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

3519 lines
91 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 "GS.h"
#include <stdlib.h>
#include "Mem.h"
#include "x86.h"
#include "targets.h"
#include "ZZoglShaders.h"
#include "ZZClut.h"
#include <math.h>
#include "ZZoglVB.h"
#ifdef ZEROGS_SSE2
#include <emmintrin.h>
#endif
const float g_filog32 = 0.999f / (32.0f * logf(2.0f));
#define RHA
//#define RW
extern int g_TransferredToGPU;
extern bool g_bUpdateStencil;
#if !defined(ZEROGS_DEVBUILD)
# define INC_RESOLVE()
#else
# define INC_RESOLVE() ++g_nResolve
#endif
extern int s_nResolved;
extern u32 g_nResolve;
extern bool g_bSaveTrans;
CRenderTargetMngr s_RTs, s_DepthRTs;
CBitwiseTextureMngr s_BitwiseTextures;
CMemoryTargetMngr g_MemTargs;
//extern u32 s_ptexCurSet[2];
bool g_bSaveZUpdate = 0;
int VALIDATE_THRESH = 8;
u32 TEXDESTROY_THRESH = 16;
#define FORCE_TEXDESTROY_THRESH (3) // destroy texture after FORCE_TEXDESTROY_THRESH frames
void _Resolve(const void* psrc, int fbp, int fbw, int fbh, int psm, u32 fbm, bool mode);
void SetWriteDepth();
bool IsWriteDepth();
bool IsWriteDestAlphaTest();
// ------------------------- Useful inlines ------------------------------------
// memory size for one row of texture. It depends on width of texture and number of bytes
// per pixel
inline u32 Pitch(int fbw) { return (RW(fbw) * 4) ; }
// memory size of whole texture. It is number of rows multiplied by memory size of row
inline u32 Tex_Memory_Size(int fbw, int fbh) { return (RH(fbh) * Pitch(fbw)); }
// Often called for several reasons
// Call flush if renderer or depth target is equal to ptr
inline void FlushIfNecesary(void* ptr)
{
if (vb[0].prndr == ptr || vb[0].pdepth == ptr) Flush(0);
if (vb[1].prndr == ptr || vb[1].pdepth == ptr) Flush(1);
}
// This block was repeated several times, so I inlined it.
inline void 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; }
}
}
// 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));
}
// 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);
}
}
// used for transformation from vertex position in GS window.coords (I hope)
// to view coordinates (in range 0, 1).
inline 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).
inline 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;
}
inline void BindToSample(u32 *p_ptr)
{
glBindTexture(GL_TEXTURE_RECTANGLE_NV, *p_ptr);
setRectFilters(GL_NEAREST);
}
////////////////////
// Render Targets //
////////////////////
CRenderTarget::CRenderTarget() : ptex(0), ptexFeedback(0), psys(NULL)
{
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 - 0.5f / (float)fbw;
vposxy.w = -1 + 0.5f / (float)fbh;
status = 0;
if (fbw > 0 && fbh > 0)
{
GetRectMemAddress(start, end, psm, 0, 0, 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;
// 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 !?
FBTexture(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 !?
FBTexture(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();
FBTexture(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
FBTexture(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");
}
CDepthTarget::CDepthTarget() : CRenderTarget(), pdepth(0), pstencil(0), icount(0) {}
CDepthTarget::~CDepthTarget()
{
FUNCLOG
Destroy();
}
bool CDepthTarget::Create(const frameInfo& frame)
{
FUNCLOG
if (!CRenderTarget::Create(frame)) return false;
GL_REPORT_ERROR();
glGenRenderbuffersEXT(1, &pdepth);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, pdepth);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, RW(fbw), RH(fbh));
if (glGetError() != GL_NO_ERROR)
{
// try a separate depth and stencil buffer
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, pdepth);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, RW(fbw), RH(fbh));
if (g_bUpdateStencil)
{
glGenRenderbuffersEXT(1, &pstencil);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, pstencil);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_STENCIL_INDEX8_EXT, RW(fbw), RH(fbh));
if (glGetError() != GL_NO_ERROR)
{
ZZLog::Error_Log("Failed to create depth buffer %dx%d.", RW(fbw), RH(fbh));
return false;
}
}
else
{
pstencil = 0;
}
}
else
{
pstencil = pdepth;
}
status = TS_NeedUpdate;
return true;
}
void CDepthTarget::Destroy()
{
FUNCLOG
if (status) // In this case Framebuffer extension is off-use and lead to segfault
{
ResetRenderTarget(1);
TextureRect(GL_DEPTH_ATTACHMENT_EXT);
TextureRect(GL_STENCIL_ATTACHMENT_EXT);
GL_REPORT_ERRORD();
if (pstencil != 0)
{
if (pstencil != pdepth) glDeleteRenderbuffersEXT(1, &pstencil);
pstencil = 0;
}
if (pdepth != 0)
{
glDeleteRenderbuffersEXT(1, &pdepth);
pdepth = 0;
}
GL_REPORT_ERRORD();
}
CRenderTarget::Destroy();
}
extern int g_nDepthUsed; // > 0 if depth is used
void CDepthTarget::Resolve()
{
FUNCLOG
if (g_nDepthUsed > 0 && conf.mrtdepth && !(status&TS_Virtual) && IsWriteDepth() && !(conf.settings().no_depth_resolve))
CRenderTarget::Resolve();
else
{
// flush if necessary
FlushIfNecesary(this) ;
if (!(status & TS_Virtual)) status |= TS_Resolved;
}
if (!(status&TS_Virtual))
{
SetWriteDepth();
}
}
void CDepthTarget::Resolve(int startrange, int endrange)
{
FUNCLOG
if (g_nDepthUsed > 0 && conf.mrtdepth && !(status&TS_Virtual) && IsWriteDepth())
{
CRenderTarget::Resolve(startrange, endrange);
}
else
{
// flush if necessary
FlushIfNecesary(this) ;
if (!(status & TS_Virtual))
status |= TS_Resolved;
}
if (!(status&TS_Virtual))
{
SetWriteDepth();
}
}
void CDepthTarget::Update(int context, CRenderTarget* prndr)
{
FUNCLOG
assert(!(status & TS_Virtual));
// 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;
DisableAllgl();
VB& curvb = vb[context];
if (curvb.test.zte == 0) return;
SetShaderCaller("CDepthTarget::Update");
glEnable(GL_DEPTH_TEST);
glDepthMask(!curvb.zbuf.zmsk);
static const u32 g_dwZCmp[] = { GL_NEVER, GL_ALWAYS, GL_GEQUAL, GL_GREATER };
glDepthFunc(g_dwZCmp[curvb.test.ztst]);
// write color and zero out stencil buf, always 0 context!
SetTexVariablesInt(0, 0, texframe, false, &ppsBitBltDepth, 1);
ZZshGLSetTextureParameter(ppsBitBltDepth.prog, ppsBitBltDepth.sMemory, vb[0].pmemtarg->ptex->tex, "BitBltDepth");
float4 v = DefaultBitBltPos();
v = DefaultBitBltTex();
v.x = 1;
v.y = 2;
v.z = PSMT_IS16Z(psm) ? 1.0f : 0.0f;
v.w = g_filog32;
ZZshSetParameter4fv(ppsBitBltDepth.prog, ppsBitBltDepth.sOneColor, v, "g_fOneColor");
float4 vdepth = g_vdepth;
if (psm == PSMT24Z)
{
vdepth.w = 0;
}
else if (psm != PSMT32Z)
{
vdepth.z = vdepth.w = 0;
}
assert(ppsBitBltDepth.sBitBltZ != 0);
ZZshSetParameter4fv(ppsBitBltDepth.prog, ppsBitBltDepth.sBitBltZ, (vdepth*(255.0f / 256.0f)), "g_fBitBltZ");
assert(pdepth != 0);
//GLint w1 = 0;
//GLint h1 = 0;
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_NV, ptex, 0);
//glGetRenderbufferParameterivEXT(GL_RENDERBUFFER_EXT, GL_RENDERBUFFER_WIDTH_EXT, &w1);
//glGetRenderbufferParameterivEXT(GL_RENDERBUFFER_EXT, GL_RENDERBUFFER_HEIGHT_EXT, &h1);
SetDepthStencilSurface();
FBTexture(1);
GLenum buffer = GL_COLOR_ATTACHMENT0_EXT;
//ZZLog::Error_Log("CDepthTarget::Update: w1 = 0x%x; h1 = 0x%x", w1, h1);
DrawBuffers(&buffer);
SetViewport();
if (conf.wireframe()) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glBindBuffer(GL_ARRAY_BUFFER, vboRect);
SET_STREAM();
ZZshSetVertexShader(pvsBitBlt.prog);
ZZshSetPixelShader(ppsBitBltDepth.prog);
DrawTriangleArray();
status = TS_Resolved;
if (!IsWriteDepth())
{
ResetRenderTarget(1);
}
if (conf.wireframe()) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glEnable(GL_SCISSOR_TEST);
#ifdef _DEBUG
if (g_bSaveZUpdate)
{
SaveTex(&texframe, 1);
SaveTexture("frame1.tga", GL_TEXTURE_RECTANGLE_NV, ptex, RW(fbw), RH(fbh));
}
#endif
}
void CDepthTarget::SetDepthStencilSurface()
{
FUNCLOG
TextureRect(GL_DEPTH_ATTACHMENT_EXT, pdepth);
if (pstencil)
{
// there's a bug with attaching stencil and depth buffers
TextureRect(GL_STENCIL_ATTACHMENT_EXT, pstencil);
if (icount++ < 8) // not going to fail if succeeded 4 times
{
GL_REPORT_ERRORD();
if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT)
{
TextureRect(GL_STENCIL_ATTACHMENT_EXT);
if (pstencil != pdepth) glDeleteRenderbuffersEXT(1, &pstencil);
pstencil = 0;
g_bUpdateStencil = 0;
}
}
}
else
{
TextureRect(GL_STENCIL_ATTACHMENT_EXT);
}
}
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();
}
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;
GetRectMemAddress(start, end, prndr->psm, 0, 0, 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;
}
}
}
//--------------------------------------------------
inline bool CheckWidthIsSame(const frameInfo& frame, CRenderTarget* ptarg)
{
if (PSMT_ISHALF(frame.psm) == PSMT_ISHALF(ptarg->psm))
return (frame.fbw == ptarg->fbw);
if (PSMT_ISHALF(frame.psm))
return (frame.fbw == 2 * ptarg->fbw);
else
return (2 * frame.fbw == ptarg->fbw);
}
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
GetRectMemAddress(it->second->start, it->second->end, frame.psm, 0, 0, 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
GetRectMemAddress(it->second->start, it->second->end, frame.psm, 0, 0, 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;
GetRectMemAddress(start, end, frame.psm, 0, 0, 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;
GetRectMemAddress(ptarg->start, ptarg->end, frame.psm, 0, 0, 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();
}
}
void CMemoryTargetMngr::Destroy()
{
FUNCLOG
listTargets.clear();
listClearedTargets.clear();
}
bool CMemoryTarget::ValidateTex(const tex0Info& tex0, int starttex, int endtex, bool bDeleteBadTex)
{
FUNCLOG
if (clearmaxy == 0) return true;
int checkstarty = max(starttex, clearminy);
int checkendy = min(endtex, clearmaxy);
if (checkstarty >= checkendy) return true;
if (validatecount++ > VALIDATE_THRESH)
{
height = 0;
return false;
}
// lock and compare
assert(ptex != NULL && ptex->memptr != NULL);
int result = memcmp_mmx(ptex->memptr + MemorySize(checkstarty-realy), MemoryAddress(checkstarty), MemorySize(checkendy-checkstarty));
if (result == 0)
{
clearmaxy = 0;
return true;
}
if (!bDeleteBadTex) return false;
// delete clearminy, clearmaxy range (not the checkstarty, checkendy range)
//int newstarty = 0;
if (clearminy <= starty)
{
if (clearmaxy < starty + height)
{
// preserve end
height = starty + height - clearmaxy;
starty = clearmaxy;
assert(height > 0);
}
else
{
// destroy
height = 0;
}
}
else
{
// beginning can be preserved
height = clearminy - starty;
}
clearmaxy = 0;
assert((starty >= realy) && ((starty + height) <= (realy + realheight)));
return false;
}
#define TARGET_THRESH 0x500
extern int g_MaxTexWidth, g_MaxTexHeight; // Maximum height & width of supported texture.
//#define SORT_TARGETS
inline list<CMemoryTarget>::iterator CMemoryTargetMngr::DestroyTargetIter(list<CMemoryTarget>::iterator& it)
{
// find the target and destroy
list<CMemoryTarget>::iterator itprev = it;
++it;
listClearedTargets.splice(listClearedTargets.end(), listTargets, itprev);
if (listClearedTargets.size() > TEXDESTROY_THRESH)
{
listClearedTargets.pop_front();
}
return it;
}
// Compare target to current texture info
// Not same format -> 1
// Same format, not same data (clut only) -> 2
// identical -> 0
int CMemoryTargetMngr::CompareTarget(list<CMemoryTarget>::iterator& it, const tex0Info& tex0, int clutsize)
{
if (PSMT_ISCLUT(it->psm) != PSMT_ISCLUT(tex0.psm))
return 1;
if (PSMT_ISCLUT(tex0.psm)) {
if (it->psm != tex0.psm || it->cpsm != tex0.cpsm || it->clutsize != clutsize)
return 1;
if (PSMT_IS32BIT(tex0.cpsm)) {
if (Cmp_ClutBuffer_SavedClut<u32>((u32*)&it->clut[0], tex0.csa, clutsize))
return 2;
} else {
if (Cmp_ClutBuffer_SavedClut<u16>((u16*)&it->clut[0], tex0.csa, clutsize))
return 2;
}
} else {
if (PSMT_IS16BIT(tex0.psm) != PSMT_IS16BIT(it->psm))
return 1;
}
return 0;
}
void CMemoryTargetMngr::GetClutVariables(int& clutsize, const tex0Info& tex0)
{
clutsize = 0;
if (PSMT_ISCLUT(tex0.psm))
{
int entries = PSMT_IS8CLUT(tex0.psm) ? 256 : 16;
if (PSMT_IS32BIT(tex0.cpsm))
clutsize = min(entries, 256 - tex0.csa * 16) * 4;
else
clutsize = min(entries, 512 - tex0.csa * 16) * 2;
}
}
void CMemoryTargetMngr::GetMemAddress(int& start, int& end, const tex0Info& tex0)
{
int nbStart, nbEnd;
GetRectMemAddress(nbStart, nbEnd, tex0.psm, 0, 0, tex0.tw, tex0.th, tex0.tbp0, tex0.tbw);
assert(nbStart < nbEnd);
nbEnd = min(nbEnd, MEMORY_END);
start = nbStart / (4 * GPU_TEXWIDTH);
end = (nbEnd + GPU_TEXWIDTH * 4 - 1) / (4 * GPU_TEXWIDTH);
assert(start < end);
}
CMemoryTarget* CMemoryTargetMngr::SearchExistTarget(int start, int end, int clutsize, const tex0Info& tex0, int forcevalidate)
{
for (list<CMemoryTarget>::iterator it = listTargets.begin(); it != listTargets.end();)
{
if (it->starty <= start && it->starty + it->height >= end)
{
int res = CompareTarget(it, tex0, clutsize);
if (res == 1)
{
if (it->validatecount++ > VALIDATE_THRESH)
{
it = DestroyTargetIter(it);
if (listTargets.size() == 0) break;
}
else
++it;
continue;
}
else if (res == 2)
{
++it;
continue;
}
if (forcevalidate) //&& listTargets.size() < TARGET_THRESH ) {
{
// do more validation checking. delete if not been used for a while
if (!it->ValidateTex(tex0, start, end, curstamp > it->usedstamp + FORCE_TEXDESTROY_THRESH))
{
if (it->height <= 0)
{
it = DestroyTargetIter(it);
if (listTargets.size() == 0) break;
}
else
++it;
continue;
}
}
it->usedstamp = curstamp;
it->validatecount = 0;
return &(*it);
}
#ifdef SORT_TARGETS
else if (it->starty >= end) break;
#endif
++it;
}
return NULL;
}
CMemoryTarget* CMemoryTargetMngr::ClearedTargetsSearch(int fmt, int widthmult, int channels, int height)
{
CMemoryTarget* targ = NULL;
if (listClearedTargets.size() > 0)
{
list<CMemoryTarget>::iterator itbest = listClearedTargets.begin();
while (itbest != listClearedTargets.end())
{
if ((height == itbest->realheight) && (itbest->fmt == fmt) && (itbest->widthmult == widthmult) && (itbest->channels == channels))
{
// check channels
if (PIXELS_PER_WORD(itbest->psm) == channels) break;
}
++itbest;
}
if (itbest != listClearedTargets.end())
{
listTargets.splice(listTargets.end(), listClearedTargets, itbest);
targ = &listTargets.back();
targ->validatecount = 0;
}
else
{
// create a new
listTargets.push_back(CMemoryTarget());
targ = &listTargets.back();
}
}
else
{
listTargets.push_back(CMemoryTarget());
targ = &listTargets.back();
}
return targ;
}
CMemoryTarget* CMemoryTargetMngr::GetMemoryTarget(const tex0Info& tex0, int forcevalidate)
{
FUNCLOG
int start, end, clutsize;
GetClutVariables(clutsize, tex0);
GetMemAddress(start, end, tex0);
CMemoryTarget* it = SearchExistTarget(start, end, clutsize, tex0, forcevalidate);
if (it != NULL) return it;
// couldn't find so create
CMemoryTarget* targ;
u32 fmt;
u32 internal_fmt;
if (PSMT_ISHALF_STORAGE(tex0)) {
// RGBA_5551 storage format
fmt = GL_UNSIGNED_SHORT_1_5_5_5_REV;
internal_fmt = GL_RGB5_A1;
} else {
// RGBA_8888 storage format
fmt = GL_UNSIGNED_BYTE;
internal_fmt = GL_RGBA;
}
int widthmult = 1, channels = 1;
// If our texture is too big and could not be placed in 1 GPU texture. Pretty rare in modern cards.
if ((g_MaxTexHeight < 4096) && (end - start > g_MaxTexHeight))
{
// In this rare case we made a texture of half height and place it on the screen.
ZZLog::Debug_Log("Making a half height texture (start - end == 0x%x)", (end-start));
widthmult = 2;
}
channels = PIXELS_PER_WORD(tex0.psm);
targ = ClearedTargetsSearch(fmt, widthmult, channels, end - start);
if (targ->ptex != NULL)
{
assert(end - start <= targ->realheight && targ->fmt == fmt && targ->widthmult == widthmult);
// good enough, so init
targ->realy = targ->starty = start;
targ->usedstamp = curstamp;
targ->psm = tex0.psm;
targ->cpsm = tex0.cpsm;
targ->height = end - start;
} else {
// not initialized yet
targ->fmt = fmt;
targ->realy = targ->starty = start;
targ->realheight = targ->height = end - start;
targ->usedstamp = curstamp;
targ->psm = tex0.psm;
targ->cpsm = tex0.cpsm;
targ->widthmult = widthmult;
targ->channels = channels;
targ->texH = (targ->realheight + widthmult - 1)/widthmult;
targ->texW = GPU_TEXWIDTH * widthmult * channels;
// alloc the mem
targ->ptex = new CMemoryTarget::TEXTURE();
targ->ptex->ref = 1;
}
#if defined(ZEROGS_DEVBUILD)
g_TransferredToGPU += MemorySize(channels * targ->height);
#endif
// fill with data
if (targ->ptex->memptr == NULL)
{
targ->ptex->memptr = (u8*)_aligned_malloc(MemorySize(targ->realheight), 16);
assert(targ->ptex->ref > 0);
}
memcpy_amd(targ->ptex->memptr, MemoryAddress(targ->realy), MemorySize(targ->height));
__aligned16 u8* ptexdata = NULL;
bool has_data = false;
if (PSMT_ISCLUT(tex0.psm))
{
assert(clutsize > 0);
// Local clut parameter
targ->cpsm = tex0.cpsm;
// Allocate a local clut array
targ->clutsize = clutsize;
if(targ->clut == NULL)
targ->clut = (u8*)_aligned_malloc(clutsize, 16);
else {
// In case it could occured
// realloc would be better but you need to get it from libutilies first
// _aligned_realloc is brought in from ScopedAlloc.h now. --arcum42
_aligned_free(targ->clut);
targ->clut = (u8*)_aligned_malloc(clutsize, 16);
}
// texture parameter
ptexdata = (u8*)_aligned_malloc(CLUT_PIXEL_SIZE(tex0.cpsm) * targ->texH * targ->texW, 16);
has_data = true;
u8* psrc = (u8*)(MemoryAddress(targ->realy));
// Fill a local clut then build the real texture
if (PSMT_IS32BIT(tex0.cpsm))
{
ClutBuffer_to_Array<u32>((u32*)targ->clut, tex0.csa, clutsize);
Build_Clut_Texture<u32>(tex0.psm, targ->height, (u32*)targ->clut, psrc, (u32*)ptexdata);
}
else
{
ClutBuffer_to_Array<u16>((u16*)targ->clut, tex0.csa, clutsize);
Build_Clut_Texture<u16>(tex0.psm, targ->height, (u16*)targ->clut, psrc, (u16*)ptexdata);
}
assert(targ->clutsize > 0);
}
else
{
if (tex0.psm == PSMT16Z || tex0.psm == PSMT16SZ)
{
ptexdata = (u8*)_aligned_malloc(4 * targ->texH * targ->texW, 16);
has_data = true;
// needs to be 8 bit, use xmm for unpacking
u16* dst = (u16*)ptexdata;
u16* src = (u16*)(MemoryAddress(targ->realy));
#ifdef ZEROGS_SSE2
assert(((u32)(uptr)dst) % 16 == 0);
// FIXME Uncomment to test intrinsic versions (instead of asm)
// perf improvement vs asm:
// 1/ gcc updates both pointer with 1 addition
// 2/ Bypass the cache for the store
#define NEW_INTRINSIC_VERSION
#ifdef NEW_INTRINSIC_VERSION
__m128i zero_128 = _mm_setzero_si128();
// NOTE: future performance improvement
// SSE4.1 support uncacheable load 128bits. Maybe it can
// avoid some cache pollution
// NOTE2: I create multiple _n variable to mimic the previous ASM behavior
// but I'm not sure there are real gains.
for (int i = targ->height * GPU_TEXWIDTH/16 ; i > 0 ; --i)
{
// Convert 16 bits pixels to 32bits (zero extended)
// Batch 64 bytes (32 pixels) at once.
__m128i pixels_1 = _mm_load_si128((__m128i*)src);
__m128i pixels_2 = _mm_load_si128((__m128i*)(src+8));
__m128i pixels_3 = _mm_load_si128((__m128i*)(src+16));
__m128i pixels_4 = _mm_load_si128((__m128i*)(src+24));
__m128i pix_low_1 = _mm_unpacklo_epi16(pixels_1, zero_128);
__m128i pix_high_1 = _mm_unpackhi_epi16(pixels_1, zero_128);
__m128i pix_low_2 = _mm_unpacklo_epi16(pixels_2, zero_128);
__m128i pix_high_2 = _mm_unpackhi_epi16(pixels_2, zero_128);
// Note: bypass cache
_mm_stream_si128((__m128i*)dst, pix_low_1);
_mm_stream_si128((__m128i*)(dst+8), pix_high_1);
_mm_stream_si128((__m128i*)(dst+16), pix_low_2);
_mm_stream_si128((__m128i*)(dst+24), pix_high_2);
__m128i pix_low_3 = _mm_unpacklo_epi16(pixels_3, zero_128);
__m128i pix_high_3 = _mm_unpackhi_epi16(pixels_3, zero_128);
__m128i pix_low_4 = _mm_unpacklo_epi16(pixels_4, zero_128);
__m128i pix_high_4 = _mm_unpackhi_epi16(pixels_4, zero_128);
// Note: bypass cache
_mm_stream_si128((__m128i*)(dst+32), pix_low_3);
_mm_stream_si128((__m128i*)(dst+40), pix_high_3);
_mm_stream_si128((__m128i*)(dst+48), pix_low_4);
_mm_stream_si128((__m128i*)(dst+56), pix_high_4);
src += 32;
dst += 64;
}
// It is advise to use a fence instruction after non temporal move (mm_stream) instruction...
// store fence insures that previous store are finish before execute new one.
_mm_sfence();
#else
SSE2_UnswizzleZ16Target(dst, src, targ->height * GPU_TEXWIDTH / 16);
#endif
#else // ZEROGS_SSE2
for (int i = 0; i < targ->height; ++i)
{
for (int j = 0; j < GPU_TEXWIDTH; ++j)
{
dst[0] = src[0];
dst[1] = 0;
dst[2] = src[1];
dst[3] = 0;
dst += 4;
src += 2;
}
}
#endif // ZEROGS_SSE2
}
else
{
ptexdata = targ->ptex->memptr;
// We really don't want to deallocate memptr. As a reminder...
has_data = false;
}
}
// create the texture
GL_REPORT_ERRORD();
assert(ptexdata != NULL);
if (targ->ptex->tex == 0) glGenTextures(1, &targ->ptex->tex);
glBindTexture(GL_TEXTURE_RECTANGLE_NV, targ->ptex->tex);
TextureRect(internal_fmt, targ->texW, targ->texH, GL_RGBA, fmt, ptexdata);
while (glGetError() != GL_NO_ERROR)
{
// release resources until can create
if (listClearedTargets.size() > 0)
{
listClearedTargets.pop_front();
}
else
{
if (listTargets.size() == 0)
{
ZZLog::Error_Log("Failed to create %dx%x texture.", targ->texW, targ->texH);
channels = 1;
if (has_data) _aligned_free(ptexdata);
return NULL;
}
DestroyOldest();
}
TextureRect(internal_fmt, targ->texW, targ->texH, GL_RGBA, fmt, ptexdata);
}
setRectWrap(GL_CLAMP);
if (has_data) _aligned_free(ptexdata);
assert(tex0.psm != 0xd);
return targ;
}
void CMemoryTargetMngr::ClearRange(int nbStartY, int nbEndY)
{
FUNCLOG
int starty = nbStartY / (4 * GPU_TEXWIDTH);
int endy = (nbEndY + 4 * GPU_TEXWIDTH - 1) / (4 * GPU_TEXWIDTH);
//int endy = (nbEndY+4096-1) / 4096;
//if( listTargets.size() < TARGET_THRESH ) {
for (list<CMemoryTarget>::iterator it = listTargets.begin(); it != listTargets.end();)
{
if (it->starty < endy && (it->starty + it->height) > starty)
{
// intersects, reduce valid texture mem (or totally delete texture)
// there are 4 cases
int miny = max(it->starty, starty);
int maxy = min(it->starty + it->height, endy);
assert(miny < maxy);
if (it->clearmaxy == 0)
{
it->clearminy = miny;
it->clearmaxy = maxy;
}
else
{
if (it->clearminy > miny) it->clearminy = miny;
if (it->clearmaxy < maxy) it->clearmaxy = maxy;
}
}
++it;
}
// }
// else {
// for(list<CMemoryTarget>::iterator it = listTargets.begin(); it != listTargets.end(); ) {
//
// if( it->starty < endy && (it->starty+it->height) > starty ) {
// int newstarty = 0;
// if( starty <= it->starty ) {
// if( endy < it->starty + it->height) {
// // preserve end
// it->height = it->starty+it->height-endy;
// it->starty = endy;
// assert(it->height > 0);
// }
// else {
// // destroy
// it->height = 0;
// }
// }
// else {
// // beginning can be preserved
// it->height = starty-it->starty;
// }
//
// assert( it->starty >= it->realy && it->starty+it->height<=it->realy+it->realheight );
// if( it->height <= 0 ) {
// list<CMemoryTarget>::iterator itprev = it; ++it;
// listClearedTargets.splice(listClearedTargets.end(), listTargets, itprev);
// continue;
// }
// }
//
// ++it;
// }
// }
}
void CMemoryTargetMngr::DestroyCleared()
{
FUNCLOG
for (list<CMemoryTarget>::iterator it = listClearedTargets.begin(); it != listClearedTargets.end();)
{
if (it->usedstamp < curstamp - (FORCE_TEXDESTROY_THRESH -1))
{
it = listClearedTargets.erase(it);
continue;
}
++it;
}
if ((curstamp % FORCE_TEXDESTROY_THRESH) == 0)
{
// purge old targets every FORCE_TEXDESTROY_THRESH frames
for (list<CMemoryTarget>::iterator it = listTargets.begin(); it != listTargets.end();)
{
if (it->usedstamp < curstamp - FORCE_TEXDESTROY_THRESH)
{
it = listTargets.erase(it);
continue;
}
++it;
}
}
++curstamp;
}
void CMemoryTargetMngr::DestroyOldest()
{
FUNCLOG
if (listTargets.size() == 0)
return;
list<CMemoryTarget>::iterator it, itbest;
it = itbest = listTargets.begin();
while (it != listTargets.end())
{
if (it->usedstamp < itbest->usedstamp) itbest = it;
++it;
}
listTargets.erase(itbest);
}
//////////////////////////////////////
// Texture Mngr For Bitwise AND Ops //
//////////////////////////////////////
void CBitwiseTextureMngr::Destroy()
{
FUNCLOG
for (map<u32, u32>::iterator it = mapTextures.begin(); it != mapTextures.end(); ++it)
{
glDeleteTextures(1, &it->second);
}
mapTextures.clear();
}
u32 CBitwiseTextureMngr::GetTexInt(u32 bitvalue, u32 ptexDoNotDelete)
{
FUNCLOG
if (mapTextures.size() > 32)
{
// randomly delete 8
for (map<u32, u32>::iterator it = mapTextures.begin(); it != mapTextures.end();)
{
if (!(rand()&3) && it->second != ptexDoNotDelete)
{
glDeleteTextures(1, &it->second);
mapTextures.erase(it++);
}
else
{
++it;
}
}
}
if (glGetError() != GL_NO_ERROR) ZZLog::Error_Log("Error before creation of bitmask texture.");
// create a new tex
u32 ptex;
glGenTextures(1, &ptex);
if (glGetError() != GL_NO_ERROR) ZZLog::Error_Log("Error on generation of bitmask texture.");
vector<u16> data(GPU_TEXMASKWIDTH);
for (u32 i = 0; i < GPU_TEXMASKWIDTH; ++i)
{
data[i] = (((i << MASKDIVISOR) & bitvalue) << 6); // add the 1/2 offset so that
}
// data[GPU_TEXMASKWIDTH] = 0; // I remove GPU_TEXMASKWIDTH+1 element of this texture, because it was a reason of FFC crush
// Probably, some sort of PoT incompability in drivers.
glBindTexture(GL_TEXTURE_RECTANGLE, ptex);
if (glGetError() != GL_NO_ERROR) ZZLog::Error_Log("Error on binding bitmask texture.");
TextureRect2(GL_LUMINANCE16, GPU_TEXMASKWIDTH, 1, GL_LUMINANCE, GL_UNSIGNED_SHORT, &data[0]);
if (glGetError() != GL_NO_ERROR) ZZLog::Error_Log("Error on applying bitmask texture.");
// Removing clamping, as it seems lead to numerous troubles at some drivers
// Need to observe, may be clamping is not really needed.
/* setRectWrap2(GL_REPEAT);
GLint Error = glGetError();
if( Error != GL_NO_ERROR ) {
ERROR_LOG_SPAM_TEST("Failed to create bitmask texture; \t");
if (SPAM_PASS) {
ZZLog::Log("bitmask cache %d; \t", mapTextures.size());
switch (Error) {
case GL_INVALID_ENUM: ZZLog::Error_Log("Invalid enumerator.") ; break;
case GL_INVALID_VALUE: ZZLog::Error_Log("Invalid value."); break;
case GL_INVALID_OPERATION: ZZLog::Error_Log("Invalid operation."); break;
default: ZZLog::Error_Log("Error number: %d.", Error);
}
}
return 0;
}*/
mapTextures[bitvalue] = ptex;
return ptex;
}
void CRangeManager::RangeSanityCheck()
{
#ifdef _DEBUG
// sanity check
for (int i = 0; i < (int)ranges.size() - 1; ++i)
{
assert(ranges[i].end < ranges[i+1].start);
}
#endif
}
void CRangeManager::Insert(int start, int end)
{
FUNCLOG
int imin = 0, imax = (int)ranges.size(), imid;
RangeSanityCheck();
switch (ranges.size())
{
case 0:
ranges.push_back(RANGE(start, end));
return;
case 1:
if (end < ranges.front().start)
{
ranges.insert(ranges.begin(), RANGE(start, end));
}
else if (start > ranges.front().end)
{
ranges.push_back(RANGE(start, end));
}
else
{
if (start < ranges.front().start) ranges.front().start = start;
if (end > ranges.front().end) ranges.front().end = end;
}
return;
}
// find where start is
while (imin < imax)
{
imid = (imin + imax) >> 1;
assert(imid < (int)ranges.size());
if ((ranges[imid].end >= start) && ((imid == 0) || (ranges[imid-1].end < start)))
{
imin = imid;
break;
}
else if (ranges[imid].start > start)
{
imax = imid;
}
else
{
imin = imid + 1;
}
}
int startindex = imin;
if (startindex >= (int)ranges.size())
{
// non intersecting
assert(start > ranges.back().end);
ranges.push_back(RANGE(start, end));
return;
}
if (startindex == 0 && end < ranges.front().start)
{
ranges.insert(ranges.begin(), RANGE(start, end));
RangeSanityCheck();
return;
}
imin = 0;
imax = (int)ranges.size();
// find where end is
while (imin < imax)
{
imid = (imin + imax) >> 1;
assert(imid < (int)ranges.size());
if ((ranges[imid].end <= end) && ((imid == ranges.size() - 1) || (ranges[imid+1].start > end)))
{
imin = imid;
break;
}
else if (ranges[imid].start >= end)
{
imax = imid;
}
else
{
imin = imid + 1;
}
}
int endindex = imin;
if (startindex > endindex)
{
// create a new range
ranges.insert(ranges.begin() + startindex, RANGE(start, end));
RangeSanityCheck();
return;
}
if (endindex >= (int)ranges.size() - 1)
{
// pop until startindex is reached
int lastend = ranges.back().end;
int numpop = (int)ranges.size() - startindex - 1;
while (numpop-- > 0)
{
ranges.pop_back();
}
assert(start <= ranges.back().end);
if (start < ranges.back().start) ranges.back().start = start;
if (lastend > ranges.back().end) ranges.back().end = lastend;
if (end > ranges.back().end) ranges.back().end = end;
RangeSanityCheck();
return;
}
if (endindex == 0)
{
assert(end >= ranges.front().start);
if (start < ranges.front().start) ranges.front().start = start;
if (end > ranges.front().end) ranges.front().end = end;
RangeSanityCheck();
}
// somewhere in the middle
if (ranges[startindex].start < start) start = ranges[startindex].start;
if (startindex < endindex)
{
ranges.erase(ranges.begin() + startindex, ranges.begin() + endindex);
}
if (start < ranges[startindex].start) ranges[startindex].start = start;
if (end > ranges[startindex].end) ranges[startindex].end = end;
RangeSanityCheck();
}
CRangeManager s_RangeMngr; // manages overwritten memory
void ResolveInRange(int start, int end)
{
FUNCLOG
list<CRenderTarget*> listTargs = CreateTargetsList(start, end);
/* s_DepthRTs.GetTargs(start, end, listTargs);
s_RTs.GetTargs(start, end, listTargs);*/
if (listTargs.size() > 0)
{
FlushBoth();
// We need another list, because old one could be brocken by Flush().
listTargs.clear();
listTargs = CreateTargetsList(start, end);
/* s_DepthRTs.GetTargs(start, end, listTargs_1);
s_RTs.GetTargs(start, end, listTargs_1);*/
for (list<CRenderTarget*>::iterator it = listTargs.begin(); it != listTargs.end(); ++it)
{
// only resolve if not completely covered
if ((*it)->created == 123)
(*it)->Resolve();
else
ZZLog::Debug_Log("Resolving non-existing object! Destroy code %d.", (*it)->created);
}
}
}
//////////////////
// Transferring //
//////////////////
void FlushTransferRanges(const tex0Info* ptex)
{
FUNCLOG
assert(s_RangeMngr.ranges.size() > 0);
//bool bHasFlushed = false;
list<CRenderTarget*> listTransmissionUpdateTargs;
int texstart = -1, texend = -1;
if (ptex != NULL)
{
GetRectMemAddress(texstart, texend, ptex->psm, 0, 0, ptex->tw, ptex->th, ptex->tbp0, ptex->tbw);
}
for (vector<CRangeManager::RANGE>::iterator itrange = s_RangeMngr.ranges.begin(); itrange != s_RangeMngr.ranges.end(); ++itrange)
{
int start = itrange->start;
int end = itrange->end;
listTransmissionUpdateTargs.clear();
listTransmissionUpdateTargs = CreateTargetsList(start, end);
/* s_DepthRTs.GetTargs(start, end, listTransmissionUpdateTargs);
s_RTs.GetTargs(start, end, listTransmissionUpdateTargs);*/
// if( !bHasFlushed && listTransmissionUpdateTargs.size() > 0 ) {
// FlushBoth();
//
//#ifdef _DEBUG
// // make sure targets are still the same
// list<CRenderTarget*>::iterator it;
// FORIT(it, listTransmissionUpdateTargs) {
// CRenderTargetMngr::MAPTARGETS::iterator itmap;
// for(itmap = s_RTs.mapTargets.begin(); itmap != s_RTs.mapTargets.end(); ++itmap) {
// if( itmap->second == *it )
// break;
// }
//
// if( itmap == s_RTs.mapTargets.end() ) {
//
// for(itmap = s_DepthRTs.mapTargets.begin(); itmap != s_DepthRTs.mapTargets.end(); ++itmap) {
// if( itmap->second == *it )
// break;
// }
//
// assert( itmap != s_DepthRTs.mapTargets.end() );
// }
// }
//#endif
// }
for (list<CRenderTarget*>::iterator it = listTransmissionUpdateTargs.begin(); it != listTransmissionUpdateTargs.end(); ++it)
{
CRenderTarget* ptarg = *it;
if ((ptarg->status & CRenderTarget::TS_Virtual)) continue;
if (!(ptarg->start < texend && ptarg->end > texstart))
{
// check if target is currently being used
if (!(conf.settings().no_quick_resolve))
{
if (ptarg->fbp != vb[0].gsfb.fbp) //&& (vb[0].prndr == NULL || ptarg->fbp != vb[0].prndr->fbp) ) {
{
if (ptarg->fbp != vb[1].gsfb.fbp) //&& (vb[1].prndr == NULL || ptarg->fbp != vb[1].prndr->fbp) ) {
{
// this render target currently isn't used and is not in the texture's way, so can safely ignore
// resolving it. Also the range has to be big enough compared to the target to really call it resolved
// (ffx changing screens, shadowhearts)
// start == ptarg->start, used for kh to transfer text
if (ptarg->IsDepth() || end - start > 0x50000 || ((conf.settings().quick_resolve_1) && start == ptarg->start))
ptarg->status |= CRenderTarget::TS_NeedUpdate | CRenderTarget::TS_Resolved;
continue;
}
}
}
}
else
{
// if( start <= texstart && end >= texend ) {
// // texture taken care of so can skip!?
// continue;
// }
}
// the first range check was very rough; some games (dragonball z) have the zbuf in the same page as textures (but not overlapping)
// so detect that condition
if (ptarg->fbh % m_Blocks[ptarg->psm].height)
{
// get start of left-most boundry page
int targstart, targend;
GetRectMemAddress(targstart, targend, ptarg->psm, 0, 0, ptarg->fbw, ptarg->fbh & ~(m_Blocks[ptarg->psm].height - 1), ptarg->fbp, ptarg->fbw);
if (start >= targend)
{
// don't bother
if ((ptarg->fbh % m_Blocks[ptarg->psm].height) <= 2) continue;
// calc how many bytes of the block that the page spans
}
}
if (!(ptarg->status & CRenderTarget::TS_Virtual))
{
if (start < ptarg->end && end > ptarg->start)
{
// suikoden5 is faster with check, but too big of a value and kh screens mess up
/* Zeydlitz remove this check, it does not do anything good
if ((end - start > 0x8000) && (!(conf.settings() & GAME_GUSTHACK) || (end-start > 0x40000))) {
// intersects, do only one sided resolves
if( end-start > 4*ptarg->fbw ) { // at least it be greater than one scanline (spiro is faster)
if( start > ptarg->start ) {
ptarg->Resolve(ptarg->start, start);
}
else if( end < ptarg->end ) {
ptarg->Resolve(end, ptarg->end);
}
}
}*/
ptarg->status |= CRenderTarget::TS_Resolved;
if ((!ptarg->IsDepth() || (!(conf.settings().no_depth_update) || end - start > 0x1000)) && ((end - start > 0x40000) || !(conf.settings().gust)))
ptarg->status |= CRenderTarget::TS_NeedUpdate;
}
}
}
g_MemTargs.ClearRange(start, end);
}
s_RangeMngr.Clear();
}
#if 0
// I removed some code here that wasn't getting called. The old versions #if'ed out below this.
#define RESOLVE_32_BIT(PSM, T, Tsrc, convfn) \
{ \
u32 mask, imask; \
\
if (PSMT_ISHALF(psm)) /* 16 bit */ \
{\
/* mask is shifted*/ \
imask = RGBA32to16(fbm);\
mask = (~imask)&0xffff;\
}\
else \
{\
mask = ~fbm;\
imask = fbm;\
}\
\
Tsrc* src = (Tsrc*)(psrc); \
T* pPageOffset = (T*)g_pbyGSMemory + fbp*(256/sizeof(T)), *dst; \
int maxfbh = (MEMORY_END-fbp*256) / (sizeof(T) * fbw); \
if( maxfbh > fbh ) maxfbh = fbh; \
\
for(int i = 0; i < maxfbh; ++i) { \
for(int j = 0; j < fbw; ++j) { \
T dsrc = convfn(src[RW(j)]); \
dst = pPageOffset + getPixelAddress##PSM##_0(j, i, fbw); \
*dst = (dsrc & mask) | (*dst & imask); \
} \
src += RH(Pitch(fbw))/sizeof(Tsrc); \
} \
} \
#endif
#ifdef __LINUX__
//#define LOG_RESOLVE_PROFILE
#endif
template <typename Tdst, bool do_conversion>
inline void Resolve_32_Bit(const void* psrc, int fbp, int fbw, int fbh, const int psm, u32 fbm)
{
u32 mask, imask;
#ifdef LOG_RESOLVE_PROFILE
u32 startime = timeGetPreciseTime();
#endif
if (PSMT_ISHALF(psm)) /* 16 bit */
{
/* mask is shifted*/
imask = RGBA32to16(fbm);
mask = (~imask)&0xffff;
}
else
{
mask = ~fbm;
imask = fbm;
}
Tdst* pPageOffset = (Tdst*)g_pbyGSMemory + fbp*(256/sizeof(Tdst));
Tdst* dst;
Tdst dsrc;
int maxfbh = (MEMORY_END-fbp*256) / (sizeof(Tdst) * fbw);
if( maxfbh > fbh ) maxfbh = fbh;
#ifdef LOG_RESOLVE_PROFILE
ZZLog::Dev_Log("*** Resolve 32 bits: %dx%d in %x", maxfbh, fbw, psm);
#endif
// Start the src array at the end to reduce testing in loop
u32 raw_size = RH(Pitch(fbw))/sizeof(u32);
u32* src = (u32*)(psrc) + (maxfbh-1)*raw_size;
for(int i = maxfbh-1; i >= 0; --i) {
for(int j = fbw-1; j >= 0; --j) {
if (do_conversion) {
dsrc = RGBA32to16(src[RW(j)]);
} else {
dsrc = (Tdst)src[RW(j)];
}
// They are 3 methods to call the functions
// macro (compact, inline) but need a nice psm ; swich (inline) ; function pointer (compact)
// Use a switch to allow inlining of the getPixel function.
// Note: psm is const so the switch is completely optimized
// Function method example:
// dst = pPageOffset + getPixelFun_0[psm](j, i, fbw);
switch (psm)
{
case PSMCT32:
case PSMCT24:
dst = pPageOffset + getPixelAddress32_0(j, i, fbw);
break;
case PSMCT16:
dst = pPageOffset + getPixelAddress16_0(j, i, fbw);
break;
case PSMCT16S:
dst = pPageOffset + getPixelAddress16S_0(j, i, fbw);
break;
case PSMT32Z:
case PSMT24Z:
dst = pPageOffset + getPixelAddress32Z_0(j, i, fbw);
break;
case PSMT16Z:
dst = pPageOffset + getPixelAddress16Z_0(j, i, fbw);
break;
case PSMT16SZ:
dst = pPageOffset + getPixelAddress16SZ_0(j, i, fbw);
break;
}
*dst = (dsrc & mask) | (*dst & imask);
}
src -= raw_size;
}
#ifdef LOG_RESOLVE_PROFILE
ZZLog::Dev_Log("*** 32 bits: execution time %d", timeGetPreciseTime()-startime);
#endif
}
static const __aligned16 unsigned int pixel_5b_mask[4] = {0x0000001F, 0x0000001F, 0x0000001F, 0x0000001F};
#ifdef ZEROGS_SSE2
// The function process 2*2 pixels in 32bits. And 2*4 pixels in 16bits
template <u32 psm, u32 size, u32 pageTable[size][64], bool null_second_line, u32 INDEX>
__forceinline void update_8pixels_sse2(u32* src, u32* basepage, u32 i_msk, u32 j, u32 pix_mask, u32 src_pitch)
{
u32* base_ptr;
__m128i pixels_0;
__m128i pixel_0_low;
__m128i pixel_0_high;
__m128i pixels_1;
__m128i pixel_1_low;
__m128i pixel_1_high;
assert((i_msk&0x1) == 0); // Failure => wrong line selected
// Note: pixels have a special arrangement in column. Here a short description when AA.x = 0
//
// 32 bits format: 8x2 pixels: the idea is to read pixels 0-3
// It is easier to process 4 bits (we can not cross column bondary)
// 0 1 4 5 8 9 12 13
// 2 3 6 7 10 11 14 15
//
// 16 bits format: 16x2 pixels, each pixels have a lower and higher part.
// Here the idea to read 0L-3L & 0H-3H to combine lower and higher part this avoid
// data interleaving and useless read/write
// 0L 1L 4L 5L 8L 9L 12L 13L 0H 1H 4H 5H 8H 9H 12H 13H
// 2L 3L 6L 7L 10L 11L 14L 15L 2H 3H 6H 7H 10H 11H 14H 15H
//
if (AA.x == 2) {
// Note: pixels (32bits) are stored like that:
// p0 p0 p0 p0 p1 p1 p1 p1 p4 p4 p4 p4 p5 p5 p5 p5
// ...
// p2 p2 p2 p2 p3 p3 p3 p3 p6 p6 p6 p6 p7 p7 p7 p7
base_ptr = &src[((j+INDEX)<<2)];
pixel_0_low = _mm_loadl_epi64((__m128i*)(base_ptr + 3));
if (!null_second_line) pixel_0_high = _mm_loadl_epi64((__m128i*)(base_ptr + 3 + src_pitch));
if (PSMT_ISHALF(psm)) {
pixel_1_low = _mm_loadl_epi64((__m128i*)(base_ptr + 3 + 32));
if (!null_second_line) pixel_1_high = _mm_loadl_epi64((__m128i*)(base_ptr + 3 + 32 + src_pitch));
}
} else if(AA.x ==1) {
// Note: pixels (32bits) are stored like that:
// p0 p0 p1 p1 p4 p4 p5 p5
// ...
// p2 p2 p3 p3 p6 p6 p7 p7
base_ptr = &src[((j+INDEX)<<1)];
pixel_0_low = _mm_loadl_epi64((__m128i*)(base_ptr + 1));
if (!null_second_line) pixel_0_high = _mm_loadl_epi64((__m128i*)(base_ptr + 1 + src_pitch));
if (PSMT_ISHALF(psm)) {
pixel_1_low = _mm_loadl_epi64((__m128i*)(base_ptr + 1 + 16));
if (!null_second_line) pixel_1_high = _mm_loadl_epi64((__m128i*)(base_ptr + 1 + 16 + src_pitch));
}
} else {
// Note: pixels (32bits) are stored like that:
// p0 p1 p4 p5
// p2 p3 p6 p7
base_ptr = &src[(j+INDEX)];
pixel_0_low = _mm_loadl_epi64((__m128i*)base_ptr);
if (!null_second_line) pixel_0_high = _mm_loadl_epi64((__m128i*)(base_ptr + src_pitch));
if (PSMT_ISHALF(psm)) {
pixel_1_low = _mm_loadl_epi64((__m128i*)(base_ptr + 8));
if (!null_second_line) pixel_1_high = _mm_loadl_epi64((__m128i*)(base_ptr + 8 + src_pitch));
}
}
// 2nd line does not exist... Just duplicate the pixel value
if(null_second_line) {
pixel_0_high = pixel_0_low;
if (PSMT_ISHALF(psm)) pixel_1_high = pixel_1_low;
}
// Merge the 2 dword
pixels_0 = _mm_unpacklo_epi64(pixel_0_low, pixel_0_high);
if (PSMT_ISHALF(psm)) pixels_1 = _mm_unpacklo_epi64(pixel_1_low, pixel_1_high);
// transform pixel from ARGB:8888 to ARGB:1555
if (psm == PSMCT16 || psm == PSMCT16S) {
// shift pixel instead of the mask. It allow to keep 1 mask into a register
// instead of 4 (not enough room on x86...).
__m128i pixel_mask = _mm_load_si128((__m128i*)pixel_5b_mask);
__m128i pixel_0_B = _mm_srli_epi32(pixels_0, 3);
pixel_0_B = _mm_and_si128(pixel_0_B, pixel_mask);
__m128i pixel_0_G = _mm_srli_epi32(pixels_0, 11);
pixel_0_G = _mm_and_si128(pixel_0_G, pixel_mask);
__m128i pixel_0_R = _mm_srli_epi32(pixels_0, 19);
pixel_0_R = _mm_and_si128(pixel_0_R, pixel_mask);
// Note: because of the logical shift we do not need to mask the value
__m128i pixel_0_A = _mm_srli_epi32(pixels_0, 31);
// Realignment of pixels
pixel_0_A = _mm_slli_epi32(pixel_0_A, 15);
pixel_0_R = _mm_slli_epi32(pixel_0_R, 10);
pixel_0_G = _mm_slli_epi32(pixel_0_G, 5);
// rebuild a complete pixel
pixels_0 = _mm_or_si128(pixel_0_A, pixel_0_B);
pixels_0 = _mm_or_si128(pixels_0, pixel_0_G);
pixels_0 = _mm_or_si128(pixels_0, pixel_0_R);
// do the same for pixel_1
__m128i pixel_1_B = _mm_srli_epi32(pixels_1, 3);
pixel_1_B = _mm_and_si128(pixel_1_B, pixel_mask);
__m128i pixel_1_G = _mm_srli_epi32(pixels_1, 11);
pixel_1_G = _mm_and_si128(pixel_1_G, pixel_mask);
__m128i pixel_1_R = _mm_srli_epi32(pixels_1, 19);
pixel_1_R = _mm_and_si128(pixel_1_R, pixel_mask);
__m128i pixel_1_A = _mm_srli_epi32(pixels_1, 31);
// Realignment of pixels
pixel_1_A = _mm_slli_epi32(pixel_1_A, 15);
pixel_1_R = _mm_slli_epi32(pixel_1_R, 10);
pixel_1_G = _mm_slli_epi32(pixel_1_G, 5);
// rebuild a complete pixel
pixels_1 = _mm_or_si128(pixel_1_A, pixel_1_B);
pixels_1 = _mm_or_si128(pixels_1, pixel_1_G);
pixels_1 = _mm_or_si128(pixels_1, pixel_1_R);
}
// Move the pixels to higher parts and merge it with pixels_0
if (PSMT_ISHALF(psm)) {
pixels_1 = _mm_slli_epi32(pixels_1, 16);
pixels_0 = _mm_or_si128(pixels_0, pixels_1);
}
// Status 16 bits
// pixels_0 = p3H p3L p2H p2L p1H p1L p0H p0L
// Status 32 bits
// pixels_0 = p3 p2 p1 p0
// load the destination add
u32* dst_add;
if (PSMT_ISHALF(psm))
dst_add = basepage + (pageTable[i_msk][(INDEX)] >> 1);
else
dst_add = basepage + pageTable[i_msk][(INDEX)];
// Save some memory access when pix_mask is 0.
if (pix_mask) {
// Build fbm mask (tranform a u32 to a 4 packets u32)
// In 16 bits texture one packet is "0000 DATA"
__m128i imask = _mm_cvtsi32_si128(pix_mask);
imask = _mm_shuffle_epi32(imask, 0);
// apply the mask on new values
pixels_0 = _mm_andnot_si128(imask, pixels_0);
__m128i old_pixels_0;
__m128i final_pixels_0;
old_pixels_0 = _mm_and_si128(imask, _mm_load_si128((__m128i*)dst_add));
final_pixels_0 = _mm_or_si128(old_pixels_0, pixels_0);
_mm_store_si128((__m128i*)dst_add, final_pixels_0);
} else {
// Note: because we did not read the previous value of add. We could bypass the cache.
// We gains a few percents
_mm_stream_si128((__m128i*)dst_add, pixels_0);
}
}
// Update 2 lines of a page (2*64 pixels)
template <u32 psm, u32 size, u32 pageTable[size][64], bool null_second_line>
__forceinline void update_pixels_row_sse2(u32* src, u32* basepage, u32 i_msk, u32 j, u32 pix_mask, u32 raw_size)
{
update_8pixels_sse2<psm, size, pageTable, null_second_line, 0>(src, basepage, i_msk, j, pix_mask, raw_size);
update_8pixels_sse2<psm, size, pageTable, null_second_line, 2>(src, basepage, i_msk, j, pix_mask, raw_size);
update_8pixels_sse2<psm, size, pageTable, null_second_line, 4>(src, basepage, i_msk, j, pix_mask, raw_size);
update_8pixels_sse2<psm, size, pageTable, null_second_line, 6>(src, basepage, i_msk, j, pix_mask, raw_size);
if(!PSMT_ISHALF(psm)) {
update_8pixels_sse2<psm, size, pageTable, null_second_line, 8>(src, basepage, i_msk, j, pix_mask, raw_size);
update_8pixels_sse2<psm, size, pageTable, null_second_line, 10>(src, basepage, i_msk, j, pix_mask, raw_size);
update_8pixels_sse2<psm, size, pageTable, null_second_line, 12>(src, basepage, i_msk, j, pix_mask, raw_size);
update_8pixels_sse2<psm, size, pageTable, null_second_line, 14>(src, basepage, i_msk, j, pix_mask, raw_size);
}
update_8pixels_sse2<psm, size, pageTable, null_second_line, 16>(src, basepage, i_msk, j, pix_mask, raw_size);
update_8pixels_sse2<psm, size, pageTable, null_second_line, 18>(src, basepage, i_msk, j, pix_mask, raw_size);
update_8pixels_sse2<psm, size, pageTable, null_second_line, 20>(src, basepage, i_msk, j, pix_mask, raw_size);
update_8pixels_sse2<psm, size, pageTable, null_second_line, 22>(src, basepage, i_msk, j, pix_mask, raw_size);
if(!PSMT_ISHALF(psm)) {
update_8pixels_sse2<psm, size, pageTable, null_second_line, 24>(src, basepage, i_msk, j, pix_mask, raw_size);
update_8pixels_sse2<psm, size, pageTable, null_second_line, 26>(src, basepage, i_msk, j, pix_mask, raw_size);
update_8pixels_sse2<psm, size, pageTable, null_second_line, 28>(src, basepage, i_msk, j, pix_mask, raw_size);
update_8pixels_sse2<psm, size, pageTable, null_second_line, 30>(src, basepage, i_msk, j, pix_mask, raw_size);
}
update_8pixels_sse2<psm, size, pageTable, null_second_line, 32>(src, basepage, i_msk, j, pix_mask, raw_size);
update_8pixels_sse2<psm, size, pageTable, null_second_line, 34>(src, basepage, i_msk, j, pix_mask, raw_size);
update_8pixels_sse2<psm, size, pageTable, null_second_line, 36>(src, basepage, i_msk, j, pix_mask, raw_size);
update_8pixels_sse2<psm, size, pageTable, null_second_line, 38>(src, basepage, i_msk, j, pix_mask, raw_size);
if(!PSMT_ISHALF(psm)) {
update_8pixels_sse2<psm, size, pageTable, null_second_line, 40>(src, basepage, i_msk, j, pix_mask, raw_size);
update_8pixels_sse2<psm, size, pageTable, null_second_line, 42>(src, basepage, i_msk, j, pix_mask, raw_size);
update_8pixels_sse2<psm, size, pageTable, null_second_line, 44>(src, basepage, i_msk, j, pix_mask, raw_size);
update_8pixels_sse2<psm, size, pageTable, null_second_line, 46>(src, basepage, i_msk, j, pix_mask, raw_size);
}
update_8pixels_sse2<psm, size, pageTable, null_second_line, 48>(src, basepage, i_msk, j, pix_mask, raw_size);
update_8pixels_sse2<psm, size, pageTable, null_second_line, 50>(src, basepage, i_msk, j, pix_mask, raw_size);
update_8pixels_sse2<psm, size, pageTable, null_second_line, 52>(src, basepage, i_msk, j, pix_mask, raw_size);
update_8pixels_sse2<psm, size, pageTable, null_second_line, 54>(src, basepage, i_msk, j, pix_mask, raw_size);
if(!PSMT_ISHALF(psm)) {
update_8pixels_sse2<psm, size, pageTable, null_second_line, 56>(src, basepage, i_msk, j, pix_mask, raw_size);
update_8pixels_sse2<psm, size, pageTable, null_second_line, 58>(src, basepage, i_msk, j, pix_mask, raw_size);
update_8pixels_sse2<psm, size, pageTable, null_second_line, 60>(src, basepage, i_msk, j, pix_mask, raw_size);
update_8pixels_sse2<psm, size, pageTable, null_second_line, 62>(src, basepage, i_msk, j, pix_mask, raw_size);
}
}
template <u32 psm, u32 size, u32 pageTable[size][64]>
void Resolve_32_Bit_sse2(const void* psrc, int fbp, int fbw, int fbh, u32 fbm)
{
// Note a basic implementation was done in Resolve_32_Bit function
#ifdef LOG_RESOLVE_PROFILE
u32 startime = timeGetPreciseTime();
#endif
u32 pix_mask;
if (PSMT_ISHALF(psm)) /* 16 bit format */
{
/* Use 2 16bits mask */
u32 pix16_mask = RGBA32to16(fbm);
pix_mask = (pix16_mask<<16) | pix16_mask;
}
else
pix_mask = fbm;
// Note GS register: frame_register__fbp is specified in units of the 32 bits address divided by 2048
// fbp is stored as 32*frame_register__fbp
u32* pPageOffset = (u32*)g_pbyGSMemory + (fbp/32)*2048;
int maxfbh;
int memory_space = MEMORY_END-(fbp/32)*2048*4;
if (PSMT_ISHALF(psm))
maxfbh = memory_space / (2*fbw);
else
maxfbh = memory_space / (4*fbw);
if( maxfbh > fbh ) maxfbh = fbh;
#ifdef LOG_RESOLVE_PROFILE
ZZLog::Dev_Log("*** Resolve 32 to 32 bits: %dx%d. Frame Mask %x. Format %x", maxfbh, fbw, pix_mask, psm);
#endif
// Start the src array at the end to reduce testing in loop
// If maxfbh is odd, proces maxfbh -1 alone and then go back to maxfbh -3
u32 raw_size = RH(Pitch(fbw))/sizeof(u32);
u32* src;
if (maxfbh&0x1) {
ZZLog::Dev_Log("*** Warning resolve 32bits have an odd number of lines");
// decrease maxfbh to process the bottom line (maxfbh-1)
maxfbh--;
src = (u32*)(psrc) + maxfbh*raw_size;
u32 i_msk = maxfbh & (size-1);
// Note fbw is a multiple of 64. So you can unroll the loop 64 times
for(int j = (fbw - 64); j >= 0; j -= 64) {
u32* basepage = pPageOffset + ((maxfbh/size) * (fbw/64) + (j/64)) * 2048;
update_pixels_row_sse2<psm, size, pageTable, true>(src, basepage, i_msk, j, pix_mask, raw_size);
}
// realign the src pointer to process others lines
src -= 2*raw_size;
} else {
// Because we process 2 lines at once go back to maxfbh-2.
src = (u32*)(psrc) + (maxfbh-2)*raw_size;
}
// Note i must be even for the update_8pixels functions
assert((maxfbh&0x1) == 0);
for(int i = (maxfbh-2); i >= 0; i -= 2) {
u32 i_msk = i & (size-1);
// Note fbw is a multiple of 64. So you can unroll the loop 64 times
for(int j = (fbw - 64); j >= 0; j -= 64) {
u32* basepage = pPageOffset + ((i/size) * (fbw/64) + (j/64)) * 2048;
update_pixels_row_sse2<psm, size, pageTable, false>(src, basepage, i_msk, j, pix_mask, raw_size);
}
// Note update_8pixels process 2 lines at onces hence the factor 2
src -= 2*raw_size;
}
if(!pix_mask) {
// Ensure that previous (out of order) write are done. It must be done after non temporal instruction
// (or *_stream_* intrinsic)
_mm_sfence();
}
#ifdef LOG_RESOLVE_PROFILE
ZZLog::Dev_Log("*** 32 bits: execution time %d", timeGetPreciseTime()-startime);
#endif
}
#endif
void _Resolve(const void* psrc, int fbp, int fbw, int fbh, int psm, u32 fbm, bool mode = true)
{
FUNCLOG
int start, end;
s_nResolved += 2;
// align the rect to the nearest page
// note that fbp is always aligned on page boundaries
GetRectMemAddress(start, end, psm, 0, 0, fbw, fbh, fbp, fbw);
// Comment this to restore the previous resolve_32 version
#define OPTI_RESOLVE_32
// start the conversion process A8R8G8B8 -> psm
switch (psm)
{
// NOTE pass psm as a constant value otherwise gcc does not do its job. It keep
// the psm switch in Resolve_32_Bit
case PSMCT32:
case PSMCT24:
#if defined(ZEROGS_SSE2) && defined(OPTI_RESOLVE_32)
Resolve_32_Bit_sse2<PSMCT32, 32, g_pageTable32 >(psrc, fbp, fbw, fbh, fbm);
#else
Resolve_32_Bit<u32, false >(psrc, fbp, fbw, fbh, PSMCT32, fbm);
#endif
break;
case PSMCT16:
#if defined(ZEROGS_SSE2) && defined(OPTI_RESOLVE_32)
Resolve_32_Bit_sse2<PSMCT16, 64, g_pageTable16 >(psrc, fbp, fbw, fbh, fbm);
#else
Resolve_32_Bit<u16, true >(psrc, fbp, fbw, fbh, PSMCT16, fbm);
#endif
break;
case PSMCT16S:
#if defined(ZEROGS_SSE2) && defined(OPTI_RESOLVE_32)
Resolve_32_Bit_sse2<PSMCT16S, 64, g_pageTable16S >(psrc, fbp, fbw, fbh, fbm);
#else
Resolve_32_Bit<u16, true >(psrc, fbp, fbw, fbh, PSMCT16S, fbm);
#endif
break;
case PSMT32Z:
case PSMT24Z:
#if defined(ZEROGS_SSE2) && defined(OPTI_RESOLVE_32)
Resolve_32_Bit_sse2<PSMT32Z, 32, g_pageTable32Z >(psrc, fbp, fbw, fbh, fbm);
#else
Resolve_32_Bit<u32, false >(psrc, fbp, fbw, fbh, PSMT32Z, fbm);
#endif
break;
case PSMT16Z:
#if defined(ZEROGS_SSE2) && defined(OPTI_RESOLVE_32)
Resolve_32_Bit_sse2<PSMT16Z, 64, g_pageTable16Z >(psrc, fbp, fbw, fbh, fbm);
#else
Resolve_32_Bit<u16, false >(psrc, fbp, fbw, fbh, PSMT16Z, fbm);
#endif
break;
case PSMT16SZ:
#if defined(ZEROGS_SSE2) && defined(OPTI_RESOLVE_32)
Resolve_32_Bit_sse2<PSMT16SZ, 64, g_pageTable16SZ >(psrc, fbp, fbw, fbh, fbm);
#else
Resolve_32_Bit<u16, false >(psrc, fbp, fbw, fbh, PSMT16SZ, fbm);
#endif
break;
}
g_MemTargs.ClearRange(start, end);
INC_RESOLVE();
}
// Leaving this code in for reference for the moment.
#if 0
void _Resolve(const void* psrc, int fbp, int fbw, int fbh, int psm, u32 fbm, bool mode)
{
FUNCLOG
//GL_REPORT_ERRORD();
s_nResolved += 2;
// align the rect to the nearest page
// note that fbp is always aligned on page boundaries
int start, end;
GetRectMemAddress(start, end, psm, 0, 0, fbw, fbh, fbp, fbw);
int i, j;
//short smask1 = gs.smask&1;
//short smask2 = gs.smask&2;
u32 mask, imask;
if (PSMT_ISHALF(psm)) // 16 bit
{
// mask is shifted
imask = RGBA32to16(fbm);
mask = (~imask) & 0xffff;
}
else
{
mask = ~fbm;
imask = fbm;
if ((psm&0xf) > 0 && 0)
{
// preserve the alpha?
mask &= 0x00ffffff;
imask |= 0xff000000;
}
}
// Targets over 2000 should be shuffle. FFX and KH2 (0x2100)
int X = (psm == 0) ? 0 : 0;
//if (X == 1)
//ZZLog::Error_Log("resolve: %x %x %x %x (%x-%x).", psm, fbp, fbw, fbh, start, end);
#define RESOLVE_32BIT(psm, T, Tsrc, blockbits, blockwidth, blockheight, convfn, frame, aax, aay) \
{ \
Tsrc* src = (Tsrc*)(psrc); \
T* pPageOffset = (T*)g_pbyGSMemory + fbp*(256/sizeof(T)), *dst; \
int srcpitch = Pitch(fbw) * blockheight/sizeof(Tsrc); \
int maxfbh = (MEMORY_END-fbp*256) / (sizeof(T) * fbw); \
if( maxfbh > fbh ) maxfbh = fbh; \
for(i = 0; i < (maxfbh&~(blockheight-1))*X; i += blockheight) { \
/*if( smask2 && (i&1) == smask1 ) continue; */ \
for(j = 0; j < fbw; j += blockwidth) { \
/* have to write in the tiled format*/ \
frame##SwizzleBlock##blockbits(pPageOffset + getPixelAddress##psm##_0(j, i, fbw), \
src+RW(j), Pitch(fbw)/sizeof(Tsrc), mask); \
} \
src += RH(srcpitch); \
} \
for(; i < maxfbh; ++i) { \
for(j = 0; j < fbw; ++j) { \
T dsrc = convfn(src[RW(j)]); \
dst = pPageOffset + getPixelAddress##psm##_0(j, i, fbw); \
*dst = (dsrc & mask) | (*dst & imask); \
} \
src += RH(Pitch(fbw))/sizeof(Tsrc); \
} \
} \
if( GetRenderFormat() == RFT_byte8 ) {
// start the conversion process A8R8G8B8 -> psm
switch (psm)
{
case PSMCT32:
case PSMCT24:
if (AA.y)
{
RESOLVE_32BIT(32, u32, u32, 32A4, 8, 8, (u32), Frame, AA.x, AA.y);
}
else if (AA.x)
{
RESOLVE_32BIT(32, u32, u32, 32A2, 8, 8, (u32), Frame, 1, 0);
}
else
{
RESOLVE_32BIT(32, u32, u32, 32, 8, 8, (u32), Frame, 0, 0);
}
break;
case PSMCT16:
if (AA.y)
{
RESOLVE_32BIT(16, u16, u32, 16A4, 16, 8, RGBA32to16, Frame, AA.x, AA.y);
}
else if (AA.x)
{
RESOLVE_32BIT(16, u16, u32, 16A2, 16, 8, RGBA32to16, Frame, 1, 0);
}
else
{
RESOLVE_32BIT(16, u16, u32, 16, 16, 8, RGBA32to16, Frame, 0, 0);
}
break;
case PSMCT16S:
if (AA.y)
{
RESOLVE_32BIT(16S, u16, u32, 16A4, 16, 8, RGBA32to16, Frame, AA.x, AA.y);
}
else if (AA.x)
{
RESOLVE_32BIT(16S, u16, u32, 16A2, 16, 8, RGBA32to16, Frame, 1, 0);
}
else
{
RESOLVE_32BIT(16S, u16, u32, 16, 16, 8, RGBA32to16, Frame, 0, 0);
}
break;
case PSMT32Z:
case PSMT24Z:
if (AA.y)
{
RESOLVE_32BIT(32Z, u32, u32, 32A4, 8, 8, (u32), Frame, AA.x, AA.y);
}
else if (AA.x)
{
RESOLVE_32BIT(32Z, u32, u32, 32A2, 8, 8, (u32), Frame, 1, 0);
}
else
{
RESOLVE_32BIT(32Z, u32, u32, 32, 8, 8, (u32), Frame, 0, 0);
}
break;
case PSMT16Z:
if (AA.y)
{
RESOLVE_32BIT(16Z, u16, u32, 16A4, 16, 8, (u16), Frame, AA.x, AA.y);
}
else if (AA.x)
{
RESOLVE_32BIT(16Z, u16, u32, 16A2, 16, 8, (u16), Frame, 1, 0);
}
else
{
RESOLVE_32BIT(16Z, u16, u32, 16, 16, 8, (u16), Frame, 0, 0);
}
break;
case PSMT16SZ:
if (AA.y)
{
RESOLVE_32BIT(16SZ, u16, u32, 16A4, 16, 8, (u16), Frame, AA.x, AA.y);
}
else if (AA.x)
{
RESOLVE_32BIT(16SZ, u16, u32, 16A2, 16, 8, (u16), Frame, 1, 0);
}
else
{
RESOLVE_32BIT(16SZ, u16, u32, 16, 16, 8, (u16), Frame, 0, 0);
}
break;
}
}
else // float16
{
switch (psm)
{
case PSMCT32:
case PSMCT24:
if (AA.y)
{
RESOLVE_32BIT(32, u32, Vector_16F, 32A4, 8, 8, Float16ToARGB, Frame16, 1, 1);
}
else if (AA.x)
{
RESOLVE_32BIT(32, u32, Vector_16F, 32A2, 8, 8, Float16ToARGB, Frame16, 1, 0);
}
else
{
RESOLVE_32BIT(32, u32, Vector_16F, 32, 8, 8, Float16ToARGB, Frame16, 0, 0);
}
break;
case PSMCT16:
if (AA.y)
{
RESOLVE_32BIT(16, u16, Vector_16F, 16A4, 16, 8, Float16ToARGB16, Frame16, 1, 1);
}
else if (AA.x)
{
RESOLVE_32BIT(16, u16, Vector_16F, 16A2, 16, 8, Float16ToARGB16, Frame16, 1, 0);
}
else
{
RESOLVE_32BIT(16, u16, Vector_16F, 16, 16, 8, Float16ToARGB16, Frame16, 0, 0);
}
break;
case PSMCT16S:
if (AA.y)
{
RESOLVE_32BIT(16S, u16, Vector_16F, 16A4, 16, 8, Float16ToARGB16, Frame16, 1, 1);
}
else if (AA.x)
{
RESOLVE_32BIT(16S, u16, Vector_16F, 16A2, 16, 8, Float16ToARGB16, Frame16, 1, 0);
}
else
{
RESOLVE_32BIT(16S, u16, Vector_16F, 16, 16, 8, Float16ToARGB16, Frame16, 0, 0);
}
break;
case PSMT32Z:
case PSMT24Z:
if (AA.y)
{
RESOLVE_32BIT(32Z, u32, Vector_16F, 32ZA4, 8, 8, Float16ToARGB_Z, Frame16, 1, 1);
}
else if (AA.x)
{
RESOLVE_32BIT(32Z, u32, Vector_16F, 32ZA2, 8, 8, Float16ToARGB_Z, Frame16, 1, 0);
}
else
{
RESOLVE_32BIT(32Z, u32, Vector_16F, 32Z, 8, 8, Float16ToARGB_Z, Frame16, 0, 0);
}
break;
case PSMT16Z:
if (AA.y)
{
RESOLVE_32BIT(16Z, u16, Vector_16F, 16ZA4, 16, 8, Float16ToARGB16_Z, Frame16, 1, 1);
}
else if (AA.x)
{
RESOLVE_32BIT(16Z, u16, Vector_16F, 16ZA2, 16, 8, Float16ToARGB16_Z, Frame16, 1, 0);
}
else
{
RESOLVE_32BIT(16Z, u16, Vector_16F, 16Z, 16, 8, Float16ToARGB16_Z, Frame16, 0, 0);
}
break;
case PSMT16SZ:
if (AA.y)
{
RESOLVE_32BIT(16SZ, u16, Vector_16F, 16ZA4, 16, 8, Float16ToARGB16_Z, Frame16, 1, 1);
}
else if (AA.x)
{
RESOLVE_32BIT(16SZ, u16, Vector_16F, 16ZA2, 16, 8, Float16ToARGB16_Z, Frame16, 1, 0);
}
else
{
RESOLVE_32BIT(16SZ, u16, Vector_16F, 16Z, 16, 8, Float16ToARGB16_Z, Frame16, 0, 0);
}
break;
}
}
g_MemTargs.ClearRange(start, end);
INC_RESOLVE();
}
#endif