// Copyright 2010 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "VideoCommon/FramebufferManager.h" #include #include "VideoCommon/FramebufferShaderGen.h" #include "VideoCommon/VertexManagerBase.h" #include "Common/ChunkFile.h" #include "Common/Logging/Log.h" #include "Common/MsgHandler.h" #include "VideoCommon/AbstractFramebuffer.h" #include "VideoCommon/AbstractPipeline.h" #include "VideoCommon/AbstractShader.h" #include "VideoCommon/AbstractStagingTexture.h" #include "VideoCommon/AbstractTexture.h" #include "VideoCommon/DriverDetails.h" #include "VideoCommon/RenderBase.h" #include "VideoCommon/VideoConfig.h" // Maximum number of pixels poked in one batch * 6 constexpr size_t MAX_POKE_VERTICES = 32768; std::unique_ptr g_framebuffer_manager; FramebufferManager::FramebufferManager() = default; FramebufferManager::~FramebufferManager() { DestroyClearPipelines(); DestroyPokePipelines(); DestroyConversionPipelines(); DestroyReadbackPipelines(); DestroyReadbackFramebuffer(); DestroyEFBFramebuffer(); } bool FramebufferManager::Initialize() { if (!CreateEFBFramebuffer()) { PanicAlert("Failed to create EFB framebuffer"); return false; } m_efb_cache_tile_size = static_cast(std::max(g_ActiveConfig.iEFBAccessTileSize, 0)); if (!CreateReadbackFramebuffer()) { PanicAlert("Failed to create EFB readback framebuffer"); return false; } if (!CompileReadbackPipelines()) { PanicAlert("Failed to compile EFB readback pipelines"); return false; } if (!CompileConversionPipelines()) { PanicAlert("Failed to compile EFB conversion pipelines"); return false; } if (!CompileClearPipelines()) { PanicAlert("Failed to compile EFB clear pipelines"); return false; } if (!CompilePokePipelines()) { PanicAlert("Failed to compile EFB poke pipelines"); return false; } return true; } void FramebufferManager::RecreateEFBFramebuffer() { FlushEFBPokes(); InvalidatePeekCache(true); DestroyReadbackFramebuffer(); DestroyEFBFramebuffer(); if (!CreateEFBFramebuffer() || !CreateReadbackFramebuffer()) PanicAlert("Failed to recreate EFB framebuffer"); } void FramebufferManager::RecompileShaders() { DestroyPokePipelines(); DestroyClearPipelines(); DestroyConversionPipelines(); DestroyReadbackPipelines(); if (!CompileReadbackPipelines() || !CompileConversionPipelines() || !CompileClearPipelines() || !CompilePokePipelines()) { PanicAlert("Failed to recompile EFB pipelines"); } } AbstractTextureFormat FramebufferManager::GetEFBColorFormat() { // The EFB can be set to different pixel formats by the game through the // BPMEM_ZCOMPARE register (which should probably have a different name). // They are: // - 24-bit RGB (8-bit components) with 24-bit Z // - 24-bit RGBA (6-bit components) with 24-bit Z // - Multisampled 16-bit RGB (5-6-5 format) with 16-bit Z // We only use one EFB format here: 32-bit ARGB with 32-bit Z. // Multisampling depends on user settings. // The distinction becomes important for certain operations, i.e. the // alpha channel should be ignored if the EFB does not have one. return AbstractTextureFormat::RGBA8; } AbstractTextureFormat FramebufferManager::GetEFBDepthFormat() { // 32-bit depth clears are broken in the Adreno Vulkan driver, and have no effect. // To work around this, we use a D24_S8 buffer instead, which results in a loss of accuracy. // We still resolve this to a R32F texture, as there is no 24-bit format. if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_D32F_CLEAR)) return AbstractTextureFormat::D24_S8; else return AbstractTextureFormat::D32F; } static u32 CalculateEFBLayers() { return (g_ActiveConfig.stereo_mode != StereoMode::Off) ? 2 : 1; } TextureConfig FramebufferManager::GetEFBColorTextureConfig() { return TextureConfig(g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(), 1, CalculateEFBLayers(), g_ActiveConfig.iMultisamples, GetEFBColorFormat(), AbstractTextureFlag_RenderTarget); } TextureConfig FramebufferManager::GetEFBDepthTextureConfig() { return TextureConfig(g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(), 1, CalculateEFBLayers(), g_ActiveConfig.iMultisamples, GetEFBDepthFormat(), AbstractTextureFlag_RenderTarget); } FramebufferState FramebufferManager::GetEFBFramebufferState() const { FramebufferState ret = {}; ret.color_texture_format = m_efb_color_texture->GetFormat(); ret.depth_texture_format = m_efb_depth_texture->GetFormat(); ret.per_sample_shading = IsEFBMultisampled() && g_ActiveConfig.bSSAA; ret.samples = m_efb_color_texture->GetSamples(); return ret; } bool FramebufferManager::CreateEFBFramebuffer() { const TextureConfig efb_color_texture_config = GetEFBColorTextureConfig(); const TextureConfig efb_depth_texture_config = GetEFBDepthTextureConfig(); // We need a second texture to swap with for changing pixel formats m_efb_color_texture = g_renderer->CreateTexture(efb_color_texture_config); m_efb_depth_texture = g_renderer->CreateTexture(efb_depth_texture_config); m_efb_convert_color_texture = g_renderer->CreateTexture(efb_color_texture_config); if (!m_efb_color_texture || !m_efb_depth_texture || !m_efb_convert_color_texture) return false; m_efb_framebuffer = g_renderer->CreateFramebuffer(m_efb_color_texture.get(), m_efb_depth_texture.get()); m_efb_convert_framebuffer = g_renderer->CreateFramebuffer(m_efb_convert_color_texture.get(), m_efb_depth_texture.get()); if (!m_efb_framebuffer || !m_efb_convert_framebuffer) return false; // Create resolved textures if MSAA is on if (g_ActiveConfig.MultisamplingEnabled()) { m_efb_resolve_color_texture = g_renderer->CreateTexture( TextureConfig(efb_color_texture_config.width, efb_color_texture_config.height, 1, efb_color_texture_config.layers, 1, efb_color_texture_config.format, 0)); m_efb_depth_resolve_texture = g_renderer->CreateTexture(TextureConfig( efb_depth_texture_config.width, efb_depth_texture_config.height, 1, efb_depth_texture_config.layers, 1, AbstractTexture::GetColorFormatForDepthFormat(efb_depth_texture_config.format), AbstractTextureFlag_RenderTarget)); if (!m_efb_resolve_color_texture || !m_efb_depth_resolve_texture) return false; m_efb_depth_resolve_framebuffer = g_renderer->CreateFramebuffer(m_efb_depth_resolve_texture.get(), nullptr); if (!m_efb_depth_resolve_framebuffer) return false; } // Clear the renderable textures out. g_renderer->SetAndClearFramebuffer( m_efb_framebuffer.get(), {{0.0f, 0.0f, 0.0f, 0.0f}}, g_ActiveConfig.backend_info.bSupportsReversedDepthRange ? 1.0f : 0.0f); return true; } void FramebufferManager::DestroyEFBFramebuffer() { m_efb_framebuffer.reset(); m_efb_convert_framebuffer.reset(); m_efb_color_texture.reset(); m_efb_convert_color_texture.reset(); m_efb_depth_texture.reset(); m_efb_resolve_color_texture.reset(); m_efb_depth_resolve_framebuffer.reset(); m_efb_depth_resolve_texture.reset(); } void FramebufferManager::BindEFBFramebuffer() { g_renderer->SetFramebuffer(m_efb_framebuffer.get()); } AbstractTexture* FramebufferManager::ResolveEFBColorTexture(const MathUtil::Rectangle& region) { // Return the normal EFB texture if multisampling is off. if (!IsEFBMultisampled()) return m_efb_color_texture.get(); // It's not valid to resolve an out-of-range rectangle. MathUtil::Rectangle clamped_region = region; clamped_region.ClampUL(0, 0, GetEFBWidth(), GetEFBHeight()); // Resolve to our already-created texture. for (u32 layer = 0; layer < GetEFBLayers(); layer++) { m_efb_resolve_color_texture->ResolveFromTexture(m_efb_color_texture.get(), clamped_region, layer, 0); } m_efb_resolve_color_texture->FinishedRendering(); return m_efb_resolve_color_texture.get(); } AbstractTexture* FramebufferManager::ResolveEFBDepthTexture(const MathUtil::Rectangle& region) { if (!IsEFBMultisampled()) return m_efb_depth_texture.get(); // It's not valid to resolve an out-of-range rectangle. MathUtil::Rectangle clamped_region = region; clamped_region.ClampUL(0, 0, GetEFBWidth(), GetEFBHeight()); m_efb_depth_texture->FinishedRendering(); g_renderer->BeginUtilityDrawing(); g_renderer->SetAndDiscardFramebuffer(m_efb_depth_resolve_framebuffer.get()); g_renderer->SetPipeline(m_efb_depth_resolve_pipeline.get()); g_renderer->SetTexture(0, m_efb_depth_texture.get()); g_renderer->SetSamplerState(0, RenderState::GetPointSamplerState()); g_renderer->SetViewportAndScissor(clamped_region); g_renderer->Draw(0, 3); m_efb_depth_resolve_texture->FinishedRendering(); g_renderer->EndUtilityDrawing(); return m_efb_depth_resolve_texture.get(); } bool FramebufferManager::ReinterpretPixelData(EFBReinterpretType convtype) { if (!m_format_conversion_pipelines[static_cast(convtype)]) return false; // Draw to the secondary framebuffer. // We don't discard here because discarding the framebuffer also throws away the depth // buffer, which we want to preserve. If we find this to be hindering performance in the // future (e.g. on mobile/tilers), it may be worth discarding only the color buffer. m_efb_color_texture->FinishedRendering(); g_renderer->BeginUtilityDrawing(); g_renderer->SetFramebuffer(m_efb_convert_framebuffer.get()); g_renderer->SetViewportAndScissor(m_efb_framebuffer->GetRect()); g_renderer->SetPipeline(m_format_conversion_pipelines[static_cast(convtype)].get()); g_renderer->SetTexture(0, m_efb_color_texture.get()); g_renderer->Draw(0, 3); // And swap the framebuffers around, so we do new drawing to the converted framebuffer. std::swap(m_efb_color_texture, m_efb_convert_color_texture); std::swap(m_efb_framebuffer, m_efb_convert_framebuffer); g_renderer->EndUtilityDrawing(); InvalidatePeekCache(true); return true; } bool FramebufferManager::CompileConversionPipelines() { for (u32 i = 0; i < NUM_EFB_REINTERPRET_TYPES; i++) { std::unique_ptr pixel_shader = g_renderer->CreateShaderFromSource( ShaderStage::Pixel, FramebufferShaderGen::GenerateFormatConversionShader( static_cast(i), GetEFBSamples())); if (!pixel_shader) return false; AbstractPipelineConfig config = {}; config.vertex_shader = g_shader_cache->GetScreenQuadVertexShader(); config.geometry_shader = IsEFBStereo() ? g_shader_cache->GetTexcoordGeometryShader() : nullptr; config.pixel_shader = pixel_shader.get(); config.rasterization_state = RenderState::GetNoCullRasterizationState(PrimitiveType::Triangles); config.depth_state = RenderState::GetNoDepthTestingDepthState(); config.blending_state = RenderState::GetNoBlendingBlendState(); config.framebuffer_state = GetEFBFramebufferState(); config.usage = AbstractPipelineUsage::Utility; m_format_conversion_pipelines[i] = g_renderer->CreatePipeline(config); if (!m_format_conversion_pipelines[i]) return false; } return true; } void FramebufferManager::DestroyConversionPipelines() { for (auto& pipeline : m_format_conversion_pipelines) pipeline.reset(); } bool FramebufferManager::IsUsingTiledEFBCache() const { return m_efb_cache_tile_size > 0; } bool FramebufferManager::IsEFBCacheTilePresent(bool depth, u32 x, u32 y, u32* tile_index) const { const EFBCacheData& data = depth ? m_efb_depth_cache : m_efb_color_cache; if (m_efb_cache_tile_size == 0) { *tile_index = 0; return data.valid; } else { *tile_index = ((y / m_efb_cache_tile_size) * m_efb_cache_tiles_wide) + (x / m_efb_cache_tile_size); return data.valid && data.tiles[*tile_index]; } } MathUtil::Rectangle FramebufferManager::GetEFBCacheTileRect(u32 tile_index) const { if (m_efb_cache_tile_size == 0) return MathUtil::Rectangle(0, 0, EFB_WIDTH, EFB_HEIGHT); const u32 tile_y = tile_index / m_efb_cache_tiles_wide; const u32 tile_x = tile_index % m_efb_cache_tiles_wide; const u32 start_y = tile_y * m_efb_cache_tile_size; const u32 start_x = tile_x * m_efb_cache_tile_size; return MathUtil::Rectangle( start_x, start_y, std::min(start_x + m_efb_cache_tile_size, static_cast(EFB_WIDTH)), std::min(start_y + m_efb_cache_tile_size, static_cast(EFB_HEIGHT))); } u32 FramebufferManager::PeekEFBColor(u32 x, u32 y) { // The y coordinate here assumes upper-left origin, but the readback texture is lower-left in GL. if (g_ActiveConfig.backend_info.bUsesLowerLeftOrigin) y = EFB_HEIGHT - 1 - y; u32 tile_index; if (!IsEFBCacheTilePresent(false, x, y, &tile_index)) PopulateEFBCache(false, tile_index); u32 value; m_efb_color_cache.readback_texture->ReadTexel(x, y, &value); return value; } float FramebufferManager::PeekEFBDepth(u32 x, u32 y) { // The y coordinate here assumes upper-left origin, but the readback texture is lower-left in GL. if (g_ActiveConfig.backend_info.bUsesLowerLeftOrigin) y = EFB_HEIGHT - 1 - y; u32 tile_index; if (!IsEFBCacheTilePresent(true, x, y, &tile_index)) PopulateEFBCache(true, tile_index); float value; m_efb_depth_cache.readback_texture->ReadTexel(x, y, &value); return value; } void FramebufferManager::SetEFBCacheTileSize(u32 size) { if (m_efb_cache_tile_size == size) return; InvalidatePeekCache(true); m_efb_cache_tile_size = size; DestroyReadbackFramebuffer(); if (!CreateReadbackFramebuffer()) PanicAlert("Failed to create EFB readback framebuffers"); } void FramebufferManager::InvalidatePeekCache(bool forced) { if (forced || m_efb_color_cache.out_of_date) { if (m_efb_color_cache.valid) std::fill(m_efb_color_cache.tiles.begin(), m_efb_color_cache.tiles.end(), false); m_efb_color_cache.valid = false; m_efb_color_cache.out_of_date = false; } if (forced || m_efb_depth_cache.out_of_date) { if (m_efb_depth_cache.valid) std::fill(m_efb_depth_cache.tiles.begin(), m_efb_depth_cache.tiles.end(), false); m_efb_depth_cache.valid = false; m_efb_depth_cache.out_of_date = false; } } void FramebufferManager::FlagPeekCacheAsOutOfDate() { if (m_efb_color_cache.valid) m_efb_color_cache.out_of_date = true; if (m_efb_depth_cache.valid) m_efb_depth_cache.out_of_date = true; if (!g_ActiveConfig.bEFBAccessDeferInvalidation) InvalidatePeekCache(); } bool FramebufferManager::CompileReadbackPipelines() { AbstractPipelineConfig config = {}; config.vertex_shader = g_shader_cache->GetTextureCopyVertexShader(); config.geometry_shader = IsEFBStereo() ? g_shader_cache->GetTexcoordGeometryShader() : nullptr; config.pixel_shader = g_shader_cache->GetTextureCopyPixelShader(); config.rasterization_state = RenderState::GetNoCullRasterizationState(PrimitiveType::Triangles); config.depth_state = RenderState::GetNoDepthTestingDepthState(); config.blending_state = RenderState::GetNoBlendingBlendState(); config.framebuffer_state = RenderState::GetColorFramebufferState(GetEFBColorFormat()); config.usage = AbstractPipelineUsage::Utility; m_efb_color_cache.copy_pipeline = g_renderer->CreatePipeline(config); if (!m_efb_color_cache.copy_pipeline) return false; // same for depth, except different format config.framebuffer_state.color_texture_format = AbstractTexture::GetColorFormatForDepthFormat(GetEFBDepthFormat()); m_efb_depth_cache.copy_pipeline = g_renderer->CreatePipeline(config); if (!m_efb_depth_cache.copy_pipeline) return false; if (IsEFBMultisampled()) { auto depth_resolve_shader = g_renderer->CreateShaderFromSource( ShaderStage::Pixel, FramebufferShaderGen::GenerateResolveDepthPixelShader(GetEFBSamples())); if (!depth_resolve_shader) return false; config.pixel_shader = depth_resolve_shader.get(); m_efb_depth_resolve_pipeline = g_renderer->CreatePipeline(config); if (!m_efb_depth_resolve_pipeline) return false; } // EFB restore pipeline auto restore_shader = g_renderer->CreateShaderFromSource( ShaderStage::Pixel, FramebufferShaderGen::GenerateEFBRestorePixelShader()); if (!restore_shader) return false; config.framebuffer_state = GetEFBFramebufferState(); config.framebuffer_state.per_sample_shading = false; config.vertex_shader = g_shader_cache->GetScreenQuadVertexShader(); config.pixel_shader = restore_shader.get(); m_efb_restore_pipeline = g_renderer->CreatePipeline(config); if (!m_efb_restore_pipeline) return false; return true; } void FramebufferManager::DestroyReadbackPipelines() { m_efb_depth_resolve_pipeline.reset(); m_efb_depth_cache.copy_pipeline.reset(); m_efb_color_cache.copy_pipeline.reset(); } bool FramebufferManager::CreateReadbackFramebuffer() { // Since we can't partially copy from a depth buffer directly to the staging texture in D3D, we // use an intermediate buffer to avoid copying the whole texture. if ((IsUsingTiledEFBCache() && !g_ActiveConfig.backend_info.bSupportsPartialDepthCopies) || g_renderer->GetEFBScale() != 1) { const TextureConfig color_config(IsUsingTiledEFBCache() ? m_efb_cache_tile_size : EFB_WIDTH, IsUsingTiledEFBCache() ? m_efb_cache_tile_size : EFB_HEIGHT, 1, 1, 1, GetEFBColorFormat(), AbstractTextureFlag_RenderTarget); const TextureConfig depth_config( color_config.width, color_config.height, 1, 1, 1, AbstractTexture::GetColorFormatForDepthFormat(GetEFBDepthFormat()), AbstractTextureFlag_RenderTarget); m_efb_color_cache.texture = g_renderer->CreateTexture(color_config); m_efb_depth_cache.texture = g_renderer->CreateTexture(depth_config); if (!m_efb_color_cache.texture || !m_efb_depth_cache.texture) return false; m_efb_color_cache.framebuffer = g_renderer->CreateFramebuffer(m_efb_color_cache.texture.get(), nullptr); m_efb_depth_cache.framebuffer = g_renderer->CreateFramebuffer(m_efb_depth_cache.texture.get(), nullptr); if (!m_efb_color_cache.framebuffer || !m_efb_depth_cache.framebuffer) return false; } // Staging texture use the full EFB dimensions, as this is the buffer for the whole cache. m_efb_color_cache.readback_texture = g_renderer->CreateStagingTexture( StagingTextureType::Mutable, TextureConfig(EFB_WIDTH, EFB_HEIGHT, 1, 1, 1, GetEFBColorFormat(), 0)); m_efb_depth_cache.readback_texture = g_renderer->CreateStagingTexture( StagingTextureType::Mutable, TextureConfig(EFB_WIDTH, EFB_HEIGHT, 1, 1, 1, AbstractTexture::GetColorFormatForDepthFormat(GetEFBDepthFormat()), 0)); if (!m_efb_color_cache.readback_texture || !m_efb_depth_cache.readback_texture) return false; if (IsUsingTiledEFBCache()) { const u32 tiles_wide = ((EFB_WIDTH + (m_efb_cache_tile_size - 1)) / m_efb_cache_tile_size); const u32 tiles_high = ((EFB_HEIGHT + (m_efb_cache_tile_size - 1)) / m_efb_cache_tile_size); const u32 total_tiles = tiles_wide * tiles_high; m_efb_color_cache.tiles.resize(total_tiles); std::fill(m_efb_color_cache.tiles.begin(), m_efb_color_cache.tiles.end(), false); m_efb_depth_cache.tiles.resize(total_tiles); std::fill(m_efb_depth_cache.tiles.begin(), m_efb_depth_cache.tiles.end(), false); m_efb_cache_tiles_wide = tiles_wide; } return true; } void FramebufferManager::DestroyReadbackFramebuffer() { auto DestroyCache = [](EFBCacheData& data) { data.readback_texture.reset(); data.framebuffer.reset(); data.texture.reset(); data.valid = false; }; DestroyCache(m_efb_color_cache); DestroyCache(m_efb_depth_cache); } void FramebufferManager::PopulateEFBCache(bool depth, u32 tile_index) { g_vertex_manager->OnCPUEFBAccess(); // Force the path through the intermediate texture, as we can't do an image copy from a depth // buffer directly to a staging texture (must be the whole resource). const bool force_intermediate_copy = depth && !g_ActiveConfig.backend_info.bSupportsPartialDepthCopies && IsUsingTiledEFBCache(); // Issue a copy from framebuffer -> copy texture if we have >1xIR or MSAA on. EFBCacheData& data = depth ? m_efb_depth_cache : m_efb_color_cache; const MathUtil::Rectangle rect = GetEFBCacheTileRect(tile_index); const MathUtil::Rectangle native_rect = g_renderer->ConvertEFBRectangle(rect); AbstractTexture* src_texture = depth ? ResolveEFBDepthTexture(native_rect) : ResolveEFBColorTexture(native_rect); if (g_renderer->GetEFBScale() != 1 || force_intermediate_copy) { // Downsample from internal resolution to 1x. // TODO: This won't produce correct results at IRs above 2x. More samples are required. // This is the same issue as with EFB copies. src_texture->FinishedRendering(); g_renderer->BeginUtilityDrawing(); const float rcp_src_width = 1.0f / m_efb_framebuffer->GetWidth(); const float rcp_src_height = 1.0f / m_efb_framebuffer->GetHeight(); const std::array uniforms = { {native_rect.left * rcp_src_width, native_rect.top * rcp_src_height, native_rect.GetWidth() * rcp_src_width, native_rect.GetHeight() * rcp_src_height}}; g_vertex_manager->UploadUtilityUniforms(&uniforms, sizeof(uniforms)); // Viewport will not be TILE_SIZExTILE_SIZE for the last row of tiles, assuming a tile size of // 64, because 528 is not evenly divisible by 64. g_renderer->SetAndDiscardFramebuffer(data.framebuffer.get()); g_renderer->SetViewportAndScissor( MathUtil::Rectangle(0, 0, rect.GetWidth(), rect.GetHeight())); g_renderer->SetPipeline(data.copy_pipeline.get()); g_renderer->SetTexture(0, src_texture); g_renderer->SetSamplerState(0, depth ? RenderState::GetPointSamplerState() : RenderState::GetLinearSamplerState()); g_renderer->Draw(0, 3); // Copy from EFB or copy texture to staging texture. // No need to call FinishedRendering() here because CopyFromTexture() transitions. data.readback_texture->CopyFromTexture( data.texture.get(), MathUtil::Rectangle(0, 0, rect.GetWidth(), rect.GetHeight()), 0, 0, rect); g_renderer->EndUtilityDrawing(); } else { data.readback_texture->CopyFromTexture(src_texture, rect, 0, 0, rect); } // Wait until the copy is complete. data.readback_texture->Flush(); data.valid = true; data.out_of_date = false; if (IsUsingTiledEFBCache()) data.tiles[tile_index] = true; } void FramebufferManager::ClearEFB(const MathUtil::Rectangle& rc, bool clear_color, bool clear_alpha, bool clear_z, u32 color, u32 z) { FlushEFBPokes(); FlagPeekCacheAsOutOfDate(); g_renderer->BeginUtilityDrawing(); // Set up uniforms. struct Uniforms { float clear_color[4]; float clear_depth; float padding1, padding2, padding3; }; static_assert(std::is_standard_layout::value); Uniforms uniforms = {{static_cast((color >> 16) & 0xFF) / 255.0f, static_cast((color >> 8) & 0xFF) / 255.0f, static_cast((color >> 0) & 0xFF) / 255.0f, static_cast((color >> 24) & 0xFF) / 255.0f}, static_cast(z & 0xFFFFFF) / 16777216.0f}; if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange) uniforms.clear_depth = 1.0f - uniforms.clear_depth; g_vertex_manager->UploadUtilityUniforms(&uniforms, sizeof(uniforms)); const auto target_rc = g_renderer->ConvertFramebufferRectangle( g_renderer->ConvertEFBRectangle(rc), m_efb_framebuffer.get()); g_renderer->SetPipeline(m_efb_clear_pipelines[clear_color][clear_alpha][clear_z].get()); g_renderer->SetViewportAndScissor(target_rc); g_renderer->Draw(0, 3); g_renderer->EndUtilityDrawing(); } bool FramebufferManager::CompileClearPipelines() { auto vertex_shader = g_renderer->CreateShaderFromSource( ShaderStage::Vertex, FramebufferShaderGen::GenerateClearVertexShader()); if (!vertex_shader) return false; AbstractPipelineConfig config; config.vertex_format = nullptr; config.vertex_shader = vertex_shader.get(); config.geometry_shader = IsEFBStereo() ? g_shader_cache->GetColorGeometryShader() : nullptr; config.pixel_shader = g_shader_cache->GetColorPixelShader(); config.rasterization_state = RenderState::GetNoCullRasterizationState(PrimitiveType::Triangles); config.depth_state = RenderState::GetAlwaysWriteDepthState(); config.blending_state = RenderState::GetNoBlendingBlendState(); config.framebuffer_state = GetEFBFramebufferState(); config.usage = AbstractPipelineUsage::Utility; for (u32 color_enable = 0; color_enable < 2; color_enable++) { config.blending_state.colorupdate = color_enable != 0; for (u32 alpha_enable = 0; alpha_enable < 2; alpha_enable++) { config.blending_state.alphaupdate = alpha_enable != 0; for (u32 depth_enable = 0; depth_enable < 2; depth_enable++) { config.depth_state.testenable = depth_enable != 0; config.depth_state.updateenable = depth_enable != 0; m_efb_clear_pipelines[color_enable][alpha_enable][depth_enable] = g_renderer->CreatePipeline(config); if (!m_efb_clear_pipelines[color_enable][alpha_enable][depth_enable]) return false; } } } return true; } void FramebufferManager::DestroyClearPipelines() { for (u32 color_enable = 0; color_enable < 2; color_enable++) { for (u32 alpha_enable = 0; alpha_enable < 2; alpha_enable++) { for (u32 depth_enable = 0; depth_enable < 2; depth_enable++) { m_efb_clear_pipelines[color_enable][alpha_enable][depth_enable].reset(); } } } } void FramebufferManager::PokeEFBColor(u32 x, u32 y, u32 color) { // Flush if we exceeded the number of vertices per batch. if ((m_color_poke_vertices.size() + 6) > MAX_POKE_VERTICES) FlushEFBPokes(); CreatePokeVertices(&m_color_poke_vertices, x, y, 0.0f, color); // See comment above for reasoning for lower-left coordinates. if (g_ActiveConfig.backend_info.bUsesLowerLeftOrigin) y = EFB_HEIGHT - 1 - y; // Update the peek cache if it's valid, since we know the color of the pixel now. u32 tile_index; if (IsEFBCacheTilePresent(false, x, y, &tile_index)) m_efb_color_cache.readback_texture->WriteTexel(x, y, &color); } void FramebufferManager::PokeEFBDepth(u32 x, u32 y, float depth) { // Flush if we exceeded the number of vertices per batch. if ((m_depth_poke_vertices.size() + 6) > MAX_POKE_VERTICES) FlushEFBPokes(); CreatePokeVertices(&m_depth_poke_vertices, x, y, depth, 0); // See comment above for reasoning for lower-left coordinates. if (g_ActiveConfig.backend_info.bUsesLowerLeftOrigin) y = EFB_HEIGHT - 1 - y; // Update the peek cache if it's valid, since we know the color of the pixel now. u32 tile_index; if (IsEFBCacheTilePresent(true, x, y, &tile_index)) m_efb_depth_cache.readback_texture->WriteTexel(x, y, &depth); } void FramebufferManager::CreatePokeVertices(std::vector* destination_list, u32 x, u32 y, float z, u32 color) { const float cs_pixel_width = 1.0f / EFB_WIDTH * 2.0f; const float cs_pixel_height = 1.0f / EFB_HEIGHT * 2.0f; if (g_ActiveConfig.backend_info.bSupportsLargePoints) { // GPU will expand the point to a quad. const float cs_x = (static_cast(x) + 0.5f) * cs_pixel_width - 1.0f; const float cs_y = 1.0f - (static_cast(y) + 0.5f) * cs_pixel_height; const float point_size = static_cast(g_renderer->GetEFBScale()); destination_list->push_back({{cs_x, cs_y, z, point_size}, color}); return; } // Generate quad from the single point (clip-space coordinates). const float x1 = static_cast(x) * cs_pixel_width - 1.0f; const float y1 = 1.0f - static_cast(y) * cs_pixel_height; const float x2 = x1 + cs_pixel_width; const float y2 = y1 - cs_pixel_height; destination_list->push_back({{x1, y1, z, 1.0f}, color}); destination_list->push_back({{x2, y1, z, 1.0f}, color}); destination_list->push_back({{x1, y2, z, 1.0f}, color}); destination_list->push_back({{x1, y2, z, 1.0f}, color}); destination_list->push_back({{x2, y1, z, 1.0f}, color}); destination_list->push_back({{x2, y2, z, 1.0f}, color}); } void FramebufferManager::FlushEFBPokes() { if (!m_color_poke_vertices.empty()) { DrawPokeVertices(m_color_poke_vertices.data(), static_cast(m_color_poke_vertices.size()), m_color_poke_pipeline.get()); m_color_poke_vertices.clear(); } if (!m_depth_poke_vertices.empty()) { DrawPokeVertices(m_depth_poke_vertices.data(), static_cast(m_depth_poke_vertices.size()), m_depth_poke_pipeline.get()); m_depth_poke_vertices.clear(); } } void FramebufferManager::DrawPokeVertices(const EFBPokeVertex* vertices, u32 vertex_count, const AbstractPipeline* pipeline) { // Copy to vertex buffer. g_renderer->BeginUtilityDrawing(); u32 base_vertex, base_index; g_vertex_manager->UploadUtilityVertices(vertices, sizeof(EFBPokeVertex), static_cast(vertex_count), nullptr, 0, &base_vertex, &base_index); // Now we can draw. g_renderer->SetViewportAndScissor(m_efb_framebuffer->GetRect()); g_renderer->SetPipeline(pipeline); g_renderer->Draw(base_vertex, vertex_count); g_renderer->EndUtilityDrawing(); } bool FramebufferManager::CompilePokePipelines() { PortableVertexDeclaration vtx_decl = {}; vtx_decl.position.enable = true; vtx_decl.position.type = VAR_FLOAT; vtx_decl.position.components = 4; vtx_decl.position.integer = false; vtx_decl.position.offset = offsetof(EFBPokeVertex, position); vtx_decl.colors[0].enable = true; vtx_decl.colors[0].type = VAR_UNSIGNED_BYTE; vtx_decl.colors[0].components = 4; vtx_decl.colors[0].integer = false; vtx_decl.colors[0].offset = offsetof(EFBPokeVertex, color); vtx_decl.stride = sizeof(EFBPokeVertex); m_poke_vertex_format = g_renderer->CreateNativeVertexFormat(vtx_decl); if (!m_poke_vertex_format) return false; auto poke_vertex_shader = g_renderer->CreateShaderFromSource( ShaderStage::Vertex, FramebufferShaderGen::GenerateEFBPokeVertexShader()); if (!poke_vertex_shader) return false; AbstractPipelineConfig config = {}; config.vertex_format = m_poke_vertex_format.get(); config.vertex_shader = poke_vertex_shader.get(); config.geometry_shader = IsEFBStereo() ? g_shader_cache->GetColorGeometryShader() : nullptr; config.pixel_shader = g_shader_cache->GetColorPixelShader(); config.rasterization_state = RenderState::GetNoCullRasterizationState( g_ActiveConfig.backend_info.bSupportsLargePoints ? PrimitiveType::Points : PrimitiveType::Triangles); config.depth_state = RenderState::GetNoDepthTestingDepthState(); config.blending_state = RenderState::GetNoBlendingBlendState(); config.framebuffer_state = GetEFBFramebufferState(); config.usage = AbstractPipelineUsage::Utility; m_color_poke_pipeline = g_renderer->CreatePipeline(config); if (!m_color_poke_pipeline) return false; // Turn off color writes, depth writes on for depth pokes. config.depth_state = RenderState::GetAlwaysWriteDepthState(); config.blending_state = RenderState::GetNoColorWriteBlendState(); m_depth_poke_pipeline = g_renderer->CreatePipeline(config); if (!m_depth_poke_pipeline) return false; return true; } void FramebufferManager::DestroyPokePipelines() { m_depth_poke_pipeline.reset(); m_color_poke_pipeline.reset(); m_poke_vertex_format.reset(); } void FramebufferManager::DoState(PointerWrap& p) { FlushEFBPokes(); if (p.GetMode() == PointerWrap::MODE_WRITE || p.GetMode() == PointerWrap::MODE_MEASURE) DoSaveState(p); else DoLoadState(p); } void FramebufferManager::DoSaveState(PointerWrap& p) { // For multisampling, we need to resolve first before we can save. // This won't be bit-exact when loading, which could cause interesting rendering side-effects for // a frame. But whatever, MSAA doesn't exactly behave that well anyway. AbstractTexture* color_texture = ResolveEFBColorTexture(m_efb_color_texture->GetRect()); AbstractTexture* depth_texture = ResolveEFBDepthTexture(m_efb_depth_texture->GetRect()); // We don't want to save these as rendertarget textures, just the data itself when deserializing. const TextureConfig color_texture_config(color_texture->GetWidth(), color_texture->GetHeight(), color_texture->GetLevels(), color_texture->GetLayers(), 1, GetEFBColorFormat(), 0); g_texture_cache->SerializeTexture(color_texture, color_texture_config, p); if (GetEFBDepthFormat() == AbstractTextureFormat::D32F) { const TextureConfig depth_texture_config( depth_texture->GetWidth(), depth_texture->GetHeight(), depth_texture->GetLevels(), depth_texture->GetLayers(), 1, AbstractTexture::GetColorFormatForDepthFormat(GetEFBDepthFormat()), 0); g_texture_cache->SerializeTexture(depth_texture, depth_texture_config, p); } else { // If the EFB is backed by a D24S8 texture, we first have to convert it to R32F. const TextureConfig temp_texture_config(depth_texture->GetWidth(), depth_texture->GetHeight(), depth_texture->GetLevels(), depth_texture->GetLayers(), 1, AbstractTextureFormat::R32F, AbstractTextureFlag_RenderTarget); std::unique_ptr temp_texture = g_renderer->CreateTexture(temp_texture_config); std::unique_ptr temp_fb = g_renderer->CreateFramebuffer(temp_texture.get(), nullptr); if (temp_texture && temp_fb) { g_renderer->ScaleTexture(temp_fb.get(), temp_texture->GetRect(), depth_texture, depth_texture->GetRect()); const TextureConfig depth_texture_config( depth_texture->GetWidth(), depth_texture->GetHeight(), depth_texture->GetLevels(), depth_texture->GetLayers(), 1, temp_texture->GetFormat(), 0); g_texture_cache->SerializeTexture(depth_texture, depth_texture_config, p); } else { PanicAlert("Failed to create temp texture for depth saving"); g_texture_cache->SerializeTexture(color_texture, color_texture_config, p); } } } void FramebufferManager::DoLoadState(PointerWrap& p) { // Invalidate any peek cache tiles. InvalidatePeekCache(true); // Deserialize the color and depth textures. This could fail. auto color_tex = g_texture_cache->DeserializeTexture(p); auto depth_tex = g_texture_cache->DeserializeTexture(p); // If the stereo mode is different in the save state, throw it away. if (!color_tex || !depth_tex || color_tex->texture->GetLayers() != m_efb_color_texture->GetLayers()) { WARN_LOG(VIDEO, "Failed to deserialize EFB contents. Clearing instead."); g_renderer->SetAndClearFramebuffer( m_efb_framebuffer.get(), {{0.0f, 0.0f, 0.0f, 0.0f}}, g_ActiveConfig.backend_info.bSupportsReversedDepthRange ? 1.0f : 0.0f); return; } // Size differences are okay here, since the linear filtering will downscale/upscale it. // Depth buffer is always point sampled, since we don't want to interpolate depth values. const bool rescale = color_tex->texture->GetWidth() != m_efb_color_texture->GetWidth() || color_tex->texture->GetHeight() != m_efb_color_texture->GetHeight(); // Draw the deserialized textures over the EFB. g_renderer->BeginUtilityDrawing(); g_renderer->SetAndDiscardFramebuffer(m_efb_framebuffer.get()); g_renderer->SetViewportAndScissor(m_efb_framebuffer->GetRect()); g_renderer->SetPipeline(m_efb_restore_pipeline.get()); g_renderer->SetTexture(0, color_tex->texture.get()); g_renderer->SetTexture(1, depth_tex->texture.get()); g_renderer->SetSamplerState(0, rescale ? RenderState::GetLinearSamplerState() : RenderState::GetPointSamplerState()); g_renderer->SetSamplerState(1, RenderState::GetPointSamplerState()); g_renderer->Draw(0, 3); g_renderer->EndUtilityDrawing(); }