GPU: Implement interlaced VRAM fills
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2aecb570c1
commit
c483a78889
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@ -893,7 +893,7 @@ void GPU::ReadVRAM(u32 x, u32 y, u32 width, u32 height) {}
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void GPU::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color)
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{
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const u16 color16 = RGBA8888ToRGBA5551(color);
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if ((x + width) <= VRAM_WIDTH)
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if ((x + width) <= VRAM_WIDTH && !IsInterlacedRenderingEnabled())
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{
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for (u32 yoffs = 0; yoffs < height; yoffs++)
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{
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@ -901,6 +901,26 @@ void GPU::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color)
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std::fill_n(&m_vram_ptr[row * VRAM_WIDTH + x], width, color16);
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}
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}
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else if (IsInterlacedRenderingEnabled())
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{
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// Hardware tests show that fills seem to break on the first two lines when the offset matches the displayed field.
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if (IsRasterScanlinePending())
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Synchronize();
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const u32 active_field = GetInterlacedField();
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for (u32 yoffs = 0; yoffs < height; yoffs++)
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{
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const u32 row = (y + yoffs) % VRAM_HEIGHT;
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if ((row & u32(1)) == active_field)
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continue;
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u16* row_ptr = &m_vram_ptr[row * VRAM_WIDTH];
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for (u32 xoffs = 0; xoffs < width; xoffs++)
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{
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const u32 col = (x + xoffs) % VRAM_WIDTH;
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row_ptr[col] = color16;
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}
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}
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}
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else
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{
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for (u32 yoffs = 0; yoffs < height; yoffs++)
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@ -330,7 +330,16 @@ protected:
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void Execute(TickCount ticks);
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/// Returns true if scanout should be interlaced.
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bool IsDisplayInterlaced() const { return !m_force_progressive_scan && m_GPUSTAT.In480iMode(); }
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ALWAYS_INLINE bool IsInterlacedDisplayEnabled() const { return (!m_force_progressive_scan) & m_GPUSTAT.In480iMode(); }
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/// Returns true if interlaced rendering is enabled and force progressive scan is disabled.
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ALWAYS_INLINE bool IsInterlacedRenderingEnabled() const
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{
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return (!m_force_progressive_scan) & m_GPUSTAT.SkipDrawingToActiveField();
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}
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/// Returns 0 if the currently-rendered field is even, otherwise 1.
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ALWAYS_INLINE u32 GetInterlacedField() const { return BoolToUInt32(m_GPUSTAT.displaying_odd_line); }
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/// Sets/decodes GP0(E1h) (set draw mode).
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void SetDrawMode(u16 bits);
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@ -306,7 +306,7 @@ bool GPU::HandleRenderCommand(const u32*& command_ptr, u32 command_size)
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primitive_names[static_cast<u8>(rc.primitive.GetValue())], ZeroExtend32(num_vertices),
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ZeroExtend32(words_per_vertex));
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if (m_GPUSTAT.SkipDrawingToActiveField() && IsRasterScanlinePending())
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if (IsInterlacedRenderingEnabled() && IsRasterScanlinePending())
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Synchronize();
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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
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m_batch_ubo_dirty = true;
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}
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m_batch.interlacing = m_GPUSTAT.SkipDrawingToActiveField();
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m_batch.interlacing = IsInterlacedRenderingEnabled();
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if (m_batch.interlacing)
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{
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const u32 displayed_field = BoolToUInt32(m_GPUSTAT.displaying_odd_line);
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const u32 displayed_field = GetInterlacedField();
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m_batch_ubo_dirty |= (m_batch_ubo_data.u_interlaced_displayed_field != displayed_field);
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m_batch_ubo_data.u_interlaced_displayed_field = displayed_field;
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}
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@ -377,8 +377,13 @@ bool GPU_HW_D3D11::CompileShaders()
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if (!m_copy_pixel_shader)
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return false;
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m_fill_pixel_shader = m_shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateFillFragmentShader());
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if (!m_fill_pixel_shader)
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m_vram_fill_pixel_shader = m_shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateFillFragmentShader());
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if (!m_vram_fill_pixel_shader)
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return false;
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m_vram_interlaced_fill_pixel_shader =
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m_shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateInterlacedFillFragmentShader());
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if (!m_vram_interlaced_fill_pixel_shader)
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return false;
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m_vram_read_pixel_shader = m_shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateVRAMReadFragmentShader());
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@ -542,7 +547,7 @@ void GPU_HW_D3D11::UpdateDisplay()
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const u32 display_height = m_crtc_state.display_vram_height;
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const u32 scaled_display_width = display_width * m_resolution_scale;
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const u32 scaled_display_height = display_height * m_resolution_scale;
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const bool interlaced = IsDisplayInterlaced();
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const bool interlaced = IsInterlacedDisplayEnabled();
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if (m_GPUSTAT.display_disable)
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{
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@ -559,7 +564,7 @@ void GPU_HW_D3D11::UpdateDisplay()
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m_context->OMSetRenderTargets(1, m_display_texture.GetD3DRTVArray(), nullptr);
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m_context->PSSetShaderResources(0, 1, m_vram_texture.GetD3DSRVArray());
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const u32 reinterpret_field_offset = BoolToUInt32(m_GPUSTAT.displaying_odd_line);
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const u32 reinterpret_field_offset = GetInterlacedField();
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const u32 reinterpret_start_x = m_crtc_state.regs.X * m_resolution_scale;
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const u32 reinterpret_width = scaled_display_width + (m_crtc_state.display_vram_left - m_crtc_state.regs.X);
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const u32 uniforms[4] = {reinterpret_field_offset, reinterpret_start_x};
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@ -634,12 +639,21 @@ void GPU_HW_D3D11::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color)
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if (!m_true_color)
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color = RGBA5551ToRGBA8888(RGBA8888ToRGBA5551(color));
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float uniforms[4];
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std::tie(uniforms[0], uniforms[1], uniforms[2], uniforms[3]) = RGBA8ToFloat(color);
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struct Uniforms
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{
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float u_fill_color[4];
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u32 u_interlaced_displayed_field;
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};
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Uniforms uniforms;
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std::tie(uniforms.u_fill_color[0], uniforms.u_fill_color[1], uniforms.u_fill_color[2], uniforms.u_fill_color[3]) =
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RGBA8ToFloat(color);
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uniforms.u_interlaced_displayed_field = GetInterlacedField();
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SetViewportAndScissor(x * m_resolution_scale, y * m_resolution_scale, width * m_resolution_scale,
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height * m_resolution_scale);
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DrawUtilityShader(m_fill_pixel_shader.Get(), uniforms, sizeof(uniforms));
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DrawUtilityShader(IsInterlacedRenderingEnabled() ? m_vram_interlaced_fill_pixel_shader.Get() :
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m_vram_fill_pixel_shader.Get(),
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&uniforms, sizeof(uniforms));
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RestoreGraphicsAPIState();
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}
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@ -109,7 +109,8 @@ private:
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ComPtr<ID3D11VertexShader> m_screen_quad_vertex_shader;
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ComPtr<ID3D11PixelShader> m_copy_pixel_shader;
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ComPtr<ID3D11PixelShader> m_fill_pixel_shader;
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ComPtr<ID3D11PixelShader> m_vram_fill_pixel_shader;
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ComPtr<ID3D11PixelShader> m_vram_interlaced_fill_pixel_shader;
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ComPtr<ID3D11PixelShader> m_vram_read_pixel_shader;
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ComPtr<ID3D11PixelShader> m_vram_write_pixel_shader;
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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()
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prog->Bind();
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prog->Uniform1i("samp0", 0);
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m_display_programs[depth_24bit][interlaced] = std::move(*prog);
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}
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}
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std::optional<GL::Program> prog = m_shader_cache.GetProgram(
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shadergen.GenerateScreenQuadVertexShader(), shadergen.GenerateVRAMReadFragmentShader(), [this](GL::Program& prog) {
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if (!m_is_gles)
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prog.BindFragData(0, "o_col0");
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});
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std::optional<GL::Program> prog =
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m_shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(),
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shadergen.GenerateInterlacedFillFragmentShader(), [this](GL::Program& prog) {
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if (!m_is_gles)
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prog.BindFragData(0, "o_col0");
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});
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if (!prog)
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return false;
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prog->BindUniformBlock("UBOBlock", 1);
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prog->Bind();
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m_vram_interlaced_fill_program = std::move(*prog);
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prog = m_shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(),
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shadergen.GenerateVRAMReadFragmentShader(), [this](GL::Program& prog) {
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if (!m_is_gles)
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prog.BindFragData(0, "o_col0");
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});
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if (!prog)
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return false;
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prog->BindUniformBlock("UBOBlock", 1);
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prog->Bind();
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prog->Uniform1i("samp0", 0);
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m_vram_read_program = std::move(*prog);
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if (m_supports_texture_buffer)
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@ -399,7 +410,6 @@ bool GPU_HW_OpenGL::CompilePrograms()
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prog->BindUniformBlock("UBOBlock", 1);
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prog->Bind();
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prog->Uniform1i("samp0", 0);
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m_vram_write_program = std::move(*prog);
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}
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@ -490,7 +500,7 @@ void GPU_HW_OpenGL::UpdateDisplay()
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const u32 display_height = m_crtc_state.display_vram_height;
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const u32 scaled_display_width = display_width * m_resolution_scale;
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const u32 scaled_display_height = display_height * m_resolution_scale;
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const bool interlaced = IsDisplayInterlaced();
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const bool interlaced = IsInterlacedDisplayEnabled();
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if (m_GPUSTAT.display_disable)
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{
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@ -516,7 +526,7 @@ void GPU_HW_OpenGL::UpdateDisplay()
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const u32 scaled_flipped_vram_offset_y =
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m_vram_texture.GetHeight() - scaled_vram_offset_y - scaled_display_height;
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const u32 reinterpret_field_offset = BoolToUInt32(m_GPUSTAT.displaying_odd_line);
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const u32 reinterpret_field_offset = GetInterlacedField();
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const u32 reinterpret_start_x = m_crtc_state.regs.X * m_resolution_scale;
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const u32 reinterpret_width = scaled_display_width + (m_crtc_state.display_vram_left - m_crtc_state.regs.X);
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const u32 uniforms[4] = {reinterpret_field_offset, reinterpret_start_x};
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@ -600,11 +610,32 @@ void GPU_HW_OpenGL::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color)
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if (!m_true_color)
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color = RGBA5551ToRGBA8888(RGBA8888ToRGBA5551(color));
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const auto [r, g, b, a] = RGBA8ToFloat(color);
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glClearColor(r, g, b, a);
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glClear(GL_COLOR_BUFFER_BIT);
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// fast path when not using interlaced rendering
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if (!IsInterlacedRenderingEnabled())
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{
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const auto [r, g, b, a] = RGBA8ToFloat(color);
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glClearColor(r, g, b, a);
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glClear(GL_COLOR_BUFFER_BIT);
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SetScissorFromDrawingArea();
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}
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else
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{
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struct Uniforms
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{
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float u_fill_color[4];
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u32 u_interlaced_displayed_field;
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};
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Uniforms uniforms;
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std::tie(uniforms.u_fill_color[0], uniforms.u_fill_color[1], uniforms.u_fill_color[2], uniforms.u_fill_color[3]) =
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RGBA8ToFloat(color);
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uniforms.u_interlaced_displayed_field = GetInterlacedField();
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SetScissorFromDrawingArea();
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m_vram_interlaced_fill_program.Bind();
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UploadUniformBlock(&uniforms, sizeof(uniforms));
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glDrawArrays(GL_TRIANGLES, 0, 3);
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RestoreGraphicsAPIState();
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}
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}
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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:
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std::array<std::array<std::array<std::array<GL::Program, 2>, 2>, 9>, 4>
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m_render_programs; // [render_mode][texture_mode][dithering][interlacing]
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std::array<std::array<GL::Program, 2>, 2> m_display_programs; // [depth_24][interlaced]
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GL::Program m_vram_interlaced_fill_program;
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GL::Program m_vram_read_program;
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GL::Program m_vram_write_program;
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@ -253,7 +253,17 @@ bool GPU_HW_OpenGL_ES::CompilePrograms()
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}
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}
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std::optional<GL::Program> prog =
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std::optional<GL::Program> prog = m_shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(),
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shadergen.GenerateInterlacedFillFragmentShader());
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if (!prog)
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return false;
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prog->Bind();
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prog->RegisterUniform("u_fill_color");
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prog->RegisterUniform("u_u_interlaced_displayed_field");
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m_vram_interlaced_fill_program = std::move(*prog);
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prog =
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m_shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), shadergen.GenerateVRAMReadFragmentShader());
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if (!prog)
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return false;
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@ -357,7 +367,7 @@ void GPU_HW_OpenGL_ES::UpdateDisplay()
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const u32 display_height = m_crtc_state.display_vram_height;
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const u32 scaled_display_width = display_width * m_resolution_scale;
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const u32 scaled_display_height = display_height * m_resolution_scale;
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const bool interlaced = IsDisplayInterlaced();
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const bool interlaced = IsInterlacedDisplayEnabled();
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if (m_GPUSTAT.display_disable)
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{
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@ -385,7 +395,7 @@ void GPU_HW_OpenGL_ES::UpdateDisplay()
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const u32 scaled_flipped_vram_offset_y =
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m_vram_texture.GetHeight() - scaled_vram_offset_y - scaled_display_height;
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const u32 reinterpret_field_offset = BoolToUInt32(m_GPUSTAT.displaying_odd_line);
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const u32 reinterpret_field_offset = GetInterlacedField();
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const u32 reinterpret_start_x = m_crtc_state.regs.X * m_resolution_scale;
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const u32 reinterpret_width = scaled_display_width + (m_crtc_state.display_vram_left - m_crtc_state.regs.X);
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@ -469,10 +479,21 @@ void GPU_HW_OpenGL_ES::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color)
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color = RGBA5551ToRGBA8888(RGBA8888ToRGBA5551(color));
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const auto [r, g, b, a] = RGBA8ToFloat(color);
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glClearColor(r, g, b, a);
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glClear(GL_COLOR_BUFFER_BIT);
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SetScissorFromDrawingArea();
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if (!IsInterlacedRenderingEnabled())
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{
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glClearColor(r, g, b, a);
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glClear(GL_COLOR_BUFFER_BIT);
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SetScissorFromDrawingArea();
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}
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else
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{
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m_vram_interlaced_fill_program.Bind();
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m_vram_interlaced_fill_program.Uniform4f(0, r, g, b, a);
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m_vram_interlaced_fill_program.Uniform1i(1, GetInterlacedField());
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glDrawArrays(GL_TRIANGLES, 0, 3);
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RestoreGraphicsAPIState();
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}
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}
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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:
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std::array<std::array<std::array<std::array<GL::Program, 2>, 2>, 9>, 4>
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m_render_programs; // [render_mode][texture_mode][dithering][interlacing]
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std::array<std::array<GL::Program, 2>, 2> m_display_programs; // [depth_24][interlaced]
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GL::Program m_vram_interlaced_fill_program;
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GL::Program m_vram_read_program;
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};
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@ -523,7 +523,7 @@ float4 SampleFromVRAM(int4 texpage, int2 icoord)
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float oalpha;
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#if INTERLACING
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if (((int(v_pos.y) / RESOLUTION_SCALE) & 1) == u_interlaced_displayed_field)
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if (((fixYCoord(int(v_pos.y)) / RESOLUTION_SCALE) & 1) == u_interlaced_displayed_field)
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discard;
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#endif
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@ -732,6 +732,26 @@ std::string GPU_HW_ShaderGen::GenerateFillFragmentShader()
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return ss.str();
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}
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std::string GPU_HW_ShaderGen::GenerateInterlacedFillFragmentShader()
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{
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std::stringstream ss;
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WriteHeader(ss);
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WriteCommonFunctions(ss);
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DeclareUniformBuffer(ss, {"float4 u_fill_color", "int u_interlaced_displayed_field"});
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DeclareFragmentEntryPoint(ss, 0, 1, {}, true, false);
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ss << R"(
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{
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if (((fixYCoord(int(v_pos.y)) / RESOLUTION_SCALE) & 1) == u_interlaced_displayed_field)
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discard;
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o_col0 = u_fill_color;
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}
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)";
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return ss.str();
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}
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std::string GPU_HW_ShaderGen::GenerateCopyFragmentShader()
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{
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std::stringstream ss;
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@ -767,7 +787,7 @@ std::string GPU_HW_ShaderGen::GenerateDisplayFragmentShader(bool depth_24bit, bo
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int2 icoords = int2(v_pos.xy);
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#if INTERLACED
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if (((icoords.y / RESOLUTION_SCALE) & 1) != u_field_offset)
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if (((fixYCoord(icoords.y) / RESOLUTION_SCALE) & 1) != u_field_offset)
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discard;
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#endif
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@ -17,6 +17,7 @@ public:
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std::string GenerateBatchLineExpandGeometryShader();
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std::string GenerateScreenQuadVertexShader();
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std::string GenerateFillFragmentShader();
|
||||
std::string GenerateInterlacedFillFragmentShader();
|
||||
std::string GenerateCopyFragmentShader();
|
||||
std::string GenerateDisplayFragmentShader(bool depth_24bit, bool interlaced);
|
||||
std::string GenerateVRAMReadFragmentShader();
|
||||
|
|
|
@ -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());
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue