#pragma once #include "gpu.h" #include #include #include #include class GPU_HW : public GPU { public: GPU_HW(); virtual ~GPU_HW(); virtual bool Initialize(System* system, DMA* dma, InterruptController* interrupt_controller, Timers* timers) override; virtual void Reset() override; virtual void UpdateSettings() override; protected: enum class HWPrimitive : u8 { Lines = 0, LineStrip = 1, Triangles = 2, TriangleStrip = 3 }; enum class HWBatchRenderMode : u8 { TransparencyDisabled, TransparentAndOpaque, OnlyOpaque, OnlyTransparent }; struct HWVertex { s32 x; s32 y; u32 color; u32 texpage; u32 texcoord; // 16-bit texcoords are needed for 256 extent rectangles 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 texcoord_x, u16 texcoord_y) { x = x_; y = y_; color = color_; texpage = texpage_; texcoord = ZeroExtend32(texcoord_x) | (ZeroExtend32(texcoord_y) << 16); } }; struct HWBatchConfig { HWPrimitive primitive; TextureMode texture_mode; TransparencyMode transparency_mode; std::array texture_window_values; bool dithering; // 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. HWBatchRenderMode GetRenderMode() const { return transparency_mode == TransparencyMode::Disabled ? HWBatchRenderMode::TransparencyDisabled : HWBatchRenderMode::TransparentAndOpaque; } }; static constexpr u32 VRAM_UPDATE_TEXTURE_BUFFER_SIZE = VRAM_WIDTH * VRAM_HEIGHT * sizeof(u32); static constexpr u32 VERTEX_BUFFER_SIZE = 1 * 1024 * 1024; static constexpr u32 MIN_BATCH_VERTEX_COUNT = 6; static constexpr u32 MAX_BATCH_VERTEX_COUNT = VERTEX_BUFFER_SIZE / sizeof(HWVertex); static constexpr u32 TEXTURE_TILE_SIZE = 256; static constexpr u32 TEXTURE_TILE_X_COUNT = VRAM_WIDTH / TEXTURE_TILE_SIZE; static constexpr u32 TEXTURE_TILE_Y_COUNT = VRAM_HEIGHT / TEXTURE_TILE_SIZE; static constexpr u32 TEXTURE_TILE_COUNT = TEXTURE_TILE_X_COUNT * TEXTURE_TILE_Y_COUNT; 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 InvalidateVRAMReadCache() = 0; virtual void MapBatchVertexPointer(u32 required_vertices) = 0; 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); } bool IsFlushed() const { return m_batch_current_vertex_ptr == m_batch_start_vertex_ptr; } void DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32* command_ptr) 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)); } std::string GenerateVertexShader(bool textured); std::string GenerateFragmentShader(HWBatchRenderMode transparency, TextureMode texture_mode, bool dithering); std::string GenerateScreenQuadVertexShader(); std::string GenerateFillFragmentShader(); std::string GenerateDisplayFragmentShader(bool depth_24bit, bool interlaced); std::string GenerateVRAMWriteFragmentShader(); HWBatchConfig m_batch = {}; HWVertex* m_batch_start_vertex_ptr = nullptr; HWVertex* m_batch_end_vertex_ptr = nullptr; HWVertex* m_batch_current_vertex_ptr = nullptr; u32 m_batch_base_vertex = 0; u32 m_resolution_scale = 1; u32 m_max_resolution_scale = 1; bool m_true_color = false; private: static HWPrimitive GetPrimitiveForCommand(RenderCommand rc); void GenerateShaderHeader(std::stringstream& ss); void LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command_ptr); void AddDuplicateVertex(); };