mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 05:19:56 +00:00
e01ca5b057
* Rename LogType to Log * Explicitly use the Log:: enum when logging. Allows for autocomplete when editing. * Mac/ARM64 buildfix * Do the same with the hle result log macros * Rename the log names to mixed case while at it. * iOS buildfix * Qt buildfix attempt, ARM32 buildfix
158 lines
5.2 KiB
C++
158 lines
5.2 KiB
C++
// 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 <string>
|
|
|
|
#include "Common/Serialize/Serializer.h"
|
|
#include "Common/GraphicsContext.h"
|
|
#include "Common/System/OSD.h"
|
|
#include "Common/Profiler/Profiler.h"
|
|
#include "Common/Data/Text/I18n.h"
|
|
#include "Core/Debugger/Breakpoints.h"
|
|
#include "Core/MemMapHelpers.h"
|
|
#include "Core/MIPS/MIPS.h"
|
|
#include "Core/Config.h"
|
|
#include "Core/ConfigValues.h"
|
|
#include "Core/System.h"
|
|
|
|
#include "Common/GPU/D3D9/D3D9StateCache.h"
|
|
|
|
#include "GPU/GPUState.h"
|
|
#include "GPU/ge_constants.h"
|
|
#include "GPU/GeDisasm.h"
|
|
|
|
#include "GPU/Common/FramebufferManagerCommon.h"
|
|
#include "GPU/Directx9/ShaderManagerDX9.h"
|
|
#include "GPU/Directx9/GPU_DX9.h"
|
|
#include "GPU/Directx9/FramebufferManagerDX9.h"
|
|
#include "GPU/Directx9/DrawEngineDX9.h"
|
|
#include "GPU/Directx9/TextureCacheDX9.h"
|
|
|
|
GPU_DX9::GPU_DX9(GraphicsContext *gfxCtx, Draw::DrawContext *draw)
|
|
: GPUCommonHW(gfxCtx, draw),
|
|
drawEngine_(draw) {
|
|
device_ = (LPDIRECT3DDEVICE9)draw->GetNativeObject(Draw::NativeObject::DEVICE);
|
|
deviceEx_ = (LPDIRECT3DDEVICE9EX)draw->GetNativeObject(Draw::NativeObject::DEVICE_EX);
|
|
|
|
shaderManagerDX9_ = new ShaderManagerDX9(draw, device_);
|
|
framebufferManagerDX9_ = new FramebufferManagerDX9(draw);
|
|
framebufferManager_ = framebufferManagerDX9_;
|
|
textureCacheDX9_ = new TextureCacheDX9(draw, framebufferManager_->GetDraw2D());
|
|
textureCache_ = textureCacheDX9_;
|
|
drawEngineCommon_ = &drawEngine_;
|
|
shaderManager_ = shaderManagerDX9_;
|
|
|
|
drawEngine_.SetShaderManager(shaderManagerDX9_);
|
|
drawEngine_.SetTextureCache(textureCacheDX9_);
|
|
drawEngine_.SetFramebufferManager(framebufferManagerDX9_);
|
|
drawEngine_.Init();
|
|
framebufferManagerDX9_->SetTextureCache(textureCacheDX9_);
|
|
framebufferManagerDX9_->SetShaderManager(shaderManagerDX9_);
|
|
framebufferManagerDX9_->SetDrawEngine(&drawEngine_);
|
|
framebufferManagerDX9_->Init(msaaLevel_);
|
|
textureCacheDX9_->SetFramebufferManager(framebufferManagerDX9_);
|
|
textureCacheDX9_->SetShaderManager(shaderManagerDX9_);
|
|
|
|
// Sanity check gstate
|
|
if ((int *)&gstate.transferstart - (int *)&gstate != 0xEA) {
|
|
ERROR_LOG(Log::G3D, "gstate has drifted out of sync!");
|
|
}
|
|
|
|
// No need to flush before the tex scale/offset commands if we are baking
|
|
// the tex scale/offset into the vertices anyway.
|
|
UpdateCmdInfo();
|
|
gstate_c.SetUseFlags(CheckGPUFeatures());
|
|
|
|
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.
|
|
ERROR_LOG(Log::G3D, "Hardware Tessellation is unsupported, falling back to software tessellation");
|
|
auto gr = GetI18NCategory(I18NCat::GRAPHICS);
|
|
// TODO: Badly formulated
|
|
g_OSD.Show(OSDType::MESSAGE_WARNING, gr->T("Turn off Hardware Tessellation - unsupported"));
|
|
}
|
|
}
|
|
|
|
u32 GPU_DX9::CheckGPUFeatures() const {
|
|
u32 features = GPUCommonHW::CheckGPUFeatures();
|
|
features |= GPU_USE_16BIT_FORMATS;
|
|
features |= GPU_USE_TEXTURE_LOD_CONTROL;
|
|
|
|
// Accurate depth is required because the Direct3D API does not support inverse Z.
|
|
// So we cannot incorrectly use the viewport transform as the depth range on Direct3D.
|
|
features |= GPU_USE_ACCURATE_DEPTH;
|
|
|
|
return CheckGPUFeaturesLate(features);
|
|
}
|
|
|
|
void GPU_DX9::DeviceLost() {
|
|
GPUCommonHW::DeviceLost();
|
|
}
|
|
|
|
void GPU_DX9::DeviceRestore(Draw::DrawContext *draw) {
|
|
GPUCommonHW::DeviceRestore(draw);
|
|
}
|
|
|
|
void GPU_DX9::ReapplyGfxState() {
|
|
dxstate.Restore();
|
|
GPUCommonHW::ReapplyGfxState();
|
|
}
|
|
|
|
void GPU_DX9::BeginHostFrame() {
|
|
GPUCommonHW::BeginHostFrame();
|
|
|
|
textureCache_->StartFrame();
|
|
drawEngine_.BeginFrame();
|
|
|
|
shaderManagerDX9_->DirtyLastShader();
|
|
|
|
framebufferManager_->BeginFrame();
|
|
|
|
if (gstate_c.useFlagsChanged) {
|
|
// TODO: It'd be better to recompile them in the background, probably?
|
|
// This most likely means that saw equal depth changed.
|
|
WARN_LOG(Log::G3D, "Shader use flags changed, clearing all shaders and depth buffers");
|
|
shaderManager_->ClearShaders();
|
|
framebufferManager_->ClearAllDepthBuffers();
|
|
gstate_c.useFlagsChanged = false;
|
|
}
|
|
}
|
|
|
|
void GPU_DX9::FinishDeferred() {
|
|
// This finishes reading any vertex data that is pending.
|
|
drawEngine_.FinishDeferred();
|
|
}
|
|
|
|
void GPU_DX9::GetStats(char *buffer, size_t bufsize) {
|
|
size_t offset = FormatGPUStatsCommon(buffer, bufsize);
|
|
buffer += offset;
|
|
bufsize -= offset;
|
|
if ((int)bufsize < 0)
|
|
return;
|
|
snprintf(buffer, bufsize,
|
|
"Vertex, Fragment shaders loaded: %i, %i\n",
|
|
shaderManagerDX9_->GetNumVertexShaders(),
|
|
shaderManagerDX9_->GetNumFragmentShaders()
|
|
);
|
|
}
|