// 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" #include "../native/gfx/gl_common.h" #include "ge_constants.h" #include struct GPUgstate { // Getting rid of this ugly union in favor of the accessor functions // might be a good idea.... union { u32 cmdmem[256]; struct { u32 nop, vaddr, iaddr, pad00, prim, bezier, spline, boundBox, jump, bjump, call, ret, end, pad01, signal, finish, base, pad02, vertType, offsetAddr, origin, region1, region2, lightingEnable, lightEnable[4], clipEnable, cullfaceEnable, textureMapEnable, fogEnable, ditherEnable, alphaBlendEnable, alphaTestEnable, zTestEnable, stencilTestEnable, antiAliasEnable, patchCullEnable, colorTestEnable, logicOpEnable, pad03, boneMatrixNumber, boneMatrixData, morphwgt[8], //dont use pad04[2], patchdivision, patchprimitive, patchfacing, pad04_a, worldmtxnum, //0x3A worldmtxdata, //0x3B viewmtxnum, //0x3C viewmtxdata, projmtxnum, projmtxdata, texmtxnum, texmtxdata, viewportx1, viewporty1, viewportz1, viewportx2, viewporty2, viewportz2, texscaleu, texscalev, texoffsetu, texoffsetv, offsetx, offsety, pad111[2], shademodel, reversenormals, pad222, materialupdate, materialemissive, materialambient, materialdiffuse, materialspecular, materialalpha, pad333[2], materialspecularcoef, ambientcolor, ambientalpha, lmode, ltype[4], lpos[12], ldir[12], latt[12], lconv[4], lcutoff[4], lcolor[12], cullmode, fbptr, fbwidth, zbptr, zbwidth, texaddr[8], texbufwidth[8], clutaddr, clutaddrupper, transfersrc, transfersrcw, transferdst, transferdstw, padxxx[2], texsize[8], texmapmode, texshade, texmode, texformat, loadclut, clutformat, texfilter, texwrap, texlevel, texfunc, texenvcolor, texflush, texsync, fog1, fog2, fogcolor, texlodslope, padxxxxxx, framebufpixformat, clearmode, scissor1, scissor2, minz, maxz, colortest, colorref, colormask, alphatest, stenciltest, stencilop, ztestfunc, blend, blendfixa, blendfixb, dith1, dith2, dith3, dith4, lop, zmsk, pmskc, pmska, transferstart, transfersrcpos, transferdstpos, pad99, transfersize; // 0xEE u32 pad05[0xFF- 0xEE]; }; }; float worldMatrix[12]; float viewMatrix[12]; float projMatrix[16]; float tgenMatrix[12]; float boneMatrix[12 * 8]; // Eight bone matrices. // Pixel Pipeline bool isModeClear() const { return clearmode & 1; } bool isCullEnabled() const { return cullfaceEnable & 1; } int getCullMode() const { return cullmode & 1; } int getBlendFuncA() const { return blend & 0xF; } u32 getFixA() const { return blendfixa & 0xFFFFFF; } u32 getFixB() const { return blendfixb & 0xFFFFFF; } int getBlendFuncB() const { return (blend >> 4) & 0xF; } int getBlendEq() const { return (blend >> 8) & 0x7; } bool isDepthTestEnabled() const { return zTestEnable & 1; } bool isDepthWriteEnabled() const { return !(zmsk & 1); } int getDepthTestFunc() const { return ztestfunc & 0x7; } bool isFogEnabled() const { return fogEnable & 1; } bool isStencilTestEnabled() const { return stencilTestEnable & 1; } bool isAlphaBlendEnabled() const { return alphaBlendEnable & 1; } bool isDitherEnabled() const { return ditherEnable & 1; } bool isAlphaTestEnabled() const { return alphaTestEnable & 1; } bool isColorTestEnabled() const { return colorTestEnable & 1; } bool isLightingEnabled() const { return lightingEnable & 1; } bool isTextureMapEnabled() const { return textureMapEnable & 1; } // UV gen int getUVGenMode() const { return texmapmode & 3;} // 2 bits int getUVProjMode() const { return (texmapmode >> 8) & 3;} // 2 bits int getUVLS0() const { return texshade & 0x3; } // 2 bits int getUVLS1() const { return (texshade >> 8) & 0x3; } // 2 bits int getScissorX1() const { return scissor1 & 0x3FF; } int getScissorY1() const { return (scissor1 >> 10) & 0x3FF; } int getScissorX2() const { return scissor2 & 0x3FF; } int getScissorY2() const { return (scissor2 >> 10) & 0x3FF; } // Vertex type bool isModeThrough() const { return (vertType & GE_VTYPE_THROUGH) != 0; } int getNumBoneWeights() const { return 1 + ((vertType & GE_VTYPE_WEIGHTCOUNT_MASK) >> GE_VTYPE_WEIGHTCOUNT_SHIFT); } // Real data in the context ends here }; enum SkipDrawReasonFlags { SKIPDRAW_SKIPFRAME = 1, SKIPDRAW_NON_DISPLAYED_FB = 2, // Skip drawing to FBO:s that have not been displayed. SKIPDRAW_BAD_FB_TEXTURE = 4, }; // The rest is cached simplified/converted data for fast access. // Does not need to be saved when saving/restoring context. struct GPUStateCache { u32 vertexAddr; u32 indexAddr; u32 offsetAddr; bool textureChanged; bool textureFullAlpha; bool framebufChanged; int skipDrawReason; float uScale,vScale; float uOff,vOff; bool flipTexture; float zMin, zMax; float lightpos[4][3]; float lightdir[4][3]; float lightatt[4][3]; float lightColor[3][4][3]; // Ambient Diffuse Specular float lightangle[4]; // spotlight cone angle (cosine) float lightspotCoef[4]; // spotlight dropoff float morphWeights[8]; u32 curTextureWidth; u32 curTextureHeight; u32 actualTextureHeight; float vpWidth; float vpHeight; u32 curRTWidth; u32 curRTHeight; u32 getRelativeAddress(u32 data) const; }; // TODO: Implement support for these. struct GPUStatistics { void reset() { memset(this, 0, sizeof(*this)); } void resetFrame() { numDrawCalls = 0; numCachedDrawCalls = 0; numVertsSubmitted = 0; numCachedVertsDrawn = 0; numUncachedVertsDrawn = 0; numTrackedVertexArrays = 0; numTextureInvalidations = 0; numTextureSwitches = 0; numShaderSwitches = 0; numFlushes = 0; numTexturesDecoded = 0; msProcessingDisplayLists = 0; } // Per frame statistics int numDrawCalls; int numCachedDrawCalls; int numFlushes; int numVertsSubmitted; int numCachedVertsDrawn; int numUncachedVertsDrawn; int numTrackedVertexArrays; int numTextureInvalidations; int numTextureSwitches; int numShaderSwitches; int numTexturesDecoded; double msProcessingDisplayLists; // Total statistics, updated by the GPU core in UpdateStats int numFrames; int numTextures; int numVertexShaders; int numFragmentShaders; int numShaders; int numFBOs; }; void InitGfxState(); void ShutdownGfxState(); void ReapplyGfxState(); // PSP uses a curious 24-bit float - it's basically the top 24 bits of a regular IEEE754 32-bit float. // This is used for light positions, transform matrices, you name it. inline float getFloat24(unsigned int data) { data <<= 8; float f; memcpy(&f, &data, 4); return f; } // in case we ever want to generate PSP display lists... inline unsigned int toFloat24(float f) { unsigned int i; memcpy(&i, &f, 4); return i >> 8; } class GPUInterface; extern GPUgstate gstate; extern GPUStateCache gstate_c; extern GPUInterface *gpu; extern GPUStatistics gpuStats; inline u32 GPUStateCache::getRelativeAddress(u32 data) const { u32 baseExtended = ((gstate.base & 0x0F0000) << 8) | data; return (gstate_c.offsetAddr + baseExtended) & 0x0FFFFFFF; }