ppsspp/GPU/GPUState.h

428 lines
13 KiB
C++

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