ppsspp/GPU/GPUState.cpp
Unknown W. Brackets 529abd7db4 Correct clamped depth range from [0, 65535].
This changes a few things:
 * All backends clamp the depth range and keep it positive.
 * The depth rounding uniform is now properly dirtied.
 * Projection is updated to translate and scale appropriately.
 * Depth rounding is halved on OpenGL to account for [-1, 1] range.

Fixes Phantasy Star Portable 2 without the need for a game-specific hack.
2016-01-03 12:29:43 -08:00

267 lines
7.0 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 "GPU/ge_constants.h"
#include "GPU/GPUState.h"
#include "GPU/GLES/ShaderManager.h"
#include "Common/ChunkFile.h"
#include "Core/CoreParameter.h"
#include "Core/Config.h"
#include "Core/System.h"
#include "Core/MemMap.h"
#ifdef _M_SSE
#include <emmintrin.h>
#endif
// This must be aligned so that the matrices within are aligned.
GPUgstate MEMORY_ALIGNED16(gstate);
// Let's align this one too for good measure.
GPUStateCache MEMORY_ALIGNED16(gstate_c);
struct CmdRange {
u8 start;
u8 end;
};
static const CmdRange contextCmdRanges[] = {
{0x00, 0x02},
// Skip: {0x03, 0x0F},
{0x10, 0x10},
// Skip: {0x11, 0x11},
{0x12, 0x28},
// Skip: {0x29, 0x2B},
{0x2c, 0x33},
// Skip: {0x34, 0x35},
{0x36, 0x38},
// Skip: {0x39, 0x41},
{0x42, 0x4D},
// Skip: {0x4E, 0x4F},
{0x50, 0x51},
// Skip: {0x52, 0x52},
{0x53, 0x58},
// Skip: {0x59, 0x5A},
{0x5B, 0xB5},
// Skip: {0xB6, 0xB7},
{0xB8, 0xC3},
// Skip: {0xC4, 0xC4},
{0xC5, 0xD0},
// Skip: {0xD1, 0xD1}
{0xD2, 0xE9},
// Skip: {0xEA, 0xEA},
{0xEB, 0xEC},
// Skip: {0xED, 0xED},
{0xEE, 0xEE},
// Skip: {0xEF, 0xEF},
{0xF0, 0xF6},
// Skip: {0xF7, 0xF7},
{0xF8, 0xF9},
// Skip: {0xFA, 0xFF},
};
void GPUgstate::Save(u32_le *ptr) {
// Not sure what the first 10 values are, exactly, but these seem right.
ptr[5] = gstate_c.vertexAddr;
ptr[6] = gstate_c.indexAddr;
ptr[7] = gstate_c.offsetAddr;
// Command values start 17 ints in.
u32_le *cmds = ptr + 17;
for (size_t i = 0; i < ARRAY_SIZE(contextCmdRanges); ++i) {
for (int n = contextCmdRanges[i].start; n <= contextCmdRanges[i].end; ++n) {
*cmds++ = cmdmem[n];
}
}
if (Memory::IsValidAddress(getClutAddress()))
*cmds++ = loadclut;
// Seems like it actually writes commands to load the matrices and then reset the counts.
*cmds++ = boneMatrixNumber;
*cmds++ = worldmtxnum;
*cmds++ = viewmtxnum;
*cmds++ = projmtxnum;
*cmds++ = texmtxnum;
u8 *matrices = (u8 *)cmds;
memcpy(matrices, boneMatrix, sizeof(boneMatrix)); matrices += sizeof(boneMatrix);
memcpy(matrices, worldMatrix, sizeof(worldMatrix)); matrices += sizeof(worldMatrix);
memcpy(matrices, viewMatrix, sizeof(viewMatrix)); matrices += sizeof(viewMatrix);
memcpy(matrices, projMatrix, sizeof(projMatrix)); matrices += sizeof(projMatrix);
memcpy(matrices, tgenMatrix, sizeof(tgenMatrix)); matrices += sizeof(tgenMatrix);
}
void GPUgstate::FastLoadBoneMatrix(u32 addr) {
const u32_le *src = (const u32_le *)Memory::GetPointerUnchecked(addr);
u32 num = boneMatrixNumber;
u32 *dst = (u32 *)(boneMatrix + (num & 0x7F));
#ifdef _M_SSE
__m128i row1 = _mm_slli_epi32(_mm_loadu_si128((const __m128i *)src), 8);
__m128i row2 = _mm_slli_epi32(_mm_loadu_si128((const __m128i *)(src + 4)), 8);
__m128i row3 = _mm_slli_epi32(_mm_loadu_si128((const __m128i *)(src + 8)), 8);
if ((num & 0x3) == 0) {
_mm_store_si128((__m128i *)dst, row1);
_mm_store_si128((__m128i *)(dst + 4), row2);
_mm_store_si128((__m128i *)(dst + 8), row3);
} else {
_mm_storeu_si128((__m128i *)dst, row1);
_mm_storeu_si128((__m128i *)(dst + 4), row2);
_mm_storeu_si128((__m128i *)(dst + 8), row3);
}
#else
for (int i = 0; i < 12; i++) {
dst[i] = src[i] << 8;
}
#endif
num += 12;
gstate.boneMatrixNumber = (GE_CMD_BONEMATRIXNUMBER << 24) | (num & 0x7F);
}
void GPUgstate::Restore(u32_le *ptr) {
// Not sure what the first 10 values are, exactly, but these seem right.
gstate_c.vertexAddr = ptr[5];
gstate_c.indexAddr = ptr[6];
gstate_c.offsetAddr = ptr[7];
// Command values start 17 ints in.
u32_le *cmds = ptr + 17;
for (size_t i = 0; i < ARRAY_SIZE(contextCmdRanges); ++i) {
for (int n = contextCmdRanges[i].start; n <= contextCmdRanges[i].end; ++n) {
cmdmem[n] = *cmds++;
}
}
if (Memory::IsValidAddress(getClutAddress()))
loadclut = *cmds++;
boneMatrixNumber = *cmds++;
worldmtxnum = *cmds++;
viewmtxnum = *cmds++;
projmtxnum = *cmds++;
texmtxnum = *cmds++;
u8 *matrices = (u8 *)cmds;
memcpy(boneMatrix, matrices, sizeof(boneMatrix)); matrices += sizeof(boneMatrix);
memcpy(worldMatrix, matrices, sizeof(worldMatrix)); matrices += sizeof(worldMatrix);
memcpy(viewMatrix, matrices, sizeof(viewMatrix)); matrices += sizeof(viewMatrix);
memcpy(projMatrix, matrices, sizeof(projMatrix)); matrices += sizeof(projMatrix);
memcpy(tgenMatrix, matrices, sizeof(tgenMatrix)); matrices += sizeof(tgenMatrix);
}
bool vertTypeIsSkinningEnabled(u32 vertType) {
if (g_Config.bSoftwareSkinning && ((vertType & GE_VTYPE_MORPHCOUNT_MASK) == 0))
return false;
else
return ((vertType & GE_VTYPE_WEIGHT_MASK) != GE_VTYPE_WEIGHT_NONE);
}
struct GPUStateCache_v0
{
u32 vertexAddr;
u32 indexAddr;
u32 offsetAddr;
bool textureChanged;
bool textureFullAlpha;
bool vertexFullAlpha;
bool framebufChanged;
int skipDrawReason;
UVScale uv;
bool flipTexture;
};
void GPUStateCache::DoState(PointerWrap &p) {
auto s = p.Section("GPUStateCache", 0, 4);
if (!s) {
// Old state, this was not versioned.
GPUStateCache_v0 old;
p.Do(old);
vertexAddr = old.vertexAddr;
indexAddr = old.indexAddr;
offsetAddr = old.offsetAddr;
textureChanged = TEXCHANGE_UPDATED;
textureFullAlpha = old.textureFullAlpha;
vertexFullAlpha = old.vertexFullAlpha;
framebufChanged = old.framebufChanged;
skipDrawReason = old.skipDrawReason;
uv = old.uv;
} else {
p.Do(vertexAddr);
p.Do(indexAddr);
p.Do(offsetAddr);
p.Do(textureChanged);
p.Do(textureFullAlpha);
p.Do(vertexFullAlpha);
p.Do(framebufChanged);
p.Do(skipDrawReason);
p.Do(uv);
// No longer relevant. Remove when creating the next version.
bool oldFlipTexture;
p.Do(oldFlipTexture);
}
// needShaderTexClamp and bgraTexture don't need to be saved.
if (s >= 3) {
p.Do(textureSimpleAlpha);
} else {
textureSimpleAlpha = false;
}
if (s < 2) {
float l12[12];
float l4[4];
p.Do(l12); // lightpos
p.Do(l12); // lightdir
p.Do(l12); // lightattr
p.Do(l12); // lightcol0
p.Do(l12); // lightcol1
p.Do(l12); // lightcol2
p.Do(l4); // lightangle
p.Do(l4); // lightspot
}
p.Do(morphWeights);
p.Do(curTextureWidth);
p.Do(curTextureHeight);
p.Do(actualTextureHeight);
// curTextureXOffset and curTextureYOffset don't need to be saved. Well, the above don't either...
p.Do(vpWidth);
p.Do(vpHeight);
if (s == 4) {
float oldDepth = 1.0f;
p.Do(oldDepth);
}
p.Do(curRTWidth);
p.Do(curRTHeight);
// curRTBufferWidth, curRTBufferHeight, and cutRTOffsetX don't need to be saved.
}