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https://github.com/RetroDECK/Duckstation.git
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cc94b76037
This option only has an effect if true color is also enabled.
305 lines
10 KiB
C++
305 lines
10 KiB
C++
// SPDX-FileCopyrightText: 2019-2022 Connor McLaughlin <stenzek@gmail.com>
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// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
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#pragma once
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#include "gpu.h"
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#include "texture_replacements.h"
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#include "util/gpu_device.h"
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#include "common/dimensional_array.h"
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#include "common/heap_array.h"
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#include <sstream>
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#include <string>
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#include <tuple>
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#include <utility>
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#include <vector>
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class GPU_SW_Backend;
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struct GPUBackendCommand;
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struct GPUBackendDrawCommand;
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class GPU_HW final : public GPU
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{
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public:
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enum class BatchRenderMode : u8
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{
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TransparencyDisabled,
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TransparentAndOpaque,
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OnlyOpaque,
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OnlyTransparent
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};
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enum class InterlacedRenderMode : u8
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{
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None,
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InterleavedFields,
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SeparateFields
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};
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GPU_HW();
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~GPU_HW() override;
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const Threading::Thread* GetSWThread() const override;
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bool IsHardwareRenderer() const override;
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bool Initialize() override;
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void Reset(bool clear_vram) override;
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bool DoState(StateWrapper& sw, GPUTexture** host_texture, bool update_display) override;
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void RestoreDeviceContext() override;
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void UpdateSettings(const Settings& old_settings) override;
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void UpdateResolutionScale() override final;
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std::tuple<u32, u32> GetEffectiveDisplayResolution(bool scaled = true) override final;
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std::tuple<u32, u32> GetFullDisplayResolution(bool scaled = true) override final;
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void ClearDisplay() override;
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void UpdateDisplay() override;
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private:
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enum : u32
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{
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MAX_BATCH_VERTEX_COUNTER_IDS = 65536 - 2,
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MAX_VERTICES_FOR_RECTANGLE = 6 * (((MAX_PRIMITIVE_WIDTH + (TEXTURE_PAGE_WIDTH - 1)) / TEXTURE_PAGE_WIDTH) + 1u) *
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(((MAX_PRIMITIVE_HEIGHT + (TEXTURE_PAGE_HEIGHT - 1)) / TEXTURE_PAGE_HEIGHT) + 1u)
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};
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enum : u8
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{
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TEXPAGE_DIRTY_DRAWN_RECT = (1 << 0),
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TEXPAGE_DIRTY_WRITTEN_RECT = (1 << 1),
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};
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static_assert(GPUDevice::MIN_TEXEL_BUFFER_ELEMENTS >= (VRAM_WIDTH * VRAM_HEIGHT));
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struct BatchVertex
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{
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float x;
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float y;
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float z;
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float w;
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u32 color;
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u32 texpage;
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u16 u; // 16-bit texcoords are needed for 256 extent rectangles
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u16 v;
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u32 uv_limits;
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void Set(float x_, float y_, float z_, float w_, u32 color_, u32 texpage_, u16 packed_texcoord, u32 uv_limits_);
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void Set(float x_, float y_, float z_, float w_, u32 color_, u32 texpage_, u16 u_, u16 v_, u32 uv_limits_);
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static u32 PackUVLimits(u32 min_u, u32 max_u, u32 min_v, u32 max_v);
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void SetUVLimits(u32 min_u, u32 max_u, u32 min_v, u32 max_v);
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};
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struct BatchConfig
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{
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GPUTextureMode texture_mode = GPUTextureMode::Disabled;
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GPUTransparencyMode transparency_mode = GPUTransparencyMode::Disabled;
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bool dithering = false;
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bool interlacing = false;
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bool set_mask_while_drawing = false;
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bool check_mask_before_draw = false;
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bool use_depth_buffer = false;
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// Returns the render mode for this batch.
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BatchRenderMode GetRenderMode() const;
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};
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struct BatchUBOData
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{
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u32 u_texture_window_and[2];
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u32 u_texture_window_or[2];
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float u_src_alpha_factor;
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float u_dst_alpha_factor;
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u32 u_interlaced_displayed_field;
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u32 u_set_mask_while_drawing;
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};
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struct RendererStats
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{
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u32 num_batches;
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u32 num_vram_read_texture_updates;
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u32 num_uniform_buffer_updates;
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};
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bool CreateBuffers();
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void ClearFramebuffer();
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void DestroyBuffers();
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bool CompilePipelines();
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void DestroyPipelines();
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void LoadVertices();
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void AddVertex(const BatchVertex& v);
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template<typename... Args>
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void AddNewVertex(Args&&... args);
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void PrintSettingsToLog();
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void CheckSettings();
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void UpdateVRAMReadTexture(bool drawn, bool written);
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void UpdateDepthBufferFromMaskBit();
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void ClearDepthBuffer();
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void SetScissor();
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void MapBatchVertexPointer(u32 required_vertices);
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void UnmapBatchVertexPointer(u32 used_vertices);
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void DrawBatchVertices(BatchRenderMode render_mode, u32 num_vertices, u32 base_vertex);
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u32 CalculateResolutionScale() const;
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GPUDownsampleMode GetDownsampleMode(u32 resolution_scale) const;
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bool IsUsingMultisampling() const;
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bool IsUsingDownsampling() const;
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void SetFullVRAMDirtyRectangle();
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void ClearVRAMDirtyRectangle();
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void IncludeVRAMDirtyRectangle(Common::Rectangle<u32>& rect, const Common::Rectangle<u32>& new_rect);
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void CheckForTexPageOverlap(u32 texpage, u32 min_u, u32 min_v, u32 max_u, u32 max_v);
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bool IsFlushed() const;
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u32 GetBatchVertexSpace() const;
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u32 GetBatchVertexCount() const;
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void EnsureVertexBufferSpace(u32 required_vertices);
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void EnsureVertexBufferSpaceForCurrentCommand();
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void ResetBatchVertexDepth();
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/// Returns the value to be written to the depth buffer for the current operation for mask bit emulation.
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float GetCurrentNormalizedVertexDepth() const;
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/// Returns the interlaced mode to use when scanning out/displaying.
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InterlacedRenderMode GetInterlacedRenderMode() const;
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/// Returns if the draw needs to be broken into opaque/transparent passes.
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bool NeedsTwoPassRendering() const;
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/// Returns true if the draw is going to use shader blending/framebuffer fetch.
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bool NeedsShaderBlending(GPUTransparencyMode transparency) const;
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void FillBackendCommandParameters(GPUBackendCommand* cmd) const;
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void FillDrawCommand(GPUBackendDrawCommand* cmd, GPURenderCommand rc) const;
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void UpdateSoftwareRenderer(bool copy_vram_from_hw);
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void FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color) override;
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void ReadVRAM(u32 x, u32 y, u32 width, u32 height) override;
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void UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data, bool set_mask, bool check_mask) override;
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void CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height) override;
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void DispatchRenderCommand() override;
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void FlushRender() override;
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void DrawRendererStats(bool is_idle_frame) override;
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bool BlitVRAMReplacementTexture(const TextureReplacementTexture* tex, u32 dst_x, u32 dst_y, u32 width, u32 height);
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/// Expands a line into two triangles.
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void DrawLine(float x0, float y0, u32 col0, float x1, float y1, u32 col1, float depth);
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/// Handles quads with flipped texture coordinate directions.
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static void HandleFlippedQuadTextureCoordinates(BatchVertex* vertices);
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/// Computes polygon U/V boundaries.
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void ComputePolygonUVLimits(u32 texpage, BatchVertex* vertices, u32 num_vertices);
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/// Sets the depth test flag for PGXP depth buffering.
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void SetBatchDepthBuffer(bool enabled);
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void CheckForDepthClear(const BatchVertex* vertices, u32 num_vertices);
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/// Returns the number of mipmap levels used for adaptive smoothing.
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u32 GetAdaptiveDownsamplingMipLevels() const;
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void DownsampleFramebuffer(GPUTexture* source, u32 left, u32 top, u32 width, u32 height);
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void DownsampleFramebufferAdaptive(GPUTexture* source, u32 left, u32 top, u32 width, u32 height);
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void DownsampleFramebufferBoxFilter(GPUTexture* source, u32 left, u32 top, u32 width, u32 height);
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std::unique_ptr<GPUTexture> m_vram_texture;
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std::unique_ptr<GPUTexture> m_vram_depth_texture;
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std::unique_ptr<GPUTexture> m_vram_read_texture;
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std::unique_ptr<GPUTexture> m_vram_readback_texture;
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std::unique_ptr<GPUTexture> m_vram_replacement_texture;
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std::unique_ptr<GPUTexture> m_display_private_texture; // TODO: Move to base.
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std::unique_ptr<GPUTextureBuffer> m_vram_upload_buffer;
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std::unique_ptr<GPUTexture> m_vram_write_texture;
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FixedHeapArray<u16, VRAM_WIDTH * VRAM_HEIGHT> m_vram_shadow;
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std::unique_ptr<GPU_SW_Backend> m_sw_renderer;
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BatchVertex* m_batch_start_vertex_ptr = nullptr;
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BatchVertex* m_batch_end_vertex_ptr = nullptr;
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BatchVertex* m_batch_current_vertex_ptr = nullptr;
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u32 m_batch_base_vertex = 0;
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s32 m_current_depth = 0;
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float m_last_depth_z = 1.0f;
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u32 m_resolution_scale = 1;
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u32 m_multisamples = 1;
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union
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{
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BitField<u8, bool, 0, 1> m_supports_dual_source_blend;
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BitField<u8, bool, 1, 1> m_supports_framebuffer_fetch;
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BitField<u8, bool, 2, 1> m_per_sample_shading;
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BitField<u8, bool, 3, 1> m_scaled_dithering;
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BitField<u8, bool, 4, 1> m_chroma_smoothing;
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BitField<u8, bool, 5, 1> m_disable_color_perspective;
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u8 bits = 0;
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};
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GPUTextureFilter m_texture_filtering = GPUTextureFilter::Nearest;
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GPUDownsampleMode m_downsample_mode = GPUDownsampleMode::Disabled;
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GPUWireframeMode m_wireframe_mode = GPUWireframeMode::Disabled;
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bool m_true_color = true;
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bool m_debanding = false;
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bool m_clamp_uvs = false;
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bool m_compute_uv_range = false;
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bool m_pgxp_depth_buffer = false;
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u8 m_texpage_dirty = 0;
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BatchConfig m_batch;
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// Changed state
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bool m_batch_ubo_dirty = true;
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BatchUBOData m_batch_ubo_data = {};
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// Bounding box of VRAM area that the GPU has drawn into.
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Common::Rectangle<u32> m_vram_dirty_draw_rect;
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Common::Rectangle<u32> m_vram_dirty_write_rect;
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Common::Rectangle<u32> m_current_uv_range;
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// [depth_test][render_mode][texture_mode][transparency_mode][dithering][interlacing]
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DimensionalArray<std::unique_ptr<GPUPipeline>, 2, 2, 5, 9, 4, 3> m_batch_pipelines{};
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std::unique_ptr<GPUPipeline> m_wireframe_pipeline;
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// [wrapped][interlaced]
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DimensionalArray<std::unique_ptr<GPUPipeline>, 2, 2> m_vram_fill_pipelines{};
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// [depth_test]
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std::array<std::unique_ptr<GPUPipeline>, 2> m_vram_write_pipelines{};
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std::array<std::unique_ptr<GPUPipeline>, 2> m_vram_copy_pipelines{};
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std::unique_ptr<GPUPipeline> m_vram_readback_pipeline;
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std::unique_ptr<GPUPipeline> m_vram_update_depth_pipeline;
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// [depth_24][interlace_mode]
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DimensionalArray<std::unique_ptr<GPUPipeline>, 3, 2> m_display_pipelines{};
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// TODO: get rid of this, and use image blits instead where supported
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std::unique_ptr<GPUPipeline> m_copy_pipeline;
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std::unique_ptr<GPUTexture> m_downsample_texture;
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std::unique_ptr<GPUPipeline> m_downsample_first_pass_pipeline;
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std::unique_ptr<GPUPipeline> m_downsample_mid_pass_pipeline;
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std::unique_ptr<GPUPipeline> m_downsample_blur_pass_pipeline;
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std::unique_ptr<GPUPipeline> m_downsample_composite_pass_pipeline;
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std::unique_ptr<GPUSampler> m_downsample_lod_sampler;
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std::unique_ptr<GPUSampler> m_downsample_composite_sampler;
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u32 m_downsample_scale_or_levels = 0;
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// Statistics
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RendererStats m_renderer_stats = {};
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RendererStats m_last_renderer_stats = {};
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};
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