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GPU: Implement skip-drawing-to-active-field for interlaced mode
Currently only in the software renderer.
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@ -240,7 +240,7 @@ u32 GPU::ReadRegister(u32 offset)
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// code can be dependent on the odd/even bit, so update the GPU state when reading.
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// we can mitigate this slightly by only updating when the raster is actually hitting a new line
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if (IsRasterScanlinePending())
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m_tick_event->InvokeEarly(true);
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Synchronize();
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return m_GPUSTAT.bits;
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}
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@ -400,6 +400,12 @@ protected:
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static constexpr u32 MASK = (1 << 19) | (1 << 22);
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return ((bits & MASK) == MASK);
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}
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bool SkipDrawingToActiveField() const
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{
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static constexpr u32 MASK = (1 << 19) | (1 << 22) | (1 << 10);
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static constexpr u32 ACTIVE = (1 << 19) | (1 << 22);
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return ((bits & MASK) == ACTIVE);
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}
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// During transfer/render operations, if ((dst_pixel & mask_and) == 0) { pixel = src_pixel | mask_or }
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u16 GetMaskAND() const
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@ -306,6 +306,9 @@ bool GPU::HandleRenderCommand(const u32*& command_ptr, u32 command_size)
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primitive_names[static_cast<u8>(rc.primitive.GetValue())], ZeroExtend32(num_vertices),
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ZeroExtend32(words_per_vertex));
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if (m_GPUSTAT.SkipDrawingToActiveField() && IsRasterScanlinePending())
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Synchronize();
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DispatchRenderCommand(rc, num_vertices, command_ptr);
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command_ptr += total_words;
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m_stats.num_vertices += num_vertices;
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@ -574,6 +574,9 @@ void GPU_SW::ShadePixel(u32 x, u32 y, u8 color_r, u8 color_g, u8 color_b, u8 tex
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if ((bg_color.bits & mask_and) != 0)
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return;
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if (m_GPUSTAT.SkipDrawingToActiveField() && BoolToUInt32(m_GPUSTAT.drawing_even_line) != (static_cast<u32>(y) & 1u))
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return;
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SetPixel(static_cast<u32>(x), static_cast<u32>(y), color.bits | m_GPUSTAT.GetMaskOR());
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}
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