463 lines
16 KiB
C++
463 lines
16 KiB
C++
// Copyright 2010 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "VideoCommon/VertexManagerBase.h"
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#include <array>
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#include <cmath>
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#include <memory>
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#include "Common/BitSet.h"
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#include "Common/ChunkFile.h"
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#include "Common/CommonTypes.h"
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#include "Common/Logging/Log.h"
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#include "Core/ConfigManager.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/DataReader.h"
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#include "VideoCommon/Debugger.h"
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#include "VideoCommon/GeometryShaderManager.h"
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#include "VideoCommon/IndexGenerator.h"
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#include "VideoCommon/NativeVertexFormat.h"
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#include "VideoCommon/OpcodeDecoding.h"
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#include "VideoCommon/PerfQueryBase.h"
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#include "VideoCommon/PixelShaderManager.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/SamplerCommon.h"
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#include "VideoCommon/TextureCacheBase.h"
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#include "VideoCommon/VertexLoaderManager.h"
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#include "VideoCommon/VertexShaderManager.h"
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#include "VideoCommon/VideoBackendBase.h"
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#include "VideoCommon/VideoConfig.h"
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#include "VideoCommon/XFMemory.h"
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std::unique_ptr<VertexManagerBase> g_vertex_manager;
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// GX primitive -> RenderState primitive, no primitive restart
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constexpr std::array<PrimitiveType, 8> primitive_from_gx = {
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PrimitiveType::Triangles, // GX_DRAW_QUADS
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PrimitiveType::Triangles, // GX_DRAW_QUADS_2
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PrimitiveType::Triangles, // GX_DRAW_TRIANGLES
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PrimitiveType::Triangles, // GX_DRAW_TRIANGLE_STRIP
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PrimitiveType::Triangles, // GX_DRAW_TRIANGLE_FAN
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PrimitiveType::Lines, // GX_DRAW_LINES
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PrimitiveType::Lines, // GX_DRAW_LINE_STRIP
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PrimitiveType::Points, // GX_DRAW_POINTS
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};
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// GX primitive -> RenderState primitive, using primitive restart
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constexpr std::array<PrimitiveType, 8> primitive_from_gx_pr = {
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PrimitiveType::TriangleStrip, // GX_DRAW_QUADS
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PrimitiveType::TriangleStrip, // GX_DRAW_QUADS_2
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PrimitiveType::TriangleStrip, // GX_DRAW_TRIANGLES
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PrimitiveType::TriangleStrip, // GX_DRAW_TRIANGLE_STRIP
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PrimitiveType::TriangleStrip, // GX_DRAW_TRIANGLE_FAN
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PrimitiveType::Lines, // GX_DRAW_LINES
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PrimitiveType::Lines, // GX_DRAW_LINE_STRIP
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PrimitiveType::Points, // GX_DRAW_POINTS
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};
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// Due to the BT.601 standard which the GameCube is based on being a compromise
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// between PAL and NTSC, neither standard gets square pixels. They are each off
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// by ~9% in opposite directions.
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// Just in case any game decides to take this into account, we do both these
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// tests with a large amount of slop.
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static bool AspectIs4_3(float width, float height)
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{
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float aspect = fabsf(width / height);
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return fabsf(aspect - 4.0f / 3.0f) < 4.0f / 3.0f * 0.11; // within 11% of 4:3
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}
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static bool AspectIs16_9(float width, float height)
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{
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float aspect = fabsf(width / height);
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return fabsf(aspect - 16.0f / 9.0f) < 16.0f / 9.0f * 0.11; // within 11% of 16:9
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}
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VertexManagerBase::VertexManagerBase()
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{
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}
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VertexManagerBase::~VertexManagerBase()
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{
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}
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u32 VertexManagerBase::GetRemainingSize() const
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{
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return static_cast<u32>(m_end_buffer_pointer - m_cur_buffer_pointer);
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}
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DataReader VertexManagerBase::PrepareForAdditionalData(int primitive, u32 count, u32 stride,
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bool cullall)
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{
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// The SSE vertex loader can write up to 4 bytes past the end
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u32 const needed_vertex_bytes = count * stride + 4;
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// We can't merge different kinds of primitives, so we have to flush here
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PrimitiveType new_primitive_type = g_ActiveConfig.backend_info.bSupportsPrimitiveRestart ?
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primitive_from_gx_pr[primitive] :
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primitive_from_gx[primitive];
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if (m_current_primitive_type != new_primitive_type)
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{
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Flush();
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// Have to update the rasterization state for point/line cull modes.
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RasterizationState raster_state = {};
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raster_state.Generate(bpmem, new_primitive_type);
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g_renderer->SetRasterizationState(raster_state);
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m_current_primitive_type = new_primitive_type;
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}
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// Check for size in buffer, if the buffer gets full, call Flush()
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if (!m_is_flushed &&
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(count > IndexGenerator::GetRemainingIndices() || count > GetRemainingIndices(primitive) ||
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needed_vertex_bytes > GetRemainingSize()))
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{
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Flush();
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if (count > IndexGenerator::GetRemainingIndices())
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ERROR_LOG(VIDEO, "Too little remaining index values. Use 32-bit or reset them on flush.");
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if (count > GetRemainingIndices(primitive))
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ERROR_LOG(VIDEO, "VertexManager: Buffer not large enough for all indices! "
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"Increase MAXIBUFFERSIZE or we need primitive breaking after all.");
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if (needed_vertex_bytes > GetRemainingSize())
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ERROR_LOG(VIDEO, "VertexManager: Buffer not large enough for all vertices! "
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"Increase MAXVBUFFERSIZE or we need primitive breaking after all.");
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}
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m_cull_all = cullall;
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// need to alloc new buffer
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if (m_is_flushed)
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{
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g_vertex_manager->ResetBuffer(stride);
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m_is_flushed = false;
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}
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return DataReader(m_cur_buffer_pointer, m_end_buffer_pointer);
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}
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void VertexManagerBase::FlushData(u32 count, u32 stride)
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{
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m_cur_buffer_pointer += count * stride;
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}
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u32 VertexManagerBase::GetRemainingIndices(int primitive)
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{
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u32 index_len = MAXIBUFFERSIZE - IndexGenerator::GetIndexLen();
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if (g_Config.backend_info.bSupportsPrimitiveRestart)
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{
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switch (primitive)
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{
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case OpcodeDecoder::GX_DRAW_QUADS:
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case OpcodeDecoder::GX_DRAW_QUADS_2:
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return index_len / 5 * 4;
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case OpcodeDecoder::GX_DRAW_TRIANGLES:
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return index_len / 4 * 3;
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case OpcodeDecoder::GX_DRAW_TRIANGLE_STRIP:
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return index_len / 1 - 1;
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case OpcodeDecoder::GX_DRAW_TRIANGLE_FAN:
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return index_len / 6 * 4 + 1;
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case OpcodeDecoder::GX_DRAW_LINES:
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return index_len;
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case OpcodeDecoder::GX_DRAW_LINE_STRIP:
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return index_len / 2 + 1;
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case OpcodeDecoder::GX_DRAW_POINTS:
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return index_len;
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default:
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return 0;
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}
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}
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else
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{
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switch (primitive)
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{
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case OpcodeDecoder::GX_DRAW_QUADS:
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case OpcodeDecoder::GX_DRAW_QUADS_2:
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return index_len / 6 * 4;
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case OpcodeDecoder::GX_DRAW_TRIANGLES:
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return index_len;
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case OpcodeDecoder::GX_DRAW_TRIANGLE_STRIP:
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return index_len / 3 + 2;
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case OpcodeDecoder::GX_DRAW_TRIANGLE_FAN:
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return index_len / 3 + 2;
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case OpcodeDecoder::GX_DRAW_LINES:
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return index_len;
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case OpcodeDecoder::GX_DRAW_LINE_STRIP:
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return index_len / 2 + 1;
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case OpcodeDecoder::GX_DRAW_POINTS:
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return index_len;
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default:
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return 0;
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}
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}
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}
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std::pair<size_t, size_t> VertexManagerBase::ResetFlushAspectRatioCount()
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{
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std::pair<size_t, size_t> val = std::make_pair(m_flush_count_4_3, m_flush_count_anamorphic);
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m_flush_count_4_3 = 0;
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m_flush_count_anamorphic = 0;
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return val;
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}
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static void SetSamplerState(u32 index, bool custom_tex)
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{
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const FourTexUnits& tex = bpmem.tex[index / 4];
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const TexMode0& tm0 = tex.texMode0[index % 4];
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SamplerState state = {};
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state.Generate(bpmem, index);
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// Force texture filtering config option.
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if (g_ActiveConfig.bForceFiltering)
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{
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state.min_filter = SamplerState::Filter::Linear;
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state.mag_filter = SamplerState::Filter::Linear;
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state.mipmap_filter = SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ?
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SamplerState::Filter::Linear :
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SamplerState::Filter::Point;
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}
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// Custom textures may have a greater number of mips
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if (custom_tex)
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state.max_lod = 255;
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// Anisotropic filtering option.
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if (g_ActiveConfig.iMaxAnisotropy != 0 && !SamplerCommon::IsBpTexMode0PointFiltering(tm0))
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{
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// https://www.opengl.org/registry/specs/EXT/texture_filter_anisotropic.txt
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// For predictable results on all hardware/drivers, only use one of:
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// GL_LINEAR + GL_LINEAR (No Mipmaps [Bilinear])
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// GL_LINEAR + GL_LINEAR_MIPMAP_LINEAR (w/ Mipmaps [Trilinear])
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// Letting the game set other combinations will have varying arbitrary results;
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// possibly being interpreted as equal to bilinear/trilinear, implicitly
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// disabling anisotropy, or changing the anisotropic algorithm employed.
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state.min_filter = SamplerState::Filter::Linear;
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state.mag_filter = SamplerState::Filter::Linear;
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if (SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0))
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state.mipmap_filter = SamplerState::Filter::Linear;
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state.anisotropic_filtering = 1;
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}
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else
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{
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state.anisotropic_filtering = 0;
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}
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g_renderer->SetSamplerState(index, state);
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}
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void VertexManagerBase::Flush()
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{
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if (m_is_flushed)
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return;
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// loading a state will invalidate BP, so check for it
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g_video_backend->CheckInvalidState();
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#if defined(_DEBUG) || defined(DEBUGFAST)
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PRIM_LOG("frame%d:\n texgen=%u, numchan=%u, dualtex=%u, ztex=%u, cole=%u, alpe=%u, ze=%u",
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g_ActiveConfig.iSaveTargetId, xfmem.numTexGen.numTexGens, xfmem.numChan.numColorChans,
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xfmem.dualTexTrans.enabled, bpmem.ztex2.op.Value(), bpmem.blendmode.colorupdate.Value(),
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bpmem.blendmode.alphaupdate.Value(), bpmem.zmode.updateenable.Value());
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for (u32 i = 0; i < xfmem.numChan.numColorChans; ++i)
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{
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LitChannel* ch = &xfmem.color[i];
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PRIM_LOG("colchan%u: matsrc=%u, light=0x%x, ambsrc=%u, diffunc=%u, attfunc=%u", i,
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ch->matsource.Value(), ch->GetFullLightMask(), ch->ambsource.Value(),
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ch->diffusefunc.Value(), ch->attnfunc.Value());
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ch = &xfmem.alpha[i];
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PRIM_LOG("alpchan%u: matsrc=%u, light=0x%x, ambsrc=%u, diffunc=%u, attfunc=%u", i,
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ch->matsource.Value(), ch->GetFullLightMask(), ch->ambsource.Value(),
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ch->diffusefunc.Value(), ch->attnfunc.Value());
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}
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for (u32 i = 0; i < xfmem.numTexGen.numTexGens; ++i)
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{
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TexMtxInfo tinfo = xfmem.texMtxInfo[i];
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if (tinfo.texgentype != XF_TEXGEN_EMBOSS_MAP)
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tinfo.hex &= 0x7ff;
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if (tinfo.texgentype != XF_TEXGEN_REGULAR)
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tinfo.projection = 0;
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PRIM_LOG("txgen%u: proj=%u, input=%u, gentype=%u, srcrow=%u, embsrc=%u, emblght=%u, "
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"postmtx=%u, postnorm=%u",
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i, tinfo.projection.Value(), tinfo.inputform.Value(), tinfo.texgentype.Value(),
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tinfo.sourcerow.Value(), tinfo.embosssourceshift.Value(),
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tinfo.embosslightshift.Value(), xfmem.postMtxInfo[i].index.Value(),
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xfmem.postMtxInfo[i].normalize.Value());
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}
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PRIM_LOG("pixel: tev=%u, ind=%u, texgen=%u, dstalpha=%u, alphatest=0x%x",
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bpmem.genMode.numtevstages.Value() + 1, bpmem.genMode.numindstages.Value(),
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bpmem.genMode.numtexgens.Value(), bpmem.dstalpha.enable.Value(),
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(bpmem.alpha_test.hex >> 16) & 0xff);
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#endif
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// If the primitave is marked CullAll. All we need to do is update the vertex constants and
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// calculate the zfreeze refrence slope
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if (!m_cull_all)
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{
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BitSet32 usedtextures;
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for (u32 i = 0; i < bpmem.genMode.numtevstages + 1u; ++i)
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if (bpmem.tevorders[i / 2].getEnable(i & 1))
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usedtextures[bpmem.tevorders[i / 2].getTexMap(i & 1)] = true;
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if (bpmem.genMode.numindstages > 0)
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for (unsigned int i = 0; i < bpmem.genMode.numtevstages + 1u; ++i)
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if (bpmem.tevind[i].IsActive() && bpmem.tevind[i].bt < bpmem.genMode.numindstages)
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usedtextures[bpmem.tevindref.getTexMap(bpmem.tevind[i].bt)] = true;
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for (unsigned int i : usedtextures)
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{
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const auto* tentry = g_texture_cache->Load(i);
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if (tentry)
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{
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SetSamplerState(i, tentry->is_custom_tex);
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PixelShaderManager::SetTexDims(i, tentry->native_width, tentry->native_height);
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}
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else
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{
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ERROR_LOG(VIDEO, "error loading texture");
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}
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}
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g_texture_cache->BindTextures();
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}
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// set global vertex constants
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VertexShaderManager::SetConstants();
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// Track some stats used elsewhere by the anamorphic widescreen heuristic.
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if (!SConfig::GetInstance().bWii)
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{
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float* rawProjection = xfmem.projection.rawProjection;
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bool viewport_is_4_3 = AspectIs4_3(xfmem.viewport.wd, xfmem.viewport.ht);
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if (AspectIs16_9(rawProjection[2], rawProjection[0]) && viewport_is_4_3)
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{
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// Projection is 16:9 and viewport is 4:3, we are rendering an anamorphic
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// widescreen picture.
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m_flush_count_anamorphic++;
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}
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else if (AspectIs4_3(rawProjection[2], rawProjection[0]) && viewport_is_4_3)
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{
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// Projection and viewports are both 4:3, we are rendering a normal image.
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m_flush_count_4_3++;
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}
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}
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// Calculate ZSlope for zfreeze
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if (!bpmem.genMode.zfreeze)
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{
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// Must be done after VertexShaderManager::SetConstants()
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CalculateZSlope(VertexLoaderManager::GetCurrentVertexFormat());
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}
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else if (m_zslope.dirty && !m_cull_all) // or apply any dirty ZSlopes
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{
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PixelShaderManager::SetZSlope(m_zslope.dfdx, m_zslope.dfdy, m_zslope.f0);
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m_zslope.dirty = false;
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}
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if (!m_cull_all)
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{
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// set the rest of the global constants
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GeometryShaderManager::SetConstants();
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PixelShaderManager::SetConstants();
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if (PerfQueryBase::ShouldEmulate())
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g_perf_query->EnableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP);
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g_vertex_manager->vFlush();
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if (PerfQueryBase::ShouldEmulate())
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g_perf_query->DisableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP);
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}
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GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
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if (xfmem.numTexGen.numTexGens != bpmem.genMode.numtexgens)
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ERROR_LOG(VIDEO,
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"xf.numtexgens (%d) does not match bp.numtexgens (%d). Error in command stream.",
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xfmem.numTexGen.numTexGens, bpmem.genMode.numtexgens.Value());
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m_is_flushed = true;
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m_cull_all = false;
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}
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void VertexManagerBase::DoState(PointerWrap& p)
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{
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p.Do(m_zslope);
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g_vertex_manager->vDoState(p);
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}
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void VertexManagerBase::CalculateZSlope(NativeVertexFormat* format)
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{
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float out[12];
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float viewOffset[2] = {xfmem.viewport.xOrig - bpmem.scissorOffset.x * 2,
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xfmem.viewport.yOrig - bpmem.scissorOffset.y * 2};
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if (m_current_primitive_type != PrimitiveType::Triangles &&
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m_current_primitive_type != PrimitiveType::TriangleStrip)
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{
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return;
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}
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// Global matrix ID.
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u32 mtxIdx = g_main_cp_state.matrix_index_a.PosNormalMtxIdx;
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const PortableVertexDeclaration vert_decl = format->GetVertexDeclaration();
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// Make sure the buffer contains at least 3 vertices.
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if ((m_cur_buffer_pointer - m_base_buffer_pointer) < (vert_decl.stride * 3))
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return;
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// Lookup vertices of the last rendered triangle and software-transform them
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// This allows us to determine the depth slope, which will be used if z-freeze
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// is enabled in the following flush.
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for (unsigned int i = 0; i < 3; ++i)
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{
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// If this vertex format has per-vertex position matrix IDs, look it up.
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if (vert_decl.posmtx.enable)
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mtxIdx = VertexLoaderManager::position_matrix_index[3 - i];
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if (vert_decl.position.components == 2)
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VertexLoaderManager::position_cache[2 - i][2] = 0;
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VertexShaderManager::TransformToClipSpace(&VertexLoaderManager::position_cache[2 - i][0],
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&out[i * 4], mtxIdx);
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// Transform to Screenspace
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float inv_w = 1.0f / out[3 + i * 4];
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out[0 + i * 4] = out[0 + i * 4] * inv_w * xfmem.viewport.wd + viewOffset[0];
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out[1 + i * 4] = out[1 + i * 4] * inv_w * xfmem.viewport.ht + viewOffset[1];
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out[2 + i * 4] = out[2 + i * 4] * inv_w * xfmem.viewport.zRange + xfmem.viewport.farZ;
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}
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float dx31 = out[8] - out[0];
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float dx12 = out[0] - out[4];
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float dy12 = out[1] - out[5];
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float dy31 = out[9] - out[1];
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float DF31 = out[10] - out[2];
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float DF21 = out[6] - out[2];
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float a = DF31 * -dy12 - DF21 * dy31;
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float b = dx31 * DF21 + dx12 * DF31;
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float c = -dx12 * dy31 - dx31 * -dy12;
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|
|
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// Sometimes we process de-generate triangles. Stop any divide by zeros
|
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if (c == 0)
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return;
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|
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m_zslope.dfdx = -a / c;
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m_zslope.dfdy = -b / c;
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m_zslope.f0 = out[2] - (out[0] * m_zslope.dfdx + out[1] * m_zslope.dfdy);
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m_zslope.dirty = true;
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}
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