ppsspp/GPU/GLES/GPU_GLES.cpp

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// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include "base/logging.h"
#include "profiler/profiler.h"
#include "i18n/i18n.h"
#include "Common/ChunkFile.h"
#include "Common/GraphicsContext.h"
#include "Core/Config.h"
#include "Core/Debugger/Breakpoints.h"
#include "Core/MemMapHelpers.h"
#include "Core/Host.h"
#include "Core/Config.h"
#include "Core/Reporting.h"
#include "Core/System.h"
#include "Core/ELF/ParamSFO.h"
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#include "GPU/GPUState.h"
#include "GPU/ge_constants.h"
#include "GPU/GeDisasm.h"
#include "GPU/Common/FramebufferCommon.h"
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#include "ext/native/gfx/GLStateCache.h"
#include "GPU/GLES/ShaderManagerGLES.h"
#include "GPU/GLES/GPU_GLES.h"
#include "GPU/GLES/FramebufferManagerGLES.h"
#include "GPU/GLES/DrawEngineGLES.h"
#include "GPU/GLES/TextureCacheGLES.h"
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#include "Core/MIPS/MIPS.h"
#include "Core/HLE/sceKernelThread.h"
#include "Core/HLE/sceKernelInterrupt.h"
#include "Core/HLE/sceGe.h"
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#ifdef _WIN32
#include "Windows/GPU/WindowsGLContext.h"
#endif
struct GLESCommandTableEntry {
uint8_t cmd;
uint8_t flags;
uint64_t dirty;
GPU_GLES::CmdFunc func;
};
// This table gets crunched into a faster form by init.
// TODO: Share this table between the backends. Will have to make another indirection for the function pointers though..
static const GLESCommandTableEntry commandTable[] = {
// Changes that dirty the current texture.
{ GE_CMD_TEXSIZE0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, DIRTY_UVSCALEOFFSET, &GPU_GLES::Execute_TexSize0 },
{ GE_CMD_STENCILTEST, FLAG_FLUSHBEFOREONCHANGE, DIRTY_STENCILREPLACEVALUE},
// Changing the vertex type requires us to flush.
{ GE_CMD_VERTEXTYPE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_VertexType },
{ GE_CMD_PRIM, FLAG_EXECUTE, 0, &GPU_GLES::Execute_Prim },
{ GE_CMD_BEZIER, FLAG_FLUSHBEFORE | FLAG_EXECUTE, 0, &GPU_GLES::Execute_Bezier },
{ GE_CMD_SPLINE, FLAG_FLUSHBEFORE | FLAG_EXECUTE, 0, &GPU_GLES::Execute_Spline },
// Changes that trigger data copies. Only flushing on change for LOADCLUT must be a bit of a hack...
{ GE_CMD_LOADCLUT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, 0, &GPU_GLES::Execute_LoadClut },
{ GE_CMD_TRANSFERSTART, FLAG_FLUSHBEFORE | FLAG_EXECUTE | FLAG_READS_PC, 0, &GPUCommon::Execute_BlockTransferStart },
};
GPU_GLES::CommandInfo GPU_GLES::cmdInfo_[256];
GPU_GLES::GPU_GLES(GraphicsContext *gfxCtx, Draw::DrawContext *draw)
: GPUCommon(gfxCtx, draw) {
UpdateVsyncInterval(true);
CheckGPUFeatures();
shaderManagerGL_ = new ShaderManagerGLES();
framebufferManagerGL_ = new FramebufferManagerGLES(draw);
framebufferManager_ = framebufferManagerGL_;
textureCacheGL_ = new TextureCacheGLES(draw);
textureCache_ = textureCacheGL_;
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drawEngineCommon_ = &drawEngine_;
shaderManager_ = shaderManagerGL_;
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drawEngineCommon_ = &drawEngine_;
drawEngine_.SetShaderManager(shaderManagerGL_);
drawEngine_.SetTextureCache(textureCacheGL_);
drawEngine_.SetFramebufferManager(framebufferManagerGL_);
drawEngine_.SetFragmentTestCache(&fragmentTestCache_);
framebufferManagerGL_->Init();
framebufferManagerGL_->SetTextureCache(textureCacheGL_);
framebufferManagerGL_->SetShaderManager(shaderManagerGL_);
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framebufferManagerGL_->SetDrawEngine(&drawEngine_);
textureCacheGL_->SetFramebufferManager(framebufferManagerGL_);
textureCacheGL_->SetDepalShaderCache(&depalShaderCache_);
textureCacheGL_->SetShaderManager(shaderManagerGL_);
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textureCacheGL_->SetDrawEngine(&drawEngine_);
fragmentTestCache_.SetTextureCache(textureCacheGL_);
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// Sanity check gstate
if ((int *)&gstate.transferstart - (int *)&gstate != 0xEA) {
ERROR_LOG(G3D, "gstate has drifted out of sync!");
}
memset(cmdInfo_, 0, sizeof(cmdInfo_));
// Import both the global and local command tables, and check for dupes
std::set<u8> dupeCheck;
for (size_t i = 0; i < commonCommandTableSize; i++) {
const u8 cmd = commonCommandTable[i].cmd;
if (dupeCheck.find(cmd) != dupeCheck.end()) {
ERROR_LOG(G3D, "Command table Dupe: %02x (%i)", (int)cmd, (int)cmd);
} else {
dupeCheck.insert(cmd);
}
cmdInfo_[cmd].flags |= (uint64_t)commonCommandTable[i].flags | (commonCommandTable[i].dirty << 8);
cmdInfo_[cmd].func = commonCommandTable[i].func;
if ((cmdInfo_[cmd].flags & (FLAG_EXECUTE | FLAG_EXECUTEONCHANGE)) && !cmdInfo_[cmd].func) {
Crash();
}
}
for (size_t i = 0; i < ARRAY_SIZE(commandTable); i++) {
const u8 cmd = commandTable[i].cmd;
if (dupeCheck.find(cmd) != dupeCheck.end()) {
ERROR_LOG(G3D, "Command table Dupe: %02x (%i)", (int)cmd, (int)cmd);
} else {
dupeCheck.insert(cmd);
}
cmdInfo_[cmd].flags |= (uint64_t)commandTable[i].flags | (commandTable[i].dirty << 8);
cmdInfo_[cmd].func = commandTable[i].func;
if ((cmdInfo_[cmd].flags & (FLAG_EXECUTE | FLAG_EXECUTEONCHANGE)) && !cmdInfo_[cmd].func) {
Crash();
}
}
// Find commands missing from the table.
for (int i = 0; i < 0xEF; i++) {
if (dupeCheck.find((u8)i) == dupeCheck.end()) {
ERROR_LOG(G3D, "Command missing from table: %02x (%i)", i, i);
}
}
// No need to flush before the tex scale/offset commands if we are baking
// the tex scale/offset into the vertices anyway.
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UpdateCmdInfo();
BuildReportingInfo();
// Update again after init to be sure of any silly driver problems.
UpdateVsyncInterval(true);
// Some of our defaults are different from hw defaults, let's assert them.
// We restore each frame anyway, but here is convenient for tests.
glstate.Restore();
drawEngine_.RestoreVAO();
textureCacheGL_->NotifyConfigChanged();
// Load shader cache.
std::string discID = g_paramSFO.GetValueString("DISC_ID");
if (discID.size()) {
File::CreateFullPath(GetSysDirectory(DIRECTORY_APP_CACHE));
shaderCachePath_ = GetSysDirectory(DIRECTORY_APP_CACHE) + "/" + g_paramSFO.GetValueString("DISC_ID") + ".glshadercache";
shaderManagerGL_->LoadAndPrecompile(shaderCachePath_);
}
if (g_Config.bHardwareTessellation) {
// Disable hardware tessellation if device is unsupported.
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if (!gstate_c.SupportsAll(GPU_SUPPORTS_INSTANCE_RENDERING | GPU_SUPPORTS_VERTEX_TEXTURE_FETCH | GPU_SUPPORTS_TEXTURE_FLOAT)) {
// TODO: Check unsupported device name list.(Above gpu features are supported but it has issues with weak gpu, memory, shader compiler etc...)
g_Config.bHardwareTessellation = false;
ERROR_LOG(G3D, "Hardware Tessellation is unsupported, falling back to software tessellation");
I18NCategory *gr = GetI18NCategory("Graphics");
host->NotifyUserMessage(gr->T("Turn off Hardware Tessellation - unsupported"), 2.5f, 0xFF3030FF);
}
}
}
GPU_GLES::~GPU_GLES() {
framebufferManagerGL_->DestroyAllFBOs(true);
shaderManagerGL_->ClearCache(true);
depalShaderCache_.Clear();
fragmentTestCache_.Clear();
if (!shaderCachePath_.empty()) {
shaderManagerGL_->Save(shaderCachePath_);
}
delete shaderManagerGL_;
shaderManagerGL_ = nullptr;
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delete framebufferManagerGL_;
delete textureCacheGL_;
#ifdef _WIN32
gfxCtx_->SwapInterval(0);
#endif
}
// Take the raw GL extension and versioning data and turn into feature flags.
void GPU_GLES::CheckGPUFeatures() {
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u32 features = 0;
features |= GPU_SUPPORTS_16BIT_FORMATS;
if (gl_extensions.ARB_blend_func_extended || gl_extensions.EXT_blend_func_extended) {
if (gl_extensions.gpuVendor == GPU_VENDOR_INTEL || !gl_extensions.VersionGEThan(3, 0, 0)) {
// Don't use this extension to off on sub 3.0 OpenGL versions as it does not seem reliable
// Also on Intel, see https://github.com/hrydgard/ppsspp/issues/4867
} else {
#ifdef __ANDROID__
// This appears to be broken on nVidia Shield TV.
if (gl_extensions.gpuVendor != GPU_VENDOR_NVIDIA) {
features |= GPU_SUPPORTS_DUALSOURCE_BLEND;
}
#else
features |= GPU_SUPPORTS_DUALSOURCE_BLEND;
#endif
}
}
if (gl_extensions.IsGLES) {
if (gl_extensions.GLES3)
features |= GPU_SUPPORTS_GLSL_ES_300;
} else {
if (gl_extensions.VersionGEThan(3, 3, 0))
features |= GPU_SUPPORTS_GLSL_330;
}
if (gl_extensions.EXT_shader_framebuffer_fetch || gl_extensions.NV_shader_framebuffer_fetch || gl_extensions.ARM_shader_framebuffer_fetch) {
// This has caused problems in the past. Let's only enable on GLES3.
if (features & GPU_SUPPORTS_GLSL_ES_300) {
features |= GPU_SUPPORTS_ANY_FRAMEBUFFER_FETCH;
}
}
if (gl_extensions.ARB_framebuffer_object || gl_extensions.EXT_framebuffer_object || gl_extensions.IsGLES) {
features |= GPU_SUPPORTS_FBO;
}
if (gl_extensions.ARB_framebuffer_object || gl_extensions.GLES3) {
features |= GPU_SUPPORTS_ARB_FRAMEBUFFER_BLIT;
}
if (gl_extensions.NV_framebuffer_blit) {
features |= GPU_SUPPORTS_NV_FRAMEBUFFER_BLIT;
}
if (gl_extensions.ARB_vertex_array_object && gl_extensions.IsCoreContext) {
features |= GPU_SUPPORTS_VAO;
}
bool useCPU = false;
if (!gl_extensions.IsGLES) {
// Urrgh, we don't even define FB_READFBOMEMORY_CPU on mobile
#ifndef USING_GLES2
useCPU = g_Config.iRenderingMode == FB_READFBOMEMORY_CPU;
#endif
// Some cards or drivers seem to always dither when downloading a framebuffer to 16-bit.
// This causes glitches in games that expect the exact values.
// It has not been experienced on NVIDIA cards, so those are left using the GPU (which is faster.)
if (g_Config.iRenderingMode == FB_BUFFERED_MODE) {
if (gl_extensions.gpuVendor != GPU_VENDOR_NVIDIA || gl_extensions.ver[0] < 3) {
useCPU = true;
}
}
} else {
useCPU = true;
}
if (useCPU)
features |= GPU_PREFER_CPU_DOWNLOAD;
if ((gl_extensions.gpuVendor == GPU_VENDOR_NVIDIA) || (gl_extensions.gpuVendor == GPU_VENDOR_AMD))
features |= GPU_PREFER_REVERSE_COLOR_ORDER;
if (gl_extensions.OES_texture_npot)
features |= GPU_SUPPORTS_OES_TEXTURE_NPOT;
if (gl_extensions.EXT_unpack_subimage || !gl_extensions.IsGLES)
features |= GPU_SUPPORTS_UNPACK_SUBIMAGE;
if (gl_extensions.EXT_blend_minmax || gl_extensions.GLES3)
features |= GPU_SUPPORTS_BLEND_MINMAX;
if (gl_extensions.OES_copy_image || gl_extensions.NV_copy_image || gl_extensions.EXT_copy_image || gl_extensions.ARB_copy_image)
features |= GPU_SUPPORTS_ANY_COPY_IMAGE;
if (!gl_extensions.IsGLES)
features |= GPU_SUPPORTS_LOGIC_OP;
if (gl_extensions.GLES3 || !gl_extensions.IsGLES)
features |= GPU_SUPPORTS_TEXTURE_LOD_CONTROL;
if (gl_extensions.EXT_texture_filter_anisotropic)
features |= GPU_SUPPORTS_ANISOTROPY;
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if (gl_extensions.GLES3 || gl_extensions.EXT_gpu_shader4
|| (!gl_extensions.IsGLES && gl_extensions.VersionGEThan(3, 1)/*GLSL 1.4*/))
features |= GPU_SUPPORTS_INSTANCE_RENDERING;
int maxVertexTextureImageUnits;
glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &maxVertexTextureImageUnits);
if (maxVertexTextureImageUnits >= 3) // At least 3 for hardware tessellation
features |= GPU_SUPPORTS_VERTEX_TEXTURE_FETCH;
if (gl_extensions.ARB_texture_float || gl_extensions.OES_texture_float)
features |= GPU_SUPPORTS_TEXTURE_FLOAT;
// If we already have a 16-bit depth buffer, we don't need to round.
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bool prefer24 = draw_->GetDeviceCaps().preferredDepthBufferFormat == Draw::DataFormat::D24_S8;
if (prefer24) {
if (!g_Config.bHighQualityDepth && (features & GPU_SUPPORTS_ACCURATE_DEPTH) != 0) {
features |= GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT;
} else if (PSP_CoreParameter().compat.flags().PixelDepthRounding) {
if (!gl_extensions.IsGLES || gl_extensions.GLES3) {
// Use fragment rounding on desktop and GLES3, most accurate.
features |= GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT;
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} else if (prefer24 && (features & GPU_SUPPORTS_ACCURATE_DEPTH) != 0) {
// Here we can simulate a 16 bit depth buffer by scaling.
// Note that the depth buffer is fixed point, not floating, so dividing by 256 is pretty good.
features |= GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT;
} else {
// At least do vertex rounding if nothing else.
features |= GPU_ROUND_DEPTH_TO_16BIT;
}
} else if (PSP_CoreParameter().compat.flags().VertexDepthRounding) {
features |= GPU_ROUND_DEPTH_TO_16BIT;
}
}
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// The Phantasy Star hack :(
if (PSP_CoreParameter().compat.flags().DepthRangeHack && (features & GPU_SUPPORTS_ACCURATE_DEPTH) == 0) {
features |= GPU_USE_DEPTH_RANGE_HACK;
}
if (PSP_CoreParameter().compat.flags().ClearToRAM) {
features |= GPU_USE_CLEAR_RAM_HACK;
}
#ifdef MOBILE_DEVICE
// Arguably, we should turn off GPU_IS_MOBILE on like modern Tegras, etc.
features |= GPU_IS_MOBILE;
#endif
gstate_c.featureFlags = features;
}
// Let's avoid passing nulls into snprintf().
static const char *GetGLStringAlways(GLenum name) {
const GLubyte *value = glGetString(name);
if (!value)
return "?";
return (const char *)value;
}
// Needs to be called on GPU thread, not reporting thread.
void GPU_GLES::BuildReportingInfo() {
const char *glVendor = GetGLStringAlways(GL_VENDOR);
const char *glRenderer = GetGLStringAlways(GL_RENDERER);
const char *glVersion = GetGLStringAlways(GL_VERSION);
const char *glSlVersion = GetGLStringAlways(GL_SHADING_LANGUAGE_VERSION);
const char *glExtensions = nullptr;
if (gl_extensions.VersionGEThan(3, 0)) {
glExtensions = g_all_gl_extensions.c_str();
} else {
glExtensions = GetGLStringAlways(GL_EXTENSIONS);
}
char temp[16384];
snprintf(temp, sizeof(temp), "%s (%s %s), %s (extensions: %s)", glVersion, glVendor, glRenderer, glSlVersion, glExtensions);
reportingPrimaryInfo_ = glVendor;
reportingFullInfo_ = temp;
Reporting::UpdateConfig();
}
void GPU_GLES::DeviceLost() {
ILOG("GPU_GLES: DeviceLost");
// Should only be executed on the GL thread.
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// Simply drop all caches and textures.
// FBOs appear to survive? Or no?
// TransformDraw has registered as a GfxResourceHolder.
shaderManagerGL_->ClearCache(false);
textureCacheGL_->Clear(false);
fragmentTestCache_.Clear(false);
depalShaderCache_.Clear();
framebufferManagerGL_->DeviceLost();
}
void GPU_GLES::DeviceRestore() {
ILOG("GPU_GLES: DeviceRestore");
UpdateCmdInfo();
UpdateVsyncInterval(true);
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}
void GPU_GLES::ReinitializeInternal() {
textureCacheGL_->Clear(true);
depalShaderCache_.Clear();
framebufferManagerGL_->DestroyAllFBOs(true);
framebufferManagerGL_->Resized();
}
void GPU_GLES::InitClearInternal() {
bool useNonBufferedRendering = g_Config.iRenderingMode == FB_NON_BUFFERED_MODE;
if (useNonBufferedRendering) {
glstate.depthWrite.set(GL_TRUE);
glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClearColor(0,0,0,1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
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}
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void GPU_GLES::DumpNextFrame() {
dumpNextFrame_ = true;
}
void GPU_GLES::BeginHostFrame() {
GPUCommon::BeginHostFrame();
UpdateCmdInfo();
}
void GPU_GLES::BeginFrame() {
ScheduleEvent(GPU_EVENT_BEGIN_FRAME);
}
inline void GPU_GLES::UpdateVsyncInterval(bool force) {
#ifdef _WIN32
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int desiredVSyncInterval = g_Config.bVSync ? 1 : 0;
if (PSP_CoreParameter().unthrottle) {
desiredVSyncInterval = 0;
}
if (PSP_CoreParameter().fpsLimit == 1) {
// For an alternative speed that is a clean factor of 60, the user probably still wants vsync.
if (g_Config.iFpsLimit == 0 || (g_Config.iFpsLimit != 15 && g_Config.iFpsLimit != 30 && g_Config.iFpsLimit != 60)) {
desiredVSyncInterval = 0;
}
}
if (desiredVSyncInterval != lastVsync_ || force) {
// Disabled EXT_swap_control_tear for now, it never seems to settle at the correct timing
// so it just keeps tearing. Not what I hoped for...
//if (gl_extensions.EXT_swap_control_tear) {
// // See http://developer.download.nvidia.com/opengl/specs/WGL_EXT_swap_control_tear.txt
// glstate.SetVSyncInterval(-desiredVSyncInterval);
//} else {
gfxCtx_->SwapInterval(desiredVSyncInterval);
//}
lastVsync_ = desiredVSyncInterval;
}
#endif
}
void GPU_GLES::UpdateCmdInfo() {
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if (g_Config.bSoftwareSkinning) {
cmdInfo_[GE_CMD_VERTEXTYPE].flags &= ~FLAG_FLUSHBEFOREONCHANGE;
cmdInfo_[GE_CMD_VERTEXTYPE].func = &GPU_GLES::Execute_VertexTypeSkinning;
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} else {
cmdInfo_[GE_CMD_VERTEXTYPE].flags |= FLAG_FLUSHBEFOREONCHANGE;
cmdInfo_[GE_CMD_VERTEXTYPE].func = &GPU_GLES::Execute_VertexType;
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}
}
void GPU_GLES::ReapplyGfxStateInternal() {
drawEngine_.RestoreVAO();
glstate.Restore();
GPUCommon::ReapplyGfxStateInternal();
}
void GPU_GLES::BeginFrameInternal() {
if (resized_) {
CheckGPUFeatures();
drawEngine_.Resized();
textureCacheGL_->NotifyConfigChanged();
}
UpdateVsyncInterval(resized_);
resized_ = false;
textureCacheGL_->StartFrame();
drawEngine_.DecimateTrackedVertexArrays();
drawEngine_.DecimateBuffers();
depalShaderCache_.Decimate();
fragmentTestCache_.Decimate();
if (dumpNextFrame_) {
NOTICE_LOG(G3D, "DUMPING THIS FRAME");
dumpThisFrame_ = true;
dumpNextFrame_ = false;
} else if (dumpThisFrame_) {
dumpThisFrame_ = false;
}
// Save the cache from time to time. TODO: How often?
if (!shaderCachePath_.empty() && (gpuStats.numFlips & 1023) == 0) {
shaderManagerGL_->Save(shaderCachePath_);
}
shaderManagerGL_->DirtyShader();
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// Not sure if this is really needed.
gstate_c.Dirty(DIRTY_ALL_UNIFORMS);
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framebufferManagerGL_->BeginFrame();
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}
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void GPU_GLES::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
host->GPUNotifyDisplay(framebuf, stride, format);
framebufferManagerGL_->SetDisplayFramebuffer(framebuf, stride, format);
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}
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bool GPU_GLES::FramebufferDirty() {
if (ThreadEnabled()) {
// Allow it to process fully before deciding if it's dirty.
SyncThread();
}
VirtualFramebuffer *vfb = framebufferManagerGL_->GetDisplayVFB();
if (vfb) {
bool dirty = vfb->dirtyAfterDisplay;
vfb->dirtyAfterDisplay = false;
return dirty;
}
return true;
}
bool GPU_GLES::FramebufferReallyDirty() {
if (ThreadEnabled()) {
// Allow it to process fully before deciding if it's dirty.
SyncThread();
}
VirtualFramebuffer *vfb = framebufferManagerGL_->GetDisplayVFB();
if (vfb) {
bool dirty = vfb->reallyDirtyAfterDisplay;
vfb->reallyDirtyAfterDisplay = false;
return dirty;
}
return true;
}
void GPU_GLES::CopyDisplayToOutputInternal() {
// Flush anything left over.
framebufferManagerGL_->RebindFramebuffer();
drawEngine_.Flush();
shaderManagerGL_->DirtyLastShader();
glstate.depthWrite.set(GL_TRUE);
glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
framebufferManagerGL_->CopyDisplayToOutput();
framebufferManagerGL_->EndFrame();
// If buffered, discard the depth buffer of the backbuffer. Don't even know if we need one.
#if 0
#ifdef USING_GLES2
if (gl_extensions.EXT_discard_framebuffer && g_Config.iRenderingMode != 0) {
GLenum attachments[] = {GL_DEPTH_EXT, GL_STENCIL_EXT};
glDiscardFramebufferEXT(GL_FRAMEBUFFER, 2, attachments);
}
#endif
#endif
}
// Maybe should write this in ASM...
void GPU_GLES::FastRunLoop(DisplayList &list) {
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PROFILE_THIS_SCOPE("gpuloop");
const CommandInfo *cmdInfo = cmdInfo_;
int dc = downcount;
for (; dc > 0; --dc) {
// We know that display list PCs have the upper nibble == 0 - no need to mask the pointer
const u32 op = *(const u32 *)(Memory::base + list.pc);
const u32 cmd = op >> 24;
const CommandInfo info = cmdInfo[cmd];
const u8 cmdFlags = info.flags; // If we stashed the cmdFlags in the top bits of the cmdmem, we could get away with one table lookup instead of two
const u32 diff = op ^ gstate.cmdmem[cmd];
// Inlined CheckFlushOp here to get rid of the dumpThisFrame_ check.
if ((cmdFlags & FLAG_FLUSHBEFORE) || (diff && (cmdFlags & FLAG_FLUSHBEFOREONCHANGE))) {
drawEngine_.Flush();
}
gstate.cmdmem[cmd] = op; // TODO: no need to write if diff==0...
if ((cmdFlags & FLAG_EXECUTE) || (diff && (cmdFlags & FLAG_EXECUTEONCHANGE))) {
downcount = dc;
(this->*info.func)(op, diff);
dc = downcount;
} else if (diff) {
uint64_t dirty = info.flags >> 8;
if (dirty)
gstate_c.Dirty(dirty);
}
list.pc += 4;
}
downcount = 0;
}
void GPU_GLES::FinishDeferred() {
// This finishes reading any vertex data that is pending.
drawEngine_.FinishDeferred();
}
inline void GPU_GLES::CheckFlushOp(int cmd, u32 diff) {
const u8 cmdFlags = cmdInfo_[cmd].flags;
if ((cmdFlags & FLAG_FLUSHBEFORE) || (diff && (cmdFlags & FLAG_FLUSHBEFOREONCHANGE))) {
if (dumpThisFrame_) {
NOTICE_LOG(G3D, "================ FLUSH ================");
}
drawEngine_.Flush();
}
}
void GPU_GLES::PreExecuteOp(u32 op, u32 diff) {
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CheckFlushOp(op >> 24, diff);
}
void GPU_GLES::ExecuteOp(u32 op, u32 diff) {
const u8 cmd = op >> 24;
const CommandInfo info = cmdInfo_[cmd];
const u8 cmdFlags = info.flags;
if ((cmdFlags & FLAG_EXECUTE) || (diff && (cmdFlags & FLAG_EXECUTEONCHANGE))) {
(this->*info.func)(op, diff);
} else if (diff) {
uint64_t dirty = info.flags >> 8;
if (dirty)
gstate_c.Dirty(dirty);
}
}
void GPU_GLES::Execute_Prim(u32 op, u32 diff) {
SetDrawType(DRAW_PRIM);
// This drives all drawing. All other state we just buffer up, then we apply it only
// when it's time to draw. As most PSP games set state redundantly ALL THE TIME, this is a huge optimization.
u32 data = op & 0xFFFFFF;
u32 count = data & 0xFFFF;
// Upper bits are ignored.
GEPrimitiveType prim = static_cast<GEPrimitiveType>((data >> 16) & 7);
if (count == 0)
return;
// Discard AA lines as we can't do anything that makes sense with these anyway. The SW plugin might, though.
if (gstate.isAntiAliasEnabled()) {
// Discard AA lines in DOA
if (prim == GE_PRIM_LINE_STRIP)
return;
// Discard AA lines in Summon Night 5
if ((prim == GE_PRIM_LINES) && gstate.isSkinningEnabled())
return;
}
// This also makes skipping drawing very effective.
framebufferManagerGL_->SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason);
if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) {
drawEngine_.SetupVertexDecoder(gstate.vertType);
// Rough estimate, not sure what's correct.
cyclesExecuted += EstimatePerVertexCost() * count;
return;
}
if (!Memory::IsValidAddress(gstate_c.vertexAddr)) {
ERROR_LOG_REPORT(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr);
return;
}
void *verts = Memory::GetPointerUnchecked(gstate_c.vertexAddr);
void *inds = 0;
if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
if (!Memory::IsValidAddress(gstate_c.indexAddr)) {
ERROR_LOG_REPORT(G3D, "Bad index address %08x!", gstate_c.indexAddr);
return;
}
inds = Memory::GetPointerUnchecked(gstate_c.indexAddr);
}
#ifndef MOBILE_DEVICE
if (prim > GE_PRIM_RECTANGLES) {
ERROR_LOG_REPORT_ONCE(reportPrim, G3D, "Unexpected prim type: %d", prim);
}
#endif
int bytesRead = 0;
drawEngine_.SubmitPrim(verts, inds, prim, count, gstate.vertType, &bytesRead);
int vertexCost = EstimatePerVertexCost();
gpuStats.vertexGPUCycles += vertexCost * count;
cyclesExecuted += vertexCost * count;
// After drawing, we advance the vertexAddr (when non indexed) or indexAddr (when indexed).
// Some games rely on this, they don't bother reloading VADDR and IADDR.
// The VADDR/IADDR registers are NOT updated.
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AdvanceVerts(gstate.vertType, count, bytesRead);
}
void GPU_GLES::Execute_VertexType(u32 op, u32 diff) {
if (diff & (GE_VTYPE_TC_MASK | GE_VTYPE_THROUGH_MASK)) {
gstate_c.Dirty(DIRTY_UVSCALEOFFSET);
}
}
void GPU_GLES::Execute_VertexTypeSkinning(u32 op, u32 diff) {
// Don't flush when weight count changes, unless morph is enabled.
if ((diff & ~GE_VTYPE_WEIGHTCOUNT_MASK) || (op & GE_VTYPE_MORPHCOUNT_MASK) != 0) {
// Restore and flush
gstate.vertType ^= diff;
Flush();
gstate.vertType ^= diff;
if (diff & (GE_VTYPE_TC_MASK | GE_VTYPE_THROUGH_MASK))
gstate_c.Dirty(DIRTY_UVSCALEOFFSET);
// In this case, we may be doing weights and morphs.
// Update any bone matrix uniforms so it uses them correctly.
if ((op & GE_VTYPE_MORPHCOUNT_MASK) != 0) {
gstate_c.Dirty(gstate_c.deferredVertTypeDirty);
gstate_c.deferredVertTypeDirty = 0;
}
}
}
void GPU_GLES::Execute_Bezier(u32 op, u32 diff) {
SetDrawType(DRAW_BEZIER);
// We don't dirty on normal changes anymore as we prescale, but it's needed for splines/bezier.
gstate_c.Dirty(DIRTY_UVSCALEOFFSET);
// This also make skipping drawing very effective.
framebufferManagerGL_->SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason);
if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) {
// TODO: Should this eat some cycles? Probably yes. Not sure if important.
return;
}
if (!Memory::IsValidAddress(gstate_c.vertexAddr)) {
ERROR_LOG_REPORT(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr);
return;
}
void *control_points = Memory::GetPointerUnchecked(gstate_c.vertexAddr);
void *indices = NULL;
if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
if (!Memory::IsValidAddress(gstate_c.indexAddr)) {
ERROR_LOG_REPORT(G3D, "Bad index address %08x!", gstate_c.indexAddr);
return;
}
indices = Memory::GetPointerUnchecked(gstate_c.indexAddr);
}
if (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) {
DEBUG_LOG_REPORT(G3D, "Bezier + morph: %i", (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) >> GE_VTYPE_MORPHCOUNT_SHIFT);
}
if (vertTypeIsSkinningEnabled(gstate.vertType)) {
DEBUG_LOG_REPORT(G3D, "Bezier + skinning: %i", vertTypeGetNumBoneWeights(gstate.vertType));
}
GEPatchPrimType patchPrim = gstate.getPatchPrimitiveType();
int bz_ucount = op & 0xFF;
int bz_vcount = (op >> 8) & 0xFF;
bool computeNormals = gstate.isLightingEnabled();
bool patchFacing = gstate.patchfacing & 1;
if (g_Config.bHardwareTessellation && g_Config.bHardwareTransform && !g_Config.bSoftwareRendering) {
gstate_c.bezier = true;
if (gstate_c.bezier_count_u != bz_ucount) {
gstate_c.Dirty(DIRTY_BEZIERCOUNTU);
gstate_c.bezier_count_u = bz_ucount;
}
}
int bytesRead = 0;
drawEngine_.SubmitBezier(control_points, indices, gstate.getPatchDivisionU(), gstate.getPatchDivisionV(), bz_ucount, bz_vcount, patchPrim, computeNormals, patchFacing, gstate.vertType, &bytesRead);
gstate_c.bezier = false;
// After drawing, we advance pointers - see SubmitPrim which does the same.
int count = bz_ucount * bz_vcount;
AdvanceVerts(gstate.vertType, count, bytesRead);
}
void GPU_GLES::Execute_Spline(u32 op, u32 diff) {
SetDrawType(DRAW_SPLINE);
// We don't dirty on normal changes anymore as we prescale, but it's needed for splines/bezier.
gstate_c.Dirty(DIRTY_UVSCALEOFFSET);
// This also make skipping drawing very effective.
framebufferManagerGL_->SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason);
if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) {
// TODO: Should this eat some cycles? Probably yes. Not sure if important.
return;
}
if (!Memory::IsValidAddress(gstate_c.vertexAddr)) {
ERROR_LOG_REPORT(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr);
return;
}
void *control_points = Memory::GetPointerUnchecked(gstate_c.vertexAddr);
void *indices = NULL;
if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
if (!Memory::IsValidAddress(gstate_c.indexAddr)) {
ERROR_LOG_REPORT(G3D, "Bad index address %08x!", gstate_c.indexAddr);
return;
}
indices = Memory::GetPointerUnchecked(gstate_c.indexAddr);
}
if (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) {
DEBUG_LOG_REPORT(G3D, "Spline + morph: %i", (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) >> GE_VTYPE_MORPHCOUNT_SHIFT);
}
if (vertTypeIsSkinningEnabled(gstate.vertType)) {
DEBUG_LOG_REPORT(G3D, "Spline + skinning: %i", vertTypeGetNumBoneWeights(gstate.vertType));
}
int sp_ucount = op & 0xFF;
int sp_vcount = (op >> 8) & 0xFF;
int sp_utype = (op >> 16) & 0x3;
int sp_vtype = (op >> 18) & 0x3;
GEPatchPrimType patchPrim = gstate.getPatchPrimitiveType();
bool computeNormals = gstate.isLightingEnabled();
bool patchFacing = gstate.patchfacing & 1;
u32 vertType = gstate.vertType;
if (g_Config.bHardwareTessellation && g_Config.bHardwareTransform && !g_Config.bSoftwareRendering) {
gstate_c.spline = true;
if (gstate_c.spline_count_u != sp_ucount) {
gstate_c.Dirty(DIRTY_SPLINECOUNTU);
gstate_c.spline_count_u = sp_ucount;
}
if (gstate_c.spline_count_v != sp_vcount) {
gstate_c.Dirty(DIRTY_SPLINECOUNTV);
gstate_c.spline_count_v = sp_vcount;
}
if (gstate_c.spline_type_u != sp_utype) {
gstate_c.Dirty(DIRTY_SPLINETYPEU);
gstate_c.spline_type_u = sp_utype;
}
if (gstate_c.spline_type_v != sp_vtype) {
gstate_c.Dirty(DIRTY_SPLINETYPEV);
gstate_c.spline_type_v = sp_vtype;
}
}
int bytesRead = 0;
drawEngine_.SubmitSpline(control_points, indices, gstate.getPatchDivisionU(), gstate.getPatchDivisionV(), sp_ucount, sp_vcount, sp_utype, sp_vtype, patchPrim, computeNormals, patchFacing, vertType, &bytesRead);
gstate_c.spline = false;
// After drawing, we advance pointers - see SubmitPrim which does the same.
int count = sp_ucount * sp_vcount;
AdvanceVerts(gstate.vertType, count, bytesRead);
}
void GPU_GLES::Execute_TexSize0(u32 op, u32 diff) {
// Render to texture may have overridden the width/height.
// Don't reset it unless the size is different / the texture has changed.
if (diff || gstate_c.IsDirty(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS)) {
gstate_c.curTextureWidth = gstate.getTextureWidth(0);
gstate_c.curTextureHeight = gstate.getTextureHeight(0);
gstate_c.Dirty(DIRTY_UVSCALEOFFSET | DIRTY_TEXTURE_PARAMS);
}
}
void GPU_GLES::Execute_LoadClut(u32 op, u32 diff) {
gstate_c.Dirty(DIRTY_TEXTURE_PARAMS);
textureCacheGL_->LoadClut(gstate.getClutAddress(), gstate.getClutLoadBytes());
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}
void GPU_GLES::GetStats(char *buffer, size_t bufsize) {
float vertexAverageCycles = gpuStats.numVertsSubmitted > 0 ? (float)gpuStats.vertexGPUCycles / (float)gpuStats.numVertsSubmitted : 0.0f;
snprintf(buffer, bufsize - 1,
"DL processing time: %0.2f ms\n"
"Draw calls: %i, flushes %i\n"
"Cached Draw calls: %i\n"
"Num Tracked Vertex Arrays: %i\n"
"GPU cycles executed: %d (%f per vertex)\n"
"Commands per call level: %i %i %i %i\n"
"Vertices submitted: %i\n"
"Cached, Uncached Vertices Drawn: %i, %i\n"
"FBOs active: %i\n"
"Textures active: %i, decoded: %i invalidated: %i\n"
"Vertex, Fragment, Programs loaded: %i, %i, %i\n",
gpuStats.msProcessingDisplayLists * 1000.0f,
gpuStats.numDrawCalls,
gpuStats.numFlushes,
gpuStats.numCachedDrawCalls,
gpuStats.numTrackedVertexArrays,
gpuStats.vertexGPUCycles + gpuStats.otherGPUCycles,
vertexAverageCycles,
gpuStats.gpuCommandsAtCallLevel[0], gpuStats.gpuCommandsAtCallLevel[1], gpuStats.gpuCommandsAtCallLevel[2], gpuStats.gpuCommandsAtCallLevel[3],
gpuStats.numVertsSubmitted,
gpuStats.numCachedVertsDrawn,
gpuStats.numUncachedVertsDrawn,
(int)framebufferManagerGL_->NumVFBs(),
(int)textureCacheGL_->NumLoadedTextures(),
gpuStats.numTexturesDecoded,
gpuStats.numTextureInvalidations,
shaderManagerGL_->GetNumVertexShaders(),
shaderManagerGL_->GetNumFragmentShaders(),
shaderManagerGL_->GetNumPrograms());
}
void GPU_GLES::ClearCacheNextFrame() {
textureCacheGL_->ClearNextFrame();
}
void GPU_GLES::ClearShaderCache() {
shaderManagerGL_->ClearCache(true);
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}
void GPU_GLES::CleanupBeforeUI() {
// Clear any enabled vertex arrays.
shaderManagerGL_->DirtyLastShader();
glstate.arrayBuffer.bind(0);
glstate.elementArrayBuffer.bind(0);
}
std::vector<FramebufferInfo> GPU_GLES::GetFramebufferList() {
return framebufferManagerGL_->GetFramebufferList();
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}
void GPU_GLES::DoState(PointerWrap &p) {
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GPUCommon::DoState(p);
// TODO: Some of these things may not be necessary.
// None of these are necessary when saving.
// In Freeze-Frame mode, we don't want to do any of this.
if (p.mode == p.MODE_READ && !PSP_CoreParameter().frozen) {
textureCacheGL_->Clear(true);
depalShaderCache_.Clear();
drawEngine_.ClearTrackedVertexArrays();
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gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
framebufferManagerGL_->DestroyAllFBOs(true);
shaderManagerGL_->ClearCache(true);
}
}
bool GPU_GLES::GetCurrentTexture(GPUDebugBuffer &buffer, int level) {
if (!gstate.isTextureMapEnabled()) {
return false;
}
#ifndef USING_GLES2
GPUgstate saved;
if (level != 0) {
saved = gstate;
// The way we set textures is a bit complex. Let's just override level 0.
gstate.texsize[0] = gstate.texsize[level];
gstate.texaddr[0] = gstate.texaddr[level];
gstate.texbufwidth[0] = gstate.texbufwidth[level];
}
textureCacheGL_->SetTexture(true);
textureCacheGL_->ApplyTexture();
int w = gstate.getTextureWidth(level);
int h = gstate.getTextureHeight(level);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &w);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &h);
if (level != 0) {
gstate = saved;
}
buffer.Allocate(w, h, GE_FORMAT_8888, false);
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer.GetData());
return true;
#else
return false;
#endif
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}
bool GPU_GLES::GetCurrentClut(GPUDebugBuffer &buffer) {
return textureCacheGL_->GetCurrentClutBuffer(buffer);
}
bool GPU_GLES::GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices) {
return drawEngine_.GetCurrentSimpleVertices(count, vertices, indices);
}
bool GPU_GLES::DescribeCodePtr(const u8 *ptr, std::string &name) {
if (drawEngine_.IsCodePtrVertexDecoder(ptr)) {
name = "VertexDecoderJit";
return true;
}
return false;
}
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std::vector<std::string> GPU_GLES::DebugGetShaderIDs(DebugShaderType type) {
if (type == SHADER_TYPE_VERTEXLOADER) {
return drawEngine_.DebugGetVertexLoaderIDs();
} else {
return shaderManagerGL_->DebugGetShaderIDs(type);
}
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}
std::string GPU_GLES::DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) {
if (type == SHADER_TYPE_VERTEXLOADER) {
return drawEngine_.DebugGetVertexLoaderString(id, stringType);
} else {
return shaderManagerGL_->DebugGetShaderString(id, type, stringType);
}
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}