Merge pull request #3850 from unknownbrackets/ge-minor

Improve accuracy of sceGeEdram* and sceGeSave/LoadContext
This commit is contained in:
Henrik Rydgård 2013-09-20 01:30:39 -07:00
commit faa8d9434b
4 changed files with 129 additions and 43 deletions

View File

@ -476,7 +476,7 @@ u32 sceGeSaveContext(u32 ctxAddr)
// Let's just dump gstate.
if (Memory::IsValidAddress(ctxAddr))
{
Memory::WriteStruct(ctxAddr, &gstate);
gstate.Save((u32_le *)Memory::GetPointer(ctxAddr));
}
// This action should probably be pushed to the end of the queue of the display thread -
@ -497,7 +497,7 @@ u32 sceGeRestoreContext(u32 ctxAddr)
if (Memory::IsValidAddress(ctxAddr))
{
Memory::ReadStruct(ctxAddr, &gstate);
gstate.Restore((u32_le *)Memory::GetPointer(ctxAddr));
}
ReapplyGfxState();
@ -550,8 +550,16 @@ u32 sceGeGetCmd(int cmd)
u32 sceGeEdramSetAddrTranslation(int new_size)
{
INFO_LOG(SCEGE, "sceGeEdramSetAddrTranslation(%i)", new_size);
static int EDRamWidth;
bool outsideRange = new_size != 0 && (new_size < 0x200 || new_size > 0x1000);
bool notPowerOfTwo = (new_size & (new_size - 1)) != 0;
if (outsideRange || notPowerOfTwo)
{
WARN_LOG(SCEGE, "sceGeEdramSetAddrTranslation(%i): invalid value", new_size);
return SCE_KERNEL_ERROR_INVALID_VALUE;
}
DEBUG_LOG(SCEGE, "sceGeEdramSetAddrTranslation(%i)", new_size);
static int EDRamWidth = 0x400;
int last = EDRamWidth;
EDRamWidth = new_size;
return last;

View File

@ -530,17 +530,6 @@ void GPUCommon::ReapplyGfxStateInternal() {
// ShaderManager_DirtyShader();
// The commands are embedded in the command memory so we can just reexecute the words. Convenient.
// To be safe we pass 0xFFFFFFFF as the diff.
/*
ExecuteOp(gstate.cmdmem[GE_CMD_ALPHABLENDENABLE], 0xFFFFFFFF);
ExecuteOp(gstate.cmdmem[GE_CMD_ALPHATESTENABLE], 0xFFFFFFFF);
ExecuteOp(gstate.cmdmem[GE_CMD_BLENDMODE], 0xFFFFFFFF);
ExecuteOp(gstate.cmdmem[GE_CMD_ZTEST], 0xFFFFFFFF);
ExecuteOp(gstate.cmdmem[GE_CMD_ZTESTENABLE], 0xFFFFFFFF);
ExecuteOp(gstate.cmdmem[GE_CMD_CULL], 0xFFFFFFFF);
ExecuteOp(gstate.cmdmem[GE_CMD_CULLFACEENABLE], 0xFFFFFFFF);
ExecuteOp(gstate.cmdmem[GE_CMD_SCISSOR1], 0xFFFFFFFF);
ExecuteOp(gstate.cmdmem[GE_CMD_SCISSOR2], 0xFFFFFFFF);
*/
for (int i = GE_CMD_VERTEXTYPE; i < GE_CMD_BONEMATRIXNUMBER; i++) {
if (i != GE_CMD_ORIGIN) {
@ -550,7 +539,7 @@ void GPUCommon::ReapplyGfxStateInternal() {
// Can't write to bonematrixnumber here
for (int i = GE_CMD_MORPHWEIGHT0; i < GE_CMD_PATCHFACING; i++) {
for (int i = GE_CMD_MORPHWEIGHT0; i <= GE_CMD_PATCHFACING; i++) {
ExecuteOp(gstate.cmdmem[i], 0xFFFFFFFF);
}
@ -560,7 +549,7 @@ void GPUCommon::ReapplyGfxStateInternal() {
ExecuteOp(gstate.cmdmem[i], 0xFFFFFFFF);
}
// TODO: there's more...
// Let's just skip the transfer size stuff, it's just values.
}
inline void GPUCommon::UpdateState(GPUState state) {

View File

@ -67,45 +67,130 @@ void GPU_Shutdown() {
gpu = 0;
}
void InitGfxState()
{
void InitGfxState() {
memset(&gstate, 0, sizeof(gstate));
memset(&gstate_c, 0, sizeof(gstate_c));
for (int i = 0; i < 256; i++) {
gstate.cmdmem[i] = i << 24;
}
gstate.lightingEnable = 0x17000001;
static const float identity4x3[12] =
{1,0,0,
0,1,0,
0,0,1,
0,0,0,};
static const float identity4x4[16] =
{1,0,0,0,
0,1,0,0,
0,0,1,0,
0,0,0,1};
memcpy(gstate.worldMatrix, identity4x3, 12 * sizeof(float));
memcpy(gstate.viewMatrix, identity4x3, 12 * sizeof(float));
memcpy(gstate.projMatrix, identity4x4, 16 * sizeof(float));
memcpy(gstate.tgenMatrix, identity4x3, 12 * sizeof(float));
for (int i = 0; i < 8; i++) {
memcpy(gstate.boneMatrix + i * 12, identity4x3, 12 * sizeof(float));
}
// Lighting is not enabled by default, matrices are zero initialized.
memset(gstate.worldMatrix, 0, sizeof(gstate.worldMatrix));
memset(gstate.viewMatrix, 0, sizeof(gstate.viewMatrix));
memset(gstate.projMatrix, 0, sizeof(gstate.projMatrix));
memset(gstate.tgenMatrix, 0, sizeof(gstate.tgenMatrix));
memset(gstate.boneMatrix, 0, sizeof(gstate.boneMatrix));
}
void ShutdownGfxState()
{
void ShutdownGfxState() {
}
// When you have changed state outside the psp gfx core,
// or saved the context and has reloaded it, call this function.
void ReapplyGfxState()
{
void ReapplyGfxState() {
if (!gpu)
return;
gpu->ReapplyGfxState();
}
struct CmdRange {
u8 start;
u8 end;
};
static const CmdRange contextCmdRanges[] = {
{0x00, 0x02},
// Skip: {0x03, 0x0F},
{0x10, 0x10},
// Skip: {0x11, 0x11},
{0x12, 0x28},
// Skip: {0x29, 0x2B},
{0x2c, 0x33},
// Skip: {0x34, 0x35},
{0x36, 0x38},
// Skip: {0x39, 0x41},
{0x42, 0x4D},
// Skip: {0x4E, 0x4F},
{0x50, 0x51},
// Skip: {0x52, 0x52},
{0x53, 0x58},
// Skip: {0x59, 0x5A},
{0x5B, 0xB5},
// Skip: {0xB6, 0xB7},
{0xB8, 0xC3},
// Skip: {0xC4, 0xC4},
{0xC5, 0xD0},
// Skip: {0xD1, 0xD1}
{0xD2, 0xE9},
// Skip: {0xEA, 0xEA},
{0xEB, 0xEC},
// Skip: {0xED, 0xED},
{0xEE, 0xEE},
// Skip: {0xEF, 0xEF},
{0xF0, 0xF6},
// Skip: {0xF7, 0xF7},
{0xF8, 0xF9},
// Skip: {0xFA, 0xFF},
};
void GPUgstate::Save(u32_le *ptr) {
// Not sure what the first 10 values are, exactly, but these seem right.
ptr[5] = gstate_c.vertexAddr;
ptr[6] = gstate_c.indexAddr;
ptr[7] = gstate_c.offsetAddr;
// Command values start 17 bytes in.
u32_le *cmds = ptr + 17;
for (size_t i = 0; i < ARRAY_SIZE(contextCmdRanges); ++i) {
for (int n = contextCmdRanges[i].start; n <= contextCmdRanges[i].end; ++n) {
*cmds++ = cmdmem[n];
}
}
if (Memory::IsValidAddress(getClutAddress()))
*cmds++ = loadclut;
// Seems like it actually writes commands to load the matrices and then reset the counts.
*cmds++ = boneMatrixNumber;
*cmds++ = worldmtxnum;
*cmds++ = viewmtxnum;
*cmds++ = projmtxnum;
*cmds++ = texmtxnum;
u8 *matrices = (u8 *)cmds;
memcpy(matrices, boneMatrix, sizeof(boneMatrix)); matrices += sizeof(boneMatrix);
memcpy(matrices, worldMatrix, sizeof(worldMatrix)); matrices += sizeof(worldMatrix);
memcpy(matrices, viewMatrix, sizeof(viewMatrix)); matrices += sizeof(viewMatrix);
memcpy(matrices, projMatrix, sizeof(projMatrix)); matrices += sizeof(projMatrix);
memcpy(matrices, tgenMatrix, sizeof(tgenMatrix)); matrices += sizeof(tgenMatrix);
}
void GPUgstate::Restore(u32_le *ptr) {
// Not sure what the first 10 values are, exactly, but these seem right.
gstate_c.vertexAddr = ptr[5];
gstate_c.indexAddr = ptr[6];
gstate_c.offsetAddr = ptr[7];
// Command values start 17 bytes in.
u32_le *cmds = ptr + 17;
for (size_t i = 0; i < ARRAY_SIZE(contextCmdRanges); ++i) {
for (int n = contextCmdRanges[i].start; n <= contextCmdRanges[i].end; ++n) {
cmdmem[n] = *cmds++;
}
}
if (Memory::IsValidAddress(getClutAddress()))
loadclut = *cmds++;
boneMatrixNumber = *cmds++;
worldmtxnum = *cmds++;
viewmtxnum = *cmds++;
projmtxnum = *cmds++;
texmtxnum = *cmds++;
u8 *matrices = (u8 *)cmds;
memcpy(boneMatrix, matrices, sizeof(boneMatrix)); matrices += sizeof(boneMatrix);
memcpy(worldMatrix, matrices, sizeof(worldMatrix)); matrices += sizeof(worldMatrix);
memcpy(viewMatrix, matrices, sizeof(viewMatrix)); matrices += sizeof(viewMatrix);
memcpy(projMatrix, matrices, sizeof(projMatrix)); matrices += sizeof(projMatrix);
memcpy(tgenMatrix, matrices, sizeof(tgenMatrix)); matrices += sizeof(tgenMatrix);
}

View File

@ -20,6 +20,7 @@
#include <cmath>
#include "../Globals.h"
#include "ge_constants.h"
#include "Common/Swap.h"
// PSP uses a curious 24-bit float - it's basically the top 24 bits of a regular IEEE754 32-bit float.
// This is used for light positions, transform matrices, you name it.
@ -389,6 +390,9 @@ struct GPUgstate
int getTransferBpp() const { return (transferstart & 1) ? 4 : 2; }
// Real data in the context ends here
void Save(u32_le *ptr);
void Restore(u32_le *ptr);
};
enum SkipDrawReasonFlags {