mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 13:30:02 +00:00
Unify Execute_Prim
This commit is contained in:
parent
23980065ba
commit
c7f8f4c5ca
@ -75,16 +75,6 @@ struct D3D11CommandTableEntry {
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// This table gets crunched into a faster form by init.
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static const D3D11CommandTableEntry commandTable[] = {
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// Changes that dirty the current texture.
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{ GE_CMD_TEXSIZE0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, 0, &GPUCommon::Execute_TexSize0 },
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// Changing the vertex type requires us to flush.
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{ GE_CMD_VERTEXTYPE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_VertexType },
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{ GE_CMD_PRIM, FLAG_EXECUTE, 0, &GPU_D3D11::Execute_Prim },
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{ GE_CMD_BEZIER, FLAG_FLUSHBEFORE | FLAG_EXECUTE, 0, &GPUCommon::Execute_Bezier },
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{ GE_CMD_SPLINE, FLAG_FLUSHBEFORE | FLAG_EXECUTE, 0, &GPUCommon::Execute_Spline },
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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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{ GE_CMD_LOADCLUT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, 0, &GPU_D3D11::Execute_LoadClut },
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};
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@ -435,82 +425,9 @@ void GPU_D3D11::ExecuteOp(u32 op, u32 diff) {
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}
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}
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void GPU_D3D11::Execute_Prim(u32 op, u32 diff) {
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// This drives all drawing. All other state we just buffer up, then we apply it only
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// when it's time to draw. As most PSP games set state redundantly ALL THE TIME, this is a huge optimization.
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u32 data = op & 0xFFFFFF;
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u32 count = data & 0xFFFF;
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if (count == 0)
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return;
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// Upper bits are ignored.
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GEPrimitiveType prim = static_cast<GEPrimitiveType>((data >> 16) & 7);
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SetDrawType(DRAW_PRIM, prim);
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// Discard AA lines as we can't do anything that makes sense with these anyway. The SW plugin might, though.
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if (gstate.isAntiAliasEnabled()) {
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// Discard AA lines in DOA
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if (prim == GE_PRIM_LINE_STRIP)
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return;
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// Discard AA lines in Summon Night 5
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if ((prim == GE_PRIM_LINES) && gstate.isSkinningEnabled())
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return;
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}
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// This also make skipping drawing very effective.
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framebufferManagerD3D11_->SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason);
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if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) {
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drawEngine_.SetupVertexDecoder(gstate.vertType);
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// Rough estimate, not sure what's correct.
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cyclesExecuted += EstimatePerVertexCost() * count;
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return;
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}
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u32 vertexAddr = gstate_c.vertexAddr;
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if (!Memory::IsValidAddress(vertexAddr)) {
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ERROR_LOG_REPORT(G3D, "Bad vertex address %08x!", vertexAddr);
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return;
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}
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void *verts = Memory::GetPointerUnchecked(vertexAddr);
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void *inds = 0;
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u32 vertexType = gstate.vertType;
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if ((vertexType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
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u32 indexAddr = gstate_c.indexAddr;
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if (!Memory::IsValidAddress(indexAddr)) {
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ERROR_LOG_REPORT(G3D, "Bad index address %08x!", indexAddr);
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return;
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}
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inds = Memory::GetPointerUnchecked(indexAddr);
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}
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#ifndef MOBILE_DEVICE
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if (prim > GE_PRIM_RECTANGLES) {
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ERROR_LOG_REPORT_ONCE(reportPrim, G3D, "Unexpected prim type: %d", prim);
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}
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#endif
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if (gstate_c.dirty & DIRTY_VERTEXSHADER_STATE) {
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vertexCost_ = EstimatePerVertexCost();
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}
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gpuStats.vertexGPUCycles += vertexCost_ * count;
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cyclesExecuted += vertexCost_* count;
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int bytesRead = 0;
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UpdateUVScaleOffset();
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drawEngine_.SubmitPrim(verts, inds, prim, count, vertexType, &bytesRead);
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// After drawing, we advance the vertexAddr (when non indexed) or indexAddr (when indexed).
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// Some games rely on this, they don't bother reloading VADDR and IADDR.
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// The VADDR/IADDR registers are NOT updated.
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AdvanceVerts(vertexType, count, bytesRead);
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}
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void GPU_D3D11::Execute_LoadClut(u32 op, u32 diff) {
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gstate_c.Dirty(DIRTY_TEXTURE_PARAMS);
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textureCacheD3D11_->LoadClut(gstate.getClutAddress(), gstate.getClutLoadBytes());
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textureCache_->LoadClut(gstate.getClutAddress(), gstate.getClutLoadBytes());
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// This could be used to "dirty" textures with clut.
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}
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@ -64,7 +64,6 @@ public:
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GPU_D3D11::CmdFunc func;
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};
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void Execute_Prim(u32 op, u32 diff);
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void Execute_LoadClut(u32 op, u32 diff);
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// Using string because it's generic - makes no assumptions on the size of the shader IDs of this backend.
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@ -59,16 +59,6 @@ struct D3D9CommandTableEntry {
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// This table gets crunched into a faster form by init.
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static const D3D9CommandTableEntry commandTable[] = {
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// Changes that dirty the current texture.
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{ GE_CMD_TEXSIZE0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, 0, &GPUCommon::Execute_TexSize0 },
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// Changing the vertex type requires us to flush.
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{ GE_CMD_VERTEXTYPE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_VertexType },
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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, &GPUCommon::Execute_Bezier },
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{ GE_CMD_SPLINE, FLAG_FLUSHBEFORE | FLAG_EXECUTE, 0, &GPUCommon::Execute_Spline },
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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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{ GE_CMD_LOADCLUT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, 0, &GPU_DX9::Execute_LoadClut },
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};
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@ -410,84 +400,6 @@ void GPU_DX9::ExecuteOp(u32 op, u32 diff) {
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}
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}
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void GPU_DX9::Execute_Prim(u32 op, u32 diff) {
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// This drives all drawing. All other state we just buffer up, then we apply it only
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// when it's time to draw. As most PSP games set state redundantly ALL THE TIME, this is a huge optimization.
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u32 data = op & 0xFFFFFF;
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u32 count = data & 0xFFFF;
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if (count == 0)
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return;
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// Upper bits are ignored.
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GEPrimitiveType prim = static_cast<GEPrimitiveType>((data >> 16) & 7);
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SetDrawType(DRAW_PRIM, prim);
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// Discard AA lines as we can't do anything that makes sense with these anyway. The SW plugin might, though.
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if (gstate.isAntiAliasEnabled()) {
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// Discard AA lines in DOA
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if (prim == GE_PRIM_LINE_STRIP)
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return;
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// Discard AA lines in Summon Night 5
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if ((prim == GE_PRIM_LINES) && gstate.isSkinningEnabled())
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return;
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}
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// This also make skipping drawing very effective.
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framebufferManagerDX9_->SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason);
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if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) {
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drawEngine_.SetupVertexDecoder(gstate.vertType);
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// Rough estimate, not sure what's correct.
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cyclesExecuted += EstimatePerVertexCost() * count;
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return;
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}
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u32 vertexAddr = gstate_c.vertexAddr;
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if (!Memory::IsValidAddress(vertexAddr)) {
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ERROR_LOG_REPORT(G3D, "Bad vertex address %08x!", vertexAddr);
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return;
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}
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void *verts = Memory::GetPointerUnchecked(vertexAddr);
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void *inds = 0;
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u32 vertexType = gstate.vertType;
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if ((vertexType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
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u32 indexAddr = gstate_c.indexAddr;
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if (!Memory::IsValidAddress(indexAddr)) {
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ERROR_LOG_REPORT(G3D, "Bad index address %08x!", indexAddr);
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return;
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}
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inds = Memory::GetPointerUnchecked(indexAddr);
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}
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#ifndef MOBILE_DEVICE
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if (prim > GE_PRIM_RECTANGLES) {
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ERROR_LOG_REPORT_ONCE(reportPrim, G3D, "Unexpected prim type: %d", prim);
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}
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#endif
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if (gstate_c.dirty & DIRTY_VERTEXSHADER_STATE) {
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vertexCost_ = EstimatePerVertexCost();
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}
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gpuStats.vertexGPUCycles += vertexCost_ * count;
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cyclesExecuted += vertexCost_* count;
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int bytesRead = 0;
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UpdateUVScaleOffset();
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drawEngine_.SubmitPrim(verts, inds, prim, count, vertexType, &bytesRead);
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// After drawing, we advance the vertexAddr (when non indexed) or indexAddr (when indexed).
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// Some games rely on this, they don't bother reloading VADDR and IADDR.
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// The VADDR/IADDR registers are NOT updated.
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AdvanceVerts(vertexType, count, bytesRead);
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}
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void GPU_DX9::Execute_LoadClut(u32 op, u32 diff) {
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gstate_c.Dirty(DIRTY_TEXTURE_PARAMS);
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textureCacheDX9_->LoadClut(gstate.getClutAddress(), gstate.getClutLoadBytes());
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// This could be used to "dirty" textures with clut.
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}
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void GPU_DX9::GetStats(char *buffer, size_t bufsize) {
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float vertexAverageCycles = gpuStats.numVertsSubmitted > 0 ? (float)gpuStats.vertexGPUCycles / (float)gpuStats.numVertsSubmitted : 0.0f;
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snprintf(buffer, bufsize - 1,
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@ -65,8 +65,6 @@ public:
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GPU_DX9::CmdFunc func;
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};
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void Execute_Prim(u32 op, u32 diff);
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void Execute_TexSize0(u32 op, u32 diff);
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void Execute_LoadClut(u32 op, u32 diff);
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// Using string because it's generic - makes no assumptions on the size of the shader IDs of this backend.
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@ -61,16 +61,6 @@ struct GLESCommandTableEntry {
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// This table gets crunched into a faster form by init.
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// TODO: Share this table between the backends. Will have to make another indirection for the function pointers though..
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static const GLESCommandTableEntry commandTable[] = {
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// Changes that dirty the current texture.
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{ GE_CMD_TEXSIZE0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, 0, &GPUCommon::Execute_TexSize0 },
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// Changing the vertex type requires us to flush.
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{ GE_CMD_VERTEXTYPE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_VertexType },
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{ GE_CMD_PRIM, FLAG_EXECUTE, 0, &GPU_GLES::Execute_Prim },
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{ GE_CMD_BEZIER, FLAG_FLUSHBEFORE | FLAG_EXECUTE, 0, &GPUCommon::Execute_Bezier },
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{ GE_CMD_SPLINE, FLAG_FLUSHBEFORE | FLAG_EXECUTE, 0, &GPUCommon::Execute_Spline },
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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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{ GE_CMD_LOADCLUT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, 0, &GPU_GLES::Execute_LoadClut },
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};
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@ -625,79 +615,9 @@ void GPU_GLES::ExecuteOp(u32 op, u32 diff) {
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}
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}
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void GPU_GLES::Execute_Prim(u32 op, u32 diff) {
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// This drives all drawing. All other state we just buffer up, then we apply it only
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// when it's time to draw. As most PSP games set state redundantly ALL THE TIME, this is a huge optimization.
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u32 data = op & 0xFFFFFF;
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u32 count = data & 0xFFFF;
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if (count == 0)
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return;
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// Upper bits are ignored.
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GEPrimitiveType prim = static_cast<GEPrimitiveType>((data >> 16) & 7);
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SetDrawType(DRAW_PRIM, prim);
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// Discard AA lines as we can't do anything that makes sense with these anyway. The SW plugin might, though.
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if (gstate.isAntiAliasEnabled()) {
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// Discard AA lines in DOA
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if (prim == GE_PRIM_LINE_STRIP)
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return;
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// Discard AA lines in Summon Night 5
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if ((prim == GE_PRIM_LINES) && gstate.isSkinningEnabled())
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return;
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}
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// This also makes skipping drawing very effective. This function can change the framebuffer.
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framebufferManagerGL_->SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason);
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if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) {
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drawEngine_.SetupVertexDecoder(gstate.vertType);
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// Rough estimate, not sure what's correct.
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cyclesExecuted += EstimatePerVertexCost() * count;
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return;
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}
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if (!Memory::IsValidAddress(gstate_c.vertexAddr)) {
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ERROR_LOG_REPORT(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr);
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return;
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}
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void *verts = Memory::GetPointerUnchecked(gstate_c.vertexAddr);
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void *inds = 0;
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if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
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if (!Memory::IsValidAddress(gstate_c.indexAddr)) {
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ERROR_LOG_REPORT(G3D, "Bad index address %08x!", gstate_c.indexAddr);
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return;
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}
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inds = Memory::GetPointerUnchecked(gstate_c.indexAddr);
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}
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#ifndef MOBILE_DEVICE
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if (prim > GE_PRIM_RECTANGLES) {
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ERROR_LOG_REPORT_ONCE(reportPrim, G3D, "Unexpected prim type: %d", prim);
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}
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#endif
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if (gstate_c.dirty & DIRTY_VERTEXSHADER_STATE) {
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vertexCost_ = EstimatePerVertexCost();
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}
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gpuStats.vertexGPUCycles += vertexCost_ * count;
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cyclesExecuted += vertexCost_* count;
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int bytesRead = 0;
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UpdateUVScaleOffset();
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drawEngine_.SubmitPrim(verts, inds, prim, count, gstate.vertType, &bytesRead);
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// After drawing, we advance the vertexAddr (when non indexed) or indexAddr (when indexed).
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// Some games rely on this, they don't bother reloading VADDR and IADDR.
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// The VADDR/IADDR registers are NOT updated.
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AdvanceVerts(gstate.vertType, count, bytesRead);
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}
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void GPU_GLES::Execute_LoadClut(u32 op, u32 diff) {
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gstate_c.Dirty(DIRTY_TEXTURE_PARAMS);
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textureCacheGL_->LoadClut(gstate.getClutAddress(), gstate.getClutLoadBytes());
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textureCache_->LoadClut(gstate.getClutAddress(), gstate.getClutLoadBytes());
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}
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void GPU_GLES::GetStats(char *buffer, size_t bufsize) {
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@ -42,6 +42,13 @@ const CommonCommandTableEntry commonCommandTable[] = {
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{ GE_CMD_BJUMP, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_BJump }, // EXECUTE
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{ GE_CMD_BOUNDINGBOX, FLAG_EXECUTE, 0, &GPUCommon::Execute_BoundingBox }, // + FLUSHBEFORE when we implement... or not, do we need to?
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{ GE_CMD_PRIM, FLAG_EXECUTE, 0, &GPUCommon::Execute_Prim },
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{ GE_CMD_BEZIER, FLAG_FLUSHBEFORE | FLAG_EXECUTE, 0, &GPUCommon::Execute_Bezier },
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{ GE_CMD_SPLINE, FLAG_FLUSHBEFORE | FLAG_EXECUTE, 0, &GPUCommon::Execute_Spline },
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// Changing the vertex type requires us to flush.
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{ GE_CMD_VERTEXTYPE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_VertexType },
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// These two are actually processed in CMD_END. Not sure if FLAG_FLUSHBEFORE matters.
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{ GE_CMD_SIGNAL, FLAG_FLUSHBEFORE },
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{ GE_CMD_FINISH, FLAG_FLUSHBEFORE },
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@ -121,7 +128,7 @@ const CommonCommandTableEntry commonCommandTable[] = {
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{ GE_CMD_TEXOFFSETU },
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{ GE_CMD_TEXOFFSETV },
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// TEXSIZE0 is handled by each backend.
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{ GE_CMD_TEXSIZE0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, 0, &GPUCommon::Execute_TexSize0 },
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{ GE_CMD_TEXSIZE1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXSIZE2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXSIZE3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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@ -1368,6 +1375,81 @@ void GPUCommon::Execute_VertexTypeSkinning(u32 op, u32 diff) {
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gstate_c.Dirty(DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_FRAGMENTSHADER_STATE);
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}
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void GPUCommon::Execute_Prim(u32 op, u32 diff) {
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// This drives all drawing. All other state we just buffer up, then we apply it only
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// when it's time to draw. As most PSP games set state redundantly ALL THE TIME, this is a huge optimization.
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PROFILE_THIS_SCOPE("execprim");
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u32 data = op & 0xFFFFFF;
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u32 count = data & 0xFFFF;
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if (count == 0)
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return;
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// Upper bits are ignored.
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GEPrimitiveType prim = static_cast<GEPrimitiveType>((data >> 16) & 7);
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SetDrawType(DRAW_PRIM, prim);
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// Discard AA lines as we can't do anything that makes sense with these anyway. The SW plugin might, though.
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if (gstate.isAntiAliasEnabled()) {
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// Discard AA lines in DOA
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if (prim == GE_PRIM_LINE_STRIP)
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return;
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// Discard AA lines in Summon Night 5
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if ((prim == GE_PRIM_LINES) && gstate.isSkinningEnabled())
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return;
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}
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// This also makes skipping drawing very effective.
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framebufferManager_->SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason);
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if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) {
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drawEngineCommon_->SetupVertexDecoder(gstate.vertType); // Do we still need to do this?
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// Rough estimate, not sure what's correct.
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cyclesExecuted += EstimatePerVertexCost() * count;
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return;
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}
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if (!Memory::IsValidAddress(gstate_c.vertexAddr)) {
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ERROR_LOG_REPORT(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr);
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return;
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}
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void *verts = Memory::GetPointerUnchecked(gstate_c.vertexAddr);
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void *inds = 0;
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u32 vertexType = gstate.vertType;
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if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
|
||||
u32 indexAddr = gstate_c.indexAddr;
|
||||
if (!Memory::IsValidAddress(indexAddr)) {
|
||||
ERROR_LOG_REPORT(G3D, "Bad index address %08x!", indexAddr);
|
||||
return;
|
||||
}
|
||||
inds = Memory::GetPointerUnchecked(indexAddr);
|
||||
}
|
||||
|
||||
#ifndef MOBILE_DEVICE
|
||||
if (prim > GE_PRIM_RECTANGLES) {
|
||||
ERROR_LOG_REPORT_ONCE(reportPrim, G3D, "Unexpected prim type: %d", prim);
|
||||
}
|
||||
#endif
|
||||
|
||||
if (gstate_c.dirty & DIRTY_VERTEXSHADER_STATE) {
|
||||
vertexCost_ = EstimatePerVertexCost();
|
||||
}
|
||||
gpuStats.vertexGPUCycles += vertexCost_ * count;
|
||||
cyclesExecuted += vertexCost_* count;
|
||||
|
||||
int bytesRead = 0;
|
||||
UpdateUVScaleOffset();
|
||||
drawEngineCommon_->SubmitPrim(verts, inds, prim, count, vertexType, &bytesRead);
|
||||
|
||||
// After drawing, we advance the vertexAddr (when non indexed) or indexAddr (when indexed).
|
||||
// Some games rely on this, they don't bother reloading VADDR and IADDR.
|
||||
// The VADDR/IADDR registers are NOT updated.
|
||||
AdvanceVerts(vertexType, count, bytesRead);
|
||||
}
|
||||
|
||||
void GPUCommon::Execute_Bezier(u32 op, u32 diff) {
|
||||
drawEngineCommon_->DispatchFlush();
|
||||
|
||||
|
@ -129,6 +129,7 @@ public:
|
||||
void Execute_VertexType(u32 op, u32 diff);
|
||||
void Execute_VertexTypeSkinning(u32 op, u32 diff);
|
||||
|
||||
void Execute_Prim(u32 op, u32 diff);
|
||||
void Execute_Bezier(u32 op, u32 diff);
|
||||
void Execute_Spline(u32 op, u32 diff);
|
||||
void Execute_BoundingBox(u32 op, u32 diff);
|
||||
@ -316,6 +317,8 @@ protected:
|
||||
DrawType lastDraw_;
|
||||
GEPrimitiveType lastPrim_;
|
||||
|
||||
int vertexCost_ = 0;
|
||||
|
||||
// No idea how big this buffer needs to be.
|
||||
enum {
|
||||
MAX_IMMBUFFER_SIZE = 32,
|
||||
|
@ -57,16 +57,6 @@ GPU_Vulkan::CommandInfo GPU_Vulkan::cmdInfo_[256];
|
||||
|
||||
// This table gets crunched into a faster form by init.
|
||||
static const VulkanCommandTableEntry commandTable[] = {
|
||||
// Changes that dirty the current texture.
|
||||
{ GE_CMD_TEXSIZE0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, 0, &GPUCommon::Execute_TexSize0 },
|
||||
|
||||
// Changing the vertex type requires us to flush.
|
||||
{ GE_CMD_VERTEXTYPE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_VertexType },
|
||||
|
||||
{ GE_CMD_PRIM, FLAG_EXECUTE, 0, &GPU_Vulkan::Execute_Prim },
|
||||
{ GE_CMD_BEZIER, FLAG_FLUSHBEFORE | FLAG_EXECUTE, 0, &GPUCommon::Execute_Bezier },
|
||||
{ GE_CMD_SPLINE, FLAG_FLUSHBEFORE | FLAG_EXECUTE, 0, &GPUCommon::Execute_Spline },
|
||||
|
||||
// Changes that trigger data copies. Only flushing on change for LOADCLUT must be a bit of a hack...
|
||||
{ GE_CMD_LOADCLUT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, 0, &GPU_Vulkan::Execute_LoadClut },
|
||||
};
|
||||
@ -520,83 +510,9 @@ void GPU_Vulkan::ExecuteOp(u32 op, u32 diff) {
|
||||
}
|
||||
}
|
||||
|
||||
void GPU_Vulkan::Execute_Prim(u32 op, u32 diff) {
|
||||
// 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.
|
||||
|
||||
PROFILE_THIS_SCOPE("execprim");
|
||||
|
||||
u32 data = op & 0xFFFFFF;
|
||||
u32 count = data & 0xFFFF;
|
||||
if (count == 0)
|
||||
return;
|
||||
|
||||
// Upper bits are ignored.
|
||||
GEPrimitiveType prim = static_cast<GEPrimitiveType>((data >> 16) & 7);
|
||||
SetDrawType(DRAW_PRIM, prim);
|
||||
|
||||
// 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 makes skipping drawing very effective.
|
||||
framebufferManager_->SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason);
|
||||
|
||||
if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) {
|
||||
drawEngine_.SetupVertexDecoder(gstate.vertType); // Do we still need to do this?
|
||||
// Rough estimate, not sure what's correct.
|
||||
cyclesExecuted += EstimatePerVertexCost() * count;
|
||||
return;
|
||||
}
|
||||
|
||||
if (!Memory::IsValidAddress(gstate_c.vertexAddr)) {
|
||||
ERROR_LOG_REPORT(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr);
|
||||
return;
|
||||
}
|
||||
|
||||
void *verts = Memory::GetPointerUnchecked(gstate_c.vertexAddr);
|
||||
void *inds = 0;
|
||||
u32 vertexType = gstate.vertType;
|
||||
if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
|
||||
u32 indexAddr = gstate_c.indexAddr;
|
||||
if (!Memory::IsValidAddress(indexAddr)) {
|
||||
ERROR_LOG_REPORT(G3D, "Bad index address %08x!", indexAddr);
|
||||
return;
|
||||
}
|
||||
inds = Memory::GetPointerUnchecked(indexAddr);
|
||||
}
|
||||
|
||||
#ifndef MOBILE_DEVICE
|
||||
if (prim > GE_PRIM_RECTANGLES) {
|
||||
ERROR_LOG_REPORT_ONCE(reportPrim, G3D, "Unexpected prim type: %d", prim);
|
||||
}
|
||||
#endif
|
||||
|
||||
if (gstate_c.dirty & DIRTY_VERTEXSHADER_STATE) {
|
||||
vertexCost_ = EstimatePerVertexCost();
|
||||
}
|
||||
gpuStats.vertexGPUCycles += vertexCost_ * count;
|
||||
cyclesExecuted += vertexCost_* count;
|
||||
|
||||
int bytesRead = 0;
|
||||
UpdateUVScaleOffset();
|
||||
drawEngine_.SubmitPrim(verts, inds, prim, count, vertexType, &bytesRead);
|
||||
|
||||
// After drawing, we advance the vertexAddr (when non indexed) or indexAddr (when indexed).
|
||||
// Some games rely on this, they don't bother reloading VADDR and IADDR.
|
||||
// The VADDR/IADDR registers are NOT updated.
|
||||
AdvanceVerts(vertexType, count, bytesRead);
|
||||
}
|
||||
|
||||
void GPU_Vulkan::Execute_LoadClut(u32 op, u32 diff) {
|
||||
gstate_c.Dirty(DIRTY_TEXTURE_PARAMS);
|
||||
textureCacheVulkan_->LoadClut(gstate.getClutAddress(), gstate.getClutLoadBytes());
|
||||
textureCache_->LoadClut(gstate.getClutAddress(), gstate.getClutLoadBytes());
|
||||
}
|
||||
|
||||
void GPU_Vulkan::InitDeviceObjects() {
|
||||
|
@ -68,7 +68,6 @@ public:
|
||||
GPU_Vulkan::CmdFunc func;
|
||||
};
|
||||
|
||||
void Execute_Prim(u32 op, u32 diff);
|
||||
void Execute_LoadClut(u32 op, u32 diff);
|
||||
|
||||
// Using string because it's generic - makes no assumptions on the size of the shader IDs of this backend.
|
||||
@ -112,8 +111,6 @@ private:
|
||||
// Manages state and pipeline objects
|
||||
PipelineManagerVulkan *pipelineManager_;
|
||||
|
||||
int vertexCost_ = 0;
|
||||
|
||||
std::string reportingPrimaryInfo_;
|
||||
std::string reportingFullInfo_;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user