mirror of https://github.com/PCSX2/pcsx2.git
505 lines
13 KiB
C++
505 lines
13 KiB
C++
/* ZZ Open GL graphics plugin
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* Copyright (c)2009-2010 zeydlitz@gmail.com, arcum42@gmail.com
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* Based on Zerofrog's ZeroGS KOSMOS (c)2005-2008
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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// Zerogs:VB implementation.
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// VB stands for Visual Buffer, as I think
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//------------------- Includes
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#include "zerogs.h"
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#include "targets.h"
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#include "GS.h"
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#include "Mem.h"
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// ----------------- Defines
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#define MINMAX_SHIFT 3
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//------------------ Constants
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// ----------------- Global Variables
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int maxmin = 608;
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// ----------------- Code
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// Constructor. Set width and height to 1
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VB::VB()
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{
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memset(this, 0, sizeof(VB));
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tex0.tw = 1;
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tex0.th = 1;
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}
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// Destructor
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VB::~VB()
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{
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Destroy();
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}
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void VB::Destroy()
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{
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_aligned_free(pBufferData);
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pBufferData = NULL;
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nNumVertices = 0;
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prndr = NULL;
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pdepth = NULL;
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}
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int ConstraintReason;
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// Return number of 64-pixels block, that guaranted could be hold in memory
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// from gsfb.fbp and tbp (textrure pase), zbuf.zbp (Z-buffer), frame.fbp
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// (previous frame).
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inline int VB::FindMinimalMemoryConstrain(int tbp, int maxpos)
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{
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int MinConstraint = maxpos;
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// make sure texture is far away from tbp
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{
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int Constraint = tbp - gsfb.fbp;
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if ((0 < Constraint) && (Constraint < MinConstraint))
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{
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MinConstraint = Constraint;
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ConstraintReason = 1;
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}
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}
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// offroad uses 0x80 fbp which messes up targets
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// special case when double buffering (hamsterball)
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// Suikoden 3 require e00 have this issue too. P3 - 0x1000.
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if (prndr != NULL)
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{
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int Constraint = frame.fbp - gsfb.fbp;
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if ((0x0 < Constraint) && (Constraint < MinConstraint))
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{
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MinConstraint = Constraint;
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ConstraintReason = 2;
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}
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}
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// old caching method
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// zmsk necessary for KH movie
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if (!zbuf.zmsk)
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{
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int Constraint = zbuf.zbp - gsfb.fbp;
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if ((0 < Constraint) && (Constraint < MinConstraint))
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{
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MinConstraint = Constraint;
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ConstraintReason = 3;
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}
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}
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// In 16Bit mode in one Word frame stored 2 pixels
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if (PSMT_ISHALF(gsfb.psm)) MinConstraint *= 2;
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return MinConstraint ;
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}
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// Return number of 64 pizel words that could be placed in Z-Buffer
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// If no Z-buffer present return old constraint
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inline int VB::FindZbufferMemoryConstrain(int tbp, int maxpos)
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{
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int MinConstraint = maxpos;
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// Check tbp / zbuffer constraint
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if (!zbuf.zmsk)
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{
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int Constraint = (tbp - zbuf.zbp) * (PSMT_ISHALF(zbuf.psm) ? 2 : 1);
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if ((0 < Constraint) && (Constraint < MinConstraint))
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{
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MinConstraint = Constraint;
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ConstraintReason = 4;
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}
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}
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return MinConstraint;
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}
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// Return heights limiter from scissor...
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inline int GetScissorY(int y)
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{
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int fbh = (y >> MINMAX_SHIFT) + 1;
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if (fbh > 2 && (fbh & 1)) fbh -= 1;
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return fbh;
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}
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//There is several reasons to limit a height of frame: maximum buffer size, calculated size
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//from fbw and fbh and scissoring.
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inline int VB::FindMinimalHeightConstrain(int maxpos)
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{
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int MinConstraint = maxpos;
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if (maxmin < MinConstraint)
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{
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MinConstraint = maxmin;
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ConstraintReason = 5;
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}
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if (gsfb.fbh < MinConstraint)
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{
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MinConstraint = gsfb.fbh;
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ConstraintReason = 6;
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}
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int ScissorConstraint = GetScissorY(scissor.y1) ;
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if (ScissorConstraint < MinConstraint)
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{
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MinConstraint = ScissorConstraint;
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ConstraintReason = 7;
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}
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return MinConstraint;
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}
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// 32 bit frames have additional constraints to frame
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// maxpos was maximum length of frame at normal constraints
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inline void VB::CheckFrame32bitRes(int maxpos)
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{
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int fbh = frame.fbh;
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if (frame.fbh >= 512)
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{
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// neopets hack
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maxmin = min(maxmin, frame.fbh);
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frame.fbh = maxmin;
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ConstraintReason = 8;
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}
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// ffxii hack to stop resolving
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if (frame.fbp >= 0x3000 && fbh >= 0x1a0)
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{
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int endfbp = frame.fbp + frame.fbw * fbh / (PSMT_ISHALF(gsfb.psm) ? 128 : 64);
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// see if there is a previous render target in the way, reduce
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for (CRenderTargetMngr::MAPTARGETS::iterator itnew = s_RTs.mapTargets.begin(); itnew != s_RTs.mapTargets.end(); ++itnew)
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{
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if (itnew->second->fbp > frame.fbp && endfbp > itnew->second->fbp)
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{
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endfbp = itnew->second->fbp;
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}
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}
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frame.fbh = (endfbp - frame.fbp) * (PSMT_ISHALF(gsfb.psm) ? 128 : 64) / frame.fbw;
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if (frame.fbh < fbh) ConstraintReason = 9;
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}
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}
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// This is the main code for frame resizing.
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// It checks for several reasons to resize and resizes if it needs to.
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// 4Mb memory in 64 bit (4 bytes) words.
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// |------------------------|---------------------|----------|----------|---------------------|
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// 0 gsfb.fbp zbuff.zpb tbp frame.fbp 2^20/64
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inline int VB::CheckFrameAddConstraints(int tbp)
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{
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if (gsfb.fbw <= 0)
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{
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ERROR_LOG_SPAM("render target null, no constraints. Ignoring\n");
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return -1;
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}
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// Memory region after fbp
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int maxmemorypos = 0x4000 - gsfb.fbp;
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ConstraintReason = 0;
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maxmemorypos = FindMinimalMemoryConstrain(tbp, maxmemorypos);
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maxmemorypos = FindZbufferMemoryConstrain(tbp, maxmemorypos);
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int maxpos = 64 * maxmemorypos ;
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maxpos /= gsfb.fbw;
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//? atelier iris crashes without it
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if (maxpos > 256) maxpos &= ~0x1f;
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#ifdef DEVBUILD
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int noscissorpos = maxpos;
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int ConstrainR1 = ConstraintReason;
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#endif
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maxpos = FindMinimalHeightConstrain(maxpos);
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frame = gsfb;
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frame.fbh = maxpos;
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if (!PSMT_ISHALF(frame.psm) || !(conf.settings().full_16_bit_res)) CheckFrame32bitRes(maxpos);
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#ifdef DEVBUILD
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if (frame.fbh == 0xe2)
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ZZLog::Debug_Log("Const: %x %x %d| %x %d %x %x", frame.fbh, frame.fbw, ConstraintReason, noscissorpos, ConstrainR1, tbp, frame.fbp);
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#endif
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// Fixme: Reserved psm for framebuffers
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// gsfb.psm &= 0xf; // shadow tower
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return 0;
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}
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// Check if after resizing new depth target is needed to be used.
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// it returns 2 if a new depth target is used.
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inline int VB::CheckFrameResolveDepth(int tbp)
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{
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int result = 0;
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CDepthTarget* pprevdepth = pdepth;
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pdepth = NULL;
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// just z changed
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frameInfo f = CreateFrame(zbuf.zbp, prndr->fbw, prndr->fbh, zbuf.psm, (zbuf.psm == 0x31) ? 0xff000000 : 0);
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CDepthTarget* pnewdepth = (CDepthTarget*)s_DepthRTs.GetTarg(f, CRenderTargetMngr::TO_DepthBuffer | CRenderTargetMngr::TO_StrictHeight |
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(zbuf.zmsk ? CRenderTargetMngr::TO_Virtual : 0), get_maxheight(zbuf.zbp, gsfb.fbw, 0));
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assert(pnewdepth != NULL && prndr != NULL);
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if (pnewdepth->fbh != prndr->fbh) ZZLog::Debug_Log("pnewdepth->fbh(0x%x) != prndr->fbh(0x%x)", pnewdepth->fbh, prndr->fbh);
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//assert(pnewdepth->fbh == prndr->fbh);
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if ((pprevdepth != pnewdepth) || (pprevdepth != NULL && (pprevdepth->status & CRenderTarget::TS_NeedUpdate)))
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result = 2;
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pdepth = pnewdepth;
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return result;
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}
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// Check if after resizing, a new render target is needed to be used. Also perform deptarget check.
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// Returns 1 if only 1 render target is changed and 3 -- if both.
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inline int VB::CheckFrameResolveRender(int tbp)
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{
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int result = 0;
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CRenderTarget* pprevrndr = prndr;
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prndr = NULL;
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CDepthTarget* pprevdepth = pdepth;
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pdepth = NULL;
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// Set renderes to NULL to prevent Flushing.
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CRenderTarget* pnewtarg = s_RTs.GetTarg(frame, 0, maxmin);
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assert(pnewtarg != NULL);
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// pnewtarg->fbh >= 0x1c0 needed for ffx
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if ((pnewtarg->fbh >= 0x1c0) && pnewtarg->fbh > frame.fbh && zbuf.zbp < tbp && !zbuf.zmsk)
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{
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// check if zbuf is in the way of the texture (suikoden5)
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int maxallowedfbh = (tbp - zbuf.zbp) * (PSMT_ISHALF(zbuf.psm) ? 128 : 64) / gsfb.fbw;
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if (PSMT_ISHALF(gsfb.psm)) maxallowedfbh *= 2;
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if (pnewtarg->fbh > maxallowedfbh + 32) // +32 needed for ffx2
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{
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// destroy and recreate
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s_RTs.DestroyAllTargs(0, 0x100, pnewtarg->fbw);
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pnewtarg = s_RTs.GetTarg(frame, 0, maxmin);
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assert(pnewtarg != NULL);
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}
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}
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ZZLog::Prim_Log("frame_%d: fbp=0x%x fbw=%d fbh=%d(%d) psm=0x%x fbm=0x%x\n", ictx, gsfb.fbp, gsfb.fbw, gsfb.fbh, pnewtarg->fbh, gsfb.psm, gsfb.fbm);
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if ((pprevrndr != pnewtarg) || (pprevrndr != NULL && (pprevrndr->status & CRenderTarget::TS_NeedUpdate)))
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result = 1;
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prndr = pnewtarg;
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pdepth = pprevdepth;
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result |= CheckFrameResolveDepth(tbp);
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return result;
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}
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// After frame resetting, it is possible that 16 to 32 or 32 to 16 (color bits) conversion should be made.
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inline void VB::CheckFrame16vs32Conversion()
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{
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if (prndr->status & CRenderTarget::TS_NeedConvert32)
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{
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if (pdepth->pdepth != 0) pdepth->SetDepthStencilSurface();
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prndr->fbh *= 2;
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prndr->ConvertTo32();
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prndr->status &= ~CRenderTarget::TS_NeedConvert32;
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}
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else if (prndr->status & CRenderTarget::TS_NeedConvert16)
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{
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if (pdepth->pdepth != 0) pdepth->SetDepthStencilSurface();
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prndr->fbh /= 2;
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prndr->ConvertTo16();
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prndr->status &= ~CRenderTarget::TS_NeedConvert16;
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}
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}
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void SetContextTarget(int context);
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// A lot of times, the target is too big and overwrites the texture.
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// If tbp != 0, use it to bound.
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void VB::CheckFrame(int tbp)
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{
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GL_REPORT_ERRORD();
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static int bChanged;
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if (bNeedZCheck)
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{
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ZZLog::Prim_Log("zbuf_%d: zbp=0x%x psm=0x%x, zmsk=%d\n", ictx, zbuf.zbp, zbuf.psm, zbuf.zmsk);
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//zbuf = *zb;
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}
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if (m_Blocks[gsfb.psm].bpp == 0)
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{
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ZZLog::Error_Log("CheckFrame invalid bpp %d.", gsfb.psm);
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return;
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}
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bChanged = 0;
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if (bNeedFrameCheck)
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{
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// important to set before calling GetTarg
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bNeedFrameCheck = 0;
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bNeedZCheck = 0;
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if (CheckFrameAddConstraints(tbp) == -1) return;
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if ((prndr != NULL) && (prndr->psm != gsfb.psm))
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{
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// behavior for dest alpha varies
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// ResetAlphaVariables();
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}
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bChanged = CheckFrameResolveRender(tbp);
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CheckFrame16vs32Conversion();
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}
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else if (bNeedZCheck)
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{
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bNeedZCheck = 0;
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if (prndr != NULL && gsfb.fbw > 0) CheckFrameResolveDepth(tbp);
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}
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if (prndr != NULL) SetContextTarget(ictx);
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GL_REPORT_ERRORD();
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}
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// This is the case, most easy to perform, when nothing was changed
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inline void VB::FlushTexUnchangedClutDontUpdate()
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{
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if (ZZOglGet_cld_TexBits(uNextTex0Data[1]))
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{
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texClutWrite(ictx);
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// invalidate to make sure target didn't change!
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bVarsTexSync = false;
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}
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}
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// The second of easy branch. We does not change storage model, so we don't need to
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// update anything except texture itself
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inline void VB::FlushTexClutDontUpdate()
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{
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if (!ZZOglClutStorageUnchanged(uCurTex0Data, uNextTex0Data)) Flush(ictx);
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// clut memory isn't going to be loaded so can ignore, but at least update CSA and CPSM!
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uCurTex0Data[1] = (uCurTex0Data[1] & CPSM_CSA_NOTMASK) | (uNextTex0Data[1] & CPSM_CSA_BITMASK);
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tex0.csa = ZZOglGet_csa_TexBits(uNextTex0Data[1]);
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tex0.cpsm = ZZOglGet_cpsm_TexBits(uNextTex0Data[1]);
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texClutWrite(ictx);
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bVarsTexSync = false;
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}
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// Set texture variables after big change
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inline void VB::FlushTexSetNewVars(u32 psm)
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{
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tex0.tbp0 = ZZOglGet_tbp0_TexBits(uNextTex0Data[0]);
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tex0.tbw = ZZOglGet_tbw_TexBitsMult(uNextTex0Data[0]);
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tex0.psm = psm;
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tex0.tw = ZZOglGet_tw_TexBitsExp(uNextTex0Data[0]);
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tex0.th = ZZOglGet_th_TexBitsExp(uNextTex0Data[0], uNextTex0Data[1]);
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tex0.tcc = ZZOglGet_tcc_TexBits(uNextTex0Data[1]);
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tex0.tfx = ZZOglGet_tfx_TexBits(uNextTex0Data[1]);
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fiTexWidth[ictx] = (1 / 16.0f) / tex0.tw;
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fiTexHeight[ictx] = (1 / 16.0f) / tex0.th;
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}
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// Flush == draw on screen
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// This function made VB state consistant before real Flush.
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void VB::FlushTexData()
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{
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GL_REPORT_ERRORD();
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//assert(bNeedTexCheck);
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if (bNeedTexCheck)
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{
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bNeedTexCheck = 0;
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u32 psm = ZZOglGet_psm_TexBitsFix(uNextTex0Data[0]);
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// don't update unless necessary
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if (ZZOglAllExceptClutIsSame(uCurTex0Data, uNextTex0Data))
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{
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// Don't need to do anything if there is no clutting and VB tex data was not changed
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if (!PSMT_ISCLUT(psm)) return;
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// have to write the CLUT again if only CLD was changed
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if (ZZOglClutMinusCLDunchanged(uCurTex0Data, uNextTex0Data))
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{
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FlushTexUnchangedClutDontUpdate();
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return;
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}
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// Cld bit is 0 means that clut buffer stay unchanged
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if (ZZOglGet_cld_TexBits(uNextTex0Data[1]) == 0)
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{
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FlushTexClutDontUpdate();
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return;
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}
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}
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// Made the full update
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Flush(ictx);
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bVarsTexSync = false;
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bTexConstsSync = false;
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uCurTex0Data[0] = uNextTex0Data[0];
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uCurTex0Data[1] = uNextTex0Data[1];
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FlushTexSetNewVars(psm);
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if (PSMT_ISCLUT(psm)) CluttingForFlushedTex(&tex0, uNextTex0Data[1], ictx) ;
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GL_REPORT_ERRORD();
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}
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}
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