mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 13:30:02 +00:00
531 lines
27 KiB
C++
531 lines
27 KiB
C++
#include "Common/GPU/thin3d.h"
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#include "Common/Serialize/Serializer.h"
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#include "Common/System/System.h"
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#include "Core/System.h"
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#include "Core/Config.h"
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#include "GPU/GPUCommonHW.h"
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#include "GPU/Common/DrawEngineCommon.h"
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#include "GPU/Common/TextureCacheCommon.h"
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#include "GPU/Common/FramebufferManagerCommon.h"
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const CommonCommandTableEntry commonCommandTable[] = {
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// From Common. No flushing but definitely need execute.
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{ GE_CMD_OFFSETADDR, FLAG_EXECUTE, 0, &GPUCommon::Execute_OffsetAddr },
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{ GE_CMD_ORIGIN, FLAG_EXECUTE | FLAG_READS_PC, 0, &GPUCommon::Execute_Origin },
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{ GE_CMD_JUMP, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_Jump },
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{ GE_CMD_CALL, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_Call },
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{ GE_CMD_RET, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_Ret },
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{ GE_CMD_END, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_End },
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{ GE_CMD_VADDR, FLAG_EXECUTE, 0, &GPUCommon::Execute_Vaddr },
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{ GE_CMD_IADDR, FLAG_EXECUTE, 0, &GPUCommon::Execute_Iaddr },
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{ GE_CMD_BJUMP, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_BJump }, // EXECUTE
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{ GE_CMD_BOUNDINGBOX, FLAG_EXECUTE, 0, &GPUCommon::Execute_BoundingBox }, // Shouldn't need to FLUSHBEFORE.
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{ GE_CMD_PRIM, FLAG_EXECUTE, 0, &GPUCommon::Execute_Prim },
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{ GE_CMD_BEZIER, FLAG_EXECUTE, 0, &GPUCommon::Execute_Bezier },
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{ GE_CMD_SPLINE, FLAG_EXECUTE, 0, &GPUCommon::Execute_Spline },
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// Changing the vertex type requires us to flush.
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{ GE_CMD_VERTEXTYPE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_VertexType },
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{ GE_CMD_LOADCLUT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, 0, &GPUCommon::Execute_LoadClut },
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// These two are actually processed in CMD_END.
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{ GE_CMD_SIGNAL },
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{ GE_CMD_FINISH },
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// Changes that dirty the framebuffer
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{ GE_CMD_FRAMEBUFPTR, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_FRAMEBUFWIDTH, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE },
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{ GE_CMD_FRAMEBUFPIXFORMAT, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_FRAGMENTSHADER_STATE },
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{ GE_CMD_ZBUFPTR, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_ZBUFWIDTH, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_FOGCOLOR, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FOGCOLOR },
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{ GE_CMD_FOG1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FOGCOEFENABLE },
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{ GE_CMD_FOG2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FOGCOEFENABLE },
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// These affect the fragment shader so need flushing.
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{ GE_CMD_CLEARMODE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE | DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_GEOMETRYSHADER_STATE },
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{ GE_CMD_TEXTUREMAPENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_GEOMETRYSHADER_STATE },
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{ GE_CMD_FOGENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FOGCOEFENABLE },
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{ GE_CMD_TEXMODE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS | DIRTY_FRAGMENTSHADER_STATE },
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{ GE_CMD_TEXSHADELS, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE },
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// Raster state for Direct3D 9, uncommon.
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{ GE_CMD_SHADEMODE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_RASTER_STATE },
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{ GE_CMD_TEXFUNC, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAGMENTSHADER_STATE | DIRTY_TEX_ALPHA_MUL },
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{ GE_CMD_COLORTEST, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAGMENTSHADER_STATE },
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{ GE_CMD_ALPHATESTENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAGMENTSHADER_STATE },
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{ GE_CMD_COLORTESTENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAGMENTSHADER_STATE },
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{ GE_CMD_COLORTESTMASK, FLAG_FLUSHBEFOREONCHANGE, DIRTY_ALPHACOLORMASK | DIRTY_FRAGMENTSHADER_STATE },
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// These change the vertex shader so need flushing.
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{ GE_CMD_REVERSENORMAL, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE },
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{ GE_CMD_LIGHTINGENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_GEOMETRYSHADER_STATE },
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{ GE_CMD_LIGHTENABLE0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE },
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{ GE_CMD_LIGHTENABLE1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE },
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{ GE_CMD_LIGHTENABLE2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE },
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{ GE_CMD_LIGHTENABLE3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE },
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{ GE_CMD_LIGHTTYPE0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE | DIRTY_LIGHT0 },
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{ GE_CMD_LIGHTTYPE1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE | DIRTY_LIGHT1 },
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{ GE_CMD_LIGHTTYPE2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE | DIRTY_LIGHT2 },
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{ GE_CMD_LIGHTTYPE3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE | DIRTY_LIGHT3 },
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{ GE_CMD_MATERIALUPDATE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE },
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// These change vertex shaders (in non uber shader mode) so need flushing.
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{ GE_CMD_LIGHTMODE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE },
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{ GE_CMD_TEXFILTER, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXWRAP, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS | DIRTY_FRAGMENTSHADER_STATE },
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// Uniform changes. though the fragmentshader optimizes based on these sometimes.
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{ GE_CMD_ALPHATEST, FLAG_FLUSHBEFOREONCHANGE, DIRTY_ALPHACOLORREF | DIRTY_ALPHACOLORMASK | DIRTY_FRAGMENTSHADER_STATE },
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{ GE_CMD_COLORREF, FLAG_FLUSHBEFOREONCHANGE, DIRTY_ALPHACOLORREF | DIRTY_FRAGMENTSHADER_STATE },
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{ GE_CMD_TEXENVCOLOR, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXENV },
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// Simple render state changes. Handled in StateMapping.cpp.
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{ GE_CMD_CULL, FLAG_FLUSHBEFOREONCHANGE, DIRTY_RASTER_STATE },
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{ GE_CMD_CULLFACEENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_RASTER_STATE },
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{ GE_CMD_DITHERENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_RASTER_STATE },
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{ GE_CMD_STENCILOP, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_FRAGMENTSHADER_STATE },
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{ GE_CMD_STENCILTEST, FLAG_FLUSHBEFOREONCHANGE, DIRTY_STENCILREPLACEVALUE | DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE },
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{ GE_CMD_STENCILTESTENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_FRAGMENTSHADER_STATE },
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{ GE_CMD_ALPHABLENDENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_FRAGMENTSHADER_STATE },
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{ GE_CMD_BLENDMODE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_FRAGMENTSHADER_STATE },
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{ GE_CMD_BLENDFIXEDA, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_FRAGMENTSHADER_STATE },
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{ GE_CMD_BLENDFIXEDB, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_FRAGMENTSHADER_STATE },
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{ GE_CMD_MASKRGB, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_COLORWRITEMASK },
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{ GE_CMD_MASKALPHA, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_COLORWRITEMASK },
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{ GE_CMD_ZTEST, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHSTENCIL_STATE },
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{ GE_CMD_ZTESTENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHSTENCIL_STATE | DIRTY_FRAGMENTSHADER_STATE },
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{ GE_CMD_ZWRITEDISABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHSTENCIL_STATE | DIRTY_FRAGMENTSHADER_STATE },
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{ GE_CMD_LOGICOP, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_FRAGMENTSHADER_STATE },
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{ GE_CMD_LOGICOPENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_FRAGMENTSHADER_STATE },
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{ GE_CMD_TEXMAPMODE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE },
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// These are read on every SubmitPrim, no need for dirtying or flushing.
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{ GE_CMD_TEXSCALEU },
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{ GE_CMD_TEXSCALEV },
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{ GE_CMD_TEXOFFSETU },
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{ GE_CMD_TEXOFFSETV },
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{ GE_CMD_TEXSIZE0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, 0, &GPUCommon::Execute_TexSize0 },
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{ GE_CMD_TEXSIZE1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXSIZE2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXSIZE3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXSIZE4, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXSIZE5, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXSIZE6, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXSIZE7, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXFORMAT, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_IMAGE },
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{ GE_CMD_TEXLEVEL, FLAG_EXECUTEONCHANGE, DIRTY_TEXTURE_PARAMS, &GPUCommon::Execute_TexLevel },
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{ GE_CMD_TEXLODSLOPE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXADDR0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_IMAGE | DIRTY_UVSCALEOFFSET },
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{ GE_CMD_TEXADDR1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXADDR2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXADDR3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXADDR4, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXADDR5, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXADDR6, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXADDR7, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXBUFWIDTH0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_IMAGE },
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{ GE_CMD_TEXBUFWIDTH1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXBUFWIDTH2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXBUFWIDTH3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXBUFWIDTH4, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXBUFWIDTH5, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXBUFWIDTH6, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXBUFWIDTH7, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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// These must flush on change, so that LoadClut doesn't have to always flush.
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{ GE_CMD_CLUTADDR, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_CLUTADDRUPPER, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_CLUTFORMAT, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS | DIRTY_DEPAL },
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// Morph weights. TODO: Remove precomputation?
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{ GE_CMD_MORPHWEIGHT0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight },
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{ GE_CMD_MORPHWEIGHT1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight },
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{ GE_CMD_MORPHWEIGHT2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight },
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{ GE_CMD_MORPHWEIGHT3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight },
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{ GE_CMD_MORPHWEIGHT4, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight },
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{ GE_CMD_MORPHWEIGHT5, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight },
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{ GE_CMD_MORPHWEIGHT6, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight },
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{ GE_CMD_MORPHWEIGHT7, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight },
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// Control spline/bezier patches. Don't really require flushing as such, but meh.
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{ GE_CMD_PATCHDIVISION, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_PATCHPRIMITIVE, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_PATCHFACING, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE },
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{ GE_CMD_PATCHCULLENABLE, FLAG_FLUSHBEFOREONCHANGE },
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// Can probably ignore this one as we don't support AA lines.
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{ GE_CMD_ANTIALIASENABLE, FLAG_FLUSHBEFOREONCHANGE },
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// Viewport.
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{ GE_CMD_OFFSETX, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE },
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{ GE_CMD_OFFSETY, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE },
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{ GE_CMD_VIEWPORTXSCALE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_CULLRANGE | DIRTY_PROJMATRIX | DIRTY_VIEWPORTSCISSOR_STATE },
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{ GE_CMD_VIEWPORTYSCALE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_CULLRANGE | DIRTY_PROJMATRIX | DIRTY_VIEWPORTSCISSOR_STATE },
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{ GE_CMD_VIEWPORTXCENTER, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_CULLRANGE | DIRTY_PROJMATRIX | DIRTY_VIEWPORTSCISSOR_STATE },
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{ GE_CMD_VIEWPORTYCENTER, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_CULLRANGE | DIRTY_PROJMATRIX | DIRTY_VIEWPORTSCISSOR_STATE },
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{ GE_CMD_VIEWPORTZSCALE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_CULLRANGE | DIRTY_DEPTHRANGE | DIRTY_PROJMATRIX | DIRTY_VIEWPORTSCISSOR_STATE },
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{ GE_CMD_VIEWPORTZCENTER, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_CULLRANGE | DIRTY_DEPTHRANGE | DIRTY_PROJMATRIX | DIRTY_VIEWPORTSCISSOR_STATE },
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{ GE_CMD_DEPTHCLAMPENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE | DIRTY_RASTER_STATE },
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// Z clip
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{ GE_CMD_MINZ, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHRANGE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE },
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{ GE_CMD_MAXZ, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHRANGE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE },
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// Region
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{ GE_CMD_REGION1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE },
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{ GE_CMD_REGION2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE },
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// Scissor
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{ GE_CMD_SCISSOR1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE },
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{ GE_CMD_SCISSOR2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE },
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// Lighting base colors
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{ GE_CMD_AMBIENTCOLOR, FLAG_FLUSHBEFOREONCHANGE, DIRTY_AMBIENT },
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{ GE_CMD_AMBIENTALPHA, FLAG_FLUSHBEFOREONCHANGE, DIRTY_AMBIENT },
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{ GE_CMD_MATERIALDIFFUSE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_MATDIFFUSE },
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{ GE_CMD_MATERIALEMISSIVE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_MATEMISSIVE },
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{ GE_CMD_MATERIALAMBIENT, FLAG_FLUSHBEFOREONCHANGE, DIRTY_MATAMBIENTALPHA },
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{ GE_CMD_MATERIALALPHA, FLAG_FLUSHBEFOREONCHANGE, DIRTY_MATAMBIENTALPHA },
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{ GE_CMD_MATERIALSPECULAR, FLAG_FLUSHBEFOREONCHANGE, DIRTY_MATSPECULAR },
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{ GE_CMD_MATERIALSPECULARCOEF, FLAG_FLUSHBEFOREONCHANGE, DIRTY_MATSPECULAR },
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// Light parameters
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{ GE_CMD_LX0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
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{ GE_CMD_LY0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
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{ GE_CMD_LZ0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
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{ GE_CMD_LX1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 },
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{ GE_CMD_LY1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 },
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{ GE_CMD_LZ1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 },
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{ GE_CMD_LX2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 },
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{ GE_CMD_LY2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 },
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{ GE_CMD_LZ2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 },
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{ GE_CMD_LX3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 },
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{ GE_CMD_LY3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 },
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{ GE_CMD_LZ3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 },
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{ GE_CMD_LDX0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
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{ GE_CMD_LDY0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
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{ GE_CMD_LDZ0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
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{ GE_CMD_LDX1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 },
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{ GE_CMD_LDY1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 },
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{ GE_CMD_LDZ1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 },
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{ GE_CMD_LDX2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 },
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{ GE_CMD_LDY2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 },
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{ GE_CMD_LDZ2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 },
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{ GE_CMD_LDX3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 },
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{ GE_CMD_LDY3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 },
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{ GE_CMD_LDZ3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 },
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{ GE_CMD_LKA0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
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{ GE_CMD_LKB0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
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{ GE_CMD_LKC0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
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{ GE_CMD_LKA1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 },
|
|
{ GE_CMD_LKB1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 },
|
|
{ GE_CMD_LKC1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 },
|
|
{ GE_CMD_LKA2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 },
|
|
{ GE_CMD_LKB2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 },
|
|
{ GE_CMD_LKC2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 },
|
|
{ GE_CMD_LKA3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 },
|
|
{ GE_CMD_LKB3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 },
|
|
{ GE_CMD_LKC3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 },
|
|
|
|
{ GE_CMD_LKS0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
|
|
{ GE_CMD_LKS1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 },
|
|
{ GE_CMD_LKS2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 },
|
|
{ GE_CMD_LKS3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 },
|
|
|
|
{ GE_CMD_LKO0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
|
|
{ GE_CMD_LKO1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 },
|
|
{ GE_CMD_LKO2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 },
|
|
{ GE_CMD_LKO3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 },
|
|
|
|
{ GE_CMD_LAC0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
|
|
{ GE_CMD_LDC0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
|
|
{ GE_CMD_LSC0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
|
|
{ GE_CMD_LAC1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 },
|
|
{ GE_CMD_LDC1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 },
|
|
{ GE_CMD_LSC1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 },
|
|
{ GE_CMD_LAC2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 },
|
|
{ GE_CMD_LDC2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 },
|
|
{ GE_CMD_LSC2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 },
|
|
{ GE_CMD_LAC3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 },
|
|
{ GE_CMD_LDC3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 },
|
|
{ GE_CMD_LSC3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 },
|
|
|
|
// Ignored commands
|
|
{ GE_CMD_TEXFLUSH, 0 },
|
|
{ GE_CMD_TEXSYNC, 0 },
|
|
|
|
// These are just nop or part of other later commands.
|
|
{ GE_CMD_NOP, 0 },
|
|
{ GE_CMD_BASE, 0 },
|
|
{ GE_CMD_TRANSFERSRC, 0 },
|
|
{ GE_CMD_TRANSFERSRCW, 0 },
|
|
{ GE_CMD_TRANSFERDST, 0 },
|
|
{ GE_CMD_TRANSFERDSTW, 0 },
|
|
{ GE_CMD_TRANSFERSRCPOS, 0 },
|
|
{ GE_CMD_TRANSFERDSTPOS, 0 },
|
|
{ GE_CMD_TRANSFERSIZE, 0 },
|
|
{ GE_CMD_TRANSFERSTART, FLAG_EXECUTE | FLAG_READS_PC, 0, &GPUCommon::Execute_BlockTransferStart },
|
|
|
|
// We don't use the dither table.
|
|
{ GE_CMD_DITH0 },
|
|
{ GE_CMD_DITH1 },
|
|
{ GE_CMD_DITH2 },
|
|
{ GE_CMD_DITH3 },
|
|
|
|
// These handle their own flushing.
|
|
{ GE_CMD_WORLDMATRIXNUMBER, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_WorldMtxNum },
|
|
{ GE_CMD_WORLDMATRIXDATA, FLAG_EXECUTE, 0, &GPUCommon::Execute_WorldMtxData },
|
|
{ GE_CMD_VIEWMATRIXNUMBER, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_ViewMtxNum },
|
|
{ GE_CMD_VIEWMATRIXDATA, FLAG_EXECUTE, 0, &GPUCommon::Execute_ViewMtxData },
|
|
{ GE_CMD_PROJMATRIXNUMBER, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_ProjMtxNum },
|
|
{ GE_CMD_PROJMATRIXDATA, FLAG_EXECUTE, 0, &GPUCommon::Execute_ProjMtxData },
|
|
{ GE_CMD_TGENMATRIXNUMBER, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_TgenMtxNum },
|
|
{ GE_CMD_TGENMATRIXDATA, FLAG_EXECUTE, 0, &GPUCommon::Execute_TgenMtxData },
|
|
{ GE_CMD_BONEMATRIXNUMBER, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_BoneMtxNum },
|
|
{ GE_CMD_BONEMATRIXDATA, FLAG_EXECUTE, 0, &GPUCommon::Execute_BoneMtxData },
|
|
|
|
// Vertex Screen/Texture/Color
|
|
{ GE_CMD_VSCX },
|
|
{ GE_CMD_VSCY },
|
|
{ GE_CMD_VSCZ },
|
|
{ GE_CMD_VTCS },
|
|
{ GE_CMD_VTCT },
|
|
{ GE_CMD_VTCQ },
|
|
{ GE_CMD_VCV },
|
|
{ GE_CMD_VAP, FLAG_EXECUTE, 0, &GPUCommon::Execute_ImmVertexAlphaPrim },
|
|
{ GE_CMD_VFC },
|
|
{ GE_CMD_VSCV },
|
|
|
|
// "Missing" commands (gaps in the sequence)
|
|
{ GE_CMD_UNKNOWN_03, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
|
|
{ GE_CMD_UNKNOWN_0D, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
|
|
{ GE_CMD_UNKNOWN_11, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
|
|
{ GE_CMD_UNKNOWN_29, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
|
|
{ GE_CMD_UNKNOWN_34, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
|
|
{ GE_CMD_UNKNOWN_35, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
|
|
{ GE_CMD_UNKNOWN_39, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
|
|
{ GE_CMD_UNKNOWN_4E, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
|
|
{ GE_CMD_UNKNOWN_4F, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
|
|
{ GE_CMD_UNKNOWN_52, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
|
|
{ GE_CMD_UNKNOWN_59, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
|
|
{ GE_CMD_UNKNOWN_5A, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
|
|
{ GE_CMD_UNKNOWN_B6, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
|
|
{ GE_CMD_UNKNOWN_B7, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
|
|
{ GE_CMD_UNKNOWN_D1, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
|
|
{ GE_CMD_UNKNOWN_ED, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
|
|
{ GE_CMD_UNKNOWN_EF, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
|
|
{ GE_CMD_UNKNOWN_FA, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
|
|
{ GE_CMD_UNKNOWN_FB, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
|
|
{ GE_CMD_UNKNOWN_FC, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
|
|
{ GE_CMD_UNKNOWN_FD, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
|
|
{ GE_CMD_UNKNOWN_FE, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
|
|
// Appears to be debugging related or something? Hit a lot in GoW.
|
|
{ GE_CMD_NOP_FF, 0 },
|
|
};
|
|
|
|
GPUCommonHW::GPUCommonHW(GraphicsContext *gfxCtx, Draw::DrawContext *draw) : GPUCommon(gfxCtx, draw) {
|
|
memset(cmdInfo_, 0, sizeof(cmdInfo_));
|
|
|
|
// Convert the command table to a faster format, and check for dupes.
|
|
std::set<u8> dupeCheck;
|
|
for (size_t i = 0; i < ARRAY_SIZE(commonCommandTable); i++) {
|
|
const u8 cmd = commonCommandTable[i].cmd;
|
|
if (dupeCheck.find(cmd) != dupeCheck.end()) {
|
|
ERROR_LOG(G3D, "Command table Dupe: %02x (%i)", (int)cmd, (int)cmd);
|
|
} else {
|
|
dupeCheck.insert(cmd);
|
|
}
|
|
cmdInfo_[cmd].flags |= (uint64_t)commonCommandTable[i].flags | (commonCommandTable[i].dirty << 8);
|
|
cmdInfo_[cmd].func = commonCommandTable[i].func;
|
|
if ((cmdInfo_[cmd].flags & (FLAG_EXECUTE | FLAG_EXECUTEONCHANGE)) && !cmdInfo_[cmd].func) {
|
|
// Can't have FLAG_EXECUTE commands without a function pointer to execute.
|
|
Crash();
|
|
}
|
|
}
|
|
// Find commands missing from the table.
|
|
for (int i = 0; i < 0xEF; i++) {
|
|
if (dupeCheck.find((u8)i) == dupeCheck.end()) {
|
|
ERROR_LOG(G3D, "Command missing from table: %02x (%i)", i, i);
|
|
}
|
|
}
|
|
|
|
UpdateCmdInfo();
|
|
}
|
|
|
|
GPUCommonHW::~GPUCommonHW() {
|
|
// Clear features so they're not visible in system info.
|
|
gstate_c.SetUseFlags(0);
|
|
|
|
// Delete the various common managers.
|
|
framebufferManager_->DestroyAllFBOs();
|
|
delete framebufferManager_;
|
|
delete textureCache_;
|
|
shaderManager_->ClearShaders();
|
|
delete shaderManager_;
|
|
}
|
|
|
|
void GPUCommonHW::DeviceLost() {
|
|
textureCache_->Clear(false);
|
|
framebufferManager_->DeviceLost();
|
|
textureCache_->DeviceLost();
|
|
shaderManager_->DeviceLost();
|
|
}
|
|
|
|
void GPUCommonHW::UpdateCmdInfo() {
|
|
if (g_Config.bSoftwareSkinning) {
|
|
cmdInfo_[GE_CMD_VERTEXTYPE].flags &= ~FLAG_FLUSHBEFOREONCHANGE;
|
|
cmdInfo_[GE_CMD_VERTEXTYPE].func = &GPUCommon::Execute_VertexTypeSkinning;
|
|
} else {
|
|
cmdInfo_[GE_CMD_VERTEXTYPE].flags |= FLAG_FLUSHBEFOREONCHANGE;
|
|
cmdInfo_[GE_CMD_VERTEXTYPE].func = &GPUCommon::Execute_VertexType;
|
|
}
|
|
|
|
if (g_Config.bFastMemory) {
|
|
cmdInfo_[GE_CMD_JUMP].func = &GPUCommon::Execute_JumpFast;
|
|
cmdInfo_[GE_CMD_CALL].func = &GPUCommon::Execute_CallFast;
|
|
} else {
|
|
cmdInfo_[GE_CMD_JUMP].func = &GPUCommon::Execute_Jump;
|
|
cmdInfo_[GE_CMD_CALL].func = &GPUCommon::Execute_Call;
|
|
}
|
|
|
|
// Reconfigure for light ubershader or not.
|
|
for (int i = 0; i < 4; i++) {
|
|
if (gstate_c.Use(GPU_USE_LIGHT_UBERSHADER)) {
|
|
cmdInfo_[GE_CMD_LIGHTENABLE0 + i].RemoveDirty(DIRTY_VERTEXSHADER_STATE);
|
|
cmdInfo_[GE_CMD_LIGHTENABLE0 + i].AddDirty(DIRTY_LIGHT_CONTROL);
|
|
cmdInfo_[GE_CMD_LIGHTTYPE0 + i].RemoveDirty(DIRTY_VERTEXSHADER_STATE);
|
|
cmdInfo_[GE_CMD_LIGHTTYPE0 + i].AddDirty(DIRTY_LIGHT_CONTROL);
|
|
} else {
|
|
cmdInfo_[GE_CMD_LIGHTENABLE0 + i].RemoveDirty(DIRTY_LIGHT_CONTROL);
|
|
cmdInfo_[GE_CMD_LIGHTENABLE0 + i].AddDirty(DIRTY_VERTEXSHADER_STATE);
|
|
cmdInfo_[GE_CMD_LIGHTTYPE0 + i].RemoveDirty(DIRTY_LIGHT_CONTROL);
|
|
cmdInfo_[GE_CMD_LIGHTTYPE0 + i].AddDirty(DIRTY_VERTEXSHADER_STATE);
|
|
}
|
|
}
|
|
|
|
if (gstate_c.Use(GPU_USE_LIGHT_UBERSHADER)) {
|
|
cmdInfo_[GE_CMD_MATERIALUPDATE].RemoveDirty(DIRTY_VERTEXSHADER_STATE);
|
|
cmdInfo_[GE_CMD_MATERIALUPDATE].AddDirty(DIRTY_LIGHT_CONTROL);
|
|
cmdInfo_[GE_CMD_LIGHTMODE].AddDirty(DIRTY_LIGHT_CONTROL);
|
|
} else {
|
|
cmdInfo_[GE_CMD_MATERIALUPDATE].RemoveDirty(DIRTY_LIGHT_CONTROL);
|
|
cmdInfo_[GE_CMD_MATERIALUPDATE].AddDirty(DIRTY_VERTEXSHADER_STATE);
|
|
cmdInfo_[GE_CMD_LIGHTMODE].RemoveDirty(DIRTY_LIGHT_CONTROL);
|
|
}
|
|
}
|
|
|
|
void GPUCommonHW::PreExecuteOp(u32 op, u32 diff) {
|
|
CheckFlushOp(op >> 24, diff);
|
|
}
|
|
|
|
void GPUCommonHW::CopyDisplayToOutput(bool reallyDirty) {
|
|
// Flush anything left over.
|
|
drawEngineCommon_->DispatchFlush();
|
|
|
|
shaderManager_->DirtyLastShader();
|
|
|
|
framebufferManager_->CopyDisplayToOutput(reallyDirty);
|
|
|
|
gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
|
|
}
|
|
|
|
void GPUCommonHW::DoState(PointerWrap &p) {
|
|
GPUCommon::DoState(p);
|
|
|
|
// TODO: Some of these things may not be necessary.
|
|
// None of these are necessary when saving.
|
|
if (p.mode == p.MODE_READ && !PSP_CoreParameter().frozen) {
|
|
textureCache_->Clear(true);
|
|
drawEngineCommon_->ClearTrackedVertexArrays();
|
|
|
|
gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
|
|
framebufferManager_->DestroyAllFBOs();
|
|
}
|
|
}
|
|
|
|
void GPUCommonHW::ClearCacheNextFrame() {
|
|
textureCache_->ClearNextFrame();
|
|
}
|
|
|
|
// Needs to be called on GPU thread, not reporting thread.
|
|
void GPUCommonHW::BuildReportingInfo() {
|
|
using namespace Draw;
|
|
|
|
reportingPrimaryInfo_ = draw_->GetInfoString(InfoField::VENDORSTRING);
|
|
reportingFullInfo_ = reportingPrimaryInfo_ + " - " + System_GetProperty(SYSPROP_GPUDRIVER_VERSION) + " - " + draw_->GetInfoString(InfoField::SHADELANGVERSION);
|
|
}
|
|
|
|
u32 GPUCommonHW::CheckGPUFeatures() const {
|
|
u32 features = 0;
|
|
if (draw_->GetDeviceCaps().logicOpSupported) {
|
|
features |= GPU_USE_LOGIC_OP;
|
|
}
|
|
if (draw_->GetDeviceCaps().anisoSupported) {
|
|
features |= GPU_USE_ANISOTROPY;
|
|
}
|
|
if (draw_->GetDeviceCaps().textureNPOTFullySupported) {
|
|
features |= GPU_USE_TEXTURE_NPOT;
|
|
}
|
|
if (draw_->GetDeviceCaps().dualSourceBlend) {
|
|
if (!g_Config.bVendorBugChecksEnabled || !draw_->GetBugs().Has(Draw::Bugs::DUAL_SOURCE_BLENDING_BROKEN)) {
|
|
features |= GPU_USE_DUALSOURCE_BLEND;
|
|
}
|
|
}
|
|
if (draw_->GetDeviceCaps().blendMinMaxSupported) {
|
|
features |= GPU_USE_BLEND_MINMAX;
|
|
}
|
|
|
|
if (draw_->GetDeviceCaps().clipDistanceSupported) {
|
|
features |= GPU_USE_CLIP_DISTANCE;
|
|
}
|
|
|
|
if (draw_->GetDeviceCaps().cullDistanceSupported) {
|
|
features |= GPU_USE_CULL_DISTANCE;
|
|
}
|
|
|
|
if (draw_->GetDeviceCaps().textureDepthSupported) {
|
|
features |= GPU_USE_DEPTH_TEXTURE;
|
|
}
|
|
|
|
if (draw_->GetDeviceCaps().depthClampSupported) {
|
|
// Some backends always do GPU_USE_ACCURATE_DEPTH, but it's required for depth clamp.
|
|
features |= GPU_USE_DEPTH_CLAMP | GPU_USE_ACCURATE_DEPTH;
|
|
}
|
|
|
|
bool canClipOrCull = draw_->GetDeviceCaps().clipDistanceSupported || draw_->GetDeviceCaps().cullDistanceSupported;
|
|
bool canDiscardVertex = !draw_->GetBugs().Has(Draw::Bugs::BROKEN_NAN_IN_CONDITIONAL);
|
|
if (canClipOrCull || canDiscardVertex) {
|
|
// We'll dynamically use the parts that are supported, to reduce artifacts as much as possible.
|
|
features |= GPU_USE_VS_RANGE_CULLING;
|
|
}
|
|
|
|
if (draw_->GetDeviceCaps().framebufferFetchSupported) {
|
|
features |= GPU_USE_FRAMEBUFFER_FETCH;
|
|
}
|
|
|
|
if (draw_->GetShaderLanguageDesc().bitwiseOps) {
|
|
features |= GPU_USE_LIGHT_UBERSHADER;
|
|
}
|
|
|
|
if (PSP_CoreParameter().compat.flags().ClearToRAM) {
|
|
features |= GPU_USE_CLEAR_RAM_HACK;
|
|
}
|
|
|
|
// Even without depth clamp, force accurate depth on for some games that break without it.
|
|
if (PSP_CoreParameter().compat.flags().DepthRangeHack) {
|
|
features |= GPU_USE_ACCURATE_DEPTH;
|
|
}
|
|
|
|
return features;
|
|
}
|