Duckstation/src/core/gpu_hw.h

200 lines
6 KiB
C++

#pragma once
#include "common/heap_array.h"
#include "gpu.h"
#include <sstream>
#include <string>
#include <tuple>
#include <utility>
#include <vector>
class GPU_HW : public GPU
{
public:
enum class BatchPrimitive : u8
{
Lines = 0,
LineStrip = 1,
Triangles = 2,
TriangleStrip = 3
};
enum class BatchRenderMode : u8
{
TransparencyDisabled,
TransparentAndOpaque,
OnlyOpaque,
OnlyTransparent
};
GPU_HW();
virtual ~GPU_HW();
virtual bool IsHardwareRenderer() const override;
virtual bool Initialize(HostDisplay* host_display, System* system, DMA* dma,
InterruptController* interrupt_controller, Timers* timers) override;
virtual void Reset() override;
virtual bool DoState(StateWrapper& sw) override;
virtual void UpdateSettings() override;
protected:
enum : u32
{
VRAM_UPDATE_TEXTURE_BUFFER_SIZE = VRAM_WIDTH * VRAM_HEIGHT * sizeof(u32),
VERTEX_BUFFER_SIZE = 1 * 1024 * 1024,
UNIFORM_BUFFER_SIZE = 512 * 1024
};
struct BatchVertex
{
s32 x;
s32 y;
u32 color;
u32 texpage;
u32 texcoord; // 16-bit texcoords are needed for 256 extent rectangles
ALWAYS_INLINE void Set(s32 x_, s32 y_, u32 color_, u32 texpage_, u16 packed_texcoord)
{
Set(x_, y_, color_, texpage_, packed_texcoord & 0xFF, (packed_texcoord >> 8));
}
ALWAYS_INLINE void Set(s32 x_, s32 y_, u32 color_, u32 texpage_, u16 texcoord_x, u16 texcoord_y)
{
x = x_;
y = y_;
color = color_;
texpage = texpage_;
texcoord = ZeroExtend32(texcoord_x) | (ZeroExtend32(texcoord_y) << 16);
}
};
struct BatchConfig
{
BatchPrimitive primitive;
TextureMode texture_mode;
TransparencyMode transparency_mode;
bool dithering;
bool set_mask_while_drawing;
bool check_mask_before_draw;
// We need two-pass rendering when using BG-FG blending and texturing, as the transparency can be enabled
// on a per-pixel basis, and the opaque pixels shouldn't be blended at all.
bool NeedsTwoPassRendering() const
{
return transparency_mode == GPU::TransparencyMode::BackgroundMinusForeground &&
texture_mode != TextureMode::Disabled;
}
// Returns the render mode for this batch.
BatchRenderMode GetRenderMode() const
{
return transparency_mode == TransparencyMode::Disabled ? BatchRenderMode::TransparencyDisabled :
BatchRenderMode::TransparentAndOpaque;
}
};
struct BatchUBOData
{
s32 u_pos_offset[2];
u32 u_texture_window_mask[2];
u32 u_texture_window_offset[2];
float u_src_alpha_factor;
float u_dst_alpha_factor;
u32 u_set_mask_while_drawing;
u32 padding[3];
};
struct RendererStats
{
u32 num_batches;
u32 num_vram_read_texture_updates;
u32 num_uniform_buffer_updates;
};
static constexpr std::tuple<float, float, float, float> RGBA8ToFloat(u32 rgba)
{
return std::make_tuple(static_cast<float>(rgba & UINT32_C(0xFF)) * (1.0f / 255.0f),
static_cast<float>((rgba >> 8) & UINT32_C(0xFF)) * (1.0f / 255.0f),
static_cast<float>((rgba >> 16) & UINT32_C(0xFF)) * (1.0f / 255.0f),
static_cast<float>(rgba >> 24) * (1.0f / 255.0f));
}
virtual void MapBatchVertexPointer(u32 required_vertices) = 0;
virtual void UpdateVRAMReadTexture() = 0;
void SetFullVRAMDirtyRectangle()
{
m_vram_dirty_rect.Set(0, 0, VRAM_WIDTH, VRAM_HEIGHT);
m_draw_mode.SetTexturePageChanged();
}
void ClearVRAMDirtyRectangle() { m_vram_dirty_rect.SetInvalid(); }
u32 GetBatchVertexSpace() const { return static_cast<u32>(m_batch_end_vertex_ptr - m_batch_current_vertex_ptr); }
u32 GetBatchVertexCount() const { return static_cast<u32>(m_batch_current_vertex_ptr - m_batch_start_vertex_ptr); }
bool IsFlushed() const { return m_batch_current_vertex_ptr == m_batch_start_vertex_ptr; }
void FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color) override;
void UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data) override;
void CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height) override;
void DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32* command_ptr) override;
void DrawRendererStats(bool is_idle_frame) override;
void CalcScissorRect(int* left, int* top, int* right, int* bottom);
std::tuple<s32, s32> ScaleVRAMCoordinates(s32 x, s32 y) const
{
return std::make_tuple(x * s32(m_resolution_scale), y * s32(m_resolution_scale));
}
/// Computes the area affected by a VRAM transfer, including wrap-around of X.
Common::Rectangle<u32> GetVRAMTransferBounds(u32 x, u32 y, u32 width, u32 height);
HeapArray<u16, VRAM_WIDTH * VRAM_HEIGHT> m_vram_shadow;
BatchVertex* m_batch_start_vertex_ptr = nullptr;
BatchVertex* m_batch_end_vertex_ptr = nullptr;
BatchVertex* m_batch_current_vertex_ptr = nullptr;
BatchVertex m_batch_last_vertex = {};
u32 m_batch_base_vertex = 0;
u32 m_resolution_scale = 1;
u32 m_max_resolution_scale = 1;
bool m_true_color = false;
bool m_texture_filtering = false;
bool m_supports_dual_source_blend = false;
BatchConfig m_batch = {};
BatchUBOData m_batch_ubo_data = {};
// Bounding box of VRAM area that the GPU has drawn into.
Common::Rectangle<u32> m_vram_dirty_rect;
// Statistics
RendererStats m_renderer_stats = {};
RendererStats m_last_renderer_stats = {};
// Changed state
bool m_batch_ubo_dirty = true;
private:
enum : u32
{
MIN_BATCH_VERTEX_COUNT = 6,
MAX_BATCH_VERTEX_COUNT = VERTEX_BUFFER_SIZE / sizeof(BatchVertex)
};
static BatchPrimitive GetPrimitiveForCommand(RenderCommand rc);
void LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command_ptr);
void AddDuplicateVertex();
template<typename... Args>
ALWAYS_INLINE void AddVertex(Args&&... args)
{
m_batch_last_vertex.Set(std::forward<Args>(args)...);
std::memcpy(m_batch_current_vertex_ptr, &m_batch_last_vertex, sizeof(BatchVertex));
m_batch_current_vertex_ptr++;
}
};