mirror of https://github.com/PCSX2/pcsx2.git
429 lines
8.9 KiB
C++
429 lines
8.9 KiB
C++
/*
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* Copyright (C) 2007-2009 Gabest
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* http://www.gabest.org
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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, or (at your option)
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* 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 GNU Make; see the file COPYING. If not, write to
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* the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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#include "StdAfx.h"
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#include "GSRenderer.h"
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GSRenderer::GSRenderer(uint8* base, bool mt, void (*irq)(), GSDevice* dev)
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: GSState(base, mt, irq)
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, m_dev(dev)
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, m_shader(0)
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{
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m_interlace = theApp.GetConfig("interlace", 0);
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m_aspectratio = theApp.GetConfig("aspectratio", 1);
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m_filter = theApp.GetConfig("filter", 1);
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m_vsync = !!theApp.GetConfig("vsync", 0);
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m_nativeres = !!theApp.GetConfig("nativeres", 0);
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m_aa1 = !!theApp.GetConfig("aa1", 0);
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m_blur = !!theApp.GetConfig("blur", 0);
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if(m_nativeres) m_filter = 2;
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s_n = 0;
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s_dump = !!theApp.GetConfig("dump", 0);
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s_save = !!theApp.GetConfig("save", 0);
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s_savez = !!theApp.GetConfig("savez", 0);
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}
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GSRenderer::~GSRenderer()
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{
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delete m_dev;
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}
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bool GSRenderer::Create(const string& title)
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{
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if(!m_wnd.Create(title.c_str()))
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{
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return false;
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}
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ASSERT(m_dev);
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if(!m_dev->Create(&m_wnd, m_vsync))
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{
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return false;
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}
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Reset();
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return true;
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}
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bool GSRenderer::Merge(int field)
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{
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bool en[2];
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GSVector4i fr[2];
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GSVector4i dr[2];
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int baseline = INT_MAX;
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for(int i = 0; i < 2; i++)
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{
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en[i] = IsEnabled(i);
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if(en[i])
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{
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fr[i] = GetFrameRect(i);
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dr[i] = GetDisplayRect(i);
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baseline = min(dr[i].top, baseline);
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// printf("[%d]: %d %d %d %d, %d %d %d %d\n", i, fr[i], dr[i]);
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}
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}
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if(!en[0] && !en[1])
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{
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return false;
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}
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// try to avoid fullscreen blur, could be nice on tv but on a monitor it's like double vision, hurts my eyes (persona 4, guitar hero)
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//
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// NOTE: probably the technique explained in graphtip.pdf (Antialiasing by Supersampling / 4. Reading Odd/Even Scan Lines Separately with the PCRTC then Blending)
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bool samesrc =
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en[0] && en[1] &&
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m_regs->DISP[0].DISPFB.FBP == m_regs->DISP[1].DISPFB.FBP &&
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m_regs->DISP[0].DISPFB.FBW == m_regs->DISP[1].DISPFB.FBW &&
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m_regs->DISP[0].DISPFB.PSM == m_regs->DISP[1].DISPFB.PSM;
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bool blurdetected = false;
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if(samesrc && m_regs->PMODE.SLBG == 0 && m_regs->PMODE.MMOD == 1 && m_regs->PMODE.ALP == 0x80)
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{
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if(fr[0].eq(fr[1] + GSVector4i(0, -1, 0, 0)) && dr[0].eq(dr[1] + GSVector4i(0, 0, 0, 1))
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|| fr[1].eq(fr[0] + GSVector4i(0, -1, 0, 0)) && dr[1].eq(dr[0] + GSVector4i(0, 0, 0, 1)))
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{
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// persona 4:
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//
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// fr[0] = 0 0 640 448
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// fr[1] = 0 1 640 448
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// dr[0] = 159 50 779 498
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// dr[1] = 159 50 779 497
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//
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// second image shifted up by 1 pixel and blended over itself
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//
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// god of war:
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//
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// fr[0] = 0 1 512 448
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// fr[1] = 0 0 512 448
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// dr[0] = 127 50 639 497
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// dr[1] = 127 50 639 498
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//
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// same just the first image shifted
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int top = min(fr[0].top, fr[1].top);
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int bottom = max(dr[0].bottom, dr[1].bottom);
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fr[0].top = top;
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fr[1].top = top;
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dr[0].bottom = bottom;
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dr[1].bottom = bottom;
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blurdetected = true;
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}
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else if(dr[0].eq(dr[1]) && (fr[0].eq(fr[1] + GSVector4i(0, 1, 0, 1)) || fr[1].eq(fr[0] + GSVector4i(0, 1, 0, 1))))
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{
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// dq5:
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//
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// fr[0] = 0 1 512 445
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// fr[1] = 0 0 512 444
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// dr[0] = 127 50 639 494
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// dr[1] = 127 50 639 494
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int top = min(fr[0].top, fr[1].top);
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int bottom = min(fr[0].bottom, fr[1].bottom);
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fr[0].top = fr[1].top = top;
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fr[0].bottom = fr[1].bottom = bottom;
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blurdetected = true;
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}
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}
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GSVector2i fs(0, 0);
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GSVector2i ds(0, 0);
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GSTexture* tex[2] = {NULL, NULL};
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if(samesrc && fr[0].bottom == fr[1].bottom)
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{
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tex[0] = GetOutput(0);
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tex[1] = tex[0]; // saves one texture fetch
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}
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else
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{
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if(en[0]) tex[0] = GetOutput(0);
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if(en[1]) tex[1] = GetOutput(1);
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}
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GSVector4 src[2];
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GSVector4 dst[2];
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for(int i = 0; i < 2; i++)
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{
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if(!en[i] || !tex[i]) continue;
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GSVector4i r = fr[i];
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// overscan hack
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if(dr[i].height() > 512) // hmm
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{
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int y = GetDeviceSize(i).y;
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if(m_regs->SMODE2.INT && m_regs->SMODE2.FFMD) y /= 2;
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r.bottom = r.top + y;
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}
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//
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if(m_blur && blurdetected && i == 1)
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{
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r += GSVector4i(0, 1).xyxy();
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}
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GSVector4 scale = GSVector4(tex[i]->m_scale).xyxy();
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src[i] = GSVector4(r) * scale / GSVector4(tex[i]->GetSize()).xyxy();
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GSVector2 o(0, 0);
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if(dr[i].top - baseline >= 4) // 2?
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{
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o.y = tex[i]->m_scale.y * (dr[i].top - baseline);
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if(m_regs->SMODE2.INT && m_regs->SMODE2.FFMD)
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{
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o.y /= 2;
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}
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}
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dst[i] = GSVector4(o).xyxy() + scale * GSVector4(r.rsize());
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fs.x = max(fs.x, (int)(dst[i].z + 0.5f));
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fs.y = max(fs.y, (int)(dst[i].w + 0.5f));
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}
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ds = fs;
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if(m_regs->SMODE2.INT && m_regs->SMODE2.FFMD)
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{
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ds.y *= 2;
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}
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bool slbg = m_regs->PMODE.SLBG;
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bool mmod = m_regs->PMODE.MMOD;
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if(tex[0] || tex[1])
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{
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GSVector4 c = GSVector4((int)m_regs->BGCOLOR.R, (int)m_regs->BGCOLOR.G, (int)m_regs->BGCOLOR.B, (int)m_regs->PMODE.ALP) / 255;
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m_dev->Merge(tex, src, dst, fs, slbg, mmod, c);
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if(m_regs->SMODE2.INT && m_interlace > 0)
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{
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int field2 = 1 - ((m_interlace - 1) & 1);
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int mode = (m_interlace - 1) >> 1;
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m_dev->Interlace(ds, field ^ field2, mode, tex[1] ? tex[1]->m_scale.y : tex[0]->m_scale.y);
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}
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}
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return true;
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}
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void GSRenderer::VSync(int field)
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{
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GSPerfMonAutoTimer pmat(m_perfmon);
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m_perfmon.Put(GSPerfMon::Frame);
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Flush();
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field = field ? 1 : 0;
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if(!Merge(field)) return;
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// osd
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if((m_perfmon.GetFrame() & 0x1f) == 0)
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{
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m_perfmon.Update();
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double fps = 1000.0f / m_perfmon.Get(GSPerfMon::Frame);
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string s2 = m_regs->SMODE2.INT ? (string("Interlaced ") + (m_regs->SMODE2.FFMD ? "(frame)" : "(field)")) : "Progressive";
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GSVector4i r = GetDisplayRect();
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string s = format(
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"%I64d | %d x %d | %.2f fps (%d%%) | %s - %s | %s | %d/%d/%d | %d%% CPU | %.2f | %.2f",
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m_perfmon.GetFrame(), r.width(), r.height(), fps, (int)(100.0 * fps / GetFPS()),
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s2.c_str(),
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GSSettingsDlg::g_interlace[m_interlace].name,
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GSSettingsDlg::g_aspectratio[m_aspectratio].name,
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(int)m_perfmon.Get(GSPerfMon::Quad),
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(int)m_perfmon.Get(GSPerfMon::Prim),
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(int)m_perfmon.Get(GSPerfMon::Draw),
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m_perfmon.CPU(),
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m_perfmon.Get(GSPerfMon::Swizzle) / 1024,
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m_perfmon.Get(GSPerfMon::Unswizzle) / 1024
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);
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double fillrate = m_perfmon.Get(GSPerfMon::Fillrate);
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if(fillrate > 0)
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{
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s += format(" | %.2f mpps", fps * fillrate / (1024 * 1024));
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}
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if(m_capture.IsCapturing())
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{
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s += " | Recording...";
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}
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m_wnd.SetWindowText(s.c_str());
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}
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if(m_frameskip)
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{
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return;
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}
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// present
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if(m_dev->IsLost())
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{
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ResetDevice();
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}
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m_dev->Present(m_wnd.GetClientRect().fit(m_aspectratio), m_shader);
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// snapshot
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if(!m_snapshot.empty())
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{
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if(!m_dump && (::GetAsyncKeyState(VK_SHIFT) & 0x8000))
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{
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GSFreezeData fd;
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fd.size = 0;
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fd.data = NULL;
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Freeze(&fd, true);
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fd.data = new uint8[fd.size];
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Freeze(&fd, false);
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m_dump.Open(m_snapshot, m_crc, fd, m_regs);
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delete [] fd.data;
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}
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if(GSTexture* t = m_dev->GetCurrent())
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{
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t->Save(m_snapshot + ".bmp");
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}
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m_snapshot.clear();
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}
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else
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{
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if(m_dump)
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{
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m_dump.VSync(field, !(::GetAsyncKeyState(VK_CONTROL) & 0x8000), m_regs);
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}
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}
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// capture
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if(m_capture.IsCapturing())
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{
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if(GSTexture* current = m_dev->GetCurrent())
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{
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GSVector2i size = m_capture.GetSize();
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if(GSTexture* offscreen = m_dev->CopyOffscreen(current, GSVector4(0, 0, 1, 1), size.x, size.y))
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{
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GSTexture::GSMap m;
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if(offscreen->Map(m))
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{
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m_capture.DeliverFrame(m.bits, m.pitch, m_dev->IsCurrentRGBA());
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offscreen->Unmap();
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}
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m_dev->Recycle(offscreen);
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}
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}
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}
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}
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bool GSRenderer::MakeSnapshot(const string& path)
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{
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if(m_snapshot.empty())
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{
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time_t t = time(NULL);
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char buff[16];
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if(strftime(buff, sizeof(buff), "%Y%m%d%H%M%S", localtime(&t)))
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{
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m_snapshot = format("%s_%s", path.c_str(), buff);
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}
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}
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return true;
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}
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void GSRenderer::KeyEvent(GSKeyEventData* e)
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{
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if(e->type == KEYPRESS)
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{
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// TODO: linux
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int step = (::GetAsyncKeyState(VK_SHIFT) & 0x8000) ? -1 : 1;
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switch(e->key)
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{
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case VK_F5:
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m_interlace = (m_interlace + 7 + step) % 7;
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return;
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case VK_F6:
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m_aspectratio = (m_aspectratio + 3 + step) % 3;
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return;
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case VK_F7:
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m_shader = (m_shader + 3 + step) % 3;
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return;
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case VK_F12:
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if(m_capture.IsCapturing()) m_capture.EndCapture();
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else m_capture.BeginCapture(GetFPS());
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return;
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case VK_DELETE:
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m_aa1 = !m_aa1;
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return;
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case VK_END:
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m_blur = !m_blur;
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return;
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}
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}
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}
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