mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 13:30:02 +00:00
473 lines
15 KiB
C++
473 lines
15 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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#include "Common/Profiler/Profiler.h"
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#include "Common/Data/Text/I18n.h"
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#include "Common/Log.h"
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#include "Common/Serialize/Serializer.h"
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#include "Common/File/FileUtil.h"
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#include "Common/GraphicsContext.h"
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#include "Core/Config.h"
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#include "Core/Debugger/Breakpoints.h"
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#include "Core/MemMapHelpers.h"
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#include "Core/Host.h"
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#include "Core/Config.h"
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#include "Core/Reporting.h"
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#include "Core/System.h"
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#include "Core/ELF/ParamSFO.h"
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#include "GPU/GPUState.h"
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#include "GPU/ge_constants.h"
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#include "GPU/GeDisasm.h"
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#include "GPU/Common/FramebufferManagerCommon.h"
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#include "GPU/Debugger/Debugger.h"
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#include "GPU/GLES/ShaderManagerGLES.h"
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#include "GPU/GLES/GPU_GLES.h"
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#include "GPU/GLES/FramebufferManagerGLES.h"
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#include "GPU/GLES/DrawEngineGLES.h"
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#include "GPU/GLES/TextureCacheGLES.h"
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#include "Core/MIPS/MIPS.h"
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#include "Core/HLE/sceKernelThread.h"
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#include "Core/HLE/sceKernelInterrupt.h"
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#include "Core/HLE/sceGe.h"
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#ifdef _WIN32
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#include "Windows/GPU/WindowsGLContext.h"
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#endif
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GPU_GLES::GPU_GLES(GraphicsContext *gfxCtx, Draw::DrawContext *draw)
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: GPUCommon(gfxCtx, draw), drawEngine_(draw), fragmentTestCache_(draw) {
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UpdateVsyncInterval(true);
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CheckGPUFeatures();
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shaderManagerGL_ = new ShaderManagerGLES(draw);
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framebufferManagerGL_ = new FramebufferManagerGLES(draw);
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framebufferManager_ = framebufferManagerGL_;
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textureCacheGL_ = new TextureCacheGLES(draw);
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textureCache_ = textureCacheGL_;
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drawEngineCommon_ = &drawEngine_;
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shaderManager_ = shaderManagerGL_;
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drawEngineCommon_ = &drawEngine_;
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drawEngine_.SetShaderManager(shaderManagerGL_);
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drawEngine_.SetTextureCache(textureCacheGL_);
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drawEngine_.SetFramebufferManager(framebufferManagerGL_);
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drawEngine_.SetFragmentTestCache(&fragmentTestCache_);
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drawEngine_.Init();
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framebufferManagerGL_->SetTextureCache(textureCacheGL_);
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framebufferManagerGL_->SetShaderManager(shaderManagerGL_);
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framebufferManagerGL_->SetDrawEngine(&drawEngine_);
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framebufferManagerGL_->Init();
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textureCacheGL_->SetFramebufferManager(framebufferManagerGL_);
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textureCacheGL_->SetShaderManager(shaderManagerGL_);
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textureCacheGL_->SetDrawEngine(&drawEngine_);
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fragmentTestCache_.SetTextureCache(textureCacheGL_);
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// Sanity check gstate
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if ((int *)&gstate.transferstart - (int *)&gstate != 0xEA) {
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ERROR_LOG(G3D, "gstate has drifted out of sync!");
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}
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// No need to flush before the tex scale/offset commands if we are baking
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// the tex scale/offset into the vertices anyway.
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UpdateCmdInfo();
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BuildReportingInfo();
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// Update again after init to be sure of any silly driver problems.
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UpdateVsyncInterval(true);
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textureCacheGL_->NotifyConfigChanged();
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// Load shader cache.
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std::string discID = g_paramSFO.GetDiscID();
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if (discID.size()) {
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if (g_Config.bShaderCache) {
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File::CreateFullPath(GetSysDirectory(DIRECTORY_APP_CACHE));
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shaderCachePath_ = GetSysDirectory(DIRECTORY_APP_CACHE) / (discID + ".glshadercache");
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// Actually precompiled by IsReady() since we're single-threaded.
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shaderManagerGL_->Load(shaderCachePath_);
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} else {
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INFO_LOG(G3D, "Shader cache disabled. Not loading.");
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}
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}
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if (g_Config.bHardwareTessellation) {
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// Disable hardware tessellation if device is unsupported.
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if (!drawEngine_.SupportsHWTessellation()) {
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ERROR_LOG(G3D, "Hardware Tessellation is unsupported, falling back to software tessellation");
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auto gr = GetI18NCategory("Graphics");
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host->NotifyUserMessage(gr->T("Turn off Hardware Tessellation - unsupported"), 2.5f, 0xFF3030FF);
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}
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}
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}
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GPU_GLES::~GPU_GLES() {
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if (draw_) {
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GLRenderManager *render = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
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render->Wipe();
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}
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// If we're here during app shutdown (exiting the Windows app in-game, for example)
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// everything should already be cleared since DeviceLost has been run.
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if (shaderCachePath_.Valid() && draw_) {
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if (g_Config.bShaderCache) {
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shaderManagerGL_->Save(shaderCachePath_);
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} else {
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INFO_LOG(G3D, "Shader cache disabled. Not saving.");
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}
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}
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framebufferManagerGL_->DestroyAllFBOs();
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shaderManagerGL_->ClearCache(true);
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fragmentTestCache_.Clear();
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delete shaderManagerGL_;
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shaderManagerGL_ = nullptr;
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delete framebufferManagerGL_;
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delete textureCacheGL_;
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}
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// Take the raw GL extension and versioning data and turn into feature flags.
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// TODO: This should use DrawContext::GetDeviceCaps() more and more, and eventually
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// this can be shared between all the backends.
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void GPU_GLES::CheckGPUFeatures() {
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u32 features = 0;
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features |= GPU_SUPPORTS_16BIT_FORMATS;
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if (draw_->GetDeviceCaps().dualSourceBlend) {
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if (!g_Config.bVendorBugChecksEnabled || !draw_->GetBugs().Has(Draw::Bugs::DUAL_SOURCE_BLENDING_BROKEN)) {
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features |= GPU_SUPPORTS_DUALSOURCE_BLEND;
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}
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}
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if (gl_extensions.EXT_shader_framebuffer_fetch || gl_extensions.ARM_shader_framebuffer_fetch) {
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// This has caused problems in the past. Let's only enable on GLES3.
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if (gl_extensions.GLES3) {
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features |= GPU_SUPPORTS_ANY_FRAMEBUFFER_FETCH;
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}
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}
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if ((gl_extensions.gpuVendor == GPU_VENDOR_NVIDIA) || (gl_extensions.gpuVendor == GPU_VENDOR_AMD))
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features |= GPU_PREFER_REVERSE_COLOR_ORDER;
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if (draw_->GetDeviceCaps().textureNPOTFullySupported)
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features |= GPU_SUPPORTS_TEXTURE_NPOT;
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if (gl_extensions.EXT_blend_minmax)
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features |= GPU_SUPPORTS_BLEND_MINMAX;
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if (draw_->GetDeviceCaps().logicOpSupported)
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features |= GPU_SUPPORTS_LOGIC_OP;
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if (gl_extensions.GLES3 || !gl_extensions.IsGLES)
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features |= GPU_SUPPORTS_TEXTURE_LOD_CONTROL;
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if (draw_->GetDeviceCaps().anisoSupported)
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features |= GPU_SUPPORTS_ANISOTROPY;
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bool canUseInstanceID = gl_extensions.EXT_draw_instanced || gl_extensions.ARB_draw_instanced;
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bool canDefInstanceID = gl_extensions.IsGLES || gl_extensions.EXT_gpu_shader4 || gl_extensions.VersionGEThan(3, 1);
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bool instanceRendering = gl_extensions.GLES3 || (canUseInstanceID && canDefInstanceID);
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if (instanceRendering)
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features |= GPU_SUPPORTS_INSTANCE_RENDERING;
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int maxVertexTextureImageUnits = gl_extensions.maxVertexTextureUnits;
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if (maxVertexTextureImageUnits >= 3) // At least 3 for hardware tessellation
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features |= GPU_SUPPORTS_VERTEX_TEXTURE_FETCH;
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if (gl_extensions.ARB_texture_float || gl_extensions.OES_texture_float)
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features |= GPU_SUPPORTS_TEXTURE_FLOAT;
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if (draw_->GetDeviceCaps().depthClampSupported) {
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features |= GPU_SUPPORTS_DEPTH_CLAMP | GPU_SUPPORTS_ACCURATE_DEPTH;
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// Our implementation of depth texturing needs simple Z range, so can't
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// use the extension hacks (yet).
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if (gl_extensions.GLES3)
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features |= GPU_SUPPORTS_DEPTH_TEXTURE;
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}
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if (draw_->GetDeviceCaps().clipDistanceSupported)
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features |= GPU_SUPPORTS_CLIP_DISTANCE;
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if (draw_->GetDeviceCaps().cullDistanceSupported)
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features |= GPU_SUPPORTS_CULL_DISTANCE;
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if (!draw_->GetBugs().Has(Draw::Bugs::BROKEN_NAN_IN_CONDITIONAL)) {
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// Ignore the compat setting if clip and cull are both enabled.
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// When supported, we can do the depth side of range culling more correctly.
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const bool supported = draw_->GetDeviceCaps().clipDistanceSupported && draw_->GetDeviceCaps().cullDistanceSupported;
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const bool disabled = PSP_CoreParameter().compat.flags().DisableRangeCulling;
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if (supported || !disabled) {
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features |= GPU_SUPPORTS_VS_RANGE_CULLING;
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}
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}
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// If we already have a 16-bit depth buffer, we don't need to round.
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bool prefer24 = draw_->GetDeviceCaps().preferredDepthBufferFormat == Draw::DataFormat::D24_S8;
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if (prefer24) {
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if (!g_Config.bHighQualityDepth && (features & GPU_SUPPORTS_ACCURATE_DEPTH) != 0) {
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features |= GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT;
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} else if (PSP_CoreParameter().compat.flags().PixelDepthRounding) {
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if (!gl_extensions.IsGLES || gl_extensions.GLES3) {
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// Use fragment rounding on desktop and GLES3, most accurate.
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features |= GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT;
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} else if (prefer24 && (features & GPU_SUPPORTS_ACCURATE_DEPTH) != 0) {
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// Here we can simulate a 16 bit depth buffer by scaling.
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// Note that the depth buffer is fixed point, not floating, so dividing by 256 is pretty good.
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features |= GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT;
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} else {
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// At least do vertex rounding if nothing else.
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features |= GPU_ROUND_DEPTH_TO_16BIT;
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}
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} else if (PSP_CoreParameter().compat.flags().VertexDepthRounding) {
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features |= GPU_ROUND_DEPTH_TO_16BIT;
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}
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}
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// The Phantasy Star hack :(
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if (PSP_CoreParameter().compat.flags().DepthRangeHack && (features & GPU_SUPPORTS_ACCURATE_DEPTH) == 0) {
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features |= GPU_USE_DEPTH_RANGE_HACK;
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}
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if (PSP_CoreParameter().compat.flags().ClearToRAM) {
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features |= GPU_USE_CLEAR_RAM_HACK;
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}
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gstate_c.featureFlags = features;
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}
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bool GPU_GLES::IsReady() {
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return shaderManagerGL_->ContinuePrecompile();
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}
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void GPU_GLES::CancelReady() {
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shaderManagerGL_->CancelPrecompile();
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}
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void GPU_GLES::BuildReportingInfo() {
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GLRenderManager *render = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
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std::string glVendor = render->GetGLString(GL_VENDOR);
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std::string glRenderer = render->GetGLString(GL_RENDERER);
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std::string glVersion = render->GetGLString(GL_VERSION);
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std::string glSlVersion = render->GetGLString(GL_SHADING_LANGUAGE_VERSION);
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std::string glExtensions;
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if (gl_extensions.VersionGEThan(3, 0)) {
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glExtensions = g_all_gl_extensions;
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} else {
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glExtensions = render->GetGLString(GL_EXTENSIONS);
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}
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char temp[16384];
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snprintf(temp, sizeof(temp), "%s (%s %s), %s (extensions: %s)", glVersion.c_str(), glVendor.c_str(), glRenderer.c_str(), glSlVersion.c_str(), glExtensions.c_str());
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reportingPrimaryInfo_ = glVendor;
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reportingFullInfo_ = temp;
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Reporting::UpdateConfig();
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}
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void GPU_GLES::DeviceLost() {
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INFO_LOG(G3D, "GPU_GLES: DeviceLost");
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// Simply drop all caches and textures.
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// FBOs appear to survive? Or no?
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// TransformDraw has registered as a GfxResourceHolder.
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CancelReady();
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shaderManagerGL_->DeviceLost();
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textureCacheGL_->DeviceLost();
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fragmentTestCache_.DeviceLost();
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drawEngine_.DeviceLost();
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GPUCommon::DeviceLost();
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}
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void GPU_GLES::DeviceRestore() {
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GPUCommon::DeviceRestore();
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UpdateCmdInfo();
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UpdateVsyncInterval(true);
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shaderManagerGL_->DeviceRestore(draw_);
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textureCacheGL_->DeviceRestore(draw_);
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drawEngine_.DeviceRestore(draw_);
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fragmentTestCache_.DeviceRestore(draw_);
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}
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void GPU_GLES::Reinitialize() {
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GPUCommon::Reinitialize();
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}
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void GPU_GLES::InitClear() {
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}
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void GPU_GLES::BeginHostFrame() {
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GPUCommon::BeginHostFrame();
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UpdateCmdInfo();
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if (resized_) {
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CheckGPUFeatures();
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framebufferManager_->Resized();
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drawEngine_.Resized();
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shaderManagerGL_->DirtyShader();
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textureCacheGL_->NotifyConfigChanged();
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resized_ = false;
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}
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drawEngine_.BeginFrame();
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}
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void GPU_GLES::EndHostFrame() {
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drawEngine_.EndFrame();
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}
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void GPU_GLES::ReapplyGfxState() {
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GPUCommon::ReapplyGfxState();
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}
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void GPU_GLES::BeginFrame() {
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textureCacheGL_->StartFrame();
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fragmentTestCache_.Decimate();
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GPUCommon::BeginFrame();
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// Save the cache from time to time. TODO: How often? We save on exit, so shouldn't need to do this all that often.
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if (shaderCachePath_.Valid() && (gpuStats.numFlips & 4095) == 0) {
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shaderManagerGL_->Save(shaderCachePath_);
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}
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shaderManagerGL_->DirtyShader();
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// Not sure if this is really needed.
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gstate_c.Dirty(DIRTY_ALL_UNIFORMS);
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framebufferManagerGL_->BeginFrame();
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}
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void GPU_GLES::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
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GPUDebug::NotifyDisplay(framebuf, stride, format);
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framebufferManagerGL_->SetDisplayFramebuffer(framebuf, stride, format);
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}
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void GPU_GLES::CopyDisplayToOutput(bool reallyDirty) {
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// Flush anything left over.
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framebufferManagerGL_->RebindFramebuffer("RebindFramebuffer - CopyDisplayToOutput");
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drawEngine_.Flush();
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shaderManagerGL_->DirtyLastShader();
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framebufferManagerGL_->CopyDisplayToOutput(reallyDirty);
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}
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void GPU_GLES::FinishDeferred() {
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// This finishes reading any vertex data that is pending.
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drawEngine_.FinishDeferred();
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}
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inline void GPU_GLES::CheckFlushOp(int cmd, u32 diff) {
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const u8 cmdFlags = cmdInfo_[cmd].flags;
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if (diff && (cmdFlags & FLAG_FLUSHBEFOREONCHANGE)) {
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if (dumpThisFrame_) {
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NOTICE_LOG(G3D, "================ FLUSH ================");
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}
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drawEngine_.Flush();
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}
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}
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void GPU_GLES::PreExecuteOp(u32 op, u32 diff) {
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CheckFlushOp(op >> 24, diff);
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}
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void GPU_GLES::ExecuteOp(u32 op, u32 diff) {
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const u8 cmd = op >> 24;
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const CommandInfo info = cmdInfo_[cmd];
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const u8 cmdFlags = info.flags;
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if ((cmdFlags & FLAG_EXECUTE) || (diff && (cmdFlags & FLAG_EXECUTEONCHANGE))) {
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(this->*info.func)(op, diff);
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} else if (diff) {
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uint64_t dirty = info.flags >> 8;
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if (dirty)
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gstate_c.Dirty(dirty);
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}
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}
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void GPU_GLES::GetStats(char *buffer, size_t bufsize) {
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size_t offset = FormatGPUStatsCommon(buffer, bufsize);
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buffer += offset;
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bufsize -= offset;
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if ((int)bufsize < 0)
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return;
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snprintf(buffer, bufsize,
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"Vertex, Fragment, Programs loaded: %d, %d, %d\n",
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shaderManagerGL_->GetNumVertexShaders(),
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shaderManagerGL_->GetNumFragmentShaders(),
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shaderManagerGL_->GetNumPrograms()
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);
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}
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void GPU_GLES::ClearCacheNextFrame() {
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textureCacheGL_->ClearNextFrame();
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}
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void GPU_GLES::ClearShaderCache() {
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shaderManagerGL_->ClearCache(true);
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}
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void GPU_GLES::CleanupBeforeUI() {
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// Clear any enabled vertex arrays.
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shaderManagerGL_->DirtyLastShader();
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}
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void GPU_GLES::DoState(PointerWrap &p) {
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GPUCommon::DoState(p);
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// TODO: Some of these things may not be necessary.
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// None of these are necessary when saving.
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// In Freeze-Frame mode, we don't want to do any of this.
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if (p.mode == p.MODE_READ && !PSP_CoreParameter().frozen) {
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textureCache_->Clear(true);
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drawEngine_.ClearTrackedVertexArrays();
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gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
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framebufferManager_->DestroyAllFBOs();
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}
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}
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std::vector<std::string> GPU_GLES::DebugGetShaderIDs(DebugShaderType type) {
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switch (type) {
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case SHADER_TYPE_VERTEXLOADER:
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return drawEngine_.DebugGetVertexLoaderIDs();
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case SHADER_TYPE_DEPAL:
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return textureCache_->GetDepalShaderCache()->DebugGetShaderIDs(type);
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default:
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return shaderManagerGL_->DebugGetShaderIDs(type);
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}
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}
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std::string GPU_GLES::DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) {
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switch (type) {
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case SHADER_TYPE_VERTEXLOADER:
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return drawEngine_.DebugGetVertexLoaderString(id, stringType);
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case SHADER_TYPE_DEPAL:
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return textureCache_->GetDepalShaderCache()->DebugGetShaderString(id, type, stringType);
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default:
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return shaderManagerGL_->DebugGetShaderString(id, type, stringType);
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}
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}
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