#pragma once #include "common/heap_array.h" #include "gpu.h" #include "host_display.h" #include #include #include #include #include class GPU_HW : public GPU { public: enum class BatchPrimitive : u8 { Lines = 0, LineStrip = 1, Triangles = 2, TriangleStrip = 3 }; enum class BatchRenderMode : u8 { TransparencyDisabled, TransparentAndOpaque, OnlyOpaque, OnlyTransparent }; enum class InterlacedRenderMode : u8 { None, InterleavedFields, SeparateFields }; GPU_HW(); virtual ~GPU_HW(); virtual bool IsHardwareRenderer() const override; virtual bool Initialize(HostDisplay* host_display, System* system, DMA* dma, InterruptController* interrupt_controller, Timers* timers) override; virtual void Reset() override; virtual bool DoState(StateWrapper& sw) override; virtual void UpdateSettings() override; protected: enum : u32 { VRAM_UPDATE_TEXTURE_BUFFER_SIZE = VRAM_WIDTH * VRAM_HEIGHT * sizeof(u32), VERTEX_BUFFER_SIZE = 1 * 1024 * 1024, UNIFORM_BUFFER_SIZE = 512 * 1024, MAX_BATCH_VERTEX_COUNTER_IDS = 65536 - 2, MAX_VERTICES_FOR_RECTANGLE = 6 * (((MAX_PRIMITIVE_WIDTH + (TEXTURE_PAGE_WIDTH - 1)) / TEXTURE_PAGE_WIDTH) + 1u) * (((MAX_PRIMITIVE_HEIGHT + (TEXTURE_PAGE_HEIGHT - 1)) / TEXTURE_PAGE_HEIGHT) + 1u) }; struct BatchVertex { s32 x; s32 y; u32 color; u32 texpage; u16 u; // 16-bit texcoords are needed for 256 extent rectangles u16 v; ALWAYS_INLINE void Set(s32 x_, s32 y_, u32 color_, u32 texpage_, u16 packed_texcoord) { Set(x_, y_, color_, texpage_, packed_texcoord & 0xFF, (packed_texcoord >> 8)); } ALWAYS_INLINE void Set(s32 x_, s32 y_, u32 color_, u32 texpage_, u16 u_, u16 v_) { x = x_; y = y_; color = color_; texpage = texpage_; u = u_; v = v_; } }; struct BatchConfig { BatchPrimitive primitive; TextureMode texture_mode; TransparencyMode transparency_mode; bool dithering; bool interlacing; bool set_mask_while_drawing; bool check_mask_before_draw; // We need two-pass rendering when using BG-FG blending and texturing, as the transparency can be enabled // on a per-pixel basis, and the opaque pixels shouldn't be blended at all. bool NeedsTwoPassRendering() const { return transparency_mode == GPU::TransparencyMode::BackgroundMinusForeground && texture_mode != TextureMode::Disabled; } // Returns the render mode for this batch. BatchRenderMode GetRenderMode() const { return transparency_mode == TransparencyMode::Disabled ? BatchRenderMode::TransparencyDisabled : BatchRenderMode::TransparentAndOpaque; } }; struct BatchUBOData { u32 u_texture_window_mask[2]; u32 u_texture_window_offset[2]; float u_src_alpha_factor; float u_dst_alpha_factor; u32 u_interlaced_displayed_field; u32 u_vertex_depth_id; u32 u_check_mask_before_draw; u32 u_set_mask_while_drawing; }; struct VRAMWriteUBOData { u32 u_base_coords[2]; u32 u_size[2]; u32 u_buffer_base_offset; u32 u_mask_or_bits; float u_depth_value; }; struct VRAMCopyUBOData { u32 u_src_x; u32 u_src_y; u32 u_dst_x; u32 u_dst_y; u32 u_end_x; u32 u_end_y; u32 u_width; u32 u_height; u32 u_set_mask_bit; float u_depth_value; }; struct RendererStats { u32 num_batches; u32 num_vram_read_texture_updates; u32 num_uniform_buffer_updates; }; static constexpr std::tuple RGBA8ToFloat(u32 rgba) { return std::make_tuple(static_cast(rgba & UINT32_C(0xFF)) * (1.0f / 255.0f), static_cast((rgba >> 8) & UINT32_C(0xFF)) * (1.0f / 255.0f), static_cast((rgba >> 16) & UINT32_C(0xFF)) * (1.0f / 255.0f), static_cast(rgba >> 24) * (1.0f / 255.0f)); } virtual void UpdateVRAMReadTexture(); virtual void UpdateDepthBufferFromMaskBit() = 0; virtual void SetScissorFromDrawingArea() = 0; virtual void MapBatchVertexPointer(u32 required_vertices) = 0; virtual void UnmapBatchVertexPointer(u32 used_vertices) = 0; virtual void UploadUniformBuffer(const void* uniforms, u32 uniforms_size) = 0; virtual void DrawBatchVertices(BatchRenderMode render_mode, u32 base_vertex, u32 num_vertices) = 0; void SetFullVRAMDirtyRectangle() { m_vram_dirty_rect.Set(0, 0, VRAM_WIDTH, VRAM_HEIGHT); m_draw_mode.SetTexturePageChanged(); } void ClearVRAMDirtyRectangle() { m_vram_dirty_rect.SetInvalid(); } void IncludeVRAMDityRectangle(const Common::Rectangle& rect); bool IsFlushed() const { return m_batch_current_vertex_ptr == m_batch_start_vertex_ptr; } u32 GetBatchVertexSpace() const { return static_cast(m_batch_end_vertex_ptr - m_batch_current_vertex_ptr); } u32 GetBatchVertexCount() const { return static_cast(m_batch_current_vertex_ptr - m_batch_start_vertex_ptr); } void EnsureVertexBufferSpace(u32 required_vertices); void EnsureVertexBufferSpaceForCurrentCommand(); void ResetBatchVertexDepthID(); void IncrementBatchVertexID(u32 count); void SetBatchUBOVertexDepthID(u32 value); /// Returns the value to be written to the depth buffer for the current operation for mask bit emulation. ALWAYS_INLINE float GetCurrentNormalizedBatchVertexDepthID() const { return 1.0f - (static_cast(m_batch_next_vertex_depth_id) / 65535.0f); } /// Returns true if the batch vertex depth ID needs to be updated. ALWAYS_INLINE bool BatchVertexDepthIDNeedsUpdate() const { // because GL uses base vertex we're incrementing the depth id every draw whether we like it or not return m_batch.check_mask_before_draw || m_render_api != HostDisplay::RenderAPI::D3D11; } /// Returns the interlaced mode to use when scanning out/displaying. ALWAYS_INLINE InterlacedRenderMode GetInterlacedRenderMode() const { if (IsInterlacedDisplayEnabled()) { return m_GPUSTAT.vertical_resolution ? InterlacedRenderMode::InterleavedFields : InterlacedRenderMode::SeparateFields; } else { return InterlacedRenderMode::None; } } 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() override; void FlushRender() override; void DrawRendererStats(bool is_idle_frame) override; void CalcScissorRect(int* left, int* top, int* right, int* bottom); std::tuple ScaleVRAMCoordinates(s32 x, s32 y) const { return std::make_tuple(x * s32(m_resolution_scale), y * s32(m_resolution_scale)); } /// Computes the area affected by a VRAM transfer, including wrap-around of X. Common::Rectangle GetVRAMTransferBounds(u32 x, u32 y, u32 width, u32 height) const; /// Returns true if the VRAM copy shader should be used (oversized copies, masking). bool UseVRAMCopyShader(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height) const; /// Handles quads with flipped texture coordinate directions. static void HandleFlippedQuadTextureCoordinates(BatchVertex* vertices); HeapArray m_vram_shadow; BatchVertex* m_batch_start_vertex_ptr = nullptr; BatchVertex* m_batch_end_vertex_ptr = nullptr; BatchVertex* m_batch_current_vertex_ptr = nullptr; u32 m_batch_base_vertex = 0; u32 m_batch_current_vertex_depth_id = 0; u32 m_batch_next_vertex_depth_id = 0; u32 m_resolution_scale = 1; u32 m_max_resolution_scale = 1; HostDisplay::RenderAPI m_render_api = HostDisplay::RenderAPI::None; bool m_true_color = true; bool m_scaled_dithering = false; bool m_texture_filtering = false; bool m_supports_dual_source_blend = false; BatchConfig m_batch = {}; BatchUBOData m_batch_ubo_data = {}; // Bounding box of VRAM area that the GPU has drawn into. Common::Rectangle m_vram_dirty_rect; // Statistics RendererStats m_renderer_stats = {}; RendererStats m_last_renderer_stats = {}; // Changed state bool m_batch_ubo_dirty = true; private: enum : u32 { MIN_BATCH_VERTEX_COUNT = 6, MAX_BATCH_VERTEX_COUNT = VERTEX_BUFFER_SIZE / sizeof(BatchVertex) }; static BatchPrimitive GetPrimitiveForCommand(RenderCommand rc); void LoadVertices(); ALWAYS_INLINE void AddVertex(const BatchVertex& v) { std::memcpy(m_batch_current_vertex_ptr, &v, sizeof(BatchVertex)); m_batch_current_vertex_ptr++; } template ALWAYS_INLINE void AddNewVertex(Args&&... args) { m_batch_current_vertex_ptr->Set(std::forward(args)...); m_batch_current_vertex_ptr++; } void PrintSettingsToLog(); };