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d10d09ccc1
Some widescreen hacks (see below) properly force anamorphic output, but don't make the last projection in a frame 16:9, so Dolphin doesn't display it correctly. This changes the heuristic code to assume a frame is anamorphic based on the total number of vertex flushes in 4:3 and 16:9 projections that frame. It also adds a bit of "aspect ratio inertia" by making it harder to switch aspect ratios, which takes care of aspect ratio flickering that some games / widescreen hacks would be susceptible with the new logic. I've tested this on SSX Tricky's native anamorphic support, Tom Clancy's Splinter Cell (it stayed in 4:3 the whole time), and on the following widescreen hacks for which the heuristic doesn't currently work: Paper Mario: The Thousand-Year Door (Gecko widescreen code from Nintendont) C202F310 00000003 3DC08042 3DE03FD8 91EEF6D8 4E800020 60000000 00000000 04199598 4E800020 C200F500 00000004 3DE08082 3DC0402B 61CE12A2 91CFA1BC 60000000 387D015C 60000000 00000000 C200F508 00000004 3DE08082 3DC04063 61CEE8D3 91CFA1BC 60000000 7FC3F378 60000000 00000000 The Simpsons: Hit & Run (AR widescreen code from the wiki) 04004600 C002A604 04004604 C09F0014 04004608 FC002040 0400460C 4082000C 04004610 C002A608 04004614 EC630032 04004618 48220508 04041A5C 38600001 04224344 C002A60C 04224B1C 4BDDFAE4 044786B0 3FAAAAAB 04479F28 3FA33333
387 lines
13 KiB
C++
387 lines
13 KiB
C++
// Copyright 2010 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "VideoCommon/VertexManagerBase.h"
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#include <cmath>
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#include <memory>
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#include "Common/BitSet.h"
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#include "Common/ChunkFile.h"
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#include "Common/CommonTypes.h"
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#include "Common/Logging/Log.h"
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#include "Core/ConfigManager.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/DataReader.h"
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#include "VideoCommon/Debugger.h"
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#include "VideoCommon/GeometryShaderManager.h"
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#include "VideoCommon/IndexGenerator.h"
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#include "VideoCommon/NativeVertexFormat.h"
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#include "VideoCommon/OpcodeDecoding.h"
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#include "VideoCommon/PerfQueryBase.h"
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#include "VideoCommon/PixelShaderManager.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/TextureCacheBase.h"
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#include "VideoCommon/VertexLoaderManager.h"
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#include "VideoCommon/VertexShaderManager.h"
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#include "VideoCommon/VideoBackendBase.h"
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#include "VideoCommon/VideoConfig.h"
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#include "VideoCommon/XFMemory.h"
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std::unique_ptr<VertexManagerBase> g_vertex_manager;
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static const PrimitiveType primitive_from_gx[8] = {
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PRIMITIVE_TRIANGLES, // GX_DRAW_QUADS
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PRIMITIVE_TRIANGLES, // GX_DRAW_QUADS_2
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PRIMITIVE_TRIANGLES, // GX_DRAW_TRIANGLES
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PRIMITIVE_TRIANGLES, // GX_DRAW_TRIANGLE_STRIP
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PRIMITIVE_TRIANGLES, // GX_DRAW_TRIANGLE_FAN
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PRIMITIVE_LINES, // GX_DRAW_LINES
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PRIMITIVE_LINES, // GX_DRAW_LINE_STRIP
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PRIMITIVE_POINTS, // GX_DRAW_POINTS
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};
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// Due to the BT.601 standard which the GameCube is based on being a compromise
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// between PAL and NTSC, neither standard gets square pixels. They are each off
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// by ~9% in opposite directions.
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// Just in case any game decides to take this into account, we do both these
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// tests with a large amount of slop.
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static bool AspectIs4_3(float width, float height)
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{
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float aspect = fabsf(width / height);
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return fabsf(aspect - 4.0f / 3.0f) < 4.0f / 3.0f * 0.11; // within 11% of 4:3
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}
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static bool AspectIs16_9(float width, float height)
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{
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float aspect = fabsf(width / height);
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return fabsf(aspect - 16.0f / 9.0f) < 16.0f / 9.0f * 0.11; // within 11% of 16:9
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}
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VertexManagerBase::VertexManagerBase()
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{
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}
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VertexManagerBase::~VertexManagerBase()
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{
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}
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u32 VertexManagerBase::GetRemainingSize() const
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{
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return static_cast<u32>(m_end_buffer_pointer - m_cur_buffer_pointer);
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}
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DataReader VertexManagerBase::PrepareForAdditionalData(int primitive, u32 count, u32 stride,
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bool cullall)
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{
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// The SSE vertex loader can write up to 4 bytes past the end
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u32 const needed_vertex_bytes = count * stride + 4;
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// We can't merge different kinds of primitives, so we have to flush here
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if (m_current_primitive_type != primitive_from_gx[primitive])
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Flush();
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m_current_primitive_type = primitive_from_gx[primitive];
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// Check for size in buffer, if the buffer gets full, call Flush()
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if (!m_is_flushed &&
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(count > IndexGenerator::GetRemainingIndices() || count > GetRemainingIndices(primitive) ||
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needed_vertex_bytes > GetRemainingSize()))
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{
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Flush();
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if (count > IndexGenerator::GetRemainingIndices())
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ERROR_LOG(VIDEO, "Too little remaining index values. Use 32-bit or reset them on flush.");
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if (count > GetRemainingIndices(primitive))
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ERROR_LOG(VIDEO, "VertexManager: Buffer not large enough for all indices! "
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"Increase MAXIBUFFERSIZE or we need primitive breaking after all.");
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if (needed_vertex_bytes > GetRemainingSize())
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ERROR_LOG(VIDEO, "VertexManager: Buffer not large enough for all vertices! "
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"Increase MAXVBUFFERSIZE or we need primitive breaking after all.");
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}
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m_cull_all = cullall;
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// need to alloc new buffer
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if (m_is_flushed)
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{
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g_vertex_manager->ResetBuffer(stride);
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m_is_flushed = false;
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}
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return DataReader(m_cur_buffer_pointer, m_end_buffer_pointer);
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}
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void VertexManagerBase::FlushData(u32 count, u32 stride)
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{
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m_cur_buffer_pointer += count * stride;
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}
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u32 VertexManagerBase::GetRemainingIndices(int primitive)
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{
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u32 index_len = MAXIBUFFERSIZE - IndexGenerator::GetIndexLen();
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if (g_Config.backend_info.bSupportsPrimitiveRestart)
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{
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switch (primitive)
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{
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case OpcodeDecoder::GX_DRAW_QUADS:
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case OpcodeDecoder::GX_DRAW_QUADS_2:
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return index_len / 5 * 4;
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case OpcodeDecoder::GX_DRAW_TRIANGLES:
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return index_len / 4 * 3;
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case OpcodeDecoder::GX_DRAW_TRIANGLE_STRIP:
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return index_len / 1 - 1;
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case OpcodeDecoder::GX_DRAW_TRIANGLE_FAN:
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return index_len / 6 * 4 + 1;
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case OpcodeDecoder::GX_DRAW_LINES:
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return index_len;
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case OpcodeDecoder::GX_DRAW_LINE_STRIP:
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return index_len / 2 + 1;
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case OpcodeDecoder::GX_DRAW_POINTS:
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return index_len;
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default:
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return 0;
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}
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}
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else
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{
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switch (primitive)
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{
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case OpcodeDecoder::GX_DRAW_QUADS:
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case OpcodeDecoder::GX_DRAW_QUADS_2:
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return index_len / 6 * 4;
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case OpcodeDecoder::GX_DRAW_TRIANGLES:
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return index_len;
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case OpcodeDecoder::GX_DRAW_TRIANGLE_STRIP:
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return index_len / 3 + 2;
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case OpcodeDecoder::GX_DRAW_TRIANGLE_FAN:
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return index_len / 3 + 2;
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case OpcodeDecoder::GX_DRAW_LINES:
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return index_len;
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case OpcodeDecoder::GX_DRAW_LINE_STRIP:
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return index_len / 2 + 1;
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case OpcodeDecoder::GX_DRAW_POINTS:
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return index_len;
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default:
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return 0;
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}
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}
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}
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std::pair<size_t, size_t> VertexManagerBase::ResetFlushAspectRatioCount()
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{
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std::pair<size_t, size_t> val = std::make_pair(m_flush_count_4_3, m_flush_count_anamorphic);
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m_flush_count_4_3 = 0;
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m_flush_count_anamorphic = 0;
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return val;
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}
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void VertexManagerBase::Flush()
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{
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if (m_is_flushed)
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return;
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// loading a state will invalidate BP, so check for it
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g_video_backend->CheckInvalidState();
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#if defined(_DEBUG) || defined(DEBUGFAST)
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PRIM_LOG("frame%d:\n texgen=%d, numchan=%d, dualtex=%d, ztex=%d, cole=%d, alpe=%d, ze=%d",
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g_ActiveConfig.iSaveTargetId, xfmem.numTexGen.numTexGens, xfmem.numChan.numColorChans,
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xfmem.dualTexTrans.enabled, bpmem.ztex2.op, (int)bpmem.blendmode.colorupdate,
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(int)bpmem.blendmode.alphaupdate, (int)bpmem.zmode.updateenable);
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for (unsigned int i = 0; i < xfmem.numChan.numColorChans; ++i)
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{
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LitChannel* ch = &xfmem.color[i];
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PRIM_LOG("colchan%d: matsrc=%d, light=0x%x, ambsrc=%d, diffunc=%d, attfunc=%d", i,
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ch->matsource, ch->GetFullLightMask(), ch->ambsource, ch->diffusefunc, ch->attnfunc);
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ch = &xfmem.alpha[i];
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PRIM_LOG("alpchan%d: matsrc=%d, light=0x%x, ambsrc=%d, diffunc=%d, attfunc=%d", i,
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ch->matsource, ch->GetFullLightMask(), ch->ambsource, ch->diffusefunc, ch->attnfunc);
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}
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for (unsigned int i = 0; i < xfmem.numTexGen.numTexGens; ++i)
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{
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TexMtxInfo tinfo = xfmem.texMtxInfo[i];
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if (tinfo.texgentype != XF_TEXGEN_EMBOSS_MAP)
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tinfo.hex &= 0x7ff;
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if (tinfo.texgentype != XF_TEXGEN_REGULAR)
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tinfo.projection = 0;
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PRIM_LOG("txgen%d: proj=%d, input=%d, gentype=%d, srcrow=%d, embsrc=%d, emblght=%d, "
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"postmtx=%d, postnorm=%d",
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i, tinfo.projection, tinfo.inputform, tinfo.texgentype, tinfo.sourcerow,
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tinfo.embosssourceshift, tinfo.embosslightshift, xfmem.postMtxInfo[i].index,
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xfmem.postMtxInfo[i].normalize);
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}
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PRIM_LOG("pixel: tev=%d, ind=%d, texgen=%d, dstalpha=%d, alphatest=0x%x",
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(int)bpmem.genMode.numtevstages + 1, (int)bpmem.genMode.numindstages,
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(int)bpmem.genMode.numtexgens, (u32)bpmem.dstalpha.enable,
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(bpmem.alpha_test.hex >> 16) & 0xff);
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#endif
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// If the primitave is marked CullAll. All we need to do is update the vertex constants and
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// calculate the zfreeze refrence slope
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if (!m_cull_all)
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{
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BitSet32 usedtextures;
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for (u32 i = 0; i < bpmem.genMode.numtevstages + 1u; ++i)
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if (bpmem.tevorders[i / 2].getEnable(i & 1))
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usedtextures[bpmem.tevorders[i / 2].getTexMap(i & 1)] = true;
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if (bpmem.genMode.numindstages > 0)
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for (unsigned int i = 0; i < bpmem.genMode.numtevstages + 1u; ++i)
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if (bpmem.tevind[i].IsActive() && bpmem.tevind[i].bt < bpmem.genMode.numindstages)
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usedtextures[bpmem.tevindref.getTexMap(bpmem.tevind[i].bt)] = true;
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g_texture_cache->UnbindTextures();
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for (unsigned int i : usedtextures)
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{
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const auto* tentry = g_texture_cache->Load(i);
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if (tentry)
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{
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g_renderer->SetSamplerState(i & 3, i >> 2, tentry->is_custom_tex);
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PixelShaderManager::SetTexDims(i, tentry->native_width, tentry->native_height);
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}
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else
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{
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ERROR_LOG(VIDEO, "error loading texture");
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}
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}
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g_texture_cache->BindTextures();
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}
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// set global vertex constants
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VertexShaderManager::SetConstants();
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// Track some stats used elsewhere by the anamorphic widescreen heuristic.
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if (!SConfig::GetInstance().bWii)
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{
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float* rawProjection = xfmem.projection.rawProjection;
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bool viewport_is_4_3 = AspectIs4_3(xfmem.viewport.wd, xfmem.viewport.ht);
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if (AspectIs16_9(rawProjection[2], rawProjection[0]) && viewport_is_4_3)
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{
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// Projection is 16:9 and viewport is 4:3, we are rendering an anamorphic
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// widescreen picture.
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m_flush_count_anamorphic++;
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}
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else if (AspectIs4_3(rawProjection[2], rawProjection[0]) && viewport_is_4_3)
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{
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// Projection and viewports are both 4:3, we are rendering a normal image.
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m_flush_count_4_3++;
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}
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}
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// Calculate ZSlope for zfreeze
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if (!bpmem.genMode.zfreeze)
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{
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// Must be done after VertexShaderManager::SetConstants()
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CalculateZSlope(VertexLoaderManager::GetCurrentVertexFormat());
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}
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else if (m_zslope.dirty && !m_cull_all) // or apply any dirty ZSlopes
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{
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PixelShaderManager::SetZSlope(m_zslope.dfdx, m_zslope.dfdy, m_zslope.f0);
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m_zslope.dirty = false;
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}
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if (!m_cull_all)
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{
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// set the rest of the global constants
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GeometryShaderManager::SetConstants();
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PixelShaderManager::SetConstants();
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if (PerfQueryBase::ShouldEmulate())
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g_perf_query->EnableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP);
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g_vertex_manager->vFlush();
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if (PerfQueryBase::ShouldEmulate())
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g_perf_query->DisableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP);
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}
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GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
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if (xfmem.numTexGen.numTexGens != bpmem.genMode.numtexgens)
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ERROR_LOG(VIDEO,
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"xf.numtexgens (%d) does not match bp.numtexgens (%d). Error in command stream.",
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xfmem.numTexGen.numTexGens, bpmem.genMode.numtexgens.Value());
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m_is_flushed = true;
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m_cull_all = false;
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}
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void VertexManagerBase::DoState(PointerWrap& p)
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{
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p.Do(m_zslope);
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g_vertex_manager->vDoState(p);
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}
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void VertexManagerBase::CalculateZSlope(NativeVertexFormat* format)
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{
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float out[12];
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float viewOffset[2] = {xfmem.viewport.xOrig - bpmem.scissorOffset.x * 2,
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xfmem.viewport.yOrig - bpmem.scissorOffset.y * 2};
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if (m_current_primitive_type != PRIMITIVE_TRIANGLES)
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return;
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// Global matrix ID.
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u32 mtxIdx = g_main_cp_state.matrix_index_a.PosNormalMtxIdx;
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const PortableVertexDeclaration vert_decl = format->GetVertexDeclaration();
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// Make sure the buffer contains at least 3 vertices.
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if ((m_cur_buffer_pointer - m_base_buffer_pointer) < (vert_decl.stride * 3))
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return;
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// Lookup vertices of the last rendered triangle and software-transform them
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// This allows us to determine the depth slope, which will be used if z-freeze
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// is enabled in the following flush.
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for (unsigned int i = 0; i < 3; ++i)
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{
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// If this vertex format has per-vertex position matrix IDs, look it up.
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if (vert_decl.posmtx.enable)
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mtxIdx = VertexLoaderManager::position_matrix_index[3 - i];
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if (vert_decl.position.components == 2)
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VertexLoaderManager::position_cache[2 - i][2] = 0;
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VertexShaderManager::TransformToClipSpace(&VertexLoaderManager::position_cache[2 - i][0],
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&out[i * 4], mtxIdx);
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// Transform to Screenspace
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float inv_w = 1.0f / out[3 + i * 4];
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out[0 + i * 4] = out[0 + i * 4] * inv_w * xfmem.viewport.wd + viewOffset[0];
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out[1 + i * 4] = out[1 + i * 4] * inv_w * xfmem.viewport.ht + viewOffset[1];
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out[2 + i * 4] = out[2 + i * 4] * inv_w * xfmem.viewport.zRange + xfmem.viewport.farZ;
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}
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float dx31 = out[8] - out[0];
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float dx12 = out[0] - out[4];
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float dy12 = out[1] - out[5];
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float dy31 = out[9] - out[1];
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float DF31 = out[10] - out[2];
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float DF21 = out[6] - out[2];
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float a = DF31 * -dy12 - DF21 * dy31;
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float b = dx31 * DF21 + dx12 * DF31;
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float c = -dx12 * dy31 - dx31 * -dy12;
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// Sometimes we process de-generate triangles. Stop any divide by zeros
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if (c == 0)
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return;
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m_zslope.dfdx = -a / c;
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m_zslope.dfdy = -b / c;
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m_zslope.f0 = out[2] - (out[0] * m_zslope.dfdx + out[1] * m_zslope.dfdy);
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m_zslope.dirty = true;
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}
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