ppsspp/GPU/GPUCommon.cpp
2023-12-21 12:10:10 +01:00

1945 lines
61 KiB
C++

#include "ppsspp_config.h"
#if defined(_M_SSE)
#include <emmintrin.h>
#endif
#if PPSSPP_ARCH(ARM_NEON)
#if defined(_MSC_VER) && PPSSPP_ARCH(ARM64)
#include <arm64_neon.h>
#else
#include <arm_neon.h>
#endif
#endif
#include <algorithm>
#include "Common/Profiler/Profiler.h"
#include "Common/GraphicsContext.h"
#include "Common/LogReporting.h"
#include "Common/Serialize/Serializer.h"
#include "Common/Serialize/SerializeFuncs.h"
#include "Common/Serialize/SerializeList.h"
#include "Common/TimeUtil.h"
#include "GPU/GeDisasm.h"
#include "GPU/GPU.h"
#include "GPU/GPUCommon.h"
#include "GPU/GPUState.h"
#include "Core/Config.h"
#include "Core/CoreTiming.h"
#include "Core/Debugger/MemBlockInfo.h"
#include "Core/MemMap.h"
#include "Core/Reporting.h"
#include "Core/HLE/HLE.h"
#include "Core/HLE/sceKernelMemory.h"
#include "Core/HLE/sceKernelInterrupt.h"
#include "Core/HLE/sceKernelThread.h"
#include "Core/HLE/sceGe.h"
#include "Core/HW/Display.h"
#include "Core/Util/PPGeDraw.h"
#include "Core/MemMapHelpers.h"
#include "GPU/Common/DrawEngineCommon.h"
#include "GPU/Common/FramebufferManagerCommon.h"
#include "GPU/Common/TextureCacheCommon.h"
#include "GPU/Debugger/Debugger.h"
#include "GPU/Debugger/Record.h"
void GPUCommon::Flush() {
drawEngineCommon_->DispatchFlush();
}
void GPUCommon::DispatchFlush() {
drawEngineCommon_->DispatchFlush();
}
GPUCommon::GPUCommon(GraphicsContext *gfxCtx, Draw::DrawContext *draw) :
gfxCtx_(gfxCtx),
draw_(draw)
{
// This assert failed on GCC x86 32-bit (but not MSVC 32-bit!) before adding the
// "padding" field at the end. This is important for save state compatibility.
// The compiler was not rounding the struct size up to an 8 byte boundary, which
// you'd expect due to the int64 field, but the Linux ABI apparently does not require that.
static_assert(sizeof(DisplayList) == 456, "Bad DisplayList size");
Reinitialize();
gstate.Reset();
gstate_c.Reset();
gpuStats.Reset();
PPGeSetDrawContext(draw);
ResetMatrices();
}
void GPUCommon::BeginHostFrame() {
ReapplyGfxState();
// TODO: Assume config may have changed - maybe move to resize.
gstate_c.Dirty(DIRTY_ALL);
UpdateCmdInfo();
UpdateMSAALevel(draw_);
CheckConfigChanged();
CheckDisplayResized();
CheckRenderResized();
}
void GPUCommon::EndHostFrame() {
// Probably not necessary.
if (draw_) {
draw_->Invalidate(InvalidationFlags::CACHED_RENDER_STATE);
}
}
void GPUCommon::Reinitialize() {
memset(dls, 0, sizeof(dls));
for (int i = 0; i < DisplayListMaxCount; ++i) {
dls[i].state = PSP_GE_DL_STATE_NONE;
dls[i].waitTicks = 0;
}
nextListID = 0;
currentList = nullptr;
isbreak = false;
drawCompleteTicks = 0;
busyTicks = 0;
timeSpentStepping_ = 0.0;
interruptsEnabled_ = true;
if (textureCache_)
textureCache_->Clear(true);
if (framebufferManager_)
framebufferManager_->DestroyAllFBOs();
}
int GPUCommon::EstimatePerVertexCost() {
// TODO: This is transform cost, also account for rasterization cost somehow... although it probably
// runs in parallel with transform.
// Also, this is all pure guesswork. If we can find a way to do measurements, that would be great.
// GTA wants a low value to run smooth, GoW wants a high value (otherwise it thinks things
// went too fast and starts doing all the work over again).
int cost = 20;
if (gstate.isLightingEnabled()) {
cost += 10;
for (int i = 0; i < 4; i++) {
if (gstate.isLightChanEnabled(i))
cost += 7;
}
}
if (gstate.getUVGenMode() != GE_TEXMAP_TEXTURE_COORDS) {
cost += 20;
}
int morphCount = gstate.getNumMorphWeights();
if (morphCount > 1) {
cost += 5 * morphCount;
}
return cost;
}
void GPUCommon::PopDLQueue() {
if(!dlQueue.empty()) {
dlQueue.pop_front();
if(!dlQueue.empty()) {
bool running = currentList->state == PSP_GE_DL_STATE_RUNNING;
currentList = &dls[dlQueue.front()];
if (running)
currentList->state = PSP_GE_DL_STATE_RUNNING;
} else {
currentList = nullptr;
}
}
}
bool GPUCommon::BusyDrawing() {
u32 state = DrawSync(1);
if (state == PSP_GE_LIST_DRAWING || state == PSP_GE_LIST_STALLING) {
if (currentList && currentList->state != PSP_GE_DL_STATE_PAUSED) {
return true;
}
}
return false;
}
void GPUCommon::NotifyConfigChanged() {
configChanged_ = true;
}
void GPUCommon::NotifyRenderResized() {
renderResized_ = true;
}
void GPUCommon::NotifyDisplayResized() {
displayResized_ = true;
}
void GPUCommon::DumpNextFrame() {
dumpNextFrame_ = true;
}
u32 GPUCommon::DrawSync(int mode) {
gpuStats.numDrawSyncs++;
if (mode < 0 || mode > 1)
return SCE_KERNEL_ERROR_INVALID_MODE;
if (mode == 0) {
if (!__KernelIsDispatchEnabled()) {
return SCE_KERNEL_ERROR_CAN_NOT_WAIT;
}
if (__IsInInterrupt()) {
return SCE_KERNEL_ERROR_ILLEGAL_CONTEXT;
}
if (drawCompleteTicks > CoreTiming::GetTicks()) {
__GeWaitCurrentThread(GPU_SYNC_DRAW, 1, "GeDrawSync");
} else {
for (int i = 0; i < DisplayListMaxCount; ++i) {
if (dls[i].state == PSP_GE_DL_STATE_COMPLETED) {
dls[i].state = PSP_GE_DL_STATE_NONE;
}
}
}
return 0;
}
// If there's no current list, it must be complete.
DisplayList *top = NULL;
for (auto it = dlQueue.begin(), end = dlQueue.end(); it != end; ++it) {
if (dls[*it].state != PSP_GE_DL_STATE_COMPLETED) {
top = &dls[*it];
break;
}
}
if (!top || top->state == PSP_GE_DL_STATE_COMPLETED)
return PSP_GE_LIST_COMPLETED;
if (currentList->pc == currentList->stall)
return PSP_GE_LIST_STALLING;
return PSP_GE_LIST_DRAWING;
}
void GPUCommon::CheckDrawSync() {
if (dlQueue.empty()) {
for (int i = 0; i < DisplayListMaxCount; ++i)
dls[i].state = PSP_GE_DL_STATE_NONE;
}
}
int GPUCommon::ListSync(int listid, int mode) {
gpuStats.numListSyncs++;
if (listid < 0 || listid >= DisplayListMaxCount)
return SCE_KERNEL_ERROR_INVALID_ID;
if (mode < 0 || mode > 1)
return SCE_KERNEL_ERROR_INVALID_MODE;
DisplayList& dl = dls[listid];
if (mode == 1) {
switch (dl.state) {
case PSP_GE_DL_STATE_QUEUED:
if (dl.interrupted)
return PSP_GE_LIST_PAUSED;
return PSP_GE_LIST_QUEUED;
case PSP_GE_DL_STATE_RUNNING:
if (dl.pc == dl.stall)
return PSP_GE_LIST_STALLING;
return PSP_GE_LIST_DRAWING;
case PSP_GE_DL_STATE_COMPLETED:
return PSP_GE_LIST_COMPLETED;
case PSP_GE_DL_STATE_PAUSED:
return PSP_GE_LIST_PAUSED;
default:
return SCE_KERNEL_ERROR_INVALID_ID;
}
}
if (!__KernelIsDispatchEnabled()) {
return SCE_KERNEL_ERROR_CAN_NOT_WAIT;
}
if (__IsInInterrupt()) {
return SCE_KERNEL_ERROR_ILLEGAL_CONTEXT;
}
if (dl.waitTicks > CoreTiming::GetTicks()) {
__GeWaitCurrentThread(GPU_SYNC_LIST, listid, "GeListSync");
}
return PSP_GE_LIST_COMPLETED;
}
int GPUCommon::GetStack(int index, u32 stackPtr) {
if (!currentList) {
// Seems like it doesn't return an error code?
return 0;
}
if (currentList->stackptr <= index) {
return SCE_KERNEL_ERROR_INVALID_INDEX;
}
if (index >= 0) {
auto stack = PSPPointer<u32_le>::Create(stackPtr);
if (stack.IsValid()) {
auto entry = currentList->stack[index];
// Not really sure what most of these values are.
stack[0] = 0;
stack[1] = entry.pc + 4;
stack[2] = entry.offsetAddr;
stack[7] = entry.baseAddr;
}
}
return currentList->stackptr;
}
static void CopyMatrix24(u32_le *result, const float *mtx, u32 count, u32 cmdbits) {
// Screams out for simple SIMD, but probably not called often enough to be worth it.
for (u32 i = 0; i < count; ++i) {
result[i] = toFloat24(mtx[i]) | cmdbits;
}
}
bool GPUCommon::GetMatrix24(GEMatrixType type, u32_le *result, u32 cmdbits) {
switch (type) {
case GE_MTX_BONE0:
case GE_MTX_BONE1:
case GE_MTX_BONE2:
case GE_MTX_BONE3:
case GE_MTX_BONE4:
case GE_MTX_BONE5:
case GE_MTX_BONE6:
case GE_MTX_BONE7:
CopyMatrix24(result, gstate.boneMatrix + (type - GE_MTX_BONE0) * 12, 12, cmdbits);
break;
case GE_MTX_TEXGEN:
CopyMatrix24(result, gstate.tgenMatrix, 12, cmdbits);
break;
case GE_MTX_WORLD:
CopyMatrix24(result, gstate.worldMatrix, 12, cmdbits);
break;
case GE_MTX_VIEW:
CopyMatrix24(result, gstate.viewMatrix, 12, cmdbits);
break;
case GE_MTX_PROJECTION:
CopyMatrix24(result, gstate.projMatrix, 16, cmdbits);
break;
default:
return false;
}
return true;
}
void GPUCommon::ResetMatrices() {
// This means we restored a context, so update the visible matrix data.
for (size_t i = 0; i < ARRAY_SIZE(gstate.boneMatrix); ++i)
matrixVisible.bone[i] = toFloat24(gstate.boneMatrix[i]);
for (size_t i = 0; i < ARRAY_SIZE(gstate.worldMatrix); ++i)
matrixVisible.world[i] = toFloat24(gstate.worldMatrix[i]);
for (size_t i = 0; i < ARRAY_SIZE(gstate.viewMatrix); ++i)
matrixVisible.view[i] = toFloat24(gstate.viewMatrix[i]);
for (size_t i = 0; i < ARRAY_SIZE(gstate.projMatrix); ++i)
matrixVisible.proj[i] = toFloat24(gstate.projMatrix[i]);
for (size_t i = 0; i < ARRAY_SIZE(gstate.tgenMatrix); ++i)
matrixVisible.tgen[i] = toFloat24(gstate.tgenMatrix[i]);
// Assume all the matrices changed, so dirty things related to them.
gstate_c.Dirty(DIRTY_WORLDMATRIX | DIRTY_VIEWMATRIX | DIRTY_PROJMATRIX | DIRTY_TEXMATRIX | DIRTY_FRAGMENTSHADER_STATE | DIRTY_BONE_UNIFORMS);
}
u32 GPUCommon::EnqueueList(u32 listpc, u32 stall, int subIntrBase, PSPPointer<PspGeListArgs> args, bool head) {
// TODO Check the stack values in missing arg and ajust the stack depth
// Check alignment
// TODO Check the context and stack alignement too
if (((listpc | stall) & 3) != 0 || !Memory::IsValidAddress(listpc)) {
ERROR_LOG_REPORT(G3D, "sceGeListEnqueue: invalid address %08x", listpc);
return SCE_KERNEL_ERROR_INVALID_POINTER;
}
// If args->size is below 16, it's the old struct without stack info.
if (args.IsValid() && args->size >= 16 && args->numStacks >= 256) {
return hleLogError(G3D, SCE_KERNEL_ERROR_INVALID_SIZE, "invalid stack depth %d", args->numStacks);
}
int id = -1;
u64 currentTicks = CoreTiming::GetTicks();
u32 stackAddr = args.IsValid() && args->size >= 16 ? (u32)args->stackAddr : 0;
// Check compatibility
if (sceKernelGetCompiledSdkVersion() > 0x01FFFFFF) {
//numStacks = 0;
//stack = NULL;
for (int i = 0; i < DisplayListMaxCount; ++i) {
if (dls[i].state != PSP_GE_DL_STATE_NONE && dls[i].state != PSP_GE_DL_STATE_COMPLETED) {
// Logically, if the CPU has not interrupted yet, it hasn't seen the latest pc either.
// Exit enqueues right after an END, which fails without ignoring pendingInterrupt lists.
if (dls[i].pc == listpc && !dls[i].pendingInterrupt) {
ERROR_LOG(G3D, "sceGeListEnqueue: can't enqueue, list address %08X already used", listpc);
return 0x80000021;
} else if (stackAddr != 0 && dls[i].stackAddr == stackAddr && !dls[i].pendingInterrupt) {
ERROR_LOG(G3D, "sceGeListEnqueue: can't enqueue, stack address %08X already used", stackAddr);
return 0x80000021;
}
}
}
}
// TODO Check if list stack dls[i].stack already used then return 0x80000021 as above
for (int i = 0; i < DisplayListMaxCount; ++i) {
int possibleID = (i + nextListID) % DisplayListMaxCount;
auto possibleList = dls[possibleID];
if (possibleList.pendingInterrupt) {
continue;
}
if (possibleList.state == PSP_GE_DL_STATE_NONE) {
id = possibleID;
break;
}
if (possibleList.state == PSP_GE_DL_STATE_COMPLETED && possibleList.waitTicks < currentTicks) {
id = possibleID;
}
}
if (id < 0) {
ERROR_LOG_REPORT(G3D, "No DL ID available to enqueue");
for (auto it = dlQueue.begin(); it != dlQueue.end(); ++it) {
DisplayList &dl = dls[*it];
DEBUG_LOG(G3D, "DisplayList %d status %d pc %08x stall %08x", *it, dl.state, dl.pc, dl.stall);
}
return SCE_KERNEL_ERROR_OUT_OF_MEMORY;
}
nextListID = id + 1;
DisplayList &dl = dls[id];
dl.id = id;
dl.startpc = listpc & 0x0FFFFFFF;
dl.pc = listpc & 0x0FFFFFFF;
dl.stall = stall & 0x0FFFFFFF;
dl.subIntrBase = std::max(subIntrBase, -1);
dl.stackptr = 0;
dl.signal = PSP_GE_SIGNAL_NONE;
dl.interrupted = false;
dl.waitTicks = (u64)-1;
dl.interruptsEnabled = interruptsEnabled_;
dl.started = false;
dl.offsetAddr = 0;
dl.bboxResult = false;
dl.stackAddr = stackAddr;
if (args.IsValid() && args->context.IsValid())
dl.context = args->context;
else
dl.context = 0;
if (head) {
if (currentList) {
if (currentList->state != PSP_GE_DL_STATE_PAUSED)
return SCE_KERNEL_ERROR_INVALID_VALUE;
currentList->state = PSP_GE_DL_STATE_QUEUED;
// Make sure we clear the signal so we don't try to pause it again.
currentList->signal = PSP_GE_SIGNAL_NONE;
}
dl.state = PSP_GE_DL_STATE_PAUSED;
currentList = &dl;
dlQueue.push_front(id);
} else if (currentList) {
dl.state = PSP_GE_DL_STATE_QUEUED;
dlQueue.push_back(id);
} else {
dl.state = PSP_GE_DL_STATE_RUNNING;
currentList = &dl;
dlQueue.push_front(id);
drawCompleteTicks = (u64)-1;
// TODO save context when starting the list if param is set
ProcessDLQueue();
}
return id;
}
u32 GPUCommon::DequeueList(int listid) {
if (listid < 0 || listid >= DisplayListMaxCount || dls[listid].state == PSP_GE_DL_STATE_NONE)
return SCE_KERNEL_ERROR_INVALID_ID;
auto &dl = dls[listid];
if (dl.started)
return SCE_KERNEL_ERROR_BUSY;
dl.state = PSP_GE_DL_STATE_NONE;
if (listid == dlQueue.front())
PopDLQueue();
else
dlQueue.remove(listid);
dl.waitTicks = 0;
__GeTriggerWait(GPU_SYNC_LIST, listid);
CheckDrawSync();
return 0;
}
u32 GPUCommon::UpdateStall(int listid, u32 newstall) {
if (listid < 0 || listid >= DisplayListMaxCount || dls[listid].state == PSP_GE_DL_STATE_NONE)
return SCE_KERNEL_ERROR_INVALID_ID;
auto &dl = dls[listid];
if (dl.state == PSP_GE_DL_STATE_COMPLETED)
return SCE_KERNEL_ERROR_ALREADY;
dl.stall = newstall & 0x0FFFFFFF;
ProcessDLQueue();
return 0;
}
u32 GPUCommon::Continue() {
if (!currentList)
return 0;
if (currentList->state == PSP_GE_DL_STATE_PAUSED)
{
if (!isbreak) {
// TODO: Supposedly this returns SCE_KERNEL_ERROR_BUSY in some case, previously it had
// currentList->signal == PSP_GE_SIGNAL_HANDLER_PAUSE, but it doesn't reproduce.
currentList->state = PSP_GE_DL_STATE_RUNNING;
currentList->signal = PSP_GE_SIGNAL_NONE;
// TODO Restore context of DL is necessary
// TODO Restore BASE
// We have a list now, so it's not complete.
drawCompleteTicks = (u64)-1;
} else {
currentList->state = PSP_GE_DL_STATE_QUEUED;
currentList->signal = PSP_GE_SIGNAL_NONE;
}
}
else if (currentList->state == PSP_GE_DL_STATE_RUNNING)
{
if (sceKernelGetCompiledSdkVersion() >= 0x02000000)
return 0x80000020;
return -1;
}
else
{
if (sceKernelGetCompiledSdkVersion() >= 0x02000000)
return 0x80000004;
return -1;
}
ProcessDLQueue();
return 0;
}
u32 GPUCommon::Break(int mode) {
if (mode < 0 || mode > 1)
return SCE_KERNEL_ERROR_INVALID_MODE;
if (!currentList)
return SCE_KERNEL_ERROR_ALREADY;
if (mode == 1)
{
// Clear the queue
dlQueue.clear();
for (int i = 0; i < DisplayListMaxCount; ++i)
{
dls[i].state = PSP_GE_DL_STATE_NONE;
dls[i].signal = PSP_GE_SIGNAL_NONE;
}
nextListID = 0;
currentList = NULL;
return 0;
}
if (currentList->state == PSP_GE_DL_STATE_NONE || currentList->state == PSP_GE_DL_STATE_COMPLETED)
{
if (sceKernelGetCompiledSdkVersion() >= 0x02000000)
return 0x80000004;
return -1;
}
if (currentList->state == PSP_GE_DL_STATE_PAUSED)
{
if (sceKernelGetCompiledSdkVersion() > 0x02000010)
{
if (currentList->signal == PSP_GE_SIGNAL_HANDLER_PAUSE)
{
ERROR_LOG_REPORT(G3D, "sceGeBreak: can't break signal-pausing list");
}
else
return SCE_KERNEL_ERROR_ALREADY;
}
return SCE_KERNEL_ERROR_BUSY;
}
if (currentList->state == PSP_GE_DL_STATE_QUEUED)
{
currentList->state = PSP_GE_DL_STATE_PAUSED;
return currentList->id;
}
// TODO Save BASE
// TODO Adjust pc to be just before SIGNAL/END
// TODO: Is this right?
if (currentList->signal == PSP_GE_SIGNAL_SYNC)
currentList->pc += 8;
currentList->interrupted = true;
currentList->state = PSP_GE_DL_STATE_PAUSED;
currentList->signal = PSP_GE_SIGNAL_HANDLER_SUSPEND;
isbreak = true;
return currentList->id;
}
void GPUCommon::NotifySteppingEnter() {
if (coreCollectDebugStats) {
timeSteppingStarted_ = time_now_d();
}
}
void GPUCommon::NotifySteppingExit() {
if (coreCollectDebugStats) {
if (timeSteppingStarted_ <= 0.0) {
ERROR_LOG(G3D, "Mismatched stepping enter/exit.");
}
double total = time_now_d() - timeSteppingStarted_;
_dbg_assert_msg_(total >= 0.0, "Time spent stepping became negative");
timeSpentStepping_ += total;
timeSteppingStarted_ = 0.0;
}
}
bool GPUCommon::InterpretList(DisplayList &list) {
// Initialized to avoid a race condition with bShowDebugStats changing.
double start = 0.0;
if (coreCollectDebugStats) {
start = time_now_d();
}
if (list.state == PSP_GE_DL_STATE_PAUSED)
return false;
currentList = &list;
if (!list.started && list.context.IsValid()) {
gstate.Save(list.context);
}
list.started = true;
gstate_c.offsetAddr = list.offsetAddr;
if (!Memory::IsValidAddress(list.pc)) {
ERROR_LOG_REPORT(G3D, "DL PC = %08x WTF!!!!", list.pc);
return true;
}
cycleLastPC = list.pc;
cyclesExecuted += 60;
downcount = list.stall == 0 ? 0x0FFFFFFF : (list.stall - list.pc) / 4;
list.state = PSP_GE_DL_STATE_RUNNING;
list.interrupted = false;
gpuState = list.pc == list.stall ? GPUSTATE_STALL : GPUSTATE_RUNNING;
// To enable breakpoints, we don't do fast matrix loads while debugger active.
debugRecording_ = GPUDebug::IsActive() || GPURecord::IsActive();
const bool useFastRunLoop = !dumpThisFrame_ && !debugRecording_;
while (gpuState == GPUSTATE_RUNNING) {
{
if (list.pc == list.stall) {
gpuState = GPUSTATE_STALL;
downcount = 0;
}
}
if (useFastRunLoop) {
FastRunLoop(list);
} else {
SlowRunLoop(list);
}
{
downcount = list.stall == 0 ? 0x0FFFFFFF : (list.stall - list.pc) / 4;
if (gpuState == GPUSTATE_STALL && list.stall != list.pc) {
// Unstalled.
gpuState = GPUSTATE_RUNNING;
}
}
}
FinishDeferred();
if (debugRecording_)
GPURecord::NotifyCPU();
// We haven't run the op at list.pc, so it shouldn't count.
if (cycleLastPC != list.pc) {
UpdatePC(list.pc - 4, list.pc);
}
list.offsetAddr = gstate_c.offsetAddr;
if (coreCollectDebugStats) {
double total = time_now_d() - start - timeSpentStepping_;
_dbg_assert_msg_(total >= 0.0, "Time spent DL processing became negative");
hleSetSteppingTime(timeSpentStepping_);
DisplayNotifySleep(timeSpentStepping_);
timeSpentStepping_ = 0.0;
gpuStats.msProcessingDisplayLists += total;
}
return gpuState == GPUSTATE_DONE || gpuState == GPUSTATE_ERROR;
}
void GPUCommon::PSPFrame() {
immCount_ = 0;
if (dumpNextFrame_) {
NOTICE_LOG(G3D, "DUMPING THIS FRAME");
dumpThisFrame_ = true;
dumpNextFrame_ = false;
} else if (dumpThisFrame_) {
dumpThisFrame_ = false;
}
GPUDebug::NotifyBeginFrame();
GPURecord::NotifyBeginFrame();
}
bool GPUCommon::PresentedThisFrame() const {
return framebufferManager_ ? framebufferManager_->PresentedThisFrame() : true;
}
void GPUCommon::SlowRunLoop(DisplayList &list) {
const bool dumpThisFrame = dumpThisFrame_;
while (downcount > 0) {
bool process = GPUDebug::NotifyCommand(list.pc);
if (process) {
GPURecord::NotifyCommand(list.pc);
u32 op = Memory::ReadUnchecked_U32(list.pc);
u32 cmd = op >> 24;
u32 diff = op ^ gstate.cmdmem[cmd];
PreExecuteOp(op, diff);
if (dumpThisFrame) {
char temp[256];
u32 prev;
if (Memory::IsValidAddress(list.pc - 4)) {
prev = Memory::ReadUnchecked_U32(list.pc - 4);
} else {
prev = 0;
}
GeDisassembleOp(list.pc, op, prev, temp, 256);
NOTICE_LOG(G3D, "%08x: %s", op, temp);
}
gstate.cmdmem[cmd] = op;
ExecuteOp(op, diff);
}
list.pc += 4;
--downcount;
}
}
// The newPC parameter is used for jumps, we don't count cycles between.
void GPUCommon::UpdatePC(u32 currentPC, u32 newPC) {
// Rough estimate, 2 CPU ticks (it's double the clock rate) per GPU instruction.
u32 executed = (currentPC - cycleLastPC) / 4;
cyclesExecuted += 2 * executed;
cycleLastPC = newPC;
// Exit the runloop and recalculate things. This happens a lot in some games.
if (currentList)
downcount = currentList->stall == 0 ? 0x0FFFFFFF : (currentList->stall - newPC) / 4;
else
downcount = 0;
}
void GPUCommon::ReapplyGfxState() {
// The commands are embedded in the command memory so we can just reexecute the words. Convenient.
// To be safe we pass 0xFFFFFFFF as the diff.
// TODO: Consider whether any of this should really be done. We might be able to get all the way
// by simplying dirtying the appropriate gstate_c dirty flags.
for (int i = GE_CMD_VERTEXTYPE; i < GE_CMD_BONEMATRIXNUMBER; i++) {
if (i != GE_CMD_ORIGIN && i != GE_CMD_OFFSETADDR) {
ExecuteOp(gstate.cmdmem[i], 0xFFFFFFFF);
}
}
// Can't write to bonematrixnumber here
for (int i = GE_CMD_MORPHWEIGHT0; i <= GE_CMD_PATCHFACING; i++) {
ExecuteOp(gstate.cmdmem[i], 0xFFFFFFFF);
}
// There are a few here in the middle that we shouldn't execute...
// 0x42 to 0xEA
for (int i = GE_CMD_VIEWPORTXSCALE; i < GE_CMD_TRANSFERSTART; i++) {
switch (i) {
case GE_CMD_LOADCLUT:
case GE_CMD_TEXSYNC:
case GE_CMD_TEXFLUSH:
break;
default:
ExecuteOp(gstate.cmdmem[i], 0xFFFFFFFF);
break;
}
}
// Let's just skip the transfer size stuff, it's just values.
}
uint32_t GPUCommon::SetAddrTranslation(uint32_t value) {
std::swap(edramTranslation_, value);
return value;
}
uint32_t GPUCommon::GetAddrTranslation() {
return edramTranslation_;
}
inline void GPUCommon::UpdateState(GPURunState state) {
gpuState = state;
if (state != GPUSTATE_RUNNING)
downcount = 0;
}
int GPUCommon::GetNextListIndex() {
auto iter = dlQueue.begin();
if (iter != dlQueue.end()) {
return *iter;
} else {
return -1;
}
}
void GPUCommon::ProcessDLQueue() {
startingTicks = CoreTiming::GetTicks();
cyclesExecuted = 0;
// Seems to be correct behaviour to process the list anyway?
if (startingTicks < busyTicks) {
DEBUG_LOG(G3D, "Can't execute a list yet, still busy for %lld ticks", busyTicks - startingTicks);
//return;
}
for (int listIndex = GetNextListIndex(); listIndex != -1; listIndex = GetNextListIndex()) {
DisplayList &l = dls[listIndex];
DEBUG_LOG(G3D, "Starting DL execution at %08x - stall = %08x", l.pc, l.stall);
if (!InterpretList(l)) {
return;
} else {
// Some other list could've taken the spot while we dilly-dallied around.
if (l.state != PSP_GE_DL_STATE_QUEUED) {
// At the end, we can remove it from the queue and continue.
dlQueue.erase(std::remove(dlQueue.begin(), dlQueue.end(), listIndex), dlQueue.end());
}
}
}
currentList = nullptr;
if (coreCollectDebugStats) {
gpuStats.otherGPUCycles += cyclesExecuted;
}
drawCompleteTicks = startingTicks + cyclesExecuted;
busyTicks = std::max(busyTicks, drawCompleteTicks);
__GeTriggerSync(GPU_SYNC_DRAW, 1, drawCompleteTicks);
// Since the event is in CoreTiming, we're in sync. Just set 0 now.
}
void GPUCommon::Execute_OffsetAddr(u32 op, u32 diff) {
gstate_c.offsetAddr = op << 8;
}
void GPUCommon::Execute_Vaddr(u32 op, u32 diff) {
gstate_c.vertexAddr = gstate_c.getRelativeAddress(op & 0x00FFFFFF);
}
void GPUCommon::Execute_Iaddr(u32 op, u32 diff) {
gstate_c.indexAddr = gstate_c.getRelativeAddress(op & 0x00FFFFFF);
}
void GPUCommon::Execute_Origin(u32 op, u32 diff) {
if (currentList)
gstate_c.offsetAddr = currentList->pc;
}
void GPUCommon::Execute_Jump(u32 op, u32 diff) {
const u32 target = gstate_c.getRelativeAddress(op & 0x00FFFFFC);
if (!Memory::IsValidAddress(target)) {
ERROR_LOG(G3D, "JUMP to illegal address %08x - ignoring! data=%06x", target, op & 0x00FFFFFF);
UpdateState(GPUSTATE_ERROR);
return;
}
UpdatePC(currentList->pc, target - 4);
currentList->pc = target - 4; // pc will be increased after we return, counteract that
}
void GPUCommon::Execute_BJump(u32 op, u32 diff) {
if (!currentList->bboxResult) {
// bounding box jump.
const u32 target = gstate_c.getRelativeAddress(op & 0x00FFFFFC);
gpuStats.numBBOXJumps++;
if (Memory::IsValidAddress(target)) {
UpdatePC(currentList->pc, target - 4);
currentList->pc = target - 4; // pc will be increased after we return, counteract that
} else {
ERROR_LOG(G3D, "BJUMP to illegal address %08x - ignoring! data=%06x", target, op & 0x00FFFFFF);
UpdateState(GPUSTATE_ERROR);
}
}
}
void GPUCommon::Execute_Call(u32 op, u32 diff) {
PROFILE_THIS_SCOPE("gpu_call");
const u32 target = gstate_c.getRelativeAddress(op & 0x00FFFFFC);
if (!Memory::IsValidAddress(target)) {
ERROR_LOG(G3D, "CALL to illegal address %08x - ignoring! data=%06x", target, op & 0x00FFFFFF);
UpdateState(GPUSTATE_ERROR);
return;
}
DoExecuteCall(target);
}
void GPUCommon::DoExecuteCall(u32 target) {
// Bone matrix optimization - many games will CALL a bone matrix (!).
// We don't optimize during recording - so the matrix data gets recorded.
if (!debugRecording_ && Memory::IsValidRange(target, 13 * 4) && (Memory::ReadUnchecked_U32(target) >> 24) == GE_CMD_BONEMATRIXDATA) {
// Check for the end
if ((Memory::ReadUnchecked_U32(target + 11 * 4) >> 24) == GE_CMD_BONEMATRIXDATA &&
(Memory::ReadUnchecked_U32(target + 12 * 4) >> 24) == GE_CMD_RET &&
(gstate.boneMatrixNumber & 0x00FFFFFF) <= 96 - 12) {
// Yep, pretty sure this is a bone matrix call. Double check stall first.
if (target > currentList->stall || target + 12 * 4 < currentList->stall) {
FastLoadBoneMatrix(target);
return;
}
}
}
if (currentList->stackptr == ARRAY_SIZE(currentList->stack)) {
ERROR_LOG(G3D, "CALL: Stack full!");
// TODO: UpdateState(GPUSTATE_ERROR) ?
} else {
auto &stackEntry = currentList->stack[currentList->stackptr++];
stackEntry.pc = currentList->pc + 4;
stackEntry.offsetAddr = gstate_c.offsetAddr;
// The base address is NOT saved/restored for a regular call.
UpdatePC(currentList->pc, target - 4);
currentList->pc = target - 4; // pc will be increased after we return, counteract that
}
}
void GPUCommon::Execute_Ret(u32 op, u32 diff) {
if (currentList->stackptr == 0) {
DEBUG_LOG(G3D, "RET: Stack empty!");
} else {
auto &stackEntry = currentList->stack[--currentList->stackptr];
gstate_c.offsetAddr = stackEntry.offsetAddr;
// We always clear the top (uncached/etc.) bits
const u32 target = stackEntry.pc & 0x0FFFFFFF;
UpdatePC(currentList->pc, target - 4);
currentList->pc = target - 4;
#ifdef _DEBUG
if (!Memory::IsValidAddress(currentList->pc)) {
ERROR_LOG_REPORT(G3D, "Invalid DL PC %08x on return", currentList->pc);
UpdateState(GPUSTATE_ERROR);
}
#endif
}
}
void GPUCommon::Execute_End(u32 op, u32 diff) {
if (flushOnParams_)
Flush();
const u32 prev = Memory::ReadUnchecked_U32(currentList->pc - 4);
UpdatePC(currentList->pc, currentList->pc);
// Count in a few extra cycles on END.
cyclesExecuted += 60;
switch (prev >> 24) {
case GE_CMD_SIGNAL:
{
// TODO: see http://code.google.com/p/jpcsp/source/detail?r=2935#
SignalBehavior behaviour = static_cast<SignalBehavior>((prev >> 16) & 0xFF);
const int signal = prev & 0xFFFF;
const int enddata = op & 0xFFFF;
bool trigger = true;
currentList->subIntrToken = signal;
switch (behaviour) {
case PSP_GE_SIGNAL_HANDLER_SUSPEND:
// Suspend the list, and call the signal handler. When it's done, resume.
// Before sdkver 0x02000010, listsync should return paused.
if (sceKernelGetCompiledSdkVersion() <= 0x02000010)
currentList->state = PSP_GE_DL_STATE_PAUSED;
currentList->signal = behaviour;
DEBUG_LOG(G3D, "Signal with wait. signal/end: %04x %04x", signal, enddata);
break;
case PSP_GE_SIGNAL_HANDLER_CONTINUE:
// Resume the list right away, then call the handler.
currentList->signal = behaviour;
DEBUG_LOG(G3D, "Signal without wait. signal/end: %04x %04x", signal, enddata);
break;
case PSP_GE_SIGNAL_HANDLER_PAUSE:
// Pause the list instead of ending at the next FINISH.
// Call the handler with the PAUSE signal value at that FINISH.
// Technically, this ought to trigger an interrupt, but it won't do anything.
// But right now, signal is always reset by interrupts, so that causes pause to not work.
trigger = false;
currentList->signal = behaviour;
DEBUG_LOG(G3D, "Signal with Pause. signal/end: %04x %04x", signal, enddata);
break;
case PSP_GE_SIGNAL_SYNC:
// Acts as a memory barrier, never calls any user code.
// Technically, this ought to trigger an interrupt, but it won't do anything.
// Triggering here can cause incorrect rescheduling, which breaks 3rd Birthday.
// However, this is likely a bug in how GE signal interrupts are handled.
trigger = false;
currentList->signal = behaviour;
DEBUG_LOG(G3D, "Signal with Sync. signal/end: %04x %04x", signal, enddata);
break;
case PSP_GE_SIGNAL_JUMP:
case PSP_GE_SIGNAL_RJUMP:
case PSP_GE_SIGNAL_OJUMP:
{
trigger = false;
currentList->signal = behaviour;
// pc will be increased after we return, counteract that.
u32 target = (((signal << 16) | enddata) & 0xFFFFFFFC) - 4;
const char *targetType = "absolute";
if (behaviour == PSP_GE_SIGNAL_RJUMP) {
target += currentList->pc - 4;
targetType = "relative";
} else if (behaviour == PSP_GE_SIGNAL_OJUMP) {
target = gstate_c.getRelativeAddress(target);
targetType = "origin";
}
if (!Memory::IsValidAddress(target)) {
ERROR_LOG_REPORT(G3D, "Signal with Jump (%s): bad address. signal/end: %04x %04x", targetType, signal, enddata);
UpdateState(GPUSTATE_ERROR);
} else {
UpdatePC(currentList->pc, target);
currentList->pc = target;
DEBUG_LOG(G3D, "Signal with Jump (%s). signal/end: %04x %04x", targetType, signal, enddata);
}
}
break;
case PSP_GE_SIGNAL_CALL:
case PSP_GE_SIGNAL_RCALL:
case PSP_GE_SIGNAL_OCALL:
{
trigger = false;
currentList->signal = behaviour;
// pc will be increased after we return, counteract that.
u32 target = (((signal << 16) | enddata) & 0xFFFFFFFC) - 4;
const char *targetType = "absolute";
if (behaviour == PSP_GE_SIGNAL_RCALL) {
target += currentList->pc - 4;
targetType = "relative";
} else if (behaviour == PSP_GE_SIGNAL_OCALL) {
target = gstate_c.getRelativeAddress(target);
targetType = "origin";
}
if (currentList->stackptr == ARRAY_SIZE(currentList->stack)) {
ERROR_LOG_REPORT(G3D, "Signal with Call (%s): stack full. signal/end: %04x %04x", targetType, signal, enddata);
} else if (!Memory::IsValidAddress(target)) {
ERROR_LOG_REPORT(G3D, "Signal with Call (%s): bad address. signal/end: %04x %04x", targetType, signal, enddata);
UpdateState(GPUSTATE_ERROR);
} else {
// TODO: This might save/restore other state...
auto &stackEntry = currentList->stack[currentList->stackptr++];
stackEntry.pc = currentList->pc;
stackEntry.offsetAddr = gstate_c.offsetAddr;
stackEntry.baseAddr = gstate.base;
UpdatePC(currentList->pc, target);
currentList->pc = target;
DEBUG_LOG(G3D, "Signal with Call (%s). signal/end: %04x %04x", targetType, signal, enddata);
}
}
break;
case PSP_GE_SIGNAL_RET:
{
trigger = false;
currentList->signal = behaviour;
if (currentList->stackptr == 0) {
ERROR_LOG_REPORT(G3D, "Signal with Return: stack empty. signal/end: %04x %04x", signal, enddata);
} else {
// TODO: This might save/restore other state...
auto &stackEntry = currentList->stack[--currentList->stackptr];
gstate_c.offsetAddr = stackEntry.offsetAddr;
gstate.base = stackEntry.baseAddr;
UpdatePC(currentList->pc, stackEntry.pc);
currentList->pc = stackEntry.pc;
DEBUG_LOG(G3D, "Signal with Return. signal/end: %04x %04x", signal, enddata);
}
}
break;
default:
ERROR_LOG_REPORT(G3D, "UNKNOWN Signal UNIMPLEMENTED %i ! signal/end: %04x %04x", behaviour, signal, enddata);
break;
}
// TODO: Technically, jump/call/ret should generate an interrupt, but before the pc change maybe?
if (currentList->interruptsEnabled && trigger) {
if (__GeTriggerInterrupt(currentList->id, currentList->pc, startingTicks + cyclesExecuted)) {
currentList->pendingInterrupt = true;
UpdateState(GPUSTATE_INTERRUPT);
}
}
}
break;
case GE_CMD_FINISH:
switch (currentList->signal) {
case PSP_GE_SIGNAL_HANDLER_PAUSE:
currentList->state = PSP_GE_DL_STATE_PAUSED;
if (currentList->interruptsEnabled) {
if (__GeTriggerInterrupt(currentList->id, currentList->pc, startingTicks + cyclesExecuted)) {
currentList->pendingInterrupt = true;
UpdateState(GPUSTATE_INTERRUPT);
}
}
break;
case PSP_GE_SIGNAL_SYNC:
currentList->signal = PSP_GE_SIGNAL_NONE;
// TODO: Technically this should still cause an interrupt. Probably for memory sync.
break;
default:
FlushImm();
currentList->subIntrToken = prev & 0xFFFF;
UpdateState(GPUSTATE_DONE);
// Since we marked done, we have to restore the context now before the next list runs.
if (currentList->started && currentList->context.IsValid()) {
gstate.Restore(currentList->context);
ReapplyGfxState();
// Don't restore the context again.
currentList->started = false;
}
if (currentList->interruptsEnabled && __GeTriggerInterrupt(currentList->id, currentList->pc, startingTicks + cyclesExecuted)) {
currentList->pendingInterrupt = true;
} else {
currentList->state = PSP_GE_DL_STATE_COMPLETED;
currentList->waitTicks = startingTicks + cyclesExecuted;
busyTicks = std::max(busyTicks, currentList->waitTicks);
__GeTriggerSync(GPU_SYNC_LIST, currentList->id, currentList->waitTicks);
}
break;
}
break;
default:
DEBUG_LOG(G3D,"Ah, not finished: %06x", prev & 0xFFFFFF);
break;
}
}
void GPUCommon::Execute_BoundingBox(u32 op, u32 diff) {
// Just resetting, nothing to check bounds for.
const u32 count = op & 0xFFFF;
if (count == 0) {
currentList->bboxResult = false;
return;
}
// Approximate based on timings of several counts on a PSP.
cyclesExecuted += count * 22;
const bool useInds = (gstate.vertType & GE_VTYPE_IDX_MASK) != 0;
VertexDecoder *dec = drawEngineCommon_->GetVertexDecoder(gstate.vertType);
int bytesRead = (useInds ? 1 : dec->VertexSize()) * count;
if (Memory::IsValidRange(gstate_c.vertexAddr, bytesRead)) {
const void *control_points = Memory::GetPointerUnchecked(gstate_c.vertexAddr);
if (!control_points) {
ERROR_LOG_REPORT_ONCE(boundingbox, G3D, "Invalid verts in bounding box check");
currentList->bboxResult = true;
return;
}
const void *inds = nullptr;
if (useInds) {
int indexShift = ((gstate.vertType & GE_VTYPE_IDX_MASK) >> GE_VTYPE_IDX_SHIFT) - 1;
inds = Memory::GetPointerUnchecked(gstate_c.indexAddr);
if (!inds || !Memory::IsValidRange(gstate_c.indexAddr, count << indexShift)) {
ERROR_LOG_REPORT_ONCE(boundingboxInds, G3D, "Invalid inds in bounding box check");
currentList->bboxResult = true;
return;
}
}
// Test if the bounding box is within the drawing region.
// The PSP only seems to vary the result based on a single range of 0x100.
if (count > 0x200) {
// The second to last set of 0x100 is checked (even for odd counts.)
size_t skipSize = (count - 0x200) * dec->VertexSize();
currentList->bboxResult = drawEngineCommon_->TestBoundingBox((const uint8_t *)control_points + skipSize, inds, 0x100, gstate.vertType);
} else if (count > 0x100) {
int checkSize = count - 0x100;
currentList->bboxResult = drawEngineCommon_->TestBoundingBox(control_points, inds, checkSize, gstate.vertType);
} else {
currentList->bboxResult = drawEngineCommon_->TestBoundingBox(control_points, inds, count, gstate.vertType);
}
AdvanceVerts(gstate.vertType, count, bytesRead);
} else {
ERROR_LOG_REPORT_ONCE(boundingbox, G3D, "Bad bounding box data: %06x", count);
// Data seems invalid. Let's assume the box test passed.
currentList->bboxResult = true;
}
}
void GPUCommon::Execute_MorphWeight(u32 op, u32 diff) {
gstate_c.morphWeights[(op >> 24) - GE_CMD_MORPHWEIGHT0] = getFloat24(op);
}
void GPUCommon::Execute_ImmVertexAlphaPrim(u32 op, u32 diff) {
// Safety check.
if (immCount_ >= MAX_IMMBUFFER_SIZE) {
// Only print once for each overrun.
if (immCount_ == MAX_IMMBUFFER_SIZE) {
ERROR_LOG_REPORT_ONCE(exceed_imm_buffer, G3D, "Exceeded immediate draw buffer size. gstate.imm_ap=%06x , prim=%d", gstate.imm_ap & 0xFFFFFF, (int)immPrim_);
}
if (immCount_ < 0x7fffffff) // Paranoia :)
immCount_++;
return;
}
int prim = (op >> 8) & 0x7;
if (prim != GE_PRIM_KEEP_PREVIOUS) {
// Flush before changing the prim type. Only continue can be used to continue a prim.
FlushImm();
}
TransformedVertex &v = immBuffer_[immCount_++];
// ThrillVille does a clear with this, additional parameters found via tests.
// The current vtype affects how the coordinate is processed.
if (gstate.isModeThrough()) {
v.x = ((int)(gstate.imm_vscx & 0xFFFF) - 0x8000) / 16.0f;
v.y = ((int)(gstate.imm_vscy & 0xFFFF) - 0x8000) / 16.0f;
} else {
int offsetX = gstate.getOffsetX16();
int offsetY = gstate.getOffsetY16();
v.x = ((int)(gstate.imm_vscx & 0xFFFF) - offsetX) / 16.0f;
v.y = ((int)(gstate.imm_vscy & 0xFFFF) - offsetY) / 16.0f;
}
v.z = gstate.imm_vscz & 0xFFFF;
v.pos_w = 1.0f;
v.u = getFloat24(gstate.imm_vtcs);
v.v = getFloat24(gstate.imm_vtct);
v.uv_w = getFloat24(gstate.imm_vtcq);
v.color0_32 = (gstate.imm_cv & 0xFFFFFF) | (gstate.imm_ap << 24);
// TODO: When !gstate.isModeThrough(), direct fog coefficient (0 = entirely fog), ignore fog flag (also GE_IMM_FOG.)
v.fog = (gstate.imm_fc & 0xFF) / 255.0f;
// TODO: Apply if gstate.isUsingSecondaryColor() && !gstate.isModeThrough(), ignore lighting flag.
v.color1_32 = gstate.imm_scv & 0xFFFFFF;
if (prim != GE_PRIM_KEEP_PREVIOUS) {
immPrim_ = (GEPrimitiveType)prim;
// Flags seem to only be respected from the first prim.
immFlags_ = op & 0x00FFF800;
immFirstSent_ = false;
} else if (prim == GE_PRIM_KEEP_PREVIOUS && immPrim_ != GE_PRIM_INVALID) {
static constexpr int flushPrimCount[] = { 1, 2, 0, 3, 0, 0, 2, 0 };
// Instead of finding a proper point to flush, we just emit prims when we can.
if (immCount_ == flushPrimCount[immPrim_ & 7])
FlushImm();
} else {
ERROR_LOG_REPORT_ONCE(imm_draw_prim, G3D, "Immediate draw: Unexpected primitive %d at count %d", prim, immCount_);
}
}
void GPUCommon::FlushImm() {
if (immCount_ == 0 || immPrim_ == GE_PRIM_INVALID)
return;
SetDrawType(DRAW_PRIM, immPrim_);
VirtualFramebuffer *vfb = nullptr;
if (framebufferManager_)
vfb = framebufferManager_->SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason);
if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) {
// No idea how many cycles to skip, heh.
immCount_ = 0;
return;
}
gstate_c.UpdateUVScaleOffset();
if (vfb) {
CheckDepthUsage(vfb);
}
bool antialias = (immFlags_ & GE_IMM_ANTIALIAS) != 0;
bool prevAntialias = gstate.isAntiAliasEnabled();
bool shading = (immFlags_ & GE_IMM_SHADING) != 0;
bool prevShading = gstate.getShadeMode() == GE_SHADE_GOURAUD;
bool cullEnable = (immFlags_ & GE_IMM_CULLENABLE) != 0;
bool prevCullEnable = gstate.isCullEnabled();
int cullMode = (immFlags_ & GE_IMM_CULLFACE) != 0 ? 1 : 0;
bool texturing = (immFlags_ & GE_IMM_TEXTURE) != 0;
bool prevTexturing = gstate.isTextureMapEnabled();
bool fog = (immFlags_ & GE_IMM_FOG) != 0;
bool prevFog = gstate.isFogEnabled();
bool dither = (immFlags_ & GE_IMM_DITHER) != 0;
bool prevDither = gstate.isDitherEnabled();
if ((immFlags_ & GE_IMM_CLIPMASK) != 0) {
WARN_LOG_REPORT_ONCE(geimmclipvalue, G3D, "Imm vertex used clip value, flags=%06x", immFlags_);
}
bool changed = texturing != prevTexturing || cullEnable != prevCullEnable || dither != prevDither;
changed = changed || prevShading != shading || prevFog != fog;
if (changed) {
DispatchFlush();
gstate.antiAliasEnable = (GE_CMD_ANTIALIASENABLE << 24) | (int)antialias;
gstate.shademodel = (GE_CMD_SHADEMODE << 24) | (int)shading;
gstate.cullfaceEnable = (GE_CMD_CULLFACEENABLE << 24) | (int)cullEnable;
gstate.textureMapEnable = (GE_CMD_TEXTUREMAPENABLE << 24) | (int)texturing;
gstate.fogEnable = (GE_CMD_FOGENABLE << 24) | (int)fog;
gstate.ditherEnable = (GE_CMD_DITHERENABLE << 24) | (int)dither;
gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_UVSCALEOFFSET | DIRTY_CULLRANGE);
}
drawEngineCommon_->DispatchSubmitImm(immPrim_, immBuffer_, immCount_, cullMode, immFirstSent_);
immCount_ = 0;
immFirstSent_ = true;
if (changed) {
DispatchFlush();
gstate.antiAliasEnable = (GE_CMD_ANTIALIASENABLE << 24) | (int)prevAntialias;
gstate.shademodel = (GE_CMD_SHADEMODE << 24) | (int)prevShading;
gstate.cullfaceEnable = (GE_CMD_CULLFACEENABLE << 24) | (int)prevCullEnable;
gstate.textureMapEnable = (GE_CMD_TEXTUREMAPENABLE << 24) | (int)prevTexturing;
gstate.fogEnable = (GE_CMD_FOGENABLE << 24) | (int)prevFog;
gstate.ditherEnable = (GE_CMD_DITHERENABLE << 24) | (int)prevDither;
gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_UVSCALEOFFSET | DIRTY_CULLRANGE);
}
}
void GPUCommon::Execute_Unknown(u32 op, u32 diff) {
if ((op & 0xFFFFFF) != 0)
WARN_LOG_REPORT_ONCE(unknowncmd, G3D, "Unknown GE command : %08x ", op);
}
void GPUCommon::FastLoadBoneMatrix(u32 target) {
const u32 num = gstate.boneMatrixNumber & 0x7F;
_dbg_assert_msg_(num + 12 <= 96, "FastLoadBoneMatrix would corrupt memory");
const u32 mtxNum = num / 12;
u32 uniformsToDirty = DIRTY_BONEMATRIX0 << mtxNum;
if (num != 12 * mtxNum) {
uniformsToDirty |= DIRTY_BONEMATRIX0 << ((mtxNum + 1) & 7);
}
if (!g_Config.bSoftwareSkinning) {
if (flushOnParams_)
Flush();
gstate_c.Dirty(uniformsToDirty);
} else {
gstate_c.deferredVertTypeDirty |= uniformsToDirty;
}
gstate.FastLoadBoneMatrix(target);
cyclesExecuted += 2 * 14; // one to reset the counter, 12 to load the matrix, and a return.
if (coreCollectDebugStats) {
gpuStats.otherGPUCycles += 2 * 14;
}
}
struct DisplayList_v1 {
int id;
u32 startpc;
u32 pc;
u32 stall;
DisplayListState state;
SignalBehavior signal;
int subIntrBase;
u16 subIntrToken;
DisplayListStackEntry stack[32];
int stackptr;
bool interrupted;
u64 waitTicks;
bool interruptsEnabled;
bool pendingInterrupt;
bool started;
size_t contextPtr;
u32 offsetAddr;
bool bboxResult;
};
struct DisplayList_v2 {
int id;
u32 startpc;
u32 pc;
u32 stall;
DisplayListState state;
SignalBehavior signal;
int subIntrBase;
u16 subIntrToken;
DisplayListStackEntry stack[32];
int stackptr;
bool interrupted;
u64 waitTicks;
bool interruptsEnabled;
bool pendingInterrupt;
bool started;
PSPPointer<u32_le> context;
u32 offsetAddr;
bool bboxResult;
};
void GPUCommon::DoState(PointerWrap &p) {
auto s = p.Section("GPUCommon", 1, 6);
if (!s)
return;
Do<int>(p, dlQueue);
if (s >= 4) {
DoArray(p, dls, ARRAY_SIZE(dls));
} else if (s >= 3) {
// This may have been saved with or without padding, depending on platform.
// We need to upconvert it to our consistently-padded struct.
static const size_t DisplayList_v3_size = 452;
static const size_t DisplayList_v4_size = 456;
static_assert(DisplayList_v4_size == sizeof(DisplayList), "Make sure to change here when updating DisplayList");
p.DoVoid(&dls[0], DisplayList_v3_size);
dls[0].padding = 0;
const u8 *savedPtr = *p.GetPPtr();
const u32 *savedPtr32 = (const u32 *)savedPtr;
// Here's the trick: the first member (id) is always the same as the index.
// The second member (startpc) is always an address, or 0, never 1. So we can see the padding.
const bool hasPadding = savedPtr32[1] == 1;
if (hasPadding) {
u32 padding;
Do(p, padding);
}
for (size_t i = 1; i < ARRAY_SIZE(dls); ++i) {
p.DoVoid(&dls[i], DisplayList_v3_size);
dls[i].padding = 0;
if (hasPadding) {
u32 padding;
Do(p, padding);
}
}
} else if (s >= 2) {
for (size_t i = 0; i < ARRAY_SIZE(dls); ++i) {
DisplayList_v2 oldDL;
Do(p, oldDL);
// Copy over everything except the last, new member (stackAddr.)
memcpy(&dls[i], &oldDL, sizeof(DisplayList_v2));
dls[i].stackAddr = 0;
}
} else {
// Can only be in read mode here.
for (size_t i = 0; i < ARRAY_SIZE(dls); ++i) {
DisplayList_v1 oldDL;
Do(p, oldDL);
// On 32-bit, they're the same, on 64-bit oldDL is bigger.
memcpy(&dls[i], &oldDL, sizeof(DisplayList_v1));
// Fix the other fields. Let's hope context wasn't important, it was a pointer.
dls[i].context = 0;
dls[i].offsetAddr = oldDL.offsetAddr;
dls[i].bboxResult = oldDL.bboxResult;
dls[i].stackAddr = 0;
}
}
int currentID = 0;
if (currentList != nullptr) {
currentID = (int)(currentList - &dls[0]);
}
Do(p, currentID);
if (currentID == 0) {
currentList = nullptr;
} else {
currentList = &dls[currentID];
}
Do(p, interruptRunning);
Do(p, gpuState);
Do(p, isbreak);
Do(p, drawCompleteTicks);
Do(p, busyTicks);
if (s >= 5) {
Do(p, matrixVisible.all);
}
if (s >= 6) {
Do(p, edramTranslation_);
}
}
void GPUCommon::InterruptStart(int listid) {
interruptRunning = true;
}
void GPUCommon::InterruptEnd(int listid) {
interruptRunning = false;
isbreak = false;
DisplayList &dl = dls[listid];
dl.pendingInterrupt = false;
// TODO: Unless the signal handler could change it?
if (dl.state == PSP_GE_DL_STATE_COMPLETED || dl.state == PSP_GE_DL_STATE_NONE) {
if (dl.started && dl.context.IsValid()) {
gstate.Restore(dl.context);
ReapplyGfxState();
}
dl.waitTicks = 0;
__GeTriggerWait(GPU_SYNC_LIST, listid);
// Make sure the list isn't still queued since it's now completed.
if (!dlQueue.empty()) {
if (listid == dlQueue.front())
PopDLQueue();
else
dlQueue.remove(listid);
}
}
ProcessDLQueue();
}
// TODO: Maybe cleaner to keep this in GE and trigger the clear directly?
void GPUCommon::SyncEnd(GPUSyncType waitType, int listid, bool wokeThreads) {
if (waitType == GPU_SYNC_DRAW && wokeThreads)
{
for (int i = 0; i < DisplayListMaxCount; ++i) {
if (dls[i].state == PSP_GE_DL_STATE_COMPLETED) {
dls[i].state = PSP_GE_DL_STATE_NONE;
}
}
}
}
bool GPUCommon::GetCurrentDisplayList(DisplayList &list) {
if (!currentList) {
return false;
}
list = *currentList;
return true;
}
std::vector<DisplayList> GPUCommon::ActiveDisplayLists() {
std::vector<DisplayList> result;
for (auto it = dlQueue.begin(), end = dlQueue.end(); it != end; ++it) {
result.push_back(dls[*it]);
}
return result;
}
void GPUCommon::ResetListPC(int listID, u32 pc) {
if (listID < 0 || listID >= DisplayListMaxCount) {
_dbg_assert_msg_(false, "listID out of range: %d", listID);
return;
}
Reporting::NotifyDebugger();
dls[listID].pc = pc;
downcount = 0;
}
void GPUCommon::ResetListStall(int listID, u32 stall) {
if (listID < 0 || listID >= DisplayListMaxCount) {
_dbg_assert_msg_(false, "listID out of range: %d", listID);
return;
}
Reporting::NotifyDebugger();
dls[listID].stall = stall;
downcount = 0;
}
void GPUCommon::ResetListState(int listID, DisplayListState state) {
if (listID < 0 || listID >= DisplayListMaxCount) {
_dbg_assert_msg_(false, "listID out of range: %d", listID);
return;
}
Reporting::NotifyDebugger();
dls[listID].state = state;
downcount = 0;
}
GPUDebugOp GPUCommon::DissassembleOp(u32 pc, u32 op) {
char buffer[1024];
u32 prev = Memory::IsValidAddress(pc - 4) ? Memory::ReadUnchecked_U32(pc - 4) : 0;
GeDisassembleOp(pc, op, prev, buffer, sizeof(buffer));
GPUDebugOp info;
info.pc = pc;
info.cmd = op >> 24;
info.op = op;
info.desc = buffer;
return info;
}
std::vector<GPUDebugOp> GPUCommon::DissassembleOpRange(u32 startpc, u32 endpc) {
char buffer[1024];
std::vector<GPUDebugOp> result;
GPUDebugOp info;
// Don't trigger a pause.
u32 prev = Memory::IsValidAddress(startpc - 4) ? Memory::Read_U32(startpc - 4) : 0;
result.reserve((endpc - startpc) / 4);
for (u32 pc = startpc; pc < endpc; pc += 4) {
u32 op = Memory::IsValidAddress(pc) ? Memory::Read_U32(pc) : 0;
GeDisassembleOp(pc, op, prev, buffer, sizeof(buffer));
prev = op;
info.pc = pc;
info.cmd = op >> 24;
info.op = op;
info.desc = buffer;
result.push_back(info);
}
return result;
}
u32 GPUCommon::GetRelativeAddress(u32 data) {
return gstate_c.getRelativeAddress(data);
}
u32 GPUCommon::GetVertexAddress() {
return gstate_c.vertexAddr;
}
u32 GPUCommon::GetIndexAddress() {
return gstate_c.indexAddr;
}
GPUgstate GPUCommon::GetGState() {
return gstate;
}
void GPUCommon::SetCmdValue(u32 op) {
u32 cmd = op >> 24;
u32 diff = op ^ gstate.cmdmem[cmd];
Reporting::NotifyDebugger();
PreExecuteOp(op, diff);
gstate.cmdmem[cmd] = op;
ExecuteOp(op, diff);
downcount = 0;
}
void GPUCommon::DoBlockTransfer(u32 skipDrawReason) {
u32 srcBasePtr = gstate.getTransferSrcAddress();
u32 srcStride = gstate.getTransferSrcStride();
u32 dstBasePtr = gstate.getTransferDstAddress();
u32 dstStride = gstate.getTransferDstStride();
int srcX = gstate.getTransferSrcX();
int srcY = gstate.getTransferSrcY();
int dstX = gstate.getTransferDstX();
int dstY = gstate.getTransferDstY();
int width = gstate.getTransferWidth();
int height = gstate.getTransferHeight();
int bpp = gstate.getTransferBpp();
DEBUG_LOG(G3D, "Block transfer: %08x/%x -> %08x/%x, %ix%ix%i (%i,%i)->(%i,%i)", srcBasePtr, srcStride, dstBasePtr, dstStride, width, height, bpp, srcX, srcY, dstX, dstY);
gpuStats.numBlockTransfers++;
// For VRAM, we wrap around when outside valid memory (mirrors still work.)
if ((srcBasePtr & 0x04800000) == 0x04800000)
srcBasePtr &= ~0x00800000;
if ((dstBasePtr & 0x04800000) == 0x04800000)
dstBasePtr &= ~0x00800000;
// Use height less one to account for width, which can be greater or less than stride.
const uint32_t src = srcBasePtr + (srcY * srcStride + srcX) * bpp;
const uint32_t srcSize = (height - 1) * (srcStride + width) * bpp;
const uint32_t dst = dstBasePtr + (dstY * dstStride + dstX) * bpp;
const uint32_t dstSize = (height - 1) * (dstStride + width) * bpp;
bool srcDstOverlap = src + srcSize > dst && dst + dstSize > src;
bool srcValid = Memory::IsValidRange(src, srcSize);
bool dstValid = Memory::IsValidRange(dst, dstSize);
bool srcWraps = Memory::IsVRAMAddress(srcBasePtr) && !srcValid;
bool dstWraps = Memory::IsVRAMAddress(dstBasePtr) && !dstValid;
char tag[128];
size_t tagSize;
// Tell the framebuffer manager to take action if possible. If it does the entire thing, let's just return.
if (!framebufferManager_ || !framebufferManager_->NotifyBlockTransferBefore(dstBasePtr, dstStride, dstX, dstY, srcBasePtr, srcStride, srcX, srcY, width, height, bpp, skipDrawReason)) {
// Do the copy! (Hm, if we detect a drawn video frame (see below) then we could maybe skip this?)
// Can use GetPointerUnchecked because we checked the addresses above. We could also avoid them
// entirely by walking a couple of pointers...
// Simple case: just a straight copy, no overlap or wrapping.
if (srcStride == dstStride && (u32)width == srcStride && !srcDstOverlap && srcValid && dstValid) {
u32 srcLineStartAddr = srcBasePtr + (srcY * srcStride + srcX) * bpp;
u32 dstLineStartAddr = dstBasePtr + (dstY * dstStride + dstX) * bpp;
u32 bytesToCopy = width * height * bpp;
const u8 *srcp = Memory::GetPointer(srcLineStartAddr);
u8 *dstp = Memory::GetPointerWrite(dstLineStartAddr);
memcpy(dstp, srcp, bytesToCopy);
if (MemBlockInfoDetailed(bytesToCopy)) {
NotifyMemInfoCopy(dst, src, bytesToCopy, "GPUBlockTransfer/");
}
} else if ((srcDstOverlap || srcWraps || dstWraps) && (srcValid || srcWraps) && (dstValid || dstWraps)) {
// This path means we have either src/dst overlap, OR one or both of src and dst wrap.
// This should be uncommon so it's the slowest path.
u32 bytesToCopy = width * bpp;
bool notifyDetail = MemBlockInfoDetailed(srcWraps || dstWraps ? 64 : bytesToCopy);
bool notifyAll = !notifyDetail && MemBlockInfoDetailed(srcSize, dstSize);
if (notifyDetail || notifyAll) {
tagSize = FormatMemWriteTagAt(tag, sizeof(tag), "GPUBlockTransfer/", src, srcSize);
}
auto notifyingMemmove = [&](u32 d, u32 s, u32 sz) {
const u8 *srcp = Memory::GetPointer(s);
u8 *dstp = Memory::GetPointerWrite(d);
memmove(dstp, srcp, sz);
if (notifyDetail) {
NotifyMemInfo(MemBlockFlags::READ, s, sz, tag, tagSize);
NotifyMemInfo(MemBlockFlags::WRITE, d, sz, tag, tagSize);
}
};
for (int y = 0; y < height; y++) {
u32 srcLineStartAddr = srcBasePtr + ((y + srcY) * srcStride + srcX) * bpp;
u32 dstLineStartAddr = dstBasePtr + ((y + dstY) * dstStride + dstX) * bpp;
// If we already passed a wrap, we can use the quicker path.
if ((srcLineStartAddr & 0x04800000) == 0x04800000)
srcLineStartAddr &= ~0x00800000;
if ((dstLineStartAddr & 0x04800000) == 0x04800000)
dstLineStartAddr &= ~0x00800000;
// These flags mean there's a wrap inside this line.
bool srcLineWrap = !Memory::IsValidRange(srcLineStartAddr, bytesToCopy);
bool dstLineWrap = !Memory::IsValidRange(dstLineStartAddr, bytesToCopy);
if (!srcLineWrap && !dstLineWrap) {
const u8 *srcp = Memory::GetPointer(srcLineStartAddr);
u8 *dstp = Memory::GetPointerWrite(dstLineStartAddr);
for (u32 i = 0; i < bytesToCopy; i += 64) {
u32 chunk = i + 64 > bytesToCopy ? bytesToCopy - i : 64;
memmove(dstp + i, srcp + i, chunk);
}
// If we're tracking detail, it's useful to have the gaps illustrated properly.
if (notifyDetail) {
NotifyMemInfo(MemBlockFlags::READ, srcLineStartAddr, bytesToCopy, tag, tagSize);
NotifyMemInfo(MemBlockFlags::WRITE, dstLineStartAddr, bytesToCopy, tag, tagSize);
}
} else {
// We can wrap at any point, so along with overlap this gets a bit complicated.
// We're just going to do this the slow and easy way.
u32 srcLinePos = srcLineStartAddr;
u32 dstLinePos = dstLineStartAddr;
for (u32 i = 0; i < bytesToCopy; i += 64) {
u32 chunk = i + 64 > bytesToCopy ? bytesToCopy - i : 64;
u32 srcValid = Memory::ValidSize(srcLinePos, chunk);
u32 dstValid = Memory::ValidSize(dstLinePos, chunk);
// First chunk, for which both are valid.
u32 bothSize = std::min(srcValid, dstValid);
if (bothSize != 0)
notifyingMemmove(dstLinePos, srcLinePos, bothSize);
// Now, whichever side has more valid (or the rest, if only one side must wrap.)
u32 exclusiveSize = std::max(srcValid, dstValid) - bothSize;
if (exclusiveSize != 0 && srcValid >= dstValid) {
notifyingMemmove(PSP_GetVidMemBase(), srcLineStartAddr + bothSize, exclusiveSize);
} else if (exclusiveSize != 0 && srcValid < dstValid) {
notifyingMemmove(dstLineStartAddr + bothSize, PSP_GetVidMemBase(), exclusiveSize);
}
// Finally, if both src and dst wrapped, that portion.
u32 wrappedSize = chunk - bothSize - exclusiveSize;
if (wrappedSize != 0 && srcValid >= dstValid) {
notifyingMemmove(PSP_GetVidMemBase() + exclusiveSize, PSP_GetVidMemBase(), wrappedSize);
} else if (wrappedSize != 0 && srcValid < dstValid) {
notifyingMemmove(PSP_GetVidMemBase(), PSP_GetVidMemBase() + exclusiveSize, wrappedSize);
}
srcLinePos += chunk;
dstLinePos += chunk;
if ((srcLinePos & 0x04800000) == 0x04800000)
srcLinePos &= ~0x00800000;
if ((dstLinePos & 0x04800000) == 0x04800000)
dstLinePos &= ~0x00800000;
}
}
}
if (notifyAll) {
if (srcWraps) {
u32 validSize = Memory::ValidSize(src, srcSize);
NotifyMemInfo(MemBlockFlags::READ, src, validSize, tag, tagSize);
NotifyMemInfo(MemBlockFlags::READ, PSP_GetVidMemBase(), srcSize - validSize, tag, tagSize);
} else {
NotifyMemInfo(MemBlockFlags::READ, src, srcSize, tag, tagSize);
}
if (dstWraps) {
u32 validSize = Memory::ValidSize(dst, dstSize);
NotifyMemInfo(MemBlockFlags::WRITE, dst, validSize, tag, tagSize);
NotifyMemInfo(MemBlockFlags::WRITE, PSP_GetVidMemBase(), dstSize - validSize, tag, tagSize);
} else {
NotifyMemInfo(MemBlockFlags::WRITE, dst, dstSize, tag, tagSize);
}
}
} else if (srcValid && dstValid) {
u32 bytesToCopy = width * bpp;
bool notifyDetail = MemBlockInfoDetailed(bytesToCopy);
bool notifyAll = !notifyDetail && MemBlockInfoDetailed(srcSize, dstSize);
if (notifyDetail || notifyAll) {
tagSize = FormatMemWriteTagAt(tag, sizeof(tag), "GPUBlockTransfer/", src, srcSize);
}
for (int y = 0; y < height; y++) {
u32 srcLineStartAddr = srcBasePtr + ((y + srcY) * srcStride + srcX) * bpp;
u32 dstLineStartAddr = dstBasePtr + ((y + dstY) * dstStride + dstX) * bpp;
const u8 *srcp = Memory::GetPointer(srcLineStartAddr);
u8 *dstp = Memory::GetPointerWrite(dstLineStartAddr);
memcpy(dstp, srcp, bytesToCopy);
// If we're tracking detail, it's useful to have the gaps illustrated properly.
if (notifyDetail) {
NotifyMemInfo(MemBlockFlags::READ, srcLineStartAddr, bytesToCopy, tag, tagSize);
NotifyMemInfo(MemBlockFlags::WRITE, dstLineStartAddr, bytesToCopy, tag, tagSize);
}
}
if (notifyAll) {
NotifyMemInfo(MemBlockFlags::READ, src, srcSize, tag, tagSize);
NotifyMemInfo(MemBlockFlags::WRITE, dst, dstSize, tag, tagSize);
}
} else {
// This seems to cause the GE to require a break/reset on a PSP.
// TODO: Handle that and figure out which bytes are still copied?
ERROR_LOG_REPORT_ONCE(invalidtransfer, G3D, "Block transfer invalid: %08x/%x -> %08x/%x, %ix%ix%i (%i,%i)->(%i,%i)", srcBasePtr, srcStride, dstBasePtr, dstStride, width, height, bpp, srcX, srcY, dstX, dstY);
}
if (framebufferManager_) {
// Fixes Gran Turismo's funky text issue, since it overwrites the current texture.
textureCache_->Invalidate(dstBasePtr + (dstY * dstStride + dstX) * bpp, height * dstStride * bpp, GPU_INVALIDATE_HINT);
framebufferManager_->NotifyBlockTransferAfter(dstBasePtr, dstStride, dstX, dstY, srcBasePtr, srcStride, srcX, srcY, width, height, bpp, skipDrawReason);
}
}
// TODO: Correct timing appears to be 1.9, but erring a bit low since some of our other timing is inaccurate.
cyclesExecuted += ((height * width * bpp) * 16) / 10;
}
bool GPUCommon::PerformMemoryCopy(u32 dest, u32 src, int size, GPUCopyFlag flags) {
// Track stray copies of a framebuffer in RAM. MotoGP does this.
if (framebufferManager_->MayIntersectFramebufferColor(src) || framebufferManager_->MayIntersectFramebufferColor(dest)) {
if (!framebufferManager_->NotifyFramebufferCopy(src, dest, size, flags, gstate_c.skipDrawReason)) {
// We use matching values in PerformReadbackToMemory/PerformWriteColorFromMemory.
// Since they're identical we don't need to copy.
if (dest != src) {
if (Memory::IsValidRange(dest, size) && Memory::IsValidRange(src, size)) {
memcpy(Memory::GetPointerWriteUnchecked(dest), Memory::GetPointerUnchecked(src), size);
}
if (MemBlockInfoDetailed(size)) {
NotifyMemInfoCopy(dest, src, size, "GPUMemcpy/");
}
}
}
InvalidateCache(dest, size, GPU_INVALIDATE_HINT);
return true;
}
if (MemBlockInfoDetailed(size)) {
NotifyMemInfoCopy(dest, src, size, "GPUMemcpy/");
}
InvalidateCache(dest, size, GPU_INVALIDATE_HINT);
if (!(flags & GPUCopyFlag::DEBUG_NOTIFIED))
GPURecord::NotifyMemcpy(dest, src, size);
return false;
}
bool GPUCommon::PerformMemorySet(u32 dest, u8 v, int size) {
// This may indicate a memset, usually to 0, of a framebuffer.
if (framebufferManager_->MayIntersectFramebufferColor(dest)) {
Memory::Memset(dest, v, size, "GPUMemset");
if (!framebufferManager_->NotifyFramebufferCopy(dest, dest, size, GPUCopyFlag::MEMSET, gstate_c.skipDrawReason)) {
InvalidateCache(dest, size, GPU_INVALIDATE_HINT);
}
return true;
}
NotifyMemInfo(MemBlockFlags::WRITE, dest, size, "GPUMemset");
// Or perhaps a texture, let's invalidate.
InvalidateCache(dest, size, GPU_INVALIDATE_HINT);
GPURecord::NotifyMemset(dest, v, size);
return false;
}
bool GPUCommon::PerformReadbackToMemory(u32 dest, int size) {
if (Memory::IsVRAMAddress(dest)) {
return PerformMemoryCopy(dest, dest, size, GPUCopyFlag::FORCE_DST_MATCH_MEM);
}
return false;
}
bool GPUCommon::PerformWriteColorFromMemory(u32 dest, int size) {
if (Memory::IsVRAMAddress(dest)) {
GPURecord::NotifyUpload(dest, size);
return PerformMemoryCopy(dest, dest, size, GPUCopyFlag::FORCE_SRC_MATCH_MEM | GPUCopyFlag::DEBUG_NOTIFIED);
}
return false;
}
void GPUCommon::PerformWriteFormattedFromMemory(u32 addr, int size, int frameWidth, GEBufferFormat format) {
if (Memory::IsVRAMAddress(addr)) {
framebufferManager_->PerformWriteFormattedFromMemory(addr, size, frameWidth, format);
}
textureCache_->NotifyWriteFormattedFromMemory(addr, size, frameWidth, format);
InvalidateCache(addr, size, GPU_INVALIDATE_SAFE);
}
bool GPUCommon::PerformWriteStencilFromMemory(u32 dest, int size, WriteStencil flags) {
if (framebufferManager_->MayIntersectFramebufferColor(dest)) {
framebufferManager_->PerformWriteStencilFromMemory(dest, size, flags);
return true;
}
return false;
}
bool GPUCommon::GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices) {
gstate_c.UpdateUVScaleOffset();
return drawEngineCommon_->GetCurrentSimpleVertices(count, vertices, indices);
}
bool GPUCommon::DescribeCodePtr(const u8 *ptr, std::string &name) {
// The only part of GPU emulation (other than software) that jits is the vertex decoder, currently,
// which is owned by the drawengine.
return drawEngineCommon_->DescribeCodePtr(ptr, name);
}