ppsspp/GPU/GLES/DisplayListInterpreter.cpp
Sacha 41f5abab31 PPSSPP ported to Blackberry10
Now builds on Playbook and Dev Alpha
Make emulator more compatible with other OS (case sensitivity, defines, includes)
Uses Android's code paths and backend
2012-11-05 23:09:49 +10:00

1010 lines
25 KiB
C++

// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#if defined(ANDROID) || defined(BLACKBERRY)
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#else
#include <GL/glew.h>
#if defined(__APPLE__)
#include <OpenGL/gl.h>
#else
#include <GL/gl.h>
#endif
#endif
#include "../../Core/MemMap.h"
#include "../../Core/Host.h"
#include "../GPUState.h"
#include "../ge_constants.h"
#include "ShaderManager.h"
#include "DisplayListInterpreter.h"
#include "TransformPipeline.h"
#include "../../Core/HLE/sceKernelThread.h"
#include "../../Core/HLE/sceKernelInterrupt.h"
inline void glEnDis(GLuint cmd, int value)
{
(value ? glEnable : glDisable)(cmd);
}
struct DisplayState
{
u32 pc;
u32 stallAddr;
};
static DisplayState dcontext;
ShaderManager shaderManager;
extern u32 curTextureWidth;
extern u32 curTextureHeight;
int dlIdGenerator = 1;
struct DisplayList
{
int id;
u32 listpc;
u32 stall;
};
std::vector<DisplayList> dlQueue;
static u32 prev;
u32 stack[2];
u32 stackptr = 0;
bool finished;
u8 bezierBuf[16000];
bool ProcessDLQueue()
{
std::vector<DisplayList>::iterator iter = dlQueue.begin();
while (!(iter == dlQueue.end()))
{
DisplayList &l = *iter;
dcontext.pc = l.listpc;
dcontext.stallAddr = l.stall;
// DEBUG_LOG(G3D,"Okay, starting DL execution at %08 - stall = %08x", context.pc, stallAddr);
if (!GPU::InterpretList())
{
l.listpc = dcontext.pc;
l.stall = dcontext.stallAddr;
return false;
}
else
{
//At the end, we can remove it from the queue and continue
dlQueue.erase(iter);
//this invalidated the iterator, let's fix it
iter = dlQueue.begin();
}
}
return true; //no more lists!
}
u32 GPU::EnqueueList(u32 listpc, u32 stall)
{
DisplayList dl;
dl.id = dlIdGenerator++;
dl.listpc = listpc&0xFFFFFFF;
dl.stall = stall&0xFFFFFFF;
dlQueue.push_back(dl);
if (!ProcessDLQueue())
return dl.id;
else
return 0;
}
void GPU::UpdateStall(int listid, u32 newstall)
{
// this needs improvement....
for (std::vector<DisplayList>::iterator iter = dlQueue.begin(); iter != dlQueue.end(); iter++)
{
DisplayList &l = *iter;
if (l.id == listid)
{
l.stall = newstall & 0xFFFFFFF;
}
}
ProcessDLQueue();
}
// Just to get something on the screen, we'll just not subdivide correctly.
void drawBezier(int ucount, int vcount)
{
u16 indices[3 * 3 * 6];
float customUV[32];
int c = 0;
for (int y = 0; y < 3; y++) {
for (int x = 0; x < 3; x++) {
indices[c++] = y * 4 + x;
indices[c++] = y * 4 + x + 1;
indices[c++] = (y + 1) * 4 + x + 1;
indices[c++] = (y + 1) * 4 + x + 1;
indices[c++] = (y + 1) * 4 + x;
indices[c++] = y * 4 + x;
}
}
for (int y = 0; y < 4; y++) {
for (int x = 0; x < 4; x++) {
customUV[(y * 4 + x) * 2 + 0] = (float)x/3.0f;
customUV[(y * 4 + x) * 2 + 1] = (float)y/3.0f;
}
}
LinkedShader *linkedShader = shaderManager.ApplyShader();
TransformAndDrawPrim(Memory::GetPointer(gstate.vertexAddr), &indices[0], GE_PRIM_TRIANGLES, 3 * 3 * 6, linkedShader, customUV, GE_VTYPE_IDX_16BIT);
}
void EnterClearMode(u32 data)
{
bool colMask = (data >> 8) & 1;
bool alphaMask = (data >> 9) & 1;
bool updateZ = (data >> 10) & 1;
glColorMask(colMask, colMask, colMask, alphaMask);
glDepthMask(updateZ); // Update Z or not
// Note that depth test must be enabled for depth writes to go through! So we use GL_ALWAYS
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
glDisable(GL_CULL_FACE); // ??
}
void LeaveClearMode()
{
// We have to reset the following state as per the state of the command registers:
// Back face culling
// Texture map enable (meh)
// Fogging
// Antialiasing
// Alpha test
glDepthMask(1);
glColorMask(1,1,1,1);
glEnDis(GL_DEPTH_TEST, gstate.zTestEnable & 1);
glDepthFunc(GL_LEQUAL); // TODO
// dirtyshader?
}
void SetBlendModePSP(u32 data)
{
// This can't be done exactly as there are several PSP blend modes that are impossible to do on OpenGL ES 2.0, and some even on regular OpenGL for desktop.
// HOWEVER - we should be able to approximate the 2x modes in the shader, although they will clip wrongly.
const GLint aLookup[] = {
GL_DST_COLOR,
GL_ONE_MINUS_DST_COLOR,
GL_SRC_ALPHA,
GL_ONE_MINUS_SRC_ALPHA,
GL_DST_ALPHA,
GL_ONE_MINUS_DST_ALPHA,
GL_SRC_ALPHA, // should be 2x
GL_ONE_MINUS_SRC_ALPHA, // should be 2x
GL_DST_ALPHA, // should be 2x
GL_ONE_MINUS_DST_ALPHA, // should be 2x - and COLOR?
GL_SRC_ALPHA, // should be FIXA
};
const GLint bLookup[] = {
GL_SRC_COLOR,
GL_ONE_MINUS_SRC_COLOR,
GL_SRC_ALPHA,
GL_ONE_MINUS_SRC_ALPHA,
GL_DST_ALPHA,
GL_ONE_MINUS_DST_ALPHA,
GL_SRC_ALPHA, // should be 2x
GL_ONE_MINUS_SRC_ALPHA, // should be 2x
GL_DST_ALPHA, // should be 2x
GL_ONE_MINUS_DST_ALPHA, // should be 2x
GL_SRC_ALPHA, // should be FIXB
};
const GLint eqLookup[] = {
GL_FUNC_ADD,
GL_FUNC_SUBTRACT,
GL_FUNC_REVERSE_SUBTRACT,
#if defined(ANDROID) || defined(BLACKBERRY)
GL_FUNC_ADD,
GL_FUNC_ADD,
#else
GL_MIN,
GL_MAX,
#endif
GL_FUNC_ADD, // should be abs(diff)
};
int a = data & 0xF;
int b = (data >> 4) & 0xF;
int eq = (data >> 8) & 0x7;
glBlendFunc(aLookup[a], bLookup[b]);
glBlendEquation(eqLookup[eq]);
}
void GPU::ExecuteOp(u32 op, u32 diff)
{
u32 cmd = op >> 24;
u32 data = op & 0xFFFFFF;
// Handle control and drawing commands here directly. The others we delegate.
switch (cmd)
{
case GE_CMD_BASE:
DEBUG_LOG(G3D,"DL BASE: %06x", data);
break;
case GE_CMD_VADDR: /// <<8????
gstate.vertexAddr = (gstate.base<<8)|data;
DEBUG_LOG(G3D,"DL VADDR: %06x", gstate.vertexAddr);
break;
case GE_CMD_IADDR:
gstate.indexAddr = (gstate.base<<8)|data;
DEBUG_LOG(G3D,"DL IADDR: %06x", gstate.indexAddr);
break;
case GE_CMD_PRIM:
{
u32 count = data & 0xFFFF;
u32 type = data >> 16;
static const char* types[7] = {
"POINTS=0,",
"LINES=1,",
"LINE_STRIP=2,",
"TRIANGLES=3,",
"TRIANGLE_STRIP=4,",
"TRIANGLE_FAN=5,",
"RECTANGLES=6,",
};
DEBUG_LOG(G3D, "DL DrawPrim type: %s count: %i vaddr= %08x, iaddr= %08x", type<7 ? types[type] : "INVALID", count, gstate.vertexAddr, gstate.indexAddr);
LinkedShader *linkedShader = shaderManager.ApplyShader();
// TODO: Split this so that we can collect sequences of primitives, can greatly speed things up
// on platforms where draw calls are expensive like mobile and D3D
void *verts = Memory::GetPointer(gstate.vertexAddr);
void *inds = 0;
if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE)
inds = Memory::GetPointer(gstate.indexAddr);
TransformAndDrawPrim(verts, inds, type, count, linkedShader);
}
break;
// The arrow and other rotary items in Puzbob are bezier patches, strangely enough.
case GE_CMD_BEZIER:
{
int bz_ucount = data & 0xFF;
int bz_vcount = (data >> 8) & 0xFF;
drawBezier(bz_ucount, bz_vcount);
DEBUG_LOG(G3D,"DL DRAW BEZIER: %i x %i", bz_ucount, bz_vcount);
}
break;
case GE_CMD_SPLINE:
{
int sp_ucount = data & 0xFF;
int sp_vcount = (data >> 8) & 0xFF;
int sp_utype = (data >> 16) & 0x3;
int sp_vtype = (data >> 18) & 0x3;
//drawSpline(sp_ucount, sp_vcount, sp_utype, sp_vtype);
DEBUG_LOG(G3D,"DL DRAW SPLINE: %i x %i, %i x %i", sp_ucount, sp_vcount, sp_utype, sp_vtype);
}
break;
case GE_CMD_JUMP:
{
u32 target = ((gstate.base << 8) | (op & 0xFFFFFC)) & 0x0FFFFFFF;
DEBUG_LOG(G3D,"DL CMD JUMP - %08x to %08x", dcontext.pc, target);
dcontext.pc = target - 4; // pc will be increased after we return, counteract that
}
break;
case GE_CMD_CALL:
{
u32 retval = dcontext.pc + 4;
stack[stackptr++] = retval;
u32 target = ((gstate.base << 8) | (op & 0xFFFFFC)) & 0xFFFFFFF;
DEBUG_LOG(G3D,"DL CMD CALL - %08x to %08x, ret=%08x", dcontext.pc, target, retval);
dcontext.pc = target - 4; // pc will be increased after we return, counteract that
}
break;
case GE_CMD_RET:
//TODO : debug!
{
u32 target = stack[--stackptr] & 0xFFFFFFF;
DEBUG_LOG(G3D,"DL CMD RET - from %08x to %08x", dcontext.pc, target);
dcontext.pc = target - 4;
}
break;
case GE_CMD_SIGNAL:
ERROR_LOG(G3D, "DL GE_CMD_SIGNAL %08x", data & 0xFFFFFF);
{
// int behaviour = (data >> 16) & 0xFF;
// int signal = data & 0xFFFF;
}
// This should generate a GE Interrupt
// __TriggerInterrupt(PSP_GE_INTR);
// Apparently, these callbacks should be done in a special interrupt way.
//for (size_t i = 0; i < signalCallbacks.size(); i++)
//{
// __KernelNotifyCallback(-1, signalCallbacks[i].first, signal);
//}
break;
case GE_CMD_BJUMP:
// bounding box jump. Let's just not jump, for now.
DEBUG_LOG(G3D,"DL BBOX JUMP - unimplemented");
break;
case GE_CMD_BOUNDINGBOX:
// bounding box test. Let's do nothing.
DEBUG_LOG(G3D,"DL BBOX TEST - unimplemented");
break;
case GE_CMD_ORIGIN:
gstate.offsetAddr = dcontext.pc & 0xFFFFFF;
break;
case GE_CMD_VERTEXTYPE:
DEBUG_LOG(G3D,"DL SetVertexType: %06x", data);
if (diff & GE_VTYPE_THROUGH) {
// Throughmode changed, let's make the proj matrix dirty.
shaderManager.DirtyUniform(DIRTY_PROJMATRIX);
}
if (data & GE_VTYPE_THROUGH) {
glDisable(GL_CULL_FACE);
}
// This sets through-mode or not, as well.
break;
case GE_CMD_OFFSETADDR:
// offsetAddr = data<<8;
break;
case GE_CMD_FINISH:
DEBUG_LOG(G3D,"DL CMD FINISH");
// Trigger the finish callbacks
{
// Apparently, these callbacks should be done in a special interrupt way.
//for (size_t i = 0; i < finishCallbacks.size(); i++)
//{
// __KernelNotifyCallback(-1, finishCallbacks[i].first, 0);
//}
}
break;
case GE_CMD_END:
DEBUG_LOG(G3D,"DL CMD END");
{
switch (prev >> 24)
{
case GE_CMD_FINISH:
finished = true;
break;
default:
DEBUG_LOG(G3D,"Ah, not finished: %06x", prev & 0xFFFFFF);
break;
}
}
// This should generate a Reading Ended interrupt
// __TriggerInterrupt(PSP_GE_INTR);
break;
case GE_CMD_REGION1:
{
int x1 = data & 0x3ff;
int y1 = data >> 10;
//topleft
DEBUG_LOG(G3D,"DL Region TL: %d %d", x1, y1);
}
break;
case GE_CMD_REGION2:
{
int x2 = data & 0x3ff;
int y2 = data >> 10;
DEBUG_LOG(G3D,"DL Region BR: %d %d", x2, y2);
}
break;
case GE_CMD_CLIPENABLE:
DEBUG_LOG(G3D, "DL Clip Enable: %i (ignoring)", data);
//we always clip, this is opengl
break;
case GE_CMD_CULLFACEENABLE:
DEBUG_LOG(G3D, "DL CullFace Enable: %i (ignoring)", data);
glEnDis(GL_CULL_FACE, data&1);
break;
case GE_CMD_TEXTUREMAPENABLE:
DEBUG_LOG(G3D, "DL Texture map enable: %i", data);
glEnDis(GL_TEXTURE_2D, data&1);
break;
case GE_CMD_LIGHTINGENABLE:
DEBUG_LOG(G3D, "DL Lighting enable: %i", data);
data += 1;
//We don't use OpenGL lighting
break;
case GE_CMD_FOGENABLE:
DEBUG_LOG(G3D, "DL Fog Enable: %i", gstate.fogEnable);
break;
case GE_CMD_DITHERENABLE:
DEBUG_LOG(G3D, "DL Dither Enable: %i", gstate.ditherEnable);
break;
case GE_CMD_OFFSETX:
DEBUG_LOG(G3D, "DL Offset X: %i", gstate.offsetx);
break;
case GE_CMD_OFFSETY:
DEBUG_LOG(G3D, "DL Offset Y: %i", gstate.offsety);
break;
case GE_CMD_TEXSCALEU:
gstate.uScale = getFloat24(data);
DEBUG_LOG(G3D, "DL Texture U Scale: %f", gstate.uScale);
break;
case GE_CMD_TEXSCALEV:
gstate.vScale = getFloat24(data);
DEBUG_LOG(G3D, "DL Texture V Scale: %f", gstate.vScale);
break;
case GE_CMD_TEXOFFSETU:
gstate.uOff = getFloat24(data);
DEBUG_LOG(G3D, "DL Texture U Offset: %f", gstate.uOff);
break;
case GE_CMD_TEXOFFSETV:
gstate.vOff = getFloat24(data);
DEBUG_LOG(G3D, "DL Texture V Offset: %f", gstate.vOff);
break;
case GE_CMD_SCISSOR1:
{
int x1 = data & 0x3ff;
int y1 = data >> 10;
DEBUG_LOG(G3D, "DL Scissor TL: %i, %i", x1,y1);
}
break;
case GE_CMD_SCISSOR2:
{
int x2 = data & 0x3ff;
int y2 = data >> 10;
DEBUG_LOG(G3D, "DL Scissor BR: %i, %i", x2, y2);
}
break;
case GE_CMD_MINZ:
DEBUG_LOG(G3D, "DL MinZ: %i", data);
break;
case GE_CMD_MAXZ:
DEBUG_LOG(G3D, "DL MaxZ: %i", data);
break;
case GE_CMD_FRAMEBUFPTR:
{
u32 ptr = op & 0xFFE000;
DEBUG_LOG(G3D, "DL FramebufPtr: %08x", ptr);
}
break;
case GE_CMD_FRAMEBUFWIDTH:
{
u32 w = data & 0xFFFFFF;
DEBUG_LOG(G3D, "DL FramebufWidth: %i", w);
}
break;
case GE_CMD_FRAMEBUFPIXFORMAT:
break;
case GE_CMD_TEXADDR0:
gstate.textureChanged=true;
case GE_CMD_TEXADDR1:
case GE_CMD_TEXADDR2:
case GE_CMD_TEXADDR3:
case GE_CMD_TEXADDR4:
case GE_CMD_TEXADDR5:
case GE_CMD_TEXADDR6:
case GE_CMD_TEXADDR7:
DEBUG_LOG(G3D,"DL Texture address %i: %06x", cmd-GE_CMD_TEXADDR0, data);
break;
case GE_CMD_TEXBUFWIDTH0:
gstate.textureChanged=true;
case GE_CMD_TEXBUFWIDTH1:
case GE_CMD_TEXBUFWIDTH2:
case GE_CMD_TEXBUFWIDTH3:
case GE_CMD_TEXBUFWIDTH4:
case GE_CMD_TEXBUFWIDTH5:
case GE_CMD_TEXBUFWIDTH6:
case GE_CMD_TEXBUFWIDTH7:
DEBUG_LOG(G3D,"DL Texture BUFWIDTHess %i: %06x", cmd-GE_CMD_TEXBUFWIDTH0, data);
break;
case GE_CMD_CLUTADDR:
//DEBUG_LOG(G3D,"CLUT base addr: %06x", data);
break;
case GE_CMD_CLUTADDRUPPER:
DEBUG_LOG(G3D,"DL CLUT addr: %08x", ((gstate.clutaddrupper & 0xFF0000)<<8) | (gstate.clutaddr & 0xFFFFFF));
break;
case GE_CMD_LOADCLUT:
{
u32 clutAttr = ((gstate.clutaddrupper & 0xFF0000)<<8) | (gstate.clutaddr & 0xFFFFFF);
if (clutAttr)
{
u16 *clut = (u16*)Memory::GetPointer(clutAttr);
if (clut) {
int numColors = 16 * (data&0x3F);
memcpy(&gstate.paletteMem[0], clut, numColors * 2);
}
DEBUG_LOG(G3D,"DL Clut load: %i palettes", data);
}
else
{
DEBUG_LOG(G3D,"DL Empty Clut load");
}
// Should hash and invalidate all paletted textures on use
}
break;
// case GE_CMD_TRANSFERSRC:
case GE_CMD_TRANSFERSRCW:
{
u32 xferSrc = gstate.transfersrc | ((data&0xFF0000)<<8);
u32 xferSrcW = gstate.transfersrcw & 1023;
DEBUG_LOG(G3D,"Block Transfer Src: %08x W: %i", xferSrc, xferSrcW);
break;
}
// case GE_CMD_TRANSFERDST:
case GE_CMD_TRANSFERDSTW:
{
u32 xferDst= gstate.transferdst | ((data&0xFF0000)<<8);
u32 xferDstW = gstate.transferdstw & 1023;
DEBUG_LOG(G3D,"Block Transfer Dest: %08x W: %i", xferDst, xferDstW);
break;
}
case GE_CMD_TRANSFERSRCPOS:
{
u32 x = (data & 1023)+1;
u32 y = ((data>>10) & 1023)+1;
DEBUG_LOG(G3D, "DL Block Transfer Src Rect TL: %i, %i", x, y);
break;
}
case GE_CMD_TRANSFERDSTPOS:
{
u32 x = (data & 1023)+1;
u32 y = ((data>>10) & 1023)+1;
DEBUG_LOG(G3D, "DL Block Transfer Dest Rect TL: %i, %i", x, y);
break;
}
case GE_CMD_TRANSFERSIZE:
{
u32 w = (data & 1023)+1;
u32 h = ((data>>10) & 1023)+1;
DEBUG_LOG(G3D, "DL Block Transfer Rect Size: %i x %i", w, h);
break;
}
case GE_CMD_TRANSFERSTART:
{
DEBUG_LOG(G3D, "DL Texture Transfer Start: PixFormat %i", data);
// TODO: Here we should check if the transfer overlaps a framebuffer or any textures,
// and take appropriate action. If not, this should just be a block transfer within
// GPU memory which could be implemented by a copy loop.
break;
}
case GE_CMD_TEXSIZE0:
gstate.textureChanged=true;
gstate.curTextureWidth = 1 << (gstate.texsize[0] & 0xf);
gstate.curTextureHeight = 1 << ((gstate.texsize[0]>>8) & 0xf);
//fall thru - ignoring the mipmap sizes for now
case GE_CMD_TEXSIZE1:
case GE_CMD_TEXSIZE2:
case GE_CMD_TEXSIZE3:
case GE_CMD_TEXSIZE4:
case GE_CMD_TEXSIZE5:
case GE_CMD_TEXSIZE6:
case GE_CMD_TEXSIZE7:
DEBUG_LOG(G3D,"DL Texture Size: %06x", data);
break;
case GE_CMD_ZBUFPTR:
{
u32 ptr = op & 0xFFE000;
DEBUG_LOG(G3D,"Zbuf Ptr: %06x", ptr);
}
break;
case GE_CMD_ZBUFWIDTH:
{
u32 w = data & 0xFFFFFF;
DEBUG_LOG(G3D,"Zbuf Width: %i", w);
}
break;
case GE_CMD_AMBIENTCOLOR:
DEBUG_LOG(G3D,"DL Ambient Color: %06x", data);
break;
case GE_CMD_AMBIENTALPHA:
DEBUG_LOG(G3D,"DL Ambient Alpha: %06x", data);
break;
case GE_CMD_MATERIALAMBIENT:
DEBUG_LOG(G3D,"DL Material Ambient Color: %06x", data);
break;
case GE_CMD_MATERIALDIFFUSE:
DEBUG_LOG(G3D,"DL Material Diffuse Color: %06x", data);
break;
case GE_CMD_MATERIALEMISSIVE:
DEBUG_LOG(G3D,"DL Material Emissive Color: %06x", data);
break;
case GE_CMD_MATERIALSPECULAR:
DEBUG_LOG(G3D,"DL Material Specular Color: %06x", data);
break;
case GE_CMD_MATERIALALPHA:
DEBUG_LOG(G3D,"DL Material Alpha Color: %06x", data);
break;
case GE_CMD_MATERIALSPECULARCOEF:
DEBUG_LOG(G3D,"DL Material specular coef: %f", getFloat24(data));
break;
case GE_CMD_LIGHTTYPE0:
case GE_CMD_LIGHTTYPE1:
case GE_CMD_LIGHTTYPE2:
case GE_CMD_LIGHTTYPE3:
DEBUG_LOG(G3D,"DL Light %i type: %06x", cmd-GE_CMD_LIGHTTYPE0, data);
break;
case GE_CMD_LX0:case GE_CMD_LY0:case GE_CMD_LZ0:
case GE_CMD_LX1:case GE_CMD_LY1:case GE_CMD_LZ1:
case GE_CMD_LX2:case GE_CMD_LY2:case GE_CMD_LZ2:
case GE_CMD_LX3:case GE_CMD_LY3:case GE_CMD_LZ3:
{
int n = cmd - GE_CMD_LX0;
int l = n / 3;
int c = n % 3;
float val = getFloat24(data);
DEBUG_LOG(G3D,"DL Light %i %c pos: %f", l, c+'X', val);
gstate.lightpos[l][c] = val;
}
break;
case GE_CMD_LDX0:case GE_CMD_LDY0:case GE_CMD_LDZ0:
case GE_CMD_LDX1:case GE_CMD_LDY1:case GE_CMD_LDZ1:
case GE_CMD_LDX2:case GE_CMD_LDY2:case GE_CMD_LDZ2:
case GE_CMD_LDX3:case GE_CMD_LDY3:case GE_CMD_LDZ3:
{
int n = cmd - GE_CMD_LDX0;
int l = n / 3;
int c = n % 3;
float val = getFloat24(data);
DEBUG_LOG(G3D,"DL Light %i %c dir: %f", l, c+'X', val);
gstate.lightdir[l][c] = val;
}
break;
case GE_CMD_LKA0:case GE_CMD_LKB0:case GE_CMD_LKC0:
case GE_CMD_LKA1:case GE_CMD_LKB1:case GE_CMD_LKC1:
case GE_CMD_LKA2:case GE_CMD_LKB2:case GE_CMD_LKC2:
case GE_CMD_LKA3:case GE_CMD_LKB3:case GE_CMD_LKC3:
{
int n = cmd - GE_CMD_LKA0;
int l = n / 3;
int c = n % 3;
float val = getFloat24(data);
DEBUG_LOG(G3D,"DL Light %i %c att: %f", l, c+'X', val);
gstate.lightatt[l][c] = val;
}
break;
case GE_CMD_LAC0:case GE_CMD_LAC1:case GE_CMD_LAC2:case GE_CMD_LAC3:
case GE_CMD_LDC0:case GE_CMD_LDC1:case GE_CMD_LDC2:case GE_CMD_LDC3:
case GE_CMD_LSC0:case GE_CMD_LSC1:case GE_CMD_LSC2:case GE_CMD_LSC3:
{
float r = (float)(data>>16)/255.0f;
float g = (float)((data>>8) & 0xff)/255.0f;
float b = (float)(data & 0xff)/255.0f;
int l = (cmd - GE_CMD_LAC0) / 3;
int t = (cmd - GE_CMD_LAC0) % 3;
gstate.lightColor[t][l].r = r;
gstate.lightColor[t][l].g = g;
gstate.lightColor[t][l].b = b;
}
break;
case GE_CMD_VIEWPORTX1:
case GE_CMD_VIEWPORTY1:
case GE_CMD_VIEWPORTZ1:
case GE_CMD_VIEWPORTX2:
case GE_CMD_VIEWPORTY2:
case GE_CMD_VIEWPORTZ2:
DEBUG_LOG(G3D,"DL Viewport param %i: %f", cmd-GE_CMD_VIEWPORTX1, getFloat24(data));
break;
case GE_CMD_LIGHTENABLE0:
case GE_CMD_LIGHTENABLE1:
case GE_CMD_LIGHTENABLE2:
case GE_CMD_LIGHTENABLE3:
DEBUG_LOG(G3D,"DL Light %i enable: %d", cmd-GE_CMD_LIGHTENABLE0, data);
break;
case GE_CMD_CULL:
DEBUG_LOG(G3D,"DL cull: %06x", data);
glCullFace(data ? GL_BACK : GL_FRONT);
break;
case GE_CMD_LMODE:
DEBUG_LOG(G3D,"DL Shade mode: %06x", data);
break;
case GE_CMD_PATCHDIVISION:
gstate.patch_div_s = data & 0xFF;
gstate.patch_div_t = (data >> 8) & 0xFF;
DEBUG_LOG(G3D, "DL Patch subdivision: %i x %i", gstate.patch_div_s, gstate.patch_div_t);
break;
case GE_CMD_MATERIALUPDATE:
DEBUG_LOG(G3D,"DL Material Update: %d", data);
break;
//////////////////////////////////////////////////////////////////
// CLEARING
//////////////////////////////////////////////////////////////////
case GE_CMD_CLEARMODE:
// If it becomes a performance problem, check diff&1
if (data & 1)
EnterClearMode(data);
else
LeaveClearMode();
DEBUG_LOG(G3D,"DL Clear mode: %06x", data);
break;
//////////////////////////////////////////////////////////////////
// ALPHA BLENDING
//////////////////////////////////////////////////////////////////
case GE_CMD_ALPHABLENDENABLE:
DEBUG_LOG(G3D,"DL Alpha blend enable: %d", data);
glEnDis(GL_BLEND, data);
break;
case GE_CMD_BLENDMODE:
DEBUG_LOG(G3D,"DL Blend mode: %06x", data);
SetBlendModePSP(data);
break;
case GE_CMD_BLENDFIXEDA:
DEBUG_LOG(G3D,"DL Blend fix A: %06x", data);
break;
case GE_CMD_BLENDFIXEDB:
DEBUG_LOG(G3D,"DL Blend fix B: %06x", data);
break;
case GE_CMD_ALPHATESTENABLE:
DEBUG_LOG(G3D,"DL Alpha test enable: %d", data);
// This is done in the shader.
break;
case GE_CMD_ALPHATEST:
DEBUG_LOG(G3D,"DL Alpha test settings");
shaderManager.DirtyUniform(DIRTY_ALPHAREF);
break;
case GE_CMD_TEXFUNC:
{
DEBUG_LOG(G3D,"DL TexFunc %i", data&7);
/*
int m=GL_MODULATE;
switch (data & 7)
{
case 0: m=GL_MODULATE; break;
case 1: m=GL_DECAL; break;
case 2: m=GL_BLEND; break;
case 3: m=GL_REPLACE; break;
case 4: m=GL_ADD; break;
}*/
/*
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, 1);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, m);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);*/
break;
}
case GE_CMD_TEXFILTER:
{
int min = data & 7;
int mag = (data >> 8) & 1;
DEBUG_LOG(G3D,"DL TexFilter min: %i mag: %i", min, mag);
}
break;
//////////////////////////////////////////////////////////////////
// Z/STENCIL TESTING
//////////////////////////////////////////////////////////////////
case GE_CMD_ZTESTENABLE:
glEnDis(GL_DEPTH_TEST, data & 1);
DEBUG_LOG(G3D,"DL Z test enable: %d", data & 1);
break;
case GE_CMD_STENCILTESTENABLE:
DEBUG_LOG(G3D,"DL Stencil test enable: %d", data);
break;
case GE_CMD_ZTEST:
{
static const GLuint ztests[8] =
{
GL_NEVER, GL_ALWAYS, GL_EQUAL, GL_NOTEQUAL,
GL_LESS, GL_LEQUAL, GL_GREATER, GL_GEQUAL
};
//glDepthFunc(ztests[data&7]);
glDepthFunc(GL_LEQUAL);
DEBUG_LOG(G3D,"DL Z test mode: %i", data);
}
break;
case GE_CMD_MORPHWEIGHT0:
case GE_CMD_MORPHWEIGHT1:
case GE_CMD_MORPHWEIGHT2:
case GE_CMD_MORPHWEIGHT3:
case GE_CMD_MORPHWEIGHT4:
case GE_CMD_MORPHWEIGHT5:
case GE_CMD_MORPHWEIGHT6:
case GE_CMD_MORPHWEIGHT7:
{
int index = cmd - GE_CMD_MORPHWEIGHT0;
float weight = getFloat24(data);
DEBUG_LOG(G3D,"DL MorphWeight %i = %f", index, weight);
gstate.morphWeights[index] = weight;
}
break;
case GE_CMD_DITH0:
case GE_CMD_DITH1:
case GE_CMD_DITH2:
case GE_CMD_DITH3:
DEBUG_LOG(G3D,"DL DitherMatrix %i = %06x",cmd-GE_CMD_DITH0,data);
break;
case GE_CMD_WORLDMATRIXNUMBER:
DEBUG_LOG(G3D,"DL World matrix # %i", data);
gstate.worldmtxnum = data&0xF;
break;
case GE_CMD_WORLDMATRIXDATA:
DEBUG_LOG(G3D,"DL World matrix data # %f", getFloat24(data));
gstate.worldMatrix[gstate.worldmtxnum++] = getFloat24(data);
break;
case GE_CMD_VIEWMATRIXNUMBER:
DEBUG_LOG(G3D,"DL VIEW matrix # %i", data);
gstate.viewmtxnum = data&0xF;
break;
case GE_CMD_VIEWMATRIXDATA:
DEBUG_LOG(G3D,"DL VIEW matrix data # %f", getFloat24(data));
gstate.viewMatrix[gstate.viewmtxnum++] = getFloat24(data);
break;
case GE_CMD_PROJMATRIXNUMBER:
DEBUG_LOG(G3D,"DL PROJECTION matrix # %i", data);
gstate.projmtxnum = data&0xF;
break;
case GE_CMD_PROJMATRIXDATA:
DEBUG_LOG(G3D,"DL PROJECTION matrix data # %f", getFloat24(data));
gstate.projMatrix[gstate.projmtxnum++] = getFloat24(data);
shaderManager.DirtyUniform(DIRTY_PROJMATRIX);
break;
case GE_CMD_TGENMATRIXNUMBER:
DEBUG_LOG(G3D,"DL TGEN matrix # %i", data);
gstate.texmtxnum = data&0xF;
break;
case GE_CMD_TGENMATRIXDATA:
DEBUG_LOG(G3D,"DL TGEN matrix data # %f", getFloat24(data));
gstate.tgenMatrix[gstate.texmtxnum++] = getFloat24(data);
break;
case GE_CMD_BONEMATRIXNUMBER:
DEBUG_LOG(G3D,"DL BONE matrix #%i", data);
gstate.boneMatrixNumber = data;
break;
case GE_CMD_BONEMATRIXDATA:
DEBUG_LOG(G3D,"DL BONE matrix data #%i %f", gstate.boneMatrixNumber, getFloat24(data));
gstate.boneMatrix[gstate.boneMatrixNumber++] = getFloat24(data);
break;
default:
DEBUG_LOG(G3D,"DL Unknown: %08x @ %08x", op, dcontext.pc);
break;
//ETC...
}
}
bool GPU::InterpretList()
{
// Reset stackptr for safety
stackptr = 0;
u32 op = 0;
prev = 0;
finished = false;
while (!finished)
{
if (dcontext.pc == dcontext.stallAddr)
return false;
op = Memory::ReadUnchecked_U32(dcontext.pc); //read from memory
u32 cmd = op >> 24;
u32 diff = op ^ gstate.cmdmem[cmd];
gstate.cmdmem[cmd] = op; // crashes if I try to put the whole op there??
ExecuteOp(op, diff);
dcontext.pc += 4;
prev = op;
}
return true;
}