2012-11-01 15:19:01 +00:00
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// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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2012-11-04 22:58:25 +00:00
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// the Free Software Foundation, version 2.0 or later versions.
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2012-11-01 15:19:01 +00:00
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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2013-08-15 23:00:26 +00:00
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#include "base/logging.h"
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2015-05-13 20:28:02 +00:00
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#include "profiler/profiler.h"
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2017-01-31 14:29:13 +00:00
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#include "i18n/i18n.h"
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2013-07-26 22:44:16 +00:00
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2013-12-29 22:28:31 +00:00
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#include "Common/ChunkFile.h"
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2020-08-10 06:38:45 +00:00
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#include "Common/FileUtil.h"
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2015-12-31 15:59:40 +00:00
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#include "Common/GraphicsContext.h"
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2013-12-29 22:28:31 +00:00
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2015-09-05 19:23:58 +00:00
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#include "Core/Config.h"
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2013-12-14 22:54:05 +00:00
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#include "Core/Debugger/Breakpoints.h"
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2015-04-06 01:03:50 +00:00
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#include "Core/MemMapHelpers.h"
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2013-01-30 20:09:53 +00:00
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#include "Core/Host.h"
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#include "Core/Config.h"
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2013-05-11 05:51:23 +00:00
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#include "Core/Reporting.h"
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2013-01-30 20:09:53 +00:00
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#include "Core/System.h"
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2016-01-17 19:29:34 +00:00
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#include "Core/ELF/ParamSFO.h"
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2012-11-01 15:19:01 +00:00
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2013-08-20 20:34:47 +00:00
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#include "GPU/GPUState.h"
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#include "GPU/ge_constants.h"
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#include "GPU/GeDisasm.h"
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2020-08-03 21:17:22 +00:00
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#include "GPU/Common/FramebufferManagerCommon.h"
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2018-09-01 15:32:03 +00:00
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#include "GPU/Debugger/Debugger.h"
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2017-01-21 21:16:30 +00:00
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#include "GPU/GLES/ShaderManagerGLES.h"
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2016-04-10 08:27:28 +00:00
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#include "GPU/GLES/GPU_GLES.h"
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2017-01-21 21:16:30 +00:00
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#include "GPU/GLES/FramebufferManagerGLES.h"
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2016-04-10 08:27:28 +00:00
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#include "GPU/GLES/DrawEngineGLES.h"
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2017-01-21 21:16:30 +00:00
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#include "GPU/GLES/TextureCacheGLES.h"
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2012-11-01 15:19:01 +00:00
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2014-03-15 18:44:02 +00:00
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#include "Core/MIPS/MIPS.h"
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2013-08-20 20:34:47 +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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2012-11-01 15:19:01 +00:00
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2015-09-06 11:36:33 +00:00
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#ifdef _WIN32
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2015-11-03 22:22:09 +00:00
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#include "Windows/GPU/WindowsGLContext.h"
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2015-09-06 11:36:33 +00:00
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#endif
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2017-01-30 15:50:35 +00:00
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GPU_GLES::GPU_GLES(GraphicsContext *gfxCtx, Draw::DrawContext *draw)
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2017-11-19 16:37:56 +00:00
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: GPUCommon(gfxCtx, draw), drawEngine_(draw), fragmentTestCache_(draw), depalShaderCache_(draw) {
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2014-06-15 22:19:49 +00:00
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UpdateVsyncInterval(true);
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2015-09-05 17:58:47 +00:00
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CheckGPUFeatures();
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2013-10-09 08:44:12 +00:00
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2017-11-18 23:43:58 +00:00
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GLRenderManager *render = (GLRenderManager *)draw->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
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2018-05-29 21:07:22 +00:00
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shaderManagerGL_ = new ShaderManagerGLES(draw);
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2017-12-12 13:07:52 +00:00
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framebufferManagerGL_ = new FramebufferManagerGLES(draw, render);
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2016-12-21 17:07:17 +00:00
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framebufferManager_ = framebufferManagerGL_;
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2017-02-05 18:51:50 +00:00
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textureCacheGL_ = new TextureCacheGLES(draw);
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2016-12-21 17:07:17 +00:00
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textureCache_ = textureCacheGL_;
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2017-01-23 20:08:16 +00:00
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drawEngineCommon_ = &drawEngine_;
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2017-01-23 19:48:23 +00:00
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shaderManager_ = shaderManagerGL_;
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2017-01-23 20:08:16 +00:00
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drawEngineCommon_ = &drawEngine_;
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2016-12-21 17:07:17 +00:00
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2017-01-23 19:48:23 +00:00
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drawEngine_.SetShaderManager(shaderManagerGL_);
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2016-12-21 17:07:17 +00:00
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drawEngine_.SetTextureCache(textureCacheGL_);
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drawEngine_.SetFramebufferManager(framebufferManagerGL_);
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2016-04-10 08:21:48 +00:00
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drawEngine_.SetFragmentTestCache(&fragmentTestCache_);
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2016-12-21 17:07:17 +00:00
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framebufferManagerGL_->SetTextureCache(textureCacheGL_);
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2017-01-23 19:48:23 +00:00
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framebufferManagerGL_->SetShaderManager(shaderManagerGL_);
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2017-02-04 10:47:19 +00:00
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framebufferManagerGL_->SetDrawEngine(&drawEngine_);
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2020-05-16 16:57:01 +00:00
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framebufferManagerGL_->Init();
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2020-04-08 05:49:07 +00:00
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depalShaderCache_.Init();
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2016-12-21 17:07:17 +00:00
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textureCacheGL_->SetFramebufferManager(framebufferManagerGL_);
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textureCacheGL_->SetDepalShaderCache(&depalShaderCache_);
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2017-01-23 19:48:23 +00:00
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textureCacheGL_->SetShaderManager(shaderManagerGL_);
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2017-02-04 10:47:19 +00:00
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textureCacheGL_->SetDrawEngine(&drawEngine_);
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2016-12-21 17:07:17 +00:00
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fragmentTestCache_.SetTextureCache(textureCacheGL_);
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2013-01-30 19:40:26 +00:00
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2012-11-22 19:57:41 +00:00
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// Sanity check gstate
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if ((int *)&gstate.transferstart - (int *)&gstate != 0xEA) {
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ERROR_LOG(G3D, "gstate has drifted out of sync!");
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}
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2012-12-21 20:49:09 +00:00
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2013-10-09 08:44:12 +00:00
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// No need to flush before the tex scale/offset commands if we are baking
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// the tex scale/offset into the vertices anyway.
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2013-10-09 21:09:16 +00:00
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2018-04-10 10:22:02 +00:00
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UpdateCmdInfo();
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2013-04-29 00:49:17 +00:00
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BuildReportingInfo();
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2014-06-15 22:19:49 +00:00
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// Update again after init to be sure of any silly driver problems.
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UpdateVsyncInterval(true);
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2014-12-30 23:26:16 +00:00
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2016-12-21 17:07:17 +00:00
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textureCacheGL_->NotifyConfigChanged();
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2016-01-17 16:11:51 +00:00
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// Load shader cache.
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2017-06-03 03:54:28 +00:00
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std::string discID = g_paramSFO.GetDiscID();
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2016-01-17 20:35:24 +00:00
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if (discID.size()) {
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2016-01-17 21:11:28 +00:00
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File::CreateFullPath(GetSysDirectory(DIRECTORY_APP_CACHE));
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2017-05-26 21:15:04 +00:00
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shaderCachePath_ = GetSysDirectory(DIRECTORY_APP_CACHE) + "/" + discID + ".glshadercache";
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2017-12-03 19:30:00 +00:00
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// Actually precompiled by IsReady() since we're single-threaded.
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shaderManagerGL_->Load(shaderCachePath_);
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2016-01-17 20:35:24 +00:00
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}
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2017-01-31 14:29:13 +00:00
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if (g_Config.bHardwareTessellation) {
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// Disable hardware tessellation if device is unsupported.
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2020-04-04 18:52:32 +00:00
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if (!drawEngine_.SupportsHWTessellation()) {
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2017-01-31 14:29:13 +00:00
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ERROR_LOG(G3D, "Hardware Tessellation is unsupported, falling back to software tessellation");
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2020-01-26 18:43:18 +00:00
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auto gr = GetI18NCategory("Graphics");
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2017-01-31 14:29:13 +00:00
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host->NotifyUserMessage(gr->T("Turn off Hardware Tessellation - unsupported"), 2.5f, 0xFF3030FF);
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}
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}
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2012-11-20 09:59:23 +00:00
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}
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2016-04-10 08:21:48 +00:00
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GPU_GLES::~GPU_GLES() {
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2018-04-05 09:25:49 +00:00
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if (draw_) {
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GLRenderManager *render = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
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render->Wipe();
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}
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2018-02-27 19:40:44 +00:00
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// If we're here during app shutdown (exiting the Windows app in-game, for example)
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// everything should already be cleared since DeviceLost has been run.
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2018-06-04 14:00:29 +00:00
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if (!shaderCachePath_.empty() && draw_) {
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shaderManagerGL_->Save(shaderCachePath_);
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}
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2017-04-14 06:07:21 +00:00
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framebufferManagerGL_->DestroyAllFBOs();
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2017-01-23 19:48:23 +00:00
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shaderManagerGL_->ClearCache(true);
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2014-03-30 13:37:51 +00:00
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depalShaderCache_.Clear();
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2014-08-24 22:26:38 +00:00
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fragmentTestCache_.Clear();
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2018-06-04 14:00:29 +00:00
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2017-01-23 19:48:23 +00:00
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delete shaderManagerGL_;
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shaderManagerGL_ = nullptr;
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2017-02-10 13:41:32 +00:00
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delete framebufferManagerGL_;
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delete textureCacheGL_;
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2012-11-19 22:29:14 +00:00
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}
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2015-09-05 17:58:47 +00:00
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// Take the raw GL extension and versioning data and turn into feature flags.
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2016-04-10 08:21:48 +00:00
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void GPU_GLES::CheckGPUFeatures() {
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2017-01-31 15:14:38 +00:00
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u32 features = 0;
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2017-02-18 00:35:34 +00:00
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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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2019-01-03 11:43:00 +00:00
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if (!draw_->GetBugs().Has(Draw::Bugs::BROKEN_NAN_IN_CONDITIONAL)) {
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2019-02-26 15:07:11 +00:00
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if (!PSP_CoreParameter().compat.flags().DepthRangeHack) {
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features |= GPU_SUPPORTS_VS_RANGE_CULLING;
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}
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2019-01-03 11:43:00 +00:00
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}
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2017-02-18 00:35:34 +00:00
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2015-11-28 00:01:25 +00:00
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if (gl_extensions.ARB_blend_func_extended || gl_extensions.EXT_blend_func_extended) {
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2018-12-23 20:31:19 +00:00
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if (!g_Config.bVendorBugChecksEnabled || !draw_->GetBugs().Has(Draw::Bugs::DUAL_SOURCE_BLENDING_BROKEN)) {
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2015-09-05 20:11:28 +00:00
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features |= GPU_SUPPORTS_DUALSOURCE_BLEND;
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}
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}
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2015-09-05 17:58:47 +00:00
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2015-09-05 19:23:58 +00:00
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if (gl_extensions.IsGLES) {
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2018-10-20 11:22:14 +00:00
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if (gl_extensions.GLES3) {
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2015-09-05 19:23:58 +00:00
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features |= GPU_SUPPORTS_GLSL_ES_300;
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2018-10-20 11:22:14 +00:00
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// Mali reports 30 but works fine...
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if (gl_extensions.range[1][5][1] >= 30) {
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features |= GPU_SUPPORTS_32BIT_INT_FSHADER;
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}
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}
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2015-09-05 19:23:58 +00:00
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} else {
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2018-10-20 11:22:14 +00:00
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if (gl_extensions.VersionGEThan(3, 3, 0)) {
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2015-09-05 19:23:58 +00:00
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features |= GPU_SUPPORTS_GLSL_330;
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2018-10-20 11:22:14 +00:00
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features |= GPU_SUPPORTS_32BIT_INT_FSHADER;
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}
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2015-09-05 19:23:58 +00:00
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}
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2015-09-05 17:58:47 +00:00
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if (gl_extensions.EXT_shader_framebuffer_fetch || gl_extensions.NV_shader_framebuffer_fetch || gl_extensions.ARM_shader_framebuffer_fetch) {
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2016-04-09 19:08:43 +00:00
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// This has caused problems in the past. Let's only enable on GLES3.
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if (features & GPU_SUPPORTS_GLSL_ES_300) {
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features |= GPU_SUPPORTS_ANY_FRAMEBUFFER_FETCH;
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}
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2015-09-05 17:58:47 +00:00
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}
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2015-09-05 20:40:45 +00:00
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if (gl_extensions.ARB_framebuffer_object || gl_extensions.EXT_framebuffer_object || gl_extensions.IsGLES) {
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features |= GPU_SUPPORTS_FBO;
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}
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if (gl_extensions.ARB_framebuffer_object || gl_extensions.GLES3) {
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features |= GPU_SUPPORTS_ARB_FRAMEBUFFER_BLIT;
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}
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if (gl_extensions.NV_framebuffer_blit) {
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features |= GPU_SUPPORTS_NV_FRAMEBUFFER_BLIT;
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2015-09-05 17:58:47 +00:00
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}
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2015-12-15 05:12:50 +00:00
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if (gl_extensions.ARB_vertex_array_object && gl_extensions.IsCoreContext) {
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2015-12-14 06:48:21 +00:00
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features |= GPU_SUPPORTS_VAO;
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}
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2015-09-05 17:58:47 +00:00
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2015-09-05 19:23:58 +00:00
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bool useCPU = false;
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if (!gl_extensions.IsGLES) {
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// Some cards or drivers seem to always dither when downloading a framebuffer to 16-bit.
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// This causes glitches in games that expect the exact values.
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// It has not been experienced on NVIDIA cards, so those are left using the GPU (which is faster.)
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2017-12-25 19:17:59 +00:00
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if (gl_extensions.gpuVendor != GPU_VENDOR_NVIDIA || !gl_extensions.VersionGEThan(3, 0)) {
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useCPU = true;
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2015-09-05 17:58:47 +00:00
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}
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2015-09-05 19:23:58 +00:00
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} else {
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useCPU = true;
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2015-09-05 17:58:47 +00:00
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}
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2015-09-05 19:23:58 +00:00
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if (useCPU)
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2015-09-05 17:58:47 +00:00
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features |= GPU_PREFER_CPU_DOWNLOAD;
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if ((gl_extensions.gpuVendor == GPU_VENDOR_NVIDIA) || (gl_extensions.gpuVendor == GPU_VENDOR_AMD))
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features |= GPU_PREFER_REVERSE_COLOR_ORDER;
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2015-09-05 19:23:58 +00:00
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if (gl_extensions.OES_texture_npot)
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features |= GPU_SUPPORTS_OES_TEXTURE_NPOT;
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2017-07-01 23:13:50 +00:00
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if (gl_extensions.EXT_blend_minmax)
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2015-09-05 19:23:58 +00:00
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features |= GPU_SUPPORTS_BLEND_MINMAX;
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2015-12-06 18:39:21 +00:00
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if (gl_extensions.OES_copy_image || gl_extensions.NV_copy_image || gl_extensions.EXT_copy_image || gl_extensions.ARB_copy_image)
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features |= GPU_SUPPORTS_ANY_COPY_IMAGE;
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2015-09-05 20:11:28 +00:00
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if (!gl_extensions.IsGLES)
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features |= GPU_SUPPORTS_LOGIC_OP;
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2015-09-26 14:01:16 +00:00
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if (gl_extensions.GLES3 || !gl_extensions.IsGLES)
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2015-09-05 21:09:06 +00:00
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features |= GPU_SUPPORTS_TEXTURE_LOD_CONTROL;
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2015-09-26 14:01:16 +00:00
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2017-03-03 12:58:27 +00:00
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if (gl_extensions.EXT_texture_filter_anisotropic)
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features |= GPU_SUPPORTS_ANISOTROPY;
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2016-03-18 04:56:04 +00:00
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2017-03-26 10:00:20 +00:00
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bool canUseInstanceID = gl_extensions.EXT_draw_instanced || gl_extensions.ARB_draw_instanced;
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2017-09-22 03:20:17 +00:00
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bool canDefInstanceID = gl_extensions.IsGLES || gl_extensions.EXT_gpu_shader4 || gl_extensions.VersionGEThan(3, 1);
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2017-03-28 10:49:37 +00:00
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bool instanceRendering = gl_extensions.GLES3 || (canUseInstanceID && canDefInstanceID);
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2017-12-08 13:30:03 +00:00
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if (instanceRendering)
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2017-01-31 14:21:22 +00:00
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features |= GPU_SUPPORTS_INSTANCE_RENDERING;
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2018-01-19 23:05:59 +00:00
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int maxVertexTextureImageUnits = gl_extensions.maxVertexTextureUnits;
|
2017-01-31 14:21:22 +00:00
|
|
|
if (maxVertexTextureImageUnits >= 3) // At least 3 for hardware tessellation
|
|
|
|
features |= GPU_SUPPORTS_VERTEX_TEXTURE_FETCH;
|
|
|
|
|
2017-03-12 15:41:28 +00:00
|
|
|
if (gl_extensions.ARB_texture_float || gl_extensions.OES_texture_float)
|
2017-01-31 14:21:22 +00:00
|
|
|
features |= GPU_SUPPORTS_TEXTURE_FLOAT;
|
|
|
|
|
2016-01-21 06:01:18 +00:00
|
|
|
// If we already have a 16-bit depth buffer, we don't need to round.
|
2017-02-06 10:35:55 +00:00
|
|
|
bool prefer24 = draw_->GetDeviceCaps().preferredDepthBufferFormat == Draw::DataFormat::D24_S8;
|
|
|
|
if (prefer24) {
|
2016-02-07 04:42:01 +00:00
|
|
|
if (!g_Config.bHighQualityDepth && (features & GPU_SUPPORTS_ACCURATE_DEPTH) != 0) {
|
2016-01-21 06:01:18 +00:00
|
|
|
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;
|
2017-02-06 10:35:55 +00:00
|
|
|
} else if (prefer24 && (features & GPU_SUPPORTS_ACCURATE_DEPTH) != 0) {
|
2016-01-21 06:01:18 +00:00
|
|
|
// 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;
|
2015-10-11 18:44:58 +00:00
|
|
|
}
|
|
|
|
}
|
2015-09-05 21:09:06 +00:00
|
|
|
|
2016-02-07 04:28:45 +00:00
|
|
|
// The Phantasy Star hack :(
|
|
|
|
if (PSP_CoreParameter().compat.flags().DepthRangeHack && (features & GPU_SUPPORTS_ACCURATE_DEPTH) == 0) {
|
|
|
|
features |= GPU_USE_DEPTH_RANGE_HACK;
|
|
|
|
}
|
|
|
|
|
2017-01-28 09:04:50 +00:00
|
|
|
if (PSP_CoreParameter().compat.flags().ClearToRAM) {
|
|
|
|
features |= GPU_USE_CLEAR_RAM_HACK;
|
|
|
|
}
|
|
|
|
|
2015-09-05 17:58:47 +00:00
|
|
|
gstate_c.featureFlags = features;
|
|
|
|
}
|
|
|
|
|
2017-12-03 19:30:00 +00:00
|
|
|
bool GPU_GLES::IsReady() {
|
|
|
|
return shaderManagerGL_->ContinuePrecompile();
|
|
|
|
}
|
|
|
|
|
2018-10-31 03:32:12 +00:00
|
|
|
void GPU_GLES::CancelReady() {
|
|
|
|
shaderManagerGL_->CancelPrecompile();
|
|
|
|
}
|
|
|
|
|
2016-04-10 08:21:48 +00:00
|
|
|
void GPU_GLES::BuildReportingInfo() {
|
2018-01-21 16:49:34 +00:00
|
|
|
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;
|
2015-12-23 23:30:08 +00:00
|
|
|
|
|
|
|
if (gl_extensions.VersionGEThan(3, 0)) {
|
2018-01-21 16:49:34 +00:00
|
|
|
glExtensions = g_all_gl_extensions;
|
2015-12-23 23:30:08 +00:00
|
|
|
} else {
|
2018-01-21 16:49:34 +00:00
|
|
|
glExtensions = render->GetGLString(GL_EXTENSIONS);
|
2015-12-23 23:30:08 +00:00
|
|
|
}
|
2013-04-29 00:49:17 +00:00
|
|
|
|
2013-05-12 08:38:42 +00:00
|
|
|
char temp[16384];
|
2018-01-21 16:49:34 +00:00
|
|
|
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());
|
2013-04-29 07:30:54 +00:00
|
|
|
reportingPrimaryInfo_ = glVendor;
|
|
|
|
reportingFullInfo_ = temp;
|
2014-02-15 23:18:01 +00:00
|
|
|
|
|
|
|
Reporting::UpdateConfig();
|
2013-04-29 00:49:17 +00:00
|
|
|
}
|
|
|
|
|
2016-04-10 08:21:48 +00:00
|
|
|
void GPU_GLES::DeviceLost() {
|
2016-04-10 08:27:28 +00:00
|
|
|
ILOG("GPU_GLES: DeviceLost");
|
2013-08-08 06:27:29 +00:00
|
|
|
|
2017-11-19 11:25:57 +00:00
|
|
|
// Simply drop all caches and textures.
|
|
|
|
// FBOs appear to survive? Or no?
|
|
|
|
// TransformDraw has registered as a GfxResourceHolder.
|
2018-10-31 03:32:12 +00:00
|
|
|
CancelReady();
|
2018-05-29 21:07:22 +00:00
|
|
|
shaderManagerGL_->DeviceLost();
|
2018-04-05 09:25:49 +00:00
|
|
|
textureCacheGL_->DeviceLost();
|
2018-05-29 21:07:22 +00:00
|
|
|
fragmentTestCache_.DeviceLost();
|
|
|
|
depalShaderCache_.DeviceLost();
|
2017-12-09 22:58:08 +00:00
|
|
|
drawEngine_.DeviceLost();
|
2016-12-21 17:07:17 +00:00
|
|
|
framebufferManagerGL_->DeviceLost();
|
2018-04-05 09:25:49 +00:00
|
|
|
// Don't even try to access the lost device.
|
|
|
|
draw_ = nullptr;
|
2016-09-11 03:29:58 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void GPU_GLES::DeviceRestore() {
|
2017-12-07 13:56:19 +00:00
|
|
|
draw_ = (Draw::DrawContext *)PSP_CoreParameter().graphicsContext->GetDrawContext();
|
2016-09-11 03:29:58 +00:00
|
|
|
ILOG("GPU_GLES: DeviceRestore");
|
2014-06-15 22:19:49 +00:00
|
|
|
|
2018-04-10 10:22:02 +00:00
|
|
|
UpdateCmdInfo();
|
2014-06-15 22:19:49 +00:00
|
|
|
UpdateVsyncInterval(true);
|
2017-12-07 13:56:19 +00:00
|
|
|
|
2018-05-29 21:07:22 +00:00
|
|
|
shaderManagerGL_->DeviceRestore(draw_);
|
2017-12-07 13:56:19 +00:00
|
|
|
textureCacheGL_->DeviceRestore(draw_);
|
|
|
|
framebufferManagerGL_->DeviceRestore(draw_);
|
2018-05-27 20:19:03 +00:00
|
|
|
drawEngine_.DeviceRestore(draw_);
|
2018-05-29 21:07:22 +00:00
|
|
|
fragmentTestCache_.DeviceRestore(draw_);
|
|
|
|
depalShaderCache_.DeviceRestore(draw_);
|
2012-12-25 14:28:34 +00:00
|
|
|
}
|
|
|
|
|
2017-11-05 19:33:28 +00:00
|
|
|
void GPU_GLES::Reinitialize() {
|
|
|
|
GPUCommon::Reinitialize();
|
2014-06-28 19:29:09 +00:00
|
|
|
depalShaderCache_.Clear();
|
|
|
|
}
|
|
|
|
|
2017-11-05 19:33:28 +00:00
|
|
|
void GPU_GLES::InitClear() {
|
2012-11-19 20:23:29 +00:00
|
|
|
}
|
2012-11-01 15:19:01 +00:00
|
|
|
|
2017-03-17 09:48:43 +00:00
|
|
|
void GPU_GLES::BeginHostFrame() {
|
|
|
|
GPUCommon::BeginHostFrame();
|
2018-04-10 10:22:02 +00:00
|
|
|
UpdateCmdInfo();
|
2017-03-17 10:26:11 +00:00
|
|
|
if (resized_) {
|
|
|
|
CheckGPUFeatures();
|
2017-04-24 18:58:16 +00:00
|
|
|
framebufferManager_->Resized();
|
2017-03-17 10:26:11 +00:00
|
|
|
drawEngine_.Resized();
|
|
|
|
shaderManagerGL_->DirtyShader();
|
|
|
|
textureCacheGL_->NotifyConfigChanged();
|
2020-03-01 06:27:00 +00:00
|
|
|
resized_ = false;
|
2017-03-17 10:26:11 +00:00
|
|
|
}
|
2017-11-19 11:25:57 +00:00
|
|
|
|
|
|
|
drawEngine_.BeginFrame();
|
|
|
|
}
|
|
|
|
|
|
|
|
void GPU_GLES::EndHostFrame() {
|
|
|
|
drawEngine_.EndFrame();
|
2017-03-17 09:48:43 +00:00
|
|
|
}
|
|
|
|
|
2017-11-05 19:33:28 +00:00
|
|
|
void GPU_GLES::ReapplyGfxState() {
|
|
|
|
GPUCommon::ReapplyGfxState();
|
2015-09-06 10:23:14 +00:00
|
|
|
}
|
|
|
|
|
2017-11-05 19:33:28 +00:00
|
|
|
void GPU_GLES::BeginFrame() {
|
2016-12-21 17:07:17 +00:00
|
|
|
textureCacheGL_->StartFrame();
|
2014-05-31 20:08:17 +00:00
|
|
|
depalShaderCache_.Decimate();
|
2014-08-24 22:26:38 +00:00
|
|
|
fragmentTestCache_.Decimate();
|
2012-11-22 22:07:15 +00:00
|
|
|
|
2017-11-05 19:33:28 +00:00
|
|
|
GPUCommon::BeginFrame();
|
2016-01-17 19:29:34 +00:00
|
|
|
|
2018-03-13 22:22:21 +00:00
|
|
|
// Save the cache from time to time. TODO: How often? We save on exit, so shouldn't need to do this all that often.
|
2018-03-13 12:35:44 +00:00
|
|
|
if (!shaderCachePath_.empty() && (gpuStats.numFlips & 4095) == 0) {
|
2017-01-23 19:48:23 +00:00
|
|
|
shaderManagerGL_->Save(shaderCachePath_);
|
2016-01-17 20:35:24 +00:00
|
|
|
}
|
2016-01-17 16:11:51 +00:00
|
|
|
|
2017-01-23 19:48:23 +00:00
|
|
|
shaderManagerGL_->DirtyShader();
|
2012-12-25 14:28:34 +00:00
|
|
|
|
|
|
|
// Not sure if this is really needed.
|
2017-01-24 08:41:38 +00:00
|
|
|
gstate_c.Dirty(DIRTY_ALL_UNIFORMS);
|
2012-12-25 14:28:34 +00:00
|
|
|
|
2016-12-21 17:07:17 +00:00
|
|
|
framebufferManagerGL_->BeginFrame();
|
2012-11-19 20:23:29 +00:00
|
|
|
}
|
2012-11-01 15:19:01 +00:00
|
|
|
|
2016-04-10 08:21:48 +00:00
|
|
|
void GPU_GLES::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
|
2018-09-01 15:32:03 +00:00
|
|
|
GPUDebug::NotifyDisplay(framebuf, stride, format);
|
2016-12-21 17:07:17 +00:00
|
|
|
framebufferManagerGL_->SetDisplayFramebuffer(framebuf, stride, format);
|
2012-11-19 20:23:29 +00:00
|
|
|
}
|
2012-11-01 15:19:01 +00:00
|
|
|
|
2020-03-01 21:55:28 +00:00
|
|
|
void GPU_GLES::CopyDisplayToOutput(bool reallyDirty) {
|
2014-06-11 07:28:28 +00:00
|
|
|
// Flush anything left over.
|
2020-06-02 07:51:38 +00:00
|
|
|
framebufferManagerGL_->RebindFramebuffer("RebindFramebuffer - CopyDisplayToOutput");
|
2016-04-10 08:21:48 +00:00
|
|
|
drawEngine_.Flush();
|
2014-06-11 07:28:28 +00:00
|
|
|
|
2017-01-23 19:48:23 +00:00
|
|
|
shaderManagerGL_->DirtyLastShader();
|
2014-06-23 04:03:33 +00:00
|
|
|
|
2020-03-01 21:55:28 +00:00
|
|
|
framebufferManagerGL_->CopyDisplayToOutput(reallyDirty);
|
2016-12-21 17:07:17 +00:00
|
|
|
framebufferManagerGL_->EndFrame();
|
2012-11-19 22:29:14 +00:00
|
|
|
|
2013-07-26 22:44:16 +00:00
|
|
|
// If buffered, discard the depth buffer of the backbuffer. Don't even know if we need one.
|
|
|
|
#if 0
|
|
|
|
#ifdef USING_GLES2
|
2020-04-04 17:51:47 +00:00
|
|
|
if (gl_extensions.EXT_discard_framebuffer && framebufferManager_->UseBufferedRendering()) {
|
2013-07-26 22:44:16 +00:00
|
|
|
GLenum attachments[] = {GL_DEPTH_EXT, GL_STENCIL_EXT};
|
|
|
|
glDiscardFramebufferEXT(GL_FRAMEBUFFER, 2, attachments);
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
#endif
|
2012-11-19 22:29:14 +00:00
|
|
|
}
|
|
|
|
|
2016-04-10 08:21:48 +00:00
|
|
|
void GPU_GLES::FinishDeferred() {
|
2015-03-15 01:11:00 +00:00
|
|
|
// This finishes reading any vertex data that is pending.
|
2016-04-10 08:21:48 +00:00
|
|
|
drawEngine_.FinishDeferred();
|
2015-03-15 01:11:00 +00:00
|
|
|
}
|
2014-12-06 10:21:07 +00:00
|
|
|
|
2016-04-10 08:21:48 +00:00
|
|
|
inline void GPU_GLES::CheckFlushOp(int cmd, u32 diff) {
|
2014-04-17 08:36:24 +00:00
|
|
|
const u8 cmdFlags = cmdInfo_[cmd].flags;
|
2017-08-17 11:05:13 +00:00
|
|
|
if (diff && (cmdFlags & FLAG_FLUSHBEFOREONCHANGE)) {
|
2013-01-20 12:15:46 +00:00
|
|
|
if (dumpThisFrame_) {
|
2013-09-07 20:02:55 +00:00
|
|
|
NOTICE_LOG(G3D, "================ FLUSH ================");
|
2013-01-20 12:15:46 +00:00
|
|
|
}
|
2016-04-10 08:21:48 +00:00
|
|
|
drawEngine_.Flush();
|
2013-01-20 12:15:46 +00:00
|
|
|
}
|
2012-12-29 01:10:29 +00:00
|
|
|
}
|
|
|
|
|
2016-04-10 08:21:48 +00:00
|
|
|
void GPU_GLES::PreExecuteOp(u32 op, u32 diff) {
|
2013-08-06 17:08:38 +00:00
|
|
|
CheckFlushOp(op >> 24, diff);
|
2013-04-28 21:23:30 +00:00
|
|
|
}
|
|
|
|
|
2016-04-10 08:21:48 +00:00
|
|
|
void GPU_GLES::ExecuteOp(u32 op, u32 diff) {
|
2014-04-13 17:23:21 +00:00
|
|
|
const u8 cmd = op >> 24;
|
2014-04-17 08:36:24 +00:00
|
|
|
const CommandInfo info = cmdInfo_[cmd];
|
|
|
|
const u8 cmdFlags = info.flags;
|
2014-04-13 17:23:21 +00:00
|
|
|
if ((cmdFlags & FLAG_EXECUTE) || (diff && (cmdFlags & FLAG_EXECUTEONCHANGE))) {
|
2014-04-17 08:36:24 +00:00
|
|
|
(this->*info.func)(op, diff);
|
2017-01-24 09:44:02 +00:00
|
|
|
} else if (diff) {
|
|
|
|
uint64_t dirty = info.flags >> 8;
|
|
|
|
if (dirty)
|
|
|
|
gstate_c.Dirty(dirty);
|
2014-04-13 17:23:21 +00:00
|
|
|
}
|
2013-11-06 15:50:16 +00:00
|
|
|
}
|
|
|
|
|
2016-04-10 08:21:48 +00:00
|
|
|
void GPU_GLES::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"
|
2017-12-27 03:34:57 +00:00
|
|
|
"Draw calls: %i, flushes %i, clears %i\n"
|
2016-03-31 08:17:02 +00:00
|
|
|
"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"
|
2017-12-29 03:27:45 +00:00
|
|
|
"Readbacks: %d, uploads: %d\n"
|
2016-04-02 08:28:38 +00:00
|
|
|
"Vertex, Fragment, Programs loaded: %i, %i, %i\n",
|
2016-03-31 08:17:02 +00:00
|
|
|
gpuStats.msProcessingDisplayLists * 1000.0f,
|
|
|
|
gpuStats.numDrawCalls,
|
|
|
|
gpuStats.numFlushes,
|
2017-12-27 03:34:57 +00:00
|
|
|
gpuStats.numClears,
|
2016-03-31 08:17:02 +00:00
|
|
|
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)framebufferManagerGL_->NumVFBs(),
|
|
|
|
(int)textureCacheGL_->NumLoadedTextures(),
|
2016-03-31 08:17:02 +00:00
|
|
|
gpuStats.numTexturesDecoded,
|
|
|
|
gpuStats.numTextureInvalidations,
|
2017-11-08 10:57:53 +00:00
|
|
|
gpuStats.numReadbacks,
|
2017-12-29 03:27:45 +00:00
|
|
|
gpuStats.numUploads,
|
2017-02-08 17:07:34 +00:00
|
|
|
shaderManagerGL_->GetNumVertexShaders(),
|
|
|
|
shaderManagerGL_->GetNumFragmentShaders(),
|
|
|
|
shaderManagerGL_->GetNumPrograms());
|
2012-11-26 16:35:08 +00:00
|
|
|
}
|
|
|
|
|
2016-04-10 08:21:48 +00:00
|
|
|
void GPU_GLES::ClearCacheNextFrame() {
|
2016-12-21 17:07:17 +00:00
|
|
|
textureCacheGL_->ClearNextFrame();
|
2013-04-30 15:20:28 +00:00
|
|
|
}
|
|
|
|
|
2016-04-10 08:21:48 +00:00
|
|
|
void GPU_GLES::ClearShaderCache() {
|
2017-01-23 19:48:23 +00:00
|
|
|
shaderManagerGL_->ClearCache(true);
|
2013-01-26 23:15:39 +00:00
|
|
|
}
|
|
|
|
|
2016-04-10 08:21:48 +00:00
|
|
|
void GPU_GLES::CleanupBeforeUI() {
|
2014-06-23 04:42:29 +00:00
|
|
|
// Clear any enabled vertex arrays.
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2017-01-23 19:48:23 +00:00
|
|
|
shaderManagerGL_->DirtyLastShader();
|
2014-06-23 04:42:29 +00:00
|
|
|
}
|
|
|
|
|
2016-04-10 08:21:48 +00:00
|
|
|
void GPU_GLES::DoState(PointerWrap &p) {
|
2013-01-26 23:15:39 +00:00
|
|
|
GPUCommon::DoState(p);
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|
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|
|
2013-09-29 20:19:32 +00:00
|
|
|
// TODO: Some of these things may not be necessary.
|
|
|
|
// None of these are necessary when saving.
|
2013-11-15 15:30:55 +00:00
|
|
|
// In Freeze-Frame mode, we don't want to do any of this.
|
|
|
|
if (p.mode == p.MODE_READ && !PSP_CoreParameter().frozen) {
|
2020-05-13 07:06:13 +00:00
|
|
|
textureCache_->Clear(true);
|
|
|
|
depalShaderCache_.Clear();
|
2016-04-10 08:21:48 +00:00
|
|
|
drawEngine_.ClearTrackedVertexArrays();
|
2013-01-26 23:15:39 +00:00
|
|
|
|
2017-01-24 08:41:38 +00:00
|
|
|
gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
|
2020-05-13 07:06:13 +00:00
|
|
|
framebufferManager_->DestroyAllFBOs();
|
2013-09-29 20:19:32 +00:00
|
|
|
}
|
2012-12-29 20:21:56 +00:00
|
|
|
}
|
2013-09-23 02:03:31 +00:00
|
|
|
|
2016-04-10 08:21:48 +00:00
|
|
|
std::vector<std::string> GPU_GLES::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 shaderManagerGL_->DebugGetShaderIDs(type);
|
2015-10-21 21:06:32 +00:00
|
|
|
}
|
2015-10-14 15:45:21 +00:00
|
|
|
}
|
2015-10-21 21:06:32 +00:00
|
|
|
|
2016-04-10 08:21:48 +00:00
|
|
|
std::string GPU_GLES::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 shaderManagerGL_->DebugGetShaderString(id, type, stringType);
|
2015-10-21 21:06:32 +00:00
|
|
|
}
|
2015-10-14 15:45:21 +00:00
|
|
|
}
|