#include "BlitDisplays.h" #include "common/log/log.h" #include "game/graphics/opengl_renderer/Fbo.h" BlitDisplays::BlitDisplays(const std::string& name, int my_id) : BucketRenderer(name, my_id) {} void BlitDisplays::init_textures(TexturePool& texture_pool, GameVersion version) { // set up target texture u32 tbp = 0; switch (version) { case GameVersion::Jak2: tbp = 0x3300; break; case GameVersion::Jak3: tbp = 0x3300; // assuming this for now... break; default: ASSERT_NOT_REACHED(); } m_copier = std::make_unique(); TextureInput in; in.gpu_texture = m_copier->texture(); in.w = 32; in.h = 32; in.debug_page_name = "PC-BLIT"; in.debug_name = fmt::format("blit-display"); in.id = texture_pool.allocate_pc_port_texture(version); m_gpu_tex = texture_pool.give_texture_and_load_to_vram(in, tbp); m_tbp = tbp; } void BlitDisplays::render(DmaFollower& dma, SharedRenderState* render_state, ScopedProfilerNode& /*prof*/) { // loop through all data while (dma.current_tag_offset() != render_state->next_bucket) { auto data = dma.read_and_advance(); if (data.vifcode0().kind == VifCode::Kind::PC_PORT) { switch (data.vifcode0().immediate) { case 0x10: { // copy buffer->texture (tbp in vif1) u32 tbp = data.vifcode1().immediate; ASSERT_MSG(tbp == m_tbp, fmt::format("unexpected tbp {}", tbp)); // copy buffer texture -> custom texture m_copier->copy_now(render_state->render_fb_w, render_state->render_fb_h, render_state->render_fb); m_gpu_tex->w = render_state->render_fb_w; m_gpu_tex->h = render_state->render_fb_h; render_state->texture_pool->move_existing_to_vram(m_gpu_tex, m_tbp); } break; case 0x11: { // this case is "do nothing" on PS2 because the countdown is nonzero. // On the PS2, there were two framebuffers. The first was where triangles were directly // rendered to. Then, this was copied to the final buffer. These buffers were slightly // different resolution. // On PC, we don't imitate this 2-buffer setup. So in cases where the original game // skipped doing a copy, it would render to the first buffer but never copy to the second. // On PC, we set this flag which means that after rendering is finished we copy the saved // buffer back. m_copy_back_pending = true; } break; } } } // after reading the framebuffer, clear it. // The upcoming sky renderer bucket will clear it, but can't clear stuff in the letterbox regions, // so we manually do the clear here. Note that we need to clear the window (framebuffer 0) in case // the resolution/aspect/size changed, and there is a different letterbox than last frame. glBindFramebuffer(GL_FRAMEBUFFER, 0); glClearColor(0.0, 0.0, 0.0, 0.0); glClearDepth(0.0); glDepthMask(GL_TRUE); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glDisable(GL_BLEND); glBindFramebuffer(GL_FRAMEBUFFER, render_state->render_fb); glClearColor(0.0, 0.0, 0.0, 0.0); glClearDepth(0.0); glClearStencil(0); glDepthMask(GL_TRUE); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glDisable(GL_BLEND); render_state->stencil_dirty = false; } void BlitDisplays::do_copy_back(SharedRenderState* render_state) { if (m_copy_back_pending) { if (render_state->render_fb_w == m_copier->width() && render_state->render_fb_h == m_copier->height()) { m_copier->copy_back_now(render_state->render_fb_w, render_state->render_fb_h, render_state->render_fb); } m_copy_back_pending = false; } } void BlitDisplays::draw_debug_window() { glBindTexture(GL_TEXTURE_2D, m_copier->texture()); int w, h; glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &w); glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &h); ImGui::Image((void*)(u64)m_copier->texture(), ImVec2(w, h)); }