ppsspp/GPU/GPUState.h
2013-07-30 23:23:02 +08:00

459 lines
15 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/.
#pragma once
#include "../Globals.h"
#include "ge_constants.h"
struct GPUgstate
{
// Getting rid of this ugly union in favor of the accessor functions
// might be a good idea....
union
{
u32 cmdmem[256];
struct
{
u32 nop,
vaddr,
iaddr,
pad00,
prim,
bezier,
spline,
boundBox,
jump,
bjump,
call,
ret,
end,
pad01,
signal,
finish,
base,
pad02,
vertType,
offsetAddr,
origin,
region1,
region2,
lightingEnable,
lightEnable[4],
clipEnable,
cullfaceEnable,
textureMapEnable,
fogEnable,
ditherEnable,
alphaBlendEnable,
alphaTestEnable,
zTestEnable,
stencilTestEnable,
antiAliasEnable,
patchCullEnable,
colorTestEnable,
logicOpEnable,
pad03,
boneMatrixNumber,
boneMatrixData,
morphwgt[8], //dont use
pad04[2],
patchdivision,
patchprimitive,
patchfacing,
pad04_a,
worldmtxnum, // 0x3A
worldmtxdata, // 0x3B
viewmtxnum, // 0x3C
viewmtxdata, // 0x3D
projmtxnum, // 0x3E
projmtxdata, // 0x3F
texmtxnum, // 0x40
texmtxdata, // 0x41
viewportx1, // 0x42
viewporty1, // 0x43
viewportz1, // 0x44
viewportx2, // 0x45
viewporty2, // 0x46
viewportz2, // 0x47
texscaleu, // 0x48
texscalev, // 0x49
texoffsetu, // 0x4A
texoffsetv, // 0x4B
offsetx, // 0x4C
offsety, // 0x4D
pad111[2],
shademodel, // 0x50
reversenormals, // 0x51
pad222,
materialupdate, // 0x53
materialemissive, // 0x54
materialambient, // 0x55
materialdiffuse, // 0x56
materialspecular, // 0x57
materialalpha, // 0x58
pad333[2],
materialspecularcoef, // 0x5B
ambientcolor, // 0x5C
ambientalpha, // 0x5D
lmode, // 0x5E
ltype[4], // 0x5F-0x62
lpos[12], // 0x63-0x6E
ldir[12], // 0x6F-0x7A
latt[12], // 0x7B-0x86
lconv[4], // 0x87-0x8A
lcutoff[4], // 0x8B-0x8E
lcolor[12], // 0x8F-0x9A
cullmode, // 0x9B
fbptr, // 0x9C
fbwidth, // 0x9D
zbptr, // 0x9E
zbwidth, // 0x9F
texaddr[8], // 0xA0-0xA7
texbufwidth[8], // 0xA8-0xAF
clutaddr, // 0xB0
clutaddrupper, // 0xB1
transfersrc, // 0xB2
transfersrcw, // 0xB3
transferdst, // 0xB4
transferdstw, // 0xB5
padxxx[2],
texsize[8], // 0xB8-BF
texmapmode, // 0xC0
texshade, // 0xC1
texmode, // 0xC2
texformat, // 0xC3
loadclut, // 0xC4
clutformat, // 0xC5
texfilter, // 0xC6
texwrap, // 0xC7
texlevel, // 0xC8
texfunc, // 0xC9
texenvcolor, // 0xCA
texflush, // 0xCB
texsync, // 0xCC
fog1, // 0xCD
fog2, // 0xCE
fogcolor, // 0xCF
texlodslope, // 0xD0
padxxxxxx, // 0xD1
framebufpixformat, // 0xD2
clearmode, // 0xD3
scissor1,
scissor2,
minz,
maxz,
colortest,
colorref,
colormask,
alphatest,
stenciltest,
stencilop,
ztestfunc,
blend,
blendfixa,
blendfixb,
dith1,
dith2,
dith3,
dith4,
lop, // 0xE6
zmsk,
pmskc,
pmska,
transferstart,
transfersrcpos,
transferdstpos,
pad99,
transfersize; // 0xEE
u32 pad05[0xFF- 0xEE];
};
};
float worldMatrix[12];
float viewMatrix[12];
float projMatrix[16];
float tgenMatrix[12];
float boneMatrix[12 * 8]; // Eight bone matrices.
// Pixel Pipeline
bool isModeClear() const { return clearmode & 1; }
bool isFogEnabled() const { return fogEnable & 1; }
// Cull
bool isCullEnabled() const { return cullfaceEnable & 1; }
int getCullMode() const { return cullmode & 1; }
// Blend
int getBlendFuncA() const { return blend & 0xF; }
u32 getFixA() const { return blendfixa & 0xFFFFFF; }
u32 getFixB() const { return blendfixb & 0xFFFFFF; }
int getBlendFuncB() const { return (blend >> 4) & 0xF; }
int getBlendEq() const { return (blend >> 8) & 0x7; }
bool isAlphaBlendEnabled() const { return alphaBlendEnable & 1; }
// Dither
bool isDitherEnabled() const { return ditherEnable & 1; }
// Color Mask
u32 getColorMask() const { return (pmskc & 0xFFFFFF) | ((pmska & 0xFF) << 24); }
bool isLogicOpEnabled() const { return logicOpEnable & 1; }
GELogicOp getLogicOp() const { return static_cast<GELogicOp>(lop & 0xF); }
// Depth Test
bool isDepthTestEnabled() const { return zTestEnable & 1; }
bool isDepthWriteEnabled() const { return !(zmsk & 1); }
int getDepthTestFunc() const { return ztestfunc & 0x7; }
u16 getDepthRangeMin() const { return minz & 0xFFFF; }
u16 getDepthRangeMax() const { return maxz & 0xFFFF; }
// Stencil Test
bool isStencilTestEnabled() const { return stencilTestEnable & 1; }
GEComparison getStencilTestFunction() const { return static_cast<GEComparison>(stenciltest & 0x7); }
int getStencilTestRef() const { return (stenciltest>>8) & 0xFF; }
int getStencilTestMask() const { return (stenciltest>>16) & 0xFF; }
GEStencilOp getStencilOpSFail() const { return static_cast<GEStencilOp>(stencilop & 0x7); }
GEStencilOp getStencilOpZFail() const { return static_cast<GEStencilOp>((stencilop>>8) & 0x7); }
GEStencilOp getStencilOpZPass() const { return static_cast<GEStencilOp>((stencilop>>16) & 0x7); }
// Alpha Test
bool isAlphaTestEnabled() const { return alphaTestEnable & 1; }
GEComparison getAlphaTestFunction() { return static_cast<GEComparison>(alphatest & 0x7); }
int getAlphaTestRef() const { return (alphatest >> 8) & 0xFF; }
int getAlphaTestMask() const { return (alphatest >> 16) & 0xFF; }
// Color Test
bool isColorTestEnabled() const { return colorTestEnable & 1; }
GEComparison getColorTestFunction() { return static_cast<GEComparison>(colortest & 0x3); }
u32 getColorTestRef() const { return colorref & 0xFFFFFF; }
u32 getColorTestMask() const { return colormask & 0xFFFFFF; }
// Texturing
int getTextureWidth(int level) const { return 1 << (texsize[level] & 0xf);}
int getTextureHeight(int level) const { return 1 << ((texsize[level] >> 8) & 0xf);}
bool isTextureMapEnabled() const { return textureMapEnable & 1; }
GETexFunc getTextureFunction() const { return static_cast<GETexFunc>(texfunc & 0x7); }
bool isColorDoublingEnabled() const { return (texfunc & 0x10000) != 0; }
GETextureFormat getTextureFormat() const { return static_cast<GETextureFormat>(texformat & 0xF); }
bool isTextureFormatIndexed() const { return (texformat & 4) != 0; } // GE_TFMT_CLUT4 - GE_TFMT_CLUT32 are 0b1xx.
int getTextureEnvColR() const { return texenvcolor&0xFF; }
int getTextureEnvColG() const { return (texenvcolor>>8)&0xFF; }
int getTextureEnvColB() const { return (texenvcolor>>16)&0xFF; }
GEPaletteFormat getClutPaletteFormat() { return static_cast<GEPaletteFormat>(clutformat & 3); }
int getClutIndexShift() const { return (clutformat >> 2) & 0x1F; }
int getClutIndexMask() const { return (clutformat >> 8) & 0xFF; }
int getClutIndexStartPos() const { return ((clutformat >> 16) & 0x1F) << 4; }
bool isClutIndexSimple() const { return (clutformat & ~3) == 0xC500FF00; } // Meaning, no special mask, shift, or start pos.
// Lighting
bool isLightingEnabled() const { return lightingEnable & 1; }
bool isLightChanEnabled(int chan) const { return lightEnable[chan] & 1; }
GELightComputation getLightComputation(int chan) const { return static_cast<GELightComputation>(ltype[chan] & 0x3); }
bool isUsingPoweredDiffuseLight(int chan) const { return getLightComputation(chan) == GE_LIGHTCOMP_BOTHWITHPOWDIFFUSE; }
bool isUsingSpecularLight(int chan) const { return getLightComputation(chan) != GE_LIGHTCOMP_ONLYDIFFUSE; }
bool isUsingSecondaryColor() const { return lmode & 1; }
GELightType getLightType(int chan) const { return static_cast<GELightType>((ltype[chan] >> 8) & 3); }
bool isDirectionalLight(int chan) const { return getLightType(chan) == GE_LIGHTTYPE_DIRECTIONAL; }
bool isPointLight(int chan) const { return getLightType(chan) == GE_LIGHTTYPE_POINT; }
bool isSpotLight(int chan) const { return getLightType(chan) == GE_LIGHTTYPE_SPOT; }
unsigned int getAmbientR() const { return ambientcolor&0xFF; }
unsigned int getAmbientG() const { return (ambientcolor>>8)&0xFF; }
unsigned int getAmbientB() const { return (ambientcolor>>16)&0xFF; }
unsigned int getAmbientA() const { return ambientalpha&0xFF; }
unsigned int getMaterialAmbientR() const { return materialambient&0xFF; }
unsigned int getMaterialAmbientG() const { return (materialambient>>8)&0xFF; }
unsigned int getMaterialAmbientB() const { return (materialambient>>16)&0xFF; }
unsigned int getMaterialAmbientA() const { return materialalpha&0xFF; }
unsigned int getMaterialDiffuseR() const { return materialdiffuse&0xFF; }
unsigned int getMaterialDiffuseG() const { return (materialdiffuse>>8)&0xFF; }
unsigned int getMaterialDiffuseB() const { return (materialdiffuse>>16)&0xFF; }
unsigned int getMaterialEmissiveR() const { return materialemissive&0xFF; }
unsigned int getMaterialEmissiveG() const { return (materialemissive>>8)&0xFF; }
unsigned int getMaterialEmissiveB() const { return (materialemissive>>16)&0xFF; }
unsigned int getMaterialSpecularR() const { return materialspecular&0xFF; }
unsigned int getMaterialSpecularG() const { return (materialspecular>>8)&0xFF; }
unsigned int getMaterialSpecularB() const { return (materialspecular>>16)&0xFF; }
unsigned int getLightAmbientColorR(int chan) const { return lcolor[chan*3]&0xFF; }
unsigned int getLightAmbientColorG(int chan) const { return (lcolor[chan*3]>>8)&0xFF; }
unsigned int getLightAmbientColorB(int chan) const { return (lcolor[chan*3]>>16)&0xFF; }
unsigned int getDiffuseColorR(int chan) const { return lcolor[1+chan*3]&0xFF; }
unsigned int getDiffuseColorG(int chan) const { return (lcolor[1+chan*3]>>8)&0xFF; }
unsigned int getDiffuseColorB(int chan) const { return (lcolor[1+chan*3]>>16)&0xFF; }
unsigned int getSpecularColorR(int chan) const { return lcolor[2+chan*3]&0xFF; }
unsigned int getSpecularColorG(int chan) const { return (lcolor[2+chan*3]>>8)&0xFF; }
unsigned int getSpecularColorB(int chan) const { return (lcolor[2+chan*3]>>16)&0xFF; }
// UV gen
int getUVGenMode() const { return texmapmode & 3;} // 2 bits
int getUVProjMode() const { return (texmapmode >> 8) & 3;} // 2 bits
int getUVLS0() const { return texshade & 0x3; } // 2 bits
int getUVLS1() const { return (texshade >> 8) & 0x3; } // 2 bits
int getScissorX1() const { return scissor1 & 0x3FF; }
int getScissorY1() const { return (scissor1 >> 10) & 0x3FF; }
int getScissorX2() const { return scissor2 & 0x3FF; }
int getScissorY2() const { return (scissor2 >> 10) & 0x3FF; }
int getRegionX1() const { return region1 & 0x3FF; }
int getRegionY1() const { return (region1 >> 10) & 0x3FF; }
int getRegionX2() const { return (region2 & 0x3FF); }
int getRegionY2() const { return ((region2 >> 10) & 0x3FF); }
// Vertex type
bool isModeThrough() const { return (vertType & GE_VTYPE_THROUGH) != 0; }
int getNumBoneWeights() const {
return 1 + ((vertType & GE_VTYPE_WEIGHTCOUNT_MASK) >> GE_VTYPE_WEIGHTCOUNT_SHIFT);
}
// Real data in the context ends here
};
enum SkipDrawReasonFlags {
SKIPDRAW_SKIPFRAME = 1,
SKIPDRAW_NON_DISPLAYED_FB = 2, // Skip drawing to FBO:s that have not been displayed.
SKIPDRAW_BAD_FB_TEXTURE = 4,
};
// The rest is cached simplified/converted data for fast access.
// Does not need to be saved when saving/restoring context.
struct UVScale {
float uScale, vScale;
float uOff, vOff;
};
struct GPUStateCache
{
u32 vertexAddr;
u32 indexAddr;
u32 offsetAddr;
bool textureChanged;
bool textureFullAlpha;
bool framebufChanged;
int skipDrawReason;
UVScale uv;
bool flipTexture;
float zMin, zMax;
float lightpos[4][3];
float lightdir[4][3];
float lightatt[4][3];
float lightColor[3][4][3]; // Ambient Diffuse Specular
float lightangle[4]; // spotlight cone angle (cosine)
float lightspotCoef[4]; // spotlight dropoff
float morphWeights[8];
u32 curTextureWidth;
u32 curTextureHeight;
u32 actualTextureHeight;
float vpWidth;
float vpHeight;
u32 curRTWidth;
u32 curRTHeight;
u32 getRelativeAddress(u32 data) const;
int gpuVendor;
};
// TODO: Implement support for these.
struct GPUStatistics
{
void reset() {
memset(this, 0, sizeof(*this));
}
void resetFrame() {
numDrawCalls = 0;
numCachedDrawCalls = 0;
numVertsSubmitted = 0;
numCachedVertsDrawn = 0;
numUncachedVertsDrawn = 0;
numTrackedVertexArrays = 0;
numTextureInvalidations = 0;
numTextureSwitches = 0;
numShaderSwitches = 0;
numFlushes = 0;
numTexturesDecoded = 0;
msProcessingDisplayLists = 0;
vertexGPUCycles = 0;
otherGPUCycles = 0;
}
// Per frame statistics
int numDrawCalls;
int numCachedDrawCalls;
int numFlushes;
int numVertsSubmitted;
int numCachedVertsDrawn;
int numUncachedVertsDrawn;
int numTrackedVertexArrays;
int numTextureInvalidations;
int numTextureSwitches;
int numShaderSwitches;
int numTexturesDecoded;
double msProcessingDisplayLists;
int vertexGPUCycles;
int otherGPUCycles;
// Total statistics, updated by the GPU core in UpdateStats
int numFrames;
int numTextures;
int numVertexShaders;
int numFragmentShaders;
int numShaders;
int numFBOs;
};
void InitGfxState();
void ShutdownGfxState();
void ReapplyGfxState();
// PSP uses a curious 24-bit float - it's basically the top 24 bits of a regular IEEE754 32-bit float.
// This is used for light positions, transform matrices, you name it.
inline float getFloat24(unsigned int data)
{
data <<= 8;
float f;
memcpy(&f, &data, 4);
return f;
}
// in case we ever want to generate PSP display lists...
inline unsigned int toFloat24(float f) {
unsigned int i;
memcpy(&i, &f, 4);
return i >> 8;
}
class GPUInterface;
extern GPUgstate gstate;
extern GPUStateCache gstate_c;
extern GPUInterface *gpu;
extern GPUStatistics gpuStats;
inline u32 GPUStateCache::getRelativeAddress(u32 data) const {
u32 baseExtended = ((gstate.base & 0x0F0000) << 8) | data;
return (gstate_c.offsetAddr + baseExtended) & 0x0FFFFFFF;
}