// 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/. #if defined(ANDROID) || defined(BLACKBERRY) #include #include #else #include #if defined(__APPLE__) #include #else #include #endif #endif #include "../../Core/MemMap.h" #include "../../Core/Host.h" #include "../GPUState.h" #include "../ge_constants.h" #include "ShaderManager.h" #include "DisplayListInterpreter.h" #include "TransformPipeline.h" #include "../../Core/HLE/sceKernelThread.h" #include "../../Core/HLE/sceKernelInterrupt.h" inline void glEnDis(GLuint cmd, int value) { (value ? glEnable : glDisable)(cmd); } struct DisplayState { u32 pc; u32 stallAddr; }; static DisplayState dcontext; ShaderManager shaderManager; extern u32 curTextureWidth; extern u32 curTextureHeight; int dlIdGenerator = 1; struct DisplayList { int id; u32 listpc; u32 stall; }; std::vector dlQueue; static u32 prev; u32 stack[2]; u32 stackptr = 0; bool finished; u8 bezierBuf[16000]; bool GLES_GPU::ProcessDLQueue() { std::vector::iterator iter = dlQueue.begin(); while (!(iter == dlQueue.end())) { DisplayList &l = *iter; dcontext.pc = l.listpc; dcontext.stallAddr = l.stall; // DEBUG_LOG(G3D,"Okay, starting DL execution at %08 - stall = %08x", context.pc, stallAddr); if (!InterpretList()) { l.listpc = dcontext.pc; l.stall = dcontext.stallAddr; return false; } else { //At the end, we can remove it from the queue and continue dlQueue.erase(iter); //this invalidated the iterator, let's fix it iter = dlQueue.begin(); } } return true; //no more lists! } u32 GLES_GPU::EnqueueList(u32 listpc, u32 stall) { DisplayList dl; dl.id = dlIdGenerator++; dl.listpc = listpc&0xFFFFFFF; dl.stall = stall&0xFFFFFFF; dlQueue.push_back(dl); if (!ProcessDLQueue()) return dl.id; else return 0; } void GLES_GPU::UpdateStall(int listid, u32 newstall) { // this needs improvement.... for (std::vector::iterator iter = dlQueue.begin(); iter != dlQueue.end(); iter++) { DisplayList &l = *iter; if (l.id == listid) { l.stall = newstall & 0xFFFFFFF; } } ProcessDLQueue(); } void GLES_GPU::DrawSync(int mode) { } // Just to get something on the screen, we'll just not subdivide correctly. void drawBezier(int ucount, int vcount) { u16 indices[3 * 3 * 6]; float customUV[32]; int c = 0; for (int y = 0; y < 3; y++) { for (int x = 0; x < 3; x++) { indices[c++] = y * 4 + x; indices[c++] = y * 4 + x + 1; indices[c++] = (y + 1) * 4 + x + 1; indices[c++] = (y + 1) * 4 + x + 1; indices[c++] = (y + 1) * 4 + x; indices[c++] = y * 4 + x; } } for (int y = 0; y < 4; y++) { for (int x = 0; x < 4; x++) { customUV[(y * 4 + x) * 2 + 0] = (float)x/3.0f; customUV[(y * 4 + x) * 2 + 1] = (float)y/3.0f; } } LinkedShader *linkedShader = shaderManager.ApplyShader(); TransformAndDrawPrim(Memory::GetPointer(gstate.vertexAddr), &indices[0], GE_PRIM_TRIANGLES, 3 * 3 * 6, linkedShader, customUV, GE_VTYPE_IDX_16BIT); } void EnterClearMode(u32 data) { bool colMask = (data >> 8) & 1; bool alphaMask = (data >> 9) & 1; bool updateZ = (data >> 10) & 1; glColorMask(colMask, colMask, colMask, alphaMask); glDepthMask(updateZ); // Update Z or not // Note that depth test must be enabled for depth writes to go through! So we use GL_ALWAYS glEnable(GL_DEPTH_TEST); glDepthFunc(GL_ALWAYS); glDisable(GL_CULL_FACE); // ?? } void LeaveClearMode() { // We have to reset the following state as per the state of the command registers: // Back face culling // Texture map enable (meh) // Fogging // Antialiasing // Alpha test glDepthMask(1); glColorMask(1,1,1,1); glEnDis(GL_DEPTH_TEST, gstate.zTestEnable & 1); glDepthFunc(GL_LEQUAL); // TODO // dirtyshader? } void SetBlendModePSP(u32 data) { // This can't be done exactly as there are several PSP blend modes that are impossible to do on OpenGL ES 2.0, and some even on regular OpenGL for desktop. // HOWEVER - we should be able to approximate the 2x modes in the shader, although they will clip wrongly. const GLint aLookup[] = { GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA, // should be 2x GL_ONE_MINUS_SRC_ALPHA, // should be 2x GL_DST_ALPHA, // should be 2x GL_ONE_MINUS_DST_ALPHA, // should be 2x - and COLOR? GL_SRC_ALPHA, // should be FIXA }; const GLint bLookup[] = { GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA, // should be 2x GL_ONE_MINUS_SRC_ALPHA, // should be 2x GL_DST_ALPHA, // should be 2x GL_ONE_MINUS_DST_ALPHA, // should be 2x GL_SRC_ALPHA, // should be FIXB }; const GLint eqLookup[] = { GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, #if defined(ANDROID) || defined(BLACKBERRY) GL_FUNC_ADD, GL_FUNC_ADD, #else GL_MIN, GL_MAX, #endif GL_FUNC_ADD, // should be abs(diff) }; int a = data & 0xF; int b = (data >> 4) & 0xF; int eq = (data >> 8) & 0x7; glBlendFunc(aLookup[a], bLookup[b]); glBlendEquation(eqLookup[eq]); } 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: DEBUG_LOG(G3D,"DL BASE: %06x", data); break; case GE_CMD_VADDR: /// <<8???? gstate.vertexAddr = (gstate.base<<8)|data; DEBUG_LOG(G3D,"DL VADDR: %06x", gstate.vertexAddr); break; case GE_CMD_IADDR: gstate.indexAddr = (gstate.base<<8)|data; DEBUG_LOG(G3D,"DL IADDR: %06x", gstate.indexAddr); break; case GE_CMD_PRIM: { u32 count = data & 0xFFFF; u32 type = data >> 16; static const char* types[7] = { "POINTS=0,", "LINES=1,", "LINE_STRIP=2,", "TRIANGLES=3,", "TRIANGLE_STRIP=4,", "TRIANGLE_FAN=5,", "RECTANGLES=6,", }; DEBUG_LOG(G3D, "DL DrawPrim type: %s count: %i vaddr= %08x, iaddr= %08x", type<7 ? types[type] : "INVALID", count, gstate.vertexAddr, gstate.indexAddr); LinkedShader *linkedShader = shaderManager.ApplyShader(); // 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.vertexAddr); void *inds = 0; if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) inds = Memory::GetPointer(gstate.indexAddr); TransformAndDrawPrim(verts, inds, type, count, linkedShader); } break; // The arrow and other rotary items in Puzbob are bezier patches, strangely enough. case GE_CMD_BEZIER: { int bz_ucount = data & 0xFF; int bz_vcount = (data >> 8) & 0xFF; drawBezier(bz_ucount, bz_vcount); DEBUG_LOG(G3D,"DL DRAW BEZIER: %i x %i", bz_ucount, bz_vcount); } break; case GE_CMD_SPLINE: { int sp_ucount = data & 0xFF; int sp_vcount = (data >> 8) & 0xFF; int sp_utype = (data >> 16) & 0x3; int sp_vtype = (data >> 18) & 0x3; //drawSpline(sp_ucount, sp_vcount, sp_utype, sp_vtype); DEBUG_LOG(G3D,"DL DRAW SPLINE: %i x %i, %i x %i", sp_ucount, sp_vcount, sp_utype, sp_vtype); } break; case GE_CMD_JUMP: { u32 target = ((gstate.base << 8) | (op & 0xFFFFFC)) & 0x0FFFFFFF; DEBUG_LOG(G3D,"DL CMD JUMP - %08x to %08x", dcontext.pc, target); dcontext.pc = target - 4; // pc will be increased after we return, counteract that } break; case GE_CMD_CALL: { u32 retval = dcontext.pc + 4; stack[stackptr++] = retval; u32 target = ((gstate.base << 8) | (op & 0xFFFFFC)) & 0xFFFFFFF; DEBUG_LOG(G3D,"DL CMD CALL - %08x to %08x, ret=%08x", dcontext.pc, target, retval); dcontext.pc = target - 4; // pc will be increased after we return, counteract that } break; case GE_CMD_RET: //TODO : debug! { u32 target = stack[--stackptr] & 0xFFFFFFF; DEBUG_LOG(G3D,"DL CMD RET - from %08x to %08x", dcontext.pc, target); dcontext.pc = target - 4; } break; case GE_CMD_SIGNAL: { ERROR_LOG(G3D, "DL GE_CMD_SIGNAL %08x", data & 0xFFFFFF); int behaviour = (data >> 16) & 0xFF; int signal = data & 0xFFFF; __TriggerInterruptWithArg(PSP_GE_INTR, PSP_GE_SUBINTR_SIGNAL, signal); } break; case GE_CMD_BJUMP: // bounding box jump. Let's just not jump, for now. DEBUG_LOG(G3D,"DL BBOX JUMP - unimplemented"); break; case GE_CMD_BOUNDINGBOX: // bounding box test. Let's do nothing. DEBUG_LOG(G3D,"DL BBOX TEST - unimplemented"); break; case GE_CMD_ORIGIN: gstate.offsetAddr = dcontext.pc & 0xFFFFFF; break; case GE_CMD_VERTEXTYPE: DEBUG_LOG(G3D,"DL SetVertexType: %06x", data); if (diff & GE_VTYPE_THROUGH) { // Throughmode changed, let's make the proj matrix dirty. shaderManager.DirtyUniform(DIRTY_PROJMATRIX); } if (data & GE_VTYPE_THROUGH) { glDisable(GL_CULL_FACE); } // This sets through-mode or not, as well. break; case GE_CMD_OFFSETADDR: // offsetAddr = data<<8; break; case GE_CMD_FINISH: DEBUG_LOG(G3D,"DL CMD FINISH"); __TriggerInterruptWithArg(PSP_GE_INTR, PSP_GE_SUBINTR_FINISH, 0); break; case GE_CMD_END: DEBUG_LOG(G3D,"DL CMD END"); { switch (prev >> 24) { case GE_CMD_FINISH: finished = true; break; default: DEBUG_LOG(G3D,"Ah, not finished: %06x", prev & 0xFFFFFF); break; } } // This should generate a Reading Ended interrupt // __TriggerInterrupt(PSP_GE_INTR); break; case GE_CMD_REGION1: { int x1 = data & 0x3ff; int y1 = data >> 10; //topleft DEBUG_LOG(G3D,"DL Region TL: %d %d", x1, y1); } break; case GE_CMD_REGION2: { int x2 = data & 0x3ff; int y2 = data >> 10; DEBUG_LOG(G3D,"DL Region BR: %d %d", x2, y2); } break; case GE_CMD_CLIPENABLE: DEBUG_LOG(G3D, "DL Clip Enable: %i (ignoring)", data); //we always clip, this is opengl break; case GE_CMD_CULLFACEENABLE: DEBUG_LOG(G3D, "DL CullFace Enable: %i (ignoring)", data); glEnDis(GL_CULL_FACE, data&1); break; case GE_CMD_TEXTUREMAPENABLE: DEBUG_LOG(G3D, "DL Texture map enable: %i", data); glEnDis(GL_TEXTURE_2D, data&1); break; case GE_CMD_LIGHTINGENABLE: DEBUG_LOG(G3D, "DL Lighting enable: %i", data); data += 1; //We don't use OpenGL lighting break; case GE_CMD_FOGENABLE: DEBUG_LOG(G3D, "DL Fog Enable: %i", gstate.fogEnable); break; case GE_CMD_DITHERENABLE: DEBUG_LOG(G3D, "DL Dither Enable: %i", gstate.ditherEnable); break; case GE_CMD_OFFSETX: DEBUG_LOG(G3D, "DL Offset X: %i", gstate.offsetx); break; case GE_CMD_OFFSETY: DEBUG_LOG(G3D, "DL Offset Y: %i", gstate.offsety); break; case GE_CMD_TEXSCALEU: gstate.uScale = getFloat24(data); DEBUG_LOG(G3D, "DL Texture U Scale: %f", gstate.uScale); break; case GE_CMD_TEXSCALEV: gstate.vScale = getFloat24(data); DEBUG_LOG(G3D, "DL Texture V Scale: %f", gstate.vScale); break; case GE_CMD_TEXOFFSETU: gstate.uOff = getFloat24(data); DEBUG_LOG(G3D, "DL Texture U Offset: %f", gstate.uOff); break; case GE_CMD_TEXOFFSETV: gstate.vOff = getFloat24(data); DEBUG_LOG(G3D, "DL Texture V Offset: %f", gstate.vOff); break; case GE_CMD_SCISSOR1: { int x1 = data & 0x3ff; int y1 = data >> 10; DEBUG_LOG(G3D, "DL Scissor TL: %i, %i", x1,y1); } break; case GE_CMD_SCISSOR2: { int x2 = data & 0x3ff; int y2 = data >> 10; DEBUG_LOG(G3D, "DL Scissor BR: %i, %i", x2, y2); } break; case GE_CMD_MINZ: DEBUG_LOG(G3D, "DL MinZ: %i", data); break; case GE_CMD_MAXZ: DEBUG_LOG(G3D, "DL MaxZ: %i", data); break; case GE_CMD_FRAMEBUFPTR: { u32 ptr = op & 0xFFE000; DEBUG_LOG(G3D, "DL FramebufPtr: %08x", ptr); } break; case GE_CMD_FRAMEBUFWIDTH: { u32 w = data & 0xFFFFFF; DEBUG_LOG(G3D, "DL FramebufWidth: %i", w); } break; case GE_CMD_FRAMEBUFPIXFORMAT: break; case GE_CMD_TEXADDR0: gstate.textureChanged=true; 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: DEBUG_LOG(G3D,"DL Texture address %i: %06x", cmd-GE_CMD_TEXADDR0, data); break; case GE_CMD_TEXBUFWIDTH0: gstate.textureChanged=true; 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: DEBUG_LOG(G3D,"DL Texture BUFWIDTHess %i: %06x", cmd-GE_CMD_TEXBUFWIDTH0, data); break; case GE_CMD_CLUTADDR: //DEBUG_LOG(G3D,"CLUT base addr: %06x", data); break; case GE_CMD_CLUTADDRUPPER: DEBUG_LOG(G3D,"DL CLUT addr: %08x", ((gstate.clutaddrupper & 0xFF0000)<<8) | (gstate.clutaddr & 0xFFFFFF)); break; case GE_CMD_LOADCLUT: { u32 clutAttr = ((gstate.clutaddrupper & 0xFF0000)<<8) | (gstate.clutaddr & 0xFFFFFF); if (clutAttr) { u16 *clut = (u16*)Memory::GetPointer(clutAttr); if (clut) { int numColors = 16 * (data&0x3F); memcpy(&gstate.paletteMem[0], clut, numColors * 2); } DEBUG_LOG(G3D,"DL Clut load: %i palettes", data); } else { DEBUG_LOG(G3D,"DL Empty Clut load"); } // Should hash and invalidate all paletted textures on use } break; // case GE_CMD_TRANSFERSRC: case GE_CMD_TRANSFERSRCW: { u32 xferSrc = gstate.transfersrc | ((data&0xFF0000)<<8); u32 xferSrcW = gstate.transfersrcw & 1023; DEBUG_LOG(G3D,"Block Transfer Src: %08x W: %i", xferSrc, xferSrcW); break; } // case GE_CMD_TRANSFERDST: case GE_CMD_TRANSFERDSTW: { u32 xferDst= gstate.transferdst | ((data&0xFF0000)<<8); u32 xferDstW = gstate.transferdstw & 1023; DEBUG_LOG(G3D,"Block Transfer Dest: %08x W: %i", xferDst, xferDstW); break; } case GE_CMD_TRANSFERSRCPOS: { u32 x = (data & 1023)+1; u32 y = ((data>>10) & 1023)+1; DEBUG_LOG(G3D, "DL Block Transfer Src Rect TL: %i, %i", x, y); break; } case GE_CMD_TRANSFERDSTPOS: { u32 x = (data & 1023)+1; u32 y = ((data>>10) & 1023)+1; DEBUG_LOG(G3D, "DL Block Transfer Dest Rect TL: %i, %i", x, y); break; } case GE_CMD_TRANSFERSIZE: { u32 w = (data & 1023)+1; u32 h = ((data>>10) & 1023)+1; DEBUG_LOG(G3D, "DL Block Transfer Rect Size: %i x %i", w, h); break; } case GE_CMD_TRANSFERSTART: { DEBUG_LOG(G3D, "DL Texture Transfer Start: PixFormat %i", data); // TODO: Here we should check if the transfer overlaps a framebuffer or any textures, // and take appropriate action. If not, this should just be a block transfer within // GPU memory which could be implemented by a copy loop. break; } case GE_CMD_TEXSIZE0: gstate.textureChanged=true; gstate.curTextureWidth = 1 << (gstate.texsize[0] & 0xf); gstate.curTextureHeight = 1 << ((gstate.texsize[0]>>8) & 0xf); //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: DEBUG_LOG(G3D,"DL Texture Size: %06x", data); break; case GE_CMD_ZBUFPTR: { u32 ptr = op & 0xFFE000; DEBUG_LOG(G3D,"Zbuf Ptr: %06x", ptr); } break; case GE_CMD_ZBUFWIDTH: { u32 w = data & 0xFFFFFF; DEBUG_LOG(G3D,"Zbuf Width: %i", w); } break; case GE_CMD_AMBIENTCOLOR: DEBUG_LOG(G3D,"DL Ambient Color: %06x", data); break; case GE_CMD_AMBIENTALPHA: DEBUG_LOG(G3D,"DL Ambient Alpha: %06x", data); break; case GE_CMD_MATERIALAMBIENT: DEBUG_LOG(G3D,"DL Material Ambient Color: %06x", data); break; case GE_CMD_MATERIALDIFFUSE: DEBUG_LOG(G3D,"DL Material Diffuse Color: %06x", data); break; case GE_CMD_MATERIALEMISSIVE: DEBUG_LOG(G3D,"DL Material Emissive Color: %06x", data); break; case GE_CMD_MATERIALSPECULAR: DEBUG_LOG(G3D,"DL Material Specular Color: %06x", data); break; case GE_CMD_MATERIALALPHA: DEBUG_LOG(G3D,"DL Material Alpha Color: %06x", data); break; case GE_CMD_MATERIALSPECULARCOEF: DEBUG_LOG(G3D,"DL Material specular coef: %f", getFloat24(data)); break; case GE_CMD_LIGHTTYPE0: case GE_CMD_LIGHTTYPE1: case GE_CMD_LIGHTTYPE2: case GE_CMD_LIGHTTYPE3: DEBUG_LOG(G3D,"DL Light %i type: %06x", cmd-GE_CMD_LIGHTTYPE0, data); 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; float val = getFloat24(data); DEBUG_LOG(G3D,"DL Light %i %c pos: %f", l, c+'X', val); gstate.lightpos[l][c] = val; } 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; float val = getFloat24(data); DEBUG_LOG(G3D,"DL Light %i %c dir: %f", l, c+'X', val); gstate.lightdir[l][c] = val; } 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; float val = getFloat24(data); DEBUG_LOG(G3D,"DL Light %i %c att: %f", l, c+'X', val); gstate.lightatt[l][c] = val; } 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>>16)/255.0f; float g = (float)((data>>8) & 0xff)/255.0f; float b = (float)(data & 0xff)/255.0f; int l = (cmd - GE_CMD_LAC0) / 3; int t = (cmd - GE_CMD_LAC0) % 3; gstate.lightColor[t][l].r = r; gstate.lightColor[t][l].g = g; gstate.lightColor[t][l].b = b; } break; case GE_CMD_VIEWPORTX1: case GE_CMD_VIEWPORTY1: case GE_CMD_VIEWPORTZ1: case GE_CMD_VIEWPORTX2: case GE_CMD_VIEWPORTY2: case GE_CMD_VIEWPORTZ2: DEBUG_LOG(G3D,"DL Viewport param %i: %f", cmd-GE_CMD_VIEWPORTX1, getFloat24(data)); break; case GE_CMD_LIGHTENABLE0: case GE_CMD_LIGHTENABLE1: case GE_CMD_LIGHTENABLE2: case GE_CMD_LIGHTENABLE3: DEBUG_LOG(G3D,"DL Light %i enable: %d", cmd-GE_CMD_LIGHTENABLE0, data); break; case GE_CMD_CULL: DEBUG_LOG(G3D,"DL cull: %06x", data); glCullFace(data ? GL_BACK : GL_FRONT); break; case GE_CMD_LMODE: DEBUG_LOG(G3D,"DL Shade mode: %06x", data); break; case GE_CMD_PATCHDIVISION: gstate.patch_div_s = data & 0xFF; gstate.patch_div_t = (data >> 8) & 0xFF; DEBUG_LOG(G3D, "DL Patch subdivision: %i x %i", gstate.patch_div_s, gstate.patch_div_t); break; case GE_CMD_MATERIALUPDATE: DEBUG_LOG(G3D,"DL Material Update: %d", data); break; ////////////////////////////////////////////////////////////////// // CLEARING ////////////////////////////////////////////////////////////////// case GE_CMD_CLEARMODE: // If it becomes a performance problem, check diff&1 if (data & 1) EnterClearMode(data); else LeaveClearMode(); DEBUG_LOG(G3D,"DL Clear mode: %06x", data); break; ////////////////////////////////////////////////////////////////// // ALPHA BLENDING ////////////////////////////////////////////////////////////////// case GE_CMD_ALPHABLENDENABLE: DEBUG_LOG(G3D,"DL Alpha blend enable: %d", data); glEnDis(GL_BLEND, data); break; case GE_CMD_BLENDMODE: DEBUG_LOG(G3D,"DL Blend mode: %06x", data); SetBlendModePSP(data); break; case GE_CMD_BLENDFIXEDA: DEBUG_LOG(G3D,"DL Blend fix A: %06x", data); break; case GE_CMD_BLENDFIXEDB: DEBUG_LOG(G3D,"DL Blend fix B: %06x", data); break; case GE_CMD_ALPHATESTENABLE: DEBUG_LOG(G3D,"DL Alpha test enable: %d", data); // This is done in the shader. break; case GE_CMD_ALPHATEST: DEBUG_LOG(G3D,"DL Alpha test settings"); shaderManager.DirtyUniform(DIRTY_ALPHAREF); break; case GE_CMD_TEXFUNC: { DEBUG_LOG(G3D,"DL TexFunc %i", data&7); /* int m=GL_MODULATE; switch (data & 7) { case 0: m=GL_MODULATE; break; case 1: m=GL_DECAL; break; case 2: m=GL_BLEND; break; case 3: m=GL_REPLACE; break; case 4: m=GL_ADD; break; }*/ /* glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_CONSTANT); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, 1); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, m); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);*/ break; } case GE_CMD_TEXFILTER: { int min = data & 7; int mag = (data >> 8) & 1; DEBUG_LOG(G3D,"DL TexFilter min: %i mag: %i", min, mag); } break; ////////////////////////////////////////////////////////////////// // Z/STENCIL TESTING ////////////////////////////////////////////////////////////////// case GE_CMD_ZTESTENABLE: glEnDis(GL_DEPTH_TEST, data & 1); DEBUG_LOG(G3D,"DL Z test enable: %d", data & 1); break; case GE_CMD_STENCILTESTENABLE: DEBUG_LOG(G3D,"DL Stencil test enable: %d", data); break; case GE_CMD_ZTEST: { static const GLuint ztests[8] = { GL_NEVER, GL_ALWAYS, GL_EQUAL, GL_NOTEQUAL, GL_LESS, GL_LEQUAL, GL_GREATER, GL_GEQUAL }; //glDepthFunc(ztests[data&7]); glDepthFunc(GL_LEQUAL); DEBUG_LOG(G3D,"DL Z test mode: %i", data); } 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: { int index = cmd - GE_CMD_MORPHWEIGHT0; float weight = getFloat24(data); DEBUG_LOG(G3D,"DL MorphWeight %i = %f", index, weight); gstate.morphWeights[index] = weight; } break; case GE_CMD_DITH0: case GE_CMD_DITH1: case GE_CMD_DITH2: case GE_CMD_DITH3: DEBUG_LOG(G3D,"DL DitherMatrix %i = %06x",cmd-GE_CMD_DITH0,data); break; case GE_CMD_WORLDMATRIXNUMBER: DEBUG_LOG(G3D,"DL World matrix # %i", data); gstate.worldmtxnum = data&0xF; break; case GE_CMD_WORLDMATRIXDATA: DEBUG_LOG(G3D,"DL World matrix data # %f", getFloat24(data)); gstate.worldMatrix[gstate.worldmtxnum++] = getFloat24(data); break; case GE_CMD_VIEWMATRIXNUMBER: DEBUG_LOG(G3D,"DL VIEW matrix # %i", data); gstate.viewmtxnum = data&0xF; break; case GE_CMD_VIEWMATRIXDATA: DEBUG_LOG(G3D,"DL VIEW matrix data # %f", getFloat24(data)); gstate.viewMatrix[gstate.viewmtxnum++] = getFloat24(data); break; case GE_CMD_PROJMATRIXNUMBER: DEBUG_LOG(G3D,"DL PROJECTION matrix # %i", data); gstate.projmtxnum = data&0xF; break; case GE_CMD_PROJMATRIXDATA: DEBUG_LOG(G3D,"DL PROJECTION matrix data # %f", getFloat24(data)); gstate.projMatrix[gstate.projmtxnum++] = getFloat24(data); shaderManager.DirtyUniform(DIRTY_PROJMATRIX); break; case GE_CMD_TGENMATRIXNUMBER: DEBUG_LOG(G3D,"DL TGEN matrix # %i", data); gstate.texmtxnum = data&0xF; break; case GE_CMD_TGENMATRIXDATA: DEBUG_LOG(G3D,"DL TGEN matrix data # %f", getFloat24(data)); gstate.tgenMatrix[gstate.texmtxnum++] = getFloat24(data); break; case GE_CMD_BONEMATRIXNUMBER: DEBUG_LOG(G3D,"DL BONE matrix #%i", data); gstate.boneMatrixNumber = data; break; case GE_CMD_BONEMATRIXDATA: DEBUG_LOG(G3D,"DL BONE matrix data #%i %f", gstate.boneMatrixNumber, getFloat24(data)); gstate.boneMatrix[gstate.boneMatrixNumber++] = getFloat24(data); break; default: DEBUG_LOG(G3D,"DL Unknown: %08x @ %08x", op, dcontext.pc); break; //ETC... } } bool GLES_GPU::InterpretList() { // Reset stackptr for safety stackptr = 0; u32 op = 0; prev = 0; finished = false; while (!finished) { if (!Memory::IsValidAddress(dcontext.pc)) { ERROR_LOG(G3D, "DL PC = %08x WTF!!!!", dcontext.pc); return true; } if (dcontext.pc == dcontext.stallAddr) return false; op = Memory::ReadUnchecked_U32(dcontext.pc); //read from memory u32 cmd = op >> 24; u32 diff = op ^ gstate.cmdmem[cmd]; gstate.cmdmem[cmd] = op; // crashes if I try to put the whole op there?? ExecuteOp(op, diff); dcontext.pc += 4; prev = op; } return true; }