// Copyright (c) 2017- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #include "GPU/D3D11/GPU_D3D11.h" // 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 "GPU/GPUState.h" #include "GPU/ge_constants.h" #include "GPU/GeDisasm.h" #include "GPU/Common/FramebufferCommon.h" #include "GPU/D3D11/ShaderManagerD3D11.h" #include "GPU/D3D11/GPU_D3D11.h" #include "GPU/D3D11/FramebufferManagerD3D11.h" #include "GPU/D3D11/DrawEngineD3D11.h" #include "GPU/D3D11/TextureCacheD3D11.h" #include "GPU/D3D11/D3D11Util.h" #include "Core/HLE/sceKernelThread.h" #include "Core/HLE/sceKernelInterrupt.h" #include "Core/HLE/sceGe.h" struct D3D11CommandTableEntry { uint8_t cmd; uint8_t flags; uint64_t dirty; GPU_D3D11::CmdFunc func; }; static const D3D11CommandTableEntry commandTable[] = { // Changes that dirty the current texture. { GE_CMD_TEXSIZE0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, 0, &GPU_D3D11::Execute_TexSize0 }, // These affect the fragment shader so need flushing. { GE_CMD_CLEARMODE, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_TEXTUREMAPENABLE, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_FOGENABLE, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_TEXMODE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXSHADELS, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_SHADEMODE, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_TEXFUNC, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_COLORTEST, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_ALPHATESTENABLE, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_COLORTESTENABLE, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_COLORTESTMASK, FLAG_FLUSHBEFOREONCHANGE, DIRTY_ALPHACOLORMASK }, // These change the vertex shader so need flushing. { GE_CMD_REVERSENORMAL, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_LIGHTINGENABLE, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_LIGHTENABLE0, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_LIGHTENABLE1, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_LIGHTENABLE2, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_LIGHTENABLE3, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_LIGHTTYPE0, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_LIGHTTYPE1, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_LIGHTTYPE2, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_LIGHTTYPE3, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_MATERIALUPDATE, FLAG_FLUSHBEFOREONCHANGE }, // This changes both shaders so need flushing. { GE_CMD_LIGHTMODE, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_TEXFILTER, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXWRAP, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, // Uniform changes { GE_CMD_ALPHATEST, FLAG_FLUSHBEFOREONCHANGE, DIRTY_ALPHACOLORREF | DIRTY_ALPHACOLORMASK }, { GE_CMD_COLORREF, FLAG_FLUSHBEFOREONCHANGE, DIRTY_ALPHACOLORREF }, { GE_CMD_TEXENVCOLOR, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXENV }, // Simple render state changes. Handled in StateMapping.cpp. { GE_CMD_OFFSETX, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_OFFSETY, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_CULL, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_CULLFACEENABLE, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_DITHERENABLE, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_STENCILOP, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_STENCILTEST, FLAG_FLUSHBEFOREONCHANGE, DIRTY_STENCILREPLACEVALUE | DIRTY_FOGCOEF }, // These are combined in D3D11 { GE_CMD_STENCILTESTENABLE, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_ALPHABLENDENABLE, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_BLENDMODE, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_BLENDFIXEDA, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_BLENDFIXEDB, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_MASKRGB, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_MASKALPHA, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_ZTEST, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_ZTESTENABLE, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_ZWRITEDISABLE, FLAG_FLUSHBEFOREONCHANGE }, // Changing the vertex type requires us to flush. { GE_CMD_VERTEXTYPE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_D3D11::Execute_VertexType }, { GE_CMD_PRIM, FLAG_EXECUTE, 0, &GPU_D3D11::Execute_Prim }, { GE_CMD_BEZIER, FLAG_FLUSHBEFORE | FLAG_EXECUTE, 0, &GPU_D3D11::Execute_Bezier }, { GE_CMD_SPLINE, FLAG_FLUSHBEFORE | FLAG_EXECUTE, 0, &GPU_D3D11::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_D3D11::Execute_LoadClut }, { GE_CMD_TRANSFERSTART, FLAG_FLUSHBEFORE | FLAG_EXECUTE | FLAG_READS_PC, 0, &GPUCommon::Execute_BlockTransferStart }, }; GPU_D3D11::CommandInfo GPU_D3D11::cmdInfo_[256]{}; GPU_D3D11::GPU_D3D11(GraphicsContext *gfxCtx, Draw::DrawContext *draw) : GPUCommon(gfxCtx, draw), drawEngine_(draw, (ID3D11Device *)draw->GetNativeObject(Draw::NativeObject::DEVICE), (ID3D11DeviceContext *)draw->GetNativeObject(Draw::NativeObject::CONTEXT)) { device_ = (ID3D11Device *)draw->GetNativeObject(Draw::NativeObject::DEVICE); context_ = (ID3D11DeviceContext *)draw->GetNativeObject(Draw::NativeObject::CONTEXT); D3D_FEATURE_LEVEL featureLevel = (D3D_FEATURE_LEVEL)draw->GetNativeObject(Draw::NativeObject::FEATURE_LEVEL); lastVsync_ = g_Config.bVSync ? 1 : 0; stockD3D11.Create(device_); shaderManagerD3D11_ = new ShaderManagerD3D11(device_, context_, featureLevel); framebufferManagerD3D11_ = new FramebufferManagerD3D11(draw); framebufferManager_ = framebufferManagerD3D11_; textureCacheD3D11_ = new TextureCacheD3D11(draw); textureCache_ = textureCacheD3D11_; drawEngineCommon_ = &drawEngine_; shaderManager_ = shaderManagerD3D11_; depalShaderCache_ = new DepalShaderCacheD3D11(draw); drawEngine_.SetShaderManager(shaderManagerD3D11_); drawEngine_.SetTextureCache(textureCacheD3D11_); drawEngine_.SetFramebufferManager(framebufferManagerD3D11_); framebufferManagerD3D11_->Init(); framebufferManagerD3D11_->SetTextureCache(textureCacheD3D11_); framebufferManagerD3D11_->SetShaderManager(shaderManagerD3D11_); framebufferManagerD3D11_->SetDrawEngine(&drawEngine_); textureCacheD3D11_->SetFramebufferManager(framebufferManagerD3D11_); textureCacheD3D11_->SetDepalShaderCache(depalShaderCache_); textureCacheD3D11_->SetShaderManager(shaderManagerD3D11_); // 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. textureCache_->NotifyConfigChanged(); if (g_Config.bHardwareTessellation) { if (false) { // TODO: Check GPU features // Disable hardware tessellation. 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); } } } GPU_D3D11::~GPU_D3D11() { delete depalShaderCache_; framebufferManagerD3D11_->DestroyAllFBOs(true); delete framebufferManagerD3D11_; shaderManagerD3D11_->ClearShaders(); delete shaderManagerD3D11_; delete textureCacheD3D11_; draw_->BindPipeline(nullptr); stockD3D11.Destroy(); } void GPU_D3D11::UpdateCmdInfo() { if (g_Config.bSoftwareSkinning) { cmdInfo_[GE_CMD_VERTEXTYPE].flags &= ~FLAG_FLUSHBEFOREONCHANGE; cmdInfo_[GE_CMD_VERTEXTYPE].func = &GPU_D3D11::Execute_VertexTypeSkinning; } else { cmdInfo_[GE_CMD_VERTEXTYPE].flags |= FLAG_FLUSHBEFOREONCHANGE; cmdInfo_[GE_CMD_VERTEXTYPE].func = &GPU_D3D11::Execute_VertexType; } CheckGPUFeatures(); } void GPU_D3D11::CheckGPUFeatures() { u32 features = 0; features |= GPU_SUPPORTS_BLEND_MINMAX; features |= GPU_PREFER_CPU_DOWNLOAD; features |= GPU_SUPPORTS_ACCURATE_DEPTH; // Breaks text in PaRappa for some reason. #ifndef _M_ARM // TODO: Do proper feature detection features |= GPU_SUPPORTS_ANISOTROPY; #endif features |= GPU_SUPPORTS_OES_TEXTURE_NPOT; features |= GPU_SUPPORTS_LARGE_VIEWPORTS; if (draw_->GetDeviceCaps().dualSourceBlend) features |= GPU_SUPPORTS_DUALSOURCE_BLEND; features |= GPU_SUPPORTS_ANY_COPY_IMAGE; features |= GPU_SUPPORTS_TEXTURE_FLOAT; features |= GPU_SUPPORTS_INSTANCE_RENDERING; features |= GPU_SUPPORTS_TEXTURE_LOD_CONTROL; features |= GPU_SUPPORTS_FBO; uint32_t fmt4444 = draw_->GetDataFormatSupport(Draw::DataFormat::A4R4G4B4_UNORM_PACK16); uint32_t fmt1555 = draw_->GetDataFormatSupport(Draw::DataFormat::A1R5G5B5_UNORM_PACK16); uint32_t fmt565 = draw_->GetDataFormatSupport(Draw::DataFormat::R5G6B5_UNORM_PACK16); if ((fmt4444 & Draw::FMT_TEXTURE) && (fmt565 & Draw::FMT_TEXTURE) && (fmt1555 & Draw::FMT_TEXTURE)) { features |= GPU_SUPPORTS_16BIT_FORMATS; } if (draw_->GetDeviceCaps().logicOpSupported) { features |= GPU_SUPPORTS_LOGIC_OP; } if (!g_Config.bHighQualityDepth && (features & GPU_SUPPORTS_ACCURATE_DEPTH) != 0) { features |= GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT; } else if (PSP_CoreParameter().compat.flags().PixelDepthRounding) { // Use fragment rounding on desktop and GLES3, most accurate. features |= GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT; } else if (PSP_CoreParameter().compat.flags().VertexDepthRounding) { features |= GPU_ROUND_DEPTH_TO_16BIT; } // The Phantasy Star hack :( if (PSP_CoreParameter().compat.flags().DepthRangeHack && (features & GPU_SUPPORTS_ACCURATE_DEPTH) == 0) { features |= GPU_USE_DEPTH_RANGE_HACK; } if (PSP_CoreParameter().compat.flags().ClearToRAM) { features |= GPU_USE_CLEAR_RAM_HACK; } gstate_c.featureFlags = features; } // Needs to be called on GPU thread, not reporting thread. void GPU_D3D11::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_D3D11::DeviceLost() { // Simply drop all caches and textures. // FBOs appear to survive? Or no? shaderManagerD3D11_->ClearShaders(); textureCacheD3D11_->Clear(false); framebufferManagerD3D11_->DeviceLost(); } void GPU_D3D11::DeviceRestore() { // Nothing needed. } void GPU_D3D11::InitClearInternal() { bool useNonBufferedRendering = g_Config.iRenderingMode == FB_NON_BUFFERED_MODE; if (useNonBufferedRendering) { // device_->Clear(0, NULL, D3DCLEAR_STENCIL | D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.f, 0); } } void GPU_D3D11::DumpNextFrame() { dumpNextFrame_ = true; } void GPU_D3D11::BeginFrame() { ScheduleEvent(GPU_EVENT_BEGIN_FRAME); gstate_c.Dirty(DIRTY_PROJTHROUGHMATRIX); } void GPU_D3D11::ReapplyGfxStateInternal() { GPUCommon::ReapplyGfxStateInternal(); // TODO: Dirty our caches for depth states etc } void GPU_D3D11::EndHostFrame() { // Tell the DrawContext that it's time to reset everything. draw_->BindPipeline(nullptr); } void GPU_D3D11::BeginFrameInternal() { if (resized_) { UpdateCmdInfo(); drawEngine_.Resized(); textureCacheD3D11_->NotifyConfigChanged(); resized_ = false; } textureCacheD3D11_->StartFrame(); drawEngine_.BeginFrame(); depalShaderCache_->Decimate(); // fragmentTestCache_.Decimate(); if (dumpNextFrame_) { NOTICE_LOG(G3D, "DUMPING THIS FRAME"); dumpThisFrame_ = true; dumpNextFrame_ = false; } else if (dumpThisFrame_) { dumpThisFrame_ = false; } shaderManagerD3D11_->DirtyShader(); framebufferManagerD3D11_->BeginFrame(); } void GPU_D3D11::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) { host->GPUNotifyDisplay(framebuf, stride, format); framebufferManagerD3D11_->SetDisplayFramebuffer(framebuf, stride, format); } bool GPU_D3D11::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_D3D11::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_D3D11::CopyDisplayToOutputInternal() { float blendColor[4]{}; context_->OMSetBlendState(stockD3D11.blendStateDisabledWithColorMask[0xF], blendColor, 0xFFFFFFFF); drawEngine_.Flush(); framebufferManagerD3D11_->CopyDisplayToOutput(); framebufferManagerD3D11_->EndFrame(); // shaderManager_->EndFrame(); shaderManagerD3D11_->DirtyLastShader(); gstate_c.Dirty(DIRTY_TEXTURE_IMAGE); } // Maybe should write this in ASM... void GPU_D3D11::FastRunLoop(DisplayList &list) { PROFILE_THIS_SCOPE("gpuloop"); const CommandInfo *cmdInfo = cmdInfo_; for (; downcount > 0; --downcount) { // 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 u8 cmdFlags = info.flags; // If we stashed the cmdFlags in the top bits of the cmdmem, we could get away with one table lookup instead of two const u32 diff = op ^ gstate.cmdmem[cmd]; // Inlined CheckFlushOp here to get rid of the dumpThisFrame_ check. if ((cmdFlags & FLAG_FLUSHBEFORE) || (diff && (cmdFlags & FLAG_FLUSHBEFOREONCHANGE))) { drawEngine_.Flush(); } gstate.cmdmem[cmd] = op; // TODO: no need to write if diff==0... 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); } list.pc += 4; } } void GPU_D3D11::FinishDeferred() { // This finishes reading any vertex data that is pending. drawEngine_.FinishDeferred(); } inline void GPU_D3D11::CheckFlushOp(int cmd, u32 diff) { const u8 cmdFlags = cmdInfo_[cmd].flags; if ((cmdFlags & FLAG_FLUSHBEFORE) || (diff && (cmdFlags & FLAG_FLUSHBEFOREONCHANGE))) { if (dumpThisFrame_) { NOTICE_LOG(G3D, "================ FLUSH ================"); } drawEngine_.Flush(); } } void GPU_D3D11::PreExecuteOp(u32 op, u32 diff) { CheckFlushOp(op >> 24, diff); } void GPU_D3D11::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_D3D11::Execute_VertexType(u32 op, u32 diff) { if (diff & (GE_VTYPE_TC_MASK | GE_VTYPE_THROUGH_MASK)) { gstate_c.Dirty(DIRTY_UVSCALEOFFSET); } } void GPU_D3D11::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; } } } void GPU_D3D11::Execute_Prim(u32 op, u32 diff) { SetDrawType(DRAW_PRIM); // 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; // Upper bits are ignored. GEPrimitiveType prim = static_cast((data >> 16) & 7); if (count == 0) return; // 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. framebufferManagerD3D11_->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 int bytesRead = 0; drawEngine_.SubmitPrim(verts, inds, prim, count, vertexType, &bytesRead); int vertexCost = EstimatePerVertexCost() * count; gpuStats.vertexGPUCycles += vertexCost; cyclesExecuted += vertexCost; // 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_D3D11::Execute_Bezier(u32 op, u32 diff) { SetDrawType(DRAW_BEZIER); // 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. framebufferManagerD3D11_->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(); int bz_ucount = op & 0xFF; int bz_vcount = (op >> 8) & 0xFF; bool computeNormals = gstate.isLightingEnabled(); bool patchFacing = gstate.patchfacing & 1; if (g_Config.bHardwareTessellation && g_Config.bHardwareTransform && !g_Config.bSoftwareRendering) { gstate_c.bezier = true; if (gstate_c.spline_count_u != bz_ucount) { gstate_c.Dirty(DIRTY_BEZIERCOUNTU); gstate_c.spline_count_u = bz_ucount; } } int bytesRead = 0; drawEngine_.SubmitBezier(control_points, indices, gstate.getPatchDivisionU(), gstate.getPatchDivisionV(), bz_ucount, bz_vcount, patchPrim, computeNormals, patchFacing, gstate.vertType, &bytesRead); gstate_c.bezier = false; // After drawing, we advance pointers - see SubmitPrim which does the same. int count = bz_ucount * bz_vcount; AdvanceVerts(gstate.vertType, count, bytesRead); } void GPU_D3D11::Execute_Spline(u32 op, u32 diff) { SetDrawType(DRAW_SPLINE); // 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. framebufferManagerD3D11_->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(); bool computeNormals = gstate.isLightingEnabled(); bool patchFacing = gstate.patchfacing & 1; u32 vertType = gstate.vertType; if (g_Config.bHardwareTessellation && g_Config.bHardwareTransform && !g_Config.bSoftwareRendering) { gstate_c.spline = true; if (gstate_c.spline_count_u != sp_ucount) { gstate_c.Dirty(DIRTY_SPLINECOUNTU); gstate_c.spline_count_u = sp_ucount; } if (gstate_c.spline_count_v != sp_vcount) { gstate_c.Dirty(DIRTY_SPLINECOUNTV); gstate_c.spline_count_v = sp_vcount; } if (gstate_c.spline_type_u != sp_utype) { gstate_c.Dirty(DIRTY_SPLINETYPEU); gstate_c.spline_type_u = sp_utype; } if (gstate_c.spline_type_v != sp_vtype) { gstate_c.Dirty(DIRTY_SPLINETYPEV); gstate_c.spline_type_v = sp_vtype; } } int bytesRead = 0; drawEngine_.SubmitSpline(control_points, indices, gstate.getPatchDivisionU(), gstate.getPatchDivisionV(), sp_ucount, sp_vcount, sp_utype, sp_vtype, patchPrim, computeNormals, patchFacing, vertType, &bytesRead); gstate_c.spline = false; // After drawing, we advance pointers - see SubmitPrim which does the same. int count = sp_ucount * sp_vcount; AdvanceVerts(gstate.vertType, count, bytesRead); } void GPU_D3D11::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_D3D11::Execute_LoadClut(u32 op, u32 diff) { gstate_c.Dirty(DIRTY_TEXTURE_PARAMS); textureCacheD3D11_->LoadClut(gstate.getClutAddress(), gstate.getClutLoadBytes()); // This could be used to "dirty" textures with clut. } void GPU_D3D11::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)framebufferManagerD3D11_->NumVFBs(), (int)textureCacheD3D11_->NumLoadedTextures(), gpuStats.numTexturesDecoded, gpuStats.numTextureInvalidations, shaderManagerD3D11_->GetNumVertexShaders(), shaderManagerD3D11_->GetNumFragmentShaders() ); } void GPU_D3D11::ClearCacheNextFrame() { textureCacheD3D11_->ClearNextFrame(); } void GPU_D3D11::ClearShaderCache() { shaderManagerD3D11_->ClearShaders(); } std::vector GPU_D3D11::GetFramebufferList() { return framebufferManagerD3D11_->GetFramebufferList(); } void GPU_D3D11::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) { textureCacheD3D11_->Clear(true); drawEngine_.ClearTrackedVertexArrays(); gstate_c.Dirty(DIRTY_TEXTURE_IMAGE); framebufferManagerD3D11_->DestroyAllFBOs(true); shaderManagerD3D11_->ClearShaders(); } } bool GPU_D3D11::GetCurrentTexture(GPUDebugBuffer &buffer, int level) { if (!gstate.isTextureMapEnabled()) { return false; } return textureCacheD3D11_->GetCurrentTextureDebug(buffer, level); } bool GPU_D3D11::GetCurrentClut(GPUDebugBuffer &buffer) { return textureCacheD3D11_->GetCurrentClutBuffer(buffer); } bool GPU_D3D11::GetCurrentSimpleVertices(int count, std::vector &vertices, std::vector &indices) { return drawEngine_.GetCurrentSimpleVertices(count, vertices, indices); } std::vector GPU_D3D11::DebugGetShaderIDs(DebugShaderType type) { if (type == SHADER_TYPE_VERTEXLOADER) { return drawEngine_.DebugGetVertexLoaderIDs(); } else { return shaderManagerD3D11_->DebugGetShaderIDs(type); } } std::string GPU_D3D11::DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) { if (type == SHADER_TYPE_VERTEXLOADER) { return drawEngine_.DebugGetVertexLoaderString(id, stringType); } else { return shaderManagerD3D11_->DebugGetShaderString(id, type, stringType); } }