GPU: Use scissor test for drawing area
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3d6b8e485e
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@ -31,12 +31,6 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices)
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hw_vert.x = vp.x();
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hw_vert.y = vp.y();
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// excluding lower-right coordinates
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if ((i & UINT32_C(1)) != 0)
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hw_vert.x--;
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if ((i & UINT32_C(2)) != 0)
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hw_vert.y--;
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if (textured)
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hw_vert.texcoord = Truncate16(m_GP0_command[buffer_pos++]);
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else
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@ -113,9 +107,9 @@ void GPU_HW::CalcViewport(int* x, int* y, int* width, int* height)
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void GPU_HW::CalcScissorRect(int* left, int* top, int* right, int* bottom)
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{
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*left = m_drawing_area.top_left_x;
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*right = m_drawing_area.bottom_right_x;
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*right = m_drawing_area.bottom_right_x + 1;
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*top = m_drawing_area.top_left_y;
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*bottom = m_drawing_area.bottom_right_y;
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*bottom = m_drawing_area.bottom_right_y + 1;
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}
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static void DefineMacro(std::stringstream& ss, const char* name, bool enabled)
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@ -175,7 +175,19 @@ void GPU_HW_OpenGL::SetViewport()
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glViewport(x, y, width, height);
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}
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void GPU_HW_OpenGL::SetScissor() {}
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void GPU_HW_OpenGL::SetScissor()
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{
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int left, top, right, bottom;
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CalcScissorRect(&left, &top, &right, &bottom);
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const int width = right - left;
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const int height = bottom - top;
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const int x = left;
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const int y = VRAM_HEIGHT - bottom;
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Log_DebugPrintf("SetScissor: (%d-%d, %d-%d)", x, x + width, y, y + height);
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glScissor(x, y, width, height);
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}
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inline u32 ConvertRGBA5551ToRGBA8888(u16 color)
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{
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@ -252,7 +264,6 @@ void GPU_HW_OpenGL::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 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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glDisable(GL_SCISSOR_TEST);
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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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@ -293,6 +304,7 @@ void GPU_HW_OpenGL::UpdateTexturePageTexture()
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m_framebuffer_texture->Bind();
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glDisable(GL_BLEND);
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glDisable(GL_SCISSOR_TEST);
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glViewport(0, 0, TEXTURE_PAGE_WIDTH, TEXTURE_PAGE_HEIGHT);
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glBindVertexArray(m_attributeless_vao_id);
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@ -321,8 +333,13 @@ void GPU_HW_OpenGL::FlushRender()
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if (m_batch_vertices.empty())
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return;
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_SCISSOR_TEST);
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glDepthMask(GL_FALSE);
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SetProgram(m_batch_command.texture_enable, m_batch_command.texture_blending_raw);
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SetViewport();
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SetScissor();
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if (m_batch_command.texture_enable)
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m_texture_page_texture->Bind();
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