ppsspp/GPU/Directx9/DisplayListInterpreter.cpp

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2013-08-17 09:23:51 +00:00
// 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.
// 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 "Core/MemMap.h"
#include "Core/Host.h"
#include "Core/Config.h"
#include "Core/Reporting.h"
#include "Core/System.h"
#include "helper/dx_state.h"
#include "../GPUState.h"
#include "../ge_constants.h"
#include "../GeDisasm.h"
#include "ShaderManager.h"
#include "DisplayListInterpreter.h"
#include "Framebuffer.h"
#include "TransformPipeline.h"
#include "TextureCache.h"
#include "../../Core/HLE/sceKernelThread.h"
#include "../../Core/HLE/sceKernelInterrupt.h"
#include "../../Core/HLE/sceGe.h"
static const u8 flushOnChangedBeforeCommandList[] = {
GE_CMD_REGION1,GE_CMD_REGION2,
GE_CMD_VERTEXTYPE,
GE_CMD_LIGHTINGENABLE,
GE_CMD_LIGHTENABLE0,GE_CMD_LIGHTENABLE1,GE_CMD_LIGHTENABLE2,GE_CMD_LIGHTENABLE3,
GE_CMD_CULLFACEENABLE,
GE_CMD_TEXTUREMAPENABLE,
GE_CMD_FOGENABLE,
GE_CMD_DITHERENABLE,
GE_CMD_ALPHABLENDENABLE,
GE_CMD_ALPHATESTENABLE,
GE_CMD_ZTESTENABLE,
GE_CMD_STENCILTESTENABLE,
GE_CMD_COLORTESTENABLE,
GE_CMD_MORPHWEIGHT0,GE_CMD_MORPHWEIGHT1,GE_CMD_MORPHWEIGHT2,GE_CMD_MORPHWEIGHT3,
GE_CMD_MORPHWEIGHT4,GE_CMD_MORPHWEIGHT5,GE_CMD_MORPHWEIGHT6,GE_CMD_MORPHWEIGHT7,
GE_CMD_PATCHDIVISION,
GE_CMD_PATCHPRIMITIVE,
GE_CMD_PATCHFACING,
GE_CMD_VIEWPORTX1,GE_CMD_VIEWPORTY1,
GE_CMD_VIEWPORTX2,GE_CMD_VIEWPORTY2,
GE_CMD_VIEWPORTZ1,GE_CMD_VIEWPORTZ2,
GE_CMD_TEXSCALEU,
GE_CMD_TEXSCALEV,
GE_CMD_TEXOFFSETU,
GE_CMD_TEXOFFSETV,
GE_CMD_OFFSETX,
GE_CMD_OFFSETY,
GE_CMD_SHADEMODE,
GE_CMD_REVERSENORMAL,
GE_CMD_MATERIALUPDATE,
GE_CMD_MATERIALEMISSIVE,
GE_CMD_MATERIALAMBIENT,
GE_CMD_MATERIALDIFFUSE,
GE_CMD_MATERIALSPECULAR,
GE_CMD_MATERIALALPHA,
GE_CMD_MATERIALSPECULARCOEF,
GE_CMD_AMBIENTCOLOR,
GE_CMD_AMBIENTALPHA,
GE_CMD_LIGHTMODE,
GE_CMD_LIGHTTYPE0, GE_CMD_LIGHTTYPE1, GE_CMD_LIGHTTYPE2, GE_CMD_LIGHTTYPE3,
GE_CMD_LX0,GE_CMD_LY0,GE_CMD_LZ0,
GE_CMD_LX1,GE_CMD_LY1,GE_CMD_LZ1,
GE_CMD_LX2,GE_CMD_LY2,GE_CMD_LZ2,
GE_CMD_LX3,GE_CMD_LY3,GE_CMD_LZ3,
GE_CMD_LDX0,GE_CMD_LDY0,GE_CMD_LDZ0,
GE_CMD_LDX1,GE_CMD_LDY1,GE_CMD_LDZ1,
GE_CMD_LDX2,GE_CMD_LDY2,GE_CMD_LDZ2,
GE_CMD_LDX3,GE_CMD_LDY3,GE_CMD_LDZ3,
GE_CMD_LKA0,GE_CMD_LKB0,GE_CMD_LKC0,
GE_CMD_LKA1,GE_CMD_LKB1,GE_CMD_LKC1,
GE_CMD_LKA2,GE_CMD_LKB2,GE_CMD_LKC2,
GE_CMD_LKA3,GE_CMD_LKB3,GE_CMD_LKC3,
GE_CMD_LKS0,GE_CMD_LKS1,GE_CMD_LKS2,GE_CMD_LKS3,
GE_CMD_LKO0,GE_CMD_LKO1,GE_CMD_LKO2,GE_CMD_LKO3,
GE_CMD_LAC0,GE_CMD_LDC0,GE_CMD_LSC0,
GE_CMD_LAC1,GE_CMD_LDC1,GE_CMD_LSC1,
GE_CMD_LAC2,GE_CMD_LDC2,GE_CMD_LSC2,
GE_CMD_LAC3,GE_CMD_LDC3,GE_CMD_LSC3,
GE_CMD_CULL,
GE_CMD_FRAMEBUFPTR,
GE_CMD_FRAMEBUFWIDTH,
GE_CMD_TEXADDR0,GE_CMD_TEXADDR1,GE_CMD_TEXADDR2,GE_CMD_TEXADDR3,
GE_CMD_TEXADDR4,GE_CMD_TEXADDR5,GE_CMD_TEXADDR6,GE_CMD_TEXADDR7,
GE_CMD_TEXBUFWIDTH0,GE_CMD_TEXBUFWIDTH1,GE_CMD_TEXBUFWIDTH2,GE_CMD_TEXBUFWIDTH3,
GE_CMD_TEXBUFWIDTH4,GE_CMD_TEXBUFWIDTH5,GE_CMD_TEXBUFWIDTH6,GE_CMD_TEXBUFWIDTH7,
GE_CMD_CLUTADDR,
GE_CMD_CLUTADDRUPPER,
GE_CMD_TEXSIZE0,GE_CMD_TEXSIZE1,GE_CMD_TEXSIZE2,GE_CMD_TEXSIZE3,
GE_CMD_TEXSIZE4,GE_CMD_TEXSIZE5,GE_CMD_TEXSIZE6,GE_CMD_TEXSIZE7,
GE_CMD_TEXMAPMODE,
GE_CMD_TEXSHADELS,
GE_CMD_TEXMODE,
GE_CMD_TEXFORMAT,
GE_CMD_LOADCLUT,
GE_CMD_CLUTFORMAT,
GE_CMD_TEXFILTER,
GE_CMD_TEXWRAP,
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// GE_CMD_TEXLEVEL, // we don't support this anyway, no need to flush.
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GE_CMD_TEXFUNC,
GE_CMD_TEXENVCOLOR,
//GE_CMD_TEXFLUSH,
GE_CMD_FOG1,
GE_CMD_FOG2,
GE_CMD_FOGCOLOR,
// GE_CMD_TEXLODSLOPE,
GE_CMD_FRAMEBUFPIXFORMAT,
GE_CMD_CLEARMODE,
GE_CMD_SCISSOR1,
GE_CMD_SCISSOR2,
GE_CMD_MINZ,
GE_CMD_MAXZ,
GE_CMD_COLORTEST,
GE_CMD_COLORTESTMASK,
GE_CMD_COLORREF,
GE_CMD_ALPHATEST,
GE_CMD_STENCILOP,
GE_CMD_STENCILTEST,
GE_CMD_ZTEST,
GE_CMD_BLENDMODE,
GE_CMD_BLENDFIXEDA,
GE_CMD_BLENDFIXEDB,
GE_CMD_ZWRITEDISABLE,
GE_CMD_MASKRGB,
GE_CMD_MASKALPHA,
GE_CMD_ZBUFPTR,
GE_CMD_ZBUFWIDTH,
};
static const u8 flushBeforeCommandList[] = {
GE_CMD_BEZIER,
GE_CMD_SPLINE,
GE_CMD_SIGNAL,
GE_CMD_FINISH,
GE_CMD_BJUMP,
GE_CMD_TRANSFERSTART,
//GE_CMD_TEXFLUSH,
// These handle their own flushing.
/*
GE_CMD_WORLDMATRIXNUMBER,
GE_CMD_WORLDMATRIXDATA,
GE_CMD_VIEWMATRIXNUMBER,
GE_CMD_VIEWMATRIXDATA,
GE_CMD_PROJMATRIXNUMBER,
GE_CMD_PROJMATRIXDATA,
GE_CMD_TGENMATRIXNUMBER,
GE_CMD_TGENMATRIXDATA,
GE_CMD_BONEMATRIXNUMBER,
GE_CMD_BONEMATRIXDATA,
*/
};
DIRECTX9_GPU::DIRECTX9_GPU()
: resized_(false) {
lastVsync_ = g_Config.bVSync;
dxstate.SetVSyncInterval(g_Config.bVSync);
shaderManager_ = new ShaderManager();
transformDraw_.SetShaderManager(shaderManager_);
transformDraw_.SetTextureCache(&textureCache_);
transformDraw_.SetFramebufferManager(&framebufferManager_);
framebufferManager_.SetTextureCache(&textureCache_);
framebufferManager_.SetShaderManager(shaderManager_);
// Sanity check gstate
if ((int *)&gstate.transferstart - (int *)&gstate != 0xEA) {
ERROR_LOG(G3D, "gstate has drifted out of sync!");
}
flushBeforeCommand_ = new u8[256];
memset(flushBeforeCommand_, 0, 256 * sizeof(bool));
for (size_t i = 0; i < ARRAY_SIZE(flushOnChangedBeforeCommandList); i++) {
flushBeforeCommand_[flushOnChangedBeforeCommandList[i]] = 2;
}
for (size_t i = 0; i < ARRAY_SIZE(flushBeforeCommandList); i++) {
flushBeforeCommand_[flushBeforeCommandList[i]] = 1;
}
flushBeforeCommand_[1] = 0;
BuildReportingInfo();
}
DIRECTX9_GPU::~DIRECTX9_GPU() {
framebufferManager_.DestroyAllFBOs();
shaderManager_->ClearCache(true);
delete shaderManager_;
delete [] flushBeforeCommand_;
}
// Needs to be called on GPU thread, not reporting thread.
void DIRECTX9_GPU::BuildReportingInfo() {
}
void DIRECTX9_GPU::DeviceLost() {
// Simply drop all caches and textures.
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// FBOs appear to survive? Or no?
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shaderManager_->ClearCache(false);
textureCache_.Clear(false);
framebufferManager_.DeviceLost();
}
void DIRECTX9_GPU::InitClear() {
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ScheduleEvent(GPU_EVENT_INIT_CLEAR);
}
void DIRECTX9_GPU::InitClearInternal() {
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bool useBufferedRendering = g_Config.iRenderingMode != 0 ? 1 : 0;
if (useBufferedRendering) {
dxstate.depthWrite.set(true);
dxstate.colorMask.set(true, true, true, true);
/*
glClearColor(0,0,0,1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
*/
pD3Ddevice->Clear(0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.f, 0);
}
dxstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
}
void DIRECTX9_GPU::DumpNextFrame() {
dumpNextFrame_ = true;
}
void DIRECTX9_GPU::BeginFrame() {
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ScheduleEvent(GPU_EVENT_BEGIN_FRAME);
}
void DIRECTX9_GPU::BeginFrameInternal() {
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// Turn off vsync when unthrottled
int desiredVSyncInterval = g_Config.bVSync;
if (PSP_CoreParameter().unthrottle)
desiredVSyncInterval = 0;
if (desiredVSyncInterval != lastVsync_) {
dxstate.SetVSyncInterval(desiredVSyncInterval);
lastVsync_ = desiredVSyncInterval;
}
textureCache_.StartFrame();
transformDraw_.DecimateTrackedVertexArrays();
if (dumpNextFrame_) {
NOTICE_LOG(G3D, "DUMPING THIS FRAME");
dumpThisFrame_ = true;
dumpNextFrame_ = false;
} else if (dumpThisFrame_) {
dumpThisFrame_ = false;
}
shaderManager_->DirtyShader();
// Not sure if this is really needed.
shaderManager_->DirtyUniform(DIRTY_ALL);
framebufferManager_.BeginFrame();
}
void DIRECTX9_GPU::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
framebufferManager_.SetDisplayFramebuffer(framebuf, stride, format);
}
bool DIRECTX9_GPU::FramebufferDirty() {
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// FIXME: Workaround for displaylists sometimes hanging unprocessed. Not yet sure of the cause.
if (g_Config.bSeparateCPUThread) {
// FIXME: Workaround for displaylists sometimes hanging unprocessed. Not yet sure of the cause.
ScheduleEvent(GPU_EVENT_PROCESS_QUEUE);
// Allow it to process fully before deciding if it's dirty.
SyncThread();
}
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VirtualFramebuffer *vfb = framebufferManager_.GetDisplayFBO();
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if (vfb) {
bool dirty = vfb->dirtyAfterDisplay;
vfb->dirtyAfterDisplay = false;
return dirty;
}
return true;
}
bool DIRECTX9_GPU::FramebufferReallyDirty() {
// FIXME: Workaround for displaylists sometimes hanging unprocessed. Not yet sure of the cause.
if (g_Config.bSeparateCPUThread) {
// FIXME: Workaround for displaylists sometimes hanging unprocessed. Not yet sure of the cause.
ScheduleEvent(GPU_EVENT_PROCESS_QUEUE);
// Allow it to process fully before deciding if it's dirty.
SyncThread();
}
VirtualFramebuffer *vfb = framebufferManager_.GetDisplayFBO();
if (vfb) {
bool dirty = vfb->reallyDirtyAfterDisplay;
vfb->reallyDirtyAfterDisplay = false;
return dirty;
}
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return true;
}
void DIRECTX9_GPU::CopyDisplayToOutput() {
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ScheduleEvent(GPU_EVENT_COPY_DISPLAY_TO_OUTPUT);
}
void DIRECTX9_GPU::CopyDisplayToOutputInternal() {
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dxstate.depthWrite.set(true);
dxstate.colorMask.set(true, true, true, true);
transformDraw_.Flush();
framebufferManager_.CopyDisplayToOutput();
framebufferManager_.EndFrame();
shaderManager_->EndFrame();
gstate_c.textureChanged = true;
}
// Render queue
void DIRECTX9_GPU::FastRunLoop(DisplayList &list) {
for (; downcount > 0; --downcount) {
u32 op = Memory::ReadUnchecked_U32(list.pc);
u32 cmd = op >> 24;
u32 diff = op ^ gstate.cmdmem[cmd];
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// Inlined CheckFlushOp here to get rid of the dumpThisFrame_ check.
u8 flushCmd = flushBeforeCommand_[cmd];
if (flushCmd == 1 || (diff && flushCmd == 2)) {
transformDraw_.Flush();
}
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gstate.cmdmem[cmd] = op;
ExecuteOp(op, diff);
list.pc += 4;
}
}
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void DIRECTX9_GPU::ProcessEvent(GPUEvent ev) {
switch (ev.type) {
case GPU_EVENT_INIT_CLEAR:
InitClearInternal();
break;
case GPU_EVENT_BEGIN_FRAME:
BeginFrameInternal();
break;
case GPU_EVENT_COPY_DISPLAY_TO_OUTPUT:
CopyDisplayToOutputInternal();
break;
case GPU_EVENT_INVALIDATE_CACHE:
InvalidateCacheInternal(ev.invalidate_cache.addr, ev.invalidate_cache.size, ev.invalidate_cache.type);
break;
default:
GPUCommon::ProcessEvent(ev);
}
}
inline void DIRECTX9_GPU::CheckFlushOp(int cmd, u32 diff) {
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if (flushBeforeCommand_[cmd] == 1 || (diff && flushBeforeCommand_[cmd] == 2))
{
if (dumpThisFrame_) {
NOTICE_LOG(HLE, "================ FLUSH ================");
}
transformDraw_.Flush();
}
}
void DIRECTX9_GPU::PreExecuteOp(u32 op, u32 diff) {
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CheckFlushOp(op >> 24, diff);
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}
void DIRECTX9_GPU::ExecuteOp(u32 op, u32 diff) {
u32 cmd = op >> 24;
u32 data = op & 0xFFFFFF;
// Handle control and drawing commands here directly. The others we delegate.
switch (cmd) {
case GE_CMD_BASE:
break;
case GE_CMD_VADDR:
gstate_c.vertexAddr = gstate_c.getRelativeAddress(data);
break;
case GE_CMD_IADDR:
gstate_c.indexAddr = gstate_c.getRelativeAddress(data);
break;
case GE_CMD_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 count = data & 0xFFFF;
u32 type = data >> 16;
// This also make skipping drawing very effective.
framebufferManager_.SetRenderFrameBuffer();
if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB))
{
transformDraw_.SetupVertexDecoder(gstate.vertType);
// Rough estimate, not sure what's correct.
int vertexCost = transformDraw_.EstimatePerVertexCost();
cyclesExecuted += vertexCost * count;
return;
}
if (!Memory::IsValidAddress(gstate_c.vertexAddr)) {
ERROR_LOG(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr);
break;
}
// TODO: Split this so that we can collect sequences of primitives, can greatly speed things up
// on platforms where draw calls are expensive like mobile and D3D
void *verts = Memory::GetPointer(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(G3D, "Bad index address %08x!", gstate_c.indexAddr);
break;
}
inds = Memory::GetPointer(gstate_c.indexAddr);
}
int bytesRead;
transformDraw_.SubmitPrim(verts, inds, type, count, gstate.vertType, -1, &bytesRead);
int vertexCost = transformDraw_.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.
// Q: Are these changed reflected in the real registers? Needs testing.
if (inds) {
int indexSize = 1;
if ((gstate.vertType & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT)
indexSize = 2;
gstate_c.indexAddr += count * indexSize;
} else {
gstate_c.vertexAddr += bytesRead;
}
}
break;
// The arrow and other rotary items in Puzbob are bezier patches, strangely enough.
case GE_CMD_BEZIER:
{
int bz_ucount = data & 0xFF;
int bz_vcount = (data >> 8) & 0xFF;
transformDraw_.DrawBezier(bz_ucount, bz_vcount);
}
break;
case GE_CMD_SPLINE:
{
int sp_ucount = data & 0xFF;
int sp_vcount = (data >> 8) & 0xFF;
int sp_utype = (data >> 16) & 0x3;
int sp_vtype = (data >> 18) & 0x3;
transformDraw_.DrawSpline(sp_ucount, sp_vcount, sp_utype, sp_vtype);
}
break;
case GE_CMD_BJUMP:
// bounding box jump. Let's just not jump, for now.
break;
case GE_CMD_BOUNDINGBOX:
// bounding box test. Let's do nothing.
break;
case GE_CMD_VERTEXTYPE:
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
break;
case GE_CMD_REGION1:
case GE_CMD_REGION2:
if (diff)
gstate_c.framebufChanged = true;
break;
case GE_CMD_CLIPENABLE:
//we always clip, this is opengl
break;
case GE_CMD_CULLFACEENABLE:
case GE_CMD_CULL:
break;
case GE_CMD_TEXTUREMAPENABLE:
if (diff)
gstate_c.textureChanged = true;
break;
case GE_CMD_LIGHTINGENABLE:
break;
case GE_CMD_FOGCOLOR:
if (diff)
shaderManager_->DirtyUniform(DIRTY_FOGCOLOR);
break;
case GE_CMD_FOG1:
if (diff)
shaderManager_->DirtyUniform(DIRTY_FOGCOEF);
break;
case GE_CMD_FOG2:
if (diff)
shaderManager_->DirtyUniform(DIRTY_FOGCOEF);
break;
case GE_CMD_FOGENABLE:
break;
case GE_CMD_DITHERENABLE:
break;
case GE_CMD_OFFSETX:
break;
case GE_CMD_OFFSETY:
break;
case GE_CMD_TEXSCALEU:
if (diff) {
gstate_c.uv.uScale = getFloat24(data);
if (!g_Config.bPrescaleUV)
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
}
break;
case GE_CMD_TEXSCALEV:
if (diff) {
gstate_c.uv.vScale = getFloat24(data);
if (!g_Config.bPrescaleUV)
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
}
break;
case GE_CMD_TEXOFFSETU:
if (diff) {
gstate_c.uv.uOff = getFloat24(data);
if (!g_Config.bPrescaleUV)
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
}
break;
case GE_CMD_TEXOFFSETV:
if (diff) {
gstate_c.uv.vOff = getFloat24(data);
if (!g_Config.bPrescaleUV)
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
}
break;
case GE_CMD_SCISSOR1:
case GE_CMD_SCISSOR2:
break;
case GE_CMD_MINZ:
gstate_c.zMin = getFloat24(data) / 65535.f;
break;
case GE_CMD_MAXZ:
gstate_c.zMax = getFloat24(data) / 65535.f;
break;
case GE_CMD_FRAMEBUFPTR:
case GE_CMD_FRAMEBUFWIDTH:
case GE_CMD_FRAMEBUFPIXFORMAT:
if (diff)
gstate_c.framebufChanged = true;
break;
case GE_CMD_TEXADDR0:
case GE_CMD_TEXADDR1:
case GE_CMD_TEXADDR2:
case GE_CMD_TEXADDR3:
case GE_CMD_TEXADDR4:
case GE_CMD_TEXADDR5:
case GE_CMD_TEXADDR6:
case GE_CMD_TEXADDR7:
gstate_c.textureChanged = true;
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
break;
case GE_CMD_TEXBUFWIDTH0:
case GE_CMD_TEXBUFWIDTH1:
case GE_CMD_TEXBUFWIDTH2:
case GE_CMD_TEXBUFWIDTH3:
case GE_CMD_TEXBUFWIDTH4:
case GE_CMD_TEXBUFWIDTH5:
case GE_CMD_TEXBUFWIDTH6:
case GE_CMD_TEXBUFWIDTH7:
gstate_c.textureChanged = true;
break;
case GE_CMD_CLUTADDR:
case GE_CMD_CLUTADDRUPPER:
case GE_CMD_CLUTFORMAT:
gstate_c.textureChanged = true;
// This could be used to "dirty" textures with clut.
break;
case GE_CMD_LOADCLUT:
gstate_c.textureChanged = true;
textureCache_.LoadClut();
// This could be used to "dirty" textures with clut.
break;
case GE_CMD_TEXMAPMODE:
if (diff) {
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
}
break;
case GE_CMD_TEXSHADELS:
break;
case GE_CMD_TRANSFERSRC:
case GE_CMD_TRANSFERSRCW:
case GE_CMD_TRANSFERDST:
case GE_CMD_TRANSFERDSTW:
case GE_CMD_TRANSFERSRCPOS:
case GE_CMD_TRANSFERDSTPOS:
break;
case GE_CMD_TRANSFERSIZE:
break;
case GE_CMD_TRANSFERSTART: // Orphis calls this TRXKICK
{
// TODO: Here we should check if the transfer overlaps a framebuffer or any textures,
// and take appropriate action. This is a block transfer between RAM and VRAM, or vice versa.
// Can we skip this on SkipDraw?
DoBlockTransfer();
break;
}
case GE_CMD_TEXSIZE0:
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gstate_c.curTextureWidth = gstate.getTextureWidth(0);
gstate_c.curTextureHeight = gstate.getTextureHeight(0);
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shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
//fall thru - ignoring the mipmap sizes for now
case GE_CMD_TEXSIZE1:
case GE_CMD_TEXSIZE2:
case GE_CMD_TEXSIZE3:
case GE_CMD_TEXSIZE4:
case GE_CMD_TEXSIZE5:
case GE_CMD_TEXSIZE6:
case GE_CMD_TEXSIZE7:
gstate_c.textureChanged = true;
break;
case GE_CMD_ZBUFPTR:
case GE_CMD_ZBUFWIDTH:
break;
case GE_CMD_AMBIENTCOLOR:
case GE_CMD_AMBIENTALPHA:
if (diff)
shaderManager_->DirtyUniform(DIRTY_AMBIENT);
break;
case GE_CMD_MATERIALDIFFUSE:
if (diff)
shaderManager_->DirtyUniform(DIRTY_MATDIFFUSE);
break;
case GE_CMD_MATERIALEMISSIVE:
if (diff)
shaderManager_->DirtyUniform(DIRTY_MATEMISSIVE);
break;
case GE_CMD_MATERIALAMBIENT:
case GE_CMD_MATERIALALPHA:
if (diff)
shaderManager_->DirtyUniform(DIRTY_MATAMBIENTALPHA);
break;
case GE_CMD_MATERIALSPECULAR:
case GE_CMD_MATERIALSPECULARCOEF:
if (diff)
shaderManager_->DirtyUniform(DIRTY_MATSPECULAR);
break;
case GE_CMD_LIGHTTYPE0:
case GE_CMD_LIGHTTYPE1:
case GE_CMD_LIGHTTYPE2:
case GE_CMD_LIGHTTYPE3:
break;
case GE_CMD_LX0:case GE_CMD_LY0:case GE_CMD_LZ0:
case GE_CMD_LX1:case GE_CMD_LY1:case GE_CMD_LZ1:
case GE_CMD_LX2:case GE_CMD_LY2:case GE_CMD_LZ2:
case GE_CMD_LX3:case GE_CMD_LY3:case GE_CMD_LZ3:
{
int n = cmd - GE_CMD_LX0;
int l = n / 3;
int c = n % 3;
gstate_c.lightpos[l][c] = getFloat24(data);
if (diff)
shaderManager_->DirtyUniform(DIRTY_LIGHT0 << l);
}
break;
case GE_CMD_LDX0:case GE_CMD_LDY0:case GE_CMD_LDZ0:
case GE_CMD_LDX1:case GE_CMD_LDY1:case GE_CMD_LDZ1:
case GE_CMD_LDX2:case GE_CMD_LDY2:case GE_CMD_LDZ2:
case GE_CMD_LDX3:case GE_CMD_LDY3:case GE_CMD_LDZ3:
{
int n = cmd - GE_CMD_LDX0;
int l = n / 3;
int c = n % 3;
gstate_c.lightdir[l][c] = getFloat24(data);
if (diff)
shaderManager_->DirtyUniform(DIRTY_LIGHT0 << l);
}
break;
case GE_CMD_LKA0:case GE_CMD_LKB0:case GE_CMD_LKC0:
case GE_CMD_LKA1:case GE_CMD_LKB1:case GE_CMD_LKC1:
case GE_CMD_LKA2:case GE_CMD_LKB2:case GE_CMD_LKC2:
case GE_CMD_LKA3:case GE_CMD_LKB3:case GE_CMD_LKC3:
{
int n = cmd - GE_CMD_LKA0;
int l = n / 3;
int c = n % 3;
gstate_c.lightatt[l][c] = getFloat24(data);
if (diff)
shaderManager_->DirtyUniform(DIRTY_LIGHT0 << l);
}
break;
case GE_CMD_LKS0:
case GE_CMD_LKS1:
case GE_CMD_LKS2:
case GE_CMD_LKS3:
{
int l = cmd - GE_CMD_LKS0;
gstate_c.lightspotCoef[l] = getFloat24(data);
if (diff)
shaderManager_->DirtyUniform(DIRTY_LIGHT0 << l);
}
break;
case GE_CMD_LKO0:
case GE_CMD_LKO1:
case GE_CMD_LKO2:
case GE_CMD_LKO3:
{
int l = cmd - GE_CMD_LKO0;
gstate_c.lightangle[l] = getFloat24(data);
if (diff)
shaderManager_->DirtyUniform(DIRTY_LIGHT0 << l);
}
break;
case GE_CMD_LAC0:case GE_CMD_LAC1:case GE_CMD_LAC2:case GE_CMD_LAC3:
case GE_CMD_LDC0:case GE_CMD_LDC1:case GE_CMD_LDC2:case GE_CMD_LDC3:
case GE_CMD_LSC0:case GE_CMD_LSC1:case GE_CMD_LSC2:case GE_CMD_LSC3:
{
float r = (float)(data & 0xff)/255.0f;
float g = (float)((data>>8) & 0xff)/255.0f;
float b = (float)(data>>16)/255.0f;
int l = (cmd - GE_CMD_LAC0) / 3;
int t = (cmd - GE_CMD_LAC0) % 3;
gstate_c.lightColor[t][l][0] = r;
gstate_c.lightColor[t][l][1] = g;
gstate_c.lightColor[t][l][2] = b;
if (diff)
shaderManager_->DirtyUniform(DIRTY_LIGHT0 << l);
}
break;
case GE_CMD_VIEWPORTX1:
case GE_CMD_VIEWPORTY1:
if (diff)
gstate_c.framebufChanged = true;
break;
case GE_CMD_VIEWPORTX2:
case GE_CMD_VIEWPORTY2:
case GE_CMD_VIEWPORTZ1:
case GE_CMD_VIEWPORTZ2:
case GE_CMD_LIGHTENABLE0:
case GE_CMD_LIGHTENABLE1:
case GE_CMD_LIGHTENABLE2:
case GE_CMD_LIGHTENABLE3:
break;
case GE_CMD_SHADEMODE:
break;
case GE_CMD_PATCHDIVISION:
case GE_CMD_PATCHPRIMITIVE:
case GE_CMD_PATCHFACING:
break;
case GE_CMD_MATERIALUPDATE:
break;
//////////////////////////////////////////////////////////////////
// CLEARING
//////////////////////////////////////////////////////////////////
case GE_CMD_CLEARMODE:
break;
//////////////////////////////////////////////////////////////////
// ALPHA BLENDING
//////////////////////////////////////////////////////////////////
case GE_CMD_ALPHABLENDENABLE:
case GE_CMD_BLENDMODE:
case GE_CMD_BLENDFIXEDA:
case GE_CMD_BLENDFIXEDB:
break;
case GE_CMD_ALPHATESTENABLE:
case GE_CMD_COLORTESTENABLE:
// They are done in the fragment shader.
break;
case GE_CMD_COLORTEST:
case GE_CMD_COLORTESTMASK:
if (diff)
shaderManager_->DirtyUniform(DIRTY_COLORMASK);
break;
case GE_CMD_ALPHATEST:
#ifndef USING_GLES2
if (((data >> 16) & 0xFF) != 0xFF && (data & 7) > 1)
WARN_LOG_REPORT_ONCE(alphatestmask, HLE, "Unsupported alphatest mask: %02x", (data >> 16) & 0xFF);
#endif
case GE_CMD_COLORREF:
if (diff)
shaderManager_->DirtyUniform(DIRTY_ALPHACOLORREF);
break;
case GE_CMD_TEXENVCOLOR:
if (diff)
shaderManager_->DirtyUniform(DIRTY_TEXENV);
break;
case GE_CMD_TEXFUNC:
case GE_CMD_TEXFILTER:
case GE_CMD_TEXMODE:
case GE_CMD_TEXFORMAT:
case GE_CMD_TEXFLUSH:
case GE_CMD_TEXWRAP:
break;
//////////////////////////////////////////////////////////////////
// Z/STENCIL TESTING
//////////////////////////////////////////////////////////////////
case GE_CMD_STENCILTESTENABLE:
case GE_CMD_ZTESTENABLE:
case GE_CMD_ZTEST:
break;
case GE_CMD_MORPHWEIGHT0:
case GE_CMD_MORPHWEIGHT1:
case GE_CMD_MORPHWEIGHT2:
case GE_CMD_MORPHWEIGHT3:
case GE_CMD_MORPHWEIGHT4:
case GE_CMD_MORPHWEIGHT5:
case GE_CMD_MORPHWEIGHT6:
case GE_CMD_MORPHWEIGHT7:
gstate_c.morphWeights[cmd - GE_CMD_MORPHWEIGHT0] = getFloat24(data);
break;
case GE_CMD_DITH0:
case GE_CMD_DITH1:
case GE_CMD_DITH2:
case GE_CMD_DITH3:
break;
case GE_CMD_WORLDMATRIXNUMBER:
gstate.worldmtxnum &= 0xFF00000F;
break;
case GE_CMD_WORLDMATRIXDATA:
{
int num = gstate.worldmtxnum & 0xF;
float newVal = getFloat24(data);
if (num < 12 && newVal != gstate.worldMatrix[num]) {
Flush();
gstate.worldMatrix[num] = getFloat24(data);
shaderManager_->DirtyUniform(DIRTY_WORLDMATRIX);
}
num++;
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gstate.worldmtxnum = (GE_CMD_WORLDMATRIXNUMBER << 24) | (num & 0xF);
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}
break;
case GE_CMD_VIEWMATRIXNUMBER:
gstate.viewmtxnum &= 0xFF00000F;
break;
case GE_CMD_VIEWMATRIXDATA:
{
int num = gstate.viewmtxnum & 0xF;
float newVal = getFloat24(data);
if (num < 12 && newVal != gstate.viewMatrix[num]) {
Flush();
gstate.viewMatrix[num] = newVal;
shaderManager_->DirtyUniform(DIRTY_VIEWMATRIX);
}
num++;
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gstate.viewmtxnum = (GE_CMD_VIEWMATRIXNUMBER << 24) | (num & 0xF);
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}
break;
case GE_CMD_PROJMATRIXNUMBER:
gstate.projmtxnum &= 0xFF00000F;
break;
case GE_CMD_PROJMATRIXDATA:
{
int num = gstate.projmtxnum & 0xF;
float newVal = getFloat24(data);
if (newVal != gstate.projMatrix[num]) {
Flush();
gstate.projMatrix[num] = newVal;
shaderManager_->DirtyUniform(DIRTY_PROJMATRIX | DIRTY_PROJTHROUGHMATRIX);
}
num++;
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gstate.projmtxnum = (GE_CMD_PROJMATRIXNUMBER << 24) | (num & 0xF);
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}
break;
case GE_CMD_TGENMATRIXNUMBER:
gstate.texmtxnum &= 0xFF00000F;
break;
case GE_CMD_TGENMATRIXDATA:
{
int num = gstate.texmtxnum & 0xF;
float newVal = getFloat24(data);
if (num < 12 && newVal != gstate.tgenMatrix[num]) {
Flush();
gstate.tgenMatrix[num] = newVal;
shaderManager_->DirtyUniform(DIRTY_TEXMATRIX);
}
num++;
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gstate.texmtxnum = (GE_CMD_TGENMATRIXNUMBER << 24) | (num & 0xF);
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}
break;
case GE_CMD_BONEMATRIXNUMBER:
gstate.boneMatrixNumber &= 0xFF00007F;
break;
case GE_CMD_BONEMATRIXDATA:
{
int num = gstate.boneMatrixNumber & 0x7F;
float newVal = getFloat24(data);
if (num < 96 && newVal != gstate.boneMatrix[num]) {
Flush();
gstate.boneMatrix[num] = newVal;
shaderManager_->DirtyUniform(DIRTY_BONEMATRIX0 << (num / 12));
}
num++;
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gstate.boneMatrixNumber = (GE_CMD_BONEMATRIXNUMBER << 24) | (num & 0x7F);
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}
break;
#ifndef USING_GLES2
case GE_CMD_LOGICOPENABLE:
if (data != 0)
ERROR_LOG_REPORT_ONCE(logicOpEnable, G3D, "Unsupported logic op enabled: %x", data);
break;
case GE_CMD_LOGICOP:
if (data != 0)
ERROR_LOG_REPORT_ONCE(logicOp, G3D, "Unsupported logic op: %06x", data);
break;
case GE_CMD_ANTIALIASENABLE:
if (data != 0)
WARN_LOG_REPORT_ONCE(antiAlias, G3D, "Unsupported antialias enabled: %06x", data);
break;
case GE_CMD_TEXLODSLOPE:
if (data != 0)
WARN_LOG_REPORT_ONCE(texLodSlope, G3D, "Unsupported texture lod slope: %06x", data);
break;
case GE_CMD_TEXLEVEL:
if (data == 1)
WARN_LOG_REPORT_ONCE(texLevel1, G3D, "Unsupported texture level bias settings: %06x", data)
else if (data != 0)
WARN_LOG_REPORT_ONCE(texLevel2, G3D, "Unsupported texture level bias settings: %06x", data);
break;
#endif
default:
GPUCommon::ExecuteOp(op, diff);
break;
}
}
void DIRECTX9_GPU::UpdateStats() {
gpuStats.numVertexShaders = shaderManager_->NumVertexShaders();
gpuStats.numFragmentShaders = shaderManager_->NumFragmentShaders();
gpuStats.numShaders = shaderManager_->NumPrograms();
gpuStats.numTextures = (int)textureCache_.NumLoadedTextures();
gpuStats.numFBOs = (int)framebufferManager_.NumVFBs();
}
void DIRECTX9_GPU::DoBlockTransfer() {
// TODO: This is used a lot to copy data around between render targets and textures,
// and also to quickly load textures from RAM to VRAM. So we should do checks like the following:
// * Does dstBasePtr point to an existing texture? If so maybe reload it immediately.
//
// * Does srcBasePtr point to a render target, and dstBasePtr to a texture? If so
// either copy between rt and texture or reassign the texture to point to the render target
//
// etc....
u32 srcBasePtr = (gstate.transfersrc & 0xFFFFF0) | ((gstate.transfersrcw & 0xFF0000) << 8);
u32 srcStride = gstate.transfersrcw & 0x3F8;
u32 dstBasePtr = (gstate.transferdst & 0xFFFFF0) | ((gstate.transferdstw & 0xFF0000) << 8);
u32 dstStride = gstate.transferdstw & 0x3F8;
int srcX = gstate.transfersrcpos & 0x3FF;
int srcY = (gstate.transfersrcpos >> 10) & 0x3FF;
int dstX = gstate.transferdstpos & 0x3FF;
int dstY = (gstate.transferdstpos >> 10) & 0x3FF;
int width = (gstate.transfersize & 0x3FF) + 1;
int height = ((gstate.transfersize >> 10) & 0x3FF) + 1;
int bpp = (gstate.transferstart & 1) ? 4 : 2;
DEBUG_LOG(G3D, "Block transfer: %08x to %08x, %i x %i , ...", srcBasePtr, dstBasePtr, width, height);
// Do the copy!
for (int y = 0; y < height; y++) {
const u8 *src = Memory::GetPointer(srcBasePtr + ((y + srcY) * srcStride + srcX) * bpp);
u8 *dst = Memory::GetPointer(dstBasePtr + ((y + dstY) * dstStride + dstX) * bpp);
memcpy(dst, src, width * bpp);
}
// TODO: Notify all overlapping FBOs that they need to reload.
textureCache_.Invalidate(dstBasePtr + (dstY * dstStride + dstX) * bpp, height * dstStride * bpp, GPU_INVALIDATE_HINT);
// A few games use this INSTEAD of actually drawing the video image to the screen, they just blast it to
// the backbuffer. Detect this and have the framebuffermanager draw the pixels.
u32 backBuffer = framebufferManager_.PrevDisplayFramebufAddr();
u32 displayBuffer = framebufferManager_.DisplayFramebufAddr();
if (((backBuffer != 0 && dstBasePtr == backBuffer) ||
(displayBuffer != 0 && dstBasePtr == displayBuffer)) &&
dstStride == 512 && height == 272) {
framebufferManager_.DrawPixels(Memory::GetPointer(dstBasePtr), GE_FORMAT_8888, 512);
}
}
void DIRECTX9_GPU::InvalidateCache(u32 addr, int size, GPUInvalidationType type) {
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GPUEvent ev(GPU_EVENT_INVALIDATE_CACHE);
ev.invalidate_cache.addr = addr;
ev.invalidate_cache.size = size;
ev.invalidate_cache.type = type;
ScheduleEvent(ev);
}
void DIRECTX9_GPU::InvalidateCacheInternal(u32 addr, int size, GPUInvalidationType type) {
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if (size > 0)
textureCache_.Invalidate(addr, size, type);
else
textureCache_.InvalidateAll(type);
if (type != GPU_INVALIDATE_ALL)
framebufferManager_.UpdateFromMemory(addr, size);
}
void DIRECTX9_GPU::UpdateMemory(u32 dest, u32 src, int size) {
InvalidateCache(dest, size, GPU_INVALIDATE_HINT);
}
void DIRECTX9_GPU::ClearCacheNextFrame() {
textureCache_.ClearNextFrame();
}
void DIRECTX9_GPU::Resized() {
framebufferManager_.Resized();
}
std::vector<FramebufferInfo> DIRECTX9_GPU::GetFramebufferList()
{
return framebufferManager_.GetFramebufferList();
}
void DIRECTX9_GPU::DoState(PointerWrap &p) {
GPUCommon::DoState(p);
textureCache_.Clear(true);
transformDraw_.ClearTrackedVertexArrays();
gstate_c.textureChanged = true;
framebufferManager_.DestroyAllFBOs();
shaderManager_->ClearCache(true);
}