ppsspp/GPU/GLES/GLES_GPU.cpp

1631 lines
51 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 "gfx_es2/gl_state.h"
#include "Core/MemMap.h"
#include "Core/Host.h"
#include "Core/Config.h"
#include "Core/Reporting.h"
#include "Core/System.h"
#include "GPU/GPUState.h"
#include "GPU/ge_constants.h"
#include "GPU/GeDisasm.h"
#include "GPU/GLES/ShaderManager.h"
#include "GPU/GLES/GLES_GPU.h"
#include "GPU/GLES/Framebuffer.h"
#include "GPU/GLES/TransformPipeline.h"
#include "GPU/GLES/TextureCache.h"
#include "Core/HLE/sceKernelThread.h"
#include "Core/HLE/sceKernelInterrupt.h"
#include "Core/HLE/sceGe.h"
enum {
FLAG_FLUSHBEFORE = 1,
FLAG_FLUSHBEFOREONCHANGE = 2,
FLAG_EXECUTE = 4, // needs to actually be executed. unused for now.
FLAG_EXECUTEONCHANGE = 8, // unused for now. not sure if checking for this will be more expensive than doing it.
};
struct CommandTableEntry {
u8 cmd;
u8 flags;
};
static const CommandTableEntry commandTable[] = {
// Changes that dirty the framebuffer
{GE_CMD_FRAMEBUFPTR, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_FRAMEBUFWIDTH, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_FRAMEBUFPIXFORMAT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_ZBUFPTR, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_ZBUFWIDTH, FLAG_FLUSHBEFOREONCHANGE},
// Changes that dirty uniforms
{GE_CMD_FOGCOLOR, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_FOG1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_FOG2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
// Should these maybe flush?
{GE_CMD_MINZ, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_MAXZ, FLAG_FLUSHBEFOREONCHANGE},
// Changes that dirty texture scaling.
{GE_CMD_TEXMAPMODE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXSCALEU, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXSCALEV, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXOFFSETU, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXOFFSETV, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
// 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},
{GE_CMD_TEXSIZE1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXSIZE2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXSIZE3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXSIZE4, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXSIZE5, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXSIZE6, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXSIZE7, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXFORMAT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXADDR0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXADDR1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXADDR2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXADDR3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXADDR4, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXADDR5, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXADDR6, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXADDR7, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXBUFWIDTH0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXBUFWIDTH1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXBUFWIDTH2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXBUFWIDTH3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXBUFWIDTH4, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXBUFWIDTH5, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXBUFWIDTH6, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXBUFWIDTH7, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_CLUTADDR, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_CLUTADDRUPPER, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_CLUTFORMAT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
// These affect the fragment shader so need flushing.
{GE_CMD_CLEARMODE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_TEXTUREMAPENABLE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_FOGENABLE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_TEXMODE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{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},
// These change the vertex shader so need flushing.
{GE_CMD_REVERSENORMAL, FLAG_FLUSHBEFOREONCHANGE}, // TODO: This one is actually processed during vertex decoding which is wrong.
{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_EXECUTE},
{GE_CMD_TEXWRAP, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
// Uniform changes
{GE_CMD_ALPHATEST, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_COLORREF, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXENVCOLOR, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
// 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},
{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},
#ifndef USING_GLES2
{GE_CMD_LOGICOP, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_LOGICOPENABLE, FLAG_FLUSHBEFOREONCHANGE},
#else
{GE_CMD_LOGICOP, 0},
{GE_CMD_LOGICOPENABLE, 0},
#endif
// 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_EXECUTE},
{GE_CMD_MORPHWEIGHT1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_MORPHWEIGHT2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_MORPHWEIGHT3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_MORPHWEIGHT4, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_MORPHWEIGHT5, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_MORPHWEIGHT6, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_MORPHWEIGHT7, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
// 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_VIEWPORTX1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_VIEWPORTY1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_VIEWPORTX2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_VIEWPORTY2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_VIEWPORTZ1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_VIEWPORTZ2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
// Region
{GE_CMD_REGION1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_REGION2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
// Scissor
{GE_CMD_SCISSOR1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_SCISSOR2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
// 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_EXECUTE},
{GE_CMD_AMBIENTALPHA, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_MATERIALDIFFUSE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_MATERIALEMISSIVE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_MATERIALAMBIENT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_MATERIALALPHA, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_MATERIALSPECULAR, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_MATERIALSPECULARCOEF, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
// These precompute a value. not sure if worth it. Also dirty uniforms, which could be table-ized to avoid execute.
{GE_CMD_LX0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LY0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LZ0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LX1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LY1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LZ1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LX2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LY2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LZ2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LX3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LY3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LZ3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LDX0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LDY0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LDZ0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LDX1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LDY1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LDZ1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LDX2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LDY2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LDZ2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LDX3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LDY3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LDZ3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LKA0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LKB0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LKC0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LKA1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LKB1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LKC1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LKA2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LKB2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LKC2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LKA3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LKB3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LKC3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LKS0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LKS1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LKS2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LKS3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LKO0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LKO1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LKO2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LKO3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LAC0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LDC0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LSC0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LAC1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LDC1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LSC1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LAC2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LDC2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LSC2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LAC3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LDC3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LSC3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
// Ignored commands
{GE_CMD_CLIPENABLE, 0},
{GE_CMD_TEXFLUSH, 0},
{GE_CMD_TEXLODSLOPE, 0},
{GE_CMD_TEXLEVEL, FLAG_EXECUTE}, // we don't support this anyway, no need to flush.
{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},
{GE_CMD_ORIGIN, FLAG_EXECUTE}, // Really?
{GE_CMD_PRIM, FLAG_EXECUTE},
{GE_CMD_JUMP, FLAG_EXECUTE},
{GE_CMD_CALL, FLAG_EXECUTE},
{GE_CMD_RET, FLAG_EXECUTE},
{GE_CMD_END, FLAG_EXECUTE}, // Flush?
{GE_CMD_VADDR, FLAG_EXECUTE},
{GE_CMD_IADDR, FLAG_EXECUTE},
{GE_CMD_BJUMP, FLAG_EXECUTE}, // EXECUTE
{GE_CMD_BOUNDINGBOX, FLAG_EXECUTE}, // + FLUSHBEFORE when we implement
// Changing the vertex type requires us to flush.
{GE_CMD_VERTEXTYPE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_BEZIER, FLAG_FLUSHBEFORE | FLAG_EXECUTE},
{GE_CMD_SPLINE, FLAG_FLUSHBEFORE | FLAG_EXECUTE},
// 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},
{GE_CMD_TRANSFERSTART, FLAG_FLUSHBEFORE | FLAG_EXECUTE},
// 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},
{GE_CMD_WORLDMATRIXDATA, FLAG_EXECUTE},
{GE_CMD_VIEWMATRIXNUMBER, FLAG_EXECUTE},
{GE_CMD_VIEWMATRIXDATA, FLAG_EXECUTE},
{GE_CMD_PROJMATRIXNUMBER, FLAG_EXECUTE},
{GE_CMD_PROJMATRIXDATA, FLAG_EXECUTE},
{GE_CMD_TGENMATRIXNUMBER, FLAG_EXECUTE},
{GE_CMD_TGENMATRIXDATA, FLAG_EXECUTE},
{GE_CMD_BONEMATRIXNUMBER, FLAG_EXECUTE},
{GE_CMD_BONEMATRIXDATA, 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_F0, FLAG_EXECUTE},
{GE_CMD_UNKNOWN_F1, FLAG_EXECUTE},
{GE_CMD_UNKNOWN_F2, FLAG_EXECUTE},
{GE_CMD_UNKNOWN_F3, FLAG_EXECUTE},
{GE_CMD_UNKNOWN_F4, FLAG_EXECUTE},
{GE_CMD_UNKNOWN_F5, FLAG_EXECUTE},
{GE_CMD_UNKNOWN_F6, FLAG_EXECUTE},
{GE_CMD_UNKNOWN_F7, FLAG_EXECUTE},
{GE_CMD_UNKNOWN_F8, FLAG_EXECUTE},
{GE_CMD_UNKNOWN_F9, 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},
{GE_CMD_UNKNOWN_FF, FLAG_EXECUTE},
};
GLES_GPU::GLES_GPU()
: resized_(false) {
lastVsync_ = g_Config.bVSync ? 1 : 0;
if (gl_extensions.EXT_swap_control_tear) {
// See http://developer.download.nvidia.com/opengl/specs/WGL_EXT_swap_control_tear.txt
glstate.SetVSyncInterval(g_Config.bVSync ? -1 :0);
} else {
glstate.SetVSyncInterval(g_Config.bVSync ? 1 : 0);
}
#ifdef ANDROID
if (gl_extensions.QCOM_binning_control) {
/*
We can try different HINTS later or even with option to toggle for Adreno GPU
CPU_OPTIMIZED_QCOM
- binning algorithm focuses on lower CPU utilization (this path increases vertex processing
GPU_OPTIMIZED_QCOM
- binning algorithm focuses on lower GPU utilization (this path increases CPU usage
RENDER_DIRECT_TO_FRAMEBUFFER_QCOM
- render directly to the final framebuffer and bypass tile memory
(this path has a low CPU usage, but in some cases uses more memory bandwidth)
*/
// Got a report this might be causing crashes, so I disabled it.
// There have been no reports of a consistent speedup with it on, so meh.
//
// glHint(GL_BINNING_CONTROL_HINT_QCOM, GL_RENDER_DIRECT_TO_FRAMEBUFFER_QCOM);
}
#endif
shaderManager_ = new ShaderManager();
transformDraw_.SetShaderManager(shaderManager_);
transformDraw_.SetTextureCache(&textureCache_);
transformDraw_.SetFramebufferManager(&framebufferManager_);
framebufferManager_.SetTextureCache(&textureCache_);
framebufferManager_.SetShaderManager(shaderManager_);
// Sanity check gstate
if ((int *)&gstate.transferstart - (int *)&gstate != 0xEA) {
ERROR_LOG(G3D, "gstate has drifted out of sync!");
}
// Sanity check commandFlags table - no dupes please
std::set<u8> dupeCheck;
commandFlags_ = new u8[256];
memset(commandFlags_, 0, 256 * sizeof(bool));
for (size_t i = 0; i < ARRAY_SIZE(commandTable); i++) {
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);
}
commandFlags_[cmd] |= commandTable[i].flags;
}
// 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.
if (g_Config.bPrescaleUV) {
commandFlags_[GE_CMD_TEXSCALEU] &= ~FLAG_FLUSHBEFOREONCHANGE;
commandFlags_[GE_CMD_TEXSCALEV] &= ~FLAG_FLUSHBEFOREONCHANGE;
commandFlags_[GE_CMD_TEXOFFSETU] &= ~FLAG_FLUSHBEFOREONCHANGE;
commandFlags_[GE_CMD_TEXOFFSETV] &= ~FLAG_FLUSHBEFOREONCHANGE;
}
BuildReportingInfo();
}
GLES_GPU::~GLES_GPU() {
framebufferManager_.DestroyAllFBOs();
shaderManager_->ClearCache(true);
delete shaderManager_;
delete [] commandFlags_;
}
// 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 GLES_GPU::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 = 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;
}
void GLES_GPU::DeviceLost() {
ILOG("GLES_GPU: 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);
framebufferManager_.DeviceLost();
}
void GLES_GPU::InitClear() {
ScheduleEvent(GPU_EVENT_INIT_CLEAR);
}
void GLES_GPU::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 GLES_GPU::DumpNextFrame() {
dumpNextFrame_ = true;
}
void GLES_GPU::BeginFrame() {
ScheduleEvent(GPU_EVENT_BEGIN_FRAME);
}
void GLES_GPU::BeginFrameInternal() {
// Turn off vsync when unthrottled
int desiredVSyncInterval = g_Config.bVSync ? 1 : 0;
if ((PSP_CoreParameter().unthrottle) || (PSP_CoreParameter().fpsLimit == 1))
desiredVSyncInterval = 0;
if (desiredVSyncInterval != lastVsync_) {
// 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 (false && gl_extensions.EXT_swap_control_tear) {
// See http://developer.download.nvidia.com/opengl/specs/WGL_EXT_swap_control_tear.txt
glstate.SetVSyncInterval(-desiredVSyncInterval);
} else {
glstate.SetVSyncInterval(desiredVSyncInterval);
}
lastVsync_ = desiredVSyncInterval;
}
textureCache_.StartFrame();
transformDraw_.DecimateTrackedVertexArrays();
if (dumpNextFrame_) {
NOTICE_LOG(G3D, "DUMPING THIS FRAME");
dumpThisFrame_ = true;
dumpNextFrame_ = false;
} else if (dumpThisFrame_) {
dumpThisFrame_ = false;
}
shaderManager_->DirtyShader();
// Not sure if this is really needed.
shaderManager_->DirtyUniform(DIRTY_ALL);
framebufferManager_.BeginFrame();
}
void GLES_GPU::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
host->GPUNotifyDisplay(framebuf, stride, format);
framebufferManager_.SetDisplayFramebuffer(framebuf, stride, format);
}
bool GLES_GPU::FramebufferDirty() {
// FIXME: Workaround for displaylists sometimes hanging unprocessed. Not yet sure of the cause.
if (g_Config.bSeparateCPUThread) {
// FIXME: Workaround for displaylists sometimes hanging unprocessed. Not yet sure of the cause.
ScheduleEvent(GPU_EVENT_PROCESS_QUEUE);
// 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 GLES_GPU::FramebufferReallyDirty() {
// FIXME: Workaround for displaylists sometimes hanging unprocessed. Not yet sure of the cause.
if (g_Config.bSeparateCPUThread) {
// FIXME: Workaround for displaylists sometimes hanging unprocessed. Not yet sure of the cause.
ScheduleEvent(GPU_EVENT_PROCESS_QUEUE);
// 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 GLES_GPU::CopyDisplayToOutput() {
ScheduleEvent(GPU_EVENT_COPY_DISPLAY_TO_OUTPUT);
}
void GLES_GPU::CopyDisplayToOutputInternal() {
glstate.depthWrite.set(GL_TRUE);
glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
transformDraw_.Flush();
framebufferManager_.CopyDisplayToOutput();
framebufferManager_.EndFrame();
shaderManager_->DirtyLastShader();
// 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 = true;
}
// Maybe should write this in ASM...
void GLES_GPU::FastRunLoop(DisplayList &list) {
for (; downcount > 0; --downcount) {
u32 op = Memory::ReadUnchecked_U32(list.pc);
u32 cmd = op >> 24;
u8 cmdFlags = commandFlags_[cmd];
u32 diff = op ^ gstate.cmdmem[cmd];
// Inlined CheckFlushOp here to get rid of the dumpThisFrame_ check.
if ((cmdFlags & FLAG_FLUSHBEFORE) || (diff && (cmdFlags & FLAG_FLUSHBEFOREONCHANGE))) {
transformDraw_.Flush();
}
gstate.cmdmem[cmd] = op;
if (cmdFlags & FLAG_EXECUTE)
ExecuteOp(op, diff);
list.pc += 4;
}
}
void GLES_GPU::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;
default:
GPUCommon::ProcessEvent(ev);
}
}
inline void GLES_GPU::CheckFlushOp(int cmd, u32 diff) {
u8 cmdFlags = commandFlags_[cmd];
if ((cmdFlags & FLAG_FLUSHBEFORE) || (diff && (cmdFlags & FLAG_FLUSHBEFOREONCHANGE))) {
if (dumpThisFrame_) {
NOTICE_LOG(G3D, "================ FLUSH ================");
}
transformDraw_.Flush();
}
}
void GLES_GPU::PreExecuteOp(u32 op, u32 diff) {
CheckFlushOp(op >> 24, diff);
}
void GLES_GPU::ExecuteOp(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:
gstate_c.vertexAddr = gstate_c.getRelativeAddress(data);
break;
case GE_CMD_IADDR:
gstate_c.indexAddr = gstate_c.getRelativeAddress(data);
break;
case GE_CMD_PRIM:
{
// 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 count = data & 0xFFFF;
GEPrimitiveType prim = static_cast<GEPrimitiveType>(data >> 16);
if (count == 0)
break;
// 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)
break;
// Discard AA lines in Summon Night 5
if ((prim == GE_PRIM_LINES) && vertTypeIsSkinningEnabled(gstate.vertType))
break;
}
// This also make skipping drawing very effective.
framebufferManager_.SetRenderFrameBuffer();
if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) {
transformDraw_.SetupVertexDecoder(gstate.vertType);
// Rough estimate, not sure what's correct.
int vertexCost = transformDraw_.EstimatePerVertexCost();
cyclesExecuted += vertexCost * count;
return;
}
if (!Memory::IsValidAddress(gstate_c.vertexAddr)) {
ERROR_LOG_REPORT(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr);
break;
}
// TODO: Split this so that we can collect sequences of primitives, can greatly speed things up
// on platforms where draw calls are expensive like mobile and D3D
void *verts = Memory::GetPointer(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);
break;
}
inds = Memory::GetPointer(gstate_c.indexAddr);
}
#ifndef USING_GLES2
if (prim > GE_PRIM_RECTANGLES) {
ERROR_LOG_REPORT_ONCE(reportPrim, G3D, "Unexpected prim type: %d", prim);
}
#endif
int bytesRead;
transformDraw_.SubmitPrim(verts, inds, prim, count, gstate.vertType, -1, &bytesRead);
int vertexCost = transformDraw_.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.
// Q: Are these changed reflected in the real registers? Needs testing.
if (inds) {
int indexSize = 1;
if ((gstate.vertType & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT)
indexSize = 2;
gstate_c.indexAddr += count * indexSize;
} else {
gstate_c.vertexAddr += bytesRead;
}
}
break;
// The arrow and other rotary items in Puzbob are bezier patches, strangely enough.
case GE_CMD_BEZIER:
{
// This also make skipping drawing very effective.
framebufferManager_.SetRenderFrameBuffer();
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);
break;
}
void *control_points = Memory::GetPointer(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);
break;
}
indices = Memory::GetPointer(gstate_c.indexAddr);
}
if (gstate.getPatchPrimitiveType() != GE_PATCHPRIM_TRIANGLES) {
ERROR_LOG_REPORT(G3D, "Unsupported patch primitive %x", gstate.getPatchPrimitiveType());
break;
}
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 = data & 0xFF;
int bz_vcount = (data >> 8) & 0xFF;
transformDraw_.SubmitBezier(control_points, indices, bz_ucount, bz_vcount, patchPrim, gstate.vertType);
}
break;
case GE_CMD_SPLINE:
{
// This also make skipping drawing very effective.
framebufferManager_.SetRenderFrameBuffer();
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);
break;
}
void *control_points = Memory::GetPointer(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);
break;
}
indices = Memory::GetPointer(gstate_c.indexAddr);
}
if (gstate.getPatchPrimitiveType() != GE_PATCHPRIM_TRIANGLES) {
ERROR_LOG_REPORT(G3D, "Unsupported patch primitive %x", gstate.getPatchPrimitiveType());
break;
}
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 = data & 0xFF;
int sp_vcount = (data >> 8) & 0xFF;
int sp_utype = (data >> 16) & 0x3;
int sp_vtype = (data >> 18) & 0x3;
GEPatchPrimType patchPrim = gstate.getPatchPrimitiveType();
transformDraw_.SubmitSpline(control_points, indices, sp_ucount, sp_vcount, sp_utype, sp_vtype, patchPrim, gstate.vertType);
}
break;
case GE_CMD_BOUNDINGBOX:
// Just resetting, nothing to bound.
if (data == 0) {
// TODO: Should this set the bboxResult? Let's set it true for now.
currentList->bboxResult = true;
break;
}
if ((data % 8 == 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;
break;
}
// Test if the bounding box is within the drawing region.
currentList->bboxResult = transformDraw_.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;
}
break;
case GE_CMD_VERTEXTYPE:
if (diff)
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
break;
case GE_CMD_REGION1:
case GE_CMD_REGION2:
if (diff)
gstate_c.framebufChanged = true;
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:
if (diff) {
gstate_c.uv.uScale = getFloat24(data);
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
}
break;
case GE_CMD_TEXSCALEV:
if (diff) {
gstate_c.uv.vScale = getFloat24(data);
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
}
break;
case GE_CMD_TEXOFFSETU:
if (diff) {
gstate_c.uv.uOff = getFloat24(data);
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
}
break;
case GE_CMD_TEXOFFSETV:
if (diff) {
gstate_c.uv.vOff = getFloat24(data);
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
}
break;
case GE_CMD_SCISSOR1:
case GE_CMD_SCISSOR2:
if (diff)
gstate_c.framebufChanged = true;
break;
///
case GE_CMD_MINZ:
case GE_CMD_MAXZ:
break;
case GE_CMD_FRAMEBUFPTR:
case GE_CMD_FRAMEBUFWIDTH:
case GE_CMD_FRAMEBUFPIXFORMAT:
if (diff)
gstate_c.framebufChanged = true;
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:
if (diff) {
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:
if (diff) {
gstate_c.textureChanged = true;
}
break;
case GE_CMD_CLUTADDR:
case GE_CMD_CLUTADDRUPPER:
case GE_CMD_CLUTFORMAT:
if (diff) {
gstate_c.textureChanged = true;
}
// This could be used to "dirty" textures with clut.
break;
case GE_CMD_LOADCLUT:
gstate_c.textureChanged = true;
textureCache_.LoadClut();
// This could be used to "dirty" textures with clut.
break;
case GE_CMD_TEXMAPMODE:
if (diff) {
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
}
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
{
// 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();
// Fixes Gran Turismo's funky text issue, since it overwrites the current texture.
gstate_c.textureChanged = true;
break;
}
case GE_CMD_TEXSIZE0:
gstate_c.curTextureWidth = gstate.getTextureWidth(0);
gstate_c.curTextureHeight = gstate.getTextureHeight(0);
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_MATERIALDIFFUSE:
if (diff)
shaderManager_->DirtyUniform(DIRTY_MATDIFFUSE);
break;
case GE_CMD_MATERIALEMISSIVE:
if (diff)
shaderManager_->DirtyUniform(DIRTY_MATEMISSIVE);
break;
case GE_CMD_MATERIALAMBIENT:
case GE_CMD_MATERIALALPHA:
if (diff)
shaderManager_->DirtyUniform(DIRTY_MATAMBIENTALPHA);
break;
case GE_CMD_MATERIALSPECULAR:
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_LKS0:
case GE_CMD_LKS1:
case GE_CMD_LKS2:
case GE_CMD_LKS3:
{
int l = cmd - GE_CMD_LKS0;
gstate_c.lightspotCoef[l] = getFloat24(data);
if (diff)
shaderManager_->DirtyUniform(DIRTY_LIGHT0 << l);
}
break;
case GE_CMD_LKO0:
case GE_CMD_LKO1:
case GE_CMD_LKO2:
case GE_CMD_LKO3:
{
int l = cmd - GE_CMD_LKO0;
gstate_c.lightangle[l] = 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:
if (diff)
gstate_c.framebufChanged = true;
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:
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:
if (diff)
shaderManager_->DirtyUniform(DIRTY_COLORMASK);
break;
case GE_CMD_ALPHATEST:
#ifndef USING_GLES2
if (((data >> 16) & 0xFF) != 0xFF && (data & 7) > 1)
WARN_LOG_REPORT_ONCE(alphatestmask, G3D, "Unsupported alphatest mask: %02x", (data >> 16) & 0xFF);
// Intentional fallthrough.
#endif
case GE_CMD_COLORREF:
if (diff)
shaderManager_->DirtyUniform(DIRTY_ALPHACOLORREF);
break;
case GE_CMD_TEXENVCOLOR:
if (diff)
shaderManager_->DirtyUniform(DIRTY_TEXENV);
break;
case GE_CMD_TEXFUNC:
case GE_CMD_TEXFLUSH:
break;
case GE_CMD_TEXMODE:
case GE_CMD_TEXFORMAT:
case GE_CMD_TEXFILTER:
case GE_CMD_TEXWRAP:
if (diff)
gstate_c.textureChanged = true;
break;
//////////////////////////////////////////////////////////////////
// Z/STENCIL TESTING
//////////////////////////////////////////////////////////////////
case GE_CMD_STENCILTESTENABLE:
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:
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] = newVal;
shaderManager_->DirtyUniform(DIRTY_WORLDMATRIX);
}
num++;
gstate.worldmtxnum = (GE_CMD_WORLDMATRIXNUMBER << 24) | (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 = (GE_CMD_VIEWMATRIXNUMBER << 24) | (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 | DIRTY_PROJTHROUGHMATRIX);
}
num++;
gstate.projmtxnum = (GE_CMD_PROJMATRIXNUMBER << 24) | (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 = (GE_CMD_TGENMATRIXNUMBER << 24) | (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 = (GE_CMD_BONEMATRIXNUMBER << 24) | (num & 0x7F);
}
break;
#ifndef USING_GLES2
case GE_CMD_LOGICOPENABLE:
if (data != 0)
ERROR_LOG_REPORT_ONCE(logicOpEnable, G3D, "Unsupported logic op enabled: %x", data);
break;
case GE_CMD_LOGICOP:
if (data != 0)
ERROR_LOG_REPORT_ONCE(logicOp, G3D, "Unsupported logic op: %06x", data);
break;
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;
case GE_CMD_TEXLEVEL:
if (data == 1)
WARN_LOG_REPORT_ONCE(texLevel1, G3D, "Unsupported texture level bias settings: %06x", data)
else if (data != 0)
WARN_LOG_REPORT_ONCE(texLevel2, G3D, "Unsupported texture level bias settings: %06x", data);
if (diff)
gstate_c.textureChanged = true;
break;
#endif
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_F0:
case GE_CMD_UNKNOWN_F1:
case GE_CMD_UNKNOWN_F2:
case GE_CMD_UNKNOWN_F3:
case GE_CMD_UNKNOWN_F4:
case GE_CMD_UNKNOWN_F5:
case GE_CMD_UNKNOWN_F6:
case GE_CMD_UNKNOWN_F7:
case GE_CMD_UNKNOWN_F8:
case GE_CMD_UNKNOWN_F9:
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:
case GE_CMD_UNKNOWN_FF:
if (data != 0)
WARN_LOG_REPORT_ONCE(unknowncmd, G3D, "Unknown GE command : %08x ", op);
break;
default:
GPUCommon::ExecuteOp(op, diff);
break;
}
}
void GLES_GPU::UpdateStats() {
gpuStats.numVertexShaders = shaderManager_->NumVertexShaders();
gpuStats.numFragmentShaders = shaderManager_->NumFragmentShaders();
gpuStats.numShaders = shaderManager_->NumPrograms();
gpuStats.numTextures = (int)textureCache_.NumLoadedTextures();
gpuStats.numFBOs = (int)framebufferManager_.NumVFBs();
}
void GLES_GPU::DoBlockTransfer() {
// 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;
}
// 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) * dstStride + dstX) * bpp);
memcpy(dst, src, width * bpp);
}
// TODO: Notify all overlapping FBOs that they need to reload.
textureCache_.Invalidate(dstBasePtr + (dstY * dstStride + dstX) * bpp, height * dstStride * bpp, GPU_INVALIDATE_HINT);
// A few games use this INSTEAD of actually drawing the video image to the screen, they just blast it to
// the backbuffer. Detect this and have the framebuffermanager draw the pixels.
u32 backBuffer = framebufferManager_.PrevDisplayFramebufAddr();
u32 displayBuffer = framebufferManager_.DisplayFramebufAddr();
if (((backBuffer != 0 && dstBasePtr == backBuffer) ||
(displayBuffer != 0 && dstBasePtr == displayBuffer)) &&
dstStride == 512 && height == 272) {
framebufferManager_.DrawPixels(Memory::GetPointer(dstBasePtr), GE_FORMAT_8888, 512);
}
}
void GLES_GPU::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 GLES_GPU::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_.UpdateFromMemory(addr, size);
}
void GLES_GPU::UpdateMemory(u32 dest, u32 src, int size) {
InvalidateCache(dest, size, GPU_INVALIDATE_HINT);
// Track stray copies of a framebuffer in RAM. MotoGP does this.
if (Memory::IsVRAMAddress(src) && Memory::IsRAMAddress(dest)) {
framebufferManager_.NotifyFramebufferCopy(src, dest, size);
}
}
void GLES_GPU::ClearCacheNextFrame() {
textureCache_.ClearNextFrame();
}
void GLES_GPU::Resized() {
framebufferManager_.Resized();
}
std::vector<FramebufferInfo> GLES_GPU::GetFramebufferList()
{
return framebufferManager_.GetFramebufferList();
}
void GLES_GPU::DoState(PointerWrap &p) {
GPUCommon::DoState(p);
// TODO: Some of these things may not be necessary.
// None of these are necessary when saving.
if (p.mode == p.MODE_READ) {
textureCache_.Clear(true);
transformDraw_.ClearTrackedVertexArrays();
gstate_c.textureChanged = true;
framebufferManager_.DestroyAllFBOs();
}
}
bool GLES_GPU::GetCurrentFramebuffer(GPUDebugBuffer &buffer) {
return framebufferManager_.GetCurrentFramebuffer(buffer);
}
bool GLES_GPU::GetCurrentDepthbuffer(GPUDebugBuffer &buffer) {
return framebufferManager_.GetCurrentDepthbuffer(buffer);
}
bool GLES_GPU::GetCurrentStencilbuffer(GPUDebugBuffer &buffer) {
return framebufferManager_.GetCurrentStencilbuffer(buffer);
}
bool GLES_GPU::GetCurrentTexture(GPUDebugBuffer &buffer) {
if (!gstate.isTextureMapEnabled()) {
return false;
}
#ifndef USING_GLES2
textureCache_.SetTexture(true);
int w = gstate.getTextureWidth(0);
int h = gstate.getTextureHeight(0);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &w);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &h);
buffer.Allocate(w, h, GE_FORMAT_8888, gstate_c.flipTexture);
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer.GetData());
return true;
#else
return false;
#endif
}