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

@ -517,7 +517,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
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 Programs", (4 * 9 * 2 * 2) + (2 * 3) + 1 + 1 + 1 + 1 + 1 + 1);
ShaderCompileProgressTracker progress("Compiling Programs", (4 * 9 * 2 * 2) + (2 * 3) + (2 * 2) + 1 + 1 + 1 + 1 + 1);
for (u32 render_mode = 0; render_mode < 4; render_mode++)
{
@ -609,22 +609,29 @@ bool GPU_HW_OpenGL::CompilePrograms()
}
}
std::optional<GL::Program> prog = shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {},
shadergen.GenerateInterlacedFillFragmentShader(),
[this, use_binding_layout](GL::Program& prog) {
if (!IsGLES() && !use_binding_layout)
prog.BindFragData(0, "o_col0");
});
if (!prog)
return false;
for (u8 wrapped = 0; wrapped < 2; wrapped++)
{
for (u8 interlaced = 0; interlaced < 2; interlaced++)
{
std::optional<GL::Program> prog = shader_cache.GetProgram(
shadergen.GenerateScreenQuadVertexShader(), {},
shadergen.GenerateVRAMFillFragmentShader(ConvertToBoolUnchecked(wrapped), ConvertToBoolUnchecked(interlaced)),
[this, use_binding_layout](GL::Program& prog) {
if (!IsGLES() && !use_binding_layout)
prog.BindFragData(0, "o_col0");
});
if (!prog)
return false;
if (!use_binding_layout)
prog->BindUniformBlock("UBOBlock", 1);
if (!use_binding_layout)
prog->BindUniformBlock("UBOBlock", 1);
m_vram_interlaced_fill_program = std::move(*prog);
progress.Increment();
m_vram_fill_programs[wrapped][interlaced] = std::move(*prog);
progress.Increment();
}
}
prog =
std::optional<GL::Program> prog =
shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {}, shadergen.GenerateVRAMReadFragmentShader(),
[this, use_binding_layout](GL::Program& prog) {
if (!IsGLES() && !use_binding_layout)
@ -1014,28 +1021,17 @@ void GPU_HW_OpenGL::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);
// scale coordinates
x *= m_resolution_scale;
y *= m_resolution_scale;
width *= m_resolution_scale;
height *= m_resolution_scale;
glScissor(x, m_vram_texture.GetHeight() - y - height, width, height);
const Common::Rectangle<u32> bounds(GetVRAMTransferBounds(x, y, width, height));
glScissor(bounds.left * m_resolution_scale,
m_vram_texture.GetHeight() - (bounds.top * m_resolution_scale) - (height * m_resolution_scale),
width * m_resolution_scale, height * m_resolution_scale);
// fast path when not using interlaced rendering
if (!IsInterlacedRenderingEnabled())
const bool wrapped = IsVRAMFillOversized(x, y, width, height);
const bool interlaced = IsInterlacedRenderingEnabled();
if (!wrapped && !interlaced)
{
const auto [r, g, b, a] =
RGBA8ToFloat(m_true_color ? color : VRAMRGBA5551ToRGBA8888(VRAMRGBA8888ToRGBA5551(color)));
@ -1048,7 +1044,7 @@ void GPU_HW_OpenGL::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color)
{
const VRAMFillUBOData uniforms = GetVRAMFillUBOData(x, y, width, height, color);
m_vram_interlaced_fill_program.Bind();
m_vram_fill_programs[BoolToUInt8(wrapped)][BoolToUInt8(interlaced)].Bind();
UploadUniformBuffer(&uniforms, sizeof(uniforms));
glDisable(GL_BLEND);
SetDepthFunc(GL_ALWAYS);