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https://github.com/RetroDECK/Duckstation.git
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GPU/HW: Eliminate CPU round trip on oversized VRAM writes
This commit is contained in:
parent
e144392187
commit
d1a2ebd8f3
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@ -529,6 +529,20 @@ bool GPU_HW::UseVRAMCopyShader(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 w
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.Intersects(Common::Rectangle<u32>::FromExtents(dst_x, dst_y, width, height)));
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}
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GPU_HW::VRAMWriteUBOData GPU_HW::GetVRAMWriteUBOData(u32 x, u32 y, u32 width, u32 height, u32 buffer_offset) const
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{
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const VRAMWriteUBOData uniforms = {x,
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y,
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((x + width) % VRAM_WIDTH),
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((y + height) % VRAM_HEIGHT),
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width,
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height,
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buffer_offset,
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m_GPUSTAT.set_mask_while_drawing ? 0x8000u : 0x00,
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GetCurrentNormalizedVertexDepth()};
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return uniforms;
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}
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GPU_HW::VRAMFillUBOData GPU_HW::GetVRAMFillUBOData(u32 x, u32 y, u32 width, u32 height, u32 color) const
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{
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// drop precision unless true colour is enabled
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@ -125,8 +125,12 @@ protected:
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struct VRAMWriteUBOData
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{
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u32 u_base_coords[2];
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u32 u_size[2];
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u32 u_dst_x;
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u32 u_dst_y;
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u32 u_end_x;
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u32 u_end_y;
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u32 u_width;
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u32 u_height;
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u32 u_buffer_base_offset;
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u32 u_mask_or_bits;
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float u_depth_value;
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@ -226,6 +230,7 @@ protected:
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bool UseVRAMCopyShader(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height) const;
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VRAMFillUBOData GetVRAMFillUBOData(u32 x, u32 y, u32 width, u32 height, u32 color) const;
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VRAMWriteUBOData GetVRAMWriteUBOData(u32 x, u32 y, u32 width, u32 height, u32 buffer_offset) const;
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VRAMCopyUBOData GetVRAMCopyUBOData(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height) const;
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/// Handles quads with flipped texture coordinate directions.
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@ -681,19 +681,7 @@ void GPU_HW_D3D11::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color)
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GPU_HW::FillVRAM(x, y, width, height, color);
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// drop precision unless true colour is enabled
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if (!m_true_color)
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color = RGBA5551ToRGBA8888(RGBA8888ToRGBA5551(color));
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struct Uniforms
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{
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float u_fill_color[4];
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u32 u_interlaced_displayed_field;
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};
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Uniforms uniforms;
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std::tie(uniforms.u_fill_color[0], uniforms.u_fill_color[1], uniforms.u_fill_color[2], uniforms.u_fill_color[3]) =
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RGBA8ToFloat(color);
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uniforms.u_interlaced_displayed_field = GetActiveLineLSB();
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const VRAMFillUBOData uniforms = GetVRAMFillUBOData(x, y, width, height, color);
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m_context->OMSetDepthStencilState(m_depth_test_always_state.Get(), 0);
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@ -708,36 +696,22 @@ void GPU_HW_D3D11::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color)
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void GPU_HW_D3D11::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data)
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{
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if ((x + width) > VRAM_WIDTH || (y + height) > VRAM_HEIGHT)
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{
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// CPU round trip if oversized for now.
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Log_WarningPrintf("Oversized VRAM update (%u-%u, %u-%u), CPU round trip", x, x + width, y, y + height);
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ReadVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT);
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GPU::UpdateVRAM(x, y, width, height, data);
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UpdateVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT, m_vram_shadow.data());
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return;
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}
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GPU_HW::UpdateVRAM(x, y, width, height, data);
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const Common::Rectangle<u32> bounds = GetVRAMTransferBounds(x, y, width, height);
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GPU_HW::UpdateVRAM(bounds.left, bounds.top, bounds.GetWidth(), bounds.GetHeight(), data);
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const u32 num_pixels = width * height;
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const auto map_result = m_texture_stream_buffer.Map(m_context.Get(), 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(m_context.Get(), num_pixels * sizeof(u16));
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const VRAMWriteUBOData uniforms = {x,
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y,
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width,
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height,
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map_result.index_aligned,
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m_GPUSTAT.set_mask_while_drawing ? 0x8000u : 0x00,
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GetCurrentNormalizedVertexDepth()};
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const VRAMWriteUBOData uniforms = GetVRAMWriteUBOData(x, y, width, height, map_result.index_aligned);
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m_context->OMSetDepthStencilState(
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m_GPUSTAT.check_mask_before_draw ? m_depth_test_less_state.Get() : m_depth_test_always_state.Get(), 0);
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m_context->PSSetShaderResources(0, 1, m_texture_stream_buffer_srv_r16ui.GetAddressOf());
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// the viewport should already be set to the full vram, so just adjust the scissor
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SetScissor(x * m_resolution_scale, y * m_resolution_scale, width * m_resolution_scale, height * m_resolution_scale);
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const Common::Rectangle<u32> scaled_bounds = bounds * m_resolution_scale;
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SetScissor(scaled_bounds.left, scaled_bounds.top, scaled_bounds.GetWidth(), scaled_bounds.GetHeight());
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DrawUtilityShader(m_vram_write_pixel_shader.Get(), &uniforms, sizeof(uniforms));
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@ -754,16 +728,7 @@ void GPU_HW_D3D11::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 widt
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UpdateVRAMReadTexture();
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IncludeVRAMDityRectangle(dst_bounds);
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const VRAMCopyUBOData uniforms = {src_x * m_resolution_scale,
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src_y * m_resolution_scale,
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dst_x * m_resolution_scale,
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dst_y * m_resolution_scale,
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((dst_x + width) % VRAM_WIDTH) * m_resolution_scale,
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((dst_y + height) % VRAM_HEIGHT) * m_resolution_scale,
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width * m_resolution_scale,
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height * m_resolution_scale,
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m_GPUSTAT.set_mask_while_drawing ? 1u : 0u,
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GetCurrentNormalizedVertexDepth()};
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const VRAMCopyUBOData uniforms = GetVRAMCopyUBOData(src_x, src_y, dst_x, dst_y, width, height);
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const Common::Rectangle<u32> dst_bounds_scaled(dst_bounds * m_resolution_scale);
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SetViewportAndScissor(dst_bounds_scaled.left, dst_bounds_scaled.top, dst_bounds_scaled.GetWidth(),
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@ -711,14 +711,10 @@ void GPU_HW_OpenGL::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color)
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glScissor(x, m_vram_texture.GetHeight() - y - height, width, height);
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// drop precision unless true colour is enabled
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if (!m_true_color)
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color = RGBA5551ToRGBA8888(RGBA8888ToRGBA5551(color));
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// fast path when not using interlaced rendering
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if (!IsInterlacedRenderingEnabled())
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{
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const auto [r, g, b, a] = RGBA8ToFloat(color);
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const auto [r, g, b, a] = RGBA8ToFloat(m_true_color ? color : RGBA5551ToRGBA8888(RGBA8888ToRGBA5551(color)));
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glClearColor(r, g, b, a);
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IsGLES() ? glClearDepthf(a) : glClearDepth(a);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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@ -726,15 +722,7 @@ void GPU_HW_OpenGL::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color)
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}
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else
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{
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struct Uniforms
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{
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float u_fill_color[4];
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u32 u_interlaced_displayed_field;
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};
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Uniforms uniforms;
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std::tie(uniforms.u_fill_color[0], uniforms.u_fill_color[1], uniforms.u_fill_color[2], uniforms.u_fill_color[3]) =
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RGBA8ToFloat(color);
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uniforms.u_interlaced_displayed_field = GetActiveLineLSB();
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const VRAMFillUBOData uniforms = GetVRAMFillUBOData(x, y, width, height, color);
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m_vram_interlaced_fill_program.Bind();
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UploadUniformBuffer(&uniforms, sizeof(uniforms));
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@ -749,36 +737,18 @@ void GPU_HW_OpenGL::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 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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{
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if ((x + width) > VRAM_WIDTH || (y + height) > VRAM_HEIGHT)
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{
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// CPU round trip if oversized for now.
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Log_WarningPrintf("Oversized VRAM update (%u-%u, %u-%u), CPU round trip", x, x + width, y, y + height);
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ReadVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT);
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GPU::UpdateVRAM(x, y, width, height, data);
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UpdateVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT, m_vram_shadow.data());
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return;
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}
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GPU_HW::UpdateVRAM(x, y, width, height, data);
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const u32 num_pixels = width * height;
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if (num_pixels < m_max_texture_buffer_size || m_use_ssbo_for_vram_writes)
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{
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const Common::Rectangle<u32> bounds = GetVRAMTransferBounds(x, y, width, height);
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GPU_HW::UpdateVRAM(bounds.left, bounds.top, bounds.GetWidth(), bounds.GetHeight(), data);
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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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m_texture_stream_buffer->Unbind();
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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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glViewport(scaled_x, scaled_flipped_y, scaled_width, scaled_height);
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glDisable(GL_BLEND);
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glDisable(GL_SCISSOR_TEST);
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glDepthFunc(m_GPUSTAT.check_mask_before_draw ? GL_GEQUAL : GL_ALWAYS);
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m_vram_write_program.Bind();
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@ -787,15 +757,14 @@ void GPU_HW_OpenGL::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void*
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else
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glBindTexture(GL_TEXTURE_BUFFER, m_texture_buffer_r16ui_texture);
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const VRAMWriteUBOData uniforms = {x,
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flipped_y,
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width,
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height,
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map_result.index_aligned,
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m_GPUSTAT.set_mask_while_drawing ? 0x8000u : 0x00,
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GetCurrentNormalizedVertexDepth()};
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const VRAMWriteUBOData uniforms = GetVRAMWriteUBOData(x, y, width, height, map_result.index_aligned);
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UploadUniformBuffer(&uniforms, sizeof(uniforms));
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// the viewport should already be set to the full vram, so just adjust the scissor
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const Common::Rectangle<u32> scaled_bounds = bounds * m_resolution_scale;
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glScissor(scaled_bounds.left, m_vram_texture.GetHeight() - scaled_bounds.top - scaled_bounds.GetHeight(),
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scaled_bounds.GetWidth(), scaled_bounds.GetHeight());
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glBindVertexArray(m_attributeless_vao_id);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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@ -803,6 +772,18 @@ void GPU_HW_OpenGL::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void*
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}
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else
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{
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if ((x + width) > VRAM_WIDTH || (y + height) > VRAM_HEIGHT)
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{
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// CPU round trip if oversized for now.
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Log_WarningPrintf("Oversized VRAM update (%u-%u, %u-%u), CPU round trip", x, x + width, y, y + height);
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ReadVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT);
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GPU::UpdateVRAM(x, y, width, height, data);
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UpdateVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT, m_vram_shadow.data());
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return;
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}
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GPU_HW::UpdateVRAM(x, y, width, height, data);
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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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@ -1177,7 +1177,7 @@ std::string GPU_HW_ShaderGen::GenerateVRAMWriteFragmentShader(bool use_ssbo)
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WriteCommonFunctions(ss);
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DeclareUniformBuffer(
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ss,
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{"uint2 u_base_coords", "uint2 u_size", "uint u_buffer_base_offset", "uint u_mask_or_bits", "float u_depth_value"},
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{"uint2 u_base_coords", "uint2 u_end_coords", "uint2 u_size", "uint u_buffer_base_offset", "uint u_mask_or_bits", "float u_depth_value"},
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true);
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if (use_ssbo && m_glsl)
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@ -1203,13 +1203,16 @@ std::string GPU_HW_ShaderGen::GenerateVRAMWriteFragmentShader(bool use_ssbo)
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DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 1, true);
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ss << R"(
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{
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uint2 coords = uint2(v_pos.xy) / uint2(RESOLUTION_SCALE, RESOLUTION_SCALE);
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uint2 offset = coords - u_base_coords;
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uint2 coords = uint2(uint(v_pos.x) / RESOLUTION_SCALE, fixYCoord(uint(v_pos.y)) / RESOLUTION_SCALE);
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#if API_OPENGL || API_OPENGL_ES
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// Lower-left origin flip for OpenGL
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offset.y = u_size.y - offset.y - 1u;
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#endif
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// make sure it's not oversized and out of range
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if (VECTOR_LT(coords, u_base_coords) && VECTOR_GE(coords, u_end_coords))
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discard;
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// find offset from the start of the row/column
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uint2 offset;
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offset.x = (coords.x < u_base_coords.x) ? (((VRAM_SIZE.x / RESOLUTION_SCALE) - 1u) - u_base_coords.x + coords.x) : (coords.x - u_base_coords.x);
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offset.y = (coords.y < u_base_coords.y) ? (((VRAM_SIZE.y / RESOLUTION_SCALE) - 1u) - u_base_coords.y + coords.y) : (coords.y - u_base_coords.y);
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uint buffer_offset = u_buffer_base_offset + (offset.y * u_size.x) + offset.x;
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uint value = GET_VALUE(buffer_offset) | u_mask_or_bits;
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@ -1080,17 +1080,8 @@ void GPU_HW_Vulkan::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color)
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void GPU_HW_Vulkan::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data)
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{
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if ((x + width) > VRAM_WIDTH || (y + height) > VRAM_HEIGHT)
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{
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// CPU round trip if oversized for now.
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Log_WarningPrintf("Oversized VRAM update (%u-%u, %u-%u), CPU round trip", x, x + width, y, y + height);
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ReadVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT);
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GPU::UpdateVRAM(x, y, width, height, data);
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UpdateVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT, m_vram_shadow.data());
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return;
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}
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GPU_HW::UpdateVRAM(x, y, width, height, data);
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const Common::Rectangle<u32> bounds = GetVRAMTransferBounds(x, y, width, height);
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GPU_HW::UpdateVRAM(bounds.left, bounds.top, bounds.GetWidth(), bounds.GetHeight(), data);
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const u32 data_size = width * height * sizeof(u16);
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const u32 alignment = std::max<u32>(sizeof(u16), static_cast<u32>(g_vulkan_context->GetTexelBufferAlignment()));
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@ -1114,13 +1105,7 @@ void GPU_HW_Vulkan::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void*
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BeginVRAMRenderPass();
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VkCommandBuffer cmdbuf = g_vulkan_context->GetCurrentCommandBuffer();
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const VRAMWriteUBOData uniforms = {x,
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y,
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width,
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height,
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start_index,
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m_GPUSTAT.set_mask_while_drawing ? 0x8000u : 0x00,
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GetCurrentNormalizedVertexDepth()};
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const VRAMWriteUBOData uniforms = GetVRAMWriteUBOData(x, y, width, height, start_index);
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vkCmdPushConstants(cmdbuf, m_vram_write_pipeline_layout, VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(uniforms),
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&uniforms);
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vkCmdBindPipeline(cmdbuf, VK_PIPELINE_BIND_POINT_GRAPHICS,
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@ -1129,8 +1114,9 @@ void GPU_HW_Vulkan::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void*
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&m_vram_write_descriptor_set, 0, nullptr);
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// the viewport should already be set to the full vram, so just adjust the scissor
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Vulkan::Util::SetScissor(cmdbuf, x * m_resolution_scale, y * m_resolution_scale, width * m_resolution_scale,
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height * m_resolution_scale);
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const Common::Rectangle<u32> scaled_bounds = bounds * m_resolution_scale;
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Vulkan::Util::SetScissor(cmdbuf, scaled_bounds.left, scaled_bounds.top, scaled_bounds.GetWidth(),
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scaled_bounds.GetHeight());
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vkCmdDraw(cmdbuf, 3, 1, 0, 0);
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RestoreGraphicsAPIState();
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