pcsx2/plugins/GSdx/GSRendererCS.cpp

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/*
* Copyright (C) 2007-2009 Gabest
* http://www.gabest.org
*
* 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, 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 GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "stdafx.h"
#include "GSRendererCS.h"
GSRendererCS::GSRendererCS()
: GSRenderer(new GSVertexTraceDX11(this), sizeof(GSVertexHW11))
{
m_nativeres = true;
InitConvertVertex(GSRendererCS);
memset(m_vm_valid, 0, sizeof(m_vm_valid));
}
GSRendererCS::~GSRendererCS()
{
}
bool GSRendererCS::CreateDevice(GSDevice* dev_unk)
{
if(!__super::CreateDevice(dev_unk))
return false;
HRESULT hr;
D3D11_DEPTH_STENCIL_DESC dsd;
D3D11_BLEND_DESC bsd;
D3D11_SAMPLER_DESC sd;
D3D11_BUFFER_DESC bd;
D3D11_TEXTURE2D_DESC td;
D3D11_UNORDERED_ACCESS_VIEW_DESC uavd;
D3D_FEATURE_LEVEL level;
((GSDeviceDX*)dev_unk)->GetFeatureLevel(level);
if(level < D3D_FEATURE_LEVEL_11_0)
return false;
GSDevice11* dev = (GSDevice11*)dev_unk;
ID3D11DeviceContext* ctx = *dev;
delete dev->CreateRenderTarget(1024, 1024, false);
// empty depth stencil state
memset(&dsd, 0, sizeof(dsd));
dsd.StencilEnable = false;
dsd.DepthEnable = false;
hr = (*dev)->CreateDepthStencilState(&dsd, &m_dss);
if(FAILED(hr)) return false;
// empty blend state
memset(&bsd, 0, sizeof(bsd));
bsd.RenderTarget[0].BlendEnable = false;
hr = (*dev)->CreateBlendState(&bsd, &m_bs);
if(FAILED(hr)) return false;
// point sampler
memset(&sd, 0, sizeof(sd));
sd.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
sd.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
sd.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
sd.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
sd.MaxLOD = FLT_MAX;
sd.MaxAnisotropy = 16;
sd.ComparisonFunc = D3D11_COMPARISON_NEVER;
hr = (*dev)->CreateSamplerState(&sd, &m_ss);
if(FAILED(hr)) return false;
// video memory (4MB)
memset(&bd, 0, sizeof(bd));
bd.ByteWidth = 4 * 1024 * 1024;
bd.Usage = D3D11_USAGE_DEFAULT;
bd.BindFlags = D3D11_BIND_UNORDERED_ACCESS;
bd.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS;
hr = (*dev)->CreateBuffer(&bd, NULL, &m_vm);
if(FAILED(hr)) return false;
memset(&uavd, 0, sizeof(uavd));
uavd.Format = DXGI_FORMAT_R32_TYPELESS;
uavd.Buffer.FirstElement = 0;
uavd.Buffer.NumElements = 1024 * 1024;
uavd.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_RAW;
uavd.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
hr = (*dev)->CreateUnorderedAccessView(m_vm, &uavd, &m_vm_uav);
if(FAILED(hr)) return false;
/*
memset(&td, 0, sizeof(td));
td.Width = PAGE_SIZE;
td.Height = MAX_PAGES;
td.Format = DXGI_FORMAT_R8_UINT;
td.MipLevels = 1;
td.ArraySize = 1;
td.SampleDesc.Count = 1;
td.SampleDesc.Quality = 0;
td.Usage = D3D11_USAGE_DEFAULT;
td.BindFlags = D3D11_BIND_UNORDERED_ACCESS;
hr = (*dev)->CreateTexture2D(&td, NULL, &m_vm);
if(FAILED(hr)) return false;
memset(&uavd, 0, sizeof(uavd));
uavd.Format = DXGI_FORMAT_R8_UINT;
uavd.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D;
hr = (*dev)->CreateUnorderedAccessView(m_vm, &uavd, &m_vm_uav);
if(FAILED(hr)) return false;
*/
// one page, for copying between cpu<->gpu
memset(&bd, 0, sizeof(bd));
bd.ByteWidth = PAGE_SIZE;
bd.Usage = D3D11_USAGE_STAGING;
bd.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
hr = (*dev)->CreateBuffer(&bd, NULL, &m_pb);
if(FAILED(hr)) return false;
/*
memset(&td, 0, sizeof(td));
td.Width = PAGE_SIZE;
td.Height = 1;
td.Format = DXGI_FORMAT_R8_UINT;
td.MipLevels = 1;
td.ArraySize = 1;
td.SampleDesc.Count = 1;
td.SampleDesc.Quality = 0;
td.Usage = D3D11_USAGE_STAGING;
td.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
hr = (*dev)->CreateTexture2D(&td, NULL, &m_pb);
if(FAILED(hr)) return false;
*/
// VSConstantBuffer
memset(&bd, 0, sizeof(bd));
bd.ByteWidth = sizeof(VSConstantBuffer);
bd.Usage = D3D11_USAGE_DEFAULT;
bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
hr = (*dev)->CreateBuffer(&bd, NULL, &m_vs_cb);
if(FAILED(hr)) return false;
// PSConstantBuffer
memset(&bd, 0, sizeof(bd));
bd.ByteWidth = sizeof(PSConstantBuffer);
bd.Usage = D3D11_USAGE_DEFAULT;
bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
hr = (*dev)->CreateBuffer(&bd, NULL, &m_ps_cb);
if(FAILED(hr)) return false;
//
memset(&bd, 0, sizeof(bd));
bd.ByteWidth = 14 * sizeof(float) * 200000;
bd.Usage = D3D11_USAGE_DEFAULT;
bd.BindFlags = D3D11_BIND_STREAM_OUTPUT | D3D11_BIND_SHADER_RESOURCE;
hr = (*dev)->CreateBuffer(&bd, NULL, &m_sob);
//
return true;
}
void GSRendererCS::VSync(int field)
{
__super::VSync(field);
//printf("%lld\n", m_perfmon.GetFrame());
}
GSTexture* GSRendererCS::GetOutput(int i)
{
// TODO: create a compute shader which unswizzles the frame from m_vm to the output texture
return NULL;
}
template<uint32 prim, uint32 tme, uint32 fst>
void GSRendererCS::ConvertVertex(size_t dst_index, size_t src_index)
{
GSVertex* s = (GSVertex*)((GSVertexHW11*)m_vertex.buff + src_index);
GSVertexHW11* d = (GSVertexHW11*)m_vertex.buff + dst_index;
GSVector4i v0 = ((GSVector4i*)s)[0];
GSVector4i v1 = ((GSVector4i*)s)[1];
if(tme && fst)
{
// TODO: modify VertexTrace to read uv from v1.u16[0], v1.u16[1], then this step is not needed
v0 = GSVector4i::cast(GSVector4(v1.uph16()).xyzw(GSVector4::cast(v0))); // uv => st
}
((GSVector4i*)d)[0] = v0;
((GSVector4i*)d)[1] = v1;
}
void GSRendererCS::Draw()
{
GSDrawingEnvironment& env = m_env;
GSDrawingContext* context = m_context;
GSVector2i rtsize(2048, 2048);
GSVector4i scissor = GSVector4i(context->scissor.in).rintersect(GSVector4i(rtsize).zwxy());
GSVector4i bbox = GSVector4i(m_vt->m_min.p.floor().xyxy(m_vt->m_max.p.ceil()));
GSVector4i r = bbox.rintersect(scissor);
uint32 fm = context->FRAME.FBMSK;
uint32 zm = context->ZBUF.ZMSK || context->TEST.ZTE == 0 ? 0xffffffff : 0;
if(fm != 0xffffffff)
{
Write(context->offset.fb, r);
// TODO: m_tc->InvalidateVideoMem(context->offset.fb, r, false);
}
if(zm != 0xffffffff)
{
Write(context->offset.zb, r);
// TODO: m_tc->InvalidateVideoMem(context->offset.zb, r, false);
}
if(PRIM->TME)
{
m_mem.m_clut.Read32(context->TEX0, env.TEXA);
GSVector4i r;
GetTextureMinMax(r, context->TEX0, context->CLAMP, m_vt->IsLinear());
// TODO: unswizzle pages of r to a texture, check m_vm_valid, bit not set cpu->gpu, set gpu->gpu
// TODO: Write transfer should directly write to m_vm, then Read/Write syncing won't be necessary, clut must be updated with the gpu also
// TODO: tex = m_tc->LookupSource(context->TEX0, env.TEXA, r);
// if(!tex) return;
}
//
GSDevice11* dev = (GSDevice11*)m_dev;
ID3D11DeviceContext* ctx = *dev;
dev->BeginScene();
// SetupOM
ID3D11UnorderedAccessView* uavs[] = {m_vm_uav};
dev->OMSetDepthStencilState(m_dss, 0);
dev->OMSetBlendState(m_bs, 0);
dev->OMSetRenderTargets(rtsize, uavs, countof(uavs), &scissor);
// SetupIA
D3D11_PRIMITIVE_TOPOLOGY topology;
switch(m_vt->m_primclass)
{
case GS_POINT_CLASS:
topology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
break;
case GS_LINE_CLASS:
case GS_SPRITE_CLASS:
topology = D3D11_PRIMITIVE_TOPOLOGY_LINELIST;
break;
case GS_TRIANGLE_CLASS:
topology = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
break;
default:
__assume(0);
}
dev->IASetVertexBuffer(m_vertex.buff, sizeof(GSVertexHW11), m_vertex.next);
dev->IASetIndexBuffer(m_index.buff, m_index.tail);
dev->IASetPrimitiveTopology(topology);
// SetupVS
VSSelector vs_sel;
vs_sel.tme = PRIM->TME;
vs_sel.fst = PRIM->FST;
VSConstantBuffer vs_cb;
float sx = 2.0f / (rtsize.x << 4);
float sy = 2.0f / (rtsize.y << 4);
//float sx = 1.0f / 16;
//float sy = 1.0f / 16;
float ox = (float)(int)context->XYOFFSET.OFX;
float oy = (float)(int)context->XYOFFSET.OFY;
vs_cb.VertexScale = GSVector4(sx, -sy, 0.0f, 0.0f);
vs_cb.VertexOffset = GSVector4(ox * sx + 1, -(oy * sy + 1), 0.0f, -1.0f);
//vs_cb.VertexScale = GSVector4(sx, sy, 0.0f, 0.0f);
//vs_cb.VertexOffset = GSVector4(ox * sx, oy * sy, 0.0f, -1.0f);
{
hash_map<uint32, GSVertexShader11 >::const_iterator i = m_vs.find(vs_sel);
if(i == m_vs.end())
{
string str[2];
str[0] = format("%d", vs_sel.tme);
str[1] = format("%d", vs_sel.fst);
D3D11_SHADER_MACRO macro[] =
{
{"VS_TME", str[0].c_str()},
{"VS_FST", str[1].c_str()},
{NULL, NULL},
};
D3D11_INPUT_ELEMENT_DESC layout[] =
{
{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 1, DXGI_FORMAT_R32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"POSITION", 0, DXGI_FORMAT_R16G16_UINT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"POSITION", 1, DXGI_FORMAT_R32_UINT, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 2, DXGI_FORMAT_R16G16_UINT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"COLOR", 1, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 28, D3D11_INPUT_PER_VERTEX_DATA, 0},
};
GSVertexShader11 vs;
dev->CompileShader(IDR_CS_FX, "vs_main", macro, &vs.vs, layout, countof(layout), &vs.il);
m_vs[vs_sel] = vs;
i = m_vs.find(vs_sel);
}
ctx->UpdateSubresource(m_vs_cb, 0, NULL, &vs_cb, 0, 0); // TODO: only update if changed
dev->VSSetShader(i->second.vs, m_vs_cb);
dev->IASetInputLayout(i->second.il);
}
// SetupGS
GSSelector gs_sel;
gs_sel.iip = PRIM->IIP;
gs_sel.prim = m_vt->m_primclass;
CComPtr<ID3D11GeometryShader> gs;
{
hash_map<uint32, CComPtr<ID3D11GeometryShader> >::const_iterator i = m_gs.find(gs_sel);
if(i != m_gs.end())
{
gs = i->second;
}
else
{
string str[2];
str[0] = format("%d", gs_sel.iip);
str[1] = format("%d", gs_sel.prim);
D3D11_SHADER_MACRO macro[] =
{
{"GS_IIP", str[0].c_str()},
{"GS_PRIM", str[1].c_str()},
{NULL, NULL},
};
/*
D3D11_SO_DECLARATION_ENTRY layout[] =
{
{0, "SV_Position", 0, 0, 4, 0},
{0, "TEXCOORD", 0, 0, 2, 0},
{0, "TEXCOORD", 1, 0, 4, 0},
{0, "COLOR", 0, 0, 4, 0},
};
*/
dev->CompileShader(IDR_CS_FX, "gs_main", macro, &gs);//, layout, countof(layout));
m_gs[gs_sel] = gs;
}
}
dev->GSSetShader(gs);
// SetupPS
PSSelector ps_sel;
PSConstantBuffer ps_cb;
hash_map<uint32, CComPtr<ID3D11PixelShader> >::const_iterator i = m_ps.find(ps_sel);
if(i == m_ps.end())
{
string str[15];
str[0] = format("%d", 0);
D3D11_SHADER_MACRO macro[] =
{
{"PS_TODO", str[0].c_str()},
{NULL, NULL},
};
CComPtr<ID3D11PixelShader> ps;
dev->CompileShader(IDR_CS_FX, "ps_main", macro, &ps);
m_ps[ps_sel] = ps;
i = m_ps.find(ps_sel);
}
ctx->UpdateSubresource(m_ps_cb, 0, NULL, &ps_cb, 0, 0); // TODO: only update if changed
dev->PSSetSamplerState(m_ss, NULL, NULL);
dev->PSSetShader(i->second, m_ps_cb);
// Offset
OffsetBuffer* fzbo = NULL;
GetOffsetBuffer(&fzbo);
dev->PSSetShaderResourceView(0, fzbo->row_view);
dev->PSSetShaderResourceView(1, fzbo->col_view);
// TODO: 2 palette
// TODO: 3, 4, ... texture levels
//ID3D11Buffer* tmp[] = {m_sob};
//ctx->SOSetTargets(countof(tmp), tmp, NULL);
dev->DrawIndexedPrimitive();
//ctx->SOSetTargets(0, NULL, NULL);
if(0)
{
HRESULT hr;
D3D11_BUFFER_DESC bd;
memset(&bd, 0, sizeof(bd));
bd.ByteWidth = 14 * sizeof(float) * 200000;
bd.Usage = D3D11_USAGE_STAGING;
bd.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
CComPtr<ID3D11Buffer> sob;
hr = (*dev)->CreateBuffer(&bd, NULL, &sob);
ctx->CopyResource(sob, m_sob);
D3D11_MAPPED_SUBRESOURCE map;
if(SUCCEEDED(ctx->Map(sob, 0, D3D11_MAP_READ, 0, &map)))
{
float* f = (float*)map.pData;
for(int i = 0; i < 12; i++, f += 14)
printf("%f %f %f %f\n%f %f\n%f %f %f %f\n%f %f %f %f\n",
f[0], f[1], f[2], f[3],
f[4], f[5],
f[6], f[7], f[8], f[9],
f[10], f[11], f[12], f[13]);
ctx->Unmap(sob, 0);
}
}
if(1)
{
//Read(m_mem.GetOffset(0, 16, PSM_PSMCT32), GSVector4i(0, 0, 1024, 1024), false);
//
if(fm != 0xffffffff) Read(context->offset.fb, r, false);
//
if(zm != 0xffffffff) Read(context->offset.zb, r, false);
std::string s;
s = format("c:\\temp1\\_%05d_f%lld_rt1_%05x_%d.bmp", s_n, m_perfmon.GetFrame(), m_context->FRAME.Block(), m_context->FRAME.PSM);
//
m_mem.SaveBMP(s, m_context->FRAME.Block(), m_context->FRAME.FBW, m_context->FRAME.PSM, GetFrameRect().width(), 512);
s = format("c:\\temp1\\_%05d_f%lld_zt1_%05x_%d.bmp", s_n, m_perfmon.GetFrame(), m_context->ZBUF.Block(), m_context->ZBUF.PSM);
//
m_mem.SaveBMP(s, m_context->ZBUF.Block(), m_context->FRAME.FBW, m_context->ZBUF.PSM, GetFrameRect().width(), 512);
//m_mem.SaveBMP(s, 0, 16, PSM_PSMCT32, 1024, 1024);
s_n++;
}
dev->EndScene();
}
void GSRendererCS::InvalidateVideoMem(const GIFRegBITBLTBUF& BITBLTBUF, const GSVector4i& r)
{
GSOffset* o = m_mem.GetOffset(BITBLTBUF.DBP, BITBLTBUF.DBW, BITBLTBUF.DPSM);
Read(o, r, true); // TODO: fully overwritten pages are not needed to be read, only invalidated (important)
// TODO: false deps, 8H/4HL/4HH texture sharing pages with 24-bit target
// TODO: invalidate texture cache
}
void GSRendererCS::InvalidateLocalMem(const GIFRegBITBLTBUF& BITBLTBUF, const GSVector4i& r, bool clut)
{
GSOffset* o = m_mem.GetOffset(BITBLTBUF.SBP, BITBLTBUF.SBW, BITBLTBUF.SPSM);
Read(o, r, false);
}
void GSRendererCS::Write(GSOffset* o, const GSVector4i& r)
{
GSDevice11* dev = (GSDevice11*)m_dev;
ID3D11DeviceContext* ctx = *dev;
D3D11_BOX box;
memset(&box, 0, sizeof(box));
box.right = 1;
box.bottom = 1;
box.back = 1;
uint32* pages = o->GetPages(r);
for(size_t i = 0; pages[i] != GSOffset::EOP; i++)
{
uint32 page = pages[i];
uint32 row = page >> 5;
uint32 col = 1 << (page & 31);
if((m_vm_valid[row] & col) == 0)
{
m_vm_valid[row] |= col;
box.left = page * PAGE_SIZE;
box.right = (page + 1) * PAGE_SIZE;
ctx->UpdateSubresource(m_vm, 0, &box, m_mem.m_vm8 + page * PAGE_SIZE, 0, 0);
/*
// m_vm texture row is 2k in bytes, one page is 8k => starting row: addr / 4k, number of rows: 8k / 2k = 4
box.left = 0;
box.right = PAGE_SIZE;
box.top = page;
box.bottom = box.top + 1;
ctx->UpdateSubresource(m_vm, 0, &box, m_mem.m_vm8 + page * PAGE_SIZE, 0, 0);
*/
if(0)
printf("[%lld] write %05x %d %d (%d)\n", __rdtsc(), o->bp, o->bw, o->psm, page);
}
}
delete [] pages;
}
void GSRendererCS::Read(GSOffset* o, const GSVector4i& r, bool invalidate)
{
GSDevice11* dev = (GSDevice11*)m_dev;
ID3D11DeviceContext* ctx = *dev;
D3D11_BOX box;
memset(&box, 0, sizeof(box));
box.right = 1;
box.bottom = 1;
box.back = 1;
uint32* pages = o->GetPages(r);
for(size_t i = 0; pages[i] != GSOffset::EOP; i++)
{
uint32 page = pages[i];
uint32 row = page >> 5;
uint32 col = 1 << (page & 31);
if(m_vm_valid[row] & col)
{
if(invalidate)
{
m_vm_valid[row] ^= col;
}
box.left = page * PAGE_SIZE;
box.right = (page + 1) * PAGE_SIZE;
ctx->CopySubresourceRegion(m_pb, 0, 0, 0, 0, m_vm, 0, &box);
/*
// m_vm texture row is 2k in bytes, one page is 8k => starting row: addr / 4k, number of rows: 8k / 2k = 4
box.left = 0;
box.right = PAGE_SIZE;
box.top = page;
box.bottom = box.top + 1;
ctx->CopySubresourceRegion(m_pb, 0, 0, 0, 0, m_vm, 0, &box);
*/
D3D11_MAPPED_SUBRESOURCE map;
if(SUCCEEDED(ctx->Map(m_pb, 0, D3D11_MAP_READ, 0, &map)))
{
memcpy(m_mem.m_vm8 + page * PAGE_SIZE, map.pData, PAGE_SIZE);
ctx->Unmap(m_pb, 0);
if(0)
printf("[%lld] read %05x %d %d (%d)\n", __rdtsc(), o->bp, o->bw, o->psm, page);
}
}
}
delete [] pages;
}
bool GSRendererCS::GetOffsetBuffer(OffsetBuffer** fzbo)
{
HRESULT hr;
GSDevice11* dev = (GSDevice11*)m_dev;
D3D11_BUFFER_DESC bd;
D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
D3D11_SUBRESOURCE_DATA data;
hash_map<uint32, OffsetBuffer>::iterator i = m_offset.find(m_context->offset.fzb->hash);
if(i == m_offset.end())
{
OffsetBuffer ob;
memset(&bd, 0, sizeof(bd));
bd.ByteWidth = sizeof(GSVector2i) * 2048;
bd.Usage = D3D11_USAGE_IMMUTABLE;
bd.BindFlags = D3D11_BIND_SHADER_RESOURCE;
memset(&data, 0, sizeof(data));
data.pSysMem = m_context->offset.fzb->row;
hr = (*dev)->CreateBuffer(&bd, &data, &ob.row);
if(FAILED(hr)) return false;
data.pSysMem = m_context->offset.fzb->col;
hr = (*dev)->CreateBuffer(&bd, &data, &ob.col);
if(FAILED(hr)) return false;
memset(&srvd, 0, sizeof(srvd));
srvd.Format = DXGI_FORMAT_R32G32_SINT;
srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
srvd.Buffer.FirstElement = 0;
srvd.Buffer.NumElements = 2048;
hr = (*dev)->CreateShaderResourceView(ob.row, &srvd, &ob.row_view);
if(FAILED(hr)) return false;
hr = (*dev)->CreateShaderResourceView(ob.col, &srvd, &ob.col_view);
if(FAILED(hr)) return false;
m_offset[m_context->offset.fzb->hash] = ob;
i = m_offset.find(m_context->offset.fzb->hash);
}
*fzbo = &i->second;
return true;
}