mirror of https://github.com/PCSX2/pcsx2.git
617 lines
13 KiB
C++
617 lines
13 KiB
C++
/*
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* Copyright (C) 2007-2009 Gabest
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* http://www.gabest.org
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*
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* This Program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* This Program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with GNU Make; see the file COPYING. If not, write to
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* the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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#include "StdAfx.h"
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#include "GSRendererSW.h"
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const GSVector4 g_pos_scale(1.0f / 16, 1.0f / 16, 1.0f, 128.0f);
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GSRendererSW::GSRendererSW(uint8* base, bool mt, void (*irq)(), GSDevice* dev)
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: GSRendererT(base, mt, irq, dev)
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{
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m_tc = new GSTextureCacheSW(this);
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memset(m_texture, 0, sizeof(m_texture));
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m_rl.Create<GSDrawScanline>(this, theApp.GetConfig("swthreads", 1));
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InitVertexKick<GSRendererSW>();
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}
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GSRendererSW::~GSRendererSW()
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{
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delete m_tc;
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for(int i = 0; i < countof(m_texture); i++)
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{
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delete m_texture[i];
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}
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}
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void GSRendererSW::Reset()
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{
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// TODO: GSreset can come from the main thread too => crash
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// m_tc->RemoveAll();
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m_reset = true;
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__super::Reset();
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}
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void GSRendererSW::VSync(int field)
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{
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__super::VSync(field);
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m_tc->IncAge();
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if(m_reset)
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{
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m_tc->RemoveAll();
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m_reset = false;
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}
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// if((m_perfmon.GetFrame() & 255) == 0) m_rl.PrintStats();
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}
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void GSRendererSW::ResetDevice()
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{
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for(int i = 0; i < countof(m_texture); i++)
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{
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delete m_texture[i];
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m_texture[i] = NULL;
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}
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}
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GSTexture* GSRendererSW::GetOutput(int i)
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{
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const GSRegDISPFB& DISPFB = m_regs->DISP[i].DISPFB;
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GIFRegTEX0 TEX0;
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TEX0.TBP0 = DISPFB.Block();
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TEX0.TBW = DISPFB.FBW;
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TEX0.PSM = DISPFB.PSM;
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int w = TEX0.TBW * 64;
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int h = GetFrameRect(i).bottom;
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// TODO: round up bottom
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if(m_dev->ResizeTexture(&m_texture[i], w, h))
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{
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// TODO
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static uint8* buff = (uint8*)_aligned_malloc(1024 * 1024 * 4, 16);
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static int pitch = 1024 * 4;
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GSVector4i r(0, 0, w, h);
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m_mem.ReadTexture(r, buff, pitch, TEX0, m_env.TEXA);
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m_texture[i]->Update(r, buff, pitch);
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if(s_dump)
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{
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if(s_save)
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{
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m_texture[i]->Save(format("c:\\temp1\\_%05d_f%I64d_fr%d_%05x_%d.bmp", s_n, m_perfmon.GetFrame(), i, (int)TEX0.TBP0, (int)TEX0.PSM));
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}
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s_n++;
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}
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}
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return m_texture[i];
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}
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void GSRendererSW::Draw()
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{
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GS_PRIM_CLASS primclass = GSUtil::GetPrimClass(PRIM->PRIM);
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m_vt.Update(m_vertices, m_count, primclass, PRIM, m_context);
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if(m_dump)
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{
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m_dump.Object(m_vertices, m_count, primclass);
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}
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GSScanlineParam p;
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GetScanlineParam(p, primclass);
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if((p.fm & p.zm) == 0xffffffff)
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{
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return;
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}
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if(s_dump)
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{
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uint64 frame = m_perfmon.GetFrame();
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string s;
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if(s_save && PRIM->TME)
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{
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s = format("c:\\temp1\\_%05d_f%I64d_tex_%05x_%d.bmp", s_n, frame, (int)m_context->TEX0.TBP0, (int)m_context->TEX0.PSM);
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m_mem.SaveBMP(s, m_context->TEX0.TBP0, m_context->TEX0.TBW, m_context->TEX0.PSM, 1 << m_context->TEX0.TW, 1 << m_context->TEX0.TH);
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}
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s_n++;
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if(s_save)
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{
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s = format("c:\\temp1\\_%05d_f%I64d_rt0_%05x_%d.bmp", s_n, frame, m_context->FRAME.Block(), m_context->FRAME.PSM);
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m_mem.SaveBMP(s, m_context->FRAME.Block(), m_context->FRAME.FBW, m_context->FRAME.PSM, GetFrameRect().width(), 512);//GetFrameSize(1).cy);
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}
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if(s_savez)
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{
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s = format("c:\\temp1\\_%05d_f%I64d_rz0_%05x_%d.bmp", s_n, frame, m_context->ZBUF.Block(), m_context->ZBUF.PSM);
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m_mem.SaveBMP(s, m_context->ZBUF.Block(), m_context->FRAME.FBW, m_context->ZBUF.PSM, GetFrameRect().width(), 512);
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}
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s_n++;
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}
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GSRasterizerData data;
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data.scissor = GSVector4i(m_context->scissor.in);
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data.scissor.z = min(data.scissor.z, (int)m_context->FRAME.FBW * 64); // TODO: find a game that overflows and check which one is the right behaviour
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data.primclass = primclass;
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data.vertices = m_vertices;
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data.count = m_count;
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data.param = &p;
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m_rl.Draw(&data);
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GSRasterizerStats stats;
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m_rl.GetStats(stats);
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m_perfmon.Put(GSPerfMon::Draw, 1);
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m_perfmon.Put(GSPerfMon::Prim, stats.prims);
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m_perfmon.Put(GSPerfMon::Fillrate, stats.pixels);
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GSVector4i r = GSVector4i(m_vt.m_min.p.xyxy(m_vt.m_max.p)).rintersect(data.scissor);
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GIFRegBITBLTBUF BITBLTBUF;
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BITBLTBUF.DBW = m_context->FRAME.FBW;
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if(p.fm != 0xffffffff)
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{
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BITBLTBUF.DBP = m_context->FRAME.Block();
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BITBLTBUF.DPSM = m_context->FRAME.PSM;
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m_tc->InvalidateVideoMem(BITBLTBUF, r);
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}
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if(p.zm != 0xffffffff)
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{
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BITBLTBUF.DBP = m_context->ZBUF.Block();
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BITBLTBUF.DPSM = m_context->ZBUF.PSM;
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m_tc->InvalidateVideoMem(BITBLTBUF, r);
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}
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if(s_dump)
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{
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uint64 frame = m_perfmon.GetFrame();
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string s;
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if(s_save)
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{
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s = format("c:\\temp1\\_%05d_f%I64d_rt1_%05x_%d.bmp", s_n, frame, m_context->FRAME.Block(), m_context->FRAME.PSM);
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m_mem.SaveBMP(s, m_context->FRAME.Block(), m_context->FRAME.FBW, m_context->FRAME.PSM, GetFrameRect().width(), 512);//GetFrameSize(1).cy);
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}
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if(s_savez)
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{
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s = format("c:\\temp1\\_%05d_f%I64d_rz1_%05x_%d.bmp", s_n, frame, m_context->ZBUF.Block(), m_context->ZBUF.PSM);
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m_mem.SaveBMP(s, m_context->ZBUF.Block(), m_context->FRAME.FBW, m_context->ZBUF.PSM, GetFrameRect().width(), 512);
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}
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s_n++;
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}
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if(0)//stats.ticks > 5000000)
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{
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printf("* [%I64d | %012I64x] ticks %I64d prims %d (%d) pixels %d (%d)\n",
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m_perfmon.GetFrame(), p.sel.key,
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stats.ticks,
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stats.prims, stats.prims > 0 ? (int)(stats.ticks / stats.prims) : -1,
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stats.pixels, stats.pixels > 0 ? (int)(stats.ticks / stats.pixels) : -1);
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}
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}
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void GSRendererSW::InvalidateVideoMem(const GIFRegBITBLTBUF& BITBLTBUF, const GSVector4i& r)
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{
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m_tc->InvalidateVideoMem(BITBLTBUF, r);
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}
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void GSRendererSW::GetScanlineParam(GSScanlineParam& p, GS_PRIM_CLASS primclass)
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{
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const GSDrawingEnvironment& env = m_env;
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const GSDrawingContext* context = m_context;
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p.vm = m_mem.m_vm8;
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p.fbo = m_mem.GetPixelOffset(context->FRAME.Block(), context->FRAME.FBW, context->FRAME.PSM);
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p.zbo = m_mem.GetPixelOffset(context->ZBUF.Block(), context->FRAME.FBW, context->ZBUF.PSM);
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p.fzbo = m_mem.GetPixelOffset4(context->FRAME, context->ZBUF);
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p.sel.key = 0;
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p.sel.fpsm = 3;
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p.sel.zpsm = 3;
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p.sel.atst = ATST_ALWAYS;
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p.sel.tfx = TFX_NONE;
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p.sel.ababcd = 255;
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p.sel.sprite = primclass == GS_SPRITE_CLASS ? 1 : 0;
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p.fm = context->FRAME.FBMSK;
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p.zm = context->ZBUF.ZMSK || context->TEST.ZTE == 0 ? 0xffffffff : 0;
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if(context->TEST.ZTE && context->TEST.ZTST == ZTST_NEVER)
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{
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p.fm = 0xffffffff;
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p.zm = 0xffffffff;
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}
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if(PRIM->TME)
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{
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m_mem.m_clut.Read32(context->TEX0, env.TEXA);
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}
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if(context->TEST.ATE)
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{
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if(!TryAlphaTest(p.fm, p.zm))
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{
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p.sel.atst = context->TEST.ATST;
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p.sel.afail = context->TEST.AFAIL;
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}
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}
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bool fwrite = p.fm != 0xffffffff;
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bool ftest = p.sel.atst != ATST_ALWAYS || context->TEST.DATE && context->FRAME.PSM != PSM_PSMCT24;
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p.sel.fwrite = fwrite;
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p.sel.ftest = ftest;
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if(fwrite || ftest)
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{
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p.sel.fpsm = GSUtil::EncodePSM(context->FRAME.PSM);
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if((primclass == GS_LINE_CLASS || primclass == GS_TRIANGLE_CLASS) && m_vt.m_eq.rgba != 0xffff)
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{
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p.sel.iip = PRIM->IIP;
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}
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if(PRIM->TME)
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{
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p.sel.tfx = context->TEX0.TFX;
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p.sel.tcc = context->TEX0.TCC;
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p.sel.fst = PRIM->FST;
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p.sel.ltf = IsLinear();
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p.sel.tlu = GSLocalMemory::m_psm[context->TEX0.PSM].pal > 0;
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p.sel.wms = context->CLAMP.WMS;
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p.sel.wmt = context->CLAMP.WMT;
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if(/*p.sel.iip == 0 &&*/ p.sel.tfx == TFX_MODULATE && p.sel.tcc && m_vt.m_eq.rgba == 0xffff && m_vt.m_min.c.eq(GSVector4i(128)))
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{
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// modulate does not do anything when vertex color is 0x80
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p.sel.tfx = TFX_DECAL;
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}
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if(p.sel.fst == 0)
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{
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// skip per pixel division if q is constant
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GSVertexSW* v = m_vertices;
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if(m_vt.m_eq.q)
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{
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p.sel.fst = 1;
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if(v[0].t.z != 1.0f)
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{
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GSVector4 w = v[0].t.zzzz().rcpnr();
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for(int i = 0, j = m_count; i < j; i++)
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{
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v[i].t *= w;
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}
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}
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}
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else if(primclass == GS_SPRITE_CLASS)
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{
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p.sel.fst = 1;
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for(int i = 0, j = m_count; i < j; i += 2)
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{
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GSVector4 w = v[i + 1].t.zzzz().rcpnr();
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v[i + 0].t *= w;
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v[i + 1].t *= w;
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}
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}
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}
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if(p.sel.ltf)
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{
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GSVector4 half(0x8000, 0x8000);
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if(p.sel.fst)
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{
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// if q is constant we can do the half pel shift for bilinear sampling on the vertices
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GSVertexSW* v = m_vertices;
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for(int i = 0, j = m_count; i < j; i++)
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{
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v[i].t -= half;
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}
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}
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}
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GSVector4i r;
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GetTextureMinMax(r, p.sel.ltf);
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const GSTextureCacheSW::GSTexture* t = m_tc->Lookup(context->TEX0, env.TEXA, r);
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if(!t) {ASSERT(0); return;}
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p.tex = t->m_buff;
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p.clut = m_mem.m_clut;
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p.tw = t->m_tw;
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}
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p.sel.fge = PRIM->FGE;
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if(context->FRAME.PSM != PSM_PSMCT24)
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{
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p.sel.date = context->TEST.DATE;
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p.sel.datm = context->TEST.DATM;
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}
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if(!IsOpaque())
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{
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p.sel.abe = PRIM->ABE;
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p.sel.ababcd = context->ALPHA.u32[0];
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if(env.PABE.PABE)
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{
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p.sel.pabe = 1;
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}
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if(PRIM->AA1 && (primclass == GS_LINE_CLASS || primclass == GS_TRIANGLE_CLASS))
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{
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p.sel.aa1 = m_aa1 ? 1 : 0;
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}
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}
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if(p.sel.date
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|| p.sel.aba == 1 || p.sel.abb == 1 || p.sel.abc == 1 || p.sel.abd == 1
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|| p.sel.atst != ATST_ALWAYS && p.sel.afail == AFAIL_RGB_ONLY
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|| p.sel.fpsm == 0 && p.fm != 0 && p.fm != 0xffffffff
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|| p.sel.fpsm == 1 && (p.fm & 0x00ffffff) != 0 && (p.fm & 0x00ffffff) != 0x00ffffff
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|| p.sel.fpsm == 2 && (p.fm & 0x80f8f8f8) != 0 && (p.fm & 0x80f8f8f8) != 0x80f8f8f8)
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{
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p.sel.rfb = 1;
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}
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p.sel.colclamp = env.COLCLAMP.CLAMP;
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p.sel.fba = context->FBA.FBA;
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p.sel.dthe = env.DTHE.DTHE;
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}
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bool zwrite = p.zm != 0xffffffff;
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bool ztest = context->TEST.ZTE && context->TEST.ZTST > 1;
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p.sel.zwrite = zwrite;
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p.sel.ztest = ztest;
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if(zwrite || ztest)
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{
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p.sel.zpsm = GSUtil::EncodePSM(context->ZBUF.PSM);
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p.sel.ztst = ztest ? context->TEST.ZTST : 1;
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p.sel.zoverflow = GSVector4i(m_vt.m_max.p).z == 0x80000000;
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}
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}
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template<uint32 prim, uint32 tme, uint32 fst>
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void GSRendererSW::VertexKick(bool skip)
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{
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const GSDrawingContext* context = m_context;
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GSVector4i xy = GSVector4i::load((int)m_v.XYZ.u32[0]);
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xy = xy.insert16<3>(m_v.FOG.F);
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xy = xy.upl16();
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xy -= context->XYOFFSET;
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GSVertexSW v;
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v.p = GSVector4(xy) * g_pos_scale;
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v.c = GSVector4(GSVector4i::load((int)m_v.RGBAQ.u32[0]).u8to32() << 7);
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if(tme)
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{
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float q;
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if(fst)
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{
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v.t = GSVector4(((GSVector4i)m_v.UV).upl16() << (16 - 4));
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q = 1.0f;
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}
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else
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{
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v.t = GSVector4(m_v.ST.S, m_v.ST.T);
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v.t *= GSVector4(0x10000 << context->TEX0.TW, 0x10000 << context->TEX0.TH);
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q = m_v.RGBAQ.Q;
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}
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v.t = v.t.xyxy(GSVector4::load(q));
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}
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GSVertexSW& dst = m_vl.AddTail();
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dst = v;
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dst.p.z = (float)min(m_v.XYZ.Z, 0xffffff00); // max value which can survive the uint32 => float => uint32 conversion
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int count = 0;
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if(GSVertexSW* v = DrawingKick<prim>(skip, count))
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{
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if(!m_dump)
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{
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GSVector4 pmin, pmax;
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switch(prim)
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|
{
|
|
case GS_POINTLIST:
|
|
pmin = v[0].p;
|
|
pmax = v[0].p;
|
|
break;
|
|
case GS_LINELIST:
|
|
case GS_LINESTRIP:
|
|
case GS_SPRITE:
|
|
pmin = v[0].p.min(v[1].p);
|
|
pmax = v[0].p.max(v[1].p);
|
|
break;
|
|
case GS_TRIANGLELIST:
|
|
case GS_TRIANGLESTRIP:
|
|
case GS_TRIANGLEFAN:
|
|
pmin = v[0].p.min(v[1].p).min(v[2].p);
|
|
pmax = v[0].p.max(v[1].p).max(v[2].p);
|
|
break;
|
|
}
|
|
|
|
GSVector4 scissor = context->scissor.ex;
|
|
|
|
GSVector4 test = (pmax < scissor) | (pmin > scissor.zwxy());
|
|
|
|
switch(prim)
|
|
{
|
|
case GS_TRIANGLELIST:
|
|
case GS_TRIANGLESTRIP:
|
|
case GS_TRIANGLEFAN:
|
|
case GS_SPRITE:
|
|
test |= pmin.ceil() == pmax.ceil();
|
|
break;
|
|
}
|
|
|
|
switch(prim)
|
|
{
|
|
case GS_TRIANGLELIST:
|
|
case GS_TRIANGLESTRIP:
|
|
case GS_TRIANGLEFAN:
|
|
// are in line or just two of them are the same (cross product == 0)
|
|
GSVector4 tmp = (v[1].p - v[0].p) * (v[2].p - v[0].p).yxwz();
|
|
test |= tmp == tmp.yxwz();
|
|
break;
|
|
}
|
|
|
|
if(test.mask() & 3)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
switch(prim)
|
|
{
|
|
case GS_POINTLIST:
|
|
break;
|
|
case GS_LINELIST:
|
|
case GS_LINESTRIP:
|
|
if(PRIM->IIP == 0) {v[0].c = v[1].c;}
|
|
break;
|
|
case GS_TRIANGLELIST:
|
|
case GS_TRIANGLESTRIP:
|
|
case GS_TRIANGLEFAN:
|
|
if(PRIM->IIP == 0) {v[0].c = v[2].c; v[1].c = v[2].c;}
|
|
break;
|
|
case GS_SPRITE:
|
|
break;
|
|
}
|
|
|
|
if(m_count < 30 && m_count >= 3)
|
|
{
|
|
GSVertexSW* v = &m_vertices[m_count - 3];
|
|
|
|
int tl = 0;
|
|
int br = 0;
|
|
|
|
bool isquad = false;
|
|
|
|
switch(prim)
|
|
{
|
|
case GS_TRIANGLESTRIP:
|
|
case GS_TRIANGLEFAN:
|
|
case GS_TRIANGLELIST:
|
|
isquad = GSVertexSW::IsQuad(v, tl, br);
|
|
break;
|
|
}
|
|
|
|
if(isquad)
|
|
{
|
|
m_count -= 3;
|
|
|
|
if(m_count > 0)
|
|
{
|
|
tl += m_count;
|
|
br += m_count;
|
|
|
|
Flush();
|
|
}
|
|
|
|
if(tl != 0) m_vertices[0] = m_vertices[tl];
|
|
if(br != 1) m_vertices[1] = m_vertices[br];
|
|
|
|
m_count = 2;
|
|
|
|
uint32 tmp = PRIM->PRIM;
|
|
PRIM->PRIM = GS_SPRITE;
|
|
|
|
Flush();
|
|
|
|
PRIM->PRIM = tmp;
|
|
|
|
m_perfmon.Put(GSPerfMon::Quad, 1);
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
m_count += count;
|
|
}
|
|
}
|