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https://github.com/RetroDECK/Duckstation.git
synced 2024-11-30 01:25:51 +00:00
GPU: Use texture buffer/fragment shader for VRAM writes
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f59e08b564
commit
4143469353
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@ -201,12 +201,17 @@ uint RGBA8ToRGBA5551(vec4 v)
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vec4 RGBA5551ToRGBA8(uint v)
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vec4 RGBA5551ToRGBA8(uint v)
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{
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{
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uint r = (v & 0x1Fu);
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uint r = (v & 31u);
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uint g = ((v >> 5) & 0x1Fu);
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uint g = ((v >> 5) & 31u);
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uint b = ((v >> 10) & 0x1Fu);
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uint b = ((v >> 10) & 31u);
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uint a = ((v >> 15) & 0x01u);
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uint a = ((v >> 15) & 1u);
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return vec4(float(r) * 255.0, float(g) * 255.0, float(b) * 255.0, float(a) * 255.0);
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// repeat lower bits
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r = (r << 3) | (r & 7u);
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g = (g << 3) | (g & 7u);
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b = (b << 3) | (b & 7u);
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return vec4(float(r) / 255.0, float(g) / 255.0, float(b) / 255.0, float(a));
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}
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}
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)";
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)";
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}
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}
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@ -547,6 +552,34 @@ void main()
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return ss.str();
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return ss.str();
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}
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}
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std::string GPU_HW::GenerateVRAMWriteFragmentShader()
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{
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std::stringstream ss;
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GenerateShaderHeader(ss);
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ss << R"(
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uniform ivec2 u_base_coords;
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uniform ivec2 u_size;
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uniform usamplerBuffer samp0;
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out vec4 o_col0;
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void main()
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{
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ivec2 coords = ivec2(gl_FragCoord.xy) / ivec2(RESOLUTION_SCALE, RESOLUTION_SCALE);
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ivec2 offset = coords - u_base_coords;
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offset.y = u_size.y - offset.y - 1;
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int buffer_offset = offset.y * u_size.x + offset.x;
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uint value = texelFetch(samp0, buffer_offset).r;
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o_col0 = RGBA5551ToRGBA8(value);
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})";
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return ss.str();
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}
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GPU_HW::HWPrimitive GPU_HW::GetPrimitiveForCommand(RenderCommand rc)
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GPU_HW::HWPrimitive GPU_HW::GetPrimitiveForCommand(RenderCommand rc)
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{
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{
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if (rc.primitive == Primitive::Line)
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if (rc.primitive == Primitive::Line)
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@ -123,6 +123,7 @@ protected:
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std::string GenerateScreenQuadVertexShader();
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std::string GenerateScreenQuadVertexShader();
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std::string GenerateFillFragmentShader();
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std::string GenerateFillFragmentShader();
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std::string GenerateDisplayFragmentShader(bool depth_24bit, bool interlaced);
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std::string GenerateDisplayFragmentShader(bool depth_24bit, bool interlaced);
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std::string GenerateVRAMWriteFragmentShader();
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HWBatchConfig m_batch = {};
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HWBatchConfig m_batch = {};
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@ -254,9 +254,17 @@ void GPU_HW_OpenGL::CreateVertexBuffer()
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void GPU_HW_OpenGL::CreateTextureBuffer()
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void GPU_HW_OpenGL::CreateTextureBuffer()
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{
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{
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m_texture_stream_buffer = GL::StreamBuffer::Create(GL_PIXEL_UNPACK_BUFFER, VRAM_UPDATE_TEXTURE_BUFFER_SIZE);
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// const GLenum target = GL_PIXEL_UNPACK_BUFFER;
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const GLenum target = GL_TEXTURE_BUFFER;
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m_texture_stream_buffer = GL::StreamBuffer::Create(target, VRAM_UPDATE_TEXTURE_BUFFER_SIZE);
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if (!m_texture_stream_buffer)
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if (!m_texture_stream_buffer)
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Panic("Failed to create texture stream buffer");
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Panic("Failed to create texture stream buffer");
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glGenTextures(1, &m_texture_buffer_r16ui_texture);
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glBindTexture(GL_TEXTURE_BUFFER, m_texture_buffer_r16ui_texture);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_R16UI, m_texture_stream_buffer->GetGLBufferId());
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m_texture_stream_buffer->Unbind();
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}
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}
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bool GPU_HW_OpenGL::CompilePrograms()
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bool GPU_HW_OpenGL::CompilePrograms()
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@ -300,6 +308,19 @@ bool GPU_HW_OpenGL::CompilePrograms()
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}
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}
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}
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}
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if (!m_vram_write_program.Compile(GenerateScreenQuadVertexShader(), GenerateVRAMWriteFragmentShader()))
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return false;
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m_vram_write_program.BindFragData(0, "o_col0");
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if (!m_vram_write_program.Link())
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return false;
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m_vram_write_program.Bind();
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m_vram_write_program.RegisterUniform("u_base_coords");
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m_vram_write_program.RegisterUniform("u_size");
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m_vram_write_program.RegisterUniform("samp0");
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m_vram_write_program.Uniform1i(2, 0);
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return true;
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return true;
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}
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}
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@ -559,7 +580,6 @@ void GPU_HW_OpenGL::FillVRAM(u32 x, u32 y, u32 width, u32 height, u16 color)
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width *= m_resolution_scale;
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width *= m_resolution_scale;
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height *= m_resolution_scale;
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height *= m_resolution_scale;
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glEnable(GL_SCISSOR_TEST);
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glScissor(x, m_vram_texture->GetHeight() - y - height, width, height);
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glScissor(x, m_vram_texture->GetHeight() - y - height, width, height);
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const auto [r, g, b, a] = RGBA8ToFloat(RGBA5551ToRGBA8888(color));
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const auto [r, g, b, a] = RGBA8ToFloat(RGBA5551ToRGBA8888(color));
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@ -573,6 +593,7 @@ void GPU_HW_OpenGL::FillVRAM(u32 x, u32 y, u32 width, u32 height, u16 color)
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void GPU_HW_OpenGL::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data)
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void GPU_HW_OpenGL::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data)
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{
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{
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const u32 num_pixels = width * height;
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const u32 num_pixels = width * height;
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#if 0
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const auto map_result = m_texture_stream_buffer->Map(sizeof(u32), num_pixels * sizeof(u32));
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const auto map_result = m_texture_stream_buffer->Map(sizeof(u32), num_pixels * sizeof(u32));
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// reverse copy the rows so it matches opengl's lower-left origin
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// reverse copy the rows so it matches opengl's lower-left origin
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@ -596,6 +617,7 @@ void GPU_HW_OpenGL::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void*
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}
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}
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m_texture_stream_buffer->Unmap(num_pixels * sizeof(u32));
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m_texture_stream_buffer->Unmap(num_pixels * sizeof(u32));
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m_texture_stream_buffer->Bind();
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// have to write to the 1x texture first
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// have to write to the 1x texture first
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if (m_resolution_scale > 1)
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if (m_resolution_scale > 1)
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@ -609,7 +631,7 @@ void GPU_HW_OpenGL::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void*
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// update texture data
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// update texture data
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glTexSubImage2D(GL_TEXTURE_2D, 0, x, flipped_y, width, height, GL_RGBA, GL_UNSIGNED_BYTE,
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glTexSubImage2D(GL_TEXTURE_2D, 0, x, flipped_y, width, height, GL_RGBA, GL_UNSIGNED_BYTE,
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reinterpret_cast<void*>(map_result.index_aligned * sizeof(u32)));
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reinterpret_cast<void*>(map_result.index_aligned * sizeof(u32)));
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InvalidateVRAMReadCache();
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m_texture_stream_buffer->Unbind();
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if (m_resolution_scale > 1)
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if (m_resolution_scale > 1)
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{
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{
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@ -625,7 +647,30 @@ void GPU_HW_OpenGL::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void*
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scaled_flipped_y + scaled_height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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scaled_flipped_y + scaled_height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glEnable(GL_SCISSOR_TEST);
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glEnable(GL_SCISSOR_TEST);
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}
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}
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#else
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const auto map_result = m_texture_stream_buffer->Map(sizeof(u16), num_pixels * sizeof(u16));
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std::memcpy(map_result.pointer, data, num_pixels * sizeof(u16));
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m_texture_stream_buffer->Unmap(num_pixels * sizeof(u16));
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// viewport should be set to the whole VRAM size, so we can just set the scissor
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const u32 flipped_y = VRAM_HEIGHT - y - height;
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const u32 scaled_width = width * m_resolution_scale;
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const u32 scaled_height = height * m_resolution_scale;
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const u32 scaled_x = x * m_resolution_scale;
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const u32 scaled_y = y * m_resolution_scale;
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const u32 scaled_flipped_y = m_vram_texture->GetHeight() - scaled_y - scaled_height;
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glScissor(scaled_x, scaled_flipped_y, scaled_width, scaled_height);
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m_vram_write_program.Bind();
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glBindTexture(GL_TEXTURE_BUFFER, m_texture_buffer_r16ui_texture);
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m_vram_write_program.Uniform2i(0, x, flipped_y);
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m_vram_write_program.Uniform2i(1, width, height);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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UpdateDrawingArea();
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#endif
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InvalidateVRAMReadCache();
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m_stats.num_vram_writes++;
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m_stats.num_vram_writes++;
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}
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}
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@ -70,6 +70,7 @@ private:
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GLuint m_attributeless_vao_id = 0;
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GLuint m_attributeless_vao_id = 0;
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std::unique_ptr<GL::StreamBuffer> m_texture_stream_buffer;
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std::unique_ptr<GL::StreamBuffer> m_texture_stream_buffer;
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GLuint m_texture_buffer_r16ui_texture = 0;
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bool m_vram_read_texture_dirty = true;
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bool m_vram_read_texture_dirty = true;
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bool m_drawing_area_changed = true;
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bool m_drawing_area_changed = true;
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@ -77,6 +78,7 @@ private:
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std::array<std::array<std::array<GL::Program, 2>, 9>, 4> m_render_programs; // [render_mode][texture_mode][dithering]
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std::array<std::array<std::array<GL::Program, 2>, 9>, 4> m_render_programs; // [render_mode][texture_mode][dithering]
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std::array<std::array<GL::Program, 2>, 2> m_display_programs; // [depth_24][interlaced]
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std::array<std::array<GL::Program, 2>, 2> m_display_programs; // [depth_24][interlaced]
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GL::Program m_vram_write_program;
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GLStats m_stats = {};
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GLStats m_stats = {};
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GLStats m_last_stats = {};
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GLStats m_last_stats = {};
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