mirror of
https://github.com/RetroDECK/Duckstation.git
synced 2024-11-23 22:25:42 +00:00
1081 lines
41 KiB
C++
1081 lines
41 KiB
C++
#include "gpu_hw.h"
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#include "common/assert.h"
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#include "common/log.h"
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#include "common/state_wrapper.h"
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#include "cpu_core.h"
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#include "pgxp.h"
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#include "settings.h"
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#include "system.h"
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#include <cmath>
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#include <sstream>
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#include <tuple>
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#ifdef WITH_IMGUI
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#include "imgui.h"
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#endif
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Log_SetChannel(GPU_HW);
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template<typename T>
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ALWAYS_INLINE static constexpr std::tuple<T, T> MinMax(T v1, T v2)
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{
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if (v1 > v2)
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return std::tie(v2, v1);
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else
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return std::tie(v1, v2);
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}
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ALWAYS_INLINE static bool ShouldUseUVLimits()
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{
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// We only need UV limits if PGXP is enabled, or texture filtering is enabled.
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return g_settings.gpu_pgxp_enable || g_settings.gpu_texture_filter != GPUTextureFilter::Nearest;
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}
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GPU_HW::GPU_HW() : GPU()
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{
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m_vram_ptr = m_vram_shadow.data();
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}
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GPU_HW::~GPU_HW() = default;
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bool GPU_HW::IsHardwareRenderer() const
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{
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return true;
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}
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bool GPU_HW::Initialize(HostDisplay* host_display)
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{
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if (!GPU::Initialize(host_display))
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return false;
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m_resolution_scale = CalculateResolutionScale();
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m_render_api = host_display->GetRenderAPI();
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m_true_color = g_settings.gpu_true_color;
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m_scaled_dithering = g_settings.gpu_scaled_dithering;
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m_texture_filtering = g_settings.gpu_texture_filter;
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m_using_uv_limits = ShouldUseUVLimits();
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PrintSettingsToLog();
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return true;
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}
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void GPU_HW::Reset()
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{
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GPU::Reset();
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m_batch_current_vertex_ptr = m_batch_start_vertex_ptr;
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m_vram_shadow.fill(0);
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m_batch = {};
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m_batch_ubo_data = {};
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m_batch_ubo_dirty = true;
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m_current_depth = 1;
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SetFullVRAMDirtyRectangle();
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}
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bool GPU_HW::DoState(StateWrapper& sw)
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{
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if (!GPU::DoState(sw))
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return false;
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// invalidate the whole VRAM read texture when loading state
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if (sw.IsReading())
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{
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m_batch_current_vertex_ptr = m_batch_start_vertex_ptr;
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SetFullVRAMDirtyRectangle();
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ResetBatchVertexDepth();
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}
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return true;
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}
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void GPU_HW::UpdateHWSettings(bool* framebuffer_changed, bool* shaders_changed)
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{
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const u32 resolution_scale = CalculateResolutionScale();
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const bool use_uv_limits = ShouldUseUVLimits();
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*framebuffer_changed = (m_resolution_scale != resolution_scale);
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*shaders_changed = (m_resolution_scale != resolution_scale || m_true_color != g_settings.gpu_true_color ||
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m_scaled_dithering != g_settings.gpu_scaled_dithering ||
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m_texture_filtering != g_settings.gpu_texture_filter || m_using_uv_limits != use_uv_limits);
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if (m_resolution_scale != resolution_scale)
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{
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g_host_interface->AddFormattedOSDMessage(
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10.0f, g_host_interface->TranslateString("OSDMessage", "Resolution scale set to %ux (display %ux%u, VRAM %ux%u)"),
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resolution_scale, m_crtc_state.display_vram_width * resolution_scale,
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resolution_scale * m_crtc_state.display_vram_height, VRAM_WIDTH * resolution_scale,
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VRAM_HEIGHT * resolution_scale);
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}
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m_resolution_scale = resolution_scale;
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m_true_color = g_settings.gpu_true_color;
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m_scaled_dithering = g_settings.gpu_scaled_dithering;
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m_texture_filtering = g_settings.gpu_texture_filter;
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m_using_uv_limits = use_uv_limits;
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PrintSettingsToLog();
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}
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u32 GPU_HW::CalculateResolutionScale() const
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{
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if (g_settings.gpu_resolution_scale != 0)
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return std::clamp<u32>(g_settings.gpu_resolution_scale, 1, m_max_resolution_scale);
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// auto scaling
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const s32 height = (m_crtc_state.display_height != 0) ? static_cast<s32>(m_crtc_state.display_height) : 480;
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const s32 preferred_scale =
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static_cast<s32>(std::ceil(static_cast<float>(m_host_display->GetWindowHeight()) / height));
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Log_InfoPrintf("Height = %d, preferred scale = %d", height, preferred_scale);
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return static_cast<u32>(std::clamp<s32>(preferred_scale, 1, m_max_resolution_scale));
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}
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void GPU_HW::UpdateResolutionScale()
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{
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GPU::UpdateResolutionScale();
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if (CalculateResolutionScale() != m_resolution_scale)
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UpdateSettings();
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}
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std::tuple<u32, u32> GPU_HW::GetEffectiveDisplayResolution()
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{
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return std::make_tuple(m_crtc_state.display_vram_width * m_resolution_scale,
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m_resolution_scale * m_crtc_state.display_vram_height);
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}
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void GPU_HW::PrintSettingsToLog()
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{
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Log_InfoPrintf("Resolution Scale: %u (%ux%u), maximum %u", m_resolution_scale, VRAM_WIDTH * m_resolution_scale,
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VRAM_HEIGHT * m_resolution_scale, m_max_resolution_scale);
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Log_InfoPrintf("Dithering: %s%s", m_true_color ? "Disabled" : "Enabled",
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(!m_true_color && m_scaled_dithering) ? " (Scaled)" : "");
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Log_InfoPrintf("Texture Filtering: %s", Settings::GetTextureFilterDisplayName(m_texture_filtering));
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Log_InfoPrintf("Dual-source blending: %s", m_supports_dual_source_blend ? "Supported" : "Not supported");
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Log_InfoPrintf("Using UV limits: %s", m_using_uv_limits ? "YES" : "NO");
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}
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void GPU_HW::UpdateVRAMReadTexture()
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{
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m_renderer_stats.num_vram_read_texture_updates++;
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ClearVRAMDirtyRectangle();
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}
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void GPU_HW::HandleFlippedQuadTextureCoordinates(BatchVertex* vertices)
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{
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// Taken from beetle-psx gpu_polygon.cpp
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// For X/Y flipped 2D sprites, PSX games rely on a very specific rasterization behavior. If U or V is decreasing in X
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// or Y, and we use the provided U/V as is, we will sample the wrong texel as interpolation covers an entire pixel,
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// while PSX samples its interpolation essentially in the top-left corner and splats that interpolant across the
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// entire pixel. While we could emulate this reasonably well in native resolution by shifting our vertex coords by
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// 0.5, this breaks in upscaling scenarios, because we have several samples per native sample and we need NN rules to
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// hit the same UV every time. One approach here is to use interpolate at offset or similar tricks to generalize the
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// PSX interpolation patterns, but the problem is that vertices sharing an edge will no longer see the same UV (due to
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// different plane derivatives), we end up sampling outside the intended boundary and artifacts are inevitable, so the
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// only case where we can apply this fixup is for "sprites" or similar which should not share edges, which leads to
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// this unfortunate code below.
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// It might be faster to do more direct checking here, but the code below handles primitives in any order and
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// orientation, and is far more SIMD-friendly if needed.
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const float abx = vertices[1].x - vertices[0].x;
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const float aby = vertices[1].y - vertices[0].y;
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const float bcx = vertices[2].x - vertices[1].x;
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const float bcy = vertices[2].y - vertices[1].y;
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const float cax = vertices[0].x - vertices[2].x;
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const float cay = vertices[0].y - vertices[2].y;
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// Compute static derivatives, just assume W is uniform across the primitive and that the plane equation remains the
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// same across the quad. (which it is, there is no Z.. yet).
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const float dudx = -aby * static_cast<float>(vertices[2].u) - bcy * static_cast<float>(vertices[0].u) -
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cay * static_cast<float>(vertices[1].u);
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const float dvdx = -aby * static_cast<float>(vertices[2].v) - bcy * static_cast<float>(vertices[0].v) -
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cay * static_cast<float>(vertices[1].v);
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const float dudy = +abx * static_cast<float>(vertices[2].u) + bcx * static_cast<float>(vertices[0].u) +
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cax * static_cast<float>(vertices[1].u);
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const float dvdy = +abx * static_cast<float>(vertices[2].v) + bcx * static_cast<float>(vertices[0].v) +
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cax * static_cast<float>(vertices[1].v);
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const float area = bcx * cay - bcy * cax;
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// Detect and reject any triangles with 0 size texture area
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const s32 texArea = (vertices[1].u - vertices[0].u) * (vertices[2].v - vertices[0].v) -
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(vertices[2].u - vertices[0].u) * (vertices[1].v - vertices[0].v);
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// Leverage PGXP to further avoid 3D polygons that just happen to align this way after projection
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const bool is_3d = (vertices[0].w != vertices[1].w || vertices[0].w != vertices[2].w);
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// Shouldn't matter as degenerate primitives will be culled anyways.
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if (area == 0.0f || texArea == 0 || is_3d)
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return;
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// Use floats here as it'll be faster than integer divides.
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const float rcp_area = 1.0f / area;
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const float dudx_area = dudx * rcp_area;
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const float dudy_area = dudy * rcp_area;
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const float dvdx_area = dvdx * rcp_area;
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const float dvdy_area = dvdy * rcp_area;
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const bool neg_dudx = dudx_area < 0.0f;
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const bool neg_dudy = dudy_area < 0.0f;
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const bool neg_dvdx = dvdx_area < 0.0f;
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const bool neg_dvdy = dvdy_area < 0.0f;
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const bool zero_dudx = dudx_area == 0.0f;
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const bool zero_dudy = dudy_area == 0.0f;
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const bool zero_dvdx = dvdx_area == 0.0f;
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const bool zero_dvdy = dvdy_area == 0.0f;
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// If we have negative dU or dV in any direction, increment the U or V to work properly with nearest-neighbor in
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// this impl. If we don't have 1:1 pixel correspondence, this creates a slight "shift" in the sprite, but we
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// guarantee that we don't sample garbage at least. Overall, this is kinda hacky because there can be legitimate,
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// rare cases where 3D meshes hit this scenario, and a single texel offset can pop in, but this is way better than
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// having borked 2D overall.
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//
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// TODO: If perf becomes an issue, we can probably SIMD the 8 comparisons above,
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// create an 8-bit code, and use a LUT to get the offsets.
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// Case 1: U is decreasing in X, but no change in Y.
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// Case 2: U is decreasing in Y, but no change in X.
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// Case 3: V is decreasing in X, but no change in Y.
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// Case 4: V is decreasing in Y, but no change in X.
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if ((neg_dudx && zero_dudy) || (neg_dudy && zero_dudx))
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{
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vertices[0].u++;
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vertices[1].u++;
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vertices[2].u++;
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vertices[3].u++;
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}
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if ((neg_dvdx && zero_dvdy) || (neg_dvdy && zero_dvdx))
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{
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vertices[0].v++;
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vertices[1].v++;
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vertices[2].v++;
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vertices[3].v++;
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}
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}
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void GPU_HW::ComputePolygonUVLimits(BatchVertex* vertices, u32 num_vertices)
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{
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u16 min_u = vertices[0].u, max_u = vertices[0].u, min_v = vertices[0].v, max_v = vertices[0].v;
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for (u32 i = 1; i < num_vertices; i++)
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{
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min_u = std::min<u16>(min_u, vertices[i].u);
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max_u = std::max<u16>(max_u, vertices[i].u);
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min_v = std::min<u16>(min_v, vertices[i].v);
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max_v = std::max<u16>(max_v, vertices[i].v);
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}
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if (min_u != max_u)
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max_u--;
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if (min_v != max_v)
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max_v--;
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for (u32 i = 0; i < num_vertices; i++)
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vertices[i].SetUVLimits(min_u, max_u, min_v, max_v);
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}
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void GPU_HW::DrawLine(float x0, float y0, u32 col0, float x1, float y1, u32 col1, float depth)
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{
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const float dx = x1 - x0;
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const float dy = y1 - y0;
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std::array<BatchVertex, 4> output;
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if (dx == 0.0f && dy == 0.0f)
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{
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// Degenerate, render a point.
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output[0].Set(x0, y0, depth, 1.0f, col0, 0, 0, 0);
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output[1].Set(x0 + 1.0f, y0, depth, 1.0f, col0, 0, 0, 0);
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output[2].Set(x1, y1 + 1.0f, depth, 1.0f, col0, 0, 0, 0);
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output[3].Set(x1 + 1.0f, y1 + 1.0f, depth, 1.0f, col0, 0, 0, 0);
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}
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else
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{
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const float abs_dx = std::fabs(dx);
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const float abs_dy = std::fabs(dy);
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float fill_dx, fill_dy;
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float dxdk, dydk;
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float pad_x0 = 0.0f;
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float pad_x1 = 0.0f;
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float pad_y0 = 0.0f;
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float pad_y1 = 0.0f;
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// Check for vertical or horizontal major lines.
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// When expanding to a rect, do so in the appropriate direction.
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// FIXME: This scheme seems to kinda work, but it seems very hard to find a method
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// that looks perfect on every game.
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// Vagrant Story speech bubbles are a very good test case here!
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if (abs_dx > abs_dy)
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{
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fill_dx = 0.0f;
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fill_dy = 1.0f;
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dxdk = 1.0f;
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dydk = dy / abs_dx;
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if (dx > 0.0f)
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{
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// Right
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pad_x1 = 1.0f;
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pad_y1 = dydk;
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}
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else
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{
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// Left
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pad_x0 = 1.0f;
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pad_y0 = -dydk;
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}
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}
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else
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{
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fill_dx = 1.0f;
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fill_dy = 0.0f;
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dydk = 1.0f;
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dxdk = dx / abs_dy;
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if (dy > 0.0f)
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{
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// Down
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pad_y1 = 1.0f;
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pad_x1 = dxdk;
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}
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else
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{
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// Up
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pad_y0 = 1.0f;
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pad_x0 = -dxdk;
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}
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}
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const float ox0 = x0 + pad_x0;
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const float oy0 = y0 + pad_y0;
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const float ox1 = x1 + pad_x1;
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const float oy1 = y1 + pad_y1;
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output[0].Set(ox0, oy0, depth, 1.0f, col0, 0, 0, 0);
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output[1].Set(ox0 + fill_dx, oy0 + fill_dy, depth, 1.0f, col0, 0, 0, 0);
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output[2].Set(ox1, oy1, depth, 1.0f, col1, 0, 0, 0);
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output[3].Set(ox1 + fill_dx, oy1 + fill_dy, depth, 1.0f, col1, 0, 0, 0);
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}
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AddVertex(output[0]);
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AddVertex(output[1]);
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AddVertex(output[2]);
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AddVertex(output[3]);
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AddVertex(output[2]);
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AddVertex(output[1]);
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}
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void GPU_HW::LoadVertices()
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{
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if (m_GPUSTAT.check_mask_before_draw)
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m_current_depth++;
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const RenderCommand rc{m_render_command.bits};
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const u32 texpage = ZeroExtend32(m_draw_mode.mode_reg.bits) | (ZeroExtend32(m_draw_mode.palette_reg) << 16);
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const float depth = GetCurrentNormalizedVertexDepth();
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switch (rc.primitive)
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{
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case Primitive::Polygon:
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{
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DebugAssert(GetBatchVertexSpace() >= (rc.quad_polygon ? 6u : 3u));
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const u32 first_color = rc.color_for_first_vertex;
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const bool shaded = rc.shading_enable;
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const bool textured = rc.texture_enable;
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const bool pgxp = g_settings.gpu_pgxp_enable;
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const u32 num_vertices = rc.quad_polygon ? 4 : 3;
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std::array<BatchVertex, 4> vertices;
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std::array<std::array<s32, 2>, 4> native_vertex_positions;
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bool valid_w = g_settings.gpu_pgxp_texture_correction;
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for (u32 i = 0; i < num_vertices; i++)
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{
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const u32 color = (shaded && i > 0) ? (FifoPop() & UINT32_C(0x00FFFFFF)) : first_color;
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const u64 maddr_and_pos = m_fifo.Pop();
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const VertexPosition vp{Truncate32(maddr_and_pos)};
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const u16 texcoord = textured ? Truncate16(FifoPop()) : 0;
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const s32 native_x = m_drawing_offset.x + vp.x;
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const s32 native_y = m_drawing_offset.y + vp.y;
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native_vertex_positions[i][0] = native_x;
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native_vertex_positions[i][1] = native_y;
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vertices[i].Set(static_cast<float>(native_x), static_cast<float>(native_y), depth, 1.0f, color, texpage,
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texcoord, 0xFFFF0000u);
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if (pgxp)
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{
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valid_w &=
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PGXP::GetPreciseVertex(Truncate32(maddr_and_pos >> 32), vp.bits, native_x, native_y, m_drawing_offset.x,
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m_drawing_offset.y, &vertices[i].x, &vertices[i].y, &vertices[i].w);
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}
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}
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if (!valid_w)
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{
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for (BatchVertex& v : vertices)
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v.w = 1.0f;
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}
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if (rc.quad_polygon && m_resolution_scale > 1)
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HandleFlippedQuadTextureCoordinates(vertices.data());
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if (m_using_uv_limits && textured)
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ComputePolygonUVLimits(vertices.data(), num_vertices);
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if (!IsDrawingAreaIsValid())
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return;
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// Cull polygons which are too large.
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const auto [min_x_12, max_x_12] = MinMax(native_vertex_positions[1][0], native_vertex_positions[2][0]);
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const auto [min_y_12, max_y_12] = MinMax(native_vertex_positions[1][1], native_vertex_positions[2][1]);
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const s32 min_x = std::min(min_x_12, native_vertex_positions[0][0]);
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const s32 max_x = std::max(max_x_12, native_vertex_positions[0][0]);
|
|
const s32 min_y = std::min(min_y_12, native_vertex_positions[0][1]);
|
|
const s32 max_y = std::max(max_y_12, native_vertex_positions[0][1]);
|
|
|
|
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", native_vertex_positions[0][0],
|
|
native_vertex_positions[0][1], native_vertex_positions[1][0], native_vertex_positions[1][1],
|
|
native_vertex_positions[2][0], native_vertex_positions[2][1]);
|
|
}
|
|
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(native_vertex_positions[0][0], native_vertex_positions[0][1],
|
|
native_vertex_positions[1][0], native_vertex_positions[1][1],
|
|
native_vertex_positions[2][0], native_vertex_positions[2][1], rc.shading_enable,
|
|
rc.texture_enable, rc.transparency_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, native_vertex_positions[3][0]);
|
|
const s32 max_x_123 = std::max(max_x_12, native_vertex_positions[3][0]);
|
|
const s32 min_y_123 = std::min(min_y_12, native_vertex_positions[3][1]);
|
|
const s32 max_y_123 = std::max(max_y_12, native_vertex_positions[3][1]);
|
|
|
|
// 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",
|
|
native_vertex_positions[2][0], native_vertex_positions[2][1], native_vertex_positions[1][0],
|
|
native_vertex_positions[1][1], native_vertex_positions[0][0], native_vertex_positions[0][1]);
|
|
}
|
|
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(native_vertex_positions[2][0], native_vertex_positions[2][1],
|
|
native_vertex_positions[1][0], native_vertex_positions[1][1],
|
|
native_vertex_positions[3][0], native_vertex_positions[3][1], rc.shading_enable,
|
|
rc.texture_enable, rc.transparency_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{FifoPop()};
|
|
const s32 pos_x = TruncateVertexPosition(m_drawing_offset.x + vp.x);
|
|
const s32 pos_y = TruncateVertexPosition(m_drawing_offset.y + vp.y);
|
|
|
|
const auto [texcoord_x, texcoord_y] = UnpackTexcoord(rc.texture_enable ? Truncate16(FifoPop()) : 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 = FifoPop();
|
|
rectangle_width = static_cast<s32>(width_and_height & VRAM_WIDTH_MASK);
|
|
rectangle_height = static_cast<s32>((width_and_height >> 16) & VRAM_HEIGHT_MASK);
|
|
|
|
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;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
// we can split the rectangle up into potentially 8 quads
|
|
DebugAssert(GetBatchVertexSpace() >= MAX_VERTICES_FOR_RECTANGLE);
|
|
|
|
if (!IsDrawingAreaIsValid())
|
|
return;
|
|
|
|
// 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 float quad_start_y = static_cast<float>(pos_y + y_offset);
|
|
const float quad_end_y = quad_start_y + static_cast<float>(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 float quad_start_x = static_cast<float>(pos_x + x_offset);
|
|
const float quad_end_x = quad_start_x + static_cast<float>(quad_width);
|
|
const u16 tex_right = tex_left + static_cast<u16>(quad_width);
|
|
const u32 uv_limits = BatchVertex::PackUVLimits(tex_left, tex_right - 1, tex_top, tex_bottom - 1);
|
|
|
|
AddNewVertex(quad_start_x, quad_start_y, depth, 1.0f, color, texpage, tex_left, tex_top, uv_limits);
|
|
AddNewVertex(quad_end_x, quad_start_y, depth, 1.0f, color, texpage, tex_right, tex_top, uv_limits);
|
|
AddNewVertex(quad_start_x, quad_end_y, depth, 1.0f, color, texpage, tex_left, tex_bottom, uv_limits);
|
|
|
|
AddNewVertex(quad_start_x, quad_end_y, depth, 1.0f, color, texpage, tex_left, tex_bottom, uv_limits);
|
|
AddNewVertex(quad_end_x, quad_start_y, depth, 1.0f, color, texpage, tex_right, tex_top, uv_limits);
|
|
AddNewVertex(quad_end_x, quad_end_y, depth, 1.0f, color, texpage, tex_right, tex_bottom, uv_limits);
|
|
|
|
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, rc.transparency_enable);
|
|
}
|
|
break;
|
|
|
|
case Primitive::Line:
|
|
{
|
|
if (!rc.polyline)
|
|
{
|
|
DebugAssert(GetBatchVertexSpace() >= 2);
|
|
|
|
u32 start_color, end_color;
|
|
VertexPosition start_pos, end_pos;
|
|
if (rc.shading_enable)
|
|
{
|
|
start_color = rc.color_for_first_vertex;
|
|
start_pos.bits = FifoPop();
|
|
end_color = FifoPop() & UINT32_C(0x00FFFFFF);
|
|
end_pos.bits = FifoPop();
|
|
}
|
|
else
|
|
{
|
|
start_color = end_color = rc.color_for_first_vertex;
|
|
start_pos.bits = FifoPop();
|
|
end_pos.bits = FifoPop();
|
|
}
|
|
|
|
if (!IsDrawingAreaIsValid())
|
|
return;
|
|
|
|
s32 start_x = start_pos.x + m_drawing_offset.x;
|
|
s32 start_y = start_pos.y + m_drawing_offset.y;
|
|
s32 end_x = end_pos.x + m_drawing_offset.x;
|
|
s32 end_y = end_pos.y + m_drawing_offset.y;
|
|
const auto [min_x, max_x] = MinMax(start_x, end_x);
|
|
const auto [min_y, max_y] = MinMax(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;
|
|
}
|
|
|
|
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);
|
|
|
|
// TODO: Should we do a PGXP lookup here? Most lines are 2D.
|
|
DrawLine(static_cast<float>(start_x), static_cast<float>(start_y), start_color, static_cast<float>(end_x),
|
|
static_cast<float>(end_y), end_color, depth);
|
|
}
|
|
else
|
|
{
|
|
// Multiply by two because we don't use line strips.
|
|
const u32 num_vertices = GetPolyLineVertexCount();
|
|
DebugAssert(GetBatchVertexSpace() >= (num_vertices * 2));
|
|
|
|
if (!IsDrawingAreaIsValid())
|
|
return;
|
|
|
|
const bool shaded = rc.shading_enable;
|
|
|
|
u32 buffer_pos = 0;
|
|
const VertexPosition start_vp{m_blit_buffer[buffer_pos++]};
|
|
s32 start_x = start_vp.x + m_drawing_offset.x;
|
|
s32 start_y = start_vp.y + m_drawing_offset.y;
|
|
u32 start_color = rc.color_for_first_vertex;
|
|
|
|
for (u32 i = 1; i < num_vertices; i++)
|
|
{
|
|
const u32 end_color = shaded ? (m_blit_buffer[buffer_pos++] & UINT32_C(0x00FFFFFF)) : start_color;
|
|
const VertexPosition vp{m_blit_buffer[buffer_pos++]};
|
|
const s32 end_x = m_drawing_offset.x + vp.x;
|
|
const s32 end_y = m_drawing_offset.y + vp.y;
|
|
|
|
const auto [min_x, max_x] = MinMax(start_x, end_x);
|
|
const auto [min_y, max_y] = MinMax(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);
|
|
}
|
|
else
|
|
{
|
|
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);
|
|
|
|
// TODO: Should we do a PGXP lookup here? Most lines are 2D.
|
|
DrawLine(static_cast<float>(start_x), static_cast<float>(start_y), start_color, static_cast<float>(end_x),
|
|
static_cast<float>(end_y), end_color, depth);
|
|
}
|
|
|
|
start_x = end_x;
|
|
start_y = end_y;
|
|
start_color = end_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<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);
|
|
}
|
|
|
|
GPU_HW::VRAMFillUBOData GPU_HW::GetVRAMFillUBOData(u32 x, u32 y, u32 width, u32 height, u32 color) const
|
|
{
|
|
// drop precision unless true colour is enabled
|
|
if (!m_true_color)
|
|
color = RGBA5551ToRGBA8888(RGBA8888ToRGBA5551(color));
|
|
|
|
VRAMFillUBOData uniforms;
|
|
std::tie(uniforms.u_fill_color[0], uniforms.u_fill_color[1], uniforms.u_fill_color[2], uniforms.u_fill_color[3]) =
|
|
RGBA8ToFloat(color);
|
|
uniforms.u_interlaced_displayed_field = GetActiveLineLSB();
|
|
return uniforms;
|
|
}
|
|
|
|
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 % VRAM_WIDTH, y % VRAM_HEIGHT, 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;
|
|
}
|
|
|
|
GPU_HW::VRAMWriteUBOData GPU_HW::GetVRAMWriteUBOData(u32 x, u32 y, u32 width, u32 height, u32 buffer_offset) const
|
|
{
|
|
const VRAMWriteUBOData uniforms = {(x % VRAM_WIDTH),
|
|
(y % VRAM_HEIGHT),
|
|
((x + width) % VRAM_WIDTH),
|
|
((y + height) % VRAM_HEIGHT),
|
|
width,
|
|
height,
|
|
buffer_offset,
|
|
m_GPUSTAT.set_mask_while_drawing ? 0x8000u : 0x00,
|
|
GetCurrentNormalizedVertexDepth()};
|
|
return uniforms;
|
|
}
|
|
|
|
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 % VRAM_WIDTH) + width) > VRAM_WIDTH ||
|
|
((src_y % VRAM_HEIGHT) + height) > VRAM_HEIGHT || ((dst_x % VRAM_WIDTH) + width) > VRAM_WIDTH ||
|
|
((dst_y % VRAM_HEIGHT) + 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::VRAMCopyUBOData GPU_HW::GetVRAMCopyUBOData(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width,
|
|
u32 height) const
|
|
{
|
|
const VRAMCopyUBOData uniforms = {(src_x % VRAM_WIDTH) * m_resolution_scale,
|
|
(src_y % VRAM_HEIGHT) * m_resolution_scale,
|
|
(dst_x % VRAM_WIDTH) * m_resolution_scale,
|
|
(dst_y % VRAM_HEIGHT) * m_resolution_scale,
|
|
((dst_x + width) % VRAM_WIDTH) * m_resolution_scale,
|
|
((dst_y + height) % VRAM_HEIGHT) * m_resolution_scale,
|
|
width * m_resolution_scale,
|
|
height * m_resolution_scale,
|
|
m_GPUSTAT.set_mask_while_drawing ? 1u : 0u,
|
|
GetCurrentNormalizedVertexDepth()};
|
|
|
|
return uniforms;
|
|
}
|
|
|
|
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::EnsureVertexBufferSpaceForCurrentCommand()
|
|
{
|
|
u32 required_vertices;
|
|
switch (m_render_command.primitive)
|
|
{
|
|
case Primitive::Polygon:
|
|
required_vertices = m_render_command.quad_polygon ? 6 : 3;
|
|
break;
|
|
case Primitive::Rectangle:
|
|
required_vertices = MAX_VERTICES_FOR_RECTANGLE;
|
|
break;
|
|
case Primitive::Line:
|
|
default:
|
|
required_vertices = m_render_command.polyline ? (GetPolyLineVertexCount() * 6u) : 6u;
|
|
break;
|
|
}
|
|
|
|
// can we fit these vertices in the current depth buffer range?
|
|
if ((m_current_depth + required_vertices) > MAX_BATCH_VERTEX_COUNTER_IDS)
|
|
{
|
|
// implies FlushRender()
|
|
ResetBatchVertexDepth();
|
|
}
|
|
else if (m_batch_current_vertex_ptr)
|
|
{
|
|
if (GetBatchVertexSpace() >= required_vertices)
|
|
return;
|
|
|
|
FlushRender();
|
|
}
|
|
|
|
MapBatchVertexPointer(required_vertices);
|
|
}
|
|
|
|
void GPU_HW::ResetBatchVertexDepth()
|
|
{
|
|
Log_PerfPrint("Resetting batch vertex depth");
|
|
FlushRender();
|
|
UpdateDepthBufferFromMaskBit();
|
|
|
|
m_current_depth = 1;
|
|
}
|
|
|
|
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));
|
|
|
|
if (m_GPUSTAT.check_mask_before_draw)
|
|
{
|
|
// set new vertex counter since we want this to take into consideration previous masked pixels
|
|
m_current_depth++;
|
|
}
|
|
}
|
|
|
|
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));
|
|
|
|
if (m_GPUSTAT.check_mask_before_draw)
|
|
{
|
|
// set new vertex counter since we want this to take into consideration previous masked pixels
|
|
m_current_depth++;
|
|
}
|
|
}
|
|
|
|
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();
|
|
}
|
|
}
|
|
|
|
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 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 ||
|
|
dithering_enable != m_batch.dithering)
|
|
{
|
|
FlushRender();
|
|
}
|
|
|
|
EnsureVertexBufferSpaceForCurrentCommand();
|
|
|
|
// 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_batch.set_mask_while_drawing);
|
|
m_batch_ubo_dirty = true;
|
|
}
|
|
|
|
m_batch.interlacing = IsInterlacedRenderingEnabled();
|
|
if (m_batch.interlacing)
|
|
{
|
|
const u32 displayed_field = GetActiveLineLSB();
|
|
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.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_and[0] = ZeroExtend32(m_draw_mode.texture_window_and_x);
|
|
m_batch_ubo_data.u_texture_window_and[1] = ZeroExtend32(m_draw_mode.texture_window_and_y);
|
|
m_batch_ubo_data.u_texture_window_or[0] = ZeroExtend32(m_draw_mode.texture_window_or_x);
|
|
m_batch_ubo_data.u_texture_window_or[1] = ZeroExtend32(m_draw_mode.texture_window_or_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 = {};
|
|
}
|
|
|
|
#ifdef WITH_IMGUI
|
|
if (ImGui::CollapsingHeader("Renderer Statistics", ImGuiTreeNodeFlags_DefaultOpen))
|
|
{
|
|
static const ImVec4 active_color{1.0f, 1.0f, 1.0f, 1.0f};
|
|
static const ImVec4 inactive_color{0.4f, 0.4f, 0.4f, 1.0f};
|
|
const auto& stats = m_last_renderer_stats;
|
|
|
|
ImGui::Columns(2);
|
|
ImGui::SetColumnWidth(0, 200.0f * ImGui::GetIO().DisplayFramebufferScale.x);
|
|
|
|
ImGui::TextUnformatted("Resolution Scale:");
|
|
ImGui::NextColumn();
|
|
ImGui::Text("%u (VRAM %ux%u)", m_resolution_scale, VRAM_WIDTH * m_resolution_scale,
|
|
VRAM_HEIGHT * m_resolution_scale);
|
|
ImGui::NextColumn();
|
|
|
|
ImGui::TextUnformatted("Effective Display Resolution:");
|
|
ImGui::NextColumn();
|
|
ImGui::Text("%ux%u", m_crtc_state.display_vram_width * m_resolution_scale,
|
|
m_crtc_state.display_vram_height * m_resolution_scale);
|
|
ImGui::NextColumn();
|
|
|
|
ImGui::TextUnformatted("True Color:");
|
|
ImGui::NextColumn();
|
|
ImGui::TextColored(m_true_color ? active_color : inactive_color, m_true_color ? "Enabled" : "Disabled");
|
|
ImGui::NextColumn();
|
|
|
|
ImGui::TextUnformatted("Scaled Dithering:");
|
|
ImGui::NextColumn();
|
|
ImGui::TextColored(m_scaled_dithering ? active_color : inactive_color, m_scaled_dithering ? "Enabled" : "Disabled");
|
|
ImGui::NextColumn();
|
|
|
|
ImGui::TextUnformatted("Texture Filtering:");
|
|
ImGui::NextColumn();
|
|
ImGui::TextColored((m_texture_filtering != GPUTextureFilter::Nearest) ? active_color : inactive_color, "%s",
|
|
Settings::GetTextureFilterDisplayName(m_texture_filtering));
|
|
ImGui::NextColumn();
|
|
|
|
ImGui::TextUnformatted("PGXP:");
|
|
ImGui::NextColumn();
|
|
ImGui::TextColored(g_settings.gpu_pgxp_enable ? active_color : inactive_color, "Geom");
|
|
ImGui::SameLine();
|
|
ImGui::TextColored((g_settings.gpu_pgxp_enable && g_settings.gpu_pgxp_culling) ? active_color : inactive_color,
|
|
"Cull");
|
|
ImGui::SameLine();
|
|
ImGui::TextColored(
|
|
(g_settings.gpu_pgxp_enable && g_settings.gpu_pgxp_texture_correction) ? active_color : inactive_color, "Tex");
|
|
ImGui::SameLine();
|
|
ImGui::TextColored((g_settings.gpu_pgxp_enable && g_settings.gpu_pgxp_vertex_cache) ? active_color : inactive_color,
|
|
"Cache");
|
|
ImGui::NextColumn();
|
|
|
|
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);
|
|
}
|
|
#endif
|
|
}
|