Duckstation/src/core/gpu_hw.cpp

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#include "gpu_hw.h"
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#include "common/assert.h"
#include "common/log.h"
#include "common/state_wrapper.h"
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#include "settings.h"
#include "system.h"
#include <imgui.h>
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#include <sstream>
Log_SetChannel(GPU_HW);
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GPU_HW::GPU_HW() : GPU()
{
m_vram_ptr = m_vram_shadow.data();
}
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GPU_HW::~GPU_HW() = default;
bool GPU_HW::IsHardwareRenderer() const
{
return true;
}
bool GPU_HW::Initialize(HostDisplay* host_display, System* system, DMA* dma, InterruptController* interrupt_controller,
Timers* timers)
{
if (!GPU::Initialize(host_display, system, dma, interrupt_controller, timers))
return false;
m_resolution_scale = std::clamp<u32>(m_system->GetSettings().gpu_resolution_scale, 1, m_max_resolution_scale);
m_system->GetSettings().max_gpu_resolution_scale = m_max_resolution_scale;
m_true_color = m_system->GetSettings().gpu_true_color;
m_texture_filtering = m_system->GetSettings().gpu_texture_filtering;
return true;
}
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void GPU_HW::Reset()
{
GPU::Reset();
m_vram_shadow.fill(0);
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m_batch = {};
m_batch_ubo_data = {};
m_batch_ubo_dirty = true;
SetFullVRAMDirtyRectangle();
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}
bool GPU_HW::DoState(StateWrapper& sw)
{
if (!GPU::DoState(sw))
return false;
// invalidate the whole VRAM read texture when loading state
if (sw.IsReading())
SetFullVRAMDirtyRectangle();
return true;
}
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void GPU_HW::UpdateSettings()
{
GPU::UpdateSettings();
m_resolution_scale = std::clamp<u32>(m_system->GetSettings().gpu_resolution_scale, 1, m_max_resolution_scale);
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m_true_color = m_system->GetSettings().gpu_true_color;
m_texture_filtering = m_system->GetSettings().gpu_texture_filtering;
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}
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void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command_ptr)
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{
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const u32 texpage = ZeroExtend32(m_draw_mode.mode_reg.bits) | (ZeroExtend32(m_draw_mode.palette_reg) << 16);
s32 min_x = std::numeric_limits<s32>::max();
s32 max_x = std::numeric_limits<s32>::min();
s32 min_y = std::numeric_limits<s32>::max();
s32 max_y = std::numeric_limits<s32>::min();
// TODO: Move this to the GPU..
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switch (rc.primitive)
{
case Primitive::Polygon:
{
// if we're drawing quads, we need to create a degenerate triangle to restart the triangle strip
bool restart_strip = (rc.quad_polygon && !IsFlushed());
if (restart_strip)
AddDuplicateVertex();
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const u32 first_color = rc.color_for_first_vertex;
const bool shaded = rc.shading_enable;
const bool textured = rc.texture_enable;
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u32 buffer_pos = 1;
for (u32 i = 0; i < num_vertices; i++)
{
const u32 color = (shaded && i > 0) ? (command_ptr[buffer_pos++] & UINT32_C(0x00FFFFFF)) : first_color;
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const VertexPosition vp{command_ptr[buffer_pos++]};
const u16 packed_texcoord = textured ? Truncate16(command_ptr[buffer_pos++]) : 0;
const s32 x = vp.x;
const s32 y = vp.y;
min_x = std::min(min_x, x);
max_x = std::max(max_x, x);
min_y = std::min(min_y, y);
max_y = std::max(max_y, y);
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AddVertex(x, y, color, texpage, packed_texcoord);
if (restart_strip)
{
AddDuplicateVertex();
restart_strip = false;
}
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}
// Cull polygons which are too large.
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if (static_cast<u32>(max_x - min_x) > MAX_PRIMITIVE_WIDTH ||
static_cast<u32>(max_y - min_y) > MAX_PRIMITIVE_HEIGHT)
{
m_batch_current_vertex_ptr -= 2;
AddDuplicateVertex();
AddDuplicateVertex();
return;
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}
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}
break;
case Primitive::Rectangle:
{
// if we're drawing quads, we need to create a degenerate triangle to restart the triangle strip
bool restart_strip = !IsFlushed();
u32 buffer_pos = 1;
const u32 color = rc.color_for_first_vertex;
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const VertexPosition vp{command_ptr[buffer_pos++]};
min_x = vp.x;
min_y = vp.y;
const auto [texcoord_x, texcoord_y] =
UnpackTexcoord(rc.texture_enable ? Truncate16(command_ptr[buffer_pos++]) : 0);
u16 orig_tex_left = ZeroExtend16(texcoord_x);
u16 orig_tex_top = ZeroExtend16(texcoord_y);
s32 rectangle_width;
s32 rectangle_height;
switch (rc.rectangle_size)
{
case DrawRectangleSize::R1x1:
rectangle_width = 1;
rectangle_height = 1;
break;
case DrawRectangleSize::R8x8:
rectangle_width = 8;
rectangle_height = 8;
break;
case DrawRectangleSize::R16x16:
rectangle_width = 16;
rectangle_height = 16;
break;
default:
rectangle_width = static_cast<s32>(command_ptr[buffer_pos] & 0xFFFF);
rectangle_height = static_cast<s32>(command_ptr[buffer_pos] >> 16);
break;
}
if (rectangle_width >= MAX_PRIMITIVE_WIDTH || rectangle_height >= MAX_PRIMITIVE_HEIGHT)
return;
max_x = min_x + rectangle_width;
max_y = min_y + rectangle_height;
// Split the rectangle into multiple quads if it's greater than 256x256, as the texture page should repeat.
u16 tex_top = orig_tex_top;
for (s32 y_offset = 0; y_offset < rectangle_height;)
{
const s32 quad_height = std::min<s32>(rectangle_height - y_offset, TEXTURE_PAGE_WIDTH - tex_top);
const s32 quad_start_y = min_y + y_offset;
const s32 quad_end_y = quad_start_y + quad_height;
const u16 tex_bottom = tex_top + static_cast<u16>(quad_height);
u16 tex_left = orig_tex_left;
for (s32 x_offset = 0; x_offset < rectangle_width;)
{
const s32 quad_width = std::min<s32>(rectangle_width - x_offset, TEXTURE_PAGE_HEIGHT - tex_left);
const s32 quad_start_x = min_x + x_offset;
const s32 quad_end_x = quad_start_x + quad_width;
const u16 tex_right = tex_left + static_cast<u16>(quad_width);
if (restart_strip)
AddDuplicateVertex();
AddVertex(quad_start_x, quad_start_y, color, texpage, tex_left, tex_top);
if (restart_strip)
AddDuplicateVertex();
AddVertex(quad_end_x, quad_start_y, color, texpage, tex_right, tex_top);
AddVertex(quad_start_x, quad_end_y, color, texpage, tex_left, tex_bottom);
AddVertex(quad_end_x, quad_end_y, color, texpage, tex_right, tex_bottom);
restart_strip = true;
x_offset += quad_width;
tex_left = 0;
}
y_offset += quad_height;
tex_top = 0;
}
}
break;
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case Primitive::Line:
{
const u32 first_color = rc.color_for_first_vertex;
const bool shaded = rc.shading_enable;
u32 buffer_pos = 1;
for (u32 i = 0; i < num_vertices; i++)
{
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const u32 color = (shaded && i > 0) ? (command_ptr[buffer_pos++] & UINT32_C(0x00FFFFFF)) : first_color;
const VertexPosition vp{command_ptr[buffer_pos++]};
const s32 x = vp.x;
const s32 y = vp.y;
min_x = std::min(min_x, x);
max_x = std::max(max_x, x);
min_y = std::min(min_y, y);
max_y = std::max(max_y, y);
(m_batch_current_vertex_ptr++)->Set(x, y, color, 0, 0);
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}
}
break;
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default:
UnreachableCode();
break;
}
const Common::Rectangle<u32> area_covered(
std::clamp(m_drawing_offset.x + min_x, static_cast<s32>(m_drawing_area.left),
static_cast<s32>(m_drawing_area.right)),
std::clamp(m_drawing_offset.y + min_y, static_cast<s32>(m_drawing_area.top),
static_cast<s32>(m_drawing_area.bottom)),
std::clamp(m_drawing_offset.x + max_x, static_cast<s32>(m_drawing_area.left),
static_cast<s32>(m_drawing_area.right)) +
1,
std::clamp(m_drawing_offset.y + max_y, static_cast<s32>(m_drawing_area.top),
static_cast<s32>(m_drawing_area.bottom)) +
1);
m_vram_dirty_rect.Include(area_covered);
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}
void GPU_HW::AddDuplicateVertex()
{
std::memcpy(m_batch_current_vertex_ptr, &m_batch_last_vertex, sizeof(BatchVertex));
m_batch_current_vertex_ptr++;
}
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void GPU_HW::CalcScissorRect(int* left, int* top, int* right, int* bottom)
{
*left = m_drawing_area.left * m_resolution_scale;
*right = std::max<u32>((m_drawing_area.right + 1) * m_resolution_scale, *left + 1);
*top = m_drawing_area.top * m_resolution_scale;
*bottom = std::max<u32>((m_drawing_area.bottom + 1) * m_resolution_scale, *top + 1);
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}
Common::Rectangle<u32> GPU_HW::GetVRAMTransferBounds(u32 x, u32 y, u32 width, u32 height)
{
Common::Rectangle<u32> out_rc = Common::Rectangle<u32>::FromExtents(x, y, width, height);
if (out_rc.right > VRAM_WIDTH)
{
out_rc.left = 0;
out_rc.right = VRAM_WIDTH;
}
if (out_rc.bottom > VRAM_HEIGHT)
{
out_rc.top = 0;
out_rc.bottom = VRAM_HEIGHT;
}
return out_rc;
}
GPU_HW::BatchPrimitive GPU_HW::GetPrimitiveForCommand(RenderCommand rc)
{
if (rc.primitive == Primitive::Line)
return rc.polyline ? BatchPrimitive::LineStrip : BatchPrimitive::Lines;
else if ((rc.primitive == Primitive::Polygon && rc.quad_polygon) || rc.primitive == Primitive::Rectangle)
return BatchPrimitive::TriangleStrip;
else
return BatchPrimitive::Triangles;
}
void GPU_HW::IncludeVRAMDityRectangle(const Common::Rectangle<u32>& rect)
{
m_vram_dirty_rect.Include(rect);
// the vram area can include the texture page, but the game can leave it as-is. in this case, set it as dirty so the
// shadow texture is updated
if (!m_draw_mode.IsTexturePageChanged() &&
(m_draw_mode.GetTexturePageRectangle().Intersects(rect) ||
(m_draw_mode.IsUsingPalette() && m_draw_mode.GetTexturePaletteRectangle().Intersects(rect))))
{
m_draw_mode.SetTexturePageChanged();
}
}
void GPU_HW::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color)
{
IncludeVRAMDityRectangle(
Common::Rectangle<u32>::FromExtents(x, y, width, height).Clamped(0, 0, VRAM_WIDTH, VRAM_HEIGHT));
}
void GPU_HW::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data)
{
DebugAssert((x + width) <= VRAM_WIDTH && (y + height) <= VRAM_HEIGHT);
IncludeVRAMDityRectangle(Common::Rectangle<u32>::FromExtents(x, y, width, height));
}
void GPU_HW::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height)
{
IncludeVRAMDityRectangle(
Common::Rectangle<u32>::FromExtents(dst_x, dst_y, width, height).Clamped(0, 0, VRAM_WIDTH, VRAM_HEIGHT));
}
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void GPU_HW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32* command_ptr)
{
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TextureMode texture_mode;
if (rc.IsTexturingEnabled())
{
// texture page changed - check that the new page doesn't intersect the drawing area
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if (m_draw_mode.IsTexturePageChanged())
{
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m_draw_mode.ClearTexturePageChangedFlag();
if (m_vram_dirty_rect.Valid() &&
(m_draw_mode.GetTexturePageRectangle().Intersects(m_vram_dirty_rect) ||
(m_draw_mode.IsUsingPalette() && m_draw_mode.GetTexturePaletteRectangle().Intersects(m_vram_dirty_rect))))
{
Log_DevPrintf("Invalidating VRAM read cache due to drawing area overlap");
if (!IsFlushed())
FlushRender();
UpdateVRAMReadTexture();
m_renderer_stats.num_vram_read_texture_updates++;
ClearVRAMDirtyRectangle();
}
}
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texture_mode = m_draw_mode.GetTextureMode();
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if (rc.raw_texture_enable)
{
texture_mode =
static_cast<TextureMode>(static_cast<u8>(texture_mode) | static_cast<u8>(TextureMode::RawTextureBit));
}
}
else
{
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texture_mode = TextureMode::Disabled;
}
// has any state changed which requires a new batch?
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const TransparencyMode transparency_mode =
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rc.transparency_enable ? m_draw_mode.GetTransparencyMode() : TransparencyMode::Disabled;
const BatchPrimitive rc_primitive = GetPrimitiveForCommand(rc);
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const bool dithering_enable = (!m_true_color && rc.IsDitheringEnabled()) ? m_GPUSTAT.dither_enable : false;
const u32 max_added_vertices = num_vertices + 5;
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if (!IsFlushed())
{
const bool buffer_overflow = GetBatchVertexSpace() < max_added_vertices;
if (buffer_overflow || rc_primitive == BatchPrimitive::LineStrip || m_batch.texture_mode != texture_mode ||
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m_batch.transparency_mode != transparency_mode || m_batch.primitive != rc_primitive ||
dithering_enable != m_batch.dithering || m_drawing_area_changed || m_drawing_offset_changed ||
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m_draw_mode.IsTextureWindowChanged())
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{
FlushRender();
}
}
// transparency mode change
if (m_batch.transparency_mode != transparency_mode && transparency_mode != TransparencyMode::Disabled)
{
static constexpr float transparent_alpha[4][2] = {{0.5f, 0.5f}, {1.0f, 1.0f}, {1.0f, 1.0f}, {0.25f, 1.0f}};
m_batch_ubo_data.u_src_alpha_factor = transparent_alpha[static_cast<u32>(transparency_mode)][0];
m_batch_ubo_data.u_dst_alpha_factor = transparent_alpha[static_cast<u32>(transparency_mode)][1];
m_batch_ubo_dirty = true;
}
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if (m_batch.check_mask_before_draw != m_GPUSTAT.check_mask_before_draw ||
m_batch.set_mask_while_drawing != m_GPUSTAT.set_mask_while_drawing)
{
m_batch.check_mask_before_draw = m_GPUSTAT.check_mask_before_draw;
m_batch.set_mask_while_drawing = m_GPUSTAT.set_mask_while_drawing;
m_batch_ubo_data.u_set_mask_while_drawing = BoolToUInt32(m_GPUSTAT.set_mask_while_drawing);
m_batch_ubo_dirty = true;
}
if (m_drawing_offset_changed)
{
m_drawing_offset_changed = false;
m_batch_ubo_data.u_pos_offset[0] = m_drawing_offset.x;
m_batch_ubo_data.u_pos_offset[1] = m_drawing_offset.y;
m_batch_ubo_dirty = true;
}
// map buffer if it's not already done
if (!m_batch_current_vertex_ptr)
MapBatchVertexPointer(max_added_vertices);
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// update state
m_batch.primitive = rc_primitive;
m_batch.texture_mode = texture_mode;
m_batch.transparency_mode = transparency_mode;
m_batch.dithering = dithering_enable;
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if (m_draw_mode.IsTextureWindowChanged())
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{
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m_draw_mode.ClearTextureWindowChangedFlag();
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m_batch_ubo_data.u_texture_window_mask[0] = ZeroExtend32(m_draw_mode.texture_window_mask_x);
m_batch_ubo_data.u_texture_window_mask[1] = ZeroExtend32(m_draw_mode.texture_window_mask_y);
m_batch_ubo_data.u_texture_window_offset[0] = ZeroExtend32(m_draw_mode.texture_window_offset_x);
m_batch_ubo_data.u_texture_window_offset[1] = ZeroExtend32(m_draw_mode.texture_window_offset_y);
m_batch_ubo_dirty = true;
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}
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LoadVertices(rc, num_vertices, command_ptr);
}
void GPU_HW::DrawRendererStats(bool is_idle_frame)
{
if (!is_idle_frame)
{
m_last_renderer_stats = m_renderer_stats;
m_renderer_stats = {};
}
if (ImGui::CollapsingHeader("Renderer Statistics", ImGuiTreeNodeFlags_DefaultOpen))
{
const auto& stats = m_last_renderer_stats;
ImGui::Columns(2);
ImGui::SetColumnWidth(0, 200.0f);
ImGui::TextUnformatted("Batches Drawn:");
ImGui::NextColumn();
ImGui::Text("%u", stats.num_batches);
ImGui::NextColumn();
ImGui::TextUnformatted("VRAM Read Texture Updates:");
ImGui::NextColumn();
ImGui::Text("%u", stats.num_vram_read_texture_updates);
ImGui::NextColumn();
ImGui::TextUnformatted("Uniform Buffer Updates: ");
ImGui::NextColumn();
ImGui::Text("%u", stats.num_uniform_buffer_updates);
ImGui::NextColumn();
ImGui::Columns(1);
}
}