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;