GPU/HW: Track VRAM fills/writes in dirty rectangle instead of invalidating

This commit is contained in:
Connor McLaughlin 2019-11-05 22:12:37 +10:00
parent 2578f34a7c
commit da51d49d18
4 changed files with 45 additions and 25 deletions

View file

@ -178,6 +178,21 @@ GPU_HW::BatchPrimitive GPU_HW::GetPrimitiveForCommand(RenderCommand rc)
return BatchPrimitive::Triangles; return BatchPrimitive::Triangles;
} }
void GPU_HW::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color)
{
m_vram_dirty_rect.Include(Common::Rectangle<u32>::FromExtents(x, y, width, height));
}
void GPU_HW::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data)
{
m_vram_dirty_rect.Include(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)
{
m_vram_dirty_rect.Include(Common::Rectangle<u32>::FromExtents(dst_x, dst_y, width, height));
}
void GPU_HW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32* command_ptr) void GPU_HW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32* command_ptr)
{ {
TextureMode texture_mode; TextureMode texture_mode;
@ -206,6 +221,21 @@ void GPU_HW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32
break; break;
} }
// texture page changed - check that the new page doesn't intersect the drawing area
if (m_render_state.IsTexturePageChanged())
{
m_render_state.ClearTexturePageChangedFlag();
if (m_vram_dirty_rect.Valid() && (m_render_state.GetTexturePageRectangle().Intersects(m_vram_dirty_rect) ||
m_render_state.GetTexturePaletteRectangle().Intersects(m_vram_dirty_rect)))
{
if (!IsFlushed())
FlushRender();
Log_WarningPrintf("Invalidating VRAM read cache due to drawing area overlap");
m_vram_read_texture_dirty = true;
}
}
texture_mode = m_render_state.texture_mode; texture_mode = m_render_state.texture_mode;
if (rc.raw_texture_enable) if (rc.raw_texture_enable)
{ {
@ -219,21 +249,6 @@ void GPU_HW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32
texture_mode = TextureMode::Disabled; texture_mode = TextureMode::Disabled;
} }
// texture page changed - check that the new page doesn't intersect the drawing area
if (m_render_state.IsTexturePageChanged())
{
m_render_state.ClearTexturePageChangedFlag();
if (m_vram_dirty_rect.Valid() && (m_render_state.GetTexturePageRectangle().Intersects(m_vram_dirty_rect) ||
m_render_state.GetTexturePaletteRectangle().Intersects(m_vram_dirty_rect)))
{
if (!IsFlushed())
FlushRender();
Log_WarningPrintf("Invalidating VRAM read cache due to drawing area overlap");
m_vram_read_texture_dirty = true;
}
}
// has any state changed which requires a new batch? // has any state changed which requires a new batch?
const TransparencyMode transparency_mode = const TransparencyMode transparency_mode =
rc.transparency_enable ? m_render_state.transparency_mode : TransparencyMode::Disabled; rc.transparency_enable ? m_render_state.transparency_mode : TransparencyMode::Disabled;

View file

@ -112,13 +112,14 @@ protected:
virtual void MapBatchVertexPointer(u32 required_vertices) = 0; virtual void MapBatchVertexPointer(u32 required_vertices) = 0;
void InvalidateVRAMReadTexture() { m_vram_read_texture_dirty = true; }
u32 GetBatchVertexSpace() const { return static_cast<u32>(m_batch_end_vertex_ptr - m_batch_current_vertex_ptr); } u32 GetBatchVertexSpace() const { return static_cast<u32>(m_batch_end_vertex_ptr - m_batch_current_vertex_ptr); }
u32 GetBatchVertexCount() const { return static_cast<u32>(m_batch_current_vertex_ptr - m_batch_start_vertex_ptr); } u32 GetBatchVertexCount() const { return static_cast<u32>(m_batch_current_vertex_ptr - m_batch_start_vertex_ptr); }
bool IsFlushed() const { return m_batch_current_vertex_ptr == m_batch_start_vertex_ptr; } bool IsFlushed() const { return m_batch_current_vertex_ptr == m_batch_start_vertex_ptr; }
void FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color) override;
void UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data) override;
void CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height) override;
void DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32* command_ptr) override; void DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32* command_ptr) override;
void DrawRendererStats(bool is_idle_frame) override; void DrawRendererStats(bool is_idle_frame) override;

View file

@ -595,6 +595,8 @@ void GPU_HW_D3D11::ReadVRAM(u32 x, u32 y, u32 width, u32 height, void* buffer)
void GPU_HW_D3D11::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color) void GPU_HW_D3D11::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color)
{ {
GPU_HW::FillVRAM(x, y, width, height, color);
// drop precision unless true colour is enabled // drop precision unless true colour is enabled
if (!m_true_color) if (!m_true_color)
color = RGBA5551ToRGBA8888(RGBA8888ToRGBA5551(color)); color = RGBA5551ToRGBA8888(RGBA8888ToRGBA5551(color));
@ -607,11 +609,12 @@ void GPU_HW_D3D11::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color)
DrawUtilityShader(m_fill_pixel_shader.Get(), uniforms, sizeof(uniforms)); DrawUtilityShader(m_fill_pixel_shader.Get(), uniforms, sizeof(uniforms));
RestoreGraphicsAPIState(); RestoreGraphicsAPIState();
InvalidateVRAMReadTexture();
} }
void GPU_HW_D3D11::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data) void GPU_HW_D3D11::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data)
{ {
GPU_HW::UpdateVRAM(x, y, width, height, data);
const u32 num_pixels = width * height; const u32 num_pixels = width * height;
const auto map_result = m_texture_stream_buffer.Map(m_context.Get(), sizeof(u16), num_pixels * sizeof(u16)); const auto map_result = m_texture_stream_buffer.Map(m_context.Get(), sizeof(u16), num_pixels * sizeof(u16));
std::memcpy(map_result.pointer, data, num_pixels * sizeof(u16)); std::memcpy(map_result.pointer, data, num_pixels * sizeof(u16));
@ -626,11 +629,12 @@ void GPU_HW_D3D11::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* d
DrawUtilityShader(m_vram_write_pixel_shader.Get(), uniforms, sizeof(uniforms)); DrawUtilityShader(m_vram_write_pixel_shader.Get(), uniforms, sizeof(uniforms));
RestoreGraphicsAPIState(); RestoreGraphicsAPIState();
InvalidateVRAMReadTexture();
} }
void GPU_HW_D3D11::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height) void GPU_HW_D3D11::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height)
{ {
GPU_HW::CopyVRAM(src_x, src_y, dst_x, dst_y, width, height);
src_x *= m_resolution_scale; src_x *= m_resolution_scale;
src_y *= m_resolution_scale; src_y *= m_resolution_scale;
dst_x *= m_resolution_scale; dst_x *= m_resolution_scale;
@ -640,7 +644,6 @@ void GPU_HW_D3D11::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 widt
const CD3D11_BOX src_box(src_x, src_y, 0, src_x + width, src_y + height, 1); const CD3D11_BOX src_box(src_x, src_y, 0, src_x + width, src_y + height, 1);
m_context->CopySubresourceRegion(m_vram_texture, 0, dst_x, dst_y, 0, m_vram_texture, 0, &src_box); m_context->CopySubresourceRegion(m_vram_texture, 0, dst_x, dst_y, 0, m_vram_texture, 0, &src_box);
InvalidateVRAMReadTexture();
} }
void GPU_HW_D3D11::UpdateVRAMReadTexture() void GPU_HW_D3D11::UpdateVRAMReadTexture()

View file

@ -547,6 +547,8 @@ void GPU_HW_OpenGL::ReadVRAM(u32 x, u32 y, u32 width, u32 height, void* buffer)
void GPU_HW_OpenGL::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color) void GPU_HW_OpenGL::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color)
{ {
GPU_HW::FillVRAM(x, y, width, height, color);
// scale coordinates // scale coordinates
x *= m_resolution_scale; x *= m_resolution_scale;
y *= m_resolution_scale; y *= m_resolution_scale;
@ -564,11 +566,12 @@ void GPU_HW_OpenGL::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color)
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
SetScissorFromDrawingArea(); SetScissorFromDrawingArea();
InvalidateVRAMReadTexture();
} }
void GPU_HW_OpenGL::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data) void GPU_HW_OpenGL::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data)
{ {
GPU_HW::UpdateVRAM(x, y, width, height, data);
const u32 num_pixels = width * height; const u32 num_pixels = width * height;
#if 0 #if 0
const auto map_result = m_texture_stream_buffer->Map(sizeof(u32), num_pixels * sizeof(u32)); const auto map_result = m_texture_stream_buffer->Map(sizeof(u32), num_pixels * sizeof(u32));
@ -649,12 +652,12 @@ void GPU_HW_OpenGL::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void*
SetScissorFromDrawingArea(); SetScissorFromDrawingArea();
#endif #endif
InvalidateVRAMReadTexture();
} }
void GPU_HW_OpenGL::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height) void GPU_HW_OpenGL::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height)
{ {
GPU_HW::CopyVRAM(src_x, src_y, dst_x, dst_y, width, height);
src_x *= m_resolution_scale; src_x *= m_resolution_scale;
src_y *= m_resolution_scale; src_y *= m_resolution_scale;
dst_x *= m_resolution_scale; dst_x *= m_resolution_scale;
@ -671,8 +674,6 @@ void GPU_HW_OpenGL::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 wid
glBlitFramebuffer(src_x, src_y, src_x + width, src_y + height, dst_x, dst_y, dst_x + width, dst_y + height, glBlitFramebuffer(src_x, src_y, src_x + width, src_y + height, dst_x, dst_y, dst_x + width, dst_y + height,
GL_COLOR_BUFFER_BIT, GL_NEAREST); GL_COLOR_BUFFER_BIT, GL_NEAREST);
glEnable(GL_SCISSOR_TEST); glEnable(GL_SCISSOR_TEST);
InvalidateVRAMReadTexture();
} }
void GPU_HW_OpenGL::UpdateVRAMReadTexture() void GPU_HW_OpenGL::UpdateVRAMReadTexture()