ppsspp/GPU/GLES/GPU_GLES.cpp

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// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "Common/Profiler/Profiler.h"
#include "Common/Data/Text/I18n.h"
#include "Common/Log.h"
#include "Common/Serialize/Serializer.h"
#include "Common/File/FileUtil.h"
#include "Common/GraphicsContext.h"
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#include "Common/System/System.h"
#include "Common/VR/PPSSPPVR.h"
#include "Core/Config.h"
#include "Core/Debugger/Breakpoints.h"
#include "Core/MemMapHelpers.h"
#include "Core/Config.h"
#include "Core/Reporting.h"
#include "Core/System.h"
#include "Core/ELF/ParamSFO.h"
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#include "GPU/GPUState.h"
#include "GPU/ge_constants.h"
#include "GPU/GeDisasm.h"
#include "GPU/Common/FramebufferManagerCommon.h"
#include "GPU/GLES/ShaderManagerGLES.h"
#include "GPU/GLES/GPU_GLES.h"
#include "GPU/GLES/FramebufferManagerGLES.h"
#include "GPU/GLES/DrawEngineGLES.h"
#include "GPU/GLES/TextureCacheGLES.h"
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#ifdef _WIN32
#include "Windows/GPU/WindowsGLContext.h"
#endif
GPU_GLES::GPU_GLES(GraphicsContext *gfxCtx, Draw::DrawContext *draw)
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: GPUCommonHW(gfxCtx, draw), drawEngine_(draw), fragmentTestCache_(draw) {
UpdateVsyncInterval(true);
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gstate_c.SetUseFlags(CheckGPUFeatures());
shaderManagerGL_ = new ShaderManagerGLES(draw);
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framebufferManagerGL_ = new FramebufferManagerGLES(draw);
framebufferManager_ = framebufferManagerGL_;
textureCacheGL_ = new TextureCacheGLES(draw, framebufferManager_->GetDraw2D());
textureCache_ = textureCacheGL_;
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drawEngineCommon_ = &drawEngine_;
shaderManager_ = shaderManagerGL_;
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drawEngineCommon_ = &drawEngine_;
drawEngine_.SetShaderManager(shaderManagerGL_);
drawEngine_.SetTextureCache(textureCacheGL_);
drawEngine_.SetFramebufferManager(framebufferManagerGL_);
drawEngine_.SetFragmentTestCache(&fragmentTestCache_);
drawEngine_.Init();
framebufferManagerGL_->SetTextureCache(textureCacheGL_);
framebufferManagerGL_->SetShaderManager(shaderManagerGL_);
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framebufferManagerGL_->SetDrawEngine(&drawEngine_);
framebufferManagerGL_->Init(msaaLevel_);
textureCacheGL_->SetFramebufferManager(framebufferManagerGL_);
textureCacheGL_->SetShaderManager(shaderManagerGL_);
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textureCacheGL_->SetDrawEngine(&drawEngine_);
fragmentTestCache_.SetTextureCache(textureCacheGL_);
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// Sanity check gstate
if ((int *)&gstate.transferstart - (int *)&gstate != 0xEA) {
ERROR_LOG(G3D, "gstate has drifted out of sync!");
}
// No need to flush before the tex scale/offset commands if we are baking
// the tex scale/offset into the vertices anyway.
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UpdateCmdInfo();
BuildReportingInfo();
// Update again after init to be sure of any silly driver problems.
UpdateVsyncInterval(true);
textureCache_->NotifyConfigChanged();
// Load shader cache.
std::string discID = g_paramSFO.GetDiscID();
if (discID.size()) {
if (g_Config.bShaderCache) {
File::CreateFullPath(GetSysDirectory(DIRECTORY_APP_CACHE));
shaderCachePath_ = GetSysDirectory(DIRECTORY_APP_CACHE) / (discID + ".glshadercache");
// Actually precompiled by IsReady() since we're single-threaded.
File::IOFile f(shaderCachePath_, "rb");
if (f.IsOpen()) {
if (shaderManagerGL_->LoadCacheFlags(f, &drawEngine_)) {
if (drawEngineCommon_->EverUsedExactEqualDepth()) {
sawExactEqualDepth_ = true;
}
gstate_c.SetUseFlags(CheckGPUFeatures());
// We're compiling now, clear if they changed.
gstate_c.useFlagsChanged = false;
if (shaderManagerGL_->LoadCache(f))
NOTICE_LOG(G3D, "Precompiling the shader cache from '%s'", shaderCachePath_.c_str());
}
}
} else {
INFO_LOG(G3D, "Shader cache disabled. Not loading.");
}
}
if (g_Config.bHardwareTessellation) {
// Disable hardware tessellation if device is unsupported.
if (!drawEngine_.SupportsHWTessellation()) {
ERROR_LOG(G3D, "Hardware Tessellation is unsupported, falling back to software tessellation");
auto gr = GetI18NCategory(I18NCat::GRAPHICS);
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System_NotifyUserMessage(gr->T("Turn off Hardware Tessellation - unsupported"), 2.5f, 0xFF3030FF);
}
}
}
GPU_GLES::~GPU_GLES() {
// If we're here during app shutdown (exiting the Windows app in-game, for example)
// everything should already be cleared since DeviceLost has been run.
if (shaderCachePath_.Valid() && draw_) {
if (g_Config.bShaderCache) {
shaderManagerGL_->SaveCache(shaderCachePath_, &drawEngine_);
} else {
INFO_LOG(G3D, "Shader cache disabled. Not saving.");
}
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}
fragmentTestCache_.Clear();
}
// Take the raw GL extension and versioning data and turn into feature flags.
// TODO: This should use DrawContext::GetDeviceCaps() more and more, and eventually
// this can be shared between all the backends.
u32 GPU_GLES::CheckGPUFeatures() const {
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u32 features = GPUCommonHW::CheckGPUFeatures();
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features |= GPU_USE_16BIT_FORMATS;
if (gl_extensions.GLES3 || !gl_extensions.IsGLES)
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features |= GPU_USE_TEXTURE_LOD_CONTROL;
bool canUseInstanceID = gl_extensions.EXT_draw_instanced || gl_extensions.ARB_draw_instanced;
bool canDefInstanceID = gl_extensions.IsGLES || gl_extensions.EXT_gpu_shader4 || gl_extensions.VersionGEThan(3, 1);
bool instanceRendering = gl_extensions.GLES3 || (canUseInstanceID && canDefInstanceID);
if (instanceRendering)
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features |= GPU_USE_INSTANCE_RENDERING;
int maxVertexTextureImageUnits = gl_extensions.maxVertexTextureUnits;
if (maxVertexTextureImageUnits >= 3) // At least 3 for hardware tessellation
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features |= GPU_USE_VERTEX_TEXTURE_FETCH;
if (gl_extensions.ARB_texture_float || gl_extensions.OES_texture_float)
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features |= GPU_USE_TEXTURE_FLOAT;
if (!draw_->GetShaderLanguageDesc().bitwiseOps) {
features |= GPU_USE_FRAGMENT_TEST_CACHE;
}
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// Can't use switch-case in older glsl.
if ((gl_extensions.IsGLES && !gl_extensions.GLES3) || (!gl_extensions.IsGLES && !gl_extensions.VersionGEThan(1, 3)))
features &= ~GPU_USE_LIGHT_UBERSHADER;
if (IsVREnabled()) {
features |= GPU_USE_VIRTUAL_REALITY;
}
if (IsMultiviewSupported()) {
features |= GPU_USE_SINGLE_PASS_STEREO;
}
features = CheckGPUFeaturesLate(features);
if (draw_->GetBugs().Has(Draw::Bugs::ADRENO_RESOURCE_DEADLOCK) && g_Config.bVendorBugChecksEnabled) {
if (PSP_CoreParameter().compat.flags().OldAdrenoPixelDepthRoundingGL) {
features |= GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT;
}
}
// This is a bit ugly, but lets us reuse most of the depth logic in GPUCommon.
if (features & GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT) {
if (gl_extensions.IsGLES && !gl_extensions.GLES3) {
// Unsupported, switch to GPU_ROUND_DEPTH_TO_16BIT instead.
features &= ~GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT;
features |= GPU_ROUND_DEPTH_TO_16BIT;
}
}
if (gl_extensions.GLES3) {
features |= GPU_USE_FRAGMENT_UBERSHADER;
}
return features;
}
bool GPU_GLES::IsReady() {
return shaderManagerGL_->ContinuePrecompile();
}
void GPU_GLES::CancelReady() {
shaderManagerGL_->CancelPrecompile();
}
void GPU_GLES::BuildReportingInfo() {
GLRenderManager *render = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
std::string glVendor = render->GetGLString(GL_VENDOR);
std::string glRenderer = render->GetGLString(GL_RENDERER);
std::string glVersion = render->GetGLString(GL_VERSION);
std::string glSlVersion = render->GetGLString(GL_SHADING_LANGUAGE_VERSION);
std::string glExtensions;
if (gl_extensions.VersionGEThan(3, 0)) {
glExtensions = g_all_gl_extensions;
} else {
glExtensions = render->GetGLString(GL_EXTENSIONS);
}
char temp[16384];
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());
reportingPrimaryInfo_ = glVendor;
reportingFullInfo_ = temp;
Reporting::UpdateConfig();
}
void GPU_GLES::DeviceLost() {
INFO_LOG(G3D, "GPU_GLES: DeviceLost");
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// Simply drop all caches and textures.
// FBOs appear to survive? Or no?
// TransformDraw has registered as a GfxResourceHolder.
CancelReady();
fragmentTestCache_.DeviceLost();
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GPUCommonHW::DeviceLost();
}
void GPU_GLES::DeviceRestore(Draw::DrawContext *draw) {
GPUCommonHW::DeviceRestore(draw);
fragmentTestCache_.DeviceRestore(draw_);
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UpdateVsyncInterval(true);
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}
void GPU_GLES::BeginHostFrame() {
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GPUCommonHW::BeginHostFrame();
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drawEngine_.BeginFrame();
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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.
WARN_LOG(G3D, "Shader use flags changed, clearing all shaders and depth buffers");
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shaderManager_->ClearShaders();
framebufferManager_->ClearAllDepthBuffers();
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gstate_c.useFlagsChanged = false;
}
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}
void GPU_GLES::EndHostFrame() {
drawEngine_.EndFrame();
}
void GPU_GLES::BeginFrame() {
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GPUCommonHW::BeginFrame();
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textureCache_->StartFrame();
// Save the cache from time to time. TODO: How often? We save on exit, so shouldn't need to do this all that often.
if (shaderCachePath_.Valid() && (gpuStats.numFlips & 4095) == 0) {
shaderManagerGL_->SaveCache(shaderCachePath_, &drawEngine_);
}
shaderManagerGL_->DirtyShader();
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// Not sure if this is really needed.
gstate_c.Dirty(DIRTY_ALL_UNIFORMS);
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framebufferManager_->BeginFrame();
fragmentTestCache_.Decimate();
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}
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void GPU_GLES::FinishDeferred() {
// This finishes reading any vertex data that is pending.
drawEngine_.FinishDeferred();
}
void GPU_GLES::GetStats(char *buffer, size_t bufsize) {
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",
shaderManagerGL_->GetNumVertexShaders(),
shaderManagerGL_->GetNumFragmentShaders(),
shaderManagerGL_->GetNumPrograms()
);
}
std::string GPU_GLES::GetGpuProfileString() {
GLRenderManager *rm = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
return rm->GetGpuProfileString();
}