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https://github.com/dolphin-emu/dolphin.git
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8a23629345
Almost all the virtual functions in Renderer are part of dolphin's "graphics api abstraction layer", which has slowly formed over the last decade or two. Most of the work was done previously with the introduction of the various "AbstractX" classes, associated with texture cache cleanups and implementation of newer graphics APIs (Direct3D 12, Vulkan, Metal). We are simply taking the last step and yeeting these functions out of Renderer. This "AbstractGfx" class is now completely agnostic of any details from the flipper/hollywood GPU we are emulating, though somewhat specialized. (Will not build, this commit only contains changes outside VideoBackends)
741 lines
24 KiB
C++
741 lines
24 KiB
C++
// Copyright 2010 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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// ---------------------------------------------------------------------------------------------
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// GC graphics pipeline
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// ---------------------------------------------------------------------------------------------
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// 3d commands are issued through the fifo. The GPU draws to the 2MB EFB.
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// The efb can be copied back into ram in two forms: as textures or as XFB.
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// The XFB is the region in RAM that the VI chip scans out to the television.
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// So, after all rendering to EFB is done, the image is copied into one of two XFBs in RAM.
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// Next frame, that one is scanned out and the other one gets the copy. = double buffering.
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// ---------------------------------------------------------------------------------------------
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#include "VideoCommon/RenderBase.h"
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#include <algorithm>
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#include <cmath>
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#include <memory>
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#include <tuple>
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#include <fmt/format.h>
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#include "Common/Assert.h"
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#include "Common/ChunkFile.h"
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#include "Common/CommonTypes.h"
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#include "Common/Config/Config.h"
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#include "Common/Logging/Log.h"
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#include "Common/MsgHandler.h"
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#include "Core/Config/GraphicsSettings.h"
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#include "Core/Config/SYSCONFSettings.h"
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#include "Core/ConfigManager.h"
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#include "Core/Core.h"
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#include "Core/DolphinAnalytics.h"
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#include "Core/FifoPlayer/FifoRecorder.h"
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#include "Core/FreeLookConfig.h"
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#include "Core/HW/SystemTimers.h"
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#include "Core/System.h"
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#include "VideoCommon/AbstractFramebuffer.h"
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#include "VideoCommon/AbstractGfx.h"
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#include "VideoCommon/AbstractTexture.h"
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#include "VideoCommon/BoundingBox.h"
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#include "VideoCommon/CommandProcessor.h"
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#include "VideoCommon/FrameDumper.h"
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#include "VideoCommon/FramebufferManager.h"
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#include "VideoCommon/FreeLookCamera.h"
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#include "VideoCommon/GraphicsModSystem/Config/GraphicsModGroup.h"
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#include "VideoCommon/OnScreenDisplay.h"
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#include "VideoCommon/PerformanceMetrics.h"
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#include "VideoCommon/PixelEngine.h"
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#include "VideoCommon/PixelShaderManager.h"
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#include "VideoCommon/Present.h"
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#include "VideoCommon/ShaderCache.h"
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#include "VideoCommon/ShaderGenCommon.h"
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#include "VideoCommon/Statistics.h"
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#include "VideoCommon/VertexManagerBase.h"
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#include "VideoCommon/VideoBackendBase.h"
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#include "VideoCommon/VideoConfig.h"
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std::unique_ptr<Renderer> g_renderer;
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Renderer::Renderer() : m_last_xfb_width{MAX_XFB_WIDTH}, m_last_xfb_height{MAX_XFB_HEIGHT}
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{
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UpdateActiveConfig();
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FreeLook::UpdateActiveConfig();
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CalculateTargetSize();
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m_is_game_widescreen = SConfig::GetInstance().bWii && Config::Get(Config::SYSCONF_WIDESCREEN);
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g_freelook_camera.SetControlType(FreeLook::GetActiveConfig().camera_config.control_type);
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}
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Renderer::~Renderer() = default;
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bool Renderer::Initialize()
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{
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if (g_ActiveConfig.bGraphicMods)
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{
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// If a config change occurred in a previous session,
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// remember the old change count value. By setting
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// our current change count to the old value, we
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// avoid loading the stale data when we
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// check for config changes.
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const u32 old_game_mod_changes = g_ActiveConfig.graphics_mod_config ?
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g_ActiveConfig.graphics_mod_config->GetChangeCount() :
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0;
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g_ActiveConfig.graphics_mod_config = GraphicsModGroupConfig(SConfig::GetInstance().GetGameID());
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g_ActiveConfig.graphics_mod_config->Load();
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g_ActiveConfig.graphics_mod_config->SetChangeCount(old_game_mod_changes);
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m_graphics_mod_manager.Load(*g_ActiveConfig.graphics_mod_config);
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}
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return true;
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}
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void Renderer::Shutdown()
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{
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g_bounding_box.reset();
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}
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void Renderer::BeginUtilityDrawing()
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{
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g_vertex_manager->Flush();
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}
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void Renderer::EndUtilityDrawing()
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{
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// Reset framebuffer/scissor/viewport. Pipeline will be reset at next draw.
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g_framebuffer_manager->BindEFBFramebuffer();
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BPFunctions::SetScissorAndViewport();
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}
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bool Renderer::EFBHasAlphaChannel() const
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{
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return m_prev_efb_format == PixelFormat::RGBA6_Z24;
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}
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void Renderer::ClearScreen(const MathUtil::Rectangle<int>& rc, bool color_enable, bool alpha_enable,
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bool z_enable, u32 color, u32 z)
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{
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g_framebuffer_manager->FlushEFBPokes();
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g_framebuffer_manager->FlagPeekCacheAsOutOfDate();
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// Native -> EFB coordinates
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MathUtil::Rectangle<int> target_rc = Renderer::ConvertEFBRectangle(rc);
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target_rc.ClampUL(0, 0, m_target_width, m_target_height);
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// Determine whether the EFB has an alpha channel. If it doesn't, we can clear the alpha
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// channel to 0xFF.
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// On backends that don't allow masking Alpha clears, this allows us to use the fast path
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// almost all the time
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if (bpmem.zcontrol.pixel_format == PixelFormat::RGB565_Z16 ||
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bpmem.zcontrol.pixel_format == PixelFormat::RGB8_Z24 ||
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bpmem.zcontrol.pixel_format == PixelFormat::Z24)
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{
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// Force alpha writes, and clear the alpha channel.
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alpha_enable = true;
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color &= 0x00FFFFFF;
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}
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g_gfx->ClearRegion(rc, target_rc, color_enable, alpha_enable, z_enable, color, z);
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// Scissor rect must be restored.
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BPFunctions::SetScissorAndViewport();
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}
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void Renderer::ReinterpretPixelData(EFBReinterpretType convtype)
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{
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g_framebuffer_manager->ReinterpretPixelData(convtype);
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}
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bool Renderer::IsBBoxEnabled() const
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{
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return g_bounding_box->IsEnabled();
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}
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void Renderer::BBoxEnable(PixelShaderManager& pixel_shader_manager)
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{
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g_bounding_box->Enable(pixel_shader_manager);
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}
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void Renderer::BBoxDisable(PixelShaderManager& pixel_shader_manager)
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{
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g_bounding_box->Disable(pixel_shader_manager);
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}
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u16 Renderer::BBoxRead(u32 index)
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{
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if (!g_ActiveConfig.bBBoxEnable || !g_ActiveConfig.backend_info.bSupportsBBox)
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return m_bounding_box_fallback[index];
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return g_bounding_box->Get(index);
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}
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void Renderer::BBoxWrite(u32 index, u16 value)
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{
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if (!g_ActiveConfig.bBBoxEnable || !g_ActiveConfig.backend_info.bSupportsBBox)
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{
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m_bounding_box_fallback[index] = value;
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return;
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}
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g_bounding_box->Set(index, value);
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}
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void Renderer::BBoxFlush()
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{
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if (!g_ActiveConfig.bBBoxEnable || !g_ActiveConfig.backend_info.bSupportsBBox)
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return;
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g_bounding_box->Flush();
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}
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u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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{
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if (type == EFBAccessType::PeekColor)
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{
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u32 color = g_framebuffer_manager->PeekEFBColor(x, y);
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// a little-endian value is expected to be returned
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color = ((color & 0xFF00FF00) | ((color >> 16) & 0xFF) | ((color << 16) & 0xFF0000));
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if (bpmem.zcontrol.pixel_format == PixelFormat::RGBA6_Z24)
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{
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color = RGBA8ToRGBA6ToRGBA8(color);
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}
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else if (bpmem.zcontrol.pixel_format == PixelFormat::RGB565_Z16)
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{
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color = RGBA8ToRGB565ToRGBA8(color);
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}
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if (bpmem.zcontrol.pixel_format != PixelFormat::RGBA6_Z24)
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{
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color |= 0xFF000000;
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}
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// check what to do with the alpha channel (GX_PokeAlphaRead)
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PixelEngine::AlphaReadMode alpha_read_mode =
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Core::System::GetInstance().GetPixelEngine().GetAlphaReadMode();
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if (alpha_read_mode == PixelEngine::AlphaReadMode::ReadNone)
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{
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return color;
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}
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else if (alpha_read_mode == PixelEngine::AlphaReadMode::ReadFF)
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{
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return color | 0xFF000000;
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}
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else
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{
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if (alpha_read_mode != PixelEngine::AlphaReadMode::Read00)
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{
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PanicAlertFmt("Invalid PE alpha read mode: {}", static_cast<u16>(alpha_read_mode));
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}
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return color & 0x00FFFFFF;
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}
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}
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else // if (type == EFBAccessType::PeekZ)
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{
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// Depth buffer is inverted for improved precision near far plane
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float depth = g_framebuffer_manager->PeekEFBDepth(x, y);
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if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
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depth = 1.0f - depth;
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// Convert to 24bit depth
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u32 z24depth = std::clamp<u32>(static_cast<u32>(depth * 16777216.0f), 0, 0xFFFFFF);
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if (bpmem.zcontrol.pixel_format == PixelFormat::RGB565_Z16)
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{
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// When in RGB565_Z16 mode, EFB Z peeks return a 16bit value, which is presumably a
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// resolved sample from the MSAA buffer.
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// Dolphin doesn't currently emulate the 3 sample MSAA mode (and potentially never will)
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// it just transparently upgrades the framebuffer to 24bit depth and color and whatever
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// level of MSAA and higher Internal Resolution the user has configured.
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// This is mostly transparent, unless the game does an EFB read.
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// But we can simply convert the 24bit depth on the fly to the 16bit depth the game expects.
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return CompressZ16(z24depth, bpmem.zcontrol.zformat);
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}
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return z24depth;
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}
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}
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void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points)
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{
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if (type == EFBAccessType::PokeColor)
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{
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for (size_t i = 0; i < num_points; i++)
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{
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// Convert to expected format (BGRA->RGBA)
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// TODO: Check alpha, depending on mode?
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const EfbPokeData& point = points[i];
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u32 color = ((point.data & 0xFF00FF00) | ((point.data >> 16) & 0xFF) |
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((point.data << 16) & 0xFF0000));
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g_framebuffer_manager->PokeEFBColor(point.x, point.y, color);
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}
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}
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else // if (type == EFBAccessType::PokeZ)
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{
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for (size_t i = 0; i < num_points; i++)
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{
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// Convert to floating-point depth.
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const EfbPokeData& point = points[i];
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float depth = float(point.data & 0xFFFFFF) / 16777216.0f;
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if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
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depth = 1.0f - depth;
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g_framebuffer_manager->PokeEFBDepth(point.x, point.y, depth);
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}
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}
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}
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void Renderer::RenderToXFB(u32 xfbAddr, const MathUtil::Rectangle<int>& sourceRc, u32 fbStride,
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u32 fbHeight, float Gamma)
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{
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CheckFifoRecording();
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if (!fbStride || !fbHeight)
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return;
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}
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unsigned int Renderer::GetEFBScale() const
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{
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return m_efb_scale;
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}
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int Renderer::EFBToScaledX(int x) const
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{
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return x * static_cast<int>(m_efb_scale);
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}
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int Renderer::EFBToScaledY(int y) const
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{
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return y * static_cast<int>(m_efb_scale);
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}
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float Renderer::EFBToScaledXf(float x) const
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{
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return x * ((float)GetTargetWidth() / (float)EFB_WIDTH);
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}
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float Renderer::EFBToScaledYf(float y) const
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{
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return y * ((float)GetTargetHeight() / (float)EFB_HEIGHT);
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}
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std::tuple<int, int> Renderer::CalculateTargetScale(int x, int y) const
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{
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return std::make_tuple(x * static_cast<int>(m_efb_scale), y * static_cast<int>(m_efb_scale));
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}
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// return true if target size changed
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bool Renderer::CalculateTargetSize()
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{
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if (g_ActiveConfig.iEFBScale == EFB_SCALE_AUTO_INTEGRAL)
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{
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auto target_rectangle = g_presenter->GetTargetRectangle();
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// Set a scale based on the window size
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int width = EFB_WIDTH * target_rectangle.GetWidth() / m_last_xfb_width;
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int height = EFB_HEIGHT * target_rectangle.GetHeight() / m_last_xfb_height;
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m_efb_scale = std::max((width - 1) / EFB_WIDTH + 1, (height - 1) / EFB_HEIGHT + 1);
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}
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else
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{
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m_efb_scale = g_ActiveConfig.iEFBScale;
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}
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const u32 max_size = g_ActiveConfig.backend_info.MaxTextureSize;
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if (max_size < EFB_WIDTH * m_efb_scale)
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m_efb_scale = max_size / EFB_WIDTH;
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auto [new_efb_width, new_efb_height] = CalculateTargetScale(EFB_WIDTH, EFB_HEIGHT);
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new_efb_width = std::max(new_efb_width, 1);
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new_efb_height = std::max(new_efb_height, 1);
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if (new_efb_width != m_target_width || new_efb_height != m_target_height)
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{
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m_target_width = new_efb_width;
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m_target_height = new_efb_height;
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auto& system = Core::System::GetInstance();
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auto& pixel_shader_manager = system.GetPixelShaderManager();
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pixel_shader_manager.SetEfbScaleChanged(EFBToScaledXf(1), EFBToScaledYf(1));
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return true;
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}
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return false;
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}
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void Renderer::CheckForConfigChanges()
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{
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const ShaderHostConfig old_shader_host_config = ShaderHostConfig::GetCurrent();
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const StereoMode old_stereo = g_ActiveConfig.stereo_mode;
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const u32 old_multisamples = g_ActiveConfig.iMultisamples;
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const int old_anisotropy = g_ActiveConfig.iMaxAnisotropy;
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const int old_efb_access_tile_size = g_ActiveConfig.iEFBAccessTileSize;
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const auto old_texture_filtering_mode = g_ActiveConfig.texture_filtering_mode;
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const bool old_vsync = g_ActiveConfig.bVSyncActive;
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const bool old_bbox = g_ActiveConfig.bBBoxEnable;
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const u32 old_game_mod_changes =
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g_ActiveConfig.graphics_mod_config ? g_ActiveConfig.graphics_mod_config->GetChangeCount() : 0;
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const bool old_graphics_mods_enabled = g_ActiveConfig.bGraphicMods;
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UpdateActiveConfig();
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FreeLook::UpdateActiveConfig();
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g_vertex_manager->OnConfigChange();
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g_freelook_camera.SetControlType(FreeLook::GetActiveConfig().camera_config.control_type);
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if (g_ActiveConfig.bGraphicMods && !old_graphics_mods_enabled)
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{
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g_ActiveConfig.graphics_mod_config = GraphicsModGroupConfig(SConfig::GetInstance().GetGameID());
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g_ActiveConfig.graphics_mod_config->Load();
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}
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if (g_ActiveConfig.graphics_mod_config &&
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(old_game_mod_changes != g_ActiveConfig.graphics_mod_config->GetChangeCount()))
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{
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m_graphics_mod_manager.Load(*g_ActiveConfig.graphics_mod_config);
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}
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// Update texture cache settings with any changed options.
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g_texture_cache->OnConfigChanged(g_ActiveConfig);
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// EFB tile cache doesn't need to notify the backend.
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if (old_efb_access_tile_size != g_ActiveConfig.iEFBAccessTileSize)
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g_framebuffer_manager->SetEFBCacheTileSize(std::max(g_ActiveConfig.iEFBAccessTileSize, 0));
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// Determine which (if any) settings have changed.
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ShaderHostConfig new_host_config = ShaderHostConfig::GetCurrent();
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u32 changed_bits = 0;
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if (old_shader_host_config.bits != new_host_config.bits)
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changed_bits |= CONFIG_CHANGE_BIT_HOST_CONFIG;
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if (old_stereo != g_ActiveConfig.stereo_mode)
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changed_bits |= CONFIG_CHANGE_BIT_STEREO_MODE;
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if (old_multisamples != g_ActiveConfig.iMultisamples)
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changed_bits |= CONFIG_CHANGE_BIT_MULTISAMPLES;
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if (old_anisotropy != g_ActiveConfig.iMaxAnisotropy)
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changed_bits |= CONFIG_CHANGE_BIT_ANISOTROPY;
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if (old_texture_filtering_mode != g_ActiveConfig.texture_filtering_mode)
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changed_bits |= CONFIG_CHANGE_BIT_FORCE_TEXTURE_FILTERING;
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if (old_vsync != g_ActiveConfig.bVSyncActive)
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changed_bits |= CONFIG_CHANGE_BIT_VSYNC;
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if (old_bbox != g_ActiveConfig.bBBoxEnable)
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changed_bits |= CONFIG_CHANGE_BIT_BBOX;
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if (CalculateTargetSize())
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changed_bits |= CONFIG_CHANGE_BIT_TARGET_SIZE;
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g_presenter->CheckForConfigChanges(changed_bits);
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// No changes?
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if (changed_bits == 0)
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return;
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// Notify the backend of the changes, if any.
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g_gfx->OnConfigChanged(changed_bits);
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// If there's any shader changes, wait for the GPU to finish before destroying anything.
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if (changed_bits & (CONFIG_CHANGE_BIT_HOST_CONFIG | CONFIG_CHANGE_BIT_MULTISAMPLES))
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{
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g_gfx->WaitForGPUIdle();
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g_gfx->SetPipeline(nullptr);
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}
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// Framebuffer changed?
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if (changed_bits & (CONFIG_CHANGE_BIT_MULTISAMPLES | CONFIG_CHANGE_BIT_STEREO_MODE |
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CONFIG_CHANGE_BIT_TARGET_SIZE))
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{
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g_framebuffer_manager->RecreateEFBFramebuffer();
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}
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// Reload shaders if host config has changed.
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if (changed_bits & (CONFIG_CHANGE_BIT_HOST_CONFIG | CONFIG_CHANGE_BIT_MULTISAMPLES))
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{
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OSD::AddMessage("Video config changed, reloading shaders.", OSD::Duration::NORMAL);
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g_vertex_manager->InvalidatePipelineObject();
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g_shader_cache->SetHostConfig(new_host_config);
|
|
g_shader_cache->Reload();
|
|
g_framebuffer_manager->RecompileShaders();
|
|
}
|
|
|
|
// Viewport and scissor rect have to be reset since they will be scaled differently.
|
|
if (changed_bits & CONFIG_CHANGE_BIT_TARGET_SIZE)
|
|
{
|
|
BPFunctions::SetScissorAndViewport();
|
|
}
|
|
}
|
|
|
|
MathUtil::Rectangle<int> Renderer::ConvertEFBRectangle(const MathUtil::Rectangle<int>& rc) const
|
|
{
|
|
MathUtil::Rectangle<int> result;
|
|
result.left = EFBToScaledX(rc.left);
|
|
result.top = EFBToScaledY(rc.top);
|
|
result.right = EFBToScaledX(rc.right);
|
|
result.bottom = EFBToScaledY(rc.bottom);
|
|
return result;
|
|
}
|
|
|
|
void Renderer::CheckFifoRecording()
|
|
{
|
|
const bool was_recording = OpcodeDecoder::g_record_fifo_data;
|
|
OpcodeDecoder::g_record_fifo_data = FifoRecorder::GetInstance().IsRecording();
|
|
|
|
if (!OpcodeDecoder::g_record_fifo_data)
|
|
return;
|
|
|
|
if (!was_recording)
|
|
{
|
|
RecordVideoMemory();
|
|
}
|
|
|
|
auto& system = Core::System::GetInstance();
|
|
auto& command_processor = system.GetCommandProcessor();
|
|
const auto& fifo = command_processor.GetFifo();
|
|
FifoRecorder::GetInstance().EndFrame(fifo.CPBase.load(std::memory_order_relaxed),
|
|
fifo.CPEnd.load(std::memory_order_relaxed));
|
|
}
|
|
|
|
void Renderer::RecordVideoMemory()
|
|
{
|
|
const u32* bpmem_ptr = reinterpret_cast<const u32*>(&bpmem);
|
|
u32 cpmem[256] = {};
|
|
// The FIFO recording format splits XF memory into xfmem and xfregs; follow
|
|
// that split here.
|
|
const u32* xfmem_ptr = reinterpret_cast<const u32*>(&xfmem);
|
|
const u32* xfregs_ptr = reinterpret_cast<const u32*>(&xfmem) + FifoDataFile::XF_MEM_SIZE;
|
|
u32 xfregs_size = sizeof(XFMemory) / 4 - FifoDataFile::XF_MEM_SIZE;
|
|
|
|
g_main_cp_state.FillCPMemoryArray(cpmem);
|
|
|
|
FifoRecorder::GetInstance().SetVideoMemory(bpmem_ptr, cpmem, xfmem_ptr, xfregs_ptr, xfregs_size,
|
|
texMem);
|
|
}
|
|
|
|
void Renderer::ForceReloadTextures()
|
|
{
|
|
m_force_reload_textures.Set();
|
|
}
|
|
|
|
// Heuristic to detect if a GameCube game is in 16:9 anamorphic widescreen mode.
|
|
void Renderer::UpdateWidescreenHeuristic()
|
|
{
|
|
// VertexManager maintains no statistics in Wii mode.
|
|
if (SConfig::GetInstance().bWii)
|
|
return;
|
|
|
|
const auto flush_statistics = g_vertex_manager->ResetFlushAspectRatioCount();
|
|
|
|
// If suggested_aspect_mode (GameINI) is configured don't use heuristic.
|
|
if (g_ActiveConfig.suggested_aspect_mode != AspectMode::Auto)
|
|
return;
|
|
|
|
// If widescreen hack isn't active and aspect_mode (UI) is 4:3 or 16:9 don't use heuristic.
|
|
if (!g_ActiveConfig.bWidescreenHack && (g_ActiveConfig.aspect_mode == AspectMode::Analog ||
|
|
g_ActiveConfig.aspect_mode == AspectMode::AnalogWide))
|
|
return;
|
|
|
|
// Modify the threshold based on which aspect ratio we're already using:
|
|
// If the game's in 4:3, it probably won't switch to anamorphic, and vice-versa.
|
|
static constexpr u32 TRANSITION_THRESHOLD = 3;
|
|
|
|
const auto looks_normal = [](auto& counts) {
|
|
return counts.normal_vertex_count > counts.anamorphic_vertex_count * TRANSITION_THRESHOLD;
|
|
};
|
|
const auto looks_anamorphic = [](auto& counts) {
|
|
return counts.anamorphic_vertex_count > counts.normal_vertex_count * TRANSITION_THRESHOLD;
|
|
};
|
|
|
|
const auto& persp = flush_statistics.perspective;
|
|
const auto& ortho = flush_statistics.orthographic;
|
|
|
|
const auto ortho_looks_anamorphic = looks_anamorphic(ortho);
|
|
|
|
if (looks_anamorphic(persp) || ortho_looks_anamorphic)
|
|
{
|
|
// If either perspective or orthographic projections look anamorphic, it's a safe bet.
|
|
m_is_game_widescreen = true;
|
|
}
|
|
else if (looks_normal(persp) || (m_was_orthographically_anamorphic && looks_normal(ortho)))
|
|
{
|
|
// Many widescreen games (or AR/GeckoCodes) use anamorphic perspective projections
|
|
// with NON-anamorphic orthographic projections.
|
|
// This can cause incorrect changes to 4:3 when perspective projections are temporarily not
|
|
// shown. e.g. Animal Crossing's inventory menu.
|
|
// Unless we were in a situation which was orthographically anamorphic
|
|
// we won't consider orthographic data for changes from 16:9 to 4:3.
|
|
m_is_game_widescreen = false;
|
|
}
|
|
|
|
m_was_orthographically_anamorphic = ortho_looks_anamorphic;
|
|
}
|
|
|
|
void Renderer::Swap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u64 ticks)
|
|
{
|
|
if (SConfig::GetInstance().bWii)
|
|
m_is_game_widescreen = Config::Get(Config::SYSCONF_WIDESCREEN);
|
|
|
|
// suggested_aspect_mode overrides SYSCONF_WIDESCREEN
|
|
if (g_ActiveConfig.suggested_aspect_mode == AspectMode::Analog)
|
|
m_is_game_widescreen = false;
|
|
else if (g_ActiveConfig.suggested_aspect_mode == AspectMode::AnalogWide)
|
|
m_is_game_widescreen = true;
|
|
|
|
// If widescreen hack is disabled override game's AR if UI is set to 4:3 or 16:9.
|
|
if (!g_ActiveConfig.bWidescreenHack)
|
|
{
|
|
const auto aspect_mode = g_ActiveConfig.aspect_mode;
|
|
if (aspect_mode == AspectMode::Analog)
|
|
m_is_game_widescreen = false;
|
|
else if (aspect_mode == AspectMode::AnalogWide)
|
|
m_is_game_widescreen = true;
|
|
}
|
|
UpdateWidescreenHeuristic();
|
|
|
|
// Ensure the last frame was written to the dump.
|
|
// This is required even if frame dumping has stopped, since the frame dump is one frame
|
|
// behind the renderer.
|
|
g_frame_dumper->FlushFrameDump();
|
|
|
|
if (g_ActiveConfig.bGraphicMods)
|
|
{
|
|
m_graphics_mod_manager.EndOfFrame();
|
|
}
|
|
|
|
g_framebuffer_manager->EndOfFrame();
|
|
|
|
if (xfb_addr && fb_width && fb_stride && fb_height)
|
|
{
|
|
// Get the current XFB from texture cache
|
|
|
|
g_presenter->ReleaseXFBContentLock();
|
|
|
|
MathUtil::Rectangle<int> xfb_rect;
|
|
RcTcacheEntry xfb_entry =
|
|
g_texture_cache->GetXFBTexture(xfb_addr, fb_width, fb_height, fb_stride, &xfb_rect);
|
|
|
|
bool is_duplicate_frame =
|
|
g_presenter->SubmitXFB(std::move(xfb_entry), xfb_rect, ticks, m_frame_count);
|
|
|
|
if (!g_ActiveConfig.bSkipPresentingDuplicateXFBs || !is_duplicate_frame)
|
|
{
|
|
if (!is_duplicate_frame)
|
|
{
|
|
DolphinAnalytics::PerformanceSample perf_sample;
|
|
perf_sample.speed_ratio = SystemTimers::GetEstimatedEmulationPerformance();
|
|
perf_sample.num_prims = g_stats.this_frame.num_prims + g_stats.this_frame.num_dl_prims;
|
|
perf_sample.num_draw_calls = g_stats.this_frame.num_draw_calls;
|
|
DolphinAnalytics::Instance().ReportPerformanceInfo(std::move(perf_sample));
|
|
|
|
// Begin new frame
|
|
m_frame_count++;
|
|
g_stats.ResetFrame();
|
|
}
|
|
|
|
g_shader_cache->RetrieveAsyncShaders();
|
|
g_vertex_manager->OnEndFrame();
|
|
|
|
// We invalidate the pipeline object at the start of the frame.
|
|
// This is for the rare case where only a single pipeline configuration is used,
|
|
// and hybrid ubershaders have compiled the specialized shader, but without any
|
|
// state changes the specialized shader will not take over.
|
|
g_vertex_manager->InvalidatePipelineObject();
|
|
|
|
if (m_force_reload_textures.TestAndClear())
|
|
{
|
|
g_texture_cache->ForceReload();
|
|
}
|
|
else
|
|
{
|
|
// Flush any outstanding EFB copies to RAM, in case the game is running at an uncapped frame
|
|
// rate and not waiting for vblank. Otherwise, we'd end up with a huge list of pending
|
|
// copies.
|
|
g_texture_cache->FlushEFBCopies();
|
|
}
|
|
|
|
if (!is_duplicate_frame)
|
|
{
|
|
// Remove stale EFB/XFB copies.
|
|
g_texture_cache->Cleanup(m_frame_count);
|
|
const double last_speed_denominator = g_perf_metrics.GetLastSpeedDenominator();
|
|
// The denominator should always be > 0 but if it's not, just return 1
|
|
const double last_speed =
|
|
last_speed_denominator > 0.0 ? (1.0 / last_speed_denominator) : 1.0;
|
|
Core::Callback_FramePresented(last_speed);
|
|
}
|
|
|
|
// Handle any config changes, this gets propagated to the backend.
|
|
CheckForConfigChanges();
|
|
g_Config.iSaveTargetId = 0;
|
|
}
|
|
else
|
|
{
|
|
g_gfx->Flush();
|
|
}
|
|
|
|
// Update our last xfb values
|
|
m_last_xfb_addr = xfb_addr;
|
|
m_last_xfb_ticks = ticks;
|
|
m_last_xfb_width = fb_width;
|
|
m_last_xfb_stride = fb_stride;
|
|
m_last_xfb_height = fb_height;
|
|
}
|
|
else
|
|
{
|
|
g_gfx->Flush();
|
|
}
|
|
}
|
|
|
|
bool Renderer::UseVertexDepthRange() const
|
|
{
|
|
// We can't compute the depth range in the vertex shader if we don't support depth clamp.
|
|
if (!g_ActiveConfig.backend_info.bSupportsDepthClamp)
|
|
return false;
|
|
|
|
// We need a full depth range if a ztexture is used.
|
|
if (bpmem.ztex2.op != ZTexOp::Disabled && !bpmem.zcontrol.early_ztest)
|
|
return true;
|
|
|
|
// If an inverted depth range is unsupported, we also need to check if the range is inverted.
|
|
if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange && xfmem.viewport.zRange < 0.0f)
|
|
return true;
|
|
|
|
// If an oversized depth range or a ztexture is used, we need to calculate the depth range
|
|
// in the vertex shader.
|
|
return fabs(xfmem.viewport.zRange) > 16777215.0f || fabs(xfmem.viewport.farZ) > 16777215.0f;
|
|
}
|
|
|
|
void Renderer::DoState(PointerWrap& p)
|
|
{
|
|
p.Do(m_is_game_widescreen);
|
|
p.Do(m_frame_count);
|
|
p.Do(m_prev_efb_format);
|
|
p.Do(m_last_xfb_ticks);
|
|
p.Do(m_last_xfb_addr);
|
|
p.Do(m_last_xfb_width);
|
|
p.Do(m_last_xfb_stride);
|
|
p.Do(m_last_xfb_height);
|
|
p.DoArray(m_bounding_box_fallback);
|
|
|
|
g_bounding_box->DoState(p);
|
|
|
|
if (p.IsReadMode())
|
|
{
|
|
// Force the next xfb to be displayed.
|
|
g_presenter->ClearLastXfbId();
|
|
|
|
m_was_orthographically_anamorphic = false;
|
|
|
|
// And actually display it.
|
|
Swap(m_last_xfb_addr, m_last_xfb_width, m_last_xfb_stride, m_last_xfb_height, m_last_xfb_ticks);
|
|
}
|
|
|
|
#if defined(HAVE_FFMPEG)
|
|
g_frame_dumper->DoState(p);
|
|
#endif
|
|
}
|
|
|
|
const GraphicsModManager& Renderer::GetGraphicsModManager() const
|
|
{
|
|
return m_graphics_mod_manager;
|
|
}
|