ppsspp/GPU/Directx9/GPU_DX9.cpp

1094 lines
43 KiB
C++

// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <set>
#include "Common/ChunkFile.h"
#include "Common/GraphicsContext.h"
#include "base/NativeApp.h"
#include "base/logging.h"
#include "profiler/profiler.h"
#include "Core/Debugger/Breakpoints.h"
#include "Core/MemMapHelpers.h"
#include "Core/MIPS/MIPS.h"
#include "Core/Host.h"
#include "Core/Config.h"
#include "Core/Reporting.h"
#include "Core/System.h"
#include "gfx/d3d9_state.h"
#include "GPU/GPUState.h"
#include "GPU/ge_constants.h"
#include "GPU/GeDisasm.h"
#include "GPU/Common/FramebufferCommon.h"
#include "GPU/Directx9/ShaderManagerDX9.h"
#include "GPU/Directx9/GPU_DX9.h"
#include "GPU/Directx9/FramebufferDX9.h"
#include "GPU/Directx9/DrawEngineDX9.h"
#include "GPU/Directx9/TextureCacheDX9.h"
#include "Core/HLE/sceKernelThread.h"
#include "Core/HLE/sceKernelInterrupt.h"
#include "Core/HLE/sceGe.h"
namespace DX9 {
enum {
FLAG_FLUSHBEFORE = 1,
FLAG_FLUSHBEFOREONCHANGE = 2,
FLAG_EXECUTE = 4, // needs to actually be executed. unused for now.
FLAG_EXECUTEONCHANGE = 8,
FLAG_READS_PC = 16,
FLAG_WRITES_PC = 32,
FLAG_DIRTYONCHANGE = 64, // NOTE: Either this or FLAG_EXECUTE*, not both!
};
struct CommandTableEntry {
uint8_t cmd;
uint8_t flags;
uint64_t dirty;
GPU_DX9::CmdFunc func;
};
static const CommandTableEntry commandTable[] = {
// Changes that dirty the framebuffer
{ GE_CMD_FRAMEBUFPTR, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS },
{ GE_CMD_FRAMEBUFWIDTH, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS },
{ GE_CMD_FRAMEBUFPIXFORMAT, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS },
{GE_CMD_ZBUFPTR, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_ZBUFWIDTH, FLAG_FLUSHBEFOREONCHANGE},
// Changes that dirty uniforms
{GE_CMD_FOGCOLOR, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FOGCOLOR},
{GE_CMD_FOG1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FOGCOEF},
{GE_CMD_FOG2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FOGCOEF},
// Should these maybe flush?
{GE_CMD_MINZ, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHRANGE},
{GE_CMD_MAXZ, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHRANGE},
// Changes that dirty texture scaling.
{ GE_CMD_TEXMAPMODE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_UVSCALEOFFSET },
{ GE_CMD_TEXSCALEU, FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_TexScaleU },
{ GE_CMD_TEXSCALEV, FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_TexScaleV },
{ GE_CMD_TEXOFFSETU, FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_TexOffsetU },
{ GE_CMD_TEXOFFSETV, FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_TexOffsetV },
// Changes that dirty the current texture.
{ GE_CMD_TEXSIZE0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, 0, &GPU_DX9::Execute_TexSize0 },
{ GE_CMD_TEXSIZE1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
{ GE_CMD_TEXSIZE2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
{ GE_CMD_TEXSIZE3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
{ GE_CMD_TEXSIZE4, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
{ GE_CMD_TEXSIZE5, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
{ GE_CMD_TEXSIZE6, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
{ GE_CMD_TEXSIZE7, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
{ GE_CMD_TEXFORMAT, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_IMAGE },
{ GE_CMD_TEXLEVEL, FLAG_EXECUTEONCHANGE, DIRTY_TEXTURE_PARAMS, &GPUCommon::Execute_TexLevel },
{ GE_CMD_TEXADDR0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_IMAGE | DIRTY_UVSCALEOFFSET },
{ GE_CMD_TEXADDR1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
{ GE_CMD_TEXADDR2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
{ GE_CMD_TEXADDR3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
{ GE_CMD_TEXADDR4, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
{ GE_CMD_TEXADDR5, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
{ GE_CMD_TEXADDR6, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
{ GE_CMD_TEXADDR7, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
{ GE_CMD_TEXBUFWIDTH0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_IMAGE },
{ GE_CMD_TEXBUFWIDTH1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
{ GE_CMD_TEXBUFWIDTH2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
{ GE_CMD_TEXBUFWIDTH3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
{ GE_CMD_TEXBUFWIDTH4, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
{ GE_CMD_TEXBUFWIDTH5, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
{ GE_CMD_TEXBUFWIDTH6, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
{ GE_CMD_TEXBUFWIDTH7, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
// These must flush on change, so that LoadClut doesn't have to always flush.
{ GE_CMD_CLUTADDR, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_CLUTADDRUPPER, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_CLUTFORMAT, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
// These affect the fragment shader so need flushing.
{GE_CMD_CLEARMODE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_TEXTUREMAPENABLE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_FOGENABLE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_TEXMODE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS},
{GE_CMD_TEXSHADELS, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_SHADEMODE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_TEXFUNC, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_COLORTEST, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_ALPHATESTENABLE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_COLORTESTENABLE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_COLORTESTMASK, FLAG_FLUSHBEFOREONCHANGE, DIRTY_ALPHACOLORMASK},
// These change the vertex shader so need flushing.
{GE_CMD_REVERSENORMAL, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_LIGHTINGENABLE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_LIGHTENABLE0, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_LIGHTENABLE1, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_LIGHTENABLE2, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_LIGHTENABLE3, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_LIGHTTYPE0, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_LIGHTTYPE1, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_LIGHTTYPE2, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_LIGHTTYPE3, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_MATERIALUPDATE, FLAG_FLUSHBEFOREONCHANGE},
// This changes both shaders so need flushing.
{ GE_CMD_LIGHTMODE, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_TEXFILTER, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
{ GE_CMD_TEXWRAP, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
// Uniform changes
{ GE_CMD_ALPHATEST, FLAG_FLUSHBEFOREONCHANGE, DIRTY_ALPHACOLORREF | DIRTY_ALPHACOLORMASK },
{ GE_CMD_COLORREF, FLAG_FLUSHBEFOREONCHANGE, DIRTY_ALPHACOLORREF },
{ GE_CMD_TEXENVCOLOR, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXENV },
// Simple render state changes. Handled in StateMapping.cpp.
{GE_CMD_OFFSETX, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_OFFSETY, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_CULL, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_CULLFACEENABLE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_DITHERENABLE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_STENCILOP, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_STENCILTEST, FLAG_FLUSHBEFOREONCHANGE, DIRTY_STENCILREPLACEVALUE},
{GE_CMD_STENCILTESTENABLE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_ALPHABLENDENABLE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_BLENDMODE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_BLENDFIXEDA, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_BLENDFIXEDB, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_MASKRGB, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_MASKALPHA, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_ZTEST, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_ZTESTENABLE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_ZWRITEDISABLE, FLAG_FLUSHBEFOREONCHANGE},
// These can't be emulated in D3D (except a few special cases)
{GE_CMD_LOGICOP, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_LOGICOPENABLE, FLAG_FLUSHBEFOREONCHANGE},
// Can probably ignore this one as we don't support AA lines.
{GE_CMD_ANTIALIASENABLE, FLAG_FLUSHBEFOREONCHANGE},
// Morph weights. TODO: Remove precomputation?
{GE_CMD_MORPHWEIGHT0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight},
{GE_CMD_MORPHWEIGHT1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight},
{GE_CMD_MORPHWEIGHT2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight},
{GE_CMD_MORPHWEIGHT3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight},
{GE_CMD_MORPHWEIGHT4, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight},
{GE_CMD_MORPHWEIGHT5, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight},
{GE_CMD_MORPHWEIGHT6, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight},
{GE_CMD_MORPHWEIGHT7, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight},
// Control spline/bezier patches. Don't really require flushing as such, but meh.
{GE_CMD_PATCHDIVISION, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_PATCHPRIMITIVE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_PATCHFACING, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_PATCHCULLENABLE, FLAG_FLUSHBEFOREONCHANGE},
// Viewport.
{ GE_CMD_VIEWPORTXSCALE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS },
{ GE_CMD_VIEWPORTYSCALE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS },
{ GE_CMD_VIEWPORTXCENTER, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS },
{ GE_CMD_VIEWPORTYCENTER, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS },
{ GE_CMD_VIEWPORTZSCALE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_DEPTHRANGE | DIRTY_PROJMATRIX },
{ GE_CMD_VIEWPORTZCENTER, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_DEPTHRANGE | DIRTY_PROJMATRIX },
// Region
{ GE_CMD_REGION1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS },
{ GE_CMD_REGION2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS },
// Scissor
{ GE_CMD_SCISSOR1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS },
{ GE_CMD_SCISSOR2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS },
// Lighting base colors
{ GE_CMD_AMBIENTCOLOR, FLAG_FLUSHBEFOREONCHANGE, DIRTY_AMBIENT },
{ GE_CMD_AMBIENTALPHA, FLAG_FLUSHBEFOREONCHANGE, DIRTY_AMBIENT },
{ GE_CMD_MATERIALDIFFUSE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_MATDIFFUSE },
{ GE_CMD_MATERIALEMISSIVE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_MATEMISSIVE },
{ GE_CMD_MATERIALAMBIENT, FLAG_FLUSHBEFOREONCHANGE, DIRTY_MATAMBIENTALPHA },
{ GE_CMD_MATERIALALPHA, FLAG_FLUSHBEFOREONCHANGE, DIRTY_MATAMBIENTALPHA },
{ GE_CMD_MATERIALSPECULAR, FLAG_FLUSHBEFOREONCHANGE, DIRTY_MATSPECULAR },
{ GE_CMD_MATERIALSPECULARCOEF, FLAG_FLUSHBEFOREONCHANGE, DIRTY_MATSPECULAR },
// Light parameters
{GE_CMD_LX0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0},
{GE_CMD_LY0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0},
{GE_CMD_LZ0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0},
{GE_CMD_LX1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1},
{GE_CMD_LY1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1},
{GE_CMD_LZ1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1},
{GE_CMD_LX2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2},
{GE_CMD_LY2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2},
{GE_CMD_LZ2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2},
{GE_CMD_LX3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3},
{GE_CMD_LY3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3},
{GE_CMD_LZ3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3},
{GE_CMD_LDX0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0},
{GE_CMD_LDY0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0},
{GE_CMD_LDZ0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0},
{GE_CMD_LDX1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1},
{GE_CMD_LDY1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1},
{GE_CMD_LDZ1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1},
{GE_CMD_LDX2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2},
{GE_CMD_LDY2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2},
{GE_CMD_LDZ2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2},
{GE_CMD_LDX3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3},
{GE_CMD_LDY3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3},
{GE_CMD_LDZ3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3},
{GE_CMD_LKA0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0},
{GE_CMD_LKB0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0},
{GE_CMD_LKC0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0},
{GE_CMD_LKA1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1},
{GE_CMD_LKB1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1},
{GE_CMD_LKC1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1},
{GE_CMD_LKA2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2},
{GE_CMD_LKB2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2},
{GE_CMD_LKC2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2},
{GE_CMD_LKA3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3},
{GE_CMD_LKB3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3},
{GE_CMD_LKC3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3},
{GE_CMD_LKS0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0},
{GE_CMD_LKS1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1},
{GE_CMD_LKS2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2},
{GE_CMD_LKS3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3},
{GE_CMD_LKO0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0},
{GE_CMD_LKO1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1},
{GE_CMD_LKO2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2},
{GE_CMD_LKO3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3},
{GE_CMD_LAC0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0},
{GE_CMD_LDC0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0},
{GE_CMD_LSC0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0},
{GE_CMD_LAC1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1},
{GE_CMD_LDC1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1},
{GE_CMD_LSC1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1},
{GE_CMD_LAC2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2},
{GE_CMD_LDC2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2},
{GE_CMD_LSC2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2},
{GE_CMD_LAC3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3},
{GE_CMD_LDC3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3},
{GE_CMD_LSC3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3},
// Ignored commands
{GE_CMD_CLIPENABLE, 0},
{GE_CMD_TEXFLUSH, 0},
{GE_CMD_TEXLODSLOPE, 0},
{GE_CMD_TEXSYNC, 0},
// These are just nop or part of other later commands.
{GE_CMD_NOP, 0},
{GE_CMD_BASE, 0},
{GE_CMD_TRANSFERSRC, 0},
{GE_CMD_TRANSFERSRCW, 0},
{GE_CMD_TRANSFERDST, 0},
{GE_CMD_TRANSFERDSTW, 0},
{GE_CMD_TRANSFERSRCPOS, 0},
{GE_CMD_TRANSFERDSTPOS, 0},
{GE_CMD_TRANSFERSIZE, 0},
// From Common. No flushing but definitely need execute.
{GE_CMD_OFFSETADDR, FLAG_EXECUTE, 0, &GPUCommon::Execute_OffsetAddr},
{GE_CMD_ORIGIN, FLAG_EXECUTE | FLAG_READS_PC, 0, &GPUCommon::Execute_Origin},
{GE_CMD_PRIM, FLAG_EXECUTE, 0, &GPU_DX9::Execute_Prim},
{GE_CMD_JUMP, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_Jump},
{GE_CMD_CALL, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_Call},
{GE_CMD_RET, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_Ret},
{GE_CMD_END, FLAG_FLUSHBEFORE | FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_End},
{GE_CMD_VADDR, FLAG_EXECUTE, 0, &GPU_DX9::Execute_Vaddr},
{GE_CMD_IADDR, FLAG_EXECUTE, 0, &GPU_DX9::Execute_Iaddr},
{GE_CMD_BJUMP, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPU_DX9::Execute_BJump}, // EXECUTE
{GE_CMD_BOUNDINGBOX, FLAG_EXECUTE, 0, &GPU_DX9::Execute_BoundingBox}, // + FLUSHBEFORE when we implement... or not, do we need to?
// Changing the vertex type requires us to flush.
{GE_CMD_VERTEXTYPE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_DX9::Execute_VertexType},
{GE_CMD_BEZIER, FLAG_FLUSHBEFORE | FLAG_EXECUTE, 0, &GPU_DX9::Execute_Bezier},
{GE_CMD_SPLINE, FLAG_FLUSHBEFORE | FLAG_EXECUTE, 0, &GPU_DX9::Execute_Spline},
// These two are actually processed in CMD_END.
{GE_CMD_SIGNAL, FLAG_FLUSHBEFORE},
{GE_CMD_FINISH, FLAG_FLUSHBEFORE},
// Changes that trigger data copies. Only flushing on change for LOADCLUT must be a bit of a hack...
{GE_CMD_LOADCLUT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, 0, &GPU_DX9::Execute_LoadClut},
{GE_CMD_TRANSFERSTART, FLAG_FLUSHBEFORE | FLAG_EXECUTE | FLAG_READS_PC, 0, &GPUCommon::Execute_BlockTransferStart},
// We don't use the dither table.
{GE_CMD_DITH0},
{GE_CMD_DITH1},
{GE_CMD_DITH2},
{GE_CMD_DITH3},
// These handle their own flushing.
{GE_CMD_WORLDMATRIXNUMBER, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_WorldMtxNum},
{GE_CMD_WORLDMATRIXDATA, FLAG_EXECUTE, 0, &GPUCommon::Execute_WorldMtxData},
{GE_CMD_VIEWMATRIXNUMBER, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_ViewMtxNum},
{GE_CMD_VIEWMATRIXDATA, FLAG_EXECUTE, 0, &GPUCommon::Execute_ViewMtxData},
{GE_CMD_PROJMATRIXNUMBER, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_ProjMtxNum},
{GE_CMD_PROJMATRIXDATA, FLAG_EXECUTE, 0, &GPUCommon::Execute_ProjMtxData},
{GE_CMD_TGENMATRIXNUMBER, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_TgenMtxNum},
{GE_CMD_TGENMATRIXDATA, FLAG_EXECUTE, 0, &GPUCommon::Execute_TgenMtxData},
{GE_CMD_BONEMATRIXNUMBER, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_BoneMtxNum},
{GE_CMD_BONEMATRIXDATA, FLAG_EXECUTE, 0, &GPUCommon::Execute_BoneMtxData},
// Vertex Screen/Texture/Color
{ GE_CMD_VSCX, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown},
{ GE_CMD_VSCY, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown},
{ GE_CMD_VSCZ, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown},
{ GE_CMD_VTCS, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown},
{ GE_CMD_VTCT, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown},
{ GE_CMD_VTCQ, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown},
{ GE_CMD_VCV, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown},
{ GE_CMD_VAP, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown},
{ GE_CMD_VFC, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown},
{ GE_CMD_VSCV, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown},
// "Missing" commands (gaps in the sequence)
{GE_CMD_UNKNOWN_03, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown},
{GE_CMD_UNKNOWN_0D, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown},
{GE_CMD_UNKNOWN_11, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown},
{GE_CMD_UNKNOWN_29, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown},
{GE_CMD_UNKNOWN_34, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown},
{GE_CMD_UNKNOWN_35, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown},
{GE_CMD_UNKNOWN_39, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown},
{GE_CMD_UNKNOWN_4E, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown},
{GE_CMD_UNKNOWN_4F, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown},
{GE_CMD_UNKNOWN_52, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown},
{GE_CMD_UNKNOWN_59, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown},
{GE_CMD_UNKNOWN_5A, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown},
{GE_CMD_UNKNOWN_B6, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown},
{GE_CMD_UNKNOWN_B7, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown},
{GE_CMD_UNKNOWN_D1, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown},
{GE_CMD_UNKNOWN_ED, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown},
{GE_CMD_UNKNOWN_EF, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown},
{GE_CMD_UNKNOWN_FA, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown},
{GE_CMD_UNKNOWN_FB, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown},
{GE_CMD_UNKNOWN_FC, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown},
{GE_CMD_UNKNOWN_FD, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown},
{GE_CMD_UNKNOWN_FE, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown},
// Appears to be debugging related or something? Hit a lot in GoW.
{ GE_CMD_UNKNOWN_FF, 0 },
};
GPU_DX9::CommandInfo GPU_DX9::cmdInfo_[256];
GPU_DX9::GPU_DX9(GraphicsContext *gfxCtx, Draw::DrawContext *draw)
: GPUCommon(gfxCtx, draw), drawEngine_((LPDIRECT3DDEVICE9)draw->GetNativeObject(Draw::NativeObject::DEVICE)) {
device_ = (LPDIRECT3DDEVICE9)draw->GetNativeObject(Draw::NativeObject::DEVICE);
deviceEx_ = (LPDIRECT3DDEVICE9EX)draw->GetNativeObject(Draw::NativeObject::DEVICE_EX);
lastVsync_ = g_Config.bVSync ? 1 : 0;
dxstate.SetVSyncInterval(g_Config.bVSync);
shaderManagerDX9_ = new ShaderManagerDX9(device_);
framebufferManagerDX9_ = new FramebufferManagerDX9(draw);
framebufferManager_ = framebufferManagerDX9_;
textureCacheDX9_ = new TextureCacheDX9(draw);
textureCache_ = textureCacheDX9_;
drawEngineCommon_ = &drawEngine_;
shaderManager_ = shaderManagerDX9_;
drawEngine_.SetShaderManager(shaderManagerDX9_);
drawEngine_.SetTextureCache(textureCacheDX9_);
drawEngine_.SetFramebufferManager(framebufferManagerDX9_);
framebufferManagerDX9_->Init();
framebufferManagerDX9_->SetTextureCache(textureCacheDX9_);
framebufferManagerDX9_->SetShaderManager(shaderManagerDX9_);
framebufferManagerDX9_->SetDrawEngine(&drawEngine_);
textureCacheDX9_->SetFramebufferManager(framebufferManagerDX9_);
textureCacheDX9_->SetDepalShaderCache(&depalShaderCache_);
textureCacheDX9_->SetShaderManager(shaderManagerDX9_);
// Sanity check gstate
if ((int *)&gstate.transferstart - (int *)&gstate != 0xEA) {
ERROR_LOG(G3D, "gstate has drifted out of sync!");
}
// Sanity check cmdInfo_ table - no dupes please
std::set<u8> dupeCheck;
memset(cmdInfo_, 0, sizeof(cmdInfo_));
for (size_t i = 0; i < ARRAY_SIZE(commandTable); i++) {
const u8 cmd = commandTable[i].cmd;
if (dupeCheck.find(cmd) != dupeCheck.end()) {
ERROR_LOG(G3D, "Command table Dupe: %02x (%i)", (int)cmd, (int)cmd);
} else {
dupeCheck.insert(cmd);
}
cmdInfo_[cmd].flags |= (uint64_t)commandTable[i].flags | (commandTable[i].dirty << 8);
cmdInfo_[cmd].func = commandTable[i].func;
if ((cmdInfo_[cmd].flags & (FLAG_EXECUTE | FLAG_EXECUTEONCHANGE)) && !cmdInfo_[cmd].func) {
Crash();
}
}
// Find commands missing from the table.
for (int i = 0; i < 0xEF; i++) {
if (dupeCheck.find((u8)i) == dupeCheck.end()) {
ERROR_LOG(G3D, "Command missing from table: %02x (%i)", i, i);
}
}
// No need to flush before the tex scale/offset commands if we are baking
// the tex scale/offset into the vertices anyway.
UpdateCmdInfo();
BuildReportingInfo();
// Some of our defaults are different from hw defaults, let's assert them.
// We restore each frame anyway, but here is convenient for tests.
dxstate.Restore();
textureCache_->NotifyConfigChanged();
}
void GPU_DX9::UpdateCmdInfo() {
if (g_Config.bSoftwareSkinning) {
cmdInfo_[GE_CMD_VERTEXTYPE].flags &= ~FLAG_FLUSHBEFOREONCHANGE;
cmdInfo_[GE_CMD_VERTEXTYPE].func = &GPU_DX9::Execute_VertexTypeSkinning;
} else {
cmdInfo_[GE_CMD_VERTEXTYPE].flags |= FLAG_FLUSHBEFOREONCHANGE;
cmdInfo_[GE_CMD_VERTEXTYPE].func = &GPU_DX9::Execute_VertexType;
}
CheckGPUFeatures();
}
void GPU_DX9::CheckGPUFeatures() {
u32 features = 0;
features |= GPU_SUPPORTS_4BIT_FORMAT;
features |= GPU_SUPPORTS_BLEND_MINMAX;
features |= GPU_SUPPORTS_TEXTURE_LOD_CONTROL;
features |= GPU_PREFER_CPU_DOWNLOAD;
features |= GPU_SUPPORTS_ACCURATE_DEPTH;
D3DCAPS9 caps;
ZeroMemory(&caps, sizeof(caps));
HRESULT result = 0;
if (deviceEx_) {
result = deviceEx_->GetDeviceCaps(&caps);
} else {
result = device_->GetDeviceCaps(&caps);
}
if (FAILED(result)) {
WARN_LOG_REPORT(G3D, "Direct3D9: Failed to get the device caps!");
} else {
if ((caps.RasterCaps & D3DPRASTERCAPS_ANISOTROPY) != 0 && caps.MaxAnisotropy > 1)
features |= GPU_SUPPORTS_ANISOTROPY;
if ((caps.TextureCaps & (D3DPTEXTURECAPS_NONPOW2CONDITIONAL | D3DPTEXTURECAPS_POW2)) == 0)
features |= GPU_SUPPORTS_OES_TEXTURE_NPOT;
}
if (!g_Config.bHighQualityDepth) {
features |= GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT;
} else if (PSP_CoreParameter().compat.flags().PixelDepthRounding) {
// Assume we always have a 24-bit depth buffer.
features |= GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT;
} else if (PSP_CoreParameter().compat.flags().VertexDepthRounding) {
features |= GPU_ROUND_DEPTH_TO_16BIT;
}
if (PSP_CoreParameter().compat.flags().ClearToRAM) {
features |= GPU_USE_CLEAR_RAM_HACK;
}
gstate_c.featureFlags = features;
}
GPU_DX9::~GPU_DX9() {
framebufferManagerDX9_->DestroyAllFBOs(true);
delete framebufferManagerDX9_;
delete textureCache_;
shaderManagerDX9_->ClearCache(true);
delete shaderManagerDX9_;
}
// Needs to be called on GPU thread, not reporting thread.
void GPU_DX9::BuildReportingInfo() {
using namespace Draw;
DrawContext *thin3d = gfxCtx_->GetDrawContext();
reportingPrimaryInfo_ = thin3d->GetInfoString(InfoField::VENDORSTRING);
reportingFullInfo_ = reportingPrimaryInfo_ + " - " + System_GetProperty(SYSPROP_GPUDRIVER_VERSION) + " - " + thin3d->GetInfoString(InfoField::SHADELANGVERSION);
}
void GPU_DX9::DeviceLost() {
// Simply drop all caches and textures.
// FBOs appear to survive? Or no?
shaderManagerDX9_->ClearCache(false);
textureCacheDX9_->Clear(false);
framebufferManagerDX9_->DeviceLost();
}
void GPU_DX9::DeviceRestore() {
// Nothing needed.
}
void GPU_DX9::InitClearInternal() {
bool useNonBufferedRendering = g_Config.iRenderingMode == FB_NON_BUFFERED_MODE;
if (useNonBufferedRendering) {
dxstate.depthWrite.set(true);
dxstate.colorMask.set(true, true, true, true);
device_->Clear(0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.f, 0);
}
}
void GPU_DX9::DumpNextFrame() {
dumpNextFrame_ = true;
}
void GPU_DX9::BeginFrame() {
ScheduleEvent(GPU_EVENT_BEGIN_FRAME);
}
void GPU_DX9::ReapplyGfxStateInternal() {
dxstate.Restore();
GPUCommon::ReapplyGfxStateInternal();
}
void GPU_DX9::BeginFrameInternal() {
if (resized_) {
UpdateCmdInfo();
drawEngine_.Resized();
textureCacheDX9_->NotifyConfigChanged();
resized_ = false;
}
// Turn off vsync when unthrottled
int desiredVSyncInterval = g_Config.bVSync ? 1 : 0;
if ((PSP_CoreParameter().unthrottle) || (PSP_CoreParameter().fpsLimit == 1))
desiredVSyncInterval = 0;
if (desiredVSyncInterval != lastVsync_) {
dxstate.SetVSyncInterval(desiredVSyncInterval);
lastVsync_ = desiredVSyncInterval;
}
textureCacheDX9_->StartFrame();
drawEngine_.DecimateTrackedVertexArrays();
depalShaderCache_.Decimate();
// fragmentTestCache_.Decimate();
if (dumpNextFrame_) {
NOTICE_LOG(G3D, "DUMPING THIS FRAME");
dumpThisFrame_ = true;
dumpNextFrame_ = false;
} else if (dumpThisFrame_) {
dumpThisFrame_ = false;
}
shaderManagerDX9_->DirtyShader();
framebufferManagerDX9_->BeginFrame();
}
void GPU_DX9::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
host->GPUNotifyDisplay(framebuf, stride, format);
framebufferManagerDX9_->SetDisplayFramebuffer(framebuf, stride, format);
}
bool GPU_DX9::FramebufferDirty() {
// FIXME: Workaround for displaylists sometimes hanging unprocessed. Not yet sure of the cause.
if (ThreadEnabled()) {
// FIXME: Workaround for displaylists sometimes hanging unprocessed. Not yet sure of the cause.
ScheduleEvent(GPU_EVENT_PROCESS_QUEUE);
// Allow it to process fully before deciding if it's dirty.
SyncThread();
}
VirtualFramebuffer *vfb = framebufferManager_->GetDisplayVFB();
if (vfb) {
bool dirty = vfb->dirtyAfterDisplay;
vfb->dirtyAfterDisplay = false;
return dirty;
}
return true;
}
bool GPU_DX9::FramebufferReallyDirty() {
// FIXME: Workaround for displaylists sometimes hanging unprocessed. Not yet sure of the cause.
if (ThreadEnabled()) {
// FIXME: Workaround for displaylists sometimes hanging unprocessed. Not yet sure of the cause.
ScheduleEvent(GPU_EVENT_PROCESS_QUEUE);
// Allow it to process fully before deciding if it's dirty.
SyncThread();
}
VirtualFramebuffer *vfb = framebufferManager_->GetDisplayVFB();
if (vfb) {
bool dirty = vfb->reallyDirtyAfterDisplay;
vfb->reallyDirtyAfterDisplay = false;
return dirty;
}
return true;
}
void GPU_DX9::CopyDisplayToOutputInternal() {
dxstate.depthWrite.set(true);
dxstate.colorMask.set(true, true, true, true);
drawEngine_.Flush();
framebufferManagerDX9_->CopyDisplayToOutput();
framebufferManagerDX9_->EndFrame();
// shaderManager_->EndFrame();
shaderManagerDX9_->DirtyLastShader();
gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
}
// Maybe should write this in ASM...
void GPU_DX9::FastRunLoop(DisplayList &list) {
PROFILE_THIS_SCOPE("gpuloop");
const CommandInfo *cmdInfo = cmdInfo_;
for (; downcount > 0; --downcount) {
// We know that display list PCs have the upper nibble == 0 - no need to mask the pointer
const u32 op = *(const u32 *)(Memory::base + list.pc);
const u32 cmd = op >> 24;
const CommandInfo info = cmdInfo[cmd];
const u8 cmdFlags = info.flags; // If we stashed the cmdFlags in the top bits of the cmdmem, we could get away with one table lookup instead of two
const u32 diff = op ^ gstate.cmdmem[cmd];
// Inlined CheckFlushOp here to get rid of the dumpThisFrame_ check.
if ((cmdFlags & FLAG_FLUSHBEFORE) || (diff && (cmdFlags & FLAG_FLUSHBEFOREONCHANGE))) {
drawEngine_.Flush();
}
gstate.cmdmem[cmd] = op; // TODO: no need to write if diff==0...
if ((cmdFlags & FLAG_EXECUTE) || (diff && (cmdFlags & FLAG_EXECUTEONCHANGE))) {
(this->*info.func)(op, diff);
} else if (diff) {
uint64_t dirty = info.flags >> 8;
if (dirty)
gstate_c.Dirty(dirty);
}
list.pc += 4;
}
}
void GPU_DX9::FinishDeferred() {
// This finishes reading any vertex data that is pending.
drawEngine_.FinishDeferred();
}
inline void GPU_DX9::CheckFlushOp(int cmd, u32 diff) {
const u8 cmdFlags = cmdInfo_[cmd].flags;
if ((cmdFlags & FLAG_FLUSHBEFORE) || (diff && (cmdFlags & FLAG_FLUSHBEFOREONCHANGE))) {
if (dumpThisFrame_) {
NOTICE_LOG(G3D, "================ FLUSH ================");
}
drawEngine_.Flush();
}
}
void GPU_DX9::PreExecuteOp(u32 op, u32 diff) {
CheckFlushOp(op >> 24, diff);
}
void GPU_DX9::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_DX9::Execute_VertexType(u32 op, u32 diff) {
if (diff & (GE_VTYPE_TC_MASK | GE_VTYPE_THROUGH_MASK)) {
gstate_c.Dirty(DIRTY_UVSCALEOFFSET);
}
}
void GPU_DX9::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_DX9::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.
framebufferManagerDX9_->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_DX9::Execute_Bezier(u32 op, u32 diff) {
SetDrawType(DRAW_BEZIER);
// This also make skipping drawing very effective.
framebufferManagerDX9_->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;
int bytesRead = 0;
drawEngine_.SubmitBezier(control_points, indices, gstate.getPatchDivisionU(), gstate.getPatchDivisionV(), bz_ucount, bz_vcount, patchPrim, computeNormals, patchFacing, gstate.vertType, &bytesRead);
// After drawing, we advance pointers - see SubmitPrim which does the same.
int count = bz_ucount * bz_vcount;
AdvanceVerts(gstate.vertType, count, bytesRead);
}
void GPU_DX9::Execute_Spline(u32 op, u32 diff) {
SetDrawType(DRAW_SPLINE);
// This also make skipping drawing very effective.
framebufferManagerDX9_->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;
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);
// After drawing, we advance pointers - see SubmitPrim which does the same.
int count = sp_ucount * sp_vcount;
AdvanceVerts(gstate.vertType, count, bytesRead);
}
void GPU_DX9::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_DX9::Execute_LoadClut(u32 op, u32 diff) {
gstate_c.Dirty(DIRTY_TEXTURE_PARAMS);
textureCacheDX9_->LoadClut(gstate.getClutAddress(), gstate.getClutLoadBytes());
// This could be used to "dirty" textures with clut.
}
void GPU_DX9::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)framebufferManagerDX9_->NumVFBs(),
(int)textureCacheDX9_->NumLoadedTextures(),
gpuStats.numTexturesDecoded,
gpuStats.numTextureInvalidations,
shaderManagerDX9_->GetNumVertexShaders(),
shaderManagerDX9_->GetNumFragmentShaders()
);
}
void GPU_DX9::ClearCacheNextFrame() {
textureCacheDX9_->ClearNextFrame();
}
void GPU_DX9::ClearShaderCache() {
shaderManagerDX9_->ClearCache(true);
}
std::vector<FramebufferInfo> GPU_DX9::GetFramebufferList() {
return framebufferManagerDX9_->GetFramebufferList();
}
void GPU_DX9::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) {
textureCacheDX9_->Clear(true);
drawEngine_.ClearTrackedVertexArrays();
gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
framebufferManagerDX9_->DestroyAllFBOs(true);
shaderManagerDX9_->ClearCache(true);
}
}
bool GPU_DX9::GetCurrentTexture(GPUDebugBuffer &buffer, int level) {
if (!gstate.isTextureMapEnabled()) {
return false;
}
textureCacheDX9_->SetTexture(true);
textureCacheDX9_->ApplyTexture();
int w = gstate.getTextureWidth(level);
int h = gstate.getTextureHeight(level);
LPDIRECT3DBASETEXTURE9 baseTex;
LPDIRECT3DTEXTURE9 tex;
LPDIRECT3DSURFACE9 offscreen = nullptr;
HRESULT hr;
bool success = false;
hr = device_->GetTexture(0, &baseTex);
if (SUCCEEDED(hr) && baseTex != NULL) {
hr = baseTex->QueryInterface(IID_IDirect3DTexture9, (void **)&tex);
if (SUCCEEDED(hr)) {
D3DSURFACE_DESC desc;
D3DLOCKED_RECT locked;
tex->GetLevelDesc(level, &desc);
RECT rect = {0, 0, (LONG)desc.Width, (LONG)desc.Height};
hr = tex->LockRect(level, &locked, &rect, D3DLOCK_READONLY);
// If it fails, this means it's a render-to-texture, so we have to get creative.
if (FAILED(hr)) {
LPDIRECT3DSURFACE9 renderTarget = nullptr;
hr = tex->GetSurfaceLevel(level, &renderTarget);
if (renderTarget && SUCCEEDED(hr)) {
hr = device_->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &offscreen, NULL);
if (SUCCEEDED(hr)) {
hr = device_->GetRenderTargetData(renderTarget, offscreen);
if (SUCCEEDED(hr)) {
hr = offscreen->LockRect(&locked, &rect, D3DLOCK_READONLY);
}
}
renderTarget->Release();
}
}
if (SUCCEEDED(hr)) {
GPUDebugBufferFormat fmt;
int pixelSize;
switch (desc.Format) {
case D3DFMT_A1R5G5B5:
fmt = gstate_c.bgraTexture ? GPU_DBG_FORMAT_5551 : GPU_DBG_FORMAT_5551_BGRA;
pixelSize = 2;
break;
case D3DFMT_A4R4G4B4:
fmt = gstate_c.bgraTexture ? GPU_DBG_FORMAT_4444 : GPU_DBG_FORMAT_4444_BGRA;
pixelSize = 2;
break;
case D3DFMT_R5G6B5:
fmt = gstate_c.bgraTexture ? GPU_DBG_FORMAT_565 : GPU_DBG_FORMAT_565_BGRA;
pixelSize = 2;
break;
case D3DFMT_A8R8G8B8:
fmt = gstate_c.bgraTexture ? GPU_DBG_FORMAT_8888 : GPU_DBG_FORMAT_8888_BGRA;
pixelSize = 4;
break;
default:
fmt = GPU_DBG_FORMAT_INVALID;
break;
}
if (fmt != GPU_DBG_FORMAT_INVALID) {
buffer.Allocate(locked.Pitch / pixelSize, desc.Height, fmt, false);
memcpy(buffer.GetData(), locked.pBits, locked.Pitch * desc.Height);
success = true;
} else {
success = false;
}
if (offscreen) {
offscreen->UnlockRect();
offscreen->Release();
} else {
tex->UnlockRect(level);
}
}
tex->Release();
}
baseTex->Release();
}
return success;
}
bool GPU_DX9::GetCurrentClut(GPUDebugBuffer &buffer) {
return textureCacheDX9_->GetCurrentClutBuffer(buffer);
}
bool GPU_DX9::GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices) {
return drawEngine_.GetCurrentSimpleVertices(count, vertices, indices);
}
std::vector<std::string> GPU_DX9::DebugGetShaderIDs(DebugShaderType type) {
if (type == SHADER_TYPE_VERTEXLOADER) {
return drawEngine_.DebugGetVertexLoaderIDs();
} else {
return shaderManagerDX9_->DebugGetShaderIDs(type);
}
}
std::string GPU_DX9::DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) {
if (type == SHADER_TYPE_VERTEXLOADER) {
return drawEngine_.DebugGetVertexLoaderString(id, stringType);
} else {
return shaderManagerDX9_->DebugGetShaderString(id, type, stringType);
}
}
} // namespace DX9