mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-12-14 08:59:47 +00:00
1c18c172a1
Use dirty flags for softgpu state updates
2969 lines
102 KiB
C++
2969 lines
102 KiB
C++
#include "ppsspp_config.h"
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#include <algorithm>
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#include <type_traits>
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#include <mutex>
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#include "Common/Profiler/Profiler.h"
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#include "Common/Data/Convert/ColorConv.h"
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#include "Common/GraphicsContext.h"
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#include "Common/Serialize/Serializer.h"
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#include "Common/Serialize/SerializeFuncs.h"
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#include "Common/Serialize/SerializeList.h"
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#include "Common/TimeUtil.h"
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#include "Core/Reporting.h"
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#include "GPU/GeDisasm.h"
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#include "GPU/GPU.h"
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#include "GPU/GPUCommon.h"
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#include "GPU/GPUState.h"
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#include "Core/Config.h"
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#include "Core/CoreTiming.h"
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#include "Core/Debugger/MemBlockInfo.h"
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#include "Core/MemMap.h"
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#include "Core/Host.h"
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#include "Core/Reporting.h"
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#include "Core/HLE/HLE.h"
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#include "Core/HLE/sceKernelMemory.h"
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#include "Core/HLE/sceKernelInterrupt.h"
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#include "Core/HLE/sceKernelThread.h"
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#include "Core/HLE/sceGe.h"
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#include "Core/MemMapHelpers.h"
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#include "Core/Util/PPGeDraw.h"
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#include "GPU/Common/DrawEngineCommon.h"
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#include "GPU/Common/FramebufferManagerCommon.h"
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#include "GPU/Common/SplineCommon.h"
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#include "GPU/Common/TextureCacheCommon.h"
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#include "GPU/Debugger/Debugger.h"
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#include "GPU/Debugger/Record.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_FLUSHBEFORE | 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_FLUSHBEFORE | FLAG_EXECUTE, 0, &GPUCommon::Execute_Bezier },
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{ GE_CMD_SPLINE, FLAG_FLUSHBEFORE | 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. Not sure if FLAG_FLUSHBEFORE matters.
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{ GE_CMD_SIGNAL, FLAG_FLUSHBEFORE },
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{ GE_CMD_FINISH, FLAG_FLUSHBEFORE },
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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_FOGCOEF },
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{ GE_CMD_FOG2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FOGCOEF },
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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 },
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{ GE_CMD_TEXTUREMAPENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE },
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{ GE_CMD_FOGENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE},
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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 },
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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 },
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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 | DIRTY_FRAGMENTSHADER_STATE },
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// These change both shaders so need flushing.
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{ GE_CMD_LIGHTMODE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_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_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 },
|
|
{ GE_CMD_LDY0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
|
|
{ GE_CMD_LDZ0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
|
|
{ GE_CMD_LDX1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 },
|
|
{ GE_CMD_LDY1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 },
|
|
{ GE_CMD_LDZ1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 },
|
|
{ GE_CMD_LDX2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 },
|
|
{ GE_CMD_LDY2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 },
|
|
{ GE_CMD_LDZ2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 },
|
|
{ GE_CMD_LDX3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 },
|
|
{ GE_CMD_LDY3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 },
|
|
{ GE_CMD_LDZ3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 },
|
|
|
|
{ GE_CMD_LKA0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
|
|
{ GE_CMD_LKB0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
|
|
{ GE_CMD_LKC0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
|
|
{ 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_FLUSHBEFORE | 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 },
|
|
};
|
|
|
|
// TODO: Make class member?
|
|
GPUCommon::CommandInfo GPUCommon::cmdInfo_[256];
|
|
|
|
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();
|
|
SetupColorConv();
|
|
gstate.Reset();
|
|
gstate_c.Reset();
|
|
gpuStats.Reset();
|
|
|
|
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();
|
|
UpdateVsyncInterval(true);
|
|
|
|
PPGeSetDrawContext(draw);
|
|
}
|
|
|
|
GPUCommon::~GPUCommon() {
|
|
// Probably not necessary.
|
|
PPGeSetDrawContext(nullptr);
|
|
}
|
|
|
|
void GPUCommon::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;
|
|
}
|
|
}
|
|
|
|
void GPUCommon::BeginHostFrame() {
|
|
UpdateVsyncInterval(resized_);
|
|
ReapplyGfxState();
|
|
|
|
// TODO: Assume config may have changed - maybe move to resize.
|
|
gstate_c.Dirty(DIRTY_ALL);
|
|
}
|
|
|
|
void GPUCommon::EndHostFrame() {
|
|
|
|
}
|
|
|
|
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();
|
|
}
|
|
|
|
// Call at the END of the GPU implementation's DeviceLost
|
|
void GPUCommon::DeviceLost() {
|
|
framebufferManager_->DeviceLost();
|
|
draw_ = nullptr;
|
|
}
|
|
|
|
// Call at the start of the GPU implementation's DeviceRestore
|
|
void GPUCommon::DeviceRestore() {
|
|
draw_ = (Draw::DrawContext *)PSP_CoreParameter().graphicsContext->GetDrawContext();
|
|
framebufferManager_->DeviceRestore(draw_);
|
|
PPGeSetDrawContext(draw_);
|
|
}
|
|
|
|
void GPUCommon::UpdateVsyncInterval(bool force) {
|
|
#if !(PPSSPP_PLATFORM(ANDROID) || defined(USING_QT_UI) || PPSSPP_PLATFORM(UWP) || PPSSPP_PLATFORM(IOS))
|
|
int desiredVSyncInterval = g_Config.bVSync ? 1 : 0;
|
|
if (PSP_CoreParameter().fastForward) {
|
|
desiredVSyncInterval = 0;
|
|
}
|
|
if (PSP_CoreParameter().fpsLimit != FPSLimit::NORMAL) {
|
|
int limit = PSP_CoreParameter().fpsLimit == FPSLimit::CUSTOM1 ? g_Config.iFpsLimit1 : g_Config.iFpsLimit2;
|
|
// For an alternative speed that is a clean factor of 60, the user probably still wants vsync.
|
|
if (limit == 0 || (limit >= 0 && limit != 15 && limit != 30 && limit != 60)) {
|
|
desiredVSyncInterval = 0;
|
|
}
|
|
}
|
|
|
|
if (desiredVSyncInterval != lastVsync_ || force) {
|
|
// Disabled EXT_swap_control_tear for now, it never seems to settle at the correct timing
|
|
// so it just keeps tearing. Not what I hoped for... (gl_extensions.EXT_swap_control_tear)
|
|
// See http://developer.download.nvidia.com/opengl/specs/WGL_EXT_swap_control_tear.txt
|
|
if (gfxCtx_)
|
|
gfxCtx_->SwapInterval(desiredVSyncInterval);
|
|
lastVsync_ = desiredVSyncInterval;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
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::Resized() {
|
|
resized_ = true;
|
|
}
|
|
|
|
void GPUCommon::DumpNextFrame() {
|
|
dumpNextFrame_ = true;
|
|
}
|
|
|
|
u32 GPUCommon::DrawSync(int mode) {
|
|
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) {
|
|
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;
|
|
}
|
|
|
|
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;
|
|
|
|
debugRecording_ = GPURecord::IsActive();
|
|
const bool useDebugger = GPUDebug::IsActive() || debugRecording_;
|
|
const bool useFastRunLoop = !dumpThisFrame_ && !useDebugger;
|
|
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();
|
|
|
|
// 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_);
|
|
timeSpentStepping_ = 0.0;
|
|
gpuStats.msProcessingDisplayLists += total;
|
|
}
|
|
return gpuState == GPUSTATE_DONE || gpuState == GPUSTATE_ERROR;
|
|
}
|
|
|
|
// Maybe should write this in ASM...
|
|
void GPUCommon::FastRunLoop(DisplayList &list) {
|
|
PROFILE_THIS_SCOPE("gpuloop");
|
|
const CommandInfo *cmdInfo = cmdInfo_;
|
|
int dc = downcount;
|
|
for (; dc > 0; --dc) {
|
|
// We know that display list PCs have the upper nibble == 0 - no need to mask the pointer
|
|
const u32 op = *(const u32_le *)(Memory::base + list.pc);
|
|
const u32 cmd = op >> 24;
|
|
const CommandInfo &info = cmdInfo[cmd];
|
|
const u32 diff = op ^ gstate.cmdmem[cmd];
|
|
if (diff == 0) {
|
|
if (info.flags & FLAG_EXECUTE) {
|
|
downcount = dc;
|
|
(this->*info.func)(op, diff);
|
|
dc = downcount;
|
|
}
|
|
} else {
|
|
uint64_t flags = info.flags;
|
|
if (flags & FLAG_FLUSHBEFOREONCHANGE) {
|
|
if (drawEngineCommon_->GetNumDrawCalls()) {
|
|
drawEngineCommon_->DispatchFlush();
|
|
}
|
|
}
|
|
gstate.cmdmem[cmd] = op;
|
|
if (flags & (FLAG_EXECUTE | FLAG_EXECUTEONCHANGE)) {
|
|
downcount = dc;
|
|
(this->*info.func)(op, diff);
|
|
dc = downcount;
|
|
} else {
|
|
uint64_t dirty = flags >> 8;
|
|
if (dirty)
|
|
gstate_c.Dirty(dirty);
|
|
}
|
|
}
|
|
list.pc += 4;
|
|
}
|
|
downcount = 0;
|
|
}
|
|
|
|
void GPUCommon::BeginFrame() {
|
|
immCount_ = 0;
|
|
if (dumpNextFrame_) {
|
|
NOTICE_LOG(G3D, "DUMPING THIS FRAME");
|
|
dumpThisFrame_ = true;
|
|
dumpNextFrame_ = false;
|
|
} else if (dumpThisFrame_) {
|
|
dumpThisFrame_ = false;
|
|
}
|
|
GPURecord::NotifyFrame();
|
|
}
|
|
|
|
void GPUCommon::SlowRunLoop(DisplayList &list)
|
|
{
|
|
const bool dumpThisFrame = dumpThisFrame_;
|
|
while (downcount > 0)
|
|
{
|
|
GPUDebug::NotifyCommand(list.pc);
|
|
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;
|
|
|
|
if (coreCollectDebugStats) {
|
|
gpuStats.otherGPUCycles += 2 * executed;
|
|
gpuStats.gpuCommandsAtCallLevel[std::min(currentList->stackptr, 3)] += executed;
|
|
}
|
|
|
|
// 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.
|
|
}
|
|
|
|
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;
|
|
|
|
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::PreExecuteOp(u32 op, u32 diff) {
|
|
// Nothing to do
|
|
}
|
|
|
|
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) {
|
|
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_JumpFast(u32 op, u32 diff) {
|
|
const u32 target = gstate_c.getRelativeAddress(op & 0x00FFFFFC);
|
|
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);
|
|
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::Execute_CallFast(u32 op, u32 diff) {
|
|
PROFILE_THIS_SCOPE("gpu_call");
|
|
|
|
const u32 target = gstate_c.getRelativeAddress(op & 0x00FFFFFC);
|
|
DoExecuteCall(target);
|
|
}
|
|
|
|
void GPUCommon::DoExecuteCall(u32 target) {
|
|
// Saint Seiya needs correct support for relative calls.
|
|
const u32 retval = currentList->pc + 4;
|
|
|
|
// 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::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 & 0x7F) <= 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!");
|
|
} else {
|
|
auto &stackEntry = currentList->stack[currentList->stackptr++];
|
|
stackEntry.pc = retval;
|
|
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) {
|
|
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:
|
|
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_TexLevel(u32 op, u32 diff) {
|
|
// TODO: If you change the rules here, don't forget to update the inner interpreter in Execute_Prim.
|
|
if (diff == 0xFFFFFFFF)
|
|
return;
|
|
gstate.texlevel ^= diff;
|
|
if (gstate.getTexLevelMode() != GE_TEXLEVEL_MODE_AUTO && (0x00FF0000 & gstate.texlevel) != 0) {
|
|
Flush();
|
|
}
|
|
gstate.texlevel ^= diff;
|
|
gstate_c.Dirty(DIRTY_TEXTURE_PARAMS | DIRTY_FRAGMENTSHADER_STATE);
|
|
}
|
|
|
|
void GPUCommon::Execute_TexSize0(u32 op, u32 diff) {
|
|
// Render to texture may have overridden the width/height.
|
|
// Don't reset it unless the size is different / the texture has changed.
|
|
if (diff || gstate_c.IsDirty(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS)) {
|
|
gstate_c.curTextureWidth = gstate.getTextureWidth(0);
|
|
gstate_c.curTextureHeight = gstate.getTextureHeight(0);
|
|
gstate_c.Dirty(DIRTY_UVSCALEOFFSET);
|
|
// We will need to reset the texture now.
|
|
gstate_c.Dirty(DIRTY_TEXTURE_PARAMS);
|
|
}
|
|
}
|
|
|
|
void GPUCommon::Execute_VertexType(u32 op, u32 diff) {
|
|
if (diff)
|
|
gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE);
|
|
if (diff & (GE_VTYPE_TC_MASK | GE_VTYPE_THROUGH_MASK)) {
|
|
gstate_c.Dirty(DIRTY_UVSCALEOFFSET);
|
|
if (diff & GE_VTYPE_THROUGH_MASK)
|
|
gstate_c.Dirty(DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_CULLRANGE);
|
|
}
|
|
}
|
|
|
|
void GPUCommon::Execute_LoadClut(u32 op, u32 diff) {
|
|
gstate_c.Dirty(DIRTY_TEXTURE_PARAMS);
|
|
textureCache_->LoadClut(gstate.getClutAddress(), gstate.getClutLoadBytes());
|
|
}
|
|
|
|
void GPUCommon::Execute_VertexTypeSkinning(u32 op, u32 diff) {
|
|
// Don't flush when weight count changes.
|
|
if (diff & ~GE_VTYPE_WEIGHTCOUNT_MASK) {
|
|
// Restore and flush
|
|
gstate.vertType ^= diff;
|
|
Flush();
|
|
gstate.vertType ^= diff;
|
|
if (diff & (GE_VTYPE_TC_MASK | GE_VTYPE_THROUGH_MASK))
|
|
gstate_c.Dirty(DIRTY_UVSCALEOFFSET);
|
|
// In this case, we may be doing weights and morphs.
|
|
// Update any bone matrix uniforms so it uses them correctly.
|
|
if ((op & GE_VTYPE_MORPHCOUNT_MASK) != 0) {
|
|
gstate_c.Dirty(gstate_c.deferredVertTypeDirty);
|
|
gstate_c.deferredVertTypeDirty = 0;
|
|
}
|
|
gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE);
|
|
}
|
|
if (diff & GE_VTYPE_THROUGH_MASK)
|
|
gstate_c.Dirty(DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_CULLRANGE);
|
|
}
|
|
|
|
|
|
void GPUCommon::Execute_Prim(u32 op, u32 diff) {
|
|
// This drives all drawing. All other state we just buffer up, then we apply it only
|
|
// when it's time to draw. As most PSP games set state redundantly ALL THE TIME, this is a huge optimization.
|
|
|
|
PROFILE_THIS_SCOPE("execprim");
|
|
|
|
u32 data = op & 0xFFFFFF;
|
|
u32 count = data & 0xFFFF;
|
|
if (count == 0)
|
|
return;
|
|
|
|
// Upper bits are ignored.
|
|
GEPrimitiveType prim = static_cast<GEPrimitiveType>((data >> 16) & 7);
|
|
SetDrawType(DRAW_PRIM, prim);
|
|
|
|
// Discard AA lines as we can't do anything that makes sense with these anyway. The SW plugin might, though.
|
|
if (gstate.isAntiAliasEnabled()) {
|
|
// Heuristic derived from discussions in #6483 and #12588.
|
|
// Discard AA lines in Persona 3 Portable, DOA Paradise and Summon Night 5, while still keeping AA lines in Echochrome.
|
|
if ((prim == GE_PRIM_LINE_STRIP || prim == GE_PRIM_LINES) && gstate.getTextureFunction() == GE_TEXFUNC_REPLACE)
|
|
return;
|
|
}
|
|
|
|
// This also makes skipping drawing very effective.
|
|
framebufferManager_->SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason);
|
|
|
|
if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) {
|
|
// Rough estimate, not sure what's correct.
|
|
cyclesExecuted += EstimatePerVertexCost() * count;
|
|
if (gstate.isModeClear()) {
|
|
gpuStats.numClears++;
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (!Memory::IsValidAddress(gstate_c.vertexAddr)) {
|
|
ERROR_LOG(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr);
|
|
return;
|
|
}
|
|
|
|
void *verts = Memory::GetPointerUnchecked(gstate_c.vertexAddr);
|
|
void *inds = nullptr;
|
|
u32 vertexType = gstate.vertType;
|
|
if ((vertexType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
|
|
u32 indexAddr = gstate_c.indexAddr;
|
|
if (!Memory::IsValidAddress(indexAddr)) {
|
|
ERROR_LOG(G3D, "Bad index address %08x!", indexAddr);
|
|
return;
|
|
}
|
|
inds = Memory::GetPointerUnchecked(indexAddr);
|
|
}
|
|
|
|
if (gstate_c.dirty & DIRTY_VERTEXSHADER_STATE) {
|
|
vertexCost_ = EstimatePerVertexCost();
|
|
}
|
|
|
|
int bytesRead = 0;
|
|
UpdateUVScaleOffset();
|
|
|
|
// cull mode
|
|
int cullMode = gstate.getCullMode();
|
|
|
|
uint32_t vertTypeID = GetVertTypeID(vertexType, gstate.getUVGenMode());
|
|
drawEngineCommon_->SubmitPrim(verts, inds, prim, count, vertTypeID, cullMode, &bytesRead);
|
|
// After drawing, we advance the vertexAddr (when non indexed) or indexAddr (when indexed).
|
|
// Some games rely on this, they don't bother reloading VADDR and IADDR.
|
|
// The VADDR/IADDR registers are NOT updated.
|
|
AdvanceVerts(vertexType, count, bytesRead);
|
|
int totalVertCount = count;
|
|
|
|
// PRIMs are often followed by more PRIMs. Save some work and submit them immediately.
|
|
const u32_le *src = (const u32_le *)Memory::GetPointerUnchecked(currentList->pc + 4);
|
|
const u32_le *stall = currentList->stall ? (const u32_le *)Memory::GetPointerUnchecked(currentList->stall) : 0;
|
|
int cmdCount = 0;
|
|
|
|
// Optimized submission of sequences of PRIM. Allows us to avoid going through all the mess
|
|
// above for each one. This can be expanded to support additional games that intersperse
|
|
// PRIM commands with other commands. A special case is Earth Defence Force 2 that changes culling mode
|
|
// between each prim, we just change the triangle winding right here to still be able to join draw calls.
|
|
|
|
uint32_t vtypeCheckMask = ~GE_VTYPE_WEIGHTCOUNT_MASK;
|
|
if (!g_Config.bSoftwareSkinning)
|
|
vtypeCheckMask = 0xFFFFFFFF;
|
|
|
|
if (debugRecording_ || GPUDebug::IsActive())
|
|
goto bail;
|
|
|
|
while (src != stall) {
|
|
uint32_t data = *src;
|
|
switch (data >> 24) {
|
|
case GE_CMD_PRIM:
|
|
{
|
|
u32 count = data & 0xFFFF;
|
|
if (count == 0) {
|
|
// Ignore.
|
|
break;
|
|
}
|
|
|
|
GEPrimitiveType newPrim = static_cast<GEPrimitiveType>((data >> 16) & 7);
|
|
SetDrawType(DRAW_PRIM, newPrim);
|
|
// TODO: more efficient updating of verts/inds
|
|
verts = Memory::GetPointerUnchecked(gstate_c.vertexAddr);
|
|
inds = nullptr;
|
|
if ((vertexType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
|
|
inds = Memory::GetPointerUnchecked(gstate_c.indexAddr);
|
|
}
|
|
|
|
drawEngineCommon_->SubmitPrim(verts, inds, newPrim, count, vertTypeID, cullMode, &bytesRead);
|
|
AdvanceVerts(vertexType, count, bytesRead);
|
|
totalVertCount += count;
|
|
break;
|
|
}
|
|
case GE_CMD_VERTEXTYPE:
|
|
{
|
|
uint32_t diff = data ^ vertexType;
|
|
// don't mask upper bits, vertexType is unmasked
|
|
if (diff & vtypeCheckMask) {
|
|
goto bail;
|
|
} else {
|
|
vertexType = data;
|
|
vertTypeID = GetVertTypeID(vertexType, gstate.getUVGenMode());
|
|
}
|
|
break;
|
|
}
|
|
case GE_CMD_VADDR:
|
|
gstate.cmdmem[GE_CMD_VADDR] = data;
|
|
gstate_c.vertexAddr = gstate_c.getRelativeAddress(data & 0x00FFFFFF);
|
|
break;
|
|
case GE_CMD_IADDR:
|
|
gstate.cmdmem[GE_CMD_IADDR] = data;
|
|
gstate_c.indexAddr = gstate_c.getRelativeAddress(data & 0x00FFFFFF);
|
|
break;
|
|
case GE_CMD_OFFSETADDR:
|
|
gstate.cmdmem[GE_CMD_OFFSETADDR] = data;
|
|
gstate_c.offsetAddr = data << 8;
|
|
break;
|
|
case GE_CMD_BASE:
|
|
gstate.cmdmem[GE_CMD_BASE] = data;
|
|
break;
|
|
case GE_CMD_CULLFACEENABLE:
|
|
// Earth Defence Force 2
|
|
if (gstate.cmdmem[GE_CMD_CULLFACEENABLE] != data) {
|
|
goto bail;
|
|
}
|
|
break;
|
|
case GE_CMD_CULL:
|
|
// flip face by indices for triangles
|
|
cullMode = data & 1;
|
|
break;
|
|
case GE_CMD_TEXFLUSH:
|
|
case GE_CMD_NOP:
|
|
case GE_CMD_NOP_FF:
|
|
gstate.cmdmem[data >> 24] = data;
|
|
break;
|
|
case GE_CMD_BONEMATRIXNUMBER:
|
|
gstate.cmdmem[GE_CMD_BONEMATRIXNUMBER] = data;
|
|
break;
|
|
case GE_CMD_TEXSCALEU:
|
|
gstate.cmdmem[GE_CMD_TEXSCALEU] = data;
|
|
gstate_c.uv.uScale = getFloat24(data);
|
|
break;
|
|
case GE_CMD_TEXSCALEV:
|
|
gstate.cmdmem[GE_CMD_TEXSCALEV] = data;
|
|
gstate_c.uv.vScale = getFloat24(data);
|
|
break;
|
|
case GE_CMD_TEXOFFSETU:
|
|
gstate.cmdmem[GE_CMD_TEXOFFSETU] = data;
|
|
gstate_c.uv.uOff = getFloat24(data);
|
|
break;
|
|
case GE_CMD_TEXOFFSETV:
|
|
gstate.cmdmem[GE_CMD_TEXOFFSETV] = data;
|
|
gstate_c.uv.vOff = getFloat24(data);
|
|
break;
|
|
case GE_CMD_TEXLEVEL:
|
|
// Same Gran Turismo hack from Execute_TexLevel
|
|
if ((data & 3) != GE_TEXLEVEL_MODE_AUTO && (0x00FF0000 & data) != 0) {
|
|
goto bail;
|
|
}
|
|
gstate.cmdmem[GE_CMD_TEXLEVEL] = data;
|
|
break;
|
|
case GE_CMD_CALL:
|
|
{
|
|
// A bone matrix probably. If not we bail.
|
|
const u32 target = gstate_c.getRelativeAddress(data & 0x00FFFFFC);
|
|
if ((Memory::ReadUnchecked_U32(target) >> 24) == GE_CMD_BONEMATRIXDATA &&
|
|
(Memory::ReadUnchecked_U32(target + 11 * 4) >> 24) == GE_CMD_BONEMATRIXDATA &&
|
|
(Memory::ReadUnchecked_U32(target + 12 * 4) >> 24) == GE_CMD_RET &&
|
|
(target > currentList->stall || target + 12 * 4 < currentList->stall) &&
|
|
(gstate.boneMatrixNumber & 0x7F) <= 96 - 12) {
|
|
FastLoadBoneMatrix(target);
|
|
} else {
|
|
goto bail;
|
|
}
|
|
break;
|
|
}
|
|
|
|
case GE_CMD_TEXBUFWIDTH0:
|
|
case GE_CMD_TEXADDR0:
|
|
if (data != gstate.cmdmem[data >> 24])
|
|
goto bail;
|
|
break;
|
|
|
|
default:
|
|
// All other commands might need a flush or something, stop this inner loop.
|
|
goto bail;
|
|
}
|
|
cmdCount++;
|
|
src++;
|
|
}
|
|
|
|
bail:
|
|
gstate.cmdmem[GE_CMD_VERTEXTYPE] = vertexType;
|
|
// Skip over the commands we just read out manually.
|
|
if (cmdCount > 0) {
|
|
UpdatePC(currentList->pc, currentList->pc + cmdCount * 4);
|
|
currentList->pc += cmdCount * 4;
|
|
// flush back cull mode
|
|
if (cullMode != gstate.getCullMode()) {
|
|
// We rewrote everything to the old cull mode, so flush first.
|
|
drawEngineCommon_->DispatchFlush();
|
|
|
|
// Now update things for next time.
|
|
gstate.cmdmem[GE_CMD_CULL] ^= 1;
|
|
gstate_c.Dirty(DIRTY_RASTER_STATE);
|
|
}
|
|
}
|
|
|
|
gpuStats.vertexGPUCycles += vertexCost_ * totalVertCount;
|
|
cyclesExecuted += vertexCost_ * totalVertCount;
|
|
}
|
|
|
|
void GPUCommon::Execute_Bezier(u32 op, u32 diff) {
|
|
// We don't dirty on normal changes anymore as we prescale, but it's needed for splines/bezier.
|
|
gstate_c.Dirty(DIRTY_UVSCALEOFFSET);
|
|
|
|
// This also make skipping drawing very effective.
|
|
framebufferManager_->SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason);
|
|
if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) {
|
|
// TODO: Should this eat some cycles? Probably yes. Not sure if important.
|
|
return;
|
|
}
|
|
|
|
if (!Memory::IsValidAddress(gstate_c.vertexAddr)) {
|
|
ERROR_LOG_REPORT(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr);
|
|
return;
|
|
}
|
|
|
|
void *control_points = Memory::GetPointerUnchecked(gstate_c.vertexAddr);
|
|
void *indices = NULL;
|
|
if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
|
|
if (!Memory::IsValidAddress(gstate_c.indexAddr)) {
|
|
ERROR_LOG_REPORT(G3D, "Bad index address %08x!", gstate_c.indexAddr);
|
|
return;
|
|
}
|
|
indices = Memory::GetPointerUnchecked(gstate_c.indexAddr);
|
|
}
|
|
|
|
if (vertTypeIsSkinningEnabled(gstate.vertType)) {
|
|
DEBUG_LOG_REPORT(G3D, "Unusual bezier/spline vtype: %08x, morph: %d, bones: %d", gstate.vertType, (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) >> GE_VTYPE_MORPHCOUNT_SHIFT, vertTypeGetNumBoneWeights(gstate.vertType));
|
|
}
|
|
|
|
// Can't flush after setting gstate_c.submitType below since it'll be a mess - it must be done already.
|
|
drawEngineCommon_->DispatchFlush();
|
|
|
|
Spline::BezierSurface surface;
|
|
surface.tess_u = gstate.getPatchDivisionU();
|
|
surface.tess_v = gstate.getPatchDivisionV();
|
|
surface.num_points_u = op & 0xFF;
|
|
surface.num_points_v = (op >> 8) & 0xFF;
|
|
surface.num_patches_u = (surface.num_points_u - 1) / 3;
|
|
surface.num_patches_v = (surface.num_points_v - 1) / 3;
|
|
surface.primType = gstate.getPatchPrimitiveType();
|
|
surface.patchFacing = gstate.patchfacing & 1;
|
|
|
|
SetDrawType(DRAW_BEZIER, PatchPrimToPrim(surface.primType));
|
|
|
|
if (drawEngineCommon_->CanUseHardwareTessellation(surface.primType)) {
|
|
gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE);
|
|
gstate_c.submitType = SubmitType::HW_BEZIER;
|
|
if (gstate_c.spline_num_points_u != surface.num_points_u) {
|
|
gstate_c.Dirty(DIRTY_BEZIERSPLINE);
|
|
gstate_c.spline_num_points_u = surface.num_points_u;
|
|
}
|
|
} else {
|
|
gstate_c.submitType = SubmitType::BEZIER;
|
|
}
|
|
|
|
int bytesRead = 0;
|
|
UpdateUVScaleOffset();
|
|
drawEngineCommon_->SubmitCurve(control_points, indices, surface, gstate.vertType, &bytesRead, "bezier");
|
|
|
|
gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE);
|
|
gstate_c.submitType = SubmitType::DRAW;
|
|
|
|
// After drawing, we advance pointers - see SubmitPrim which does the same.
|
|
int count = surface.num_points_u * surface.num_points_v;
|
|
AdvanceVerts(gstate.vertType, count, bytesRead);
|
|
}
|
|
|
|
void GPUCommon::Execute_Spline(u32 op, u32 diff) {
|
|
// We don't dirty on normal changes anymore as we prescale, but it's needed for splines/bezier.
|
|
gstate_c.Dirty(DIRTY_UVSCALEOFFSET);
|
|
|
|
// This also make skipping drawing very effective.
|
|
framebufferManager_->SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason);
|
|
if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) {
|
|
// TODO: Should this eat some cycles? Probably yes. Not sure if important.
|
|
return;
|
|
}
|
|
|
|
if (!Memory::IsValidAddress(gstate_c.vertexAddr)) {
|
|
ERROR_LOG_REPORT(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr);
|
|
return;
|
|
}
|
|
|
|
void *control_points = Memory::GetPointerUnchecked(gstate_c.vertexAddr);
|
|
void *indices = NULL;
|
|
if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
|
|
if (!Memory::IsValidAddress(gstate_c.indexAddr)) {
|
|
ERROR_LOG_REPORT(G3D, "Bad index address %08x!", gstate_c.indexAddr);
|
|
return;
|
|
}
|
|
indices = Memory::GetPointerUnchecked(gstate_c.indexAddr);
|
|
}
|
|
|
|
if (vertTypeIsSkinningEnabled(gstate.vertType)) {
|
|
DEBUG_LOG_REPORT(G3D, "Unusual bezier/spline vtype: %08x, morph: %d, bones: %d", gstate.vertType, (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) >> GE_VTYPE_MORPHCOUNT_SHIFT, vertTypeGetNumBoneWeights(gstate.vertType));
|
|
}
|
|
|
|
// Can't flush after setting gstate_c.submitType below since it'll be a mess - it must be done already.
|
|
drawEngineCommon_->DispatchFlush();
|
|
|
|
Spline::SplineSurface surface;
|
|
surface.tess_u = gstate.getPatchDivisionU();
|
|
surface.tess_v = gstate.getPatchDivisionV();
|
|
surface.type_u = (op >> 16) & 0x3;
|
|
surface.type_v = (op >> 18) & 0x3;
|
|
surface.num_points_u = op & 0xFF;
|
|
surface.num_points_v = (op >> 8) & 0xFF;
|
|
surface.num_patches_u = surface.num_points_u - 3;
|
|
surface.num_patches_v = surface.num_points_v - 3;
|
|
surface.primType = gstate.getPatchPrimitiveType();
|
|
surface.patchFacing = gstate.patchfacing & 1;
|
|
|
|
SetDrawType(DRAW_SPLINE, PatchPrimToPrim(surface.primType));
|
|
|
|
if (drawEngineCommon_->CanUseHardwareTessellation(surface.primType)) {
|
|
gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE);
|
|
gstate_c.submitType = SubmitType::HW_SPLINE;
|
|
if (gstate_c.spline_num_points_u != surface.num_points_u) {
|
|
gstate_c.Dirty(DIRTY_BEZIERSPLINE);
|
|
gstate_c.spline_num_points_u = surface.num_points_u;
|
|
}
|
|
} else {
|
|
gstate_c.submitType = SubmitType::SPLINE;
|
|
}
|
|
|
|
int bytesRead = 0;
|
|
UpdateUVScaleOffset();
|
|
drawEngineCommon_->SubmitCurve(control_points, indices, surface, gstate.vertType, &bytesRead, "spline");
|
|
|
|
gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE);
|
|
gstate_c.submitType = SubmitType::DRAW;
|
|
|
|
// After drawing, we advance pointers - see SubmitPrim which does the same.
|
|
int count = surface.num_points_u * surface.num_points_v;
|
|
AdvanceVerts(gstate.vertType, count, bytesRead);
|
|
}
|
|
|
|
void GPUCommon::Execute_BoundingBox(u32 op, u32 diff) {
|
|
// Just resetting, nothing to check bounds for.
|
|
const u32 count = op & 0xFFFFFF;
|
|
if (count == 0) {
|
|
currentList->bboxResult = false;
|
|
return;
|
|
}
|
|
if (((count & 7) == 0) && count <= 64) { // Sanity check
|
|
void *control_points = Memory::GetPointer(gstate_c.vertexAddr);
|
|
if (!control_points) {
|
|
ERROR_LOG_REPORT_ONCE(boundingbox, G3D, "Invalid verts in bounding box check");
|
|
currentList->bboxResult = true;
|
|
return;
|
|
}
|
|
|
|
if (gstate.vertType & GE_VTYPE_IDX_MASK) {
|
|
ERROR_LOG_REPORT_ONCE(boundingbox, G3D, "Indexed bounding box data not supported.");
|
|
// Data seems invalid. Let's assume the box test passed.
|
|
currentList->bboxResult = true;
|
|
return;
|
|
}
|
|
|
|
// Test if the bounding box is within the drawing region.
|
|
int bytesRead;
|
|
currentList->bboxResult = drawEngineCommon_->TestBoundingBox(control_points, count, gstate.vertType, &bytesRead);
|
|
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_BlockTransferStart(u32 op, u32 diff) {
|
|
PROFILE_THIS_SCOPE("block");
|
|
Flush();
|
|
// and take appropriate action. This is a block transfer between RAM and VRAM, or vice versa.
|
|
// Can we skip this on SkipDraw?
|
|
DoBlockTransfer(gstate_c.skipDrawReason);
|
|
}
|
|
|
|
void GPUCommon::Execute_WorldMtxNum(u32 op, u32 diff) {
|
|
// This is almost always followed by GE_CMD_WORLDMATRIXDATA.
|
|
const u32_le *src = (const u32_le *)Memory::GetPointerUnchecked(currentList->pc + 4);
|
|
u32 *dst = (u32 *)(gstate.worldMatrix + (op & 0xF));
|
|
const int end = 12 - (op & 0xF);
|
|
int i = 0;
|
|
|
|
// We must record the individual data commands while debugRecording_.
|
|
bool fastLoad = !debugRecording_;
|
|
// Stalling in the middle of a matrix would be stupid, I doubt this check is necessary.
|
|
if (currentList->pc < currentList->stall && currentList->pc + end * 4 >= currentList->stall) {
|
|
fastLoad = false;
|
|
}
|
|
|
|
if (fastLoad) {
|
|
while ((src[i] >> 24) == GE_CMD_WORLDMATRIXDATA) {
|
|
const u32 newVal = src[i] << 8;
|
|
if (dst[i] != newVal) {
|
|
Flush();
|
|
dst[i] = newVal;
|
|
gstate_c.Dirty(DIRTY_WORLDMATRIX);
|
|
}
|
|
if (++i >= end) {
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
const int count = i;
|
|
gstate.worldmtxnum = (GE_CMD_WORLDMATRIXNUMBER << 24) | ((op + count) & 0xF);
|
|
|
|
// Skip over the loaded data, it's done now.
|
|
UpdatePC(currentList->pc, currentList->pc + count * 4);
|
|
currentList->pc += count * 4;
|
|
}
|
|
|
|
void GPUCommon::Execute_WorldMtxData(u32 op, u32 diff) {
|
|
// Note: it's uncommon to get here now, see above.
|
|
int num = gstate.worldmtxnum & 0xF;
|
|
u32 newVal = op << 8;
|
|
if (num < 12 && newVal != ((const u32 *)gstate.worldMatrix)[num]) {
|
|
Flush();
|
|
((u32 *)gstate.worldMatrix)[num] = newVal;
|
|
gstate_c.Dirty(DIRTY_WORLDMATRIX);
|
|
}
|
|
num++;
|
|
gstate.worldmtxnum = (GE_CMD_WORLDMATRIXNUMBER << 24) | (num & 0xF);
|
|
}
|
|
|
|
void GPUCommon::Execute_ViewMtxNum(u32 op, u32 diff) {
|
|
// This is almost always followed by GE_CMD_VIEWMATRIXDATA.
|
|
const u32_le *src = (const u32_le *)Memory::GetPointerUnchecked(currentList->pc + 4);
|
|
u32 *dst = (u32 *)(gstate.viewMatrix + (op & 0xF));
|
|
const int end = 12 - (op & 0xF);
|
|
int i = 0;
|
|
|
|
bool fastLoad = !debugRecording_;
|
|
if (currentList->pc < currentList->stall && currentList->pc + end * 4 >= currentList->stall) {
|
|
fastLoad = false;
|
|
}
|
|
|
|
if (fastLoad) {
|
|
while ((src[i] >> 24) == GE_CMD_VIEWMATRIXDATA) {
|
|
const u32 newVal = src[i] << 8;
|
|
if (dst[i] != newVal) {
|
|
Flush();
|
|
dst[i] = newVal;
|
|
gstate_c.Dirty(DIRTY_VIEWMATRIX);
|
|
}
|
|
if (++i >= end) {
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
const int count = i;
|
|
gstate.viewmtxnum = (GE_CMD_VIEWMATRIXNUMBER << 24) | ((op + count) & 0xF);
|
|
|
|
// Skip over the loaded data, it's done now.
|
|
UpdatePC(currentList->pc, currentList->pc + count * 4);
|
|
currentList->pc += count * 4;
|
|
}
|
|
|
|
void GPUCommon::Execute_ViewMtxData(u32 op, u32 diff) {
|
|
// Note: it's uncommon to get here now, see above.
|
|
int num = gstate.viewmtxnum & 0xF;
|
|
u32 newVal = op << 8;
|
|
if (num < 12 && newVal != ((const u32 *)gstate.viewMatrix)[num]) {
|
|
Flush();
|
|
((u32 *)gstate.viewMatrix)[num] = newVal;
|
|
gstate_c.Dirty(DIRTY_VIEWMATRIX);
|
|
}
|
|
num++;
|
|
gstate.viewmtxnum = (GE_CMD_VIEWMATRIXNUMBER << 24) | (num & 0xF);
|
|
}
|
|
|
|
void GPUCommon::Execute_ProjMtxNum(u32 op, u32 diff) {
|
|
// This is almost always followed by GE_CMD_PROJMATRIXDATA.
|
|
const u32_le *src = (const u32_le *)Memory::GetPointerUnchecked(currentList->pc + 4);
|
|
u32 *dst = (u32 *)(gstate.projMatrix + (op & 0xF));
|
|
const int end = 16 - (op & 0xF);
|
|
int i = 0;
|
|
|
|
bool fastLoad = !debugRecording_;
|
|
if (currentList->pc < currentList->stall && currentList->pc + end * 4 >= currentList->stall) {
|
|
fastLoad = false;
|
|
}
|
|
|
|
if (fastLoad) {
|
|
while ((src[i] >> 24) == GE_CMD_PROJMATRIXDATA) {
|
|
const u32 newVal = src[i] << 8;
|
|
if (dst[i] != newVal) {
|
|
Flush();
|
|
dst[i] = newVal;
|
|
gstate_c.Dirty(DIRTY_PROJMATRIX);
|
|
}
|
|
if (++i >= end) {
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
const int count = i;
|
|
gstate.projmtxnum = (GE_CMD_PROJMATRIXNUMBER << 24) | ((op + count) & 0x1F);
|
|
|
|
// Skip over the loaded data, it's done now.
|
|
UpdatePC(currentList->pc, currentList->pc + count * 4);
|
|
currentList->pc += count * 4;
|
|
}
|
|
|
|
void GPUCommon::Execute_ProjMtxData(u32 op, u32 diff) {
|
|
// Note: it's uncommon to get here now, see above.
|
|
int num = gstate.projmtxnum & 0x1F; // NOTE: Changed from 0xF to catch overflows
|
|
u32 newVal = op << 8;
|
|
if (num < 0x10 && newVal != ((const u32 *)gstate.projMatrix)[num]) {
|
|
Flush();
|
|
((u32 *)gstate.projMatrix)[num] = newVal;
|
|
gstate_c.Dirty(DIRTY_PROJMATRIX);
|
|
}
|
|
num++;
|
|
if (num <= 16)
|
|
gstate.projmtxnum = (GE_CMD_PROJMATRIXNUMBER << 24) | (num & 0xF);
|
|
}
|
|
|
|
void GPUCommon::Execute_TgenMtxNum(u32 op, u32 diff) {
|
|
// This is almost always followed by GE_CMD_TGENMATRIXDATA.
|
|
const u32_le *src = (const u32_le *)Memory::GetPointerUnchecked(currentList->pc + 4);
|
|
u32 *dst = (u32 *)(gstate.tgenMatrix + (op & 0xF));
|
|
const int end = 12 - (op & 0xF);
|
|
int i = 0;
|
|
|
|
bool fastLoad = !debugRecording_;
|
|
if (currentList->pc < currentList->stall && currentList->pc + end * 4 >= currentList->stall) {
|
|
fastLoad = false;
|
|
}
|
|
|
|
if (fastLoad) {
|
|
while ((src[i] >> 24) == GE_CMD_TGENMATRIXDATA) {
|
|
const u32 newVal = src[i] << 8;
|
|
if (dst[i] != newVal) {
|
|
Flush();
|
|
dst[i] = newVal;
|
|
gstate_c.Dirty(DIRTY_TEXMATRIX);
|
|
}
|
|
if (++i >= end) {
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
const int count = i;
|
|
gstate.texmtxnum = (GE_CMD_TGENMATRIXNUMBER << 24) | ((op + count) & 0xF);
|
|
|
|
// Skip over the loaded data, it's done now.
|
|
UpdatePC(currentList->pc, currentList->pc + count * 4);
|
|
currentList->pc += count * 4;
|
|
}
|
|
|
|
void GPUCommon::Execute_TgenMtxData(u32 op, u32 diff) {
|
|
// Note: it's uncommon to get here now, see above.
|
|
int num = gstate.texmtxnum & 0xF;
|
|
u32 newVal = op << 8;
|
|
if (num < 12 && newVal != ((const u32 *)gstate.tgenMatrix)[num]) {
|
|
Flush();
|
|
((u32 *)gstate.tgenMatrix)[num] = newVal;
|
|
gstate_c.Dirty(DIRTY_TEXMATRIX | DIRTY_FRAGMENTSHADER_STATE); // We check the matrix to see if we need projection
|
|
}
|
|
num++;
|
|
gstate.texmtxnum = (GE_CMD_TGENMATRIXNUMBER << 24) | (num & 0xF);
|
|
}
|
|
|
|
void GPUCommon::Execute_BoneMtxNum(u32 op, u32 diff) {
|
|
// This is almost always followed by GE_CMD_BONEMATRIXDATA.
|
|
const u32_le *src = (const u32_le *)Memory::GetPointerUnchecked(currentList->pc + 4);
|
|
u32 *dst = (u32 *)(gstate.boneMatrix + (op & 0x7F));
|
|
const int end = 12 * 8 - (op & 0x7F);
|
|
int i = 0;
|
|
|
|
bool fastLoad = !debugRecording_ && end > 0;
|
|
if (currentList->pc < currentList->stall && currentList->pc + end * 4 >= currentList->stall) {
|
|
fastLoad = false;
|
|
}
|
|
|
|
if (fastLoad) {
|
|
// If we can't use software skinning, we have to flush and dirty.
|
|
if (!g_Config.bSoftwareSkinning) {
|
|
while ((src[i] >> 24) == GE_CMD_BONEMATRIXDATA) {
|
|
const u32 newVal = src[i] << 8;
|
|
if (dst[i] != newVal) {
|
|
Flush();
|
|
dst[i] = newVal;
|
|
}
|
|
if (++i >= end) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
const unsigned int numPlusCount = (op & 0x7F) + i;
|
|
for (unsigned int num = op & 0x7F; num < numPlusCount; num += 12) {
|
|
gstate_c.Dirty(DIRTY_BONEMATRIX0 << (num / 12));
|
|
}
|
|
} else {
|
|
while ((src[i] >> 24) == GE_CMD_BONEMATRIXDATA) {
|
|
dst[i] = src[i] << 8;
|
|
if (++i >= end) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
const unsigned int numPlusCount = (op & 0x7F) + i;
|
|
for (unsigned int num = op & 0x7F; num < numPlusCount; num += 12) {
|
|
gstate_c.deferredVertTypeDirty |= DIRTY_BONEMATRIX0 << (num / 12);
|
|
}
|
|
}
|
|
}
|
|
|
|
const int count = i;
|
|
gstate.boneMatrixNumber = (GE_CMD_BONEMATRIXNUMBER << 24) | ((op + count) & 0x7F);
|
|
|
|
// Skip over the loaded data, it's done now.
|
|
UpdatePC(currentList->pc, currentList->pc + count * 4);
|
|
currentList->pc += count * 4;
|
|
}
|
|
|
|
void GPUCommon::Execute_BoneMtxData(u32 op, u32 diff) {
|
|
// Note: it's uncommon to get here now, see above.
|
|
int num = gstate.boneMatrixNumber & 0x7F;
|
|
u32 newVal = op << 8;
|
|
if (num < 96 && newVal != ((const u32 *)gstate.boneMatrix)[num]) {
|
|
// Bone matrices should NOT flush when software skinning is enabled!
|
|
if (!g_Config.bSoftwareSkinning) {
|
|
Flush();
|
|
gstate_c.Dirty(DIRTY_BONEMATRIX0 << (num / 12));
|
|
} else {
|
|
gstate_c.deferredVertTypeDirty |= DIRTY_BONEMATRIX0 << (num / 12);
|
|
}
|
|
((u32 *)gstate.boneMatrix)[num] = newVal;
|
|
}
|
|
num++;
|
|
gstate.boneMatrixNumber = (GE_CMD_BONEMATRIXNUMBER << 24) | (num & 0x7F);
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
TransformedVertex &v = immBuffer_[immCount_++];
|
|
|
|
// Formula deduced from ThrillVille's clear.
|
|
int offsetX = gstate.getOffsetX16();
|
|
int offsetY = gstate.getOffsetY16();
|
|
v.x = ((gstate.imm_vscx & 0xFFFFFF) - offsetX) / 16.0f;
|
|
v.y = ((gstate.imm_vscy & 0xFFFFFF) - 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);
|
|
v.fog = 0.0f; // we have no information about the scale here
|
|
v.color1_32 = gstate.imm_scv & 0xFFFFFF;
|
|
int prim = (op >> 8) & 0x7;
|
|
if (prim != GE_PRIM_KEEP_PREVIOUS) {
|
|
immPrim_ = (GEPrimitiveType)prim;
|
|
} else if (prim == GE_PRIM_KEEP_PREVIOUS && immCount_ == 2) {
|
|
// Instead of finding a proper point to flush, we just emit a full rectangle every time one
|
|
// is finished.
|
|
FlushImm();
|
|
// Need to reset immCount_ here. If we do it in FlushImm it could get skipped by gstate_c.skipDrawReason.
|
|
immCount_ = 0;
|
|
} else {
|
|
ERROR_LOG_REPORT_ONCE(imm_draw_prim, G3D, "Immediate draw: Unexpected primitive %d at count %d", prim, immCount_);
|
|
}
|
|
}
|
|
|
|
void GPUCommon::FlushImm() {
|
|
SetDrawType(DRAW_PRIM, immPrim_);
|
|
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.
|
|
return;
|
|
}
|
|
UpdateUVScaleOffset();
|
|
|
|
// Instead of plumbing through properly (we'd need to inject these pretransformed vertices in the middle
|
|
// of SoftwareTransform(), which would take a lot of refactoring), we'll cheat and just turn these into
|
|
// through vertices.
|
|
// Since the only known use is Thrillville and it only uses it to clear, we just use color and pos.
|
|
struct ImmVertex {
|
|
uint32_t color;
|
|
float xyz[3];
|
|
};
|
|
ImmVertex temp[MAX_IMMBUFFER_SIZE];
|
|
for (int i = 0; i < immCount_; i++) {
|
|
temp[i].color = immBuffer_[i].color0_32;
|
|
temp[i].xyz[0] = immBuffer_[i].pos[0];
|
|
temp[i].xyz[1] = immBuffer_[i].pos[1];
|
|
temp[i].xyz[2] = immBuffer_[i].pos[2];
|
|
}
|
|
int vtype = GE_VTYPE_POS_FLOAT | GE_VTYPE_COL_8888 | GE_VTYPE_THROUGH;
|
|
|
|
int bytesRead;
|
|
uint32_t vertTypeID = GetVertTypeID(vtype, 0);
|
|
drawEngineCommon_->DispatchSubmitImm(temp, nullptr, immPrim_, immCount_, vertTypeID, gstate.getCullMode(), &bytesRead);
|
|
// TOOD: In the future, make a special path for these.
|
|
// drawEngineCommon_->DispatchSubmitImm(immBuffer_, immCount_);
|
|
}
|
|
|
|
void GPUCommon::ExecuteOp(u32 op, u32 diff) {
|
|
const u32 cmd = op >> 24;
|
|
|
|
// Handle control and drawing commands here directly. The others we delegate.
|
|
switch (cmd) {
|
|
case GE_CMD_NOP:
|
|
break;
|
|
|
|
case GE_CMD_OFFSETADDR:
|
|
Execute_OffsetAddr(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_ORIGIN:
|
|
Execute_Origin(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_JUMP:
|
|
Execute_Jump(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_BJUMP:
|
|
Execute_BJump(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_CALL:
|
|
Execute_Call(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_RET:
|
|
Execute_Ret(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_SIGNAL:
|
|
case GE_CMD_FINISH:
|
|
// Processed in GE_END.
|
|
break;
|
|
|
|
case GE_CMD_END:
|
|
Flush();
|
|
Execute_End(op, diff);
|
|
break;
|
|
|
|
default:
|
|
DEBUG_LOG(G3D, "DL Unknown: %08x @ %08x", op, currentList == NULL ? 0 : currentList->pc);
|
|
break;
|
|
}
|
|
}
|
|
|
|
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) {
|
|
Flush();
|
|
gstate_c.Dirty(uniformsToDirty);
|
|
} else {
|
|
gstate_c.deferredVertTypeDirty |= uniformsToDirty;
|
|
}
|
|
gstate.FastLoadBoneMatrix(target);
|
|
}
|
|
|
|
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, 4);
|
|
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);
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
dls[listID].pc = pc;
|
|
}
|
|
|
|
void GPUCommon::ResetListStall(int listID, u32 stall) {
|
|
if (listID < 0 || listID >= DisplayListMaxCount) {
|
|
_dbg_assert_msg_(false, "listID out of range: %d", listID);
|
|
return;
|
|
}
|
|
|
|
dls[listID].stall = stall;
|
|
}
|
|
|
|
void GPUCommon::ResetListState(int listID, DisplayListState state) {
|
|
if (listID < 0 || listID >= DisplayListMaxCount) {
|
|
_dbg_assert_msg_(false, "listID out of range: %d", listID);
|
|
return;
|
|
}
|
|
|
|
dls[listID].state = state;
|
|
}
|
|
|
|
GPUDebugOp GPUCommon::DissassembleOp(u32 pc, u32 op) {
|
|
char buffer[1024];
|
|
GeDisassembleOp(pc, op, Memory::Read_U32(pc - 4), 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;
|
|
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];
|
|
|
|
PreExecuteOp(op, diff);
|
|
gstate.cmdmem[cmd] = op;
|
|
ExecuteOp(op, diff);
|
|
}
|
|
|
|
void GPUCommon::DoBlockTransfer(u32 skipDrawReason) {
|
|
// TODO: This is used a lot to copy data around between render targets and textures,
|
|
// and also to quickly load textures from RAM to VRAM. So we should do checks like the following:
|
|
// * Does dstBasePtr point to an existing texture? If so maybe reload it immediately.
|
|
//
|
|
// * Does srcBasePtr point to a render target, and dstBasePtr to a texture? If so
|
|
// either copy between rt and texture or reassign the texture to point to the render target
|
|
//
|
|
// etc....
|
|
|
|
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);
|
|
|
|
if (!Memory::IsValidAddress(srcBasePtr)) {
|
|
ERROR_LOG_REPORT(G3D, "BlockTransfer: Bad source transfer address %08x!", srcBasePtr);
|
|
return;
|
|
}
|
|
|
|
if (!Memory::IsValidAddress(dstBasePtr)) {
|
|
ERROR_LOG_REPORT(G3D, "BlockTransfer: Bad destination transfer address %08x!", dstBasePtr);
|
|
return;
|
|
}
|
|
|
|
// Check that the last address of both source and dest are valid addresses
|
|
|
|
u32 srcLastAddr = srcBasePtr + ((srcY + height - 1) * srcStride + (srcX + width - 1)) * bpp;
|
|
u32 dstLastAddr = dstBasePtr + ((dstY + height - 1) * dstStride + (dstX + width - 1)) * bpp;
|
|
|
|
if (!Memory::IsValidAddress(srcLastAddr)) {
|
|
ERROR_LOG_REPORT(G3D, "Bottom-right corner of source of block transfer is at an invalid address: %08x", srcLastAddr);
|
|
return;
|
|
}
|
|
if (!Memory::IsValidAddress(dstLastAddr)) {
|
|
ERROR_LOG_REPORT(G3D, "Bottom-right corner of destination of block transfer is at an invalid address: %08x", srcLastAddr);
|
|
return;
|
|
}
|
|
|
|
// Tell the framebuffer manager to take action if possible. If it does the entire thing, let's just return.
|
|
if (!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...
|
|
if (srcStride == dstStride && (u32)width == srcStride) {
|
|
// Common case in God of War, let's do it all in one chunk.
|
|
u32 srcLineStartAddr = srcBasePtr + (srcY * srcStride + srcX) * bpp;
|
|
u32 dstLineStartAddr = dstBasePtr + (dstY * dstStride + dstX) * bpp;
|
|
const u8 *src = Memory::GetPointerUnchecked(srcLineStartAddr);
|
|
u8 *dst = Memory::GetPointerUnchecked(dstLineStartAddr);
|
|
memcpy(dst, src, width * height * bpp);
|
|
GPURecord::NotifyMemcpy(dstLineStartAddr, srcLineStartAddr, width * height * bpp);
|
|
} else {
|
|
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 *src = Memory::GetPointerUnchecked(srcLineStartAddr);
|
|
u8 *dst = Memory::GetPointerUnchecked(dstLineStartAddr);
|
|
memcpy(dst, src, width * bpp);
|
|
GPURecord::NotifyMemcpy(dstLineStartAddr, srcLineStartAddr, width * bpp);
|
|
}
|
|
}
|
|
|
|
// 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);
|
|
}
|
|
|
|
const uint32_t src = srcBasePtr + (srcY * srcStride + srcX) * bpp;
|
|
const uint32_t srcSize = height * srcStride * bpp;
|
|
const std::string tag = "GPUBlockTransfer/" + GetMemWriteTagAt(src, srcSize);
|
|
NotifyMemInfo(MemBlockFlags::READ, src, srcSize, tag.c_str(), tag.size());
|
|
NotifyMemInfo(MemBlockFlags::WRITE, dstBasePtr + (dstY * dstStride + dstX) * bpp, height * dstStride * bpp, tag.c_str(), tag.size());
|
|
|
|
// 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) {
|
|
// Track stray copies of a framebuffer in RAM. MotoGP does this.
|
|
if (framebufferManager_->MayIntersectFramebuffer(src) || framebufferManager_->MayIntersectFramebuffer(dest)) {
|
|
if (!framebufferManager_->NotifyFramebufferCopy(src, dest, size, false, gstate_c.skipDrawReason)) {
|
|
// We use a little hack for PerformMemoryDownload/PerformMemoryUpload using a VRAM mirror.
|
|
// Since they're identical we don't need to copy.
|
|
if (!Memory::IsVRAMAddress(dest) || (dest ^ 0x00400000) != src) {
|
|
const std::string tag = "GPUMemcpy/" + GetMemWriteTagAt(src, size);
|
|
Memory::Memcpy(dest, src, size, tag.c_str(), tag.size());
|
|
}
|
|
}
|
|
InvalidateCache(dest, size, GPU_INVALIDATE_HINT);
|
|
return true;
|
|
}
|
|
|
|
const std::string tag = "GPUMemcpy/" + GetMemWriteTagAt(src, size);
|
|
NotifyMemInfo(MemBlockFlags::READ, src, size, tag.c_str(), tag.size());
|
|
NotifyMemInfo(MemBlockFlags::WRITE, dest, size, tag.c_str(), tag.size());
|
|
InvalidateCache(dest, size, GPU_INVALIDATE_HINT);
|
|
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_->MayIntersectFramebuffer(dest)) {
|
|
Memory::Memset(dest, v, size, "GPUMemset");
|
|
if (!framebufferManager_->NotifyFramebufferCopy(dest, dest, size, true, 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::PerformMemoryDownload(u32 dest, int size) {
|
|
// Cheat a bit to force a download of the framebuffer.
|
|
// VRAM + 0x00400000 is simply a VRAM mirror.
|
|
if (Memory::IsVRAMAddress(dest)) {
|
|
return PerformMemoryCopy(dest ^ 0x00400000, dest, size);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool GPUCommon::PerformMemoryUpload(u32 dest, int size) {
|
|
// Cheat a bit to force an upload of the framebuffer.
|
|
// VRAM + 0x00400000 is simply a VRAM mirror.
|
|
if (Memory::IsVRAMAddress(dest)) {
|
|
GPURecord::NotifyUpload(dest, size);
|
|
return PerformMemoryCopy(dest, dest ^ 0x00400000, size);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void GPUCommon::InvalidateCache(u32 addr, int size, GPUInvalidationType type) {
|
|
if (size > 0)
|
|
textureCache_->Invalidate(addr, size, type);
|
|
else
|
|
textureCache_->InvalidateAll(type);
|
|
|
|
if (type != GPU_INVALIDATE_ALL && framebufferManager_->MayIntersectFramebuffer(addr)) {
|
|
// Vempire invalidates (with writeback) after drawing, but before blitting.
|
|
if (type == GPU_INVALIDATE_SAFE) {
|
|
framebufferManager_->UpdateFromMemory(addr, size, type == GPU_INVALIDATE_SAFE);
|
|
}
|
|
}
|
|
}
|
|
|
|
void GPUCommon::NotifyVideoUpload(u32 addr, int size, int width, int format) {
|
|
if (Memory::IsVRAMAddress(addr)) {
|
|
framebufferManager_->NotifyVideoUpload(addr, size, width, (GEBufferFormat)format);
|
|
}
|
|
textureCache_->NotifyVideoUpload(addr, size, width, (GEBufferFormat)format);
|
|
InvalidateCache(addr, size, GPU_INVALIDATE_SAFE);
|
|
}
|
|
|
|
bool GPUCommon::PerformStencilUpload(u32 dest, int size) {
|
|
if (framebufferManager_->MayIntersectFramebuffer(dest)) {
|
|
framebufferManager_->NotifyStencilUpload(dest, size);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool GPUCommon::GetCurrentFramebuffer(GPUDebugBuffer &buffer, GPUDebugFramebufferType type, int maxRes) {
|
|
u32 fb_address = type == GPU_DBG_FRAMEBUF_RENDER ? (gstate.getFrameBufRawAddress() | 0x04000000) : framebufferManager_->DisplayFramebufAddr();
|
|
int fb_stride = type == GPU_DBG_FRAMEBUF_RENDER ? gstate.FrameBufStride() : framebufferManager_->DisplayFramebufStride();
|
|
GEBufferFormat format = type == GPU_DBG_FRAMEBUF_RENDER ? gstate.FrameBufFormat() : framebufferManager_->DisplayFramebufFormat();
|
|
return framebufferManager_->GetFramebuffer(fb_address, fb_stride, format, buffer, maxRes);
|
|
}
|
|
|
|
bool GPUCommon::GetCurrentDepthbuffer(GPUDebugBuffer &buffer) {
|
|
u32 fb_address = gstate.getFrameBufRawAddress() | 0x04000000;
|
|
int fb_stride = gstate.FrameBufStride();
|
|
|
|
u32 z_address = gstate.getDepthBufRawAddress() | 0x04000000;
|
|
int z_stride = gstate.DepthBufStride();
|
|
|
|
return framebufferManager_->GetDepthbuffer(fb_address, fb_stride, z_address, z_stride, buffer);
|
|
}
|
|
|
|
bool GPUCommon::GetCurrentStencilbuffer(GPUDebugBuffer &buffer) {
|
|
u32 fb_address = gstate.getFrameBufRawAddress() | 0x04000000;
|
|
int fb_stride = gstate.FrameBufStride();
|
|
|
|
return framebufferManager_->GetStencilbuffer(fb_address, fb_stride, buffer);
|
|
}
|
|
|
|
bool GPUCommon::GetOutputFramebuffer(GPUDebugBuffer &buffer) {
|
|
// framebufferManager_ can be null here when taking screens in software rendering mode.
|
|
// TODO: Actually grab the framebuffer anyway.
|
|
return framebufferManager_ ? framebufferManager_->GetOutputFramebuffer(buffer) : false;
|
|
}
|
|
|
|
std::vector<FramebufferInfo> GPUCommon::GetFramebufferList() {
|
|
return framebufferManager_->GetFramebufferList();
|
|
}
|
|
|
|
bool GPUCommon::GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices) {
|
|
return drawEngineCommon_->GetCurrentSimpleVertices(count, vertices, indices);
|
|
}
|
|
|
|
bool GPUCommon::GetCurrentClut(GPUDebugBuffer &buffer) {
|
|
return textureCache_->GetCurrentClutBuffer(buffer);
|
|
}
|
|
|
|
bool GPUCommon::GetCurrentTexture(GPUDebugBuffer &buffer, int level) {
|
|
if (!gstate.isTextureMapEnabled()) {
|
|
return false;
|
|
}
|
|
return textureCache_->GetCurrentTextureDebug(buffer, level);
|
|
}
|
|
|
|
bool GPUCommon::DescribeCodePtr(const u8 *ptr, std::string &name) {
|
|
if (drawEngineCommon_->IsCodePtrVertexDecoder(ptr)) {
|
|
name = "VertexDecoderJit";
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool GPUCommon::FramebufferDirty() {
|
|
VirtualFramebuffer *vfb = framebufferManager_->GetDisplayVFB();
|
|
if (vfb) {
|
|
bool dirty = vfb->dirtyAfterDisplay;
|
|
vfb->dirtyAfterDisplay = false;
|
|
return dirty;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool GPUCommon::FramebufferReallyDirty() {
|
|
VirtualFramebuffer *vfb = framebufferManager_->GetDisplayVFB();
|
|
if (vfb) {
|
|
bool dirty = vfb->reallyDirtyAfterDisplay;
|
|
vfb->reallyDirtyAfterDisplay = false;
|
|
return dirty;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
size_t GPUCommon::FormatGPUStatsCommon(char *buffer, size_t size) {
|
|
float vertexAverageCycles = gpuStats.numVertsSubmitted > 0 ? (float)gpuStats.vertexGPUCycles / (float)gpuStats.numVertsSubmitted : 0.0f;
|
|
return snprintf(buffer, size,
|
|
"DL processing time: %0.2f ms\n"
|
|
"Draw calls: %d, flushes %d, clears %d (cached: %d)\n"
|
|
"Num Tracked Vertex Arrays: %d\n"
|
|
"Commands per call level: %i %i %i %i\n"
|
|
"Vertices: %d cached: %d uncached: %d\n"
|
|
"FBOs active: %d (evaluations: %d)\n"
|
|
"Textures: %d, dec: %d, invalidated: %d, hashed: %d kB\n"
|
|
"Readbacks: %d, uploads: %d\n"
|
|
"GPU cycles executed: %d (%f per vertex)\n",
|
|
gpuStats.msProcessingDisplayLists * 1000.0f,
|
|
gpuStats.numDrawCalls,
|
|
gpuStats.numFlushes,
|
|
gpuStats.numClears,
|
|
gpuStats.numCachedDrawCalls,
|
|
gpuStats.numTrackedVertexArrays,
|
|
gpuStats.gpuCommandsAtCallLevel[0], gpuStats.gpuCommandsAtCallLevel[1], gpuStats.gpuCommandsAtCallLevel[2], gpuStats.gpuCommandsAtCallLevel[3],
|
|
gpuStats.numVertsSubmitted,
|
|
gpuStats.numCachedVertsDrawn,
|
|
gpuStats.numUncachedVertsDrawn,
|
|
(int)framebufferManager_->NumVFBs(),
|
|
gpuStats.numFramebufferEvaluations,
|
|
(int)textureCache_->NumLoadedTextures(),
|
|
gpuStats.numTexturesDecoded,
|
|
gpuStats.numTextureInvalidations,
|
|
gpuStats.numTextureDataBytesHashed / 1024,
|
|
gpuStats.numReadbacks,
|
|
gpuStats.numUploads,
|
|
gpuStats.vertexGPUCycles + gpuStats.otherGPUCycles,
|
|
vertexAverageCycles
|
|
);
|
|
}
|