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@ -14,9 +14,9 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices)
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case Primitive::Polygon:
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{
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// if we're drawing quads, we need to create a degenerate triangle to restart the triangle strip
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bool restart_strip = (rc.quad_polygon && !m_batch_vertices.empty());
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bool restart_strip = (rc.quad_polygon && !m_batch.vertices.empty());
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if (restart_strip)
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m_batch_vertices.push_back(m_batch_vertices.back());
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m_batch.vertices.push_back(m_batch.vertices.back());
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const u32 first_color = rc.color_for_first_vertex;
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const bool shaded = rc.shading_enable;
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@ -39,10 +39,10 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices)
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hw_vert.padding = 0;
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m_batch_vertices.push_back(hw_vert);
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m_batch.vertices.push_back(hw_vert);
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if (restart_strip)
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{
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m_batch_vertices.push_back(m_batch_vertices.back());
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m_batch.vertices.push_back(m_batch.vertices.back());
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restart_strip = false;
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}
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}
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@ -52,9 +52,9 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices)
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case Primitive::Rectangle:
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{
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// if we're drawing quads, we need to create a degenerate triangle to restart the triangle strip
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const bool restart_strip = !m_batch_vertices.empty();
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const bool restart_strip = !m_batch.vertices.empty();
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if (restart_strip)
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m_batch_vertices.push_back(m_batch_vertices.back());
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m_batch.vertices.push_back(m_batch.vertices.back());
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u32 buffer_pos = 1;
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const bool textured = rc.texture_enable;
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@ -92,12 +92,12 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices)
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const u8 tex_right = static_cast<u8>(tex_left + (rectangle_width - 1));
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const u8 tex_bottom = static_cast<u8>(tex_top + (rectangle_height - 1));
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m_batch_vertices.push_back(HWVertex{pos_left, pos_top, color, HWVertex::EncodeTexcoord(tex_left, tex_top)});
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m_batch.vertices.push_back(HWVertex{pos_left, pos_top, color, HWVertex::EncodeTexcoord(tex_left, tex_top)});
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if (restart_strip)
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m_batch_vertices.push_back(m_batch_vertices.back());
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m_batch_vertices.push_back(HWVertex{pos_right, pos_top, color, HWVertex::EncodeTexcoord(tex_right, tex_top)});
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m_batch_vertices.push_back(HWVertex{pos_left, pos_bottom, color, HWVertex::EncodeTexcoord(tex_left, tex_bottom)});
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m_batch_vertices.push_back(
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m_batch.vertices.push_back(m_batch.vertices.back());
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m_batch.vertices.push_back(HWVertex{pos_right, pos_top, color, HWVertex::EncodeTexcoord(tex_right, tex_top)});
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m_batch.vertices.push_back(HWVertex{pos_left, pos_bottom, color, HWVertex::EncodeTexcoord(tex_left, tex_bottom)});
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m_batch.vertices.push_back(
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HWVertex{pos_right, pos_bottom, color, HWVertex::EncodeTexcoord(tex_right, tex_bottom)});
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}
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break;
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@ -108,14 +108,6 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices)
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}
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}
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void GPU_HW::CalcViewport(int* x, int* y, int* width, int* height)
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{
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*x = m_drawing_offset.x;
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*y = m_drawing_offset.y;
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*width = std::max(static_cast<int>(VRAM_WIDTH - m_drawing_offset.x), 1);
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*height = std::max(static_cast<int>(VRAM_HEIGHT - m_drawing_offset.y), 1);
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}
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void GPU_HW::CalcScissorRect(int* left, int* top, int* right, int* bottom)
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{
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*left = m_drawing_area.top_left_x;
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@ -188,11 +180,13 @@ out vec4 v_col0;
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out vec2 v_tex0;
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#endif
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uniform ivec2 u_pos_offset;
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void main()
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{
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// 0..+1023 -> -1..1
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float pos_x = (float(a_pos.x) / 512.0) - 1.0;
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float pos_y = (float(a_pos.y) / -256.0) + 1.0;
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float pos_x = (float(a_pos.x + u_pos_offset.x) / 512.0) - 1.0;
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float pos_y = (float(a_pos.y + u_pos_offset.y) / -256.0) + 1.0;
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gl_Position = vec4(pos_x, pos_y, 0.0, 1.0);
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v_col0 = a_col0;
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@ -229,7 +223,7 @@ void main()
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discard;
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#if BLENDING
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o_col0 = v_col0 * texcol;
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o_col0 = vec4((ivec4(v_col0 * 255.0) * ivec4(texcol * 255.0)) >> 7) / 255.0;
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#else
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o_col0 = texcol;
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#endif
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@ -339,6 +333,16 @@ void main()
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void GPU_HW::UpdateTexturePageTexture() {}
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GPU_HW::HWRenderBatch::Primitive GPU_HW::GetPrimitiveForCommand(RenderCommand rc)
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{
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if (rc.primitive == Primitive::Line)
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return HWRenderBatch::Primitive::Lines;
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else if ((rc.primitive == Primitive::Polygon && rc.quad_polygon) || rc.primitive == Primitive::Rectangle)
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return HWRenderBatch::Primitive::TriangleStrip;
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else
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return HWRenderBatch::Primitive::Triangles;
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}
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void GPU_HW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices)
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{
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if (rc.texture_enable)
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@ -349,16 +353,16 @@ void GPU_HW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices)
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case Primitive::Polygon:
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{
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if (rc.shading_enable)
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m_texture_config.SetFromPolygonTexcoord(m_GP0_command[2], m_GP0_command[5]);
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m_render_state.SetFromPolygonTexcoord(m_GP0_command[2], m_GP0_command[5]);
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else
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m_texture_config.SetFromPolygonTexcoord(m_GP0_command[2], m_GP0_command[4]);
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m_render_state.SetFromPolygonTexcoord(m_GP0_command[2], m_GP0_command[4]);
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}
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break;
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case Primitive::Rectangle:
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{
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m_texture_config.SetFromRectangleTexcoord(m_GP0_command[2]);
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m_texture_config.SetFromPageAttribute(Truncate16(m_GPUSTAT.bits));
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m_render_state.SetFromRectangleTexcoord(m_GP0_command[2]);
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m_render_state.SetFromPageAttribute(Truncate16(m_GPUSTAT.bits));
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}
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break;
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@ -366,25 +370,43 @@ void GPU_HW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices)
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break;
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}
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if (m_texture_config.IsPageChanged())
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if (m_render_state.IsChanged())
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{
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if (!m_batch_vertices.empty())
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if (m_render_state.IsTextureChanged())
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{
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if (!IsFlushed())
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FlushRender();
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UpdateTexturePageTexture();
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m_render_state.ClearTextureChangedFlag();
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}
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if (m_batch.transparency_enable && m_render_state.IsTransparencyModeChanged() && !IsFlushed())
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FlushRender();
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UpdateTexturePageTexture();
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m_texture_config.ClearPageChangedFlag();
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m_batch.transparency_mode = m_render_state.transparency_mode;
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m_render_state.ClearTransparencyModeChangedFlag();
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}
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}
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// extract state
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const bool rc_texture_enable = rc.texture_enable;
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const bool rc_texture_blend_enable = !rc.texture_blend_disable;
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const HWRenderBatch::Primitive rc_primitive = GetPrimitiveForCommand(rc);
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// flush when the command changes
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if (!m_batch_vertices.empty())
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if (!m_batch.vertices.empty())
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{
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// including the degenerate triangles for strips
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const u32 max_added_vertices = num_vertices + 2;
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if ((m_batch_vertices.size() + max_added_vertices) >= MAX_BATCH_VERTEX_COUNT || m_batch_command.bits != rc.bits)
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const bool params_changed =
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(m_batch.texture_enable != rc_texture_enable || m_batch.texture_blending_enable != rc_texture_blend_enable ||
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m_batch.primitive != rc_primitive);
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if ((m_batch.vertices.size() + max_added_vertices) >= MAX_BATCH_VERTEX_COUNT || params_changed)
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FlushRender();
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}
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m_batch_command = rc;
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m_batch.texture_enable = rc_texture_enable;
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m_batch.texture_blending_enable = rc_texture_blend_enable;
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m_batch.primitive = rc_primitive;
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LoadVertices(rc, num_vertices);
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}
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