ppsspp/GPU/GLES/GPU_GLES.cpp

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// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include "base/logging.h"
#include "profiler/profiler.h"
#include "i18n/i18n.h"
#include "Common/ChunkFile.h"
#include "Common/FileUtil.h"
#include "Common/GraphicsContext.h"
#include "Core/Config.h"
#include "Core/Debugger/Breakpoints.h"
#include "Core/MemMapHelpers.h"
#include "Core/Host.h"
#include "Core/Config.h"
#include "Core/Reporting.h"
#include "Core/System.h"
#include "Core/ELF/ParamSFO.h"
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#include "GPU/GPUState.h"
#include "GPU/ge_constants.h"
#include "GPU/GeDisasm.h"
#include "GPU/Common/FramebufferManagerCommon.h"
#include "GPU/Debugger/Debugger.h"
#include "GPU/GLES/ShaderManagerGLES.h"
#include "GPU/GLES/GPU_GLES.h"
#include "GPU/GLES/FramebufferManagerGLES.h"
#include "GPU/GLES/DrawEngineGLES.h"
#include "GPU/GLES/TextureCacheGLES.h"
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#include "Core/MIPS/MIPS.h"
#include "Core/HLE/sceKernelThread.h"
#include "Core/HLE/sceKernelInterrupt.h"
#include "Core/HLE/sceGe.h"
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#ifdef _WIN32
#include "Windows/GPU/WindowsGLContext.h"
#endif
GPU_GLES::GPU_GLES(GraphicsContext *gfxCtx, Draw::DrawContext *draw)
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: GPUCommon(gfxCtx, draw), drawEngine_(draw), fragmentTestCache_(draw), depalShaderCache_(draw) {
UpdateVsyncInterval(true);
CheckGPUFeatures();
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GLRenderManager *render = (GLRenderManager *)draw->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
shaderManagerGL_ = new ShaderManagerGLES(draw);
framebufferManagerGL_ = new FramebufferManagerGLES(draw, render);
framebufferManager_ = framebufferManagerGL_;
textureCacheGL_ = new TextureCacheGLES(draw);
textureCache_ = textureCacheGL_;
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drawEngineCommon_ = &drawEngine_;
shaderManager_ = shaderManagerGL_;
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drawEngineCommon_ = &drawEngine_;
drawEngine_.SetShaderManager(shaderManagerGL_);
drawEngine_.SetTextureCache(textureCacheGL_);
drawEngine_.SetFramebufferManager(framebufferManagerGL_);
drawEngine_.SetFragmentTestCache(&fragmentTestCache_);
framebufferManagerGL_->SetTextureCache(textureCacheGL_);
framebufferManagerGL_->SetShaderManager(shaderManagerGL_);
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framebufferManagerGL_->SetDrawEngine(&drawEngine_);
framebufferManagerGL_->Init();
depalShaderCache_.Init();
textureCacheGL_->SetFramebufferManager(framebufferManagerGL_);
textureCacheGL_->SetDepalShaderCache(&depalShaderCache_);
textureCacheGL_->SetShaderManager(shaderManagerGL_);
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textureCacheGL_->SetDrawEngine(&drawEngine_);
fragmentTestCache_.SetTextureCache(textureCacheGL_);
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// Sanity check gstate
if ((int *)&gstate.transferstart - (int *)&gstate != 0xEA) {
ERROR_LOG(G3D, "gstate has drifted out of sync!");
}
// No need to flush before the tex scale/offset commands if we are baking
// the tex scale/offset into the vertices anyway.
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UpdateCmdInfo();
BuildReportingInfo();
// Update again after init to be sure of any silly driver problems.
UpdateVsyncInterval(true);
textureCacheGL_->NotifyConfigChanged();
// Load shader cache.
std::string discID = g_paramSFO.GetDiscID();
if (discID.size()) {
File::CreateFullPath(GetSysDirectory(DIRECTORY_APP_CACHE));
shaderCachePath_ = GetSysDirectory(DIRECTORY_APP_CACHE) + "/" + discID + ".glshadercache";
// Actually precompiled by IsReady() since we're single-threaded.
shaderManagerGL_->Load(shaderCachePath_);
}
if (g_Config.bHardwareTessellation) {
// Disable hardware tessellation if device is unsupported.
if (!drawEngine_.SupportsHWTessellation()) {
ERROR_LOG(G3D, "Hardware Tessellation is unsupported, falling back to software tessellation");
auto gr = GetI18NCategory("Graphics");
host->NotifyUserMessage(gr->T("Turn off Hardware Tessellation - unsupported"), 2.5f, 0xFF3030FF);
}
}
}
GPU_GLES::~GPU_GLES() {
if (draw_) {
GLRenderManager *render = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
render->Wipe();
}
// If we're here during app shutdown (exiting the Windows app in-game, for example)
// everything should already be cleared since DeviceLost has been run.
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if (!shaderCachePath_.empty() && draw_) {
shaderManagerGL_->Save(shaderCachePath_);
}
framebufferManagerGL_->DestroyAllFBOs();
shaderManagerGL_->ClearCache(true);
depalShaderCache_.Clear();
fragmentTestCache_.Clear();
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delete shaderManagerGL_;
shaderManagerGL_ = nullptr;
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delete framebufferManagerGL_;
delete textureCacheGL_;
}
// Take the raw GL extension and versioning data and turn into feature flags.
void GPU_GLES::CheckGPUFeatures() {
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u32 features = 0;
features |= GPU_SUPPORTS_16BIT_FORMATS;
if (!draw_->GetBugs().Has(Draw::Bugs::BROKEN_NAN_IN_CONDITIONAL)) {
if (!PSP_CoreParameter().compat.flags().DepthRangeHack) {
features |= GPU_SUPPORTS_VS_RANGE_CULLING;
}
}
if (gl_extensions.ARB_blend_func_extended || gl_extensions.EXT_blend_func_extended) {
if (!g_Config.bVendorBugChecksEnabled || !draw_->GetBugs().Has(Draw::Bugs::DUAL_SOURCE_BLENDING_BROKEN)) {
features |= GPU_SUPPORTS_DUALSOURCE_BLEND;
}
}
if (gl_extensions.IsGLES) {
if (gl_extensions.GLES3) {
features |= GPU_SUPPORTS_GLSL_ES_300;
// Mali reports 30 but works fine...
if (gl_extensions.range[1][5][1] >= 30) {
features |= GPU_SUPPORTS_32BIT_INT_FSHADER;
}
}
} else {
if (gl_extensions.VersionGEThan(3, 3, 0)) {
features |= GPU_SUPPORTS_GLSL_330;
features |= GPU_SUPPORTS_32BIT_INT_FSHADER;
}
}
if (gl_extensions.EXT_shader_framebuffer_fetch || gl_extensions.NV_shader_framebuffer_fetch || gl_extensions.ARM_shader_framebuffer_fetch) {
// This has caused problems in the past. Let's only enable on GLES3.
if (features & GPU_SUPPORTS_GLSL_ES_300) {
features |= GPU_SUPPORTS_ANY_FRAMEBUFFER_FETCH;
}
}
if (gl_extensions.ARB_framebuffer_object || gl_extensions.EXT_framebuffer_object || gl_extensions.IsGLES) {
features |= GPU_SUPPORTS_FBO;
}
if (gl_extensions.ARB_framebuffer_object || gl_extensions.GLES3) {
features |= GPU_SUPPORTS_ARB_FRAMEBUFFER_BLIT;
}
if (gl_extensions.NV_framebuffer_blit) {
features |= GPU_SUPPORTS_NV_FRAMEBUFFER_BLIT;
}
if (gl_extensions.ARB_vertex_array_object && gl_extensions.IsCoreContext) {
features |= GPU_SUPPORTS_VAO;
}
bool useCPU = false;
if (!gl_extensions.IsGLES) {
// Some cards or drivers seem to always dither when downloading a framebuffer to 16-bit.
// This causes glitches in games that expect the exact values.
// It has not been experienced on NVIDIA cards, so those are left using the GPU (which is faster.)
if (gl_extensions.gpuVendor != GPU_VENDOR_NVIDIA || !gl_extensions.VersionGEThan(3, 0)) {
useCPU = true;
}
} else {
useCPU = true;
}
if (useCPU)
features |= GPU_PREFER_CPU_DOWNLOAD;
if ((gl_extensions.gpuVendor == GPU_VENDOR_NVIDIA) || (gl_extensions.gpuVendor == GPU_VENDOR_AMD))
features |= GPU_PREFER_REVERSE_COLOR_ORDER;
if (gl_extensions.OES_texture_npot)
features |= GPU_SUPPORTS_OES_TEXTURE_NPOT;
if (gl_extensions.EXT_blend_minmax)
features |= GPU_SUPPORTS_BLEND_MINMAX;
if (gl_extensions.OES_copy_image || gl_extensions.NV_copy_image || gl_extensions.EXT_copy_image || gl_extensions.ARB_copy_image)
features |= GPU_SUPPORTS_ANY_COPY_IMAGE;
if (!gl_extensions.IsGLES)
features |= GPU_SUPPORTS_LOGIC_OP;
if (gl_extensions.GLES3 || !gl_extensions.IsGLES)
features |= GPU_SUPPORTS_TEXTURE_LOD_CONTROL;
if (gl_extensions.EXT_texture_filter_anisotropic)
features |= GPU_SUPPORTS_ANISOTROPY;
bool canUseInstanceID = gl_extensions.EXT_draw_instanced || gl_extensions.ARB_draw_instanced;
bool canDefInstanceID = gl_extensions.IsGLES || gl_extensions.EXT_gpu_shader4 || gl_extensions.VersionGEThan(3, 1);
bool instanceRendering = gl_extensions.GLES3 || (canUseInstanceID && canDefInstanceID);
if (instanceRendering)
features |= GPU_SUPPORTS_INSTANCE_RENDERING;
int maxVertexTextureImageUnits = gl_extensions.maxVertexTextureUnits;
if (maxVertexTextureImageUnits >= 3) // At least 3 for hardware tessellation
features |= GPU_SUPPORTS_VERTEX_TEXTURE_FETCH;
if (gl_extensions.ARB_texture_float || gl_extensions.OES_texture_float)
features |= GPU_SUPPORTS_TEXTURE_FLOAT;
// If we already have a 16-bit depth buffer, we don't need to round.
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bool prefer24 = draw_->GetDeviceCaps().preferredDepthBufferFormat == Draw::DataFormat::D24_S8;
if (prefer24) {
if (!g_Config.bHighQualityDepth && (features & GPU_SUPPORTS_ACCURATE_DEPTH) != 0) {
features |= GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT;
} else if (PSP_CoreParameter().compat.flags().PixelDepthRounding) {
if (!gl_extensions.IsGLES || gl_extensions.GLES3) {
// Use fragment rounding on desktop and GLES3, most accurate.
features |= GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT;
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} else if (prefer24 && (features & GPU_SUPPORTS_ACCURATE_DEPTH) != 0) {
// Here we can simulate a 16 bit depth buffer by scaling.
// Note that the depth buffer is fixed point, not floating, so dividing by 256 is pretty good.
features |= GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT;
} else {
// At least do vertex rounding if nothing else.
features |= GPU_ROUND_DEPTH_TO_16BIT;
}
} else if (PSP_CoreParameter().compat.flags().VertexDepthRounding) {
features |= GPU_ROUND_DEPTH_TO_16BIT;
}
}
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// The Phantasy Star hack :(
if (PSP_CoreParameter().compat.flags().DepthRangeHack && (features & GPU_SUPPORTS_ACCURATE_DEPTH) == 0) {
features |= GPU_USE_DEPTH_RANGE_HACK;
}
if (PSP_CoreParameter().compat.flags().ClearToRAM) {
features |= GPU_USE_CLEAR_RAM_HACK;
}
gstate_c.featureFlags = features;
}
bool GPU_GLES::IsReady() {
return shaderManagerGL_->ContinuePrecompile();
}
void GPU_GLES::CancelReady() {
shaderManagerGL_->CancelPrecompile();
}
void GPU_GLES::BuildReportingInfo() {
GLRenderManager *render = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
std::string glVendor = render->GetGLString(GL_VENDOR);
std::string glRenderer = render->GetGLString(GL_RENDERER);
std::string glVersion = render->GetGLString(GL_VERSION);
std::string glSlVersion = render->GetGLString(GL_SHADING_LANGUAGE_VERSION);
std::string glExtensions;
if (gl_extensions.VersionGEThan(3, 0)) {
glExtensions = g_all_gl_extensions;
} else {
glExtensions = render->GetGLString(GL_EXTENSIONS);
}
char temp[16384];
snprintf(temp, sizeof(temp), "%s (%s %s), %s (extensions: %s)", glVersion.c_str(), glVendor.c_str(), glRenderer.c_str(), glSlVersion.c_str(), glExtensions.c_str());
reportingPrimaryInfo_ = glVendor;
reportingFullInfo_ = temp;
Reporting::UpdateConfig();
}
void GPU_GLES::DeviceLost() {
ILOG("GPU_GLES: DeviceLost");
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// Simply drop all caches and textures.
// FBOs appear to survive? Or no?
// TransformDraw has registered as a GfxResourceHolder.
CancelReady();
shaderManagerGL_->DeviceLost();
textureCacheGL_->DeviceLost();
fragmentTestCache_.DeviceLost();
depalShaderCache_.DeviceLost();
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drawEngine_.DeviceLost();
framebufferManagerGL_->DeviceLost();
// Don't even try to access the lost device.
draw_ = nullptr;
}
void GPU_GLES::DeviceRestore() {
draw_ = (Draw::DrawContext *)PSP_CoreParameter().graphicsContext->GetDrawContext();
ILOG("GPU_GLES: DeviceRestore");
UpdateCmdInfo();
UpdateVsyncInterval(true);
shaderManagerGL_->DeviceRestore(draw_);
textureCacheGL_->DeviceRestore(draw_);
framebufferManagerGL_->DeviceRestore(draw_);
drawEngine_.DeviceRestore(draw_);
fragmentTestCache_.DeviceRestore(draw_);
depalShaderCache_.DeviceRestore(draw_);
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}
void GPU_GLES::Reinitialize() {
GPUCommon::Reinitialize();
depalShaderCache_.Clear();
}
void GPU_GLES::InitClear() {
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}
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void GPU_GLES::BeginHostFrame() {
GPUCommon::BeginHostFrame();
UpdateCmdInfo();
if (resized_) {
CheckGPUFeatures();
framebufferManager_->Resized();
drawEngine_.Resized();
shaderManagerGL_->DirtyShader();
textureCacheGL_->NotifyConfigChanged();
resized_ = false;
}
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drawEngine_.BeginFrame();
}
void GPU_GLES::EndHostFrame() {
drawEngine_.EndFrame();
}
void GPU_GLES::ReapplyGfxState() {
GPUCommon::ReapplyGfxState();
}
void GPU_GLES::BeginFrame() {
textureCacheGL_->StartFrame();
depalShaderCache_.Decimate();
fragmentTestCache_.Decimate();
GPUCommon::BeginFrame();
// Save the cache from time to time. TODO: How often? We save on exit, so shouldn't need to do this all that often.
if (!shaderCachePath_.empty() && (gpuStats.numFlips & 4095) == 0) {
shaderManagerGL_->Save(shaderCachePath_);
}
shaderManagerGL_->DirtyShader();
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// Not sure if this is really needed.
gstate_c.Dirty(DIRTY_ALL_UNIFORMS);
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framebufferManagerGL_->BeginFrame();
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}
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void GPU_GLES::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
GPUDebug::NotifyDisplay(framebuf, stride, format);
framebufferManagerGL_->SetDisplayFramebuffer(framebuf, stride, format);
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}
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void GPU_GLES::CopyDisplayToOutput(bool reallyDirty) {
// Flush anything left over.
framebufferManagerGL_->RebindFramebuffer("RebindFramebuffer - CopyDisplayToOutput");
drawEngine_.Flush();
shaderManagerGL_->DirtyLastShader();
framebufferManagerGL_->CopyDisplayToOutput(reallyDirty);
framebufferManagerGL_->EndFrame();
// If buffered, discard the depth buffer of the backbuffer. Don't even know if we need one.
#if 0
#ifdef USING_GLES2
if (gl_extensions.EXT_discard_framebuffer && framebufferManager_->UseBufferedRendering()) {
GLenum attachments[] = {GL_DEPTH_EXT, GL_STENCIL_EXT};
glDiscardFramebufferEXT(GL_FRAMEBUFFER, 2, attachments);
}
#endif
#endif
}
void GPU_GLES::FinishDeferred() {
// This finishes reading any vertex data that is pending.
drawEngine_.FinishDeferred();
}
inline void GPU_GLES::CheckFlushOp(int cmd, u32 diff) {
const u8 cmdFlags = cmdInfo_[cmd].flags;
if (diff && (cmdFlags & FLAG_FLUSHBEFOREONCHANGE)) {
if (dumpThisFrame_) {
NOTICE_LOG(G3D, "================ FLUSH ================");
}
drawEngine_.Flush();
}
}
void GPU_GLES::PreExecuteOp(u32 op, u32 diff) {
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CheckFlushOp(op >> 24, diff);
}
void GPU_GLES::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_GLES::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, clears %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"
"Readbacks: %d, uploads: %d\n"
"Vertex, Fragment, Programs loaded: %i, %i, %i\n",
gpuStats.msProcessingDisplayLists * 1000.0f,
gpuStats.numDrawCalls,
gpuStats.numFlushes,
gpuStats.numClears,
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)framebufferManagerGL_->NumVFBs(),
(int)textureCacheGL_->NumLoadedTextures(),
gpuStats.numTexturesDecoded,
gpuStats.numTextureInvalidations,
gpuStats.numReadbacks,
gpuStats.numUploads,
shaderManagerGL_->GetNumVertexShaders(),
shaderManagerGL_->GetNumFragmentShaders(),
shaderManagerGL_->GetNumPrograms());
}
void GPU_GLES::ClearCacheNextFrame() {
textureCacheGL_->ClearNextFrame();
}
void GPU_GLES::ClearShaderCache() {
shaderManagerGL_->ClearCache(true);
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}
void GPU_GLES::CleanupBeforeUI() {
// Clear any enabled vertex arrays.
shaderManagerGL_->DirtyLastShader();
}
void GPU_GLES::DoState(PointerWrap &p) {
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GPUCommon::DoState(p);
// TODO: Some of these things may not be necessary.
// None of these are necessary when saving.
// In Freeze-Frame mode, we don't want to do any of this.
if (p.mode == p.MODE_READ && !PSP_CoreParameter().frozen) {
textureCache_->Clear(true);
depalShaderCache_.Clear();
drawEngine_.ClearTrackedVertexArrays();
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gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
framebufferManager_->DestroyAllFBOs();
}
}
std::vector<std::string> GPU_GLES::DebugGetShaderIDs(DebugShaderType type) {
switch (type) {
case SHADER_TYPE_VERTEXLOADER:
return drawEngine_.DebugGetVertexLoaderIDs();
case SHADER_TYPE_DEPAL:
return depalShaderCache_.DebugGetShaderIDs(type);
default:
return shaderManagerGL_->DebugGetShaderIDs(type);
}
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}
std::string GPU_GLES::DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) {
switch (type) {
case SHADER_TYPE_VERTEXLOADER:
return drawEngine_.DebugGetVertexLoaderString(id, stringType);
case SHADER_TYPE_DEPAL:
return depalShaderCache_.DebugGetShaderString(id, type, stringType);
default:
return shaderManagerGL_->DebugGetShaderString(id, type, stringType);
}
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}