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DirectX VRAM-VRAM accelerated stretch blit |
Neil Walker
Member #210
April 2000
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It's ok, I've done the change manually, the diff file is self-explanatory (btw, you haven't included the file anyway!) [edit]I see you now have. I'll recompile[/edit]. Before I do my tests, here are the results of the new test.exe, which I guess says my card is doing acceleration for video/system graphics. vram->vram blit: yes Neil. wii:0356-1384-6687-2022, kart:3308-4806-6002. XBOX:chucklepie |
Evert
Member #794
November 2000
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Quote: (btw, you haven't included the file anyway!). I hit add reply instead of browse by accident. I know, they're not even close. Don't ask. Quote: Before I do my tests, here are the results of the new test.exe, which I guess says my card is doing acceleration for video/system graphics.
It appears that I neglected to include the display code in teh relevant location! You'll only see it reported in the logfile with the version I attached. Try the one I attacehd to this post (untested). |
Neil Walker
Member #210
April 2000
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Ok, updated test as well and my system is fully hardware accelerated except for memory to screen blits and stretched vram-vram (though masked stretched vram-vram is), which I guess is fairly normal. Here are my results. I tested it with all permutations of video/system/memory bitmaps onto memory/system/video buffers using both single graphics and sub-bitmaps. I also tested them as a base with the original 4.2 DLL and the new changes: Tests are : Firstly, as a base, I tested all the above using the standard allegro 4.2 dll. All the stretch functions works. draw_sprite is as my other emails so I won't mention it. Using the new DLL the results are as follows, test stretch_blit masked_stretch_blit stretch_sprite draw_sprite A Y Y Y Y B N1 N1 N1 Y C N1 N1 N1 Y D Y Y Y Y E N2 N2 N2 Y F N2 N2 N2 Y G Y Y Y Y H N2 N2 N2 Y I N2 N2 N2 Y
Failure types Using the new code and single bitmaps it's pretty clear that stretch only works when the buffer being drawn onto is memory. Where it fails the majority must be failing to draw, but when you draw memory bitmaps onto accelerated buffer it crashes. ------------------------------------ test stretch_blit masked_stretch_blit stretch_sprite draw_sprite B N3 E N4 N4 N4 N3 F N4 N4 N4 N3 H N4 N4 N4 N3 I N4 N4 N4 Y
Failure types So it looks like when your graphic being drawn is a subbitmap and your drawing buffer is a system or video bitmap and your graphic is a system or video you get the bitmap being enlarged not stretched. Hope this helps btw, in the test code you popped up, you forgot a comma in this line and the one bwlow: Neil. wii:0356-1384-6687-2022, kart:3308-4806-6002. XBOX:chucklepie |
Evert
Member #794
November 2000
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Quote: stretched vram-vram (though masked stretched vram-vram is) That's just weird. I'm not at all sure what to make of these results though. Someone with Windows should have a look and try to isolate the problem. I may check if my XP64 license hasn't expired yet (I think it has), in which case I might check for myself. No promises though. Your test is fairly exhaustive, which I'm sure will help eventually. However, you could have left out the mem->* and draw_sprite() tests since they are (should) be unaffected by the patch in this thread. Quote:
btw, in the test code you popped up, you forgot a comma in this line and the one bwlow: I know. I fixed it a minute after posting that but neglectied to attach the updated file. EDIT: For the `bitmap size is wrong', I think you need to have source_rect.right = source_x + source->x_ofs + source_width; source_rect.bottom = source_y + source->y_ofs + source_height;
instead of source_rect.right = source_x + source->x_ofs + dest_width; source_rect.bottom = source_y + source->y_ofs + dest_height; Please try it out and see if that helps. EDIT2: In the test programme, add EDIT3:
With it, the test programme correctly reports all stretch_blit related operations as being hardware accelerated. Modifying exscale to use a video bitmap (be sure to allocate a dummy one the size of the screen first) also seems to work fine. |
Thomas Harte
Member #33
April 2000
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Can anyone confirm or deny that ddraw_do_stretch_blit obeys set_clip_rect? I can't think how it does and I'm particularly concerned that if DDCAPS_CANCLIPSTRETCHED is not set then some sort of memory overflow may occur. I have no idea what that would do in global terms but I'd imagine at least graphics corruption. Quote: How do you Windows people manage, though? I can't believe how unresponsive and klunky the interface feels and how badly the terminal works. That and not being able to trace with printf() is a real pain too. Man, am I glad I never have to use that system for anything serious... Yes, I'm having a few issues with it. I'd definitely either GNUstep or ROX Desktop/Zero Install if I left the Mac world. Anyway can anyone recommend a Windows/GCC setup that includes a graphical debugger that could be used to trace into a (suitably built) version of the Allegro DLL? [My site] [Tetrominoes] |
Neil Walker
Member #210
April 2000
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I've recompiled and done a few tests (not exhaustive, I'll do the grid later), however here are my findings with the new code posted above: Things that work: So that's good. However, the things that don't work: 1. When you are drawing stretched video/system bitmaps onto a memory buffer it still crashes My only thought on (2) is it might be a bug in the dd function, e.g. stretching first and anti-aliasing the magenta edge? but then sub-bitmaps work ok. Neil. wii:0356-1384-6687-2022, kart:3308-4806-6002. XBOX:chucklepie |
Evert
Member #794
November 2000
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Quote: 1. When you are drawing stretched video/system bitmaps onto a memory buffer it still crashes
I figured the other day that it might. I don't think there's a special check for that in the code. The fix is probably to only call the HW-accelerated version if the target is a video/system bitmap. |
Neil Walker
Member #210
April 2000
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Quote: I figured the other day that it might. Maybe if you know the area of fault this might fix the problem of it crashing when destroying system bitmaps? Quote: does a normal blit from video->mem work if vid->vid is hardware accelerated or does that also crash From memory all other permutations work, only vid->vid failed, but I'll check when I start up my laptop tonight as that's got the code on it, and do another grid. I checked google for bugs on directdraw functions and blitting (for the magenta halo on stretching) but the only thing returned was Allegro.cc forum entries! I guess we must be the only people in the world still using DX3 Neil. wii:0356-1384-6687-2022, kart:3308-4806-6002. XBOX:chucklepie |
Thomas Harte
Member #33
April 2000
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Quote: My only thought on (2) is it might be a bug in the dd function, e.g. stretching first and anti-aliasing the magenta edge? but then sub-bitmaps work ok. Without really being able to explain the sub-bitmap thing, I guess a relevant question is whether you see a "colour 0" border in 8bpp mode? Does generating a sub-bitmap that is actually exactly the same proportions as a parent bitmap fix the problem? EDIT: Hmmm, it seems others have had the same problem and not found a solution. Do you see the main body of your sprite being filtered? I guess we need to play about with a DDBLTFX structure - in particular it seems to have stuff like dwAlphaEdgeBlend, although not particularly clear from a brief reading. It also allows flipped and mirrored blits, so things like draw_sprite_v_flip (or whatever Allegro calls it) could be accelerated if they aren't already (?) [My site] [Tetrominoes] |
Evert
Member #794
November 2000
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Quote: Maybe if you know the area of fault this might fix the problem of it crashing when destroying system bitmaps?
Eh? I don't see what the one has to do with the other, to be honest! /* vtable hook */ if (src->vtable->do_stretch_blit) { src->vtable->do_stretch_blit(src, dst, sx, sy, sw, sh, dx, dy, dw, dh, masked); return; } while ddraw_do_stretch_blit does not check what sort of bitmap the destination is. Which I figured might be a problem if it's not a video or system bitmap, since that's what it's supposed to work with. So the questions I'd like to know the answer to (just yes or no) are: Quote: It also allows flipped and mirrored blits, so things like draw_sprite_v_flip (or whatever Allegro calls it) could be accelerated if they aren't already (?) I don't think they are. If there's no function that does that in src/win/wddaccel.c then it isn't. If you need the vtable function name and prototype and haven't found where they're declared yet, they're in allegro/include/allegro/gfx.h in the GFX_VTABLE struct. If you want to take a shot at doing this, let me know. The plan is to release 4.2.1 soonish but I think we can puch it back a little for something like this. |
Neil Walker
Member #210
April 2000
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Gamasutra has this to say about this about stretching/mirroring/shrinking, 'These features, however, are often driver-dependent and are supported to different extents on different video hardware, providing inconsistent results if used.' Perhaps to make it consistent in the case of vid->vid then do a fallback to the _orig_stretch_blit(...), e.g. in ddraw_do_stretch_blit(): if ( ( (masked && (gfx_capabilities & GFX_HW_STRETCH_BLIT_MASKED)) || (!masked && (gfx_capabilities & GFX_HW_STRETCH_BLIT)) ) && ( (is_video_bitmap(source) && !is_video_bitmap(dest)) || is_system_bitmap(source) ) ******************** If you look at the attached image you'll see it doing what we thought. It seems to be stretching then removing the mask, leaving an anti-aliased artifact. Back to the tests, I've tested all the things as above and updated the table. A. draw buffer is memory. graphics are memory (normal, not sub-bitmap)
So it looks like things are almost there with the only fault now being drawing system/video bitmaps onto memory bitmaps. The other two faults are on destroying sub-bitmaps that are system bitmaps (but that isn't a stretch fault) and the odd halo fault that might be a ddraw bug. Neil. wii:0356-1384-6687-2022, kart:3308-4806-6002. XBOX:chucklepie |
Evert
Member #794
November 2000
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Ok, so vid->mem stretch blits crash with the hardware accelerated code. Does it work without (ie, did it work properly with the software stretcher)? Quote: !is_video_bitmap(dest)
Shouldn't that lose the `!'? |
Neil Walker
Member #210
April 2000
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to answer the questions: Quote: Shouldn't that lose the `!'? No, that bit of code was to avoid vid->vid which is the only one which seems to be a ddraw bug and not a coding problem, so cannot be fixed, or made to work consistently in Windows. this isn't a big thing as it's currently software only anyway. The software stretcher works fine (i.e. using the unchanged code). Standard blits are fine, it is just any of the stretch functions. Neil. wii:0356-1384-6687-2022, kart:3308-4806-6002. XBOX:chucklepie |
Evert
Member #794
November 2000
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Quote: No, that bit of code was to avoid vid->vid which is the only one which seems to be a ddraw bug and not a coding problem, so cannot be fixed, or made to work consistently in Windows. this isn't a big thing as it's currently software only anyway. Well, I'd prefer being able to detect it (somehow) and not report the accelerated blit as being possible, or work around it. What the code does with your change is always fall back on software stretching despite claiming that vid->vid is accelerated. This is worse than it is now. Quote: The software stretcher works fine (i.e. using the unchanged code). Ok, so we can check if the destination bitmap is a video bitmap and use the software stretcher in that case? Quote: Standard blits are fine, it is just any of the stretch functions. Ok, in that case I'll have a look at how standard blits deal with vid->mem blits. I'm assuming they do something special if the accelerated vid->mem stretch_blit crashes. |
Neil Walker
Member #210
April 2000
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As far as I can see there is hardly any difference between ddraw_masked_blit() and ddraw_do_stretch_blit(), nothing worth noting anyway. In order to state the obvious I debugged the stretch_blit at the point of crash and it fails on the draw: hr = IDirectDrawSurface2_Blt(DDRAW_SURFACE_OF(dest_parent)->id, &dest_rect, I can only summise that it must be a bug inside the _Blt function or perhaps my video card has a fault? If someone offers (they haven't the past few times I did) I'll post the exe for them to test. Neil. Neil. wii:0356-1384-6687-2022, kart:3308-4806-6002. XBOX:chucklepie |
Thomas Harte
Member #33
April 2000
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Quote: I can only summise that it must be a bug inside the _Blt function or perhaps my video card has a fault? There's the outside possibility of an issue with clipping, that I vaguely alluded to before. Did you make a note either of the values of dest_rect and source_rect or of the parameters you passed to stretch_blit to make it crash? Quote: If someone offers (they haven't the past few times I did) I'll post the exe for them to test. You might as well post - I might get a go on a Windows machine later. [My site] [Tetrominoes] |
Neil Walker
Member #210
April 2000
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I didn't check the data in the function (I'll do it tonight and update the post when done - I don't have a JIT debugger on this build) but for my source image I tried both 24x24 and 32x32, and tried doubling the size and keeping the same size. So thinking about it, there is no difference between the standard masked_blit call and the stretched_mask_blit when your destination size is the same as the source as they both call the same IDirectDrawSurface2_Blt with the same parameters, don't they? Neil. wii:0356-1384-6687-2022, kart:3308-4806-6002. XBOX:chucklepie |
Evert
Member #794
November 2000
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Quote: As far as I can see there is hardly any difference between ddraw_masked_blit() and ddraw_do_stretch_blit(), nothing worth noting anyway. In order to state the obvious I debugged the stretch_blit at the point of crash and it fails on the draw: hr = IDirectDrawSurface2_Blt(DDRAW_SURFACE_OF(dest_parent)->id, &dest_rect, I can only summise that it must be a bug inside the _Blt function or perhaps my video card has a fault? Not nescessarily. To the best of my knowledge normal Allegro memory bitmaps don't have a DirectX drawing surface associated with them, so based on that idea (which I don't actually know if it's accurate or not) I would expect that code to crash if given a memory bitmap. I should have taken a little more time to explain what I was thinking when I asked if normal blits work. The ddraw_stretch_blit and ddraw_blit functions are virtually identical, which suggests that the problem is not in there, but in blit() or stretch_blit() itself. What I was thinking is that maybe blit() checks if the destination surface is also a video bitmap before calling the hardware accelerated function. I know stretch_blit() does no such test and if that's the difference it can account for the one crashing and the other not. |
Neil Walker
Member #210
April 2000
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In blit.c in the src directory blit() does this: /* drawing onto memory bitmaps */ if ((is_video_bitmap(src)) || (is_system_bitmap(src))) src->vtable->blit_to_memory(src, dest, s_x, s_y, d_x, d_y, w, h); else dest->vtable->blit_to_self(src, dest, s_x, s_y, d_x, d_y, w, h); This is the code for blitting video/system onto memory, which is as you say, checks what to do, which I guess is why standard blit works. I got a bit confused as to stretch_blit as the only obvious place was cstretch.c in src\c and istretch.c in the i386 directory. I don't know which is being called. However, in istretch.c it does say that the code is a bit dodgy, but it does no checks on bitmap type, however if source->vtable->do_stretch_blit is set then it just calls do_stretch_blit() which doesn't have any checks either on whether the source/dest are video->memory. In cstretch.c it does: #ifdef ALLEGRO_MPW if (is_system_bitmap(src) && is_system_bitmap(dst)) system_stretch_blit(src, dst, sx, sy, sw, sh, dx, dy, dw, dh); else #endif _al_stretch_blit(src, dst, sx, sy, sw, sh, dx, dy, dw, dh, 0); I don't know what ALLEGRO_MPW is or whether either function does dst bitmap type checks. Guessing I say it is calling the function in istretch.c because the vtable function is getting called and that does no checks? Neil. wii:0356-1384-6687-2022, kart:3308-4806-6002. XBOX:chucklepie |
Peter Hull
Member #1,136
March 2001
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MPW is Macintosh Programmer's Workshop - it was Apple's IDE for development on Mac OS 'classic' i.e. version 9 and earlier. There was a partial Mac port but IIRC it was never complete. Any MPW code is obsolete now, of course. Pete
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Neil Walker
Member #210
April 2000
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In that case, the function in istretch.c must be the fault like Evert said. I'll give the code a tweak tonight (unless Evert beats me to it) and see if it works. Neil. wii:0356-1384-6687-2022, kart:3308-4806-6002. XBOX:chucklepie |
Evert
Member #794
November 2000
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Quote: I got a bit confused as to stretch_blit as the only obvious place was cstretch.c in src\c and istretch.c in the i386 directory. I don't know which is being called.
It depends: the code on src/c is compiled if Allegro is compiled without ASM code (it's the code that's always used when not using an i386 or compatible computer), the code in src/i386 is used when Allegro is compiled with assmebler code. The stretch_blit code is a bit of self-modifying code, which is sortof neat but also quite evil. Quote: however if source->vtable->do_stretch_blit is set then it just calls do_stretch_blit()
Yes. Actually, when I think about it this is the proper way to do it: this bitmap type (each bitmap type, memory, system and video, has its own vtable) has a dedicated special-purpose function that knows how to do stretch_blit better than the general purpose code. I feel that stretch_blit() itself should not try to guess when the vtable function should or should not be used. Instead, the vtable function should fall back on the software blitter in case it decides that it cannot use hardware acceleration. In this sense, I think blit() is at fault from an object-oriented point of view, but we'll leave it as is for 4.2. if (is_memory_bitmap(dest)) { _orig_stretch_blit(source, dest, source_x, source_y, source_width, source_height, dest_x, dest_y, dest_width, dest_height, masked); return; } to ddraw_do_stretch_blit before the first check. Quote: Any MPW code is obsolete now, of course. Yeah, we should probably remove it as we go. I don't think it ever actually worked anyway. |
Neil Walker
Member #210
April 2000
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It still crashes. Even if I put the _orig function at the top of the do_stretch function and call it regardless. I can't really follow all the vtable stuff so I guess something is going wrong somewhere as it works with the non-accelerated code changes. I put the change in ddraw_do_stretch_blit. btw, it isn't exactly a huge speed increase, but at the top of most of the ddraw blit functions there are about 10 lines of calculations for dest_rect and source_rect and src_key. They are only used when the acceleration check is made, so I guess it would make sense to move them into the statement to gain a teeny weeny increase in speed. I tried it and it works fine. Is it possible to make unaccelerated calls to the blit, etc. functions when code would normally route it to the accelerated functions? is it just a matter of changing the gfx flag at runtime to disable the feature, or is this a bad thing to do? Neil. wii:0356-1384-6687-2022, kart:3308-4806-6002. XBOX:chucklepie |
Evert
Member #794
November 2000
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Quote: It still crashes. Even if I put the _orig function at the top of the do_stretch function and call it regardless. That doesn't make sense if the original version worked. Does it also crash if you remove the vtable check and call? Quote: I can't really follow all the vtable stuff
The DirectX driver sets the vtable entry for do_stretch_blit() in the video-bitmap vtable to the DirectX hardware accelerated version. Quote: I put the change in ddraw_do_stretch_blit. That would be correct. Quote: btw, it isn't exactly a huge speed increase, Have you disabled vsync? Quote: but at the top of most of the ddraw blit functions there are about 10 lines of calculations for dest_rect and source_rect and src_key. They are only used when the acceleration check is made, so I guess it would make sense to move them into the statement to gain a teeny weeny increase in speed. If you're right it does make sense, but not because of speed gain. I would be highly surprised if that were measurable. Quote: Is it possible to make unaccelerated calls to the blit, etc. functions when code would normally route it to the accelerated functions? Not cleanly, no (hackishly, you can change the vtable manually in user code). You can switch to a non-hardware accelerated driver (the DX soft one; it's the same as the regular DX driver except that it doesn't activate any of the accelerated features). Quote: is it just a matter of changing the gfx flag at runtime to disable the feature, or is this a bad thing to do?
You cannot change the flag. The gfx_capabilities are logically read only and should never be changed from user code. |
Neil Walker
Member #210
April 2000
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Well, that's what happened. I put the _orig as the first line of code in the function and it crashed. To make sure I was using the right file and the right thing was being called, I simply put in a return as the first statement and it worked (i.e. nothing was displayed). Anyway, I'll recompile with debug and see where it falls over. Quote: I would be highly surprised if that were measurable. A little bit here, a little bit there Neil. wii:0356-1384-6687-2022, kart:3308-4806-6002. XBOX:chucklepie |
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