// 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 "GPU/GPUState.h" #include "GPU/ge_constants.h" #include "GPU/Common/TextureDecoder.h" #include "Common/ColorConv.h" #include "Core/Config.h" #include "Core/Debugger/Breakpoints.h" #include "Core/Host.h" #include "Core/MemMap.h" #include "Core/HLE/sceKernelInterrupt.h" #include "Core/HLE/sceGe.h" #include "Core/MIPS/MIPS.h" #include "Core/Reporting.h" #include "gfx/gl_common.h" #include "gfx_es2/gpu_features.h" #include "profiler/profiler.h" #include "GPU/Software/SoftGpu.h" #include "GPU/Software/TransformUnit.h" #include "GPU/Software/Rasterizer.h" #include "GPU/Common/FramebufferCommon.h" static GLuint temp_texture = 0; static GLint attr_pos = -1, attr_tex = -1; static GLint uni_tex = -1; static GLuint program; static GLuint vao; static GLuint vbuf; const int FB_WIDTH = 480; const int FB_HEIGHT = 272; FormatBuffer fb; FormatBuffer depthbuf; u32 clut[4096]; GLuint OpenGL_CompileProgram(const char* vertexShader, const char* fragmentShader) { // generate objects GLuint vertexShaderID = glCreateShader(GL_VERTEX_SHADER); GLuint fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER); GLuint programID = glCreateProgram(); // compile vertex shader glShaderSource(vertexShaderID, 1, &vertexShader, NULL); glCompileShader(vertexShaderID); #if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL) GLint Result = GL_FALSE; char stringBuffer[1024]; GLsizei stringBufferUsage = 0; glGetShaderiv(vertexShaderID, GL_COMPILE_STATUS, &Result); glGetShaderInfoLog(vertexShaderID, 1024, &stringBufferUsage, stringBuffer); if (Result && stringBufferUsage) { // not nice } else if (!Result) { // not nice } else { // not nice } bool shader_errors = !Result; #endif // compile fragment shader glShaderSource(fragmentShaderID, 1, &fragmentShader, NULL); glCompileShader(fragmentShaderID); #if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL) glGetShaderiv(fragmentShaderID, GL_COMPILE_STATUS, &Result); glGetShaderInfoLog(fragmentShaderID, 1024, &stringBufferUsage, stringBuffer); if (Result && stringBufferUsage) { // not nice } else if (!Result) { // not nice } else { // not nice } shader_errors |= !Result; #endif // link them glAttachShader(programID, vertexShaderID); glAttachShader(programID, fragmentShaderID); glLinkProgram(programID); #if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL) glGetProgramiv(programID, GL_LINK_STATUS, &Result); glGetProgramInfoLog(programID, 1024, &stringBufferUsage, stringBuffer); if (Result && stringBufferUsage) { // not nice } else if (!Result && !shader_errors) { // not nice } #endif // cleanup glDeleteShader(vertexShaderID); glDeleteShader(fragmentShaderID); return programID; } SoftGPU::SoftGPU() { glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // 4-byte pixel alignment glGenTextures(1, &temp_texture); // TODO: Use highp for GLES static const char *fragShaderText = #ifdef USING_GLES2 "#version 100\n" #endif "varying vec2 TexCoordOut;\n" "uniform sampler2D Texture;\n" "void main() {\n" " vec4 tmpcolor;\n" " tmpcolor = texture2D(Texture, TexCoordOut);\n" " gl_FragColor = tmpcolor;\n" "}\n"; static const char *vertShaderText = #ifdef USING_GLES2 "#version 100\n" #endif "attribute vec4 pos;\n" "attribute vec2 TexCoordIn;\n " "varying vec2 TexCoordOut;\n " "void main() {\n" " gl_Position = pos;\n" " TexCoordOut = TexCoordIn;\n" "}\n"; program = OpenGL_CompileProgram(vertShaderText, fragShaderText); glUseProgram(program); uni_tex = glGetUniformLocation(program, "Texture"); attr_pos = glGetAttribLocation(program, "pos"); attr_tex = glGetAttribLocation(program, "TexCoordIn"); if (gl_extensions.ARB_vertex_array_object) { glGenVertexArrays(1, &vao); glGenBuffers(1, &vbuf); } fb.data = Memory::GetPointer(0x44000000); // TODO: correct default address? depthbuf.data = Memory::GetPointer(0x44000000); // TODO: correct default address? framebufferDirty_ = true; // TODO: Is there a default? displayFramebuf_ = 0; displayStride_ = 512; displayFormat_ = GE_FORMAT_8888; } SoftGPU::~SoftGPU() { glDeleteProgram(program); glDeleteTextures(1, &temp_texture); if (vao != 0) { glDeleteVertexArrays(1, &vao); glDeleteBuffers(1, &vbuf); } } void SoftGPU::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) { // Seems like this can point into RAM, but should be VRAM if not in RAM. displayFramebuf_ = (framebuf & 0xFF000000) == 0 ? 0x44000000 | framebuf : framebuf; displayStride_ = stride; displayFormat_ = format; host->GPUNotifyDisplay(framebuf, stride, format); } // Copies RGBA8 data from RAM to the currently bound render target. void SoftGPU::CopyToCurrentFboFromDisplayRam(int srcwidth, int srcheight) { float dstwidth = (float)PSP_CoreParameter().pixelWidth; float dstheight = (float)PSP_CoreParameter().pixelHeight; glDisable(GL_BLEND); glViewport(0, 0, dstwidth, dstheight); glDisable(GL_SCISSOR_TEST); glBindTexture(GL_TEXTURE_2D, temp_texture); GLfloat texvert_u; if (displayFramebuf_ == 0) { u32 data[] = {0}; glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); texvert_u = 1.0f; } else if (displayFormat_ == GE_FORMAT_8888) { u8 *data = Memory::GetPointer(displayFramebuf_); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)displayStride_, (GLsizei)srcheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); texvert_u = (float)srcwidth / displayStride_; } else { // TODO: This should probably be converted in a shader instead.. // TODO: Do something less brain damaged to manage this buffer... u32 *buf = new u32[srcwidth * srcheight]; FormatBuffer displayBuffer; displayBuffer.data = Memory::GetPointer(displayFramebuf_); for (int y = 0; y < srcheight; ++y) { u32 *buf_line = &buf[y * srcwidth]; const u16 *fb_line = &displayBuffer.as16[y * displayStride_]; switch (displayFormat_) { case GE_FORMAT_565: for (int x = 0; x < srcwidth; ++x) { buf_line[x] = RGB565ToRGBA8888(fb_line[x]); } break; case GE_FORMAT_5551: for (int x = 0; x < srcwidth; ++x) { buf_line[x] = RGBA5551ToRGBA8888(fb_line[x]); } break; case GE_FORMAT_4444: for (int x = 0; x < srcwidth; ++x) { buf_line[x] = RGBA4444ToRGBA8888(fb_line[x]); } break; default: ERROR_LOG_REPORT(G3D, "Software: Unexpected framebuffer format: %d", displayFormat_); } } glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)srcwidth, (GLsizei)srcheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, buf); texvert_u = 1.0f; delete[] buf; } glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glUseProgram(program); float x, y, w, h; CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, dstwidth, dstheight, ROTATION_LOCKED_HORIZONTAL); x /= 0.5f * dstwidth; y /= 0.5f * dstheight; w /= 0.5f * dstwidth; h /= 0.5f * dstheight; float x2 = x + w; float y2 = y + h; x -= 1.0f; y -= 1.0f; x2 -= 1.0f; y2 -= 1.0f; const GLfloat verts[4][2] = { { x, y }, // Left top { x, y2}, // left bottom { x2, y2}, // right bottom { x2, y} // right top }; const GLfloat texverts[4][2] = { {0, 1}, {0, 0}, {texvert_u, 0}, {texvert_u, 1} }; if (vao != 0) { glBindVertexArray(vao); glBindBuffer(GL_ARRAY_BUFFER, vbuf); glBufferData(GL_ARRAY_BUFFER, sizeof(verts) + sizeof(texverts), nullptr, GL_STREAM_DRAW); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(verts), verts); glBufferSubData(GL_ARRAY_BUFFER, sizeof(verts), sizeof(texverts), texverts); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glVertexAttribPointer(attr_pos, 2, GL_FLOAT, GL_FALSE, 0, 0); glVertexAttribPointer(attr_tex, 2, GL_FLOAT, GL_FALSE, 0, (void *)sizeof(verts)); } else { glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glVertexAttribPointer(attr_pos, 2, GL_FLOAT, GL_FALSE, 0, verts); glVertexAttribPointer(attr_tex, 2, GL_FLOAT, GL_FALSE, 0, texverts); } glEnableVertexAttribArray(attr_pos); glEnableVertexAttribArray(attr_tex); glUniform1i(uni_tex, 0); glActiveTexture(GL_TEXTURE0); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glDisableVertexAttribArray(attr_pos); glDisableVertexAttribArray(attr_tex); glBindTexture(GL_TEXTURE_2D, 0); if (vao != 0) { glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } } void SoftGPU::CopyDisplayToOutput() { ScheduleEvent(GPU_EVENT_COPY_DISPLAY_TO_OUTPUT); } void SoftGPU::CopyDisplayToOutputInternal() { // The display always shows 480x272. CopyToCurrentFboFromDisplayRam(FB_WIDTH, FB_HEIGHT); framebufferDirty_ = false; } void SoftGPU::ProcessEvent(GPUEvent ev) { switch (ev.type) { case GPU_EVENT_COPY_DISPLAY_TO_OUTPUT: CopyDisplayToOutputInternal(); break; default: GPUCommon::ProcessEvent(ev); } } void SoftGPU::FastRunLoop(DisplayList &list) { PROFILE_THIS_SCOPE("soft_runloop"); for (; downcount > 0; --downcount) { u32 op = Memory::ReadUnchecked_U32(list.pc); u32 cmd = op >> 24; u32 diff = op ^ gstate.cmdmem[cmd]; gstate.cmdmem[cmd] = op; ExecuteOp(op, diff); list.pc += 4; } } int EstimatePerVertexCost() { // TODO: This is transform cost, also account for rasterization cost somehow... although it probably // runs in parallel with transform. // Also, this is all pure guesswork. If we can find a way to do measurements, that would be great. // GTA wants a low value to run smooth, GoW wants a high value (otherwise it thinks things // went too fast and starts doing all the work over again). int cost = 20; if (gstate.isLightingEnabled()) { cost += 10; } for (int i = 0; i < 4; i++) { if (gstate.isLightChanEnabled(i)) cost += 10; } if (gstate.getUVGenMode() != GE_TEXMAP_TEXTURE_COORDS) { cost += 20; } // TODO: morphcount return cost; } void SoftGPU::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: break; case GE_CMD_VADDR: gstate_c.vertexAddr = gstate_c.getRelativeAddress(data); break; case GE_CMD_IADDR: gstate_c.indexAddr = gstate_c.getRelativeAddress(data); break; case GE_CMD_PRIM: { u32 count = data & 0xFFFF; u32 type = data >> 16; if (!Memory::IsValidAddress(gstate_c.vertexAddr)) { ERROR_LOG_REPORT(G3D, "Software: Bad vertex address %08x!", gstate_c.vertexAddr); break; } void *verts = Memory::GetPointer(gstate_c.vertexAddr); void *indices = NULL; if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) { if (!Memory::IsValidAddress(gstate_c.indexAddr)) { ERROR_LOG_REPORT(G3D, "Software: Bad index address %08x!", gstate_c.indexAddr); break; } indices = Memory::GetPointer(gstate_c.indexAddr); } cyclesExecuted += EstimatePerVertexCost() * count; int bytesRead; TransformUnit::SubmitPrimitive(verts, indices, type, count, gstate.vertType, &bytesRead); framebufferDirty_ = true; // After drawing, we advance the vertexAddr (when non indexed) or indexAddr (when indexed). // Some games rely on this, they don't bother reloading VADDR and IADDR. // The VADDR/IADDR registers are NOT updated. if (indices) { int indexSize = 1; if ((gstate.vertType & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT) indexSize = 2; gstate_c.indexAddr += count * indexSize; } else { gstate_c.vertexAddr += bytesRead; } } break; case GE_CMD_BEZIER: { int bz_ucount = data & 0xFF; int bz_vcount = (data >> 8) & 0xFF; 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; if (!Memory::IsValidAddress(gstate_c.vertexAddr)) { ERROR_LOG_REPORT(G3D, "Software: Bad vertex address %08x!", gstate_c.vertexAddr); break; } void *control_points = Memory::GetPointer(gstate_c.vertexAddr); void *indices = NULL; if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) { if (!Memory::IsValidAddress(gstate_c.indexAddr)) { ERROR_LOG_REPORT(G3D, "Software: Bad index address %08x!", gstate_c.indexAddr); break; } indices = Memory::GetPointer(gstate_c.indexAddr); } if (gstate.getPatchPrimitiveType() != GE_PATCHPRIM_TRIANGLES) { ERROR_LOG_REPORT(G3D, "Software: Unsupported patch primitive %x", gstate.patchprimitive&3); break; } if (!(gstate_c.skipDrawReason & SKIPDRAW_SKIPFRAME)) { //TransformUnit::SubmitSpline(control_points, indices, sp_ucount, sp_vcount, sp_utype, sp_vtype, gstate.getPatchPrimitiveType(), gstate.vertType); } framebufferDirty_ = true; DEBUG_LOG(G3D,"DL DRAW SPLINE: %i x %i, %i x %i", sp_ucount, sp_vcount, sp_utype, sp_vtype); } break; case GE_CMD_BOUNDINGBOX: if (data != 0) DEBUG_LOG(G3D, "Unsupported bounding box: %06x", data); // bounding box test. Let's assume the box was within the drawing region. currentList->bboxResult = true; break; case GE_CMD_VERTEXTYPE: break; case GE_CMD_REGION1: case GE_CMD_REGION2: break; case GE_CMD_CLIPENABLE: break; case GE_CMD_CULLFACEENABLE: case GE_CMD_CULL: break; case GE_CMD_TEXTUREMAPENABLE: break; case GE_CMD_LIGHTINGENABLE: break; case GE_CMD_FOGCOLOR: case GE_CMD_FOG1: case GE_CMD_FOG2: case GE_CMD_FOGENABLE: break; case GE_CMD_DITHERENABLE: break; case GE_CMD_OFFSETX: break; case GE_CMD_OFFSETY: break; case GE_CMD_TEXSCALEU: gstate_c.uv.uScale = getFloat24(data); break; case GE_CMD_TEXSCALEV: gstate_c.uv.vScale = getFloat24(data); break; case GE_CMD_TEXOFFSETU: gstate_c.uv.uOff = getFloat24(data); break; case GE_CMD_TEXOFFSETV: gstate_c.uv.vOff = getFloat24(data); break; case GE_CMD_SCISSOR1: case GE_CMD_SCISSOR2: break; case GE_CMD_MINZ: break; case GE_CMD_FRAMEBUFPTR: fb.data = Memory::GetPointer(gstate.getFrameBufAddress()); break; case GE_CMD_FRAMEBUFWIDTH: fb.data = Memory::GetPointer(gstate.getFrameBufAddress()); break; case GE_CMD_FRAMEBUFPIXFORMAT: break; case GE_CMD_TEXADDR0: 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: break; case GE_CMD_TEXBUFWIDTH0: 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: break; case GE_CMD_CLUTADDR: case GE_CMD_CLUTADDRUPPER: break; case GE_CMD_LOADCLUT: { u32 clutAddr = gstate.getClutAddress(); u32 clutTotalBytes = gstate.getClutLoadBytes(); if (Memory::IsValidAddress(clutAddr)) { u32 validSize = Memory::ValidSize(clutAddr, clutTotalBytes); Memory::MemcpyUnchecked(clut, clutAddr, validSize); if (validSize < clutTotalBytes) { // Zero out the parts that were outside valid memory. memset((u8 *)clut + validSize, 0x00, clutTotalBytes - validSize); } } else if (clutAddr != 0) { // Some invalid addresses trigger a crash, others fill with zero. We always fill zero. DEBUG_LOG(G3D, "Software: Invalid CLUT address, filling with garbage instead of crashing"); memset(clut, 0x00, clutTotalBytes); } } break; // Don't need to do anything, just state for transferstart. case GE_CMD_TRANSFERSRC: case GE_CMD_TRANSFERSRCW: case GE_CMD_TRANSFERDST: case GE_CMD_TRANSFERDSTW: case GE_CMD_TRANSFERSRCPOS: case GE_CMD_TRANSFERDSTPOS: case GE_CMD_TRANSFERSIZE: break; case GE_CMD_TRANSFERSTART: { u32 srcBasePtr = gstate.getTransferSrcAddress(); u32 srcStride = gstate.getTransferSrcStride(); u32 dstBasePtr = gstate.getTransferDstAddress(); u32 dstStride = gstate.getTransferDstStride(); int srcX = gstate.getTransferSrcX(); int srcY = gstate.getTransferSrcY(); int dstX = gstate.getTransferDstX(); int dstY = gstate.getTransferDstY(); int width = gstate.getTransferWidth(); int height = gstate.getTransferHeight(); int bpp = gstate.getTransferBpp(); DEBUG_LOG(G3D, "Block transfer: %08x/%x -> %08x/%x, %ix%ix%i (%i,%i)->(%i,%i)", srcBasePtr, srcStride, dstBasePtr, dstStride, width, height, bpp, srcX, srcY, dstX, dstY); for (int y = 0; y < height; y++) { const u8 *src = Memory::GetPointer(srcBasePtr + ((y + srcY) * srcStride + srcX) * bpp); u8 *dst = Memory::GetPointer(dstBasePtr + ((y + dstY) * dstStride + dstX) * bpp); memcpy(dst, src, width * bpp); } #ifndef MOBILE_DEVICE CBreakPoints::ExecMemCheck(srcBasePtr + (srcY * srcStride + srcX) * bpp, false, height * srcStride * bpp, currentMIPS->pc); CBreakPoints::ExecMemCheck(dstBasePtr + (srcY * dstStride + srcX) * bpp, true, height * dstStride * bpp, currentMIPS->pc); #endif // TODO: Correct timing appears to be 1.9, but erring a bit low since some of our other timing is inaccurate. cyclesExecuted += ((height * width * bpp) * 16) / 10; // Could theoretically dirty the framebuffer. framebufferDirty_ = true; break; } case GE_CMD_TEXSIZE0: 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: break; case GE_CMD_ZBUFPTR: depthbuf.data = Memory::GetPointer(gstate.getDepthBufAddress()); break; case GE_CMD_ZBUFWIDTH: depthbuf.data = Memory::GetPointer(gstate.getDepthBufAddress()); break; case GE_CMD_AMBIENTCOLOR: case GE_CMD_AMBIENTALPHA: case GE_CMD_MATERIALAMBIENT: case GE_CMD_MATERIALDIFFUSE: case GE_CMD_MATERIALEMISSIVE: case GE_CMD_MATERIALSPECULAR: case GE_CMD_MATERIALALPHA: case GE_CMD_MATERIALSPECULARCOEF: break; case GE_CMD_LIGHTTYPE0: case GE_CMD_LIGHTTYPE1: case GE_CMD_LIGHTTYPE2: case GE_CMD_LIGHTTYPE3: 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: 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: 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: 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: break; case GE_CMD_VIEWPORTXSCALE: case GE_CMD_VIEWPORTYSCALE: case GE_CMD_VIEWPORTZSCALE: case GE_CMD_VIEWPORTXCENTER: case GE_CMD_VIEWPORTYCENTER: case GE_CMD_VIEWPORTZCENTER: break; case GE_CMD_LIGHTENABLE0: case GE_CMD_LIGHTENABLE1: case GE_CMD_LIGHTENABLE2: case GE_CMD_LIGHTENABLE3: break; case GE_CMD_LIGHTMODE: break; case GE_CMD_PATCHDIVISION: break; case GE_CMD_MATERIALUPDATE: break; ////////////////////////////////////////////////////////////////// // CLEARING ////////////////////////////////////////////////////////////////// case GE_CMD_CLEARMODE: break; ////////////////////////////////////////////////////////////////// // ALPHA BLENDING ////////////////////////////////////////////////////////////////// case GE_CMD_ALPHABLENDENABLE: break; case GE_CMD_BLENDMODE: break; case GE_CMD_BLENDFIXEDA: case GE_CMD_BLENDFIXEDB: break; case GE_CMD_ALPHATESTENABLE: case GE_CMD_ALPHATEST: break; case GE_CMD_TEXFUNC: case GE_CMD_TEXFILTER: break; ////////////////////////////////////////////////////////////////// // Z/STENCIL TESTING ////////////////////////////////////////////////////////////////// case GE_CMD_ZTESTENABLE: case GE_CMD_STENCILTESTENABLE: case GE_CMD_ZTEST: 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: gstate_c.morphWeights[cmd - GE_CMD_MORPHWEIGHT0] = getFloat24(data); break; case GE_CMD_DITH0: case GE_CMD_DITH1: case GE_CMD_DITH2: case GE_CMD_DITH3: break; case GE_CMD_WORLDMATRIXNUMBER: gstate.worldmtxnum = data & 0xF; break; case GE_CMD_WORLDMATRIXDATA: { int num = gstate.worldmtxnum & 0xF; if (num < 12) { gstate.worldMatrix[num] = getFloat24(data); } gstate.worldmtxnum = (++num) & 0xF; } break; case GE_CMD_VIEWMATRIXNUMBER: gstate.viewmtxnum = data & 0xF; break; case GE_CMD_VIEWMATRIXDATA: { int num = gstate.viewmtxnum & 0xF; if (num < 12) { gstate.viewMatrix[num] = getFloat24(data); } gstate.viewmtxnum = (++num) & 0xF; } break; case GE_CMD_PROJMATRIXNUMBER: gstate.projmtxnum = data & 0xF; break; case GE_CMD_PROJMATRIXDATA: { int num = gstate.projmtxnum & 0xF; gstate.projMatrix[num] = getFloat24(data); gstate.projmtxnum = (++num) & 0xF; } break; case GE_CMD_TGENMATRIXNUMBER: gstate.texmtxnum = data&0xF; break; case GE_CMD_TGENMATRIXDATA: { int num = gstate.texmtxnum & 0xF; if (num < 12) { gstate.tgenMatrix[num] = getFloat24(data); } gstate.texmtxnum = (++num) & 0xF; } break; case GE_CMD_BONEMATRIXNUMBER: gstate.boneMatrixNumber = data & 0x7F; break; case GE_CMD_BONEMATRIXDATA: { int num = gstate.boneMatrixNumber & 0x7F; if (num < 96) { gstate.boneMatrix[num] = getFloat24(data); } gstate.boneMatrixNumber = (++num) & 0x7F; } break; default: GPUCommon::ExecuteOp(op, diff); break; } } void SoftGPU::UpdateStats() { gpuStats.numVertexShaders = 0; gpuStats.numFragmentShaders = 0; gpuStats.numShaders = 0; gpuStats.numTextures = 0; } void SoftGPU::InvalidateCache(u32 addr, int size, GPUInvalidationType type) { // Nothing to invalidate. } bool SoftGPU::PerformMemoryCopy(u32 dest, u32 src, int size) { // Nothing to update. InvalidateCache(dest, size, GPU_INVALIDATE_HINT); // Let's just be safe. framebufferDirty_ = true; return false; } bool SoftGPU::PerformMemorySet(u32 dest, u8 v, int size) { // Nothing to update. InvalidateCache(dest, size, GPU_INVALIDATE_HINT); // Let's just be safe. framebufferDirty_ = true; return false; } bool SoftGPU::PerformMemoryDownload(u32 dest, int size) { // Nothing to update. InvalidateCache(dest, size, GPU_INVALIDATE_HINT); return false; } bool SoftGPU::PerformMemoryUpload(u32 dest, int size) { // Nothing to update. InvalidateCache(dest, size, GPU_INVALIDATE_HINT); return false; } bool SoftGPU::PerformStencilUpload(u32 dest, int size) { return false; } bool SoftGPU::FramebufferDirty() { if (g_Config.bSeparateCPUThread) { // Allow it to process fully before deciding if it's dirty. SyncThread(); } if (g_Config.iFrameSkip != 0) { bool dirty = framebufferDirty_; framebufferDirty_ = false; return dirty; } return true; } bool SoftGPU::GetCurrentFramebuffer(GPUDebugBuffer &buffer) { const int w = gstate.getRegionX2() - gstate.getRegionX1() + 1; const int h = gstate.getRegionY2() - gstate.getRegionY1() + 1; buffer.Allocate(w, h, gstate.FrameBufFormat()); const int depth = gstate.FrameBufFormat() == GE_FORMAT_8888 ? 4 : 2; const u8 *src = fb.data + gstate.FrameBufStride() * depth * gstate.getRegionY1(); u8 *dst = buffer.GetData(); for (int y = gstate.getRegionY1(); y <= gstate.getRegionY2(); ++y) { memcpy(dst, src + gstate.getRegionX1(), (gstate.getRegionX2() + 1) * depth); dst += w * depth; src += gstate.FrameBufStride() * depth; } return true; } bool SoftGPU::GetCurrentDepthbuffer(GPUDebugBuffer &buffer) { const int w = gstate.getRegionX2() - gstate.getRegionX1() + 1; const int h = gstate.getRegionY2() - gstate.getRegionY1() + 1; buffer.Allocate(w, h, GPU_DBG_FORMAT_16BIT); const int depth = 2; const u8 *src = depthbuf.data + gstate.DepthBufStride() * depth * gstate.getRegionY1(); u8 *dst = buffer.GetData(); for (int y = gstate.getRegionY1(); y <= gstate.getRegionY2(); ++y) { memcpy(dst, src + gstate.getRegionX1(), (gstate.getRegionX2() + 1) * depth); dst += w * depth; src += gstate.DepthBufStride() * depth; } return true; } bool SoftGPU::GetCurrentStencilbuffer(GPUDebugBuffer &buffer) { return Rasterizer::GetCurrentStencilbuffer(buffer); } bool SoftGPU::GetCurrentTexture(GPUDebugBuffer &buffer, int level) { return Rasterizer::GetCurrentTexture(buffer, level); } bool SoftGPU::GetCurrentSimpleVertices(int count, std::vector &vertices, std::vector &indices) { return TransformUnit::GetCurrentSimpleVertices(count, vertices, indices); }