mirror of
https://github.com/melonDS-emu/melonDS.git
synced 2024-11-14 13:27:41 -07:00
Make the initial 3D renderer configurable via NDSArgs
(#1913)
* Allow 3D renderers to be created without passing `GPU` to the constructor * Make the initial 3D renderer configurable via `NDSArgs` * Fix a compiler error
This commit is contained in:
parent
6f47c9ed4c
commit
c867a7f1c0
@ -30,6 +30,7 @@
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#include "DSi_NAND.h"
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#include "FATStorage.h"
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#include "FreeBIOS.h"
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#include "GPU3D_Soft.h"
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#include "SPI_Firmware.h"
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#include "SPU.h"
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@ -118,6 +119,11 @@ struct NDSArgs
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/// Defaults to disabled.
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/// Ignored in builds that don't have the GDB stub included.
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std::optional<GDBArgs> GDB = std::nullopt;
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/// The 3D renderer to initialize the DS with.
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/// Defaults to the software renderer.
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/// Can be changed later at any time.
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std::unique_ptr<melonDS::Renderer3D> Renderer3D = std::make_unique<SoftRenderer>();
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};
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/// Arguments to pass into the DSi constructor.
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28
src/GPU.cpp
28
src/GPU.cpp
@ -67,7 +67,7 @@ GPU::GPU(melonDS::NDS& nds, std::unique_ptr<Renderer3D>&& renderer3d, std::uniqu
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NDS(nds),
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GPU2D_A(0, *this),
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GPU2D_B(1, *this),
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GPU3D(nds, renderer3d ? std::move(renderer3d) : std::make_unique<SoftRenderer>(*this)),
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GPU3D(nds, renderer3d ? std::move(renderer3d) : std::make_unique<SoftRenderer>()),
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GPU2D_Renderer(renderer2d ? std::move(renderer2d) : std::make_unique<GPU2D::SoftRenderer>(*this))
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{
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NDS.RegisterEventFunc(Event_LCD, LCD_StartHBlank, MemberEventFunc(GPU, StartHBlank));
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@ -209,7 +209,7 @@ void GPU::Stop() noexcept
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memset(Framebuffer[1][0].get(), 0, fbsize*4);
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memset(Framebuffer[1][1].get(), 0, fbsize*4);
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GPU3D.Stop();
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GPU3D.Stop(*this);
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}
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void GPU::DoSavestate(Savestate* file) noexcept
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@ -294,7 +294,7 @@ void GPU::AssignFramebuffers() noexcept
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void GPU::SetRenderer3D(std::unique_ptr<Renderer3D>&& renderer) noexcept
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{
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if (renderer == nullptr)
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GPU3D.SetCurrentRenderer(std::make_unique<SoftRenderer>(*this));
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GPU3D.SetCurrentRenderer(std::make_unique<SoftRenderer>());
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else
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GPU3D.SetCurrentRenderer(std::move(renderer));
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@ -899,7 +899,7 @@ void GPU::StartHBlank(u32 line) noexcept
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}
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else if (VCount == 215)
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{
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GPU3D.VCount215();
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GPU3D.VCount215(*this);
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}
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else if (VCount == 262)
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{
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@ -925,7 +925,7 @@ void GPU::FinishFrame(u32 lines) noexcept
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if (GPU3D.AbortFrame)
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{
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GPU3D.RestartFrame();
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GPU3D.RestartFrame(*this);
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GPU3D.AbortFrame = false;
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}
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}
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@ -1018,7 +1018,7 @@ void GPU::StartScanline(u32 line) noexcept
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// texture memory anyway and only update it before the start
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//of the next frame.
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// So we can give the rasteriser a bit more headroom
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GPU3D.VCount144();
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GPU3D.VCount144(*this);
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// VBlank
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DispStat[0] |= (1<<0);
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@ -1038,7 +1038,7 @@ void GPU::StartScanline(u32 line) noexcept
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// Need a better way to identify the openGL renderer in particular
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if (GPU3D.IsRendererAccelerated())
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GPU3D.Blit();
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GPU3D.Blit(*this);
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}
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}
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@ -1068,7 +1068,7 @@ void GPU::SetVCount(u16 val) noexcept
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}
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template <u32 Size, u32 MappingGranularity>
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NonStupidBitField<Size/VRAMDirtyGranularity> VRAMTrackingSet<Size, MappingGranularity>::DeriveState(u32* currentMappings, GPU& gpu)
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NonStupidBitField<Size/VRAMDirtyGranularity> VRAMTrackingSet<Size, MappingGranularity>::DeriveState(const u32* currentMappings, GPU& gpu)
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{
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NonStupidBitField<Size/VRAMDirtyGranularity> result;
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u16 banksToBeZeroed = 0;
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@ -1131,12 +1131,12 @@ NonStupidBitField<Size/VRAMDirtyGranularity> VRAMTrackingSet<Size, MappingGranul
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return result;
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}
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template NonStupidBitField<32*1024/VRAMDirtyGranularity> VRAMTrackingSet<32*1024, 8*1024>::DeriveState(u32*, GPU& gpu);
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template NonStupidBitField<8*1024/VRAMDirtyGranularity> VRAMTrackingSet<8*1024, 8*1024>::DeriveState(u32*, GPU& gpu);
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template NonStupidBitField<512*1024/VRAMDirtyGranularity> VRAMTrackingSet<512*1024, 128*1024>::DeriveState(u32*, GPU& gpu);
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template NonStupidBitField<128*1024/VRAMDirtyGranularity> VRAMTrackingSet<128*1024, 16*1024>::DeriveState(u32*, GPU& gpu);
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template NonStupidBitField<256*1024/VRAMDirtyGranularity> VRAMTrackingSet<256*1024, 16*1024>::DeriveState(u32*, GPU& gpu);
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template NonStupidBitField<512*1024/VRAMDirtyGranularity> VRAMTrackingSet<512*1024, 16*1024>::DeriveState(u32*, GPU& gpu);
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template NonStupidBitField<32*1024/VRAMDirtyGranularity> VRAMTrackingSet<32*1024, 8*1024>::DeriveState(const u32*, GPU& gpu);
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template NonStupidBitField<8*1024/VRAMDirtyGranularity> VRAMTrackingSet<8*1024, 8*1024>::DeriveState(const u32*, GPU& gpu);
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template NonStupidBitField<512*1024/VRAMDirtyGranularity> VRAMTrackingSet<512*1024, 128*1024>::DeriveState(const u32*, GPU& gpu);
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template NonStupidBitField<128*1024/VRAMDirtyGranularity> VRAMTrackingSet<128*1024, 16*1024>::DeriveState(const u32*, GPU& gpu);
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template NonStupidBitField<256*1024/VRAMDirtyGranularity> VRAMTrackingSet<256*1024, 16*1024>::DeriveState(const u32*, GPU& gpu);
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template NonStupidBitField<512*1024/VRAMDirtyGranularity> VRAMTrackingSet<512*1024, 16*1024>::DeriveState(const u32*, GPU& gpu);
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@ -49,7 +49,7 @@ struct VRAMTrackingSet
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Mapping[i] = 0x8000;
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}
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}
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NonStupidBitField<Size/VRAMDirtyGranularity> DeriveState(u32* currentMappings, GPU& gpu);
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NonStupidBitField<Size/VRAMDirtyGranularity> DeriveState(const u32* currentMappings, GPU& gpu);
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};
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class GPU
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@ -142,7 +142,7 @@ void MatrixLoadIdentity(s32* m);
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GPU3D::GPU3D(melonDS::NDS& nds, std::unique_ptr<Renderer3D>&& renderer) noexcept :
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NDS(nds),
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CurrentRenderer(renderer ? std::move(renderer) : std::make_unique<SoftRenderer>(nds.GPU))
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CurrentRenderer(renderer ? std::move(renderer) : std::make_unique<SoftRenderer>())
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{
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}
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@ -2367,20 +2367,20 @@ void GPU3D::CheckFIFODMA() noexcept
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NDS.CheckDMAs(0, 0x07);
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}
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void GPU3D::VCount144() noexcept
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void GPU3D::VCount144(GPU& gpu) noexcept
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{
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CurrentRenderer->VCount144();
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CurrentRenderer->VCount144(gpu);
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}
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void GPU3D::RestartFrame() noexcept
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void GPU3D::RestartFrame(GPU& gpu) noexcept
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{
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CurrentRenderer->RestartFrame();
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CurrentRenderer->RestartFrame(gpu);
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}
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void GPU3D::Stop() noexcept
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void GPU3D::Stop(const GPU& gpu) noexcept
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{
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if (CurrentRenderer)
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CurrentRenderer->Stop();
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CurrentRenderer->Stop(gpu);
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}
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@ -2473,9 +2473,9 @@ void GPU3D::VBlank() noexcept
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}
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}
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void GPU3D::VCount215() noexcept
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void GPU3D::VCount215(GPU& gpu) noexcept
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{
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CurrentRenderer->RenderFrame();
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CurrentRenderer->RenderFrame(gpu);
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}
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void GPU3D::SetRenderXPos(u16 xpos) noexcept
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@ -2935,10 +2935,10 @@ void GPU3D::Write32(u32 addr, u32 val) noexcept
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Log(LogLevel::Debug, "unknown GPU3D write32 %08X %08X\n", addr, val);
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}
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void GPU3D::Blit() noexcept
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void GPU3D::Blit(const GPU& gpu) noexcept
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{
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if (CurrentRenderer)
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CurrentRenderer->Blit();
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CurrentRenderer->Blit(gpu);
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}
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Renderer3D::Renderer3D(bool Accelerated)
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22
src/GPU3D.h
22
src/GPU3D.h
@ -101,12 +101,12 @@ public:
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void CheckFIFOIRQ() noexcept;
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void CheckFIFODMA() noexcept;
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void VCount144() noexcept;
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void VCount144(GPU& gpu) noexcept;
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void VBlank() noexcept;
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void VCount215() noexcept;
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void VCount215(GPU& gpu) noexcept;
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void RestartFrame() noexcept;
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void Stop() noexcept;
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void RestartFrame(GPU& gpu) noexcept;
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void Stop(const GPU& gpu) noexcept;
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void SetRenderXPos(u16 xpos) noexcept;
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[[nodiscard]] u16 GetRenderXPos() const noexcept { return RenderXPos; }
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@ -125,7 +125,7 @@ public:
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void Write8(u32 addr, u8 val) noexcept;
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void Write16(u32 addr, u16 val) noexcept;
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void Write32(u32 addr, u32 val) noexcept;
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void Blit() noexcept;
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void Blit(const GPU& gpu) noexcept;
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private:
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melonDS::NDS& NDS;
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typedef union
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@ -334,19 +334,19 @@ public:
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Renderer3D(const Renderer3D&) = delete;
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Renderer3D& operator=(const Renderer3D&) = delete;
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virtual void Reset() = 0;
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virtual void Reset(GPU& gpu) = 0;
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// This "Accelerated" flag currently communicates if the framebuffer should
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// be allocated differently and other little misc handlers. Ideally there
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// are more detailed "traits" that we can ask of the Renderer3D type
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const bool Accelerated;
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virtual void VCount144() {};
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virtual void Stop() {}
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virtual void RenderFrame() = 0;
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virtual void RestartFrame() {};
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virtual void VCount144(GPU& gpu) {};
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virtual void Stop(const GPU& gpu) {}
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virtual void RenderFrame(GPU& gpu) = 0;
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virtual void RestartFrame(GPU& gpu) {};
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virtual u32* GetLine(int line) = 0;
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virtual void Blit() {};
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virtual void Blit(const GPU& gpu) {};
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virtual void PrepareCaptureFrame() {}
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protected:
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Renderer3D(bool Accelerated);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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}
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GLRenderer::GLRenderer(GLCompositor&& compositor, melonDS::GPU& gpu) noexcept :
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GLRenderer::GLRenderer(GLCompositor&& compositor) noexcept :
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Renderer3D(true),
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GPU(gpu),
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CurGLCompositor(std::move(compositor))
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{
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// GLRenderer::New() will be used to actually initialize the renderer;
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@ -107,7 +106,7 @@ GLRenderer::GLRenderer(GLCompositor&& compositor, melonDS::GPU& gpu) noexcept :
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// so we can just let the destructor clean up a half-initialized renderer.
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}
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std::unique_ptr<GLRenderer> GLRenderer::New(melonDS::GPU& gpu) noexcept
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std::unique_ptr<GLRenderer> GLRenderer::New() noexcept
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{
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assert(glEnable != nullptr);
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@ -117,7 +116,7 @@ std::unique_ptr<GLRenderer> GLRenderer::New(melonDS::GPU& gpu) noexcept
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// Will be returned if the initialization succeeds,
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// or cleaned up via RAII if it fails.
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std::unique_ptr<GLRenderer> result = std::unique_ptr<GLRenderer>(new GLRenderer(std::move(*compositor), gpu));
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std::unique_ptr<GLRenderer> result = std::unique_ptr<GLRenderer>(new GLRenderer(std::move(*compositor)));
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compositor = std::nullopt;
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glEnable(GL_DEPTH_TEST);
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@ -333,7 +332,7 @@ GLRenderer::~GLRenderer()
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}
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}
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void GLRenderer::Reset()
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void GLRenderer::Reset(GPU& gpu)
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{
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// This is where the compositor's Reset() method would be called,
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// except there's no such method right now.
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@ -786,14 +785,14 @@ int GLRenderer::RenderPolygonEdgeBatch(int i) const
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return numpolys;
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}
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void GLRenderer::RenderSceneChunk(int y, int h)
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void GLRenderer::RenderSceneChunk(const GPU3D& gpu3d, int y, int h)
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{
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u32 flags = 0;
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if (GPU.GPU3D.RenderPolygonRAM[0]->WBuffer) flags |= RenderFlag_WBuffer;
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if (gpu3d.RenderPolygonRAM[0]->WBuffer) flags |= RenderFlag_WBuffer;
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if (h != 192) glScissor(0, y<<ScaleFactor, 256<<ScaleFactor, h<<ScaleFactor);
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GLboolean fogenable = (GPU.GPU3D.RenderDispCnt & (1<<7)) ? GL_TRUE : GL_FALSE;
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GLboolean fogenable = (gpu3d.RenderDispCnt & (1<<7)) ? GL_TRUE : GL_FALSE;
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// TODO: proper 'equal' depth test!
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// (has margin of +-0x200 in Z-buffer mode, +-0xFF in W-buffer mode)
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@ -865,7 +864,7 @@ void GLRenderer::RenderSceneChunk(int y, int h)
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glEnable(GL_BLEND);
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glBlendEquationSeparate(GL_FUNC_ADD, GL_MAX);
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if (GPU.GPU3D.RenderDispCnt & (1<<3))
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if (gpu3d.RenderDispCnt & (1<<3))
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
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else
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glBlendFuncSeparate(GL_ONE, GL_ZERO, GL_ONE, GL_ONE);
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@ -877,7 +876,7 @@ void GLRenderer::RenderSceneChunk(int y, int h)
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// pass 2: if needed, render translucent pixels that are against background pixels
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// when background alpha is zero, those need to be rendered with blending disabled
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if ((GPU.GPU3D.RenderClearAttr1 & 0x001F0000) == 0)
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if ((gpu3d.RenderClearAttr1 & 0x001F0000) == 0)
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{
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glDisable(GL_BLEND);
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@ -941,7 +940,7 @@ void GLRenderer::RenderSceneChunk(int y, int h)
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if (rp->PolyData->IsShadow)
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{
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// shadow against clear-plane will only pass if its polyID matches that of the clear plane
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u32 clrpolyid = (GPU.GPU3D.RenderClearAttr1 >> 24) & 0x3F;
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u32 clrpolyid = (gpu3d.RenderClearAttr1 >> 24) & 0x3F;
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if (polyid != clrpolyid) { i++; continue; }
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glEnable(GL_BLEND);
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@ -1089,7 +1088,7 @@ void GLRenderer::RenderSceneChunk(int y, int h)
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}
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}
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if (GPU.GPU3D.RenderDispCnt & 0x00A0) // fog/edge enabled
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if (gpu3d.RenderDispCnt & 0x00A0) // fog/edge enabled
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{
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glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glColorMaski(1, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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@ -1111,7 +1110,7 @@ void GLRenderer::RenderSceneChunk(int y, int h)
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glBindBuffer(GL_ARRAY_BUFFER, ClearVertexBufferID);
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glBindVertexArray(ClearVertexArrayID);
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if (GPU.GPU3D.RenderDispCnt & (1<<5))
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if (gpu3d.RenderDispCnt & (1<<5))
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{
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// edge marking
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// TODO: depth/polyid values at screen edges
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@ -1123,19 +1122,19 @@ void GLRenderer::RenderSceneChunk(int y, int h)
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glDrawArrays(GL_TRIANGLES, 0, 2*3);
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}
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if (GPU.GPU3D.RenderDispCnt & (1<<7))
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if (gpu3d.RenderDispCnt & (1<<7))
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{
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// fog
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glUseProgram(FinalPassFogShader[2]);
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if (GPU.GPU3D.RenderDispCnt & (1<<6))
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if (gpu3d.RenderDispCnt & (1<<6))
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glBlendFuncSeparate(GL_ZERO, GL_ONE, GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_ALPHA);
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else
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glBlendFuncSeparate(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_ALPHA);
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{
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u32 c = GPU.GPU3D.RenderFogColor;
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u32 c = gpu3d.RenderFogColor;
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u32 r = c & 0x1F;
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u32 g = (c >> 5) & 0x1F;
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u32 b = (c >> 10) & 0x1F;
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@ -1150,7 +1149,7 @@ void GLRenderer::RenderSceneChunk(int y, int h)
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}
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void GLRenderer::RenderFrame()
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void GLRenderer::RenderFrame(GPU& gpu)
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{
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CurShaderID = -1;
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@ -1159,11 +1158,11 @@ void GLRenderer::RenderFrame()
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ShaderConfig.uScreenSize[0] = ScreenW;
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ShaderConfig.uScreenSize[1] = ScreenH;
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ShaderConfig.uDispCnt = GPU.GPU3D.RenderDispCnt;
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ShaderConfig.uDispCnt = gpu.GPU3D.RenderDispCnt;
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for (int i = 0; i < 32; i++)
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{
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u16 c = GPU.GPU3D.RenderToonTable[i];
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u16 c = gpu.GPU3D.RenderToonTable[i];
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u32 r = c & 0x1F;
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u32 g = (c >> 5) & 0x1F;
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u32 b = (c >> 10) & 0x1F;
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@ -1175,7 +1174,7 @@ void GLRenderer::RenderFrame()
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for (int i = 0; i < 8; i++)
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{
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u16 c = GPU.GPU3D.RenderEdgeTable[i];
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u16 c = gpu.GPU3D.RenderEdgeTable[i];
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u32 r = c & 0x1F;
|
||||
u32 g = (c >> 5) & 0x1F;
|
||||
u32 b = (c >> 10) & 0x1F;
|
||||
@ -1186,7 +1185,7 @@ void GLRenderer::RenderFrame()
|
||||
}
|
||||
|
||||
{
|
||||
u32 c = GPU.GPU3D.RenderFogColor;
|
||||
u32 c = gpu.GPU3D.RenderFogColor;
|
||||
u32 r = c & 0x1F;
|
||||
u32 g = (c >> 5) & 0x1F;
|
||||
u32 b = (c >> 10) & 0x1F;
|
||||
@ -1200,12 +1199,12 @@ void GLRenderer::RenderFrame()
|
||||
|
||||
for (int i = 0; i < 34; i++)
|
||||
{
|
||||
u8 d = GPU.GPU3D.RenderFogDensityTable[i];
|
||||
u8 d = gpu.GPU3D.RenderFogDensityTable[i];
|
||||
ShaderConfig.uFogDensity[i][0] = (float)d / 127.0;
|
||||
}
|
||||
|
||||
ShaderConfig.uFogOffset = GPU.GPU3D.RenderFogOffset;
|
||||
ShaderConfig.uFogShift = GPU.GPU3D.RenderFogShift;
|
||||
ShaderConfig.uFogOffset = gpu.GPU3D.RenderFogOffset;
|
||||
ShaderConfig.uFogShift = gpu.GPU3D.RenderFogShift;
|
||||
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, ShaderConfigUBO);
|
||||
void* unibuf = glMapBuffer(GL_UNIFORM_BUFFER, GL_WRITE_ONLY);
|
||||
@ -1218,13 +1217,13 @@ void GLRenderer::RenderFrame()
|
||||
glBindTexture(GL_TEXTURE_2D, TexMemID);
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
u32 mask = GPU.VRAMMap_Texture[i];
|
||||
u32 mask = gpu.VRAMMap_Texture[i];
|
||||
u8* vram;
|
||||
if (!mask) continue;
|
||||
else if (mask & (1<<0)) vram = GPU.VRAM_A;
|
||||
else if (mask & (1<<1)) vram = GPU.VRAM_B;
|
||||
else if (mask & (1<<2)) vram = GPU.VRAM_C;
|
||||
else if (mask & (1<<3)) vram = GPU.VRAM_D;
|
||||
else if (mask & (1<<0)) vram = gpu.VRAM_A;
|
||||
else if (mask & (1<<1)) vram = gpu.VRAM_B;
|
||||
else if (mask & (1<<2)) vram = gpu.VRAM_C;
|
||||
else if (mask & (1<<3)) vram = gpu.VRAM_D;
|
||||
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, i*128, 1024, 128, GL_RED_INTEGER, GL_UNSIGNED_BYTE, vram);
|
||||
}
|
||||
@ -1234,12 +1233,12 @@ void GLRenderer::RenderFrame()
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
// 6 x 16K chunks
|
||||
u32 mask = GPU.VRAMMap_TexPal[i];
|
||||
u32 mask = gpu.VRAMMap_TexPal[i];
|
||||
u8* vram;
|
||||
if (!mask) continue;
|
||||
else if (mask & (1<<4)) vram = &GPU.VRAM_E[(i&3)*0x4000];
|
||||
else if (mask & (1<<5)) vram = GPU.VRAM_F;
|
||||
else if (mask & (1<<6)) vram = GPU.VRAM_G;
|
||||
else if (mask & (1<<4)) vram = &gpu.VRAM_E[(i&3)*0x4000];
|
||||
else if (mask & (1<<5)) vram = gpu.VRAM_F;
|
||||
else if (mask & (1<<6)) vram = gpu.VRAM_G;
|
||||
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, i*8, 1024, 8, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, vram);
|
||||
}
|
||||
@ -1264,13 +1263,13 @@ void GLRenderer::RenderFrame()
|
||||
glUseProgram(ClearShaderPlain[2]);
|
||||
glDepthFunc(GL_ALWAYS);
|
||||
|
||||
u32 r = GPU.GPU3D.RenderClearAttr1 & 0x1F;
|
||||
u32 g = (GPU.GPU3D.RenderClearAttr1 >> 5) & 0x1F;
|
||||
u32 b = (GPU.GPU3D.RenderClearAttr1 >> 10) & 0x1F;
|
||||
u32 fog = (GPU.GPU3D.RenderClearAttr1 >> 15) & 0x1;
|
||||
u32 a = (GPU.GPU3D.RenderClearAttr1 >> 16) & 0x1F;
|
||||
u32 polyid = (GPU.GPU3D.RenderClearAttr1 >> 24) & 0x3F;
|
||||
u32 z = ((GPU.GPU3D.RenderClearAttr2 & 0x7FFF) * 0x200) + 0x1FF;
|
||||
u32 r = gpu.GPU3D.RenderClearAttr1 & 0x1F;
|
||||
u32 g = (gpu.GPU3D.RenderClearAttr1 >> 5) & 0x1F;
|
||||
u32 b = (gpu.GPU3D.RenderClearAttr1 >> 10) & 0x1F;
|
||||
u32 fog = (gpu.GPU3D.RenderClearAttr1 >> 15) & 0x1;
|
||||
u32 a = (gpu.GPU3D.RenderClearAttr1 >> 16) & 0x1F;
|
||||
u32 polyid = (gpu.GPU3D.RenderClearAttr1 >> 24) & 0x3F;
|
||||
u32 z = ((gpu.GPU3D.RenderClearAttr2 & 0x7FFF) * 0x200) + 0x1FF;
|
||||
|
||||
glStencilFunc(GL_ALWAYS, 0xFF, 0xFF);
|
||||
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
|
||||
@ -1289,20 +1288,20 @@ void GLRenderer::RenderFrame()
|
||||
glDrawArrays(GL_TRIANGLES, 0, 2*3);
|
||||
}
|
||||
|
||||
if (GPU.GPU3D.RenderNumPolygons)
|
||||
if (gpu.GPU3D.RenderNumPolygons)
|
||||
{
|
||||
// render shit here
|
||||
u32 flags = 0;
|
||||
if (GPU.GPU3D.RenderPolygonRAM[0]->WBuffer) flags |= RenderFlag_WBuffer;
|
||||
if (gpu.GPU3D.RenderPolygonRAM[0]->WBuffer) flags |= RenderFlag_WBuffer;
|
||||
|
||||
int npolys = 0;
|
||||
int firsttrans = -1;
|
||||
for (u32 i = 0; i < GPU.GPU3D.RenderNumPolygons; i++)
|
||||
for (u32 i = 0; i < gpu.GPU3D.RenderNumPolygons; i++)
|
||||
{
|
||||
if (GPU.GPU3D.RenderPolygonRAM[i]->Degenerate) continue;
|
||||
if (gpu.GPU3D.RenderPolygonRAM[i]->Degenerate) continue;
|
||||
|
||||
SetupPolygon(&PolygonList[npolys], GPU.GPU3D.RenderPolygonRAM[i]);
|
||||
if (firsttrans < 0 && GPU.GPU3D.RenderPolygonRAM[i]->Translucent)
|
||||
SetupPolygon(&PolygonList[npolys], gpu.GPU3D.RenderPolygonRAM[i]);
|
||||
if (firsttrans < 0 && gpu.GPU3D.RenderPolygonRAM[i]->Translucent)
|
||||
firsttrans = npolys;
|
||||
|
||||
npolys++;
|
||||
@ -1319,15 +1318,15 @@ void GLRenderer::RenderFrame()
|
||||
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, NumIndices * 2, IndexBuffer);
|
||||
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, EdgeIndicesOffset * 2, NumEdgeIndices * 2, IndexBuffer + EdgeIndicesOffset);
|
||||
|
||||
RenderSceneChunk(0, 192);
|
||||
RenderSceneChunk(gpu.GPU3D, 0, 192);
|
||||
}
|
||||
|
||||
FrontBuffer = FrontBuffer ? 0 : 1;
|
||||
}
|
||||
|
||||
void GLRenderer::Stop()
|
||||
void GLRenderer::Stop(const GPU& gpu)
|
||||
{
|
||||
CurGLCompositor.Stop(GPU);
|
||||
CurGLCompositor.Stop(gpu);
|
||||
}
|
||||
|
||||
void GLRenderer::PrepareCaptureFrame()
|
||||
@ -1345,9 +1344,9 @@ void GLRenderer::PrepareCaptureFrame()
|
||||
glReadPixels(0, 0, 256, 192, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
|
||||
}
|
||||
|
||||
void GLRenderer::Blit()
|
||||
void GLRenderer::Blit(const GPU& gpu)
|
||||
{
|
||||
CurGLCompositor.RenderFrame(GPU, *this);
|
||||
CurGLCompositor.RenderFrame(gpu, *this);
|
||||
}
|
||||
|
||||
u32* GLRenderer::GetLine(int line)
|
||||
|
@ -31,7 +31,7 @@ class GLRenderer : public Renderer3D
|
||||
{
|
||||
public:
|
||||
~GLRenderer() override;
|
||||
void Reset() override;
|
||||
void Reset(GPU& gpu) override;
|
||||
|
||||
void SetRenderSettings(bool betterpolygons, int scale) noexcept;
|
||||
void SetBetterPolygons(bool betterpolygons) noexcept;
|
||||
@ -39,22 +39,22 @@ public:
|
||||
[[nodiscard]] bool GetBetterPolygons() const noexcept { return BetterPolygons; }
|
||||
[[nodiscard]] int GetScaleFactor() const noexcept { return ScaleFactor; }
|
||||
|
||||
void VCount144() override {};
|
||||
void RenderFrame() override;
|
||||
void Stop() override;
|
||||
void VCount144(GPU& gpu) override {};
|
||||
void RenderFrame(GPU& gpu) override;
|
||||
void Stop(const GPU& gpu) override;
|
||||
u32* GetLine(int line) override;
|
||||
|
||||
void SetupAccelFrame();
|
||||
void PrepareCaptureFrame() override;
|
||||
void Blit() override;
|
||||
void Blit(const GPU& gpu) override;
|
||||
|
||||
[[nodiscard]] const GLCompositor& GetCompositor() const noexcept { return CurGLCompositor; }
|
||||
GLCompositor& GetCompositor() noexcept { return CurGLCompositor; }
|
||||
|
||||
static std::unique_ptr<GLRenderer> New(melonDS::GPU& gpu) noexcept;
|
||||
static std::unique_ptr<GLRenderer> New() noexcept;
|
||||
private:
|
||||
// Used by New()
|
||||
GLRenderer(GLCompositor&& compositor, GPU& gpu) noexcept;
|
||||
GLRenderer(GLCompositor&& compositor) noexcept;
|
||||
|
||||
// GL version requirements
|
||||
// * texelFetch: 3.0 (GLSL 1.30) (3.2/1.50 for MS)
|
||||
@ -74,7 +74,6 @@ private:
|
||||
u32 RenderKey;
|
||||
};
|
||||
|
||||
melonDS::GPU& GPU;
|
||||
GLCompositor CurGLCompositor;
|
||||
RendererPolygon PolygonList[2048] {};
|
||||
|
||||
@ -86,7 +85,7 @@ private:
|
||||
int RenderSinglePolygon(int i) const;
|
||||
int RenderPolygonBatch(int i) const;
|
||||
int RenderPolygonEdgeBatch(int i) const;
|
||||
void RenderSceneChunk(int y, int h);
|
||||
void RenderSceneChunk(const GPU3D& gpu3d, int y, int h);
|
||||
|
||||
enum
|
||||
{
|
||||
|
@ -42,14 +42,16 @@ void SoftRenderer::StopRenderThread()
|
||||
}
|
||||
}
|
||||
|
||||
void SoftRenderer::SetupRenderThread()
|
||||
void SoftRenderer::SetupRenderThread(GPU& gpu)
|
||||
{
|
||||
if (Threaded)
|
||||
{
|
||||
if (!RenderThreadRunning.load(std::memory_order_relaxed))
|
||||
{
|
||||
RenderThreadRunning = true;
|
||||
RenderThread = Platform::Thread_Create(std::bind(&SoftRenderer::RenderThreadFunc, this));
|
||||
RenderThread = Platform::Thread_Create([this, &gpu]() {
|
||||
RenderThreadFunc(gpu);
|
||||
});
|
||||
}
|
||||
|
||||
// otherwise more than one frame can be queued up at once
|
||||
@ -71,8 +73,8 @@ void SoftRenderer::SetupRenderThread()
|
||||
}
|
||||
|
||||
|
||||
SoftRenderer::SoftRenderer(melonDS::GPU& gpu, bool threaded) noexcept
|
||||
: Renderer3D(false), GPU(gpu), Threaded(threaded)
|
||||
SoftRenderer::SoftRenderer(bool threaded) noexcept
|
||||
: Renderer3D(false), Threaded(threaded)
|
||||
{
|
||||
Sema_RenderStart = Platform::Semaphore_Create();
|
||||
Sema_RenderDone = Platform::Semaphore_Create();
|
||||
@ -92,7 +94,7 @@ SoftRenderer::~SoftRenderer()
|
||||
Platform::Semaphore_Free(Sema_ScanlineCount);
|
||||
}
|
||||
|
||||
void SoftRenderer::Reset()
|
||||
void SoftRenderer::Reset(GPU& gpu)
|
||||
{
|
||||
memset(ColorBuffer, 0, BufferSize * 2 * 4);
|
||||
memset(DepthBuffer, 0, BufferSize * 2 * 4);
|
||||
@ -100,19 +102,19 @@ void SoftRenderer::Reset()
|
||||
|
||||
PrevIsShadowMask = false;
|
||||
|
||||
SetupRenderThread();
|
||||
SetupRenderThread(gpu);
|
||||
}
|
||||
|
||||
void SoftRenderer::SetThreaded(bool threaded) noexcept
|
||||
void SoftRenderer::SetThreaded(bool threaded, GPU& gpu) noexcept
|
||||
{
|
||||
if (Threaded != threaded)
|
||||
{
|
||||
Threaded = threaded;
|
||||
SetupRenderThread();
|
||||
SetupRenderThread(gpu);
|
||||
}
|
||||
}
|
||||
|
||||
void SoftRenderer::TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* color, u8* alpha) const
|
||||
void SoftRenderer::TextureLookup(const GPU& gpu, u32 texparam, u32 texpal, s16 s, s16 t, u16* color, u8* alpha) const
|
||||
{
|
||||
u32 vramaddr = (texparam & 0xFFFF) << 3;
|
||||
|
||||
@ -167,10 +169,10 @@ void SoftRenderer::TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* co
|
||||
case 1: // A3I5
|
||||
{
|
||||
vramaddr += ((t * width) + s);
|
||||
u8 pixel = ReadVRAM_Texture<u8>(vramaddr);
|
||||
u8 pixel = ReadVRAM_Texture<u8>(vramaddr, gpu);
|
||||
|
||||
texpal <<= 4;
|
||||
*color = ReadVRAM_TexPal<u16>(texpal + ((pixel&0x1F)<<1));
|
||||
*color = ReadVRAM_TexPal<u16>(texpal + ((pixel&0x1F)<<1), gpu);
|
||||
*alpha = ((pixel >> 3) & 0x1C) + (pixel >> 6);
|
||||
}
|
||||
break;
|
||||
@ -178,12 +180,12 @@ void SoftRenderer::TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* co
|
||||
case 2: // 4-color
|
||||
{
|
||||
vramaddr += (((t * width) + s) >> 2);
|
||||
u8 pixel = ReadVRAM_Texture<u8>(vramaddr);
|
||||
u8 pixel = ReadVRAM_Texture<u8>(vramaddr, gpu);
|
||||
pixel >>= ((s & 0x3) << 1);
|
||||
pixel &= 0x3;
|
||||
|
||||
texpal <<= 3;
|
||||
*color = ReadVRAM_TexPal<u16>(texpal + (pixel<<1));
|
||||
*color = ReadVRAM_TexPal<u16>(texpal + (pixel<<1), gpu);
|
||||
*alpha = (pixel==0) ? alpha0 : 31;
|
||||
}
|
||||
break;
|
||||
@ -191,12 +193,12 @@ void SoftRenderer::TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* co
|
||||
case 3: // 16-color
|
||||
{
|
||||
vramaddr += (((t * width) + s) >> 1);
|
||||
u8 pixel = ReadVRAM_Texture<u8>(vramaddr);
|
||||
u8 pixel = ReadVRAM_Texture<u8>(vramaddr, gpu);
|
||||
if (s & 0x1) pixel >>= 4;
|
||||
else pixel &= 0xF;
|
||||
|
||||
texpal <<= 4;
|
||||
*color = ReadVRAM_TexPal<u16>(texpal + (pixel<<1));
|
||||
*color = ReadVRAM_TexPal<u16>(texpal + (pixel<<1), gpu);
|
||||
*alpha = (pixel==0) ? alpha0 : 31;
|
||||
}
|
||||
break;
|
||||
@ -204,10 +206,10 @@ void SoftRenderer::TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* co
|
||||
case 4: // 256-color
|
||||
{
|
||||
vramaddr += ((t * width) + s);
|
||||
u8 pixel = ReadVRAM_Texture<u8>(vramaddr);
|
||||
u8 pixel = ReadVRAM_Texture<u8>(vramaddr, gpu);
|
||||
|
||||
texpal <<= 4;
|
||||
*color = ReadVRAM_TexPal<u16>(texpal + (pixel<<1));
|
||||
*color = ReadVRAM_TexPal<u16>(texpal + (pixel<<1), gpu);
|
||||
*alpha = (pixel==0) ? alpha0 : 31;
|
||||
}
|
||||
break;
|
||||
@ -221,30 +223,30 @@ void SoftRenderer::TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* co
|
||||
if (vramaddr >= 0x40000)
|
||||
slot1addr += 0x10000;
|
||||
|
||||
u8 val = ReadVRAM_Texture<u8>(vramaddr);
|
||||
u8 val = ReadVRAM_Texture<u8>(vramaddr, gpu);
|
||||
val >>= (2 * (s & 0x3));
|
||||
|
||||
u16 palinfo = ReadVRAM_Texture<u16>(slot1addr);
|
||||
u16 palinfo = ReadVRAM_Texture<u16>(slot1addr, gpu);
|
||||
u32 paloffset = (palinfo & 0x3FFF) << 2;
|
||||
texpal <<= 4;
|
||||
|
||||
switch (val & 0x3)
|
||||
{
|
||||
case 0:
|
||||
*color = ReadVRAM_TexPal<u16>(texpal + paloffset);
|
||||
*color = ReadVRAM_TexPal<u16>(texpal + paloffset, gpu);
|
||||
*alpha = 31;
|
||||
break;
|
||||
|
||||
case 1:
|
||||
*color = ReadVRAM_TexPal<u16>(texpal + paloffset + 2);
|
||||
*color = ReadVRAM_TexPal<u16>(texpal + paloffset + 2, gpu);
|
||||
*alpha = 31;
|
||||
break;
|
||||
|
||||
case 2:
|
||||
if ((palinfo >> 14) == 1)
|
||||
{
|
||||
u16 color0 = ReadVRAM_TexPal<u16>(texpal + paloffset);
|
||||
u16 color1 = ReadVRAM_TexPal<u16>(texpal + paloffset + 2);
|
||||
u16 color0 = ReadVRAM_TexPal<u16>(texpal + paloffset, gpu);
|
||||
u16 color1 = ReadVRAM_TexPal<u16>(texpal + paloffset + 2, gpu);
|
||||
|
||||
u32 r0 = color0 & 0x001F;
|
||||
u32 g0 = color0 & 0x03E0;
|
||||
@ -261,8 +263,8 @@ void SoftRenderer::TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* co
|
||||
}
|
||||
else if ((palinfo >> 14) == 3)
|
||||
{
|
||||
u16 color0 = ReadVRAM_TexPal<u16>(texpal + paloffset);
|
||||
u16 color1 = ReadVRAM_TexPal<u16>(texpal + paloffset + 2);
|
||||
u16 color0 = ReadVRAM_TexPal<u16>(texpal + paloffset, gpu);
|
||||
u16 color1 = ReadVRAM_TexPal<u16>(texpal + paloffset + 2, gpu);
|
||||
|
||||
u32 r0 = color0 & 0x001F;
|
||||
u32 g0 = color0 & 0x03E0;
|
||||
@ -278,20 +280,20 @@ void SoftRenderer::TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* co
|
||||
*color = r | g | b;
|
||||
}
|
||||
else
|
||||
*color = ReadVRAM_TexPal<u16>(texpal + paloffset + 4);
|
||||
*color = ReadVRAM_TexPal<u16>(texpal + paloffset + 4, gpu);
|
||||
*alpha = 31;
|
||||
break;
|
||||
|
||||
case 3:
|
||||
if ((palinfo >> 14) == 2)
|
||||
{
|
||||
*color = ReadVRAM_TexPal<u16>(texpal + paloffset + 6);
|
||||
*color = ReadVRAM_TexPal<u16>(texpal + paloffset + 6, gpu);
|
||||
*alpha = 31;
|
||||
}
|
||||
else if ((palinfo >> 14) == 3)
|
||||
{
|
||||
u16 color0 = ReadVRAM_TexPal<u16>(texpal + paloffset);
|
||||
u16 color1 = ReadVRAM_TexPal<u16>(texpal + paloffset + 2);
|
||||
u16 color0 = ReadVRAM_TexPal<u16>(texpal + paloffset, gpu);
|
||||
u16 color1 = ReadVRAM_TexPal<u16>(texpal + paloffset + 2, gpu);
|
||||
|
||||
u32 r0 = color0 & 0x001F;
|
||||
u32 g0 = color0 & 0x03E0;
|
||||
@ -320,10 +322,10 @@ void SoftRenderer::TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* co
|
||||
case 6: // A5I3
|
||||
{
|
||||
vramaddr += ((t * width) + s);
|
||||
u8 pixel = ReadVRAM_Texture<u8>(vramaddr);
|
||||
u8 pixel = ReadVRAM_Texture<u8>(vramaddr, gpu);
|
||||
|
||||
texpal <<= 4;
|
||||
*color = ReadVRAM_TexPal<u16>(texpal + ((pixel&0x7)<<1));
|
||||
*color = ReadVRAM_TexPal<u16>(texpal + ((pixel&0x7)<<1), gpu);
|
||||
*alpha = (pixel >> 3);
|
||||
}
|
||||
break;
|
||||
@ -331,7 +333,7 @@ void SoftRenderer::TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* co
|
||||
case 7: // direct color
|
||||
{
|
||||
vramaddr += (((t * width) + s) << 1);
|
||||
*color = ReadVRAM_Texture<u16>(vramaddr);
|
||||
*color = ReadVRAM_Texture<u16>(vramaddr, gpu);
|
||||
*alpha = (*color & 0x8000) ? 31 : 0;
|
||||
}
|
||||
break;
|
||||
@ -388,7 +390,7 @@ bool DepthTest_LessThan_FrontFacing(s32 dstz, s32 z, u32 dstattr)
|
||||
return false;
|
||||
}
|
||||
|
||||
u32 SoftRenderer::AlphaBlend(u32 srccolor, u32 dstcolor, u32 alpha) const noexcept
|
||||
u32 SoftRenderer::AlphaBlend(const GPU3D& gpu3d, u32 srccolor, u32 dstcolor, u32 alpha) const noexcept
|
||||
{
|
||||
u32 dstalpha = dstcolor >> 24;
|
||||
|
||||
@ -399,7 +401,7 @@ u32 SoftRenderer::AlphaBlend(u32 srccolor, u32 dstcolor, u32 alpha) const noexce
|
||||
u32 srcG = (srccolor >> 8) & 0x3F;
|
||||
u32 srcB = (srccolor >> 16) & 0x3F;
|
||||
|
||||
if (GPU.GPU3D.RenderDispCnt & (1<<3))
|
||||
if (gpu3d.RenderDispCnt & (1<<3))
|
||||
{
|
||||
u32 dstR = dstcolor & 0x3F;
|
||||
u32 dstG = (dstcolor >> 8) & 0x3F;
|
||||
@ -418,7 +420,7 @@ u32 SoftRenderer::AlphaBlend(u32 srccolor, u32 dstcolor, u32 alpha) const noexce
|
||||
return srcR | (srcG << 8) | (srcB << 16) | (dstalpha << 24);
|
||||
}
|
||||
|
||||
u32 SoftRenderer::RenderPixel(const Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s, s16 t) const
|
||||
u32 SoftRenderer::RenderPixel(const GPU& gpu, const Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s, s16 t) const
|
||||
{
|
||||
u8 r, g, b, a;
|
||||
|
||||
@ -428,7 +430,7 @@ u32 SoftRenderer::RenderPixel(const Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s
|
||||
|
||||
if (blendmode == 2)
|
||||
{
|
||||
if (GPU.GPU3D.RenderDispCnt & (1<<1))
|
||||
if (gpu.GPU3D.RenderDispCnt & (1<<1))
|
||||
{
|
||||
// highlight mode: color is calculated normally
|
||||
// except all vertex color components are set
|
||||
@ -442,7 +444,7 @@ u32 SoftRenderer::RenderPixel(const Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s
|
||||
{
|
||||
// toon mode: vertex color is replaced by toon color
|
||||
|
||||
u16 tooncolor = GPU.GPU3D.RenderToonTable[vr >> 1];
|
||||
u16 tooncolor = gpu.GPU3D.RenderToonTable[vr >> 1];
|
||||
|
||||
vr = (tooncolor << 1) & 0x3E; if (vr) vr++;
|
||||
vg = (tooncolor >> 4) & 0x3E; if (vg) vg++;
|
||||
@ -450,12 +452,12 @@ u32 SoftRenderer::RenderPixel(const Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s
|
||||
}
|
||||
}
|
||||
|
||||
if ((GPU.GPU3D.RenderDispCnt & (1<<0)) && (((polygon->TexParam >> 26) & 0x7) != 0))
|
||||
if ((gpu.GPU3D.RenderDispCnt & (1<<0)) && (((polygon->TexParam >> 26) & 0x7) != 0))
|
||||
{
|
||||
u8 tr, tg, tb;
|
||||
|
||||
u16 tcolor; u8 talpha;
|
||||
TextureLookup(polygon->TexParam, polygon->TexPalette, s, t, &tcolor, &talpha);
|
||||
TextureLookup(gpu, polygon->TexParam, polygon->TexPalette, s, t, &tcolor, &talpha);
|
||||
|
||||
tr = (tcolor << 1) & 0x3E; if (tr) tr++;
|
||||
tg = (tcolor >> 4) & 0x3E; if (tg) tg++;
|
||||
@ -503,9 +505,9 @@ u32 SoftRenderer::RenderPixel(const Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s
|
||||
a = polyalpha;
|
||||
}
|
||||
|
||||
if ((blendmode == 2) && (GPU.GPU3D.RenderDispCnt & (1<<1)))
|
||||
if ((blendmode == 2) && (gpu.GPU3D.RenderDispCnt & (1<<1)))
|
||||
{
|
||||
u16 tooncolor = GPU.GPU3D.RenderToonTable[vr >> 1];
|
||||
u16 tooncolor = gpu.GPU3D.RenderToonTable[vr >> 1];
|
||||
|
||||
vr = (tooncolor << 1) & 0x3E; if (vr) vr++;
|
||||
vg = (tooncolor >> 4) & 0x3E; if (vg) vg++;
|
||||
@ -526,7 +528,7 @@ u32 SoftRenderer::RenderPixel(const Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s
|
||||
return r | (g << 8) | (b << 16) | (a << 24);
|
||||
}
|
||||
|
||||
void SoftRenderer::PlotTranslucentPixel(u32 pixeladdr, u32 color, u32 z, u32 polyattr, u32 shadow)
|
||||
void SoftRenderer::PlotTranslucentPixel(const GPU3D& gpu3d, u32 pixeladdr, u32 color, u32 z, u32 polyattr, u32 shadow)
|
||||
{
|
||||
u32 dstattr = AttrBuffer[pixeladdr];
|
||||
u32 attr = (polyattr & 0xE0F0) | ((polyattr >> 8) & 0xFF0000) | (1<<22) | (dstattr & 0xFF001F0F);
|
||||
@ -556,7 +558,7 @@ void SoftRenderer::PlotTranslucentPixel(u32 pixeladdr, u32 color, u32 z, u32 pol
|
||||
if (!(dstattr & (1<<15)))
|
||||
attr &= ~(1<<15);
|
||||
|
||||
color = AlphaBlend(color, ColorBuffer[pixeladdr], color>>24);
|
||||
color = AlphaBlend(gpu3d, color, ColorBuffer[pixeladdr], color>>24);
|
||||
|
||||
if (z != -1)
|
||||
DepthBuffer[pixeladdr] = z;
|
||||
@ -672,7 +674,7 @@ void SoftRenderer::SetupPolygon(SoftRenderer::RendererPolygon* rp, Polygon* poly
|
||||
}
|
||||
}
|
||||
|
||||
void SoftRenderer::RenderShadowMaskScanline(RendererPolygon* rp, s32 y)
|
||||
void SoftRenderer::RenderShadowMaskScanline(const GPU3D& gpu3d, RendererPolygon* rp, s32 y)
|
||||
{
|
||||
Polygon* polygon = rp->PolyData;
|
||||
|
||||
@ -749,7 +751,7 @@ void SoftRenderer::RenderShadowMaskScanline(RendererPolygon* rp, s32 y)
|
||||
std::swap(zl, zr);
|
||||
|
||||
// CHECKME: edge fill rules for swapped opaque shadow mask polygons
|
||||
if ((GPU.GPU3D.RenderDispCnt & ((1<<4)|(1<<5))) || ((polyalpha < 31) && (GPU.GPU3D.RenderDispCnt & (1<<3))) || wireframe)
|
||||
if ((gpu3d.RenderDispCnt & ((1<<4)|(1<<5))) || ((polyalpha < 31) && (gpu3d.RenderDispCnt & (1<<3))) || wireframe)
|
||||
{
|
||||
l_filledge = true;
|
||||
r_filledge = true;
|
||||
@ -777,7 +779,7 @@ void SoftRenderer::RenderShadowMaskScanline(RendererPolygon* rp, s32 y)
|
||||
rp->SlopeR.EdgeParams<false>(&r_edgelen, &r_edgecov);
|
||||
|
||||
// CHECKME: edge fill rules for unswapped opaque shadow mask polygons
|
||||
if ((GPU.GPU3D.RenderDispCnt & ((1<<4)|(1<<5))) || ((polyalpha < 31) && (GPU.GPU3D.RenderDispCnt & (1<<3))) || wireframe)
|
||||
if ((gpu3d.RenderDispCnt & ((1<<4)|(1<<5))) || ((polyalpha < 31) && (gpu3d.RenderDispCnt & (1<<3))) || wireframe)
|
||||
{
|
||||
l_filledge = true;
|
||||
r_filledge = true;
|
||||
@ -798,7 +800,7 @@ void SoftRenderer::RenderShadowMaskScanline(RendererPolygon* rp, s32 y)
|
||||
// similarly, we can perform alpha test early (checkme)
|
||||
|
||||
if (wireframe) polyalpha = 31;
|
||||
if (polyalpha <= GPU.GPU3D.RenderAlphaRef) return;
|
||||
if (polyalpha <= gpu3d.RenderAlphaRef) return;
|
||||
|
||||
// in wireframe mode, there are special rules for equal Z (TODO)
|
||||
|
||||
@ -900,7 +902,7 @@ void SoftRenderer::RenderShadowMaskScanline(RendererPolygon* rp, s32 y)
|
||||
rp->XR = rp->SlopeR.Step();
|
||||
}
|
||||
|
||||
void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
|
||||
void SoftRenderer::RenderPolygonScanline(const GPU& gpu, RendererPolygon* rp, s32 y)
|
||||
{
|
||||
Polygon* polygon = rp->PolyData;
|
||||
|
||||
@ -984,7 +986,7 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
|
||||
// edges are always filled if antialiasing/edgemarking are enabled,
|
||||
// if the pixels are translucent and alpha blending is enabled, or if the polygon is wireframe
|
||||
// checkme: do swapped line polygons exist?
|
||||
if ((GPU.GPU3D.RenderDispCnt & ((1<<4)|(1<<5))) || ((polyalpha < 31) && (GPU.GPU3D.RenderDispCnt & (1<<3))) || wireframe)
|
||||
if ((gpu.GPU3D.RenderDispCnt & ((1<<4)|(1<<5))) || ((polyalpha < 31) && (gpu.GPU3D.RenderDispCnt & (1<<3))) || wireframe)
|
||||
{
|
||||
l_filledge = true;
|
||||
r_filledge = true;
|
||||
@ -1019,7 +1021,7 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
|
||||
// * edges are filled if both sides are identical and fully overlapping
|
||||
// edges are always filled if antialiasing/edgemarking are enabled,
|
||||
// if the pixels are translucent and alpha blending is enabled, or if the polygon is wireframe
|
||||
if ((GPU.GPU3D.RenderDispCnt & ((1<<4)|(1<<5))) || ((polyalpha < 31) && (GPU.GPU3D.RenderDispCnt & (1<<3))) || wireframe)
|
||||
if ((gpu.GPU3D.RenderDispCnt & ((1<<4)|(1<<5))) || ((polyalpha < 31) && (gpu.GPU3D.RenderDispCnt & (1<<3))) || wireframe)
|
||||
{
|
||||
l_filledge = true;
|
||||
r_filledge = true;
|
||||
@ -1118,17 +1120,17 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
|
||||
s16 s = interpX.Interpolate(sl, sr);
|
||||
s16 t = interpX.Interpolate(tl, tr);
|
||||
|
||||
u32 color = RenderPixel(polygon, vr>>3, vg>>3, vb>>3, s, t);
|
||||
u32 color = RenderPixel(gpu, polygon, vr>>3, vg>>3, vb>>3, s, t);
|
||||
u8 alpha = color >> 24;
|
||||
|
||||
// alpha test
|
||||
if (alpha <= GPU.GPU3D.RenderAlphaRef) continue;
|
||||
if (alpha <= gpu.GPU3D.RenderAlphaRef) continue;
|
||||
|
||||
if (alpha == 31)
|
||||
{
|
||||
u32 attr = polyattr | edge;
|
||||
|
||||
if (GPU.GPU3D.RenderDispCnt & (1<<4))
|
||||
if (gpu.GPU3D.RenderDispCnt & (1<<4))
|
||||
{
|
||||
// anti-aliasing: all edges are rendered
|
||||
|
||||
@ -1158,11 +1160,11 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
|
||||
else
|
||||
{
|
||||
if (!(polygon->Attr & (1<<11))) z = -1;
|
||||
PlotTranslucentPixel(pixeladdr, color, z, polyattr, polygon->IsShadow);
|
||||
PlotTranslucentPixel(gpu.GPU3D, pixeladdr, color, z, polyattr, polygon->IsShadow);
|
||||
|
||||
// blend with bottom pixel too, if needed
|
||||
if ((dstattr & 0xF) && (pixeladdr < BufferSize))
|
||||
PlotTranslucentPixel(pixeladdr+BufferSize, color, z, polyattr, polygon->IsShadow);
|
||||
PlotTranslucentPixel(gpu.GPU3D, pixeladdr+BufferSize, color, z, polyattr, polygon->IsShadow);
|
||||
}
|
||||
}
|
||||
|
||||
@ -1214,17 +1216,17 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
|
||||
s16 s = interpX.Interpolate(sl, sr);
|
||||
s16 t = interpX.Interpolate(tl, tr);
|
||||
|
||||
u32 color = RenderPixel(polygon, vr>>3, vg>>3, vb>>3, s, t);
|
||||
u32 color = RenderPixel(gpu, polygon, vr>>3, vg>>3, vb>>3, s, t);
|
||||
u8 alpha = color >> 24;
|
||||
|
||||
// alpha test
|
||||
if (alpha <= GPU.GPU3D.RenderAlphaRef) continue;
|
||||
if (alpha <= gpu.GPU3D.RenderAlphaRef) continue;
|
||||
|
||||
if (alpha == 31)
|
||||
{
|
||||
u32 attr = polyattr | edge;
|
||||
|
||||
if ((GPU.GPU3D.RenderDispCnt & (1<<4)) && (attr & 0xF))
|
||||
if ((gpu.GPU3D.RenderDispCnt & (1<<4)) && (attr & 0xF))
|
||||
{
|
||||
// anti-aliasing: all edges are rendered
|
||||
|
||||
@ -1247,11 +1249,11 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
|
||||
else
|
||||
{
|
||||
if (!(polygon->Attr & (1<<11))) z = -1;
|
||||
PlotTranslucentPixel(pixeladdr, color, z, polyattr, polygon->IsShadow);
|
||||
PlotTranslucentPixel(gpu.GPU3D, pixeladdr, color, z, polyattr, polygon->IsShadow);
|
||||
|
||||
// blend with bottom pixel too, if needed
|
||||
if ((dstattr & 0xF) && (pixeladdr < BufferSize))
|
||||
PlotTranslucentPixel(pixeladdr+BufferSize, color, z, polyattr, polygon->IsShadow);
|
||||
PlotTranslucentPixel(gpu.GPU3D, pixeladdr+BufferSize, color, z, polyattr, polygon->IsShadow);
|
||||
}
|
||||
}
|
||||
|
||||
@ -1306,17 +1308,17 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
|
||||
s16 s = interpX.Interpolate(sl, sr);
|
||||
s16 t = interpX.Interpolate(tl, tr);
|
||||
|
||||
u32 color = RenderPixel(polygon, vr>>3, vg>>3, vb>>3, s, t);
|
||||
u32 color = RenderPixel(gpu, polygon, vr>>3, vg>>3, vb>>3, s, t);
|
||||
u8 alpha = color >> 24;
|
||||
|
||||
// alpha test
|
||||
if (alpha <= GPU.GPU3D.RenderAlphaRef) continue;
|
||||
if (alpha <= gpu.GPU3D.RenderAlphaRef) continue;
|
||||
|
||||
if (alpha == 31)
|
||||
{
|
||||
u32 attr = polyattr | edge;
|
||||
|
||||
if (GPU.GPU3D.RenderDispCnt & (1<<4))
|
||||
if (gpu.GPU3D.RenderDispCnt & (1<<4))
|
||||
{
|
||||
// anti-aliasing: all edges are rendered
|
||||
|
||||
@ -1346,11 +1348,11 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
|
||||
else
|
||||
{
|
||||
if (!(polygon->Attr & (1<<11))) z = -1;
|
||||
PlotTranslucentPixel(pixeladdr, color, z, polyattr, polygon->IsShadow);
|
||||
PlotTranslucentPixel(gpu.GPU3D, pixeladdr, color, z, polyattr, polygon->IsShadow);
|
||||
|
||||
// blend with bottom pixel too, if needed
|
||||
if ((dstattr & 0xF) && (pixeladdr < BufferSize))
|
||||
PlotTranslucentPixel(pixeladdr+BufferSize, color, z, polyattr, polygon->IsShadow);
|
||||
PlotTranslucentPixel(gpu.GPU3D, pixeladdr+BufferSize, color, z, polyattr, polygon->IsShadow);
|
||||
}
|
||||
}
|
||||
|
||||
@ -1358,7 +1360,7 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
|
||||
rp->XR = rp->SlopeR.Step();
|
||||
}
|
||||
|
||||
void SoftRenderer::RenderScanline(s32 y, int npolys)
|
||||
void SoftRenderer::RenderScanline(const GPU& gpu, s32 y, int npolys)
|
||||
{
|
||||
for (int i = 0; i < npolys; i++)
|
||||
{
|
||||
@ -1368,19 +1370,19 @@ void SoftRenderer::RenderScanline(s32 y, int npolys)
|
||||
if (y >= polygon->YTop && (y < polygon->YBottom || (y == polygon->YTop && polygon->YBottom == polygon->YTop)))
|
||||
{
|
||||
if (polygon->IsShadowMask)
|
||||
RenderShadowMaskScanline(rp, y);
|
||||
RenderShadowMaskScanline(gpu.GPU3D, rp, y);
|
||||
else
|
||||
RenderPolygonScanline(rp, y);
|
||||
RenderPolygonScanline(gpu, rp, y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
u32 SoftRenderer::CalculateFogDensity(u32 pixeladdr) const
|
||||
u32 SoftRenderer::CalculateFogDensity(const GPU3D& gpu3d, u32 pixeladdr) const
|
||||
{
|
||||
u32 z = DepthBuffer[pixeladdr];
|
||||
u32 densityid, densityfrac;
|
||||
|
||||
if (z < GPU.GPU3D.RenderFogOffset)
|
||||
if (z < gpu3d.RenderFogOffset)
|
||||
{
|
||||
densityid = 0;
|
||||
densityfrac = 0;
|
||||
@ -1392,8 +1394,8 @@ u32 SoftRenderer::CalculateFogDensity(u32 pixeladdr) const
|
||||
// on hardware, the final value can overflow the 32-bit range with a shift big enough,
|
||||
// causing fog to 'wrap around' and accidentally apply to larger Z ranges
|
||||
|
||||
z -= GPU.GPU3D.RenderFogOffset;
|
||||
z = (z >> 2) << GPU.GPU3D.RenderFogShift;
|
||||
z -= gpu3d.RenderFogOffset;
|
||||
z = (z >> 2) << gpu3d.RenderFogShift;
|
||||
|
||||
densityid = z >> 17;
|
||||
if (densityid >= 32)
|
||||
@ -1407,20 +1409,20 @@ u32 SoftRenderer::CalculateFogDensity(u32 pixeladdr) const
|
||||
|
||||
// checkme (may be too precise?)
|
||||
u32 density =
|
||||
((GPU.GPU3D.RenderFogDensityTable[densityid] * (0x20000-densityfrac)) +
|
||||
(GPU.GPU3D.RenderFogDensityTable[densityid+1] * densityfrac)) >> 17;
|
||||
((gpu3d.RenderFogDensityTable[densityid] * (0x20000-densityfrac)) +
|
||||
(gpu3d.RenderFogDensityTable[densityid+1] * densityfrac)) >> 17;
|
||||
if (density >= 127) density = 128;
|
||||
|
||||
return density;
|
||||
}
|
||||
|
||||
void SoftRenderer::ScanlineFinalPass(s32 y)
|
||||
void SoftRenderer::ScanlineFinalPass(const GPU3D& gpu3d, s32 y)
|
||||
{
|
||||
// to consider:
|
||||
// clearing all polygon fog flags if the master flag isn't set?
|
||||
// merging all final pass loops into one?
|
||||
|
||||
if (GPU.GPU3D.RenderDispCnt & (1<<5))
|
||||
if (gpu3d.RenderDispCnt & (1<<5))
|
||||
{
|
||||
// edge marking
|
||||
// only applied to topmost pixels
|
||||
@ -1440,7 +1442,7 @@ void SoftRenderer::ScanlineFinalPass(s32 y)
|
||||
((polyid != (AttrBuffer[pixeladdr-ScanlineWidth] >> 24)) && (z < DepthBuffer[pixeladdr-ScanlineWidth])) ||
|
||||
((polyid != (AttrBuffer[pixeladdr+ScanlineWidth] >> 24)) && (z < DepthBuffer[pixeladdr+ScanlineWidth])))
|
||||
{
|
||||
u16 edgecolor = GPU.GPU3D.RenderEdgeTable[polyid >> 3];
|
||||
u16 edgecolor = gpu3d.RenderEdgeTable[polyid >> 3];
|
||||
u32 edgeR = (edgecolor << 1) & 0x3E; if (edgeR) edgeR++;
|
||||
u32 edgeG = (edgecolor >> 4) & 0x3E; if (edgeG) edgeG++;
|
||||
u32 edgeB = (edgecolor >> 9) & 0x3E; if (edgeB) edgeB++;
|
||||
@ -1453,7 +1455,7 @@ void SoftRenderer::ScanlineFinalPass(s32 y)
|
||||
}
|
||||
}
|
||||
|
||||
if (GPU.GPU3D.RenderDispCnt & (1<<7))
|
||||
if (gpu3d.RenderDispCnt & (1<<7))
|
||||
{
|
||||
// fog
|
||||
|
||||
@ -1466,12 +1468,12 @@ void SoftRenderer::ScanlineFinalPass(s32 y)
|
||||
|
||||
// TODO: check the 'fog alpha glitch with small Z' GBAtek talks about
|
||||
|
||||
bool fogcolor = !(GPU.GPU3D.RenderDispCnt & (1<<6));
|
||||
bool fogcolor = !(gpu3d.RenderDispCnt & (1<<6));
|
||||
|
||||
u32 fogR = (GPU.GPU3D.RenderFogColor << 1) & 0x3E; if (fogR) fogR++;
|
||||
u32 fogG = (GPU.GPU3D.RenderFogColor >> 4) & 0x3E; if (fogG) fogG++;
|
||||
u32 fogB = (GPU.GPU3D.RenderFogColor >> 9) & 0x3E; if (fogB) fogB++;
|
||||
u32 fogA = (GPU.GPU3D.RenderFogColor >> 16) & 0x1F;
|
||||
u32 fogR = (gpu3d.RenderFogColor << 1) & 0x3E; if (fogR) fogR++;
|
||||
u32 fogG = (gpu3d.RenderFogColor >> 4) & 0x3E; if (fogG) fogG++;
|
||||
u32 fogB = (gpu3d.RenderFogColor >> 9) & 0x3E; if (fogB) fogB++;
|
||||
u32 fogA = (gpu3d.RenderFogColor >> 16) & 0x1F;
|
||||
|
||||
for (int x = 0; x < 256; x++)
|
||||
{
|
||||
@ -1481,7 +1483,7 @@ void SoftRenderer::ScanlineFinalPass(s32 y)
|
||||
u32 attr = AttrBuffer[pixeladdr];
|
||||
if (attr & (1<<15))
|
||||
{
|
||||
density = CalculateFogDensity(pixeladdr);
|
||||
density = CalculateFogDensity(gpu3d, pixeladdr);
|
||||
|
||||
srccolor = ColorBuffer[pixeladdr];
|
||||
srcR = srccolor & 0x3F;
|
||||
@ -1510,7 +1512,7 @@ void SoftRenderer::ScanlineFinalPass(s32 y)
|
||||
attr = AttrBuffer[pixeladdr];
|
||||
if (!(attr & (1<<15))) continue;
|
||||
|
||||
density = CalculateFogDensity(pixeladdr);
|
||||
density = CalculateFogDensity(gpu3d, pixeladdr);
|
||||
|
||||
srccolor = ColorBuffer[pixeladdr];
|
||||
srcR = srccolor & 0x3F;
|
||||
@ -1531,7 +1533,7 @@ void SoftRenderer::ScanlineFinalPass(s32 y)
|
||||
}
|
||||
}
|
||||
|
||||
if (GPU.GPU3D.RenderDispCnt & (1<<4))
|
||||
if (gpu3d.RenderDispCnt & (1<<4))
|
||||
{
|
||||
// anti-aliasing
|
||||
|
||||
@ -1584,10 +1586,10 @@ void SoftRenderer::ScanlineFinalPass(s32 y)
|
||||
}
|
||||
}
|
||||
|
||||
void SoftRenderer::ClearBuffers()
|
||||
void SoftRenderer::ClearBuffers(const GPU& gpu)
|
||||
{
|
||||
u32 clearz = ((GPU.GPU3D.RenderClearAttr2 & 0x7FFF) * 0x200) + 0x1FF;
|
||||
u32 polyid = GPU.GPU3D.RenderClearAttr1 & 0x3F000000; // this sets the opaque polygonID
|
||||
u32 clearz = ((gpu.GPU3D.RenderClearAttr2 & 0x7FFF) * 0x200) + 0x1FF;
|
||||
u32 polyid = gpu.GPU3D.RenderClearAttr1 & 0x3F000000; // this sets the opaque polygonID
|
||||
|
||||
// fill screen borders for edge marking
|
||||
|
||||
@ -1617,17 +1619,17 @@ void SoftRenderer::ClearBuffers()
|
||||
|
||||
// clear the screen
|
||||
|
||||
if (GPU.GPU3D.RenderDispCnt & (1<<14))
|
||||
if (gpu.GPU3D.RenderDispCnt & (1<<14))
|
||||
{
|
||||
u8 xoff = (GPU.GPU3D.RenderClearAttr2 >> 16) & 0xFF;
|
||||
u8 yoff = (GPU.GPU3D.RenderClearAttr2 >> 24) & 0xFF;
|
||||
u8 xoff = (gpu.GPU3D.RenderClearAttr2 >> 16) & 0xFF;
|
||||
u8 yoff = (gpu.GPU3D.RenderClearAttr2 >> 24) & 0xFF;
|
||||
|
||||
for (int y = 0; y < ScanlineWidth*192; y+=ScanlineWidth)
|
||||
{
|
||||
for (int x = 0; x < 256; x++)
|
||||
{
|
||||
u16 val2 = ReadVRAM_Texture<u16>(0x40000 + (yoff << 9) + (xoff << 1));
|
||||
u16 val3 = ReadVRAM_Texture<u16>(0x60000 + (yoff << 9) + (xoff << 1));
|
||||
u16 val2 = ReadVRAM_Texture<u16>(0x40000 + (yoff << 9) + (xoff << 1), gpu);
|
||||
u16 val3 = ReadVRAM_Texture<u16>(0x60000 + (yoff << 9) + (xoff << 1), gpu);
|
||||
|
||||
// TODO: confirm color conversion
|
||||
u32 r = (val2 << 1) & 0x3E; if (r) r++;
|
||||
@ -1652,13 +1654,13 @@ void SoftRenderer::ClearBuffers()
|
||||
else
|
||||
{
|
||||
// TODO: confirm color conversion
|
||||
u32 r = (GPU.GPU3D.RenderClearAttr1 << 1) & 0x3E; if (r) r++;
|
||||
u32 g = (GPU.GPU3D.RenderClearAttr1 >> 4) & 0x3E; if (g) g++;
|
||||
u32 b = (GPU.GPU3D.RenderClearAttr1 >> 9) & 0x3E; if (b) b++;
|
||||
u32 a = (GPU.GPU3D.RenderClearAttr1 >> 16) & 0x1F;
|
||||
u32 r = (gpu.GPU3D.RenderClearAttr1 << 1) & 0x3E; if (r) r++;
|
||||
u32 g = (gpu.GPU3D.RenderClearAttr1 >> 4) & 0x3E; if (g) g++;
|
||||
u32 b = (gpu.GPU3D.RenderClearAttr1 >> 9) & 0x3E; if (b) b++;
|
||||
u32 a = (gpu.GPU3D.RenderClearAttr1 >> 16) & 0x1F;
|
||||
u32 color = r | (g << 8) | (b << 16) | (a << 24);
|
||||
|
||||
polyid |= (GPU.GPU3D.RenderClearAttr1 & 0x8000);
|
||||
polyid |= (gpu.GPU3D.RenderClearAttr1 & 0x8000);
|
||||
|
||||
for (int y = 0; y < ScanlineWidth*192; y+=ScanlineWidth)
|
||||
{
|
||||
@ -1673,7 +1675,7 @@ void SoftRenderer::ClearBuffers()
|
||||
}
|
||||
}
|
||||
|
||||
void SoftRenderer::RenderPolygons(bool threaded, Polygon** polygons, int npolys)
|
||||
void SoftRenderer::RenderPolygons(const GPU& gpu, bool threaded, Polygon** polygons, int npolys)
|
||||
{
|
||||
int j = 0;
|
||||
for (int i = 0; i < npolys; i++)
|
||||
@ -1682,38 +1684,38 @@ void SoftRenderer::RenderPolygons(bool threaded, Polygon** polygons, int npolys)
|
||||
SetupPolygon(&PolygonList[j++], polygons[i]);
|
||||
}
|
||||
|
||||
RenderScanline(0, j);
|
||||
RenderScanline(gpu, 0, j);
|
||||
|
||||
for (s32 y = 1; y < 192; y++)
|
||||
{
|
||||
RenderScanline(y, j);
|
||||
ScanlineFinalPass(y-1);
|
||||
RenderScanline(gpu, y, j);
|
||||
ScanlineFinalPass(gpu.GPU3D, y-1);
|
||||
|
||||
if (threaded)
|
||||
Platform::Semaphore_Post(Sema_ScanlineCount);
|
||||
}
|
||||
|
||||
ScanlineFinalPass(191);
|
||||
ScanlineFinalPass(gpu.GPU3D, 191);
|
||||
|
||||
if (threaded)
|
||||
Platform::Semaphore_Post(Sema_ScanlineCount);
|
||||
}
|
||||
|
||||
void SoftRenderer::VCount144()
|
||||
void SoftRenderer::VCount144(GPU& gpu)
|
||||
{
|
||||
if (RenderThreadRunning.load(std::memory_order_relaxed) && !GPU.GPU3D.AbortFrame)
|
||||
if (RenderThreadRunning.load(std::memory_order_relaxed) && !gpu.GPU3D.AbortFrame)
|
||||
Platform::Semaphore_Wait(Sema_RenderDone);
|
||||
}
|
||||
|
||||
void SoftRenderer::RenderFrame()
|
||||
void SoftRenderer::RenderFrame(GPU& gpu)
|
||||
{
|
||||
auto textureDirty = GPU.VRAMDirty_Texture.DeriveState(GPU.VRAMMap_Texture, GPU);
|
||||
auto texPalDirty = GPU.VRAMDirty_TexPal.DeriveState(GPU.VRAMMap_TexPal, GPU);
|
||||
auto textureDirty = gpu.VRAMDirty_Texture.DeriveState(gpu.VRAMMap_Texture, gpu);
|
||||
auto texPalDirty = gpu.VRAMDirty_TexPal.DeriveState(gpu.VRAMMap_TexPal, gpu);
|
||||
|
||||
bool textureChanged = GPU.MakeVRAMFlat_TextureCoherent(textureDirty);
|
||||
bool texPalChanged = GPU.MakeVRAMFlat_TexPalCoherent(texPalDirty);
|
||||
bool textureChanged = gpu.MakeVRAMFlat_TextureCoherent(textureDirty);
|
||||
bool texPalChanged = gpu.MakeVRAMFlat_TexPalCoherent(texPalDirty);
|
||||
|
||||
FrameIdentical = !(textureChanged || texPalChanged) && GPU.GPU3D.RenderFrameIdentical;
|
||||
FrameIdentical = !(textureChanged || texPalChanged) && gpu.GPU3D.RenderFrameIdentical;
|
||||
|
||||
if (RenderThreadRunning.load(std::memory_order_relaxed))
|
||||
{
|
||||
@ -1721,17 +1723,17 @@ void SoftRenderer::RenderFrame()
|
||||
}
|
||||
else if (!FrameIdentical)
|
||||
{
|
||||
ClearBuffers();
|
||||
RenderPolygons(false, &GPU.GPU3D.RenderPolygonRAM[0], GPU.GPU3D.RenderNumPolygons);
|
||||
ClearBuffers(gpu);
|
||||
RenderPolygons(gpu, false, &gpu.GPU3D.RenderPolygonRAM[0], gpu.GPU3D.RenderNumPolygons);
|
||||
}
|
||||
}
|
||||
|
||||
void SoftRenderer::RestartFrame()
|
||||
void SoftRenderer::RestartFrame(GPU& gpu)
|
||||
{
|
||||
SetupRenderThread();
|
||||
SetupRenderThread(gpu);
|
||||
}
|
||||
|
||||
void SoftRenderer::RenderThreadFunc()
|
||||
void SoftRenderer::RenderThreadFunc(GPU& gpu)
|
||||
{
|
||||
for (;;)
|
||||
{
|
||||
@ -1745,8 +1747,8 @@ void SoftRenderer::RenderThreadFunc()
|
||||
}
|
||||
else
|
||||
{
|
||||
ClearBuffers();
|
||||
RenderPolygons(true, &GPU.GPU3D.RenderPolygonRAM[0], GPU.GPU3D.RenderNumPolygons);
|
||||
ClearBuffers(gpu);
|
||||
RenderPolygons(gpu, true, &gpu.GPU3D.RenderPolygonRAM[0], gpu.GPU3D.RenderNumPolygons);
|
||||
}
|
||||
|
||||
Platform::Semaphore_Post(Sema_RenderDone);
|
||||
|
@ -29,19 +29,19 @@ namespace melonDS
|
||||
class SoftRenderer : public Renderer3D
|
||||
{
|
||||
public:
|
||||
SoftRenderer(melonDS::GPU& gpu, bool threaded = false) noexcept;
|
||||
SoftRenderer(bool threaded = false) noexcept;
|
||||
~SoftRenderer() override;
|
||||
void Reset() override;
|
||||
void Reset(GPU& gpu) override;
|
||||
|
||||
void SetThreaded(bool threaded) noexcept;
|
||||
void SetThreaded(bool threaded, GPU& gpu) noexcept;
|
||||
[[nodiscard]] bool IsThreaded() const noexcept { return Threaded; }
|
||||
|
||||
void VCount144() override;
|
||||
void RenderFrame() override;
|
||||
void RestartFrame() override;
|
||||
void VCount144(GPU& gpu) override;
|
||||
void RenderFrame(GPU& gpu) override;
|
||||
void RestartFrame(GPU& gpu) override;
|
||||
u32* GetLine(int line) override;
|
||||
|
||||
void SetupRenderThread();
|
||||
void SetupRenderThread(GPU& gpu);
|
||||
void StopRenderThread();
|
||||
private:
|
||||
// Notes on the interpolator:
|
||||
@ -429,16 +429,16 @@ private:
|
||||
};
|
||||
|
||||
template <typename T>
|
||||
inline T ReadVRAM_Texture(u32 addr) const
|
||||
inline T ReadVRAM_Texture(u32 addr, const GPU& gpu) const
|
||||
{
|
||||
return *(T*)&GPU.VRAMFlat_Texture[addr & 0x7FFFF];
|
||||
return *(T*)&gpu.VRAMFlat_Texture[addr & 0x7FFFF];
|
||||
}
|
||||
template <typename T>
|
||||
inline T ReadVRAM_TexPal(u32 addr) const
|
||||
inline T ReadVRAM_TexPal(u32 addr, const GPU& gpu) const
|
||||
{
|
||||
return *(T*)&GPU.VRAMFlat_TexPal[addr & 0x1FFFF];
|
||||
return *(T*)&gpu.VRAMFlat_TexPal[addr & 0x1FFFF];
|
||||
}
|
||||
u32 AlphaBlend(u32 srccolor, u32 dstcolor, u32 alpha) const noexcept;
|
||||
u32 AlphaBlend(const GPU3D& gpu3d, u32 srccolor, u32 dstcolor, u32 alpha) const noexcept;
|
||||
|
||||
struct RendererPolygon
|
||||
{
|
||||
@ -452,23 +452,22 @@ private:
|
||||
|
||||
};
|
||||
|
||||
melonDS::GPU& GPU;
|
||||
RendererPolygon PolygonList[2048];
|
||||
void TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* color, u8* alpha) const;
|
||||
u32 RenderPixel(const Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s, s16 t) const;
|
||||
void PlotTranslucentPixel(u32 pixeladdr, u32 color, u32 z, u32 polyattr, u32 shadow);
|
||||
void TextureLookup(const GPU& gpu, u32 texparam, u32 texpal, s16 s, s16 t, u16* color, u8* alpha) const;
|
||||
u32 RenderPixel(const GPU& gpu, const Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s, s16 t) const;
|
||||
void PlotTranslucentPixel(const GPU3D& gpu3d, u32 pixeladdr, u32 color, u32 z, u32 polyattr, u32 shadow);
|
||||
void SetupPolygonLeftEdge(RendererPolygon* rp, s32 y) const;
|
||||
void SetupPolygonRightEdge(RendererPolygon* rp, s32 y) const;
|
||||
void SetupPolygon(RendererPolygon* rp, Polygon* polygon) const;
|
||||
void RenderShadowMaskScanline(RendererPolygon* rp, s32 y);
|
||||
void RenderPolygonScanline(RendererPolygon* rp, s32 y);
|
||||
void RenderScanline(s32 y, int npolys);
|
||||
u32 CalculateFogDensity(u32 pixeladdr) const;
|
||||
void ScanlineFinalPass(s32 y);
|
||||
void ClearBuffers();
|
||||
void RenderPolygons(bool threaded, Polygon** polygons, int npolys);
|
||||
void RenderShadowMaskScanline(const GPU3D& gpu3d, RendererPolygon* rp, s32 y);
|
||||
void RenderPolygonScanline(const GPU& gpu, RendererPolygon* rp, s32 y);
|
||||
void RenderScanline(const GPU& gpu, s32 y, int npolys);
|
||||
u32 CalculateFogDensity(const GPU3D& gpu3d, u32 pixeladdr) const;
|
||||
void ScanlineFinalPass(const GPU3D& gpu3d, s32 y);
|
||||
void ClearBuffers(const GPU& gpu);
|
||||
void RenderPolygons(const GPU& gpu, bool threaded, Polygon** polygons, int npolys);
|
||||
|
||||
void RenderThreadFunc();
|
||||
void RenderThreadFunc(GPU& gpu);
|
||||
|
||||
// buffer dimensions are 258x194 to add a offscreen 1px border
|
||||
// which simplifies edge marking tests
|
||||
|
@ -94,7 +94,7 @@ NDS::NDS(NDSArgs&& args, int type) noexcept :
|
||||
ARM9BIOS(args.ARM9BIOS),
|
||||
JIT(*this, args.JIT),
|
||||
SPU(*this, args.BitDepth, args.Interpolation),
|
||||
GPU(*this),
|
||||
GPU(*this, std::move(args.Renderer3D)),
|
||||
SPI(*this, std::move(args.Firmware)),
|
||||
RTC(*this),
|
||||
Wifi(*this),
|
||||
@ -1322,7 +1322,7 @@ void NDS::SetIRQ(u32 cpu, u32 irq)
|
||||
{
|
||||
CPUStop &= ~CPUStop_Sleep;
|
||||
CPUStop |= CPUStop_Wakeup;
|
||||
GPU.GPU3D.RestartFrame();
|
||||
GPU.GPU3D.RestartFrame(GPU);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -328,6 +328,14 @@ public:
|
||||
Firmware& GetFirmware() { return SPI.GetFirmwareMem()->GetFirmware(); }
|
||||
void SetFirmware(Firmware&& firmware) { SPI.GetFirmwareMem()->SetFirmware(std::move(firmware)); }
|
||||
|
||||
const Renderer3D& GetRenderer3D() const noexcept { return GPU.GetRenderer3D(); }
|
||||
Renderer3D& GetRenderer3D() noexcept { return GPU.GetRenderer3D(); }
|
||||
void SetRenderer3D(std::unique_ptr<Renderer3D>&& renderer) noexcept
|
||||
{
|
||||
if (renderer != nullptr)
|
||||
GPU.SetRenderer3D(std::move(renderer));
|
||||
}
|
||||
|
||||
virtual bool NeedsDirectBoot() const;
|
||||
void SetupDirectBoot(const std::string& romname);
|
||||
virtual void SetupDirectBoot();
|
||||
|
@ -544,11 +544,11 @@ void EmuThread::run()
|
||||
|
||||
if (videoRenderer == 0)
|
||||
{ // If we're using the software renderer...
|
||||
NDS->GPU.SetRenderer3D(std::make_unique<SoftRenderer>(NDS->GPU, Config::Threaded3D != 0));
|
||||
NDS->GPU.SetRenderer3D(std::make_unique<SoftRenderer>(Config::Threaded3D != 0));
|
||||
}
|
||||
else
|
||||
{
|
||||
auto glrenderer = melonDS::GLRenderer::New(NDS->GPU);
|
||||
auto glrenderer = melonDS::GLRenderer::New();
|
||||
glrenderer->SetRenderSettings(Config::GL_BetterPolygons, Config::GL_ScaleFactor);
|
||||
NDS->GPU.SetRenderer3D(std::move(glrenderer));
|
||||
}
|
||||
@ -677,11 +677,11 @@ void EmuThread::run()
|
||||
|
||||
if (videoRenderer == 0)
|
||||
{ // If we're using the software renderer...
|
||||
NDS->GPU.SetRenderer3D(std::make_unique<SoftRenderer>(NDS->GPU, Config::Threaded3D != 0));
|
||||
NDS->GPU.SetRenderer3D(std::make_unique<SoftRenderer>(Config::Threaded3D != 0));
|
||||
}
|
||||
else
|
||||
{
|
||||
auto glrenderer = melonDS::GLRenderer::New(NDS->GPU);
|
||||
auto glrenderer = melonDS::GLRenderer::New();
|
||||
glrenderer->SetRenderSettings(Config::GL_BetterPolygons, Config::GL_ScaleFactor);
|
||||
NDS->GPU.SetRenderer3D(std::move(glrenderer));
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user