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

@ -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);