ppsspp/GPU/GLES/GPU_GLES.cpp
Florent Castelli 70593d1004 android: Change preprocessor define to standard __ANDROID__
ANDROID is only standard to the old Makefile buildsystem, not the platform.
2016-10-12 11:14:09 +02:00

2516 lines
86 KiB
C++

// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include "base/logging.h"
#include "profiler/profiler.h"
#include "Common/ChunkFile.h"
#include "Common/GraphicsContext.h"
#include "Core/Config.h"
#include "Core/Debugger/Breakpoints.h"
#include "Core/MemMapHelpers.h"
#include "Core/Host.h"
#include "Core/Config.h"
#include "Core/Reporting.h"
#include "Core/System.h"
#include "Core/ELF/ParamSFO.h"
#include "GPU/GPUState.h"
#include "GPU/ge_constants.h"
#include "GPU/GeDisasm.h"
#include "GPU/Common/FramebufferCommon.h"
#include "GPU/GLES/GLStateCache.h"
#include "GPU/GLES/ShaderManager.h"
#include "GPU/GLES/GPU_GLES.h"
#include "GPU/GLES/Framebuffer.h"
#include "GPU/GLES/DrawEngineGLES.h"
#include "GPU/GLES/TextureCache.h"
#include "Core/MIPS/MIPS.h"
#include "Core/HLE/sceKernelThread.h"
#include "Core/HLE/sceKernelInterrupt.h"
#include "Core/HLE/sceGe.h"
#ifdef _WIN32
#include "Windows/GPU/WindowsGLContext.h"
#endif
enum {
FLAG_FLUSHBEFORE = 1,
FLAG_FLUSHBEFOREONCHANGE = 2,
FLAG_EXECUTE = 4, // needs to actually be executed. unused for now.
FLAG_EXECUTEONCHANGE = 8,
FLAG_ANY_EXECUTE = 4 | 8,
FLAG_READS_PC = 16,
FLAG_WRITES_PC = 32,
FLAG_DIRTYONCHANGE = 64,
};
struct CommandTableEntry {
u8 cmd;
u8 flags;
u32 dirtyUniform;
GPU_GLES::CmdFunc func;
};
// This table gets crunched into a faster form by init.
// TODO: Share this table between the backends. Will have to make another indirection for the function pointers though..
static const CommandTableEntry commandTable[] = {
// Changes that dirty the framebuffer
{GE_CMD_FRAMEBUFPTR, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_FramebufType},
{GE_CMD_FRAMEBUFWIDTH, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_FramebufType},
{GE_CMD_FRAMEBUFPIXFORMAT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_FramebufType},
{GE_CMD_ZBUFPTR, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_ZBUFWIDTH, FLAG_FLUSHBEFOREONCHANGE},
// Changes that dirty uniforms
{GE_CMD_FOGCOLOR, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_FOGCOLOR, &GPU_GLES::Execute_FogColor},
{GE_CMD_FOG1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_FOGCOEF, &GPU_GLES::Execute_FogCoef},
{GE_CMD_FOG2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_FOGCOEF, &GPU_GLES::Execute_FogCoef},
// Should these maybe flush?
{GE_CMD_MINZ, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHRANGE},
{GE_CMD_MAXZ, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHRANGE},
// Changes that dirty texture scaling.
{GE_CMD_TEXMAPMODE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_UVSCALEOFFSET, &GPU_GLES::Execute_TexMapMode},
{GE_CMD_TEXSCALEU, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_UVSCALEOFFSET, &GPU_GLES::Execute_TexScaleU},
{GE_CMD_TEXSCALEV, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_UVSCALEOFFSET, &GPU_GLES::Execute_TexScaleV},
{GE_CMD_TEXOFFSETU, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_UVSCALEOFFSET, &GPU_GLES::Execute_TexOffsetU},
{GE_CMD_TEXOFFSETV, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_UVSCALEOFFSET, &GPU_GLES::Execute_TexOffsetV},
// Changes that dirty the current texture. Really should be possible to avoid executing these if we compile
// by adding some more flags.
{GE_CMD_TEXSIZE0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, 0, &GPU_GLES::Execute_TexSize0},
{GE_CMD_TEXSIZE1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexSizeN},
{GE_CMD_TEXSIZE2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexSizeN},
{GE_CMD_TEXSIZE3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexSizeN},
{GE_CMD_TEXSIZE4, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexSizeN},
{GE_CMD_TEXSIZE5, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexSizeN},
{GE_CMD_TEXSIZE6, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexSizeN},
{GE_CMD_TEXSIZE7, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexSizeN},
{GE_CMD_TEXFORMAT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexFormat},
{GE_CMD_TEXLEVEL, FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexLevel},
{GE_CMD_TEXADDR0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexAddr0},
{GE_CMD_TEXADDR1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexAddrN},
{GE_CMD_TEXADDR2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexAddrN},
{GE_CMD_TEXADDR3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexAddrN},
{GE_CMD_TEXADDR4, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexAddrN},
{GE_CMD_TEXADDR5, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexAddrN},
{GE_CMD_TEXADDR6, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexAddrN},
{GE_CMD_TEXADDR7, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexAddrN},
{GE_CMD_TEXBUFWIDTH0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexBufw0},
{GE_CMD_TEXBUFWIDTH1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexBufwN},
{GE_CMD_TEXBUFWIDTH2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexBufwN},
{GE_CMD_TEXBUFWIDTH3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexBufwN},
{GE_CMD_TEXBUFWIDTH4, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexBufwN},
{GE_CMD_TEXBUFWIDTH5, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexBufwN},
{GE_CMD_TEXBUFWIDTH6, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexBufwN},
{GE_CMD_TEXBUFWIDTH7, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexBufwN},
// These must flush on change, so that LoadClut doesn't have to always flush.
{GE_CMD_CLUTADDR, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_CLUTADDRUPPER, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_CLUTFORMAT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_ClutFormat},
// These affect the fragment shader so need flushing.
{GE_CMD_CLEARMODE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_TEXTUREMAPENABLE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_FOGENABLE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_TEXMODE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexParamType},
{GE_CMD_TEXSHADELS, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_SHADEMODE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_TEXFUNC, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_COLORTEST, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_ALPHATESTENABLE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_COLORTESTENABLE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_COLORTESTMASK, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_ALPHACOLORMASK, &GPU_GLES::Execute_ColorTestMask},
// These change the vertex shader so need flushing.
{GE_CMD_REVERSENORMAL, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_LIGHTINGENABLE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_LIGHTENABLE0, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_LIGHTENABLE1, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_LIGHTENABLE2, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_LIGHTENABLE3, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_LIGHTTYPE0, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_LIGHTTYPE1, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_LIGHTTYPE2, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_LIGHTTYPE3, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_MATERIALUPDATE, FLAG_FLUSHBEFOREONCHANGE},
// This changes both shaders so need flushing.
{GE_CMD_LIGHTMODE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_TEXFILTER, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexParamType},
{GE_CMD_TEXWRAP, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_TexParamType},
// Uniform changes
{GE_CMD_ALPHATEST, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_ALPHACOLORREF | DIRTY_ALPHACOLORMASK, &GPU_GLES::Execute_AlphaTest},
{GE_CMD_COLORREF, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_ColorRef},
{GE_CMD_TEXENVCOLOR, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_TEXENV, &GPU_GLES::Execute_TexEnvColor},
// Simple render state changes. Handled in StateMapping.cpp.
{GE_CMD_OFFSETX, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_OFFSETY, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_CULL, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_CULLFACEENABLE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_DITHERENABLE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_STENCILOP, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_STENCILTEST, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_STENCILREPLACEVALUE, &GPU_GLES::Execute_StencilTest},
{GE_CMD_STENCILTESTENABLE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_ALPHABLENDENABLE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_BLENDMODE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_BLENDFIXEDA, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_BLENDFIXEDB, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_MASKRGB, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_MASKALPHA, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_ZTEST, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_ZTESTENABLE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_ZWRITEDISABLE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_LOGICOP, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_LOGICOPENABLE, FLAG_FLUSHBEFOREONCHANGE},
// Can probably ignore this one as we don't support AA lines.
{GE_CMD_ANTIALIASENABLE, FLAG_FLUSHBEFOREONCHANGE},
// Morph weights. TODO: Remove precomputation?
{GE_CMD_MORPHWEIGHT0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE},
{GE_CMD_MORPHWEIGHT1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE},
{GE_CMD_MORPHWEIGHT2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE},
{GE_CMD_MORPHWEIGHT3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE},
{GE_CMD_MORPHWEIGHT4, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE},
{GE_CMD_MORPHWEIGHT5, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE},
{GE_CMD_MORPHWEIGHT6, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE},
{GE_CMD_MORPHWEIGHT7, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE},
// Control spline/bezier patches. Don't really require flushing as such, but meh.
{GE_CMD_PATCHDIVISION, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_PATCHPRIMITIVE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_PATCHFACING, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_PATCHCULLENABLE, FLAG_FLUSHBEFOREONCHANGE},
// Viewport.
{GE_CMD_VIEWPORTXSCALE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_ViewportType},
{GE_CMD_VIEWPORTYSCALE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_ViewportType},
{GE_CMD_VIEWPORTXCENTER, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_ViewportType},
{GE_CMD_VIEWPORTYCENTER, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_ViewportType},
{GE_CMD_VIEWPORTZSCALE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_DEPTHRANGE, &GPU_GLES::Execute_ViewportZType},
{GE_CMD_VIEWPORTZCENTER, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_DEPTHRANGE, &GPU_GLES::Execute_ViewportZType},
{GE_CMD_CLIPENABLE, FLAG_FLUSHBEFOREONCHANGE},
// Region
{GE_CMD_REGION1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_Region},
{GE_CMD_REGION2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_Region},
// Scissor
{GE_CMD_SCISSOR1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_Scissor},
{GE_CMD_SCISSOR2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_Scissor},
// These dirty various vertex shader uniforms. Could embed information about that in this table and call dirtyuniform directly, hm...
{GE_CMD_AMBIENTCOLOR, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_AMBIENT, &GPU_GLES::Execute_Ambient},
{GE_CMD_AMBIENTALPHA, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_AMBIENT, &GPU_GLES::Execute_Ambient},
{GE_CMD_MATERIALDIFFUSE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_MATDIFFUSE, &GPU_GLES::Execute_MaterialDiffuse},
{GE_CMD_MATERIALEMISSIVE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_MATEMISSIVE, &GPU_GLES::Execute_MaterialEmissive},
{GE_CMD_MATERIALAMBIENT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_MATAMBIENTALPHA, &GPU_GLES::Execute_MaterialAmbient},
{GE_CMD_MATERIALALPHA, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_MATAMBIENTALPHA, &GPU_GLES::Execute_MaterialAmbient},
{GE_CMD_MATERIALSPECULAR, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_MATSPECULAR, &GPU_GLES::Execute_MaterialSpecular},
{GE_CMD_MATERIALSPECULARCOEF, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_MATSPECULAR, &GPU_GLES::Execute_MaterialSpecular},
// These dirty uniforms, which could be table-ized to avoid execute.
{GE_CMD_LX0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GPU_GLES::Execute_Light0Param},
{GE_CMD_LY0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GPU_GLES::Execute_Light0Param},
{GE_CMD_LZ0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GPU_GLES::Execute_Light0Param},
{GE_CMD_LX1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GPU_GLES::Execute_Light1Param},
{GE_CMD_LY1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GPU_GLES::Execute_Light1Param},
{GE_CMD_LZ1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GPU_GLES::Execute_Light1Param},
{GE_CMD_LX2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GPU_GLES::Execute_Light2Param},
{GE_CMD_LY2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GPU_GLES::Execute_Light2Param},
{GE_CMD_LZ2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GPU_GLES::Execute_Light2Param},
{GE_CMD_LX3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GPU_GLES::Execute_Light3Param},
{GE_CMD_LY3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GPU_GLES::Execute_Light3Param},
{GE_CMD_LZ3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GPU_GLES::Execute_Light3Param},
{GE_CMD_LDX0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GPU_GLES::Execute_Light0Param},
{GE_CMD_LDY0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GPU_GLES::Execute_Light0Param},
{GE_CMD_LDZ0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GPU_GLES::Execute_Light0Param},
{GE_CMD_LDX1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GPU_GLES::Execute_Light1Param},
{GE_CMD_LDY1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GPU_GLES::Execute_Light1Param},
{GE_CMD_LDZ1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GPU_GLES::Execute_Light1Param},
{GE_CMD_LDX2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GPU_GLES::Execute_Light2Param},
{GE_CMD_LDY2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GPU_GLES::Execute_Light2Param},
{GE_CMD_LDZ2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GPU_GLES::Execute_Light2Param},
{GE_CMD_LDX3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GPU_GLES::Execute_Light3Param},
{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);
}
}