// SPDX-FileCopyrightText: 2019-2024 Connor McLaughlin // SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0) #include "gpu_hw.h" #include "cpu_core.h" #include "cpu_pgxp.h" #include "gpu_hw_shadergen.h" #include "gpu_sw_backend.h" #include "host.h" #include "settings.h" #include "system.h" #include "util/imgui_manager.h" #include "util/postprocessing.h" #include "util/state_wrapper.h" #include "common/align.h" #include "common/assert.h" #include "common/error.h" #include "common/gsvector_formatter.h" #include "common/log.h" #include "common/scoped_guard.h" #include "common/string_util.h" #include "IconsFontAwesome5.h" #include "imgui.h" #include #include #include #include Log_SetChannel(GPU_HW); // TODO: instead of full state restore, only restore what changed static constexpr GPUTexture::Format VRAM_RT_FORMAT = GPUTexture::Format::RGBA8; static constexpr GPUTexture::Format VRAM_DS_FORMAT = GPUTexture::Format::D16; static constexpr GPUTexture::Format VRAM_DS_DEPTH_FORMAT = GPUTexture::Format::D32F; static constexpr GPUTexture::Format VRAM_DS_COLOR_FORMAT = GPUTexture::Format::R32F; #ifdef _DEBUG static u32 s_draw_number = 0; static constexpr const std::array s_transparency_modes = { "HalfBackgroundPlusHalfForeground", "BackgroundPlusForeground", "BackgroundMinusForeground", "BackgroundPlusQuarterForeground", "Disabled", }; static constexpr const std::array s_batch_texture_modes = { "Palette4Bit", "Palette8Bit", "Direct16Bit", "Disabled", "SpritePalette4Bit", "SpritePalette8Bit", "SpriteDirect16Bit", }; static constexpr const std::array s_batch_render_modes = { "TransparencyDisabled", "TransparentAndOpaque", "OnlyOpaque", "OnlyTransparent", "ShaderBlend", }; #endif /// Returns the distance between two rectangles. ALWAYS_INLINE static float RectDistance(const GSVector4i lhs, const GSVector4i rhs) { const s32 lcx = (lhs.left + ((lhs.right - lhs.left) / 2)); const s32 lcy = (lhs.top + ((lhs.bottom - lhs.top) / 2)); const s32 rcx = (rhs.left + ((rhs.right - rhs.left) / 2)); const s32 rcy = (rhs.top + ((rhs.bottom - rhs.top) / 2)); const s32 dx = (lcx - rcx); const s32 dy = (lcy - rcy); const s32 distsq = (dx * dx) + (dy * dy); return std::sqrt(static_cast(distsq)); } ALWAYS_INLINE static u32 GetMaxResolutionScale() { return g_gpu_device->GetMaxTextureSize() / VRAM_WIDTH; } ALWAYS_INLINE_RELEASE static u32 GetBoxDownsampleScale(u32 resolution_scale) { u32 scale = std::min(resolution_scale, g_settings.gpu_downsample_scale); while ((resolution_scale % scale) != 0) scale--; return scale; } ALWAYS_INLINE static bool ShouldClampUVs(GPUTextureFilter texture_filter) { // We only need UV limits if PGXP is enabled, or texture filtering is enabled. return g_settings.gpu_pgxp_enable || texture_filter != GPUTextureFilter::Nearest; } ALWAYS_INLINE static bool ShouldAllowSpriteMode(u8 resolution_scale, GPUTextureFilter texture_filter, GPUTextureFilter sprite_texture_filter) { // Use sprite shaders/mode when texcoord rounding is forced, or if the filters are different. return (sprite_texture_filter != texture_filter || (resolution_scale > 1 && g_settings.gpu_force_round_texcoords)); } ALWAYS_INLINE static bool ShouldDisableColorPerspective() { return g_settings.gpu_pgxp_enable && g_settings.gpu_pgxp_texture_correction && !g_settings.gpu_pgxp_color_correction; } /// Returns true if the specified texture filtering mode requires dual-source blending. ALWAYS_INLINE static bool IsBlendedTextureFiltering(GPUTextureFilter filter) { // return (filter == GPUTextureFilter::Bilinear || filter == GPUTextureFilter::JINC2 || filter == // GPUTextureFilter::xBR); static_assert(((static_cast(GPUTextureFilter::Nearest) & 1u) == 0u) && ((static_cast(GPUTextureFilter::Bilinear) & 1u) == 1u) && ((static_cast(GPUTextureFilter::BilinearBinAlpha) & 1u) == 0u) && ((static_cast(GPUTextureFilter::JINC2) & 1u) == 1u) && ((static_cast(GPUTextureFilter::JINC2BinAlpha) & 1u) == 0u) && ((static_cast(GPUTextureFilter::xBR) & 1u) == 1u) && ((static_cast(GPUTextureFilter::xBRBinAlpha) & 1u) == 0u)); return ((static_cast(filter) & 1u) == 1u); } /// Computes the area affected by a VRAM transfer, including wrap-around of X. ALWAYS_INLINE_RELEASE static GSVector4i GetVRAMTransferBounds(u32 x, u32 y, u32 width, u32 height) { GSVector4i ret; ret.left = x % VRAM_WIDTH; ret.top = y % VRAM_HEIGHT; ret.right = ret.left + width; ret.bottom = ret.top + height; if (ret.right > static_cast(VRAM_WIDTH)) { ret.left = 0; ret.right = static_cast(VRAM_WIDTH); } if (ret.bottom > static_cast(VRAM_HEIGHT)) { ret.top = 0; ret.bottom = static_cast(VRAM_HEIGHT); } return ret; } namespace { class ShaderCompileProgressTracker { public: ShaderCompileProgressTracker(std::string title, u32 total) : m_title(std::move(title)), m_min_time(Common::Timer::ConvertSecondsToValue(1.0)), m_update_interval(Common::Timer::ConvertSecondsToValue(0.1)), m_start_time(Common::Timer::GetCurrentValue()), m_last_update_time(0), m_progress(0), m_total(total) { } ~ShaderCompileProgressTracker() = default; void Increment(u32 progress = 1) { m_progress += progress; const u64 tv = Common::Timer::GetCurrentValue(); if ((tv - m_start_time) >= m_min_time && (tv - m_last_update_time) >= m_update_interval) { Host::DisplayLoadingScreen(m_title.c_str(), 0, static_cast(m_total), static_cast(m_progress)); m_last_update_time = tv; } } private: std::string m_title; u64 m_min_time; u64 m_update_interval; u64 m_start_time; u64 m_last_update_time; u32 m_progress; u32 m_total; }; } // namespace GPU_HW::GPU_HW() : GPU() { #ifdef _DEBUG s_draw_number = 0; #endif } GPU_HW::~GPU_HW() { if (m_sw_renderer) { m_sw_renderer->Shutdown(); m_sw_renderer.reset(); } } ALWAYS_INLINE void GPU_HW::BatchVertex::Set(float x_, float y_, float z_, float w_, u32 color_, u32 texpage_, u16 packed_texcoord, u32 uv_limits_) { Set(x_, y_, z_, w_, color_, texpage_, packed_texcoord & 0xFF, (packed_texcoord >> 8), uv_limits_); } ALWAYS_INLINE void GPU_HW::BatchVertex::Set(float x_, float y_, float z_, float w_, u32 color_, u32 texpage_, u16 u_, u16 v_, u32 uv_limits_) { x = x_; y = y_; z = z_; w = w_; color = color_; texpage = texpage_; u = u_; v = v_; uv_limits = uv_limits_; } ALWAYS_INLINE u32 GPU_HW::BatchVertex::PackUVLimits(u32 min_u, u32 max_u, u32 min_v, u32 max_v) { return min_u | (min_v << 8) | (max_u << 16) | (max_v << 24); } ALWAYS_INLINE void GPU_HW::BatchVertex::SetUVLimits(u32 min_u, u32 max_u, u32 min_v, u32 max_v) { uv_limits = PackUVLimits(min_u, max_u, min_v, max_v); } const Threading::Thread* GPU_HW::GetSWThread() const { return m_sw_renderer ? m_sw_renderer->GetThread() : nullptr; } bool GPU_HW::IsHardwareRenderer() const { return true; } bool GPU_HW::Initialize() { if (!GPU::Initialize()) return false; const GPUDevice::Features features = g_gpu_device->GetFeatures(); m_resolution_scale = Truncate8(CalculateResolutionScale()); m_multisamples = Truncate8(std::min(g_settings.gpu_multisamples, g_gpu_device->GetMaxMultisamples())); m_texture_filtering = g_settings.gpu_texture_filter; m_sprite_texture_filtering = g_settings.gpu_sprite_texture_filter; m_line_detect_mode = (m_resolution_scale > 1) ? g_settings.gpu_line_detect_mode : GPULineDetectMode::Disabled; m_downsample_mode = GetDownsampleMode(m_resolution_scale); m_wireframe_mode = g_settings.gpu_wireframe_mode; m_supports_dual_source_blend = features.dual_source_blend; m_supports_framebuffer_fetch = features.framebuffer_fetch; m_true_color = g_settings.gpu_true_color; m_pgxp_depth_buffer = g_settings.UsingPGXPDepthBuffer(); m_clamp_uvs = ShouldClampUVs(m_texture_filtering) || ShouldClampUVs(m_sprite_texture_filtering); m_compute_uv_range = m_clamp_uvs; m_allow_sprite_mode = ShouldAllowSpriteMode(m_resolution_scale, m_texture_filtering, m_sprite_texture_filtering); CheckSettings(); UpdateSoftwareRenderer(false); PrintSettingsToLog(); Error error; if (!CompilePipelines(&error)) { ERROR_LOG("Failed to compile pipelines: {}", error.GetDescription()); return false; } if (!CreateBuffers()) { ERROR_LOG("Failed to create framebuffer"); return false; } UpdateDownsamplingLevels(); RestoreDeviceContext(); return true; } void GPU_HW::Reset(bool clear_vram) { if (m_batch_vertex_ptr) UnmapGPUBuffer(0, 0); GPU::Reset(clear_vram); if (m_sw_renderer) m_sw_renderer->Reset(); m_batch = {}; m_batch_ubo_data = {}; m_batch_ubo_dirty = true; m_current_depth = 1; SetClampedDrawingArea(); if (clear_vram) ClearFramebuffer(); } bool GPU_HW::DoState(StateWrapper& sw, GPUTexture** host_texture, bool update_display) { // Need to download local VRAM copy before calling the base class, because it serializes this. if (m_sw_renderer) { m_sw_renderer->Sync(true); } else if (sw.IsWriting() && !host_texture) { // If SW renderer readbacks aren't enabled, the CLUT won't be populated, which means it'll be invalid if the user // loads this state with software instead of hardware renderers. So force-update the CLUT. ReadVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT); if (IsCLUTValid()) GPU::ReadCLUT(g_gpu_clut, GPUTexturePaletteReg{Truncate16(m_current_clut_reg_bits)}, m_current_clut_is_8bit); } if (!GPU::DoState(sw, host_texture, update_display)) return false; if (host_texture) { GPUTexture* tex = *host_texture; if (sw.IsReading()) { if (tex->GetWidth() != m_vram_texture->GetWidth() || tex->GetHeight() != m_vram_texture->GetHeight() || tex->GetSamples() != m_vram_texture->GetSamples()) { return false; } g_gpu_device->CopyTextureRegion(m_vram_texture.get(), 0, 0, 0, 0, tex, 0, 0, 0, 0, tex->GetWidth(), tex->GetHeight()); } else { if (!tex || tex->GetWidth() != m_vram_texture->GetWidth() || tex->GetHeight() != m_vram_texture->GetHeight() || tex->GetSamples() != m_vram_texture->GetSamples()) { delete tex; tex = g_gpu_device ->FetchTexture(m_vram_texture->GetWidth(), m_vram_texture->GetHeight(), 1, 1, m_vram_texture->GetSamples(), GPUTexture::Type::RenderTarget, GPUTexture::Format::RGBA8, nullptr, 0) .release(); *host_texture = tex; if (!tex) return false; } g_gpu_device->CopyTextureRegion(tex, 0, 0, 0, 0, m_vram_texture.get(), 0, 0, 0, 0, tex->GetWidth(), tex->GetHeight()); } } else if (sw.IsReading()) { // Need to update the VRAM copy on the GPU with the state data. UpdateVRAMOnGPU(0, 0, VRAM_WIDTH, VRAM_HEIGHT, g_vram, VRAM_WIDTH * sizeof(u16), false, false, VRAM_SIZE_RECT); } // invalidate the whole VRAM read texture when loading state if (sw.IsReading()) { DebugAssert(!m_batch_vertex_ptr && !m_batch_index_ptr); ClearVRAMDirtyRectangle(); SetFullVRAMDirtyRectangle(); ResetBatchVertexDepth(); } return true; } void GPU_HW::RestoreDeviceContext() { g_gpu_device->SetTextureSampler(0, m_vram_read_texture.get(), g_gpu_device->GetNearestSampler()); SetVRAMRenderTarget(); g_gpu_device->SetViewport(m_vram_texture->GetRect()); SetScissor(); m_batch_ubo_dirty = true; } void GPU_HW::UpdateSettings(const Settings& old_settings) { GPU::UpdateSettings(old_settings); const GPUDevice::Features features = g_gpu_device->GetFeatures(); const u8 resolution_scale = Truncate8(CalculateResolutionScale()); const u8 multisamples = Truncate8(std::min(g_settings.gpu_multisamples, g_gpu_device->GetMaxMultisamples())); const bool clamp_uvs = ShouldClampUVs(m_texture_filtering) || ShouldClampUVs(m_sprite_texture_filtering); const bool framebuffer_changed = (m_resolution_scale != resolution_scale || m_multisamples != multisamples || g_settings.IsUsingAccurateBlending() != old_settings.IsUsingAccurateBlending() || m_pgxp_depth_buffer != g_settings.UsingPGXPDepthBuffer()); const bool shaders_changed = (m_resolution_scale != resolution_scale || m_multisamples != multisamples || m_true_color != g_settings.gpu_true_color || g_settings.gpu_debanding != old_settings.gpu_debanding || (multisamples > 0 && g_settings.gpu_per_sample_shading != old_settings.gpu_per_sample_shading) || (resolution_scale > 1 && g_settings.gpu_scaled_dithering != old_settings.gpu_scaled_dithering) || (resolution_scale > 1 && g_settings.gpu_texture_filter == GPUTextureFilter::Nearest && g_settings.gpu_force_round_texcoords != old_settings.gpu_force_round_texcoords) || g_settings.IsUsingAccurateBlending() != old_settings.IsUsingAccurateBlending() || m_texture_filtering != g_settings.gpu_texture_filter || m_sprite_texture_filtering != g_settings.gpu_sprite_texture_filter || m_clamp_uvs != clamp_uvs || (resolution_scale > 1 && (g_settings.gpu_downsample_mode != old_settings.gpu_downsample_mode || (m_downsample_mode == GPUDownsampleMode::Box && g_settings.gpu_downsample_scale != old_settings.gpu_downsample_scale))) || (features.geometry_shaders && g_settings.gpu_wireframe_mode != old_settings.gpu_wireframe_mode) || m_pgxp_depth_buffer != g_settings.UsingPGXPDepthBuffer() || (features.noperspective_interpolation && ShouldDisableColorPerspective() != old_settings.gpu_pgxp_color_correction) || m_allow_sprite_mode != ShouldAllowSpriteMode(m_resolution_scale, g_settings.gpu_texture_filter, g_settings.gpu_sprite_texture_filter)); if (m_resolution_scale != resolution_scale) { Host::AddIconOSDMessage( "ResolutionScaleChanged", ICON_FA_PAINT_BRUSH, fmt::format(TRANSLATE_FS("GPU_HW", "Resolution scale set to {0}x (display {1}x{2}, VRAM {3}x{4})"), resolution_scale, m_crtc_state.display_vram_width * resolution_scale, resolution_scale * m_crtc_state.display_vram_height, VRAM_WIDTH * resolution_scale, VRAM_HEIGHT * resolution_scale), Host::OSD_INFO_DURATION); } if (m_multisamples != multisamples || g_settings.gpu_per_sample_shading != old_settings.gpu_per_sample_shading) { if (g_settings.gpu_per_sample_shading && features.per_sample_shading) { Host::AddIconOSDMessage( "MultisamplingChanged", ICON_FA_PAINT_BRUSH, fmt::format(TRANSLATE_FS("GPU_HW", "Multisample anti-aliasing set to {}x (SSAA)."), multisamples), Host::OSD_INFO_DURATION); } else { Host::AddIconOSDMessage( "MultisamplingChanged", ICON_FA_PAINT_BRUSH, fmt::format(TRANSLATE_FS("GPU_HW", "Multisample anti-aliasing set to {}x."), multisamples), Host::OSD_INFO_DURATION); } } // Back up VRAM if we're recreating the framebuffer. if (framebuffer_changed) { RestoreDeviceContext(); ReadVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT); DestroyBuffers(); } m_resolution_scale = resolution_scale; m_multisamples = multisamples; m_texture_filtering = g_settings.gpu_texture_filter; m_sprite_texture_filtering = g_settings.gpu_sprite_texture_filter; m_line_detect_mode = (m_resolution_scale > 1) ? g_settings.gpu_line_detect_mode : GPULineDetectMode::Disabled; m_downsample_mode = GetDownsampleMode(resolution_scale); m_wireframe_mode = g_settings.gpu_wireframe_mode; m_true_color = g_settings.gpu_true_color; m_clamp_uvs = clamp_uvs; m_compute_uv_range = m_clamp_uvs; m_allow_sprite_mode = ShouldAllowSpriteMode(resolution_scale, m_texture_filtering, m_sprite_texture_filtering); m_batch.sprite_mode = (m_allow_sprite_mode && m_batch.sprite_mode); const bool depth_buffer_changed = (m_pgxp_depth_buffer != g_settings.UsingPGXPDepthBuffer()); if (depth_buffer_changed) { m_pgxp_depth_buffer = g_settings.UsingPGXPDepthBuffer(); m_batch.use_depth_buffer = false; m_depth_was_copied = false; } CheckSettings(); UpdateSoftwareRenderer(true); PrintSettingsToLog(); if (shaders_changed) { DestroyPipelines(); Error error; if (!CompilePipelines(&error)) { ERROR_LOG("Failed to recompile pipelines: {}", error.GetDescription()); Panic("Failed to recompile pipelines."); } } if (framebuffer_changed) { // When using very high upscaling, it's possible that we don't have enough VRAM for two sets of buffers. // Purge the pool, and idle the GPU so that all video memory is freed prior to creating the new buffers. g_gpu_device->PurgeTexturePool(); g_gpu_device->ExecuteAndWaitForGPUIdle(); if (!CreateBuffers()) Panic("Failed to recreate buffers."); UpdateDownsamplingLevels(); RestoreDeviceContext(); UpdateVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT, g_vram, false, false); if (m_write_mask_as_depth) UpdateDepthBufferFromMaskBit(); UpdateDisplay(); } else if (m_vram_depth_texture && depth_buffer_changed) { if (m_pgxp_depth_buffer) ClearDepthBuffer(); else if (m_write_mask_as_depth) UpdateDepthBufferFromMaskBit(); } if (g_settings.gpu_downsample_mode != old_settings.gpu_downsample_mode || (g_settings.gpu_downsample_mode == GPUDownsampleMode::Box && g_settings.gpu_downsample_scale != old_settings.gpu_downsample_scale)) { UpdateDownsamplingLevels(); } } void GPU_HW::CheckSettings() { const GPUDevice::Features features = g_gpu_device->GetFeatures(); if (m_multisamples != g_settings.gpu_multisamples) { Host::AddIconOSDMessage("MSAAUnsupported", ICON_FA_EXCLAMATION_TRIANGLE, fmt::format(TRANSLATE_FS("GPU_HW", "{}x MSAA is not supported, using {}x instead."), g_settings.gpu_multisamples, m_multisamples), Host::OSD_CRITICAL_ERROR_DURATION); } else { Host::RemoveKeyedOSDMessage("MSAAUnsupported"); } if (g_settings.gpu_per_sample_shading && !features.per_sample_shading) { Host::AddIconOSDMessage("SSAAUnsupported", ICON_FA_EXCLAMATION_TRIANGLE, TRANSLATE_STR("GPU_HW", "SSAA is not supported, using MSAA instead."), Host::OSD_ERROR_DURATION); } if (!features.dual_source_blend && !features.framebuffer_fetch && (IsBlendedTextureFiltering(m_texture_filtering) || IsBlendedTextureFiltering(m_sprite_texture_filtering))) { Host::AddIconOSDMessage( "TextureFilterUnsupported", ICON_FA_EXCLAMATION_TRIANGLE, fmt::format(TRANSLATE_FS("GPU_HW", "Texture filter '{}/{}' is not supported with the current renderer."), Settings::GetTextureFilterDisplayName(m_texture_filtering), Settings::GetTextureFilterName(m_sprite_texture_filtering), Host::OSD_ERROR_DURATION)); m_texture_filtering = GPUTextureFilter::Nearest; m_sprite_texture_filtering = GPUTextureFilter::Nearest; m_allow_sprite_mode = ShouldAllowSpriteMode(m_resolution_scale, m_texture_filtering, m_sprite_texture_filtering); } if (g_settings.IsUsingAccurateBlending() && !m_supports_framebuffer_fetch && !features.feedback_loops && !features.raster_order_views) { // m_allow_shader_blend/m_prefer_shader_blend will be cleared in pipeline compile. Host::AddIconOSDMessage( "AccurateBlendingUnsupported", ICON_FA_PAINT_BRUSH, TRANSLATE_STR("GPU_HW", "Accurate blending is not supported by your current GPU.\nIt requires framebuffer fetch, " "feedback loops, or rasterizer order views."), Host::OSD_WARNING_DURATION); } else if (IsUsingMultisampling() && !features.framebuffer_fetch && ((g_settings.IsUsingAccurateBlending() && features.raster_order_views) || (m_pgxp_depth_buffer && features.raster_order_views && !features.feedback_loops))) { Host::AddIconOSDMessage( "AccurateBlendingUnsupported", ICON_FA_PAINT_BRUSH, TRANSLATE_STR("GPU_HW", "Multisample anti-aliasing is not supported when using ROV blending."), Host::OSD_WARNING_DURATION); m_multisamples = 1; } if (m_pgxp_depth_buffer && !features.feedback_loops && !features.framebuffer_fetch && !features.raster_order_views) { Host::AddIconOSDMessage( "AccurateBlendingUnsupported", ICON_FA_PAINT_BRUSH, TRANSLATE_STR("GPU_HW", "PGXP depth buffer is not supported by your current GPU or renderer.\nIt requires " "framebuffer fetch, feedback loops, or rasterizer order views."), Host::OSD_WARNING_DURATION); m_pgxp_depth_buffer = false; } if (!features.noperspective_interpolation && !ShouldDisableColorPerspective()) WARNING_LOG("Disable color perspective not supported, but should be used."); if (!features.geometry_shaders && m_wireframe_mode != GPUWireframeMode::Disabled) { Host::AddIconOSDMessage( "GeometryShadersUnsupported", ICON_FA_EXCLAMATION_TRIANGLE, TRANSLATE("GPU_HW", "Geometry shaders are not supported by your GPU, and are required for wireframe rendering."), Host::OSD_CRITICAL_ERROR_DURATION); m_wireframe_mode = GPUWireframeMode::Disabled; } if (m_downsample_mode == GPUDownsampleMode::Box) { const u32 resolution_scale = CalculateResolutionScale(); const u32 box_downscale = GetBoxDownsampleScale(resolution_scale); if (box_downscale != g_settings.gpu_downsample_scale || box_downscale == resolution_scale) { Host::AddIconOSDMessage( "BoxDownsampleUnsupported", ICON_FA_PAINT_BRUSH, fmt::format(TRANSLATE_FS( "GPU_HW", "Resolution scale {0}x is not divisible by downsample scale {1}x, using {2}x instead."), resolution_scale, g_settings.gpu_downsample_scale, box_downscale), Host::OSD_WARNING_DURATION); } else { Host::RemoveKeyedOSDMessage("BoxDownsampleUnsupported"); } if (box_downscale == g_settings.gpu_resolution_scale) m_downsample_mode = GPUDownsampleMode::Disabled; } } u32 GPU_HW::CalculateResolutionScale() const { const u32 max_resolution_scale = GetMaxResolutionScale(); u32 scale; if (g_settings.gpu_resolution_scale != 0) { scale = std::clamp(g_settings.gpu_resolution_scale, 1, max_resolution_scale); } else { // Auto scaling. When the system is starting and all borders crop is enabled, the registers are zero, and // display_height therefore is also zero. Use the default size from the region in this case. const s32 height = (m_crtc_state.display_height != 0) ? static_cast(m_crtc_state.display_height) : (m_console_is_pal ? (PAL_VERTICAL_ACTIVE_END - PAL_VERTICAL_ACTIVE_START) : (NTSC_VERTICAL_ACTIVE_END - NTSC_VERTICAL_ACTIVE_START)); float widescreen_multiplier = 1.0f; if (g_settings.gpu_widescreen_hack) { // Multiply scale factor by aspect ratio relative to 4:3, so that widescreen resolution is as close as possible to // native screen resolution. Otherwise, anamorphic stretching would result in increasingly less horizontal // resolution (relative to native screen resolution) as the aspect ratio gets wider. widescreen_multiplier = std::max(1.0f, (static_cast(g_gpu_device->GetWindowWidth()) / static_cast(g_gpu_device->GetWindowHeight())) / (4.0f / 3.0f)); } const s32 preferred_scale = static_cast(std::ceil(static_cast(g_gpu_device->GetWindowHeight() * widescreen_multiplier) / height)); VERBOSE_LOG("Height = {}, preferred scale = {}", height, preferred_scale); scale = static_cast(std::clamp(preferred_scale, 1, max_resolution_scale)); } if (g_settings.gpu_downsample_mode == GPUDownsampleMode::Adaptive && scale > 1 && !Common::IsPow2(scale)) { const u32 new_scale = Common::PreviousPow2(scale); WARNING_LOG("Resolution scale {}x not supported for adaptive downsampling, using {}x", scale, new_scale); if (g_settings.gpu_resolution_scale != 0) { Host::AddIconOSDMessage( "ResolutionNotPow2", ICON_FA_PAINT_BRUSH, fmt::format( TRANSLATE_FS("GPU_HW", "Resolution scale {0}x not supported for adaptive downsampling, using {1}x."), scale, new_scale), Host::OSD_WARNING_DURATION); } scale = new_scale; } return scale; } void GPU_HW::UpdateResolutionScale() { GPU::UpdateResolutionScale(); if (CalculateResolutionScale() != m_resolution_scale) UpdateSettings(g_settings); } GPUDownsampleMode GPU_HW::GetDownsampleMode(u32 resolution_scale) const { return (resolution_scale == 1) ? GPUDownsampleMode::Disabled : g_settings.gpu_downsample_mode; } bool GPU_HW::IsUsingMultisampling() const { return m_multisamples > 1; } bool GPU_HW::IsUsingDownsampling() const { return (m_downsample_mode != GPUDownsampleMode::Disabled && !m_GPUSTAT.display_area_color_depth_24); } void GPU_HW::SetFullVRAMDirtyRectangle() { m_vram_dirty_draw_rect = VRAM_SIZE_RECT; m_draw_mode.SetTexturePageChanged(); } void GPU_HW::ClearVRAMDirtyRectangle() { m_vram_dirty_draw_rect = INVALID_RECT; m_vram_dirty_write_rect = INVALID_RECT; } void GPU_HW::AddWrittenRectangle(const GSVector4i rect) { m_vram_dirty_write_rect = m_vram_dirty_write_rect.runion(rect); SetTexPageChangedOnOverlap(m_vram_dirty_write_rect); } void GPU_HW::AddDrawnRectangle(const GSVector4i rect) { // Normally, we would check for overlap here. But the GPU's texture cache won't actually reload until the page // changes, or it samples a larger region, so we can get away without doing so. This reduces copies considerably in // games like Mega Man Legends 2. m_vram_dirty_draw_rect = m_vram_dirty_draw_rect.runion(rect); } void GPU_HW::AddUnclampedDrawnRectangle(const GSVector4i rect) { m_vram_dirty_draw_rect = m_vram_dirty_draw_rect.runion(rect); SetTexPageChangedOnOverlap(m_vram_dirty_draw_rect); } void GPU_HW::SetTexPageChangedOnOverlap(const GSVector4i update_rect) { // the vram area can include the texture page, but the game can leave it as-is. in this case, set it as dirty so the // shadow texture is updated if (!m_draw_mode.IsTexturePageChanged() && m_batch.texture_mode != BatchTextureMode::Disabled && (m_draw_mode.mode_reg.GetTexturePageRectangle().rintersects(update_rect) || (m_draw_mode.mode_reg.IsUsingPalette() && m_draw_mode.palette_reg.GetRectangle(m_draw_mode.mode_reg.texture_mode).rintersects(update_rect)))) { m_draw_mode.SetTexturePageChanged(); } } std::tuple GPU_HW::GetEffectiveDisplayResolution(bool scaled /* = true */) { const u32 scale = scaled ? m_resolution_scale : 1u; return std::make_tuple(m_crtc_state.display_vram_width * scale, m_crtc_state.display_vram_height * scale); } std::tuple GPU_HW::GetFullDisplayResolution(bool scaled /* = true */) { const u32 scale = scaled ? m_resolution_scale : 1u; return std::make_tuple(m_crtc_state.display_width * scale, m_crtc_state.display_height * scale); } void GPU_HW::PrintSettingsToLog() { INFO_LOG("Resolution Scale: {} ({}x{}), maximum {}", m_resolution_scale, VRAM_WIDTH * m_resolution_scale, VRAM_HEIGHT * m_resolution_scale, GetMaxResolutionScale()); INFO_LOG("Multisampling: {}x{}", m_multisamples, (g_settings.gpu_per_sample_shading && g_gpu_device->GetFeatures().per_sample_shading) ? " (per sample shading)" : ""); INFO_LOG("Dithering: {}{}", m_true_color ? "Disabled" : "Enabled", (!m_true_color && g_settings.gpu_scaled_dithering) ? " (Scaled)" : ((m_true_color && g_settings.gpu_debanding) ? " (Debanding)" : "")); INFO_LOG("Force round texture coordinates: {}", (m_resolution_scale > 1 && g_settings.gpu_force_round_texcoords) ? "Enabled" : "Disabled"); INFO_LOG("Texture Filtering: {}/{}", Settings::GetTextureFilterDisplayName(m_texture_filtering), Settings::GetTextureFilterDisplayName(m_sprite_texture_filtering)); INFO_LOG("Dual-source blending: {}", m_supports_dual_source_blend ? "Supported" : "Not supported"); INFO_LOG("Clamping UVs: {}", m_clamp_uvs ? "YES" : "NO"); INFO_LOG("Depth buffer: {}", m_pgxp_depth_buffer ? "YES" : "NO"); INFO_LOG("Downsampling: {}", Settings::GetDownsampleModeDisplayName(m_downsample_mode)); INFO_LOG("Wireframe rendering: {}", Settings::GetGPUWireframeModeDisplayName(m_wireframe_mode)); INFO_LOG("Line detection: {}", Settings::GetLineDetectModeDisplayName(m_line_detect_mode)); INFO_LOG("Using software renderer for readbacks: {}", m_sw_renderer ? "YES" : "NO"); INFO_LOG("Separate sprite shaders: {}", m_allow_sprite_mode ? "YES" : "NO"); } GPUTexture::Format GPU_HW::GetDepthBufferFormat() const { // Use 32-bit depth for PGXP depth buffer, otherwise 16-bit for mask bit. return m_pgxp_depth_buffer ? (m_use_rov_for_shader_blend ? VRAM_DS_COLOR_FORMAT : VRAM_DS_DEPTH_FORMAT) : VRAM_DS_FORMAT; } bool GPU_HW::CreateBuffers() { DestroyBuffers(); // scale vram size to internal resolution const u32 texture_width = VRAM_WIDTH * m_resolution_scale; const u32 texture_height = VRAM_HEIGHT * m_resolution_scale; const u8 samples = static_cast(m_multisamples); const bool needs_depth_buffer = m_write_mask_as_depth || m_pgxp_depth_buffer; // Needed for Metal resolve. const GPUTexture::Type read_texture_type = (g_gpu_device->GetRenderAPI() == RenderAPI::Metal && m_multisamples > 1) ? GPUTexture::Type::RWTexture : GPUTexture::Type::Texture; const GPUTexture::Type vram_texture_type = m_use_rov_for_shader_blend ? GPUTexture::Type::RWTexture : GPUTexture::Type::RenderTarget; const GPUTexture::Type depth_texture_type = m_use_rov_for_shader_blend ? GPUTexture::Type::RWTexture : GPUTexture::Type::DepthStencil; if (!(m_vram_texture = g_gpu_device->FetchTexture(texture_width, texture_height, 1, 1, samples, vram_texture_type, VRAM_RT_FORMAT)) || (needs_depth_buffer && !(m_vram_depth_texture = g_gpu_device->FetchTexture(texture_width, texture_height, 1, 1, samples, depth_texture_type, GetDepthBufferFormat()))) || (m_pgxp_depth_buffer && !(m_vram_depth_copy_texture = g_gpu_device->FetchTexture(texture_width, texture_height, 1, 1, samples, GPUTexture::Type::RenderTarget, VRAM_DS_COLOR_FORMAT))) || !(m_vram_read_texture = g_gpu_device->FetchTexture(texture_width, texture_height, 1, 1, 1, read_texture_type, VRAM_RT_FORMAT)) || !(m_vram_readback_texture = g_gpu_device->FetchTexture(VRAM_WIDTH / 2, VRAM_HEIGHT, 1, 1, 1, GPUTexture::Type::RenderTarget, VRAM_RT_FORMAT))) { return false; } GL_OBJECT_NAME(m_vram_texture, "VRAM Texture"); if (m_vram_depth_texture) GL_OBJECT_NAME(m_vram_depth_texture, "VRAM Depth Texture"); GL_OBJECT_NAME(m_vram_read_texture, "VRAM Read Texture"); GL_OBJECT_NAME(m_vram_readback_texture, "VRAM Readback Texture"); if (g_gpu_device->GetFeatures().memory_import) { DEV_LOG("Trying to import guest VRAM buffer for downloads..."); m_vram_readback_download_texture = g_gpu_device->CreateDownloadTexture( m_vram_readback_texture->GetWidth(), m_vram_readback_texture->GetHeight(), m_vram_readback_texture->GetFormat(), g_vram, sizeof(g_vram), VRAM_WIDTH * sizeof(u16)); if (!m_vram_readback_download_texture) ERROR_LOG("Failed to create imported readback buffer"); } if (!m_vram_readback_download_texture) { m_vram_readback_download_texture = g_gpu_device->CreateDownloadTexture( m_vram_readback_texture->GetWidth(), m_vram_readback_texture->GetHeight(), m_vram_readback_texture->GetFormat()); if (!m_vram_readback_download_texture) { ERROR_LOG("Failed to create readback download texture"); return false; } } if (g_gpu_device->GetFeatures().supports_texture_buffers) { if (!(m_vram_upload_buffer = g_gpu_device->CreateTextureBuffer(GPUTextureBuffer::Format::R16UI, GPUDevice::MIN_TEXEL_BUFFER_ELEMENTS))) { return false; } GL_OBJECT_NAME(m_vram_upload_buffer, "VRAM Upload Buffer"); } INFO_LOG("Created HW framebuffer of {}x{}", texture_width, texture_height); SetVRAMRenderTarget(); SetFullVRAMDirtyRectangle(); return true; } void GPU_HW::ClearFramebuffer() { g_gpu_device->ClearRenderTarget(m_vram_texture.get(), 0); if (m_vram_depth_texture) { if (m_use_rov_for_shader_blend) g_gpu_device->ClearRenderTarget(m_vram_depth_texture.get(), 0xFF); else g_gpu_device->ClearDepth(m_vram_depth_texture.get(), m_pgxp_depth_buffer ? 1.0f : 0.0f); } ClearVRAMDirtyRectangle(); m_last_depth_z = 1.0f; } void GPU_HW::SetVRAMRenderTarget() { if (m_use_rov_for_shader_blend) { GPUTexture* rts[2] = {m_vram_texture.get(), m_vram_depth_texture.get()}; const u32 num_rts = m_pgxp_depth_buffer ? 2 : 1; g_gpu_device->SetRenderTargets( rts, num_rts, nullptr, m_rov_active ? GPUPipeline::BindRenderTargetsAsImages : GPUPipeline::NoRenderPassFlags); } else { g_gpu_device->SetRenderTarget( m_vram_texture.get(), m_vram_depth_texture.get(), ((m_allow_shader_blend && !m_supports_framebuffer_fetch && !m_use_rov_for_shader_blend) ? GPUPipeline::ColorFeedbackLoop : GPUPipeline::NoRenderPassFlags)); } } void GPU_HW::DeactivateROV() { if (!m_rov_active) return; GL_INS("Deactivating ROV."); m_rov_active = false; SetVRAMRenderTarget(); } void GPU_HW::DestroyBuffers() { ClearDisplayTexture(); DebugAssert((m_batch_vertex_ptr != nullptr) == (m_batch_index_ptr != nullptr)); if (m_batch_vertex_ptr) UnmapGPUBuffer(0, 0); m_vram_upload_buffer.reset(); m_vram_readback_download_texture.reset(); g_gpu_device->RecycleTexture(std::move(m_downsample_texture)); g_gpu_device->RecycleTexture(std::move(m_vram_extract_depth_texture)); g_gpu_device->RecycleTexture(std::move(m_vram_extract_texture)); g_gpu_device->RecycleTexture(std::move(m_vram_read_texture)); g_gpu_device->RecycleTexture(std::move(m_vram_depth_copy_texture)); g_gpu_device->RecycleTexture(std::move(m_vram_depth_texture)); g_gpu_device->RecycleTexture(std::move(m_vram_texture)); g_gpu_device->RecycleTexture(std::move(m_vram_readback_texture)); } bool GPU_HW::CompilePipelines(Error* error) { const GPUDevice::Features features = g_gpu_device->GetFeatures(); const bool per_sample_shading = g_settings.gpu_per_sample_shading && features.per_sample_shading; const bool force_round_texcoords = (m_resolution_scale > 1 && m_texture_filtering == GPUTextureFilter::Nearest && g_settings.gpu_force_round_texcoords); // Determine when to use shader blending. // FBFetch is free, we need it for filtering without DSB, or when accurate blending is forced. // But, don't bother with accurate blending if true colour is on. The result will be the same. // Prefer ROV over barriers/feedback loops without FBFetch, it'll be faster. // Abuse the depth buffer for the mask bit when it's free (FBFetch), or PGXP depth buffering is enabled. m_allow_shader_blend = features.framebuffer_fetch || ((features.feedback_loops || features.raster_order_views) && (m_pgxp_depth_buffer || g_settings.gpu_accurate_blending || (!m_supports_dual_source_blend && (IsBlendedTextureFiltering(m_texture_filtering) || IsBlendedTextureFiltering(m_sprite_texture_filtering))))); m_prefer_shader_blend = (m_allow_shader_blend && g_settings.gpu_accurate_blending && !g_settings.gpu_true_color); m_use_rov_for_shader_blend = (m_allow_shader_blend && !features.framebuffer_fetch && features.raster_order_views && (m_prefer_shader_blend || !features.feedback_loops)); m_write_mask_as_depth = (!m_pgxp_depth_buffer && !features.framebuffer_fetch && !m_prefer_shader_blend); // ROV doesn't support MSAA in DirectX. Assert(!m_use_rov_for_shader_blend || !IsUsingMultisampling()); const bool needs_depth_buffer = (m_pgxp_depth_buffer || m_write_mask_as_depth); const bool needs_rov_depth = (m_pgxp_depth_buffer && m_use_rov_for_shader_blend); const bool needs_real_depth_buffer = (needs_depth_buffer && !needs_rov_depth); const bool needs_feedback_loop = (m_allow_shader_blend && features.feedback_loops && !m_use_rov_for_shader_blend); const GPUTexture::Format depth_buffer_format = needs_depth_buffer ? GetDepthBufferFormat() : GPUTexture::Format::Unknown; // Logging in case something goes wrong. INFO_LOG("Shader blending allowed: {}", m_allow_shader_blend ? "YES" : "NO"); INFO_LOG("Shader blending preferred: {}", m_prefer_shader_blend ? "YES" : "NO"); INFO_LOG("Use ROV for shader blending: {}", m_use_rov_for_shader_blend ? "YES" : "NO"); INFO_LOG("Write mask as depth: {}", m_write_mask_as_depth ? "YES" : "NO"); INFO_LOG("Depth buffer is {}needed in {}.", needs_depth_buffer ? "" : "NOT ", GPUTexture::GetFormatName(GetDepthBufferFormat())); INFO_LOG("Using ROV depth: {}", needs_rov_depth ? "YES" : "NO"); INFO_LOG("Using real depth buffer: {}", needs_real_depth_buffer ? "YES" : "NO"); INFO_LOG("Using feedback loops: {}", needs_feedback_loop ? "YES" : "NO"); // Start generating shaders. GPU_HW_ShaderGen shadergen(g_gpu_device->GetRenderAPI(), m_resolution_scale, m_multisamples, per_sample_shading, m_true_color, (m_resolution_scale > 1 && g_settings.gpu_scaled_dithering), m_write_mask_as_depth, ShouldDisableColorPerspective(), m_supports_dual_source_blend, m_supports_framebuffer_fetch, g_settings.gpu_true_color && g_settings.gpu_debanding); const u32 active_texture_modes = m_allow_sprite_mode ? NUM_TEXTURE_MODES : (NUM_TEXTURE_MODES - (NUM_TEXTURE_MODES - static_cast(BatchTextureMode::SpriteStart))); const u32 total_pipelines = (m_allow_sprite_mode ? 5 : 3) + // vertex shaders (active_texture_modes * 5 * 9 * 2 * 2 * 2 * (1 + BoolToUInt32(needs_rov_depth))) + // fragment shaders ((m_pgxp_depth_buffer ? 2 : 1) * 5 * 5 * active_texture_modes * 2 * 2 * 2) + // batch pipelines ((m_wireframe_mode != GPUWireframeMode::Disabled) ? 1 : 0) + // wireframe 1 + // fullscreen quad VS (2 * 2) + // vram fill (1 + BoolToUInt32(m_write_mask_as_depth)) + // vram copy (1 + BoolToUInt32(m_write_mask_as_depth)) + // vram write 1 + // vram write replacement (m_write_mask_as_depth ? 1 : 0) + // mask -> depth 1 + // vram read 2 + // extract/display ((m_downsample_mode != GPUDownsampleMode::Disabled) ? 1 : 0); // downsample ShaderCompileProgressTracker progress("Compiling Pipelines", total_pipelines); // vertex shaders - [textured/palette/sprite] // fragment shaders - [depth_test][render_mode][transparency_mode][texture_mode][check_mask][dithering][interlacing] static constexpr auto destroy_shader = [](std::unique_ptr& s) { s.reset(); }; DimensionalArray, 2, 2, 2> batch_vertex_shaders{}; DimensionalArray, 2, 2, 2, NUM_TEXTURE_MODES, 5, 5, 2> batch_fragment_shaders{}; ScopedGuard batch_shader_guard([&batch_vertex_shaders, &batch_fragment_shaders]() { batch_vertex_shaders.enumerate(destroy_shader); batch_fragment_shaders.enumerate(destroy_shader); }); for (u8 textured = 0; textured < 2; textured++) { for (u8 palette = 0; palette < (textured ? 2 : 1); palette++) { for (u8 sprite = 0; sprite < (textured ? 2 : 1); sprite++) { const bool uv_limits = ShouldClampUVs(sprite ? m_sprite_texture_filtering : m_texture_filtering); const std::string vs = shadergen.GenerateBatchVertexShader( textured != 0, palette != 0, uv_limits, !sprite && force_round_texcoords, m_pgxp_depth_buffer); if (!(batch_vertex_shaders[textured][palette][sprite] = g_gpu_device->CreateShader(GPUShaderStage::Vertex, shadergen.GetLanguage(), vs, error))) { return false; } progress.Increment(); } } } for (u8 depth_test = 0; depth_test < 2; depth_test++) { if (depth_test && !needs_rov_depth) { // Don't need to do depth testing in the shader. continue; } for (u8 render_mode = 0; render_mode < 5; render_mode++) { for (u8 transparency_mode = 0; transparency_mode < 5; transparency_mode++) { if ( // Can't generate shader blending. ((render_mode == static_cast(BatchRenderMode::ShaderBlend) && !m_allow_shader_blend) || (render_mode != static_cast(BatchRenderMode::ShaderBlend) && transparency_mode != static_cast(GPUTransparencyMode::Disabled))) || // Don't need multipass shaders if we're preferring shader blend or have (free) FBFetch. ((m_supports_framebuffer_fetch || m_prefer_shader_blend) && (render_mode == static_cast(BatchRenderMode::OnlyOpaque) || render_mode == static_cast(BatchRenderMode::OnlyTransparent))) || // If using ROV depth, we only draw with shader blending. (needs_rov_depth && render_mode != static_cast(BatchRenderMode::ShaderBlend))) { progress.Increment(active_texture_modes * 2 * 2 * 2); continue; } for (u8 texture_mode = 0; texture_mode < active_texture_modes; texture_mode++) { for (u8 check_mask = 0; check_mask < 2; check_mask++) { if (check_mask && render_mode != static_cast(BatchRenderMode::ShaderBlend)) { // mask bit testing is only valid with shader blending. progress.Increment(2 * 2); continue; } for (u8 dithering = 0; dithering < 2; dithering++) { for (u8 interlacing = 0; interlacing < 2; interlacing++) { const bool sprite = (static_cast(texture_mode) >= BatchTextureMode::SpriteStart); const bool uv_limits = ShouldClampUVs(sprite ? m_sprite_texture_filtering : m_texture_filtering); const BatchTextureMode shader_texmode = static_cast( texture_mode - (sprite ? static_cast(BatchTextureMode::SpriteStart) : 0)); const bool use_rov = (render_mode == static_cast(BatchRenderMode::ShaderBlend) && m_use_rov_for_shader_blend); const std::string fs = shadergen.GenerateBatchFragmentShader( static_cast(render_mode), static_cast(transparency_mode), shader_texmode, sprite ? m_sprite_texture_filtering : m_texture_filtering, uv_limits, !sprite && force_round_texcoords, ConvertToBoolUnchecked(dithering), ConvertToBoolUnchecked(interlacing), ConvertToBoolUnchecked(check_mask), use_rov, needs_rov_depth, (depth_test != 0)); if (!(batch_fragment_shaders[depth_test][render_mode][transparency_mode][texture_mode][check_mask] [dithering][interlacing] = g_gpu_device->CreateShader( GPUShaderStage::Fragment, shadergen.GetLanguage(), fs, error))) { return false; } progress.Increment(); } } } } } } } static constexpr GPUPipeline::VertexAttribute vertex_attributes[] = { GPUPipeline::VertexAttribute::Make(0, GPUPipeline::VertexAttribute::Semantic::Position, 0, GPUPipeline::VertexAttribute::Type::Float, 4, OFFSETOF(BatchVertex, x)), GPUPipeline::VertexAttribute::Make(1, GPUPipeline::VertexAttribute::Semantic::Color, 0, GPUPipeline::VertexAttribute::Type::UNorm8, 4, OFFSETOF(BatchVertex, color)), GPUPipeline::VertexAttribute::Make(2, GPUPipeline::VertexAttribute::Semantic::TexCoord, 0, GPUPipeline::VertexAttribute::Type::UInt32, 1, OFFSETOF(BatchVertex, u)), GPUPipeline::VertexAttribute::Make(3, GPUPipeline::VertexAttribute::Semantic::TexCoord, 1, GPUPipeline::VertexAttribute::Type::UInt32, 1, OFFSETOF(BatchVertex, texpage)), GPUPipeline::VertexAttribute::Make(4, GPUPipeline::VertexAttribute::Semantic::TexCoord, 2, GPUPipeline::VertexAttribute::Type::UNorm8, 4, OFFSETOF(BatchVertex, uv_limits)), }; static constexpr u32 NUM_BATCH_VERTEX_ATTRIBUTES = 2; static constexpr u32 NUM_BATCH_TEXTURED_VERTEX_ATTRIBUTES = 4; static constexpr u32 NUM_BATCH_TEXTURED_LIMITS_VERTEX_ATTRIBUTES = 5; GPUPipeline::GraphicsConfig plconfig = {}; plconfig.layout = GPUPipeline::Layout::SingleTextureAndUBO; plconfig.input_layout.vertex_stride = sizeof(BatchVertex); plconfig.rasterization = GPUPipeline::RasterizationState::GetNoCullState(); plconfig.primitive = GPUPipeline::Primitive::Triangles; plconfig.geometry_shader = nullptr; plconfig.samples = m_multisamples; plconfig.per_sample_shading = per_sample_shading; plconfig.depth = GPUPipeline::DepthState::GetNoTestsState(); // [depth_test][transparency_mode][render_mode][texture_mode][dithering][interlacing][check_mask] for (u8 depth_test = 0; depth_test < 2; depth_test++) { if (depth_test && !m_pgxp_depth_buffer) { // Not used. continue; } for (u8 transparency_mode = 0; transparency_mode < 5; transparency_mode++) { for (u8 render_mode = 0; render_mode < 5; render_mode++) { if ( // Can't generate shader blending. (render_mode == static_cast(BatchRenderMode::ShaderBlend) && !m_allow_shader_blend) || // Don't need multipass shaders. ((m_supports_framebuffer_fetch || m_prefer_shader_blend) && (render_mode == static_cast(BatchRenderMode::OnlyOpaque) || render_mode == static_cast(BatchRenderMode::OnlyTransparent))) || // If using ROV depth, we only draw with shader blending. (needs_rov_depth && render_mode != static_cast(BatchRenderMode::ShaderBlend))) { progress.Increment(9 * 2 * 2 * 2); continue; } for (u8 texture_mode = 0; texture_mode < active_texture_modes; texture_mode++) { for (u8 dithering = 0; dithering < 2; dithering++) { for (u8 interlacing = 0; interlacing < 2; interlacing++) { for (u8 check_mask = 0; check_mask < 2; check_mask++) { const bool textured = (static_cast(texture_mode) != BatchTextureMode::Disabled); const bool palette = (static_cast(texture_mode) == BatchTextureMode::Palette4Bit || static_cast(texture_mode) == BatchTextureMode::Palette8Bit || static_cast(texture_mode) == BatchTextureMode::SpritePalette4Bit || static_cast(texture_mode) == BatchTextureMode::SpritePalette8Bit); const bool sprite = (static_cast(texture_mode) >= BatchTextureMode::SpriteStart); const bool uv_limits = ShouldClampUVs(sprite ? m_sprite_texture_filtering : m_texture_filtering); const bool use_shader_blending = (render_mode == static_cast(BatchRenderMode::ShaderBlend)); const bool use_rov = (use_shader_blending && m_use_rov_for_shader_blend); plconfig.input_layout.vertex_attributes = textured ? (uv_limits ? std::span( vertex_attributes, NUM_BATCH_TEXTURED_LIMITS_VERTEX_ATTRIBUTES) : std::span(vertex_attributes, NUM_BATCH_TEXTURED_VERTEX_ATTRIBUTES)) : std::span(vertex_attributes, NUM_BATCH_VERTEX_ATTRIBUTES); plconfig.vertex_shader = batch_vertex_shaders[BoolToUInt8(textured)][BoolToUInt8(palette)][BoolToUInt8(sprite)].get(); plconfig.fragment_shader = batch_fragment_shaders[BoolToUInt8(depth_test && needs_rov_depth)][render_mode] [use_shader_blending ? transparency_mode : static_cast(GPUTransparencyMode::Disabled)] [texture_mode][use_shader_blending ? check_mask : 0][dithering][interlacing] .get(); Assert(plconfig.vertex_shader && plconfig.fragment_shader); if (needs_real_depth_buffer) { plconfig.depth.depth_test = m_pgxp_depth_buffer ? (depth_test ? GPUPipeline::DepthFunc::LessEqual : GPUPipeline::DepthFunc::Always) : (check_mask ? GPUPipeline::DepthFunc::GreaterEqual : GPUPipeline::DepthFunc::Always); // Don't write for transparent, but still test. plconfig.depth.depth_write = !m_pgxp_depth_buffer || (depth_test && transparency_mode == static_cast(GPUTransparencyMode::Disabled)); } plconfig.SetTargetFormats(use_rov ? GPUTexture::Format::Unknown : VRAM_RT_FORMAT, needs_rov_depth ? GPUTexture::Format::Unknown : depth_buffer_format); plconfig.color_formats[1] = needs_rov_depth ? VRAM_DS_COLOR_FORMAT : GPUTexture::Format::Unknown; plconfig.render_pass_flags = use_rov ? GPUPipeline::BindRenderTargetsAsImages : (needs_feedback_loop ? GPUPipeline::ColorFeedbackLoop : GPUPipeline::NoRenderPassFlags); plconfig.blend = GPUPipeline::BlendState::GetNoBlendingState(); if (use_rov) { plconfig.blend.write_mask = 0; } else if (!use_shader_blending && ((static_cast(transparency_mode) != GPUTransparencyMode::Disabled && (static_cast(render_mode) != BatchRenderMode::TransparencyDisabled && static_cast(render_mode) != BatchRenderMode::OnlyOpaque)) || (textured && IsBlendedTextureFiltering(sprite ? m_sprite_texture_filtering : m_texture_filtering)))) { plconfig.blend.enable = true; plconfig.blend.src_alpha_blend = GPUPipeline::BlendFunc::One; plconfig.blend.dst_alpha_blend = GPUPipeline::BlendFunc::Zero; plconfig.blend.alpha_blend_op = GPUPipeline::BlendOp::Add; if (m_supports_dual_source_blend) { plconfig.blend.src_blend = GPUPipeline::BlendFunc::One; plconfig.blend.dst_blend = GPUPipeline::BlendFunc::SrcAlpha1; plconfig.blend.blend_op = (static_cast(transparency_mode) == GPUTransparencyMode::BackgroundMinusForeground && static_cast(render_mode) != BatchRenderMode::TransparencyDisabled && static_cast(render_mode) != BatchRenderMode::OnlyOpaque) ? GPUPipeline::BlendOp::ReverseSubtract : GPUPipeline::BlendOp::Add; } else { // TODO: This isn't entirely accurate, 127.5 versus 128. // But if we use fbfetch on Mali, it doesn't matter. plconfig.blend.src_blend = GPUPipeline::BlendFunc::One; plconfig.blend.dst_blend = GPUPipeline::BlendFunc::One; if (static_cast(transparency_mode) == GPUTransparencyMode::HalfBackgroundPlusHalfForeground) { plconfig.blend.dst_blend = GPUPipeline::BlendFunc::ConstantColor; plconfig.blend.dst_alpha_blend = GPUPipeline::BlendFunc::ConstantColor; plconfig.blend.constant = 0x00808080u; } plconfig.blend.blend_op = (static_cast(transparency_mode) == GPUTransparencyMode::BackgroundMinusForeground && static_cast(render_mode) != BatchRenderMode::TransparencyDisabled && static_cast(render_mode) != BatchRenderMode::OnlyOpaque) ? GPUPipeline::BlendOp::ReverseSubtract : GPUPipeline::BlendOp::Add; } } if (!(m_batch_pipelines[depth_test][transparency_mode][render_mode][texture_mode][dithering] [interlacing][check_mask] = g_gpu_device->CreatePipeline(plconfig, error))) { return false; } progress.Increment(); } } } } } } } plconfig.SetTargetFormats(VRAM_RT_FORMAT, needs_rov_depth ? GPUTexture::Format::Unknown : depth_buffer_format); plconfig.render_pass_flags = needs_feedback_loop ? GPUPipeline::ColorFeedbackLoop : GPUPipeline::NoRenderPassFlags; if (m_wireframe_mode != GPUWireframeMode::Disabled) { std::unique_ptr gs = g_gpu_device->CreateShader(GPUShaderStage::Geometry, shadergen.GetLanguage(), shadergen.GenerateWireframeGeometryShader(), error); std::unique_ptr fs = g_gpu_device->CreateShader(GPUShaderStage::Fragment, shadergen.GetLanguage(), shadergen.GenerateWireframeFragmentShader(), error); if (!gs || !fs) return false; GL_OBJECT_NAME(gs, "Batch Wireframe Geometry Shader"); GL_OBJECT_NAME(fs, "Batch Wireframe Fragment Shader"); plconfig.input_layout.vertex_attributes = std::span(vertex_attributes, NUM_BATCH_VERTEX_ATTRIBUTES); plconfig.blend = (m_wireframe_mode == GPUWireframeMode::OverlayWireframe) ? GPUPipeline::BlendState::GetAlphaBlendingState() : GPUPipeline::BlendState::GetNoBlendingState(); plconfig.blend.write_mask = 0x7; plconfig.depth = GPUPipeline::DepthState::GetNoTestsState(); plconfig.vertex_shader = batch_vertex_shaders[0][0][0].get(); plconfig.geometry_shader = gs.get(); plconfig.fragment_shader = fs.get(); if (!(m_wireframe_pipeline = g_gpu_device->CreatePipeline(plconfig, error))) return false; GL_OBJECT_NAME(m_wireframe_pipeline, "Batch Wireframe Pipeline"); plconfig.vertex_shader = nullptr; plconfig.geometry_shader = nullptr; plconfig.fragment_shader = nullptr; progress.Increment(); } batch_shader_guard.Run(); // use a depth of 1, that way writes will reset the depth std::unique_ptr fullscreen_quad_vertex_shader = g_gpu_device->CreateShader( GPUShaderStage::Vertex, shadergen.GetLanguage(), shadergen.GenerateScreenQuadVertexShader(1.0f), error); if (!fullscreen_quad_vertex_shader) return false; progress.Increment(); // common state plconfig.input_layout.vertex_attributes = {}; plconfig.input_layout.vertex_stride = 0; plconfig.layout = GPUPipeline::Layout::SingleTextureAndPushConstants; plconfig.per_sample_shading = false; plconfig.blend = GPUPipeline::BlendState::GetNoBlendingState(); plconfig.vertex_shader = fullscreen_quad_vertex_shader.get(); plconfig.color_formats[1] = needs_rov_depth ? VRAM_DS_COLOR_FORMAT : GPUTexture::Format::Unknown; // VRAM fill for (u8 wrapped = 0; wrapped < 2; wrapped++) { for (u8 interlaced = 0; interlaced < 2; interlaced++) { std::unique_ptr fs = g_gpu_device->CreateShader( GPUShaderStage::Fragment, shadergen.GetLanguage(), shadergen.GenerateVRAMFillFragmentShader(ConvertToBoolUnchecked(wrapped), ConvertToBoolUnchecked(interlaced)), error); if (!fs) return false; plconfig.fragment_shader = fs.get(); plconfig.depth = needs_real_depth_buffer ? GPUPipeline::DepthState::GetAlwaysWriteState() : GPUPipeline::DepthState::GetNoTestsState(); if (!(m_vram_fill_pipelines[wrapped][interlaced] = g_gpu_device->CreatePipeline(plconfig, error))) return false; progress.Increment(); } } // VRAM copy { std::unique_ptr fs = g_gpu_device->CreateShader(GPUShaderStage::Fragment, shadergen.GetLanguage(), shadergen.GenerateVRAMCopyFragmentShader(), error); if (!fs) return false; plconfig.fragment_shader = fs.get(); for (u8 depth_test = 0; depth_test < 2; depth_test++) { if (depth_test && !m_write_mask_as_depth) continue; plconfig.depth.depth_write = needs_real_depth_buffer; plconfig.depth.depth_test = (depth_test != 0) ? GPUPipeline::DepthFunc::GreaterEqual : GPUPipeline::DepthFunc::Always; if (!(m_vram_copy_pipelines[depth_test] = g_gpu_device->CreatePipeline(plconfig), error)) return false; GL_OBJECT_NAME_FMT(m_vram_copy_pipelines[depth_test], "VRAM Write Pipeline, depth={}", depth_test); progress.Increment(); } } // VRAM write { const bool use_buffer = features.supports_texture_buffers; const bool use_ssbo = features.texture_buffers_emulated_with_ssbo; std::unique_ptr fs = g_gpu_device->CreateShader(GPUShaderStage::Fragment, shadergen.GetLanguage(), shadergen.GenerateVRAMWriteFragmentShader(use_buffer, use_ssbo), error); if (!fs) return false; plconfig.layout = use_buffer ? GPUPipeline::Layout::SingleTextureBufferAndPushConstants : GPUPipeline::Layout::SingleTextureAndPushConstants; plconfig.fragment_shader = fs.get(); for (u8 depth_test = 0; depth_test < 2; depth_test++) { if (depth_test && !m_write_mask_as_depth) continue; plconfig.depth.depth_write = needs_real_depth_buffer; plconfig.depth.depth_test = (depth_test != 0) ? GPUPipeline::DepthFunc::GreaterEqual : GPUPipeline::DepthFunc::Always; if (!(m_vram_write_pipelines[depth_test] = g_gpu_device->CreatePipeline(plconfig, error))) return false; GL_OBJECT_NAME_FMT(m_vram_write_pipelines[depth_test], "VRAM Write Pipeline, depth={}", depth_test); progress.Increment(); } } plconfig.layout = GPUPipeline::Layout::SingleTextureAndPushConstants; // VRAM write replacement { std::unique_ptr fs = g_gpu_device->CreateShader(GPUShaderStage::Fragment, shadergen.GetLanguage(), shadergen.GenerateCopyFragmentShader(), error); if (!fs) return false; plconfig.fragment_shader = fs.get(); plconfig.depth = GPUPipeline::DepthState::GetNoTestsState(); if (!(m_vram_write_replacement_pipeline = g_gpu_device->CreatePipeline(plconfig, error))) return false; progress.Increment(); } // VRAM update depth if (m_write_mask_as_depth) { std::unique_ptr fs = g_gpu_device->CreateShader( GPUShaderStage::Fragment, shadergen.GetLanguage(), shadergen.GenerateVRAMUpdateDepthFragmentShader(), error); if (!fs) return false; plconfig.fragment_shader = fs.get(); plconfig.SetTargetFormats(GPUTexture::Format::Unknown, depth_buffer_format); plconfig.depth = GPUPipeline::DepthState::GetAlwaysWriteState(); plconfig.blend.write_mask = 0; if (!(m_vram_update_depth_pipeline = g_gpu_device->CreatePipeline(plconfig, error))) return false; GL_OBJECT_NAME(m_vram_update_depth_pipeline, "VRAM Update Depth Pipeline"); progress.Increment(); } plconfig.SetTargetFormats(VRAM_RT_FORMAT); plconfig.render_pass_flags = GPUPipeline::NoRenderPassFlags; plconfig.depth = GPUPipeline::DepthState::GetNoTestsState(); plconfig.blend = GPUPipeline::BlendState::GetNoBlendingState(); plconfig.samples = 1; plconfig.per_sample_shading = false; // VRAM read { std::unique_ptr fs = g_gpu_device->CreateShader(GPUShaderStage::Fragment, shadergen.GetLanguage(), shadergen.GenerateVRAMReadFragmentShader(), error); if (!fs) return false; plconfig.fragment_shader = fs.get(); if (!(m_vram_readback_pipeline = g_gpu_device->CreatePipeline(plconfig, error))) return false; GL_OBJECT_NAME(m_vram_readback_pipeline, "VRAM Read Pipeline"); progress.Increment(); } // Display { for (u8 shader = 0; shader < 3; shader++) { // 24-bit doesn't give you a depth buffer. const bool color_24bit = (shader == 1); const bool depth_extract = (shader == 2); if (depth_extract && !m_pgxp_depth_buffer) continue; std::unique_ptr fs = g_gpu_device->CreateShader(GPUShaderStage::Fragment, shadergen.GetLanguage(), shadergen.GenerateVRAMExtractFragmentShader(color_24bit, depth_extract), error); if (!fs) return false; plconfig.fragment_shader = fs.get(); plconfig.layout = depth_extract ? GPUPipeline::Layout::MultiTextureAndPushConstants : GPUPipeline::Layout::SingleTextureAndPushConstants; plconfig.color_formats[1] = depth_extract ? VRAM_DS_COLOR_FORMAT : GPUTexture::Format::Unknown; if (!(m_vram_extract_pipeline[shader] = g_gpu_device->CreatePipeline(plconfig, error))) return false; progress.Increment(); } } plconfig.layout = GPUPipeline::Layout::SingleTextureAndPushConstants; if (m_pgxp_depth_buffer) { std::unique_ptr fs = g_gpu_device->CreateShader(GPUShaderStage::Fragment, shadergen.GetLanguage(), shadergen.GenerateCopyFragmentShader(), error); if (!fs) return false; plconfig.fragment_shader = fs.get(); plconfig.SetTargetFormats(VRAM_DS_COLOR_FORMAT); if (!(m_copy_depth_pipeline = g_gpu_device->CreatePipeline(plconfig, error))) return false; } plconfig.SetTargetFormats(VRAM_RT_FORMAT); if (m_downsample_mode == GPUDownsampleMode::Adaptive) { std::unique_ptr vs = g_gpu_device->CreateShader( GPUShaderStage::Vertex, shadergen.GetLanguage(), shadergen.GenerateAdaptiveDownsampleVertexShader(), error); std::unique_ptr fs = g_gpu_device->CreateShader(GPUShaderStage::Fragment, shadergen.GetLanguage(), shadergen.GenerateAdaptiveDownsampleMipFragmentShader(true), error); if (!vs || !fs) return false; GL_OBJECT_NAME(fs, "Downsample Vertex Shader"); GL_OBJECT_NAME(fs, "Downsample First Pass Fragment Shader"); plconfig.vertex_shader = vs.get(); plconfig.fragment_shader = fs.get(); if (!(m_downsample_first_pass_pipeline = g_gpu_device->CreatePipeline(plconfig, error))) return false; GL_OBJECT_NAME(m_downsample_first_pass_pipeline, "Downsample First Pass Pipeline"); fs = g_gpu_device->CreateShader(GPUShaderStage::Fragment, shadergen.GetLanguage(), shadergen.GenerateAdaptiveDownsampleMipFragmentShader(false), error); if (!fs) return false; GL_OBJECT_NAME(fs, "Downsample Mid Pass Fragment Shader"); plconfig.fragment_shader = fs.get(); if (!(m_downsample_mid_pass_pipeline = g_gpu_device->CreatePipeline(plconfig, error))) return false; GL_OBJECT_NAME(m_downsample_mid_pass_pipeline, "Downsample Mid Pass Pipeline"); fs = g_gpu_device->CreateShader(GPUShaderStage::Fragment, shadergen.GetLanguage(), shadergen.GenerateAdaptiveDownsampleBlurFragmentShader(), error); if (!fs) return false; GL_OBJECT_NAME(fs, "Downsample Blur Pass Fragment Shader"); plconfig.fragment_shader = fs.get(); plconfig.SetTargetFormats(GPUTexture::Format::R8); if (!(m_downsample_blur_pass_pipeline = g_gpu_device->CreatePipeline(plconfig, error))) return false; GL_OBJECT_NAME(m_downsample_blur_pass_pipeline, "Downsample Blur Pass Pipeline"); fs = g_gpu_device->CreateShader(GPUShaderStage::Fragment, shadergen.GetLanguage(), shadergen.GenerateAdaptiveDownsampleCompositeFragmentShader(), error); if (!fs) return false; GL_OBJECT_NAME(fs, "Downsample Composite Pass Fragment Shader"); plconfig.layout = GPUPipeline::Layout::MultiTextureAndPushConstants; plconfig.fragment_shader = fs.get(); plconfig.SetTargetFormats(VRAM_RT_FORMAT); if (!(m_downsample_composite_pass_pipeline = g_gpu_device->CreatePipeline(plconfig, error))) return false; GL_OBJECT_NAME(m_downsample_composite_pass_pipeline, "Downsample Blur Pass Pipeline"); GPUSampler::Config config = GPUSampler::GetLinearConfig(); config.min_lod = 0; config.max_lod = GPUSampler::Config::LOD_MAX; if (!(m_downsample_lod_sampler = g_gpu_device->CreateSampler(config))) { Error::SetStringView(error, "Failed to create downsample LOD sampler."); return false; } GL_OBJECT_NAME(m_downsample_lod_sampler, "Downsample LOD Sampler"); config.mip_filter = GPUSampler::Filter::Linear; if (!(m_downsample_composite_sampler = g_gpu_device->CreateSampler(config))) { Error::SetStringView(error, "Failed to create downsample composite sampler."); return false; } GL_OBJECT_NAME(m_downsample_composite_sampler, "Downsample Trilinear Sampler"); progress.Increment(); } else if (m_downsample_mode == GPUDownsampleMode::Box) { std::unique_ptr fs = g_gpu_device->CreateShader(GPUShaderStage::Fragment, shadergen.GetLanguage(), shadergen.GenerateBoxSampleDownsampleFragmentShader( m_resolution_scale / GetBoxDownsampleScale(m_resolution_scale)), error); if (!fs) return false; GL_OBJECT_NAME(fs, "Downsample First Pass Fragment Shader"); plconfig.fragment_shader = fs.get(); if (!(m_downsample_first_pass_pipeline = g_gpu_device->CreatePipeline(plconfig, error))) return false; GL_OBJECT_NAME(m_downsample_first_pass_pipeline, "Downsample First Pass Pipeline"); progress.Increment(); } #undef UPDATE_PROGRESS return true; } void GPU_HW::DestroyPipelines() { static constexpr auto destroy = [](std::unique_ptr& p) { p.reset(); }; m_wireframe_pipeline.reset(); m_batch_pipelines.enumerate(destroy); m_vram_fill_pipelines.enumerate(destroy); for (std::unique_ptr& p : m_vram_write_pipelines) destroy(p); for (std::unique_ptr& p : m_vram_copy_pipelines) destroy(p); for (std::unique_ptr& p : m_vram_extract_pipeline) destroy(p); destroy(m_vram_readback_pipeline); destroy(m_vram_update_depth_pipeline); destroy(m_vram_write_replacement_pipeline); destroy(m_downsample_first_pass_pipeline); destroy(m_downsample_mid_pass_pipeline); destroy(m_downsample_blur_pass_pipeline); destroy(m_downsample_composite_pass_pipeline); m_downsample_composite_sampler.reset(); m_copy_depth_pipeline.reset(); } GPU_HW::BatchRenderMode GPU_HW::BatchConfig::GetRenderMode() const { return transparency_mode == GPUTransparencyMode::Disabled ? BatchRenderMode::TransparencyDisabled : BatchRenderMode::TransparentAndOpaque; } void GPU_HW::UpdateVRAMReadTexture(bool drawn, bool written) { GL_SCOPE("UpdateVRAMReadTexture()"); const auto update = [this](GSVector4i& rect, u8 dbit) { if (m_texpage_dirty & dbit) { m_texpage_dirty &= ~dbit; if (!m_texpage_dirty) GL_INS_FMT("{} texpage is no longer dirty", (dbit & TEXPAGE_DIRTY_DRAWN_RECT) ? "DRAW" : "WRITE"); } const GSVector4i scaled_rect = rect.mul32l(GSVector4i(m_resolution_scale)); if (m_vram_texture->IsMultisampled()) { if (g_gpu_device->GetFeatures().partial_msaa_resolve) { g_gpu_device->ResolveTextureRegion(m_vram_read_texture.get(), scaled_rect.left, scaled_rect.top, 0, 0, m_vram_texture.get(), scaled_rect.left, scaled_rect.top, scaled_rect.width(), scaled_rect.height()); } else { g_gpu_device->ResolveTextureRegion(m_vram_read_texture.get(), 0, 0, 0, 0, m_vram_texture.get(), 0, 0, m_vram_texture->GetWidth(), m_vram_texture->GetHeight()); } } else { g_gpu_device->CopyTextureRegion(m_vram_read_texture.get(), scaled_rect.left, scaled_rect.top, 0, 0, m_vram_texture.get(), scaled_rect.left, scaled_rect.top, 0, 0, scaled_rect.width(), scaled_rect.height()); } // m_counters.num_read_texture_updates++; rect = INVALID_RECT; }; if (drawn) { DebugAssert(!m_vram_dirty_draw_rect.eq(INVALID_RECT)); GL_INS_FMT("Updating draw rect {}", m_vram_dirty_draw_rect); u8 dbits = TEXPAGE_DIRTY_DRAWN_RECT; if (written && m_vram_dirty_draw_rect.rintersects(m_vram_dirty_write_rect)) { DebugAssert(!m_vram_dirty_write_rect.eq(INVALID_RECT)); GL_INS_FMT("Including write rect {}", m_vram_dirty_write_rect); m_vram_dirty_draw_rect = m_vram_dirty_draw_rect.runion(m_vram_dirty_write_rect); m_vram_dirty_write_rect = INVALID_RECT; dbits = TEXPAGE_DIRTY_DRAWN_RECT | TEXPAGE_DIRTY_WRITTEN_RECT; written = false; } update(m_vram_dirty_draw_rect, dbits); } if (written) { GL_INS_FMT("Updating write rect {}", m_vram_dirty_write_rect); update(m_vram_dirty_write_rect, TEXPAGE_DIRTY_WRITTEN_RECT); } } void GPU_HW::UpdateDepthBufferFromMaskBit() { DebugAssert(!m_pgxp_depth_buffer && m_vram_depth_texture && m_write_mask_as_depth); // Viewport should already be set full, only need to fudge the scissor. g_gpu_device->SetScissor(m_vram_texture->GetRect()); g_gpu_device->InvalidateRenderTarget(m_vram_depth_texture.get()); g_gpu_device->SetRenderTargets(nullptr, 0, m_vram_depth_texture.get()); g_gpu_device->SetPipeline(m_vram_update_depth_pipeline.get()); g_gpu_device->SetTextureSampler(0, m_vram_texture.get(), g_gpu_device->GetNearestSampler()); g_gpu_device->Draw(3, 0); // Restore. g_gpu_device->SetTextureSampler(0, m_vram_read_texture.get(), g_gpu_device->GetNearestSampler()); SetVRAMRenderTarget(); SetScissor(); } void GPU_HW::CopyAndClearDepthBuffer() { if (!m_depth_was_copied) { // Take a copy of the current depth buffer so it can be used when the previous frame/buffer gets scanned out. // Don't bother when we're not postprocessing, it'd just be a wasted copy. if (PostProcessing::InternalChain.NeedsDepthBuffer()) { // TODO: Shrink this to only the active area. GL_SCOPE("Copy Depth Buffer"); m_vram_texture->MakeReadyForSampling(); g_gpu_device->InvalidateRenderTarget(m_vram_depth_copy_texture.get()); g_gpu_device->SetRenderTarget(m_vram_depth_copy_texture.get()); g_gpu_device->SetViewportAndScissor(0, 0, m_vram_depth_texture->GetWidth(), m_vram_depth_texture->GetHeight()); g_gpu_device->SetTextureSampler(0, m_vram_depth_texture.get(), g_gpu_device->GetNearestSampler()); g_gpu_device->SetPipeline(m_copy_depth_pipeline.get()); const float uniforms[4] = {0.0f, 0.0f, 1.0f, 1.0f}; g_gpu_device->PushUniformBuffer(uniforms, sizeof(uniforms)); g_gpu_device->Draw(3, 0); RestoreDeviceContext(); } m_depth_was_copied = true; } ClearDepthBuffer(); } void GPU_HW::ClearDepthBuffer() { GL_SCOPE("GPU_HW::ClearDepthBuffer()"); DebugAssert(m_pgxp_depth_buffer); if (m_use_rov_for_shader_blend) g_gpu_device->ClearRenderTarget(m_vram_depth_texture.get(), 0xFF); else g_gpu_device->ClearDepth(m_vram_depth_texture.get(), 1.0f); m_last_depth_z = 1.0f; } void GPU_HW::SetScissor() { g_gpu_device->SetScissor(m_clamped_drawing_area.mul32l(GSVector4i(m_resolution_scale))); } void GPU_HW::MapGPUBuffer(u32 required_vertices, u32 required_indices) { DebugAssert(!m_batch_vertex_ptr && !m_batch_index_ptr); void* vb_map; u32 vb_space; g_gpu_device->MapVertexBuffer(sizeof(BatchVertex), required_vertices, &vb_map, &vb_space, &m_batch_base_vertex); m_batch_vertex_ptr = static_cast(vb_map); m_batch_vertex_space = Truncate16(std::min(vb_space, std::numeric_limits::max())); u32 ib_space; g_gpu_device->MapIndexBuffer(required_indices, &m_batch_index_ptr, &ib_space, &m_batch_base_index); m_batch_index_space = Truncate16(std::min(ib_space, std::numeric_limits::max())); } void GPU_HW::UnmapGPUBuffer(u32 used_vertices, u32 used_indices) { DebugAssert(m_batch_vertex_ptr && m_batch_index_ptr); g_gpu_device->UnmapVertexBuffer(sizeof(BatchVertex), used_vertices); g_gpu_device->UnmapIndexBuffer(used_indices); m_batch_vertex_ptr = nullptr; m_batch_vertex_count = 0; m_batch_vertex_space = 0; m_batch_index_ptr = nullptr; m_batch_index_count = 0; m_batch_index_space = 0; } ALWAYS_INLINE_RELEASE void GPU_HW::DrawBatchVertices(BatchRenderMode render_mode, u32 num_indices, u32 base_index, u32 base_vertex) { // [depth_test][transparency_mode][render_mode][texture_mode][dithering][interlacing][check_mask] const u8 texture_mode = static_cast(m_batch.texture_mode) + ((m_batch.texture_mode != BatchTextureMode::Disabled && m_batch.sprite_mode) ? static_cast(BatchTextureMode::SpriteStart) : 0); const u8 depth_test = BoolToUInt8(m_batch.use_depth_buffer); const u8 check_mask = BoolToUInt8(m_batch.check_mask_before_draw); g_gpu_device->SetPipeline(m_batch_pipelines[depth_test][static_cast(m_batch.transparency_mode)][static_cast( render_mode)][texture_mode][BoolToUInt8(m_batch.dithering)][BoolToUInt8(m_batch.interlacing)][check_mask] .get()); GL_INS_FMT("Texture mode: {}", s_batch_texture_modes[texture_mode]); GL_INS_FMT("Transparency mode: {}", s_transparency_modes[static_cast(m_batch.transparency_mode)]); GL_INS_FMT("Render mode: {}", s_batch_render_modes[static_cast(render_mode)]); GL_INS_FMT("Mask bit test: {}", m_batch.check_mask_before_draw); GL_INS_FMT("Interlacing: {}", m_batch.check_mask_before_draw); // Activating ROV? if (render_mode == BatchRenderMode::ShaderBlend) { if (m_use_rov_for_shader_blend) { if (!m_rov_active) { GL_INS("Activating ROV."); m_rov_active = true; SetVRAMRenderTarget(); } g_gpu_device->DrawIndexed(num_indices, base_index, base_vertex); } else if (m_supports_framebuffer_fetch) { // No barriers needed for FBFetch. g_gpu_device->DrawIndexed(num_indices, base_index, base_vertex); } else { // Barriers. Yucky. g_gpu_device->DrawIndexedWithBarrier(num_indices, base_index, base_vertex, GPUDevice::DrawBarrier::Full); } } else { g_gpu_device->DrawIndexed(num_indices, base_index, base_vertex); } } ALWAYS_INLINE_RELEASE void GPU_HW::HandleFlippedQuadTextureCoordinates(BatchVertex* vertices) { // Taken from beetle-psx gpu_polygon.cpp // For X/Y flipped 2D sprites, PSX games rely on a very specific rasterization behavior. If U or V is decreasing in X // or Y, and we use the provided U/V as is, we will sample the wrong texel as interpolation covers an entire pixel, // while PSX samples its interpolation essentially in the top-left corner and splats that interpolant across the // entire pixel. While we could emulate this reasonably well in native resolution by shifting our vertex coords by // 0.5, this breaks in upscaling scenarios, because we have several samples per native sample and we need NN rules to // hit the same UV every time. One approach here is to use interpolate at offset or similar tricks to generalize the // PSX interpolation patterns, but the problem is that vertices sharing an edge will no longer see the same UV (due to // different plane derivatives), we end up sampling outside the intended boundary and artifacts are inevitable, so the // only case where we can apply this fixup is for "sprites" or similar which should not share edges, which leads to // this unfortunate code below. // It might be faster to do more direct checking here, but the code below handles primitives in any order and // orientation, and is far more SIMD-friendly if needed. const float abx = vertices[1].x - vertices[0].x; const float aby = vertices[1].y - vertices[0].y; const float bcx = vertices[2].x - vertices[1].x; const float bcy = vertices[2].y - vertices[1].y; const float cax = vertices[0].x - vertices[2].x; const float cay = vertices[0].y - vertices[2].y; // Hack for Wild Arms 2: The player sprite is drawn one line at a time with a quad, but the bottom V coordinates // are set to a large distance from the top V coordinate. When upscaling, this means that the coordinate is // interpolated between these two values, result in out-of-bounds sampling. At native, it's fine, because at the // top of the primitive, no amount is added to the coordinates. So, in this case, just set all coordinates to the // same value, from the first vertex, ensuring no interpolation occurs. Gate it based on the Y distance being one // pixel, limiting the risk of false positives. if (m_line_detect_mode == GPULineDetectMode::Quads && (std::max(vertices[0].y, std::max(vertices[1].y, std::max(vertices[2].y, vertices[3].y))) - std::min(vertices[0].y, std::min(vertices[1].y, std::min(vertices[2].y, vertices[3].y)))) == 1.0f) [[unlikely]] { GL_INS_FMT("HLineQuad detected at [{},{}={},{} {},{}={},{} {},{}={},{} {},{}={},{}", vertices[0].x, vertices[0].y, vertices[0].u, vertices[0].v, vertices[1].x, vertices[1].y, vertices[1].u, vertices[1].v, vertices[2].x, vertices[2].y, vertices[2].u, vertices[2].v, vertices[3].x, vertices[3].y, vertices[3].u, vertices[3].v); vertices[1].v = vertices[0].v; vertices[2].v = vertices[0].v; vertices[3].v = vertices[0].v; } // Compute static derivatives, just assume W is uniform across the primitive and that the plane equation remains the // same across the quad. (which it is, there is no Z.. yet). const float dudx = -aby * static_cast(vertices[2].u) - bcy * static_cast(vertices[0].u) - cay * static_cast(vertices[1].u); const float dvdx = -aby * static_cast(vertices[2].v) - bcy * static_cast(vertices[0].v) - cay * static_cast(vertices[1].v); const float dudy = +abx * static_cast(vertices[2].u) + bcx * static_cast(vertices[0].u) + cax * static_cast(vertices[1].u); const float dvdy = +abx * static_cast(vertices[2].v) + bcx * static_cast(vertices[0].v) + cax * static_cast(vertices[1].v); const float area = bcx * cay - bcy * cax; // Detect and reject any triangles with 0 size texture area const s32 texArea = (vertices[1].u - vertices[0].u) * (vertices[2].v - vertices[0].v) - (vertices[2].u - vertices[0].u) * (vertices[1].v - vertices[0].v); // Shouldn't matter as degenerate primitives will be culled anyways. if (area == 0.0f || texArea == 0) return; // Use floats here as it'll be faster than integer divides. const float rcp_area = 1.0f / area; const float dudx_area = dudx * rcp_area; const float dudy_area = dudy * rcp_area; const float dvdx_area = dvdx * rcp_area; const float dvdy_area = dvdy * rcp_area; const bool neg_dudx = dudx_area < 0.0f; const bool neg_dudy = dudy_area < 0.0f; const bool neg_dvdx = dvdx_area < 0.0f; const bool neg_dvdy = dvdy_area < 0.0f; const bool zero_dudx = dudx_area == 0.0f; const bool zero_dudy = dudy_area == 0.0f; const bool zero_dvdx = dvdx_area == 0.0f; const bool zero_dvdy = dvdy_area == 0.0f; // If we have negative dU or dV in any direction, increment the U or V to work properly with nearest-neighbor in // this impl. If we don't have 1:1 pixel correspondence, this creates a slight "shift" in the sprite, but we // guarantee that we don't sample garbage at least. Overall, this is kinda hacky because there can be legitimate, // rare cases where 3D meshes hit this scenario, and a single texel offset can pop in, but this is way better than // having borked 2D overall. // // TODO: If perf becomes an issue, we can probably SIMD the 8 comparisons above, // create an 8-bit code, and use a LUT to get the offsets. // Case 1: U is decreasing in X, but no change in Y. // Case 2: U is decreasing in Y, but no change in X. // Case 3: V is decreasing in X, but no change in Y. // Case 4: V is decreasing in Y, but no change in X. if ((neg_dudx && zero_dudy) || (neg_dudy && zero_dudx)) { vertices[0].u++; vertices[1].u++; vertices[2].u++; vertices[3].u++; } if ((neg_dvdx && zero_dvdy) || (neg_dvdy && zero_dvdx)) { vertices[0].v++; vertices[1].v++; vertices[2].v++; vertices[3].v++; } // 2D polygons should have zero change in V on the X axis, and vice versa. if (m_allow_sprite_mode) SetBatchSpriteMode(zero_dudy && zero_dvdx); } bool GPU_HW::IsPossibleSpritePolygon(const BatchVertex* vertices) const { const float abx = vertices[1].x - vertices[0].x; const float aby = vertices[1].y - vertices[0].y; const float bcx = vertices[2].x - vertices[1].x; const float bcy = vertices[2].y - vertices[1].y; const float cax = vertices[0].x - vertices[2].x; const float cay = vertices[0].y - vertices[2].y; const float dvdx = -aby * static_cast(vertices[2].v) - bcy * static_cast(vertices[0].v) - cay * static_cast(vertices[1].v); const float dudy = +abx * static_cast(vertices[2].u) + bcx * static_cast(vertices[0].u) + cax * static_cast(vertices[1].u); const float area = bcx * cay - bcy * cax; const s32 texArea = (vertices[1].u - vertices[0].u) * (vertices[2].v - vertices[0].v) - (vertices[2].u - vertices[0].u) * (vertices[1].v - vertices[0].v); // Doesn't matter. if (area == 0.0f || texArea == 0) return m_batch.sprite_mode; const float rcp_area = 1.0f / area; const bool zero_dudy = ((dudy * rcp_area) == 0.0f); const bool zero_dvdx = ((dvdx * rcp_area) == 0.0f); return (zero_dudy && zero_dvdx); } ALWAYS_INLINE_RELEASE bool GPU_HW::ExpandLineTriangles(BatchVertex* vertices) { // Line expansion inspired by beetle-psx. BatchVertex *vshort, *vlong; bool vertical, horizontal; if (m_line_detect_mode == GPULineDetectMode::BasicTriangles) { // Given a tall/one-pixel-wide triangle, determine which vertex is the corner with axis-aligned edges. BatchVertex* vcorner; if (vertices[0].u == vertices[1].u && vertices[0].v == vertices[1].v) { // A,B,C vcorner = &vertices[0]; vshort = &vertices[1]; vlong = &vertices[2]; } else if (vertices[1].u == vertices[2].u && vertices[1].v == vertices[2].v) { // B,C,A vcorner = &vertices[1]; vshort = &vertices[2]; vlong = &vertices[0]; } else if (vertices[2].u == vertices[0].u && vertices[2].v == vertices[0].v) { // C,A,B vcorner = &vertices[2]; vshort = &vertices[0]; vlong = &vertices[1]; } else { return false; } // Determine line direction. Vertical lines will have a width of 1, horizontal lines a height of 1. vertical = ((vcorner->y == vshort->y) && (std::abs(vcorner->x - vshort->x) == 1.0f)); horizontal = ((vcorner->x == vshort->x) && (std::abs(vcorner->y - vshort->y) == 1.0f)); if (vertical) { // Line should be vertical. Make sure the triangle is actually a right angle. if (vshort->x == vlong->x) std::swap(vshort, vcorner); else if (vcorner->x != vlong->x) return false; GL_INS_FMT("Vertical line from Y={} to {}", vcorner->y, vlong->y); } else if (horizontal) { // Line should be horizontal. Make sure the triangle is actually a right angle. if (vshort->y == vlong->y) std::swap(vshort, vcorner); else if (vcorner->y != vlong->y) return false; GL_INS_FMT("Horizontal line from X={} to {}", vcorner->x, vlong->x); } else { // Not a line-like triangle. return false; } // We could adjust the short texture coordinate to +1 from its original position, rather than leaving it the same. // However, since the texture is unlikely to be a higher resolution than the one-wide triangle, there would be no // benefit in doing so. } else { DebugAssert(m_line_detect_mode == GPULineDetectMode::AggressiveTriangles); // Find direction of line based on horizontal position. BatchVertex *va, *vb, *vc; if (vertices[0].x == vertices[1].x) { va = &vertices[0]; vb = &vertices[1]; vc = &vertices[2]; } else if (vertices[1].x == vertices[2].x) { va = &vertices[1]; vb = &vertices[2]; vc = &vertices[0]; } else if (vertices[2].x == vertices[0].x) { va = &vertices[2]; vb = &vertices[0]; vc = &vertices[1]; } else { return false; } // Determine line direction. Vertical lines will have a width of 1, horizontal lines a height of 1. vertical = (std::abs(va->x - vc->x) == 1.0f); horizontal = (std::abs(va->y - vb->y) == 1.0f); if (!vertical && !horizontal) return false; // Determine which vertex is the right angle, based on the vertical position. const BatchVertex* vcorner; if (va->y == vc->y) vcorner = va; else if (vb->y == vc->y) vcorner = vb; else return false; // Find short/long edge of the triangle. BatchVertex* vother = ((vcorner == va) ? vb : va); vshort = horizontal ? vother : vc; vlong = vertical ? vother : vc; // Dark Forces draws its gun sprite vertically, but rotated compared to the sprite date in VRAM. // Therefore the difference in V should be ignored. vshort->u = vcorner->u; vshort->v = vcorner->v; } // Need to write the 4th vertex. DebugAssert(m_batch_vertex_space >= 1); BatchVertex* last = &(vertices[3] = *vlong); last->x = vertical ? vshort->x : vlong->x; last->y = horizontal ? vshort->y : vlong->y; // Generate indices. const u32 base_vertex = m_batch_vertex_count; DebugAssert(m_batch_index_space >= 6); *(m_batch_index_ptr++) = Truncate16(base_vertex); *(m_batch_index_ptr++) = Truncate16(base_vertex + 1); *(m_batch_index_ptr++) = Truncate16(base_vertex + 2); *(m_batch_index_ptr++) = Truncate16(base_vertex + (vshort - vertices)); *(m_batch_index_ptr++) = Truncate16(base_vertex + (vlong - vertices)); *(m_batch_index_ptr++) = Truncate16(base_vertex + 3); m_batch_index_count += 6; m_batch_index_space -= 6; // Upload vertices. DebugAssert(m_batch_vertex_space >= 4); std::memcpy(m_batch_vertex_ptr, vertices, sizeof(BatchVertex) * 4); m_batch_vertex_ptr += 4; m_batch_vertex_count += 4; m_batch_vertex_space -= 4; return true; } void GPU_HW::ComputePolygonUVLimits(BatchVertex* vertices, u32 num_vertices) { DebugAssert(num_vertices == 3 || num_vertices == 4); GSVector2i v0 = GSVector2i::load32(&vertices[0].u); GSVector2i v1 = GSVector2i::load32(&vertices[1].u); GSVector2i v2 = GSVector2i::load32(&vertices[2].u); GSVector2i v3; GSVector2i min = v0.min_u16(v1).min_u16(v2); GSVector2i max = v0.max_u16(v1).max_u16(v2); if (num_vertices == 4) { v3 = GSVector2i::load32(&vertices[3].u); min = min.min_u16(v3); max = max.max_u16(v3); } u32 min_u = min.extract16<0>(); u32 min_v = min.extract16<1>(); u32 max_u = max.extract16<0>(); u32 max_v = max.extract16<1>(); max_u = (min_u != max_u) ? (max_u - 1) : max_u; max_v = (min_v != max_v) ? (max_v - 1) : max_v; for (u32 i = 0; i < num_vertices; i++) vertices[i].SetUVLimits(min_u, max_u, min_v, max_v); if (m_texpage_dirty != 0) CheckForTexPageOverlap(GSVector4i(min).upl32(GSVector4i(max)).u16to32()); } void GPU_HW::SetBatchDepthBuffer(bool enabled) { if (m_batch.use_depth_buffer == enabled) return; if (m_batch_index_count > 0) { FlushRender(); EnsureVertexBufferSpaceForCurrentCommand(); } m_batch.use_depth_buffer = enabled; } void GPU_HW::CheckForDepthClear(const BatchVertex* vertices, u32 num_vertices) { DebugAssert(num_vertices == 3 || num_vertices == 4); float average_z; if (num_vertices == 3) average_z = std::min((vertices[0].w + vertices[1].w + vertices[2].w) / 3.0f, 1.0f); else average_z = std::min((vertices[0].w + vertices[1].w + vertices[2].w + vertices[3].w) / 4.0f, 1.0f); if ((average_z - m_last_depth_z) >= g_settings.gpu_pgxp_depth_clear_threshold) { FlushRender(); CopyAndClearDepthBuffer(); EnsureVertexBufferSpaceForCurrentCommand(); } m_last_depth_z = average_z; } void GPU_HW::SetBatchSpriteMode(bool enabled) { if (m_batch.sprite_mode == enabled) return; if (m_batch_index_count > 0) { FlushRender(); EnsureVertexBufferSpaceForCurrentCommand(); } GL_INS_FMT("Sprite mode is now {}", enabled ? "ON" : "OFF"); m_batch.sprite_mode = enabled; } void GPU_HW::DrawLine(const GSVector4 bounds, u32 col0, u32 col1, float depth) { DebugAssert(m_batch_vertex_space >= 4 && m_batch_index_space >= 6); const float x0 = bounds.x; const float y0 = bounds.y; const float x1 = bounds.z; const float y1 = bounds.w; const float dx = x1 - x0; const float dy = y1 - y0; if (dx == 0.0f && dy == 0.0f) { // Degenerate, render a point. (m_batch_vertex_ptr++)->Set(x0, y0, depth, 1.0f, col0, 0, 0, 0); (m_batch_vertex_ptr++)->Set(x0 + 1.0f, y0, depth, 1.0f, col0, 0, 0, 0); (m_batch_vertex_ptr++)->Set(x1, y1 + 1.0f, depth, 1.0f, col0, 0, 0, 0); (m_batch_vertex_ptr++)->Set(x1 + 1.0f, y1 + 1.0f, depth, 1.0f, col0, 0, 0, 0); } else { const float abs_dx = std::fabs(dx); const float abs_dy = std::fabs(dy); float fill_dx, fill_dy; float dxdk, dydk; float pad_x0 = 0.0f; float pad_x1 = 0.0f; float pad_y0 = 0.0f; float pad_y1 = 0.0f; // Check for vertical or horizontal major lines. // When expanding to a rect, do so in the appropriate direction. // FIXME: This scheme seems to kinda work, but it seems very hard to find a method // that looks perfect on every game. // Vagrant Story speech bubbles are a very good test case here! if (abs_dx > abs_dy) { fill_dx = 0.0f; fill_dy = 1.0f; dxdk = 1.0f; dydk = dy / abs_dx; if (dx > 0.0f) { // Right pad_x1 = 1.0f; pad_y1 = dydk; } else { // Left pad_x0 = 1.0f; pad_y0 = -dydk; } } else { fill_dx = 1.0f; fill_dy = 0.0f; dydk = 1.0f; dxdk = dx / abs_dy; if (dy > 0.0f) { // Down pad_y1 = 1.0f; pad_x1 = dxdk; } else { // Up pad_y0 = 1.0f; pad_x0 = -dxdk; } } const float ox0 = x0 + pad_x0; const float oy0 = y0 + pad_y0; const float ox1 = x1 + pad_x1; const float oy1 = y1 + pad_y1; (m_batch_vertex_ptr++)->Set(ox0, oy0, depth, 1.0f, col0, 0, 0, 0); (m_batch_vertex_ptr++)->Set(ox0 + fill_dx, oy0 + fill_dy, depth, 1.0f, col0, 0, 0, 0); (m_batch_vertex_ptr++)->Set(ox1, oy1, depth, 1.0f, col1, 0, 0, 0); (m_batch_vertex_ptr++)->Set(ox1 + fill_dx, oy1 + fill_dy, depth, 1.0f, col1, 0, 0, 0); } const u32 start_index = m_batch_vertex_count; m_batch_vertex_count += 4; m_batch_vertex_space -= 4; *(m_batch_index_ptr++) = Truncate16(start_index + 0); *(m_batch_index_ptr++) = Truncate16(start_index + 1); *(m_batch_index_ptr++) = Truncate16(start_index + 2); *(m_batch_index_ptr++) = Truncate16(start_index + 3); *(m_batch_index_ptr++) = Truncate16(start_index + 2); *(m_batch_index_ptr++) = Truncate16(start_index + 1); m_batch_index_count += 6; m_batch_index_space -= 6; } void GPU_HW::LoadVertices() { if (m_GPUSTAT.check_mask_before_draw) m_current_depth++; const GPURenderCommand rc{m_render_command.bits}; const u32 texpage = ZeroExtend32(m_draw_mode.mode_reg.bits) | (ZeroExtend32(m_draw_mode.palette_reg.bits) << 16); const float depth = GetCurrentNormalizedVertexDepth(); switch (rc.primitive) { case GPUPrimitive::Polygon: { const bool textured = rc.texture_enable; const bool raw_texture = textured && rc.raw_texture_enable; const bool shaded = rc.shading_enable; const bool pgxp = g_settings.gpu_pgxp_enable; const u32 first_color = rc.color_for_first_vertex; u32 num_vertices = rc.quad_polygon ? 4 : 3; std::array vertices; std::array native_vertex_positions; std::array native_texcoords; bool valid_w = g_settings.gpu_pgxp_texture_correction; for (u32 i = 0; i < num_vertices; i++) { const u32 vert_color = (shaded && i > 0) ? (FifoPop() & UINT32_C(0x00FFFFFF)) : first_color; const u32 color = raw_texture ? UINT32_C(0x00808080) : vert_color; const u64 maddr_and_pos = m_fifo.Pop(); const GPUVertexPosition vp{Truncate32(maddr_and_pos)}; const u16 texcoord = textured ? Truncate16(FifoPop()) : 0; const s32 native_x = native_vertex_positions[i].x = m_drawing_offset.x + vp.x; const s32 native_y = native_vertex_positions[i].y = m_drawing_offset.y + vp.y; native_texcoords[i] = texcoord; vertices[i].Set(static_cast(native_x), static_cast(native_y), depth, 1.0f, color, texpage, texcoord, 0xFFFF0000u); if (pgxp) { valid_w &= CPU::PGXP::GetPreciseVertex(Truncate32(maddr_and_pos >> 32), vp.bits, native_x, native_y, m_drawing_offset.x, m_drawing_offset.y, &vertices[i].x, &vertices[i].y, &vertices[i].w); } } if (pgxp) { if (!valid_w) { SetBatchDepthBuffer(false); if (g_settings.gpu_pgxp_disable_2d) { // NOTE: This reads uninitialized data, but it's okay, it doesn't get used. for (size_t i = 0; i < vertices.size(); i++) { BatchVertex& v = vertices[i]; v.x = static_cast(native_vertex_positions[i].x); v.y = static_cast(native_vertex_positions[i].y); v.w = 1.0f; } } else { for (BatchVertex& v : vertices) v.w = 1.0f; } } else if (m_pgxp_depth_buffer) { SetBatchDepthBuffer(true); CheckForDepthClear(vertices.data(), num_vertices); } } // Use PGXP to exclude primitives that are definitely 3D. const bool is_3d = (vertices[0].w != vertices[1].w || vertices[0].w != vertices[2].w); if (m_resolution_scale > 1 && !is_3d && rc.quad_polygon) HandleFlippedQuadTextureCoordinates(vertices.data()); else if (m_allow_sprite_mode) SetBatchSpriteMode((pgxp && !is_3d) || IsPossibleSpritePolygon(vertices.data())); if (m_sw_renderer) { GPUBackendDrawPolygonCommand* cmd = m_sw_renderer->NewDrawPolygonCommand(num_vertices); FillDrawCommand(cmd, rc); const u32 sw_num_vertices = rc.quad_polygon ? 4 : 3; for (u32 i = 0; i < sw_num_vertices; i++) { GPUBackendDrawPolygonCommand::Vertex* vert = &cmd->vertices[i]; vert->x = native_vertex_positions[i].x; vert->y = native_vertex_positions[i].y; vert->texcoord = native_texcoords[i]; vert->color = vertices[i].color; } m_sw_renderer->PushCommand(cmd); } // Cull polygons which are too large. const GSVector2 v0f = GSVector2::load(&vertices[0].x); const GSVector2 v1f = GSVector2::load(&vertices[1].x); const GSVector2 v2f = GSVector2::load(&vertices[2].x); const GSVector2 min_pos_12 = v1f.min(v2f); const GSVector2 max_pos_12 = v1f.max(v2f); const GSVector4i draw_rect_012 = GSVector4i(GSVector4(min_pos_12.min(v0f)).upld(GSVector4(max_pos_12.max(v0f)))) .add32(GSVector4i::cxpr(0, 0, 1, 1)); const GSVector4i clamped_draw_rect_012 = draw_rect_012.rintersect(m_clamped_drawing_area); const bool first_tri_culled = (draw_rect_012.width() > MAX_PRIMITIVE_WIDTH || draw_rect_012.height() > MAX_PRIMITIVE_HEIGHT || clamped_draw_rect_012.rempty()); if (first_tri_culled) { GL_INS_FMT("Culling off-screen/too-large polygon: {},{} {},{} {},{}", native_vertex_positions[0].x, native_vertex_positions[0].y, native_vertex_positions[1].x, native_vertex_positions[1].y, native_vertex_positions[2].x, native_vertex_positions[2].y); if (!rc.quad_polygon) return; } else { if (textured && m_compute_uv_range) ComputePolygonUVLimits(vertices.data(), num_vertices); AddDrawnRectangle(clamped_draw_rect_012); AddDrawTriangleTicks(native_vertex_positions[0], native_vertex_positions[1], native_vertex_positions[2], rc.shading_enable, rc.texture_enable, rc.transparency_enable); // Expand lines to triangles (Doom, Soul Blade, etc.) if (!rc.quad_polygon && m_line_detect_mode >= GPULineDetectMode::BasicTriangles && !is_3d && ExpandLineTriangles(vertices.data())) { return; } const u32 start_index = m_batch_vertex_count; DebugAssert(m_batch_index_space >= 3); *(m_batch_index_ptr++) = Truncate16(start_index); *(m_batch_index_ptr++) = Truncate16(start_index + 1); *(m_batch_index_ptr++) = Truncate16(start_index + 2); m_batch_index_count += 3; m_batch_index_space -= 3; } // quads if (rc.quad_polygon) { const GSVector2 v3f = GSVector2::load(&vertices[3].x); const GSVector4i draw_rect_123 = GSVector4i(GSVector4(min_pos_12.min(v3f)).upld(GSVector4(max_pos_12.max(v3f)))) .add32(GSVector4i::cxpr(0, 0, 1, 1)); const GSVector4i clamped_draw_rect_123 = draw_rect_123.rintersect(m_clamped_drawing_area); // Cull polygons which are too large. const bool second_tri_culled = (draw_rect_123.width() > MAX_PRIMITIVE_WIDTH || draw_rect_123.height() > MAX_PRIMITIVE_HEIGHT || clamped_draw_rect_123.rempty()); if (second_tri_culled) { GL_INS_FMT("Culling off-screen/too-large polygon (quad second half): {},{} {},{} {},{}", native_vertex_positions[2].x, native_vertex_positions[2].y, native_vertex_positions[1].x, native_vertex_positions[1].y, native_vertex_positions[0].x, native_vertex_positions[0].y); if (first_tri_culled) return; } else { if (first_tri_culled && textured && m_compute_uv_range) ComputePolygonUVLimits(vertices.data(), num_vertices); AddDrawnRectangle(clamped_draw_rect_123); AddDrawTriangleTicks(native_vertex_positions[2], native_vertex_positions[1], native_vertex_positions[3], rc.shading_enable, rc.texture_enable, rc.transparency_enable); const u32 start_index = m_batch_vertex_count; DebugAssert(m_batch_index_space >= 3); *(m_batch_index_ptr++) = Truncate16(start_index + 2); *(m_batch_index_ptr++) = Truncate16(start_index + 1); *(m_batch_index_ptr++) = Truncate16(start_index + 3); m_batch_index_count += 3; m_batch_index_space -= 3; } } if (num_vertices == 4) { DebugAssert(m_batch_vertex_space >= 4); std::memcpy(m_batch_vertex_ptr, vertices.data(), sizeof(BatchVertex) * 4); m_batch_vertex_ptr += 4; m_batch_vertex_count += 4; m_batch_vertex_space -= 4; } else { DebugAssert(m_batch_vertex_space >= 3); std::memcpy(m_batch_vertex_ptr, vertices.data(), sizeof(BatchVertex) * 3); m_batch_vertex_ptr += 3; m_batch_vertex_count += 3; m_batch_vertex_space -= 3; } } break; case GPUPrimitive::Rectangle: { const u32 color = (rc.texture_enable && rc.raw_texture_enable) ? UINT32_C(0x00808080) : rc.color_for_first_vertex; const GPUVertexPosition vp{FifoPop()}; const s32 pos_x = TruncateGPUVertexPosition(m_drawing_offset.x + vp.x); const s32 pos_y = TruncateGPUVertexPosition(m_drawing_offset.y + vp.y); const auto [texcoord_x, texcoord_y] = UnpackTexcoord(rc.texture_enable ? Truncate16(FifoPop()) : 0); u32 orig_tex_left = ZeroExtend16(texcoord_x); u32 orig_tex_top = ZeroExtend16(texcoord_y); u32 rectangle_width; u32 rectangle_height; switch (rc.rectangle_size) { case GPUDrawRectangleSize::R1x1: rectangle_width = 1; rectangle_height = 1; break; case GPUDrawRectangleSize::R8x8: rectangle_width = 8; rectangle_height = 8; break; case GPUDrawRectangleSize::R16x16: rectangle_width = 16; rectangle_height = 16; break; default: { const u32 width_and_height = FifoPop(); rectangle_width = (width_and_height & VRAM_WIDTH_MASK); rectangle_height = ((width_and_height >> 16) & VRAM_HEIGHT_MASK); } break; } const GSVector4i rect = GSVector4i(pos_x, pos_y, pos_x + static_cast(rectangle_width), pos_y + static_cast(rectangle_height)); const GSVector4i clamped_rect = m_clamped_drawing_area.rintersect(rect); if (clamped_rect.rempty()) [[unlikely]] { GL_INS_FMT("Culling off-screen rectangle {}", rect); return; } // we can split the rectangle up into potentially 8 quads SetBatchDepthBuffer(false); SetBatchSpriteMode(m_allow_sprite_mode); DebugAssert(m_batch_vertex_space >= MAX_VERTICES_FOR_RECTANGLE && m_batch_index_space >= MAX_VERTICES_FOR_RECTANGLE); // Split the rectangle into multiple quads if it's greater than 256x256, as the texture page should repeat. u32 tex_top = orig_tex_top; for (u32 y_offset = 0; y_offset < rectangle_height;) { const s32 quad_height = std::min(rectangle_height - y_offset, TEXTURE_PAGE_WIDTH - tex_top); const float quad_start_y = static_cast(pos_y + static_cast(y_offset)); const float quad_end_y = quad_start_y + static_cast(quad_height); const u32 tex_bottom = tex_top + quad_height; u32 tex_left = orig_tex_left; for (u32 x_offset = 0; x_offset < rectangle_width;) { const s32 quad_width = std::min(rectangle_width - x_offset, TEXTURE_PAGE_HEIGHT - tex_left); const float quad_start_x = static_cast(pos_x + static_cast(x_offset)); const float quad_end_x = quad_start_x + static_cast(quad_width); const u32 tex_right = tex_left + quad_width; const u32 uv_limits = BatchVertex::PackUVLimits(tex_left, tex_right - 1, tex_top, tex_bottom - 1); if (rc.texture_enable && m_texpage_dirty != 0) { CheckForTexPageOverlap(GSVector4i(static_cast(tex_left), static_cast(tex_top), static_cast(tex_right), static_cast(tex_bottom))); } const u32 base_vertex = m_batch_vertex_count; (m_batch_vertex_ptr++) ->Set(quad_start_x, quad_start_y, depth, 1.0f, color, texpage, Truncate16(tex_left), Truncate16(tex_top), uv_limits); (m_batch_vertex_ptr++) ->Set(quad_end_x, quad_start_y, depth, 1.0f, color, texpage, Truncate16(tex_right), Truncate16(tex_top), uv_limits); (m_batch_vertex_ptr++) ->Set(quad_start_x, quad_end_y, depth, 1.0f, color, texpage, Truncate16(tex_left), Truncate16(tex_bottom), uv_limits); (m_batch_vertex_ptr++) ->Set(quad_end_x, quad_end_y, depth, 1.0f, color, texpage, Truncate16(tex_right), Truncate16(tex_bottom), uv_limits); m_batch_vertex_count += 4; m_batch_vertex_space -= 4; *(m_batch_index_ptr++) = Truncate16(base_vertex + 0); *(m_batch_index_ptr++) = Truncate16(base_vertex + 1); *(m_batch_index_ptr++) = Truncate16(base_vertex + 2); *(m_batch_index_ptr++) = Truncate16(base_vertex + 2); *(m_batch_index_ptr++) = Truncate16(base_vertex + 1); *(m_batch_index_ptr++) = Truncate16(base_vertex + 3); m_batch_index_count += 6; m_batch_index_space -= 6; x_offset += quad_width; tex_left = 0; } y_offset += quad_height; tex_top = 0; } AddDrawnRectangle(clamped_rect); AddDrawRectangleTicks(clamped_rect, rc.texture_enable, rc.transparency_enable); if (m_sw_renderer) { GPUBackendDrawRectangleCommand* cmd = m_sw_renderer->NewDrawRectangleCommand(); FillDrawCommand(cmd, rc); cmd->color = color; cmd->x = pos_x; cmd->y = pos_y; cmd->width = static_cast(rectangle_width); cmd->height = static_cast(rectangle_height); cmd->texcoord = (static_cast(texcoord_y) << 8) | static_cast(texcoord_x); m_sw_renderer->PushCommand(cmd); } } break; case GPUPrimitive::Line: { SetBatchDepthBuffer(false); if (!rc.polyline) { DebugAssert(m_batch_vertex_space >= 4 && m_batch_index_space >= 6); u32 start_color, end_color; GPUVertexPosition start_pos, end_pos; if (rc.shading_enable) { start_color = rc.color_for_first_vertex; start_pos.bits = FifoPop(); end_color = FifoPop() & UINT32_C(0x00FFFFFF); end_pos.bits = FifoPop(); } else { start_color = end_color = rc.color_for_first_vertex; start_pos.bits = FifoPop(); end_pos.bits = FifoPop(); } const GSVector4i vstart_pos = GSVector4i(start_pos.x + m_drawing_offset.x, start_pos.y + m_drawing_offset.y); const GSVector4i vend_pos = GSVector4i(end_pos.x + m_drawing_offset.x, end_pos.y + m_drawing_offset.y); const GSVector4i bounds = vstart_pos.xyxy(vend_pos); const GSVector4i rect = vstart_pos.min_i32(vend_pos).xyxy(vstart_pos.max_i32(vend_pos)).add32(GSVector4i::cxpr(0, 0, 1, 1)); const GSVector4i clamped_rect = rect.rintersect(m_clamped_drawing_area); if (rect.width() > MAX_PRIMITIVE_WIDTH || rect.height() > MAX_PRIMITIVE_HEIGHT || clamped_rect.rempty()) { GL_INS_FMT("Culling too-large/off-screen line: {},{} - {},{}", bounds.x, bounds.y, bounds.z, bounds.w); return; } AddDrawnRectangle(clamped_rect); AddDrawLineTicks(clamped_rect, rc.shading_enable); // TODO: Should we do a PGXP lookup here? Most lines are 2D. DrawLine(GSVector4(bounds), start_color, end_color, depth); if (m_sw_renderer) { GPUBackendDrawLineCommand* cmd = m_sw_renderer->NewDrawLineCommand(2); FillDrawCommand(cmd, rc); GSVector4i::storel(&cmd->vertices[0], bounds); cmd->vertices[0].color = start_color; GSVector4i::storeh(&cmd->vertices[1], bounds); cmd->vertices[1].color = end_color; m_sw_renderer->PushCommand(cmd); } } else { // Multiply by two because we don't use line strips. const u32 num_vertices = GetPolyLineVertexCount(); DebugAssert(m_batch_vertex_space >= (num_vertices * 4) && m_batch_index_space >= (num_vertices * 6)); const bool shaded = rc.shading_enable; u32 buffer_pos = 0; const GPUVertexPosition start_vp{m_blit_buffer[buffer_pos++]}; GSVector4i start_pos = GSVector4i(start_vp.x + m_drawing_offset.x, start_vp.y + m_drawing_offset.y); u32 start_color = rc.color_for_first_vertex; GPUBackendDrawLineCommand* cmd; if (m_sw_renderer) { cmd = m_sw_renderer->NewDrawLineCommand(num_vertices); FillDrawCommand(cmd, rc); GSVector4i::storel(&cmd->vertices[0].x, start_pos); cmd->vertices[0].color = start_color; } else { cmd = nullptr; } for (u32 i = 1; i < num_vertices; i++) { const u32 end_color = shaded ? (m_blit_buffer[buffer_pos++] & UINT32_C(0x00FFFFFF)) : start_color; const GPUVertexPosition vp{m_blit_buffer[buffer_pos++]}; const GSVector4i end_pos = GSVector4i(m_drawing_offset.x + vp.x, m_drawing_offset.y + vp.y); const GSVector4i bounds = start_pos.xyxy(end_pos); const GSVector4i rect = start_pos.min_i32(end_pos).xyxy(start_pos.max_i32(end_pos)).add32(GSVector4i::cxpr(0, 0, 1, 1)); const GSVector4i clamped_rect = rect.rintersect(m_clamped_drawing_area); if (rect.width() > MAX_PRIMITIVE_WIDTH || rect.height() > MAX_PRIMITIVE_HEIGHT || clamped_rect.rempty()) { GL_INS_FMT("Culling too-large line: {},{} - {},{}", start_pos.x, start_pos.y, end_pos.x, end_pos.y); } else { AddDrawnRectangle(clamped_rect); AddDrawLineTicks(clamped_rect, rc.shading_enable); // TODO: Should we do a PGXP lookup here? Most lines are 2D. DrawLine(GSVector4(bounds), start_color, end_color, depth); } start_pos = end_pos; start_color = end_color; if (cmd) { GSVector4i::storel(&cmd->vertices[i], end_pos); cmd->vertices[i].color = end_color; } } if (cmd) m_sw_renderer->PushCommand(cmd); } } break; default: UnreachableCode(); break; } } bool GPU_HW::BlitVRAMReplacementTexture(const TextureReplacements::ReplacementImage* tex, u32 dst_x, u32 dst_y, u32 width, u32 height) { if (!m_vram_replacement_texture || m_vram_replacement_texture->GetWidth() < tex->GetWidth() || m_vram_replacement_texture->GetHeight() < tex->GetHeight() || g_gpu_device->GetFeatures().prefer_unused_textures) { g_gpu_device->RecycleTexture(std::move(m_vram_replacement_texture)); if (!(m_vram_replacement_texture = g_gpu_device->FetchTexture(tex->GetWidth(), tex->GetHeight(), 1, 1, 1, GPUTexture::Type::DynamicTexture, GPUTexture::Format::RGBA8, tex->GetPixels(), tex->GetPitch()))) { return false; } } else { if (!m_vram_replacement_texture->Update(0, 0, tex->GetWidth(), tex->GetHeight(), tex->GetPixels(), tex->GetPitch())) { ERROR_LOG("Update {}x{} texture failed.", width, height); return false; } } GL_SCOPE_FMT("BlitVRAMReplacementTexture() {}x{} to {},{} => {},{} ({}x{})", tex->GetWidth(), tex->GetHeight(), dst_x, dst_y, dst_x + width, dst_y + height, width, height); const float src_rect[4] = { 0.0f, 0.0f, static_cast(tex->GetWidth()) / static_cast(m_vram_replacement_texture->GetWidth()), static_cast(tex->GetHeight()) / static_cast(m_vram_replacement_texture->GetHeight())}; g_gpu_device->SetTextureSampler(0, m_vram_replacement_texture.get(), g_gpu_device->GetLinearSampler()); g_gpu_device->SetPipeline(m_vram_write_replacement_pipeline.get()); g_gpu_device->SetViewportAndScissor(dst_x, dst_y, width, height); g_gpu_device->PushUniformBuffer(src_rect, sizeof(src_rect)); g_gpu_device->Draw(3, 0); RestoreDeviceContext(); return true; } ALWAYS_INLINE_RELEASE void GPU_HW::CheckForTexPageOverlap(GSVector4i uv_rect) { DebugAssert(m_texpage_dirty != 0 && m_batch.texture_mode != BatchTextureMode::Disabled); if (m_texture_window_active) { const GSVector4i twin = GSVector4i::load(m_batch_ubo_data.u_texture_window); uv_rect = ((uv_rect & twin.xyxy()) | twin.zwzw()); // Min could be greater than max after applying window, correct for it. uv_rect = uv_rect.min_i32(uv_rect.zwzw()).max_i32(uv_rect.xyxy()); } const GPUTextureMode tmode = m_draw_mode.mode_reg.texture_mode; const u32 xshift = (tmode >= GPUTextureMode::Direct16Bit) ? 0 : (2 - static_cast(tmode)); const GSVector4i page_offset = GSVector4i::loadl(m_current_texture_page_offset).xyxy(); uv_rect = uv_rect.blend32<5>(uv_rect.srl32(xshift)); // shift only goes on the x uv_rect = uv_rect.add32(page_offset); // page offset uv_rect = uv_rect.add32(GSVector4i::cxpr(0, 0, 1, 1)); // make exclusive uv_rect = uv_rect.rintersect(VRAM_SIZE_RECT); // clamp to vram bounds const GSVector4i new_uv_rect = m_current_uv_rect.runion(uv_rect); if (!m_current_uv_rect.eq(new_uv_rect)) { m_current_uv_rect = new_uv_rect; bool update_drawn = false, update_written = false; if (m_texpage_dirty & TEXPAGE_DIRTY_DRAWN_RECT) { DebugAssert(!m_vram_dirty_draw_rect.eq(INVALID_RECT)); update_drawn = m_current_uv_rect.rintersects(m_vram_dirty_draw_rect); if (update_drawn) { GL_INS_FMT("Updating VRAM cache due to UV {} intersection with dirty DRAW {}", m_current_uv_rect, m_vram_dirty_draw_rect); } } if (m_texpage_dirty & TEXPAGE_DIRTY_WRITTEN_RECT) { DebugAssert(!m_vram_dirty_write_rect.eq(INVALID_RECT)); update_written = m_current_uv_rect.rintersects(m_vram_dirty_write_rect); if (update_written) { GL_INS_FMT("Updating VRAM cache due to UV {} intersection with dirty WRITE {}", m_current_uv_rect, m_vram_dirty_write_rect); } } if (update_drawn || update_written) { if (m_batch_index_count > 0) { FlushRender(); EnsureVertexBufferSpaceForCurrentCommand(); } UpdateVRAMReadTexture(update_drawn, update_written); } } } ALWAYS_INLINE bool GPU_HW::IsFlushed() const { return (m_batch_index_count == 0); } ALWAYS_INLINE_RELEASE bool GPU_HW::NeedsTwoPassRendering() const { // We need two-pass rendering when using BG-FG blending and texturing, as the transparency can be enabled // on a per-pixel basis, and the opaque pixels shouldn't be blended at all. return (m_batch.texture_mode != BatchTextureMode::Disabled && (m_batch.transparency_mode == GPUTransparencyMode::BackgroundMinusForeground || (!m_supports_dual_source_blend && m_batch.transparency_mode != GPUTransparencyMode::Disabled))); } ALWAYS_INLINE_RELEASE bool GPU_HW::NeedsShaderBlending(GPUTransparencyMode transparency, BatchTextureMode texture_mode, bool check_mask) const { return (m_allow_shader_blend && ((check_mask && !m_write_mask_as_depth) || (transparency != GPUTransparencyMode::Disabled && m_prefer_shader_blend) || (transparency == GPUTransparencyMode::BackgroundMinusForeground) || (!m_supports_dual_source_blend && texture_mode != BatchTextureMode::Disabled && (transparency != GPUTransparencyMode::Disabled || IsBlendedTextureFiltering(m_texture_filtering) || IsBlendedTextureFiltering(m_sprite_texture_filtering))))); } void GPU_HW::EnsureVertexBufferSpace(u32 required_vertices, u32 required_indices) { if (m_batch_vertex_ptr) { if (m_batch_vertex_space >= required_vertices && m_batch_index_space >= required_indices) return; FlushRender(); } MapGPUBuffer(required_vertices, required_indices); } void GPU_HW::EnsureVertexBufferSpaceForCurrentCommand() { u32 required_vertices; u32 required_indices; switch (m_render_command.primitive) { case GPUPrimitive::Polygon: required_vertices = 4; // assume quad, in case of expansion required_indices = 6; break; case GPUPrimitive::Rectangle: required_vertices = MAX_VERTICES_FOR_RECTANGLE; // TODO: WRong required_indices = MAX_VERTICES_FOR_RECTANGLE; break; case GPUPrimitive::Line: { // assume expansion const u32 vert_count = m_render_command.polyline ? GetPolyLineVertexCount() : 2; required_vertices = vert_count * 4; required_indices = vert_count * 6; } break; default: UnreachableCode(); } // can we fit these vertices in the current depth buffer range? if ((m_current_depth + required_vertices) > MAX_BATCH_VERTEX_COUNTER_IDS) { FlushRender(); ResetBatchVertexDepth(); MapGPUBuffer(required_vertices, required_indices); return; } EnsureVertexBufferSpace(required_vertices, required_indices); } void GPU_HW::ResetBatchVertexDepth() { DEV_LOG("Resetting batch vertex depth"); if (m_write_mask_as_depth) UpdateDepthBufferFromMaskBit(); m_current_depth = 1; } ALWAYS_INLINE float GPU_HW::GetCurrentNormalizedVertexDepth() const { return 1.0f - (static_cast(m_current_depth) / 65535.0f); } void GPU_HW::UpdateSoftwareRenderer(bool copy_vram_from_hw) { const bool current_enabled = (m_sw_renderer != nullptr); const bool new_enabled = g_settings.gpu_use_software_renderer_for_readbacks; if (current_enabled == new_enabled) return; if (!new_enabled) { if (m_sw_renderer) m_sw_renderer->Shutdown(); m_sw_renderer.reset(); return; } std::unique_ptr sw_renderer = std::make_unique(); if (!sw_renderer->Initialize(true)) return; // We need to fill in the SW renderer's VRAM with the current state for hot toggles. if (copy_vram_from_hw) { FlushRender(); ReadVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT); // Sync the drawing area and CLUT. GPUBackendSetDrawingAreaCommand* clip_cmd = sw_renderer->NewSetDrawingAreaCommand(); clip_cmd->new_area = m_drawing_area; sw_renderer->PushCommand(clip_cmd); if (IsCLUTValid()) { GPUBackendUpdateCLUTCommand* clut_cmd = sw_renderer->NewUpdateCLUTCommand(); FillBackendCommandParameters(clut_cmd); clut_cmd->reg.bits = static_cast(m_current_clut_reg_bits); clut_cmd->clut_is_8bit = m_current_clut_is_8bit; sw_renderer->PushCommand(clut_cmd); } } m_sw_renderer = std::move(sw_renderer); } void GPU_HW::FillBackendCommandParameters(GPUBackendCommand* cmd) const { cmd->params.bits = 0; cmd->params.check_mask_before_draw = m_GPUSTAT.check_mask_before_draw; cmd->params.set_mask_while_drawing = m_GPUSTAT.set_mask_while_drawing; cmd->params.active_line_lsb = m_crtc_state.active_line_lsb; cmd->params.interlaced_rendering = m_GPUSTAT.SkipDrawingToActiveField(); } void GPU_HW::FillDrawCommand(GPUBackendDrawCommand* cmd, GPURenderCommand rc) const { FillBackendCommandParameters(cmd); cmd->rc.bits = rc.bits; cmd->draw_mode.bits = m_draw_mode.mode_reg.bits; cmd->palette.bits = m_draw_mode.palette_reg.bits; cmd->window = m_draw_mode.texture_window; } void GPU_HW::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color) { GL_SCOPE_FMT("FillVRAM({},{} => {},{} ({}x{}) with 0x{:08X}", x, y, x + width, y + height, width, height, color); DeactivateROV(); if (m_sw_renderer) { GPUBackendFillVRAMCommand* cmd = m_sw_renderer->NewFillVRAMCommand(); FillBackendCommandParameters(cmd); cmd->x = static_cast(x); cmd->y = static_cast(y); cmd->width = static_cast(width); cmd->height = static_cast(height); cmd->color = color; m_sw_renderer->PushCommand(cmd); } GL_INS_FMT("Dirty draw area before: {}", m_vram_dirty_draw_rect); const GSVector4i bounds = GetVRAMTransferBounds(x, y, width, height); AddUnclampedDrawnRectangle(bounds); GL_INS_FMT("Dirty draw area after: {}", m_vram_dirty_draw_rect); const bool is_oversized = (((x + width) > VRAM_WIDTH || (y + height) > VRAM_HEIGHT)); g_gpu_device->SetPipeline( m_vram_fill_pipelines[BoolToUInt8(is_oversized)][BoolToUInt8(IsInterlacedRenderingEnabled())].get()); const GSVector4i scaled_bounds = bounds.mul32l(GSVector4i(m_resolution_scale)); g_gpu_device->SetViewportAndScissor(scaled_bounds); struct VRAMFillUBOData { u32 u_dst_x; u32 u_dst_y; u32 u_end_x; u32 u_end_y; std::array u_fill_color; u32 u_interlaced_displayed_field; }; VRAMFillUBOData uniforms; uniforms.u_dst_x = (x % VRAM_WIDTH) * m_resolution_scale; uniforms.u_dst_y = (y % VRAM_HEIGHT) * m_resolution_scale; uniforms.u_end_x = ((x + width) % VRAM_WIDTH) * m_resolution_scale; uniforms.u_end_y = ((y + height) % VRAM_HEIGHT) * m_resolution_scale; // drop precision unless true colour is enabled uniforms.u_fill_color = GPUDevice::RGBA8ToFloat(m_true_color ? color : VRAMRGBA5551ToRGBA8888(VRAMRGBA8888ToRGBA5551(color))); uniforms.u_interlaced_displayed_field = GetActiveLineLSB(); g_gpu_device->PushUniformBuffer(&uniforms, sizeof(uniforms)); g_gpu_device->Draw(3, 0); RestoreDeviceContext(); } void GPU_HW::ReadVRAM(u32 x, u32 y, u32 width, u32 height) { GL_PUSH_FMT("ReadVRAM({},{} => {},{} ({}x{})", x, y, x + width, y + height, width, height); if (m_sw_renderer) { m_sw_renderer->Sync(false); GL_POP(); return; } // Get bounds with wrap-around handled. GSVector4i copy_rect = GetVRAMTransferBounds(x, y, width, height); // Has to be aligned to an even pixel for the download, due to 32-bit packing. if (copy_rect.left & 1) copy_rect.left--; if (copy_rect.right & 1) copy_rect.right++; DebugAssert((copy_rect.left % 2) == 0 && (copy_rect.width() % 2) == 0); const u32 encoded_left = copy_rect.left / 2; const u32 encoded_top = copy_rect.top; const u32 encoded_width = copy_rect.width() / 2; const u32 encoded_height = copy_rect.height(); // Encode the 24-bit texture as 16-bit. const s32 uniforms[4] = {copy_rect.left, copy_rect.top, copy_rect.width(), copy_rect.height()}; g_gpu_device->SetRenderTarget(m_vram_readback_texture.get()); g_gpu_device->SetPipeline(m_vram_readback_pipeline.get()); g_gpu_device->SetTextureSampler(0, m_vram_texture.get(), g_gpu_device->GetNearestSampler()); g_gpu_device->SetViewportAndScissor(0, 0, encoded_width, encoded_height); g_gpu_device->PushUniformBuffer(uniforms, sizeof(uniforms)); g_gpu_device->Draw(3, 0); m_vram_readback_texture->MakeReadyForSampling(); GL_POP(); // Stage the readback and copy it into our shadow buffer. if (m_vram_readback_download_texture->IsImported()) { // Fast path, read directly. m_vram_readback_download_texture->CopyFromTexture(encoded_left, encoded_top, m_vram_readback_texture.get(), 0, 0, encoded_width, encoded_height, 0, 0, false); m_vram_readback_download_texture->Flush(); } else { // Copy to staging buffer, then to VRAM. m_vram_readback_download_texture->CopyFromTexture(0, 0, m_vram_readback_texture.get(), 0, 0, encoded_width, encoded_height, 0, 0, true); m_vram_readback_download_texture->ReadTexels(0, 0, encoded_width, encoded_height, &g_vram[copy_rect.top * VRAM_WIDTH + copy_rect.left], VRAM_WIDTH * sizeof(u16)); } RestoreDeviceContext(); } void GPU_HW::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data, bool set_mask, bool check_mask) { GL_SCOPE_FMT("UpdateVRAM({},{} => {},{} ({}x{})", x, y, x + width, y + height, width, height); if (m_sw_renderer) { const u32 num_words = width * height; GPUBackendUpdateVRAMCommand* cmd = m_sw_renderer->NewUpdateVRAMCommand(num_words); FillBackendCommandParameters(cmd); cmd->params.set_mask_while_drawing = set_mask; cmd->params.check_mask_before_draw = check_mask; cmd->x = static_cast(x); cmd->y = static_cast(y); cmd->width = static_cast(width); cmd->height = static_cast(height); std::memcpy(cmd->data, data, sizeof(u16) * num_words); m_sw_renderer->PushCommand(cmd); } const GSVector4i bounds = GetVRAMTransferBounds(x, y, width, height); DebugAssert(bounds.right <= static_cast(VRAM_WIDTH) && bounds.bottom <= static_cast(VRAM_HEIGHT)); AddWrittenRectangle(bounds); if (check_mask) { // set new vertex counter since we want this to take into consideration previous masked pixels m_current_depth++; } else { const TextureReplacements::ReplacementImage* rtex = TextureReplacements::GetVRAMReplacement(width, height, data); if (rtex && BlitVRAMReplacementTexture(rtex, x * m_resolution_scale, y * m_resolution_scale, width * m_resolution_scale, height * m_resolution_scale)) { return; } } UpdateVRAMOnGPU(x, y, width, height, data, sizeof(u16) * width, set_mask, check_mask, bounds); } void GPU_HW::UpdateVRAMOnGPU(u32 x, u32 y, u32 width, u32 height, const void* data, u32 data_pitch, bool set_mask, bool check_mask, const GSVector4i bounds) { DeactivateROV(); std::unique_ptr upload_texture; u32 map_index; if (!g_gpu_device->GetFeatures().supports_texture_buffers) { map_index = 0; upload_texture = g_gpu_device->FetchTexture(width, height, 1, 1, 1, GPUTexture::Type::Texture, GPUTexture::Format::R16U, data, data_pitch); if (!upload_texture) { ERROR_LOG("Failed to get {}x{} upload texture. Things are gonna break.", width, height); return; } } else { const u32 num_pixels = width * height; const u32 dst_pitch = width * sizeof(u16); void* map = m_vram_upload_buffer->Map(num_pixels); map_index = m_vram_upload_buffer->GetCurrentPosition(); StringUtil::StrideMemCpy(map, dst_pitch, data, data_pitch, dst_pitch, height); m_vram_upload_buffer->Unmap(num_pixels); } struct VRAMWriteUBOData { u32 u_dst_x; u32 u_dst_y; u32 u_end_x; u32 u_end_y; u32 u_width; u32 u_height; u32 u_buffer_base_offset; u32 u_mask_or_bits; float u_depth_value; }; const VRAMWriteUBOData uniforms = { (x % VRAM_WIDTH), (y % VRAM_HEIGHT), ((x + width) % VRAM_WIDTH), ((y + height) % VRAM_HEIGHT), width, height, map_index, (set_mask) ? 0x8000u : 0x00, GetCurrentNormalizedVertexDepth()}; // the viewport should already be set to the full vram, so just adjust the scissor const GSVector4i scaled_bounds = bounds.mul32l(GSVector4i(m_resolution_scale)); g_gpu_device->SetScissor(scaled_bounds.left, scaled_bounds.top, scaled_bounds.width(), scaled_bounds.height()); g_gpu_device->SetPipeline(m_vram_write_pipelines[BoolToUInt8(check_mask && m_write_mask_as_depth)].get()); g_gpu_device->PushUniformBuffer(&uniforms, sizeof(uniforms)); if (upload_texture) { g_gpu_device->SetTextureSampler(0, upload_texture.get(), g_gpu_device->GetNearestSampler()); g_gpu_device->Draw(3, 0); g_gpu_device->RecycleTexture(std::move(upload_texture)); } else { g_gpu_device->SetTextureBuffer(0, m_vram_upload_buffer.get()); g_gpu_device->Draw(3, 0); } RestoreDeviceContext(); } void GPU_HW::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height) { GL_SCOPE_FMT("CopyVRAM({}x{} @ {},{} => {},{}", width, height, src_x, src_y, dst_x, dst_y); if (m_sw_renderer) { GPUBackendCopyVRAMCommand* cmd = m_sw_renderer->NewCopyVRAMCommand(); FillBackendCommandParameters(cmd); cmd->src_x = static_cast(src_x); cmd->src_y = static_cast(src_y); cmd->dst_x = static_cast(dst_x); cmd->dst_y = static_cast(dst_y); cmd->width = static_cast(width); cmd->height = static_cast(height); m_sw_renderer->PushCommand(cmd); } // masking enabled, oversized, or overlapping const bool use_shader = (m_GPUSTAT.IsMaskingEnabled() || ((src_x % VRAM_WIDTH) + width) > VRAM_WIDTH || ((src_y % VRAM_HEIGHT) + height) > VRAM_HEIGHT || ((dst_x % VRAM_WIDTH) + width) > VRAM_WIDTH || ((dst_y % VRAM_HEIGHT) + height) > VRAM_HEIGHT); const GSVector4i src_bounds = GetVRAMTransferBounds(src_x, src_y, width, height); const GSVector4i dst_bounds = GetVRAMTransferBounds(dst_x, dst_y, width, height); const bool intersect_with_draw = m_vram_dirty_draw_rect.rintersects(src_bounds); const bool intersect_with_write = m_vram_dirty_write_rect.rintersects(src_bounds); if (use_shader || IsUsingMultisampling()) { if (intersect_with_draw || intersect_with_write) UpdateVRAMReadTexture(intersect_with_draw, intersect_with_write); AddUnclampedDrawnRectangle(dst_bounds); DeactivateROV(); struct VRAMCopyUBOData { u32 u_src_x; u32 u_src_y; u32 u_dst_x; u32 u_dst_y; u32 u_end_x; u32 u_end_y; u32 u_width; u32 u_height; u32 u_set_mask_bit; float u_depth_value; }; const VRAMCopyUBOData uniforms = {(src_x % VRAM_WIDTH) * m_resolution_scale, (src_y % VRAM_HEIGHT) * m_resolution_scale, (dst_x % VRAM_WIDTH) * m_resolution_scale, (dst_y % VRAM_HEIGHT) * m_resolution_scale, ((dst_x + width) % VRAM_WIDTH) * m_resolution_scale, ((dst_y + height) % VRAM_HEIGHT) * m_resolution_scale, width * m_resolution_scale, height * m_resolution_scale, m_GPUSTAT.set_mask_while_drawing ? 1u : 0u, GetCurrentNormalizedVertexDepth()}; // VRAM read texture should already be bound. const GSVector4i dst_bounds_scaled = dst_bounds.mul32l(GSVector4i(m_resolution_scale)); g_gpu_device->SetViewportAndScissor(dst_bounds_scaled); g_gpu_device->SetPipeline( m_vram_copy_pipelines[BoolToUInt8(m_GPUSTAT.check_mask_before_draw && m_write_mask_as_depth)].get()); g_gpu_device->PushUniformBuffer(&uniforms, sizeof(uniforms)); g_gpu_device->Draw(3, 0); RestoreDeviceContext(); if (m_GPUSTAT.check_mask_before_draw && !m_pgxp_depth_buffer) m_current_depth++; return; } GPUTexture* src_tex = m_vram_texture.get(); const bool overlaps_with_self = src_bounds.rintersects(dst_bounds); if (!g_gpu_device->GetFeatures().texture_copy_to_self || overlaps_with_self) { src_tex = m_vram_read_texture.get(); if (intersect_with_draw || intersect_with_write) UpdateVRAMReadTexture(intersect_with_draw, intersect_with_write); } if (intersect_with_draw) { AddUnclampedDrawnRectangle(dst_bounds); } else if (intersect_with_write) { AddWrittenRectangle(dst_bounds); } else { const bool use_write = (!m_vram_dirty_write_rect.eq(INVALID_RECT) && !m_vram_dirty_draw_rect.eq(INVALID_RECT) && RectDistance(m_vram_dirty_write_rect, dst_bounds) < RectDistance(m_vram_dirty_draw_rect, dst_bounds)); if (use_write) AddWrittenRectangle(dst_bounds); else AddUnclampedDrawnRectangle(dst_bounds); } if (m_GPUSTAT.check_mask_before_draw) { // set new vertex counter since we want this to take into consideration previous masked pixels m_current_depth++; } g_gpu_device->CopyTextureRegion(m_vram_texture.get(), dst_x * m_resolution_scale, dst_y * m_resolution_scale, 0, 0, src_tex, src_x * m_resolution_scale, src_y * m_resolution_scale, 0, 0, width * m_resolution_scale, height * m_resolution_scale); if (src_tex != m_vram_texture.get()) m_vram_read_texture->MakeReadyForSampling(); } void GPU_HW::DispatchRenderCommand() { const GPURenderCommand rc{m_render_command.bits}; BatchTextureMode texture_mode = BatchTextureMode::Disabled; if (rc.IsTexturingEnabled()) { // texture page changed - check that the new page doesn't intersect the drawing area if (m_draw_mode.IsTexturePageChanged()) { m_draw_mode.ClearTexturePageChangedFlag(); #if 0 if (!m_vram_dirty_draw_rect.eq(INVALID_RECT) || !m_vram_dirty_write_rect.eq(INVALID_RECT)) { GL_INS_FMT("VRAM DIRTY: {} {}", m_vram_dirty_draw_rect, m_vram_dirty_write_rect); GL_INS_FMT("PAGE RECT: {}", m_draw_mode.mode_reg.GetTexturePageRectangle()); if (m_draw_mode.mode_reg.IsUsingPalette()) GL_INS_FMT("PALETTE RECT: {}", m_draw_mode.palette_reg.GetRectangle(m_draw_mode.mode_reg.texture_mode)); } #endif if (m_draw_mode.mode_reg.IsUsingPalette()) { const GSVector4i palette_rect = m_draw_mode.palette_reg.GetRectangle(m_draw_mode.mode_reg.texture_mode); const bool update_drawn = palette_rect.rintersects(m_vram_dirty_draw_rect); const bool update_written = palette_rect.rintersects(m_vram_dirty_write_rect); if (update_drawn || update_written) { GL_INS("Palette in VRAM dirty area, flushing cache"); if (!IsFlushed()) FlushRender(); UpdateVRAMReadTexture(update_drawn, update_written); } } const GSVector4i page_rect = m_draw_mode.mode_reg.GetTexturePageRectangle(); GSVector4i::storel(m_current_texture_page_offset, page_rect); u8 new_texpage_dirty = m_vram_dirty_draw_rect.rintersects(page_rect) ? TEXPAGE_DIRTY_DRAWN_RECT : 0; new_texpage_dirty |= m_vram_dirty_write_rect.rintersects(page_rect) ? TEXPAGE_DIRTY_WRITTEN_RECT : 0; if (new_texpage_dirty != 0) { GL_INS("Texpage is in dirty area, checking UV ranges"); m_texpage_dirty = new_texpage_dirty; m_compute_uv_range = true; m_current_uv_rect = INVALID_RECT; } else { m_compute_uv_range = m_clamp_uvs; if (m_texpage_dirty) GL_INS("Texpage is no longer dirty"); m_texpage_dirty = 0; } } texture_mode = (m_draw_mode.mode_reg.texture_mode == GPUTextureMode::Reserved_Direct16Bit) ? BatchTextureMode::Direct16Bit : static_cast(m_draw_mode.mode_reg.texture_mode.GetValue()); } // has any state changed which requires a new batch? // Reverse blending breaks with mixed transparent and opaque pixels, so we have to do one draw per polygon. // If we have fbfetch, we don't need to draw it in two passes. Test case: Suikoden 2 shadows. const GPUTransparencyMode transparency_mode = rc.transparency_enable ? m_draw_mode.mode_reg.transparency_mode : GPUTransparencyMode::Disabled; const bool dithering_enable = (!m_true_color && rc.IsDitheringEnabled()) ? m_GPUSTAT.dither_enable : false; if (texture_mode != m_batch.texture_mode || transparency_mode != m_batch.transparency_mode || (transparency_mode == GPUTransparencyMode::BackgroundMinusForeground && !m_allow_shader_blend) || dithering_enable != m_batch.dithering) { FlushRender(); } EnsureVertexBufferSpaceForCurrentCommand(); if (m_batch_index_count == 0) { // transparency mode change const bool check_mask_before_draw = m_GPUSTAT.check_mask_before_draw; if (transparency_mode != GPUTransparencyMode::Disabled && !m_rov_active && !m_prefer_shader_blend && !NeedsShaderBlending(transparency_mode, texture_mode, check_mask_before_draw)) { static constexpr float transparent_alpha[4][2] = {{0.5f, 0.5f}, {1.0f, 1.0f}, {1.0f, 1.0f}, {0.25f, 1.0f}}; const float src_alpha_factor = transparent_alpha[static_cast(transparency_mode)][0]; const float dst_alpha_factor = transparent_alpha[static_cast(transparency_mode)][1]; m_batch_ubo_dirty |= (m_batch_ubo_data.u_src_alpha_factor != src_alpha_factor || m_batch_ubo_data.u_dst_alpha_factor != dst_alpha_factor); m_batch_ubo_data.u_src_alpha_factor = src_alpha_factor; m_batch_ubo_data.u_dst_alpha_factor = dst_alpha_factor; } const bool set_mask_while_drawing = m_GPUSTAT.set_mask_while_drawing; if (m_batch.check_mask_before_draw != check_mask_before_draw || m_batch.set_mask_while_drawing != set_mask_while_drawing) { m_batch.check_mask_before_draw = check_mask_before_draw; m_batch.set_mask_while_drawing = set_mask_while_drawing; m_batch_ubo_dirty |= (m_batch_ubo_data.u_set_mask_while_drawing != BoolToUInt32(set_mask_while_drawing)); m_batch_ubo_data.u_set_mask_while_drawing = BoolToUInt32(set_mask_while_drawing); } m_batch.interlacing = IsInterlacedRenderingEnabled(); if (m_batch.interlacing) { const u32 displayed_field = GetActiveLineLSB(); m_batch_ubo_dirty |= (m_batch_ubo_data.u_interlaced_displayed_field != displayed_field); m_batch_ubo_data.u_interlaced_displayed_field = displayed_field; } // update state m_batch.texture_mode = texture_mode; m_batch.transparency_mode = transparency_mode; m_batch.dithering = dithering_enable; if (m_draw_mode.IsTextureWindowChanged()) { m_draw_mode.ClearTextureWindowChangedFlag(); m_batch_ubo_data.u_texture_window[0] = ZeroExtend32(m_draw_mode.texture_window.and_x); m_batch_ubo_data.u_texture_window[1] = ZeroExtend32(m_draw_mode.texture_window.and_y); m_batch_ubo_data.u_texture_window[2] = ZeroExtend32(m_draw_mode.texture_window.or_x); m_batch_ubo_data.u_texture_window[3] = ZeroExtend32(m_draw_mode.texture_window.or_y); m_texture_window_active = ((m_draw_mode.texture_window.and_x & m_draw_mode.texture_window.and_y) != 0xFF || ((m_draw_mode.texture_window.or_x | m_draw_mode.texture_window.or_y) != 0)); m_batch_ubo_dirty = true; } if (m_drawing_area_changed) { m_drawing_area_changed = false; SetClampedDrawingArea(); SetScissor(); if (m_pgxp_depth_buffer && m_last_depth_z < 1.0f) { FlushRender(); CopyAndClearDepthBuffer(); EnsureVertexBufferSpaceForCurrentCommand(); } if (m_sw_renderer) { GPUBackendSetDrawingAreaCommand* cmd = m_sw_renderer->NewSetDrawingAreaCommand(); cmd->new_area = m_drawing_area; m_sw_renderer->PushCommand(cmd); } } } LoadVertices(); } void GPU_HW::UpdateCLUT(GPUTexturePaletteReg reg, bool clut_is_8bit) { // Not done in HW, but need to forward through to SW if using that for readbacks if (m_sw_renderer) { GPUBackendUpdateCLUTCommand* cmd = m_sw_renderer->NewUpdateCLUTCommand(); FillBackendCommandParameters(cmd); cmd->reg.bits = reg.bits; cmd->clut_is_8bit = clut_is_8bit; m_sw_renderer->PushCommand(cmd); } } void GPU_HW::FlushRender() { const u32 base_vertex = m_batch_base_vertex; const u32 base_index = m_batch_base_index; const u32 index_count = m_batch_index_count; DebugAssert((m_batch_vertex_ptr != nullptr) == (m_batch_index_ptr != nullptr)); if (m_batch_vertex_ptr) UnmapGPUBuffer(m_batch_vertex_count, index_count); if (index_count == 0) return; #ifdef _DEBUG GL_SCOPE_FMT("Hardware Draw {}", ++s_draw_number); #endif GL_INS_FMT("Dirty draw area: {}", m_vram_dirty_draw_rect); if (m_batch_ubo_dirty) { g_gpu_device->UploadUniformBuffer(&m_batch_ubo_data, sizeof(m_batch_ubo_data)); // m_counters.num_ubo_updates++; m_batch_ubo_dirty = false; } if (m_wireframe_mode != GPUWireframeMode::OnlyWireframe) { if (NeedsShaderBlending(m_batch.transparency_mode, m_batch.texture_mode, m_batch.check_mask_before_draw) || m_rov_active || (m_use_rov_for_shader_blend && m_pgxp_depth_buffer)) { DrawBatchVertices(BatchRenderMode::ShaderBlend, index_count, base_index, base_vertex); } else if (NeedsTwoPassRendering()) { DrawBatchVertices(BatchRenderMode::OnlyOpaque, index_count, base_index, base_vertex); DrawBatchVertices(BatchRenderMode::OnlyTransparent, index_count, base_index, base_vertex); } else { DrawBatchVertices(m_batch.GetRenderMode(), index_count, base_index, base_vertex); } } if (m_wireframe_mode != GPUWireframeMode::Disabled) { // This'll be less than ideal, but wireframe is for debugging, so take the perf hit. DeactivateROV(); g_gpu_device->SetPipeline(m_wireframe_pipeline.get()); g_gpu_device->DrawIndexed(index_count, base_index, base_vertex); } } void GPU_HW::UpdateDisplay() { FlushRender(); DeactivateROV(); GL_SCOPE("UpdateDisplay()"); if (g_settings.debugging.show_vram) { if (IsUsingMultisampling()) { UpdateVRAMReadTexture(true, true); SetDisplayTexture(m_vram_read_texture.get(), nullptr, 0, 0, m_vram_read_texture->GetWidth(), m_vram_read_texture->GetHeight()); } else { SetDisplayTexture(m_vram_texture.get(), nullptr, 0, 0, m_vram_texture->GetWidth(), m_vram_texture->GetHeight()); } return; } const bool interlaced = IsInterlacedDisplayEnabled(); const u32 interlaced_field = GetInterlacedDisplayField(); const u32 resolution_scale = m_GPUSTAT.display_area_color_depth_24 ? 1 : m_resolution_scale; const u32 scaled_vram_offset_x = m_crtc_state.display_vram_left * resolution_scale; const u32 scaled_vram_offset_y = (m_crtc_state.display_vram_top * resolution_scale) + ((interlaced && m_GPUSTAT.vertical_resolution) ? interlaced_field : 0); const u32 scaled_display_width = m_crtc_state.display_vram_width * resolution_scale; const u32 scaled_display_height = m_crtc_state.display_vram_height * resolution_scale; const u32 read_height = interlaced ? (scaled_display_height / 2u) : scaled_display_height; const u32 line_skip = BoolToUInt32(interlaced && m_GPUSTAT.vertical_resolution); bool drew_anything = false; // Don't bother grabbing depth if postfx doesn't need it. GPUTexture* depth_source = (!m_GPUSTAT.display_area_color_depth_24 && m_pgxp_depth_buffer && PostProcessing::InternalChain.NeedsDepthBuffer()) ? (m_depth_was_copied ? m_vram_depth_copy_texture.get() : m_vram_depth_texture.get()) : nullptr; if (IsDisplayDisabled()) { ClearDisplayTexture(); return; } else if (!m_GPUSTAT.display_area_color_depth_24 && !IsUsingMultisampling() && (scaled_vram_offset_x + scaled_display_width) <= m_vram_texture->GetWidth() && (scaled_vram_offset_y + scaled_display_height) <= m_vram_texture->GetHeight() && !PostProcessing::InternalChain.IsActive()) { SetDisplayTexture(m_vram_texture.get(), depth_source, scaled_vram_offset_x, scaled_vram_offset_y, scaled_display_width, read_height); // Fast path if no copies are needed. if (interlaced) { GL_INS("Deinterlace fast path"); drew_anything = true; Deinterlace(interlaced_field, line_skip); } else { GL_INS("Direct display"); } } else { if (!m_vram_extract_texture || m_vram_extract_texture->GetWidth() != scaled_display_width || m_vram_extract_texture->GetHeight() != read_height) { if (!g_gpu_device->ResizeTexture(&m_vram_extract_texture, scaled_display_width, read_height, GPUTexture::Type::RenderTarget, GPUTexture::Format::RGBA8)) [[unlikely]] { ClearDisplayTexture(); return; } } m_vram_texture->MakeReadyForSampling(); g_gpu_device->InvalidateRenderTarget(m_vram_extract_texture.get()); if (depth_source && ((m_vram_extract_depth_texture && m_vram_extract_depth_texture->GetWidth() == scaled_display_width && m_vram_extract_depth_texture->GetHeight() == scaled_display_height) || !g_gpu_device->ResizeTexture(&m_vram_extract_depth_texture, scaled_display_width, scaled_display_height, GPUTexture::Type::RenderTarget, VRAM_DS_COLOR_FORMAT))) { depth_source->MakeReadyForSampling(); g_gpu_device->InvalidateRenderTarget(m_vram_extract_depth_texture.get()); GPUTexture* targets[] = {m_vram_extract_texture.get(), m_vram_extract_depth_texture.get()}; g_gpu_device->SetRenderTargets(targets, static_cast(std::size(targets)), nullptr); g_gpu_device->SetPipeline(m_vram_extract_pipeline[2].get()); g_gpu_device->SetTextureSampler(0, m_vram_texture.get(), g_gpu_device->GetNearestSampler()); g_gpu_device->SetTextureSampler(1, depth_source, g_gpu_device->GetNearestSampler()); } else { g_gpu_device->SetRenderTarget(m_vram_extract_texture.get()); g_gpu_device->SetPipeline(m_vram_extract_pipeline[BoolToUInt8(m_GPUSTAT.display_area_color_depth_24)].get()); g_gpu_device->SetTextureSampler(0, m_vram_texture.get(), g_gpu_device->GetNearestSampler()); } const u32 reinterpret_start_x = m_crtc_state.regs.X * resolution_scale; const u32 skip_x = (m_crtc_state.display_vram_left - m_crtc_state.regs.X) * resolution_scale; GL_INS_FMT("VRAM extract, depth = {}, 24bpp = {}, skip_x = {}, line_skip = {}", depth_source ? "yes" : "no", m_GPUSTAT.display_area_color_depth_24.GetValue(), skip_x, line_skip); GL_INS_FMT("Source: {},{} => {},{} ({}x{})", reinterpret_start_x, scaled_vram_offset_y, reinterpret_start_x + scaled_display_width, scaled_vram_offset_y + read_height, scaled_display_width, read_height); const u32 uniforms[4] = {reinterpret_start_x, scaled_vram_offset_y, skip_x, line_skip}; g_gpu_device->PushUniformBuffer(uniforms, sizeof(uniforms)); g_gpu_device->SetViewportAndScissor(0, 0, scaled_display_width, read_height); g_gpu_device->Draw(3, 0); m_vram_extract_texture->MakeReadyForSampling(); if (depth_source) { // Thanks DX11... m_vram_extract_depth_texture->MakeReadyForSampling(); g_gpu_device->SetTextureSampler(1, nullptr, nullptr); } drew_anything = true; SetDisplayTexture(m_vram_extract_texture.get(), depth_source ? m_vram_extract_depth_texture.get() : nullptr, 0, 0, scaled_display_width, read_height); if (g_settings.display_24bit_chroma_smoothing) { if (ApplyChromaSmoothing()) { if (interlaced) Deinterlace(interlaced_field, 0); } } else { if (interlaced) Deinterlace(interlaced_field, 0); } } if (m_downsample_mode != GPUDownsampleMode::Disabled && !m_GPUSTAT.display_area_color_depth_24) { DebugAssert(m_display_texture); DownsampleFramebuffer(); } if (drew_anything) RestoreDeviceContext(); } void GPU_HW::UpdateDownsamplingLevels() { if (m_downsample_mode == GPUDownsampleMode::Adaptive) { m_downsample_scale_or_levels = 0; u32 current_width = VRAM_WIDTH * m_resolution_scale; while (current_width >= VRAM_WIDTH) { m_downsample_scale_or_levels++; current_width /= 2; } } else if (m_downsample_mode == GPUDownsampleMode::Box) { m_downsample_scale_or_levels = m_resolution_scale / GetBoxDownsampleScale(m_resolution_scale); } else { m_downsample_scale_or_levels = 0; } // Toss downsampling buffer, it's likely going to change resolution. g_gpu_device->RecycleTexture(std::move(m_downsample_texture)); } void GPU_HW::OnBufferSwapped() { GL_INS("OnBufferSwapped()"); m_depth_was_copied = false; } void GPU_HW::DownsampleFramebuffer() { GPUTexture* source = m_display_texture; const u32 left = m_display_texture_view_x; const u32 top = m_display_texture_view_y; const u32 width = m_display_texture_view_width; const u32 height = m_display_texture_view_height; if (m_downsample_mode == GPUDownsampleMode::Adaptive) DownsampleFramebufferAdaptive(source, left, top, width, height); else DownsampleFramebufferBoxFilter(source, left, top, width, height); } void GPU_HW::DownsampleFramebufferAdaptive(GPUTexture* source, u32 left, u32 top, u32 width, u32 height) { GL_PUSH_FMT("DownsampleFramebufferAdaptive ({},{} => {},{})", left, top, left + width, left + height); struct SmoothingUBOData { float min_uv[2]; float max_uv[2]; float rcp_size[2]; float lod; }; if (!m_downsample_texture || m_downsample_texture->GetWidth() != width || m_downsample_texture->GetHeight() != height) { g_gpu_device->RecycleTexture(std::move(m_downsample_texture)); m_downsample_texture = g_gpu_device->FetchTexture(width, height, 1, 1, 1, GPUTexture::Type::RenderTarget, VRAM_RT_FORMAT); } std::unique_ptr level_texture = g_gpu_device->FetchAutoRecycleTexture( width, height, 1, m_downsample_scale_or_levels, 1, GPUTexture::Type::Texture, VRAM_RT_FORMAT); std::unique_ptr weight_texture = g_gpu_device->FetchAutoRecycleTexture(std::max(width >> (m_downsample_scale_or_levels - 1), 1u), std::max(height >> (m_downsample_scale_or_levels - 1), 1u), 1, 1, 1, GPUTexture::Type::RenderTarget, GPUTexture::Format::R8); if (!m_downsample_texture || !level_texture || !weight_texture) { ERROR_LOG("Failed to create {}x{} RTs for adaptive downsampling", width, height); return; } g_gpu_device->CopyTextureRegion(level_texture.get(), 0, 0, 0, 0, source, left, top, 0, 0, width, height); g_gpu_device->SetTextureSampler(0, level_texture.get(), m_downsample_lod_sampler.get()); SmoothingUBOData uniforms; // create mip chain for (u32 level = 1; level < m_downsample_scale_or_levels; level++) { GL_SCOPE_FMT("Create miplevel {}", level); const u32 level_width = width >> level; const u32 level_height = height >> level; const float rcp_width = 1.0f / static_cast(level_texture->GetMipWidth(level)); const float rcp_height = 1.0f / static_cast(level_texture->GetMipHeight(level)); uniforms.min_uv[0] = 0.0f; uniforms.min_uv[1] = 0.0f; uniforms.max_uv[0] = static_cast(level_width) * rcp_width; uniforms.max_uv[1] = static_cast(level_height) * rcp_height; uniforms.rcp_size[0] = rcp_width; uniforms.rcp_size[1] = rcp_height; uniforms.lod = static_cast(level - 1); g_gpu_device->InvalidateRenderTarget(m_downsample_texture.get()); g_gpu_device->SetRenderTarget(m_downsample_texture.get()); g_gpu_device->SetViewportAndScissor(GSVector4i(0, 0, level_width, level_height)); g_gpu_device->SetPipeline((level == 1) ? m_downsample_first_pass_pipeline.get() : m_downsample_mid_pass_pipeline.get()); g_gpu_device->PushUniformBuffer(&uniforms, sizeof(uniforms)); g_gpu_device->Draw(3, 0); g_gpu_device->CopyTextureRegion(level_texture.get(), 0, 0, 0, level, m_downsample_texture.get(), 0, 0, 0, 0, level_width, level_height); } // blur pass at lowest level { GL_SCOPE("Blur"); const u32 last_level = m_downsample_scale_or_levels - 1; const u32 last_width = level_texture->GetMipWidth(last_level); const u32 last_height = level_texture->GetMipHeight(last_level); const float rcp_width = 1.0f / static_cast(m_downsample_texture->GetWidth()); const float rcp_height = 1.0f / static_cast(m_downsample_texture->GetHeight()); uniforms.min_uv[0] = 0.0f; uniforms.min_uv[1] = 0.0f; uniforms.max_uv[0] = static_cast(last_width) * rcp_width; uniforms.max_uv[1] = static_cast(last_height) * rcp_height; uniforms.rcp_size[0] = rcp_width; uniforms.rcp_size[1] = rcp_height; uniforms.lod = 0.0f; m_downsample_texture->MakeReadyForSampling(); g_gpu_device->InvalidateRenderTarget(weight_texture.get()); g_gpu_device->SetRenderTarget(weight_texture.get()); g_gpu_device->SetTextureSampler(0, m_downsample_texture.get(), g_gpu_device->GetNearestSampler()); g_gpu_device->SetViewportAndScissor(GSVector4i(0, 0, last_width, last_height)); g_gpu_device->SetPipeline(m_downsample_blur_pass_pipeline.get()); g_gpu_device->PushUniformBuffer(&uniforms, sizeof(uniforms)); g_gpu_device->Draw(3, 0); weight_texture->MakeReadyForSampling(); } // composite downsampled and upsampled images together { GL_SCOPE("Composite"); uniforms.min_uv[0] = 0.0f; uniforms.min_uv[1] = 0.0f; uniforms.max_uv[0] = 1.0f; uniforms.max_uv[1] = 1.0f; g_gpu_device->InvalidateRenderTarget(m_downsample_texture.get()); g_gpu_device->SetRenderTarget(m_downsample_texture.get()); g_gpu_device->SetTextureSampler(0, level_texture.get(), m_downsample_composite_sampler.get()); g_gpu_device->SetTextureSampler(1, weight_texture.get(), m_downsample_lod_sampler.get()); g_gpu_device->SetViewportAndScissor(GSVector4i(0, 0, width, height)); g_gpu_device->SetPipeline(m_downsample_composite_pass_pipeline.get()); g_gpu_device->PushUniformBuffer(&uniforms, sizeof(uniforms)); g_gpu_device->Draw(3, 0); m_downsample_texture->MakeReadyForSampling(); } GL_POP(); RestoreDeviceContext(); SetDisplayTexture(m_downsample_texture.get(), m_display_depth_buffer, 0, 0, width, height); } void GPU_HW::DownsampleFramebufferBoxFilter(GPUTexture* source, u32 left, u32 top, u32 width, u32 height) { GL_SCOPE_FMT("DownsampleFramebufferBoxFilter({},{} => {},{} ({}x{})", left, top, left + width, top + height, width, height); const u32 ds_width = width / m_downsample_scale_or_levels; const u32 ds_height = height / m_downsample_scale_or_levels; if (!m_downsample_texture || m_downsample_texture->GetWidth() != ds_width || m_downsample_texture->GetHeight() != ds_height) { g_gpu_device->RecycleTexture(std::move(m_downsample_texture)); m_downsample_texture = g_gpu_device->FetchTexture(ds_width, ds_height, 1, 1, 1, GPUTexture::Type::RenderTarget, VRAM_RT_FORMAT); } if (!m_downsample_texture) { ERROR_LOG("Failed to create {}x{} RT for box downsampling", width, height); return; } source->MakeReadyForSampling(); const u32 uniforms[4] = {left, top, 0u, 0u}; g_gpu_device->InvalidateRenderTarget(m_downsample_texture.get()); g_gpu_device->SetRenderTarget(m_downsample_texture.get()); g_gpu_device->SetPipeline(m_downsample_first_pass_pipeline.get()); g_gpu_device->SetTextureSampler(0, source, g_gpu_device->GetNearestSampler()); g_gpu_device->SetViewportAndScissor(0, 0, ds_width, ds_height); g_gpu_device->PushUniformBuffer(uniforms, sizeof(uniforms)); g_gpu_device->Draw(3, 0); RestoreDeviceContext(); SetDisplayTexture(m_downsample_texture.get(), m_display_depth_buffer, 0, 0, ds_width, ds_height); } void GPU_HW::DrawRendererStats() { if (ImGui::CollapsingHeader("Renderer Statistics", ImGuiTreeNodeFlags_DefaultOpen)) { static const ImVec4 active_color{1.0f, 1.0f, 1.0f, 1.0f}; static const ImVec4 inactive_color{0.4f, 0.4f, 0.4f, 1.0f}; ImGui::Columns(2); ImGui::SetColumnWidth(0, 200.0f * Host::GetOSDScale()); ImGui::TextUnformatted("Resolution Scale:"); ImGui::NextColumn(); ImGui::Text("%u (VRAM %ux%u)", m_resolution_scale, VRAM_WIDTH * m_resolution_scale, VRAM_HEIGHT * m_resolution_scale); ImGui::NextColumn(); ImGui::TextUnformatted("Effective Display Resolution:"); ImGui::NextColumn(); ImGui::Text("%ux%u", m_crtc_state.display_vram_width * m_resolution_scale, m_crtc_state.display_vram_height * m_resolution_scale); ImGui::NextColumn(); ImGui::TextUnformatted("True Color:"); ImGui::NextColumn(); ImGui::TextColored(m_true_color ? active_color : inactive_color, m_true_color ? "Enabled" : "Disabled"); ImGui::NextColumn(); const bool debanding = (g_settings.gpu_true_color && g_settings.gpu_debanding); ImGui::TextUnformatted("Debanding:"); ImGui::NextColumn(); ImGui::TextColored(debanding ? active_color : inactive_color, debanding ? "Enabled" : "Disabled"); ImGui::NextColumn(); const bool scaled_dithering = (m_resolution_scale > 1 && g_settings.gpu_scaled_dithering); ImGui::TextUnformatted("Scaled Dithering:"); ImGui::NextColumn(); ImGui::TextColored(scaled_dithering ? active_color : inactive_color, scaled_dithering ? "Enabled" : "Disabled"); ImGui::NextColumn(); ImGui::TextUnformatted("Texture Filtering:"); ImGui::NextColumn(); ImGui::TextColored((m_texture_filtering != GPUTextureFilter::Nearest) ? active_color : inactive_color, "%s", Settings::GetTextureFilterDisplayName(m_texture_filtering)); ImGui::NextColumn(); ImGui::TextUnformatted("PGXP:"); ImGui::NextColumn(); ImGui::TextColored(g_settings.gpu_pgxp_enable ? active_color : inactive_color, "Geom"); ImGui::SameLine(); ImGui::TextColored((g_settings.gpu_pgxp_enable && g_settings.gpu_pgxp_culling) ? active_color : inactive_color, "Cull"); ImGui::SameLine(); ImGui::TextColored( (g_settings.gpu_pgxp_enable && g_settings.gpu_pgxp_texture_correction) ? active_color : inactive_color, "Tex"); ImGui::SameLine(); ImGui::TextColored((g_settings.gpu_pgxp_enable && g_settings.gpu_pgxp_vertex_cache) ? active_color : inactive_color, "Cache"); ImGui::NextColumn(); ImGui::Columns(1); } } std::unique_ptr GPU::CreateHardwareRenderer() { std::unique_ptr gpu(std::make_unique()); if (!gpu->Initialize()) return nullptr; return gpu; }