GPU/HW: Cull primitives larger than 1024x512

This commit is contained in:
Connor McLaughlin 2019-11-24 23:46:33 +10:00
parent 024ed01bbb
commit db0d11c2ff
3 changed files with 42 additions and 3 deletions

View file

@ -88,6 +88,8 @@ public:
VRAM_SIZE = VRAM_WIDTH * VRAM_HEIGHT * sizeof(u16),
TEXTURE_PAGE_WIDTH = 256,
TEXTURE_PAGE_HEIGHT = 256,
MAX_PRIMITIVE_WIDTH = 1024,
MAX_PRIMITIVE_HEIGHT = 512,
DOT_TIMER_INDEX = 0,
HBLANK_TIMER_INDEX = 1
};

View file

@ -79,14 +79,27 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command
const bool shaded = rc.shading_enable;
const bool textured = rc.texture_enable;
BatchVertex* old_vertex_ptr = m_batch_current_vertex_ptr;
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();
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;
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;
(m_batch_current_vertex_ptr++)->Set(vp.x, vp.y, color, texpage, packed_texcoord);
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, texpage, packed_texcoord);
if (restart_strip)
{
@ -94,6 +107,10 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command
restart_strip = false;
}
}
// Cull polygons which are too large.
if ((max_x - min_x) > MAX_PRIMITIVE_WIDTH || (max_y - min_y) > MAX_PRIMITIVE_HEIGHT)
m_batch_current_vertex_ptr = old_vertex_ptr;
}
break;
@ -135,6 +152,9 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command
break;
}
if (rectangle_width >= MAX_PRIMITIVE_WIDTH || rectangle_height >= MAX_PRIMITIVE_HEIGHT)
return;
// TODO: This should repeat the texcoords instead of stretching
const s32 pos_right = pos_left + static_cast<s32>(rectangle_width);
const s32 pos_bottom = pos_top + static_cast<s32>(rectangle_height);
@ -156,13 +176,30 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command
const u32 first_color = rc.color_for_first_vertex;
const bool shaded = rc.shading_enable;
BatchVertex* old_vertex_ptr = m_batch_current_vertex_ptr;
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();
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;
const VertexPosition vp{command_ptr[buffer_pos++]};
(m_batch_current_vertex_ptr++)->Set(vp.x, vp.y, color, 0, 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);
(m_batch_current_vertex_ptr++)->Set(x, y, color, 0, 0);
}
if ((max_x - min_x) > MAX_PRIMITIVE_WIDTH || (max_y - min_y) > MAX_PRIMITIVE_HEIGHT)
m_batch_current_vertex_ptr = old_vertex_ptr;
}
break;

View file

@ -303,7 +303,7 @@ void GPU_SW::DrawTriangle(RenderCommand rc, const SWVertex* v0, const SWVertex*
s32 max_y = std::max(py0, std::max(py1, py2));
// reject triangles which cover the whole vram area
if ((max_x - min_x) >= VRAM_WIDTH || (max_y - min_y) >= VRAM_HEIGHT)
if ((max_x - min_x) > MAX_PRIMITIVE_WIDTH || (max_y - min_y) > MAX_PRIMITIVE_HEIGHT)
return;
// clip to drawing area