GPU: Various fixes (textures, blending)
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767e8f08e0
commit
ea3ba8b342
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@ -83,7 +83,8 @@ int main(int argc, char* argv[])
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{
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// set log flags
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// g_pLog->SetConsoleOutputParams(true, nullptr, LOGLEVEL_DEBUG);
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g_pLog->SetConsoleOutputParams(true, "GPU GPU_HW_OpenGL SPU Pad DigitalController", LOGLEVEL_DEBUG);
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// g_pLog->SetConsoleOutputParams(true, "GPU GPU_HW_OpenGL SPU Pad DigitalController", LOGLEVEL_DEBUG);
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g_pLog->SetConsoleOutputParams(true, "CDROM DMA SPU Pad DigitalController", LOGLEVEL_DEBUG);
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#ifdef Y_BUILD_CONFIG_RELEASE
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g_pLog->SetFilterLevel(LOGLEVEL_INFO);
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@ -38,6 +38,9 @@ void GPU::SoftReset()
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m_crtc_state.regs.display_address_start = 0;
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m_crtc_state.regs.horizontal_display_range = 0xC60260;
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m_crtc_state.regs.vertical_display_range = 0x3FC10;
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m_render_state = {};
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m_render_state.texture_changed = true;
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m_render_state.transparency_mode_changed = true;
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UpdateGPUSTAT();
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UpdateCRTCConfig();
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}
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@ -48,20 +51,24 @@ bool GPU::DoState(StateWrapper& sw)
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FlushRender();
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sw.Do(&m_GPUSTAT.bits);
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sw.Do(&m_texture_config.base_x);
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sw.Do(&m_texture_config.base_y);
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sw.Do(&m_texture_config.palette_x);
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sw.Do(&m_texture_config.palette_y);
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sw.Do(&m_texture_config.page_attribute);
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sw.Do(&m_texture_config.palette_attribute);
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sw.Do(&m_texture_config.color_mode);
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sw.Do(&m_texture_config.page_changed);
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sw.Do(&m_texture_config.window_mask_x);
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sw.Do(&m_texture_config.window_mask_y);
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sw.Do(&m_texture_config.window_offset_x);
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sw.Do(&m_texture_config.window_offset_y);
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sw.Do(&m_texture_config.x_flip);
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sw.Do(&m_texture_config.y_flip);
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sw.Do(&m_render_state.texture_base_x);
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sw.Do(&m_render_state.texture_base_y);
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sw.Do(&m_render_state.texture_palette_x);
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sw.Do(&m_render_state.texture_palette_y);
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sw.Do(&m_render_state.texture_color_mode);
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sw.Do(&m_render_state.transparency_mode);
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sw.Do(&m_render_state.texture_window_mask_x);
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sw.Do(&m_render_state.texture_window_mask_y);
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sw.Do(&m_render_state.texture_window_offset_x);
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sw.Do(&m_render_state.texture_window_offset_y);
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sw.Do(&m_render_state.texture_x_flip);
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sw.Do(&m_render_state.texture_y_flip);
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sw.Do(&m_render_state.texpage_attribute);
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sw.Do(&m_render_state.texlut_attribute);
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sw.Do(&m_render_state.texture_changed);
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sw.Do(&m_render_state.transparency_mode_changed);
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sw.Do(&m_drawing_area.top_left_x);
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sw.Do(&m_drawing_area.top_left_y);
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sw.Do(&m_drawing_area.bottom_right_x);
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@ -95,7 +102,8 @@ bool GPU::DoState(StateWrapper& sw)
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if (sw.IsReading())
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{
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m_texture_config.page_changed = true;
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m_render_state.texture_changed = true;
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m_render_state.transparency_mode_changed = true;
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UpdateGPUSTAT();
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}
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@ -399,21 +407,21 @@ void GPU::WriteGP0(u32 value)
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const u32 MASK = ((UINT32_C(1) << 11) - 1);
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m_GPUSTAT.bits = (m_GPUSTAT.bits & ~MASK) | param & MASK;
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m_GPUSTAT.texture_disable = (param & (UINT32_C(1) << 11)) != 0;
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m_texture_config.x_flip = (param & (UINT32_C(1) << 12)) != 0;
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m_texture_config.y_flip = (param & (UINT32_C(1) << 13)) != 0;
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m_render_state.texture_x_flip = (param & (UINT32_C(1) << 12)) != 0;
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m_render_state.texture_y_flip = (param & (UINT32_C(1) << 13)) != 0;
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Log_DebugPrintf("Set draw mode %08X", param);
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}
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break;
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case 0xE2: // set texture window
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{
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m_texture_config.window_mask_x = param & UINT32_C(0x1F);
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m_texture_config.window_mask_y = (param >> 5) & UINT32_C(0x1F);
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m_texture_config.window_offset_x = (param >> 10) & UINT32_C(0x1F);
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m_texture_config.window_offset_y = (param >> 15) & UINT32_C(0x1F);
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Log_DebugPrintf("Set texture window %02X %02X %02X %02X", m_texture_config.window_mask_x,
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m_texture_config.window_mask_y, m_texture_config.window_offset_x,
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m_texture_config.window_offset_y);
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m_render_state.texture_window_mask_x = param & UINT32_C(0x1F);
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m_render_state.texture_window_mask_y = (param >> 5) & UINT32_C(0x1F);
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m_render_state.texture_window_offset_x = (param >> 10) & UINT32_C(0x1F);
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m_render_state.texture_window_offset_y = (param >> 15) & UINT32_C(0x1F);
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Log_DebugPrintf("Set texture window %02X %02X %02X %02X", m_render_state.texture_window_mask_x,
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m_render_state.texture_window_mask_y, m_render_state.texture_window_offset_x,
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m_render_state.texture_window_offset_y);
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}
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break;
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@ -745,7 +753,7 @@ bool GPU::HandleCopyRectangleVRAMToVRAMCommand()
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void GPU::UpdateDisplay()
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{
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m_texture_config.page_changed = true;
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m_render_state.texture_changed = true;
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m_system->IncrementFrameNumber();
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}
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@ -761,45 +769,48 @@ void GPU::DispatchRenderCommand(RenderCommand rc, u32 num_vertices) {}
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void GPU::FlushRender() {}
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void GPU::TextureConfig::SetFromPolygonTexcoord(u32 texcoord0, u32 texcoord1)
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void GPU::RenderState::SetFromPolygonTexcoord(u32 texcoord0, u32 texcoord1)
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{
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SetFromPaletteAttribute(Truncate16(texcoord0 >> 16));
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SetFromPageAttribute(Truncate16(texcoord1 >> 16));
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}
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void GPU::TextureConfig::SetFromRectangleTexcoord(u32 texcoord)
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void GPU::RenderState::SetFromRectangleTexcoord(u32 texcoord)
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{
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SetFromPaletteAttribute(Truncate16(texcoord >> 16));
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}
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void GPU::TextureConfig::SetFromPageAttribute(u16 value)
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void GPU::RenderState::SetFromPageAttribute(u16 value)
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{
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const u16 old_page_attribute = texpage_attribute;
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value &= PAGE_ATTRIBUTE_MASK;
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if (page_attribute == value)
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if (texpage_attribute == value)
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return;
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page_attribute = value;
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page_changed = true;
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texture_base_x = static_cast<s32>(ZeroExtend32(value & UINT16_C(0x0F)) * UINT32_C(64));
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texture_base_y = static_cast<s32>(ZeroExtend32((value >> 4) & UINT16_C(1)) * UINT32_C(256));
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texture_color_mode = (static_cast<TextureColorMode>((value >> 7) & UINT16_C(0x03)));
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if (texture_color_mode == TextureColorMode::Reserved_Direct16Bit)
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texture_color_mode = TextureColorMode::Direct16Bit;
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base_x = static_cast<s32>(ZeroExtend32(value & UINT16_C(0x0F)) * UINT32_C(64));
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base_y = static_cast<s32>(ZeroExtend32((value >> 11) & UINT16_C(1)) * UINT32_C(512));
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color_mode = (static_cast<TextureColorMode>((value >> 7) & UINT16_C(0x03)));
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if (color_mode == TextureColorMode::Reserved_Direct16Bit)
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color_mode = TextureColorMode::Direct16Bit;
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texpage_attribute = value;
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texture_changed = (old_page_attribute & PAGE_ATTRIBUTE_TEXTURE_MASK) != (value & PAGE_ATTRIBUTE_TEXTURE_MASK);
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const TransparencyMode old_transparency_mode = transparency_mode;
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transparency_mode = (static_cast<TransparencyMode>((value >> 5) & UINT16_C(0x03)));
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transparency_mode_changed = old_transparency_mode != transparency_mode;
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}
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void GPU::TextureConfig::SetFromPaletteAttribute(u16 value)
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void GPU::RenderState::SetFromPaletteAttribute(u16 value)
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{
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value &= PALETTE_ATTRIBUTE_MASK;
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if (palette_attribute == value)
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if (texlut_attribute == value)
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return;
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palette_x = static_cast<s32>(ZeroExtend32(value & UINT16_C(0x3F)) * UINT32_C(16));
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palette_y = static_cast<s32>(ZeroExtend32((value >> 6) & UINT16_C(0x1FF)));
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palette_attribute = value;
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page_changed = true;
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texture_palette_x = static_cast<s32>(ZeroExtend32(value & UINT16_C(0x3F)) * UINT32_C(16));
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texture_palette_y = static_cast<s32>(ZeroExtend32((value >> 6) & UINT16_C(0x1FF)));
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texlut_attribute = value;
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texture_changed = true;
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}
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bool GPU::DumpVRAMToFile(const char* filename, u32 width, u32 height, u32 stride, const void* buffer, bool remove_alpha)
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@ -220,41 +220,47 @@ protected:
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BitField<u32, bool, 31, 1> drawing_even_line;
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} m_GPUSTAT = {};
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struct TextureConfig
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struct RenderState
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{
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static constexpr u16 PAGE_ATTRIBUTE_MASK = UINT16_C(0b0000100111111111);
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static constexpr u16 PAGE_ATTRIBUTE_TEXTURE_MASK = UINT16_C(0b0000000110011111);
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static constexpr u16 PAGE_ATTRIBUTE_MASK = UINT16_C(0b0000000111111111);
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static constexpr u16 PALETTE_ATTRIBUTE_MASK = UINT16_C(0b0111111111111111);
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// decoded values
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s32 base_x;
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s32 base_y;
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s32 palette_x;
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s32 palette_y;
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s32 texture_base_x;
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s32 texture_base_y;
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s32 texture_palette_x;
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s32 texture_palette_y;
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TextureColorMode texture_color_mode;
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TransparencyMode transparency_mode;
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u8 texture_window_mask_x; // in 8 pixel steps
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u8 texture_window_mask_y; // in 8 pixel steps
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u8 texture_window_offset_x; // in 8 pixel steps
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u8 texture_window_offset_y; // in 8 pixel steps
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bool texture_x_flip;
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bool texture_y_flip;
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// original values
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u16 page_attribute; // from register in rectangle modes/vertex in polygon modes
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u16 palette_attribute; // from vertex
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TextureColorMode color_mode; // from register/vertex in polygon modes
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TransparencyMode transparency_mode;
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u16 texpage_attribute; // from register in rectangle modes/vertex in polygon modes
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u16 texlut_attribute; // from vertex
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bool page_changed = false;
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bool texture_changed = false;
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bool transparency_mode_changed = false;
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bool IsPageChanged() const { return page_changed; }
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void ClearPageChangedFlag() { page_changed = false; }
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bool IsChanged() const { return texture_changed || transparency_mode_changed; }
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bool IsTextureChanged() const { return texture_changed; }
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void ClearTextureChangedFlag() { texture_changed = false; }
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bool IsTransparencyModeChanged() const { return transparency_mode_changed; }
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void ClearTransparencyModeChangedFlag() { transparency_mode_changed = false; }
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void SetFromPolygonTexcoord(u32 texcoord0, u32 texcoord1);
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void SetFromRectangleTexcoord(u32 texcoord);
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void SetFromPageAttribute(u16 value);
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void SetFromPaletteAttribute(u16 value);
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u8 window_mask_x; // in 8 pixel steps
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u8 window_mask_y; // in 8 pixel steps
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u8 window_offset_x; // in 8 pixel steps
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u8 window_offset_y; // in 8 pixel steps
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bool x_flip;
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bool y_flip;
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} m_texture_config = {};
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} m_render_state = {};
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struct DrawingArea
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{
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@ -14,9 +14,9 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices)
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case Primitive::Polygon:
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{
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// if we're drawing quads, we need to create a degenerate triangle to restart the triangle strip
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bool restart_strip = (rc.quad_polygon && !m_batch_vertices.empty());
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bool restart_strip = (rc.quad_polygon && !m_batch.vertices.empty());
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if (restart_strip)
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m_batch_vertices.push_back(m_batch_vertices.back());
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m_batch.vertices.push_back(m_batch.vertices.back());
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const u32 first_color = rc.color_for_first_vertex;
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const bool shaded = rc.shading_enable;
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@ -39,10 +39,10 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices)
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hw_vert.padding = 0;
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m_batch_vertices.push_back(hw_vert);
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m_batch.vertices.push_back(hw_vert);
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if (restart_strip)
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{
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m_batch_vertices.push_back(m_batch_vertices.back());
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m_batch.vertices.push_back(m_batch.vertices.back());
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restart_strip = false;
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}
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}
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@ -52,9 +52,9 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices)
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case Primitive::Rectangle:
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{
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// if we're drawing quads, we need to create a degenerate triangle to restart the triangle strip
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const bool restart_strip = !m_batch_vertices.empty();
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const bool restart_strip = !m_batch.vertices.empty();
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if (restart_strip)
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m_batch_vertices.push_back(m_batch_vertices.back());
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m_batch.vertices.push_back(m_batch.vertices.back());
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u32 buffer_pos = 1;
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const bool textured = rc.texture_enable;
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@ -92,12 +92,12 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices)
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const u8 tex_right = static_cast<u8>(tex_left + (rectangle_width - 1));
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const u8 tex_bottom = static_cast<u8>(tex_top + (rectangle_height - 1));
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m_batch_vertices.push_back(HWVertex{pos_left, pos_top, color, HWVertex::EncodeTexcoord(tex_left, tex_top)});
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m_batch.vertices.push_back(HWVertex{pos_left, pos_top, color, HWVertex::EncodeTexcoord(tex_left, tex_top)});
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if (restart_strip)
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m_batch_vertices.push_back(m_batch_vertices.back());
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m_batch_vertices.push_back(HWVertex{pos_right, pos_top, color, HWVertex::EncodeTexcoord(tex_right, tex_top)});
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m_batch_vertices.push_back(HWVertex{pos_left, pos_bottom, color, HWVertex::EncodeTexcoord(tex_left, tex_bottom)});
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m_batch_vertices.push_back(
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m_batch.vertices.push_back(m_batch.vertices.back());
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m_batch.vertices.push_back(HWVertex{pos_right, pos_top, color, HWVertex::EncodeTexcoord(tex_right, tex_top)});
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m_batch.vertices.push_back(HWVertex{pos_left, pos_bottom, color, HWVertex::EncodeTexcoord(tex_left, tex_bottom)});
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m_batch.vertices.push_back(
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HWVertex{pos_right, pos_bottom, color, HWVertex::EncodeTexcoord(tex_right, tex_bottom)});
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}
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break;
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@ -108,14 +108,6 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices)
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}
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}
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void GPU_HW::CalcViewport(int* x, int* y, int* width, int* height)
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{
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*x = m_drawing_offset.x;
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*y = m_drawing_offset.y;
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*width = std::max(static_cast<int>(VRAM_WIDTH - m_drawing_offset.x), 1);
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*height = std::max(static_cast<int>(VRAM_HEIGHT - m_drawing_offset.y), 1);
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}
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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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@ -188,11 +180,13 @@ out vec4 v_col0;
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out vec2 v_tex0;
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#endif
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uniform ivec2 u_pos_offset;
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void main()
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{
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// 0..+1023 -> -1..1
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float pos_x = (float(a_pos.x) / 512.0) - 1.0;
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float pos_y = (float(a_pos.y) / -256.0) + 1.0;
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float pos_x = (float(a_pos.x + u_pos_offset.x) / 512.0) - 1.0;
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float pos_y = (float(a_pos.y + u_pos_offset.y) / -256.0) + 1.0;
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gl_Position = vec4(pos_x, pos_y, 0.0, 1.0);
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v_col0 = a_col0;
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@ -229,7 +223,7 @@ void main()
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discard;
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#if BLENDING
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o_col0 = v_col0 * texcol;
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o_col0 = vec4((ivec4(v_col0 * 255.0) * ivec4(texcol * 255.0)) >> 7) / 255.0;
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#else
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o_col0 = texcol;
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#endif
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@ -339,6 +333,16 @@ void main()
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void GPU_HW::UpdateTexturePageTexture() {}
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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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return HWRenderBatch::Primitive::Lines;
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else if ((rc.primitive == Primitive::Polygon && rc.quad_polygon) || rc.primitive == Primitive::Rectangle)
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return HWRenderBatch::Primitive::TriangleStrip;
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else
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return HWRenderBatch::Primitive::Triangles;
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}
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void GPU_HW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices)
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{
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if (rc.texture_enable)
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@ -349,16 +353,16 @@ void GPU_HW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices)
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case Primitive::Polygon:
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{
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if (rc.shading_enable)
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m_texture_config.SetFromPolygonTexcoord(m_GP0_command[2], m_GP0_command[5]);
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m_render_state.SetFromPolygonTexcoord(m_GP0_command[2], m_GP0_command[5]);
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else
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m_texture_config.SetFromPolygonTexcoord(m_GP0_command[2], m_GP0_command[4]);
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m_render_state.SetFromPolygonTexcoord(m_GP0_command[2], m_GP0_command[4]);
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}
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break;
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case Primitive::Rectangle:
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{
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m_texture_config.SetFromRectangleTexcoord(m_GP0_command[2]);
|
||||
m_texture_config.SetFromPageAttribute(Truncate16(m_GPUSTAT.bits));
|
||||
m_render_state.SetFromRectangleTexcoord(m_GP0_command[2]);
|
||||
m_render_state.SetFromPageAttribute(Truncate16(m_GPUSTAT.bits));
|
||||
}
|
||||
break;
|
||||
|
||||
|
@ -366,25 +370,43 @@ void GPU_HW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices)
|
|||
break;
|
||||
}
|
||||
|
||||
if (m_texture_config.IsPageChanged())
|
||||
if (m_render_state.IsChanged())
|
||||
{
|
||||
if (!m_batch_vertices.empty())
|
||||
if (m_render_state.IsTextureChanged())
|
||||
{
|
||||
if (!IsFlushed())
|
||||
FlushRender();
|
||||
UpdateTexturePageTexture();
|
||||
m_render_state.ClearTextureChangedFlag();
|
||||
}
|
||||
|
||||
if (m_batch.transparency_enable && m_render_state.IsTransparencyModeChanged() && !IsFlushed())
|
||||
FlushRender();
|
||||
|
||||
UpdateTexturePageTexture();
|
||||
m_texture_config.ClearPageChangedFlag();
|
||||
m_batch.transparency_mode = m_render_state.transparency_mode;
|
||||
m_render_state.ClearTransparencyModeChangedFlag();
|
||||
}
|
||||
}
|
||||
|
||||
// extract state
|
||||
const bool rc_texture_enable = rc.texture_enable;
|
||||
const bool rc_texture_blend_enable = !rc.texture_blend_disable;
|
||||
const HWRenderBatch::Primitive rc_primitive = GetPrimitiveForCommand(rc);
|
||||
|
||||
// flush when the command changes
|
||||
if (!m_batch_vertices.empty())
|
||||
if (!m_batch.vertices.empty())
|
||||
{
|
||||
// including the degenerate triangles for strips
|
||||
const u32 max_added_vertices = num_vertices + 2;
|
||||
if ((m_batch_vertices.size() + max_added_vertices) >= MAX_BATCH_VERTEX_COUNT || m_batch_command.bits != rc.bits)
|
||||
const bool params_changed =
|
||||
(m_batch.texture_enable != rc_texture_enable || m_batch.texture_blending_enable != rc_texture_blend_enable ||
|
||||
m_batch.primitive != rc_primitive);
|
||||
if ((m_batch.vertices.size() + max_added_vertices) >= MAX_BATCH_VERTEX_COUNT || params_changed)
|
||||
FlushRender();
|
||||
}
|
||||
|
||||
m_batch_command = rc;
|
||||
m_batch.texture_enable = rc_texture_enable;
|
||||
m_batch.texture_blending_enable = rc_texture_blend_enable;
|
||||
m_batch.primitive = rc_primitive;
|
||||
LoadVertices(rc, num_vertices);
|
||||
}
|
||||
|
|
|
@ -26,6 +26,24 @@ protected:
|
|||
static constexpr u16 EncodeTexcoord(u8 x, u8 y) { return ZeroExtend16(x) | (ZeroExtend16(y) << 8); }
|
||||
};
|
||||
|
||||
struct HWRenderBatch
|
||||
{
|
||||
enum class Primitive : u8
|
||||
{
|
||||
Lines = 0,
|
||||
Triangles = 1,
|
||||
TriangleStrip = 2
|
||||
};
|
||||
|
||||
Primitive primitive;
|
||||
bool transparency_enable;
|
||||
bool texture_enable;
|
||||
bool texture_blending_enable;
|
||||
TransparencyMode transparency_mode;
|
||||
|
||||
std::vector<HWVertex> vertices;
|
||||
};
|
||||
|
||||
static constexpr u32 VERTEX_BUFFER_SIZE = 1 * 1024 * 1024;
|
||||
static constexpr u32 MAX_BATCH_VERTEX_COUNT = VERTEX_BUFFER_SIZE / sizeof(HWVertex);
|
||||
|
||||
|
@ -39,11 +57,10 @@ protected:
|
|||
|
||||
virtual void UpdateTexturePageTexture();
|
||||
|
||||
bool IsFlushed() const { return !m_batch_vertices.empty(); }
|
||||
bool IsFlushed() const { return m_batch.vertices.empty(); }
|
||||
|
||||
void DispatchRenderCommand(RenderCommand rc, u32 num_vertices) override;
|
||||
|
||||
void CalcViewport(int* x, int* y, int* width, int* height);
|
||||
void CalcScissorRect(int* left, int* top, int* right, int* bottom);
|
||||
|
||||
std::string GenerateVertexShader(bool textured);
|
||||
|
@ -52,10 +69,11 @@ protected:
|
|||
std::string GenerateTexturePageFragmentShader(TextureColorMode mode);
|
||||
std::string GenerateFillFragmentShader();
|
||||
|
||||
std::vector<HWVertex> m_batch_vertices;
|
||||
RenderCommand m_batch_command = {};
|
||||
HWRenderBatch m_batch = {};
|
||||
|
||||
private:
|
||||
static HWRenderBatch::Primitive GetPrimitiveForCommand(RenderCommand rc);
|
||||
|
||||
void GenerateShaderHeader(std::stringstream& ss);
|
||||
|
||||
void LoadVertices(RenderCommand rc, u32 num_vertices);
|
||||
|
|
|
@ -148,11 +148,14 @@ bool GPU_HW_OpenGL::CompileProgram(GL::Program& prog, bool textured, bool blendi
|
|||
if (!prog.Link())
|
||||
return false;
|
||||
|
||||
prog.Bind();
|
||||
prog.RegisterUniform("u_pos_offset");
|
||||
prog.Uniform2i(0, 0, 0);
|
||||
|
||||
if (textured)
|
||||
{
|
||||
prog.Bind();
|
||||
prog.RegisterUniform("samp0");
|
||||
prog.Uniform1i(0, 0);
|
||||
prog.Uniform1i(1, 0);
|
||||
}
|
||||
|
||||
return true;
|
||||
|
@ -165,16 +168,13 @@ void GPU_HW_OpenGL::SetProgram(bool textured, bool blending)
|
|||
|
||||
if (textured)
|
||||
m_texture_page_texture->Bind();
|
||||
|
||||
prog.Uniform2i(0, m_drawing_offset.x, m_drawing_offset.y);
|
||||
}
|
||||
|
||||
void GPU_HW_OpenGL::SetViewport()
|
||||
{
|
||||
int x, y, width, height;
|
||||
CalcViewport(&x, &y, &width, &height);
|
||||
|
||||
y = VRAM_HEIGHT - y - height;
|
||||
Log_DebugPrintf("SetViewport: Offset (%d,%d) Size (%d, %d)", x, y, width, height);
|
||||
glViewport(x, y, width, height);
|
||||
glViewport(0, 0, VRAM_WIDTH, VRAM_HEIGHT);
|
||||
}
|
||||
|
||||
void GPU_HW_OpenGL::SetScissor()
|
||||
|
@ -207,13 +207,13 @@ void GPU_HW_OpenGL::SetBlendState()
|
|||
{GL_CONSTANT_COLOR, GL_FUNC_ADD, GL_ONE, 0.25f} // B + F/4
|
||||
}};
|
||||
|
||||
if (!m_batch_command.IsTransparencyEnabled())
|
||||
if (!m_batch.transparency_enable)
|
||||
{
|
||||
glDisable(GL_BLEND);
|
||||
return;
|
||||
}
|
||||
|
||||
const BlendVars& vars = blend_vars[static_cast<u8>(m_texture_config.transparency_mode)];
|
||||
const BlendVars& vars = blend_vars[static_cast<u8>(m_batch.transparency_mode)];
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFuncSeparate(vars.src_factor, vars.dst_factor, GL_ONE, GL_ZERO);
|
||||
glBlendEquationSeparate(vars.func, GL_FUNC_ADD);
|
||||
|
@ -327,12 +327,12 @@ void GPU_HW_OpenGL::UpdateTexturePageTexture()
|
|||
glViewport(0, 0, TEXTURE_PAGE_WIDTH, TEXTURE_PAGE_HEIGHT);
|
||||
glBindVertexArray(m_attributeless_vao_id);
|
||||
|
||||
const GL::Program& prog = m_texture_page_programs[static_cast<u8>(m_texture_config.color_mode)];
|
||||
const GL::Program& prog = m_texture_page_programs[static_cast<u8>(m_render_state.texture_color_mode)];
|
||||
prog.Bind();
|
||||
|
||||
prog.Uniform2i(1, m_texture_config.base_x, m_texture_config.base_y);
|
||||
if (m_texture_config.color_mode >= GPU::TextureColorMode::Palette4Bit)
|
||||
prog.Uniform2i(2, m_texture_config.palette_x, m_texture_config.palette_y);
|
||||
prog.Uniform2i(1, m_render_state.texture_base_x, m_render_state.texture_base_y);
|
||||
if (m_render_state.texture_color_mode >= GPU::TextureColorMode::Palette4Bit)
|
||||
prog.Uniform2i(2, m_render_state.texture_palette_x, m_render_state.texture_palette_y);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3);
|
||||
|
||||
|
@ -342,14 +342,14 @@ void GPU_HW_OpenGL::UpdateTexturePageTexture()
|
|||
|
||||
void GPU_HW_OpenGL::FlushRender()
|
||||
{
|
||||
if (m_batch_vertices.empty())
|
||||
if (m_batch.vertices.empty())
|
||||
return;
|
||||
|
||||
glDisable(GL_CULL_FACE);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
glDepthMask(GL_FALSE);
|
||||
SetProgram(m_batch_command.IsTextureEnabled(), m_batch_command.IsTextureBlendingEnabled());
|
||||
SetProgram(m_batch.texture_enable, m_batch.texture_blending_enable);
|
||||
SetViewport();
|
||||
SetScissor();
|
||||
SetBlendState();
|
||||
|
@ -357,16 +357,15 @@ void GPU_HW_OpenGL::FlushRender()
|
|||
glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer_fbo_id);
|
||||
glBindVertexArray(m_vao_id);
|
||||
|
||||
Assert((m_batch_vertices.size() * sizeof(HWVertex)) <= VERTEX_BUFFER_SIZE);
|
||||
Assert((m_batch.vertices.size() * sizeof(HWVertex)) <= VERTEX_BUFFER_SIZE);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_vertex_buffer);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, static_cast<GLsizei>(sizeof(HWVertex) * m_batch_vertices.size()),
|
||||
m_batch_vertices.data());
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, static_cast<GLsizei>(sizeof(HWVertex) * m_batch.vertices.size()),
|
||||
m_batch.vertices.data());
|
||||
|
||||
const bool is_strip = ((m_batch_command.primitive == Primitive::Polygon && m_batch_command.quad_polygon) ||
|
||||
m_batch_command.primitive == Primitive::Rectangle);
|
||||
glDrawArrays(is_strip ? GL_TRIANGLE_STRIP : GL_TRIANGLES, 0, static_cast<GLsizei>(m_batch_vertices.size()));
|
||||
static constexpr std::array<GLenum, 3> gl_primitives = {{GL_LINES, GL_TRIANGLES, GL_TRIANGLE_STRIP}};
|
||||
glDrawArrays(gl_primitives[static_cast<u8>(m_batch.primitive)], 0, static_cast<GLsizei>(m_batch.vertices.size()));
|
||||
|
||||
m_batch_vertices.clear();
|
||||
m_batch.vertices.clear();
|
||||
}
|
||||
|
||||
std::unique_ptr<GPU> GPU::CreateHardwareOpenGLRenderer()
|
||||
|
|
Loading…
Reference in New Issue