GPU: Simplify batch state
This commit is contained in:
parent
d8a02d7a15
commit
1c79737021
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@ -49,8 +49,6 @@ void GPU::SoftReset()
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m_GPUREAD_buffer.clear();
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m_render_state = {};
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m_render_state.texture_page_changed = true;
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m_render_state.texture_color_mode_changed = true;
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m_render_state.transparency_mode_changed = true;
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UpdateGPUSTAT();
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UpdateCRTCConfig();
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}
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@ -80,10 +78,6 @@ bool GPU::DoState(StateWrapper& sw)
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sw.Do(&m_render_state.texpage_attribute);
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sw.Do(&m_render_state.texlut_attribute);
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sw.Do(&m_render_state.texture_window_value);
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sw.Do(&m_render_state.texture_page_changed);
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sw.Do(&m_render_state.texture_color_mode_changed);
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sw.Do(&m_render_state.transparency_mode_changed);
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sw.Do(&m_render_state.texture_window_changed);
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sw.Do(&m_drawing_area.left);
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sw.Do(&m_drawing_area.top);
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@ -119,8 +113,6 @@ bool GPU::DoState(StateWrapper& sw)
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if (sw.IsReading())
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{
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m_render_state.texture_page_changed = true;
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m_render_state.texture_color_mode_changed = true;
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m_render_state.transparency_mode_changed = true;
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m_render_state.texture_window_changed = true;
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UpdateDrawingArea();
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UpdateGPUSTAT();
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@ -709,15 +701,8 @@ void GPU::RenderState::SetFromPageAttribute(u16 value)
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texture_page_changed |=
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(old_page_attribute & PAGE_ATTRIBUTE_TEXTURE_PAGE_MASK) != (value & PAGE_ATTRIBUTE_TEXTURE_PAGE_MASK);
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const TextureColorMode old_color_mode = texture_color_mode;
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texture_color_mode = (static_cast<TextureColorMode>((value >> 7) & UINT16_C(0x03)));
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if (texture_color_mode == TextureColorMode::Reserved_Direct16Bit)
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texture_color_mode = TextureColorMode::Direct16Bit;
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texture_color_mode_changed |= old_color_mode != texture_color_mode;
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const TransparencyMode old_transparency_mode = transparency_mode;
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texture_color_mode = (static_cast<TextureMode>((value >> 7) & UINT16_C(0x03)));
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transparency_mode = (static_cast<TransparencyMode>((value >> 5) & UINT16_C(0x03)));
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transparency_mode_changed = old_transparency_mode != transparency_mode;
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}
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void GPU::RenderState::SetFromPaletteAttribute(u16 value)
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@ -138,20 +138,33 @@ protected:
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R16x16 = 3
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};
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enum class TextureColorMode : u8
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enum class TextureMode : u8
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{
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Palette4Bit = 0,
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Palette8Bit = 1,
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Direct16Bit = 2,
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Reserved_Direct16Bit = 3
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Reserved_Direct16Bit = 3,
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// Not register values.
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RawTextureBit = 4,
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RawPalette4Bit = RawTextureBit | Palette4Bit,
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RawPalette8Bit = RawTextureBit | Palette8Bit,
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RawDirect16Bit = RawTextureBit | Direct16Bit,
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Reserved_RawDirect16Bit = RawTextureBit | Reserved_Direct16Bit,
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Disabled = 8 // Not a register value
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};
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IMPLEMENT_STATIC_FRIEND_ENUM_CLASS_BITWISE_OPERATORS(TextureMode);
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enum class TransparencyMode : u8
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{
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HalfBackgroundPlusHalfForeground = 0,
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BackgroundPlusForeground = 1,
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BackgroundMinusForeground = 2,
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BackgroundPlusQuarterForeground = 3
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BackgroundPlusQuarterForeground = 3,
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Disabled = 4 // Not a register value
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};
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union RenderCommand
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@ -159,7 +172,7 @@ protected:
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u32 bits;
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BitField<u32, u32, 0, 24> color_for_first_vertex;
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BitField<u32, bool, 24, 1> texture_blend_disable; // not valid for lines
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BitField<u32, bool, 24, 1> raw_texture_enable; // not valid for lines
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BitField<u32, bool, 25, 1> transparency_enable;
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BitField<u32, bool, 26, 1> texture_enable;
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BitField<u32, DrawRectangleSize, 27, 2> rectangle_size; // only for rectangles
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@ -170,7 +183,7 @@ protected:
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// Helper functions.
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bool IsTextureEnabled() const { return (primitive != Primitive::Line && texture_enable); }
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bool IsTextureBlendingEnabled() const { return (IsTextureEnabled() && !texture_blend_disable); }
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bool IsTextureBlendingEnabled() const { return (IsTextureEnabled() && !raw_texture_enable); }
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bool IsTransparencyEnabled() const { return transparency_enable; }
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};
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@ -269,7 +282,7 @@ protected:
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BitField<u32, u8, 0, 4> texture_page_x_base;
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BitField<u32, u8, 4, 1> texture_page_y_base;
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BitField<u32, TransparencyMode, 5, 2> semi_transparency_mode;
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BitField<u32, TextureColorMode, 7, 2> texture_color_mode;
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BitField<u32, TextureMode, 7, 2> texture_color_mode;
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BitField<u32, bool, 9, 1> dither_enable;
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BitField<u32, bool, 10, 1> draw_to_display_area;
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BitField<u32, bool, 11, 1> draw_set_mask_bit;
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@ -305,7 +318,7 @@ protected:
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u32 texture_page_y;
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u32 texture_palette_x;
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u32 texture_palette_y;
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TextureColorMode texture_color_mode;
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TextureMode texture_color_mode;
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TransparencyMode transparency_mode;
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u8 texture_window_mask_x; // in 8 pixel steps
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u8 texture_window_mask_y; // in 8 pixel steps
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@ -320,21 +333,11 @@ protected:
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u32 texture_window_value;
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bool texture_page_changed = false;
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bool texture_color_mode_changed = false;
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bool transparency_mode_changed = false;
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bool texture_window_changed = false;
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bool IsChanged() const { return texture_page_changed || texture_color_mode_changed || transparency_mode_changed; }
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bool IsTexturePageChanged() const { return texture_page_changed; }
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void ClearTexturePageChangedFlag() { texture_page_changed = false; }
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bool IsTextureColorModeChanged() const { return texture_color_mode_changed; }
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void ClearTextureColorModeChangedFlag() { texture_color_mode_changed = false; }
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bool IsTransparencyModeChanged() const { return transparency_mode_changed; }
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void ClearTransparencyModeChangedFlag() { transparency_mode_changed = false; }
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bool IsTextureWindowChanged() const { return texture_window_changed; }
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void ClearTextureWindowChangedFlag() { texture_window_changed = false; }
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@ -241,21 +241,23 @@ void main()
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return ss.str();
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}
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std::string GPU_HW::GenerateFragmentShader(TransparencyRenderMode transparency, bool textured,
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TextureColorMode texture_color_mode, bool blending)
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std::string GPU_HW::GenerateFragmentShader(HWBatchRenderMode transparency, TextureMode texture_mode)
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{
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const TextureMode actual_texture_mode = texture_mode & ~TextureMode::RawTextureBit;
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const bool raw_texture = (texture_mode & TextureMode::RawTextureBit) == TextureMode::RawTextureBit;
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std::stringstream ss;
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GenerateShaderHeader(ss);
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DefineMacro(ss, "TRANSPARENT", transparency != TransparencyRenderMode::Off);
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DefineMacro(ss, "TRANSPARENT_ONLY_OPAQUE", transparency == TransparencyRenderMode::OnlyOpaque);
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DefineMacro(ss, "TRANSPARENT_ONLY_TRANSPARENT", transparency == TransparencyRenderMode::OnlyTransparent);
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DefineMacro(ss, "TEXTURED", textured);
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DefineMacro(ss, "TRANSPARENCY", transparency != HWBatchRenderMode::TransparencyDisabled);
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DefineMacro(ss, "TRANSPARENCY_ONLY_OPAQUE", transparency == HWBatchRenderMode::OnlyOpaque);
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DefineMacro(ss, "TRANSPARENCY_ONLY_TRANSPARENCY", transparency == HWBatchRenderMode::OnlyTransparent);
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DefineMacro(ss, "TEXTURED", actual_texture_mode != TextureMode::Disabled);
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DefineMacro(ss, "PALETTE",
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textured && (texture_color_mode == GPU::TextureColorMode::Palette4Bit ||
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texture_color_mode == GPU::TextureColorMode::Palette8Bit));
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DefineMacro(ss, "PALETTE_4_BIT", textured && texture_color_mode == GPU::TextureColorMode::Palette4Bit);
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DefineMacro(ss, "PALETTE_8_BIT", textured && texture_color_mode == GPU::TextureColorMode::Palette8Bit);
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DefineMacro(ss, "BLENDING", blending);
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actual_texture_mode == GPU::TextureMode::Palette4Bit ||
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actual_texture_mode == GPU::TextureMode::Palette8Bit);
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DefineMacro(ss, "PALETTE_4_BIT", actual_texture_mode == GPU::TextureMode::Palette4Bit);
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DefineMacro(ss, "PALETTE_8_BIT", actual_texture_mode == GPU::TextureMode::Palette8Bit);
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DefineMacro(ss, "RAW_TEXTURE", raw_texture);
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ss << R"(
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in vec3 v_col0;
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@ -334,24 +336,24 @@ void main()
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discard;
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vec3 color;
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#if BLENDING
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color = vec3((ivec3(v_col0 * 255.0) * ivec3(texcol.rgb * 255.0)) >> 7) / 255.0;
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#else
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#if RAW_TEXTURE
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color = texcol.rgb;
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#else
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color = vec3((ivec3(v_col0 * 255.0) * ivec3(texcol.rgb * 255.0)) >> 7) / 255.0;
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#endif
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#if TRANSPARENT
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#if TRANSPARENCY
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// Apply semitransparency. If not a semitransparent texel, destination alpha is ignored.
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if (texcol.a != 0)
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{
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#if TRANSPARENT_ONLY_OPAQUE
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#if TRANSPARENCY_ONLY_OPAQUE
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discard;
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#endif
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o_col0 = vec4(color * u_transparent_alpha.x, u_transparent_alpha.y);
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}
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else
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{
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#if TRANSPARENT_ONLY_TRANSPARENT
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#if TRANSPARENCY_ONLY_TRANSPARENCY
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discard;
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#endif
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o_col0 = vec4(color, 0.0);
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@ -361,7 +363,7 @@ void main()
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o_col0 = vec4(color, texcol.a);
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#endif
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#else
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#if TRANSPARENT
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#if TRANSPARENCY
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o_col0 = vec4(v_col0 * u_transparent_alpha.x, u_transparent_alpha.y);
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#else
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// Mask bit is cleared for untextured polygons.
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@ -491,20 +493,21 @@ void main()
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return ss.str();
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}
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GPU_HW::HWRenderBatch::Primitive GPU_HW::GetPrimitiveForCommand(RenderCommand rc)
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GPU_HW::HWPrimitive 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 ? HWRenderBatch::Primitive::LineStrip : HWRenderBatch::Primitive::Lines;
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return rc.polyline ? HWPrimitive::LineStrip : HWPrimitive::Lines;
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else if ((rc.primitive == Primitive::Polygon && rc.quad_polygon) || rc.primitive == Primitive::Rectangle)
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return HWRenderBatch::Primitive::TriangleStrip;
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return HWPrimitive::TriangleStrip;
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else
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return HWRenderBatch::Primitive::Triangles;
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return HWPrimitive::Triangles;
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}
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void GPU_HW::InvalidateVRAMReadCache() {}
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void GPU_HW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32* command_ptr)
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{
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TextureMode texture_mode;
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if (rc.texture_enable)
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{
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// extract texture lut/page
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@ -529,39 +532,37 @@ void GPU_HW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32
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default:
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break;
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}
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texture_mode = m_render_state.texture_color_mode;
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if (rc.raw_texture_enable)
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texture_mode |= TextureMode::RawTextureBit;
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}
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else
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{
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m_render_state.SetFromPageAttribute(Truncate16(m_GPUSTAT.bits));
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texture_mode = TextureMode::Disabled;
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}
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// has any state changed which requires a new batch?
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const bool rc_transparency_enable = rc.IsTransparencyEnabled();
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const bool rc_texture_enable = rc.IsTextureEnabled();
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const bool rc_texture_blend_enable = rc.IsTextureBlendingEnabled();
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const HWRenderBatch::Primitive rc_primitive = GetPrimitiveForCommand(rc);
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const u32 max_added_vertices = num_vertices + 2;
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const bool buffer_overflow = (m_batch.vertices.size() + max_added_vertices) >= MAX_BATCH_VERTEX_COUNT;
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const bool rc_changed =
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m_batch.render_command_bits != rc.bits &&
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(m_batch.transparency_enable != rc_transparency_enable || m_batch.texture_enable != rc_texture_enable ||
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m_batch.texture_blending_enable != rc_texture_blend_enable || m_batch.primitive != rc_primitive);
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const bool restart_line_strip = (rc_primitive == HWRenderBatch::Primitive::LineStrip);
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const bool needs_flush =
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!IsFlushed() && (m_render_state.IsTextureColorModeChanged() || m_render_state.IsTransparencyModeChanged() ||
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m_render_state.IsTextureWindowChanged() || buffer_overflow || rc_changed || restart_line_strip);
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if (needs_flush)
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FlushRender();
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const TransparencyMode transparency_mode =
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rc.transparency_enable ? m_render_state.transparency_mode : TransparencyMode::Disabled;
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const HWPrimitive rc_primitive = GetPrimitiveForCommand(rc);
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if (!IsFlushed())
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{
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const u32 max_added_vertices = num_vertices + 2;
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const bool buffer_overflow = (m_batch.vertices.size() + max_added_vertices) >= MAX_BATCH_VERTEX_COUNT;
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if (buffer_overflow || rc_primitive == HWPrimitive::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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m_render_state.IsTexturePageChanged() || m_render_state.IsTextureWindowChanged())
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{
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FlushRender();
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}
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}
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// update state
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if (rc_changed)
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{
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m_batch.render_command_bits = rc.bits;
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m_batch.primitive = rc_primitive;
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m_batch.transparency_enable = rc_transparency_enable;
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m_batch.texture_enable = rc_texture_enable;
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m_batch.texture_blending_enable = rc_texture_blend_enable;
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}
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m_batch.primitive = rc_primitive;
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m_batch.texture_mode = texture_mode;
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m_batch.transparency_mode = transparency_mode;
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if (m_render_state.IsTexturePageChanged())
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{
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@ -588,18 +589,6 @@ void GPU_HW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32
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m_render_state.ClearTexturePageChangedFlag();
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}
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if (m_render_state.IsTextureColorModeChanged())
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{
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m_batch.texture_color_mode = m_render_state.texture_color_mode;
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m_render_state.ClearTextureColorModeChangedFlag();
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}
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if (m_render_state.IsTransparencyModeChanged())
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{
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m_batch.transparency_mode = m_render_state.transparency_mode;
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m_render_state.ClearTransparencyModeChangedFlag();
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}
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if (m_render_state.IsTextureWindowChanged())
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{
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m_batch.texture_window_values[0] = m_render_state.texture_window_mask_x;
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@ -14,6 +14,22 @@ public:
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virtual void Reset() override;
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protected:
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enum class HWPrimitive : u8
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{
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Lines = 0,
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LineStrip = 1,
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Triangles = 2,
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TriangleStrip = 3
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};
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enum class HWBatchRenderMode : 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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struct HWVertex
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{
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s32 x;
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struct HWRenderBatch
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{
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enum class Primitive : u8
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{
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Lines = 0,
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LineStrip = 1,
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Triangles = 2,
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TriangleStrip = 3
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};
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u32 render_command_bits;
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Primitive primitive;
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bool transparency_enable;
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bool texture_enable;
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bool texture_blending_enable;
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TextureColorMode texture_color_mode;
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HWPrimitive primitive;
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TextureMode texture_mode;
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u32 texture_page_x;
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u32 texture_page_y;
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u32 texture_palette_x;
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std::array<u8, 4> texture_window_values;
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std::vector<HWVertex> vertices;
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};
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enum class TransparencyRenderMode
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{
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Off,
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TransparentAndOpaque,
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OnlyOpaque,
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OnlyTransparent
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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 transparency_mode == GPU::TransparencyMode::BackgroundMinusForeground &&
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texture_mode != TextureMode::Disabled;
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}
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// Returns the render mode for this batch.
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HWBatchRenderMode GetRenderMode() const
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{
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return transparency_mode == TransparencyMode::Disabled ? HWBatchRenderMode::TransparencyDisabled :
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HWBatchRenderMode::TransparentAndOpaque;
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}
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};
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static constexpr u32 VERTEX_BUFFER_SIZE = 1 * 1024 * 1024;
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@ -89,8 +100,7 @@ protected:
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}
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std::string GenerateVertexShader(bool textured);
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std::string GenerateFragmentShader(TransparencyRenderMode transparency, bool textured,
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TextureColorMode texture_color_mode, bool blending);
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std::string GenerateFragmentShader(HWBatchRenderMode transparency, TextureMode texture_mode);
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std::string GenerateScreenQuadVertexShader();
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std::string GenerateFillFragmentShader();
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std::string GenerateDisplayFragmentShader(bool depth_24bit, bool interlaced);
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@ -98,7 +108,7 @@ protected:
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HWRenderBatch m_batch = {};
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private:
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static HWRenderBatch::Primitive GetPrimitiveForCommand(RenderCommand rc);
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static HWPrimitive GetPrimitiveForCommand(RenderCommand rc);
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void GenerateShaderHeader(std::stringstream& ss);
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@ -230,22 +230,14 @@ void GPU_HW_OpenGL::CreateVertexBuffer()
|
|||
|
||||
bool GPU_HW_OpenGL::CompilePrograms()
|
||||
{
|
||||
for (u32 transparent = 0; transparent < 4; transparent++)
|
||||
for (u32 render_mode = 0; render_mode < 4; render_mode++)
|
||||
{
|
||||
for (u32 textured = 0; textured < 2; textured++)
|
||||
for (u32 texture_mode = 0; texture_mode < 9; texture_mode++)
|
||||
{
|
||||
for (u32 format = 0; format < 3; format++)
|
||||
if (!CompileProgram(m_render_programs[render_mode][texture_mode], static_cast<HWBatchRenderMode>(render_mode),
|
||||
static_cast<TextureMode>(texture_mode)))
|
||||
{
|
||||
for (u32 blending = 0; blending < 2; blending++)
|
||||
{
|
||||
// TODO: eliminate duplicate shaders here
|
||||
if (!CompileProgram(m_render_programs[transparent][textured][format][blending],
|
||||
static_cast<TransparencyRenderMode>(transparent), ConvertToBoolUnchecked(textured),
|
||||
static_cast<TextureColorMode>(format), ConvertToBoolUnchecked(blending)))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -276,11 +268,11 @@ bool GPU_HW_OpenGL::CompilePrograms()
|
|||
return true;
|
||||
}
|
||||
|
||||
bool GPU_HW_OpenGL::CompileProgram(GL::Program& prog, TransparencyRenderMode transparent, bool textured,
|
||||
TextureColorMode texture_color_mode, bool blending)
|
||||
bool GPU_HW_OpenGL::CompileProgram(GL::Program& prog, HWBatchRenderMode render_mode, TextureMode texture_mode)
|
||||
{
|
||||
const bool textured = texture_mode != TextureMode::Disabled;
|
||||
const std::string vs = GenerateVertexShader(textured);
|
||||
const std::string fs = GenerateFragmentShader(transparent, textured, texture_color_mode, blending);
|
||||
const std::string fs = GenerateFragmentShader(render_mode, texture_mode);
|
||||
if (!prog.Compile(vs.c_str(), fs.c_str()))
|
||||
return false;
|
||||
|
||||
|
@ -313,15 +305,13 @@ bool GPU_HW_OpenGL::CompileProgram(GL::Program& prog, TransparencyRenderMode tra
|
|||
return true;
|
||||
}
|
||||
|
||||
void GPU_HW_OpenGL::SetDrawState(TransparencyRenderMode render_mode)
|
||||
void GPU_HW_OpenGL::SetDrawState(HWBatchRenderMode render_mode)
|
||||
{
|
||||
const GL::Program& prog =
|
||||
m_render_programs[static_cast<u32>(render_mode)][BoolToUInt32(m_batch.texture_enable)]
|
||||
[static_cast<u32>(m_batch.texture_color_mode)][BoolToUInt32(m_batch.texture_blending_enable)];
|
||||
const GL::Program& prog = m_render_programs[static_cast<u32>(render_mode)][static_cast<u32>(m_batch.texture_mode)];
|
||||
prog.Bind();
|
||||
|
||||
prog.Uniform2i(0, m_drawing_offset.x, m_drawing_offset.y);
|
||||
if (m_batch.transparency_enable)
|
||||
if (m_batch.transparency_mode != TransparencyMode::Disabled)
|
||||
{
|
||||
static constexpr float transparent_alpha[4][2] = {{0.5f, 0.5f}, {1.0f, 1.0f}, {1.0f, 1.0f}, {0.25f, 1.0f}};
|
||||
prog.Uniform2fv(1, transparent_alpha[static_cast<u32>(m_batch.transparency_mode)]);
|
||||
|
@ -332,14 +322,14 @@ void GPU_HW_OpenGL::SetDrawState(TransparencyRenderMode render_mode)
|
|||
prog.Uniform2fv(1, disabled_alpha);
|
||||
}
|
||||
|
||||
if (m_batch.texture_enable)
|
||||
if (m_batch.texture_mode != TextureMode::Disabled)
|
||||
{
|
||||
prog.Uniform4ui(2, m_batch.texture_window_values[0], m_batch.texture_window_values[1],
|
||||
m_batch.texture_window_values[2], m_batch.texture_window_values[3]);
|
||||
m_vram_read_texture->Bind();
|
||||
}
|
||||
|
||||
if (render_mode == TransparencyRenderMode::Off || render_mode == TransparencyRenderMode::OnlyOpaque)
|
||||
if (m_batch.transparency_mode == TransparencyMode::Disabled || render_mode == HWBatchRenderMode::OnlyOpaque)
|
||||
{
|
||||
glDisable(GL_BLEND);
|
||||
}
|
||||
|
@ -644,18 +634,16 @@ void GPU_HW_OpenGL::FlushRender()
|
|||
|
||||
static constexpr std::array<GLenum, 4> gl_primitives = {{GL_LINES, GL_LINE_STRIP, GL_TRIANGLES, GL_TRIANGLE_STRIP}};
|
||||
|
||||
if (m_batch.transparency_enable && m_batch.texture_enable &&
|
||||
m_batch.transparency_mode == GPU::TransparencyMode::BackgroundMinusForeground)
|
||||
if (m_batch.NeedsTwoPassRendering())
|
||||
{
|
||||
SetDrawState(TransparencyRenderMode::OnlyTransparent);
|
||||
SetDrawState(HWBatchRenderMode::OnlyTransparent);
|
||||
glDrawArrays(gl_primitives[static_cast<u8>(m_batch.primitive)], 0, static_cast<GLsizei>(m_batch.vertices.size()));
|
||||
SetDrawState(TransparencyRenderMode::OnlyOpaque);
|
||||
SetDrawState(HWBatchRenderMode::OnlyOpaque);
|
||||
glDrawArrays(gl_primitives[static_cast<u8>(m_batch.primitive)], 0, static_cast<GLsizei>(m_batch.vertices.size()));
|
||||
}
|
||||
else
|
||||
{
|
||||
SetDrawState(m_batch.transparency_enable ? TransparencyRenderMode::TransparentAndOpaque :
|
||||
TransparencyRenderMode::Off);
|
||||
SetDrawState(m_batch.GetRenderMode());
|
||||
glDrawArrays(gl_primitives[static_cast<u8>(m_batch.primitive)], 0, static_cast<GLsizei>(m_batch.vertices.size()));
|
||||
}
|
||||
|
||||
|
|
|
@ -53,9 +53,8 @@ private:
|
|||
void CreateVertexBuffer();
|
||||
|
||||
bool CompilePrograms();
|
||||
bool CompileProgram(GL::Program& prog, TransparencyRenderMode transparent, bool textured,
|
||||
TextureColorMode texture_color_mode, bool blending);
|
||||
void SetDrawState(TransparencyRenderMode render_mode);
|
||||
bool CompileProgram(GL::Program& prog, HWBatchRenderMode render_mode, TextureMode texture_mode);
|
||||
void SetDrawState(HWBatchRenderMode render_mode);
|
||||
|
||||
// downsample texture - used for readbacks at >1xIR.
|
||||
std::unique_ptr<GL::Texture> m_vram_texture;
|
||||
|
@ -71,8 +70,8 @@ private:
|
|||
bool m_drawing_area_changed = true;
|
||||
bool m_show_renderer_statistics = false;
|
||||
|
||||
std::array<std::array<std::array<std::array<GL::Program, 2>, 3>, 2>, 4> m_render_programs;
|
||||
std::array<std::array<GL::Program, 2>, 2> m_display_programs; // [depth_24][interlaced]
|
||||
std::array<std::array<GL::Program, 9>, 4> m_render_programs; // [render_mode][texture_mode]
|
||||
std::array<std::array<GL::Program, 2>, 2> m_display_programs; // [depth_24][interlaced]
|
||||
|
||||
GLStats m_stats = {};
|
||||
GLStats m_last_stats = {};
|
||||
|
|
|
@ -417,7 +417,7 @@ void GPU_SW::ShadePixel(RenderCommand rc, u32 x, u32 y, u8 color_r, u8 color_g,
|
|||
VRAMPixel texture_color;
|
||||
switch (m_render_state.texture_color_mode)
|
||||
{
|
||||
case GPU::TextureColorMode::Palette4Bit:
|
||||
case GPU::TextureMode::Palette4Bit:
|
||||
{
|
||||
const u16 palette_value =
|
||||
GetPixel(std::min<u32>(m_render_state.texture_page_x + ZeroExtend32(texcoord_x / 4), VRAM_WIDTH - 1),
|
||||
|
@ -429,7 +429,7 @@ void GPU_SW::ShadePixel(RenderCommand rc, u32 x, u32 y, u8 color_r, u8 color_g,
|
|||
}
|
||||
break;
|
||||
|
||||
case GPU::TextureColorMode::Palette8Bit:
|
||||
case GPU::TextureMode::Palette8Bit:
|
||||
{
|
||||
const u16 palette_value =
|
||||
GetPixel(std::min<u32>(m_render_state.texture_page_x + ZeroExtend32(texcoord_x / 2), VRAM_WIDTH - 1),
|
||||
|
@ -455,7 +455,7 @@ void GPU_SW::ShadePixel(RenderCommand rc, u32 x, u32 y, u8 color_r, u8 color_g,
|
|||
|
||||
transparent = texture_color.c;
|
||||
|
||||
if (rc.texture_blend_disable)
|
||||
if (rc.raw_texture_enable)
|
||||
{
|
||||
color.bits = texture_color.bits;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue