// 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 #include "Common/ChunkFile.h" #include "Common/GraphicsContext.h" #include "base/NativeApp.h" #include "base/logging.h" #include "profiler/profiler.h" #include "Core/Debugger/Breakpoints.h" #include "Core/MemMapHelpers.h" #include "Core/MIPS/MIPS.h" #include "Core/Host.h" #include "Core/Config.h" #include "Core/Reporting.h" #include "Core/System.h" #include "gfx/d3d9_state.h" #include "GPU/GPUState.h" #include "GPU/ge_constants.h" #include "GPU/GeDisasm.h" #include "GPU/Common/FramebufferCommon.h" #include "GPU/Directx9/ShaderManagerDX9.h" #include "GPU/Directx9/GPU_DX9.h" #include "GPU/Directx9/FramebufferDX9.h" #include "GPU/Directx9/DrawEngineDX9.h" #include "GPU/Directx9/TextureCacheDX9.h" #include "Core/HLE/sceKernelThread.h" #include "Core/HLE/sceKernelInterrupt.h" #include "Core/HLE/sceGe.h" namespace DX9 { enum { FLAG_FLUSHBEFORE = 1, FLAG_FLUSHBEFOREONCHANGE = 2, FLAG_EXECUTE = 4, // needs to actually be executed. unused for now. FLAG_EXECUTEONCHANGE = 8, FLAG_READS_PC = 16, FLAG_WRITES_PC = 32, FLAG_DIRTYONCHANGE = 64, // NOTE: Either this or FLAG_EXECUTE*, not both! }; struct CommandTableEntry { uint8_t cmd; uint8_t flags; uint64_t dirty; GPU_DX9::CmdFunc func; }; static const CommandTableEntry commandTable[] = { // Changes that dirty the framebuffer { GE_CMD_FRAMEBUFPTR, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS }, { GE_CMD_FRAMEBUFWIDTH, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS }, { GE_CMD_FRAMEBUFPIXFORMAT, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS }, {GE_CMD_ZBUFPTR, FLAG_FLUSHBEFOREONCHANGE}, {GE_CMD_ZBUFWIDTH, FLAG_FLUSHBEFOREONCHANGE}, // Changes that dirty uniforms {GE_CMD_FOGCOLOR, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FOGCOLOR}, {GE_CMD_FOG1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FOGCOEF}, {GE_CMD_FOG2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_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, DIRTY_UVSCALEOFFSET }, { GE_CMD_TEXSCALEU, FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_TexScaleU }, { GE_CMD_TEXSCALEV, FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_TexScaleV }, { GE_CMD_TEXOFFSETU, FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_TexOffsetU }, { GE_CMD_TEXOFFSETV, FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_TexOffsetV }, // Changes that dirty the current texture. { GE_CMD_TEXSIZE0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, 0, &GPU_DX9::Execute_TexSize0 }, { GE_CMD_TEXSIZE1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXSIZE2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXSIZE3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXSIZE4, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXSIZE5, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXSIZE6, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXSIZE7, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXFORMAT, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_IMAGE }, { GE_CMD_TEXLEVEL, 0, DIRTY_TEXTURE_PARAMS }, // Flushing on this is EXPENSIVE in Gran Turismo and of little use { GE_CMD_TEXADDR0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_IMAGE | DIRTY_UVSCALEOFFSET }, { GE_CMD_TEXADDR1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXADDR2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXADDR3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXADDR4, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXADDR5, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXADDR6, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXADDR7, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXBUFWIDTH0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_IMAGE }, { GE_CMD_TEXBUFWIDTH1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXBUFWIDTH2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXBUFWIDTH3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXBUFWIDTH4, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXBUFWIDTH5, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXBUFWIDTH6, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXBUFWIDTH7, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, // 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, DIRTY_TEXTURE_PARAMS }, // 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, DIRTY_TEXTURE_PARAMS}, {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, DIRTY_ALPHACOLORMASK}, // 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, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXWRAP, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, // Uniform changes { GE_CMD_ALPHATEST, FLAG_FLUSHBEFOREONCHANGE, DIRTY_ALPHACOLORREF | DIRTY_ALPHACOLORMASK }, { GE_CMD_COLORREF, FLAG_FLUSHBEFOREONCHANGE, DIRTY_ALPHACOLORREF }, { GE_CMD_TEXENVCOLOR, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXENV }, // 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, DIRTY_STENCILREPLACEVALUE}, {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}, // These can't be emulated in D3D (except a few special cases) {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, 0, &GPUCommon::Execute_MorphWeight}, {GE_CMD_MORPHWEIGHT1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight}, {GE_CMD_MORPHWEIGHT2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight}, {GE_CMD_MORPHWEIGHT3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight}, {GE_CMD_MORPHWEIGHT4, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight}, {GE_CMD_MORPHWEIGHT5, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight}, {GE_CMD_MORPHWEIGHT6, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight}, {GE_CMD_MORPHWEIGHT7, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight}, // 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, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS }, { GE_CMD_VIEWPORTYSCALE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS }, { GE_CMD_VIEWPORTXCENTER, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS }, { GE_CMD_VIEWPORTYCENTER, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS }, { GE_CMD_VIEWPORTZSCALE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_DEPTHRANGE | DIRTY_PROJMATRIX }, { GE_CMD_VIEWPORTZCENTER, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_DEPTHRANGE | DIRTY_PROJMATRIX }, // Region { GE_CMD_REGION1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS }, { GE_CMD_REGION2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS }, // Scissor { GE_CMD_SCISSOR1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS }, { GE_CMD_SCISSOR2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS }, // Lighting base colors { GE_CMD_AMBIENTCOLOR, FLAG_FLUSHBEFOREONCHANGE, DIRTY_AMBIENT }, { GE_CMD_AMBIENTALPHA, FLAG_FLUSHBEFOREONCHANGE, DIRTY_AMBIENT }, { GE_CMD_MATERIALDIFFUSE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_MATDIFFUSE }, { GE_CMD_MATERIALEMISSIVE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_MATEMISSIVE }, { GE_CMD_MATERIALAMBIENT, FLAG_FLUSHBEFOREONCHANGE, DIRTY_MATAMBIENTALPHA }, { GE_CMD_MATERIALALPHA, FLAG_FLUSHBEFOREONCHANGE, DIRTY_MATAMBIENTALPHA }, { GE_CMD_MATERIALSPECULAR, FLAG_FLUSHBEFOREONCHANGE, DIRTY_MATSPECULAR }, { GE_CMD_MATERIALSPECULARCOEF, FLAG_FLUSHBEFOREONCHANGE, DIRTY_MATSPECULAR }, // Light parameters {GE_CMD_LX0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0}, {GE_CMD_LY0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0}, {GE_CMD_LZ0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0}, {GE_CMD_LX1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1}, {GE_CMD_LY1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1}, {GE_CMD_LZ1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1}, {GE_CMD_LX2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2}, {GE_CMD_LY2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2}, {GE_CMD_LZ2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2}, {GE_CMD_LX3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3}, {GE_CMD_LY3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3}, {GE_CMD_LZ3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3}, {GE_CMD_LDX0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0}, {GE_CMD_LDY0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0}, {GE_CMD_LDZ0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0}, {GE_CMD_LDX1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1}, {GE_CMD_LDY1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1}, {GE_CMD_LDZ1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1}, {GE_CMD_LDX2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2}, {GE_CMD_LDY2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2}, {GE_CMD_LDZ2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2}, {GE_CMD_LDX3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3}, {GE_CMD_LDY3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3}, {GE_CMD_LDZ3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3}, {GE_CMD_LKA0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0}, {GE_CMD_LKB0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0}, {GE_CMD_LKC0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0}, {GE_CMD_LKA1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1}, {GE_CMD_LKB1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1}, {GE_CMD_LKC1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1}, {GE_CMD_LKA2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2}, {GE_CMD_LKB2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2}, {GE_CMD_LKC2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2}, {GE_CMD_LKA3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3}, {GE_CMD_LKB3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3}, {GE_CMD_LKC3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3}, {GE_CMD_LKS0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0}, {GE_CMD_LKS1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1}, {GE_CMD_LKS2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2}, {GE_CMD_LKS3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3}, {GE_CMD_LKO0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0}, {GE_CMD_LKO1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1}, {GE_CMD_LKO2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2}, {GE_CMD_LKO3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3}, {GE_CMD_LAC0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0}, {GE_CMD_LDC0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0}, {GE_CMD_LSC0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0}, {GE_CMD_LAC1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1}, {GE_CMD_LDC1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1}, {GE_CMD_LSC1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1}, {GE_CMD_LAC2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2}, {GE_CMD_LDC2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2}, {GE_CMD_LSC2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2}, {GE_CMD_LAC3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3}, {GE_CMD_LDC3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3}, {GE_CMD_LSC3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3}, // 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}, {GE_CMD_PRIM, FLAG_EXECUTE, 0, &GPU_DX9::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}, {GE_CMD_VADDR, FLAG_EXECUTE, 0, &GPU_DX9::Execute_Vaddr}, {GE_CMD_IADDR, FLAG_EXECUTE, 0, &GPU_DX9::Execute_Iaddr}, {GE_CMD_BJUMP, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPU_DX9::Execute_BJump}, // EXECUTE {GE_CMD_BOUNDINGBOX, FLAG_EXECUTE, 0, &GPU_DX9::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_DX9::Execute_VertexType}, {GE_CMD_BEZIER, FLAG_FLUSHBEFORE | FLAG_EXECUTE, 0, &GPU_DX9::Execute_Bezier}, {GE_CMD_SPLINE, FLAG_FLUSHBEFORE | FLAG_EXECUTE, 0, &GPU_DX9::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_DX9::Execute_LoadClut}, {GE_CMD_TRANSFERSTART, FLAG_FLUSHBEFORE | FLAG_EXECUTE | FLAG_READS_PC, 0, &GPUCommon::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, &GPUCommon::Execute_WorldMtxNum}, {GE_CMD_WORLDMATRIXDATA, FLAG_EXECUTE, 0, &GPUCommon::Execute_WorldMtxData}, {GE_CMD_VIEWMATRIXNUMBER, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_ViewMtxNum}, {GE_CMD_VIEWMATRIXDATA, FLAG_EXECUTE, 0, &GPUCommon::Execute_ViewMtxData}, {GE_CMD_PROJMATRIXNUMBER, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_ProjMtxNum}, {GE_CMD_PROJMATRIXDATA, FLAG_EXECUTE, 0, &GPUCommon::Execute_ProjMtxData}, {GE_CMD_TGENMATRIXNUMBER, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_TgenMtxNum}, {GE_CMD_TGENMATRIXDATA, FLAG_EXECUTE, 0, &GPUCommon::Execute_TgenMtxData}, {GE_CMD_BONEMATRIXNUMBER, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_BoneMtxNum}, {GE_CMD_BONEMATRIXDATA, FLAG_EXECUTE, 0, &GPUCommon::Execute_BoneMtxData}, // Vertex Screen/Texture/Color { GE_CMD_VSCX, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown}, { GE_CMD_VSCY, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown}, { GE_CMD_VSCZ, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown}, { GE_CMD_VTCS, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown}, { GE_CMD_VTCT, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown}, { GE_CMD_VTCQ, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown}, { GE_CMD_VCV, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown}, { GE_CMD_VAP, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown}, { GE_CMD_VFC, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown}, { GE_CMD_VSCV, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown}, // "Missing" commands (gaps in the sequence) {GE_CMD_UNKNOWN_03, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown}, {GE_CMD_UNKNOWN_0D, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown}, {GE_CMD_UNKNOWN_11, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown}, {GE_CMD_UNKNOWN_29, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown}, {GE_CMD_UNKNOWN_34, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown}, {GE_CMD_UNKNOWN_35, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown}, {GE_CMD_UNKNOWN_39, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown}, {GE_CMD_UNKNOWN_4E, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown}, {GE_CMD_UNKNOWN_4F, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown}, {GE_CMD_UNKNOWN_52, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown}, {GE_CMD_UNKNOWN_59, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown}, {GE_CMD_UNKNOWN_5A, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown}, {GE_CMD_UNKNOWN_B6, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown}, {GE_CMD_UNKNOWN_B7, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown}, {GE_CMD_UNKNOWN_D1, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown}, {GE_CMD_UNKNOWN_ED, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown}, {GE_CMD_UNKNOWN_EF, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown}, {GE_CMD_UNKNOWN_FA, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown}, {GE_CMD_UNKNOWN_FB, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown}, {GE_CMD_UNKNOWN_FC, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown}, {GE_CMD_UNKNOWN_FD, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown}, {GE_CMD_UNKNOWN_FE, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown}, // Appears to be debugging related or something? Hit a lot in GoW. { GE_CMD_UNKNOWN_FF, 0 }, }; GPU_DX9::CommandInfo GPU_DX9::cmdInfo_[256]; GPU_DX9::GPU_DX9(GraphicsContext *gfxCtx, Draw::DrawContext *draw) : GPUCommon(gfxCtx, draw), drawEngine_((LPDIRECT3DDEVICE9)draw->GetNativeObject(Draw::NativeObject::DEVICE)) { device_ = (LPDIRECT3DDEVICE9)draw->GetNativeObject(Draw::NativeObject::DEVICE); deviceEx_ = (LPDIRECT3DDEVICE9EX)draw->GetNativeObject(Draw::NativeObject::DEVICE_EX); lastVsync_ = g_Config.bVSync ? 1 : 0; dxstate.SetVSyncInterval(g_Config.bVSync); shaderManagerDX9_ = new ShaderManagerDX9(device_); framebufferManagerDX9_ = new FramebufferManagerDX9(draw); framebufferManager_ = framebufferManagerDX9_; textureCacheDX9_ = new TextureCacheDX9(draw); textureCache_ = textureCacheDX9_; drawEngineCommon_ = &drawEngine_; shaderManager_ = shaderManagerDX9_; drawEngine_.SetShaderManager(shaderManagerDX9_); drawEngine_.SetTextureCache(textureCacheDX9_); drawEngine_.SetFramebufferManager(framebufferManagerDX9_); framebufferManagerDX9_->Init(); framebufferManagerDX9_->SetTextureCache(textureCacheDX9_); framebufferManagerDX9_->SetShaderManager(shaderManagerDX9_); framebufferManagerDX9_->SetDrawEngine(&drawEngine_); textureCacheDX9_->SetFramebufferManager(framebufferManagerDX9_); textureCacheDX9_->SetDepalShaderCache(&depalShaderCache_); textureCacheDX9_->SetShaderManager(shaderManagerDX9_); // 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 |= (uint64_t)commandTable[i].flags | (commandTable[i].dirty << 8); cmdInfo_[cmd].func = commandTable[i].func; if ((cmdInfo_[cmd].flags & (FLAG_EXECUTE | FLAG_EXECUTEONCHANGE)) && !cmdInfo_[cmd].func) { Crash(); } } // 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(); // Some of our defaults are different from hw defaults, let's assert them. // We restore each frame anyway, but here is convenient for tests. dxstate.Restore(); textureCache_->NotifyConfigChanged(); } void GPU_DX9::UpdateCmdInfo() { if (g_Config.bSoftwareSkinning) { cmdInfo_[GE_CMD_VERTEXTYPE].flags &= ~FLAG_FLUSHBEFOREONCHANGE; cmdInfo_[GE_CMD_VERTEXTYPE].func = &GPU_DX9::Execute_VertexTypeSkinning; } else { cmdInfo_[GE_CMD_VERTEXTYPE].flags |= FLAG_FLUSHBEFOREONCHANGE; cmdInfo_[GE_CMD_VERTEXTYPE].func = &GPU_DX9::Execute_VertexType; } CheckGPUFeatures(); } void GPU_DX9::CheckGPUFeatures() { u32 features = 0; features |= GPU_SUPPORTS_BLEND_MINMAX; features |= GPU_SUPPORTS_TEXTURE_LOD_CONTROL; features |= GPU_PREFER_CPU_DOWNLOAD; features |= GPU_SUPPORTS_ACCURATE_DEPTH; D3DCAPS9 caps; ZeroMemory(&caps, sizeof(caps)); HRESULT result = 0; if (deviceEx_) { result = deviceEx_->GetDeviceCaps(&caps); } else { result = device_->GetDeviceCaps(&caps); } if (FAILED(result)) { WARN_LOG_REPORT(G3D, "Direct3D9: Failed to get the device caps!"); } else { if ((caps.RasterCaps & D3DPRASTERCAPS_ANISOTROPY) != 0 && caps.MaxAnisotropy > 1) features |= GPU_SUPPORTS_ANISOTROPY; if ((caps.TextureCaps & (D3DPTEXTURECAPS_NONPOW2CONDITIONAL | D3DPTEXTURECAPS_POW2)) == 0) features |= GPU_SUPPORTS_OES_TEXTURE_NPOT; } if (!g_Config.bHighQualityDepth) { features |= GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT; } else if (PSP_CoreParameter().compat.flags().PixelDepthRounding) { // Assume we always have a 24-bit depth buffer. features |= GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT; } else if (PSP_CoreParameter().compat.flags().VertexDepthRounding) { features |= GPU_ROUND_DEPTH_TO_16BIT; } if (PSP_CoreParameter().compat.flags().ClearToRAM) { features |= GPU_USE_CLEAR_RAM_HACK; } gstate_c.featureFlags = features; } GPU_DX9::~GPU_DX9() { framebufferManagerDX9_->DestroyAllFBOs(true); shaderManagerDX9_->ClearCache(true); delete shaderManagerDX9_; } // Needs to be called on GPU thread, not reporting thread. void GPU_DX9::BuildReportingInfo() { using namespace Draw; DrawContext *thin3d = gfxCtx_->GetDrawContext(); reportingPrimaryInfo_ = thin3d->GetInfoString(InfoField::VENDORSTRING); reportingFullInfo_ = reportingPrimaryInfo_ + " - " + System_GetProperty(SYSPROP_GPUDRIVER_VERSION) + " - " + thin3d->GetInfoString(InfoField::SHADELANGVERSION); } void GPU_DX9::DeviceLost() { // Simply drop all caches and textures. // FBOs appear to survive? Or no? shaderManagerDX9_->ClearCache(false); textureCacheDX9_->Clear(false); framebufferManagerDX9_->DeviceLost(); } void GPU_DX9::DeviceRestore() { // Nothing needed. } void GPU_DX9::InitClearInternal() { bool useNonBufferedRendering = g_Config.iRenderingMode == FB_NON_BUFFERED_MODE; if (useNonBufferedRendering) { dxstate.depthWrite.set(true); dxstate.colorMask.set(true, true, true, true); device_->Clear(0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.f, 0); } } void GPU_DX9::DumpNextFrame() { dumpNextFrame_ = true; } void GPU_DX9::BeginFrame() { ScheduleEvent(GPU_EVENT_BEGIN_FRAME); } void GPU_DX9::ReapplyGfxStateInternal() { dxstate.Restore(); GPUCommon::ReapplyGfxStateInternal(); } void GPU_DX9::BeginFrameInternal() { if (resized_) { UpdateCmdInfo(); drawEngine_.Resized(); textureCacheDX9_->NotifyConfigChanged(); resized_ = false; } // Turn off vsync when unthrottled int desiredVSyncInterval = g_Config.bVSync ? 1 : 0; if ((PSP_CoreParameter().unthrottle) || (PSP_CoreParameter().fpsLimit == 1)) desiredVSyncInterval = 0; if (desiredVSyncInterval != lastVsync_) { dxstate.SetVSyncInterval(desiredVSyncInterval); lastVsync_ = desiredVSyncInterval; } textureCacheDX9_->StartFrame(); drawEngine_.DecimateTrackedVertexArrays(); depalShaderCache_.Decimate(); // fragmentTestCache_.Decimate(); if (dumpNextFrame_) { NOTICE_LOG(G3D, "DUMPING THIS FRAME"); dumpThisFrame_ = true; dumpNextFrame_ = false; } else if (dumpThisFrame_) { dumpThisFrame_ = false; } shaderManagerDX9_->DirtyShader(); framebufferManagerDX9_->BeginFrame(); } void GPU_DX9::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) { host->GPUNotifyDisplay(framebuf, stride, format); framebufferManagerDX9_->SetDisplayFramebuffer(framebuf, stride, format); } bool GPU_DX9::FramebufferDirty() { // FIXME: Workaround for displaylists sometimes hanging unprocessed. Not yet sure of the cause. if (ThreadEnabled()) { // FIXME: Workaround for displaylists sometimes hanging unprocessed. Not yet sure of the cause. ScheduleEvent(GPU_EVENT_PROCESS_QUEUE); // 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_DX9::FramebufferReallyDirty() { // FIXME: Workaround for displaylists sometimes hanging unprocessed. Not yet sure of the cause. if (ThreadEnabled()) { // FIXME: Workaround for displaylists sometimes hanging unprocessed. Not yet sure of the cause. ScheduleEvent(GPU_EVENT_PROCESS_QUEUE); // 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_DX9::CopyDisplayToOutputInternal() { dxstate.depthWrite.set(true); dxstate.colorMask.set(true, true, true, true); drawEngine_.Flush(); framebufferManagerDX9_->CopyDisplayToOutput(); framebufferManagerDX9_->EndFrame(); // shaderManager_->EndFrame(); shaderManagerDX9_->DirtyLastShader(); gstate_c.Dirty(DIRTY_TEXTURE_IMAGE); } // Maybe should write this in ASM... void GPU_DX9::FastRunLoop(DisplayList &list) { PROFILE_THIS_SCOPE("gpuloop"); const CommandInfo *cmdInfo = cmdInfo_; for (; downcount > 0; --downcount) { // 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(); } gstate.cmdmem[cmd] = op; // TODO: no need to write if diff==0... if ((cmdFlags & FLAG_EXECUTE) || (diff && (cmdFlags & FLAG_EXECUTEONCHANGE))) { (this->*info.func)(op, diff); } else if (diff) { uint64_t dirty = info.flags >> 8; if (dirty) gstate_c.Dirty(dirty); } list.pc += 4; } } void GPU_DX9::FinishDeferred() { // This finishes reading any vertex data that is pending. drawEngine_.FinishDeferred(); } inline void GPU_DX9::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(); } } void GPU_DX9::PreExecuteOp(u32 op, u32 diff) { CheckFlushOp(op >> 24, diff); } void GPU_DX9::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); } else if (diff) { uint64_t dirty = info.flags >> 8; if (dirty) gstate_c.Dirty(dirty); } } void GPU_DX9::Execute_VertexType(u32 op, u32 diff) { if (diff & (GE_VTYPE_TC_MASK | GE_VTYPE_THROUGH_MASK)) { gstate_c.Dirty(DIRTY_UVSCALEOFFSET); } } void GPU_DX9::Execute_VertexTypeSkinning(u32 op, u32 diff) { // Don't flush when weight count changes, unless morph is enabled. if ((diff & ~GE_VTYPE_WEIGHTCOUNT_MASK) || (op & GE_VTYPE_MORPHCOUNT_MASK) != 0) { // Restore and flush gstate.vertType ^= diff; Flush(); gstate.vertType ^= diff; if (diff & (GE_VTYPE_TC_MASK | GE_VTYPE_THROUGH_MASK)) gstate_c.Dirty(DIRTY_UVSCALEOFFSET); // In this case, we may be doing weights and morphs. // Update any bone matrix uniforms so it uses them correctly. if ((op & GE_VTYPE_MORPHCOUNT_MASK) != 0) { gstate_c.Dirty(gstate_c.deferredVertTypeDirty); gstate_c.deferredVertTypeDirty = 0; } } } void GPU_DX9::Execute_Prim(u32 op, u32 diff) { SetDrawType(DRAW_PRIM); // 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 make skipping drawing very effective. framebufferManagerDX9_->SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason); if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) { drawEngine_.SetupVertexDecoder(gstate.vertType); // Rough estimate, not sure what's correct. cyclesExecuted += EstimatePerVertexCost() * count; return; } u32 vertexAddr = gstate_c.vertexAddr; if (!Memory::IsValidAddress(vertexAddr)) { ERROR_LOG_REPORT(G3D, "Bad vertex address %08x!", vertexAddr); return; } void *verts = Memory::GetPointerUnchecked(vertexAddr); void *inds = 0; u32 vertexType = gstate.vertType; if ((vertexType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) { u32 indexAddr = gstate_c.indexAddr; if (!Memory::IsValidAddress(indexAddr)) { ERROR_LOG_REPORT(G3D, "Bad index address %08x!", indexAddr); return; } inds = Memory::GetPointerUnchecked(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, vertexType, &bytesRead); int vertexCost = EstimatePerVertexCost() * count; gpuStats.vertexGPUCycles += vertexCost; cyclesExecuted += vertexCost; // 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(vertexType, count, bytesRead); } void GPU_DX9::Execute_Bezier(u32 op, u32 diff) { SetDrawType(DRAW_BEZIER); // This also make skipping drawing very effective. framebufferManagerDX9_->SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), 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_DX9::Execute_Spline(u32 op, u32 diff) { SetDrawType(DRAW_SPLINE); // This also make skipping drawing very effective. framebufferManagerDX9_->SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), 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; int bytesRead = 0; drawEngine_.SubmitSpline(control_points, indices, gstate.getPatchDivisionU(), gstate.getPatchDivisionV(), sp_ucount, sp_vcount, sp_utype, sp_vtype, patchPrim, computeNormals, patchFacing, vertType, &bytesRead); // After drawing, we advance pointers - see SubmitPrim which does the same. int count = sp_ucount * sp_vcount; AdvanceVerts(gstate.vertType, count, bytesRead); } void GPU_DX9::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.IsDirty(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS)) { gstate_c.curTextureWidth = gstate.getTextureWidth(0); gstate_c.curTextureHeight = gstate.getTextureHeight(0); gstate_c.Dirty(DIRTY_UVSCALEOFFSET); // We will need to reset the texture now. gstate_c.Dirty(DIRTY_TEXTURE_PARAMS); } } void GPU_DX9::Execute_LoadClut(u32 op, u32 diff) { gstate_c.Dirty(DIRTY_TEXTURE_PARAMS); textureCacheDX9_->LoadClut(gstate.getClutAddress(), gstate.getClutLoadBytes()); // This could be used to "dirty" textures with clut. } void GPU_DX9::GetStats(char *buffer, size_t bufsize) { 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 shaders loaded: %i, %i\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)framebufferManagerDX9_->NumVFBs(), (int)textureCacheDX9_->NumLoadedTextures(), gpuStats.numTexturesDecoded, gpuStats.numTextureInvalidations, shaderManagerDX9_->NumVertexShaders(), shaderManagerDX9_->NumFragmentShaders() ); } void GPU_DX9::ClearCacheNextFrame() { textureCacheDX9_->ClearNextFrame(); } void GPU_DX9::ClearShaderCache() { shaderManagerDX9_->ClearCache(true); } std::vector GPU_DX9::GetFramebufferList() { return framebufferManagerDX9_->GetFramebufferList(); } void GPU_DX9::DoState(PointerWrap &p) { GPUCommon::DoState(p); // TODO: Some of these things may not be necessary. // None of these are necessary when saving. if (p.mode == p.MODE_READ) { textureCacheDX9_->Clear(true); drawEngine_.ClearTrackedVertexArrays(); gstate_c.Dirty(DIRTY_TEXTURE_IMAGE); framebufferManagerDX9_->DestroyAllFBOs(true); shaderManagerDX9_->ClearCache(true); } } bool GPU_DX9::GetCurrentFramebuffer(GPUDebugBuffer &buffer, GPUDebugFramebufferType type, int maxRes) { return framebufferManagerDX9_->GetCurrentFramebuffer(buffer, type, maxRes); } bool GPU_DX9::GetCurrentDepthbuffer(GPUDebugBuffer &buffer) { return framebufferManagerDX9_->GetCurrentDepthbuffer(buffer); } bool GPU_DX9::GetCurrentStencilbuffer(GPUDebugBuffer &buffer) { return framebufferManagerDX9_->GetCurrentStencilbuffer(buffer); } bool GPU_DX9::GetCurrentTexture(GPUDebugBuffer &buffer, int level) { if (!gstate.isTextureMapEnabled()) { return false; } textureCacheDX9_->SetTexture(true); textureCacheDX9_->ApplyTexture(); int w = gstate.getTextureWidth(level); int h = gstate.getTextureHeight(level); LPDIRECT3DBASETEXTURE9 baseTex; LPDIRECT3DTEXTURE9 tex; LPDIRECT3DSURFACE9 offscreen = nullptr; HRESULT hr; bool success = false; hr = device_->GetTexture(0, &baseTex); if (SUCCEEDED(hr) && baseTex != NULL) { hr = baseTex->QueryInterface(IID_IDirect3DTexture9, (void **)&tex); if (SUCCEEDED(hr)) { D3DSURFACE_DESC desc; D3DLOCKED_RECT locked; tex->GetLevelDesc(level, &desc); RECT rect = {0, 0, (LONG)desc.Width, (LONG)desc.Height}; hr = tex->LockRect(level, &locked, &rect, D3DLOCK_READONLY); // If it fails, this means it's a render-to-texture, so we have to get creative. if (FAILED(hr)) { LPDIRECT3DSURFACE9 renderTarget = nullptr; hr = tex->GetSurfaceLevel(level, &renderTarget); if (renderTarget && SUCCEEDED(hr)) { hr = device_->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &offscreen, NULL); if (SUCCEEDED(hr)) { hr = device_->GetRenderTargetData(renderTarget, offscreen); if (SUCCEEDED(hr)) { hr = offscreen->LockRect(&locked, &rect, D3DLOCK_READONLY); } } renderTarget->Release(); } } if (SUCCEEDED(hr)) { GPUDebugBufferFormat fmt; int pixelSize; switch (desc.Format) { case D3DFMT_A1R5G5B5: fmt = gstate_c.bgraTexture ? GPU_DBG_FORMAT_5551 : GPU_DBG_FORMAT_5551_BGRA; pixelSize = 2; break; case D3DFMT_A4R4G4B4: fmt = gstate_c.bgraTexture ? GPU_DBG_FORMAT_4444 : GPU_DBG_FORMAT_4444_BGRA; pixelSize = 2; break; case D3DFMT_R5G6B5: fmt = gstate_c.bgraTexture ? GPU_DBG_FORMAT_565 : GPU_DBG_FORMAT_565_BGRA; pixelSize = 2; break; case D3DFMT_A8R8G8B8: fmt = gstate_c.bgraTexture ? GPU_DBG_FORMAT_8888 : GPU_DBG_FORMAT_8888_BGRA; pixelSize = 4; break; default: fmt = GPU_DBG_FORMAT_INVALID; break; } if (fmt != GPU_DBG_FORMAT_INVALID) { buffer.Allocate(locked.Pitch / pixelSize, desc.Height, fmt, false); memcpy(buffer.GetData(), locked.pBits, locked.Pitch * desc.Height); success = true; } else { success = false; } if (offscreen) { offscreen->UnlockRect(); offscreen->Release(); } else { tex->UnlockRect(level); } } tex->Release(); } baseTex->Release(); } return success; } bool GPU_DX9::GetCurrentClut(GPUDebugBuffer &buffer) { return textureCacheDX9_->GetCurrentClutBuffer(buffer); } bool GPU_DX9::GetOutputFramebuffer(GPUDebugBuffer &buffer) { return framebufferManagerDX9_->GetOutputFramebuffer(buffer); } bool GPU_DX9::GetCurrentSimpleVertices(int count, std::vector &vertices, std::vector &indices) { return drawEngine_.GetCurrentSimpleVertices(count, vertices, indices); } std::vector GPU_DX9::DebugGetShaderIDs(DebugShaderType type) { if (type == SHADER_TYPE_VERTEXLOADER) { return drawEngine_.DebugGetVertexLoaderIDs(); } else { return shaderManagerDX9_->DebugGetShaderIDs(type); } } std::string GPU_DX9::DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) { if (type == SHADER_TYPE_VERTEXLOADER) { return drawEngine_.DebugGetVertexLoaderString(id, stringType); } else { return shaderManagerDX9_->DebugGetShaderString(id, type, stringType); } } } // namespace DX9