mirror of
https://github.com/hrydgard/ppsspp.git
synced 2025-04-02 11:01:50 -04:00
Add DepthRaster.cpp/h. Rasterize depth rectangles, some triangles
This commit is contained in:
parent
b442183259
commit
c5ad81e3d5
17 changed files with 422 additions and 10 deletions
|
@ -1906,6 +1906,8 @@ set(GPU_SOURCES
|
|||
GPU/Common/Draw2D.cpp
|
||||
GPU/Common/Draw2D.h
|
||||
GPU/Common/DepthBufferCommon.cpp
|
||||
GPU/Common/DepthRaster.cpp
|
||||
GPU/Common/DepthRaster.h
|
||||
GPU/Common/TextureShaderCommon.cpp
|
||||
GPU/Common/TextureShaderCommon.h
|
||||
GPU/Common/DepalettizeShaderCommon.cpp
|
||||
|
|
|
@ -5,4 +5,3 @@
|
|||
#pragma once
|
||||
|
||||
#include "Common/Math/SIMDHeaders.h"
|
||||
|
||||
|
|
|
@ -149,6 +149,7 @@ void Compatibility::CheckSettings(IniFile &iniFile, const std::string &gameID) {
|
|||
CheckSetting(iniFile, gameID, "DisableMemcpySlicing", &flags_.DisableMemcpySlicing);
|
||||
CheckSetting(iniFile, gameID, "ForceEnableGPUReadback", &flags_.ForceEnableGPUReadback);
|
||||
CheckSetting(iniFile, gameID, "UseFFMPEGFindStreamInfo", &flags_.UseFFMPEGFindStreamInfo);
|
||||
CheckSetting(iniFile, gameID, "SoftwareRasterDepth", &flags_.SoftwareRasterDepth);
|
||||
}
|
||||
|
||||
void Compatibility::CheckVRSettings(IniFile &iniFile, const std::string &gameID) {
|
||||
|
|
|
@ -112,6 +112,7 @@ struct CompatFlags {
|
|||
bool DisableMemcpySlicing;
|
||||
bool ForceEnableGPUReadback;
|
||||
bool UseFFMPEGFindStreamInfo;
|
||||
bool SoftwareRasterDepth;
|
||||
};
|
||||
|
||||
struct VRCompat {
|
||||
|
|
367
GPU/Common/DepthRaster.cpp
Normal file
367
GPU/Common/DepthRaster.cpp
Normal file
|
@ -0,0 +1,367 @@
|
|||
#include <algorithm>
|
||||
|
||||
#include "Common/Math/CrossSIMD.h"
|
||||
#include "GPU/Common/DepthRaster.h"
|
||||
#include "GPU/Math3D.h"
|
||||
#include "Common/Math/math_util.h"
|
||||
#include "GPU/Common/VertexDecoderCommon.h"
|
||||
|
||||
// TODO: Should respect the scissor rect.
|
||||
|
||||
struct ScreenVert {
|
||||
int x;
|
||||
int y;
|
||||
uint16_t z;
|
||||
uint16_t behind;
|
||||
};
|
||||
|
||||
void DepthRasterRect(uint16_t *dest, int stride, int x1, int y1, int x2, int y2, short depthValue, GEComparison depthCompare) {
|
||||
// Swap coordinates if needed, we don't back-face-cull rects.
|
||||
// We also ignore the UV rotation here.
|
||||
if (x1 > x2) {
|
||||
std::swap(x1, x2);
|
||||
}
|
||||
if (y1 > y2) {
|
||||
std::swap(y1, y2);
|
||||
}
|
||||
if (x1 == x2 || y1 == y2) {
|
||||
return;
|
||||
}
|
||||
|
||||
__m128i valueX8 = _mm_set1_epi16(depthValue);
|
||||
|
||||
#if PPSSPP_ARCH(SSE2)
|
||||
for (int y = y1; y < y2; y++) {
|
||||
__m128i *ptr = (__m128i *)(dest + stride * y + x1);
|
||||
int w = x2 - x1;
|
||||
|
||||
switch (depthCompare) {
|
||||
case GE_COMP_ALWAYS:
|
||||
while (w >= 8) {
|
||||
_mm_storeu_si128(ptr, valueX8);
|
||||
ptr++;
|
||||
w -= 8;
|
||||
}
|
||||
break;
|
||||
// TODO: Trailer
|
||||
case GE_COMP_NEVER:
|
||||
break;
|
||||
default:
|
||||
// TODO
|
||||
break;
|
||||
}
|
||||
}
|
||||
#elif PPSSPP_ARCH(ARM64_NEON)
|
||||
|
||||
#else
|
||||
// Do nothing for now
|
||||
#endif
|
||||
}
|
||||
|
||||
using namespace Math3D;
|
||||
struct int2 {
|
||||
int x, y;
|
||||
int2(float a, float b) {
|
||||
x = (int)(a + 0.5f);
|
||||
y = (int)(b + 0.5f);
|
||||
}
|
||||
};
|
||||
|
||||
// Adapted from Intel's depth rasterizer example.
|
||||
// Started with the scalar version, will SIMD-ify later.
|
||||
void DepthRasterTriangle(uint16_t *depthBuf, int stride, int x1, int y1, int x2, int y2, const ScreenVert vertsSub[3], GEComparison compareMode) {
|
||||
int tileStartX = x1;
|
||||
int tileEndX = x2;
|
||||
|
||||
int tileStartY = y1;
|
||||
int tileEndY = y2;
|
||||
|
||||
// Convert to whole pixels for now. Later subpixel precision.
|
||||
ScreenVert verts[3];
|
||||
verts[0].x = vertsSub[0].x >> 4;
|
||||
verts[0].y = vertsSub[0].y >> 4;
|
||||
verts[0].z = vertsSub[0].z;
|
||||
verts[1].x = vertsSub[2].x >> 4;
|
||||
verts[1].y = vertsSub[2].y >> 4;
|
||||
verts[1].z = vertsSub[2].z;
|
||||
verts[2].x = vertsSub[1].x >> 4;
|
||||
verts[2].y = vertsSub[1].y >> 4;
|
||||
verts[2].z = vertsSub[1].z;
|
||||
|
||||
// use fixed-point only for X and Y. Avoid work for Z and W.
|
||||
int startX = std::max(std::min(std::min(verts[0].x, verts[1].x), verts[2].x), tileStartX) & int(0xFFFFFFFE);
|
||||
int endX = std::min(std::max(std::max(verts[0].x, verts[1].x), verts[2].x) + 1, tileEndX);
|
||||
|
||||
int startY = std::max(std::min(std::min(verts[0].y, verts[1].y), verts[2].y), tileStartY) & int(0xFFFFFFFE);
|
||||
int endY = std::min(std::max(std::max(verts[0].y, verts[1].y), verts[2].y) + 1, tileEndY);
|
||||
|
||||
if (endX == startX || endY == startY) {
|
||||
// No pixels
|
||||
return;
|
||||
}
|
||||
|
||||
// Fab(x, y) = Ax + By + C = 0
|
||||
// Fab(x, y) = (ya - yb)x + (xb - xa)y + (xa * yb - xb * ya) = 0
|
||||
// Compute A = (ya - yb) for the 3 line segments that make up each triangle
|
||||
int A0 = verts[1].y - verts[2].y;
|
||||
int A1 = verts[2].y - verts[0].y;
|
||||
int A2 = verts[0].y - verts[1].y;
|
||||
|
||||
// Compute B = (xb - xa) for the 3 line segments that make up each triangle
|
||||
int B0 = verts[2].x - verts[1].x;
|
||||
int B1 = verts[0].x - verts[2].x;
|
||||
int B2 = verts[1].x - verts[0].x;
|
||||
|
||||
// Compute C = (xa * yb - xb * ya) for the 3 line segments that make up each triangle
|
||||
int C0 = verts[1].x * verts[2].y - verts[2].x * verts[1].y;
|
||||
int C1 = verts[2].x * verts[0].y - verts[0].x * verts[2].y;
|
||||
int C2 = verts[0].x * verts[1].y - verts[1].x * verts[0].y;
|
||||
|
||||
// Compute triangle area
|
||||
int triArea = A0 * verts[0].x + B0 * verts[0].y + C0;
|
||||
if (triArea <= 0) {
|
||||
// Too small to rasterize or backface culled
|
||||
// NOTE: Just disabling this check won't enable two-sided rendering.
|
||||
// Since it's not that common, let's just queue the triangles with both windings.
|
||||
return;
|
||||
}
|
||||
|
||||
float oneOverTriArea = (1.0f / float(triArea));
|
||||
|
||||
float zz[3];
|
||||
for (int vv = 0; vv < 3; vv++) {
|
||||
zz[vv] = (float)verts[vv].z * oneOverTriArea;
|
||||
}
|
||||
|
||||
int rowIdx = (startY * stride + startX);
|
||||
int col = startX;
|
||||
int row = startY;
|
||||
|
||||
// Calculate slopes at starting corner.
|
||||
int alpha0 = (A0 * col) + (B0 * row) + C0;
|
||||
int beta0 = (A1 * col) + (B1 * row) + C1;
|
||||
int gama0 = (A2 * col) + (B2 * row) + C2;
|
||||
|
||||
// Incrementally compute Fab(x, y) for all the pixels inside the bounding box formed by (startX, endX) and (startY, endY)
|
||||
for (int r = startY; r < endY; r++,
|
||||
row++,
|
||||
rowIdx += stride,
|
||||
alpha0 += B0,
|
||||
beta0 += B1,
|
||||
gama0 += B2)
|
||||
{
|
||||
// Compute barycentric coordinates
|
||||
int idx = rowIdx;
|
||||
int alpha = alpha0;
|
||||
int beta = beta0;
|
||||
int gama = gama0;
|
||||
|
||||
for (int c = startX; c < endX; c++,
|
||||
idx++,
|
||||
alpha += A0,
|
||||
beta += A1,
|
||||
gama += A2)
|
||||
{
|
||||
int mask = alpha >= 0 && beta >= 0 && gama >= 0;
|
||||
// Early out if all of this quad's pixels are outside the triangle.
|
||||
if (!mask) {
|
||||
continue;
|
||||
}
|
||||
// Compute barycentric-interpolated depth
|
||||
float depth = alpha * zz[0] + beta * zz[1] + gama * zz[2];
|
||||
float previousDepthValue = (float)depthBuf[idx];
|
||||
|
||||
int depthMask;
|
||||
switch (compareMode) {
|
||||
case GE_COMP_EQUAL: depthMask = depth == previousDepthValue; break;
|
||||
case GE_COMP_LESS: depthMask = depth < previousDepthValue; break;
|
||||
case GE_COMP_LEQUAL: depthMask = depth <= previousDepthValue; break;
|
||||
case GE_COMP_GEQUAL: depthMask = depth >= previousDepthValue; break;
|
||||
case GE_COMP_GREATER: depthMask = depth > previousDepthValue; break;
|
||||
case GE_COMP_NOTEQUAL: depthMask = depth != previousDepthValue; break;
|
||||
case GE_COMP_ALWAYS:
|
||||
default:
|
||||
depthMask = 1;
|
||||
break;
|
||||
}
|
||||
int finalMask = mask & depthMask;
|
||||
depth = finalMask == 1 ? depth : previousDepthValue;
|
||||
depthBuf[idx] = (u16)depth;
|
||||
} //for each column
|
||||
} // for each row
|
||||
}
|
||||
|
||||
// We ignore lots of primitive types for now.
|
||||
void DepthRasterPrim(uint16_t *depth, int depthStride, int x1, int y1, int x2, int y2, void *bufferData,
|
||||
const void *vertexData, const void *indexData, GEPrimitiveType prim, int count, VertexDecoder *dec, u32 vertTypeID, bool clockwise) {
|
||||
|
||||
GEComparison compareMode = gstate.getDepthTestFunction();
|
||||
if (gstate.isModeClear()) {
|
||||
if (!gstate.isClearModeDepthMask()) {
|
||||
return;
|
||||
}
|
||||
compareMode = GE_COMP_ALWAYS;
|
||||
} else {
|
||||
if (!gstate.isDepthTestEnabled() || !gstate.isDepthWriteEnabled())
|
||||
return;
|
||||
}
|
||||
|
||||
switch (prim) {
|
||||
case GE_PRIM_INVALID:
|
||||
case GE_PRIM_KEEP_PREVIOUS:
|
||||
case GE_PRIM_LINES:
|
||||
case GE_PRIM_LINE_STRIP:
|
||||
case GE_PRIM_POINTS:
|
||||
return;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
// TODO: Ditch indexed primitives for now, also ditched skinned ones since we don't have a fast way to skin without
|
||||
// running the full decoder.
|
||||
if (vertTypeID & (GE_VTYPE_IDX_MASK | GE_VTYPE_WEIGHT_MASK)) {
|
||||
return;
|
||||
}
|
||||
|
||||
bool isThroughMode = (vertTypeID & GE_VTYPE_THROUGH_MASK) != 0;
|
||||
|
||||
// Turn the input data into a raw float array that we can pass to an optimized triangle rasterizer.
|
||||
float *verts = (float *)bufferData;
|
||||
ScreenVert *screenVerts = (ScreenVert *)((uint8_t *)bufferData + 65536 * 8);
|
||||
|
||||
// Simple, most common case.
|
||||
int vertexStride = dec->VertexSize();
|
||||
int offset = dec->posoff;
|
||||
float factor = 1.0f;
|
||||
switch (vertTypeID & GE_VTYPE_POS_MASK) {
|
||||
case GE_VTYPE_POS_8BIT:
|
||||
if (!isThroughMode) {
|
||||
factor = 1.0f / 128.0f;
|
||||
}
|
||||
for (int i = 0; i < count; i++) {
|
||||
const s8 *data = (const s8 *)vertexData + i * vertexStride + offset;
|
||||
for (int j = 0; j < 3; j++) {
|
||||
verts[i * 3 + j] = data[j] * factor;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case GE_VTYPE_POS_16BIT:
|
||||
if (!isThroughMode) {
|
||||
factor = 1.0f / 32768.0f;
|
||||
}
|
||||
for (int i = 0; i < count; i++) {
|
||||
const s16 *data = ((const s16 *)((const s8 *)vertexData + i * vertexStride + offset));
|
||||
for (int j = 0; j < 3; j++) {
|
||||
verts[i * 3 + j] = data[j] * factor;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case GE_VTYPE_POS_FLOAT:
|
||||
for (int i = 0; i < count; i++)
|
||||
memcpy(&verts[i * 3], (const u8 *)vertexData + vertexStride * i + offset, sizeof(float) * 3);
|
||||
break;
|
||||
}
|
||||
|
||||
// OK, we now have the coordinates. Let's transform, we can actually do this in-place.
|
||||
if (!(vertTypeID & GE_VTYPE_THROUGH_MASK)) {
|
||||
// TODO: This is very suboptimal. This should be one matrix multiplication per vertex.
|
||||
|
||||
float viewportX = gstate.getViewportXCenter();
|
||||
float viewportY = gstate.getViewportYCenter();
|
||||
float viewportZ = gstate.getViewportZCenter();
|
||||
float viewportScaleX = gstate.getViewportXScale();
|
||||
float viewportScaleY = gstate.getViewportYScale();
|
||||
float viewportScaleZ = gstate.getViewportZScale();
|
||||
|
||||
bool allBehind = true;
|
||||
|
||||
for (int i = 0; i < count; i++) {
|
||||
float world[3];
|
||||
float view[3];
|
||||
float proj[4];
|
||||
Vec3ByMatrix43(world, verts + i * 3, gstate.worldMatrix);
|
||||
Vec3ByMatrix43(view, world, gstate.viewMatrix);
|
||||
Vec3ByMatrix44(proj, view, gstate.projMatrix); // TODO: Include adjustments to the proj matrix?
|
||||
|
||||
float w = proj[3];
|
||||
|
||||
bool inFront = w > 0.0f;
|
||||
screenVerts[i].behind = !inFront;
|
||||
if (inFront) {
|
||||
allBehind = false;
|
||||
}
|
||||
|
||||
// Clip to the w=0 plane.
|
||||
proj[0] /= w;
|
||||
proj[1] /= w;
|
||||
proj[2] /= w;
|
||||
|
||||
// Then transform by the viewport and offset to finally get subpixel coordinates. Normally, this is done by the viewport
|
||||
// and offset params.
|
||||
float screen[3];
|
||||
screen[0] = (proj[0] * viewportScaleX + viewportX) * 16.0f - gstate.getOffsetX16();
|
||||
screen[1] = (proj[1] * viewportScaleY + viewportY) * 16.0f - gstate.getOffsetY16();
|
||||
screen[2] = (proj[2] * viewportScaleZ + viewportZ);
|
||||
if (screen[2] < 0.0f) {
|
||||
screen[2] = 0.0f;
|
||||
}
|
||||
if (screen[2] >= 65535.0f) {
|
||||
screen[2] = 65535.0f;
|
||||
}
|
||||
screenVerts[i].x = screen[0];
|
||||
screenVerts[i].y = screen[1];
|
||||
screenVerts[i].z = screen[2];
|
||||
}
|
||||
if (allBehind) {
|
||||
// Cull the whole draw.
|
||||
return;
|
||||
}
|
||||
} else {
|
||||
for (int i = 0; i < count; i++) {
|
||||
screenVerts[i].x = (int)verts[i * 3 + 0] << 4;
|
||||
screenVerts[i].y = (int)verts[i * 3 + 1] << 4;
|
||||
screenVerts[i].z = (u16)clamp_value(verts[i * 3 + 2], 0.0f, 65535.0f);
|
||||
}
|
||||
}
|
||||
|
||||
// Then we need to stitch primitives from strips, etc etc...
|
||||
// For now we'll just do it tri by tri. Later let's be more efficient.
|
||||
|
||||
switch (prim) {
|
||||
case GE_PRIM_RECTANGLES:
|
||||
for (int i = 0; i < count / 2; i++) {
|
||||
uint16_t z = screenVerts[i + 1].z; // depth from second vertex
|
||||
// We remove the subpixel information here.
|
||||
DepthRasterRect(depth, depthStride, screenVerts[i].x >> 4, screenVerts[i].y >> 4, screenVerts[i + 1].x >> 4, screenVerts[i + 1].y >> 4,
|
||||
z, compareMode);
|
||||
}
|
||||
break;
|
||||
case GE_PRIM_TRIANGLES:
|
||||
for (int i = 0; i < count / 3; i++) {
|
||||
if (screenVerts[i * 3].behind || screenVerts[i * 3 + 1].behind || screenVerts[i * 3 + 2].behind) {
|
||||
continue;
|
||||
}
|
||||
DepthRasterTriangle(depth, depthStride, x1, y1, x2, y2, screenVerts + i * 3, compareMode);
|
||||
}
|
||||
break;
|
||||
case GE_PRIM_TRIANGLE_STRIP:
|
||||
{
|
||||
int wind = 2;
|
||||
for (int i = 0; i < count - 2; i++) {
|
||||
int i0 = i;
|
||||
int i1 = i + wind;
|
||||
wind ^= 3;
|
||||
int i2 = i + wind;
|
||||
if (screenVerts[i0].behind || screenVerts[i1].behind || screenVerts[i2].behind) {
|
||||
continue;
|
||||
}
|
||||
ScreenVert v[3];
|
||||
v[0] = screenVerts[i0];
|
||||
v[1] = screenVerts[i1];
|
||||
v[2] = screenVerts[i2];
|
||||
DepthRasterTriangle(depth, depthStride, x1, y1, x2, y2, v, compareMode);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
12
GPU/Common/DepthRaster.h
Normal file
12
GPU/Common/DepthRaster.h
Normal file
|
@ -0,0 +1,12 @@
|
|||
#pragma once
|
||||
|
||||
#include "Common/CommonTypes.h"
|
||||
#include "GPU/ge_constants.h"
|
||||
|
||||
// Specialized, very limited depth-only rasterizer.
|
||||
// Meant to run in parallel with hardware rendering, in games that read back the depth buffer
|
||||
// for effects like lens flare.
|
||||
// So, we can be quite inaccurate without any issues, and skip a lot of functionality.
|
||||
|
||||
class VertexDecoder;
|
||||
void DepthRasterPrim(uint16_t *dest, int stride, int x1, int x2, int y1, int y2, void *bufferData, const void *vertexData, const void *indexData, GEPrimitiveType prim, int count, VertexDecoder *decoder, u32 vertexTypeID, bool clockwise);
|
|
@ -158,6 +158,11 @@ public:
|
|||
_dbg_assert_(numDrawVerts_ == 0 && numDrawInds_ == 0);
|
||||
}
|
||||
|
||||
// temporary hack
|
||||
uint8_t *GetTempSpace() {
|
||||
return decoded_ + 12 * 65536;
|
||||
}
|
||||
|
||||
protected:
|
||||
virtual bool UpdateUseHWTessellation(bool enabled) const { return enabled; }
|
||||
void UpdatePlanes();
|
||||
|
|
|
@ -122,7 +122,7 @@ public:
|
|||
// Reads decoded vertex formats in a convenient way. For software transform and debugging.
|
||||
class VertexReader {
|
||||
public:
|
||||
VertexReader(u8 *base, const DecVtxFormat &decFmt, int vtype) : base_(base), data_(base), decFmt_(decFmt), vtype_(vtype) {}
|
||||
VertexReader(const u8 *base, const DecVtxFormat &decFmt, int vtype) : base_(base), data_(base), decFmt_(decFmt), vtype_(vtype) {}
|
||||
|
||||
void ReadPos(float pos[3]) const {
|
||||
// Only DEC_FLOAT_3 is supported.
|
||||
|
@ -297,8 +297,8 @@ public:
|
|||
}
|
||||
|
||||
private:
|
||||
u8 *base_;
|
||||
u8 *data_;
|
||||
const u8 *base_;
|
||||
const u8 *data_;
|
||||
DecVtxFormat decFmt_;
|
||||
int vtype_;
|
||||
};
|
||||
|
|
|
@ -346,6 +346,7 @@
|
|||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\ext\xbrz\xbrz.h" />
|
||||
<ClInclude Include="Common\DepthRaster.h" />
|
||||
<ClInclude Include="Common\ReplacedTexture.h" />
|
||||
<ClInclude Include="Common\TextureReplacer.h" />
|
||||
<ClInclude Include="Common\TextureShaderCommon.h" />
|
||||
|
@ -468,6 +469,7 @@
|
|||
<ItemGroup>
|
||||
<ClCompile Include="..\ext\xbrz\xbrz.cpp" />
|
||||
<ClCompile Include="Common\DepthBufferCommon.cpp" />
|
||||
<ClCompile Include="Common\DepthRaster.cpp" />
|
||||
<ClCompile Include="Common\ReplacedTexture.cpp" />
|
||||
<ClCompile Include="Common\TextureReplacer.cpp" />
|
||||
<ClCompile Include="Common\TextureShaderCommon.cpp" />
|
||||
|
|
|
@ -279,6 +279,9 @@
|
|||
<ClInclude Include="Debugger\State.h">
|
||||
<Filter>Debugger</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Common\DepthRaster.h">
|
||||
<Filter>Common</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="Math3D.cpp">
|
||||
|
@ -554,6 +557,9 @@
|
|||
<ClCompile Include="Debugger\State.cpp">
|
||||
<Filter>Debugger</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Common\DepthRaster.cpp">
|
||||
<Filter>Common</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<FxCompile Include="..\assets\shaders\tex_4xbrz.csh">
|
||||
|
|
|
@ -13,6 +13,7 @@
|
|||
#include "GPU/Common/DrawEngineCommon.h"
|
||||
#include "GPU/Common/TextureCacheCommon.h"
|
||||
#include "GPU/Common/FramebufferManagerCommon.h"
|
||||
#include "GPU/Common/DepthRaster.h"
|
||||
|
||||
struct CommonCommandTableEntry {
|
||||
uint8_t cmd;
|
||||
|
@ -1039,6 +1040,10 @@ void GPUCommonHW::Execute_Prim(u32 op, u32 diff) {
|
|||
if (passCulling) {
|
||||
if (!drawEngineCommon_->SubmitPrim(verts, inds, prim, count, decoder, vertTypeID, true, &bytesRead)) {
|
||||
canExtend = false;
|
||||
} else if (PSP_CoreParameter().compat.flags().SoftwareRasterDepth) {
|
||||
DepthRasterPrim((uint16_t *)Memory::GetPointerWrite(gstate.getDepthBufRawAddress() | 0x04000000), gstate.DepthBufStride(),
|
||||
gstate.getScissorX1(), gstate.getScissorY1(), gstate.getScissorX2(), gstate.getScissorY2(), drawEngineCommon_->GetTempSpace(),
|
||||
verts, inds, prim, count, decoder, vertTypeID, false);
|
||||
}
|
||||
onePassed = true;
|
||||
} else {
|
||||
|
@ -1117,6 +1122,10 @@ void GPUCommonHW::Execute_Prim(u32 op, u32 diff) {
|
|||
if (passCulling) {
|
||||
if (!drawEngineCommon_->SubmitPrim(verts, inds, newPrim, count, decoder, vertTypeID, clockwise, &bytesRead)) {
|
||||
canExtend = false;
|
||||
} else if (PSP_CoreParameter().compat.flags().SoftwareRasterDepth) {
|
||||
DepthRasterPrim((uint16_t *)Memory::GetPointerWrite(gstate.getDepthBufRawAddress() | 0x04000000), gstate.DepthBufStride(),
|
||||
gstate.getScissorX1(), gstate.getScissorY1(), gstate.getScissorX2(), gstate.getScissorY2(), drawEngineCommon_->GetTempSpace(),
|
||||
verts, inds, newPrim, count, decoder, vertTypeID, clockwise);
|
||||
}
|
||||
// As soon as one passes, assume we don't need to check the rest of this batch.
|
||||
onePassed = true;
|
||||
|
|
|
@ -71,14 +71,14 @@ struct ImGePixelViewer : public PixelLookup {
|
|||
}
|
||||
bool FormatValueAt(char *buf, size_t bufSize, int x, int y) const override;
|
||||
|
||||
uint32_t addr = 0x04000000;
|
||||
uint32_t addr = 0x04110000;
|
||||
uint16_t stride = 512;
|
||||
uint16_t width = 480;
|
||||
uint16_t height = 272;
|
||||
GEBufferFormat format = GE_FORMAT_565;
|
||||
GEBufferFormat format = GE_FORMAT_DEPTH16;
|
||||
bool useAlpha = false;
|
||||
bool showAlpha = false;
|
||||
float scale = 1.0f;
|
||||
float scale = 20.0f;
|
||||
|
||||
private:
|
||||
void UpdateTexture(Draw::DrawContext *draw);
|
||||
|
|
|
@ -109,6 +109,7 @@
|
|||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\GPU\Common\DepthRaster.h" />
|
||||
<ClInclude Include="..\..\GPU\Common\ReplacedTexture.h" />
|
||||
<ClInclude Include="..\..\GPU\Common\TextureReplacer.h" />
|
||||
<ClInclude Include="..\..\GPU\Common\TextureShaderCommon.h" />
|
||||
|
@ -177,6 +178,7 @@
|
|||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\GPU\Common\DepthBufferCommon.cpp" />
|
||||
<ClCompile Include="..\..\GPU\Common\DepthRaster.cpp" />
|
||||
<ClCompile Include="..\..\GPU\Common\ReplacedTexture.cpp" />
|
||||
<ClCompile Include="..\..\GPU\Common\TextureReplacer.cpp" />
|
||||
<ClCompile Include="..\..\GPU\Common\TextureShaderCommon.cpp" />
|
||||
|
@ -261,4 +263,4 @@
|
|||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
</Project>
|
|
@ -80,6 +80,7 @@
|
|||
<ClCompile Include="..\..\GPU\Debugger\GECommandTable.cpp">
|
||||
<Filter>Debugger</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\GPU\Common\DepthRaster.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\GPU\Common\DepalettizeShaderCommon.h" />
|
||||
|
@ -163,10 +164,11 @@
|
|||
<ClInclude Include="..\..\GPU\Debugger\GECommandTable.h">
|
||||
<Filter>Debugger</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\GPU\Common\DepthRaster.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Filter Include="Debugger">
|
||||
<UniqueIdentifier>{49bcf7f6-518a-4ecd-af55-bda3a344efe7}</UniqueIdentifier>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
</Project>
|
|
@ -530,6 +530,7 @@ EXEC_AND_LIB_FILES := \
|
|||
$(SRC)/GPU/Common/SoftwareTransformCommon.cpp.arm \
|
||||
$(SRC)/GPU/Common/ReinterpretFramebuffer.cpp \
|
||||
$(SRC)/GPU/Common/DepthBufferCommon.cpp \
|
||||
$(SRC)/GPU/Common/DepthRaster.cpp \
|
||||
$(SRC)/GPU/Common/VertexDecoderCommon.cpp.arm \
|
||||
$(SRC)/GPU/Common/VertexDecoderHandwritten.cpp.arm \
|
||||
$(SRC)/GPU/Common/TextureCacheCommon.cpp.arm \
|
||||
|
|
|
@ -1228,8 +1228,10 @@ ULJS19067 = true
|
|||
ULAS42247 = true
|
||||
ULAS42318 = true
|
||||
|
||||
[SoftwareRasterDepth]
|
||||
|
||||
[DisableFirstFrameReadback]
|
||||
# Wipeout Pure: Temporary workaround for lens flare flicker. See #13344
|
||||
# Wipeout Pure
|
||||
UCUS98612 = true
|
||||
UCJS10007 = true
|
||||
UCES00001 = true
|
||||
|
|
|
@ -543,6 +543,7 @@ SOURCES_CXX += \
|
|||
$(GPUDIR)/Common/TextureScalerCommon.cpp \
|
||||
$(GPUDIR)/Common/SoftwareTransformCommon.cpp \
|
||||
$(GPUDIR)/Common/DepthBufferCommon.cpp \
|
||||
$(GPUDIR)/Common/DepthRaster.cpp \
|
||||
$(GPUDIR)/Common/StencilCommon.cpp \
|
||||
$(GPUDIR)/Software/TransformUnit.cpp \
|
||||
$(GPUDIR)/Software/SoftGpu.cpp \
|
||||
|
|
Loading…
Add table
Reference in a new issue