mirror of
https://github.com/libretro/beetle-psx-libretro.git
synced 2024-11-23 08:49:47 +00:00
Refactor UV offset and limit code to be shared by all renderers.
- Calculate and apply offset for quads with flipped UVs earlier. - Reduce offsets applied in software renderer as resolution scaling increases (fixes line artefacts). - Calculate UV limits used for filtering earlier and pass these to the individual renderers.
This commit is contained in:
parent
a081f34a52
commit
1e0e774ad2
@ -148,6 +148,11 @@ struct PS_GPU
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uint32 InQuad_clut;
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bool InQuad_invalidW;
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// primitive UV offsets (used to correct flipped sprites)
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uint16_t off_u, off_v;
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// primitive UV limits (used to clamp texture sampling)
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uint16_t min_u, min_v, max_u, max_v;
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line_point InPLine_PrevPoint;
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uint32 FBRW_X;
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@ -1,4 +1,5 @@
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#include <math.h>
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#include <algorithm>
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#include "libretro_cbs.h"
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#define COORD_FBS 12
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@ -173,7 +174,7 @@ static INLINE void DrawSpan(PS_GPU *gpu, int y, const int32 x_start, const int32
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if(textured)
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{
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uint16 fbw = GetTexel<TexMode_TA>(gpu, ig.u >> (COORD_FBS + COORD_POST_PADDING), ig.v >> (COORD_FBS + COORD_POST_PADDING));
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uint16 fbw = GetTexel<TexMode_TA>(gpu, ig.u >> (COORD_FBS + COORD_POST_PADDING), ig.v >> (COORD_FBS + COORD_POST_PADDING));
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if(fbw)
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{
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@ -290,8 +291,8 @@ static INLINE void DrawTriangle(PS_GPU *gpu, tri_vertex *vertices)
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if(textured)
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{
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ig.u = (COORD_MF_INT(vertices[core_vertex].u) + (1 << (COORD_FBS - 1))) << COORD_POST_PADDING;
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ig.v = (COORD_MF_INT(vertices[core_vertex].v) + (1 << (COORD_FBS - 1))) << COORD_POST_PADDING;
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ig.u = (COORD_MF_INT(vertices[core_vertex].u) + (1 << (COORD_FBS - 1 - gpu->upscale_shift))) << COORD_POST_PADDING;
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ig.v = (COORD_MF_INT(vertices[core_vertex].v) + (1 << (COORD_FBS - 1 - gpu->upscale_shift))) << COORD_POST_PADDING;
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if (gpu->upscale_shift > 0)
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{
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@ -300,10 +301,10 @@ static INLINE void DrawTriangle(PS_GPU *gpu, tri_vertex *vertices)
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// triangles. Otherwise this could cause a small "shift" in
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// the texture coordinates when upscaling.
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if (idl.du_dy == 0 && (int32_t)idl.du_dx > 0)
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ig.u -= (1 << (COORD_FBS - 1 - gpu->upscale_shift));
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if (idl.dv_dx == 0 && (int32_t)idl.dv_dy > 0)
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ig.v -= (1 << (COORD_FBS - 1 - gpu->upscale_shift));
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if(gpu->off_u)
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ig.u += (COORD_MF_INT(1) - (1 << (COORD_FBS - gpu->upscale_shift))) << COORD_POST_PADDING;
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if (gpu->off_v)
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ig.v += (COORD_MF_INT(1) - (1 << (COORD_FBS - gpu->upscale_shift))) << COORD_POST_PADDING;
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}
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}
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@ -491,6 +492,189 @@ if(vertices[1].y == vertices[0].y)
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#endif
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}
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// Determine whether to offset UVs to account for difference in interpolation between PS1 and modern GPUs
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void Calc_UVOffsets(PS_GPU *gpu, tri_vertex *vertices, unsigned count)
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{
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// iCB: Just borrowing this from \parallel-psx\renderer\renderer.cpp
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uint16 off_u = 0;
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uint16 off_v = 0;
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// For X/Y flipped 2D sprites, PSX games rely on a very specific rasterization behavior.
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// If U or V is decreasing in X or Y, and we use the provided U/V as is, we will sample the wrong texel as interpolation
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// covers an entire pixel, while PSX samples its interpolation essentially in the top-left corner and splats that interpolant across the entire pixel.
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// While we could emulate this reasonably well in native resolution by shifting our vertex coords by 0.5,
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// this breaks in upscaling scenarios, because we have several samples per native sample and we need NN rules to hit the same UV every time.
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// One approach here is to use interpolate at offset or similar tricks to generalize the PSX interpolation patterns,
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// but the problem is that vertices sharing an edge will no longer see the same UV (due to different plane derivatives),
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// we end up sampling outside the intended boundary and artifacts are inevitable, so the only case where we can apply this fixup is for "sprites"
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// or similar which should not share edges, which leads to this unfortunate code below.
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//
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// Only apply this workaround for quads.
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if (count == 4)
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{
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// It might be faster to do more direct checking here, but the code below handles primitives in any order
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// and orientation, and is far more SIMD-friendly if needed.
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float abx = vertices[1].precise[0] - vertices[0].precise[0];
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float aby = vertices[1].precise[1] - vertices[0].precise[1];
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float bcx = vertices[2].precise[0] - vertices[1].precise[0];
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float bcy = vertices[2].precise[1] - vertices[1].precise[1];
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float cax = vertices[0].precise[0] - vertices[2].precise[0];
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float cay = vertices[0].precise[1] - vertices[2].precise[1];
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// Compute static derivatives, just assume W is uniform across the primitive
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// and that the plane equation remains the same across the quad.
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float dudx = -aby * float(vertices[2].u) - bcy * float(vertices[0].u) - cay * float(vertices[1].u);
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float dvdx = -aby * float(vertices[2].v) - bcy * float(vertices[0].v) - cay * float(vertices[1].v);
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float dudy = +abx * float(vertices[2].u) + bcx * float(vertices[0].u) + cax * float(vertices[1].u);
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float dvdy = +abx * float(vertices[2].v) + bcx * float(vertices[0].v) + cax * float(vertices[1].v);
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float area = bcx * cay - bcy * cax;
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// iCB: Detect and reject any triangles with 0 size texture area
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float texArea = (vertices[1].u - vertices[0].u) * (vertices[2].v - vertices[0].v) - (vertices[2].u - vertices[0].u) * (vertices[1].v - vertices[0].v);
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// Shouldn't matter as degenerate primitives will be culled anyways.
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if ((area != 0.0f) && (texArea != 0.0f))
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{
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float inv_area = 1.0f / area;
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dudx *= inv_area;
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dudy *= inv_area;
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dvdx *= inv_area;
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dvdy *= inv_area;
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bool neg_dudx = dudx < 0.0f;
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bool neg_dudy = dudy < 0.0f;
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bool neg_dvdx = dvdx < 0.0f;
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bool neg_dvdy = dvdy < 0.0f;
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bool zero_dudx = dudx == 0.0f;
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bool zero_dudy = dudy == 0.0f;
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bool zero_dvdx = dvdx == 0.0f;
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bool zero_dvdy = dvdy == 0.0f;
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// If we have negative dU or dV in any direction, increment the U or V to work properly with nearest-neighbor in this impl.
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// If we don't have 1:1 pixel correspondence, this creates a slight "shift" in the sprite, but we guarantee that we don't sample garbage at least.
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// Overall, this is kinda hacky because there can be legitimate, rare cases where 3D meshes hit this scenario, and a single texel offset can pop in, but
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// this is way better than having borked 2D overall.
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// TODO: Try to figure out if this can be generalized.
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//
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// TODO: If perf becomes an issue, we can probably SIMD the 8 comparisons above,
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// create an 8-bit code, and use a LUT to get the offsets.
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// Case 1: U is decreasing in X, but no change in Y.
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// Case 2: U is decreasing in Y, but no change in X.
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// Case 3: V is decreasing in X, but no change in Y.
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// Case 4: V is decreasing in Y, but no change in X.
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if (neg_dudx && zero_dudy)
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off_u++;
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else if (neg_dudy && zero_dudx)
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off_u++;
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if (neg_dvdx && zero_dvdy)
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off_v++;
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else if (neg_dvdy && zero_dvdx)
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off_v++;
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}
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}
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gpu->off_u = off_u;
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gpu->off_v = off_v;
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}
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// Reset min/max UVs for primitive
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void Reset_UVLimits(PS_GPU *gpu)
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{
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gpu->min_u = UINT16_MAX;
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gpu->min_v = UINT16_MAX;
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gpu->max_u = 0;
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gpu->max_v = 0;
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}
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// Determine min and max UVs sampled for a given primitive
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void Extend_UVLimits(PS_GPU *gpu, tri_vertex *vertices, unsigned count)
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{
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uint8 twx = gpu->SUCV.TWX_AND;
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uint8 twy = gpu->SUCV.TWY_AND;
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uint16 min_u = gpu->min_u;
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uint16 min_v = gpu->min_v;
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uint16 max_u = gpu->max_u;
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uint16 max_v = gpu->max_v;
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if ((twx == (uint8)0xffu) && (twy == (uint8)0xffu))
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{
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// If we're not using texture window, we're likely accessing a small subset of the texture.
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for (unsigned int i = 0; i < count; i++)
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{
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min_u = std::min(min_u, uint16_t(vertices[i].u));
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min_v = std::min(min_v, uint16_t(vertices[i].v));
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max_u = std::max(max_u, uint16_t(vertices[i].u));
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max_v = std::max(max_v, uint16_t(vertices[i].v));
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}
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}
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else
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{
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// texture window so don't clamp texture
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min_u = 0;
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min_v = 0;
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max_u = UINT16_MAX;
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max_v = UINT16_MAX;
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}
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gpu->min_u = min_u;
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gpu->min_v = min_v;
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gpu->max_u = max_u;
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gpu->max_v = max_v;
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}
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// Apply offsets to UV limits before returning
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void Finalise_UVLimits(PS_GPU *gpu)
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{
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uint8 twx = gpu->SUCV.TWX_AND;
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uint8 twy = gpu->SUCV.TWY_AND;
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uint16 min_u = gpu->min_u;
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uint16 min_v = gpu->min_v;
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uint16 max_u = gpu->max_u;
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uint16 max_v = gpu->max_v;
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uint16 off_u = gpu->off_u;
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uint16 off_v = gpu->off_v;
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if ((twx == (uint8)0xffu) && (twy == (uint8)0xffu))
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{
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// offset output UV Limits
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min_u += off_u;
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min_v += off_v;
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max_u += off_u;
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max_v += off_v;
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// In nearest neighbor, we'll get *very* close to this UV, but not close enough to actually sample it.
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// If du/dx or dv/dx are negative, we probably need to invert this though ...
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if (max_u > min_u)
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max_u--;
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if (max_v > min_v)
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max_v--;
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// If there's no wrapping, we can prewrap and avoid fallback.
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if ((max_u & 0xff00) == (min_u & 0xff00))
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max_u &= 0xff;
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if ((max_v & 0xff00) == (min_v & 0xff00))
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max_v &= 0xff;
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}
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else
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{
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// texture window so don't clamp texture
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min_u = 0;
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min_v = 0;
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max_u = UINT16_MAX;
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max_v = UINT16_MAX;
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}
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gpu->min_u = min_u;
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gpu->min_v = min_v;
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gpu->max_u = max_u;
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gpu->max_v = max_v;
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}
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// 0 = disabled
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// 1 = enabled (default mode)
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// 2 = enabled (aggressive mode)
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@ -776,6 +960,10 @@ static void Command_DrawPolygon(PS_GPU *gpu, const uint32_t *cb)
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for (unsigned v = 0; v < 3; v++)
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vertices[v].precise[2] = 1.f;
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// Calculated UV offsets (needed for hardware renderers and software with scaling)
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// Do one time updates for primitive
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if (textured && (gpu->InCmd != INCMD_QUAD))
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Calc_UVOffsets(gpu, vertices, numvertices);
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if(numvertices == 4)
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{
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@ -847,6 +1035,8 @@ static void Command_DrawPolygon(PS_GPU *gpu, const uint32_t *cb)
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if (rsx_intf_is_type() == RSX_OPENGL || rsx_intf_is_type() == RSX_VULKAN)
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{
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Reset_UVLimits(gpu);
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if (numvertices == 4)
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{
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if (gpu->InCmd == INCMD_NONE)
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@ -854,6 +1044,10 @@ static void Command_DrawPolygon(PS_GPU *gpu, const uint32_t *cb)
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// We have 4 quad vertices, we can push that at once
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tri_vertex *first = &gpu->InQuad_F3Vertices[0];
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Extend_UVLimits(gpu, first, 1);
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Extend_UVLimits(gpu, vertices, 3);
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Finalise_UVLimits(gpu);
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rsx_intf_push_quad(first->precise[0],
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first->precise[1],
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first->precise[2],
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@ -878,10 +1072,12 @@ static void Command_DrawPolygon(PS_GPU *gpu, const uint32_t *cb)
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((uint32_t)vertices[2].r) |
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((uint32_t)vertices[2].g << 8) |
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((uint32_t)vertices[2].b << 16),
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first->u, first->v,
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vertices[0].u, vertices[0].v,
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vertices[1].u, vertices[1].v,
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vertices[2].u, vertices[2].v,
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first->u + gpu->off_u, first->v + gpu->off_v,
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vertices[0].u + gpu->off_u, vertices[0].v + gpu->off_v,
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vertices[1].u + gpu->off_u, vertices[1].v + gpu->off_v,
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vertices[2].u + gpu->off_u, vertices[2].v + gpu->off_v,
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gpu->min_u, gpu->min_v,
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gpu->max_u, gpu->max_v,
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gpu->TexPageX, gpu->TexPageY,
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clut_x, clut_y,
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blend_mode,
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@ -894,6 +1090,9 @@ static void Command_DrawPolygon(PS_GPU *gpu, const uint32_t *cb)
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}
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else
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{
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Extend_UVLimits(gpu, vertices, 3);
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Finalise_UVLimits(gpu);
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// Push a single triangle
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rsx_intf_push_triangle(vertices[0].precise[0],
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vertices[0].precise[1],
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@ -916,6 +1115,8 @@ static void Command_DrawPolygon(PS_GPU *gpu, const uint32_t *cb)
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vertices[0].u, vertices[0].v,
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vertices[1].u, vertices[1].v,
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vertices[2].u, vertices[2].v,
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gpu->min_u, gpu->min_v,
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gpu->max_u, gpu->max_v,
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gpu->TexPageX, gpu->TexPageY,
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clut_x, clut_y,
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blend_mode,
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@ -36,8 +36,8 @@ static void DrawSprite(PS_GPU *gpu, int32_t x_arg, int32_t y_arg, int32_t w, int
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//else
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// u = (u + 1) & ~1;
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if(FlipY)
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v_inc = -1;
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if(FlipY)
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v_inc = -1;
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}
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if(x_start < gpu->ClipX0)
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@ -212,6 +212,10 @@ static void Command_DrawSprite(PS_GPU *gpu, const uint32_t *cb)
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v + h, /* t2y */
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u + w, /* t5x */
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v + h, /* t5y */
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u,
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v,
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u + w - 1, // clamp UVs 1 pixel from edge (sampling should not quite reach it)
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v + h - 1,
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gpu->TexPageX,
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gpu->TexPageY,
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clut_x,
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@ -770,12 +770,7 @@ float Renderer::allocate_depth(const Rect &rect)
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void Renderer::build_attribs(BufferVertex *output, const Vertex *vertices, unsigned count)
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{
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unsigned min_u = UINT16_MAX;
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unsigned max_u = 0;
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unsigned min_v = UINT16_MAX;
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unsigned max_v = 0;
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unsigned texture_limits[4];
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unsigned shift;
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switch (render_state.texture_mode)
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@ -791,119 +786,16 @@ void Renderer::build_attribs(BufferVertex *output, const Vertex *vertices, unsig
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break;
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}
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uint16_t off_u = 0;
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uint16_t off_v = 0;
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if (render_state.texture_mode != TextureMode::None)
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{
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// For X/Y flipped 2D sprites, PSX games rely on a very specific rasterization behavior.
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// If U or V is decreasing in X or Y, and we use the provided U/V as is, we will sample the wrong texel as interpolation
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// covers an entire pixel, while PSX samples its interpolation essentially in the top-left corner and splats that interpolant across the entire pixel.
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// While we could emulate this reasonably well in native resolution by shifting our vertex coords by 0.5,
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// this breaks in upscaling scenarios, because we have several samples per native sample and we need NN rules to hit the same UV every time.
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// One approach here is to use interpolate at offset or similar tricks to generalize the PSX interpolation patterns,
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// but the problem is that vertices sharing an edge will no longer see the same UV (due to different plane derivatives),
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// we end up sampling outside the intended boundary and artifacts are inevitable, so the only case where we can apply this fixup is for "sprites"
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// or similar which should not share edges, which leads to this unfortunate code below.
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//
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// Only apply this workaround for quads.
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if (count == 4)
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{
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// It might be faster to do more direct checking here, but the code below handles primitives in any order
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// and orientation, and is far more SIMD-friendly if needed.
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float abx = vertices[1].x - vertices[0].x;
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float aby = vertices[1].y - vertices[0].y;
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float bcx = vertices[2].x - vertices[1].x;
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float bcy = vertices[2].y - vertices[1].y;
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float cax = vertices[0].x - vertices[2].x;
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float cay = vertices[0].y - vertices[2].y;
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// Compute static derivatives, just assume W is uniform across the primitive
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// and that the plane equation remains the same across the quad.
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float dudx = -aby * float(vertices[2].u) - bcy * float(vertices[0].u) - cay * float(vertices[1].u);
|
||||
float dvdx = -aby * float(vertices[2].v) - bcy * float(vertices[0].v) - cay * float(vertices[1].v);
|
||||
float dudy = +abx * float(vertices[2].u) + bcx * float(vertices[0].u) + cax * float(vertices[1].u);
|
||||
float dvdy = +abx * float(vertices[2].v) + bcx * float(vertices[0].v) + cax * float(vertices[1].v);
|
||||
float area = bcx * cay - bcy * cax;
|
||||
|
||||
// iCB: Detect and reject any triangles with 0 size texture area
|
||||
float texArea = (vertices[1].u - vertices[0].u) * (vertices[2].v - vertices[0].v) - (vertices[2].u - vertices[0].u) * (vertices[1].v - vertices[0].v);
|
||||
|
||||
// Shouldn't matter as degenerate primitives will be culled anyways.
|
||||
if ((area != 0.0f) && (texArea != 0.0f))
|
||||
{
|
||||
float inv_area = 1.0f / area;
|
||||
dudx *= inv_area;
|
||||
dudy *= inv_area;
|
||||
dvdx *= inv_area;
|
||||
dvdy *= inv_area;
|
||||
|
||||
bool neg_dudx = dudx < 0.0f;
|
||||
bool neg_dudy = dudy < 0.0f;
|
||||
bool neg_dvdx = dvdx < 0.0f;
|
||||
bool neg_dvdy = dvdy < 0.0f;
|
||||
bool zero_dudx = dudx == 0.0f;
|
||||
bool zero_dudy = dudy == 0.0f;
|
||||
bool zero_dvdx = dvdx == 0.0f;
|
||||
bool zero_dvdy = dvdy == 0.0f;
|
||||
|
||||
// If we have negative dU or dV in any direction, increment the U or V to work properly with nearest-neighbor in this impl.
|
||||
// If we don't have 1:1 pixel correspondence, this creates a slight "shift" in the sprite, but we guarantee that we don't sample garbage at least.
|
||||
// Overall, this is kinda hacky because there can be legitimate, rare cases where 3D meshes hit this scenario, and a single texel offset can pop in, but
|
||||
// this is way better than having borked 2D overall.
|
||||
// TODO: Try to figure out if this can be generalized.
|
||||
//
|
||||
// TODO: If perf becomes an issue, we can probably SIMD the 8 comparisons above,
|
||||
// create an 8-bit code, and use a LUT to get the offsets.
|
||||
// Case 1: U is decreasing in X, but no change in Y.
|
||||
// Case 2: U is decreasing in Y, but no change in X.
|
||||
// Case 3: V is decreasing in X, but no change in Y.
|
||||
// Case 4: V is decreasing in Y, but no change in X.
|
||||
if (neg_dudx && zero_dudy)
|
||||
off_u++;
|
||||
else if (neg_dudy && zero_dudx)
|
||||
off_u++;
|
||||
if (neg_dvdx && zero_dvdy)
|
||||
off_v++;
|
||||
else if (neg_dvdy && zero_dvdx)
|
||||
off_v++;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (render_state.texture_window.mask_x == 0xffu && render_state.texture_window.mask_y == 0xffu)
|
||||
{
|
||||
// If we're not using texture window, we're likely accessing a small subset of the texture.
|
||||
for (unsigned i = 0; i < count; i++)
|
||||
{
|
||||
min_u = min<unsigned>(min_u, vertices[i].u);
|
||||
max_u = max<unsigned>(max_u, vertices[i].u);
|
||||
min_v = min<unsigned>(min_v, vertices[i].v);
|
||||
max_v = max<unsigned>(max_v, vertices[i].v);
|
||||
}
|
||||
|
||||
min_u += off_u;
|
||||
max_u += off_u;
|
||||
min_v += off_v;
|
||||
max_v += off_v;
|
||||
|
||||
// In nearest neighbor, we'll get *very* close to this UV, but not close enough to actually sample it.
|
||||
// If du/dx or dv/dx are negative, we probably need to invert this though ...
|
||||
if (max_u > min_u)
|
||||
max_u--;
|
||||
if (max_v > min_v)
|
||||
max_v--;
|
||||
|
||||
// If there's no wrapping, we can prewrap and avoid fallback.
|
||||
if ((max_u & 0xff00) == (min_u & 0xff00))
|
||||
max_u &= 0xff;
|
||||
if ((max_v & 0xff00) == (min_v & 0xff00))
|
||||
max_v &= 0xff;
|
||||
|
||||
texture_limits[0] = min_u;
|
||||
texture_limits[1] = min_v;
|
||||
texture_limits[2] = max_u;
|
||||
texture_limits[3] = max_v;
|
||||
|
||||
unsigned min_u = render_state.UVLimits.min_u;
|
||||
unsigned min_v = render_state.UVLimits.min_v;
|
||||
unsigned max_u = render_state.UVLimits.max_u;
|
||||
unsigned max_v = render_state.UVLimits.max_v;
|
||||
unsigned width = max_u - min_u + 1;
|
||||
unsigned height = max_v - min_v + 1;
|
||||
|
||||
@ -968,8 +860,8 @@ void Renderer::build_attribs(BufferVertex *output, const Vertex *vertices, unsig
|
||||
int16_t(render_state.palette_offset_x),
|
||||
int16_t(render_state.palette_offset_y),
|
||||
int16_t(shift | (render_state.dither << 8)),
|
||||
int16_t(vertices[i].u + off_u),
|
||||
int16_t(vertices[i].v + off_v),
|
||||
int16_t(vertices[i].u),
|
||||
int16_t(vertices[i].v),
|
||||
int16_t(render_state.texture_offset_x),
|
||||
int16_t(render_state.texture_offset_y),
|
||||
};
|
||||
@ -979,10 +871,10 @@ void Renderer::build_attribs(BufferVertex *output, const Vertex *vertices, unsig
|
||||
|
||||
output[i].color |= render_state.force_mask_bit ? 0xff000000u : 0u;
|
||||
|
||||
output[i].min_u = float(texture_limits[0]);
|
||||
output[i].min_v = float(texture_limits[1]);
|
||||
output[i].max_u = float(texture_limits[2]);
|
||||
output[i].max_v = float(texture_limits[3]);
|
||||
output[i].min_u = float(render_state.UVLimits.min_u);
|
||||
output[i].min_v = float(render_state.UVLimits.min_v);
|
||||
output[i].max_u = float(render_state.UVLimits.max_u);
|
||||
output[i].max_v = float(render_state.UVLimits.max_v);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -25,6 +25,11 @@ struct TextureWindow
|
||||
uint8_t mask_x, mask_y, or_x, or_y;
|
||||
};
|
||||
|
||||
struct UVRect
|
||||
{
|
||||
uint16_t min_u, min_v, max_u, max_v;
|
||||
};
|
||||
|
||||
enum class SemiTransparentMode
|
||||
{
|
||||
None,
|
||||
@ -59,6 +64,8 @@ public:
|
||||
bool bpp24 = false;
|
||||
bool dither = false;
|
||||
bool adaptive_smoothing = true;
|
||||
|
||||
UVRect UVLimits;
|
||||
};
|
||||
|
||||
struct SaveState
|
||||
@ -162,6 +169,14 @@ public:
|
||||
render_state.texture_color_modulate = enable;
|
||||
}
|
||||
|
||||
inline void set_UV_limits(uint16_t min_u, uint16_t min_v, uint16_t max_u, uint16_t max_v)
|
||||
{
|
||||
render_state.UVLimits.min_u = min_u;
|
||||
render_state.UVLimits.min_v = min_v;
|
||||
render_state.UVLimits.max_u = max_u;
|
||||
render_state.UVLimits.max_v = max_v;
|
||||
}
|
||||
|
||||
// Draw commands
|
||||
void clear_rect(const Rect &rect, FBColor color);
|
||||
void draw_line(const Vertex *vertices);
|
||||
|
@ -357,6 +357,8 @@ void rsx_intf_push_triangle(
|
||||
uint16_t t0x, uint16_t t0y,
|
||||
uint16_t t1x, uint16_t t1y,
|
||||
uint16_t t2x, uint16_t t2y,
|
||||
uint16_t min_u, uint16_t min_v,
|
||||
uint16_t max_u, uint16_t max_v,
|
||||
uint16_t texpage_x, uint16_t texpage_y,
|
||||
uint16_t clut_x, uint16_t clut_y,
|
||||
uint8_t texture_blend_mode,
|
||||
@ -387,6 +389,7 @@ void rsx_intf_push_triangle(
|
||||
#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES)
|
||||
rsx_gl_push_triangle(p0x, p0y, p0w, p1x, p1y, p1w, p2x, p2y, p2w,
|
||||
c0, c1, c2, t0x, t0y, t1x, t1y, t2x, t2y,
|
||||
min_u, min_v, max_u, max_v,
|
||||
texpage_x, texpage_y, clut_x, clut_y,
|
||||
texture_blend_mode,
|
||||
depth_shift,
|
||||
@ -398,6 +401,7 @@ void rsx_intf_push_triangle(
|
||||
#if defined(HAVE_VULKAN)
|
||||
rsx_vulkan_push_triangle(p0x, p0y, p0w, p1x, p1y, p1w, p2x, p2y, p2w,
|
||||
c0, c1, c2, t0x, t0y, t1x, t1y, t2x, t2y,
|
||||
min_u, min_v, max_u, max_v,
|
||||
texpage_x, texpage_y, clut_x, clut_y,
|
||||
texture_blend_mode,
|
||||
depth_shift,
|
||||
@ -418,6 +422,8 @@ void rsx_intf_push_quad(
|
||||
uint16_t t1x, uint16_t t1y,
|
||||
uint16_t t2x, uint16_t t2y,
|
||||
uint16_t t3x, uint16_t t3y,
|
||||
uint16_t min_u, uint16_t min_v,
|
||||
uint16_t max_u, uint16_t max_v,
|
||||
uint16_t texpage_x, uint16_t texpage_y,
|
||||
uint16_t clut_x, uint16_t clut_y,
|
||||
uint8_t texture_blend_mode,
|
||||
@ -450,6 +456,7 @@ void rsx_intf_push_quad(
|
||||
rsx_gl_push_quad(p0x, p0y, p0w, p1x, p1y, p1w, p2x, p2y, p2w, p3x, p3y, p3w,
|
||||
c0, c1, c2, c3,
|
||||
t0x, t0y, t1x, t1y, t2x, t2y, t3x, t3y,
|
||||
min_u, min_v, max_u, max_v,
|
||||
texpage_x, texpage_y, clut_x, clut_y,
|
||||
texture_blend_mode,
|
||||
depth_shift,
|
||||
@ -462,6 +469,7 @@ void rsx_intf_push_quad(
|
||||
rsx_vulkan_push_quad(p0x, p0y, p0w, p1x, p1y, p1w, p2x, p2y, p2w, p3x, p3y, p3w,
|
||||
c0, c1, c2, c3,
|
||||
t0x, t0y, t1x, t1y, t2x, t2y, t3x, t3y,
|
||||
min_u, min_v, max_u, max_v,
|
||||
texpage_x, texpage_y, clut_x, clut_y,
|
||||
texture_blend_mode,
|
||||
depth_shift,
|
||||
|
@ -55,6 +55,8 @@ void rsx_intf_push_triangle(float p0x, float p0y, float p0w,
|
||||
uint32_t c0, uint32_t c1, uint32_t c2,
|
||||
uint16_t t0x, uint16_t t0y,
|
||||
uint16_t t1x, uint16_t t1y,
|
||||
uint16_t min_u, uint16_t min_v,
|
||||
uint16_t max_u, uint16_t max_v,
|
||||
uint16_t t2x, uint16_t t2y,
|
||||
uint16_t texpage_x, uint16_t texpage_y,
|
||||
uint16_t clut_x, uint16_t clut_y,
|
||||
@ -80,6 +82,8 @@ void rsx_intf_push_quad(float p0x, float p0y, float p0w,
|
||||
uint16_t t1x, uint16_t t1y,
|
||||
uint16_t t2x, uint16_t t2y,
|
||||
uint16_t t3x, uint16_t t3y,
|
||||
uint16_t min_u, uint16_t min_v,
|
||||
uint16_t max_u, uint16_t max_v,
|
||||
uint16_t texpage_x, uint16_t texpage_y,
|
||||
uint16_t clut_x, uint16_t clut_y,
|
||||
uint8_t texture_blend_mode,
|
||||
|
@ -163,10 +163,11 @@ struct CommandVertex {
|
||||
uint8_t dither;
|
||||
/* 0: primitive is opaque, 1: primitive is semi-transparent */
|
||||
uint8_t semi_transparent;
|
||||
/* Texture window mask/OR values */
|
||||
uint8_t texture_window[4];
|
||||
/* Texture limits of primtive */
|
||||
uint16_t texture_limits[4];
|
||||
/* Texture window mask/OR values */
|
||||
uint8_t texture_window[4];
|
||||
|
||||
|
||||
static std::vector<Attribute> attributes();
|
||||
};
|
||||
@ -1308,11 +1309,11 @@ static bool GlRenderer_new(GlRenderer *renderer, DrawConfig config)
|
||||
if (dither_mode == DITHER_OFF)
|
||||
{
|
||||
/* Dithering is superfluous when we increase the internal
|
||||
* color depth, but users asked for it */
|
||||
DrawBuffer_disable_attribute(command_buffer, "dither");
|
||||
* color depth, but users asked for it */
|
||||
DrawBuffer_disable_attribute(command_buffer, "dither");
|
||||
} else
|
||||
{
|
||||
DrawBuffer_enable_attribute(command_buffer, "dither");
|
||||
DrawBuffer_enable_attribute(command_buffer, "dither");
|
||||
}
|
||||
|
||||
GLenum command_draw_mode = wireframe ? GL_LINE : GL_FILL;
|
||||
@ -1558,22 +1559,22 @@ static bool retro_refresh_variables(GlRenderer *renderer)
|
||||
dither_mode dither_mode = DITHER_NATIVE;
|
||||
if (environ_cb(RETRO_ENVIRONMENT_GET_VARIABLE, &var) && var.value)
|
||||
{
|
||||
if (!strcmp(var.value, "1x(native)"))
|
||||
{
|
||||
dither_mode = DITHER_NATIVE;
|
||||
DrawBuffer_enable_attribute(renderer->command_buffer, "dither");
|
||||
}
|
||||
if (!strcmp(var.value, "1x(native)"))
|
||||
{
|
||||
dither_mode = DITHER_NATIVE;
|
||||
DrawBuffer_enable_attribute(renderer->command_buffer, "dither");
|
||||
}
|
||||
|
||||
else if (!strcmp(var.value, "internal resolution"))
|
||||
{
|
||||
dither_mode = DITHER_UPSCALED;
|
||||
DrawBuffer_enable_attribute(renderer->command_buffer, "dither");
|
||||
}
|
||||
else if (!strcmp(var.value, "disabled"))
|
||||
{
|
||||
dither_mode = DITHER_OFF;
|
||||
DrawBuffer_disable_attribute(renderer->command_buffer, "dither");
|
||||
}
|
||||
else if (!strcmp(var.value, "internal resolution"))
|
||||
{
|
||||
dither_mode = DITHER_UPSCALED;
|
||||
DrawBuffer_enable_attribute(renderer->command_buffer, "dither");
|
||||
}
|
||||
else if (!strcmp(var.value, "disabled"))
|
||||
{
|
||||
dither_mode = DITHER_OFF;
|
||||
DrawBuffer_disable_attribute(renderer->command_buffer, "dither");
|
||||
}
|
||||
}
|
||||
|
||||
var.key = BEETLE_OPT(wireframe);
|
||||
@ -1590,7 +1591,7 @@ static bool retro_refresh_variables(GlRenderer *renderer)
|
||||
|
||||
if (rebuild_fb_out)
|
||||
{
|
||||
if (dither_mode == DITHER_OFF)
|
||||
if (dither_mode == DITHER_OFF)
|
||||
DrawBuffer_disable_attribute(renderer->command_buffer, "dither");
|
||||
else
|
||||
DrawBuffer_enable_attribute(renderer->command_buffer, "dither");
|
||||
@ -1664,147 +1665,7 @@ static bool retro_refresh_variables(GlRenderer *renderer)
|
||||
return reconfigure_frontend;
|
||||
}
|
||||
|
||||
static void texCoord_preprocessing(
|
||||
GlRenderer *renderer,
|
||||
CommandVertex *vertices,
|
||||
unsigned count)
|
||||
{
|
||||
// iCB: Just borrowing this from \parallel-psx\renderer\renderer.cpp
|
||||
uint16_t min_u = UINT16_MAX;
|
||||
uint16_t max_u = 0;
|
||||
uint16_t min_v = UINT16_MAX;
|
||||
uint16_t max_v = 0;
|
||||
|
||||
uint16_t off_u = 0;
|
||||
uint16_t off_v = 0;
|
||||
|
||||
if (vertices[0].texture_blend_mode != 0)
|
||||
{
|
||||
// For X/Y flipped 2D sprites, PSX games rely on a very specific rasterization behavior.
|
||||
// If U or V is decreasing in X or Y, and we use the provided U/V as is, we will sample the wrong texel as interpolation
|
||||
// covers an entire pixel, while PSX samples its interpolation essentially in the top-left corner and splats that interpolant across the entire pixel.
|
||||
// While we could emulate this reasonably well in native resolution by shifting our vertex coords by 0.5,
|
||||
// this breaks in upscaling scenarios, because we have several samples per native sample and we need NN rules to hit the same UV every time.
|
||||
// One approach here is to use interpolate at offset or similar tricks to generalize the PSX interpolation patterns,
|
||||
// but the problem is that vertices sharing an edge will no longer see the same UV (due to different plane derivatives),
|
||||
// we end up sampling outside the intended boundary and artifacts are inevitable, so the only case where we can apply this fixup is for "sprites"
|
||||
// or similar which should not share edges, which leads to this unfortunate code below.
|
||||
//
|
||||
// Only apply this workaround for quads.
|
||||
if (count == 4)
|
||||
{
|
||||
// It might be faster to do more direct checking here, but the code below handles primitives in any order
|
||||
// and orientation, and is far more SIMD-friendly if needed.
|
||||
float abx = vertices[1].position[0] - vertices[0].position[0];
|
||||
float aby = vertices[1].position[1] - vertices[0].position[1];
|
||||
float bcx = vertices[2].position[0] - vertices[1].position[0];
|
||||
float bcy = vertices[2].position[1] - vertices[1].position[1];
|
||||
float cax = vertices[0].position[0] - vertices[2].position[0];
|
||||
float cay = vertices[0].position[1] - vertices[2].position[1];
|
||||
|
||||
// Compute static derivatives, just assume W is uniform across the primitive
|
||||
// and that the plane equation remains the same across the quad.
|
||||
float dudx = -aby * float(vertices[2].texture_coord[0]) - bcy * float(vertices[0].texture_coord[0]) - cay * float(vertices[1].texture_coord[0]);
|
||||
float dvdx = -aby * float(vertices[2].texture_coord[1]) - bcy * float(vertices[0].texture_coord[1]) - cay * float(vertices[1].texture_coord[1]);
|
||||
float dudy = +abx * float(vertices[2].texture_coord[0]) + bcx * float(vertices[0].texture_coord[0]) + cax * float(vertices[1].texture_coord[0]);
|
||||
float dvdy = +abx * float(vertices[2].texture_coord[1]) + bcx * float(vertices[0].texture_coord[1]) + cax * float(vertices[1].texture_coord[1]);
|
||||
float area = bcx * cay - bcy * cax;
|
||||
|
||||
// iCB: Detect and reject any triangles with 0 size texture area
|
||||
float texArea = (vertices[1].texture_coord[0] - vertices[0].texture_coord[0]) * (vertices[2].texture_coord[1] - vertices[0].texture_coord[1]) - (vertices[2].texture_coord[0] - vertices[0].texture_coord[0]) * (vertices[1].texture_coord[1] - vertices[0].texture_coord[1]);
|
||||
|
||||
// Shouldn't matter as degenerate primitives will be culled anyways.
|
||||
if ((area != 0.0f) && (texArea != 0.0f))
|
||||
{
|
||||
float inv_area = 1.0f / area;
|
||||
dudx *= inv_area;
|
||||
dudy *= inv_area;
|
||||
dvdx *= inv_area;
|
||||
dvdy *= inv_area;
|
||||
|
||||
bool neg_dudx = dudx < 0.0f;
|
||||
bool neg_dudy = dudy < 0.0f;
|
||||
bool neg_dvdx = dvdx < 0.0f;
|
||||
bool neg_dvdy = dvdy < 0.0f;
|
||||
bool zero_dudx = dudx == 0.0f;
|
||||
bool zero_dudy = dudy == 0.0f;
|
||||
bool zero_dvdx = dvdx == 0.0f;
|
||||
bool zero_dvdy = dvdy == 0.0f;
|
||||
|
||||
// If we have negative dU or dV in any direction, increment the U or V to work properly with nearest-neighbor in this impl.
|
||||
// If we don't have 1:1 pixel correspondence, this creates a slight "shift" in the sprite, but we guarantee that we don't sample garbage at least.
|
||||
// Overall, this is kinda hacky because there can be legitimate, rare cases where 3D meshes hit this scenario, and a single texel offset can pop in, but
|
||||
// this is way better than having borked 2D overall.
|
||||
// TODO: Try to figure out if this can be generalized.
|
||||
//
|
||||
// TODO: If perf becomes an issue, we can probably SIMD the 8 comparisons above,
|
||||
// create an 8-bit code, and use a LUT to get the offsets.
|
||||
// Case 1: U is decreasing in X, but no change in Y.
|
||||
// Case 2: U is decreasing in Y, but no change in X.
|
||||
// Case 3: V is decreasing in X, but no change in Y.
|
||||
// Case 4: V is decreasing in Y, but no change in X.
|
||||
if (neg_dudx && zero_dudy)
|
||||
off_u++;
|
||||
else if (neg_dudy && zero_dudx)
|
||||
off_u++;
|
||||
if (neg_dvdx && zero_dvdy)
|
||||
off_v++;
|
||||
else if (neg_dvdy && zero_dvdx)
|
||||
off_v++;
|
||||
}
|
||||
}
|
||||
|
||||
if (renderer->tex_x_mask == 0xffu && renderer->tex_y_mask == 0xffu)
|
||||
{
|
||||
// If we're not using texture window, we're likely accessing a small subset of the texture.
|
||||
for (unsigned i = 0; i < count; i++)
|
||||
{
|
||||
min_u = std::min(min_u, vertices[i].texture_coord[0]);
|
||||
max_u = std::max(max_u, vertices[i].texture_coord[0]);
|
||||
min_v = std::min(min_v, vertices[i].texture_coord[1]);
|
||||
max_v = std::max(max_v, vertices[i].texture_coord[1]);
|
||||
}
|
||||
|
||||
min_u += off_u;
|
||||
max_u += off_u;
|
||||
min_v += off_v;
|
||||
max_v += off_v;
|
||||
|
||||
// In nearest neighbor, we'll get *very* close to this UV, but not close enough to actually sample it.
|
||||
// If du/dx or dv/dx are negative, we probably need to invert this though ...
|
||||
if (max_u > min_u)
|
||||
max_u--;
|
||||
if (max_v > min_v)
|
||||
max_v--;
|
||||
|
||||
// If there's no wrapping, we can prewrap and avoid fallback.
|
||||
if ((max_u & 0xff00) == (min_u & 0xff00))
|
||||
max_u &= 0xff;
|
||||
if ((max_v & 0xff00) == (min_v & 0xff00))
|
||||
max_v &= 0xff;
|
||||
}
|
||||
else
|
||||
{
|
||||
// texture window so don't clamp texture
|
||||
min_u = 0;
|
||||
max_u = UINT16_MAX;
|
||||
min_v = 0;
|
||||
max_v = UINT16_MAX;
|
||||
}
|
||||
}
|
||||
|
||||
for (unsigned i = 0; i < count; i++)
|
||||
{
|
||||
vertices[i].texture_coord[0] += off_u;
|
||||
vertices[i].texture_coord[1] += off_v;
|
||||
|
||||
vertices[i].texture_limits[0] = min_u;
|
||||
vertices[i].texture_limits[1] = min_v;
|
||||
vertices[i].texture_limits[2] = max_u;
|
||||
vertices[i].texture_limits[3] = max_v;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
static void vertex_preprocessing(
|
||||
GlRenderer *renderer,
|
||||
@ -1837,8 +1698,7 @@ static void vertex_preprocessing(
|
||||
|
||||
int16_t z = renderer->primitive_ordering;
|
||||
renderer->primitive_ordering += 1;
|
||||
|
||||
texCoord_preprocessing(renderer, v, count);
|
||||
|
||||
|
||||
for (unsigned i = 0; i < count; i++)
|
||||
{
|
||||
@ -2537,6 +2397,8 @@ void rsx_gl_push_quad( float p0x, float p0y, float p0w,
|
||||
uint16_t t1x, uint16_t t1y,
|
||||
uint16_t t2x, uint16_t t2y,
|
||||
uint16_t t3x, uint16_t t3y,
|
||||
uint16_t min_u, uint16_t min_v,
|
||||
uint16_t max_u, uint16_t max_v,
|
||||
uint16_t texpage_x, uint16_t texpage_y,
|
||||
uint16_t clut_x, uint16_t clut_y,
|
||||
uint8_t texture_blend_mode,
|
||||
@ -2591,6 +2453,7 @@ void rsx_gl_push_quad( float p0x, float p0y, float p0w,
|
||||
depth_shift,
|
||||
(uint8_t) dither,
|
||||
semi_transparent,
|
||||
{min_u, min_v, max_u, max_v},
|
||||
},
|
||||
{
|
||||
{p1x, p1y, 0.95, p1w }, /* position */
|
||||
@ -2602,6 +2465,7 @@ void rsx_gl_push_quad( float p0x, float p0y, float p0w,
|
||||
depth_shift,
|
||||
(uint8_t) dither,
|
||||
semi_transparent,
|
||||
{min_u, min_v, max_u, max_v},
|
||||
},
|
||||
{
|
||||
{p2x, p2y, 0.95, p2w }, /* position */
|
||||
@ -2613,6 +2477,7 @@ void rsx_gl_push_quad( float p0x, float p0y, float p0w,
|
||||
depth_shift,
|
||||
(uint8_t) dither,
|
||||
semi_transparent,
|
||||
{min_u, min_v, max_u, max_v},
|
||||
},
|
||||
{
|
||||
{p3x, p3y, 0.95, p3w }, /* position */
|
||||
@ -2624,6 +2489,7 @@ void rsx_gl_push_quad( float p0x, float p0y, float p0w,
|
||||
depth_shift,
|
||||
(uint8_t) dither,
|
||||
semi_transparent,
|
||||
{ min_u, min_v, max_u, max_v },
|
||||
},
|
||||
};
|
||||
|
||||
@ -2652,6 +2518,8 @@ void rsx_gl_push_triangle( float p0x, float p0y, float p0w,
|
||||
uint16_t t0x, uint16_t t0y,
|
||||
uint16_t t1x, uint16_t t1y,
|
||||
uint16_t t2x, uint16_t t2y,
|
||||
uint16_t min_u, uint16_t min_v,
|
||||
uint16_t max_u, uint16_t max_v,
|
||||
uint16_t texpage_x, uint16_t texpage_y,
|
||||
uint16_t clut_x, uint16_t clut_y,
|
||||
uint8_t texture_blend_mode,
|
||||
@ -2705,6 +2573,7 @@ void rsx_gl_push_triangle( float p0x, float p0y, float p0w,
|
||||
depth_shift,
|
||||
(uint8_t) dither,
|
||||
semi_transparent,
|
||||
{min_u, min_v, max_u, max_v},
|
||||
},
|
||||
{
|
||||
{p1x, p1y, 0.95, p1w }, /* position */
|
||||
@ -2716,6 +2585,7 @@ void rsx_gl_push_triangle( float p0x, float p0y, float p0w,
|
||||
depth_shift,
|
||||
(uint8_t) dither,
|
||||
semi_transparent,
|
||||
{min_u, min_v, max_u, max_v},
|
||||
},
|
||||
{
|
||||
{p2x, p2y, 0.95, p2w }, /* position */
|
||||
@ -2727,6 +2597,7 @@ void rsx_gl_push_triangle( float p0x, float p0y, float p0w,
|
||||
depth_shift,
|
||||
(uint8_t) dither,
|
||||
semi_transparent,
|
||||
{min_u, min_v, max_u, max_v},
|
||||
}
|
||||
};
|
||||
|
||||
|
@ -39,6 +39,8 @@ void rsx_gl_push_triangle( float p0x, float p0y, float p0w,
|
||||
uint16_t t0x, uint16_t t0y,
|
||||
uint16_t t1x, uint16_t t1y,
|
||||
uint16_t t2x, uint16_t t2y,
|
||||
uint16_t min_u, uint16_t min_v,
|
||||
uint16_t max_u, uint16_t max_v,
|
||||
uint16_t texpage_x, uint16_t texpage_y,
|
||||
uint16_t clut_x, uint16_t clut_y,
|
||||
uint8_t texture_blend_mode,
|
||||
@ -59,6 +61,8 @@ void rsx_gl_push_quad( float p0x, float p0y, float p0w,
|
||||
uint16_t t1x, uint16_t t1y,
|
||||
uint16_t t2x, uint16_t t2y,
|
||||
uint16_t t3x, uint16_t t3y,
|
||||
uint16_t min_u, uint16_t min_v,
|
||||
uint16_t max_u, uint16_t max_v,
|
||||
uint16_t texpage_x, uint16_t texpage_y,
|
||||
uint16_t clut_x, uint16_t clut_y,
|
||||
uint8_t texture_blend_mode,
|
||||
|
@ -361,6 +361,8 @@ void rsx_vulkan_push_quad(
|
||||
uint16_t t1x, uint16_t t1y,
|
||||
uint16_t t2x, uint16_t t2y,
|
||||
uint16_t t3x, uint16_t t3y,
|
||||
uint16_t min_u, uint16_t min_v,
|
||||
uint16_t max_u, uint16_t max_v,
|
||||
uint16_t texpage_x, uint16_t texpage_y,
|
||||
uint16_t clut_x, uint16_t clut_y,
|
||||
uint8_t texture_blend_mode,
|
||||
@ -377,6 +379,7 @@ void rsx_vulkan_push_quad(
|
||||
renderer->set_dither(dither);
|
||||
renderer->set_mask_test(mask_test);
|
||||
renderer->set_force_mask_bit(set_mask);
|
||||
renderer->set_UV_limits(min_u, min_v, max_u, max_v);
|
||||
if (texture_blend_mode != 0)
|
||||
{
|
||||
switch (depth_shift)
|
||||
@ -436,6 +439,8 @@ void rsx_vulkan_push_triangle(
|
||||
uint16_t t0x, uint16_t t0y,
|
||||
uint16_t t1x, uint16_t t1y,
|
||||
uint16_t t2x, uint16_t t2y,
|
||||
uint16_t min_u, uint16_t min_v,
|
||||
uint16_t max_u, uint16_t max_v,
|
||||
uint16_t texpage_x, uint16_t texpage_y,
|
||||
uint16_t clut_x, uint16_t clut_y,
|
||||
uint8_t texture_blend_mode,
|
||||
@ -452,6 +457,7 @@ void rsx_vulkan_push_triangle(
|
||||
renderer->set_dither(dither);
|
||||
renderer->set_mask_test(mask_test);
|
||||
renderer->set_force_mask_bit(set_mask);
|
||||
renderer->set_UV_limits(min_u, min_v, max_u, max_v);
|
||||
if (texture_blend_mode != 0)
|
||||
{
|
||||
switch (depth_shift)
|
||||
|
@ -35,6 +35,8 @@ void rsx_vulkan_push_triangle(float p0x, float p0y, float p0w,
|
||||
uint16_t t0x, uint16_t t0y,
|
||||
uint16_t t1x, uint16_t t1y,
|
||||
uint16_t t2x, uint16_t t2y,
|
||||
uint16_t min_u, uint16_t min_v,
|
||||
uint16_t max_u, uint16_t max_v,
|
||||
uint16_t texpage_x, uint16_t texpage_y,
|
||||
uint16_t clut_x, uint16_t clut_y,
|
||||
uint8_t texture_blend_mode,
|
||||
@ -51,6 +53,8 @@ void rsx_vulkan_push_quad(float p0x, float p0y, float p0w,
|
||||
uint16_t t1x, uint16_t t1y,
|
||||
uint16_t t2x, uint16_t t2y,
|
||||
uint16_t t3x, uint16_t t3y,
|
||||
uint16_t min_u, uint16_t min_v,
|
||||
uint16_t max_u, uint16_t max_v,
|
||||
uint16_t texpage_x, uint16_t texpage_y,
|
||||
uint16_t clut_x, uint16_t clut_y,
|
||||
uint8_t texture_blend_mode,
|
||||
|
Loading…
Reference in New Issue
Block a user