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FramebufferManager: Support saving EFB to save state

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stenzek committed Jun 29, 2019
1 parent 1082468 commit 137009affef20bfaa91ff32ea1bb6693c09e03c2
@@ -7,6 +7,7 @@
#include "VideoCommon/FramebufferShaderGen.h"
#include "VideoCommon/VertexManagerBase.h"

#include "Common/ChunkFile.h"
#include "Common/Logging/Log.h"
#include "Common/MsgHandler.h"
#include "VideoCommon/AbstractFramebuffer.h"
@@ -464,6 +465,20 @@ bool FramebufferManager::CompileReadbackPipelines()
return false;
}

// EFB restore pipeline
auto restore_shader = g_renderer->CreateShaderFromSource(
ShaderStage::Pixel, FramebufferShaderGen::GenerateEFBRestorePixelShader());
if (!restore_shader)
return false;

config.framebuffer_state = GetEFBFramebufferState();
config.framebuffer_state.per_sample_shading = false;
config.vertex_shader = g_shader_cache->GetScreenQuadVertexShader();
config.pixel_shader = restore_shader.get();
m_efb_restore_pipeline = g_renderer->CreatePipeline(config);
if (!m_efb_restore_pipeline)
return false;

return true;
}

@@ -842,3 +857,102 @@ void FramebufferManager::DestroyPokePipelines()
m_color_poke_pipeline.reset();
m_poke_vertex_format.reset();
}

void FramebufferManager::DoState(PointerWrap& p)
{
FlushEFBPokes();

if (p.GetMode() == PointerWrap::MODE_WRITE || p.GetMode() == PointerWrap::MODE_MEASURE)
DoSaveState(p);
else
DoLoadState(p);
}

void FramebufferManager::DoSaveState(PointerWrap& p)
{
// For multisampling, we need to resolve first before we can save.
// This won't be bit-exact when loading, which could cause interesting rendering side-effects for
// a frame. But whatever, MSAA doesn't exactly behave that well anyway.
AbstractTexture* color_texture = ResolveEFBColorTexture(m_efb_color_texture->GetRect());
AbstractTexture* depth_texture = ResolveEFBDepthTexture(m_efb_depth_texture->GetRect());

// We don't want to save these as rendertarget textures, just the data itself when deserializing.
const TextureConfig color_texture_config(color_texture->GetWidth(), color_texture->GetHeight(),
color_texture->GetLevels(), color_texture->GetLayers(),
1, GetEFBColorFormat(), 0);
g_texture_cache->SerializeTexture(color_texture, color_texture_config, p);

if (GetEFBDepthFormat() == AbstractTextureFormat::D32F)
{
const TextureConfig depth_texture_config(
depth_texture->GetWidth(), depth_texture->GetHeight(), depth_texture->GetLevels(),
depth_texture->GetLayers(), 1,
AbstractTexture::GetColorFormatForDepthFormat(GetEFBDepthFormat()), 0);
g_texture_cache->SerializeTexture(depth_texture, depth_texture_config, p);
}
else
{
// If the EFB is backed by a D24S8 texture, we first have to convert it to R32F.
const TextureConfig temp_texture_config(depth_texture->GetWidth(), depth_texture->GetHeight(),
depth_texture->GetLevels(), depth_texture->GetLayers(),
1, AbstractTextureFormat::R32F,
AbstractTextureFlag_RenderTarget);
std::unique_ptr<AbstractTexture> temp_texture = g_renderer->CreateTexture(temp_texture_config);
std::unique_ptr<AbstractFramebuffer> temp_fb =
g_renderer->CreateFramebuffer(temp_texture.get(), nullptr);
if (temp_texture && temp_fb)
{
g_renderer->ScaleTexture(temp_fb.get(), temp_texture->GetRect(), depth_texture,
depth_texture->GetRect());

const TextureConfig depth_texture_config(
depth_texture->GetWidth(), depth_texture->GetHeight(), depth_texture->GetLevels(),
depth_texture->GetLayers(), 1, temp_texture->GetFormat(), 0);
g_texture_cache->SerializeTexture(depth_texture, depth_texture_config, p);
}
else
{
PanicAlert("Failed to create temp texture for depth saving");
g_texture_cache->SerializeTexture(color_texture, color_texture_config, p);
}
}
}

void FramebufferManager::DoLoadState(PointerWrap& p)
{
// Invalidate any peek cache tiles.
InvalidatePeekCache(true);

// Deserialize the color and depth textures. This could fail.
auto color_tex = g_texture_cache->DeserializeTexture(p);
auto depth_tex = g_texture_cache->DeserializeTexture(p);

// If the stereo mode is different in the save state, throw it away.
if (!color_tex || !depth_tex ||
color_tex->texture->GetLayers() != m_efb_color_texture->GetLayers())
{
WARN_LOG(VIDEO, "Failed to deserialize EFB contents. Clearing instead.");
g_renderer->SetAndClearFramebuffer(
m_efb_framebuffer.get(), {{0.0f, 0.0f, 0.0f, 0.0f}},
g_ActiveConfig.backend_info.bSupportsReversedDepthRange ? 1.0f : 0.0f);
return;
}

// Size differences are okay here, since the linear filtering will downscale/upscale it.
// Depth buffer is always point sampled, since we don't want to interpolate depth values.
const bool rescale = color_tex->texture->GetWidth() != m_efb_color_texture->GetWidth() ||
color_tex->texture->GetHeight() != m_efb_color_texture->GetHeight();

// Draw the deserialized textures over the EFB.
g_renderer->BeginUtilityDrawing();
g_renderer->SetAndDiscardFramebuffer(m_efb_framebuffer.get());
g_renderer->SetViewportAndScissor(m_efb_framebuffer->GetRect());
g_renderer->SetPipeline(m_efb_restore_pipeline.get());
g_renderer->SetTexture(0, color_tex->texture.get());
g_renderer->SetTexture(1, depth_tex->texture.get());
g_renderer->SetSamplerState(0, rescale ? RenderState::GetLinearSamplerState() :
RenderState::GetPointSamplerState());
g_renderer->SetSamplerState(1, RenderState::GetPointSamplerState());
g_renderer->Draw(0, 3);
g_renderer->EndUtilityDrawing();
}
@@ -17,6 +17,7 @@
#include "VideoCommon/TextureConfig.h"

class NativeVertexFormat;
class PointerWrap;

enum class EFBReinterpretType
{
@@ -95,6 +96,9 @@ class FramebufferManager final
void PokeEFBDepth(u32 x, u32 y, float depth);
void FlushEFBPokes();

// Save state load/save.
void DoState(PointerWrap& p);

protected:
struct EFBPokeVertex
{
@@ -145,6 +149,9 @@ class FramebufferManager final
void DrawPokeVertices(const EFBPokeVertex* vertices, u32 vertex_count,
const AbstractPipeline* pipeline);

void DoLoadState(PointerWrap& p);
void DoSaveState(PointerWrap& p);

std::unique_ptr<AbstractTexture> m_efb_color_texture;
std::unique_ptr<AbstractTexture> m_efb_convert_color_texture;
std::unique_ptr<AbstractTexture> m_efb_depth_texture;
@@ -156,6 +163,9 @@ class FramebufferManager final
std::unique_ptr<AbstractFramebuffer> m_efb_depth_resolve_framebuffer;
std::unique_ptr<AbstractPipeline> m_efb_depth_resolve_pipeline;

// Pipeline for restoring the contents of the EFB from a save state
std::unique_ptr<AbstractPipeline> m_efb_restore_pipeline;

// Format conversion shaders
std::array<std::unique_ptr<AbstractPipeline>, 6> m_format_conversion_pipelines;

@@ -644,4 +644,24 @@ std::string GenerateTextureReinterpretShader(TextureFormat from_format, TextureF
return ss.str();
}

std::string GenerateEFBRestorePixelShader()
{
std::stringstream ss;
EmitSamplerDeclarations(ss, 0, 2, false);
EmitPixelMainDeclaration(ss, 1, 0, "float4",
GetAPIType() == APIType::D3D ? "out float depth : SV_Depth, " : "");
ss << "{\n";
ss << " float3 coords = float3(v_tex0.x, "
<< (g_ActiveConfig.backend_info.bUsesLowerLeftOrigin ? "1.0 - " : "")
<< "v_tex0.y, v_tex0.z);\n";
ss << " ocol0 = ";
EmitSampleTexture(ss, 0, "coords");
ss << ";\n";
ss << " " << (GetAPIType() == APIType::D3D ? "depth" : "gl_FragDepth") << " = ";
EmitSampleTexture(ss, 1, "coords");
ss << ".r;\n";
ss << "}\n";
return ss.str();
}

} // namespace FramebufferShaderGen
@@ -30,5 +30,6 @@ std::string GenerateEFBPokeVertexShader();
std::string GenerateColorPixelShader();
std::string GenerateFormatConversionShader(EFBReinterpretType convtype, u32 samples);
std::string GenerateTextureReinterpretShader(TextureFormat from_format, TextureFormat to_format);
std::string GenerateEFBRestorePixelShader();

} // namespace FramebufferShaderGen
@@ -10,6 +10,7 @@
#include "VideoCommon/CPMemory.h"
#include "VideoCommon/CommandProcessor.h"
#include "VideoCommon/Fifo.h"
#include "VideoCommon/FramebufferManager.h"
#include "VideoCommon/GeometryShaderManager.h"
#include "VideoCommon/PixelEngine.h"
#include "VideoCommon/PixelShaderManager.h"
@@ -74,6 +75,9 @@ void VideoCommon_DoState(PointerWrap& p)
BoundingBox::DoState(p);
p.DoMarker("BoundingBox");

g_framebuffer_manager->DoState(p);
p.DoMarker("FramebufferManager");

g_texture_cache->DoState(p);
p.DoMarker("TextureCache");

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