ppsspp/GPU/D3D11/GPU_D3D11.cpp

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2017-02-08 16:47:07 +00:00
// Copyright (c) 2017- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include "GPU/D3D11/GPU_D3D11.h"
// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <set>
#include "Common/ChunkFile.h"
#include "Common/GraphicsContext.h"
#include "base/NativeApp.h"
#include "base/logging.h"
#include "profiler/profiler.h"
#include "Core/Debugger/Breakpoints.h"
#include "Core/MemMapHelpers.h"
#include "Core/MIPS/MIPS.h"
#include "Core/Host.h"
#include "Core/Config.h"
#include "Core/Reporting.h"
#include "Core/System.h"
#include "GPU/GPUState.h"
#include "GPU/ge_constants.h"
#include "GPU/GeDisasm.h"
#include "GPU/Common/FramebufferCommon.h"
#include "GPU/D3D11/ShaderManagerD3D11.h"
#include "GPU/D3D11/GPU_D3D11.h"
#include "GPU/D3D11/FramebufferManagerD3D11.h"
#include "GPU/D3D11/DrawEngineD3D11.h"
#include "GPU/D3D11/TextureCacheD3D11.h"
#include "GPU/D3D11/D3D11Util.h"
#include "Core/HLE/sceKernelThread.h"
#include "Core/HLE/sceKernelInterrupt.h"
#include "Core/HLE/sceGe.h"
enum {
FLAG_FLUSHBEFORE = 1,
FLAG_FLUSHBEFOREONCHANGE = 2,
FLAG_EXECUTE = 4, // needs to actually be executed. unused for now.
FLAG_EXECUTEONCHANGE = 8,
FLAG_READS_PC = 16,
FLAG_WRITES_PC = 32,
FLAG_DIRTYONCHANGE = 64, // NOTE: Either this or FLAG_EXECUTE*, not both!
};
struct CommandTableEntry {
uint8_t cmd;
uint8_t flags;
uint64_t dirty;
GPU_D3D11::CmdFunc func;
};
static const CommandTableEntry commandTable[] = {
// Changes that dirty the framebuffer
{ GE_CMD_FRAMEBUFPTR, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS },
{ GE_CMD_FRAMEBUFWIDTH, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS },
{ GE_CMD_FRAMEBUFPIXFORMAT, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS },
{ GE_CMD_ZBUFPTR, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_ZBUFWIDTH, FLAG_FLUSHBEFOREONCHANGE },
// Changes that dirty uniforms
{ GE_CMD_FOGCOLOR, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FOGCOLOR },
{ GE_CMD_FOG1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FOGCOEF },
{ GE_CMD_FOG2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FOGCOEF },
// Should these maybe flush?
{ GE_CMD_MINZ, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHRANGE },
{ GE_CMD_MAXZ, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHRANGE },
// Changes that dirty texture scaling.
{ GE_CMD_TEXMAPMODE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_UVSCALEOFFSET },
{ GE_CMD_TEXSCALEU, FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_TexScaleU },
{ GE_CMD_TEXSCALEV, FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_TexScaleV },
{ GE_CMD_TEXOFFSETU, FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_TexOffsetU },
{ GE_CMD_TEXOFFSETV, FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_TexOffsetV },
// Changes that dirty the current texture.
{ GE_CMD_TEXSIZE0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, 0, &GPU_D3D11::Execute_TexSize0 },
{ GE_CMD_TEXSIZE1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
{ GE_CMD_TEXSIZE2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
{ GE_CMD_TEXSIZE3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
{ GE_CMD_TEXSIZE4, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
{ GE_CMD_TEXSIZE5, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
{ GE_CMD_TEXSIZE6, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
{ GE_CMD_TEXSIZE7, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
{ GE_CMD_TEXFORMAT, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_IMAGE },
{ GE_CMD_TEXLEVEL, 0, DIRTY_TEXTURE_PARAMS }, // Flushing on this is EXPENSIVE in Gran Turismo and of little use
{ GE_CMD_TEXADDR0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_IMAGE | DIRTY_UVSCALEOFFSET },
{ GE_CMD_TEXADDR1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
{ GE_CMD_TEXADDR2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
{ GE_CMD_TEXADDR3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
{ GE_CMD_TEXADDR4, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
{ GE_CMD_TEXADDR5, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
{ GE_CMD_TEXADDR6, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
{ GE_CMD_TEXADDR7, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
{ GE_CMD_TEXBUFWIDTH0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_IMAGE },
{ GE_CMD_TEXBUFWIDTH1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
{ GE_CMD_TEXBUFWIDTH2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
{ GE_CMD_TEXBUFWIDTH3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
{ GE_CMD_TEXBUFWIDTH4, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
{ GE_CMD_TEXBUFWIDTH5, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
{ GE_CMD_TEXBUFWIDTH6, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
{ GE_CMD_TEXBUFWIDTH7, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
// These must flush on change, so that LoadClut doesn't have to always flush.
{ GE_CMD_CLUTADDR, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_CLUTADDRUPPER, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_CLUTFORMAT, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
// These affect the fragment shader so need flushing.
{ GE_CMD_CLEARMODE, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_TEXTUREMAPENABLE, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_FOGENABLE, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_TEXMODE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
{ GE_CMD_TEXSHADELS, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_SHADEMODE, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_TEXFUNC, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_COLORTEST, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_ALPHATESTENABLE, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_COLORTESTENABLE, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_COLORTESTMASK, FLAG_FLUSHBEFOREONCHANGE, DIRTY_ALPHACOLORMASK },
// These change the vertex shader so need flushing.
{ GE_CMD_REVERSENORMAL, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_LIGHTINGENABLE, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_LIGHTENABLE0, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_LIGHTENABLE1, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_LIGHTENABLE2, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_LIGHTENABLE3, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_LIGHTTYPE0, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_LIGHTTYPE1, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_LIGHTTYPE2, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_LIGHTTYPE3, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_MATERIALUPDATE, FLAG_FLUSHBEFOREONCHANGE },
// This changes both shaders so need flushing.
{ GE_CMD_LIGHTMODE, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_TEXFILTER, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
{ GE_CMD_TEXWRAP, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
// Uniform changes
{ GE_CMD_ALPHATEST, FLAG_FLUSHBEFOREONCHANGE, DIRTY_ALPHACOLORREF | DIRTY_ALPHACOLORMASK },
{ GE_CMD_COLORREF, FLAG_FLUSHBEFOREONCHANGE, DIRTY_ALPHACOLORREF },
{ GE_CMD_TEXENVCOLOR, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXENV },
// Simple render state changes. Handled in StateMapping.cpp.
{ GE_CMD_OFFSETX, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_OFFSETY, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_CULL, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_CULLFACEENABLE, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_DITHERENABLE, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_STENCILOP, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_STENCILTEST, FLAG_FLUSHBEFOREONCHANGE, DIRTY_STENCILREPLACEVALUE },
{ GE_CMD_STENCILTESTENABLE, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_ALPHABLENDENABLE, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_BLENDMODE, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_BLENDFIXEDA, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_BLENDFIXEDB, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_MASKRGB, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_MASKALPHA, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_ZTEST, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_ZTESTENABLE, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_ZWRITEDISABLE, FLAG_FLUSHBEFOREONCHANGE },
// These can't be emulated in D3D (except a few special cases)
{ GE_CMD_LOGICOP, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_LOGICOPENABLE, FLAG_FLUSHBEFOREONCHANGE },
// Can probably ignore this one as we don't support AA lines.
{ GE_CMD_ANTIALIASENABLE, FLAG_FLUSHBEFOREONCHANGE },
// Morph weights. TODO: Remove precomputation?
{ GE_CMD_MORPHWEIGHT0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight },
{ GE_CMD_MORPHWEIGHT1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight },
{ GE_CMD_MORPHWEIGHT2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight },
{ GE_CMD_MORPHWEIGHT3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight },
{ GE_CMD_MORPHWEIGHT4, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight },
{ GE_CMD_MORPHWEIGHT5, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight },
{ GE_CMD_MORPHWEIGHT6, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight },
{ GE_CMD_MORPHWEIGHT7, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight },
// Control spline/bezier patches. Don't really require flushing as such, but meh.
{ GE_CMD_PATCHDIVISION, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_PATCHPRIMITIVE, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_PATCHFACING, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_PATCHCULLENABLE, FLAG_FLUSHBEFOREONCHANGE },
// Viewport.
{ GE_CMD_VIEWPORTXSCALE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS },
{ GE_CMD_VIEWPORTYSCALE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS },
{ GE_CMD_VIEWPORTXCENTER, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS },
{ GE_CMD_VIEWPORTYCENTER, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS },
{ GE_CMD_VIEWPORTZSCALE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_DEPTHRANGE | DIRTY_PROJMATRIX },
{ GE_CMD_VIEWPORTZCENTER, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_DEPTHRANGE | DIRTY_PROJMATRIX },
// Region
{ GE_CMD_REGION1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS },
{ GE_CMD_REGION2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS },
// Scissor
{ GE_CMD_SCISSOR1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS },
{ GE_CMD_SCISSOR2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS },
// Lighting base colors
{ GE_CMD_AMBIENTCOLOR, FLAG_FLUSHBEFOREONCHANGE, DIRTY_AMBIENT },
{ GE_CMD_AMBIENTALPHA, FLAG_FLUSHBEFOREONCHANGE, DIRTY_AMBIENT },
{ GE_CMD_MATERIALDIFFUSE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_MATDIFFUSE },
{ GE_CMD_MATERIALEMISSIVE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_MATEMISSIVE },
{ GE_CMD_MATERIALAMBIENT, FLAG_FLUSHBEFOREONCHANGE, DIRTY_MATAMBIENTALPHA },
{ GE_CMD_MATERIALALPHA, FLAG_FLUSHBEFOREONCHANGE, DIRTY_MATAMBIENTALPHA },
{ GE_CMD_MATERIALSPECULAR, FLAG_FLUSHBEFOREONCHANGE, DIRTY_MATSPECULAR },
{ GE_CMD_MATERIALSPECULARCOEF, FLAG_FLUSHBEFOREONCHANGE, DIRTY_MATSPECULAR },
// Light parameters
{ GE_CMD_LX0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
{ GE_CMD_LY0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
{ GE_CMD_LZ0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
{ GE_CMD_LX1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 },
{ GE_CMD_LY1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 },
{ GE_CMD_LZ1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 },
{ GE_CMD_LX2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 },
{ GE_CMD_LY2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 },
{ GE_CMD_LZ2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 },
{ GE_CMD_LX3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 },
{ GE_CMD_LY3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 },
{ GE_CMD_LZ3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 },
{ GE_CMD_LDX0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
{ GE_CMD_LDY0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
{ GE_CMD_LDZ0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
{ GE_CMD_LDX1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 },
{ GE_CMD_LDY1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 },
{ GE_CMD_LDZ1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 },
{ GE_CMD_LDX2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 },
{ GE_CMD_LDY2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 },
{ GE_CMD_LDZ2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 },
{ GE_CMD_LDX3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 },
{ GE_CMD_LDY3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 },
{ GE_CMD_LDZ3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 },
{ GE_CMD_LKA0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
{ GE_CMD_LKB0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
{ GE_CMD_LKC0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
{ GE_CMD_LKA1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 },
{ GE_CMD_LKB1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 },
{ GE_CMD_LKC1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 },
{ GE_CMD_LKA2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 },
{ GE_CMD_LKB2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 },
{ GE_CMD_LKC2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 },
{ GE_CMD_LKA3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 },
{ GE_CMD_LKB3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 },
{ GE_CMD_LKC3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 },
{ GE_CMD_LKS0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
{ GE_CMD_LKS1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 },
{ GE_CMD_LKS2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 },
{ GE_CMD_LKS3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 },
{ GE_CMD_LKO0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
{ GE_CMD_LKO1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 },
{ GE_CMD_LKO2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 },
{ GE_CMD_LKO3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 },
{ GE_CMD_LAC0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
{ GE_CMD_LDC0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
{ GE_CMD_LSC0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
{ GE_CMD_LAC1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 },
{ GE_CMD_LDC1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 },
{ GE_CMD_LSC1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 },
{ GE_CMD_LAC2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 },
{ GE_CMD_LDC2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 },
{ GE_CMD_LSC2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 },
{ GE_CMD_LAC3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 },
{ GE_CMD_LDC3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 },
{ GE_CMD_LSC3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 },
// Ignored commands
{ GE_CMD_CLIPENABLE, 0 },
{ GE_CMD_TEXFLUSH, 0 },
{ GE_CMD_TEXLODSLOPE, 0 },
{ GE_CMD_TEXSYNC, 0 },
// These are just nop or part of other later commands.
{ GE_CMD_NOP, 0 },
{ GE_CMD_BASE, 0 },
{ GE_CMD_TRANSFERSRC, 0 },
{ GE_CMD_TRANSFERSRCW, 0 },
{ GE_CMD_TRANSFERDST, 0 },
{ GE_CMD_TRANSFERDSTW, 0 },
{ GE_CMD_TRANSFERSRCPOS, 0 },
{ GE_CMD_TRANSFERDSTPOS, 0 },
{ GE_CMD_TRANSFERSIZE, 0 },
// From Common. No flushing but definitely need execute.
{ GE_CMD_OFFSETADDR, FLAG_EXECUTE, 0, &GPUCommon::Execute_OffsetAddr },
{ GE_CMD_ORIGIN, FLAG_EXECUTE | FLAG_READS_PC, 0, &GPUCommon::Execute_Origin },
{ GE_CMD_PRIM, FLAG_EXECUTE, 0, &GPU_D3D11::Execute_Prim },
{ GE_CMD_JUMP, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_Jump },
{ GE_CMD_CALL, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_Call },
{ GE_CMD_RET, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_Ret },
{ GE_CMD_END, FLAG_FLUSHBEFORE | FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_End },
{ GE_CMD_VADDR, FLAG_EXECUTE, 0, &GPU_D3D11::Execute_Vaddr },
{ GE_CMD_IADDR, FLAG_EXECUTE, 0, &GPU_D3D11::Execute_Iaddr },
{ GE_CMD_BJUMP, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPU_D3D11::Execute_BJump }, // EXECUTE
{ GE_CMD_BOUNDINGBOX, FLAG_EXECUTE, 0, &GPU_D3D11::Execute_BoundingBox }, // + FLUSHBEFORE when we implement... or not, do we need to?
// Changing the vertex type requires us to flush.
{ GE_CMD_VERTEXTYPE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_D3D11::Execute_VertexType },
{ GE_CMD_BEZIER, FLAG_FLUSHBEFORE | FLAG_EXECUTE, 0, &GPU_D3D11::Execute_Bezier },
{ GE_CMD_SPLINE, FLAG_FLUSHBEFORE | FLAG_EXECUTE, 0, &GPU_D3D11::Execute_Spline },
// These two are actually processed in CMD_END.
{ GE_CMD_SIGNAL, FLAG_FLUSHBEFORE },
{ GE_CMD_FINISH, FLAG_FLUSHBEFORE },
// Changes that trigger data copies. Only flushing on change for LOADCLUT must be a bit of a hack...
{ GE_CMD_LOADCLUT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, 0, &GPU_D3D11::Execute_LoadClut },
{ GE_CMD_TRANSFERSTART, FLAG_FLUSHBEFORE | FLAG_EXECUTE | FLAG_READS_PC, 0, &GPUCommon::Execute_BlockTransferStart },
// We don't use the dither table.
{ GE_CMD_DITH0 },
{ GE_CMD_DITH1 },
{ GE_CMD_DITH2 },
{ GE_CMD_DITH3 },
// These handle their own flushing.
{ GE_CMD_WORLDMATRIXNUMBER, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_WorldMtxNum },
{ GE_CMD_WORLDMATRIXDATA, FLAG_EXECUTE, 0, &GPUCommon::Execute_WorldMtxData },
{ GE_CMD_VIEWMATRIXNUMBER, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_ViewMtxNum },
{ GE_CMD_VIEWMATRIXDATA, FLAG_EXECUTE, 0, &GPUCommon::Execute_ViewMtxData },
{ GE_CMD_PROJMATRIXNUMBER, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_ProjMtxNum },
{ GE_CMD_PROJMATRIXDATA, FLAG_EXECUTE, 0, &GPUCommon::Execute_ProjMtxData },
{ GE_CMD_TGENMATRIXNUMBER, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_TgenMtxNum },
{ GE_CMD_TGENMATRIXDATA, FLAG_EXECUTE, 0, &GPUCommon::Execute_TgenMtxData },
{ GE_CMD_BONEMATRIXNUMBER, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_BoneMtxNum },
{ GE_CMD_BONEMATRIXDATA, FLAG_EXECUTE, 0, &GPUCommon::Execute_BoneMtxData },
// Vertex Screen/Texture/Color
{ GE_CMD_VSCX, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
{ GE_CMD_VSCY, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
{ GE_CMD_VSCZ, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
{ GE_CMD_VTCS, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
{ GE_CMD_VTCT, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
{ GE_CMD_VTCQ, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
{ GE_CMD_VCV, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
{ GE_CMD_VAP, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
{ GE_CMD_VFC, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
{ GE_CMD_VSCV, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
// "Missing" commands (gaps in the sequence)
{ GE_CMD_UNKNOWN_03, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
{ GE_CMD_UNKNOWN_0D, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
{ GE_CMD_UNKNOWN_11, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
{ GE_CMD_UNKNOWN_29, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
{ GE_CMD_UNKNOWN_34, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
{ GE_CMD_UNKNOWN_35, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
{ GE_CMD_UNKNOWN_39, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
{ GE_CMD_UNKNOWN_4E, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
{ GE_CMD_UNKNOWN_4F, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
{ GE_CMD_UNKNOWN_52, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
{ GE_CMD_UNKNOWN_59, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
{ GE_CMD_UNKNOWN_5A, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
{ GE_CMD_UNKNOWN_B6, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
{ GE_CMD_UNKNOWN_B7, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
{ GE_CMD_UNKNOWN_D1, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
{ GE_CMD_UNKNOWN_ED, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
{ GE_CMD_UNKNOWN_EF, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
{ GE_CMD_UNKNOWN_FA, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
{ GE_CMD_UNKNOWN_FB, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
{ GE_CMD_UNKNOWN_FC, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
{ GE_CMD_UNKNOWN_FD, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
{ GE_CMD_UNKNOWN_FE, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
// Appears to be debugging related or something? Hit a lot in GoW.
{ GE_CMD_UNKNOWN_FF, 0 },
};
GPU_D3D11::CommandInfo GPU_D3D11::cmdInfo_[256];
GPU_D3D11::GPU_D3D11(GraphicsContext *gfxCtx, Draw::DrawContext *draw)
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: GPUCommon(gfxCtx, draw), drawEngine_(draw,
(ID3D11Device *)draw->GetNativeObject(Draw::NativeObject::DEVICE),
(ID3D11DeviceContext *)draw->GetNativeObject(Draw::NativeObject::CONTEXT)) {
device_ = (ID3D11Device *)draw->GetNativeObject(Draw::NativeObject::DEVICE);
context_ = (ID3D11DeviceContext *)draw->GetNativeObject(Draw::NativeObject::CONTEXT);
lastVsync_ = g_Config.bVSync ? 1 : 0;
stockD3D11.Create(device_);
shaderManagerD3D11_ = new ShaderManagerD3D11(device_, context_);
framebufferManagerD3D11_ = new FramebufferManagerD3D11(draw);
framebufferManager_ = framebufferManagerD3D11_;
textureCacheD3D11_ = new TextureCacheD3D11(draw);
textureCache_ = textureCacheD3D11_;
drawEngineCommon_ = &drawEngine_;
shaderManager_ = shaderManagerD3D11_;
depalShaderCache_ = new DepalShaderCacheD3D11(device_, context_);
drawEngine_.SetShaderManager(shaderManagerD3D11_);
drawEngine_.SetTextureCache(textureCacheD3D11_);
drawEngine_.SetFramebufferManager(framebufferManagerD3D11_);
framebufferManagerD3D11_->Init();
framebufferManagerD3D11_->SetTextureCache(textureCacheD3D11_);
framebufferManagerD3D11_->SetShaderManager(shaderManagerD3D11_);
framebufferManagerD3D11_->SetDrawEngine(&drawEngine_);
textureCacheD3D11_->SetFramebufferManager(framebufferManagerD3D11_);
textureCacheD3D11_->SetDepalShaderCache(depalShaderCache_);
textureCacheD3D11_->SetShaderManager(shaderManagerD3D11_);
// Sanity check gstate
if ((int *)&gstate.transferstart - (int *)&gstate != 0xEA) {
ERROR_LOG(G3D, "gstate has drifted out of sync!");
}
// Sanity check cmdInfo_ table - no dupes please
std::set<u8> dupeCheck;
memset(cmdInfo_, 0, sizeof(cmdInfo_));
for (size_t i = 0; i < ARRAY_SIZE(commandTable); i++) {
const u8 cmd = commandTable[i].cmd;
if (dupeCheck.find(cmd) != dupeCheck.end()) {
ERROR_LOG(G3D, "Command table Dupe: %02x (%i)", (int)cmd, (int)cmd);
} else {
dupeCheck.insert(cmd);
}
cmdInfo_[cmd].flags |= (uint64_t)commandTable[i].flags | (commandTable[i].dirty << 8);
cmdInfo_[cmd].func = commandTable[i].func;
if ((cmdInfo_[cmd].flags & (FLAG_EXECUTE | FLAG_EXECUTEONCHANGE)) && !cmdInfo_[cmd].func) {
Crash();
}
}
// Find commands missing from the table.
for (int i = 0; i < 0xEF; i++) {
if (dupeCheck.find((u8)i) == dupeCheck.end()) {
ERROR_LOG(G3D, "Command missing from table: %02x (%i)", i, i);
}
}
// No need to flush before the tex scale/offset commands if we are baking
// the tex scale/offset into the vertices anyway.
UpdateCmdInfo();
BuildReportingInfo();
// Some of our defaults are different from hw defaults, let's assert them.
// We restore each frame anyway, but here is convenient for tests.
textureCache_->NotifyConfigChanged();
}
GPU_D3D11::~GPU_D3D11() {
delete depalShaderCache_;
framebufferManagerD3D11_->DestroyAllFBOs(true);
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delete framebufferManagerD3D11_;
shaderManagerD3D11_->ClearShaders();
delete shaderManagerD3D11_;
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delete textureCacheD3D11_;
draw_->BindPipeline(nullptr);
stockD3D11.Destroy();
}
void GPU_D3D11::UpdateCmdInfo() {
if (g_Config.bSoftwareSkinning) {
cmdInfo_[GE_CMD_VERTEXTYPE].flags &= ~FLAG_FLUSHBEFOREONCHANGE;
cmdInfo_[GE_CMD_VERTEXTYPE].func = &GPU_D3D11::Execute_VertexTypeSkinning;
} else {
cmdInfo_[GE_CMD_VERTEXTYPE].flags |= FLAG_FLUSHBEFOREONCHANGE;
cmdInfo_[GE_CMD_VERTEXTYPE].func = &GPU_D3D11::Execute_VertexType;
}
CheckGPUFeatures();
}
void GPU_D3D11::CheckGPUFeatures() {
u32 features = 0;
features |= GPU_SUPPORTS_BLEND_MINMAX;
features |= GPU_SUPPORTS_TEXTURE_LOD_CONTROL;
features |= GPU_PREFER_CPU_DOWNLOAD;
features |= GPU_SUPPORTS_ACCURATE_DEPTH;
2017-02-15 10:46:47 +00:00
features |= GPU_SUPPORTS_ANISOTROPY;
features |= GPU_SUPPORTS_OES_TEXTURE_NPOT;
features |= GPU_SUPPORTS_DUALSOURCE_BLEND;
// features |= GPU_SUPPORTS_ANY_COPY_IMAGE;
if (!g_Config.bHighQualityDepth) {
features |= GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT;
} else if (PSP_CoreParameter().compat.flags().PixelDepthRounding) {
// Assume we always have a 24-bit depth buffer.
features |= GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT;
} else if (PSP_CoreParameter().compat.flags().VertexDepthRounding) {
features |= GPU_ROUND_DEPTH_TO_16BIT;
}
if (PSP_CoreParameter().compat.flags().ClearToRAM) {
features |= GPU_USE_CLEAR_RAM_HACK;
}
gstate_c.featureFlags = features;
}
// Needs to be called on GPU thread, not reporting thread.
void GPU_D3D11::BuildReportingInfo() {
using namespace Draw;
DrawContext *thin3d = gfxCtx_->GetDrawContext();
reportingPrimaryInfo_ = thin3d->GetInfoString(InfoField::VENDORSTRING);
reportingFullInfo_ = reportingPrimaryInfo_ + " - " + System_GetProperty(SYSPROP_GPUDRIVER_VERSION) + " - " + thin3d->GetInfoString(InfoField::SHADELANGVERSION);
}
void GPU_D3D11::DeviceLost() {
// Simply drop all caches and textures.
// FBOs appear to survive? Or no?
shaderManagerD3D11_->ClearShaders();
textureCacheD3D11_->Clear(false);
framebufferManagerD3D11_->DeviceLost();
}
void GPU_D3D11::DeviceRestore() {
// Nothing needed.
}
void GPU_D3D11::InitClearInternal() {
bool useNonBufferedRendering = g_Config.iRenderingMode == FB_NON_BUFFERED_MODE;
if (useNonBufferedRendering) {
// device_->Clear(0, NULL, D3DCLEAR_STENCIL | D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.f, 0);
}
}
void GPU_D3D11::DumpNextFrame() {
dumpNextFrame_ = true;
}
void GPU_D3D11::BeginFrame() {
ScheduleEvent(GPU_EVENT_BEGIN_FRAME);
gstate_c.Dirty(DIRTY_PROJTHROUGHMATRIX);
}
void GPU_D3D11::ReapplyGfxStateInternal() {
GPUCommon::ReapplyGfxStateInternal();
// TODO: Dirty our caches for depth states etc
}
void GPU_D3D11::EndHostFrame() {
// Tell the DrawContext that it's time to reset everything.
draw_->BindPipeline(nullptr);
}
void GPU_D3D11::BeginFrameInternal() {
if (resized_) {
UpdateCmdInfo();
drawEngine_.Resized();
textureCacheD3D11_->NotifyConfigChanged();
resized_ = false;
}
textureCacheD3D11_->StartFrame();
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drawEngine_.BeginFrame();
depalShaderCache_->Decimate();
// fragmentTestCache_.Decimate();
if (dumpNextFrame_) {
NOTICE_LOG(G3D, "DUMPING THIS FRAME");
dumpThisFrame_ = true;
dumpNextFrame_ = false;
} else if (dumpThisFrame_) {
dumpThisFrame_ = false;
}
shaderManagerD3D11_->DirtyShader();
framebufferManagerD3D11_->BeginFrame();
}
void GPU_D3D11::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
host->GPUNotifyDisplay(framebuf, stride, format);
framebufferManagerD3D11_->SetDisplayFramebuffer(framebuf, stride, format);
}
bool GPU_D3D11::FramebufferDirty() {
// FIXME: Workaround for displaylists sometimes hanging unprocessed. Not yet sure of the cause.
if (ThreadEnabled()) {
// FIXME: Workaround for displaylists sometimes hanging unprocessed. Not yet sure of the cause.
ScheduleEvent(GPU_EVENT_PROCESS_QUEUE);
// Allow it to process fully before deciding if it's dirty.
SyncThread();
}
VirtualFramebuffer *vfb = framebufferManager_->GetDisplayVFB();
if (vfb) {
bool dirty = vfb->dirtyAfterDisplay;
vfb->dirtyAfterDisplay = false;
return dirty;
}
return true;
}
bool GPU_D3D11::FramebufferReallyDirty() {
// FIXME: Workaround for displaylists sometimes hanging unprocessed. Not yet sure of the cause.
if (ThreadEnabled()) {
// FIXME: Workaround for displaylists sometimes hanging unprocessed. Not yet sure of the cause.
ScheduleEvent(GPU_EVENT_PROCESS_QUEUE);
// Allow it to process fully before deciding if it's dirty.
SyncThread();
}
VirtualFramebuffer *vfb = framebufferManager_->GetDisplayVFB();
if (vfb) {
bool dirty = vfb->reallyDirtyAfterDisplay;
vfb->reallyDirtyAfterDisplay = false;
return dirty;
}
return true;
}
void GPU_D3D11::CopyDisplayToOutputInternal() {
float blendColor[4]{};
context_->OMSetBlendState(stockD3D11.blendStateDisabledWithColorMask[0xF], blendColor, 0xFFFFFFFF);
drawEngine_.Flush();
framebufferManagerD3D11_->CopyDisplayToOutput();
framebufferManagerD3D11_->EndFrame();
// shaderManager_->EndFrame();
shaderManagerD3D11_->DirtyLastShader();
gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
}
// Maybe should write this in ASM...
void GPU_D3D11::FastRunLoop(DisplayList &list) {
PROFILE_THIS_SCOPE("gpuloop");
const CommandInfo *cmdInfo = cmdInfo_;
for (; downcount > 0; --downcount) {
// We know that display list PCs have the upper nibble == 0 - no need to mask the pointer
const u32 op = *(const u32 *)(Memory::base + list.pc);
const u32 cmd = op >> 24;
const CommandInfo info = cmdInfo[cmd];
const u8 cmdFlags = info.flags; // If we stashed the cmdFlags in the top bits of the cmdmem, we could get away with one table lookup instead of two
const u32 diff = op ^ gstate.cmdmem[cmd];
// Inlined CheckFlushOp here to get rid of the dumpThisFrame_ check.
if ((cmdFlags & FLAG_FLUSHBEFORE) || (diff && (cmdFlags & FLAG_FLUSHBEFOREONCHANGE))) {
drawEngine_.Flush();
}
gstate.cmdmem[cmd] = op; // TODO: no need to write if diff==0...
if ((cmdFlags & FLAG_EXECUTE) || (diff && (cmdFlags & FLAG_EXECUTEONCHANGE))) {
(this->*info.func)(op, diff);
} else if (diff) {
uint64_t dirty = info.flags >> 8;
if (dirty)
gstate_c.Dirty(dirty);
}
list.pc += 4;
}
}
void GPU_D3D11::FinishDeferred() {
// This finishes reading any vertex data that is pending.
drawEngine_.FinishDeferred();
}
inline void GPU_D3D11::CheckFlushOp(int cmd, u32 diff) {
const u8 cmdFlags = cmdInfo_[cmd].flags;
if ((cmdFlags & FLAG_FLUSHBEFORE) || (diff && (cmdFlags & FLAG_FLUSHBEFOREONCHANGE))) {
if (dumpThisFrame_) {
NOTICE_LOG(G3D, "================ FLUSH ================");
}
drawEngine_.Flush();
}
}
void GPU_D3D11::PreExecuteOp(u32 op, u32 diff) {
CheckFlushOp(op >> 24, diff);
}
void GPU_D3D11::ExecuteOp(u32 op, u32 diff) {
const u8 cmd = op >> 24;
const CommandInfo info = cmdInfo_[cmd];
const u8 cmdFlags = info.flags;
if ((cmdFlags & FLAG_EXECUTE) || (diff && (cmdFlags & FLAG_EXECUTEONCHANGE))) {
(this->*info.func)(op, diff);
} else if (diff) {
uint64_t dirty = info.flags >> 8;
if (dirty)
gstate_c.Dirty(dirty);
}
}
void GPU_D3D11::Execute_VertexType(u32 op, u32 diff) {
if (diff & (GE_VTYPE_TC_MASK | GE_VTYPE_THROUGH_MASK)) {
gstate_c.Dirty(DIRTY_UVSCALEOFFSET);
}
}
void GPU_D3D11::Execute_VertexTypeSkinning(u32 op, u32 diff) {
// Don't flush when weight count changes, unless morph is enabled.
if ((diff & ~GE_VTYPE_WEIGHTCOUNT_MASK) || (op & GE_VTYPE_MORPHCOUNT_MASK) != 0) {
// Restore and flush
gstate.vertType ^= diff;
Flush();
gstate.vertType ^= diff;
if (diff & (GE_VTYPE_TC_MASK | GE_VTYPE_THROUGH_MASK))
gstate_c.Dirty(DIRTY_UVSCALEOFFSET);
// In this case, we may be doing weights and morphs.
// Update any bone matrix uniforms so it uses them correctly.
if ((op & GE_VTYPE_MORPHCOUNT_MASK) != 0) {
gstate_c.Dirty(gstate_c.deferredVertTypeDirty);
gstate_c.deferredVertTypeDirty = 0;
}
}
}
void GPU_D3D11::Execute_Prim(u32 op, u32 diff) {
SetDrawType(DRAW_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 data = op & 0xFFFFFF;
u32 count = data & 0xFFFF;
// Upper bits are ignored.
GEPrimitiveType prim = static_cast<GEPrimitiveType>((data >> 16) & 7);
if (count == 0)
return;
// Discard AA lines as we can't do anything that makes sense with these anyway. The SW plugin might, though.
if (gstate.isAntiAliasEnabled()) {
// Discard AA lines in DOA
if (prim == GE_PRIM_LINE_STRIP)
return;
// Discard AA lines in Summon Night 5
if ((prim == GE_PRIM_LINES) && gstate.isSkinningEnabled())
return;
}
// This also make skipping drawing very effective.
framebufferManagerD3D11_->SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason);
if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) {
drawEngine_.SetupVertexDecoder(gstate.vertType);
// Rough estimate, not sure what's correct.
cyclesExecuted += EstimatePerVertexCost() * count;
return;
}
u32 vertexAddr = gstate_c.vertexAddr;
if (!Memory::IsValidAddress(vertexAddr)) {
ERROR_LOG_REPORT(G3D, "Bad vertex address %08x!", vertexAddr);
return;
}
void *verts = Memory::GetPointerUnchecked(vertexAddr);
void *inds = 0;
u32 vertexType = gstate.vertType;
if ((vertexType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
u32 indexAddr = gstate_c.indexAddr;
if (!Memory::IsValidAddress(indexAddr)) {
ERROR_LOG_REPORT(G3D, "Bad index address %08x!", indexAddr);
return;
}
inds = Memory::GetPointerUnchecked(indexAddr);
}
#ifndef MOBILE_DEVICE
if (prim > GE_PRIM_RECTANGLES) {
ERROR_LOG_REPORT_ONCE(reportPrim, G3D, "Unexpected prim type: %d", prim);
}
#endif
int bytesRead = 0;
drawEngine_.SubmitPrim(verts, inds, prim, count, vertexType, &bytesRead);
int vertexCost = EstimatePerVertexCost() * count;
gpuStats.vertexGPUCycles += vertexCost;
cyclesExecuted += vertexCost;
// 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.
// The VADDR/IADDR registers are NOT updated.
AdvanceVerts(vertexType, count, bytesRead);
}
void GPU_D3D11::Execute_Bezier(u32 op, u32 diff) {
SetDrawType(DRAW_BEZIER);
// This also make skipping drawing very effective.
framebufferManagerD3D11_->SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason);
if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) {
// TODO: Should this eat some cycles? Probably yes. Not sure if important.
return;
}
if (!Memory::IsValidAddress(gstate_c.vertexAddr)) {
ERROR_LOG_REPORT(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr);
return;
}
void *control_points = Memory::GetPointerUnchecked(gstate_c.vertexAddr);
void *indices = NULL;
if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
if (!Memory::IsValidAddress(gstate_c.indexAddr)) {
ERROR_LOG_REPORT(G3D, "Bad index address %08x!", gstate_c.indexAddr);
return;
}
indices = Memory::GetPointerUnchecked(gstate_c.indexAddr);
}
if (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) {
DEBUG_LOG_REPORT(G3D, "Bezier + morph: %i", (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) >> GE_VTYPE_MORPHCOUNT_SHIFT);
}
if (vertTypeIsSkinningEnabled(gstate.vertType)) {
DEBUG_LOG_REPORT(G3D, "Bezier + skinning: %i", vertTypeGetNumBoneWeights(gstate.vertType));
}
GEPatchPrimType patchPrim = gstate.getPatchPrimitiveType();
int bz_ucount = op & 0xFF;
int bz_vcount = (op >> 8) & 0xFF;
bool computeNormals = gstate.isLightingEnabled();
bool patchFacing = gstate.patchfacing & 1;
int bytesRead = 0;
drawEngine_.SubmitBezier(control_points, indices, gstate.getPatchDivisionU(), gstate.getPatchDivisionV(), bz_ucount, bz_vcount, patchPrim, computeNormals, patchFacing, gstate.vertType, &bytesRead);
// After drawing, we advance pointers - see SubmitPrim which does the same.
int count = bz_ucount * bz_vcount;
AdvanceVerts(gstate.vertType, count, bytesRead);
}
void GPU_D3D11::Execute_Spline(u32 op, u32 diff) {
SetDrawType(DRAW_SPLINE);
// This also make skipping drawing very effective.
framebufferManagerD3D11_->SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason);
if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) {
// TODO: Should this eat some cycles? Probably yes. Not sure if important.
return;
}
if (!Memory::IsValidAddress(gstate_c.vertexAddr)) {
ERROR_LOG_REPORT(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr);
return;
}
void *control_points = Memory::GetPointerUnchecked(gstate_c.vertexAddr);
void *indices = NULL;
if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
if (!Memory::IsValidAddress(gstate_c.indexAddr)) {
ERROR_LOG_REPORT(G3D, "Bad index address %08x!", gstate_c.indexAddr);
return;
}
indices = Memory::GetPointerUnchecked(gstate_c.indexAddr);
}
if (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) {
DEBUG_LOG_REPORT(G3D, "Spline + morph: %i", (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) >> GE_VTYPE_MORPHCOUNT_SHIFT);
}
if (vertTypeIsSkinningEnabled(gstate.vertType)) {
DEBUG_LOG_REPORT(G3D, "Spline + skinning: %i", vertTypeGetNumBoneWeights(gstate.vertType));
}
int sp_ucount = op & 0xFF;
int sp_vcount = (op >> 8) & 0xFF;
int sp_utype = (op >> 16) & 0x3;
int sp_vtype = (op >> 18) & 0x3;
GEPatchPrimType patchPrim = gstate.getPatchPrimitiveType();
bool computeNormals = gstate.isLightingEnabled();
bool patchFacing = gstate.patchfacing & 1;
u32 vertType = gstate.vertType;
int bytesRead = 0;
drawEngine_.SubmitSpline(control_points, indices, gstate.getPatchDivisionU(), gstate.getPatchDivisionV(), sp_ucount, sp_vcount, sp_utype, sp_vtype, patchPrim, computeNormals, patchFacing, vertType, &bytesRead);
// After drawing, we advance pointers - see SubmitPrim which does the same.
int count = sp_ucount * sp_vcount;
AdvanceVerts(gstate.vertType, count, bytesRead);
}
void GPU_D3D11::Execute_TexSize0(u32 op, u32 diff) {
// Render to texture may have overridden the width/height.
// Don't reset it unless the size is different / the texture has changed.
if (diff || gstate_c.IsDirty(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS)) {
gstate_c.curTextureWidth = gstate.getTextureWidth(0);
gstate_c.curTextureHeight = gstate.getTextureHeight(0);
gstate_c.Dirty(DIRTY_UVSCALEOFFSET);
// We will need to reset the texture now.
gstate_c.Dirty(DIRTY_TEXTURE_PARAMS);
}
}
void GPU_D3D11::Execute_LoadClut(u32 op, u32 diff) {
gstate_c.Dirty(DIRTY_TEXTURE_PARAMS);
textureCacheD3D11_->LoadClut(gstate.getClutAddress(), gstate.getClutLoadBytes());
// This could be used to "dirty" textures with clut.
}
void GPU_D3D11::GetStats(char *buffer, size_t bufsize) {
float vertexAverageCycles = gpuStats.numVertsSubmitted > 0 ? (float)gpuStats.vertexGPUCycles / (float)gpuStats.numVertsSubmitted : 0.0f;
snprintf(buffer, bufsize - 1,
"DL processing time: %0.2f ms\n"
"Draw calls: %i, flushes %i\n"
"Cached Draw calls: %i\n"
"Num Tracked Vertex Arrays: %i\n"
"GPU cycles executed: %d (%f per vertex)\n"
"Commands per call level: %i %i %i %i\n"
"Vertices submitted: %i\n"
"Cached, Uncached Vertices Drawn: %i, %i\n"
"FBOs active: %i\n"
"Textures active: %i, decoded: %i invalidated: %i\n"
"Vertex, Fragment shaders loaded: %i, %i\n",
gpuStats.msProcessingDisplayLists * 1000.0f,
gpuStats.numDrawCalls,
gpuStats.numFlushes,
gpuStats.numCachedDrawCalls,
gpuStats.numTrackedVertexArrays,
gpuStats.vertexGPUCycles + gpuStats.otherGPUCycles,
vertexAverageCycles,
gpuStats.gpuCommandsAtCallLevel[0], gpuStats.gpuCommandsAtCallLevel[1], gpuStats.gpuCommandsAtCallLevel[2], gpuStats.gpuCommandsAtCallLevel[3],
gpuStats.numVertsSubmitted,
gpuStats.numCachedVertsDrawn,
gpuStats.numUncachedVertsDrawn,
(int)framebufferManagerD3D11_->NumVFBs(),
(int)textureCacheD3D11_->NumLoadedTextures(),
gpuStats.numTexturesDecoded,
gpuStats.numTextureInvalidations,
shaderManagerD3D11_->GetNumVertexShaders(),
shaderManagerD3D11_->GetNumFragmentShaders()
);
}
void GPU_D3D11::ClearCacheNextFrame() {
textureCacheD3D11_->ClearNextFrame();
}
void GPU_D3D11::ClearShaderCache() {
shaderManagerD3D11_->ClearShaders();
}
std::vector<FramebufferInfo> GPU_D3D11::GetFramebufferList() {
return framebufferManagerD3D11_->GetFramebufferList();
}
void GPU_D3D11::DoState(PointerWrap &p) {
GPUCommon::DoState(p);
// TODO: Some of these things may not be necessary.
// None of these are necessary when saving.
if (p.mode == p.MODE_READ) {
textureCacheD3D11_->Clear(true);
drawEngine_.ClearTrackedVertexArrays();
gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
framebufferManagerD3D11_->DestroyAllFBOs(true);
shaderManagerD3D11_->ClearShaders();
}
}
bool GPU_D3D11::GetCurrentFramebuffer(GPUDebugBuffer &buffer, GPUDebugFramebufferType type, int maxRes) {
return framebufferManagerD3D11_->GetCurrentFramebuffer(buffer, type, maxRes);
}
bool GPU_D3D11::GetCurrentDepthbuffer(GPUDebugBuffer &buffer) {
return framebufferManagerD3D11_->GetCurrentDepthbuffer(buffer);
}
bool GPU_D3D11::GetCurrentStencilbuffer(GPUDebugBuffer &buffer) {
return framebufferManagerD3D11_->GetCurrentStencilbuffer(buffer);
}
bool GPU_D3D11::GetCurrentTexture(GPUDebugBuffer &buffer, int level) {
if (!gstate.isTextureMapEnabled()) {
return false;
}
// TODO: Implement!
return false;
}
bool GPU_D3D11::GetCurrentClut(GPUDebugBuffer &buffer) {
return textureCacheD3D11_->GetCurrentClutBuffer(buffer);
}
bool GPU_D3D11::GetOutputFramebuffer(GPUDebugBuffer &buffer) {
return framebufferManagerD3D11_->GetOutputFramebuffer(buffer);
}
bool GPU_D3D11::GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices) {
return drawEngine_.GetCurrentSimpleVertices(count, vertices, indices);
}
std::vector<std::string> GPU_D3D11::DebugGetShaderIDs(DebugShaderType type) {
if (type == SHADER_TYPE_VERTEXLOADER) {
return drawEngine_.DebugGetVertexLoaderIDs();
} else {
return shaderManagerD3D11_->DebugGetShaderIDs(type);
}
}
std::string GPU_D3D11::DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) {
if (type == SHADER_TYPE_VERTEXLOADER) {
return drawEngine_.DebugGetVertexLoaderString(id, stringType);
} else {
return shaderManagerD3D11_->DebugGetShaderString(id, type, stringType);
}
}