ppsspp/GPU/GPUState.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
// 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 "GPU/ge_constants.h"
#include "GPU/GPUState.h"
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#ifndef _XBOX
#include "GPU/GLES/ShaderManager.h"
#include "GPU/GLES/GLES_GPU.h"
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#endif
#include "GPU/Null/NullGpu.h"
#include "GPU/Software/SoftGpu.h"
#if defined(_XBOX) || defined(_WIN32)
#include "GPU/Directx9/helper/global.h"
#include "GPU/Directx9/GPU_DX9.h"
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#endif
#include "Common/ChunkFile.h"
#include "Core/CoreParameter.h"
#include "Core/Config.h"
#include "Core/System.h"
#include "Core/MemMap.h"
#ifdef _M_SSE
#include <emmintrin.h>
#endif
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// This must be aligned so that the matrices within are aligned.
GPUgstate MEMORY_ALIGNED16(gstate);
// Let's align this one too for good measure.
GPUStateCache MEMORY_ALIGNED16(gstate_c);
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GPUInterface *gpu;
GPUDebugInterface *gpuDebug;
GPUStatistics gpuStats;
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template <typename T>
static void SetGPU(T *obj) {
gpu = obj;
gpuDebug = obj;
}
bool GPU_Init() {
switch (PSP_CoreParameter().gpuCore) {
case GPU_NULL:
SetGPU(new NullGPU());
break;
case GPU_GLES:
#ifndef _XBOX
SetGPU(new GLES_GPU());
#endif
break;
case GPU_SOFTWARE:
#ifndef _XBOX
SetGPU(new SoftGPU());
#endif
break;
case GPU_DIRECTX9:
#if defined(_XBOX) || defined(_WIN32)
SetGPU(new DIRECTX9_GPU());
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#endif
break;
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}
return gpu != NULL;
}
void GPU_Shutdown() {
delete gpu;
gpu = 0;
gpuDebug = 0;
}
void GPU_Reinitialize() {
if (gpu) {
gpu->Reinitialize();
}
}
void InitGfxState() {
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memset(&gstate, 0, sizeof(gstate));
memset(&gstate_c, 0, sizeof(gstate_c));
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for (int i = 0; i < 256; i++) {
gstate.cmdmem[i] = i << 24;
}
// Lighting is not enabled by default, matrices are zero initialized.
memset(gstate.worldMatrix, 0, sizeof(gstate.worldMatrix));
memset(gstate.viewMatrix, 0, sizeof(gstate.viewMatrix));
memset(gstate.projMatrix, 0, sizeof(gstate.projMatrix));
memset(gstate.tgenMatrix, 0, sizeof(gstate.tgenMatrix));
memset(gstate.boneMatrix, 0, sizeof(gstate.boneMatrix));
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}
void ShutdownGfxState() {
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}
// When you have changed state outside the psp gfx core,
// or saved the context and has reloaded it, call this function.
void ReapplyGfxState() {
if (!gpu)
return;
gpu->ReapplyGfxState();
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}
struct CmdRange {
u8 start;
u8 end;
};
static const CmdRange contextCmdRanges[] = {
{0x00, 0x02},
// Skip: {0x03, 0x0F},
{0x10, 0x10},
// Skip: {0x11, 0x11},
{0x12, 0x28},
// Skip: {0x29, 0x2B},
{0x2c, 0x33},
// Skip: {0x34, 0x35},
{0x36, 0x38},
// Skip: {0x39, 0x41},
{0x42, 0x4D},
// Skip: {0x4E, 0x4F},
{0x50, 0x51},
// Skip: {0x52, 0x52},
{0x53, 0x58},
// Skip: {0x59, 0x5A},
{0x5B, 0xB5},
// Skip: {0xB6, 0xB7},
{0xB8, 0xC3},
// Skip: {0xC4, 0xC4},
{0xC5, 0xD0},
// Skip: {0xD1, 0xD1}
{0xD2, 0xE9},
// Skip: {0xEA, 0xEA},
{0xEB, 0xEC},
// Skip: {0xED, 0xED},
{0xEE, 0xEE},
// Skip: {0xEF, 0xEF},
{0xF0, 0xF6},
// Skip: {0xF7, 0xF7},
{0xF8, 0xF9},
// Skip: {0xFA, 0xFF},
};
void GPUgstate::Save(u32_le *ptr) {
// Not sure what the first 10 values are, exactly, but these seem right.
ptr[5] = gstate_c.vertexAddr;
ptr[6] = gstate_c.indexAddr;
ptr[7] = gstate_c.offsetAddr;
// Command values start 17 ints in.
u32_le *cmds = ptr + 17;
for (size_t i = 0; i < ARRAY_SIZE(contextCmdRanges); ++i) {
for (int n = contextCmdRanges[i].start; n <= contextCmdRanges[i].end; ++n) {
*cmds++ = cmdmem[n];
}
}
if (Memory::IsValidAddress(getClutAddress()))
*cmds++ = loadclut;
// Seems like it actually writes commands to load the matrices and then reset the counts.
*cmds++ = boneMatrixNumber;
*cmds++ = worldmtxnum;
*cmds++ = viewmtxnum;
*cmds++ = projmtxnum;
*cmds++ = texmtxnum;
u8 *matrices = (u8 *)cmds;
memcpy(matrices, boneMatrix, sizeof(boneMatrix)); matrices += sizeof(boneMatrix);
memcpy(matrices, worldMatrix, sizeof(worldMatrix)); matrices += sizeof(worldMatrix);
memcpy(matrices, viewMatrix, sizeof(viewMatrix)); matrices += sizeof(viewMatrix);
memcpy(matrices, projMatrix, sizeof(projMatrix)); matrices += sizeof(projMatrix);
memcpy(matrices, tgenMatrix, sizeof(tgenMatrix)); matrices += sizeof(tgenMatrix);
}
void GPUgstate::FastLoadBoneMatrix(u32 addr) {
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const u32_le *src = (const u32_le *)Memory::GetPointerUnchecked(addr);
u32 num = boneMatrixNumber;
u32 *dst = (u32 *)(boneMatrix + (num & 0x7F));
#ifdef _M_SSE
__m128i row1 = _mm_slli_epi32(_mm_loadu_si128((const __m128i *)src), 8);
__m128i row2 = _mm_slli_epi32(_mm_loadu_si128((const __m128i *)(src + 4)), 8);
__m128i row3 = _mm_slli_epi32(_mm_loadu_si128((const __m128i *)(src + 8)), 8);
if ((num & 0x3) == 0) {
_mm_store_si128((__m128i *)dst, row1);
_mm_store_si128((__m128i *)(dst + 4), row2);
_mm_store_si128((__m128i *)(dst + 8), row3);
} else {
_mm_storeu_si128((__m128i *)dst, row1);
_mm_storeu_si128((__m128i *)(dst + 4), row2);
_mm_storeu_si128((__m128i *)(dst + 8), row3);
}
#else
for (int i = 0; i < 12; i++) {
dst[i] = src[i] << 8;
}
#endif
num += 12;
gstate.boneMatrixNumber = (GE_CMD_BONEMATRIXNUMBER << 24) | (num & 0x7F);
}
void GPUgstate::Restore(u32_le *ptr) {
// Not sure what the first 10 values are, exactly, but these seem right.
gstate_c.vertexAddr = ptr[5];
gstate_c.indexAddr = ptr[6];
gstate_c.offsetAddr = ptr[7];
// Command values start 17 ints in.
u32_le *cmds = ptr + 17;
for (size_t i = 0; i < ARRAY_SIZE(contextCmdRanges); ++i) {
for (int n = contextCmdRanges[i].start; n <= contextCmdRanges[i].end; ++n) {
cmdmem[n] = *cmds++;
}
}
if (Memory::IsValidAddress(getClutAddress()))
loadclut = *cmds++;
boneMatrixNumber = *cmds++;
worldmtxnum = *cmds++;
viewmtxnum = *cmds++;
projmtxnum = *cmds++;
texmtxnum = *cmds++;
u8 *matrices = (u8 *)cmds;
memcpy(boneMatrix, matrices, sizeof(boneMatrix)); matrices += sizeof(boneMatrix);
memcpy(worldMatrix, matrices, sizeof(worldMatrix)); matrices += sizeof(worldMatrix);
memcpy(viewMatrix, matrices, sizeof(viewMatrix)); matrices += sizeof(viewMatrix);
memcpy(projMatrix, matrices, sizeof(projMatrix)); matrices += sizeof(projMatrix);
memcpy(tgenMatrix, matrices, sizeof(tgenMatrix)); matrices += sizeof(tgenMatrix);
}
bool vertTypeIsSkinningEnabled(u32 vertType) {
if (g_Config.bSoftwareSkinning && ((vertType & GE_VTYPE_MORPHCOUNT_MASK) == 0))
return false;
else
return ((vertType & GE_VTYPE_WEIGHT_MASK) != GE_VTYPE_WEIGHT_NONE);
}
struct GPUStateCache_v0
{
u32 vertexAddr;
u32 indexAddr;
u32 offsetAddr;
bool textureChanged;
bool textureFullAlpha;
bool vertexFullAlpha;
bool framebufChanged;
int skipDrawReason;
UVScale uv;
bool flipTexture;
float lightpos[4][3];
float lightdir[4][3];
float lightatt[4][3];
float lightColor[3][4][3]; // Ambient Diffuse Specular
float lightangle[4]; // spotlight cone angle (cosine)
float lightspotCoef[4]; // spotlight dropoff
float morphWeights[8];
u32 curTextureWidth;
u32 curTextureHeight;
u32 actualTextureHeight;
float vpWidth;
float vpHeight;
u32 curRTWidth;
u32 curRTHeight;
};
void GPUStateCache::DoState(PointerWrap &p) {
auto s = p.Section("GPUStateCache", 0, 1);
if (!s) {
// Old state, this was not versioned.
GPUStateCache_v0 old;
p.Do(old);
vertexAddr = old.vertexAddr;
indexAddr = old.indexAddr;
offsetAddr = old.offsetAddr;
textureChanged = TEXCHANGE_UPDATED;
textureFullAlpha = old.textureFullAlpha;
vertexFullAlpha = old.vertexFullAlpha;
framebufChanged = old.framebufChanged;
const size_t oldOffset = offsetof(GPUStateCache_v0, skipDrawReason);
const size_t newOffset = offsetof(GPUStateCache, skipDrawReason);
memcpy((char *)this + newOffset, (char *)&old + oldOffset, sizeof(old) - oldOffset);
return;
}
p.Do(vertexAddr);
p.Do(indexAddr);
p.Do(offsetAddr);
p.Do(textureChanged);
p.Do(textureFullAlpha);
p.Do(vertexFullAlpha);
p.Do(framebufChanged);
p.Do(skipDrawReason);
p.Do(uv);
p.Do(flipTexture);
p.Do(lightpos);
p.Do(lightdir);
p.Do(lightatt);
p.Do(lightColor);
p.Do(lightangle);
p.Do(lightspotCoef);
p.Do(morphWeights);
p.Do(curTextureWidth);
p.Do(curTextureHeight);
p.Do(actualTextureHeight);
p.Do(vpWidth);
p.Do(vpHeight);
p.Do(curRTWidth);
p.Do(curRTHeight);
}