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The shader depal CLUT8 mode now handles 565, 5551 and 4444 framebuffers (the format goes in the depal format bits, which this mode didn't fill before), rebuilding the 16-bit pixel and taking its low or high byte. This replaces SOCOMClut8Replacement, which assumed the high byte. - The GE samples a pixel at its corner, the GPU at its center. With u stepping two bytes per pixel (SOCOM and Bend's games use u = 1 + 2x) that's a whole byte, so the shader steps back to the corner. - The CLUT index shift, mask and start are applied, as in the other depal modes. - The self-render copy region counted CLUT8's U in pixels, not bytes. SOCOM, Star Wars: The Force Unleashed and the NPJG90068 dumps improve a lot. Syphon Filter and Resistance: Retribution now read the right bytes, which exposes a 16-bit precision difference in their bright pass. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
181 lines
4.5 KiB
C++
181 lines
4.5 KiB
C++
// Copyright (c) 2015- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include <cstring>
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#include <cstdint>
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enum GPUCore : int;
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class GPUCommon;
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class GPUCommon;
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class GraphicsContext;
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// PSP rasterization has two outputs, color and depth. Stencil is packed
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// into the alpha channel of color (if exists), so possibly RASTER_COLOR
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// should be named RASTER_COLOR_STENCIL but it gets kinda hard to read.
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enum RasterChannel : uint8_t {
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RASTER_COLOR = 0,
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RASTER_DEPTH = 1,
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};
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enum SkipDrawReasonFlags {
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SKIPDRAW_SKIPFRAME = 1,
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SKIPDRAW_NON_DISPLAYED_FB = 2, // Skip drawing to FBO:s that have not been displayed.
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SKIPDRAW_BAD_FB_TEXTURE = 4,
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SKIPDRAW_WINDOW_MINIMIZED = 8, // Don't draw when the host window is minimized.
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};
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enum class ShaderDepalMode {
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OFF = 0,
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NORMAL = 1,
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SMOOTHED = 2,
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CLUT8 = 3, // Read a color framebuffer as 8-bit CLUT (the depal format bits say which format).
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};
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// Global GPU-related utility functions.
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// Nothing directly Ge-related in here.
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// PSP uses a curious 24-bit float - it's the top 24 bits of a regular IEEE754 32-bit float.
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// This is used for light positions, transform matrices, you name it.
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inline float getFloat24(unsigned int data) {
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data <<= 8;
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float f;
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memcpy(&f, &data, 4);
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return f;
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}
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// in case we ever want to generate PSP display lists...
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inline unsigned int toFloat24(float f) {
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unsigned int i;
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memcpy(&i, &f, 4);
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return i >> 8;
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}
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// TODO: Not completely sure about the exact mechanics here, or where we need to use this.
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// Useful to experiment with.
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inline float roundToFloat24(float f) {
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unsigned int i;
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memcpy(&i, &f, 4);
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i &= 0xFFFFFF00;
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i += 0x80; // TODO: Subtract for negative numbers?
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float retval;
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memcpy(&retval, &i, 4);
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return retval;
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}
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inline float truncateToFloat24(float f) {
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unsigned int i;
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memcpy(&i, &f, 4);
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i &= 0xFFFFFF00;
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float retval;
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memcpy(&retval, &i, 4);
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return retval;
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}
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// TODO: Possibly use macros to disable expensive parts of stats tracking in release builds.
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struct GPUStatsPerFrame {
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int numEnqueue;
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int numUpdateStall;
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int numDrawSyncs;
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int numListSyncs;
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int numGEInterrupts;
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int numDrawCalls;
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int numVertexDecodes;
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int numCulledDraws;
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int numFlushes;
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int numSoftTransformedDraws;
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int numSoftClippedTriangles;
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int numBBOXJumps;
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int numVertsSubmitted;
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int numVertsDecoded;
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int numVertsDrawn;
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int numTextureInvalidations;
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int numTexturesChanged;
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int numTextureInvalidationsByFramebuffer;
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int numTexturesHashed;
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int numTextureDataBytesHashed;
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int numTexturesDecoded;
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int numVideoTextures;
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int numFramebufferEvaluations;
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int numFBOsCreated;
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int numBlockingReadbacks;
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int numReadbacks;
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int numUploads;
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int numCachedUploads;
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int numDepal;
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int numClears;
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int numDepthCopies;
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int numReinterpretCopies;
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int numColorCopies;
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int numCopiesForShaderBlend;
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int numCopiesForSelfTex;
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int numBlockTransfers;
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int numReplacerTrackedTex;
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int numCachedReplacedTextures;
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int numClutTextures;
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double msProcessingDisplayLists;
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double msPrepareDepth;
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double msCullDepth;
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double msRasterizeDepth;
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double msRasterTimeAvailable;
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int vertexGPUCycles;
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int otherGPUCycles;
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int numDepthRasterPrims;
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int numDepthRasterEarlySize;
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int numDepthRasterNoPixels;
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int numDepthRasterTooSmall;
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int numDepthRasterZCulled;
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int numDepthEarlyBoxCulled;
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};
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struct GPUStatsTotals {
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// Flip count. Doesn't really belong here.
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int numFlips;
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};
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// The ToString function lives in GPUCommonHW.cpp.
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struct GPUStatistics {
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void Reset() {
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ResetFrame();
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totals = {};
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}
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void ResetFrame() {
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perFrame = {};
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}
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// Flip count. Doesn't really belong here.
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GPUStatsPerFrame perFrame;
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GPUStatsTotals totals;
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};
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extern GPUStatistics gpuStats;
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extern GPUCommon *gpu;
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extern GPUCommon *gpu;
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namespace Draw {
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class DrawContext;
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}
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bool GPU_Init(GPUCore gpuCore, GraphicsContext *ctx, Draw::DrawContext *draw);
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void GPU_Shutdown();
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const char *RasterChannelToString(RasterChannel channel);
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