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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-22 05:40:01 -06:00
TextureCache: Simplify XFB reconstruction
This also better handles in-memory interlaced XFB data placed by the CPU by considering the stride from the VI.
This commit is contained in:
@ -1154,8 +1154,7 @@ void Renderer::EndUIFrame()
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BeginImGuiFrame();
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}
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void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const EFBRectangle& rc,
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u64 ticks)
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void Renderer::Swap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u64 ticks)
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{
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const AspectMode suggested = g_ActiveConfig.suggested_aspect_mode;
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if (suggested == AspectMode::Analog || suggested == AspectMode::AnalogWide)
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@ -1188,33 +1187,15 @@ void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const
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// behind the renderer.
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FlushFrameDump();
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if (xfbAddr && fbWidth && fbStride && fbHeight)
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if (xfb_addr && fb_width && fb_stride && fb_height)
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{
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constexpr int force_safe_texture_cache_hash = 0;
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// Get the current XFB from texture cache
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auto* xfb_entry = g_texture_cache->GetXFBTexture(
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xfbAddr, fbStride, fbHeight, TextureFormat::XFB, force_safe_texture_cache_hash);
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MathUtil::Rectangle<int> xfb_rect;
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const auto* xfb_entry =
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g_texture_cache->GetXFBTexture(xfb_addr, fb_width, fb_height, fb_stride, &xfb_rect);
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if (xfb_entry && xfb_entry->id != m_last_xfb_id)
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{
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const TextureConfig& texture_config = xfb_entry->texture->GetConfig();
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m_last_xfb_texture = xfb_entry->texture.get();
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m_last_xfb_id = xfb_entry->id;
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m_last_xfb_ticks = ticks;
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auto xfb_rect = texture_config.GetRect();
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// It's possible that the returned XFB texture is native resolution
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// even when we're rendering at higher than native resolution
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// if the XFB was was loaded entirely from console memory.
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// If so, adjust the rectangle by native resolution instead of scaled resolution.
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const u32 native_stride_width_difference = fbStride - fbWidth;
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if (texture_config.width == xfb_entry->native_width)
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xfb_rect.right -= native_stride_width_difference;
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else
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xfb_rect.right -= EFBToScaledX(native_stride_width_difference);
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m_last_xfb_region = xfb_rect;
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// Since we use the common pipelines here and draw vertices if a batch is currently being
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// built by the vertex loader, we end up trampling over its pointer, as we share the buffer
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@ -1247,7 +1228,7 @@ void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const
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// Update the window size based on the frame that was just rendered.
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// Due to depending on guest state, we need to call this every frame.
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SetWindowSize(texture_config.width, texture_config.height);
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SetWindowSize(xfb_rect.GetWidth(), xfb_rect.GetHeight());
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}
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m_fps_counter.Update();
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@ -1259,7 +1240,7 @@ void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const
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DolphinAnalytics::Instance()->ReportPerformanceInfo(std::move(perf_sample));
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if (IsFrameDumping())
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DumpCurrentFrame();
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DumpCurrentFrame(xfb_entry->texture.get(), xfb_rect, ticks);
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// Begin new frame
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m_frame_count++;
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@ -1295,8 +1276,8 @@ void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const
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}
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// Update our last xfb values
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m_last_xfb_width = (fbStride < 1 || fbStride > MAX_XFB_WIDTH) ? MAX_XFB_WIDTH : fbStride;
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m_last_xfb_height = (fbHeight < 1 || fbHeight > MAX_XFB_HEIGHT) ? MAX_XFB_HEIGHT : fbHeight;
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m_last_xfb_width = (fb_width < 1 || fb_width > MAX_XFB_WIDTH) ? MAX_XFB_WIDTH : fb_width;
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m_last_xfb_height = (fb_height < 1 || fb_height > MAX_XFB_HEIGHT) ? MAX_XFB_HEIGHT : fb_height;
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}
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else
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{
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@ -1333,8 +1314,11 @@ bool Renderer::IsFrameDumping()
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return false;
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}
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void Renderer::DumpCurrentFrame()
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void Renderer::DumpCurrentFrame(const AbstractTexture* src_texture,
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const MathUtil::Rectangle<int>& src_rect, u64 ticks)
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{
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int source_width = src_rect.GetWidth();
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int source_height = src_rect.GetHeight();
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int target_width, target_height;
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if (!g_ActiveConfig.bInternalResolutionFrameDumps && !IsHeadless())
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{
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@ -1344,22 +1328,20 @@ void Renderer::DumpCurrentFrame()
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}
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else
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{
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std::tie(target_width, target_height) = CalculateOutputDimensions(
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m_last_xfb_texture->GetConfig().width, m_last_xfb_texture->GetConfig().height);
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std::tie(target_width, target_height) = CalculateOutputDimensions(source_width, source_height);
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}
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// We only need to render a copy if we need to stretch/scale the XFB copy.
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const AbstractTexture* source_tex = m_last_xfb_texture;
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MathUtil::Rectangle<int> source_rect = m_last_xfb_region;
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if (source_rect.GetWidth() != target_width || source_rect.GetHeight() != target_height)
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MathUtil::Rectangle<int> copy_rect = src_rect;
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if (source_width != target_width || source_height != target_height)
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{
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if (!CheckFrameDumpRenderTexture(target_width, target_height))
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return;
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source_tex = m_frame_dump_render_texture.get();
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source_rect = MathUtil::Rectangle<int>(0, 0, target_width, target_height);
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ScaleTexture(m_frame_dump_render_framebuffer.get(), source_rect, m_last_xfb_texture,
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m_last_xfb_region);
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ScaleTexture(m_frame_dump_render_framebuffer.get(), m_frame_dump_render_framebuffer->GetRect(),
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src_texture, src_rect);
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src_texture = m_frame_dump_render_texture.get();
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copy_rect = src_texture->GetRect();
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}
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// Index 0 was just sent to AVI dump. Swap with the second texture.
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@ -1369,12 +1351,9 @@ void Renderer::DumpCurrentFrame()
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if (!CheckFrameDumpReadbackTexture(target_width, target_height))
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return;
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const auto converted_region =
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ConvertFramebufferRectangle(source_rect, source_tex->GetWidth(), source_tex->GetHeight());
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m_frame_dump_readback_textures[0]->CopyFromTexture(
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source_tex, converted_region, 0, 0,
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MathUtil::Rectangle<int>(0, 0, target_width, target_height));
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m_last_frame_state = AVIDump::FetchState(m_last_xfb_ticks);
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m_frame_dump_readback_textures[0]->CopyFromTexture(src_texture, copy_rect, 0, 0,
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m_frame_dump_readback_textures[0]->GetRect());
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m_last_frame_state = AVIDump::FetchState(ticks);
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m_last_frame_exported = true;
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}
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