GPU/HW: Trace min/max UVs for hazards
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eeebfce79b
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8446856ecf
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@ -198,6 +198,7 @@ bool GPU::HandleNOPCommand()
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bool GPU::HandleClearCacheCommand()
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{
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Log_DebugPrintf("GP0 clear cache");
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m_draw_mode.SetTexturePageChanged();
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m_fifo.RemoveOne();
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AddCommandTicks(1);
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EndCommand();
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@ -59,7 +59,7 @@ ALWAYS_INLINE_RELEASE static u32 GetBoxDownsampleScale(u32 resolution_scale)
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return scale;
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}
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ALWAYS_INLINE static bool ShouldUseUVLimits()
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ALWAYS_INLINE static bool ShouldClampUVs()
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{
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// We only need UV limits if PGXP is enabled, or texture filtering is enabled.
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return g_settings.gpu_pgxp_enable || g_settings.gpu_texture_filter != GPUTextureFilter::Nearest;
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@ -214,7 +214,8 @@ bool GPU_HW::Initialize()
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m_true_color = g_settings.gpu_true_color;
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m_scaled_dithering = g_settings.gpu_scaled_dithering;
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m_texture_filtering = g_settings.gpu_texture_filter;
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m_using_uv_limits = ShouldUseUVLimits();
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m_clamp_uvs = ShouldClampUVs();
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m_compute_uv_range = m_clamp_uvs;
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m_chroma_smoothing = g_settings.gpu_24bit_chroma_smoothing;
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m_downsample_mode = GetDownsampleMode(m_resolution_scale);
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m_wireframe_mode = g_settings.gpu_wireframe_mode;
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@ -334,7 +335,7 @@ void GPU_HW::UpdateSettings(const Settings& old_settings)
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const GPUDownsampleMode downsample_mode = GetDownsampleMode(resolution_scale);
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const GPUWireframeMode wireframe_mode =
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features.geometry_shaders ? g_settings.gpu_wireframe_mode : GPUWireframeMode::Disabled;
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const bool use_uv_limits = ShouldUseUVLimits();
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const bool clamp_uvs = ShouldClampUVs();
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const bool disable_color_perspective = features.noperspective_interpolation && ShouldDisableColorPerspective();
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// TODO: Use old_settings
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@ -346,7 +347,7 @@ void GPU_HW::UpdateSettings(const Settings& old_settings)
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(m_resolution_scale != resolution_scale || m_multisamples != multisamples ||
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m_true_color != g_settings.gpu_true_color || m_per_sample_shading != per_sample_shading ||
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m_scaled_dithering != g_settings.gpu_scaled_dithering || m_texture_filtering != g_settings.gpu_texture_filter ||
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m_using_uv_limits != use_uv_limits || m_chroma_smoothing != g_settings.gpu_24bit_chroma_smoothing ||
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m_clamp_uvs != clamp_uvs || m_chroma_smoothing != g_settings.gpu_24bit_chroma_smoothing ||
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m_downsample_mode != downsample_mode ||
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(m_downsample_mode == GPUDownsampleMode::Box &&
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g_settings.gpu_downsample_scale != old_settings.gpu_downsample_scale) ||
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@ -396,7 +397,8 @@ void GPU_HW::UpdateSettings(const Settings& old_settings)
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m_true_color = g_settings.gpu_true_color;
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m_scaled_dithering = g_settings.gpu_scaled_dithering;
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m_texture_filtering = g_settings.gpu_texture_filter;
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m_using_uv_limits = use_uv_limits;
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m_clamp_uvs = clamp_uvs;
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m_compute_uv_range = m_clamp_uvs;
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m_chroma_smoothing = g_settings.gpu_24bit_chroma_smoothing;
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m_downsample_mode = downsample_mode;
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m_wireframe_mode = wireframe_mode;
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@ -604,7 +606,7 @@ void GPU_HW::PrintSettingsToLog()
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(!m_true_color && m_scaled_dithering) ? " (Scaled)" : "");
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Log_InfoFmt("Texture Filtering: {}", Settings::GetTextureFilterDisplayName(m_texture_filtering));
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Log_InfoFmt("Dual-source blending: {}", m_supports_dual_source_blend ? "Supported" : "Not supported");
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Log_InfoFmt("Using UV limits: {}", m_using_uv_limits ? "YES" : "NO");
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Log_InfoFmt("Clamping UVs: {}", m_clamp_uvs ? "YES" : "NO");
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Log_InfoFmt("Depth buffer: {}", m_pgxp_depth_buffer ? "YES" : "NO");
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Log_InfoFmt("Downsampling: {}", Settings::GetDownsampleModeDisplayName(m_downsample_mode));
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Log_InfoFmt("Wireframe rendering: {}", Settings::GetGPUWireframeModeDisplayName(m_wireframe_mode));
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@ -738,9 +740,8 @@ bool GPU_HW::CompilePipelines()
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{
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const GPUDevice::Features features = g_gpu_device->GetFeatures();
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GPU_HW_ShaderGen shadergen(g_gpu_device->GetRenderAPI(), m_resolution_scale, m_multisamples, m_per_sample_shading,
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m_true_color, m_scaled_dithering, m_texture_filtering, m_using_uv_limits,
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m_pgxp_depth_buffer, m_disable_color_perspective, m_supports_dual_source_blend,
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m_supports_framebuffer_fetch);
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m_true_color, m_scaled_dithering, m_texture_filtering, m_clamp_uvs, m_pgxp_depth_buffer,
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m_disable_color_perspective, m_supports_dual_source_blend, m_supports_framebuffer_fetch);
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ShaderCompileProgressTracker progress("Compiling Pipelines", 2 + (4 * 5 * 9 * 2 * 2) + (3 * 4 * 5 * 9 * 2 * 2) + 1 +
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2 + (2 * 2) + 2 + 1 + 1 + (2 * 3) + 1);
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@ -872,10 +873,10 @@ bool GPU_HW::CompilePipelines()
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plconfig.input_layout.vertex_attributes =
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textured ?
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(m_using_uv_limits ? std::span<const GPUPipeline::VertexAttribute>(
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(m_clamp_uvs ? std::span<const GPUPipeline::VertexAttribute>(
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vertex_attributes, NUM_BATCH_TEXTURED_LIMITS_VERTEX_ATTRIBUTES) :
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std::span<const GPUPipeline::VertexAttribute>(
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vertex_attributes, NUM_BATCH_TEXTURED_VERTEX_ATTRIBUTES)) :
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std::span<const GPUPipeline::VertexAttribute>(vertex_attributes,
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NUM_BATCH_TEXTURED_VERTEX_ATTRIBUTES)) :
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std::span<const GPUPipeline::VertexAttribute>(vertex_attributes, NUM_BATCH_VERTEX_ATTRIBUTES);
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plconfig.vertex_shader = batch_vertex_shaders[BoolToUInt8(textured)].get();
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@ -1273,6 +1274,10 @@ void GPU_HW::UpdateVRAMReadTexture()
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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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@ -1464,15 +1469,15 @@ void GPU_HW::HandleFlippedQuadTextureCoordinates(BatchVertex* vertices)
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}
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}
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void GPU_HW::ComputePolygonUVLimits(BatchVertex* vertices, u32 num_vertices)
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void GPU_HW::ComputePolygonUVLimits(u32 texpage, BatchVertex* vertices, u32 num_vertices)
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{
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u16 min_u = vertices[0].u, max_u = vertices[0].u, min_v = vertices[0].v, max_v = vertices[0].v;
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u32 min_u = vertices[0].u, max_u = vertices[0].u, min_v = vertices[0].v, max_v = vertices[0].v;
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for (u32 i = 1; i < num_vertices; i++)
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{
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min_u = std::min<u16>(min_u, vertices[i].u);
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max_u = std::max<u16>(max_u, vertices[i].u);
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min_v = std::min<u16>(min_v, vertices[i].v);
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max_v = std::max<u16>(max_v, vertices[i].v);
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min_u = std::min<u32>(min_u, vertices[i].u);
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max_u = std::max<u32>(max_u, vertices[i].u);
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min_v = std::min<u32>(min_v, vertices[i].v);
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max_v = std::max<u32>(max_v, vertices[i].v);
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}
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if (min_u != max_u)
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@ -1480,6 +1485,8 @@ void GPU_HW::ComputePolygonUVLimits(BatchVertex* vertices, u32 num_vertices)
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if (min_v != max_v)
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max_v--;
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CheckForTexPageOverlap(texpage, min_u, min_v, max_u, max_v);
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for (u32 i = 0; i < num_vertices; i++)
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vertices[i].SetUVLimits(min_u, max_u, min_v, max_v);
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}
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@ -1689,8 +1696,8 @@ void GPU_HW::LoadVertices()
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if (rc.quad_polygon && m_resolution_scale > 1)
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HandleFlippedQuadTextureCoordinates(vertices.data());
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if (m_using_uv_limits && textured)
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ComputePolygonUVLimits(vertices.data(), num_vertices);
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if (m_compute_uv_range && textured)
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ComputePolygonUVLimits(texpage, vertices.data(), num_vertices);
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if (!IsDrawingAreaIsValid())
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return;
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@ -1848,6 +1855,8 @@ void GPU_HW::LoadVertices()
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const u16 tex_right = tex_left + static_cast<u16>(quad_width);
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const u32 uv_limits = BatchVertex::PackUVLimits(tex_left, tex_right - 1, tex_top, tex_bottom - 1);
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CheckForTexPageOverlap(texpage, tex_left, tex_top, tex_right - 1, tex_bottom - 1);
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AddNewVertex(quad_start_x, quad_start_y, depth, 1.0f, color, texpage, tex_left, tex_top, uv_limits);
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AddNewVertex(quad_end_x, quad_start_y, depth, 1.0f, color, texpage, tex_right, tex_top, uv_limits);
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AddNewVertex(quad_start_x, quad_end_y, depth, 1.0f, color, texpage, tex_left, tex_bottom, uv_limits);
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@ -2077,6 +2086,44 @@ void GPU_HW::IncludeVRAMDirtyRectangle(const Common::Rectangle<u32>& rect)
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}
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}
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ALWAYS_INLINE_RELEASE void GPU_HW::CheckForTexPageOverlap(u32 texpage, u32 min_u, u32 min_v, u32 max_u, u32 max_v)
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{
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if (!m_texpage_dirty)
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return;
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static constexpr std::array<std::array<u8, 2>, 4> uv_shifts_adds = {{{2, 3}, {1, 1}, {0, 0}, {0, 0}}};
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const u32 xoffs = (texpage & 0xFu) * 64u;
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const u32 yoffs = ((texpage >> 4) & 1u) * 256u;
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const u32 xshift = uv_shifts_adds[(texpage >> 7) & 2][0];
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const u32 xadd = uv_shifts_adds[(texpage >> 7) & 2][1];
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const u32 vram_min_u =
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(((min_u & m_draw_mode.texture_window.and_x) | m_draw_mode.texture_window.or_x) >> xshift) + xoffs;
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const u32 vram_max_u =
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((((max_u & m_draw_mode.texture_window.and_x) | m_draw_mode.texture_window.or_x) + xadd) >> xshift) + xoffs;
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const u32 vram_min_v = ((min_v & m_draw_mode.texture_window.and_y) | m_draw_mode.texture_window.or_y) + yoffs;
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const u32 vram_max_v = ((max_v & m_draw_mode.texture_window.and_y) | m_draw_mode.texture_window.or_y) + yoffs;
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// Log_InfoFmt("{}: {},{} => {},{}", s_draw_number, vram_min_u, vram_min_v, vram_max_u, vram_max_v);
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if (vram_min_u < m_current_uv_range.left || vram_min_v < m_current_uv_range.top ||
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vram_max_u >= m_current_uv_range.right || vram_max_v >= m_current_uv_range.bottom)
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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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{
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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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UpdateVRAMReadTexture();
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}
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}
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}
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ALWAYS_INLINE bool GPU_HW::IsFlushed() const
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{
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return m_batch_current_vertex_ptr == m_batch_start_vertex_ptr;
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@ -2515,18 +2562,31 @@ 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.GetTexturePageRectangle().Intersects(m_vram_dirty_rect) ||
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(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_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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{
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GL_INS("Invalidating VRAM read cache due to drawing area overlap");
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// Log_DevPrint("Invalidating VRAM read cache due to drawing area overlap");
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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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}
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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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{
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GL_INS("Texpage is in dirty area, checking UV ranges");
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m_compute_uv_range = true;
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m_texpage_dirty = true;
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m_current_uv_range.SetInvalid();
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}
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else
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{
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m_compute_uv_range = m_clamp_uvs;
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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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}
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}
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texture_mode = m_draw_mode.mode_reg.texture_mode;
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@ -151,6 +151,7 @@ private:
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void SetFullVRAMDirtyRectangle();
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void ClearVRAMDirtyRectangle();
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void IncludeVRAMDirtyRectangle(const Common::Rectangle<u32>& rect);
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void CheckForTexPageOverlap(u32 texpage, u32 min_u, u32 min_v, u32 max_u, u32 max_v);
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bool IsFlushed() const;
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u32 GetBatchVertexSpace() const;
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@ -192,7 +193,7 @@ private:
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static void HandleFlippedQuadTextureCoordinates(BatchVertex* vertices);
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/// Computes polygon U/V boundaries.
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static void ComputePolygonUVLimits(BatchVertex* vertices, u32 num_vertices);
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void ComputePolygonUVLimits(u32 texpage, BatchVertex* vertices, u32 num_vertices);
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/// Sets the depth test flag for PGXP depth buffering.
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void SetBatchDepthBuffer(bool enabled);
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@ -251,17 +252,20 @@ private:
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GPUDownsampleMode m_downsample_mode = GPUDownsampleMode::Disabled;
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GPUWireframeMode m_wireframe_mode = GPUWireframeMode::Disabled;
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bool m_true_color = true;
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bool m_using_uv_limits = false;
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bool m_clamp_uvs = false;
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bool m_compute_uv_range = false;
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bool m_pgxp_depth_buffer = false;
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bool m_texpage_dirty = false;
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BatchConfig m_batch;
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// Changed state
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bool m_batch_ubo_dirty = true;
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BatchUBOData m_batch_ubo_data = {};
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// Bounding box of VRAM area that the GPU has drawn into.
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Common::Rectangle<u32> m_vram_dirty_rect;
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// Changed state
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bool m_batch_ubo_dirty = true;
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Common::Rectangle<u32> m_current_uv_range;
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// [depth_test][render_mode][texture_mode][transparency_mode][dithering][interlacing]
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DimensionalArray<std::unique_ptr<GPUPipeline>, 2, 2, 5, 9, 4, 3> m_batch_pipelines{};
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@ -167,6 +167,9 @@ union GPUDrawModeReg
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// Bits 0..5 are returned in the GPU status register, latched at E1h/polygon draw time.
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static constexpr u32 GPUSTAT_MASK = 0b11111111111;
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static constexpr std::array<u32, 4> texture_page_widths = {
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{TEXTURE_PAGE_WIDTH / 4, TEXTURE_PAGE_WIDTH / 2, TEXTURE_PAGE_WIDTH, TEXTURE_PAGE_WIDTH}};
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u16 bits;
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BitField<u16, u8, 0, 4> texture_page_x_base;
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@ -188,8 +191,6 @@ union GPUDrawModeReg
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/// Returns a rectangle comprising the texture page area.
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ALWAYS_INLINE_RELEASE Common::Rectangle<u32> GetTexturePageRectangle() const
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{
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static constexpr std::array<u32, 4> texture_page_widths = {
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{TEXTURE_PAGE_WIDTH / 4, TEXTURE_PAGE_WIDTH / 2, TEXTURE_PAGE_WIDTH, TEXTURE_PAGE_WIDTH}};
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return Common::Rectangle<u32>::FromExtents(GetTexturePageBaseX(), GetTexturePageBaseY(),
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texture_page_widths[static_cast<u8>(texture_mode.GetValue())],
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TEXTURE_PAGE_HEIGHT);
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