// 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 "GPU/GPUState.h" #include "GPU/ge_constants.h" #include "GPU/Common/TextureDecoder.h" #include "Common/ColorConv.h" #include "Common/GraphicsContext.h" #include "Core/Config.h" #include "Core/Debugger/Breakpoints.h" #include "Core/Host.h" #include "Core/MemMap.h" #include "Core/HLE/sceKernelInterrupt.h" #include "Core/HLE/sceGe.h" #include "Core/MIPS/MIPS.h" #include "Core/Reporting.h" #include "Core/Core.h" #include "profiler/profiler.h" #include "thin3d/thin3d.h" #include "GPU/Software/Rasterizer.h" #include "GPU/Software/Sampler.h" #include "GPU/Software/SoftGpu.h" #include "GPU/Software/TransformUnit.h" #include "GPU/Common/DrawEngineCommon.h" #include "GPU/Common/FramebufferCommon.h" #include "GPU/Debugger/Record.h" const int FB_WIDTH = 480; const int FB_HEIGHT = 272; struct Vertex { float x, y, z; float u, v; uint32_t rgba; }; u32 clut[4096]; FormatBuffer fb; FormatBuffer depthbuf; SoftGPU::SoftGPU(GraphicsContext *gfxCtx, Draw::DrawContext *draw) : GPUCommon(gfxCtx, draw) { using namespace Draw; fbTex = nullptr; InputLayoutDesc inputDesc = { { { sizeof(Vertex), false }, }, { { 0, SEM_POSITION, DataFormat::R32G32B32_FLOAT, 0 }, { 0, SEM_TEXCOORD0, DataFormat::R32G32_FLOAT, 12 }, { 0, SEM_COLOR0, DataFormat::R8G8B8A8_UNORM, 20 }, }, }; ShaderModule *vshader = draw_->GetVshaderPreset(VS_TEXTURE_COLOR_2D); vdata = draw_->CreateBuffer(sizeof(Vertex) * 4, BufferUsageFlag::DYNAMIC | BufferUsageFlag::VERTEXDATA); idata = draw_->CreateBuffer(sizeof(int) * 6, BufferUsageFlag::DYNAMIC | BufferUsageFlag::INDEXDATA); InputLayout *inputLayout = draw_->CreateInputLayout(inputDesc); DepthStencilState *depth = draw_->CreateDepthStencilState({ false, false, Comparison::LESS }); BlendState *blendstateOff = draw_->CreateBlendState({ false, 0xF }); RasterState *rasterNoCull = draw_->CreateRasterState({}); samplerNearest = draw_->CreateSamplerState({ TextureFilter::NEAREST, TextureFilter::NEAREST, TextureFilter::NEAREST }); samplerLinear = draw_->CreateSamplerState({ TextureFilter::LINEAR, TextureFilter::LINEAR, TextureFilter::LINEAR }); PipelineDesc pipelineDesc{ Primitive::TRIANGLE_LIST, { draw_->GetVshaderPreset(VS_TEXTURE_COLOR_2D), draw_->GetFshaderPreset(FS_TEXTURE_COLOR_2D) }, inputLayout, depth, blendstateOff, rasterNoCull, &vsTexColBufDesc }; texColor = draw_->CreateGraphicsPipeline(pipelineDesc); inputLayout->Release(); depth->Release(); blendstateOff->Release(); rasterNoCull->Release(); fb.data = Memory::GetPointer(0x44000000); // TODO: correct default address? depthbuf.data = Memory::GetPointer(0x44000000); // TODO: correct default address? framebufferDirty_ = true; // TODO: Is there a default? displayFramebuf_ = 0; displayStride_ = 512; displayFormat_ = GE_FORMAT_8888; Sampler::Init(); drawEngine_ = new SoftwareDrawEngine(); drawEngineCommon_ = drawEngine_; } void SoftGPU::DeviceLost() { // Handled by thin3d. } void SoftGPU::DeviceRestore() { // Handled by thin3d. } SoftGPU::~SoftGPU() { texColor->Release(); texColor = nullptr; if (fbTex) { fbTex->Release(); fbTex = nullptr; } vdata->Release(); vdata = nullptr; idata->Release(); idata = nullptr; samplerNearest->Release(); samplerNearest = nullptr; samplerLinear->Release(); samplerLinear = nullptr; Sampler::Shutdown(); } void SoftGPU::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) { // Seems like this can point into RAM, but should be VRAM if not in RAM. displayFramebuf_ = (framebuf & 0xFF000000) == 0 ? 0x44000000 | framebuf : framebuf; displayStride_ = stride; displayFormat_ = format; host->GPUNotifyDisplay(framebuf, stride, format); } // Copies RGBA8 data from RAM to the currently bound render target. void SoftGPU::CopyToCurrentFboFromDisplayRam(int srcwidth, int srcheight) { if (!draw_) return; float u0 = 0.0f; float u1; if (fbTex) { fbTex->Release(); fbTex = nullptr; } Draw::TextureDesc desc{}; desc.type = Draw::TextureType::LINEAR2D; desc.format = Draw::DataFormat::R8G8B8A8_UNORM; desc.depth = 1; desc.mipLevels = 1; bool hasImage = true; if (!Memory::IsValidAddress(displayFramebuf_)) { hasImage = false; u1 = 1.0f; } else if (displayFormat_ == GE_FORMAT_8888) { u8 *data = Memory::GetPointer(displayFramebuf_); desc.width = displayStride_; desc.height = srcheight; desc.initData.push_back(data); desc.format = Draw::DataFormat::R8G8B8A8_UNORM; u1 = (float)srcwidth / displayStride_; } else { // TODO: This should probably be converted in a shader instead.. fbTexBuffer.resize(srcwidth * srcheight); FormatBuffer displayBuffer; displayBuffer.data = Memory::GetPointer(displayFramebuf_); for (int y = 0; y < srcheight; ++y) { u32 *buf_line = &fbTexBuffer[y * srcwidth]; const u16 *fb_line = &displayBuffer.as16[y * displayStride_]; switch (displayFormat_) { case GE_FORMAT_565: ConvertRGBA565ToRGBA8888(buf_line, fb_line, srcwidth); break; case GE_FORMAT_5551: ConvertRGBA5551ToRGBA8888(buf_line, fb_line, srcwidth); break; case GE_FORMAT_4444: ConvertRGBA4444ToRGBA8888(buf_line, fb_line, srcwidth); break; default: ERROR_LOG_REPORT(G3D, "Software: Unexpected framebuffer format: %d", displayFormat_); } } desc.width = srcwidth; desc.height = srcheight; desc.initData.push_back((uint8_t *)fbTexBuffer.data()); u1 = 1.0f; } if (!hasImage) { draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::CLEAR, Draw::RPAction::DONT_CARE }); return; } fbTex = draw_->CreateTexture(desc); float dstwidth = (float)PSP_CoreParameter().pixelWidth; float dstheight = (float)PSP_CoreParameter().pixelHeight; float x, y, w, h; CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, dstwidth, dstheight, ROTATION_LOCKED_HORIZONTAL); if (GetGPUBackend() == GPUBackend::DIRECT3D9) { x += 0.5f; y += 0.5f; } x /= 0.5f * dstwidth; y /= 0.5f * dstheight; w /= 0.5f * dstwidth; h /= 0.5f * dstheight; float x2 = x + w; float y2 = y + h; x -= 1.0f; y -= 1.0f; x2 -= 1.0f; y2 -= 1.0f; float v0 = 1.0f; float v1 = 0.0f; if (GetGPUBackend() == GPUBackend::VULKAN) { std::swap(v0, v1); } draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::CLEAR, Draw::RPAction::DONT_CARE }); Draw::Viewport viewport = { 0.0f, 0.0f, dstwidth, dstheight, 0.0f, 1.0f }; draw_->SetViewports(1, &viewport); draw_->SetScissorRect(0, 0, dstwidth, dstheight); Draw::SamplerState *sampler; if (g_Config.iBufFilter == SCALE_NEAREST) { sampler = samplerNearest; } else { sampler = samplerLinear; } draw_->BindSamplerStates(0, 1, &sampler); const Vertex verts[4] = { { x, y, 0, u0, v0, 0xFFFFFFFF }, // TL { x, y2, 0, u0, v1, 0xFFFFFFFF }, // BL { x2, y2, 0, u1, v1, 0xFFFFFFFF }, // BR { x2, y, 0, u1, v0, 0xFFFFFFFF }, // TR }; draw_->UpdateBuffer(vdata, (const uint8_t *)verts, 0, sizeof(verts), Draw::UPDATE_DISCARD); int indexes[] = { 0, 1, 2, 0, 2, 3 }; draw_->UpdateBuffer(idata, (const uint8_t *)indexes, 0, sizeof(indexes), Draw::UPDATE_DISCARD); draw_->BindTexture(0, fbTex); static const float identity4x4[16] = { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, }; Draw::VsTexColUB ub{}; memcpy(ub.WorldViewProj, identity4x4, sizeof(float) * 16); draw_->BindPipeline(texColor); draw_->UpdateDynamicUniformBuffer(&ub, sizeof(ub)); draw_->BindVertexBuffers(0, 1, &vdata, nullptr); draw_->BindIndexBuffer(idata, 0); draw_->DrawIndexed(6, 0); draw_->BindIndexBuffer(nullptr, 0); } void SoftGPU::CopyDisplayToOutput() { // The display always shows 480x272. CopyToCurrentFboFromDisplayRam(FB_WIDTH, FB_HEIGHT); framebufferDirty_ = false; // Force the render params to 480x272 so other things work. if (g_Config.IsPortrait()) { PSP_CoreParameter().renderWidth = 272; PSP_CoreParameter().renderHeight = 480; } else { PSP_CoreParameter().renderWidth = 480; PSP_CoreParameter().renderHeight = 272; } } void SoftGPU::FastRunLoop(DisplayList &list) { PROFILE_THIS_SCOPE("soft_runloop"); for (; downcount > 0; --downcount) { u32 op = Memory::ReadUnchecked_U32(list.pc); u32 cmd = op >> 24; u32 diff = op ^ gstate.cmdmem[cmd]; gstate.cmdmem[cmd] = op; ExecuteOp(op, diff); list.pc += 4; } } void SoftGPU::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: { u32 count = data & 0xFFFF; // Upper bits are ignored. GEPrimitiveType prim = static_cast((data >> 16) & 7); if (!Memory::IsValidAddress(gstate_c.vertexAddr)) { ERROR_LOG_REPORT(G3D, "Software: Bad vertex address %08x!", gstate_c.vertexAddr); break; } void *verts = 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, "Software: Bad index address %08x!", gstate_c.indexAddr); break; } indices = Memory::GetPointer(gstate_c.indexAddr); } cyclesExecuted += EstimatePerVertexCost() * count; int bytesRead; drawEngine_->transformUnit.SubmitPrimitive(verts, indices, prim, count, gstate.vertType, &bytesRead, drawEngine_); framebufferDirty_ = true; // 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); } break; case GE_CMD_BEZIER: { // 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. 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; int bytesRead = 0; drawEngineCommon_->SubmitBezier(control_points, indices, gstate.getPatchDivisionU(), gstate.getPatchDivisionV(), bz_ucount, bz_vcount, patchPrim, computeNormals, patchFacing, gstate.vertType, &bytesRead); framebufferDirty_ = true; // After drawing, we advance pointers - see SubmitPrim which does the same. int count = bz_ucount * bz_vcount; AdvanceVerts(gstate.vertType, count, bytesRead); } break; case GE_CMD_SPLINE: { // 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. 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; int bytesRead = 0; drawEngineCommon_->SubmitSpline(control_points, indices, gstate.getPatchDivisionU(), gstate.getPatchDivisionV(), sp_ucount, sp_vcount, sp_utype, sp_vtype, patchPrim, computeNormals, patchFacing, vertType, &bytesRead); framebufferDirty_ = true; // After drawing, we advance pointers - see SubmitPrim which does the same. int count = sp_ucount * sp_vcount; AdvanceVerts(gstate.vertType, count, bytesRead); } break; case GE_CMD_BOUNDINGBOX: if (data != 0) DEBUG_LOG(G3D, "Unsupported bounding box: %06x", data); // bounding box test. Let's assume the box was within the drawing region. currentList->bboxResult = true; break; case GE_CMD_VERTEXTYPE: break; case GE_CMD_REGION1: case GE_CMD_REGION2: break; case GE_CMD_CLIPENABLE: break; case GE_CMD_CULLFACEENABLE: case GE_CMD_CULL: break; case GE_CMD_TEXTUREMAPENABLE: break; case GE_CMD_LIGHTINGENABLE: break; case GE_CMD_FOGCOLOR: case GE_CMD_FOG1: case GE_CMD_FOG2: case GE_CMD_FOGENABLE: break; case GE_CMD_DITHERENABLE: break; case GE_CMD_OFFSETX: break; case GE_CMD_OFFSETY: break; case GE_CMD_TEXSCALEU: gstate_c.uv.uScale = getFloat24(data); break; case GE_CMD_TEXSCALEV: gstate_c.uv.vScale = getFloat24(data); break; case GE_CMD_TEXOFFSETU: gstate_c.uv.uOff = getFloat24(data); break; case GE_CMD_TEXOFFSETV: gstate_c.uv.vOff = getFloat24(data); break; case GE_CMD_SCISSOR1: case GE_CMD_SCISSOR2: break; case GE_CMD_MINZ: break; case GE_CMD_FRAMEBUFPTR: fb.data = Memory::GetPointer(gstate.getFrameBufAddress()); break; case GE_CMD_FRAMEBUFWIDTH: fb.data = Memory::GetPointer(gstate.getFrameBufAddress()); break; case GE_CMD_FRAMEBUFPIXFORMAT: 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: 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: break; case GE_CMD_CLUTADDR: case GE_CMD_CLUTADDRUPPER: break; case GE_CMD_LOADCLUT: { u32 clutAddr = gstate.getClutAddress(); u32 clutTotalBytes = gstate.getClutLoadBytes(); if (Memory::IsValidAddress(clutAddr)) { u32 validSize = Memory::ValidSize(clutAddr, clutTotalBytes); Memory::MemcpyUnchecked(clut, clutAddr, validSize); if (validSize < clutTotalBytes) { // Zero out the parts that were outside valid memory. memset((u8 *)clut + validSize, 0x00, clutTotalBytes - validSize); } } else if (clutAddr != 0) { // Some invalid addresses trigger a crash, others fill with zero. We always fill zero. DEBUG_LOG(G3D, "Software: Invalid CLUT address, filling with garbage instead of crashing"); memset(clut, 0x00, clutTotalBytes); } } break; // Don't need to do anything, just state for transferstart. case GE_CMD_TRANSFERSRC: case GE_CMD_TRANSFERSRCW: case GE_CMD_TRANSFERDST: case GE_CMD_TRANSFERDSTW: case GE_CMD_TRANSFERSRCPOS: case GE_CMD_TRANSFERDSTPOS: case GE_CMD_TRANSFERSIZE: break; case GE_CMD_TRANSFERSTART: { 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); 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); } #ifndef MOBILE_DEVICE CBreakPoints::ExecMemCheck(srcBasePtr + (srcY * srcStride + srcX) * bpp, false, height * srcStride * bpp, currentMIPS->pc); CBreakPoints::ExecMemCheck(dstBasePtr + (srcY * dstStride + srcX) * bpp, true, height * dstStride * bpp, currentMIPS->pc); #endif // TODO: Correct timing appears to be 1.9, but erring a bit low since some of our other timing is inaccurate. cyclesExecuted += ((height * width * bpp) * 16) / 10; // Could theoretically dirty the framebuffer. framebufferDirty_ = true; break; } case GE_CMD_TEXSIZE0: 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: break; case GE_CMD_ZBUFPTR: depthbuf.data = Memory::GetPointer(gstate.getDepthBufAddress()); break; case GE_CMD_ZBUFWIDTH: depthbuf.data = Memory::GetPointer(gstate.getDepthBufAddress()); break; case GE_CMD_AMBIENTCOLOR: case GE_CMD_AMBIENTALPHA: case GE_CMD_MATERIALAMBIENT: case GE_CMD_MATERIALDIFFUSE: case GE_CMD_MATERIALEMISSIVE: case GE_CMD_MATERIALSPECULAR: case GE_CMD_MATERIALALPHA: case GE_CMD_MATERIALSPECULARCOEF: 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: 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: 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: 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: break; case GE_CMD_VIEWPORTXSCALE: case GE_CMD_VIEWPORTYSCALE: case GE_CMD_VIEWPORTZSCALE: case GE_CMD_VIEWPORTXCENTER: case GE_CMD_VIEWPORTYCENTER: case GE_CMD_VIEWPORTZCENTER: break; case GE_CMD_LIGHTENABLE0: case GE_CMD_LIGHTENABLE1: case GE_CMD_LIGHTENABLE2: case GE_CMD_LIGHTENABLE3: break; case GE_CMD_LIGHTMODE: break; case GE_CMD_PATCHDIVISION: break; case GE_CMD_MATERIALUPDATE: break; ////////////////////////////////////////////////////////////////// // CLEARING ////////////////////////////////////////////////////////////////// case GE_CMD_CLEARMODE: break; ////////////////////////////////////////////////////////////////// // ALPHA BLENDING ////////////////////////////////////////////////////////////////// case GE_CMD_ALPHABLENDENABLE: break; case GE_CMD_BLENDMODE: break; case GE_CMD_BLENDFIXEDA: case GE_CMD_BLENDFIXEDB: break; case GE_CMD_ALPHATESTENABLE: case GE_CMD_ALPHATEST: break; case GE_CMD_TEXFUNC: case GE_CMD_TEXFILTER: break; ////////////////////////////////////////////////////////////////// // Z/STENCIL TESTING ////////////////////////////////////////////////////////////////// case GE_CMD_ZTESTENABLE: case GE_CMD_STENCILTESTENABLE: case GE_CMD_ZTEST: 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 = data & 0xF; break; case GE_CMD_WORLDMATRIXDATA: { int num = gstate.worldmtxnum & 0xF; if (num < 12) { gstate.worldMatrix[num] = getFloat24(data); } gstate.worldmtxnum = (++num) & 0xF; } break; case GE_CMD_VIEWMATRIXNUMBER: gstate.viewmtxnum = data & 0xF; break; case GE_CMD_VIEWMATRIXDATA: { int num = gstate.viewmtxnum & 0xF; if (num < 12) { gstate.viewMatrix[num] = getFloat24(data); } gstate.viewmtxnum = (++num) & 0xF; } break; case GE_CMD_PROJMATRIXNUMBER: gstate.projmtxnum = data & 0x1F; break; case GE_CMD_PROJMATRIXDATA: { int num = gstate.projmtxnum & 0x1F; // NOTE: Changed from 0xF to catch overflows gstate.projMatrix[num] = getFloat24(data); if (num <= 16) gstate.projmtxnum = (++num) & 0x1F; } break; case GE_CMD_TGENMATRIXNUMBER: gstate.texmtxnum = data&0xF; break; case GE_CMD_TGENMATRIXDATA: { int num = gstate.texmtxnum & 0xF; if (num < 12) { gstate.tgenMatrix[num] = getFloat24(data); } gstate.texmtxnum = (++num) & 0xF; } break; case GE_CMD_BONEMATRIXNUMBER: gstate.boneMatrixNumber = data & 0x7F; break; case GE_CMD_BONEMATRIXDATA: { int num = gstate.boneMatrixNumber & 0x7F; if (num < 96) { gstate.boneMatrix[num] = getFloat24(data); } gstate.boneMatrixNumber = (++num) & 0x7F; } break; default: GPUCommon::ExecuteOp(op, diff); break; } } void SoftGPU::GetStats(char *buffer, size_t bufsize) { snprintf(buffer, bufsize, "SoftGPU: (N/A)"); } void SoftGPU::InvalidateCache(u32 addr, int size, GPUInvalidationType type) { // Nothing to invalidate. } void SoftGPU::NotifyVideoUpload(u32 addr, int size, int width, int format) { // Ignore. } bool SoftGPU::PerformMemoryCopy(u32 dest, u32 src, int size) { // Nothing to update. InvalidateCache(dest, size, GPU_INVALIDATE_HINT); GPURecord::NotifyMemcpy(dest, src, size); // Let's just be safe. framebufferDirty_ = true; return false; } bool SoftGPU::PerformMemorySet(u32 dest, u8 v, int size) { // Nothing to update. InvalidateCache(dest, size, GPU_INVALIDATE_HINT); GPURecord::NotifyMemset(dest, v, size); // Let's just be safe. framebufferDirty_ = true; return false; } bool SoftGPU::PerformMemoryDownload(u32 dest, int size) { // Nothing to update. InvalidateCache(dest, size, GPU_INVALIDATE_HINT); return false; } bool SoftGPU::PerformMemoryUpload(u32 dest, int size) { // Nothing to update. InvalidateCache(dest, size, GPU_INVALIDATE_HINT); GPURecord::NotifyUpload(dest, size); return false; } bool SoftGPU::PerformStencilUpload(u32 dest, int size) { return false; } bool SoftGPU::FramebufferDirty() { if (g_Config.iFrameSkip != 0) { bool dirty = framebufferDirty_; framebufferDirty_ = false; return dirty; } return true; } bool SoftGPU::GetCurrentFramebuffer(GPUDebugBuffer &buffer, GPUDebugFramebufferType type, int maxRes) { int x1 = gstate.getRegionX1(); int y1 = gstate.getRegionY1(); int x2 = gstate.getRegionX2() + 1; int y2 = gstate.getRegionY2() + 1; int stride = gstate.FrameBufStride(); GEBufferFormat fmt = gstate.FrameBufFormat(); if (type == GPU_DBG_FRAMEBUF_DISPLAY) { x1 = 0; y1 = 0; x2 = 480; y2 = 272; stride = displayStride_; fmt = displayFormat_; } buffer.Allocate(x2 - x1, y2 - y1, fmt); const int depth = fmt == GE_FORMAT_8888 ? 4 : 2; const u8 *src = fb.data + stride * depth * y1; u8 *dst = buffer.GetData(); const int byteWidth = (x2 - x1) * depth; for (int y = y1; y < y2; ++y) { memcpy(dst, src + x1, byteWidth); dst += byteWidth; src += stride * depth; } return true; } bool SoftGPU::GetOutputFramebuffer(GPUDebugBuffer &buffer) { return GetCurrentFramebuffer(buffer, GPU_DBG_FRAMEBUF_DISPLAY, 1); } bool SoftGPU::GetCurrentDepthbuffer(GPUDebugBuffer &buffer) { const int w = gstate.getRegionX2() - gstate.getRegionX1() + 1; const int h = gstate.getRegionY2() - gstate.getRegionY1() + 1; buffer.Allocate(w, h, GPU_DBG_FORMAT_16BIT); const int depth = 2; const u8 *src = depthbuf.data + gstate.DepthBufStride() * depth * gstate.getRegionY1(); u8 *dst = buffer.GetData(); for (int y = gstate.getRegionY1(); y <= gstate.getRegionY2(); ++y) { memcpy(dst, src + gstate.getRegionX1(), (gstate.getRegionX2() + 1) * depth); dst += w * depth; src += gstate.DepthBufStride() * depth; } return true; } bool SoftGPU::GetCurrentStencilbuffer(GPUDebugBuffer &buffer) { return Rasterizer::GetCurrentStencilbuffer(buffer); } bool SoftGPU::GetCurrentTexture(GPUDebugBuffer &buffer, int level) { return Rasterizer::GetCurrentTexture(buffer, level); } bool SoftGPU::GetCurrentClut(GPUDebugBuffer &buffer) { const u32 bpp = gstate.getClutPaletteFormat() == GE_CMODE_32BIT_ABGR8888 ? 4 : 2; const u32 pixels = 1024 / bpp; buffer.Allocate(pixels, 1, (GEBufferFormat)gstate.getClutPaletteFormat()); memcpy(buffer.GetData(), clut, 1024); return true; } bool SoftGPU::GetCurrentSimpleVertices(int count, std::vector &vertices, std::vector &indices) { return drawEngine_->transformUnit.GetCurrentSimpleVertices(count, vertices, indices); } bool SoftGPU::DescribeCodePtr(const u8 *ptr, std::string &name) { std::string subname; if (Sampler::DescribeCodePtr(ptr, subname)) { name = "SamplerJit:" + subname; return true; } return false; }