GPU: All fields for NDSDisplayInfo should be set consistently relative to the NDSDisplayID, not the GPUEngineID.

- In practice, this should change nothing, since all pointers somehow managed to point to the correct buffer locations. This should be nothing more than a programming consistency and readability improvement.
This commit is contained in:
rogerman 2017-11-27 21:07:14 -08:00
parent fa4b027dbd
commit 7213c6373b
3 changed files with 75 additions and 77 deletions

View File

@ -5359,21 +5359,18 @@ const BGLayerInfo& GPUEngineBase::GetBGLayerInfoByID(const GPULayerID layerID)
return this->_BGLayer[layerID];
}
NDSDisplayID GPUEngineBase::GetDisplayByID() const
NDSDisplayID GPUEngineBase::GetTargetDisplayByID() const
{
return this->_targetDisplayID;
}
void GPUEngineBase::SetDisplayByID(const NDSDisplayID theDisplayID)
void GPUEngineBase::SetTargetDisplayByID(const NDSDisplayID theDisplayID)
{
const NDSDisplayInfo &dispInfo = GPU->GetDisplayInfo();
this->nativeBuffer = (theDisplayID == NDSDisplayID_Main) ? dispInfo.nativeBuffer[NDSDisplayID_Main] : dispInfo.nativeBuffer[NDSDisplayID_Touch];
this->customBuffer = (theDisplayID == NDSDisplayID_Main) ? dispInfo.customBuffer[NDSDisplayID_Main] : dispInfo.customBuffer[NDSDisplayID_Touch];
this->_targetDisplayID = theDisplayID;
const size_t nativeFramebufferSize = GPU_FRAMEBUFFER_NATIVE_WIDTH * GPU_FRAMEBUFFER_NATIVE_HEIGHT * dispInfo.pixelBytes;
const size_t customFramebufferSize = dispInfo.customWidth * dispInfo.customHeight * dispInfo.pixelBytes;
this->nativeBuffer = (theDisplayID == NDSDisplayID_Main) ? dispInfo.masterNativeBuffer : (u8 *)dispInfo.masterNativeBuffer + nativeFramebufferSize;
this->customBuffer = (theDisplayID == NDSDisplayID_Main) ? dispInfo.masterCustomBuffer : (u8 *)dispInfo.masterCustomBuffer + customFramebufferSize;
}
GPUEngineID GPUEngineBase::GetEngineID() const
@ -5401,14 +5398,21 @@ void GPUEngineBase::SetCustomFramebufferSize(size_t w, size_t h)
this->_deferredColorCustom = newDeferredColorCustom;
const NDSDisplayInfo &dispInfo = GPU->GetDisplayInfo();
const size_t nativeFramebufferSize = GPU_FRAMEBUFFER_NATIVE_WIDTH * GPU_FRAMEBUFFER_NATIVE_HEIGHT * dispInfo.pixelBytes;
const size_t customFramebufferSize = w * h * dispInfo.pixelBytes;
this->nativeBuffer = (this->_targetDisplayID == NDSDisplayID_Main) ? dispInfo.nativeBuffer[NDSDisplayID_Main] : dispInfo.nativeBuffer[NDSDisplayID_Touch];
this->customBuffer = (this->_targetDisplayID == NDSDisplayID_Main) ? dispInfo.customBuffer[NDSDisplayID_Main] : dispInfo.customBuffer[NDSDisplayID_Touch];
this->nativeBuffer = (this->_targetDisplayID == NDSDisplayID_Main) ? dispInfo.masterNativeBuffer : (u8 *)dispInfo.masterNativeBuffer + nativeFramebufferSize;
this->customBuffer = (this->_targetDisplayID == NDSDisplayID_Main) ? dispInfo.masterCustomBuffer : (u8 *)dispInfo.masterCustomBuffer + customFramebufferSize;
this->renderedBuffer = this->nativeBuffer;
this->renderedWidth = GPU_FRAMEBUFFER_NATIVE_WIDTH;
this->renderedHeight = GPU_FRAMEBUFFER_NATIVE_HEIGHT;
if (this->nativeLineOutputCount == GPU_FRAMEBUFFER_NATIVE_HEIGHT)
{
this->renderedBuffer = this->nativeBuffer;
this->renderedWidth = GPU_FRAMEBUFFER_NATIVE_WIDTH;
this->renderedHeight = GPU_FRAMEBUFFER_NATIVE_HEIGHT;
}
else
{
this->renderedBuffer = this->customBuffer;
this->renderedWidth = dispInfo.customWidth;
this->renderedHeight = dispInfo.customHeight;
}
this->_didPassWindowTestCustomMasterPtr = newDidPassWindowTestCustomMasterPtr;
this->_didPassWindowTestCustom[GPULayerID_BG0] = this->_didPassWindowTestCustomMasterPtr + (0 * w * sizeof(u8));
@ -5692,7 +5696,7 @@ void GPUEngineA::Reset()
memset(this->_VRAMNativeBlockCaptureCopy, 0, GPU_VRAM_BLOCK_LINES * GPU_FRAMEBUFFER_NATIVE_WIDTH * 4);
this->ResetCaptureLineStates();
this->SetDisplayByID(NDSDisplayID_Main);
this->SetTargetDisplayByID(NDSDisplayID_Main);
memset(this->_3DFramebufferMain, 0, dispInfo.customWidth * dispInfo.customHeight * sizeof(FragmentColor));
memset(this->_3DFramebuffer16, 0, dispInfo.customWidth * dispInfo.customHeight * sizeof(u16));
@ -7334,7 +7338,7 @@ void GPUEngineB::Reset()
this->_BGLayer[GPULayerID_BG2].tileEntryAddress = MMU_BBG;
this->_BGLayer[GPULayerID_BG3].tileEntryAddress = MMU_BBG;
this->SetDisplayByID(NDSDisplayID_Touch);
this->SetTargetDisplayByID(NDSDisplayID_Touch);
}
template <NDSColorFormat OUTPUTFORMAT>
@ -7605,36 +7609,34 @@ void GPUSubsystem::UpdateRenderProperties()
this->_displayInfo.masterNativeBuffer = (u8 *)this->_masterFramebuffer + (this->_displayInfo.bufferIndex * this->_displayInfo.framebufferSize);
this->_displayInfo.masterCustomBuffer = (u8 *)this->_masterFramebuffer + (nativeFramebufferSize * 2) + (this->_displayInfo.bufferIndex * this->_displayInfo.framebufferSize);
this->_displayInfo.nativeBuffer[NDSDisplayID_Main] = this->_displayInfo.masterNativeBuffer;
this->_displayInfo.customBuffer[NDSDisplayID_Main] = this->_displayInfo.masterCustomBuffer;
this->_displayInfo.nativeBuffer[NDSDisplayID_Touch] = (u8 *)this->_displayInfo.masterNativeBuffer + nativeFramebufferSize;
this->_displayInfo.customBuffer[NDSDisplayID_Touch] = (u8 *)this->_displayInfo.masterCustomBuffer + customFramebufferSize;
this->_engineMain->nativeBuffer = (this->_engineMain->GetDisplayByID() == NDSDisplayID_Main) ? this->_displayInfo.masterNativeBuffer : (u8 *)this->_displayInfo.masterNativeBuffer + nativeFramebufferSize;
this->_engineMain->customBuffer = (this->_engineMain->GetDisplayByID() == NDSDisplayID_Main) ? this->_displayInfo.masterCustomBuffer : (u8 *)this->_displayInfo.masterCustomBuffer + customFramebufferSize;
this->_displayInfo.renderedBuffer[NDSDisplayID_Main] = this->_displayInfo.nativeBuffer[NDSDisplayID_Main];
this->_displayInfo.renderedWidth[NDSDisplayID_Main] = GPU_FRAMEBUFFER_NATIVE_WIDTH;
this->_displayInfo.renderedHeight[NDSDisplayID_Main] = GPU_FRAMEBUFFER_NATIVE_HEIGHT;
this->_displayInfo.renderedBuffer[NDSDisplayID_Touch] = this->_displayInfo.nativeBuffer[NDSDisplayID_Touch];
this->_displayInfo.renderedWidth[NDSDisplayID_Touch] = GPU_FRAMEBUFFER_NATIVE_WIDTH;
this->_displayInfo.renderedHeight[NDSDisplayID_Touch] = GPU_FRAMEBUFFER_NATIVE_HEIGHT;
this->_displayInfo.didPerformCustomRender[NDSDisplayID_Main] = false;
this->_displayInfo.didPerformCustomRender[NDSDisplayID_Touch] = false;
this->_engineMain->nativeBuffer = (this->_engineMain->GetTargetDisplayByID() == NDSDisplayID_Main) ? this->_displayInfo.nativeBuffer[NDSDisplayID_Main] : this->_displayInfo.nativeBuffer[NDSDisplayID_Touch];
this->_engineMain->customBuffer = (this->_engineMain->GetTargetDisplayByID() == NDSDisplayID_Main) ? this->_displayInfo.customBuffer[NDSDisplayID_Main] : this->_displayInfo.customBuffer[NDSDisplayID_Touch];
this->_engineMain->renderedBuffer = this->_engineMain->nativeBuffer;
this->_engineMain->renderedWidth = GPU_FRAMEBUFFER_NATIVE_WIDTH;
this->_engineMain->renderedHeight = GPU_FRAMEBUFFER_NATIVE_HEIGHT;
this->_engineSub->nativeBuffer = (this->_engineSub->GetDisplayByID() == NDSDisplayID_Main) ? this->_displayInfo.masterNativeBuffer : (u8 *)this->_displayInfo.masterNativeBuffer + nativeFramebufferSize;
this->_engineSub->customBuffer = (this->_engineSub->GetDisplayByID() == NDSDisplayID_Main) ? this->_displayInfo.masterCustomBuffer : (u8 *)this->_displayInfo.masterCustomBuffer + customFramebufferSize;
this->_engineSub->nativeBuffer = (this->_engineSub->GetTargetDisplayByID() == NDSDisplayID_Main) ? this->_displayInfo.nativeBuffer[NDSDisplayID_Main] : this->_displayInfo.nativeBuffer[NDSDisplayID_Touch];
this->_engineSub->customBuffer = (this->_engineSub->GetTargetDisplayByID() == NDSDisplayID_Main) ? this->_displayInfo.customBuffer[NDSDisplayID_Main] : this->_displayInfo.customBuffer[NDSDisplayID_Touch];
this->_engineSub->renderedBuffer = this->_engineSub->nativeBuffer;
this->_engineSub->renderedWidth = GPU_FRAMEBUFFER_NATIVE_WIDTH;
this->_engineSub->renderedHeight = GPU_FRAMEBUFFER_NATIVE_HEIGHT;
GPUEngineBase *mainEngine = this->_display[NDSDisplayID_Main]->GetEngine();
this->_displayInfo.nativeBuffer[NDSDisplayID_Main] = mainEngine->nativeBuffer;
this->_displayInfo.customBuffer[NDSDisplayID_Main] = mainEngine->customBuffer;
this->_displayInfo.renderedBuffer[NDSDisplayID_Main] = mainEngine->renderedBuffer;
this->_displayInfo.renderedWidth[NDSDisplayID_Main] = mainEngine->renderedWidth;
this->_displayInfo.renderedHeight[NDSDisplayID_Main] = mainEngine->renderedHeight;
GPUEngineBase *touchEngine = this->_display[NDSDisplayID_Touch]->GetEngine();
this->_displayInfo.nativeBuffer[NDSDisplayID_Touch] = touchEngine->nativeBuffer;
this->_displayInfo.customBuffer[NDSDisplayID_Touch] = touchEngine->customBuffer;
this->_displayInfo.renderedBuffer[NDSDisplayID_Touch] = touchEngine->renderedBuffer;
this->_displayInfo.renderedWidth[NDSDisplayID_Touch] = touchEngine->renderedWidth;
this->_displayInfo.renderedHeight[NDSDisplayID_Touch] = touchEngine->renderedHeight;
this->_displayInfo.didPerformCustomRender[NDSDisplayID_Main] = false;
this->_displayInfo.didPerformCustomRender[NDSDisplayID_Touch] = false;
if (!this->_displayInfo.isCustomSizeRequested && (this->_displayInfo.colorFormat != NDSColorFormat_BGR888_Rev))
{
return;
@ -7822,28 +7824,6 @@ void GPUSubsystem::SetCustomFramebufferSize(size_t w, size_t h)
this->_engineMain->ResetCaptureLineStates();
}
if (this->_displayInfo.didPerformCustomRender[NDSDisplayID_Main])
{
this->_displayInfo.renderedWidth[NDSDisplayID_Main] = this->_displayInfo.customWidth;
this->_displayInfo.renderedHeight[NDSDisplayID_Main] = this->_displayInfo.customHeight;
}
else
{
this->_displayInfo.renderedWidth[NDSDisplayID_Main] = GPU_FRAMEBUFFER_NATIVE_WIDTH;
this->_displayInfo.renderedHeight[NDSDisplayID_Main] = GPU_FRAMEBUFFER_NATIVE_HEIGHT;
}
if (this->_displayInfo.didPerformCustomRender[NDSDisplayID_Touch])
{
this->_displayInfo.renderedWidth[NDSDisplayID_Touch] = this->_displayInfo.customWidth;
this->_displayInfo.renderedHeight[NDSDisplayID_Touch] = this->_displayInfo.customHeight;
}
else
{
this->_displayInfo.renderedWidth[NDSDisplayID_Touch] = GPU_FRAMEBUFFER_NATIVE_WIDTH;
this->_displayInfo.renderedHeight[NDSDisplayID_Touch] = GPU_FRAMEBUFFER_NATIVE_HEIGHT;
}
this->_AllocateFramebuffers(this->_displayInfo.colorFormat, w, h);
free_aligned(oldGpuDstToSrcIndexPtr);
@ -7894,23 +7874,41 @@ void GPUSubsystem::_AllocateFramebuffers(NDSColorFormat outputFormat, size_t w,
this->_displayInfo.framebufferSize = (nativeFramebufferSize * 2) + (customFramebufferSize * 2);
this->_masterFramebuffer = malloc_alignedPage(this->_displayInfo.framebufferSize * 2);
this->_displayInfo.masterFramebufferHead = this->_masterFramebuffer;
this->_displayInfo.masterNativeBuffer = (u8 *)this->_masterFramebuffer + (this->_displayInfo.bufferIndex * this->_displayInfo.framebufferSize);
this->_displayInfo.masterCustomBuffer = (u8 *)this->_masterFramebuffer + (nativeFramebufferSize * 2) + (this->_displayInfo.bufferIndex * this->_displayInfo.framebufferSize);
GPUEngineBase *mainEngine = this->_display[NDSDisplayID_Main]->GetEngine();
this->_displayInfo.nativeBuffer[NDSDisplayID_Main] = mainEngine->nativeBuffer;
this->_displayInfo.customBuffer[NDSDisplayID_Main] = mainEngine->customBuffer;
this->_displayInfo.renderedBuffer[NDSDisplayID_Main] = mainEngine->renderedBuffer;
this->_displayInfo.renderedWidth[NDSDisplayID_Main] = mainEngine->renderedWidth;
this->_displayInfo.renderedHeight[NDSDisplayID_Main] = mainEngine->renderedHeight;
this->_displayInfo.nativeBuffer[NDSDisplayID_Main] = this->_displayInfo.masterNativeBuffer;
this->_displayInfo.customBuffer[NDSDisplayID_Main] = this->_displayInfo.masterCustomBuffer;
this->_displayInfo.nativeBuffer[NDSDisplayID_Touch] = (u8 *)this->_displayInfo.masterNativeBuffer + nativeFramebufferSize;
this->_displayInfo.customBuffer[NDSDisplayID_Touch] = (u8 *)this->_displayInfo.masterCustomBuffer + customFramebufferSize;
GPUEngineBase *touchEngine = this->_display[NDSDisplayID_Touch]->GetEngine();
this->_displayInfo.nativeBuffer[NDSDisplayID_Touch] = touchEngine->nativeBuffer;
this->_displayInfo.customBuffer[NDSDisplayID_Touch] = touchEngine->customBuffer;
this->_displayInfo.renderedBuffer[NDSDisplayID_Touch] = touchEngine->renderedBuffer;
this->_displayInfo.renderedWidth[NDSDisplayID_Touch] = touchEngine->renderedWidth;
this->_displayInfo.renderedHeight[NDSDisplayID_Touch] = touchEngine->renderedHeight;
if (this->_displayInfo.didPerformCustomRender[NDSDisplayID_Main])
{
this->_displayInfo.renderedBuffer[NDSDisplayID_Main] = this->_displayInfo.customBuffer[NDSDisplayID_Main];
this->_displayInfo.renderedWidth[NDSDisplayID_Main] = this->_displayInfo.customWidth;
this->_displayInfo.renderedHeight[NDSDisplayID_Main] = this->_displayInfo.customHeight;
}
else
{
this->_displayInfo.renderedBuffer[NDSDisplayID_Main] = this->_displayInfo.nativeBuffer[NDSDisplayID_Main];
this->_displayInfo.renderedWidth[NDSDisplayID_Main] = GPU_FRAMEBUFFER_NATIVE_WIDTH;
this->_displayInfo.renderedHeight[NDSDisplayID_Main] = GPU_FRAMEBUFFER_NATIVE_HEIGHT;
}
if (this->_displayInfo.didPerformCustomRender[NDSDisplayID_Touch])
{
this->_displayInfo.renderedBuffer[NDSDisplayID_Touch] = this->_displayInfo.customBuffer[NDSDisplayID_Touch];
this->_displayInfo.renderedWidth[NDSDisplayID_Touch] = this->_displayInfo.customWidth;
this->_displayInfo.renderedHeight[NDSDisplayID_Touch] = this->_displayInfo.customHeight;
}
else
{
this->_displayInfo.renderedBuffer[NDSDisplayID_Touch] = this->_displayInfo.nativeBuffer[NDSDisplayID_Touch];
this->_displayInfo.renderedWidth[NDSDisplayID_Touch] = GPU_FRAMEBUFFER_NATIVE_WIDTH;
this->_displayInfo.renderedHeight[NDSDisplayID_Touch] = GPU_FRAMEBUFFER_NATIVE_HEIGHT;
}
switch (outputFormat)
{
@ -8470,7 +8468,7 @@ GPUEngineID NDSDisplay::GetEngineID()
void NDSDisplay::SetEngineByID(const GPUEngineID theID)
{
this->_gpu = (theID == GPUEngineID_Main) ? (GPUEngineBase *)GPU->GetEngineMain() : (GPUEngineBase *)GPU->GetEngineSub();
this->_gpu->SetDisplayByID(this->_ID);
this->_gpu->SetTargetDisplayByID(this->_ID);
}
template void GPUEngineBase::ParseReg_BGnHOFS<GPULayerID_BG0>();

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@ -1594,8 +1594,8 @@ public:
void SpriteRenderDebug(const u16 lineIndex, u16 *dst);
void RenderLayerBG(const GPULayerID layerID, u16 *dstLineColor);
NDSDisplayID GetDisplayByID() const;
void SetDisplayByID(const NDSDisplayID theDisplayID);
NDSDisplayID GetTargetDisplayByID() const;
void SetTargetDisplayByID(const NDSDisplayID theDisplayID);
GPUEngineID GetEngineID() const;

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@ -826,7 +826,7 @@ public:
SkipNext2DFrame = false;
nextSkip = false;
}
else if((lastDisplayTarget != mainEngine->GetDisplayByID()) && lastSkip && !skipped)
else if((lastDisplayTarget != mainEngine->GetTargetDisplayByID()) && lastSkip && !skipped)
{
// if we're switching from not skipping to skipping
// and the screens are also switching around this frame,
@ -841,7 +841,7 @@ public:
else if(!(consecutiveNonCaptures > 9000)) // arbitrary cap to avoid eventual wrap
consecutiveNonCaptures++;
lastDisplayTarget = mainEngine->GetDisplayByID();
lastDisplayTarget = mainEngine->GetTargetDisplayByID();
lastSkip = skipped;
skipped = nextSkip;
nextSkip = false;