Skip to content

Commit

Permalink
Clear memory when clearing drawing.
Browse files Browse the repository at this point in the history
This should help synchronize block transfers better.

Should improve hrydgard#8973.
  • Loading branch information
unknownbrackets committed Sep 19, 2016
1 parent 175f331 commit ee0bc6c
Show file tree
Hide file tree
Showing 5 changed files with 85 additions and 4 deletions.
69 changes: 65 additions & 4 deletions GPU/Common/DrawEngineCommon.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -15,16 +15,16 @@
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.

#include <algorithm>

#include "Common/ColorConv.h"
#include "Core/Config.h"
#include "GPU/Common/DrawEngineCommon.h"
#include "GPU/Common/SplineCommon.h"
#include "GPU/Common/VertexDecoderCommon.h"
#include "GPU/ge_constants.h"
#include "GPU/GPUState.h"

#include "Core/Config.h"

#include <algorithm>

#define QUAD_INDICES_MAX 65536

DrawEngineCommon::DrawEngineCommon() : dec_(nullptr) {
Expand Down Expand Up @@ -116,6 +116,67 @@ u32 DrawEngineCommon::NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr,
return DrawEngineCommon::NormalizeVertices(outPtr, bufPtr, inPtr, dec, lowerBound, upperBound, vertType);
}

void DrawEngineCommon::ApplyClearToMemory(int x1, int y1, int x2, int y2, u32 clearColor) {
u8 *addr = Memory::GetPointer(gstate.getFrameBufAddress());
const bool singleByteClear = (clearColor >> 16) == (clearColor & 0xFFFF) && (clearColor >> 24) == (clearColor & 0xFF);
const int bpp = gstate.FrameBufFormat() == GE_FORMAT_8888 ? 4 : 2;
const int stride = gstate.FrameBufStride();
const int width = x2 - x1;

// Simple, but often alpha is different and gums up the works.
if (singleByteClear) {
const int byteStride = stride * bpp;
const int byteWidth = width * bpp;
addr += x1 * bpp;
for (int y = y1; y < y2; ++y) {
memset(addr + y * byteStride, clearColor, byteWidth);
}
} else {
u16 clear16 = 0;
switch (gstate.FrameBufFormat()) {
case GE_FORMAT_565: ConvertRGBA8888ToRGB565(&clear16, &clearColor, 1); break;
case GE_FORMAT_5551: ConvertRGBA8888ToRGBA5551(&clear16, &clearColor, 1); break;
case GE_FORMAT_4444: ConvertRGBA8888ToRGBA4444(&clear16, &clearColor, 1); break;
}

// This will most often be true - rarely is the width not aligned.
if ((width & 3) == 0 && (x1 & 3) == 0) {
u64 val64 = clearColor | ((u64)clearColor << 32);
int xstride = 2;
if (bpp == 2) {
// Spread to all eight bytes.
u64 c2 = clear16 | (clear16 << 16);
val64 = c2 | (c2 << 32);
xstride = 4;
}

u64 *addr64 = (u64 *)addr;
const int stride64 = stride / xstride;
const int x1_64 = x1 / xstride;
const int x2_64 = x2 / xstride;
for (int y = y1; y < y2; ++y) {
for (int x = x1_64; x < x2_64; ++x) {
addr64[y * stride64 + x] = val64;
}
}
} else if (bpp == 4) {
u32 *addr32 = (u32 *)addr;
for (int y = y1; y < y2; ++y) {
for (int x = x1; x < x2; ++x) {
addr32[y * stride + x] = clearColor;
}
}
} else if (bpp == 2) {
u16 *addr16 = (u16 *)addr;
for (int y = y1; y < y2; ++y) {
for (int x = x1; x < x2; ++x) {
addr16[y * stride + x] = clear16;
}
}
}
}
}

// This code is HIGHLY unoptimized!
//
// It does the simplest and safest test possible: If all points of a bbox is outside a single of
Expand Down
2 changes: 2 additions & 0 deletions GPU/Common/DrawEngineCommon.h
Original file line number Diff line number Diff line change
Expand Up @@ -60,6 +60,8 @@ class DrawEngineCommon {
// Preprocessing for spline/bezier
u32 NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, u32 vertType);

void ApplyClearToMemory(int x1, int y1, int x2, int y2, u32 clearColor);

VertexDecoder *GetVertexDecoder(u32 vtype);

inline int IndexSize(u32 vtype) const {
Expand Down
6 changes: 6 additions & 0 deletions GPU/Directx9/DrawEngineDX9.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -876,9 +876,15 @@ void DrawEngineDX9::DoFlush() {
dxstate.colorMask.set((mask & D3DCLEAR_TARGET) != 0, (mask & D3DCLEAR_TARGET) != 0, (mask & D3DCLEAR_TARGET) != 0, (mask & D3DCLEAR_STENCIL) != 0);
pD3Ddevice->Clear(0, NULL, mask, clearColor, clearDepth, clearColor >> 24);

int scissorX1 = gstate.getScissorX1();
int scissorY1 = gstate.getScissorY1();
int scissorX2 = gstate.getScissorX2() + 1;
int scissorY2 = gstate.getScissorY2() + 1;
framebufferManager_->SetSafeSize(scissorX2, scissorY2);

if (g_Config.bBlockTransferGPU && gstate.isClearModeColorMask() && gstate.isClearModeAlphaMask()) {
ApplyClearToMemory(scissorX1, scissorY1, scissorX2, scissorY2, clearColor);
}
}
}

Expand Down
6 changes: 6 additions & 0 deletions GPU/GLES/DrawEngineGLES.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -987,9 +987,15 @@ void DrawEngineGLES::DoFlush() {
glClear(target);
framebufferManager_->SetColorUpdated(gstate_c.skipDrawReason);

int scissorX1 = gstate.getScissorX1();
int scissorY1 = gstate.getScissorY1();
int scissorX2 = gstate.getScissorX2() + 1;
int scissorY2 = gstate.getScissorY2() + 1;
framebufferManager_->SetSafeSize(scissorX2, scissorY2);

if (g_Config.bBlockTransferGPU && colorMask && alphaMask) {
ApplyClearToMemory(scissorX1, scissorY1, scissorX2, scissorY2, clearColor);
}
}
}

Expand Down
6 changes: 6 additions & 0 deletions GPU/Vulkan/DrawEngineVulkan.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -817,9 +817,15 @@ void DrawEngineVulkan::DoFlush(VkCommandBuffer cmd) {
// We let the framebuffer manager handle the clear. It can use renderpasses to optimize on tilers.
framebufferManager_->NotifyClear(gstate.isClearModeColorMask(), gstate.isClearModeAlphaMask(), gstate.isClearModeDepthMask(), result.color, result.depth);

int scissorX1 = gstate.getScissorX1();
int scissorY1 = gstate.getScissorY1();
int scissorX2 = gstate.getScissorX2() + 1;
int scissorY2 = gstate.getScissorY2() + 1;
framebufferManager_->SetSafeSize(scissorX2, scissorY2);

if (g_Config.bBlockTransferGPU && gstate.isClearModeColorMask() && gstate.isClearModeAlphaMask()) {
ApplyClearToMemory(scissorX1, scissorY1, scissorX2, scissorY2, result.color);
}
}
}

Expand Down

0 comments on commit ee0bc6c

Please sign in to comment.