GPU: Various HW renderer fixes
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d94d608ad7
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@ -513,6 +513,7 @@ void GPU::TextureConfig::SetColorMode(TextureColorMode new_color_mode)
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return;
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color_mode = new_color_mode;
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page_changed = true;
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}
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void GPU::TextureConfig::SetFromPolygonTexcoord(u32 texcoord0, u32 texcoord1)
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@ -534,6 +535,7 @@ void GPU::TextureConfig::SetFromPageAttribute(u16 value)
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base_x = static_cast<s32>(ZeroExtend32(value & UINT16_C(0x1FF)) * UINT32_C(64));
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base_y = static_cast<s32>(ZeroExtend32((value >> 11) & UINT16_C(1)) * UINT32_C(512));
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page_attribute = value;
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page_changed = true;
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}
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@ -545,4 +547,6 @@ void GPU::TextureConfig::SetFromPaletteAttribute(u16 value)
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palette_x = static_cast<s32>(ZeroExtend32(value & UINT16_C(0x3F)) * UINT32_C(16));
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palette_y = static_cast<s32>(ZeroExtend32((value >> 6) & UINT16_C(0x1FF)));
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palette_attribute = value;
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page_changed = true;
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}
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@ -212,10 +212,13 @@ void main()
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{
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#if TEXTURED
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vec4 texcol = texture(samp0, v_tex0);
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if (all(texcol == vec4(0.0, 0.0, 0.0, 0.0)))
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discard;
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#if BLENDING
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o_col0 = v_col0 * texcol;
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#else
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o_col0 = /*v_col0 + */texcol;
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o_col0 = texcol;
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#endif
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#else
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o_col0 = v_col0;
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@ -338,6 +341,7 @@ void GPU_HW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices)
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else
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m_texture_config.SetFromPolygonTexcoord(m_GP0_command[2], m_GP0_command[4]);
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}
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break;
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case Primitive::Rectangle:
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{
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@ -185,9 +185,9 @@ inline u32 ConvertRGBA5551ToRGBA8888(u16 color)
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u8 a = Truncate8((color >> 15) & 1);
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// 00012345 -> 1234545
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b = (b << 3) | (b >> 3);
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g = (g << 3) | (g >> 3);
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r = (r << 3) | (r >> 3);
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b = (b << 3) | (b & 0b111);
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g = (g << 3) | (g & 0b111);
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r = (r << 3) | (r & 0b111);
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a = a ? 255 : 0;
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return ZeroExtend32(r) | (ZeroExtend32(g) << 8) | (ZeroExtend32(b) << 16) | (ZeroExtend32(a) << 24);
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@ -214,7 +214,7 @@ void GPU_HW_OpenGL::ReadVRAM(u32 x, u32 y, u32 width, u32 height, void* buffer)
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// we need to convert RGBA8 -> RGBA5551
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std::vector<u32> temp_buffer(width * height);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, m_framebuffer_fbo_id);
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glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, temp_buffer.data());
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glReadPixels(x, VRAM_HEIGHT - y - height, width, height, GL_RGBA, GL_UNSIGNED_BYTE, temp_buffer.data());
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// reverse copy because of lower-left origin
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const u32 source_stride = width * sizeof(u32);
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