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https://github.com/yuzu-emu/yuzu.git
synced 2024-07-04 23:31:19 +01:00
video_core: Move FramebufferInfo to FramebufferConfig in GPU.
This commit is contained in:
parent
c6362543d4
commit
bfe45774f1
8 changed files with 77 additions and 69 deletions
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@ -26,14 +26,14 @@ void nvdisp_disp0::flip(u32 buffer_handle, u32 offset, u32 format, u32 width, u3
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"Drawing from address %lx offset %08X Width %u Height %u Stride %u Format %u", addr,
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"Drawing from address %lx offset %08X Width %u Height %u Stride %u Format %u", addr,
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offset, width, height, stride, format);
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offset, width, height, stride, format);
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using PixelFormat = RendererBase::FramebufferInfo::PixelFormat;
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using PixelFormat = Tegra::FramebufferConfig::PixelFormat;
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using Flags = NVFlinger::BufferQueue::BufferTransformFlags;
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using Flags = NVFlinger::BufferQueue::BufferTransformFlags;
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const bool flip_vertical = static_cast<u32>(transform) & static_cast<u32>(Flags::FlipV);
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const bool flip_vertical = static_cast<u32>(transform) & static_cast<u32>(Flags::FlipV);
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const RendererBase::FramebufferInfo framebuffer_info{
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const Tegra::FramebufferConfig framebuffer{
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addr, offset, width, height, stride, static_cast<PixelFormat>(format), flip_vertical};
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addr, offset, width, height, stride, static_cast<PixelFormat>(format), flip_vertical};
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Core::System::GetInstance().perf_stats.EndGameFrame();
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Core::System::GetInstance().perf_stats.EndGameFrame();
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VideoCore::g_renderer->SwapBuffers(framebuffer_info);
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VideoCore::g_renderer->SwapBuffers(framebuffer);
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}
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}
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} // namespace Devices
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} // namespace Devices
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@ -12,6 +12,35 @@
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namespace Tegra {
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namespace Tegra {
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/**
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* Struct describing framebuffer configuration
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*/
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struct FramebufferConfig {
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enum class PixelFormat : u32 {
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ABGR8 = 1,
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};
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/**
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* Returns the number of bytes per pixel.
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*/
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static u32 BytesPerPixel(PixelFormat format) {
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switch (format) {
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case PixelFormat::ABGR8:
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return 4;
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}
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UNREACHABLE();
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}
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VAddr address;
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u32 offset;
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u32 width;
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u32 height;
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u32 stride;
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PixelFormat pixel_format;
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bool flip_vertical;
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};
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namespace Engines {
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namespace Engines {
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class Fermi2D;
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class Fermi2D;
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class Maxwell3D;
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class Maxwell3D;
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@ -5,6 +5,7 @@
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#pragma once
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#pragma once
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#include "common/common_types.h"
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#include "common/common_types.h"
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#include "video_core/gpu.h"
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struct ScreenInfo;
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struct ScreenInfo;
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@ -49,7 +50,8 @@ public:
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}
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}
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/// Attempt to use a faster method to display the framebuffer to screen
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/// Attempt to use a faster method to display the framebuffer to screen
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virtual bool AccelerateDisplay(const void* config, PAddr framebuffer_addr, u32 pixel_stride,
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virtual bool AccelerateDisplay(const Tegra::FramebufferConfig& framebuffer,
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PAddr framebuffer_addr, u32 pixel_stride,
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ScreenInfo& screen_info) {
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ScreenInfo& screen_info) {
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return false;
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return false;
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}
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}
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@ -8,6 +8,7 @@
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#include <boost/optional.hpp>
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#include <boost/optional.hpp>
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#include "common/assert.h"
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#include "common/assert.h"
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#include "common/common_types.h"
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#include "common/common_types.h"
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#include "video_core/gpu.h"
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#include "video_core/rasterizer_interface.h"
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#include "video_core/rasterizer_interface.h"
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class EmuWindow;
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class EmuWindow;
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@ -17,40 +18,10 @@ public:
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/// Used to reference a framebuffer
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/// Used to reference a framebuffer
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enum kFramebuffer { kFramebuffer_VirtualXFB = 0, kFramebuffer_EFB, kFramebuffer_Texture };
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enum kFramebuffer { kFramebuffer_VirtualXFB = 0, kFramebuffer_EFB, kFramebuffer_Texture };
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/**
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* Struct describing framebuffer metadata
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* TODO(bunnei): This struct belongs in the GPU code, but we don't have a good place for it yet.
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*/
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struct FramebufferInfo {
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enum class PixelFormat : u32 {
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ABGR8 = 1,
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};
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/**
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* Returns the number of bytes per pixel.
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*/
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static u32 BytesPerPixel(PixelFormat format) {
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switch (format) {
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case PixelFormat::ABGR8:
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return 4;
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}
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UNREACHABLE();
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}
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VAddr address;
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u32 offset;
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u32 width;
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u32 height;
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u32 stride;
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PixelFormat pixel_format;
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bool flip_vertical;
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};
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virtual ~RendererBase() {}
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virtual ~RendererBase() {}
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/// Swap buffers (render frame)
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/// Swap buffers (render frame)
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virtual void SwapBuffers(boost::optional<const FramebufferInfo&> framebuffer_info) = 0;
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virtual void SwapBuffers(boost::optional<const Tegra::FramebufferConfig&> framebuffer) = 0;
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/**
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/**
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* Set the emulator window to use for renderer
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* Set the emulator window to use for renderer
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@ -226,8 +226,9 @@ bool RasterizerOpenGL::AccelerateFill(const void* config) {
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return true;
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return true;
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}
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}
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bool RasterizerOpenGL::AccelerateDisplay(const void* config, PAddr framebuffer_addr,
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bool RasterizerOpenGL::AccelerateDisplay(const Tegra::FramebufferConfig& framebuffer,
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u32 pixel_stride, ScreenInfo& screen_info) {
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PAddr framebuffer_addr, u32 pixel_stride,
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ScreenInfo& screen_info) {
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ASSERT_MSG(false, "Unimplemented");
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ASSERT_MSG(false, "Unimplemented");
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return true;
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return true;
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}
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}
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@ -38,8 +38,8 @@ public:
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bool AccelerateDisplayTransfer(const void* config) override;
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bool AccelerateDisplayTransfer(const void* config) override;
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bool AccelerateTextureCopy(const void* config) override;
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bool AccelerateTextureCopy(const void* config) override;
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bool AccelerateFill(const void* config) override;
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bool AccelerateFill(const void* config) override;
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bool AccelerateDisplay(const void* config, PAddr framebuffer_addr, u32 pixel_stride,
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bool AccelerateDisplay(const Tegra::FramebufferConfig& framebuffer, PAddr framebuffer_addr,
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ScreenInfo& screen_info) override;
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u32 pixel_stride, ScreenInfo& screen_info) override;
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bool AccelerateDrawBatch(bool is_indexed) override;
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bool AccelerateDrawBatch(bool is_indexed) override;
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/// OpenGL shader generated for a given Maxwell register state
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/// OpenGL shader generated for a given Maxwell register state
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@ -98,22 +98,22 @@ RendererOpenGL::RendererOpenGL() = default;
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RendererOpenGL::~RendererOpenGL() = default;
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RendererOpenGL::~RendererOpenGL() = default;
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/// Swap buffers (render frame)
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/// Swap buffers (render frame)
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void RendererOpenGL::SwapBuffers(boost::optional<const FramebufferInfo&> framebuffer_info) {
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void RendererOpenGL::SwapBuffers(boost::optional<const Tegra::FramebufferConfig&> framebuffer) {
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// Maintain the rasterizer's state as a priority
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// Maintain the rasterizer's state as a priority
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OpenGLState prev_state = OpenGLState::GetCurState();
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OpenGLState prev_state = OpenGLState::GetCurState();
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state.Apply();
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state.Apply();
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if (framebuffer_info != boost::none) {
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if (framebuffer != boost::none) {
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// If framebuffer_info is provided, reload it from memory to a texture
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// If framebuffer is provided, reload it from memory to a texture
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if (screen_info.texture.width != (GLsizei)framebuffer_info->width ||
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if (screen_info.texture.width != (GLsizei)framebuffer->width ||
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screen_info.texture.height != (GLsizei)framebuffer_info->height ||
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screen_info.texture.height != (GLsizei)framebuffer->height ||
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screen_info.texture.pixel_format != framebuffer_info->pixel_format) {
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screen_info.texture.pixel_format != framebuffer->pixel_format) {
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// Reallocate texture if the framebuffer size has changed.
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// Reallocate texture if the framebuffer size has changed.
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// This is expected to not happen very often and hence should not be a
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// This is expected to not happen very often and hence should not be a
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// performance problem.
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// performance problem.
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ConfigureFramebufferTexture(screen_info.texture, *framebuffer_info);
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ConfigureFramebufferTexture(screen_info.texture, *framebuffer);
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}
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}
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LoadFBToScreenInfo(*framebuffer_info, screen_info);
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LoadFBToScreenInfo(*framebuffer, screen_info);
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}
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}
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DrawScreens();
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DrawScreens();
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@ -245,43 +245,47 @@ static void MortonCopyPixels128(u32 width, u32 height, u32 bytes_per_pixel, u32
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/**
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/**
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* Loads framebuffer from emulated memory into the active OpenGL texture.
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* Loads framebuffer from emulated memory into the active OpenGL texture.
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*/
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*/
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void RendererOpenGL::LoadFBToScreenInfo(const FramebufferInfo& framebuffer_info,
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void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer,
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ScreenInfo& screen_info) {
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ScreenInfo& screen_info) {
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const u32 bpp{FramebufferInfo::BytesPerPixel(framebuffer_info.pixel_format)};
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const u32 bpp{Tegra::FramebufferConfig::BytesPerPixel(framebuffer.pixel_format)};
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const u32 size_in_bytes{framebuffer_info.stride * framebuffer_info.height * bpp};
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const u32 size_in_bytes{framebuffer.stride * framebuffer.height * bpp};
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const VAddr framebuffer_addr{framebuffer.address};
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const size_t pixel_stride{framebuffer.stride / bpp};
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MortonCopyPixels128(framebuffer_info.width, framebuffer_info.height, bpp, 4,
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// OpenGL only supports specifying a stride in units of pixels, not bytes, unfortunately
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Memory::GetPointer(framebuffer_info.address), gl_framebuffer_data.data(),
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ASSERT(pixel_stride * bpp == framebuffer.stride);
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true);
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MortonCopyPixels128(framebuffer.width, framebuffer.height, bpp, 4,
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Memory::GetPointer(framebuffer.address), gl_framebuffer_data.data(), true);
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LOG_TRACE(Render_OpenGL, "0x%08x bytes from 0x%llx(%dx%d), fmt %x", size_in_bytes,
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LOG_TRACE(Render_OpenGL, "0x%08x bytes from 0x%llx(%dx%d), fmt %x", size_in_bytes,
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framebuffer_info.address, framebuffer_info.width, framebuffer_info.height,
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framebuffer.address, framebuffer.width, framebuffer.height,
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(int)framebuffer_info.pixel_format);
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(int)framebuffer.pixel_format);
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// Ensure no bad interactions with GL_UNPACK_ALIGNMENT, which by default
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// Ensure no bad interactions with GL_UNPACK_ALIGNMENT, which by default
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// only allows rows to have a memory alignement of 4.
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// only allows rows to have a memory alignement of 4.
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ASSERT(framebuffer_info.stride % 4 == 0);
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ASSERT(framebuffer.stride % 4 == 0);
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framebuffer_flip_vertical = framebuffer_info.flip_vertical;
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framebuffer_flip_vertical = framebuffer.flip_vertical;
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// Reset the screen info's display texture to its own permanent texture
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// Reset the screen info's display texture to its own permanent texture
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screen_info.display_texture = screen_info.texture.resource.handle;
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screen_info.display_texture = screen_info.texture.resource.handle;
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screen_info.display_texcoords = MathUtil::Rectangle<float>(0.f, 0.f, 1.f, 1.f);
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screen_info.display_texcoords = MathUtil::Rectangle<float>(0.f, 0.f, 1.f, 1.f);
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// Memory::RasterizerFlushRegion(framebuffer_info.address, size_in_bytes);
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Rasterizer()->FlushRegion(framebuffer.address, size_in_bytes);
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state.texture_units[0].texture_2d = screen_info.texture.resource.handle;
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state.texture_units[0].texture_2d = screen_info.texture.resource.handle;
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state.Apply();
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state.Apply();
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint)framebuffer_info.stride);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint)framebuffer.stride);
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// Update existing texture
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// Update existing texture
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// TODO: Test what happens on hardware when you change the framebuffer dimensions so that
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// TODO: Test what happens on hardware when you change the framebuffer dimensions so that
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// they differ from the LCD resolution.
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// they differ from the LCD resolution.
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// TODO: Applications could theoretically crash Citra here by specifying too large
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// TODO: Applications could theoretically crash Citra here by specifying too large
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// framebuffer sizes. We should make sure that this cannot happen.
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// framebuffer sizes. We should make sure that this cannot happen.
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, framebuffer_info.width, framebuffer_info.height,
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, framebuffer.width, framebuffer.height,
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screen_info.texture.gl_format, screen_info.texture.gl_type,
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screen_info.texture.gl_format, screen_info.texture.gl_type,
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gl_framebuffer_data.data());
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gl_framebuffer_data.data());
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@ -372,14 +376,14 @@ void RendererOpenGL::InitOpenGLObjects() {
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}
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}
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void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
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void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
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const FramebufferInfo& framebuffer_info) {
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const Tegra::FramebufferConfig& framebuffer) {
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texture.width = framebuffer_info.width;
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texture.width = framebuffer.width;
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texture.height = framebuffer_info.height;
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texture.height = framebuffer.height;
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GLint internal_format;
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GLint internal_format;
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switch (framebuffer_info.pixel_format) {
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switch (framebuffer.pixel_format) {
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case FramebufferInfo::PixelFormat::ABGR8:
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case Tegra::FramebufferConfig::PixelFormat::ABGR8:
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// Use RGBA8 and swap in the fragment shader
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// Use RGBA8 and swap in the fragment shader
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internal_format = GL_RGBA;
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internal_format = GL_RGBA;
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texture.gl_format = GL_RGBA;
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texture.gl_format = GL_RGBA;
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@ -21,7 +21,7 @@ struct TextureInfo {
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GLsizei height;
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GLsizei height;
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GLenum gl_format;
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GLenum gl_format;
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GLenum gl_type;
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GLenum gl_type;
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RendererBase::FramebufferInfo::PixelFormat pixel_format;
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Tegra::FramebufferConfig::PixelFormat pixel_format;
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};
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};
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/// Structure used for storing information about the display target for each 3DS screen
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/// Structure used for storing information about the display target for each 3DS screen
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~RendererOpenGL() override;
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~RendererOpenGL() override;
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/// Swap buffers (render frame)
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/// Swap buffers (render frame)
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void SwapBuffers(boost::optional<const FramebufferInfo&> framebuffer_info) override;
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void SwapBuffers(boost::optional<const Tegra::FramebufferConfig&> framebuffer) override;
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/**
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/**
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* Set the emulator window to use for renderer
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* Set the emulator window to use for renderer
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private:
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private:
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void InitOpenGLObjects();
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void InitOpenGLObjects();
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void ConfigureFramebufferTexture(TextureInfo& texture, const FramebufferInfo& framebuffer_info);
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void ConfigureFramebufferTexture(TextureInfo& texture,
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const Tegra::FramebufferConfig& framebuffer);
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void DrawScreens();
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void DrawScreens();
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void DrawSingleScreen(const ScreenInfo& screen_info, float x, float y, float w, float h);
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void DrawSingleScreen(const ScreenInfo& screen_info, float x, float y, float w, float h);
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void UpdateFramerate();
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void UpdateFramerate();
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// Loads framebuffer from emulated memory into the display information structure
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// Loads framebuffer from emulated memory into the display information structure
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void LoadFBToScreenInfo(const FramebufferInfo& framebuffer_info, ScreenInfo& screen_info);
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void LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer, ScreenInfo& screen_info);
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// Fills active OpenGL texture with the given RGBA color.
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// Fills active OpenGL texture with the given RGBA color.
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void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, u8 color_a,
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void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, u8 color_a,
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const TextureInfo& texture);
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const TextureInfo& texture);
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