dolphin/Source/Core/VideoCommon/RenderBase.cpp
Techjar 56c818b3d8 VideoCommon/RenderBase: Reset scissor rectangle after ImGui rendering
This fixes the problem where OBS game capture only grabs the region
inside an ImGui window whenever one is open, when using the OpenGL
backend. Shouldn't have any negative effects, as the scissor would've
been something completely arbitrary anyways.

This may affect other capture software that uses the same hooking
method, but I've only tested OBS.
2019-06-15 07:12:17 -04:00

1683 lines
54 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 "imgui.h"
#include "Common/Assert.h"
#include "Common/CommonTypes.h"
#include "Common/Config/Config.h"
#include "Common/Event.h"
#include "Common/FileUtil.h"
#include "Common/Flag.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/Analytics.h"
#include "Core/Config/NetplaySettings.h"
#include "Core/Config/SYSCONFSettings.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "Core/FifoPlayer/FifoRecorder.h"
#include "Core/HW/SystemTimers.h"
#include "Core/HW/VideoInterface.h"
#include "Core/Host.h"
#include "Core/Movie.h"
#include "VideoCommon/AVIDump.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/FramebufferManager.h"
#include "VideoCommon/ImageWrite.h"
#include "VideoCommon/NetPlayChatUI.h"
#include "VideoCommon/NetPlayGolfUI.h"
#include "VideoCommon/OnScreenDisplay.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/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));
}
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)
{
UpdateActiveConfig();
UpdateDrawRectangle();
CalculateTargetSize();
m_aspect_wide = SConfig::GetInstance().bWii && Config::Get(Config::SYSCONF_WIDESCREEN);
}
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()
{
// 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 == PEControl::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 == PEControl::RGBA6_Z24)
{
color = RGBA8ToRGBA6ToRGBA8(color);
}
else if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16)
{
color = RGBA8ToRGB565ToRGBA8(color);
}
if (bpmem.zcontrol.pixel_format != PEControl::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;
u32 ret = 0;
if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16)
{
// if Z is in 16 bit format you must return a 16 bit integer
ret = std::clamp<u32>(static_cast<u32>(depth * 65536.0f), 0, 0xFFFF);
}
else
{
ret = std::clamp<u32>(static_cast<u32>(depth * 16777216.0f), 0, 0xFFFFFF);
}
return ret;
}
}
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;
int new_efb_width = 0;
int new_efb_height = 0;
std::tie(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(const std::string& filename, bool wait_for_completion)
{
// We must not hold the lock while waiting for the screenshot to complete.
{
std::lock_guard<std::mutex> lk(m_screenshot_lock);
m_screenshot_name = filename;
m_screenshot_request.Set();
}
if (wait_for_completion)
{
// This is currently only used by Android, and it was using a wait time of 2 seconds.
m_screenshot_completed.WaitFor(std::chrono::seconds(2));
}
}
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();
// 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);
// 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);
WaitForGPUIdle();
SetPipeline(nullptr);
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();
}
}
// 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)
Statistics::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)
Statistics::DisplayProj();
}
float Renderer::CalculateDrawAspectRatio() const
{
if (g_ActiveConfig.aspect_mode == AspectMode::Stretch)
{
// If stretch is enabled, we prefer the aspect ratio of the window.
return (static_cast<float>(m_backbuffer_width) / static_cast<float>(m_backbuffer_height));
}
// The rendering window aspect ratio as a proportion of the 4:3 or 16:9 ratio
if (g_ActiveConfig.aspect_mode == AspectMode::AnalogWide ||
(g_ActiveConfig.aspect_mode != AspectMode::Analog && m_aspect_wide))
{
return AspectToWidescreen(VideoInterface::GetAspectRatio());
}
else
{
return VideoInterface::GetAspectRatio();
}
}
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->right -= offset;
source_rect->right -= 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 = g_renderer->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)
{
return ConvertFramebufferRectangle(rect, framebuffer->GetWidth(), framebuffer->GetHeight());
}
MathUtil::Rectangle<int> Renderer::ConvertFramebufferRectangle(const MathUtil::Rectangle<int>& rect,
u32 fb_width, u32 fb_height)
{
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)
{
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()
{
// The rendering window size
const float win_width = static_cast<float>(m_backbuffer_width);
const float win_height = static_cast<float>(m_backbuffer_height);
// 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_aspect_wide)
source_aspect = AspectToWidescreen(source_aspect);
float target_aspect = 0.0f;
switch (g_ActiveConfig.aspect_mode)
{
case AspectMode::Stretch:
target_aspect = win_width / win_height;
break;
case AspectMode::Analog:
target_aspect = VideoInterface::GetAspectRatio();
break;
case AspectMode::AnalogWide:
target_aspect = AspectToWidescreen(VideoInterface::GetAspectRatio());
break;
case AspectMode::Auto:
default:
target_aspect = source_aspect;
break;
}
float adjust = source_aspect / target_aspect;
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;
}
float draw_width, draw_height, crop_width, crop_height;
// get the picture aspect ratio
draw_width = crop_width = CalculateDrawAspectRatio();
draw_height = crop_height = 1;
// crop the picture to a standard aspect ratio
if (g_ActiveConfig.bCrop && g_ActiveConfig.aspect_mode != AspectMode::Stretch)
{
float expected_aspect = (g_ActiveConfig.aspect_mode == AspectMode::AnalogWide ||
(g_ActiveConfig.aspect_mode != AspectMode::Analog && m_aspect_wide)) ?
(16.0f / 9.0f) :
(4.0f / 3.0f);
if (crop_width / crop_height >= expected_aspect)
{
// the picture is flatter than it should be
crop_width = crop_height * expected_aspect;
}
else
{
// the picture is skinnier than it should be
crop_height = crop_width / expected_aspect;
}
}
// 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)
{
std::tie(width, height) = CalculateOutputDimensions(width, height);
// Track the last values of width/height to avoid sending a window resize event every frame.
if (width != m_last_window_request_width || height != m_last_window_request_height)
{
m_last_window_request_width = width;
m_last_window_request_height = height;
Host_RequestRenderWindowSize(width, height);
}
}
std::tuple<int, int> Renderer::CalculateOutputDimensions(int width, int height)
{
width = std::max(width, 1);
height = std::max(height, 1);
float scaled_width, scaled_height;
std::tie(scaled_width, scaled_height) = ScaleToDisplayAspectRatio(width, height);
if (g_ActiveConfig.bCrop)
{
// Force 4:3 or 16:9 by cropping the image.
float current_aspect = scaled_width / scaled_height;
float expected_aspect = (g_ActiveConfig.aspect_mode == AspectMode::AnalogWide ||
(g_ActiveConfig.aspect_mode != AspectMode::Analog && m_aspect_wide)) ?
(16.0f / 9.0f) :
(4.0f / 3.0f);
if (current_aspect > expected_aspect)
{
// keep height, crop width
scaled_width = scaled_height * expected_aspect;
}
else
{
// keep width, crop height
scaled_height = scaled_width / expected_aspect;
}
}
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()
{
bool wasRecording = g_bRecordFifoData;
g_bRecordFifoData = FifoRecorder::GetInstance().IsRecording();
if (g_bRecordFifoData)
{
if (!wasRecording)
{
RecordVideoMemory();
}
FifoRecorder::GetInstance().EndFrame(CommandProcessor::fifo.CPBase,
CommandProcessor::fifo.CPEnd);
}
}
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);
}
static std::string GenerateImGuiVertexShader()
{
const APIType api_type = g_ActiveConfig.backend_info.api_type;
std::stringstream ss;
// Uniform buffer contains the viewport size, and we transform in the vertex shader.
if (api_type == APIType::D3D)
ss << "cbuffer PSBlock : register(b0) {\n";
else if (api_type == APIType::OpenGL)
ss << "UBO_BINDING(std140, 1) uniform PSBlock {\n";
else if (api_type == APIType::Vulkan)
ss << "UBO_BINDING(std140, 1) uniform PSBlock {\n";
ss << "float2 u_rcp_viewport_size_mul2;\n";
ss << "};\n";
if (api_type == APIType::D3D)
{
ss << "void main(in float2 rawpos : POSITION,\n"
<< " in float2 rawtex0 : TEXCOORD,\n"
<< " in float4 rawcolor0 : COLOR,\n"
<< " out float2 frag_uv : TEXCOORD,\n"
<< " out float4 frag_color : COLOR,\n"
<< " out float4 out_pos : SV_Position)\n";
}
else
{
ss << "ATTRIBUTE_LOCATION(" << SHADER_POSITION_ATTRIB << ") in float2 rawpos;\n"
<< "ATTRIBUTE_LOCATION(" << SHADER_TEXTURE0_ATTRIB << ") in float2 rawtex0;\n"
<< "ATTRIBUTE_LOCATION(" << SHADER_COLOR0_ATTRIB << ") in float4 rawcolor0;\n"
<< "VARYING_LOCATION(0) out float2 frag_uv;\n"
<< "VARYING_LOCATION(1) out float4 frag_color;\n"
<< "void main()\n";
}
ss << "{\n"
<< " frag_uv = rawtex0;\n"
<< " frag_color = rawcolor0;\n";
ss << " " << (api_type == APIType::D3D ? "out_pos" : "gl_Position")
<< "= float4(rawpos.x * u_rcp_viewport_size_mul2.x - 1.0, 1.0 - rawpos.y * "
"u_rcp_viewport_size_mul2.y, 0.0, 1.0);\n";
// Clip-space is flipped in Vulkan
if (api_type == APIType::Vulkan)
ss << " gl_Position.y = -gl_Position.y;\n";
ss << "}\n";
return ss.str();
}
static std::string GenerateImGuiPixelShader()
{
const APIType api_type = g_ActiveConfig.backend_info.api_type;
std::stringstream ss;
if (api_type == APIType::D3D)
{
ss << "Texture2DArray tex0 : register(t0);\n"
<< "SamplerState samp0 : register(s0);\n"
<< "void main(in float2 frag_uv : TEXCOORD,\n"
<< " in float4 frag_color : COLOR,\n"
<< " out float4 ocol0 : SV_Target)\n";
}
else
{
ss << "SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n"
<< "VARYING_LOCATION(0) in float2 frag_uv; \n"
<< "VARYING_LOCATION(1) in float4 frag_color;\n"
<< "FRAGMENT_OUTPUT_LOCATION(0) out float4 ocol0;\n"
<< "void main()\n";
}
ss << "{\n";
if (api_type == APIType::D3D)
ss << " ocol0 = tex0.Sample(samp0, float3(frag_uv, 0.0)) * frag_color;\n";
else
ss << " ocol0 = texture(samp0, float3(frag_uv, 0.0)) * frag_color;\n";
ss << "}\n";
return ss.str();
}
bool Renderer::InitializeImGui()
{
if (!ImGui::CreateContext())
{
PanicAlert("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)
{
PanicAlert("Failed to create imgui vertex format");
return false;
}
const std::string vertex_shader_source = GenerateImGuiVertexShader();
const std::string pixel_shader_source = GenerateImGuiPixelShader();
std::unique_ptr<AbstractShader> vertex_shader =
CreateShaderFromSource(ShaderStage::Vertex, vertex_shader_source);
std::unique_ptr<AbstractShader> pixel_shader =
CreateShaderFromSource(ShaderStage::Pixel, pixel_shader_source);
if (!vertex_shader || !pixel_shader)
{
PanicAlert("Failed to compile imgui shaders");
return false;
}
AbstractPipelineConfig pconfig = {};
pconfig.vertex_format = m_imgui_vertex_format.get();
pconfig.vertex_shader = vertex_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 = BlendMode::SRCALPHA;
pconfig.blending_state.dstfactor = BlendMode::INVSRCALPHA;
pconfig.blending_state.srcfactoralpha = BlendMode::ZERO;
pconfig.blending_state.dstfactoralpha = BlendMode::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 = g_renderer->CreatePipeline(pconfig);
if (!m_imgui_pipeline)
{
PanicAlert("Failed to create imgui pipeline");
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)
{
PanicAlert("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));
}
m_imgui_last_frame_time = Common::Timer::GetTimeUs();
BeginImGuiFrame();
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));
}
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::Swap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u64 ticks)
{
const AspectMode suggested = g_ActiveConfig.suggested_aspect_mode;
if (suggested == AspectMode::Analog || suggested == AspectMode::AnalogWide)
{
m_aspect_wide = suggested == AspectMode::AnalogWide;
}
else if (SConfig::GetInstance().bWii)
{
m_aspect_wide = Config::Get(Config::SYSCONF_WIDESCREEN);
}
else
{
// Heuristic to detect if a GameCube game is in 16:9 anamorphic widescreen mode.
size_t flush_count_4_3, flush_count_anamorphic;
std::tie(flush_count_4_3, flush_count_anamorphic) =
g_vertex_manager->ResetFlushAspectRatioCount();
size_t flush_total = flush_count_4_3 + flush_count_anamorphic;
// 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.
if (m_aspect_wide)
m_aspect_wide = !(flush_count_4_3 > 0.75 * flush_total);
else
m_aspect_wide = flush_count_anamorphic > 0.75 * flush_total;
}
// 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 && 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}});
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, &xfb_rect, 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());
}
m_fps_counter.Update();
DolphinAnalytics::PerformanceSample perf_sample;
perf_sample.speed_ratio = SystemTimers::GetEstimatedEmulationPerformance();
perf_sample.num_prims = stats.thisFrame.numPrims + stats.thisFrame.numDLPrims;
perf_sample.num_draw_calls = stats.thisFrame.numDrawCalls;
DolphinAnalytics::Instance()->ReportPerformanceInfo(std::move(perf_sample));
if (IsFrameDumping())
DumpCurrentFrame(xfb_entry->texture.get(), xfb_rect, ticks);
// Begin new frame
m_frame_count++;
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();
// 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();
// Remove stale EFB/XFB copies.
g_texture_cache->Cleanup(m_frame_count);
// Handle any config changes, this gets propogated to the backend.
CheckForConfigChanges();
g_Config.iSaveTargetId = 0;
EndUtilityDrawing();
Core::Callback_VideoCopiedToXFB(true);
}
else
{
Flush();
}
// Update our last xfb values
m_last_xfb_width = (fb_width < 1 || fb_width > MAX_XFB_WIDTH) ? MAX_XFB_WIDTH : fb_width;
m_last_xfb_height = (fb_height < 1 || fb_height > MAX_XFB_HEIGHT) ? MAX_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)
{
MathUtil::Rectangle<int> left_rc, right_rc;
std::tie(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()
{
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 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();
}
// Index 0 was just sent to AVI dump. Swap with the second texture.
if (m_frame_dump_readback_textures[0])
std::swap(m_frame_dump_readback_textures[0], m_frame_dump_readback_textures[1]);
if (!CheckFrameDumpReadbackTexture(target_width, target_height))
return;
m_frame_dump_readback_textures[0]->CopyFromTexture(src_texture, copy_rect, 0, 0,
m_frame_dump_readback_textures[0]->GetRect());
m_last_frame_state = AVIDump::FetchState(ticks);
m_last_frame_exported = 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)
{
PanicAlert("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_textures[0];
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_last_frame_exported)
return;
// Ensure the previously-queued frame was encoded.
FinishFrameData();
// Queue encoding of the last frame dumped.
std::unique_ptr<AbstractStagingTexture>& rbtex = m_frame_dump_readback_textures[0];
rbtex->Flush();
if (rbtex->Map())
{
DumpFrameData(reinterpret_cast<u8*>(rbtex->GetMappedPointer()), rbtex->GetConfig().width,
rbtex->GetConfig().height, static_cast<int>(rbtex->GetMappedStride()),
m_last_frame_state);
rbtex->Unmap();
}
m_last_frame_exported = 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();
for (auto& tex : m_frame_dump_readback_textures)
tex.reset();
}
void Renderer::DumpFrameData(const u8* data, int w, int h, int stride, const AVIDump::Frame& state)
{
m_frame_dump_config = FrameDumpConfig{data, w, h, stride, 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::RunFrameDumps, 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;
}
void Renderer::RunFrameDumps()
{
Common::SetCurrentThreadName("FrameDumping");
bool dump_to_avi = !g_ActiveConfig.bDumpFramesAsImages;
bool frame_dump_started = false;
// If Dolphin was compiled without libav, we only support dumping to images.
#if !defined(HAVE_FFMPEG)
if (dump_to_avi)
{
WARN_LOG(VIDEO, "AVI frame dump requested, but Dolphin was compiled without libav. "
"Frame dump will be saved as images instead.");
dump_to_avi = false;
}
#endif
while (true)
{
m_frame_dump_start.Wait();
if (!m_frame_dump_thread_running.IsSet())
break;
auto config = m_frame_dump_config;
// Save screenshot
if (m_screenshot_request.TestAndClear())
{
std::lock_guard<std::mutex> lk(m_screenshot_lock);
if (TextureToPng(config.data, config.stride, m_screenshot_name, config.width, config.height,
false))
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_avi)
frame_dump_started = StartFrameDumpToAVI(config);
else
frame_dump_started = StartFrameDumpToImage(config);
// 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_avi)
DumpFrameToAVI(config);
else
DumpFrameToImage(config);
}
}
m_frame_dump_done.Set();
}
if (frame_dump_started)
{
// No additional cleanup is needed when dumping to images.
if (dump_to_avi)
StopFrameDumpToAVI();
}
}
#if defined(HAVE_FFMPEG)
bool Renderer::StartFrameDumpToAVI(const FrameDumpConfig& config)
{
return AVIDump::Start(config.width, config.height);
}
void Renderer::DumpFrameToAVI(const FrameDumpConfig& config)
{
AVIDump::AddFrame(config.data, config.width, config.height, config.stride, config.state);
}
void Renderer::StopFrameDumpToAVI()
{
AVIDump::Stop();
}
#else
bool Renderer::StartFrameDumpToAVI(const FrameDumpConfig& config)
{
return false;
}
void Renderer::DumpFrameToAVI(const FrameDumpConfig& config)
{
}
void Renderer::StopFrameDumpToAVI()
{
}
#endif // defined(HAVE_FFMPEG)
std::string Renderer::GetFrameDumpNextImageFileName() const
{
return StringFromFormat("%sframedump_%u.png", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(),
m_frame_dump_image_counter);
}
bool Renderer::StartFrameDumpToImage(const FrameDumpConfig& config)
{
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 (!AskYesNoT("Frame dump image(s) '%s' already exists. Overwrite?", filename.c_str()))
return false;
}
}
return true;
}
void Renderer::DumpFrameToImage(const FrameDumpConfig& config)
{
std::string filename = GetFrameDumpNextImageFileName();
TextureToPng(config.data, config.stride, filename, config.width, config.height, false);
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.type != ZTEXTURE_DISABLE && !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;
}
std::unique_ptr<VideoCommon::AsyncShaderCompiler> Renderer::CreateAsyncShaderCompiler()
{
return std::make_unique<VideoCommon::AsyncShaderCompiler>();
}