forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			475 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			475 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2010 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "VideoCommon/VertexManagerBase.h"
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#include <array>
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#include <cmath>
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#include <memory>
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#include "Common/BitSet.h"
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#include "Common/ChunkFile.h"
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#include "Common/CommonTypes.h"
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#include "Common/Logging/Log.h"
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#include "Core/ConfigManager.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/DataReader.h"
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#include "VideoCommon/Debugger.h"
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#include "VideoCommon/GeometryShaderManager.h"
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#include "VideoCommon/IndexGenerator.h"
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#include "VideoCommon/NativeVertexFormat.h"
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#include "VideoCommon/OpcodeDecoding.h"
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#include "VideoCommon/PerfQueryBase.h"
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#include "VideoCommon/PixelShaderManager.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/SamplerCommon.h"
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#include "VideoCommon/TextureCacheBase.h"
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#include "VideoCommon/VertexLoaderManager.h"
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#include "VideoCommon/VertexShaderManager.h"
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#include "VideoCommon/VideoBackendBase.h"
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#include "VideoCommon/VideoConfig.h"
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#include "VideoCommon/XFMemory.h"
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std::unique_ptr<VertexManagerBase> g_vertex_manager;
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// GX primitive -> RenderState primitive, no primitive restart
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constexpr std::array<PrimitiveType, 8> primitive_from_gx{{
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    PrimitiveType::Triangles,  // GX_DRAW_QUADS
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    PrimitiveType::Triangles,  // GX_DRAW_QUADS_2
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    PrimitiveType::Triangles,  // GX_DRAW_TRIANGLES
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    PrimitiveType::Triangles,  // GX_DRAW_TRIANGLE_STRIP
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    PrimitiveType::Triangles,  // GX_DRAW_TRIANGLE_FAN
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    PrimitiveType::Lines,      // GX_DRAW_LINES
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    PrimitiveType::Lines,      // GX_DRAW_LINE_STRIP
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    PrimitiveType::Points,     // GX_DRAW_POINTS
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}};
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// GX primitive -> RenderState primitive, using primitive restart
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constexpr std::array<PrimitiveType, 8> primitive_from_gx_pr{{
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    PrimitiveType::TriangleStrip,  // GX_DRAW_QUADS
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    PrimitiveType::TriangleStrip,  // GX_DRAW_QUADS_2
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    PrimitiveType::TriangleStrip,  // GX_DRAW_TRIANGLES
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    PrimitiveType::TriangleStrip,  // GX_DRAW_TRIANGLE_STRIP
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    PrimitiveType::TriangleStrip,  // GX_DRAW_TRIANGLE_FAN
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    PrimitiveType::Lines,          // GX_DRAW_LINES
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    PrimitiveType::Lines,          // GX_DRAW_LINE_STRIP
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    PrimitiveType::Points,         // GX_DRAW_POINTS
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}};
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// Due to the BT.601 standard which the GameCube is based on being a compromise
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// between PAL and NTSC, neither standard gets square pixels. They are each off
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// by ~9% in opposite directions.
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// Just in case any game decides to take this into account, we do both these
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// tests with a large amount of slop.
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static bool AspectIs4_3(float width, float height)
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{
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  float aspect = fabsf(width / height);
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  return fabsf(aspect - 4.0f / 3.0f) < 4.0f / 3.0f * 0.11;  // within 11% of 4:3
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}
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static bool AspectIs16_9(float width, float height)
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{
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  float aspect = fabsf(width / height);
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  return fabsf(aspect - 16.0f / 9.0f) < 16.0f / 9.0f * 0.11;  // within 11% of 16:9
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}
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VertexManagerBase::VertexManagerBase()
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{
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}
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VertexManagerBase::~VertexManagerBase()
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{
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}
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u32 VertexManagerBase::GetRemainingSize() const
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{
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  return static_cast<u32>(m_end_buffer_pointer - m_cur_buffer_pointer);
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}
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DataReader VertexManagerBase::PrepareForAdditionalData(int primitive, u32 count, u32 stride,
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                                                       bool cullall)
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{
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  // The SSE vertex loader can write up to 4 bytes past the end
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  u32 const needed_vertex_bytes = count * stride + 4;
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  // We can't merge different kinds of primitives, so we have to flush here
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  PrimitiveType new_primitive_type = g_ActiveConfig.backend_info.bSupportsPrimitiveRestart ?
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                                         primitive_from_gx_pr[primitive] :
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                                         primitive_from_gx[primitive];
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  if (m_current_primitive_type != new_primitive_type)
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  {
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    Flush();
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    // Have to update the rasterization state for point/line cull modes.
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    RasterizationState raster_state = {};
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    raster_state.Generate(bpmem, new_primitive_type);
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    g_renderer->SetRasterizationState(raster_state);
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    m_current_primitive_type = new_primitive_type;
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  }
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  // Check for size in buffer, if the buffer gets full, call Flush()
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  if (!m_is_flushed &&
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      (count > IndexGenerator::GetRemainingIndices() || count > GetRemainingIndices(primitive) ||
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       needed_vertex_bytes > GetRemainingSize()))
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  {
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    Flush();
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    if (count > IndexGenerator::GetRemainingIndices())
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      ERROR_LOG(VIDEO, "Too little remaining index values. Use 32-bit or reset them on flush.");
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    if (count > GetRemainingIndices(primitive))
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      ERROR_LOG(VIDEO, "VertexManager: Buffer not large enough for all indices! "
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                       "Increase MAXIBUFFERSIZE or we need primitive breaking after all.");
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    if (needed_vertex_bytes > GetRemainingSize())
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      ERROR_LOG(VIDEO, "VertexManager: Buffer not large enough for all vertices! "
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                       "Increase MAXVBUFFERSIZE or we need primitive breaking after all.");
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  }
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  m_cull_all = cullall;
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  // need to alloc new buffer
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  if (m_is_flushed)
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  {
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    g_vertex_manager->ResetBuffer(stride);
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    m_is_flushed = false;
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  }
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  return DataReader(m_cur_buffer_pointer, m_end_buffer_pointer);
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}
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void VertexManagerBase::FlushData(u32 count, u32 stride)
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{
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  m_cur_buffer_pointer += count * stride;
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}
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u32 VertexManagerBase::GetRemainingIndices(int primitive)
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{
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  u32 index_len = MAXIBUFFERSIZE - IndexGenerator::GetIndexLen();
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  if (g_Config.backend_info.bSupportsPrimitiveRestart)
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  {
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    switch (primitive)
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    {
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    case OpcodeDecoder::GX_DRAW_QUADS:
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    case OpcodeDecoder::GX_DRAW_QUADS_2:
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      return index_len / 5 * 4;
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    case OpcodeDecoder::GX_DRAW_TRIANGLES:
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      return index_len / 4 * 3;
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    case OpcodeDecoder::GX_DRAW_TRIANGLE_STRIP:
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      return index_len / 1 - 1;
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    case OpcodeDecoder::GX_DRAW_TRIANGLE_FAN:
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      return index_len / 6 * 4 + 1;
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    case OpcodeDecoder::GX_DRAW_LINES:
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      return index_len;
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    case OpcodeDecoder::GX_DRAW_LINE_STRIP:
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      return index_len / 2 + 1;
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    case OpcodeDecoder::GX_DRAW_POINTS:
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      return index_len;
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    default:
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      return 0;
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    }
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  }
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  else
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  {
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    switch (primitive)
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    {
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    case OpcodeDecoder::GX_DRAW_QUADS:
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    case OpcodeDecoder::GX_DRAW_QUADS_2:
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      return index_len / 6 * 4;
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    case OpcodeDecoder::GX_DRAW_TRIANGLES:
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      return index_len;
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    case OpcodeDecoder::GX_DRAW_TRIANGLE_STRIP:
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      return index_len / 3 + 2;
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    case OpcodeDecoder::GX_DRAW_TRIANGLE_FAN:
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      return index_len / 3 + 2;
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    case OpcodeDecoder::GX_DRAW_LINES:
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      return index_len;
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    case OpcodeDecoder::GX_DRAW_LINE_STRIP:
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      return index_len / 2 + 1;
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    case OpcodeDecoder::GX_DRAW_POINTS:
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      return index_len;
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    default:
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      return 0;
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    }
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  }
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}
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std::pair<size_t, size_t> VertexManagerBase::ResetFlushAspectRatioCount()
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{
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  std::pair<size_t, size_t> val = std::make_pair(m_flush_count_4_3, m_flush_count_anamorphic);
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  m_flush_count_4_3 = 0;
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  m_flush_count_anamorphic = 0;
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  return val;
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}
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static void SetSamplerState(u32 index, bool custom_tex, bool has_arbitrary_mips)
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{
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  const FourTexUnits& tex = bpmem.tex[index / 4];
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  const TexMode0& tm0 = tex.texMode0[index % 4];
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  SamplerState state = {};
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  state.Generate(bpmem, index);
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  // Force texture filtering config option.
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  if (g_ActiveConfig.bForceFiltering)
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  {
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    state.min_filter = SamplerState::Filter::Linear;
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    state.mag_filter = SamplerState::Filter::Linear;
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    state.mipmap_filter = SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ?
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                              SamplerState::Filter::Linear :
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                              SamplerState::Filter::Point;
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  }
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  // Custom textures may have a greater number of mips
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  if (custom_tex)
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    state.max_lod = 255;
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  // Anisotropic filtering option.
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  if (g_ActiveConfig.iMaxAnisotropy != 0 && !SamplerCommon::IsBpTexMode0PointFiltering(tm0))
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  {
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    // https://www.opengl.org/registry/specs/EXT/texture_filter_anisotropic.txt
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    // For predictable results on all hardware/drivers, only use one of:
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    //	GL_LINEAR + GL_LINEAR (No Mipmaps [Bilinear])
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    //	GL_LINEAR + GL_LINEAR_MIPMAP_LINEAR (w/ Mipmaps [Trilinear])
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    // Letting the game set other combinations will have varying arbitrary results;
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    // possibly being interpreted as equal to bilinear/trilinear, implicitly
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    // disabling anisotropy, or changing the anisotropic algorithm employed.
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    state.min_filter = SamplerState::Filter::Linear;
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    state.mag_filter = SamplerState::Filter::Linear;
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    if (SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0))
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      state.mipmap_filter = SamplerState::Filter::Linear;
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    state.anisotropic_filtering = 1;
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  }
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  else
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  {
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    state.anisotropic_filtering = 0;
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  }
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  if (has_arbitrary_mips && SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0))
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  {
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    // Apply a secondary bias calculated from the IR scale to pull inwards mipmaps
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    // that have arbitrary contents, eg. are used for fog effects where the
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    // distance they kick in at is important to preserve at any resolution.
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    state.lod_bias =
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        state.lod_bias + std::log2(static_cast<float>(g_renderer->GetEFBScale())) * 256.f;
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    // Anisotropic also pushes mips farther away so it cannot be used either
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    state.anisotropic_filtering = 0;
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  }
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  g_renderer->SetSamplerState(index, state);
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}
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void VertexManagerBase::Flush()
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{
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  if (m_is_flushed)
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    return;
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  // loading a state will invalidate BP, so check for it
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  g_video_backend->CheckInvalidState();
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#if defined(_DEBUG) || defined(DEBUGFAST)
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  PRIM_LOG("frame%d:\n texgen=%u, numchan=%u, dualtex=%u, ztex=%u, cole=%u, alpe=%u, ze=%u",
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           g_ActiveConfig.iSaveTargetId, xfmem.numTexGen.numTexGens, xfmem.numChan.numColorChans,
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           xfmem.dualTexTrans.enabled, bpmem.ztex2.op.Value(), bpmem.blendmode.colorupdate.Value(),
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           bpmem.blendmode.alphaupdate.Value(), bpmem.zmode.updateenable.Value());
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  for (u32 i = 0; i < xfmem.numChan.numColorChans; ++i)
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  {
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    LitChannel* ch = &xfmem.color[i];
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    PRIM_LOG("colchan%u: matsrc=%u, light=0x%x, ambsrc=%u, diffunc=%u, attfunc=%u", i,
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             ch->matsource.Value(), ch->GetFullLightMask(), ch->ambsource.Value(),
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             ch->diffusefunc.Value(), ch->attnfunc.Value());
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    ch = &xfmem.alpha[i];
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    PRIM_LOG("alpchan%u: matsrc=%u, light=0x%x, ambsrc=%u, diffunc=%u, attfunc=%u", i,
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             ch->matsource.Value(), ch->GetFullLightMask(), ch->ambsource.Value(),
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             ch->diffusefunc.Value(), ch->attnfunc.Value());
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  }
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  for (u32 i = 0; i < xfmem.numTexGen.numTexGens; ++i)
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  {
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    TexMtxInfo tinfo = xfmem.texMtxInfo[i];
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    if (tinfo.texgentype != XF_TEXGEN_EMBOSS_MAP)
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      tinfo.hex &= 0x7ff;
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    if (tinfo.texgentype != XF_TEXGEN_REGULAR)
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      tinfo.projection = 0;
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    PRIM_LOG("txgen%u: proj=%u, input=%u, gentype=%u, srcrow=%u, embsrc=%u, emblght=%u, "
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             "postmtx=%u, postnorm=%u",
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             i, tinfo.projection.Value(), tinfo.inputform.Value(), tinfo.texgentype.Value(),
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             tinfo.sourcerow.Value(), tinfo.embosssourceshift.Value(),
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             tinfo.embosslightshift.Value(), xfmem.postMtxInfo[i].index.Value(),
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             xfmem.postMtxInfo[i].normalize.Value());
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  }
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  PRIM_LOG("pixel: tev=%u, ind=%u, texgen=%u, dstalpha=%u, alphatest=0x%x",
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           bpmem.genMode.numtevstages.Value() + 1, bpmem.genMode.numindstages.Value(),
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           bpmem.genMode.numtexgens.Value(), bpmem.dstalpha.enable.Value(),
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           (bpmem.alpha_test.hex >> 16) & 0xff);
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#endif
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  // If the primitave is marked CullAll. All we need to do is update the vertex constants and
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  // calculate the zfreeze refrence slope
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  if (!m_cull_all)
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  {
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    BitSet32 usedtextures;
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    for (u32 i = 0; i < bpmem.genMode.numtevstages + 1u; ++i)
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      if (bpmem.tevorders[i / 2].getEnable(i & 1))
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        usedtextures[bpmem.tevorders[i / 2].getTexMap(i & 1)] = true;
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    if (bpmem.genMode.numindstages > 0)
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      for (unsigned int i = 0; i < bpmem.genMode.numtevstages + 1u; ++i)
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        if (bpmem.tevind[i].IsActive() && bpmem.tevind[i].bt < bpmem.genMode.numindstages)
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          usedtextures[bpmem.tevindref.getTexMap(bpmem.tevind[i].bt)] = true;
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    for (unsigned int i : usedtextures)
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    {
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      const auto* tentry = g_texture_cache->Load(i);
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      if (tentry)
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      {
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        SetSamplerState(i, tentry->is_custom_tex, tentry->has_arbitrary_mips);
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        PixelShaderManager::SetTexDims(i, tentry->native_width, tentry->native_height);
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      }
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      else
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      {
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        ERROR_LOG(VIDEO, "error loading texture");
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      }
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    }
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    g_texture_cache->BindTextures();
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  }
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  // set global vertex constants
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  VertexShaderManager::SetConstants();
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  // Track some stats used elsewhere by the anamorphic widescreen heuristic.
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  if (!SConfig::GetInstance().bWii)
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  {
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    float* rawProjection = xfmem.projection.rawProjection;
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    bool viewport_is_4_3 = AspectIs4_3(xfmem.viewport.wd, xfmem.viewport.ht);
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    if (AspectIs16_9(rawProjection[2], rawProjection[0]) && viewport_is_4_3)
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    {
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      // Projection is 16:9 and viewport is 4:3, we are rendering an anamorphic
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      // widescreen picture.
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      m_flush_count_anamorphic++;
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    }
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    else if (AspectIs4_3(rawProjection[2], rawProjection[0]) && viewport_is_4_3)
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    {
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      // Projection and viewports are both 4:3, we are rendering a normal image.
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      m_flush_count_4_3++;
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    }
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  }
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  // Calculate ZSlope for zfreeze
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  if (!bpmem.genMode.zfreeze)
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  {
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    // Must be done after VertexShaderManager::SetConstants()
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    CalculateZSlope(VertexLoaderManager::GetCurrentVertexFormat());
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  }
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  else if (m_zslope.dirty && !m_cull_all)  // or apply any dirty ZSlopes
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  {
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    PixelShaderManager::SetZSlope(m_zslope.dfdx, m_zslope.dfdy, m_zslope.f0);
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    m_zslope.dirty = false;
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  }
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  if (!m_cull_all)
 | 
						|
  {
 | 
						|
    // set the rest of the global constants
 | 
						|
    GeometryShaderManager::SetConstants();
 | 
						|
    PixelShaderManager::SetConstants();
 | 
						|
 | 
						|
    if (PerfQueryBase::ShouldEmulate())
 | 
						|
      g_perf_query->EnableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP);
 | 
						|
    g_vertex_manager->vFlush();
 | 
						|
    if (PerfQueryBase::ShouldEmulate())
 | 
						|
      g_perf_query->DisableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP);
 | 
						|
  }
 | 
						|
 | 
						|
  GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
 | 
						|
 | 
						|
  if (xfmem.numTexGen.numTexGens != bpmem.genMode.numtexgens)
 | 
						|
    ERROR_LOG(VIDEO,
 | 
						|
              "xf.numtexgens (%d) does not match bp.numtexgens (%d). Error in command stream.",
 | 
						|
              xfmem.numTexGen.numTexGens, bpmem.genMode.numtexgens.Value());
 | 
						|
 | 
						|
  m_is_flushed = true;
 | 
						|
  m_cull_all = false;
 | 
						|
}
 | 
						|
 | 
						|
void VertexManagerBase::DoState(PointerWrap& p)
 | 
						|
{
 | 
						|
  p.Do(m_zslope);
 | 
						|
  g_vertex_manager->vDoState(p);
 | 
						|
}
 | 
						|
 | 
						|
void VertexManagerBase::CalculateZSlope(NativeVertexFormat* format)
 | 
						|
{
 | 
						|
  float out[12];
 | 
						|
  float viewOffset[2] = {xfmem.viewport.xOrig - bpmem.scissorOffset.x * 2,
 | 
						|
                         xfmem.viewport.yOrig - bpmem.scissorOffset.y * 2};
 | 
						|
 | 
						|
  if (m_current_primitive_type != PrimitiveType::Triangles &&
 | 
						|
      m_current_primitive_type != PrimitiveType::TriangleStrip)
 | 
						|
  {
 | 
						|
    return;
 | 
						|
  }
 | 
						|
 | 
						|
  // Global matrix ID.
 | 
						|
  u32 mtxIdx = g_main_cp_state.matrix_index_a.PosNormalMtxIdx;
 | 
						|
  const PortableVertexDeclaration vert_decl = format->GetVertexDeclaration();
 | 
						|
 | 
						|
  // Make sure the buffer contains at least 3 vertices.
 | 
						|
  if ((m_cur_buffer_pointer - m_base_buffer_pointer) < (vert_decl.stride * 3))
 | 
						|
    return;
 | 
						|
 | 
						|
  // Lookup vertices of the last rendered triangle and software-transform them
 | 
						|
  // This allows us to determine the depth slope, which will be used if z-freeze
 | 
						|
  // is enabled in the following flush.
 | 
						|
  for (unsigned int i = 0; i < 3; ++i)
 | 
						|
  {
 | 
						|
    // If this vertex format has per-vertex position matrix IDs, look it up.
 | 
						|
    if (vert_decl.posmtx.enable)
 | 
						|
      mtxIdx = VertexLoaderManager::position_matrix_index[3 - i];
 | 
						|
 | 
						|
    if (vert_decl.position.components == 2)
 | 
						|
      VertexLoaderManager::position_cache[2 - i][2] = 0;
 | 
						|
 | 
						|
    VertexShaderManager::TransformToClipSpace(&VertexLoaderManager::position_cache[2 - i][0],
 | 
						|
                                              &out[i * 4], mtxIdx);
 | 
						|
 | 
						|
    // Transform to Screenspace
 | 
						|
    float inv_w = 1.0f / out[3 + i * 4];
 | 
						|
 | 
						|
    out[0 + i * 4] = out[0 + i * 4] * inv_w * xfmem.viewport.wd + viewOffset[0];
 | 
						|
    out[1 + i * 4] = out[1 + i * 4] * inv_w * xfmem.viewport.ht + viewOffset[1];
 | 
						|
    out[2 + i * 4] = out[2 + i * 4] * inv_w * xfmem.viewport.zRange + xfmem.viewport.farZ;
 | 
						|
  }
 | 
						|
 | 
						|
  float dx31 = out[8] - out[0];
 | 
						|
  float dx12 = out[0] - out[4];
 | 
						|
  float dy12 = out[1] - out[5];
 | 
						|
  float dy31 = out[9] - out[1];
 | 
						|
 | 
						|
  float DF31 = out[10] - out[2];
 | 
						|
  float DF21 = out[6] - out[2];
 | 
						|
  float a = DF31 * -dy12 - DF21 * dy31;
 | 
						|
  float b = dx31 * DF21 + dx12 * DF31;
 | 
						|
  float c = -dx12 * dy31 - dx31 * -dy12;
 | 
						|
 | 
						|
  // Sometimes we process de-generate triangles. Stop any divide by zeros
 | 
						|
  if (c == 0)
 | 
						|
    return;
 | 
						|
 | 
						|
  m_zslope.dfdx = -a / c;
 | 
						|
  m_zslope.dfdy = -b / c;
 | 
						|
  m_zslope.f0 = out[2] - (out[0] * m_zslope.dfdx + out[1] * m_zslope.dfdy);
 | 
						|
  m_zslope.dirty = true;
 | 
						|
}
 |