// Copyright (c) 2012- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #include #include "Common/ChunkFile.h" #include "Common/GraphicsContext.h" #include "base/NativeApp.h" #include "base/logging.h" #include "profiler/profiler.h" #include "i18n/i18n.h" #include "Core/Debugger/Breakpoints.h" #include "Core/MemMapHelpers.h" #include "Core/MIPS/MIPS.h" #include "Core/Host.h" #include "Core/Config.h" #include "Core/Reporting.h" #include "Core/System.h" #include "gfx/d3d9_state.h" #include "GPU/GPUState.h" #include "GPU/ge_constants.h" #include "GPU/GeDisasm.h" #include "GPU/Common/FramebufferCommon.h" #include "GPU/Directx9/ShaderManagerDX9.h" #include "GPU/Directx9/GPU_DX9.h" #include "GPU/Directx9/FramebufferDX9.h" #include "GPU/Directx9/DrawEngineDX9.h" #include "GPU/Directx9/TextureCacheDX9.h" #include "Core/HLE/sceKernelThread.h" #include "Core/HLE/sceKernelInterrupt.h" #include "Core/HLE/sceGe.h" namespace DX9 { struct D3D9CommandTableEntry { uint8_t cmd; uint8_t flags; uint64_t dirty; GPU_DX9::CmdFunc func; }; // This table gets crunched into a faster form by init. static const D3D9CommandTableEntry commandTable[] = { // Changes that dirty the current texture. { GE_CMD_TEXSIZE0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, 0, &GPU_DX9::Execute_TexSize0 }, { GE_CMD_STENCILTEST, FLAG_FLUSHBEFOREONCHANGE, DIRTY_STENCILREPLACEVALUE | DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE }, // Changing the vertex type requires us to flush. { GE_CMD_VERTEXTYPE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_DX9::Execute_VertexType }, { GE_CMD_PRIM, FLAG_EXECUTE, 0, &GPU_DX9::Execute_Prim }, { GE_CMD_BEZIER, FLAG_FLUSHBEFORE | FLAG_EXECUTE, 0, &GPU_DX9::Execute_Bezier }, { GE_CMD_SPLINE, FLAG_FLUSHBEFORE | FLAG_EXECUTE, 0, &GPU_DX9::Execute_Spline }, // Changes that trigger data copies. Only flushing on change for LOADCLUT must be a bit of a hack... { GE_CMD_LOADCLUT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, 0, &GPU_DX9::Execute_LoadClut }, }; GPU_DX9::CommandInfo GPU_DX9::cmdInfo_[256]; GPU_DX9::GPU_DX9(GraphicsContext *gfxCtx, Draw::DrawContext *draw) : GPUCommon(gfxCtx, draw), depalShaderCache_(draw), drawEngine_(draw) { device_ = (LPDIRECT3DDEVICE9)draw->GetNativeObject(Draw::NativeObject::DEVICE); deviceEx_ = (LPDIRECT3DDEVICE9EX)draw->GetNativeObject(Draw::NativeObject::DEVICE_EX); lastVsync_ = g_Config.bVSync ? 1 : 0; dxstate.SetVSyncInterval(g_Config.bVSync); shaderManagerDX9_ = new ShaderManagerDX9(device_); framebufferManagerDX9_ = new FramebufferManagerDX9(draw); framebufferManager_ = framebufferManagerDX9_; textureCacheDX9_ = new TextureCacheDX9(draw); textureCache_ = textureCacheDX9_; drawEngineCommon_ = &drawEngine_; shaderManager_ = shaderManagerDX9_; drawEngine_.SetShaderManager(shaderManagerDX9_); drawEngine_.SetTextureCache(textureCacheDX9_); drawEngine_.SetFramebufferManager(framebufferManagerDX9_); framebufferManagerDX9_->Init(); framebufferManagerDX9_->SetTextureCache(textureCacheDX9_); framebufferManagerDX9_->SetShaderManager(shaderManagerDX9_); framebufferManagerDX9_->SetDrawEngine(&drawEngine_); textureCacheDX9_->SetFramebufferManager(framebufferManagerDX9_); textureCacheDX9_->SetDepalShaderCache(&depalShaderCache_); textureCacheDX9_->SetShaderManager(shaderManagerDX9_); // Sanity check gstate if ((int *)&gstate.transferstart - (int *)&gstate != 0xEA) { ERROR_LOG(G3D, "gstate has drifted out of sync!"); } memset(cmdInfo_, 0, sizeof(cmdInfo_)); // Import both the global and local command tables, 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) { Crash(); } } for (size_t i = 0; i < ARRAY_SIZE(commandTable); i++) { const u8 cmd = commandTable[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)commandTable[i].flags | (commandTable[i].dirty << 8); cmdInfo_[cmd].func = commandTable[i].func; if ((cmdInfo_[cmd].flags & (FLAG_EXECUTE | FLAG_EXECUTEONCHANGE)) && !cmdInfo_[cmd].func) { 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); } } // No need to flush before the tex scale/offset commands if we are baking // the tex scale/offset into the vertices anyway. UpdateCmdInfo(); BuildReportingInfo(); // Some of our defaults are different from hw defaults, let's assert them. // We restore each frame anyway, but here is convenient for tests. dxstate.Restore(); textureCache_->NotifyConfigChanged(); if (g_Config.bHardwareTessellation) { // Disable hardware tessellation bacause DX9 is still unsupported. g_Config.bHardwareTessellation = false; ERROR_LOG(G3D, "Hardware Tessellation is unsupported, falling back to software tessellation"); I18NCategory *gr = GetI18NCategory("Graphics"); host->NotifyUserMessage(gr->T("Turn off Hardware Tessellation - unsupported"), 2.5f, 0xFF3030FF); } } void GPU_DX9::UpdateCmdInfo() { if (g_Config.bSoftwareSkinning) { cmdInfo_[GE_CMD_VERTEXTYPE].flags &= ~FLAG_FLUSHBEFOREONCHANGE; cmdInfo_[GE_CMD_VERTEXTYPE].func = &GPU_DX9::Execute_VertexTypeSkinning; } else { cmdInfo_[GE_CMD_VERTEXTYPE].flags |= FLAG_FLUSHBEFOREONCHANGE; cmdInfo_[GE_CMD_VERTEXTYPE].func = &GPU_DX9::Execute_VertexType; } CheckGPUFeatures(); } void GPU_DX9::CheckGPUFeatures() { u32 features = 0; features |= GPU_SUPPORTS_16BIT_FORMATS; features |= GPU_SUPPORTS_BLEND_MINMAX; features |= GPU_SUPPORTS_TEXTURE_LOD_CONTROL; features |= GPU_PREFER_CPU_DOWNLOAD; features |= GPU_SUPPORTS_ACCURATE_DEPTH; D3DCAPS9 caps; ZeroMemory(&caps, sizeof(caps)); HRESULT result = 0; if (deviceEx_) { result = deviceEx_->GetDeviceCaps(&caps); } else { result = device_->GetDeviceCaps(&caps); } if (FAILED(result)) { WARN_LOG_REPORT(G3D, "Direct3D9: Failed to get the device caps!"); } else { if ((caps.RasterCaps & D3DPRASTERCAPS_ANISOTROPY) != 0 && caps.MaxAnisotropy > 1) features |= GPU_SUPPORTS_ANISOTROPY; if ((caps.TextureCaps & (D3DPTEXTURECAPS_NONPOW2CONDITIONAL | D3DPTEXTURECAPS_POW2)) == 0) features |= GPU_SUPPORTS_OES_TEXTURE_NPOT; } if (!g_Config.bHighQualityDepth) { features |= GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT; } else if (PSP_CoreParameter().compat.flags().PixelDepthRounding) { // Assume we always have a 24-bit depth buffer. features |= GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT; } else if (PSP_CoreParameter().compat.flags().VertexDepthRounding) { features |= GPU_ROUND_DEPTH_TO_16BIT; } if (PSP_CoreParameter().compat.flags().ClearToRAM) { features |= GPU_USE_CLEAR_RAM_HACK; } gstate_c.featureFlags = features; } GPU_DX9::~GPU_DX9() { framebufferManagerDX9_->DestroyAllFBOs(); delete framebufferManagerDX9_; delete textureCache_; shaderManagerDX9_->ClearCache(true); delete shaderManagerDX9_; } // Needs to be called on GPU thread, not reporting thread. void GPU_DX9::BuildReportingInfo() { using namespace Draw; DrawContext *thin3d = gfxCtx_->GetDrawContext(); reportingPrimaryInfo_ = thin3d->GetInfoString(InfoField::VENDORSTRING); reportingFullInfo_ = reportingPrimaryInfo_ + " - " + System_GetProperty(SYSPROP_GPUDRIVER_VERSION) + " - " + thin3d->GetInfoString(InfoField::SHADELANGVERSION); } void GPU_DX9::DeviceLost() { // Simply drop all caches and textures. // FBOs appear to survive? Or no? shaderManagerDX9_->ClearCache(false); textureCacheDX9_->Clear(false); framebufferManagerDX9_->DeviceLost(); } void GPU_DX9::DeviceRestore() { // Nothing needed. } void GPU_DX9::InitClearInternal() { bool useNonBufferedRendering = g_Config.iRenderingMode == FB_NON_BUFFERED_MODE; if (useNonBufferedRendering) { dxstate.depthWrite.set(true); dxstate.colorMask.set(true, true, true, true); device_->Clear(0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.f, 0); } } void GPU_DX9::BeginHostFrame() { GPUCommon::BeginHostFrame(); UpdateCmdInfo(); if (resized_) { framebufferManager_->Resized(); drawEngine_.Resized(); shaderManagerDX9_->DirtyShader(); textureCacheDX9_->NotifyConfigChanged(); resized_ = false; } } void GPU_DX9::ReapplyGfxStateInternal() { dxstate.Restore(); GPUCommon::ReapplyGfxStateInternal(); } void GPU_DX9::BeginFrameInternal() { // Turn off vsync when unthrottled int desiredVSyncInterval = g_Config.bVSync ? 1 : 0; if ((PSP_CoreParameter().unthrottle) || (PSP_CoreParameter().fpsLimit == 1)) desiredVSyncInterval = 0; if (desiredVSyncInterval != lastVsync_) { dxstate.SetVSyncInterval(desiredVSyncInterval); lastVsync_ = desiredVSyncInterval; } textureCacheDX9_->StartFrame(); drawEngine_.DecimateTrackedVertexArrays(); depalShaderCache_.Decimate(); // fragmentTestCache_.Decimate(); GPUCommon::BeginFrameInternal(); shaderManagerDX9_->DirtyShader(); framebufferManager_->BeginFrame(); } void GPU_DX9::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) { host->GPUNotifyDisplay(framebuf, stride, format); framebufferManagerDX9_->SetDisplayFramebuffer(framebuf, stride, format); } bool GPU_DX9::FramebufferDirty() { // FIXME: Workaround for displaylists sometimes hanging unprocessed. Not yet sure of the cause. if (ThreadEnabled()) { // FIXME: Workaround for displaylists sometimes hanging unprocessed. Not yet sure of the cause. ScheduleEvent(GPU_EVENT_PROCESS_QUEUE); // Allow it to process fully before deciding if it's dirty. SyncThread(); } VirtualFramebuffer *vfb = framebufferManager_->GetDisplayVFB(); if (vfb) { bool dirty = vfb->dirtyAfterDisplay; vfb->dirtyAfterDisplay = false; return dirty; } return true; } bool GPU_DX9::FramebufferReallyDirty() { // FIXME: Workaround for displaylists sometimes hanging unprocessed. Not yet sure of the cause. if (ThreadEnabled()) { // FIXME: Workaround for displaylists sometimes hanging unprocessed. Not yet sure of the cause. ScheduleEvent(GPU_EVENT_PROCESS_QUEUE); // Allow it to process fully before deciding if it's dirty. SyncThread(); } VirtualFramebuffer *vfb = framebufferManager_->GetDisplayVFB(); if (vfb) { bool dirty = vfb->reallyDirtyAfterDisplay; vfb->reallyDirtyAfterDisplay = false; return dirty; } return true; } void GPU_DX9::CopyDisplayToOutputInternal() { dxstate.depthWrite.set(true); dxstate.colorMask.set(true, true, true, true); drawEngine_.Flush(); framebufferManagerDX9_->CopyDisplayToOutput(); framebufferManagerDX9_->EndFrame(); // shaderManager_->EndFrame(); shaderManagerDX9_->DirtyLastShader(); gstate_c.Dirty(DIRTY_TEXTURE_IMAGE); } // Maybe should write this in ASM... void GPU_DX9::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) { drawEngine_.Flush(); } 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 GPU_DX9::FinishDeferred() { // This finishes reading any vertex data that is pending. drawEngine_.FinishDeferred(); } inline void GPU_DX9::CheckFlushOp(int cmd, u32 diff) { const u8 cmdFlags = cmdInfo_[cmd].flags; if (diff && (cmdFlags & FLAG_FLUSHBEFOREONCHANGE)) { if (dumpThisFrame_) { NOTICE_LOG(G3D, "================ FLUSH ================"); } drawEngine_.Flush(); } } void GPU_DX9::PreExecuteOp(u32 op, u32 diff) { CheckFlushOp(op >> 24, diff); } void GPU_DX9::ExecuteOp(u32 op, u32 diff) { const u8 cmd = op >> 24; const CommandInfo info = cmdInfo_[cmd]; const u8 cmdFlags = info.flags; if ((cmdFlags & FLAG_EXECUTE) || (diff && (cmdFlags & FLAG_EXECUTEONCHANGE))) { (this->*info.func)(op, diff); } else if (diff) { uint64_t dirty = info.flags >> 8; if (dirty) gstate_c.Dirty(dirty); } } void GPU_DX9::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); } } void GPU_DX9::Execute_VertexTypeSkinning(u32 op, u32 diff) { // Don't flush when weight count changes, unless morph is enabled. if ((diff & ~GE_VTYPE_WEIGHTCOUNT_MASK) || (op & GE_VTYPE_MORPHCOUNT_MASK) != 0) { // 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); } void GPU_DX9::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. 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 make skipping drawing very effective. framebufferManagerDX9_->SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason); if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) { drawEngine_.SetupVertexDecoder(gstate.vertType); // Rough estimate, not sure what's correct. cyclesExecuted += EstimatePerVertexCost() * count; return; } u32 vertexAddr = gstate_c.vertexAddr; if (!Memory::IsValidAddress(vertexAddr)) { ERROR_LOG_REPORT(G3D, "Bad vertex address %08x!", vertexAddr); return; } void *verts = Memory::GetPointerUnchecked(vertexAddr); void *inds = 0; 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(); } gpuStats.vertexGPUCycles += vertexCost_ * count; cyclesExecuted += vertexCost_* count; int bytesRead = 0; UpdateUVScaleOffset(); drawEngine_.SubmitPrim(verts, inds, prim, count, vertexType, &bytesRead); // After drawing, we advance the vertexAddr (when non indexed) or indexAddr (when indexed). // Some games rely on this, they don't bother reloading VADDR and IADDR. // The VADDR/IADDR registers are NOT updated. AdvanceVerts(vertexType, count, bytesRead); } void GPU_DX9::Execute_Bezier(u32 op, u32 diff) { Flush(); // 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. framebufferManagerDX9_->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 (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) { DEBUG_LOG_REPORT(G3D, "Bezier + morph: %i", (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) >> GE_VTYPE_MORPHCOUNT_SHIFT); } if (vertTypeIsSkinningEnabled(gstate.vertType)) { DEBUG_LOG_REPORT(G3D, "Bezier + skinning: %i", vertTypeGetNumBoneWeights(gstate.vertType)); } GEPatchPrimType patchPrim = gstate.getPatchPrimitiveType(); SetDrawType(DRAW_BEZIER, PatchPrimToPrim(patchPrim)); int bz_ucount = op & 0xFF; int bz_vcount = (op >> 8) & 0xFF; bool computeNormals = gstate.isLightingEnabled(); bool patchFacing = gstate.patchfacing & 1; int bytesRead = 0; UpdateUVScaleOffset(); drawEngine_.SubmitBezier(control_points, indices, gstate.getPatchDivisionU(), gstate.getPatchDivisionV(), bz_ucount, bz_vcount, patchPrim, computeNormals, patchFacing, gstate.vertType, &bytesRead); // After drawing, we advance pointers - see SubmitPrim which does the same. int count = bz_ucount * bz_vcount; AdvanceVerts(gstate.vertType, count, bytesRead); } void GPU_DX9::Execute_Spline(u32 op, u32 diff) { Flush(); // 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. framebufferManagerDX9_->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 (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) { DEBUG_LOG_REPORT(G3D, "Spline + morph: %i", (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) >> GE_VTYPE_MORPHCOUNT_SHIFT); } if (vertTypeIsSkinningEnabled(gstate.vertType)) { DEBUG_LOG_REPORT(G3D, "Spline + skinning: %i", vertTypeGetNumBoneWeights(gstate.vertType)); } int sp_ucount = op & 0xFF; int sp_vcount = (op >> 8) & 0xFF; int sp_utype = (op >> 16) & 0x3; int sp_vtype = (op >> 18) & 0x3; GEPatchPrimType patchPrim = gstate.getPatchPrimitiveType(); SetDrawType(DRAW_SPLINE, PatchPrimToPrim(patchPrim)); bool computeNormals = gstate.isLightingEnabled(); bool patchFacing = gstate.patchfacing & 1; u32 vertType = gstate.vertType; int bytesRead = 0; UpdateUVScaleOffset(); drawEngine_.SubmitSpline(control_points, indices, gstate.getPatchDivisionU(), gstate.getPatchDivisionV(), sp_ucount, sp_vcount, sp_utype, sp_vtype, patchPrim, computeNormals, patchFacing, vertType, &bytesRead); // After drawing, we advance pointers - see SubmitPrim which does the same. int count = sp_ucount * sp_vcount; AdvanceVerts(gstate.vertType, count, bytesRead); } void GPU_DX9::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 GPU_DX9::Execute_LoadClut(u32 op, u32 diff) { gstate_c.Dirty(DIRTY_TEXTURE_PARAMS); textureCacheDX9_->LoadClut(gstate.getClutAddress(), gstate.getClutLoadBytes()); // This could be used to "dirty" textures with clut. } void GPU_DX9::GetStats(char *buffer, size_t bufsize) { float vertexAverageCycles = gpuStats.numVertsSubmitted > 0 ? (float)gpuStats.vertexGPUCycles / (float)gpuStats.numVertsSubmitted : 0.0f; snprintf(buffer, bufsize - 1, "DL processing time: %0.2f ms\n" "Draw calls: %i, flushes %i\n" "Cached Draw calls: %i\n" "Num Tracked Vertex Arrays: %i\n" "GPU cycles executed: %d (%f per vertex)\n" "Commands per call level: %i %i %i %i\n" "Vertices submitted: %i\n" "Cached, Uncached Vertices Drawn: %i, %i\n" "FBOs active: %i\n" "Textures active: %i, decoded: %i invalidated: %i\n" "Vertex, Fragment shaders loaded: %i, %i\n", gpuStats.msProcessingDisplayLists * 1000.0f, gpuStats.numDrawCalls, gpuStats.numFlushes, gpuStats.numCachedDrawCalls, gpuStats.numTrackedVertexArrays, gpuStats.vertexGPUCycles + gpuStats.otherGPUCycles, vertexAverageCycles, gpuStats.gpuCommandsAtCallLevel[0], gpuStats.gpuCommandsAtCallLevel[1], gpuStats.gpuCommandsAtCallLevel[2], gpuStats.gpuCommandsAtCallLevel[3], gpuStats.numVertsSubmitted, gpuStats.numCachedVertsDrawn, gpuStats.numUncachedVertsDrawn, (int)framebufferManagerDX9_->NumVFBs(), (int)textureCacheDX9_->NumLoadedTextures(), gpuStats.numTexturesDecoded, gpuStats.numTextureInvalidations, shaderManagerDX9_->GetNumVertexShaders(), shaderManagerDX9_->GetNumFragmentShaders() ); } void GPU_DX9::ClearCacheNextFrame() { textureCacheDX9_->ClearNextFrame(); } void GPU_DX9::ClearShaderCache() { shaderManagerDX9_->ClearCache(true); } void GPU_DX9::DoState(PointerWrap &p) { GPUCommon::DoState(p); // TODO: Some of these things may not be necessary. // None of these are necessary when saving. if (p.mode == p.MODE_READ) { textureCacheDX9_->Clear(true); drawEngine_.ClearTrackedVertexArrays(); gstate_c.Dirty(DIRTY_TEXTURE_IMAGE); framebufferManagerDX9_->DestroyAllFBOs(); shaderManagerDX9_->ClearCache(true); } } std::vector GPU_DX9::DebugGetShaderIDs(DebugShaderType type) { switch (type) { case SHADER_TYPE_VERTEXLOADER: return drawEngine_.DebugGetVertexLoaderIDs(); case SHADER_TYPE_DEPAL: return depalShaderCache_.DebugGetShaderIDs(type); default: return shaderManagerDX9_->DebugGetShaderIDs(type); } } std::string GPU_DX9::DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) { switch (type) { case SHADER_TYPE_VERTEXLOADER: return drawEngine_.DebugGetVertexLoaderString(id, stringType); case SHADER_TYPE_DEPAL: return depalShaderCache_.DebugGetShaderString(id, type, stringType); default: return shaderManagerDX9_->DebugGetShaderString(id, type, stringType); } } } // namespace DX9