2012-11-01 15:19:01 +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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2012-11-04 22:58:25 +00:00
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// the Free Software Foundation, version 2.0 or later versions.
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2012-11-01 15:19:01 +00:00
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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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2020-10-04 08:04:01 +00:00
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#include "Common/Profiler/Profiler.h"
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2020-10-01 11:05:04 +00:00
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#include "Common/Data/Text/I18n.h"
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2013-07-26 22:44:16 +00:00
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2020-08-15 10:25:39 +00:00
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#include "Common/Log.h"
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2020-08-10 07:12:51 +00:00
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#include "Common/Serialize/Serializer.h"
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2020-10-04 18:48:47 +00:00
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#include "Common/File/FileUtil.h"
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2015-12-31 15:59:40 +00:00
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#include "Common/GraphicsContext.h"
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2023-03-25 09:29:18 +00:00
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#include "Common/System/System.h"
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2022-10-17 16:36:54 +00:00
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#include "Common/VR/PPSSPPVR.h"
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2013-12-29 22:28:31 +00:00
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2015-09-05 19:23:58 +00:00
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#include "Core/Config.h"
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2013-12-14 22:54:05 +00:00
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#include "Core/Debugger/Breakpoints.h"
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2015-04-06 01:03:50 +00:00
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#include "Core/MemMapHelpers.h"
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2013-01-30 20:09:53 +00:00
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#include "Core/Config.h"
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2013-05-11 05:51:23 +00:00
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#include "Core/Reporting.h"
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2013-01-30 20:09:53 +00:00
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#include "Core/System.h"
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2016-01-17 19:29:34 +00:00
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#include "Core/ELF/ParamSFO.h"
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2012-11-01 15:19:01 +00:00
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2013-08-20 20:34:47 +00:00
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#include "GPU/GPUState.h"
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#include "GPU/ge_constants.h"
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#include "GPU/GeDisasm.h"
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2020-08-03 21:17:22 +00:00
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#include "GPU/Common/FramebufferManagerCommon.h"
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2017-01-21 21:16:30 +00:00
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#include "GPU/GLES/ShaderManagerGLES.h"
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2016-04-10 08:27:28 +00:00
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#include "GPU/GLES/GPU_GLES.h"
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2017-01-21 21:16:30 +00:00
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#include "GPU/GLES/FramebufferManagerGLES.h"
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2016-04-10 08:27:28 +00:00
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#include "GPU/GLES/DrawEngineGLES.h"
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2017-01-21 21:16:30 +00:00
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#include "GPU/GLES/TextureCacheGLES.h"
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2012-11-01 15:19:01 +00:00
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2015-09-06 11:36:33 +00:00
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#ifdef _WIN32
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2015-11-03 22:22:09 +00:00
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#include "Windows/GPU/WindowsGLContext.h"
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2015-09-06 11:36:33 +00:00
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#endif
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2017-01-30 15:50:35 +00:00
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GPU_GLES::GPU_GLES(GraphicsContext *gfxCtx, Draw::DrawContext *draw)
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2023-02-25 13:24:59 +00:00
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: GPUCommonHW(gfxCtx, draw), drawEngine_(draw), fragmentTestCache_(draw) {
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2014-06-15 22:19:49 +00:00
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UpdateVsyncInterval(true);
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2022-12-13 15:53:53 +00:00
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gstate_c.SetUseFlags(CheckGPUFeatures());
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2013-10-09 08:44:12 +00:00
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2018-05-29 21:07:22 +00:00
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shaderManagerGL_ = new ShaderManagerGLES(draw);
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2022-08-16 19:38:09 +00:00
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framebufferManagerGL_ = new FramebufferManagerGLES(draw);
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2016-12-21 17:07:17 +00:00
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framebufferManager_ = framebufferManagerGL_;
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2022-08-23 09:11:04 +00:00
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textureCacheGL_ = new TextureCacheGLES(draw, framebufferManager_->GetDraw2D());
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2016-12-21 17:07:17 +00:00
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textureCache_ = textureCacheGL_;
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2017-01-23 20:08:16 +00:00
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drawEngineCommon_ = &drawEngine_;
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2017-01-23 19:48:23 +00:00
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shaderManager_ = shaderManagerGL_;
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2017-01-23 20:08:16 +00:00
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drawEngineCommon_ = &drawEngine_;
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2016-12-21 17:07:17 +00:00
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2017-01-23 19:48:23 +00:00
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drawEngine_.SetShaderManager(shaderManagerGL_);
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2016-12-21 17:07:17 +00:00
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drawEngine_.SetTextureCache(textureCacheGL_);
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drawEngine_.SetFramebufferManager(framebufferManagerGL_);
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2016-04-10 08:21:48 +00:00
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drawEngine_.SetFragmentTestCache(&fragmentTestCache_);
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2021-05-08 16:10:23 +00:00
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drawEngine_.Init();
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2016-12-21 17:07:17 +00:00
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framebufferManagerGL_->SetTextureCache(textureCacheGL_);
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2017-01-23 19:48:23 +00:00
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framebufferManagerGL_->SetShaderManager(shaderManagerGL_);
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2017-02-04 10:47:19 +00:00
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framebufferManagerGL_->SetDrawEngine(&drawEngine_);
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2022-12-14 14:15:31 +00:00
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framebufferManagerGL_->Init(msaaLevel_);
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2016-12-21 17:07:17 +00:00
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textureCacheGL_->SetFramebufferManager(framebufferManagerGL_);
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2017-01-23 19:48:23 +00:00
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textureCacheGL_->SetShaderManager(shaderManagerGL_);
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2017-02-04 10:47:19 +00:00
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textureCacheGL_->SetDrawEngine(&drawEngine_);
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2016-12-21 17:07:17 +00:00
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fragmentTestCache_.SetTextureCache(textureCacheGL_);
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2013-01-30 19:40:26 +00:00
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2012-11-22 19:57:41 +00:00
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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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2012-12-21 20:49:09 +00:00
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2013-10-09 08:44:12 +00:00
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// No need to flush before the tex scale/offset commands if we are baking
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// the tex scale/offset into the vertices anyway.
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2013-10-09 21:09:16 +00:00
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2018-04-10 10:22:02 +00:00
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UpdateCmdInfo();
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2013-04-29 00:49:17 +00:00
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BuildReportingInfo();
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2014-06-15 22:19:49 +00:00
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// Update again after init to be sure of any silly driver problems.
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UpdateVsyncInterval(true);
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2014-12-30 23:26:16 +00:00
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2022-09-08 06:41:00 +00:00
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textureCache_->NotifyConfigChanged();
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2016-01-17 16:11:51 +00:00
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// Load shader cache.
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2017-06-03 03:54:28 +00:00
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std::string discID = g_paramSFO.GetDiscID();
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2016-01-17 20:35:24 +00:00
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if (discID.size()) {
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2021-11-21 20:23:15 +00:00
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if (g_Config.bShaderCache) {
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File::CreateFullPath(GetSysDirectory(DIRECTORY_APP_CACHE));
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shaderCachePath_ = GetSysDirectory(DIRECTORY_APP_CACHE) / (discID + ".glshadercache");
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// Actually precompiled by IsReady() since we're single-threaded.
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2022-12-14 06:26:46 +00:00
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File::IOFile f(shaderCachePath_, "rb");
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if (f.IsOpen()) {
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if (shaderManagerGL_->LoadCacheFlags(f, &drawEngine_)) {
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if (drawEngineCommon_->EverUsedExactEqualDepth()) {
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sawExactEqualDepth_ = true;
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}
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gstate_c.SetUseFlags(CheckGPUFeatures());
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// We're compiling now, clear if they changed.
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gstate_c.useFlagsChanged = false;
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if (shaderManagerGL_->LoadCache(f))
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NOTICE_LOG(G3D, "Precompiling the shader cache from '%s'", shaderCachePath_.c_str());
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}
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}
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2021-11-21 20:23:15 +00:00
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} else {
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INFO_LOG(G3D, "Shader cache disabled. Not loading.");
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}
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2016-01-17 20:35:24 +00:00
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}
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2017-01-31 14:29:13 +00:00
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if (g_Config.bHardwareTessellation) {
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// Disable hardware tessellation if device is unsupported.
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2020-04-04 18:52:32 +00:00
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if (!drawEngine_.SupportsHWTessellation()) {
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2017-01-31 14:29:13 +00:00
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ERROR_LOG(G3D, "Hardware Tessellation is unsupported, falling back to software tessellation");
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2023-04-05 22:34:50 +00:00
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auto gr = GetI18NCategory(I18NCat::GRAPHICS);
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2023-03-25 09:29:18 +00:00
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System_NotifyUserMessage(gr->T("Turn off Hardware Tessellation - unsupported"), 2.5f, 0xFF3030FF);
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2017-01-31 14:29:13 +00:00
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}
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}
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2012-11-20 09:59:23 +00:00
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}
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2016-04-10 08:21:48 +00:00
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GPU_GLES::~GPU_GLES() {
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2018-02-27 19:40:44 +00:00
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// If we're here during app shutdown (exiting the Windows app in-game, for example)
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// everything should already be cleared since DeviceLost has been run.
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2021-05-05 23:31:38 +00:00
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if (shaderCachePath_.Valid() && draw_) {
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2021-11-21 20:23:15 +00:00
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if (g_Config.bShaderCache) {
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2022-12-14 06:26:46 +00:00
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shaderManagerGL_->SaveCache(shaderCachePath_, &drawEngine_);
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2021-11-21 20:23:15 +00:00
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} else {
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INFO_LOG(G3D, "Shader cache disabled. Not saving.");
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}
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2018-06-04 14:00:29 +00:00
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}
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2014-08-24 22:26:38 +00:00
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fragmentTestCache_.Clear();
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2012-11-19 22:29:14 +00:00
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}
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2015-09-05 17:58:47 +00:00
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// Take the raw GL extension and versioning data and turn into feature flags.
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2022-08-07 09:09:34 +00:00
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// TODO: This should use DrawContext::GetDeviceCaps() more and more, and eventually
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// this can be shared between all the backends.
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2022-09-20 08:02:15 +00:00
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u32 GPU_GLES::CheckGPUFeatures() const {
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2023-02-25 15:12:24 +00:00
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u32 features = GPUCommonHW::CheckGPUFeatures();
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2017-02-18 00:35:34 +00:00
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2022-10-17 06:30:27 +00:00
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features |= GPU_USE_16BIT_FORMATS;
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2019-01-03 11:43:00 +00:00
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2015-09-26 14:01:16 +00:00
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if (gl_extensions.GLES3 || !gl_extensions.IsGLES)
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2022-10-17 06:30:27 +00:00
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features |= GPU_USE_TEXTURE_LOD_CONTROL;
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2015-09-26 14:01:16 +00:00
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2017-03-26 10:00:20 +00:00
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bool canUseInstanceID = gl_extensions.EXT_draw_instanced || gl_extensions.ARB_draw_instanced;
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2017-09-22 03:20:17 +00:00
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bool canDefInstanceID = gl_extensions.IsGLES || gl_extensions.EXT_gpu_shader4 || gl_extensions.VersionGEThan(3, 1);
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2017-03-28 10:49:37 +00:00
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bool instanceRendering = gl_extensions.GLES3 || (canUseInstanceID && canDefInstanceID);
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2017-12-08 13:30:03 +00:00
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if (instanceRendering)
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2022-10-17 06:30:27 +00:00
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features |= GPU_USE_INSTANCE_RENDERING;
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2017-01-31 14:21:22 +00:00
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2018-01-19 23:05:59 +00:00
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int maxVertexTextureImageUnits = gl_extensions.maxVertexTextureUnits;
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2017-01-31 14:21:22 +00:00
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if (maxVertexTextureImageUnits >= 3) // At least 3 for hardware tessellation
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2022-10-17 06:30:27 +00:00
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features |= GPU_USE_VERTEX_TEXTURE_FETCH;
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2017-01-31 14:21:22 +00:00
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2017-03-12 15:41:28 +00:00
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if (gl_extensions.ARB_texture_float || gl_extensions.OES_texture_float)
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2022-10-17 06:30:27 +00:00
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features |= GPU_USE_TEXTURE_FLOAT;
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2017-01-31 14:21:22 +00:00
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2023-01-02 22:32:44 +00:00
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if (!draw_->GetShaderLanguageDesc().bitwiseOps) {
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2022-10-11 14:09:57 +00:00
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features |= GPU_USE_FRAGMENT_TEST_CACHE;
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}
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2023-01-02 22:57:06 +00:00
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// Can't use switch-case in older glsl.
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if ((gl_extensions.IsGLES && !gl_extensions.GLES3) || (!gl_extensions.IsGLES && !gl_extensions.VersionGEThan(1, 3)))
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features &= ~GPU_USE_LIGHT_UBERSHADER;
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2022-11-06 13:36:51 +00:00
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if (IsVREnabled()) {
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2022-10-17 16:36:54 +00:00
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features |= GPU_USE_VIRTUAL_REALITY;
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}
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if (IsMultiviewSupported()) {
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features |= GPU_USE_SINGLE_PASS_STEREO;
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}
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2022-11-24 09:09:47 +00:00
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features = CheckGPUFeaturesLate(features);
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if (draw_->GetBugs().Has(Draw::Bugs::ADRENO_RESOURCE_DEADLOCK) && g_Config.bVendorBugChecksEnabled) {
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2022-11-23 16:32:32 +00:00
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if (PSP_CoreParameter().compat.flags().OldAdrenoPixelDepthRoundingGL) {
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features |= GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT;
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}
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}
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2022-11-13 16:04:47 +00:00
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// This is a bit ugly, but lets us reuse most of the depth logic in GPUCommon.
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if (features & GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT) {
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if (gl_extensions.IsGLES && !gl_extensions.GLES3) {
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// Unsupported, switch to GPU_ROUND_DEPTH_TO_16BIT instead.
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features &= ~GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT;
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features |= GPU_ROUND_DEPTH_TO_16BIT;
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}
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}
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2023-05-10 14:14:33 +00:00
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if (gl_extensions.GLES3) {
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features |= GPU_USE_FRAGMENT_UBERSHADER;
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}
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2022-09-20 08:02:15 +00:00
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return features;
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2015-09-05 17:58:47 +00:00
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}
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2017-12-03 19:30:00 +00:00
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bool GPU_GLES::IsReady() {
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return shaderManagerGL_->ContinuePrecompile();
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}
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2018-10-31 03:32:12 +00:00
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void GPU_GLES::CancelReady() {
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shaderManagerGL_->CancelPrecompile();
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}
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2016-04-10 08:21:48 +00:00
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void GPU_GLES::BuildReportingInfo() {
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2018-01-21 16:49:34 +00:00
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GLRenderManager *render = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
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std::string glVendor = render->GetGLString(GL_VENDOR);
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std::string glRenderer = render->GetGLString(GL_RENDERER);
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std::string glVersion = render->GetGLString(GL_VERSION);
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std::string glSlVersion = render->GetGLString(GL_SHADING_LANGUAGE_VERSION);
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std::string glExtensions;
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2015-12-23 23:30:08 +00:00
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if (gl_extensions.VersionGEThan(3, 0)) {
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2018-01-21 16:49:34 +00:00
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glExtensions = g_all_gl_extensions;
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2015-12-23 23:30:08 +00:00
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} else {
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2018-01-21 16:49:34 +00:00
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glExtensions = render->GetGLString(GL_EXTENSIONS);
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2015-12-23 23:30:08 +00:00
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}
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2013-04-29 00:49:17 +00:00
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2013-05-12 08:38:42 +00:00
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char temp[16384];
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2018-01-21 16:49:34 +00:00
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snprintf(temp, sizeof(temp), "%s (%s %s), %s (extensions: %s)", glVersion.c_str(), glVendor.c_str(), glRenderer.c_str(), glSlVersion.c_str(), glExtensions.c_str());
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2013-04-29 07:30:54 +00:00
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reportingPrimaryInfo_ = glVendor;
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reportingFullInfo_ = temp;
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2014-02-15 23:18:01 +00:00
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Reporting::UpdateConfig();
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2013-04-29 00:49:17 +00:00
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}
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2016-04-10 08:21:48 +00:00
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void GPU_GLES::DeviceLost() {
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2020-08-15 14:13:24 +00:00
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INFO_LOG(G3D, "GPU_GLES: DeviceLost");
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2013-08-08 06:27:29 +00:00
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2017-11-19 11:25:57 +00:00
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// Simply drop all caches and textures.
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// FBOs appear to survive? Or no?
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// TransformDraw has registered as a GfxResourceHolder.
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2018-10-31 03:32:12 +00:00
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CancelReady();
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2018-05-29 21:07:22 +00:00
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|
|
fragmentTestCache_.DeviceLost();
|
2020-11-06 23:56:48 +00:00
|
|
|
|
2023-02-25 15:12:24 +00:00
|
|
|
GPUCommonHW::DeviceLost();
|
2016-09-11 03:29:58 +00:00
|
|
|
}
|
|
|
|
|
2023-02-25 22:04:27 +00:00
|
|
|
void GPU_GLES::DeviceRestore(Draw::DrawContext *draw) {
|
|
|
|
GPUCommonHW::DeviceRestore(draw);
|
2014-06-15 22:19:49 +00:00
|
|
|
|
2018-05-29 21:07:22 +00:00
|
|
|
fragmentTestCache_.DeviceRestore(draw_);
|
2023-02-26 10:05:52 +00:00
|
|
|
UpdateVsyncInterval(true);
|
2012-12-25 14:28:34 +00:00
|
|
|
}
|
|
|
|
|
2017-03-17 09:48:43 +00:00
|
|
|
void GPU_GLES::BeginHostFrame() {
|
2023-02-25 15:12:24 +00:00
|
|
|
GPUCommonHW::BeginHostFrame();
|
2017-11-19 11:25:57 +00:00
|
|
|
drawEngine_.BeginFrame();
|
2022-12-14 06:04:00 +00:00
|
|
|
|
|
|
|
if (gstate_c.useFlagsChanged) {
|
|
|
|
// TODO: It'd be better to recompile them in the background, probably?
|
|
|
|
// This most likely means that saw equal depth changed.
|
2023-02-09 23:42:46 +00:00
|
|
|
WARN_LOG(G3D, "Shader use flags changed, clearing all shaders and depth buffers");
|
2023-02-25 14:59:35 +00:00
|
|
|
shaderManager_->ClearShaders();
|
2023-02-09 23:42:46 +00:00
|
|
|
framebufferManager_->ClearAllDepthBuffers();
|
2022-12-14 06:04:00 +00:00
|
|
|
gstate_c.useFlagsChanged = false;
|
|
|
|
}
|
2017-11-19 11:25:57 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void GPU_GLES::EndHostFrame() {
|
|
|
|
drawEngine_.EndFrame();
|
2017-03-17 09:48:43 +00:00
|
|
|
}
|
|
|
|
|
2017-11-05 19:33:28 +00:00
|
|
|
void GPU_GLES::BeginFrame() {
|
2023-02-25 15:12:24 +00:00
|
|
|
GPUCommonHW::BeginFrame();
|
2016-01-17 19:29:34 +00:00
|
|
|
|
2023-02-25 14:59:35 +00:00
|
|
|
textureCache_->StartFrame();
|
|
|
|
|
2018-03-13 22:22:21 +00:00
|
|
|
// Save the cache from time to time. TODO: How often? We save on exit, so shouldn't need to do this all that often.
|
2021-05-05 23:31:38 +00:00
|
|
|
if (shaderCachePath_.Valid() && (gpuStats.numFlips & 4095) == 0) {
|
2022-12-14 06:26:46 +00:00
|
|
|
shaderManagerGL_->SaveCache(shaderCachePath_, &drawEngine_);
|
2016-01-17 20:35:24 +00:00
|
|
|
}
|
2017-01-23 19:48:23 +00:00
|
|
|
shaderManagerGL_->DirtyShader();
|
2012-12-25 14:28:34 +00:00
|
|
|
|
|
|
|
// Not sure if this is really needed.
|
2017-01-24 08:41:38 +00:00
|
|
|
gstate_c.Dirty(DIRTY_ALL_UNIFORMS);
|
2012-12-25 14:28:34 +00:00
|
|
|
|
2023-02-25 14:59:35 +00:00
|
|
|
framebufferManager_->BeginFrame();
|
|
|
|
|
|
|
|
fragmentTestCache_.Decimate();
|
2012-11-19 20:23:29 +00:00
|
|
|
}
|
2012-11-01 15:19:01 +00:00
|
|
|
|
2016-04-10 08:21:48 +00:00
|
|
|
void GPU_GLES::FinishDeferred() {
|
2015-03-15 01:11:00 +00:00
|
|
|
// This finishes reading any vertex data that is pending.
|
2016-04-10 08:21:48 +00:00
|
|
|
drawEngine_.FinishDeferred();
|
2015-03-15 01:11:00 +00:00
|
|
|
}
|
2014-12-06 10:21:07 +00:00
|
|
|
|
2016-04-10 08:21:48 +00:00
|
|
|
void GPU_GLES::GetStats(char *buffer, size_t bufsize) {
|
2020-09-20 19:33:06 +00:00
|
|
|
size_t offset = FormatGPUStatsCommon(buffer, bufsize);
|
|
|
|
buffer += offset;
|
|
|
|
bufsize -= offset;
|
|
|
|
if ((int)bufsize < 0)
|
|
|
|
return;
|
|
|
|
snprintf(buffer, bufsize,
|
|
|
|
"Vertex, Fragment, Programs loaded: %d, %d, %d\n",
|
2017-02-08 17:07:34 +00:00
|
|
|
shaderManagerGL_->GetNumVertexShaders(),
|
|
|
|
shaderManagerGL_->GetNumFragmentShaders(),
|
2020-09-20 19:33:06 +00:00
|
|
|
shaderManagerGL_->GetNumPrograms()
|
|
|
|
);
|
2012-11-26 16:35:08 +00:00
|
|
|
}
|
2023-05-17 12:38:11 +00:00
|
|
|
|
|
|
|
std::string GPU_GLES::GetGpuProfileString() {
|
|
|
|
GLRenderManager *rm = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
|
|
|
|
return rm->GetGpuProfileString();
|
|
|
|
}
|