GPU: 24-bit display depth support
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@ -378,6 +378,68 @@ void main()
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return ss.str();
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}
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std::string GPU_HW::GenerateRGB24DecodeFragmentShader()
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{
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std::stringstream ss;
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GenerateShaderHeader(ss);
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ss << R"(
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in vec2 v_tex0;
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out vec4 o_col0;
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uniform sampler2D samp0;
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uniform ivec2 u_base_coords;
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void main()
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{
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// compute offset in dwords from the start of the 24-bit values
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ivec2 base = ivec2(u_base_coords.x, u_base_coords.y + int(gl_FragCoord.y));
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int xoff = int(gl_FragCoord.x);
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int dword_index = (xoff / 2) + (xoff / 4);
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// sample two adjacent dwords, or four 16-bit values as the 24-bit value will lie somewhere between these
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uint s0 = RGBA8ToRGBA5551(texelFetch(samp0, ivec2(base.x + dword_index * 2 + 0, base.y), 0));
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uint s1 = RGBA8ToRGBA5551(texelFetch(samp0, ivec2(base.x + dword_index * 2 + 1, base.y), 0));
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uint s2 = RGBA8ToRGBA5551(texelFetch(samp0, ivec2(base.x + (dword_index + 1) * 2 + 0, base.y), 0));
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uint s3 = RGBA8ToRGBA5551(texelFetch(samp0, ivec2(base.x + (dword_index + 1) * 2 + 1, base.y), 0));
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// select the bit for this pixel depending on its offset in the 4-pixel block
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uint r, g, b;
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switch (xoff & 3)
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{
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case 0:
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r = s0 & 0xFFu;
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g = s0 >> 8;
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b = s1 & 0xFFu;
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break;
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case 1:
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r = s1 >> 8;
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g = s2 & 0xFFu;
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b = s2 >> 8;
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break;
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case 2:
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r = s1 & 0xFFu;
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g = s1 >> 8;
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b = s2 & 0xFFu;
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break;
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case 3:
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r = s2 >> 8;
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g = s3 & 0xFFu;
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b = s3 >> 8;
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break;
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}
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// and normalize
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o_col0 = vec4(float(r) / 255.0, float(g) / 255.0, float(b) / 255, 1.0);
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}
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)";
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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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{
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if (rc.primitive == Primitive::Line)
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@ -88,6 +88,7 @@ protected:
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bool blending);
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std::string GenerateScreenQuadVertexShader();
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std::string GenerateFillFragmentShader();
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std::string GenerateRGB24DecodeFragmentShader();
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u32 m_resolution_scale = 1;
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HWRenderBatch m_batch = {};
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@ -300,6 +300,21 @@ bool GPU_HW_OpenGL::CompilePrograms()
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}
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}
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// TODO: Use string_view
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if (!m_reinterpret_rgb8_program.Compile(GenerateScreenQuadVertexShader().c_str(),
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GenerateRGB24DecodeFragmentShader().c_str()))
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{
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return false;
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}
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m_reinterpret_rgb8_program.BindFragData(0, "o_col0");
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if (!m_reinterpret_rgb8_program.Link())
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return false;
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m_reinterpret_rgb8_program.Bind();
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m_reinterpret_rgb8_program.RegisterUniform("u_base_coords");
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m_reinterpret_rgb8_program.RegisterUniform("samp0");
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m_reinterpret_rgb8_program.Uniform1i(1, 0);
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return true;
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}
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@ -404,7 +419,6 @@ void GPU_HW_OpenGL::UpdateDisplay()
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const u32 texture_width = m_vram_texture->GetWidth();
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const u32 texture_height = m_vram_texture->GetHeight();
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// TODO: 24-bit support.
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if (m_debug_options.show_vram)
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{
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m_system->GetHostInterface()->SetDisplayTexture(m_vram_texture.get(), 0, 0, texture_width, texture_height, 1.0f);
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@ -419,9 +433,31 @@ void GPU_HW_OpenGL::UpdateDisplay()
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((vram_offset_x + display_width) > texture_width) ? (texture_width - vram_offset_x) : display_width;
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const u32 copy_height =
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((vram_offset_y + display_height) > texture_height) ? (texture_height - vram_offset_y) : display_height;
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glCopyImageSubData(m_vram_texture->GetGLId(), GL_TEXTURE_2D, 0, vram_offset_x,
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texture_height - vram_offset_y - copy_height, 0, m_display_texture->GetGLId(), GL_TEXTURE_2D, 0,
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0, 0, 0, copy_width, copy_height, 1);
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if (m_GPUSTAT.display_area_color_depth_24)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, m_display_fbo);
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glViewport(0, 0, copy_width, copy_height);
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glDisable(GL_BLEND);
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glDisable(GL_SCISSOR_TEST);
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m_reinterpret_rgb8_program.Bind();
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m_reinterpret_rgb8_program.Uniform2i(0, vram_offset_x, texture_height - vram_offset_y - copy_height);
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m_vram_texture->Bind();
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glDrawArrays(GL_TRIANGLES, 0, 3);
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// restore state
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glBindFramebuffer(GL_FRAMEBUFFER, m_vram_fbo);
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glViewport(0, 0, m_vram_texture->GetWidth(), m_vram_texture->GetHeight());
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glEnable(GL_SCISSOR_TEST);
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if (m_last_transparency_enable)
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glEnable(GL_BLEND);
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}
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else
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{
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glCopyImageSubData(m_vram_texture->GetGLId(), GL_TEXTURE_2D, 0, vram_offset_x,
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texture_height - vram_offset_y - copy_height, 0, m_display_texture->GetGLId(), GL_TEXTURE_2D,
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0, 0, 0, 0, copy_width, copy_height, 1);
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}
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m_system->GetHostInterface()->SetDisplayTexture(m_display_texture.get(), 0, 0, copy_width, copy_height,
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DISPLAY_ASPECT_RATIO);
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@ -75,7 +75,7 @@ private:
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TransparencyMode m_last_transparency_mode = TransparencyMode::BackgroundMinusForeground;
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std::array<std::array<std::array<std::array<GL::Program, 2>, 3>, 2>, 2> m_render_programs;
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std::array<GL::Program, 3> m_texture_page_programs;
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GL::Program m_reinterpret_rgb8_program;
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GLStats m_stats = {};
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GLStats m_last_stats = {};
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