mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-24 14:00:03 +00:00
a4c0640f01
Moving more of this to cross platform for the web debugger.
590 lines
20 KiB
C++
590 lines
20 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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#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 "Common/ChunkFile.h"
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#include "Common/GraphicsContext.h"
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#include "Core/Config.h"
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#include "Core/Debugger/Breakpoints.h"
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#include "Core/MemMapHelpers.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 "Core/ELF/ParamSFO.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/Debugger/Debugger.h"
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#include "GPU/GLES/ShaderManagerGLES.h"
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#include "GPU/GLES/GPU_GLES.h"
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#include "GPU/GLES/FramebufferManagerGLES.h"
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#include "GPU/GLES/DrawEngineGLES.h"
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#include "GPU/GLES/TextureCacheGLES.h"
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#include "Core/MIPS/MIPS.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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#ifdef _WIN32
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#include "Windows/GPU/WindowsGLContext.h"
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#endif
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GPU_GLES::GPU_GLES(GraphicsContext *gfxCtx, Draw::DrawContext *draw)
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: GPUCommon(gfxCtx, draw), drawEngine_(draw), fragmentTestCache_(draw), depalShaderCache_(draw) {
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UpdateVsyncInterval(true);
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CheckGPUFeatures();
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GLRenderManager *render = (GLRenderManager *)draw->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
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shaderManagerGL_ = new ShaderManagerGLES(draw);
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framebufferManagerGL_ = new FramebufferManagerGLES(draw, render);
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framebufferManager_ = framebufferManagerGL_;
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textureCacheGL_ = new TextureCacheGLES(draw);
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textureCache_ = textureCacheGL_;
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drawEngineCommon_ = &drawEngine_;
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shaderManager_ = shaderManagerGL_;
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drawEngineCommon_ = &drawEngine_;
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drawEngine_.SetShaderManager(shaderManagerGL_);
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drawEngine_.SetTextureCache(textureCacheGL_);
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drawEngine_.SetFramebufferManager(framebufferManagerGL_);
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drawEngine_.SetFragmentTestCache(&fragmentTestCache_);
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framebufferManagerGL_->Init();
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framebufferManagerGL_->SetTextureCache(textureCacheGL_);
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framebufferManagerGL_->SetShaderManager(shaderManagerGL_);
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framebufferManagerGL_->SetDrawEngine(&drawEngine_);
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textureCacheGL_->SetFramebufferManager(framebufferManagerGL_);
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textureCacheGL_->SetDepalShaderCache(&depalShaderCache_);
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textureCacheGL_->SetShaderManager(shaderManagerGL_);
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textureCacheGL_->SetDrawEngine(&drawEngine_);
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fragmentTestCache_.SetTextureCache(textureCacheGL_);
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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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// 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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// Update again after init to be sure of any silly driver problems.
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UpdateVsyncInterval(true);
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textureCacheGL_->NotifyConfigChanged();
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// Load shader cache.
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std::string discID = g_paramSFO.GetDiscID();
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if (discID.size()) {
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File::CreateFullPath(GetSysDirectory(DIRECTORY_APP_CACHE));
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shaderCachePath_ = GetSysDirectory(DIRECTORY_APP_CACHE) + "/" + discID + ".glshadercache";
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// Actually precompiled by IsReady() since we're single-threaded.
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shaderManagerGL_->Load(shaderCachePath_);
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}
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if (g_Config.bHardwareTessellation) {
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// Disable hardware tessellation if device is unsupported.
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bool hasTexelFetch = gl_extensions.GLES3 || (!gl_extensions.IsGLES && gl_extensions.VersionGEThan(3, 3, 0)) || gl_extensions.EXT_gpu_shader4;
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if (!gstate_c.SupportsAll(GPU_SUPPORTS_INSTANCE_RENDERING | GPU_SUPPORTS_VERTEX_TEXTURE_FETCH | GPU_SUPPORTS_TEXTURE_FLOAT) || !hasTexelFetch) {
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// TODO: Check unsupported device name list.(Above gpu features are supported but it has issues with weak gpu, memory, shader compiler etc...)
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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_GLES::~GPU_GLES() {
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if (draw_) {
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GLRenderManager *render = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
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render->Wipe();
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}
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// If we're here during app shutdown (exiting the Windows app in-game, for example)
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// everything should already be cleared since DeviceLost has been run.
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if (!shaderCachePath_.empty() && draw_) {
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shaderManagerGL_->Save(shaderCachePath_);
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}
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framebufferManagerGL_->DestroyAllFBOs();
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shaderManagerGL_->ClearCache(true);
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depalShaderCache_.Clear();
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fragmentTestCache_.Clear();
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delete shaderManagerGL_;
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shaderManagerGL_ = nullptr;
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delete framebufferManagerGL_;
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delete textureCacheGL_;
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}
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static constexpr int MakeIntelSimpleVer(int v1, int v2, int v3) {
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return (v1 << 16) | (v2 << 8) | v3;
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}
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static bool HasIntelDualSrcBug(int versions[4]) {
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// Intel uses a confusing set of at least 3 version numbering schemes. This is the one given to OpenGL.
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switch (MakeIntelSimpleVer(versions[0], versions[1], versions[2])) {
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case MakeIntelSimpleVer(9, 17, 10):
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case MakeIntelSimpleVer(9, 18, 10):
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return false;
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case MakeIntelSimpleVer(10, 18, 10):
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return versions[3] < 4061;
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case MakeIntelSimpleVer(10, 18, 14):
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return versions[3] < 4080;
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default:
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// Older than above didn't support dual src anyway, newer should have the fix.
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return false;
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}
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}
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// Take the raw GL extension and versioning data and turn into feature flags.
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void GPU_GLES::CheckGPUFeatures() {
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u32 features = 0;
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features |= GPU_SUPPORTS_16BIT_FORMATS;
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if (gl_extensions.ARB_blend_func_extended || gl_extensions.EXT_blend_func_extended) {
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if (!gl_extensions.VersionGEThan(3, 0, 0)) {
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// Don't use this extension on sub 3.0 OpenGL versions as it does not seem reliable
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} else if (gl_extensions.gpuVendor == GPU_VENDOR_INTEL) {
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// Also on Intel, see https://github.com/hrydgard/ppsspp/issues/10117
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// TODO: Remove entirely sometime reasonably far in driver years after 2015.
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const std::string ver = draw_->GetInfoString(Draw::InfoField::APIVERSION);
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int versions[4]{};
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if (sscanf(ver.c_str(), "Build %d.%d.%d.%d", &versions[0], &versions[1], &versions[2], &versions[3]) == 4) {
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if (!HasIntelDualSrcBug(versions)) {
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features |= GPU_SUPPORTS_DUALSOURCE_BLEND;
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}
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} else {
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features |= GPU_SUPPORTS_DUALSOURCE_BLEND;
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}
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} else {
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features |= GPU_SUPPORTS_DUALSOURCE_BLEND;
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}
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}
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if (gl_extensions.IsGLES) {
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if (gl_extensions.GLES3)
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features |= GPU_SUPPORTS_GLSL_ES_300;
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} else {
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if (gl_extensions.VersionGEThan(3, 3, 0))
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features |= GPU_SUPPORTS_GLSL_330;
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}
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if (gl_extensions.EXT_shader_framebuffer_fetch || gl_extensions.NV_shader_framebuffer_fetch || gl_extensions.ARM_shader_framebuffer_fetch) {
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// This has caused problems in the past. Let's only enable on GLES3.
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if (features & GPU_SUPPORTS_GLSL_ES_300) {
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features |= GPU_SUPPORTS_ANY_FRAMEBUFFER_FETCH;
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}
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}
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if (gl_extensions.ARB_framebuffer_object || gl_extensions.EXT_framebuffer_object || gl_extensions.IsGLES) {
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features |= GPU_SUPPORTS_FBO;
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}
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if (gl_extensions.ARB_framebuffer_object || gl_extensions.GLES3) {
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features |= GPU_SUPPORTS_ARB_FRAMEBUFFER_BLIT;
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}
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if (gl_extensions.NV_framebuffer_blit) {
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features |= GPU_SUPPORTS_NV_FRAMEBUFFER_BLIT;
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}
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if (gl_extensions.ARB_vertex_array_object && gl_extensions.IsCoreContext) {
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features |= GPU_SUPPORTS_VAO;
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}
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bool useCPU = false;
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if (!gl_extensions.IsGLES) {
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// Some cards or drivers seem to always dither when downloading a framebuffer to 16-bit.
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// This causes glitches in games that expect the exact values.
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// It has not been experienced on NVIDIA cards, so those are left using the GPU (which is faster.)
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if (gl_extensions.gpuVendor != GPU_VENDOR_NVIDIA || !gl_extensions.VersionGEThan(3, 0)) {
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useCPU = true;
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}
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} else {
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useCPU = true;
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}
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if (useCPU)
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features |= GPU_PREFER_CPU_DOWNLOAD;
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if ((gl_extensions.gpuVendor == GPU_VENDOR_NVIDIA) || (gl_extensions.gpuVendor == GPU_VENDOR_AMD))
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features |= GPU_PREFER_REVERSE_COLOR_ORDER;
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if (gl_extensions.OES_texture_npot)
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features |= GPU_SUPPORTS_OES_TEXTURE_NPOT;
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if (gl_extensions.EXT_blend_minmax)
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features |= GPU_SUPPORTS_BLEND_MINMAX;
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if (gl_extensions.OES_copy_image || gl_extensions.NV_copy_image || gl_extensions.EXT_copy_image || gl_extensions.ARB_copy_image)
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features |= GPU_SUPPORTS_ANY_COPY_IMAGE;
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if (!gl_extensions.IsGLES)
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features |= GPU_SUPPORTS_LOGIC_OP;
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if (gl_extensions.GLES3 || !gl_extensions.IsGLES)
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features |= GPU_SUPPORTS_TEXTURE_LOD_CONTROL;
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if (gl_extensions.EXT_texture_filter_anisotropic)
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features |= GPU_SUPPORTS_ANISOTROPY;
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bool canUseInstanceID = gl_extensions.EXT_draw_instanced || gl_extensions.ARB_draw_instanced;
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bool canDefInstanceID = gl_extensions.IsGLES || gl_extensions.EXT_gpu_shader4 || gl_extensions.VersionGEThan(3, 1);
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bool instanceRendering = gl_extensions.GLES3 || (canUseInstanceID && canDefInstanceID);
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if (instanceRendering)
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features |= GPU_SUPPORTS_INSTANCE_RENDERING;
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int maxVertexTextureImageUnits = gl_extensions.maxVertexTextureUnits;
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if (maxVertexTextureImageUnits >= 3) // At least 3 for hardware tessellation
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features |= GPU_SUPPORTS_VERTEX_TEXTURE_FETCH;
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if (gl_extensions.ARB_texture_float || gl_extensions.OES_texture_float)
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features |= GPU_SUPPORTS_TEXTURE_FLOAT;
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// If we already have a 16-bit depth buffer, we don't need to round.
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bool prefer24 = draw_->GetDeviceCaps().preferredDepthBufferFormat == Draw::DataFormat::D24_S8;
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if (prefer24) {
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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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if (!gl_extensions.IsGLES || gl_extensions.GLES3) {
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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 (prefer24 && (features & GPU_SUPPORTS_ACCURATE_DEPTH) != 0) {
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// Here we can simulate a 16 bit depth buffer by scaling.
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// Note that the depth buffer is fixed point, not floating, so dividing by 256 is pretty good.
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features |= GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT;
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} else {
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// At least do vertex rounding if nothing else.
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features |= GPU_ROUND_DEPTH_TO_16BIT;
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}
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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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}
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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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bool GPU_GLES::IsReady() {
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return shaderManagerGL_->ContinuePrecompile();
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}
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void GPU_GLES::BuildReportingInfo() {
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GLRenderManager *render = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
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std::string glVendor = render->GetGLString(GL_VENDOR);
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std::string glRenderer = render->GetGLString(GL_RENDERER);
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std::string glVersion = render->GetGLString(GL_VERSION);
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std::string glSlVersion = render->GetGLString(GL_SHADING_LANGUAGE_VERSION);
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std::string glExtensions;
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if (gl_extensions.VersionGEThan(3, 0)) {
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glExtensions = g_all_gl_extensions;
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} else {
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glExtensions = render->GetGLString(GL_EXTENSIONS);
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}
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char temp[16384];
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snprintf(temp, sizeof(temp), "%s (%s %s), %s (extensions: %s)", glVersion.c_str(), glVendor.c_str(), glRenderer.c_str(), glSlVersion.c_str(), glExtensions.c_str());
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reportingPrimaryInfo_ = glVendor;
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reportingFullInfo_ = temp;
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Reporting::UpdateConfig();
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}
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void GPU_GLES::DeviceLost() {
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ILOG("GPU_GLES: 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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// TransformDraw has registered as a GfxResourceHolder.
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shaderManagerGL_->DeviceLost();
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textureCacheGL_->DeviceLost();
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fragmentTestCache_.DeviceLost();
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depalShaderCache_.DeviceLost();
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drawEngine_.DeviceLost();
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framebufferManagerGL_->DeviceLost();
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// Don't even try to access the lost device.
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draw_ = nullptr;
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}
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void GPU_GLES::DeviceRestore() {
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draw_ = (Draw::DrawContext *)PSP_CoreParameter().graphicsContext->GetDrawContext();
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ILOG("GPU_GLES: DeviceRestore");
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UpdateCmdInfo();
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UpdateVsyncInterval(true);
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shaderManagerGL_->DeviceRestore(draw_);
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textureCacheGL_->DeviceRestore(draw_);
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framebufferManagerGL_->DeviceRestore(draw_);
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drawEngine_.DeviceRestore(draw_);
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fragmentTestCache_.DeviceRestore(draw_);
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depalShaderCache_.DeviceRestore(draw_);
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}
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void GPU_GLES::Reinitialize() {
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GPUCommon::Reinitialize();
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textureCacheGL_->Clear(true);
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depalShaderCache_.Clear();
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framebufferManagerGL_->DestroyAllFBOs();
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}
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void GPU_GLES::InitClear() {
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}
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void GPU_GLES::BeginHostFrame() {
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GPUCommon::BeginHostFrame();
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UpdateCmdInfo();
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if (resized_) {
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CheckGPUFeatures();
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framebufferManager_->Resized();
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drawEngine_.Resized();
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shaderManagerGL_->DirtyShader();
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textureCacheGL_->NotifyConfigChanged();
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}
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drawEngine_.BeginFrame();
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}
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void GPU_GLES::EndHostFrame() {
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drawEngine_.EndFrame();
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}
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inline void GPU_GLES::UpdateVsyncInterval(bool force) {
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#ifdef _WIN32
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int desiredVSyncInterval = g_Config.bVSync ? 1 : 0;
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if (PSP_CoreParameter().unthrottle) {
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desiredVSyncInterval = 0;
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}
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if (PSP_CoreParameter().fpsLimit != FPSLimit::NORMAL) {
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int limit = PSP_CoreParameter().fpsLimit == FPSLimit::CUSTOM1 ? g_Config.iFpsLimit1 : g_Config.iFpsLimit2;
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// For an alternative speed that is a clean factor of 60, the user probably still wants vsync.
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if (limit == 0 || (limit >= 0 && limit != 15 && limit != 30 && limit != 60)) {
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desiredVSyncInterval = 0;
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}
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}
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if (desiredVSyncInterval != lastVsync_ || force) {
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// Disabled EXT_swap_control_tear for now, it never seems to settle at the correct timing
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// so it just keeps tearing. Not what I hoped for...
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//if (gl_extensions.EXT_swap_control_tear) {
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// // See http://developer.download.nvidia.com/opengl/specs/WGL_EXT_swap_control_tear.txt
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// glstate.SetVSyncInterval(-desiredVSyncInterval);
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//} else {
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gfxCtx_->SwapInterval(desiredVSyncInterval);
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//}
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lastVsync_ = desiredVSyncInterval;
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}
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#endif
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}
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void GPU_GLES::ReapplyGfxState() {
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GPUCommon::ReapplyGfxState();
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}
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void GPU_GLES::BeginFrame() {
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UpdateVsyncInterval(resized_);
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resized_ = false;
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textureCacheGL_->StartFrame();
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drawEngine_.DecimateTrackedVertexArrays();
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depalShaderCache_.Decimate();
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fragmentTestCache_.Decimate();
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GPUCommon::BeginFrame();
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// Save the cache from time to time. TODO: How often? We save on exit, so shouldn't need to do this all that often.
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if (!shaderCachePath_.empty() && (gpuStats.numFlips & 4095) == 0) {
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shaderManagerGL_->Save(shaderCachePath_);
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}
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shaderManagerGL_->DirtyShader();
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// Not sure if this is really needed.
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gstate_c.Dirty(DIRTY_ALL_UNIFORMS);
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framebufferManagerGL_->BeginFrame();
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}
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void GPU_GLES::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
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GPUDebug::NotifyDisplay(framebuf, stride, format);
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framebufferManagerGL_->SetDisplayFramebuffer(framebuf, stride, format);
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}
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void GPU_GLES::CopyDisplayToOutput() {
|
|
// Flush anything left over.
|
|
framebufferManagerGL_->RebindFramebuffer();
|
|
drawEngine_.Flush();
|
|
|
|
shaderManagerGL_->DirtyLastShader();
|
|
|
|
framebufferManagerGL_->CopyDisplayToOutput();
|
|
framebufferManagerGL_->EndFrame();
|
|
|
|
// If buffered, discard the depth buffer of the backbuffer. Don't even know if we need one.
|
|
#if 0
|
|
#ifdef USING_GLES2
|
|
if (gl_extensions.EXT_discard_framebuffer && g_Config.iRenderingMode != FB_NON_BUFFERED_MODE) {
|
|
GLenum attachments[] = {GL_DEPTH_EXT, GL_STENCIL_EXT};
|
|
glDiscardFramebufferEXT(GL_FRAMEBUFFER, 2, attachments);
|
|
}
|
|
#endif
|
|
#endif
|
|
}
|
|
|
|
void GPU_GLES::FinishDeferred() {
|
|
// This finishes reading any vertex data that is pending.
|
|
drawEngine_.FinishDeferred();
|
|
}
|
|
|
|
inline void GPU_GLES::CheckFlushOp(int cmd, u32 diff) {
|
|
const u8 cmdFlags = cmdInfo_[cmd].flags;
|
|
if (diff && (cmdFlags & FLAG_FLUSHBEFOREONCHANGE)) {
|
|
if (dumpThisFrame_) {
|
|
NOTICE_LOG(G3D, "================ FLUSH ================");
|
|
}
|
|
drawEngine_.Flush();
|
|
}
|
|
}
|
|
|
|
void GPU_GLES::PreExecuteOp(u32 op, u32 diff) {
|
|
CheckFlushOp(op >> 24, diff);
|
|
}
|
|
|
|
void GPU_GLES::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_GLES::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, clears %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"
|
|
"Readbacks: %d, uploads: %d\n"
|
|
"Vertex, Fragment, Programs loaded: %i, %i, %i\n",
|
|
gpuStats.msProcessingDisplayLists * 1000.0f,
|
|
gpuStats.numDrawCalls,
|
|
gpuStats.numFlushes,
|
|
gpuStats.numClears,
|
|
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)framebufferManagerGL_->NumVFBs(),
|
|
(int)textureCacheGL_->NumLoadedTextures(),
|
|
gpuStats.numTexturesDecoded,
|
|
gpuStats.numTextureInvalidations,
|
|
gpuStats.numReadbacks,
|
|
gpuStats.numUploads,
|
|
shaderManagerGL_->GetNumVertexShaders(),
|
|
shaderManagerGL_->GetNumFragmentShaders(),
|
|
shaderManagerGL_->GetNumPrograms());
|
|
}
|
|
|
|
void GPU_GLES::ClearCacheNextFrame() {
|
|
textureCacheGL_->ClearNextFrame();
|
|
}
|
|
|
|
void GPU_GLES::ClearShaderCache() {
|
|
shaderManagerGL_->ClearCache(true);
|
|
}
|
|
|
|
void GPU_GLES::CleanupBeforeUI() {
|
|
// Clear any enabled vertex arrays.
|
|
shaderManagerGL_->DirtyLastShader();
|
|
}
|
|
|
|
void GPU_GLES::DoState(PointerWrap &p) {
|
|
GPUCommon::DoState(p);
|
|
|
|
// TODO: Some of these things may not be necessary.
|
|
// None of these are necessary when saving.
|
|
// In Freeze-Frame mode, we don't want to do any of this.
|
|
if (p.mode == p.MODE_READ && !PSP_CoreParameter().frozen) {
|
|
textureCacheGL_->Clear(true);
|
|
drawEngine_.ClearTrackedVertexArrays();
|
|
|
|
gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
|
|
framebufferManagerGL_->DestroyAllFBOs();
|
|
}
|
|
}
|
|
|
|
std::vector<std::string> GPU_GLES::DebugGetShaderIDs(DebugShaderType type) {
|
|
switch (type) {
|
|
case SHADER_TYPE_VERTEXLOADER:
|
|
return drawEngine_.DebugGetVertexLoaderIDs();
|
|
case SHADER_TYPE_DEPAL:
|
|
return depalShaderCache_.DebugGetShaderIDs(type);
|
|
default:
|
|
return shaderManagerGL_->DebugGetShaderIDs(type);
|
|
}
|
|
}
|
|
|
|
std::string GPU_GLES::DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) {
|
|
switch (type) {
|
|
case SHADER_TYPE_VERTEXLOADER:
|
|
return drawEngine_.DebugGetVertexLoaderString(id, stringType);
|
|
case SHADER_TYPE_DEPAL:
|
|
return depalShaderCache_.DebugGetShaderString(id, type, stringType);
|
|
default:
|
|
return shaderManagerGL_->DebugGetShaderString(id, type, stringType);
|
|
}
|
|
}
|