// 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/System.h" #include "gfx_es2/gl_state.h" #include "../GPUState.h" #include "../ge_constants.h" #include "../GeDisasm.h" #include "ShaderManager.h" #include "DisplayListInterpreter.h" #include "Framebuffer.h" #include "TransformPipeline.h" #include "TextureCache.h" #include "../../Core/HLE/sceKernelThread.h" #include "../../Core/HLE/sceKernelInterrupt.h" #include "../../Core/HLE/sceGe.h" extern u32 curTextureWidth; extern u32 curTextureHeight; static const u8 flushOnChangedBeforeCommandList[] = { GE_CMD_VERTEXTYPE, GE_CMD_BLENDMODE, GE_CMD_BLENDFIXEDA, GE_CMD_BLENDFIXEDB, GE_CMD_TEXOFFSETU, GE_CMD_TEXOFFSETV, GE_CMD_TEXSCALEU, GE_CMD_TEXSCALEV, GE_CMD_CULLFACEENABLE, GE_CMD_CULL, GE_CMD_TEXTUREMAPENABLE, GE_CMD_LIGHTINGENABLE, GE_CMD_FOGENABLE, GE_CMD_DITHERENABLE, GE_CMD_ALPHABLENDENABLE, GE_CMD_ALPHATESTENABLE, GE_CMD_ALPHATEST, GE_CMD_COLORTESTENABLE, GE_CMD_COLORTEST, GE_CMD_COLORTESTMASK, GE_CMD_COLORREF, GE_CMD_MINZ,GE_CMD_MAXZ, GE_CMD_FOG1, GE_CMD_FOG2, GE_CMD_FOGCOLOR, GE_CMD_SHADEMODE, GE_CMD_REVERSENORMAL, GE_CMD_MATERIALUPDATE, GE_CMD_MATERIALEMISSIVE, GE_CMD_MATERIALAMBIENT, GE_CMD_MATERIALDIFFUSE, GE_CMD_MATERIALSPECULAR, GE_CMD_MATERIALALPHA, GE_CMD_MATERIALSPECULARCOEF, GE_CMD_AMBIENTCOLOR, GE_CMD_AMBIENTALPHA, GE_CMD_LIGHTMODE, GE_CMD_LIGHTTYPE0, GE_CMD_LIGHTTYPE1, GE_CMD_LIGHTTYPE2, GE_CMD_LIGHTTYPE3, GE_CMD_LX0,GE_CMD_LY0,GE_CMD_LZ0, GE_CMD_LX1,GE_CMD_LY1,GE_CMD_LZ1, GE_CMD_LX2,GE_CMD_LY2,GE_CMD_LZ2, GE_CMD_LX3,GE_CMD_LY3,GE_CMD_LZ3, GE_CMD_LDX0,GE_CMD_LDY0,GE_CMD_LDZ0, GE_CMD_LDX1,GE_CMD_LDY1,GE_CMD_LDZ1, GE_CMD_LDX2,GE_CMD_LDY2,GE_CMD_LDZ2, GE_CMD_LDX3,GE_CMD_LDY3,GE_CMD_LDZ3, GE_CMD_LKA0,GE_CMD_LKB0,GE_CMD_LKC0, GE_CMD_LKA1,GE_CMD_LKB1,GE_CMD_LKC1, GE_CMD_LKA2,GE_CMD_LKB2,GE_CMD_LKC2, GE_CMD_LKA3,GE_CMD_LKB3,GE_CMD_LKC3, GE_CMD_LKS0,GE_CMD_LKS1,GE_CMD_LKS2,GE_CMD_LKS3, GE_CMD_LKO0,GE_CMD_LKO1,GE_CMD_LKO2,GE_CMD_LKO3, GE_CMD_LAC0,GE_CMD_LDC0,GE_CMD_LSC0, GE_CMD_LAC1,GE_CMD_LDC1,GE_CMD_LSC1, GE_CMD_LAC2,GE_CMD_LDC2,GE_CMD_LSC2, GE_CMD_LAC3,GE_CMD_LDC3,GE_CMD_LSC3, GE_CMD_VIEWPORTX1,GE_CMD_VIEWPORTY1, GE_CMD_VIEWPORTX2,GE_CMD_VIEWPORTY2, GE_CMD_VIEWPORTZ1,GE_CMD_VIEWPORTZ2, GE_CMD_LIGHTENABLE0,GE_CMD_LIGHTENABLE1,GE_CMD_LIGHTENABLE2,GE_CMD_LIGHTENABLE3, GE_CMD_PATCHDIVISION, GE_CMD_CLEARMODE, GE_CMD_TEXMAPMODE, GE_CMD_TEXSHADELS, GE_CMD_TEXFUNC, GE_CMD_TEXFILTER, GE_CMD_TEXENVCOLOR, GE_CMD_TEXMODE, GE_CMD_TEXFORMAT, GE_CMD_TEXWRAP, GE_CMD_ZTESTENABLE, GE_CMD_ZWRITEDISABLE, GE_CMD_STENCILTESTENABLE, GE_CMD_STENCILOP, GE_CMD_STENCILTEST, GE_CMD_ZTEST, GE_CMD_MASKRGB, GE_CMD_MASKALPHA, GE_CMD_TEXBUFWIDTH0, GE_CMD_CLUTADDR, GE_CMD_CLUTADDRUPPER, GE_CMD_LOADCLUT, GE_CMD_CLUTFORMAT, GE_CMD_TEXADDR0,GE_CMD_TEXADDR1,GE_CMD_TEXADDR2,GE_CMD_TEXADDR3, GE_CMD_TEXADDR4,GE_CMD_TEXADDR5,GE_CMD_TEXADDR6,GE_CMD_TEXADDR7, GE_CMD_TEXSIZE0,GE_CMD_TEXSIZE1,GE_CMD_TEXSIZE2,GE_CMD_TEXSIZE3, GE_CMD_TEXSIZE4,GE_CMD_TEXSIZE5,GE_CMD_TEXSIZE6,GE_CMD_TEXSIZE7, GE_CMD_OFFSETX, GE_CMD_OFFSETY, GE_CMD_MORPHWEIGHT0,GE_CMD_MORPHWEIGHT1,GE_CMD_MORPHWEIGHT2,GE_CMD_MORPHWEIGHT3, GE_CMD_MORPHWEIGHT4,GE_CMD_MORPHWEIGHT5,GE_CMD_MORPHWEIGHT6,GE_CMD_MORPHWEIGHT7, GE_CMD_REGION1,GE_CMD_REGION2, GE_CMD_FRAMEBUFPTR, GE_CMD_FRAMEBUFWIDTH, GE_CMD_FRAMEBUFPIXFORMAT, GE_CMD_ZBUFPTR, GE_CMD_ZBUFWIDTH, }; static const u8 flushBeforeCommandList[] = { GE_CMD_BEZIER, GE_CMD_SPLINE, GE_CMD_SIGNAL, GE_CMD_FINISH, GE_CMD_BJUMP, GE_CMD_TRANSFERSTART, //GE_CMD_TEXFLUSH, // These handle their own flushing. /* GE_CMD_WORLDMATRIXNUMBER, GE_CMD_WORLDMATRIXDATA, GE_CMD_VIEWMATRIXNUMBER, GE_CMD_VIEWMATRIXDATA, GE_CMD_PROJMATRIXNUMBER, GE_CMD_PROJMATRIXDATA, GE_CMD_TGENMATRIXNUMBER, GE_CMD_TGENMATRIXDATA, GE_CMD_BONEMATRIXNUMBER, GE_CMD_BONEMATRIXDATA, */ }; GLES_GPU::GLES_GPU() : interruptsEnabled_(true), resized_(false) { shaderManager_ = new ShaderManager(); transformDraw_.SetShaderManager(shaderManager_); transformDraw_.SetTextureCache(&textureCache_); transformDraw_.SetFramebufferManager(&framebufferManager_); framebufferManager_.SetTextureCache(&textureCache_); // Sanity check gstate if ((int *)&gstate.transferstart - (int *)&gstate != 0xEA) { ERROR_LOG(G3D, "gstate has drifted out of sync!"); } flushBeforeCommand_ = new u8[256]; memset(flushBeforeCommand_, 0, 256 * sizeof(bool)); for (size_t i = 0; i < ARRAY_SIZE(flushOnChangedBeforeCommandList); i++) { flushBeforeCommand_[flushOnChangedBeforeCommandList[i]] = 2; } for (size_t i = 0; i < ARRAY_SIZE(flushBeforeCommandList); i++) { flushBeforeCommand_[flushBeforeCommandList[i]] = 1; } flushBeforeCommand_[1] = 0; } GLES_GPU::~GLES_GPU() { framebufferManager_.DestroyAllFBOs(); shaderManager_->ClearCache(true); delete shaderManager_; delete [] flushBeforeCommand_; } void GLES_GPU::DeviceLost() { // Simply drop all caches and textures. // FBO:s appear to survive? Or no? shaderManager_->ClearCache(false); textureCache_.Clear(false); } void GLES_GPU::InitClear() { if (!g_Config.bBufferedRendering) { glstate.depthWrite.set(GL_TRUE); glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glClearColor(0,0,0,1); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); } glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight); } void GLES_GPU::DumpNextFrame() { dumpNextFrame_ = true; } void GLES_GPU::BeginDebugDraw() { if (g_Config.bDrawWireframe) { #ifndef USING_GLES2 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); #endif } } void GLES_GPU::EndDebugDraw() { #ifndef USING_GLES2 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); #endif } void GLES_GPU::BeginFrame() { 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 GLES_GPU::SetDisplayFramebuffer(u32 framebuf, u32 stride, int format) { framebufferManager_.SetDisplayFramebuffer(framebuf, stride, format); } bool GLES_GPU::FramebufferDirty() { if (!g_Config.bBufferedRendering) { VirtualFramebuffer *vfb = framebufferManager_.GetDisplayFBO(); if (vfb) return vfb->dirtyAfterDisplay; } return true; } void GLES_GPU::CopyDisplayToOutput() { glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); transformDraw_.Flush(); EndDebugDraw(); framebufferManager_.CopyDisplayToOutput(); framebufferManager_.EndFrame(); shaderManager_->DirtyShader(); shaderManager_->DirtyUniform(DIRTY_ALL); gstate_c.textureChanged = true; BeginDebugDraw(); } // Render queue void GLES_GPU::DrawSync(int mode) { transformDraw_.Flush(); } void GLES_GPU::Continue() { } void GLES_GPU::Break() { } void GLES_GPU::PreExecuteOp(u32 op, u32 diff) { u32 cmd = op >> 24; if (flushBeforeCommand_[cmd] == 1 || (diff && flushBeforeCommand_[cmd] == 2)) { if (dumpThisFrame_) { NOTICE_LOG(HLE, "================ FLUSH ================"); } transformDraw_.Flush(); } } void GLES_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. // This also make skipping drawing very effective. framebufferManager_.SetRenderFrameBuffer(); if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) return; u32 count = data & 0xFFFF; u32 type = data >> 16; if (!Memory::IsValidAddress(gstate_c.vertexAddr)) { ERROR_LOG(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(G3D, "Bad index address %08x!", gstate_c.indexAddr); break; } inds = Memory::GetPointer(gstate_c.indexAddr); } int bytesRead; transformDraw_.SubmitPrim(verts, inds, type, count, gstate.vertType, -1, &bytesRead); // 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: { int bz_ucount = data & 0xFF; int bz_vcount = (data >> 8) & 0xFF; transformDraw_.DrawBezier(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; transformDraw_.DrawSpline(sp_ucount, sp_vcount, sp_utype, sp_vtype); } break; case GE_CMD_JUMP: { u32 target = gstate_c.getRelativeAddress(data); if (Memory::IsValidAddress(target)) { currentList->pc = target - 4; // pc will be increased after we return, counteract that } else { ERROR_LOG(G3D, "JUMP to illegal address %08x - ignoring! data=%06x", target, data); } } break; case GE_CMD_CALL: { // Saint Seiya needs correct support for relative calls. u32 retval = currentList->pc + 4; u32 target = gstate_c.getRelativeAddress(data); if (stackptr == ARRAY_SIZE(stack)) { ERROR_LOG(G3D, "CALL: Stack full!"); } else if (!Memory::IsValidAddress(target)) { ERROR_LOG(G3D, "CALL to illegal address %08x - ignoring! data=%06x", target, data); } else { stack[stackptr++] = retval; currentList->pc = target - 4; // pc will be increased after we return, counteract that } } break; case GE_CMD_RET: { if (stackptr == 0) { ERROR_LOG(G3D, "RET: Stack empty!"); } else { u32 target = (currentList->pc & 0xF0000000) | (stack[--stackptr] & 0x0FFFFFFF); //target = (target + gstate_c.originAddr) & 0xFFFFFFF; currentList->pc = target - 4; if (!Memory::IsValidAddress(currentList->pc)) { ERROR_LOG(G3D, "Invalid DL PC %08x on return", currentList->pc); finished = true; } } } break; case GE_CMD_OFFSETADDR: gstate_c.offsetAddr = data << 8; // ??? break; case GE_CMD_ORIGIN: gstate_c.offsetAddr = currentList->pc; break; case GE_CMD_SIGNAL: { // Processed in GE_END. Has data. currentList->subIntrToken = data & 0xFFFF; } break; case GE_CMD_FINISH: currentList->subIntrToken = data & 0xFFFF; // TODO: Should this run while interrupts are suspended? if (interruptsEnabled_) __GeTriggerInterrupt(currentList->id, currentList->pc, currentList->subIntrBase, currentList->subIntrToken); break; case GE_CMD_END: switch (prev >> 24) { case GE_CMD_SIGNAL: { currentList->status = PSP_GE_LIST_END_REACHED; // TODO: see http://code.google.com/p/jpcsp/source/detail?r=2935# int behaviour = (prev >> 16) & 0xFF; int signal = prev & 0xFFFF; int enddata = data & 0xFFFF; // We should probably defer to sceGe here, no sense in implementing this stuff in every GPU switch (behaviour) { case 1: // Signal with Wait ERROR_LOG(G3D, "Signal with Wait UNIMPLEMENTED! signal/end: %04x %04x", signal, enddata); break; case 2: ERROR_LOG(G3D, "Signal without wait. signal/end: %04x %04x", signal, enddata); break; case 3: ERROR_LOG(G3D, "Signal with Pause UNIMPLEMENTED! signal/end: %04x %04x", signal, enddata); break; case 0x10: ERROR_LOG(G3D, "Signal with Jump UNIMPLEMENTED! signal/end: %04x %04x", signal, enddata); break; case 0x11: ERROR_LOG(G3D, "Signal with Call UNIMPLEMENTED! signal/end: %04x %04x", signal, enddata); break; case 0x12: ERROR_LOG(G3D, "Signal with Return UNIMPLEMENTED! signal/end: %04x %04x", signal, enddata); break; default: ERROR_LOG(G3D, "UNKNOWN Signal UNIMPLEMENTED %i ! signal/end: %04x %04x", behaviour, signal, enddata); break; } // TODO: Should this run while interrupts are suspended? if (interruptsEnabled_) __GeTriggerInterrupt(currentList->id, currentList->pc, currentList->subIntrBase, currentList->subIntrToken); } break; case GE_CMD_FINISH: currentList->status = PSP_GE_LIST_DONE; finished = true; break; default: DEBUG_LOG(G3D,"Ah, not finished: %06x", prev & 0xFFFFFF); break; } break; case GE_CMD_BJUMP: // bounding box jump. Let's just not jump, for now. break; case GE_CMD_BOUNDINGBOX: // bounding box test. Let's do nothing. break; case GE_CMD_VERTEXTYPE: if (diff & GE_VTYPE_THROUGH) { // Throughmode changed, let's make the proj matrix dirty. shaderManager_->DirtyUniform(DIRTY_PROJMATRIX); } shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET); // This sets through-mode or not, as well. break; case GE_CMD_REGION1: { int x1 = data & 0x3ff; int y1 = data >> 10; //topleft } break; case GE_CMD_REGION2: { int x2 = data & 0x3ff; int y2 = data >> 10; } 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: gstate_c.uScale = getFloat24(data); shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET); break; case GE_CMD_TEXSCALEV: gstate_c.vScale = getFloat24(data); shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET); break; case GE_CMD_TEXOFFSETU: gstate_c.uOff = getFloat24(data); shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET); break; case GE_CMD_TEXOFFSETV: gstate_c.vOff = getFloat24(data); shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET); break; case GE_CMD_SCISSOR1: case GE_CMD_SCISSOR2: break; case GE_CMD_MINZ: gstate_c.zMin = getFloat24(data) / 65535.f; break; case GE_CMD_MAXZ: gstate_c.zMax = getFloat24(data) / 65535.f; break; case GE_CMD_FRAMEBUFPTR: case GE_CMD_FRAMEBUFWIDTH: 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: 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_LOADCLUT: case GE_CMD_CLUTFORMAT: gstate_c.textureChanged = true; // This could be used to "dirty" textures with clut. break; case GE_CMD_TEXMAPMODE: 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(); break; } case GE_CMD_TEXSIZE0: gstate_c.curTextureWidth = 1 << (gstate.texsize[0] & 0xf); gstate_c.curTextureHeight = 1 << ((gstate.texsize[0] >> 8) & 0xf); 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_MATERIALAMBIENT: if (diff) shaderManager_->DirtyUniform(DIRTY_MATAMBIENTALPHA); 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_MATERIALSPECULAR: if (diff) shaderManager_->DirtyUniform(DIRTY_MATSPECULAR); break; case GE_CMD_MATERIALALPHA: if (diff) shaderManager_->DirtyUniform(DIRTY_MATAMBIENTALPHA); break; 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_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: 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: shaderManager_->DirtyUniform(DIRTY_COLORMASK); break; case GE_CMD_COLORREF: case GE_CMD_ALPHATEST: 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 = (gstate.worldmtxnum & 0xFF000000) | (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 = (gstate.viewmtxnum & 0xFF000000) | (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); } num++; gstate.projmtxnum = (gstate.projmtxnum & 0xFF000000) | (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 = (gstate.texmtxnum & 0xFF000000) | (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 = (gstate.boneMatrixNumber & 0xFF000000) | (num & 0x7F); } break; default: DEBUG_LOG(G3D,"DL Unknown: %08x @ %08x", op, currentList == NULL ? 0 : currentList->pc); break; } } void GLES_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 GLES_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.transfersrc & 0xFFFFFF) | ((gstate.transfersrcw & 0xFF0000) << 8); u32 srcStride = gstate.transfersrcw & 0x3FF; u32 dstBasePtr = (gstate.transferdst & 0xFFFFFF) | ((gstate.transferdstw & 0xFF0000) << 8); u32 dstStride = gstate.transferdstw & 0x3FF; int srcX = gstate.transfersrcpos & 0x3FF; int srcY = (gstate.transfersrcpos >> 10) & 0x3FF; int dstX = gstate.transferdstpos & 0x3FF; int dstY = (gstate.transferdstpos >> 10) & 0x3FF; int width = (gstate.transfersize & 0x3FF) + 1; int height = ((gstate.transfersize >> 10) & 0x3FF) + 1; int bpp = (gstate.transferstart & 1) ? 4 : 2; DEBUG_LOG(G3D, "Block transfer: %08x to %08x, %i x %i , ...", srcBasePtr, dstBasePtr, width, height); // 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) * srcStride + dstX) * bpp); memcpy(dst, src, width * bpp); } // TODO: Notify all overlapping FBOs that they need to reload. textureCache_.Invalidate(dstBasePtr + dstY * dstStride + dstX, height * dstStride + width * bpp, true); } void GLES_GPU::InvalidateCache(u32 addr, int size) { if (size > 0) textureCache_.Invalidate(addr, size, true); else textureCache_.InvalidateAll(true); } void GLES_GPU::InvalidateCacheHint(u32 addr, int size) { if (size > 0) textureCache_.Invalidate(addr, size, false); else textureCache_.InvalidateAll(false); } void GLES_GPU::Flush() { transformDraw_.Flush(); } void GLES_GPU::Resized() { framebufferManager_.Resized(); } std::vector GLES_GPU::GetFramebufferList() { return framebufferManager_.GetFramebufferList(); } void GLES_GPU::DoState(PointerWrap &p) { GPUCommon::DoState(p); textureCache_.Clear(true); transformDraw_.ClearTrackedVertexArrays(); gstate_c.textureChanged = true; framebufferManager_.DestroyAllFBOs(); shaderManager_->ClearCache(true); }