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https://github.com/RetroPortingToolKit/psxrecomp
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8d58b494b2
Measured Tomba village = 93% textured prims, so draw batching must target the textured path (per-prim uv-limits/texpage/clut/depth move to vertex attributes so consecutive textured prims coalesce into one draw). Flat batching alone would touch only 7% of prims. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
108 lines
5.0 KiB
C
108 lines
5.0 KiB
C
#ifndef PSX_GPU_GL_RENDERER_H
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#define PSX_GPU_GL_RENDERER_H
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/* GL backend context + present entry points, called from main.cpp's window
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* setup and present path when [video] renderer = "opengl". The backend's
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* rasterization vtable is obtained separately via gl_backend_get()
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* (gpu_render.h). SDL_Window is forward-declared (SDL typedefs it from this
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* same struct tag) so this header needs no SDL include. */
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#include <stdint.h>
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struct SDL_Window;
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* Create the GL context on a window made with SDL_WINDOW_OPENGL.
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* Returns 1 on success, 0 to fall back to the SDL_Renderer present path. */
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int gl_renderer_init_context(struct SDL_Window *win);
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/* Present an ARGB8888 image (BGRA byte order) as a letterboxed quad + swap.
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* Used for 24-bit (FMV) frames and the PSX_GL_FORCE_CPU_PRESENT diagnostic.
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* force_4_3 = pillarbox at native 4:3 even on a wide display aspect (FMVs
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* are authored 4:3 and get no GTE squash to compensate the stretch). */
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void gl_renderer_present(const uint32_t *pixels, int src_w, int src_h, int linear,
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int force_4_3);
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/* Clear to black + swap (display-disabled frame). */
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void gl_renderer_present_blank(void);
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/* Sync the authoritative FBO down to CPU VRAM if the GPU side is ahead (else
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* a no-op). The 24-bit (FMV) present path, screenshots, and the debug server
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* call this before reading CPU VRAM. */
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void gl_renderer_sync_cpu(void);
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/* THE present path for 15-bit frames: blit the display region straight from
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* the authoritative VRAM FBO into a letterboxed rect (no readback).
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* Deterministic — used for every 15-bit frame. linear = filter on scale.
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* force_4_3 pins to native 4:3 (15-bit MDEC FMV frames on a wide aspect). */
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void gl_renderer_present_vram(int disp_x, int disp_y, int w, int h, int linear,
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int force_4_3);
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/* GPU-direct native-wide present: blit the displayed buffer's wide FBO (key =
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* disp_x) straight to the window, no CPU readback. Returns 0 if no wide surface
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* exists for disp_x (caller falls back to the CPU readout path). */
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int gl_renderer_present_wide_fbo(int disp_x, int disp_y, int disp_h, int linear);
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/* Display aspect for the present letterbox (default 4:3). A wide aspect
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* stretches the 4:3 frame; pair with gte_set_display_aspect (cpu_state.h)
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* for the widescreen field-of-view hack. */
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void gl_renderer_set_display_aspect(int num, int den);
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void gl_renderer_shutdown(void);
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/* Diagnostics (debug server): read GPU-side VRAM without touching the CPU
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* array; report coherency flags + dirty rects. fbo_peek returns 0 when the
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* GL pipeline is inactive. */
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int gl_renderer_fbo_peek(int x, int y, int w, int h, uint16_t *out);
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void gl_renderer_diag(int *gpu_dirty, int pending[5], int pack[5]);
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/* Always-on coherency event ring (debug server "gl_coh_ring"): every upload
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* flush, fill, copy, draw bbox, pack, full readback, present, and probe
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* perturbation, with rect + frame. An op that flushes internally records its
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* own event AFTER the FLUSH it caused (the event after a FLUSH = trigger). */
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enum {
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GL_COH_FLUSH = 1, /* CPU->FBO upload flush (pending box) */
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GL_COH_FILL = 2, /* GP0(02) fill rect */
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GL_COH_COPY_SRC = 3, /* GP0(80) copy, source rect */
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GL_COH_COPY = 4, /* GP0(80) copy, dest rect */
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GL_COH_DRAW = 5, /* drawn prim bbox (clipped to draw area) */
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GL_COH_PACK = 6, /* hr FBO -> raw mirror pack (dirty box) */
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GL_COH_ENSURE = 7, /* full FBO -> CPU VRAM readback */
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GL_COH_PRESENT = 8, /* 15-bit present blit (display rect) */
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GL_COH_UPLOAD = 9, /* bulk CPU->VRAM transfer_in dest rect */
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GL_COH_PEEK = 10, /* gl_fbo_peek probe (perturbs: flushes) */
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GL_COH_DIFF = 11, /* gl_vram_diff probe (perturbs: flushes) */
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};
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typedef struct {
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uint32_t frame;
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uint8_t kind;
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int16_t x0, y0, x1, y1; /* native VRAM coords, inclusive */
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} GlCohEvent;
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uint64_t gl_renderer_coh_total(void);
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/* Fetch event by absolute sequence number; 0 if evicted or out of range. */
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int gl_renderer_coh_get(uint64_t seq, GlCohEvent *out);
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/* frame_perf: aggregate the per-frame GPU/CPU phase-timing ring (debug server
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* "frame_perf"). wide_filter: -1 = all frames, 0 = 4:3 present, 1 = native-wide.
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* Fills out[9]: [0]=count, [1]=total_ms avg, [2]=total_ms max, [3]=emu_cpu_ms avg
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* (frame minus the present call), [4]=present_wall_ms avg, [5]=scene_gpu_ms avg,
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* [6]=scene_gpu_ms max, [7]=present_gpu_ms avg, [8]=present_gpu_ms max,
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* [9]=scene primitives/frame avg (pre double-draw). GPU phases are true
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* GL_TIME_ELAPSED times (CPU-overhead independent). Returns the count. */
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int gl_renderer_perf_aggregate(int wide_filter, double out[10]);
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/* Cumulative textured fraction of scene primitives since boot (flat vs textured
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* batching decision). Sets *out_tex_frac; returns total prim count. */
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uint64_t gl_renderer_perf_prim_split(double *out_tex_frac);
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#ifdef __cplusplus
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}
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#endif
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#endif /* PSX_GPU_GL_RENDERER_H */
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