// Copyright (c) 2012- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #include "base/logging.h" #include "profiler/profiler.h" #include "i18n/i18n.h" #include "Common/ChunkFile.h" #include "Common/GraphicsContext.h" #include "Core/Config.h" #include "Core/Debugger/Breakpoints.h" #include "Core/MemMapHelpers.h" #include "Core/Host.h" #include "Core/Config.h" #include "Core/Reporting.h" #include "Core/System.h" #include "Core/ELF/ParamSFO.h" #include "GPU/GPUState.h" #include "GPU/ge_constants.h" #include "GPU/GeDisasm.h" #include "GPU/Common/FramebufferCommon.h" #include "GPU/GLES/ShaderManagerGLES.h" #include "GPU/GLES/GPU_GLES.h" #include "GPU/GLES/FramebufferManagerGLES.h" #include "GPU/GLES/DrawEngineGLES.h" #include "GPU/GLES/TextureCacheGLES.h" #include "Core/MIPS/MIPS.h" #include "Core/HLE/sceKernelThread.h" #include "Core/HLE/sceKernelInterrupt.h" #include "Core/HLE/sceGe.h" #ifdef _WIN32 #include "Windows/GPU/WindowsGLContext.h" #endif GPU_GLES::GPU_GLES(GraphicsContext *gfxCtx, Draw::DrawContext *draw) : GPUCommon(gfxCtx, draw), drawEngine_(draw), fragmentTestCache_(draw), depalShaderCache_(draw) { UpdateVsyncInterval(true); CheckGPUFeatures(); GLRenderManager *render = (GLRenderManager *)draw->GetNativeObject(Draw::NativeObject::RENDER_MANAGER); shaderManagerGL_ = new ShaderManagerGLES(render); framebufferManagerGL_ = new FramebufferManagerGLES(draw, render); framebufferManager_ = framebufferManagerGL_; textureCacheGL_ = new TextureCacheGLES(draw); textureCache_ = textureCacheGL_; drawEngineCommon_ = &drawEngine_; shaderManager_ = shaderManagerGL_; drawEngineCommon_ = &drawEngine_; drawEngine_.SetShaderManager(shaderManagerGL_); drawEngine_.SetTextureCache(textureCacheGL_); drawEngine_.SetFramebufferManager(framebufferManagerGL_); drawEngine_.SetFragmentTestCache(&fragmentTestCache_); framebufferManagerGL_->Init(); framebufferManagerGL_->SetTextureCache(textureCacheGL_); framebufferManagerGL_->SetShaderManager(shaderManagerGL_); framebufferManagerGL_->SetDrawEngine(&drawEngine_); textureCacheGL_->SetFramebufferManager(framebufferManagerGL_); textureCacheGL_->SetDepalShaderCache(&depalShaderCache_); textureCacheGL_->SetShaderManager(shaderManagerGL_); textureCacheGL_->SetDrawEngine(&drawEngine_); fragmentTestCache_.SetTextureCache(textureCacheGL_); // 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. BuildReportingInfo(); // Update again after init to be sure of any silly driver problems. UpdateVsyncInterval(true); textureCacheGL_->NotifyConfigChanged(); // Load shader cache. std::string discID = g_paramSFO.GetDiscID(); if (discID.size()) { File::CreateFullPath(GetSysDirectory(DIRECTORY_APP_CACHE)); shaderCachePath_ = GetSysDirectory(DIRECTORY_APP_CACHE) + "/" + discID + ".glshadercache"; // Actually precompiled by IsReady() since we're single-threaded. shaderManagerGL_->Load(shaderCachePath_); } if (g_Config.bHardwareTessellation) { // Disable hardware tessellation if device is unsupported. bool hasTexelFetch = gl_extensions.GLES3 || (!gl_extensions.IsGLES && gl_extensions.VersionGEThan(3, 3, 0)) || gl_extensions.EXT_gpu_shader4; if (!gstate_c.SupportsAll(GPU_SUPPORTS_INSTANCE_RENDERING | GPU_SUPPORTS_VERTEX_TEXTURE_FETCH | GPU_SUPPORTS_TEXTURE_FLOAT) || !hasTexelFetch) { // TODO: Check unsupported device name list.(Above gpu features are supported but it has issues with weak gpu, memory, shader compiler etc...) g_Config.bHardwareTessellation = false; ERROR_LOG(G3D, "Hardware Tessellation is unsupported, falling back to software tessellation"); I18NCategory *gr = GetI18NCategory("Graphics"); host->NotifyUserMessage(gr->T("Turn off Hardware Tessellation - unsupported"), 2.5f, 0xFF3030FF); } } } GPU_GLES::~GPU_GLES() { if (draw_) { GLRenderManager *render = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER); render->Wipe(); } // If we're here during app shutdown (exiting the Windows app in-game, for example) // everything should already be cleared since DeviceLost has been run. framebufferManagerGL_->DestroyAllFBOs(); shaderManagerGL_->ClearCache(true); depalShaderCache_.Clear(); fragmentTestCache_.Clear(); if (!shaderCachePath_.empty() && draw_) { shaderManagerGL_->Save(shaderCachePath_); } delete shaderManagerGL_; shaderManagerGL_ = nullptr; delete framebufferManagerGL_; delete textureCacheGL_; } static constexpr int MakeIntelSimpleVer(int v1, int v2, int v3) { return (v1 << 16) | (v2 << 8) | v3; } static bool HasIntelDualSrcBug(int versions[4]) { // Intel uses a confusing set of at least 3 version numbering schemes. This is the one given to OpenGL. switch (MakeIntelSimpleVer(versions[0], versions[1], versions[2])) { case MakeIntelSimpleVer(9, 17, 10): case MakeIntelSimpleVer(9, 18, 10): return false; case MakeIntelSimpleVer(10, 18, 10): return versions[3] < 4061; case MakeIntelSimpleVer(10, 18, 14): return versions[3] < 4080; default: // Older than above didn't support dual src anyway, newer should have the fix. return false; } } // Take the raw GL extension and versioning data and turn into feature flags. void GPU_GLES::CheckGPUFeatures() { u32 features = 0; features |= GPU_SUPPORTS_16BIT_FORMATS; if (gl_extensions.ARB_blend_func_extended || gl_extensions.EXT_blend_func_extended) { if (!gl_extensions.VersionGEThan(3, 0, 0)) { // Don't use this extension on sub 3.0 OpenGL versions as it does not seem reliable } else if (gl_extensions.gpuVendor == GPU_VENDOR_INTEL) { // Also on Intel, see https://github.com/hrydgard/ppsspp/issues/10117 // TODO: Remove entirely sometime reasonably far in driver years after 2015. const std::string ver = draw_->GetInfoString(Draw::InfoField::APIVERSION); int versions[4]{}; if (sscanf(ver.c_str(), "Build %d.%d.%d.%d", &versions[0], &versions[1], &versions[2], &versions[3]) == 4) { if (!HasIntelDualSrcBug(versions)) { features |= GPU_SUPPORTS_DUALSOURCE_BLEND; } } else { features |= GPU_SUPPORTS_DUALSOURCE_BLEND; } } else { features |= GPU_SUPPORTS_DUALSOURCE_BLEND; } } if (gl_extensions.IsGLES) { if (gl_extensions.GLES3) features |= GPU_SUPPORTS_GLSL_ES_300; } else { if (gl_extensions.VersionGEThan(3, 3, 0)) features |= GPU_SUPPORTS_GLSL_330; } if (gl_extensions.EXT_shader_framebuffer_fetch || gl_extensions.NV_shader_framebuffer_fetch || gl_extensions.ARM_shader_framebuffer_fetch) { // This has caused problems in the past. Let's only enable on GLES3. if (features & GPU_SUPPORTS_GLSL_ES_300) { features |= GPU_SUPPORTS_ANY_FRAMEBUFFER_FETCH; } } if (gl_extensions.ARB_framebuffer_object || gl_extensions.EXT_framebuffer_object || gl_extensions.IsGLES) { features |= GPU_SUPPORTS_FBO; } if (gl_extensions.ARB_framebuffer_object || gl_extensions.GLES3) { features |= GPU_SUPPORTS_ARB_FRAMEBUFFER_BLIT; } if (gl_extensions.NV_framebuffer_blit) { features |= GPU_SUPPORTS_NV_FRAMEBUFFER_BLIT; } if (gl_extensions.ARB_vertex_array_object && gl_extensions.IsCoreContext) { features |= GPU_SUPPORTS_VAO; } bool useCPU = false; if (!gl_extensions.IsGLES) { // Some cards or drivers seem to always dither when downloading a framebuffer to 16-bit. // This causes glitches in games that expect the exact values. // It has not been experienced on NVIDIA cards, so those are left using the GPU (which is faster.) if (gl_extensions.gpuVendor != GPU_VENDOR_NVIDIA || !gl_extensions.VersionGEThan(3, 0)) { useCPU = true; } } else { useCPU = true; } if (useCPU) features |= GPU_PREFER_CPU_DOWNLOAD; if ((gl_extensions.gpuVendor == GPU_VENDOR_NVIDIA) || (gl_extensions.gpuVendor == GPU_VENDOR_AMD)) features |= GPU_PREFER_REVERSE_COLOR_ORDER; if (gl_extensions.OES_texture_npot) features |= GPU_SUPPORTS_OES_TEXTURE_NPOT; if (gl_extensions.EXT_blend_minmax) features |= GPU_SUPPORTS_BLEND_MINMAX; if (gl_extensions.OES_copy_image || gl_extensions.NV_copy_image || gl_extensions.EXT_copy_image || gl_extensions.ARB_copy_image) features |= GPU_SUPPORTS_ANY_COPY_IMAGE; if (!gl_extensions.IsGLES) features |= GPU_SUPPORTS_LOGIC_OP; if (gl_extensions.GLES3 || !gl_extensions.IsGLES) features |= GPU_SUPPORTS_TEXTURE_LOD_CONTROL; if (gl_extensions.EXT_texture_filter_anisotropic) features |= GPU_SUPPORTS_ANISOTROPY; bool canUseInstanceID = gl_extensions.EXT_draw_instanced || gl_extensions.ARB_draw_instanced; bool canDefInstanceID = gl_extensions.IsGLES || gl_extensions.EXT_gpu_shader4 || gl_extensions.VersionGEThan(3, 1); bool instanceRendering = gl_extensions.GLES3 || (canUseInstanceID && canDefInstanceID); if (instanceRendering) features |= GPU_SUPPORTS_INSTANCE_RENDERING; int maxVertexTextureImageUnits = gl_extensions.maxVertexTextureUnits; if (maxVertexTextureImageUnits >= 3) // At least 3 for hardware tessellation features |= GPU_SUPPORTS_VERTEX_TEXTURE_FETCH; if (gl_extensions.ARB_texture_float || gl_extensions.OES_texture_float) features |= GPU_SUPPORTS_TEXTURE_FLOAT; // If we already have a 16-bit depth buffer, we don't need to round. bool prefer24 = draw_->GetDeviceCaps().preferredDepthBufferFormat == Draw::DataFormat::D24_S8; if (prefer24) { if (!g_Config.bHighQualityDepth && (features & GPU_SUPPORTS_ACCURATE_DEPTH) != 0) { features |= GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT; } else if (PSP_CoreParameter().compat.flags().PixelDepthRounding) { if (!gl_extensions.IsGLES || gl_extensions.GLES3) { // Use fragment rounding on desktop and GLES3, most accurate. features |= GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT; } else if (prefer24 && (features & GPU_SUPPORTS_ACCURATE_DEPTH) != 0) { // Here we can simulate a 16 bit depth buffer by scaling. // Note that the depth buffer is fixed point, not floating, so dividing by 256 is pretty good. features |= GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT; } else { // At least do vertex rounding if nothing else. features |= GPU_ROUND_DEPTH_TO_16BIT; } } else if (PSP_CoreParameter().compat.flags().VertexDepthRounding) { features |= GPU_ROUND_DEPTH_TO_16BIT; } } // The Phantasy Star hack :( if (PSP_CoreParameter().compat.flags().DepthRangeHack && (features & GPU_SUPPORTS_ACCURATE_DEPTH) == 0) { features |= GPU_USE_DEPTH_RANGE_HACK; } if (PSP_CoreParameter().compat.flags().ClearToRAM) { features |= GPU_USE_CLEAR_RAM_HACK; } gstate_c.featureFlags = features; } bool GPU_GLES::IsReady() { return shaderManagerGL_->ContinuePrecompile(); } void GPU_GLES::BuildReportingInfo() { GLRenderManager *render = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER); std::string glVendor = render->GetGLString(GL_VENDOR); std::string glRenderer = render->GetGLString(GL_RENDERER); std::string glVersion = render->GetGLString(GL_VERSION); std::string glSlVersion = render->GetGLString(GL_SHADING_LANGUAGE_VERSION); std::string glExtensions; if (gl_extensions.VersionGEThan(3, 0)) { glExtensions = g_all_gl_extensions; } else { glExtensions = render->GetGLString(GL_EXTENSIONS); } char temp[16384]; snprintf(temp, sizeof(temp), "%s (%s %s), %s (extensions: %s)", glVersion.c_str(), glVendor.c_str(), glRenderer.c_str(), glSlVersion.c_str(), glExtensions.c_str()); reportingPrimaryInfo_ = glVendor; reportingFullInfo_ = temp; Reporting::UpdateConfig(); } void GPU_GLES::DeviceLost() { ILOG("GPU_GLES: DeviceLost"); // Simply drop all caches and textures. // FBOs appear to survive? Or no? // TransformDraw has registered as a GfxResourceHolder. drawEngine_.ClearInputLayoutMap(); shaderManagerGL_->ClearCache(false); textureCacheGL_->DeviceLost(); fragmentTestCache_.Clear(false); depalShaderCache_.Clear(); drawEngine_.DeviceLost(); framebufferManagerGL_->DeviceLost(); // Don't even try to access the lost device. draw_ = nullptr; } void GPU_GLES::DeviceRestore() { draw_ = (Draw::DrawContext *)PSP_CoreParameter().graphicsContext->GetDrawContext(); ILOG("GPU_GLES: DeviceRestore"); UpdateVsyncInterval(true); textureCacheGL_->DeviceRestore(draw_); framebufferManagerGL_->DeviceRestore(draw_); drawEngine_.DeviceRestore(); } void GPU_GLES::Reinitialize() { GPUCommon::Reinitialize(); textureCacheGL_->Clear(true); depalShaderCache_.Clear(); framebufferManagerGL_->DestroyAllFBOs(); } void GPU_GLES::InitClear() { } void GPU_GLES::BeginHostFrame() { GPUCommon::BeginHostFrame(); if (resized_) { CheckGPUFeatures(); framebufferManager_->Resized(); drawEngine_.Resized(); shaderManagerGL_->DirtyShader(); textureCacheGL_->NotifyConfigChanged(); } drawEngine_.BeginFrame(); } void GPU_GLES::EndHostFrame() { drawEngine_.EndFrame(); } inline void GPU_GLES::UpdateVsyncInterval(bool force) { #ifdef _WIN32 int desiredVSyncInterval = g_Config.bVSync ? 1 : 0; if (PSP_CoreParameter().unthrottle) { desiredVSyncInterval = 0; } if (PSP_CoreParameter().fpsLimit == 1) { // For an alternative speed that is a clean factor of 60, the user probably still wants vsync. if (g_Config.iFpsLimit == 0 || (g_Config.iFpsLimit != 15 && g_Config.iFpsLimit != 30 && g_Config.iFpsLimit != 60)) { desiredVSyncInterval = 0; } } if (desiredVSyncInterval != lastVsync_ || force) { // Disabled EXT_swap_control_tear for now, it never seems to settle at the correct timing // so it just keeps tearing. Not what I hoped for... //if (gl_extensions.EXT_swap_control_tear) { // // See http://developer.download.nvidia.com/opengl/specs/WGL_EXT_swap_control_tear.txt // glstate.SetVSyncInterval(-desiredVSyncInterval); //} else { gfxCtx_->SwapInterval(desiredVSyncInterval); //} lastVsync_ = desiredVSyncInterval; } #endif } void GPU_GLES::ReapplyGfxState() { GPUCommon::ReapplyGfxState(); } void GPU_GLES::BeginFrame() { UpdateVsyncInterval(resized_); resized_ = false; textureCacheGL_->StartFrame(); drawEngine_.DecimateTrackedVertexArrays(); depalShaderCache_.Decimate(); fragmentTestCache_.Decimate(); GPUCommon::BeginFrame(); // Save the cache from time to time. TODO: How often? We save on exit, so shouldn't need to do this all that often. if (!shaderCachePath_.empty() && (gpuStats.numFlips & 4095) == 0) { shaderManagerGL_->Save(shaderCachePath_); } shaderManagerGL_->DirtyShader(); // Not sure if this is really needed. gstate_c.Dirty(DIRTY_ALL_UNIFORMS); framebufferManagerGL_->BeginFrame(); } void GPU_GLES::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) { host->GPUNotifyDisplay(framebuf, stride, format); framebufferManagerGL_->SetDisplayFramebuffer(framebuf, stride, format); } void GPU_GLES::CopyDisplayToOutput() { // Flush anything left over. framebufferManagerGL_->RebindFramebuffer(); drawEngine_.Flush(); shaderManagerGL_->DirtyLastShader(); framebufferManagerGL_->CopyDisplayToOutput(); framebufferManagerGL_->EndFrame(); // If buffered, discard the depth buffer of the backbuffer. Don't even know if we need one. #if 0 #ifdef USING_GLES2 if (gl_extensions.EXT_discard_framebuffer && g_Config.iRenderingMode != 0) { GLenum attachments[] = {GL_DEPTH_EXT, GL_STENCIL_EXT}; glDiscardFramebufferEXT(GL_FRAMEBUFFER, 2, attachments); } #endif #endif } void GPU_GLES::FinishDeferred() { // This finishes reading any vertex data that is pending. drawEngine_.FinishDeferred(); } inline void GPU_GLES::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_GLES::PreExecuteOp(u32 op, u32 diff) { CheckFlushOp(op >> 24, diff); } void GPU_GLES::ExecuteOp(u32 op, u32 diff) { const u8 cmd = op >> 24; const CommandInfo info = cmdInfo_[cmd]; const u8 cmdFlags = info.flags; if ((cmdFlags & FLAG_EXECUTE) || (diff && (cmdFlags & FLAG_EXECUTEONCHANGE))) { (this->*info.func)(op, diff); } else if (diff) { uint64_t dirty = info.flags >> 8; if (dirty) gstate_c.Dirty(dirty); } } void GPU_GLES::GetStats(char *buffer, size_t bufsize) { float vertexAverageCycles = gpuStats.numVertsSubmitted > 0 ? (float)gpuStats.vertexGPUCycles / (float)gpuStats.numVertsSubmitted : 0.0f; snprintf(buffer, bufsize - 1, "DL processing time: %0.2f ms\n" "Draw calls: %i, flushes %i, 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, Programs loaded: %i, %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)framebufferManagerGL_->NumVFBs(), (int)textureCacheGL_->NumLoadedTextures(), gpuStats.numTexturesDecoded, gpuStats.numTextureInvalidations, gpuStats.numReadbacks, gpuStats.numUploads, shaderManagerGL_->GetNumVertexShaders(), shaderManagerGL_->GetNumFragmentShaders(), shaderManagerGL_->GetNumPrograms()); } void GPU_GLES::ClearCacheNextFrame() { textureCacheGL_->ClearNextFrame(); } void GPU_GLES::ClearShaderCache() { shaderManagerGL_->ClearCache(true); } void GPU_GLES::CleanupBeforeUI() { // Clear any enabled vertex arrays. shaderManagerGL_->DirtyLastShader(); } void GPU_GLES::DoState(PointerWrap &p) { GPUCommon::DoState(p); // TODO: Some of these things may not be necessary. // None of these are necessary when saving. // In Freeze-Frame mode, we don't want to do any of this. if (p.mode == p.MODE_READ && !PSP_CoreParameter().frozen) { textureCacheGL_->Clear(true); drawEngine_.ClearTrackedVertexArrays(); gstate_c.Dirty(DIRTY_TEXTURE_IMAGE); framebufferManagerGL_->DestroyAllFBOs(); } } std::vector GPU_GLES::DebugGetShaderIDs(DebugShaderType type) { switch (type) { case SHADER_TYPE_VERTEXLOADER: return drawEngine_.DebugGetVertexLoaderIDs(); case SHADER_TYPE_DEPAL: return depalShaderCache_.DebugGetShaderIDs(type); default: return shaderManagerGL_->DebugGetShaderIDs(type); } } std::string GPU_GLES::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 shaderManagerGL_->DebugGetShaderString(id, type, stringType); } }