GPU: Implement interlaced VRAM fills

This commit is contained in:
Connor McLaughlin
2020-04-04 00:11:39 +10:00
parent 2aecb570c1
commit c483a78889
13 changed files with 155 additions and 39 deletions

View File

@ -377,8 +377,13 @@ bool GPU_HW_D3D11::CompileShaders()
if (!m_copy_pixel_shader)
return false;
m_fill_pixel_shader = m_shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateFillFragmentShader());
if (!m_fill_pixel_shader)
m_vram_fill_pixel_shader = m_shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateFillFragmentShader());
if (!m_vram_fill_pixel_shader)
return false;
m_vram_interlaced_fill_pixel_shader =
m_shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateInterlacedFillFragmentShader());
if (!m_vram_interlaced_fill_pixel_shader)
return false;
m_vram_read_pixel_shader = m_shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateVRAMReadFragmentShader());
@ -542,7 +547,7 @@ void GPU_HW_D3D11::UpdateDisplay()
const u32 display_height = m_crtc_state.display_vram_height;
const u32 scaled_display_width = display_width * m_resolution_scale;
const u32 scaled_display_height = display_height * m_resolution_scale;
const bool interlaced = IsDisplayInterlaced();
const bool interlaced = IsInterlacedDisplayEnabled();
if (m_GPUSTAT.display_disable)
{
@ -559,7 +564,7 @@ void GPU_HW_D3D11::UpdateDisplay()
m_context->OMSetRenderTargets(1, m_display_texture.GetD3DRTVArray(), nullptr);
m_context->PSSetShaderResources(0, 1, m_vram_texture.GetD3DSRVArray());
const u32 reinterpret_field_offset = BoolToUInt32(m_GPUSTAT.displaying_odd_line);
const u32 reinterpret_field_offset = GetInterlacedField();
const u32 reinterpret_start_x = m_crtc_state.regs.X * m_resolution_scale;
const u32 reinterpret_width = scaled_display_width + (m_crtc_state.display_vram_left - m_crtc_state.regs.X);
const u32 uniforms[4] = {reinterpret_field_offset, reinterpret_start_x};
@ -634,12 +639,21 @@ void GPU_HW_D3D11::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color)
if (!m_true_color)
color = RGBA5551ToRGBA8888(RGBA8888ToRGBA5551(color));
float uniforms[4];
std::tie(uniforms[0], uniforms[1], uniforms[2], uniforms[3]) = RGBA8ToFloat(color);
struct Uniforms
{
float u_fill_color[4];
u32 u_interlaced_displayed_field;
};
Uniforms uniforms;
std::tie(uniforms.u_fill_color[0], uniforms.u_fill_color[1], uniforms.u_fill_color[2], uniforms.u_fill_color[3]) =
RGBA8ToFloat(color);
uniforms.u_interlaced_displayed_field = GetInterlacedField();
SetViewportAndScissor(x * m_resolution_scale, y * m_resolution_scale, width * m_resolution_scale,
height * m_resolution_scale);
DrawUtilityShader(m_fill_pixel_shader.Get(), uniforms, sizeof(uniforms));
DrawUtilityShader(IsInterlacedRenderingEnabled() ? m_vram_interlaced_fill_pixel_shader.Get() :
m_vram_fill_pixel_shader.Get(),
&uniforms, sizeof(uniforms));
RestoreGraphicsAPIState();
}