mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-12-18 19:08:02 +00:00
824 lines
27 KiB
C++
824 lines
27 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "base/logging.h"
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#include "profiler/profiler.h"
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#include "i18n/i18n.h"
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#include "Common/ChunkFile.h"
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#include "Common/GraphicsContext.h"
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#include "Core/Config.h"
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#include "Core/Debugger/Breakpoints.h"
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#include "Core/MemMapHelpers.h"
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#include "Core/Host.h"
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#include "Core/Config.h"
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#include "Core/Reporting.h"
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#include "Core/System.h"
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#include "Core/ELF/ParamSFO.h"
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#include "GPU/GPUState.h"
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#include "GPU/ge_constants.h"
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#include "GPU/GeDisasm.h"
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#include "GPU/Common/FramebufferCommon.h"
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#include "ext/native/gfx/GLStateCache.h"
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#include "GPU/GLES/ShaderManagerGLES.h"
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#include "GPU/GLES/GPU_GLES.h"
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#include "GPU/GLES/FramebufferManagerGLES.h"
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#include "GPU/GLES/DrawEngineGLES.h"
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#include "GPU/GLES/TextureCacheGLES.h"
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#include "Core/MIPS/MIPS.h"
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#include "Core/HLE/sceKernelThread.h"
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#include "Core/HLE/sceKernelInterrupt.h"
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#include "Core/HLE/sceGe.h"
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#ifdef _WIN32
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#include "Windows/GPU/WindowsGLContext.h"
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#endif
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struct GLESCommandTableEntry {
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uint8_t cmd;
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uint8_t flags;
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uint64_t dirty;
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GPU_GLES::CmdFunc func;
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};
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// This table gets crunched into a faster form by init.
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// TODO: Share this table between the backends. Will have to make another indirection for the function pointers though..
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static const GLESCommandTableEntry commandTable[] = {
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// Changes that dirty the current texture.
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{ GE_CMD_TEXSIZE0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, DIRTY_UVSCALEOFFSET, &GPU_GLES::Execute_TexSize0 },
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{ GE_CMD_STENCILTEST, FLAG_FLUSHBEFOREONCHANGE, DIRTY_STENCILREPLACEVALUE | DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE },
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// Changing the vertex type requires us to flush.
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{ GE_CMD_VERTEXTYPE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_VertexType },
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{ GE_CMD_PRIM, FLAG_EXECUTE, 0, &GPU_GLES::Execute_Prim },
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{ GE_CMD_BEZIER, FLAG_FLUSHBEFORE | FLAG_EXECUTE, 0, &GPUCommon::Execute_Bezier },
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{ GE_CMD_SPLINE, FLAG_FLUSHBEFORE | FLAG_EXECUTE, 0, &GPUCommon::Execute_Spline },
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// Changes that trigger data copies. Only flushing on change for LOADCLUT must be a bit of a hack...
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{ GE_CMD_LOADCLUT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, 0, &GPU_GLES::Execute_LoadClut },
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};
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GPU_GLES::CommandInfo GPU_GLES::cmdInfo_[256];
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GPU_GLES::GPU_GLES(GraphicsContext *gfxCtx, Draw::DrawContext *draw)
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: GPUCommon(gfxCtx, draw) {
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UpdateVsyncInterval(true);
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CheckGPUFeatures();
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shaderManagerGL_ = new ShaderManagerGLES();
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framebufferManagerGL_ = new FramebufferManagerGLES(draw);
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framebufferManager_ = framebufferManagerGL_;
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textureCacheGL_ = new TextureCacheGLES(draw);
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textureCache_ = textureCacheGL_;
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drawEngineCommon_ = &drawEngine_;
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shaderManager_ = shaderManagerGL_;
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drawEngineCommon_ = &drawEngine_;
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drawEngine_.SetShaderManager(shaderManagerGL_);
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drawEngine_.SetTextureCache(textureCacheGL_);
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drawEngine_.SetFramebufferManager(framebufferManagerGL_);
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drawEngine_.SetFragmentTestCache(&fragmentTestCache_);
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framebufferManagerGL_->Init();
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framebufferManagerGL_->SetTextureCache(textureCacheGL_);
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framebufferManagerGL_->SetShaderManager(shaderManagerGL_);
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framebufferManagerGL_->SetDrawEngine(&drawEngine_);
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textureCacheGL_->SetFramebufferManager(framebufferManagerGL_);
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textureCacheGL_->SetDepalShaderCache(&depalShaderCache_);
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textureCacheGL_->SetShaderManager(shaderManagerGL_);
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textureCacheGL_->SetDrawEngine(&drawEngine_);
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fragmentTestCache_.SetTextureCache(textureCacheGL_);
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// Sanity check gstate
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if ((int *)&gstate.transferstart - (int *)&gstate != 0xEA) {
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ERROR_LOG(G3D, "gstate has drifted out of sync!");
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}
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memset(cmdInfo_, 0, sizeof(cmdInfo_));
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// Import both the global and local command tables, and check for dupes
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std::set<u8> dupeCheck;
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for (size_t i = 0; i < commonCommandTableSize; i++) {
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const u8 cmd = commonCommandTable[i].cmd;
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if (dupeCheck.find(cmd) != dupeCheck.end()) {
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ERROR_LOG(G3D, "Command table Dupe: %02x (%i)", (int)cmd, (int)cmd);
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} else {
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dupeCheck.insert(cmd);
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}
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cmdInfo_[cmd].flags |= (uint64_t)commonCommandTable[i].flags | (commonCommandTable[i].dirty << 8);
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cmdInfo_[cmd].func = commonCommandTable[i].func;
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if ((cmdInfo_[cmd].flags & (FLAG_EXECUTE | FLAG_EXECUTEONCHANGE)) && !cmdInfo_[cmd].func) {
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Crash();
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}
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}
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for (size_t i = 0; i < ARRAY_SIZE(commandTable); i++) {
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const u8 cmd = commandTable[i].cmd;
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if (dupeCheck.find(cmd) != dupeCheck.end()) {
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ERROR_LOG(G3D, "Command table Dupe: %02x (%i)", (int)cmd, (int)cmd);
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} else {
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dupeCheck.insert(cmd);
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}
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cmdInfo_[cmd].flags |= (uint64_t)commandTable[i].flags | (commandTable[i].dirty << 8);
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cmdInfo_[cmd].func = commandTable[i].func;
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if ((cmdInfo_[cmd].flags & (FLAG_EXECUTE | FLAG_EXECUTEONCHANGE)) && !cmdInfo_[cmd].func) {
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Crash();
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}
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}
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// Find commands missing from the table.
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for (int i = 0; i < 0xEF; i++) {
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if (dupeCheck.find((u8)i) == dupeCheck.end()) {
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ERROR_LOG(G3D, "Command missing from table: %02x (%i)", i, i);
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}
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}
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// No need to flush before the tex scale/offset commands if we are baking
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// the tex scale/offset into the vertices anyway.
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UpdateCmdInfo();
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BuildReportingInfo();
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// Update again after init to be sure of any silly driver problems.
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UpdateVsyncInterval(true);
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// Some of our defaults are different from hw defaults, let's assert them.
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// We restore each frame anyway, but here is convenient for tests.
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glstate.Restore();
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drawEngine_.RestoreVAO();
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textureCacheGL_->NotifyConfigChanged();
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// Load shader cache.
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std::string discID = g_paramSFO.GetDiscID();
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if (discID.size()) {
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File::CreateFullPath(GetSysDirectory(DIRECTORY_APP_CACHE));
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shaderCachePath_ = GetSysDirectory(DIRECTORY_APP_CACHE) + "/" + discID + ".glshadercache";
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shaderManagerGL_->LoadAndPrecompile(shaderCachePath_);
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}
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if (g_Config.bHardwareTessellation) {
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// Disable hardware tessellation if device is unsupported.
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if (!gstate_c.SupportsAll(GPU_SUPPORTS_INSTANCE_RENDERING | GPU_SUPPORTS_VERTEX_TEXTURE_FETCH | GPU_SUPPORTS_TEXTURE_FLOAT)) {
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// TODO: Check unsupported device name list.(Above gpu features are supported but it has issues with weak gpu, memory, shader compiler etc...)
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g_Config.bHardwareTessellation = false;
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ERROR_LOG(G3D, "Hardware Tessellation is unsupported, falling back to software tessellation");
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I18NCategory *gr = GetI18NCategory("Graphics");
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host->NotifyUserMessage(gr->T("Turn off Hardware Tessellation - unsupported"), 2.5f, 0xFF3030FF);
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}
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}
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}
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GPU_GLES::~GPU_GLES() {
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framebufferManagerGL_->DestroyAllFBOs();
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shaderManagerGL_->ClearCache(true);
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depalShaderCache_.Clear();
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fragmentTestCache_.Clear();
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if (!shaderCachePath_.empty()) {
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shaderManagerGL_->Save(shaderCachePath_);
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}
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delete shaderManagerGL_;
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shaderManagerGL_ = nullptr;
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delete framebufferManagerGL_;
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delete textureCacheGL_;
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#ifdef _WIN32
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gfxCtx_->SwapInterval(0);
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#endif
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}
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// Take the raw GL extension and versioning data and turn into feature flags.
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void GPU_GLES::CheckGPUFeatures() {
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u32 features = 0;
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features |= GPU_SUPPORTS_16BIT_FORMATS;
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if (gl_extensions.ARB_blend_func_extended || gl_extensions.EXT_blend_func_extended) {
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if (gl_extensions.gpuVendor == GPU_VENDOR_INTEL || !gl_extensions.VersionGEThan(3, 0, 0)) {
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// Don't use this extension to off on sub 3.0 OpenGL versions as it does not seem reliable
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// Also on Intel, see https://github.com/hrydgard/ppsspp/issues/4867
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} else {
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#ifdef __ANDROID__
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// This appears to be broken on nVidia Shield TV.
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if (gl_extensions.gpuVendor != GPU_VENDOR_NVIDIA) {
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features |= GPU_SUPPORTS_DUALSOURCE_BLEND;
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}
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#else
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features |= GPU_SUPPORTS_DUALSOURCE_BLEND;
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#endif
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}
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}
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if (gl_extensions.IsGLES) {
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if (gl_extensions.GLES3)
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features |= GPU_SUPPORTS_GLSL_ES_300;
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} else {
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if (gl_extensions.VersionGEThan(3, 3, 0))
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features |= GPU_SUPPORTS_GLSL_330;
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}
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if (gl_extensions.EXT_shader_framebuffer_fetch || gl_extensions.NV_shader_framebuffer_fetch || gl_extensions.ARM_shader_framebuffer_fetch) {
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// This has caused problems in the past. Let's only enable on GLES3.
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if (features & GPU_SUPPORTS_GLSL_ES_300) {
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features |= GPU_SUPPORTS_ANY_FRAMEBUFFER_FETCH;
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}
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}
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if (gl_extensions.ARB_framebuffer_object || gl_extensions.EXT_framebuffer_object || gl_extensions.IsGLES) {
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features |= GPU_SUPPORTS_FBO;
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}
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if (gl_extensions.ARB_framebuffer_object || gl_extensions.GLES3) {
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features |= GPU_SUPPORTS_ARB_FRAMEBUFFER_BLIT;
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}
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if (gl_extensions.NV_framebuffer_blit) {
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features |= GPU_SUPPORTS_NV_FRAMEBUFFER_BLIT;
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}
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if (gl_extensions.ARB_vertex_array_object && gl_extensions.IsCoreContext) {
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features |= GPU_SUPPORTS_VAO;
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}
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bool useCPU = false;
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if (!gl_extensions.IsGLES) {
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// Urrgh, we don't even define FB_READFBOMEMORY_CPU on mobile
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#ifndef USING_GLES2
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useCPU = g_Config.iRenderingMode == FB_READFBOMEMORY_CPU;
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#endif
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// Some cards or drivers seem to always dither when downloading a framebuffer to 16-bit.
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// This causes glitches in games that expect the exact values.
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// It has not been experienced on NVIDIA cards, so those are left using the GPU (which is faster.)
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if (g_Config.iRenderingMode == FB_BUFFERED_MODE) {
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if (gl_extensions.gpuVendor != GPU_VENDOR_NVIDIA || gl_extensions.ver[0] < 3) {
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useCPU = true;
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}
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}
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} else {
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useCPU = true;
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}
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if (useCPU)
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features |= GPU_PREFER_CPU_DOWNLOAD;
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if ((gl_extensions.gpuVendor == GPU_VENDOR_NVIDIA) || (gl_extensions.gpuVendor == GPU_VENDOR_AMD))
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features |= GPU_PREFER_REVERSE_COLOR_ORDER;
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if (gl_extensions.OES_texture_npot)
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features |= GPU_SUPPORTS_OES_TEXTURE_NPOT;
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if (gl_extensions.EXT_unpack_subimage)
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features |= GPU_SUPPORTS_UNPACK_SUBIMAGE;
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if (gl_extensions.EXT_blend_minmax)
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features |= GPU_SUPPORTS_BLEND_MINMAX;
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if (gl_extensions.OES_copy_image || gl_extensions.NV_copy_image || gl_extensions.EXT_copy_image || gl_extensions.ARB_copy_image)
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features |= GPU_SUPPORTS_ANY_COPY_IMAGE;
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if (!gl_extensions.IsGLES)
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features |= GPU_SUPPORTS_LOGIC_OP;
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if (gl_extensions.GLES3 || !gl_extensions.IsGLES)
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features |= GPU_SUPPORTS_TEXTURE_LOD_CONTROL;
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if (gl_extensions.EXT_texture_filter_anisotropic)
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features |= GPU_SUPPORTS_ANISOTROPY;
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bool canUseInstanceID = gl_extensions.EXT_draw_instanced || gl_extensions.ARB_draw_instanced;
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bool canDefInstanceID = gl_extensions.IsGLES || gl_extensions.EXT_gpu_shader4 || gl_extensions.VersionGEThan(3, 1);
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bool instanceRendering = gl_extensions.GLES3 || (canUseInstanceID && canDefInstanceID);
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features |= GPU_SUPPORTS_INSTANCE_RENDERING;
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int maxVertexTextureImageUnits;
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glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &maxVertexTextureImageUnits);
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if (maxVertexTextureImageUnits >= 3) // At least 3 for hardware tessellation
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features |= GPU_SUPPORTS_VERTEX_TEXTURE_FETCH;
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if (gl_extensions.ARB_texture_float || gl_extensions.OES_texture_float)
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features |= GPU_SUPPORTS_TEXTURE_FLOAT;
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// If we already have a 16-bit depth buffer, we don't need to round.
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bool prefer24 = draw_->GetDeviceCaps().preferredDepthBufferFormat == Draw::DataFormat::D24_S8;
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if (prefer24) {
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if (!g_Config.bHighQualityDepth && (features & GPU_SUPPORTS_ACCURATE_DEPTH) != 0) {
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features |= GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT;
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} else if (PSP_CoreParameter().compat.flags().PixelDepthRounding) {
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if (!gl_extensions.IsGLES || gl_extensions.GLES3) {
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// Use fragment rounding on desktop and GLES3, most accurate.
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features |= GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT;
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} else if (prefer24 && (features & GPU_SUPPORTS_ACCURATE_DEPTH) != 0) {
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// Here we can simulate a 16 bit depth buffer by scaling.
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// Note that the depth buffer is fixed point, not floating, so dividing by 256 is pretty good.
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features |= GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT;
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} else {
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// At least do vertex rounding if nothing else.
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features |= GPU_ROUND_DEPTH_TO_16BIT;
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}
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} else if (PSP_CoreParameter().compat.flags().VertexDepthRounding) {
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features |= GPU_ROUND_DEPTH_TO_16BIT;
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}
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}
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// The Phantasy Star hack :(
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if (PSP_CoreParameter().compat.flags().DepthRangeHack && (features & GPU_SUPPORTS_ACCURATE_DEPTH) == 0) {
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features |= GPU_USE_DEPTH_RANGE_HACK;
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}
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if (PSP_CoreParameter().compat.flags().ClearToRAM) {
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features |= GPU_USE_CLEAR_RAM_HACK;
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}
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#ifdef MOBILE_DEVICE
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// Arguably, we should turn off GPU_IS_MOBILE on like modern Tegras, etc.
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features |= GPU_IS_MOBILE;
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#endif
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gstate_c.featureFlags = features;
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}
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// Let's avoid passing nulls into snprintf().
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static const char *GetGLStringAlways(GLenum name) {
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const GLubyte *value = glGetString(name);
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if (!value)
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return "?";
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return (const char *)value;
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}
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// Needs to be called on GPU thread, not reporting thread.
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void GPU_GLES::BuildReportingInfo() {
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const char *glVendor = GetGLStringAlways(GL_VENDOR);
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const char *glRenderer = GetGLStringAlways(GL_RENDERER);
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const char *glVersion = GetGLStringAlways(GL_VERSION);
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const char *glSlVersion = GetGLStringAlways(GL_SHADING_LANGUAGE_VERSION);
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const char *glExtensions = nullptr;
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if (gl_extensions.VersionGEThan(3, 0)) {
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glExtensions = g_all_gl_extensions.c_str();
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} else {
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glExtensions = GetGLStringAlways(GL_EXTENSIONS);
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}
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char temp[16384];
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snprintf(temp, sizeof(temp), "%s (%s %s), %s (extensions: %s)", glVersion, glVendor, glRenderer, glSlVersion, glExtensions);
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reportingPrimaryInfo_ = glVendor;
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reportingFullInfo_ = temp;
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Reporting::UpdateConfig();
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}
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void GPU_GLES::DeviceLost() {
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ILOG("GPU_GLES: DeviceLost");
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// Should only be executed on the GL thread.
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// Simply drop all caches and textures.
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// FBOs appear to survive? Or no?
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// TransformDraw has registered as a GfxResourceHolder.
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shaderManagerGL_->ClearCache(false);
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textureCacheGL_->Clear(false);
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fragmentTestCache_.Clear(false);
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depalShaderCache_.Clear();
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framebufferManagerGL_->DeviceLost();
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}
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void GPU_GLES::DeviceRestore() {
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ILOG("GPU_GLES: DeviceRestore");
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UpdateCmdInfo();
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UpdateVsyncInterval(true);
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}
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void GPU_GLES::Reinitialize() {
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GPUCommon::Reinitialize();
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textureCacheGL_->Clear(true);
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depalShaderCache_.Clear();
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framebufferManagerGL_->DestroyAllFBOs();
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}
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void GPU_GLES::InitClear() {
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bool useNonBufferedRendering = g_Config.iRenderingMode == FB_NON_BUFFERED_MODE;
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if (useNonBufferedRendering) {
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glstate.depthWrite.set(GL_TRUE);
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glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glClearColor(0,0,0,1);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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}
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glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
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}
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void GPU_GLES::BeginHostFrame() {
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GPUCommon::BeginHostFrame();
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UpdateCmdInfo();
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if (resized_) {
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CheckGPUFeatures();
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framebufferManager_->Resized();
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drawEngine_.Resized();
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shaderManagerGL_->DirtyShader();
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textureCacheGL_->NotifyConfigChanged();
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}
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}
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inline void GPU_GLES::UpdateVsyncInterval(bool force) {
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#ifdef _WIN32
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int desiredVSyncInterval = g_Config.bVSync ? 1 : 0;
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if (PSP_CoreParameter().unthrottle) {
|
|
desiredVSyncInterval = 0;
|
|
}
|
|
if (PSP_CoreParameter().fpsLimit == 1) {
|
|
// For an alternative speed that is a clean factor of 60, the user probably still wants vsync.
|
|
if (g_Config.iFpsLimit == 0 || (g_Config.iFpsLimit != 15 && g_Config.iFpsLimit != 30 && g_Config.iFpsLimit != 60)) {
|
|
desiredVSyncInterval = 0;
|
|
}
|
|
}
|
|
|
|
if (desiredVSyncInterval != lastVsync_ || force) {
|
|
// Disabled EXT_swap_control_tear for now, it never seems to settle at the correct timing
|
|
// so it just keeps tearing. Not what I hoped for...
|
|
//if (gl_extensions.EXT_swap_control_tear) {
|
|
// // See http://developer.download.nvidia.com/opengl/specs/WGL_EXT_swap_control_tear.txt
|
|
// glstate.SetVSyncInterval(-desiredVSyncInterval);
|
|
//} else {
|
|
gfxCtx_->SwapInterval(desiredVSyncInterval);
|
|
//}
|
|
lastVsync_ = desiredVSyncInterval;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void GPU_GLES::UpdateCmdInfo() {
|
|
if (g_Config.bSoftwareSkinning) {
|
|
cmdInfo_[GE_CMD_VERTEXTYPE].flags &= ~FLAG_FLUSHBEFOREONCHANGE;
|
|
cmdInfo_[GE_CMD_VERTEXTYPE].func = &GPU_GLES::Execute_VertexTypeSkinning;
|
|
} else {
|
|
cmdInfo_[GE_CMD_VERTEXTYPE].flags |= FLAG_FLUSHBEFOREONCHANGE;
|
|
cmdInfo_[GE_CMD_VERTEXTYPE].func = &GPU_GLES::Execute_VertexType;
|
|
}
|
|
}
|
|
|
|
void GPU_GLES::ReapplyGfxState() {
|
|
drawEngine_.RestoreVAO();
|
|
glstate.Restore();
|
|
GPUCommon::ReapplyGfxState();
|
|
}
|
|
|
|
void GPU_GLES::BeginFrame() {
|
|
UpdateVsyncInterval(resized_);
|
|
resized_ = false;
|
|
|
|
textureCacheGL_->StartFrame();
|
|
drawEngine_.DecimateTrackedVertexArrays();
|
|
drawEngine_.DecimateBuffers();
|
|
depalShaderCache_.Decimate();
|
|
fragmentTestCache_.Decimate();
|
|
|
|
GPUCommon::BeginFrame();
|
|
|
|
// Save the cache from time to time. TODO: How often?
|
|
if (!shaderCachePath_.empty() && (gpuStats.numFlips & 1023) == 0) {
|
|
shaderManagerGL_->Save(shaderCachePath_);
|
|
}
|
|
|
|
shaderManagerGL_->DirtyShader();
|
|
|
|
// Not sure if this is really needed.
|
|
gstate_c.Dirty(DIRTY_ALL_UNIFORMS);
|
|
|
|
framebufferManagerGL_->BeginFrame();
|
|
}
|
|
|
|
void GPU_GLES::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
|
|
host->GPUNotifyDisplay(framebuf, stride, format);
|
|
framebufferManagerGL_->SetDisplayFramebuffer(framebuf, stride, format);
|
|
}
|
|
|
|
bool GPU_GLES::FramebufferDirty() {
|
|
VirtualFramebuffer *vfb = framebufferManagerGL_->GetDisplayVFB();
|
|
if (vfb) {
|
|
bool dirty = vfb->dirtyAfterDisplay;
|
|
vfb->dirtyAfterDisplay = false;
|
|
return dirty;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool GPU_GLES::FramebufferReallyDirty() {
|
|
VirtualFramebuffer *vfb = framebufferManagerGL_->GetDisplayVFB();
|
|
if (vfb) {
|
|
bool dirty = vfb->reallyDirtyAfterDisplay;
|
|
vfb->reallyDirtyAfterDisplay = false;
|
|
return dirty;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void GPU_GLES::CopyDisplayToOutput() {
|
|
// Flush anything left over.
|
|
framebufferManagerGL_->RebindFramebuffer();
|
|
drawEngine_.Flush();
|
|
|
|
shaderManagerGL_->DirtyLastShader();
|
|
|
|
glstate.depthWrite.set(GL_TRUE);
|
|
glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
|
|
framebufferManagerGL_->CopyDisplayToOutput();
|
|
framebufferManagerGL_->EndFrame();
|
|
|
|
// If buffered, discard the depth buffer of the backbuffer. Don't even know if we need one.
|
|
#if 0
|
|
#ifdef USING_GLES2
|
|
if (gl_extensions.EXT_discard_framebuffer && g_Config.iRenderingMode != 0) {
|
|
GLenum attachments[] = {GL_DEPTH_EXT, GL_STENCIL_EXT};
|
|
glDiscardFramebufferEXT(GL_FRAMEBUFFER, 2, attachments);
|
|
}
|
|
#endif
|
|
#endif
|
|
}
|
|
|
|
// Maybe should write this in ASM...
|
|
void GPU_GLES::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_GLES::FinishDeferred() {
|
|
// This finishes reading any vertex data that is pending.
|
|
drawEngine_.FinishDeferred();
|
|
}
|
|
|
|
inline void GPU_GLES::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_GLES::PreExecuteOp(u32 op, u32 diff) {
|
|
CheckFlushOp(op >> 24, diff);
|
|
}
|
|
|
|
void GPU_GLES::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_GLES::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<GEPrimitiveType>((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. This function can change the framebuffer.
|
|
framebufferManagerGL_->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;
|
|
}
|
|
|
|
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 = 0;
|
|
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;
|
|
}
|
|
inds = Memory::GetPointerUnchecked(gstate_c.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, gstate.vertType, &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(gstate.vertType, count, bytesRead);
|
|
}
|
|
|
|
void GPU_GLES::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);
|
|
}
|
|
}
|
|
|
|
void GPU_GLES::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 | DIRTY_FRAGMENTSHADER_STATE);
|
|
}
|
|
|
|
void GPU_GLES::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 | DIRTY_TEXTURE_PARAMS);
|
|
}
|
|
}
|
|
|
|
void GPU_GLES::Execute_LoadClut(u32 op, u32 diff) {
|
|
gstate_c.Dirty(DIRTY_TEXTURE_PARAMS);
|
|
textureCacheGL_->LoadClut(gstate.getClutAddress(), gstate.getClutLoadBytes());
|
|
}
|
|
|
|
void GPU_GLES::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"
|
|
"Readbacks: %d\n"
|
|
"Vertex, Fragment, Programs loaded: %i, %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)framebufferManagerGL_->NumVFBs(),
|
|
(int)textureCacheGL_->NumLoadedTextures(),
|
|
gpuStats.numTexturesDecoded,
|
|
gpuStats.numTextureInvalidations,
|
|
gpuStats.numReadbacks,
|
|
shaderManagerGL_->GetNumVertexShaders(),
|
|
shaderManagerGL_->GetNumFragmentShaders(),
|
|
shaderManagerGL_->GetNumPrograms());
|
|
}
|
|
|
|
void GPU_GLES::ClearCacheNextFrame() {
|
|
textureCacheGL_->ClearNextFrame();
|
|
}
|
|
|
|
void GPU_GLES::ClearShaderCache() {
|
|
shaderManagerGL_->ClearCache(true);
|
|
}
|
|
|
|
void GPU_GLES::CleanupBeforeUI() {
|
|
// Clear any enabled vertex arrays.
|
|
shaderManagerGL_->DirtyLastShader();
|
|
glstate.arrayBuffer.bind(0);
|
|
glstate.elementArrayBuffer.bind(0);
|
|
}
|
|
|
|
void GPU_GLES::DoState(PointerWrap &p) {
|
|
GPUCommon::DoState(p);
|
|
|
|
// TODO: Some of these things may not be necessary.
|
|
// None of these are necessary when saving.
|
|
// In Freeze-Frame mode, we don't want to do any of this.
|
|
if (p.mode == p.MODE_READ && !PSP_CoreParameter().frozen) {
|
|
textureCacheGL_->Clear(true);
|
|
drawEngine_.ClearTrackedVertexArrays();
|
|
|
|
gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
|
|
framebufferManagerGL_->DestroyAllFBOs();
|
|
}
|
|
}
|
|
|
|
std::vector<std::string> GPU_GLES::DebugGetShaderIDs(DebugShaderType type) {
|
|
switch (type) {
|
|
case SHADER_TYPE_VERTEXLOADER:
|
|
return drawEngine_.DebugGetVertexLoaderIDs();
|
|
case SHADER_TYPE_DEPAL:
|
|
return depalShaderCache_.DebugGetShaderIDs(type);
|
|
default:
|
|
return shaderManagerGL_->DebugGetShaderIDs(type);
|
|
}
|
|
}
|
|
|
|
std::string GPU_GLES::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 shaderManagerGL_->DebugGetShaderString(id, type, stringType);
|
|
}
|
|
}
|