dolphin/Source/Core/VideoCommon/RenderBase.cpp
JosJuice b93983b50a Remove Atomic.h
The STL has everything we need nowadays.

I have tried to not alter any behavior or semantics with this
change wherever possible. In particular, WriteLow and WriteHigh
in CommandProcessor retain the ability to accidentally undo
another thread's write to the upper half or lower half
respectively. If that should be fixed, it should be done in a
separate commit for clarity. One thing did change: The places
where we were using += on a volatile variable (not an atomic
operation) are now using fetch_add (actually an atomic operation).

Tested with single core and dual core on x86-64 and AArch64.
2021-05-13 18:56:27 +02:00

1756 lines
58 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
// ---------------------------------------------------------------------------------------------
// GC graphics pipeline
// ---------------------------------------------------------------------------------------------
// 3d commands are issued through the fifo. The GPU draws to the 2MB EFB.
// The efb can be copied back into ram in two forms: as textures or as XFB.
// The XFB is the region in RAM that the VI chip scans out to the television.
// So, after all rendering to EFB is done, the image is copied into one of two XFBs in RAM.
// Next frame, that one is scanned out and the other one gets the copy. = double buffering.
// ---------------------------------------------------------------------------------------------
#include "VideoCommon/RenderBase.h"
#include <algorithm>
#include <cinttypes>
#include <cmath>
#include <memory>
#include <mutex>
#include <string>
#include <tuple>
#include <fmt/format.h>
#include <imgui.h>
#include "Common/Assert.h"
#include "Common/ChunkFile.h"
#include "Common/CommonTypes.h"
#include "Common/Config/Config.h"
#include "Common/FileUtil.h"
#include "Common/Flag.h"
#include "Common/Image.h"
#include "Common/Logging/Log.h"
#include "Common/MsgHandler.h"
#include "Common/Profiler.h"
#include "Common/StringUtil.h"
#include "Common/Thread.h"
#include "Common/Timer.h"
#include "Core/Config/NetplaySettings.h"
#include "Core/Config/SYSCONFSettings.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "Core/DolphinAnalytics.h"
#include "Core/FifoPlayer/FifoRecorder.h"
#include "Core/FreeLookConfig.h"
#include "Core/HW/SystemTimers.h"
#include "Core/HW/VideoInterface.h"
#include "Core/Host.h"
#include "Core/Movie.h"
#include "InputCommon/ControllerInterface/ControllerInterface.h"
#include "VideoCommon/AbstractFramebuffer.h"
#include "VideoCommon/AbstractStagingTexture.h"
#include "VideoCommon/AbstractTexture.h"
#include "VideoCommon/BPFunctions.h"
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/CPMemory.h"
#include "VideoCommon/CommandProcessor.h"
#include "VideoCommon/FPSCounter.h"
#include "VideoCommon/FrameDump.h"
#include "VideoCommon/FramebufferManager.h"
#include "VideoCommon/FramebufferShaderGen.h"
#include "VideoCommon/FreeLookCamera.h"
#include "VideoCommon/NetPlayChatUI.h"
#include "VideoCommon/NetPlayGolfUI.h"
#include "VideoCommon/OnScreenDisplay.h"
#include "VideoCommon/OpcodeDecoding.h"
#include "VideoCommon/PixelEngine.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/PostProcessing.h"
#include "VideoCommon/ShaderCache.h"
#include "VideoCommon/ShaderGenCommon.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/TextureDecoder.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexManagerBase.h"
#include "VideoCommon/VertexShaderManager.h"
#include "VideoCommon/VideoBackendBase.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/XFMemory.h"
std::unique_ptr<Renderer> g_renderer;
static float AspectToWidescreen(float aspect)
{
return aspect * ((16.0f / 9.0f) / (4.0f / 3.0f));
}
static bool DumpFrameToPNG(const FrameDump::FrameData& frame, const std::string& file_name)
{
return Common::ConvertRGBAToRGBAndSavePNG(file_name, frame.data, frame.width, frame.height,
frame.stride);
}
Renderer::Renderer(int backbuffer_width, int backbuffer_height, float backbuffer_scale,
AbstractTextureFormat backbuffer_format)
: m_backbuffer_width(backbuffer_width), m_backbuffer_height(backbuffer_height),
m_backbuffer_scale(backbuffer_scale),
m_backbuffer_format(backbuffer_format), m_last_xfb_width{MAX_XFB_WIDTH}, m_last_xfb_height{
MAX_XFB_HEIGHT}
{
UpdateActiveConfig();
FreeLook::UpdateActiveConfig();
UpdateDrawRectangle();
CalculateTargetSize();
m_is_game_widescreen = SConfig::GetInstance().bWii && Config::Get(Config::SYSCONF_WIDESCREEN);
g_freelook_camera.SetControlType(FreeLook::GetActiveConfig().camera_config.control_type);
}
Renderer::~Renderer() = default;
bool Renderer::Initialize()
{
if (!InitializeImGui())
return false;
m_post_processor = std::make_unique<VideoCommon::PostProcessing>();
if (!m_post_processor->Initialize(m_backbuffer_format))
return false;
return true;
}
void Renderer::Shutdown()
{
// Disable ControllerInterface's aspect ratio adjustments so mapping dialog behaves normally.
g_controller_interface.SetAspectRatioAdjustment(1);
// First stop any framedumping, which might need to dump the last xfb frame. This process
// can require additional graphics sub-systems so it needs to be done first
ShutdownFrameDumping();
ShutdownImGui();
m_post_processor.reset();
}
void Renderer::BeginUtilityDrawing()
{
g_vertex_manager->Flush();
}
void Renderer::EndUtilityDrawing()
{
// Reset framebuffer/scissor/viewport. Pipeline will be reset at next draw.
g_framebuffer_manager->BindEFBFramebuffer();
BPFunctions::SetScissor();
BPFunctions::SetViewport();
}
void Renderer::SetFramebuffer(AbstractFramebuffer* framebuffer)
{
m_current_framebuffer = framebuffer;
}
void Renderer::SetAndDiscardFramebuffer(AbstractFramebuffer* framebuffer)
{
m_current_framebuffer = framebuffer;
}
void Renderer::SetAndClearFramebuffer(AbstractFramebuffer* framebuffer,
const ClearColor& color_value, float depth_value)
{
m_current_framebuffer = framebuffer;
}
bool Renderer::EFBHasAlphaChannel() const
{
return m_prev_efb_format == PixelFormat::RGBA6_Z24;
}
void Renderer::ClearScreen(const MathUtil::Rectangle<int>& rc, bool colorEnable, bool alphaEnable,
bool zEnable, u32 color, u32 z)
{
g_framebuffer_manager->ClearEFB(rc, colorEnable, alphaEnable, zEnable, color, z);
}
void Renderer::ReinterpretPixelData(EFBReinterpretType convtype)
{
g_framebuffer_manager->ReinterpretPixelData(convtype);
}
u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
{
if (type == EFBAccessType::PeekColor)
{
u32 color = g_framebuffer_manager->PeekEFBColor(x, y);
// a little-endian value is expected to be returned
color = ((color & 0xFF00FF00) | ((color >> 16) & 0xFF) | ((color << 16) & 0xFF0000));
// check what to do with the alpha channel (GX_PokeAlphaRead)
PixelEngine::UPEAlphaReadReg alpha_read_mode = PixelEngine::GetAlphaReadMode();
if (bpmem.zcontrol.pixel_format == PixelFormat::RGBA6_Z24)
{
color = RGBA8ToRGBA6ToRGBA8(color);
}
else if (bpmem.zcontrol.pixel_format == PixelFormat::RGB565_Z16)
{
color = RGBA8ToRGB565ToRGBA8(color);
}
if (bpmem.zcontrol.pixel_format != PixelFormat::RGBA6_Z24)
{
color |= 0xFF000000;
}
if (alpha_read_mode.ReadMode == 2)
{
return color; // GX_READ_NONE
}
else if (alpha_read_mode.ReadMode == 1)
{
return color | 0xFF000000; // GX_READ_FF
}
else /*if(alpha_read_mode.ReadMode == 0)*/
{
return color & 0x00FFFFFF; // GX_READ_00
}
}
else // if (type == EFBAccessType::PeekZ)
{
// Depth buffer is inverted for improved precision near far plane
float depth = g_framebuffer_manager->PeekEFBDepth(x, y);
if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
depth = 1.0f - depth;
// Convert to 24bit depth
u32 z24depth = std::clamp<u32>(static_cast<u32>(depth * 16777216.0f), 0, 0xFFFFFF);
if (bpmem.zcontrol.pixel_format == PixelFormat::RGB565_Z16)
{
// When in RGB565_Z16 mode, EFB Z peeks return a 16bit value, which is presumably a
// resolved sample from the MSAA buffer.
// Dolphin doesn't currently emulate the 3 sample MSAA mode (and potentially never will)
// it just transparently upgrades the framebuffer to 24bit depth and color and whatever
// level of MSAA and higher Internal Resolution the user has configured.
// This is mostly transparent, unless the game does an EFB read.
// But we can simply convert the 24bit depth on the fly to the 16bit depth the game expects.
return CompressZ16(z24depth, bpmem.zcontrol.zformat);
}
return z24depth;
}
}
void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points)
{
if (type == EFBAccessType::PokeColor)
{
for (size_t i = 0; i < num_points; i++)
{
// Convert to expected format (BGRA->RGBA)
// TODO: Check alpha, depending on mode?
const EfbPokeData& point = points[i];
u32 color = ((point.data & 0xFF00FF00) | ((point.data >> 16) & 0xFF) |
((point.data << 16) & 0xFF0000));
g_framebuffer_manager->PokeEFBColor(point.x, point.y, color);
}
}
else // if (type == EFBAccessType::PokeZ)
{
for (size_t i = 0; i < num_points; i++)
{
// Convert to floating-point depth.
const EfbPokeData& point = points[i];
float depth = float(point.data & 0xFFFFFF) / 16777216.0f;
if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
depth = 1.0f - depth;
g_framebuffer_manager->PokeEFBDepth(point.x, point.y, depth);
}
}
}
void Renderer::RenderToXFB(u32 xfbAddr, const MathUtil::Rectangle<int>& sourceRc, u32 fbStride,
u32 fbHeight, float Gamma)
{
CheckFifoRecording();
if (!fbStride || !fbHeight)
return;
}
unsigned int Renderer::GetEFBScale() const
{
return m_efb_scale;
}
int Renderer::EFBToScaledX(int x) const
{
return x * static_cast<int>(m_efb_scale);
}
int Renderer::EFBToScaledY(int y) const
{
return y * static_cast<int>(m_efb_scale);
}
float Renderer::EFBToScaledXf(float x) const
{
return x * ((float)GetTargetWidth() / (float)EFB_WIDTH);
}
float Renderer::EFBToScaledYf(float y) const
{
return y * ((float)GetTargetHeight() / (float)EFB_HEIGHT);
}
std::tuple<int, int> Renderer::CalculateTargetScale(int x, int y) const
{
return std::make_tuple(x * static_cast<int>(m_efb_scale), y * static_cast<int>(m_efb_scale));
}
// return true if target size changed
bool Renderer::CalculateTargetSize()
{
if (g_ActiveConfig.iEFBScale == EFB_SCALE_AUTO_INTEGRAL)
{
// Set a scale based on the window size
int width = EFB_WIDTH * m_target_rectangle.GetWidth() / m_last_xfb_width;
int height = EFB_HEIGHT * m_target_rectangle.GetHeight() / m_last_xfb_height;
m_efb_scale = std::max((width - 1) / EFB_WIDTH + 1, (height - 1) / EFB_HEIGHT + 1);
}
else
{
m_efb_scale = g_ActiveConfig.iEFBScale;
}
const u32 max_size = g_ActiveConfig.backend_info.MaxTextureSize;
if (max_size < EFB_WIDTH * m_efb_scale)
m_efb_scale = max_size / EFB_WIDTH;
auto [new_efb_width, new_efb_height] = CalculateTargetScale(EFB_WIDTH, EFB_HEIGHT);
new_efb_width = std::max(new_efb_width, 1);
new_efb_height = std::max(new_efb_height, 1);
if (new_efb_width != m_target_width || new_efb_height != m_target_height)
{
m_target_width = new_efb_width;
m_target_height = new_efb_height;
PixelShaderManager::SetEfbScaleChanged(EFBToScaledXf(1), EFBToScaledYf(1));
return true;
}
return false;
}
std::tuple<MathUtil::Rectangle<int>, MathUtil::Rectangle<int>>
Renderer::ConvertStereoRectangle(const MathUtil::Rectangle<int>& rc) const
{
// Resize target to half its original size
auto draw_rc = rc;
if (g_ActiveConfig.stereo_mode == StereoMode::TAB)
{
// The height may be negative due to flipped rectangles
int height = rc.bottom - rc.top;
draw_rc.top += height / 4;
draw_rc.bottom -= height / 4;
}
else
{
int width = rc.right - rc.left;
draw_rc.left += width / 4;
draw_rc.right -= width / 4;
}
// Create two target rectangle offset to the sides of the backbuffer
auto left_rc = draw_rc;
auto right_rc = draw_rc;
if (g_ActiveConfig.stereo_mode == StereoMode::TAB)
{
left_rc.top -= m_backbuffer_height / 4;
left_rc.bottom -= m_backbuffer_height / 4;
right_rc.top += m_backbuffer_height / 4;
right_rc.bottom += m_backbuffer_height / 4;
}
else
{
left_rc.left -= m_backbuffer_width / 4;
left_rc.right -= m_backbuffer_width / 4;
right_rc.left += m_backbuffer_width / 4;
right_rc.right += m_backbuffer_width / 4;
}
return std::make_tuple(left_rc, right_rc);
}
void Renderer::SaveScreenshot(std::string filename)
{
std::lock_guard<std::mutex> lk(m_screenshot_lock);
m_screenshot_name = std::move(filename);
m_screenshot_request.Set();
}
void Renderer::CheckForConfigChanges()
{
const ShaderHostConfig old_shader_host_config = ShaderHostConfig::GetCurrent();
const StereoMode old_stereo = g_ActiveConfig.stereo_mode;
const u32 old_multisamples = g_ActiveConfig.iMultisamples;
const int old_anisotropy = g_ActiveConfig.iMaxAnisotropy;
const int old_efb_access_tile_size = g_ActiveConfig.iEFBAccessTileSize;
const bool old_force_filtering = g_ActiveConfig.bForceFiltering;
const bool old_vsync = g_ActiveConfig.bVSyncActive;
const bool old_bbox = g_ActiveConfig.bBBoxEnable;
UpdateActiveConfig();
FreeLook::UpdateActiveConfig();
g_freelook_camera.SetControlType(FreeLook::GetActiveConfig().camera_config.control_type);
// Update texture cache settings with any changed options.
g_texture_cache->OnConfigChanged(g_ActiveConfig);
// EFB tile cache doesn't need to notify the backend.
if (old_efb_access_tile_size != g_ActiveConfig.iEFBAccessTileSize)
g_framebuffer_manager->SetEFBCacheTileSize(std::max(g_ActiveConfig.iEFBAccessTileSize, 0));
// Check for post-processing shader changes. Done up here as it doesn't affect anything outside
// the post-processor. Note that options are applied every frame, so no need to check those.
if (m_post_processor->GetConfig()->GetShader() != g_ActiveConfig.sPostProcessingShader)
{
// The existing shader must not be in use when it's destroyed
WaitForGPUIdle();
m_post_processor->RecompileShader();
}
// Determine which (if any) settings have changed.
ShaderHostConfig new_host_config = ShaderHostConfig::GetCurrent();
u32 changed_bits = 0;
if (old_shader_host_config.bits != new_host_config.bits)
changed_bits |= CONFIG_CHANGE_BIT_HOST_CONFIG;
if (old_stereo != g_ActiveConfig.stereo_mode)
changed_bits |= CONFIG_CHANGE_BIT_STEREO_MODE;
if (old_multisamples != g_ActiveConfig.iMultisamples)
changed_bits |= CONFIG_CHANGE_BIT_MULTISAMPLES;
if (old_anisotropy != g_ActiveConfig.iMaxAnisotropy)
changed_bits |= CONFIG_CHANGE_BIT_ANISOTROPY;
if (old_force_filtering != g_ActiveConfig.bForceFiltering)
changed_bits |= CONFIG_CHANGE_BIT_FORCE_TEXTURE_FILTERING;
if (old_vsync != g_ActiveConfig.bVSyncActive)
changed_bits |= CONFIG_CHANGE_BIT_VSYNC;
if (old_bbox != g_ActiveConfig.bBBoxEnable)
changed_bits |= CONFIG_CHANGE_BIT_BBOX;
if (CalculateTargetSize())
changed_bits |= CONFIG_CHANGE_BIT_TARGET_SIZE;
// No changes?
if (changed_bits == 0)
return;
// Notify the backend of the changes, if any.
OnConfigChanged(changed_bits);
// If there's any shader changes, wait for the GPU to finish before destroying anything.
if (changed_bits & (CONFIG_CHANGE_BIT_HOST_CONFIG | CONFIG_CHANGE_BIT_MULTISAMPLES))
{
WaitForGPUIdle();
SetPipeline(nullptr);
}
// Framebuffer changed?
if (changed_bits & (CONFIG_CHANGE_BIT_MULTISAMPLES | CONFIG_CHANGE_BIT_STEREO_MODE |
CONFIG_CHANGE_BIT_TARGET_SIZE))
{
g_framebuffer_manager->RecreateEFBFramebuffer();
}
// Reload shaders if host config has changed.
if (changed_bits & (CONFIG_CHANGE_BIT_HOST_CONFIG | CONFIG_CHANGE_BIT_MULTISAMPLES))
{
OSD::AddMessage("Video config changed, reloading shaders.", OSD::Duration::NORMAL);
g_vertex_manager->InvalidatePipelineObject();
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::SetViewport();
BPFunctions::SetScissor();
}
// Stereo mode change requires recompiling our post processing pipeline and imgui pipelines for
// rendering the UI.
if (changed_bits & CONFIG_CHANGE_BIT_STEREO_MODE)
{
RecompileImGuiPipeline();
m_post_processor->RecompilePipeline();
}
}
// Create On-Screen-Messages
void Renderer::DrawDebugText()
{
const auto& config = SConfig::GetInstance();
if (g_ActiveConfig.bShowFPS)
{
// Position in the top-right corner of the screen.
ImGui::SetNextWindowPos(ImVec2(ImGui::GetIO().DisplaySize.x - (10.0f * m_backbuffer_scale),
10.0f * m_backbuffer_scale),
ImGuiCond_Always, ImVec2(1.0f, 0.0f));
ImGui::SetNextWindowSize(ImVec2(100.0f * m_backbuffer_scale, 30.0f * m_backbuffer_scale));
if (ImGui::Begin("FPS", nullptr,
ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoInputs |
ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings |
ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoNav |
ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoFocusOnAppearing))
{
ImGui::TextColored(ImVec4(0.0f, 1.0f, 1.0f, 1.0f), "FPS: %.2f", m_fps_counter.GetFPS());
}
ImGui::End();
}
const bool show_movie_window =
config.m_ShowFrameCount | config.m_ShowLag | config.m_ShowInputDisplay | config.m_ShowRTC;
if (show_movie_window)
{
// Position under the FPS display.
ImGui::SetNextWindowPos(ImVec2(ImGui::GetIO().DisplaySize.x - (10.0f * m_backbuffer_scale),
50.0f * m_backbuffer_scale),
ImGuiCond_FirstUseEver, ImVec2(1.0f, 0.0f));
ImGui::SetNextWindowSizeConstraints(
ImVec2(150.0f * m_backbuffer_scale, 20.0f * m_backbuffer_scale),
ImGui::GetIO().DisplaySize);
if (ImGui::Begin("Movie", nullptr, ImGuiWindowFlags_NoFocusOnAppearing))
{
if (config.m_ShowFrameCount)
{
ImGui::Text("Frame: %" PRIu64, Movie::GetCurrentFrame());
}
if (Movie::IsPlayingInput())
{
ImGui::Text("Input: %" PRIu64 " / %" PRIu64, Movie::GetCurrentInputCount(),
Movie::GetTotalInputCount());
}
if (SConfig::GetInstance().m_ShowLag)
ImGui::Text("Lag: %" PRIu64 "\n", Movie::GetCurrentLagCount());
if (SConfig::GetInstance().m_ShowInputDisplay)
ImGui::TextUnformatted(Movie::GetInputDisplay().c_str());
if (SConfig::GetInstance().m_ShowRTC)
ImGui::TextUnformatted(Movie::GetRTCDisplay().c_str());
}
ImGui::End();
}
if (g_ActiveConfig.bOverlayStats)
g_stats.Display();
if (g_ActiveConfig.bShowNetPlayMessages && g_netplay_chat_ui)
g_netplay_chat_ui->Display();
if (Config::Get(Config::NETPLAY_GOLF_MODE_OVERLAY) && g_netplay_golf_ui)
g_netplay_golf_ui->Display();
if (g_ActiveConfig.bOverlayProjStats)
g_stats.DisplayProj();
const std::string profile_output = Common::Profiler::ToString();
if (!profile_output.empty())
ImGui::TextUnformatted(profile_output.c_str());
}
float Renderer::CalculateDrawAspectRatio() const
{
const auto aspect_mode = g_ActiveConfig.aspect_mode;
// If stretch is enabled, we prefer the aspect ratio of the window.
if (aspect_mode == AspectMode::Stretch)
return (static_cast<float>(m_backbuffer_width) / static_cast<float>(m_backbuffer_height));
const float aspect_ratio = VideoInterface::GetAspectRatio();
if (aspect_mode == AspectMode::AnalogWide ||
(aspect_mode == AspectMode::Auto && m_is_game_widescreen))
{
return AspectToWidescreen(aspect_ratio);
}
return aspect_ratio;
}
void Renderer::AdjustRectanglesToFitBounds(MathUtil::Rectangle<int>* target_rect,
MathUtil::Rectangle<int>* source_rect, int fb_width,
int fb_height)
{
const int orig_target_width = target_rect->GetWidth();
const int orig_target_height = target_rect->GetHeight();
const int orig_source_width = source_rect->GetWidth();
const int orig_source_height = source_rect->GetHeight();
if (target_rect->left < 0)
{
const int offset = -target_rect->left;
target_rect->left = 0;
source_rect->left += offset * orig_source_width / orig_target_width;
}
if (target_rect->right > fb_width)
{
const int offset = target_rect->right - fb_width;
target_rect->right -= offset;
source_rect->right -= offset * orig_source_width / orig_target_width;
}
if (target_rect->top < 0)
{
const int offset = -target_rect->top;
target_rect->top = 0;
source_rect->top += offset * orig_source_height / orig_target_height;
}
if (target_rect->bottom > fb_height)
{
const int offset = target_rect->bottom - fb_height;
target_rect->bottom -= offset;
source_rect->bottom -= offset * orig_source_height / orig_target_height;
}
}
bool Renderer::IsHeadless() const
{
return true;
}
void Renderer::ChangeSurface(void* new_surface_handle)
{
std::lock_guard<std::mutex> lock(m_swap_mutex);
m_new_surface_handle = new_surface_handle;
m_surface_changed.Set();
}
void Renderer::ResizeSurface()
{
std::lock_guard<std::mutex> lock(m_swap_mutex);
m_surface_resized.Set();
}
void Renderer::SetViewportAndScissor(const MathUtil::Rectangle<int>& rect, float min_depth,
float max_depth)
{
SetViewport(static_cast<float>(rect.left), static_cast<float>(rect.top),
static_cast<float>(rect.GetWidth()), static_cast<float>(rect.GetHeight()), min_depth,
max_depth);
SetScissorRect(rect);
}
void Renderer::ScaleTexture(AbstractFramebuffer* dst_framebuffer,
const MathUtil::Rectangle<int>& dst_rect,
const AbstractTexture* src_texture,
const MathUtil::Rectangle<int>& src_rect)
{
ASSERT(dst_framebuffer->GetColorFormat() == AbstractTextureFormat::RGBA8);
BeginUtilityDrawing();
// The shader needs to know the source rectangle.
const auto converted_src_rect =
ConvertFramebufferRectangle(src_rect, src_texture->GetWidth(), src_texture->GetHeight());
const float rcp_src_width = 1.0f / src_texture->GetWidth();
const float rcp_src_height = 1.0f / src_texture->GetHeight();
const std::array<float, 4> uniforms = {{converted_src_rect.left * rcp_src_width,
converted_src_rect.top * rcp_src_height,
converted_src_rect.GetWidth() * rcp_src_width,
converted_src_rect.GetHeight() * rcp_src_height}};
g_vertex_manager->UploadUtilityUniforms(&uniforms, sizeof(uniforms));
// Discard if we're overwriting the whole thing.
if (static_cast<u32>(dst_rect.GetWidth()) == dst_framebuffer->GetWidth() &&
static_cast<u32>(dst_rect.GetHeight()) == dst_framebuffer->GetHeight())
{
SetAndDiscardFramebuffer(dst_framebuffer);
}
else
{
SetFramebuffer(dst_framebuffer);
}
SetViewportAndScissor(ConvertFramebufferRectangle(dst_rect, dst_framebuffer));
SetPipeline(dst_framebuffer->GetLayers() > 1 ? g_shader_cache->GetRGBA8StereoCopyPipeline() :
g_shader_cache->GetRGBA8CopyPipeline());
SetTexture(0, src_texture);
SetSamplerState(0, RenderState::GetLinearSamplerState());
Draw(0, 3);
EndUtilityDrawing();
if (dst_framebuffer->GetColorAttachment())
dst_framebuffer->GetColorAttachment()->FinishedRendering();
}
MathUtil::Rectangle<int>
Renderer::ConvertFramebufferRectangle(const MathUtil::Rectangle<int>& rect,
const AbstractFramebuffer* framebuffer) const
{
return ConvertFramebufferRectangle(rect, framebuffer->GetWidth(), framebuffer->GetHeight());
}
MathUtil::Rectangle<int> Renderer::ConvertFramebufferRectangle(const MathUtil::Rectangle<int>& rect,
u32 fb_width, u32 fb_height) const
{
MathUtil::Rectangle<int> ret = rect;
if (g_ActiveConfig.backend_info.bUsesLowerLeftOrigin)
{
ret.top = fb_height - rect.bottom;
ret.bottom = fb_height - rect.top;
}
return ret;
}
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;
}
std::tuple<float, float> Renderer::ScaleToDisplayAspectRatio(const int width,
const int height) const
{
// Scale either the width or height depending the content aspect ratio.
// This way we preserve as much resolution as possible when scaling.
float scaled_width = static_cast<float>(width);
float scaled_height = static_cast<float>(height);
const float draw_aspect = CalculateDrawAspectRatio();
if (scaled_width / scaled_height >= draw_aspect)
scaled_height = scaled_width / draw_aspect;
else
scaled_width = scaled_height * draw_aspect;
return std::make_tuple(scaled_width, scaled_height);
}
void Renderer::UpdateDrawRectangle()
{
const float draw_aspect_ratio = CalculateDrawAspectRatio();
// Update aspect ratio hack values
// Won't take effect until next frame
// Don't know if there is a better place for this code so there isn't a 1 frame delay
if (g_ActiveConfig.bWidescreenHack)
{
float source_aspect = VideoInterface::GetAspectRatio();
if (m_is_game_widescreen)
source_aspect = AspectToWidescreen(source_aspect);
const float adjust = source_aspect / draw_aspect_ratio;
if (adjust > 1)
{
// Vert+
g_Config.fAspectRatioHackW = 1;
g_Config.fAspectRatioHackH = 1 / adjust;
}
else
{
// Hor+
g_Config.fAspectRatioHackW = adjust;
g_Config.fAspectRatioHackH = 1;
}
}
else
{
// Hack is disabled.
g_Config.fAspectRatioHackW = 1;
g_Config.fAspectRatioHackH = 1;
}
// The rendering window size
const float win_width = static_cast<float>(m_backbuffer_width);
const float win_height = static_cast<float>(m_backbuffer_height);
// Make ControllerInterface aware of the render window region actually being used
// to adjust mouse cursor inputs.
g_controller_interface.SetAspectRatioAdjustment(draw_aspect_ratio / (win_width / win_height));
float draw_width = draw_aspect_ratio;
float draw_height = 1;
// Crop the picture to a standard aspect ratio. (if enabled)
auto [crop_width, crop_height] = ApplyStandardAspectCrop(draw_width, draw_height);
// scale the picture to fit the rendering window
if (win_width / win_height >= crop_width / crop_height)
{
// the window is flatter than the picture
draw_width *= win_height / crop_height;
crop_width *= win_height / crop_height;
draw_height *= win_height / crop_height;
crop_height = win_height;
}
else
{
// the window is skinnier than the picture
draw_width *= win_width / crop_width;
draw_height *= win_width / crop_width;
crop_height *= win_width / crop_width;
crop_width = win_width;
}
// ensure divisibility by 4 to make it compatible with all the video encoders
draw_width = std::ceil(draw_width) - static_cast<int>(std::ceil(draw_width)) % 4;
draw_height = std::ceil(draw_height) - static_cast<int>(std::ceil(draw_height)) % 4;
m_target_rectangle.left = static_cast<int>(std::round(win_width / 2.0 - draw_width / 2.0));
m_target_rectangle.top = static_cast<int>(std::round(win_height / 2.0 - draw_height / 2.0));
m_target_rectangle.right = m_target_rectangle.left + static_cast<int>(draw_width);
m_target_rectangle.bottom = m_target_rectangle.top + static_cast<int>(draw_height);
}
void Renderer::SetWindowSize(int width, int height)
{
const auto [out_width, out_height] = CalculateOutputDimensions(width, height);
// Track the last values of width/height to avoid sending a window resize event every frame.
if (out_width == m_last_window_request_width && out_height == m_last_window_request_height)
return;
m_last_window_request_width = out_width;
m_last_window_request_height = out_height;
Host_RequestRenderWindowSize(out_width, out_height);
}
// Crop to exactly 16:9 or 4:3 if enabled and not AspectMode::Stretch.
std::tuple<float, float> Renderer::ApplyStandardAspectCrop(float width, float height) const
{
const auto aspect_mode = g_ActiveConfig.aspect_mode;
if (!g_ActiveConfig.bCrop || aspect_mode == AspectMode::Stretch)
return {width, height};
// Force 4:3 or 16:9 by cropping the image.
const float current_aspect = width / height;
const float expected_aspect = (aspect_mode == AspectMode::AnalogWide ||
(aspect_mode == AspectMode::Auto && m_is_game_widescreen)) ?
(16.0f / 9.0f) :
(4.0f / 3.0f);
if (current_aspect > expected_aspect)
{
// keep height, crop width
width = height * expected_aspect;
}
else
{
// keep width, crop height
height = width / expected_aspect;
}
return {width, height};
}
std::tuple<int, int> Renderer::CalculateOutputDimensions(int width, int height) const
{
width = std::max(width, 1);
height = std::max(height, 1);
auto [scaled_width, scaled_height] = ScaleToDisplayAspectRatio(width, height);
// Apply crop if enabled.
std::tie(scaled_width, scaled_height) = ApplyStandardAspectCrop(scaled_width, scaled_height);
width = static_cast<int>(std::ceil(scaled_width));
height = static_cast<int>(std::ceil(scaled_height));
// UpdateDrawRectangle() makes sure that the rendered image is divisible by four for video
// encoders, so do that here too to match it
width -= width % 4;
height -= height % 4;
return std::make_tuple(width, height);
}
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();
}
FifoRecorder::GetInstance().EndFrame(
CommandProcessor::fifo.CPBase.load(std::memory_order_relaxed),
CommandProcessor::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;
FillCPMemoryArray(cpmem);
FifoRecorder::GetInstance().SetVideoMemory(bpmem_ptr, cpmem, xfmem_ptr, xfregs_ptr, xfregs_size,
texMem);
}
bool Renderer::InitializeImGui()
{
if (!ImGui::CreateContext())
{
PanicAlertFmt("Creating ImGui context failed");
return false;
}
// Don't create an ini file. TODO: Do we want this in the future?
ImGui::GetIO().IniFilename = nullptr;
ImGui::GetIO().DisplayFramebufferScale.x = m_backbuffer_scale;
ImGui::GetIO().DisplayFramebufferScale.y = m_backbuffer_scale;
ImGui::GetIO().FontGlobalScale = m_backbuffer_scale;
ImGui::GetStyle().ScaleAllSizes(m_backbuffer_scale);
PortableVertexDeclaration vdecl = {};
vdecl.position = {VAR_FLOAT, 2, offsetof(ImDrawVert, pos), true, false};
vdecl.texcoords[0] = {VAR_FLOAT, 2, offsetof(ImDrawVert, uv), true, false};
vdecl.colors[0] = {VAR_UNSIGNED_BYTE, 4, offsetof(ImDrawVert, col), true, false};
vdecl.stride = sizeof(ImDrawVert);
m_imgui_vertex_format = CreateNativeVertexFormat(vdecl);
if (!m_imgui_vertex_format)
{
PanicAlertFmt("Failed to create imgui vertex format");
return false;
}
// Font texture(s).
{
ImGuiIO& io = ImGui::GetIO();
u8* font_tex_pixels;
int font_tex_width, font_tex_height;
io.Fonts->GetTexDataAsRGBA32(&font_tex_pixels, &font_tex_width, &font_tex_height);
TextureConfig font_tex_config(font_tex_width, font_tex_height, 1, 1, 1,
AbstractTextureFormat::RGBA8, 0);
std::unique_ptr<AbstractTexture> font_tex = CreateTexture(font_tex_config);
if (!font_tex)
{
PanicAlertFmt("Failed to create imgui texture");
return false;
}
font_tex->Load(0, font_tex_width, font_tex_height, font_tex_width, font_tex_pixels,
sizeof(u32) * font_tex_width * font_tex_height);
io.Fonts->TexID = font_tex.get();
m_imgui_textures.push_back(std::move(font_tex));
}
if (!RecompileImGuiPipeline())
return false;
m_imgui_last_frame_time = Common::Timer::GetTimeUs();
BeginImGuiFrame();
return true;
}
bool Renderer::RecompileImGuiPipeline()
{
std::unique_ptr<AbstractShader> vertex_shader = CreateShaderFromSource(
ShaderStage::Vertex, FramebufferShaderGen::GenerateImGuiVertexShader());
std::unique_ptr<AbstractShader> pixel_shader =
CreateShaderFromSource(ShaderStage::Pixel, FramebufferShaderGen::GenerateImGuiPixelShader());
if (!vertex_shader || !pixel_shader)
{
PanicAlertFmt("Failed to compile imgui shaders");
return false;
}
// GS is used to render the UI to both eyes in stereo modes.
std::unique_ptr<AbstractShader> geometry_shader;
if (UseGeometryShaderForUI())
{
geometry_shader = CreateShaderFromSource(
ShaderStage::Geometry, FramebufferShaderGen::GeneratePassthroughGeometryShader(1, 1));
if (!geometry_shader)
{
PanicAlertFmt("Failed to compile imgui geometry shader");
return false;
}
}
AbstractPipelineConfig pconfig = {};
pconfig.vertex_format = m_imgui_vertex_format.get();
pconfig.vertex_shader = vertex_shader.get();
pconfig.geometry_shader = geometry_shader.get();
pconfig.pixel_shader = pixel_shader.get();
pconfig.rasterization_state = RenderState::GetNoCullRasterizationState(PrimitiveType::Triangles);
pconfig.depth_state = RenderState::GetNoDepthTestingDepthState();
pconfig.blending_state = RenderState::GetNoBlendingBlendState();
pconfig.blending_state.blendenable = true;
pconfig.blending_state.srcfactor = SrcBlendFactor::SrcAlpha;
pconfig.blending_state.dstfactor = DstBlendFactor::InvSrcAlpha;
pconfig.blending_state.srcfactoralpha = SrcBlendFactor::Zero;
pconfig.blending_state.dstfactoralpha = DstBlendFactor::One;
pconfig.framebuffer_state.color_texture_format = m_backbuffer_format;
pconfig.framebuffer_state.depth_texture_format = AbstractTextureFormat::Undefined;
pconfig.framebuffer_state.samples = 1;
pconfig.framebuffer_state.per_sample_shading = false;
pconfig.usage = AbstractPipelineUsage::Utility;
m_imgui_pipeline = CreatePipeline(pconfig);
if (!m_imgui_pipeline)
{
PanicAlertFmt("Failed to create imgui pipeline");
return false;
}
return true;
}
void Renderer::ShutdownImGui()
{
ImGui::EndFrame();
ImGui::DestroyContext();
m_imgui_pipeline.reset();
m_imgui_vertex_format.reset();
m_imgui_textures.clear();
}
void Renderer::BeginImGuiFrame()
{
std::unique_lock<std::mutex> imgui_lock(m_imgui_mutex);
const u64 current_time_us = Common::Timer::GetTimeUs();
const u64 time_diff_us = current_time_us - m_imgui_last_frame_time;
const float time_diff_secs = static_cast<float>(time_diff_us / 1000000.0);
m_imgui_last_frame_time = current_time_us;
// Update I/O with window dimensions.
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize =
ImVec2(static_cast<float>(m_backbuffer_width), static_cast<float>(m_backbuffer_height));
io.DeltaTime = time_diff_secs;
ImGui::NewFrame();
}
void Renderer::DrawImGui()
{
ImDrawData* draw_data = ImGui::GetDrawData();
if (!draw_data)
return;
SetViewport(0.0f, 0.0f, static_cast<float>(m_backbuffer_width),
static_cast<float>(m_backbuffer_height), 0.0f, 1.0f);
// Uniform buffer for draws.
struct ImGuiUbo
{
float u_rcp_viewport_size_mul2[2];
float padding[2];
};
ImGuiUbo ubo = {{1.0f / m_backbuffer_width * 2.0f, 1.0f / m_backbuffer_height * 2.0f}};
// Set up common state for drawing.
SetPipeline(m_imgui_pipeline.get());
SetSamplerState(0, RenderState::GetPointSamplerState());
g_vertex_manager->UploadUtilityUniforms(&ubo, sizeof(ubo));
for (int i = 0; i < draw_data->CmdListsCount; i++)
{
const ImDrawList* cmdlist = draw_data->CmdLists[i];
if (cmdlist->VtxBuffer.empty() || cmdlist->IdxBuffer.empty())
return;
u32 base_vertex, base_index;
g_vertex_manager->UploadUtilityVertices(cmdlist->VtxBuffer.Data, sizeof(ImDrawVert),
cmdlist->VtxBuffer.Size, cmdlist->IdxBuffer.Data,
cmdlist->IdxBuffer.Size, &base_vertex, &base_index);
for (const ImDrawCmd& cmd : cmdlist->CmdBuffer)
{
if (cmd.UserCallback)
{
cmd.UserCallback(cmdlist, &cmd);
continue;
}
SetScissorRect(ConvertFramebufferRectangle(
MathUtil::Rectangle<int>(
static_cast<int>(cmd.ClipRect.x), static_cast<int>(cmd.ClipRect.y),
static_cast<int>(cmd.ClipRect.z), static_cast<int>(cmd.ClipRect.w)),
m_current_framebuffer));
SetTexture(0, reinterpret_cast<const AbstractTexture*>(cmd.TextureId));
DrawIndexed(base_index, cmd.ElemCount, base_vertex);
base_index += cmd.ElemCount;
}
}
// Some capture software (such as OBS) hooks SwapBuffers and uses glBlitFramebuffer to copy our
// back buffer just before swap. Because glBlitFramebuffer honors the scissor test, the capture
// itself will be clipped to whatever bounds were last set by ImGui, resulting in a rather useless
// capture whenever any ImGui windows are open. We'll reset the scissor rectangle to the entire
// viewport here to avoid this problem.
SetScissorRect(ConvertFramebufferRectangle(
MathUtil::Rectangle<int>(0, 0, m_backbuffer_width, m_backbuffer_height),
m_current_framebuffer));
}
bool Renderer::UseGeometryShaderForUI() const
{
// OpenGL doesn't render to a 2-layer backbuffer like D3D/Vulkan for quad-buffered stereo,
// instead drawing twice and the eye selected by glDrawBuffer() (see
// OGL::Renderer::RenderXFBToScreen).
return g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer &&
g_ActiveConfig.backend_info.api_type != APIType::OpenGL;
}
std::unique_lock<std::mutex> Renderer::GetImGuiLock()
{
return std::unique_lock<std::mutex>(m_imgui_mutex);
}
void Renderer::BeginUIFrame()
{
if (IsHeadless())
return;
BeginUtilityDrawing();
BindBackbuffer({0.0f, 0.0f, 0.0f, 1.0f});
}
void Renderer::EndUIFrame()
{
{
auto lock = GetImGuiLock();
ImGui::Render();
}
if (!IsHeadless())
{
DrawImGui();
std::lock_guard<std::mutex> guard(m_swap_mutex);
PresentBackbuffer();
EndUtilityDrawing();
}
BeginImGuiFrame();
}
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;
}
// 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.
FlushFrameDump();
if (xfb_addr && fb_width && fb_stride && fb_height)
{
// Get the current XFB from texture cache
MathUtil::Rectangle<int> xfb_rect;
const auto* xfb_entry =
g_texture_cache->GetXFBTexture(xfb_addr, fb_width, fb_height, fb_stride, &xfb_rect);
if (xfb_entry &&
(!g_ActiveConfig.bSkipPresentingDuplicateXFBs || xfb_entry->id != m_last_xfb_id))
{
const bool is_duplicate_frame = xfb_entry->id == m_last_xfb_id;
m_last_xfb_id = xfb_entry->id;
// Since we use the common pipelines here and draw vertices if a batch is currently being
// built by the vertex loader, we end up trampling over its pointer, as we share the buffer
// with the loader, and it has not been unmapped yet. Force a pipeline flush to avoid this.
g_vertex_manager->Flush();
// Render any UI elements to the draw list.
{
auto lock = GetImGuiLock();
DrawDebugText();
OSD::DrawMessages();
ImGui::Render();
}
// Render the XFB to the screen.
BeginUtilityDrawing();
if (!IsHeadless())
{
BindBackbuffer({{0.0f, 0.0f, 0.0f, 1.0f}});
if (!is_duplicate_frame)
UpdateWidescreenHeuristic();
UpdateDrawRectangle();
// Adjust the source rectangle instead of using an oversized viewport to render the XFB.
auto render_target_rc = GetTargetRectangle();
auto render_source_rc = xfb_rect;
AdjustRectanglesToFitBounds(&render_target_rc, &render_source_rc, m_backbuffer_width,
m_backbuffer_height);
RenderXFBToScreen(render_target_rc, xfb_entry->texture.get(), render_source_rc);
DrawImGui();
// Present to the window system.
{
std::lock_guard<std::mutex> guard(m_swap_mutex);
PresentBackbuffer();
}
// Update the window size based on the frame that was just rendered.
// Due to depending on guest state, we need to call this every frame.
SetWindowSize(xfb_rect.GetWidth(), xfb_rect.GetHeight());
}
if (!is_duplicate_frame)
{
m_fps_counter.Update();
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));
if (IsFrameDumping())
DumpCurrentFrame(xfb_entry->texture.get(), xfb_rect, ticks, m_frame_count);
// Begin new frame
m_frame_count++;
g_stats.ResetFrame();
}
g_shader_cache->RetrieveAsyncShaders();
g_vertex_manager->OnEndFrame();
BeginImGuiFrame();
// 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 =
m_fps_counter.GetDeltaTime() * VideoInterface::GetTargetRefreshRate();
// 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;
EndUtilityDrawing();
}
else
{
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
{
Flush();
}
}
void Renderer::RenderXFBToScreen(const MathUtil::Rectangle<int>& target_rc,
const AbstractTexture* source_texture,
const MathUtil::Rectangle<int>& source_rc)
{
if (g_ActiveConfig.stereo_mode == StereoMode::SBS ||
g_ActiveConfig.stereo_mode == StereoMode::TAB)
{
const auto [left_rc, right_rc] = ConvertStereoRectangle(target_rc);
m_post_processor->BlitFromTexture(left_rc, source_rc, source_texture, 0);
m_post_processor->BlitFromTexture(right_rc, source_rc, source_texture, 1);
}
else
{
m_post_processor->BlitFromTexture(target_rc, source_rc, source_texture, 0);
}
}
bool Renderer::IsFrameDumping() const
{
if (m_screenshot_request.IsSet())
return true;
if (SConfig::GetInstance().m_DumpFrames)
return true;
return false;
}
void Renderer::DumpCurrentFrame(const AbstractTexture* src_texture,
const MathUtil::Rectangle<int>& src_rect, u64 ticks,
int frame_number)
{
int source_width = src_rect.GetWidth();
int source_height = src_rect.GetHeight();
int target_width, target_height;
if (!g_ActiveConfig.bInternalResolutionFrameDumps && !IsHeadless())
{
auto target_rect = GetTargetRectangle();
target_width = target_rect.GetWidth();
target_height = target_rect.GetHeight();
}
else
{
std::tie(target_width, target_height) = CalculateOutputDimensions(source_width, source_height);
}
// We only need to render a copy if we need to stretch/scale the XFB copy.
MathUtil::Rectangle<int> copy_rect = src_rect;
if (source_width != target_width || source_height != target_height)
{
if (!CheckFrameDumpRenderTexture(target_width, target_height))
return;
ScaleTexture(m_frame_dump_render_framebuffer.get(), m_frame_dump_render_framebuffer->GetRect(),
src_texture, src_rect);
src_texture = m_frame_dump_render_texture.get();
copy_rect = src_texture->GetRect();
}
if (!CheckFrameDumpReadbackTexture(target_width, target_height))
return;
m_frame_dump_readback_texture->CopyFromTexture(src_texture, copy_rect, 0, 0,
m_frame_dump_readback_texture->GetRect());
m_last_frame_state = m_frame_dump.FetchState(ticks, frame_number);
m_frame_dump_needs_flush = true;
}
bool Renderer::CheckFrameDumpRenderTexture(u32 target_width, u32 target_height)
{
// Ensure framebuffer exists (we lazily allocate it in case frame dumping isn't used).
// Or, resize texture if it isn't large enough to accommodate the current frame.
if (m_frame_dump_render_texture && m_frame_dump_render_texture->GetWidth() == target_width &&
m_frame_dump_render_texture->GetHeight() == target_height)
{
return true;
}
// Recreate texture, but release before creating so we don't temporarily use twice the RAM.
m_frame_dump_render_framebuffer.reset();
m_frame_dump_render_texture.reset();
m_frame_dump_render_texture =
CreateTexture(TextureConfig(target_width, target_height, 1, 1, 1,
AbstractTextureFormat::RGBA8, AbstractTextureFlag_RenderTarget));
if (!m_frame_dump_render_texture)
{
PanicAlertFmt("Failed to allocate frame dump render texture");
return false;
}
m_frame_dump_render_framebuffer = CreateFramebuffer(m_frame_dump_render_texture.get(), nullptr);
ASSERT(m_frame_dump_render_framebuffer);
return true;
}
bool Renderer::CheckFrameDumpReadbackTexture(u32 target_width, u32 target_height)
{
std::unique_ptr<AbstractStagingTexture>& rbtex = m_frame_dump_readback_texture;
if (rbtex && rbtex->GetWidth() == target_width && rbtex->GetHeight() == target_height)
return true;
rbtex.reset();
rbtex = CreateStagingTexture(
StagingTextureType::Readback,
TextureConfig(target_width, target_height, 1, 1, 1, AbstractTextureFormat::RGBA8, 0));
if (!rbtex)
return false;
return true;
}
void Renderer::FlushFrameDump()
{
if (!m_frame_dump_needs_flush)
return;
// Ensure dumping thread is done with output texture before swapping.
FinishFrameData();
std::swap(m_frame_dump_output_texture, m_frame_dump_readback_texture);
// Queue encoding of the last frame dumped.
auto& output = m_frame_dump_output_texture;
output->Flush();
if (output->Map())
{
DumpFrameData(reinterpret_cast<u8*>(output->GetMappedPointer()), output->GetConfig().width,
output->GetConfig().height, static_cast<int>(output->GetMappedStride()));
}
else
{
ERROR_LOG_FMT(VIDEO, "Failed to map texture for dumping.");
}
m_frame_dump_needs_flush = false;
// Shutdown frame dumping if it is no longer active.
if (!IsFrameDumping())
ShutdownFrameDumping();
}
void Renderer::ShutdownFrameDumping()
{
// Ensure the last queued readback has been sent to the encoder.
FlushFrameDump();
if (!m_frame_dump_thread_running.IsSet())
return;
// Ensure previous frame has been encoded.
FinishFrameData();
// Wake thread up, and wait for it to exit.
m_frame_dump_thread_running.Clear();
m_frame_dump_start.Set();
if (m_frame_dump_thread.joinable())
m_frame_dump_thread.join();
m_frame_dump_render_framebuffer.reset();
m_frame_dump_render_texture.reset();
m_frame_dump_readback_texture.reset();
m_frame_dump_output_texture.reset();
}
void Renderer::DumpFrameData(const u8* data, int w, int h, int stride)
{
m_frame_dump_data = FrameDump::FrameData{data, w, h, stride, m_last_frame_state};
if (!m_frame_dump_thread_running.IsSet())
{
if (m_frame_dump_thread.joinable())
m_frame_dump_thread.join();
m_frame_dump_thread_running.Set();
m_frame_dump_thread = std::thread(&Renderer::FrameDumpThreadFunc, this);
}
// Wake worker thread up.
m_frame_dump_start.Set();
m_frame_dump_frame_running = true;
}
void Renderer::FinishFrameData()
{
if (!m_frame_dump_frame_running)
return;
m_frame_dump_done.Wait();
m_frame_dump_frame_running = false;
m_frame_dump_output_texture->Unmap();
}
void Renderer::FrameDumpThreadFunc()
{
Common::SetCurrentThreadName("FrameDumping");
bool dump_to_ffmpeg = !g_ActiveConfig.bDumpFramesAsImages;
bool frame_dump_started = false;
// If Dolphin was compiled without ffmpeg, we only support dumping to images.
#if !defined(HAVE_FFMPEG)
if (dump_to_ffmpeg)
{
WARN_LOG_FMT(VIDEO, "FrameDump: Dolphin was not compiled with FFmpeg, using fallback option. "
"Frames will be saved as PNG images instead.");
dump_to_ffmpeg = false;
}
#endif
while (true)
{
m_frame_dump_start.Wait();
if (!m_frame_dump_thread_running.IsSet())
break;
auto frame = m_frame_dump_data;
// Save screenshot
if (m_screenshot_request.TestAndClear())
{
std::lock_guard<std::mutex> lk(m_screenshot_lock);
if (DumpFrameToPNG(frame, m_screenshot_name))
OSD::AddMessage("Screenshot saved to " + m_screenshot_name);
// Reset settings
m_screenshot_name.clear();
m_screenshot_completed.Set();
}
if (SConfig::GetInstance().m_DumpFrames)
{
if (!frame_dump_started)
{
if (dump_to_ffmpeg)
frame_dump_started = StartFrameDumpToFFMPEG(frame);
else
frame_dump_started = StartFrameDumpToImage(frame);
// Stop frame dumping if we fail to start.
if (!frame_dump_started)
SConfig::GetInstance().m_DumpFrames = false;
}
// If we failed to start frame dumping, don't write a frame.
if (frame_dump_started)
{
if (dump_to_ffmpeg)
DumpFrameToFFMPEG(frame);
else
DumpFrameToImage(frame);
}
}
m_frame_dump_done.Set();
}
if (frame_dump_started)
{
// No additional cleanup is needed when dumping to images.
if (dump_to_ffmpeg)
StopFrameDumpToFFMPEG();
}
}
#if defined(HAVE_FFMPEG)
bool Renderer::StartFrameDumpToFFMPEG(const FrameDump::FrameData& frame)
{
// If dumping started at boot, the start time must be set to the boot time to maintain audio sync.
// TODO: Perhaps we should care about this when starting dumping in the middle of emulation too,
// but it's less important there since the first frame to dump usually gets delivered quickly.
const u64 start_ticks = frame.state.frame_number == 0 ? 0 : frame.state.ticks;
return m_frame_dump.Start(frame.width, frame.height, start_ticks);
}
void Renderer::DumpFrameToFFMPEG(const FrameDump::FrameData& frame)
{
m_frame_dump.AddFrame(frame);
}
void Renderer::StopFrameDumpToFFMPEG()
{
m_frame_dump.Stop();
}
#else
bool Renderer::StartFrameDumpToFFMPEG(const FrameDump::FrameData&)
{
return false;
}
void Renderer::DumpFrameToFFMPEG(const FrameDump::FrameData&)
{
}
void Renderer::StopFrameDumpToFFMPEG()
{
}
#endif // defined(HAVE_FFMPEG)
std::string Renderer::GetFrameDumpNextImageFileName() const
{
return fmt::format("{}framedump_{}.png", File::GetUserPath(D_DUMPFRAMES_IDX),
m_frame_dump_image_counter);
}
bool Renderer::StartFrameDumpToImage(const FrameDump::FrameData&)
{
m_frame_dump_image_counter = 1;
if (!SConfig::GetInstance().m_DumpFramesSilent)
{
// Only check for the presence of the first image to confirm overwriting.
// A previous run will always have at least one image, and it's safe to assume that if the user
// has allowed the first image to be overwritten, this will apply any remaining images as well.
std::string filename = GetFrameDumpNextImageFileName();
if (File::Exists(filename))
{
if (!AskYesNoFmtT("Frame dump image(s) '{0}' already exists. Overwrite?", filename))
return false;
}
}
return true;
}
void Renderer::DumpFrameToImage(const FrameDump::FrameData& frame)
{
DumpFrameToPNG(frame, GetFrameDumpNextImageFileName());
m_frame_dump_image_counter++;
}
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);
if (p.GetMode() == PointerWrap::MODE_READ)
{
// Force the next xfb to be displayed.
m_last_xfb_id = std::numeric_limits<u64>::max();
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)
m_frame_dump.DoState(p);
#endif
}
std::unique_ptr<VideoCommon::AsyncShaderCompiler> Renderer::CreateAsyncShaderCompiler()
{
return std::make_unique<VideoCommon::AsyncShaderCompiler>();
}