// 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 "../../Core/MemMap.h" #include "../../Core/Host.h" #include "../../Core/Config.h" #include "../../Core/System.h" #include "../../native/gfx_es2/gl_state.h" #include "../GPUState.h" #include "../ge_constants.h" #include "../GeDisasm.h" #include "ShaderManager.h" #include "DisplayListInterpreter.h" #include "Framebuffer.h" #include "TransformPipeline.h" #include "TextureCache.h" #include "../../Core/HLE/sceKernelThread.h" #include "../../Core/HLE/sceKernelInterrupt.h" extern u32 curTextureWidth; extern u32 curTextureHeight; // Aggressively delete unused FBO:s to save gpu memory. enum { FBO_OLD_AGE = 4 }; const int flushOnChangedBeforeCommandList[] = { GE_CMD_VERTEXTYPE, GE_CMD_BLENDMODE, GE_CMD_BLENDFIXEDA, GE_CMD_BLENDFIXEDB, GE_CMD_TEXOFFSETU, GE_CMD_TEXOFFSETV, GE_CMD_TEXSCALEU, GE_CMD_TEXSCALEV, GE_CMD_CULLFACEENABLE, GE_CMD_TEXTUREMAPENABLE, GE_CMD_LIGHTINGENABLE, GE_CMD_FOGENABLE, GE_CMD_ALPHABLENDENABLE, GE_CMD_ALPHATESTENABLE, GE_CMD_ALPHATEST, GE_CMD_COLORTESTENABLE, GE_CMD_COLORTESTMASK, GE_CMD_COLORREF, GE_CMD_MINZ,GE_CMD_MAXZ, GE_CMD_FOG1, GE_CMD_FOG2, GE_CMD_FOGCOLOR, GE_CMD_LMODE, GE_CMD_REVERSENORMAL, GE_CMD_MATERIALUPDATE, GE_CMD_MATERIALEMISSIVE, GE_CMD_MATERIALAMBIENT, GE_CMD_MATERIALDIFFUSE, GE_CMD_MATERIALSPECULAR, GE_CMD_MATERIALALPHA, GE_CMD_MATERIALSPECULARCOEF, GE_CMD_AMBIENTCOLOR, GE_CMD_AMBIENTALPHA, GE_CMD_COLORMODEL, GE_CMD_LIGHTTYPE0, GE_CMD_LIGHTTYPE1, GE_CMD_LIGHTTYPE2, GE_CMD_LIGHTTYPE3, GE_CMD_LX0,GE_CMD_LY0,GE_CMD_LZ0, GE_CMD_LX1,GE_CMD_LY1,GE_CMD_LZ1, GE_CMD_LX2,GE_CMD_LY2,GE_CMD_LZ2, GE_CMD_LX3,GE_CMD_LY3,GE_CMD_LZ3, GE_CMD_LDX0,GE_CMD_LDY0,GE_CMD_LDZ0, GE_CMD_LDX1,GE_CMD_LDY1,GE_CMD_LDZ1, GE_CMD_LDX2,GE_CMD_LDY2,GE_CMD_LDZ2, GE_CMD_LDX3,GE_CMD_LDY3,GE_CMD_LDZ3, GE_CMD_LKA0,GE_CMD_LKB0,GE_CMD_LKC0, GE_CMD_LKA1,GE_CMD_LKB1,GE_CMD_LKC1, GE_CMD_LKA2,GE_CMD_LKB2,GE_CMD_LKC2, GE_CMD_LKA3,GE_CMD_LKB3,GE_CMD_LKC3, GE_CMD_LKS0,GE_CMD_LKS1,GE_CMD_LKS2,GE_CMD_LKS3, GE_CMD_LKO0,GE_CMD_LKO1,GE_CMD_LKO2,GE_CMD_LKO3, GE_CMD_LAC0,GE_CMD_LDC0,GE_CMD_LSC0, GE_CMD_LAC1,GE_CMD_LDC1,GE_CMD_LSC1, GE_CMD_LAC2,GE_CMD_LDC2,GE_CMD_LSC2, GE_CMD_LAC3,GE_CMD_LDC3,GE_CMD_LSC3, GE_CMD_VIEWPORTX1,GE_CMD_VIEWPORTY1, GE_CMD_VIEWPORTX2,GE_CMD_VIEWPORTY2, GE_CMD_VIEWPORTZ1,GE_CMD_VIEWPORTZ2, GE_CMD_LIGHTENABLE0,GE_CMD_LIGHTENABLE1,GE_CMD_LIGHTENABLE2,GE_CMD_LIGHTENABLE3, GE_CMD_CULL, GE_CMD_PATCHDIVISION, GE_CMD_MATERIALUPDATE, GE_CMD_CLEARMODE, GE_CMD_TEXMAPMODE, GE_CMD_TEXSHADELS, GE_CMD_TEXFUNC, GE_CMD_TEXFILTER, GE_CMD_TEXENVCOLOR, GE_CMD_TEXMODE, GE_CMD_TEXFORMAT, GE_CMD_TEXWRAP, GE_CMD_ZTESTENABLE, GE_CMD_STENCILTESTENABLE, GE_CMD_STENCILOP, GE_CMD_STENCILTEST, GE_CMD_ZTEST, GE_CMD_MASKRGB, GE_CMD_MASKALPHA, }; const int flushBeforeCommandList[] = { GE_CMD_BEZIER, GE_CMD_SPLINE, GE_CMD_SIGNAL, GE_CMD_FINISH, GE_CMD_BJUMP, GE_CMD_OFFSETADDR, GE_CMD_REGION1,GE_CMD_REGION2, GE_CMD_FRAMEBUFPTR, GE_CMD_FRAMEBUFWIDTH, GE_CMD_FRAMEBUFPIXFORMAT, GE_CMD_TEXADDR0, GE_CMD_CLUTADDR, GE_CMD_LOADCLUT, GE_CMD_CLUTFORMAT, GE_CMD_TRANSFERSTART, GE_CMD_TEXBUFWIDTH0, GE_CMD_TEXSIZE0,GE_CMD_TEXSIZE1,GE_CMD_TEXSIZE2,GE_CMD_TEXSIZE3, GE_CMD_TEXSIZE4,GE_CMD_TEXSIZE5,GE_CMD_TEXSIZE6,GE_CMD_TEXSIZE7, GE_CMD_ZBUFPTR, GE_CMD_ZBUFWIDTH, GE_CMD_OFFSETY, GE_CMD_OFFSETX, GE_CMD_OFFSETY, GE_CMD_TEXFLUSH, GE_CMD_MORPHWEIGHT0,GE_CMD_MORPHWEIGHT1,GE_CMD_MORPHWEIGHT2,GE_CMD_MORPHWEIGHT3, GE_CMD_MORPHWEIGHT4,GE_CMD_MORPHWEIGHT5,GE_CMD_MORPHWEIGHT6,GE_CMD_MORPHWEIGHT7, // These handle their own flushing. /* GE_CMD_WORLDMATRIXNUMBER, GE_CMD_WORLDMATRIXDATA, GE_CMD_VIEWMATRIXNUMBER, GE_CMD_VIEWMATRIXDATA, GE_CMD_PROJMATRIXNUMBER, GE_CMD_PROJMATRIXDATA, GE_CMD_TGENMATRIXNUMBER, GE_CMD_TGENMATRIXDATA, GE_CMD_BONEMATRIXNUMBER, GE_CMD_BONEMATRIXDATA, */ }; GLES_GPU::GLES_GPU(int renderWidth, int renderHeight) : interruptsEnabled_(true), displayFramebufPtr_(0), prevDisplayFramebuf_(0), prevPrevDisplayFramebuf_(0), renderWidth_(renderWidth), renderHeight_(renderHeight) { renderWidthFactor_ = (float)renderWidth / 480.0f; renderHeightFactor_ = (float)renderHeight / 272.0f; shaderManager_ = new ShaderManager(); transformDraw_.SetShaderManager(shaderManager_); TextureCache_Init(); // Sanity check gstate if ((int *)&gstate.transferstart - (int *)&gstate != 0xEA) { ERROR_LOG(G3D, "gstate has drifted out of sync!"); } flushBeforeCommand_ = new u8[256]; memset(flushBeforeCommand_, 0, 256 * sizeof(bool)); for (size_t i = 0; i < ARRAY_SIZE(flushOnChangedBeforeCommandList); i++) { flushBeforeCommand_[flushOnChangedBeforeCommandList[i]] = 2; } for (size_t i = 0; i < ARRAY_SIZE(flushBeforeCommandList); i++) { flushBeforeCommand_[flushBeforeCommandList[i]] = 1; } flushBeforeCommand_[1] = 0; } GLES_GPU::~GLES_GPU() { TextureCache_Shutdown(); for (auto iter = vfbs_.begin(); iter != vfbs_.end(); ++iter) { fbo_destroy((*iter)->fbo); delete (*iter); } vfbs_.clear(); shaderManager_->ClearCache(true); delete shaderManager_; delete [] flushBeforeCommand_; } void GLES_GPU::DeviceLost() { // Simply drop all caches and textures. // FBO:s appear to survive? Or no? shaderManager_->ClearCache(false); TextureCache_Clear(false); } void GLES_GPU::InitClear() { if (!g_Config.bBufferedRendering) { glClearColor(0,0,0,1); // glClearColor(1,0,1,1); 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 GLES_GPU::DumpNextFrame() { dumpNextFrame_ = true; } void GLES_GPU::BeginFrame() { TextureCache_StartFrame(); DecimateFBOs(); transformDraw_.DecimateTrackedVertexArrays(); if (dumpNextFrame_) { NOTICE_LOG(G3D, "DUMPING THIS FRAME"); dumpThisFrame_ = true; dumpNextFrame_ = false; } else if (dumpThisFrame_) { dumpThisFrame_ = false; } shaderManager_->DirtyShader(); // Not sure if this is really needed. shaderManager_->DirtyUniform(DIRTY_ALL); // NOTE - this is all wrong. At the beginning of the frame is a TERRIBLE time to draw the fb. if (g_Config.bDisplayFramebuffer && displayFramebufPtr_) { INFO_LOG(HLE, "Drawing the framebuffer"); const u8 *pspframebuf = Memory::GetPointer((0x44000000) | (displayFramebufPtr_ & 0x1FFFFF)); // TODO - check glstate.cullFace.disable(); glstate.depthTest.disable(); glstate.blend.disable(); framebufferManager.DrawPixels(pspframebuf, displayFormat_, displayStride_); // TODO: restore state? } currentRenderVfb_ = 0; } void GLES_GPU::SetDisplayFramebuffer(u32 framebuf, u32 stride, int format) { if (framebuf & 0x04000000) { //DEBUG_LOG(G3D, "Switch display framebuffer %08x", framebuf); displayFramebufPtr_ = framebuf; displayStride_ = stride; displayFormat_ = format; } else { ERROR_LOG(HLE, "Bogus framebuffer address: %08x", framebuf); } } void GLES_GPU::CopyDisplayToOutput() { transformDraw_.Flush(); if (!g_Config.bBufferedRendering) return; EndDebugDraw(); VirtualFramebuffer *vfb = GetDisplayFBO(); prevPrevDisplayFramebuf_ = prevDisplayFramebuf_; prevDisplayFramebuf_ = displayFramebuf_; displayFramebuf_ = vfb; fbo_unbind(); glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight); currentRenderVfb_ = 0; if (!vfb) { DEBUG_LOG(HLE, "Found no FBO! displayFBPtr = %08x", displayFramebufPtr_); // No framebuffer to display! Clear to black. glClearColor(0,0,0,1); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); return; } DEBUG_LOG(HLE, "Displaying FBO %08x", vfb->fb_address); glstate.blend.disable(); glstate.cullFace.disable(); glstate.depthTest.disable(); glstate.scissorTest.disable(); fbo_bind_color_as_texture(vfb->fbo, 0); // These are in the output display coordinates framebufferManager.DrawActiveTexture(480, 272, true); shaderManager_->DirtyShader(); shaderManager_->DirtyUniform(DIRTY_ALL); gstate_c.textureChanged = true; BeginDebugDraw(); } void GLES_GPU::DecimateFBOs() { for (auto iter = vfbs_.begin(); iter != vfbs_.end();) { VirtualFramebuffer *v = *iter; if (v == displayFramebuf_ || v == prevDisplayFramebuf_ || v == prevPrevDisplayFramebuf_) { ++iter; continue; } if ((*iter)->last_frame_used + FBO_OLD_AGE < gpuStats.numFrames) { fbo_destroy((*iter)->fbo); vfbs_.erase(iter++); } else ++iter; } } static bool MaskedEqual(u32 addr1, u32 addr2) { return (addr1 & 0x3FFFFFF) == (addr2 & 0x3FFFFFF); } GLES_GPU::VirtualFramebuffer *GLES_GPU::GetDisplayFBO() { for (auto iter = vfbs_.begin(); iter != vfbs_.end(); ++iter) { if (MaskedEqual((*iter)->fb_address, displayFramebufPtr_) && (*iter)->format == displayFormat_) { // Could check w too but whatever return *iter; } } DEBUG_LOG(HLE, "Finding no FBO matching address %08x", displayFramebufPtr_); #if 0 // defined(_DEBUG) std::string debug = "FBOs: "; for (auto iter = vfbs_.begin(); iter != vfbs_.end(); ++iter) { char temp[256]; sprintf(temp, "%08x %i %i", (*iter)->fb_address, (*iter)->width, (*iter)->height); debug += std::string(temp); } ERROR_LOG(HLE, "FBOs: %s", debug.c_str()); #endif return 0; } void GLES_GPU::SetRenderFrameBuffer() { if (!g_Config.bBufferedRendering) return; // Get parameters u32 fb_address = (gstate.fbptr & 0xFFE000) | ((gstate.fbwidth & 0xFF0000) << 8); int fb_stride = gstate.fbwidth & 0x3C0; u32 z_address = (gstate.zbptr & 0xFFE000) | ((gstate.zbwidth & 0xFF0000) << 8); int z_stride = gstate.zbwidth & 0x3C0; // Yeah this is not completely right. but it'll do for now. int drawing_width = ((gstate.region2) & 0x3FF) + 1; int drawing_height = ((gstate.region2 >> 10) & 0x3FF) + 1; // HACK for first frame where some games don't init things right if (drawing_width == 1 && drawing_height == 1) { drawing_width = 480; drawing_height = 272; } int fmt = gstate.framebufpixformat & 3; // Find a matching framebuffer VirtualFramebuffer *vfb = 0; for (auto iter = vfbs_.begin(); iter != vfbs_.end(); ++iter) { VirtualFramebuffer *v = *iter; if (v->fb_address == fb_address && v->width == drawing_width && v->height == drawing_height && v->format == fmt) { // Let's not be so picky for now. Let's say this is the one. vfb = v; // Update fb stride in case it changed vfb->fb_stride = fb_stride; break; } } // None found? Create one. if (!vfb) { transformDraw_.Flush(); gstate_c.textureChanged = true; vfb = new VirtualFramebuffer; vfb->fb_address = fb_address; vfb->fb_stride = fb_stride; vfb->z_address = z_address; vfb->z_stride = z_stride; vfb->width = drawing_width; vfb->height = drawing_height; vfb->format = fmt; //vfb->colorDepth = FBO_8888; switch (gstate.framebufpixformat & 0x3) { case GE_FORMAT_4444: vfb->colorDepth = FBO_4444; case GE_FORMAT_5551: vfb->colorDepth = FBO_5551; case GE_FORMAT_565: vfb->colorDepth = FBO_565; case GE_FORMAT_8888: vfb->colorDepth = FBO_8888; } //#ifdef ANDROID // vfb->colorDepth = FBO_8888; //#endif vfb->fbo = fbo_create(vfb->width * renderWidthFactor_, vfb->height * renderHeightFactor_, 1, true, vfb->colorDepth); vfb->last_frame_used = gpuStats.numFrames; vfbs_.push_back(vfb); fbo_bind_as_render_target(vfb->fbo); glEnable(GL_DITHER); glstate.viewport.set(0, 0, renderWidth_, renderHeight_); currentRenderVfb_ = vfb; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); INFO_LOG(HLE, "Creating FBO for %08x : %i x %i", vfb->fb_address, vfb->width, vfb->height); return; } if (vfb != currentRenderVfb_) { transformDraw_.Flush(); // Use it as a render target. DEBUG_LOG(HLE, "Switching render target to FBO for %08x", vfb->fb_address); gstate_c.textureChanged = true; fbo_bind_as_render_target(vfb->fbo); #ifdef USING_GLES2 // Tiled renderers benefit IMMENSELY from clearing an FBO before rendering // to it. Let's hope this doesn't break too many things... // It did, will have to find a better solution like clearing only if this is // the first time the buffer is bound on this frame. // glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); #endif glstate.viewport.set(0, 0, renderWidth_, renderHeight_); currentRenderVfb_ = vfb; vfb->last_frame_used = gpuStats.numFrames; } } void GLES_GPU::BeginDebugDraw() { if (g_Config.bDrawWireframe) { #ifndef USING_GLES2 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); #endif } } void GLES_GPU::EndDebugDraw() { #ifndef USING_GLES2 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); #endif } // Render queue void GLES_GPU::DrawSync(int mode) { transformDraw_.Flush(); } void GLES_GPU::Continue() { } void GLES_GPU::Break() { } static void EnterClearMode(u32 data) { bool colMask = (data >> 8) & 1; bool alphaMask = (data >> 9) & 1; bool updateZ = (data >> 10) & 1; glstate.colorMask.set(colMask, colMask, colMask, alphaMask); glstate.depthWrite.set(updateZ ? GL_TRUE : GL_FALSE); } static 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 glstate.colorMask.set(1,1,1,1); glstate.depthWrite.set(!(gstate.zmsk & 1) ? GL_TRUE : GL_FALSE); // dirtyshader? } void GLES_GPU::PreExecuteOp(u32 op, u32 diff) { u32 cmd = op >> 24; if (flushBeforeCommand_[cmd] == 1 || (diff && flushBeforeCommand_[cmd] == 2)) { if (dumpThisFrame_) { NOTICE_LOG(G3D, "================ FLUSH ================"); } transformDraw_.Flush(); } } 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 & 0xFFFFFF); break; case GE_CMD_VADDR: /// <<8???? gstate_c.vertexAddr = ((gstate.base & 0x00FF0000) << 8)|data; //DEBUG_LOG(G3D,"DL VADDR: %06x", gstate_c.vertexAddr); break; case GE_CMD_IADDR: gstate_c.indexAddr = ((gstate.base & 0x00FF0000) << 8)|data; //DEBUG_LOG(G3D,"DL IADDR: %06x", gstate_c.indexAddr); break; case GE_CMD_PRIM: { SetRenderFrameBuffer(); u32 count = data & 0xFFFF; u32 type = data >> 16; if (!Memory::IsValidAddress(gstate_c.vertexAddr)) { ERROR_LOG(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr); break; } // 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_c.vertexAddr); void *inds = 0; if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) { if (!Memory::IsValidAddress(gstate_c.indexAddr)) { ERROR_LOG(G3D, "Bad index address %08x!", gstate_c.indexAddr); break; } inds = Memory::GetPointer(gstate_c.indexAddr); } int bytesRead; transformDraw_.SubmitPrim(verts, inds, type, count, gstate.vertType, -1, &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. // Q: Are these changed reflected in the real registers? Needs testing. if (inds) { int indexSize = 1; if ((gstate.vertType & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT) indexSize = 2; gstate_c.indexAddr += count * indexSize; } else { gstate_c.vertexAddr += bytesRead; } } 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; transformDraw_.DrawBezier(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; transformDraw_.DrawSpline(sp_ucount, sp_vcount, sp_utype, sp_vtype); } break; case GE_CMD_JUMP: { u32 target = (((gstate.base & 0x00FF0000) << 8) | (op & 0xFFFFFC)) & 0x0FFFFFFF; if (Memory::IsValidAddress(target)) { currentList->pc = target - 4; // pc will be increased after we return, counteract that } else { ERROR_LOG(G3D, "JUMP to illegal address %08x - ignoring??", target); } } break; case GE_CMD_CALL: { u32 retval = currentList->pc + 4; if (stackptr == ARRAY_SIZE(stack)) { ERROR_LOG(G3D, "CALL: Stack full!"); } else { stack[stackptr++] = retval; u32 target = (((gstate.base & 0x00FF0000) << 8) | (op & 0xFFFFFC)) & 0xFFFFFFF; currentList->pc = target - 4; // pc will be increased after we return, counteract that } } break; case GE_CMD_RET: { u32 target = (currentList->pc & 0xF0000000) | (stack[--stackptr] & 0x0FFFFFFF); currentList->pc = target - 4; } break; case GE_CMD_SIGNAL: { // Processed in GE_END. Has data. } break; case GE_CMD_FINISH: // TODO: Should this run while interrupts are suspended? if (interruptsEnabled_) __TriggerInterruptWithArg(PSP_INTR_HLE, PSP_GE_INTR, currentList->subIntrBase | PSP_GE_SUBINTR_FINISH, 0); break; case GE_CMD_END: switch (prev >> 24) { case GE_CMD_SIGNAL: { currentList->status = PSP_GE_LIST_END_REACHED; // TODO: see http://code.google.com/p/jpcsp/source/detail?r=2935# int behaviour = (prev >> 16) & 0xFF; int signal = prev & 0xFFFF; int enddata = data & 0xFFFF; // We should probably defer to sceGe here, no sense in implementing this stuff in every GPU switch (behaviour) { case 1: // Signal with Wait ERROR_LOG(G3D, "Signal with Wait UNIMPLEMENTED! signal/end: %04x %04x", signal, enddata); break; case 2: ERROR_LOG(G3D, "Signal without wait. signal/end: %04x %04x", signal, enddata); break; case 3: ERROR_LOG(G3D, "Signal with Pause UNIMPLEMENTED! signal/end: %04x %04x", signal, enddata); break; case 0x10: ERROR_LOG(G3D, "Signal with Jump UNIMPLEMENTED! signal/end: %04x %04x", signal, enddata); break; case 0x11: ERROR_LOG(G3D, "Signal with Call UNIMPLEMENTED! signal/end: %04x %04x", signal, enddata); break; case 0x12: ERROR_LOG(G3D, "Signal with Return UNIMPLEMENTED! signal/end: %04x %04x", signal, enddata); break; default: ERROR_LOG(G3D, "UNKNOWN Signal UNIMPLEMENTED %i ! signal/end: %04x %04x", behaviour, signal, enddata); break; } // TODO: Should this run while interrupts are suspended? if (interruptsEnabled_) __TriggerInterruptWithArg(PSP_INTR_HLE, PSP_GE_INTR, currentList->subIntrBase | PSP_GE_SUBINTR_SIGNAL, signal); } break; case GE_CMD_FINISH: currentList->status = PSP_GE_LIST_DONE; finished = true; break; default: DEBUG_LOG(G3D,"Ah, not finished: %06x", prev & 0xFFFFFF); break; } break; case GE_CMD_BJUMP: // bounding box jump. Let's just not jump, for now. break; case GE_CMD_BOUNDINGBOX: // bounding box test. Let's do nothing. break; case GE_CMD_ORIGIN: gstate.offsetAddr = currentList->pc & 0xFFFFFF; break; case GE_CMD_VERTEXTYPE: if (diff & GE_VTYPE_THROUGH) { // Throughmode changed, let's make the proj matrix dirty. shaderManager_->DirtyUniform(DIRTY_PROJMATRIX); } // This sets through-mode or not, as well. break; case GE_CMD_OFFSETADDR: // offsetAddr = data<<8; break; case GE_CMD_REGION1: { int x1 = data & 0x3ff; int y1 = data >> 10; //topleft } break; case GE_CMD_REGION2: { int x2 = data & 0x3ff; int y2 = data >> 10; } break; case GE_CMD_CLIPENABLE: //we always clip, this is opengl break; case GE_CMD_CULLFACEENABLE: break; case GE_CMD_TEXTUREMAPENABLE: gstate_c.textureChanged = true; break; case GE_CMD_LIGHTINGENABLE: break; case GE_CMD_FOGCOLOR: shaderManager_->DirtyUniform(DIRTY_FOGCOLOR); break; case GE_CMD_FOG1: shaderManager_->DirtyUniform(DIRTY_FOGCOEF); break; case GE_CMD_FOG2: shaderManager_->DirtyUniform(DIRTY_FOGCOEF); break; 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.uScale = getFloat24(data); shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET); break; case GE_CMD_TEXSCALEV: gstate_c.vScale = getFloat24(data); shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET); break; case GE_CMD_TEXOFFSETU: gstate_c.uOff = getFloat24(data); shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET); break; case GE_CMD_TEXOFFSETV: gstate_c.vOff = getFloat24(data); shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET); break; case GE_CMD_SCISSOR1: case GE_CMD_SCISSOR2: break; case GE_CMD_MINZ: gstate_c.zMin = getFloat24(data) / 65535.f; break; case GE_CMD_MAXZ: gstate_c.zMax = getFloat24(data) / 65535.f; break; case GE_CMD_FRAMEBUFPTR: break; case GE_CMD_FRAMEBUFWIDTH: 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: gstate_c.textureChanged = true; 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: gstate_c.textureChanged = true; break; case GE_CMD_CLUTADDR: gstate_c.textureChanged = true; break; case GE_CMD_CLUTADDRUPPER: gstate_c.textureChanged = true; break; case GE_CMD_LOADCLUT: gstate_c.textureChanged = true; // This could be used to "dirty" textures with clut. break; case GE_CMD_TEXMAPMODE: break; case GE_CMD_TEXSHADELS: break; case GE_CMD_CLUTFORMAT: gstate_c.textureChanged = true; break; case GE_CMD_TRANSFERSRC: case GE_CMD_TRANSFERSRCW: case GE_CMD_TRANSFERDST: case GE_CMD_TRANSFERDSTW: case GE_CMD_TRANSFERSRCPOS: case GE_CMD_TRANSFERDSTPOS: break; case GE_CMD_TRANSFERSIZE: break; case GE_CMD_TRANSFERSTART: // Orphis calls this TRXKICK { // TODO: Here we should check if the transfer overlaps a framebuffer or any textures, // and take appropriate action. This is a block transfer between RAM and VRAM, or vice versa. DoBlockTransfer(); break; } case GE_CMD_TEXSIZE0: gstate_c.curTextureWidth = 1 << (gstate.texsize[0] & 0xf); gstate_c.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: gstate_c.textureChanged = true; break; case GE_CMD_ZBUFPTR: case GE_CMD_ZBUFWIDTH: break; case GE_CMD_AMBIENTCOLOR: case GE_CMD_AMBIENTALPHA: break; case GE_CMD_MATERIALAMBIENT: if (diff) shaderManager_->DirtyUniform(DIRTY_MATAMBIENTALPHA); break; case GE_CMD_MATERIALDIFFUSE: if (diff) shaderManager_->DirtyUniform(DIRTY_MATDIFFUSE); break; case GE_CMD_MATERIALEMISSIVE: if (diff) shaderManager_->DirtyUniform(DIRTY_MATEMISSIVE); break; case GE_CMD_MATERIALSPECULAR: if (diff) shaderManager_->DirtyUniform(DIRTY_MATSPECULAR); break; case GE_CMD_MATERIALALPHA: if (diff) shaderManager_->DirtyUniform(DIRTY_MATAMBIENTALPHA); break; case GE_CMD_MATERIALSPECULARCOEF: if (diff) shaderManager_->DirtyUniform(DIRTY_MATSPECULAR); 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: { int n = cmd - GE_CMD_LX0; int l = n / 3; int c = n % 3; gstate_c.lightpos[l][c] = getFloat24(data); if (diff) shaderManager_->DirtyUniform(DIRTY_LIGHT0 << l); } 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; gstate_c.lightdir[l][c] = getFloat24(data); if (diff) shaderManager_->DirtyUniform(DIRTY_LIGHT0 << l); } 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; gstate_c.lightatt[l][c] = getFloat24(data); if (diff) shaderManager_->DirtyUniform(DIRTY_LIGHT0 << l); } 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 & 0xff)/255.0f; float g = (float)((data>>8) & 0xff)/255.0f; float b = (float)(data>>16)/255.0f; int l = (cmd - GE_CMD_LAC0) / 3; int t = (cmd - GE_CMD_LAC0) % 3; gstate_c.lightColor[t][l][0] = r; gstate_c.lightColor[t][l][1] = g; gstate_c.lightColor[t][l][2] = b; if (diff) shaderManager_->DirtyUniform(DIRTY_LIGHT0 << l); } break; case GE_CMD_VIEWPORTX1: case GE_CMD_VIEWPORTY1: case GE_CMD_VIEWPORTX2: case GE_CMD_VIEWPORTY2: break; case GE_CMD_VIEWPORTZ1: gstate_c.zScale = getFloat24(data) / 65535.f; break; case GE_CMD_VIEWPORTZ2: gstate_c.zOff = getFloat24(data) / 65535.f; break; case GE_CMD_LIGHTENABLE0: case GE_CMD_LIGHTENABLE1: case GE_CMD_LIGHTENABLE2: case GE_CMD_LIGHTENABLE3: break; case GE_CMD_CULL: break; case GE_CMD_LMODE: break; case GE_CMD_PATCHDIVISION: case GE_CMD_PATCHPRIMITIVE: case GE_CMD_PATCHFACING: break; case GE_CMD_MATERIALUPDATE: break; ////////////////////////////////////////////////////////////////// // CLEARING ////////////////////////////////////////////////////////////////// case GE_CMD_CLEARMODE: // If it becomes a performance problem, check diff&1 if (data & 1) EnterClearMode(data); else LeaveClearMode(); break; ////////////////////////////////////////////////////////////////// // ALPHA BLENDING ////////////////////////////////////////////////////////////////// case GE_CMD_ALPHABLENDENABLE: case GE_CMD_BLENDMODE: case GE_CMD_BLENDFIXEDA: case GE_CMD_BLENDFIXEDB: break; case GE_CMD_ALPHATESTENABLE: case GE_CMD_COLORTESTENABLE: // This is done in the shader. break; case GE_CMD_COLORREF: case GE_CMD_ALPHATEST: shaderManager_->DirtyUniform(DIRTY_ALPHACOLORREF); break; case GE_CMD_TEXENVCOLOR: if (diff) shaderManager_->DirtyUniform(DIRTY_TEXENV); break; case GE_CMD_TEXFUNC: case GE_CMD_TEXFILTER: case GE_CMD_TEXMODE: case GE_CMD_TEXFORMAT: case GE_CMD_TEXFLUSH: case GE_CMD_TEXWRAP: break; ////////////////////////////////////////////////////////////////// // Z/STENCIL TESTING ////////////////////////////////////////////////////////////////// case GE_CMD_STENCILTESTENABLE: case GE_CMD_ZTESTENABLE: 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 &= 0xFF00000F; break; case GE_CMD_WORLDMATRIXDATA: { int num = gstate.worldmtxnum & 0xF; float newVal = getFloat24(data); if (num < 12 && newVal != gstate.worldMatrix[num]) { Flush(); gstate.worldMatrix[num] = getFloat24(data); shaderManager_->DirtyUniform(DIRTY_WORLDMATRIX); } num++; gstate.worldmtxnum = (gstate.worldmtxnum & 0xFF000000) | (num & 0xF); } break; case GE_CMD_VIEWMATRIXNUMBER: gstate.viewmtxnum &= 0xFF00000F; break; case GE_CMD_VIEWMATRIXDATA: { int num = gstate.viewmtxnum & 0xF; float newVal = getFloat24(data); if (num < 12 && newVal != gstate.viewMatrix[num]) { Flush(); gstate.viewMatrix[num] = newVal; shaderManager_->DirtyUniform(DIRTY_VIEWMATRIX); } num++; gstate.viewmtxnum = (gstate.viewmtxnum & 0xFF000000) | (num & 0xF); } break; case GE_CMD_PROJMATRIXNUMBER: gstate.projmtxnum &= 0xFF00000F; break; case GE_CMD_PROJMATRIXDATA: { int num = gstate.projmtxnum & 0xF; float newVal = getFloat24(data); if (newVal != gstate.projMatrix[num]) { Flush(); gstate.projMatrix[num] = newVal; shaderManager_->DirtyUniform(DIRTY_PROJMATRIX); } num++; gstate.projmtxnum = (gstate.projmtxnum & 0xFF000000) | (num & 0xF); } break; case GE_CMD_TGENMATRIXNUMBER: gstate.texmtxnum &= 0xFF00000F; break; case GE_CMD_TGENMATRIXDATA: { int num = gstate.texmtxnum & 0xF; float newVal = getFloat24(data); if (newVal != gstate.tgenMatrix[num] && num < 12) { Flush(); gstate.tgenMatrix[num] = newVal; shaderManager_->DirtyUniform(DIRTY_TEXMATRIX); } num++; gstate.texmtxnum = (gstate.texmtxnum & 0xFF000000) | (num & 0xF); } break; case GE_CMD_BONEMATRIXNUMBER: gstate.boneMatrixNumber &= 0xFF00007F; break; case GE_CMD_BONEMATRIXDATA: { int num = gstate.boneMatrixNumber & 0x7F; float newVal = getFloat24(data); if (newVal != gstate.boneMatrix[num] && num < 96) { Flush(); gstate.boneMatrix[num] = newVal; shaderManager_->DirtyUniform(DIRTY_BONEMATRIX0 << (num / 12)); } num++; gstate.boneMatrixNumber = (gstate.boneMatrixNumber & 0xFF000000) | (num & 0x7F); } break; default: DEBUG_LOG(G3D,"DL Unknown: %08x @ %08x", op, currentList == NULL ? 0 : currentList->pc); break; } } void GLES_GPU::UpdateStats() { gpuStats.numVertexShaders = shaderManager_->NumVertexShaders(); gpuStats.numFragmentShaders = shaderManager_->NumFragmentShaders(); gpuStats.numShaders = shaderManager_->NumPrograms(); gpuStats.numTextures = TextureCache_NumLoadedTextures(); gpuStats.numFBOs = (int)vfbs_.size(); } void GLES_GPU::DoBlockTransfer() { // TODO: This is used a lot to copy data around between render targets and textures, // and also to quickly load textures from RAM to VRAM. So we should do checks like the following: // * Does dstBasePtr point to an existing texture? If so maybe reload it immediately. // // * Does srcBasePtr point to a render target, and dstBasePtr to a texture? If so // either copy between rt and texture or reassign the texture to point to the render target // // etc.... u32 srcBasePtr = (gstate.transfersrc & 0xFFFFFF) | ((gstate.transfersrcw & 0xFF0000) << 8); u32 srcStride = gstate.transfersrcw & 0x3FF; u32 dstBasePtr = (gstate.transferdst & 0xFFFFFF) | ((gstate.transferdstw & 0xFF0000) << 8); u32 dstStride = gstate.transferdstw & 0x3FF; int srcX = gstate.transfersrcpos & 0x3FF; int srcY = (gstate.transfersrcpos >> 10) & 0x3FF; int dstX = gstate.transferdstpos & 0x3FF; int dstY = (gstate.transferdstpos >> 10) & 0x3FF; int width = (gstate.transfersize & 0x3FF) + 1; int height = ((gstate.transfersize >> 10) & 0x3FF) + 1; int bpp = (gstate.transferstart & 1) ? 4 : 2; DEBUG_LOG(G3D, "Block transfer: %08x to %08x, %i x %i , ...", srcBasePtr, dstBasePtr, width, height); // Do the copy! 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) * srcStride + dstX) * bpp); memcpy(dst, src, width * bpp); } // TODO: Notify all overlapping FBOs that they need to reload. TextureCache_Invalidate(dstBasePtr + dstY * dstStride + dstX, height * dstStride + width * bpp, true); } void GLES_GPU::InvalidateCache(u32 addr, int size) { if (size > 0) TextureCache_Invalidate(addr, size, true); else TextureCache_InvalidateAll(true); } void GLES_GPU::InvalidateCacheHint(u32 addr, int size) { if (size > 0) TextureCache_Invalidate(addr, size, false); else TextureCache_InvalidateAll(false); } void GLES_GPU::Flush() { transformDraw_.Flush(); } void GLES_GPU::DoState(PointerWrap &p) { GPUCommon::DoState(p); TextureCache_Clear(true); gstate_c.textureChanged = true; for (auto iter = vfbs_.begin(); iter != vfbs_.end(); ++iter) { fbo_destroy((*iter)->fbo); delete (*iter); } vfbs_.clear(); shaderManager_->ClearCache(true); }