/* * 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 "GSRenderer.h" GSRenderer::GSRenderer() : GSState() , m_tex_buff( (uint8*)_aligned_malloc(1024 * 1024 * sizeof(uint32), 16) ) , m_vt(this) , m_dev(NULL) , m_shader(0) { m_interlace = theApp.GetConfig("interlace", 0); m_aspectratio = theApp.GetConfig("aspectratio", 1); m_filter = theApp.GetConfig("filter", 1); m_vsync = !!theApp.GetConfig("vsync", 0); m_nativeres = !!theApp.GetConfig("nativeres", 0); m_upscale_multiplier = theApp.GetConfig("upscale_multiplier", 1); if(m_nativeres) m_upscale_multiplier = 1; else if (m_upscale_multiplier > 6) m_upscale_multiplier = 1; m_aa1 = !!theApp.GetConfig("aa1", 0); if(m_nativeres) m_filter = 2; s_n = 0; s_dump = !!theApp.GetConfig("dump", 0); s_save = !!theApp.GetConfig("save", 0); s_savez = !!theApp.GetConfig("savez", 0); s_saven = theApp.GetConfig("saven", 0); } GSRenderer::~GSRenderer() { /*if(m_dev) { m_dev->Reset(1, 1, GSDevice::Windowed); }*/ _aligned_free( m_tex_buff ); delete m_dev; } bool GSRenderer::CreateWnd(const string& title, int w, int h) { if(!m_wnd.Create(title.c_str(), w, h)) { return false; } return true; } bool GSRenderer::CreateDevice(GSDevice* dev) { ASSERT(dev); ASSERT(!m_dev); if(!dev->Create(&m_wnd)) { return false; } m_dev = dev; m_dev->SetVsync( m_vsync && m_framelimit ); return true; } bool GSRenderer::Merge(int field) { bool en[2]; GSVector4i fr[2]; GSVector4i dr[2]; int baseline = INT_MAX; for(int i = 0; i < 2; i++) { en[i] = IsEnabled(i); if(en[i]) { fr[i] = GetFrameRect(i); dr[i] = GetDisplayRect(i); baseline = min(dr[i].top, baseline); // printf("[%d]: %d %d %d %d, %d %d %d %d\n", i, fr[i], dr[i]); } } if(!en[0] && !en[1]) { return false; } // try to avoid fullscreen blur, could be nice on tv but on a monitor it's like double vision, hurts my eyes (persona 4, guitar hero) // // NOTE: probably the technique explained in graphtip.pdf (Antialiasing by Supersampling / 4. Reading Odd/Even Scan Lines Separately with the PCRTC then Blending) bool samesrc = en[0] && en[1] && m_regs->DISP[0].DISPFB.FBP == m_regs->DISP[1].DISPFB.FBP && m_regs->DISP[0].DISPFB.FBW == m_regs->DISP[1].DISPFB.FBW && m_regs->DISP[0].DISPFB.PSM == m_regs->DISP[1].DISPFB.PSM; bool blurdetected = false; if(samesrc /*&& m_regs->PMODE.SLBG == 0 && m_regs->PMODE.MMOD == 1 && m_regs->PMODE.ALP == 0x80*/) { if(fr[0].eq(fr[1] + GSVector4i(0, -1, 0, 0)) && dr[0].eq(dr[1] + GSVector4i(0, 0, 0, 1)) || fr[1].eq(fr[0] + GSVector4i(0, -1, 0, 0)) && dr[1].eq(dr[0] + GSVector4i(0, 0, 0, 1))) { // persona 4: // // fr[0] = 0 0 640 448 // fr[1] = 0 1 640 448 // dr[0] = 159 50 779 498 // dr[1] = 159 50 779 497 // // second image shifted up by 1 pixel and blended over itself // // god of war: // // fr[0] = 0 1 512 448 // fr[1] = 0 0 512 448 // dr[0] = 127 50 639 497 // dr[1] = 127 50 639 498 // // same just the first image shifted int top = min(fr[0].top, fr[1].top); int bottom = max(dr[0].bottom, dr[1].bottom); fr[0].top = top; fr[1].top = top; dr[0].bottom = bottom; dr[1].bottom = bottom; blurdetected = true; } else if(dr[0].eq(dr[1]) && (fr[0].eq(fr[1] + GSVector4i(0, 1, 0, 1)) || fr[1].eq(fr[0] + GSVector4i(0, 1, 0, 1)))) { // dq5: // // fr[0] = 0 1 512 445 // fr[1] = 0 0 512 444 // dr[0] = 127 50 639 494 // dr[1] = 127 50 639 494 int top = min(fr[0].top, fr[1].top); int bottom = min(fr[0].bottom, fr[1].bottom); fr[0].top = fr[1].top = top; fr[0].bottom = fr[1].bottom = bottom; blurdetected = true; } //printf("samesrc = %d blurdetected = %d\n",samesrc,blurdetected); } GSVector2i fs(0, 0); GSVector2i ds(0, 0); GSTexture* tex[2] = {NULL, NULL}; if(samesrc && fr[0].bottom == fr[1].bottom) { tex[0] = GetOutput(0); tex[1] = tex[0]; // saves one texture fetch } else { if(en[0]) tex[0] = GetOutput(0); if(en[1]) tex[1] = GetOutput(1); } GSVector4 src[2]; GSVector4 dst[2]; for(int i = 0; i < 2; i++) { if(!en[i] || !tex[i]) continue; GSVector4i r = fr[i]; // overscan hack if(dr[i].height() > 512) // hmm { int y = GetDeviceSize(i).y; if(m_regs->SMODE2.INT && m_regs->SMODE2.FFMD) y /= 2; r.bottom = r.top + y; } // Breaks the blur filter, and actually makes games blurry again. // This might have to do with earlier changes to device size detection. /*if(blurdetected && i == 1) { r += GSVector4i(0, 1).xyxy(); }*/ GSVector4 scale = GSVector4(tex[i]->GetScale()).xyxy(); src[i] = GSVector4(r) * scale / GSVector4(tex[i]->GetSize()).xyxy(); GSVector2 o(0, 0); if(dr[i].top - baseline >= 4) // 2? { o.y = tex[i]->GetScale().y * (dr[i].top - baseline); if(m_regs->SMODE2.INT && m_regs->SMODE2.FFMD) { o.y /= 2; } } dst[i] = GSVector4(o).xyxy() + scale * GSVector4(r.rsize()); fs.x = max(fs.x, (int)(dst[i].z + 0.5f)); fs.y = max(fs.y, (int)(dst[i].w + 0.5f)); } ds = fs; if(m_regs->SMODE2.INT && m_regs->SMODE2.FFMD) { ds.y *= 2; } bool slbg = m_regs->PMODE.SLBG; bool mmod = m_regs->PMODE.MMOD; if(tex[0] || tex[1]) { GSVector4 c = GSVector4((int)m_regs->BGCOLOR.R, (int)m_regs->BGCOLOR.G, (int)m_regs->BGCOLOR.B, (int)m_regs->PMODE.ALP) / 255; m_dev->Merge(tex, src, dst, fs, slbg, mmod, c); if(m_regs->SMODE2.INT && m_interlace > 0) { int field2 = 1 - ((m_interlace - 1) & 1); int mode = (m_interlace - 1) >> 1; m_dev->Interlace(ds, field ^ field2, mode, tex[1] ? tex[1]->GetScale().y : tex[0]->GetScale().y); } } return true; } void GSRenderer::SetFrameLimit(bool limit) { m_framelimit = limit; if( m_dev ) m_dev->SetVsync(m_vsync && m_framelimit); } void GSRenderer::SetVsync(bool enabled) { m_vsync = enabled; if( m_dev ) m_dev->SetVsync(m_vsync); } void GSRenderer::VSync(int field) { GSPerfMonAutoTimer pmat(m_perfmon); m_perfmon.Put(GSPerfMon::Frame); Flush(); if(!m_dev->IsLost(true)) { if(!Merge(field ? 1 : 0)) { return; } } else { ResetDevice(); } // osd if((m_perfmon.GetFrame() & 0x1f) == 0 && m_wnd.IsManaged()) { m_perfmon.Update(); double fps = 1000.0f / m_perfmon.Get(GSPerfMon::Frame); string s2 = m_regs->SMODE2.INT ? (string("Interlaced ") + (m_regs->SMODE2.FFMD ? "(frame)" : "(field)")) : "Progressive"; GSVector4i r = GetDisplayRect(); string s = format( "%I64d | %d x %d | %.2f fps (%d%%) | %s - %s | %s | %d/%d/%d | %d%% CPU | %.2f | %.2f", m_perfmon.GetFrame(), r.width(), r.height(), fps, (int)(100.0 * fps / GetFPS()), s2.c_str(), GSSettingsDlg::g_interlace[m_interlace].name, GSSettingsDlg::g_aspectratio[m_aspectratio].name, (int)m_perfmon.Get(GSPerfMon::Quad), (int)m_perfmon.Get(GSPerfMon::Prim), (int)m_perfmon.Get(GSPerfMon::Draw), m_perfmon.CPU(), m_perfmon.Get(GSPerfMon::Swizzle) / 1024, m_perfmon.Get(GSPerfMon::Unswizzle) / 1024 ); double fillrate = m_perfmon.Get(GSPerfMon::Fillrate); if(fillrate > 0) { s += format(" | %.2f mpps", fps * fillrate / (1024 * 1024)); } if(m_capture.IsCapturing()) { s += " | Recording..."; } m_wnd.SetWindowText(s.c_str()); } else { // [TODO] // We don't have window title rights, or the window has no title, // so let's use actual OSD! } if(m_frameskip) { return; } // present m_dev->Present(m_wnd.GetClientRect().fit(m_aspectratio), m_shader); // snapshot if(!m_snapshot.empty()) { if(!m_dump && (::GetAsyncKeyState(VK_SHIFT) & 0x8000)) { GSFreezeData fd; fd.size = 0; fd.data = NULL; Freeze(&fd, true); fd.data = new uint8[fd.size]; Freeze(&fd, false); m_dump.Open(m_snapshot, m_crc, fd, m_regs); delete [] fd.data; } if(GSTexture* t = m_dev->GetCurrent()) { t->Save(m_snapshot + ".bmp"); } m_snapshot.clear(); } else { if(m_dump) { m_dump.VSync(field, !(::GetAsyncKeyState(VK_CONTROL) & 0x8000), m_regs); } } // capture if(m_capture.IsCapturing()) { if(GSTexture* current = m_dev->GetCurrent()) { GSVector2i size = m_capture.GetSize(); if(GSTexture* offscreen = m_dev->CopyOffscreen(current, GSVector4(0, 0, 1, 1), size.x, size.y)) { GSTexture::GSMap m; if(offscreen->Map(m)) { m_capture.DeliverFrame(m.bits, m.pitch, !m_dev->IsRBSwapped()); offscreen->Unmap(); } m_dev->Recycle(offscreen); } } } } bool GSRenderer::MakeSnapshot(const string& path) { if(m_snapshot.empty()) { time_t t = time(NULL); char buff[16]; if(strftime(buff, sizeof(buff), "%Y%m%d%H%M%S", localtime(&t))) { m_snapshot = format("%s_%s", path.c_str(), buff); } } return true; } void GSRenderer::KeyEvent(GSKeyEventData* e, int param) { if(e->type == KEYPRESS) { // TODO: linux int step = (::GetAsyncKeyState(VK_SHIFT) & 0x8000) ? -1 : 1; switch(e->key) { case VK_F5: m_interlace = (m_interlace + 7 + step) % 7; return; case VK_F6: m_aspectratio = (m_aspectratio + 3 + step) % 3; return; case VK_F7: m_shader = (m_shader + 3 + step) % 3; return; case VK_F12: if(param) m_capture.BeginCapture(GetFPS()); else m_capture.EndCapture(); return; case VK_DELETE: m_aa1 = !m_aa1; return; } } } void GSRenderer::GetTextureMinMax(GSVector4i& r, bool linear) { const GSDrawingContext* context = m_context; int tw = context->TEX0.TW; int th = context->TEX0.TH; int w = 1 << tw; int h = 1 << th; GSVector4i tr(0, 0, w, h); int wms = context->CLAMP.WMS; int wmt = context->CLAMP.WMT; int minu = (int)context->CLAMP.MINU; int minv = (int)context->CLAMP.MINV; int maxu = (int)context->CLAMP.MAXU; int maxv = (int)context->CLAMP.MAXV; GSVector4i vr = tr; switch(wms) { case CLAMP_REPEAT: break; case CLAMP_CLAMP: break; case CLAMP_REGION_CLAMP: if(vr.x < minu) vr.x = minu; if(vr.z > maxu + 1) vr.z = maxu + 1; break; case CLAMP_REGION_REPEAT: vr.x = maxu; vr.z = vr.x + (minu + 1); break; default: __assume(0); } switch(wmt) { case CLAMP_REPEAT: break; case CLAMP_CLAMP: break; case CLAMP_REGION_CLAMP: if(vr.y < minv) vr.y = minv; if(vr.w > maxv + 1) vr.w = maxv + 1; break; case CLAMP_REGION_REPEAT: vr.y = maxv; vr.w = vr.y + (minv + 1); break; default: __assume(0); } if(wms + wmt < 6) { GSVector4 st = m_vt.m_min.t.xyxy(m_vt.m_max.t); if(linear) { st += GSVector4(-0x8000, 0x8000).xxyy(); } GSVector4i uv = GSVector4i(st).sra32(16); GSVector4i u, v; int mask = 0; if(wms == CLAMP_REPEAT || wmt == CLAMP_REPEAT) { u = uv & GSVector4i::xffffffff().srl32(32 - tw); v = uv & GSVector4i::xffffffff().srl32(32 - th); GSVector4i uu = uv.sra32(tw); GSVector4i vv = uv.sra32(th); mask = (uu.upl32(vv) == uu.uph32(vv)).mask(); } uv = uv.rintersect(tr); switch(wms) { case CLAMP_REPEAT: if(mask & 0x000f) {if(vr.x < u.x) vr.x = u.x; if(vr.z > u.z + 1) vr.z = u.z + 1;} break; case CLAMP_CLAMP: case CLAMP_REGION_CLAMP: if(vr.x < uv.x) vr.x = uv.x; if(vr.z > uv.z + 1) vr.z = uv.z + 1; break; case CLAMP_REGION_REPEAT: // TODO break; default: __assume(0); } switch(wmt) { case CLAMP_REPEAT: if(mask & 0xf000) {if(vr.y < v.y) vr.y = v.y; if(vr.w > v.w + 1) vr.w = v.w + 1;} break; case CLAMP_CLAMP: case CLAMP_REGION_CLAMP: if(vr.y < uv.y) vr.y = uv.y; if(vr.w > uv.w + 1) vr.w = uv.w + 1; break; case CLAMP_REGION_REPEAT: // TODO //Xenosaga 2 and 3 use it //printf("gsdx: CLAMP_REGION_REPEAT not implemented, please report\n"); break; default: __assume(0); } } r = vr.rintersect(tr); } void GSRenderer::GetAlphaMinMax() { if(m_vt.m_alpha.valid) { return; } const GSDrawingEnvironment& env = m_env; const GSDrawingContext* context = m_context; GSVector4i a = m_vt.m_min.c.uph32(m_vt.m_max.c).zzww(); if(PRIM->TME && context->TEX0.TCC) { switch(GSLocalMemory::m_psm[context->TEX0.PSM].fmt) { case 0: a.y = 0; a.w = 0xff; break; case 1: a.y = env.TEXA.AEM ? 0 : env.TEXA.TA0; a.w = env.TEXA.TA0; break; case 2: a.y = env.TEXA.AEM ? 0 : min(env.TEXA.TA0, env.TEXA.TA1); a.w = max(env.TEXA.TA0, env.TEXA.TA1); break; case 3: m_mem.m_clut.GetAlphaMinMax32(a.y, a.w); break; default: __assume(0); } switch(context->TEX0.TFX) { case TFX_MODULATE: a.x = (a.x * a.y) >> 7; a.z = (a.z * a.w) >> 7; if(a.x > 0xff) a.x = 0xff; if(a.z > 0xff) a.z = 0xff; break; case TFX_DECAL: a.x = a.y; a.z = a.w; break; case TFX_HIGHLIGHT: a.x = a.x + a.y; a.z = a.z + a.w; if(a.x > 0xff) a.x = 0xff; if(a.z > 0xff) a.z = 0xff; break; case TFX_HIGHLIGHT2: a.x = a.y; a.z = a.w; break; default: __assume(0); } } m_vt.m_alpha.min = a.x; m_vt.m_alpha.max = a.z; m_vt.m_alpha.valid = true; } bool GSRenderer::TryAlphaTest(uint32& fm, uint32& zm) { const GSDrawingContext* context = m_context; bool pass = true; if(context->TEST.ATST == ATST_NEVER) { pass = false; } else if(context->TEST.ATST != ATST_ALWAYS) { GetAlphaMinMax(); int amin = m_vt.m_alpha.min; int amax = m_vt.m_alpha.max; int aref = context->TEST.AREF; switch(context->TEST.ATST) { case ATST_NEVER: pass = false; break; case ATST_ALWAYS: pass = true; break; case ATST_LESS: if(amax < aref) pass = true; else if(amin >= aref) pass = false; else return false; break; case ATST_LEQUAL: if(amax <= aref) pass = true; else if(amin > aref) pass = false; else return false; break; case ATST_EQUAL: if(amin == aref && amax == aref) pass = true; else if(amin > aref || amax < aref) pass = false; else return false; break; case ATST_GEQUAL: if(amin >= aref) pass = true; else if(amax < aref) pass = false; else return false; break; case ATST_GREATER: if(amin > aref) pass = true; else if(amax <= aref) pass = false; else return false; break; case ATST_NOTEQUAL: if(amin == aref && amax == aref) pass = false; else if(amin > aref || amax < aref) pass = true; else return false; break; default: __assume(0); } } if(!pass) { switch(context->TEST.AFAIL) { case AFAIL_KEEP: fm = zm = 0xffffffff; break; case AFAIL_FB_ONLY: zm = 0xffffffff; break; case AFAIL_ZB_ONLY: fm = 0xffffffff; break; case AFAIL_RGB_ONLY: fm |= 0xff000000; zm = 0xffffffff; break; default: __assume(0); } } return true; } bool GSRenderer::IsLinear() { const GIFRegTEX1& TEX1 = m_context->TEX1; bool mmin = TEX1.IsMinLinear(); bool mmag = TEX1.IsMagLinear(); if(mmag == mmin || TEX1.MXL == 0) // MXL == 0 => MMIN ignored, tested it on ps2 { return mmag; } // if FST => assume Q = 1.0f (should not, but Q is very often bogus, 0 or DEN) // Fixme : Why should Q be bogus? if(!TEX1.LCM && !PRIM->FST) { float K = (float)TEX1.K / 16; float f = (float)(1 << TEX1.L) / log(2.0f); // TODO: abs(Qmin) may not be <= abs(Qmax), check the sign float LODmin = K + log(1.0f / abs(m_vt.m_max.t.z)) * f; float LODmax = K + log(1.0f / abs(m_vt.m_min.t.z)) * f; return LODmax <= 0 ? mmag : LODmin > 0 ? mmin : mmag || mmin; } else { return TEX1.K <= 0 ? mmag : TEX1.K > 0 ? mmin : mmag || mmin; } } bool GSRenderer::IsOpaque() { if(PRIM->AA1) { return false; } if(!PRIM->ABE) { return true; } const GSDrawingContext* context = m_context; int amin = 0, amax = 0xff; if(context->ALPHA.A != context->ALPHA.B) { if(context->ALPHA.C == 0) { GetAlphaMinMax(); amin = m_vt.m_alpha.min; amax = m_vt.m_alpha.max; } else if(context->ALPHA.C == 1) { if(context->FRAME.PSM == PSM_PSMCT24 || context->FRAME.PSM == PSM_PSMZ24) { amin = amax = 0x80; } } else if(context->ALPHA.C == 2) { amin = amax = context->ALPHA.FIX; } } return context->ALPHA.IsOpaque(amin, amax); }