mirror of
https://github.com/RetroDECK/Duckstation.git
synced 2024-11-27 16:15:41 +00:00
380 lines
12 KiB
C++
380 lines
12 KiB
C++
#pragma once
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#include "common/heap_array.h"
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#include "gpu.h"
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#include "host_display.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_HW : 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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virtual ~GPU_HW();
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virtual bool Initialize(HostDisplay* host_display) override;
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virtual void Reset(bool clear_vram) override;
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virtual bool DoState(StateWrapper& sw, HostDisplayTexture** host_texture, bool update_display) override;
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void UpdateResolutionScale() override final;
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std::tuple<u32, u32> GetEffectiveDisplayResolution() override final;
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protected:
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enum : u32
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{
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VRAM_UPDATE_TEXTURE_BUFFER_SIZE = 4 * 1024 * 1024,
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VERTEX_BUFFER_SIZE = 4 * 1024 * 1024,
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UNIFORM_BUFFER_SIZE = 2 * 1024 * 1024,
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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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static_assert(VRAM_UPDATE_TEXTURE_BUFFER_SIZE >= VRAM_WIDTH * VRAM_HEIGHT * sizeof(u16));
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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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ALWAYS_INLINE void Set(float x_, float y_, float z_, float w_, u32 color_, u32 texpage_, u16 packed_texcoord,
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u32 uv_limits_)
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{
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Set(x_, y_, z_, w_, color_, texpage_, packed_texcoord & 0xFF, (packed_texcoord >> 8), uv_limits_);
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}
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ALWAYS_INLINE void Set(float x_, float y_, float z_, float w_, u32 color_, u32 texpage_, u16 u_, u16 v_,
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u32 uv_limits_)
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{
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x = x_;
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y = y_;
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z = z_;
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w = w_;
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color = color_;
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texpage = texpage_;
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u = u_;
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v = v_;
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uv_limits = uv_limits_;
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}
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ALWAYS_INLINE static u32 PackUVLimits(u32 min_u, u32 max_u, u32 min_v, u32 max_v)
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{
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return min_u | (min_v << 8) | (max_u << 16) | (max_v << 24);
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}
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ALWAYS_INLINE void SetUVLimits(u32 min_u, u32 max_u, u32 min_v, u32 max_v)
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{
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uv_limits = PackUVLimits(min_u, max_u, min_v, max_v);
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}
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};
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struct BatchConfig
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{
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GPUTextureMode texture_mode;
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GPUTransparencyMode transparency_mode;
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bool dithering;
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bool interlacing;
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bool set_mask_while_drawing;
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bool check_mask_before_draw;
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bool use_depth_buffer;
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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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return transparency_mode == GPUTransparencyMode::Disabled ? BatchRenderMode::TransparencyDisabled :
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BatchRenderMode::TransparentAndOpaque;
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}
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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 VRAMFillUBOData
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{
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float u_fill_color[4];
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u32 u_interlaced_displayed_field;
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};
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struct VRAMWriteUBOData
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{
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u32 u_dst_x;
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u32 u_dst_y;
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u32 u_end_x;
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u32 u_end_y;
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u32 u_width;
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u32 u_height;
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u32 u_buffer_base_offset;
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u32 u_mask_or_bits;
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float u_depth_value;
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};
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struct VRAMCopyUBOData
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{
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u32 u_src_x;
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u32 u_src_y;
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u32 u_dst_x;
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u32 u_dst_y;
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u32 u_end_x;
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u32 u_end_y;
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u32 u_width;
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u32 u_height;
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u32 u_set_mask_bit;
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float u_depth_value;
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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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static constexpr std::tuple<float, float, float, float> RGBA8ToFloat(u32 rgba)
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{
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return std::make_tuple(static_cast<float>(rgba & UINT32_C(0xFF)) * (1.0f / 255.0f),
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static_cast<float>((rgba >> 8) & UINT32_C(0xFF)) * (1.0f / 255.0f),
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static_cast<float>((rgba >> 16) & UINT32_C(0xFF)) * (1.0f / 255.0f),
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static_cast<float>(rgba >> 24) * (1.0f / 255.0f));
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}
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void UpdateHWSettings(bool* framebuffer_changed, bool* shaders_changed);
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virtual void UpdateVRAMReadTexture();
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virtual void UpdateDepthBufferFromMaskBit() = 0;
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virtual void ClearDepthBuffer() = 0;
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virtual void SetScissorFromDrawingArea() = 0;
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virtual void MapBatchVertexPointer(u32 required_vertices) = 0;
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virtual void UnmapBatchVertexPointer(u32 used_vertices) = 0;
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virtual void UploadUniformBuffer(const void* uniforms, u32 uniforms_size) = 0;
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virtual void DrawBatchVertices(BatchRenderMode render_mode, u32 base_vertex, u32 num_vertices) = 0;
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u32 CalculateResolutionScale() const;
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GPUDownsampleMode GetDownsampleMode(u32 resolution_scale) const;
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ALWAYS_INLINE bool IsUsingMultisampling() const { return m_multisamples > 1; }
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ALWAYS_INLINE bool IsUsingDownsampling() const
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{
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return (m_downsample_mode != GPUDownsampleMode::Disabled && !m_GPUSTAT.display_area_color_depth_24);
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}
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void SetFullVRAMDirtyRectangle()
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{
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m_vram_dirty_rect.Set(0, 0, VRAM_WIDTH, VRAM_HEIGHT);
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m_draw_mode.SetTexturePageChanged();
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}
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void ClearVRAMDirtyRectangle() { m_vram_dirty_rect.SetInvalid(); }
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void IncludeVRAMDirtyRectangle(const Common::Rectangle<u32>& rect);
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bool IsFlushed() const { return m_batch_current_vertex_ptr == m_batch_start_vertex_ptr; }
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u32 GetBatchVertexSpace() const { return static_cast<u32>(m_batch_end_vertex_ptr - m_batch_current_vertex_ptr); }
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u32 GetBatchVertexCount() const { return static_cast<u32>(m_batch_current_vertex_ptr - m_batch_start_vertex_ptr); }
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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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ALWAYS_INLINE float GetCurrentNormalizedVertexDepth() const
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{
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return 1.0f - (static_cast<float>(m_current_depth) / 65535.0f);
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}
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/// Returns the interlaced mode to use when scanning out/displaying.
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ALWAYS_INLINE InterlacedRenderMode GetInterlacedRenderMode() const
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{
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if (IsInterlacedDisplayEnabled())
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{
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return m_GPUSTAT.vertical_resolution ? InterlacedRenderMode::InterleavedFields :
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InterlacedRenderMode::SeparateFields;
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}
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else
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{
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return InterlacedRenderMode::None;
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}
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}
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/// Returns true if the specified texture filtering mode requires dual-source blending.
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ALWAYS_INLINE bool TextureFilterRequiresDualSourceBlend(GPUTextureFilter filter)
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{
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return (filter == GPUTextureFilter::Bilinear || filter == GPUTextureFilter::JINC2 ||
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filter == GPUTextureFilter::xBR);
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}
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/// Returns true if alpha blending should be enabled for drawing the current batch.
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ALWAYS_INLINE bool UseAlphaBlending(GPUTransparencyMode transparency_mode, BatchRenderMode render_mode) const
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{
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if (m_texture_filtering == GPUTextureFilter::Bilinear || m_texture_filtering == GPUTextureFilter::JINC2 ||
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m_texture_filtering == GPUTextureFilter::xBR)
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{
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return true;
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}
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if (transparency_mode == GPUTransparencyMode::Disabled || render_mode == BatchRenderMode::OnlyOpaque)
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return false;
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return true;
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}
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/// We need two-pass rendering when using BG-FG blending and texturing, as the transparency can be enabled
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/// on a per-pixel basis, and the opaque pixels shouldn't be blended at all.
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bool NeedsTwoPassRendering() const
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{
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return (m_batch.transparency_mode == GPUTransparencyMode::BackgroundMinusForeground &&
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m_batch.texture_mode != GPUTextureMode::Disabled) ||
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(m_batch.transparency_mode != GPUTransparencyMode::Disabled && !m_supports_dual_source_blend);
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}
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void FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color) 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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void CalcScissorRect(int* left, int* top, int* right, int* bottom);
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std::tuple<s32, s32> ScaleVRAMCoordinates(s32 x, s32 y) const
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{
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return std::make_tuple(x * s32(m_resolution_scale), y * s32(m_resolution_scale));
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}
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/// Computes the area affected by a VRAM transfer, including wrap-around of X.
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Common::Rectangle<u32> GetVRAMTransferBounds(u32 x, u32 y, u32 width, u32 height) const;
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/// Returns true if the VRAM copy shader should be used (oversized copies, masking).
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bool UseVRAMCopyShader(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height) const;
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VRAMFillUBOData GetVRAMFillUBOData(u32 x, u32 y, u32 width, u32 height, u32 color) const;
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VRAMWriteUBOData GetVRAMWriteUBOData(u32 x, u32 y, u32 width, u32 height, u32 buffer_offset, bool set_mask,
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bool check_mask) const;
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VRAMCopyUBOData GetVRAMCopyUBOData(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height) const;
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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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static void ComputePolygonUVLimits(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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/// UBO data for adaptive smoothing.
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struct SmoothingUBOData
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{
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float min_uv[2];
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float max_uv[2];
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float rcp_size[2];
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};
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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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/// Returns the UBO data for an adaptive smoothing pass.
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SmoothingUBOData GetSmoothingUBO(u32 level, u32 left, u32 top, u32 width, u32 height, u32 tex_width,
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u32 tex_height) const;
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HeapArray<u16, VRAM_WIDTH * VRAM_HEIGHT> m_vram_shadow;
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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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u32 m_max_resolution_scale = 1;
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u32 m_max_multisamples = 1;
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HostDisplay::RenderAPI m_render_api = HostDisplay::RenderAPI::None;
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bool m_true_color = true;
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union
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{
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BitField<u8, bool, 0, 1> m_supports_per_sample_shading;
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BitField<u8, bool, 1, 1> m_supports_dual_source_blend;
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BitField<u8, bool, 2, 1> m_supports_adaptive_downsampling;
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BitField<u8, bool, 3, 1> m_per_sample_shading;
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BitField<u8, bool, 4, 1> m_scaled_dithering;
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BitField<u8, bool, 5, 1> m_chroma_smoothing;
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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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bool m_using_uv_limits = false;
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bool m_pgxp_depth_buffer = false;
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BatchConfig m_batch = {};
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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_rect;
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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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// Changed state
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bool m_batch_ubo_dirty = true;
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private:
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enum : u32
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{
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MIN_BATCH_VERTEX_COUNT = 6,
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MAX_BATCH_VERTEX_COUNT = VERTEX_BUFFER_SIZE / sizeof(BatchVertex)
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};
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void LoadVertices();
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ALWAYS_INLINE void AddVertex(const BatchVertex& v)
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{
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std::memcpy(m_batch_current_vertex_ptr, &v, sizeof(BatchVertex));
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m_batch_current_vertex_ptr++;
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}
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template<typename... Args>
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ALWAYS_INLINE void AddNewVertex(Args&&... args)
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{
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m_batch_current_vertex_ptr->Set(std::forward<Args>(args)...);
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m_batch_current_vertex_ptr++;
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}
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void PrintSettingsToLog();
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};
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