// 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 #include "Common/ChunkFile.h" #include "Common/GraphicsContext.h" #include "base/NativeApp.h" #include "base/logging.h" #include "profiler/profiler.h" #include "i18n/i18n.h" #include "Core/Debugger/Breakpoints.h" #include "Core/MemMapHelpers.h" #include "Core/MIPS/MIPS.h" #include "Core/Host.h" #include "Core/Config.h" #include "Core/ConfigValues.h" #include "Core/Reporting.h" #include "Core/System.h" #include "gfx/d3d9_state.h" #include "GPU/GPUState.h" #include "GPU/ge_constants.h" #include "GPU/GeDisasm.h" #include "GPU/Common/FramebufferCommon.h" #include "GPU/Debugger/Debugger.h" #include "GPU/Directx9/ShaderManagerDX9.h" #include "GPU/Directx9/GPU_DX9.h" #include "GPU/Directx9/FramebufferDX9.h" #include "GPU/Directx9/DrawEngineDX9.h" #include "GPU/Directx9/TextureCacheDX9.h" #include "Core/HLE/sceKernelThread.h" #include "Core/HLE/sceKernelInterrupt.h" #include "Core/HLE/sceGe.h" namespace DX9 { GPU_DX9::GPU_DX9(GraphicsContext *gfxCtx, Draw::DrawContext *draw) : GPUCommon(gfxCtx, draw), depalShaderCache_(draw), drawEngine_(draw) { device_ = (LPDIRECT3DDEVICE9)draw->GetNativeObject(Draw::NativeObject::DEVICE); deviceEx_ = (LPDIRECT3DDEVICE9EX)draw->GetNativeObject(Draw::NativeObject::DEVICE_EX); shaderManagerDX9_ = new ShaderManagerDX9(draw, device_); framebufferManagerDX9_ = new FramebufferManagerDX9(draw); framebufferManager_ = framebufferManagerDX9_; textureCacheDX9_ = new TextureCacheDX9(draw); textureCache_ = textureCacheDX9_; drawEngineCommon_ = &drawEngine_; shaderManager_ = shaderManagerDX9_; drawEngine_.SetShaderManager(shaderManagerDX9_); drawEngine_.SetTextureCache(textureCacheDX9_); drawEngine_.SetFramebufferManager(framebufferManagerDX9_); framebufferManagerDX9_->Init(); framebufferManagerDX9_->SetTextureCache(textureCacheDX9_); framebufferManagerDX9_->SetShaderManager(shaderManagerDX9_); framebufferManagerDX9_->SetDrawEngine(&drawEngine_); textureCacheDX9_->SetFramebufferManager(framebufferManagerDX9_); textureCacheDX9_->SetDepalShaderCache(&depalShaderCache_); textureCacheDX9_->SetShaderManager(shaderManagerDX9_); // Sanity check gstate if ((int *)&gstate.transferstart - (int *)&gstate != 0xEA) { ERROR_LOG(G3D, "gstate has drifted out of sync!"); } // No need to flush before the tex scale/offset commands if we are baking // the tex scale/offset into the vertices anyway. UpdateCmdInfo(); CheckGPUFeatures(); BuildReportingInfo(); // Some of our defaults are different from hw defaults, let's assert them. // We restore each frame anyway, but here is convenient for tests. dxstate.Restore(); textureCache_->NotifyConfigChanged(); if (g_Config.bHardwareTessellation) { // Disable hardware tessellation bacause DX9 is still unsupported. ERROR_LOG(G3D, "Hardware Tessellation is unsupported, falling back to software tessellation"); auto gr = GetI18NCategory("Graphics"); host->NotifyUserMessage(gr->T("Turn off Hardware Tessellation - unsupported"), 2.5f, 0xFF3030FF); } } // TODO: Move this detection elsewhere when it's needed elsewhere, not before. It's ugly. // Source: https://envytools.readthedocs.io/en/latest/hw/pciid.html#gf100 enum NVIDIAGeneration { NV_PRE_KEPLER, NV_KEPLER, NV_MAXWELL, NV_PASCAL, NV_VOLTA, NV_TURING, // or later }; static NVIDIAGeneration NVIDIAGetDeviceGeneration(int deviceID) { if (deviceID >= 0x1180 && deviceID <= 0x11bf) return NV_KEPLER; // GK104 if (deviceID >= 0x11c0 && deviceID <= 0x11fa) return NV_KEPLER; // GK106 if (deviceID >= 0x0fc0 && deviceID <= 0x0fff) return NV_KEPLER; // GK107 if (deviceID >= 0x1003 && deviceID <= 0x1028) return NV_KEPLER; // GK110(B) if (deviceID >= 0x1280 && deviceID <= 0x12ba) return NV_KEPLER; // GK208 if (deviceID >= 0x1381 && deviceID <= 0x13b0) return NV_MAXWELL; // GM107 if (deviceID >= 0x1340 && deviceID <= 0x134d) return NV_MAXWELL; // GM108 if (deviceID >= 0x13c0 && deviceID <= 0x13d9) return NV_MAXWELL; // GM204 if (deviceID >= 0x1401 && deviceID <= 0x1427) return NV_MAXWELL; // GM206 if (deviceID >= 0x15f7 && deviceID <= 0x15f9) return NV_PASCAL; // GP100 if (deviceID >= 0x15f7 && deviceID <= 0x15f9) return NV_PASCAL; // GP100 if (deviceID >= 0x1b00 && deviceID <= 0x1b38) return NV_PASCAL; // GP102 if (deviceID >= 0x1b80 && deviceID <= 0x1be1) return NV_PASCAL; // GP104 if (deviceID >= 0x1c02 && deviceID <= 0x1c62) return NV_PASCAL; // GP106 if (deviceID >= 0x1c81 && deviceID <= 0x1c92) return NV_PASCAL; // GP107 if (deviceID >= 0x1d01 && deviceID <= 0x1d12) return NV_PASCAL; // GP108 if (deviceID >= 0x1d81 && deviceID <= 0x1dba) return NV_VOLTA; // GV100 if (deviceID >= 0x1e02 && deviceID <= 0x1e3c) return NV_TURING; // TU102 if (deviceID >= 0x1e82 && deviceID <= 0x1ed0) return NV_TURING; // TU104 if (deviceID >= 0x1f02 && deviceID <= 0x1f51) return NV_TURING; // TU104 if (deviceID >= 0x1e02) return NV_TURING; // More TU models or later, probably. return NV_PRE_KEPLER; } void GPU_DX9::CheckGPUFeatures() { u32 features = 0; features |= GPU_SUPPORTS_16BIT_FORMATS; features |= GPU_SUPPORTS_BLEND_MINMAX; features |= GPU_SUPPORTS_TEXTURE_LOD_CONTROL; features |= GPU_PREFER_CPU_DOWNLOAD; // Accurate depth is required because the Direct3D API does not support inverse Z. // So we cannot incorrectly use the viewport transform as the depth range on Direct3D. // TODO: Breaks text in PaRappa for some reason? features |= GPU_SUPPORTS_ACCURATE_DEPTH; auto vendor = draw_->GetDeviceCaps().vendor; if (!PSP_CoreParameter().compat.flags().DepthRangeHack) { // VS range culling (killing triangles in the vertex shader using NaN) causes problems on Intel. // Also causes problems on old NVIDIA. switch (vendor) { case Draw::GPUVendor::VENDOR_INTEL: break; case Draw::GPUVendor::VENDOR_NVIDIA: // Older NVIDIAs don't seem to like NaNs in their DX9 vertex shaders. // No idea if KEPLER is the right cutoff, but let's go with it. if (NVIDIAGetDeviceGeneration(draw_->GetDeviceCaps().deviceID) >= NV_KEPLER) { features |= GPU_SUPPORTS_VS_RANGE_CULLING; } break; default: features |= GPU_SUPPORTS_VS_RANGE_CULLING; break; } } D3DCAPS9 caps; ZeroMemory(&caps, sizeof(caps)); HRESULT result = 0; if (deviceEx_) { result = deviceEx_->GetDeviceCaps(&caps); } else { result = device_->GetDeviceCaps(&caps); } if (FAILED(result)) { WARN_LOG_REPORT(G3D, "Direct3D9: Failed to get the device caps!"); } else { if ((caps.RasterCaps & D3DPRASTERCAPS_ANISOTROPY) != 0 && caps.MaxAnisotropy > 1) features |= GPU_SUPPORTS_ANISOTROPY; if ((caps.TextureCaps & (D3DPTEXTURECAPS_NONPOW2CONDITIONAL | D3DPTEXTURECAPS_POW2)) == 0) features |= GPU_SUPPORTS_OES_TEXTURE_NPOT; } if (!g_Config.bHighQualityDepth) { features |= GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT; } else if (PSP_CoreParameter().compat.flags().PixelDepthRounding) { // Assume we always have a 24-bit depth buffer. features |= GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT; } else if (PSP_CoreParameter().compat.flags().VertexDepthRounding) { features |= GPU_ROUND_DEPTH_TO_16BIT; } if (PSP_CoreParameter().compat.flags().ClearToRAM) { features |= GPU_USE_CLEAR_RAM_HACK; } gstate_c.featureFlags = features; } GPU_DX9::~GPU_DX9() { framebufferManagerDX9_->DestroyAllFBOs(); delete framebufferManagerDX9_; delete textureCache_; shaderManagerDX9_->ClearCache(true); delete shaderManagerDX9_; } // Needs to be called on GPU thread, not reporting thread. void GPU_DX9::BuildReportingInfo() { using namespace Draw; DrawContext *thin3d = gfxCtx_->GetDrawContext(); reportingPrimaryInfo_ = thin3d->GetInfoString(InfoField::VENDORSTRING); reportingFullInfo_ = reportingPrimaryInfo_ + " - " + System_GetProperty(SYSPROP_GPUDRIVER_VERSION) + " - " + thin3d->GetInfoString(InfoField::SHADELANGVERSION); } void GPU_DX9::DeviceLost() { // Simply drop all caches and textures. // FBOs appear to survive? Or no? shaderManagerDX9_->ClearCache(false); textureCacheDX9_->Clear(false); framebufferManagerDX9_->DeviceLost(); } void GPU_DX9::DeviceRestore() { // Nothing needed. } void GPU_DX9::InitClear() { if (!framebufferManager_->UseBufferedRendering()) { dxstate.depthWrite.set(true); dxstate.colorMask.set(true, true, true, true); device_->Clear(0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.f, 0); } } void GPU_DX9::BeginHostFrame() { GPUCommon::BeginHostFrame(); UpdateCmdInfo(); if (resized_) { CheckGPUFeatures(); framebufferManager_->Resized(); drawEngine_.Resized(); shaderManagerDX9_->DirtyShader(); textureCacheDX9_->NotifyConfigChanged(); resized_ = false; } } void GPU_DX9::ReapplyGfxState() { dxstate.Restore(); GPUCommon::ReapplyGfxState(); } void GPU_DX9::BeginFrame() { textureCacheDX9_->StartFrame(); drawEngine_.DecimateTrackedVertexArrays(); depalShaderCache_.Decimate(); // fragmentTestCache_.Decimate(); GPUCommon::BeginFrame(); shaderManagerDX9_->DirtyShader(); framebufferManager_->BeginFrame(); } void GPU_DX9::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) { GPUDebug::NotifyDisplay(framebuf, stride, format); framebufferManagerDX9_->SetDisplayFramebuffer(framebuf, stride, format); } void GPU_DX9::CopyDisplayToOutput(bool reallyDirty) { dxstate.depthWrite.set(true); dxstate.colorMask.set(true, true, true, true); drawEngine_.Flush(); framebufferManagerDX9_->CopyDisplayToOutput(reallyDirty); framebufferManagerDX9_->EndFrame(); // shaderManager_->EndFrame(); shaderManagerDX9_->DirtyLastShader(); gstate_c.Dirty(DIRTY_TEXTURE_IMAGE); } void GPU_DX9::FinishDeferred() { // This finishes reading any vertex data that is pending. drawEngine_.FinishDeferred(); } inline void GPU_DX9::CheckFlushOp(int cmd, u32 diff) { const u8 cmdFlags = cmdInfo_[cmd].flags; if (diff && (cmdFlags & FLAG_FLUSHBEFOREONCHANGE)) { if (dumpThisFrame_) { NOTICE_LOG(G3D, "================ FLUSH ================"); } drawEngine_.Flush(); } } void GPU_DX9::PreExecuteOp(u32 op, u32 diff) { CheckFlushOp(op >> 24, diff); } void GPU_DX9::ExecuteOp(u32 op, u32 diff) { const u8 cmd = op >> 24; const CommandInfo info = cmdInfo_[cmd]; const u8 cmdFlags = info.flags; if ((cmdFlags & FLAG_EXECUTE) || (diff && (cmdFlags & FLAG_EXECUTEONCHANGE))) { (this->*info.func)(op, diff); } else if (diff) { uint64_t dirty = info.flags >> 8; if (dirty) gstate_c.Dirty(dirty); } } void GPU_DX9::GetStats(char *buffer, size_t bufsize) { float vertexAverageCycles = gpuStats.numVertsSubmitted > 0 ? (float)gpuStats.vertexGPUCycles / (float)gpuStats.numVertsSubmitted : 0.0f; snprintf(buffer, bufsize - 1, "DL processing time: %0.2f ms\n" "Draw calls: %i, flushes %i, clears %i\n" "Cached Draw calls: %i\n" "Num Tracked Vertex Arrays: %i\n" "GPU cycles executed: %d (%f per vertex)\n" "Commands per call level: %i %i %i %i\n" "Vertices submitted: %i\n" "Cached, Uncached Vertices Drawn: %i, %i\n" "FBOs active: %i\n" "Textures active: %i, decoded: %i invalidated: %i\n" "Readbacks: %d, uploads: %d\n" "Vertex, Fragment shaders loaded: %i, %i\n", gpuStats.msProcessingDisplayLists * 1000.0f, gpuStats.numDrawCalls, gpuStats.numFlushes, gpuStats.numClears, gpuStats.numCachedDrawCalls, gpuStats.numTrackedVertexArrays, gpuStats.vertexGPUCycles + gpuStats.otherGPUCycles, vertexAverageCycles, gpuStats.gpuCommandsAtCallLevel[0], gpuStats.gpuCommandsAtCallLevel[1], gpuStats.gpuCommandsAtCallLevel[2], gpuStats.gpuCommandsAtCallLevel[3], gpuStats.numVertsSubmitted, gpuStats.numCachedVertsDrawn, gpuStats.numUncachedVertsDrawn, (int)framebufferManagerDX9_->NumVFBs(), (int)textureCacheDX9_->NumLoadedTextures(), gpuStats.numTexturesDecoded, gpuStats.numTextureInvalidations, gpuStats.numReadbacks, gpuStats.numUploads, shaderManagerDX9_->GetNumVertexShaders(), shaderManagerDX9_->GetNumFragmentShaders() ); } void GPU_DX9::ClearCacheNextFrame() { textureCacheDX9_->ClearNextFrame(); } void GPU_DX9::ClearShaderCache() { shaderManagerDX9_->ClearCache(true); } void GPU_DX9::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 && !PSP_CoreParameter().frozen) { textureCache_->Clear(true); depalShaderCache_.Clear(); drawEngine_.ClearTrackedVertexArrays(); gstate_c.Dirty(DIRTY_TEXTURE_IMAGE); framebufferManager_->DestroyAllFBOs(); } } std::vector GPU_DX9::DebugGetShaderIDs(DebugShaderType type) { switch (type) { case SHADER_TYPE_VERTEXLOADER: return drawEngine_.DebugGetVertexLoaderIDs(); case SHADER_TYPE_DEPAL: return depalShaderCache_.DebugGetShaderIDs(type); default: return shaderManagerDX9_->DebugGetShaderIDs(type); } } std::string GPU_DX9::DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) { switch (type) { case SHADER_TYPE_VERTEXLOADER: return drawEngine_.DebugGetVertexLoaderString(id, stringType); case SHADER_TYPE_DEPAL: return depalShaderCache_.DebugGetShaderString(id, type, stringType); default: return shaderManagerDX9_->DebugGetShaderString(id, type, stringType); } } } // namespace DX9