mirror of
https://github.com/libretro/ppsspp.git
synced 2024-12-04 23:16:41 +00:00
295 lines
8.0 KiB
C++
295 lines
8.0 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "GPU/ge_constants.h"
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#include "GPU/GPUState.h"
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#include "GPU/GLES/ShaderManagerGLES.h"
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#include "Common/ChunkFile.h"
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#include "Core/CoreParameter.h"
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#include "Core/Config.h"
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#include "Core/System.h"
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#include "Core/MemMap.h"
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#ifdef _M_SSE
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#include <emmintrin.h>
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#endif
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#if PPSSPP_ARCH(ARM_NEON)
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#include <arm_neon.h>
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#endif
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// This must be aligned so that the matrices within are aligned.
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alignas(16) GPUgstate gstate;
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// Let's align this one too for good measure.
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alignas(16) GPUStateCache gstate_c;
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struct CmdRange {
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u8 start;
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u8 end;
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};
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static const CmdRange contextCmdRanges[] = {
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{0x00, 0x02},
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// Skip: {0x03, 0x0F},
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{0x10, 0x10},
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// Skip: {0x11, 0x11},
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{0x12, 0x28},
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// Skip: {0x29, 0x2B},
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{0x2c, 0x33},
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// Skip: {0x34, 0x35},
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{0x36, 0x38},
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// Skip: {0x39, 0x41},
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{0x42, 0x4D},
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// Skip: {0x4E, 0x4F},
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{0x50, 0x51},
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// Skip: {0x52, 0x52},
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{0x53, 0x58},
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// Skip: {0x59, 0x5A},
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{0x5B, 0xB5},
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// Skip: {0xB6, 0xB7},
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{0xB8, 0xC3},
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// Skip: {0xC4, 0xC4},
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{0xC5, 0xD0},
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// Skip: {0xD1, 0xD1}
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{0xD2, 0xE9},
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// Skip: {0xEA, 0xEA},
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{0xEB, 0xEC},
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// Skip: {0xED, 0xED},
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{0xEE, 0xEE},
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// Skip: {0xEF, 0xEF},
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{0xF0, 0xF6},
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// Skip: {0xF7, 0xF7},
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{0xF8, 0xF9},
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// Skip: {0xFA, 0xFF},
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};
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void GPUgstate::Reset() {
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memset(gstate.cmdmem, 0, sizeof(gstate.cmdmem));
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for (int i = 0; i < 256; i++) {
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gstate.cmdmem[i] = i << 24;
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}
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// Lighting is not enabled by default, matrices are zero initialized.
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memset(gstate.worldMatrix, 0, sizeof(gstate.worldMatrix));
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memset(gstate.viewMatrix, 0, sizeof(gstate.viewMatrix));
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memset(gstate.projMatrix, 0, sizeof(gstate.projMatrix));
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memset(gstate.tgenMatrix, 0, sizeof(gstate.tgenMatrix));
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memset(gstate.boneMatrix, 0, sizeof(gstate.boneMatrix));
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}
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void GPUgstate::Save(u32_le *ptr) {
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// Not sure what the first 10 values are, exactly, but these seem right.
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ptr[5] = gstate_c.vertexAddr;
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ptr[6] = gstate_c.indexAddr;
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ptr[7] = gstate_c.offsetAddr;
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// Command values start 17 ints in.
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u32_le *cmds = ptr + 17;
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for (size_t i = 0; i < ARRAY_SIZE(contextCmdRanges); ++i) {
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for (int n = contextCmdRanges[i].start; n <= contextCmdRanges[i].end; ++n) {
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*cmds++ = cmdmem[n];
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}
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}
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if (Memory::IsValidAddress(getClutAddress()))
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*cmds++ = loadclut;
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// Seems like it actually writes commands to load the matrices and then reset the counts.
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*cmds++ = boneMatrixNumber;
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*cmds++ = worldmtxnum;
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*cmds++ = viewmtxnum;
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*cmds++ = projmtxnum;
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*cmds++ = texmtxnum;
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u8 *matrices = (u8 *)cmds;
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memcpy(matrices, boneMatrix, sizeof(boneMatrix)); matrices += sizeof(boneMatrix);
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memcpy(matrices, worldMatrix, sizeof(worldMatrix)); matrices += sizeof(worldMatrix);
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memcpy(matrices, viewMatrix, sizeof(viewMatrix)); matrices += sizeof(viewMatrix);
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memcpy(matrices, projMatrix, sizeof(projMatrix)); matrices += sizeof(projMatrix);
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memcpy(matrices, tgenMatrix, sizeof(tgenMatrix)); matrices += sizeof(tgenMatrix);
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}
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void GPUgstate::FastLoadBoneMatrix(u32 addr) {
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const u32_le *src = (const u32_le *)Memory::GetPointerUnchecked(addr);
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u32 num = boneMatrixNumber;
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u32 *dst = (u32 *)(boneMatrix + (num & 0x7F));
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#ifdef _M_SSE
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__m128i row1 = _mm_slli_epi32(_mm_loadu_si128((const __m128i *)src), 8);
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__m128i row2 = _mm_slli_epi32(_mm_loadu_si128((const __m128i *)(src + 4)), 8);
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__m128i row3 = _mm_slli_epi32(_mm_loadu_si128((const __m128i *)(src + 8)), 8);
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if ((num & 0x3) == 0) {
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_mm_store_si128((__m128i *)dst, row1);
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_mm_store_si128((__m128i *)(dst + 4), row2);
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_mm_store_si128((__m128i *)(dst + 8), row3);
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} else {
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_mm_storeu_si128((__m128i *)dst, row1);
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_mm_storeu_si128((__m128i *)(dst + 4), row2);
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_mm_storeu_si128((__m128i *)(dst + 8), row3);
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}
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#elif PPSSPP_ARCH(ARM_NEON)
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const uint32x4_t row1 = vshlq_n_u32(vld1q_u32(src), 8);
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const uint32x4_t row2 = vshlq_n_u32(vld1q_u32(src + 4), 8);
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const uint32x4_t row3 = vshlq_n_u32(vld1q_u32(src + 8), 8);
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vst1q_u32(dst, row1);
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vst1q_u32(dst + 4, row2);
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vst1q_u32(dst + 8, row3);
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#else
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for (int i = 0; i < 12; i++) {
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dst[i] = src[i] << 8;
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}
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#endif
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num += 12;
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gstate.boneMatrixNumber = (GE_CMD_BONEMATRIXNUMBER << 24) | (num & 0x7F);
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}
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void GPUgstate::Restore(u32_le *ptr) {
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// Not sure what the first 10 values are, exactly, but these seem right.
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gstate_c.vertexAddr = ptr[5];
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gstate_c.indexAddr = ptr[6];
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gstate_c.offsetAddr = ptr[7];
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// Command values start 17 ints in.
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u32_le *cmds = ptr + 17;
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for (size_t i = 0; i < ARRAY_SIZE(contextCmdRanges); ++i) {
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for (int n = contextCmdRanges[i].start; n <= contextCmdRanges[i].end; ++n) {
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cmdmem[n] = *cmds++;
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}
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}
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if (Memory::IsValidAddress(getClutAddress()))
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loadclut = *cmds++;
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boneMatrixNumber = *cmds++;
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worldmtxnum = *cmds++;
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viewmtxnum = *cmds++;
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projmtxnum = *cmds++;
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texmtxnum = *cmds++;
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u8 *matrices = (u8 *)cmds;
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memcpy(boneMatrix, matrices, sizeof(boneMatrix)); matrices += sizeof(boneMatrix);
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memcpy(worldMatrix, matrices, sizeof(worldMatrix)); matrices += sizeof(worldMatrix);
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memcpy(viewMatrix, matrices, sizeof(viewMatrix)); matrices += sizeof(viewMatrix);
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memcpy(projMatrix, matrices, sizeof(projMatrix)); matrices += sizeof(projMatrix);
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memcpy(tgenMatrix, matrices, sizeof(tgenMatrix)); matrices += sizeof(tgenMatrix);
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}
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bool vertTypeIsSkinningEnabled(u32 vertType) {
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if (g_Config.bSoftwareSkinning && ((vertType & GE_VTYPE_MORPHCOUNT_MASK) == 0))
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return false;
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else
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return ((vertType & GE_VTYPE_WEIGHT_MASK) != GE_VTYPE_WEIGHT_NONE);
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}
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struct GPUStateCache_v0 {
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u32 vertexAddr;
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u32 indexAddr;
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u32 offsetAddr;
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bool textureChanged;
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bool textureFullAlpha;
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bool vertexFullAlpha;
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bool framebufChanged;
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int skipDrawReason;
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UVScale uv;
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bool flipTexture;
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};
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void GPUStateCache::Reset() {
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memset(&gstate_c, 0, sizeof(gstate_c));
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}
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void GPUStateCache::DoState(PointerWrap &p) {
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auto s = p.Section("GPUStateCache", 0, 4);
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if (!s) {
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// Old state, this was not versioned.
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GPUStateCache_v0 old;
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p.Do(old);
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vertexAddr = old.vertexAddr;
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indexAddr = old.indexAddr;
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offsetAddr = old.offsetAddr;
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gstate_c.Dirty(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);
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textureFullAlpha = old.textureFullAlpha;
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vertexFullAlpha = old.vertexFullAlpha;
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skipDrawReason = old.skipDrawReason;
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uv = old.uv;
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} else {
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p.Do(vertexAddr);
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p.Do(indexAddr);
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p.Do(offsetAddr);
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uint8_t textureChanged = 0;
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p.Do(textureChanged); // legacy
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gstate_c.Dirty(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);
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p.Do(textureFullAlpha);
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p.Do(vertexFullAlpha);
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bool framebufChanged = false; // legacy
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p.Do(framebufChanged);
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p.Do(skipDrawReason);
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p.Do(uv);
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bool oldFlipTexture = false;
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p.Do(oldFlipTexture); // legacy
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}
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// needShaderTexClamp and bgraTexture don't need to be saved.
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if (s >= 3) {
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p.Do(textureSimpleAlpha);
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} else {
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textureSimpleAlpha = false;
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}
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if (s < 2) {
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float l12[12];
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float l4[4];
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p.Do(l12); // lightpos
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p.Do(l12); // lightdir
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p.Do(l12); // lightattr
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p.Do(l12); // lightcol0
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p.Do(l12); // lightcol1
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p.Do(l12); // lightcol2
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p.Do(l4); // lightangle
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p.Do(l4); // lightspot
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}
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p.Do(morphWeights);
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p.Do(curTextureWidth);
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p.Do(curTextureHeight);
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p.Do(actualTextureHeight);
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// curTextureXOffset and curTextureYOffset don't need to be saved. Well, the above don't either...
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p.Do(vpWidth);
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p.Do(vpHeight);
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if (s == 4) {
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float oldDepth = 1.0f;
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p.Do(oldDepth);
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}
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p.Do(curRTWidth);
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p.Do(curRTHeight);
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// curRTBufferWidth, curRTBufferHeight, and cutRTOffsetX don't need to be saved.
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}
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