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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2013-12-29 23:55:09 +00:00
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#include <set>
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2013-12-05 15:37:52 +00:00
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#include "Common/ChunkFile.h"
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2016-02-13 18:53:28 +00:00
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#include "Common/GraphicsContext.h"
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2016-02-13 17:51:09 +00:00
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#include "base/NativeApp.h"
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2013-12-05 15:37:52 +00:00
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#include "base/logging.h"
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2015-05-25 22:39:27 +00:00
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#include "profiler/profiler.h"
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2017-02-25 09:04:09 +00:00
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#include "i18n/i18n.h"
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2014-09-14 00:28:35 +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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2014-09-14 00:28:35 +00:00
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#include "Core/MIPS/MIPS.h"
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2013-08-17 09:23:51 +00:00
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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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2017-02-05 19:54:24 +00:00
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#include "gfx/d3d9_state.h"
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2013-08-17 09:23:51 +00:00
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2013-08-25 11:56:29 +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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2014-09-09 15:12:42 +00:00
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#include "GPU/Common/FramebufferCommon.h"
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2013-09-15 10:46:14 +00:00
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#include "GPU/Directx9/ShaderManagerDX9.h"
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#include "GPU/Directx9/GPU_DX9.h"
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#include "GPU/Directx9/FramebufferDX9.h"
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2016-04-10 08:27:28 +00:00
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#include "GPU/Directx9/DrawEngineDX9.h"
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2013-09-15 10:46:14 +00:00
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#include "GPU/Directx9/TextureCacheDX9.h"
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2013-08-25 11:56:29 +00:00
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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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2013-09-15 15:53:21 +00:00
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namespace DX9 {
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2017-03-14 12:21:24 +00:00
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struct D3D9CommandTableEntry {
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2017-01-23 22:15:54 +00:00
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uint8_t cmd;
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uint8_t flags;
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2017-01-24 11:53:42 +00:00
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uint64_t dirty;
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2016-04-10 08:21:48 +00:00
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GPU_DX9::CmdFunc func;
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2013-08-25 11:56:29 +00:00
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};
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2017-08-17 12:26:52 +00:00
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// This table gets crunched into a faster form by init.
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2017-03-14 12:21:24 +00:00
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static const D3D9CommandTableEntry commandTable[] = {
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2017-01-24 12:13:09 +00:00
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// Changes that dirty the current texture.
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{ GE_CMD_TEXSIZE0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, 0, &GPU_DX9::Execute_TexSize0 },
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2013-08-25 11:56:29 +00:00
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2017-01-30 11:02:14 +00:00
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{ GE_CMD_STENCILTEST, FLAG_FLUSHBEFOREONCHANGE, DIRTY_STENCILREPLACEVALUE | DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE },
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2014-09-13 10:11:34 +00:00
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2013-08-25 11:56:29 +00:00
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// Changing the vertex type requires us to flush.
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2017-03-14 12:47:34 +00:00
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{ GE_CMD_VERTEXTYPE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_DX9::Execute_VertexType },
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2013-08-25 11:56:29 +00:00
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2017-03-14 12:47:34 +00:00
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{ GE_CMD_PRIM, FLAG_EXECUTE, 0, &GPU_DX9::Execute_Prim },
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{ GE_CMD_BEZIER, FLAG_FLUSHBEFORE | FLAG_EXECUTE, 0, &GPU_DX9::Execute_Bezier },
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{ GE_CMD_SPLINE, FLAG_FLUSHBEFORE | FLAG_EXECUTE, 0, &GPU_DX9::Execute_Spline },
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2013-08-25 11:56:29 +00:00
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// Changes that trigger data copies. Only flushing on change for LOADCLUT must be a bit of a hack...
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2017-03-14 12:47:34 +00:00
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{ GE_CMD_LOADCLUT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, 0, &GPU_DX9::Execute_LoadClut },
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2013-08-17 09:23:51 +00:00
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};
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2016-04-10 08:21:48 +00:00
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GPU_DX9::CommandInfo GPU_DX9::cmdInfo_[256];
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2014-09-13 10:11:34 +00:00
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2017-01-30 15:50:35 +00:00
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GPU_DX9::GPU_DX9(GraphicsContext *gfxCtx, Draw::DrawContext *draw)
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2017-03-02 10:39:02 +00:00
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: GPUCommon(gfxCtx, draw),
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depalShaderCache_(draw),
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drawEngine_(draw) {
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2017-02-05 19:36:00 +00:00
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device_ = (LPDIRECT3DDEVICE9)draw->GetNativeObject(Draw::NativeObject::DEVICE);
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deviceEx_ = (LPDIRECT3DDEVICE9EX)draw->GetNativeObject(Draw::NativeObject::DEVICE_EX);
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2013-09-10 20:35:38 +00:00
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lastVsync_ = g_Config.bVSync ? 1 : 0;
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2013-08-17 09:23:51 +00:00
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dxstate.SetVSyncInterval(g_Config.bVSync);
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2017-02-05 19:36:00 +00:00
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shaderManagerDX9_ = new ShaderManagerDX9(device_);
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2017-02-05 18:51:50 +00:00
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framebufferManagerDX9_ = new FramebufferManagerDX9(draw);
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2016-12-21 17:07:17 +00:00
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framebufferManager_ = framebufferManagerDX9_;
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2017-02-05 18:51:50 +00:00
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textureCacheDX9_ = new TextureCacheDX9(draw);
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2016-12-21 17:51:19 +00:00
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textureCache_ = textureCacheDX9_;
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2017-01-21 19:42:40 +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_ = shaderManagerDX9_;
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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(shaderManagerDX9_);
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2016-12-21 17:51:19 +00:00
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drawEngine_.SetTextureCache(textureCacheDX9_);
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2016-12-21 17:07:17 +00:00
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drawEngine_.SetFramebufferManager(framebufferManagerDX9_);
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framebufferManagerDX9_->Init();
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2016-12-21 17:51:19 +00:00
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framebufferManagerDX9_->SetTextureCache(textureCacheDX9_);
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2017-01-23 19:48:23 +00:00
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framebufferManagerDX9_->SetShaderManager(shaderManagerDX9_);
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2017-02-04 10:47:19 +00:00
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framebufferManagerDX9_->SetDrawEngine(&drawEngine_);
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2016-12-21 17:51:19 +00:00
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textureCacheDX9_->SetFramebufferManager(framebufferManagerDX9_);
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textureCacheDX9_->SetDepalShaderCache(&depalShaderCache_);
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2017-01-23 19:48:23 +00:00
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textureCacheDX9_->SetShaderManager(shaderManagerDX9_);
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2013-08-17 09:23:51 +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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2014-09-13 10:11:34 +00:00
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memset(cmdInfo_, 0, sizeof(cmdInfo_));
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2017-03-14 12:21:24 +00:00
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// Import both the global and local command tables, and check for dupes
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std::set<u8> dupeCheck;
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for (size_t i = 0; i < commonCommandTableSize; i++) {
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const u8 cmd = commonCommandTable[i].cmd;
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if (dupeCheck.find(cmd) != dupeCheck.end()) {
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ERROR_LOG(G3D, "Command table Dupe: %02x (%i)", (int)cmd, (int)cmd);
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} else {
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dupeCheck.insert(cmd);
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}
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cmdInfo_[cmd].flags |= (uint64_t)commonCommandTable[i].flags | (commonCommandTable[i].dirty << 8);
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cmdInfo_[cmd].func = commonCommandTable[i].func;
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if ((cmdInfo_[cmd].flags & (FLAG_EXECUTE | FLAG_EXECUTEONCHANGE)) && !cmdInfo_[cmd].func) {
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Crash();
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}
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}
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2013-08-25 11:56:29 +00:00
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for (size_t i = 0; i < ARRAY_SIZE(commandTable); i++) {
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2014-09-13 10:11:34 +00:00
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const u8 cmd = commandTable[i].cmd;
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2013-08-25 11:56:29 +00:00
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if (dupeCheck.find(cmd) != dupeCheck.end()) {
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ERROR_LOG(G3D, "Command table Dupe: %02x (%i)", (int)cmd, (int)cmd);
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} else {
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dupeCheck.insert(cmd);
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}
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2017-01-24 11:53:42 +00:00
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cmdInfo_[cmd].flags |= (uint64_t)commandTable[i].flags | (commandTable[i].dirty << 8);
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2014-09-13 10:11:34 +00:00
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cmdInfo_[cmd].func = commandTable[i].func;
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2017-01-24 09:56:30 +00:00
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if ((cmdInfo_[cmd].flags & (FLAG_EXECUTE | FLAG_EXECUTEONCHANGE)) && !cmdInfo_[cmd].func) {
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Crash();
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2014-09-13 10:11:34 +00:00
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}
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2013-08-25 11:56:29 +00:00
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}
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// Find commands missing from the table.
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for (int i = 0; i < 0xEF; i++) {
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if (dupeCheck.find((u8)i) == dupeCheck.end()) {
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ERROR_LOG(G3D, "Command missing from table: %02x (%i)", i, i);
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2013-09-17 08:27:42 +00:00
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}
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2013-08-17 09:23:51 +00:00
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}
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2013-12-05 15:37:52 +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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2014-09-13 10:11:34 +00:00
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UpdateCmdInfo();
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2013-12-05 15:37:52 +00:00
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2014-09-13 10:11:34 +00:00
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BuildReportingInfo();
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2014-12-30 23:26:16 +00:00
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// Some of our defaults are different from hw defaults, let's assert them.
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// We restore each frame anyway, but here is convenient for tests.
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dxstate.Restore();
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2016-12-21 17:51:19 +00:00
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textureCache_->NotifyConfigChanged();
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2017-02-25 09:04:09 +00:00
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if (g_Config.bHardwareTessellation) {
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// Disable hardware tessellation bacause DX9 is still unsupported.
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g_Config.bHardwareTessellation = false;
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ERROR_LOG(G3D, "Hardware Tessellation is unsupported, falling back to software tessellation");
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I18NCategory *gr = GetI18NCategory("Graphics");
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host->NotifyUserMessage(gr->T("Turn off Hardware Tessellation - unsupported"), 2.5f, 0xFF3030FF);
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}
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2014-09-13 10:11:34 +00:00
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}
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2016-04-10 08:21:48 +00:00
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void GPU_DX9::UpdateCmdInfo() {
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2014-09-13 10:11:34 +00:00
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if (g_Config.bSoftwareSkinning) {
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cmdInfo_[GE_CMD_VERTEXTYPE].flags &= ~FLAG_FLUSHBEFOREONCHANGE;
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2016-04-10 08:21:48 +00:00
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cmdInfo_[GE_CMD_VERTEXTYPE].func = &GPU_DX9::Execute_VertexTypeSkinning;
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2014-09-13 10:11:34 +00:00
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} else {
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cmdInfo_[GE_CMD_VERTEXTYPE].flags |= FLAG_FLUSHBEFOREONCHANGE;
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2016-04-10 08:21:48 +00:00
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cmdInfo_[GE_CMD_VERTEXTYPE].func = &GPU_DX9::Execute_VertexType;
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2014-09-13 10:11:34 +00:00
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}
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2015-09-26 14:01:16 +00:00
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2015-11-05 21:02:06 +00:00
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CheckGPUFeatures();
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}
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2016-04-10 08:21:48 +00:00
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void GPU_DX9::CheckGPUFeatures() {
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2015-09-26 14:01:16 +00:00
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u32 features = 0;
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2017-02-22 15:23:04 +00:00
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features |= GPU_SUPPORTS_16BIT_FORMATS;
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2015-09-26 14:01:16 +00:00
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features |= GPU_SUPPORTS_BLEND_MINMAX;
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features |= GPU_SUPPORTS_TEXTURE_LOD_CONTROL;
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2016-01-05 04:40:07 +00:00
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features |= GPU_PREFER_CPU_DOWNLOAD;
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2016-02-07 04:18:50 +00:00
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features |= GPU_SUPPORTS_ACCURATE_DEPTH;
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2015-09-26 14:01:16 +00:00
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2016-03-18 04:56:04 +00:00
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D3DCAPS9 caps;
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ZeroMemory(&caps, sizeof(caps));
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HRESULT result = 0;
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2017-02-05 19:36:00 +00:00
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if (deviceEx_) {
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result = deviceEx_->GetDeviceCaps(&caps);
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2016-03-18 04:56:04 +00:00
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} else {
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2017-02-05 19:36:00 +00:00
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result = device_->GetDeviceCaps(&caps);
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2016-03-18 04:56:04 +00:00
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}
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if (FAILED(result)) {
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WARN_LOG_REPORT(G3D, "Direct3D9: Failed to get the device caps!");
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} else {
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if ((caps.RasterCaps & D3DPRASTERCAPS_ANISOTROPY) != 0 && caps.MaxAnisotropy > 1)
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features |= GPU_SUPPORTS_ANISOTROPY;
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if ((caps.TextureCaps & (D3DPTEXTURECAPS_NONPOW2CONDITIONAL | D3DPTEXTURECAPS_POW2)) == 0)
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features |= GPU_SUPPORTS_OES_TEXTURE_NPOT;
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}
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2016-01-21 06:00:07 +00:00
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if (!g_Config.bHighQualityDepth) {
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features |= GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT;
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2016-01-21 06:02:07 +00:00
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} else if (PSP_CoreParameter().compat.flags().PixelDepthRounding) {
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// Assume we always have a 24-bit depth buffer.
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features |= GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT;
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2016-01-21 06:00:07 +00:00
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} else if (PSP_CoreParameter().compat.flags().VertexDepthRounding) {
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2015-09-26 14:01:16 +00:00
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features |= GPU_ROUND_DEPTH_TO_16BIT;
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2015-11-05 21:02:06 +00:00
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}
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2017-01-28 09:04:50 +00:00
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if (PSP_CoreParameter().compat.flags().ClearToRAM) {
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features |= GPU_USE_CLEAR_RAM_HACK;
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}
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2015-09-26 14:01:16 +00:00
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gstate_c.featureFlags = features;
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2013-08-17 09:23:51 +00:00
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}
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2016-04-10 08:21:48 +00:00
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GPU_DX9::~GPU_DX9() {
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2017-04-14 06:07:21 +00:00
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framebufferManagerDX9_->DestroyAllFBOs();
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2017-02-10 13:41:32 +00:00
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delete framebufferManagerDX9_;
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delete textureCache_;
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2017-01-23 19:48:23 +00:00
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shaderManagerDX9_->ClearCache(true);
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delete shaderManagerDX9_;
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2013-08-17 09:23:51 +00:00
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}
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// Needs to be called on GPU thread, not reporting thread.
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2016-04-10 08:21:48 +00:00
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void GPU_DX9::BuildReportingInfo() {
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2016-12-25 17:18:19 +00:00
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using namespace Draw;
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2017-02-06 10:20:27 +00:00
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DrawContext *thin3d = gfxCtx_->GetDrawContext();
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2016-02-13 17:51:09 +00:00
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2016-12-25 17:52:05 +00:00
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reportingPrimaryInfo_ = thin3d->GetInfoString(InfoField::VENDORSTRING);
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reportingFullInfo_ = reportingPrimaryInfo_ + " - " + System_GetProperty(SYSPROP_GPUDRIVER_VERSION) + " - " + thin3d->GetInfoString(InfoField::SHADELANGVERSION);
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2013-08-17 09:23:51 +00:00
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}
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2016-04-10 08:21:48 +00:00
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void GPU_DX9::DeviceLost() {
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2013-08-17 09:23:51 +00:00
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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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2017-01-23 19:48:23 +00:00
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shaderManagerDX9_->ClearCache(false);
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2016-12-21 17:51:19 +00:00
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textureCacheDX9_->Clear(false);
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2016-12-21 17:07:17 +00:00
|
|
|
framebufferManagerDX9_->DeviceLost();
|
2013-08-17 09:23:51 +00:00
|
|
|
}
|
|
|
|
|
2016-09-11 03:29:58 +00:00
|
|
|
void GPU_DX9::DeviceRestore() {
|
|
|
|
// Nothing needed.
|
|
|
|
}
|
|
|
|
|
2016-04-10 08:21:48 +00:00
|
|
|
void GPU_DX9::InitClearInternal() {
|
2013-09-10 20:35:38 +00:00
|
|
|
bool useNonBufferedRendering = g_Config.iRenderingMode == FB_NON_BUFFERED_MODE;
|
|
|
|
if (useNonBufferedRendering) {
|
2013-08-17 09:23:51 +00:00
|
|
|
dxstate.depthWrite.set(true);
|
|
|
|
dxstate.colorMask.set(true, true, true, true);
|
2017-02-05 19:36:00 +00:00
|
|
|
device_->Clear(0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.f, 0);
|
2013-08-17 09:23:51 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2017-03-17 09:48:43 +00:00
|
|
|
void GPU_DX9::BeginHostFrame() {
|
|
|
|
GPUCommon::BeginHostFrame();
|
|
|
|
UpdateCmdInfo();
|
2017-03-17 10:26:11 +00:00
|
|
|
if (resized_) {
|
2017-04-24 18:58:16 +00:00
|
|
|
framebufferManager_->Resized();
|
2017-03-17 10:26:11 +00:00
|
|
|
drawEngine_.Resized();
|
|
|
|
shaderManagerDX9_->DirtyShader();
|
|
|
|
textureCacheDX9_->NotifyConfigChanged();
|
|
|
|
resized_ = false;
|
|
|
|
}
|
2017-03-17 09:48:43 +00:00
|
|
|
}
|
|
|
|
|
2016-04-10 08:21:48 +00:00
|
|
|
void GPU_DX9::ReapplyGfxStateInternal() {
|
2015-11-12 13:47:43 +00:00
|
|
|
dxstate.Restore();
|
2015-09-06 10:23:14 +00:00
|
|
|
GPUCommon::ReapplyGfxStateInternal();
|
|
|
|
}
|
|
|
|
|
2016-04-10 08:21:48 +00:00
|
|
|
void GPU_DX9::BeginFrameInternal() {
|
2013-08-17 09:23:51 +00:00
|
|
|
// Turn off vsync when unthrottled
|
2013-09-10 20:35:38 +00:00
|
|
|
int desiredVSyncInterval = g_Config.bVSync ? 1 : 0;
|
|
|
|
if ((PSP_CoreParameter().unthrottle) || (PSP_CoreParameter().fpsLimit == 1))
|
2013-08-17 09:23:51 +00:00
|
|
|
desiredVSyncInterval = 0;
|
|
|
|
if (desiredVSyncInterval != lastVsync_) {
|
|
|
|
dxstate.SetVSyncInterval(desiredVSyncInterval);
|
|
|
|
lastVsync_ = desiredVSyncInterval;
|
|
|
|
}
|
|
|
|
|
2016-12-21 17:51:19 +00:00
|
|
|
textureCacheDX9_->StartFrame();
|
2016-04-10 08:21:48 +00:00
|
|
|
drawEngine_.DecimateTrackedVertexArrays();
|
2014-09-17 21:26:20 +00:00
|
|
|
depalShaderCache_.Decimate();
|
2014-09-13 10:11:34 +00:00
|
|
|
// fragmentTestCache_.Decimate();
|
2013-08-17 09:23:51 +00:00
|
|
|
|
2017-06-03 02:39:11 +00:00
|
|
|
GPUCommon::BeginFrameInternal();
|
2017-01-23 19:48:23 +00:00
|
|
|
shaderManagerDX9_->DirtyShader();
|
2013-08-17 09:23:51 +00:00
|
|
|
|
2017-10-26 09:33:52 +00:00
|
|
|
framebufferManager_->BeginFrame();
|
2013-08-17 09:23:51 +00:00
|
|
|
}
|
|
|
|
|
2016-04-10 08:21:48 +00:00
|
|
|
void GPU_DX9::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
|
2013-09-22 07:18:46 +00:00
|
|
|
host->GPUNotifyDisplay(framebuf, stride, format);
|
2016-12-21 17:07:17 +00:00
|
|
|
framebufferManagerDX9_->SetDisplayFramebuffer(framebuf, stride, format);
|
2013-08-17 09:23:51 +00:00
|
|
|
}
|
|
|
|
|
2016-04-10 08:21:48 +00:00
|
|
|
bool GPU_DX9::FramebufferDirty() {
|
2016-12-21 17:07:17 +00:00
|
|
|
VirtualFramebuffer *vfb = framebufferManager_->GetDisplayVFB();
|
2013-08-19 18:36:43 +00:00
|
|
|
if (vfb) {
|
|
|
|
bool dirty = vfb->dirtyAfterDisplay;
|
|
|
|
vfb->dirtyAfterDisplay = false;
|
|
|
|
return dirty;
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
2017-11-05 19:10:05 +00:00
|
|
|
bool GPU_DX9::FramebufferReallyDirty() {
|
2016-12-21 17:07:17 +00:00
|
|
|
VirtualFramebuffer *vfb = framebufferManager_->GetDisplayVFB();
|
2013-08-19 18:36:43 +00:00
|
|
|
if (vfb) {
|
|
|
|
bool dirty = vfb->reallyDirtyAfterDisplay;
|
|
|
|
vfb->reallyDirtyAfterDisplay = false;
|
|
|
|
return dirty;
|
|
|
|
}
|
2013-08-17 09:23:51 +00:00
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
2016-04-10 08:21:48 +00:00
|
|
|
void GPU_DX9::CopyDisplayToOutputInternal() {
|
2013-08-17 09:23:51 +00:00
|
|
|
dxstate.depthWrite.set(true);
|
|
|
|
dxstate.colorMask.set(true, true, true, true);
|
|
|
|
|
2016-04-10 08:21:48 +00:00
|
|
|
drawEngine_.Flush();
|
2013-08-17 09:23:51 +00:00
|
|
|
|
2016-12-21 17:07:17 +00:00
|
|
|
framebufferManagerDX9_->CopyDisplayToOutput();
|
|
|
|
framebufferManagerDX9_->EndFrame();
|
2013-08-17 09:23:51 +00:00
|
|
|
|
2013-11-15 13:24:25 +00:00
|
|
|
// shaderManager_->EndFrame();
|
2017-01-23 19:48:23 +00:00
|
|
|
shaderManagerDX9_->DirtyLastShader();
|
2013-08-17 09:23:51 +00:00
|
|
|
|
2017-01-24 08:41:38 +00:00
|
|
|
gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
|
2013-08-17 09:23:51 +00:00
|
|
|
}
|
|
|
|
|
2013-09-10 20:35:38 +00:00
|
|
|
// Maybe should write this in ASM...
|
2016-04-10 08:21:48 +00:00
|
|
|
void GPU_DX9::FastRunLoop(DisplayList &list) {
|
2015-05-25 22:39:27 +00:00
|
|
|
PROFILE_THIS_SCOPE("gpuloop");
|
2014-09-13 10:11:34 +00:00
|
|
|
const CommandInfo *cmdInfo = cmdInfo_;
|
2017-08-17 11:53:13 +00:00
|
|
|
int dc = downcount;
|
|
|
|
for (; dc > 0; --dc) {
|
2014-09-13 10:11:34 +00:00
|
|
|
// 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);
|
2013-12-05 15:37:52 +00:00
|
|
|
const u32 cmd = op >> 24;
|
2017-08-17 11:53:13 +00:00
|
|
|
const CommandInfo &info = cmdInfo[cmd];
|
2013-12-05 15:37:52 +00:00
|
|
|
const u32 diff = op ^ gstate.cmdmem[cmd];
|
2017-08-17 11:53:13 +00:00
|
|
|
if (diff == 0) {
|
|
|
|
if (info.flags & FLAG_EXECUTE) {
|
|
|
|
downcount = dc;
|
|
|
|
(this->*info.func)(op, diff);
|
|
|
|
dc = downcount;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
uint64_t flags = info.flags;
|
|
|
|
if (flags & FLAG_FLUSHBEFOREONCHANGE) {
|
|
|
|
drawEngine_.Flush();
|
|
|
|
}
|
2017-08-17 12:26:52 +00:00
|
|
|
gstate.cmdmem[cmd] = op;
|
2017-08-17 11:53:13 +00:00
|
|
|
if (flags & (FLAG_EXECUTE | FLAG_EXECUTEONCHANGE)) {
|
|
|
|
downcount = dc;
|
|
|
|
(this->*info.func)(op, diff);
|
|
|
|
dc = downcount;
|
|
|
|
} else {
|
|
|
|
uint64_t dirty = flags >> 8;
|
|
|
|
if (dirty)
|
|
|
|
gstate_c.Dirty(dirty);
|
|
|
|
}
|
2014-09-13 10:11:34 +00:00
|
|
|
}
|
2013-08-17 09:23:51 +00:00
|
|
|
list.pc += 4;
|
|
|
|
}
|
2017-08-17 11:53:13 +00:00
|
|
|
downcount = 0;
|
2013-08-17 09:23:51 +00:00
|
|
|
}
|
|
|
|
|
2016-04-10 08:21:48 +00:00
|
|
|
void GPU_DX9::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
|
|
|
}
|
|
|
|
|
2016-04-10 08:21:48 +00:00
|
|
|
inline void GPU_DX9::CheckFlushOp(int cmd, u32 diff) {
|
2014-09-13 10:11:34 +00:00
|
|
|
const u8 cmdFlags = cmdInfo_[cmd].flags;
|
2017-08-17 11:05:13 +00:00
|
|
|
if (diff && (cmdFlags & FLAG_FLUSHBEFOREONCHANGE)) {
|
2013-08-17 09:23:51 +00:00
|
|
|
if (dumpThisFrame_) {
|
2013-09-10 20:35:38 +00:00
|
|
|
NOTICE_LOG(G3D, "================ FLUSH ================");
|
2013-08-17 09:23:51 +00:00
|
|
|
}
|
2016-04-10 08:21:48 +00:00
|
|
|
drawEngine_.Flush();
|
2013-08-17 09:23:51 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-04-10 08:21:48 +00:00
|
|
|
void GPU_DX9::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
|
|
|
}
|
|
|
|
|
2016-04-10 08:21:48 +00:00
|
|
|
void GPU_DX9::ExecuteOp(u32 op, u32 diff) {
|
2014-09-13 10:11:34 +00:00
|
|
|
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);
|
2017-01-24 11:45:50 +00:00
|
|
|
} else if (diff) {
|
|
|
|
uint64_t dirty = info.flags >> 8;
|
|
|
|
if (dirty)
|
|
|
|
gstate_c.Dirty(dirty);
|
2014-09-13 10:11:34 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-04-10 08:21:48 +00:00
|
|
|
void GPU_DX9::Execute_VertexType(u32 op, u32 diff) {
|
2017-01-30 13:04:20 +00:00
|
|
|
if (diff)
|
|
|
|
gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE);
|
2014-09-13 10:11:34 +00:00
|
|
|
if (diff & (GE_VTYPE_TC_MASK | GE_VTYPE_THROUGH_MASK)) {
|
2017-01-24 08:41:38 +00:00
|
|
|
gstate_c.Dirty(DIRTY_UVSCALEOFFSET);
|
2017-01-30 13:04:20 +00:00
|
|
|
if (diff & GE_VTYPE_THROUGH_MASK)
|
|
|
|
gstate_c.Dirty(DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE);
|
2014-09-13 10:11:34 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-04-10 08:21:48 +00:00
|
|
|
void GPU_DX9::Execute_VertexTypeSkinning(u32 op, u32 diff) {
|
2014-09-13 10:11:34 +00:00
|
|
|
// 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))
|
2017-01-24 08:41:38 +00:00
|
|
|
gstate_c.Dirty(DIRTY_UVSCALEOFFSET);
|
2015-05-17 04:54:07 +00:00
|
|
|
// 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) {
|
2017-01-24 08:41:38 +00:00
|
|
|
gstate_c.Dirty(gstate_c.deferredVertTypeDirty);
|
2015-05-17 04:54:07 +00:00
|
|
|
gstate_c.deferredVertTypeDirty = 0;
|
|
|
|
}
|
2017-08-15 12:21:38 +00:00
|
|
|
gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE);
|
2014-09-13 10:11:34 +00:00
|
|
|
}
|
2017-01-30 13:04:20 +00:00
|
|
|
if (diff & GE_VTYPE_THROUGH_MASK)
|
|
|
|
gstate_c.Dirty(DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE);
|
2014-09-13 10:11:34 +00:00
|
|
|
}
|
|
|
|
|
2016-04-10 08:21:48 +00:00
|
|
|
void GPU_DX9::Execute_Prim(u32 op, u32 diff) {
|
2014-09-13 13:13:34 +00:00
|
|
|
// 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;
|
|
|
|
if (count == 0)
|
|
|
|
return;
|
2017-01-30 13:04:20 +00:00
|
|
|
// Upper bits are ignored.
|
|
|
|
GEPrimitiveType prim = static_cast<GEPrimitiveType>((data >> 16) & 7);
|
2017-04-03 14:45:58 +00:00
|
|
|
SetDrawType(DRAW_PRIM, prim);
|
|
|
|
|
2014-09-13 13:13:34 +00:00
|
|
|
// 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.
|
2017-01-23 22:25:09 +00:00
|
|
|
framebufferManagerDX9_->SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason);
|
2014-09-13 13:13:34 +00:00
|
|
|
if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) {
|
2016-04-10 08:21:48 +00:00
|
|
|
drawEngine_.SetupVertexDecoder(gstate.vertType);
|
2014-09-13 13:13:34 +00:00
|
|
|
// Rough estimate, not sure what's correct.
|
2017-01-23 20:00:44 +00:00
|
|
|
cyclesExecuted += EstimatePerVertexCost() * count;
|
2014-09-13 13:13:34 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2014-10-19 19:11:09 +00:00
|
|
|
u32 vertexAddr = gstate_c.vertexAddr;
|
|
|
|
if (!Memory::IsValidAddress(vertexAddr)) {
|
|
|
|
ERROR_LOG_REPORT(G3D, "Bad vertex address %08x!", vertexAddr);
|
2014-09-13 13:13:34 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2014-10-19 19:11:09 +00:00
|
|
|
void *verts = Memory::GetPointerUnchecked(vertexAddr);
|
2014-09-13 13:13:34 +00:00
|
|
|
void *inds = 0;
|
2014-10-19 19:11:09 +00:00
|
|
|
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);
|
2014-09-13 13:13:34 +00:00
|
|
|
return;
|
|
|
|
}
|
2014-10-19 19:11:09 +00:00
|
|
|
inds = Memory::GetPointerUnchecked(indexAddr);
|
2014-09-13 13:13:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
#ifndef MOBILE_DEVICE
|
|
|
|
if (prim > GE_PRIM_RECTANGLES) {
|
|
|
|
ERROR_LOG_REPORT_ONCE(reportPrim, G3D, "Unexpected prim type: %d", prim);
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
2017-08-20 17:03:16 +00:00
|
|
|
if (gstate_c.dirty & DIRTY_VERTEXSHADER_STATE) {
|
|
|
|
vertexCost_ = EstimatePerVertexCost();
|
|
|
|
}
|
|
|
|
gpuStats.vertexGPUCycles += vertexCost_ * count;
|
|
|
|
cyclesExecuted += vertexCost_* count;
|
|
|
|
|
2014-09-13 13:13:34 +00:00
|
|
|
int bytesRead = 0;
|
2017-08-17 11:53:13 +00:00
|
|
|
UpdateUVScaleOffset();
|
2016-04-10 08:21:48 +00:00
|
|
|
drawEngine_.SubmitPrim(verts, inds, prim, count, vertexType, &bytesRead);
|
2014-09-13 13:13:34 +00:00
|
|
|
|
|
|
|
// 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.
|
2016-04-10 20:07:08 +00:00
|
|
|
AdvanceVerts(vertexType, count, bytesRead);
|
2014-09-13 13:13:34 +00:00
|
|
|
}
|
|
|
|
|
2017-01-22 14:44:27 +00:00
|
|
|
void GPU_DX9::Execute_Bezier(u32 op, u32 diff) {
|
2017-08-17 11:05:13 +00:00
|
|
|
Flush();
|
|
|
|
|
2017-03-11 12:09:01 +00:00
|
|
|
// We don't dirty on normal changes anymore as we prescale, but it's needed for splines/bezier.
|
|
|
|
gstate_c.Dirty(DIRTY_UVSCALEOFFSET);
|
|
|
|
|
2017-01-22 14:44:27 +00:00
|
|
|
// This also make skipping drawing very effective.
|
2017-01-23 22:25:09 +00:00
|
|
|
framebufferManagerDX9_->SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason);
|
2017-01-22 14:44:27 +00:00
|
|
|
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();
|
2017-04-03 14:45:58 +00:00
|
|
|
SetDrawType(DRAW_BEZIER, PatchPrimToPrim(patchPrim));
|
2017-01-22 14:44:27 +00:00
|
|
|
int bz_ucount = op & 0xFF;
|
|
|
|
int bz_vcount = (op >> 8) & 0xFF;
|
|
|
|
bool computeNormals = gstate.isLightingEnabled();
|
|
|
|
bool patchFacing = gstate.patchfacing & 1;
|
|
|
|
int bytesRead = 0;
|
2017-08-17 11:53:13 +00:00
|
|
|
UpdateUVScaleOffset();
|
2017-01-22 14:44:27 +00:00
|
|
|
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_DX9::Execute_Spline(u32 op, u32 diff) {
|
2017-08-17 11:05:13 +00:00
|
|
|
Flush();
|
|
|
|
|
2017-03-11 12:09:01 +00:00
|
|
|
// We don't dirty on normal changes anymore as we prescale, but it's needed for splines/bezier.
|
|
|
|
gstate_c.Dirty(DIRTY_UVSCALEOFFSET);
|
|
|
|
|
2017-01-22 14:44:27 +00:00
|
|
|
// This also make skipping drawing very effective.
|
2017-01-23 22:25:09 +00:00
|
|
|
framebufferManagerDX9_->SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason);
|
2017-01-22 14:44:27 +00:00
|
|
|
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();
|
2017-04-03 14:45:58 +00:00
|
|
|
SetDrawType(DRAW_SPLINE, PatchPrimToPrim(patchPrim));
|
2017-01-22 14:44:27 +00:00
|
|
|
bool computeNormals = gstate.isLightingEnabled();
|
|
|
|
bool patchFacing = gstate.patchfacing & 1;
|
|
|
|
u32 vertType = gstate.vertType;
|
|
|
|
int bytesRead = 0;
|
2017-08-17 11:53:13 +00:00
|
|
|
UpdateUVScaleOffset();
|
2017-01-22 14:44:27 +00:00
|
|
|
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);
|
|
|
|
}
|
|
|
|
|
2016-04-10 08:21:48 +00:00
|
|
|
void GPU_DX9::Execute_TexSize0(u32 op, u32 diff) {
|
2014-09-13 15:20:55 +00:00
|
|
|
// Render to texture may have overridden the width/height.
|
|
|
|
// Don't reset it unless the size is different / the texture has changed.
|
2017-01-24 08:41:38 +00:00
|
|
|
if (diff || gstate_c.IsDirty(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS)) {
|
2014-09-13 15:20:55 +00:00
|
|
|
gstate_c.curTextureWidth = gstate.getTextureWidth(0);
|
|
|
|
gstate_c.curTextureHeight = gstate.getTextureHeight(0);
|
2017-01-24 08:41:38 +00:00
|
|
|
gstate_c.Dirty(DIRTY_UVSCALEOFFSET);
|
2014-09-13 15:20:55 +00:00
|
|
|
// We will need to reset the texture now.
|
2017-01-24 08:41:38 +00:00
|
|
|
gstate_c.Dirty(DIRTY_TEXTURE_PARAMS);
|
2014-09-13 15:20:55 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-04-10 08:21:48 +00:00
|
|
|
void GPU_DX9::Execute_LoadClut(u32 op, u32 diff) {
|
2017-01-24 08:41:38 +00:00
|
|
|
gstate_c.Dirty(DIRTY_TEXTURE_PARAMS);
|
2016-12-21 17:51:19 +00:00
|
|
|
textureCacheDX9_->LoadClut(gstate.getClutAddress(), gstate.getClutLoadBytes());
|
2014-09-13 15:20:55 +00:00
|
|
|
// This could be used to "dirty" textures with clut.
|
|
|
|
}
|
|
|
|
|
2016-04-10 08:21:48 +00:00
|
|
|
void GPU_DX9::GetStats(char *buffer, size_t bufsize) {
|
2016-03-31 08:17:02 +00:00
|
|
|
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"
|
2016-03-31 08:23:40 +00:00
|
|
|
"Vertex, Fragment shaders loaded: %i, %i\n",
|
2016-03-31 08:17:02 +00:00
|
|
|
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,
|
2016-12-21 17:07:17 +00:00
|
|
|
(int)framebufferManagerDX9_->NumVFBs(),
|
2016-12-21 17:51:19 +00:00
|
|
|
(int)textureCacheDX9_->NumLoadedTextures(),
|
2016-03-31 08:17:02 +00:00
|
|
|
gpuStats.numTexturesDecoded,
|
|
|
|
gpuStats.numTextureInvalidations,
|
2017-02-08 17:07:34 +00:00
|
|
|
shaderManagerDX9_->GetNumVertexShaders(),
|
|
|
|
shaderManagerDX9_->GetNumFragmentShaders()
|
2016-03-31 08:17:02 +00:00
|
|
|
);
|
2013-08-17 09:23:51 +00:00
|
|
|
}
|
|
|
|
|
2016-04-10 08:21:48 +00:00
|
|
|
void GPU_DX9::ClearCacheNextFrame() {
|
2016-12-21 17:51:19 +00:00
|
|
|
textureCacheDX9_->ClearNextFrame();
|
2013-08-17 09:23:51 +00:00
|
|
|
}
|
|
|
|
|
2016-04-10 08:21:48 +00:00
|
|
|
void GPU_DX9::ClearShaderCache() {
|
2017-01-23 19:48:23 +00:00
|
|
|
shaderManagerDX9_->ClearCache(true);
|
2013-12-05 15:37:52 +00:00
|
|
|
}
|
2014-09-11 23:48:43 +00:00
|
|
|
|
2016-04-10 08:21:48 +00:00
|
|
|
void GPU_DX9::DoState(PointerWrap &p) {
|
2013-08-17 09:23:51 +00:00
|
|
|
GPUCommon::DoState(p);
|
|
|
|
|
2013-12-05 15:37:52 +00:00
|
|
|
// TODO: Some of these things may not be necessary.
|
|
|
|
// None of these are necessary when saving.
|
|
|
|
if (p.mode == p.MODE_READ) {
|
2016-12-21 17:51:19 +00:00
|
|
|
textureCacheDX9_->Clear(true);
|
2016-04-10 08:21:48 +00:00
|
|
|
drawEngine_.ClearTrackedVertexArrays();
|
2013-08-17 09:23:51 +00:00
|
|
|
|
2017-01-24 08:41:38 +00:00
|
|
|
gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
|
2017-04-14 06:07:21 +00:00
|
|
|
framebufferManagerDX9_->DestroyAllFBOs();
|
2017-01-23 19:48:23 +00:00
|
|
|
shaderManagerDX9_->ClearCache(true);
|
2013-12-05 15:37:52 +00:00
|
|
|
}
|
2013-08-17 09:23:51 +00:00
|
|
|
}
|
2013-09-15 15:53:21 +00:00
|
|
|
|
2016-04-10 08:21:48 +00:00
|
|
|
std::vector<std::string> GPU_DX9::DebugGetShaderIDs(DebugShaderType type) {
|
2017-04-04 09:09:29 +00:00
|
|
|
switch (type) {
|
|
|
|
case SHADER_TYPE_VERTEXLOADER:
|
2016-04-10 08:21:48 +00:00
|
|
|
return drawEngine_.DebugGetVertexLoaderIDs();
|
2017-04-04 09:09:29 +00:00
|
|
|
case SHADER_TYPE_DEPAL:
|
|
|
|
return depalShaderCache_.DebugGetShaderIDs(type);
|
|
|
|
default:
|
2017-01-23 19:48:23 +00:00
|
|
|
return shaderManagerDX9_->DebugGetShaderIDs(type);
|
2015-10-24 22:34:23 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-04-10 08:21:48 +00:00
|
|
|
std::string GPU_DX9::DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) {
|
2017-04-04 09:09:29 +00:00
|
|
|
switch (type) {
|
|
|
|
case SHADER_TYPE_VERTEXLOADER:
|
2016-04-10 08:21:48 +00:00
|
|
|
return drawEngine_.DebugGetVertexLoaderString(id, stringType);
|
2017-04-04 09:09:29 +00:00
|
|
|
case SHADER_TYPE_DEPAL:
|
|
|
|
return depalShaderCache_.DebugGetShaderString(id, type, stringType);
|
|
|
|
default:
|
2017-01-23 19:48:23 +00:00
|
|
|
return shaderManagerDX9_->DebugGetShaderString(id, type, stringType);
|
2015-10-24 22:34:23 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2014-09-13 10:11:34 +00:00
|
|
|
} // namespace DX9
|