pcsx2/plugins/GSdx/GSRenderer.cpp

814 lines
16 KiB
C++

/*
* Copyright (C) 2007-2009 Gabest
* http://www.gabest.org
*
* This Program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This Program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "StdAfx.h"
#include "GSRenderer.h"
GSRenderer::GSRenderer()
: GSState()
, m_tex_buff( (uint8*)_aligned_malloc(1024 * 1024 * sizeof(uint32), 16) )
, m_vt(this)
, m_dev(NULL)
, m_shader(0)
{
m_interlace = theApp.GetConfig("interlace", 0);
m_aspectratio = theApp.GetConfig("aspectratio", 1);
m_filter = theApp.GetConfig("filter", 1);
m_vsync = !!theApp.GetConfig("vsync", 0);
m_nativeres = !!theApp.GetConfig("nativeres", 0);
m_upscale_multiplier = theApp.GetConfig("upscale_multiplier", 1);
if(m_nativeres) m_upscale_multiplier = 1;
else if (m_upscale_multiplier > 6) m_upscale_multiplier = 1;
m_aa1 = !!theApp.GetConfig("aa1", 0);
if(m_nativeres) m_filter = 2;
s_n = 0;
s_dump = !!theApp.GetConfig("dump", 0);
s_save = !!theApp.GetConfig("save", 0);
s_savez = !!theApp.GetConfig("savez", 0);
s_saven = theApp.GetConfig("saven", 0);
}
GSRenderer::~GSRenderer()
{
/*if(m_dev)
{
m_dev->Reset(1, 1, GSDevice::Windowed);
}*/
_aligned_free( m_tex_buff );
delete m_dev;
}
bool GSRenderer::CreateWnd(const string& title, int w, int h)
{
if(!m_wnd.Create(title.c_str(), w, h))
{
return false;
}
return true;
}
bool GSRenderer::CreateDevice(GSDevice* dev)
{
ASSERT(dev);
ASSERT(!m_dev);
if(!dev->Create(&m_wnd))
{
return false;
}
m_dev = dev;
m_dev->SetVsync( m_vsync && m_framelimit );
return true;
}
bool GSRenderer::Merge(int field)
{
bool en[2];
GSVector4i fr[2];
GSVector4i dr[2];
int baseline = INT_MAX;
for(int i = 0; i < 2; i++)
{
en[i] = IsEnabled(i);
if(en[i])
{
fr[i] = GetFrameRect(i);
dr[i] = GetDisplayRect(i);
baseline = min(dr[i].top, baseline);
// printf("[%d]: %d %d %d %d, %d %d %d %d\n", i, fr[i], dr[i]);
}
}
if(!en[0] && !en[1])
{
return false;
}
// try to avoid fullscreen blur, could be nice on tv but on a monitor it's like double vision, hurts my eyes (persona 4, guitar hero)
//
// NOTE: probably the technique explained in graphtip.pdf (Antialiasing by Supersampling / 4. Reading Odd/Even Scan Lines Separately with the PCRTC then Blending)
bool samesrc =
en[0] && en[1] &&
m_regs->DISP[0].DISPFB.FBP == m_regs->DISP[1].DISPFB.FBP &&
m_regs->DISP[0].DISPFB.FBW == m_regs->DISP[1].DISPFB.FBW &&
m_regs->DISP[0].DISPFB.PSM == m_regs->DISP[1].DISPFB.PSM;
bool blurdetected = false;
if(samesrc /*&& m_regs->PMODE.SLBG == 0 && m_regs->PMODE.MMOD == 1 && m_regs->PMODE.ALP == 0x80*/)
{
if(fr[0].eq(fr[1] + GSVector4i(0, -1, 0, 0)) && dr[0].eq(dr[1] + GSVector4i(0, 0, 0, 1))
|| fr[1].eq(fr[0] + GSVector4i(0, -1, 0, 0)) && dr[1].eq(dr[0] + GSVector4i(0, 0, 0, 1)))
{
// persona 4:
//
// fr[0] = 0 0 640 448
// fr[1] = 0 1 640 448
// dr[0] = 159 50 779 498
// dr[1] = 159 50 779 497
//
// second image shifted up by 1 pixel and blended over itself
//
// god of war:
//
// fr[0] = 0 1 512 448
// fr[1] = 0 0 512 448
// dr[0] = 127 50 639 497
// dr[1] = 127 50 639 498
//
// same just the first image shifted
int top = min(fr[0].top, fr[1].top);
int bottom = max(dr[0].bottom, dr[1].bottom);
fr[0].top = top;
fr[1].top = top;
dr[0].bottom = bottom;
dr[1].bottom = bottom;
blurdetected = true;
}
else if(dr[0].eq(dr[1]) && (fr[0].eq(fr[1] + GSVector4i(0, 1, 0, 1)) || fr[1].eq(fr[0] + GSVector4i(0, 1, 0, 1))))
{
// dq5:
//
// fr[0] = 0 1 512 445
// fr[1] = 0 0 512 444
// dr[0] = 127 50 639 494
// dr[1] = 127 50 639 494
int top = min(fr[0].top, fr[1].top);
int bottom = min(fr[0].bottom, fr[1].bottom);
fr[0].top = fr[1].top = top;
fr[0].bottom = fr[1].bottom = bottom;
blurdetected = true;
}
//printf("samesrc = %d blurdetected = %d\n",samesrc,blurdetected);
}
GSVector2i fs(0, 0);
GSVector2i ds(0, 0);
GSTexture* tex[2] = {NULL, NULL};
if(samesrc && fr[0].bottom == fr[1].bottom)
{
tex[0] = GetOutput(0);
tex[1] = tex[0]; // saves one texture fetch
}
else
{
if(en[0]) tex[0] = GetOutput(0);
if(en[1]) tex[1] = GetOutput(1);
}
GSVector4 src[2];
GSVector4 dst[2];
for(int i = 0; i < 2; i++)
{
if(!en[i] || !tex[i]) continue;
GSVector4i r = fr[i];
// overscan hack
if(dr[i].height() > 512) // hmm
{
int y = GetDeviceSize(i).y;
if(m_regs->SMODE2.INT && m_regs->SMODE2.FFMD) y /= 2;
r.bottom = r.top + y;
}
// Breaks the blur filter, and actually makes games blurry again.
// This might have to do with earlier changes to device size detection.
/*if(blurdetected && i == 1)
{
r += GSVector4i(0, 1).xyxy();
}*/
GSVector4 scale = GSVector4(tex[i]->GetScale()).xyxy();
src[i] = GSVector4(r) * scale / GSVector4(tex[i]->GetSize()).xyxy();
GSVector2 o(0, 0);
if(dr[i].top - baseline >= 4) // 2?
{
o.y = tex[i]->GetScale().y * (dr[i].top - baseline);
if(m_regs->SMODE2.INT && m_regs->SMODE2.FFMD)
{
o.y /= 2;
}
}
dst[i] = GSVector4(o).xyxy() + scale * GSVector4(r.rsize());
fs.x = max(fs.x, (int)(dst[i].z + 0.5f));
fs.y = max(fs.y, (int)(dst[i].w + 0.5f));
}
ds = fs;
if(m_regs->SMODE2.INT && m_regs->SMODE2.FFMD)
{
ds.y *= 2;
}
bool slbg = m_regs->PMODE.SLBG;
bool mmod = m_regs->PMODE.MMOD;
if(tex[0] || tex[1])
{
GSVector4 c = GSVector4((int)m_regs->BGCOLOR.R, (int)m_regs->BGCOLOR.G, (int)m_regs->BGCOLOR.B, (int)m_regs->PMODE.ALP) / 255;
m_dev->Merge(tex, src, dst, fs, slbg, mmod, c);
if(m_regs->SMODE2.INT && m_interlace > 0)
{
int field2 = 1 - ((m_interlace - 1) & 1);
int mode = (m_interlace - 1) >> 1;
m_dev->Interlace(ds, field ^ field2, mode, tex[1] ? tex[1]->GetScale().y : tex[0]->GetScale().y);
}
}
return true;
}
void GSRenderer::SetFrameLimit(bool limit)
{
m_framelimit = limit;
if( m_dev ) m_dev->SetVsync(m_vsync && m_framelimit);
}
void GSRenderer::SetVsync(bool enabled)
{
m_vsync = enabled;
if( m_dev ) m_dev->SetVsync(m_vsync);
}
void GSRenderer::VSync(int field)
{
GSPerfMonAutoTimer pmat(m_perfmon);
m_perfmon.Put(GSPerfMon::Frame);
Flush();
if(!m_dev->IsLost(true))
{
if(!Merge(field ? 1 : 0))
{
return;
}
}
else
{
ResetDevice();
}
// osd
if((m_perfmon.GetFrame() & 0x1f) == 0 && m_wnd.IsManaged())
{
m_perfmon.Update();
double fps = 1000.0f / m_perfmon.Get(GSPerfMon::Frame);
string s2 = m_regs->SMODE2.INT ? (string("Interlaced ") + (m_regs->SMODE2.FFMD ? "(frame)" : "(field)")) : "Progressive";
GSVector4i r = GetDisplayRect();
string s = format(
"%I64d | %d x %d | %.2f fps (%d%%) | %s - %s | %s | %d/%d/%d | %d%% CPU | %.2f | %.2f",
m_perfmon.GetFrame(), r.width(), r.height(), fps, (int)(100.0 * fps / GetFPS()),
s2.c_str(),
GSSettingsDlg::g_interlace[m_interlace].name.c_str(),
GSSettingsDlg::g_aspectratio[m_aspectratio].name.c_str(),
(int)m_perfmon.Get(GSPerfMon::Quad),
(int)m_perfmon.Get(GSPerfMon::Prim),
(int)m_perfmon.Get(GSPerfMon::Draw),
m_perfmon.CPU(),
m_perfmon.Get(GSPerfMon::Swizzle) / 1024,
m_perfmon.Get(GSPerfMon::Unswizzle) / 1024
);
double fillrate = m_perfmon.Get(GSPerfMon::Fillrate);
if(fillrate > 0)
{
s += format(" | %.2f mpps", fps * fillrate / (1024 * 1024));
}
if(m_capture.IsCapturing())
{
s += " | Recording...";
}
m_wnd.SetWindowText(s.c_str());
}
else
{
// [TODO]
// We don't have window title rights, or the window has no title,
// so let's use actual OSD!
}
if(m_frameskip)
{
return;
}
// present
m_dev->Present(m_wnd.GetClientRect().fit(m_aspectratio), m_shader);
// snapshot
if(!m_snapshot.empty())
{
if(!m_dump && (::GetAsyncKeyState(VK_SHIFT) & 0x8000))
{
GSFreezeData fd;
fd.size = 0;
fd.data = NULL;
Freeze(&fd, true);
fd.data = new uint8[fd.size];
Freeze(&fd, false);
m_dump.Open(m_snapshot, m_crc, fd, m_regs);
delete [] fd.data;
}
if(GSTexture* t = m_dev->GetCurrent())
{
t->Save(m_snapshot + ".bmp");
}
m_snapshot.clear();
}
else
{
if(m_dump)
{
m_dump.VSync(field, !(::GetAsyncKeyState(VK_CONTROL) & 0x8000), m_regs);
}
}
// capture
if(m_capture.IsCapturing())
{
if(GSTexture* current = m_dev->GetCurrent())
{
GSVector2i size = m_capture.GetSize();
if(GSTexture* offscreen = m_dev->CopyOffscreen(current, GSVector4(0, 0, 1, 1), size.x, size.y))
{
GSTexture::GSMap m;
if(offscreen->Map(m))
{
m_capture.DeliverFrame(m.bits, m.pitch, !m_dev->IsRBSwapped());
offscreen->Unmap();
}
m_dev->Recycle(offscreen);
}
}
}
}
bool GSRenderer::MakeSnapshot(const string& path)
{
if(m_snapshot.empty())
{
time_t t = time(NULL);
char buff[16];
if(strftime(buff, sizeof(buff), "%Y%m%d%H%M%S", localtime(&t)))
{
m_snapshot = format("%s_%s", path.c_str(), buff);
}
}
return true;
}
void GSRenderer::BeginCapture()
{
m_capture.BeginCapture(GetFPS());
}
void GSRenderer::EndCapture()
{
m_capture.EndCapture();
}
void GSRenderer::KeyEvent(GSKeyEventData* e)
{
if(e->type == KEYPRESS)
{
// TODO: linux
int step = (::GetAsyncKeyState(VK_SHIFT) & 0x8000) ? -1 : 1;
switch(e->key)
{
case VK_F5:
m_interlace = (m_interlace + 7 + step) % 7;
return;
case VK_F6:
m_aspectratio = (m_aspectratio + 3 + step) % 3;
return;
case VK_F7:
m_shader = (m_shader + 3 + step) % 3;
return;
case VK_DELETE:
m_aa1 = !m_aa1;
return;
}
}
}
void GSRenderer::GetTextureMinMax(GSVector4i& r, bool linear)
{
const GSDrawingContext* context = m_context;
int tw = context->TEX0.TW;
int th = context->TEX0.TH;
int w = 1 << tw;
int h = 1 << th;
GSVector4i tr(0, 0, w, h);
int wms = context->CLAMP.WMS;
int wmt = context->CLAMP.WMT;
int minu = (int)context->CLAMP.MINU;
int minv = (int)context->CLAMP.MINV;
int maxu = (int)context->CLAMP.MAXU;
int maxv = (int)context->CLAMP.MAXV;
GSVector4i vr = tr;
switch(wms)
{
case CLAMP_REPEAT:
break;
case CLAMP_CLAMP:
break;
case CLAMP_REGION_CLAMP:
if(vr.x < minu) vr.x = minu;
if(vr.z > maxu + 1) vr.z = maxu + 1;
break;
case CLAMP_REGION_REPEAT:
vr.x = maxu;
vr.z = vr.x + (minu + 1);
break;
default:
__assume(0);
}
switch(wmt)
{
case CLAMP_REPEAT:
break;
case CLAMP_CLAMP:
break;
case CLAMP_REGION_CLAMP:
if(vr.y < minv) vr.y = minv;
if(vr.w > maxv + 1) vr.w = maxv + 1;
break;
case CLAMP_REGION_REPEAT:
vr.y = maxv;
vr.w = vr.y + (minv + 1);
break;
default:
__assume(0);
}
if(wms + wmt < 6)
{
GSVector4 st = m_vt.m_min.t.xyxy(m_vt.m_max.t);
if(linear)
{
st += GSVector4(-0x8000, 0x8000).xxyy();
}
GSVector4i uv = GSVector4i(st).sra32(16);
GSVector4i u, v;
int mask = 0;
if(wms == CLAMP_REPEAT || wmt == CLAMP_REPEAT)
{
u = uv & GSVector4i::xffffffff().srl32(32 - tw);
v = uv & GSVector4i::xffffffff().srl32(32 - th);
GSVector4i uu = uv.sra32(tw);
GSVector4i vv = uv.sra32(th);
mask = (uu.upl32(vv) == uu.uph32(vv)).mask();
}
uv = uv.rintersect(tr);
switch(wms)
{
case CLAMP_REPEAT:
if(mask & 0x000f) {if(vr.x < u.x) vr.x = u.x; if(vr.z > u.z + 1) vr.z = u.z + 1;}
break;
case CLAMP_CLAMP:
case CLAMP_REGION_CLAMP:
if(vr.x < uv.x) vr.x = uv.x;
if(vr.z > uv.z + 1) vr.z = uv.z + 1;
break;
case CLAMP_REGION_REPEAT: // TODO
break;
default:
__assume(0);
}
switch(wmt)
{
case CLAMP_REPEAT:
if(mask & 0xf000) {if(vr.y < v.y) vr.y = v.y; if(vr.w > v.w + 1) vr.w = v.w + 1;}
break;
case CLAMP_CLAMP:
case CLAMP_REGION_CLAMP:
if(vr.y < uv.y) vr.y = uv.y;
if(vr.w > uv.w + 1) vr.w = uv.w + 1;
break;
case CLAMP_REGION_REPEAT: // TODO
//Xenosaga 2 and 3 use it
//printf("gsdx: CLAMP_REGION_REPEAT not implemented, please report\n");
break;
default:
__assume(0);
}
}
r = vr.rintersect(tr);
}
void GSRenderer::GetAlphaMinMax()
{
if(m_vt.m_alpha.valid)
{
return;
}
const GSDrawingEnvironment& env = m_env;
const GSDrawingContext* context = m_context;
GSVector4i a = m_vt.m_min.c.uph32(m_vt.m_max.c).zzww();
if(PRIM->TME && context->TEX0.TCC)
{
switch(GSLocalMemory::m_psm[context->TEX0.PSM].fmt)
{
case 0:
a.y = 0;
a.w = 0xff;
break;
case 1:
a.y = env.TEXA.AEM ? 0 : env.TEXA.TA0;
a.w = env.TEXA.TA0;
break;
case 2:
a.y = env.TEXA.AEM ? 0 : min(env.TEXA.TA0, env.TEXA.TA1);
a.w = max(env.TEXA.TA0, env.TEXA.TA1);
break;
case 3:
m_mem.m_clut.GetAlphaMinMax32(a.y, a.w);
break;
default:
__assume(0);
}
switch(context->TEX0.TFX)
{
case TFX_MODULATE:
a.x = (a.x * a.y) >> 7;
a.z = (a.z * a.w) >> 7;
if(a.x > 0xff) a.x = 0xff;
if(a.z > 0xff) a.z = 0xff;
break;
case TFX_DECAL:
a.x = a.y;
a.z = a.w;
break;
case TFX_HIGHLIGHT:
a.x = a.x + a.y;
a.z = a.z + a.w;
if(a.x > 0xff) a.x = 0xff;
if(a.z > 0xff) a.z = 0xff;
break;
case TFX_HIGHLIGHT2:
a.x = a.y;
a.z = a.w;
break;
default:
__assume(0);
}
}
m_vt.m_alpha.min = a.x;
m_vt.m_alpha.max = a.z;
m_vt.m_alpha.valid = true;
}
bool GSRenderer::TryAlphaTest(uint32& fm, uint32& zm)
{
const GSDrawingContext* context = m_context;
bool pass = true;
if(context->TEST.ATST == ATST_NEVER)
{
pass = false;
}
else if(context->TEST.ATST != ATST_ALWAYS)
{
GetAlphaMinMax();
int amin = m_vt.m_alpha.min;
int amax = m_vt.m_alpha.max;
int aref = context->TEST.AREF;
switch(context->TEST.ATST)
{
case ATST_NEVER:
pass = false;
break;
case ATST_ALWAYS:
pass = true;
break;
case ATST_LESS:
if(amax < aref) pass = true;
else if(amin >= aref) pass = false;
else return false;
break;
case ATST_LEQUAL:
if(amax <= aref) pass = true;
else if(amin > aref) pass = false;
else return false;
break;
case ATST_EQUAL:
if(amin == aref && amax == aref) pass = true;
else if(amin > aref || amax < aref) pass = false;
else return false;
break;
case ATST_GEQUAL:
if(amin >= aref) pass = true;
else if(amax < aref) pass = false;
else return false;
break;
case ATST_GREATER:
if(amin > aref) pass = true;
else if(amax <= aref) pass = false;
else return false;
break;
case ATST_NOTEQUAL:
if(amin == aref && amax == aref) pass = false;
else if(amin > aref || amax < aref) pass = true;
else return false;
break;
default:
__assume(0);
}
}
if(!pass)
{
switch(context->TEST.AFAIL)
{
case AFAIL_KEEP: fm = zm = 0xffffffff; break;
case AFAIL_FB_ONLY: zm = 0xffffffff; break;
case AFAIL_ZB_ONLY: fm = 0xffffffff; break;
case AFAIL_RGB_ONLY: fm |= 0xff000000; zm = 0xffffffff; break;
default: __assume(0);
}
}
return true;
}
bool GSRenderer::IsLinear()
{
const GIFRegTEX1& TEX1 = m_context->TEX1;
bool mmin = TEX1.IsMinLinear();
bool mmag = TEX1.IsMagLinear();
if(mmag == mmin || TEX1.MXL == 0) // MXL == 0 => MMIN ignored, tested it on ps2
{
return mmag;
}
// if FST => assume Q = 1.0f (should not, but Q is very often bogus, 0 or DEN)
// Fixme : Why should Q be bogus?
if(!TEX1.LCM && !PRIM->FST)
{
float K = (float)TEX1.K / 16;
float f = (float)(1 << TEX1.L) / log(2.0f);
// TODO: abs(Qmin) may not be <= abs(Qmax), check the sign
float LODmin = K + log(1.0f / abs(m_vt.m_max.t.z)) * f;
float LODmax = K + log(1.0f / abs(m_vt.m_min.t.z)) * f;
return LODmax <= 0 ? mmag : LODmin > 0 ? mmin : mmag || mmin;
}
else
{
return TEX1.K <= 0 ? mmag : TEX1.K > 0 ? mmin : mmag || mmin;
}
}
bool GSRenderer::IsOpaque()
{
if(PRIM->AA1)
{
return false;
}
if(!PRIM->ABE)
{
return true;
}
const GSDrawingContext* context = m_context;
int amin = 0, amax = 0xff;
if(context->ALPHA.A != context->ALPHA.B)
{
if(context->ALPHA.C == 0)
{
GetAlphaMinMax();
amin = m_vt.m_alpha.min;
amax = m_vt.m_alpha.max;
}
else if(context->ALPHA.C == 1)
{
if(context->FRAME.PSM == PSM_PSMCT24 || context->FRAME.PSM == PSM_PSMZ24)
{
amin = amax = 0x80;
}
}
else if(context->ALPHA.C == 2)
{
amin = amax = context->ALPHA.FIX;
}
}
return context->ALPHA.IsOpaque(amin, amax);
}