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

@ -367,23 +367,34 @@ bool GPU_HW_OpenGL::CompilePrograms()
prog->Bind();
prog->Uniform1i("samp0", 0);
m_display_programs[depth_24bit][interlaced] = std::move(*prog);
}
}
std::optional<GL::Program> prog = m_shader_cache.GetProgram(
shadergen.GenerateScreenQuadVertexShader(), shadergen.GenerateVRAMReadFragmentShader(), [this](GL::Program& prog) {
if (!m_is_gles)
prog.BindFragData(0, "o_col0");
});
std::optional<GL::Program> prog =
m_shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(),
shadergen.GenerateInterlacedFillFragmentShader(), [this](GL::Program& prog) {
if (!m_is_gles)
prog.BindFragData(0, "o_col0");
});
if (!prog)
return false;
prog->BindUniformBlock("UBOBlock", 1);
prog->Bind();
m_vram_interlaced_fill_program = std::move(*prog);
prog = m_shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(),
shadergen.GenerateVRAMReadFragmentShader(), [this](GL::Program& prog) {
if (!m_is_gles)
prog.BindFragData(0, "o_col0");
});
if (!prog)
return false;
prog->BindUniformBlock("UBOBlock", 1);
prog->Bind();
prog->Uniform1i("samp0", 0);
m_vram_read_program = std::move(*prog);
if (m_supports_texture_buffer)
@ -399,7 +410,6 @@ bool GPU_HW_OpenGL::CompilePrograms()
prog->BindUniformBlock("UBOBlock", 1);
prog->Bind();
prog->Uniform1i("samp0", 0);
m_vram_write_program = std::move(*prog);
}
@ -490,7 +500,7 @@ void GPU_HW_OpenGL::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)
{
@ -516,7 +526,7 @@ void GPU_HW_OpenGL::UpdateDisplay()
const u32 scaled_flipped_vram_offset_y =
m_vram_texture.GetHeight() - scaled_vram_offset_y - scaled_display_height;
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};
@ -600,11 +610,32 @@ void GPU_HW_OpenGL::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color)
if (!m_true_color)
color = RGBA5551ToRGBA8888(RGBA8888ToRGBA5551(color));
const auto [r, g, b, a] = RGBA8ToFloat(color);
glClearColor(r, g, b, a);
glClear(GL_COLOR_BUFFER_BIT);
// fast path when not using interlaced rendering
if (!IsInterlacedRenderingEnabled())
{
const auto [r, g, b, a] = RGBA8ToFloat(color);
glClearColor(r, g, b, a);
glClear(GL_COLOR_BUFFER_BIT);
SetScissorFromDrawingArea();
}
else
{
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();
SetScissorFromDrawingArea();
m_vram_interlaced_fill_program.Bind();
UploadUniformBlock(&uniforms, sizeof(uniforms));
glDrawArrays(GL_TRIANGLES, 0, 3);
RestoreGraphicsAPIState();
}
}
void GPU_HW_OpenGL::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data)