Files
ppsspp/GPU/Directx9/GPU_DX9.cpp
T
Henrik Rydgard cc6681cd0b Compile Ced's DX9 GPU on Windows. Not hooked up yet.
This needs work, has several problems that must be fixed to run on Windows.

Ced, you'll have to fix up your xb project file a bit, sorry.
2013-09-15 12:52:44 +02:00

1382 lines
42 KiB
C++

// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include "Core/MemMap.h"
#include "Core/Host.h"
#include "Core/Config.h"
#include "Core/Reporting.h"
#include "Core/System.h"
#include "helper/dx_state.h"
#include "GPU/GPUState.h"
#include "GPU/ge_constants.h"
#include "GPU/GeDisasm.h"
#include "GPU/Directx9/ShaderManagerDX9.h"
#include "GPU/Directx9/GPU_DX9.h"
#include "GPU/Directx9/FramebufferDX9.h"
#include "GPU/Directx9/TransformPipelineDX9.h"
#include "GPU/Directx9/TextureCacheDX9.h"
#include "Core/HLE/sceKernelThread.h"
#include "Core/HLE/sceKernelInterrupt.h"
#include "Core/HLE/sceGe.h"
enum {
FLAG_FLUSHBEFORE = 1,
FLAG_FLUSHBEFOREONCHANGE = 2,
FLAG_EXECUTE = 4, // needs to actually be executed. unused for now.
FLAG_EXECUTEONCHANGE = 8, // unused for now. not sure if checking for this will be more expensive than doing it.
};
struct CommandTableEntry {
u8 cmd;
u8 flags;
};
static const CommandTableEntry commandTable[] = {
// Changes that dirty the framebuffer
{GE_CMD_REGION1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_REGION2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_FRAMEBUFPTR, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_FRAMEBUFWIDTH, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_FRAMEBUFPIXFORMAT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_ZBUFPTR, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_ZBUFWIDTH, FLAG_FLUSHBEFOREONCHANGE},
// Changes that dirty uniforms
{GE_CMD_FOGCOLOR, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_FOG1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_FOG2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
// Changes that precompute some value. Can probably get rid of these. Or should these maybe flush?
{GE_CMD_MINZ, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_MAXZ, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
// Changes that dirty texture scaling.
{GE_CMD_TEXMAPMODE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXSCALEU, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXSCALEV, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXOFFSETU, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXOFFSETV, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
// Changes that dirty the current texture. Really should be possible to avoid executing these if we compile
// by adding some more flags.
{GE_CMD_TEXSIZE0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXSIZE1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXSIZE2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXSIZE3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXSIZE4, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXSIZE5, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXSIZE6, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXSIZE7, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXFORMAT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXADDR0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXADDR1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXADDR2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXADDR3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXADDR4, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXADDR5, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXADDR6, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXADDR7, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXBUFWIDTH0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXBUFWIDTH1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXBUFWIDTH2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXBUFWIDTH3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXBUFWIDTH4, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXBUFWIDTH5, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXBUFWIDTH6, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXBUFWIDTH7, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_CLUTADDR, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_CLUTADDRUPPER, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_CLUTFORMAT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
// These affect the fragment shader so need flushing.
{GE_CMD_CLEARMODE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_TEXTUREMAPENABLE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_FOGENABLE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_TEXMODE, FLAG_FLUSHBEFOREONCHANGE},
{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},
// These change the vertex shader so need flushing.
{GE_CMD_REVERSENORMAL, FLAG_FLUSHBEFOREONCHANGE}, // TODO: This one is actually processed during vertex decoding which is wrong.
{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},
{GE_CMD_TEXWRAP, FLAG_FLUSHBEFOREONCHANGE},
// Uniform changes
{GE_CMD_ALPHATEST, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_COLORREF, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_TEXENVCOLOR, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
// Simple render state changes. Handled in StateMapping.cpp.
{GE_CMD_SCISSOR1, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_SCISSOR2, 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},
{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},
#ifndef USING_GLES2
{GE_CMD_LOGICOP, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_LOGICOPENABLE, FLAG_FLUSHBEFOREONCHANGE},
#else
{GE_CMD_LOGICOP, 0},
{GE_CMD_LOGICOPENABLE, 0},
#endif
// 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_EXECUTE},
{GE_CMD_MORPHWEIGHT1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_MORPHWEIGHT2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_MORPHWEIGHT3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_MORPHWEIGHT4, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_MORPHWEIGHT5, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_MORPHWEIGHT6, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_MORPHWEIGHT7, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
// 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_VIEWPORTX1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_VIEWPORTY1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_VIEWPORTX2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_VIEWPORTY2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_VIEWPORTZ1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_VIEWPORTZ2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_OFFSETX, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_OFFSETY, FLAG_FLUSHBEFOREONCHANGE},
// These dirty various vertex shader uniforms. Could embed information about that in this table and call dirtyuniform directly, hm...
{GE_CMD_AMBIENTCOLOR, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_AMBIENTALPHA, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_MATERIALDIFFUSE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_MATERIALEMISSIVE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_MATERIALAMBIENT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_MATERIALALPHA, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_MATERIALSPECULAR, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_MATERIALSPECULARCOEF, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
// These precompute a value. not sure if worth it. Also dirty uniforms, which could be table-ized to avoid execute.
{GE_CMD_LX0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LY0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LZ0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LX1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LY1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LZ1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LX2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LY2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LZ2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LX3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LY3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LZ3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LDX0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LDY0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LDZ0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LDX1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LDY1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LDZ1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LDX2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LDY2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LDZ2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LDX3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LDY3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LDZ3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LKA0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LKB0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LKC0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LKA1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LKB1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LKC1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LKA2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LKB2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LKC2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LKA3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LKB3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LKC3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LKS0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LKS1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LKS2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LKS3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LKO0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LKO1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LKO2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LKO3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LAC0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LDC0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LSC0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LAC1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LDC1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LSC1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LAC2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LDC2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LSC2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LAC3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LDC3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_LSC3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
// Ignored commands
{GE_CMD_CLIPENABLE, 0},
{GE_CMD_TEXFLUSH, 0},
{GE_CMD_TEXLODSLOPE, 0},
{GE_CMD_TEXLEVEL, 0}, // we don't support this anyway, no need to flush.
{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},
{GE_CMD_ORIGIN, FLAG_EXECUTE}, // Really?
{GE_CMD_PRIM, FLAG_EXECUTE},
{GE_CMD_JUMP, FLAG_EXECUTE},
{GE_CMD_CALL, FLAG_EXECUTE},
{GE_CMD_RET, FLAG_EXECUTE},
{GE_CMD_END, FLAG_EXECUTE}, // Flush?
{GE_CMD_VADDR, FLAG_EXECUTE},
{GE_CMD_IADDR, FLAG_EXECUTE},
{GE_CMD_BJUMP, FLAG_EXECUTE}, // EXECUTE
{GE_CMD_BOUNDINGBOX, FLAG_EXECUTE}, // + FLUSHBEFORE when we implement
// Changing the vertex type requires us to flush.
{GE_CMD_VERTEXTYPE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
{GE_CMD_BEZIER, FLAG_FLUSHBEFORE | FLAG_EXECUTE},
{GE_CMD_SPLINE, FLAG_FLUSHBEFORE | FLAG_EXECUTE},
// 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},
{GE_CMD_TRANSFERSTART, FLAG_FLUSHBEFORE | FLAG_EXECUTE},
// 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},
{GE_CMD_WORLDMATRIXDATA, FLAG_EXECUTE},
{GE_CMD_VIEWMATRIXNUMBER, FLAG_EXECUTE},
{GE_CMD_VIEWMATRIXDATA, FLAG_EXECUTE},
{GE_CMD_PROJMATRIXNUMBER, FLAG_EXECUTE},
{GE_CMD_PROJMATRIXDATA, FLAG_EXECUTE},
{GE_CMD_TGENMATRIXNUMBER, FLAG_EXECUTE},
{GE_CMD_TGENMATRIXDATA, FLAG_EXECUTE},
{GE_CMD_BONEMATRIXNUMBER, FLAG_EXECUTE},
{GE_CMD_BONEMATRIXDATA, FLAG_EXECUTE},
// "Missing" commands (gaps in the sequence)
{0x03},
{0x0d},
{0x11},
{0x29},
{0x34},
{0x35},
{0x39},
{0x4e},
{0x4f},
{0x52},
{0x59},
{0x5a},
{0xb6},
{0xb7},
{0xd1},
{0xed},
};
DIRECTX9_GPU::DIRECTX9_GPU()
: resized_(false) {
lastVsync_ = g_Config.bVSync ? 1 : 0;
dxstate.SetVSyncInterval(g_Config.bVSync);
shaderManager_ = new ShaderManagerDX9();
transformDraw_.SetShaderManager(shaderManager_);
transformDraw_.SetTextureCache(&textureCache_);
transformDraw_.SetFramebufferManager(&framebufferManager_);
framebufferManager_.SetTextureCache(&textureCache_);
framebufferManager_.SetShaderManager(shaderManager_);
// Sanity check gstate
if ((int *)&gstate.transferstart - (int *)&gstate != 0xEA) {
ERROR_LOG(G3D, "gstate has drifted out of sync!");
}
// Sanity check commandFlags table - no dupes please
std::set<u8> dupeCheck;
commandFlags_ = new u8[256];
memset(commandFlags_, 0, 256 * sizeof(bool));
for (size_t i = 0; i < ARRAY_SIZE(commandTable); i++) {
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);
}
commandFlags_[cmd] |= commandTable[i].flags;
}
// 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);
}
}
BuildReportingInfo();
}
DIRECTX9_GPU::~DIRECTX9_GPU() {
framebufferManager_.DestroyAllFBOs();
shaderManager_->ClearCache(true);
delete shaderManager_;
delete [] commandFlags_;
}
// Needs to be called on GPU thread, not reporting thread.
void DIRECTX9_GPU::BuildReportingInfo() {
}
void DIRECTX9_GPU::DeviceLost() {
// Simply drop all caches and textures.
// FBOs appear to survive? Or no?
shaderManager_->ClearCache(false);
textureCache_.Clear(false);
framebufferManager_.DeviceLost();
}
void DIRECTX9_GPU::InitClear() {
ScheduleEvent(GPU_EVENT_INIT_CLEAR);
}
void DIRECTX9_GPU::InitClearInternal() {
bool useNonBufferedRendering = g_Config.iRenderingMode == FB_NON_BUFFERED_MODE;
if (useNonBufferedRendering) {
dxstate.depthWrite.set(true);
dxstate.colorMask.set(true, true, true, true);
/*
glClearColor(0,0,0,1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
*/
pD3Ddevice->Clear(0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 0.f, 0);
}
dxstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
}
void DIRECTX9_GPU::DumpNextFrame() {
dumpNextFrame_ = true;
}
void DIRECTX9_GPU::BeginFrame() {
ScheduleEvent(GPU_EVENT_BEGIN_FRAME);
}
void DIRECTX9_GPU::BeginFrameInternal() {
// 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;
}
textureCache_.StartFrame();
transformDraw_.DecimateTrackedVertexArrays();
if (dumpNextFrame_) {
NOTICE_LOG(G3D, "DUMPING THIS FRAME");
dumpThisFrame_ = true;
dumpNextFrame_ = false;
} else if (dumpThisFrame_) {
dumpThisFrame_ = false;
}
shaderManager_->DirtyShader();
// Not sure if this is really needed.
shaderManager_->DirtyUniform(DIRTY_ALL);
framebufferManager_.BeginFrame();
}
void DIRECTX9_GPU::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
framebufferManager_.SetDisplayFramebuffer(framebuf, stride, format);
}
bool DIRECTX9_GPU::FramebufferDirty() {
// FIXME: Workaround for displaylists sometimes hanging unprocessed. Not yet sure of the cause.
if (g_Config.bSeparateCPUThread) {
// 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_.GetDisplayFBO();
if (vfb) {
bool dirty = vfb->dirtyAfterDisplay;
vfb->dirtyAfterDisplay = false;
return dirty;
}
return true;
}
bool DIRECTX9_GPU::FramebufferReallyDirty() {
// FIXME: Workaround for displaylists sometimes hanging unprocessed. Not yet sure of the cause.
if (g_Config.bSeparateCPUThread) {
// 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_.GetDisplayFBO();
if (vfb) {
bool dirty = vfb->reallyDirtyAfterDisplay;
vfb->reallyDirtyAfterDisplay = false;
return dirty;
}
return true;
}
void DIRECTX9_GPU::CopyDisplayToOutput() {
ScheduleEvent(GPU_EVENT_COPY_DISPLAY_TO_OUTPUT);
}
void DIRECTX9_GPU::CopyDisplayToOutputInternal() {
dxstate.depthWrite.set(true);
dxstate.colorMask.set(true, true, true, true);
transformDraw_.Flush();
framebufferManager_.CopyDisplayToOutput();
framebufferManager_.EndFrame();
shaderManager_->EndFrame();
gstate_c.textureChanged = true;
}
// Maybe should write this in ASM...
void DIRECTX9_GPU::FastRunLoop(DisplayList &list) {
for (; downcount > 0; --downcount) {
u32 op = Memory::ReadUnchecked_U32(list.pc);
u32 cmd = op >> 24;
u8 cmdFlags = commandFlags_[cmd];
u32 diff = op ^ gstate.cmdmem[cmd];
// Inlined CheckFlushOp here to get rid of the dumpThisFrame_ check.
if ((cmdFlags & FLAG_FLUSHBEFORE) || (diff && (cmdFlags & FLAG_FLUSHBEFOREONCHANGE))) {
transformDraw_.Flush();
}
gstate.cmdmem[cmd] = op;
if (cmdFlags & FLAG_EXECUTE)
ExecuteOp(op, diff);
list.pc += 4;
}
}
void DIRECTX9_GPU::ProcessEvent(GPUEvent ev) {
switch (ev.type) {
case GPU_EVENT_INIT_CLEAR:
InitClearInternal();
break;
case GPU_EVENT_BEGIN_FRAME:
BeginFrameInternal();
break;
case GPU_EVENT_COPY_DISPLAY_TO_OUTPUT:
CopyDisplayToOutputInternal();
break;
case GPU_EVENT_INVALIDATE_CACHE:
InvalidateCacheInternal(ev.invalidate_cache.addr, ev.invalidate_cache.size, ev.invalidate_cache.type);
break;
default:
GPUCommon::ProcessEvent(ev);
}
}
inline void DIRECTX9_GPU::CheckFlushOp(int cmd, u32 diff) {
u8 cmdFlags = commandFlags_[cmd];
if ((cmdFlags & FLAG_FLUSHBEFORE) || (diff && (cmdFlags & FLAG_FLUSHBEFOREONCHANGE))) {
if (dumpThisFrame_) {
NOTICE_LOG(G3D, "================ FLUSH ================");
}
transformDraw_.Flush();
}
}
void DIRECTX9_GPU::PreExecuteOp(u32 op, u32 diff) {
CheckFlushOp(op >> 24, diff);
}
void DIRECTX9_GPU::ExecuteOp(u32 op, u32 diff) {
u32 cmd = op >> 24;
u32 data = op & 0xFFFFFF;
// Handle control and drawing commands here directly. The others we delegate.
switch (cmd) {
case GE_CMD_BASE:
break;
case GE_CMD_VADDR:
gstate_c.vertexAddr = gstate_c.getRelativeAddress(data);
break;
case GE_CMD_IADDR:
gstate_c.indexAddr = gstate_c.getRelativeAddress(data);
break;
case GE_CMD_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 count = data & 0xFFFF;
GEPrimitiveType prim = static_cast<GEPrimitiveType>(data >> 16);
if (count == 0)
break;
// Discard AA lines as we can't do anything that makes sense with these anyway. The SW plugin might, though.
// Discard AA lines in DOA
if ((prim == GE_PRIM_LINE_STRIP) && gstate.isAntiAliasEnabled())
break;
// Discard AA lines in Summon Night 5
if ((prim == GE_PRIM_LINES) && gstate.isAntiAliasEnabled() && gstate.isSkinningEnabled())
break;
// This also make skipping drawing very effective.
framebufferManager_.SetRenderFrameBuffer();
if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB))
{
transformDraw_.SetupVertexDecoder(gstate.vertType);
// Rough estimate, not sure what's correct.
int vertexCost = transformDraw_.EstimatePerVertexCost();
cyclesExecuted += vertexCost * count;
return;
}
if (!Memory::IsValidAddress(gstate_c.vertexAddr)) {
ERROR_LOG_REPORT(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr);
break;
}
// TODO: Split this so that we can collect sequences of primitives, can greatly speed things up
// on platforms where draw calls are expensive like mobile and D3D
void *verts = Memory::GetPointer(gstate_c.vertexAddr);
void *inds = 0;
if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
if (!Memory::IsValidAddress(gstate_c.indexAddr)) {
ERROR_LOG_REPORT(G3D, "Bad index address %08x!", gstate_c.indexAddr);
break;
}
inds = Memory::GetPointer(gstate_c.indexAddr);
}
int bytesRead;
transformDraw_.SubmitPrim(verts, inds, prim, count, gstate.vertType, -1, &bytesRead);
int vertexCost = transformDraw_.EstimatePerVertexCost();
gpuStats.vertexGPUCycles += vertexCost * count;
cyclesExecuted += vertexCost * count;
// After drawing, we advance the vertexAddr (when non indexed) or indexAddr (when indexed).
// Some games rely on this, they don't bother reloading VADDR and IADDR.
// Q: Are these changed reflected in the real registers? Needs testing.
if (inds) {
int indexSize = 1;
if ((gstate.vertType & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT)
indexSize = 2;
gstate_c.indexAddr += count * indexSize;
} else {
gstate_c.vertexAddr += bytesRead;
}
}
break;
// The arrow and other rotary items in Puzbob are bezier patches, strangely enough.
case GE_CMD_BEZIER:
{
void *control_points = Memory::GetPointer(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);
break;
}
indices = Memory::GetPointer(gstate_c.indexAddr);
}
if (gstate.getPatchPrimitiveType() != GE_PATCHPRIM_TRIANGLES) {
ERROR_LOG_REPORT(G3D, "Unsupported patch primitive %x", gstate.getPatchPrimitiveType());
break;
}
// TODO: Get rid of this old horror...
int bz_ucount = data & 0xFF;
int bz_vcount = (data >> 8) & 0xFF;
transformDraw_.DrawBezier(bz_ucount, bz_vcount);
// And instead use this.
// GEPatchPrimType patchPrim = gstate.getPatchPrimitiveType();
// transformDraw_.SubmitBezier(control_points, indices, sp_ucount, sp_vcount, patchPrim, gstate.vertType);
}
break;
case GE_CMD_SPLINE:
{
void *control_points = Memory::GetPointer(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);
break;
}
indices = Memory::GetPointer(gstate_c.indexAddr);
}
if (gstate.getPatchPrimitiveType() != GE_PATCHPRIM_TRIANGLES) {
ERROR_LOG_REPORT(G3D, "Unsupported patch primitive %x", gstate.getPatchPrimitiveType());
break;
}
int sp_ucount = data & 0xFF;
int sp_vcount = (data >> 8) & 0xFF;
int sp_utype = (data >> 16) & 0x3;
int sp_vtype = (data >> 18) & 0x3;
GEPatchPrimType patchPrim = gstate.getPatchPrimitiveType();
transformDraw_.SubmitSpline(control_points, indices, sp_ucount, sp_vcount, sp_utype, sp_vtype, patchPrim, gstate.vertType);
}
break;
case GE_CMD_BJUMP:
// bounding box jump. Let's just not jump, for now.
break;
case GE_CMD_BOUNDINGBOX:
// bounding box test. Let's do nothing.
break;
case GE_CMD_VERTEXTYPE:
if (diff)
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
break;
case GE_CMD_REGION1:
case GE_CMD_REGION2:
if (diff)
gstate_c.framebufChanged = true;
break;
case GE_CMD_CLIPENABLE:
//we always clip, this is opengl
break;
case GE_CMD_CULLFACEENABLE:
case GE_CMD_CULL:
break;
case GE_CMD_TEXTUREMAPENABLE:
if (diff)
gstate_c.textureChanged = true;
break;
case GE_CMD_LIGHTINGENABLE:
break;
case GE_CMD_FOGCOLOR:
if (diff)
shaderManager_->DirtyUniform(DIRTY_FOGCOLOR);
break;
case GE_CMD_FOG1:
if (diff)
shaderManager_->DirtyUniform(DIRTY_FOGCOEF);
break;
case GE_CMD_FOG2:
if (diff)
shaderManager_->DirtyUniform(DIRTY_FOGCOEF);
break;
case GE_CMD_FOGENABLE:
break;
case GE_CMD_DITHERENABLE:
break;
case GE_CMD_OFFSETX:
break;
case GE_CMD_OFFSETY:
break;
case GE_CMD_TEXSCALEU:
if (diff) {
gstate_c.uv.uScale = getFloat24(data);
if (!g_Config.bPrescaleUV)
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
}
break;
case GE_CMD_TEXSCALEV:
if (diff) {
gstate_c.uv.vScale = getFloat24(data);
if (!g_Config.bPrescaleUV)
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
}
break;
case GE_CMD_TEXOFFSETU:
if (diff) {
gstate_c.uv.uOff = getFloat24(data);
if (!g_Config.bPrescaleUV)
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
}
break;
case GE_CMD_TEXOFFSETV:
if (diff) {
gstate_c.uv.vOff = getFloat24(data);
if (!g_Config.bPrescaleUV)
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
}
break;
case GE_CMD_SCISSOR1:
case GE_CMD_SCISSOR2:
break;
case GE_CMD_MINZ:
case GE_CMD_MAXZ:
break;
case GE_CMD_FRAMEBUFPTR:
case GE_CMD_FRAMEBUFWIDTH:
case GE_CMD_FRAMEBUFPIXFORMAT:
if (diff)
gstate_c.framebufChanged = true;
break;
case GE_CMD_TEXADDR0:
case GE_CMD_TEXADDR1:
case GE_CMD_TEXADDR2:
case GE_CMD_TEXADDR3:
case GE_CMD_TEXADDR4:
case GE_CMD_TEXADDR5:
case GE_CMD_TEXADDR6:
case GE_CMD_TEXADDR7:
gstate_c.textureChanged = true;
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
break;
case GE_CMD_TEXBUFWIDTH0:
case GE_CMD_TEXBUFWIDTH1:
case GE_CMD_TEXBUFWIDTH2:
case GE_CMD_TEXBUFWIDTH3:
case GE_CMD_TEXBUFWIDTH4:
case GE_CMD_TEXBUFWIDTH5:
case GE_CMD_TEXBUFWIDTH6:
case GE_CMD_TEXBUFWIDTH7:
gstate_c.textureChanged = true;
break;
case GE_CMD_CLUTADDR:
case GE_CMD_CLUTADDRUPPER:
case GE_CMD_CLUTFORMAT:
gstate_c.textureChanged = true;
// This could be used to "dirty" textures with clut.
break;
case GE_CMD_LOADCLUT:
gstate_c.textureChanged = true;
textureCache_.LoadClut();
// This could be used to "dirty" textures with clut.
break;
case GE_CMD_TEXMAPMODE:
if (diff) {
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
}
break;
case GE_CMD_TEXSHADELS:
break;
case GE_CMD_TRANSFERSRC:
case GE_CMD_TRANSFERSRCW:
case GE_CMD_TRANSFERDST:
case GE_CMD_TRANSFERDSTW:
case GE_CMD_TRANSFERSRCPOS:
case GE_CMD_TRANSFERDSTPOS:
break;
case GE_CMD_TRANSFERSIZE:
break;
case GE_CMD_TRANSFERSTART: // Orphis calls this TRXKICK
{
// TODO: Here we should check if the transfer overlaps a framebuffer or any textures,
// and take appropriate action. This is a block transfer between RAM and VRAM, or vice versa.
// Can we skip this on SkipDraw?
DoBlockTransfer();
// Fixes Gran Turismo's funky text issue.
gstate_c.textureChanged = true;
break;
}
case GE_CMD_TEXSIZE0:
gstate_c.curTextureWidth = gstate.getTextureWidth(0);
gstate_c.curTextureHeight = gstate.getTextureHeight(0);
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
//fall thru - ignoring the mipmap sizes for now
case GE_CMD_TEXSIZE1:
case GE_CMD_TEXSIZE2:
case GE_CMD_TEXSIZE3:
case GE_CMD_TEXSIZE4:
case GE_CMD_TEXSIZE5:
case GE_CMD_TEXSIZE6:
case GE_CMD_TEXSIZE7:
gstate_c.textureChanged = true;
break;
case GE_CMD_ZBUFPTR:
case GE_CMD_ZBUFWIDTH:
break;
case GE_CMD_AMBIENTCOLOR:
case GE_CMD_AMBIENTALPHA:
if (diff)
shaderManager_->DirtyUniform(DIRTY_AMBIENT);
break;
case GE_CMD_MATERIALDIFFUSE:
if (diff)
shaderManager_->DirtyUniform(DIRTY_MATDIFFUSE);
break;
case GE_CMD_MATERIALEMISSIVE:
if (diff)
shaderManager_->DirtyUniform(DIRTY_MATEMISSIVE);
break;
case GE_CMD_MATERIALAMBIENT:
case GE_CMD_MATERIALALPHA:
if (diff)
shaderManager_->DirtyUniform(DIRTY_MATAMBIENTALPHA);
break;
case GE_CMD_MATERIALSPECULAR:
case GE_CMD_MATERIALSPECULARCOEF:
if (diff)
shaderManager_->DirtyUniform(DIRTY_MATSPECULAR);
break;
case GE_CMD_LIGHTTYPE0:
case GE_CMD_LIGHTTYPE1:
case GE_CMD_LIGHTTYPE2:
case GE_CMD_LIGHTTYPE3:
break;
case GE_CMD_LX0:case GE_CMD_LY0:case GE_CMD_LZ0:
case GE_CMD_LX1:case GE_CMD_LY1:case GE_CMD_LZ1:
case GE_CMD_LX2:case GE_CMD_LY2:case GE_CMD_LZ2:
case GE_CMD_LX3:case GE_CMD_LY3:case GE_CMD_LZ3:
{
int n = cmd - GE_CMD_LX0;
int l = n / 3;
int c = n % 3;
gstate_c.lightpos[l][c] = getFloat24(data);
if (diff)
shaderManager_->DirtyUniform(DIRTY_LIGHT0 << l);
}
break;
case GE_CMD_LDX0:case GE_CMD_LDY0:case GE_CMD_LDZ0:
case GE_CMD_LDX1:case GE_CMD_LDY1:case GE_CMD_LDZ1:
case GE_CMD_LDX2:case GE_CMD_LDY2:case GE_CMD_LDZ2:
case GE_CMD_LDX3:case GE_CMD_LDY3:case GE_CMD_LDZ3:
{
int n = cmd - GE_CMD_LDX0;
int l = n / 3;
int c = n % 3;
gstate_c.lightdir[l][c] = getFloat24(data);
if (diff)
shaderManager_->DirtyUniform(DIRTY_LIGHT0 << l);
}
break;
case GE_CMD_LKA0:case GE_CMD_LKB0:case GE_CMD_LKC0:
case GE_CMD_LKA1:case GE_CMD_LKB1:case GE_CMD_LKC1:
case GE_CMD_LKA2:case GE_CMD_LKB2:case GE_CMD_LKC2:
case GE_CMD_LKA3:case GE_CMD_LKB3:case GE_CMD_LKC3:
{
int n = cmd - GE_CMD_LKA0;
int l = n / 3;
int c = n % 3;
gstate_c.lightatt[l][c] = getFloat24(data);
if (diff)
shaderManager_->DirtyUniform(DIRTY_LIGHT0 << l);
}
break;
case GE_CMD_LKS0:
case GE_CMD_LKS1:
case GE_CMD_LKS2:
case GE_CMD_LKS3:
{
int l = cmd - GE_CMD_LKS0;
gstate_c.lightspotCoef[l] = getFloat24(data);
if (diff)
shaderManager_->DirtyUniform(DIRTY_LIGHT0 << l);
}
break;
case GE_CMD_LKO0:
case GE_CMD_LKO1:
case GE_CMD_LKO2:
case GE_CMD_LKO3:
{
int l = cmd - GE_CMD_LKO0;
gstate_c.lightangle[l] = getFloat24(data);
if (diff)
shaderManager_->DirtyUniform(DIRTY_LIGHT0 << l);
}
break;
case GE_CMD_LAC0:case GE_CMD_LAC1:case GE_CMD_LAC2:case GE_CMD_LAC3:
case GE_CMD_LDC0:case GE_CMD_LDC1:case GE_CMD_LDC2:case GE_CMD_LDC3:
case GE_CMD_LSC0:case GE_CMD_LSC1:case GE_CMD_LSC2:case GE_CMD_LSC3:
{
float r = (float)(data & 0xff)/255.0f;
float g = (float)((data>>8) & 0xff)/255.0f;
float b = (float)(data>>16)/255.0f;
int l = (cmd - GE_CMD_LAC0) / 3;
int t = (cmd - GE_CMD_LAC0) % 3;
gstate_c.lightColor[t][l][0] = r;
gstate_c.lightColor[t][l][1] = g;
gstate_c.lightColor[t][l][2] = b;
if (diff)
shaderManager_->DirtyUniform(DIRTY_LIGHT0 << l);
}
break;
case GE_CMD_VIEWPORTX1:
case GE_CMD_VIEWPORTY1:
case GE_CMD_VIEWPORTX2:
case GE_CMD_VIEWPORTY2:
case GE_CMD_VIEWPORTZ1:
case GE_CMD_VIEWPORTZ2:
if (diff)
gstate_c.framebufChanged = true;
break;
case GE_CMD_LIGHTENABLE0:
case GE_CMD_LIGHTENABLE1:
case GE_CMD_LIGHTENABLE2:
case GE_CMD_LIGHTENABLE3:
break;
case GE_CMD_SHADEMODE:
break;
case GE_CMD_PATCHDIVISION:
case GE_CMD_PATCHPRIMITIVE:
case GE_CMD_PATCHFACING:
break;
case GE_CMD_MATERIALUPDATE:
break;
//////////////////////////////////////////////////////////////////
// CLEARING
//////////////////////////////////////////////////////////////////
case GE_CMD_CLEARMODE:
break;
//////////////////////////////////////////////////////////////////
// ALPHA BLENDING
//////////////////////////////////////////////////////////////////
case GE_CMD_ALPHABLENDENABLE:
case GE_CMD_BLENDMODE:
case GE_CMD_BLENDFIXEDA:
case GE_CMD_BLENDFIXEDB:
break;
case GE_CMD_ALPHATESTENABLE:
case GE_CMD_COLORTESTENABLE:
// They are done in the fragment shader.
break;
case GE_CMD_COLORTEST:
case GE_CMD_COLORTESTMASK:
if (diff)
shaderManager_->DirtyUniform(DIRTY_COLORMASK);
break;
case GE_CMD_ALPHATEST:
#ifndef USING_GLES2
if (((data >> 16) & 0xFF) != 0xFF && (data & 7) > 1)
WARN_LOG_REPORT_ONCE(alphatestmask, G3D, "Unsupported alphatest mask: %02x", (data >> 16) & 0xFF);
// Intentional fallthrough.
#endif
case GE_CMD_COLORREF:
if (diff)
shaderManager_->DirtyUniform(DIRTY_ALPHACOLORREF);
break;
case GE_CMD_TEXENVCOLOR:
if (diff)
shaderManager_->DirtyUniform(DIRTY_TEXENV);
break;
case GE_CMD_TEXFUNC:
case GE_CMD_TEXFILTER:
case GE_CMD_TEXMODE:
case GE_CMD_TEXFORMAT:
case GE_CMD_TEXFLUSH:
case GE_CMD_TEXWRAP:
break;
//////////////////////////////////////////////////////////////////
// Z/STENCIL TESTING
//////////////////////////////////////////////////////////////////
case GE_CMD_STENCILTESTENABLE:
case GE_CMD_ZTESTENABLE:
case GE_CMD_ZTEST:
break;
case GE_CMD_MORPHWEIGHT0:
case GE_CMD_MORPHWEIGHT1:
case GE_CMD_MORPHWEIGHT2:
case GE_CMD_MORPHWEIGHT3:
case GE_CMD_MORPHWEIGHT4:
case GE_CMD_MORPHWEIGHT5:
case GE_CMD_MORPHWEIGHT6:
case GE_CMD_MORPHWEIGHT7:
gstate_c.morphWeights[cmd - GE_CMD_MORPHWEIGHT0] = getFloat24(data);
break;
case GE_CMD_DITH0:
case GE_CMD_DITH1:
case GE_CMD_DITH2:
case GE_CMD_DITH3:
break;
case GE_CMD_WORLDMATRIXNUMBER:
gstate.worldmtxnum &= 0xFF00000F;
break;
case GE_CMD_WORLDMATRIXDATA:
{
int num = gstate.worldmtxnum & 0xF;
float newVal = getFloat24(data);
if (num < 12 && newVal != gstate.worldMatrix[num]) {
Flush();
gstate.worldMatrix[num] = getFloat24(data);
shaderManager_->DirtyUniform(DIRTY_WORLDMATRIX);
}
num++;
gstate.worldmtxnum = (GE_CMD_WORLDMATRIXNUMBER << 24) | (num & 0xF);
}
break;
case GE_CMD_VIEWMATRIXNUMBER:
gstate.viewmtxnum &= 0xFF00000F;
break;
case GE_CMD_VIEWMATRIXDATA:
{
int num = gstate.viewmtxnum & 0xF;
float newVal = getFloat24(data);
if (num < 12 && newVal != gstate.viewMatrix[num]) {
Flush();
gstate.viewMatrix[num] = newVal;
shaderManager_->DirtyUniform(DIRTY_VIEWMATRIX);
}
num++;
gstate.viewmtxnum = (GE_CMD_VIEWMATRIXNUMBER << 24) | (num & 0xF);
}
break;
case GE_CMD_PROJMATRIXNUMBER:
gstate.projmtxnum &= 0xFF00000F;
break;
case GE_CMD_PROJMATRIXDATA:
{
int num = gstate.projmtxnum & 0xF;
float newVal = getFloat24(data);
if (newVal != gstate.projMatrix[num]) {
Flush();
gstate.projMatrix[num] = newVal;
shaderManager_->DirtyUniform(DIRTY_PROJMATRIX | DIRTY_PROJTHROUGHMATRIX);
}
num++;
gstate.projmtxnum = (GE_CMD_PROJMATRIXNUMBER << 24) | (num & 0xF);
}
break;
case GE_CMD_TGENMATRIXNUMBER:
gstate.texmtxnum &= 0xFF00000F;
break;
case GE_CMD_TGENMATRIXDATA:
{
int num = gstate.texmtxnum & 0xF;
float newVal = getFloat24(data);
if (num < 12 && newVal != gstate.tgenMatrix[num]) {
Flush();
gstate.tgenMatrix[num] = newVal;
shaderManager_->DirtyUniform(DIRTY_TEXMATRIX);
}
num++;
gstate.texmtxnum = (GE_CMD_TGENMATRIXNUMBER << 24) | (num & 0xF);
}
break;
case GE_CMD_BONEMATRIXNUMBER:
gstate.boneMatrixNumber &= 0xFF00007F;
break;
case GE_CMD_BONEMATRIXDATA:
{
int num = gstate.boneMatrixNumber & 0x7F;
float newVal = getFloat24(data);
if (num < 96 && newVal != gstate.boneMatrix[num]) {
Flush();
gstate.boneMatrix[num] = newVal;
shaderManager_->DirtyUniform(DIRTY_BONEMATRIX0 << (num / 12));
}
num++;
gstate.boneMatrixNumber = (GE_CMD_BONEMATRIXNUMBER << 24) | (num & 0x7F);
}
break;
#ifndef USING_GLES2
case GE_CMD_LOGICOPENABLE:
if (data != 0)
ERROR_LOG_REPORT_ONCE(logicOpEnable, G3D, "Unsupported logic op enabled: %x", data);
break;
case GE_CMD_LOGICOP:
if (data != 0)
ERROR_LOG_REPORT_ONCE(logicOp, G3D, "Unsupported logic op: %06x", data);
break;
case GE_CMD_ANTIALIASENABLE:
if (data != 0)
WARN_LOG_REPORT_ONCE(antiAlias, G3D, "Unsupported antialias enabled: %06x", data);
break;
case GE_CMD_TEXLODSLOPE:
if (data != 0)
WARN_LOG_REPORT_ONCE(texLodSlope, G3D, "Unsupported texture lod slope: %06x", data);
break;
case GE_CMD_TEXLEVEL:
if (data == 1)
WARN_LOG_REPORT_ONCE(texLevel1, G3D, "Unsupported texture level bias settings: %06x", data)
else if (data != 0)
WARN_LOG_REPORT_ONCE(texLevel2, G3D, "Unsupported texture level bias settings: %06x", data);
break;
#endif
default:
GPUCommon::ExecuteOp(op, diff);
break;
}
}
void DIRECTX9_GPU::UpdateStats() {
gpuStats.numVertexShaders = shaderManager_->NumVertexShaders();
gpuStats.numFragmentShaders = shaderManager_->NumFragmentShaders();
gpuStats.numShaders = shaderManager_->NumPrograms();
gpuStats.numTextures = (int)textureCache_.NumLoadedTextures();
gpuStats.numFBOs = (int)framebufferManager_.NumVFBs();
}
void DIRECTX9_GPU::DoBlockTransfer() {
// TODO: This is used a lot to copy data around between render targets and textures,
// and also to quickly load textures from RAM to VRAM. So we should do checks like the following:
// * Does dstBasePtr point to an existing texture? If so maybe reload it immediately.
//
// * Does srcBasePtr point to a render target, and dstBasePtr to a texture? If so
// either copy between rt and texture or reassign the texture to point to the render target
//
// etc....
u32 srcBasePtr = gstate.getTransferSrcAddress();
u32 srcStride = gstate.getTransferSrcStride();
u32 dstBasePtr = gstate.getTransferDstAddress();
u32 dstStride = gstate.getTransferDstStride();
int srcX = gstate.getTransferSrcX();
int srcY = gstate.getTransferSrcY();
int dstX = gstate.getTransferDstX();
int dstY = gstate.getTransferDstY();
int width = gstate.getTransferWidth();
int height = gstate.getTransferHeight();
int bpp = gstate.getTransferBpp();
DEBUG_LOG(G3D, "Block transfer: %08x/%x -> %08x/%x, %ix%ix%i (%i,%i)->(%i,%i)", srcBasePtr, srcStride, dstBasePtr, dstStride, width, height, bpp, srcX, srcY, dstX, dstY);
if (!Memory::IsValidAddress(srcBasePtr)) {
ERROR_LOG_REPORT(G3D, "BlockTransfer: Bad source transfer address %08x!", srcBasePtr);
return;
}
if (!Memory::IsValidAddress(dstBasePtr)) {
ERROR_LOG_REPORT(G3D, "BlockTransfer: Bad destination transfer address %08x!", dstBasePtr);
return;
}
// Do the copy!
for (int y = 0; y < height; y++) {
const u8 *src = Memory::GetPointer(srcBasePtr + ((y + srcY) * srcStride + srcX) * bpp);
u8 *dst = Memory::GetPointer(dstBasePtr + ((y + dstY) * dstStride + dstX) * bpp);
memcpy(dst, src, width * bpp);
}
// TODO: Notify all overlapping FBOs that they need to reload.
textureCache_.Invalidate(dstBasePtr + (dstY * dstStride + dstX) * bpp, height * dstStride * bpp, GPU_INVALIDATE_HINT);
// A few games use this INSTEAD of actually drawing the video image to the screen, they just blast it to
// the backbuffer. Detect this and have the framebuffermanager draw the pixels.
u32 backBuffer = framebufferManager_.PrevDisplayFramebufAddr();
u32 displayBuffer = framebufferManager_.DisplayFramebufAddr();
if (((backBuffer != 0 && dstBasePtr == backBuffer) ||
(displayBuffer != 0 && dstBasePtr == displayBuffer)) &&
dstStride == 512 && height == 272) {
framebufferManager_.DrawPixels(Memory::GetPointer(dstBasePtr), GE_FORMAT_8888, 512);
}
}
void DIRECTX9_GPU::InvalidateCache(u32 addr, int size, GPUInvalidationType type) {
GPUEvent ev(GPU_EVENT_INVALIDATE_CACHE);
ev.invalidate_cache.addr = addr;
ev.invalidate_cache.size = size;
ev.invalidate_cache.type = type;
ScheduleEvent(ev);
}
void DIRECTX9_GPU::InvalidateCacheInternal(u32 addr, int size, GPUInvalidationType type) {
if (size > 0)
textureCache_.Invalidate(addr, size, type);
else
textureCache_.InvalidateAll(type);
if (type != GPU_INVALIDATE_ALL)
framebufferManager_.UpdateFromMemory(addr, size);
}
void DIRECTX9_GPU::UpdateMemory(u32 dest, u32 src, int size) {
InvalidateCache(dest, size, GPU_INVALIDATE_HINT);
}
void DIRECTX9_GPU::ClearCacheNextFrame() {
textureCache_.ClearNextFrame();
}
void DIRECTX9_GPU::Resized() {
framebufferManager_.Resized();
}
std::vector<FramebufferInfo> DIRECTX9_GPU::GetFramebufferList()
{
return framebufferManager_.GetFramebufferList();
}
void DIRECTX9_GPU::DoState(PointerWrap &p) {
GPUCommon::DoState(p);
textureCache_.Clear(true);
transformDraw_.ClearTrackedVertexArrays();
gstate_c.textureChanged = true;
framebufferManager_.DestroyAllFBOs();
shaderManager_->ClearCache(true);
}