mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-27 07:20:49 +00:00
ee6234ecb6
Also gets rid of the shared_ptr usage, and generally makes things nicer. Needed for later config refactorings, good to get in early.
156 lines
5.2 KiB
C++
156 lines
5.2 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 <string>
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#include "Common/Serialize/Serializer.h"
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#include "Common/GraphicsContext.h"
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#include "Common/System/System.h"
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#include "Common/Profiler/Profiler.h"
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#include "Common/Data/Text/I18n.h"
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#include "Core/Debugger/Breakpoints.h"
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#include "Core/MemMapHelpers.h"
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#include "Core/MIPS/MIPS.h"
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#include "Core/Config.h"
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#include "Core/ConfigValues.h"
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#include "Core/System.h"
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#include "Common/GPU/D3D9/D3D9StateCache.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/Directx9/ShaderManagerDX9.h"
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#include "GPU/Directx9/GPU_DX9.h"
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#include "GPU/Directx9/FramebufferManagerDX9.h"
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#include "GPU/Directx9/DrawEngineDX9.h"
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#include "GPU/Directx9/TextureCacheDX9.h"
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GPU_DX9::GPU_DX9(GraphicsContext *gfxCtx, Draw::DrawContext *draw)
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: GPUCommonHW(gfxCtx, draw),
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drawEngine_(draw) {
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device_ = (LPDIRECT3DDEVICE9)draw->GetNativeObject(Draw::NativeObject::DEVICE);
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deviceEx_ = (LPDIRECT3DDEVICE9EX)draw->GetNativeObject(Draw::NativeObject::DEVICE_EX);
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shaderManagerDX9_ = new ShaderManagerDX9(draw, device_);
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framebufferManagerDX9_ = new FramebufferManagerDX9(draw);
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framebufferManager_ = framebufferManagerDX9_;
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textureCacheDX9_ = new TextureCacheDX9(draw, framebufferManager_->GetDraw2D());
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textureCache_ = textureCacheDX9_;
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drawEngineCommon_ = &drawEngine_;
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shaderManager_ = shaderManagerDX9_;
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drawEngine_.SetShaderManager(shaderManagerDX9_);
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drawEngine_.SetTextureCache(textureCacheDX9_);
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drawEngine_.SetFramebufferManager(framebufferManagerDX9_);
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drawEngine_.Init();
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framebufferManagerDX9_->SetTextureCache(textureCacheDX9_);
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framebufferManagerDX9_->SetShaderManager(shaderManagerDX9_);
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framebufferManagerDX9_->SetDrawEngine(&drawEngine_);
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framebufferManagerDX9_->Init(msaaLevel_);
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textureCacheDX9_->SetFramebufferManager(framebufferManagerDX9_);
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textureCacheDX9_->SetShaderManager(shaderManagerDX9_);
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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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gstate_c.SetUseFlags(CheckGPUFeatures());
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BuildReportingInfo();
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// Some of our defaults are different from hw defaults, let's assert them.
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// We restore each frame anyway, but here is convenient for tests.
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dxstate.Restore();
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textureCache_->NotifyConfigChanged();
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if (g_Config.bHardwareTessellation) {
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// Disable hardware tessellation bacause DX9 is still unsupported.
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ERROR_LOG(G3D, "Hardware Tessellation is unsupported, falling back to software tessellation");
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auto gr = GetI18NCategory(I18NCat::GRAPHICS);
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System_NotifyUserMessage(gr->T("Turn off Hardware Tessellation - unsupported"), 2.5f, 0xFF3030FF);
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}
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}
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u32 GPU_DX9::CheckGPUFeatures() const {
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u32 features = GPUCommonHW::CheckGPUFeatures();
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features |= GPU_USE_16BIT_FORMATS;
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features |= GPU_USE_TEXTURE_LOD_CONTROL;
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// Accurate depth is required because the Direct3D API does not support inverse Z.
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// So we cannot incorrectly use the viewport transform as the depth range on Direct3D.
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features |= GPU_USE_ACCURATE_DEPTH;
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return CheckGPUFeaturesLate(features);
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}
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void GPU_DX9::DeviceLost() {
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GPUCommonHW::DeviceLost();
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}
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void GPU_DX9::DeviceRestore(Draw::DrawContext *draw) {
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GPUCommonHW::DeviceRestore(draw);
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}
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void GPU_DX9::ReapplyGfxState() {
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dxstate.Restore();
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GPUCommonHW::ReapplyGfxState();
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}
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void GPU_DX9::BeginFrame() {
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textureCache_->StartFrame();
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drawEngine_.BeginFrame();
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GPUCommonHW::BeginFrame();
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shaderManagerDX9_->DirtyShader();
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framebufferManager_->BeginFrame();
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if (gstate_c.useFlagsChanged) {
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// TODO: It'd be better to recompile them in the background, probably?
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// This most likely means that saw equal depth changed.
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WARN_LOG(G3D, "Shader use flags changed, clearing all shaders and depth buffers");
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shaderManager_->ClearShaders();
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framebufferManager_->ClearAllDepthBuffers();
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gstate_c.useFlagsChanged = false;
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}
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}
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void GPU_DX9::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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void GPU_DX9::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 shaders loaded: %i, %i\n",
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shaderManagerDX9_->GetNumVertexShaders(),
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shaderManagerDX9_->GetNumFragmentShaders()
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);
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}
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