2013-08-17 09:23:51 +00:00
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// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// 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,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "Core/MemMap.h"
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#include "Core/Host.h"
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#include "Core/Config.h"
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#include "Core/Reporting.h"
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#include "Core/System.h"
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#include "helper/dx_state.h"
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#include "../GPUState.h"
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#include "../ge_constants.h"
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#include "../GeDisasm.h"
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#include "ShaderManager.h"
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#include "DisplayListInterpreter.h"
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#include "Framebuffer.h"
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#include "TransformPipeline.h"
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#include "TextureCache.h"
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#include "../../Core/HLE/sceKernelThread.h"
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#include "../../Core/HLE/sceKernelInterrupt.h"
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#include "../../Core/HLE/sceGe.h"
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static const u8 flushOnChangedBeforeCommandList[] = {
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GE_CMD_REGION1,GE_CMD_REGION2,
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GE_CMD_VERTEXTYPE,
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GE_CMD_LIGHTINGENABLE,
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GE_CMD_LIGHTENABLE0,GE_CMD_LIGHTENABLE1,GE_CMD_LIGHTENABLE2,GE_CMD_LIGHTENABLE3,
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GE_CMD_CULLFACEENABLE,
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GE_CMD_TEXTUREMAPENABLE,
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GE_CMD_FOGENABLE,
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GE_CMD_DITHERENABLE,
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GE_CMD_ALPHABLENDENABLE,
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GE_CMD_ALPHATESTENABLE,
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GE_CMD_ZTESTENABLE,
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GE_CMD_STENCILTESTENABLE,
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GE_CMD_COLORTESTENABLE,
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GE_CMD_MORPHWEIGHT0,GE_CMD_MORPHWEIGHT1,GE_CMD_MORPHWEIGHT2,GE_CMD_MORPHWEIGHT3,
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GE_CMD_MORPHWEIGHT4,GE_CMD_MORPHWEIGHT5,GE_CMD_MORPHWEIGHT6,GE_CMD_MORPHWEIGHT7,
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GE_CMD_PATCHDIVISION,
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GE_CMD_PATCHPRIMITIVE,
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GE_CMD_PATCHFACING,
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GE_CMD_VIEWPORTX1,GE_CMD_VIEWPORTY1,
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GE_CMD_VIEWPORTX2,GE_CMD_VIEWPORTY2,
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GE_CMD_VIEWPORTZ1,GE_CMD_VIEWPORTZ2,
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GE_CMD_TEXSCALEU,
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GE_CMD_TEXSCALEV,
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GE_CMD_TEXOFFSETU,
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GE_CMD_TEXOFFSETV,
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GE_CMD_OFFSETX,
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GE_CMD_OFFSETY,
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GE_CMD_SHADEMODE,
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GE_CMD_REVERSENORMAL,
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GE_CMD_MATERIALUPDATE,
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GE_CMD_MATERIALEMISSIVE,
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GE_CMD_MATERIALAMBIENT,
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GE_CMD_MATERIALDIFFUSE,
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GE_CMD_MATERIALSPECULAR,
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GE_CMD_MATERIALALPHA,
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GE_CMD_MATERIALSPECULARCOEF,
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GE_CMD_AMBIENTCOLOR,
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GE_CMD_AMBIENTALPHA,
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GE_CMD_LIGHTMODE,
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GE_CMD_LIGHTTYPE0, GE_CMD_LIGHTTYPE1, GE_CMD_LIGHTTYPE2, GE_CMD_LIGHTTYPE3,
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GE_CMD_LX0,GE_CMD_LY0,GE_CMD_LZ0,
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GE_CMD_LX1,GE_CMD_LY1,GE_CMD_LZ1,
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GE_CMD_LX2,GE_CMD_LY2,GE_CMD_LZ2,
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GE_CMD_LX3,GE_CMD_LY3,GE_CMD_LZ3,
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GE_CMD_LDX0,GE_CMD_LDY0,GE_CMD_LDZ0,
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GE_CMD_LDX1,GE_CMD_LDY1,GE_CMD_LDZ1,
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GE_CMD_LDX2,GE_CMD_LDY2,GE_CMD_LDZ2,
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GE_CMD_LDX3,GE_CMD_LDY3,GE_CMD_LDZ3,
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GE_CMD_LKA0,GE_CMD_LKB0,GE_CMD_LKC0,
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GE_CMD_LKA1,GE_CMD_LKB1,GE_CMD_LKC1,
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GE_CMD_LKA2,GE_CMD_LKB2,GE_CMD_LKC2,
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GE_CMD_LKA3,GE_CMD_LKB3,GE_CMD_LKC3,
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GE_CMD_LKS0,GE_CMD_LKS1,GE_CMD_LKS2,GE_CMD_LKS3,
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GE_CMD_LKO0,GE_CMD_LKO1,GE_CMD_LKO2,GE_CMD_LKO3,
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GE_CMD_LAC0,GE_CMD_LDC0,GE_CMD_LSC0,
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GE_CMD_LAC1,GE_CMD_LDC1,GE_CMD_LSC1,
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GE_CMD_LAC2,GE_CMD_LDC2,GE_CMD_LSC2,
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GE_CMD_LAC3,GE_CMD_LDC3,GE_CMD_LSC3,
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GE_CMD_CULL,
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GE_CMD_FRAMEBUFPTR,
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GE_CMD_FRAMEBUFWIDTH,
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GE_CMD_TEXADDR0,GE_CMD_TEXADDR1,GE_CMD_TEXADDR2,GE_CMD_TEXADDR3,
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GE_CMD_TEXADDR4,GE_CMD_TEXADDR5,GE_CMD_TEXADDR6,GE_CMD_TEXADDR7,
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GE_CMD_TEXBUFWIDTH0,GE_CMD_TEXBUFWIDTH1,GE_CMD_TEXBUFWIDTH2,GE_CMD_TEXBUFWIDTH3,
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GE_CMD_TEXBUFWIDTH4,GE_CMD_TEXBUFWIDTH5,GE_CMD_TEXBUFWIDTH6,GE_CMD_TEXBUFWIDTH7,
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GE_CMD_CLUTADDR,
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GE_CMD_CLUTADDRUPPER,
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GE_CMD_TEXSIZE0,GE_CMD_TEXSIZE1,GE_CMD_TEXSIZE2,GE_CMD_TEXSIZE3,
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GE_CMD_TEXSIZE4,GE_CMD_TEXSIZE5,GE_CMD_TEXSIZE6,GE_CMD_TEXSIZE7,
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GE_CMD_TEXMAPMODE,
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GE_CMD_TEXSHADELS,
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GE_CMD_TEXMODE,
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GE_CMD_TEXFORMAT,
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GE_CMD_LOADCLUT,
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GE_CMD_CLUTFORMAT,
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GE_CMD_TEXFILTER,
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GE_CMD_TEXWRAP,
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2013-08-19 18:36:43 +00:00
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// GE_CMD_TEXLEVEL, // we don't support this anyway, no need to flush.
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2013-08-17 09:23:51 +00:00
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GE_CMD_TEXFUNC,
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GE_CMD_TEXENVCOLOR,
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//GE_CMD_TEXFLUSH,
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GE_CMD_FOG1,
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GE_CMD_FOG2,
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GE_CMD_FOGCOLOR,
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// GE_CMD_TEXLODSLOPE,
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GE_CMD_FRAMEBUFPIXFORMAT,
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GE_CMD_CLEARMODE,
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GE_CMD_SCISSOR1,
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GE_CMD_SCISSOR2,
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GE_CMD_MINZ,
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GE_CMD_MAXZ,
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GE_CMD_COLORTEST,
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GE_CMD_COLORTESTMASK,
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GE_CMD_COLORREF,
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GE_CMD_ALPHATEST,
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GE_CMD_STENCILOP,
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GE_CMD_STENCILTEST,
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GE_CMD_ZTEST,
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GE_CMD_BLENDMODE,
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GE_CMD_BLENDFIXEDA,
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GE_CMD_BLENDFIXEDB,
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GE_CMD_ZWRITEDISABLE,
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GE_CMD_MASKRGB,
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GE_CMD_MASKALPHA,
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GE_CMD_ZBUFPTR,
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GE_CMD_ZBUFWIDTH,
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};
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static const u8 flushBeforeCommandList[] = {
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GE_CMD_BEZIER,
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GE_CMD_SPLINE,
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GE_CMD_SIGNAL,
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GE_CMD_FINISH,
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GE_CMD_BJUMP,
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GE_CMD_TRANSFERSTART,
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//GE_CMD_TEXFLUSH,
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// These handle their own flushing.
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/*
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GE_CMD_WORLDMATRIXNUMBER,
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GE_CMD_WORLDMATRIXDATA,
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GE_CMD_VIEWMATRIXNUMBER,
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GE_CMD_VIEWMATRIXDATA,
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GE_CMD_PROJMATRIXNUMBER,
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GE_CMD_PROJMATRIXDATA,
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GE_CMD_TGENMATRIXNUMBER,
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GE_CMD_TGENMATRIXDATA,
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GE_CMD_BONEMATRIXNUMBER,
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GE_CMD_BONEMATRIXDATA,
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*/
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};
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DIRECTX9_GPU::DIRECTX9_GPU()
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: resized_(false) {
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lastVsync_ = g_Config.bVSync;
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dxstate.SetVSyncInterval(g_Config.bVSync);
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shaderManager_ = new ShaderManager();
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transformDraw_.SetShaderManager(shaderManager_);
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transformDraw_.SetTextureCache(&textureCache_);
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transformDraw_.SetFramebufferManager(&framebufferManager_);
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framebufferManager_.SetTextureCache(&textureCache_);
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framebufferManager_.SetShaderManager(shaderManager_);
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// Sanity check gstate
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if ((int *)&gstate.transferstart - (int *)&gstate != 0xEA) {
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ERROR_LOG(G3D, "gstate has drifted out of sync!");
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}
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flushBeforeCommand_ = new u8[256];
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memset(flushBeforeCommand_, 0, 256 * sizeof(bool));
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for (size_t i = 0; i < ARRAY_SIZE(flushOnChangedBeforeCommandList); i++) {
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flushBeforeCommand_[flushOnChangedBeforeCommandList[i]] = 2;
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}
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for (size_t i = 0; i < ARRAY_SIZE(flushBeforeCommandList); i++) {
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flushBeforeCommand_[flushBeforeCommandList[i]] = 1;
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}
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flushBeforeCommand_[1] = 0;
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BuildReportingInfo();
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}
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DIRECTX9_GPU::~DIRECTX9_GPU() {
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framebufferManager_.DestroyAllFBOs();
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shaderManager_->ClearCache(true);
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delete shaderManager_;
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delete [] flushBeforeCommand_;
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}
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// Needs to be called on GPU thread, not reporting thread.
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void DIRECTX9_GPU::BuildReportingInfo() {
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}
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void DIRECTX9_GPU::DeviceLost() {
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// Simply drop all caches and textures.
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2013-08-19 18:36:43 +00:00
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// FBOs appear to survive? Or no?
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2013-08-17 09:23:51 +00:00
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shaderManager_->ClearCache(false);
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textureCache_.Clear(false);
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framebufferManager_.DeviceLost();
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}
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void DIRECTX9_GPU::InitClear() {
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2013-08-19 18:36:43 +00:00
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ScheduleEvent(GPU_EVENT_INIT_CLEAR);
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}
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void DIRECTX9_GPU::InitClearInternal() {
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2013-08-17 09:23:51 +00:00
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bool useBufferedRendering = g_Config.iRenderingMode != 0 ? 1 : 0;
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if (useBufferedRendering) {
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dxstate.depthWrite.set(true);
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dxstate.colorMask.set(true, true, true, true);
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/*
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glClearColor(0,0,0,1);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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*/
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pD3Ddevice->Clear(0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.f, 0);
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}
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dxstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
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}
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void DIRECTX9_GPU::DumpNextFrame() {
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dumpNextFrame_ = true;
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}
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void DIRECTX9_GPU::BeginFrame() {
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2013-08-19 18:36:43 +00:00
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ScheduleEvent(GPU_EVENT_BEGIN_FRAME);
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}
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void DIRECTX9_GPU::BeginFrameInternal() {
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2013-08-17 09:23:51 +00:00
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// Turn off vsync when unthrottled
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int desiredVSyncInterval = g_Config.bVSync;
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if (PSP_CoreParameter().unthrottle)
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desiredVSyncInterval = 0;
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if (desiredVSyncInterval != lastVsync_) {
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dxstate.SetVSyncInterval(desiredVSyncInterval);
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lastVsync_ = desiredVSyncInterval;
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}
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textureCache_.StartFrame();
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transformDraw_.DecimateTrackedVertexArrays();
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if (dumpNextFrame_) {
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NOTICE_LOG(G3D, "DUMPING THIS FRAME");
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dumpThisFrame_ = true;
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dumpNextFrame_ = false;
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} else if (dumpThisFrame_) {
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dumpThisFrame_ = false;
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}
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shaderManager_->DirtyShader();
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// Not sure if this is really needed.
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shaderManager_->DirtyUniform(DIRTY_ALL);
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framebufferManager_.BeginFrame();
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}
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void DIRECTX9_GPU::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
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framebufferManager_.SetDisplayFramebuffer(framebuf, stride, format);
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}
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bool DIRECTX9_GPU::FramebufferDirty() {
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2013-08-19 18:36:43 +00:00
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// FIXME: Workaround for displaylists sometimes hanging unprocessed. Not yet sure of the cause.
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if (g_Config.bSeparateCPUThread) {
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// FIXME: Workaround for displaylists sometimes hanging unprocessed. Not yet sure of the cause.
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ScheduleEvent(GPU_EVENT_PROCESS_QUEUE);
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// Allow it to process fully before deciding if it's dirty.
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SyncThread();
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}
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VirtualFramebuffer *vfb = framebufferManager_.GetDisplayFBO();
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2013-08-19 18:36:43 +00:00
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if (vfb) {
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bool dirty = vfb->dirtyAfterDisplay;
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vfb->dirtyAfterDisplay = false;
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return dirty;
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}
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return true;
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}
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bool DIRECTX9_GPU::FramebufferReallyDirty() {
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// FIXME: Workaround for displaylists sometimes hanging unprocessed. Not yet sure of the cause.
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if (g_Config.bSeparateCPUThread) {
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// FIXME: Workaround for displaylists sometimes hanging unprocessed. Not yet sure of the cause.
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ScheduleEvent(GPU_EVENT_PROCESS_QUEUE);
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// Allow it to process fully before deciding if it's dirty.
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SyncThread();
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}
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VirtualFramebuffer *vfb = framebufferManager_.GetDisplayFBO();
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if (vfb) {
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bool dirty = vfb->reallyDirtyAfterDisplay;
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vfb->reallyDirtyAfterDisplay = false;
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return dirty;
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}
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2013-08-17 09:23:51 +00:00
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return true;
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}
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void DIRECTX9_GPU::CopyDisplayToOutput() {
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2013-08-19 18:36:43 +00:00
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ScheduleEvent(GPU_EVENT_COPY_DISPLAY_TO_OUTPUT);
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}
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void DIRECTX9_GPU::CopyDisplayToOutputInternal() {
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2013-08-17 09:23:51 +00:00
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dxstate.depthWrite.set(true);
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dxstate.colorMask.set(true, true, true, true);
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transformDraw_.Flush();
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framebufferManager_.CopyDisplayToOutput();
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framebufferManager_.EndFrame();
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|
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];
|
2013-08-19 18:36:43 +00:00
|
|
|
// Inlined CheckFlushOp here to get rid of the dumpThisFrame_ check.
|
|
|
|
u8 flushCmd = flushBeforeCommand_[cmd];
|
|
|
|
if (flushCmd == 1 || (diff && flushCmd == 2)) {
|
|
|
|
transformDraw_.Flush();
|
|
|
|
}
|
2013-08-17 09:23:51 +00:00
|
|
|
gstate.cmdmem[cmd] = op;
|
|
|
|
ExecuteOp(op, diff);
|
|
|
|
|
|
|
|
list.pc += 4;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2013-08-19 18:36:43 +00:00
|
|
|
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) {
|
2013-08-17 09:23:51 +00:00
|
|
|
if (flushBeforeCommand_[cmd] == 1 || (diff && flushBeforeCommand_[cmd] == 2))
|
|
|
|
{
|
|
|
|
if (dumpThisFrame_) {
|
|
|
|
NOTICE_LOG(HLE, "================ FLUSH ================");
|
|
|
|
}
|
|
|
|
transformDraw_.Flush();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void DIRECTX9_GPU::PreExecuteOp(u32 op, u32 diff) {
|
2013-08-19 18:36:43 +00:00
|
|
|
CheckFlushOp(op >> 24, diff);
|
2013-08-17 09:23:51 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
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:
|
2013-08-19 18:36:43 +00:00
|
|
|
gstate_c.curTextureWidth = gstate.getTextureWidth(0);
|
|
|
|
gstate_c.curTextureHeight = gstate.getTextureHeight(0);
|
2013-08-17 09:23:51 +00:00
|
|
|
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++;
|
2013-08-19 18:36:43 +00:00
|
|
|
gstate.worldmtxnum = (GE_CMD_WORLDMATRIXNUMBER << 24) | (num & 0xF);
|
2013-08-17 09:23:51 +00:00
|
|
|
}
|
|
|
|
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++;
|
2013-08-19 18:36:43 +00:00
|
|
|
gstate.viewmtxnum = (GE_CMD_VIEWMATRIXNUMBER << 24) | (num & 0xF);
|
2013-08-17 09:23:51 +00:00
|
|
|
}
|
|
|
|
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++;
|
2013-08-19 18:36:43 +00:00
|
|
|
gstate.projmtxnum = (GE_CMD_PROJMATRIXNUMBER << 24) | (num & 0xF);
|
2013-08-17 09:23:51 +00:00
|
|
|
}
|
|
|
|
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++;
|
2013-08-19 18:36:43 +00:00
|
|
|
gstate.texmtxnum = (GE_CMD_TGENMATRIXNUMBER << 24) | (num & 0xF);
|
2013-08-17 09:23:51 +00:00
|
|
|
}
|
|
|
|
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++;
|
2013-08-19 18:36:43 +00:00
|
|
|
gstate.boneMatrixNumber = (GE_CMD_BONEMATRIXNUMBER << 24) | (num & 0x7F);
|
2013-08-17 09:23:51 +00:00
|
|
|
}
|
|
|
|
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;
|
|
|
|
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|
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int width = (gstate.transfersize & 0x3FF) + 1;
|
|
|
|
int height = ((gstate.transfersize >> 10) & 0x3FF) + 1;
|
|
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|
|
|
|
|
int bpp = (gstate.transferstart & 1) ? 4 : 2;
|
|
|
|
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|
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);
|
|
|
|
}
|
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|
|
|
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|
|
// 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) {
|
2013-08-19 18:36:43 +00:00
|
|
|
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) {
|
2013-08-17 09:23:51 +00:00
|
|
|
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);
|
|
|
|
}
|