GPU: Simplify batch state

This commit is contained in:
Connor McLaughlin
2019-11-01 21:47:45 +10:00
parent d8a02d7a15
commit 1c79737021
7 changed files with 126 additions and 152 deletions

View File

@ -241,21 +241,23 @@ void main()
return ss.str();
}
std::string GPU_HW::GenerateFragmentShader(TransparencyRenderMode transparency, bool textured,
TextureColorMode texture_color_mode, bool blending)
std::string GPU_HW::GenerateFragmentShader(HWBatchRenderMode transparency, TextureMode texture_mode)
{
const TextureMode actual_texture_mode = texture_mode & ~TextureMode::RawTextureBit;
const bool raw_texture = (texture_mode & TextureMode::RawTextureBit) == TextureMode::RawTextureBit;
std::stringstream ss;
GenerateShaderHeader(ss);
DefineMacro(ss, "TRANSPARENT", transparency != TransparencyRenderMode::Off);
DefineMacro(ss, "TRANSPARENT_ONLY_OPAQUE", transparency == TransparencyRenderMode::OnlyOpaque);
DefineMacro(ss, "TRANSPARENT_ONLY_TRANSPARENT", transparency == TransparencyRenderMode::OnlyTransparent);
DefineMacro(ss, "TEXTURED", textured);
DefineMacro(ss, "TRANSPARENCY", transparency != HWBatchRenderMode::TransparencyDisabled);
DefineMacro(ss, "TRANSPARENCY_ONLY_OPAQUE", transparency == HWBatchRenderMode::OnlyOpaque);
DefineMacro(ss, "TRANSPARENCY_ONLY_TRANSPARENCY", transparency == HWBatchRenderMode::OnlyTransparent);
DefineMacro(ss, "TEXTURED", actual_texture_mode != TextureMode::Disabled);
DefineMacro(ss, "PALETTE",
textured && (texture_color_mode == GPU::TextureColorMode::Palette4Bit ||
texture_color_mode == GPU::TextureColorMode::Palette8Bit));
DefineMacro(ss, "PALETTE_4_BIT", textured && texture_color_mode == GPU::TextureColorMode::Palette4Bit);
DefineMacro(ss, "PALETTE_8_BIT", textured && texture_color_mode == GPU::TextureColorMode::Palette8Bit);
DefineMacro(ss, "BLENDING", blending);
actual_texture_mode == GPU::TextureMode::Palette4Bit ||
actual_texture_mode == GPU::TextureMode::Palette8Bit);
DefineMacro(ss, "PALETTE_4_BIT", actual_texture_mode == GPU::TextureMode::Palette4Bit);
DefineMacro(ss, "PALETTE_8_BIT", actual_texture_mode == GPU::TextureMode::Palette8Bit);
DefineMacro(ss, "RAW_TEXTURE", raw_texture);
ss << R"(
in vec3 v_col0;
@ -334,24 +336,24 @@ void main()
discard;
vec3 color;
#if BLENDING
color = vec3((ivec3(v_col0 * 255.0) * ivec3(texcol.rgb * 255.0)) >> 7) / 255.0;
#else
#if RAW_TEXTURE
color = texcol.rgb;
#else
color = vec3((ivec3(v_col0 * 255.0) * ivec3(texcol.rgb * 255.0)) >> 7) / 255.0;
#endif
#if TRANSPARENT
#if TRANSPARENCY
// Apply semitransparency. If not a semitransparent texel, destination alpha is ignored.
if (texcol.a != 0)
{
#if TRANSPARENT_ONLY_OPAQUE
#if TRANSPARENCY_ONLY_OPAQUE
discard;
#endif
o_col0 = vec4(color * u_transparent_alpha.x, u_transparent_alpha.y);
}
else
{
#if TRANSPARENT_ONLY_TRANSPARENT
#if TRANSPARENCY_ONLY_TRANSPARENCY
discard;
#endif
o_col0 = vec4(color, 0.0);
@ -361,7 +363,7 @@ void main()
o_col0 = vec4(color, texcol.a);
#endif
#else
#if TRANSPARENT
#if TRANSPARENCY
o_col0 = vec4(v_col0 * u_transparent_alpha.x, u_transparent_alpha.y);
#else
// Mask bit is cleared for untextured polygons.
@ -491,20 +493,21 @@ void main()
return ss.str();
}
GPU_HW::HWRenderBatch::Primitive GPU_HW::GetPrimitiveForCommand(RenderCommand rc)
GPU_HW::HWPrimitive GPU_HW::GetPrimitiveForCommand(RenderCommand rc)
{
if (rc.primitive == Primitive::Line)
return rc.polyline ? HWRenderBatch::Primitive::LineStrip : HWRenderBatch::Primitive::Lines;
return rc.polyline ? HWPrimitive::LineStrip : HWPrimitive::Lines;
else if ((rc.primitive == Primitive::Polygon && rc.quad_polygon) || rc.primitive == Primitive::Rectangle)
return HWRenderBatch::Primitive::TriangleStrip;
return HWPrimitive::TriangleStrip;
else
return HWRenderBatch::Primitive::Triangles;
return HWPrimitive::Triangles;
}
void GPU_HW::InvalidateVRAMReadCache() {}
void GPU_HW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32* command_ptr)
{
TextureMode texture_mode;
if (rc.texture_enable)
{
// extract texture lut/page
@ -529,39 +532,37 @@ void GPU_HW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32
default:
break;
}
texture_mode = m_render_state.texture_color_mode;
if (rc.raw_texture_enable)
texture_mode |= TextureMode::RawTextureBit;
}
else
{
m_render_state.SetFromPageAttribute(Truncate16(m_GPUSTAT.bits));
texture_mode = TextureMode::Disabled;
}
// has any state changed which requires a new batch?
const bool rc_transparency_enable = rc.IsTransparencyEnabled();
const bool rc_texture_enable = rc.IsTextureEnabled();
const bool rc_texture_blend_enable = rc.IsTextureBlendingEnabled();
const HWRenderBatch::Primitive rc_primitive = GetPrimitiveForCommand(rc);
const u32 max_added_vertices = num_vertices + 2;
const bool buffer_overflow = (m_batch.vertices.size() + max_added_vertices) >= MAX_BATCH_VERTEX_COUNT;
const bool rc_changed =
m_batch.render_command_bits != rc.bits &&
(m_batch.transparency_enable != rc_transparency_enable || m_batch.texture_enable != rc_texture_enable ||
m_batch.texture_blending_enable != rc_texture_blend_enable || m_batch.primitive != rc_primitive);
const bool restart_line_strip = (rc_primitive == HWRenderBatch::Primitive::LineStrip);
const bool needs_flush =
!IsFlushed() && (m_render_state.IsTextureColorModeChanged() || m_render_state.IsTransparencyModeChanged() ||
m_render_state.IsTextureWindowChanged() || buffer_overflow || rc_changed || restart_line_strip);
if (needs_flush)
FlushRender();
const TransparencyMode transparency_mode =
rc.transparency_enable ? m_render_state.transparency_mode : TransparencyMode::Disabled;
const HWPrimitive rc_primitive = GetPrimitiveForCommand(rc);
if (!IsFlushed())
{
const u32 max_added_vertices = num_vertices + 2;
const bool buffer_overflow = (m_batch.vertices.size() + max_added_vertices) >= MAX_BATCH_VERTEX_COUNT;
if (buffer_overflow || rc_primitive == HWPrimitive::LineStrip || m_batch.texture_mode != texture_mode ||
m_batch.transparency_mode != transparency_mode || m_batch.primitive != rc_primitive ||
m_render_state.IsTexturePageChanged() || m_render_state.IsTextureWindowChanged())
{
FlushRender();
}
}
// update state
if (rc_changed)
{
m_batch.render_command_bits = rc.bits;
m_batch.primitive = rc_primitive;
m_batch.transparency_enable = rc_transparency_enable;
m_batch.texture_enable = rc_texture_enable;
m_batch.texture_blending_enable = rc_texture_blend_enable;
}
m_batch.primitive = rc_primitive;
m_batch.texture_mode = texture_mode;
m_batch.transparency_mode = transparency_mode;
if (m_render_state.IsTexturePageChanged())
{
@ -588,18 +589,6 @@ void GPU_HW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32
m_render_state.ClearTexturePageChangedFlag();
}
if (m_render_state.IsTextureColorModeChanged())
{
m_batch.texture_color_mode = m_render_state.texture_color_mode;
m_render_state.ClearTextureColorModeChangedFlag();
}
if (m_render_state.IsTransparencyModeChanged())
{
m_batch.transparency_mode = m_render_state.transparency_mode;
m_render_state.ClearTransparencyModeChangedFlag();
}
if (m_render_state.IsTextureWindowChanged())
{
m_batch.texture_window_values[0] = m_render_state.texture_window_mask_x;