GPU: Add base functionality for GL streaming buffers

This commit is contained in:
Connor McLaughlin
2019-11-02 22:21:56 +10:00
parent c52c0608ae
commit 407fee9ec3
8 changed files with 189 additions and 59 deletions

View File

@ -38,13 +38,24 @@ protected:
s32 y;
u32 color;
u32 texpage;
u32 texcoord;
u32 texcoord; // 16-bit texcoords are needed for 256 extent rectangles
// 16-bit texcoords are needed for 256 extent rectangles
static u32 PackTexcoord(u16 x, u16 y) { return ZeroExtend32(x) | (ZeroExtend32(y) << 16); }
ALWAYS_INLINE void Set(s32 x_, s32 y_, u32 color_, u32 texpage_, u16 packed_texcoord)
{
Set(x_, y_, color_, texpage_, packed_texcoord & 0xFF, (packed_texcoord >> 8));
}
ALWAYS_INLINE void Set(s32 x_, s32 y_, u32 color_, u32 texpage_, u16 texcoord_x, u16 texcoord_y)
{
x = x_;
y = y_;
color = color_;
texpage = texpage_;
texcoord = ZeroExtend32(texcoord_x) | (ZeroExtend32(texcoord_y) << 16);
}
};
struct HWRenderBatch
struct HWBatchConfig
{
u32 texture_page_x;
u32 texture_page_y;
@ -56,8 +67,6 @@ protected:
std::array<u8, 4> texture_window_values;
bool dithering;
std::vector<HWVertex> vertices;
// We need two-pass rendering when using BG-FG blending and texturing, as the transparency can be enabled
// on a per-pixel basis, and the opaque pixels shouldn't be blended at all.
bool NeedsTwoPassRendering() const
@ -75,6 +84,7 @@ protected:
};
static constexpr u32 VERTEX_BUFFER_SIZE = 1 * 1024 * 1024;
static constexpr u32 MIN_BATCH_VERTEX_COUNT = 6;
static constexpr u32 MAX_BATCH_VERTEX_COUNT = VERTEX_BUFFER_SIZE / sizeof(HWVertex);
static constexpr u32 TEXTURE_TILE_SIZE = 256;
static constexpr u32 TEXTURE_TILE_X_COUNT = VRAM_WIDTH / TEXTURE_TILE_SIZE;
@ -89,9 +99,14 @@ protected:
static_cast<float>(rgba >> 24) * (1.0f / 255.0f));
}
virtual void InvalidateVRAMReadCache();
virtual void InvalidateVRAMReadCache() = 0;
bool IsFlushed() const { return m_batch.vertices.empty(); }
virtual void MapBatchVertexPointer(u32 required_vertices) = 0;
u32 GetBatchVertexSpace() const { return static_cast<u32>(m_batch_end_vertex_ptr - m_batch_current_vertex_ptr); }
u32 GetBatchVertexCount() const { return static_cast<u32>(m_batch_current_vertex_ptr - m_batch_start_vertex_ptr); }
bool IsFlushed() const { return m_batch_current_vertex_ptr == m_batch_start_vertex_ptr; }
void DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32* command_ptr) override;
@ -108,7 +123,13 @@ protected:
std::string GenerateFillFragmentShader();
std::string GenerateDisplayFragmentShader(bool depth_24bit, bool interlaced);
HWRenderBatch m_batch = {};
HWBatchConfig m_batch = {};
HWVertex* m_batch_start_vertex_ptr = nullptr;
HWVertex* m_batch_end_vertex_ptr = nullptr;
HWVertex* m_batch_current_vertex_ptr = nullptr;
u32 m_batch_base_vertex = 0;
u32 m_resolution_scale = 1;
u32 m_max_resolution_scale = 1;
bool m_true_color = false;
@ -119,4 +140,5 @@ private:
void GenerateShaderHeader(std::stringstream& ss);
void LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command_ptr);
void AddDuplicateVertex();
};