mirror of
https://github.com/dolphin-emu/dolphin.git
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275 lines
9.5 KiB
C++
275 lines
9.5 KiB
C++
// Copyright 2010 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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// ---------------------------------------------------------------------------------------------
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// GC graphics pipeline
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// ---------------------------------------------------------------------------------------------
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// 3d commands are issued through the fifo. The GPU draws to the 2MB EFB.
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// The efb can be copied back into ram in two forms: as textures or as XFB.
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// The XFB is the region in RAM that the VI chip scans out to the television.
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// So, after all rendering to EFB is done, the image is copied into one of two XFBs in RAM.
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// Next frame, that one is scanned out and the other one gets the copy. = double buffering.
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// ---------------------------------------------------------------------------------------------
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#include "VideoCommon/RenderBase.h"
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#include <algorithm>
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#include <cmath>
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#include <memory>
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#include <tuple>
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#include <fmt/format.h>
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#include "Common/Assert.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 "Common/MsgHandler.h"
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#include "Core/Config/SYSCONFSettings.h"
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#include "Core/ConfigManager.h"
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#include "Core/System.h"
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#include "VideoCommon/AbstractGfx.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/BoundingBox.h"
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#include "VideoCommon/BPFunctions.h"
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#include "VideoCommon/FrameDumper.h"
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#include "VideoCommon/FramebufferManager.h"
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#include "VideoCommon/PixelEngine.h"
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#include "VideoCommon/Present.h"
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#include "VideoCommon/VertexManagerBase.h"
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#include "VideoCommon/VideoBackendBase.h"
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#include "VideoCommon/VideoConfig.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/XFMemory.h"
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std::unique_ptr<Renderer> g_renderer;
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Renderer::Renderer()
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: m_prev_efb_format{PixelFormat::INVALID_FMT}
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{
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UpdateWidescreen();
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m_config_changed_handle = ConfigChangedEvent::Register([this](u32 bits) { OnConfigChanged(bits); }, "Renderer");
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// VertexManager doesn't maintain statistics in Wii mode.
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if (!SConfig::GetInstance().bWii)
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m_update_widescreen_handle = AfterFrameEvent::Register([this] { UpdateWidescreenHeuristic(); }, "WideScreen Heuristic");
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}
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Renderer::~Renderer() = default;
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void Renderer::ReinterpretPixelData(EFBReinterpretType convtype)
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{
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g_framebuffer_manager->ReinterpretPixelData(convtype);
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}
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u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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{
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if (type == EFBAccessType::PeekColor)
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{
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u32 color = g_framebuffer_manager->PeekEFBColor(x, y);
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// a little-endian value is expected to be returned
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color = ((color & 0xFF00FF00) | ((color >> 16) & 0xFF) | ((color << 16) & 0xFF0000));
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if (bpmem.zcontrol.pixel_format == PixelFormat::RGBA6_Z24)
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{
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color = RGBA8ToRGBA6ToRGBA8(color);
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}
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else if (bpmem.zcontrol.pixel_format == PixelFormat::RGB565_Z16)
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{
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color = RGBA8ToRGB565ToRGBA8(color);
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}
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if (bpmem.zcontrol.pixel_format != PixelFormat::RGBA6_Z24)
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{
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color |= 0xFF000000;
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}
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// check what to do with the alpha channel (GX_PokeAlphaRead)
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PixelEngine::AlphaReadMode alpha_read_mode =
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Core::System::GetInstance().GetPixelEngine().GetAlphaReadMode();
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if (alpha_read_mode == PixelEngine::AlphaReadMode::ReadNone)
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{
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return color;
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}
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else if (alpha_read_mode == PixelEngine::AlphaReadMode::ReadFF)
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{
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return color | 0xFF000000;
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}
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else
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{
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if (alpha_read_mode != PixelEngine::AlphaReadMode::Read00)
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{
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PanicAlertFmt("Invalid PE alpha read mode: {}", static_cast<u16>(alpha_read_mode));
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}
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return color & 0x00FFFFFF;
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}
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}
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else // if (type == EFBAccessType::PeekZ)
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{
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// Depth buffer is inverted for improved precision near far plane
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float depth = g_framebuffer_manager->PeekEFBDepth(x, y);
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if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
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depth = 1.0f - depth;
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// Convert to 24bit depth
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u32 z24depth = std::clamp<u32>(static_cast<u32>(depth * 16777216.0f), 0, 0xFFFFFF);
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if (bpmem.zcontrol.pixel_format == PixelFormat::RGB565_Z16)
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{
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// When in RGB565_Z16 mode, EFB Z peeks return a 16bit value, which is presumably a
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// resolved sample from the MSAA buffer.
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// Dolphin doesn't currently emulate the 3 sample MSAA mode (and potentially never will)
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// it just transparently upgrades the framebuffer to 24bit depth and color and whatever
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// level of MSAA and higher Internal Resolution the user has configured.
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// This is mostly transparent, unless the game does an EFB read.
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// But we can simply convert the 24bit depth on the fly to the 16bit depth the game expects.
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return CompressZ16(z24depth, bpmem.zcontrol.zformat);
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}
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return z24depth;
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}
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}
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void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points)
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{
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if (type == EFBAccessType::PokeColor)
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{
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for (size_t i = 0; i < num_points; i++)
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{
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// Convert to expected format (BGRA->RGBA)
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// TODO: Check alpha, depending on mode?
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const EfbPokeData& point = points[i];
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u32 color = ((point.data & 0xFF00FF00) | ((point.data >> 16) & 0xFF) |
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((point.data << 16) & 0xFF0000));
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g_framebuffer_manager->PokeEFBColor(point.x, point.y, color);
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}
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}
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else // if (type == EFBAccessType::PokeZ)
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{
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for (size_t i = 0; i < num_points; i++)
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{
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// Convert to floating-point depth.
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const EfbPokeData& point = points[i];
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float depth = float(point.data & 0xFFFFFF) / 16777216.0f;
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if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
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depth = 1.0f - depth;
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g_framebuffer_manager->PokeEFBDepth(point.x, point.y, depth);
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}
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}
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}
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void Renderer::UpdateWidescreen()
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{
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if (SConfig::GetInstance().bWii)
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m_is_game_widescreen = Config::Get(Config::SYSCONF_WIDESCREEN);
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// suggested_aspect_mode overrides SYSCONF_WIDESCREEN
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if (g_ActiveConfig.suggested_aspect_mode == AspectMode::Analog)
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m_is_game_widescreen = false;
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else if (g_ActiveConfig.suggested_aspect_mode == AspectMode::AnalogWide)
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m_is_game_widescreen = true;
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// If widescreen hack is disabled override game's AR if UI is set to 4:3 or 16:9.
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if (!g_ActiveConfig.bWidescreenHack)
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{
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const auto aspect_mode = g_ActiveConfig.aspect_mode;
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if (aspect_mode == AspectMode::Analog)
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m_is_game_widescreen = false;
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else if (aspect_mode == AspectMode::AnalogWide)
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m_is_game_widescreen = true;
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}
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}
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// Heuristic to detect if a GameCube game is in 16:9 anamorphic widescreen mode.
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void Renderer::UpdateWidescreenHeuristic()
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{
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const auto flush_statistics = g_vertex_manager->ResetFlushAspectRatioCount();
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// If suggested_aspect_mode (GameINI) is configured don't use heuristic.
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if (g_ActiveConfig.suggested_aspect_mode != AspectMode::Auto)
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return;
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UpdateWidescreen();
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// If widescreen hack isn't active and aspect_mode (UI) is 4:3 or 16:9 don't use heuristic.
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if (!g_ActiveConfig.bWidescreenHack && (g_ActiveConfig.aspect_mode == AspectMode::Analog ||
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g_ActiveConfig.aspect_mode == AspectMode::AnalogWide))
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return;
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// Modify the threshold based on which aspect ratio we're already using:
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// If the game's in 4:3, it probably won't switch to anamorphic, and vice-versa.
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static constexpr u32 TRANSITION_THRESHOLD = 3;
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const auto looks_normal = [](auto& counts) {
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return counts.normal_vertex_count > counts.anamorphic_vertex_count * TRANSITION_THRESHOLD;
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};
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const auto looks_anamorphic = [](auto& counts) {
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return counts.anamorphic_vertex_count > counts.normal_vertex_count * TRANSITION_THRESHOLD;
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};
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const auto& persp = flush_statistics.perspective;
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const auto& ortho = flush_statistics.orthographic;
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const auto ortho_looks_anamorphic = looks_anamorphic(ortho);
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if (looks_anamorphic(persp) || ortho_looks_anamorphic)
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{
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// If either perspective or orthographic projections look anamorphic, it's a safe bet.
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m_is_game_widescreen = true;
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}
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else if (looks_normal(persp) || (m_was_orthographically_anamorphic && looks_normal(ortho)))
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{
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// Many widescreen games (or AR/GeckoCodes) use anamorphic perspective projections
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// with NON-anamorphic orthographic projections.
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// This can cause incorrect changes to 4:3 when perspective projections are temporarily not
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// shown. e.g. Animal Crossing's inventory menu.
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// Unless we were in a situation which was orthographically anamorphic
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// we won't consider orthographic data for changes from 16:9 to 4:3.
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m_is_game_widescreen = false;
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}
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m_was_orthographically_anamorphic = ortho_looks_anamorphic;
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}
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void Renderer::OnConfigChanged(u32 bits)
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{
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if (bits & CONFIG_CHANGE_BIT_ASPECT_RATIO)
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UpdateWidescreen();
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}
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bool Renderer::UseVertexDepthRange()
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{
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// We can't compute the depth range in the vertex shader if we don't support depth clamp.
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if (!g_ActiveConfig.backend_info.bSupportsDepthClamp)
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return false;
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// We need a full depth range if a ztexture is used.
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if (bpmem.ztex2.op != ZTexOp::Disabled && !bpmem.zcontrol.early_ztest)
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return true;
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// If an inverted depth range is unsupported, we also need to check if the range is inverted.
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if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange && xfmem.viewport.zRange < 0.0f)
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return true;
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// If an oversized depth range or a ztexture is used, we need to calculate the depth range
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// in the vertex shader.
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return fabs(xfmem.viewport.zRange) > 16777215.0f || fabs(xfmem.viewport.farZ) > 16777215.0f;
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}
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void Renderer::DoState(PointerWrap& p)
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{
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p.Do(m_is_game_widescreen);
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if (p.IsReadMode())
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{
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m_was_orthographically_anamorphic = false;
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}
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}
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