Merge pull request #7945 from hrydgard/move-glstate

Move glstate from native into PPSSPP
This commit is contained in:
Henrik Rydgård committed 2015-09-06 17:33:28 +02:00
commit 926c03574c
52 files changed
+966 -141

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+4 -4
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@@ -923,10 +923,6 @@ add_library(native STATIC
native/gfx_es2/draw_buffer.h
native/gfx_es2/draw_text.cpp
native/gfx_es2/draw_text.h
native/gfx_es2/fbo.cpp
native/gfx_es2/fbo.h
native/gfx_es2/gl_state.cpp
native/gfx_es2/gl_state.h
native/gfx_es2/gpu_features.cpp
native/gfx_es2/gpu_features.h
native/gfx_es2/glsl_program.cpp
@@ -1485,8 +1481,12 @@ add_library(GPU OBJECT
GPU/Debugger/Stepping.h
GPU/GLES/DepalettizeShader.cpp
GPU/GLES/DepalettizeShader.h
GPU/GLES/FBO.cpp
GPU/GLES/FBO.h
GPU/GLES/GLES_GPU.cpp
GPU/GLES/GLES_GPU.h
GPU/GLES/GLStateCache.cpp
GPU/GLES/GLStateCache.h
GPU/GLES/FragmentShaderGenerator.cpp
GPU/GLES/FragmentShaderGenerator.h
GPU/GLES/FragmentTestCache.cpp
+1 -3
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@@ -33,9 +33,7 @@
#include "base/timeutil.h"
#include "profiler/profiler.h"
#ifndef _XBOX
#include "gfx_es2/gl_state.h"
#endif
#include "gfx_es2/gpu_features.h"
#include "Common/ChunkFile.h"
#include "Core/CoreTiming.h"
+1 -1
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@@ -17,10 +17,10 @@
#include <stdio.h>
#include "gfx_es2/gl_state.h"
#include "Common/Log.h"
#include "Core/Reporting.h"
#include "GPU/GPUState.h"
#include "GPU/GLES/GLStateCache.h"
#include "GPU/Common/DepalettizeShaderCommon.h"
+4 -4
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@@ -28,7 +28,7 @@
#include "GPU/Debugger/Stepping.h"
#include "helper/dx_state.h"
#include "helper/fbo.h"
#include "helper/dx_fbo.h"
#include "GPU/Common/FramebufferCommon.h"
#include "GPU/Common/TextureDecoder.h"
@@ -775,7 +775,7 @@ namespace DX9 {
fbo_bind_as_render_target(extraFBOs_[0]);
int fbo_w, fbo_h;
fbo_get_dimensions(extraFBOs_[0], &fbo_w, &fbo_h);
glstate.viewport.set(0, 0, fbo_w, fbo_h);
dxstate.viewport.set(0, 0, fbo_w, fbo_h);
DrawActiveTexture(colorTexture, 0, 0, fbo_w, fbo_h, fbo_w, fbo_h, true, 1.0f, 1.0f, postShaderProgram_);
fbo_unbind();
@@ -787,12 +787,12 @@ namespace DX9 {
return;
}
colorTexture = fbo_get_color_texture(extraFBOs_[0]);
glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
dxstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
// These are in the output display coordinates
DrawActiveTexture(colorTexture, x, y, w, h, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, true, 480.0f / (float)vfb->width, 272.0f / (float)vfb->height);
} else {
// Use post-shader, but run shader at output resolution.
glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
dxstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
// These are in the output display coordinates
DrawActiveTexture(colorTexture, x, y, w, h, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, true, 480.0f / (float)vfb->width, 272.0f / (float)vfb->height, postShaderProgram_);
}
+1 -1
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@@ -23,7 +23,7 @@
#include "d3d9.h"
#include "GPU/Directx9/helper/fbo.h"
#include "GPU/Directx9/helper/dx_fbo.h"
// Keeps track of allocated FBOs.
// Also provides facilities for drawing and later converting raw
// pixel data.
+5
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@@ -509,6 +509,11 @@ void DIRECTX9_GPU::BeginFrame() {
ScheduleEvent(GPU_EVENT_BEGIN_FRAME);
}
void DIRECTX9_GPU::ReapplyGfxStateInternal() {
DX9::dxstate.Restore();
GPUCommon::ReapplyGfxStateInternal();
}
void DIRECTX9_GPU::BeginFrameInternal() {
if (resized_) {
UpdateCmdInfo();
+2 -1
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@@ -25,7 +25,7 @@
#include "GPU/Directx9/TransformPipelineDX9.h"
#include "GPU/Directx9/TextureCacheDX9.h"
#include "GPU/Directx9/DepalettizeShaderDX9.h"
#include "GPU/Directx9/helper/fbo.h"
#include "GPU/Directx9/helper/dx_fbo.h"
#include "GPU/Common/VertexDecoderCommon.h"
namespace DX9 {
@@ -41,6 +41,7 @@ public:
void PreExecuteOp(u32 op, u32 diff) override;
void ExecuteOp(u32 op, u32 diff) override;
void ReapplyGfxStateInternal() override;
void SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) override;
void CopyDisplayToOutput() override;
void BeginFrame() override;
+1 -1
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@@ -18,7 +18,7 @@
#include "base/logging.h"
#include "helper/dx_state.h"
#include "helper/fbo.h"
#include "helper/dx_fbo.h"
#include "Core/Reporting.h"
#include "GPU/Directx9/FramebufferDX9.h"
#include "GPU/Directx9/PixelShaderGeneratorDX9.h"
+1 -1
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@@ -21,7 +21,7 @@
#include "../Globals.h"
#include "helper/global.h"
#include "helper/fbo.h"
#include "helper/dx_fbo.h"
#include "GPU/GPU.h"
#include "GPU/GPUInterface.h"
#include "GPU/Directx9/TextureScalerDX9.h"
@@ -1,9 +1,26 @@
// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include "global.h"
#include <stdint.h>
#include <string.h>
#include <stdio.h>
#include "base/logging.h"
#include "fbo.h"
#include "dx_fbo.h"
#include "dx_state.h"
struct FBO {
@@ -1,3 +1,20 @@
// 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/.
#pragma once
// Simple wrapper around FBO functionality.
+4 -2
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@@ -1,5 +1,7 @@
#include "global.h"
#include "fbo.h"
#include "GPU/Directx9/helper/global.h"
#include "GPU/Directx9/helper/dx_fbo.h"
#include "thin3d/d3dx9_loader.h"
#include "Common/CommonFuncs.h"
+1
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@@ -22,6 +22,7 @@
#include "Core/Reporting.h"
#include "DepalettizeShader.h"
#include "GPU/GLES/TextureCache.h"
#include "GPU/GLES/GLStateCache.h"
#include "GPU/Common/DepalettizeShaderCommon.h"
static const int DEPAL_TEXTURE_OLD_AGE = 120;
+1 -1
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@@ -18,7 +18,7 @@
#include <map>
#include "Common/CommonTypes.h"
#include "gfx_es2/gl_state.h"
#include "gfx/gl_common.h"
#include "GPU/ge_constants.h"
class DepalShader {
+430
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@@ -0,0 +1,430 @@
// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <string.h>
#include "base/logging.h"
#include "gfx/gl_common.h"
#include "GPU/GLES/GLStateCache.h"
#include "GPU/GLES/FBO.h"
#ifdef IOS
extern void bindDefaultFBO();
#endif
struct FBO {
GLuint handle;
GLuint color_texture;
GLuint z_stencil_buffer; // Either this is set, or the two below.
GLuint z_buffer;
GLuint stencil_buffer;
int width;
int height;
FBOColorDepth colorDepth;
bool native_fbo;
};
static FBO *g_overriddenBackbuffer;
static GLuint currentDrawHandle_ = 0;
static GLuint currentReadHandle_ = 0;
// On PC, we always use GL_DEPTH24_STENCIL8.
// On Android, we try to use what's available.
#ifndef USING_GLES2
FBO *fbo_ext_create(int width, int height, int num_color_textures, bool z_stencil, FBOColorDepth colorDepth) {
FBO *fbo = new FBO();
fbo->native_fbo = false;
fbo->width = width;
fbo->height = height;
fbo->colorDepth = colorDepth;
// Color texture is same everywhere
glGenFramebuffersEXT(1, &fbo->handle);
glGenTextures(1, &fbo->color_texture);
// Create the surfaces.
glBindTexture(GL_TEXTURE_2D, fbo->color_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// TODO: We could opt to only create 16-bit render targets on slow devices. For later.
switch (colorDepth) {
case FBO_8888:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
break;
case FBO_4444:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, NULL);
break;
case FBO_5551:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, NULL);
break;
case FBO_565:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, NULL);
break;
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
fbo->stencil_buffer = 0;
fbo->z_buffer = 0;
// 24-bit Z, 8-bit stencil
glGenRenderbuffersEXT(1, &fbo->z_stencil_buffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fbo->z_stencil_buffer);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_STENCIL_EXT, width, height);
//glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8, width, height);
// Bind it all together
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo->handle);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, fbo->color_texture, 0);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, fbo->z_stencil_buffer);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, fbo->z_stencil_buffer);
GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
switch(status) {
case GL_FRAMEBUFFER_COMPLETE_EXT:
// ILOG("Framebuffer verified complete.");
break;
case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
ELOG("GL_FRAMEBUFFER_UNSUPPORTED");
break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
ELOG("GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT ");
break;
default:
FLOG("Other framebuffer error: %i", status);
break;
}
// Unbind state we don't need
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
glBindTexture(GL_TEXTURE_2D, 0);
currentDrawHandle_ = fbo->handle;
currentReadHandle_ = fbo->handle;
return fbo;
}
#endif
int fbo_check_framebuffer_status(FBO *fbo) {
GLenum fbStatus;
#ifndef USING_GLES2
if (!gl_extensions.ARB_framebuffer_object && gl_extensions.EXT_framebuffer_object) {
fbStatus = glCheckFramebufferStatusEXT(GL_READ_FRAMEBUFFER);
} else if (gl_extensions.ARB_framebuffer_object) {
fbStatus = glCheckFramebufferStatus(GL_READ_FRAMEBUFFER);
} else {
fbStatus = 0;
}
#else
fbStatus = glCheckFramebufferStatus(GL_READ_FRAMEBUFFER);
#endif
return (int)fbStatus;
}
FBO *fbo_create(int width, int height, int num_color_textures, bool z_stencil, FBOColorDepth colorDepth) {
CheckGLExtensions();
#ifndef USING_GLES2
if (!gl_extensions.ARB_framebuffer_object && gl_extensions.EXT_framebuffer_object) {
return fbo_ext_create(width, height, num_color_textures, z_stencil, colorDepth);
} else if (!gl_extensions.ARB_framebuffer_object) {
return nullptr;
}
// If GLES2, we have basic FBO support and can just proceed.
#endif
FBO *fbo = new FBO();
fbo->native_fbo = false;
fbo->width = width;
fbo->height = height;
fbo->colorDepth = colorDepth;
// Color texture is same everywhere
glGenFramebuffers(1, &fbo->handle);
glGenTextures(1, &fbo->color_texture);
// Create the surfaces.
glBindTexture(GL_TEXTURE_2D, fbo->color_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// TODO: We could opt to only create 16-bit render targets on slow devices. For later.
switch (colorDepth) {
case FBO_8888:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
break;
case FBO_4444:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, NULL);
break;
case FBO_5551:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, NULL);
break;
case FBO_565:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, NULL);
break;
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if (gl_extensions.IsGLES) {
if (gl_extensions.OES_packed_depth_stencil) {
ILOG("Creating %i x %i FBO using DEPTH24_STENCIL8", width, height);
// Standard method
fbo->stencil_buffer = 0;
fbo->z_buffer = 0;
// 24-bit Z, 8-bit stencil combined
glGenRenderbuffers(1, &fbo->z_stencil_buffer);
glBindRenderbuffer(GL_RENDERBUFFER, fbo->z_stencil_buffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES, width, height);
// Bind it all together
glBindFramebuffer(GL_FRAMEBUFFER, fbo->handle);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo->color_texture, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fbo->z_stencil_buffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fbo->z_stencil_buffer);
} else {
ILOG("Creating %i x %i FBO using separate stencil", width, height);
// TEGRA
fbo->z_stencil_buffer = 0;
// 16/24-bit Z, separate 8-bit stencil
glGenRenderbuffers(1, &fbo->z_buffer);
glBindRenderbuffer(GL_RENDERBUFFER, fbo->z_buffer);
glRenderbufferStorage(GL_RENDERBUFFER, gl_extensions.OES_depth24 ? GL_DEPTH_COMPONENT24 : GL_DEPTH_COMPONENT16, width, height);
// 8-bit stencil buffer
glGenRenderbuffers(1, &fbo->stencil_buffer);
glBindRenderbuffer(GL_RENDERBUFFER, fbo->stencil_buffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, width, height);
// Bind it all together
glBindFramebuffer(GL_FRAMEBUFFER, fbo->handle);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo->color_texture, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fbo->z_buffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fbo->stencil_buffer);
}
} else {
fbo->stencil_buffer = 0;
fbo->z_buffer = 0;
// 24-bit Z, 8-bit stencil
glGenRenderbuffers(1, &fbo->z_stencil_buffer);
glBindRenderbuffer(GL_RENDERBUFFER, fbo->z_stencil_buffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
// Bind it all together
glBindFramebuffer(GL_FRAMEBUFFER, fbo->handle);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo->color_texture, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fbo->z_stencil_buffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fbo->z_stencil_buffer);
}
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
switch(status) {
case GL_FRAMEBUFFER_COMPLETE:
// ILOG("Framebuffer verified complete.");
break;
case GL_FRAMEBUFFER_UNSUPPORTED:
ELOG("GL_FRAMEBUFFER_UNSUPPORTED");
break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
ELOG("GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT ");
break;
default:
FLOG("Other framebuffer error: %i", status);
break;
}
// Unbind state we don't need
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
currentDrawHandle_ = fbo->handle;
currentReadHandle_ = fbo->handle;
return fbo;
}
FBO *fbo_create_from_native_fbo(GLuint native_fbo, FBO *fbo)
{
if (!fbo)
fbo = new FBO();
fbo->native_fbo = true;
fbo->handle = native_fbo;
fbo->color_texture = 0;
fbo->z_stencil_buffer = 0;
fbo->z_buffer = 0;
fbo->stencil_buffer = 0;
fbo->width = 0;
fbo->height = 0;
fbo->colorDepth = FBO_8888;
return fbo;
}
static GLenum fbo_get_fb_target(bool read, GLuint **cached) {
bool supportsBlit = gl_extensions.ARB_framebuffer_object;
if (gl_extensions.IsGLES) {
supportsBlit = (gl_extensions.GLES3 || gl_extensions.NV_framebuffer_blit);
}
// Note: GL_FRAMEBUFFER_EXT and GL_FRAMEBUFFER have the same value, same with _NV.
if (supportsBlit) {
if (read) {
*cached = &currentReadHandle_;
return GL_READ_FRAMEBUFFER;
} else {
*cached = &currentDrawHandle_;
return GL_DRAW_FRAMEBUFFER;
}
} else {
*cached = &currentDrawHandle_;
return GL_FRAMEBUFFER;
}
}
static void fbo_bind_fb_target(bool read, GLuint name) {
GLuint *cached;
GLenum target = fbo_get_fb_target(read, &cached);
if (*cached != name) {
if (gl_extensions.ARB_framebuffer_object || gl_extensions.IsGLES) {
glBindFramebuffer(target, name);
} else {
#ifndef USING_GLES2
glBindFramebufferEXT(target, name);
#endif
}
*cached = name;
}
}
void fbo_unbind() {
if (g_overriddenBackbuffer) {
fbo_bind_as_render_target(g_overriddenBackbuffer);
return;
}
CheckGLExtensions();
#ifndef USING_GLES2
if (gl_extensions.ARB_framebuffer_object || gl_extensions.IsGLES) {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
} else if (gl_extensions.EXT_framebuffer_object) {
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
#else
glBindFramebuffer(GL_FRAMEBUFFER, 0);
#endif
#ifdef IOS
bindDefaultFBO();
#endif
currentDrawHandle_ = 0;
currentReadHandle_ = 0;
}
void fbo_override_backbuffer(FBO *fbo) {
g_overriddenBackbuffer = fbo;
}
void fbo_bind_as_render_target(FBO *fbo) {
// Without FBO_ARB / GLES3, this will collide with bind_for_read, but there's nothing
// in ES 2.0 that actually separate them anyway of course, so doesn't matter.
fbo_bind_fb_target(false, fbo->handle);
// Always restore viewport after render target binding
glstate.viewport.restore();
}
void fbo_unbind_render_target() {
fbo_unbind();
}
// For GL_EXT_FRAMEBUFFER_BLIT and similar.
void fbo_bind_for_read(FBO *fbo) {
fbo_bind_fb_target(true, fbo->handle);
}
void fbo_unbind_read() {
fbo_bind_fb_target(true, 0);
}
void fbo_bind_color_as_texture(FBO *fbo, int color) {
if (fbo) {
glBindTexture(GL_TEXTURE_2D, fbo->color_texture);
}
}
void fbo_destroy(FBO *fbo) {
if (fbo->native_fbo) {
delete fbo;
return;
}
if (gl_extensions.ARB_framebuffer_object || gl_extensions.IsGLES) {
glBindFramebuffer(GL_FRAMEBUFFER, fbo->handle);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &fbo->handle);
glDeleteRenderbuffers(1, &fbo->z_stencil_buffer);
glDeleteRenderbuffers(1, &fbo->z_buffer);
glDeleteRenderbuffers(1, &fbo->stencil_buffer);
} else if (gl_extensions.EXT_framebuffer_object) {
#ifndef USING_GLES2
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo->handle);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER_EXT, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glDeleteFramebuffersEXT(1, &fbo->handle);
glDeleteRenderbuffersEXT(1, &fbo->z_stencil_buffer);
#endif
}
currentDrawHandle_ = 0;
currentReadHandle_ = 0;
glDeleteTextures(1, &fbo->color_texture);
delete fbo;
}
void fbo_get_dimensions(FBO *fbo, int *w, int *h) {
*w = fbo->width;
*h = fbo->height;
}
int fbo_get_color_texture(FBO *fbo) {
return fbo->color_texture;
}
int fbo_get_depth_buffer(FBO *fbo) {
return fbo->z_buffer;
}
int fbo_get_stencil_buffer(FBO *fbo) {
return fbo->stencil_buffer;
}
+66
View File
@@ -0,0 +1,66 @@
// 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/.
#pragma once
// Simple wrapper around FBO functionality.
// Very C-ish API because that's what I felt like, and it's cool to completely
// hide the data from callers...
#include "gfx/gl_common.h"
struct FBO;
enum FBOColorDepth {
FBO_8888,
FBO_565,
FBO_4444,
FBO_5551,
};
// Creates a simple FBO with a RGBA32 color buffer stored in a texture, and
// optionally an accompanying Z/stencil buffer.
// No mipmap support.
// num_color_textures must be 1 for now.
// you lose bound texture state.
// On some hardware, you might get a 24-bit depth buffer even though you only wanted a 16-bit one.
FBO *fbo_create(int width, int height, int num_color_textures, bool z_stencil, FBOColorDepth colorDepth = FBO_8888);
// Create an opaque FBO from a native GL FBO, optionally reusing an existing FBO structure.
// Useful for overriding the backbuffer FBO that is generated outside of this wrapper.
FBO *fbo_create_from_native_fbo(GLuint native_fbo, FBO *fbo = NULL);
int fbo_check_framebuffer_status(FBO *fbo);
// These functions should be self explanatory.
void fbo_bind_as_render_target(FBO *fbo);
// color must be 0, for now.
void fbo_bind_color_as_texture(FBO *fbo, int color);
void fbo_bind_for_read(FBO *fbo);
void fbo_unbind();
void fbo_unbind_render_target();
void fbo_unbind_read();
void fbo_destroy(FBO *fbo);
void fbo_get_dimensions(FBO *fbo, int *w, int *h);
int fbo_get_color_texture(FBO *fbo);
int fbo_get_depth_buffer(FBO *fbo);
int fbo_get_stencil_buffer(FBO *fbo);
void fbo_override_backbuffer(FBO *fbo); // Makes unbind bind this instead of the real backbuffer.
+3 -2
View File
@@ -19,10 +19,11 @@
#include <map>
#include "Common/CommonTypes.h"
#include "gfx_es2/gl_state.h"
#include "GPU/ge_constants.h"
#include "GPU/GLES/GLStateCache.h"
#include "GPU/GLES/TextureCache.h"
#include "GPU/ge_constants.h"
struct FragmentTestID {
union {
struct {
+2 -2
View File
@@ -21,8 +21,6 @@
#include "profiler/profiler.h"
#include "gfx_es2/glsl_program.h"
#include "gfx_es2/gl_state.h"
#include "gfx_es2/fbo.h"
#include "base/timeutil.h"
#include "math/lin/matrix4x4.h"
@@ -41,6 +39,8 @@
#include "GPU/Common/TextureDecoder.h"
#include "GPU/Common/FramebufferCommon.h"
#include "GPU/Debugger/Stepping.h"
#include "GPU/GLES/GLStateCache.h"
#include "GPU/GLES/FBO.h"
#include "GPU/GLES/Framebuffer.h"
#include "GPU/GLES/TextureCache.h"
#include "GPU/GLES/TransformPipeline.h"
+2 -2
View File
@@ -22,14 +22,14 @@
#include <algorithm>
#include "gfx/gl_common.h"
#include "gfx_es2/fbo.h"
// Keeps track of allocated FBOs.
// Also provides facilities for drawing and later converting raw
// pixel data.
#include "../Globals.h"
#include "Globals.h"
#include "GPU/GPUCommon.h"
#include "GPU/GLES/FBO.h"
#include "GPU/Common/FramebufferCommon.h"
#include "Core/Config.h"
+15 -3
View File
@@ -16,7 +16,6 @@
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include "base/logging.h"
#include "gfx_es2/gl_state.h"
#include "profiler/profiler.h"
#include "Common/ChunkFile.h"
@@ -34,6 +33,7 @@
#include "GPU/GeDisasm.h"
#include "GPU/Common/FramebufferCommon.h"
#include "GPU/GLES/GLStateCache.h"
#include "GPU/GLES/ShaderManager.h"
#include "GPU/GLES/GLES_GPU.h"
#include "GPU/GLES/Framebuffer.h"
@@ -45,6 +45,10 @@
#include "Core/HLE/sceKernelInterrupt.h"
#include "Core/HLE/sceGe.h"
#ifdef _WIN32
#include "Windows/OpenGLBase.h"
#endif
enum {
FLAG_FLUSHBEFORE = 1,
FLAG_FLUSHBEFOREONCHANGE = 2,
@@ -463,7 +467,10 @@ GLES_GPU::~GLES_GPU() {
fragmentTestCache_.Clear();
delete shaderManager_;
shaderManager_ = nullptr;
glstate.SetVSyncInterval(0);
#ifdef _WIN32
GL_SwapInterval(0);
#endif
}
// Take the raw GL extension and versioning data and turn into feature flags.
@@ -649,7 +656,7 @@ inline void GLES_GPU::UpdateVsyncInterval(bool force) {
// // See http://developer.download.nvidia.com/opengl/specs/WGL_EXT_swap_control_tear.txt
// glstate.SetVSyncInterval(-desiredVSyncInterval);
//} else {
glstate.SetVSyncInterval(desiredVSyncInterval);
GL_SwapInterval(desiredVSyncInterval);
//}
lastVsync_ = desiredVSyncInterval;
}
@@ -678,6 +685,11 @@ void GLES_GPU::UpdateCmdInfo() {
}
}
void GLES_GPU::ReapplyGfxStateInternal() {
glstate.Restore();
GPUCommon::ReapplyGfxStateInternal();
}
void GLES_GPU::BeginFrameInternal() {
if (resized_) {
CheckGPUFeatures();
+2 -2
View File
@@ -20,9 +20,8 @@
#include <list>
#include <deque>
#include "gfx_es2/fbo.h"
#include "GPU/GPUCommon.h"
#include "GPU/GLES/FBO.h"
#include "GPU/GLES/Framebuffer.h"
#include "GPU/GLES/TransformPipeline.h"
#include "GPU/GLES/TextureCache.h"
@@ -46,6 +45,7 @@ public:
void Execute_Generic(u32 op, u32 diff);
void ExecuteOp(u32 op, u32 diff) override;
void ReapplyGfxStateInternal() override;
void SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) override;
void CopyDisplayToOutput() override;
void BeginFrame() override;
+52
View File
@@ -0,0 +1,52 @@
#include <stdlib.h>
#include "base/logging.h"
#include "GPU/GLES/GLStateCache.h"
OpenGLState glstate;
int OpenGLState::state_count = 0;
void OpenGLState::Restore() {
int count = 0;
blend.restore(); count++;
blendEquationSeparate.restore(); count++;
blendFuncSeparate.restore(); count++;
blendColor.restore(); count++;
scissorTest.restore(); count++;
scissorRect.restore(); count++;
cullFace.restore(); count++;
cullFaceMode.restore(); count++;
frontFace.restore(); count++;
depthTest.restore(); count++;
depthRange.restore(); count++;
depthFunc.restore(); count++;
depthWrite.restore(); count++;
colorMask.restore(); count++;
viewport.restore(); count++;
stencilTest.restore(); count++;
stencilOp.restore(); count++;
stencilFunc.restore(); count++;
stencilMask.restore(); count++;
dither.restore(); count++;
#if !defined(USING_GLES2)
colorLogicOp.restore(); count++;
logicOp.restore(); count++;
#endif
arrayBuffer.restore(); count++;
elementArrayBuffer.restore(); count++;
if (count != state_count) {
FLOG("OpenGLState::Restore is missing some states");
}
}
+240
View File
@@ -0,0 +1,240 @@
#pragma once
#include <functional>
#include <string.h>
#include <string>
#include "gfx/gl_common.h"
#include "gfx_es2/gpu_features.h"
// OpenGL state cache.
// Probably only really worth it in rendering cores on weak mobile hardware.
class OpenGLState {
private:
template<GLenum cap, bool init>
class BoolState {
private:
bool _value;
public:
BoolState() : _value(init) {
OpenGLState::state_count++;
}
inline void set(bool value) {
if (value && value != _value) {
_value = value;
glEnable(cap);
}
if (!value && value != _value) {
_value = value;
glDisable(cap);
}
}
inline void enable() {
set(true);
}
inline void disable() {
set(false);
}
operator bool() const {
return isset();
}
inline bool isset() {
return _value;
}
void restore() {
if (_value)
glEnable(cap);
else
glDisable(cap);
}
};
#define STATE1(func, p1type, p1def) \
class SavedState1_##func { \
p1type p1; \
public: \
SavedState1_##func() : p1(p1def) { \
OpenGLState::state_count++; \
} \
void set(p1type newp1) { \
if (newp1 != p1) { \
p1 = newp1; \
func(p1); \
} \
} \
void restore() { \
func(p1); \
} \
}
#define STATE2(func, p1type, p2type, p1def, p2def) \
class SavedState2_##func { \
p1type p1; \
p2type p2; \
public: \
SavedState2_##func() : p1(p1def), p2(p2def) { \
OpenGLState::state_count++; \
} \
inline void set(p1type newp1, p2type newp2) { \
if (newp1 != p1 || newp2 != p2) { \
p1 = newp1; \
p2 = newp2; \
func(p1, p2); \
} \
} \
inline void restore() { \
func(p1, p2); \
} \
}
#define STATE3(func, p1type, p2type, p3type, p1def, p2def, p3def) \
class SavedState3_##func { \
p1type p1; \
p2type p2; \
p3type p3; \
public: \
SavedState3_##func() : p1(p1def), p2(p2def), p3(p3def) { \
OpenGLState::state_count++; \
} \
inline void set(p1type newp1, p2type newp2, p3type newp3) { \
if (newp1 != p1 || newp2 != p2 || newp3 != p3) { \
p1 = newp1; \
p2 = newp2; \
p3 = newp3; \
func(p1, p2, p3); \
} \
} \
inline void restore() { \
func(p1, p2, p3); \
} \
}
#define STATE4(func, p1type, p2type, p3type, p4type, p1def, p2def, p3def, p4def) \
class SavedState4_##func { \
p1type p1; \
p2type p2; \
p3type p3; \
p4type p4; \
public: \
SavedState4_##func() : p1(p1def), p2(p2def), p3(p3def), p4(p4def) { \
OpenGLState::state_count++; \
} \
inline void set(p1type newp1, p2type newp2, p3type newp3, p4type newp4) { \
if (newp1 != p1 || newp2 != p2 || newp3 != p3 || newp4 != p4) { \
p1 = newp1; \
p2 = newp2; \
p3 = newp3; \
p4 = newp4; \
func(p1, p2, p3, p4); \
} \
} \
inline void restore() { \
func(p1, p2, p3, p4); \
} \
}
#define STATEFLOAT4(func, def) \
class SavedState4_##func { \
float p[4]; \
public: \
SavedState4_##func() { \
for (int i = 0; i < 4; i++) {p[i] = def;} \
OpenGLState::state_count++; \
} \
inline void set(const float v[4]) { \
if (memcmp(p,v,sizeof(float)*4)) { \
memcpy(p,v,sizeof(float)*4); \
func(p[0], p[1], p[2], p[3]); \
} \
} \
inline void restore() { \
func(p[0], p[1], p[2], p[3]); \
} \
}
#define STATEBIND(func, target) \
class SavedBind_##func_##target { \
GLuint val_; \
public: \
SavedBind_##func_##target() { \
val_ = 0; \
OpenGLState::state_count++; \
} \
inline void bind(GLuint val) { \
if (val_ != val) { \
func(target, val); \
val_ = val; \
} \
} \
inline void unbind() { \
bind(0); \
} \
inline void restore() { \
func(target, val_); \
} \
}
public:
static int state_count;
OpenGLState() {}
void Restore();
// When adding a state here, don't forget to add it to OpenGLState::Restore() too
// Blending
BoolState<GL_BLEND, false> blend;
STATE4(glBlendFuncSeparate, GLenum, GLenum, GLenum, GLenum, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) blendFuncSeparate;
// On OpenGL ES, using minmax blend requires glBlendEquationEXT (in theory at least but I don't think it's true in practice)
STATE2(glBlendEquationSeparate, GLenum, GLenum, GL_FUNC_ADD, GL_FUNC_ADD) blendEquationSeparate;
STATEFLOAT4(glBlendColor, 1.0f) blendColor;
// Logic Ops. Not available on OpenGL ES at all.
#if !defined(USING_GLES2)
BoolState<GL_COLOR_LOGIC_OP, false> colorLogicOp;
STATE1(glLogicOp, GLenum, GL_COPY) logicOp;
#endif
// Dither
BoolState<GL_DITHER, false> dither;
// Cull Face
BoolState<GL_CULL_FACE, false> cullFace;
STATE1(glCullFace, GLenum, GL_FRONT) cullFaceMode;
STATE1(glFrontFace, GLenum, GL_CCW) frontFace;
// Depth Test
BoolState<GL_DEPTH_TEST, false> depthTest;
#if defined(USING_GLES2)
STATE2(glDepthRangef, float, float, 0.f, 1.f) depthRange;
#else
STATE2(glDepthRange, double, double, 0.0, 1.0) depthRange;
#endif
STATE1(glDepthFunc, GLenum, GL_LESS) depthFunc;
STATE1(glDepthMask, GLboolean, GL_TRUE) depthWrite;
// Color Mask
STATE4(glColorMask, bool, bool, bool, bool, true, true, true, true) colorMask;
// Viewport
STATE4(glViewport, GLint, GLint, GLsizei, GLsizei, 0, 0, 128, 128) viewport;
// Scissor Test
BoolState<GL_SCISSOR_TEST, false> scissorTest;
STATE4(glScissor, GLint, GLint, GLsizei, GLsizei, 0, 0, 128, 128) scissorRect;
// Stencil Test
BoolState<GL_STENCIL_TEST, false> stencilTest;
STATE3(glStencilOp, GLenum, GLenum, GLenum, GL_KEEP, GL_KEEP, GL_KEEP) stencilOp;
STATE3(glStencilFunc, GLenum, GLint, GLuint, GL_ALWAYS, 0, 0xFF) stencilFunc;
STATE1(glStencilMask, GLuint, 0xFF) stencilMask;
STATEBIND(glBindBuffer, GL_ARRAY_BUFFER) arrayBuffer;
STATEBIND(glBindBuffer, GL_ELEMENT_ARRAY_BUFFER) elementArrayBuffer;
};
#undef STATE1
#undef STATE2
extern OpenGLState glstate;
+1 -1
View File
@@ -27,7 +27,6 @@
#include "base/logging.h"
#include "math/math_util.h"
#include "gfx_es2/gl_state.h"
#include "math/lin/matrix4x4.h"
#include "profiler/profiler.h"
@@ -36,6 +35,7 @@
#include "GPU/Math3D.h"
#include "GPU/GPUState.h"
#include "GPU/ge_constants.h"
#include "GPU/GLES/GLStateCache.h"
#include "GPU/GLES/ShaderManager.h"
#include "GPU/GLES/TransformPipeline.h"
#include "UI/OnScreenDisplay.h"
+1 -1
View File
@@ -21,7 +21,6 @@
#include "StateMapping.h"
#include "gfx_es2/gl_state.h"
#include "profiler/profiler.h"
#include "GPU/Math3D.h"
@@ -31,6 +30,7 @@
#include "Core/Config.h"
#include "Core/Reporting.h"
#include "GPU/GLES/GLES_GPU.h"
#include "GPU/GLES/GLStateCache.h"
#include "GPU/GLES/ShaderManager.h"
#include "GPU/GLES/TextureCache.h"
#include "GPU/GLES/Framebuffer.h"
+1 -1
View File
@@ -16,8 +16,8 @@
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include "gfx_es2/glsl_program.h"
#include "gfx_es2/gl_state.h"
#include "Core/Reporting.h"
#include "GPU/GLES/GLStateCache.h"
#include "GPU/GLES/Framebuffer.h"
#include "GPU/GLES/ShaderManager.h"
#include "GPU/GLES/TextureCache.h"
+3 -4
View File
@@ -18,6 +18,8 @@
#include <algorithm>
#include <cstring>
#include "ext/xxhash.h"
#include "math/math_util.h"
#include "profiler/profiler.h"
#include "Common/ColorConv.h"
@@ -26,6 +28,7 @@
#include "Core/Reporting.h"
#include "GPU/ge_constants.h"
#include "GPU/GPUState.h"
#include "GPU/GLES/GLStateCache.h"
#include "GPU/GLES/TextureCache.h"
#include "GPU/GLES/Framebuffer.h"
#include "GPU/GLES/FragmentShaderGenerator.h"
@@ -35,10 +38,6 @@
#include "Core/Config.h"
#include "Core/Host.h"
#include "ext/xxhash.h"
#include "math/math_util.h"
#include "native/gfx_es2/gl_state.h"
#ifdef _M_SSE
#include <xmmintrin.h>
#endif
+1 -1
View File
@@ -19,12 +19,12 @@
#include <map>
#include "gfx_es2/fbo.h"
#include "gfx_es2/gpu_features.h"
#include "Globals.h"
#include "GPU/GPUInterface.h"
#include "GPU/GPUState.h"
#include "GPU/GLES/FBO.h"
#include "GPU/GLES/TextureScaler.h"
#include "GPU/Common/TextureCacheCommon.h"
+1 -5
View File
@@ -72,7 +72,6 @@
#include "Core/Config.h"
#include "Core/CoreTiming.h"
#include "gfx_es2/gl_state.h"
#include "profiler/profiler.h"
#include "GPU/Math3D.h"
@@ -83,6 +82,7 @@
#include "GPU/Common/SplineCommon.h"
#include "GPU/Common/VertexDecoderCommon.h"
#include "GPU/Common/SoftwareTransformCommon.h"
#include "GPU/GLES/GLStateCache.h"
#include "GPU/GLES/FragmentTestCache.h"
#include "GPU/GLES/StateMapping.h"
#include "GPU/GLES/TextureCache.h"
@@ -593,7 +593,6 @@ void TransformDrawEngine::DoFlush() {
if (vshader->UseHWTransform()) {
GLuint vbo = 0, ebo = 0;
int vertexCount = 0;
int maxIndex = 0; // Compiler warns about this because it's only used in the #ifdeffed out RangeElements path.
bool useElements = true;
// Cannot cache vertex data with morph enabled.
@@ -709,7 +708,6 @@ void TransformDrawEngine::DoFlush() {
vbo = vai->vbo;
ebo = vai->ebo;
vertexCount = vai->numVerts;
maxIndex = vai->maxIndex;
prim = static_cast<GEPrimitiveType>(vai->prim);
break;
}
@@ -728,7 +726,6 @@ void TransformDrawEngine::DoFlush() {
glstate.arrayBuffer.bind(vbo);
glstate.elementArrayBuffer.bind(ebo);
vertexCount = vai->numVerts;
maxIndex = vai->maxIndex;
prim = static_cast<GEPrimitiveType>(vai->prim);
gstate_c.vertexFullAlpha = vai->flags & VAI_FLAG_VERTEXFULLALPHA;
@@ -754,7 +751,6 @@ rotateVBO:
gpuStats.numUncachedVertsDrawn += indexGen.VertexCount();
useElements = !indexGen.SeenOnlyPurePrims();
vertexCount = indexGen.VertexCount();
maxIndex = indexGen.MaxIndex();
if (!useElements && indexGen.PureCount()) {
vertexCount = indexGen.PureCount();
}
+6 -2
View File
@@ -204,7 +204,7 @@
<ClInclude Include="Directx9\DepalettizeShaderDX9.h" />
<ClInclude Include="Directx9\GPU_DX9.h" />
<ClInclude Include="Directx9\helper\dx_state.h" />
<ClInclude Include="Directx9\helper\fbo.h" />
<ClInclude Include="Directx9\helper\dx_fbo.h" />
<ClInclude Include="Directx9\helper\global.h" />
<ClInclude Include="Directx9\PixelShaderGeneratorDX9.h" />
<ClInclude Include="Directx9\FramebufferDX9.h" />
@@ -217,10 +217,12 @@
<ClInclude Include="ge_constants.h" />
<ClInclude Include="GeDisasm.h" />
<ClInclude Include="GLES\DepalettizeShader.h" />
<ClInclude Include="GLES\FBO.h" />
<ClInclude Include="GLES\FragmentShaderGenerator.h" />
<ClInclude Include="GLES\FragmentTestCache.h" />
<ClInclude Include="GLES\Framebuffer.h" />
<ClInclude Include="GLES\GLES_GPU.h" />
<ClInclude Include="GLES\GLStateCache.h" />
<ClInclude Include="GLES\ShaderManager.h" />
<ClInclude Include="GLES\StateMapping.h" />
<ClInclude Include="GLES\TextureCache.h" />
@@ -278,7 +280,7 @@
<ClCompile Include="Directx9\DepalettizeShaderDX9.cpp" />
<ClCompile Include="Directx9\GPU_DX9.cpp" />
<ClCompile Include="Directx9\helper\dx_state.cpp" />
<ClCompile Include="Directx9\helper\fbo.cpp" />
<ClCompile Include="Directx9\helper\dx_fbo.cpp" />
<ClCompile Include="Directx9\helper\global.cpp" />
<ClCompile Include="Directx9\PixelShaderGeneratorDX9.cpp" />
<ClCompile Include="Directx9\FramebufferDX9.cpp" />
@@ -291,10 +293,12 @@
<ClCompile Include="Directx9\VertexShaderGeneratorDX9.cpp" />
<ClCompile Include="GeDisasm.cpp" />
<ClCompile Include="GLES\DepalettizeShader.cpp" />
<ClCompile Include="GLES\FBO.cpp" />
<ClCompile Include="GLES\FragmentShaderGenerator.cpp" />
<ClCompile Include="GLES\FragmentTestCache.cpp" />
<ClCompile Include="GLES\Framebuffer.cpp" />
<ClCompile Include="GLES\GLES_GPU.cpp" />
<ClCompile Include="GLES\GLStateCache.cpp" />
<ClCompile Include="GLES\ShaderManager.cpp" />
<ClCompile Include="GLES\StateMapping.cpp" />
<ClCompile Include="GLES\StencilBuffer.cpp" />
+18 -6
View File
@@ -126,9 +126,6 @@
<ClInclude Include="Directx9\helper\dx_state.h">
<Filter>DirectX9\helper</Filter>
</ClInclude>
<ClInclude Include="Directx9\helper\fbo.h">
<Filter>DirectX9\helper</Filter>
</ClInclude>
<ClInclude Include="Directx9\helper\global.h">
<Filter>DirectX9\helper</Filter>
</ClInclude>
@@ -186,6 +183,15 @@
<ClInclude Include="GPU.h">
<Filter>Common</Filter>
</ClInclude>
<ClInclude Include="GLES\FBO.h">
<Filter>GLES</Filter>
</ClInclude>
<ClInclude Include="Directx9\helper\dx_fbo.h">
<Filter>DirectX9\helper</Filter>
</ClInclude>
<ClInclude Include="GLES\GLStateCache.h">
<Filter>GLES</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="Math3D.cpp">
@@ -284,9 +290,6 @@
<ClCompile Include="Directx9\helper\dx_state.cpp">
<Filter>DirectX9\helper</Filter>
</ClCompile>
<ClCompile Include="Directx9\helper\fbo.cpp">
<Filter>DirectX9\helper</Filter>
</ClCompile>
<ClCompile Include="Directx9\helper\global.cpp">
<Filter>DirectX9\helper</Filter>
</ClCompile>
@@ -359,5 +362,14 @@
<ClCompile Include="GPU.cpp">
<Filter>Common</Filter>
</ClCompile>
<ClCompile Include="GLES\FBO.cpp">
<Filter>GLES</Filter>
</ClCompile>
<ClCompile Include="Directx9\helper\dx_fbo.cpp">
<Filter>DirectX9\helper</Filter>
</ClCompile>
<ClCompile Include="GLES\GLStateCache.cpp">
<Filter>GLES</Filter>
</ClCompile>
</ItemGroup>
</Project>
-1
View File
@@ -620,7 +620,6 @@ void GPUCommon::ReapplyGfxState() {
}
void GPUCommon::ReapplyGfxStateInternal() {
// ShaderManager_DirtyShader();
// The commands are embedded in the command memory so we can just reexecute the words. Convenient.
// To be safe we pass 0xFFFFFFFF as the diff.
+1 -1
View File
@@ -133,7 +133,7 @@ protected:
void CheckDrawSync();
int GetNextListIndex();
void ProcessDLQueueInternal();
void ReapplyGfxStateInternal();
virtual void ReapplyGfxStateInternal();
virtual void FastLoadBoneMatrix(u32 target);
virtual void ProcessEvent(GPUEvent ev);
virtual bool ShouldExitEventLoop() {
+5 -6
View File
@@ -29,7 +29,6 @@
#include "Core/MIPS/MIPS.h"
#include "Core/Reporting.h"
#include "gfx/gl_common.h"
#include "gfx_es2/gl_state.h"
#include "profiler/profiler.h"
#include "GPU/Software/SoftGpu.h"
@@ -187,9 +186,9 @@ void SoftGPU::CopyToCurrentFboFromDisplayRam(int srcwidth, int srcheight)
float dstwidth = (float)PSP_CoreParameter().pixelWidth;
float dstheight = (float)PSP_CoreParameter().pixelHeight;
glstate.blend.disable();
glstate.viewport.set(0, 0, dstwidth, dstheight);
glstate.scissorTest.disable();
glDisable(GL_BLEND);
glViewport(0, 0, dstwidth, dstheight);
glDisable(GL_SCISSOR_TEST);
glBindTexture(GL_TEXTURE_2D, temp_texture);
@@ -275,8 +274,8 @@ void SoftGPU::CopyToCurrentFboFromDisplayRam(int srcwidth, int srcheight)
{texvert_u, 1}
};
glstate.arrayBuffer.unbind();
glstate.elementArrayBuffer.unbind();
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glVertexAttribPointer(attr_pos, 2, GL_FLOAT, GL_FALSE, 0, verts);
glVertexAttribPointer(attr_tex, 2, GL_FLOAT, GL_FALSE, 0, texverts);
glEnableVertexAttribArray(attr_pos);
+3 -1
View File
@@ -2,10 +2,12 @@
#define DEBUGGER_DISPLAYLIST_H
#include "Core/Debugger/DebugInterface.h"
#include <QDialog>
#include <QTreeWidgetItem>
#include "GPU/GPUState.h"
#include "native/gfx_es2/fbo.h"
#include "GPU/GLES/FBO.h"
class MainWindow;
namespace Ui {
+1 -1
View File
@@ -1,5 +1,5 @@
#include "debugger_memorytex.h"
#include "gfx_es2/gl_state.h"
#include "GPU/GLES/GLStateCache.h"
#include "gfx/gl_common.h"
#include "gfx/gl_lost_manager.h"
#include "ui_debugger_memorytex.h"
+2
View File
@@ -27,10 +27,12 @@ SOURCES += $$P/GPU/GeDisasm.cpp \ # GPU
$$P/GPU/GPUState.cpp \
$$P/GPU/Math3D.cpp \
$$P/GPU/Null/NullGpu.cpp \
$$P/GPU/GLES/FBO.cpp \
$$P/GPU/GLES/DepalettizeShader.cpp \
$$P/GPU/GLES/FragmentShaderGenerator.cpp \
$$P/GPU/GLES/FragmentTestCache.cpp \
$$P/GPU/GLES/Framebuffer.cpp \
$$P/GPU/GLES/GLStateCache.cpp \
$$P/GPU/GLES/GLES_GPU.cpp \
$$P/GPU/GLES/ShaderManager.cpp \
$$P/GPU/GLES/StateMapping.cpp \
-1
View File
@@ -18,7 +18,6 @@
#include <algorithm>
#include "base/compat.h"
#include "gfx_es2/gl_state.h"
#include "gfx_es2/gpu_features.h"
#include "i18n/i18n.h"
#include "ui/ui_context.h"
+2 -3
View File
@@ -23,10 +23,8 @@
#include "base/timeutil.h"
#include "profiler/profiler.h"
#include "gfx_es2/glsl_program.h"
#include "gfx_es2/gl_state.h"
#include "gfx_es2/gpu_features.h"
#include "gfx_es2/draw_text.h"
#include "gfx_es2/fbo.h"
#include "input/input_state.h"
#include "ui/ui.h"
@@ -44,6 +42,7 @@
#include "Core/System.h"
#include "GPU/GPUState.h"
#include "GPU/GPUInterface.h"
#include "GPU/GLES/FBO.h"
#include "GPU/GLES/Framebuffer.h"
#include "Core/HLE/sceCtrl.h"
#include "Core/HLE/sceDisplay.h"
-1
View File
@@ -51,7 +51,6 @@
#include "base/timeutil.h"
#include "base/colorutil.h"
#include "gfx_es2/draw_buffer.h"
#include "gfx_es2/gl_state.h"
#include "util/random/rng.h"
#include "UI/ui_atlas.h"
+1 -34
View File
@@ -48,8 +48,8 @@
#include "file/zip_read.h"
#include "thread/thread.h"
#include "net/http_client.h"
#include "gfx_es2/gl_state.h" // TODO: Get rid of this from here
#include "gfx_es2/draw_text.h"
#include "gfx_es2/gpu_features.h"
#include "gfx/gl_lost_manager.h"
#include "gfx/texture.h"
#include "i18n/i18n.h"
@@ -85,9 +85,6 @@
#include "EmuScreen.h"
#include "GameInfoCache.h"
#include "HostTypes.h"
#ifdef _WIN32
#include "GPU/Directx9/helper/dx_state.h"
#endif
#include "UI/OnScreenDisplay.h"
#include "UI/MiscScreens.h"
#include "UI/TiltEventProcessor.h"
@@ -571,11 +568,6 @@ void NativeInitGraphics() {
screenManager->setUIContext(uiContext);
screenManager->setThin3DContext(thin3d);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
#ifdef _WIN32
winAudioBackend = CreateAudioBackend((AudioBackendType)g_Config.iAudioBackend);
winAudioBackend->Init(MainWindow::GetHWND(), &Win32Mix, 44100);
@@ -684,19 +676,6 @@ void NativeRender() {
viewport.MaxDepth = 1.0;
viewport.MinDepth = 0.0;
thin3d->SetViewports(1, &viewport);
if (g_Config.iGPUBackend == GPU_BACKEND_OPENGL) {
glstate.depthWrite.set(GL_TRUE);
glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glstate.Restore();
} else {
#ifdef _WIN32
DX9::dxstate.depthWrite.set(true);
DX9::dxstate.colorMask.set(true, true, true, true);
DX9::dxstate.Restore();
#endif
}
thin3d->SetTargetSize(pixel_xres, pixel_yres);
float xres = dp_xres;
@@ -727,17 +706,6 @@ void NativeRender() {
TakeScreenshot();
}
thin3d->SetScissorEnabled(false);
if (g_Config.iGPUBackend == GPU_BACKEND_OPENGL) {
glstate.depthWrite.set(GL_TRUE);
glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
} else {
#ifdef _WIN32
DX9::dxstate.depthWrite.set(true);
DX9::dxstate.colorMask.set(true, true, true, true);
#endif
}
if (resized) {
resized = false;
if (g_Config.iGPUBackend == GPU_BACKEND_DIRECT3D9) {
@@ -780,7 +748,6 @@ void NativeDeviceLost() {
if (g_Config.iGPUBackend == GPU_BACKEND_OPENGL) {
gl_lost();
glstate.Restore();
}
// Should dirty EVERYTHING
}
+1 -1
View File
@@ -3,7 +3,7 @@
#include <DxErr.h>
#include "GPU/Directx9/helper/global.h"
#include "GPU/Directx9/helper/fbo.h"
#include "GPU/Directx9/helper/dx_fbo.h"
#include "base/logging.h"
#include "util/text/utf8.h"
+28 -5
View File
@@ -1,6 +1,26 @@
// 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/.
// TODO: What a mess this is :(
#include "Common/Log.h"
#include "Common/CommonWindows.h"
#include "native/gfx_es2/gl_state.h"
#include "native/gfx/gl_common.h"
#include "native/gfx_es2/gpu_features.h"
#include "GL/gl.h"
#include "GL/wglew.h"
#include "Core/Config.h"
@@ -237,7 +257,6 @@ bool GL_Init(HWND window, std::string *error_message) {
return false;
}
if (!m_hrc) {
*error_message = "No m_hrc";
return false;
@@ -245,9 +264,8 @@ bool GL_Init(HWND window, std::string *error_message) {
hRC = m_hrc;
glstate.Initialize();
if (wglSwapIntervalEXT)
wglSwapIntervalEXT(0);
GL_SwapInterval(0);
if (enableGLDebug && glewIsSupported("GL_ARB_debug_output")) {
glDebugMessageCallbackARB((GLDEBUGPROCARB)&DebugCallbackARB, 0); // print debug output to stderr
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
@@ -255,6 +273,11 @@ bool GL_Init(HWND window, std::string *error_message) {
return true; // Success
}
void GL_SwapInterval(int interval) {
if (wglSwapIntervalEXT)
wglSwapIntervalEXT(0);
}
void GL_Shutdown() {
if (hRC) {
// Are we able to release the DC and RC contexts?
+1
View File
@@ -4,4 +4,5 @@
bool GL_Init(HWND window, std::string *error_message);
void GL_Shutdown();
void GL_SwapInterval(int interval);
void GL_SwapBuffers();
+2
View File
@@ -170,6 +170,8 @@ EXEC_AND_LIB_FILES := \
$(SRC)/GPU/GLES/Framebuffer.cpp \
$(SRC)/GPU/GLES/DepalettizeShader.cpp \
$(SRC)/GPU/GLES/GLES_GPU.cpp.arm \
$(SRC)/GPU/GLES/GLStateCache.cpp.arm \
$(SRC)/GPU/GLES/FBO.cpp \
$(SRC)/GPU/GLES/StencilBuffer.cpp.arm \
$(SRC)/GPU/GLES/TextureCache.cpp.arm \
$(SRC)/GPU/GLES/TransformPipeline.cpp.arm \
+2 -5
View File
@@ -15,7 +15,6 @@
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
// TO USE:
// Simply copy pspautotests to the root of the USB memory / SD card of your android device.
// Then go to Settings / Developer Menu / Run CPU tests.
@@ -29,7 +28,7 @@
#include "base/basictypes.h"
#include "base/display.h"
#include "base/logging.h"
#include "gfx_es2/gl_state.h"
#include "gfx/gl_common.h"
#include "Core/Core.h"
#include "Core/System.h"
@@ -38,7 +37,6 @@
#include "Core/MIPS/MIPS.h"
#include "TestRunner.h"
static const char * const testsToRun[] = {
"cpu/cpu_alu/cpu_alu",
"cpu/fpu/fpu",
@@ -153,8 +151,7 @@ void RunTests()
}
PSP_Shutdown();
}
glstate.Restore();
glstate.viewport.set(0,0,pixel_xres,pixel_yres);
glViewport(0,0,pixel_xres,pixel_yres);
PSP_CoreParameter().pixelWidth = pixel_xres;
PSP_CoreParameter().pixelHeight = pixel_yres;
PSP_CoreParameter().headLess = false;
+1
View File
@@ -70,6 +70,7 @@ struct InputState;
// Temporary hacks around annoying linking errors.
void D3D9_SwapBuffers() { }
void GL_SwapBuffers() { }
void GL_SwapInterval(int) { }
void NativeUpdate(InputState &input_state) { }
void NativeRender() { }
void NativeResized() { }
+7 -26
View File
@@ -15,20 +15,20 @@
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <stdio.h>
#include "WindowsHeadlessHost.h"
#include "Compare.h"
#include <stdio.h>
#include "Common/CommonWindows.h"
#include <io.h>
#include "Core/CoreParameter.h"
#include "Core/System.h"
#include "GPU/Common/GPUDebugInterface.h"
#include "GPU/GPUState.h"
#include "Windows/OpenGLBase.h"
#include "base/logging.h"
#include "gfx_es2/gl_state.h"
#include "gfx/gl_common.h"
#include "file/vfs.h"
#include "file/zip_read.h"
@@ -37,11 +37,7 @@ const bool WINDOW_VISIBLE = false;
const int WINDOW_WIDTH = 480;
const int WINDOW_HEIGHT = 272;
typedef BOOL (APIENTRY *PFNWGLSWAPINTERVALFARPROC)(int value);
PFNWGLSWAPINTERVALFARPROC wglSwapIntervalEXT = NULL;
HWND CreateHiddenWindow()
{
HWND CreateHiddenWindow() {
static WNDCLASSEX wndClass = {
sizeof(WNDCLASSEX),
CS_HREDRAW | CS_VREDRAW | CS_OWNDC,
@@ -62,18 +58,6 @@ HWND CreateHiddenWindow()
return CreateWindowEx(0, _T("PPSSPPHeadless"), _T("PPSSPPHeadless"), style, CW_USEDEFAULT, CW_USEDEFAULT, WINDOW_WIDTH, WINDOW_HEIGHT, NULL, NULL, NULL, NULL);
}
void SetVSync(int value)
{
const char *extensions = (const char *) glGetString(GL_EXTENSIONS);
if (!strstr(extensions, "WGL_EXT_swap_control"))
return;
wglSwapIntervalEXT = (PFNWGLSWAPINTERVALFARPROC) wglGetProcAddress("wglSwapIntervalEXT");
if (wglSwapIntervalEXT != NULL)
wglSwapIntervalEXT(value);
}
void WindowsHeadlessHost::LoadNativeAssets()
{
VFSRegister("", new DirectoryAssetReader("assets/"));
@@ -184,10 +168,9 @@ bool WindowsHeadlessHost::InitGraphics(std::string *error_message)
ENFORCE(hRC = wglCreateContext(hDC), "Unable to create GL context.");
ENFORCE(wglMakeCurrent(hDC, hRC), "Unable to activate GL context.");
SetVSync(0);
GL_SwapInterval(0);
glewInit();
glstate.Initialize();
LoadNativeAssets();
@@ -196,8 +179,7 @@ bool WindowsHeadlessHost::InitGraphics(std::string *error_message)
void WindowsHeadlessHost::ShutdownGraphics()
{
if (hRC)
{
if (hRC) {
wglMakeCurrent(NULL, NULL);
wglDeleteContext(hRC);
hRC = NULL;
@@ -218,8 +200,7 @@ bool WindowsHeadlessHost::ResizeGL()
RECT rc;
GetWindowRect(hWnd, &rc);
glstate.viewport.set(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
glstate.viewport.restore();
glViewport(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0f, WINDOW_WIDTH, WINDOW_HEIGHT, 0.0f, -1.0f, 1.0f);
+1 -1
View File
@@ -25,7 +25,7 @@
#include "base/logging.h"
#include "thin3d/d3dx9_loader.h"
#include "GPU/Directx9/helper/global.h"
#include "GPU/Directx9/helper/fbo.h"
#include "GPU/Directx9/helper/dx_fbo.h"
#include "file/vfs.h"
#include "file/zip_read.h"
+1 -1
View File
@@ -18,7 +18,7 @@
#include "input/keycodes.h"
#include "Core/Config.h"
#include "gfx_es2/fbo.h"
#include "GPU/GLES/FBO.h"
#define IS_IPAD() ([UIDevice currentDevice].userInterfaceIdiom == UIUserInterfaceIdiomPad)
#define IS_IPHONE() ([UIDevice currentDevice].userInterfaceIdiom == UIUserInterfaceIdiomPhone)
+1 -1
Submodule native updated: e875f0a0c3...9ce1822a83.
+1
View File
@@ -48,6 +48,7 @@
std::string System_GetProperty(SystemProperty prop) { return ""; }
int System_GetPropertyInt(SystemProperty prop) { return -1; }
void NativeMessageReceived(const char *message, const char *value) {}
void GL_SwapInterval(int) {}
#define M_PI_2 1.57079632679489661923