Duckstation/src/core/gpu_hw.cpp
Connor McLaughlin ec5b52b3fb GPU/HW: Tweak vertex shader offsets
Fixes Doom/Dark Forces/etc in hardware renderer, but only at 1x
resolution. Fixes missing lines in Castlevania SOTM, Ridge Racer Type 4,
etc.
2020-04-21 22:07:55 +10:00

718 lines
28 KiB
C++

#include "gpu_hw.h"
#include "common/assert.h"
#include "common/log.h"
#include "common/state_wrapper.h"
#include "settings.h"
#include "system.h"
#include <imgui.h>
#include <sstream>
Log_SetChannel(GPU_HW);
GPU_HW::GPU_HW() : GPU()
{
m_vram_ptr = m_vram_shadow.data();
}
GPU_HW::~GPU_HW() = default;
bool GPU_HW::IsHardwareRenderer() const
{
return true;
}
bool GPU_HW::Initialize(HostDisplay* host_display, System* system, DMA* dma, InterruptController* interrupt_controller,
Timers* timers)
{
if (!GPU::Initialize(host_display, system, dma, interrupt_controller, timers))
return false;
const Settings& settings = m_system->GetSettings();
m_resolution_scale = settings.gpu_resolution_scale;
m_true_color = settings.gpu_true_color;
m_scaled_dithering = settings.gpu_scaled_dithering;
m_texture_filtering = settings.gpu_texture_filtering;
if (m_resolution_scale < 1 || m_resolution_scale > m_max_resolution_scale)
{
m_system->GetHostInterface()->AddFormattedOSDMessage(5.0f, "Invalid resolution scale %ux specified. Maximum is %u.",
m_resolution_scale, m_max_resolution_scale);
m_resolution_scale = std::clamp<u32>(m_resolution_scale, 1u, m_max_resolution_scale);
}
PrintSettingsToLog();
return true;
}
void GPU_HW::Reset()
{
GPU::Reset();
m_vram_shadow.fill(0);
m_batch = {};
m_batch_ubo_data = {};
m_batch_ubo_dirty = true;
SetFullVRAMDirtyRectangle();
}
bool GPU_HW::DoState(StateWrapper& sw)
{
if (!GPU::DoState(sw))
return false;
// invalidate the whole VRAM read texture when loading state
if (sw.IsReading())
SetFullVRAMDirtyRectangle();
return true;
}
void GPU_HW::UpdateSettings()
{
GPU::UpdateSettings();
const Settings& settings = m_system->GetSettings();
m_resolution_scale = std::clamp<u32>(settings.gpu_resolution_scale, 1, m_max_resolution_scale);
m_true_color = settings.gpu_true_color;
m_scaled_dithering = settings.gpu_scaled_dithering;
m_texture_filtering = settings.gpu_texture_filtering;
PrintSettingsToLog();
}
void GPU_HW::PrintSettingsToLog()
{
Log_InfoPrintf("Resolution Scale: %u (%ux%u), maximum %u", m_resolution_scale, VRAM_WIDTH * m_resolution_scale,
VRAM_HEIGHT * m_resolution_scale, m_max_resolution_scale);
Log_InfoPrintf("Dithering: %s%s", m_true_color ? "Disabled" : "Enabled",
(!m_true_color && m_scaled_dithering) ? " (Scaled)" : "");
Log_InfoPrintf("Texture Filtering: %s", m_texture_filtering ? "Enabled" : "Disabled");
Log_InfoPrintf("Dual-source blending: %s", m_supports_dual_source_blend ? "Supported" : "Not supported");
}
void GPU_HW::HandleFlippedQuadTextureCoordinates(BatchVertex* vertices)
{
// Taken from beetle-psx gpu_polygon.cpp
// For X/Y flipped 2D sprites, PSX games rely on a very specific rasterization behavior. If U or V is decreasing in X
// or Y, and we use the provided U/V as is, we will sample the wrong texel as interpolation covers an entire pixel,
// while PSX samples its interpolation essentially in the top-left corner and splats that interpolant across the
// entire pixel. While we could emulate this reasonably well in native resolution by shifting our vertex coords by
// 0.5, this breaks in upscaling scenarios, because we have several samples per native sample and we need NN rules to
// hit the same UV every time. One approach here is to use interpolate at offset or similar tricks to generalize the
// PSX interpolation patterns, but the problem is that vertices sharing an edge will no longer see the same UV (due to
// different plane derivatives), we end up sampling outside the intended boundary and artifacts are inevitable, so the
// only case where we can apply this fixup is for "sprites" or similar which should not share edges, which leads to
// this unfortunate code below.
// It might be faster to do more direct checking here, but the code below handles primitives in any order and
// orientation, and is far more SIMD-friendly if needed.
const s32 abx = vertices[1].x - vertices[0].x;
const s32 aby = vertices[1].y - vertices[0].y;
const s32 bcx = vertices[2].x - vertices[1].x;
const s32 bcy = vertices[2].y - vertices[1].y;
const s32 cax = vertices[0].x - vertices[2].x;
const s32 cay = vertices[0].y - vertices[2].y;
// Compute static derivatives, just assume W is uniform across the primitive and that the plane equation remains the
// same across the quad. (which it is, there is no Z.. yet).
const s32 dudx = -aby * vertices[2].u - bcy * vertices[0].u - cay * vertices[1].u;
const s32 dvdx = -aby * vertices[2].v - bcy * vertices[0].v - cay * vertices[1].v;
const s32 dudy = +abx * vertices[2].u + bcx * vertices[0].u + cax * vertices[1].u;
const s32 dvdy = +abx * vertices[2].v + bcx * vertices[0].v + cax * vertices[1].v;
const s32 area = bcx * cay - bcy * cax;
// Detect and reject any triangles with 0 size texture area
const s32 texArea = (vertices[1].u - vertices[0].u) * (vertices[2].v - vertices[0].v) -
(vertices[2].u - vertices[0].u) * (vertices[1].v - vertices[0].v);
// Shouldn't matter as degenerate primitives will be culled anyways.
if (area == 0 && texArea == 0)
return;
// Use floats here as it'll be faster than integer divides.
const float rcp_area = 1.0f / static_cast<float>(area);
const float dudx_area = static_cast<float>(dudx) * rcp_area;
const float dudy_area = static_cast<float>(dudy) * rcp_area;
const float dvdx_area = static_cast<float>(dvdx) * rcp_area;
const float dvdy_area = static_cast<float>(dvdy) * rcp_area;
const bool neg_dudx = dudx_area < 0.0f;
const bool neg_dudy = dudy_area < 0.0f;
const bool neg_dvdx = dvdx_area < 0.0f;
const bool neg_dvdy = dvdy_area < 0.0f;
const bool zero_dudx = dudx_area == 0.0f;
const bool zero_dudy = dudy_area == 0.0f;
const bool zero_dvdx = dvdx_area == 0.0f;
const bool zero_dvdy = dvdy_area == 0.0f;
// If we have negative dU or dV in any direction, increment the U or V to work properly with nearest-neighbor in
// this impl. If we don't have 1:1 pixel correspondence, this creates a slight "shift" in the sprite, but we
// guarantee that we don't sample garbage at least. Overall, this is kinda hacky because there can be legitimate,
// rare cases where 3D meshes hit this scenario, and a single texel offset can pop in, but this is way better than
// having borked 2D overall.
//
// TODO: If perf becomes an issue, we can probably SIMD the 8 comparisons above,
// create an 8-bit code, and use a LUT to get the offsets.
// Case 1: U is decreasing in X, but no change in Y.
// Case 2: U is decreasing in Y, but no change in X.
// Case 3: V is decreasing in X, but no change in Y.
// Case 4: V is decreasing in Y, but no change in X.
if ((neg_dudx && zero_dudy) || (neg_dudy && zero_dudx))
{
vertices[0].u++;
vertices[1].u++;
vertices[2].u++;
vertices[3].u++;
}
if ((neg_dvdx && zero_dvdy) || (neg_dvdy && zero_dvdx))
{
vertices[0].v++;
vertices[1].v++;
vertices[2].v++;
vertices[3].v++;
}
}
void GPU_HW::LoadVertices()
{
const RenderCommand rc{m_render_command.bits};
const u32 texpage = ZeroExtend32(m_draw_mode.mode_reg.bits) | (ZeroExtend32(m_draw_mode.palette_reg) << 16);
// TODO: Move this to the GPU..
switch (rc.primitive)
{
case Primitive::Polygon:
{
EnsureVertexBufferSpace(rc.quad_polygon ? 6 : 3);
const u32 first_color = rc.color_for_first_vertex;
const bool shaded = rc.shading_enable;
const bool textured = rc.texture_enable;
const u32 num_vertices = rc.quad_polygon ? 4 : 3;
std::array<BatchVertex, 4> vertices;
for (u32 i = 0; i < num_vertices; i++)
{
const u32 color = (shaded && i > 0) ? (m_fifo.Pop() & UINT32_C(0x00FFFFFF)) : first_color;
const VertexPosition vp{m_fifo.Pop()};
const u16 packed_texcoord = textured ? Truncate16(m_fifo.Pop()) : 0;
vertices[i].Set(m_drawing_offset.x + vp.x, m_drawing_offset.y + vp.y, color, texpage, packed_texcoord);
}
if (rc.quad_polygon && m_resolution_scale > 1)
HandleFlippedQuadTextureCoordinates(vertices.data());
// Cull polygons which are too large.
const s32 min_x_12 = std::min(vertices[1].x, vertices[2].x);
const s32 max_x_12 = std::max(vertices[2].x, vertices[2].x);
const s32 min_y_12 = std::min(vertices[1].y, vertices[2].y);
const s32 max_y_12 = std::max(vertices[1].y, vertices[2].y);
const s32 min_x = std::min(min_x_12, vertices[2].x);
const s32 max_x = std::max(max_x_12, vertices[2].x);
const s32 min_y = std::min(min_y_12, vertices[2].y);
const s32 max_y = std::max(max_y_12, vertices[2].y);
if ((max_x - min_x) >= MAX_PRIMITIVE_WIDTH || (max_y - min_y) >= MAX_PRIMITIVE_HEIGHT)
{
Log_DebugPrintf("Culling too-large polygon: %d,%d %d,%d %d,%d", vertices[0].x, vertices[0].y, vertices[1].x,
vertices[1].y, vertices[2].x, vertices[2].y);
}
else
{
const u32 clip_left = static_cast<u32>(std::clamp<s32>(min_x, m_drawing_area.left, m_drawing_area.right));
const u32 clip_right = static_cast<u32>(std::clamp<s32>(max_x, m_drawing_area.left, m_drawing_area.right)) + 1u;
const u32 clip_top = static_cast<u32>(std::clamp<s32>(min_y, m_drawing_area.top, m_drawing_area.bottom));
const u32 clip_bottom =
static_cast<u32>(std::clamp<s32>(max_y, m_drawing_area.top, m_drawing_area.bottom)) + 1u;
m_vram_dirty_rect.Include(clip_left, clip_right, clip_top, clip_bottom);
AddDrawTriangleTicks(clip_right - clip_left, clip_bottom - clip_top, rc.texture_enable, rc.shading_enable);
std::memcpy(m_batch_current_vertex_ptr, vertices.data(), sizeof(BatchVertex) * 3);
m_batch_current_vertex_ptr += 3;
}
// quads
if (rc.quad_polygon)
{
const s32 min_x_123 = std::min(min_x_12, vertices[3].x);
const s32 max_x_123 = std::max(min_x_12, vertices[3].x);
const s32 min_y_123 = std::min(min_y_12, vertices[3].y);
const s32 max_y_123 = std::max(min_y_12, vertices[3].y);
// Cull polygons which are too large.
if ((max_x_123 - min_x_123) >= MAX_PRIMITIVE_WIDTH || (max_y_123 - min_y_123) >= MAX_PRIMITIVE_HEIGHT)
{
Log_DebugPrintf("Culling too-large polygon (quad second half): %d,%d %d,%d %d,%d", vertices[2].x,
vertices[2].y, vertices[1].x, vertices[1].y, vertices[0].x, vertices[0].y);
}
else
{
const u32 clip_left = static_cast<u32>(std::clamp<s32>(min_x_123, m_drawing_area.left, m_drawing_area.right));
const u32 clip_right =
static_cast<u32>(std::clamp<s32>(max_x_123, m_drawing_area.left, m_drawing_area.right)) + 1u;
const u32 clip_top = static_cast<u32>(std::clamp<s32>(min_y_123, m_drawing_area.top, m_drawing_area.bottom));
const u32 clip_bottom =
static_cast<u32>(std::clamp<s32>(max_y_123, m_drawing_area.top, m_drawing_area.bottom)) + 1u;
m_vram_dirty_rect.Include(clip_left, clip_right, clip_top, clip_bottom);
AddDrawTriangleTicks(clip_right - clip_left, clip_bottom - clip_top, rc.texture_enable, rc.shading_enable);
AddVertex(vertices[2]);
AddVertex(vertices[1]);
AddVertex(vertices[3]);
}
}
}
break;
case Primitive::Rectangle:
{
const u32 color = rc.color_for_first_vertex;
const VertexPosition vp{m_fifo.Pop()};
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(m_fifo.Pop()) : 0);
u16 orig_tex_left = ZeroExtend16(texcoord_x);
u16 orig_tex_top = ZeroExtend16(texcoord_y);
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:
{
const u32 width_and_height = m_fifo.Pop();
rectangle_width = static_cast<s32>(width_and_height & 0xFFFF);
rectangle_height = static_cast<s32>(width_and_height >> 16);
}
break;
}
if (rectangle_width >= MAX_PRIMITIVE_WIDTH || rectangle_height >= MAX_PRIMITIVE_HEIGHT)
{
Log_DebugPrintf("Culling too-large rectangle: %d,%d %dx%d", pos_x, pos_y, rectangle_width, rectangle_height);
return;
}
// we can split the rectangle up into potentially 8 quads
const u32 required_vertices = 6 * (((rectangle_width + (TEXTURE_PAGE_WIDTH - 1)) / TEXTURE_PAGE_WIDTH) + 1u) *
(((rectangle_height + (TEXTURE_PAGE_HEIGHT - 1)) / TEXTURE_PAGE_HEIGHT) + 1u);
EnsureVertexBufferSpace(required_vertices);
// Split the rectangle into multiple quads if it's greater than 256x256, as the texture page should repeat.
u16 tex_top = orig_tex_top;
for (s32 y_offset = 0; y_offset < rectangle_height;)
{
const s32 quad_height = std::min<s32>(rectangle_height - y_offset, TEXTURE_PAGE_WIDTH - tex_top);
const s32 quad_start_y = pos_y + y_offset;
const s32 quad_end_y = quad_start_y + quad_height;
const u16 tex_bottom = tex_top + static_cast<u16>(quad_height);
u16 tex_left = orig_tex_left;
for (s32 x_offset = 0; x_offset < rectangle_width;)
{
const s32 quad_width = std::min<s32>(rectangle_width - x_offset, TEXTURE_PAGE_HEIGHT - tex_left);
const s32 quad_start_x = pos_x + x_offset;
const s32 quad_end_x = quad_start_x + quad_width;
const u16 tex_right = tex_left + static_cast<u16>(quad_width);
AddNewVertex(quad_start_x, quad_start_y, color, texpage, tex_left, tex_top);
AddNewVertex(quad_end_x, quad_start_y, color, texpage, tex_right, tex_top);
AddNewVertex(quad_start_x, quad_end_y, color, texpage, tex_left, tex_bottom);
AddNewVertex(quad_start_x, quad_end_y, color, texpage, tex_left, tex_bottom);
AddNewVertex(quad_end_x, quad_start_y, color, texpage, tex_right, tex_top);
AddNewVertex(quad_end_x, quad_end_y, color, texpage, tex_right, tex_bottom);
x_offset += quad_width;
tex_left = 0;
}
y_offset += quad_height;
tex_top = 0;
}
const u32 clip_left = static_cast<u32>(std::clamp<s32>(pos_x, m_drawing_area.left, m_drawing_area.right));
const u32 clip_right =
static_cast<u32>(std::clamp<s32>(pos_x + rectangle_width, m_drawing_area.left, m_drawing_area.right)) + 1u;
const u32 clip_top = static_cast<u32>(std::clamp<s32>(pos_y, m_drawing_area.top, m_drawing_area.bottom));
const u32 clip_bottom =
static_cast<u32>(std::clamp<s32>(pos_y + rectangle_height, m_drawing_area.top, m_drawing_area.bottom)) + 1u;
m_vram_dirty_rect.Include(clip_left, clip_right, clip_top, clip_bottom);
AddDrawRectangleTicks(clip_right - clip_left, clip_bottom - clip_top, rc.texture_enable);
}
break;
case Primitive::Line:
{
if (!rc.polyline)
{
EnsureVertexBufferSpace(2);
u32 color0, color1;
VertexPosition pos0, pos1;
if (rc.shading_enable)
{
color0 = rc.color_for_first_vertex;
pos0.bits = m_fifo.Pop();
color1 = m_fifo.Pop() & UINT32_C(0x00FFFFFF);
pos1.bits = m_fifo.Pop();
}
else
{
color0 = color1 = rc.color_for_first_vertex;
pos0.bits = m_fifo.Pop();
pos1.bits = m_fifo.Pop();
}
BatchVertex start, end;
start.Set(m_drawing_offset.x + pos0.x, m_drawing_offset.y + pos0.y, color0, 0, 0);
end.Set(m_drawing_offset.x + pos1.x, m_drawing_offset.y + pos1.y, color1, 0, 0);
const s32 min_x = std::min(start.x, end.x);
const s32 max_x = std::max(start.x, end.x);
const s32 min_y = std::min(start.y, end.y);
const s32 max_y = std::max(start.y, end.y);
if ((max_x - min_x) >= MAX_PRIMITIVE_WIDTH || (max_y - min_y) >= MAX_PRIMITIVE_HEIGHT)
{
Log_DebugPrintf("Culling too-large line: %d,%d - %d,%d", start.x, start.y, end.x, end.y);
return;
}
AddVertex(start);
AddVertex(end);
const u32 clip_left = static_cast<u32>(std::clamp<s32>(min_x, m_drawing_area.left, m_drawing_area.left));
const u32 clip_right = static_cast<u32>(std::clamp<s32>(max_x, m_drawing_area.left, m_drawing_area.right)) + 1u;
const u32 clip_top = static_cast<u32>(std::clamp<s32>(min_y, m_drawing_area.top, m_drawing_area.bottom));
const u32 clip_bottom =
static_cast<u32>(std::clamp<s32>(max_y, m_drawing_area.top, m_drawing_area.bottom)) + 1u;
m_vram_dirty_rect.Include(clip_left, clip_right, clip_top, clip_bottom);
AddDrawLineTicks(clip_right - clip_left, clip_bottom - clip_top, rc.shading_enable);
}
else
{
// Multiply by two because we don't use line strips.
const u32 num_vertices = GetPolyLineVertexCount();
EnsureVertexBufferSpace(num_vertices * 2);
const u32 first_color = rc.color_for_first_vertex;
const bool shaded = rc.shading_enable;
BatchVertex last_vertex;
u32 buffer_pos = 0;
for (u32 i = 0; i < num_vertices; i++)
{
const u32 color = (shaded && i > 0) ? (m_blit_buffer[buffer_pos++] & UINT32_C(0x00FFFFFF)) : first_color;
const VertexPosition vp{m_blit_buffer[buffer_pos++]};
BatchVertex vertex;
vertex.Set(m_drawing_offset.x + vp.x, m_drawing_offset.y + vp.y, color, 0, 0);
if (i > 0)
{
const s32 min_x = std::min(last_vertex.x, vertex.x);
const s32 max_x = std::max(last_vertex.x, vertex.x);
const s32 min_y = std::min(last_vertex.y, vertex.y);
const s32 max_y = std::max(last_vertex.y, vertex.y);
if ((max_x - min_x) >= MAX_PRIMITIVE_WIDTH || (max_y - min_y) >= MAX_PRIMITIVE_HEIGHT)
{
Log_DebugPrintf("Culling too-large line: %d,%d - %d,%d", last_vertex.x, last_vertex.y, vertex.x,
vertex.y);
}
else
{
AddVertex(last_vertex);
AddVertex(vertex);
const u32 clip_left = static_cast<u32>(std::clamp<s32>(min_x, m_drawing_area.left, m_drawing_area.left));
const u32 clip_right =
static_cast<u32>(std::clamp<s32>(max_x, m_drawing_area.left, m_drawing_area.right)) + 1u;
const u32 clip_top = static_cast<u32>(std::clamp<s32>(min_y, m_drawing_area.top, m_drawing_area.bottom));
const u32 clip_bottom =
static_cast<u32>(std::clamp<s32>(max_y, m_drawing_area.top, m_drawing_area.bottom)) + 1u;
m_vram_dirty_rect.Include(clip_left, clip_right, clip_top, clip_bottom);
AddDrawLineTicks(clip_right - clip_left, clip_bottom - clip_top, rc.shading_enable);
}
}
std::memcpy(&last_vertex, &vertex, sizeof(BatchVertex));
}
}
}
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<u32>((m_drawing_area.right + 1) * m_resolution_scale, *left + 1);
*top = m_drawing_area.top * m_resolution_scale;
*bottom = std::max<u32>((m_drawing_area.bottom + 1) * m_resolution_scale, *top + 1);
}
Common::Rectangle<u32> GPU_HW::GetVRAMTransferBounds(u32 x, u32 y, u32 width, u32 height) const
{
Common::Rectangle<u32> out_rc = Common::Rectangle<u32>::FromExtents(x, y, width, height);
if (out_rc.right > VRAM_WIDTH)
{
out_rc.left = 0;
out_rc.right = VRAM_WIDTH;
}
if (out_rc.bottom > VRAM_HEIGHT)
{
out_rc.top = 0;
out_rc.bottom = VRAM_HEIGHT;
}
return out_rc;
}
bool GPU_HW::UseVRAMCopyShader(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height) const
{
// masking enabled, oversized, or overlapping
return (m_GPUSTAT.IsMaskingEnabled() || (src_x + width) > VRAM_WIDTH || (src_y + height) > VRAM_HEIGHT ||
(dst_x + width) > VRAM_WIDTH || (dst_y + height) > VRAM_HEIGHT ||
Common::Rectangle<u32>::FromExtents(src_x, src_y, width, height)
.Intersects(Common::Rectangle<u32>::FromExtents(dst_x, dst_y, width, height)));
}
GPU_HW::BatchPrimitive GPU_HW::GetPrimitiveForCommand(RenderCommand rc)
{
if (rc.primitive == Primitive::Line)
return BatchPrimitive::Lines;
else
return BatchPrimitive::Triangles;
}
void GPU_HW::IncludeVRAMDityRectangle(const Common::Rectangle<u32>& rect)
{
m_vram_dirty_rect.Include(rect);
// the vram area can include the texture page, but the game can leave it as-is. in this case, set it as dirty so the
// shadow texture is updated
if (!m_draw_mode.IsTexturePageChanged() &&
(m_draw_mode.GetTexturePageRectangle().Intersects(rect) ||
(m_draw_mode.IsUsingPalette() && m_draw_mode.GetTexturePaletteRectangle().Intersects(rect))))
{
m_draw_mode.SetTexturePageChanged();
}
}
void GPU_HW::EnsureVertexBufferSpace(u32 required_vertices)
{
if (m_batch_current_vertex_ptr)
{
if (GetBatchVertexSpace() >= required_vertices)
return;
FlushRender();
}
MapBatchVertexPointer(required_vertices);
}
void GPU_HW::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color)
{
IncludeVRAMDityRectangle(
Common::Rectangle<u32>::FromExtents(x, y, width, height).Clamped(0, 0, VRAM_WIDTH, VRAM_HEIGHT));
}
void GPU_HW::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data)
{
DebugAssert((x + width) <= VRAM_WIDTH && (y + height) <= VRAM_HEIGHT);
IncludeVRAMDityRectangle(Common::Rectangle<u32>::FromExtents(x, y, width, height));
}
void GPU_HW::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height)
{
IncludeVRAMDityRectangle(
Common::Rectangle<u32>::FromExtents(dst_x, dst_y, width, height).Clamped(0, 0, VRAM_WIDTH, VRAM_HEIGHT));
}
void GPU_HW::DispatchRenderCommand()
{
const RenderCommand rc{m_render_command.bits};
TextureMode texture_mode;
if (rc.IsTexturingEnabled())
{
// texture page changed - check that the new page doesn't intersect the drawing area
if (m_draw_mode.IsTexturePageChanged())
{
m_draw_mode.ClearTexturePageChangedFlag();
if (m_vram_dirty_rect.Valid() &&
(m_draw_mode.GetTexturePageRectangle().Intersects(m_vram_dirty_rect) ||
(m_draw_mode.IsUsingPalette() && m_draw_mode.GetTexturePaletteRectangle().Intersects(m_vram_dirty_rect))))
{
// Log_DevPrintf("Invalidating VRAM read cache due to drawing area overlap");
if (!IsFlushed())
FlushRender();
UpdateVRAMReadTexture();
m_renderer_stats.num_vram_read_texture_updates++;
ClearVRAMDirtyRectangle();
}
}
texture_mode = m_draw_mode.GetTextureMode();
if (rc.raw_texture_enable)
{
texture_mode =
static_cast<TextureMode>(static_cast<u8>(texture_mode) | static_cast<u8>(TextureMode::RawTextureBit));
}
}
else
{
texture_mode = TextureMode::Disabled;
}
// has any state changed which requires a new batch?
const TransparencyMode transparency_mode =
rc.transparency_enable ? m_draw_mode.GetTransparencyMode() : TransparencyMode::Disabled;
const BatchPrimitive rc_primitive = GetPrimitiveForCommand(rc);
const bool dithering_enable = (!m_true_color && rc.IsDitheringEnabled()) ? m_GPUSTAT.dither_enable : false;
if (m_batch.texture_mode != texture_mode || m_batch.transparency_mode != transparency_mode ||
m_batch.primitive != rc_primitive || dithering_enable != m_batch.dithering)
{
FlushRender();
}
// transparency mode change
if (m_batch.transparency_mode != transparency_mode && transparency_mode != TransparencyMode::Disabled)
{
static constexpr float transparent_alpha[4][2] = {{0.5f, 0.5f}, {1.0f, 1.0f}, {1.0f, 1.0f}, {0.25f, 1.0f}};
m_batch_ubo_data.u_src_alpha_factor = transparent_alpha[static_cast<u32>(transparency_mode)][0];
m_batch_ubo_data.u_dst_alpha_factor = transparent_alpha[static_cast<u32>(transparency_mode)][1];
m_batch_ubo_dirty = true;
}
if (m_batch.check_mask_before_draw != m_GPUSTAT.check_mask_before_draw ||
m_batch.set_mask_while_drawing != m_GPUSTAT.set_mask_while_drawing)
{
m_batch.check_mask_before_draw = m_GPUSTAT.check_mask_before_draw;
m_batch.set_mask_while_drawing = m_GPUSTAT.set_mask_while_drawing;
m_batch_ubo_data.u_set_mask_while_drawing = BoolToUInt32(m_GPUSTAT.set_mask_while_drawing);
m_batch_ubo_dirty = true;
}
m_batch.interlacing = IsInterlacedRenderingEnabled();
if (m_batch.interlacing)
{
const u32 displayed_field = GetInterlacedField();
m_batch_ubo_dirty |= (m_batch_ubo_data.u_interlaced_displayed_field != displayed_field);
m_batch_ubo_data.u_interlaced_displayed_field = displayed_field;
}
// update state
m_batch.primitive = rc_primitive;
m_batch.texture_mode = texture_mode;
m_batch.transparency_mode = transparency_mode;
m_batch.dithering = dithering_enable;
if (m_draw_mode.IsTextureWindowChanged())
{
m_draw_mode.ClearTextureWindowChangedFlag();
m_batch_ubo_data.u_texture_window_mask[0] = ZeroExtend32(m_draw_mode.texture_window_mask_x);
m_batch_ubo_data.u_texture_window_mask[1] = ZeroExtend32(m_draw_mode.texture_window_mask_y);
m_batch_ubo_data.u_texture_window_offset[0] = ZeroExtend32(m_draw_mode.texture_window_offset_x);
m_batch_ubo_data.u_texture_window_offset[1] = ZeroExtend32(m_draw_mode.texture_window_offset_y);
m_batch_ubo_dirty = true;
}
LoadVertices();
}
void GPU_HW::FlushRender()
{
if (!m_batch_current_vertex_ptr)
return;
const u32 vertex_count = GetBatchVertexCount();
UnmapBatchVertexPointer(vertex_count);
if (vertex_count == 0)
return;
if (m_drawing_area_changed)
{
m_drawing_area_changed = false;
SetScissorFromDrawingArea();
}
if (m_batch_ubo_dirty)
{
UploadUniformBuffer(&m_batch_ubo_data, sizeof(m_batch_ubo_data));
m_batch_ubo_dirty = false;
}
if (m_batch.NeedsTwoPassRendering())
{
m_renderer_stats.num_batches += 2;
DrawBatchVertices(BatchRenderMode::OnlyTransparent, m_batch_base_vertex, vertex_count);
DrawBatchVertices(BatchRenderMode::OnlyOpaque, m_batch_base_vertex, vertex_count);
}
else
{
m_renderer_stats.num_batches++;
DrawBatchVertices(m_batch.GetRenderMode(), m_batch_base_vertex, vertex_count);
}
}
void GPU_HW::DrawRendererStats(bool is_idle_frame)
{
if (!is_idle_frame)
{
m_last_renderer_stats = m_renderer_stats;
m_renderer_stats = {};
}
if (ImGui::CollapsingHeader("Renderer Statistics", ImGuiTreeNodeFlags_DefaultOpen))
{
const auto& stats = m_last_renderer_stats;
ImGui::Columns(2);
ImGui::SetColumnWidth(0, 200.0f * ImGui::GetIO().DisplayFramebufferScale.x);
ImGui::TextUnformatted("Batches Drawn:");
ImGui::NextColumn();
ImGui::Text("%u", stats.num_batches);
ImGui::NextColumn();
ImGui::TextUnformatted("VRAM Read Texture Updates:");
ImGui::NextColumn();
ImGui::Text("%u", stats.num_vram_read_texture_updates);
ImGui::NextColumn();
ImGui::TextUnformatted("Uniform Buffer Updates: ");
ImGui::NextColumn();
ImGui::Text("%u", stats.num_uniform_buffer_updates);
ImGui::NextColumn();
ImGui::Columns(1);
}
}