GPU/HW: Use GSVector instead of Rectangle

This commit is contained in:
Stenzek
2024-06-01 17:04:35 +10:00
parent ef152c47a6
commit 9ef7e8c5d0
28 changed files with 586 additions and 538 deletions

View File

@ -21,6 +21,7 @@
#include "common/align.h"
#include "common/error.h"
#include "common/file_system.h"
#include "common/gsvector_formatter.h"
#include "common/heap_array.h"
#include "common/log.h"
#include "common/path.h"
@ -351,6 +352,7 @@ bool GPU::DoState(StateWrapper& sw, GPUTexture** host_texture, bool update_displ
m_draw_mode.texture_page_changed = true;
m_draw_mode.texture_window_changed = true;
m_drawing_area_changed = true;
SetClampedDrawingArea();
UpdateDMARequest();
}
@ -1089,12 +1091,11 @@ void GPU::UpdateCommandTickEvent()
void GPU::ConvertScreenCoordinatesToDisplayCoordinates(float window_x, float window_y, float* display_x,
float* display_y) const
{
const Common::Rectangle<s32> draw_rc =
CalculateDrawRect(g_gpu_device->GetWindowWidth(), g_gpu_device->GetWindowHeight());
const GSVector4i draw_rc = CalculateDrawRect(g_gpu_device->GetWindowWidth(), g_gpu_device->GetWindowHeight(), true);
// convert coordinates to active display region, then to full display region
const float scaled_display_x = (window_x - static_cast<float>(draw_rc.left)) / static_cast<float>(draw_rc.GetWidth());
const float scaled_display_y = (window_y - static_cast<float>(draw_rc.top)) / static_cast<float>(draw_rc.GetHeight());
const float scaled_display_x = (window_x - static_cast<float>(draw_rc.left)) / static_cast<float>(draw_rc.width());
const float scaled_display_y = (window_y - static_cast<float>(draw_rc.top)) / static_cast<float>(draw_rc.height());
// scale back to internal resolution
*display_x = scaled_display_x * static_cast<float>(m_crtc_state.display_width);
@ -1632,6 +1633,21 @@ void GPU::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 he
}
}
void GPU::SetClampedDrawingArea()
{
if (!IsDrawingAreaIsValid()) [[unlikely]]
{
m_clamped_drawing_area = GSVector4i::zero();
return;
}
const u32 right = std::min(m_drawing_area.right + 1, static_cast<u32>(VRAM_WIDTH));
const u32 left = std::min(m_drawing_area.left, std::min(m_drawing_area.right, VRAM_WIDTH - 1));
const u32 bottom = std::min(m_drawing_area.bottom + 1, static_cast<u32>(VRAM_HEIGHT));
const u32 top = std::min(m_drawing_area.top, std::min(m_drawing_area.bottom, VRAM_HEIGHT - 1));
m_clamped_drawing_area = GSVector4i(left, top, right, bottom);
}
void GPU::SetDrawMode(u16 value)
{
GPUDrawModeReg new_mode_reg{static_cast<u16>(value & GPUDrawModeReg::MASK)};
@ -1917,16 +1933,15 @@ bool GPU::PresentDisplay()
{
FlushRender();
const Common::Rectangle<s32> draw_rect =
m_display_texture ? CalculateDrawRect(g_gpu_device->GetWindowWidth(), g_gpu_device->GetWindowHeight()) :
Common::Rectangle<s32>();
const GSVector4i draw_rect = m_display_texture ?
CalculateDrawRect(g_gpu_device->GetWindowWidth(), g_gpu_device->GetWindowHeight()) :
GSVector4i::zero();
return RenderDisplay(nullptr, draw_rect, !g_settings.debugging.show_vram);
}
bool GPU::RenderDisplay(GPUTexture* target, const Common::Rectangle<s32>& draw_rect, bool postfx)
bool GPU::RenderDisplay(GPUTexture* target, const GSVector4i draw_rect, bool postfx)
{
GL_SCOPE_FMT("RenderDisplay: {}x{} at {},{}", draw_rect.GetWidth(), draw_rect.GetHeight(), draw_rect.left,
draw_rect.top);
GL_SCOPE_FMT("RenderDisplay: {}", draw_rect);
if (m_display_texture)
m_display_texture->MakeReadyForSampling();
@ -1947,8 +1962,8 @@ bool GPU::RenderDisplay(GPUTexture* target, const Common::Rectangle<s32>& draw_r
// Now we can apply the post chain.
GPUTexture* post_output_texture = PostProcessing::InternalChain.GetOutputTexture();
if (PostProcessing::InternalChain.Apply(display_texture, m_display_depth_buffer, post_output_texture, 0, 0,
display_texture_view_width, display_texture_view_height,
if (PostProcessing::InternalChain.Apply(display_texture, m_display_depth_buffer, post_output_texture,
GSVector4i(0, 0, display_texture_view_width, display_texture_view_height),
display_texture_view_width, display_texture_view_height,
m_crtc_state.display_width, m_crtc_state.display_height))
{
@ -1966,7 +1981,7 @@ bool GPU::RenderDisplay(GPUTexture* target, const Common::Rectangle<s32>& draw_r
(postfx && PostProcessing::DisplayChain.IsActive() && !g_gpu_device->GetWindowInfo().IsSurfaceless() &&
hdformat != GPUTexture::Format::Unknown && target_width > 0 && target_height > 0 &&
PostProcessing::DisplayChain.CheckTargets(hdformat, target_width, target_height));
const Common::Rectangle<s32> real_draw_rect =
const GSVector4i real_draw_rect =
g_gpu_device->UsesLowerLeftOrigin() ? GPUDevice::FlipToLowerLeft(draw_rect, target_height) : draw_rect;
if (really_postfx)
{
@ -2009,11 +2024,9 @@ bool GPU::RenderDisplay(GPUTexture* target, const Common::Rectangle<s32>& draw_r
{
texture_filter_linear = true;
uniforms.params[0] = std::max(
std::floor(static_cast<float>(draw_rect.GetWidth()) / static_cast<float>(m_display_texture_view_width)),
1.0f);
std::floor(static_cast<float>(draw_rect.width()) / static_cast<float>(m_display_texture_view_width)), 1.0f);
uniforms.params[1] = std::max(
std::floor(static_cast<float>(draw_rect.GetHeight()) / static_cast<float>(m_display_texture_view_height)),
1.0f);
std::floor(static_cast<float>(draw_rect.height()) / static_cast<float>(m_display_texture_view_height)), 1.0f);
uniforms.params[2] = 0.5f - 0.5f / uniforms.params[0];
uniforms.params[3] = 0.5f - 0.5f / uniforms.params[1];
}
@ -2048,8 +2061,7 @@ bool GPU::RenderDisplay(GPUTexture* target, const Common::Rectangle<s32>& draw_r
uniforms.src_size[3] = rcp_height;
g_gpu_device->PushUniformBuffer(&uniforms, sizeof(uniforms));
g_gpu_device->SetViewportAndScissor(real_draw_rect.left, real_draw_rect.top, real_draw_rect.GetWidth(),
real_draw_rect.GetHeight());
g_gpu_device->SetViewportAndScissor(real_draw_rect);
g_gpu_device->Draw(3, 0);
}
@ -2066,14 +2078,11 @@ bool GPU::RenderDisplay(GPUTexture* target, const Common::Rectangle<s32>& draw_r
const s32 orig_height = static_cast<s32>(std::ceil(static_cast<float>(m_crtc_state.display_height) * upscale_y));
return PostProcessing::DisplayChain.Apply(PostProcessing::DisplayChain.GetInputTexture(), nullptr, target,
real_draw_rect.left, real_draw_rect.top, real_draw_rect.GetWidth(),
real_draw_rect.GetHeight(), orig_width, orig_height,
m_crtc_state.display_width, m_crtc_state.display_height);
real_draw_rect, orig_width, orig_height, m_crtc_state.display_width,
m_crtc_state.display_height);
}
else
{
return true;
}
}
void GPU::DestroyDeinterlaceTextures()
@ -2303,8 +2312,7 @@ bool GPU::ApplyChromaSmoothing()
return true;
}
Common::Rectangle<s32> GPU::CalculateDrawRect(s32 window_width, s32 window_height,
bool apply_aspect_ratio /* = true */) const
GSVector4i GPU::CalculateDrawRect(s32 window_width, s32 window_height, bool apply_aspect_ratio /* = true */) const
{
const bool integer_scale = (g_settings.display_scaling == DisplayScalingMode::NearestInteger ||
g_settings.display_scaling == DisplayScalingMode::BlinearInteger);
@ -2401,9 +2409,11 @@ Common::Rectangle<s32> GPU::CalculateDrawRect(s32 window_width, s32 window_heigh
}
// TODO: This should be a float rectangle. But because GL is lame, it only has integer viewports...
return Common::Rectangle<s32>::FromExtents(
static_cast<s32>(active_left * scale + left_padding), static_cast<s32>(active_top * scale + top_padding),
static_cast<s32>(active_width * scale), static_cast<s32>(active_height * scale));
const s32 left = static_cast<s32>(active_left * scale + left_padding);
const s32 top = static_cast<s32>(active_top * scale + top_padding);
const s32 right = left + static_cast<s32>(active_width * scale);
const s32 bottom = top + static_cast<s32>(active_height * scale);
return GSVector4i(left, top, right, bottom);
}
bool CompressAndWriteTextureToFile(u32 width, u32 height, std::string filename, FileSystem::ManagedCFilePtr fp,
@ -2575,7 +2585,7 @@ bool GPU::WriteDisplayTextureToFile(std::string filename, bool compress_on_threa
flip_y, std::move(texture_data), texture_data_stride, m_display_texture->GetFormat(), false, compress_on_thread);
}
bool GPU::RenderScreenshotToBuffer(u32 width, u32 height, const Common::Rectangle<s32>& draw_rect, bool postfx,
bool GPU::RenderScreenshotToBuffer(u32 width, u32 height, const GSVector4i draw_rect, bool postfx,
std::vector<u32>* out_pixels, u32* out_stride, GPUTexture::Format* out_format)
{
const GPUTexture::Format hdformat =
@ -2627,15 +2637,15 @@ bool GPU::RenderScreenshotToFile(std::string filename, DisplayScreenshotMode mod
{
u32 width = g_gpu_device->GetWindowWidth();
u32 height = g_gpu_device->GetWindowHeight();
Common::Rectangle<s32> draw_rect = CalculateDrawRect(width, height);
GSVector4i draw_rect = CalculateDrawRect(width, height, true);
const bool internal_resolution = (mode != DisplayScreenshotMode::ScreenResolution || g_settings.debugging.show_vram);
if (internal_resolution && m_display_texture_view_width != 0 && m_display_texture_view_height != 0)
{
if (mode == DisplayScreenshotMode::InternalResolution)
{
const u32 draw_width = static_cast<u32>(draw_rect.GetWidth());
const u32 draw_height = static_cast<u32>(draw_rect.GetHeight());
const u32 draw_width = static_cast<u32>(draw_rect.width());
const u32 draw_height = static_cast<u32>(draw_rect.height());
// If internal res, scale the computed draw rectangle to the internal res.
// We re-use the draw rect because it's already been AR corrected.
@ -2679,7 +2689,7 @@ bool GPU::RenderScreenshotToFile(std::string filename, DisplayScreenshotMode mod
}
// Remove padding, it's not part of the framebuffer.
draw_rect.Set(0, 0, static_cast<s32>(width), static_cast<s32>(height));
draw_rect = GSVector4i(0, 0, static_cast<s32>(width), static_cast<s32>(height));
}
if (width == 0 || height == 0)
return false;

View File

@ -10,7 +10,6 @@
#include "common/bitfield.h"
#include "common/fifo_queue.h"
#include "common/rectangle.h"
#include "common/types.h"
#include <algorithm>
@ -208,13 +207,13 @@ public:
virtual void FlushRender() = 0;
/// Helper function for computing the draw rectangle in a larger window.
Common::Rectangle<s32> CalculateDrawRect(s32 window_width, s32 window_height, bool apply_aspect_ratio = true) const;
GSVector4i CalculateDrawRect(s32 window_width, s32 window_height, bool apply_aspect_ratio = true) const;
/// Helper function to save current display texture to PNG.
bool WriteDisplayTextureToFile(std::string filename, bool compress_on_thread = false);
/// Renders the display, optionally with postprocessing to the specified image.
bool RenderScreenshotToBuffer(u32 width, u32 height, const Common::Rectangle<s32>& draw_rect, bool postfx,
bool RenderScreenshotToBuffer(u32 width, u32 height, const GSVector4i draw_rect, bool postfx,
std::vector<u32>* out_pixels, u32* out_stride, GPUTexture::Format* out_format);
/// Helper function to save screenshot to PNG.
@ -276,6 +275,9 @@ protected:
/// Returns 0 if the currently-displayed field is on an even line in VRAM, otherwise 1.
ALWAYS_INLINE u32 GetActiveLineLSB() const { return ZeroExtend32(m_crtc_state.active_line_lsb); }
/// Updates drawing area that's suitablef or clamping.
void SetClampedDrawingArea();
/// Sets/decodes GP0(E1h) (set draw mode).
void SetDrawMode(u16 bits);
@ -323,23 +325,21 @@ protected:
virtual void DrawRendererStats();
virtual void OnBufferSwapped();
ALWAYS_INLINE_RELEASE void AddDrawTriangleTicks(s32 x1, s32 y1, s32 x2, s32 y2, s32 x3, s32 y3, bool shaded,
ALWAYS_INLINE_RELEASE void AddDrawTriangleTicks(GSVector4i v1, GSVector4i v2, GSVector4i v3, bool shaded,
bool textured, bool semitransparent)
{
// This will not produce the correct results for triangles which are partially outside the clip area.
// However, usually it'll undershoot not overshoot. If we wanted to make this more accurate, we'd need to intersect
// the edges with the clip rectangle.
// TODO: Coordinates are exclusive, so off by one here...
const s32 clip_right = static_cast<s32>(m_drawing_area.right) + 1;
const s32 clip_bottom = static_cast<s32>(m_drawing_area.bottom) + 1;
x1 = std::clamp(x1, static_cast<s32>(m_drawing_area.left), clip_right);
x2 = std::clamp(x2, static_cast<s32>(m_drawing_area.left), clip_right);
x3 = std::clamp(x3, static_cast<s32>(m_drawing_area.left), clip_right);
y1 = std::clamp(y1, static_cast<s32>(m_drawing_area.top), clip_bottom);
y2 = std::clamp(y2, static_cast<s32>(m_drawing_area.top), clip_bottom);
y3 = std::clamp(y3, static_cast<s32>(m_drawing_area.top), clip_bottom);
const GSVector4i clamp_min = m_clamped_drawing_area; // would be xyxy(), but zw isn't used.
const GSVector4i clamp_max = m_clamped_drawing_area.zwzw();
v1 = v1.sat_i32(clamp_min, clamp_max);
v2 = v2.sat_i32(clamp_min, clamp_max);
v3 = v3.sat_i32(clamp_min, clamp_max);
TickCount pixels = std::abs((x1 * y2 + x2 * y3 + x3 * y1 - x1 * y3 - x2 * y1 - x3 * y2) / 2);
TickCount pixels =
std::abs((v1.x * v2.y + v2.x * v3.y + v3.x * v1.y - v1.x * v3.y - v2.x * v1.y - v3.x * v2.y) / 2);
if (textured)
pixels += pixels;
if (semitransparent || m_GPUSTAT.check_mask_before_draw)
@ -479,6 +479,7 @@ protected:
GPUDrawingArea m_drawing_area = {};
GPUDrawingOffset m_drawing_offset = {};
GSVector4i m_clamped_drawing_area = {};
bool m_console_is_pal = false;
bool m_set_texture_disable_mask = false;
@ -609,7 +610,7 @@ protected:
void SetDisplayTexture(GPUTexture* texture, GPUTexture* depth_texture, s32 view_x, s32 view_y, s32 view_width,
s32 view_height);
bool RenderDisplay(GPUTexture* target, const Common::Rectangle<s32>& draw_rect, bool postfx);
bool RenderDisplay(GPUTexture* target, const GSVector4i draw_rect, bool postfx);
bool Deinterlace(u32 field, u32 line_skip);
bool DeinterlaceExtractField(u32 dst_bufidx, GPUTexture* src, u32 x, u32 y, u32 width, u32 height, u32 line_skip);

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@ -250,6 +250,7 @@ bool GPU::HandleSetDrawingAreaTopLeftCommand()
m_drawing_area.left = left;
m_drawing_area.top = top;
m_drawing_area_changed = true;
SetClampedDrawingArea();
}
AddCommandTicks(1);
@ -271,6 +272,7 @@ bool GPU::HandleSetDrawingAreaBottomRightCommand()
m_drawing_area.right = right;
m_drawing_area.bottom = bottom;
m_drawing_area_changed = true;
SetClampedDrawingArea();
}
AddCommandTicks(1);

File diff suppressed because it is too large Load Diff

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@ -1,4 +1,4 @@
// SPDX-FileCopyrightText: 2019-2022 Connor McLaughlin <stenzek@gmail.com>
// SPDX-FileCopyrightText: 2019-2024 Connor McLaughlin <stenzek@gmail.com>
// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
#pragma once
@ -9,10 +9,10 @@
#include "util/gpu_device.h"
#include "common/dimensional_array.h"
#include "common/gsvector.h"
#include "common/heap_array.h"
#include <sstream>
#include <string>
#include <limits>
#include <tuple>
#include <utility>
#include <vector>
@ -122,8 +122,7 @@ private:
struct BatchUBOData
{
u32 u_texture_window_and[2];
u32 u_texture_window_or[2];
u32 u_texture_window[4]; // and_x, and_y, or_x, or_y
float u_src_alpha_factor;
float u_dst_alpha_factor;
u32 u_interlaced_displayed_field;
@ -137,6 +136,11 @@ private:
u32 num_uniform_buffer_updates;
};
static constexpr GSVector4i VRAM_SIZE_RECT = GSVector4i::cxpr(0, 0, VRAM_WIDTH, VRAM_HEIGHT);
static constexpr GSVector4i INVALID_RECT =
GSVector4i::cxpr(std::numeric_limits<s32>::max(), std::numeric_limits<s32>::max(), std::numeric_limits<s32>::min(),
std::numeric_limits<s32>::min());
/// Returns true if a depth buffer should be created.
bool NeedsDepthBuffer() const;
GPUTexture::Format GetDepthBufferFormat() const;
@ -153,7 +157,6 @@ private:
void PrintSettingsToLog();
void CheckSettings();
void SetClampedDrawingArea();
void UpdateVRAMReadTexture(bool drawn, bool written);
void UpdateDepthBufferFromMaskBit();
void CopyAndClearDepthBuffer();
@ -172,9 +175,9 @@ private:
void SetFullVRAMDirtyRectangle();
void ClearVRAMDirtyRectangle();
void IncludeVRAMDirtyRectangle(Common::Rectangle<u32>& rect, const Common::Rectangle<u32>& new_rect);
void IncludeDrawnDirtyRectangle(s32 min_x, s32 min_y, s32 max_x, s32 max_y);
void CheckForTexPageOverlap(u32 texpage, u32 min_u, u32 min_v, u32 max_u, u32 max_v);
void IncludeVRAMDirtyRectangle(GSVector4i& rect, const GSVector4i new_rect);
void IncludeDrawnDirtyRectangle(const GSVector4i rect);
void CheckForTexPageOverlap(GSVector4i uv_rect);
bool IsFlushed() const;
void EnsureVertexBufferSpace(u32 required_vertices, u32 required_indices);
@ -205,7 +208,7 @@ private:
void OnBufferSwapped() override;
void UpdateVRAMOnGPU(u32 x, u32 y, u32 width, u32 height, const void* data, u32 data_pitch, bool set_mask,
bool check_mask, const Common::Rectangle<u32>& bounds);
bool check_mask, const GSVector4i bounds);
bool BlitVRAMReplacementTexture(const TextureReplacementTexture* tex, u32 dst_x, u32 dst_y, u32 width, u32 height);
/// Expands a line into two triangles.
@ -214,10 +217,10 @@ private:
/// Handles quads with flipped texture coordinate directions.
void HandleFlippedQuadTextureCoordinates(BatchVertex* vertices);
bool IsPossibleSpritePolygon(const BatchVertex* vertices) const;
void ExpandLineTriangles(BatchVertex* vertices, u32 base_vertex);
bool ExpandLineTriangles(BatchVertex* vertices);
/// Computes polygon U/V boundaries.
void ComputePolygonUVLimits(u32 texpage, BatchVertex* vertices, u32 num_vertices);
/// Computes polygon U/V boundaries, and for overlap with the current texture page.
void ComputePolygonUVLimits(BatchVertex* vertices, u32 num_vertices);
/// Sets the depth test flag for PGXP depth buffering.
void SetBatchDepthBuffer(bool enabled);
@ -271,9 +274,10 @@ private:
bool m_compute_uv_range : 1 = false;
bool m_allow_sprite_mode : 1 = false;
bool m_allow_shader_blend : 1 = false;
bool m_depth_was_copied : 1 = false;
bool m_texture_window_active : 1 = false;
u8 m_texpage_dirty = 0;
bool m_depth_was_copied = false;
BatchConfig m_batch;
@ -282,10 +286,10 @@ private:
BatchUBOData m_batch_ubo_data = {};
// Bounding box of VRAM area that the GPU has drawn into.
GPUDrawingArea m_clamped_drawing_area = {};
Common::Rectangle<u32> m_vram_dirty_draw_rect;
Common::Rectangle<u32> m_vram_dirty_write_rect;
Common::Rectangle<u32> m_current_uv_range;
GSVector4i m_vram_dirty_draw_rect = INVALID_RECT;
GSVector4i m_vram_dirty_write_rect = INVALID_RECT;
GSVector4i m_current_uv_range = INVALID_RECT;
GSVector2i m_current_texture_page_offset = {};
std::unique_ptr<GPUPipeline> m_wireframe_pipeline;

View File

@ -523,6 +523,7 @@ void GPU_SW::DispatchRenderCommand()
GPUBackendDrawPolygonCommand* cmd = m_backend.NewDrawPolygonCommand(num_vertices);
FillDrawCommand(cmd, rc);
std::array<GSVector4i, 4> positions;
const u32 first_color = rc.color_for_first_vertex;
const bool shaded = rc.shading_enable;
const bool textured = rc.texture_enable;
@ -535,49 +536,55 @@ void GPU_SW::DispatchRenderCommand()
vert->x = m_drawing_offset.x + vp.x;
vert->y = m_drawing_offset.y + vp.y;
vert->texcoord = textured ? Truncate16(FifoPop()) : 0;
positions[i] = GSVector4i::loadl(&vert->x);
}
if (!IsDrawingAreaIsValid())
return;
// Cull polygons which are too large.
const auto [min_x_12, max_x_12] = MinMax(cmd->vertices[1].x, cmd->vertices[2].x);
const auto [min_y_12, max_y_12] = MinMax(cmd->vertices[1].y, cmd->vertices[2].y);
const s32 min_x = std::min(min_x_12, cmd->vertices[0].x);
const s32 max_x = std::max(max_x_12, cmd->vertices[0].x);
const s32 min_y = std::min(min_y_12, cmd->vertices[0].y);
const s32 max_y = std::max(max_y_12, cmd->vertices[0].y);
if ((max_x - min_x) >= MAX_PRIMITIVE_WIDTH || (max_y - min_y) >= MAX_PRIMITIVE_HEIGHT)
const GSVector4i min_pos_12 = positions[1].min_i32(positions[2]);
const GSVector4i max_pos_12 = positions[1].max_i32(positions[2]);
const GSVector4i draw_rect_012 =
min_pos_12.min_i32(positions[0]).upl64(max_pos_12.max_i32(positions[0])).add32(GSVector4i::cxpr(0, 0, 1, 1));
const bool first_tri_culled =
(draw_rect_012.width() > MAX_PRIMITIVE_WIDTH || draw_rect_012.height() > MAX_PRIMITIVE_HEIGHT ||
!m_clamped_drawing_area.rintersects(draw_rect_012));
if (first_tri_culled)
{
DEBUG_LOG("Culling too-large polygon: {},{} {},{} {},{}", cmd->vertices[0].x, cmd->vertices[0].y,
DEBUG_LOG("Culling off-screen/too-large polygon: {},{} {},{} {},{}", cmd->vertices[0].x, cmd->vertices[0].y,
cmd->vertices[1].x, cmd->vertices[1].y, cmd->vertices[2].x, cmd->vertices[2].y);
if (!rc.quad_polygon)
return;
}
else
{
AddDrawTriangleTicks(cmd->vertices[0].x, cmd->vertices[0].y, cmd->vertices[1].x, cmd->vertices[1].y,
cmd->vertices[2].x, cmd->vertices[2].y, rc.shading_enable, rc.texture_enable,
AddDrawTriangleTicks(positions[0], positions[1], positions[2], rc.shading_enable, rc.texture_enable,
rc.transparency_enable);
}
// quads
if (rc.quad_polygon)
{
const s32 min_x_123 = std::min(min_x_12, cmd->vertices[3].x);
const s32 max_x_123 = std::max(max_x_12, cmd->vertices[3].x);
const s32 min_y_123 = std::min(min_y_12, cmd->vertices[3].y);
const s32 max_y_123 = std::max(max_y_12, cmd->vertices[3].y);
const GSVector4i draw_rect_123 =
min_pos_12.min_i32(positions[3]).upl64(max_pos_12.max_i32(positions[3])).add32(GSVector4i::cxpr(0, 0, 1, 1));
// Cull polygons which are too large.
if ((max_x_123 - min_x_123) >= MAX_PRIMITIVE_WIDTH || (max_y_123 - min_y_123) >= MAX_PRIMITIVE_HEIGHT)
const bool second_tri_culled =
(draw_rect_123.width() > MAX_PRIMITIVE_WIDTH || draw_rect_123.height() > MAX_PRIMITIVE_HEIGHT ||
!m_clamped_drawing_area.rintersects(draw_rect_123));
if (second_tri_culled)
{
DEBUG_LOG("Culling too-large polygon (quad second half): {},{} {},{} {},{}", cmd->vertices[2].x,
cmd->vertices[2].y, cmd->vertices[1].x, cmd->vertices[1].y, cmd->vertices[0].x, cmd->vertices[0].y);
if (first_tri_culled)
return;
}
else
{
AddDrawTriangleTicks(cmd->vertices[2].x, cmd->vertices[2].y, cmd->vertices[1].x, cmd->vertices[1].y,
cmd->vertices[3].x, cmd->vertices[3].y, rc.shading_enable, rc.texture_enable,
AddDrawTriangleTicks(positions[2], positions[1], positions[3], rc.shading_enable, rc.texture_enable,
rc.transparency_enable);
}
}
@ -627,12 +634,6 @@ void GPU_SW::DispatchRenderCommand()
const u32 width_and_height = FifoPop();
cmd->width = static_cast<u16>(width_and_height & VRAM_WIDTH_MASK);
cmd->height = static_cast<u16>((width_and_height >> 16) & VRAM_HEIGHT_MASK);
if (cmd->width >= MAX_PRIMITIVE_WIDTH || cmd->height >= MAX_PRIMITIVE_HEIGHT)
{
DEBUG_LOG("Culling too-large rectangle: {},{} {}x{}", cmd->x, cmd->y, cmd->width, cmd->height);
return;
}
}
break;
}

View File

@ -4,7 +4,7 @@
#pragma once
#include "common/bitfield.h"
#include "common/bitutils.h"
#include "common/rectangle.h"
#include "common/gsvector.h"
#include "types.h"
#include <array>
@ -189,18 +189,19 @@ union GPUDrawModeReg
BitField<u16, bool, 12, 1> texture_x_flip;
BitField<u16, bool, 13, 1> texture_y_flip;
ALWAYS_INLINE u16 GetTexturePageBaseX() const { return ZeroExtend16(texture_page_x_base.GetValue()) * 64; }
ALWAYS_INLINE u16 GetTexturePageBaseY() const { return ZeroExtend16(texture_page_y_base.GetValue()) * 256; }
ALWAYS_INLINE u32 GetTexturePageBaseX() const { return ZeroExtend32(texture_page_x_base.GetValue()) * 64; }
ALWAYS_INLINE u32 GetTexturePageBaseY() const { return ZeroExtend32(texture_page_y_base.GetValue()) * 256; }
/// Returns true if the texture mode requires a palette.
ALWAYS_INLINE bool IsUsingPalette() const { return (bits & (2 << 7)) == 0; }
/// Returns a rectangle comprising the texture page area.
ALWAYS_INLINE_RELEASE Common::Rectangle<u32> GetTexturePageRectangle() const
ALWAYS_INLINE_RELEASE GSVector4i GetTexturePageRectangle() const
{
return Common::Rectangle<u32>::FromExtents(GetTexturePageBaseX(), GetTexturePageBaseY(),
texture_page_widths[static_cast<u8>(texture_mode.GetValue())],
TEXTURE_PAGE_HEIGHT);
const u32 base_x = GetTexturePageBaseX();
const u32 base_y = GetTexturePageBaseY();
return GSVector4i(base_x, base_y, base_x + texture_page_widths[static_cast<u8>(texture_mode.GetValue())],
base_y + TEXTURE_PAGE_HEIGHT);
}
};
@ -217,10 +218,12 @@ union GPUTexturePaletteReg
ALWAYS_INLINE u32 GetYBase() const { return static_cast<u32>(y); }
/// Returns a rectangle comprising the texture palette area.
ALWAYS_INLINE_RELEASE Common::Rectangle<u32> GetRectangle(GPUTextureMode mode) const
ALWAYS_INLINE_RELEASE GSVector4i GetRectangle(GPUTextureMode mode) const
{
static constexpr std::array<u32, 4> palette_widths = {{16, 256, 0, 0}};
return Common::Rectangle<u32>::FromExtents(GetXBase(), GetYBase(), palette_widths[static_cast<u8>(mode)], 1);
const u32 base_x = GetXBase();
const u32 base_y = GetYBase();
return GSVector4i(base_x, base_y, base_x + palette_widths[static_cast<u8>(mode)], base_y + 1);
}
};

View File

@ -2727,8 +2727,8 @@ bool System::SaveStateToStream(ByteStream* state, Error* error, u32 screenshot_s
u32 screenshot_stride;
GPUTexture::Format screenshot_format;
if (g_gpu->RenderScreenshotToBuffer(screenshot_width, screenshot_height,
Common::Rectangle<s32>::FromExtents(0, 0, screenshot_width, screenshot_height),
false, &screenshot_buffer, &screenshot_stride, &screenshot_format) &&
GSVector4i(0, 0, screenshot_width, screenshot_height), false,
&screenshot_buffer, &screenshot_stride, &screenshot_format) &&
GPUTexture::ConvertTextureDataToRGBA8(screenshot_width, screenshot_height, screenshot_buffer, screenshot_stride,
screenshot_format))
{