add hires rendering to the compute shader renderer

This commit is contained in:
RSDuck
2023-04-17 00:07:47 +02:00
parent ea719ff4a4
commit 60a3fe24ed
3 changed files with 331 additions and 230 deletions

View File

@ -52,6 +52,13 @@ bool ComputeRenderer::CompileShader(GLuint& shader, const char* source, const st
shaderName += define;
shaderName += ',';
}
shaderSource += "#define ScreenWidth ";
shaderSource += std::to_string(ScreenWidth);
shaderSource += "\n#define ScreenHeight ";
shaderSource += std::to_string(ScreenHeight);
shaderSource += "\n#define MaxWorkTiles ";
shaderSource += std::to_string(MaxWorkTiles);
shaderSource += ComputeRendererShaders::Common;
shaderSource += source;
@ -65,8 +72,8 @@ void blah(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,con
bool ComputeRenderer::Init()
{
glDebugMessageCallback(blah, NULL);
glEnable(GL_DEBUG_OUTPUT);
//glDebugMessageCallback(blah, NULL);
//glEnable(GL_DEBUG_OUTPUT);
glGenBuffers(1, &YSpanSetupMemory);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, YSpanSetupMemory);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(SpanSetupY)*MaxYSpanSetups, nullptr, GL_DYNAMIC_DRAW);
@ -75,72 +82,22 @@ bool ComputeRenderer::Init()
glBindBuffer(GL_SHADER_STORAGE_BUFFER, RenderPolygonMemory);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(RenderPolygon)*2048, nullptr, GL_DYNAMIC_DRAW);
glGenBuffers(1, &TileMemory);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, TileMemory);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(Tiles), nullptr, GL_DYNAMIC_DRAW);
glGenBuffers(1, &XSpanSetupMemory);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, XSpanSetupMemory);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(SpanSetupX)*MaxYSpanIndices, nullptr, GL_DYNAMIC_DRAW);
glGenBuffers(1, &BinResultMemory);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, BinResultMemory);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(BinResult), nullptr, GL_DYNAMIC_DRAW);
glGenBuffers(1, &FinalTileMemory);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, FinalTileMemory);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(FinalTiles), nullptr, GL_DYNAMIC_DRAW);
glGenBuffers(1, &YSpanIndicesTextureMemory);
glBindBuffer(GL_TEXTURE_BUFFER, YSpanIndicesTextureMemory);
glBufferData(GL_TEXTURE_BUFFER, MaxYSpanIndices*2*4, nullptr, GL_DYNAMIC_DRAW);
glGenBuffers(1, &TileMemory);
glGenTextures(1, &YSpanIndicesTexture);
glBindTexture(GL_TEXTURE_BUFFER, YSpanIndicesTexture);
glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA16UI, YSpanIndicesTextureMemory);
glGenTextures(1, &Framebuffer);
glBindTexture(GL_TEXTURE_2D, Framebuffer);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 256, 192);
glGenTextures(1, &LowResFramebuffer);
glBindTexture(GL_TEXTURE_2D, LowResFramebuffer);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8UI, 256, 192);
glGenBuffers(1, &MetaUniformMemory);
glBindBuffer(GL_UNIFORM_BUFFER, MetaUniformMemory);
glBufferData(GL_UNIFORM_BUFFER, sizeof(MetaUniform), nullptr, GL_DYNAMIC_DRAW);
CompileShader(ShaderInterpXSpans[0], ComputeRendererShaders::InterpSpans, {"InterpSpans", "ZBuffer"});
CompileShader(ShaderInterpXSpans[1], ComputeRendererShaders::InterpSpans, {"InterpSpans", "WBuffer"});
CompileShader(ShaderBinCombined, ComputeRendererShaders::BinCombined, {"BinCombined"});
CompileShader(ShaderDepthBlend[0], ComputeRendererShaders::DepthBlend, {"DepthBlend", "ZBuffer"});
CompileShader(ShaderDepthBlend[1], ComputeRendererShaders::DepthBlend, {"DepthBlend", "WBuffer"});
CompileShader(ShaderRasteriseNoTexture[0], ComputeRendererShaders::Rasterise, {"Rasterise", "ZBuffer", "NoTexture"});
CompileShader(ShaderRasteriseNoTexture[1], ComputeRendererShaders::Rasterise, {"Rasterise", "WBuffer", "NoTexture"});
CompileShader(ShaderRasteriseNoTextureToon[0], ComputeRendererShaders::Rasterise, {"Rasterise", "ZBuffer", "NoTexture", "Toon"});
CompileShader(ShaderRasteriseNoTextureToon[1], ComputeRendererShaders::Rasterise, {"Rasterise", "WBuffer", "NoTexture", "Toon"});
CompileShader(ShaderRasteriseNoTextureHighlight[0], ComputeRendererShaders::Rasterise, {"Rasterise", "ZBuffer", "NoTexture", "Highlight"});
CompileShader(ShaderRasteriseNoTextureHighlight[1], ComputeRendererShaders::Rasterise, {"Rasterise", "WBuffer", "NoTexture", "Highlight"});
CompileShader(ShaderRasteriseUseTextureDecal[0], ComputeRendererShaders::Rasterise, {"Rasterise", "ZBuffer", "UseTexture", "Decal"});
CompileShader(ShaderRasteriseUseTextureDecal[1], ComputeRendererShaders::Rasterise, {"Rasterise", "WBuffer", "UseTexture", "Decal"});
CompileShader(ShaderRasteriseUseTextureModulate[0], ComputeRendererShaders::Rasterise, {"Rasterise", "ZBuffer", "UseTexture", "Modulate"});
CompileShader(ShaderRasteriseUseTextureModulate[1], ComputeRendererShaders::Rasterise, {"Rasterise", "WBuffer", "UseTexture", "Modulate"});
CompileShader(ShaderRasteriseUseTextureToon[0], ComputeRendererShaders::Rasterise, {"Rasterise", "ZBuffer", "UseTexture", "Toon"});
CompileShader(ShaderRasteriseUseTextureToon[1], ComputeRendererShaders::Rasterise, {"Rasterise", "WBuffer", "UseTexture", "Toon"});
CompileShader(ShaderRasteriseUseTextureHighlight[0], ComputeRendererShaders::Rasterise, {"Rasterise", "ZBuffer", "UseTexture", "Highlight"});
CompileShader(ShaderRasteriseUseTextureHighlight[1], ComputeRendererShaders::Rasterise, {"Rasterise", "WBuffer", "UseTexture", "Highlight"});
CompileShader(ShaderRasteriseShadowMask[0], ComputeRendererShaders::Rasterise, {"Rasterise", "ZBuffer", "ShadowMask"});
CompileShader(ShaderRasteriseShadowMask[1], ComputeRendererShaders::Rasterise, {"Rasterise", "WBuffer", "ShadowMask"});
CompileShader(ShaderClearCoarseBinMask, ComputeRendererShaders::ClearCoarseBinMask, {"ClearCoarseBinMask"});
CompileShader(ShaderClearIndirectWorkCount, ComputeRendererShaders::ClearIndirectWorkCount, {"ClearIndirectWorkCount"});
CompileShader(ShaderCalculateWorkListOffset, ComputeRendererShaders::CalcOffsets, {"CalculateWorkOffsets"});
CompileShader(ShaderSortWork, ComputeRendererShaders::SortWork, {"SortWork"});
CompileShader(ShaderFinalPass[0], ComputeRendererShaders::FinalPass, {"FinalPass"});
CompileShader(ShaderFinalPass[1], ComputeRendererShaders::FinalPass, {"FinalPass", "EdgeMarking"});
CompileShader(ShaderFinalPass[2], ComputeRendererShaders::FinalPass, {"FinalPass", "Fog"});
CompileShader(ShaderFinalPass[3], ComputeRendererShaders::FinalPass, {"FinalPass", "EdgeMarking", "Fog"});
CompileShader(ShaderFinalPass[4], ComputeRendererShaders::FinalPass, {"FinalPass", "AntiAliasing"});
CompileShader(ShaderFinalPass[5], ComputeRendererShaders::FinalPass, {"FinalPass", "AntiAliasing", "EdgeMarking"});
CompileShader(ShaderFinalPass[6], ComputeRendererShaders::FinalPass, {"FinalPass", "AntiAliasing", "Fog"});
CompileShader(ShaderFinalPass[7], ComputeRendererShaders::FinalPass, {"FinalPass", "AntiAliasing", "EdgeMarking", "Fog"});
glGenSamplers(9, Samplers);
for (u32 j = 0; j < 3; j++)
{
@ -176,6 +133,12 @@ void ComputeRenderer::DeInit()
glDeleteTextures(1, &Framebuffer);
glDeleteBuffers(1, &MetaUniformMemory);
glDeleteSamplers(9, Samplers);
glDeleteBuffers(1, &PixelBuffer);
}
void ComputeRenderer::DeleteShaders()
{
std::initializer_list<GLuint> allPrograms =
{
ShaderInterpXSpans[0],
@ -214,9 +177,6 @@ void ComputeRenderer::DeInit()
};
for (GLuint program : allPrograms)
glDeleteProgram(program);
glDeleteSamplers(9, Samplers);
glDeleteBuffers(1, &PixelBuffer);
}
void ComputeRenderer::ResetTexcache()
@ -241,7 +201,85 @@ void ComputeRenderer::Reset()
void ComputeRenderer::SetRenderSettings(GPU::RenderSettings& settings)
{
if (ScaleFactor != -1)
{
DeleteShaders();
}
ScaleFactor = settings.GL_ScaleFactor;
ScreenWidth = 256 * ScaleFactor;
ScreenHeight = 192 * ScaleFactor;
TilesPerLine = ScreenWidth/TileSize;
TileLines = ScreenHeight/TileSize;
MaxWorkTiles = TilesPerLine*TileLines*8;
glBindBuffer(GL_SHADER_STORAGE_BUFFER, TileMemory);
glBufferData(GL_SHADER_STORAGE_BUFFER, 4*3*TileSize*TileSize*MaxWorkTiles, nullptr, GL_DYNAMIC_DRAW);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, FinalTileMemory);
glBufferData(GL_SHADER_STORAGE_BUFFER, 4*3*2*ScreenWidth*ScreenHeight, nullptr, GL_DYNAMIC_DRAW);
int binResultSize = sizeof(BinResultHeader)
+ MaxWorkTiles*2*4 // UnsortedWorkDescs
+ MaxWorkTiles*2*4 // SortedWork
+ TilesPerLine*TileLines*CoarseBinStride*4 // BinnedMaskCoarse
+ TilesPerLine*TileLines*BinStride*4 // BinnedMask
+ TilesPerLine*TileLines*BinStride*4; // WorkOffsets
glBindBuffer(GL_SHADER_STORAGE_BUFFER, BinResultMemory);
glBufferData(GL_SHADER_STORAGE_BUFFER, binResultSize, nullptr, GL_DYNAMIC_DRAW);
glBindTexture(GL_TEXTURE_2D, Framebuffer);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, ScreenWidth, ScreenHeight);
// eh those are pretty bad guesses
// though real hw shouldn't be eable to render all 2048 polygons on every line either
int maxYSpanIndices = 64*2048 * ScaleFactor;
YSpanIndices.resize(maxYSpanIndices);
glBindBuffer(GL_TEXTURE_BUFFER, YSpanIndicesTextureMemory);
glBufferData(GL_TEXTURE_BUFFER, maxYSpanIndices*2*4, nullptr, GL_DYNAMIC_DRAW);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, XSpanSetupMemory);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(SpanSetupX)*maxYSpanIndices, nullptr, GL_DYNAMIC_DRAW);
glBindTexture(GL_TEXTURE_BUFFER, YSpanIndicesTexture);
glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA16UI, YSpanIndicesTextureMemory);
CompileShader(ShaderInterpXSpans[0], ComputeRendererShaders::InterpSpans, {"InterpSpans", "ZBuffer"});
CompileShader(ShaderInterpXSpans[1], ComputeRendererShaders::InterpSpans, {"InterpSpans", "WBuffer"});
CompileShader(ShaderBinCombined, ComputeRendererShaders::BinCombined, {"BinCombined"});
CompileShader(ShaderDepthBlend[0], ComputeRendererShaders::DepthBlend, {"DepthBlend", "ZBuffer"});
CompileShader(ShaderDepthBlend[1], ComputeRendererShaders::DepthBlend, {"DepthBlend", "WBuffer"});
CompileShader(ShaderRasteriseNoTexture[0], ComputeRendererShaders::Rasterise, {"Rasterise", "ZBuffer", "NoTexture"});
CompileShader(ShaderRasteriseNoTexture[1], ComputeRendererShaders::Rasterise, {"Rasterise", "WBuffer", "NoTexture"});
CompileShader(ShaderRasteriseNoTextureToon[0], ComputeRendererShaders::Rasterise, {"Rasterise", "ZBuffer", "NoTexture", "Toon"});
CompileShader(ShaderRasteriseNoTextureToon[1], ComputeRendererShaders::Rasterise, {"Rasterise", "WBuffer", "NoTexture", "Toon"});
CompileShader(ShaderRasteriseNoTextureHighlight[0], ComputeRendererShaders::Rasterise, {"Rasterise", "ZBuffer", "NoTexture", "Highlight"});
CompileShader(ShaderRasteriseNoTextureHighlight[1], ComputeRendererShaders::Rasterise, {"Rasterise", "WBuffer", "NoTexture", "Highlight"});
CompileShader(ShaderRasteriseUseTextureDecal[0], ComputeRendererShaders::Rasterise, {"Rasterise", "ZBuffer", "UseTexture", "Decal"});
CompileShader(ShaderRasteriseUseTextureDecal[1], ComputeRendererShaders::Rasterise, {"Rasterise", "WBuffer", "UseTexture", "Decal"});
CompileShader(ShaderRasteriseUseTextureModulate[0], ComputeRendererShaders::Rasterise, {"Rasterise", "ZBuffer", "UseTexture", "Modulate"});
CompileShader(ShaderRasteriseUseTextureModulate[1], ComputeRendererShaders::Rasterise, {"Rasterise", "WBuffer", "UseTexture", "Modulate"});
CompileShader(ShaderRasteriseUseTextureToon[0], ComputeRendererShaders::Rasterise, {"Rasterise", "ZBuffer", "UseTexture", "Toon"});
CompileShader(ShaderRasteriseUseTextureToon[1], ComputeRendererShaders::Rasterise, {"Rasterise", "WBuffer", "UseTexture", "Toon"});
CompileShader(ShaderRasteriseUseTextureHighlight[0], ComputeRendererShaders::Rasterise, {"Rasterise", "ZBuffer", "UseTexture", "Highlight"});
CompileShader(ShaderRasteriseUseTextureHighlight[1], ComputeRendererShaders::Rasterise, {"Rasterise", "WBuffer", "UseTexture", "Highlight"});
CompileShader(ShaderRasteriseShadowMask[0], ComputeRendererShaders::Rasterise, {"Rasterise", "ZBuffer", "ShadowMask"});
CompileShader(ShaderRasteriseShadowMask[1], ComputeRendererShaders::Rasterise, {"Rasterise", "WBuffer", "ShadowMask"});
CompileShader(ShaderClearCoarseBinMask, ComputeRendererShaders::ClearCoarseBinMask, {"ClearCoarseBinMask"});
CompileShader(ShaderClearIndirectWorkCount, ComputeRendererShaders::ClearIndirectWorkCount, {"ClearIndirectWorkCount"});
CompileShader(ShaderCalculateWorkListOffset, ComputeRendererShaders::CalcOffsets, {"CalculateWorkOffsets"});
CompileShader(ShaderSortWork, ComputeRendererShaders::SortWork, {"SortWork"});
CompileShader(ShaderFinalPass[0], ComputeRendererShaders::FinalPass, {"FinalPass"});
CompileShader(ShaderFinalPass[1], ComputeRendererShaders::FinalPass, {"FinalPass", "EdgeMarking"});
CompileShader(ShaderFinalPass[2], ComputeRendererShaders::FinalPass, {"FinalPass", "Fog"});
CompileShader(ShaderFinalPass[3], ComputeRendererShaders::FinalPass, {"FinalPass", "EdgeMarking", "Fog"});
CompileShader(ShaderFinalPass[4], ComputeRendererShaders::FinalPass, {"FinalPass", "AntiAliasing"});
CompileShader(ShaderFinalPass[5], ComputeRendererShaders::FinalPass, {"FinalPass", "AntiAliasing", "EdgeMarking"});
CompileShader(ShaderFinalPass[6], ComputeRendererShaders::FinalPass, {"FinalPass", "AntiAliasing", "Fog"});
CompileShader(ShaderFinalPass[7], ComputeRendererShaders::FinalPass, {"FinalPass", "AntiAliasing", "EdgeMarking", "Fog"});
}
void ComputeRenderer::VCount144()
@ -267,9 +305,9 @@ void ComputeRenderer::SetupAttrs(SpanSetupY* span, Polygon* poly, int from, int
span->TexcoordV1 = poly->Vertices[to]->TexCoords[1];
}
void ComputeRenderer::SetupYSpanDummy(SpanSetupY* span, Polygon* poly, int vertex, int side)
void ComputeRenderer::SetupYSpanDummy(SpanSetupY* span, Polygon* poly, int vertex, int side, s32 positions[10][2])
{
s32 x0 = poly->Vertices[vertex]->FinalPosition[0];
s32 x0 = positions[vertex][0];
if (side)
{
span->DxInitial = -0x40000;
@ -283,7 +321,7 @@ void ComputeRenderer::SetupYSpanDummy(SpanSetupY* span, Polygon* poly, int verte
span->X0 = span->X1 = x0;
span->XMin = x0;
span->XMax = x0;
span->Y0 = span->Y1 = poly->Vertices[vertex]->FinalPosition[1];
span->Y0 = span->Y1 = positions[vertex][1];
span->Increment = 0;
@ -297,12 +335,12 @@ void ComputeRenderer::SetupYSpanDummy(SpanSetupY* span, Polygon* poly, int verte
SetupAttrs(span, poly, vertex, vertex);
}
void ComputeRenderer::SetupYSpan(int polynum, SpanSetupY* span, Polygon* poly, int from, int to, u32 y, int side)
void ComputeRenderer::SetupYSpan(int polynum, SpanSetupY* span, Polygon* poly, int from, int to, u32 y, int side, s32 positions[10][2])
{
span->X0 = poly->Vertices[from]->FinalPosition[0];
span->X1 = poly->Vertices[to]->FinalPosition[0];
span->Y0 = poly->Vertices[from]->FinalPosition[1];
span->Y1 = poly->Vertices[to]->FinalPosition[1];
span->X0 = positions[from][0];
span->X1 = positions[to][0];
span->Y0 = positions[from][1];
span->Y1 = positions[to][1];
SetupAttrs(span, poly, from, to);
@ -396,9 +434,6 @@ void ComputeRenderer::SetupYSpan(int polynum, SpanSetupY* span, Polygon* poly, i
span->I1 = span->Y1;
}
//if (span->I1 < span->I0)
// std::swap(span->I0, span->I1);
if (span->I0 != span->I1)
span->IRecip = (1<<30) / (span->I1 - span->I0);
else
@ -940,14 +975,11 @@ void ComputeRenderer::RenderFrame()
u32 nverts = polygon->NumVertices;
u32 vtop = polygon->VTop, vbot = polygon->VBottom;
s32 ytop = polygon->YTop, ybot = polygon->YBottom;
u32 curVL = vtop, curVR = vtop;
u32 nextVL, nextVR;
RenderPolygons[i].FirstXSpan = numSetupIndices;
RenderPolygons[i].YTop = ytop;
RenderPolygons[i].YBot = ybot;
RenderPolygons[i].Attr = polygon->Attr;
bool foundVariant = false;
@ -1034,10 +1066,22 @@ void ComputeRenderer::RenderFrame()
if (nextVR >= nverts) nextVR = 0;
}
s32 minX = polygon->Vertices[vtop]->FinalPosition[0];
s32 minXY = polygon->Vertices[vtop]->FinalPosition[1];
s32 maxX = polygon->Vertices[vtop]->FinalPosition[0];
s32 maxXY = polygon->Vertices[vtop]->FinalPosition[1];
s32 scaledPositions[10][2];
s32 ytop = ScreenHeight, ybot = 0;
for (int i = 0; i < polygon->NumVertices; i++)
{
scaledPositions[i][0] = (polygon->Vertices[i]->HiresPosition[0] * ScaleFactor) >> 4;
scaledPositions[i][1] = (polygon->Vertices[i]->HiresPosition[1] * ScaleFactor) >> 4;
ytop = std::min(scaledPositions[i][1], ytop);
ybot = std::max(scaledPositions[i][1], ybot);
}
RenderPolygons[i].YTop = ytop;
RenderPolygons[i].YBot = ybot;
s32 minX = scaledPositions[vtop][0];
s32 minXY = scaledPositions[vtop][1];
s32 maxX = scaledPositions[vtop][0];
s32 maxXY = scaledPositions[vtop][1];
if (ybot == ytop)
{
@ -1046,19 +1090,19 @@ void ComputeRenderer::RenderFrame()
RenderPolygons[i].YBot++;
int j = 1;
if (polygon->Vertices[j]->FinalPosition[0] < polygon->Vertices[vtop]->FinalPosition[0]) vtop = j;
if (polygon->Vertices[j]->FinalPosition[0] > polygon->Vertices[vbot]->FinalPosition[0]) vbot = j;
if (scaledPositions[j][0] < scaledPositions[vtop][0]) vtop = j;
if (scaledPositions[j][0] > scaledPositions[vbot][0]) vbot = j;
j = nverts - 1;
if (polygon->Vertices[j]->FinalPosition[0] < polygon->Vertices[vtop]->FinalPosition[0]) vtop = j;
if (polygon->Vertices[j]->FinalPosition[0] > polygon->Vertices[vbot]->FinalPosition[0]) vbot = j;
if (scaledPositions[j][0] < scaledPositions[vtop][0]) vtop = j;
if (scaledPositions[j][0] > scaledPositions[vbot][0]) vbot = j;
assert(numYSpans < MaxYSpanSetups);
u32 curSpanL = numYSpans;
SetupYSpanDummy(&YSpanSetups[numYSpans++], polygon, vtop, 0);
SetupYSpanDummy(&YSpanSetups[numYSpans++], polygon, vtop, 0, scaledPositions);
assert(numYSpans < MaxYSpanSetups);
u32 curSpanR = numYSpans;
SetupYSpanDummy(&YSpanSetups[numYSpans++], polygon, vbot, 1);
SetupYSpanDummy(&YSpanSetups[numYSpans++], polygon, vbot, 1, scaledPositions);
minX = YSpanSetups[curSpanL].X0;
minXY = YSpanSetups[curSpanL].Y0;
@ -1070,7 +1114,6 @@ void ComputeRenderer::RenderFrame()
std::swap(minXY, maxXY);
}
assert(numSetupIndices < MaxYSpanIndices);
YSpanIndices[numSetupIndices].PolyIdx = i;
YSpanIndices[numSetupIndices].SpanIdxL = curSpanL;
YSpanIndices[numSetupIndices].SpanIdxR = curSpanR;
@ -1081,16 +1124,16 @@ void ComputeRenderer::RenderFrame()
{
u32 curSpanL = numYSpans;
assert(numYSpans < MaxYSpanSetups);
SetupYSpan(i, &YSpanSetups[numYSpans++], polygon, curVL, nextVL, ytop, 0);
SetupYSpan(i, &YSpanSetups[numYSpans++], polygon, curVL, nextVL, ytop, 0, scaledPositions);
u32 curSpanR = numYSpans;
assert(numYSpans < MaxYSpanSetups);
SetupYSpan(i, &YSpanSetups[numYSpans++], polygon, curVR, nextVR, ytop, 1);
SetupYSpan(i, &YSpanSetups[numYSpans++], polygon, curVR, nextVR, ytop, 1, scaledPositions);
for (u32 y = ytop; y < ybot; y++)
{
if (y >= polygon->Vertices[nextVL]->FinalPosition[1] && curVL != polygon->VBottom)
if (y >= scaledPositions[nextVL][1] && curVL != polygon->VBottom)
{
while (y >= polygon->Vertices[nextVL]->FinalPosition[1] && curVL != polygon->VBottom)
while (y >= scaledPositions[nextVL][1] && curVL != polygon->VBottom)
{
curVL = nextVL;
if (polygon->FacingView)
@ -1107,24 +1150,24 @@ void ComputeRenderer::RenderFrame()
}
}
if (polygon->Vertices[curVL]->FinalPosition[0] < minX)
if (scaledPositions[curVL][0] < minX)
{
minX = polygon->Vertices[curVL]->FinalPosition[0];
minXY = polygon->Vertices[curVL]->FinalPosition[1];
minX = scaledPositions[curVL][0];
minXY = scaledPositions[curVL][1];
}
if (polygon->Vertices[curVL]->FinalPosition[0] > maxX)
if (scaledPositions[curVL][0] > maxX)
{
maxX = polygon->Vertices[curVL]->FinalPosition[0];
maxXY = polygon->Vertices[curVL]->FinalPosition[1];
maxX = scaledPositions[curVL][0];
maxXY = scaledPositions[curVL][1];
}
assert(numYSpans < MaxYSpanSetups);
curSpanL = numYSpans;
SetupYSpan(i,&YSpanSetups[numYSpans++], polygon, curVL, nextVL, y, 0);
SetupYSpan(i,&YSpanSetups[numYSpans++], polygon, curVL, nextVL, y, 0, scaledPositions);
}
if (y >= polygon->Vertices[nextVR]->FinalPosition[1] && curVR != polygon->VBottom)
if (y >= scaledPositions[nextVR][1] && curVR != polygon->VBottom)
{
while (y >= polygon->Vertices[nextVR]->FinalPosition[1] && curVR != polygon->VBottom)
while (y >= scaledPositions[nextVR][1] && curVR != polygon->VBottom)
{
curVR = nextVR;
if (polygon->FacingView)
@ -1141,23 +1184,22 @@ void ComputeRenderer::RenderFrame()
}
}
if (polygon->Vertices[curVR]->FinalPosition[0] < minX)
if (scaledPositions[curVR][0] < minX)
{
minX = polygon->Vertices[curVR]->FinalPosition[0];
minXY = polygon->Vertices[curVR]->FinalPosition[1];
minX = scaledPositions[curVR][0];
minXY = scaledPositions[curVR][1];
}
if (polygon->Vertices[curVR]->FinalPosition[0] > maxX)
if (scaledPositions[curVR][0] > maxX)
{
maxX = polygon->Vertices[curVR]->FinalPosition[0];
maxXY = polygon->Vertices[curVR]->FinalPosition[1];
maxX = scaledPositions[curVR][0];
maxXY = scaledPositions[curVR][1];
}
assert(numYSpans < MaxYSpanSetups);
curSpanR = numYSpans;
SetupYSpan(i,&YSpanSetups[numYSpans++], polygon, curVR, nextVR, y, 1);
SetupYSpan(i,&YSpanSetups[numYSpans++], polygon, curVR, nextVR, y, 1, scaledPositions);
}
assert(numSetupIndices < MaxYSpanIndices);
YSpanIndices[numSetupIndices].PolyIdx = i;
YSpanIndices[numSetupIndices].SpanIdxL = curSpanL;
YSpanIndices[numSetupIndices].SpanIdxR = curSpanR;
@ -1166,25 +1208,25 @@ void ComputeRenderer::RenderFrame()
}
}
if (polygon->Vertices[nextVL]->FinalPosition[0] < minX)
if (scaledPositions[nextVL][0] < minX)
{
minX = polygon->Vertices[nextVL]->FinalPosition[0];
minXY = polygon->Vertices[nextVL]->FinalPosition[1];
minX = scaledPositions[nextVL][0];
minXY = scaledPositions[nextVL][1];
}
if (polygon->Vertices[nextVL]->FinalPosition[0] > maxX)
if (scaledPositions[nextVL][0] > maxX)
{
maxX = polygon->Vertices[nextVL]->FinalPosition[0];
maxXY = polygon->Vertices[nextVL]->FinalPosition[1];
maxX = scaledPositions[nextVL][0];
maxXY = scaledPositions[nextVL][1];
}
if (polygon->Vertices[nextVR]->FinalPosition[0] < minX)
if (scaledPositions[nextVR][0] < minX)
{
minX = polygon->Vertices[nextVR]->FinalPosition[0];
minXY = polygon->Vertices[nextVR]->FinalPosition[1];
minX = scaledPositions[nextVR][0];
minXY = scaledPositions[nextVR][1];
}
if (polygon->Vertices[nextVR]->FinalPosition[0] > maxX)
if (scaledPositions[nextVR][0] > maxX)
{
maxX = polygon->Vertices[nextVR]->FinalPosition[0];
maxXY = polygon->Vertices[nextVR]->FinalPosition[1];
maxX = scaledPositions[nextVR][0];
maxXY = scaledPositions[nextVR][1];
}
RenderPolygons[i].XMin = minX;
@ -1210,7 +1252,7 @@ void ComputeRenderer::RenderFrame()
glBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, sizeof(SpanSetupY)*numYSpans, YSpanSetups);
glBindBuffer(GL_TEXTURE_BUFFER, YSpanIndicesTextureMemory);
glBufferSubData(GL_TEXTURE_BUFFER, 0, numSetupIndices*4*2, YSpanIndices);
glBufferSubData(GL_TEXTURE_BUFFER, 0, numSetupIndices*4*2, YSpanIndices.data());
glBindBuffer(GL_SHADER_STORAGE_BUFFER, RenderPolygonMemory);
glBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, RenderNumPolygons*sizeof(RenderPolygon), RenderPolygons);
@ -1278,8 +1320,6 @@ void ComputeRenderer::RenderFrame()
u32 fogA = (RenderFogColor >> 16) & 0x1F;
meta.FogColor = fogR | (fogG << 8) | (fogB << 16) | (fogA << 24);
}
meta.XScroll = 0;
//meta.XScroll = RenderXPos;
glBindBuffer(GL_UNIFORM_BUFFER, MetaUniformMemory);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(MetaUniform), &meta);
@ -1304,7 +1344,7 @@ void ComputeRenderer::RenderFrame()
// bin polygons
glUseProgram(ShaderBinCombined);
glDispatchCompute(((RenderNumPolygons + 31) / 32), 256/CoarseTileW, 192/CoarseTileH);
glDispatchCompute(((RenderNumPolygons + 31) / 32), ScreenWidth/CoarseTileW, ScreenHeight/CoarseTileH);
glMemoryBarrier(GL_SHADER_STORAGE_BUFFER);
// calculate list offsets
@ -1316,7 +1356,7 @@ void ComputeRenderer::RenderFrame()
// sort shader work
glUseProgram(ShaderSortWork);
glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, BinResultMemory);
glDispatchComputeIndirect(offsetof(BinResult, SortWorkWorkCount));
glDispatchComputeIndirect(offsetof(BinResultHeader, SortWorkWorkCount));
glMemoryBarrier(GL_SHADER_STORAGE_BUFFER);
glActiveTexture(GL_TEXTURE0);
@ -1379,7 +1419,7 @@ void ComputeRenderer::RenderFrame()
glUniform1ui(UniformIdxCurVariant, i);
glUniform2f(UniformIdxTextureSize, 1.f / variants[i].Width, 1.f / variants[i].Height);
glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, BinResultMemory);
glDispatchComputeIndirect(offsetof(BinResult, VariantWorkCount) + i*4*4);
glDispatchComputeIndirect(offsetof(BinResultHeader, VariantWorkCount) + i*4*4);
}
}
}
@ -1387,10 +1427,11 @@ void ComputeRenderer::RenderFrame()
// compose final image
glUseProgram(ShaderDepthBlend[wbuffer]);
glDispatchCompute(256/8, 192/8, 1);
glDispatchCompute(ScreenWidth/TileSize, ScreenHeight/TileSize, 1);
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
glBindImageTexture(0, Framebuffer, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8);
glBindImageTexture(1, LowResFramebuffer, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8UI);
u32 finalPassShader = 0;
if (RenderDispCnt & (1<<4))
finalPassShader |= 0x4;
@ -1400,7 +1441,7 @@ void ComputeRenderer::RenderFrame()
finalPassShader |= 0x1;
glUseProgram(ShaderFinalPass[finalPassShader]);
glDispatchCompute(256/32, 192, 1);
glDispatchCompute(ScreenWidth/32, ScreenHeight, 1);
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
/*u64 starttime = armGetSystemTick();
@ -1467,15 +1508,6 @@ u32* ComputeRenderer::GetLine(int line)
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
}
u64* ptr = (u64*)&FramebufferCPU[stride * line];
for (int i = 0; i < stride; i+=2)
{
u64 rgb = *ptr & 0x00FCFCFC00FCFCFC;
u64 a = *ptr & 0xF8000000F8000000;
*ptr++ = (rgb >> 2) | (a >> 3);
}
return &FramebufferCPU[stride * line];
}
@ -1487,8 +1519,8 @@ void ComputeRenderer::SetupAccelFrame()
void ComputeRenderer::PrepareCaptureFrame()
{
glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelBuffer);
glBindTexture(GL_TEXTURE_2D, Framebuffer);
glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_BYTE, nullptr);
glBindTexture(GL_TEXTURE_2D, LowResFramebuffer);
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, nullptr);
}
}