Just some cleanup of GPU code

This commit is contained in:
Henrik Rydgård 2012-12-28 19:33:26 +01:00
parent 8f81c45738
commit e2cc226d0d
8 changed files with 108 additions and 334 deletions

View File

@ -441,7 +441,6 @@ void GLES_GPU::Break() {
}
static void EnterClearMode(u32 data) {
bool colMask = (data >> 8) & 1;
bool alphaMask = (data >> 9) & 1;
@ -467,8 +466,7 @@ void GLES_GPU::ExecuteOp(u32 op, u32 diff) {
u32 data = op & 0xFFFFFF;
// Handle control and drawing commands here directly. The others we delegate.
switch (cmd)
{
switch (cmd) {
case GE_CMD_BASE:
//DEBUG_LOG(G3D,"DL BASE: %06x", data & 0xFFFFFF);
break;
@ -489,19 +487,8 @@ void GLES_GPU::ExecuteOp(u32 op, u32 diff) {
u32 count = data & 0xFFFF;
u32 type = data >> 16;
static const char* types[7] = {
"POINTS=0,",
"LINES=1,",
"LINE_STRIP=2,",
"TRIANGLES=3,",
"TRIANGLE_STRIP=4,",
"TRIANGLE_FAN=5,",
"RECTANGLES=6,",
};
//DEBUG_LOG(G3D, "DL DrawPrim type: %s count: %i vaddr= %08x, iaddr= %08x", type<7 ? types[type] : "INVALID", count, gstate_c.vertexAddr, gstate_c.indexAddr);
if (!Memory::IsValidAddress(gstate_c.vertexAddr))
{
if (!Memory::IsValidAddress(gstate_c.vertexAddr)) {
ERROR_LOG(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr);
break;
}
@ -509,20 +496,18 @@ void GLES_GPU::ExecuteOp(u32 op, u32 diff) {
// on platforms where draw calls are expensive like mobile and D3D
void *verts = Memory::GetPointer(gstate_c.vertexAddr);
void *inds = 0;
if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE)
{
if (!Memory::IsValidAddress(gstate_c.indexAddr))
{
if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
if (!Memory::IsValidAddress(gstate_c.indexAddr)) {
ERROR_LOG(G3D, "Bad index address %08x!", gstate_c.indexAddr);
break;
}
inds = Memory::GetPointer(gstate_c.indexAddr);
}
// Seems we have to advance the vertex addr, at least in some cases.
// Seems we have to advance the vertex addr, at least in some cases.
// Question: Should we also advance the index addr?
int bytesRead;
transformDraw_.SubmitPrim(verts, inds, type, count, 0, -1, &bytesRead);
transformDraw_.SubmitPrim(verts, inds, type, count, gstate.vertType, 0, -1, &bytesRead);
gstate_c.vertexAddr += bytesRead;
}
break;
@ -533,7 +518,6 @@ void GLES_GPU::ExecuteOp(u32 op, u32 diff) {
int bz_ucount = data & 0xFF;
int bz_vcount = (data >> 8) & 0xFF;
transformDraw_.DrawBezier(bz_ucount, bz_vcount);
//DEBUG_LOG(G3D,"DL DRAW BEZIER: %i x %i", bz_ucount, bz_vcount);
}
break;
@ -543,20 +527,22 @@ void GLES_GPU::ExecuteOp(u32 op, u32 diff) {
int sp_vcount = (data >> 8) & 0xFF;
int sp_utype = (data >> 16) & 0x3;
int sp_vtype = (data >> 18) & 0x3;
//drawSpline(sp_ucount, sp_vcount, sp_utype, sp_vtype);
//DEBUG_LOG(G3D,"DL DRAW SPLINE: %i x %i, %i x %i", sp_ucount, sp_vcount, sp_utype, sp_vtype);
transformDraw_.DrawSpline(sp_ucount, sp_vcount, sp_utype, sp_vtype);
}
break;
case GE_CMD_JUMP:
case GE_CMD_JUMP:
{
u32 target = (((gstate.base & 0x00FF0000) << 8) | (op & 0xFFFFFC)) & 0x0FFFFFFF;
//DEBUG_LOG(G3D,"DL CMD JUMP - %08x to %08x", dcontext.pc, target);
dcontext.pc = target - 4; // pc will be increased after we return, counteract that
if (Memory::IsValidAddress(target)) {
dcontext.pc = target - 4; // pc will be increased after we return, counteract that
} else {
ERROR_LOG(G3D, "JUMP to illegal address %08x - ignoring??", target);
}
}
break;
case GE_CMD_CALL:
case GE_CMD_CALL:
{
u32 retval = dcontext.pc + 4;
if (stackptr == ARRAY_SIZE(stack)) {
@ -564,39 +550,32 @@ void GLES_GPU::ExecuteOp(u32 op, u32 diff) {
} else {
stack[stackptr++] = retval;
u32 target = (((gstate.base & 0x00FF0000) << 8) | (op & 0xFFFFFC)) & 0xFFFFFFF;
//DEBUG_LOG(G3D,"DL CMD CALL - %08x to %08x, ret=%08x", dcontext.pc, target, retval);
dcontext.pc = target - 4; // pc will be increased after we return, counteract that
}
}
break;
case GE_CMD_RET:
//TODO : debug!
case GE_CMD_RET:
{
u32 target = (dcontext.pc & 0xF0000000) | (stack[--stackptr] & 0x0FFFFFFF);
//DEBUG_LOG(G3D,"DL CMD RET - from %08x to %08x", dcontext.pc, target);
u32 target = (dcontext.pc & 0xF0000000) | (stack[--stackptr] & 0x0FFFFFFF);
dcontext.pc = target - 4;
}
break;
case GE_CMD_SIGNAL:
{
//DEBUG_LOG(G3D, "DL GE_CMD_SIGNAL %08x", data & 0xFFFFFF);
// Processed in GE_END.
// Processed in GE_END. Has data.
}
break;
case GE_CMD_FINISH:
//DEBUG_LOG(G3D,"DL CMD FINISH");
// TODO: Should this run while interrupts are suspended?
if (interruptsEnabled_)
__TriggerInterruptWithArg(PSP_INTR_HLE, PSP_GE_INTR, PSP_GE_SUBINTR_FINISH, 0);
break;
case GE_CMD_END:
//DEBUG_LOG(G3D,"DL CMD END");
switch (prev >> 24)
{
case GE_CMD_END:
switch (prev >> 24) {
case GE_CMD_SIGNAL:
{
// TODO: see http://code.google.com/p/jpcsp/source/detail?r=2935#
@ -606,10 +585,10 @@ void GLES_GPU::ExecuteOp(u32 op, u32 diff) {
// We should probably defer to sceGe here, no sense in implementing this stuff in every GPU
switch (behaviour) {
case 1: // Signal with Wait
//DEBUG_LOG(G3D, "Signal with Wait UNIMPLEMENTED! signal/end: %04x %04x", signal, enddata);
ERROR_LOG(G3D, "Signal with Wait UNIMPLEMENTED! signal/end: %04x %04x", signal, enddata);
break;
case 2:
//DEBUG_LOG(G3D, "Signal without wait. signal/end: %04x %04x", signal, enddata);
ERROR_LOG(G3D, "Signal without wait. signal/end: %04x %04x", signal, enddata);
break;
case 3:
ERROR_LOG(G3D, "Signal with Pause UNIMPLEMENTED! signal/end: %04x %04x", signal, enddata);
@ -636,19 +615,17 @@ void GLES_GPU::ExecuteOp(u32 op, u32 diff) {
finished = true;
break;
default:
//DEBUG_LOG(G3D,"Ah, not finished: %06x", prev & 0xFFFFFF);
DEBUG_LOG(G3D,"Ah, not finished: %06x", prev & 0xFFFFFF);
break;
}
break;
case GE_CMD_BJUMP:
// bounding box jump. Let's just not jump, for now.
//DEBUG_LOG(G3D,"DL BBOX JUMP - unimplemented");
break;
case GE_CMD_BOUNDINGBOX:
// bounding box test. Let's do nothing.
//DEBUG_LOG(G3D,"DL BBOX TEST - unimplemented");
break;
case GE_CMD_ORIGIN:
@ -656,7 +633,6 @@ void GLES_GPU::ExecuteOp(u32 op, u32 diff) {
break;
case GE_CMD_VERTEXTYPE:
//DEBUG_LOG(G3D,"DL SetVertexType: %06x", data);
if (diff & GE_VTYPE_THROUGH) {
// Throughmode changed, let's make the proj matrix dirty.
shaderManager_->DirtyUniform(DIRTY_PROJMATRIX);
@ -673,7 +649,6 @@ void GLES_GPU::ExecuteOp(u32 op, u32 diff) {
int x1 = data & 0x3ff;
int y1 = data >> 10;
//topleft
//DEBUG_LOG(G3D,"DL Region TL: %d %d", x1, y1);
}
break;
@ -681,107 +656,71 @@ void GLES_GPU::ExecuteOp(u32 op, u32 diff) {
{
int x2 = data & 0x3ff;
int y2 = data >> 10;
//DEBUG_LOG(G3D,"DL Region BR: %d %d", x2, y2);
}
break;
case GE_CMD_CLIPENABLE:
//DEBUG_LOG(G3D, "DL Clip Enable: %i (ignoring)", data);
//we always clip, this is opengl
break;
case GE_CMD_CULLFACEENABLE:
//DEBUG_LOG(G3D, "DL CullFace Enable: %i (ignoring)", data);
case GE_CMD_CULLFACEENABLE:
break;
case GE_CMD_TEXTUREMAPENABLE:
case GE_CMD_TEXTUREMAPENABLE:
gstate_c.textureChanged = true;
//DEBUG_LOG(G3D, "DL Texture map enable: %i", data);
break;
case GE_CMD_LIGHTINGENABLE:
//DEBUG_LOG(G3D, "DL Lighting enable: %i", data);
data += 1;
//We don't use OpenGL lighting
break;
case GE_CMD_FOGENABLE:
//DEBUG_LOG(G3D, "DL Fog Enable: %i", data);
case GE_CMD_FOGENABLE:
break;
case GE_CMD_DITHERENABLE:
//DEBUG_LOG(G3D, "DL Dither Enable: %i", data);
break;
case GE_CMD_OFFSETX:
//DEBUG_LOG(G3D, "DL Offset X: %i", data);
case GE_CMD_OFFSETX:
break;
case GE_CMD_OFFSETY:
//DEBUG_LOG(G3D, "DL Offset Y: %i", data);
case GE_CMD_OFFSETY:
break;
case GE_CMD_TEXSCALEU:
gstate_c.uScale = getFloat24(data);
//DEBUG_LOG(G3D, "DL Texture U Scale: %f", gstate_c.uScale);
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
break;
case GE_CMD_TEXSCALEV:
gstate_c.vScale = getFloat24(data);
//DEBUG_LOG(G3D, "DL Texture V Scale: %f", gstate_c.vScale);
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
break;
case GE_CMD_TEXOFFSETU:
gstate_c.uOff = getFloat24(data);
//DEBUG_LOG(G3D, "DL Texture U Offset: %f", gstate_c.uOff);
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
break;
case GE_CMD_TEXOFFSETV:
gstate_c.vOff = getFloat24(data);
//DEBUG_LOG(G3D, "DL Texture V Offset: %f", gstate_c.vOff);
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
break;
case GE_CMD_SCISSOR1:
{
int x1 = data & 0x3ff;
int y1 = data >> 10;
//DEBUG_LOG(G3D, "DL Scissor TL: %i, %i", x1,y1);
}
break;
case GE_CMD_SCISSOR2:
{
int x2 = data & 0x3ff;
int y2 = data >> 10;
//DEBUG_LOG(G3D, "DL Scissor BR: %i, %i", x2, y2);
}
break;
case GE_CMD_MINZ:
gstate_c.zMin = getFloat24(data) / 65535.f;
//DEBUG_LOG(G3D, "DL MinZ: %f", gstate_c.zMin);
break;
case GE_CMD_MAXZ:
gstate_c.zMax = getFloat24(data) / 65535.f;
//DEBUG_LOG(G3D, "DL MaxZ: %f", gstate_c.zMax);
break;
case GE_CMD_FRAMEBUFPTR:
{
u32 ptr = op & 0xFFE000;
//DEBUG_LOG(G3D, "DL FramebufPtr: %08x", ptr);
}
break;
case GE_CMD_FRAMEBUFWIDTH:
{
u32 w = data & 0xFFFFFF;
//DEBUG_LOG(G3D, "DL FramebufWidth: %i", w);
}
break;
case GE_CMD_FRAMEBUFPIXFORMAT:
@ -796,7 +735,6 @@ void GLES_GPU::ExecuteOp(u32 op, u32 diff) {
case GE_CMD_TEXADDR6:
case GE_CMD_TEXADDR7:
gstate_c.textureChanged = true;
//DEBUG_LOG(G3D,"DL Texture address %i: %06x", cmd-GE_CMD_TEXADDR0, data);
break;
case GE_CMD_TEXBUFWIDTH0:
@ -808,103 +746,41 @@ void GLES_GPU::ExecuteOp(u32 op, u32 diff) {
case GE_CMD_TEXBUFWIDTH6:
case GE_CMD_TEXBUFWIDTH7:
gstate_c.textureChanged = true;
//DEBUG_LOG(G3D,"DL Texture BUFWIDTHess %i: %06x", cmd-GE_CMD_TEXBUFWIDTH0, data);
break;
case GE_CMD_CLUTADDR:
gstate_c.textureChanged = true;
////DEBUG_LOG(G3D,"CLUT base addr: %06x", data);
gstate_c.textureChanged = true;
break;
case GE_CMD_CLUTADDRUPPER:
gstate_c.textureChanged = true;
//DEBUG_LOG(G3D,"DL CLUT addr: %08x", ((gstate.clutaddrupper & 0xFF0000)<<8) | (gstate.clutaddr & 0xFFFFFF));
break;
case GE_CMD_LOADCLUT:
gstate_c.textureChanged = true;
// This could be used to "dirty" textures with clut.
{
u32 clutAddr = ((gstate.clutaddrupper & 0xFF0000)<<8) | (gstate.clutaddr & 0xFFFFFF);
if (clutAddr)
{
//DEBUG_LOG(G3D,"DL Clut load: %08x", clutAddr);
}
else
{
//DEBUG_LOG(G3D,"DL Empty Clut load");
}
// Should hash and invalidate all paletted textures on use
}
break;
case GE_CMD_TEXMAPMODE:
//DEBUG_LOG(G3D,"Tex map mode: %06x", data);
break;
case GE_CMD_TEXSHADELS:
//DEBUG_LOG(G3D,"Tex shade light sources: %06x", data);
break;
case GE_CMD_CLUTFORMAT:
{
gstate_c.textureChanged = true;
//DEBUG_LOG(G3D,"DL Clut format: %06x", data);
}
gstate_c.textureChanged = true;
break;
case GE_CMD_TRANSFERSRC:
{
// Nothing to do, the next one prints
}
break;
case GE_CMD_TRANSFERSRCW:
{
u32 xferSrc = gstate.transfersrc | ((data&0xFF0000)<<8);
u32 xferSrcW = gstate.transfersrcw & 1023;
//DEBUG_LOG(G3D,"Block Transfer Src: %08x W: %i", xferSrc, xferSrcW);
break;
}
case GE_CMD_TRANSFERDST:
{
// Nothing to do, the next one prints
}
break;
case GE_CMD_TRANSFERDSTW:
{
u32 xferDst= gstate.transferdst | ((data&0xFF0000)<<8);
u32 xferDstW = gstate.transferdstw & 1023;
//DEBUG_LOG(G3D,"Block Transfer Dest: %08x W: %i", xferDst, xferDstW);
break;
}
case GE_CMD_TRANSFERSRCPOS:
{
u32 x = (data & 1023)+1;
u32 y = ((data>>10) & 1023)+1;
//DEBUG_LOG(G3D, "DL Block Transfer Src Rect TL: %i, %i", x, y);
break;
}
case GE_CMD_TRANSFERDSTPOS:
{
u32 x = (data & 1023)+1;
u32 y = ((data>>10) & 1023)+1;
//DEBUG_LOG(G3D, "DL Block Transfer Dest Rect TL: %i, %i", x, y);
break;
}
break;
case GE_CMD_TRANSFERSIZE:
{
u32 w = (data & 1023)+1;
u32 h = ((data>>10) & 1023)+1;
//DEBUG_LOG(G3D, "DL Block Transfer Rect Size: %i x %i", w, h);
break;
}
break;
case GE_CMD_TRANSFERSTART: // Orphis calls this TRXKICK
{
@ -925,64 +801,43 @@ void GLES_GPU::ExecuteOp(u32 op, u32 diff) {
case GE_CMD_TEXSIZE5:
case GE_CMD_TEXSIZE6:
case GE_CMD_TEXSIZE7:
//DEBUG_LOG(G3D,"DL Texture Size %i: %06x", cmd - GE_CMD_TEXSIZE0, data);
gstate_c.textureChanged = true;
break;
case GE_CMD_ZBUFPTR:
{
u32 ptr = op & 0xFFE000;
//DEBUG_LOG(G3D,"Zbuf Ptr: %06x", ptr);
}
break;
case GE_CMD_ZBUFWIDTH:
{
u32 w = data & 0xFFFFFF;
//DEBUG_LOG(G3D,"Zbuf Width: %i", w);
}
break;
case GE_CMD_AMBIENTCOLOR:
//DEBUG_LOG(G3D,"DL Ambient Color: %06x", data);
break;
case GE_CMD_AMBIENTALPHA:
//DEBUG_LOG(G3D,"DL Ambient Alpha: %06x", data);
break;
case GE_CMD_MATERIALAMBIENT:
//DEBUG_LOG(G3D,"DL Material Ambient Color: %06x", data);
if (diff)
shaderManager_->DirtyUniform(DIRTY_MATAMBIENTALPHA);
break;
case GE_CMD_MATERIALDIFFUSE:
//DEBUG_LOG(G3D,"DL Material Diffuse Color: %06x", data);
if (diff)
shaderManager_->DirtyUniform(DIRTY_MATDIFFUSE);
break;
case GE_CMD_MATERIALEMISSIVE:
//DEBUG_LOG(G3D,"DL Material Emissive Color: %06x", data);
if (diff)
shaderManager_->DirtyUniform(DIRTY_MATEMISSIVE);
break;
case GE_CMD_MATERIALSPECULAR:
//DEBUG_LOG(G3D,"DL Material Specular Color: %06x", data);
if (diff)
shaderManager_->DirtyUniform(DIRTY_MATSPECULAR);
break;
case GE_CMD_MATERIALALPHA:
//DEBUG_LOG(G3D,"DL Material Alpha Color: %06x", data);
if (diff)
shaderManager_->DirtyUniform(DIRTY_MATAMBIENTALPHA);
break;
case GE_CMD_MATERIALSPECULARCOEF:
//DEBUG_LOG(G3D,"DL Material specular coef: %f", getFloat24(data));
if (diff)
shaderManager_->DirtyUniform(DIRTY_MATSPECULAR);
break;
@ -991,7 +846,6 @@ void GLES_GPU::ExecuteOp(u32 op, u32 diff) {
case GE_CMD_LIGHTTYPE1:
case GE_CMD_LIGHTTYPE2:
case GE_CMD_LIGHTTYPE3:
//DEBUG_LOG(G3D,"DL Light %i type: %06x", cmd-GE_CMD_LIGHTTYPE0, data);
break;
case GE_CMD_LX0:case GE_CMD_LY0:case GE_CMD_LZ0:
@ -1002,9 +856,7 @@ void GLES_GPU::ExecuteOp(u32 op, u32 diff) {
int n = cmd - GE_CMD_LX0;
int l = n / 3;
int c = n % 3;
float val = getFloat24(data);
//DEBUG_LOG(G3D,"DL Light %i %c pos: %f", l, c+'X', val);
gstate_c.lightpos[l][c] = val;
gstate_c.lightpos[l][c] = getFloat24(data);
if (diff)
shaderManager_->DirtyUniform(DIRTY_LIGHT0 << l);
}
@ -1018,9 +870,7 @@ void GLES_GPU::ExecuteOp(u32 op, u32 diff) {
int n = cmd - GE_CMD_LDX0;
int l = n / 3;
int c = n % 3;
float val = getFloat24(data);
//DEBUG_LOG(G3D,"DL Light %i %c dir: %f", l, c+'X', val);
gstate_c.lightdir[l][c] = val;
gstate_c.lightdir[l][c] = getFloat24(data);
if (diff)
shaderManager_->DirtyUniform(DIRTY_LIGHT0 << l);
}
@ -1034,9 +884,7 @@ void GLES_GPU::ExecuteOp(u32 op, u32 diff) {
int n = cmd - GE_CMD_LKA0;
int l = n / 3;
int c = n % 3;
float val = getFloat24(data);
//DEBUG_LOG(G3D,"DL Light %i %c att: %f", l, c+'X', val);
gstate_c.lightatt[l][c] = val;
gstate_c.lightatt[l][c] = getFloat24(data);
if (diff)
shaderManager_->DirtyUniform(DIRTY_LIGHT0 << l);
}
@ -1053,7 +901,6 @@ void GLES_GPU::ExecuteOp(u32 op, u32 diff) {
int l = (cmd - GE_CMD_LAC0) / 3;
int t = (cmd - GE_CMD_LAC0) % 3;
//DEBUG_LOG(G3D,"DL Light color %i", l);
gstate_c.lightColor[t][l][0] = r;
gstate_c.lightColor[t][l][1] = g;
gstate_c.lightColor[t][l][2] = b;
@ -1066,41 +913,37 @@ void GLES_GPU::ExecuteOp(u32 op, u32 diff) {
case GE_CMD_VIEWPORTY1:
case GE_CMD_VIEWPORTX2:
case GE_CMD_VIEWPORTY2:
//DEBUG_LOG(G3D,"DL Viewport param %i: %f", cmd-GE_CMD_VIEWPORTX1, getFloat24(data));
break;
case GE_CMD_VIEWPORTZ1:
gstate_c.zScale = getFloat24(data) / 65535.f;
//DEBUG_LOG(G3D,"DL Z scale: %f", gstate_c.zScale);
break;
case GE_CMD_VIEWPORTZ2:
gstate_c.zOff = getFloat24(data) / 65535.f;
//DEBUG_LOG(G3D,"DL Z pos: %f", gstate_c.zOff);
break;
case GE_CMD_LIGHTENABLE0:
case GE_CMD_LIGHTENABLE1:
case GE_CMD_LIGHTENABLE2:
case GE_CMD_LIGHTENABLE3:
//DEBUG_LOG(G3D,"DL Light %i enable: %d", cmd-GE_CMD_LIGHTENABLE0, data);
break;
case GE_CMD_CULL:
//DEBUG_LOG(G3D,"DL cull: %06x", data);
break;
case GE_CMD_LMODE:
//DEBUG_LOG(G3D,"DL Shade mode: %06x", data);
break;
case GE_CMD_PATCHDIVISION:
gstate_c.patch_div_s = data & 0xFF;
gstate_c.patch_div_t = (data >> 8) & 0xFF;
//DEBUG_LOG(G3D, "DL Patch subdivision: %i x %i", gstate_c.patch_div_s, gstate_c.patch_div_t);
case GE_CMD_PATCHPRIMITIVE:
case GE_CMD_PATCHFACING:
break;
case GE_CMD_MATERIALUPDATE:
//DEBUG_LOG(G3D,"DL Material Update: %d", data);
break;
//////////////////////////////////////////////////////////////////
// CLEARING
//////////////////////////////////////////////////////////////////
@ -1110,7 +953,6 @@ void GLES_GPU::ExecuteOp(u32 op, u32 diff) {
EnterClearMode(data);
else
LeaveClearMode();
//DEBUG_LOG(G3D,"DL Clear mode: %06x", data);
break;
@ -1118,98 +960,39 @@ void GLES_GPU::ExecuteOp(u32 op, u32 diff) {
// ALPHA BLENDING
//////////////////////////////////////////////////////////////////
case GE_CMD_ALPHABLENDENABLE:
//DEBUG_LOG(G3D,"DL Alpha blend enable: %d", data);
break;
case GE_CMD_BLENDMODE:
//DEBUG_LOG(G3D,"DL Blend mode: %06x", data);
break;
case GE_CMD_BLENDFIXEDA:
//DEBUG_LOG(G3D,"DL Blend fix A: %06x", data);
break;
case GE_CMD_BLENDFIXEDB:
//DEBUG_LOG(G3D,"DL Blend fix B: %06x", data);
break;
case GE_CMD_ALPHATESTENABLE:
//DEBUG_LOG(G3D,"DL Alpha test enable: %d", data);
// This is done in the shader.
break;
case GE_CMD_ALPHATEST:
//DEBUG_LOG(G3D,"DL Alpha test settings");
shaderManager_->DirtyUniform(DIRTY_ALPHACOLORREF);
break;
case GE_CMD_TEXFUNC:
{
//DEBUG_LOG(G3D,"DL TexFunc %i", data&7);
/*
int m=GL_MODULATE;
switch (data & 7)
{
case 0: m=GL_MODULATE; break;
case 1: m=GL_DECAL; break;
case 2: m=GL_BLEND; break;
case 3: m=GL_REPLACE; break;
case 4: m=GL_ADD; break;
}*/
/*
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, 1);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, m);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);*/
break;
}
case GE_CMD_TEXFILTER:
{
int min = data & 7;
int mag = (data >> 8) & 1;
//DEBUG_LOG(G3D,"DL TexFilter min: %i mag: %i", min, mag);
}
break;
case GE_CMD_TEXENVCOLOR:
//DEBUG_LOG(G3D,"DL TexEnvColor %06x", data);
if (diff)
shaderManager_->DirtyUniform(DIRTY_TEXENV);
break;
case GE_CMD_TEXFUNC:
case GE_CMD_TEXFILTER:
case GE_CMD_TEXMODE:
//DEBUG_LOG(G3D,"DL TexMode %08x", data);
break;
case GE_CMD_TEXFORMAT:
//DEBUG_LOG(G3D,"DL TexFormat %08x", data);
break;
case GE_CMD_TEXFLUSH:
//DEBUG_LOG(G3D,"DL TexFlush");
break;
case GE_CMD_TEXWRAP:
//DEBUG_LOG(G3D,"DL TexWrap %08x", data);
break;
//////////////////////////////////////////////////////////////////
// Z/STENCIL TESTING
//////////////////////////////////////////////////////////////////
case GE_CMD_ZTESTENABLE:
//DEBUG_LOG(G3D,"DL Z test enable: %d", data & 1);
break;
case GE_CMD_STENCILTESTENABLE:
//DEBUG_LOG(G3D,"DL Stencil test enable: %d", data);
break;
case GE_CMD_ZTESTENABLE:
case GE_CMD_ZTEST:
{
//DEBUG_LOG(G3D,"DL Z test mode: %i", data);
}
break;
case GE_CMD_MORPHWEIGHT0:
@ -1220,28 +1003,20 @@ void GLES_GPU::ExecuteOp(u32 op, u32 diff) {
case GE_CMD_MORPHWEIGHT5:
case GE_CMD_MORPHWEIGHT6:
case GE_CMD_MORPHWEIGHT7:
{
int index = cmd - GE_CMD_MORPHWEIGHT0;
float weight = getFloat24(data);
//DEBUG_LOG(G3D,"DL MorphWeight %i = %f", index, weight);
gstate_c.morphWeights[index] = weight;
}
gstate_c.morphWeights[cmd - GE_CMD_MORPHWEIGHT0] = getFloat24(data);
break;
case GE_CMD_DITH0:
case GE_CMD_DITH1:
case GE_CMD_DITH2:
case GE_CMD_DITH3:
//DEBUG_LOG(G3D,"DL DitherMatrix %i = %06x",cmd-GE_CMD_DITH0,data);
break;
case GE_CMD_WORLDMATRIXNUMBER:
//DEBUG_LOG(G3D,"DL World # %i", data & 0xF);
gstate.worldmtxnum &= 0xFF00000F;
break;
case GE_CMD_WORLDMATRIXDATA:
//DEBUG_LOG(G3D,"DL World data # %f", getFloat24(data));
{
int num = gstate.worldmtxnum & 0xF;
if (num < 12)
@ -1252,12 +1027,10 @@ void GLES_GPU::ExecuteOp(u32 op, u32 diff) {
break;
case GE_CMD_VIEWMATRIXNUMBER:
//DEBUG_LOG(G3D,"DL VIEW # %i", data & 0xF);
gstate.viewmtxnum &= 0xFF00000F;
break;
case GE_CMD_VIEWMATRIXDATA:
//DEBUG_LOG(G3D,"DL VIEW data # %f", getFloat24(data));
{
int num = gstate.viewmtxnum & 0xF;
if (num < 12)
@ -1268,12 +1041,10 @@ void GLES_GPU::ExecuteOp(u32 op, u32 diff) {
break;
case GE_CMD_PROJMATRIXNUMBER:
//DEBUG_LOG(G3D,"DL PROJECTION # %i", data & 0xF);
gstate.projmtxnum &= 0xFF00000F;
break;
case GE_CMD_PROJMATRIXDATA:
//DEBUG_LOG(G3D,"DL PROJECTION matrix data # %f", getFloat24(data));
{
int num = gstate.projmtxnum & 0xF;
gstate.projMatrix[num++] = getFloat24(data);
@ -1283,12 +1054,10 @@ void GLES_GPU::ExecuteOp(u32 op, u32 diff) {
break;
case GE_CMD_TGENMATRIXNUMBER:
//DEBUG_LOG(G3D,"DL TGEN # %i", data & 0xF);
gstate.texmtxnum &= 0xFF00000F;
break;
case GE_CMD_TGENMATRIXDATA:
//DEBUG_LOG(G3D,"DL TGEN data # %f", getFloat24(data));
{
int num = gstate.texmtxnum & 0xF;
if (num < 12)
@ -1299,12 +1068,10 @@ void GLES_GPU::ExecuteOp(u32 op, u32 diff) {
break;
case GE_CMD_BONEMATRIXNUMBER:
//DEBUG_LOG(G3D,"DL BONE #%i", data);
gstate.boneMatrixNumber &= 0xFF00007F;
break;
case GE_CMD_BONEMATRIXDATA:
//DEBUG_LOG(G3D,"DL BONE data #%i %f", gstate.boneMatrixNumber & 0x7f, getFloat24(data));
{
int num = gstate.boneMatrixNumber & 0x7F;
shaderManager_->DirtyUniform(DIRTY_BONEMATRIX0 << (num / 12));
@ -1316,10 +1083,8 @@ void GLES_GPU::ExecuteOp(u32 op, u32 diff) {
break;
default:
//DEBUG_LOG(G3D,"DL Unknown: %08x @ %08x", op, dcontext.pc);
DEBUG_LOG(G3D,"DL Unknown: %08x @ %08x", op, dcontext.pc);
break;
//ETC...
}
}
@ -1348,7 +1113,7 @@ bool GLES_GPU::InterpretList()
if (dumpThisFrame_) {
char temp[256];
GeDisassembleOp(dcontext.pc, op, prev, temp);
NOTICE_LOG(G3D, "%s", temp);
NOTICE_LOG(G3D, "%08x: %s", dcontext.pc, temp);
}
gstate.cmdmem[cmd] = op;
@ -1361,17 +1126,14 @@ bool GLES_GPU::InterpretList()
return true;
}
void GLES_GPU::UpdateStats()
{
void GLES_GPU::UpdateStats() {
gpuStats.numVertexShaders = shaderManager_->NumVertexShaders();
gpuStats.numFragmentShaders = shaderManager_->NumFragmentShaders();
gpuStats.numShaders = shaderManager_->NumPrograms();
gpuStats.numTextures = TextureCache_NumLoadedTextures();
}
void GLES_GPU::DoBlockTransfer()
{
void GLES_GPU::DoBlockTransfer() {
// TODO: This is used a lot to copy data around between render targets and textures,
// and also to quickly load textures from RAM to VRAM. So we should do checks like the following:
// * Does dstBasePtr point to an existing texture? If so maybe reload it immediately.
@ -1407,13 +1169,12 @@ void GLES_GPU::DoBlockTransfer()
memcpy(dst, src, width * bpp);
}
// TODO: Notify all overlapping textures that it's time to die/reload.
// TODO: Notify all overlapping FBOs that they need to reload.
TextureCache_Invalidate(dstBasePtr + dstY * dstStride + dstX, height * dstStride + width * bpp);
}
void GLES_GPU::InvalidateCache(u32 addr, int size)
{
void GLES_GPU::InvalidateCache(u32 addr, int size) {
if (size > 0)
TextureCache_Invalidate(addr, size);
else

View File

@ -63,6 +63,8 @@ TransformDrawEngine::~TransformDrawEngine() {
// Just to get something on the screen, we'll just not subdivide correctly.
void TransformDrawEngine::DrawBezier(int ucount, int vcount) {
u16 indices[3 * 3 * 6];
u32 customVertType = gstate.vertType; //(gstate.vertType & ~GE_VTYPE_TC_MASK) | GE_VTYPE_TC_FLOAT;
float customUV[32];
int c = 0;
for (int y = 0; y < 3; y++) {
@ -83,7 +85,12 @@ void TransformDrawEngine::DrawBezier(int ucount, int vcount) {
}
}
SubmitPrim(Memory::GetPointer(gstate_c.vertexAddr), &indices[0], GE_PRIM_TRIANGLES, 3 * 3 * 6, customUV, GE_VTYPE_IDX_16BIT, 0);
int vertexCount = 3 * 3 * 6;
SubmitPrim(Memory::GetPointer(gstate_c.vertexAddr), &indices[0], GE_PRIM_TRIANGLES, vertexCount, customVertType, customUV, GE_VTYPE_IDX_16BIT, 0);
}
void TransformDrawEngine::DrawSpline(int ucount, int vcount, int utype, int vtype) {
// TODO
}
// Convenient way to do precomputation to save the parts of the lighting calculation
@ -322,7 +329,7 @@ static void RotateUVs(TransformedVertex v[4]) {
// Actually again, single quads could be drawn more efficiently using GL_TRIANGLE_STRIP, no need to duplicate verts as for
// GL_TRIANGLES. Still need to sw transform to compute the extra two corners though.
void TransformDrawEngine::SoftwareTransformAndDraw(
int prim, u8 *decoded, LinkedShader *program, int vertexCount, void *inds, int indexType, const DecVtxFormat &decVtxFormat, int maxIndex) {
int prim, u8 *decoded, LinkedShader *program, int vertexCount, u32 vertType, void *inds, int indexType, const DecVtxFormat &decVtxFormat, int maxIndex) {
/*
DEBUG_LOG(G3D, "View matrix:");
const float *m = &gstate.viewMatrix[0];
@ -336,7 +343,7 @@ void TransformDrawEngine::SoftwareTransformAndDraw(
float v2[3] = {0};
float uv2[2] = {0};
bool throughmode = (gstate.vertType & GE_VTYPE_THROUGH_MASK) != 0;
bool throughmode = (vertType & GE_VTYPE_THROUGH_MASK) != 0;
// TODO: Split up into multiple draw calls for GLES 2.0 where you can't guarantee support for more than 0x10000 verts.
@ -383,7 +390,7 @@ void TransformDrawEngine::SoftwareTransformAndDraw(
if (reader.hasNormal())
reader.ReadNrm(nrm);
if ((gstate.vertType & GE_VTYPE_WEIGHT_MASK) == GE_VTYPE_WEIGHT_NONE) {
if ((vertType & GE_VTYPE_WEIGHT_MASK) == GE_VTYPE_WEIGHT_NONE) {
Vec3ByMatrix43(out, pos, gstate.worldMatrix);
if (reader.hasNormal()) {
Norm3ByMatrix43(norm, nrm, gstate.worldMatrix);
@ -396,7 +403,7 @@ void TransformDrawEngine::SoftwareTransformAndDraw(
// Skinning
Vec3 psum(0,0,0);
Vec3 nsum(0,0,0);
int nweights = ((gstate.vertType & GE_VTYPE_WEIGHTCOUNT_MASK) >> GE_VTYPE_WEIGHTCOUNT_SHIFT) + 1;
int nweights = ((vertType & GE_VTYPE_WEIGHTCOUNT_MASK) >> GE_VTYPE_WEIGHTCOUNT_SHIFT) + 1;
for (int i = 0; i < nweights; i++)
{
if (weights[i] != 0.0f) {
@ -608,7 +615,7 @@ void TransformDrawEngine::SoftwareTransformAndDraw(
if (program->a_color1 != -1) glDisableVertexAttribArray(program->a_color1);
}
void TransformDrawEngine::SubmitPrim(void *verts, void *inds, int prim, int vertexCount, float *customUV, int forceIndexType, int *bytesRead) {
void TransformDrawEngine::SubmitPrim(void *verts, void *inds, int prim, int vertexCount, u32 vertType, float *customUV, int forceIndexType, int *bytesRead) {
// For the future
if (!indexGen.PrimCompatible(prim))
Flush();
@ -623,17 +630,18 @@ void TransformDrawEngine::SubmitPrim(void *verts, void *inds, int prim, int vert
int indexLowerBound, indexUpperBound;
// If vtype has changed, setup the vertex decoder.
// TODO: Simply cache the setup decoders instead.
if (gstate.vertType != lastVType) {
dec.SetVertexType(gstate.vertType);
lastVType = gstate.vertType;
if (vertType != lastVType) {
dec.SetVertexType(vertType);
lastVType = vertType;
}
// Decode the verts and apply morphing
dec.DecodeVerts(decoded + numVerts * (int)dec.GetDecVtxFmt().stride, verts, inds, prim, vertexCount, &indexLowerBound, &indexUpperBound);
numVerts += indexUpperBound - indexLowerBound + 1;
if (bytesRead)
*bytesRead = vertexCount * dec.VertexSize();
int indexType = (gstate.vertType & GE_VTYPE_IDX_MASK);
int indexType = vertType & GE_VTYPE_IDX_MASK;
if (forceIndexType != -1) indexType = forceIndexType;
switch (indexType) {
case GE_VTYPE_IDX_NONE:
@ -680,7 +688,7 @@ void TransformDrawEngine::Flush() {
#if 0
for (int i = indexLowerBound; i <= indexUpperBound; i++) {
PrintDecodedVertex(decoded[i], gstate.vertType);
PrintDecodedVertex(decoded[i], vertType);
}
#endif
@ -718,7 +726,7 @@ void TransformDrawEngine::Flush() {
}
DesetupDecFmtForDraw(program, dec.GetDecVtxFmt());
} else {
SoftwareTransformAndDraw(prim, decoded, program, indexGen.VertexCount(), (void *)decIndex, GE_VTYPE_IDX_16BIT, dec.GetDecVtxFmt(),
SoftwareTransformAndDraw(prim, decoded, program, indexGen.VertexCount(), dec.VertexType(), (void *)decIndex, GE_VTYPE_IDX_16BIT, dec.GetDecVtxFmt(),
indexGen.MaxIndex());
}

View File

@ -29,15 +29,16 @@ class TransformDrawEngine {
public:
TransformDrawEngine();
~TransformDrawEngine();
void SubmitPrim(void *verts, void *inds, int prim, int vertexCount, float *customUV, int forceIndexType, int *bytesRead);
void SubmitPrim(void *verts, void *inds, int prim, int vertexCount, u32 vertexType, float *customUV, int forceIndexType, int *bytesRead);
void DrawBezier(int ucount, int vcount);
void DrawSpline(int ucount, int vcount, int utype, int vtype);
void Flush();
void SetShaderManager(ShaderManager *shaderManager) {
shaderManager_ = shaderManager;
}
private:
void SoftwareTransformAndDraw(int prim, u8 *decoded, LinkedShader *program, int vertexCount, void *inds, int indexType, const DecVtxFormat &decVtxFormat, int maxIndex);
void SoftwareTransformAndDraw(int prim, u8 *decoded, LinkedShader *program, int vertexCount, u32 vertexType, void *inds, int indexType, const DecVtxFormat &decVtxFormat, int maxIndex);
// Vertex collector state
IndexGenerator indexGen;
@ -56,8 +57,6 @@ private:
ShaderManager *shaderManager_;
};
// void SoftwareTransformAndDraw(int prim, LinkedShader *program, int vertexCount, void *inds, int indexType, const DecVtxFormat &decVtxFormat, int maxIndex, float *customUV);
// Only used by SW transform
struct Color4 {
float r, g, b, a;

View File

@ -84,7 +84,7 @@ public:
~VertexDecoder() {}
void SetVertexType(u32 vtype);
u32 VertexType() const { return fmt_; }
const DecVtxFormat &GetDecVtxFmt() { return decFmt; }
void DecodeVerts(u8 *decoded, const void *verts, const void *inds, int prim, int count, int *indexLowerBound, int *indexUpperBound) const;

View File

@ -73,10 +73,14 @@ struct GPUgstate
boneMatrixNumber,
boneMatrixData,
morphwgt[8], //dont use
pad04[0x39-0x33],
pad04[2],
patchdivision,
patchprimitive,
patchfacing,
pad04_a,
worldmtxnum,//0x3A
worldmtxdata, //0x3B
worldmtxnum, //0x3A
worldmtxdata, //0x3B
viewmtxnum, //0x3C
viewmtxdata,
projmtxnum,
@ -237,10 +241,6 @@ struct GPUStateCache
float lightColor[3][4][3]; //Amtient Diffuse Specular
float morphWeights[8];
// bezier patch subdivision
int patch_div_s;
int patch_div_t;
u32 curTextureWidth;
u32 curTextureHeight;

View File

@ -44,13 +44,13 @@ void GeDisassembleOp(u32 pc, u32 op, u32 prev, char *buffer) {
u32 count = data & 0xFFFF;
u32 type = data >> 16;
static const char* types[7] = {
"POINTS=0,",
"LINES=1,",
"LINE_STRIP=2,",
"TRIANGLES=3,",
"TRIANGLE_STRIP=4,",
"TRIANGLE_FAN=5,",
"RECTANGLES=6,",
"POINTS",
"LINES",
"LINE_STRIP",
"TRIANGLES",
"TRIANGLE_STRIP",
"TRIANGLE_FAN",
"RECTANGLES",
};
sprintf(buffer, "DrawPrim type: %s count: %i vaddr= %08x, iaddr= %08x", type<7 ? types[type] : "INVALID", count, gstate_c.vertexAddr, gstate_c.indexAddr);
}
@ -186,12 +186,11 @@ void GeDisassembleOp(u32 pc, u32 op, u32 prev, char *buffer) {
break;
case GE_CMD_CLIPENABLE:
sprintf(buffer, "Clip Enable: %i (ignoring)", data);
//we always clip, this is opengl
sprintf(buffer, "Clip Enable: %i", data);
break;
case GE_CMD_CULLFACEENABLE:
sprintf(buffer, "CullFace Enable: %i (ignoring)", data);
sprintf(buffer, "CullFace Enable: %i", data);
break;
case GE_CMD_TEXTUREMAPENABLE:
@ -272,12 +271,12 @@ void GeDisassembleOp(u32 pc, u32 op, u32 prev, char *buffer) {
case GE_CMD_FRAMEBUFWIDTH:
{
u32 w = data & 0xFFFFFF;
sprintf(buffer, "FramebufWidth: %i", w);
sprintf(buffer, "FramebufWidth: %i", data);
}
break;
case GE_CMD_FRAMEBUFPIXFORMAT:
sprintf(buffer, "FramebufPixeFormat: %i", data);
break;
case GE_CMD_TEXADDR0:
@ -331,6 +330,7 @@ void GeDisassembleOp(u32 pc, u32 op, u32 prev, char *buffer) {
case GE_CMD_TRANSFERSRC:
{
sprintf(buffer, "Block Transfer Src: %06x", data);
// Nothing to do, the next one prints
}
break;
@ -346,6 +346,7 @@ void GeDisassembleOp(u32 pc, u32 op, u32 prev, char *buffer) {
case GE_CMD_TRANSFERDST:
{
// Nothing to do, the next one prints
sprintf(buffer, "Block Transfer Dst: %06x", data);
}
break;
@ -407,8 +408,7 @@ void GeDisassembleOp(u32 pc, u32 op, u32 prev, char *buffer) {
case GE_CMD_ZBUFWIDTH:
{
u32 w = data & 0xFFFFFF;
sprintf(buffer, "Zbuf Width: %i", w);
sprintf(buffer, "Zbuf Width: %06x", data);
}
break;
@ -490,7 +490,6 @@ void GeDisassembleOp(u32 pc, u32 op, u32 prev, char *buffer) {
}
break;
case GE_CMD_LAC0:case GE_CMD_LAC1:case GE_CMD_LAC2:case GE_CMD_LAC3:
case GE_CMD_LDC0:case GE_CMD_LDC1:case GE_CMD_LDC2:case GE_CMD_LDC3:
case GE_CMD_LSC0:case GE_CMD_LSC1:case GE_CMD_LSC2:case GE_CMD_LSC3:
@ -523,12 +522,14 @@ void GeDisassembleOp(u32 pc, u32 op, u32 prev, char *buffer) {
sprintf(buffer, "Z pos: %f", zOff);
}
break;
case GE_CMD_LIGHTENABLE0:
case GE_CMD_LIGHTENABLE1:
case GE_CMD_LIGHTENABLE2:
case GE_CMD_LIGHTENABLE3:
sprintf(buffer, "Light %i enable: %d", cmd-GE_CMD_LIGHTENABLE0, data);
break;
case GE_CMD_CULL:
sprintf(buffer, "cull: %06x", data);
break;
@ -545,6 +546,14 @@ void GeDisassembleOp(u32 pc, u32 op, u32 prev, char *buffer) {
}
break;
case GE_CMD_PATCHPRIMITIVE:
sprintf(buffer, "Patch Primitive: %d", data);
break;
case GE_CMD_PATCHFACING:
sprintf(buffer, "Patch Facing: %d", data);
break;
case GE_CMD_MATERIALUPDATE:
sprintf(buffer, "Material Update: %d", data);
break;

View File

@ -636,9 +636,6 @@ void NullGPU::ExecuteOp(u32 op, u32 diff)
break;
case GE_CMD_PATCHDIVISION:
gstate_c.patch_div_s = data & 0xFF;
gstate_c.patch_div_t = (data >> 8) & 0xFF;
DEBUG_LOG(G3D, "DL Patch subdivision: %i x %i", gstate_c.patch_div_s, gstate_c.patch_div_t);
break;
case GE_CMD_MATERIALUPDATE:

View File

@ -69,7 +69,7 @@ enum GECommand
GE_CMD_MORPHWEIGHT6=0x32,
GE_CMD_MORPHWEIGHT7=0x33,
GE_CMD_PATCHDIVISION=0x36,
GE_CMD_PATCHPRIMIIVE=0x37,
GE_CMD_PATCHPRIMITIVE=0x37,
GE_CMD_PATCHFACING=0x38,
GE_CMD_WORLDMATRIXNUMBER=0x3A,
GE_CMD_WORLDMATRIXDATA,