mirror of
https://github.com/hrydgard/ppsspp.git
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796 lines
28 KiB
C++
796 lines
28 KiB
C++
// Copyright (c) 2017- 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 "GPU/D3D11/GPU_D3D11.h"
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// 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 <set>
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#include "Common/ChunkFile.h"
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#include "Common/GraphicsContext.h"
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#include "base/NativeApp.h"
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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 "Core/Debugger/Breakpoints.h"
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#include "Core/MemMapHelpers.h"
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#include "Core/MIPS/MIPS.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 "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 "GPU/D3D11/ShaderManagerD3D11.h"
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#include "GPU/D3D11/GPU_D3D11.h"
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#include "GPU/D3D11/FramebufferManagerD3D11.h"
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#include "GPU/D3D11/DrawEngineD3D11.h"
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#include "GPU/D3D11/TextureCacheD3D11.h"
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#include "GPU/D3D11/D3D11Util.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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struct D3D11CommandTableEntry {
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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_D3D11::CmdFunc func;
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};
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static const D3D11CommandTableEntry commandTable[] = {
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// Changes that dirty the current texture.
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{ GE_CMD_TEXSIZE0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, 0, &GPU_D3D11::Execute_TexSize0 },
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{ GE_CMD_STENCILTEST, FLAG_FLUSHBEFOREONCHANGE, DIRTY_STENCILREPLACEVALUE | DIRTY_FOGCOEF }, // These are combined in D3D11
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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_D3D11::Execute_VertexType },
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{ GE_CMD_PRIM, FLAG_EXECUTE, 0, &GPU_D3D11::Execute_Prim },
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{ GE_CMD_BEZIER, FLAG_FLUSHBEFORE | FLAG_EXECUTE, 0, &GPU_D3D11::Execute_Bezier },
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{ GE_CMD_SPLINE, FLAG_FLUSHBEFORE | FLAG_EXECUTE, 0, &GPU_D3D11::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_D3D11::Execute_LoadClut },
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{ GE_CMD_TRANSFERSTART, FLAG_FLUSHBEFORE | FLAG_EXECUTE | FLAG_READS_PC, 0, &GPUCommon::Execute_BlockTransferStart },
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};
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GPU_D3D11::CommandInfo GPU_D3D11::cmdInfo_[256]{};
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GPU_D3D11::GPU_D3D11(GraphicsContext *gfxCtx, Draw::DrawContext *draw)
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: GPUCommon(gfxCtx, draw), drawEngine_(draw,
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(ID3D11Device *)draw->GetNativeObject(Draw::NativeObject::DEVICE),
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(ID3D11DeviceContext *)draw->GetNativeObject(Draw::NativeObject::CONTEXT)) {
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device_ = (ID3D11Device *)draw->GetNativeObject(Draw::NativeObject::DEVICE);
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context_ = (ID3D11DeviceContext *)draw->GetNativeObject(Draw::NativeObject::CONTEXT);
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D3D_FEATURE_LEVEL featureLevel = (D3D_FEATURE_LEVEL)draw->GetNativeObject(Draw::NativeObject::FEATURE_LEVEL);
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lastVsync_ = g_Config.bVSync ? 1 : 0;
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stockD3D11.Create(device_);
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shaderManagerD3D11_ = new ShaderManagerD3D11(device_, context_, featureLevel);
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framebufferManagerD3D11_ = new FramebufferManagerD3D11(draw);
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framebufferManager_ = framebufferManagerD3D11_;
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textureCacheD3D11_ = new TextureCacheD3D11(draw);
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textureCache_ = textureCacheD3D11_;
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drawEngineCommon_ = &drawEngine_;
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shaderManager_ = shaderManagerD3D11_;
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depalShaderCache_ = new DepalShaderCacheD3D11(draw);
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drawEngine_.SetShaderManager(shaderManagerD3D11_);
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drawEngine_.SetTextureCache(textureCacheD3D11_);
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drawEngine_.SetFramebufferManager(framebufferManagerD3D11_);
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framebufferManagerD3D11_->Init();
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framebufferManagerD3D11_->SetTextureCache(textureCacheD3D11_);
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framebufferManagerD3D11_->SetShaderManager(shaderManagerD3D11_);
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framebufferManagerD3D11_->SetDrawEngine(&drawEngine_);
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textureCacheD3D11_->SetFramebufferManager(framebufferManagerD3D11_);
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textureCacheD3D11_->SetDepalShaderCache(depalShaderCache_);
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textureCacheD3D11_->SetShaderManager(shaderManagerD3D11_);
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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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// 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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textureCache_->NotifyConfigChanged();
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if (g_Config.bHardwareTessellation) {
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if (false) { // TODO: Check GPU features
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// Disable hardware tessellation.
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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_D3D11::~GPU_D3D11() {
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delete depalShaderCache_;
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framebufferManagerD3D11_->DestroyAllFBOs(true);
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delete framebufferManagerD3D11_;
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shaderManagerD3D11_->ClearShaders();
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delete shaderManagerD3D11_;
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delete textureCacheD3D11_;
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draw_->BindPipeline(nullptr);
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stockD3D11.Destroy();
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}
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void GPU_D3D11::UpdateCmdInfo() {
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if (g_Config.bSoftwareSkinning) {
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cmdInfo_[GE_CMD_VERTEXTYPE].flags &= ~FLAG_FLUSHBEFOREONCHANGE;
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cmdInfo_[GE_CMD_VERTEXTYPE].func = &GPU_D3D11::Execute_VertexTypeSkinning;
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} else {
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cmdInfo_[GE_CMD_VERTEXTYPE].flags |= FLAG_FLUSHBEFOREONCHANGE;
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cmdInfo_[GE_CMD_VERTEXTYPE].func = &GPU_D3D11::Execute_VertexType;
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}
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CheckGPUFeatures();
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}
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void GPU_D3D11::CheckGPUFeatures() {
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u32 features = 0;
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features |= GPU_SUPPORTS_BLEND_MINMAX;
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features |= GPU_PREFER_CPU_DOWNLOAD;
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features |= GPU_SUPPORTS_ACCURATE_DEPTH; // Breaks text in PaRappa for some reason.
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#ifndef _M_ARM
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// TODO: Do proper feature detection
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features |= GPU_SUPPORTS_ANISOTROPY;
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#endif
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features |= GPU_SUPPORTS_OES_TEXTURE_NPOT;
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features |= GPU_SUPPORTS_LARGE_VIEWPORTS;
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if (draw_->GetDeviceCaps().dualSourceBlend)
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features |= GPU_SUPPORTS_DUALSOURCE_BLEND;
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features |= GPU_SUPPORTS_ANY_COPY_IMAGE;
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features |= GPU_SUPPORTS_TEXTURE_FLOAT;
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features |= GPU_SUPPORTS_INSTANCE_RENDERING;
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features |= GPU_SUPPORTS_TEXTURE_LOD_CONTROL;
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features |= GPU_SUPPORTS_FBO;
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uint32_t fmt4444 = draw_->GetDataFormatSupport(Draw::DataFormat::A4R4G4B4_UNORM_PACK16);
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uint32_t fmt1555 = draw_->GetDataFormatSupport(Draw::DataFormat::A1R5G5B5_UNORM_PACK16);
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uint32_t fmt565 = draw_->GetDataFormatSupport(Draw::DataFormat::R5G6B5_UNORM_PACK16);
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if ((fmt4444 & Draw::FMT_TEXTURE) && (fmt565 & Draw::FMT_TEXTURE) && (fmt1555 & Draw::FMT_TEXTURE)) {
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features |= GPU_SUPPORTS_16BIT_FORMATS;
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}
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if (draw_->GetDeviceCaps().logicOpSupported) {
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features |= GPU_SUPPORTS_LOGIC_OP;
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}
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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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// 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 (PSP_CoreParameter().compat.flags().VertexDepthRounding) {
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features |= GPU_ROUND_DEPTH_TO_16BIT;
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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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gstate_c.featureFlags = features;
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}
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// Needs to be called on GPU thread, not reporting thread.
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void GPU_D3D11::BuildReportingInfo() {
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using namespace Draw;
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DrawContext *thin3d = gfxCtx_->GetDrawContext();
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reportingPrimaryInfo_ = thin3d->GetInfoString(InfoField::VENDORSTRING);
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reportingFullInfo_ = reportingPrimaryInfo_ + " - " + System_GetProperty(SYSPROP_GPUDRIVER_VERSION) + " - " + thin3d->GetInfoString(InfoField::SHADELANGVERSION);
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}
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void GPU_D3D11::DeviceLost() {
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// Simply drop all caches and textures.
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// FBOs appear to survive? Or no?
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shaderManagerD3D11_->ClearShaders();
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textureCacheD3D11_->Clear(false);
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framebufferManagerD3D11_->DeviceLost();
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}
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void GPU_D3D11::DeviceRestore() {
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// Nothing needed.
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}
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void GPU_D3D11::InitClearInternal() {
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bool useNonBufferedRendering = g_Config.iRenderingMode == FB_NON_BUFFERED_MODE;
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if (useNonBufferedRendering) {
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// device_->Clear(0, NULL, D3DCLEAR_STENCIL | D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.f, 0);
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}
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}
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void GPU_D3D11::DumpNextFrame() {
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dumpNextFrame_ = true;
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}
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void GPU_D3D11::BeginHostFrame() {
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GPUCommon::BeginHostFrame();
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UpdateCmdInfo();
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if (resized_) {
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drawEngine_.Resized();
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textureCacheD3D11_->NotifyConfigChanged();
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shaderManagerD3D11_->DirtyShader();
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resized_ = false;
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}
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}
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void GPU_D3D11::BeginFrame() {
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ScheduleEvent(GPU_EVENT_BEGIN_FRAME);
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gstate_c.Dirty(DIRTY_PROJTHROUGHMATRIX);
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}
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void GPU_D3D11::ReapplyGfxStateInternal() {
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GPUCommon::ReapplyGfxStateInternal();
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// TODO: Dirty our caches for depth states etc
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}
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void GPU_D3D11::EndHostFrame() {
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// Tell the DrawContext that it's time to reset everything.
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draw_->BindPipeline(nullptr);
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}
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void GPU_D3D11::BeginFrameInternal() {
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textureCacheD3D11_->StartFrame();
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drawEngine_.BeginFrame();
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depalShaderCache_->Decimate();
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// fragmentTestCache_.Decimate();
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if (dumpNextFrame_) {
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NOTICE_LOG(G3D, "DUMPING THIS FRAME");
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dumpThisFrame_ = true;
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dumpNextFrame_ = false;
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} else if (dumpThisFrame_) {
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dumpThisFrame_ = false;
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}
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shaderManagerD3D11_->DirtyShader();
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framebufferManagerD3D11_->BeginFrame();
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}
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void GPU_D3D11::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
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// TODO: Some games like Spongebob - Yellow Avenger, never change framebuffer, they blit to it.
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// So breaking on frames doesn't work. Might want to move this to sceDisplay vsync.
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host->GPUNotifyDisplay(framebuf, stride, format);
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framebufferManagerD3D11_->SetDisplayFramebuffer(framebuf, stride, format);
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}
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bool GPU_D3D11::FramebufferDirty() {
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// FIXME: Workaround for displaylists sometimes hanging unprocessed. Not yet sure of the cause.
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if (ThreadEnabled()) {
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// FIXME: Workaround for displaylists sometimes hanging unprocessed. Not yet sure of the cause.
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ScheduleEvent(GPU_EVENT_PROCESS_QUEUE);
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// Allow it to process fully before deciding if it's dirty.
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SyncThread();
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}
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VirtualFramebuffer *vfb = framebufferManager_->GetDisplayVFB();
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if (vfb) {
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bool dirty = vfb->dirtyAfterDisplay;
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vfb->dirtyAfterDisplay = false;
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return dirty;
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}
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return true;
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}
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bool GPU_D3D11::FramebufferReallyDirty() {
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// FIXME: Workaround for displaylists sometimes hanging unprocessed. Not yet sure of the cause.
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if (ThreadEnabled()) {
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// FIXME: Workaround for displaylists sometimes hanging unprocessed. Not yet sure of the cause.
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ScheduleEvent(GPU_EVENT_PROCESS_QUEUE);
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// Allow it to process fully before deciding if it's dirty.
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SyncThread();
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}
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VirtualFramebuffer *vfb = framebufferManager_->GetDisplayVFB();
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if (vfb) {
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bool dirty = vfb->reallyDirtyAfterDisplay;
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vfb->reallyDirtyAfterDisplay = false;
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return dirty;
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}
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return true;
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}
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void GPU_D3D11::CopyDisplayToOutputInternal() {
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float blendColor[4]{};
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context_->OMSetBlendState(stockD3D11.blendStateDisabledWithColorMask[0xF], blendColor, 0xFFFFFFFF);
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drawEngine_.Flush();
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framebufferManagerD3D11_->CopyDisplayToOutput();
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framebufferManagerD3D11_->EndFrame();
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// shaderManager_->EndFrame();
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shaderManagerD3D11_->DirtyLastShader();
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gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
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}
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// Maybe should write this in ASM...
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void GPU_D3D11::FastRunLoop(DisplayList &list) {
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PROFILE_THIS_SCOPE("gpuloop");
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const CommandInfo *cmdInfo = cmdInfo_;
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for (; downcount > 0; --downcount) {
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// We know that display list PCs have the upper nibble == 0 - no need to mask the pointer
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const u32 op = *(const u32 *)(Memory::base + list.pc);
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const u32 cmd = op >> 24;
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const CommandInfo info = cmdInfo[cmd];
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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
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const u32 diff = op ^ gstate.cmdmem[cmd];
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// Inlined CheckFlushOp here to get rid of the dumpThisFrame_ check.
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if ((cmdFlags & FLAG_FLUSHBEFORE) || (diff && (cmdFlags & FLAG_FLUSHBEFOREONCHANGE))) {
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drawEngine_.Flush();
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}
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gstate.cmdmem[cmd] = op; // TODO: no need to write if diff==0...
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if ((cmdFlags & FLAG_EXECUTE) || (diff && (cmdFlags & FLAG_EXECUTEONCHANGE))) {
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(this->*info.func)(op, diff);
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} else if (diff) {
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uint64_t dirty = info.flags >> 8;
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if (dirty)
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gstate_c.Dirty(dirty);
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}
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list.pc += 4;
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}
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}
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void GPU_D3D11::FinishDeferred() {
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// This finishes reading any vertex data that is pending.
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drawEngine_.FinishDeferred();
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}
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inline void GPU_D3D11::CheckFlushOp(int cmd, u32 diff) {
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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<GEPrimitiveType>((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<FramebufferInfo> 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<GPUDebugVertex> &vertices, std::vector<u16> &indices) {
|
|
return drawEngine_.GetCurrentSimpleVertices(count, vertices, indices);
|
|
}
|
|
|
|
std::vector<std::string> 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);
|
|
}
|
|
}
|