Files
pcsx2/pcsx2/GS/Renderers/Common/GSRenderer.cpp
T
2022-12-22 04:27:30 +00:00

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36 KiB
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/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2021 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "PrecompiledHeader.h"
#include "GSRenderer.h"
#include "GS/GSCapture.h"
#include "GS/GSGL.h"
#include "Host.h"
#include "HostDisplay.h"
#include "PerformanceMetrics.h"
#include "pcsx2/Config.h"
#include "IconsFontAwesome5.h"
#include "common/FileSystem.h"
#include "common/Image.h"
#include "common/Path.h"
#include "common/StringUtil.h"
#include "common/Timer.h"
#include "fmt/core.h"
#include <array>
#include <deque>
#include <thread>
#include <mutex>
#ifndef PCSX2_CORE
#include "gui/AppCoreThread.h"
#if defined(__unix__)
#include <X11/keysym.h>
#elif defined(__APPLE__)
#include <Carbon/Carbon.h>
#endif
static std::string GetDumpName()
{
return StringUtil::wxStringToUTF8String(GameInfo::gameName);
}
static std::string GetDumpSerial()
{
return StringUtil::wxStringToUTF8String(GameInfo::gameSerial);
}
#else
#include "VMManager.h"
static std::string GetDumpName()
{
return VMManager::GetGameName();
}
static std::string GetDumpSerial()
{
return VMManager::GetGameSerial();
}
#endif
static constexpr std::array<PresentShader, 6> s_tv_shader_indices = {
PresentShader::COPY, PresentShader::SCANLINE,
PresentShader::DIAGONAL_FILTER, PresentShader::TRIANGULAR_FILTER,
PresentShader::COMPLEX_FILTER, PresentShader::LOTTES_FILTER};
static std::deque<std::thread> s_screenshot_threads;
static std::mutex s_screenshot_threads_mutex;
std::unique_ptr<GSRenderer> g_gs_renderer;
// Since we read this on the EE thread, we can't put it in the renderer, because
// we might be switching while the other thread reads it.
static GSVector4 s_last_draw_rect;
GSRenderer::GSRenderer()
: m_shader_time_start(Common::Timer::GetCurrentValue())
{
s_last_draw_rect = GSVector4::zero();
}
GSRenderer::~GSRenderer() = default;
void GSRenderer::Reset(bool hardware_reset)
{
// clear the current display texture
if (hardware_reset)
g_gs_device->ClearCurrent();
GSState::Reset(hardware_reset);
}
void GSRenderer::Destroy()
{
GSCapture::EndCapture();
}
bool GSRenderer::Merge(int field)
{
bool en[2];
GSVector4i fr[2];
GSVector4i dr[2];
GSVector2i display_offsets[2];
GSVector2i display_baseline = {INT_MAX, INT_MAX};
GSVector2i frame_baseline = {INT_MAX, INT_MAX};
GSVector2i display_combined = {0, 0};
bool feedback_merge = m_regs->EXTWRITE.WRITE == 1;
bool display_offset = false;
for (int i = 0; i < 2; i++)
{
en[i] = IsEnabled(i) || (m_regs->EXTBUF.FBIN == i && feedback_merge);
if (en[i])
{
fr[i] = GetFrameRect(i);
dr[i] = GetDisplayRect(i);
display_offsets[i] = GetResolutionOffset(i);
display_combined.x = std::max(((dr[i].right) - dr[i].left) + display_offsets[i].x, display_combined.x);
display_combined.y = std::max((dr[i].bottom - dr[i].top) + display_offsets[i].y, display_combined.y);
display_baseline.x = std::min(display_offsets[i].x, display_baseline.x);
display_baseline.y = std::min(display_offsets[i].y, display_baseline.y);
frame_baseline.x = std::min(std::max(fr[i].left, 0), frame_baseline.x);
frame_baseline.y = std::min(std::max(fr[i].top, 0), frame_baseline.y);
display_offset |= std::abs(display_baseline.y - display_offsets[i].y) == 1;
/*DevCon.Warning("Read offset was X %d(left %d) Y %d(top %d)", display_baseline.x, dr[i].left, display_baseline.y, dr[i].top);
DevCon.Warning("[%d]: %d %d %d %d, %d %d %d %d\n", i, fr[i].x,fr[i].y,fr[i].z,fr[i].w , dr[i].x,dr[i].y,dr[i].z,dr[i].w);
DevCon.Warning("Offset X %d Offset Y %d", display_offsets[i].x, display_offsets[i].y);*/
}
}
if (!en[0] && !en[1])
{
return false;
}
GL_PUSH("Renderer Merge %d (0: enabled %d 0x%x, 1: enabled %d 0x%x)", s_n, en[0], m_regs->DISP[0].DISPFB.Block(), en[1], m_regs->DISP[1].DISPFB.Block());
// try to avoid fullscreen blur, could be nice on tv but on a monitor it's like double vision, hurts my eyes (persona 4, guitar hero)
//
// NOTE: probably the technique explained in graphtip.pdf (Antialiasing by Supersampling / 4. Reading Odd/Even Scan Lines Separately with the PCRTC then Blending)
const bool samesrc =
en[0] && en[1] &&
m_regs->DISP[0].DISPFB.FBP == m_regs->DISP[1].DISPFB.FBP &&
m_regs->DISP[0].DISPFB.FBW == m_regs->DISP[1].DISPFB.FBW &&
GSUtil::HasCompatibleBits(m_regs->DISP[0].DISPFB.PSM, m_regs->DISP[1].DISPFB.PSM);
bool single_fetch = false;
GSVector2i fs(0, 0);
GSVector2i ds(0, 0);
GSTexture* tex[3] = {NULL, NULL, NULL};
int y_offset[3] = {0, 0, 0};
s_n++;
// Only need to check the right/bottom on software renderer, hardware always gets the full texture then cuts a bit out later.
if (samesrc && !feedback_merge && (GSConfig.UseHardwareRenderer() || (fr[0].right == fr[1].right && fr[0].bottom == fr[1].bottom)))
{
tex[0] = GetOutput(0, y_offset[0]);
tex[1] = tex[0]; // saves one texture fetch
y_offset[1] = y_offset[0];
single_fetch = true;
}
else
{
if (en[0])
tex[0] = GetOutput(0, y_offset[0]);
if (en[1])
tex[1] = GetOutput(1, y_offset[1]);
if (feedback_merge)
tex[2] = GetFeedbackOutput();
}
GSVector4 src_out_rect[2];
GSVector4 src_gs_read[2];
GSVector4 dst[3];
const bool slbg = m_regs->PMODE.SLBG;
GSVector2i resolution(GetResolution());
bool scanmask_frame = m_scanmask_used && !display_offset;
const bool ignore_offset = !GSConfig.PCRTCOffsets;
const bool is_bob = GSConfig.InterlaceMode == GSInterlaceMode::BobTFF || GSConfig.InterlaceMode == GSInterlaceMode::BobBFF;
// Use offset for bob deinterlacing always, extra offset added later for FFMD mode.
float offset = is_bob ? (tex[1] ? tex[1]->GetScale().y : tex[0]->GetScale().y) : 0.0f;
int field2 = 0;
int mode = 3;
// FFMD (half frames) requires blend deinterlacing, so automatically use that. Same when SCANMSK is used but not blended in the merge circuit (Alpine Racer 3)
if (GSConfig.InterlaceMode != GSInterlaceMode::Automatic || (!m_regs->SMODE2.FFMD && !scanmask_frame))
{
field2 = ((static_cast<int>(GSConfig.InterlaceMode) - 2) & 1);
mode = ((static_cast<int>(GSConfig.InterlaceMode) - 2) >> 1);
}
for (int i = 0; i < 2; i++)
{
if (!en[i] || !tex[i])
continue;
GSVector4i r = GetFrameMagnifiedRect(i);
GSVector4 scale = GSVector4(tex[i]->GetScale()).xyxy();
GSVector2i off(ignore_offset ? 0 : display_offsets[i]);
GSVector2i display_diff(display_offsets[i].x - display_baseline.x, display_offsets[i].y - display_baseline.y);
GSVector2i frame_diff(fr[i].left - frame_baseline.x, fr[i].top - frame_baseline.y);
if (!GSConfig.UseHardwareRenderer())
{
// Clear any frame offsets, offset is already done in the software GetOutput.
fr[i].right -= fr[i].left;
fr[i].left = 0;
fr[i].bottom -= fr[i].top;
fr[i].top = 0;
// Put any frame offset difference back if we aren't anti-blurring on a single fetch (not offset).
if (!GSConfig.PCRTCAntiBlur && single_fetch)
{
fr[i].right += frame_diff.x;
fr[i].left += frame_diff.x;
fr[i].bottom += frame_diff.y;
fr[i].top += frame_diff.y;
}
}
// If using scanmsk we have to keep the single line offset, regardless of upscale
// so we handle this separately after the rect calculations.
float interlace_offset = 0.0f;
if ((!GSConfig.PCRTCAntiBlur || m_scanmask_used) && display_offset)
{
interlace_offset = static_cast<float>(display_diff.y & 1);
// When the displays are offset by 1 we need to adjust for upscale to handle it (reduces bounce in MGS2 when upscaling)
interlace_offset += (tex[i]->GetScale().y - 1.0f) / 2;
if (interlace_offset >= 1.0f)
{
if (!ignore_offset)
off.y -= 1;
display_diff.y -= 1;
}
}
// Start of Anti-Blur code.
if (!ignore_offset)
{
if (GSConfig.PCRTCAntiBlur)
{
if (samesrc)
{
// Offset by DISPLAY setting
if (display_diff.x < 4)
off.x -= display_diff.x;
if (display_diff.y < 4)
off.y -= display_diff.y;
// Only functional in HW mode, software clips/positions the framebuffer on read.
if (GSConfig.UseHardwareRenderer())
{
// Offset by DISPFB setting
if (abs(frame_diff.x) < 4)
off.x += frame_diff.x;
if (abs(frame_diff.y) < 4)
off.y += frame_diff.y;
}
}
}
}
else
{
if (!slbg || !feedback_merge)
{
// If the offsets between the two displays are quite large, it's probably intended for an effect.
if (display_diff.x >= 4 || !GSConfig.PCRTCAntiBlur)
off.x = display_diff.x;
if (display_diff.y >= 4 || !GSConfig.PCRTCAntiBlur)
off.y = display_diff.y;
// Need to check if only circuit 2 is enabled. Stuntman toggles circuit 1 on and off every other frame.
if (samesrc || m_regs->PMODE.EN == 2)
{
// Adjusting the screen offset when using a negative offset.
const int videomode = static_cast<int>(GetVideoMode()) - 1;
const GSVector4i offsets = !GSConfig.PCRTCOverscan ? VideoModeOffsets[videomode] : VideoModeOffsetsOverscan[videomode];
GSVector2i base_resolution(offsets.x, offsets.y);
if (isinterlaced() && !m_regs->SMODE2.FFMD)
base_resolution.y *= 2;
// Offset by DISPLAY setting
if (display_diff.x < 0)
{
off.x = 0;
if (base_resolution.x > resolution.x)
resolution.x -= display_diff.x;
}
if (display_diff.y < 0)
{
off.y = 0;
if (base_resolution.y > resolution.y)
resolution.y -= display_diff.y;
}
// Don't do X, we only care about height, this would need to be tailored for games using X (Black does -5).
// Mainly for Hokuto no Ken which does -14 Y offset.
if (display_baseline.y < -4)
off.y += display_baseline.y;
// Anti-Blur stuff
// Only functional in HW mode, software clips/positions the framebuffer on read.
if (GSConfig.PCRTCAntiBlur && GSConfig.UseHardwareRenderer())
{
// Offset by DISPFB setting
if (abs(frame_diff.x) < 4)
off.x += frame_diff.x;
if (abs(frame_diff.y) < 4)
off.y += frame_diff.y;
}
}
}
}
// End of Anti-Blur code.
if (isinterlaced() && m_regs->SMODE2.FFMD)
off.y >>= 1;
// dst is the final destination rect with offset on the screen.
dst[i] = scale * (GSVector4(off).xyxy() + GSVector4(r.rsize()));
// src_gs_read is the size which we're really reading from GS memory.
src_gs_read[i] = ((GSVector4(fr[i]) + GSVector4(0, y_offset[i], 0, y_offset[i])) * scale) / GSVector4(tex[i]->GetSize()).xyxy();
// src_out_rect is the resized rect for output. (Not really used)
src_out_rect[i] = (GSVector4(r) * scale) / GSVector4(tex[i]->GetSize()).xyxy();
if (m_regs->SMODE2.FFMD && !is_bob && !GSConfig.DisableInterlaceOffset && GSConfig.InterlaceMode != GSInterlaceMode::Off)
{
// We do half because FFMD is a half sized framebuffer, then we offset by 1 in the shader for the actual interlace
if(GetUpscaleMultiplier() > 1.0f)
interlace_offset += ((((tex[1] ? tex[1]->GetScale().y : tex[0]->GetScale().y) + 0.5f) * 0.5f) - 1.0f) * static_cast<float>(field ^ field2);
offset = 1.0f;
}
// Restore manually offset "interlace" lines
dst[i] += GSVector4(0.0f, interlace_offset, 0.0f, interlace_offset);
}
if (feedback_merge && tex[2])
{
GSVector4 scale = GSVector4(tex[2]->GetScale()).xyxy();
GSVector4i feedback_rect;
feedback_rect.left = m_regs->EXTBUF.WDX;
feedback_rect.right = feedback_rect.left + ((m_regs->EXTDATA.WW + 1) / ((m_regs->EXTDATA.SMPH - m_regs->DISP[m_regs->EXTBUF.FBIN].DISPLAY.MAGH) + 1));
feedback_rect.top = m_regs->EXTBUF.WDY;
feedback_rect.bottom = ((m_regs->EXTDATA.WH + 1) * (2 - m_regs->EXTBUF.WFFMD)) / ((m_regs->EXTDATA.SMPV - m_regs->DISP[m_regs->EXTBUF.FBIN].DISPLAY.MAGV) + 1);
dst[2] = GSVector4(scale * GSVector4(feedback_rect.rsize()));
}
// Set the resolution to the height of the displays (kind of a saturate height)
if (ignore_offset && !feedback_merge)
{
GSVector2i max_resolution = GetResolution();
resolution.x = display_combined.x - display_baseline.x;
resolution.y = display_combined.y - display_baseline.y;
if (isinterlaced() && m_regs->SMODE2.FFMD)
{
resolution.y >>= 1;
}
resolution.x = std::min(max_resolution.x, resolution.x);
resolution.y = std::min(max_resolution.y, resolution.y);
}
fs = GSVector2i(static_cast<int>(static_cast<float>(resolution.x) * GetUpscaleMultiplier()),
static_cast<int>(static_cast<float>(resolution.y) * GetUpscaleMultiplier()));
ds = fs;
// When interlace(FRAME) mode, the rect is half height, so it needs to be stretched.
const bool is_interlaced_resolution = m_regs->SMODE2.INT || (isReallyInterlaced() && IsAnalogue() && GSConfig.InterlaceMode != GSInterlaceMode::Off);
if (is_interlaced_resolution && m_regs->SMODE2.FFMD)
ds.y *= 2;
m_real_size = GSVector2i(fs.x, is_interlaced_resolution ? ds.y : fs.y);
if (!tex[0] && !tex[1])
return false;
if ((tex[0] == tex[1]) && (src_out_rect[0] == src_out_rect[1]).alltrue() && (dst[0] == dst[1]).alltrue() && !feedback_merge && !slbg)
{
// the two outputs are identical, skip drawing one of them (the one that is alpha blended)
tex[0] = NULL;
}
GSVector4 c = GSVector4((int)m_regs->BGCOLOR.R, (int)m_regs->BGCOLOR.G, (int)m_regs->BGCOLOR.B, (int)m_regs->PMODE.ALP) / 255;
g_gs_device->Merge(tex, src_gs_read, dst, fs, m_regs->PMODE, m_regs->EXTBUF, c);
if (isReallyInterlaced() && GSConfig.InterlaceMode != GSInterlaceMode::Off)
g_gs_device->Interlace(ds, field ^ field2, mode, offset);
if (GSConfig.ShadeBoost)
g_gs_device->ShadeBoost();
if (GSConfig.FXAA)
g_gs_device->FXAA();
// Sharpens biinear at lower resolutions, almost nearest but with more uniform pixels.
if (GSConfig.LinearPresent == GSPostBilinearMode::BilinearSharp && (g_host_display->GetWindowWidth() > fs.x || g_host_display->GetWindowHeight() > fs.y))
{
g_gs_device->Resize(g_host_display->GetWindowWidth(), g_host_display->GetWindowHeight());
}
if (m_scanmask_used)
m_scanmask_used--;
return true;
}
GSVector2i GSRenderer::GetInternalResolution()
{
return m_real_size;
}
static float GetCurrentAspectRatioFloat(bool is_progressive)
{
static constexpr std::array<float, static_cast<size_t>(AspectRatioType::MaxCount) + 1> ars = {{4.0f / 3.0f, 4.0f / 3.0f, 4.0f / 3.0f, 16.0f / 9.0f, 3.0f / 2.0f}};
return ars[static_cast<u32>(GSConfig.AspectRatio) + (3u * (is_progressive && GSConfig.AspectRatio == AspectRatioType::RAuto4_3_3_2))];
}
static GSVector4 CalculateDrawDstRect(s32 window_width, s32 window_height, const GSVector4i& src_rect, const GSVector2i& src_size, HostDisplay::Alignment alignment, bool flip_y, bool is_progressive)
{
const float f_width = static_cast<float>(window_width);
const float f_height = static_cast<float>(window_height);
const float clientAr = f_width / f_height;
float targetAr = clientAr;
if (EmuConfig.CurrentAspectRatio == AspectRatioType::RAuto4_3_3_2)
{
if (is_progressive)
targetAr = 3.0f / 2.0f;
else
targetAr = 4.0f / 3.0f;
}
else if (EmuConfig.CurrentAspectRatio == AspectRatioType::R4_3)
{
targetAr = 4.0f / 3.0f;
}
else if (EmuConfig.CurrentAspectRatio == AspectRatioType::R16_9)
targetAr = 16.0f / 9.0f;
const float crop_adjust = (static_cast<float>(src_rect.width()) / static_cast<float>(src_size.x)) /
(static_cast<float>(src_rect.height()) / static_cast<float>(src_size.y));
const double arr = (targetAr * crop_adjust) / clientAr;
float target_width = f_width;
float target_height = f_height;
if (arr < 1)
target_width = std::floor(f_width * arr + 0.5f);
else if (arr > 1)
target_height = std::floor(f_height / arr + 0.5f);
target_height *= GSConfig.StretchY / 100.0f;
if (GSConfig.IntegerScaling)
{
// make target width/height an integer multiple of the texture width/height
const float t_width = static_cast<double>(src_rect.width());
const float t_height = static_cast<double>(src_rect.height());
float scale;
if ((t_width / t_height) >= 1.0)
scale = target_width / t_width;
else
scale = target_height / t_height;
if (scale > 1.0)
{
const float adjust = std::floor(scale) / scale;
target_width = target_width * adjust;
target_height = target_height * adjust;
}
}
float target_x, target_y;
if (target_width >= f_width)
{
target_x = -((target_width - f_width) * 0.5f);
}
else
{
switch (alignment)
{
case HostDisplay::Alignment::Center:
target_x = (f_width - target_width) * 0.5f;
break;
case HostDisplay::Alignment::RightOrBottom:
target_x = (f_width - target_width);
break;
case HostDisplay::Alignment::LeftOrTop:
default:
target_x = 0.0f;
break;
}
}
if (target_height >= f_height)
{
target_y = -((target_height - f_height) * 0.5f);
}
else
{
switch (alignment)
{
case HostDisplay::Alignment::Center:
target_y = (f_height - target_height) * 0.5f;
break;
case HostDisplay::Alignment::RightOrBottom:
target_y = (f_height - target_height);
break;
case HostDisplay::Alignment::LeftOrTop:
default:
target_y = 0.0f;
break;
}
}
GSVector4 ret(target_x, target_y, target_x + target_width, target_y + target_height);
if (flip_y)
{
const float height = ret.w - ret.y;
ret.y = static_cast<float>(window_height) - ret.w;
ret.w = ret.y + height;
}
return ret;
}
static GSVector4i CalculateDrawSrcRect(const GSTexture* src)
{
const float upscale = GSConfig.UpscaleMultiplier;
const GSVector2i size(src->GetSize());
const int left = static_cast<int>(static_cast<float>(GSConfig.Crop[0]) * upscale);
const int top = static_cast<int>(static_cast<float>(GSConfig.Crop[1]) * upscale);
const int right = size.x - static_cast<int>(static_cast<float>(GSConfig.Crop[2]) * upscale);
const int bottom = size.y - static_cast<int>(static_cast<float>(GSConfig.Crop[3]) * upscale);
return GSVector4i(left, top, right, bottom);
}
static const char* GetScreenshotSuffix()
{
static constexpr const char* suffixes[static_cast<u8>(GSScreenshotFormat::Count)] = {
"png", "jpg"};
return suffixes[static_cast<u8>(GSConfig.ScreenshotFormat)];
}
static void CompressAndWriteScreenshot(std::string filename, u32 width, u32 height, std::vector<u32> pixels)
{
Common::RGBA8Image image;
image.SetPixels(width, height, std::move(pixels));
std::string key(fmt::format("GSScreenshot_{}", filename));
Host::AddIconOSDMessage(key, ICON_FA_CAMERA, fmt::format("Saving screenshot to '{}'.", Path::GetFileName(filename)), 60.0f);
// maybe std::async would be better here.. but it's definitely worth threading, large screenshots take a while to compress.
std::unique_lock lock(s_screenshot_threads_mutex);
s_screenshot_threads.emplace_back([key = std::move(key), filename = std::move(filename), image = std::move(image), quality = GSConfig.ScreenshotQuality]() {
if (image.SaveToFile(filename.c_str(), quality))
{
Host::AddIconOSDMessage(std::move(key), ICON_FA_CAMERA,
fmt::format("Saved screenshot to '{}'.", Path::GetFileName(filename)), Host::OSD_INFO_DURATION);
}
else
{
Host::AddIconOSDMessage(std::move(key), ICON_FA_CAMERA,
fmt::format("Failed to save screenshot to '{}'.", Path::GetFileName(filename), Host::OSD_ERROR_DURATION));
}
// remove ourselves from the list, if the GS thread is waiting for us, we won't be in there
const auto this_id = std::this_thread::get_id();
std::unique_lock lock(s_screenshot_threads_mutex);
for (auto it = s_screenshot_threads.begin(); it != s_screenshot_threads.end(); ++it)
{
if (it->get_id() == this_id)
{
it->detach();
s_screenshot_threads.erase(it);
break;
}
}
});
}
void GSJoinSnapshotThreads()
{
std::unique_lock lock(s_screenshot_threads_mutex);
while (!s_screenshot_threads.empty())
{
std::thread save_thread(std::move(s_screenshot_threads.front()));
s_screenshot_threads.pop_front();
lock.unlock();
save_thread.join();
lock.lock();
}
}
void GSRenderer::VSync(u32 field, bool registers_written)
{
Flush(GSFlushReason::VSYNC);
if (s_dump && s_n >= s_saven)
{
m_regs->Dump(root_sw + StringUtil::StdStringFromFormat("%05d_f%lld_gs_reg.txt", s_n, g_perfmon.GetFrame()));
}
const int fb_sprite_blits = g_perfmon.GetDisplayFramebufferSpriteBlits();
const bool fb_sprite_frame = (fb_sprite_blits > 0);
bool skip_frame = false;
if (GSConfig.SkipDuplicateFrames)
{
bool is_unique_frame;
switch (PerformanceMetrics::GetInternalFPSMethod())
{
case PerformanceMetrics::InternalFPSMethod::GSPrivilegedRegister:
is_unique_frame = registers_written;
break;
case PerformanceMetrics::InternalFPSMethod::DISPFBBlit:
is_unique_frame = fb_sprite_frame;
break;
default:
is_unique_frame = true;
break;
}
if (!is_unique_frame && m_skipped_duplicate_frames < MAX_SKIPPED_DUPLICATE_FRAMES)
{
m_skipped_duplicate_frames++;
skip_frame = true;
}
else
{
m_skipped_duplicate_frames = 0;
}
}
const bool blank_frame = !Merge(field);
if (skip_frame)
{
g_gs_device->ResetAPIState();
if (Host::BeginPresentFrame(true))
Host::EndPresentFrame();
g_gs_device->RestoreAPIState();
PerformanceMetrics::Update(registers_written, fb_sprite_frame, true);
return;
}
g_gs_device->AgePool();
g_perfmon.EndFrame();
if ((g_perfmon.GetFrame() & 0x1f) == 0)
g_perfmon.Update();
// Little bit ugly, but we can't do CAS inside the render pass.
GSVector4i src_rect;
GSVector4 src_uv, draw_rect;
GSTexture* current = g_gs_device->GetCurrent();
if (current && !blank_frame)
{
src_rect = CalculateDrawSrcRect(current);
src_uv = GSVector4(src_rect) / GSVector4(current->GetSize()).xyxy();
draw_rect = CalculateDrawDstRect(g_host_display->GetWindowWidth(), g_host_display->GetWindowHeight(),
src_rect, current->GetSize(), g_host_display->GetDisplayAlignment(), g_host_display->UsesLowerLeftOrigin(),
GetVideoMode() == GSVideoMode::SDTV_480P || (GSConfig.PCRTCOverscan && GSConfig.PCRTCOffsets));
s_last_draw_rect = draw_rect;
if (GSConfig.CASMode != GSCASMode::Disabled)
{
static bool cas_log_once = false;
if (g_gs_device->Features().cas_sharpening)
{
// sharpen only if the IR is higher than the display resolution
const bool sharpen_only = (GSConfig.CASMode == GSCASMode::SharpenOnly ||
(current->GetWidth() > g_host_display->GetWindowWidth() &&
current->GetHeight() > g_host_display->GetWindowHeight()));
g_gs_device->CAS(current, src_rect, src_uv, draw_rect, sharpen_only);
}
else if (!cas_log_once)
{
Host::AddIconOSDMessage("CASUnsupported", ICON_FA_EXCLAMATION_TRIANGLE,
"CAS is not available, your graphics driver does not support the required functionality.", 10.0f);
cas_log_once = true;
}
}
}
g_gs_device->ResetAPIState();
if (Host::BeginPresentFrame(false))
{
if (current && !blank_frame)
{
const u64 current_time = Common::Timer::GetCurrentValue();
const float shader_time = static_cast<float>(Common::Timer::ConvertValueToSeconds(current_time - m_shader_time_start));
g_gs_device->PresentRect(current, src_uv, nullptr, draw_rect,
s_tv_shader_indices[GSConfig.TVShader], shader_time, GSConfig.LinearPresent != GSPostBilinearMode::Off);
}
Host::EndPresentFrame();
if (GSConfig.OsdShowGPU)
PerformanceMetrics::OnGPUPresent(g_host_display->GetAndResetAccumulatedGPUTime());
}
g_gs_device->RestoreAPIState();
PerformanceMetrics::Update(registers_written, fb_sprite_frame, false);
// snapshot
// wx is dumb and call this from the UI thread...
#ifndef PCSX2_CORE
std::unique_lock snapshot_lock(m_snapshot_mutex);
#endif
if (!m_snapshot.empty())
{
u32 screenshot_width, screenshot_height;
std::vector<u32> screenshot_pixels;
if (!m_dump && m_dump_frames > 0)
{
freezeData fd = {0, nullptr};
Freeze(&fd, true);
fd.data = new u8[fd.size];
Freeze(&fd, false);
// keep the screenshot relatively small so we don't bloat the dump
static constexpr u32 DUMP_SCREENSHOT_WIDTH = 640;
static constexpr u32 DUMP_SCREENSHOT_HEIGHT = 480;
SaveSnapshotToMemory(DUMP_SCREENSHOT_WIDTH, DUMP_SCREENSHOT_HEIGHT, true, false,
&screenshot_width, &screenshot_height, &screenshot_pixels);
std::string_view compression_str;
if (GSConfig.GSDumpCompression == GSDumpCompressionMethod::Uncompressed)
{
m_dump = std::unique_ptr<GSDumpBase>(new GSDumpUncompressed(m_snapshot, GetDumpSerial(), m_crc,
screenshot_width, screenshot_height,
screenshot_pixels.empty() ? nullptr : screenshot_pixels.data(),
fd, m_regs));
compression_str = "with no compression";
}
else if (GSConfig.GSDumpCompression == GSDumpCompressionMethod::LZMA)
{
m_dump = std::unique_ptr<GSDumpBase>(new GSDumpXz(m_snapshot, GetDumpSerial(), m_crc,
screenshot_width, screenshot_height,
screenshot_pixels.empty() ? nullptr : screenshot_pixels.data(),
fd, m_regs));
compression_str = "with LZMA compression";
}
else
{
m_dump = std::unique_ptr<GSDumpBase>(new GSDumpZst(m_snapshot, GetDumpSerial(), m_crc,
screenshot_width, screenshot_height,
screenshot_pixels.empty() ? nullptr : screenshot_pixels.data(),
fd, m_regs));
compression_str = "with Zstandard compression";
}
delete[] fd.data;
Host::AddKeyedOSDMessage("GSDump", fmt::format("Saving {0} GS dump {1} to '{2}'",
(m_dump_frames == 1) ? "single frame" : "multi-frame", compression_str,
Path::GetFileName(m_dump->GetPath())), Host::OSD_INFO_DURATION);
}
const bool internal_resolution = (GSConfig.ScreenshotSize >= GSScreenshotSize::InternalResolution);
const bool aspect_correct = (GSConfig.ScreenshotSize != GSScreenshotSize::InternalResolutionUncorrected);
if (g_gs_device->GetCurrent() && SaveSnapshotToMemory(
internal_resolution ? 0 : g_host_display->GetWindowWidth(),
internal_resolution ? 0 : g_host_display->GetWindowHeight(),
aspect_correct, true,
&screenshot_width, &screenshot_height, &screenshot_pixels))
{
CompressAndWriteScreenshot(fmt::format("{}.{}", m_snapshot, GetScreenshotSuffix()),
screenshot_width, screenshot_height, std::move(screenshot_pixels));
}
else
{
Host::AddIconOSDMessage("GSScreenshot", ICON_FA_CAMERA, "Failed to render/download screenshot.", Host::OSD_ERROR_DURATION);
}
m_snapshot = {};
}
else if (m_dump)
{
const bool last = (m_dump_frames == 0);
if (m_dump->VSync(field, last, m_regs))
{
Host::AddKeyedOSDMessage("GSDump", fmt::format("Saved GS dump to '{}'.", Path::GetFileName(m_dump->GetPath())), Host::OSD_INFO_DURATION);
m_dump.reset();
}
else if (!last)
{
m_dump_frames--;
}
}
// capture
if (GSCapture::IsCapturing())
{
if (GSTexture* current = g_gs_device->GetCurrent())
{
GSVector2i size = GSCapture::GetSize();
bool res;
GSTexture::GSMap m;
if (size == current->GetSize())
res = g_gs_device->DownloadTexture(current, GSVector4i(0, 0, size.x, size.y), m);
else
res = g_gs_device->DownloadTextureConvert(current, GSVector4(0, 0, 1, 1), size, GSTexture::Format::Color, ShaderConvert::COPY, m, true);
if (res)
{
GSCapture::DeliverFrame(m.bits, m.pitch, !g_gs_device->IsRBSwapped());
g_gs_device->DownloadTextureComplete();
}
}
}
}
void GSRenderer::QueueSnapshot(const std::string& path, u32 gsdump_frames)
{
if (!m_snapshot.empty())
return;
// Allows for providing a complete path
if (path.size() > 4 && StringUtil::EndsWithNoCase(path, ".png"))
{
m_snapshot = path.substr(0, path.size() - 4);
}
else
{
m_snapshot = GSGetBaseSnapshotFilename();
}
// this is really gross, but wx we get the snapshot request after shift...
#ifdef PCSX2_CORE
m_dump_frames = gsdump_frames;
#endif
}
std::string GSGetBaseSnapshotFilename()
{
std::string filename;
// append the game serial and title
if (std::string name(GetDumpName()); !name.empty())
{
Path::SanitizeFileName(&name);
if (name.length() > 219)
name.resize(219);
filename += name;
}
if (std::string serial(GetDumpSerial()); !serial.empty())
{
Path::SanitizeFileName(&serial);
filename += '_';
filename += serial;
}
time_t cur_time = time(nullptr);
char local_time[16];
if (strftime(local_time, sizeof(local_time), "%Y%m%d%H%M%S", localtime(&cur_time)))
{
static time_t prev_snap;
// The variable 'n' is used for labelling the screenshots when multiple screenshots are taken in
// a single second, we'll start using this variable for naming when a second screenshot request is detected
// at the same time as the first one. Hence, we're initially setting this counter to 2 to imply that
// the captured image is the 2nd image captured at this specific time.
static int n = 2;
filename += '_';
if (cur_time == prev_snap)
filename += fmt::format("{0}_({1})", local_time, n++);
else
{
n = 2;
filename += fmt::format("{}", local_time);
}
prev_snap = cur_time;
}
// prepend snapshots directory
return Path::Combine(EmuFolders::Snapshots, filename);
}
void GSRenderer::StopGSDump()
{
m_snapshot = {};
m_dump_frames = 0;
}
void GSRenderer::PresentCurrentFrame()
{
g_gs_device->ResetAPIState();
if (Host::BeginPresentFrame(false))
{
GSTexture* current = g_gs_device->GetCurrent();
if (current)
{
const GSVector4i src_rect(CalculateDrawSrcRect(current));
const GSVector4 src_uv(GSVector4(src_rect) / GSVector4(current->GetSize()).xyxy());
const GSVector4 draw_rect(CalculateDrawDstRect(g_host_display->GetWindowWidth(), g_host_display->GetWindowHeight(),
src_rect, current->GetSize(), g_host_display->GetDisplayAlignment(), g_host_display->UsesLowerLeftOrigin(),
GetVideoMode() == GSVideoMode::SDTV_480P || (GSConfig.PCRTCOverscan && GSConfig.PCRTCOffsets)));
s_last_draw_rect = draw_rect;
const u64 current_time = Common::Timer::GetCurrentValue();
const float shader_time = static_cast<float>(Common::Timer::ConvertValueToSeconds(current_time - m_shader_time_start));
g_gs_device->PresentRect(current, src_uv, nullptr, draw_rect,
s_tv_shader_indices[GSConfig.TVShader], shader_time, GSConfig.LinearPresent != GSPostBilinearMode::Off);
}
Host::EndPresentFrame();
}
g_gs_device->RestoreAPIState();
}
void GSTranslateWindowToDisplayCoordinates(float window_x, float window_y, float* display_x, float* display_y)
{
const float draw_width = s_last_draw_rect.z - s_last_draw_rect.x;
const float draw_height = s_last_draw_rect.w - s_last_draw_rect.y;
const float rel_x = window_x - s_last_draw_rect.x;
const float rel_y = window_y - s_last_draw_rect.y;
if (rel_x < 0 || rel_x > draw_width || rel_y < 0 || rel_y > draw_height)
{
*display_x = -1.0f;
*display_y = -1.0f;
return;
}
*display_x = rel_x / draw_width;
*display_y = rel_y / draw_height;
}
bool GSRenderer::BeginCapture(std::string filename)
{
return GSCapture::BeginCapture(GetTvRefreshRate(), GetInternalResolution(),
GetCurrentAspectRatioFloat(GetVideoMode() == GSVideoMode::SDTV_480P || (GSConfig.PCRTCOverscan && GSConfig.PCRTCOffsets)),
std::move(filename));
}
void GSRenderer::EndCapture()
{
GSCapture::EndCapture();
}
#ifndef PCSX2_CORE
void GSRenderer::KeyEvent(const HostKeyEvent& e)
{
#ifdef _WIN32
m_shift_key = !!(::GetAsyncKeyState(VK_SHIFT) & 0x8000);
m_control_key = !!(::GetAsyncKeyState(VK_CONTROL) & 0x8000);
#elif defined(__APPLE__)
m_shift_key = CGEventSourceKeyState(kCGEventSourceStateHIDSystemState, kVK_Shift)
|| CGEventSourceKeyState(kCGEventSourceStateHIDSystemState, kVK_RightShift);
m_control_key = CGEventSourceKeyState(kCGEventSourceStateHIDSystemState, kVK_Control)
|| CGEventSourceKeyState(kCGEventSourceStateHIDSystemState, kVK_RightControl)
|| CGEventSourceKeyState(kCGEventSourceStateHIDSystemState, kVK_Command)
|| CGEventSourceKeyState(kCGEventSourceStateHIDSystemState, kVK_RightCommand);
#else
switch (e.key)
{
case XK_Shift_L:
case XK_Shift_R:
m_shift_key = (e.type == HostKeyEvent::Type::KeyPressed);
return;
case XK_Control_L:
case XK_Control_R:
m_control_key = (e.type == HostKeyEvent::Type::KeyReleased);
return;
}
#endif
if (m_dump_frames == 0)
{
// start dumping
if (m_shift_key)
m_dump_frames = m_control_key ? std::numeric_limits<u32>::max() : 1;
}
else
{
// stop dumping
if (m_dump && !m_control_key)
m_dump_frames = 0;
}
if (e.type == HostKeyEvent::Type::KeyPressed)
{
int step = m_shift_key ? -1 : 1;
#if defined(__unix__)
#define VK_F5 XK_F5
#define VK_DELETE XK_Delete
#define VK_NEXT XK_Next
#elif defined(__APPLE__)
#define VK_F5 kVK_F5
#define VK_DELETE kVK_ForwardDelete
#define VK_NEXT kVK_PageDown
#endif
// NOTE: These are all BROKEN! They mess with GS thread state from the UI thread.
switch (e.key)
{
case VK_F5:
GSConfig.InterlaceMode = static_cast<GSInterlaceMode>((static_cast<int>(GSConfig.InterlaceMode) + static_cast<int>(GSInterlaceMode::Count) + step) % static_cast<int>(GSInterlaceMode::Count));
theApp.SetConfig("deinterlace_mode", static_cast<int>(GSConfig.InterlaceMode));
printf("GS: Set deinterlace mode to %d (%s).\n", static_cast<int>(GSConfig.InterlaceMode), theApp.m_gs_deinterlace.at(static_cast<int>(GSConfig.InterlaceMode)).name.c_str());
return;
case VK_NEXT: // As requested by Prafull, to be removed later
char dither_msg[3][16] = {"disabled", "auto", "auto unscaled"};
GSConfig.Dithering = (GSConfig.Dithering + 1) % 3;
printf("GS: Dithering is now %s.\n", dither_msg[GSConfig.Dithering]);
return;
}
}
}
#endif // PCSX2_CORE
void GSRenderer::PurgePool()
{
g_gs_device->PurgePool();
}
void GSRenderer::PurgeTextureCache()
{
}
bool GSRenderer::SaveSnapshotToMemory(u32 window_width, u32 window_height, bool apply_aspect, bool crop_borders,
u32* width, u32* height, std::vector<u32>* pixels)
{
GSTexture* const current = g_gs_device->GetCurrent();
if (!current)
{
*width = 0;
*height = 0;
pixels->clear();
return false;
}
const GSVector4i src_rect(CalculateDrawSrcRect(current));
const GSVector4 src_uv(GSVector4(src_rect) / GSVector4(current->GetSize()).xyxy());
const bool is_progressive = (GetVideoMode() == GSVideoMode::SDTV_480P || (GSConfig.PCRTCOverscan && GSConfig.PCRTCOffsets));
GSVector4 draw_rect;
if (window_width == 0 || window_height == 0)
{
if (apply_aspect)
{
// use internal resolution of the texture
const float aspect = GetCurrentAspectRatioFloat(is_progressive);
const int tex_width = current->GetWidth();
const int tex_height = current->GetHeight();
// expand to the larger dimension
const float tex_aspect = static_cast<float>(tex_width) / static_cast<float>(tex_height);
if (tex_aspect >= aspect)
draw_rect = GSVector4(0.0f, 0.0f, static_cast<float>(tex_width), static_cast<float>(tex_width) / aspect);
else
draw_rect = GSVector4(0.0f, 0.0f, static_cast<float>(tex_height) * aspect, static_cast<float>(tex_height));
}
else
{
// uncorrected aspect is only available at internal resolution
draw_rect = GSVector4(0.0f, 0.0f, static_cast<float>(current->GetWidth()), static_cast<float>(current->GetHeight()));
}
}
else
{
draw_rect = CalculateDrawDstRect(window_width, window_height, src_rect, current->GetSize(),
HostDisplay::Alignment::LeftOrTop, false, is_progressive);
}
const u32 draw_width = static_cast<u32>(draw_rect.z - draw_rect.x);
const u32 draw_height = static_cast<u32>(draw_rect.w - draw_rect.y);
const u32 image_width = crop_borders ? draw_width : std::max(draw_width, window_width);
const u32 image_height = crop_borders ? draw_height : std::max(draw_height, window_height);
GSTexture::GSMap map;
const bool result = g_gs_device->DownloadTextureConvert(
current, src_uv,
GSVector2i(draw_width, draw_height), GSTexture::Format::Color,
ShaderConvert::TRANSPARENCY_FILTER, map, true);
if (result)
{
const u32 pad_x = (image_width - draw_width) / 2;
const u32 pad_y = (image_height - draw_height) / 2;
pixels->clear();
pixels->resize(image_width * image_height, 0);
*width = image_width;
*height = image_height;
StringUtil::StrideMemCpy(pixels->data() + pad_y * image_width + pad_x, image_width * sizeof(u32),
map.bits, map.pitch, draw_width * sizeof(u32), draw_height);
g_gs_device->DownloadTextureComplete();
}
return result;
}