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GPU_Null derives straight from GPUCommon and has no thin3d context, framebuffer manager, texture cache or shaders. It runs display lists with the flow control, bounding boxes, matrix loads (the hardware backends'), immediate vertices and block transfers of the others, moves the vertex and index pointers past each draw and curve, and charges the per-vertex and fill cost the software renderer does. A DrawEngineCommon that queues nothing provides the vertex decoders. It's for measuring the CPU emulation. From savestates, God of War, Tekken 6, Wipeout Pure and LocoRoco flip the same frames in 10 emulated seconds as with Vulkan and software, in 44-77% fewer instructions than Vulkan. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
104 lines
2.6 KiB
C++
104 lines
2.6 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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#include "ppsspp_config.h"
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#include "Common/TimeUtil.h"
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#include "Common/GPU/GraphicsContext.h"
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#include "Core/Core.h"
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#include "Core/System.h"
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#include "GPU/GPU.h"
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#include "GPU/GPUCommon.h"
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#include "GPU/Debugger/Stepping.h"
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#if PPSSPP_API(ANY_GL)
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#include "GPU/GLES/GPU_GLES.h"
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#endif
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#include "GPU/Vulkan/GPU_Vulkan.h"
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#include "GPU/Software/SoftGpu.h"
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#include "GPU/Null/GPU_Null.h"
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#if PPSSPP_API(D3D11)
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#include "GPU/D3D11/GPU_D3D11.h"
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#endif
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GPUStatistics gpuStats;
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GPUCommon *gpu;
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#ifdef USE_CRT_DBG
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#undef new
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#endif
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static GPUCommon *CreateGPUCore(GPUCore gpuCore, GraphicsContext *ctx, Draw::DrawContext *draw) {
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switch (gpuCore) {
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case GPUCORE_GLES:
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// Disable GLES on ARM Windows (but leave it enabled on other ARM platforms).
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#if PPSSPP_API(ANY_GL)
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return new GPU_GLES(ctx, draw);
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#else
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return nullptr;
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#endif
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case GPUCORE_SOFTWARE:
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return new SoftGPU(ctx, draw);
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case GPUCORE_DIRECTX11:
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#if PPSSPP_API(D3D11)
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return new GPU_D3D11(ctx, draw);
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#else
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return nullptr;
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#endif
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#if !PPSSPP_PLATFORM(SWITCH) && !PPSSPP_PLATFORM(UWP)
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case GPUCORE_VULKAN:
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if (!ctx) {
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// Can this happen?
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ERROR_LOG(Log::G3D, "Unable to init Vulkan GPU backend, no context");
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return nullptr;
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}
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return new GPU_Vulkan(ctx, draw);
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#endif
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case GPUCORE_NULL:
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return CreateNullGPU(ctx);
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default:
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return nullptr;
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}
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}
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bool GPU_Init(GPUCore gpuCore, GraphicsContext *ctx, Draw::DrawContext *draw) {
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_dbg_assert_(draw || gpuCore == GPUCORE_SOFTWARE || gpuCore == GPUCORE_NULL);
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_dbg_assert_(!gpu);
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GPUCommon *createdGPU = CreateGPUCore(gpuCore, ctx, draw);
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gpu = createdGPU;
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return gpu != nullptr;
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}
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#ifdef USE_CRT_DBG
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#define new DBG_NEW
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#endif
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void GPU_Shutdown() {
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GPUStepping::Reset();
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delete gpu;
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gpu = nullptr;
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}
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const char *RasterChannelToString(RasterChannel channel) {
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return channel == RASTER_COLOR ? "COLOR" : "DEPTH";
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}
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