// SPDX-FileCopyrightText: 2019-2024 Connor McLaughlin // SPDX-License-Identifier: CC-BY-NC-ND-4.0 #pragma once #include "gpu.h" #include "gpu_hw_texture_cache.h" #include "util/gpu_device.h" #include "common/dimensional_array.h" #include "common/gsvector.h" #include #include #include class Error; class GPU_SW_Backend; struct GPUBackendCommand; struct GPUBackendDrawCommand; class GPU_HW final : public GPU { public: enum class BatchRenderMode : u8 { TransparencyDisabled, TransparentAndOpaque, OnlyOpaque, OnlyTransparent, ShaderBlend, MaxCount, }; enum class BatchTextureMode : u8 { Palette4Bit, Palette8Bit, Direct16Bit, PageTexture, Disabled, SpritePalette4Bit, SpritePalette8Bit, SpriteDirect16Bit, MaxCount, SpriteStart = SpritePalette4Bit, }; static_assert(static_cast(BatchTextureMode::Palette4Bit) == static_cast(GPUTextureMode::Palette4Bit) && static_cast(BatchTextureMode::Palette8Bit) == static_cast(GPUTextureMode::Palette8Bit) && static_cast(BatchTextureMode::Direct16Bit) == static_cast(GPUTextureMode::Direct16Bit)); static constexpr GSVector4i VRAM_SIZE_RECT = GSVector4i::cxpr(0, 0, VRAM_WIDTH, VRAM_HEIGHT); static constexpr GSVector4i INVALID_RECT = GSVector4i::cxpr(std::numeric_limits::max(), std::numeric_limits::max(), std::numeric_limits::min(), std::numeric_limits::min()); GPU_HW(); ~GPU_HW() override; const Threading::Thread* GetSWThread() const override; bool IsHardwareRenderer() const override; bool Initialize(Error* error) override; void Reset(bool clear_vram) override; bool DoState(StateWrapper& sw, GPUTexture** host_texture, bool update_display) override; void RestoreDeviceContext() override; void UpdateSettings(const Settings& old_settings) override; u32 GetResolutionScale() const override; void UpdateResolutionScale() override; void UpdateDisplay() override; private: enum : u32 { MAX_BATCH_VERTEX_COUNTER_IDS = 65536 - 2, MAX_VERTICES_FOR_RECTANGLE = 6 * (((MAX_PRIMITIVE_WIDTH + (TEXTURE_PAGE_WIDTH - 1)) / TEXTURE_PAGE_WIDTH) + 1u) * (((MAX_PRIMITIVE_HEIGHT + (TEXTURE_PAGE_HEIGHT - 1)) / TEXTURE_PAGE_HEIGHT) + 1u), NUM_TEXTURE_MODES = static_cast(BatchTextureMode::MaxCount), }; enum : u8 { TEXPAGE_DIRTY_DRAWN_RECT = (1 << 0), TEXPAGE_DIRTY_WRITTEN_RECT = (1 << 1), TEXPAGE_DIRTY_PAGE_RECT = (1 << 2), TEXPAGE_DIRTY_ONLY_UV_RECT = (1 << 3), }; static_assert(GPUDevice::MIN_TEXEL_BUFFER_ELEMENTS >= (VRAM_WIDTH * VRAM_HEIGHT)); struct BatchVertex { float x; float y; float z; float w; u32 color; u32 texpage; u16 u; // 16-bit texcoords are needed for 256 extent rectangles u16 v; u32 uv_limits; void Set(float x_, float y_, float z_, float w_, u32 color_, u32 texpage_, u16 packed_texcoord, u32 uv_limits_); void Set(float x_, float y_, float z_, float w_, u32 color_, u32 texpage_, u16 u_, u16 v_, u32 uv_limits_); static u32 PackUVLimits(u32 min_u, u32 max_u, u32 min_v, u32 max_v); void SetUVLimits(u32 min_u, u32 max_u, u32 min_v, u32 max_v); }; struct alignas(4) BatchConfig { BatchTextureMode texture_mode = BatchTextureMode::Disabled; GPUTransparencyMode transparency_mode = GPUTransparencyMode::Disabled; bool dithering = false; bool interlacing = false; bool set_mask_while_drawing = false; bool check_mask_before_draw = false; bool use_depth_buffer = false; bool sprite_mode = false; GPUTextureCache::SourceKey texture_cache_key = {}; // Returns the render mode for this batch. BatchRenderMode GetRenderMode() const; }; struct alignas(VECTOR_ALIGNMENT) BatchUBOData { u32 u_texture_window[4]; // and_x, and_y, or_x, or_y float u_src_alpha_factor; float u_dst_alpha_factor; u32 u_interlaced_displayed_field; u32 u_set_mask_while_drawing; float u_resolution_scale; float u_rcp_resolution_scale; float u_resolution_scale_minus_one; GPUTextureWindow u_texture_window_bits; // not actually used on GPU }; struct RendererStats { u32 num_batches; u32 num_vram_read_texture_updates; u32 num_uniform_buffer_updates; }; /// Returns true if a depth buffer should be created. GPUTexture::Format GetDepthBufferFormat() const; bool CreateBuffers(); void ClearFramebuffer(); void DestroyBuffers(); bool CompileCommonShaders(Error* error); bool CompilePipelines(Error* error); bool CompileResolutionDependentPipelines(Error* error); bool CompileDownsamplePipelines(Error* error); void LoadVertices(); void PrintSettingsToLog(); void CheckSettings(); void UpdateVRAMReadTexture(bool drawn, bool written); void UpdateDepthBufferFromMaskBit(); void CopyAndClearDepthBuffer(); void ClearDepthBuffer(); void SetScissor(); void SetVRAMRenderTarget(); void DeactivateROV(); void MapGPUBuffer(u32 required_vertices, u32 required_indices); void UnmapGPUBuffer(u32 used_vertices, u32 used_indices); void DrawBatchVertices(BatchRenderMode render_mode, u32 num_indices, u32 base_index, u32 base_vertex, const GPUTextureCache::Source* texture); u32 CalculateResolutionScale() const; GPUDownsampleMode GetDownsampleMode(u32 resolution_scale) const; bool IsUsingMultisampling() const; bool IsUsingDownsampling() const; void SetFullVRAMDirtyRectangle(); void ClearVRAMDirtyRectangle(); void AddWrittenRectangle(const GSVector4i rect); void AddDrawnRectangle(const GSVector4i rect); void AddUnclampedDrawnRectangle(const GSVector4i rect); void SetTexPageChangedOnOverlap(const GSVector4i update_rect); void CheckForTexPageOverlap(GSVector4i uv_rect); bool ShouldCheckForTexPageOverlap() const; bool IsFlushed() const; void EnsureVertexBufferSpace(u32 required_vertices, u32 required_indices); void EnsureVertexBufferSpaceForCurrentCommand(); void ResetBatchVertexDepth(); /// Returns the value to be written to the depth buffer for the current operation for mask bit emulation. float GetCurrentNormalizedVertexDepth() const; /// Returns if the draw needs to be broken into opaque/transparent passes. bool NeedsTwoPassRendering() const; /// Returns true if the draw is going to use shader blending/framebuffer fetch. bool NeedsShaderBlending(GPUTransparencyMode transparency, BatchTextureMode texture, bool check_mask) const; void FillBackendCommandParameters(GPUBackendCommand* cmd) const; void FillDrawCommand(GPUBackendDrawCommand* cmd, GPURenderCommand rc) const; void UpdateSoftwareRenderer(bool copy_vram_from_hw); void FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color) override; void ReadVRAM(u32 x, u32 y, u32 width, u32 height) override; void UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data, bool set_mask, bool check_mask) override; void CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height) override; void DispatchRenderCommand() override; void UpdateCLUT(GPUTexturePaletteReg reg, bool clut_is_8bit) override; void FlushRender() override; void DrawRendererStats() override; void OnBufferSwapped() override; void UpdateVRAMOnGPU(u32 x, u32 y, u32 width, u32 height, const void* data, u32 data_pitch, bool set_mask, bool check_mask, const GSVector4i bounds); bool BlitVRAMReplacementTexture(const GPUTextureCache::TextureReplacementImage* tex, u32 dst_x, u32 dst_y, u32 width, u32 height); /// Expands a line into two triangles. void DrawLine(const GSVector4 bounds, u32 col0, u32 col1, float depth); /// Handles quads with flipped texture coordinate directions. void HandleFlippedQuadTextureCoordinates(BatchVertex* vertices); bool IsPossibleSpritePolygon(const BatchVertex* vertices) const; bool ExpandLineTriangles(BatchVertex* vertices); /// Computes polygon U/V boundaries, and for overlap with the current texture page. void ComputePolygonUVLimits(BatchVertex* vertices, u32 num_vertices); /// Sets the depth test flag for PGXP depth buffering. void SetBatchDepthBuffer(bool enabled); void CheckForDepthClear(const BatchVertex* vertices, u32 num_vertices); void SetBatchSpriteMode(bool enabled); void UpdateDownsamplingLevels(); void DownsampleFramebuffer(); void DownsampleFramebufferAdaptive(GPUTexture* source, u32 left, u32 top, u32 width, u32 height); void DownsampleFramebufferBoxFilter(GPUTexture* source, u32 left, u32 top, u32 width, u32 height); std::unique_ptr m_vram_texture; std::unique_ptr m_vram_depth_texture; std::unique_ptr m_vram_depth_copy_texture; std::unique_ptr m_vram_read_texture; std::unique_ptr m_vram_readback_texture; std::unique_ptr m_vram_readback_download_texture; std::unique_ptr m_vram_replacement_texture; std::unique_ptr m_vram_upload_buffer; std::unique_ptr m_vram_write_texture; std::unique_ptr m_sw_renderer; BatchVertex* m_batch_vertex_ptr = nullptr; u16* m_batch_index_ptr = nullptr; u32 m_batch_base_vertex = 0; u32 m_batch_base_index = 0; u16 m_batch_vertex_count = 0; u16 m_batch_index_count = 0; u16 m_batch_vertex_space = 0; u16 m_batch_index_space = 0; s32 m_current_depth = 0; float m_last_depth_z = 1.0f; u8 m_resolution_scale = 1; u8 m_multisamples = 1; GPUTextureFilter m_texture_filtering = GPUTextureFilter::Nearest; GPUTextureFilter m_sprite_texture_filtering = GPUTextureFilter::Nearest; GPULineDetectMode m_line_detect_mode = GPULineDetectMode::Disabled; GPUDownsampleMode m_downsample_mode = GPUDownsampleMode::Disabled; GPUWireframeMode m_wireframe_mode = GPUWireframeMode::Disabled; bool m_supports_dual_source_blend : 1 = false; bool m_supports_framebuffer_fetch : 1 = false; bool m_true_color : 1 = true; bool m_pgxp_depth_buffer : 1 = false; bool m_clamp_uvs : 1 = false; bool m_compute_uv_range : 1 = false; bool m_allow_sprite_mode : 1 = false; bool m_allow_shader_blend : 1 = false; bool m_prefer_shader_blend : 1 = false; bool m_use_rov_for_shader_blend : 1 = false; bool m_write_mask_as_depth : 1 = false; bool m_depth_was_copied : 1 = false; bool m_texture_window_active : 1 = false; bool m_rov_active : 1 = false; bool m_use_texture_cache : 1 = false; bool m_texture_dumping : 1 = false; u8 m_texpage_dirty = 0; bool m_batch_ubo_dirty = true; BatchConfig m_batch; // Changed state BatchUBOData m_batch_ubo_data = {}; // Bounding box of VRAM area that the GPU has drawn into. GSVector4i m_vram_dirty_draw_rect = INVALID_RECT; GSVector4i m_vram_dirty_write_rect = INVALID_RECT; // TODO: Don't use in TC mode, should be kept at zero. GSVector4i m_current_uv_rect = INVALID_RECT; GSVector4i m_current_draw_rect = INVALID_RECT; alignas(8) s32 m_current_texture_page_offset[2] = {}; std::unique_ptr m_wireframe_pipeline; // [wrapped][interlaced] DimensionalArray, 2, 2> m_vram_fill_pipelines{}; // [depth_test] std::array, 2> m_vram_write_pipelines{}; std::array, 2> m_vram_copy_pipelines{}; std::unique_ptr m_vram_readback_pipeline; std::unique_ptr m_vram_update_depth_pipeline; std::unique_ptr m_vram_write_replacement_pipeline; std::array, 3> m_vram_extract_pipeline; // [24bit, 2=depth] std::unique_ptr m_vram_extract_texture; std::unique_ptr m_vram_extract_depth_texture; std::unique_ptr m_copy_depth_pipeline; std::unique_ptr m_downsample_texture; std::unique_ptr m_downsample_pass_pipeline; std::unique_ptr m_downsample_blur_pipeline; std::unique_ptr m_downsample_composite_pipeline; std::unique_ptr m_downsample_lod_sampler; std::unique_ptr m_downsample_composite_sampler; u32 m_downsample_scale_or_levels = 0; // [depth_test][transparency_mode][render_mode][texture_mode][dithering][interlacing][check_mask] DimensionalArray, 2, 2, 2, NUM_TEXTURE_MODES, 5, 5, 2> m_batch_pipelines{}; // common shaders std::unique_ptr m_fullscreen_quad_vertex_shader; };