#include "gpu_hw.h" #include "YBaseLib/Assert.h" #include "YBaseLib/Log.h" #include Log_SetChannel(GPU_HW); GPU_HW::GPU_HW() = default; GPU_HW::~GPU_HW() = default; void GPU_HW::Reset() { GPU::Reset(); m_batch = {}; } void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command_ptr) { const u32 texpage = ZeroExtend32(m_render_state.texpage_attribute) | (ZeroExtend32(m_render_state.texlut_attribute) << 16); // TODO: Move this to the GPU.. switch (rc.primitive) { case Primitive::Polygon: { // if we're drawing quads, we need to create a degenerate triangle to restart the triangle strip bool restart_strip = (rc.quad_polygon && !m_batch.vertices.empty()); if (restart_strip) m_batch.vertices.push_back(m_batch.vertices.back()); const u32 first_color = rc.color_for_first_vertex; const bool shaded = rc.shading_enable; const bool textured = rc.texture_enable; u32 buffer_pos = 1; for (u32 i = 0; i < num_vertices; i++) { HWVertex hw_vert; hw_vert.color = (shaded && i > 0) ? (command_ptr[buffer_pos++] & UINT32_C(0x00FFFFFF)) : first_color; const VertexPosition vp{command_ptr[buffer_pos++]}; hw_vert.x = vp.x; hw_vert.y = vp.y; hw_vert.texpage = texpage; if (textured) { hw_vert.texcoord = Truncate16(command_ptr[buffer_pos++]); // auto [u, v] = HWVertex::DecodeTexcoord(hw_vert.texcoord); // u = (u & (~(m_render_state.texture_window_mask_x * 8))) | ((m_render_state.texture_window_offset_x & // m_render_state.texture_window_mask_x) * 8); v = (v & (~(m_render_state.texture_window_mask_y * 8))) | // ((m_render_state.texture_window_offset_y & m_render_state.texture_window_mask_y) * 8); } else { hw_vert.texcoord = 0; } hw_vert.padding = 0; m_batch.vertices.push_back(hw_vert); if (restart_strip) { m_batch.vertices.push_back(m_batch.vertices.back()); restart_strip = false; } } } break; case Primitive::Rectangle: { // if we're drawing quads, we need to create a degenerate triangle to restart the triangle strip const bool restart_strip = !m_batch.vertices.empty(); if (restart_strip) m_batch.vertices.push_back(m_batch.vertices.back()); u32 buffer_pos = 1; const bool textured = rc.texture_enable; const u32 color = rc.color_for_first_vertex; const VertexPosition vp{command_ptr[buffer_pos++]}; const s32 pos_left = vp.x; const s32 pos_top = vp.y; const auto [tex_left, tex_top] = HWVertex::DecodeTexcoord(rc.texture_enable ? Truncate16(command_ptr[buffer_pos++]) : 0); s32 rectangle_width; s32 rectangle_height; switch (rc.rectangle_size) { case DrawRectangleSize::R1x1: rectangle_width = 1; rectangle_height = 1; break; case DrawRectangleSize::R8x8: rectangle_width = 8; rectangle_height = 8; break; case DrawRectangleSize::R16x16: rectangle_width = 16; rectangle_height = 16; break; default: rectangle_width = static_cast(command_ptr[buffer_pos] & UINT32_C(0xFFFF)); rectangle_height = static_cast(command_ptr[buffer_pos] >> 16); break; } // TODO: This should repeat the texcoords instead of stretching const s32 pos_right = pos_left + rectangle_width; const s32 pos_bottom = pos_top + rectangle_height; const u8 tex_right = static_cast(tex_left + (rectangle_width - 1)); const u8 tex_bottom = static_cast(tex_top + (rectangle_height - 1)); m_batch.vertices.push_back( HWVertex{pos_left, pos_top, color, texpage, HWVertex::EncodeTexcoord(tex_left, tex_top)}); if (restart_strip) m_batch.vertices.push_back(m_batch.vertices.back()); m_batch.vertices.push_back( HWVertex{pos_right, pos_top, color, texpage, HWVertex::EncodeTexcoord(tex_right, tex_top)}); m_batch.vertices.push_back( HWVertex{pos_left, pos_bottom, color, texpage, HWVertex::EncodeTexcoord(tex_left, tex_bottom)}); m_batch.vertices.push_back( HWVertex{pos_right, pos_bottom, color, texpage, HWVertex::EncodeTexcoord(tex_right, tex_bottom)}); } break; case Primitive::Line: { const u32 first_color = rc.color_for_first_vertex; const bool shaded = rc.shading_enable; 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.vertices.push_back(HWVertex{vp.x.GetValue(), vp.y.GetValue(), color}); } } break; default: UnreachableCode(); break; } } void GPU_HW::CalcScissorRect(int* left, int* top, int* right, int* bottom) { *left = m_drawing_area.left * m_resolution_scale; *right = std::max((m_drawing_area.right + 1) * m_resolution_scale, *left + 1); *top = m_drawing_area.top * m_resolution_scale; *bottom = std::max((m_drawing_area.bottom + 1) * m_resolution_scale, *top + 1); } static void DefineMacro(std::stringstream& ss, const char* name, bool enabled) { if (enabled) ss << "#define " << name << " 1\n"; else ss << "/* #define " << name << " 0 */\n"; } void GPU_HW::GenerateShaderHeader(std::stringstream& ss) { ss << "#version 330 core\n\n"; ss << "const int RESOLUTION_SCALE = " << m_resolution_scale << ";\n"; ss << "const ivec2 VRAM_SIZE = ivec2(" << VRAM_WIDTH << ", " << VRAM_HEIGHT << ") * RESOLUTION_SCALE;\n"; ss << "const vec2 RCP_VRAM_SIZE = vec2(1.0, 1.0) / vec2(VRAM_SIZE);\n"; ss << R"( float fixYCoord(float y) { return 1.0 - RCP_VRAM_SIZE.y - y; } int fixYCoord(int y) { return VRAM_SIZE.y - y - 1; } uint RGBA8ToRGBA5551(vec4 v) { uint r = uint(v.r * 255.0) >> 3; uint g = uint(v.g * 255.0) >> 3; uint b = uint(v.b * 255.0) >> 3; uint a = (v.a != 0.0) ? 1u : 0u; return (r) | (g << 5) | (b << 10) | (a << 15); } vec4 RGBA5551ToRGBA8(uint v) { uint r = (v & 0x1Fu); uint g = ((v >> 5) & 0x1Fu); uint b = ((v >> 10) & 0x1Fu); uint a = ((v >> 15) & 0x01u); return vec4(float(r) * 255.0, float(g) * 255.0, float(b) * 255.0, float(a) * 255.0); } )"; } std::string GPU_HW::GenerateVertexShader(bool textured) { std::stringstream ss; GenerateShaderHeader(ss); DefineMacro(ss, "TEXTURED", textured); ss << R"( in ivec2 a_pos; in vec4 a_col0; in vec2 a_tex0; in int a_texpage; out vec3 v_col0; #if TEXTURED out vec2 v_tex0; flat out ivec4 v_texpage; #endif uniform ivec2 u_pos_offset; void main() { // 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; gl_Position = vec4(pos_x, pos_y, 0.0, 1.0); v_col0 = a_col0.rgb; #if TEXTURED v_tex0 = a_tex0; // base_x,base_y,palette_x,palette_y v_texpage.x = (a_texpage & 15) * 64; v_texpage.y = ((a_texpage >> 4) & 1) * 256; v_texpage.z = ((a_texpage >> 16) & 63) * 16; v_texpage.w = ((a_texpage >> 22) & 511); #endif } )"; return ss.str(); } std::string GPU_HW::GenerateFragmentShader(TransparencyRenderMode transparency, bool textured, TextureColorMode texture_color_mode, bool blending) { std::stringstream ss; GenerateShaderHeader(ss); DefineMacro(ss, "TRANSPARENT", transparency != TransparencyRenderMode::Off); DefineMacro(ss, "TRANSPARENT_ONLY_OPAQUE", transparency == TransparencyRenderMode::OnlyOpaque); DefineMacro(ss, "TRANSPARENT_ONLY_TRANSPARENT", transparency == TransparencyRenderMode::OnlyTransparent); DefineMacro(ss, "TEXTURED", textured); DefineMacro(ss, "PALETTE", textured && (texture_color_mode == GPU::TextureColorMode::Palette4Bit || texture_color_mode == GPU::TextureColorMode::Palette8Bit)); DefineMacro(ss, "PALETTE_4_BIT", textured && texture_color_mode == GPU::TextureColorMode::Palette4Bit); DefineMacro(ss, "PALETTE_8_BIT", textured && texture_color_mode == GPU::TextureColorMode::Palette8Bit); DefineMacro(ss, "BLENDING", blending); ss << R"( in vec3 v_col0; uniform vec2 u_transparent_alpha; #if TEXTURED in vec2 v_tex0; flat in ivec4 v_texpage; uniform sampler2D samp0; uniform uvec4 u_texture_window; #endif out vec4 o_col0; #if TEXTURED ivec2 ApplyTextureWindow(ivec2 coords) { uint x = (uint(coords.x) & ~(u_texture_window.x * 8u)) | ((u_texture_window.z & u_texture_window.x) * 8u); uint y = (uint(coords.y) & ~(u_texture_window.y * 8u)) | ((u_texture_window.w & u_texture_window.y) * 8u); return ivec2(int(x), int(y)); } vec4 SampleFromVRAM(vec2 coord) { // from 0..1 to 0..255 ivec2 icoord = ivec2(coord * vec2(255.0)); icoord = ApplyTextureWindow(icoord); // adjust for tightly packed palette formats ivec2 index_coord = icoord; #if PALETTE_4_BIT index_coord.x /= 4; #elif PALETTE_8_BIT index_coord.x /= 2; #endif // fixup coords ivec2 vicoord = ivec2((v_texpage.x + index_coord.x) * RESOLUTION_SCALE, fixYCoord((v_texpage.y + index_coord.y) * RESOLUTION_SCALE)); // load colour/palette vec4 color = texelFetch(samp0, vicoord, 0); // apply palette #if PALETTE #if PALETTE_4_BIT int subpixel = int(icoord.x) & 3; uint vram_value = RGBA8ToRGBA5551(color); int palette_index = int((vram_value >> (subpixel * 4)) & 0x0Fu); #elif PALETTE_8_BIT int subpixel = int(icoord.x) & 1; uint vram_value = RGBA8ToRGBA5551(color); int palette_index = int((vram_value >> (subpixel * 8)) & 0xFFu); #endif ivec2 palette_icoord = ivec2((v_texpage.z + palette_index) * RESOLUTION_SCALE, fixYCoord(v_texpage.w * RESOLUTION_SCALE)); color = texelFetch(samp0, palette_icoord, 0); #endif return color; } #endif void main() { #if TEXTURED vec4 texcol = SampleFromVRAM(v_tex0); if (texcol == vec4(0.0, 0.0, 0.0, 0.0)) discard; vec3 color; #if BLENDING color = vec3((ivec3(v_col0 * 255.0) * ivec3(texcol.rgb * 255.0)) >> 7) / 255.0; #else color = texcol.rgb; #endif #if TRANSPARENT // Apply semitransparency. If not a semitransparent texel, destination alpha is ignored. if (texcol.a != 0) { #if TRANSPARENT_ONLY_OPAQUE discard; #endif o_col0 = vec4(color * u_transparent_alpha.x, u_transparent_alpha.y); } else { #if TRANSPARENT_ONLY_TRANSPARENT discard; #endif o_col0 = vec4(color, 0.0); } #else // Mask bit from texture. o_col0 = vec4(color, texcol.a); #endif #else #if TRANSPARENT o_col0 = vec4(v_col0 * u_transparent_alpha.x, u_transparent_alpha.y); #else // Mask bit is cleared for untextured polygons. o_col0 = vec4(v_col0, 0.0); #endif #endif } )"; return ss.str(); } std::string GPU_HW::GenerateScreenQuadVertexShader() { std::stringstream ss; GenerateShaderHeader(ss); ss << R"( out vec2 v_tex0; void main() { v_tex0 = vec2(float((gl_VertexID << 1) & 2), float(gl_VertexID & 2)); gl_Position = vec4(v_tex0 * vec2(2.0f, -2.0f) + vec2(-1.0f, 1.0f), 0.0f, 1.0f); gl_Position.y = -gl_Position.y; } )"; return ss.str(); } std::string GPU_HW::GenerateFillFragmentShader() { std::stringstream ss; GenerateShaderHeader(ss); ss << R"( uniform vec4 fill_color; out vec4 o_col0; void main() { o_col0 = fill_color; } )"; return ss.str(); } std::string GPU_HW::GenerateRGB24DecodeFragmentShader() { std::stringstream ss; GenerateShaderHeader(ss); ss << R"( in vec2 v_tex0; out vec4 o_col0; uniform sampler2D samp0; uniform ivec2 u_base_coords; void main() { // compute offset in dwords from the start of the 24-bit values ivec2 base = ivec2(u_base_coords.x, u_base_coords.y + int(gl_FragCoord.y)); int xoff = int(gl_FragCoord.x); int dword_index = (xoff / 2) + (xoff / 4); // sample two adjacent dwords, or four 16-bit values as the 24-bit value will lie somewhere between these uint s0 = RGBA8ToRGBA5551(texelFetch(samp0, ivec2(base.x + dword_index * 2 + 0, base.y), 0)); uint s1 = RGBA8ToRGBA5551(texelFetch(samp0, ivec2(base.x + dword_index * 2 + 1, base.y), 0)); uint s2 = RGBA8ToRGBA5551(texelFetch(samp0, ivec2(base.x + (dword_index + 1) * 2 + 0, base.y), 0)); uint s3 = RGBA8ToRGBA5551(texelFetch(samp0, ivec2(base.x + (dword_index + 1) * 2 + 1, base.y), 0)); // select the bit for this pixel depending on its offset in the 4-pixel block uint r, g, b; int block_offset = xoff & 3; if (block_offset == 0) { r = s0 & 0xFFu; g = s0 >> 8; b = s1 & 0xFFu; } else if (block_offset == 1) { r = s1 >> 8; g = s2 & 0xFFu; b = s2 >> 8; } else if (block_offset == 2) { r = s1 & 0xFFu; g = s1 >> 8; b = s2 & 0xFFu; } else { r = s2 >> 8; g = s3 & 0xFFu; b = s3 >> 8; } // and normalize o_col0 = vec4(float(r) / 255.0, float(g) / 255.0, float(b) / 255, 1.0); } )"; return ss.str(); } GPU_HW::HWRenderBatch::Primitive GPU_HW::GetPrimitiveForCommand(RenderCommand rc) { if (rc.primitive == Primitive::Line) return rc.polyline ? HWRenderBatch::Primitive::LineStrip : HWRenderBatch::Primitive::Lines; else if ((rc.primitive == Primitive::Polygon && rc.quad_polygon) || rc.primitive == Primitive::Rectangle) return HWRenderBatch::Primitive::TriangleStrip; else return HWRenderBatch::Primitive::Triangles; } void GPU_HW::InvalidateVRAMReadCache() {} void GPU_HW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32* command_ptr) { if (rc.texture_enable) { // extract texture lut/page switch (rc.primitive) { case Primitive::Polygon: { if (rc.shading_enable) m_render_state.SetFromPolygonTexcoord(command_ptr[2], command_ptr[5]); else m_render_state.SetFromPolygonTexcoord(command_ptr[2], command_ptr[4]); } break; case Primitive::Rectangle: { m_render_state.SetFromRectangleTexcoord(command_ptr[2]); m_render_state.SetFromPageAttribute(Truncate16(m_GPUSTAT.bits)); } break; default: break; } } else { m_render_state.SetFromPageAttribute(Truncate16(m_GPUSTAT.bits)); } // has any state changed which requires a new batch? const bool rc_transparency_enable = rc.IsTransparencyEnabled(); const bool rc_texture_enable = rc.IsTextureEnabled(); const bool rc_texture_blend_enable = rc.IsTextureBlendingEnabled(); const HWRenderBatch::Primitive rc_primitive = GetPrimitiveForCommand(rc); const u32 max_added_vertices = num_vertices + 2; const bool buffer_overflow = (m_batch.vertices.size() + max_added_vertices) >= MAX_BATCH_VERTEX_COUNT; const bool rc_changed = m_batch.render_command_bits != rc.bits && m_batch.transparency_enable != rc_transparency_enable || m_batch.texture_enable != rc_texture_enable || m_batch.texture_blending_enable != rc_texture_blend_enable || m_batch.primitive != rc_primitive; const bool restart_line_strip = (rc_primitive == HWRenderBatch::Primitive::LineStrip); const bool needs_flush = !IsFlushed() && (m_render_state.IsTextureColorModeChanged() || m_render_state.IsTransparencyModeChanged() || m_render_state.IsTextureWindowChanged() || buffer_overflow || rc_changed || restart_line_strip); if (needs_flush) FlushRender(); // update state if (rc_changed) { m_batch.render_command_bits = rc.bits; m_batch.primitive = rc_primitive; m_batch.transparency_enable = rc_transparency_enable; m_batch.texture_enable = rc_texture_enable; m_batch.texture_blending_enable = rc_texture_blend_enable; } if (m_render_state.IsTexturePageChanged()) { // we only need to update the copy texture if the render area intersects with the texture page const u32 texture_page_left = m_render_state.texture_page_x; const u32 texture_page_right = m_render_state.texture_page_y + TEXTURE_PAGE_WIDTH; const u32 texture_page_top = m_render_state.texture_page_y; const u32 texture_page_bottom = texture_page_top + TEXTURE_PAGE_HEIGHT; const bool texture_page_overlaps = (texture_page_left < m_drawing_area.right && texture_page_right > m_drawing_area.left && texture_page_top > m_drawing_area.bottom && texture_page_bottom < m_drawing_area.top); // TODO: Check palette too. if (texture_page_overlaps) { Log_DebugPrintf("Invalidating VRAM read cache due to drawing area overlap"); InvalidateVRAMReadCache(); } m_batch.texture_page_x = m_render_state.texture_page_x; m_batch.texture_page_y = m_render_state.texture_page_y; m_batch.texture_palette_x = m_render_state.texture_palette_x; m_batch.texture_palette_y = m_render_state.texture_palette_y; m_render_state.ClearTexturePageChangedFlag(); } if (m_render_state.IsTextureColorModeChanged()) { m_batch.texture_color_mode = m_render_state.texture_color_mode; m_render_state.ClearTextureColorModeChangedFlag(); } if (m_render_state.IsTransparencyModeChanged()) { m_batch.transparency_mode = m_render_state.transparency_mode; m_render_state.ClearTransparencyModeChangedFlag(); } if (m_render_state.IsTextureWindowChanged()) { m_batch.texture_window_values[0] = m_render_state.texture_window_mask_x; m_batch.texture_window_values[1] = m_render_state.texture_window_mask_y; m_batch.texture_window_values[2] = m_render_state.texture_window_offset_x; m_batch.texture_window_values[3] = m_render_state.texture_window_offset_y; m_render_state.ClearTextureWindowChangedFlag(); } LoadVertices(rc, num_vertices, command_ptr); }