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https://github.com/dolphin-emu/dolphin.git
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5803786beb
There wasn't really a good place for it, but this will do
464 lines
15 KiB
C++
464 lines
15 KiB
C++
// Copyright 2009 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoCommon/BPFunctions.h"
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#include <algorithm>
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#include <cmath>
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#include <string_view>
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#include "Common/Assert.h"
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#include "Common/CommonTypes.h"
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#include "Common/Logging/Log.h"
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#include "VideoCommon/AbstractFramebuffer.h"
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#include "VideoCommon/AbstractGfx.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/FramebufferManager.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/RenderState.h"
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#include "VideoCommon/VertexManagerBase.h"
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#include "VideoCommon/VertexShaderManager.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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#include "VideoCommon/XFMemory.h"
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namespace BPFunctions
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{
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// ----------------------------------------------
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// State translation lookup tables
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// Reference: Yet Another GameCube Documentation
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// ----------------------------------------------
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void FlushPipeline()
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{
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g_vertex_manager->Flush();
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}
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void SetGenerationMode()
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{
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g_vertex_manager->SetRasterizationStateChanged();
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}
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int ScissorRect::GetArea() const
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{
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return rect.GetWidth() * rect.GetHeight();
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}
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int ScissorResult::GetViewportArea(const ScissorRect& rect) const
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{
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int x0 = std::clamp<int>(rect.rect.left + rect.x_off, viewport_left, viewport_right);
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int x1 = std::clamp<int>(rect.rect.right + rect.x_off, viewport_left, viewport_right);
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int y0 = std::clamp<int>(rect.rect.top + rect.y_off, viewport_top, viewport_bottom);
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int y1 = std::clamp<int>(rect.rect.bottom + rect.y_off, viewport_top, viewport_bottom);
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return (x1 - x0) * (y1 - y0);
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}
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// Compare so that a sorted collection of rectangles has the best one last, so that if they're drawn
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// in order, the best one is the one that is drawn last (and thus over the rest).
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// The exact iteration order on hardware hasn't been tested, but silly things can happen where a
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// polygon can intersect with itself; this only applies outside of the viewport region (in areas
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// that would normally be affected by clipping). No game is known to care about this.
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bool ScissorResult::IsWorse(const ScissorRect& lhs, const ScissorRect& rhs) const
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{
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// First, penalize any rect that is not in the viewport
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int lhs_area = GetViewportArea(lhs);
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int rhs_area = GetViewportArea(rhs);
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if (lhs_area != rhs_area)
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return lhs_area < rhs_area;
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// Now compare on total areas, without regard for the viewport
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return lhs.GetArea() < rhs.GetArea();
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}
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namespace
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{
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// Dynamically sized small array of ScissorRanges (used as an heap-less alternative to std::vector
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// to reduce allocation overhead)
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struct RangeList
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{
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static constexpr u32 MAX_RANGES = 9;
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u32 m_num_ranges = 0;
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std::array<ScissorRange, MAX_RANGES> m_ranges{};
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void AddRange(int offset, int start, int end)
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{
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DEBUG_ASSERT(m_num_ranges < MAX_RANGES);
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m_ranges[m_num_ranges] = ScissorRange(offset, start, end);
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m_num_ranges++;
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}
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auto begin() const { return m_ranges.begin(); }
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auto end() const { return m_ranges.begin() + m_num_ranges; }
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u32 size() { return m_num_ranges; }
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};
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static RangeList ComputeScissorRanges(int start, int end, int offset, int efb_dim)
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{
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RangeList ranges;
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for (int extra_off = -4096; extra_off <= 4096; extra_off += 1024)
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{
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int new_off = offset + extra_off;
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int new_start = std::clamp(start - new_off, 0, efb_dim);
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int new_end = std::clamp(end - new_off + 1, 0, efb_dim);
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if (new_start < new_end)
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{
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ranges.AddRange(new_off, new_start, new_end);
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}
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}
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return ranges;
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}
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} // namespace
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ScissorResult::ScissorResult(const BPMemory& bpmemory, const XFMemory& xfmemory)
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: ScissorResult(bpmemory,
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std::minmax(xfmemory.viewport.xOrig - xfmemory.viewport.wd,
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xfmemory.viewport.xOrig + xfmemory.viewport.wd),
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std::minmax(xfmemory.viewport.yOrig - xfmemory.viewport.ht,
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xfmemory.viewport.yOrig + xfmemory.viewport.ht))
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{
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}
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ScissorResult::ScissorResult(const BPMemory& bpmemory, std::pair<float, float> viewport_x,
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std::pair<float, float> viewport_y)
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: scissor_tl{.hex = bpmemory.scissorTL.hex}, scissor_br{.hex = bpmemory.scissorBR.hex},
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scissor_off{.hex = bpmemory.scissorOffset.hex}, viewport_left(viewport_x.first),
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viewport_right(viewport_x.second), viewport_top(viewport_y.first),
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viewport_bottom(viewport_y.second)
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{
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// Range is [left, right] and [top, bottom] (closed intervals)
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const int left = scissor_tl.x;
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const int right = scissor_br.x;
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const int top = scissor_tl.y;
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const int bottom = scissor_br.y;
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// When left > right or top > bottom, nothing renders (even with wrapping from the offsets)
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if (left > right || top > bottom)
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return;
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// Note that both the offsets and the coordinates have 342 added to them internally by GX
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// functions (for the offsets, this is before they are divided by 2/right shifted). This code
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// could undo both sets of offsets, but it doesn't need to since they cancel out when subtracting
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// (and those offsets actually matter for the left > right and top > bottom checks).
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const int x_off = scissor_off.x << 1;
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const int y_off = scissor_off.y << 1;
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RangeList x_ranges = ComputeScissorRanges(left, right, x_off, EFB_WIDTH);
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RangeList y_ranges = ComputeScissorRanges(top, bottom, y_off, EFB_HEIGHT);
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m_result.reserve(x_ranges.size() * y_ranges.size());
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// Now we need to form actual rectangles from the x and y ranges,
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// which is a simple Cartesian product of x_ranges_clamped and y_ranges_clamped.
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// Each rectangle is also a Cartesian product of x_range and y_range, with
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// the rectangles being half-open (of the form [x0, x1) X [y0, y1)).
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for (const auto& x_range : x_ranges)
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{
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DEBUG_ASSERT(x_range.start < x_range.end);
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DEBUG_ASSERT(static_cast<u32>(x_range.end) <= EFB_WIDTH);
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for (const auto& y_range : y_ranges)
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{
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DEBUG_ASSERT(y_range.start < y_range.end);
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DEBUG_ASSERT(static_cast<u32>(y_range.end) <= EFB_HEIGHT);
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m_result.emplace_back(x_range, y_range);
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}
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}
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auto cmp = [&](const ScissorRect& lhs, const ScissorRect& rhs) { return IsWorse(lhs, rhs); };
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std::sort(m_result.begin(), m_result.end(), cmp);
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}
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ScissorRect ScissorResult::Best() const
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{
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// For now, simply choose the best rectangle (see ScissorResult::IsWorse).
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// This does mean we calculate all rectangles and only choose one, which is not optimal, but this
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// is called infrequently. Eventually, all backends will support multiple scissor rects.
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if (!m_result.empty())
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{
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return m_result.back();
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}
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else
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{
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// But if we have no rectangles, use a bogus one that's out of bounds.
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// Ideally, all backends will support multiple scissor rects, in which case this won't be
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// needed.
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return ScissorRect(ScissorRange{0, 1000, 1001}, ScissorRange{0, 1000, 1001});
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}
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}
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ScissorResult ComputeScissorRects()
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{
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return ScissorResult{bpmem, xfmem};
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}
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void SetScissorAndViewport()
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{
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auto native_rc = ComputeScissorRects().Best();
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auto target_rc = g_framebuffer_manager->ConvertEFBRectangle(native_rc.rect);
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auto converted_rc = g_gfx->ConvertFramebufferRectangle(target_rc, g_gfx->GetCurrentFramebuffer());
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g_gfx->SetScissorRect(converted_rc);
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float raw_x = (xfmem.viewport.xOrig - native_rc.x_off) - xfmem.viewport.wd;
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float raw_y = (xfmem.viewport.yOrig - native_rc.y_off) + xfmem.viewport.ht;
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float raw_width = 2.0f * xfmem.viewport.wd;
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float raw_height = -2.0f * xfmem.viewport.ht;
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if (g_ActiveConfig.UseVertexRounding())
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{
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// Round the viewport to match full 1x IR pixels as well.
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// This eliminates a line in the archery mode in Wii Sports Resort at 3x IR and higher.
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raw_x = std::round(raw_x);
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raw_y = std::round(raw_y);
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raw_width = std::round(raw_width);
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raw_height = std::round(raw_height);
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}
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float x = g_framebuffer_manager->EFBToScaledXf(raw_x);
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float y = g_framebuffer_manager->EFBToScaledYf(raw_y);
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float width = g_framebuffer_manager->EFBToScaledXf(raw_width);
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float height = g_framebuffer_manager->EFBToScaledYf(raw_height);
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float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
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float max_depth = xfmem.viewport.farZ / 16777216.0f;
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if (width < 0.f)
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{
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x += width;
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width *= -1;
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}
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if (height < 0.f)
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{
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y += height;
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height *= -1;
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}
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// The maximum depth that is written to the depth buffer should never exceed this value.
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// This is necessary because we use a 2^24 divisor for all our depth values to prevent
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// floating-point round-trip errors. However the console GPU doesn't ever write a value
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// to the depth buffer that exceeds 2^24 - 1.
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constexpr float GX_MAX_DEPTH = 16777215.0f / 16777216.0f;
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if (!g_ActiveConfig.backend_info.bSupportsDepthClamp)
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{
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// There's no way to support oversized depth ranges in this situation. Let's just clamp the
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// range to the maximum value supported by the console GPU and hope for the best.
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min_depth = std::clamp(min_depth, 0.0f, GX_MAX_DEPTH);
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max_depth = std::clamp(max_depth, 0.0f, GX_MAX_DEPTH);
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}
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if (VertexShaderManager::UseVertexDepthRange())
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{
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// We need to ensure depth values are clamped the maximum value supported by the console GPU.
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// Taking into account whether the depth range is inverted or not.
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if (xfmem.viewport.zRange < 0.0f && g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
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{
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min_depth = GX_MAX_DEPTH;
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max_depth = 0.0f;
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}
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else
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{
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min_depth = 0.0f;
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max_depth = GX_MAX_DEPTH;
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}
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}
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float near_depth, far_depth;
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if (g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
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{
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// Set the reversed depth range.
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near_depth = max_depth;
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far_depth = min_depth;
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}
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else
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{
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// We use an inverted depth range here to apply the Reverse Z trick.
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// This trick makes sure we match the precision provided by the 1:0
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// clipping depth range on the hardware.
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near_depth = 1.0f - max_depth;
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far_depth = 1.0f - min_depth;
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}
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// Lower-left flip.
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if (g_ActiveConfig.backend_info.bUsesLowerLeftOrigin)
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y = static_cast<float>(g_gfx->GetCurrentFramebuffer()->GetHeight()) - y - height;
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g_gfx->SetViewport(x, y, width, height, near_depth, far_depth);
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}
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void SetDepthMode()
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{
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g_vertex_manager->SetDepthStateChanged();
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}
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void SetBlendMode()
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{
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g_vertex_manager->SetBlendingStateChanged();
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}
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/* Explanation of the magic behind ClearScreen:
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There's numerous possible formats for the pixel data in the EFB.
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However, in the HW accelerated backends we're always using RGBA8
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for the EFB format, which causes some problems:
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- We're using an alpha channel although the game doesn't
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- If the actual EFB format is RGBA6_Z24 or R5G6B5_Z16, we are using more bits per channel than the
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native HW
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To properly emulate the above points, we're doing the following:
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(1)
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- disable alpha channel writing of any kind of rendering if the actual EFB format doesn't use an
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alpha channel
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- NOTE: Always make sure that the EFB has been cleared to an alpha value of 0xFF in this case!
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- Same for color channels, these need to be cleared to 0x00 though.
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(2)
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- convert the RGBA8 color to RGBA6/RGB8/RGB565 and convert it to RGBA8 again
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- convert the Z24 depth value to Z16 and back to Z24
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*/
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void ClearScreen(const MathUtil::Rectangle<int>& rc)
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{
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bool colorEnable = (bpmem.blendmode.colorupdate != 0);
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bool alphaEnable = (bpmem.blendmode.alphaupdate != 0);
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bool zEnable = (bpmem.zmode.updateenable != 0);
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auto pixel_format = bpmem.zcontrol.pixel_format;
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// (1): Disable unused color channels
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if (pixel_format == PixelFormat::RGB8_Z24 || pixel_format == PixelFormat::RGB565_Z16 ||
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pixel_format == PixelFormat::Z24)
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{
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alphaEnable = false;
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}
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if (colorEnable || alphaEnable || zEnable)
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{
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u32 color = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
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u32 z = bpmem.clearZValue;
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// (2) drop additional accuracy
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if (pixel_format == PixelFormat::RGBA6_Z24)
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{
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color = RGBA8ToRGBA6ToRGBA8(color);
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}
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else if (pixel_format == PixelFormat::RGB565_Z16)
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{
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color = RGBA8ToRGB565ToRGBA8(color);
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z = Z24ToZ16ToZ24(z);
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}
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g_framebuffer_manager->ClearEFB(rc, colorEnable, alphaEnable, zEnable, color, z);
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}
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}
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void OnPixelFormatChange()
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{
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// TODO : Check for Z compression format change
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// When using 16bit Z, the game may enable a special compression format which we might need to
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// handle. Only a few games like RS2 and RS3 even use z compression but it looks like they
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// always use ZFAR when using 16bit Z (on top of linear 24bit Z)
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// Besides, we currently don't even emulate 16bit depth and force it to 24bit.
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/*
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* When changing the EFB format, the pixel data won't get converted to the new format but stays
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* the same.
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* Since we are always using an RGBA8 buffer though, this causes issues in some games.
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* Thus, we reinterpret the old EFB data with the new format here.
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*/
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if (!g_ActiveConfig.bEFBEmulateFormatChanges)
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return;
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const auto old_format = g_framebuffer_manager->GetPrevPixelFormat();
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const auto new_format = bpmem.zcontrol.pixel_format;
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g_framebuffer_manager->StorePixelFormat(new_format);
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DEBUG_LOG_FMT(VIDEO, "pixelfmt: pixel={}, zc={}", new_format, bpmem.zcontrol.zformat);
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// no need to reinterpret pixel data in these cases
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if (new_format == old_format || old_format == PixelFormat::INVALID_FMT)
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return;
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// Check for pixel format changes
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switch (old_format)
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{
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case PixelFormat::RGB8_Z24:
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case PixelFormat::Z24:
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{
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// Z24 and RGB8_Z24 are treated equal, so just return in this case
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if (new_format == PixelFormat::RGB8_Z24 || new_format == PixelFormat::Z24)
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return;
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if (new_format == PixelFormat::RGBA6_Z24)
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{
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g_renderer->ReinterpretPixelData(EFBReinterpretType::RGB8ToRGBA6);
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return;
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}
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else if (new_format == PixelFormat::RGB565_Z16)
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{
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g_renderer->ReinterpretPixelData(EFBReinterpretType::RGB8ToRGB565);
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return;
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}
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}
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break;
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case PixelFormat::RGBA6_Z24:
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{
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if (new_format == PixelFormat::RGB8_Z24 || new_format == PixelFormat::Z24)
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{
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g_renderer->ReinterpretPixelData(EFBReinterpretType::RGBA6ToRGB8);
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return;
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}
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else if (new_format == PixelFormat::RGB565_Z16)
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{
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g_renderer->ReinterpretPixelData(EFBReinterpretType::RGBA6ToRGB565);
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return;
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}
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}
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break;
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case PixelFormat::RGB565_Z16:
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{
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if (new_format == PixelFormat::RGB8_Z24 || new_format == PixelFormat::Z24)
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{
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g_renderer->ReinterpretPixelData(EFBReinterpretType::RGB565ToRGB8);
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return;
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}
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else if (new_format == PixelFormat::RGBA6_Z24)
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{
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g_renderer->ReinterpretPixelData(EFBReinterpretType::RGB565ToRGBA6);
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return;
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}
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}
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break;
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default:
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break;
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}
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ERROR_LOG_FMT(VIDEO, "Unhandled EFB format change: {} to {}", old_format, new_format);
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}
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void SetInterlacingMode(const BPCmd& bp)
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{
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// TODO
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switch (bp.address)
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{
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case BPMEM_FIELDMODE:
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{
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// SDK always sets bpmem.lineptwidth.lineaspect via BPMEM_LINEPTWIDTH
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// just before this cmd
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DEBUG_LOG_FMT(VIDEO, "BPMEM_FIELDMODE texLOD:{} lineaspect:{}", bpmem.fieldmode.texLOD,
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bpmem.lineptwidth.adjust_for_aspect_ratio);
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}
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break;
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case BPMEM_FIELDMASK:
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{
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// Determines if fields will be written to EFB (always computed)
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DEBUG_LOG_FMT(VIDEO, "BPMEM_FIELDMASK even:{} odd:{}", bpmem.fieldmask.even,
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bpmem.fieldmask.odd);
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}
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break;
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default:
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|
ERROR_LOG_FMT(VIDEO, "SetInterlacingMode default");
|
|
break;
|
|
}
|
|
}
|
|
}; // namespace BPFunctions
|