GPU/HW: Move drawing offset to CPU-side

Saves updating the uniform buffer.
This commit is contained in:
Connor McLaughlin
2020-03-24 00:20:15 +10:00
parent 40481305c4
commit e2e2b573c0
7 changed files with 20 additions and 41 deletions

View File

@ -118,7 +118,7 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command
const VertexPosition vp{command_ptr[buffer_pos++]};
const u16 packed_texcoord = textured ? Truncate16(command_ptr[buffer_pos++]) : 0;
vertices[i].Set(vp.x, vp.y, color, texpage, packed_texcoord);
vertices[i].Set(m_drawing_offset.x + vp.x, m_drawing_offset.y + vp.y, color, texpage, packed_texcoord);
}
// Cull polygons which are too large.
@ -150,7 +150,7 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command
const VertexPosition vp{command_ptr[buffer_pos++]};
const u16 packed_texcoord = textured ? Truncate16(command_ptr[buffer_pos++]) : 0;
vertices[3].Set(vp.x, vp.y, color, texpage, packed_texcoord);
vertices[3].Set(m_drawing_offset.x + vp.x, m_drawing_offset.y + vp.y, color, texpage, packed_texcoord);
// Cull polygons which are too large.
if (std::abs(vertices[3].x - vertices[2].x) >= MAX_PRIMITIVE_WIDTH ||
@ -183,8 +183,8 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command
u32 buffer_pos = 1;
const u32 color = rc.color_for_first_vertex;
const VertexPosition vp{command_ptr[buffer_pos++]};
const s32 pos_x = vp.x;
const s32 pos_y = vp.y;
const s32 pos_x = m_drawing_offset.x + vp.x;
const s32 pos_y = m_drawing_offset.y + vp.y;
const auto [texcoord_x, texcoord_y] =
UnpackTexcoord(rc.texture_enable ? Truncate16(command_ptr[buffer_pos++]) : 0);
@ -278,7 +278,7 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command
const VertexPosition vp{command_ptr[buffer_pos++]};
BatchVertex vertex;
vertex.Set(vp.x, vp.y, color, 0, 0);
vertex.Set(m_drawing_offset.x + vp.x, m_drawing_offset.y + vp.y, color, 0, 0);
if (i > 0)
{
@ -312,16 +312,10 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command
if (min_x <= max_x)
{
const Common::Rectangle<u32> area_covered(
std::clamp(m_drawing_offset.x + min_x, static_cast<s32>(m_drawing_area.left),
static_cast<s32>(m_drawing_area.right)),
std::clamp(m_drawing_offset.y + min_y, static_cast<s32>(m_drawing_area.top),
static_cast<s32>(m_drawing_area.bottom)),
std::clamp(m_drawing_offset.x + max_x, static_cast<s32>(m_drawing_area.left),
static_cast<s32>(m_drawing_area.right)) +
1,
std::clamp(m_drawing_offset.y + max_y, static_cast<s32>(m_drawing_area.top),
static_cast<s32>(m_drawing_area.bottom)) +
1);
std::clamp(min_x, static_cast<s32>(m_drawing_area.left), static_cast<s32>(m_drawing_area.right)),
std::clamp(min_y, static_cast<s32>(m_drawing_area.top), static_cast<s32>(m_drawing_area.bottom)),
std::clamp(max_x, static_cast<s32>(m_drawing_area.left), static_cast<s32>(m_drawing_area.right)) + 1,
std::clamp(max_y, static_cast<s32>(m_drawing_area.top), static_cast<s32>(m_drawing_area.bottom)) + 1);
m_vram_dirty_rect.Include(area_covered);
}
}
@ -447,7 +441,7 @@ void GPU_HW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32
{
if (m_batch.texture_mode != texture_mode || m_batch.transparency_mode != transparency_mode ||
m_batch.primitive != rc_primitive || dithering_enable != m_batch.dithering || m_drawing_area_changed ||
m_drawing_offset_changed || m_draw_mode.IsTextureWindowChanged())
m_draw_mode.IsTextureWindowChanged())
{
FlushRender();
}
@ -471,14 +465,6 @@ void GPU_HW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32
m_batch_ubo_dirty = true;
}
if (m_drawing_offset_changed)
{
m_drawing_offset_changed = false;
m_batch_ubo_data.u_pos_offset[0] = m_drawing_offset.x;
m_batch_ubo_data.u_pos_offset[1] = m_drawing_offset.y;
m_batch_ubo_dirty = true;
}
// update state
m_batch.primitive = rc_primitive;
m_batch.texture_mode = texture_mode;