mirror of
https://github.com/libretro/ppsspp.git
synced 2024-12-16 21:56:48 +00:00
1067 lines
28 KiB
C++
1067 lines
28 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 "Core/MemMap.h"
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#include "Core/Host.h"
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#include "Core/Config.h"
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#include "Core/System.h"
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#include "gfx_es2/gl_state.h"
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#include "../GPUState.h"
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#include "../ge_constants.h"
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#include "../GeDisasm.h"
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#include "ShaderManager.h"
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#include "DisplayListInterpreter.h"
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#include "Framebuffer.h"
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#include "TransformPipeline.h"
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#include "TextureCache.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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extern u32 curTextureWidth;
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extern u32 curTextureHeight;
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static const u8 flushOnChangedBeforeCommandList[] = {
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GE_CMD_VERTEXTYPE,
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GE_CMD_BLENDMODE,
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GE_CMD_BLENDFIXEDA,
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GE_CMD_BLENDFIXEDB,
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GE_CMD_TEXOFFSETU,
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GE_CMD_TEXOFFSETV,
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GE_CMD_TEXSCALEU,
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GE_CMD_TEXSCALEV,
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GE_CMD_CULLFACEENABLE,
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GE_CMD_CULL,
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GE_CMD_TEXTUREMAPENABLE,
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GE_CMD_LIGHTINGENABLE,
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GE_CMD_FOGENABLE,
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GE_CMD_DITHERENABLE,
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GE_CMD_ALPHABLENDENABLE,
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GE_CMD_ALPHATESTENABLE,
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GE_CMD_ALPHATEST,
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GE_CMD_COLORTESTENABLE,
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GE_CMD_COLORTEST,
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GE_CMD_COLORTESTMASK,
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GE_CMD_COLORREF,
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GE_CMD_MINZ,GE_CMD_MAXZ,
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GE_CMD_FOG1,
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GE_CMD_FOG2,
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GE_CMD_FOGCOLOR,
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GE_CMD_SHADEMODE,
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GE_CMD_REVERSENORMAL,
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GE_CMD_MATERIALUPDATE,
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GE_CMD_MATERIALEMISSIVE,
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GE_CMD_MATERIALAMBIENT,
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GE_CMD_MATERIALDIFFUSE,
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GE_CMD_MATERIALSPECULAR,
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GE_CMD_MATERIALALPHA,
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GE_CMD_MATERIALSPECULARCOEF,
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GE_CMD_AMBIENTCOLOR,
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GE_CMD_AMBIENTALPHA,
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GE_CMD_LIGHTMODE,
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GE_CMD_LIGHTTYPE0, GE_CMD_LIGHTTYPE1, GE_CMD_LIGHTTYPE2, GE_CMD_LIGHTTYPE3,
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GE_CMD_LX0,GE_CMD_LY0,GE_CMD_LZ0,
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GE_CMD_LX1,GE_CMD_LY1,GE_CMD_LZ1,
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GE_CMD_LX2,GE_CMD_LY2,GE_CMD_LZ2,
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GE_CMD_LX3,GE_CMD_LY3,GE_CMD_LZ3,
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GE_CMD_LDX0,GE_CMD_LDY0,GE_CMD_LDZ0,
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GE_CMD_LDX1,GE_CMD_LDY1,GE_CMD_LDZ1,
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GE_CMD_LDX2,GE_CMD_LDY2,GE_CMD_LDZ2,
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GE_CMD_LDX3,GE_CMD_LDY3,GE_CMD_LDZ3,
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GE_CMD_LKA0,GE_CMD_LKB0,GE_CMD_LKC0,
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GE_CMD_LKA1,GE_CMD_LKB1,GE_CMD_LKC1,
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GE_CMD_LKA2,GE_CMD_LKB2,GE_CMD_LKC2,
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GE_CMD_LKA3,GE_CMD_LKB3,GE_CMD_LKC3,
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GE_CMD_LKS0,GE_CMD_LKS1,GE_CMD_LKS2,GE_CMD_LKS3,
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GE_CMD_LKO0,GE_CMD_LKO1,GE_CMD_LKO2,GE_CMD_LKO3,
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GE_CMD_LAC0,GE_CMD_LDC0,GE_CMD_LSC0,
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GE_CMD_LAC1,GE_CMD_LDC1,GE_CMD_LSC1,
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GE_CMD_LAC2,GE_CMD_LDC2,GE_CMD_LSC2,
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GE_CMD_LAC3,GE_CMD_LDC3,GE_CMD_LSC3,
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GE_CMD_VIEWPORTX1,GE_CMD_VIEWPORTY1,
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GE_CMD_VIEWPORTX2,GE_CMD_VIEWPORTY2,
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GE_CMD_VIEWPORTZ1,GE_CMD_VIEWPORTZ2,
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GE_CMD_LIGHTENABLE0,GE_CMD_LIGHTENABLE1,GE_CMD_LIGHTENABLE2,GE_CMD_LIGHTENABLE3,
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GE_CMD_PATCHDIVISION,
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GE_CMD_CLEARMODE,
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GE_CMD_TEXMAPMODE,
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GE_CMD_TEXSHADELS,
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GE_CMD_TEXFUNC,
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GE_CMD_TEXFILTER,
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GE_CMD_TEXENVCOLOR,
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GE_CMD_TEXMODE,
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GE_CMD_TEXFORMAT,
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GE_CMD_TEXWRAP,
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GE_CMD_ZTESTENABLE,
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GE_CMD_ZWRITEDISABLE,
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GE_CMD_STENCILTESTENABLE,
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GE_CMD_STENCILOP,
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GE_CMD_STENCILTEST,
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GE_CMD_ZTEST,
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GE_CMD_MASKRGB,
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GE_CMD_MASKALPHA,
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GE_CMD_TEXBUFWIDTH0,
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GE_CMD_CLUTADDR,
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GE_CMD_CLUTADDRUPPER,
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GE_CMD_LOADCLUT,
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GE_CMD_CLUTFORMAT,
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GE_CMD_TEXADDR0,GE_CMD_TEXADDR1,GE_CMD_TEXADDR2,GE_CMD_TEXADDR3,
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GE_CMD_TEXADDR4,GE_CMD_TEXADDR5,GE_CMD_TEXADDR6,GE_CMD_TEXADDR7,
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GE_CMD_TEXSIZE0,GE_CMD_TEXSIZE1,GE_CMD_TEXSIZE2,GE_CMD_TEXSIZE3,
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GE_CMD_TEXSIZE4,GE_CMD_TEXSIZE5,GE_CMD_TEXSIZE6,GE_CMD_TEXSIZE7,
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GE_CMD_OFFSETX,
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GE_CMD_OFFSETY,
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GE_CMD_MORPHWEIGHT0,GE_CMD_MORPHWEIGHT1,GE_CMD_MORPHWEIGHT2,GE_CMD_MORPHWEIGHT3,
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GE_CMD_MORPHWEIGHT4,GE_CMD_MORPHWEIGHT5,GE_CMD_MORPHWEIGHT6,GE_CMD_MORPHWEIGHT7,
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GE_CMD_REGION1,GE_CMD_REGION2,
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GE_CMD_FRAMEBUFPTR,
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GE_CMD_FRAMEBUFWIDTH,
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GE_CMD_FRAMEBUFPIXFORMAT,
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GE_CMD_ZBUFPTR,
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GE_CMD_ZBUFWIDTH,
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};
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static const u8 flushBeforeCommandList[] = {
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GE_CMD_BEZIER,
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GE_CMD_SPLINE,
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GE_CMD_SIGNAL,
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GE_CMD_FINISH,
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GE_CMD_BJUMP,
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GE_CMD_TRANSFERSTART,
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//GE_CMD_TEXFLUSH,
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// These handle their own flushing.
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/*
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GE_CMD_WORLDMATRIXNUMBER,
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GE_CMD_WORLDMATRIXDATA,
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GE_CMD_VIEWMATRIXNUMBER,
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GE_CMD_VIEWMATRIXDATA,
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GE_CMD_PROJMATRIXNUMBER,
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GE_CMD_PROJMATRIXDATA,
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GE_CMD_TGENMATRIXNUMBER,
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GE_CMD_TGENMATRIXDATA,
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GE_CMD_BONEMATRIXNUMBER,
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GE_CMD_BONEMATRIXDATA,
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*/
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};
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GLES_GPU::GLES_GPU()
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: interruptsEnabled_(true),
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resized_(false)
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{
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shaderManager_ = new ShaderManager();
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transformDraw_.SetShaderManager(shaderManager_);
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transformDraw_.SetTextureCache(&textureCache_);
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transformDraw_.SetFramebufferManager(&framebufferManager_);
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framebufferManager_.SetTextureCache(&textureCache_);
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// Sanity check gstate
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if ((int *)&gstate.transferstart - (int *)&gstate != 0xEA) {
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ERROR_LOG(G3D, "gstate has drifted out of sync!");
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}
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flushBeforeCommand_ = new u8[256];
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memset(flushBeforeCommand_, 0, 256 * sizeof(bool));
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for (size_t i = 0; i < ARRAY_SIZE(flushOnChangedBeforeCommandList); i++) {
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flushBeforeCommand_[flushOnChangedBeforeCommandList[i]] = 2;
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}
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for (size_t i = 0; i < ARRAY_SIZE(flushBeforeCommandList); i++) {
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flushBeforeCommand_[flushBeforeCommandList[i]] = 1;
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}
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flushBeforeCommand_[1] = 0;
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}
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GLES_GPU::~GLES_GPU() {
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framebufferManager_.DestroyAllFBOs();
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shaderManager_->ClearCache(true);
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delete shaderManager_;
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delete [] flushBeforeCommand_;
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}
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void GLES_GPU::DeviceLost() {
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// Simply drop all caches and textures.
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// FBO:s appear to survive? Or no?
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shaderManager_->ClearCache(false);
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textureCache_.Clear(false);
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}
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void GLES_GPU::InitClear() {
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if (!g_Config.bBufferedRendering) {
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glstate.depthWrite.set(GL_TRUE);
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glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glClearColor(0,0,0,1);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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}
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glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
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}
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void GLES_GPU::DumpNextFrame() {
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dumpNextFrame_ = true;
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}
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void GLES_GPU::BeginDebugDraw() {
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if (g_Config.bDrawWireframe) {
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#ifndef USING_GLES2
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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#endif
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}
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}
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void GLES_GPU::EndDebugDraw() {
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#ifndef USING_GLES2
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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#endif
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}
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void GLES_GPU::BeginFrame() {
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textureCache_.StartFrame();
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transformDraw_.DecimateTrackedVertexArrays();
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if (dumpNextFrame_) {
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NOTICE_LOG(G3D, "DUMPING THIS FRAME");
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dumpThisFrame_ = true;
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dumpNextFrame_ = false;
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} else if (dumpThisFrame_) {
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dumpThisFrame_ = false;
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}
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shaderManager_->DirtyShader();
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// Not sure if this is really needed.
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shaderManager_->DirtyUniform(DIRTY_ALL);
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framebufferManager_.BeginFrame();
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}
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void GLES_GPU::SetDisplayFramebuffer(u32 framebuf, u32 stride, int format) {
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framebufferManager_.SetDisplayFramebuffer(framebuf, stride, format);
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}
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bool GLES_GPU::FramebufferDirty() {
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if (!g_Config.bBufferedRendering) {
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VirtualFramebuffer *vfb = framebufferManager_.GetDisplayFBO();
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if (vfb)
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return vfb->dirtyAfterDisplay;
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}
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return true;
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}
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void GLES_GPU::CopyDisplayToOutput() {
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glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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transformDraw_.Flush();
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EndDebugDraw();
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framebufferManager_.CopyDisplayToOutput();
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framebufferManager_.EndFrame();
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shaderManager_->DirtyShader();
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shaderManager_->DirtyUniform(DIRTY_ALL);
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gstate_c.textureChanged = true;
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BeginDebugDraw();
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}
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// Render queue
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void GLES_GPU::DrawSync(int mode)
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{
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transformDraw_.Flush();
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}
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void GLES_GPU::Continue() {
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}
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void GLES_GPU::Break() {
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}
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void GLES_GPU::PreExecuteOp(u32 op, u32 diff) {
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u32 cmd = op >> 24;
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if (flushBeforeCommand_[cmd] == 1 || (diff && flushBeforeCommand_[cmd] == 2))
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{
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if (dumpThisFrame_) {
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NOTICE_LOG(HLE, "================ FLUSH ================");
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}
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transformDraw_.Flush();
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}
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}
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void GLES_GPU::ExecuteOp(u32 op, u32 diff) {
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u32 cmd = op >> 24;
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u32 data = op & 0xFFFFFF;
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// Handle control and drawing commands here directly. The others we delegate.
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switch (cmd) {
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case GE_CMD_BASE:
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break;
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case GE_CMD_VADDR:
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gstate_c.vertexAddr = gstate_c.getRelativeAddress(data);
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break;
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case GE_CMD_IADDR:
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gstate_c.indexAddr = gstate_c.getRelativeAddress(data);
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break;
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case GE_CMD_PRIM:
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{
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// This drives all drawing. All other state we just buffer up, then we apply it only
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// when it's time to draw. As most PSP games set state redundantly ALL THE TIME, this is a huge optimization.
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// This also make skipping drawing very effective.
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framebufferManager_.SetRenderFrameBuffer();
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if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB))
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return;
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u32 count = data & 0xFFFF;
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u32 type = data >> 16;
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if (!Memory::IsValidAddress(gstate_c.vertexAddr)) {
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ERROR_LOG(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr);
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break;
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}
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// TODO: Split this so that we can collect sequences of primitives, can greatly speed things up
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// on platforms where draw calls are expensive like mobile and D3D
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void *verts = Memory::GetPointer(gstate_c.vertexAddr);
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void *inds = 0;
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if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
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if (!Memory::IsValidAddress(gstate_c.indexAddr)) {
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ERROR_LOG(G3D, "Bad index address %08x!", gstate_c.indexAddr);
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break;
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}
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inds = Memory::GetPointer(gstate_c.indexAddr);
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}
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int bytesRead;
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transformDraw_.SubmitPrim(verts, inds, type, count, gstate.vertType, -1, &bytesRead);
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// After drawing, we advance the vertexAddr (when non indexed) or indexAddr (when indexed).
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// Some games rely on this, they don't bother reloading VADDR and IADDR.
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// Q: Are these changed reflected in the real registers? Needs testing.
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if (inds) {
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int indexSize = 1;
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if ((gstate.vertType & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT)
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indexSize = 2;
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gstate_c.indexAddr += count * indexSize;
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} else {
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gstate_c.vertexAddr += bytesRead;
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}
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}
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break;
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// The arrow and other rotary items in Puzbob are bezier patches, strangely enough.
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case GE_CMD_BEZIER:
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{
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int bz_ucount = data & 0xFF;
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int bz_vcount = (data >> 8) & 0xFF;
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transformDraw_.DrawBezier(bz_ucount, bz_vcount);
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}
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break;
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case GE_CMD_SPLINE:
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{
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int sp_ucount = data & 0xFF;
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int sp_vcount = (data >> 8) & 0xFF;
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int sp_utype = (data >> 16) & 0x3;
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int sp_vtype = (data >> 18) & 0x3;
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transformDraw_.DrawSpline(sp_ucount, sp_vcount, sp_utype, sp_vtype);
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}
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break;
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case GE_CMD_JUMP:
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{
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u32 target = gstate_c.getRelativeAddress(data);
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if (Memory::IsValidAddress(target)) {
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currentList->pc = target - 4; // pc will be increased after we return, counteract that
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} else {
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ERROR_LOG(G3D, "JUMP to illegal address %08x - ignoring! data=%06x", target, data);
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}
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}
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break;
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case GE_CMD_CALL:
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{
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// Saint Seiya needs correct support for relative calls.
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u32 retval = currentList->pc + 4;
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u32 target = gstate_c.getRelativeAddress(data);
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if (stackptr == ARRAY_SIZE(stack)) {
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ERROR_LOG(G3D, "CALL: Stack full!");
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} else if (!Memory::IsValidAddress(target)) {
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ERROR_LOG(G3D, "CALL to illegal address %08x - ignoring! data=%06x", target, data);
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} else {
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stack[stackptr++] = retval;
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currentList->pc = target - 4; // pc will be increased after we return, counteract that
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}
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}
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break;
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case GE_CMD_RET:
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{
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if (stackptr == 0) {
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ERROR_LOG(G3D, "RET: Stack empty!");
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} else {
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u32 target = (currentList->pc & 0xF0000000) | (stack[--stackptr] & 0x0FFFFFFF);
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//target = (target + gstate_c.originAddr) & 0xFFFFFFF;
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currentList->pc = target - 4;
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if (!Memory::IsValidAddress(currentList->pc)) {
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ERROR_LOG(G3D, "Invalid DL PC %08x on return", currentList->pc);
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finished = true;
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}
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}
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}
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break;
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case GE_CMD_OFFSETADDR:
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gstate_c.offsetAddr = data << 8;
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// ???
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break;
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case GE_CMD_ORIGIN:
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gstate_c.offsetAddr = currentList->pc;
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break;
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case GE_CMD_SIGNAL:
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{
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// Processed in GE_END. Has data.
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currentList->subIntrToken = data & 0xFFFF;
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}
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break;
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case GE_CMD_FINISH:
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currentList->subIntrToken = data & 0xFFFF;
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// TODO: Should this run while interrupts are suspended?
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if (interruptsEnabled_)
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__GeTriggerInterrupt(currentList->id, currentList->pc, currentList->subIntrBase, currentList->subIntrToken);
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break;
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case GE_CMD_END:
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switch (prev >> 24) {
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case GE_CMD_SIGNAL:
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{
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currentList->status = PSP_GE_LIST_END_REACHED;
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// TODO: see http://code.google.com/p/jpcsp/source/detail?r=2935#
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int behaviour = (prev >> 16) & 0xFF;
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int signal = prev & 0xFFFF;
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int enddata = data & 0xFFFF;
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// We should probably defer to sceGe here, no sense in implementing this stuff in every GPU
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switch (behaviour) {
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case 1: // Signal with Wait
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ERROR_LOG(G3D, "Signal with Wait UNIMPLEMENTED! signal/end: %04x %04x", signal, enddata);
|
|
break;
|
|
case 2:
|
|
ERROR_LOG(G3D, "Signal without wait. signal/end: %04x %04x", signal, enddata);
|
|
break;
|
|
case 3:
|
|
ERROR_LOG(G3D, "Signal with Pause UNIMPLEMENTED! signal/end: %04x %04x", signal, enddata);
|
|
break;
|
|
case 0x10:
|
|
ERROR_LOG(G3D, "Signal with Jump UNIMPLEMENTED! signal/end: %04x %04x", signal, enddata);
|
|
break;
|
|
case 0x11:
|
|
ERROR_LOG(G3D, "Signal with Call UNIMPLEMENTED! signal/end: %04x %04x", signal, enddata);
|
|
break;
|
|
case 0x12:
|
|
ERROR_LOG(G3D, "Signal with Return UNIMPLEMENTED! signal/end: %04x %04x", signal, enddata);
|
|
break;
|
|
default:
|
|
ERROR_LOG(G3D, "UNKNOWN Signal UNIMPLEMENTED %i ! signal/end: %04x %04x", behaviour, signal, enddata);
|
|
break;
|
|
}
|
|
// TODO: Should this run while interrupts are suspended?
|
|
if (interruptsEnabled_)
|
|
__GeTriggerInterrupt(currentList->id, currentList->pc, currentList->subIntrBase, currentList->subIntrToken);
|
|
}
|
|
break;
|
|
case GE_CMD_FINISH:
|
|
currentList->status = PSP_GE_LIST_DONE;
|
|
finished = true;
|
|
break;
|
|
default:
|
|
DEBUG_LOG(G3D,"Ah, not finished: %06x", prev & 0xFFFFFF);
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case GE_CMD_BJUMP:
|
|
// bounding box jump. Let's just not jump, for now.
|
|
break;
|
|
|
|
case GE_CMD_BOUNDINGBOX:
|
|
// bounding box test. Let's do nothing.
|
|
break;
|
|
|
|
case GE_CMD_VERTEXTYPE:
|
|
if (diff & GE_VTYPE_THROUGH) {
|
|
// Throughmode changed, let's make the proj matrix dirty.
|
|
shaderManager_->DirtyUniform(DIRTY_PROJMATRIX);
|
|
}
|
|
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
|
|
// This sets through-mode or not, as well.
|
|
break;
|
|
|
|
case GE_CMD_REGION1:
|
|
{
|
|
int x1 = data & 0x3ff;
|
|
int y1 = data >> 10;
|
|
//topleft
|
|
}
|
|
break;
|
|
|
|
case GE_CMD_REGION2:
|
|
{
|
|
int x2 = data & 0x3ff;
|
|
int y2 = data >> 10;
|
|
}
|
|
break;
|
|
|
|
case GE_CMD_CLIPENABLE:
|
|
//we always clip, this is opengl
|
|
break;
|
|
|
|
case GE_CMD_CULLFACEENABLE:
|
|
case GE_CMD_CULL:
|
|
break;
|
|
|
|
case GE_CMD_TEXTUREMAPENABLE:
|
|
if (diff)
|
|
gstate_c.textureChanged = true;
|
|
break;
|
|
|
|
case GE_CMD_LIGHTINGENABLE:
|
|
break;
|
|
|
|
case GE_CMD_FOGCOLOR:
|
|
if (diff)
|
|
shaderManager_->DirtyUniform(DIRTY_FOGCOLOR);
|
|
break;
|
|
|
|
case GE_CMD_FOG1:
|
|
if (diff)
|
|
shaderManager_->DirtyUniform(DIRTY_FOGCOEF);
|
|
break;
|
|
|
|
case GE_CMD_FOG2:
|
|
if (diff)
|
|
shaderManager_->DirtyUniform(DIRTY_FOGCOEF);
|
|
break;
|
|
|
|
case GE_CMD_FOGENABLE:
|
|
break;
|
|
|
|
case GE_CMD_DITHERENABLE:
|
|
break;
|
|
|
|
case GE_CMD_OFFSETX:
|
|
break;
|
|
|
|
case GE_CMD_OFFSETY:
|
|
break;
|
|
|
|
case GE_CMD_TEXSCALEU:
|
|
gstate_c.uScale = getFloat24(data);
|
|
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
|
|
break;
|
|
|
|
case GE_CMD_TEXSCALEV:
|
|
gstate_c.vScale = getFloat24(data);
|
|
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
|
|
break;
|
|
|
|
case GE_CMD_TEXOFFSETU:
|
|
gstate_c.uOff = getFloat24(data);
|
|
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
|
|
break;
|
|
|
|
case GE_CMD_TEXOFFSETV:
|
|
gstate_c.vOff = getFloat24(data);
|
|
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
|
|
break;
|
|
|
|
case GE_CMD_SCISSOR1:
|
|
case GE_CMD_SCISSOR2:
|
|
break;
|
|
|
|
case GE_CMD_MINZ:
|
|
gstate_c.zMin = getFloat24(data) / 65535.f;
|
|
break;
|
|
|
|
case GE_CMD_MAXZ:
|
|
gstate_c.zMax = getFloat24(data) / 65535.f;
|
|
break;
|
|
|
|
case GE_CMD_FRAMEBUFPTR:
|
|
case GE_CMD_FRAMEBUFWIDTH:
|
|
case GE_CMD_FRAMEBUFPIXFORMAT:
|
|
break;
|
|
|
|
case GE_CMD_TEXADDR0:
|
|
case GE_CMD_TEXADDR1:
|
|
case GE_CMD_TEXADDR2:
|
|
case GE_CMD_TEXADDR3:
|
|
case GE_CMD_TEXADDR4:
|
|
case GE_CMD_TEXADDR5:
|
|
case GE_CMD_TEXADDR6:
|
|
case GE_CMD_TEXADDR7:
|
|
gstate_c.textureChanged = true;
|
|
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
|
|
break;
|
|
|
|
case GE_CMD_TEXBUFWIDTH0:
|
|
case GE_CMD_TEXBUFWIDTH1:
|
|
case GE_CMD_TEXBUFWIDTH2:
|
|
case GE_CMD_TEXBUFWIDTH3:
|
|
case GE_CMD_TEXBUFWIDTH4:
|
|
case GE_CMD_TEXBUFWIDTH5:
|
|
case GE_CMD_TEXBUFWIDTH6:
|
|
case GE_CMD_TEXBUFWIDTH7:
|
|
gstate_c.textureChanged = true;
|
|
break;
|
|
|
|
case GE_CMD_CLUTADDR:
|
|
case GE_CMD_CLUTADDRUPPER:
|
|
case GE_CMD_LOADCLUT:
|
|
case GE_CMD_CLUTFORMAT:
|
|
gstate_c.textureChanged = true;
|
|
// This could be used to "dirty" textures with clut.
|
|
break;
|
|
|
|
case GE_CMD_TEXMAPMODE:
|
|
case GE_CMD_TEXSHADELS:
|
|
break;
|
|
|
|
case GE_CMD_TRANSFERSRC:
|
|
case GE_CMD_TRANSFERSRCW:
|
|
case GE_CMD_TRANSFERDST:
|
|
case GE_CMD_TRANSFERDSTW:
|
|
case GE_CMD_TRANSFERSRCPOS:
|
|
case GE_CMD_TRANSFERDSTPOS:
|
|
break;
|
|
|
|
case GE_CMD_TRANSFERSIZE:
|
|
break;
|
|
|
|
case GE_CMD_TRANSFERSTART: // Orphis calls this TRXKICK
|
|
{
|
|
// TODO: Here we should check if the transfer overlaps a framebuffer or any textures,
|
|
// and take appropriate action. This is a block transfer between RAM and VRAM, or vice versa.
|
|
// Can we skip this on SkipDraw?
|
|
DoBlockTransfer();
|
|
break;
|
|
}
|
|
|
|
case GE_CMD_TEXSIZE0:
|
|
gstate_c.curTextureWidth = 1 << (gstate.texsize[0] & 0xf);
|
|
gstate_c.curTextureHeight = 1 << ((gstate.texsize[0] >> 8) & 0xf);
|
|
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
|
|
//fall thru - ignoring the mipmap sizes for now
|
|
case GE_CMD_TEXSIZE1:
|
|
case GE_CMD_TEXSIZE2:
|
|
case GE_CMD_TEXSIZE3:
|
|
case GE_CMD_TEXSIZE4:
|
|
case GE_CMD_TEXSIZE5:
|
|
case GE_CMD_TEXSIZE6:
|
|
case GE_CMD_TEXSIZE7:
|
|
gstate_c.textureChanged = true;
|
|
break;
|
|
|
|
case GE_CMD_ZBUFPTR:
|
|
case GE_CMD_ZBUFWIDTH:
|
|
break;
|
|
|
|
case GE_CMD_AMBIENTCOLOR:
|
|
case GE_CMD_AMBIENTALPHA:
|
|
if (diff)
|
|
shaderManager_->DirtyUniform(DIRTY_AMBIENT);
|
|
break;
|
|
|
|
case GE_CMD_MATERIALAMBIENT:
|
|
if (diff)
|
|
shaderManager_->DirtyUniform(DIRTY_MATAMBIENTALPHA);
|
|
break;
|
|
|
|
case GE_CMD_MATERIALDIFFUSE:
|
|
if (diff)
|
|
shaderManager_->DirtyUniform(DIRTY_MATDIFFUSE);
|
|
break;
|
|
|
|
case GE_CMD_MATERIALEMISSIVE:
|
|
if (diff)
|
|
shaderManager_->DirtyUniform(DIRTY_MATEMISSIVE);
|
|
break;
|
|
|
|
case GE_CMD_MATERIALSPECULAR:
|
|
if (diff)
|
|
shaderManager_->DirtyUniform(DIRTY_MATSPECULAR);
|
|
break;
|
|
|
|
case GE_CMD_MATERIALALPHA:
|
|
if (diff)
|
|
shaderManager_->DirtyUniform(DIRTY_MATAMBIENTALPHA);
|
|
break;
|
|
|
|
case GE_CMD_MATERIALSPECULARCOEF:
|
|
if (diff)
|
|
shaderManager_->DirtyUniform(DIRTY_MATSPECULAR);
|
|
break;
|
|
|
|
case GE_CMD_LIGHTTYPE0:
|
|
case GE_CMD_LIGHTTYPE1:
|
|
case GE_CMD_LIGHTTYPE2:
|
|
case GE_CMD_LIGHTTYPE3:
|
|
break;
|
|
|
|
case GE_CMD_LX0:case GE_CMD_LY0:case GE_CMD_LZ0:
|
|
case GE_CMD_LX1:case GE_CMD_LY1:case GE_CMD_LZ1:
|
|
case GE_CMD_LX2:case GE_CMD_LY2:case GE_CMD_LZ2:
|
|
case GE_CMD_LX3:case GE_CMD_LY3:case GE_CMD_LZ3:
|
|
{
|
|
int n = cmd - GE_CMD_LX0;
|
|
int l = n / 3;
|
|
int c = n % 3;
|
|
gstate_c.lightpos[l][c] = getFloat24(data);
|
|
if (diff)
|
|
shaderManager_->DirtyUniform(DIRTY_LIGHT0 << l);
|
|
}
|
|
break;
|
|
|
|
case GE_CMD_LDX0:case GE_CMD_LDY0:case GE_CMD_LDZ0:
|
|
case GE_CMD_LDX1:case GE_CMD_LDY1:case GE_CMD_LDZ1:
|
|
case GE_CMD_LDX2:case GE_CMD_LDY2:case GE_CMD_LDZ2:
|
|
case GE_CMD_LDX3:case GE_CMD_LDY3:case GE_CMD_LDZ3:
|
|
{
|
|
int n = cmd - GE_CMD_LDX0;
|
|
int l = n / 3;
|
|
int c = n % 3;
|
|
gstate_c.lightdir[l][c] = getFloat24(data);
|
|
if (diff)
|
|
shaderManager_->DirtyUniform(DIRTY_LIGHT0 << l);
|
|
}
|
|
break;
|
|
|
|
case GE_CMD_LKA0:case GE_CMD_LKB0:case GE_CMD_LKC0:
|
|
case GE_CMD_LKA1:case GE_CMD_LKB1:case GE_CMD_LKC1:
|
|
case GE_CMD_LKA2:case GE_CMD_LKB2:case GE_CMD_LKC2:
|
|
case GE_CMD_LKA3:case GE_CMD_LKB3:case GE_CMD_LKC3:
|
|
{
|
|
int n = cmd - GE_CMD_LKA0;
|
|
int l = n / 3;
|
|
int c = n % 3;
|
|
gstate_c.lightatt[l][c] = getFloat24(data);
|
|
if (diff)
|
|
shaderManager_->DirtyUniform(DIRTY_LIGHT0 << l);
|
|
}
|
|
break;
|
|
|
|
|
|
case GE_CMD_LAC0:case GE_CMD_LAC1:case GE_CMD_LAC2:case GE_CMD_LAC3:
|
|
case GE_CMD_LDC0:case GE_CMD_LDC1:case GE_CMD_LDC2:case GE_CMD_LDC3:
|
|
case GE_CMD_LSC0:case GE_CMD_LSC1:case GE_CMD_LSC2:case GE_CMD_LSC3:
|
|
{
|
|
float r = (float)(data & 0xff)/255.0f;
|
|
float g = (float)((data>>8) & 0xff)/255.0f;
|
|
float b = (float)(data>>16)/255.0f;
|
|
|
|
int l = (cmd - GE_CMD_LAC0) / 3;
|
|
int t = (cmd - GE_CMD_LAC0) % 3;
|
|
gstate_c.lightColor[t][l][0] = r;
|
|
gstate_c.lightColor[t][l][1] = g;
|
|
gstate_c.lightColor[t][l][2] = b;
|
|
if (diff)
|
|
shaderManager_->DirtyUniform(DIRTY_LIGHT0 << l);
|
|
}
|
|
break;
|
|
|
|
case GE_CMD_VIEWPORTX1:
|
|
case GE_CMD_VIEWPORTY1:
|
|
case GE_CMD_VIEWPORTX2:
|
|
case GE_CMD_VIEWPORTY2:
|
|
case GE_CMD_VIEWPORTZ1:
|
|
case GE_CMD_VIEWPORTZ2:
|
|
case GE_CMD_LIGHTENABLE0:
|
|
case GE_CMD_LIGHTENABLE1:
|
|
case GE_CMD_LIGHTENABLE2:
|
|
case GE_CMD_LIGHTENABLE3:
|
|
break;
|
|
|
|
case GE_CMD_SHADEMODE:
|
|
break;
|
|
|
|
case GE_CMD_PATCHDIVISION:
|
|
case GE_CMD_PATCHPRIMITIVE:
|
|
case GE_CMD_PATCHFACING:
|
|
break;
|
|
|
|
|
|
case GE_CMD_MATERIALUPDATE:
|
|
break;
|
|
|
|
//////////////////////////////////////////////////////////////////
|
|
// CLEARING
|
|
//////////////////////////////////////////////////////////////////
|
|
case GE_CMD_CLEARMODE:
|
|
break;
|
|
|
|
//////////////////////////////////////////////////////////////////
|
|
// ALPHA BLENDING
|
|
//////////////////////////////////////////////////////////////////
|
|
case GE_CMD_ALPHABLENDENABLE:
|
|
case GE_CMD_BLENDMODE:
|
|
case GE_CMD_BLENDFIXEDA:
|
|
case GE_CMD_BLENDFIXEDB:
|
|
break;
|
|
|
|
case GE_CMD_ALPHATESTENABLE:
|
|
case GE_CMD_COLORTESTENABLE:
|
|
// They are done in the fragment shader.
|
|
break;
|
|
|
|
case GE_CMD_COLORTEST:
|
|
case GE_CMD_COLORTESTMASK:
|
|
shaderManager_->DirtyUniform(DIRTY_COLORMASK);
|
|
break;
|
|
|
|
case GE_CMD_COLORREF:
|
|
case GE_CMD_ALPHATEST:
|
|
shaderManager_->DirtyUniform(DIRTY_ALPHACOLORREF);
|
|
break;
|
|
|
|
case GE_CMD_TEXENVCOLOR:
|
|
if (diff)
|
|
shaderManager_->DirtyUniform(DIRTY_TEXENV);
|
|
break;
|
|
|
|
case GE_CMD_TEXFUNC:
|
|
case GE_CMD_TEXFILTER:
|
|
case GE_CMD_TEXMODE:
|
|
case GE_CMD_TEXFORMAT:
|
|
case GE_CMD_TEXFLUSH:
|
|
case GE_CMD_TEXWRAP:
|
|
break;
|
|
|
|
//////////////////////////////////////////////////////////////////
|
|
// Z/STENCIL TESTING
|
|
//////////////////////////////////////////////////////////////////
|
|
|
|
case GE_CMD_STENCILTESTENABLE:
|
|
case GE_CMD_ZTESTENABLE:
|
|
case GE_CMD_ZTEST:
|
|
break;
|
|
|
|
case GE_CMD_MORPHWEIGHT0:
|
|
case GE_CMD_MORPHWEIGHT1:
|
|
case GE_CMD_MORPHWEIGHT2:
|
|
case GE_CMD_MORPHWEIGHT3:
|
|
case GE_CMD_MORPHWEIGHT4:
|
|
case GE_CMD_MORPHWEIGHT5:
|
|
case GE_CMD_MORPHWEIGHT6:
|
|
case GE_CMD_MORPHWEIGHT7:
|
|
gstate_c.morphWeights[cmd - GE_CMD_MORPHWEIGHT0] = getFloat24(data);
|
|
break;
|
|
|
|
case GE_CMD_DITH0:
|
|
case GE_CMD_DITH1:
|
|
case GE_CMD_DITH2:
|
|
case GE_CMD_DITH3:
|
|
break;
|
|
|
|
case GE_CMD_WORLDMATRIXNUMBER:
|
|
gstate.worldmtxnum &= 0xFF00000F;
|
|
break;
|
|
|
|
case GE_CMD_WORLDMATRIXDATA:
|
|
{
|
|
int num = gstate.worldmtxnum & 0xF;
|
|
float newVal = getFloat24(data);
|
|
if (num < 12 && newVal != gstate.worldMatrix[num]) {
|
|
Flush();
|
|
gstate.worldMatrix[num] = getFloat24(data);
|
|
shaderManager_->DirtyUniform(DIRTY_WORLDMATRIX);
|
|
}
|
|
num++;
|
|
gstate.worldmtxnum = (gstate.worldmtxnum & 0xFF000000) | (num & 0xF);
|
|
}
|
|
break;
|
|
|
|
case GE_CMD_VIEWMATRIXNUMBER:
|
|
gstate.viewmtxnum &= 0xFF00000F;
|
|
break;
|
|
|
|
case GE_CMD_VIEWMATRIXDATA:
|
|
{
|
|
int num = gstate.viewmtxnum & 0xF;
|
|
float newVal = getFloat24(data);
|
|
if (num < 12 && newVal != gstate.viewMatrix[num]) {
|
|
Flush();
|
|
gstate.viewMatrix[num] = newVal;
|
|
shaderManager_->DirtyUniform(DIRTY_VIEWMATRIX);
|
|
}
|
|
num++;
|
|
gstate.viewmtxnum = (gstate.viewmtxnum & 0xFF000000) | (num & 0xF);
|
|
}
|
|
break;
|
|
|
|
case GE_CMD_PROJMATRIXNUMBER:
|
|
gstate.projmtxnum &= 0xFF00000F;
|
|
break;
|
|
|
|
case GE_CMD_PROJMATRIXDATA:
|
|
{
|
|
int num = gstate.projmtxnum & 0xF;
|
|
float newVal = getFloat24(data);
|
|
if (newVal != gstate.projMatrix[num]) {
|
|
Flush();
|
|
gstate.projMatrix[num] = newVal;
|
|
shaderManager_->DirtyUniform(DIRTY_PROJMATRIX);
|
|
}
|
|
num++;
|
|
gstate.projmtxnum = (gstate.projmtxnum & 0xFF000000) | (num & 0xF);
|
|
}
|
|
break;
|
|
|
|
case GE_CMD_TGENMATRIXNUMBER:
|
|
gstate.texmtxnum &= 0xFF00000F;
|
|
break;
|
|
|
|
case GE_CMD_TGENMATRIXDATA:
|
|
{
|
|
int num = gstate.texmtxnum & 0xF;
|
|
float newVal = getFloat24(data);
|
|
if (num < 12 && newVal != gstate.tgenMatrix[num]) {
|
|
Flush();
|
|
gstate.tgenMatrix[num] = newVal;
|
|
shaderManager_->DirtyUniform(DIRTY_TEXMATRIX);
|
|
}
|
|
num++;
|
|
gstate.texmtxnum = (gstate.texmtxnum & 0xFF000000) | (num & 0xF);
|
|
}
|
|
break;
|
|
|
|
case GE_CMD_BONEMATRIXNUMBER:
|
|
gstate.boneMatrixNumber &= 0xFF00007F;
|
|
break;
|
|
|
|
case GE_CMD_BONEMATRIXDATA:
|
|
{
|
|
int num = gstate.boneMatrixNumber & 0x7F;
|
|
float newVal = getFloat24(data);
|
|
if (num < 96 && newVal != gstate.boneMatrix[num]) {
|
|
Flush();
|
|
gstate.boneMatrix[num] = newVal;
|
|
shaderManager_->DirtyUniform(DIRTY_BONEMATRIX0 << (num / 12));
|
|
}
|
|
num++;
|
|
gstate.boneMatrixNumber = (gstate.boneMatrixNumber & 0xFF000000) | (num & 0x7F);
|
|
}
|
|
break;
|
|
|
|
default:
|
|
DEBUG_LOG(G3D,"DL Unknown: %08x @ %08x", op, currentList == NULL ? 0 : currentList->pc);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void GLES_GPU::UpdateStats() {
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gpuStats.numVertexShaders = shaderManager_->NumVertexShaders();
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gpuStats.numFragmentShaders = shaderManager_->NumFragmentShaders();
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gpuStats.numShaders = shaderManager_->NumPrograms();
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gpuStats.numTextures = (int)textureCache_.NumLoadedTextures();
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gpuStats.numFBOs = (int)framebufferManager_.NumVFBs();
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}
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|
|
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void GLES_GPU::DoBlockTransfer() {
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// TODO: This is used a lot to copy data around between render targets and textures,
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// 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.
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|
//
|
|
// * Does srcBasePtr point to a render target, and dstBasePtr to a texture? If so
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// either copy between rt and texture or reassign the texture to point to the render target
|
|
//
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|
// etc....
|
|
|
|
u32 srcBasePtr = (gstate.transfersrc & 0xFFFFFF) | ((gstate.transfersrcw & 0xFF0000) << 8);
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u32 srcStride = gstate.transfersrcw & 0x3FF;
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|
|
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u32 dstBasePtr = (gstate.transferdst & 0xFFFFFF) | ((gstate.transferdstw & 0xFF0000) << 8);
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|
u32 dstStride = gstate.transferdstw & 0x3FF;
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|
|
|
int srcX = gstate.transfersrcpos & 0x3FF;
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|
int srcY = (gstate.transfersrcpos >> 10) & 0x3FF;
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|
|
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int dstX = gstate.transferdstpos & 0x3FF;
|
|
int dstY = (gstate.transferdstpos >> 10) & 0x3FF;
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|
|
|
int width = (gstate.transfersize & 0x3FF) + 1;
|
|
int height = ((gstate.transfersize >> 10) & 0x3FF) + 1;
|
|
|
|
int bpp = (gstate.transferstart & 1) ? 4 : 2;
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|
|
|
DEBUG_LOG(G3D, "Block transfer: %08x to %08x, %i x %i , ...", srcBasePtr, dstBasePtr, width, height);
|
|
|
|
// Do the copy!
|
|
for (int y = 0; y < height; y++) {
|
|
const u8 *src = Memory::GetPointer(srcBasePtr + ((y + srcY) * srcStride + srcX) * bpp);
|
|
u8 *dst = Memory::GetPointer(dstBasePtr + ((y + dstY) * srcStride + dstX) * bpp);
|
|
memcpy(dst, src, width * bpp);
|
|
}
|
|
|
|
// TODO: Notify all overlapping FBOs that they need to reload.
|
|
|
|
textureCache_.Invalidate(dstBasePtr + dstY * dstStride + dstX, height * dstStride + width * bpp, true);
|
|
}
|
|
|
|
void GLES_GPU::InvalidateCache(u32 addr, int size) {
|
|
if (size > 0)
|
|
textureCache_.Invalidate(addr, size, true);
|
|
else
|
|
textureCache_.InvalidateAll(true);
|
|
}
|
|
|
|
void GLES_GPU::InvalidateCacheHint(u32 addr, int size) {
|
|
if (size > 0)
|
|
textureCache_.Invalidate(addr, size, false);
|
|
else
|
|
textureCache_.InvalidateAll(false);
|
|
}
|
|
|
|
void GLES_GPU::Flush() {
|
|
transformDraw_.Flush();
|
|
}
|
|
|
|
void GLES_GPU::Resized() {
|
|
framebufferManager_.Resized();
|
|
}
|
|
|
|
std::vector<FramebufferInfo> GLES_GPU::GetFramebufferList()
|
|
{
|
|
return framebufferManager_.GetFramebufferList();
|
|
}
|
|
|
|
void GLES_GPU::DoState(PointerWrap &p) {
|
|
GPUCommon::DoState(p);
|
|
|
|
textureCache_.Clear(true);
|
|
transformDraw_.ClearTrackedVertexArrays();
|
|
|
|
gstate_c.textureChanged = true;
|
|
framebufferManager_.DestroyAllFBOs();
|
|
shaderManager_->ClearCache(true);
|
|
}
|