// 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 "Core/Config.h" #include "Core/Reporting.h" #include "Core/System.h" #include "helper/dx_state.h" #include "GPU/GPUState.h" #include "GPU/ge_constants.h" #include "GPU/GeDisasm.h" #include "GPU/Directx9/helper/global.h" #include "GPU/Directx9/ShaderManagerDX9.h" #include "GPU/Directx9/GPU_DX9.h" #include "GPU/Directx9/FramebufferDX9.h" #include "GPU/Directx9/TransformPipelineDX9.h" #include "GPU/Directx9/TextureCacheDX9.h" #include "Core/HLE/sceKernelThread.h" #include "Core/HLE/sceKernelInterrupt.h" #include "Core/HLE/sceGe.h" namespace DX9 { enum { FLAG_FLUSHBEFORE = 1, FLAG_FLUSHBEFOREONCHANGE = 2, FLAG_EXECUTE = 4, // needs to actually be executed. unused for now. FLAG_EXECUTEONCHANGE = 8, // unused for now. not sure if checking for this will be more expensive than doing it. }; struct CommandTableEntry { u8 cmd; u8 flags; }; static const CommandTableEntry commandTable[] = { // Changes that dirty the framebuffer {GE_CMD_REGION1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_REGION2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_FRAMEBUFPTR, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_FRAMEBUFWIDTH, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_FRAMEBUFPIXFORMAT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_ZBUFPTR, FLAG_FLUSHBEFOREONCHANGE}, {GE_CMD_ZBUFWIDTH, FLAG_FLUSHBEFOREONCHANGE}, // Changes that dirty uniforms {GE_CMD_FOGCOLOR, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_FOG1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_FOG2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, // Changes that precompute some value. Can probably get rid of these. Or should these maybe flush? {GE_CMD_MINZ, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_MAXZ, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, // Changes that dirty texture scaling. {GE_CMD_TEXMAPMODE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_TEXSCALEU, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_TEXSCALEV, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_TEXOFFSETU, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_TEXOFFSETV, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, // Changes that dirty the current texture. Really should be possible to avoid executing these if we compile // by adding some more flags. {GE_CMD_TEXSIZE0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_TEXSIZE1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_TEXSIZE2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_TEXSIZE3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_TEXSIZE4, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_TEXSIZE5, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_TEXSIZE6, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_TEXSIZE7, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_TEXFORMAT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_TEXADDR0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_TEXADDR1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_TEXADDR2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_TEXADDR3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_TEXADDR4, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_TEXADDR5, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_TEXADDR6, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_TEXADDR7, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_TEXBUFWIDTH0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_TEXBUFWIDTH1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_TEXBUFWIDTH2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_TEXBUFWIDTH3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_TEXBUFWIDTH4, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_TEXBUFWIDTH5, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_TEXBUFWIDTH6, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_TEXBUFWIDTH7, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_CLUTADDR, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_CLUTADDRUPPER, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_CLUTFORMAT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, // These affect the fragment shader so need flushing. {GE_CMD_CLEARMODE, FLAG_FLUSHBEFOREONCHANGE}, {GE_CMD_TEXTUREMAPENABLE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_FOGENABLE, FLAG_FLUSHBEFOREONCHANGE}, {GE_CMD_TEXMODE, FLAG_FLUSHBEFOREONCHANGE}, {GE_CMD_TEXSHADELS, FLAG_FLUSHBEFOREONCHANGE}, {GE_CMD_SHADEMODE, FLAG_FLUSHBEFOREONCHANGE}, {GE_CMD_TEXFUNC, FLAG_FLUSHBEFOREONCHANGE}, {GE_CMD_COLORTEST, FLAG_FLUSHBEFOREONCHANGE}, {GE_CMD_ALPHATESTENABLE, FLAG_FLUSHBEFOREONCHANGE}, {GE_CMD_COLORTESTENABLE, FLAG_FLUSHBEFOREONCHANGE}, {GE_CMD_COLORTESTMASK, FLAG_FLUSHBEFOREONCHANGE}, // These change the vertex shader so need flushing. {GE_CMD_REVERSENORMAL, FLAG_FLUSHBEFOREONCHANGE}, // TODO: This one is actually processed during vertex decoding which is wrong. {GE_CMD_LIGHTINGENABLE, FLAG_FLUSHBEFOREONCHANGE}, {GE_CMD_LIGHTENABLE0, FLAG_FLUSHBEFOREONCHANGE}, {GE_CMD_LIGHTENABLE1, FLAG_FLUSHBEFOREONCHANGE}, {GE_CMD_LIGHTENABLE2, FLAG_FLUSHBEFOREONCHANGE}, {GE_CMD_LIGHTENABLE3, FLAG_FLUSHBEFOREONCHANGE}, {GE_CMD_LIGHTTYPE0, FLAG_FLUSHBEFOREONCHANGE}, {GE_CMD_LIGHTTYPE1, FLAG_FLUSHBEFOREONCHANGE}, {GE_CMD_LIGHTTYPE2, FLAG_FLUSHBEFOREONCHANGE}, {GE_CMD_LIGHTTYPE3, FLAG_FLUSHBEFOREONCHANGE}, {GE_CMD_MATERIALUPDATE, FLAG_FLUSHBEFOREONCHANGE}, // This changes both shaders so need flushing. {GE_CMD_LIGHTMODE, FLAG_FLUSHBEFOREONCHANGE}, {GE_CMD_TEXFILTER, FLAG_FLUSHBEFOREONCHANGE}, {GE_CMD_TEXWRAP, FLAG_FLUSHBEFOREONCHANGE}, // Uniform changes {GE_CMD_ALPHATEST, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_COLORREF, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_TEXENVCOLOR, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, // Simple render state changes. Handled in StateMapping.cpp. {GE_CMD_SCISSOR1, FLAG_FLUSHBEFOREONCHANGE}, {GE_CMD_SCISSOR2, FLAG_FLUSHBEFOREONCHANGE}, {GE_CMD_CULL, FLAG_FLUSHBEFOREONCHANGE}, {GE_CMD_CULLFACEENABLE, FLAG_FLUSHBEFOREONCHANGE}, {GE_CMD_DITHERENABLE, FLAG_FLUSHBEFOREONCHANGE}, {GE_CMD_STENCILOP, FLAG_FLUSHBEFOREONCHANGE}, {GE_CMD_STENCILTEST, FLAG_FLUSHBEFOREONCHANGE}, {GE_CMD_STENCILTESTENABLE, FLAG_FLUSHBEFOREONCHANGE}, {GE_CMD_ALPHABLENDENABLE, FLAG_FLUSHBEFOREONCHANGE}, {GE_CMD_BLENDMODE, FLAG_FLUSHBEFOREONCHANGE}, {GE_CMD_BLENDFIXEDA, FLAG_FLUSHBEFOREONCHANGE}, {GE_CMD_BLENDFIXEDB, FLAG_FLUSHBEFOREONCHANGE}, {GE_CMD_MASKRGB, FLAG_FLUSHBEFOREONCHANGE}, {GE_CMD_MASKALPHA, FLAG_FLUSHBEFOREONCHANGE}, {GE_CMD_ZTEST, FLAG_FLUSHBEFOREONCHANGE}, {GE_CMD_ZTESTENABLE, FLAG_FLUSHBEFOREONCHANGE}, {GE_CMD_ZWRITEDISABLE, FLAG_FLUSHBEFOREONCHANGE}, #ifndef USING_GLES2 {GE_CMD_LOGICOP, FLAG_FLUSHBEFOREONCHANGE}, {GE_CMD_LOGICOPENABLE, FLAG_FLUSHBEFOREONCHANGE}, #else {GE_CMD_LOGICOP, 0}, {GE_CMD_LOGICOPENABLE, 0}, #endif // Can probably ignore this one as we don't support AA lines. {GE_CMD_ANTIALIASENABLE, FLAG_FLUSHBEFOREONCHANGE}, // Morph weights. TODO: Remove precomputation? {GE_CMD_MORPHWEIGHT0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_MORPHWEIGHT1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_MORPHWEIGHT2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_MORPHWEIGHT3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_MORPHWEIGHT4, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_MORPHWEIGHT5, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_MORPHWEIGHT6, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_MORPHWEIGHT7, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, // Control spline/bezier patches. Don't really require flushing as such, but meh. {GE_CMD_PATCHDIVISION, FLAG_FLUSHBEFOREONCHANGE}, {GE_CMD_PATCHPRIMITIVE, FLAG_FLUSHBEFOREONCHANGE}, {GE_CMD_PATCHFACING, FLAG_FLUSHBEFOREONCHANGE}, {GE_CMD_PATCHCULLENABLE, FLAG_FLUSHBEFOREONCHANGE}, // Viewport. {GE_CMD_VIEWPORTX1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_VIEWPORTY1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_VIEWPORTX2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_VIEWPORTY2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_VIEWPORTZ1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_VIEWPORTZ2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_OFFSETX, FLAG_FLUSHBEFOREONCHANGE}, {GE_CMD_OFFSETY, FLAG_FLUSHBEFOREONCHANGE}, // These dirty various vertex shader uniforms. Could embed information about that in this table and call dirtyuniform directly, hm... {GE_CMD_AMBIENTCOLOR, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_AMBIENTALPHA, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_MATERIALDIFFUSE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_MATERIALEMISSIVE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_MATERIALAMBIENT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_MATERIALALPHA, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_MATERIALSPECULAR, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_MATERIALSPECULARCOEF, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, // These precompute a value. not sure if worth it. Also dirty uniforms, which could be table-ized to avoid execute. {GE_CMD_LX0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LY0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LZ0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LX1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LY1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LZ1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LX2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LY2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LZ2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LX3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LY3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LZ3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LDX0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LDY0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LDZ0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LDX1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LDY1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LDZ1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LDX2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LDY2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LDZ2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LDX3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LDY3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LDZ3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LKA0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LKB0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LKC0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LKA1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LKB1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LKC1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LKA2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LKB2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LKC2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LKA3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LKB3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LKC3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LKS0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LKS1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LKS2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LKS3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LKO0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LKO1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LKO2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LKO3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LAC0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LDC0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LSC0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LAC1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LDC1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LSC1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LAC2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LDC2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LSC2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LAC3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LDC3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_LSC3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, // Ignored commands {GE_CMD_CLIPENABLE, 0}, {GE_CMD_TEXFLUSH, 0}, {GE_CMD_TEXLODSLOPE, 0}, {GE_CMD_TEXLEVEL, 0}, // we don't support this anyway, no need to flush. {GE_CMD_TEXSYNC, 0}, // These are just nop or part of other later commands. {GE_CMD_NOP, 0}, {GE_CMD_BASE, 0}, {GE_CMD_TRANSFERSRC, 0}, {GE_CMD_TRANSFERSRCW, 0}, {GE_CMD_TRANSFERDST, 0}, {GE_CMD_TRANSFERDSTW, 0}, {GE_CMD_TRANSFERSRCPOS, 0}, {GE_CMD_TRANSFERDSTPOS, 0}, {GE_CMD_TRANSFERSIZE, 0}, // From Common. No flushing but definitely need execute. {GE_CMD_OFFSETADDR, FLAG_EXECUTE}, {GE_CMD_ORIGIN, FLAG_EXECUTE}, // Really? {GE_CMD_PRIM, FLAG_EXECUTE}, {GE_CMD_JUMP, FLAG_EXECUTE}, {GE_CMD_CALL, FLAG_EXECUTE}, {GE_CMD_RET, FLAG_EXECUTE}, {GE_CMD_END, FLAG_EXECUTE}, // Flush? {GE_CMD_VADDR, FLAG_EXECUTE}, {GE_CMD_IADDR, FLAG_EXECUTE}, {GE_CMD_BJUMP, FLAG_EXECUTE}, // EXECUTE {GE_CMD_BOUNDINGBOX, FLAG_EXECUTE}, // + FLUSHBEFORE when we implement // Changing the vertex type requires us to flush. {GE_CMD_VERTEXTYPE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_BEZIER, FLAG_FLUSHBEFORE | FLAG_EXECUTE}, {GE_CMD_SPLINE, FLAG_FLUSHBEFORE | FLAG_EXECUTE}, // These two are actually processed in CMD_END. {GE_CMD_SIGNAL, FLAG_FLUSHBEFORE}, {GE_CMD_FINISH, FLAG_FLUSHBEFORE}, // Changes that trigger data copies. Only flushing on change for LOADCLUT must be a bit of a hack... {GE_CMD_LOADCLUT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE}, {GE_CMD_TRANSFERSTART, FLAG_FLUSHBEFORE | FLAG_EXECUTE}, // We don't use the dither table. {GE_CMD_DITH0}, {GE_CMD_DITH1}, {GE_CMD_DITH2}, {GE_CMD_DITH3}, // These handle their own flushing. {GE_CMD_WORLDMATRIXNUMBER, FLAG_EXECUTE}, {GE_CMD_WORLDMATRIXDATA, FLAG_EXECUTE}, {GE_CMD_VIEWMATRIXNUMBER, FLAG_EXECUTE}, {GE_CMD_VIEWMATRIXDATA, FLAG_EXECUTE}, {GE_CMD_PROJMATRIXNUMBER, FLAG_EXECUTE}, {GE_CMD_PROJMATRIXDATA, FLAG_EXECUTE}, {GE_CMD_TGENMATRIXNUMBER, FLAG_EXECUTE}, {GE_CMD_TGENMATRIXDATA, FLAG_EXECUTE}, {GE_CMD_BONEMATRIXNUMBER, FLAG_EXECUTE}, {GE_CMD_BONEMATRIXDATA, FLAG_EXECUTE}, // "Missing" commands (gaps in the sequence) {0x03}, {0x0d}, {0x11}, {0x29}, {0x34}, {0x35}, {0x39}, {0x4e}, {0x4f}, {0x52}, {0x59}, {0x5a}, {0xb6}, {0xb7}, {0xd1}, {0xed}, }; DIRECTX9_GPU::DIRECTX9_GPU() : resized_(false) { lastVsync_ = g_Config.bVSync ? 1 : 0; dxstate.SetVSyncInterval(g_Config.bVSync); shaderManager_ = new ShaderManagerDX9(); transformDraw_.SetShaderManager(shaderManager_); transformDraw_.SetTextureCache(&textureCache_); transformDraw_.SetFramebufferManager(&framebufferManager_); framebufferManager_.SetTextureCache(&textureCache_); framebufferManager_.SetShaderManager(shaderManager_); // Sanity check gstate if ((int *)&gstate.transferstart - (int *)&gstate != 0xEA) { ERROR_LOG(G3D, "gstate has drifted out of sync!"); } // Sanity check commandFlags table - no dupes please std::set dupeCheck; commandFlags_ = new u8[256]; memset(commandFlags_, 0, 256 * sizeof(bool)); for (size_t i = 0; i < ARRAY_SIZE(commandTable); i++) { u8 cmd = commandTable[i].cmd; if (dupeCheck.find(cmd) != dupeCheck.end()) { ERROR_LOG(G3D, "Command table Dupe: %02x (%i)", (int)cmd, (int)cmd); } else { dupeCheck.insert(cmd); } commandFlags_[cmd] |= commandTable[i].flags; } // Find commands missing from the table. for (int i = 0; i < 0xEF; i++) { if (dupeCheck.find((u8)i) == dupeCheck.end()) { ERROR_LOG(G3D, "Command missing from table: %02x (%i)", i, i); } } BuildReportingInfo(); } DIRECTX9_GPU::~DIRECTX9_GPU() { framebufferManager_.DestroyAllFBOs(); shaderManager_->ClearCache(true); delete shaderManager_; delete [] commandFlags_; } // Needs to be called on GPU thread, not reporting thread. void DIRECTX9_GPU::BuildReportingInfo() { } void DIRECTX9_GPU::DeviceLost() { // Simply drop all caches and textures. // FBOs appear to survive? Or no? shaderManager_->ClearCache(false); textureCache_.Clear(false); framebufferManager_.DeviceLost(); } void DIRECTX9_GPU::InitClear() { ScheduleEvent(GPU_EVENT_INIT_CLEAR); } void DIRECTX9_GPU::InitClearInternal() { bool useNonBufferedRendering = g_Config.iRenderingMode == FB_NON_BUFFERED_MODE; if (useNonBufferedRendering) { dxstate.depthWrite.set(true); dxstate.colorMask.set(true, true, true, true); /* glClearColor(0,0,0,1); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); */ pD3Ddevice->Clear(0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 0.f, 0); } dxstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight); } void DIRECTX9_GPU::DumpNextFrame() { dumpNextFrame_ = true; } void DIRECTX9_GPU::BeginFrame() { ScheduleEvent(GPU_EVENT_BEGIN_FRAME); } void DIRECTX9_GPU::BeginFrameInternal() { // Turn off vsync when unthrottled int desiredVSyncInterval = g_Config.bVSync ? 1 : 0; if ((PSP_CoreParameter().unthrottle) || (PSP_CoreParameter().fpsLimit == 1)) desiredVSyncInterval = 0; if (desiredVSyncInterval != lastVsync_) { dxstate.SetVSyncInterval(desiredVSyncInterval); lastVsync_ = desiredVSyncInterval; } textureCache_.StartFrame(); transformDraw_.DecimateTrackedVertexArrays(); if (dumpNextFrame_) { NOTICE_LOG(G3D, "DUMPING THIS FRAME"); dumpThisFrame_ = true; dumpNextFrame_ = false; } else if (dumpThisFrame_) { dumpThisFrame_ = false; } shaderManager_->DirtyShader(); // Not sure if this is really needed. shaderManager_->DirtyUniform(DIRTY_ALL); framebufferManager_.BeginFrame(); } void DIRECTX9_GPU::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) { host->GPUNotifyDisplay(framebuf, stride, format); framebufferManager_.SetDisplayFramebuffer(framebuf, stride, format); } bool DIRECTX9_GPU::FramebufferDirty() { // FIXME: Workaround for displaylists sometimes hanging unprocessed. Not yet sure of the cause. if (g_Config.bSeparateCPUThread) { // FIXME: Workaround for displaylists sometimes hanging unprocessed. Not yet sure of the cause. ScheduleEvent(GPU_EVENT_PROCESS_QUEUE); // Allow it to process fully before deciding if it's dirty. SyncThread(); } VirtualFramebufferDX9 *vfb = framebufferManager_.GetDisplayFBO(); if (vfb) { bool dirty = vfb->dirtyAfterDisplay; vfb->dirtyAfterDisplay = false; return dirty; } return true; } bool DIRECTX9_GPU::FramebufferReallyDirty() { // FIXME: Workaround for displaylists sometimes hanging unprocessed. Not yet sure of the cause. if (g_Config.bSeparateCPUThread) { // FIXME: Workaround for displaylists sometimes hanging unprocessed. Not yet sure of the cause. ScheduleEvent(GPU_EVENT_PROCESS_QUEUE); // Allow it to process fully before deciding if it's dirty. SyncThread(); } VirtualFramebufferDX9 *vfb = framebufferManager_.GetDisplayFBO(); if (vfb) { bool dirty = vfb->reallyDirtyAfterDisplay; vfb->reallyDirtyAfterDisplay = false; return dirty; } return true; } void DIRECTX9_GPU::CopyDisplayToOutput() { ScheduleEvent(GPU_EVENT_COPY_DISPLAY_TO_OUTPUT); } void DIRECTX9_GPU::CopyDisplayToOutputInternal() { dxstate.depthWrite.set(true); dxstate.colorMask.set(true, true, true, true); transformDraw_.Flush(); framebufferManager_.CopyDisplayToOutput(); framebufferManager_.EndFrame(); shaderManager_->EndFrame(); gstate_c.textureChanged = true; } // Maybe should write this in ASM... void DIRECTX9_GPU::FastRunLoop(DisplayList &list) { for (; downcount > 0; --downcount) { u32 op = Memory::ReadUnchecked_U32(list.pc); u32 cmd = op >> 24; u8 cmdFlags = commandFlags_[cmd]; u32 diff = op ^ gstate.cmdmem[cmd]; // Inlined CheckFlushOp here to get rid of the dumpThisFrame_ check. if ((cmdFlags & FLAG_FLUSHBEFORE) || (diff && (cmdFlags & FLAG_FLUSHBEFOREONCHANGE))) { transformDraw_.Flush(); } gstate.cmdmem[cmd] = op; if (cmdFlags & FLAG_EXECUTE) ExecuteOp(op, diff); list.pc += 4; } } void DIRECTX9_GPU::ProcessEvent(GPUEvent ev) { switch (ev.type) { case GPU_EVENT_INIT_CLEAR: InitClearInternal(); break; case GPU_EVENT_BEGIN_FRAME: BeginFrameInternal(); break; case GPU_EVENT_COPY_DISPLAY_TO_OUTPUT: CopyDisplayToOutputInternal(); break; case GPU_EVENT_INVALIDATE_CACHE: InvalidateCacheInternal(ev.invalidate_cache.addr, ev.invalidate_cache.size, ev.invalidate_cache.type); break; default: GPUCommon::ProcessEvent(ev); } } inline void DIRECTX9_GPU::CheckFlushOp(int cmd, u32 diff) { u8 cmdFlags = commandFlags_[cmd]; if ((cmdFlags & FLAG_FLUSHBEFORE) || (diff && (cmdFlags & FLAG_FLUSHBEFOREONCHANGE))) { if (dumpThisFrame_) { NOTICE_LOG(G3D, "================ FLUSH ================"); } transformDraw_.Flush(); } } void DIRECTX9_GPU::PreExecuteOp(u32 op, u32 diff) { CheckFlushOp(op >> 24, diff); } void DIRECTX9_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: 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: { // This drives all drawing. All other state we just buffer up, then we apply it only // when it's time to draw. As most PSP games set state redundantly ALL THE TIME, this is a huge optimization. u32 count = data & 0xFFFF; GEPrimitiveType prim = static_cast(data >> 16); if (count == 0) break; // Discard AA lines as we can't do anything that makes sense with these anyway. The SW plugin might, though. // Discard AA lines in DOA if ((prim == GE_PRIM_LINE_STRIP) && gstate.isAntiAliasEnabled()) break; // Discard AA lines in Summon Night 5 if ((prim == GE_PRIM_LINES) && gstate.isAntiAliasEnabled() && vertTypeIsSkinningEnabled(gstate.vertType)) break; // This also make skipping drawing very effective. framebufferManager_.SetRenderFrameBuffer(); if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) { transformDraw_.SetupVertexDecoder(gstate.vertType); // Rough estimate, not sure what's correct. int vertexCost = transformDraw_.EstimatePerVertexCost(); cyclesExecuted += vertexCost * count; return; } if (!Memory::IsValidAddress(gstate_c.vertexAddr)) { ERROR_LOG_REPORT(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr); break; } // 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_c.vertexAddr); void *inds = 0; if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) { if (!Memory::IsValidAddress(gstate_c.indexAddr)) { ERROR_LOG_REPORT(G3D, "Bad index address %08x!", gstate_c.indexAddr); break; } inds = Memory::GetPointer(gstate_c.indexAddr); } int bytesRead; transformDraw_.SubmitPrim(verts, inds, prim, count, gstate.vertType, -1, &bytesRead); int vertexCost = transformDraw_.EstimatePerVertexCost(); gpuStats.vertexGPUCycles += vertexCost * count; cyclesExecuted += vertexCost * count; // 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. // Q: Are these changed reflected in the real registers? Needs testing. if (inds) { 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; // The arrow and other rotary items in Puzbob are bezier patches, strangely enough. case GE_CMD_BEZIER: { 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, "Bad index address %08x!", gstate_c.indexAddr); break; } indices = Memory::GetPointer(gstate_c.indexAddr); } if (gstate.getPatchPrimitiveType() != GE_PATCHPRIM_TRIANGLES) { ERROR_LOG_REPORT(G3D, "Unsupported patch primitive %x", gstate.getPatchPrimitiveType()); break; } // TODO: Get rid of this old horror... int bz_ucount = data & 0xFF; int bz_vcount = (data >> 8) & 0xFF; transformDraw_.DrawBezier(bz_ucount, bz_vcount); // And instead use this. // GEPatchPrimType patchPrim = gstate.getPatchPrimitiveType(); // transformDraw_.SubmitBezier(control_points, indices, sp_ucount, sp_vcount, patchPrim, gstate.vertType); } break; case GE_CMD_SPLINE: { 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, "Bad index address %08x!", gstate_c.indexAddr); break; } indices = Memory::GetPointer(gstate_c.indexAddr); } if (gstate.getPatchPrimitiveType() != GE_PATCHPRIM_TRIANGLES) { ERROR_LOG_REPORT(G3D, "Unsupported patch primitive %x", gstate.getPatchPrimitiveType()); break; } int sp_ucount = data & 0xFF; int sp_vcount = (data >> 8) & 0xFF; int sp_utype = (data >> 16) & 0x3; int sp_vtype = (data >> 18) & 0x3; GEPatchPrimType patchPrim = gstate.getPatchPrimitiveType(); transformDraw_.SubmitSpline(control_points, indices, sp_ucount, sp_vcount, sp_utype, sp_vtype, patchPrim, gstate.vertType); } break; case GE_CMD_BOUNDINGBOX: if (data != 0) WARN_LOG_REPORT_ONCE(boundingbox, 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: if (diff) shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET); break; case GE_CMD_REGION1: case GE_CMD_REGION2: if (diff) gstate_c.framebufChanged = true; break; case GE_CMD_CLIPENABLE: //we always clip, this is opengl break; case GE_CMD_CULLFACEENABLE: case GE_CMD_CULL: break; case GE_CMD_TEXTUREMAPENABLE: if (diff) gstate_c.textureChanged = true; break; case GE_CMD_LIGHTINGENABLE: break; case GE_CMD_FOGCOLOR: if (diff) shaderManager_->DirtyUniform(DIRTY_FOGCOLOR); break; case GE_CMD_FOG1: if (diff) shaderManager_->DirtyUniform(DIRTY_FOGCOEF); break; case GE_CMD_FOG2: if (diff) shaderManager_->DirtyUniform(DIRTY_FOGCOEF); break; case GE_CMD_FOGENABLE: break; case GE_CMD_DITHERENABLE: break; case GE_CMD_OFFSETX: break; case GE_CMD_OFFSETY: break; case GE_CMD_TEXSCALEU: if (diff) { gstate_c.uv.uScale = getFloat24(data); if (!g_Config.bPrescaleUV) shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET); } break; case GE_CMD_TEXSCALEV: if (diff) { gstate_c.uv.vScale = getFloat24(data); if (!g_Config.bPrescaleUV) shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET); } break; case GE_CMD_TEXOFFSETU: if (diff) { gstate_c.uv.uOff = getFloat24(data); if (!g_Config.bPrescaleUV) shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET); } break; case GE_CMD_TEXOFFSETV: if (diff) { gstate_c.uv.vOff = getFloat24(data); if (!g_Config.bPrescaleUV) shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET); } break; case GE_CMD_SCISSOR1: case GE_CMD_SCISSOR2: break; case GE_CMD_MINZ: case GE_CMD_MAXZ: break; case GE_CMD_FRAMEBUFPTR: case GE_CMD_FRAMEBUFWIDTH: case GE_CMD_FRAMEBUFPIXFORMAT: if (diff) gstate_c.framebufChanged = true; 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: gstate_c.textureChanged = true; shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET); 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: gstate_c.textureChanged = true; break; case GE_CMD_CLUTADDR: case GE_CMD_CLUTADDRUPPER: case GE_CMD_CLUTFORMAT: gstate_c.textureChanged = true; // This could be used to "dirty" textures with clut. break; case GE_CMD_LOADCLUT: gstate_c.textureChanged = true; textureCache_.LoadClut(); // This could be used to "dirty" textures with clut. break; case GE_CMD_TEXMAPMODE: if (diff) { shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET); } break; case GE_CMD_TEXSHADELS: break; case GE_CMD_TRANSFERSRC: case GE_CMD_TRANSFERSRCW: case GE_CMD_TRANSFERDST: case GE_CMD_TRANSFERDSTW: case GE_CMD_TRANSFERSRCPOS: case GE_CMD_TRANSFERDSTPOS: break; case GE_CMD_TRANSFERSIZE: break; case GE_CMD_TRANSFERSTART: // Orphis calls this TRXKICK { // TODO: Here we should check if the transfer overlaps a framebuffer or any textures, // and take appropriate action. This is a block transfer between RAM and VRAM, or vice versa. // Can we skip this on SkipDraw? DoBlockTransfer(); // Fixes Gran Turismo's funky text issue. gstate_c.textureChanged = true; break; } case GE_CMD_TEXSIZE0: gstate_c.curTextureWidth = gstate.getTextureWidth(0); gstate_c.curTextureHeight = gstate.getTextureHeight(0); shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET); //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: gstate_c.textureChanged = true; break; case GE_CMD_ZBUFPTR: case GE_CMD_ZBUFWIDTH: break; case GE_CMD_AMBIENTCOLOR: case GE_CMD_AMBIENTALPHA: if (diff) shaderManager_->DirtyUniform(DIRTY_AMBIENT); break; case GE_CMD_MATERIALDIFFUSE: if (diff) shaderManager_->DirtyUniform(DIRTY_MATDIFFUSE); break; case GE_CMD_MATERIALEMISSIVE: if (diff) shaderManager_->DirtyUniform(DIRTY_MATEMISSIVE); break; case GE_CMD_MATERIALAMBIENT: case GE_CMD_MATERIALALPHA: if (diff) shaderManager_->DirtyUniform(DIRTY_MATAMBIENTALPHA); break; case GE_CMD_MATERIALSPECULAR: case GE_CMD_MATERIALSPECULARCOEF: if (diff) shaderManager_->DirtyUniform(DIRTY_MATSPECULAR); 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: { int n = cmd - GE_CMD_LX0; int l = n / 3; int c = n % 3; gstate_c.lightpos[l][c] = getFloat24(data); if (diff) shaderManager_->DirtyUniform(DIRTY_LIGHT0 << l); } 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; gstate_c.lightdir[l][c] = getFloat24(data); if (diff) shaderManager_->DirtyUniform(DIRTY_LIGHT0 << l); } 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; gstate_c.lightatt[l][c] = getFloat24(data); if (diff) shaderManager_->DirtyUniform(DIRTY_LIGHT0 << l); } break; case GE_CMD_LKS0: case GE_CMD_LKS1: case GE_CMD_LKS2: case GE_CMD_LKS3: { int l = cmd - GE_CMD_LKS0; gstate_c.lightspotCoef[l] = getFloat24(data); if (diff) shaderManager_->DirtyUniform(DIRTY_LIGHT0 << l); } break; case GE_CMD_LKO0: case GE_CMD_LKO1: case GE_CMD_LKO2: case GE_CMD_LKO3: { int l = cmd - GE_CMD_LKO0; gstate_c.lightangle[l] = getFloat24(data); if (diff) shaderManager_->DirtyUniform(DIRTY_LIGHT0 << l); } 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 & 0xff)/255.0f; float g = (float)((data>>8) & 0xff)/255.0f; float b = (float)(data>>16)/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; if (diff) shaderManager_->DirtyUniform(DIRTY_LIGHT0 << l); } break; case GE_CMD_VIEWPORTX1: case GE_CMD_VIEWPORTY1: case GE_CMD_VIEWPORTX2: case GE_CMD_VIEWPORTY2: case GE_CMD_VIEWPORTZ1: case GE_CMD_VIEWPORTZ2: if (diff) gstate_c.framebufChanged = true; break; case GE_CMD_LIGHTENABLE0: case GE_CMD_LIGHTENABLE1: case GE_CMD_LIGHTENABLE2: case GE_CMD_LIGHTENABLE3: break; case GE_CMD_SHADEMODE: break; case GE_CMD_PATCHDIVISION: case GE_CMD_PATCHPRIMITIVE: case GE_CMD_PATCHFACING: break; case GE_CMD_MATERIALUPDATE: break; ////////////////////////////////////////////////////////////////// // CLEARING ////////////////////////////////////////////////////////////////// case GE_CMD_CLEARMODE: break; ////////////////////////////////////////////////////////////////// // ALPHA BLENDING ////////////////////////////////////////////////////////////////// case GE_CMD_ALPHABLENDENABLE: case GE_CMD_BLENDMODE: case GE_CMD_BLENDFIXEDA: case GE_CMD_BLENDFIXEDB: break; case GE_CMD_ALPHATESTENABLE: case GE_CMD_COLORTESTENABLE: // They are done in the fragment shader. break; case GE_CMD_COLORTEST: case GE_CMD_COLORTESTMASK: if (diff) shaderManager_->DirtyUniform(DIRTY_COLORMASK); break; case GE_CMD_ALPHATEST: #ifndef USING_GLES2 if (((data >> 16) & 0xFF) != 0xFF && (data & 7) > 1) WARN_LOG_REPORT_ONCE(alphatestmask, G3D, "Unsupported alphatest mask: %02x", (data >> 16) & 0xFF); // Intentional fallthrough. #endif case GE_CMD_COLORREF: if (diff) shaderManager_->DirtyUniform(DIRTY_ALPHACOLORREF); break; case GE_CMD_TEXENVCOLOR: if (diff) shaderManager_->DirtyUniform(DIRTY_TEXENV); break; case GE_CMD_TEXFUNC: case GE_CMD_TEXFILTER: case GE_CMD_TEXMODE: case GE_CMD_TEXFORMAT: case GE_CMD_TEXFLUSH: case GE_CMD_TEXWRAP: break; ////////////////////////////////////////////////////////////////// // Z/STENCIL TESTING ////////////////////////////////////////////////////////////////// case GE_CMD_STENCILTESTENABLE: case GE_CMD_ZTESTENABLE: 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 &= 0xFF00000F; break; case GE_CMD_WORLDMATRIXDATA: { int num = gstate.worldmtxnum & 0xF; float newVal = getFloat24(data); if (num < 12 && newVal != gstate.worldMatrix[num]) { Flush(); gstate.worldMatrix[num] = getFloat24(data); shaderManager_->DirtyUniform(DIRTY_WORLDMATRIX); } num++; gstate.worldmtxnum = (GE_CMD_WORLDMATRIXNUMBER << 24) | (num & 0xF); } break; case GE_CMD_VIEWMATRIXNUMBER: gstate.viewmtxnum &= 0xFF00000F; break; case GE_CMD_VIEWMATRIXDATA: { int num = gstate.viewmtxnum & 0xF; float newVal = getFloat24(data); if (num < 12 && newVal != gstate.viewMatrix[num]) { Flush(); gstate.viewMatrix[num] = newVal; shaderManager_->DirtyUniform(DIRTY_VIEWMATRIX); } num++; gstate.viewmtxnum = (GE_CMD_VIEWMATRIXNUMBER << 24) | (num & 0xF); } break; case GE_CMD_PROJMATRIXNUMBER: gstate.projmtxnum &= 0xFF00000F; break; case GE_CMD_PROJMATRIXDATA: { int num = gstate.projmtxnum & 0xF; float newVal = getFloat24(data); if (newVal != gstate.projMatrix[num]) { Flush(); gstate.projMatrix[num] = newVal; shaderManager_->DirtyUniform(DIRTY_PROJMATRIX | DIRTY_PROJTHROUGHMATRIX); } num++; gstate.projmtxnum = (GE_CMD_PROJMATRIXNUMBER << 24) | (num & 0xF); } break; case GE_CMD_TGENMATRIXNUMBER: gstate.texmtxnum &= 0xFF00000F; break; case GE_CMD_TGENMATRIXDATA: { int num = gstate.texmtxnum & 0xF; float newVal = getFloat24(data); if (num < 12 && newVal != gstate.tgenMatrix[num]) { Flush(); gstate.tgenMatrix[num] = newVal; shaderManager_->DirtyUniform(DIRTY_TEXMATRIX); } num++; gstate.texmtxnum = (GE_CMD_TGENMATRIXNUMBER << 24) | (num & 0xF); } break; case GE_CMD_BONEMATRIXNUMBER: gstate.boneMatrixNumber &= 0xFF00007F; break; case GE_CMD_BONEMATRIXDATA: { int num = gstate.boneMatrixNumber & 0x7F; float newVal = getFloat24(data); if (num < 96 && newVal != gstate.boneMatrix[num]) { Flush(); gstate.boneMatrix[num] = newVal; shaderManager_->DirtyUniform(DIRTY_BONEMATRIX0 << (num / 12)); } num++; gstate.boneMatrixNumber = (GE_CMD_BONEMATRIXNUMBER << 24) | (num & 0x7F); } break; #ifndef USING_GLES2 case GE_CMD_LOGICOPENABLE: if (data != 0) ERROR_LOG_REPORT_ONCE(logicOpEnable, G3D, "Unsupported logic op enabled: %x", data); break; case GE_CMD_LOGICOP: if (data != 0) ERROR_LOG_REPORT_ONCE(logicOp, G3D, "Unsupported logic op: %06x", data); break; case GE_CMD_ANTIALIASENABLE: if (data != 0) WARN_LOG_REPORT_ONCE(antiAlias, G3D, "Unsupported antialias enabled: %06x", data); break; case GE_CMD_TEXLODSLOPE: if (data != 0) WARN_LOG_REPORT_ONCE(texLodSlope, G3D, "Unsupported texture lod slope: %06x", data); break; case GE_CMD_TEXLEVEL: if (data == 1) WARN_LOG_REPORT_ONCE(texLevel1, G3D, "Unsupported texture level bias settings: %06x", data) else if (data != 0) WARN_LOG_REPORT_ONCE(texLevel2, G3D, "Unsupported texture level bias settings: %06x", data); break; #endif default: GPUCommon::ExecuteOp(op, diff); break; } } void DIRECTX9_GPU::UpdateStats() { gpuStats.numVertexShaders = shaderManager_->NumVertexShaders(); gpuStats.numFragmentShaders = shaderManager_->NumFragmentShaders(); gpuStats.numShaders = shaderManager_->NumPrograms(); gpuStats.numTextures = (int)textureCache_.NumLoadedTextures(); gpuStats.numFBOs = (int)framebufferManager_.NumVFBs(); } void DIRECTX9_GPU::DoBlockTransfer() { // TODO: This is used a lot to copy data around between render targets and textures, // and also to quickly load textures from RAM to VRAM. So we should do checks like the following: // * Does dstBasePtr point to an existing texture? If so maybe reload it immediately. // // * Does srcBasePtr point to a render target, and dstBasePtr to a texture? If so // either copy between rt and texture or reassign the texture to point to the render target // // etc.... 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); if (!Memory::IsValidAddress(srcBasePtr)) { ERROR_LOG_REPORT(G3D, "BlockTransfer: Bad source transfer address %08x!", srcBasePtr); return; } if (!Memory::IsValidAddress(dstBasePtr)) { ERROR_LOG_REPORT(G3D, "BlockTransfer: Bad destination transfer address %08x!", dstBasePtr); return; } // Do the copy! 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); } // TODO: Notify all overlapping FBOs that they need to reload. textureCache_.Invalidate(dstBasePtr + (dstY * dstStride + dstX) * bpp, height * dstStride * bpp, GPU_INVALIDATE_HINT); // A few games use this INSTEAD of actually drawing the video image to the screen, they just blast it to // the backbuffer. Detect this and have the framebuffermanager draw the pixels. u32 backBuffer = framebufferManager_.PrevDisplayFramebufAddr(); u32 displayBuffer = framebufferManager_.DisplayFramebufAddr(); if (((backBuffer != 0 && dstBasePtr == backBuffer) || (displayBuffer != 0 && dstBasePtr == displayBuffer)) && dstStride == 512 && height == 272) { framebufferManager_.DrawPixels(Memory::GetPointer(dstBasePtr), GE_FORMAT_8888, 512); } } void DIRECTX9_GPU::InvalidateCache(u32 addr, int size, GPUInvalidationType type) { GPUEvent ev(GPU_EVENT_INVALIDATE_CACHE); ev.invalidate_cache.addr = addr; ev.invalidate_cache.size = size; ev.invalidate_cache.type = type; ScheduleEvent(ev); } void DIRECTX9_GPU::InvalidateCacheInternal(u32 addr, int size, GPUInvalidationType type) { if (size > 0) textureCache_.Invalidate(addr, size, type); else textureCache_.InvalidateAll(type); if (type != GPU_INVALIDATE_ALL) framebufferManager_.UpdateFromMemory(addr, size); } void DIRECTX9_GPU::UpdateMemory(u32 dest, u32 src, int size) { InvalidateCache(dest, size, GPU_INVALIDATE_HINT); } void DIRECTX9_GPU::ClearCacheNextFrame() { textureCache_.ClearNextFrame(); } void DIRECTX9_GPU::Resized() { framebufferManager_.Resized(); } std::vector DIRECTX9_GPU::GetFramebufferList() { return framebufferManager_.GetFramebufferList(); } void DIRECTX9_GPU::DoState(PointerWrap &p) { GPUCommon::DoState(p); textureCache_.Clear(true); transformDraw_.ClearTrackedVertexArrays(); gstate_c.textureChanged = true; framebufferManager_.DestroyAllFBOs(); shaderManager_->ClearCache(true); } };