GPU: Implement interlaced VRAM fills

This commit is contained in:
Connor McLaughlin 2020-04-04 00:11:39 +10:00
parent 2aecb570c1
commit c483a78889
13 changed files with 155 additions and 39 deletions

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@ -893,7 +893,7 @@ void GPU::ReadVRAM(u32 x, u32 y, u32 width, u32 height) {}
void GPU::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color)
{
const u16 color16 = RGBA8888ToRGBA5551(color);
if ((x + width) <= VRAM_WIDTH)
if ((x + width) <= VRAM_WIDTH && !IsInterlacedRenderingEnabled())
{
for (u32 yoffs = 0; yoffs < height; yoffs++)
{
@ -901,6 +901,26 @@ void GPU::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color)
std::fill_n(&m_vram_ptr[row * VRAM_WIDTH + x], width, color16);
}
}
else if (IsInterlacedRenderingEnabled())
{
// Hardware tests show that fills seem to break on the first two lines when the offset matches the displayed field.
if (IsRasterScanlinePending())
Synchronize();
const u32 active_field = GetInterlacedField();
for (u32 yoffs = 0; yoffs < height; yoffs++)
{
const u32 row = (y + yoffs) % VRAM_HEIGHT;
if ((row & u32(1)) == active_field)
continue;
u16* row_ptr = &m_vram_ptr[row * VRAM_WIDTH];
for (u32 xoffs = 0; xoffs < width; xoffs++)
{
const u32 col = (x + xoffs) % VRAM_WIDTH;
row_ptr[col] = color16;
}
}
}
else
{
for (u32 yoffs = 0; yoffs < height; yoffs++)

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@ -330,7 +330,16 @@ protected:
void Execute(TickCount ticks);
/// Returns true if scanout should be interlaced.
bool IsDisplayInterlaced() const { return !m_force_progressive_scan && m_GPUSTAT.In480iMode(); }
ALWAYS_INLINE bool IsInterlacedDisplayEnabled() const { return (!m_force_progressive_scan) & m_GPUSTAT.In480iMode(); }
/// Returns true if interlaced rendering is enabled and force progressive scan is disabled.
ALWAYS_INLINE bool IsInterlacedRenderingEnabled() const
{
return (!m_force_progressive_scan) & m_GPUSTAT.SkipDrawingToActiveField();
}
/// Returns 0 if the currently-rendered field is even, otherwise 1.
ALWAYS_INLINE u32 GetInterlacedField() const { return BoolToUInt32(m_GPUSTAT.displaying_odd_line); }
/// Sets/decodes GP0(E1h) (set draw mode).
void SetDrawMode(u16 bits);

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@ -306,7 +306,7 @@ bool GPU::HandleRenderCommand(const u32*& command_ptr, u32 command_size)
primitive_names[static_cast<u8>(rc.primitive.GetValue())], ZeroExtend32(num_vertices),
ZeroExtend32(words_per_vertex));
if (m_GPUSTAT.SkipDrawingToActiveField() && IsRasterScanlinePending())
if (IsInterlacedRenderingEnabled() && IsRasterScanlinePending())
Synchronize();
DispatchRenderCommand(rc, num_vertices, command_ptr);

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@ -541,10 +541,10 @@ void GPU_HW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32
m_batch_ubo_dirty = true;
}
m_batch.interlacing = m_GPUSTAT.SkipDrawingToActiveField();
m_batch.interlacing = IsInterlacedRenderingEnabled();
if (m_batch.interlacing)
{
const u32 displayed_field = BoolToUInt32(m_GPUSTAT.displaying_odd_line);
const u32 displayed_field = GetInterlacedField();
m_batch_ubo_dirty |= (m_batch_ubo_data.u_interlaced_displayed_field != displayed_field);
m_batch_ubo_data.u_interlaced_displayed_field = displayed_field;
}

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@ -377,8 +377,13 @@ bool GPU_HW_D3D11::CompileShaders()
if (!m_copy_pixel_shader)
return false;
m_fill_pixel_shader = m_shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateFillFragmentShader());
if (!m_fill_pixel_shader)
m_vram_fill_pixel_shader = m_shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateFillFragmentShader());
if (!m_vram_fill_pixel_shader)
return false;
m_vram_interlaced_fill_pixel_shader =
m_shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateInterlacedFillFragmentShader());
if (!m_vram_interlaced_fill_pixel_shader)
return false;
m_vram_read_pixel_shader = m_shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateVRAMReadFragmentShader());
@ -542,7 +547,7 @@ void GPU_HW_D3D11::UpdateDisplay()
const u32 display_height = m_crtc_state.display_vram_height;
const u32 scaled_display_width = display_width * m_resolution_scale;
const u32 scaled_display_height = display_height * m_resolution_scale;
const bool interlaced = IsDisplayInterlaced();
const bool interlaced = IsInterlacedDisplayEnabled();
if (m_GPUSTAT.display_disable)
{
@ -559,7 +564,7 @@ void GPU_HW_D3D11::UpdateDisplay()
m_context->OMSetRenderTargets(1, m_display_texture.GetD3DRTVArray(), nullptr);
m_context->PSSetShaderResources(0, 1, m_vram_texture.GetD3DSRVArray());
const u32 reinterpret_field_offset = BoolToUInt32(m_GPUSTAT.displaying_odd_line);
const u32 reinterpret_field_offset = GetInterlacedField();
const u32 reinterpret_start_x = m_crtc_state.regs.X * m_resolution_scale;
const u32 reinterpret_width = scaled_display_width + (m_crtc_state.display_vram_left - m_crtc_state.regs.X);
const u32 uniforms[4] = {reinterpret_field_offset, reinterpret_start_x};
@ -634,12 +639,21 @@ void GPU_HW_D3D11::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color)
if (!m_true_color)
color = RGBA5551ToRGBA8888(RGBA8888ToRGBA5551(color));
float uniforms[4];
std::tie(uniforms[0], uniforms[1], uniforms[2], uniforms[3]) = RGBA8ToFloat(color);
struct Uniforms
{
float u_fill_color[4];
u32 u_interlaced_displayed_field;
};
Uniforms uniforms;
std::tie(uniforms.u_fill_color[0], uniforms.u_fill_color[1], uniforms.u_fill_color[2], uniforms.u_fill_color[3]) =
RGBA8ToFloat(color);
uniforms.u_interlaced_displayed_field = GetInterlacedField();
SetViewportAndScissor(x * m_resolution_scale, y * m_resolution_scale, width * m_resolution_scale,
height * m_resolution_scale);
DrawUtilityShader(m_fill_pixel_shader.Get(), uniforms, sizeof(uniforms));
DrawUtilityShader(IsInterlacedRenderingEnabled() ? m_vram_interlaced_fill_pixel_shader.Get() :
m_vram_fill_pixel_shader.Get(),
&uniforms, sizeof(uniforms));
RestoreGraphicsAPIState();
}

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@ -109,7 +109,8 @@ private:
ComPtr<ID3D11VertexShader> m_screen_quad_vertex_shader;
ComPtr<ID3D11PixelShader> m_copy_pixel_shader;
ComPtr<ID3D11PixelShader> m_fill_pixel_shader;
ComPtr<ID3D11PixelShader> m_vram_fill_pixel_shader;
ComPtr<ID3D11PixelShader> m_vram_interlaced_fill_pixel_shader;
ComPtr<ID3D11PixelShader> m_vram_read_pixel_shader;
ComPtr<ID3D11PixelShader> m_vram_write_pixel_shader;
std::array<std::array<ComPtr<ID3D11PixelShader>, 2>, 2> m_display_pixel_shaders; // [depth_24][interlaced]

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@ -367,23 +367,34 @@ bool GPU_HW_OpenGL::CompilePrograms()
prog->Bind();
prog->Uniform1i("samp0", 0);
m_display_programs[depth_24bit][interlaced] = std::move(*prog);
}
}
std::optional<GL::Program> prog = m_shader_cache.GetProgram(
shadergen.GenerateScreenQuadVertexShader(), shadergen.GenerateVRAMReadFragmentShader(), [this](GL::Program& prog) {
if (!m_is_gles)
prog.BindFragData(0, "o_col0");
});
std::optional<GL::Program> prog =
m_shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(),
shadergen.GenerateInterlacedFillFragmentShader(), [this](GL::Program& prog) {
if (!m_is_gles)
prog.BindFragData(0, "o_col0");
});
if (!prog)
return false;
prog->BindUniformBlock("UBOBlock", 1);
prog->Bind();
m_vram_interlaced_fill_program = std::move(*prog);
prog = m_shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(),
shadergen.GenerateVRAMReadFragmentShader(), [this](GL::Program& prog) {
if (!m_is_gles)
prog.BindFragData(0, "o_col0");
});
if (!prog)
return false;
prog->BindUniformBlock("UBOBlock", 1);
prog->Bind();
prog->Uniform1i("samp0", 0);
m_vram_read_program = std::move(*prog);
if (m_supports_texture_buffer)
@ -399,7 +410,6 @@ bool GPU_HW_OpenGL::CompilePrograms()
prog->BindUniformBlock("UBOBlock", 1);
prog->Bind();
prog->Uniform1i("samp0", 0);
m_vram_write_program = std::move(*prog);
}
@ -490,7 +500,7 @@ void GPU_HW_OpenGL::UpdateDisplay()
const u32 display_height = m_crtc_state.display_vram_height;
const u32 scaled_display_width = display_width * m_resolution_scale;
const u32 scaled_display_height = display_height * m_resolution_scale;
const bool interlaced = IsDisplayInterlaced();
const bool interlaced = IsInterlacedDisplayEnabled();
if (m_GPUSTAT.display_disable)
{
@ -516,7 +526,7 @@ void GPU_HW_OpenGL::UpdateDisplay()
const u32 scaled_flipped_vram_offset_y =
m_vram_texture.GetHeight() - scaled_vram_offset_y - scaled_display_height;
const u32 reinterpret_field_offset = BoolToUInt32(m_GPUSTAT.displaying_odd_line);
const u32 reinterpret_field_offset = GetInterlacedField();
const u32 reinterpret_start_x = m_crtc_state.regs.X * m_resolution_scale;
const u32 reinterpret_width = scaled_display_width + (m_crtc_state.display_vram_left - m_crtc_state.regs.X);
const u32 uniforms[4] = {reinterpret_field_offset, reinterpret_start_x};
@ -600,11 +610,32 @@ void GPU_HW_OpenGL::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color)
if (!m_true_color)
color = RGBA5551ToRGBA8888(RGBA8888ToRGBA5551(color));
const auto [r, g, b, a] = RGBA8ToFloat(color);
glClearColor(r, g, b, a);
glClear(GL_COLOR_BUFFER_BIT);
// fast path when not using interlaced rendering
if (!IsInterlacedRenderingEnabled())
{
const auto [r, g, b, a] = RGBA8ToFloat(color);
glClearColor(r, g, b, a);
glClear(GL_COLOR_BUFFER_BIT);
SetScissorFromDrawingArea();
}
else
{
struct Uniforms
{
float u_fill_color[4];
u32 u_interlaced_displayed_field;
};
Uniforms uniforms;
std::tie(uniforms.u_fill_color[0], uniforms.u_fill_color[1], uniforms.u_fill_color[2], uniforms.u_fill_color[3]) =
RGBA8ToFloat(color);
uniforms.u_interlaced_displayed_field = GetInterlacedField();
SetScissorFromDrawingArea();
m_vram_interlaced_fill_program.Bind();
UploadUniformBlock(&uniforms, sizeof(uniforms));
glDrawArrays(GL_TRIANGLES, 0, 3);
RestoreGraphicsAPIState();
}
}
void GPU_HW_OpenGL::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data)

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@ -79,6 +79,7 @@ private:
std::array<std::array<std::array<std::array<GL::Program, 2>, 2>, 9>, 4>
m_render_programs; // [render_mode][texture_mode][dithering][interlacing]
std::array<std::array<GL::Program, 2>, 2> m_display_programs; // [depth_24][interlaced]
GL::Program m_vram_interlaced_fill_program;
GL::Program m_vram_read_program;
GL::Program m_vram_write_program;

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@ -253,7 +253,17 @@ bool GPU_HW_OpenGL_ES::CompilePrograms()
}
}
std::optional<GL::Program> prog =
std::optional<GL::Program> prog = m_shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(),
shadergen.GenerateInterlacedFillFragmentShader());
if (!prog)
return false;
prog->Bind();
prog->RegisterUniform("u_fill_color");
prog->RegisterUniform("u_u_interlaced_displayed_field");
m_vram_interlaced_fill_program = std::move(*prog);
prog =
m_shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), shadergen.GenerateVRAMReadFragmentShader());
if (!prog)
return false;
@ -357,7 +367,7 @@ void GPU_HW_OpenGL_ES::UpdateDisplay()
const u32 display_height = m_crtc_state.display_vram_height;
const u32 scaled_display_width = display_width * m_resolution_scale;
const u32 scaled_display_height = display_height * m_resolution_scale;
const bool interlaced = IsDisplayInterlaced();
const bool interlaced = IsInterlacedDisplayEnabled();
if (m_GPUSTAT.display_disable)
{
@ -385,7 +395,7 @@ void GPU_HW_OpenGL_ES::UpdateDisplay()
const u32 scaled_flipped_vram_offset_y =
m_vram_texture.GetHeight() - scaled_vram_offset_y - scaled_display_height;
const u32 reinterpret_field_offset = BoolToUInt32(m_GPUSTAT.displaying_odd_line);
const u32 reinterpret_field_offset = GetInterlacedField();
const u32 reinterpret_start_x = m_crtc_state.regs.X * m_resolution_scale;
const u32 reinterpret_width = scaled_display_width + (m_crtc_state.display_vram_left - m_crtc_state.regs.X);
@ -469,10 +479,21 @@ void GPU_HW_OpenGL_ES::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color)
color = RGBA5551ToRGBA8888(RGBA8888ToRGBA5551(color));
const auto [r, g, b, a] = RGBA8ToFloat(color);
glClearColor(r, g, b, a);
glClear(GL_COLOR_BUFFER_BIT);
SetScissorFromDrawingArea();
if (!IsInterlacedRenderingEnabled())
{
glClearColor(r, g, b, a);
glClear(GL_COLOR_BUFFER_BIT);
SetScissorFromDrawingArea();
}
else
{
m_vram_interlaced_fill_program.Bind();
m_vram_interlaced_fill_program.Uniform4f(0, r, g, b, a);
m_vram_interlaced_fill_program.Uniform1i(1, GetInterlacedField());
glDrawArrays(GL_TRIANGLES, 0, 3);
RestoreGraphicsAPIState();
}
}
void GPU_HW_OpenGL_ES::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data)

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@ -67,5 +67,6 @@ private:
std::array<std::array<std::array<std::array<GL::Program, 2>, 2>, 9>, 4>
m_render_programs; // [render_mode][texture_mode][dithering][interlacing]
std::array<std::array<GL::Program, 2>, 2> m_display_programs; // [depth_24][interlaced]
GL::Program m_vram_interlaced_fill_program;
GL::Program m_vram_read_program;
};

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@ -523,7 +523,7 @@ float4 SampleFromVRAM(int4 texpage, int2 icoord)
float oalpha;
#if INTERLACING
if (((int(v_pos.y) / RESOLUTION_SCALE) & 1) == u_interlaced_displayed_field)
if (((fixYCoord(int(v_pos.y)) / RESOLUTION_SCALE) & 1) == u_interlaced_displayed_field)
discard;
#endif
@ -732,6 +732,26 @@ std::string GPU_HW_ShaderGen::GenerateFillFragmentShader()
return ss.str();
}
std::string GPU_HW_ShaderGen::GenerateInterlacedFillFragmentShader()
{
std::stringstream ss;
WriteHeader(ss);
WriteCommonFunctions(ss);
DeclareUniformBuffer(ss, {"float4 u_fill_color", "int u_interlaced_displayed_field"});
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, false);
ss << R"(
{
if (((fixYCoord(int(v_pos.y)) / RESOLUTION_SCALE) & 1) == u_interlaced_displayed_field)
discard;
o_col0 = u_fill_color;
}
)";
return ss.str();
}
std::string GPU_HW_ShaderGen::GenerateCopyFragmentShader()
{
std::stringstream ss;
@ -767,7 +787,7 @@ std::string GPU_HW_ShaderGen::GenerateDisplayFragmentShader(bool depth_24bit, bo
int2 icoords = int2(v_pos.xy);
#if INTERLACED
if (((icoords.y / RESOLUTION_SCALE) & 1) != u_field_offset)
if (((fixYCoord(icoords.y) / RESOLUTION_SCALE) & 1) != u_field_offset)
discard;
#endif

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@ -17,6 +17,7 @@ public:
std::string GenerateBatchLineExpandGeometryShader();
std::string GenerateScreenQuadVertexShader();
std::string GenerateFillFragmentShader();
std::string GenerateInterlacedFillFragmentShader();
std::string GenerateCopyFragmentShader();
std::string GenerateDisplayFragmentShader(bool depth_24bit, bool interlaced);
std::string GenerateVRAMReadFragmentShader();

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@ -574,11 +574,8 @@ void GPU_SW::ShadePixel(u32 x, u32 y, u8 color_r, u8 color_g, u8 color_b, u8 tex
if ((bg_color.bits & mask_and) != 0)
return;
if (m_GPUSTAT.SkipDrawingToActiveField() &&
BoolToUInt32(m_GPUSTAT.displaying_odd_line) == (static_cast<u32>(y) & 1u))
{
if (IsInterlacedRenderingEnabled() && GetInterlacedField() == (static_cast<u32>(y) & 1u))
return;
}
SetPixel(static_cast<u32>(x), static_cast<u32>(y), color.bits | m_GPUSTAT.GetMaskOR());
}