ppsspp/GPU/GPUCommon.h
Unknown W. Brackets fd8a0612fa SaveState: Initialize some memory that is saved.
At the very least, will help them compress better.  Also good not to leak
random memory.
2018-06-22 21:29:18 -07:00

371 lines
10 KiB
C++

#pragma once
#include "Common/Common.h"
#include "Common/MemoryUtil.h"
#include "GPU/GPUInterface.h"
#include "GPU/GPUState.h"
#include "GPU/Common/GPUDebugInterface.h"
#if defined(__ANDROID__)
#include <atomic>
#endif
#if defined(_M_SSE)
#include <emmintrin.h>
#endif
class FramebufferManagerCommon;
class TextureCacheCommon;
class DrawEngineCommon;
class GraphicsContext;
namespace Draw {
class DrawContext;
}
enum DrawType {
DRAW_UNKNOWN,
DRAW_PRIM,
DRAW_SPLINE,
DRAW_BEZIER,
};
enum {
FLAG_FLUSHBEFORE = 1,
FLAG_FLUSHBEFOREONCHANGE = 2,
FLAG_EXECUTE = 4,
FLAG_EXECUTEONCHANGE = 8,
FLAG_READS_PC = 16,
FLAG_WRITES_PC = 32,
FLAG_DIRTYONCHANGE = 64, // NOTE: Either this or FLAG_EXECUTE*, not both!
};
struct TransformedVertex {
union {
struct {
float x, y, z, fog; // in case of morph, preblend during decode
};
float pos[4];
};
union {
struct {
float u; float v; float w; // scaled by uscale, vscale, if there
};
float uv[3];
};
union {
u8 color0[4]; // prelit
u32 color0_32;
};
union {
u8 color1[4]; // prelit
u32 color1_32;
};
};
class GPUCommon : public GPUInterface, public GPUDebugInterface {
public:
GPUCommon(GraphicsContext *gfxCtx, Draw::DrawContext *draw);
virtual ~GPUCommon();
Draw::DrawContext *GetDrawContext() override {
return draw_;
}
virtual void CheckGPUFeatures() = 0;
void UpdateCmdInfo();
bool IsReady() override {
return true;
}
void Reinitialize() override;
void BeginHostFrame() override;
void EndHostFrame() override;
void InterruptStart(int listid) override;
void InterruptEnd(int listid) override;
void SyncEnd(GPUSyncType waitType, int listid, bool wokeThreads) override;
void EnableInterrupts(bool enable) override {
interruptsEnabled_ = enable;
}
void Resized() override;
void DumpNextFrame() override;
void ExecuteOp(u32 op, u32 diff) override;
void PreExecuteOp(u32 op, u32 diff) override;
bool InterpretList(DisplayList &list) override;
void ProcessDLQueue();
u32 UpdateStall(int listid, u32 newstall) override;
u32 EnqueueList(u32 listpc, u32 stall, int subIntrBase, PSPPointer<PspGeListArgs> args, bool head) override;
u32 DequeueList(int listid) override;
int ListSync(int listid, int mode) override;
u32 DrawSync(int mode) override;
int GetStack(int index, u32 stackPtr) override;
void DoState(PointerWrap &p) override;
bool BusyDrawing() override;
u32 Continue() override;
u32 Break(int mode) override;
void ReapplyGfxState() override;
void CopyDisplayToOutput() override = 0;
void InitClear() override = 0;
bool PerformMemoryCopy(u32 dest, u32 src, int size) override;
bool PerformMemorySet(u32 dest, u8 v, int size) override;
bool PerformMemoryDownload(u32 dest, int size) override;
bool PerformMemoryUpload(u32 dest, int size) override;
void InvalidateCache(u32 addr, int size, GPUInvalidationType type) override;
void NotifyVideoUpload(u32 addr, int size, int width, int format) override;
bool PerformStencilUpload(u32 dest, int size) override;
void Execute_OffsetAddr(u32 op, u32 diff);
void Execute_Vaddr(u32 op, u32 diff);
void Execute_Iaddr(u32 op, u32 diff);
void Execute_Origin(u32 op, u32 diff);
void Execute_Jump(u32 op, u32 diff);
void Execute_BJump(u32 op, u32 diff);
void Execute_Call(u32 op, u32 diff);
void Execute_Ret(u32 op, u32 diff);
void Execute_End(u32 op, u32 diff);
void Execute_VertexType(u32 op, u32 diff);
void Execute_VertexTypeSkinning(u32 op, u32 diff);
void Execute_Prim(u32 op, u32 diff);
void Execute_Bezier(u32 op, u32 diff);
void Execute_Spline(u32 op, u32 diff);
void Execute_BoundingBox(u32 op, u32 diff);
void Execute_BlockTransferStart(u32 op, u32 diff);
void Execute_LoadClut(u32 op, u32 diff);
void Execute_TexSize0(u32 op, u32 diff);
void Execute_TexLevel(u32 op, u32 diff);
void Execute_WorldMtxNum(u32 op, u32 diff);
void Execute_WorldMtxData(u32 op, u32 diff);
void Execute_ViewMtxNum(u32 op, u32 diff);
void Execute_ViewMtxData(u32 op, u32 diff);
void Execute_ProjMtxNum(u32 op, u32 diff);
void Execute_ProjMtxData(u32 op, u32 diff);
void Execute_TgenMtxNum(u32 op, u32 diff);
void Execute_TgenMtxData(u32 op, u32 diff);
void Execute_BoneMtxNum(u32 op, u32 diff);
void Execute_BoneMtxData(u32 op, u32 diff);
void Execute_MorphWeight(u32 op, u32 diff);
void Execute_ImmVertexAlphaPrim(u32 op, u32 diff);
void Execute_Unknown(u32 op, u32 diff);
int EstimatePerVertexCost();
// Note: Not virtual!
void Flush();
#ifdef USE_CRT_DBG
#undef new
#endif
void *operator new(size_t s) {
return AllocateAlignedMemory(s, 16);
}
void operator delete(void *p) {
FreeAlignedMemory(p);
}
#ifdef USE_CRT_DBG
#define new DBG_NEW
#endif
// From GPUDebugInterface.
bool GetCurrentDisplayList(DisplayList &list) override;
bool GetCurrentFramebuffer(GPUDebugBuffer &buffer, GPUDebugFramebufferType type, int maxRes) override;
bool GetCurrentDepthbuffer(GPUDebugBuffer &buffer) override;
bool GetCurrentStencilbuffer(GPUDebugBuffer &buffer) override;
bool GetCurrentTexture(GPUDebugBuffer &buffer, int level) override;
bool GetCurrentClut(GPUDebugBuffer &buffer) override;
bool GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices) override;
bool GetOutputFramebuffer(GPUDebugBuffer &buffer) override;
std::vector<std::string> DebugGetShaderIDs(DebugShaderType shader) override { return std::vector<std::string>(); };
std::string DebugGetShaderString(std::string id, DebugShaderType shader, DebugShaderStringType stringType) override {
return "N/A";
}
bool DescribeCodePtr(const u8 *ptr, std::string &name) override;
std::vector<DisplayList> ActiveDisplayLists() override;
void ResetListPC(int listID, u32 pc) override;
void ResetListStall(int listID, u32 stall) override;
void ResetListState(int listID, DisplayListState state) override;
GPUDebugOp DissassembleOp(u32 pc, u32 op) override;
std::vector<GPUDebugOp> DissassembleOpRange(u32 startpc, u32 endpc) override;
void NotifySteppingEnter() override;
void NotifySteppingExit() override;
u32 GetRelativeAddress(u32 data) override;
u32 GetVertexAddress() override;
u32 GetIndexAddress() override;
GPUgstate GetGState() override;
void SetCmdValue(u32 op) override;
void UpdateUVScaleOffset() {
#ifdef _M_SSE
__m128i values = _mm_slli_epi32(_mm_load_si128((const __m128i *)&gstate.texscaleu), 8);
_mm_storeu_si128((__m128i *)&gstate_c.uv, values);
#elif PPSSPP_PLATFORM(ARM_NEON)
const uint32x4_t values = vshlq_n_u32(vld1q_u32(&gstate.texscaleu), 8);
vst1q_u32(&gstate_c.uv, values);
#else
gstate_c.uv.uScale = getFloat24(gstate.texscaleu);
gstate_c.uv.vScale = getFloat24(gstate.texscalev);
gstate_c.uv.uOff = getFloat24(gstate.texoffsetu);
gstate_c.uv.vOff = getFloat24(gstate.texoffsetv);
#endif
}
DisplayList* getList(int listid) override {
return &dls[listid];
}
const std::list<int>& GetDisplayLists() override {
return dlQueue;
}
std::vector<FramebufferInfo> GetFramebufferList() override;
void ClearShaderCache() override {}
void CleanupBeforeUI() override {}
s64 GetListTicks(int listid) override {
if (listid >= 0 && listid < DisplayListMaxCount) {
return dls[listid].waitTicks;
}
return -1;
}
bool FramebufferDirty() override;
bool FramebufferReallyDirty() override;
typedef void (GPUCommon::*CmdFunc)(u32 op, u32 diff);
void GetReportingInfo(std::string &primaryInfo, std::string &fullInfo) override {
primaryInfo = reportingPrimaryInfo_;
fullInfo = reportingFullInfo_;
}
protected:
void SetDrawType(DrawType type, GEPrimitiveType prim) {
if (type != lastDraw_) {
// We always flush when drawing splines/beziers so no need to do so here
gstate_c.Dirty(DIRTY_UVSCALEOFFSET | DIRTY_VERTEXSHADER_STATE);
lastDraw_ = type;
}
// Prim == RECTANGLES can cause CanUseHardwareTransform to flip, so we need to dirty.
// Also, culling may be affected so dirty the raster state.
if ((prim == GE_PRIM_RECTANGLES) != (lastPrim_ == GE_PRIM_RECTANGLES)) {
Flush();
gstate_c.Dirty(DIRTY_RASTER_STATE | DIRTY_VERTEXSHADER_STATE);
lastPrim_ = prim;
}
}
void BeginFrame() override;
virtual void FastRunLoop(DisplayList &list);
void SlowRunLoop(DisplayList &list);
void UpdatePC(u32 currentPC, u32 newPC);
void UpdateState(GPURunState state);
void PopDLQueue();
void CheckDrawSync();
int GetNextListIndex();
virtual void FastLoadBoneMatrix(u32 target);
// TODO: Unify this.
virtual void FinishDeferred() {}
void DoBlockTransfer(u32 skipDrawReason);
void AdvanceVerts(u32 vertType, int count, int bytesRead) {
if ((vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
int indexShift = ((vertType & GE_VTYPE_IDX_MASK) >> GE_VTYPE_IDX_SHIFT) - 1;
gstate_c.indexAddr += count << indexShift;
} else {
gstate_c.vertexAddr += bytesRead;
}
}
FramebufferManagerCommon *framebufferManager_;
TextureCacheCommon *textureCache_;
DrawEngineCommon *drawEngineCommon_;
ShaderManagerCommon *shaderManager_;
GraphicsContext *gfxCtx_;
Draw::DrawContext *draw_;
struct CommandInfo {
uint64_t flags;
GPUCommon::CmdFunc func;
};
static CommandInfo cmdInfo_[256];
typedef std::list<int> DisplayListQueue;
int nextListID;
DisplayList dls[DisplayListMaxCount];
DisplayList *currentList;
DisplayListQueue dlQueue;
bool interruptRunning = false;
GPURunState gpuState = GPUSTATE_RUNNING;
bool isbreak;
u64 drawCompleteTicks;
u64 busyTicks;
int downcount;
u64 startingTicks;
u32 cycleLastPC;
int cyclesExecuted;
bool dumpNextFrame_;
bool dumpThisFrame_;
bool debugRecording_;
bool interruptsEnabled_;
bool resized_;
DrawType lastDraw_ = DRAW_UNKNOWN;
GEPrimitiveType lastPrim_ = GE_PRIM_INVALID;
int vertexCost_ = 0;
// No idea how big this buffer needs to be.
enum {
MAX_IMMBUFFER_SIZE = 32,
};
TransformedVertex immBuffer_[MAX_IMMBUFFER_SIZE];
int immCount_ = 0;
GEPrimitiveType immPrim_;
std::string reportingPrimaryInfo_;
std::string reportingFullInfo_;
private:
void FlushImm();
// Debug stats.
double timeSteppingStarted_;
double timeSpentStepping_;
};
struct CommonCommandTableEntry {
uint8_t cmd;
uint8_t flags;
uint64_t dirty;
GPUCommon::CmdFunc func;
};
extern const CommonCommandTableEntry commonCommandTable[];
extern size_t commonCommandTableSize;