GPU/HW: Properly implement too-large polygon culling
Replaces triangle strips with triangle lists, which has the added bonus of not requiring flushing as many batches. Fixes missing geometry in Vagrant Story.
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149cbf6457
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@ -81,60 +81,87 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command
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{
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case Primitive::Polygon:
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{
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// if we're drawing quads, we need to create a degenerate triangle to restart the triangle strip
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bool restart_strip = (rc.quad_polygon && !IsFlushed());
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if (restart_strip)
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AddDuplicateVertex();
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DebugAssert(num_vertices == 3 || num_vertices == 4);
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const u32 first_color = rc.color_for_first_vertex;
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const bool shaded = rc.shading_enable;
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const bool textured = rc.texture_enable;
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u32 buffer_pos = 1;
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for (u32 i = 0; i < num_vertices; i++)
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std::array<BatchVertex, 4> vertices;
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for (u32 i = 0; i < 3; i++)
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{
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const u32 color = (shaded && i > 0) ? (command_ptr[buffer_pos++] & UINT32_C(0x00FFFFFF)) : first_color;
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const VertexPosition vp{command_ptr[buffer_pos++]};
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const u16 packed_texcoord = textured ? Truncate16(command_ptr[buffer_pos++]) : 0;
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const s32 x = vp.x;
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const s32 y = vp.y;
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min_x = std::min(min_x, x);
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max_x = std::max(max_x, x);
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min_y = std::min(min_y, y);
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max_y = std::max(max_y, y);
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AddVertex(x, y, color, texpage, packed_texcoord);
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if (restart_strip)
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{
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AddDuplicateVertex();
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restart_strip = false;
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}
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vertices[i].Set(vp.x, vp.y, color, texpage, packed_texcoord);
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}
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// Cull polygons which are too large.
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if (static_cast<u32>(max_x - min_x) > MAX_PRIMITIVE_WIDTH ||
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static_cast<u32>(max_y - min_y) > MAX_PRIMITIVE_HEIGHT)
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if (std::abs(vertices[2].x - vertices[0].x) >= MAX_PRIMITIVE_WIDTH ||
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std::abs(vertices[2].x - vertices[1].x) >= MAX_PRIMITIVE_WIDTH ||
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std::abs(vertices[1].x - vertices[0].x) >= MAX_PRIMITIVE_WIDTH ||
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std::abs(vertices[2].y - vertices[0].y) >= MAX_PRIMITIVE_HEIGHT ||
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std::abs(vertices[2].y - vertices[1].y) >= MAX_PRIMITIVE_HEIGHT ||
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std::abs(vertices[1].y - vertices[0].y) >= MAX_PRIMITIVE_HEIGHT)
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{
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m_batch_current_vertex_ptr -= 2;
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AddDuplicateVertex();
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AddDuplicateVertex();
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return;
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Log_DebugPrintf("Culling too-large polygon: %d,%d %d,%d %d,%d", vertices[0].x, vertices[0].y, vertices[1].x,
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vertices[1].y, vertices[2].x, vertices[2].y);
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}
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else
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{
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min_x = std::min(std::min(vertices[0].x, vertices[1].x), vertices[2].x);
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max_x = std::max(std::max(vertices[0].x, vertices[1].x), vertices[2].x);
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min_y = std::min(std::min(vertices[0].y, vertices[1].y), vertices[2].y);
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max_y = std::max(std::max(vertices[0].y, vertices[1].y), vertices[2].y);
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std::memcpy(m_batch_current_vertex_ptr, vertices.data(), sizeof(BatchVertex) * 3);
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m_batch_current_vertex_ptr += 3;
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}
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// quads
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for (u32 i = 3; i < num_vertices; i++)
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{
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const u32 color = (shaded && i > 0) ? (command_ptr[buffer_pos++] & UINT32_C(0x00FFFFFF)) : first_color;
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const VertexPosition vp{command_ptr[buffer_pos++]};
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const u16 packed_texcoord = textured ? Truncate16(command_ptr[buffer_pos++]) : 0;
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vertices[3].Set(vp.x, vp.y, color, texpage, packed_texcoord);
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// Cull polygons which are too large.
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if (std::abs(vertices[3].x - vertices[2].x) >= MAX_PRIMITIVE_WIDTH ||
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std::abs(vertices[3].x - vertices[1].x) >= MAX_PRIMITIVE_WIDTH ||
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std::abs(vertices[1].x - vertices[2].x) >= MAX_PRIMITIVE_WIDTH ||
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std::abs(vertices[3].y - vertices[2].y) >= MAX_PRIMITIVE_HEIGHT ||
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std::abs(vertices[3].y - vertices[1].y) >= MAX_PRIMITIVE_HEIGHT ||
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std::abs(vertices[1].y - vertices[2].y) >= MAX_PRIMITIVE_HEIGHT)
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{
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Log_DebugPrintf("Culling too-large polygon (quad second half): %d,%d %d,%d %d,%d", vertices[2].x,
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vertices[2].y, vertices[1].x, vertices[1].y, vertices[0].x, vertices[0].y);
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}
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else
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{
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min_x = std::min(min_x, vertices[3].x);
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max_x = std::max(max_x, vertices[3].x);
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min_y = std::min(min_y, vertices[3].y);
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max_y = std::max(max_y, vertices[3].y);
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AddVertex(vertices[2]);
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AddVertex(vertices[1]);
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AddVertex(vertices[3]);
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}
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}
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}
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break;
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case Primitive::Rectangle:
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{
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// if we're drawing quads, we need to create a degenerate triangle to restart the triangle strip
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bool restart_strip = !IsFlushed();
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u32 buffer_pos = 1;
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const u32 color = rc.color_for_first_vertex;
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const VertexPosition vp{command_ptr[buffer_pos++]};
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min_x = vp.x;
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min_y = vp.y;
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const s32 pos_x = vp.x;
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const s32 pos_y = vp.y;
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const auto [texcoord_x, texcoord_y] =
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UnpackTexcoord(rc.texture_enable ? Truncate16(command_ptr[buffer_pos++]) : 0);
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@ -163,17 +190,22 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command
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}
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if (rectangle_width >= MAX_PRIMITIVE_WIDTH || rectangle_height >= MAX_PRIMITIVE_HEIGHT)
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{
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Log_DebugPrintf("Culling too-large rectangle: %d,%d %dx%d", pos_x, pos_y, rectangle_width, rectangle_height);
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return;
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}
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max_x = min_x + rectangle_width;
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max_y = min_y + rectangle_height;
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min_x = pos_x;
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min_y = pos_y;
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max_x = pos_x + rectangle_width;
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max_y = pos_y + rectangle_height;
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// Split the rectangle into multiple quads if it's greater than 256x256, as the texture page should repeat.
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u16 tex_top = orig_tex_top;
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for (s32 y_offset = 0; y_offset < rectangle_height;)
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{
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const s32 quad_height = std::min<s32>(rectangle_height - y_offset, TEXTURE_PAGE_WIDTH - tex_top);
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const s32 quad_start_y = min_y + y_offset;
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const s32 quad_start_y = pos_y + y_offset;
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const s32 quad_end_y = quad_start_y + quad_height;
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const u16 tex_bottom = tex_top + static_cast<u16>(quad_height);
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@ -181,22 +213,17 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command
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for (s32 x_offset = 0; x_offset < rectangle_width;)
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{
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const s32 quad_width = std::min<s32>(rectangle_width - x_offset, TEXTURE_PAGE_HEIGHT - tex_left);
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const s32 quad_start_x = min_x + x_offset;
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const s32 quad_start_x = pos_x + x_offset;
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const s32 quad_end_x = quad_start_x + quad_width;
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const u16 tex_right = tex_left + static_cast<u16>(quad_width);
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if (restart_strip)
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AddDuplicateVertex();
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AddNewVertex(quad_start_x, quad_start_y, color, texpage, tex_left, tex_top);
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AddNewVertex(quad_end_x, quad_start_y, color, texpage, tex_right, tex_top);
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AddNewVertex(quad_start_x, quad_end_y, color, texpage, tex_left, tex_bottom);
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AddVertex(quad_start_x, quad_start_y, color, texpage, tex_left, tex_top);
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if (restart_strip)
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AddDuplicateVertex();
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AddVertex(quad_end_x, quad_start_y, color, texpage, tex_right, tex_top);
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AddVertex(quad_start_x, quad_end_y, color, texpage, tex_left, tex_bottom);
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AddVertex(quad_end_x, quad_end_y, color, texpage, tex_right, tex_bottom);
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restart_strip = true;
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AddNewVertex(quad_start_x, quad_end_y, color, texpage, tex_left, tex_bottom);
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AddNewVertex(quad_end_x, quad_start_y, color, texpage, tex_right, tex_top);
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AddNewVertex(quad_end_x, quad_end_y, color, texpage, tex_right, tex_bottom);
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x_offset += quad_width;
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tex_left = 0;
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@ -214,19 +241,35 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command
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const bool shaded = rc.shading_enable;
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u32 buffer_pos = 1;
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BatchVertex last_vertex;
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for (u32 i = 0; i < num_vertices; i++)
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{
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const u32 color = (shaded && i > 0) ? (command_ptr[buffer_pos++] & UINT32_C(0x00FFFFFF)) : first_color;
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const VertexPosition vp{command_ptr[buffer_pos++]};
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const s32 x = vp.x;
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const s32 y = vp.y;
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min_x = std::min(min_x, x);
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max_x = std::max(max_x, x);
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min_y = std::min(min_y, y);
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max_y = std::max(max_y, y);
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BatchVertex vertex;
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vertex.Set(vp.x, vp.y, color, 0, 0);
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(m_batch_current_vertex_ptr++)->Set(x, y, color, 0, 0);
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if (i > 0)
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{
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if (std::abs(last_vertex.x - vertex.x) >= MAX_PRIMITIVE_WIDTH ||
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std::abs(last_vertex.y - vertex.y) >= MAX_PRIMITIVE_HEIGHT)
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{
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Log_DebugPrintf("Culling too-large line: %d,%d - %d,%d", last_vertex.x, last_vertex.y, vertex.x, vertex.y);
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}
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else
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{
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AddVertex(last_vertex);
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AddVertex(vertex);
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min_x = std::min(min_x, std::min(last_vertex.x, vertex.x));
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max_x = std::max(max_x, std::max(last_vertex.x, vertex.x));
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min_y = std::min(min_y, std::min(last_vertex.y, vertex.y));
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max_y = std::max(max_y, std::max(last_vertex.y, vertex.y));
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}
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}
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std::memcpy(&last_vertex, &vertex, sizeof(BatchVertex));
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}
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}
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break;
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@ -236,6 +279,8 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command
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break;
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}
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if (min_x <= max_x)
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{
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const Common::Rectangle<u32> area_covered(
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std::clamp(m_drawing_offset.x + min_x, static_cast<s32>(m_drawing_area.left),
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static_cast<s32>(m_drawing_area.right)),
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@ -248,12 +293,7 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command
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static_cast<s32>(m_drawing_area.bottom)) +
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1);
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m_vram_dirty_rect.Include(area_covered);
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}
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void GPU_HW::AddDuplicateVertex()
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{
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std::memcpy(m_batch_current_vertex_ptr, &m_batch_last_vertex, sizeof(BatchVertex));
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m_batch_current_vertex_ptr++;
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}
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}
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void GPU_HW::CalcScissorRect(int* left, int* top, int* right, int* bottom)
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@ -283,9 +323,7 @@ Common::Rectangle<u32> GPU_HW::GetVRAMTransferBounds(u32 x, u32 y, u32 width, u3
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GPU_HW::BatchPrimitive GPU_HW::GetPrimitiveForCommand(RenderCommand rc)
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{
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if (rc.primitive == Primitive::Line)
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return rc.polyline ? BatchPrimitive::LineStrip : BatchPrimitive::Lines;
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else if ((rc.primitive == Primitive::Polygon && rc.quad_polygon) || rc.primitive == Primitive::Rectangle)
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return BatchPrimitive::TriangleStrip;
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return BatchPrimitive::Lines;
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else
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return BatchPrimitive::Triangles;
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}
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@ -366,10 +404,9 @@ void GPU_HW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32
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if (!IsFlushed())
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{
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const bool buffer_overflow = GetBatchVertexSpace() < max_added_vertices;
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if (buffer_overflow || rc_primitive == BatchPrimitive::LineStrip || m_batch.texture_mode != texture_mode ||
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m_batch.transparency_mode != transparency_mode || m_batch.primitive != rc_primitive ||
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dithering_enable != m_batch.dithering || m_drawing_area_changed || m_drawing_offset_changed ||
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m_draw_mode.IsTextureWindowChanged())
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if (buffer_overflow || m_batch.texture_mode != texture_mode || m_batch.transparency_mode != transparency_mode ||
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m_batch.primitive != rc_primitive || dithering_enable != m_batch.dithering || m_drawing_area_changed ||
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m_drawing_offset_changed || m_draw_mode.IsTextureWindowChanged())
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{
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FlushRender();
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}
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@ -156,7 +156,6 @@ protected:
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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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BatchVertex m_batch_last_vertex = {};
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u32 m_batch_base_vertex = 0;
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u32 m_resolution_scale = 1;
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@ -188,13 +187,17 @@ private:
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static BatchPrimitive GetPrimitiveForCommand(RenderCommand rc);
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void LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command_ptr);
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void AddDuplicateVertex();
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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 AddVertex(Args&&... args)
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ALWAYS_INLINE void AddNewVertex(Args&&... args)
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{
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m_batch_last_vertex.Set(std::forward<Args>(args)...);
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std::memcpy(m_batch_current_vertex_ptr, &m_batch_last_vertex, sizeof(BatchVertex));
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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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};
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