mirror of
https://github.com/libretro/ppsspp.git
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70593d1004
ANDROID is only standard to the old Makefile buildsystem, not the platform.
2516 lines
86 KiB
C++
2516 lines
86 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 "base/logging.h"
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#include "profiler/profiler.h"
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#include "Common/ChunkFile.h"
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#include "Common/GraphicsContext.h"
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#include "Core/Config.h"
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#include "Core/Debugger/Breakpoints.h"
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#include "Core/MemMapHelpers.h"
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#include "Core/Host.h"
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#include "Core/Config.h"
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#include "Core/Reporting.h"
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#include "Core/System.h"
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#include "Core/ELF/ParamSFO.h"
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#include "GPU/GPUState.h"
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#include "GPU/ge_constants.h"
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#include "GPU/GeDisasm.h"
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#include "GPU/Common/FramebufferCommon.h"
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#include "GPU/GLES/GLStateCache.h"
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#include "GPU/GLES/ShaderManager.h"
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#include "GPU/GLES/GPU_GLES.h"
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#include "GPU/GLES/Framebuffer.h"
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#include "GPU/GLES/DrawEngineGLES.h"
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#include "GPU/GLES/TextureCache.h"
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#include "Core/MIPS/MIPS.h"
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#include "Core/HLE/sceKernelThread.h"
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#include "Core/HLE/sceKernelInterrupt.h"
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#include "Core/HLE/sceGe.h"
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#ifdef _WIN32
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#include "Windows/GPU/WindowsGLContext.h"
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#endif
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enum {
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FLAG_FLUSHBEFORE = 1,
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FLAG_FLUSHBEFOREONCHANGE = 2,
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FLAG_EXECUTE = 4, // needs to actually be executed. unused for now.
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FLAG_EXECUTEONCHANGE = 8,
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FLAG_ANY_EXECUTE = 4 | 8,
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FLAG_READS_PC = 16,
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FLAG_WRITES_PC = 32,
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FLAG_DIRTYONCHANGE = 64,
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};
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struct CommandTableEntry {
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u8 cmd;
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u8 flags;
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u32 dirtyUniform;
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GPU_GLES::CmdFunc func;
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};
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// This table gets crunched into a faster form by init.
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// TODO: Share this table between the backends. Will have to make another indirection for the function pointers though..
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static const CommandTableEntry commandTable[] = {
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// Changes that dirty the framebuffer
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{GE_CMD_FRAMEBUFPTR, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_FramebufType},
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{GE_CMD_FRAMEBUFWIDTH, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_FramebufType},
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{GE_CMD_FRAMEBUFPIXFORMAT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_FramebufType},
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{GE_CMD_ZBUFPTR, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_ZBUFWIDTH, FLAG_FLUSHBEFOREONCHANGE},
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// Changes that dirty uniforms
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{GE_CMD_FOGCOLOR, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_FOGCOLOR, &GPU_GLES::Execute_FogColor},
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{GE_CMD_FOG1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_FOGCOEF, &GPU_GLES::Execute_FogCoef},
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{GE_CMD_FOG2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_FOGCOEF, &GPU_GLES::Execute_FogCoef},
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// Should these maybe flush?
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{GE_CMD_MINZ, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHRANGE},
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{GE_CMD_MAXZ, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHRANGE},
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// Changes that dirty texture scaling.
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{GE_CMD_TEXMAPMODE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_UVSCALEOFFSET, &GPU_GLES::Execute_TexMapMode},
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{GE_CMD_TEXSCALEU, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_UVSCALEOFFSET, &GPU_GLES::Execute_TexScaleU},
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{GE_CMD_TEXSCALEV, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_UVSCALEOFFSET, &GPU_GLES::Execute_TexScaleV},
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{GE_CMD_TEXOFFSETU, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_UVSCALEOFFSET, &GPU_GLES::Execute_TexOffsetU},
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{GE_CMD_TEXOFFSETV, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_UVSCALEOFFSET, &GPU_GLES::Execute_TexOffsetV},
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// Changes that dirty the current texture. Really should be possible to avoid executing these if we compile
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// by adding some more flags.
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{GE_CMD_TEXSIZE0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, 0, &GPU_GLES::Execute_TexSize0},
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{GE_CMD_TEXSIZE1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexSizeN},
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{GE_CMD_TEXSIZE2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexSizeN},
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{GE_CMD_TEXSIZE3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexSizeN},
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{GE_CMD_TEXSIZE4, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexSizeN},
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{GE_CMD_TEXSIZE5, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexSizeN},
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{GE_CMD_TEXSIZE6, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexSizeN},
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{GE_CMD_TEXSIZE7, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexSizeN},
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{GE_CMD_TEXFORMAT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexFormat},
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{GE_CMD_TEXLEVEL, FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexLevel},
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{GE_CMD_TEXADDR0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexAddr0},
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{GE_CMD_TEXADDR1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexAddrN},
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{GE_CMD_TEXADDR2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexAddrN},
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{GE_CMD_TEXADDR3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexAddrN},
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{GE_CMD_TEXADDR4, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexAddrN},
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{GE_CMD_TEXADDR5, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexAddrN},
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{GE_CMD_TEXADDR6, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexAddrN},
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{GE_CMD_TEXADDR7, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexAddrN},
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{GE_CMD_TEXBUFWIDTH0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexBufw0},
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{GE_CMD_TEXBUFWIDTH1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexBufwN},
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{GE_CMD_TEXBUFWIDTH2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexBufwN},
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{GE_CMD_TEXBUFWIDTH3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexBufwN},
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{GE_CMD_TEXBUFWIDTH4, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexBufwN},
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{GE_CMD_TEXBUFWIDTH5, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexBufwN},
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{GE_CMD_TEXBUFWIDTH6, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexBufwN},
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{GE_CMD_TEXBUFWIDTH7, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexBufwN},
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// These must flush on change, so that LoadClut doesn't have to always flush.
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{GE_CMD_CLUTADDR, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_CLUTADDRUPPER, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_CLUTFORMAT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_ClutFormat},
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// These affect the fragment shader so need flushing.
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{GE_CMD_CLEARMODE, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_TEXTUREMAPENABLE, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_FOGENABLE, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_TEXMODE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexParamType},
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{GE_CMD_TEXSHADELS, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_SHADEMODE, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_TEXFUNC, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_COLORTEST, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_ALPHATESTENABLE, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_COLORTESTENABLE, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_COLORTESTMASK, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_ALPHACOLORMASK, &GPU_GLES::Execute_ColorTestMask},
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// These change the vertex shader so need flushing.
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{GE_CMD_REVERSENORMAL, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_LIGHTINGENABLE, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_LIGHTENABLE0, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_LIGHTENABLE1, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_LIGHTENABLE2, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_LIGHTENABLE3, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_LIGHTTYPE0, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_LIGHTTYPE1, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_LIGHTTYPE2, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_LIGHTTYPE3, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_MATERIALUPDATE, FLAG_FLUSHBEFOREONCHANGE},
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// This changes both shaders so need flushing.
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{GE_CMD_LIGHTMODE, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_TEXFILTER, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexParamType},
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{GE_CMD_TEXWRAP, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexParamType},
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// Uniform changes
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{GE_CMD_ALPHATEST, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_ALPHACOLORREF | DIRTY_ALPHACOLORMASK, &GPU_GLES::Execute_AlphaTest},
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{GE_CMD_COLORREF, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_ColorRef},
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{GE_CMD_TEXENVCOLOR, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_TEXENV, &GPU_GLES::Execute_TexEnvColor},
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// Simple render state changes. Handled in StateMapping.cpp.
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{GE_CMD_OFFSETX, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_OFFSETY, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_CULL, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_CULLFACEENABLE, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_DITHERENABLE, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_STENCILOP, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_STENCILTEST, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_STENCILREPLACEVALUE, &GPU_GLES::Execute_StencilTest},
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{GE_CMD_STENCILTESTENABLE, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_ALPHABLENDENABLE, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_BLENDMODE, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_BLENDFIXEDA, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_BLENDFIXEDB, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_MASKRGB, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_MASKALPHA, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_ZTEST, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_ZTESTENABLE, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_ZWRITEDISABLE, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_LOGICOP, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_LOGICOPENABLE, FLAG_FLUSHBEFOREONCHANGE},
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// Can probably ignore this one as we don't support AA lines.
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{GE_CMD_ANTIALIASENABLE, FLAG_FLUSHBEFOREONCHANGE},
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// Morph weights. TODO: Remove precomputation?
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{GE_CMD_MORPHWEIGHT0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE},
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{GE_CMD_MORPHWEIGHT1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE},
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{GE_CMD_MORPHWEIGHT2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE},
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{GE_CMD_MORPHWEIGHT3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE},
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{GE_CMD_MORPHWEIGHT4, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE},
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{GE_CMD_MORPHWEIGHT5, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE},
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{GE_CMD_MORPHWEIGHT6, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE},
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{GE_CMD_MORPHWEIGHT7, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE},
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// Control spline/bezier patches. Don't really require flushing as such, but meh.
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{GE_CMD_PATCHDIVISION, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_PATCHPRIMITIVE, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_PATCHFACING, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_PATCHCULLENABLE, FLAG_FLUSHBEFOREONCHANGE},
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// Viewport.
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{GE_CMD_VIEWPORTXSCALE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_ViewportType},
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{GE_CMD_VIEWPORTYSCALE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_ViewportType},
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{GE_CMD_VIEWPORTXCENTER, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_ViewportType},
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{GE_CMD_VIEWPORTYCENTER, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_ViewportType},
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{GE_CMD_VIEWPORTZSCALE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_DEPTHRANGE, &GPU_GLES::Execute_ViewportZType},
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{GE_CMD_VIEWPORTZCENTER, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_DEPTHRANGE, &GPU_GLES::Execute_ViewportZType},
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{GE_CMD_CLIPENABLE, FLAG_FLUSHBEFOREONCHANGE},
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// Region
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{GE_CMD_REGION1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_Region},
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{GE_CMD_REGION2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_Region},
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// Scissor
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{GE_CMD_SCISSOR1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_Scissor},
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{GE_CMD_SCISSOR2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_Scissor},
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// These dirty various vertex shader uniforms. Could embed information about that in this table and call dirtyuniform directly, hm...
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{GE_CMD_AMBIENTCOLOR, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_AMBIENT, &GPU_GLES::Execute_Ambient},
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{GE_CMD_AMBIENTALPHA, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_AMBIENT, &GPU_GLES::Execute_Ambient},
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{GE_CMD_MATERIALDIFFUSE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_MATDIFFUSE, &GPU_GLES::Execute_MaterialDiffuse},
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{GE_CMD_MATERIALEMISSIVE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_MATEMISSIVE, &GPU_GLES::Execute_MaterialEmissive},
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{GE_CMD_MATERIALAMBIENT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_MATAMBIENTALPHA, &GPU_GLES::Execute_MaterialAmbient},
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{GE_CMD_MATERIALALPHA, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_MATAMBIENTALPHA, &GPU_GLES::Execute_MaterialAmbient},
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{GE_CMD_MATERIALSPECULAR, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_MATSPECULAR, &GPU_GLES::Execute_MaterialSpecular},
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{GE_CMD_MATERIALSPECULARCOEF, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_MATSPECULAR, &GPU_GLES::Execute_MaterialSpecular},
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// These dirty uniforms, which could be table-ized to avoid execute.
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{GE_CMD_LX0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GPU_GLES::Execute_Light0Param},
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{GE_CMD_LY0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GPU_GLES::Execute_Light0Param},
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{GE_CMD_LZ0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GPU_GLES::Execute_Light0Param},
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{GE_CMD_LX1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GPU_GLES::Execute_Light1Param},
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{GE_CMD_LY1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GPU_GLES::Execute_Light1Param},
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{GE_CMD_LZ1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GPU_GLES::Execute_Light1Param},
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{GE_CMD_LX2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GPU_GLES::Execute_Light2Param},
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{GE_CMD_LY2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GPU_GLES::Execute_Light2Param},
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{GE_CMD_LZ2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GPU_GLES::Execute_Light2Param},
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{GE_CMD_LX3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GPU_GLES::Execute_Light3Param},
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{GE_CMD_LY3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GPU_GLES::Execute_Light3Param},
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{GE_CMD_LZ3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GPU_GLES::Execute_Light3Param},
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{GE_CMD_LDX0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GPU_GLES::Execute_Light0Param},
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{GE_CMD_LDY0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GPU_GLES::Execute_Light0Param},
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{GE_CMD_LDZ0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GPU_GLES::Execute_Light0Param},
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{GE_CMD_LDX1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GPU_GLES::Execute_Light1Param},
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{GE_CMD_LDY1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GPU_GLES::Execute_Light1Param},
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{GE_CMD_LDZ1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GPU_GLES::Execute_Light1Param},
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{GE_CMD_LDX2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GPU_GLES::Execute_Light2Param},
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{GE_CMD_LDY2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GPU_GLES::Execute_Light2Param},
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{GE_CMD_LDZ2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GPU_GLES::Execute_Light2Param},
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{GE_CMD_LDX3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GPU_GLES::Execute_Light3Param},
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{GE_CMD_LDY3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GPU_GLES::Execute_Light3Param},
|
|
{GE_CMD_LDZ3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GPU_GLES::Execute_Light3Param},
|
|
|
|
{GE_CMD_LKA0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GPU_GLES::Execute_Light0Param},
|
|
{GE_CMD_LKB0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GPU_GLES::Execute_Light0Param},
|
|
{GE_CMD_LKC0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GPU_GLES::Execute_Light0Param},
|
|
{GE_CMD_LKA1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GPU_GLES::Execute_Light1Param},
|
|
{GE_CMD_LKB1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GPU_GLES::Execute_Light1Param},
|
|
{GE_CMD_LKC1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GPU_GLES::Execute_Light1Param},
|
|
{GE_CMD_LKA2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GPU_GLES::Execute_Light2Param},
|
|
{GE_CMD_LKB2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GPU_GLES::Execute_Light2Param},
|
|
{GE_CMD_LKC2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GPU_GLES::Execute_Light2Param},
|
|
{GE_CMD_LKA3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GPU_GLES::Execute_Light3Param},
|
|
{GE_CMD_LKB3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GPU_GLES::Execute_Light3Param},
|
|
{GE_CMD_LKC3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GPU_GLES::Execute_Light3Param},
|
|
|
|
{GE_CMD_LKS0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GPU_GLES::Execute_Light0Param},
|
|
{GE_CMD_LKS1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GPU_GLES::Execute_Light1Param},
|
|
{GE_CMD_LKS2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GPU_GLES::Execute_Light2Param},
|
|
{GE_CMD_LKS3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GPU_GLES::Execute_Light3Param},
|
|
|
|
{GE_CMD_LKO0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GPU_GLES::Execute_Light0Param},
|
|
{GE_CMD_LKO1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GPU_GLES::Execute_Light1Param},
|
|
{GE_CMD_LKO2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GPU_GLES::Execute_Light2Param},
|
|
{GE_CMD_LKO3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GPU_GLES::Execute_Light3Param},
|
|
|
|
{GE_CMD_LAC0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GPU_GLES::Execute_Light0Param},
|
|
{GE_CMD_LDC0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GPU_GLES::Execute_Light0Param},
|
|
{GE_CMD_LSC0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GPU_GLES::Execute_Light0Param},
|
|
{GE_CMD_LAC1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GPU_GLES::Execute_Light1Param},
|
|
{GE_CMD_LDC1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GPU_GLES::Execute_Light1Param},
|
|
{GE_CMD_LSC1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GPU_GLES::Execute_Light1Param},
|
|
{GE_CMD_LAC2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GPU_GLES::Execute_Light2Param},
|
|
{GE_CMD_LDC2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GPU_GLES::Execute_Light2Param},
|
|
{GE_CMD_LSC2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GPU_GLES::Execute_Light2Param},
|
|
{GE_CMD_LAC3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GPU_GLES::Execute_Light3Param},
|
|
{GE_CMD_LDC3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GPU_GLES::Execute_Light3Param},
|
|
{GE_CMD_LSC3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GPU_GLES::Execute_Light3Param},
|
|
|
|
// Ignored commands
|
|
{GE_CMD_TEXFLUSH, 0},
|
|
{GE_CMD_TEXLODSLOPE, 0},
|
|
{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, 0, &GPUCommon::Execute_OffsetAddr},
|
|
{GE_CMD_ORIGIN, FLAG_EXECUTE | FLAG_READS_PC, 0, &GPUCommon::Execute_Origin}, // Really?
|
|
{GE_CMD_PRIM, FLAG_EXECUTE, 0, &GPU_GLES::Execute_Prim},
|
|
{GE_CMD_JUMP, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_Jump},
|
|
{GE_CMD_CALL, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_Call},
|
|
{GE_CMD_RET, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_Ret},
|
|
{GE_CMD_END, FLAG_FLUSHBEFORE | FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_End}, // Flush?
|
|
{GE_CMD_VADDR, FLAG_EXECUTE, 0, &GPU_GLES::Execute_Vaddr},
|
|
{GE_CMD_IADDR, FLAG_EXECUTE, 0, &GPU_GLES::Execute_Iaddr},
|
|
{GE_CMD_BJUMP, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_BJump}, // EXECUTE
|
|
{GE_CMD_BOUNDINGBOX, FLAG_EXECUTE, 0, &GPU_GLES::Execute_BoundingBox}, // + FLUSHBEFORE when we implement... or not, do we need to?
|
|
|
|
// Changing the vertex type requires us to flush.
|
|
{GE_CMD_VERTEXTYPE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_VertexType},
|
|
|
|
{GE_CMD_BEZIER, FLAG_FLUSHBEFORE | FLAG_EXECUTE, 0, &GPU_GLES::Execute_Bezier},
|
|
{GE_CMD_SPLINE, FLAG_FLUSHBEFORE | FLAG_EXECUTE, 0, &GPU_GLES::Execute_Spline},
|
|
|
|
// 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, 0, &GPU_GLES::Execute_LoadClut},
|
|
{GE_CMD_TRANSFERSTART, FLAG_FLUSHBEFORE | FLAG_EXECUTE | FLAG_READS_PC, 0, &GPU_GLES::Execute_BlockTransferStart},
|
|
|
|
// 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 | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPU_GLES::Execute_WorldMtxNum},
|
|
{GE_CMD_WORLDMATRIXDATA, FLAG_EXECUTE, 0, &GPU_GLES::Execute_WorldMtxData},
|
|
{GE_CMD_VIEWMATRIXNUMBER, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPU_GLES::Execute_ViewMtxNum},
|
|
{GE_CMD_VIEWMATRIXDATA, FLAG_EXECUTE, 0, &GPU_GLES::Execute_ViewMtxData},
|
|
{GE_CMD_PROJMATRIXNUMBER, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPU_GLES::Execute_ProjMtxNum},
|
|
{GE_CMD_PROJMATRIXDATA, FLAG_EXECUTE, 0, &GPU_GLES::Execute_ProjMtxData},
|
|
{GE_CMD_TGENMATRIXNUMBER, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPU_GLES::Execute_TgenMtxNum},
|
|
{GE_CMD_TGENMATRIXDATA, FLAG_EXECUTE, 0, &GPU_GLES::Execute_TgenMtxData},
|
|
{GE_CMD_BONEMATRIXNUMBER, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPU_GLES::Execute_BoneMtxNum},
|
|
{GE_CMD_BONEMATRIXDATA, FLAG_EXECUTE, 0, &GPU_GLES::Execute_BoneMtxData},
|
|
|
|
// Vertex Screen/Texture/Color
|
|
{GE_CMD_VSCX, FLAG_EXECUTE},
|
|
{GE_CMD_VSCY, FLAG_EXECUTE},
|
|
{GE_CMD_VSCZ, FLAG_EXECUTE},
|
|
{GE_CMD_VTCS, FLAG_EXECUTE},
|
|
{GE_CMD_VTCT, FLAG_EXECUTE},
|
|
{GE_CMD_VTCQ, FLAG_EXECUTE},
|
|
{GE_CMD_VCV, FLAG_EXECUTE},
|
|
{GE_CMD_VAP, FLAG_EXECUTE},
|
|
{GE_CMD_VFC, FLAG_EXECUTE},
|
|
{GE_CMD_VSCV, FLAG_EXECUTE},
|
|
|
|
// "Missing" commands (gaps in the sequence)
|
|
{GE_CMD_UNKNOWN_03, FLAG_EXECUTE},
|
|
{GE_CMD_UNKNOWN_0D, FLAG_EXECUTE},
|
|
{GE_CMD_UNKNOWN_11, FLAG_EXECUTE},
|
|
{GE_CMD_UNKNOWN_29, FLAG_EXECUTE},
|
|
{GE_CMD_UNKNOWN_34, FLAG_EXECUTE},
|
|
{GE_CMD_UNKNOWN_35, FLAG_EXECUTE},
|
|
{GE_CMD_UNKNOWN_39, FLAG_EXECUTE},
|
|
{GE_CMD_UNKNOWN_4E, FLAG_EXECUTE},
|
|
{GE_CMD_UNKNOWN_4F, FLAG_EXECUTE},
|
|
{GE_CMD_UNKNOWN_52, FLAG_EXECUTE},
|
|
{GE_CMD_UNKNOWN_59, FLAG_EXECUTE},
|
|
{GE_CMD_UNKNOWN_5A, FLAG_EXECUTE},
|
|
{GE_CMD_UNKNOWN_B6, FLAG_EXECUTE},
|
|
{GE_CMD_UNKNOWN_B7, FLAG_EXECUTE},
|
|
{GE_CMD_UNKNOWN_D1, FLAG_EXECUTE},
|
|
{GE_CMD_UNKNOWN_ED, FLAG_EXECUTE},
|
|
{GE_CMD_UNKNOWN_EF, FLAG_EXECUTE},
|
|
{GE_CMD_UNKNOWN_FA, FLAG_EXECUTE},
|
|
{GE_CMD_UNKNOWN_FB, FLAG_EXECUTE},
|
|
{GE_CMD_UNKNOWN_FC, FLAG_EXECUTE},
|
|
{GE_CMD_UNKNOWN_FD, FLAG_EXECUTE},
|
|
{GE_CMD_UNKNOWN_FE, FLAG_EXECUTE},
|
|
// Appears to be debugging related or something? Hit a lot in GoW.
|
|
{GE_CMD_UNKNOWN_FF, 0},
|
|
};
|
|
|
|
GPU_GLES::CommandInfo GPU_GLES::cmdInfo_[256];
|
|
|
|
GPU_GLES::GPU_GLES(GraphicsContext *ctx)
|
|
: resized_(false), gfxCtx_(ctx) {
|
|
UpdateVsyncInterval(true);
|
|
CheckGPUFeatures();
|
|
|
|
shaderManager_ = new ShaderManager();
|
|
drawEngine_.SetShaderManager(shaderManager_);
|
|
drawEngine_.SetTextureCache(&textureCache_);
|
|
drawEngine_.SetFramebufferManager(&framebufferManager_);
|
|
drawEngine_.SetFragmentTestCache(&fragmentTestCache_);
|
|
framebufferManager_.Init();
|
|
framebufferManager_.SetTextureCache(&textureCache_);
|
|
framebufferManager_.SetShaderManager(shaderManager_);
|
|
framebufferManager_.SetTransformDrawEngine(&drawEngine_);
|
|
textureCache_.SetFramebufferManager(&framebufferManager_);
|
|
textureCache_.SetDepalShaderCache(&depalShaderCache_);
|
|
textureCache_.SetShaderManager(shaderManager_);
|
|
textureCache_.SetTransformDrawEngine(&drawEngine_);
|
|
fragmentTestCache_.SetTextureCache(&textureCache_);
|
|
|
|
// Sanity check gstate
|
|
if ((int *)&gstate.transferstart - (int *)&gstate != 0xEA) {
|
|
ERROR_LOG(G3D, "gstate has drifted out of sync!");
|
|
}
|
|
|
|
// Sanity check cmdInfo_ table - no dupes please
|
|
std::set<u8> dupeCheck;
|
|
memset(cmdInfo_, 0, sizeof(cmdInfo_));
|
|
for (size_t i = 0; i < ARRAY_SIZE(commandTable); i++) {
|
|
const 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);
|
|
}
|
|
cmdInfo_[cmd].flags |= commandTable[i].flags;
|
|
cmdInfo_[cmd].func = commandTable[i].func;
|
|
if (!cmdInfo_[cmd].func) {
|
|
cmdInfo_[cmd].func = &GPU_GLES::Execute_Generic;
|
|
}
|
|
}
|
|
// 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);
|
|
}
|
|
}
|
|
|
|
// No need to flush before the tex scale/offset commands if we are baking
|
|
// the tex scale/offset into the vertices anyway.
|
|
|
|
UpdateCmdInfo();
|
|
|
|
BuildReportingInfo();
|
|
// Update again after init to be sure of any silly driver problems.
|
|
UpdateVsyncInterval(true);
|
|
|
|
// Some of our defaults are different from hw defaults, let's assert them.
|
|
// We restore each frame anyway, but here is convenient for tests.
|
|
glstate.Restore();
|
|
drawEngine_.RestoreVAO();
|
|
textureCache_.NotifyConfigChanged();
|
|
|
|
// Load shader cache.
|
|
std::string discID = g_paramSFO.GetValueString("DISC_ID");
|
|
if (discID.size()) {
|
|
File::CreateFullPath(GetSysDirectory(DIRECTORY_APP_CACHE));
|
|
shaderCachePath_ = GetSysDirectory(DIRECTORY_APP_CACHE) + "/" + g_paramSFO.GetValueString("DISC_ID") + ".glshadercache";
|
|
shaderManager_->LoadAndPrecompile(shaderCachePath_);
|
|
}
|
|
}
|
|
|
|
GPU_GLES::~GPU_GLES() {
|
|
framebufferManager_.DestroyAllFBOs(true);
|
|
shaderManager_->ClearCache(true);
|
|
depalShaderCache_.Clear();
|
|
fragmentTestCache_.Clear();
|
|
if (!shaderCachePath_.empty()) {
|
|
shaderManager_->Save(shaderCachePath_);
|
|
}
|
|
delete shaderManager_;
|
|
shaderManager_ = nullptr;
|
|
|
|
#ifdef _WIN32
|
|
gfxCtx_->SwapInterval(0);
|
|
#endif
|
|
}
|
|
|
|
// Take the raw GL extension and versioning data and turn into feature flags.
|
|
void GPU_GLES::CheckGPUFeatures() {
|
|
u32 features = 0;
|
|
if (gl_extensions.ARB_blend_func_extended || gl_extensions.EXT_blend_func_extended) {
|
|
if (gl_extensions.gpuVendor == GPU_VENDOR_INTEL || !gl_extensions.VersionGEThan(3, 0, 0)) {
|
|
// Don't use this extension to off on sub 3.0 OpenGL versions as it does not seem reliable
|
|
// Also on Intel, see https://github.com/hrydgard/ppsspp/issues/4867
|
|
} else {
|
|
#ifdef __ANDROID__
|
|
// This appears to be broken on nVidia Shield TV.
|
|
if (gl_extensions.gpuVendor != GPU_VENDOR_NVIDIA) {
|
|
features |= GPU_SUPPORTS_DUALSOURCE_BLEND;
|
|
}
|
|
#else
|
|
features |= GPU_SUPPORTS_DUALSOURCE_BLEND;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
if (gl_extensions.IsGLES) {
|
|
if (gl_extensions.GLES3)
|
|
features |= GPU_SUPPORTS_GLSL_ES_300;
|
|
} else {
|
|
if (gl_extensions.VersionGEThan(3, 3, 0))
|
|
features |= GPU_SUPPORTS_GLSL_330;
|
|
}
|
|
|
|
if (gl_extensions.EXT_shader_framebuffer_fetch || gl_extensions.NV_shader_framebuffer_fetch || gl_extensions.ARM_shader_framebuffer_fetch) {
|
|
// This has caused problems in the past. Let's only enable on GLES3.
|
|
if (features & GPU_SUPPORTS_GLSL_ES_300) {
|
|
features |= GPU_SUPPORTS_ANY_FRAMEBUFFER_FETCH;
|
|
}
|
|
}
|
|
|
|
if (gl_extensions.ARB_framebuffer_object || gl_extensions.EXT_framebuffer_object || gl_extensions.IsGLES) {
|
|
features |= GPU_SUPPORTS_FBO;
|
|
}
|
|
if (gl_extensions.ARB_framebuffer_object || gl_extensions.GLES3) {
|
|
features |= GPU_SUPPORTS_ARB_FRAMEBUFFER_BLIT;
|
|
}
|
|
if (gl_extensions.NV_framebuffer_blit) {
|
|
features |= GPU_SUPPORTS_NV_FRAMEBUFFER_BLIT;
|
|
}
|
|
if (gl_extensions.ARB_vertex_array_object && gl_extensions.IsCoreContext) {
|
|
features |= GPU_SUPPORTS_VAO;
|
|
}
|
|
|
|
bool useCPU = false;
|
|
if (!gl_extensions.IsGLES) {
|
|
// Urrgh, we don't even define FB_READFBOMEMORY_CPU on mobile
|
|
#ifndef USING_GLES2
|
|
useCPU = g_Config.iRenderingMode == FB_READFBOMEMORY_CPU;
|
|
#endif
|
|
// Some cards or drivers seem to always dither when downloading a framebuffer to 16-bit.
|
|
// This causes glitches in games that expect the exact values.
|
|
// It has not been experienced on NVIDIA cards, so those are left using the GPU (which is faster.)
|
|
if (g_Config.iRenderingMode == FB_BUFFERED_MODE) {
|
|
if (gl_extensions.gpuVendor != GPU_VENDOR_NVIDIA || gl_extensions.ver[0] < 3) {
|
|
useCPU = true;
|
|
}
|
|
}
|
|
} else {
|
|
useCPU = true;
|
|
}
|
|
|
|
if (useCPU)
|
|
features |= GPU_PREFER_CPU_DOWNLOAD;
|
|
|
|
if ((gl_extensions.gpuVendor == GPU_VENDOR_NVIDIA) || (gl_extensions.gpuVendor == GPU_VENDOR_AMD))
|
|
features |= GPU_PREFER_REVERSE_COLOR_ORDER;
|
|
|
|
if (gl_extensions.OES_texture_npot)
|
|
features |= GPU_SUPPORTS_OES_TEXTURE_NPOT;
|
|
|
|
if (gl_extensions.EXT_unpack_subimage || !gl_extensions.IsGLES)
|
|
features |= GPU_SUPPORTS_UNPACK_SUBIMAGE;
|
|
|
|
if (gl_extensions.EXT_blend_minmax || gl_extensions.GLES3)
|
|
features |= GPU_SUPPORTS_BLEND_MINMAX;
|
|
|
|
if (gl_extensions.OES_copy_image || gl_extensions.NV_copy_image || gl_extensions.EXT_copy_image || gl_extensions.ARB_copy_image)
|
|
features |= GPU_SUPPORTS_ANY_COPY_IMAGE;
|
|
|
|
if (!gl_extensions.IsGLES)
|
|
features |= GPU_SUPPORTS_LOGIC_OP;
|
|
|
|
if (gl_extensions.GLES3 || !gl_extensions.IsGLES)
|
|
features |= GPU_SUPPORTS_TEXTURE_LOD_CONTROL;
|
|
|
|
features |= GPU_SUPPORTS_ANISOTROPY;
|
|
|
|
// If we already have a 16-bit depth buffer, we don't need to round.
|
|
if (fbo_standard_z_depth() > 16) {
|
|
if (!g_Config.bHighQualityDepth && (features & GPU_SUPPORTS_ACCURATE_DEPTH) != 0) {
|
|
features |= GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT;
|
|
} else if (PSP_CoreParameter().compat.flags().PixelDepthRounding) {
|
|
if (!gl_extensions.IsGLES || gl_extensions.GLES3) {
|
|
// Use fragment rounding on desktop and GLES3, most accurate.
|
|
features |= GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT;
|
|
} else if (fbo_standard_z_depth() == 24 && (features & GPU_SUPPORTS_ACCURATE_DEPTH) != 0) {
|
|
// Here we can simulate a 16 bit depth buffer by scaling.
|
|
// Note that the depth buffer is fixed point, not floating, so dividing by 256 is pretty good.
|
|
features |= GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT;
|
|
} else {
|
|
// At least do vertex rounding if nothing else.
|
|
features |= GPU_ROUND_DEPTH_TO_16BIT;
|
|
}
|
|
} else if (PSP_CoreParameter().compat.flags().VertexDepthRounding) {
|
|
features |= GPU_ROUND_DEPTH_TO_16BIT;
|
|
}
|
|
}
|
|
|
|
// The Phantasy Star hack :(
|
|
if (PSP_CoreParameter().compat.flags().DepthRangeHack && (features & GPU_SUPPORTS_ACCURATE_DEPTH) == 0) {
|
|
features |= GPU_USE_DEPTH_RANGE_HACK;
|
|
}
|
|
|
|
#ifdef MOBILE_DEVICE
|
|
// Arguably, we should turn off GPU_IS_MOBILE on like modern Tegras, etc.
|
|
features |= GPU_IS_MOBILE;
|
|
#endif
|
|
|
|
gstate_c.featureFlags = features;
|
|
}
|
|
|
|
// Let's avoid passing nulls into snprintf().
|
|
static const char *GetGLStringAlways(GLenum name) {
|
|
const GLubyte *value = glGetString(name);
|
|
if (!value)
|
|
return "?";
|
|
return (const char *)value;
|
|
}
|
|
|
|
// Needs to be called on GPU thread, not reporting thread.
|
|
void GPU_GLES::BuildReportingInfo() {
|
|
const char *glVendor = GetGLStringAlways(GL_VENDOR);
|
|
const char *glRenderer = GetGLStringAlways(GL_RENDERER);
|
|
const char *glVersion = GetGLStringAlways(GL_VERSION);
|
|
const char *glSlVersion = GetGLStringAlways(GL_SHADING_LANGUAGE_VERSION);
|
|
const char *glExtensions = nullptr;
|
|
|
|
if (gl_extensions.VersionGEThan(3, 0)) {
|
|
glExtensions = g_all_gl_extensions.c_str();
|
|
} else {
|
|
glExtensions = GetGLStringAlways(GL_EXTENSIONS);
|
|
}
|
|
|
|
char temp[16384];
|
|
snprintf(temp, sizeof(temp), "%s (%s %s), %s (extensions: %s)", glVersion, glVendor, glRenderer, glSlVersion, glExtensions);
|
|
reportingPrimaryInfo_ = glVendor;
|
|
reportingFullInfo_ = temp;
|
|
|
|
Reporting::UpdateConfig();
|
|
}
|
|
|
|
void GPU_GLES::DeviceLost() {
|
|
ILOG("GPU_GLES: DeviceLost");
|
|
// Should only be executed on the GL thread.
|
|
|
|
// Simply drop all caches and textures.
|
|
// FBOs appear to survive? Or no?
|
|
// TransformDraw has registered as a GfxResourceHolder.
|
|
shaderManager_->ClearCache(false);
|
|
textureCache_.Clear(false);
|
|
fragmentTestCache_.Clear(false);
|
|
depalShaderCache_.Clear();
|
|
framebufferManager_.DeviceLost();
|
|
}
|
|
|
|
void GPU_GLES::DeviceRestore() {
|
|
ILOG("GPU_GLES: DeviceRestore");
|
|
|
|
UpdateVsyncInterval(true);
|
|
}
|
|
|
|
void GPU_GLES::InitClear() {
|
|
ScheduleEvent(GPU_EVENT_INIT_CLEAR);
|
|
}
|
|
|
|
void GPU_GLES::Reinitialize() {
|
|
GPUCommon::Reinitialize();
|
|
ScheduleEvent(GPU_EVENT_REINITIALIZE);
|
|
}
|
|
|
|
void GPU_GLES::ReinitializeInternal() {
|
|
textureCache_.Clear(true);
|
|
depalShaderCache_.Clear();
|
|
framebufferManager_.DestroyAllFBOs(true);
|
|
framebufferManager_.Resized();
|
|
}
|
|
|
|
void GPU_GLES::InitClearInternal() {
|
|
bool useNonBufferedRendering = g_Config.iRenderingMode == FB_NON_BUFFERED_MODE;
|
|
if (useNonBufferedRendering) {
|
|
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 GPU_GLES::DumpNextFrame() {
|
|
dumpNextFrame_ = true;
|
|
}
|
|
|
|
void GPU_GLES::BeginFrame() {
|
|
ScheduleEvent(GPU_EVENT_BEGIN_FRAME);
|
|
}
|
|
|
|
inline void GPU_GLES::UpdateVsyncInterval(bool force) {
|
|
#ifdef _WIN32
|
|
int desiredVSyncInterval = g_Config.bVSync ? 1 : 0;
|
|
if (PSP_CoreParameter().unthrottle) {
|
|
desiredVSyncInterval = 0;
|
|
}
|
|
if (PSP_CoreParameter().fpsLimit == 1) {
|
|
// For an alternative speed that is a clean factor of 60, the user probably still wants vsync.
|
|
if (g_Config.iFpsLimit == 0 || (g_Config.iFpsLimit != 15 && g_Config.iFpsLimit != 30 && g_Config.iFpsLimit != 60)) {
|
|
desiredVSyncInterval = 0;
|
|
}
|
|
}
|
|
|
|
if (desiredVSyncInterval != lastVsync_ || force) {
|
|
// Disabled EXT_swap_control_tear for now, it never seems to settle at the correct timing
|
|
// so it just keeps tearing. Not what I hoped for...
|
|
//if (gl_extensions.EXT_swap_control_tear) {
|
|
// // See http://developer.download.nvidia.com/opengl/specs/WGL_EXT_swap_control_tear.txt
|
|
// glstate.SetVSyncInterval(-desiredVSyncInterval);
|
|
//} else {
|
|
gfxCtx_->SwapInterval(desiredVSyncInterval);
|
|
//}
|
|
lastVsync_ = desiredVSyncInterval;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void GPU_GLES::UpdateCmdInfo() {
|
|
if (g_Config.bPrescaleUV) {
|
|
cmdInfo_[GE_CMD_TEXSCALEU].flags &= ~FLAG_FLUSHBEFOREONCHANGE;
|
|
cmdInfo_[GE_CMD_TEXSCALEV].flags &= ~FLAG_FLUSHBEFOREONCHANGE;
|
|
cmdInfo_[GE_CMD_TEXOFFSETU].flags &= ~FLAG_FLUSHBEFOREONCHANGE;
|
|
cmdInfo_[GE_CMD_TEXOFFSETV].flags &= ~FLAG_FLUSHBEFOREONCHANGE;
|
|
} else {
|
|
cmdInfo_[GE_CMD_TEXSCALEU].flags |= FLAG_FLUSHBEFOREONCHANGE;
|
|
cmdInfo_[GE_CMD_TEXSCALEV].flags |= FLAG_FLUSHBEFOREONCHANGE;
|
|
cmdInfo_[GE_CMD_TEXOFFSETU].flags |= FLAG_FLUSHBEFOREONCHANGE;
|
|
cmdInfo_[GE_CMD_TEXOFFSETV].flags |= FLAG_FLUSHBEFOREONCHANGE;
|
|
}
|
|
|
|
if (g_Config.bSoftwareSkinning) {
|
|
cmdInfo_[GE_CMD_VERTEXTYPE].flags &= ~FLAG_FLUSHBEFOREONCHANGE;
|
|
cmdInfo_[GE_CMD_VERTEXTYPE].func = &GPU_GLES::Execute_VertexTypeSkinning;
|
|
} else {
|
|
cmdInfo_[GE_CMD_VERTEXTYPE].flags |= FLAG_FLUSHBEFOREONCHANGE;
|
|
cmdInfo_[GE_CMD_VERTEXTYPE].func = &GPU_GLES::Execute_VertexType;
|
|
}
|
|
}
|
|
|
|
void GPU_GLES::ReapplyGfxStateInternal() {
|
|
drawEngine_.RestoreVAO();
|
|
glstate.Restore();
|
|
GPUCommon::ReapplyGfxStateInternal();
|
|
}
|
|
|
|
void GPU_GLES::BeginFrameInternal() {
|
|
if (resized_) {
|
|
CheckGPUFeatures();
|
|
UpdateCmdInfo();
|
|
drawEngine_.Resized();
|
|
textureCache_.NotifyConfigChanged();
|
|
}
|
|
UpdateVsyncInterval(resized_);
|
|
resized_ = false;
|
|
|
|
textureCache_.StartFrame();
|
|
drawEngine_.DecimateTrackedVertexArrays();
|
|
drawEngine_.DecimateBuffers();
|
|
depalShaderCache_.Decimate();
|
|
fragmentTestCache_.Decimate();
|
|
|
|
if (dumpNextFrame_) {
|
|
NOTICE_LOG(G3D, "DUMPING THIS FRAME");
|
|
dumpThisFrame_ = true;
|
|
dumpNextFrame_ = false;
|
|
} else if (dumpThisFrame_) {
|
|
dumpThisFrame_ = false;
|
|
}
|
|
|
|
// Save the cache from time to time. TODO: How often?
|
|
if (!shaderCachePath_.empty() && (gpuStats.numFlips & 1023) == 0) {
|
|
shaderManager_->Save(shaderCachePath_);
|
|
}
|
|
|
|
shaderManager_->DirtyShader();
|
|
|
|
// Not sure if this is really needed.
|
|
shaderManager_->DirtyUniform(DIRTY_ALL);
|
|
|
|
framebufferManager_.BeginFrame();
|
|
}
|
|
|
|
void GPU_GLES::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
|
|
host->GPUNotifyDisplay(framebuf, stride, format);
|
|
framebufferManager_.SetDisplayFramebuffer(framebuf, stride, format);
|
|
}
|
|
|
|
bool GPU_GLES::FramebufferDirty() {
|
|
if (ThreadEnabled()) {
|
|
// Allow it to process fully before deciding if it's dirty.
|
|
SyncThread();
|
|
}
|
|
|
|
VirtualFramebuffer *vfb = framebufferManager_.GetDisplayVFB();
|
|
if (vfb) {
|
|
bool dirty = vfb->dirtyAfterDisplay;
|
|
vfb->dirtyAfterDisplay = false;
|
|
return dirty;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool GPU_GLES::FramebufferReallyDirty() {
|
|
if (ThreadEnabled()) {
|
|
// Allow it to process fully before deciding if it's dirty.
|
|
SyncThread();
|
|
}
|
|
|
|
VirtualFramebuffer *vfb = framebufferManager_.GetDisplayVFB();
|
|
if (vfb) {
|
|
bool dirty = vfb->reallyDirtyAfterDisplay;
|
|
vfb->reallyDirtyAfterDisplay = false;
|
|
return dirty;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void GPU_GLES::CopyDisplayToOutput() {
|
|
ScheduleEvent(GPU_EVENT_COPY_DISPLAY_TO_OUTPUT);
|
|
}
|
|
|
|
void GPU_GLES::CopyDisplayToOutputInternal() {
|
|
// Flush anything left over.
|
|
framebufferManager_.RebindFramebuffer();
|
|
drawEngine_.Flush();
|
|
|
|
shaderManager_->DirtyLastShader();
|
|
|
|
glstate.depthWrite.set(GL_TRUE);
|
|
glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
|
|
framebufferManager_.CopyDisplayToOutput();
|
|
framebufferManager_.EndFrame();
|
|
|
|
// If buffered, discard the depth buffer of the backbuffer. Don't even know if we need one.
|
|
#if 0
|
|
#ifdef USING_GLES2
|
|
if (gl_extensions.EXT_discard_framebuffer && g_Config.iRenderingMode != 0) {
|
|
GLenum attachments[] = {GL_DEPTH_EXT, GL_STENCIL_EXT};
|
|
glDiscardFramebufferEXT(GL_FRAMEBUFFER, 2, attachments);
|
|
}
|
|
#endif
|
|
#endif
|
|
|
|
gstate_c.textureChanged = TEXCHANGE_UPDATED;
|
|
}
|
|
|
|
// Maybe should write this in ASM...
|
|
void GPU_GLES::FastRunLoop(DisplayList &list) {
|
|
PROFILE_THIS_SCOPE("gpuloop");
|
|
const CommandInfo *cmdInfo = cmdInfo_;
|
|
int dc = downcount;
|
|
for (; dc > 0; --dc) {
|
|
// We know that display list PCs have the upper nibble == 0 - no need to mask the pointer
|
|
const u32 op = *(const u32 *)(Memory::base + list.pc);
|
|
const u32 cmd = op >> 24;
|
|
const CommandInfo info = cmdInfo[cmd];
|
|
const u8 cmdFlags = info.flags; // If we stashed the cmdFlags in the top bits of the cmdmem, we could get away with one table lookup instead of two
|
|
const u32 diff = op ^ gstate.cmdmem[cmd];
|
|
// Inlined CheckFlushOp here to get rid of the dumpThisFrame_ check.
|
|
if ((cmdFlags & FLAG_FLUSHBEFORE) || (diff && (cmdFlags & FLAG_FLUSHBEFOREONCHANGE))) {
|
|
drawEngine_.Flush();
|
|
}
|
|
gstate.cmdmem[cmd] = op; // TODO: no need to write if diff==0...
|
|
if ((cmdFlags & FLAG_EXECUTE) || (diff && (cmdFlags & FLAG_EXECUTEONCHANGE))) {
|
|
downcount = dc;
|
|
(this->*info.func)(op, diff);
|
|
dc = downcount;
|
|
}
|
|
list.pc += 4;
|
|
}
|
|
downcount = 0;
|
|
}
|
|
|
|
void GPU_GLES::FinishDeferred() {
|
|
// This finishes reading any vertex data that is pending.
|
|
drawEngine_.FinishDeferred();
|
|
}
|
|
|
|
void GPU_GLES::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;
|
|
|
|
case GPU_EVENT_FB_MEMCPY:
|
|
PerformMemoryCopyInternal(ev.fb_memcpy.dst, ev.fb_memcpy.src, ev.fb_memcpy.size);
|
|
break;
|
|
|
|
case GPU_EVENT_FB_MEMSET:
|
|
PerformMemorySetInternal(ev.fb_memset.dst, ev.fb_memset.v, ev.fb_memset.size);
|
|
break;
|
|
|
|
case GPU_EVENT_FB_STENCIL_UPLOAD:
|
|
PerformStencilUploadInternal(ev.fb_stencil_upload.dst, ev.fb_stencil_upload.size);
|
|
break;
|
|
|
|
case GPU_EVENT_REINITIALIZE:
|
|
ReinitializeInternal();
|
|
break;
|
|
|
|
default:
|
|
GPUCommon::ProcessEvent(ev);
|
|
}
|
|
}
|
|
|
|
inline void GPU_GLES::CheckFlushOp(int cmd, u32 diff) {
|
|
const u8 cmdFlags = cmdInfo_[cmd].flags;
|
|
if ((cmdFlags & FLAG_FLUSHBEFORE) || (diff && (cmdFlags & FLAG_FLUSHBEFOREONCHANGE))) {
|
|
if (dumpThisFrame_) {
|
|
NOTICE_LOG(G3D, "================ FLUSH ================");
|
|
}
|
|
drawEngine_.Flush();
|
|
}
|
|
}
|
|
|
|
void GPU_GLES::PreExecuteOp(u32 op, u32 diff) {
|
|
CheckFlushOp(op >> 24, diff);
|
|
}
|
|
|
|
void GPU_GLES::ExecuteOp(u32 op, u32 diff) {
|
|
const u8 cmd = op >> 24;
|
|
const CommandInfo info = cmdInfo_[cmd];
|
|
const u8 cmdFlags = info.flags;
|
|
if ((cmdFlags & FLAG_EXECUTE) || (diff && (cmdFlags & FLAG_EXECUTEONCHANGE))) {
|
|
(this->*info.func)(op, diff);
|
|
}
|
|
}
|
|
|
|
void GPU_GLES::Execute_Vaddr(u32 op, u32 diff) {
|
|
gstate_c.vertexAddr = gstate_c.getRelativeAddress(op & 0x00FFFFFF);
|
|
}
|
|
|
|
void GPU_GLES::Execute_Iaddr(u32 op, u32 diff) {
|
|
gstate_c.indexAddr = gstate_c.getRelativeAddress(op & 0x00FFFFFF);
|
|
}
|
|
|
|
void GPU_GLES::Execute_Prim(u32 op, u32 diff) {
|
|
// 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 data = op & 0xFFFFFF;
|
|
u32 count = data & 0xFFFF;
|
|
// Upper bits are ignored.
|
|
GEPrimitiveType prim = static_cast<GEPrimitiveType>((data >> 16) & 7);
|
|
|
|
if (count == 0)
|
|
return;
|
|
|
|
// Discard AA lines as we can't do anything that makes sense with these anyway. The SW plugin might, though.
|
|
|
|
if (gstate.isAntiAliasEnabled()) {
|
|
// Discard AA lines in DOA
|
|
if (prim == GE_PRIM_LINE_STRIP)
|
|
return;
|
|
// Discard AA lines in Summon Night 5
|
|
if ((prim == GE_PRIM_LINES) && gstate.isSkinningEnabled())
|
|
return;
|
|
}
|
|
|
|
// This also makes skipping drawing very effective.
|
|
framebufferManager_.SetRenderFrameBuffer(gstate_c.framebufChanged, gstate_c.skipDrawReason);
|
|
if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) {
|
|
drawEngine_.SetupVertexDecoder(gstate.vertType);
|
|
// Rough estimate, not sure what's correct.
|
|
int vertexCost = drawEngine_.EstimatePerVertexCost();
|
|
cyclesExecuted += vertexCost * count;
|
|
return;
|
|
}
|
|
|
|
if (!Memory::IsValidAddress(gstate_c.vertexAddr)) {
|
|
ERROR_LOG_REPORT(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr);
|
|
return;
|
|
}
|
|
|
|
void *verts = Memory::GetPointerUnchecked(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);
|
|
return;
|
|
}
|
|
inds = Memory::GetPointerUnchecked(gstate_c.indexAddr);
|
|
}
|
|
|
|
#ifndef MOBILE_DEVICE
|
|
if (prim > GE_PRIM_RECTANGLES) {
|
|
ERROR_LOG_REPORT_ONCE(reportPrim, G3D, "Unexpected prim type: %d", prim);
|
|
}
|
|
#endif
|
|
|
|
int bytesRead = 0;
|
|
drawEngine_.SubmitPrim(verts, inds, prim, count, gstate.vertType, &bytesRead);
|
|
|
|
int vertexCost = drawEngine_.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.
|
|
// The VADDR/IADDR registers are NOT updated.
|
|
AdvanceVerts(gstate.vertType, count, bytesRead);
|
|
}
|
|
|
|
void GPU_GLES::Execute_VertexType(u32 op, u32 diff) {
|
|
if (diff & (GE_VTYPE_TC_MASK | GE_VTYPE_THROUGH_MASK)) {
|
|
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
|
|
}
|
|
}
|
|
|
|
void GPU_GLES::Execute_VertexTypeSkinning(u32 op, u32 diff) {
|
|
// Don't flush when weight count changes, unless morph is enabled.
|
|
if ((diff & ~GE_VTYPE_WEIGHTCOUNT_MASK) || (op & GE_VTYPE_MORPHCOUNT_MASK) != 0) {
|
|
// Restore and flush
|
|
gstate.vertType ^= diff;
|
|
Flush();
|
|
gstate.vertType ^= diff;
|
|
if (diff & (GE_VTYPE_TC_MASK | GE_VTYPE_THROUGH_MASK))
|
|
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
|
|
// In this case, we may be doing weights and morphs.
|
|
// Update any bone matrix uniforms so it uses them correctly.
|
|
if ((op & GE_VTYPE_MORPHCOUNT_MASK) != 0) {
|
|
shaderManager_->DirtyUniform(gstate_c.deferredVertTypeDirty);
|
|
gstate_c.deferredVertTypeDirty = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
void GPU_GLES::Execute_Bezier(u32 op, u32 diff) {
|
|
// This also make skipping drawing very effective.
|
|
framebufferManager_.SetRenderFrameBuffer(gstate_c.framebufChanged, gstate_c.skipDrawReason);
|
|
if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) {
|
|
// TODO: Should this eat some cycles? Probably yes. Not sure if important.
|
|
return;
|
|
}
|
|
|
|
if (!Memory::IsValidAddress(gstate_c.vertexAddr)) {
|
|
ERROR_LOG_REPORT(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr);
|
|
return;
|
|
}
|
|
|
|
void *control_points = Memory::GetPointerUnchecked(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);
|
|
return;
|
|
}
|
|
indices = Memory::GetPointerUnchecked(gstate_c.indexAddr);
|
|
}
|
|
|
|
if (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) {
|
|
DEBUG_LOG_REPORT(G3D, "Bezier + morph: %i", (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) >> GE_VTYPE_MORPHCOUNT_SHIFT);
|
|
}
|
|
if (vertTypeIsSkinningEnabled(gstate.vertType)) {
|
|
DEBUG_LOG_REPORT(G3D, "Bezier + skinning: %i", vertTypeGetNumBoneWeights(gstate.vertType));
|
|
}
|
|
|
|
GEPatchPrimType patchPrim = gstate.getPatchPrimitiveType();
|
|
int bz_ucount = op & 0xFF;
|
|
int bz_vcount = (op >> 8) & 0xFF;
|
|
bool computeNormals = gstate.isLightingEnabled();
|
|
bool patchFacing = gstate.patchfacing & 1;
|
|
int bytesRead = 0;
|
|
drawEngine_.SubmitBezier(control_points, indices, gstate.getPatchDivisionU(), gstate.getPatchDivisionV(), bz_ucount, bz_vcount, patchPrim, computeNormals, patchFacing, gstate.vertType, &bytesRead);
|
|
|
|
// After drawing, we advance pointers - see SubmitPrim which does the same.
|
|
int count = bz_ucount * bz_vcount;
|
|
AdvanceVerts(gstate.vertType, count, bytesRead);
|
|
}
|
|
|
|
void GPU_GLES::Execute_Spline(u32 op, u32 diff) {
|
|
// This also make skipping drawing very effective.
|
|
framebufferManager_.SetRenderFrameBuffer(gstate_c.framebufChanged, gstate_c.skipDrawReason);
|
|
if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) {
|
|
// TODO: Should this eat some cycles? Probably yes. Not sure if important.
|
|
return;
|
|
}
|
|
|
|
if (!Memory::IsValidAddress(gstate_c.vertexAddr)) {
|
|
ERROR_LOG_REPORT(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr);
|
|
return;
|
|
}
|
|
|
|
void *control_points = Memory::GetPointerUnchecked(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);
|
|
return;
|
|
}
|
|
indices = Memory::GetPointerUnchecked(gstate_c.indexAddr);
|
|
}
|
|
|
|
if (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) {
|
|
DEBUG_LOG_REPORT(G3D, "Spline + morph: %i", (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) >> GE_VTYPE_MORPHCOUNT_SHIFT);
|
|
}
|
|
if (vertTypeIsSkinningEnabled(gstate.vertType)) {
|
|
DEBUG_LOG_REPORT(G3D, "Spline + skinning: %i", vertTypeGetNumBoneWeights(gstate.vertType));
|
|
}
|
|
|
|
int sp_ucount = op & 0xFF;
|
|
int sp_vcount = (op >> 8) & 0xFF;
|
|
int sp_utype = (op >> 16) & 0x3;
|
|
int sp_vtype = (op >> 18) & 0x3;
|
|
GEPatchPrimType patchPrim = gstate.getPatchPrimitiveType();
|
|
bool computeNormals = gstate.isLightingEnabled();
|
|
bool patchFacing = gstate.patchfacing & 1;
|
|
u32 vertType = gstate.vertType;
|
|
int bytesRead = 0;
|
|
drawEngine_.SubmitSpline(control_points, indices, gstate.getPatchDivisionU(), gstate.getPatchDivisionV(), sp_ucount, sp_vcount, sp_utype, sp_vtype, patchPrim, computeNormals, patchFacing, vertType, &bytesRead);
|
|
|
|
// After drawing, we advance pointers - see SubmitPrim which does the same.
|
|
int count = sp_ucount * sp_vcount;
|
|
AdvanceVerts(gstate.vertType, count, bytesRead);
|
|
}
|
|
|
|
void GPU_GLES::Execute_BoundingBox(u32 op, u32 diff) {
|
|
// Just resetting, nothing to bound.
|
|
const u32 data = op & 0x00FFFFFF;
|
|
if (data == 0) {
|
|
// TODO: Should this set the bboxResult? Let's set it true for now.
|
|
currentList->bboxResult = true;
|
|
return;
|
|
}
|
|
if (((data & 7) == 0) && data <= 64) { // Sanity check
|
|
void *control_points = Memory::GetPointer(gstate_c.vertexAddr);
|
|
if (gstate.vertType & GE_VTYPE_IDX_MASK) {
|
|
ERROR_LOG_REPORT_ONCE(boundingbox, G3D, "Indexed bounding box data not supported.");
|
|
// Data seems invalid. Let's assume the box test passed.
|
|
currentList->bboxResult = true;
|
|
return;
|
|
}
|
|
|
|
// Test if the bounding box is within the drawing region.
|
|
currentList->bboxResult = drawEngine_.TestBoundingBox(control_points, data, gstate.vertType);
|
|
} else {
|
|
ERROR_LOG_REPORT_ONCE(boundingbox, G3D, "Bad bounding box data: %06x", data);
|
|
// Data seems invalid. Let's assume the box test passed.
|
|
currentList->bboxResult = true;
|
|
}
|
|
}
|
|
|
|
void GPU_GLES::Execute_Region(u32 op, u32 diff) {
|
|
gstate_c.framebufChanged = true;
|
|
gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY;
|
|
}
|
|
|
|
void GPU_GLES::Execute_Scissor(u32 op, u32 diff) {
|
|
gstate_c.framebufChanged = true;
|
|
gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY;
|
|
}
|
|
|
|
void GPU_GLES::Execute_FramebufType(u32 op, u32 diff) {
|
|
gstate_c.framebufChanged = true;
|
|
gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY;
|
|
}
|
|
|
|
void GPU_GLES::Execute_ViewportType(u32 op, u32 diff) {
|
|
gstate_c.framebufChanged = true;
|
|
gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY;
|
|
}
|
|
|
|
void GPU_GLES::Execute_ViewportZType(u32 op, u32 diff) {
|
|
gstate_c.framebufChanged = true;
|
|
gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY;
|
|
shaderManager_->DirtyUniform(DIRTY_DEPTHRANGE);
|
|
}
|
|
|
|
void GPU_GLES::Execute_TexScaleU(u32 op, u32 diff) {
|
|
gstate_c.uv.uScale = getFloat24(op);
|
|
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
|
|
}
|
|
|
|
void GPU_GLES::Execute_TexScaleV(u32 op, u32 diff) {
|
|
gstate_c.uv.vScale = getFloat24(op);
|
|
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
|
|
}
|
|
|
|
void GPU_GLES::Execute_TexOffsetU(u32 op, u32 diff) {
|
|
gstate_c.uv.uOff = getFloat24(op);
|
|
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
|
|
}
|
|
|
|
void GPU_GLES::Execute_TexOffsetV(u32 op, u32 diff) {
|
|
gstate_c.uv.vOff = getFloat24(op);
|
|
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
|
|
}
|
|
|
|
void GPU_GLES::Execute_TexAddr0(u32 op, u32 diff) {
|
|
gstate_c.textureChanged = TEXCHANGE_UPDATED;
|
|
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
|
|
}
|
|
|
|
void GPU_GLES::Execute_TexAddrN(u32 op, u32 diff) {
|
|
gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY;
|
|
}
|
|
|
|
void GPU_GLES::Execute_TexBufw0(u32 op, u32 diff) {
|
|
gstate_c.textureChanged = TEXCHANGE_UPDATED;
|
|
}
|
|
|
|
void GPU_GLES::Execute_TexBufwN(u32 op, u32 diff) {
|
|
gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY;
|
|
}
|
|
|
|
void GPU_GLES::Execute_TexSize0(u32 op, u32 diff) {
|
|
// Render to texture may have overridden the width/height.
|
|
// Don't reset it unless the size is different / the texture has changed.
|
|
if (diff || gstate_c.textureChanged != TEXCHANGE_UNCHANGED) {
|
|
gstate_c.curTextureWidth = gstate.getTextureWidth(0);
|
|
gstate_c.curTextureHeight = gstate.getTextureHeight(0);
|
|
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
|
|
// We will need to reset the texture now.
|
|
gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY;
|
|
}
|
|
}
|
|
|
|
void GPU_GLES::Execute_TexSizeN(u32 op, u32 diff) {
|
|
gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY;
|
|
}
|
|
|
|
void GPU_GLES::Execute_TexFormat(u32 op, u32 diff) {
|
|
gstate_c.textureChanged = TEXCHANGE_UPDATED;
|
|
}
|
|
|
|
void GPU_GLES::Execute_TexMapMode(u32 op, u32 diff) {
|
|
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
|
|
}
|
|
|
|
void GPU_GLES::Execute_TexParamType(u32 op, u32 diff) {
|
|
gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY;
|
|
}
|
|
|
|
void GPU_GLES::Execute_TexEnvColor(u32 op, u32 diff) {
|
|
shaderManager_->DirtyUniform(DIRTY_TEXENV);
|
|
}
|
|
|
|
void GPU_GLES::Execute_TexLevel(u32 op, u32 diff) {
|
|
// I had hoped that this would let us avoid excessively flushing in Gran Turismo, but not so,
|
|
// as the game switches rapidly between modes 0 and 1.
|
|
/*
|
|
if (gstate.getTexLevelMode() == GE_TEXLEVEL_MODE_CONST) {
|
|
gstate.texlevel ^= diff;
|
|
Flush();
|
|
gstate.texlevel ^= diff;
|
|
}
|
|
*/
|
|
gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY;
|
|
}
|
|
|
|
void GPU_GLES::Execute_LoadClut(u32 op, u32 diff) {
|
|
gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY;
|
|
textureCache_.LoadClut(gstate.getClutAddress(), gstate.getClutLoadBytes());
|
|
// This could be used to "dirty" textures with clut.
|
|
}
|
|
|
|
void GPU_GLES::Execute_ClutFormat(u32 op, u32 diff) {
|
|
gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY;
|
|
// This could be used to "dirty" textures with clut.
|
|
}
|
|
|
|
void GPU_GLES::Execute_Ambient(u32 op, u32 diff) {
|
|
shaderManager_->DirtyUniform(DIRTY_AMBIENT);
|
|
}
|
|
|
|
void GPU_GLES::Execute_MaterialDiffuse(u32 op, u32 diff) {
|
|
shaderManager_->DirtyUniform(DIRTY_MATDIFFUSE);
|
|
}
|
|
|
|
void GPU_GLES::Execute_MaterialEmissive(u32 op, u32 diff) {
|
|
shaderManager_->DirtyUniform(DIRTY_MATEMISSIVE);
|
|
}
|
|
|
|
void GPU_GLES::Execute_MaterialAmbient(u32 op, u32 diff) {
|
|
shaderManager_->DirtyUniform(DIRTY_MATAMBIENTALPHA);
|
|
}
|
|
|
|
void GPU_GLES::Execute_MaterialSpecular(u32 op, u32 diff) {
|
|
shaderManager_->DirtyUniform(DIRTY_MATSPECULAR);
|
|
}
|
|
|
|
void GPU_GLES::Execute_Light0Param(u32 op, u32 diff) {
|
|
shaderManager_->DirtyUniform(DIRTY_LIGHT0);
|
|
}
|
|
|
|
void GPU_GLES::Execute_Light1Param(u32 op, u32 diff) {
|
|
shaderManager_->DirtyUniform(DIRTY_LIGHT1);
|
|
}
|
|
|
|
void GPU_GLES::Execute_Light2Param(u32 op, u32 diff) {
|
|
shaderManager_->DirtyUniform(DIRTY_LIGHT2);
|
|
}
|
|
|
|
void GPU_GLES::Execute_Light3Param(u32 op, u32 diff) {
|
|
shaderManager_->DirtyUniform(DIRTY_LIGHT3);
|
|
}
|
|
|
|
void GPU_GLES::Execute_FogColor(u32 op, u32 diff) {
|
|
shaderManager_->DirtyUniform(DIRTY_FOGCOLOR);
|
|
}
|
|
|
|
void GPU_GLES::Execute_FogCoef(u32 op, u32 diff) {
|
|
shaderManager_->DirtyUniform(DIRTY_FOGCOEF);
|
|
}
|
|
|
|
void GPU_GLES::Execute_ColorTestMask(u32 op, u32 diff) {
|
|
shaderManager_->DirtyUniform(DIRTY_ALPHACOLORMASK);
|
|
}
|
|
|
|
void GPU_GLES::Execute_AlphaTest(u32 op, u32 diff) {
|
|
shaderManager_->DirtyUniform(DIRTY_ALPHACOLORREF);
|
|
shaderManager_->DirtyUniform(DIRTY_ALPHACOLORMASK);
|
|
}
|
|
|
|
void GPU_GLES::Execute_StencilTest(u32 op, u32 diff) {
|
|
shaderManager_->DirtyUniform(DIRTY_STENCILREPLACEVALUE);
|
|
}
|
|
|
|
void GPU_GLES::Execute_ColorRef(u32 op, u32 diff) {
|
|
shaderManager_->DirtyUniform(DIRTY_ALPHACOLORREF);
|
|
}
|
|
|
|
void GPU_GLES::Execute_WorldMtxNum(u32 op, u32 diff) {
|
|
// This is almost always followed by GE_CMD_WORLDMATRIXDATA.
|
|
const u32_le *src = (const u32_le *)Memory::GetPointerUnchecked(currentList->pc + 4);
|
|
u32 *dst = (u32 *)(gstate.worldMatrix + (op & 0xF));
|
|
const int end = 12 - (op & 0xF);
|
|
int i = 0;
|
|
|
|
while ((src[i] >> 24) == GE_CMD_WORLDMATRIXDATA) {
|
|
const u32 newVal = src[i] << 8;
|
|
if (dst[i] != newVal) {
|
|
Flush();
|
|
dst[i] = newVal;
|
|
shaderManager_->DirtyUniform(DIRTY_WORLDMATRIX);
|
|
}
|
|
if (++i >= end) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
const int count = i;
|
|
gstate.worldmtxnum = (GE_CMD_WORLDMATRIXNUMBER << 24) | ((op + count) & 0xF);
|
|
|
|
// Skip over the loaded data, it's done now.
|
|
UpdatePC(currentList->pc, currentList->pc + count * 4);
|
|
currentList->pc += count * 4;
|
|
}
|
|
|
|
void GPU_GLES::Execute_WorldMtxData(u32 op, u32 diff) {
|
|
// Note: it's uncommon to get here now, see above.
|
|
int num = gstate.worldmtxnum & 0xF;
|
|
u32 newVal = op << 8;
|
|
if (num < 12 && newVal != ((const u32 *)gstate.worldMatrix)[num]) {
|
|
Flush();
|
|
((u32 *)gstate.worldMatrix)[num] = newVal;
|
|
shaderManager_->DirtyUniform(DIRTY_WORLDMATRIX);
|
|
}
|
|
num++;
|
|
gstate.worldmtxnum = (GE_CMD_WORLDMATRIXNUMBER << 24) | (num & 0xF);
|
|
}
|
|
|
|
void GPU_GLES::Execute_ViewMtxNum(u32 op, u32 diff) {
|
|
// This is almost always followed by GE_CMD_VIEWMATRIXDATA.
|
|
const u32_le *src = (const u32_le *)Memory::GetPointerUnchecked(currentList->pc + 4);
|
|
u32 *dst = (u32 *)(gstate.viewMatrix + (op & 0xF));
|
|
const int end = 12 - (op & 0xF);
|
|
int i = 0;
|
|
|
|
while ((src[i] >> 24) == GE_CMD_VIEWMATRIXDATA) {
|
|
const u32 newVal = src[i] << 8;
|
|
if (dst[i] != newVal) {
|
|
Flush();
|
|
dst[i] = newVal;
|
|
shaderManager_->DirtyUniform(DIRTY_VIEWMATRIX);
|
|
}
|
|
if (++i >= end) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
const int count = i;
|
|
gstate.viewmtxnum = (GE_CMD_VIEWMATRIXNUMBER << 24) | ((op + count) & 0xF);
|
|
|
|
// Skip over the loaded data, it's done now.
|
|
UpdatePC(currentList->pc, currentList->pc + count * 4);
|
|
currentList->pc += count * 4;
|
|
}
|
|
|
|
void GPU_GLES::Execute_ViewMtxData(u32 op, u32 diff) {
|
|
// Note: it's uncommon to get here now, see above.
|
|
int num = gstate.viewmtxnum & 0xF;
|
|
u32 newVal = op << 8;
|
|
if (num < 12 && newVal != ((const u32 *)gstate.viewMatrix)[num]) {
|
|
Flush();
|
|
((u32 *)gstate.viewMatrix)[num] = newVal;
|
|
shaderManager_->DirtyUniform(DIRTY_VIEWMATRIX);
|
|
}
|
|
num++;
|
|
gstate.viewmtxnum = (GE_CMD_VIEWMATRIXNUMBER << 24) | (num & 0xF);
|
|
}
|
|
|
|
void GPU_GLES::Execute_ProjMtxNum(u32 op, u32 diff) {
|
|
// This is almost always followed by GE_CMD_PROJMATRIXDATA.
|
|
const u32_le *src = (const u32_le *)Memory::GetPointerUnchecked(currentList->pc + 4);
|
|
u32 *dst = (u32 *)(gstate.projMatrix + (op & 0xF));
|
|
const int end = 16 - (op & 0xF);
|
|
int i = 0;
|
|
|
|
while ((src[i] >> 24) == GE_CMD_PROJMATRIXDATA) {
|
|
const u32 newVal = src[i] << 8;
|
|
if (dst[i] != newVal) {
|
|
Flush();
|
|
dst[i] = newVal;
|
|
shaderManager_->DirtyUniform(DIRTY_PROJMATRIX);
|
|
}
|
|
if (++i >= end) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
const int count = i;
|
|
gstate.projmtxnum = (GE_CMD_PROJMATRIXNUMBER << 24) | ((op + count) & 0xF);
|
|
|
|
// Skip over the loaded data, it's done now.
|
|
UpdatePC(currentList->pc, currentList->pc + count * 4);
|
|
currentList->pc += count * 4;
|
|
}
|
|
|
|
void GPU_GLES::Execute_ProjMtxData(u32 op, u32 diff) {
|
|
// Note: it's uncommon to get here now, see above.
|
|
int num = gstate.projmtxnum & 0xF;
|
|
u32 newVal = op << 8;
|
|
if (newVal != ((const u32 *)gstate.projMatrix)[num]) {
|
|
Flush();
|
|
((u32 *)gstate.projMatrix)[num] = newVal;
|
|
shaderManager_->DirtyUniform(DIRTY_PROJMATRIX);
|
|
}
|
|
num++;
|
|
gstate.projmtxnum = (GE_CMD_PROJMATRIXNUMBER << 24) | (num & 0xF);
|
|
}
|
|
|
|
void GPU_GLES::Execute_TgenMtxNum(u32 op, u32 diff) {
|
|
// This is almost always followed by GE_CMD_TGENMATRIXDATA.
|
|
const u32_le *src = (const u32_le *)Memory::GetPointerUnchecked(currentList->pc + 4);
|
|
u32 *dst = (u32 *)(gstate.tgenMatrix + (op & 0xF));
|
|
const int end = 12 - (op & 0xF);
|
|
int i = 0;
|
|
|
|
while ((src[i] >> 24) == GE_CMD_TGENMATRIXDATA) {
|
|
const u32 newVal = src[i] << 8;
|
|
if (dst[i] != newVal) {
|
|
Flush();
|
|
dst[i] = newVal;
|
|
shaderManager_->DirtyUniform(DIRTY_TEXMATRIX);
|
|
}
|
|
if (++i >= end) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
const int count = i;
|
|
gstate.texmtxnum = (GE_CMD_TGENMATRIXNUMBER << 24) | ((op + count) & 0xF);
|
|
|
|
// Skip over the loaded data, it's done now.
|
|
UpdatePC(currentList->pc, currentList->pc + count * 4);
|
|
currentList->pc += count * 4;
|
|
}
|
|
|
|
void GPU_GLES::Execute_TgenMtxData(u32 op, u32 diff) {
|
|
// Note: it's uncommon to get here now, see above.
|
|
int num = gstate.texmtxnum & 0xF;
|
|
u32 newVal = op << 8;
|
|
if (num < 12 && newVal != ((const u32 *)gstate.tgenMatrix)[num]) {
|
|
Flush();
|
|
((u32 *)gstate.tgenMatrix)[num] = newVal;
|
|
shaderManager_->DirtyUniform(DIRTY_TEXMATRIX);
|
|
}
|
|
num++;
|
|
gstate.texmtxnum = (GE_CMD_TGENMATRIXNUMBER << 24) | (num & 0xF);
|
|
}
|
|
|
|
void GPU_GLES::Execute_BoneMtxNum(u32 op, u32 diff) {
|
|
// This is almost always followed by GE_CMD_BONEMATRIXDATA.
|
|
const u32_le *src = (const u32_le *)Memory::GetPointerUnchecked(currentList->pc + 4);
|
|
u32 *dst = (u32 *)(gstate.boneMatrix + (op & 0x7F));
|
|
const int end = 12 * 8 - (op & 0x7F);
|
|
int i = 0;
|
|
|
|
// If we can't use software skinning, we have to flush and dirty.
|
|
if (!g_Config.bSoftwareSkinning || (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) != 0) {
|
|
while ((src[i] >> 24) == GE_CMD_BONEMATRIXDATA) {
|
|
const u32 newVal = src[i] << 8;
|
|
if (dst[i] != newVal) {
|
|
Flush();
|
|
dst[i] = newVal;
|
|
}
|
|
if (++i >= end) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
const int numPlusCount = (op & 0x7F) + i;
|
|
for (int num = op & 0x7F; num < numPlusCount; num += 12) {
|
|
shaderManager_->DirtyUniform(DIRTY_BONEMATRIX0 << (num / 12));
|
|
}
|
|
} else {
|
|
while ((src[i] >> 24) == GE_CMD_BONEMATRIXDATA) {
|
|
dst[i] = src[i] << 8;
|
|
if (++i >= end) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
const int numPlusCount = (op & 0x7F) + i;
|
|
for (int num = op & 0x7F; num < numPlusCount; num += 12) {
|
|
gstate_c.deferredVertTypeDirty |= DIRTY_BONEMATRIX0 << (num / 12);
|
|
}
|
|
}
|
|
|
|
const int count = i;
|
|
gstate.boneMatrixNumber = (GE_CMD_BONEMATRIXNUMBER << 24) | ((op + count) & 0x7F);
|
|
|
|
// Skip over the loaded data, it's done now.
|
|
UpdatePC(currentList->pc, currentList->pc + count * 4);
|
|
currentList->pc += count * 4;
|
|
}
|
|
|
|
void GPU_GLES::Execute_BoneMtxData(u32 op, u32 diff) {
|
|
// Note: it's uncommon to get here now, see above.
|
|
int num = gstate.boneMatrixNumber & 0x7F;
|
|
u32 newVal = op << 8;
|
|
if (num < 96 && newVal != ((const u32 *)gstate.boneMatrix)[num]) {
|
|
// Bone matrices should NOT flush when software skinning is enabled!
|
|
if (!g_Config.bSoftwareSkinning || (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) != 0) {
|
|
Flush();
|
|
shaderManager_->DirtyUniform(DIRTY_BONEMATRIX0 << (num / 12));
|
|
} else {
|
|
gstate_c.deferredVertTypeDirty |= DIRTY_BONEMATRIX0 << (num / 12);
|
|
}
|
|
((u32 *)gstate.boneMatrix)[num] = newVal;
|
|
}
|
|
num++;
|
|
gstate.boneMatrixNumber = (GE_CMD_BONEMATRIXNUMBER << 24) | (num & 0x7F);
|
|
}
|
|
|
|
void GPU_GLES::Execute_BlockTransferStart(u32 op, u32 diff) {
|
|
// 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(gstate_c.skipDrawReason);
|
|
|
|
// Fixes Gran Turismo's funky text issue, since it overwrites the current texture.
|
|
gstate_c.textureChanged = TEXCHANGE_UPDATED;
|
|
}
|
|
|
|
void GPU_GLES::Execute_Generic(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:
|
|
Execute_Vaddr(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_IADDR:
|
|
Execute_Iaddr(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_PRIM:
|
|
Execute_Prim(op, diff);
|
|
break;
|
|
|
|
// The arrow and other rotary items in Puzbob are bezier patches, strangely enough.
|
|
case GE_CMD_BEZIER:
|
|
Execute_Bezier(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_SPLINE:
|
|
Execute_Spline(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_BOUNDINGBOX:
|
|
Execute_BoundingBox(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_VERTEXTYPE:
|
|
Execute_VertexType(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_REGION1:
|
|
case GE_CMD_REGION2:
|
|
Execute_Region(op, diff);
|
|
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:
|
|
// Don't need to dirty the texture here, already dirtied at list start/etc.
|
|
break;
|
|
|
|
case GE_CMD_LIGHTINGENABLE:
|
|
break;
|
|
|
|
case GE_CMD_FOGCOLOR:
|
|
Execute_FogColor(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_FOG1:
|
|
case GE_CMD_FOG2:
|
|
Execute_FogCoef(op, diff);
|
|
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:
|
|
Execute_TexScaleU(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_TEXSCALEV:
|
|
Execute_TexScaleV(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_TEXOFFSETU:
|
|
Execute_TexOffsetU(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_TEXOFFSETV:
|
|
Execute_TexOffsetV(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_SCISSOR1:
|
|
case GE_CMD_SCISSOR2:
|
|
Execute_Scissor(op, diff);
|
|
break;
|
|
|
|
///
|
|
case GE_CMD_MINZ:
|
|
case GE_CMD_MAXZ:
|
|
break;
|
|
|
|
case GE_CMD_FRAMEBUFPTR:
|
|
case GE_CMD_FRAMEBUFWIDTH:
|
|
case GE_CMD_FRAMEBUFPIXFORMAT:
|
|
Execute_FramebufType(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_TEXADDR0:
|
|
Execute_TexAddr0(op, diff);
|
|
break;
|
|
|
|
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:
|
|
Execute_TexAddrN(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_TEXBUFWIDTH0:
|
|
Execute_TexBufw0(op, diff);
|
|
break;
|
|
|
|
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:
|
|
Execute_TexBufwN(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_CLUTFORMAT:
|
|
Execute_ClutFormat(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_CLUTADDR:
|
|
case GE_CMD_CLUTADDRUPPER:
|
|
// Hm, LOADCLUT actually changes the CLUT so no need to dirty here.
|
|
break;
|
|
|
|
case GE_CMD_LOADCLUT:
|
|
Execute_LoadClut(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_TEXMAPMODE:
|
|
Execute_TexMapMode(op, diff);
|
|
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
|
|
Execute_BlockTransferStart(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_TEXSIZE0:
|
|
Execute_TexSize0(op, diff);
|
|
break;
|
|
|
|
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:
|
|
Execute_TexSizeN(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_ZBUFPTR:
|
|
case GE_CMD_ZBUFWIDTH:
|
|
break;
|
|
|
|
case GE_CMD_AMBIENTCOLOR:
|
|
case GE_CMD_AMBIENTALPHA:
|
|
Execute_Ambient(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_MATERIALDIFFUSE:
|
|
Execute_MaterialDiffuse(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_MATERIALEMISSIVE:
|
|
Execute_MaterialEmissive(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_MATERIALAMBIENT:
|
|
case GE_CMD_MATERIALALPHA:
|
|
Execute_MaterialAmbient(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_MATERIALSPECULAR:
|
|
case GE_CMD_MATERIALSPECULARCOEF:
|
|
Execute_MaterialSpecular(op, diff);
|
|
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_LDX0:case GE_CMD_LDY0:case GE_CMD_LDZ0:
|
|
case GE_CMD_LKA0:case GE_CMD_LKB0:case GE_CMD_LKC0:
|
|
case GE_CMD_LKS0: // spot coef ("conv")
|
|
case GE_CMD_LKO0: // light angle ("cutoff")
|
|
case GE_CMD_LAC0:
|
|
case GE_CMD_LDC0:
|
|
case GE_CMD_LSC0:
|
|
Execute_Light0Param(op, diff);
|
|
break;
|
|
case GE_CMD_LX1:case GE_CMD_LY1:case GE_CMD_LZ1:
|
|
case GE_CMD_LDX1:case GE_CMD_LDY1:case GE_CMD_LDZ1:
|
|
case GE_CMD_LKA1:case GE_CMD_LKB1:case GE_CMD_LKC1:
|
|
case GE_CMD_LKS1:
|
|
case GE_CMD_LKO1:
|
|
case GE_CMD_LAC1:
|
|
case GE_CMD_LDC1:
|
|
case GE_CMD_LSC1:
|
|
Execute_Light1Param(op, diff);
|
|
break;
|
|
case GE_CMD_LX2:case GE_CMD_LY2:case GE_CMD_LZ2:
|
|
case GE_CMD_LDX2:case GE_CMD_LDY2:case GE_CMD_LDZ2:
|
|
case GE_CMD_LKA2:case GE_CMD_LKB2:case GE_CMD_LKC2:
|
|
case GE_CMD_LKS2:
|
|
case GE_CMD_LKO2:
|
|
case GE_CMD_LAC2:
|
|
case GE_CMD_LDC2:
|
|
case GE_CMD_LSC2:
|
|
Execute_Light2Param(op, diff);
|
|
break;
|
|
case GE_CMD_LX3:case GE_CMD_LY3:case GE_CMD_LZ3:
|
|
case GE_CMD_LDX3:case GE_CMD_LDY3:case GE_CMD_LDZ3:
|
|
case GE_CMD_LKA3:case GE_CMD_LKB3:case GE_CMD_LKC3:
|
|
case GE_CMD_LKS3:
|
|
case GE_CMD_LKO3:
|
|
case GE_CMD_LAC3:
|
|
case GE_CMD_LDC3:
|
|
case GE_CMD_LSC3:
|
|
Execute_Light3Param(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_VIEWPORTXSCALE:
|
|
case GE_CMD_VIEWPORTYSCALE:
|
|
case GE_CMD_VIEWPORTXCENTER:
|
|
case GE_CMD_VIEWPORTYCENTER:
|
|
case GE_CMD_VIEWPORTZSCALE:
|
|
case GE_CMD_VIEWPORTZCENTER:
|
|
Execute_ViewportType(op, diff);
|
|
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:
|
|
break;
|
|
|
|
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:
|
|
break;
|
|
|
|
case GE_CMD_COLORTESTMASK:
|
|
Execute_ColorTestMask(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_ALPHATEST:
|
|
Execute_AlphaTest(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_COLORREF:
|
|
Execute_ColorRef(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_TEXENVCOLOR:
|
|
Execute_TexEnvColor(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_TEXFUNC:
|
|
case GE_CMD_TEXFLUSH:
|
|
break;
|
|
|
|
case GE_CMD_TEXFORMAT:
|
|
Execute_TexFormat(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_TEXMODE:
|
|
case GE_CMD_TEXFILTER:
|
|
case GE_CMD_TEXWRAP:
|
|
Execute_TexParamType(op, diff);
|
|
break;
|
|
|
|
//////////////////////////////////////////////////////////////////
|
|
// DEPTH TESTING
|
|
//////////////////////////////////////////////////////////////////
|
|
|
|
case GE_CMD_ZTESTENABLE:
|
|
case GE_CMD_ZTEST:
|
|
case GE_CMD_ZWRITEDISABLE:
|
|
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:
|
|
Execute_WorldMtxNum(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_WORLDMATRIXDATA:
|
|
Execute_WorldMtxData(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_VIEWMATRIXNUMBER:
|
|
Execute_ViewMtxNum(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_VIEWMATRIXDATA:
|
|
Execute_ViewMtxData(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_PROJMATRIXNUMBER:
|
|
Execute_ProjMtxNum(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_PROJMATRIXDATA:
|
|
Execute_ProjMtxData(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_TGENMATRIXNUMBER:
|
|
Execute_TgenMtxNum(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_TGENMATRIXDATA:
|
|
Execute_TgenMtxData(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_BONEMATRIXNUMBER:
|
|
Execute_BoneMtxNum(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_BONEMATRIXDATA:
|
|
Execute_BoneMtxData(op, diff);
|
|
break;
|
|
|
|
#ifndef MOBILE_DEVICE
|
|
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;
|
|
#endif
|
|
|
|
case GE_CMD_TEXLEVEL:
|
|
Execute_TexLevel(op, diff);
|
|
break;
|
|
|
|
//////////////////////////////////////////////////////////////////
|
|
// STENCIL TESTING
|
|
//////////////////////////////////////////////////////////////////
|
|
|
|
case GE_CMD_STENCILTEST:
|
|
Execute_StencilTest(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_STENCILTESTENABLE:
|
|
case GE_CMD_STENCILOP:
|
|
break;
|
|
|
|
case GE_CMD_MASKRGB:
|
|
case GE_CMD_MASKALPHA:
|
|
break;
|
|
|
|
case GE_CMD_REVERSENORMAL:
|
|
break;
|
|
|
|
case GE_CMD_VSCX:
|
|
if (data != 0)
|
|
WARN_LOG_REPORT_ONCE(vscx, G3D, "Unsupported Vertex Screen Coordinate X : %06x", data);
|
|
break;
|
|
|
|
case GE_CMD_VSCY:
|
|
if (data != 0)
|
|
WARN_LOG_REPORT_ONCE(vscy, G3D, "Unsupported Vertex Screen Coordinate Y : %06x", data);
|
|
break;
|
|
|
|
case GE_CMD_VSCZ:
|
|
if (data != 0)
|
|
WARN_LOG_REPORT_ONCE(vscz, G3D, "Unsupported Vertex Screen Coordinate Z : %06x", data);
|
|
break;
|
|
|
|
case GE_CMD_VTCS:
|
|
if (data != 0)
|
|
WARN_LOG_REPORT_ONCE(vtcs, G3D, "Unsupported Vertex Texture Coordinate S : %06x", data);
|
|
break;
|
|
|
|
case GE_CMD_VTCT:
|
|
if (data != 0)
|
|
WARN_LOG_REPORT_ONCE(vtct, G3D, "Unsupported Vertex Texture Coordinate T : %06x", data);
|
|
break;
|
|
|
|
case GE_CMD_VTCQ:
|
|
if (data != 0)
|
|
WARN_LOG_REPORT_ONCE(vtcq, G3D, "Unsupported Vertex Texture Coordinate Q : %06x", data);
|
|
break;
|
|
|
|
case GE_CMD_VCV:
|
|
if (data != 0)
|
|
WARN_LOG_REPORT_ONCE(vcv, G3D, "Unsupported Vertex Color Value : %06x", data);
|
|
break;
|
|
|
|
case GE_CMD_VAP:
|
|
if (data != 0)
|
|
WARN_LOG_REPORT_ONCE(vap, G3D, "Unsupported Vertex Alpha and Primitive : %06x", data);
|
|
break;
|
|
|
|
case GE_CMD_VFC:
|
|
if (data != 0)
|
|
WARN_LOG_REPORT_ONCE(vfc, G3D, "Unsupported Vertex Fog Coefficient : %06x", data);
|
|
break;
|
|
|
|
case GE_CMD_VSCV:
|
|
if (data != 0)
|
|
WARN_LOG_REPORT_ONCE(vscv, G3D, "Unsupported Vertex Secondary Color Value : %06x", data);
|
|
break;
|
|
|
|
|
|
case GE_CMD_UNKNOWN_03:
|
|
case GE_CMD_UNKNOWN_0D:
|
|
case GE_CMD_UNKNOWN_11:
|
|
case GE_CMD_UNKNOWN_29:
|
|
case GE_CMD_UNKNOWN_34:
|
|
case GE_CMD_UNKNOWN_35:
|
|
case GE_CMD_UNKNOWN_39:
|
|
case GE_CMD_UNKNOWN_4E:
|
|
case GE_CMD_UNKNOWN_4F:
|
|
case GE_CMD_UNKNOWN_52:
|
|
case GE_CMD_UNKNOWN_59:
|
|
case GE_CMD_UNKNOWN_5A:
|
|
case GE_CMD_UNKNOWN_B6:
|
|
case GE_CMD_UNKNOWN_B7:
|
|
case GE_CMD_UNKNOWN_D1:
|
|
case GE_CMD_UNKNOWN_ED:
|
|
case GE_CMD_UNKNOWN_EF:
|
|
case GE_CMD_UNKNOWN_FA:
|
|
case GE_CMD_UNKNOWN_FB:
|
|
case GE_CMD_UNKNOWN_FC:
|
|
case GE_CMD_UNKNOWN_FD:
|
|
case GE_CMD_UNKNOWN_FE:
|
|
if (data != 0)
|
|
WARN_LOG_REPORT_ONCE(unknowncmd, G3D, "Unknown GE command : %08x ", op);
|
|
break;
|
|
case GE_CMD_UNKNOWN_FF:
|
|
// This is hit in quite a few games, supposedly it is a no-op.
|
|
// Might be used for debugging or something?
|
|
break;
|
|
|
|
default:
|
|
GPUCommon::ExecuteOp(op, diff);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void GPU_GLES::FastLoadBoneMatrix(u32 target) {
|
|
const int num = gstate.boneMatrixNumber & 0x7F;
|
|
const int mtxNum = num / 12;
|
|
uint32_t uniformsToDirty = DIRTY_BONEMATRIX0 << mtxNum;
|
|
if ((num - 12 * mtxNum) != 0) {
|
|
uniformsToDirty |= DIRTY_BONEMATRIX0 << ((mtxNum + 1) & 7);
|
|
}
|
|
|
|
if (!g_Config.bSoftwareSkinning || (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) != 0) {
|
|
Flush();
|
|
shaderManager_->DirtyUniform(uniformsToDirty);
|
|
} else {
|
|
gstate_c.deferredVertTypeDirty |= uniformsToDirty;
|
|
}
|
|
gstate.FastLoadBoneMatrix(target);
|
|
}
|
|
|
|
void GPU_GLES::GetStats(char *buffer, size_t bufsize) {
|
|
float vertexAverageCycles = gpuStats.numVertsSubmitted > 0 ? (float)gpuStats.vertexGPUCycles / (float)gpuStats.numVertsSubmitted : 0.0f;
|
|
snprintf(buffer, bufsize - 1,
|
|
"DL processing time: %0.2f ms\n"
|
|
"Draw calls: %i, flushes %i\n"
|
|
"Cached Draw calls: %i\n"
|
|
"Num Tracked Vertex Arrays: %i\n"
|
|
"GPU cycles executed: %d (%f per vertex)\n"
|
|
"Commands per call level: %i %i %i %i\n"
|
|
"Vertices submitted: %i\n"
|
|
"Cached, Uncached Vertices Drawn: %i, %i\n"
|
|
"FBOs active: %i\n"
|
|
"Textures active: %i, decoded: %i invalidated: %i\n"
|
|
"Vertex, Fragment, Programs loaded: %i, %i, %i\n",
|
|
gpuStats.msProcessingDisplayLists * 1000.0f,
|
|
gpuStats.numDrawCalls,
|
|
gpuStats.numFlushes,
|
|
gpuStats.numCachedDrawCalls,
|
|
gpuStats.numTrackedVertexArrays,
|
|
gpuStats.vertexGPUCycles + gpuStats.otherGPUCycles,
|
|
vertexAverageCycles,
|
|
gpuStats.gpuCommandsAtCallLevel[0], gpuStats.gpuCommandsAtCallLevel[1], gpuStats.gpuCommandsAtCallLevel[2], gpuStats.gpuCommandsAtCallLevel[3],
|
|
gpuStats.numVertsSubmitted,
|
|
gpuStats.numCachedVertsDrawn,
|
|
gpuStats.numUncachedVertsDrawn,
|
|
(int)framebufferManager_.NumVFBs(),
|
|
(int)textureCache_.NumLoadedTextures(),
|
|
gpuStats.numTexturesDecoded,
|
|
gpuStats.numTextureInvalidations,
|
|
shaderManager_->NumVertexShaders(),
|
|
shaderManager_->NumFragmentShaders(),
|
|
shaderManager_->NumPrograms());
|
|
}
|
|
|
|
void GPU_GLES::DoBlockTransfer(u32 skipDrawReason) {
|
|
// 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;
|
|
}
|
|
|
|
// Check that the last address of both source and dest are valid addresses
|
|
|
|
u32 srcLastAddr = srcBasePtr + ((srcY + height - 1) * srcStride + (srcX + width - 1)) * bpp;
|
|
u32 dstLastAddr = dstBasePtr + ((dstY + height - 1) * dstStride + (dstX + width - 1)) * bpp;
|
|
|
|
if (!Memory::IsValidAddress(srcLastAddr)) {
|
|
ERROR_LOG_REPORT(G3D, "Bottom-right corner of source of block transfer is at an invalid address: %08x", srcLastAddr);
|
|
return;
|
|
}
|
|
if (!Memory::IsValidAddress(dstLastAddr)) {
|
|
ERROR_LOG_REPORT(G3D, "Bottom-right corner of destination of block transfer is at an invalid address: %08x", srcLastAddr);
|
|
return;
|
|
}
|
|
|
|
// Tell the framebuffer manager to take action if possible. If it does the entire thing, let's just return.
|
|
if (!framebufferManager_.NotifyBlockTransferBefore(dstBasePtr, dstStride, dstX, dstY, srcBasePtr, srcStride, srcX, srcY, width, height, bpp, skipDrawReason)) {
|
|
// Do the copy! (Hm, if we detect a drawn video frame (see below) then we could maybe skip this?)
|
|
// Can use GetPointerUnchecked because we checked the addresses above. We could also avoid them
|
|
// entirely by walking a couple of pointers...
|
|
if (srcStride == dstStride && (u32)width == srcStride) {
|
|
// Common case in God of War, let's do it all in one chunk.
|
|
u32 srcLineStartAddr = srcBasePtr + (srcY * srcStride + srcX) * bpp;
|
|
u32 dstLineStartAddr = dstBasePtr + (dstY * dstStride + dstX) * bpp;
|
|
const u8 *src = Memory::GetPointerUnchecked(srcLineStartAddr);
|
|
u8 *dst = Memory::GetPointerUnchecked(dstLineStartAddr);
|
|
memcpy(dst, src, width * height * bpp);
|
|
} else {
|
|
for (int y = 0; y < height; y++) {
|
|
u32 srcLineStartAddr = srcBasePtr + ((y + srcY) * srcStride + srcX) * bpp;
|
|
u32 dstLineStartAddr = dstBasePtr + ((y + dstY) * dstStride + dstX) * bpp;
|
|
|
|
const u8 *src = Memory::GetPointerUnchecked(srcLineStartAddr);
|
|
u8 *dst = Memory::GetPointerUnchecked(dstLineStartAddr);
|
|
memcpy(dst, src, width * bpp);
|
|
}
|
|
}
|
|
|
|
textureCache_.Invalidate(dstBasePtr + (dstY * dstStride + dstX) * bpp, height * dstStride * bpp, GPU_INVALIDATE_HINT);
|
|
framebufferManager_.NotifyBlockTransferAfter(dstBasePtr, dstStride, dstX, dstY, srcBasePtr, srcStride, srcX, srcY, width, height, bpp, skipDrawReason);
|
|
}
|
|
|
|
#ifndef MOBILE_DEVICE
|
|
CBreakPoints::ExecMemCheck(srcBasePtr + (srcY * srcStride + srcX) * bpp, false, height * srcStride * bpp, currentMIPS->pc);
|
|
CBreakPoints::ExecMemCheck(dstBasePtr + (srcY * dstStride + srcX) * bpp, true, height * dstStride * bpp, currentMIPS->pc);
|
|
#endif
|
|
|
|
// TODO: Correct timing appears to be 1.9, but erring a bit low since some of our other timing is inaccurate.
|
|
cyclesExecuted += ((height * width * bpp) * 16) / 10;
|
|
}
|
|
|
|
void GPU_GLES::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 GPU_GLES::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_.MayIntersectFramebuffer(addr)) {
|
|
// If we're doing block transfers, we shouldn't need this, and it'll only confuse us.
|
|
// Vempire invalidates (with writeback) after drawing, but before blitting.
|
|
if (!g_Config.bBlockTransferGPU || type == GPU_INVALIDATE_SAFE) {
|
|
framebufferManager_.UpdateFromMemory(addr, size, type == GPU_INVALIDATE_SAFE);
|
|
}
|
|
}
|
|
}
|
|
|
|
void GPU_GLES::NotifyVideoUpload(u32 addr, int size, int width, int format) {
|
|
if (Memory::IsVRAMAddress(addr)) {
|
|
framebufferManager_.NotifyVideoUpload(addr, size, width, (GEBufferFormat)format);
|
|
}
|
|
textureCache_.NotifyVideoUpload(addr, size, width, (GEBufferFormat)format);
|
|
InvalidateCache(addr, size, GPU_INVALIDATE_SAFE);
|
|
}
|
|
|
|
void GPU_GLES::PerformMemoryCopyInternal(u32 dest, u32 src, int size) {
|
|
if (!framebufferManager_.NotifyFramebufferCopy(src, dest, size, false, gstate_c.skipDrawReason)) {
|
|
// We use a little hack for Download/Upload using a VRAM mirror.
|
|
// Since they're identical we don't need to copy.
|
|
if (!Memory::IsVRAMAddress(dest) || (dest ^ 0x00400000) != src) {
|
|
Memory::Memcpy(dest, src, size);
|
|
}
|
|
}
|
|
InvalidateCache(dest, size, GPU_INVALIDATE_HINT);
|
|
}
|
|
|
|
void GPU_GLES::PerformMemorySetInternal(u32 dest, u8 v, int size) {
|
|
if (!framebufferManager_.NotifyFramebufferCopy(dest, dest, size, true, gstate_c.skipDrawReason)) {
|
|
InvalidateCache(dest, size, GPU_INVALIDATE_HINT);
|
|
}
|
|
}
|
|
|
|
void GPU_GLES::PerformStencilUploadInternal(u32 dest, int size) {
|
|
framebufferManager_.NotifyStencilUpload(dest, size);
|
|
}
|
|
|
|
bool GPU_GLES::PerformMemoryCopy(u32 dest, u32 src, int size) {
|
|
// Track stray copies of a framebuffer in RAM. MotoGP does this.
|
|
if (framebufferManager_.MayIntersectFramebuffer(src) || framebufferManager_.MayIntersectFramebuffer(dest)) {
|
|
if (IsOnSeparateCPUThread()) {
|
|
GPUEvent ev(GPU_EVENT_FB_MEMCPY);
|
|
ev.fb_memcpy.dst = dest;
|
|
ev.fb_memcpy.src = src;
|
|
ev.fb_memcpy.size = size;
|
|
ScheduleEvent(ev);
|
|
|
|
// This is a memcpy, so we need to wait for it to complete.
|
|
SyncThread();
|
|
} else {
|
|
PerformMemoryCopyInternal(dest, src, size);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
InvalidateCache(dest, size, GPU_INVALIDATE_HINT);
|
|
return false;
|
|
}
|
|
|
|
bool GPU_GLES::PerformMemorySet(u32 dest, u8 v, int size) {
|
|
// This may indicate a memset, usually to 0, of a framebuffer.
|
|
if (framebufferManager_.MayIntersectFramebuffer(dest)) {
|
|
Memory::Memset(dest, v, size);
|
|
|
|
if (IsOnSeparateCPUThread()) {
|
|
GPUEvent ev(GPU_EVENT_FB_MEMSET);
|
|
ev.fb_memset.dst = dest;
|
|
ev.fb_memset.v = v;
|
|
ev.fb_memset.size = size;
|
|
ScheduleEvent(ev);
|
|
|
|
// We don't need to wait for the framebuffer to be updated.
|
|
} else {
|
|
PerformMemorySetInternal(dest, v, size);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
// Or perhaps a texture, let's invalidate.
|
|
InvalidateCache(dest, size, GPU_INVALIDATE_HINT);
|
|
return false;
|
|
}
|
|
|
|
bool GPU_GLES::PerformMemoryDownload(u32 dest, int size) {
|
|
// Cheat a bit to force a download of the framebuffer.
|
|
// VRAM + 0x00400000 is simply a VRAM mirror.
|
|
if (Memory::IsVRAMAddress(dest)) {
|
|
return PerformMemoryCopy(dest ^ 0x00400000, dest, size);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool GPU_GLES::PerformMemoryUpload(u32 dest, int size) {
|
|
// Cheat a bit to force an upload of the framebuffer.
|
|
// VRAM + 0x00400000 is simply a VRAM mirror.
|
|
if (Memory::IsVRAMAddress(dest)) {
|
|
return PerformMemoryCopy(dest, dest ^ 0x00400000, size);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool GPU_GLES::PerformStencilUpload(u32 dest, int size) {
|
|
if (framebufferManager_.MayIntersectFramebuffer(dest)) {
|
|
if (IsOnSeparateCPUThread()) {
|
|
GPUEvent ev(GPU_EVENT_FB_STENCIL_UPLOAD);
|
|
ev.fb_stencil_upload.dst = dest;
|
|
ev.fb_stencil_upload.size = size;
|
|
ScheduleEvent(ev);
|
|
} else {
|
|
PerformStencilUploadInternal(dest, size);
|
|
}
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void GPU_GLES::ClearCacheNextFrame() {
|
|
textureCache_.ClearNextFrame();
|
|
}
|
|
|
|
void GPU_GLES::Resized() {
|
|
resized_ = true;
|
|
framebufferManager_.Resized();
|
|
}
|
|
|
|
void GPU_GLES::ClearShaderCache() {
|
|
shaderManager_->ClearCache(true);
|
|
}
|
|
|
|
void GPU_GLES::CleanupBeforeUI() {
|
|
// Clear any enabled vertex arrays.
|
|
shaderManager_->DirtyLastShader();
|
|
glstate.arrayBuffer.bind(0);
|
|
glstate.elementArrayBuffer.bind(0);
|
|
}
|
|
|
|
std::vector<FramebufferInfo> GPU_GLES::GetFramebufferList() {
|
|
return framebufferManager_.GetFramebufferList();
|
|
}
|
|
|
|
void GPU_GLES::DoState(PointerWrap &p) {
|
|
GPUCommon::DoState(p);
|
|
|
|
// TODO: Some of these things may not be necessary.
|
|
// None of these are necessary when saving.
|
|
// In Freeze-Frame mode, we don't want to do any of this.
|
|
if (p.mode == p.MODE_READ && !PSP_CoreParameter().frozen) {
|
|
textureCache_.Clear(true);
|
|
depalShaderCache_.Clear();
|
|
drawEngine_.ClearTrackedVertexArrays();
|
|
|
|
gstate_c.textureChanged = TEXCHANGE_UPDATED;
|
|
framebufferManager_.DestroyAllFBOs(true);
|
|
shaderManager_->ClearCache(true);
|
|
}
|
|
}
|
|
|
|
bool GPU_GLES::GetCurrentFramebuffer(GPUDebugBuffer &buffer, GPUDebugFramebufferType type, int maxRes) {
|
|
u32 fb_address = type == GPU_DBG_FRAMEBUF_RENDER ? gstate.getFrameBufRawAddress() : framebufferManager_.DisplayFramebufAddr();
|
|
int fb_stride = type == GPU_DBG_FRAMEBUF_RENDER ? gstate.FrameBufStride() : framebufferManager_.DisplayFramebufStride();
|
|
GEBufferFormat format = type == GPU_DBG_FRAMEBUF_RENDER ? gstate.FrameBufFormat() : framebufferManager_.DisplayFramebufFormat();
|
|
return framebufferManager_.GetFramebuffer(fb_address, fb_stride, format, buffer, maxRes);
|
|
}
|
|
|
|
bool GPU_GLES::GetCurrentDepthbuffer(GPUDebugBuffer &buffer) {
|
|
u32 fb_address = gstate.getFrameBufRawAddress();
|
|
int fb_stride = gstate.FrameBufStride();
|
|
|
|
u32 z_address = gstate.getDepthBufRawAddress();
|
|
int z_stride = gstate.DepthBufStride();
|
|
|
|
return framebufferManager_.GetDepthbuffer(fb_address, fb_stride, z_address, z_stride, buffer);
|
|
}
|
|
|
|
bool GPU_GLES::GetCurrentStencilbuffer(GPUDebugBuffer &buffer) {
|
|
u32 fb_address = gstate.getFrameBufRawAddress();
|
|
int fb_stride = gstate.FrameBufStride();
|
|
|
|
return framebufferManager_.GetStencilbuffer(fb_address, fb_stride, buffer);
|
|
}
|
|
|
|
bool GPU_GLES::GetCurrentTexture(GPUDebugBuffer &buffer, int level) {
|
|
if (!gstate.isTextureMapEnabled()) {
|
|
return false;
|
|
}
|
|
|
|
#ifndef USING_GLES2
|
|
GPUgstate saved;
|
|
if (level != 0) {
|
|
saved = gstate;
|
|
|
|
// The way we set textures is a bit complex. Let's just override level 0.
|
|
gstate.texsize[0] = gstate.texsize[level];
|
|
gstate.texaddr[0] = gstate.texaddr[level];
|
|
gstate.texbufwidth[0] = gstate.texbufwidth[level];
|
|
}
|
|
|
|
textureCache_.SetTexture(true);
|
|
textureCache_.ApplyTexture();
|
|
int w = gstate.getTextureWidth(level);
|
|
int h = gstate.getTextureHeight(level);
|
|
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &w);
|
|
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &h);
|
|
|
|
if (level != 0) {
|
|
gstate = saved;
|
|
}
|
|
|
|
buffer.Allocate(w, h, GE_FORMAT_8888, false);
|
|
glPixelStorei(GL_PACK_ALIGNMENT, 4);
|
|
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer.GetData());
|
|
|
|
return true;
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
bool GPU_GLES::GetCurrentClut(GPUDebugBuffer &buffer) {
|
|
return textureCache_.GetCurrentClutBuffer(buffer);
|
|
}
|
|
|
|
bool GPU_GLES::GetOutputFramebuffer(GPUDebugBuffer &buffer) {
|
|
return FramebufferManager::GetOutputFramebuffer(buffer);
|
|
}
|
|
|
|
bool GPU_GLES::GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices) {
|
|
return drawEngine_.GetCurrentSimpleVertices(count, vertices, indices);
|
|
}
|
|
|
|
bool GPU_GLES::DescribeCodePtr(const u8 *ptr, std::string &name) {
|
|
if (drawEngine_.IsCodePtrVertexDecoder(ptr)) {
|
|
name = "VertexDecoderJit";
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
std::vector<std::string> GPU_GLES::DebugGetShaderIDs(DebugShaderType type) {
|
|
if (type == SHADER_TYPE_VERTEXLOADER) {
|
|
return drawEngine_.DebugGetVertexLoaderIDs();
|
|
} else {
|
|
return shaderManager_->DebugGetShaderIDs(type);
|
|
}
|
|
}
|
|
|
|
std::string GPU_GLES::DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) {
|
|
if (type == SHADER_TYPE_VERTEXLOADER) {
|
|
return drawEngine_.DebugGetVertexLoaderString(id, stringType);
|
|
} else {
|
|
return shaderManager_->DebugGetShaderString(id, type, stringType);
|
|
}
|
|
}
|