mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-25 14:30:06 +00:00
bc15617392
This turns it into a very viable option for many games. You do lose some FX but it can as a result even be used as a workaround for the massive glow in Wipeout...
348 lines
7.4 KiB
C++
348 lines
7.4 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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#pragma once
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#include "../Globals.h"
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#include "../native/gfx/gl_common.h"
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#include "ge_constants.h"
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#include <cstring>
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struct GPUgstate
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{
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// Getting rid of this ugly union in favor of the accessor functions
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// might be a good idea....
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union
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{
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u32 cmdmem[256];
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struct
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{
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u32 nop,
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vaddr,
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iaddr,
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pad00,
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prim,
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bezier,
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spline,
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boundBox,
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jump,
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bjump,
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call,
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ret,
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end,
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pad01,
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signal,
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finish,
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base,
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pad02,
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vertType,
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offsetAddr,
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origin,
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region1,
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region2,
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lightingEnable,
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lightEnable[4],
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clipEnable,
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cullfaceEnable,
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textureMapEnable,
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fogEnable,
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ditherEnable,
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alphaBlendEnable,
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alphaTestEnable,
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zTestEnable,
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stencilTestEnable,
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antiAliasEnable,
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patchCullEnable,
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colorTestEnable,
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logicOpEnable,
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pad03,
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boneMatrixNumber,
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boneMatrixData,
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morphwgt[8], //dont use
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pad04[2],
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patchdivision,
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patchprimitive,
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patchfacing,
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pad04_a,
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worldmtxnum, //0x3A
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worldmtxdata, //0x3B
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viewmtxnum, //0x3C
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viewmtxdata,
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projmtxnum,
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projmtxdata,
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texmtxnum,
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texmtxdata,
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viewportx1,
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viewporty1,
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viewportz1,
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viewportx2,
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viewporty2,
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viewportz2,
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texscaleu,
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texscalev,
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texoffsetu,
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texoffsetv,
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offsetx,
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offsety,
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pad111[2],
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lmode,
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reversenormals,
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pad222,
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materialupdate,
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materialemissive,
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materialambient,
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materialdiffuse,
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materialspecular,
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materialalpha,
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pad333[2],
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materialspecularcoef,
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ambientcolor,
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ambientalpha,
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colormodel,
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ltype[4],
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lpos[12],
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ldir[12],
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latt[12],
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lconv[4],
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lcutoff[4],
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lcolor[12],
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cullmode,
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fbptr,
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fbwidth,
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zbptr,
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zbwidth,
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texaddr[8],
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texbufwidth[8],
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clutaddr,
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clutaddrupper,
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transfersrc,
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transfersrcw,
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transferdst,
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transferdstw,
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padxxx[2],
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texsize[8],
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texmapmode,
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texshade,
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texmode,
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texformat,
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loadclut,
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clutformat,
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texfilter,
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texwrap,
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texlevel,
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texfunc,
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texenvcolor,
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texflush,
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texsync,
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fog1,
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fog2,
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fogcolor,
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texlodslope,
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padxxxxxx,
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framebufpixformat,
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clearmode,
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scissor1,
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scissor2,
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minz,
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maxz,
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colortest,
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colorref,
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colormask,
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alphatest,
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stenciltest,
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stencilop,
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ztestfunc,
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blend,
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blendfixa,
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blendfixb,
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dith1,
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dith2,
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dith3,
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dith4,
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lop,
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zmsk,
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pmskc,
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pmska,
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transferstart,
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transfersrcpos,
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transferdstpos,
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pad99,
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transfersize; // 0xEE
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u32 pad05[0xFF- 0xEE];
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};
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};
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float worldMatrix[12];
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float viewMatrix[12];
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float projMatrix[16];
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float tgenMatrix[12];
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float boneMatrix[12 * 8]; // Eight bone matrices.
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// Pixel Pipeline
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bool isModeClear() const { return clearmode & 1; }
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bool isCullEnabled() const { return cullfaceEnable & 1; }
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int getCullMode() const { return cullmode & 1; }
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int getBlendFuncA() const { return blend & 0xF; }
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u32 getFixA() const { return blendfixa & 0xFFFFFF; }
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u32 getFixB() const { return blendfixb & 0xFFFFFF; }
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int getBlendFuncB() const { return (blend >> 4) & 0xF; }
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int getBlendEq() const { return (blend >> 8) & 0x7; }
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bool isDepthTestEnabled() const { return zTestEnable & 1; }
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bool isDepthWriteEnabled() const { return !(zmsk & 1); }
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int getDepthTestFunc() const { return ztestfunc & 0x7; }
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bool isFogEnabled() const { return fogEnable & 1; }
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bool isStencilTestEnabled() const { return stencilTestEnable & 1; }
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bool isAlphaBlendEnabled() const { return alphaBlendEnable & 1; }
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bool isDitherEnabled() const { return ditherEnable & 1; }
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// UV gen
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int getUVGenMode() const { return texmapmode & 3;} // 2 bits
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int getUVProjMode() const { return (texmapmode >> 8) & 3;} // 2 bits
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int getUVLS0() const { return texshade & 0x3; } // 2 bits
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int getUVLS1() const { return (texshade >> 8) & 0x3; } // 2 bits
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// Vertex type
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bool isModeThrough() const { return (vertType & GE_VTYPE_THROUGH) != 0; }
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int getNumBoneWeights() const {
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return 1 + ((vertType & GE_VTYPE_WEIGHTCOUNT_MASK) >> GE_VTYPE_WEIGHTCOUNT_SHIFT);
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}
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// Real data in the context ends here
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};
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enum SkipDrawReasonFlags {
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SKIPDRAW_SKIPFRAME = 1,
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SKIPDRAW_NON_DISPLAYED_FB = 2, // Skip drawing to FBO:s that have not been displayed.
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SKIPDRAW_BAD_FB_TEXTURE = 4,
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};
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// The rest is cached simplified/converted data for fast access.
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// Does not need to be saved when saving/restoring context.
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struct GPUStateCache
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{
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u32 vertexAddr;
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u32 indexAddr;
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u32 offsetAddr;
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bool textureChanged;
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int skipDrawReason;
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float uScale,vScale;
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float uOff,vOff;
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bool flipTexture;
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float zMin, zMax;
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float lightpos[4][3];
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float lightdir[4][3];
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float lightatt[4][3];
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float lightColor[3][4][3]; // Ambient Diffuse Specular
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float morphWeights[8];
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u32 curTextureWidth;
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u32 curTextureHeight;
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u32 actualTextureHeight;
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float vpWidth;
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float vpHeight;
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u32 getRelativeAddress(u32 data) const;
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};
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// TODO: Implement support for these.
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struct GPUStatistics
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{
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void reset() {
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memset(this, 0, sizeof(*this));
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}
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void resetFrame() {
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numJoins = 0;
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numDrawCalls = 0;
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numCachedDrawCalls = 0;
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numVertsSubmitted = 0;
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numCachedVertsDrawn = 0;
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numUncachedVertsDrawn = 0;
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numTrackedVertexArrays = 0;
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numTextureInvalidations = 0;
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numTextureSwitches = 0;
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numShaderSwitches = 0;
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numFlushes = 0;
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numTexturesDecoded = 0;
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msProcessingDisplayLists = 0;
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}
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// Per frame statistics
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int numJoins;
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int numDrawCalls;
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int numCachedDrawCalls;
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int numFlushes;
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int numVertsSubmitted;
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int numCachedVertsDrawn;
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int numUncachedVertsDrawn;
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int numTrackedVertexArrays;
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int numTextureInvalidations;
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int numTextureSwitches;
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int numShaderSwitches;
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int numTexturesDecoded;
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double msProcessingDisplayLists;
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// Total statistics, updated by the GPU core in UpdateStats
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int numFrames;
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int numTextures;
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int numVertexShaders;
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int numFragmentShaders;
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int numShaders;
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int numFBOs;
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};
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void InitGfxState();
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void ShutdownGfxState();
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void ReapplyGfxState();
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// PSP uses a curious 24-bit float - it's basically the top 24 bits of a regular IEEE754 32-bit float.
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// This is used for light positions, transform matrices, you name it.
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inline float getFloat24(unsigned int data)
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{
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data <<= 8;
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float f;
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memcpy(&f, &data, 4);
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return f;
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}
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// in case we ever want to generate PSP display lists...
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inline unsigned int toFloat24(float f) {
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unsigned int i;
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memcpy(&i, &f, 4);
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return i >> 8;
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}
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class GPUInterface;
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extern GPUgstate gstate;
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extern GPUStateCache gstate_c;
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extern GPUInterface *gpu;
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extern GPUStatistics gpuStats;
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inline u32 GPUStateCache::getRelativeAddress(u32 data) const {
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u32 baseExtended = ((gstate.base & 0x0F0000) << 8) | (data & 0xFFFFFF);
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return (gstate_c.offsetAddr + baseExtended) & 0x0FFFFFFF;
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}
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