duckstation/src/core/gpu_sw.cpp
Stenzek e0a9bbe600
PostProcessing: Move into GPU presenter
Means that the renderer can be changed without reloading shaders,
and speeds up config change detection.
2025-01-18 22:59:48 +10:00

447 lines
14 KiB
C++

// SPDX-FileCopyrightText: 2019-2024 Connor McLaughlin <stenzek@gmail.com>
// SPDX-License-Identifier: CC-BY-NC-ND-4.0
#include "gpu_sw.h"
#include "gpu.h"
#include "gpu_presenter.h"
#include "gpu_sw_rasterizer.h"
#include "settings.h"
#include "system_private.h"
#include "util/gpu_device.h"
#include "util/state_wrapper.h"
#include "common/align.h"
#include "common/assert.h"
#include "common/gsvector_formatter.h"
#include "common/intrin.h"
#include "common/log.h"
#include <algorithm>
LOG_CHANNEL(GPU);
GPU_SW::GPU_SW(GPUPresenter& presenter) : GPUBackend(presenter)
{
}
GPU_SW::~GPU_SW() = default;
u32 GPU_SW::GetResolutionScale() const
{
return 1u;
}
bool GPU_SW::Initialize(bool upload_vram, Error* error)
{
if (!GPUBackend::Initialize(upload_vram, error))
return false;
static constexpr const std::array formats_for_16bit = {GPUTexture::Format::RGB5A1, GPUTexture::Format::A1BGR5,
GPUTexture::Format::RGB565, GPUTexture::Format::RGBA8};
for (const GPUTexture::Format format : formats_for_16bit)
{
if (g_gpu_device->SupportsTextureFormat(format))
{
m_16bit_display_format = format;
break;
}
}
// RGBA8 will always be supported, hence we'll find one.
INFO_LOG("Using {} format for 16-bit display", GPUTexture::GetFormatName(m_16bit_display_format));
Assert(m_16bit_display_format != GPUTexture::Format::Unknown);
// if we're using "new" vram, clear it out here
if (!upload_vram)
std::memset(g_vram, 0, sizeof(g_vram));
return true;
}
void GPU_SW::ClearVRAM()
{
std::memset(g_vram, 0, sizeof(g_vram));
std::memset(g_gpu_clut, 0, sizeof(g_gpu_clut));
}
bool GPU_SW::UpdateResolutionScale(Error* error)
{
return true;
}
void GPU_SW::LoadState(const GPUBackendLoadStateCommand* cmd)
{
std::memcpy(g_vram, cmd->vram_data, sizeof(g_vram));
std::memcpy(g_gpu_clut, cmd->clut_data, sizeof(g_gpu_clut));
}
bool GPU_SW::AllocateMemorySaveState(System::MemorySaveState& mss, Error* error)
{
mss.gpu_state_data.resize(sizeof(g_vram) + sizeof(g_gpu_clut));
return true;
}
void GPU_SW::DoMemoryState(StateWrapper& sw, System::MemorySaveState& mss)
{
sw.DoBytes(g_vram, sizeof(g_vram));
sw.DoBytes(g_gpu_clut, sizeof(g_gpu_clut));
DebugAssert(!sw.HasError());
}
void GPU_SW::ReadVRAM(u32 x, u32 y, u32 width, u32 height)
{
}
void GPU_SW::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color, bool interlaced_rendering, u8 active_line_lsb)
{
GPU_SW_Rasterizer::FillVRAM(x, y, width, height, color, interlaced_rendering, active_line_lsb);
}
void GPU_SW::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data, bool set_mask, bool check_mask)
{
GPU_SW_Rasterizer::WriteVRAM(x, y, width, height, data, set_mask, check_mask);
}
void GPU_SW::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height, bool set_mask, bool check_mask)
{
GPU_SW_Rasterizer::CopyVRAM(src_x, src_y, dst_x, dst_y, width, height, set_mask, check_mask);
}
void GPU_SW::DrawPolygon(const GPUBackendDrawPolygonCommand* cmd)
{
const GPU_SW_Rasterizer::DrawTriangleFunction DrawFunction = GPU_SW_Rasterizer::GetDrawTriangleFunction(
cmd->shading_enable, cmd->texture_enable, cmd->raw_texture_enable, cmd->transparency_enable);
DrawFunction(cmd, &cmd->vertices[0], &cmd->vertices[1], &cmd->vertices[2]);
if (cmd->num_vertices > 3)
DrawFunction(cmd, &cmd->vertices[2], &cmd->vertices[1], &cmd->vertices[3]);
}
void GPU_SW::DrawPrecisePolygon(const GPUBackendDrawPrecisePolygonCommand* cmd)
{
const GPU_SW_Rasterizer::DrawTriangleFunction DrawFunction = GPU_SW_Rasterizer::GetDrawTriangleFunction(
cmd->shading_enable, cmd->texture_enable, cmd->raw_texture_enable, cmd->transparency_enable);
// Need to cut out the irrelevant bits.
// TODO: In _theory_ we could use the fixed-point parts here.
GPUBackendDrawPolygonCommand::Vertex vertices[4];
for (u32 i = 0; i < cmd->num_vertices; i++)
{
const GPUBackendDrawPrecisePolygonCommand::Vertex& src = cmd->vertices[i];
vertices[i] = GPUBackendDrawPolygonCommand::Vertex{
.x = src.native_x, .y = src.native_y, .color = src.color, .texcoord = src.texcoord};
}
DrawFunction(cmd, &vertices[0], &vertices[1], &vertices[2]);
if (cmd->num_vertices > 3)
DrawFunction(cmd, &vertices[2], &vertices[1], &vertices[3]);
}
void GPU_SW::DrawSprite(const GPUBackendDrawRectangleCommand* cmd)
{
// Sprites coordinates are truncated in the GPU class, so it's safe to cull them here.
// Probably wrong, but if we ever change it, this should be removed.
const GSVector2i pos = GSVector2i::load<true>(&cmd->x);
const GSVector2i size = GSVector2i::load<true>(&cmd->width).u16to32();
const GSVector4i rect = GSVector4i::xyxy(pos, pos.add32(size));
const GSVector4i clamped_rect = m_clamped_drawing_area.rintersect(rect);
if (clamped_rect.rempty())
{
DEBUG_LOG("Culling off-screen sprite {}", rect);
return;
}
const GPU_SW_Rasterizer::DrawRectangleFunction DrawFunction =
GPU_SW_Rasterizer::GetDrawRectangleFunction(cmd->texture_enable, cmd->raw_texture_enable, cmd->transparency_enable);
DrawFunction(cmd);
}
void GPU_SW::DrawLine(const GPUBackendDrawLineCommand* cmd)
{
const GPU_SW_Rasterizer::DrawLineFunction DrawFunction =
GPU_SW_Rasterizer::GetDrawLineFunction(cmd->shading_enable, cmd->transparency_enable);
for (u16 i = 0; i < cmd->num_vertices; i += 2)
DrawFunction(cmd, &cmd->vertices[i], &cmd->vertices[i + 1]);
}
void GPU_SW::DrawPreciseLine(const GPUBackendDrawPreciseLineCommand* cmd)
{
const GPU_SW_Rasterizer::DrawLineFunction DrawFunction =
GPU_SW_Rasterizer::GetDrawLineFunction(cmd->shading_enable, cmd->transparency_enable);
// Need to cut out the irrelevant bits.
// TODO: In _theory_ we could use the fixed-point parts here.
for (u32 i = 0; i < cmd->num_vertices; i += 2)
{
const GPUBackendDrawPreciseLineCommand::Vertex& RESTRICT start = cmd->vertices[i];
const GPUBackendDrawPreciseLineCommand::Vertex& RESTRICT end = cmd->vertices[i + 1];
const GPUBackendDrawLineCommand::Vertex vertices[2] = {
{.x = start.native_x, .y = start.native_y, .color = start.color},
{.x = end.native_x, .y = end.native_y, .color = end.color},
};
DrawFunction(cmd, &vertices[0], &vertices[1]);
}
}
void GPU_SW::DrawingAreaChanged()
{
// GPU_SW_Rasterizer::g_drawing_area set by base class.
}
void GPU_SW::ClearCache()
{
}
void GPU_SW::OnBufferSwapped()
{
}
void GPU_SW::FlushRender()
{
}
void GPU_SW::RestoreDeviceContext()
{
}
GPUTexture* GPU_SW::GetDisplayTexture(u32 width, u32 height, GPUTexture::Format format)
{
if (!m_upload_texture || m_upload_texture->GetWidth() != width || m_upload_texture->GetHeight() != height ||
m_upload_texture->GetFormat() != format)
{
m_presenter.ClearDisplayTexture();
g_gpu_device->RecycleTexture(std::move(m_upload_texture));
m_upload_texture = g_gpu_device->FetchTexture(width, height, 1, 1, 1, GPUTexture::Type::Texture, format,
GPUTexture::Flags::AllowMap, nullptr, 0);
if (!m_upload_texture) [[unlikely]]
ERROR_LOG("Failed to create {}x{} {} texture", width, height, static_cast<u32>(format));
}
return m_upload_texture.get();
}
template<GPUTexture::Format display_format>
ALWAYS_INLINE_RELEASE bool GPU_SW::CopyOut15Bit(u32 src_x, u32 src_y, u32 width, u32 height, u32 line_skip)
{
GPUTexture* texture = GetDisplayTexture(width, height, display_format);
if (!texture) [[unlikely]]
return false;
u32 dst_stride = Common::AlignUpPow2(width * texture->GetPixelSize(), 4);
u8* dst_ptr = m_upload_buffer.data();
const bool mapped = texture->Map(reinterpret_cast<void**>(&dst_ptr), &dst_stride, 0, 0, width, height);
// Fast path when not wrapping around.
if ((src_x + width) <= VRAM_WIDTH && (src_y + height) <= VRAM_HEIGHT)
{
[[maybe_unused]] constexpr u32 pixels_per_vec = 8;
[[maybe_unused]] const u32 aligned_width = Common::AlignDownPow2(width, pixels_per_vec);
const u16* src_ptr = &g_vram[src_y * VRAM_WIDTH + src_x];
const u32 src_step = VRAM_WIDTH << line_skip;
for (u32 row = 0; row < height; row++)
{
const u16* src_row_ptr = src_ptr;
u8* dst_row_ptr = dst_ptr;
u32 x = 0;
#ifdef CPU_ARCH_SIMD
for (; x < aligned_width; x += pixels_per_vec)
{
ConvertVRAMPixels<display_format>(dst_row_ptr, GSVector4i::load<false>(src_row_ptr));
src_row_ptr += pixels_per_vec;
}
#endif
for (; x < width; x++)
ConvertVRAMPixel<display_format>(dst_row_ptr, *(src_row_ptr++));
src_ptr += src_step;
dst_ptr += dst_stride;
}
}
else
{
const u32 end_x = src_x + width;
const u32 y_step = (1 << line_skip);
for (u32 row = 0; row < height; row++)
{
const u16* src_row_ptr = &g_vram[(src_y % VRAM_HEIGHT) * VRAM_WIDTH];
u8* dst_row_ptr = dst_ptr;
for (u32 col = src_x; col < end_x; col++)
ConvertVRAMPixel<display_format>(dst_row_ptr, src_row_ptr[col % VRAM_WIDTH]);
src_y += y_step;
dst_ptr += dst_stride;
}
}
if (mapped)
texture->Unmap();
else
texture->Update(0, 0, width, height, m_upload_buffer.data(), dst_stride);
return true;
}
ALWAYS_INLINE_RELEASE bool GPU_SW::CopyOut24Bit(u32 src_x, u32 src_y, u32 skip_x, u32 width, u32 height, u32 line_skip)
{
GPUTexture* texture = GetDisplayTexture(width, height, FORMAT_FOR_24BIT);
if (!texture) [[unlikely]]
return false;
u32 dst_stride = width * sizeof(u32);
u8* dst_ptr = m_upload_buffer.data();
const bool mapped = texture->Map(reinterpret_cast<void**>(&dst_ptr), &dst_stride, 0, 0, width, height);
if ((src_x + width) <= VRAM_WIDTH && (src_y + (height << line_skip)) <= VRAM_HEIGHT)
{
const u8* src_ptr = reinterpret_cast<const u8*>(&g_vram[src_y * VRAM_WIDTH + src_x]) + (skip_x * 3);
const u32 src_stride = (VRAM_WIDTH << line_skip) * sizeof(u16);
for (u32 row = 0; row < height; row++)
{
const u8* src_row_ptr = src_ptr;
u8* dst_row_ptr = reinterpret_cast<u8*>(dst_ptr);
for (u32 col = 0; col < width; col++)
{
*(dst_row_ptr++) = *(src_row_ptr++);
*(dst_row_ptr++) = *(src_row_ptr++);
*(dst_row_ptr++) = *(src_row_ptr++);
*(dst_row_ptr++) = 0xFF;
}
src_ptr += src_stride;
dst_ptr += dst_stride;
}
}
else
{
const u32 y_step = (1 << line_skip);
for (u32 row = 0; row < height; row++)
{
const u16* src_row_ptr = &g_vram[(src_y % VRAM_HEIGHT) * VRAM_WIDTH];
u32* dst_row_ptr = reinterpret_cast<u32*>(dst_ptr);
for (u32 col = 0; col < width; col++)
{
const u32 offset = (src_x + (((skip_x + col) * 3) / 2));
const u16 s0 = src_row_ptr[offset % VRAM_WIDTH];
const u16 s1 = src_row_ptr[(offset + 1) % VRAM_WIDTH];
const u8 shift = static_cast<u8>(col & 1u) * 8;
const u32 rgb = (((ZeroExtend32(s1) << 16) | ZeroExtend32(s0)) >> shift);
*(dst_row_ptr++) = rgb | 0xFF000000u;
}
src_y += y_step;
dst_ptr += dst_stride;
}
}
if (mapped)
texture->Unmap();
else
texture->Update(0, 0, width, height, m_upload_buffer.data(), dst_stride);
return true;
}
bool GPU_SW::CopyOut(u32 src_x, u32 src_y, u32 skip_x, u32 width, u32 height, u32 line_skip, bool is_24bit)
{
if (!is_24bit)
{
DebugAssert(skip_x == 0);
switch (m_16bit_display_format)
{
case GPUTexture::Format::RGB5A1:
return CopyOut15Bit<GPUTexture::Format::RGB5A1>(src_x, src_y, width, height, line_skip);
case GPUTexture::Format::A1BGR5:
return CopyOut15Bit<GPUTexture::Format::A1BGR5>(src_x, src_y, width, height, line_skip);
case GPUTexture::Format::RGB565:
return CopyOut15Bit<GPUTexture::Format::RGB565>(src_x, src_y, width, height, line_skip);
case GPUTexture::Format::RGBA8:
return CopyOut15Bit<GPUTexture::Format::RGBA8>(src_x, src_y, width, height, line_skip);
case GPUTexture::Format::BGRA8:
return CopyOut15Bit<GPUTexture::Format::BGRA8>(src_x, src_y, width, height, line_skip);
default:
UnreachableCode();
}
}
else
{
return CopyOut24Bit(src_x, src_y, skip_x, width, height, line_skip);
}
}
void GPU_SW::UpdateDisplay(const GPUBackendUpdateDisplayCommand* cmd)
{
if (!g_settings.gpu_show_vram)
{
if (cmd->display_disabled)
{
m_presenter.ClearDisplayTexture();
return;
}
const bool is_24bit = cmd->display_24bit;
const u32 field = BoolToUInt32(cmd->interlaced_display_field);
const u32 line_skip = BoolToUInt32(cmd->interlaced_display_interleaved);
const u32 src_x = is_24bit ? cmd->X : cmd->display_vram_left;
const u32 skip_x = is_24bit ? (cmd->display_vram_left - cmd->X) : 0;
const u32 src_y = cmd->display_vram_top;
const u32 width = cmd->display_vram_width;
const u32 height = cmd->display_vram_height;
GL_INS_FMT("Software scanout {}x{} from {},{} line_skip={}", width, height, src_x, src_y, line_skip);
if (cmd->interlaced_display_enabled)
{
if (CopyOut(src_x, src_y, skip_x, width, height, line_skip, is_24bit))
{
m_presenter.SetDisplayTexture(m_upload_texture.get(), 0, 0, width, height);
if (is_24bit && g_settings.display_24bit_chroma_smoothing)
{
if (m_presenter.ApplyChromaSmoothing())
m_presenter.Deinterlace(field);
}
else
{
m_presenter.Deinterlace(field);
}
}
}
else
{
if (CopyOut(src_x, src_y, skip_x, width, height, 0, is_24bit))
{
m_presenter.SetDisplayTexture(m_upload_texture.get(), 0, 0, width, height);
if (is_24bit && g_settings.display_24bit_chroma_smoothing)
m_presenter.ApplyChromaSmoothing();
}
}
}
else
{
if (CopyOut(0, 0, 0, VRAM_WIDTH, VRAM_HEIGHT, 0, false))
m_presenter.SetDisplayTexture(m_upload_texture.get(), 0, 0, VRAM_WIDTH, VRAM_HEIGHT);
}
}
std::unique_ptr<GPUBackend> GPUBackend::CreateSoftwareBackend(GPUPresenter& presenter)
{
return std::make_unique<GPU_SW>(presenter);
}