// Copyright (c) 2017- 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 #include "Common/Log.h" #include "Common/Serialize/Serializer.h" #include "Common/GraphicsContext.h" #include "Common/System/System.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/System.h" #include "GPU/GPUState.h" #include "GPU/ge_constants.h" #include "GPU/GeDisasm.h" #include "GPU/Common/FramebufferManagerCommon.h" #include "GPU/D3D11/ShaderManagerD3D11.h" #include "GPU/D3D11/GPU_D3D11.h" #include "GPU/D3D11/FramebufferManagerD3D11.h" #include "GPU/D3D11/DrawEngineD3D11.h" #include "GPU/D3D11/TextureCacheD3D11.h" #include "GPU/D3D11/D3D11Util.h" GPU_D3D11::GPU_D3D11(GraphicsContext *gfxCtx, Draw::DrawContext *draw) : GPUCommon(gfxCtx, draw), drawEngine_(draw, (ID3D11Device *)draw->GetNativeObject(Draw::NativeObject::DEVICE), (ID3D11DeviceContext *)draw->GetNativeObject(Draw::NativeObject::CONTEXT)) { device_ = (ID3D11Device *)draw->GetNativeObject(Draw::NativeObject::DEVICE); context_ = (ID3D11DeviceContext *)draw->GetNativeObject(Draw::NativeObject::CONTEXT); D3D_FEATURE_LEVEL featureLevel = (D3D_FEATURE_LEVEL)draw->GetNativeObject(Draw::NativeObject::FEATURE_LEVEL); stockD3D11.Create(device_); shaderManagerD3D11_ = new ShaderManagerD3D11(draw, device_, context_, featureLevel); framebufferManagerD3D11_ = new FramebufferManagerD3D11(draw); framebufferManager_ = framebufferManagerD3D11_; textureCacheD3D11_ = new TextureCacheD3D11(draw, framebufferManager_->GetDraw2D()); textureCache_ = textureCacheD3D11_; drawEngineCommon_ = &drawEngine_; shaderManager_ = shaderManagerD3D11_; drawEngine_.SetShaderManager(shaderManagerD3D11_); drawEngine_.SetTextureCache(textureCacheD3D11_); drawEngine_.SetFramebufferManager(framebufferManagerD3D11_); drawEngine_.Init(); framebufferManagerD3D11_->SetTextureCache(textureCacheD3D11_); framebufferManagerD3D11_->SetShaderManager(shaderManagerD3D11_); framebufferManagerD3D11_->SetDrawEngine(&drawEngine_); framebufferManagerD3D11_->Init(msaaLevel_); textureCacheD3D11_->SetFramebufferManager(framebufferManagerD3D11_); textureCacheD3D11_->SetShaderManager(shaderManagerD3D11_); // 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. textureCache_->NotifyConfigChanged(); } GPU_D3D11::~GPU_D3D11() { framebufferManagerD3D11_->DestroyAllFBOs(); delete framebufferManagerD3D11_; shaderManagerD3D11_->ClearShaders(); delete shaderManagerD3D11_; delete textureCacheD3D11_; stockD3D11.Destroy(); } u32 GPU_D3D11::CheckGPUFeatures() const { u32 features = GPUCommon::CheckGPUFeatures(); // 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; features |= GPU_USE_TEXTURE_FLOAT; features |= GPU_USE_INSTANCE_RENDERING; features |= GPU_USE_TEXTURE_LOD_CONTROL; uint32_t fmt4444 = draw_->GetDataFormatSupport(Draw::DataFormat::A4R4G4B4_UNORM_PACK16); uint32_t fmt1555 = draw_->GetDataFormatSupport(Draw::DataFormat::A1R5G5B5_UNORM_PACK16); uint32_t fmt565 = draw_->GetDataFormatSupport(Draw::DataFormat::R5G6B5_UNORM_PACK16); if ((fmt4444 & Draw::FMT_TEXTURE) && (fmt565 & Draw::FMT_TEXTURE) && (fmt1555 & Draw::FMT_TEXTURE)) { features |= GPU_USE_16BIT_FORMATS; } return CheckGPUFeaturesLate(features); } // Needs to be called on GPU thread, not reporting thread. void GPU_D3D11::BuildReportingInfo() { using namespace Draw; DrawContext *thin3d = gfxCtx_->GetDrawContext(); reportingPrimaryInfo_ = thin3d->GetInfoString(InfoField::VENDORSTRING); reportingFullInfo_ = reportingPrimaryInfo_ + " - " + System_GetProperty(SYSPROP_GPUDRIVER_VERSION) + " - " + thin3d->GetInfoString(InfoField::SHADELANGVERSION); } void GPU_D3D11::DeviceLost() { draw_->Invalidate(InvalidationFlags::CACHED_RENDER_STATE); // Simply drop all caches and textures. // FBOs appear to survive? Or no? shaderManagerD3D11_->ClearShaders(); drawEngine_.ClearInputLayoutMap(); textureCacheD3D11_->Clear(false); GPUCommon::DeviceLost(); } void GPU_D3D11::DeviceRestore() { GPUCommon::DeviceRestore(); // Nothing needed. } void GPU_D3D11::InitClear() { if (!framebufferManager_->UseBufferedRendering()) { // device_->Clear(0, NULL, D3DCLEAR_STENCIL | D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.f, 0); } } void GPU_D3D11::BeginFrame() { GPUCommon::BeginFrame(); textureCacheD3D11_->StartFrame(); drawEngine_.BeginFrame(); shaderManagerD3D11_->DirtyLastShader(); framebufferManagerD3D11_->BeginFrame(); gstate_c.Dirty(DIRTY_PROJTHROUGHMATRIX); 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"); shaderManagerD3D11_->ClearShaders(); framebufferManager_->ClearAllDepthBuffers(); drawEngine_.ClearInputLayoutMap(); gstate_c.useFlagsChanged = false; } } void GPU_D3D11::CopyDisplayToOutput(bool reallyDirty) { // Flush anything left over. drawEngine_.Flush(); shaderManager_->DirtyLastShader(); framebufferManagerD3D11_->CopyDisplayToOutput(reallyDirty); gstate_c.Dirty(DIRTY_TEXTURE_IMAGE); } void GPU_D3D11::FinishDeferred() { // This finishes reading any vertex data that is pending. drawEngine_.FinishDeferred(); } inline void GPU_D3D11::CheckFlushOp(int cmd, u32 diff) { const u8 cmdFlags = cmdInfo_[cmd].flags; if (diff && (cmdFlags & FLAG_FLUSHBEFOREONCHANGE)) { if (dumpThisFrame_) { NOTICE_LOG(G3D, "================ FLUSH ================"); } drawEngine_.Flush(); } } void GPU_D3D11::PreExecuteOp(u32 op, u32 diff) { CheckFlushOp(op >> 24, diff); } void GPU_D3D11::ExecuteOp(u32 op, u32 diff) { const u8 cmd = op >> 24; const CommandInfo info = cmdInfo_[cmd]; const u8 cmdFlags = info.flags; if ((cmdFlags & FLAG_EXECUTE) || (diff && (cmdFlags & FLAG_EXECUTEONCHANGE))) { (this->*info.func)(op, diff); } else if (diff) { uint64_t dirty = info.flags >> 8; if (dirty) gstate_c.Dirty(dirty); } } void GPU_D3D11::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: %d, %d\n", shaderManagerD3D11_->GetNumVertexShaders(), shaderManagerD3D11_->GetNumFragmentShaders() ); } void GPU_D3D11::DoState(PointerWrap &p) { GPUCommon::DoState(p); // TODO: Some of these things may not be necessary. // None of these are necessary when saving. if (p.mode == p.MODE_READ && !PSP_CoreParameter().frozen) { textureCache_->Clear(true); drawEngine_.ClearTrackedVertexArrays(); gstate_c.Dirty(DIRTY_TEXTURE_IMAGE); framebufferManager_->DestroyAllFBOs(); } } std::vector GPU_D3D11::DebugGetShaderIDs(DebugShaderType type) { switch (type) { case SHADER_TYPE_VERTEXLOADER: return drawEngine_.DebugGetVertexLoaderIDs(); case SHADER_TYPE_TEXTURE: return textureCache_->GetTextureShaderCache()->DebugGetShaderIDs(type); default: return shaderManagerD3D11_->DebugGetShaderIDs(type); } } std::string GPU_D3D11::DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) { switch (type) { case SHADER_TYPE_VERTEXLOADER: return drawEngine_.DebugGetVertexLoaderString(id, stringType); case SHADER_TYPE_TEXTURE: return textureCache_->GetTextureShaderCache()->DebugGetShaderString(id, type, stringType); default: return shaderManagerD3D11_->DebugGetShaderString(id, type, stringType); } }