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

1324 lines
32 KiB
C++

/* 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
*/
#include <stdlib.h>
#include <math.h>
#include "GS.h"
#include "Mem.h"
#include "x86.h"
#include "targets.h"
#include "ZZoglShaders.h"
#include "ZZClut.h"
#include "ZZoglVB.h"
#include "Util.h"
extern int g_TransferredToGPU;
extern int s_nResolved;
void _Resolve(const void* psrc, int fbp, int fbw, int fbh, int psm, u32 fbm, bool mode);
void SetWriteDepth();
bool IsWriteDepth();
bool IsWriteDestAlphaTest();
// Draw 4 triangles from binded array using only stencil buffer
inline void FillOnlyStencilBuffer()
{
if (IsWriteDestAlphaTest() && !(conf.settings().no_stencil))
{
glColorMask(0, 0, 0, 0);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GEQUAL, 1.0f);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilFunc(GL_ALWAYS, 1, 0xff);
DrawTriangleArray();
glColorMask(1, 1, 1, 1);
}
}
inline void BindToSample(u32 *p_ptr)
{
glBindTexture(GL_TEXTURE_RECTANGLE_NV, *p_ptr);
setRectFilters(GL_NEAREST);
}
// Made an empty texture and bind it to $ptr_p
// returns false if creating texture was unsuccessful
// fbh and fdb should be properly shifted before calling this!
// We should ignore framebuffer trouble here, as we put textures of different sizes to it.
inline bool CRenderTarget::InitialiseDefaultTexture(u32 *ptr_p, int fbw, int fbh)
{
glGenTextures(1, ptr_p);
glBindTexture(GL_TEXTURE_RECTANGLE_NV, *ptr_p);
// initialize to default
TextureRect(GL_RGBA, fbw, fbh, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
setRectWrap(GL_CLAMP);
setRectFilters(GL_LINEAR);
GLenum Error = glGetError();
return ((Error == GL_NO_ERROR) || (Error == GL_INVALID_FRAMEBUFFER_OPERATION_EXT));
}
// used for transformation from vertex position in GS window.coords (I hope)
// to view coordinates (in range 0, 1).
float4 CRenderTarget::DefaultBitBltPos()
{
float4 v = float4(1, -1, 0.5f / (float)RW(fbw), 0.5f / (float)RH(fbh));
v *= 1.0f / 32767.0f;
ZZshSetParameter4fv(pvsBitBlt.prog, pvsBitBlt.sBitBltPos, v, "g_sBitBltPos");
return v;
}
// Used to transform texture coordinates from GS (when 0,0 is upper left) to
// OpenGL (0,0 - lower left).
float4 CRenderTarget::DefaultBitBltTex()
{
// I really sure that -0.5 is correct, because OpenGL have no half-offset
// issue, DirectX known for.
float4 v = float4(1, -1, 0.5f / (float)RW(fbw), -0.5f / (float)RH(fbh));
ZZshSetParameter4fv(pvsBitBlt.prog, pvsBitBlt.sBitBltTex, v, "g_sBitBltTex");
return v;
}
////////////////////
// Render Targets //
////////////////////
CRenderTarget::CRenderTarget() : psys(NULL), ptex(0), ptexFeedback(0)
{
FUNCLOG
nUpdateTarg = 0;
}
CRenderTarget::~CRenderTarget()
{
FUNCLOG
Destroy();
}
bool CRenderTarget::Create(const frameInfo& frame)
{
FUNCLOG
Resolve();
Destroy();
created = 123;
lastused = timeGetTime();
fbp = frame.fbp;
fbw = frame.fbw;
fbh = frame.fbh;
psm = (u8)frame.psm;
fbm = frame.fbm;
vposxy.x = 2.0f * (1.0f / 8.0f) / (float)fbw;
vposxy.y = 2.0f * (1.0f / 8.0f) / (float)fbh;
vposxy.z = -1.0f - 0.5f / (float)fbw;
vposxy.w = -1.0f + 0.5f / (float)fbh;
status = 0;
if (fbw > 0 && fbh > 0)
{
GetRectMemAddressZero(start, end, psm, fbw, fbh, fbp, fbw);
psys = _aligned_malloc(Tex_Memory_Size(fbw, fbh), 16);
GL_REPORT_ERRORD();
if (!InitialiseDefaultTexture(&ptex, RW(fbw), RH(fbh)))
{
Destroy();
return false;
}
status = TS_NeedUpdate;
}
else
{
start = end = 0;
}
return true;
}
void CRenderTarget::Destroy()
{
FUNCLOG
created = 1;
_aligned_free(psys);
psys = NULL;
SAFE_RELEASE_TEX(ptex);
SAFE_RELEASE_TEX(ptexFeedback);
}
void CRenderTarget::SetTarget(int fbplocal, const Rect2& scissor, int context)
{
FUNCLOG
int dy = 0;
if (fbplocal != fbp)
{
float4 v;
// will be rendering to a subregion
u32 bpp = PSMT_ISHALF(psm) ? 2 : 4;
assert(((256 / bpp)*(fbplocal - fbp)) % fbw == 0);
assert(fbplocal >= fbp);
dy = ((256 / bpp) * (fbplocal - fbp)) / fbw;
v.x = vposxy.x;
v.y = vposxy.y;
v.z = vposxy.z;
v.w = vposxy.w - dy * 2.0f / (float)fbh;
ZZshSetParameter4fv(g_vparamPosXY[context], v, "g_fPosXY");
}
else
{
ZZshSetParameter4fv(g_vparamPosXY[context], vposxy, "g_fPosXY");
}
// set render states
// Bleh. I *really* need to fix this. << 3 when setting the scissors, then >> 3 when using them... --Arcum42
scissorrect.x = scissor.x0 >> 3;
scissorrect.y = (scissor.y0 >> 3) + dy;
scissorrect.w = (scissor.x1 >> 3) + 1;
scissorrect.h = (scissor.y1 >> 3) + 1 + dy;
scissorrect.w = min(scissorrect.w, fbw) - scissorrect.x;
scissorrect.h = min(scissorrect.h, fbh) - scissorrect.y;
scissorrect.x = RW(scissorrect.x);
scissorrect.y = RH(scissorrect.y);
scissorrect.w = RW(scissorrect.w);
scissorrect.h = RH(scissorrect.h);
}
void CRenderTarget::SetViewport()
{
FUNCLOG
glViewport(0, 0, RW(fbw), RH(fbh));
}
inline bool NotResolveHelper()
{
return ((s_nResolved > 8 && (2 * s_nResolved > fFPS - 10)) || (conf.settings().no_target_resolve));
}
void CRenderTarget::Resolve()
{
FUNCLOG
if (ptex != 0 && !(status&TS_Resolved) && !(status&TS_NeedUpdate))
{
// flush if necessary
FlushIfNecesary(this) ;
if ((IsDepth() && !IsWriteDepth()) || NotResolveHelper())
{
// don't resolve if depths aren't used
status = TS_Resolved;
return;
}
glBindTexture(GL_TEXTURE_RECTANGLE_NV, ptex);
GL_REPORT_ERRORD();
// This code extremely slow on DC1.
// _aligned_free(psys);
// psys = _aligned_malloc( Tex_Memory_Size ( fbw, fbh ), 16 );
glGetTexImage(GL_TEXTURE_RECTANGLE_NV, 0, GL_RGBA, GL_UNSIGNED_BYTE, psys);
GL_REPORT_ERRORD();
#if defined(ZEROGS_DEVBUILD)
if (g_bSaveResolved)
{
SaveTexture("resolved.tga", GL_TEXTURE_RECTANGLE_NV, ptex, RW(fbw), RH(fbh));
g_bSaveResolved = 0;
}
#endif
_Resolve(psys, fbp, fbw, fbh, psm, fbm, true);
status = TS_Resolved;
}
}
void CRenderTarget::Resolve(int startrange, int endrange)
{
FUNCLOG
assert(startrange < end && endrange > start); // make sure it at least intersects
if (ptex != 0 && !(status&TS_Resolved) && !(status&TS_NeedUpdate))
{
// flush if necessary
FlushIfNecesary(this) ;
#if defined(ZEROGS_DEVBUILD)
if (g_bSaveResolved)
{
SaveTexture("resolved.tga", GL_TEXTURE_RECTANGLE_NV, ptex, RW(fbw), RH(fbh));
g_bSaveResolved = 0;
}
#endif
if (conf.settings().no_target_resolve)
{
status = TS_Resolved;
return;
}
int blockheight = PSMT_ISHALF(psm) ? 64 : 32;
int resolvefbp = fbp, resolveheight = fbh;
int scanlinewidth = 0x2000 * (fbw >> 6);
// in no way should data be overwritten!, instead resolve less
if (endrange < end)
{
// round down to nearest block and scanline
resolveheight = ((endrange - start) / (0x2000 * (fbw >> 6))) * blockheight;
if (resolveheight <= 32)
{
status = TS_Resolved;
return;
}
}
else if (startrange > start)
{
// round up to nearest block and scanline
resolvefbp = startrange + scanlinewidth - 1;
resolvefbp -= resolvefbp % scanlinewidth;
resolveheight = fbh - ((resolvefbp - fbp) * blockheight / scanlinewidth);
if (resolveheight <= 64) // this is a total hack, but kh doesn't resolve now
{
status = TS_Resolved;
return;
}
resolvefbp >>= 8;
}
glBindTexture(GL_TEXTURE_RECTANGLE_NV, ptex);
glGetTexImage(GL_TEXTURE_RECTANGLE_NV, 0, GL_RGBA, GL_UNSIGNED_BYTE, psys);
GL_REPORT_ERRORD();
u8* pbits = (u8*)psys;
if (fbp != resolvefbp) pbits += ((resolvefbp - fbp) * 256 / scanlinewidth) * blockheight * Pitch(fbw);
_Resolve(pbits, resolvefbp, fbw, resolveheight, psm, fbm, true);
status = TS_Resolved;
}
}
void CRenderTarget::Update(int context, CRenderTarget* pdepth)
{
FUNCLOG
DisableAllgl();
glBindBuffer(GL_ARRAY_BUFFER, vboRect);
SET_STREAM();
// assume depth already set
//pd3dDevice->SetDepthStencilSurface(psurfDepth);
ResetRenderTarget(1);
SetRenderTarget(0);
assert(pdepth != NULL);
((CDepthTarget*)pdepth)->SetDepthStencilSurface();
SetShaderCaller("CRenderTarget::Update");
float4 v = DefaultBitBltPos();
CRenderTargetMngr::MAPTARGETS::iterator ittarg;
if (nUpdateTarg)
{
ittarg = s_RTs.mapTargets.find(nUpdateTarg);
if (ittarg == s_RTs.mapTargets.end())
{
ittarg = s_DepthRTs.mapTargets.find(nUpdateTarg);
if (ittarg == s_DepthRTs.mapTargets.end())
nUpdateTarg = 0;
else if (ittarg->second == this)
{
ZZLog::Debug_Log("Updating self.");
nUpdateTarg = 0;
}
}
else if (ittarg->second == this)
{
ZZLog::Debug_Log("Updating self.");
nUpdateTarg = 0;
}
}
SetViewport();
if (nUpdateTarg)
{
ZZshGLSetTextureParameter(ppsBaseTexture.prog, ppsBaseTexture.sFinal, ittarg->second->ptex, "BaseTexture.final");
//assert( ittarg->second->fbw == fbw );
int offset = (fbp - ittarg->second->fbp) * 64 / fbw;
if (PSMT_ISHALF(psm)) // 16 bit
offset *= 2;
v.x = (float)RW(fbw);
v.y = (float)RH(fbh);
v.z = 0.25f;
v.w = (float)RH(offset) + 0.25f;
ZZshSetParameter4fv(pvsBitBlt.prog, pvsBitBlt.sBitBltTex, v, "g_fBitBltTex");
// v = DefaultBitBltTex(); Maybe?
ZZshDefaultOneColor ( ppsBaseTexture );
ZZshSetPixelShader(ppsBaseTexture.prog);
nUpdateTarg = 0;
}
else
{
u32 bit_idx = (AA.x == 0) ? 0 : 1;
// align the rect to the nearest page
// note that fbp is always aligned on page boundaries
tex0Info texframe;
texframe.tbp0 = fbp;
texframe.tbw = fbw;
texframe.tw = fbw;
texframe.th = fbh;
texframe.psm = psm;
// FIXME some field are not initialized...
// in particular the clut related one
assert(!PSMT_ISCLUT(psm));
// write color and zero out stencil buf, always 0 context!
// force bilinear if using AA
// Fix in r133 -- FFX movies and Gust backgrounds!
//SetTexVariablesInt(0, 0*(AA.x || AA.y) ? 2 : 0, texframe, false, &ppsBitBlt[!!s_AAx], 1);
SetTexVariablesInt(0, 0, texframe, false, &ppsBitBlt[bit_idx], 1);
ZZshGLSetTextureParameter(ppsBitBlt[bit_idx].prog, ppsBitBlt[bit_idx].sMemory, vb[0].pmemtarg->ptex->tex, "BitBlt.memory");
v = float4(1, 1, 0.0f, 0.0f);
ZZshSetParameter4fv(pvsBitBlt.prog, pvsBitBlt.sBitBltTex, v, "g_fBitBltTex");
v.x = 1;
v.y = 2;
ZZshSetParameter4fv(ppsBitBlt[bit_idx].prog, ppsBitBlt[bit_idx].sOneColor, v, "g_fOneColor");
assert(ptex != 0);
if (conf.wireframe()) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
if (IsWriteDestAlphaTest())
{
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS, 0, 0xff);
glStencilMask(0xff);
glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
}
// render with an AA shader if possible (bilinearly interpolates data)
//cgGLLoadProgram(ppsBitBlt[bit_idx].prog);
ZZshSetPixelShader(ppsBitBlt[bit_idx].prog);
}
ZZshSetVertexShader(pvsBitBlt.prog);
DrawTriangleArray();
// fill stencil buf only
FillOnlyStencilBuffer();
glEnable(GL_SCISSOR_TEST);
if (conf.wireframe()) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
if (conf.mrtdepth && pdepth != NULL && IsWriteDepth()) pdepth->SetRenderTarget(1);
status = TS_Resolved;
// reset since settings changed
vb[0].bVarsTexSync = 0;
// ResetAlphaVariables();
}
void CRenderTarget::ConvertTo32()
{
FUNCLOG
u32 ptexConv;
// ZZLog::Error_Log("Convert to 32, report if something missing.");
// create new target
if (! InitialiseDefaultTexture(&ptexConv, RW(fbw), RH(fbh) / 2))
{
ZZLog::Error_Log("Failed to create target for ConvertTo32 %dx%d.", RW(fbw), RH(fbh) / 2);
return;
}
DisableAllgl();
SetShaderCaller("CRenderTarget::ConvertTo32");
// tex coords, test ffx bikanel island when changing these
float4 v = DefaultBitBltPos();
v = DefaultBitBltTex();
v.x = (float)RW(16);
v.y = (float)RH(16);
v.z = -(float)RW(fbw);
v.w = (float)RH(8);
ZZshSetParameter4fv(ppsConvert16to32.prog, ppsConvert16to32.fTexOffset, v, "g_fTexOffset");
v.x = (float)RW(8);
v.y = 0;
v.z = 0;
v.w = 0.25f;
ZZshSetParameter4fv(ppsConvert16to32.prog, ppsConvert16to32.fPageOffset, v, "g_fPageOffset");
v.x = (float)RW(2 * fbw);
v.y = (float)RH(fbh);
v.z = 0;
v.w = 0.0001f * (float)RH(fbh);
ZZshSetParameter4fv(ppsConvert16to32.prog, ppsConvert16to32.fTexDims, v, "g_fTexDims");
// v.x = 0;
// ZZshSetParameter4fv(ppsConvert16to32.fTexBlock, v, "g_fTexBlock");
glBindBuffer(GL_ARRAY_BUFFER, vboRect);
SET_STREAM();
// assume depth already set !?
FB::Attach2D(0, ptexConv);
ResetRenderTarget(1);
BindToSample(&ptex);
ZZshGLSetTextureParameter(ppsConvert16to32.prog, ppsConvert16to32.sFinal, ptex, "Convert 16 to 32.Final");
fbh /= 2; // have 16 bit surfaces are usually 2x higher
SetViewport();
if (conf.wireframe()) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
// render with an AA shader if possible (bilinearly interpolates data)
ZZshSetVertexShader(pvsBitBlt.prog);
ZZshSetPixelShader(ppsConvert16to32.prog);
DrawTriangleArray();
#ifdef _DEBUG
if (g_bSaveZUpdate)
{
// buggy
SaveTexture("tex1.tga", GL_TEXTURE_RECTANGLE_NV, ptex, RW(fbw), RH(fbh)*2);
SaveTexture("tex3.tga", GL_TEXTURE_RECTANGLE_NV, ptexConv, RW(fbw), RH(fbh));
}
#endif
vposxy.y = -2.0f * (32767.0f / 8.0f) / (float)fbh;
vposxy.w = 1 + 0.5f / fbh;
// restore
SAFE_RELEASE_TEX(ptex);
SAFE_RELEASE_TEX(ptexFeedback);
ptex = ptexConv;
// no need to free psys since the render target is getting shrunk
if (conf.wireframe()) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// reset textures
BindToSample(&ptex);
glEnable(GL_SCISSOR_TEST);
status = TS_Resolved;
// TODO, reset depth?
if (icurctx >= 0)
{
// reset since settings changed
vb[icurctx].bVarsTexSync = 0;
vb[icurctx].bVarsSetTarg = 0;
}
vb[0].bVarsTexSync = 0;
}
void CRenderTarget::ConvertTo16()
{
FUNCLOG
u32 ptexConv;
// ZZLog::Error_Log("Convert to 16, report if something missing.");
// create new target
if (! InitialiseDefaultTexture(&ptexConv, RW(fbw), RH(fbh)*2))
{
ZZLog::Error_Log("Failed to create target for ConvertTo16 %dx%d.", RW(fbw), RH(fbh)*2);
return;
}
DisableAllgl();
SetShaderCaller("CRenderTarget::ConvertTo16");
// tex coords, test ffx bikanel island when changing these
float4 v = DefaultBitBltPos();
v = DefaultBitBltTex();
v.x = 16.0f / (float)fbw;
v.y = 8.0f / (float)fbh;
v.z = 0.5f * v.x;
v.w = 0.5f * v.y;
ZZshSetParameter4fv(ppsConvert32to16.prog, ppsConvert32to16.fTexOffset, v, "g_fTexOffset");
v.x = 256.0f / 255.0f;
v.y = 256.0f / 255.0f;
v.z = 0.05f / 256.0f;
v.w = -0.001f / 256.0f;
ZZshSetParameter4fv(ppsConvert32to16.prog, ppsConvert32to16.fPageOffset, v, "g_fPageOffset");
v.x = (float)RW(fbw);
v.y = (float)RH(2 * fbh);
v.z = 0;
v.w = -0.1f / RH(fbh);
ZZshSetParameter4fv(ppsConvert32to16.prog, ppsConvert32to16.fTexDims, v, "g_fTexDims");
glBindBuffer(GL_ARRAY_BUFFER, vboRect);
SET_STREAM();
// assume depth already set !?
FB::Attach2D(0, ptexConv);
ResetRenderTarget(1);
GL_REPORT_ERRORD();
BindToSample(&ptex);
ZZshGLSetTextureParameter(ppsConvert32to16.prog, ppsConvert32to16.sFinal, ptex, "Convert 32 to 16");
// fbh *= 2; // have 16 bit surfaces are usually 2x higher
SetViewport();
if (conf.wireframe()) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
// render with an AA shader if possible (bilinearly interpolates data)
ZZshSetVertexShader(pvsBitBlt.prog);
ZZshSetPixelShader(ppsConvert32to16.prog);
DrawTriangleArray();
#ifdef _DEBUG
//g_bSaveZUpdate = 1;
if (g_bSaveZUpdate)
{
SaveTexture("tex1.tga", GL_TEXTURE_RECTANGLE_NV, ptexConv, RW(fbw), RH(fbh));
}
#endif
vposxy.y = -2.0f * (32767.0f / 8.0f) / (float)fbh;
vposxy.w = 1 + 0.5f / fbh;
// restore
SAFE_RELEASE_TEX(ptex);
SAFE_RELEASE_TEX(ptexFeedback);
ptex = ptexConv;
_aligned_free(psys);
psys = _aligned_malloc(Tex_Memory_Size(fbw, fbh), 16);
if (conf.wireframe()) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// reset textures
BindToSample(&ptex) ;
glEnable(GL_SCISSOR_TEST);
status = TS_Resolved;
// TODO, reset depth?
if (icurctx >= 0)
{
// reset since settings changed
vb[icurctx].bVarsTexSync = 0;
vb[icurctx].bVarsSetTarg = 0;
}
vb[0].bVarsTexSync = 0;
}
void CRenderTarget::_CreateFeedback()
{
FUNCLOG
if (ptexFeedback == 0)
{
// create
if (! InitialiseDefaultTexture(&ptexFeedback, RW(fbw), RH(fbh)))
{
ZZLog::Error_Log("Failed to create feedback %dx%d.", RW(fbw), RH(fbh));
return;
}
}
DisableAllgl();
SetShaderCaller("CRenderTarget::_CreateFeedback");
// assume depth already set
ResetRenderTarget(1);
// tex coords, test ffx bikanel island when changing these
/* float4 v = DefaultBitBltPos();
v = float4 ((float)(RW(fbw+4)), (float)(RH(fbh+4)), +0.25f, -0.25f);
ZZshSetParameter4fv(pvsBitBlt.prog, pvsBitBlt.sBitBltTex, v, "BitBltTex");*/
// tex coords, test ffx bikanel island when changing these
// float4 v = float4(1, -1, 0.5f / (fbw << AA.x), 0.5f / (fbh << AA.y));
// v *= 1/32767.0f;
// cgGLSetParameter4fv(pvsBitBlt.sBitBltPos, v);
float4 v = DefaultBitBltPos();
v.x = (float)(RW(fbw));
v.y = (float)(RH(fbh));
v.z = 0.0f;
v.w = 0.0f;
ZZshSetParameter4fv(pvsBitBlt.prog, pvsBitBlt.sBitBltTex, v, "BitBlt.Feedback");
ZZshDefaultOneColor(ppsBaseTexture);
glBindBuffer(GL_ARRAY_BUFFER, vboRect);
SET_STREAM();
FB::Attach2D(0, ptexFeedback);
glBindTexture(GL_TEXTURE_RECTANGLE_NV, ptex);
GL_REPORT_ERRORD();
ZZshGLSetTextureParameter(ppsBaseTexture.prog, ppsBaseTexture.sFinal, ptex, "BaseTexture.Feedback");
SetViewport();
if (conf.wireframe()) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
// render with an AA shader if possible (bilinearly interpolates data)
ZZshSetVertexShader(pvsBitBlt.prog);
ZZshSetPixelShader(ppsBaseTexture.prog);
DrawTriangleArray();
// restore
swap(ptex, ptexFeedback);
if (conf.wireframe()) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glEnable(GL_SCISSOR_TEST);
status |= TS_FeedbackReady;
// TODO, reset depth?
if (icurctx >= 0)
{
// reset since settings changed
vb[icurctx].bVarsTexSync = 0;
}
GL_REPORT_ERRORD();
}
void CRenderTarget::SetRenderTarget(int targ)
{
FUNCLOG
FB::Attach2D(targ, ptex);
//GL_REPORT_ERRORD();
//if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT)
//ERROR_LOG_SPAM("The Framebuffer is not complete. Glitches could appear onscreen.\n");
}
void CRenderTargetMngr::Destroy()
{
FUNCLOG
for (MAPTARGETS::iterator it = mapTargets.begin(); it != mapTargets.end(); ++it)
{
delete it->second;
}
mapTargets.clear();
for (MAPTARGETS::iterator it = mapDummyTargs.begin(); it != mapDummyTargs.end(); ++it)
{
delete it->second;
}
mapDummyTargs.clear();
}
// This block was repeated several times, so I inlined it.
void CRenderTargetMngr::DestroyAllTargetsHelper(void* ptr)
{
for (int i = 0; i < 2; ++i)
{
if (ptr == vb[i].prndr) { vb[i].prndr = NULL; vb[i].bNeedFrameCheck = 1; }
if (ptr == vb[i].pdepth) { vb[i].pdepth = NULL; vb[i].bNeedZCheck = 1; }
}
}
void CRenderTargetMngr::DestroyAllTargs(int start, int end, int fbw)
{
FUNCLOG
for (MAPTARGETS::iterator it = mapTargets.begin(); it != mapTargets.end();)
{
if (it->second->start < end && start < it->second->end)
{
// if is depth, only resolve if fbw is the same
if (!it->second->IsDepth())
{
// only resolve if the widths are the same or it->second has bit outside the range
// shadow of colossus swaps between fbw=256,fbh=256 and fbw=512,fbh=448. This kills the game if doing || it->second->end > end
// kh hack, sometimes kh movies do this to clear the target, so have a static count that periodically checks end
static int count = 0;
if (it->second->fbw == fbw || (it->second->fbw != fbw && (it->second->start < start || ((count++&0xf) ? 0 : it->second->end > end))))
{
it->second->Resolve();
}
else
{
FlushIfNecesary(it->second);
it->second->status |= CRenderTarget::TS_Resolved;
}
}
else
{
if (it->second->fbw == fbw)
{
it->second->Resolve();
}
else
{
FlushIfNecesary(it->second);
it->second->status |= CRenderTarget::TS_Resolved;
}
}
DestroyAllTargetsHelper(it->second);
u32 dummykey = GetFrameKeyDummy(it->second);
if (mapDummyTargs.find(dummykey) == mapDummyTargs.end())
{
mapDummyTargs[dummykey] = it->second;
}
else
{
delete it->second;
}
mapTargets.erase(it++);
}
else
{
++it;
}
}
}
void CRenderTargetMngr::DestroyTarg(CRenderTarget* ptarg)
{
FUNCLOG
DestroyAllTargetsHelper(ptarg);
delete ptarg;
}
void CRenderTargetMngr::DestroyIntersecting(CRenderTarget* prndr)
{
FUNCLOG
assert(prndr != NULL);
int start, end;
GetRectMemAddressZero(start, end, prndr->psm, prndr->fbw, prndr->fbh, prndr->fbp, prndr->fbw);
for (MAPTARGETS::iterator it = mapTargets.begin(); it != mapTargets.end();)
{
if ((it->second != prndr) && (it->second->start < end) && (start < it->second->end))
{
it->second->Resolve();
DestroyAllTargetsHelper(it->second);
u32 dummykey = GetFrameKeyDummy(it->second);
if (mapDummyTargs.find(dummykey) == mapDummyTargs.end())
{
mapDummyTargs[dummykey] = it->second;
}
else
{
delete it->second;
}
mapTargets.erase(it++);
}
else
{
++it;
}
}
}
void CRenderTargetMngr::PrintTargets()
{
#ifdef _DEBUG
for (MAPTARGETS::iterator it1 = mapDummyTargs.begin(); it1 != mapDummyTargs.end(); ++it1)
ZZLog::Debug_Log("\t Dummy Targets(0x%x) fbw:0x%x fbh:0x%x psm:0x%x fbp:0x%x", GetFrameKey(it1->second), it1->second->fbw, it1->second->fbh, it1->second->psm, it1->second->fbp);
for (MAPTARGETS::iterator it1 = mapTargets.begin(); it1 != mapTargets.end(); ++it1)
ZZLog::Debug_Log("\t Targets(0x%x) fbw:0x%x fbh:0x%x psm:0x%x fbp:0x%x", GetFrameKey(it1->second), it1->second->fbw, it1->second->fbh, it1->second->psm, it1->second->fbp);
#endif
}
bool CRenderTargetMngr::isFound(const frameInfo& frame, MAPTARGETS::iterator& it, u32 opts, u32 key, int maxposheight)
{
// only enforce height if frame.fbh <= 0x1c0
bool bfound = it != mapTargets.end();
if (bfound)
{
if (opts&TO_StrictHeight)
{
bfound = it->second->fbh == frame.fbh;
if ((conf.settings().partial_depth) && !bfound)
{
MAPTARGETS::iterator itnew = mapTargets.find(key + 1);
if (itnew != mapTargets.end() && itnew->second->fbh == frame.fbh)
{
// found! delete the previous and restore
delete it->second;
mapTargets.erase(it);
it = mapTargets.insert(MAPTARGETS::value_type(key, itnew->second)).first; // readd
mapTargets.erase(itnew); // delete old
bfound = true;
}
}
}
else
{
if (PSMT_ISHALF(frame.psm) == PSMT_ISHALF(it->second->psm) && !(conf.settings().full_16_bit_res))
bfound = ((frame.fbh > 0x1c0) || (it->second->fbh >= frame.fbh)) && (it->second->fbh <= maxposheight);
}
}
if (!bfound)
{
// might be a virtual target
it = mapTargets.find(key | TARGET_VIRTUAL_KEY);
bfound = it != mapTargets.end() && ((opts & TO_StrictHeight) ? it->second->fbh == frame.fbh : it->second->fbh >= frame.fbh) && it->second->fbh <= maxposheight;
}
if (bfound && PSMT_ISHALF(frame.psm) && PSMT_ISHALF(it->second->psm) && (conf.settings().full_16_bit_res))
{
// mgs3
if (frame.fbh > it->second->fbh)
{
bfound = false;
}
}
return bfound;
}
CRenderTarget* CRenderTargetMngr::GetTarg(const frameInfo& frame, u32 opts, int maxposheight)
{
FUNCLOG
if (frame.fbw <= 0 || frame.fbh <= 0)
{
//ZZLog::Dev_Log("frame fbw == %d; fbh == %d", frame.fbw, frame.fbh);
return NULL;
}
GL_REPORT_ERRORD();
u32 key = GetFrameKey(frame);
MAPTARGETS::iterator it = mapTargets.find(key);
if (isFound(frame, it, opts, key, maxposheight))
{
// can be both 16bit and 32bit
if (PSMT_ISHALF(frame.psm) != PSMT_ISHALF(it->second->psm))
{
// a lot of games do this, actually...
ZZLog::Debug_Log("Really bad formats! %d %d", frame.psm, it->second->psm);
// This code SHOULD be commented, until I redo the _Resolve function
if (!(opts & TO_StrictHeight))
{
if ((conf.settings().vss_hack_off))
{
if (PSMT_ISHALF(it->second->psm))
{
it->second->status |= CRenderTarget::TS_NeedConvert32;
it->second->fbh /= 2;
}
else
{
it->second->status |= CRenderTarget::TS_NeedConvert16;
it->second->fbh *= 2;
}
}
}
// recalc extents
GetRectMemAddressZero(it->second->start, it->second->end, frame.psm, frame.fbw, it->second->fbh, it->second->fbp, frame.fbw);
}
else
{
// certain variables have to be reset every time
if ((it->second->psm & ~1) != (frame.psm & ~1))
{
ZZLog::Dev_Log("Bad formats 2: %d %d", frame.psm, it->second->psm);
it->second->psm = frame.psm;
// recalc extents
GetRectMemAddressZero(it->second->start, it->second->end, frame.psm, frame.fbw, it->second->fbh, it->second->fbp, frame.fbw);
}
}
if (it->second->fbm != frame.fbm)
{
//ZZLog::Dev_Log("Bad fbm: 0x%8.8x 0x%8.8x, psm: %d", frame.fbm, it->second->fbm, frame.psm);
}
it->second->fbm &= frame.fbm;
it->second->psm = frame.psm; // have to convert (ffx2)
if ((it->first & TARGET_VIRTUAL_KEY) && !(opts&TO_Virtual))
{
// switch
it->second->lastused = timeGetTime();
return Promote(it->first&~TARGET_VIRTUAL_KEY);
}
// check if there exists a more recent target that this target could update from
// only update if target isn't mirrored
bool bCheckHalfCovering = (conf.settings().full_16_bit_res) && PSMT_ISHALF(it->second->psm) && it->second->fbh + 32 < frame.fbh;
for (MAPTARGETS::iterator itnew = mapTargets.begin(); itnew != mapTargets.end(); ++itnew)
{
if (itnew->second != it->second && itnew->second->ptex != it->second->ptex && itnew->second->ptexFeedback != it->second->ptex &&
itnew->second->lastused > it->second->lastused && !(itnew->second->status & CRenderTarget::TS_NeedUpdate))
{
// if new target totally encompasses the current one
if (itnew->second->start <= it->second->start && itnew->second->end >= it->second->end)
{
it->second->status |= CRenderTarget::TS_NeedUpdate;
it->second->nUpdateTarg = itnew->first;
break;
}
// if 16bit, then check for half encompassing targets
if (bCheckHalfCovering && itnew->second->start > it->second->start && itnew->second->start < it->second->end && itnew->second->end <= it->second->end + 0x2000)
{
it->second->status |= CRenderTarget::TS_NeedUpdate;
it->second->nUpdateTarg = itnew->first;
break;
}
}
}
it->second->lastused = timeGetTime();
return it->second;
}
// NOTE: instead of resolving, if current render targ is completely outside of old, can transfer
// the data like that.
// first search for the target
CRenderTarget* ptarg = NULL;
// have to change, so recreate (find all intersecting targets and Resolve)
u32 besttarg = 0;
if (!(opts & CRenderTargetMngr::TO_Virtual))
{
int start, end;
GetRectMemAddressZero(start, end, frame.psm, frame.fbw, frame.fbh, frame.fbp, frame.fbw);
CRenderTarget* pbesttarg = NULL;
if (besttarg == 0)
{
// if there is only one intersecting target and it encompasses the current one, update the new render target with
// its data instead of resolving then updating (ffx2). Do not change the original target.
for (MAPTARGETS::iterator it = mapTargets.begin(); it != mapTargets.end(); ++it)
{
if (it->second->start < end && start < it->second->end)
{
if ((conf.settings().fast_update) ||
((frame.fbw == it->second->fbw) &&
// check depth targets only if partialdepth option
((it->second->fbp != frame.fbp) || ((conf.settings().partial_depth) && (opts & CRenderTargetMngr::TO_DepthBuffer)))))
{
if (besttarg != 0)
{
besttarg = 0;
break;
}
if (start >= it->second->start && end <= it->second->end)
{
besttarg = it->first;
pbesttarg = it->second;
}
}
}
}
}
if (besttarg != 0 && pbesttarg->fbw != frame.fbw)
{
//ZZLog::Debug_Log("A %d %d %d %d\n", frame.psm, frame.fbw, pbesttarg->psm, pbesttarg->fbw);
vb[0].frame.fbw = pbesttarg->fbw;
// Something should be here, but what?
}
if (besttarg == 0)
{
// if none found, resolve all
DestroyAllTargs(start, end, frame.fbw);
}
else if (key == besttarg && pbesttarg != NULL)
{
// add one and store in a different location until best targ is processed
mapTargets.erase(besttarg);
besttarg++;
mapTargets[besttarg] = pbesttarg;
}
}
if (mapTargets.size() > 8)
{
// release some resources
it = GetOldestTarg(mapTargets);
// if more than 5s passed since target used, destroy
if ((it->second != vb[0].prndr) && (it->second != vb[1].prndr) &&
(it->second != vb[0].pdepth) && (it->second != vb[1].pdepth) &&
((timeGetTime() - it->second->lastused) > 5000))
{
delete it->second;
mapTargets.erase(it);
}
}
if (ptarg == NULL)
{
// not found yet, so create
if (mapDummyTargs.size() > 8)
{
it = GetOldestTarg(mapDummyTargs);
delete it->second;
mapDummyTargs.erase(it);
}
it = mapDummyTargs.find(GetFrameKeyDummy(frame));
if (it != mapDummyTargs.end())
{
ZZLog::Debug_Log("Dummy Frame fbw:0x%x fbh:0x%x psm:0x%x fbp:0x%x", frame.fbw, frame.fbh, frame.psm, frame.fbp);
PrintTargets();
ZZLog::Debug_Log("Dummy it->second fbw:0x%x fbh:0x%x psm:0x%x fbp:0x%x", it->second->fbw, it->second->fbh, it->second->psm, it->second->fbp);
ptarg = it->second;
mapDummyTargs.erase(it);
// restore all setttings
ptarg->psm = frame.psm;
ptarg->fbm = frame.fbm;
ptarg->fbp = frame.fbp;
GetRectMemAddressZero(ptarg->start, ptarg->end, frame.psm, frame.fbw, frame.fbh, frame.fbp, frame.fbw);
ptarg->status = CRenderTarget::TS_NeedUpdate;
}
else
{
ZZLog::Debug_Log("Frame fbw:0x%x fbh:0x%x psm:0x%x fbp:0x%x", frame.fbw, frame.fbh, frame.psm, frame.fbp);
PrintTargets();
// create anew
ptarg = (opts & TO_DepthBuffer) ? new CDepthTarget : new CRenderTarget;
CRenderTargetMngr* pmngrs[2] = { &s_DepthRTs, this == &s_RTs ? &s_RTs : NULL };
int cur = 0;
while (!ptarg->Create(frame))
{
// destroy unused targets
if (mapDummyTargs.size() > 0)
{
it = mapDummyTargs.begin();
delete it->second;
mapDummyTargs.erase(it);
continue;
}
if (g_MemTargs.listClearedTargets.size() > 0)
{
g_MemTargs.DestroyCleared();
continue;
}
else if (g_MemTargs.listTargets.size() > 32)
{
g_MemTargs.DestroyOldest();
continue;
}
if (pmngrs[cur] == NULL)
{
cur = !cur;
if (pmngrs[cur] == NULL)
{
ZZLog::Warn_Log("Out of memory!");
delete ptarg;
return NULL;
}
}
if (pmngrs[cur]->mapTargets.size() == 0)
{
pmngrs[cur] = NULL;
cur = !cur;
continue;
}
it = GetOldestTarg(pmngrs[cur]->mapTargets);
DestroyTarg(it->second);
pmngrs[cur]->mapTargets.erase(it);
cur = !cur;
}
}
}
if ((opts & CRenderTargetMngr::TO_Virtual))
{
ptarg->status = CRenderTarget::TS_Virtual;
key |= TARGET_VIRTUAL_KEY;
if ((it = mapTargets.find(key)) != mapTargets.end())
{
DestroyTarg(it->second);
it->second = ptarg;
ptarg->nUpdateTarg = besttarg;
return ptarg;
}
}
else
{
assert(mapTargets.find(key) == mapTargets.end());
}
ptarg->nUpdateTarg = besttarg;
mapTargets[key] = ptarg;
return ptarg;
}
CRenderTargetMngr::MAPTARGETS::iterator CRenderTargetMngr::GetOldestTarg(MAPTARGETS& m)
{
FUNCLOG
if (m.size() == 0)
{
return m.end();
}
// release some resources
MAPTARGETS::iterator itmaxtarg = m.begin();
for (MAPTARGETS::iterator it = ++m.begin(); it != m.end(); ++it)
{
if (itmaxtarg->second->lastused < it->second->lastused) itmaxtarg = it;
}
return itmaxtarg;
}
void CRenderTargetMngr::GetTargs(int start, int end, list<CRenderTarget*>& listTargets) const
{
FUNCLOG
for (MAPTARGETS::const_iterator it = mapTargets.begin(); it != mapTargets.end(); ++it)
{
if ((it->second->start < end) && (start < it->second->end)) listTargets.push_back(it->second);
}
}
void CRenderTargetMngr::Resolve(int start, int end)
{
FUNCLOG
for (MAPTARGETS::const_iterator it = mapTargets.begin(); it != mapTargets.end(); ++it)
{
if ((it->second->start < end) && (start < it->second->end))
it->second->Resolve();
}
}