// 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 "NullGpu.h" #include "../GPUState.h" #include "../ge_constants.h" #include "../../Core/MemMap.h" #include "../../Core/HLE/sceKernelInterrupt.h" #include "../../Core/HLE/sceGe.h" NullGPU::NullGPU() { } NullGPU::~NullGPU() { } void NullGPU::FastRunLoop(DisplayList &list) { 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; } } void NullGPU::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_c.vertexAddr = ((gstate.base & 0x00FF0000) << 8)|data; DEBUG_LOG(G3D,"DL VADDR: %06x", gstate_c.vertexAddr); break; case GE_CMD_IADDR: gstate_c.indexAddr = ((gstate.base & 0x00FF0000) << 8)|data; DEBUG_LOG(G3D,"DL IADDR: %06x", gstate_c.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_c.vertexAddr, gstate_c.indexAddr); } 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; 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_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_VERTEXTYPE: DEBUG_LOG(G3D,"DL SetVertexType: %06x", data); // This sets through-mode or not, as well. 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); break; case GE_CMD_TEXTUREMAPENABLE: DEBUG_LOG(G3D, "DL Texture map enable: %i", data); 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_c.uv.uScale = getFloat24(data); DEBUG_LOG(G3D, "DL Texture U Scale: %f", gstate_c.uv.uScale); break; case GE_CMD_TEXSCALEV: gstate_c.uv.vScale = getFloat24(data); DEBUG_LOG(G3D, "DL Texture V Scale: %f", gstate_c.uv.vScale); break; case GE_CMD_TEXOFFSETU: gstate_c.uv.uOff = getFloat24(data); DEBUG_LOG(G3D, "DL Texture U Offset: %f", gstate_c.uv.uOff); break; case GE_CMD_TEXOFFSETV: gstate_c.uv.vOff = getFloat24(data); DEBUG_LOG(G3D, "DL Texture V Offset: %f", gstate_c.uv.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_c.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_c.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: // This could be used to "dirty" textures with clut. { u32 clutAddr = gstate.getClutAddress(); if (clutAddr) { DEBUG_LOG(G3D,"DL Clut load: %08x", clutAddr); } 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 & 0x00FFFFFF) | ((data & 0xFF0000) << 8); u32 xferSrcW = data & 0x3FF; DEBUG_LOG(G3D,"Block Transfer Src: %08x W: %i", xferSrc, xferSrcW); break; } // case GE_CMD_TRANSFERDST: case GE_CMD_TRANSFERDSTW: { u32 xferDst = (gstate.transferdst & 0x00FFFFFF) | ((data & 0xFF0000) << 8); u32 xferDstW = data & 0x3FF; 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_c.textureChanged=true; gstate_c.curTextureWidth = 1 << (gstate.texsize[0] & 0xf); gstate_c.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_c.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_c.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_c.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_c.lightColor[t][l][0] = r; gstate_c.lightColor[t][l][1] = g; gstate_c.lightColor[t][l][2] = 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); break; case GE_CMD_LIGHTMODE: DEBUG_LOG(G3D,"DL Shade mode: %06x", data); break; case GE_CMD_PATCHDIVISION: 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 DEBUG_LOG(G3D,"DL Clear mode: %06x", data); break; ////////////////////////////////////////////////////////////////// // ALPHA BLENDING ////////////////////////////////////////////////////////////////// case GE_CMD_ALPHABLENDENABLE: DEBUG_LOG(G3D,"DL Alpha blend enable: %d", data); break; case GE_CMD_BLENDMODE: DEBUG_LOG(G3D,"DL Blend mode: %06x", 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"); 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: 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: { 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_c.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); 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: GPUCommon::ExecuteOp(op, diff); break; } } void NullGPU::UpdateStats() { gpuStats.numVertexShaders = 0; gpuStats.numFragmentShaders = 0; gpuStats.numShaders = 0; gpuStats.numTextures = 0; } void NullGPU::InvalidateCache(u32 addr, int size, GPUInvalidationType type) { // Nothing to invalidate. } void NullGPU::UpdateMemory(u32 dest, u32 src, int size) { // Nothing to update. InvalidateCache(dest, size, GPU_INVALIDATE_HINT); }