// 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 <string> #include "Common/Serialize/Serializer.h" #include "Common/GraphicsContext.h" #include "Common/System/OSD.h" #include "Common/Profiler/Profiler.h" #include "Common/Data/Text/I18n.h" #include "Core/Debugger/Breakpoints.h" #include "Core/MemMapHelpers.h" #include "Core/MIPS/MIPS.h" #include "Core/Config.h" #include "Core/ConfigValues.h" #include "Core/System.h" #include "Common/GPU/D3D9/D3D9StateCache.h" #include "GPU/GPUState.h" #include "GPU/ge_constants.h" #include "GPU/GeDisasm.h" #include "GPU/Common/FramebufferManagerCommon.h" #include "GPU/Directx9/ShaderManagerDX9.h" #include "GPU/Directx9/GPU_DX9.h" #include "GPU/Directx9/FramebufferManagerDX9.h" #include "GPU/Directx9/DrawEngineDX9.h" #include "GPU/Directx9/TextureCacheDX9.h" GPU_DX9::GPU_DX9(GraphicsContext *gfxCtx, Draw::DrawContext *draw) : GPUCommonHW(gfxCtx, draw), drawEngine_(draw) { device_ = (LPDIRECT3DDEVICE9)draw->GetNativeObject(Draw::NativeObject::DEVICE); deviceEx_ = (LPDIRECT3DDEVICE9EX)draw->GetNativeObject(Draw::NativeObject::DEVICE_EX); shaderManagerDX9_ = new ShaderManagerDX9(draw, device_); framebufferManagerDX9_ = new FramebufferManagerDX9(draw); framebufferManager_ = framebufferManagerDX9_; textureCacheDX9_ = new TextureCacheDX9(draw, framebufferManager_->GetDraw2D()); textureCache_ = textureCacheDX9_; drawEngineCommon_ = &drawEngine_; shaderManager_ = shaderManagerDX9_; drawEngine_.SetShaderManager(shaderManagerDX9_); drawEngine_.SetTextureCache(textureCacheDX9_); drawEngine_.SetFramebufferManager(framebufferManagerDX9_); drawEngine_.Init(); framebufferManagerDX9_->SetTextureCache(textureCacheDX9_); framebufferManagerDX9_->SetShaderManager(shaderManagerDX9_); framebufferManagerDX9_->SetDrawEngine(&drawEngine_); framebufferManagerDX9_->Init(msaaLevel_); textureCacheDX9_->SetFramebufferManager(framebufferManagerDX9_); textureCacheDX9_->SetShaderManager(shaderManagerDX9_); // Sanity check gstate if ((int *)&gstate.transferstart - (int *)&gstate != 0xEA) { ERROR_LOG(G3D, "gstate has drifted out of sync!"); } // No need to flush before the tex scale/offset commands if we are baking // the tex scale/offset into the vertices anyway. UpdateCmdInfo(); gstate_c.SetUseFlags(CheckGPUFeatures()); 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(); if (g_Config.bHardwareTessellation) { // Disable hardware tessellation bacause DX9 is still unsupported. ERROR_LOG(G3D, "Hardware Tessellation is unsupported, falling back to software tessellation"); auto gr = GetI18NCategory(I18NCat::GRAPHICS); // TODO: Badly formulated g_OSD.Show(OSDType::MESSAGE_WARNING, gr->T("Turn off Hardware Tessellation - unsupported")); } } u32 GPU_DX9::CheckGPUFeatures() const { u32 features = GPUCommonHW::CheckGPUFeatures(); features |= GPU_USE_16BIT_FORMATS; features |= GPU_USE_TEXTURE_LOD_CONTROL; // Accurate depth is required because the Direct3D API does not support inverse Z. // So we cannot incorrectly use the viewport transform as the depth range on Direct3D. features |= GPU_USE_ACCURATE_DEPTH; return CheckGPUFeaturesLate(features); } void GPU_DX9::DeviceLost() { GPUCommonHW::DeviceLost(); } void GPU_DX9::DeviceRestore(Draw::DrawContext *draw) { GPUCommonHW::DeviceRestore(draw); } void GPU_DX9::ReapplyGfxState() { dxstate.Restore(); GPUCommonHW::ReapplyGfxState(); } void GPU_DX9::BeginHostFrame() { GPUCommonHW::BeginHostFrame(); textureCache_->StartFrame(); drawEngine_.BeginFrame(); shaderManagerDX9_->DirtyLastShader(); framebufferManager_->BeginFrame(); if (gstate_c.useFlagsChanged) { // TODO: It'd be better to recompile them in the background, probably? // This most likely means that saw equal depth changed. WARN_LOG(G3D, "Shader use flags changed, clearing all shaders and depth buffers"); shaderManager_->ClearShaders(); framebufferManager_->ClearAllDepthBuffers(); gstate_c.useFlagsChanged = false; } } void GPU_DX9::FinishDeferred() { // This finishes reading any vertex data that is pending. drawEngine_.FinishDeferred(); } void GPU_DX9::GetStats(char *buffer, size_t bufsize) { size_t offset = FormatGPUStatsCommon(buffer, bufsize); buffer += offset; bufsize -= offset; if ((int)bufsize < 0) return; snprintf(buffer, bufsize, "Vertex, Fragment shaders loaded: %i, %i\n", shaderManagerDX9_->GetNumVertexShaders(), shaderManagerDX9_->GetNumFragmentShaders() ); }