// Copyright (c) 2012- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #include "GPU/ge_constants.h" #include "GPU/GPUState.h" #ifndef _XBOX #include "GPU/GLES/ShaderManager.h" #include "GPU/GLES/GLES_GPU.h" #endif #include "GPU/Null/NullGpu.h" #include "GPU/Software/SoftGpu.h" #if defined(_XBOX) || defined(_WIN32) #include "GPU/Directx9/helper/global.h" #include "GPU/Directx9/GPU_DX9.h" #endif #include "Common/ChunkFile.h" #include "Core/CoreParameter.h" #include "Core/Config.h" #include "Core/System.h" #include "Core/MemMap.h" #ifdef _M_SSE #include #endif // This must be aligned so that the matrices within are aligned. GPUgstate MEMORY_ALIGNED16(gstate); // Let's align this one too for good measure. GPUStateCache MEMORY_ALIGNED16(gstate_c); GPUInterface *gpu; GPUDebugInterface *gpuDebug; GPUStatistics gpuStats; template static void SetGPU(T *obj) { gpu = obj; gpuDebug = obj; } bool GPU_Init() { switch (PSP_CoreParameter().gpuCore) { case GPU_NULL: SetGPU(new NullGPU()); break; case GPU_GLES: #ifndef _XBOX SetGPU(new GLES_GPU()); #endif break; case GPU_SOFTWARE: #ifndef _XBOX SetGPU(new SoftGPU()); #endif break; case GPU_DIRECTX9: #if defined(_XBOX) || defined(_WIN32) SetGPU(new DIRECTX9_GPU()); #endif break; } return gpu != NULL; } void GPU_Shutdown() { delete gpu; gpu = 0; gpuDebug = 0; } void GPU_Reinitialize() { if (gpu) { gpu->Reinitialize(); } } 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; } // 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() { } // When you have changed state outside the psp gfx core, // or saved the context and has reloaded it, call this function. 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 ints 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::FastLoadBoneMatrix(u32 addr) { const u32_le *src = (const u32_le *)Memory::GetPointerUnchecked(addr); u32 num = boneMatrixNumber; u32 *dst = (u32 *)(boneMatrix + (num & 0x7F)); #ifdef _M_SSE __m128i row1 = _mm_slli_epi32(_mm_loadu_si128((const __m128i *)src), 8); __m128i row2 = _mm_slli_epi32(_mm_loadu_si128((const __m128i *)(src + 4)), 8); __m128i row3 = _mm_slli_epi32(_mm_loadu_si128((const __m128i *)(src + 8)), 8); if ((num & 0x3) == 0) { _mm_store_si128((__m128i *)dst, row1); _mm_store_si128((__m128i *)(dst + 4), row2); _mm_store_si128((__m128i *)(dst + 8), row3); } else { _mm_storeu_si128((__m128i *)dst, row1); _mm_storeu_si128((__m128i *)(dst + 4), row2); _mm_storeu_si128((__m128i *)(dst + 8), row3); } #else for (int i = 0; i < 12; i++) { dst[i] = src[i] << 8; } #endif num += 12; gstate.boneMatrixNumber = (GE_CMD_BONEMATRIXNUMBER << 24) | (num & 0x7F); } 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 ints 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); } bool vertTypeIsSkinningEnabled(u32 vertType) { if (g_Config.bSoftwareSkinning && ((vertType & GE_VTYPE_MORPHCOUNT_MASK) == 0)) return false; else return ((vertType & GE_VTYPE_WEIGHT_MASK) != GE_VTYPE_WEIGHT_NONE); } struct GPUStateCache_v0 { u32 vertexAddr; u32 indexAddr; u32 offsetAddr; bool textureChanged; bool textureFullAlpha; bool vertexFullAlpha; bool framebufChanged; int skipDrawReason; UVScale uv; bool flipTexture; float lightpos[4][3]; float lightdir[4][3]; float lightatt[4][3]; float lightColor[3][4][3]; // Ambient Diffuse Specular float lightangle[4]; // spotlight cone angle (cosine) float lightspotCoef[4]; // spotlight dropoff float morphWeights[8]; u32 curTextureWidth; u32 curTextureHeight; u32 actualTextureHeight; float vpWidth; float vpHeight; u32 curRTWidth; u32 curRTHeight; }; void GPUStateCache::DoState(PointerWrap &p) { auto s = p.Section("GPUStateCache", 0, 1); if (!s) { // Old state, this was not versioned. GPUStateCache_v0 old; p.Do(old); vertexAddr = old.vertexAddr; indexAddr = old.indexAddr; offsetAddr = old.offsetAddr; textureChanged = TEXCHANGE_UPDATED; textureFullAlpha = old.textureFullAlpha; vertexFullAlpha = old.vertexFullAlpha; framebufChanged = old.framebufChanged; const size_t oldOffset = offsetof(GPUStateCache_v0, skipDrawReason); const size_t newOffset = offsetof(GPUStateCache, skipDrawReason); memcpy((char *)this + newOffset, (char *)&old + oldOffset, sizeof(old) - oldOffset); return; } p.Do(vertexAddr); p.Do(indexAddr); p.Do(offsetAddr); p.Do(textureChanged); p.Do(textureFullAlpha); p.Do(vertexFullAlpha); p.Do(framebufChanged); p.Do(skipDrawReason); p.Do(uv); p.Do(flipTexture); p.Do(lightpos); p.Do(lightdir); p.Do(lightatt); p.Do(lightColor); p.Do(lightangle); p.Do(lightspotCoef); p.Do(morphWeights); p.Do(curTextureWidth); p.Do(curTextureHeight); p.Do(actualTextureHeight); p.Do(vpWidth); p.Do(vpHeight); p.Do(curRTWidth); p.Do(curRTHeight); }