GPU/HW: Split dirty rect into draw/write
Significant performance improvement in Persona 2.
This commit is contained in:
parent
5218ac6944
commit
23d5b20da6
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@ -3,10 +3,10 @@
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#pragma once
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#include <algorithm>
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#include <cstring>
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#include <limits>
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#include <tuple>
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#include <type_traits>
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#include <cstring>
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namespace Common {
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@ -131,6 +131,10 @@ struct Rectangle
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/// Tests whether the specified point is contained in the rectangle.
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constexpr bool Contains(T x, T y) const { return (x >= left && x < right && y >= top && y < bottom); }
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constexpr bool Contains(const Rectangle& rhs) const
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{
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return (left <= rhs.left && right >= rhs.right && top <= rhs.top && bottom >= rhs.bottom);
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}
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/// Expands the bounds of the rectangle to contain the specified point.
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constexpr void Include(T x, T y)
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@ -576,13 +576,14 @@ bool GPU_HW::IsUsingDownsampling() const
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void GPU_HW::SetFullVRAMDirtyRectangle()
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{
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m_vram_dirty_rect.Set(0, 0, VRAM_WIDTH, VRAM_HEIGHT);
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m_vram_dirty_draw_rect.Set(0, 0, VRAM_WIDTH, VRAM_HEIGHT);
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m_draw_mode.SetTexturePageChanged();
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}
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void GPU_HW::ClearVRAMDirtyRectangle()
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{
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m_vram_dirty_rect.SetInvalid();
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m_vram_dirty_draw_rect.SetInvalid();
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m_vram_dirty_write_rect.SetInvalid();
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}
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std::tuple<u32, u32> GPU_HW::GetEffectiveDisplayResolution(bool scaled /* = true */)
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@ -1218,38 +1219,73 @@ GPU_HW::BatchRenderMode GPU_HW::BatchConfig::GetRenderMode() const
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BatchRenderMode::TransparentAndOpaque;
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}
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void GPU_HW::UpdateVRAMReadTexture()
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void GPU_HW::UpdateVRAMReadTexture(bool drawn, bool written)
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{
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GL_SCOPE("UpdateVRAMReadTexture()");
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if (m_texpage_dirty)
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GL_INS("Texpage is no longer dirty");
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m_texpage_dirty = false;
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const auto scaled_rect = m_vram_dirty_rect * m_resolution_scale;
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if (m_vram_texture->IsMultisampled())
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{
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if (g_gpu_device->GetFeatures().partial_msaa_resolve)
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const auto update = [this](Common::Rectangle<u32>& rect, u8 dbit) {
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if (m_texpage_dirty & dbit)
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{
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g_gpu_device->ResolveTextureRegion(m_vram_read_texture.get(), scaled_rect.left, scaled_rect.top, 0, 0,
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m_vram_texture.get(), scaled_rect.left, scaled_rect.top,
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scaled_rect.GetWidth(), scaled_rect.GetHeight());
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m_texpage_dirty &= ~dbit;
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if (!m_texpage_dirty)
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GL_INS_FMT("{} texpage is no longer dirty", (dbit & TEXPAGE_DIRTY_DRAWN_RECT) ? "DRAW" : "WRITE");
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}
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const auto scaled_rect = rect * m_resolution_scale;
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if (m_vram_texture->IsMultisampled())
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{
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if (g_gpu_device->GetFeatures().partial_msaa_resolve)
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{
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g_gpu_device->ResolveTextureRegion(m_vram_read_texture.get(), scaled_rect.left, scaled_rect.top, 0, 0,
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m_vram_texture.get(), scaled_rect.left, scaled_rect.top,
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scaled_rect.GetWidth(), scaled_rect.GetHeight());
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}
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else
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{
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g_gpu_device->ResolveTextureRegion(m_vram_read_texture.get(), 0, 0, 0, 0, m_vram_texture.get(), 0, 0,
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m_vram_texture->GetWidth(), m_vram_texture->GetHeight());
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}
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}
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else
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{
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g_gpu_device->ResolveTextureRegion(m_vram_read_texture.get(), 0, 0, 0, 0, m_vram_texture.get(), 0, 0,
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m_vram_texture->GetWidth(), m_vram_texture->GetHeight());
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g_gpu_device->CopyTextureRegion(m_vram_read_texture.get(), scaled_rect.left, scaled_rect.top, 0, 0,
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m_vram_texture.get(), scaled_rect.left, scaled_rect.top, 0, 0,
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scaled_rect.GetWidth(), scaled_rect.GetHeight());
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}
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}
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else
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{
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g_gpu_device->CopyTextureRegion(m_vram_read_texture.get(), scaled_rect.left, scaled_rect.top, 0, 0,
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m_vram_texture.get(), scaled_rect.left, scaled_rect.top, 0, 0,
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scaled_rect.GetWidth(), scaled_rect.GetHeight());
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}
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m_renderer_stats.num_vram_read_texture_updates++;
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ClearVRAMDirtyRectangle();
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m_renderer_stats.num_vram_read_texture_updates++;
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rect.SetInvalid();
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};
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if (drawn)
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{
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DebugAssert(m_vram_dirty_draw_rect.Valid());
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GL_INS_FMT("Updating draw rect {},{} => {},{} ({}x{})", m_vram_dirty_draw_rect.left, m_vram_dirty_draw_rect.right,
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m_vram_dirty_draw_rect.top, m_vram_dirty_draw_rect.bottom, m_vram_dirty_draw_rect.GetWidth(),
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m_vram_dirty_draw_rect.GetHeight());
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u8 dbits = TEXPAGE_DIRTY_DRAWN_RECT;
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if (written && m_vram_dirty_draw_rect.Intersects(m_vram_dirty_write_rect))
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{
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DebugAssert(m_vram_dirty_write_rect.Valid());
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GL_INS_FMT("Including write rect {},{} => {},{} ({}x{})", m_vram_dirty_write_rect.left,
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m_vram_dirty_write_rect.right, m_vram_dirty_write_rect.top, m_vram_dirty_write_rect.bottom,
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m_vram_dirty_write_rect.GetWidth(), m_vram_dirty_write_rect.GetHeight());
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m_vram_dirty_draw_rect.Include(m_vram_dirty_write_rect);
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m_vram_dirty_write_rect.SetInvalid();
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dbits = TEXPAGE_DIRTY_DRAWN_RECT | TEXPAGE_DIRTY_WRITTEN_RECT;
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written = false;
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}
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update(m_vram_dirty_draw_rect, dbits);
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}
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if (written)
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{
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GL_INS_FMT("Updating write rect {},{} => {},{} ({}x{})", m_vram_dirty_write_rect.left,
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m_vram_dirty_write_rect.right, m_vram_dirty_write_rect.top, m_vram_dirty_write_rect.bottom,
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m_vram_dirty_write_rect.GetWidth(), m_vram_dirty_write_rect.GetHeight());
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update(m_vram_dirty_write_rect, TEXPAGE_DIRTY_WRITTEN_RECT);
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}
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}
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void GPU_HW::UpdateDepthBufferFromMaskBit()
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@ -1675,7 +1711,7 @@ void GPU_HW::LoadVertices()
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const u32 clip_bottom =
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static_cast<u32>(std::clamp<s32>(max_y, m_drawing_area.top, m_drawing_area.bottom)) + 1u;
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m_vram_dirty_rect.Include(clip_left, clip_right, clip_top, clip_bottom);
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m_vram_dirty_draw_rect.Include(clip_left, clip_right, clip_top, clip_bottom);
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AddDrawTriangleTicks(native_vertex_positions[0][0], native_vertex_positions[0][1],
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native_vertex_positions[1][0], native_vertex_positions[1][1],
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native_vertex_positions[2][0], native_vertex_positions[2][1], rc.shading_enable,
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@ -1709,7 +1745,7 @@ void GPU_HW::LoadVertices()
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const u32 clip_bottom =
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static_cast<u32>(std::clamp<s32>(max_y_123, m_drawing_area.top, m_drawing_area.bottom)) + 1u;
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m_vram_dirty_rect.Include(clip_left, clip_right, clip_top, clip_bottom);
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m_vram_dirty_draw_rect.Include(clip_left, clip_right, clip_top, clip_bottom);
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AddDrawTriangleTicks(native_vertex_positions[2][0], native_vertex_positions[2][1],
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native_vertex_positions[1][0], native_vertex_positions[1][1],
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native_vertex_positions[3][0], native_vertex_positions[3][1], rc.shading_enable,
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@ -1831,7 +1867,7 @@ void GPU_HW::LoadVertices()
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const u32 clip_bottom =
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static_cast<u32>(std::clamp<s32>(pos_y + rectangle_height, m_drawing_area.top, m_drawing_area.bottom)) + 1u;
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m_vram_dirty_rect.Include(clip_left, clip_right, clip_top, clip_bottom);
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m_vram_dirty_draw_rect.Include(clip_left, clip_right, clip_top, clip_bottom);
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AddDrawRectangleTicks(clip_right - clip_left, clip_bottom - clip_top, rc.texture_enable, rc.transparency_enable);
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if (m_sw_renderer)
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@ -1894,7 +1930,7 @@ void GPU_HW::LoadVertices()
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const u32 clip_bottom =
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static_cast<u32>(std::clamp<s32>(max_y, m_drawing_area.top, m_drawing_area.bottom)) + 1u;
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m_vram_dirty_rect.Include(clip_left, clip_right, clip_top, clip_bottom);
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m_vram_dirty_draw_rect.Include(clip_left, clip_right, clip_top, clip_bottom);
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AddDrawLineTicks(clip_right - clip_left, clip_bottom - clip_top, rc.shading_enable);
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// TODO: Should we do a PGXP lookup here? Most lines are 2D.
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@ -1961,7 +1997,7 @@ void GPU_HW::LoadVertices()
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const u32 clip_bottom =
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static_cast<u32>(std::clamp<s32>(max_y, m_drawing_area.top, m_drawing_area.bottom)) + 1u;
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m_vram_dirty_rect.Include(clip_left, clip_right, clip_top, clip_bottom);
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m_vram_dirty_draw_rect.Include(clip_left, clip_right, clip_top, clip_bottom);
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AddDrawLineTicks(clip_right - clip_left, clip_bottom - clip_top, rc.shading_enable);
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// TODO: Should we do a PGXP lookup here? Most lines are 2D.
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@ -2023,15 +2059,15 @@ bool GPU_HW::BlitVRAMReplacementTexture(const TextureReplacementTexture* tex, u3
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return true;
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}
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void GPU_HW::IncludeVRAMDirtyRectangle(const Common::Rectangle<u32>& rect)
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void GPU_HW::IncludeVRAMDirtyRectangle(Common::Rectangle<u32>& rect, const Common::Rectangle<u32>& new_rect)
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{
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m_vram_dirty_rect.Include(rect);
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rect.Include(new_rect);
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// the vram area can include the texture page, but the game can leave it as-is. in this case, set it as dirty so the
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// shadow texture is updated
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if (!m_draw_mode.IsTexturePageChanged() &&
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(m_draw_mode.mode_reg.GetTexturePageRectangle().Intersects(rect) ||
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(m_draw_mode.mode_reg.IsUsingPalette() && m_draw_mode.GetTexturePaletteRectangle().Intersects(rect))))
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(m_draw_mode.mode_reg.GetTexturePageRectangle().Intersects(new_rect) ||
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(m_draw_mode.mode_reg.IsUsingPalette() && m_draw_mode.GetTexturePaletteRectangle().Intersects(new_rect))))
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{
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m_draw_mode.SetTexturePageChanged();
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}
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@ -2063,20 +2099,41 @@ ALWAYS_INLINE_RELEASE void GPU_HW::CheckForTexPageOverlap(u32 texpage, u32 min_u
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{
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m_current_uv_range.Include(vram_min_u, vram_max_u, vram_min_v, vram_max_v);
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DebugAssert(m_vram_dirty_rect.Valid());
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if (m_current_uv_range.Intersects(m_vram_dirty_rect))
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bool update_drawn = false, update_written = false;
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if (m_texpage_dirty & TEXPAGE_DIRTY_DRAWN_RECT)
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{
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GL_INS_FMT("Updating VRAM cache due to UV {{{},{} => {},{}}} intersection with dirty {{{},{} => {},{}}}",
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m_current_uv_range.left, m_current_uv_range.top, m_current_uv_range.right, m_current_uv_range.bottom,
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m_vram_dirty_rect.left, m_vram_dirty_rect.top, m_vram_dirty_rect.right, m_vram_dirty_rect.bottom);
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DebugAssert(m_vram_dirty_draw_rect.Valid());
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update_drawn = m_current_uv_range.Intersects(m_vram_dirty_draw_rect);
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if (update_drawn)
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{
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GL_INS_FMT("Updating VRAM cache due to UV {{{},{} => {},{}}} intersection with dirty DRAW {{{},{} => {},{}}}",
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m_current_uv_range.left, m_current_uv_range.top, m_current_uv_range.right, m_current_uv_range.bottom,
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m_vram_dirty_draw_rect.left, m_vram_dirty_draw_rect.top, m_vram_dirty_draw_rect.right,
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m_vram_dirty_draw_rect.bottom);
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}
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}
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if (m_texpage_dirty & TEXPAGE_DIRTY_WRITTEN_RECT)
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{
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DebugAssert(m_vram_dirty_write_rect.Valid());
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update_written = m_current_uv_range.Intersects(m_vram_dirty_write_rect);
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if (update_written)
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{
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GL_INS_FMT("Updating VRAM cache due to UV {{{},{} => {},{}}} intersection with dirty WRITE {{{},{} => {},{}}}",
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m_current_uv_range.left, m_current_uv_range.top, m_current_uv_range.right, m_current_uv_range.bottom,
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m_vram_dirty_write_rect.left, m_vram_dirty_write_rect.top, m_vram_dirty_write_rect.right,
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m_vram_dirty_write_rect.bottom);
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}
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}
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if (update_drawn || update_written)
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{
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if (GetBatchVertexCount() > 0)
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{
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FlushRender();
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EnsureVertexBufferSpaceForCurrentCommand();
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}
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UpdateVRAMReadTexture();
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UpdateVRAMReadTexture(update_drawn, update_written);
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}
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}
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}
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@ -2263,9 +2320,18 @@ void GPU_HW::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color)
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m_sw_renderer->PushCommand(cmd);
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}
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GL_INS_FMT("Dirty draw area before: {},{} => {},{} ({}x{})", m_vram_dirty_draw_rect.left, m_vram_dirty_draw_rect.top,
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m_vram_dirty_draw_rect.right, m_vram_dirty_draw_rect.bottom, m_vram_dirty_draw_rect.GetWidth(),
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m_vram_dirty_draw_rect.GetHeight());
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IncludeVRAMDirtyRectangle(
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m_vram_dirty_draw_rect,
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Common::Rectangle<u32>::FromExtents(x, y, width, height).Clamped(0, 0, VRAM_WIDTH, VRAM_HEIGHT));
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GL_INS_FMT("Dirty draw area after: {},{} => {},{} ({}x{})", m_vram_dirty_draw_rect.left, m_vram_dirty_draw_rect.top,
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m_vram_dirty_draw_rect.right, m_vram_dirty_draw_rect.bottom, m_vram_dirty_draw_rect.GetWidth(),
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m_vram_dirty_draw_rect.GetHeight());
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const bool is_oversized = (((x + width) > VRAM_WIDTH || (y + height) > VRAM_HEIGHT));
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g_gpu_device->SetPipeline(
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m_vram_fill_pipelines[BoolToUInt8(is_oversized)][BoolToUInt8(IsInterlacedRenderingEnabled())].get());
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@ -2354,7 +2420,7 @@ void GPU_HW::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data, b
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const Common::Rectangle<u32> bounds = GetVRAMTransferBounds(x, y, width, height);
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DebugAssert(bounds.right <= VRAM_WIDTH && bounds.bottom <= VRAM_HEIGHT);
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IncludeVRAMDirtyRectangle(bounds);
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IncludeVRAMDirtyRectangle(m_vram_dirty_write_rect, bounds);
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if (check_mask)
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{
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@ -2431,9 +2497,11 @@ void GPU_HW::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32
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{
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const Common::Rectangle<u32> src_bounds = GetVRAMTransferBounds(src_x, src_y, width, height);
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const Common::Rectangle<u32> dst_bounds = GetVRAMTransferBounds(dst_x, dst_y, width, height);
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if (m_vram_dirty_rect.Intersects(src_bounds))
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UpdateVRAMReadTexture();
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IncludeVRAMDirtyRectangle(dst_bounds);
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const bool intersect_with_draw = m_vram_dirty_draw_rect.Intersects(src_bounds);
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const bool intersect_with_write = m_vram_dirty_write_rect.Intersects(src_bounds);
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if (intersect_with_draw || intersect_with_write)
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UpdateVRAMReadTexture(intersect_with_draw, intersect_with_write);
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IncludeVRAMDirtyRectangle(m_vram_dirty_draw_rect, dst_bounds);
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struct VRAMCopyUBOData
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{
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@ -2481,11 +2549,16 @@ void GPU_HW::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32
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if (!g_gpu_device->GetFeatures().texture_copy_to_self || overlaps_with_self)
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{
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src_tex = m_vram_read_texture.get();
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if (m_vram_dirty_rect.Intersects(Common::Rectangle<u32>::FromExtents(src_x, src_y, width, height)))
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UpdateVRAMReadTexture();
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const Common::Rectangle<u32> src_bounds = GetVRAMTransferBounds(src_x, src_y, width, height);
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const bool intersect_with_draw = m_vram_dirty_draw_rect.Intersects(src_bounds);
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const bool intersect_with_write = m_vram_dirty_write_rect.Intersects(src_bounds);
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if (intersect_with_draw || intersect_with_write)
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UpdateVRAMReadTexture(intersect_with_draw, intersect_with_write);
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}
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IncludeVRAMDirtyRectangle(
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m_vram_dirty_draw_rect,
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Common::Rectangle<u32>::FromExtents(dst_x, dst_y, width, height).Clamped(0, 0, VRAM_WIDTH, VRAM_HEIGHT));
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if (m_GPUSTAT.check_mask_before_draw)
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@ -2529,21 +2602,30 @@ void GPU_HW::DispatchRenderCommand()
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}
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#endif
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if (m_vram_dirty_rect.Valid() && m_draw_mode.mode_reg.IsUsingPalette() &&
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m_draw_mode.GetTexturePaletteRectangle().Intersects(m_vram_dirty_rect))
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if (m_draw_mode.mode_reg.IsUsingPalette())
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{
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GL_INS("Palette in VRAM dirty area, flushing cache");
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if (!IsFlushed())
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FlushRender();
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const Common::Rectangle<u32> palette_rect = m_draw_mode.GetTexturePaletteRectangle();
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const bool update_drawn = palette_rect.Intersects(m_vram_dirty_draw_rect);
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const bool update_written = palette_rect.Intersects(m_vram_dirty_write_rect);
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if (update_drawn || update_written)
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{
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GL_INS("Palette in VRAM dirty area, flushing cache");
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if (!IsFlushed())
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FlushRender();
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UpdateVRAMReadTexture();
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UpdateVRAMReadTexture(update_drawn, update_written);
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}
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}
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if (m_vram_dirty_rect.Valid() && m_draw_mode.mode_reg.GetTexturePageRectangle().Intersects(m_vram_dirty_rect))
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const Common::Rectangle<u32> page_rect = m_draw_mode.mode_reg.GetTexturePageRectangle();
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u8 new_texpage_dirty = m_vram_dirty_draw_rect.Intersects(page_rect) ? TEXPAGE_DIRTY_DRAWN_RECT : 0;
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new_texpage_dirty |= m_vram_dirty_write_rect.Intersects(page_rect) ? TEXPAGE_DIRTY_WRITTEN_RECT : 0;
|
||||
|
||||
if (new_texpage_dirty != 0)
|
||||
{
|
||||
GL_INS("Texpage is in dirty area, checking UV ranges");
|
||||
m_texpage_dirty = new_texpage_dirty;
|
||||
m_compute_uv_range = true;
|
||||
m_texpage_dirty = true;
|
||||
m_current_uv_range.SetInvalid();
|
||||
}
|
||||
else
|
||||
|
@ -2551,8 +2633,7 @@ void GPU_HW::DispatchRenderCommand()
|
|||
m_compute_uv_range = m_clamp_uvs;
|
||||
if (m_texpage_dirty)
|
||||
GL_INS("Texpage is no longer dirty");
|
||||
|
||||
m_texpage_dirty = false;
|
||||
m_texpage_dirty = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2669,6 +2750,10 @@ void GPU_HW::FlushRender()
|
|||
GL_SCOPE_FMT("Hardware Draw {}", ++s_draw_number);
|
||||
#endif
|
||||
|
||||
GL_INS_FMT("Dirty draw area: {},{} => {},{} ({}x{})", m_vram_dirty_draw_rect.left, m_vram_dirty_draw_rect.top,
|
||||
m_vram_dirty_draw_rect.right, m_vram_dirty_draw_rect.bottom, m_vram_dirty_draw_rect.GetWidth(),
|
||||
m_vram_dirty_draw_rect.GetHeight());
|
||||
|
||||
if (m_batch_ubo_dirty)
|
||||
{
|
||||
g_gpu_device->UploadUniformBuffer(&m_batch_ubo_data, sizeof(m_batch_ubo_data));
|
||||
|
@ -2707,7 +2792,7 @@ void GPU_HW::UpdateDisplay()
|
|||
{
|
||||
if (IsUsingMultisampling())
|
||||
{
|
||||
UpdateVRAMReadTexture();
|
||||
UpdateVRAMReadTexture(true, true);
|
||||
SetDisplayTexture(m_vram_read_texture.get(), 0, 0, m_vram_read_texture->GetWidth(),
|
||||
m_vram_read_texture->GetHeight());
|
||||
}
|
||||
|
|
|
@ -66,6 +66,12 @@ private:
|
|||
MAX_VERTICES_FOR_RECTANGLE = 6 * (((MAX_PRIMITIVE_WIDTH + (TEXTURE_PAGE_WIDTH - 1)) / TEXTURE_PAGE_WIDTH) + 1u) *
|
||||
(((MAX_PRIMITIVE_HEIGHT + (TEXTURE_PAGE_HEIGHT - 1)) / TEXTURE_PAGE_HEIGHT) + 1u)
|
||||
};
|
||||
enum : u8
|
||||
{
|
||||
TEXPAGE_DIRTY_DRAWN_RECT = (1 << 0),
|
||||
TEXPAGE_DIRTY_WRITTEN_RECT = (1 << 1),
|
||||
};
|
||||
|
||||
static_assert(GPUDevice::MIN_TEXEL_BUFFER_ELEMENTS >= (VRAM_WIDTH * VRAM_HEIGHT));
|
||||
|
||||
struct BatchVertex
|
||||
|
@ -134,7 +140,7 @@ private:
|
|||
void PrintSettingsToLog();
|
||||
void CheckSettings();
|
||||
|
||||
void UpdateVRAMReadTexture();
|
||||
void UpdateVRAMReadTexture(bool drawn, bool written);
|
||||
void UpdateDepthBufferFromMaskBit();
|
||||
void ClearDepthBuffer();
|
||||
void SetScissor();
|
||||
|
@ -150,7 +156,7 @@ private:
|
|||
|
||||
void SetFullVRAMDirtyRectangle();
|
||||
void ClearVRAMDirtyRectangle();
|
||||
void IncludeVRAMDirtyRectangle(const Common::Rectangle<u32>& rect);
|
||||
void IncludeVRAMDirtyRectangle(Common::Rectangle<u32>& rect, const Common::Rectangle<u32>& new_rect);
|
||||
void CheckForTexPageOverlap(u32 texpage, u32 min_u, u32 min_v, u32 max_u, u32 max_v);
|
||||
|
||||
bool IsFlushed() const;
|
||||
|
@ -249,7 +255,7 @@ private:
|
|||
bool m_clamp_uvs = false;
|
||||
bool m_compute_uv_range = false;
|
||||
bool m_pgxp_depth_buffer = false;
|
||||
bool m_texpage_dirty = false;
|
||||
u8 m_texpage_dirty = 0;
|
||||
|
||||
BatchConfig m_batch;
|
||||
|
||||
|
@ -258,7 +264,8 @@ private:
|
|||
BatchUBOData m_batch_ubo_data = {};
|
||||
|
||||
// Bounding box of VRAM area that the GPU has drawn into.
|
||||
Common::Rectangle<u32> m_vram_dirty_rect;
|
||||
Common::Rectangle<u32> m_vram_dirty_draw_rect;
|
||||
Common::Rectangle<u32> m_vram_dirty_write_rect;
|
||||
Common::Rectangle<u32> m_current_uv_range;
|
||||
|
||||
// [depth_test][render_mode][texture_mode][transparency_mode][dithering][interlacing]
|
||||
|
|
Loading…
Reference in New Issue