Decouple XFB scanout from presentation

This commit is contained in:
Stenzek
2018-11-28 14:30:47 +10:00
parent f1e7fb505b
commit e4b205c769
16 changed files with 319 additions and 383 deletions

View File

@ -59,10 +59,6 @@ VideoConfig g_ogl_config;
// 1 for no MSAA. Use s_MSAASamples > 1 to check for MSAA.
static int s_MSAASamples = 1;
static u32 s_last_multisamples = 1;
static bool s_last_stereo_mode = false;
static bool s_vsync;
// EFB cache related
static const u32 EFB_CACHE_RECT_SIZE = 64; // Cache 64x64 blocks.
@ -725,9 +721,6 @@ Renderer::Renderer(std::unique_ptr<GLContext> main_gl_context, float backbuffer_
g_Config.VerifyValidity();
UpdateActiveConfig();
// Since we modify the config here, we need to update the last host bits, it may have changed.
m_last_host_config_bits = ShaderHostConfig::GetCurrent().bits;
OSD::AddMessage(StringFromFormat("Video Info: %s, %s, %s", g_ogl_config.gl_vendor,
g_ogl_config.gl_renderer, g_ogl_config.gl_version),
5000);
@ -756,15 +749,9 @@ Renderer::Renderer(std::unique_ptr<GLContext> main_gl_context, float backbuffer_
g_ogl_config.bSupportsCopySubImage ? "" : "CopyImageSubData ",
g_ActiveConfig.backend_info.bSupportsDepthClamp ? "" : "DepthClamp ");
s_last_multisamples = g_ActiveConfig.iMultisamples;
s_MSAASamples = s_last_multisamples;
s_last_stereo_mode = g_ActiveConfig.stereo_mode != StereoMode::Off;
// Handle VSync on/off
s_vsync = g_ActiveConfig.IsVSync();
if (!DriverDetails::HasBug(DriverDetails::BUG_BROKEN_VSYNC))
m_main_gl_context->SwapInterval(s_vsync);
m_main_gl_context->SwapInterval(g_ActiveConfig.IsVSync());
// Because of the fixed framebuffer size we need to disable the resolution
// options while running
@ -1220,37 +1207,55 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
ClearEFBCache();
}
void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, GLuint src_texture,
int src_width, int src_height)
void Renderer::RenderXFBToScreen(const AbstractTexture* texture, const EFBRectangle& rc)
{
TargetRectangle source_rc = rc;
source_rc.top = rc.GetHeight();
source_rc.bottom = 0;
// Check if we need to render to a new surface.
TargetRectangle flipped_trc = GetTargetRectangle();
std::swap(flipped_trc.top, flipped_trc.bottom);
// Copy the framebuffer to screen.
OpenGLPostProcessing* post_processor = static_cast<OpenGLPostProcessing*>(m_post_processor.get());
if (g_ActiveConfig.stereo_mode == StereoMode::SBS ||
g_ActiveConfig.stereo_mode == StereoMode::TAB)
{
TargetRectangle leftRc, rightRc;
TargetRectangle left_rc, right_rc;
// Top-and-Bottom mode needs to compensate for inverted vertical screen coordinates.
if (g_ActiveConfig.stereo_mode == StereoMode::TAB)
std::tie(rightRc, leftRc) = ConvertStereoRectangle(dst);
std::tie(right_rc, left_rc) = ConvertStereoRectangle(flipped_trc);
else
std::tie(leftRc, rightRc) = ConvertStereoRectangle(dst);
std::tie(left_rc, right_rc) = ConvertStereoRectangle(flipped_trc);
post_processor->BlitFromTexture(src, leftRc, src_texture, src_width, src_height, 0);
post_processor->BlitFromTexture(src, rightRc, src_texture, src_width, src_height, 1);
post_processor->BlitFromTexture(source_rc, left_rc,
static_cast<const OGLTexture*>(texture)->GetRawTexIdentifier(),
texture->GetWidth(), texture->GetHeight(), 0);
post_processor->BlitFromTexture(source_rc, right_rc,
static_cast<const OGLTexture*>(texture)->GetRawTexIdentifier(),
texture->GetWidth(), texture->GetHeight(), 1);
}
else if (g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer)
{
glDrawBuffer(GL_BACK_LEFT);
post_processor->BlitFromTexture(src, dst, src_texture, src_width, src_height, 0);
post_processor->BlitFromTexture(source_rc, flipped_trc,
static_cast<const OGLTexture*>(texture)->GetRawTexIdentifier(),
texture->GetWidth(), texture->GetHeight(), 0);
glDrawBuffer(GL_BACK_RIGHT);
post_processor->BlitFromTexture(src, dst, src_texture, src_width, src_height, 1);
post_processor->BlitFromTexture(source_rc, flipped_trc,
static_cast<const OGLTexture*>(texture)->GetRawTexIdentifier(),
texture->GetWidth(), texture->GetHeight(), 1);
glDrawBuffer(GL_BACK);
}
else
{
post_processor->BlitFromTexture(src, dst, src_texture, src_width, src_height, 0);
post_processor->BlitFromTexture(source_rc, flipped_trc,
static_cast<const OGLTexture*>(texture)->GetRawTexIdentifier(),
texture->GetWidth(), texture->GetHeight(), 0);
}
}
@ -1385,8 +1390,20 @@ void Renderer::ApplyBlendingState(const BlendingState state, bool force)
m_current_blend_state = state;
}
// This function has the final picture. We adjust the aspect ratio here.
void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region, u64 ticks)
void Renderer::BindBackbuffer(const ClearColor& clear_color)
{
CheckForSurfaceChange();
CheckForSurfaceResize();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_current_framebuffer = nullptr;
m_current_framebuffer_width = m_backbuffer_width;
m_current_framebuffer_height = m_backbuffer_height;
}
void Renderer::PresentBackbuffer()
{
if (g_ogl_config.bSupportsDebug)
{
@ -1396,72 +1413,22 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
glDisable(GL_DEBUG_OUTPUT);
}
auto* xfb_texture = static_cast<OGLTexture*>(texture);
// Swap the back and front buffers, presenting the image.
m_main_gl_context->Swap();
}
TargetRectangle sourceRc = xfb_region;
sourceRc.top = xfb_region.GetHeight();
sourceRc.bottom = 0;
ResetAPIState();
// Check if we need to render to a new surface.
CheckForSurfaceChange();
CheckForSurfaceResize();
UpdateDrawRectangle();
TargetRectangle flipped_trc = GetTargetRectangle();
std::swap(flipped_trc.top, flipped_trc.bottom);
// Skip screen rendering when running in headless mode.
if (!IsHeadless())
void Renderer::OnConfigChanged(u32 bits)
{
if (bits & (CONFIG_CHANGE_BIT_TARGET_SIZE | CONFIG_CHANGE_BIT_MULTISAMPLES |
CONFIG_CHANGE_BIT_STEREO_MODE | CONFIG_CHANGE_BIT_BBOX))
{
// Clear the framebuffer before drawing anything.
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_current_framebuffer = nullptr;
m_current_framebuffer_width = m_backbuffer_width;
m_current_framebuffer_height = m_backbuffer_height;
// Copy the framebuffer to screen.
BlitScreen(sourceRc, flipped_trc, xfb_texture->GetRawTexIdentifier(),
xfb_texture->GetConfig().width, xfb_texture->GetConfig().height);
// Render OSD messages.
glViewport(0, 0, m_backbuffer_width, m_backbuffer_height);
DrawImGui();
// Swap the back and front buffers, presenting the image.
m_main_gl_context->Swap();
}
else
{
// Since we're not swapping in headless mode, ensure all commands are sent to the GPU.
// Otherwise the driver could batch several frames togehter.
glFlush();
}
// Was the size changed since the last frame?
bool target_size_changed = CalculateTargetSize();
bool stencil_buffer_enabled =
static_cast<FramebufferManager*>(g_framebuffer_manager.get())->HasStencilBuffer();
bool fb_needs_update = target_size_changed ||
s_last_multisamples != g_ActiveConfig.iMultisamples ||
stencil_buffer_enabled != BoundingBox::NeedsStencilBuffer() ||
s_last_stereo_mode != (g_ActiveConfig.stereo_mode != StereoMode::Off);
if (fb_needs_update)
{
s_last_stereo_mode = g_ActiveConfig.stereo_mode != StereoMode::Off;
s_last_multisamples = g_ActiveConfig.iMultisamples;
s_MSAASamples = s_last_multisamples;
s_MSAASamples = g_ActiveConfig.iMultisamples;
if (s_MSAASamples > 1 && s_MSAASamples > g_ogl_config.max_samples)
{
s_MSAASamples = g_ogl_config.max_samples;
OSD::AddMessage(
StringFromFormat("%d Anti Aliasing samples selected, but only %d supported by your GPU.",
s_last_multisamples, g_ogl_config.max_samples),
s_MSAASamples, g_ogl_config.max_samples),
10000);
}
@ -1469,40 +1436,13 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
g_framebuffer_manager = std::make_unique<FramebufferManager>(
m_target_width, m_target_height, s_MSAASamples, BoundingBox::NeedsStencilBuffer());
BoundingBox::SetTargetSizeChanged(m_target_width, m_target_height);
UpdateDrawRectangle();
}
if (s_vsync != g_ActiveConfig.IsVSync())
{
s_vsync = g_ActiveConfig.IsVSync();
if (!DriverDetails::HasBug(DriverDetails::BUG_BROKEN_VSYNC))
m_main_gl_context->SwapInterval(s_vsync);
}
if (bits & CONFIG_CHANGE_BIT_VSYNC && !DriverDetails::HasBug(DriverDetails::BUG_BROKEN_VSYNC))
m_main_gl_context->SwapInterval(g_ActiveConfig.IsVSync());
// Clean out old stuff from caches. It's not worth it to clean out the shader caches.
g_texture_cache->Cleanup(frameCount);
RestoreAPIState();
g_Config.iSaveTargetId = 0;
int old_anisotropy = g_ActiveConfig.iMaxAnisotropy;
UpdateActiveConfig();
g_texture_cache->OnConfigChanged(g_ActiveConfig);
if (old_anisotropy != g_ActiveConfig.iMaxAnisotropy)
if (bits & CONFIG_CHANGE_BIT_ANISOTROPY)
g_sampler_cache->Clear();
// Invalidate shader cache when the host config changes.
CheckForHostConfigChanges();
// For testing zbuffer targets.
// Renderer::SetZBufferRender();
// SaveTexture("tex.png", GL_TEXTURE_2D, s_FakeZTarget,
// GetTargetWidth(), GetTargetHeight());
// Invalidate EFB cache
ClearEFBCache();
}
void Renderer::Flush()
@ -1535,15 +1475,6 @@ void Renderer::CheckForSurfaceResize()
m_backbuffer_height = m_main_gl_context->GetBackBufferHeight();
}
void Renderer::DrawEFB(GLuint framebuffer, const TargetRectangle& target_rc,
const TargetRectangle& source_rc)
{
// for msaa mode, we must resolve the efb content to non-msaa
GLuint tex = FramebufferManager::ResolveAndGetRenderTarget(source_rc);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
BlitScreen(source_rc, target_rc, tex, m_target_width, m_target_height);
}
// ALWAYS call RestoreAPIState for each ResetAPIState call you're doing
void Renderer::ResetAPIState()
{
@ -1671,6 +1602,7 @@ void Renderer::UnbindTexture(const AbstractTexture* texture)
glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + i));
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
m_bound_textures[i] = nullptr;
}
}