// 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 "ext/native/gfx/GLStateCache.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 struct GLESCommandTableEntry { uint8_t cmd; uint8_t flags; uint64_t dirty; GPU_GLES::CmdFunc func; }; // This table gets crunched into a faster form by init. // TODO: Share this table between the backends. Will have to make another indirection for the function pointers though.. static const GLESCommandTableEntry commandTable[] = { // Changes that dirty the current texture. { GE_CMD_TEXSIZE0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, DIRTY_UVSCALEOFFSET, &GPU_GLES::Execute_TexSize0 }, { GE_CMD_STENCILTEST, FLAG_FLUSHBEFOREONCHANGE, DIRTY_STENCILREPLACEVALUE | DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE }, // Changing the vertex type requires us to flush. { GE_CMD_VERTEXTYPE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_VertexType }, { GE_CMD_PRIM, FLAG_EXECUTE, 0, &GPU_GLES::Execute_Prim }, { GE_CMD_BEZIER, FLAG_FLUSHBEFORE | FLAG_EXECUTE, 0, &GPU_GLES::Execute_Bezier }, { GE_CMD_SPLINE, FLAG_FLUSHBEFORE | FLAG_EXECUTE, 0, &GPU_GLES::Execute_Spline }, // 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, 0, &GPU_GLES::Execute_LoadClut }, }; GPU_GLES::CommandInfo GPU_GLES::cmdInfo_[256]; GPU_GLES::GPU_GLES(GraphicsContext *gfxCtx, Draw::DrawContext *draw) : GPUCommon(gfxCtx, draw) { UpdateVsyncInterval(true); CheckGPUFeatures(); shaderManagerGL_ = new ShaderManagerGLES(); framebufferManagerGL_ = new FramebufferManagerGLES(draw); 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!"); } memset(cmdInfo_, 0, sizeof(cmdInfo_)); // Import both the global and local command tables, and check for dupes std::set dupeCheck; for (size_t i = 0; i < commonCommandTableSize; i++) { const u8 cmd = commonCommandTable[i].cmd; if (dupeCheck.find(cmd) != dupeCheck.end()) { ERROR_LOG(G3D, "Command table Dupe: %02x (%i)", (int)cmd, (int)cmd); } else { dupeCheck.insert(cmd); } cmdInfo_[cmd].flags |= (uint64_t)commonCommandTable[i].flags | (commonCommandTable[i].dirty << 8); cmdInfo_[cmd].func = commonCommandTable[i].func; if ((cmdInfo_[cmd].flags & (FLAG_EXECUTE | FLAG_EXECUTEONCHANGE)) && !cmdInfo_[cmd].func) { Crash(); } } for (size_t i = 0; i < ARRAY_SIZE(commandTable); i++) { const 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); } cmdInfo_[cmd].flags |= (uint64_t)commandTable[i].flags | (commandTable[i].dirty << 8); cmdInfo_[cmd].func = commandTable[i].func; if ((cmdInfo_[cmd].flags & (FLAG_EXECUTE | FLAG_EXECUTEONCHANGE)) && !cmdInfo_[cmd].func) { Crash(); } } // 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. UpdateCmdInfo(); BuildReportingInfo(); // Update again after init to be sure of any silly driver problems. UpdateVsyncInterval(true); // Some of our defaults are different from hw defaults, let's assert them. // We restore each frame anyway, but here is convenient for tests. glstate.Restore(); drawEngine_.RestoreVAO(); 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"; shaderManagerGL_->LoadAndPrecompile(shaderCachePath_); } if (g_Config.bHardwareTessellation) { // Disable hardware tessellation if device is unsupported. if (!gstate_c.SupportsAll(GPU_SUPPORTS_INSTANCE_RENDERING | GPU_SUPPORTS_VERTEX_TEXTURE_FETCH | GPU_SUPPORTS_TEXTURE_FLOAT)) { // 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() { framebufferManagerGL_->DestroyAllFBOs(); shaderManagerGL_->ClearCache(true); depalShaderCache_.Clear(); fragmentTestCache_.Clear(); if (!shaderCachePath_.empty()) { shaderManagerGL_->Save(shaderCachePath_); } delete shaderManagerGL_; shaderManagerGL_ = nullptr; delete framebufferManagerGL_; delete textureCacheGL_; #ifdef _WIN32 gfxCtx_->SwapInterval(0); #endif } // 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.gpuVendor == GPU_VENDOR_INTEL || !gl_extensions.VersionGEThan(3, 0, 0)) { // Don't use this extension to off on sub 3.0 OpenGL versions as it does not seem reliable // Also on Intel, see https://github.com/hrydgard/ppsspp/issues/4867 } else { #ifdef __ANDROID__ // This appears to be broken on nVidia Shield TV. if (gl_extensions.gpuVendor != GPU_VENDOR_NVIDIA) { features |= GPU_SUPPORTS_DUALSOURCE_BLEND; } #else features |= GPU_SUPPORTS_DUALSOURCE_BLEND; #endif } } 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) { // Urrgh, we don't even define FB_READFBOMEMORY_CPU on mobile #ifndef USING_GLES2 useCPU = g_Config.iRenderingMode == FB_READFBOMEMORY_CPU; #endif // 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 (g_Config.iRenderingMode == FB_BUFFERED_MODE) { if (gl_extensions.gpuVendor != GPU_VENDOR_NVIDIA || gl_extensions.ver[0] < 3) { 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_unpack_subimage) features |= GPU_SUPPORTS_UNPACK_SUBIMAGE; 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); features |= GPU_SUPPORTS_INSTANCE_RENDERING; int maxVertexTextureImageUnits; glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &maxVertexTextureImageUnits); 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; } #ifdef MOBILE_DEVICE // Arguably, we should turn off GPU_IS_MOBILE on like modern Tegras, etc. features |= GPU_IS_MOBILE; #endif gstate_c.featureFlags = features; } // 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 GPU_GLES::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 = nullptr; if (gl_extensions.VersionGEThan(3, 0)) { glExtensions = g_all_gl_extensions.c_str(); } else { 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; Reporting::UpdateConfig(); } void GPU_GLES::DeviceLost() { ILOG("GPU_GLES: 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. shaderManagerGL_->ClearCache(false); textureCacheGL_->Clear(false); fragmentTestCache_.Clear(false); depalShaderCache_.Clear(); framebufferManagerGL_->DeviceLost(); } void GPU_GLES::DeviceRestore() { ILOG("GPU_GLES: DeviceRestore"); UpdateCmdInfo(); UpdateVsyncInterval(true); } void GPU_GLES::Reinitialize() { GPUCommon::Reinitialize(); textureCacheGL_->Clear(true); depalShaderCache_.Clear(); framebufferManagerGL_->DestroyAllFBOs(); } void GPU_GLES::InitClear() { 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 GPU_GLES::BeginHostFrame() { GPUCommon::BeginHostFrame(); UpdateCmdInfo(); if (resized_) { CheckGPUFeatures(); framebufferManager_->Resized(); drawEngine_.Resized(); shaderManagerGL_->DirtyShader(); textureCacheGL_->NotifyConfigChanged(); } } 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::UpdateCmdInfo() { if (g_Config.bSoftwareSkinning) { cmdInfo_[GE_CMD_VERTEXTYPE].flags &= ~FLAG_FLUSHBEFOREONCHANGE; cmdInfo_[GE_CMD_VERTEXTYPE].func = &GPU_GLES::Execute_VertexTypeSkinning; } else { cmdInfo_[GE_CMD_VERTEXTYPE].flags |= FLAG_FLUSHBEFOREONCHANGE; cmdInfo_[GE_CMD_VERTEXTYPE].func = &GPU_GLES::Execute_VertexType; } } void GPU_GLES::ReapplyGfxState() { drawEngine_.RestoreVAO(); glstate.Restore(); GPUCommon::ReapplyGfxState(); } void GPU_GLES::BeginFrame() { UpdateVsyncInterval(resized_); resized_ = false; textureCacheGL_->StartFrame(); drawEngine_.DecimateTrackedVertexArrays(); drawEngine_.DecimateBuffers(); depalShaderCache_.Decimate(); fragmentTestCache_.Decimate(); GPUCommon::BeginFrame(); // Save the cache from time to time. TODO: How often? if (!shaderCachePath_.empty() && (gpuStats.numFlips & 1023) == 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); } bool GPU_GLES::FramebufferDirty() { VirtualFramebuffer *vfb = framebufferManagerGL_->GetDisplayVFB(); if (vfb) { bool dirty = vfb->dirtyAfterDisplay; vfb->dirtyAfterDisplay = false; return dirty; } return true; } bool GPU_GLES::FramebufferReallyDirty() { VirtualFramebuffer *vfb = framebufferManagerGL_->GetDisplayVFB(); if (vfb) { bool dirty = vfb->reallyDirtyAfterDisplay; vfb->reallyDirtyAfterDisplay = false; return dirty; } return true; } void GPU_GLES::CopyDisplayToOutput() { // Flush anything left over. framebufferManagerGL_->RebindFramebuffer(); drawEngine_.Flush(); shaderManagerGL_->DirtyLastShader(); glstate.depthWrite.set(GL_TRUE); glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); 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 } // Maybe should write this in ASM... void GPU_GLES::FastRunLoop(DisplayList &list) { PROFILE_THIS_SCOPE("gpuloop"); const CommandInfo *cmdInfo = cmdInfo_; int dc = downcount; for (; dc > 0; --dc) { // We know that display list PCs have the upper nibble == 0 - no need to mask the pointer const u32 op = *(const u32 *)(Memory::base + list.pc); const u32 cmd = op >> 24; const CommandInfo &info = cmdInfo[cmd]; const u32 diff = op ^ gstate.cmdmem[cmd]; if (diff == 0) { if (info.flags & FLAG_EXECUTE) { downcount = dc; (this->*info.func)(op, diff); dc = downcount; } } else { uint64_t flags = info.flags; if (flags & FLAG_FLUSHBEFOREONCHANGE) { drawEngine_.Flush(); } gstate.cmdmem[cmd] = op; if (flags & (FLAG_EXECUTE | FLAG_EXECUTEONCHANGE)) { downcount = dc; (this->*info.func)(op, diff); dc = downcount; } else { uint64_t dirty = flags >> 8; if (dirty) gstate_c.Dirty(dirty); } } list.pc += 4; } downcount = 0; } 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::Execute_Prim(u32 op, u32 diff) { // 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 data = op & 0xFFFFFF; u32 count = data & 0xFFFF; if (count == 0) return; // Upper bits are ignored. GEPrimitiveType prim = static_cast((data >> 16) & 7); SetDrawType(DRAW_PRIM, prim); // 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) return; // Discard AA lines in Summon Night 5 if ((prim == GE_PRIM_LINES) && gstate.isSkinningEnabled()) return; } // This also makes skipping drawing very effective. This function can change the framebuffer. framebufferManagerGL_->SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason); if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) { drawEngine_.SetupVertexDecoder(gstate.vertType); // Rough estimate, not sure what's correct. cyclesExecuted += EstimatePerVertexCost() * count; return; } if (!Memory::IsValidAddress(gstate_c.vertexAddr)) { ERROR_LOG_REPORT(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr); return; } void *verts = Memory::GetPointerUnchecked(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); return; } inds = Memory::GetPointerUnchecked(gstate_c.indexAddr); } #ifndef MOBILE_DEVICE if (prim > GE_PRIM_RECTANGLES) { ERROR_LOG_REPORT_ONCE(reportPrim, G3D, "Unexpected prim type: %d", prim); } #endif if (gstate_c.dirty & DIRTY_VERTEXSHADER_STATE) { vertexCost_ = EstimatePerVertexCost(); } gpuStats.vertexGPUCycles += vertexCost_ * count; cyclesExecuted += vertexCost_* count; int bytesRead = 0; UpdateUVScaleOffset(); drawEngine_.SubmitPrim(verts, inds, prim, count, gstate.vertType, &bytesRead); // 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. // The VADDR/IADDR registers are NOT updated. AdvanceVerts(gstate.vertType, count, bytesRead); } void GPU_GLES::Execute_VertexType(u32 op, u32 diff) { if (diff) gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE); if (diff & (GE_VTYPE_TC_MASK | GE_VTYPE_THROUGH_MASK)) { gstate_c.Dirty(DIRTY_UVSCALEOFFSET); if (diff & GE_VTYPE_THROUGH_MASK) gstate_c.Dirty(DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_FRAGMENTSHADER_STATE); } } void GPU_GLES::Execute_VertexTypeSkinning(u32 op, u32 diff) { // Don't flush when weight count changes, unless morph is enabled. if ((diff & ~GE_VTYPE_WEIGHTCOUNT_MASK) || (op & GE_VTYPE_MORPHCOUNT_MASK) != 0) { // Restore and flush gstate.vertType ^= diff; Flush(); gstate.vertType ^= diff; if (diff & (GE_VTYPE_TC_MASK | GE_VTYPE_THROUGH_MASK)) gstate_c.Dirty(DIRTY_UVSCALEOFFSET); // In this case, we may be doing weights and morphs. // Update any bone matrix uniforms so it uses them correctly. if ((op & GE_VTYPE_MORPHCOUNT_MASK) != 0) { gstate_c.Dirty(gstate_c.deferredVertTypeDirty); gstate_c.deferredVertTypeDirty = 0; } gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE); } if (diff & GE_VTYPE_THROUGH_MASK) gstate_c.Dirty(DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_FRAGMENTSHADER_STATE); } void GPU_GLES::Execute_Bezier(u32 op, u32 diff) { Flush(); // We don't dirty on normal changes anymore as we prescale, but it's needed for splines/bezier. gstate_c.Dirty(DIRTY_UVSCALEOFFSET); // This also make skipping drawing very effective. framebufferManagerGL_->SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason); 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); return; } void *control_points = Memory::GetPointerUnchecked(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); return; } indices = Memory::GetPointerUnchecked(gstate_c.indexAddr); } 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(); SetDrawType(DRAW_BEZIER, PatchPrimToPrim(patchPrim)); int bz_ucount = op & 0xFF; int bz_vcount = (op >> 8) & 0xFF; bool computeNormals = gstate.isLightingEnabled(); bool patchFacing = gstate.patchfacing & 1; if (g_Config.bHardwareTessellation && g_Config.bHardwareTransform && !g_Config.bSoftwareRendering) { gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE); gstate_c.bezier = true; if (gstate_c.spline_count_u != bz_ucount) { gstate_c.Dirty(DIRTY_BEZIERSPLINE); gstate_c.spline_count_u = bz_ucount; } } int bytesRead = 0; UpdateUVScaleOffset(); drawEngine_.SubmitBezier(control_points, indices, gstate.getPatchDivisionU(), gstate.getPatchDivisionV(), bz_ucount, bz_vcount, patchPrim, computeNormals, patchFacing, gstate.vertType, &bytesRead); if (gstate_c.bezier) gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE); gstate_c.bezier = false; // After drawing, we advance pointers - see SubmitPrim which does the same. int count = bz_ucount * bz_vcount; AdvanceVerts(gstate.vertType, count, bytesRead); } void GPU_GLES::Execute_Spline(u32 op, u32 diff) { Flush(); // We don't dirty on normal changes anymore as we prescale, but it's needed for splines/bezier. gstate_c.Dirty(DIRTY_UVSCALEOFFSET); // This also make skipping drawing very effective. framebufferManagerGL_->SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason); 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); return; } void *control_points = Memory::GetPointerUnchecked(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); return; } indices = Memory::GetPointerUnchecked(gstate_c.indexAddr); } 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 = op & 0xFF; int sp_vcount = (op >> 8) & 0xFF; int sp_utype = (op >> 16) & 0x3; int sp_vtype = (op >> 18) & 0x3; GEPatchPrimType patchPrim = gstate.getPatchPrimitiveType(); SetDrawType(DRAW_SPLINE, PatchPrimToPrim(patchPrim)); bool computeNormals = gstate.isLightingEnabled(); bool patchFacing = gstate.patchfacing & 1; u32 vertType = gstate.vertType; if (g_Config.bHardwareTessellation && g_Config.bHardwareTransform && !g_Config.bSoftwareRendering) { gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE); gstate_c.spline = true; bool countsChanged = gstate_c.spline_count_u != sp_ucount || gstate_c.spline_count_v != sp_vcount; bool typesChanged = gstate_c.spline_type_u != sp_utype || gstate_c.spline_type_v != sp_vtype; if (countsChanged || typesChanged) { gstate_c.Dirty(DIRTY_BEZIERSPLINE); gstate_c.spline_count_u = sp_ucount; gstate_c.spline_count_v = sp_vcount; gstate_c.spline_type_u = sp_utype; gstate_c.spline_type_v = sp_vtype; } } int bytesRead = 0; UpdateUVScaleOffset(); drawEngine_.SubmitSpline(control_points, indices, gstate.getPatchDivisionU(), gstate.getPatchDivisionV(), sp_ucount, sp_vcount, sp_utype, sp_vtype, patchPrim, computeNormals, patchFacing, vertType, &bytesRead); if (gstate_c.spline) gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE); gstate_c.spline = false; // After drawing, we advance pointers - see SubmitPrim which does the same. int count = sp_ucount * sp_vcount; AdvanceVerts(gstate.vertType, count, bytesRead); } void GPU_GLES::Execute_TexSize0(u32 op, u32 diff) { // Render to texture may have overridden the width/height. // Don't reset it unless the size is different / the texture has changed. if (diff || gstate_c.IsDirty(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS)) { gstate_c.curTextureWidth = gstate.getTextureWidth(0); gstate_c.curTextureHeight = gstate.getTextureHeight(0); gstate_c.Dirty(DIRTY_UVSCALEOFFSET | DIRTY_TEXTURE_PARAMS); } } void GPU_GLES::Execute_LoadClut(u32 op, u32 diff) { gstate_c.Dirty(DIRTY_TEXTURE_PARAMS); textureCacheGL_->LoadClut(gstate.getClutAddress(), gstate.getClutLoadBytes()); } 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\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" "Vertex, Fragment, Programs loaded: %i, %i, %i\n", gpuStats.msProcessingDisplayLists * 1000.0f, gpuStats.numDrawCalls, gpuStats.numFlushes, 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, 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(); glstate.arrayBuffer.bind(0); glstate.elementArrayBuffer.bind(0); } 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); depalShaderCache_.Clear(); drawEngine_.ClearTrackedVertexArrays(); gstate_c.Dirty(DIRTY_TEXTURE_IMAGE); framebufferManagerGL_->DestroyAllFBOs(); shaderManagerGL_->ClearCache(true); } } 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); } }