mirror of
https://github.com/hrydgard/ppsspp.git
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428 lines
13 KiB
C++
428 lines
13 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include "../Globals.h"
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#include "gfx/gl_common.h"
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#include "ge_constants.h"
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struct GPUgstate
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{
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// Getting rid of this ugly union in favor of the accessor functions
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// might be a good idea....
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union
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{
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u32 cmdmem[256];
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struct
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{
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u32 nop,
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vaddr,
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iaddr,
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pad00,
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prim,
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bezier,
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spline,
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boundBox,
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jump,
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bjump,
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call,
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ret,
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end,
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pad01,
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signal,
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finish,
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base,
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pad02,
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vertType,
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offsetAddr,
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origin,
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region1,
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region2,
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lightingEnable,
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lightEnable[4],
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clipEnable,
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cullfaceEnable,
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textureMapEnable,
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fogEnable,
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ditherEnable,
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alphaBlendEnable,
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alphaTestEnable,
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zTestEnable,
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stencilTestEnable,
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antiAliasEnable,
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patchCullEnable,
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colorTestEnable,
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logicOpEnable,
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pad03,
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boneMatrixNumber,
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boneMatrixData,
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morphwgt[8], //dont use
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pad04[2],
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patchdivision,
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patchprimitive,
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patchfacing,
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pad04_a,
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worldmtxnum, // 0x3A
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worldmtxdata, // 0x3B
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viewmtxnum, // 0x3C
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viewmtxdata, // 0x3D
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projmtxnum, // 0x3E
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projmtxdata, // 0x3F
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texmtxnum, // 0x40
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texmtxdata, // 0x41
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viewportx1, // 0x42
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viewporty1, // 0x43
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viewportz1, // 0x44
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viewportx2, // 0x45
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viewporty2, // 0x46
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viewportz2, // 0x47
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texscaleu, // 0x48
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texscalev, // 0x49
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texoffsetu, // 0x4A
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texoffsetv, // 0x4B
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offsetx, // 0x4C
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offsety, // 0x4D
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pad111[2],
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shademodel, // 0x50
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reversenormals, // 0x51
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pad222,
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materialupdate, // 0x53
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materialemissive, // 0x54
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materialambient, // 0x55
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materialdiffuse, // 0x56
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materialspecular, // 0x57
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materialalpha, // 0x58
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pad333[2],
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materialspecularcoef, // 0x5B
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ambientcolor, // 0x5C
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ambientalpha, // 0x5D
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lmode, // 0x5E
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ltype[4], // 0x5F-0x62
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lpos[12], // 0x63-0x6E
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ldir[12], // 0x6F-0x7A
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latt[12], // 0x7B-0x86
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lconv[4], // 0x87-0x8A
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lcutoff[4], // 0x8B-0x8E
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lcolor[12], // 0x8F-0x9A
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cullmode, // 0x9B
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fbptr, // 0x9C
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fbwidth, // 0x9D
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zbptr, // 0x9E
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zbwidth, // 0x9F
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texaddr[8], // 0xA0-0xA7
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texbufwidth[8], // 0xA8-0xAF
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clutaddr, // 0xB0
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clutaddrupper, // 0xB1
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transfersrc, // 0xB2
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transfersrcw, // 0xB3
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transferdst, // 0xB4
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transferdstw, // 0xB5
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padxxx[2],
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texsize[8], // 0xB8-BF
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texmapmode, // 0xC0
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texshade, // 0xC1
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texmode, // 0xC2
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texformat, // 0xC3
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loadclut, // 0xC4
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clutformat,
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texfilter,
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texwrap,
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texlevel,
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texfunc,
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texenvcolor,
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texflush,
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texsync,
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fog1,
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fog2,
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fogcolor,
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texlodslope,
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padxxxxxx,
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framebufpixformat,
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clearmode,
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scissor1,
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scissor2,
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minz,
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maxz,
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colortest,
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colorref,
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colormask,
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alphatest,
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stenciltest,
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stencilop,
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ztestfunc,
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blend,
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blendfixa,
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blendfixb,
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dith1,
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dith2,
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dith3,
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dith4,
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lop,
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zmsk,
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pmskc,
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pmska,
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transferstart,
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transfersrcpos,
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transferdstpos,
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pad99,
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transfersize; // 0xEE
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u32 pad05[0xFF- 0xEE];
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};
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};
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float worldMatrix[12];
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float viewMatrix[12];
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float projMatrix[16];
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float tgenMatrix[12];
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float boneMatrix[12 * 8]; // Eight bone matrices.
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// Pixel Pipeline
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bool isModeClear() const { return clearmode & 1; }
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bool isCullEnabled() const { return cullfaceEnable & 1; }
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int getCullMode() const { return cullmode & 1; }
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int getBlendFuncA() const { return blend & 0xF; }
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u32 getFixA() const { return blendfixa & 0xFFFFFF; }
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u32 getFixB() const { return blendfixb & 0xFFFFFF; }
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int getBlendFuncB() const { return (blend >> 4) & 0xF; }
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int getBlendEq() const { return (blend >> 8) & 0x7; }
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bool isDepthTestEnabled() const { return zTestEnable & 1; }
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bool isDepthWriteEnabled() const { return !(zmsk & 1); }
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int getDepthTestFunc() const { return ztestfunc & 0x7; }
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bool isFogEnabled() const { return fogEnable & 1; }
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bool isStencilTestEnabled() const { return stencilTestEnable & 1; }
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bool isAlphaBlendEnabled() const { return alphaBlendEnable & 1; }
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bool isDitherEnabled() const { return ditherEnable & 1; }
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bool isAlphaTestEnabled() const { return alphaTestEnable & 1; }
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bool isColorTestEnabled() const { return colorTestEnable & 1; }
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// Texturing
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bool isTextureMapEnabled() const { return textureMapEnable & 1; }
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int getTextureFunction() const { return texfunc & 0x7; }
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bool isColorDoublingEnabled() const { return (texfunc & 0x10000) != 0; }
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GETextureFormat getTextureFormat() const { return static_cast<GETextureFormat>(texformat & 0xF); }
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int getTextureEnvColR() const { return texenvcolor&0xFF; }
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int getTextureEnvColG() const { return (texenvcolor>>8)&0xFF; }
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int getTextureEnvColB() const { return (texenvcolor>>16)&0xFF; }
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GEPaletteFormat getClutPaletteFormat() { return static_cast<GEPaletteFormat>(clutformat & 3); }
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int getClutIndexShift() const { return (clutformat >> 2) & 0x1F; }
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int getClutIndexMask() const { return (clutformat >> 8) & 0xFF; }
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int getClutIndexStartPos() const { return ((clutformat >> 16) & 0x1F) << 4; }
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// Lighting
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bool isLightingEnabled() const { return lightingEnable & 1; }
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bool isLightChanEnabled(int chan) const { return lightEnable[chan] & 1;}
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bool isUsingPoweredDiffuseLight(int chan) const { return (ltype[chan] & 0x3) == 0x2; }
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bool isUsingSpecularLight(int chan) const { return (ltype[chan] & 0x3) == 0x1 || (ltype[chan] & 0x3) == 0x2; }
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bool isUsingSecondaryColor() const { return lmode & 1; }
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bool isDirectionalLight(int chan) const { return ((ltype[chan] & 0x30)>>8) == 0; }
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bool isPointLight(int chan) const { return ((ltype[chan] & 0x30)>>8) == 1; }
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bool isSpotLight(int chan) const { return ((ltype[chan] & 0x30)>>8) == 2; }
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unsigned int getAmbientR() const { return ambientcolor&0xFF; }
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unsigned int getAmbientG() const { return (ambientcolor>>8)&0xFF; }
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unsigned int getAmbientB() const { return (ambientcolor>>16)&0xFF; }
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unsigned int getAmbientA() const { return ambientalpha&0xFF; }
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unsigned int getMaterialAmbientR() const { return materialambient&0xFF; }
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unsigned int getMaterialAmbientG() const { return (materialambient>>8)&0xFF; }
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unsigned int getMaterialAmbientB() const { return (materialambient>>16)&0xFF; }
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unsigned int getMaterialAmbientA() const { return materialalpha&0xFF; }
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unsigned int getMaterialDiffuseR() const { return materialdiffuse&0xFF; }
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unsigned int getMaterialDiffuseG() const { return (materialdiffuse>>8)&0xFF; }
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unsigned int getMaterialDiffuseB() const { return (materialdiffuse>>16)&0xFF; }
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unsigned int getMaterialEmissiveR() const { return materialemissive&0xFF; }
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unsigned int getMaterialEmissiveG() const { return (materialemissive>>8)&0xFF; }
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unsigned int getMaterialEmissiveB() const { return (materialemissive>>16)&0xFF; }
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unsigned int getMaterialSpecularR() const { return materialspecular&0xFF; }
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unsigned int getMaterialSpecularG() const { return (materialspecular>>8)&0xFF; }
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unsigned int getMaterialSpecularB() const { return (materialspecular>>16)&0xFF; }
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unsigned int getLightAmbientColorR(int chan) const { return lcolor[chan*3]&0xFF; }
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unsigned int getLightAmbientColorG(int chan) const { return (lcolor[chan*3]>>8)&0xFF; }
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unsigned int getLightAmbientColorB(int chan) const { return (lcolor[chan*3]>>16)&0xFF; }
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unsigned int getDiffuseColorR(int chan) const { return lcolor[1+chan*3]&0xFF; }
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unsigned int getDiffuseColorG(int chan) const { return (lcolor[1+chan*3]>>8)&0xFF; }
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unsigned int getDiffuseColorB(int chan) const { return (lcolor[1+chan*3]>>16)&0xFF; }
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unsigned int getSpecularColorR(int chan) const { return lcolor[2+chan*3]&0xFF; }
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unsigned int getSpecularColorG(int chan) const { return (lcolor[2+chan*3]>>8)&0xFF; }
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unsigned int getSpecularColorB(int chan) const { return (lcolor[2+chan*3]>>16)&0xFF; }
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// UV gen
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int getUVGenMode() const { return texmapmode & 3;} // 2 bits
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int getUVProjMode() const { return (texmapmode >> 8) & 3;} // 2 bits
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int getUVLS0() const { return texshade & 0x3; } // 2 bits
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int getUVLS1() const { return (texshade >> 8) & 0x3; } // 2 bits
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int getScissorX1() const { return scissor1 & 0x3FF; }
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int getScissorY1() const { return (scissor1 >> 10) & 0x3FF; }
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int getScissorX2() const { return scissor2 & 0x3FF; }
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int getScissorY2() const { return (scissor2 >> 10) & 0x3FF; }
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int getRegionX1() const { return region1 & 0x3FF; }
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int getRegionY1() const { return (region1 >> 10) & 0x3FF; }
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int getRegionX2() const { return (region2 & 0x3FF); }
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int getRegionY2() const { return ((region2 >> 10) & 0x3FF); }
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// Vertex type
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bool isModeThrough() const { return (vertType & GE_VTYPE_THROUGH) != 0; }
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int getNumBoneWeights() const {
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return 1 + ((vertType & GE_VTYPE_WEIGHTCOUNT_MASK) >> GE_VTYPE_WEIGHTCOUNT_SHIFT);
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}
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// Real data in the context ends here
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};
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enum SkipDrawReasonFlags {
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SKIPDRAW_SKIPFRAME = 1,
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SKIPDRAW_NON_DISPLAYED_FB = 2, // Skip drawing to FBO:s that have not been displayed.
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SKIPDRAW_BAD_FB_TEXTURE = 4,
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};
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// The rest is cached simplified/converted data for fast access.
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// Does not need to be saved when saving/restoring context.
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struct GPUStateCache
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{
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u32 vertexAddr;
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u32 indexAddr;
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u32 offsetAddr;
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bool textureChanged;
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bool textureFullAlpha;
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bool framebufChanged;
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int skipDrawReason;
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float uScale,vScale;
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float uOff,vOff;
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bool flipTexture;
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float zMin, zMax;
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float lightpos[4][3];
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float lightdir[4][3];
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float lightatt[4][3];
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float lightColor[3][4][3]; // Ambient Diffuse Specular
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float lightangle[4]; // spotlight cone angle (cosine)
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float lightspotCoef[4]; // spotlight dropoff
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float morphWeights[8];
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u32 curTextureWidth;
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u32 curTextureHeight;
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u32 actualTextureHeight;
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float vpWidth;
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float vpHeight;
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u32 curRTWidth;
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u32 curRTHeight;
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u32 getRelativeAddress(u32 data) const;
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int gpuVendor;
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};
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// TODO: Implement support for these.
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struct GPUStatistics
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{
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void reset() {
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memset(this, 0, sizeof(*this));
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}
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void resetFrame() {
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numDrawCalls = 0;
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numCachedDrawCalls = 0;
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numVertsSubmitted = 0;
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numCachedVertsDrawn = 0;
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numUncachedVertsDrawn = 0;
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numTrackedVertexArrays = 0;
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numTextureInvalidations = 0;
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numTextureSwitches = 0;
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numShaderSwitches = 0;
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numFlushes = 0;
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numTexturesDecoded = 0;
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msProcessingDisplayLists = 0;
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vertexGPUCycles = 0;
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otherGPUCycles = 0;
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}
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// Per frame statistics
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int numDrawCalls;
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int numCachedDrawCalls;
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int numFlushes;
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int numVertsSubmitted;
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int numCachedVertsDrawn;
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int numUncachedVertsDrawn;
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int numTrackedVertexArrays;
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int numTextureInvalidations;
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int numTextureSwitches;
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int numShaderSwitches;
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int numTexturesDecoded;
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double msProcessingDisplayLists;
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int vertexGPUCycles;
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int otherGPUCycles;
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// Total statistics, updated by the GPU core in UpdateStats
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int numFrames;
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int numTextures;
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int numVertexShaders;
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int numFragmentShaders;
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int numShaders;
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int numFBOs;
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};
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void InitGfxState();
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void ShutdownGfxState();
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void ReapplyGfxState();
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// PSP uses a curious 24-bit float - it's basically the top 24 bits of a regular IEEE754 32-bit float.
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// This is used for light positions, transform matrices, you name it.
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inline float getFloat24(unsigned int data)
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{
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data <<= 8;
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float f;
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memcpy(&f, &data, 4);
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return f;
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}
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// in case we ever want to generate PSP display lists...
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inline unsigned int toFloat24(float f) {
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unsigned int i;
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memcpy(&i, &f, 4);
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return i >> 8;
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}
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class GPUInterface;
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extern GPUgstate gstate;
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extern GPUStateCache gstate_c;
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extern GPUInterface *gpu;
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extern GPUStatistics gpuStats;
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inline u32 GPUStateCache::getRelativeAddress(u32 data) const {
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u32 baseExtended = ((gstate.base & 0x0F0000) << 8) | data;
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return (gstate_c.offsetAddr + baseExtended) & 0x0FFFFFFF;
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}
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