mirror of https://github.com/PCSX2/pcsx2.git
197 lines
4.5 KiB
C++
197 lines
4.5 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 "GPURendererSW.h"
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//#include "GSdx.h"
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GPURendererSW::GPURendererSW(GSDevice* dev, int threads)
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: GPURendererT<GSVertexSW>(dev)
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, m_texture(NULL)
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{
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m_output = (uint32*)_aligned_malloc(m_mem.GetWidth() * m_mem.GetHeight() * sizeof(uint32), 16);
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m_rl.Create<GPUDrawScanline>(threads);
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}
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GPURendererSW::~GPURendererSW()
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{
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delete m_texture;
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_aligned_free(m_output);
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}
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void GPURendererSW::ResetDevice()
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{
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delete m_texture;
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m_texture = NULL;
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}
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GSTexture* GPURendererSW::GetOutput()
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{
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GSVector4i r = m_env.GetDisplayRect();
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r.left <<= m_scale.x;
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r.top <<= m_scale.y;
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r.right <<= m_scale.x;
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r.bottom <<= m_scale.y;
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if(m_dev->ResizeTexture(&m_texture, r.width(), r.height()))
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{
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m_mem.ReadFrame32(r, m_output, !!m_env.STATUS.ISRGB24);
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m_texture->Update(r.rsize(), m_output, m_mem.GetWidth() * sizeof(uint32));
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}
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return m_texture;
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}
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void GPURendererSW::Draw()
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{
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const GPUDrawingEnvironment& env = m_env;
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//
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GPUScanlineGlobalData gd;
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gd.sel.key = 0;
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gd.sel.iip = env.PRIM.IIP;
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gd.sel.me = env.STATUS.ME;
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if(env.PRIM.ABE)
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{
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gd.sel.abe = env.PRIM.ABE;
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gd.sel.abr = env.STATUS.ABR;
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}
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gd.sel.tge = env.PRIM.TGE;
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if(env.PRIM.TME)
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{
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gd.sel.tme = env.PRIM.TME;
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gd.sel.tlu = env.STATUS.TP < 2;
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gd.sel.twin = (env.TWIN.u32 & 0xfffff) != 0;
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gd.sel.ltf = m_filter == 1 && env.PRIM.TYPE == GPU_POLYGON || m_filter == 2 ? 1 : 0;
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const void* t = m_mem.GetTexture(env.STATUS.TP, env.STATUS.TX, env.STATUS.TY);
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if(!t) {ASSERT(0); return;}
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gd.tex = t;
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gd.clut = m_mem.GetCLUT(env.STATUS.TP, env.CLUT.X, env.CLUT.Y);
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gd.twin = GSVector4i(env.TWIN.TWW, env.TWIN.TWH, env.TWIN.TWX, env.TWIN.TWY);
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}
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gd.sel.dtd = m_dither ? env.STATUS.DTD : 0;
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gd.sel.md = env.STATUS.MD;
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gd.sel.sprite = env.PRIM.TYPE == GPU_SPRITE;
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gd.sel.scalex = m_mem.GetScale().x;
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gd.vm = m_mem.GetPixelAddress(0, 0);
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//
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GSRasterizerData data;
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data.vertices = m_vertices;
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data.count = m_count;
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data.frame = m_perfmon.GetFrame();
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data.param = &gd;
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data.scissor.left = (int)m_env.DRAREATL.X << m_scale.x;
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data.scissor.top = (int)m_env.DRAREATL.Y << m_scale.y;
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data.scissor.right = min((int)(m_env.DRAREABR.X + 1) << m_scale.x, m_mem.GetWidth());
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data.scissor.bottom = min((int)(m_env.DRAREABR.Y + 1) << m_scale.y, m_mem.GetHeight());
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switch(env.PRIM.TYPE)
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{
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case GPU_POLYGON: data.primclass = GS_TRIANGLE_CLASS; break;
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case GPU_LINE: data.primclass = GS_LINE_CLASS; break;
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case GPU_SPRITE: data.primclass = GS_SPRITE_CLASS; break;
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default: __assume(0);
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}
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// TODO: VertexTrace
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GSVector4 tl(+1e10f);
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GSVector4 br(-1e10f);
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for(int i = 0, j = m_count; i < j; i++)
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{
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GSVector4 p = m_vertices[i].p;
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tl = tl.min(p);
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br = br.max(p);
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}
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GSVector4i r = GSVector4i(tl.xyxy(br)).rintersect(data.scissor);
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r.left >>= m_scale.x;
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r.top >>= m_scale.y;
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r.right >>= m_scale.x;
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r.bottom >>= m_scale.y;
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m_rl.Draw(&data, r.width(), r.height());
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Invalidate(r);
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m_rl.Sync();
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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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}
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void GPURendererSW::VertexKick()
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{
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GSVertexSW& dst = m_vl.AddTail();
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// TODO: x/y + off.x/y should wrap around at +/-1024
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int x = (int)(m_v.XY.X + m_env.DROFF.X) << m_scale.x;
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int y = (int)(m_v.XY.Y + m_env.DROFF.Y) << m_scale.y;
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int s = m_v.UV.X;
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int t = m_v.UV.Y;
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GSVector4 pt(x, y, s, t);
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dst.p = pt.xyxy(GSVector4::zero());
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dst.t = (pt.zwzw(GSVector4::zero()) + GSVector4(0.125f)) * 256.0f;
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// dst.c = GSVector4(m_v.RGB.u32) * 128.0f;
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dst.c = GSVector4(GSVector4i::load((int)m_v.RGB.u32).u8to32() << 7);
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int count = 0;
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if(GSVertexSW* v = DrawingKick(count))
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{
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// TODO
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m_count += count;
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}
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}
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