#include #include #include #include #include "OpenGL.h" #include "FrameBuffer.h" #include "DepthBuffer.h" #include "N64.h" #include "RSP.h" #include "RDP.h" #include "gDP.h" #include "VI.h" #include "Textures.h" #include "Combiner.h" #include "GLSLCombiner.h" #include "Types.h" #include "Config.h" #include "Debug.h" #include "PostProcessor.h" #include "FrameBufferInfo.h" #include "FBOTextureFormats.h" #include "Log.h" #include "BufferCopy/ColorBufferToRDRAM.h" #include "BufferCopy/DepthBufferToRDRAM.h" #include "BufferCopy/RDRAMtoColorBuffer.h" using namespace std; FrameBuffer::FrameBuffer() : m_startAddress(0), m_endAddress(0), m_size(0), m_width(0), m_height(0), m_fillcolor(0), m_validityChecked(0), m_scaleX(0), m_scaleY(0), m_copiedToRdram(false), m_fingerprint(false), m_cleared(false), m_changed(false), m_cfb(false), m_isDepthBuffer(false), m_isPauseScreen(false), m_isOBScreen(false), m_needHeightCorrection(false), m_loadType(LOADTYPE_BLOCK), m_pDepthBuffer(nullptr), m_resolveFBO(0), m_pResolveTexture(nullptr), m_resolved(false), m_SubFBO(0), m_pSubTexture(nullptr) { m_loadTileOrigin.uls = m_loadTileOrigin.ult = 0; m_pTexture = textureCache().addFrameBufferTexture(); glGenFramebuffers(1, &m_FBO); } FrameBuffer::FrameBuffer(FrameBuffer && _other) : m_startAddress(_other.m_startAddress), m_endAddress(_other.m_endAddress), m_size(_other.m_size), m_width(_other.m_width), m_height(_other.m_height), m_fillcolor(_other.m_fillcolor), m_validityChecked(_other.m_validityChecked), m_scaleX(_other.m_scaleX), m_scaleY(_other.m_scaleY), m_copiedToRdram(_other.m_copiedToRdram), m_fingerprint(_other.m_fingerprint), m_cleared(_other.m_cleared), m_changed(_other.m_changed), m_cfb(_other.m_cfb), m_isDepthBuffer(_other.m_isDepthBuffer), m_isPauseScreen(_other.m_isPauseScreen), m_isOBScreen(_other.m_isOBScreen), m_needHeightCorrection(_other.m_needHeightCorrection), m_loadTileOrigin(_other.m_loadTileOrigin), m_loadType(_other.m_loadType), m_FBO(_other.m_FBO), m_pTexture(_other.m_pTexture), m_pDepthBuffer(_other.m_pDepthBuffer), m_resolveFBO(_other.m_resolveFBO), m_pResolveTexture(_other.m_pResolveTexture), m_resolved(_other.m_resolved), m_SubFBO(_other.m_SubFBO), m_pSubTexture(_other.m_pSubTexture), m_RdramCopy(_other.m_RdramCopy) { _other.m_FBO = 0; _other.m_pTexture = nullptr; _other.m_pDepthBuffer = nullptr; _other.m_pResolveTexture = nullptr; _other.m_resolveFBO = 0; _other.m_RdramCopy.clear(); _other.m_SubFBO = 0; _other.m_pSubTexture = nullptr; } FrameBuffer::~FrameBuffer() { if (m_FBO != 0) glDeleteFramebuffers(1, &m_FBO); if (m_pTexture != nullptr) textureCache().removeFrameBufferTexture(m_pTexture); if (m_resolveFBO != 0) glDeleteFramebuffers(1, &m_resolveFBO); if (m_pResolveTexture != nullptr) textureCache().removeFrameBufferTexture(m_pResolveTexture); if (m_SubFBO != 0) glDeleteFramebuffers(1, &m_SubFBO); if (m_pSubTexture != nullptr) textureCache().removeFrameBufferTexture(m_pSubTexture); } void FrameBuffer::_initTexture(u16 _width, u16 _height, u16 _format, u16 _size, CachedTexture *_pTexture) { _pTexture->width = (u32)(_width * m_scaleX); _pTexture->height = (u32)(_height * m_scaleY); _pTexture->format = _format; _pTexture->size = _size; _pTexture->clampS = 1; _pTexture->clampT = 1; _pTexture->address = m_startAddress; _pTexture->clampWidth = _width; _pTexture->clampHeight = _height; _pTexture->frameBufferTexture = CachedTexture::fbOneSample; _pTexture->maskS = 0; _pTexture->maskT = 0; _pTexture->mirrorS = 0; _pTexture->mirrorT = 0; _pTexture->realWidth = _pTexture->width; _pTexture->realHeight = _pTexture->height; _pTexture->textureBytes = _pTexture->realWidth * _pTexture->realHeight; if (_size > G_IM_SIZ_8b) _pTexture->textureBytes *= fboFormats.colorFormatBytes; else _pTexture->textureBytes *= fboFormats.monochromeFormatBytes; textureCache().addFrameBufferTextureSize(_pTexture->textureBytes); } void FrameBuffer::_setAndAttachTexture(u16 _size, CachedTexture *_pTexture) { glBindTexture(GL_TEXTURE_2D, _pTexture->glName); if (_size > G_IM_SIZ_8b) glTexImage2D(GL_TEXTURE_2D, 0, fboFormats.colorInternalFormat, _pTexture->realWidth, _pTexture->realHeight, 0, fboFormats.colorFormat, fboFormats.colorType, nullptr); else glTexImage2D(GL_TEXTURE_2D, 0, fboFormats.monochromeInternalFormat, _pTexture->realWidth, _pTexture->realHeight, 0, fboFormats.monochromeFormat, fboFormats.monochromeType, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _pTexture->glName, 0); } bool FrameBuffer::_isMarioTennisScoreboard() const { if ((config.generalEmulation.hacks&hack_scoreboard) != 0) { if (VI.PAL) return m_startAddress == 0x13b480 || m_startAddress == 0x26a530; else return m_startAddress == 0x13ba50 || m_startAddress == 0x264430; } return (config.generalEmulation.hacks&hack_scoreboardJ) != 0 && (m_startAddress == 0x134080 || m_startAddress == 0x1332f8); } bool FrameBuffer::isAuxiliary() const { return m_width != VI.width; } void FrameBuffer::init(u32 _address, u32 _endAddress, u16 _format, u16 _size, u16 _width, u16 _height, bool _cfb) { OGLVideo & ogl = video(); m_startAddress = _address; m_endAddress = _endAddress; m_width = _width; m_height = _height; m_size = _size; if (isAuxiliary() && config.frameBufferEmulation.copyAuxToRDRAM != 0) { m_scaleX = 1.0f; m_scaleY = 1.0f; } else if (config.frameBufferEmulation.nativeResFactor != 0) { m_scaleX = m_scaleY = static_cast(config.frameBufferEmulation.nativeResFactor); } else { m_scaleX = ogl.getScaleX(); m_scaleY = ogl.getScaleY(); } m_fillcolor = 0; m_cfb = _cfb; m_needHeightCorrection = _width != VI.width && _width != *REG.VI_WIDTH; m_cleared = false; m_fingerprint = false; _initTexture(_width, _height, _format, _size, m_pTexture); glBindFramebuffer(GL_FRAMEBUFFER, m_FBO); #ifdef GL_MULTISAMPLING_SUPPORT if (config.video.multisampling != 0) { glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_pTexture->glName); #if defined(GLES3_1) if (_size > G_IM_SIZ_8b) glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, config.video.multisampling, GL_RGBA8, m_pTexture->realWidth, m_pTexture->realHeight, false); else glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, config.video.multisampling, fboFormats.monochromeInternalFormat, m_pTexture->realWidth, m_pTexture->realHeight, false); #else if (_size > G_IM_SIZ_8b) glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, config.video.multisampling, GL_RGBA8, m_pTexture->realWidth, m_pTexture->realHeight, false); else glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, config.video.multisampling, fboFormats.monochromeInternalFormat, m_pTexture->realWidth, m_pTexture->realHeight, false); #endif m_pTexture->frameBufferTexture = CachedTexture::fbMultiSample; glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, m_pTexture->glName, 0); m_pResolveTexture = textureCache().addFrameBufferTexture(); _initTexture(_width, _height, _format, _size, m_pResolveTexture); glGenFramebuffers(1, &m_resolveFBO); glBindFramebuffer(GL_FRAMEBUFFER, m_resolveFBO); _setAndAttachTexture(_size, m_pResolveTexture); assert(checkFBO()); glBindFramebuffer(GL_FRAMEBUFFER, m_FBO); } else #endif // GL_MULTISAMPLING_SUPPORT _setAndAttachTexture(_size, m_pTexture); ogl.getRender().clearColorBuffer(nullptr); } void FrameBuffer::reinit(u16 _height) { const u16 format = m_pTexture->format; const u32 endAddress = m_startAddress + ((m_width * _height) << m_size >> 1) - 1; if (m_pTexture != nullptr) textureCache().removeFrameBufferTexture(m_pTexture); if (m_resolveFBO != 0) glDeleteFramebuffers(1, &m_resolveFBO); if (m_pResolveTexture != nullptr) textureCache().removeFrameBufferTexture(m_pResolveTexture); m_pTexture = textureCache().addFrameBufferTexture(); init(m_startAddress, endAddress, format, m_size, m_width, _height, m_cfb); } inline u32 _cutHeight(u32 _address, u32 _height, u32 _stride) { if (_address > RDRAMSize) return 0; if (_address + _stride * _height > (RDRAMSize + 1)) return (RDRAMSize + 1 - _address) / _stride; return _height; } u32 cutHeight(u32 _address, u32 _height, u32 _stride) { return _cutHeight(_address, _height, _stride); } void FrameBuffer::copyRdram() { const u32 stride = m_width << m_size >> 1; const u32 height = _cutHeight(m_startAddress, m_height, stride); if (height == 0) return; const u32 dataSize = stride * height; // Auxiliary frame buffer if (isAuxiliary() && config.frameBufferEmulation.copyAuxToRDRAM == 0) { // Write small amount of data to the start of the buffer. // This is necessary for auxilary buffers: game can restore content of RDRAM when buffer is not needed anymore // Thus content of RDRAM on moment of buffer creation will be the same as when buffer becomes obsolete. // Validity check will see that the RDRAM is the same and thus the buffer is valid, which is false. const u32 twoPercent = max(4U, dataSize / 200); u32 start = m_startAddress >> 2; u32 * pData = (u32*)RDRAM; for (u32 i = 0; i < twoPercent; ++i) { if (i < 4) pData[start++] = fingerprint[i]; else pData[start++] = 0; } m_cleared = false; m_fingerprint = true; return; } m_RdramCopy.resize(dataSize); memcpy(m_RdramCopy.data(), RDRAM + m_startAddress, dataSize); } bool FrameBuffer::isValid() const { if (m_validityChecked == video().getBuffersSwapCount()) return true; // Already checked const u32 * const pData = (const u32*)RDRAM; if (m_cleared) { const u32 color = m_fillcolor & 0xFFFEFFFE; const u32 start = m_startAddress >> 2; const u32 end = m_endAddress >> 2; u32 wrongPixels = 0; for (u32 i = start; i < end; ++i) { if ((pData[i] & 0xFFFEFFFE) != color) ++wrongPixels; } return wrongPixels < (m_endAddress - m_startAddress) / 400; // threshold level 1% of dwords } else if (m_fingerprint) { //check if our fingerprint is still there u32 start = m_startAddress >> 2; for (u32 i = 0; i < 4; ++i) if ((pData[start++] & 0xFFFEFFFE) != (fingerprint[i] & 0xFFFEFFFE)) return false; return true; } else if (!m_RdramCopy.empty()) { const u32 * const pCopy = (const u32*)m_RdramCopy.data(); const u32 size = m_RdramCopy.size(); const u32 size_dwords = size >> 2; u32 start = m_startAddress >> 2; u32 wrongPixels = 0; for (u32 i = 0; i < size_dwords; ++i) { if ((pData[start++] & 0xFFFEFFFE) != (pCopy[i] & 0xFFFEFFFE)) ++wrongPixels; } return wrongPixels < size / 400; // threshold level 1% of dwords } return true; // No data to decide } void FrameBuffer::resolveMultisampledTexture(bool _bForce) { #ifdef GL_MULTISAMPLING_SUPPORT if (m_resolved && !_bForce) return; glBindFramebuffer(GL_READ_FRAMEBUFFER, m_FBO); glReadBuffer(GL_COLOR_ATTACHMENT0); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_resolveFBO); glDisable(GL_SCISSOR_TEST); glBlitFramebuffer( 0, 0, m_pTexture->realWidth, m_pTexture->realHeight, 0, 0, m_pResolveTexture->realWidth, m_pResolveTexture->realHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST ); glEnable(GL_SCISSOR_TEST); glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); frameBufferList().setCurrentDrawBuffer(); m_resolved = true; #endif } bool FrameBuffer::_initSubTexture(u32 _t) { if (m_SubFBO == 0) glGenFramebuffers(1, &m_SubFBO); gDPTile * pTile = gSP.textureTile[_t]; if (pTile->lrs < pTile->uls || pTile->lrt < pTile->ult) return false; const u32 width = pTile->lrs - pTile->uls + 1; const u32 height = pTile->lrt - pTile->ult + 1; if (m_pSubTexture != nullptr) { if (m_pSubTexture->size == m_pTexture->size && m_pSubTexture->clampWidth == width && m_pSubTexture->clampHeight == height) return true; textureCache().removeFrameBufferTexture(m_pSubTexture); } m_pSubTexture = textureCache().addFrameBufferTexture(); _initTexture(width, height, m_pTexture->format, m_pTexture->size, m_pSubTexture); m_pSubTexture->clampS = pTile->clamps; m_pSubTexture->clampT = pTile->clampt; m_pSubTexture->offsetS = 0.0f; m_pSubTexture->offsetT = m_pSubTexture->clampHeight; glActiveTexture(GL_TEXTURE0 + _t); glBindTexture(GL_TEXTURE_2D, m_pSubTexture->glName); if (m_pSubTexture->size > G_IM_SIZ_8b) glTexImage2D(GL_TEXTURE_2D, 0, fboFormats.colorInternalFormat, m_pSubTexture->realWidth, m_pSubTexture->realHeight, 0, fboFormats.colorFormat, fboFormats.colorType, nullptr); else glTexImage2D(GL_TEXTURE_2D, 0, fboFormats.monochromeInternalFormat, m_pSubTexture->realWidth, m_pSubTexture->realHeight, 0, fboFormats.monochromeFormat, fboFormats.monochromeType, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_SubFBO); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_pSubTexture->glName, 0); return true; } CachedTexture * FrameBuffer::_getSubTexture(u32 _t) { if (!_initSubTexture(_t)) return m_pTexture; GLint x0 = (GLint)(m_pTexture->offsetS * m_scaleX); GLint y0 = (GLint)(m_pTexture->offsetT * m_scaleY) - m_pSubTexture->realHeight; GLint copyWidth = m_pSubTexture->realWidth; if (x0 + copyWidth > m_pTexture->realWidth) copyWidth = m_pTexture->realWidth - x0; GLint copyHeight = m_pSubTexture->realHeight; if (y0 + copyHeight > m_pTexture->realHeight) copyHeight = m_pTexture->realHeight - y0; glBindFramebuffer(GL_READ_FRAMEBUFFER, m_FBO); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_SubFBO); video().getRender().copyTexturedRect(x0, y0, x0 + copyWidth, y0 + copyHeight, m_pTexture->realWidth,m_pTexture->realHeight, m_pTexture->glName, 0, 0, copyWidth, copyHeight, m_pSubTexture->realWidth, m_pSubTexture->realHeight, GL_NEAREST); glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); frameBufferList().setCurrentDrawBuffer(); return m_pSubTexture; } CachedTexture * FrameBuffer::getTexture(u32 _t) { const bool getDepthTexture = m_isDepthBuffer && gDP.colorImage.address == gDP.depthImageAddress && m_pDepthBuffer != nullptr && (config.generalEmulation.hacks & hack_ZeldaMM) != 0; CachedTexture *pTexture = getDepthTexture ? m_pDepthBuffer->m_pDepthBufferTexture : m_pTexture; const u32 shift = (gSP.textureTile[_t]->imageAddress - m_startAddress) >> (m_size - 1); const u32 factor = m_width; if (m_loadType == LOADTYPE_TILE) { pTexture->offsetS = (float)(m_loadTileOrigin.uls + (shift % factor)); pTexture->offsetT = (float)(m_height - (m_loadTileOrigin.ult + shift / factor)); } else { pTexture->offsetS = (float)(shift % factor); pTexture->offsetT = (float)(m_height - shift / factor); } // if (gSP.textureTile[_t]->loadType == LOADTYPE_TILE && pTexture->size > 1) if (!getDepthTexture && (gSP.textureTile[_t]->clamps == 0 || gSP.textureTile[_t]->clampt == 0)) pTexture = _getSubTexture(_t); pTexture->scaleS = m_scaleX / (float)pTexture->realWidth; pTexture->scaleT = m_scaleY / (float)pTexture->realHeight; if (gSP.textureTile[_t]->shifts > 10) pTexture->shiftScaleS = (float)(1 << (16 - gSP.textureTile[_t]->shifts)); else if (gSP.textureTile[_t]->shifts > 0) pTexture->shiftScaleS = 1.0f / (float)(1 << gSP.textureTile[_t]->shifts); else pTexture->shiftScaleS = 1.0f; if (gSP.textureTile[_t]->shiftt > 10) pTexture->shiftScaleT = (float)(1 << (16 - gSP.textureTile[_t]->shiftt)); else if (gSP.textureTile[_t]->shiftt > 0) pTexture->shiftScaleT = 1.0f / (float)(1 << gSP.textureTile[_t]->shiftt); else pTexture->shiftScaleT = 1.0f; return pTexture; } CachedTexture * FrameBuffer::getTextureBG(u32 _t) { m_pTexture->scaleS = m_scaleX / (float)m_pTexture->realWidth; m_pTexture->scaleT = m_scaleY / (float)m_pTexture->realHeight; m_pTexture->shiftScaleS = 1.0f; m_pTexture->shiftScaleT = 1.0f; m_pTexture->offsetS = gSP.bgImage.imageX; m_pTexture->offsetT = (float)m_height - gSP.bgImage.imageY; return m_pTexture; } FrameBufferList & FrameBufferList::get() { static FrameBufferList frameBufferList; return frameBufferList; } void FrameBufferList::init() { m_pCurrent = nullptr; m_pCopy = nullptr; glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); m_prevColorImageHeight = 0; } void FrameBufferList::destroy() { m_list.clear(); m_pCurrent = nullptr; m_pCopy = nullptr; glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); } void FrameBufferList::setBufferChanged() { gDP.colorImage.changed = TRUE; if (m_pCurrent != nullptr) { m_pCurrent->m_changed = true; m_pCurrent->m_copiedToRdram = false; } } void FrameBufferList::correctHeight() { if (m_pCurrent == nullptr) return; if (m_pCurrent->m_changed) { m_pCurrent->m_needHeightCorrection = false; return; } if (m_pCurrent->m_needHeightCorrection && m_pCurrent->m_width == gDP.scissor.lrx) { if (m_pCurrent->m_height != gDP.scissor.lry) { m_pCurrent->reinit((u32)gDP.scissor.lry); if (m_pCurrent->_isMarioTennisScoreboard()) RDRAMtoColorBuffer::get().copyFromRDRAM(m_pCurrent->m_startAddress + 4, true); gSP.changed |= CHANGED_VIEWPORT; } m_pCurrent->m_needHeightCorrection = false; } } void FrameBufferList::clearBuffersChanged() { gDP.colorImage.changed = FALSE; FrameBuffer * pBuffer = frameBufferList().findBuffer(*REG.VI_ORIGIN); if (pBuffer != nullptr) pBuffer->m_changed = false; } void FrameBufferList::setCurrentDrawBuffer() const { if (m_pCurrent != nullptr) glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_pCurrent->m_FBO); } FrameBuffer * FrameBufferList::findBuffer(u32 _startAddress) { for (FrameBuffers::iterator iter = m_list.begin(); iter != m_list.end(); ++iter) if (iter->m_startAddress <= _startAddress && iter->m_endAddress >= _startAddress) // [ { ] return &(*iter); return nullptr; } FrameBuffer * FrameBufferList::_findBuffer(u32 _startAddress, u32 _endAddress, u32 _width) { if (m_list.empty()) return nullptr; FrameBuffers::iterator iter = m_list.end(); do { --iter; if ((iter->m_startAddress <= _startAddress && iter->m_endAddress >= _startAddress) || // [ { ] (_startAddress <= iter->m_startAddress && _endAddress >= iter->m_startAddress)) { // { [ } if (_startAddress != iter->m_startAddress || _width != iter->m_width) { m_list.erase(iter); return _findBuffer(_startAddress, _endAddress, _width); } return &(*iter); } } while (iter != m_list.begin()); return nullptr; } FrameBuffer * FrameBufferList::findTmpBuffer(u32 _address) { for (FrameBuffers::iterator iter = m_list.begin(); iter != m_list.end(); ++iter) if (iter->m_startAddress > _address || iter->m_endAddress < _address) return &(*iter); return nullptr; } void FrameBufferList::saveBuffer(u32 _address, u16 _format, u16 _size, u16 _width, u16 _height, bool _cfb) { if (m_pCurrent != nullptr && config.frameBufferEmulation.copyAuxToRDRAM != 0) { if (m_pCurrent->isAuxiliary()) { FrameBuffer_CopyToRDRAM(m_pCurrent->m_startAddress, true); removeBuffer(m_pCurrent->m_startAddress); } } if (VI.width == 0 || _height == 0) { m_pCurrent = nullptr; glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); return; } OGLVideo & ogl = video(); if (m_pCurrent != nullptr) { // Correct buffer's end address if (!m_pCurrent->isAuxiliary()) { if (gDP.colorImage.height > 200) m_prevColorImageHeight = gDP.colorImage.height; else if (gDP.colorImage.height == 0) gDP.colorImage.height = m_prevColorImageHeight; gDP.colorImage.height = min(gDP.colorImage.height, VI.height); } //Non-auxiliary buffers are always corrected, auxiliary buffers are correct only if they need correction. //Also, before making any adjustments, make sure gDP.colorImage.height has a valid value. if((!m_pCurrent->isAuxiliary() || m_pCurrent->m_needHeightCorrection) && gDP.colorImage.height != 0) { m_pCurrent->m_endAddress = min(RDRAMSize, m_pCurrent->m_startAddress + (((m_pCurrent->m_width * gDP.colorImage.height) << m_pCurrent->m_size >> 1) - 1)); } if (!m_pCurrent->_isMarioTennisScoreboard() && !m_pCurrent->m_isDepthBuffer && !m_pCurrent->m_copiedToRdram && !m_pCurrent->m_cfb && !m_pCurrent->m_cleared && m_pCurrent->m_RdramCopy.empty() && gDP.colorImage.height > 1) { m_pCurrent->copyRdram(); } m_pCurrent = _findBuffer(m_pCurrent->m_startAddress, m_pCurrent->m_endAddress, m_pCurrent->m_width); } const u32 endAddress = _address + ((_width * _height) << _size >> 1) - 1; if (m_pCurrent == nullptr || m_pCurrent->m_startAddress != _address || m_pCurrent->m_width != _width) m_pCurrent = findBuffer(_address); const float scaleX = config.frameBufferEmulation.nativeResFactor == 0 ? ogl.getScaleX() : static_cast(config.frameBufferEmulation.nativeResFactor); const float scaleY = config.frameBufferEmulation.nativeResFactor == 0 ? ogl.getScaleY() : scaleX; if (m_pCurrent != nullptr) { if ((m_pCurrent->m_startAddress != _address) || (m_pCurrent->m_width != _width) || //(current->height != height) || (m_pCurrent->m_size < _size) || (m_pCurrent->m_scaleX != scaleX) || (m_pCurrent->m_scaleY != scaleY)) { removeBuffer(m_pCurrent->m_startAddress); m_pCurrent = nullptr; } else { m_pCurrent->m_resolved = false; #ifdef VC const GLenum discards[] = {GL_DEPTH_ATTACHMENT}; glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards); #endif glBindFramebuffer(GL_FRAMEBUFFER, m_pCurrent->m_FBO); if (m_pCurrent->m_size != _size) { f32 fillColor[4]; gDPGetFillColor(fillColor); ogl.getRender().clearColorBuffer(fillColor); m_pCurrent->m_size = _size; m_pCurrent->m_pTexture->format = _format; m_pCurrent->m_pTexture->size = _size; if (m_pCurrent->m_pResolveTexture != nullptr) { m_pCurrent->m_pResolveTexture->format = _format; m_pCurrent->m_pResolveTexture->size = _size; } if (m_pCurrent->m_copiedToRdram) m_pCurrent->copyRdram(); } } } const bool bNew = m_pCurrent == nullptr; if (bNew) { // Wasn't found or removed, create a new one m_list.emplace_front(); FrameBuffer & buffer = m_list.front(); buffer.init(_address, endAddress, _format, _size, _width, _height, _cfb); m_pCurrent = &buffer; if (m_pCurrent->_isMarioTennisScoreboard() || ((config.generalEmulation.hacks & hack_legoRacers) != 0 && _width == VI.width)) RDRAMtoColorBuffer::get().copyFromRDRAM(m_pCurrent->m_startAddress + 4, true); } if (_address == gDP.depthImageAddress) depthBufferList().saveBuffer(_address); else attachDepthBuffer(); #ifdef DEBUG DebugMsg( DEBUG_HIGH | DEBUG_HANDLED, "FrameBuffer_SaveBuffer( 0x%08X ); depth buffer is 0x%08X\n", address, (depthBuffer.top != nullptr && depthBuffer.top->renderbuf > 0) ? depthBuffer.top->address : 0 ); #endif m_pCurrent->m_isDepthBuffer = _address == gDP.depthImageAddress; m_pCurrent->m_isPauseScreen = m_pCurrent->m_isOBScreen = false; } void FrameBufferList::copyAux() { for (FrameBuffers::iterator iter = m_list.begin(); iter != m_list.end(); ++iter) { if (iter->m_width != VI.width && iter->m_height != VI.height) FrameBuffer_CopyToRDRAM(iter->m_startAddress, true); } } void FrameBufferList::removeAux() { for (FrameBuffers::iterator iter = m_list.begin(); iter != m_list.end(); ++iter) { while (iter->m_width != VI.width && iter->m_height != VI.height) { if (&(*iter) == m_pCurrent) { m_pCurrent = nullptr; glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); } iter = m_list.erase(iter); if (iter == m_list.end()) return; } } } void FrameBufferList::removeBuffer(u32 _address ) { for (FrameBuffers::iterator iter = m_list.begin(); iter != m_list.end(); ++iter) if (iter->m_startAddress == _address) { if (&(*iter) == m_pCurrent) { m_pCurrent = nullptr; glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); } m_list.erase(iter); return; } } void FrameBufferList::removeBuffers(u32 _width) { m_pCurrent = nullptr; for (FrameBuffers::iterator iter = m_list.begin(); iter != m_list.end(); ++iter) { while (iter->m_width == _width) { if (&(*iter) == m_pCurrent) { m_pCurrent = nullptr; glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); } iter = m_list.erase(iter); if (iter == m_list.end()) return; } } } void FrameBufferList::fillBufferInfo(void * _pinfo, u32 _size) { FBInfo::FrameBufferInfo* pInfo = reinterpret_cast(_pinfo); u32 idx = 0; for (FrameBuffers::iterator iter = m_list.begin(); iter != m_list.end(); ++iter) { if (iter->m_width == VI.width && !iter->m_cfb && !iter->m_isDepthBuffer) { pInfo[idx].addr = iter->m_startAddress; pInfo[idx].width = iter->m_width; pInfo[idx].height = iter->m_height; pInfo[idx++].size = iter->m_size; if (idx >= _size) return; } } } void FrameBufferList::attachDepthBuffer() { if (m_pCurrent == nullptr) return; #ifdef VC const GLenum discards[] = {GL_DEPTH_ATTACHMENT}; glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards); #endif DepthBuffer * pDepthBuffer = depthBufferList().getCurrent(); if (m_pCurrent->m_FBO > 0 && pDepthBuffer != nullptr) { pDepthBuffer->initDepthImageTexture(m_pCurrent); pDepthBuffer->initDepthBufferTexture(m_pCurrent); #ifndef USE_DEPTH_RENDERBUFFER #ifdef GLES2 if (pDepthBuffer->m_pDepthBufferTexture->realWidth == m_pCurrent->m_pTexture->realWidth) { #else if (pDepthBuffer->m_pDepthBufferTexture->realWidth >= m_pCurrent->m_pTexture->realWidth) { #endif // GLES2 #else if (pDepthBuffer->m_depthRenderbufferWidth == m_pCurrent->m_pTexture->realWidth) { #endif // USE_DEPTH_RENDERBUFFER m_pCurrent->m_pDepthBuffer = pDepthBuffer; pDepthBuffer->setDepthAttachment(GL_DRAW_FRAMEBUFFER); if (video().getRender().isImageTexturesSupported() && config.frameBufferEmulation.N64DepthCompare != 0) pDepthBuffer->bindDepthImageTexture(); } else m_pCurrent->m_pDepthBuffer = nullptr; } else m_pCurrent->m_pDepthBuffer = nullptr; #ifndef GLES2 GLuint attachments[1] = { GL_COLOR_ATTACHMENT0 }; glDrawBuffers(1, attachments); #endif assert(checkFBO()); } void FrameBufferList::clearDepthBuffer(DepthBuffer * _pDepthBuffer) { for (FrameBuffers::iterator iter = m_list.begin(); iter != m_list.end(); ++iter) { if (iter->m_pDepthBuffer == _pDepthBuffer) { iter->m_pDepthBuffer = nullptr; } } } void FrameBuffer_Init() { frameBufferList().init(); if (config.frameBufferEmulation.enable != 0) { ColorBufferToRDRAM::get().init(); #ifndef GLES2 DepthBufferToRDRAM::get().init(); #endif RDRAMtoColorBuffer::get().init(); } } void FrameBuffer_Destroy() { RDRAMtoColorBuffer::get().destroy(); #ifndef GLES2 DepthBufferToRDRAM::get().destroy(); ColorBufferToRDRAM::get().destroy(); #endif frameBufferList().destroy(); } void FrameBufferList::renderBuffer(u32 _address) { static s32 vStartPrev = 0; if (VI.width == 0 || *REG.VI_WIDTH == 0 || *REG.VI_H_START == 0) // H width is zero. Don't draw return; FrameBuffer *pBuffer = findBuffer(_address); if (pBuffer == nullptr) return; OGLVideo & ogl = video(); OGLRender & render = ogl.getRender(); GLint srcY0, srcY1, dstY0, dstY1; GLint X0, X1, Xwidth; GLint Xoffset = 0; GLint Xdivot = 0; GLint srcPartHeight = 0; GLint dstPartHeight = 0; const f32 yScale = _FIXED2FLOAT(_SHIFTR(*REG.VI_Y_SCALE, 0, 12), 10); s32 vEnd = _SHIFTR(*REG.VI_V_START, 0, 10); s32 vStart = _SHIFTR(*REG.VI_V_START, 16, 10); const s32 hEnd = _SHIFTR(*REG.VI_H_START, 0, 10); const s32 hStart = _SHIFTR(*REG.VI_H_START, 16, 10); const s32 vSync = (*REG.VI_V_SYNC) & 0x03FF; const bool interlaced = (*REG.VI_STATUS & 0x40) != 0; const bool isPAL = vSync > 550; const s32 vShift = (isPAL ? 47 : 37); dstY0 = vStart - vShift; dstY0 >>= 1; dstY0 &= -(dstY0 >= 0); vStart >>= 1; vEnd >>= 1; const u32 vFullHeight = isPAL ? 288 : 240; const u32 vCurrentHeight = vEnd - vStart; const float dstScaleY = (float)ogl.getHeight() / float(vFullHeight); bool isLowerField = false; if (interlaced) isLowerField = vStart > vStartPrev; vStartPrev = vStart; const u32 addrOffset = ((_address - pBuffer->m_startAddress) << 1 >> pBuffer->m_size); srcY0 = addrOffset / (*REG.VI_WIDTH); if (addrOffset % (*REG.VI_WIDTH) != 0) Xoffset = (*REG.VI_WIDTH) - addrOffset % (*REG.VI_WIDTH); if (isLowerField) { if (srcY0 > 0) --srcY0; if (dstY0 > 0) --dstY0; } if (srcY0 + vCurrentHeight > vFullHeight) { dstPartHeight = srcY0; srcY0 = (GLint)(srcY0*yScale); srcPartHeight = srcY0; srcY1 = VI.real_height; dstY1 = dstY0 + vCurrentHeight - dstPartHeight; } else { dstY0 += srcY0; dstY1 = dstY0 + vCurrentHeight; srcY0 = (GLint)(srcY0*yScale); srcY1 = srcY0 + VI.real_height; } FrameBuffer * pFilteredBuffer = PostProcessor::get().doBlur(PostProcessor::get().doGammaCorrection(pBuffer)); const bool vi_fsaa = (*REG.VI_STATUS & 512) == 0; const bool vi_divot = (*REG.VI_STATUS & 16) != 0; if (vi_fsaa && vi_divot) Xdivot = 1; const f32 viScaleX = _FIXED2FLOAT(_SHIFTR(*REG.VI_X_SCALE, 0, 12), 10); const f32 srcScaleX = pFilteredBuffer->m_scaleX; const f32 dstScaleX = ogl.getScaleX(); const s32 h0 = (isPAL ? 128 : 108); const s32 hx0 = max(0, hStart - h0); const s32 hx1 = max(0, h0 + 640 - hEnd); X0 = (GLint)((hx0 * viScaleX + Xoffset) * dstScaleX); Xwidth = (GLint)((min((f32)VI.width, (hEnd - hStart)*viScaleX - Xoffset - Xdivot)) * srcScaleX); X1 = ogl.getWidth() - (GLint)(hx1 *viScaleX * dstScaleX); const f32 srcScaleY = pFilteredBuffer->m_scaleY; const GLint hOffset = (ogl.getScreenWidth() - ogl.getWidth()) / 2; const GLint vOffset = (ogl.getScreenHeight() - ogl.getHeight()) / 2 + ogl.getHeightOffset(); CachedTexture * pBufferTexture = pFilteredBuffer->m_pTexture; GLint srcCoord[4] = { 0, (GLint)(srcY0*srcScaleY), Xwidth, min((GLint)(srcY1*srcScaleY), (GLint)pBufferTexture->realHeight) }; if (srcCoord[2] > pBufferTexture->realWidth || srcCoord[3] > pBufferTexture->realHeight) { removeBuffer(pBuffer->m_startAddress); return; } GLint dstCoord[4] = { X0 + hOffset, vOffset + (GLint)(dstY0*dstScaleY), hOffset + X1, vOffset + (GLint)(dstY1*dstScaleY) }; #ifdef GLESX if (render.getRenderer() == OGLRender::glrAdreno) dstCoord[0] += 1; // workaround for Adreno's issue with glBindFramebuffer; #endif // GLESX glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); //glDrawBuffer( GL_BACK ); float clearColor[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; render.clearColorBuffer(clearColor); GLenum filter = GL_LINEAR; if (pFilteredBuffer->m_pTexture->frameBufferTexture == CachedTexture::fbMultiSample) { if (X0 > 0 || dstPartHeight > 0 || (srcCoord[2] - srcCoord[0]) != (dstCoord[2] - dstCoord[0]) || (srcCoord[3] - srcCoord[1]) != (dstCoord[3] - dstCoord[1])) { pFilteredBuffer->resolveMultisampledTexture(true); glBindFramebuffer(GL_READ_FRAMEBUFFER, pFilteredBuffer->m_resolveFBO); } else { glBindFramebuffer(GL_READ_FRAMEBUFFER, pFilteredBuffer->m_FBO); filter = GL_NEAREST; } } else glBindFramebuffer(GL_READ_FRAMEBUFFER, pFilteredBuffer->m_FBO); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); ogl.getRender().copyTexturedRect(srcCoord[0], srcCoord[1], srcCoord[2], srcCoord[3], pBufferTexture->realWidth, pBufferTexture->realHeight, pBufferTexture->glName, dstCoord[0], dstCoord[1], dstCoord[2], dstCoord[3], ogl.getScreenWidth(), ogl.getScreenHeight() + ogl.getHeightOffset(), filter); if (dstPartHeight > 0) { const u32 size = *REG.VI_STATUS & 3; pBuffer = findBuffer(_address + (((*REG.VI_WIDTH)*VI.height)<>1)); if (pBuffer != nullptr) { pFilteredBuffer = PostProcessor::get().doBlur(PostProcessor::get().doGammaCorrection(pBuffer)); srcY0 = 0; srcY1 = srcPartHeight; dstY0 = dstY1; dstY1 = dstY0 + dstPartHeight; if (pFilteredBuffer->m_pTexture->frameBufferTexture == CachedTexture::fbMultiSample) { pFilteredBuffer->resolveMultisampledTexture(); glBindFramebuffer(GL_READ_FRAMEBUFFER, pFilteredBuffer->m_resolveFBO); } else glBindFramebuffer(GL_READ_FRAMEBUFFER, pFilteredBuffer->m_FBO); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); pBufferTexture = pFilteredBuffer->m_pTexture; ogl.getRender().copyTexturedRect(0, (GLint)(srcY0*srcScaleY), Xwidth, min((GLint)(srcY1*srcScaleY), (GLint)pFilteredBuffer->m_pTexture->realHeight), pBufferTexture->realWidth, pBufferTexture->realHeight, pBufferTexture->glName, hOffset, vOffset + (GLint)(dstY0*dstScaleY), hOffset + X1, vOffset + (GLint)(dstY1*dstScaleY), ogl.getScreenWidth(), ogl.getScreenHeight() + ogl.getHeightOffset(), filter); } } glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); if (m_pCurrent != nullptr) { glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_pCurrent->m_FBO); #ifdef VC const GLenum discards[] = {GL_DEPTH_ATTACHMENT}; glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards); #endif } ogl.swapBuffers(); gDP.changed |= CHANGED_SCISSOR; } void FrameBuffer_ActivateBufferTexture(u32 t, FrameBuffer *pBuffer) { if (pBuffer == nullptr) return; CachedTexture *pTexture = pBuffer->getTexture(t); if (pTexture == nullptr) return; // frameBufferList().renderBuffer(pBuffer->m_startAddress); textureCache().activateTexture(t, pTexture); gDP.changed |= CHANGED_FB_TEXTURE; } void FrameBuffer_ActivateBufferTextureBG(u32 t, FrameBuffer *pBuffer ) { if (pBuffer == nullptr) return; CachedTexture *pTexture = pBuffer->getTextureBG(t); if (pTexture == nullptr) return; // frameBufferList().renderBuffer(pBuffer->m_startAddress); textureCache().activateTexture(t, pTexture); gDP.changed |= CHANGED_FB_TEXTURE; } void FrameBuffer_CopyToRDRAM(u32 _address, bool _sync) { ColorBufferToRDRAM::get().copyToRDRAM(_address, _sync); } void FrameBuffer_CopyChunkToRDRAM(u32 _address) { ColorBufferToRDRAM::get().copyChunkToRDRAM(_address); } bool FrameBuffer_CopyDepthBuffer( u32 address ) { #ifndef GLES2 FrameBuffer * pCopyBuffer = frameBufferList().getCopyBuffer(); if (pCopyBuffer != nullptr) { // This code is mainly to emulate Zelda MM camera. ColorBufferToRDRAM::get().copyToRDRAM(pCopyBuffer->m_startAddress, true); pCopyBuffer->m_RdramCopy.resize(0); // To disable validity check by RDRAM content. CPU may change content of the buffer for some unknown reason. frameBufferList().setCopyBuffer(nullptr); return true; } else return DepthBufferToRDRAM::get().copyToRDRAM(address); #else return false; #endif } bool FrameBuffer_CopyDepthBufferChunk(u32 address) { #ifndef GLES2 return DepthBufferToRDRAM::get().copyChunkToRDRAM(address); #else return false; #endif } void FrameBuffer_CopyFromRDRAM(u32 _address, bool _bCFB) { RDRAMtoColorBuffer::get().copyFromRDRAM(_address, _bCFB); } void FrameBuffer_AddAddress(u32 address, u32 _size) { RDRAMtoColorBuffer::get().addAddress(address, _size); }