#include #include #include #include "base/timeutil.h" #include "profiler/profiler.h" #include "Common/ColorConv.h" #include "Core/Reporting.h" #include "GPU/GeDisasm.h" #include "GPU/GPU.h" #include "GPU/GPUCommon.h" #include "GPU/GPUState.h" #include "ChunkFile.h" #include "Core/Config.h" #include "Core/CoreTiming.h" #include "Core/MemMap.h" #include "Core/Host.h" #include "Core/Reporting.h" #include "Core/HLE/HLE.h" #include "Core/HLE/sceKernelMemory.h" #include "Core/HLE/sceKernelInterrupt.h" #include "Core/HLE/sceKernelThread.h" #include "Core/HLE/sceGe.h" #include "Core/Debugger/Breakpoints.h" #include "Core/MemMapHelpers.h" #include "GPU/Common/DrawEngineCommon.h" #include "GPU/Common/FramebufferCommon.h" #include "GPU/Common/SplineCommon.h" #include "GPU/Common/TextureCacheCommon.h" #include "GPU/Debugger/Debugger.h" #include "GPU/Debugger/Record.h" const CommonCommandTableEntry commonCommandTable[] = { // From Common. No flushing but definitely need execute. { GE_CMD_OFFSETADDR, FLAG_EXECUTE, 0, &GPUCommon::Execute_OffsetAddr }, { GE_CMD_ORIGIN, FLAG_EXECUTE | FLAG_READS_PC, 0, &GPUCommon::Execute_Origin }, { GE_CMD_JUMP, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_Jump }, { GE_CMD_CALL, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_Call }, { GE_CMD_RET, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_Ret }, { GE_CMD_END, FLAG_FLUSHBEFORE | FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_End }, { GE_CMD_VADDR, FLAG_EXECUTE, 0, &GPUCommon::Execute_Vaddr }, { GE_CMD_IADDR, FLAG_EXECUTE, 0, &GPUCommon::Execute_Iaddr }, { GE_CMD_BJUMP, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_BJump }, // EXECUTE { GE_CMD_BOUNDINGBOX, FLAG_EXECUTE, 0, &GPUCommon::Execute_BoundingBox }, // + FLUSHBEFORE when we implement... or not, do we need to? { GE_CMD_PRIM, FLAG_EXECUTE, 0, &GPUCommon::Execute_Prim }, { GE_CMD_BEZIER, FLAG_FLUSHBEFORE | FLAG_EXECUTE, 0, &GPUCommon::Execute_Bezier }, { GE_CMD_SPLINE, FLAG_FLUSHBEFORE | FLAG_EXECUTE, 0, &GPUCommon::Execute_Spline }, // Changing the vertex type requires us to flush. { GE_CMD_VERTEXTYPE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_VertexType }, { GE_CMD_LOADCLUT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, 0, &GPUCommon::Execute_LoadClut }, // These two are actually processed in CMD_END. Not sure if FLAG_FLUSHBEFORE matters. { GE_CMD_SIGNAL, FLAG_FLUSHBEFORE }, { GE_CMD_FINISH, FLAG_FLUSHBEFORE }, // Changes that dirty the framebuffer { GE_CMD_FRAMEBUFPTR, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS }, { GE_CMD_FRAMEBUFWIDTH, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE }, { GE_CMD_FRAMEBUFPIXFORMAT, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_FRAGMENTSHADER_STATE }, { GE_CMD_ZBUFPTR, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_ZBUFWIDTH, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_FOGCOLOR, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FOGCOLOR }, { GE_CMD_FOG1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FOGCOEF }, { GE_CMD_FOG2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FOGCOEF }, // These affect the fragment shader so need flushing. { GE_CMD_CLEARMODE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE | DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE }, { GE_CMD_TEXTUREMAPENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE }, { GE_CMD_FOGENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE}, { GE_CMD_TEXMODE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS | DIRTY_FRAGMENTSHADER_STATE }, { GE_CMD_TEXSHADELS, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE }, // Raster state for Direct3D 9, uncommon. { GE_CMD_SHADEMODE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_RASTER_STATE }, { GE_CMD_TEXFUNC, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAGMENTSHADER_STATE }, { GE_CMD_COLORTEST, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAGMENTSHADER_STATE }, { GE_CMD_ALPHATESTENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAGMENTSHADER_STATE }, { GE_CMD_COLORTESTENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAGMENTSHADER_STATE }, { GE_CMD_COLORTESTMASK, FLAG_FLUSHBEFOREONCHANGE, DIRTY_ALPHACOLORMASK | DIRTY_FRAGMENTSHADER_STATE }, // These change the vertex shader so need flushing. { GE_CMD_REVERSENORMAL, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE }, { GE_CMD_LIGHTINGENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE }, { GE_CMD_LIGHTENABLE0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE }, { GE_CMD_LIGHTENABLE1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE }, { GE_CMD_LIGHTENABLE2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE }, { GE_CMD_LIGHTENABLE3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE }, { GE_CMD_LIGHTTYPE0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE | DIRTY_LIGHT0 }, { GE_CMD_LIGHTTYPE1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE | DIRTY_LIGHT1 }, { GE_CMD_LIGHTTYPE2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE | DIRTY_LIGHT2 }, { GE_CMD_LIGHTTYPE3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE | DIRTY_LIGHT3 }, { GE_CMD_MATERIALUPDATE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE }, // These change both shaders so need flushing. { GE_CMD_LIGHTMODE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE }, { GE_CMD_TEXFILTER, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXWRAP, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS | DIRTY_FRAGMENTSHADER_STATE }, // Uniform changes. though the fragmentshader optimizes based on these sometimes. { GE_CMD_ALPHATEST, FLAG_FLUSHBEFOREONCHANGE, DIRTY_ALPHACOLORREF | DIRTY_ALPHACOLORMASK | DIRTY_FRAGMENTSHADER_STATE }, { GE_CMD_COLORREF, FLAG_FLUSHBEFOREONCHANGE, DIRTY_ALPHACOLORREF | DIRTY_FRAGMENTSHADER_STATE }, { GE_CMD_TEXENVCOLOR, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXENV }, // Simple render state changes. Handled in StateMapping.cpp. { GE_CMD_CULL, FLAG_FLUSHBEFOREONCHANGE, DIRTY_RASTER_STATE }, { GE_CMD_CULLFACEENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_RASTER_STATE }, { GE_CMD_DITHERENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_RASTER_STATE }, { GE_CMD_STENCILOP, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_FRAGMENTSHADER_STATE }, { GE_CMD_STENCILTEST, FLAG_FLUSHBEFOREONCHANGE, DIRTY_STENCILREPLACEVALUE | DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE }, { GE_CMD_STENCILTESTENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_FRAGMENTSHADER_STATE }, { GE_CMD_ALPHABLENDENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_FRAGMENTSHADER_STATE }, { GE_CMD_BLENDMODE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_FRAGMENTSHADER_STATE }, { GE_CMD_BLENDFIXEDA, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_FRAGMENTSHADER_STATE }, { GE_CMD_BLENDFIXEDB, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_FRAGMENTSHADER_STATE }, { GE_CMD_MASKRGB, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_FRAGMENTSHADER_STATE }, { GE_CMD_MASKALPHA, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_DEPTHSTENCIL_STATE }, { GE_CMD_ZTEST, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHSTENCIL_STATE }, { GE_CMD_ZTESTENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHSTENCIL_STATE | DIRTY_FRAGMENTSHADER_STATE }, { GE_CMD_ZWRITEDISABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHSTENCIL_STATE | DIRTY_FRAGMENTSHADER_STATE }, { GE_CMD_LOGICOP, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_FRAGMENTSHADER_STATE }, { GE_CMD_LOGICOPENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_FRAGMENTSHADER_STATE }, { GE_CMD_TEXMAPMODE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE }, // These are read on every SubmitPrim, no need for dirtying or flushing. { GE_CMD_TEXSCALEU }, { GE_CMD_TEXSCALEV }, { GE_CMD_TEXOFFSETU }, { GE_CMD_TEXOFFSETV }, { GE_CMD_TEXSIZE0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, 0, &GPUCommon::Execute_TexSize0 }, { GE_CMD_TEXSIZE1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXSIZE2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXSIZE3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXSIZE4, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXSIZE5, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXSIZE6, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXSIZE7, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXFORMAT, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_IMAGE }, { GE_CMD_TEXLEVEL, FLAG_EXECUTEONCHANGE, DIRTY_TEXTURE_PARAMS, &GPUCommon::Execute_TexLevel }, { GE_CMD_TEXLODSLOPE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXADDR0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_IMAGE | DIRTY_UVSCALEOFFSET }, { GE_CMD_TEXADDR1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXADDR2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXADDR3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXADDR4, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXADDR5, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXADDR6, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXADDR7, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXBUFWIDTH0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_IMAGE }, { GE_CMD_TEXBUFWIDTH1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXBUFWIDTH2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXBUFWIDTH3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXBUFWIDTH4, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXBUFWIDTH5, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXBUFWIDTH6, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXBUFWIDTH7, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, // These must flush on change, so that LoadClut doesn't have to always flush. { GE_CMD_CLUTADDR, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_CLUTADDRUPPER, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_CLUTFORMAT, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS | DIRTY_DEPAL }, // Morph weights. TODO: Remove precomputation? { GE_CMD_MORPHWEIGHT0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight }, { GE_CMD_MORPHWEIGHT1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight }, { GE_CMD_MORPHWEIGHT2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight }, { GE_CMD_MORPHWEIGHT3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight }, { GE_CMD_MORPHWEIGHT4, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight }, { GE_CMD_MORPHWEIGHT5, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight }, { GE_CMD_MORPHWEIGHT6, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight }, { GE_CMD_MORPHWEIGHT7, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight }, // Control spline/bezier patches. Don't really require flushing as such, but meh. { GE_CMD_PATCHDIVISION, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_PATCHPRIMITIVE, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_PATCHFACING, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE }, { GE_CMD_PATCHCULLENABLE, FLAG_FLUSHBEFOREONCHANGE }, // Can probably ignore this one as we don't support AA lines. { GE_CMD_ANTIALIASENABLE, FLAG_FLUSHBEFOREONCHANGE }, // Viewport. { GE_CMD_OFFSETX, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE }, { GE_CMD_OFFSETY, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE }, { GE_CMD_VIEWPORTXSCALE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_CULLRANGE | DIRTY_PROJMATRIX | DIRTY_VIEWPORTSCISSOR_STATE }, { GE_CMD_VIEWPORTYSCALE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_CULLRANGE | DIRTY_PROJMATRIX | DIRTY_VIEWPORTSCISSOR_STATE }, { GE_CMD_VIEWPORTXCENTER, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_CULLRANGE | DIRTY_PROJMATRIX | DIRTY_VIEWPORTSCISSOR_STATE }, { GE_CMD_VIEWPORTYCENTER, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_CULLRANGE | DIRTY_PROJMATRIX | DIRTY_VIEWPORTSCISSOR_STATE }, { GE_CMD_VIEWPORTZSCALE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_CULLRANGE | DIRTY_DEPTHRANGE | DIRTY_PROJMATRIX | DIRTY_VIEWPORTSCISSOR_STATE }, { GE_CMD_VIEWPORTZCENTER, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_CULLRANGE | DIRTY_DEPTHRANGE | DIRTY_PROJMATRIX | DIRTY_VIEWPORTSCISSOR_STATE }, { GE_CMD_DEPTHCLAMPENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE | DIRTY_RASTER_STATE }, // Z clip { GE_CMD_MINZ, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHRANGE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE }, { GE_CMD_MAXZ, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHRANGE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE }, // Region { GE_CMD_REGION1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE }, { GE_CMD_REGION2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE }, // Scissor { GE_CMD_SCISSOR1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE }, { GE_CMD_SCISSOR2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE }, // Lighting base colors { GE_CMD_AMBIENTCOLOR, FLAG_FLUSHBEFOREONCHANGE, DIRTY_AMBIENT }, { GE_CMD_AMBIENTALPHA, FLAG_FLUSHBEFOREONCHANGE, DIRTY_AMBIENT }, { GE_CMD_MATERIALDIFFUSE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_MATDIFFUSE }, { GE_CMD_MATERIALEMISSIVE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_MATEMISSIVE }, { GE_CMD_MATERIALAMBIENT, FLAG_FLUSHBEFOREONCHANGE, DIRTY_MATAMBIENTALPHA }, { GE_CMD_MATERIALALPHA, FLAG_FLUSHBEFOREONCHANGE, DIRTY_MATAMBIENTALPHA }, { GE_CMD_MATERIALSPECULAR, FLAG_FLUSHBEFOREONCHANGE, DIRTY_MATSPECULAR }, { GE_CMD_MATERIALSPECULARCOEF, FLAG_FLUSHBEFOREONCHANGE, DIRTY_MATSPECULAR }, // Light parameters { GE_CMD_LX0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 }, { GE_CMD_LY0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 }, { GE_CMD_LZ0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 }, { GE_CMD_LX1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 }, { GE_CMD_LY1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 }, { GE_CMD_LZ1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 }, { GE_CMD_LX2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 }, { GE_CMD_LY2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 }, { GE_CMD_LZ2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 }, { GE_CMD_LX3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 }, { GE_CMD_LY3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 }, { GE_CMD_LZ3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 }, { GE_CMD_LDX0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 }, { GE_CMD_LDY0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 }, { GE_CMD_LDZ0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 }, { GE_CMD_LDX1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 }, { GE_CMD_LDY1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 }, { GE_CMD_LDZ1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 }, { GE_CMD_LDX2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 }, { GE_CMD_LDY2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 }, { GE_CMD_LDZ2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 }, { GE_CMD_LDX3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 }, { GE_CMD_LDY3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 }, { GE_CMD_LDZ3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 }, { GE_CMD_LKA0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 }, { GE_CMD_LKB0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 }, { GE_CMD_LKC0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 }, { GE_CMD_LKA1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 }, { GE_CMD_LKB1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 }, { GE_CMD_LKC1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 }, { GE_CMD_LKA2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 }, { GE_CMD_LKB2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 }, { GE_CMD_LKC2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 }, { GE_CMD_LKA3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 }, { GE_CMD_LKB3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 }, { GE_CMD_LKC3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 }, { GE_CMD_LKS0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 }, { GE_CMD_LKS1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 }, { GE_CMD_LKS2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 }, { GE_CMD_LKS3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 }, { GE_CMD_LKO0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 }, { GE_CMD_LKO1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 }, { GE_CMD_LKO2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 }, { GE_CMD_LKO3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 }, { GE_CMD_LAC0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 }, { GE_CMD_LDC0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 }, { GE_CMD_LSC0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 }, { GE_CMD_LAC1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 }, { GE_CMD_LDC1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 }, { GE_CMD_LSC1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 }, { GE_CMD_LAC2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 }, { GE_CMD_LDC2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 }, { GE_CMD_LSC2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 }, { GE_CMD_LAC3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 }, { GE_CMD_LDC3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 }, { GE_CMD_LSC3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 }, // Ignored commands { GE_CMD_TEXFLUSH, 0 }, { GE_CMD_TEXSYNC, 0 }, // These are just nop or part of other later commands. { GE_CMD_NOP, 0 }, { GE_CMD_BASE, 0 }, { GE_CMD_TRANSFERSRC, 0 }, { GE_CMD_TRANSFERSRCW, 0 }, { GE_CMD_TRANSFERDST, 0 }, { GE_CMD_TRANSFERDSTW, 0 }, { GE_CMD_TRANSFERSRCPOS, 0 }, { GE_CMD_TRANSFERDSTPOS, 0 }, { GE_CMD_TRANSFERSIZE, 0 }, { GE_CMD_TRANSFERSTART, FLAG_FLUSHBEFORE | FLAG_EXECUTE | FLAG_READS_PC, 0, &GPUCommon::Execute_BlockTransferStart }, // We don't use the dither table. { GE_CMD_DITH0 }, { GE_CMD_DITH1 }, { GE_CMD_DITH2 }, { GE_CMD_DITH3 }, // These handle their own flushing. { GE_CMD_WORLDMATRIXNUMBER, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_WorldMtxNum }, { GE_CMD_WORLDMATRIXDATA, FLAG_EXECUTE, 0, &GPUCommon::Execute_WorldMtxData }, { GE_CMD_VIEWMATRIXNUMBER, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_ViewMtxNum }, { GE_CMD_VIEWMATRIXDATA, FLAG_EXECUTE, 0, &GPUCommon::Execute_ViewMtxData }, { GE_CMD_PROJMATRIXNUMBER, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_ProjMtxNum }, { GE_CMD_PROJMATRIXDATA, FLAG_EXECUTE, 0, &GPUCommon::Execute_ProjMtxData }, { GE_CMD_TGENMATRIXNUMBER, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_TgenMtxNum }, { GE_CMD_TGENMATRIXDATA, FLAG_EXECUTE, 0, &GPUCommon::Execute_TgenMtxData }, { GE_CMD_BONEMATRIXNUMBER, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_BoneMtxNum }, { GE_CMD_BONEMATRIXDATA, FLAG_EXECUTE, 0, &GPUCommon::Execute_BoneMtxData }, // Vertex Screen/Texture/Color { GE_CMD_VSCX }, { GE_CMD_VSCY }, { GE_CMD_VSCZ }, { GE_CMD_VTCS }, { GE_CMD_VTCT }, { GE_CMD_VTCQ }, { GE_CMD_VCV }, { GE_CMD_VAP, FLAG_EXECUTE, 0, &GPUCommon::Execute_ImmVertexAlphaPrim }, { GE_CMD_VFC }, { GE_CMD_VSCV }, // "Missing" commands (gaps in the sequence) { GE_CMD_UNKNOWN_03, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown }, { GE_CMD_UNKNOWN_0D, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown }, { GE_CMD_UNKNOWN_11, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown }, { GE_CMD_UNKNOWN_29, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown }, { GE_CMD_UNKNOWN_34, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown }, { GE_CMD_UNKNOWN_35, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown }, { GE_CMD_UNKNOWN_39, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown }, { GE_CMD_UNKNOWN_4E, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown }, { GE_CMD_UNKNOWN_4F, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown }, { GE_CMD_UNKNOWN_52, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown }, { GE_CMD_UNKNOWN_59, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown }, { GE_CMD_UNKNOWN_5A, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown }, { GE_CMD_UNKNOWN_B6, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown }, { GE_CMD_UNKNOWN_B7, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown }, { GE_CMD_UNKNOWN_D1, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown }, { GE_CMD_UNKNOWN_ED, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown }, { GE_CMD_UNKNOWN_EF, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown }, { GE_CMD_UNKNOWN_FA, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown }, { GE_CMD_UNKNOWN_FB, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown }, { GE_CMD_UNKNOWN_FC, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown }, { GE_CMD_UNKNOWN_FD, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown }, { GE_CMD_UNKNOWN_FE, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown }, // Appears to be debugging related or something? Hit a lot in GoW. { GE_CMD_NOP_FF, 0 }, }; size_t commonCommandTableSize = ARRAY_SIZE(commonCommandTable); // TODO: Make class member? GPUCommon::CommandInfo GPUCommon::cmdInfo_[256]; void GPUCommon::Flush() { drawEngineCommon_->DispatchFlush(); } GPUCommon::GPUCommon(GraphicsContext *gfxCtx, Draw::DrawContext *draw) : dumpNextFrame_(false), dumpThisFrame_(false), framebufferManager_(nullptr), resized_(false), gfxCtx_(gfxCtx), draw_(draw) { // This assert failed on GCC x86 32-bit (but not MSVC 32-bit!) before adding the // "padding" field at the end. This is important for save state compatibility. // The compiler was not rounding the struct size up to an 8 byte boundary, which // you'd expect due to the int64 field, but the Linux ABI apparently does not require that. static_assert(sizeof(DisplayList) == 456, "Bad DisplayList size"); Reinitialize(); SetupColorConv(); gstate.Reset(); gstate_c.Reset(); gpuStats.Reset(); memset(cmdInfo_, 0, sizeof(cmdInfo_)); // Convert the command table to a faster format, and check for dupes. std::set dupeCheck; for (size_t i = 0; i < commonCommandTableSize; i++) { const u8 cmd = commonCommandTable[i].cmd; if (dupeCheck.find(cmd) != dupeCheck.end()) { ERROR_LOG(G3D, "Command table Dupe: %02x (%i)", (int)cmd, (int)cmd); } else { dupeCheck.insert(cmd); } cmdInfo_[cmd].flags |= (uint64_t)commonCommandTable[i].flags | (commonCommandTable[i].dirty << 8); cmdInfo_[cmd].func = commonCommandTable[i].func; if ((cmdInfo_[cmd].flags & (FLAG_EXECUTE | FLAG_EXECUTEONCHANGE)) && !cmdInfo_[cmd].func) { // Can't have FLAG_EXECUTE commands without a function pointer to execute. Crash(); } } // Find commands missing from the table. for (int i = 0; i < 0xEF; i++) { if (dupeCheck.find((u8)i) == dupeCheck.end()) { ERROR_LOG(G3D, "Command missing from table: %02x (%i)", i, i); } } UpdateCmdInfo(); } GPUCommon::~GPUCommon() { } void GPUCommon::UpdateCmdInfo() { if (g_Config.bSoftwareSkinning) { cmdInfo_[GE_CMD_VERTEXTYPE].flags &= ~FLAG_FLUSHBEFOREONCHANGE; cmdInfo_[GE_CMD_VERTEXTYPE].func = &GPUCommon::Execute_VertexTypeSkinning; } else { cmdInfo_[GE_CMD_VERTEXTYPE].flags |= FLAG_FLUSHBEFOREONCHANGE; cmdInfo_[GE_CMD_VERTEXTYPE].func = &GPUCommon::Execute_VertexType; } if (g_Config.bFastMemory) { cmdInfo_[GE_CMD_JUMP].func = &GPUCommon::Execute_JumpFast; cmdInfo_[GE_CMD_CALL].func = &GPUCommon::Execute_CallFast; } else { cmdInfo_[GE_CMD_JUMP].func = &GPUCommon::Execute_Jump; cmdInfo_[GE_CMD_CALL].func = &GPUCommon::Execute_Call; } } void GPUCommon::BeginHostFrame() { ReapplyGfxState(); // TODO: Assume config may have changed - maybe move to resize. gstate_c.Dirty(DIRTY_ALL); } void GPUCommon::EndHostFrame() { } void GPUCommon::Reinitialize() { memset(dls, 0, sizeof(dls)); for (int i = 0; i < DisplayListMaxCount; ++i) { dls[i].state = PSP_GE_DL_STATE_NONE; dls[i].waitTicks = 0; } nextListID = 0; currentList = nullptr; isbreak = false; drawCompleteTicks = 0; busyTicks = 0; timeSpentStepping_ = 0.0; interruptsEnabled_ = true; } int GPUCommon::EstimatePerVertexCost() { // TODO: This is transform cost, also account for rasterization cost somehow... although it probably // runs in parallel with transform. // Also, this is all pure guesswork. If we can find a way to do measurements, that would be great. // GTA wants a low value to run smooth, GoW wants a high value (otherwise it thinks things // went too fast and starts doing all the work over again). int cost = 20; if (gstate.isLightingEnabled()) { cost += 10; for (int i = 0; i < 4; i++) { if (gstate.isLightChanEnabled(i)) cost += 7; } } if (gstate.getUVGenMode() != GE_TEXMAP_TEXTURE_COORDS) { cost += 20; } int morphCount = gstate.getNumMorphWeights(); if (morphCount > 1) { cost += 5 * morphCount; } return cost; } void GPUCommon::PopDLQueue() { if(!dlQueue.empty()) { dlQueue.pop_front(); if(!dlQueue.empty()) { bool running = currentList->state == PSP_GE_DL_STATE_RUNNING; currentList = &dls[dlQueue.front()]; if (running) currentList->state = PSP_GE_DL_STATE_RUNNING; } else { currentList = nullptr; } } } bool GPUCommon::BusyDrawing() { u32 state = DrawSync(1); if (state == PSP_GE_LIST_DRAWING || state == PSP_GE_LIST_STALLING) { if (currentList && currentList->state != PSP_GE_DL_STATE_PAUSED) { return true; } } return false; } void GPUCommon::Resized() { resized_ = true; } void GPUCommon::DumpNextFrame() { dumpNextFrame_ = true; } u32 GPUCommon::DrawSync(int mode) { if (mode < 0 || mode > 1) return SCE_KERNEL_ERROR_INVALID_MODE; if (mode == 0) { if (!__KernelIsDispatchEnabled()) { return SCE_KERNEL_ERROR_CAN_NOT_WAIT; } if (__IsInInterrupt()) { return SCE_KERNEL_ERROR_ILLEGAL_CONTEXT; } if (drawCompleteTicks > CoreTiming::GetTicks()) { __GeWaitCurrentThread(GPU_SYNC_DRAW, 1, "GeDrawSync"); } else { for (int i = 0; i < DisplayListMaxCount; ++i) { if (dls[i].state == PSP_GE_DL_STATE_COMPLETED) { dls[i].state = PSP_GE_DL_STATE_NONE; } } } return 0; } // If there's no current list, it must be complete. DisplayList *top = NULL; for (auto it = dlQueue.begin(), end = dlQueue.end(); it != end; ++it) { if (dls[*it].state != PSP_GE_DL_STATE_COMPLETED) { top = &dls[*it]; break; } } if (!top || top->state == PSP_GE_DL_STATE_COMPLETED) return PSP_GE_LIST_COMPLETED; if (currentList->pc == currentList->stall) return PSP_GE_LIST_STALLING; return PSP_GE_LIST_DRAWING; } void GPUCommon::CheckDrawSync() { if (dlQueue.empty()) { for (int i = 0; i < DisplayListMaxCount; ++i) dls[i].state = PSP_GE_DL_STATE_NONE; } } int GPUCommon::ListSync(int listid, int mode) { if (listid < 0 || listid >= DisplayListMaxCount) return SCE_KERNEL_ERROR_INVALID_ID; if (mode < 0 || mode > 1) return SCE_KERNEL_ERROR_INVALID_MODE; DisplayList& dl = dls[listid]; if (mode == 1) { switch (dl.state) { case PSP_GE_DL_STATE_QUEUED: if (dl.interrupted) return PSP_GE_LIST_PAUSED; return PSP_GE_LIST_QUEUED; case PSP_GE_DL_STATE_RUNNING: if (dl.pc == dl.stall) return PSP_GE_LIST_STALLING; return PSP_GE_LIST_DRAWING; case PSP_GE_DL_STATE_COMPLETED: return PSP_GE_LIST_COMPLETED; case PSP_GE_DL_STATE_PAUSED: return PSP_GE_LIST_PAUSED; default: return SCE_KERNEL_ERROR_INVALID_ID; } } if (!__KernelIsDispatchEnabled()) { return SCE_KERNEL_ERROR_CAN_NOT_WAIT; } if (__IsInInterrupt()) { return SCE_KERNEL_ERROR_ILLEGAL_CONTEXT; } if (dl.waitTicks > CoreTiming::GetTicks()) { __GeWaitCurrentThread(GPU_SYNC_LIST, listid, "GeListSync"); } return PSP_GE_LIST_COMPLETED; } int GPUCommon::GetStack(int index, u32 stackPtr) { if (!currentList) { // Seems like it doesn't return an error code? return 0; } if (currentList->stackptr <= index) { return SCE_KERNEL_ERROR_INVALID_INDEX; } if (index >= 0) { auto stack = PSPPointer::Create(stackPtr); if (stack.IsValid()) { auto entry = currentList->stack[index]; // Not really sure what most of these values are. stack[0] = 0; stack[1] = entry.pc + 4; stack[2] = entry.offsetAddr; stack[7] = entry.baseAddr; } } return currentList->stackptr; } u32 GPUCommon::EnqueueList(u32 listpc, u32 stall, int subIntrBase, PSPPointer args, bool head) { // TODO Check the stack values in missing arg and ajust the stack depth // Check alignment // TODO Check the context and stack alignement too if (((listpc | stall) & 3) != 0 || !Memory::IsValidAddress(listpc)) { ERROR_LOG_REPORT(G3D, "sceGeListEnqueue: invalid address %08x", listpc); return SCE_KERNEL_ERROR_INVALID_POINTER; } int id = -1; u64 currentTicks = CoreTiming::GetTicks(); u32_le stackAddr = args.IsValid() ? args->stackAddr : 0; // Check compatibility if (sceKernelGetCompiledSdkVersion() > 0x01FFFFFF) { //numStacks = 0; //stack = NULL; for (int i = 0; i < DisplayListMaxCount; ++i) { if (dls[i].state != PSP_GE_DL_STATE_NONE && dls[i].state != PSP_GE_DL_STATE_COMPLETED) { // Logically, if the CPU has not interrupted yet, it hasn't seen the latest pc either. // Exit enqueues right after an END, which fails without ignoring pendingInterrupt lists. if (dls[i].pc == listpc && !dls[i].pendingInterrupt) { ERROR_LOG(G3D, "sceGeListEnqueue: can't enqueue, list address %08X already used", listpc); return 0x80000021; } else if (stackAddr != 0 && dls[i].stackAddr == stackAddr && !dls[i].pendingInterrupt) { ERROR_LOG(G3D, "sceGeListEnqueue: can't enqueue, stack address %08X already used", stackAddr); return 0x80000021; } } } } // TODO Check if list stack dls[i].stack already used then return 0x80000021 as above for (int i = 0; i < DisplayListMaxCount; ++i) { int possibleID = (i + nextListID) % DisplayListMaxCount; auto possibleList = dls[possibleID]; if (possibleList.pendingInterrupt) { continue; } if (possibleList.state == PSP_GE_DL_STATE_NONE) { id = possibleID; break; } if (possibleList.state == PSP_GE_DL_STATE_COMPLETED && possibleList.waitTicks < currentTicks) { id = possibleID; } } if (id < 0) { ERROR_LOG_REPORT(G3D, "No DL ID available to enqueue"); for (auto it = dlQueue.begin(); it != dlQueue.end(); ++it) { DisplayList &dl = dls[*it]; DEBUG_LOG(G3D, "DisplayList %d status %d pc %08x stall %08x", *it, dl.state, dl.pc, dl.stall); } return SCE_KERNEL_ERROR_OUT_OF_MEMORY; } nextListID = id + 1; DisplayList &dl = dls[id]; dl.id = id; dl.startpc = listpc & 0x0FFFFFFF; dl.pc = listpc & 0x0FFFFFFF; dl.stall = stall & 0x0FFFFFFF; dl.subIntrBase = std::max(subIntrBase, -1); dl.stackptr = 0; dl.signal = PSP_GE_SIGNAL_NONE; dl.interrupted = false; dl.waitTicks = (u64)-1; dl.interruptsEnabled = interruptsEnabled_; dl.started = false; dl.offsetAddr = 0; dl.bboxResult = false; dl.stackAddr = stackAddr; if (args.IsValid() && args->context.IsValid()) dl.context = args->context; else dl.context = 0; if (head) { if (currentList) { if (currentList->state != PSP_GE_DL_STATE_PAUSED) return SCE_KERNEL_ERROR_INVALID_VALUE; currentList->state = PSP_GE_DL_STATE_QUEUED; // Make sure we clear the signal so we don't try to pause it again. currentList->signal = PSP_GE_SIGNAL_NONE; } dl.state = PSP_GE_DL_STATE_PAUSED; currentList = &dl; dlQueue.push_front(id); } else if (currentList) { dl.state = PSP_GE_DL_STATE_QUEUED; dlQueue.push_back(id); } else { dl.state = PSP_GE_DL_STATE_RUNNING; currentList = &dl; dlQueue.push_front(id); drawCompleteTicks = (u64)-1; // TODO save context when starting the list if param is set ProcessDLQueue(); } return id; } u32 GPUCommon::DequeueList(int listid) { if (listid < 0 || listid >= DisplayListMaxCount || dls[listid].state == PSP_GE_DL_STATE_NONE) return SCE_KERNEL_ERROR_INVALID_ID; auto &dl = dls[listid]; if (dl.started) return SCE_KERNEL_ERROR_BUSY; dl.state = PSP_GE_DL_STATE_NONE; if (listid == dlQueue.front()) PopDLQueue(); else dlQueue.remove(listid); dl.waitTicks = 0; __GeTriggerWait(GPU_SYNC_LIST, listid); CheckDrawSync(); return 0; } u32 GPUCommon::UpdateStall(int listid, u32 newstall) { if (listid < 0 || listid >= DisplayListMaxCount || dls[listid].state == PSP_GE_DL_STATE_NONE) return SCE_KERNEL_ERROR_INVALID_ID; auto &dl = dls[listid]; if (dl.state == PSP_GE_DL_STATE_COMPLETED) return SCE_KERNEL_ERROR_ALREADY; dl.stall = newstall & 0x0FFFFFFF; ProcessDLQueue(); return 0; } u32 GPUCommon::Continue() { if (!currentList) return 0; if (currentList->state == PSP_GE_DL_STATE_PAUSED) { if (!isbreak) { // TODO: Supposedly this returns SCE_KERNEL_ERROR_BUSY in some case, previously it had // currentList->signal == PSP_GE_SIGNAL_HANDLER_PAUSE, but it doesn't reproduce. currentList->state = PSP_GE_DL_STATE_RUNNING; currentList->signal = PSP_GE_SIGNAL_NONE; // TODO Restore context of DL is necessary // TODO Restore BASE // We have a list now, so it's not complete. drawCompleteTicks = (u64)-1; } else { currentList->state = PSP_GE_DL_STATE_QUEUED; currentList->signal = PSP_GE_SIGNAL_NONE; } } else if (currentList->state == PSP_GE_DL_STATE_RUNNING) { if (sceKernelGetCompiledSdkVersion() >= 0x02000000) return 0x80000020; return -1; } else { if (sceKernelGetCompiledSdkVersion() >= 0x02000000) return 0x80000004; return -1; } ProcessDLQueue(); return 0; } u32 GPUCommon::Break(int mode) { if (mode < 0 || mode > 1) return SCE_KERNEL_ERROR_INVALID_MODE; if (!currentList) return SCE_KERNEL_ERROR_ALREADY; if (mode == 1) { // Clear the queue dlQueue.clear(); for (int i = 0; i < DisplayListMaxCount; ++i) { dls[i].state = PSP_GE_DL_STATE_NONE; dls[i].signal = PSP_GE_SIGNAL_NONE; } nextListID = 0; currentList = NULL; return 0; } if (currentList->state == PSP_GE_DL_STATE_NONE || currentList->state == PSP_GE_DL_STATE_COMPLETED) { if (sceKernelGetCompiledSdkVersion() >= 0x02000000) return 0x80000004; return -1; } if (currentList->state == PSP_GE_DL_STATE_PAUSED) { if (sceKernelGetCompiledSdkVersion() > 0x02000010) { if (currentList->signal == PSP_GE_SIGNAL_HANDLER_PAUSE) { ERROR_LOG_REPORT(G3D, "sceGeBreak: can't break signal-pausing list"); } else return SCE_KERNEL_ERROR_ALREADY; } return SCE_KERNEL_ERROR_BUSY; } if (currentList->state == PSP_GE_DL_STATE_QUEUED) { currentList->state = PSP_GE_DL_STATE_PAUSED; return currentList->id; } // TODO Save BASE // TODO Adjust pc to be just before SIGNAL/END // TODO: Is this right? if (currentList->signal == PSP_GE_SIGNAL_SYNC) currentList->pc += 8; currentList->interrupted = true; currentList->state = PSP_GE_DL_STATE_PAUSED; currentList->signal = PSP_GE_SIGNAL_HANDLER_SUSPEND; isbreak = true; return currentList->id; } void GPUCommon::NotifySteppingEnter() { if (coreCollectDebugStats) { time_update(); timeSteppingStarted_ = time_now_d(); } } void GPUCommon::NotifySteppingExit() { if (coreCollectDebugStats) { if (timeSteppingStarted_ <= 0.0) { ERROR_LOG(G3D, "Mismatched stepping enter/exit."); } time_update(); timeSpentStepping_ += time_now_d() - timeSteppingStarted_; timeSteppingStarted_ = 0.0; } } bool GPUCommon::InterpretList(DisplayList &list) { // Initialized to avoid a race condition with bShowDebugStats changing. double start = 0.0; if (coreCollectDebugStats) { time_update(); start = time_now_d(); } if (list.state == PSP_GE_DL_STATE_PAUSED) return false; currentList = &list; if (!list.started && list.context.IsValid()) { gstate.Save(list.context); } list.started = true; gstate_c.offsetAddr = list.offsetAddr; if (!Memory::IsValidAddress(list.pc)) { ERROR_LOG_REPORT(G3D, "DL PC = %08x WTF!!!!", list.pc); return true; } cycleLastPC = list.pc; cyclesExecuted += 60; downcount = list.stall == 0 ? 0x0FFFFFFF : (list.stall - list.pc) / 4; list.state = PSP_GE_DL_STATE_RUNNING; list.interrupted = false; gpuState = list.pc == list.stall ? GPUSTATE_STALL : GPUSTATE_RUNNING; debugRecording_ = GPURecord::IsActive(); const bool useDebugger = GPUDebug::IsActive() || debugRecording_; const bool useFastRunLoop = !dumpThisFrame_ && !useDebugger; while (gpuState == GPUSTATE_RUNNING) { { if (list.pc == list.stall) { gpuState = GPUSTATE_STALL; downcount = 0; } } if (useFastRunLoop) { FastRunLoop(list); } else { SlowRunLoop(list); } { downcount = list.stall == 0 ? 0x0FFFFFFF : (list.stall - list.pc) / 4; if (gpuState == GPUSTATE_STALL && list.stall != list.pc) { // Unstalled. gpuState = GPUSTATE_RUNNING; } } } FinishDeferred(); // We haven't run the op at list.pc, so it shouldn't count. if (cycleLastPC != list.pc) { UpdatePC(list.pc - 4, list.pc); } list.offsetAddr = gstate_c.offsetAddr; if (coreCollectDebugStats) { time_update(); double total = time_now_d() - start - timeSpentStepping_; hleSetSteppingTime(timeSpentStepping_); timeSpentStepping_ = 0.0; gpuStats.msProcessingDisplayLists += total; } return gpuState == GPUSTATE_DONE || gpuState == GPUSTATE_ERROR; } // Maybe should write this in ASM... void GPUCommon::FastRunLoop(DisplayList &list) { PROFILE_THIS_SCOPE("gpuloop"); const CommandInfo *cmdInfo = cmdInfo_; int dc = downcount; for (; dc > 0; --dc) { // We know that display list PCs have the upper nibble == 0 - no need to mask the pointer const u32 op = *(const u32 *)(Memory::base + list.pc); const u32 cmd = op >> 24; const CommandInfo &info = cmdInfo[cmd]; const u32 diff = op ^ gstate.cmdmem[cmd]; if (diff == 0) { if (info.flags & FLAG_EXECUTE) { downcount = dc; (this->*info.func)(op, diff); dc = downcount; } } else { uint64_t flags = info.flags; if (flags & FLAG_FLUSHBEFOREONCHANGE) { if (drawEngineCommon_->GetNumDrawCalls()) { drawEngineCommon_->DispatchFlush(); } } gstate.cmdmem[cmd] = op; if (flags & (FLAG_EXECUTE | FLAG_EXECUTEONCHANGE)) { downcount = dc; (this->*info.func)(op, diff); dc = downcount; } else { uint64_t dirty = flags >> 8; if (dirty) gstate_c.Dirty(dirty); } } list.pc += 4; } downcount = 0; } void GPUCommon::BeginFrame() { immCount_ = 0; if (dumpNextFrame_) { NOTICE_LOG(G3D, "DUMPING THIS FRAME"); dumpThisFrame_ = true; dumpNextFrame_ = false; } else if (dumpThisFrame_) { dumpThisFrame_ = false; } GPURecord::NotifyFrame(); } void GPUCommon::SlowRunLoop(DisplayList &list) { const bool dumpThisFrame = dumpThisFrame_; while (downcount > 0) { GPUDebug::NotifyCommand(list.pc); GPURecord::NotifyCommand(list.pc); u32 op = Memory::ReadUnchecked_U32(list.pc); u32 cmd = op >> 24; u32 diff = op ^ gstate.cmdmem[cmd]; PreExecuteOp(op, diff); if (dumpThisFrame) { char temp[256]; u32 prev; if (Memory::IsValidAddress(list.pc - 4)) { prev = Memory::ReadUnchecked_U32(list.pc - 4); } else { prev = 0; } GeDisassembleOp(list.pc, op, prev, temp, 256); NOTICE_LOG(G3D, "%08x: %s", op, temp); } gstate.cmdmem[cmd] = op; ExecuteOp(op, diff); list.pc += 4; --downcount; } } // The newPC parameter is used for jumps, we don't count cycles between. void GPUCommon::UpdatePC(u32 currentPC, u32 newPC) { // Rough estimate, 2 CPU ticks (it's double the clock rate) per GPU instruction. u32 executed = (currentPC - cycleLastPC) / 4; cyclesExecuted += 2 * executed; cycleLastPC = newPC; if (coreCollectDebugStats) { gpuStats.otherGPUCycles += 2 * executed; gpuStats.gpuCommandsAtCallLevel[std::min(currentList->stackptr, 3)] += executed; } // Exit the runloop and recalculate things. This happens a lot in some games. if (currentList) downcount = currentList->stall == 0 ? 0x0FFFFFFF : (currentList->stall - newPC) / 4; else downcount = 0; } void GPUCommon::ReapplyGfxState() { // 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. for (int i = GE_CMD_VERTEXTYPE; i < GE_CMD_BONEMATRIXNUMBER; i++) { if (i != GE_CMD_ORIGIN && i != GE_CMD_OFFSETADDR) { ExecuteOp(gstate.cmdmem[i], 0xFFFFFFFF); } } // Can't write to bonematrixnumber here for (int i = GE_CMD_MORPHWEIGHT0; i <= GE_CMD_PATCHFACING; i++) { ExecuteOp(gstate.cmdmem[i], 0xFFFFFFFF); } // There are a few here in the middle that we shouldn't execute... for (int i = GE_CMD_VIEWPORTXSCALE; i < GE_CMD_TRANSFERSTART; i++) { ExecuteOp(gstate.cmdmem[i], 0xFFFFFFFF); } // Let's just skip the transfer size stuff, it's just values. } inline void GPUCommon::UpdateState(GPURunState state) { gpuState = state; if (state != GPUSTATE_RUNNING) downcount = 0; } int GPUCommon::GetNextListIndex() { auto iter = dlQueue.begin(); if (iter != dlQueue.end()) { return *iter; } else { return -1; } } void GPUCommon::ProcessDLQueue() { startingTicks = CoreTiming::GetTicks(); cyclesExecuted = 0; // Seems to be correct behaviour to process the list anyway? if (startingTicks < busyTicks) { DEBUG_LOG(G3D, "Can't execute a list yet, still busy for %lld ticks", busyTicks - startingTicks); //return; } for (int listIndex = GetNextListIndex(); listIndex != -1; listIndex = GetNextListIndex()) { DisplayList &l = dls[listIndex]; DEBUG_LOG(G3D, "Starting DL execution at %08x - stall = %08x", l.pc, l.stall); if (!InterpretList(l)) { return; } else { // Some other list could've taken the spot while we dilly-dallied around. if (l.state != PSP_GE_DL_STATE_QUEUED) { // At the end, we can remove it from the queue and continue. dlQueue.erase(std::remove(dlQueue.begin(), dlQueue.end(), listIndex), dlQueue.end()); } } } currentList = nullptr; drawCompleteTicks = startingTicks + cyclesExecuted; busyTicks = std::max(busyTicks, drawCompleteTicks); __GeTriggerSync(GPU_SYNC_DRAW, 1, drawCompleteTicks); // Since the event is in CoreTiming, we're in sync. Just set 0 now. } void GPUCommon::PreExecuteOp(u32 op, u32 diff) { // Nothing to do } void GPUCommon::Execute_OffsetAddr(u32 op, u32 diff) { gstate_c.offsetAddr = op << 8; } void GPUCommon::Execute_Vaddr(u32 op, u32 diff) { gstate_c.vertexAddr = gstate_c.getRelativeAddress(op & 0x00FFFFFF); } void GPUCommon::Execute_Iaddr(u32 op, u32 diff) { gstate_c.indexAddr = gstate_c.getRelativeAddress(op & 0x00FFFFFF); } void GPUCommon::Execute_Origin(u32 op, u32 diff) { gstate_c.offsetAddr = currentList->pc; } void GPUCommon::Execute_Jump(u32 op, u32 diff) { const u32 target = gstate_c.getRelativeAddress(op & 0x00FFFFFC); if (!Memory::IsValidAddress(target)) { ERROR_LOG_REPORT(G3D, "JUMP to illegal address %08x - ignoring! data=%06x", target, op & 0x00FFFFFF); UpdateState(GPUSTATE_ERROR); return; } UpdatePC(currentList->pc, target - 4); currentList->pc = target - 4; // pc will be increased after we return, counteract that } void GPUCommon::Execute_JumpFast(u32 op, u32 diff) { const u32 target = gstate_c.getRelativeAddress(op & 0x00FFFFFC); UpdatePC(currentList->pc, target - 4); currentList->pc = target - 4; // pc will be increased after we return, counteract that } void GPUCommon::Execute_BJump(u32 op, u32 diff) { if (!currentList->bboxResult) { // bounding box jump. const u32 target = gstate_c.getRelativeAddress(op & 0x00FFFFFC); if (Memory::IsValidAddress(target)) { UpdatePC(currentList->pc, target - 4); currentList->pc = target - 4; // pc will be increased after we return, counteract that } else { ERROR_LOG_REPORT(G3D, "BJUMP to illegal address %08x - ignoring! data=%06x", target, op & 0x00FFFFFF); UpdateState(GPUSTATE_ERROR); } } } void GPUCommon::Execute_Call(u32 op, u32 diff) { PROFILE_THIS_SCOPE("gpu_call"); const u32 target = gstate_c.getRelativeAddress(op & 0x00FFFFFC); if (!Memory::IsValidAddress(target)) { ERROR_LOG_REPORT(G3D, "CALL to illegal address %08x - ignoring! data=%06x", target, op & 0x00FFFFFF); UpdateState(GPUSTATE_ERROR); return; } DoExecuteCall(target); } void GPUCommon::Execute_CallFast(u32 op, u32 diff) { PROFILE_THIS_SCOPE("gpu_call"); const u32 target = gstate_c.getRelativeAddress(op & 0x00FFFFFC); DoExecuteCall(target); } void GPUCommon::DoExecuteCall(u32 target) { // Saint Seiya needs correct support for relative calls. const u32 retval = currentList->pc + 4; // Bone matrix optimization - many games will CALL a bone matrix (!). // We don't optimize during recording - so the matrix data gets recorded. if (!debugRecording_ && (Memory::ReadUnchecked_U32(target) >> 24) == GE_CMD_BONEMATRIXDATA) { // Check for the end if ((Memory::ReadUnchecked_U32(target + 11 * 4) >> 24) == GE_CMD_BONEMATRIXDATA && (Memory::ReadUnchecked_U32(target + 12 * 4) >> 24) == GE_CMD_RET) { // Yep, pretty sure this is a bone matrix call. Double check stall first. if (target > currentList->stall || target + 12 * 4 < currentList->stall) { FastLoadBoneMatrix(target); return; } } } if (currentList->stackptr == ARRAY_SIZE(currentList->stack)) { ERROR_LOG_REPORT(G3D, "CALL: Stack full!"); } else { auto &stackEntry = currentList->stack[currentList->stackptr++]; stackEntry.pc = retval; stackEntry.offsetAddr = gstate_c.offsetAddr; // The base address is NOT saved/restored for a regular call. UpdatePC(currentList->pc, target - 4); currentList->pc = target - 4; // pc will be increased after we return, counteract that } } void GPUCommon::Execute_Ret(u32 op, u32 diff) { if (currentList->stackptr == 0) { DEBUG_LOG_REPORT(G3D, "RET: Stack empty!"); } else { auto &stackEntry = currentList->stack[--currentList->stackptr]; gstate_c.offsetAddr = stackEntry.offsetAddr; // We always clear the top (uncached/etc.) bits const u32 target = stackEntry.pc & 0x0FFFFFFF; UpdatePC(currentList->pc, target - 4); currentList->pc = target - 4; #ifdef _DEBUG if (!Memory::IsValidAddress(currentList->pc)) { ERROR_LOG_REPORT(G3D, "Invalid DL PC %08x on return", currentList->pc); UpdateState(GPUSTATE_ERROR); } #endif } } void GPUCommon::Execute_End(u32 op, u32 diff) { Flush(); const u32 prev = Memory::ReadUnchecked_U32(currentList->pc - 4); UpdatePC(currentList->pc, currentList->pc); // Count in a few extra cycles on END. cyclesExecuted += 60; switch (prev >> 24) { case GE_CMD_SIGNAL: { // TODO: see http://code.google.com/p/jpcsp/source/detail?r=2935# SignalBehavior behaviour = static_cast((prev >> 16) & 0xFF); const int signal = prev & 0xFFFF; const int enddata = op & 0xFFFF; bool trigger = true; currentList->subIntrToken = signal; switch (behaviour) { case PSP_GE_SIGNAL_HANDLER_SUSPEND: // Suspend the list, and call the signal handler. When it's done, resume. // Before sdkver 0x02000010, listsync should return paused. if (sceKernelGetCompiledSdkVersion() <= 0x02000010) currentList->state = PSP_GE_DL_STATE_PAUSED; currentList->signal = behaviour; DEBUG_LOG(G3D, "Signal with wait. signal/end: %04x %04x", signal, enddata); break; case PSP_GE_SIGNAL_HANDLER_CONTINUE: // Resume the list right away, then call the handler. currentList->signal = behaviour; DEBUG_LOG(G3D, "Signal without wait. signal/end: %04x %04x", signal, enddata); break; case PSP_GE_SIGNAL_HANDLER_PAUSE: // Pause the list instead of ending at the next FINISH. // Call the handler with the PAUSE signal value at that FINISH. // Technically, this ought to trigger an interrupt, but it won't do anything. // But right now, signal is always reset by interrupts, so that causes pause to not work. trigger = false; currentList->signal = behaviour; DEBUG_LOG(G3D, "Signal with Pause. signal/end: %04x %04x", signal, enddata); break; case PSP_GE_SIGNAL_SYNC: // Acts as a memory barrier, never calls any user code. // Technically, this ought to trigger an interrupt, but it won't do anything. // Triggering here can cause incorrect rescheduling, which breaks 3rd Birthday. // However, this is likely a bug in how GE signal interrupts are handled. trigger = false; currentList->signal = behaviour; DEBUG_LOG(G3D, "Signal with Sync. signal/end: %04x %04x", signal, enddata); break; case PSP_GE_SIGNAL_JUMP: { trigger = false; currentList->signal = behaviour; // pc will be increased after we return, counteract that. u32 target = (((signal << 16) | enddata) & 0xFFFFFFFC) - 4; if (!Memory::IsValidAddress(target)) { ERROR_LOG_REPORT(G3D, "Signal with Jump: bad address. signal/end: %04x %04x", signal, enddata); UpdateState(GPUSTATE_ERROR); } else { UpdatePC(currentList->pc, target); currentList->pc = target; DEBUG_LOG(G3D, "Signal with Jump. signal/end: %04x %04x", signal, enddata); } } break; case PSP_GE_SIGNAL_CALL: { trigger = false; currentList->signal = behaviour; // pc will be increased after we return, counteract that. u32 target = (((signal << 16) | enddata) & 0xFFFFFFFC) - 4; if (currentList->stackptr == ARRAY_SIZE(currentList->stack)) { ERROR_LOG_REPORT(G3D, "Signal with Call: stack full. signal/end: %04x %04x", signal, enddata); } else if (!Memory::IsValidAddress(target)) { ERROR_LOG_REPORT(G3D, "Signal with Call: bad address. signal/end: %04x %04x", signal, enddata); UpdateState(GPUSTATE_ERROR); } else { // TODO: This might save/restore other state... auto &stackEntry = currentList->stack[currentList->stackptr++]; stackEntry.pc = currentList->pc; stackEntry.offsetAddr = gstate_c.offsetAddr; stackEntry.baseAddr = gstate.base; UpdatePC(currentList->pc, target); currentList->pc = target; DEBUG_LOG(G3D, "Signal with Call. signal/end: %04x %04x", signal, enddata); } } break; case PSP_GE_SIGNAL_RET: { trigger = false; currentList->signal = behaviour; if (currentList->stackptr == 0) { ERROR_LOG_REPORT(G3D, "Signal with Return: stack empty. signal/end: %04x %04x", signal, enddata); } else { // TODO: This might save/restore other state... auto &stackEntry = currentList->stack[--currentList->stackptr]; gstate_c.offsetAddr = stackEntry.offsetAddr; gstate.base = stackEntry.baseAddr; UpdatePC(currentList->pc, stackEntry.pc); currentList->pc = stackEntry.pc; DEBUG_LOG(G3D, "Signal with Return. signal/end: %04x %04x", signal, enddata); } } break; default: ERROR_LOG_REPORT(G3D, "UNKNOWN Signal UNIMPLEMENTED %i ! signal/end: %04x %04x", behaviour, signal, enddata); break; } // TODO: Technically, jump/call/ret should generate an interrupt, but before the pc change maybe? if (currentList->interruptsEnabled && trigger) { if (__GeTriggerInterrupt(currentList->id, currentList->pc, startingTicks + cyclesExecuted)) { currentList->pendingInterrupt = true; UpdateState(GPUSTATE_INTERRUPT); } } } break; case GE_CMD_FINISH: switch (currentList->signal) { case PSP_GE_SIGNAL_HANDLER_PAUSE: currentList->state = PSP_GE_DL_STATE_PAUSED; if (currentList->interruptsEnabled) { if (__GeTriggerInterrupt(currentList->id, currentList->pc, startingTicks + cyclesExecuted)) { currentList->pendingInterrupt = true; UpdateState(GPUSTATE_INTERRUPT); } } break; case PSP_GE_SIGNAL_SYNC: currentList->signal = PSP_GE_SIGNAL_NONE; // TODO: Technically this should still cause an interrupt. Probably for memory sync. break; default: currentList->subIntrToken = prev & 0xFFFF; UpdateState(GPUSTATE_DONE); if (currentList->interruptsEnabled && __GeTriggerInterrupt(currentList->id, currentList->pc, startingTicks + cyclesExecuted)) { currentList->pendingInterrupt = true; } else { currentList->state = PSP_GE_DL_STATE_COMPLETED; currentList->waitTicks = startingTicks + cyclesExecuted; busyTicks = std::max(busyTicks, currentList->waitTicks); __GeTriggerSync(GPU_SYNC_LIST, currentList->id, currentList->waitTicks); if (currentList->started && currentList->context.IsValid()) { gstate.Restore(currentList->context); ReapplyGfxState(); } } break; } break; default: DEBUG_LOG(G3D,"Ah, not finished: %06x", prev & 0xFFFFFF); break; } } void GPUCommon::Execute_TexLevel(u32 op, u32 diff) { // TODO: If you change the rules here, don't forget to update the inner interpreter in Execute_Prim. if (diff == 0xFFFFFFFF) return; gstate.texlevel ^= diff; if (gstate.getTexLevelMode() != GE_TEXLEVEL_MODE_AUTO && (0x00FF0000 & gstate.texlevel) != 0) { Flush(); } gstate.texlevel ^= diff; gstate_c.Dirty(DIRTY_TEXTURE_PARAMS | DIRTY_FRAGMENTSHADER_STATE); } void GPUCommon::Execute_TexSize0(u32 op, u32 diff) { // Render to texture may have overridden the width/height. // Don't reset it unless the size is different / the texture has changed. if (diff || gstate_c.IsDirty(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS)) { gstate_c.curTextureWidth = gstate.getTextureWidth(0); gstate_c.curTextureHeight = gstate.getTextureHeight(0); gstate_c.Dirty(DIRTY_UVSCALEOFFSET); // We will need to reset the texture now. gstate_c.Dirty(DIRTY_TEXTURE_PARAMS); } } void GPUCommon::Execute_VertexType(u32 op, u32 diff) { if (diff) gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE); if (diff & (GE_VTYPE_TC_MASK | GE_VTYPE_THROUGH_MASK)) { gstate_c.Dirty(DIRTY_UVSCALEOFFSET); if (diff & GE_VTYPE_THROUGH_MASK) gstate_c.Dirty(DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_CULLRANGE); } } void GPUCommon::Execute_LoadClut(u32 op, u32 diff) { gstate_c.Dirty(DIRTY_TEXTURE_PARAMS); textureCache_->LoadClut(gstate.getClutAddress(), gstate.getClutLoadBytes()); } void GPUCommon::Execute_VertexTypeSkinning(u32 op, u32 diff) { // Don't flush when weight count changes. if (diff & ~GE_VTYPE_WEIGHTCOUNT_MASK) { // Restore and flush gstate.vertType ^= diff; Flush(); gstate.vertType ^= diff; if (diff & (GE_VTYPE_TC_MASK | GE_VTYPE_THROUGH_MASK)) gstate_c.Dirty(DIRTY_UVSCALEOFFSET); // In this case, we may be doing weights and morphs. // Update any bone matrix uniforms so it uses them correctly. if ((op & GE_VTYPE_MORPHCOUNT_MASK) != 0) { gstate_c.Dirty(gstate_c.deferredVertTypeDirty); gstate_c.deferredVertTypeDirty = 0; } gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE); } if (diff & GE_VTYPE_THROUGH_MASK) gstate_c.Dirty(DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_CULLRANGE); } void GPUCommon::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((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)) { // Rough estimate, not sure what's correct. cyclesExecuted += EstimatePerVertexCost() * count; if (gstate.isModeClear()) { gpuStats.numClears++; } 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 = nullptr; u32 vertexType = gstate.vertType; if ((vertexType & 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(); } int bytesRead = 0; UpdateUVScaleOffset(); // cull mode int cullMode = gstate.getCullMode(); uint32_t vertTypeID = GetVertTypeID(vertexType, gstate.getUVGenMode()); drawEngineCommon_->SubmitPrim(verts, inds, prim, count, vertTypeID, cullMode, &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); int totalVertCount = count; // PRIMs are often followed by more PRIMs. Save some work and submit them immediately. const u32 *src = (const u32 *)Memory::GetPointerUnchecked(currentList->pc + 4); const u32 *stall = currentList->stall ? (const u32 *)Memory::GetPointerUnchecked(currentList->stall) : 0; int cmdCount = 0; // Optimized submission of sequences of PRIM. Allows us to avoid going through all the mess // above for each one. This can be expanded to support additional games that intersperse // PRIM commands with other commands. A special case that might be interesting is that game // that changes culling mode between each prim, we could just change the triangle winding // right here to still be able to join draw calls. uint32_t vtypeCheckMask = ~GE_VTYPE_WEIGHTCOUNT_MASK; if (!g_Config.bSoftwareSkinning) vtypeCheckMask = 0xFFFFFFFF; if (debugRecording_ || GPUDebug::IsActive()) goto bail; while (src != stall) { uint32_t data = *src; switch (data >> 24) { case GE_CMD_PRIM: { u32 count = data & 0xFFFF; if (count == 0) { // Ignore. break; } GEPrimitiveType newPrim = static_cast((data >> 16) & 7); SetDrawType(DRAW_PRIM, newPrim); // TODO: more efficient updating of verts/inds verts = Memory::GetPointerUnchecked(gstate_c.vertexAddr); inds = nullptr; if ((vertexType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) { inds = Memory::GetPointerUnchecked(gstate_c.indexAddr); } drawEngineCommon_->SubmitPrim(verts, inds, newPrim, count, vertTypeID, cullMode, &bytesRead); AdvanceVerts(vertexType, count, bytesRead); totalVertCount += count; break; } case GE_CMD_VERTEXTYPE: { uint32_t diff = data ^ vertexType; // don't mask upper bits, vertexType is unmasked if (diff & vtypeCheckMask) { goto bail; } else { vertexType = data; vertTypeID = GetVertTypeID(vertexType, gstate.getUVGenMode()); } break; } case GE_CMD_VADDR: gstate.cmdmem[data >> 24] = data; gstate_c.vertexAddr = gstate_c.getRelativeAddress(data & 0x00FFFFFF); break; case GE_CMD_IADDR: gstate.cmdmem[data >> 24] = data; gstate_c.indexAddr = gstate_c.getRelativeAddress(data & 0x00FFFFFF); break; case GE_CMD_OFFSETADDR: gstate.cmdmem[GE_CMD_OFFSETADDR] = data; gstate_c.offsetAddr = data << 8; break; case GE_CMD_BASE: gstate.cmdmem[GE_CMD_BASE] = data; break; case GE_CMD_CULLFACEENABLE: // Earth Defence Force 2 if (gstate.cmdmem[GE_CMD_CULLFACEENABLE] != data) { goto bail; } break; case GE_CMD_CULL: // flip face by indices for triangles cullMode = data & 1; break; case GE_CMD_TEXFLUSH: case GE_CMD_NOP: case GE_CMD_NOP_FF: gstate.cmdmem[data >> 24] = data; break; case GE_CMD_BONEMATRIXNUMBER: gstate.cmdmem[GE_CMD_BONEMATRIXNUMBER] = data; break; case GE_CMD_TEXSCALEU: gstate.cmdmem[GE_CMD_TEXSCALEU] = data; gstate_c.uv.uScale = getFloat24(data); break; case GE_CMD_TEXSCALEV: gstate.cmdmem[GE_CMD_TEXSCALEV] = data; gstate_c.uv.vScale = getFloat24(data); break; case GE_CMD_TEXOFFSETU: gstate.cmdmem[GE_CMD_TEXOFFSETU] = data; gstate_c.uv.uOff = getFloat24(data); break; case GE_CMD_TEXOFFSETV: gstate.cmdmem[GE_CMD_TEXOFFSETV] = data; gstate_c.uv.vOff = getFloat24(data); break; case GE_CMD_TEXLEVEL: // Same Gran Turismo hack from Execute_TexLevel if ((data & 3) != GE_TEXLEVEL_MODE_AUTO && (0x00FF0000 & data) != 0) { goto bail; } gstate.cmdmem[GE_CMD_TEXLEVEL] = data; break; case GE_CMD_CALL: { // A bone matrix probably. If not we bail. const u32 target = gstate_c.getRelativeAddress(data & 0x00FFFFFC); if ((Memory::ReadUnchecked_U32(target) >> 24) == GE_CMD_BONEMATRIXDATA && (Memory::ReadUnchecked_U32(target + 11 * 4) >> 24) == GE_CMD_BONEMATRIXDATA && (Memory::ReadUnchecked_U32(target + 12 * 4) >> 24) == GE_CMD_RET && (target > currentList->stall || target + 12 * 4 < currentList->stall)) { FastLoadBoneMatrix(target); } else { goto bail; } break; } case GE_CMD_TEXBUFWIDTH0: case GE_CMD_TEXADDR0: if (data != gstate.cmdmem[data >> 24]) goto bail; break; default: // All other commands might need a flush or something, stop this inner loop. goto bail; } cmdCount++; src++; } bail: gstate.cmdmem[GE_CMD_VERTEXTYPE] = vertexType; // Skip over the commands we just read out manually. if (cmdCount > 0) { UpdatePC(currentList->pc, currentList->pc + cmdCount * 4); currentList->pc += cmdCount * 4; // flush back cull mode if (cullMode != gstate.getCullMode()) { // We rewrote everything to the old cull mode, so flush first. drawEngineCommon_->DispatchFlush(); // Now update things for next time. gstate.cmdmem[GE_CMD_CULL] ^= 1; gstate_c.Dirty(DIRTY_RASTER_STATE); } } gpuStats.vertexGPUCycles += vertexCost_ * totalVertCount; cyclesExecuted += vertexCost_ * totalVertCount; } void GPUCommon::Execute_Bezier(u32 op, u32 diff) { // We don't dirty on normal changes anymore as we prescale, but it's needed for splines/bezier. gstate_c.Dirty(DIRTY_UVSCALEOFFSET); // This also make skipping drawing very effective. framebufferManager_->SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason); if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) { // TODO: Should this eat some cycles? Probably yes. Not sure if important. return; } if (!Memory::IsValidAddress(gstate_c.vertexAddr)) { ERROR_LOG_REPORT(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr); return; } void *control_points = Memory::GetPointerUnchecked(gstate_c.vertexAddr); void *indices = NULL; if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) { if (!Memory::IsValidAddress(gstate_c.indexAddr)) { ERROR_LOG_REPORT(G3D, "Bad index address %08x!", gstate_c.indexAddr); return; } indices = Memory::GetPointerUnchecked(gstate_c.indexAddr); } if (vertTypeIsSkinningEnabled(gstate.vertType)) { DEBUG_LOG_REPORT(G3D, "Unusual bezier/spline vtype: %08x, morph: %d, bones: %d", gstate.vertType, (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) >> GE_VTYPE_MORPHCOUNT_SHIFT, vertTypeGetNumBoneWeights(gstate.vertType)); } Spline::BezierSurface surface; surface.tess_u = gstate.getPatchDivisionU(); surface.tess_v = gstate.getPatchDivisionV(); surface.num_points_u = op & 0xFF; surface.num_points_v = (op >> 8) & 0xFF; surface.num_patches_u = (surface.num_points_u - 1) / 3; surface.num_patches_v = (surface.num_points_v - 1) / 3; surface.primType = gstate.getPatchPrimitiveType(); surface.patchFacing = gstate.patchfacing & 1; SetDrawType(DRAW_BEZIER, PatchPrimToPrim(surface.primType)); if (CanUseHardwareTessellation(surface.primType)) { gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE); gstate_c.bezier = true; if (gstate_c.spline_num_points_u != surface.num_points_u) { gstate_c.Dirty(DIRTY_BEZIERSPLINE); gstate_c.spline_num_points_u = surface.num_points_u; } } int bytesRead = 0; UpdateUVScaleOffset(); drawEngineCommon_->SubmitCurve(control_points, indices, surface, gstate.vertType, &bytesRead, "bezier"); if (gstate_c.bezier) gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE); gstate_c.bezier = false; // After drawing, we advance pointers - see SubmitPrim which does the same. int count = surface.num_points_u * surface.num_points_v; AdvanceVerts(gstate.vertType, count, bytesRead); } void GPUCommon::Execute_Spline(u32 op, u32 diff) { // We don't dirty on normal changes anymore as we prescale, but it's needed for splines/bezier. gstate_c.Dirty(DIRTY_UVSCALEOFFSET); // This also make skipping drawing very effective. framebufferManager_->SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason); if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) { // TODO: Should this eat some cycles? Probably yes. Not sure if important. return; } if (!Memory::IsValidAddress(gstate_c.vertexAddr)) { ERROR_LOG_REPORT(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr); return; } void *control_points = Memory::GetPointerUnchecked(gstate_c.vertexAddr); void *indices = NULL; if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) { if (!Memory::IsValidAddress(gstate_c.indexAddr)) { ERROR_LOG_REPORT(G3D, "Bad index address %08x!", gstate_c.indexAddr); return; } indices = Memory::GetPointerUnchecked(gstate_c.indexAddr); } if (vertTypeIsSkinningEnabled(gstate.vertType)) { DEBUG_LOG_REPORT(G3D, "Unusual bezier/spline vtype: %08x, morph: %d, bones: %d", gstate.vertType, (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) >> GE_VTYPE_MORPHCOUNT_SHIFT, vertTypeGetNumBoneWeights(gstate.vertType)); } Spline::SplineSurface surface; surface.tess_u = gstate.getPatchDivisionU(); surface.tess_v = gstate.getPatchDivisionV(); surface.type_u = (op >> 16) & 0x3; surface.type_v = (op >> 18) & 0x3; surface.num_points_u = op & 0xFF; surface.num_points_v = (op >> 8) & 0xFF; surface.num_patches_u = surface.num_points_u - 3; surface.num_patches_v = surface.num_points_v - 3; surface.primType = gstate.getPatchPrimitiveType(); surface.patchFacing = gstate.patchfacing & 1; SetDrawType(DRAW_SPLINE, PatchPrimToPrim(surface.primType)); if (CanUseHardwareTessellation(surface.primType)) { gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE); gstate_c.spline = true; if (gstate_c.spline_num_points_u != surface.num_points_u) { gstate_c.Dirty(DIRTY_BEZIERSPLINE); gstate_c.spline_num_points_u = surface.num_points_u; } } int bytesRead = 0; UpdateUVScaleOffset(); drawEngineCommon_->SubmitCurve(control_points, indices, surface, gstate.vertType, &bytesRead, "spline"); if (gstate_c.spline) gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE); gstate_c.spline = false; // After drawing, we advance pointers - see SubmitPrim which does the same. int count = surface.num_points_u * surface.num_points_v; AdvanceVerts(gstate.vertType, count, bytesRead); } void GPUCommon::Execute_BoundingBox(u32 op, u32 diff) { // Just resetting, nothing to check bounds for. const u32 count = op & 0xFFFFFF; if (count == 0) { currentList->bboxResult = false; return; } if (((count & 7) == 0) && count <= 64) { // Sanity check void *control_points = Memory::GetPointer(gstate_c.vertexAddr); if (!control_points) { return; } if (gstate.vertType & GE_VTYPE_IDX_MASK) { ERROR_LOG_REPORT_ONCE(boundingbox, G3D, "Indexed bounding box data not supported."); // Data seems invalid. Let's assume the box test passed. currentList->bboxResult = true; return; } // Test if the bounding box is within the drawing region. int bytesRead; currentList->bboxResult = drawEngineCommon_->TestBoundingBox(control_points, count, gstate.vertType, &bytesRead); AdvanceVerts(gstate.vertType, count, bytesRead); } else { ERROR_LOG_REPORT_ONCE(boundingbox, G3D, "Bad bounding box data: %06x", count); // Data seems invalid. Let's assume the box test passed. currentList->bboxResult = true; } } void GPUCommon::Execute_BlockTransferStart(u32 op, u32 diff) { PROFILE_THIS_SCOPE("block"); Flush(); // and take appropriate action. This is a block transfer between RAM and VRAM, or vice versa. // Can we skip this on SkipDraw? DoBlockTransfer(gstate_c.skipDrawReason); } void GPUCommon::Execute_WorldMtxNum(u32 op, u32 diff) { // This is almost always followed by GE_CMD_WORLDMATRIXDATA. const u32_le *src = (const u32_le *)Memory::GetPointerUnchecked(currentList->pc + 4); u32 *dst = (u32 *)(gstate.worldMatrix + (op & 0xF)); const int end = 12 - (op & 0xF); int i = 0; // We must record the individual data commands while debugRecording_. bool fastLoad = !debugRecording_; // Stalling in the middle of a matrix would be stupid, I doubt this check is necessary. if (currentList->pc < currentList->stall && currentList->pc + end * 4 >= currentList->stall) { fastLoad = false; } if (fastLoad) { while ((src[i] >> 24) == GE_CMD_WORLDMATRIXDATA) { const u32 newVal = src[i] << 8; if (dst[i] != newVal) { Flush(); dst[i] = newVal; gstate_c.Dirty(DIRTY_WORLDMATRIX); } if (++i >= end) { break; } } } const int count = i; gstate.worldmtxnum = (GE_CMD_WORLDMATRIXNUMBER << 24) | ((op + count) & 0xF); // Skip over the loaded data, it's done now. UpdatePC(currentList->pc, currentList->pc + count * 4); currentList->pc += count * 4; } void GPUCommon::Execute_WorldMtxData(u32 op, u32 diff) { // Note: it's uncommon to get here now, see above. int num = gstate.worldmtxnum & 0xF; u32 newVal = op << 8; if (num < 12 && newVal != ((const u32 *)gstate.worldMatrix)[num]) { Flush(); ((u32 *)gstate.worldMatrix)[num] = newVal; gstate_c.Dirty(DIRTY_WORLDMATRIX); } num++; gstate.worldmtxnum = (GE_CMD_WORLDMATRIXNUMBER << 24) | (num & 0xF); } void GPUCommon::Execute_ViewMtxNum(u32 op, u32 diff) { // This is almost always followed by GE_CMD_VIEWMATRIXDATA. const u32_le *src = (const u32_le *)Memory::GetPointerUnchecked(currentList->pc + 4); u32 *dst = (u32 *)(gstate.viewMatrix + (op & 0xF)); const int end = 12 - (op & 0xF); int i = 0; bool fastLoad = !debugRecording_; if (currentList->pc < currentList->stall && currentList->pc + end * 4 >= currentList->stall) { fastLoad = false; } if (fastLoad) { while ((src[i] >> 24) == GE_CMD_VIEWMATRIXDATA) { const u32 newVal = src[i] << 8; if (dst[i] != newVal) { Flush(); dst[i] = newVal; gstate_c.Dirty(DIRTY_VIEWMATRIX); } if (++i >= end) { break; } } } const int count = i; gstate.viewmtxnum = (GE_CMD_VIEWMATRIXNUMBER << 24) | ((op + count) & 0xF); // Skip over the loaded data, it's done now. UpdatePC(currentList->pc, currentList->pc + count * 4); currentList->pc += count * 4; } void GPUCommon::Execute_ViewMtxData(u32 op, u32 diff) { // Note: it's uncommon to get here now, see above. int num = gstate.viewmtxnum & 0xF; u32 newVal = op << 8; if (num < 12 && newVal != ((const u32 *)gstate.viewMatrix)[num]) { Flush(); ((u32 *)gstate.viewMatrix)[num] = newVal; gstate_c.Dirty(DIRTY_VIEWMATRIX); } num++; gstate.viewmtxnum = (GE_CMD_VIEWMATRIXNUMBER << 24) | (num & 0xF); } void GPUCommon::Execute_ProjMtxNum(u32 op, u32 diff) { // This is almost always followed by GE_CMD_PROJMATRIXDATA. const u32_le *src = (const u32_le *)Memory::GetPointerUnchecked(currentList->pc + 4); u32 *dst = (u32 *)(gstate.projMatrix + (op & 0xF)); const int end = 16 - (op & 0xF); int i = 0; bool fastLoad = !debugRecording_; if (currentList->pc < currentList->stall && currentList->pc + end * 4 >= currentList->stall) { fastLoad = false; } if (fastLoad) { while ((src[i] >> 24) == GE_CMD_PROJMATRIXDATA) { const u32 newVal = src[i] << 8; if (dst[i] != newVal) { Flush(); dst[i] = newVal; gstate_c.Dirty(DIRTY_PROJMATRIX); } if (++i >= end) { break; } } } const int count = i; gstate.projmtxnum = (GE_CMD_PROJMATRIXNUMBER << 24) | ((op + count) & 0x1F); // Skip over the loaded data, it's done now. UpdatePC(currentList->pc, currentList->pc + count * 4); currentList->pc += count * 4; } void GPUCommon::Execute_ProjMtxData(u32 op, u32 diff) { // Note: it's uncommon to get here now, see above. int num = gstate.projmtxnum & 0x1F; // NOTE: Changed from 0xF to catch overflows u32 newVal = op << 8; if (num < 0x10 && newVal != ((const u32 *)gstate.projMatrix)[num]) { Flush(); ((u32 *)gstate.projMatrix)[num] = newVal; gstate_c.Dirty(DIRTY_PROJMATRIX); } num++; if (num <= 16) gstate.projmtxnum = (GE_CMD_PROJMATRIXNUMBER << 24) | (num & 0xF); } void GPUCommon::Execute_TgenMtxNum(u32 op, u32 diff) { // This is almost always followed by GE_CMD_TGENMATRIXDATA. const u32_le *src = (const u32_le *)Memory::GetPointerUnchecked(currentList->pc + 4); u32 *dst = (u32 *)(gstate.tgenMatrix + (op & 0xF)); const int end = 12 - (op & 0xF); int i = 0; bool fastLoad = !debugRecording_; if (currentList->pc < currentList->stall && currentList->pc + end * 4 >= currentList->stall) { fastLoad = false; } if (fastLoad) { while ((src[i] >> 24) == GE_CMD_TGENMATRIXDATA) { const u32 newVal = src[i] << 8; if (dst[i] != newVal) { Flush(); dst[i] = newVal; gstate_c.Dirty(DIRTY_TEXMATRIX); } if (++i >= end) { break; } } } const int count = i; gstate.texmtxnum = (GE_CMD_TGENMATRIXNUMBER << 24) | ((op + count) & 0xF); // Skip over the loaded data, it's done now. UpdatePC(currentList->pc, currentList->pc + count * 4); currentList->pc += count * 4; } void GPUCommon::Execute_TgenMtxData(u32 op, u32 diff) { // Note: it's uncommon to get here now, see above. int num = gstate.texmtxnum & 0xF; u32 newVal = op << 8; if (num < 12 && newVal != ((const u32 *)gstate.tgenMatrix)[num]) { Flush(); ((u32 *)gstate.tgenMatrix)[num] = newVal; gstate_c.Dirty(DIRTY_TEXMATRIX | DIRTY_FRAGMENTSHADER_STATE); // We check the matrix to see if we need projection } num++; gstate.texmtxnum = (GE_CMD_TGENMATRIXNUMBER << 24) | (num & 0xF); } void GPUCommon::Execute_BoneMtxNum(u32 op, u32 diff) { // This is almost always followed by GE_CMD_BONEMATRIXDATA. const u32_le *src = (const u32_le *)Memory::GetPointerUnchecked(currentList->pc + 4); u32 *dst = (u32 *)(gstate.boneMatrix + (op & 0x7F)); const int end = 12 * 8 - (op & 0x7F); int i = 0; bool fastLoad = !debugRecording_ && end > 0; if (currentList->pc < currentList->stall && currentList->pc + end * 4 >= currentList->stall) { fastLoad = false; } if (fastLoad) { // If we can't use software skinning, we have to flush and dirty. if (!g_Config.bSoftwareSkinning) { while ((src[i] >> 24) == GE_CMD_BONEMATRIXDATA) { const u32 newVal = src[i] << 8; if (dst[i] != newVal) { Flush(); dst[i] = newVal; } if (++i >= end) { break; } } const unsigned int numPlusCount = (op & 0x7F) + i; for (unsigned int num = op & 0x7F; num < numPlusCount; num += 12) { gstate_c.Dirty(DIRTY_BONEMATRIX0 << (num / 12)); } } else { while ((src[i] >> 24) == GE_CMD_BONEMATRIXDATA) { dst[i] = src[i] << 8; if (++i >= end) { break; } } const unsigned int numPlusCount = (op & 0x7F) + i; for (unsigned int num = op & 0x7F; num < numPlusCount; num += 12) { gstate_c.deferredVertTypeDirty |= DIRTY_BONEMATRIX0 << (num / 12); } } } const int count = i; gstate.boneMatrixNumber = (GE_CMD_BONEMATRIXNUMBER << 24) | ((op + count) & 0x7F); // Skip over the loaded data, it's done now. UpdatePC(currentList->pc, currentList->pc + count * 4); currentList->pc += count * 4; } void GPUCommon::Execute_BoneMtxData(u32 op, u32 diff) { // Note: it's uncommon to get here now, see above. int num = gstate.boneMatrixNumber & 0x7F; u32 newVal = op << 8; if (num < 96 && newVal != ((const u32 *)gstate.boneMatrix)[num]) { // Bone matrices should NOT flush when software skinning is enabled! if (!g_Config.bSoftwareSkinning) { Flush(); gstate_c.Dirty(DIRTY_BONEMATRIX0 << (num / 12)); } else { gstate_c.deferredVertTypeDirty |= DIRTY_BONEMATRIX0 << (num / 12); } ((u32 *)gstate.boneMatrix)[num] = newVal; } num++; gstate.boneMatrixNumber = (GE_CMD_BONEMATRIXNUMBER << 24) | (num & 0x7F); } void GPUCommon::Execute_MorphWeight(u32 op, u32 diff) { gstate_c.morphWeights[(op >> 24) - GE_CMD_MORPHWEIGHT0] = getFloat24(op); } void GPUCommon::Execute_ImmVertexAlphaPrim(u32 op, u32 diff) { // Safety check. if (immCount_ >= MAX_IMMBUFFER_SIZE) { // Only print once for each overrun. if (immCount_ == MAX_IMMBUFFER_SIZE) { ERROR_LOG_REPORT_ONCE(exceed_imm_buffer, G3D, "Exceeded immediate draw buffer size. gstate.imm_ap=%06x , prim=%d", gstate.imm_ap & 0xFFFFFF, (int)immPrim_); } if (immCount_ < 0x7fffffff) // Paranoia :) immCount_++; return; } uint32_t data = op & 0xFFFFFF; TransformedVertex &v = immBuffer_[immCount_++]; // Formula deduced from ThrillVille's clear. int offsetX = gstate.getOffsetX16(); int offsetY = gstate.getOffsetY16(); v.x = ((gstate.imm_vscx & 0xFFFFFF) - offsetX) / 16.0f; v.y = ((gstate.imm_vscy & 0xFFFFFF) - offsetY) / 16.0f; v.z = gstate.imm_vscz & 0xFFFF; v.u = getFloat24(gstate.imm_vtcs); v.v = getFloat24(gstate.imm_vtct); v.w = getFloat24(gstate.imm_vtcq); v.color0_32 = (gstate.imm_cv & 0xFFFFFF) | (gstate.imm_ap << 24); v.fog = 0.0f; // we have no information about the scale here v.color1_32 = gstate.imm_scv & 0xFFFFFF; int prim = (op >> 8) & 0x7; if (prim != GE_PRIM_KEEP_PREVIOUS) { immPrim_ = (GEPrimitiveType)prim; } else if (prim == GE_PRIM_KEEP_PREVIOUS && immCount_ == 2) { // Instead of finding a proper point to flush, we just emit a full rectangle every time one // is finished. FlushImm(); // Need to reset immCount_ here. If we do it in FlushImm it could get skipped by gstate_c.skipDrawReason. immCount_ = 0; } else { ERROR_LOG_REPORT_ONCE(imm_draw_prim, G3D, "Immediate draw: Unexpected primitive %d at count %d", prim, immCount_); } } void GPUCommon::FlushImm() { SetDrawType(DRAW_PRIM, immPrim_); framebufferManager_->SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason); if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) { // No idea how many cycles to skip, heh. return; } UpdateUVScaleOffset(); // Instead of plumbing through properly (we'd need to inject these pretransformed vertices in the middle // of SoftwareTransform(), which would take a lot of refactoring), we'll cheat and just turn these into // through vertices. // Since the only known use is Thrillville and it only uses it to clear, we just use color and pos. struct ImmVertex { uint32_t color; float xyz[3]; }; ImmVertex temp[MAX_IMMBUFFER_SIZE]; for (int i = 0; i < immCount_; i++) { temp[i].color = immBuffer_[i].color0_32; temp[i].xyz[0] = immBuffer_[i].pos[0]; temp[i].xyz[1] = immBuffer_[i].pos[1]; temp[i].xyz[2] = immBuffer_[i].pos[2]; } int vtype = GE_VTYPE_POS_FLOAT | GE_VTYPE_COL_8888 | GE_VTYPE_THROUGH; int bytesRead; uint32_t vertTypeID = GetVertTypeID(vtype, 0); drawEngineCommon_->DispatchSubmitPrim(temp, nullptr, immPrim_, immCount_, vertTypeID, gstate.getCullMode(), &bytesRead); drawEngineCommon_->DispatchFlush(); // TOOD: In the future, make a special path for these. // drawEngineCommon_->DispatchSubmitImm(immBuffer_, immCount_); } void GPUCommon::ExecuteOp(u32 op, u32 diff) { const u32 cmd = op >> 24; // Handle control and drawing commands here directly. The others we delegate. switch (cmd) { case GE_CMD_NOP: break; case GE_CMD_OFFSETADDR: Execute_OffsetAddr(op, diff); break; case GE_CMD_ORIGIN: Execute_Origin(op, diff); break; case GE_CMD_JUMP: Execute_Jump(op, diff); break; case GE_CMD_BJUMP: Execute_BJump(op, diff); break; case GE_CMD_CALL: Execute_Call(op, diff); break; case GE_CMD_RET: Execute_Ret(op, diff); break; case GE_CMD_SIGNAL: case GE_CMD_FINISH: // Processed in GE_END. break; case GE_CMD_END: Execute_End(op, diff); break; default: DEBUG_LOG(G3D, "DL Unknown: %08x @ %08x", op, currentList == NULL ? 0 : currentList->pc); break; } } void GPUCommon::Execute_Unknown(u32 op, u32 diff) { if ((op & 0xFFFFFF) != 0) WARN_LOG_REPORT_ONCE(unknowncmd, G3D, "Unknown GE command : %08x ", op); } void GPUCommon::FastLoadBoneMatrix(u32 target) { const int num = gstate.boneMatrixNumber & 0x7F; const int mtxNum = num / 12; uint32_t uniformsToDirty = DIRTY_BONEMATRIX0 << mtxNum; if ((num - 12 * mtxNum) != 0) { uniformsToDirty |= DIRTY_BONEMATRIX0 << ((mtxNum + 1) & 7); } if (!g_Config.bSoftwareSkinning) { Flush(); gstate_c.Dirty(uniformsToDirty); } else { gstate_c.deferredVertTypeDirty |= uniformsToDirty; } gstate.FastLoadBoneMatrix(target); } struct DisplayList_v1 { int id; u32 startpc; u32 pc; u32 stall; DisplayListState state; SignalBehavior signal; int subIntrBase; u16 subIntrToken; DisplayListStackEntry stack[32]; int stackptr; bool interrupted; u64 waitTicks; bool interruptsEnabled; bool pendingInterrupt; bool started; size_t contextPtr; u32 offsetAddr; bool bboxResult; }; struct DisplayList_v2 { int id; u32 startpc; u32 pc; u32 stall; DisplayListState state; SignalBehavior signal; int subIntrBase; u16 subIntrToken; DisplayListStackEntry stack[32]; int stackptr; bool interrupted; u64 waitTicks; bool interruptsEnabled; bool pendingInterrupt; bool started; PSPPointer context; u32 offsetAddr; bool bboxResult; }; void GPUCommon::DoState(PointerWrap &p) { auto s = p.Section("GPUCommon", 1, 4); if (!s) return; p.Do(dlQueue); if (s >= 4) { p.DoArray(dls, ARRAY_SIZE(dls)); } else if (s >= 3) { // This may have been saved with or without padding, depending on platform. // We need to upconvert it to our consistently-padded struct. static const size_t DisplayList_v3_size = 452; static const size_t DisplayList_v4_size = 456; static_assert(DisplayList_v4_size == sizeof(DisplayList), "Make sure to change here when updating DisplayList"); p.DoVoid(&dls[0], DisplayList_v3_size); dls[0].padding = 0; const u8 *savedPtr = *p.GetPPtr(); const u32 *savedPtr32 = (const u32 *)savedPtr; // Here's the trick: the first member (id) is always the same as the index. // The second member (startpc) is always an address, or 0, never 1. So we can see the padding. const bool hasPadding = savedPtr32[1] == 1; if (hasPadding) { u32 padding; p.Do(padding); } for (size_t i = 1; i < ARRAY_SIZE(dls); ++i) { p.DoVoid(&dls[i], DisplayList_v3_size); dls[i].padding = 0; if (hasPadding) { u32 padding; p.Do(padding); } } } else if (s >= 2) { for (size_t i = 0; i < ARRAY_SIZE(dls); ++i) { DisplayList_v2 oldDL; p.Do(oldDL); // Copy over everything except the last, new member (stackAddr.) memcpy(&dls[i], &oldDL, sizeof(DisplayList_v2)); dls[i].stackAddr = 0; } } else { // Can only be in read mode here. for (size_t i = 0; i < ARRAY_SIZE(dls); ++i) { DisplayList_v1 oldDL; p.Do(oldDL); // On 32-bit, they're the same, on 64-bit oldDL is bigger. memcpy(&dls[i], &oldDL, sizeof(DisplayList)); // Fix the other fields. Let's hope context wasn't important, it was a pointer. dls[i].context = 0; dls[i].offsetAddr = oldDL.offsetAddr; dls[i].bboxResult = oldDL.bboxResult; dls[i].stackAddr = 0; } } int currentID = 0; if (currentList != nullptr) { currentID = (int)(currentList - &dls[0]); } p.Do(currentID); if (currentID == 0) { currentList = nullptr; } else { currentList = &dls[currentID]; } p.Do(interruptRunning); p.Do(gpuState); p.Do(isbreak); p.Do(drawCompleteTicks); p.Do(busyTicks); } void GPUCommon::InterruptStart(int listid) { interruptRunning = true; } void GPUCommon::InterruptEnd(int listid) { interruptRunning = false; isbreak = false; DisplayList &dl = dls[listid]; dl.pendingInterrupt = false; // TODO: Unless the signal handler could change it? if (dl.state == PSP_GE_DL_STATE_COMPLETED || dl.state == PSP_GE_DL_STATE_NONE) { if (dl.started && dl.context.IsValid()) { gstate.Restore(dl.context); ReapplyGfxState(); } dl.waitTicks = 0; __GeTriggerWait(GPU_SYNC_LIST, listid); // Make sure the list isn't still queued since it's now completed. if (!dlQueue.empty()) { if (listid == dlQueue.front()) PopDLQueue(); else dlQueue.remove(listid); } } ProcessDLQueue(); } // TODO: Maybe cleaner to keep this in GE and trigger the clear directly? void GPUCommon::SyncEnd(GPUSyncType waitType, int listid, bool wokeThreads) { if (waitType == GPU_SYNC_DRAW && wokeThreads) { for (int i = 0; i < DisplayListMaxCount; ++i) { if (dls[i].state == PSP_GE_DL_STATE_COMPLETED) { dls[i].state = PSP_GE_DL_STATE_NONE; } } } } bool GPUCommon::GetCurrentDisplayList(DisplayList &list) { if (!currentList) { return false; } list = *currentList; return true; } std::vector GPUCommon::ActiveDisplayLists() { std::vector result; for (auto it = dlQueue.begin(), end = dlQueue.end(); it != end; ++it) { result.push_back(dls[*it]); } return result; } void GPUCommon::ResetListPC(int listID, u32 pc) { if (listID < 0 || listID >= DisplayListMaxCount) { _dbg_assert_msg_(G3D, false, "listID out of range: %d", listID); return; } dls[listID].pc = pc; } void GPUCommon::ResetListStall(int listID, u32 stall) { if (listID < 0 || listID >= DisplayListMaxCount) { _dbg_assert_msg_(G3D, false, "listID out of range: %d", listID); return; } dls[listID].stall = stall; } void GPUCommon::ResetListState(int listID, DisplayListState state) { if (listID < 0 || listID >= DisplayListMaxCount) { _dbg_assert_msg_(G3D, false, "listID out of range: %d", listID); return; } dls[listID].state = state; } GPUDebugOp GPUCommon::DissassembleOp(u32 pc, u32 op) { char buffer[1024]; GeDisassembleOp(pc, op, Memory::Read_U32(pc - 4), buffer, sizeof(buffer)); GPUDebugOp info; info.pc = pc; info.cmd = op >> 24; info.op = op; info.desc = buffer; return info; } std::vector GPUCommon::DissassembleOpRange(u32 startpc, u32 endpc) { char buffer[1024]; std::vector result; GPUDebugOp info; // Don't trigger a pause. u32 prev = Memory::IsValidAddress(startpc - 4) ? Memory::Read_U32(startpc - 4) : 0; for (u32 pc = startpc; pc < endpc; pc += 4) { u32 op = Memory::IsValidAddress(pc) ? Memory::Read_U32(pc) : 0; GeDisassembleOp(pc, op, prev, buffer, sizeof(buffer)); prev = op; info.pc = pc; info.cmd = op >> 24; info.op = op; info.desc = buffer; result.push_back(info); } return result; } u32 GPUCommon::GetRelativeAddress(u32 data) { return gstate_c.getRelativeAddress(data); } u32 GPUCommon::GetVertexAddress() { return gstate_c.vertexAddr; } u32 GPUCommon::GetIndexAddress() { return gstate_c.indexAddr; } GPUgstate GPUCommon::GetGState() { return gstate; } void GPUCommon::SetCmdValue(u32 op) { u32 cmd = op >> 24; u32 diff = op ^ gstate.cmdmem[cmd]; PreExecuteOp(op, diff); gstate.cmdmem[cmd] = op; ExecuteOp(op, diff); } void GPUCommon::DoBlockTransfer(u32 skipDrawReason) { // 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. // // * Does srcBasePtr point to a render target, and dstBasePtr to a texture? If so // either copy between rt and texture or reassign the texture to point to the render target // // etc.... u32 srcBasePtr = gstate.getTransferSrcAddress(); u32 srcStride = gstate.getTransferSrcStride(); u32 dstBasePtr = gstate.getTransferDstAddress(); u32 dstStride = gstate.getTransferDstStride(); int srcX = gstate.getTransferSrcX(); int srcY = gstate.getTransferSrcY(); int dstX = gstate.getTransferDstX(); int dstY = gstate.getTransferDstY(); int width = gstate.getTransferWidth(); int height = gstate.getTransferHeight(); int bpp = gstate.getTransferBpp(); DEBUG_LOG(G3D, "Block transfer: %08x/%x -> %08x/%x, %ix%ix%i (%i,%i)->(%i,%i)", srcBasePtr, srcStride, dstBasePtr, dstStride, width, height, bpp, srcX, srcY, dstX, dstY); if (!Memory::IsValidAddress(srcBasePtr)) { ERROR_LOG_REPORT(G3D, "BlockTransfer: Bad source transfer address %08x!", srcBasePtr); return; } if (!Memory::IsValidAddress(dstBasePtr)) { ERROR_LOG_REPORT(G3D, "BlockTransfer: Bad destination transfer address %08x!", dstBasePtr); return; } // Check that the last address of both source and dest are valid addresses u32 srcLastAddr = srcBasePtr + ((srcY + height - 1) * srcStride + (srcX + width - 1)) * bpp; u32 dstLastAddr = dstBasePtr + ((dstY + height - 1) * dstStride + (dstX + width - 1)) * bpp; if (!Memory::IsValidAddress(srcLastAddr)) { ERROR_LOG_REPORT(G3D, "Bottom-right corner of source of block transfer is at an invalid address: %08x", srcLastAddr); return; } if (!Memory::IsValidAddress(dstLastAddr)) { ERROR_LOG_REPORT(G3D, "Bottom-right corner of destination of block transfer is at an invalid address: %08x", srcLastAddr); return; } // Tell the framebuffer manager to take action if possible. If it does the entire thing, let's just return. if (!framebufferManager_->NotifyBlockTransferBefore(dstBasePtr, dstStride, dstX, dstY, srcBasePtr, srcStride, srcX, srcY, width, height, bpp, skipDrawReason)) { // Do the copy! (Hm, if we detect a drawn video frame (see below) then we could maybe skip this?) // Can use GetPointerUnchecked because we checked the addresses above. We could also avoid them // entirely by walking a couple of pointers... if (srcStride == dstStride && (u32)width == srcStride) { // Common case in God of War, let's do it all in one chunk. u32 srcLineStartAddr = srcBasePtr + (srcY * srcStride + srcX) * bpp; u32 dstLineStartAddr = dstBasePtr + (dstY * dstStride + dstX) * bpp; const u8 *src = Memory::GetPointerUnchecked(srcLineStartAddr); u8 *dst = Memory::GetPointerUnchecked(dstLineStartAddr); memcpy(dst, src, width * height * bpp); GPURecord::NotifyMemcpy(dstLineStartAddr, srcLineStartAddr, width * height * bpp); } else { for (int y = 0; y < height; y++) { u32 srcLineStartAddr = srcBasePtr + ((y + srcY) * srcStride + srcX) * bpp; u32 dstLineStartAddr = dstBasePtr + ((y + dstY) * dstStride + dstX) * bpp; const u8 *src = Memory::GetPointerUnchecked(srcLineStartAddr); u8 *dst = Memory::GetPointerUnchecked(dstLineStartAddr); memcpy(dst, src, width * bpp); GPURecord::NotifyMemcpy(dstLineStartAddr, srcLineStartAddr, width * bpp); } } // Fixes Gran Turismo's funky text issue, since it overwrites the current texture. textureCache_->Invalidate(dstBasePtr + (dstY * dstStride + dstX) * bpp, height * dstStride * bpp, GPU_INVALIDATE_HINT); framebufferManager_->NotifyBlockTransferAfter(dstBasePtr, dstStride, dstX, dstY, srcBasePtr, srcStride, srcX, srcY, width, height, bpp, skipDrawReason); } CBreakPoints::ExecMemCheck(srcBasePtr + (srcY * srcStride + srcX) * bpp, false, height * srcStride * bpp, currentMIPS->pc); CBreakPoints::ExecMemCheck(dstBasePtr + (dstY * dstStride + dstX) * bpp, true, height * dstStride * bpp, currentMIPS->pc); // TODO: Correct timing appears to be 1.9, but erring a bit low since some of our other timing is inaccurate. cyclesExecuted += ((height * width * bpp) * 16) / 10; } bool GPUCommon::PerformMemoryCopy(u32 dest, u32 src, int size) { // Track stray copies of a framebuffer in RAM. MotoGP does this. if (framebufferManager_->MayIntersectFramebuffer(src) || framebufferManager_->MayIntersectFramebuffer(dest)) { if (!framebufferManager_->NotifyFramebufferCopy(src, dest, size, false, gstate_c.skipDrawReason)) { // We use a little hack for Download/Upload using a VRAM mirror. // Since they're identical we don't need to copy. if (!Memory::IsVRAMAddress(dest) || (dest ^ 0x00400000) != src) { Memory::Memcpy(dest, src, size); } } InvalidateCache(dest, size, GPU_INVALIDATE_HINT); return true; } InvalidateCache(dest, size, GPU_INVALIDATE_HINT); GPURecord::NotifyMemcpy(dest, src, size); return false; } bool GPUCommon::PerformMemorySet(u32 dest, u8 v, int size) { // This may indicate a memset, usually to 0, of a framebuffer. if (framebufferManager_->MayIntersectFramebuffer(dest)) { Memory::Memset(dest, v, size); if (!framebufferManager_->NotifyFramebufferCopy(dest, dest, size, true, gstate_c.skipDrawReason)) { InvalidateCache(dest, size, GPU_INVALIDATE_HINT); } return true; } // Or perhaps a texture, let's invalidate. InvalidateCache(dest, size, GPU_INVALIDATE_HINT); GPURecord::NotifyMemset(dest, v, size); return false; } bool GPUCommon::PerformMemoryDownload(u32 dest, int size) { // Cheat a bit to force a download of the framebuffer. // VRAM + 0x00400000 is simply a VRAM mirror. if (Memory::IsVRAMAddress(dest)) { return PerformMemoryCopy(dest ^ 0x00400000, dest, size); } return false; } bool GPUCommon::PerformMemoryUpload(u32 dest, int size) { // Cheat a bit to force an upload of the framebuffer. // VRAM + 0x00400000 is simply a VRAM mirror. if (Memory::IsVRAMAddress(dest)) { GPURecord::NotifyUpload(dest, size); return PerformMemoryCopy(dest, dest ^ 0x00400000, size); } return false; } void GPUCommon::InvalidateCache(u32 addr, int size, GPUInvalidationType type) { if (size > 0) textureCache_->Invalidate(addr, size, type); else textureCache_->InvalidateAll(type); if (type != GPU_INVALIDATE_ALL && framebufferManager_->MayIntersectFramebuffer(addr)) { // Vempire invalidates (with writeback) after drawing, but before blitting. if (type == GPU_INVALIDATE_SAFE) { framebufferManager_->UpdateFromMemory(addr, size, type == GPU_INVALIDATE_SAFE); } } } void GPUCommon::NotifyVideoUpload(u32 addr, int size, int width, int format) { if (Memory::IsVRAMAddress(addr)) { framebufferManager_->NotifyVideoUpload(addr, size, width, (GEBufferFormat)format); } textureCache_->NotifyVideoUpload(addr, size, width, (GEBufferFormat)format); InvalidateCache(addr, size, GPU_INVALIDATE_SAFE); } bool GPUCommon::PerformStencilUpload(u32 dest, int size) { if (framebufferManager_->MayIntersectFramebuffer(dest)) { framebufferManager_->NotifyStencilUpload(dest, size); return true; } return false; } bool GPUCommon::GetCurrentFramebuffer(GPUDebugBuffer &buffer, GPUDebugFramebufferType type, int maxRes) { u32 fb_address = type == GPU_DBG_FRAMEBUF_RENDER ? (gstate.getFrameBufRawAddress() | 0x04000000) : framebufferManager_->DisplayFramebufAddr(); int fb_stride = type == GPU_DBG_FRAMEBUF_RENDER ? gstate.FrameBufStride() : framebufferManager_->DisplayFramebufStride(); GEBufferFormat format = type == GPU_DBG_FRAMEBUF_RENDER ? gstate.FrameBufFormat() : framebufferManager_->DisplayFramebufFormat(); return framebufferManager_->GetFramebuffer(fb_address, fb_stride, format, buffer, maxRes); } bool GPUCommon::GetCurrentDepthbuffer(GPUDebugBuffer &buffer) { u32 fb_address = gstate.getFrameBufRawAddress() | 0x04000000; int fb_stride = gstate.FrameBufStride(); u32 z_address = gstate.getDepthBufRawAddress() | 0x04000000; int z_stride = gstate.DepthBufStride(); return framebufferManager_->GetDepthbuffer(fb_address, fb_stride, z_address, z_stride, buffer); } bool GPUCommon::GetCurrentStencilbuffer(GPUDebugBuffer &buffer) { u32 fb_address = gstate.getFrameBufRawAddress() | 0x04000000; int fb_stride = gstate.FrameBufStride(); return framebufferManager_->GetStencilbuffer(fb_address, fb_stride, buffer); } bool GPUCommon::GetOutputFramebuffer(GPUDebugBuffer &buffer) { // framebufferManager_ can be null here when taking screens in software rendering mode. // TODO: Actually grab the framebuffer anyway. return framebufferManager_ ? framebufferManager_->GetOutputFramebuffer(buffer) : false; } std::vector GPUCommon::GetFramebufferList() { return framebufferManager_->GetFramebufferList(); } bool GPUCommon::GetCurrentSimpleVertices(int count, std::vector &vertices, std::vector &indices) { return drawEngineCommon_->GetCurrentSimpleVertices(count, vertices, indices); } bool GPUCommon::GetCurrentClut(GPUDebugBuffer &buffer) { return textureCache_->GetCurrentClutBuffer(buffer); } bool GPUCommon::GetCurrentTexture(GPUDebugBuffer &buffer, int level) { if (!gstate.isTextureMapEnabled()) { return false; } return textureCache_->GetCurrentTextureDebug(buffer, level); } bool GPUCommon::DescribeCodePtr(const u8 *ptr, std::string &name) { if (drawEngineCommon_->IsCodePtrVertexDecoder(ptr)) { name = "VertexDecoderJit"; return true; } return false; } bool GPUCommon::FramebufferDirty() { VirtualFramebuffer *vfb = framebufferManager_->GetDisplayVFB(); if (vfb) { bool dirty = vfb->dirtyAfterDisplay; vfb->dirtyAfterDisplay = false; return dirty; } return true; } bool GPUCommon::FramebufferReallyDirty() { VirtualFramebuffer *vfb = framebufferManager_->GetDisplayVFB(); if (vfb) { bool dirty = vfb->reallyDirtyAfterDisplay; vfb->reallyDirtyAfterDisplay = false; return dirty; } return true; }