Files
ppsspp/GPU/GLES/DisplayListInterpreter.cpp
T
Henrik Rydgard 4868b5041c Fall back to glGenerateMipmap on OpenGL ES 2.0 for now, explanation in comments.
Enable 4x aniso by default, just because. This might be turned into an option later.
2013-02-09 20:21:10 +01:00

1078 lines
27 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/System.h"
#include "gfx_es2/gl_state.h"
#include "../GPUState.h"
#include "../ge_constants.h"
#include "../GeDisasm.h"
#include "ShaderManager.h"
#include "DisplayListInterpreter.h"
#include "Framebuffer.h"
#include "TransformPipeline.h"
#include "TextureCache.h"
#include "../../Core/HLE/sceKernelThread.h"
#include "../../Core/HLE/sceKernelInterrupt.h"
#include "../../Core/HLE/sceGe.h"
extern u32 curTextureWidth;
extern u32 curTextureHeight;
static const int flushOnChangedBeforeCommandList[] = {
GE_CMD_VERTEXTYPE,
GE_CMD_BLENDMODE,
GE_CMD_BLENDFIXEDA,
GE_CMD_BLENDFIXEDB,
GE_CMD_TEXOFFSETU,
GE_CMD_TEXOFFSETV,
GE_CMD_TEXSCALEU,
GE_CMD_TEXSCALEV,
GE_CMD_CULLFACEENABLE,
GE_CMD_TEXTUREMAPENABLE,
GE_CMD_LIGHTINGENABLE,
GE_CMD_FOGENABLE,
GE_CMD_ALPHABLENDENABLE,
GE_CMD_ALPHATESTENABLE,
GE_CMD_ALPHATEST,
GE_CMD_COLORTESTENABLE,
GE_CMD_COLORTEST,
GE_CMD_COLORTESTMASK,
GE_CMD_COLORREF,
GE_CMD_MINZ,GE_CMD_MAXZ,
GE_CMD_FOG1,
GE_CMD_FOG2,
GE_CMD_FOGCOLOR,
GE_CMD_SHADEMODE,
GE_CMD_REVERSENORMAL,
GE_CMD_MATERIALUPDATE,
GE_CMD_MATERIALEMISSIVE,
GE_CMD_MATERIALAMBIENT,
GE_CMD_MATERIALDIFFUSE,
GE_CMD_MATERIALSPECULAR,
GE_CMD_MATERIALALPHA,
GE_CMD_MATERIALSPECULARCOEF,
GE_CMD_AMBIENTCOLOR,
GE_CMD_AMBIENTALPHA,
GE_CMD_LIGHTMODE,
GE_CMD_LIGHTTYPE0, GE_CMD_LIGHTTYPE1, GE_CMD_LIGHTTYPE2, GE_CMD_LIGHTTYPE3,
GE_CMD_LX0,GE_CMD_LY0,GE_CMD_LZ0,
GE_CMD_LX1,GE_CMD_LY1,GE_CMD_LZ1,
GE_CMD_LX2,GE_CMD_LY2,GE_CMD_LZ2,
GE_CMD_LX3,GE_CMD_LY3,GE_CMD_LZ3,
GE_CMD_LDX0,GE_CMD_LDY0,GE_CMD_LDZ0,
GE_CMD_LDX1,GE_CMD_LDY1,GE_CMD_LDZ1,
GE_CMD_LDX2,GE_CMD_LDY2,GE_CMD_LDZ2,
GE_CMD_LDX3,GE_CMD_LDY3,GE_CMD_LDZ3,
GE_CMD_LKA0,GE_CMD_LKB0,GE_CMD_LKC0,
GE_CMD_LKA1,GE_CMD_LKB1,GE_CMD_LKC1,
GE_CMD_LKA2,GE_CMD_LKB2,GE_CMD_LKC2,
GE_CMD_LKA3,GE_CMD_LKB3,GE_CMD_LKC3,
GE_CMD_LKS0,GE_CMD_LKS1,GE_CMD_LKS2,GE_CMD_LKS3,
GE_CMD_LKO0,GE_CMD_LKO1,GE_CMD_LKO2,GE_CMD_LKO3,
GE_CMD_LAC0,GE_CMD_LDC0,GE_CMD_LSC0,
GE_CMD_LAC1,GE_CMD_LDC1,GE_CMD_LSC1,
GE_CMD_LAC2,GE_CMD_LDC2,GE_CMD_LSC2,
GE_CMD_LAC3,GE_CMD_LDC3,GE_CMD_LSC3,
GE_CMD_VIEWPORTX1,GE_CMD_VIEWPORTY1,
GE_CMD_VIEWPORTX2,GE_CMD_VIEWPORTY2,
GE_CMD_VIEWPORTZ1,GE_CMD_VIEWPORTZ2,
GE_CMD_LIGHTENABLE0,GE_CMD_LIGHTENABLE1,GE_CMD_LIGHTENABLE2,GE_CMD_LIGHTENABLE3,
GE_CMD_CULL,
GE_CMD_PATCHDIVISION,
GE_CMD_MATERIALUPDATE,
GE_CMD_CLEARMODE,
GE_CMD_TEXMAPMODE,
GE_CMD_TEXSHADELS,
GE_CMD_TEXFUNC,
GE_CMD_TEXFILTER,
GE_CMD_TEXENVCOLOR,
GE_CMD_TEXMODE,
GE_CMD_TEXFORMAT,
GE_CMD_TEXWRAP,
GE_CMD_ZTESTENABLE,
GE_CMD_STENCILTESTENABLE,
GE_CMD_STENCILOP,
GE_CMD_STENCILTEST,
GE_CMD_ZTEST,
GE_CMD_MASKRGB,
GE_CMD_MASKALPHA,
};
static const int flushBeforeCommandList[] = {
GE_CMD_BEZIER,
GE_CMD_SPLINE,
GE_CMD_SIGNAL,
GE_CMD_FINISH,
GE_CMD_BJUMP,
GE_CMD_REGION1,GE_CMD_REGION2,
GE_CMD_FRAMEBUFPTR,
GE_CMD_FRAMEBUFWIDTH,
GE_CMD_FRAMEBUFPIXFORMAT,
GE_CMD_TEXADDR0,
GE_CMD_CLUTADDR,
GE_CMD_LOADCLUT,
GE_CMD_CLUTFORMAT,
GE_CMD_TRANSFERSTART,
GE_CMD_TEXBUFWIDTH0,
GE_CMD_TEXSIZE0,GE_CMD_TEXSIZE1,GE_CMD_TEXSIZE2,GE_CMD_TEXSIZE3,
GE_CMD_TEXSIZE4,GE_CMD_TEXSIZE5,GE_CMD_TEXSIZE6,GE_CMD_TEXSIZE7,
GE_CMD_ZBUFPTR,
GE_CMD_ZBUFWIDTH,
GE_CMD_OFFSETY,
GE_CMD_OFFSETX,
GE_CMD_OFFSETY,
GE_CMD_TEXFLUSH,
GE_CMD_MORPHWEIGHT0,GE_CMD_MORPHWEIGHT1,GE_CMD_MORPHWEIGHT2,GE_CMD_MORPHWEIGHT3,
GE_CMD_MORPHWEIGHT4,GE_CMD_MORPHWEIGHT5,GE_CMD_MORPHWEIGHT6,GE_CMD_MORPHWEIGHT7,
// These handle their own flushing.
/*
GE_CMD_WORLDMATRIXNUMBER,
GE_CMD_WORLDMATRIXDATA,
GE_CMD_VIEWMATRIXNUMBER,
GE_CMD_VIEWMATRIXDATA,
GE_CMD_PROJMATRIXNUMBER,
GE_CMD_PROJMATRIXDATA,
GE_CMD_TGENMATRIXNUMBER,
GE_CMD_TGENMATRIXDATA,
GE_CMD_BONEMATRIXNUMBER,
GE_CMD_BONEMATRIXDATA,
*/
};
GLES_GPU::GLES_GPU()
: interruptsEnabled_(true),
resized_(false)
{
shaderManager_ = new ShaderManager();
transformDraw_.SetShaderManager(shaderManager_);
transformDraw_.SetTextureCache(&textureCache_);
// Sanity check gstate
if ((int *)&gstate.transferstart - (int *)&gstate != 0xEA) {
ERROR_LOG(G3D, "gstate has drifted out of sync!");
}
flushBeforeCommand_ = new u8[256];
memset(flushBeforeCommand_, 0, 256 * sizeof(bool));
for (size_t i = 0; i < ARRAY_SIZE(flushOnChangedBeforeCommandList); i++) {
flushBeforeCommand_[flushOnChangedBeforeCommandList[i]] = 2;
}
for (size_t i = 0; i < ARRAY_SIZE(flushBeforeCommandList); i++) {
flushBeforeCommand_[flushBeforeCommandList[i]] = 1;
}
flushBeforeCommand_[1] = 0;
}
GLES_GPU::~GLES_GPU() {
framebufferManager_.DestroyAllFBOs();
shaderManager_->ClearCache(true);
delete shaderManager_;
delete [] flushBeforeCommand_;
}
void GLES_GPU::DeviceLost() {
// Simply drop all caches and textures.
// FBO:s appear to survive? Or no?
shaderManager_->ClearCache(false);
textureCache_.Clear(false);
}
void GLES_GPU::InitClear() {
if (!g_Config.bBufferedRendering) {
glClearColor(0,0,0,1);
// glClearColor(1,0,1,1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
}
void GLES_GPU::DumpNextFrame() {
dumpNextFrame_ = true;
}
void GLES_GPU::BeginDebugDraw() {
if (g_Config.bDrawWireframe) {
#ifndef USING_GLES2
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
#endif
}
}
void GLES_GPU::EndDebugDraw() {
#ifndef USING_GLES2
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
#endif
}
void GLES_GPU::BeginFrame() {
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 GLES_GPU::SetDisplayFramebuffer(u32 framebuf, u32 stride, int format) {
framebufferManager_.SetDisplayFramebuffer(framebuf, stride, format);
}
void GLES_GPU::CopyDisplayToOutput() {
transformDraw_.Flush();
if (!g_Config.bBufferedRendering)
return;
EndDebugDraw();
framebufferManager_.CopyDisplayToOutput();
shaderManager_->DirtyShader();
shaderManager_->DirtyUniform(DIRTY_ALL);
gstate_c.textureChanged = true;
BeginDebugDraw();
}
// Render queue
void GLES_GPU::DrawSync(int mode)
{
transformDraw_.Flush();
}
void GLES_GPU::Continue() {
}
void GLES_GPU::Break() {
}
static void EnterClearMode(u32 data) {
bool colMask = (data >> 8) & 1;
bool alphaMask = (data >> 9) & 1;
bool updateZ = (data >> 10) & 1;
glstate.colorMask.set(colMask, colMask, colMask, alphaMask);
glstate.depthWrite.set(updateZ ? GL_TRUE : GL_FALSE);
}
static void LeaveClearMode() {
// We have to reset the following state as per the state of the command registers:
// Back face culling
// Texture map enable (meh)
// Fogging
// Antialiasing
// Alpha test
glstate.colorMask.set(1,1,1,1);
glstate.depthWrite.set(!(gstate.zmsk & 1) ? GL_TRUE : GL_FALSE);
// dirtyshader?
}
void GLES_GPU::PreExecuteOp(u32 op, u32 diff) {
u32 cmd = op >> 24;
if (flushBeforeCommand_[cmd] == 1 || (diff && flushBeforeCommand_[cmd] == 2))
{
if (dumpThisFrame_) {
NOTICE_LOG(G3D, "================ FLUSH ================");
}
transformDraw_.Flush();
}
}
void GLES_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:
{
framebufferManager_.SetRenderFrameBuffer();
u32 count = data & 0xFFFF;
u32 type = data >> 16;
if (!Memory::IsValidAddress(gstate_c.vertexAddr)) {
ERROR_LOG(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(G3D, "Bad index address %08x!", gstate_c.indexAddr);
break;
}
inds = Memory::GetPointer(gstate_c.indexAddr);
}
int bytesRead;
transformDraw_.SubmitPrim(verts, inds, type, count, gstate.vertType, -1, &bytesRead);
// 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:
{
int bz_ucount = data & 0xFF;
int bz_vcount = (data >> 8) & 0xFF;
transformDraw_.DrawBezier(bz_ucount, bz_vcount);
}
break;
case GE_CMD_SPLINE:
{
int sp_ucount = data & 0xFF;
int sp_vcount = (data >> 8) & 0xFF;
int sp_utype = (data >> 16) & 0x3;
int sp_vtype = (data >> 18) & 0x3;
transformDraw_.DrawSpline(sp_ucount, sp_vcount, sp_utype, sp_vtype);
}
break;
case GE_CMD_JUMP:
{
u32 target = gstate_c.getRelativeAddress(data);
if (Memory::IsValidAddress(target)) {
currentList->pc = target - 4; // pc will be increased after we return, counteract that
} else {
ERROR_LOG(G3D, "JUMP to illegal address %08x - ignoring! data=%06x", target, data);
}
}
break;
case GE_CMD_CALL:
{
// Saint Seiya needs correct support for relative calls.
u32 retval = currentList->pc + 4;
u32 target = gstate_c.getRelativeAddress(data);
if (stackptr == ARRAY_SIZE(stack)) {
ERROR_LOG(G3D, "CALL: Stack full!");
} else if (!Memory::IsValidAddress(target)) {
ERROR_LOG(G3D, "CALL to illegal address %08x - ignoring! data=%06x", target, data);
} else {
stack[stackptr++] = retval;
currentList->pc = target - 4; // pc will be increased after we return, counteract that
}
}
break;
case GE_CMD_RET:
{
if (stackptr == 0) {
ERROR_LOG(G3D, "RET: Stack empty!");
} else {
u32 target = (currentList->pc & 0xF0000000) | (stack[--stackptr] & 0x0FFFFFFF);
//target = (target + gstate_c.originAddr) & 0xFFFFFFF;
currentList->pc = target - 4;
if (!Memory::IsValidAddress(currentList->pc)) {
ERROR_LOG(G3D, "Invalid DL PC %08x on return", currentList->pc);
finished = true;
}
}
}
break;
case GE_CMD_OFFSETADDR:
gstate_c.offsetAddr = data << 8;
// ???
break;
case GE_CMD_ORIGIN:
gstate_c.offsetAddr = currentList->pc;
break;
case GE_CMD_SIGNAL:
{
// Processed in GE_END. Has data.
currentList->subIntrToken = data & 0xFFFF;
}
break;
case GE_CMD_FINISH:
currentList->subIntrToken = data & 0xFFFF;
// TODO: Should this run while interrupts are suspended?
if (interruptsEnabled_)
__GeTriggerInterrupt(currentList->id, currentList->pc);
break;
case GE_CMD_END:
switch (prev >> 24) {
case GE_CMD_SIGNAL:
{
currentList->status = PSP_GE_LIST_END_REACHED;
// TODO: see http://code.google.com/p/jpcsp/source/detail?r=2935#
int behaviour = (prev >> 16) & 0xFF;
int signal = prev & 0xFFFF;
int enddata = data & 0xFFFF;
// We should probably defer to sceGe here, no sense in implementing this stuff in every GPU
switch (behaviour) {
case 1: // Signal with Wait
ERROR_LOG(G3D, "Signal with Wait UNIMPLEMENTED! signal/end: %04x %04x", signal, enddata);
break;
case 2:
ERROR_LOG(G3D, "Signal without wait. signal/end: %04x %04x", signal, enddata);
break;
case 3:
ERROR_LOG(G3D, "Signal with Pause UNIMPLEMENTED! signal/end: %04x %04x", signal, enddata);
break;
case 0x10:
ERROR_LOG(G3D, "Signal with Jump UNIMPLEMENTED! signal/end: %04x %04x", signal, enddata);
break;
case 0x11:
ERROR_LOG(G3D, "Signal with Call UNIMPLEMENTED! signal/end: %04x %04x", signal, enddata);
break;
case 0x12:
ERROR_LOG(G3D, "Signal with Return UNIMPLEMENTED! signal/end: %04x %04x", signal, enddata);
break;
default:
ERROR_LOG(G3D, "UNKNOWN Signal UNIMPLEMENTED %i ! signal/end: %04x %04x", behaviour, signal, enddata);
break;
}
// TODO: Should this run while interrupts are suspended?
if (interruptsEnabled_)
__GeTriggerInterrupt(currentList->id, currentList->pc);
}
break;
case GE_CMD_FINISH:
currentList->status = PSP_GE_LIST_DONE;
finished = true;
break;
default:
DEBUG_LOG(G3D,"Ah, not finished: %06x", prev & 0xFFFFFF);
break;
}
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 & GE_VTYPE_THROUGH) {
// Throughmode changed, let's make the proj matrix dirty.
shaderManager_->DirtyUniform(DIRTY_PROJMATRIX);
}
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
// This sets through-mode or not, as well.
break;
case GE_CMD_REGION1:
{
int x1 = data & 0x3ff;
int y1 = data >> 10;
//topleft
}
break;
case GE_CMD_REGION2:
{
int x2 = data & 0x3ff;
int y2 = data >> 10;
}
break;
case GE_CMD_CLIPENABLE:
//we always clip, this is opengl
break;
case GE_CMD_CULLFACEENABLE:
break;
case GE_CMD_TEXTUREMAPENABLE:
gstate_c.textureChanged = true;
break;
case GE_CMD_LIGHTINGENABLE:
break;
case GE_CMD_FOGCOLOR:
shaderManager_->DirtyUniform(DIRTY_FOGCOLOR);
break;
case GE_CMD_FOG1:
shaderManager_->DirtyUniform(DIRTY_FOGCOEF);
break;
case GE_CMD_FOG2:
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:
gstate_c.uScale = getFloat24(data);
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
break;
case GE_CMD_TEXSCALEV:
gstate_c.vScale = getFloat24(data);
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
break;
case GE_CMD_TEXOFFSETU:
gstate_c.uOff = getFloat24(data);
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
break;
case GE_CMD_TEXOFFSETV:
gstate_c.vOff = getFloat24(data);
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
break;
case GE_CMD_SCISSOR1:
case GE_CMD_SCISSOR2:
break;
case GE_CMD_MINZ:
gstate_c.zMin = getFloat24(data) / 65535.f;
break;
case GE_CMD_MAXZ:
gstate_c.zMax = getFloat24(data) / 65535.f;
break;
case GE_CMD_FRAMEBUFPTR:
break;
case GE_CMD_FRAMEBUFWIDTH:
break;
case GE_CMD_FRAMEBUFPIXFORMAT:
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;
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:
gstate_c.textureChanged = true;
break;
case GE_CMD_CLUTADDRUPPER:
gstate_c.textureChanged = true;
break;
case GE_CMD_LOADCLUT:
gstate_c.textureChanged = true;
// This could be used to "dirty" textures with clut.
break;
case GE_CMD_TEXMAPMODE:
break;
case GE_CMD_TEXSHADELS:
break;
case GE_CMD_CLUTFORMAT:
gstate_c.textureChanged = true;
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.
DoBlockTransfer();
break;
}
case GE_CMD_TEXSIZE0:
gstate_c.curTextureWidth = 1 << (gstate.texsize[0] & 0xf);
gstate_c.curTextureHeight = 1 << ((gstate.texsize[0]>>8) & 0xf);
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:
break;
case GE_CMD_MATERIALAMBIENT:
if (diff)
shaderManager_->DirtyUniform(DIRTY_MATAMBIENTALPHA);
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_MATERIALSPECULAR:
if (diff)
shaderManager_->DirtyUniform(DIRTY_MATSPECULAR);
break;
case GE_CMD_MATERIALALPHA:
if (diff)
shaderManager_->DirtyUniform(DIRTY_MATAMBIENTALPHA);
break;
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_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:
break;
case GE_CMD_VIEWPORTZ1:
gstate_c.zScale = getFloat24(data) / 65535.f;
break;
case GE_CMD_VIEWPORTZ2:
gstate_c.zOff = getFloat24(data) / 65535.f;
break;
case GE_CMD_LIGHTENABLE0:
case GE_CMD_LIGHTENABLE1:
case GE_CMD_LIGHTENABLE2:
case GE_CMD_LIGHTENABLE3:
break;
case GE_CMD_CULL:
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:
// If it becomes a performance problem, check diff&1
if (data & 1)
EnterClearMode(data);
else
LeaveClearMode();
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:
// This is done in the shader.
break;
case GE_CMD_COLORREF:
case GE_CMD_ALPHATEST:
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 = (gstate.worldmtxnum & 0xFF000000) | (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 = (gstate.viewmtxnum & 0xFF000000) | (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);
}
num++;
gstate.projmtxnum = (gstate.projmtxnum & 0xFF000000) | (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 = (gstate.texmtxnum & 0xFF000000) | (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 = (gstate.boneMatrixNumber & 0xFF000000) | (num & 0x7F);
}
break;
default:
DEBUG_LOG(G3D,"DL Unknown: %08x @ %08x", op, currentList == NULL ? 0 : currentList->pc);
break;
}
}
void GLES_GPU::UpdateStats() {
gpuStats.numVertexShaders = shaderManager_->NumVertexShaders();
gpuStats.numFragmentShaders = shaderManager_->NumFragmentShaders();
gpuStats.numShaders = shaderManager_->NumPrograms();
gpuStats.numTextures = textureCache_.NumLoadedTextures();
gpuStats.numFBOs = framebufferManager_.NumVFBs();
}
void GLES_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.transfersrc & 0xFFFFFF) | ((gstate.transfersrcw & 0xFF0000) << 8);
u32 srcStride = gstate.transfersrcw & 0x3FF;
u32 dstBasePtr = (gstate.transferdst & 0xFFFFFF) | ((gstate.transferdstw & 0xFF0000) << 8);
u32 dstStride = gstate.transferdstw & 0x3FF;
int srcX = gstate.transfersrcpos & 0x3FF;
int srcY = (gstate.transfersrcpos >> 10) & 0x3FF;
int dstX = gstate.transferdstpos & 0x3FF;
int dstY = (gstate.transferdstpos >> 10) & 0x3FF;
int width = (gstate.transfersize & 0x3FF) + 1;
int height = ((gstate.transfersize >> 10) & 0x3FF) + 1;
int bpp = (gstate.transferstart & 1) ? 4 : 2;
DEBUG_LOG(G3D, "Block transfer: %08x to %08x, %i x %i , ...", srcBasePtr, dstBasePtr, width, height);
// 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) * srcStride + dstX) * bpp);
memcpy(dst, src, width * bpp);
}
// TODO: Notify all overlapping FBOs that they need to reload.
textureCache_.Invalidate(dstBasePtr + dstY * dstStride + dstX, height * dstStride + width * bpp, true);
}
void GLES_GPU::InvalidateCache(u32 addr, int size) {
if (size > 0)
textureCache_.Invalidate(addr, size, true);
else
textureCache_.InvalidateAll(true);
}
void GLES_GPU::InvalidateCacheHint(u32 addr, int size) {
if (size > 0)
textureCache_.Invalidate(addr, size, false);
else
textureCache_.InvalidateAll(false);
}
void GLES_GPU::Flush() {
transformDraw_.Flush();
}
void GLES_GPU::Resized() {
framebufferManager_.Resized();
}
void GLES_GPU::DoState(PointerWrap &p) {
GPUCommon::DoState(p);
textureCache_.Clear(true);
gstate_c.textureChanged = true;
framebufferManager_.DestroyAllFBOs();
shaderManager_->ClearCache(true);
}