mirror of
https://github.com/libretro/ppsspp.git
synced 2024-11-23 16:19:44 +00:00
Cleanup GPU init/shutdown a bit
This commit is contained in:
parent
7c64f9c61e
commit
d95dbca9be
@ -806,8 +806,6 @@ add_library(GPU OBJECT
|
||||
GPU/GPUState.h
|
||||
GPU/Math3D.cpp
|
||||
GPU/Math3D.h
|
||||
# GPU/Null/NullDisplayListInterpreter.cpp
|
||||
# GPU/Null/NullDisplayListInterpreter.h
|
||||
GPU/Null/NullGpu.cpp
|
||||
GPU/Null/NullGpu.h
|
||||
GPU/ge_constants.h)
|
||||
|
@ -46,10 +46,7 @@
|
||||
// Internal drawing library
|
||||
#include "../Util/PPGeDraw.h"
|
||||
|
||||
extern ShaderManager shaderManager;
|
||||
|
||||
struct FrameBufferState
|
||||
{
|
||||
struct FrameBufferState {
|
||||
u32 topaddr;
|
||||
PspDisplayPixelFormat pspFramebufFormat;
|
||||
int pspFramebufLinesize;
|
||||
@ -95,8 +92,7 @@ std::vector<WaitVBlankInfo> vblankWaitingThreads;
|
||||
void hleEnterVblank(u64 userdata, int cyclesLate);
|
||||
void hleLeaveVblank(u64 userdata, int cyclesLate);
|
||||
|
||||
void __DisplayInit()
|
||||
{
|
||||
void __DisplayInit() {
|
||||
gpuStats.reset();
|
||||
hasSetMode = false;
|
||||
framebufIsLatched = false;
|
||||
@ -118,29 +114,24 @@ void __DisplayInit()
|
||||
InitGfxState();
|
||||
}
|
||||
|
||||
void __DisplayShutdown()
|
||||
{
|
||||
void __DisplayShutdown() {
|
||||
vblankListeners.clear();
|
||||
vblankWaitingThreads.clear();
|
||||
ShutdownGfxState();
|
||||
}
|
||||
|
||||
void __DisplayListenVblank(VblankCallback callback)
|
||||
{
|
||||
void __DisplayListenVblank(VblankCallback callback) {
|
||||
vblankListeners.push_back(callback);
|
||||
}
|
||||
|
||||
void __DisplayFireVblank()
|
||||
{
|
||||
for (std::vector<VblankCallback>::iterator iter = vblankListeners.begin(), end = vblankListeners.end(); iter != end; ++iter)
|
||||
{
|
||||
void __DisplayFireVblank() {
|
||||
for (std::vector<VblankCallback>::iterator iter = vblankListeners.begin(), end = vblankListeners.end(); iter != end; ++iter) {
|
||||
VblankCallback cb = *iter;
|
||||
cb();
|
||||
}
|
||||
}
|
||||
|
||||
void hleEnterVblank(u64 userdata, int cyclesLate)
|
||||
{
|
||||
void hleEnterVblank(u64 userdata, int cyclesLate) {
|
||||
int vbCount = userdata;
|
||||
|
||||
DEBUG_LOG(HLE, "Enter VBlank %i", vbCount);
|
||||
@ -162,8 +153,7 @@ void hleEnterVblank(u64 userdata, int cyclesLate)
|
||||
CoreTiming::ScheduleEvent(msToCycles(vblankMs) - cyclesLate, leaveVblankEvent, vbCount+1);
|
||||
|
||||
// TODO: Should this be done here or in hleLeaveVblank?
|
||||
if (framebufIsLatched)
|
||||
{
|
||||
if (framebufIsLatched) {
|
||||
DEBUG_LOG(HLE, "Setting latched framebuffer %08x (prev: %08x)", latchedFramebuf.topaddr, framebuf.topaddr);
|
||||
framebuf = latchedFramebuf;
|
||||
framebufIsLatched = false;
|
||||
@ -181,8 +171,7 @@ void hleEnterVblank(u64 userdata, int cyclesLate)
|
||||
|
||||
// Now we can subvert the Ge engine in order to draw custom overlays like stat counters etc.
|
||||
// Here we will be drawing to the non buffered front surface.
|
||||
if (g_Config.bShowDebugStats)
|
||||
{
|
||||
if (g_Config.bShowDebugStats) {
|
||||
gpu->UpdateStats();
|
||||
char stats[512];
|
||||
sprintf(stats,
|
||||
@ -205,12 +194,12 @@ void hleEnterVblank(u64 userdata, int cyclesLate)
|
||||
gpuStats.numFragmentShaders,
|
||||
gpuStats.numShaders
|
||||
);
|
||||
|
||||
|
||||
float zoom = 0.7f; /// g_Config.iWindowZoom;
|
||||
PPGeBegin();
|
||||
PPGeDrawText(stats, 0, 0, 0, zoom, 0xFFc0c0c0);
|
||||
PPGeEnd();
|
||||
|
||||
|
||||
gpuStats.resetFrame();
|
||||
}
|
||||
|
||||
@ -240,9 +229,6 @@ void hleEnterVblank(u64 userdata, int cyclesLate)
|
||||
host->BeginFrame();
|
||||
gpu->BeginFrame();
|
||||
|
||||
shaderManager.DirtyShader();
|
||||
shaderManager.DirtyUniform(DIRTY_ALL);
|
||||
|
||||
// Tell the emu core that it's time to stop emulating
|
||||
// Win32 doesn't need this.
|
||||
#ifndef _WIN32
|
||||
@ -250,9 +236,7 @@ void hleEnterVblank(u64 userdata, int cyclesLate)
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
void hleLeaveVblank(u64 userdata, int cyclesLate)
|
||||
{
|
||||
void hleLeaveVblank(u64 userdata, int cyclesLate) {
|
||||
isVblank = 0;
|
||||
DEBUG_LOG(HLE,"Leave VBlank %i", (int)userdata - 1);
|
||||
vCount++;
|
||||
@ -260,19 +244,16 @@ void hleLeaveVblank(u64 userdata, int cyclesLate)
|
||||
CoreTiming::ScheduleEvent(msToCycles(frameMs - vblankMs) - cyclesLate, enterVblankEvent, userdata);
|
||||
}
|
||||
|
||||
void sceDisplayIsVblank()
|
||||
{
|
||||
void sceDisplayIsVblank() {
|
||||
DEBUG_LOG(HLE,"%i=sceDisplayIsVblank()",isVblank);
|
||||
RETURN(isVblank);
|
||||
}
|
||||
|
||||
u32 sceDisplaySetMode(u32 unknown, u32 xres, u32 yres)
|
||||
{
|
||||
u32 sceDisplaySetMode(u32 unknown, u32 xres, u32 yres) {
|
||||
DEBUG_LOG(HLE,"sceDisplaySetMode(%d,%d,%d)",unknown,xres,yres);
|
||||
host->BeginFrame();
|
||||
|
||||
if (!hasSetMode)
|
||||
{
|
||||
if (!hasSetMode) {
|
||||
gpu->InitClear();
|
||||
hasSetMode = true;
|
||||
}
|
||||
@ -280,9 +261,7 @@ u32 sceDisplaySetMode(u32 unknown, u32 xres, u32 yres)
|
||||
return 0;
|
||||
}
|
||||
|
||||
u32 sceDisplaySetFramebuf()
|
||||
{
|
||||
//host->EndFrame();
|
||||
u32 sceDisplaySetFramebuf() {
|
||||
u32 topaddr = PARAM(0);
|
||||
int linesize = PARAM(1);
|
||||
int pixelformat = PARAM(2);
|
||||
@ -290,19 +269,15 @@ u32 sceDisplaySetFramebuf()
|
||||
|
||||
FrameBufferState fbstate;
|
||||
DEBUG_LOG(HLE,"sceDisplaySetFramebuf(topaddr=%08x,linesize=%d,pixelsize=%d,sync=%d)",topaddr,linesize,pixelformat,sync);
|
||||
if (topaddr == 0)
|
||||
{
|
||||
if (topaddr == 0) {
|
||||
DEBUG_LOG(HLE,"- screen off");
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
fbstate.topaddr = topaddr;
|
||||
fbstate.pspFramebufFormat = (PspDisplayPixelFormat)pixelformat;
|
||||
fbstate.pspFramebufLinesize = linesize;
|
||||
}
|
||||
|
||||
if (sync == PSP_DISPLAY_SETBUF_IMMEDIATE)
|
||||
{
|
||||
if (sync == PSP_DISPLAY_SETBUF_IMMEDIATE) {
|
||||
// Write immediately to the current framebuffer parameters
|
||||
if (topaddr != 0)
|
||||
{
|
||||
@ -311,9 +286,7 @@ u32 sceDisplaySetFramebuf()
|
||||
}
|
||||
else
|
||||
WARN_LOG(HLE, "%s: PSP_DISPLAY_SETBUF_IMMEDIATE without topaddr?", __FUNCTION__);
|
||||
}
|
||||
else if (topaddr != 0)
|
||||
{
|
||||
} else if (topaddr != 0) {
|
||||
// Delay the write until vblank
|
||||
latchedFramebuf = fbstate;
|
||||
framebufIsLatched = true;
|
||||
@ -321,12 +294,11 @@ u32 sceDisplaySetFramebuf()
|
||||
return 0;
|
||||
}
|
||||
|
||||
u32 sceDisplayGetFramebuf(u32 topaddrPtr, u32 linesizePtr, u32 pixelFormatPtr, int mode)
|
||||
{
|
||||
u32 sceDisplayGetFramebuf(u32 topaddrPtr, u32 linesizePtr, u32 pixelFormatPtr, int mode) {
|
||||
const FrameBufferState &fbState = mode == 1 ? latchedFramebuf : framebuf;
|
||||
DEBUG_LOG(HLE,"sceDisplayGetFramebuf(*%08x = %08x, *%08x = %08x, *%08x = %08x, %i)",
|
||||
topaddrPtr, fbState.topaddr, linesizePtr, fbState.pspFramebufLinesize, pixelFormatPtr, fbState.pspFramebufFormat, mode);
|
||||
|
||||
|
||||
if (Memory::IsValidAddress(topaddrPtr))
|
||||
Memory::Write_U32(fbState.topaddr, topaddrPtr);
|
||||
if (Memory::IsValidAddress(linesizePtr))
|
||||
@ -337,52 +309,45 @@ u32 sceDisplayGetFramebuf(u32 topaddrPtr, u32 linesizePtr, u32 pixelFormatPtr, i
|
||||
return 0;
|
||||
}
|
||||
|
||||
void sceDisplayWaitVblankStart()
|
||||
{
|
||||
void sceDisplayWaitVblankStart() {
|
||||
DEBUG_LOG(HLE,"sceDisplayWaitVblankStart()");
|
||||
vblankWaitingThreads.push_back(WaitVBlankInfo(__KernelGetCurThread()));
|
||||
__KernelWaitCurThread(WAITTYPE_VBLANK, 0, 0, 0, false);
|
||||
}
|
||||
|
||||
void sceDisplayWaitVblank()
|
||||
{
|
||||
void sceDisplayWaitVblank() {
|
||||
DEBUG_LOG(HLE,"sceDisplayWaitVblank()");
|
||||
vblankWaitingThreads.push_back(WaitVBlankInfo(__KernelGetCurThread()));
|
||||
__KernelWaitCurThread(WAITTYPE_VBLANK, 0, 0, 0, false);
|
||||
}
|
||||
|
||||
void sceDisplayWaitVblankStartMulti()
|
||||
{
|
||||
void sceDisplayWaitVblankStartMulti() {
|
||||
DEBUG_LOG(HLE,"sceDisplayWaitVblankStartMulti()");
|
||||
vblankWaitingThreads.push_back(WaitVBlankInfo(__KernelGetCurThread()));
|
||||
__KernelWaitCurThread(WAITTYPE_VBLANK, 0, 0, 0, false);
|
||||
}
|
||||
|
||||
void sceDisplayWaitVblankCB()
|
||||
{
|
||||
DEBUG_LOG(HLE,"sceDisplayWaitVblankCB()");
|
||||
void sceDisplayWaitVblankCB() {
|
||||
DEBUG_LOG(HLE,"sceDisplayWaitVblankCB()");
|
||||
vblankWaitingThreads.push_back(WaitVBlankInfo(__KernelGetCurThread()));
|
||||
__KernelWaitCurThread(WAITTYPE_VBLANK, 0, 0, 0, true);
|
||||
}
|
||||
|
||||
void sceDisplayWaitVblankStartCB()
|
||||
{
|
||||
DEBUG_LOG(HLE,"sceDisplayWaitVblankStartCB()");
|
||||
void sceDisplayWaitVblankStartCB() {
|
||||
DEBUG_LOG(HLE,"sceDisplayWaitVblankStartCB()");
|
||||
vblankWaitingThreads.push_back(WaitVBlankInfo(__KernelGetCurThread()));
|
||||
__KernelWaitCurThread(WAITTYPE_VBLANK, 0, 0, 0, true);
|
||||
}
|
||||
|
||||
void sceDisplayWaitVblankStartMultiCB()
|
||||
{
|
||||
DEBUG_LOG(HLE,"sceDisplayWaitVblankStartMultiCB()");
|
||||
void sceDisplayWaitVblankStartMultiCB() {
|
||||
DEBUG_LOG(HLE,"sceDisplayWaitVblankStartMultiCB()");
|
||||
vblankWaitingThreads.push_back(WaitVBlankInfo(__KernelGetCurThread()));
|
||||
__KernelWaitCurThread(WAITTYPE_VBLANK, 0, 0, 0, true);
|
||||
}
|
||||
|
||||
u32 sceDisplayGetVcount()
|
||||
{
|
||||
u32 sceDisplayGetVcount() {
|
||||
// Too spammy
|
||||
// DEBUG_LOG(HLE,"%i=sceDisplayGetVcount()", vCount);
|
||||
// DEBUG_LOG(HLE,"%i=sceDisplayGetVcount()", vCount);
|
||||
|
||||
// Puyo Puyo Fever polls this as a substitute for waiting for vblank.
|
||||
// As a result, the game never gets to reschedule so it doesn't mix audio and things break.
|
||||
@ -393,29 +358,24 @@ u32 sceDisplayGetVcount()
|
||||
return vCount;
|
||||
}
|
||||
|
||||
void sceDisplayGetCurrentHcount()
|
||||
{
|
||||
void sceDisplayGetCurrentHcount() {
|
||||
RETURN(hCount++);
|
||||
}
|
||||
|
||||
|
||||
void sceDisplayGetAccumulatedHcount()
|
||||
{
|
||||
void sceDisplayGetAccumulatedHcount() {
|
||||
// Just do an estimate
|
||||
u32 accumHCount = CoreTiming::GetTicks() / (222000000 / 60 / 272);
|
||||
DEBUG_LOG(HLE,"%i=sceDisplayGetAccumulatedHcount()", accumHCount);
|
||||
DEBUG_LOG(HLE,"%i=sceDisplayGetAccumulatedHcount()", accumHCount);
|
||||
RETURN(accumHCount);
|
||||
}
|
||||
|
||||
float sceDisplayGetFramePerSec()
|
||||
{
|
||||
float sceDisplayGetFramePerSec() {
|
||||
float fps = 59.9400599f;
|
||||
DEBUG_LOG(HLE,"%f=sceDisplayGetFramePerSec()", fps);
|
||||
return fps; // (9MHz * 1)/(525 * 286)
|
||||
return fps; // (9MHz * 1)/(525 * 286)
|
||||
}
|
||||
|
||||
const HLEFunction sceDisplay[] =
|
||||
{
|
||||
const HLEFunction sceDisplay[] = {
|
||||
{0x0E20F177,WrapU_UUU<sceDisplaySetMode>, "sceDisplaySetMode"},
|
||||
{0x289D82FE,WrapU_V<sceDisplaySetFramebuf>, "sceDisplaySetFramebuf"},
|
||||
{0xEEDA2E54,WrapU_UUUI<sceDisplayGetFramebuf>,"sceDisplayGetFrameBuf"},
|
||||
@ -435,10 +395,8 @@ const HLEFunction sceDisplay[] =
|
||||
{0xB4F378FA,0,"sceDisplayIsForeground"},
|
||||
{0x31C4BAA8,0,"sceDisplayGetBrightness"},
|
||||
{0x4D4E10EC,sceDisplayIsVblank,"sceDisplayIsVblank"},
|
||||
|
||||
};
|
||||
|
||||
void Register_sceDisplay()
|
||||
{
|
||||
void Register_sceDisplay() {
|
||||
RegisterModule("sceDisplay", ARRAY_SIZE(sceDisplay), sceDisplay);
|
||||
}
|
||||
|
@ -18,6 +18,7 @@
|
||||
#pragma once
|
||||
|
||||
void __DisplayInit();
|
||||
void __DisplayShutdown();
|
||||
|
||||
void Register_sceDisplay();
|
||||
|
||||
|
@ -122,6 +122,7 @@ void __KernelShutdown()
|
||||
__UtilityShutdown();
|
||||
__GeShutdown();
|
||||
__SasShutdown();
|
||||
__DisplayShutdown();
|
||||
__AudioShutdown();
|
||||
__IoShutdown();
|
||||
__InterruptsShutdown();
|
||||
|
@ -103,7 +103,7 @@ int sceUtilityMsgDialogInitStart(u32 structAddr)
|
||||
|
||||
int sceUtilityMsgDialogShutdownStart(u32 unknown)
|
||||
{
|
||||
DEBUG_LOG(HLE,"FAKE sceUtilityMsgDialogShutdownStart(%i)", unknown);
|
||||
DEBUG_LOG(HLE,"sceUtilityMsgDialogShutdownStart(%i)", unknown);
|
||||
return msgDialog.Shutdown();
|
||||
}
|
||||
|
||||
@ -124,25 +124,25 @@ int sceUtilityMsgDialogGetStatus()
|
||||
|
||||
int sceUtilityOskInitStart(u32 oskPtr)
|
||||
{
|
||||
ERROR_LOG(HLE,"FAKE sceUtilityOskInitStart(%i)", PARAM(0));
|
||||
DEBUG_LOG(HLE,"sceUtilityOskInitStart(%i)", PARAM(0));
|
||||
return oskDialog.Init(oskPtr);
|
||||
}
|
||||
|
||||
int sceUtilityOskShutdownStart()
|
||||
{
|
||||
ERROR_LOG(HLE,"FAKE sceUtilityOskShutdownStart(%i)", PARAM(0));
|
||||
DEBUG_LOG(HLE,"sceUtilityOskShutdownStart(%i)", PARAM(0));
|
||||
return oskDialog.Shutdown();
|
||||
}
|
||||
|
||||
int sceUtilityOskUpdate(unsigned int unknown)
|
||||
{
|
||||
ERROR_LOG(HLE,"FAKE sceUtilityOskUpdate(%i)", unknown);
|
||||
DEBUG_LOG(HLE,"FAKE sceUtilityOskUpdate(%i)", unknown);
|
||||
return oskDialog.Update();
|
||||
}
|
||||
|
||||
int sceUtilityOskGetStatus()
|
||||
{
|
||||
int status = oskDialog.GetStatus();
|
||||
int status = oskDialog.GetStatus();
|
||||
// Seems that 4 is the cancelled status for OSK?
|
||||
if (status == 4)
|
||||
{
|
||||
@ -185,13 +185,13 @@ int sceUtilityScreenshotGetStatus()
|
||||
|
||||
void sceUtilityGamedataInstallInitStart(u32 unkown)
|
||||
{
|
||||
DEBUG_LOG(HLE,"FAKE sceUtilityGamedataInstallInitStart(%i)", unkown);
|
||||
DEBUG_LOG(HLE,"UNIMPL sceUtilityGamedataInstallInitStart(%i)", unkown);
|
||||
}
|
||||
|
||||
int sceUtilityGamedataInstallGetStatus()
|
||||
{
|
||||
u32 retval = 0;//__UtilityGetStatus();
|
||||
DEBUG_LOG(HLE,"%i=sceUtilityGamedataInstallGetStatus()", retval);
|
||||
DEBUG_LOG(HLE,"UNIMPL %i=sceUtilityGamedataInstallGetStatus()", retval);
|
||||
return retval;
|
||||
}
|
||||
|
||||
|
@ -42,7 +42,6 @@
|
||||
MetaFileSystem pspFileSystem;
|
||||
|
||||
static CoreParameter coreParameter;
|
||||
extern ShaderManager shaderManager;
|
||||
|
||||
bool PSP_Init(const CoreParameter &coreParam, std::string *error_string)
|
||||
{
|
||||
@ -76,9 +75,6 @@ bool PSP_Init(const CoreParameter &coreParam, std::string *error_string)
|
||||
return false;
|
||||
}
|
||||
|
||||
shaderManager.DirtyShader();
|
||||
shaderManager.DirtyUniform(DIRTY_ALL);
|
||||
|
||||
// Setup JIT here.
|
||||
if (coreParameter.startPaused)
|
||||
coreState = CORE_STEPPING;
|
||||
@ -97,7 +93,6 @@ void PSP_Shutdown()
|
||||
pspFileSystem.UnmountAll();
|
||||
|
||||
TextureCache_Clear(true);
|
||||
shaderManager.ClearCache(true);
|
||||
|
||||
CoreTiming::ClearPendingEvents();
|
||||
CoreTiming::UnregisterAllEvents();
|
||||
|
@ -33,8 +33,6 @@
|
||||
#include "../../Core/HLE/sceKernelThread.h"
|
||||
#include "../../Core/HLE/sceKernelInterrupt.h"
|
||||
|
||||
ShaderManager shaderManager;
|
||||
|
||||
extern u32 curTextureWidth;
|
||||
extern u32 curTextureHeight;
|
||||
|
||||
@ -157,11 +155,11 @@ GLES_GPU::GLES_GPU(int renderWidth, int renderHeight)
|
||||
displayFramebufPtr_(0),
|
||||
renderWidth_(renderWidth),
|
||||
renderHeight_(renderHeight),
|
||||
dlIdGenerator(1),
|
||||
transformDraw_(&shaderManager) {
|
||||
dlIdGenerator(1) {
|
||||
renderWidthFactor_ = (float)renderWidth / 480.0f;
|
||||
renderHeightFactor_ = (float)renderHeight / 272.0f;
|
||||
shaderManager_ = &shaderManager;
|
||||
shaderManager_ = new ShaderManager();
|
||||
transformDraw_.SetShaderManager(shaderManager_);
|
||||
TextureCache_Init();
|
||||
// Sanity check gstate
|
||||
if ((int *)&gstate.transferstart - (int *)&gstate != 0xEA) {
|
||||
@ -183,10 +181,18 @@ GLES_GPU::~GLES_GPU() {
|
||||
delete (*iter);
|
||||
}
|
||||
vfbs_.clear();
|
||||
|
||||
shaderManager_->ClearCache(true);
|
||||
delete shaderManager_;
|
||||
delete [] flushBeforeCommand_;
|
||||
}
|
||||
|
||||
void GLES_GPU::DeviceLost() {
|
||||
// Simply drop all caches and textures.
|
||||
// FBO:s appear to survive? Or no?
|
||||
shaderManager_->ClearCache(false);
|
||||
TextureCache_Clear(false);
|
||||
}
|
||||
|
||||
void GLES_GPU::InitClear() {
|
||||
if (!g_Config.bBufferedRendering) {
|
||||
glClearColor(0,0,0,1);
|
||||
@ -199,6 +205,11 @@ void GLES_GPU::InitClear() {
|
||||
void GLES_GPU::BeginFrame() {
|
||||
TextureCache_Decimate();
|
||||
|
||||
shaderManager_->DirtyShader();
|
||||
|
||||
// Not sure if this is really needed.
|
||||
shaderManager_->DirtyUniform(DIRTY_ALL);
|
||||
|
||||
// NOTE - this is all wrong. At the beginning of the frame is a TERRIBLE time to draw the fb.
|
||||
if (g_Config.bDisplayFramebuffer && displayFramebufPtr_) {
|
||||
INFO_LOG(HLE, "Drawing the framebuffer");
|
||||
|
@ -51,6 +51,7 @@ public:
|
||||
virtual void BeginFrame();
|
||||
virtual void UpdateStats();
|
||||
virtual void InvalidateCache(u32 addr, int size);
|
||||
virtual void DeviceLost(); // Only happens on Android. Drop all textures and shaders.
|
||||
|
||||
virtual void Flush();
|
||||
private:
|
||||
|
@ -41,10 +41,10 @@ const GLuint glprim[8] = {
|
||||
GL_TRIANGLES, // With OpenGL ES we have to expand sprites into triangles, tripling the data instead of doubling. sigh. OpenGL ES, Y U NO SUPPORT GL_QUADS?
|
||||
};
|
||||
|
||||
TransformDrawEngine::TransformDrawEngine(ShaderManager *shaderManager)
|
||||
TransformDrawEngine::TransformDrawEngine()
|
||||
: numVerts(0),
|
||||
lastVType(-1),
|
||||
shaderManager_(shaderManager) {
|
||||
shaderManager_(0) {
|
||||
decoded = new u8[65536 * 48];
|
||||
decIndex = new u16[65536];
|
||||
transformed = new TransformedVertex[65536];
|
||||
|
@ -27,11 +27,14 @@ struct DecVtxFormat;
|
||||
// Handles transform, lighting and drawing.
|
||||
class TransformDrawEngine {
|
||||
public:
|
||||
TransformDrawEngine(ShaderManager *shaderManager);
|
||||
TransformDrawEngine();
|
||||
~TransformDrawEngine();
|
||||
void SubmitPrim(void *verts, void *inds, int prim, int vertexCount, float *customUV, int forceIndexType, int *bytesRead);
|
||||
void DrawBezier(int ucount, int vcount);
|
||||
void Flush();
|
||||
void SetShaderManager(ShaderManager *shaderManager) {
|
||||
shaderManager_ = shaderManager;
|
||||
}
|
||||
|
||||
private:
|
||||
void SoftwareTransformAndDraw(int prim, u8 *decoded, LinkedShader *program, int vertexCount, void *inds, int indexType, const DecVtxFormat &decVtxFormat, int maxIndex);
|
||||
|
@ -52,5 +52,6 @@ public:
|
||||
// Internal hack to avoid interrupts from "PPGe" drawing (utility UI, etc)
|
||||
virtual void EnableInterrupts(bool enable) = 0;
|
||||
|
||||
virtual void DeviceLost() = 0;
|
||||
virtual void Flush() = 0;
|
||||
};
|
||||
|
@ -102,14 +102,14 @@ void ReapplyGfxState()
|
||||
|
||||
for (int i = GE_CMD_MORPHWEIGHT0; i < GE_CMD_PATCHFACING; i++)
|
||||
{
|
||||
gpu->ExecuteOp(gstate.cmdmem[i], 0xFFFFFFFF);
|
||||
gpu->ExecuteOp(gstate.cmdmem[i], 0xFFFFFFFF);
|
||||
}
|
||||
|
||||
// There are a few here in the middle that we shouldn't execute...
|
||||
|
||||
for (int i = GE_CMD_VIEWPORTX1; i < GE_CMD_TRANSFERSTART; i++)
|
||||
{
|
||||
gpu->ExecuteOp(gstate.cmdmem[i], 0xFFFFFFFF);
|
||||
gpu->ExecuteOp(gstate.cmdmem[i], 0xFFFFFFFF);
|
||||
}
|
||||
|
||||
// TODO: there's more...
|
||||
|
@ -1,997 +0,0 @@
|
||||
// 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/.
|
||||
|
||||
#include "../../Core/MemMap.h"
|
||||
#include "../../Core/Host.h"
|
||||
|
||||
#include "../GPUState.h"
|
||||
#include "../ge_constants.h"
|
||||
|
||||
#include "ShaderManager.h"
|
||||
#include "DisplayListInterpreter.h"
|
||||
#include "TransformPipeline.h"
|
||||
|
||||
#include "../../Core/HLE/sceKernelThread.h"
|
||||
#include "../../Core/HLE/sceKernelInterrupt.h"
|
||||
|
||||
inline void glEnDis(GLuint cmd, int value)
|
||||
{
|
||||
(value ? glEnable : glDisable)(cmd);
|
||||
}
|
||||
|
||||
struct DisplayState
|
||||
{
|
||||
u32 pc;
|
||||
u32 stallAddr;
|
||||
};
|
||||
|
||||
static DisplayState dcontext;
|
||||
ShaderManager shaderManager;
|
||||
|
||||
extern u32 curTextureWidth;
|
||||
extern u32 curTextureHeight;
|
||||
|
||||
int dlIdGenerator = 1;
|
||||
|
||||
struct DisplayList
|
||||
{
|
||||
int id;
|
||||
u32 listpc;
|
||||
u32 stall;
|
||||
};
|
||||
|
||||
std::vector<DisplayList> dlQueue;
|
||||
|
||||
static u32 prev;
|
||||
u32 stack[2];
|
||||
u32 stackptr = 0;
|
||||
bool finished;
|
||||
|
||||
u8 bezierBuf[16000];
|
||||
|
||||
bool ProcessDLQueue()
|
||||
{
|
||||
std::vector<DisplayList>::iterator iter = dlQueue.begin();
|
||||
while (!(iter == dlQueue.end()))
|
||||
{
|
||||
DisplayList &l = *iter;
|
||||
dcontext.pc = l.listpc;
|
||||
dcontext.stallAddr = l.stall;
|
||||
// DEBUG_LOG(G3D,"Okay, starting DL execution at %08 - stall = %08x", context.pc, stallAddr);
|
||||
if (!GPU::InterpretList())
|
||||
{
|
||||
l.listpc = dcontext.pc;
|
||||
l.stall = dcontext.stallAddr;
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
//At the end, we can remove it from the queue and continue
|
||||
dlQueue.erase(iter);
|
||||
//this invalidated the iterator, let's fix it
|
||||
iter = dlQueue.begin();
|
||||
}
|
||||
}
|
||||
return true; //no more lists!
|
||||
}
|
||||
|
||||
u32 GPU::EnqueueList(u32 listpc, u32 stall)
|
||||
{
|
||||
DisplayList dl;
|
||||
dl.id = dlIdGenerator++;
|
||||
dl.listpc = listpc&0xFFFFFFF;
|
||||
dl.stall = stall&0xFFFFFFF;
|
||||
dlQueue.push_back(dl);
|
||||
if (!ProcessDLQueue())
|
||||
return dl.id;
|
||||
else
|
||||
return 0;
|
||||
}
|
||||
|
||||
void GPU::UpdateStall(int listid, u32 newstall)
|
||||
{
|
||||
// this needs improvement....
|
||||
for (std::vector<DisplayList>::iterator iter = dlQueue.begin(); iter != dlQueue.end(); iter++)
|
||||
{
|
||||
DisplayList &l = *iter;
|
||||
if (l.id == listid)
|
||||
{
|
||||
l.stall = newstall & 0xFFFFFFF;
|
||||
}
|
||||
}
|
||||
|
||||
ProcessDLQueue();
|
||||
}
|
||||
|
||||
// Just to get something on the screen, we'll just not subdivide correctly.
|
||||
void drawBezier(int ucount, int vcount)
|
||||
{
|
||||
u16 indices[3 * 3 * 6];
|
||||
float customUV[32];
|
||||
int c = 0;
|
||||
for (int y = 0; y < 3; y++) {
|
||||
for (int x = 0; x < 3; x++) {
|
||||
indices[c++] = y * 4 + x;
|
||||
indices[c++] = y * 4 + x + 1;
|
||||
indices[c++] = (y + 1) * 4 + x + 1;
|
||||
indices[c++] = (y + 1) * 4 + x + 1;
|
||||
indices[c++] = (y + 1) * 4 + x;
|
||||
indices[c++] = y * 4 + x;
|
||||
}
|
||||
}
|
||||
|
||||
for (int y = 0; y < 4; y++) {
|
||||
for (int x = 0; x < 4; x++) {
|
||||
customUV[(y * 4 + x) * 2 + 0] = (float)x/3.0f;
|
||||
customUV[(y * 4 + x) * 2 + 1] = (float)y/3.0f;
|
||||
}
|
||||
}
|
||||
|
||||
LinkedShader *linkedShader = shaderManager.ApplyShader();
|
||||
TransformAndDrawPrim(Memory::GetPointer(gstate.vertexAddr), &indices[0], GE_PRIM_TRIANGLES, 3 * 3 * 6, linkedShader, customUV, GE_VTYPE_IDX_16BIT);
|
||||
}
|
||||
|
||||
|
||||
void EnterClearMode(u32 data)
|
||||
{
|
||||
bool colMask = (data >> 8) & 1;
|
||||
bool alphaMask = (data >> 9) & 1;
|
||||
bool updateZ = (data >> 10) & 1;
|
||||
glColorMask(colMask, colMask, colMask, alphaMask);
|
||||
glDepthMask(updateZ); // Update Z or not
|
||||
// Note that depth test must be enabled for depth writes to go through! So we use GL_ALWAYS
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthFunc(GL_ALWAYS);
|
||||
glDisable(GL_CULL_FACE); // ??
|
||||
}
|
||||
|
||||
void LeaveClearMode()
|
||||
{
|
||||
// We have to reset the following state as per the state of the command registers:
|
||||
// Back face culling
|
||||
// Texture map enable (meh)
|
||||
// Fogging
|
||||
// Antialiasing
|
||||
// Alpha test
|
||||
glDepthMask(1);
|
||||
glColorMask(1,1,1,1);
|
||||
glEnDis(GL_DEPTH_TEST, gstate.zTestEnable & 1);
|
||||
glDepthFunc(GL_LEQUAL); // TODO
|
||||
|
||||
// dirtyshader?
|
||||
}
|
||||
|
||||
void SetBlendModePSP(u32 data)
|
||||
{
|
||||
// This can't be done exactly as there are several PSP blend modes that are impossible to do on OpenGL ES 2.0, and some even on regular OpenGL for desktop.
|
||||
|
||||
// HOWEVER - we should be able to approximate the 2x modes in the shader, although they will clip wrongly.
|
||||
|
||||
const GLint aLookup[] = {
|
||||
GL_DST_COLOR,
|
||||
GL_ONE_MINUS_DST_COLOR,
|
||||
GL_SRC_ALPHA,
|
||||
GL_ONE_MINUS_SRC_ALPHA,
|
||||
GL_DST_ALPHA,
|
||||
GL_ONE_MINUS_DST_ALPHA,
|
||||
GL_SRC_ALPHA, // should be 2x
|
||||
GL_ONE_MINUS_SRC_ALPHA, // should be 2x
|
||||
GL_DST_ALPHA, // should be 2x
|
||||
GL_ONE_MINUS_DST_ALPHA, // should be 2x - and COLOR?
|
||||
GL_SRC_ALPHA, // should be FIXA
|
||||
};
|
||||
const GLint bLookup[] = {
|
||||
GL_SRC_COLOR,
|
||||
GL_ONE_MINUS_SRC_COLOR,
|
||||
GL_SRC_ALPHA,
|
||||
GL_ONE_MINUS_SRC_ALPHA,
|
||||
GL_DST_ALPHA,
|
||||
GL_ONE_MINUS_DST_ALPHA,
|
||||
GL_SRC_ALPHA, // should be 2x
|
||||
GL_ONE_MINUS_SRC_ALPHA, // should be 2x
|
||||
GL_DST_ALPHA, // should be 2x
|
||||
GL_ONE_MINUS_DST_ALPHA, // should be 2x
|
||||
GL_SRC_ALPHA, // should be FIXB
|
||||
};
|
||||
const GLint eqLookup[] = {
|
||||
GL_FUNC_ADD,
|
||||
GL_FUNC_SUBTRACT,
|
||||
GL_FUNC_REVERSE_SUBTRACT,
|
||||
#if defined(USING_GLES2)
|
||||
GL_FUNC_ADD,
|
||||
GL_FUNC_ADD,
|
||||
#else
|
||||
GL_MIN,
|
||||
GL_MAX,
|
||||
#endif
|
||||
GL_FUNC_ADD, // should be abs(diff)
|
||||
};
|
||||
int a = data & 0xF;
|
||||
int b = (data >> 4) & 0xF;
|
||||
int eq = (data >> 8) & 0x7;
|
||||
glBlendFunc(aLookup[a], bLookup[b]);
|
||||
glBlendEquation(eqLookup[eq]);
|
||||
}
|
||||
|
||||
|
||||
void GPU::ExecuteOp(u32 op, u32 diff)
|
||||
{
|
||||
u32 cmd = op >> 24;
|
||||
u32 data = op & 0xFFFFFF;
|
||||
|
||||
// Handle control and drawing commands here directly. The others we delegate.
|
||||
switch (cmd)
|
||||
{
|
||||
case GE_CMD_BASE:
|
||||
DEBUG_LOG(G3D,"DL BASE: %06x", data);
|
||||
break;
|
||||
|
||||
case GE_CMD_VADDR: /// <<8????
|
||||
gstate.vertexAddr = (gstate.base<<8)|data;
|
||||
DEBUG_LOG(G3D,"DL VADDR: %06x", gstate.vertexAddr);
|
||||
break;
|
||||
|
||||
case GE_CMD_IADDR:
|
||||
gstate.indexAddr = (gstate.base<<8)|data;
|
||||
DEBUG_LOG(G3D,"DL IADDR: %06x", gstate.indexAddr);
|
||||
break;
|
||||
|
||||
case GE_CMD_PRIM:
|
||||
{
|
||||
u32 count = data & 0xFFFF;
|
||||
u32 type = data >> 16;
|
||||
static const char* types[7] = {
|
||||
"POINTS=0,",
|
||||
"LINES=1,",
|
||||
"LINE_STRIP=2,",
|
||||
"TRIANGLES=3,",
|
||||
"TRIANGLE_STRIP=4,",
|
||||
"TRIANGLE_FAN=5,",
|
||||
"RECTANGLES=6,",
|
||||
};
|
||||
DEBUG_LOG(G3D, "DL DrawPrim type: %s count: %i vaddr= %08x, iaddr= %08x", type<7 ? types[type] : "INVALID", count, gstate.vertexAddr, gstate.indexAddr);
|
||||
|
||||
LinkedShader *linkedShader = shaderManager.ApplyShader();
|
||||
// TODO: Split this so that we can collect sequences of primitives, can greatly speed things up
|
||||
// on platforms where draw calls are expensive like mobile and D3D
|
||||
void *verts = Memory::GetPointer(gstate.vertexAddr);
|
||||
void *inds = 0;
|
||||
if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE)
|
||||
inds = Memory::GetPointer(gstate.indexAddr);
|
||||
TransformAndDrawPrim(verts, inds, type, count, linkedShader);
|
||||
}
|
||||
break;
|
||||
|
||||
// The arrow and other rotary items in Puzbob are bezier patches, strangely enough.
|
||||
case GE_CMD_BEZIER:
|
||||
{
|
||||
int bz_ucount = data & 0xFF;
|
||||
int bz_vcount = (data >> 8) & 0xFF;
|
||||
drawBezier(bz_ucount, bz_vcount);
|
||||
DEBUG_LOG(G3D,"DL DRAW BEZIER: %i x %i", bz_ucount, bz_vcount);
|
||||
}
|
||||
break;
|
||||
|
||||
case GE_CMD_SPLINE:
|
||||
{
|
||||
int sp_ucount = data & 0xFF;
|
||||
int sp_vcount = (data >> 8) & 0xFF;
|
||||
int sp_utype = (data >> 16) & 0x3;
|
||||
int sp_vtype = (data >> 18) & 0x3;
|
||||
//drawSpline(sp_ucount, sp_vcount, sp_utype, sp_vtype);
|
||||
DEBUG_LOG(G3D,"DL DRAW SPLINE: %i x %i, %i x %i", sp_ucount, sp_vcount, sp_utype, sp_vtype);
|
||||
}
|
||||
break;
|
||||
|
||||
case GE_CMD_JUMP:
|
||||
{
|
||||
u32 target = ((gstate.base << 8) | (op & 0xFFFFFC)) & 0x0FFFFFFF;
|
||||
DEBUG_LOG(G3D,"DL CMD JUMP - %08x to %08x", dcontext.pc, target);
|
||||
dcontext.pc = target - 4; // pc will be increased after we return, counteract that
|
||||
}
|
||||
break;
|
||||
|
||||
case GE_CMD_CALL:
|
||||
{
|
||||
u32 retval = dcontext.pc + 4;
|
||||
stack[stackptr++] = retval;
|
||||
u32 target = ((gstate.base << 8) | (op & 0xFFFFFC)) & 0xFFFFFFF;
|
||||
DEBUG_LOG(G3D,"DL CMD CALL - %08x to %08x, ret=%08x", dcontext.pc, target, retval);
|
||||
dcontext.pc = target - 4; // pc will be increased after we return, counteract that
|
||||
}
|
||||
break;
|
||||
|
||||
case GE_CMD_RET:
|
||||
//TODO : debug!
|
||||
{
|
||||
u32 target = stack[--stackptr] & 0xFFFFFFF;
|
||||
DEBUG_LOG(G3D,"DL CMD RET - from %08x to %08x", dcontext.pc, target);
|
||||
dcontext.pc = target - 4;
|
||||
}
|
||||
break;
|
||||
|
||||
case GE_CMD_SIGNAL:
|
||||
ERROR_LOG(G3D, "DL GE_CMD_SIGNAL %08x", data & 0xFFFFFF);
|
||||
{
|
||||
// int behaviour = (data >> 16) & 0xFF;
|
||||
// int signal = data & 0xFFFF;
|
||||
}
|
||||
|
||||
// This should generate a GE Interrupt
|
||||
// __TriggerInterrupt(PSP_GE_INTR);
|
||||
|
||||
// Apparently, these callbacks should be done in a special interrupt way.
|
||||
//for (size_t i = 0; i < signalCallbacks.size(); i++)
|
||||
//{
|
||||
// __KernelNotifyCallback(-1, signalCallbacks[i].first, signal);
|
||||
//}
|
||||
|
||||
break;
|
||||
|
||||
case GE_CMD_BJUMP:
|
||||
// bounding box jump. Let's just not jump, for now.
|
||||
DEBUG_LOG(G3D,"DL BBOX JUMP - unimplemented");
|
||||
break;
|
||||
|
||||
case GE_CMD_BOUNDINGBOX:
|
||||
// bounding box test. Let's do nothing.
|
||||
DEBUG_LOG(G3D,"DL BBOX TEST - unimplemented");
|
||||
break;
|
||||
|
||||
case GE_CMD_ORIGIN:
|
||||
gstate.offsetAddr = dcontext.pc & 0xFFFFFF;
|
||||
break;
|
||||
|
||||
case GE_CMD_VERTEXTYPE:
|
||||
DEBUG_LOG(G3D,"DL SetVertexType: %06x", data);
|
||||
if (diff & GE_VTYPE_THROUGH) {
|
||||
// Throughmode changed, let's make the proj matrix dirty.
|
||||
shaderManager.DirtyUniform(DIRTY_PROJMATRIX);
|
||||
}
|
||||
if (data & GE_VTYPE_THROUGH) {
|
||||
glDisable(GL_CULL_FACE);
|
||||
}
|
||||
// This sets through-mode or not, as well.
|
||||
break;
|
||||
|
||||
case GE_CMD_OFFSETADDR:
|
||||
// offsetAddr = data<<8;
|
||||
break;
|
||||
|
||||
|
||||
case GE_CMD_FINISH:
|
||||
DEBUG_LOG(G3D,"DL CMD FINISH");
|
||||
// Trigger the finish callbacks
|
||||
{
|
||||
// Apparently, these callbacks should be done in a special interrupt way.
|
||||
|
||||
//for (size_t i = 0; i < finishCallbacks.size(); i++)
|
||||
//{
|
||||
// __KernelNotifyCallback(-1, finishCallbacks[i].first, 0);
|
||||
//}
|
||||
}
|
||||
break;
|
||||
|
||||
case GE_CMD_END:
|
||||
DEBUG_LOG(G3D,"DL CMD END");
|
||||
{
|
||||
switch (prev >> 24)
|
||||
{
|
||||
case GE_CMD_FINISH:
|
||||
finished = true;
|
||||
break;
|
||||
default:
|
||||
DEBUG_LOG(G3D,"Ah, not finished: %06x", prev & 0xFFFFFF);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// This should generate a Reading Ended interrupt
|
||||
// __TriggerInterrupt(PSP_GE_INTR);
|
||||
|
||||
break;
|
||||
|
||||
case GE_CMD_REGION1:
|
||||
{
|
||||
int x1 = data & 0x3ff;
|
||||
int y1 = data >> 10;
|
||||
//topleft
|
||||
DEBUG_LOG(G3D,"DL Region TL: %d %d", x1, y1);
|
||||
}
|
||||
break;
|
||||
|
||||
case GE_CMD_REGION2:
|
||||
{
|
||||
int x2 = data & 0x3ff;
|
||||
int y2 = data >> 10;
|
||||
DEBUG_LOG(G3D,"DL Region BR: %d %d", x2, y2);
|
||||
}
|
||||
break;
|
||||
|
||||
case GE_CMD_CLIPENABLE:
|
||||
DEBUG_LOG(G3D, "DL Clip Enable: %i (ignoring)", data);
|
||||
//we always clip, this is opengl
|
||||
break;
|
||||
|
||||
case GE_CMD_CULLFACEENABLE:
|
||||
DEBUG_LOG(G3D, "DL CullFace Enable: %i (ignoring)", data);
|
||||
glEnDis(GL_CULL_FACE, data&1);
|
||||
break;
|
||||
|
||||
case GE_CMD_TEXTUREMAPENABLE:
|
||||
DEBUG_LOG(G3D, "DL Texture map enable: %i", data);
|
||||
glEnDis(GL_TEXTURE_2D, data&1);
|
||||
break;
|
||||
|
||||
case GE_CMD_LIGHTINGENABLE:
|
||||
DEBUG_LOG(G3D, "DL Lighting enable: %i", data);
|
||||
data += 1;
|
||||
//We don't use OpenGL lighting
|
||||
break;
|
||||
|
||||
case GE_CMD_FOGENABLE:
|
||||
DEBUG_LOG(G3D, "DL Fog Enable: %i", gstate.fogEnable);
|
||||
break;
|
||||
|
||||
case GE_CMD_DITHERENABLE:
|
||||
DEBUG_LOG(G3D, "DL Dither Enable: %i", gstate.ditherEnable);
|
||||
break;
|
||||
|
||||
case GE_CMD_OFFSETX:
|
||||
DEBUG_LOG(G3D, "DL Offset X: %i", gstate.offsetx);
|
||||
break;
|
||||
|
||||
case GE_CMD_OFFSETY:
|
||||
DEBUG_LOG(G3D, "DL Offset Y: %i", gstate.offsety);
|
||||
break;
|
||||
|
||||
case GE_CMD_TEXSCALEU:
|
||||
gstate.uScale = getFloat24(data);
|
||||
DEBUG_LOG(G3D, "DL Texture U Scale: %f", gstate.uScale);
|
||||
break;
|
||||
|
||||
case GE_CMD_TEXSCALEV:
|
||||
gstate.vScale = getFloat24(data);
|
||||
DEBUG_LOG(G3D, "DL Texture V Scale: %f", gstate.vScale);
|
||||
break;
|
||||
|
||||
case GE_CMD_TEXOFFSETU:
|
||||
gstate.uOff = getFloat24(data);
|
||||
DEBUG_LOG(G3D, "DL Texture U Offset: %f", gstate.uOff);
|
||||
break;
|
||||
|
||||
case GE_CMD_TEXOFFSETV:
|
||||
gstate.vOff = getFloat24(data);
|
||||
DEBUG_LOG(G3D, "DL Texture V Offset: %f", gstate.vOff);
|
||||
break;
|
||||
|
||||
case GE_CMD_SCISSOR1:
|
||||
{
|
||||
int x1 = data & 0x3ff;
|
||||
int y1 = data >> 10;
|
||||
DEBUG_LOG(G3D, "DL Scissor TL: %i, %i", x1,y1);
|
||||
}
|
||||
break;
|
||||
case GE_CMD_SCISSOR2:
|
||||
{
|
||||
int x2 = data & 0x3ff;
|
||||
int y2 = data >> 10;
|
||||
DEBUG_LOG(G3D, "DL Scissor BR: %i, %i", x2, y2);
|
||||
}
|
||||
break;
|
||||
|
||||
case GE_CMD_MINZ:
|
||||
DEBUG_LOG(G3D, "DL MinZ: %i", data);
|
||||
break;
|
||||
|
||||
case GE_CMD_MAXZ:
|
||||
DEBUG_LOG(G3D, "DL MaxZ: %i", data);
|
||||
break;
|
||||
|
||||
case GE_CMD_FRAMEBUFPTR:
|
||||
{
|
||||
u32 ptr = op & 0xFFE000;
|
||||
DEBUG_LOG(G3D, "DL FramebufPtr: %08x", ptr);
|
||||
}
|
||||
break;
|
||||
|
||||
case GE_CMD_FRAMEBUFWIDTH:
|
||||
{
|
||||
u32 w = data & 0xFFFFFF;
|
||||
DEBUG_LOG(G3D, "DL FramebufWidth: %i", w);
|
||||
}
|
||||
break;
|
||||
|
||||
case GE_CMD_FRAMEBUFPIXFORMAT:
|
||||
break;
|
||||
|
||||
case GE_CMD_TEXADDR0:
|
||||
gstate.textureChanged=true;
|
||||
case GE_CMD_TEXADDR1:
|
||||
case GE_CMD_TEXADDR2:
|
||||
case GE_CMD_TEXADDR3:
|
||||
case GE_CMD_TEXADDR4:
|
||||
case GE_CMD_TEXADDR5:
|
||||
case GE_CMD_TEXADDR6:
|
||||
case GE_CMD_TEXADDR7:
|
||||
DEBUG_LOG(G3D,"DL Texture address %i: %06x", cmd-GE_CMD_TEXADDR0, data);
|
||||
break;
|
||||
|
||||
case GE_CMD_TEXBUFWIDTH0:
|
||||
gstate.textureChanged=true;
|
||||
case GE_CMD_TEXBUFWIDTH1:
|
||||
case GE_CMD_TEXBUFWIDTH2:
|
||||
case GE_CMD_TEXBUFWIDTH3:
|
||||
case GE_CMD_TEXBUFWIDTH4:
|
||||
case GE_CMD_TEXBUFWIDTH5:
|
||||
case GE_CMD_TEXBUFWIDTH6:
|
||||
case GE_CMD_TEXBUFWIDTH7:
|
||||
DEBUG_LOG(G3D,"DL Texture BUFWIDTHess %i: %06x", cmd-GE_CMD_TEXBUFWIDTH0, data);
|
||||
break;
|
||||
|
||||
case GE_CMD_CLUTADDR:
|
||||
//DEBUG_LOG(G3D,"CLUT base addr: %06x", data);
|
||||
break;
|
||||
|
||||
case GE_CMD_CLUTADDRUPPER:
|
||||
DEBUG_LOG(G3D,"DL CLUT addr: %08x", ((gstate.clutaddrupper & 0xFF0000)<<8) | (gstate.clutaddr & 0xFFFFFF));
|
||||
break;
|
||||
|
||||
case GE_CMD_LOADCLUT:
|
||||
{
|
||||
u32 clutAttr = ((gstate.clutaddrupper & 0xFF0000)<<8) | (gstate.clutaddr & 0xFFFFFF);
|
||||
if (clutAttr)
|
||||
{
|
||||
u16 *clut = (u16*)Memory::GetPointer(clutAttr);
|
||||
if (clut) {
|
||||
int numColors = 16 * (data&0x3F);
|
||||
memcpy(&gstate.paletteMem[0], clut, numColors * 2);
|
||||
}
|
||||
DEBUG_LOG(G3D,"DL Clut load: %i palettes", data);
|
||||
}
|
||||
else
|
||||
{
|
||||
DEBUG_LOG(G3D,"DL Empty Clut load");
|
||||
}
|
||||
// Should hash and invalidate all paletted textures on use
|
||||
}
|
||||
break;
|
||||
|
||||
// case GE_CMD_TRANSFERSRC:
|
||||
|
||||
case GE_CMD_TRANSFERSRCW:
|
||||
{
|
||||
u32 xferSrc = gstate.transfersrc | ((data&0xFF0000)<<8);
|
||||
u32 xferSrcW = gstate.transfersrcw & 1023;
|
||||
DEBUG_LOG(G3D,"Block Transfer Src: %08x W: %i", xferSrc, xferSrcW);
|
||||
break;
|
||||
}
|
||||
// case GE_CMD_TRANSFERDST:
|
||||
|
||||
case GE_CMD_TRANSFERDSTW:
|
||||
{
|
||||
u32 xferDst= gstate.transferdst | ((data&0xFF0000)<<8);
|
||||
u32 xferDstW = gstate.transferdstw & 1023;
|
||||
DEBUG_LOG(G3D,"Block Transfer Dest: %08x W: %i", xferDst, xferDstW);
|
||||
break;
|
||||
}
|
||||
|
||||
case GE_CMD_TRANSFERSRCPOS:
|
||||
{
|
||||
u32 x = (data & 1023)+1;
|
||||
u32 y = ((data>>10) & 1023)+1;
|
||||
DEBUG_LOG(G3D, "DL Block Transfer Src Rect TL: %i, %i", x, y);
|
||||
break;
|
||||
}
|
||||
|
||||
case GE_CMD_TRANSFERDSTPOS:
|
||||
{
|
||||
u32 x = (data & 1023)+1;
|
||||
u32 y = ((data>>10) & 1023)+1;
|
||||
DEBUG_LOG(G3D, "DL Block Transfer Dest Rect TL: %i, %i", x, y);
|
||||
break;
|
||||
}
|
||||
|
||||
case GE_CMD_TRANSFERSIZE:
|
||||
{
|
||||
u32 w = (data & 1023)+1;
|
||||
u32 h = ((data>>10) & 1023)+1;
|
||||
DEBUG_LOG(G3D, "DL Block Transfer Rect Size: %i x %i", w, h);
|
||||
break;
|
||||
}
|
||||
|
||||
case GE_CMD_TRANSFERSTART:
|
||||
{
|
||||
DEBUG_LOG(G3D, "DL Texture Transfer Start: PixFormat %i", data);
|
||||
// TODO: Here we should check if the transfer overlaps a framebuffer or any textures,
|
||||
// and take appropriate action. If not, this should just be a block transfer within
|
||||
// GPU memory which could be implemented by a copy loop.
|
||||
break;
|
||||
}
|
||||
|
||||
case GE_CMD_TEXSIZE0:
|
||||
gstate.textureChanged=true;
|
||||
gstate.curTextureWidth = 1 << (gstate.texsize[0] & 0xf);
|
||||
gstate.curTextureHeight = 1 << ((gstate.texsize[0]>>8) & 0xf);
|
||||
//fall thru - ignoring the mipmap sizes for now
|
||||
case GE_CMD_TEXSIZE1:
|
||||
case GE_CMD_TEXSIZE2:
|
||||
case GE_CMD_TEXSIZE3:
|
||||
case GE_CMD_TEXSIZE4:
|
||||
case GE_CMD_TEXSIZE5:
|
||||
case GE_CMD_TEXSIZE6:
|
||||
case GE_CMD_TEXSIZE7:
|
||||
DEBUG_LOG(G3D,"DL Texture Size: %06x", data);
|
||||
break;
|
||||
|
||||
case GE_CMD_ZBUFPTR:
|
||||
{
|
||||
u32 ptr = op & 0xFFE000;
|
||||
DEBUG_LOG(G3D,"Zbuf Ptr: %06x", ptr);
|
||||
}
|
||||
break;
|
||||
|
||||
case GE_CMD_ZBUFWIDTH:
|
||||
{
|
||||
u32 w = data & 0xFFFFFF;
|
||||
DEBUG_LOG(G3D,"Zbuf Width: %i", w);
|
||||
}
|
||||
break;
|
||||
|
||||
case GE_CMD_AMBIENTCOLOR:
|
||||
DEBUG_LOG(G3D,"DL Ambient Color: %06x", data);
|
||||
break;
|
||||
|
||||
case GE_CMD_AMBIENTALPHA:
|
||||
DEBUG_LOG(G3D,"DL Ambient Alpha: %06x", data);
|
||||
break;
|
||||
|
||||
case GE_CMD_MATERIALAMBIENT:
|
||||
DEBUG_LOG(G3D,"DL Material Ambient Color: %06x", data);
|
||||
break;
|
||||
|
||||
case GE_CMD_MATERIALDIFFUSE:
|
||||
DEBUG_LOG(G3D,"DL Material Diffuse Color: %06x", data);
|
||||
break;
|
||||
|
||||
case GE_CMD_MATERIALEMISSIVE:
|
||||
DEBUG_LOG(G3D,"DL Material Emissive Color: %06x", data);
|
||||
break;
|
||||
|
||||
case GE_CMD_MATERIALSPECULAR:
|
||||
DEBUG_LOG(G3D,"DL Material Specular Color: %06x", data);
|
||||
break;
|
||||
|
||||
case GE_CMD_MATERIALALPHA:
|
||||
DEBUG_LOG(G3D,"DL Material Alpha Color: %06x", data);
|
||||
break;
|
||||
|
||||
case GE_CMD_MATERIALSPECULARCOEF:
|
||||
DEBUG_LOG(G3D,"DL Material specular coef: %f", getFloat24(data));
|
||||
break;
|
||||
|
||||
case GE_CMD_LIGHTTYPE0:
|
||||
case GE_CMD_LIGHTTYPE1:
|
||||
case GE_CMD_LIGHTTYPE2:
|
||||
case GE_CMD_LIGHTTYPE3:
|
||||
DEBUG_LOG(G3D,"DL Light %i type: %06x", cmd-GE_CMD_LIGHTTYPE0, data);
|
||||
break;
|
||||
|
||||
case GE_CMD_LX0:case GE_CMD_LY0:case GE_CMD_LZ0:
|
||||
case GE_CMD_LX1:case GE_CMD_LY1:case GE_CMD_LZ1:
|
||||
case GE_CMD_LX2:case GE_CMD_LY2:case GE_CMD_LZ2:
|
||||
case GE_CMD_LX3:case GE_CMD_LY3:case GE_CMD_LZ3:
|
||||
{
|
||||
int n = cmd - GE_CMD_LX0;
|
||||
int l = n / 3;
|
||||
int c = n % 3;
|
||||
float val = getFloat24(data);
|
||||
DEBUG_LOG(G3D,"DL Light %i %c pos: %f", l, c+'X', val);
|
||||
gstate.lightpos[l][c] = val;
|
||||
}
|
||||
break;
|
||||
|
||||
case GE_CMD_LDX0:case GE_CMD_LDY0:case GE_CMD_LDZ0:
|
||||
case GE_CMD_LDX1:case GE_CMD_LDY1:case GE_CMD_LDZ1:
|
||||
case GE_CMD_LDX2:case GE_CMD_LDY2:case GE_CMD_LDZ2:
|
||||
case GE_CMD_LDX3:case GE_CMD_LDY3:case GE_CMD_LDZ3:
|
||||
{
|
||||
int n = cmd - GE_CMD_LDX0;
|
||||
int l = n / 3;
|
||||
int c = n % 3;
|
||||
float val = getFloat24(data);
|
||||
DEBUG_LOG(G3D,"DL Light %i %c dir: %f", l, c+'X', val);
|
||||
gstate.lightdir[l][c] = val;
|
||||
}
|
||||
break;
|
||||
|
||||
case GE_CMD_LKA0:case GE_CMD_LKB0:case GE_CMD_LKC0:
|
||||
case GE_CMD_LKA1:case GE_CMD_LKB1:case GE_CMD_LKC1:
|
||||
case GE_CMD_LKA2:case GE_CMD_LKB2:case GE_CMD_LKC2:
|
||||
case GE_CMD_LKA3:case GE_CMD_LKB3:case GE_CMD_LKC3:
|
||||
{
|
||||
int n = cmd - GE_CMD_LKA0;
|
||||
int l = n / 3;
|
||||
int c = n % 3;
|
||||
float val = getFloat24(data);
|
||||
DEBUG_LOG(G3D,"DL Light %i %c att: %f", l, c+'X', val);
|
||||
gstate.lightatt[l][c] = val;
|
||||
}
|
||||
break;
|
||||
|
||||
|
||||
case GE_CMD_LAC0:case GE_CMD_LAC1:case GE_CMD_LAC2:case GE_CMD_LAC3:
|
||||
case GE_CMD_LDC0:case GE_CMD_LDC1:case GE_CMD_LDC2:case GE_CMD_LDC3:
|
||||
case GE_CMD_LSC0:case GE_CMD_LSC1:case GE_CMD_LSC2:case GE_CMD_LSC3:
|
||||
{
|
||||
float r = (float)(data>>16)/255.0f;
|
||||
float g = (float)((data>>8) & 0xff)/255.0f;
|
||||
float b = (float)(data & 0xff)/255.0f;
|
||||
|
||||
int l = (cmd - GE_CMD_LAC0) / 3;
|
||||
int t = (cmd - GE_CMD_LAC0) % 3;
|
||||
gstate.lightColor[t][l].r = r;
|
||||
gstate.lightColor[t][l].g = g;
|
||||
gstate.lightColor[t][l].b = b;
|
||||
}
|
||||
break;
|
||||
|
||||
case GE_CMD_VIEWPORTX1:
|
||||
case GE_CMD_VIEWPORTY1:
|
||||
case GE_CMD_VIEWPORTZ1:
|
||||
case GE_CMD_VIEWPORTX2:
|
||||
case GE_CMD_VIEWPORTY2:
|
||||
case GE_CMD_VIEWPORTZ2:
|
||||
DEBUG_LOG(G3D,"DL Viewport param %i: %f", cmd-GE_CMD_VIEWPORTX1, getFloat24(data));
|
||||
break;
|
||||
case GE_CMD_LIGHTENABLE0:
|
||||
case GE_CMD_LIGHTENABLE1:
|
||||
case GE_CMD_LIGHTENABLE2:
|
||||
case GE_CMD_LIGHTENABLE3:
|
||||
DEBUG_LOG(G3D,"DL Light %i enable: %d", cmd-GE_CMD_LIGHTENABLE0, data);
|
||||
break;
|
||||
case GE_CMD_CULL:
|
||||
DEBUG_LOG(G3D,"DL cull: %06x", data);
|
||||
glCullFace(data ? GL_BACK : GL_FRONT);
|
||||
break;
|
||||
|
||||
case GE_CMD_LMODE:
|
||||
DEBUG_LOG(G3D,"DL Shade mode: %06x", data);
|
||||
break;
|
||||
|
||||
case GE_CMD_PATCHDIVISION:
|
||||
gstate.patch_div_s = data & 0xFF;
|
||||
gstate.patch_div_t = (data >> 8) & 0xFF;
|
||||
DEBUG_LOG(G3D, "DL Patch subdivision: %i x %i", gstate.patch_div_s, gstate.patch_div_t);
|
||||
break;
|
||||
|
||||
case GE_CMD_MATERIALUPDATE:
|
||||
DEBUG_LOG(G3D,"DL Material Update: %d", data);
|
||||
break;
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////
|
||||
// CLEARING
|
||||
//////////////////////////////////////////////////////////////////
|
||||
case GE_CMD_CLEARMODE:
|
||||
// If it becomes a performance problem, check diff&1
|
||||
if (data & 1)
|
||||
EnterClearMode(data);
|
||||
else
|
||||
LeaveClearMode();
|
||||
DEBUG_LOG(G3D,"DL Clear mode: %06x", data);
|
||||
break;
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////
|
||||
// ALPHA BLENDING
|
||||
//////////////////////////////////////////////////////////////////
|
||||
case GE_CMD_ALPHABLENDENABLE:
|
||||
DEBUG_LOG(G3D,"DL Alpha blend enable: %d", data);
|
||||
glEnDis(GL_BLEND, data);
|
||||
break;
|
||||
|
||||
case GE_CMD_BLENDMODE:
|
||||
DEBUG_LOG(G3D,"DL Blend mode: %06x", data);
|
||||
SetBlendModePSP(data);
|
||||
break;
|
||||
|
||||
case GE_CMD_BLENDFIXEDA:
|
||||
DEBUG_LOG(G3D,"DL Blend fix A: %06x", data);
|
||||
break;
|
||||
|
||||
case GE_CMD_BLENDFIXEDB:
|
||||
DEBUG_LOG(G3D,"DL Blend fix B: %06x", data);
|
||||
break;
|
||||
|
||||
case GE_CMD_ALPHATESTENABLE:
|
||||
DEBUG_LOG(G3D,"DL Alpha test enable: %d", data);
|
||||
// This is done in the shader.
|
||||
break;
|
||||
|
||||
case GE_CMD_ALPHATEST:
|
||||
DEBUG_LOG(G3D,"DL Alpha test settings");
|
||||
shaderManager.DirtyUniform(DIRTY_ALPHAREF);
|
||||
break;
|
||||
|
||||
case GE_CMD_TEXFUNC:
|
||||
{
|
||||
DEBUG_LOG(G3D,"DL TexFunc %i", data&7);
|
||||
/*
|
||||
int m=GL_MODULATE;
|
||||
switch (data & 7)
|
||||
{
|
||||
case 0: m=GL_MODULATE; break;
|
||||
case 1: m=GL_DECAL; break;
|
||||
case 2: m=GL_BLEND; break;
|
||||
case 3: m=GL_REPLACE; break;
|
||||
case 4: m=GL_ADD; break;
|
||||
}*/
|
||||
|
||||
/*
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_CONSTANT);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_TEXTURE);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, 1);
|
||||
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, m);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);*/
|
||||
break;
|
||||
}
|
||||
case GE_CMD_TEXFILTER:
|
||||
{
|
||||
int min = data & 7;
|
||||
int mag = (data >> 8) & 1;
|
||||
DEBUG_LOG(G3D,"DL TexFilter min: %i mag: %i", min, mag);
|
||||
}
|
||||
|
||||
break;
|
||||
//////////////////////////////////////////////////////////////////
|
||||
// Z/STENCIL TESTING
|
||||
//////////////////////////////////////////////////////////////////
|
||||
|
||||
case GE_CMD_ZTESTENABLE:
|
||||
glEnDis(GL_DEPTH_TEST, data & 1);
|
||||
DEBUG_LOG(G3D,"DL Z test enable: %d", data & 1);
|
||||
break;
|
||||
|
||||
case GE_CMD_STENCILTESTENABLE:
|
||||
DEBUG_LOG(G3D,"DL Stencil test enable: %d", data);
|
||||
break;
|
||||
|
||||
case GE_CMD_ZTEST:
|
||||
{
|
||||
static const GLuint ztests[8] =
|
||||
{
|
||||
GL_NEVER, GL_ALWAYS, GL_EQUAL, GL_NOTEQUAL,
|
||||
GL_LESS, GL_LEQUAL, GL_GREATER, GL_GEQUAL
|
||||
};
|
||||
//glDepthFunc(ztests[data&7]);
|
||||
glDepthFunc(GL_LEQUAL);
|
||||
DEBUG_LOG(G3D,"DL Z test mode: %i", data);
|
||||
}
|
||||
break;
|
||||
|
||||
case GE_CMD_MORPHWEIGHT0:
|
||||
case GE_CMD_MORPHWEIGHT1:
|
||||
case GE_CMD_MORPHWEIGHT2:
|
||||
case GE_CMD_MORPHWEIGHT3:
|
||||
case GE_CMD_MORPHWEIGHT4:
|
||||
case GE_CMD_MORPHWEIGHT5:
|
||||
case GE_CMD_MORPHWEIGHT6:
|
||||
case GE_CMD_MORPHWEIGHT7:
|
||||
{
|
||||
int index = cmd - GE_CMD_MORPHWEIGHT0;
|
||||
float weight = getFloat24(data);
|
||||
DEBUG_LOG(G3D,"DL MorphWeight %i = %f", index, weight);
|
||||
gstate.morphWeights[index] = weight;
|
||||
}
|
||||
break;
|
||||
|
||||
case GE_CMD_DITH0:
|
||||
case GE_CMD_DITH1:
|
||||
case GE_CMD_DITH2:
|
||||
case GE_CMD_DITH3:
|
||||
DEBUG_LOG(G3D,"DL DitherMatrix %i = %06x",cmd-GE_CMD_DITH0,data);
|
||||
break;
|
||||
|
||||
case GE_CMD_WORLDMATRIXNUMBER:
|
||||
DEBUG_LOG(G3D,"DL World matrix # %i", data);
|
||||
gstate.worldmtxnum = data&0xF;
|
||||
break;
|
||||
|
||||
case GE_CMD_WORLDMATRIXDATA:
|
||||
DEBUG_LOG(G3D,"DL World matrix data # %f", getFloat24(data));
|
||||
gstate.worldMatrix[gstate.worldmtxnum++] = getFloat24(data);
|
||||
break;
|
||||
|
||||
case GE_CMD_VIEWMATRIXNUMBER:
|
||||
DEBUG_LOG(G3D,"DL VIEW matrix # %i", data);
|
||||
gstate.viewmtxnum = data&0xF;
|
||||
break;
|
||||
|
||||
case GE_CMD_VIEWMATRIXDATA:
|
||||
DEBUG_LOG(G3D,"DL VIEW matrix data # %f", getFloat24(data));
|
||||
gstate.viewMatrix[gstate.viewmtxnum++] = getFloat24(data);
|
||||
break;
|
||||
|
||||
case GE_CMD_PROJMATRIXNUMBER:
|
||||
DEBUG_LOG(G3D,"DL PROJECTION matrix # %i", data);
|
||||
gstate.projmtxnum = data&0xF;
|
||||
break;
|
||||
|
||||
case GE_CMD_PROJMATRIXDATA:
|
||||
DEBUG_LOG(G3D,"DL PROJECTION matrix data # %f", getFloat24(data));
|
||||
gstate.projMatrix[gstate.projmtxnum++] = getFloat24(data);
|
||||
shaderManager.DirtyUniform(DIRTY_PROJMATRIX);
|
||||
break;
|
||||
|
||||
case GE_CMD_TGENMATRIXNUMBER:
|
||||
DEBUG_LOG(G3D,"DL TGEN matrix # %i", data);
|
||||
gstate.texmtxnum = data&0xF;
|
||||
break;
|
||||
|
||||
case GE_CMD_TGENMATRIXDATA:
|
||||
DEBUG_LOG(G3D,"DL TGEN matrix data # %f", getFloat24(data));
|
||||
gstate.tgenMatrix[gstate.texmtxnum++] = getFloat24(data);
|
||||
break;
|
||||
|
||||
case GE_CMD_BONEMATRIXNUMBER:
|
||||
DEBUG_LOG(G3D,"DL BONE matrix #%i", data);
|
||||
gstate.boneMatrixNumber = data;
|
||||
break;
|
||||
|
||||
case GE_CMD_BONEMATRIXDATA:
|
||||
DEBUG_LOG(G3D,"DL BONE matrix data #%i %f", gstate.boneMatrixNumber, getFloat24(data));
|
||||
gstate.boneMatrix[gstate.boneMatrixNumber++] = getFloat24(data);
|
||||
break;
|
||||
|
||||
default:
|
||||
DEBUG_LOG(G3D,"DL Unknown: %08x @ %08x", op, dcontext.pc);
|
||||
break;
|
||||
|
||||
//ETC...
|
||||
}
|
||||
}
|
||||
|
||||
bool GPU::InterpretList()
|
||||
{
|
||||
// Reset stackptr for safety
|
||||
stackptr = 0;
|
||||
u32 op = 0;
|
||||
prev = 0;
|
||||
finished = false;
|
||||
while (!finished)
|
||||
{
|
||||
if (dcontext.pc == dcontext.stallAddr)
|
||||
return false;
|
||||
|
||||
op = Memory::ReadUnchecked_U32(dcontext.pc); //read from memory
|
||||
u32 cmd = op >> 24;
|
||||
u32 diff = op ^ gstate.cmdmem[cmd];
|
||||
gstate.cmdmem[cmd] = op; // crashes if I try to put the whole op there??
|
||||
|
||||
ExecuteOp(op, diff);
|
||||
|
||||
dcontext.pc += 4;
|
||||
prev = op;
|
||||
}
|
||||
return true;
|
||||
}
|
@ -1,31 +0,0 @@
|
||||
// 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"
|
||||
|
||||
class ShaderManager;
|
||||
|
||||
class GPU
|
||||
{
|
||||
public:
|
||||
static u32 EnqueueList(u32 listpc, u32 stall);
|
||||
static void UpdateStall(int listid, u32 newstall);
|
||||
static void ExecuteOp(u32 op, u32 diff);
|
||||
static bool InterpretList();
|
||||
};
|
@ -44,6 +44,8 @@ public:
|
||||
virtual void InvalidateCache(u32 addr, int size);
|
||||
virtual void Flush() {}
|
||||
|
||||
virtual void DeviceLost() {}
|
||||
|
||||
private:
|
||||
bool ProcessDLQueue();
|
||||
bool interruptsEnabled_;
|
||||
|
@ -29,9 +29,8 @@
|
||||
#include "../../Core/Host.h"
|
||||
#include "../../Core/System.h"
|
||||
#include "../../Core/MIPS/MIPS.h"
|
||||
#include "../../GPU/GLES/TextureCache.h"
|
||||
#include "../../GPU/GLES/ShaderManager.h"
|
||||
#include "../../GPU/GPUState.h"
|
||||
#include "../../GPU/GPUInterface.h"
|
||||
#include "../../Core/HLE/sceCtrl.h"
|
||||
|
||||
#include "GamepadEmu.h"
|
||||
@ -40,8 +39,6 @@
|
||||
#include "MenuScreens.h"
|
||||
#include "EmuScreen.h"
|
||||
|
||||
extern ShaderManager shaderManager;
|
||||
|
||||
EmuScreen::EmuScreen(const std::string &filename) : invalid_(true)
|
||||
{
|
||||
std::string fileToStart = filename;
|
||||
@ -200,6 +197,5 @@ void EmuScreen::render()
|
||||
|
||||
void EmuScreen::deviceLost()
|
||||
{
|
||||
TextureCache_Clear(false); // This doesn't seem to help?
|
||||
shaderManager.ClearCache(false);
|
||||
gpu->DeviceLost();
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user