// Copyright (c) 2015- 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 "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 "GPU/GPUState.h" #include "GPU/ge_constants.h" #include "GPU/GeDisasm.h" #include "GPU/Common/FramebufferCommon.h" #include "GPU/Vulkan/ShaderManagerVulkan.h" #include "GPU/Vulkan/GPU_Vulkan.h" #include "GPU/Vulkan/FramebufferVulkan.h" #include "GPU/Vulkan/DrawEngineVulkan.h" #include "GPU/Vulkan/TextureCacheVulkan.h" #include "Core/MIPS/MIPS.h" #include "Core/HLE/sceKernelThread.h" #include "Core/HLE/sceKernelInterrupt.h" #include "Core/HLE/sceGe.h" enum { FLAG_FLUSHBEFORE = 1, FLAG_FLUSHBEFOREONCHANGE = 2, FLAG_EXECUTE = 4, // needs to actually be executed. unused for now. FLAG_EXECUTEONCHANGE = 8, FLAG_ANY_EXECUTE = 4 | 8, FLAG_READS_PC = 16, FLAG_WRITES_PC = 32, FLAG_DIRTYONCHANGE = 64, }; struct CommandTableEntry { u8 cmd; u8 flags; u64 dirtyFlags; GPU_Vulkan::CmdFunc func; }; GPU_Vulkan::CommandInfo GPU_Vulkan::cmdInfo_[256]; // 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 CommandTableEntry commandTable[] = { // Changes that dirty the framebuffer { GE_CMD_FRAMEBUFPTR, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_Vulkan::Execute_FramebufType }, { GE_CMD_FRAMEBUFWIDTH, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_Vulkan::Execute_FramebufType }, { GE_CMD_FRAMEBUFPIXFORMAT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_Vulkan::Execute_FramebufType }, { GE_CMD_ZBUFPTR, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_ZBUFWIDTH, FLAG_FLUSHBEFOREONCHANGE }, // Changes that dirty uniforms { GE_CMD_FOGCOLOR, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_FOGCOLOR, &GPU_Vulkan::Execute_FogColor }, { GE_CMD_FOG1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_FOGCOEF, &GPU_Vulkan::Execute_FogCoef }, { GE_CMD_FOG2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_FOGCOEF, &GPU_Vulkan::Execute_FogCoef }, // Should these maybe flush? { GE_CMD_MINZ, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHRANGE }, { GE_CMD_MAXZ, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHRANGE }, // Changes that dirty texture scaling. { GE_CMD_TEXMAPMODE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_UVSCALEOFFSET, &GPU_Vulkan::Execute_TexMapMode }, { GE_CMD_TEXSCALEU, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_UVSCALEOFFSET, &GPU_Vulkan::Execute_TexScaleU }, { GE_CMD_TEXSCALEV, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_UVSCALEOFFSET, &GPU_Vulkan::Execute_TexScaleV }, { GE_CMD_TEXOFFSETU, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_UVSCALEOFFSET, &GPU_Vulkan::Execute_TexOffsetU }, { GE_CMD_TEXOFFSETV, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_UVSCALEOFFSET, &GPU_Vulkan::Execute_TexOffsetV }, // Changes that dirty the current texture. Really should be possible to avoid executing these if we compile // by adding some more flags. { GE_CMD_TEXSIZE0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, 0, &GPU_Vulkan::Execute_TexSize0 }, { GE_CMD_TEXSIZE1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_Vulkan::Execute_TexSizeN }, { GE_CMD_TEXSIZE2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_Vulkan::Execute_TexSizeN }, { GE_CMD_TEXSIZE3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_Vulkan::Execute_TexSizeN }, { GE_CMD_TEXSIZE4, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_Vulkan::Execute_TexSizeN }, { GE_CMD_TEXSIZE5, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_Vulkan::Execute_TexSizeN }, { GE_CMD_TEXSIZE6, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_Vulkan::Execute_TexSizeN }, { GE_CMD_TEXSIZE7, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_Vulkan::Execute_TexSizeN }, { GE_CMD_TEXFORMAT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_Vulkan::Execute_TexFormat }, { GE_CMD_TEXLEVEL, FLAG_EXECUTEONCHANGE, 0, &GPU_Vulkan::Execute_TexLevel }, { GE_CMD_TEXADDR0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_Vulkan::Execute_TexAddr0 }, { GE_CMD_TEXADDR1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_Vulkan::Execute_TexAddrN }, { GE_CMD_TEXADDR2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_Vulkan::Execute_TexAddrN }, { GE_CMD_TEXADDR3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_Vulkan::Execute_TexAddrN }, { GE_CMD_TEXADDR4, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_Vulkan::Execute_TexAddrN }, { GE_CMD_TEXADDR5, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_Vulkan::Execute_TexAddrN }, { GE_CMD_TEXADDR6, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_Vulkan::Execute_TexAddrN }, { GE_CMD_TEXADDR7, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_Vulkan::Execute_TexAddrN }, { GE_CMD_TEXBUFWIDTH0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_Vulkan::Execute_TexBufw0 }, { GE_CMD_TEXBUFWIDTH1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_Vulkan::Execute_TexBufwN }, { GE_CMD_TEXBUFWIDTH2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_Vulkan::Execute_TexBufwN }, { GE_CMD_TEXBUFWIDTH3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_Vulkan::Execute_TexBufwN }, { GE_CMD_TEXBUFWIDTH4, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_Vulkan::Execute_TexBufwN }, { GE_CMD_TEXBUFWIDTH5, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_Vulkan::Execute_TexBufwN }, { GE_CMD_TEXBUFWIDTH6, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_Vulkan::Execute_TexBufwN }, { GE_CMD_TEXBUFWIDTH7, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_Vulkan::Execute_TexBufwN }, // These must flush on change, so that LoadClut doesn't have to always flush. { GE_CMD_CLUTADDR, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_CLUTADDRUPPER, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_CLUTFORMAT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_Vulkan::Execute_ClutFormat }, // These affect the fragment shader so need flushing. { GE_CMD_CLEARMODE, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_TEXTUREMAPENABLE, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_FOGENABLE, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_TEXMODE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_Vulkan::Execute_TexParamType }, { GE_CMD_TEXSHADELS, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_SHADEMODE, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_TEXFUNC, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_COLORTEST, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_ALPHATESTENABLE, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_COLORTESTENABLE, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_COLORTESTMASK, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_ALPHACOLORMASK, &GPU_Vulkan::Execute_ColorTestMask }, // These change the vertex shader so need flushing. { GE_CMD_REVERSENORMAL, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_LIGHTINGENABLE, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_LIGHTENABLE0, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_LIGHTENABLE1, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_LIGHTENABLE2, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_LIGHTENABLE3, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_LIGHTTYPE0, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_LIGHTTYPE1, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_LIGHTTYPE2, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_LIGHTTYPE3, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_MATERIALUPDATE, FLAG_FLUSHBEFOREONCHANGE }, // This changes both shaders so need flushing. { GE_CMD_LIGHTMODE, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_TEXFILTER, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_Vulkan::Execute_TexParamType }, { GE_CMD_TEXWRAP, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_Vulkan::Execute_TexParamType }, // Uniform changes { GE_CMD_ALPHATEST, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_ALPHACOLORREF | DIRTY_ALPHACOLORMASK, &GPU_Vulkan::Execute_AlphaTest }, { GE_CMD_COLORREF, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_Vulkan::Execute_ColorRef }, { GE_CMD_TEXENVCOLOR, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_TEXENV, &GPU_Vulkan::Execute_TexEnvColor }, // Simple render state changes. Handled in StateMapping.cpp. { GE_CMD_OFFSETX, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_OFFSETY, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_CULL, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_CULLFACEENABLE, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_DITHERENABLE, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_STENCILOP, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_STENCILTEST, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_STENCILREPLACEVALUE, &GPU_Vulkan::Execute_StencilTest }, { GE_CMD_STENCILTESTENABLE, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_ALPHABLENDENABLE, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_BLENDMODE, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_BLENDFIXEDA, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_BLENDFIXEDB, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_MASKRGB, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_MASKALPHA, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_ZTEST, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_ZTESTENABLE, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_ZWRITEDISABLE, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_LOGICOP, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_LOGICOPENABLE, FLAG_FLUSHBEFOREONCHANGE }, // Can probably ignore this one as we don't support AA lines. { GE_CMD_ANTIALIASENABLE, FLAG_FLUSHBEFOREONCHANGE }, // Morph weights. TODO: Remove precomputation? { GE_CMD_MORPHWEIGHT0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE }, { GE_CMD_MORPHWEIGHT1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE }, { GE_CMD_MORPHWEIGHT2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE }, { GE_CMD_MORPHWEIGHT3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE }, { GE_CMD_MORPHWEIGHT4, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE }, { GE_CMD_MORPHWEIGHT5, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE }, { GE_CMD_MORPHWEIGHT6, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE }, { GE_CMD_MORPHWEIGHT7, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE }, // Control spline/bezier patches. Don't really require flushing as such, but meh. { GE_CMD_PATCHDIVISION, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_PATCHPRIMITIVE, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_PATCHFACING, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_PATCHCULLENABLE, FLAG_FLUSHBEFOREONCHANGE }, // Viewport. { GE_CMD_VIEWPORTXSCALE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_Vulkan::Execute_ViewportType }, { GE_CMD_VIEWPORTYSCALE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_Vulkan::Execute_ViewportType }, { GE_CMD_VIEWPORTXCENTER, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_Vulkan::Execute_ViewportType }, { GE_CMD_VIEWPORTYCENTER, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_Vulkan::Execute_ViewportType }, { GE_CMD_VIEWPORTZSCALE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_DEPTHRANGE, &GPU_Vulkan::Execute_ViewportZType }, { GE_CMD_VIEWPORTZCENTER, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_DEPTHRANGE, &GPU_Vulkan::Execute_ViewportZType }, // Region { GE_CMD_REGION1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_Vulkan::Execute_Region }, { GE_CMD_REGION2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_Vulkan::Execute_Region }, // Scissor { GE_CMD_SCISSOR1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_Vulkan::Execute_Scissor }, { GE_CMD_SCISSOR2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_Vulkan::Execute_Scissor }, // These dirty various vertex shader uniforms. Could embed information about that in this table and call dirtyuniform directly, hm... { GE_CMD_AMBIENTCOLOR, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_AMBIENT, &GPU_Vulkan::Execute_Ambient }, { GE_CMD_AMBIENTALPHA, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_AMBIENT, &GPU_Vulkan::Execute_Ambient }, { GE_CMD_MATERIALDIFFUSE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_MATDIFFUSE, &GPU_Vulkan::Execute_MaterialDiffuse }, { GE_CMD_MATERIALEMISSIVE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_MATEMISSIVE, &GPU_Vulkan::Execute_MaterialEmissive }, { GE_CMD_MATERIALAMBIENT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_MATAMBIENTALPHA, &GPU_Vulkan::Execute_MaterialAmbient }, { GE_CMD_MATERIALALPHA, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_MATAMBIENTALPHA, &GPU_Vulkan::Execute_MaterialAmbient }, { GE_CMD_MATERIALSPECULAR, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_MATSPECULAR, &GPU_Vulkan::Execute_MaterialSpecular }, { GE_CMD_MATERIALSPECULARCOEF, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_MATSPECULAR, &GPU_Vulkan::Execute_MaterialSpecular }, // These dirty uniforms, which could be table-ized to avoid execute. { GE_CMD_LX0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GPU_Vulkan::Execute_Light0Param }, { GE_CMD_LY0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GPU_Vulkan::Execute_Light0Param }, { GE_CMD_LZ0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GPU_Vulkan::Execute_Light0Param }, { GE_CMD_LX1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GPU_Vulkan::Execute_Light1Param }, { GE_CMD_LY1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GPU_Vulkan::Execute_Light1Param }, { GE_CMD_LZ1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GPU_Vulkan::Execute_Light1Param }, { GE_CMD_LX2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GPU_Vulkan::Execute_Light2Param }, { GE_CMD_LY2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GPU_Vulkan::Execute_Light2Param }, { GE_CMD_LZ2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GPU_Vulkan::Execute_Light2Param }, { GE_CMD_LX3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GPU_Vulkan::Execute_Light3Param }, { GE_CMD_LY3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GPU_Vulkan::Execute_Light3Param }, { GE_CMD_LZ3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GPU_Vulkan::Execute_Light3Param }, { GE_CMD_LDX0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GPU_Vulkan::Execute_Light0Param }, { GE_CMD_LDY0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GPU_Vulkan::Execute_Light0Param }, { GE_CMD_LDZ0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GPU_Vulkan::Execute_Light0Param }, { GE_CMD_LDX1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GPU_Vulkan::Execute_Light1Param }, { GE_CMD_LDY1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GPU_Vulkan::Execute_Light1Param }, { GE_CMD_LDZ1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GPU_Vulkan::Execute_Light1Param }, { GE_CMD_LDX2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GPU_Vulkan::Execute_Light2Param }, { GE_CMD_LDY2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GPU_Vulkan::Execute_Light2Param }, { GE_CMD_LDZ2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GPU_Vulkan::Execute_Light2Param }, { GE_CMD_LDX3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GPU_Vulkan::Execute_Light3Param }, { GE_CMD_LDY3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GPU_Vulkan::Execute_Light3Param }, { GE_CMD_LDZ3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GPU_Vulkan::Execute_Light3Param }, { GE_CMD_LKA0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GPU_Vulkan::Execute_Light0Param }, { GE_CMD_LKB0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GPU_Vulkan::Execute_Light0Param }, { GE_CMD_LKC0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GPU_Vulkan::Execute_Light0Param }, { GE_CMD_LKA1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GPU_Vulkan::Execute_Light1Param }, { GE_CMD_LKB1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GPU_Vulkan::Execute_Light1Param }, { GE_CMD_LKC1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GPU_Vulkan::Execute_Light1Param }, { GE_CMD_LKA2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GPU_Vulkan::Execute_Light2Param }, { GE_CMD_LKB2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GPU_Vulkan::Execute_Light2Param }, { GE_CMD_LKC2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GPU_Vulkan::Execute_Light2Param }, { GE_CMD_LKA3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GPU_Vulkan::Execute_Light3Param }, { GE_CMD_LKB3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GPU_Vulkan::Execute_Light3Param }, { GE_CMD_LKC3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GPU_Vulkan::Execute_Light3Param }, { GE_CMD_LKS0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GPU_Vulkan::Execute_Light0Param }, { GE_CMD_LKS1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GPU_Vulkan::Execute_Light1Param }, { GE_CMD_LKS2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GPU_Vulkan::Execute_Light2Param }, { GE_CMD_LKS3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GPU_Vulkan::Execute_Light3Param }, { GE_CMD_LKO0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GPU_Vulkan::Execute_Light0Param }, { GE_CMD_LKO1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GPU_Vulkan::Execute_Light1Param }, { GE_CMD_LKO2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GPU_Vulkan::Execute_Light2Param }, { GE_CMD_LKO3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GPU_Vulkan::Execute_Light3Param }, { GE_CMD_LAC0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GPU_Vulkan::Execute_Light0Param }, { GE_CMD_LDC0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GPU_Vulkan::Execute_Light0Param }, { GE_CMD_LSC0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GPU_Vulkan::Execute_Light0Param }, { GE_CMD_LAC1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GPU_Vulkan::Execute_Light1Param }, { GE_CMD_LDC1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GPU_Vulkan::Execute_Light1Param }, { GE_CMD_LSC1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GPU_Vulkan::Execute_Light1Param }, { GE_CMD_LAC2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GPU_Vulkan::Execute_Light2Param }, { GE_CMD_LDC2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GPU_Vulkan::Execute_Light2Param }, { GE_CMD_LSC2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GPU_Vulkan::Execute_Light2Param }, { GE_CMD_LAC3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GPU_Vulkan::Execute_Light3Param }, { GE_CMD_LDC3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GPU_Vulkan::Execute_Light3Param }, { GE_CMD_LSC3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GPU_Vulkan::Execute_Light3Param }, // Ignored commands { GE_CMD_CLIPENABLE, 0 }, { GE_CMD_TEXFLUSH, 0 }, { GE_CMD_TEXLODSLOPE, 0 }, { GE_CMD_TEXSYNC, 0 }, // These are just nop or part of other later commands. { GE_CMD_NOP, 0 }, { GE_CMD_BASE, 0 }, { GE_CMD_TRANSFERSRC, 0 }, { GE_CMD_TRANSFERSRCW, 0 }, { GE_CMD_TRANSFERDST, 0 }, { GE_CMD_TRANSFERDSTW, 0 }, { GE_CMD_TRANSFERSRCPOS, 0 }, { GE_CMD_TRANSFERDSTPOS, 0 }, { GE_CMD_TRANSFERSIZE, 0 }, // From Common. No flushing but definitely need execute. { GE_CMD_OFFSETADDR, FLAG_EXECUTE, 0, &GPUCommon::Execute_OffsetAddr }, { GE_CMD_ORIGIN, FLAG_EXECUTE | FLAG_READS_PC, 0, &GPUCommon::Execute_Origin }, // Really? { GE_CMD_PRIM, FLAG_EXECUTE, 0, &GPU_Vulkan::Execute_Prim }, { GE_CMD_JUMP, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_Jump }, { GE_CMD_CALL, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_Call }, { GE_CMD_RET, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_Ret }, { GE_CMD_END, FLAG_FLUSHBEFORE | FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_End }, // Flush? { GE_CMD_VADDR, FLAG_EXECUTE, 0, &GPU_Vulkan::Execute_Vaddr }, { GE_CMD_IADDR, FLAG_EXECUTE, 0, &GPU_Vulkan::Execute_Iaddr }, { GE_CMD_BJUMP, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_BJump }, // EXECUTE { GE_CMD_BOUNDINGBOX, FLAG_EXECUTE, 0, &GPU_Vulkan::Execute_BoundingBox }, // + FLUSHBEFORE when we implement... or not, do we need to? // Changing the vertex type requires us to flush. { GE_CMD_VERTEXTYPE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_Vulkan::Execute_VertexType }, { GE_CMD_BEZIER, FLAG_FLUSHBEFORE | FLAG_EXECUTE, 0, &GPU_Vulkan::Execute_Bezier }, { GE_CMD_SPLINE, FLAG_FLUSHBEFORE | FLAG_EXECUTE, 0, &GPU_Vulkan::Execute_Spline }, // These two are actually processed in CMD_END. { GE_CMD_SIGNAL, FLAG_FLUSHBEFORE }, { GE_CMD_FINISH, FLAG_FLUSHBEFORE }, // 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_Vulkan::Execute_LoadClut }, { GE_CMD_TRANSFERSTART, FLAG_FLUSHBEFORE | FLAG_EXECUTE | FLAG_READS_PC, 0, &GPU_Vulkan::Execute_BlockTransferStart }, // We don't use the dither table. { GE_CMD_DITH0 }, { GE_CMD_DITH1 }, { GE_CMD_DITH2 }, { GE_CMD_DITH3 }, // These handle their own flushing. { GE_CMD_WORLDMATRIXNUMBER, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPU_Vulkan::Execute_WorldMtxNum }, { GE_CMD_WORLDMATRIXDATA, FLAG_EXECUTE, 0, &GPU_Vulkan::Execute_WorldMtxData }, { GE_CMD_VIEWMATRIXNUMBER, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPU_Vulkan::Execute_ViewMtxNum }, { GE_CMD_VIEWMATRIXDATA, FLAG_EXECUTE, 0, &GPU_Vulkan::Execute_ViewMtxData }, { GE_CMD_PROJMATRIXNUMBER, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPU_Vulkan::Execute_ProjMtxNum }, { GE_CMD_PROJMATRIXDATA, FLAG_EXECUTE, 0, &GPU_Vulkan::Execute_ProjMtxData }, { GE_CMD_TGENMATRIXNUMBER, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPU_Vulkan::Execute_TgenMtxNum }, { GE_CMD_TGENMATRIXDATA, FLAG_EXECUTE, 0, &GPU_Vulkan::Execute_TgenMtxData }, { GE_CMD_BONEMATRIXNUMBER, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPU_Vulkan::Execute_BoneMtxNum }, { GE_CMD_BONEMATRIXDATA, FLAG_EXECUTE, 0, &GPU_Vulkan::Execute_BoneMtxData }, // Vertex Screen/Texture/Color { GE_CMD_VSCX, FLAG_EXECUTE }, { GE_CMD_VSCY, FLAG_EXECUTE }, { GE_CMD_VSCZ, FLAG_EXECUTE }, { GE_CMD_VTCS, FLAG_EXECUTE }, { GE_CMD_VTCT, FLAG_EXECUTE }, { GE_CMD_VTCQ, FLAG_EXECUTE }, { GE_CMD_VCV, FLAG_EXECUTE }, { GE_CMD_VAP, FLAG_EXECUTE }, { GE_CMD_VFC, FLAG_EXECUTE }, { GE_CMD_VSCV, FLAG_EXECUTE }, // "Missing" commands (gaps in the sequence) { GE_CMD_UNKNOWN_03, FLAG_EXECUTE }, { GE_CMD_UNKNOWN_0D, FLAG_EXECUTE }, { GE_CMD_UNKNOWN_11, FLAG_EXECUTE }, { GE_CMD_UNKNOWN_29, FLAG_EXECUTE }, { GE_CMD_UNKNOWN_34, FLAG_EXECUTE }, { GE_CMD_UNKNOWN_35, FLAG_EXECUTE }, { GE_CMD_UNKNOWN_39, FLAG_EXECUTE }, { GE_CMD_UNKNOWN_4E, FLAG_EXECUTE }, { GE_CMD_UNKNOWN_4F, FLAG_EXECUTE }, { GE_CMD_UNKNOWN_52, FLAG_EXECUTE }, { GE_CMD_UNKNOWN_59, FLAG_EXECUTE }, { GE_CMD_UNKNOWN_5A, FLAG_EXECUTE }, { GE_CMD_UNKNOWN_B6, FLAG_EXECUTE }, { GE_CMD_UNKNOWN_B7, FLAG_EXECUTE }, { GE_CMD_UNKNOWN_D1, FLAG_EXECUTE }, { GE_CMD_UNKNOWN_ED, FLAG_EXECUTE }, { GE_CMD_UNKNOWN_EF, FLAG_EXECUTE }, { GE_CMD_UNKNOWN_FA, FLAG_EXECUTE }, { GE_CMD_UNKNOWN_FB, FLAG_EXECUTE }, { GE_CMD_UNKNOWN_FC, FLAG_EXECUTE }, { GE_CMD_UNKNOWN_FD, FLAG_EXECUTE }, { GE_CMD_UNKNOWN_FE, FLAG_EXECUTE }, // Appears to be debugging related or something? Hit a lot in GoW. { GE_CMD_UNKNOWN_FF, 0 }, }; GPU_Vulkan::GPU_Vulkan(GraphicsContext *ctx) : vulkan_((VulkanContext *)ctx->GetAPIContext()), drawEngine_(vulkan_), textureCache_(vulkan_), resized_(false), gfxCtx_(ctx) { UpdateVsyncInterval(true); CheckGPUFeatures(); shaderManager_ = new ShaderManagerVulkan(vulkan_); pipelineManager_ = new PipelineManagerVulkan(vulkan_); framebufferManager_ = new FramebufferManagerVulkan(vulkan_), drawEngine_.SetTextureCache(&textureCache_); drawEngine_.SetFramebufferManager(framebufferManager_); drawEngine_.SetShaderManager(shaderManager_); drawEngine_.SetPipelineManager(pipelineManager_); framebufferManager_->Init(); framebufferManager_->SetTextureCache(&textureCache_); framebufferManager_->SetDrawEngine(&drawEngine_); textureCache_.SetFramebufferManager(framebufferManager_); textureCache_.SetDepalShaderCache(&depalShaderCache_); textureCache_.SetShaderManager(shaderManager_); textureCache_.SetTransformDrawEngine(&drawEngine_); // Sanity check gstate if ((int *)&gstate.transferstart - (int *)&gstate != 0xEA) { ERROR_LOG(G3D, "gstate has drifted out of sync!"); } // Sanity check cmdInfo_ table - no dupes please std::set dupeCheck; memset(cmdInfo_, 0, sizeof(cmdInfo_)); 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 |= commandTable[i].flags; cmdInfo_[cmd].func = commandTable[i].func; if (!cmdInfo_[cmd].func) { cmdInfo_[cmd].func = &GPU_Vulkan::Execute_Generic; } } // 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); textureCache_.NotifyConfigChanged(); } GPU_Vulkan::~GPU_Vulkan() { framebufferManager_->DestroyAllFBOs(); depalShaderCache_.Clear(); delete framebufferManager_; delete pipelineManager_; delete shaderManager_; } void GPU_Vulkan::CheckGPUFeatures() { gstate_c.featureFlags = 0; if (vulkan_->GetFeaturesEnabled().wideLines) { gstate_c.featureFlags |= GPU_SUPPORTS_WIDE_LINES; } if (vulkan_->GetFeaturesEnabled().dualSrcBlend) { gstate_c.featureFlags |= GPU_SUPPORTS_DUALSOURCE_BLEND; } if (vulkan_->GetFeaturesEnabled().logicOp) { gstate_c.featureFlags |= GPU_SUPPORTS_LOGIC_OP; } if (vulkan_->GetFeaturesEnabled().samplerAnisotropy) { gstate_c.featureFlags |= GPU_SUPPORTS_ANISOTROPY; } // Mandatory features on Vulkan, which may be checked in "centralized" code gstate_c.featureFlags |= GPU_SUPPORTS_TEXTURE_LOD_CONTROL; gstate_c.featureFlags |= GPU_SUPPORTS_FBO; gstate_c.featureFlags |= GPU_SUPPORTS_BLEND_MINMAX; gstate_c.featureFlags |= GPU_SUPPORTS_ANY_COPY_IMAGE; gstate_c.featureFlags |= GPU_SUPPORTS_OES_TEXTURE_NPOT; gstate_c.featureFlags |= GPU_SUPPORTS_LARGE_VIEWPORTS; } void GPU_Vulkan::BeginHostFrame() { if (g_Config.iRenderingMode == FB_NON_BUFFERED_MODE) { // Draw everything directly to the backbuffer. drawEngine_.SetCmdBuffer(vulkan_->GetSurfaceCommandBuffer()); } drawEngine_.BeginFrame(); if (resized_) { CheckGPUFeatures(); UpdateCmdInfo(); drawEngine_.Resized(); textureCache_.NotifyConfigChanged(); } resized_ = false; textureCache_.StartFrame(); depalShaderCache_.Decimate(); framebufferManager_->BeginFrameVulkan(); shaderManager_->DirtyShader(); shaderManager_->DirtyUniform(DIRTY_ALL); if (dumpNextFrame_) { NOTICE_LOG(G3D, "DUMPING THIS FRAME"); dumpThisFrame_ = true; dumpNextFrame_ = false; } else if (dumpThisFrame_) { dumpThisFrame_ = false; } } void GPU_Vulkan::EndHostFrame() { drawEngine_.EndFrame(); framebufferManager_->EndFrame(); textureCache_.EndFrame(); } // Needs to be called on GPU thread, not reporting thread. // TODO void GPU_Vulkan::BuildReportingInfo() { const auto &props = vulkan_->GetPhysicalDeviceProperties(); const auto &features = vulkan_->GetFeaturesAvailable(); #define CHECK_BOOL_FEATURE(n) do { if (features.n) { featureNames += ", " #n; } } while (false) std::string featureNames = ""; CHECK_BOOL_FEATURE(robustBufferAccess); CHECK_BOOL_FEATURE(fullDrawIndexUint32); CHECK_BOOL_FEATURE(imageCubeArray); CHECK_BOOL_FEATURE(independentBlend); CHECK_BOOL_FEATURE(geometryShader); CHECK_BOOL_FEATURE(tessellationShader); CHECK_BOOL_FEATURE(sampleRateShading); CHECK_BOOL_FEATURE(dualSrcBlend); CHECK_BOOL_FEATURE(logicOp); CHECK_BOOL_FEATURE(multiDrawIndirect); CHECK_BOOL_FEATURE(drawIndirectFirstInstance); CHECK_BOOL_FEATURE(depthClamp); CHECK_BOOL_FEATURE(depthBiasClamp); CHECK_BOOL_FEATURE(fillModeNonSolid); CHECK_BOOL_FEATURE(depthBounds); CHECK_BOOL_FEATURE(wideLines); CHECK_BOOL_FEATURE(largePoints); CHECK_BOOL_FEATURE(alphaToOne); CHECK_BOOL_FEATURE(multiViewport); CHECK_BOOL_FEATURE(samplerAnisotropy); CHECK_BOOL_FEATURE(textureCompressionETC2); CHECK_BOOL_FEATURE(textureCompressionASTC_LDR); CHECK_BOOL_FEATURE(textureCompressionBC); CHECK_BOOL_FEATURE(occlusionQueryPrecise); CHECK_BOOL_FEATURE(pipelineStatisticsQuery); CHECK_BOOL_FEATURE(vertexPipelineStoresAndAtomics); CHECK_BOOL_FEATURE(fragmentStoresAndAtomics); CHECK_BOOL_FEATURE(shaderTessellationAndGeometryPointSize); CHECK_BOOL_FEATURE(shaderImageGatherExtended); CHECK_BOOL_FEATURE(shaderStorageImageExtendedFormats); CHECK_BOOL_FEATURE(shaderStorageImageMultisample); CHECK_BOOL_FEATURE(shaderStorageImageReadWithoutFormat); CHECK_BOOL_FEATURE(shaderStorageImageWriteWithoutFormat); CHECK_BOOL_FEATURE(shaderUniformBufferArrayDynamicIndexing); CHECK_BOOL_FEATURE(shaderSampledImageArrayDynamicIndexing); CHECK_BOOL_FEATURE(shaderStorageBufferArrayDynamicIndexing); CHECK_BOOL_FEATURE(shaderStorageImageArrayDynamicIndexing); CHECK_BOOL_FEATURE(shaderClipDistance); CHECK_BOOL_FEATURE(shaderCullDistance); CHECK_BOOL_FEATURE(shaderFloat64); CHECK_BOOL_FEATURE(shaderInt64); CHECK_BOOL_FEATURE(shaderInt16); CHECK_BOOL_FEATURE(shaderResourceResidency); CHECK_BOOL_FEATURE(shaderResourceMinLod); CHECK_BOOL_FEATURE(sparseBinding); CHECK_BOOL_FEATURE(sparseResidencyBuffer); CHECK_BOOL_FEATURE(sparseResidencyImage2D); CHECK_BOOL_FEATURE(sparseResidencyImage3D); CHECK_BOOL_FEATURE(sparseResidency2Samples); CHECK_BOOL_FEATURE(sparseResidency4Samples); CHECK_BOOL_FEATURE(sparseResidency8Samples); CHECK_BOOL_FEATURE(sparseResidency16Samples); CHECK_BOOL_FEATURE(sparseResidencyAliased); CHECK_BOOL_FEATURE(variableMultisampleRate); CHECK_BOOL_FEATURE(inheritedQueries); #undef CHECK_BOOL_FEATURE if (!featureNames.empty()) { featureNames = featureNames.substr(2); } char temp[16384]; snprintf(temp, sizeof(temp), "v%08x driver v%08x (%s), vendorID=%d, deviceID=%d (features: %s)", props.apiVersion, props.driverVersion, props.deviceName, props.vendorID, props.deviceID, featureNames.c_str()); reportingPrimaryInfo_ = props.deviceName; reportingFullInfo_ = temp; Reporting::UpdateConfig(); } void GPU_Vulkan::InitClear() { ScheduleEvent(GPU_EVENT_INIT_CLEAR); } void GPU_Vulkan::Reinitialize() { GPUCommon::Reinitialize(); ScheduleEvent(GPU_EVENT_REINITIALIZE); } void GPU_Vulkan::ReinitializeInternal() { textureCache_.Clear(true); depalShaderCache_.Clear(); framebufferManager_->DestroyAllFBOs(); framebufferManager_->Resized(); } void GPU_Vulkan::InitClearInternal() { 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); */ } } void GPU_Vulkan::DumpNextFrame() { dumpNextFrame_ = true; } void GPU_Vulkan::BeginFrame() { ScheduleEvent(GPU_EVENT_BEGIN_FRAME); } void GPU_Vulkan::UpdateVsyncInterval(bool force) { // TODO } void GPU_Vulkan::UpdateCmdInfo() { if (g_Config.bPrescaleUV) { cmdInfo_[GE_CMD_TEXSCALEU].flags &= ~FLAG_FLUSHBEFOREONCHANGE; cmdInfo_[GE_CMD_TEXSCALEV].flags &= ~FLAG_FLUSHBEFOREONCHANGE; cmdInfo_[GE_CMD_TEXOFFSETU].flags &= ~FLAG_FLUSHBEFOREONCHANGE; cmdInfo_[GE_CMD_TEXOFFSETV].flags &= ~FLAG_FLUSHBEFOREONCHANGE; } else { cmdInfo_[GE_CMD_TEXSCALEU].flags |= FLAG_FLUSHBEFOREONCHANGE; cmdInfo_[GE_CMD_TEXSCALEV].flags |= FLAG_FLUSHBEFOREONCHANGE; cmdInfo_[GE_CMD_TEXOFFSETU].flags |= FLAG_FLUSHBEFOREONCHANGE; cmdInfo_[GE_CMD_TEXOFFSETV].flags |= FLAG_FLUSHBEFOREONCHANGE; } cmdInfo_[GE_CMD_VERTEXTYPE].flags |= FLAG_FLUSHBEFOREONCHANGE; cmdInfo_[GE_CMD_VERTEXTYPE].func = &GPU_Vulkan::Execute_VertexType; } void GPU_Vulkan::ReapplyGfxStateInternal() { GPUCommon::ReapplyGfxStateInternal(); } void GPU_Vulkan::BeginFrameInternal() { } void GPU_Vulkan::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) { host->GPUNotifyDisplay(framebuf, stride, format); framebufferManager_->SetDisplayFramebuffer(framebuf, stride, format); } bool GPU_Vulkan::FramebufferDirty() { if (ThreadEnabled()) { // Allow it to process fully before deciding if it's dirty. SyncThread(); } VirtualFramebuffer *vfb = framebufferManager_->GetDisplayVFB(); if (vfb) { bool dirty = vfb->dirtyAfterDisplay; vfb->dirtyAfterDisplay = false; return dirty; } return true; } bool GPU_Vulkan::FramebufferReallyDirty() { if (ThreadEnabled()) { // Allow it to process fully before deciding if it's dirty. SyncThread(); } VirtualFramebuffer *vfb = framebufferManager_->GetDisplayVFB(); if (vfb) { bool dirty = vfb->reallyDirtyAfterDisplay; vfb->reallyDirtyAfterDisplay = false; return dirty; } return true; } void GPU_Vulkan::CopyDisplayToOutput() { ScheduleEvent(GPU_EVENT_COPY_DISPLAY_TO_OUTPUT); } void GPU_Vulkan::CopyDisplayToOutputInternal() { // Flush anything left over. drawEngine_.Flush(curCmd_); shaderManager_->DirtyLastShader(); framebufferManager_->CopyDisplayToOutput(); gstate_c.textureChanged = TEXCHANGE_UPDATED; } // Maybe should write this in ASM... void GPU_Vulkan::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 u8 cmdFlags = info.flags; // If we stashed the cmdFlags in the top bits of the cmdmem, we could get away with one table lookup instead of two const u32 diff = op ^ gstate.cmdmem[cmd]; // Inlined CheckFlushOp here to get rid of the dumpThisFrame_ check. if ((cmdFlags & FLAG_FLUSHBEFORE) || (diff && (cmdFlags & FLAG_FLUSHBEFOREONCHANGE))) { drawEngine_.Flush(curCmd_); } gstate.cmdmem[cmd] = op; // TODO: no need to write if diff==0... if ((cmdFlags & FLAG_EXECUTE) || (diff && (cmdFlags & FLAG_EXECUTEONCHANGE))) { downcount = dc; (this->*info.func)(op, diff); dc = downcount; } list.pc += 4; } downcount = 0; } void GPU_Vulkan::FinishDeferred() { } void GPU_Vulkan::ProcessEvent(GPUEvent ev) { switch (ev.type) { case GPU_EVENT_INIT_CLEAR: InitClearInternal(); break; case GPU_EVENT_BEGIN_FRAME: BeginFrameInternal(); break; case GPU_EVENT_COPY_DISPLAY_TO_OUTPUT: CopyDisplayToOutputInternal(); break; case GPU_EVENT_INVALIDATE_CACHE: InvalidateCacheInternal(ev.invalidate_cache.addr, ev.invalidate_cache.size, ev.invalidate_cache.type); break; case GPU_EVENT_FB_MEMCPY: PerformMemoryCopyInternal(ev.fb_memcpy.dst, ev.fb_memcpy.src, ev.fb_memcpy.size); break; case GPU_EVENT_FB_MEMSET: PerformMemorySetInternal(ev.fb_memset.dst, ev.fb_memset.v, ev.fb_memset.size); break; case GPU_EVENT_FB_STENCIL_UPLOAD: PerformStencilUploadInternal(ev.fb_stencil_upload.dst, ev.fb_stencil_upload.size); break; case GPU_EVENT_REINITIALIZE: ReinitializeInternal(); break; default: GPUCommon::ProcessEvent(ev); } } inline void GPU_Vulkan::CheckFlushOp(int cmd, u32 diff) { const u8 cmdFlags = cmdInfo_[cmd].flags; if ((cmdFlags & FLAG_FLUSHBEFORE) || (diff && (cmdFlags & FLAG_FLUSHBEFOREONCHANGE))) { if (dumpThisFrame_) { NOTICE_LOG(G3D, "================ FLUSH ================"); } drawEngine_.Flush(curCmd_); } } void GPU_Vulkan::PreExecuteOp(u32 op, u32 diff) { CheckFlushOp(op >> 24, diff); } void GPU_Vulkan::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); } } void GPU_Vulkan::Execute_Vaddr(u32 op, u32 diff) { gstate_c.vertexAddr = gstate_c.getRelativeAddress(op & 0x00FFFFFF); } void GPU_Vulkan::Execute_Iaddr(u32 op, u32 diff) { gstate_c.indexAddr = gstate_c.getRelativeAddress(op & 0x00FFFFFF); } void GPU_Vulkan::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; // Upper bits are ignored. GEPrimitiveType prim = static_cast((data >> 16) & 7); if (count == 0) return; // 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. framebufferManager_->SetRenderFrameBuffer(gstate_c.framebufChanged, gstate_c.skipDrawReason); if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) { drawEngine_.SetupVertexDecoder(gstate.vertType); // Rough estimate, not sure what's correct. int vertexCost = drawEngine_.EstimatePerVertexCost(); cyclesExecuted += vertexCost * 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 int bytesRead = 0; drawEngine_.SubmitPrim(verts, inds, prim, count, gstate.vertType, &bytesRead); int vertexCost = drawEngine_.EstimatePerVertexCost(); gpuStats.vertexGPUCycles += vertexCost * count; cyclesExecuted += vertexCost * count; // 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_Vulkan::Execute_VertexType(u32 op, u32 diff) { if (diff & (GE_VTYPE_TC_MASK | GE_VTYPE_THROUGH_MASK)) { shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET); } } void GPU_Vulkan::Execute_Bezier(u32 op, u32 diff) { // This also make skipping drawing very effective. framebufferManager_->SetRenderFrameBuffer(gstate_c.framebufChanged, 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(); int bz_ucount = op & 0xFF; int bz_vcount = (op >> 8) & 0xFF; bool computeNormals = gstate.isLightingEnabled(); bool patchFacing = gstate.patchfacing & 1; int bytesRead = 0; drawEngine_.SubmitBezier(control_points, indices, gstate.getPatchDivisionU(), gstate.getPatchDivisionV(), bz_ucount, bz_vcount, patchPrim, computeNormals, patchFacing, gstate.vertType, &bytesRead); // After drawing, we advance pointers - see SubmitPrim which does the same. int count = bz_ucount * bz_vcount; AdvanceVerts(gstate.vertType, count, bytesRead); } void GPU_Vulkan::Execute_Spline(u32 op, u32 diff) { // This also make skipping drawing very effective. framebufferManager_->SetRenderFrameBuffer(gstate_c.framebufChanged, 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(); bool computeNormals = gstate.isLightingEnabled(); bool patchFacing = gstate.patchfacing & 1; u32 vertType = gstate.vertType; drawEngine_.SubmitSpline(control_points, indices, gstate.getPatchDivisionU(), gstate.getPatchDivisionV(), sp_ucount, sp_vcount, sp_utype, sp_vtype, patchPrim, computeNormals, patchFacing, vertType); } void GPU_Vulkan::Execute_BoundingBox(u32 op, u32 diff) { // Just resetting, nothing to bound. const u32 data = op & 0x00FFFFFF; if (data == 0) { // TODO: Should this set the bboxResult? Let's set it true for now. currentList->bboxResult = true; return; } if (((data & 7) == 0) && data <= 64) { // Sanity check void *control_points = Memory::GetPointer(gstate_c.vertexAddr); if (gstate.vertType & GE_VTYPE_IDX_MASK) { ERROR_LOG_REPORT_ONCE(boundingbox, G3D, "Indexed bounding box data not supported."); // Data seems invalid. Let's assume the box test passed. currentList->bboxResult = true; return; } // Test if the bounding box is within the drawing region. currentList->bboxResult = drawEngine_.TestBoundingBox(control_points, data, gstate.vertType); } else { ERROR_LOG_REPORT_ONCE(boundingbox, G3D, "Bad bounding box data: %06x", data); // Data seems invalid. Let's assume the box test passed. currentList->bboxResult = true; } } void GPU_Vulkan::Execute_Region(u32 op, u32 diff) { gstate_c.framebufChanged = true; gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY; } void GPU_Vulkan::Execute_Scissor(u32 op, u32 diff) { gstate_c.framebufChanged = true; gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY; } void GPU_Vulkan::Execute_FramebufType(u32 op, u32 diff) { gstate_c.framebufChanged = true; gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY; } void GPU_Vulkan::Execute_ViewportType(u32 op, u32 diff) { gstate_c.framebufChanged = true; gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY; } void GPU_Vulkan::Execute_ViewportZType(u32 op, u32 diff) { gstate_c.framebufChanged = true; gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY; shaderManager_->DirtyUniform(DIRTY_DEPTHRANGE); } void GPU_Vulkan::Execute_TexScaleU(u32 op, u32 diff) { gstate_c.uv.uScale = getFloat24(op); shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET); } void GPU_Vulkan::Execute_TexScaleV(u32 op, u32 diff) { gstate_c.uv.vScale = getFloat24(op); shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET); } void GPU_Vulkan::Execute_TexOffsetU(u32 op, u32 diff) { gstate_c.uv.uOff = getFloat24(op); shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET); } void GPU_Vulkan::Execute_TexOffsetV(u32 op, u32 diff) { gstate_c.uv.vOff = getFloat24(op); shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET); } void GPU_Vulkan::Execute_TexAddr0(u32 op, u32 diff) { gstate_c.textureChanged = TEXCHANGE_UPDATED; shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET); } void GPU_Vulkan::Execute_TexAddrN(u32 op, u32 diff) { gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY; } void GPU_Vulkan::Execute_TexBufw0(u32 op, u32 diff) { gstate_c.textureChanged = TEXCHANGE_UPDATED; } void GPU_Vulkan::Execute_TexBufwN(u32 op, u32 diff) { gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY; } void GPU_Vulkan::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.textureChanged != TEXCHANGE_UNCHANGED) { gstate_c.curTextureWidth = gstate.getTextureWidth(0); gstate_c.curTextureHeight = gstate.getTextureHeight(0); shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET); // We will need to reset the texture now. gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY; } } void GPU_Vulkan::Execute_TexSizeN(u32 op, u32 diff) { gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY; } void GPU_Vulkan::Execute_TexFormat(u32 op, u32 diff) { gstate_c.textureChanged = TEXCHANGE_UPDATED; } void GPU_Vulkan::Execute_TexMapMode(u32 op, u32 diff) { shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET); } void GPU_Vulkan::Execute_TexParamType(u32 op, u32 diff) { gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY; } void GPU_Vulkan::Execute_TexEnvColor(u32 op, u32 diff) { shaderManager_->DirtyUniform(DIRTY_TEXENV); } void GPU_Vulkan::Execute_TexLevel(u32 op, u32 diff) { // I had hoped that this would let us avoid excessively flushing in Gran Turismo, but not so, // as the game switches rapidly between modes 0 and 1. /* if (gstate.getTexLevelMode() == GE_TEXLEVEL_MODE_CONST) { gstate.texlevel ^= diff; Flush(); gstate.texlevel ^= diff; } */ gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY; } void GPU_Vulkan::Execute_LoadClut(u32 op, u32 diff) { gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY; textureCache_.LoadClut(gstate.getClutAddress(), gstate.getClutLoadBytes()); // This could be used to "dirty" textures with clut. } void GPU_Vulkan::Execute_ClutFormat(u32 op, u32 diff) { gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY; // This could be used to "dirty" textures with clut. } void GPU_Vulkan::Execute_Ambient(u32 op, u32 diff) { shaderManager_->DirtyUniform(DIRTY_AMBIENT); } void GPU_Vulkan::Execute_MaterialDiffuse(u32 op, u32 diff) { shaderManager_->DirtyUniform(DIRTY_MATDIFFUSE); } void GPU_Vulkan::Execute_MaterialEmissive(u32 op, u32 diff) { shaderManager_->DirtyUniform(DIRTY_MATEMISSIVE); } void GPU_Vulkan::Execute_MaterialAmbient(u32 op, u32 diff) { shaderManager_->DirtyUniform(DIRTY_MATAMBIENTALPHA); } void GPU_Vulkan::Execute_MaterialSpecular(u32 op, u32 diff) { shaderManager_->DirtyUniform(DIRTY_MATSPECULAR); } void GPU_Vulkan::Execute_Light0Param(u32 op, u32 diff) { shaderManager_->DirtyUniform(DIRTY_LIGHT0); } void GPU_Vulkan::Execute_Light1Param(u32 op, u32 diff) { shaderManager_->DirtyUniform(DIRTY_LIGHT1); } void GPU_Vulkan::Execute_Light2Param(u32 op, u32 diff) { shaderManager_->DirtyUniform(DIRTY_LIGHT2); } void GPU_Vulkan::Execute_Light3Param(u32 op, u32 diff) { shaderManager_->DirtyUniform(DIRTY_LIGHT3); } void GPU_Vulkan::Execute_FogColor(u32 op, u32 diff) { shaderManager_->DirtyUniform(DIRTY_FOGCOLOR); } void GPU_Vulkan::Execute_FogCoef(u32 op, u32 diff) { shaderManager_->DirtyUniform(DIRTY_FOGCOEF); } void GPU_Vulkan::Execute_ColorTestMask(u32 op, u32 diff) { shaderManager_->DirtyUniform(DIRTY_ALPHACOLORMASK); } void GPU_Vulkan::Execute_AlphaTest(u32 op, u32 diff) { shaderManager_->DirtyUniform(DIRTY_ALPHACOLORREF); shaderManager_->DirtyUniform(DIRTY_ALPHACOLORMASK); } void GPU_Vulkan::Execute_StencilTest(u32 op, u32 diff) { shaderManager_->DirtyUniform(DIRTY_STENCILREPLACEVALUE); } void GPU_Vulkan::Execute_ColorRef(u32 op, u32 diff) { shaderManager_->DirtyUniform(DIRTY_ALPHACOLORREF); } void GPU_Vulkan::Execute_WorldMtxNum(u32 op, u32 diff) { // This is almost always followed by GE_CMD_WORLDMATRIXDATA. const u32_le *src = (const u32_le *)Memory::GetPointerUnchecked(currentList->pc + 4); u32 *dst = (u32 *)(gstate.worldMatrix + (op & 0xF)); const int end = 12 - (op & 0xF); int i = 0; while ((src[i] >> 24) == GE_CMD_WORLDMATRIXDATA) { const u32 newVal = src[i] << 8; if (dst[i] != newVal) { Flush(); dst[i] = newVal; shaderManager_->DirtyUniform(DIRTY_WORLDMATRIX); } if (++i >= end) { break; } } const int count = i; gstate.worldmtxnum = (GE_CMD_WORLDMATRIXNUMBER << 24) | ((op + count) & 0xF); // Skip over the loaded data, it's done now. UpdatePC(currentList->pc, currentList->pc + count * 4); currentList->pc += count * 4; } void GPU_Vulkan::Execute_WorldMtxData(u32 op, u32 diff) { // Note: it's uncommon to get here now, see above. int num = gstate.worldmtxnum & 0xF; u32 newVal = op << 8; if (num < 12 && newVal != ((const u32 *)gstate.worldMatrix)[num]) { Flush(); ((u32 *)gstate.worldMatrix)[num] = newVal; shaderManager_->DirtyUniform(DIRTY_WORLDMATRIX); } num++; gstate.worldmtxnum = (GE_CMD_WORLDMATRIXNUMBER << 24) | (num & 0xF); } void GPU_Vulkan::Execute_ViewMtxNum(u32 op, u32 diff) { // This is almost always followed by GE_CMD_VIEWMATRIXDATA. const u32_le *src = (const u32_le *)Memory::GetPointerUnchecked(currentList->pc + 4); u32 *dst = (u32 *)(gstate.viewMatrix + (op & 0xF)); const int end = 12 - (op & 0xF); int i = 0; while ((src[i] >> 24) == GE_CMD_VIEWMATRIXDATA) { const u32 newVal = src[i] << 8; if (dst[i] != newVal) { Flush(); dst[i] = newVal; shaderManager_->DirtyUniform(DIRTY_VIEWMATRIX); } if (++i >= end) { break; } } const int count = i; gstate.viewmtxnum = (GE_CMD_VIEWMATRIXNUMBER << 24) | ((op + count) & 0xF); // Skip over the loaded data, it's done now. UpdatePC(currentList->pc, currentList->pc + count * 4); currentList->pc += count * 4; } void GPU_Vulkan::Execute_ViewMtxData(u32 op, u32 diff) { // Note: it's uncommon to get here now, see above. int num = gstate.viewmtxnum & 0xF; u32 newVal = op << 8; if (num < 12 && newVal != ((const u32 *)gstate.viewMatrix)[num]) { Flush(); ((u32 *)gstate.viewMatrix)[num] = newVal; shaderManager_->DirtyUniform(DIRTY_VIEWMATRIX); } num++; gstate.viewmtxnum = (GE_CMD_VIEWMATRIXNUMBER << 24) | (num & 0xF); } void GPU_Vulkan::Execute_ProjMtxNum(u32 op, u32 diff) { // This is almost always followed by GE_CMD_PROJMATRIXDATA. const u32_le *src = (const u32_le *)Memory::GetPointerUnchecked(currentList->pc + 4); u32 *dst = (u32 *)(gstate.projMatrix + (op & 0xF)); const int end = 16 - (op & 0xF); int i = 0; while ((src[i] >> 24) == GE_CMD_PROJMATRIXDATA) { const u32 newVal = src[i] << 8; if (dst[i] != newVal) { Flush(); dst[i] = newVal; shaderManager_->DirtyUniform(DIRTY_PROJMATRIX); } if (++i >= end) { break; } } const int count = i; gstate.projmtxnum = (GE_CMD_PROJMATRIXNUMBER << 24) | ((op + count) & 0xF); // Skip over the loaded data, it's done now. UpdatePC(currentList->pc, currentList->pc + count * 4); currentList->pc += count * 4; } void GPU_Vulkan::Execute_ProjMtxData(u32 op, u32 diff) { // Note: it's uncommon to get here now, see above. int num = gstate.projmtxnum & 0xF; u32 newVal = op << 8; if (newVal != ((const u32 *)gstate.projMatrix)[num]) { Flush(); ((u32 *)gstate.projMatrix)[num] = newVal; shaderManager_->DirtyUniform(DIRTY_PROJMATRIX); } num++; gstate.projmtxnum = (GE_CMD_PROJMATRIXNUMBER << 24) | (num & 0xF); } void GPU_Vulkan::Execute_TgenMtxNum(u32 op, u32 diff) { // This is almost always followed by GE_CMD_TGENMATRIXDATA. const u32_le *src = (const u32_le *)Memory::GetPointerUnchecked(currentList->pc + 4); u32 *dst = (u32 *)(gstate.tgenMatrix + (op & 0xF)); const int end = 12 - (op & 0xF); int i = 0; while ((src[i] >> 24) == GE_CMD_TGENMATRIXDATA) { const u32 newVal = src[i] << 8; if (dst[i] != newVal) { Flush(); dst[i] = newVal; shaderManager_->DirtyUniform(DIRTY_TEXMATRIX); } if (++i >= end) { break; } } const int count = i; gstate.texmtxnum = (GE_CMD_TGENMATRIXNUMBER << 24) | ((op + count) & 0xF); // Skip over the loaded data, it's done now. UpdatePC(currentList->pc, currentList->pc + count * 4); currentList->pc += count * 4; } void GPU_Vulkan::Execute_TgenMtxData(u32 op, u32 diff) { // Note: it's uncommon to get here now, see above. int num = gstate.texmtxnum & 0xF; u32 newVal = op << 8; if (num < 12 && newVal != ((const u32 *)gstate.tgenMatrix)[num]) { Flush(); ((u32 *)gstate.tgenMatrix)[num] = newVal; shaderManager_->DirtyUniform(DIRTY_TEXMATRIX); } num++; gstate.texmtxnum = (GE_CMD_TGENMATRIXNUMBER << 24) | (num & 0xF); } void GPU_Vulkan::Execute_BoneMtxNum(u32 op, u32 diff) { // This is almost always followed by GE_CMD_BONEMATRIXDATA. const u32_le *src = (const u32_le *)Memory::GetPointerUnchecked(currentList->pc + 4); u32 *dst = (u32 *)(gstate.boneMatrix + (op & 0x7F)); const int end = 12 * 8 - (op & 0x7F); int i = 0; while ((src[i] >> 24) == GE_CMD_BONEMATRIXDATA) { const u32 newVal = src[i] << 8; if (dst[i] != newVal) { Flush(); dst[i] = newVal; } if (++i >= end) { break; } } const int numPlusCount = (op & 0x7F) + i; for (int num = op & 0x7F; num < numPlusCount; num += 12) { shaderManager_->DirtyUniform(DIRTY_BONEMATRIX0 << (num / 12)); } const int count = i; gstate.boneMatrixNumber = (GE_CMD_BONEMATRIXNUMBER << 24) | ((op + count) & 0x7F); // Skip over the loaded data, it's done now. UpdatePC(currentList->pc, currentList->pc + count * 4); currentList->pc += count * 4; } void GPU_Vulkan::Execute_BoneMtxData(u32 op, u32 diff) { // Note: it's uncommon to get here now, see above. int num = gstate.boneMatrixNumber & 0x7F; u32 newVal = op << 8; if (num < 96 && newVal != ((const u32 *)gstate.boneMatrix)[num]) { Flush(); shaderManager_->DirtyUniform(DIRTY_BONEMATRIX0 << (num / 12)); ((u32 *)gstate.boneMatrix)[num] = newVal; } num++; gstate.boneMatrixNumber = (GE_CMD_BONEMATRIXNUMBER << 24) | (num & 0x7F); } void GPU_Vulkan::Execute_BlockTransferStart(u32 op, u32 diff) { // 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. // Can we skip this on SkipDraw? DoBlockTransfer(gstate_c.skipDrawReason); // Fixes Gran Turismo's funky text issue, since it overwrites the current texture. gstate_c.textureChanged = TEXCHANGE_UPDATED; } void GPU_Vulkan::Execute_Generic(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: Execute_Vaddr(op, diff); break; case GE_CMD_IADDR: Execute_Iaddr(op, diff); break; case GE_CMD_PRIM: Execute_Prim(op, diff); break; // The arrow and other rotary items in Puzbob are bezier patches, strangely enough. case GE_CMD_BEZIER: Execute_Bezier(op, diff); break; case GE_CMD_SPLINE: Execute_Spline(op, diff); break; case GE_CMD_BOUNDINGBOX: Execute_BoundingBox(op, diff); break; case GE_CMD_VERTEXTYPE: Execute_VertexType(op, diff); break; case GE_CMD_REGION1: case GE_CMD_REGION2: Execute_Region(op, diff); break; case GE_CMD_CLIPENABLE: //we always clip, this is opengl break; case GE_CMD_CULLFACEENABLE: case GE_CMD_CULL: break; case GE_CMD_TEXTUREMAPENABLE: // Don't need to dirty the texture here, already dirtied at list start/etc. break; case GE_CMD_LIGHTINGENABLE: break; case GE_CMD_FOGCOLOR: Execute_FogColor(op, diff); break; case GE_CMD_FOG1: case GE_CMD_FOG2: Execute_FogCoef(op, diff); 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: Execute_TexScaleU(op, diff); break; case GE_CMD_TEXSCALEV: Execute_TexScaleV(op, diff); break; case GE_CMD_TEXOFFSETU: Execute_TexOffsetU(op, diff); break; case GE_CMD_TEXOFFSETV: Execute_TexOffsetV(op, diff); break; case GE_CMD_SCISSOR1: case GE_CMD_SCISSOR2: Execute_Scissor(op, diff); break; /// case GE_CMD_MINZ: case GE_CMD_MAXZ: break; case GE_CMD_FRAMEBUFPTR: case GE_CMD_FRAMEBUFWIDTH: case GE_CMD_FRAMEBUFPIXFORMAT: Execute_FramebufType(op, diff); break; case GE_CMD_TEXADDR0: Execute_TexAddr0(op, diff); break; 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: Execute_TexAddrN(op, diff); break; case GE_CMD_TEXBUFWIDTH0: Execute_TexBufw0(op, diff); break; 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: Execute_TexBufwN(op, diff); break; case GE_CMD_CLUTFORMAT: Execute_ClutFormat(op, diff); break; case GE_CMD_CLUTADDR: case GE_CMD_CLUTADDRUPPER: // Hm, LOADCLUT actually changes the CLUT so no need to dirty here. break; case GE_CMD_LOADCLUT: Execute_LoadClut(op, diff); break; case GE_CMD_TEXMAPMODE: Execute_TexMapMode(op, diff); break; case GE_CMD_TEXSHADELS: 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 Execute_BlockTransferStart(op, diff); break; case GE_CMD_TEXSIZE0: Execute_TexSize0(op, diff); break; 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: Execute_TexSizeN(op, diff); break; case GE_CMD_ZBUFPTR: case GE_CMD_ZBUFWIDTH: break; case GE_CMD_AMBIENTCOLOR: case GE_CMD_AMBIENTALPHA: Execute_Ambient(op, diff); break; case GE_CMD_MATERIALDIFFUSE: Execute_MaterialDiffuse(op, diff); break; case GE_CMD_MATERIALEMISSIVE: Execute_MaterialEmissive(op, diff); break; case GE_CMD_MATERIALAMBIENT: case GE_CMD_MATERIALALPHA: Execute_MaterialAmbient(op, diff); break; case GE_CMD_MATERIALSPECULAR: case GE_CMD_MATERIALSPECULARCOEF: Execute_MaterialSpecular(op, diff); 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_LDX0:case GE_CMD_LDY0:case GE_CMD_LDZ0: case GE_CMD_LKA0:case GE_CMD_LKB0:case GE_CMD_LKC0: case GE_CMD_LKS0: // spot coef ("conv") case GE_CMD_LKO0: // light angle ("cutoff") case GE_CMD_LAC0: case GE_CMD_LDC0: case GE_CMD_LSC0: Execute_Light0Param(op, diff); break; case GE_CMD_LX1:case GE_CMD_LY1:case GE_CMD_LZ1: case GE_CMD_LDX1:case GE_CMD_LDY1:case GE_CMD_LDZ1: case GE_CMD_LKA1:case GE_CMD_LKB1:case GE_CMD_LKC1: case GE_CMD_LKS1: case GE_CMD_LKO1: case GE_CMD_LAC1: case GE_CMD_LDC1: case GE_CMD_LSC1: Execute_Light1Param(op, diff); break; case GE_CMD_LX2:case GE_CMD_LY2:case GE_CMD_LZ2: case GE_CMD_LDX2:case GE_CMD_LDY2:case GE_CMD_LDZ2: case GE_CMD_LKA2:case GE_CMD_LKB2:case GE_CMD_LKC2: case GE_CMD_LKS2: case GE_CMD_LKO2: case GE_CMD_LAC2: case GE_CMD_LDC2: case GE_CMD_LSC2: Execute_Light2Param(op, diff); break; case GE_CMD_LX3:case GE_CMD_LY3:case GE_CMD_LZ3: case GE_CMD_LDX3:case GE_CMD_LDY3:case GE_CMD_LDZ3: case GE_CMD_LKA3:case GE_CMD_LKB3:case GE_CMD_LKC3: case GE_CMD_LKS3: case GE_CMD_LKO3: case GE_CMD_LAC3: case GE_CMD_LDC3: case GE_CMD_LSC3: Execute_Light3Param(op, diff); break; case GE_CMD_VIEWPORTXSCALE: case GE_CMD_VIEWPORTYSCALE: case GE_CMD_VIEWPORTXCENTER: case GE_CMD_VIEWPORTYCENTER: case GE_CMD_VIEWPORTZSCALE: case GE_CMD_VIEWPORTZCENTER: Execute_ViewportType(op, diff); break; case GE_CMD_LIGHTENABLE0: case GE_CMD_LIGHTENABLE1: case GE_CMD_LIGHTENABLE2: case GE_CMD_LIGHTENABLE3: break; case GE_CMD_SHADEMODE: break; case GE_CMD_PATCHDIVISION: case GE_CMD_PATCHPRIMITIVE: case GE_CMD_PATCHFACING: break; case GE_CMD_MATERIALUPDATE: break; ////////////////////////////////////////////////////////////////// // CLEARING ////////////////////////////////////////////////////////////////// case GE_CMD_CLEARMODE: break; ////////////////////////////////////////////////////////////////// // ALPHA BLENDING ////////////////////////////////////////////////////////////////// case GE_CMD_ALPHABLENDENABLE: case GE_CMD_BLENDMODE: break; case GE_CMD_BLENDFIXEDA: case GE_CMD_BLENDFIXEDB: break; case GE_CMD_ALPHATESTENABLE: case GE_CMD_COLORTESTENABLE: // They are done in the fragment shader. break; case GE_CMD_COLORTEST: break; case GE_CMD_COLORTESTMASK: Execute_ColorTestMask(op, diff); break; case GE_CMD_ALPHATEST: Execute_AlphaTest(op, diff); break; case GE_CMD_COLORREF: Execute_ColorRef(op, diff); break; case GE_CMD_TEXENVCOLOR: Execute_TexEnvColor(op, diff); break; case GE_CMD_TEXFUNC: case GE_CMD_TEXFLUSH: break; case GE_CMD_TEXFORMAT: Execute_TexFormat(op, diff); break; case GE_CMD_TEXMODE: case GE_CMD_TEXFILTER: case GE_CMD_TEXWRAP: Execute_TexParamType(op, diff); break; ////////////////////////////////////////////////////////////////// // DEPTH TESTING ////////////////////////////////////////////////////////////////// case GE_CMD_ZTESTENABLE: case GE_CMD_ZTEST: case GE_CMD_ZWRITEDISABLE: 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: Execute_WorldMtxNum(op, diff); break; case GE_CMD_WORLDMATRIXDATA: Execute_WorldMtxData(op, diff); break; case GE_CMD_VIEWMATRIXNUMBER: Execute_ViewMtxNum(op, diff); break; case GE_CMD_VIEWMATRIXDATA: Execute_ViewMtxData(op, diff); break; case GE_CMD_PROJMATRIXNUMBER: Execute_ProjMtxNum(op, diff); break; case GE_CMD_PROJMATRIXDATA: Execute_ProjMtxData(op, diff); break; case GE_CMD_TGENMATRIXNUMBER: Execute_TgenMtxNum(op, diff); break; case GE_CMD_TGENMATRIXDATA: Execute_TgenMtxData(op, diff); break; case GE_CMD_BONEMATRIXNUMBER: Execute_BoneMtxNum(op, diff); break; case GE_CMD_BONEMATRIXDATA: Execute_BoneMtxData(op, diff); break; #ifndef MOBILE_DEVICE case GE_CMD_ANTIALIASENABLE: if (data != 0) WARN_LOG_REPORT_ONCE(antiAlias, G3D, "Unsupported antialias enabled: %06x", data); break; case GE_CMD_TEXLODSLOPE: if (data != 0) WARN_LOG_REPORT_ONCE(texLodSlope, G3D, "Unsupported texture lod slope: %06x", data); break; #endif case GE_CMD_TEXLEVEL: Execute_TexLevel(op, diff); break; ////////////////////////////////////////////////////////////////// // STENCIL TESTING ////////////////////////////////////////////////////////////////// case GE_CMD_STENCILTEST: Execute_StencilTest(op, diff); break; case GE_CMD_STENCILTESTENABLE: case GE_CMD_STENCILOP: break; case GE_CMD_MASKRGB: case GE_CMD_MASKALPHA: break; case GE_CMD_REVERSENORMAL: break; case GE_CMD_VSCX: if (data != 0) WARN_LOG_REPORT_ONCE(vscx, G3D, "Unsupported Vertex Screen Coordinate X : %06x", data); break; case GE_CMD_VSCY: if (data != 0) WARN_LOG_REPORT_ONCE(vscy, G3D, "Unsupported Vertex Screen Coordinate Y : %06x", data); break; case GE_CMD_VSCZ: if (data != 0) WARN_LOG_REPORT_ONCE(vscz, G3D, "Unsupported Vertex Screen Coordinate Z : %06x", data); break; case GE_CMD_VTCS: if (data != 0) WARN_LOG_REPORT_ONCE(vtcs, G3D, "Unsupported Vertex Texture Coordinate S : %06x", data); break; case GE_CMD_VTCT: if (data != 0) WARN_LOG_REPORT_ONCE(vtct, G3D, "Unsupported Vertex Texture Coordinate T : %06x", data); break; case GE_CMD_VTCQ: if (data != 0) WARN_LOG_REPORT_ONCE(vtcq, G3D, "Unsupported Vertex Texture Coordinate Q : %06x", data); break; case GE_CMD_VCV: if (data != 0) WARN_LOG_REPORT_ONCE(vcv, G3D, "Unsupported Vertex Color Value : %06x", data); break; case GE_CMD_VAP: if (data != 0) WARN_LOG_REPORT_ONCE(vap, G3D, "Unsupported Vertex Alpha and Primitive : %06x", data); break; case GE_CMD_VFC: if (data != 0) WARN_LOG_REPORT_ONCE(vfc, G3D, "Unsupported Vertex Fog Coefficient : %06x", data); break; case GE_CMD_VSCV: if (data != 0) WARN_LOG_REPORT_ONCE(vscv, G3D, "Unsupported Vertex Secondary Color Value : %06x", data); break; case GE_CMD_UNKNOWN_03: case GE_CMD_UNKNOWN_0D: case GE_CMD_UNKNOWN_11: case GE_CMD_UNKNOWN_29: case GE_CMD_UNKNOWN_34: case GE_CMD_UNKNOWN_35: case GE_CMD_UNKNOWN_39: case GE_CMD_UNKNOWN_4E: case GE_CMD_UNKNOWN_4F: case GE_CMD_UNKNOWN_52: case GE_CMD_UNKNOWN_59: case GE_CMD_UNKNOWN_5A: case GE_CMD_UNKNOWN_B6: case GE_CMD_UNKNOWN_B7: case GE_CMD_UNKNOWN_D1: case GE_CMD_UNKNOWN_ED: case GE_CMD_UNKNOWN_EF: case GE_CMD_UNKNOWN_FA: case GE_CMD_UNKNOWN_FB: case GE_CMD_UNKNOWN_FC: case GE_CMD_UNKNOWN_FD: case GE_CMD_UNKNOWN_FE: if (data != 0) WARN_LOG_REPORT_ONCE(unknowncmd, G3D, "Unknown GE command : %08x ", op); break; case GE_CMD_UNKNOWN_FF: // This is hit in quite a few games, supposedly it is a no-op. // Might be used for debugging or something? break; default: GPUCommon::ExecuteOp(op, diff); break; } } void GPU_Vulkan::FastLoadBoneMatrix(u32 target) { const int num = gstate.boneMatrixNumber & 0x7F; const int mtxNum = num / 12; uint32_t uniformsToDirty = DIRTY_BONEMATRIX0 << mtxNum; if ((num - 12 * mtxNum) != 0) { uniformsToDirty |= DIRTY_BONEMATRIX0 << ((mtxNum + 1) & 7); } Flush(); shaderManager_->DirtyUniform(uniformsToDirty); gstate.FastLoadBoneMatrix(target); } void GPU_Vulkan::DeviceLost() { // TODO } void GPU_Vulkan::GetStats(char *buffer, size_t bufsize) { const DrawEngineVulkanStats &drawStats = drawEngine_.GetStats(); 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, Pipelines loaded: %i, %i, %i\n" "Pushbuffer space used: UBO %d, Vtx %d, Idx %d\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)framebufferManager_->NumVFBs(), (int)textureCache_.NumLoadedTextures(), gpuStats.numTexturesDecoded, gpuStats.numTextureInvalidations, shaderManager_->GetNumVertexShaders(), shaderManager_->GetNumFragmentShaders(), pipelineManager_->GetNumPipelines(), drawStats.pushUBOSpaceUsed, drawStats.pushVertexSpaceUsed, drawStats.pushIndexSpaceUsed ); } void GPU_Vulkan::DoBlockTransfer(u32 skipDrawReason) { // 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.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); if (!Memory::IsValidAddress(srcBasePtr)) { ERROR_LOG_REPORT(G3D, "BlockTransfer: Bad source transfer address %08x!", srcBasePtr); return; } if (!Memory::IsValidAddress(dstBasePtr)) { ERROR_LOG_REPORT(G3D, "BlockTransfer: Bad destination transfer address %08x!", dstBasePtr); return; } // Check that the last address of both source and dest are valid addresses u32 srcLastAddr = srcBasePtr + ((srcY + height - 1) * srcStride + (srcX + width - 1)) * bpp; u32 dstLastAddr = dstBasePtr + ((dstY + height - 1) * dstStride + (dstX + width - 1)) * bpp; if (!Memory::IsValidAddress(srcLastAddr)) { ERROR_LOG_REPORT(G3D, "Bottom-right corner of source of block transfer is at an invalid address: %08x", srcLastAddr); return; } if (!Memory::IsValidAddress(dstLastAddr)) { ERROR_LOG_REPORT(G3D, "Bottom-right corner of destination of block transfer is at an invalid address: %08x", srcLastAddr); return; } // Tell the framebuffer manager to take action if possible. If it does the entire thing, let's just return. if (!framebufferManager_->NotifyBlockTransferBefore(dstBasePtr, dstStride, dstX, dstY, srcBasePtr, srcStride, srcX, srcY, width, height, bpp, skipDrawReason)) { // Do the copy! (Hm, if we detect a drawn video frame (see below) then we could maybe skip this?) // Can use GetPointerUnchecked because we checked the addresses above. We could also avoid them // entirely by walking a couple of pointers... if (srcStride == dstStride && (u32)width == srcStride) { // Common case in God of War, let's do it all in one chunk. u32 srcLineStartAddr = srcBasePtr + (srcY * srcStride + srcX) * bpp; u32 dstLineStartAddr = dstBasePtr + (dstY * dstStride + dstX) * bpp; const u8 *src = Memory::GetPointerUnchecked(srcLineStartAddr); u8 *dst = Memory::GetPointerUnchecked(dstLineStartAddr); memcpy(dst, src, width * height * bpp); } else { for (int y = 0; y < height; y++) { u32 srcLineStartAddr = srcBasePtr + ((y + srcY) * srcStride + srcX) * bpp; u32 dstLineStartAddr = dstBasePtr + ((y + dstY) * dstStride + dstX) * bpp; const u8 *src = Memory::GetPointerUnchecked(srcLineStartAddr); u8 *dst = Memory::GetPointerUnchecked(dstLineStartAddr); memcpy(dst, src, width * bpp); } } textureCache_.Invalidate(dstBasePtr + (dstY * dstStride + dstX) * bpp, height * dstStride * bpp, GPU_INVALIDATE_HINT); framebufferManager_->NotifyBlockTransferAfter(dstBasePtr, dstStride, dstX, dstY, srcBasePtr, srcStride, srcX, srcY, width, height, bpp, skipDrawReason); } #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; } void GPU_Vulkan::InvalidateCache(u32 addr, int size, GPUInvalidationType type) { GPUEvent ev(GPU_EVENT_INVALIDATE_CACHE); ev.invalidate_cache.addr = addr; ev.invalidate_cache.size = size; ev.invalidate_cache.type = type; ScheduleEvent(ev); } void GPU_Vulkan::InvalidateCacheInternal(u32 addr, int size, GPUInvalidationType type) { if (size > 0) textureCache_.Invalidate(addr, size, type); else textureCache_.InvalidateAll(type); if (type != GPU_INVALIDATE_ALL && framebufferManager_->MayIntersectFramebuffer(addr)) { // If we're doing block transfers, we shouldn't need this, and it'll only confuse us. // Vempire invalidates (with writeback) after drawing, but before blitting. if (!g_Config.bBlockTransferGPU || type == GPU_INVALIDATE_SAFE) { framebufferManager_->UpdateFromMemory(addr, size, type == GPU_INVALIDATE_SAFE); } } } void GPU_Vulkan::PerformMemoryCopyInternal(u32 dest, u32 src, int size) { if (!framebufferManager_->NotifyFramebufferCopy(src, dest, size, false, gstate_c.skipDrawReason)) { // We use a little hack for Download/Upload using a VRAM mirror. // Since they're identical we don't need to copy. if (!Memory::IsVRAMAddress(dest) || (dest ^ 0x00400000) != src) { Memory::Memcpy(dest, src, size); } } InvalidateCache(dest, size, GPU_INVALIDATE_HINT); } void GPU_Vulkan::PerformMemorySetInternal(u32 dest, u8 v, int size) { if (!framebufferManager_->NotifyFramebufferCopy(dest, dest, size, true, gstate_c.skipDrawReason)) { InvalidateCache(dest, size, GPU_INVALIDATE_HINT); } } void GPU_Vulkan::PerformStencilUploadInternal(u32 dest, int size) { framebufferManager_->NotifyStencilUpload(dest, size); } bool GPU_Vulkan::PerformMemoryCopy(u32 dest, u32 src, int size) { // Track stray copies of a framebuffer in RAM. MotoGP does this. if (framebufferManager_->MayIntersectFramebuffer(src) || framebufferManager_->MayIntersectFramebuffer(dest)) { if (IsOnSeparateCPUThread()) { GPUEvent ev(GPU_EVENT_FB_MEMCPY); ev.fb_memcpy.dst = dest; ev.fb_memcpy.src = src; ev.fb_memcpy.size = size; ScheduleEvent(ev); // This is a memcpy, so we need to wait for it to complete. SyncThread(); } else { PerformMemoryCopyInternal(dest, src, size); } return true; } InvalidateCache(dest, size, GPU_INVALIDATE_HINT); return false; } bool GPU_Vulkan::PerformMemorySet(u32 dest, u8 v, int size) { // This may indicate a memset, usually to 0, of a framebuffer. if (framebufferManager_->MayIntersectFramebuffer(dest)) { Memory::Memset(dest, v, size); if (IsOnSeparateCPUThread()) { GPUEvent ev(GPU_EVENT_FB_MEMSET); ev.fb_memset.dst = dest; ev.fb_memset.v = v; ev.fb_memset.size = size; ScheduleEvent(ev); // We don't need to wait for the framebuffer to be updated. } else { PerformMemorySetInternal(dest, v, size); } return true; } // Or perhaps a texture, let's invalidate. InvalidateCache(dest, size, GPU_INVALIDATE_HINT); return false; } void GPU_Vulkan::NotifyVideoUpload(u32 addr, int size, int width, int format) { } bool GPU_Vulkan::PerformMemoryDownload(u32 dest, int size) { // Cheat a bit to force a download of the framebuffer. // VRAM + 0x00400000 is simply a VRAM mirror. if (Memory::IsVRAMAddress(dest)) { return PerformMemoryCopy(dest ^ 0x00400000, dest, size); } return false; } bool GPU_Vulkan::PerformMemoryUpload(u32 dest, int size) { // Cheat a bit to force an upload of the framebuffer. // VRAM + 0x00400000 is simply a VRAM mirror. if (Memory::IsVRAMAddress(dest)) { return PerformMemoryCopy(dest, dest ^ 0x00400000, size); } return false; } bool GPU_Vulkan::PerformStencilUpload(u32 dest, int size) { if (framebufferManager_->MayIntersectFramebuffer(dest)) { if (IsOnSeparateCPUThread()) { GPUEvent ev(GPU_EVENT_FB_STENCIL_UPLOAD); ev.fb_stencil_upload.dst = dest; ev.fb_stencil_upload.size = size; ScheduleEvent(ev); } else { PerformStencilUploadInternal(dest, size); } return true; } return false; } void GPU_Vulkan::ClearCacheNextFrame() { textureCache_.ClearNextFrame(); } void GPU_Vulkan::Resized() { resized_ = true; framebufferManager_->Resized(); } void GPU_Vulkan::ClearShaderCache() { // TODO } std::vector GPU_Vulkan::GetFramebufferList() { return framebufferManager_->GetFramebufferList(); } void GPU_Vulkan::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) { textureCache_.Clear(true); depalShaderCache_.Clear(); gstate_c.textureChanged = TEXCHANGE_UPDATED; framebufferManager_->DestroyAllFBOs(); shaderManager_->ClearShaders(); pipelineManager_->Clear(); } } bool GPU_Vulkan::GetCurrentSimpleVertices(int count, std::vector &vertices, std::vector &indices) { return drawEngine_.GetCurrentSimpleVertices(count, vertices, indices); } bool GPU_Vulkan::DescribeCodePtr(const u8 *ptr, std::string &name) { if (drawEngine_.IsCodePtrVertexDecoder(ptr)) { name = "VertexDecoderJit"; return true; } return false; } std::vector GPU_Vulkan::DebugGetShaderIDs(DebugShaderType type) { if (type == SHADER_TYPE_VERTEXLOADER) { return drawEngine_.DebugGetVertexLoaderIDs(); } else if (type == SHADER_TYPE_PIPELINE) { return pipelineManager_->DebugGetObjectIDs(type); } else { return shaderManager_->DebugGetShaderIDs(type); } } std::string GPU_Vulkan::DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) { if (type == SHADER_TYPE_VERTEXLOADER) { return drawEngine_.DebugGetVertexLoaderString(id, stringType); } else if (type == SHADER_TYPE_PIPELINE) { return pipelineManager_->DebugGetObjectString(id, type, stringType); } else { return shaderManager_->DebugGetShaderString(id, type, stringType); } }