// 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 "ge_constants.h" #include "GPUState.h" #include "GLES/ShaderManager.h" #include "GLES/DisplayListInterpreter.h" #include "Null/NullGpu.h" #include "../Core/CoreParameter.h" #include "../Core/System.h" GPUgstate gstate; GPUStateCache gstate_c; GPUInterface *gpu; GPUStatistics gpuStats; void InitGfxState() { memset(&gstate, 0, sizeof(gstate)); memset(&gstate_c, 0, sizeof(gstate_c)); for (int i = 0; i < 256; i++) { gstate.cmdmem[i] = i << 24; } gstate.lightingEnable = 0x17000001; static const float identity4x3[12] = {1,0,0, 0,1,0, 0,0,1, 0,0,0,}; static const float identity4x4[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; memcpy(gstate.worldMatrix, identity4x3, 12 * sizeof(float)); memcpy(gstate.viewMatrix, identity4x3, 12 * sizeof(float)); memcpy(gstate.projMatrix, identity4x4, 16 * sizeof(float)); memcpy(gstate.tgenMatrix, identity4x3, 12 * sizeof(float)); for (int i = 0; i < 8; i++) { memcpy(gstate.boneMatrix + i * 12, identity4x3, 12 * sizeof(float)); } switch (PSP_CoreParameter().gpuCore) { case GPU_NULL: gpu = new NullGPU(); break; case GPU_GLES: gpu = new GLES_GPU(); break; case GPU_SOFTWARE: gpu = new NullGPU(); break; } } void ShutdownGfxState() { delete gpu; gpu = NULL; } // When you have changed state outside the psp gfx core, // or saved the context and has reloaded it, call this function. void ReapplyGfxState() { if (!gpu) return; // ShaderManager_DirtyShader(); // The commands are embedded in the command memory so we can just reexecute the words. Convenient. // To be safe we pass 0xFFFFFFF as the diff. /* gpu->ExecuteOp(gstate.cmdmem[GE_CMD_ALPHABLENDENABLE], 0xFFFFFFFF); gpu->ExecuteOp(gstate.cmdmem[GE_CMD_ALPHATESTENABLE], 0xFFFFFFFF); gpu->ExecuteOp(gstate.cmdmem[GE_CMD_BLENDMODE], 0xFFFFFFFF); gpu->ExecuteOp(gstate.cmdmem[GE_CMD_ZTEST], 0xFFFFFFFF); gpu->ExecuteOp(gstate.cmdmem[GE_CMD_ZTESTENABLE], 0xFFFFFFFF); gpu->ExecuteOp(gstate.cmdmem[GE_CMD_CULL], 0xFFFFFFFF); gpu->ExecuteOp(gstate.cmdmem[GE_CMD_CULLFACEENABLE], 0xFFFFFFFF); gpu->ExecuteOp(gstate.cmdmem[GE_CMD_SCISSOR1], 0xFFFFFFFF); gpu->ExecuteOp(gstate.cmdmem[GE_CMD_SCISSOR2], 0xFFFFFFFF); */ for (int i = GE_CMD_VERTEXTYPE; i < GE_CMD_BONEMATRIXNUMBER; i++) { if(i != GE_CMD_ORIGIN) gpu->ExecuteOp(gstate.cmdmem[i], 0xFFFFFFFF); } // Can't write to bonematrixnumber here for (int i = GE_CMD_MORPHWEIGHT0; i < GE_CMD_PATCHFACING; i++) { 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); } // TODO: there's more... }