ppsspp/GPU/GPUState.cpp
2013-09-22 10:22:33 -07:00

203 lines
5.4 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"
#ifndef _XBOX
#include "GPU/GLES/ShaderManager.h"
#include "GPU/GLES/GLES_GPU.h"
#endif
#include "GPU/Null/NullGpu.h"
#include "GPU/Software/SoftGpu.h"
#if defined(_XBOX) || defined(_WIN32)
#include "GPU/Directx9/helper/global.h"
#include "GPU/Directx9/GPU_DX9.h"
#endif
#include "Core/CoreParameter.h"
#include "Core/System.h"
GPUgstate gstate;
GPUStateCache gstate_c;
GPUInterface *gpu;
GPUDebugInterface *gpuDebug;
GPUStatistics gpuStats;
template <typename T>
static void SetGPU(T *obj) {
gpu = obj;
gpuDebug = obj;
}
bool GPU_Init() {
switch (PSP_CoreParameter().gpuCore) {
case GPU_NULL:
SetGPU(new NullGPU());
break;
case GPU_GLES:
#ifndef _XBOX
SetGPU(new GLES_GPU());
#endif
break;
case GPU_SOFTWARE:
#if !(defined(__SYMBIAN32__) || defined(_XBOX))
SetGPU(new SoftGPU());
#endif
break;
case GPU_DIRECTX9:
#if defined(_XBOX) || defined(_WIN32)
SetGPU(new DIRECTX9_GPU());
#endif
break;
}
return gpu != NULL;
}
void GPU_Shutdown() {
delete gpu;
gpu = 0;
gpuDebug = 0;
}
void InitGfxState() {
memset(&gstate, 0, sizeof(gstate));
memset(&gstate_c, 0, sizeof(gstate_c));
for (int i = 0; i < 256; i++) {
gstate.cmdmem[i] = i << 24;
}
// Lighting is not enabled by default, matrices are zero initialized.
memset(gstate.worldMatrix, 0, sizeof(gstate.worldMatrix));
memset(gstate.viewMatrix, 0, sizeof(gstate.viewMatrix));
memset(gstate.projMatrix, 0, sizeof(gstate.projMatrix));
memset(gstate.tgenMatrix, 0, sizeof(gstate.tgenMatrix));
memset(gstate.boneMatrix, 0, sizeof(gstate.boneMatrix));
}
void ShutdownGfxState() {
}
// When you have changed state outside the psp gfx core,
// or saved the context and has reloaded it, call this function.
void ReapplyGfxState() {
if (!gpu)
return;
gpu->ReapplyGfxState();
}
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::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);
}