GPU/HW: Move drawing offset to CPU-side

Saves updating the uniform buffer.
This commit is contained in:
Connor McLaughlin 2020-03-24 00:20:15 +10:00
parent 40481305c4
commit e2e2b573c0
7 changed files with 20 additions and 41 deletions

View file

@ -53,7 +53,6 @@ void GPU::SoftReset()
m_drawing_area.Set(0, 0, 0, 0);
m_drawing_area_changed = true;
m_drawing_offset = {};
m_drawing_offset_changed = true;
std::memset(&m_crtc_state, 0, sizeof(m_crtc_state));
m_crtc_state.regs.display_address_start = 0;
m_crtc_state.regs.horizontal_display_range = 0xC60260;
@ -148,7 +147,6 @@ bool GPU::DoState(StateWrapper& sw)
m_draw_mode.texture_page_changed = true;
m_draw_mode.texture_window_changed = true;
m_drawing_area_changed = true;
m_drawing_offset_changed = true;
UpdateDMARequest();
}

View file

@ -508,7 +508,6 @@ protected:
bool m_set_texture_disable_mask = false;
bool m_drawing_area_changed = false;
bool m_drawing_offset_changed = false;
bool m_force_progressive_scan = false;
struct CRTCState

View file

@ -195,7 +195,6 @@ bool GPU::HandleSetDrawingOffsetCommand(const u32*& command_ptr, u32 command_siz
m_drawing_offset.x = x;
m_drawing_offset.y = y;
m_drawing_offset_changed = true;
}
EndCommand();

View file

@ -118,7 +118,7 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command
const VertexPosition vp{command_ptr[buffer_pos++]};
const u16 packed_texcoord = textured ? Truncate16(command_ptr[buffer_pos++]) : 0;
vertices[i].Set(vp.x, vp.y, color, texpage, packed_texcoord);
vertices[i].Set(m_drawing_offset.x + vp.x, m_drawing_offset.y + vp.y, color, texpage, packed_texcoord);
}
// Cull polygons which are too large.
@ -150,7 +150,7 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command
const VertexPosition vp{command_ptr[buffer_pos++]};
const u16 packed_texcoord = textured ? Truncate16(command_ptr[buffer_pos++]) : 0;
vertices[3].Set(vp.x, vp.y, color, texpage, packed_texcoord);
vertices[3].Set(m_drawing_offset.x + vp.x, m_drawing_offset.y + vp.y, color, texpage, packed_texcoord);
// Cull polygons which are too large.
if (std::abs(vertices[3].x - vertices[2].x) >= MAX_PRIMITIVE_WIDTH ||
@ -183,8 +183,8 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command
u32 buffer_pos = 1;
const u32 color = rc.color_for_first_vertex;
const VertexPosition vp{command_ptr[buffer_pos++]};
const s32 pos_x = vp.x;
const s32 pos_y = vp.y;
const s32 pos_x = m_drawing_offset.x + vp.x;
const s32 pos_y = m_drawing_offset.y + vp.y;
const auto [texcoord_x, texcoord_y] =
UnpackTexcoord(rc.texture_enable ? Truncate16(command_ptr[buffer_pos++]) : 0);
@ -278,7 +278,7 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command
const VertexPosition vp{command_ptr[buffer_pos++]};
BatchVertex vertex;
vertex.Set(vp.x, vp.y, color, 0, 0);
vertex.Set(m_drawing_offset.x + vp.x, m_drawing_offset.y + vp.y, color, 0, 0);
if (i > 0)
{
@ -312,16 +312,10 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command
if (min_x <= max_x)
{
const Common::Rectangle<u32> area_covered(
std::clamp(m_drawing_offset.x + min_x, static_cast<s32>(m_drawing_area.left),
static_cast<s32>(m_drawing_area.right)),
std::clamp(m_drawing_offset.y + min_y, static_cast<s32>(m_drawing_area.top),
static_cast<s32>(m_drawing_area.bottom)),
std::clamp(m_drawing_offset.x + max_x, static_cast<s32>(m_drawing_area.left),
static_cast<s32>(m_drawing_area.right)) +
1,
std::clamp(m_drawing_offset.y + max_y, static_cast<s32>(m_drawing_area.top),
static_cast<s32>(m_drawing_area.bottom)) +
1);
std::clamp(min_x, static_cast<s32>(m_drawing_area.left), static_cast<s32>(m_drawing_area.right)),
std::clamp(min_y, static_cast<s32>(m_drawing_area.top), static_cast<s32>(m_drawing_area.bottom)),
std::clamp(max_x, static_cast<s32>(m_drawing_area.left), static_cast<s32>(m_drawing_area.right)) + 1,
std::clamp(max_y, static_cast<s32>(m_drawing_area.top), static_cast<s32>(m_drawing_area.bottom)) + 1);
m_vram_dirty_rect.Include(area_covered);
}
}
@ -447,7 +441,7 @@ void GPU_HW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32
{
if (m_batch.texture_mode != texture_mode || m_batch.transparency_mode != transparency_mode ||
m_batch.primitive != rc_primitive || dithering_enable != m_batch.dithering || m_drawing_area_changed ||
m_drawing_offset_changed || m_draw_mode.IsTextureWindowChanged())
m_draw_mode.IsTextureWindowChanged())
{
FlushRender();
}
@ -471,14 +465,6 @@ void GPU_HW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32
m_batch_ubo_dirty = true;
}
if (m_drawing_offset_changed)
{
m_drawing_offset_changed = false;
m_batch_ubo_data.u_pos_offset[0] = m_drawing_offset.x;
m_batch_ubo_data.u_pos_offset[1] = m_drawing_offset.y;
m_batch_ubo_dirty = true;
}
// update state
m_batch.primitive = rc_primitive;
m_batch.texture_mode = texture_mode;

View file

@ -95,13 +95,12 @@ protected:
struct BatchUBOData
{
s32 u_pos_offset[2];
u32 u_texture_window_mask[2];
u32 u_texture_window_offset[2];
float u_src_alpha_factor;
float u_dst_alpha_factor;
u32 u_set_mask_while_drawing;
u32 padding[3];
u32 padding[1];
};
struct RendererStats

View file

@ -218,7 +218,6 @@ bool GPU_HW_OpenGL_ES::CompilePrograms()
prog.Bind();
prog.RegisterUniform("u_pos_offset");
prog.RegisterUniform("u_texture_window_mask");
prog.RegisterUniform("u_texture_window_offset");
prog.RegisterUniform("u_src_alpha_factor");
@ -311,12 +310,11 @@ void GPU_HW_OpenGL_ES::SetDrawState(BatchRenderMode render_mode)
if (m_batch_ubo_dirty)
{
prog.Uniform2iv(0, m_batch_ubo_data.u_pos_offset);
prog.Uniform2uiv(1, m_batch_ubo_data.u_texture_window_mask);
prog.Uniform2uiv(2, m_batch_ubo_data.u_texture_window_offset);
prog.Uniform1f(3, m_batch_ubo_data.u_src_alpha_factor);
prog.Uniform1f(4, m_batch_ubo_data.u_dst_alpha_factor);
prog.Uniform1i(5, static_cast<s32>(m_batch_ubo_data.u_set_mask_while_drawing));
prog.Uniform2uiv(0, m_batch_ubo_data.u_texture_window_mask);
prog.Uniform2uiv(1, m_batch_ubo_data.u_texture_window_offset);
prog.Uniform1f(2, m_batch_ubo_data.u_src_alpha_factor);
prog.Uniform1f(3, m_batch_ubo_data.u_dst_alpha_factor);
prog.Uniform1i(4, static_cast<s32>(m_batch_ubo_data.u_set_mask_while_drawing));
m_batch_ubo_dirty = false;
}
}

View file

@ -344,8 +344,8 @@ void GPU_HW_ShaderGen::DeclareFragmentEntryPoint(std::stringstream& ss, u32 num_
void GPU_HW_ShaderGen::WriteBatchUniformBuffer(std::stringstream& ss)
{
DeclareUniformBuffer(ss, {"int2 u_pos_offset", "uint2 u_texture_window_mask", "uint2 u_texture_window_offset",
"float u_src_alpha_factor", "float u_dst_alpha_factor", "bool u_set_mask_while_drawing"});
DeclareUniformBuffer(ss, {"uint2 u_texture_window_mask", "uint2 u_texture_window_offset", "float u_src_alpha_factor",
"float u_dst_alpha_factor", "bool u_set_mask_while_drawing"});
}
std::string GPU_HW_ShaderGen::GenerateBatchVertexShader(bool textured)
@ -370,8 +370,8 @@ std::string GPU_HW_ShaderGen::GenerateBatchVertexShader(bool textured)
ss << R"(
{
// 0..+1023 -> -1..1
float pos_x = (float(a_pos.x + u_pos_offset.x) / 512.0) - 1.0;
float pos_y = (float(a_pos.y + u_pos_offset.y) / -256.0) + 1.0;
float pos_x = (float(a_pos.x) / 512.0) - 1.0;
float pos_y = (float(a_pos.y) / -256.0) + 1.0;
v_pos = float4(pos_x, pos_y, 0.0, 1.0);
v_col0 = a_col0;