mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 21:39:52 +00:00
eb765a80f8
softgpu: Apply region x2/y2 as a scissor
611 lines
18 KiB
C++
611 lines
18 KiB
C++
// Copyright (c) 2022- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include <atomic>
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#include <condition_variable>
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#include <mutex>
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#include "Common/Profiler/Profiler.h"
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#include "Common/Thread/ThreadManager.h"
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#include "Common/TimeUtil.h"
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#include "Core/System.h"
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#include "GPU/Common/TextureDecoder.h"
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#include "GPU/Software/BinManager.h"
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#include "GPU/Software/Rasterizer.h"
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#include "GPU/Software/RasterizerRectangle.h"
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using namespace Rasterizer;
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struct BinWaitable : public Waitable {
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public:
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BinWaitable() {
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count_ = 0;
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}
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void Fill() {
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count_++;
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}
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bool Empty() {
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return count_ == 0;
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}
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void Drain() {
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int result = --count_;
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if (result == 0) {
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// We were the last one to increment.
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std::unique_lock<std::mutex> lock(mutex_);
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cond_.notify_all();
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}
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}
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void Wait() override {
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std::unique_lock<std::mutex> lock(mutex_);
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while (count_ != 0) {
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cond_.wait(lock);
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}
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}
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std::atomic<int> count_;
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std::mutex mutex_;
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std::condition_variable cond_;
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};
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static inline void DrawBinItem(const BinItem &item, const RasterizerState &state) {
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switch (item.type) {
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case BinItemType::TRIANGLE:
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DrawTriangle(item.v0, item.v1, item.v2, item.range, state);
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break;
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case BinItemType::CLEAR_RECT:
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ClearRectangle(item.v0, item.v1, item.range, state);
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break;
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case BinItemType::RECT:
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DrawRectangle(item.v0, item.v1, item.range, state);
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break;
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case BinItemType::SPRITE:
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DrawSprite(item.v0, item.v1, item.range, state);
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break;
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case BinItemType::LINE:
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DrawLine(item.v0, item.v1, item.range, state);
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break;
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case BinItemType::POINT:
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DrawPoint(item.v0, item.range, state);
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break;
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}
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}
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class DrawBinItemsTask : public Task {
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public:
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DrawBinItemsTask(BinWaitable *notify, BinManager::BinItemQueue &items, std::atomic<bool> &status, const BinManager::BinStateQueue &states)
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: notify_(notify), items_(items), status_(status), states_(states) {
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}
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TaskType Type() const override {
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return TaskType::CPU_COMPUTE;
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}
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void Run() override {
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ProcessItems();
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status_ = false;
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// In case of any atomic issues, do another pass.
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ProcessItems();
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notify_->Drain();
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}
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void Release() override {
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// Don't delete, this is statically allocated.
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}
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private:
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void ProcessItems() {
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while (!items_.Empty()) {
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const BinItem &item = items_.PeekNext();
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DrawBinItem(item, states_[item.stateIndex]);
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items_.SkipNext();
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}
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}
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BinWaitable *notify_;
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BinManager::BinItemQueue &items_;
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std::atomic<bool> &status_;
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const BinManager::BinStateQueue &states_;
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};
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constexpr int BinManager::MAX_POSSIBLE_TASKS;
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BinManager::BinManager() {
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queueRange_.x1 = 0x7FFFFFFF;
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queueRange_.y1 = 0x7FFFFFFF;
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queueRange_.x2 = 0;
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queueRange_.y2 = 0;
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waitable_ = new BinWaitable();
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for (auto &s : taskStatus_)
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s = false;
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int maxInitTasks = std::min(g_threadManager.GetNumLooperThreads(), MAX_POSSIBLE_TASKS);
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for (int i = 0; i < maxInitTasks; ++i) {
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taskQueues_[i].Setup();
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for (DrawBinItemsTask *&task : taskLists_[i].tasks)
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task = new DrawBinItemsTask(waitable_, taskQueues_[i], taskStatus_[i], states_);
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}
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states_.Setup();
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cluts_.Setup();
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queue_.Setup();
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}
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BinManager::~BinManager() {
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delete waitable_;
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for (int i = 0; i < MAX_POSSIBLE_TASKS; ++i) {
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for (DrawBinItemsTask *task : taskLists_[i].tasks)
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delete task;
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}
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}
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void BinManager::UpdateState() {
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PROFILE_THIS_SCOPE("bin_state");
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if (HasDirty(SoftDirty::PIXEL_ALL | SoftDirty::SAMPLER_ALL | SoftDirty::RAST_ALL)) {
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if (states_.Full())
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Flush("states");
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stateIndex_ = (int)states_.Push(RasterizerState());
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ComputeRasterizerState(&states_[stateIndex_]);
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states_[stateIndex_].samplerID.cached.clut = cluts_[clutIndex_].readable;
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ClearDirty(SoftDirty::PIXEL_ALL | SoftDirty::SAMPLER_ALL | SoftDirty::RAST_ALL);
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}
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if (lastFlipstats_ != gpuStats.numFlips) {
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lastFlipstats_ = gpuStats.numFlips;
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ResetStats();
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}
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const auto &state = State();
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const bool hadDepth = pendingWrites_[1].base != 0;
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if (HasDirty(SoftDirty::BINNER_RANGE)) {
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DrawingCoords scissorTL(gstate.getScissorX1(), gstate.getScissorY1());
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DrawingCoords scissorBR(std::min(gstate.getScissorX2(), gstate.getRegionX2()), std::min(gstate.getScissorY2(), gstate.getRegionY2()));
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ScreenCoords screenScissorTL = TransformUnit::DrawingToScreen(scissorTL, 0);
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ScreenCoords screenScissorBR = TransformUnit::DrawingToScreen(scissorBR, 0);
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scissor_.x1 = screenScissorTL.x;
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scissor_.y1 = screenScissorTL.y;
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scissor_.x2 = screenScissorBR.x + SCREEN_SCALE_FACTOR - 1;
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scissor_.y2 = screenScissorBR.y + SCREEN_SCALE_FACTOR - 1;
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// If we're about to texture from something still pending (i.e. depth), flush.
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if (HasTextureWrite(state))
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Flush("tex");
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// Okay, now update what's pending.
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constexpr uint32_t mirrorMask = 0x0FFFFFFF & ~0x00600000;
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const uint32_t bpp = state.pixelID.FBFormat() == GE_FORMAT_8888 ? 4 : 2;
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pendingWrites_[0].Expand(gstate.getFrameBufAddress() & mirrorMask, bpp, gstate.FrameBufStride(), scissorTL, scissorBR);
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if (state.pixelID.depthWrite)
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pendingWrites_[1].Expand(gstate.getDepthBufAddress() & mirrorMask, 2, gstate.DepthBufStride(), scissorTL, scissorBR);
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ClearDirty(SoftDirty::BINNER_RANGE);
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} else if (pendingOverlap_) {
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if (HasTextureWrite(state))
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Flush("tex");
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}
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if (HasDirty(SoftDirty::BINNER_OVERLAP)) {
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// Disallow threads when rendering to the target, even offset.
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bool selfRender = HasTextureWrite(state);
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int newMaxTasks = selfRender ? 1 : g_threadManager.GetNumLooperThreads();
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if (newMaxTasks > MAX_POSSIBLE_TASKS)
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newMaxTasks = MAX_POSSIBLE_TASKS;
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// We don't want to overlap wrong, so flush any pending.
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if (maxTasks_ != newMaxTasks) {
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maxTasks_ = newMaxTasks;
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Flush("selfrender");
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}
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pendingOverlap_ = pendingOverlap_ || selfRender;
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// Lastly, we have to check if we're newly writing depth we were texturing before.
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// This happens in Call of Duty (depth clear after depth texture), for example.
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if (!hadDepth && state.pixelID.depthWrite) {
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for (size_t i = 0; i < states_.Size(); ++i) {
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if (HasTextureWrite(states_.Peek(i))) {
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Flush("selfdepth");
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}
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}
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}
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ClearDirty(SoftDirty::BINNER_OVERLAP);
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}
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}
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bool BinManager::HasTextureWrite(const RasterizerState &state) {
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if (!state.enableTextures)
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return false;
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const int textureBits = textureBitsPerPixel[state.samplerID.texfmt];
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for (int i = 0; i <= state.maxTexLevel; ++i) {
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int byteStride = (state.texbufw[i] * textureBits) / 8;
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int byteWidth = (state.samplerID.cached.sizes[i].w * textureBits) / 8;
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int h = state.samplerID.cached.sizes[i].h;
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if (HasPendingWrite(state.texaddr[i], byteStride, byteWidth, h))
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return true;
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}
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return false;
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}
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inline void BinDirtyRange::Expand(uint32_t newBase, uint32_t bpp, uint32_t stride, DrawingCoords &tl, DrawingCoords &br) {
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const uint32_t w = br.x - tl.x + 1;
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const uint32_t h = br.y - tl.y + 1;
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newBase += tl.y * stride * bpp + tl.x * bpp;
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if (base == 0) {
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base = newBase;
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strideBytes = stride * bpp;
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widthBytes = w * bpp;
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height = h;
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return;
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}
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height = std::max(height, h);
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if (base == newBase && strideBytes == stride * bpp) {
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widthBytes = std::max(widthBytes, w * bpp);
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return;
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}
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if (stride != 0)
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height += ((int)base - (int)newBase) / (stride * bpp);
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base = std::min(base, newBase);
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strideBytes = std::max(strideBytes, stride * bpp);
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widthBytes = strideBytes;
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}
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void BinManager::UpdateClut(const void *src) {
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PROFILE_THIS_SCOPE("bin_clut");
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if (cluts_.Full())
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Flush("cluts");
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clutIndex_ = (int)cluts_.Push(BinClut());
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memcpy(cluts_[clutIndex_].readable, src, sizeof(BinClut));
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}
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void BinManager::AddTriangle(const VertexData &v0, const VertexData &v1, const VertexData &v2) {
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Vec2<int> d01((int)v0.screenpos.x - (int)v1.screenpos.x, (int)v0.screenpos.y - (int)v1.screenpos.y);
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Vec2<int> d02((int)v0.screenpos.x - (int)v2.screenpos.x, (int)v0.screenpos.y - (int)v2.screenpos.y);
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Vec2<int> d12((int)v1.screenpos.x - (int)v2.screenpos.x, (int)v1.screenpos.y - (int)v2.screenpos.y);
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// Drop primitives which are not in CCW order by checking the cross product.
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static_assert(SCREEN_SCALE_FACTOR <= 16, "Fails if scale factor is too high");
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if (d01.x * d02.y - d01.y * d02.x < 0)
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return;
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// If all points have identical coords, we'll have 0 weights and not skip properly, so skip here.
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if (d01.x == 0 && d01.y == 0 && d02.x == 0 && d02.y == 0)
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return;
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// Was it fully outside the scissor?
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const BinCoords range = Range(v0, v1, v2);
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if (range.Invalid())
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return;
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if (queue_.Full())
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Drain();
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queue_.Push(BinItem{ BinItemType::TRIANGLE, stateIndex_, range, v0, v1, v2 });
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Expand(range);
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}
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void BinManager::AddClearRect(const VertexData &v0, const VertexData &v1) {
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const BinCoords range = Range(v0, v1);
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if (range.Invalid())
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return;
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if (queue_.Full())
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Drain();
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queue_.Push(BinItem{ BinItemType::CLEAR_RECT, stateIndex_, range, v0, v1 });
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Expand(range);
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}
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void BinManager::AddRect(const VertexData &v0, const VertexData &v1) {
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const BinCoords range = Range(v0, v1);
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if (range.Invalid())
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return;
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if (queue_.Full())
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Drain();
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queue_.Push(BinItem{ BinItemType::RECT, stateIndex_, range, v0, v1 });
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Expand(range);
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}
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void BinManager::AddSprite(const VertexData &v0, const VertexData &v1) {
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const BinCoords range = Range(v0, v1);
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if (range.Invalid())
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return;
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if (queue_.Full())
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Drain();
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queue_.Push(BinItem{ BinItemType::SPRITE, stateIndex_, range, v0, v1 });
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Expand(range);
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}
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void BinManager::AddLine(const VertexData &v0, const VertexData &v1) {
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const BinCoords range = Range(v0, v1);
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if (range.Invalid())
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return;
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if (queue_.Full())
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Drain();
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queue_.Push(BinItem{ BinItemType::LINE, stateIndex_, range, v0, v1 });
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Expand(range);
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}
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void BinManager::AddPoint(const VertexData &v0) {
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const BinCoords range = Range(v0);
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if (range.Invalid())
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return;
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if (queue_.Full())
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Drain();
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queue_.Push(BinItem{ BinItemType::POINT, stateIndex_, range, v0 });
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Expand(range);
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}
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void BinManager::Drain() {
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PROFILE_THIS_SCOPE("bin_drain");
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// If the waitable has fully drained, we can update our binning decisions.
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if (!tasksSplit_ || waitable_->Empty()) {
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int w2 = (queueRange_.x2 - queueRange_.x1 + (SCREEN_SCALE_FACTOR * 2 - 1)) / (SCREEN_SCALE_FACTOR * 2);
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int h2 = (queueRange_.y2 - queueRange_.y1 + (SCREEN_SCALE_FACTOR * 2 - 1)) / (SCREEN_SCALE_FACTOR * 2);
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// Always bin the entire possible range, but focus on the drawn area.
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ScreenCoords tl(0, 0, 0);
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ScreenCoords br(1024 * SCREEN_SCALE_FACTOR, 1024 * SCREEN_SCALE_FACTOR, 0);
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taskRanges_.clear();
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if (h2 >= 18 && w2 >= h2 * 4) {
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int bin_w = std::max(4, (w2 + maxTasks_ - 1) / maxTasks_) * SCREEN_SCALE_FACTOR * 2;
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taskRanges_.push_back(BinCoords{ tl.x, tl.y, queueRange_.x1 + bin_w - 1, br.y - 1 });
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for (int x = queueRange_.x1 + bin_w; x <= queueRange_.x2; x += bin_w) {
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int x2 = x + bin_w > queueRange_.x2 ? br.x : x + bin_w;
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taskRanges_.push_back(BinCoords{ x, tl.y, x2 - 1, br.y - 1 });
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}
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} else if (h2 >= 18 && w2 >= 18) {
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int bin_h = std::max(4, (h2 + maxTasks_ - 1) / maxTasks_) * SCREEN_SCALE_FACTOR * 2;
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taskRanges_.push_back(BinCoords{ tl.x, tl.y, br.x - 1, queueRange_.y1 + bin_h - 1 });
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for (int y = queueRange_.y1 + bin_h; y <= queueRange_.y2; y += bin_h) {
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int y2 = y + bin_h > queueRange_.y2 ? br.y : y + bin_h;
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taskRanges_.push_back(BinCoords{ tl.x, y, br.x - 1, y2 - 1 });
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}
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}
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tasksSplit_ = true;
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}
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if (taskRanges_.size() <= 1) {
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PROFILE_THIS_SCOPE("bin_drain_single");
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while (!queue_.Empty()) {
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const BinItem &item = queue_.PeekNext();
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DrawBinItem(item, states_[item.stateIndex]);
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queue_.SkipNext();
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}
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} else {
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while (!queue_.Empty()) {
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const BinItem &item = queue_.PeekNext();
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for (int i = 0; i < (int)taskRanges_.size(); ++i) {
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const BinCoords range = taskRanges_[i].Intersect(item.range);
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if (range.Invalid())
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continue;
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// This shouldn't often happen, but if it does, wait for space.
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if (taskQueues_[i].Full())
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waitable_->Wait();
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BinItem &taskItem = taskQueues_[i].PeekPush();
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taskItem = item;
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taskItem.range = range;
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taskQueues_[i].PushPeeked();
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}
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queue_.SkipNext();
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}
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int threads = 0;
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for (int i = 0; i < (int)taskRanges_.size(); ++i) {
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if (taskQueues_[i].Empty())
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continue;
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threads++;
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if (taskStatus_[i])
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continue;
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waitable_->Fill();
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taskStatus_[i] = true;
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g_threadManager.EnqueueTaskOnThread(i, taskLists_[i].Next(), true);
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enqueues_++;
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}
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mostThreads_ = std::max(mostThreads_, threads);
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}
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}
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void BinManager::Flush(const char *reason) {
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double st;
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if (coreCollectDebugStats)
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st = time_now_d();
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Drain();
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waitable_->Wait();
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taskRanges_.clear();
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tasksSplit_ = false;
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queue_.Reset();
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while (states_.Size() > 1)
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states_.SkipNext();
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while (cluts_.Size() > 1)
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cluts_.SkipNext();
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queueRange_.x1 = 0x7FFFFFFF;
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queueRange_.y1 = 0x7FFFFFFF;
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queueRange_.x2 = 0;
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queueRange_.y2 = 0;
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for (auto &pending : pendingWrites_)
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pending.base = 0;
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pendingOverlap_ = false;
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// We'll need to set the pending writes again, since we just flushed it.
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dirty_ |= SoftDirty::BINNER_RANGE;
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if (coreCollectDebugStats) {
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double et = time_now_d();
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flushReasonTimes_[reason] += et - st;
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if (et - st > slowestFlushTime_) {
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slowestFlushTime_ = et - st;
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slowestFlushReason_ = reason;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool BinManager::HasPendingWrite(uint32_t start, uint32_t stride, uint32_t w, uint32_t h) {
|
|
// We can only write to VRAM.
|
|
if (!Memory::IsVRAMAddress(start))
|
|
return false;
|
|
// Ignore mirrors for overlap detection.
|
|
start &= 0x0FFFFFFF & ~0x00600000;
|
|
|
|
uint32_t size = stride * h;
|
|
for (const auto &range : pendingWrites_) {
|
|
if (range.base == 0 || range.strideBytes == 0)
|
|
continue;
|
|
if (start >= range.base + range.height * range.strideBytes || start + size <= range.base)
|
|
continue;
|
|
|
|
// Let's simply go through each line. Might be in the stride gap.
|
|
uint32_t row = start;
|
|
for (uint32_t y = 0; y < h; ++y) {
|
|
int32_t offset = row - range.base;
|
|
int32_t rangeY = offset / (int32_t)range.strideBytes;
|
|
uint32_t rangeX = offset % (int32_t)range.strideBytes;
|
|
if (rangeY >= 0 && (uint32_t)rangeY < range.height) {
|
|
// If this row is either within width, or extends beyond stride, overlap.
|
|
if (rangeX < range.widthBytes || rangeX + w >= range.strideBytes)
|
|
return true;
|
|
}
|
|
|
|
row += stride;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void BinManager::GetStats(char *buffer, size_t bufsize) {
|
|
double allTotal = 0.0;
|
|
double slowestTotalTime = 0.0;
|
|
const char *slowestTotalReason = nullptr;
|
|
for (auto &it : flushReasonTimes_) {
|
|
if (it.second > slowestTotalTime) {
|
|
slowestTotalTime = it.second;
|
|
slowestTotalReason = it.first;
|
|
}
|
|
allTotal += it.second;
|
|
}
|
|
|
|
// Many games are 30 FPS, so check last frame too for better stats.
|
|
double recentTotal = allTotal;
|
|
double slowestRecentTime = slowestTotalTime;
|
|
const char *slowestRecentReason = slowestTotalReason;
|
|
for (auto &it : lastFlushReasonTimes_) {
|
|
if (it.second > slowestRecentTime) {
|
|
slowestRecentTime = it.second;
|
|
slowestRecentReason = it.first;
|
|
}
|
|
recentTotal += it.second;
|
|
}
|
|
|
|
snprintf(buffer, bufsize,
|
|
"Slowest individual flush: %s (%0.4f)\n"
|
|
"Slowest frame flush: %s (%0.4f)\n"
|
|
"Slowest recent flush: %s (%0.4f)\n"
|
|
"Total flush time: %0.4f (%05.2f%%, last 2: %05.2f%%)\n"
|
|
"Thread enqueues: %d, count %d",
|
|
slowestFlushReason_, slowestFlushTime_,
|
|
slowestTotalReason, slowestTotalTime,
|
|
slowestRecentReason, slowestRecentTime,
|
|
allTotal, allTotal * (6000.0 / 1.001), recentTotal * (3000.0 / 1.001),
|
|
enqueues_, mostThreads_);
|
|
}
|
|
|
|
void BinManager::ResetStats() {
|
|
lastFlushReasonTimes_ = std::move(flushReasonTimes_);
|
|
flushReasonTimes_.clear();
|
|
slowestFlushReason_ = nullptr;
|
|
slowestFlushTime_ = 0.0;
|
|
enqueues_ = 0;
|
|
mostThreads_ = 0;
|
|
}
|
|
|
|
inline BinCoords BinCoords::Intersect(const BinCoords &range) const {
|
|
BinCoords sub;
|
|
sub.x1 = std::max(x1, range.x1);
|
|
sub.y1 = std::max(y1, range.y1);
|
|
sub.x2 = std::min(x2, range.x2);
|
|
sub.y2 = std::min(y2, range.y2);
|
|
return sub;
|
|
}
|
|
|
|
BinCoords BinManager::Scissor(BinCoords range) {
|
|
return range.Intersect(scissor_);
|
|
}
|
|
|
|
BinCoords BinManager::Range(const VertexData &v0, const VertexData &v1, const VertexData &v2) {
|
|
BinCoords range;
|
|
range.x1 = std::min(std::min(v0.screenpos.x, v1.screenpos.x), v2.screenpos.x) & ~(SCREEN_SCALE_FACTOR - 1);
|
|
range.y1 = std::min(std::min(v0.screenpos.y, v1.screenpos.y), v2.screenpos.y) & ~(SCREEN_SCALE_FACTOR - 1);
|
|
range.x2 = std::max(std::max(v0.screenpos.x, v1.screenpos.x), v2.screenpos.x) | (SCREEN_SCALE_FACTOR - 1);
|
|
range.y2 = std::max(std::max(v0.screenpos.y, v1.screenpos.y), v2.screenpos.y) | (SCREEN_SCALE_FACTOR - 1);
|
|
return Scissor(range);
|
|
}
|
|
|
|
BinCoords BinManager::Range(const VertexData &v0, const VertexData &v1) {
|
|
BinCoords range;
|
|
range.x1 = std::min(v0.screenpos.x, v1.screenpos.x) & ~(SCREEN_SCALE_FACTOR - 1);
|
|
range.y1 = std::min(v0.screenpos.y, v1.screenpos.y) & ~(SCREEN_SCALE_FACTOR - 1);
|
|
range.x2 = std::max(v0.screenpos.x, v1.screenpos.x) | (SCREEN_SCALE_FACTOR - 1);
|
|
range.y2 = std::max(v0.screenpos.y, v1.screenpos.y) | (SCREEN_SCALE_FACTOR - 1);
|
|
return Scissor(range);
|
|
}
|
|
|
|
BinCoords BinManager::Range(const VertexData &v0) {
|
|
BinCoords range;
|
|
range.x1 = v0.screenpos.x & ~(SCREEN_SCALE_FACTOR - 1);
|
|
range.y1 = v0.screenpos.y & ~(SCREEN_SCALE_FACTOR - 1);
|
|
range.x2 = v0.screenpos.x | (SCREEN_SCALE_FACTOR - 1);
|
|
range.y2 = v0.screenpos.y | (SCREEN_SCALE_FACTOR - 1);
|
|
return Scissor(range);
|
|
}
|
|
|
|
void BinManager::Expand(const BinCoords &range) {
|
|
queueRange_.x1 = std::min(queueRange_.x1, range.x1);
|
|
queueRange_.y1 = std::min(queueRange_.y1, range.y1);
|
|
queueRange_.x2 = std::max(queueRange_.x2, range.x2);
|
|
queueRange_.y2 = std::max(queueRange_.y2, range.y2);
|
|
|
|
if (maxTasks_ == 1 || (queueRange_.y2 - queueRange_.y1 >= 224 * SCREEN_SCALE_FACTOR && enqueues_ < 36 * maxTasks_)) {
|
|
Drain();
|
|
}
|
|
}
|