GPU/HW: Implement oversized VRAM fills in hardware

Fixes downscaling in Bugs and Taz PAL.
This commit is contained in:
Connor McLaughlin
2021-07-21 19:22:04 +10:00
parent 7ea78ad2df
commit 70209db402
12 changed files with 146 additions and 140 deletions

View File

@ -508,7 +508,8 @@ bool GPU_HW_D3D11::CompileShaders()
m_true_color, m_scaled_dithering, m_texture_filtering, m_using_uv_limits,
m_pgxp_depth_buffer, m_supports_dual_source_blend);
ShaderCompileProgressTracker progress("Compiling Shaders", 1 + 1 + 2 + (4 * 9 * 2 * 2) + 7 + (2 * 3) + 1);
ShaderCompileProgressTracker progress("Compiling Shaders",
1 + 1 + 2 + (4 * 9 * 2 * 2) + 1 + (2 * 2) + 4 + (2 * 3) + 1);
// input layout
{
@ -585,18 +586,19 @@ bool GPU_HW_D3D11::CompileShaders()
progress.Increment();
m_vram_fill_pixel_shader = shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateFillFragmentShader());
if (!m_vram_fill_pixel_shader)
return false;
for (u8 wrapped = 0; wrapped < 2; wrapped++)
{
for (u8 interlaced = 0; interlaced < 2; interlaced++)
{
const std::string ps =
shadergen.GenerateVRAMFillFragmentShader(ConvertToBoolUnchecked(wrapped), ConvertToBoolUnchecked(interlaced));
m_vram_fill_pixel_shaders[wrapped][interlaced] = shader_cache.GetPixelShader(m_device.Get(), ps);
if (!m_vram_fill_pixel_shaders[wrapped][interlaced])
return false;
progress.Increment();
m_vram_interlaced_fill_pixel_shader =
shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateInterlacedFillFragmentShader());
if (!m_vram_interlaced_fill_pixel_shader)
return false;
progress.Increment();
progress.Increment();
}
}
m_vram_read_pixel_shader = shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateVRAMReadFragmentShader());
if (!m_vram_read_pixel_shader)
@ -682,8 +684,7 @@ void GPU_HW_D3D11::DestroyShaders()
m_vram_copy_pixel_shader.Reset();
m_vram_write_pixel_shader.Reset();
m_vram_read_pixel_shader.Reset();
m_vram_interlaced_fill_pixel_shader.Reset();
m_vram_fill_pixel_shader.Reset();
m_vram_fill_pixel_shaders = {};
m_copy_pixel_shader.Reset();
m_uv_quad_vertex_shader.Reset();
m_screen_quad_vertex_shader.Reset();
@ -976,26 +977,18 @@ void GPU_HW_D3D11::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color)
if (IsUsingSoftwareRendererForReadbacks())
FillSoftwareRendererVRAM(x, y, width, height, color);
if ((x + width) > VRAM_WIDTH || (y + height) > VRAM_HEIGHT)
{
// CPU round trip if oversized for now.
Log_WarningPrintf("Oversized VRAM fill (%u-%u, %u-%u), CPU round trip", x, x + width, y, y + height);
ReadVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT);
GPU::FillVRAM(x, y, width, height, color);
UpdateVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT, m_vram_ptr, false, false);
return;
}
GPU_HW::FillVRAM(x, y, width, height, color);
const VRAMFillUBOData uniforms = GetVRAMFillUBOData(x, y, width, height, color);
m_context->OMSetDepthStencilState(m_depth_test_always_state.Get(), 0);
SetViewportAndScissor(x * m_resolution_scale, y * m_resolution_scale, width * m_resolution_scale,
height * m_resolution_scale);
DrawUtilityShader(IsInterlacedRenderingEnabled() ? m_vram_interlaced_fill_pixel_shader.Get() :
m_vram_fill_pixel_shader.Get(),
const Common::Rectangle<u32> bounds(GetVRAMTransferBounds(x, y, width, height));
SetViewportAndScissor(bounds.left * m_resolution_scale, bounds.top * m_resolution_scale,
bounds.GetWidth() * m_resolution_scale, bounds.GetHeight() * m_resolution_scale);
const VRAMFillUBOData uniforms = GetVRAMFillUBOData(x, y, width, height, color);
DrawUtilityShader(m_vram_fill_pixel_shaders[BoolToUInt8(IsVRAMFillOversized(x, y, width, height))]
[BoolToUInt8(IsInterlacedRenderingEnabled())]
.Get(),
&uniforms, sizeof(uniforms));
RestoreGraphicsAPIState();