate)))
result = 1;
prndr = pnewtarg;
pdepth = pprevdepth;
result |= CheckFrameResolveDepth(tbp);
return result;
}
// After frame resetting, it is possible that 16 to 32 or 32 to 16 (color bits) conversion should be made.
inline void VB::CheckFrame16vs32Conversion()
{
if (prndr->status & CRenderTarget::TS_NeedConvert32)
{
if (pdepth->pdepth != 0) pdepth->SetDepthStencilSurface();
prndr->fbh *= 2;
prndr->ConvertTo32();
prndr->status &= ~CRenderTarget::TS_NeedConvert32;
}
else if (prndr->status & CRenderTarget::TS_NeedConvert16)
{
if (pdepth->pdepth != 0) pdepth->SetDepthStencilSurface();
prndr->fbh /= 2;
prndr->ConvertTo16();
prndr->status &= ~CRenderTarget::TS_NeedConvert16;
}
}
void SetContextTarget(int context);
// A lot of times, the target is too big and overwrites the texture.
// If tbp != 0, use it to bound.
void VB::CheckFrame(int tbp)
{
GL_REPORT_ERRORD();
static int bChanged;
if (bNeedZCheck)
{
ZZLog::Prim_Log("zbuf_%d: zbp=0x%x psm=0x%x, zmsk=%d\n", ictx, zbuf.zbp, zbuf.psm, zbuf.zmsk);
//zbuf = *zb;
}
if (m_Blocks[gsfb.psm].bpp == 0)
{
ZZLog::Error_Log("CheckFrame invalid bpp %d.", gsfb.psm);
return;
}
bChanged = 0;
if (bNeedFrameCheck)
{
// important to set before calling GetTarg
bNeedFrameCheck = 0;
bNeedZCheck = 0;
if (CheckFrameAddConstraints(tbp) == -1) return;
if ((prndr != NULL) && (prndr->psm != gsfb.psm))
{
// behavior for dest alpha varies
// ResetAlphaVariables();
}
bChanged = CheckFrameResolveRender(tbp);
CheckFrame16vs32Conversion();
}
else if (bNeedZCheck)
{
bNeedZCheck = 0;
if (prndr != NULL && gsfb.fbw > 0) CheckFrameResolveDepth(tbp);
}
if (prndr != NULL) SetContextTarget(ictx);
GL_REPORT_ERRORD();
}
// This is the case, most easy to perform, when nothing was changed
inline void VB::FlushTexUnchangedClutDontUpdate()
{
if (ZZOglGet_cld_TexBits(uNextTex0Data[1]))
{
texClutWrite(ictx);
// invalidate to make sure target didn't change!
bVarsTexSync = false;
}
}
// The second of easy branch. We does not change storage model, so we don't need to
// update anything except texture itself
inline void VB::FlushTexClutDontUpdate()
{
if (!ZZOglClutStorageUnchanged(uCurTex0Data, uNextTex0Data)) Flush(ictx);
// clut memory isn't going to be loaded so can ignore, but at least update CSA and CPSM!
uCurTex0Data[1] = (uCurTex0Data[1] & CPSM_CSA_NOTMASK) | (uNextTex0Data[1] & CPSM_CSA_BITMASK);
tex0.csa = ZZOglGet_csa_TexBits(uNextTex0Data[1]);
tex0.cpsm = ZZOglGet_cpsm_TexBits(uNextTex0Data[1]);
texClutWrite(ictx);
bVarsTexSync = false;
}
// Set texture variables after big change
inline void VB::FlushTexSetNewVars(u32 psm)
{
tex0.tbp0 = ZZOglGet_tbp0_TexBits(uNextTex0Data[0]);
tex0.tbw = ZZOglGet_tbw_TexBitsMult(uNextTex0Data[0]);
tex0.psm = psm;
tex0.tw = ZZOglGet_tw_TexBitsExp(uNextTex0Data[0]);
tex0.th = ZZOglGet_th_TexBitsExp(uNextTex0Data[0], uNextTex0Data[1]);
tex0.tcc = ZZOglGet_tcc_TexBits(uNextTex0Data[1]);
tex0.tfx = ZZOglGet_tfx_TexBits(uNextTex0Data[1]);
fiTexWidth[ictx] = (1 / 16.0f) / tex0.tw;
fiTexHeight[ictx] = (1 / 16.0f) / tex0.th;
}
// Flush == draw on screen
// This function made VB state consistant before real Flush.
void VB::FlushTexData()
{
GL_REPORT_ERRORD();
//assert(bNeedTexCheck);
if (bNeedTexCheck)
{
bNeedTexCheck = 0;
u32 psm = ZZOglGet_psm_TexBitsFix(uNextTex0Data[0]);
// don't update unless necessary
if (ZZOglAllExceptClutIsSame(uCurTex0Data, uNextTex0Data))
{
// Don't need to do anything if there is no clutting and VB tex data was not changed
if (!PSMT_ISCLUT(psm)) return;
// have to write the CLUT again if only CLD was changed
if (ZZOglClutMinusCLDunchanged(uCurTex0Data, uNextTex0Data))
{
FlushTexUnchangedClutDontUpdate();
return;
}
// Cld bit is 0 means that clut buffer stay unchanged
if (ZZOglGet_cld_TexBits(uNextTex0Data[1]) == 0)
{
FlushTexClutDontUpdate();
return;
}
}
// Made the full update
Flush(ictx);
bVarsTexSync = false;
bTexConstsSync = false;
uCurTex0Data[0] = uNextTex0Data[0];
uCurTex0Data[1] = uNextTex0Data[1];
FlushTexSetNewVars(psm);
if (PSMT_ISCLUT(psm)) CluttingForFlushedTex(&tex0, uNextTex0Data[1], ictx) ;
GL_REPORT_ERRORD();
}
}