#include "Common/Profiler/Profiler.h" #include "Common/GPU/thin3d.h" #include "Common/Serialize/Serializer.h" #include "Common/System/System.h" #include "Core/System.h" #include "Core/Config.h" #include "GPU/GPUCommonHW.h" #include "GPU/Common/SplineCommon.h" #include "GPU/Common/DrawEngineCommon.h" #include "GPU/Common/TextureCacheCommon.h" #include "GPU/Common/FramebufferManagerCommon.h" struct CommonCommandTableEntry { uint8_t cmd; uint8_t flags; uint64_t dirty; GPUCommonHW::CmdFunc func; }; struct CommandInfo { uint64_t flags; GPUCommonHW::CmdFunc func; // Dirty flags are mashed into the regular flags by a left shift of 8. void AddDirty(u64 dirty) { flags |= dirty << 8; } void RemoveDirty(u64 dirty) { flags &= ~(dirty << 8); } }; static CommandInfo cmdInfo_[256]; const CommonCommandTableEntry commonCommandTable[] = { // From Common. No flushing but definitely need execute. { GE_CMD_OFFSETADDR, FLAG_EXECUTE, 0, &GPUCommon::Execute_OffsetAddr }, { GE_CMD_ORIGIN, FLAG_EXECUTE | FLAG_READS_PC, 0, &GPUCommon::Execute_Origin }, { GE_CMD_JUMP, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_Jump }, { GE_CMD_CALL, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_Call }, { GE_CMD_RET, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_Ret }, { GE_CMD_END, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_End }, { GE_CMD_VADDR, FLAG_EXECUTE, 0, &GPUCommon::Execute_Vaddr }, { GE_CMD_IADDR, FLAG_EXECUTE, 0, &GPUCommon::Execute_Iaddr }, { GE_CMD_BJUMP, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_BJump }, // EXECUTE { GE_CMD_BOUNDINGBOX, FLAG_EXECUTE, 0, &GPUCommonHW::Execute_BoundingBox }, // Shouldn't need to FLUSHBEFORE. { GE_CMD_PRIM, FLAG_EXECUTE, 0, &GPUCommonHW::Execute_Prim }, { GE_CMD_BEZIER, FLAG_EXECUTE, 0, &GPUCommonHW::Execute_Bezier }, { GE_CMD_SPLINE, FLAG_EXECUTE, 0, &GPUCommonHW::Execute_Spline }, // Changing the vertex type requires us to flush. { GE_CMD_VERTEXTYPE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommonHW::Execute_VertexType }, { GE_CMD_LOADCLUT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, 0, &GPUCommonHW::Execute_LoadClut}, // These two are actually processed in CMD_END. { GE_CMD_SIGNAL }, { GE_CMD_FINISH }, // Changes that dirty the framebuffer { GE_CMD_FRAMEBUFPTR, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS }, { GE_CMD_FRAMEBUFWIDTH, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE }, { GE_CMD_FRAMEBUFPIXFORMAT, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_FRAGMENTSHADER_STATE }, { GE_CMD_ZBUFPTR, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_ZBUFWIDTH, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_FOGCOLOR, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FOGCOLOR }, { GE_CMD_FOG1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FOGCOEFENABLE }, { GE_CMD_FOG2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FOGCOEFENABLE }, // These affect the fragment shader so need flushing. { GE_CMD_CLEARMODE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE | DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_GEOMETRYSHADER_STATE }, { GE_CMD_TEXTUREMAPENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_GEOMETRYSHADER_STATE }, { GE_CMD_FOGENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FOGCOEFENABLE }, { GE_CMD_TEXMODE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS | DIRTY_FRAGMENTSHADER_STATE }, { GE_CMD_TEXSHADELS, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE }, // Raster state for Direct3D 9, uncommon. { GE_CMD_SHADEMODE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_RASTER_STATE }, { GE_CMD_TEXFUNC, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAGMENTSHADER_STATE | DIRTY_TEX_ALPHA_MUL }, { GE_CMD_COLORTEST, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAGMENTSHADER_STATE }, { GE_CMD_ALPHATESTENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAGMENTSHADER_STATE }, { GE_CMD_COLORTESTENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAGMENTSHADER_STATE }, { GE_CMD_COLORTESTMASK, FLAG_FLUSHBEFOREONCHANGE, DIRTY_ALPHACOLORMASK | DIRTY_FRAGMENTSHADER_STATE }, // These change the vertex shader so need flushing. { GE_CMD_REVERSENORMAL, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE }, { GE_CMD_LIGHTINGENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_GEOMETRYSHADER_STATE }, { GE_CMD_LIGHTENABLE0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE }, { GE_CMD_LIGHTENABLE1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE }, { GE_CMD_LIGHTENABLE2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE }, { GE_CMD_LIGHTENABLE3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE }, { GE_CMD_LIGHTTYPE0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE | DIRTY_LIGHT0 }, { GE_CMD_LIGHTTYPE1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE | DIRTY_LIGHT1 }, { GE_CMD_LIGHTTYPE2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE | DIRTY_LIGHT2 }, { GE_CMD_LIGHTTYPE3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE | DIRTY_LIGHT3 }, { GE_CMD_MATERIALUPDATE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE }, // These change vertex shaders (in non uber shader mode) so need flushing. { GE_CMD_LIGHTMODE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE }, { GE_CMD_TEXFILTER, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXWRAP, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS | DIRTY_FRAGMENTSHADER_STATE }, // Uniform changes. though the fragmentshader optimizes based on these sometimes. { GE_CMD_ALPHATEST, FLAG_FLUSHBEFOREONCHANGE, DIRTY_ALPHACOLORREF | DIRTY_ALPHACOLORMASK | DIRTY_FRAGMENTSHADER_STATE }, { GE_CMD_COLORREF, FLAG_FLUSHBEFOREONCHANGE, DIRTY_ALPHACOLORREF | DIRTY_FRAGMENTSHADER_STATE }, { GE_CMD_TEXENVCOLOR, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXENV }, // Simple render state changes. Handled in StateMapping.cpp. { GE_CMD_CULL, FLAG_FLUSHBEFOREONCHANGE, DIRTY_RASTER_STATE }, { GE_CMD_CULLFACEENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_RASTER_STATE }, { GE_CMD_DITHERENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_RASTER_STATE }, { GE_CMD_STENCILOP, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_FRAGMENTSHADER_STATE }, { GE_CMD_STENCILTEST, FLAG_FLUSHBEFOREONCHANGE, DIRTY_STENCILREPLACEVALUE | DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE }, { GE_CMD_STENCILTESTENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_FRAGMENTSHADER_STATE }, { GE_CMD_ALPHABLENDENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_FRAGMENTSHADER_STATE }, { GE_CMD_BLENDMODE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_FRAGMENTSHADER_STATE }, { GE_CMD_BLENDFIXEDA, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_FRAGMENTSHADER_STATE }, { GE_CMD_BLENDFIXEDB, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_FRAGMENTSHADER_STATE }, { GE_CMD_MASKRGB, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_COLORWRITEMASK }, { GE_CMD_MASKALPHA, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_COLORWRITEMASK }, { GE_CMD_ZTEST, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHSTENCIL_STATE }, { GE_CMD_ZTESTENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHSTENCIL_STATE | DIRTY_FRAGMENTSHADER_STATE }, { GE_CMD_ZWRITEDISABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHSTENCIL_STATE | DIRTY_FRAGMENTSHADER_STATE }, { GE_CMD_LOGICOP, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_FRAGMENTSHADER_STATE }, { GE_CMD_LOGICOPENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_FRAGMENTSHADER_STATE }, { GE_CMD_TEXMAPMODE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE }, // These are read on every SubmitPrim, no need for dirtying or flushing. { GE_CMD_TEXSCALEU }, { GE_CMD_TEXSCALEV }, { GE_CMD_TEXOFFSETU }, { GE_CMD_TEXOFFSETV }, { GE_CMD_TEXSIZE0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, 0, &GPUCommonHW::Execute_TexSize0 }, { GE_CMD_TEXSIZE1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXSIZE2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXSIZE3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXSIZE4, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXSIZE5, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXSIZE6, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXSIZE7, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXFORMAT, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_IMAGE }, { GE_CMD_TEXLEVEL, FLAG_EXECUTEONCHANGE, DIRTY_TEXTURE_PARAMS, &GPUCommonHW::Execute_TexLevel }, { GE_CMD_TEXLODSLOPE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXADDR0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_IMAGE | DIRTY_UVSCALEOFFSET }, { GE_CMD_TEXADDR1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXADDR2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXADDR3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXADDR4, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXADDR5, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXADDR6, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXADDR7, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXBUFWIDTH0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_IMAGE }, { GE_CMD_TEXBUFWIDTH1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXBUFWIDTH2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXBUFWIDTH3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXBUFWIDTH4, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXBUFWIDTH5, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXBUFWIDTH6, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, { GE_CMD_TEXBUFWIDTH7, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS }, // These must flush on change, so that LoadClut doesn't have to always flush. { GE_CMD_CLUTADDR, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_CLUTADDRUPPER, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_CLUTFORMAT, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS | DIRTY_DEPAL }, // Morph weights. TODO: Remove precomputation? { GE_CMD_MORPHWEIGHT0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight }, { GE_CMD_MORPHWEIGHT1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight }, { GE_CMD_MORPHWEIGHT2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight }, { GE_CMD_MORPHWEIGHT3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight }, { GE_CMD_MORPHWEIGHT4, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight }, { GE_CMD_MORPHWEIGHT5, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight }, { GE_CMD_MORPHWEIGHT6, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight }, { GE_CMD_MORPHWEIGHT7, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight }, // Control spline/bezier patches. Don't really require flushing as such, but meh. { GE_CMD_PATCHDIVISION, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_PATCHPRIMITIVE, FLAG_FLUSHBEFOREONCHANGE }, { GE_CMD_PATCHFACING, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE }, { GE_CMD_PATCHCULLENABLE, FLAG_FLUSHBEFOREONCHANGE }, // Can probably ignore this one as we don't support AA lines. { GE_CMD_ANTIALIASENABLE, FLAG_FLUSHBEFOREONCHANGE }, // Viewport. { GE_CMD_OFFSETX, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE }, { GE_CMD_OFFSETY, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE }, { GE_CMD_VIEWPORTXSCALE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_CULLRANGE | DIRTY_PROJMATRIX | DIRTY_VIEWPORTSCISSOR_STATE }, { GE_CMD_VIEWPORTYSCALE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_CULLRANGE | DIRTY_PROJMATRIX | DIRTY_VIEWPORTSCISSOR_STATE }, { GE_CMD_VIEWPORTXCENTER, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_CULLRANGE | DIRTY_PROJMATRIX | DIRTY_VIEWPORTSCISSOR_STATE }, { GE_CMD_VIEWPORTYCENTER, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_CULLRANGE | DIRTY_PROJMATRIX | DIRTY_VIEWPORTSCISSOR_STATE }, { GE_CMD_VIEWPORTZSCALE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_CULLRANGE | DIRTY_DEPTHRANGE | DIRTY_PROJMATRIX | DIRTY_VIEWPORTSCISSOR_STATE }, { GE_CMD_VIEWPORTZCENTER, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_CULLRANGE | DIRTY_DEPTHRANGE | DIRTY_PROJMATRIX | DIRTY_VIEWPORTSCISSOR_STATE }, { GE_CMD_DEPTHCLAMPENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE | DIRTY_RASTER_STATE }, // Z clip { GE_CMD_MINZ, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHRANGE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE }, { GE_CMD_MAXZ, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHRANGE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE }, // Region { GE_CMD_REGION1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE }, { GE_CMD_REGION2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE }, // Scissor { GE_CMD_SCISSOR1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE }, { GE_CMD_SCISSOR2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE }, // Lighting base colors { GE_CMD_AMBIENTCOLOR, FLAG_FLUSHBEFOREONCHANGE, DIRTY_AMBIENT }, { GE_CMD_AMBIENTALPHA, FLAG_FLUSHBEFOREONCHANGE, DIRTY_AMBIENT }, { GE_CMD_MATERIALDIFFUSE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_MATDIFFUSE }, { GE_CMD_MATERIALEMISSIVE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_MATEMISSIVE }, { GE_CMD_MATERIALAMBIENT, FLAG_FLUSHBEFOREONCHANGE, DIRTY_MATAMBIENTALPHA }, { GE_CMD_MATERIALALPHA, FLAG_FLUSHBEFOREONCHANGE, DIRTY_MATAMBIENTALPHA }, { GE_CMD_MATERIALSPECULAR, FLAG_FLUSHBEFOREONCHANGE, DIRTY_MATSPECULAR }, { GE_CMD_MATERIALSPECULARCOEF, FLAG_FLUSHBEFOREONCHANGE, DIRTY_MATSPECULAR }, // Light parameters { GE_CMD_LX0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 }, { GE_CMD_LY0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 }, { GE_CMD_LZ0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 }, { GE_CMD_LX1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 }, { GE_CMD_LY1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 }, { GE_CMD_LZ1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 }, { GE_CMD_LX2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 }, { GE_CMD_LY2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 }, { GE_CMD_LZ2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 }, { GE_CMD_LX3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 }, { GE_CMD_LY3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 }, { GE_CMD_LZ3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 }, { GE_CMD_LDX0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 }, { GE_CMD_LDY0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 }, { GE_CMD_LDZ0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 }, { GE_CMD_LDX1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 }, { GE_CMD_LDY1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 }, { GE_CMD_LDZ1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 }, { GE_CMD_LDX2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 }, { GE_CMD_LDY2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 }, { GE_CMD_LDZ2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 }, { GE_CMD_LDX3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 }, { GE_CMD_LDY3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 }, { GE_CMD_LDZ3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 }, { GE_CMD_LKA0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 }, { GE_CMD_LKB0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 }, { GE_CMD_LKC0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 }, { GE_CMD_LKA1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 }, { GE_CMD_LKB1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 }, { GE_CMD_LKC1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 }, { GE_CMD_LKA2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 }, { GE_CMD_LKB2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 }, { GE_CMD_LKC2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 }, { GE_CMD_LKA3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 }, { GE_CMD_LKB3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 }, { GE_CMD_LKC3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 }, { GE_CMD_LKS0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 }, { GE_CMD_LKS1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 }, { GE_CMD_LKS2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 }, { GE_CMD_LKS3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 }, { GE_CMD_LKO0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 }, { GE_CMD_LKO1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 }, { GE_CMD_LKO2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 }, { GE_CMD_LKO3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 }, { GE_CMD_LAC0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 }, { GE_CMD_LDC0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 }, { GE_CMD_LSC0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 }, { GE_CMD_LAC1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 }, { GE_CMD_LDC1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 }, { GE_CMD_LSC1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 }, { GE_CMD_LAC2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 }, { GE_CMD_LDC2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 }, { GE_CMD_LSC2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 }, { GE_CMD_LAC3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 }, { GE_CMD_LDC3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 }, { GE_CMD_LSC3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 }, // Ignored commands { GE_CMD_TEXFLUSH, 0 }, { GE_CMD_TEXSYNC, 0 }, // These are just nop or part of other later commands. { GE_CMD_NOP, 0 }, { GE_CMD_BASE, 0 }, { GE_CMD_TRANSFERSRC, 0 }, { GE_CMD_TRANSFERSRCW, 0 }, { GE_CMD_TRANSFERDST, 0 }, { GE_CMD_TRANSFERDSTW, 0 }, { GE_CMD_TRANSFERSRCPOS, 0 }, { GE_CMD_TRANSFERDSTPOS, 0 }, { GE_CMD_TRANSFERSIZE, 0 }, { GE_CMD_TRANSFERSTART, FLAG_EXECUTE | FLAG_READS_PC, 0, &GPUCommonHW::Execute_BlockTransferStart }, // We don't use the dither table. { GE_CMD_DITH0 }, { GE_CMD_DITH1 }, { GE_CMD_DITH2 }, { GE_CMD_DITH3 }, // These handle their own flushing. { GE_CMD_WORLDMATRIXNUMBER, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_WorldMtxNum }, { GE_CMD_WORLDMATRIXDATA, FLAG_EXECUTE, 0, &GPUCommon::Execute_WorldMtxData }, { GE_CMD_VIEWMATRIXNUMBER, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_ViewMtxNum }, { GE_CMD_VIEWMATRIXDATA, FLAG_EXECUTE, 0, &GPUCommon::Execute_ViewMtxData }, { GE_CMD_PROJMATRIXNUMBER, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_ProjMtxNum }, { GE_CMD_PROJMATRIXDATA, FLAG_EXECUTE, 0, &GPUCommon::Execute_ProjMtxData }, { GE_CMD_TGENMATRIXNUMBER, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_TgenMtxNum }, { GE_CMD_TGENMATRIXDATA, FLAG_EXECUTE, 0, &GPUCommon::Execute_TgenMtxData }, { GE_CMD_BONEMATRIXNUMBER, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_BoneMtxNum }, { GE_CMD_BONEMATRIXDATA, FLAG_EXECUTE, 0, &GPUCommon::Execute_BoneMtxData }, // Vertex Screen/Texture/Color { GE_CMD_VSCX }, { GE_CMD_VSCY }, { GE_CMD_VSCZ }, { GE_CMD_VTCS }, { GE_CMD_VTCT }, { GE_CMD_VTCQ }, { GE_CMD_VCV }, { GE_CMD_VAP, FLAG_EXECUTE, 0, &GPUCommon::Execute_ImmVertexAlphaPrim }, { GE_CMD_VFC }, { GE_CMD_VSCV }, // "Missing" commands (gaps in the sequence) { GE_CMD_UNKNOWN_03, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown }, { GE_CMD_UNKNOWN_0D, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown }, { GE_CMD_UNKNOWN_11, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown }, { GE_CMD_UNKNOWN_29, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown }, { GE_CMD_UNKNOWN_34, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown }, { GE_CMD_UNKNOWN_35, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown }, { GE_CMD_UNKNOWN_39, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown }, { GE_CMD_UNKNOWN_4E, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown }, { GE_CMD_UNKNOWN_4F, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown }, { GE_CMD_UNKNOWN_52, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown }, { GE_CMD_UNKNOWN_59, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown }, { GE_CMD_UNKNOWN_5A, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown }, { GE_CMD_UNKNOWN_B6, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown }, { GE_CMD_UNKNOWN_B7, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown }, { GE_CMD_UNKNOWN_D1, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown }, { GE_CMD_UNKNOWN_ED, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown }, { GE_CMD_UNKNOWN_EF, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown }, { GE_CMD_UNKNOWN_FA, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown }, { GE_CMD_UNKNOWN_FB, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown }, { GE_CMD_UNKNOWN_FC, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown }, { GE_CMD_UNKNOWN_FD, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown }, { GE_CMD_UNKNOWN_FE, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown }, // Appears to be debugging related or something? Hit a lot in GoW. { GE_CMD_NOP_FF, 0 }, }; GPUCommonHW::GPUCommonHW(GraphicsContext *gfxCtx, Draw::DrawContext *draw) : GPUCommon(gfxCtx, draw) { memset(cmdInfo_, 0, sizeof(cmdInfo_)); // Convert the command table to a faster format, and check for dupes. std::set dupeCheck; for (size_t i = 0; i < ARRAY_SIZE(commonCommandTable); i++) { const u8 cmd = commonCommandTable[i].cmd; if (dupeCheck.find(cmd) != dupeCheck.end()) { ERROR_LOG(G3D, "Command table Dupe: %02x (%i)", (int)cmd, (int)cmd); } else { dupeCheck.insert(cmd); } cmdInfo_[cmd].flags |= (uint64_t)commonCommandTable[i].flags | (commonCommandTable[i].dirty << 8); cmdInfo_[cmd].func = commonCommandTable[i].func; if ((cmdInfo_[cmd].flags & (FLAG_EXECUTE | FLAG_EXECUTEONCHANGE)) && !cmdInfo_[cmd].func) { // Can't have FLAG_EXECUTE commands without a function pointer to execute. Crash(); } } // Find commands missing from the table. for (int i = 0; i < 0xEF; i++) { if (dupeCheck.find((u8)i) == dupeCheck.end()) { ERROR_LOG(G3D, "Command missing from table: %02x (%i)", i, i); } } UpdateCmdInfo(); UpdateMSAALevel(draw); } GPUCommonHW::~GPUCommonHW() { // Clear features so they're not visible in system info. gstate_c.SetUseFlags(0); // Delete the various common managers. framebufferManager_->DestroyAllFBOs(); delete framebufferManager_; delete textureCache_; shaderManager_->ClearShaders(); delete shaderManager_; } void GPUCommonHW::CheckRenderResized() { if (renderResized_) { framebufferManager_->NotifyRenderResized(msaaLevel_); renderResized_ = false; } } void GPUCommonHW::DeviceLost() { textureCache_->Clear(false); framebufferManager_->DeviceLost(); textureCache_->DeviceLost(); shaderManager_->DeviceLost(); } void GPUCommonHW::UpdateCmdInfo() { if (g_Config.bSoftwareSkinning) { cmdInfo_[GE_CMD_VERTEXTYPE].flags &= ~FLAG_FLUSHBEFOREONCHANGE; cmdInfo_[GE_CMD_VERTEXTYPE].func = &GPUCommonHW::Execute_VertexTypeSkinning; } else { cmdInfo_[GE_CMD_VERTEXTYPE].flags |= FLAG_FLUSHBEFOREONCHANGE; cmdInfo_[GE_CMD_VERTEXTYPE].func = &GPUCommonHW::Execute_VertexType; } if (g_Config.bFastMemory) { cmdInfo_[GE_CMD_JUMP].func = &GPUCommon::Execute_JumpFast; cmdInfo_[GE_CMD_CALL].func = &GPUCommon::Execute_CallFast; } else { cmdInfo_[GE_CMD_JUMP].func = &GPUCommon::Execute_Jump; cmdInfo_[GE_CMD_CALL].func = &GPUCommon::Execute_Call; } // Reconfigure for light ubershader or not. for (int i = 0; i < 4; i++) { if (gstate_c.Use(GPU_USE_LIGHT_UBERSHADER)) { cmdInfo_[GE_CMD_LIGHTENABLE0 + i].RemoveDirty(DIRTY_VERTEXSHADER_STATE); cmdInfo_[GE_CMD_LIGHTENABLE0 + i].AddDirty(DIRTY_LIGHT_CONTROL); cmdInfo_[GE_CMD_LIGHTTYPE0 + i].RemoveDirty(DIRTY_VERTEXSHADER_STATE); cmdInfo_[GE_CMD_LIGHTTYPE0 + i].AddDirty(DIRTY_LIGHT_CONTROL); } else { cmdInfo_[GE_CMD_LIGHTENABLE0 + i].RemoveDirty(DIRTY_LIGHT_CONTROL); cmdInfo_[GE_CMD_LIGHTENABLE0 + i].AddDirty(DIRTY_VERTEXSHADER_STATE); cmdInfo_[GE_CMD_LIGHTTYPE0 + i].RemoveDirty(DIRTY_LIGHT_CONTROL); cmdInfo_[GE_CMD_LIGHTTYPE0 + i].AddDirty(DIRTY_VERTEXSHADER_STATE); } } if (gstate_c.Use(GPU_USE_LIGHT_UBERSHADER)) { cmdInfo_[GE_CMD_MATERIALUPDATE].RemoveDirty(DIRTY_VERTEXSHADER_STATE); cmdInfo_[GE_CMD_MATERIALUPDATE].AddDirty(DIRTY_LIGHT_CONTROL); cmdInfo_[GE_CMD_LIGHTMODE].AddDirty(DIRTY_LIGHT_CONTROL); } else { cmdInfo_[GE_CMD_MATERIALUPDATE].RemoveDirty(DIRTY_LIGHT_CONTROL); cmdInfo_[GE_CMD_MATERIALUPDATE].AddDirty(DIRTY_VERTEXSHADER_STATE); cmdInfo_[GE_CMD_LIGHTMODE].RemoveDirty(DIRTY_LIGHT_CONTROL); } } void GPUCommonHW::BeginFrame() { GPUCommon::BeginFrame(); if (drawEngineCommon_->EverUsedExactEqualDepth() && !sawExactEqualDepth_) { sawExactEqualDepth_ = true; gstate_c.SetUseFlags(CheckGPUFeatures()); } } void GPUCommonHW::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) { framebufferManager_->SetDisplayFramebuffer(framebuf, stride, format); } void GPUCommonHW::CheckFlushOp(int cmd, u32 diff) { const u8 cmdFlags = cmdInfo_[cmd].flags; if (diff && (cmdFlags & FLAG_FLUSHBEFOREONCHANGE)) { if (dumpThisFrame_) { NOTICE_LOG(G3D, "================ FLUSH ================"); } drawEngineCommon_->DispatchFlush(); } } void GPUCommonHW::PreExecuteOp(u32 op, u32 diff) { CheckFlushOp(op >> 24, diff); } void GPUCommonHW::CopyDisplayToOutput(bool reallyDirty) { // Flush anything left over. drawEngineCommon_->DispatchFlush(); shaderManager_->DirtyLastShader(); framebufferManager_->CopyDisplayToOutput(reallyDirty); gstate_c.Dirty(DIRTY_TEXTURE_IMAGE); } void GPUCommonHW::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); drawEngineCommon_->ClearTrackedVertexArrays(); gstate_c.Dirty(DIRTY_TEXTURE_IMAGE); framebufferManager_->DestroyAllFBOs(); } } void GPUCommonHW::ClearCacheNextFrame() { textureCache_->ClearNextFrame(); } // Needs to be called on GPU thread, not reporting thread. void GPUCommonHW::BuildReportingInfo() { using namespace Draw; reportingPrimaryInfo_ = draw_->GetInfoString(InfoField::VENDORSTRING); reportingFullInfo_ = reportingPrimaryInfo_ + " - " + System_GetProperty(SYSPROP_GPUDRIVER_VERSION) + " - " + draw_->GetInfoString(InfoField::SHADELANGVERSION); } u32 GPUCommonHW::CheckGPUFeatures() const { u32 features = 0; if (draw_->GetDeviceCaps().logicOpSupported) { features |= GPU_USE_LOGIC_OP; } if (draw_->GetDeviceCaps().anisoSupported) { features |= GPU_USE_ANISOTROPY; } if (draw_->GetDeviceCaps().textureNPOTFullySupported) { features |= GPU_USE_TEXTURE_NPOT; } if (draw_->GetDeviceCaps().dualSourceBlend) { if (!g_Config.bVendorBugChecksEnabled || !draw_->GetBugs().Has(Draw::Bugs::DUAL_SOURCE_BLENDING_BROKEN)) { features |= GPU_USE_DUALSOURCE_BLEND; } } if (draw_->GetDeviceCaps().blendMinMaxSupported) { features |= GPU_USE_BLEND_MINMAX; } if (draw_->GetDeviceCaps().clipDistanceSupported) { features |= GPU_USE_CLIP_DISTANCE; } if (draw_->GetDeviceCaps().cullDistanceSupported) { features |= GPU_USE_CULL_DISTANCE; } if (draw_->GetDeviceCaps().textureDepthSupported) { features |= GPU_USE_DEPTH_TEXTURE; } if (draw_->GetDeviceCaps().depthClampSupported) { // Some backends always do GPU_USE_ACCURATE_DEPTH, but it's required for depth clamp. features |= GPU_USE_DEPTH_CLAMP | GPU_USE_ACCURATE_DEPTH; } bool canClipOrCull = draw_->GetDeviceCaps().clipDistanceSupported || draw_->GetDeviceCaps().cullDistanceSupported; bool canDiscardVertex = !draw_->GetBugs().Has(Draw::Bugs::BROKEN_NAN_IN_CONDITIONAL); if (canClipOrCull || canDiscardVertex) { // We'll dynamically use the parts that are supported, to reduce artifacts as much as possible. features |= GPU_USE_VS_RANGE_CULLING; } if (draw_->GetDeviceCaps().framebufferFetchSupported) { features |= GPU_USE_FRAMEBUFFER_FETCH; } if (draw_->GetShaderLanguageDesc().bitwiseOps) { features |= GPU_USE_LIGHT_UBERSHADER; } if (PSP_CoreParameter().compat.flags().ClearToRAM) { features |= GPU_USE_CLEAR_RAM_HACK; } // Even without depth clamp, force accurate depth on for some games that break without it. if (PSP_CoreParameter().compat.flags().DepthRangeHack) { features |= GPU_USE_ACCURATE_DEPTH; } return features; } u32 GPUCommonHW::CheckGPUFeaturesLate(u32 features) const { // If we already have a 16-bit depth buffer, we don't need to round. bool prefer24 = draw_->GetDeviceCaps().preferredDepthBufferFormat == Draw::DataFormat::D24_S8; bool prefer16 = draw_->GetDeviceCaps().preferredDepthBufferFormat == Draw::DataFormat::D16; if (!prefer16) { if (sawExactEqualDepth_ && (features & GPU_USE_ACCURATE_DEPTH) != 0) { // Exact equal tests tend to have issues unless we use the PSP's depth range. // We use 24-bit depth virtually everwhere, the fallback is just for safety. if (prefer24) features |= GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT; else features |= GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT; } else if (!g_Config.bHighQualityDepth && (features & GPU_USE_ACCURATE_DEPTH) != 0) { features |= GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT; } else if (PSP_CoreParameter().compat.flags().PixelDepthRounding) { if (prefer24 && (features & GPU_USE_ACCURATE_DEPTH) != 0) { // Here we can simulate a 16 bit depth buffer by scaling. // Note that the depth buffer is fixed point, not floating, so dividing by 256 is pretty good. features |= GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT; } else { // Use fragment rounding on where available otherwise. features |= GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT; } } else if (PSP_CoreParameter().compat.flags().VertexDepthRounding) { features |= GPU_ROUND_DEPTH_TO_16BIT; } } return features; } void GPUCommonHW::UpdateMSAALevel(Draw::DrawContext *draw) { int level = g_Config.iMultiSampleLevel; if (draw && draw->GetDeviceCaps().multiSampleLevelsMask & (1 << level)) { msaaLevel_ = level; } else { // Didn't support the configured level, so revert to 0. msaaLevel_ = 0; } } std::vector GPUCommonHW::DebugGetShaderIDs(DebugShaderType type) { switch (type) { case SHADER_TYPE_VERTEXLOADER: return drawEngineCommon_->DebugGetVertexLoaderIDs(); case SHADER_TYPE_TEXTURE: return textureCache_->GetTextureShaderCache()->DebugGetShaderIDs(type); default: return shaderManager_->DebugGetShaderIDs(type); } } std::string GPUCommonHW::DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) { switch (type) { case SHADER_TYPE_VERTEXLOADER: return drawEngineCommon_->DebugGetVertexLoaderString(id, stringType); case SHADER_TYPE_TEXTURE: return textureCache_->GetTextureShaderCache()->DebugGetShaderString(id, type, stringType); default: return shaderManager_->DebugGetShaderString(id, type, stringType); } } void GPUCommonHW::CheckDepthUsage(VirtualFramebuffer *vfb) { if (!gstate_c.usingDepth) { bool isReadingDepth = false; bool isClearingDepth = false; bool isWritingDepth = false; if (gstate.isModeClear()) { isClearingDepth = gstate.isClearModeDepthMask(); isWritingDepth = isClearingDepth; } else if (gstate.isDepthTestEnabled()) { isWritingDepth = gstate.isDepthWriteEnabled(); isReadingDepth = gstate.getDepthTestFunction() > GE_COMP_ALWAYS; } if (isWritingDepth || isReadingDepth) { gstate_c.usingDepth = true; gstate_c.clearingDepth = isClearingDepth; vfb->last_frame_depth_render = gpuStats.numFlips; if (isWritingDepth) { vfb->last_frame_depth_updated = gpuStats.numFlips; } framebufferManager_->SetDepthFrameBuffer(isClearingDepth); } } } void GPUCommonHW::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 GPUCommonHW::FastRunLoop(DisplayList &list) { PROFILE_THIS_SCOPE("gpuloop"); if (!Memory::IsValidAddress(list.pc)) { // We're having some serious problems here, just bail and try to limp along and not crash the app. downcount = 0; return; } const CommandInfo *cmdInfo = cmdInfo_; int dc = downcount; for (; dc > 0; --dc) { // We know that display list PCs have the upper nibble == 0 - no need to mask the pointer const u32 op = *(const u32_le *)(Memory::base + list.pc); const u32 cmd = op >> 24; const CommandInfo &info = cmdInfo[cmd]; const u32 diff = op ^ gstate.cmdmem[cmd]; if (diff == 0) { if (info.flags & FLAG_EXECUTE) { downcount = dc; (this->*info.func)(op, diff); dc = downcount; } } else { uint64_t flags = info.flags; if (flags & FLAG_FLUSHBEFOREONCHANGE) { if (drawEngineCommon_->GetNumDrawCalls()) { drawEngineCommon_->DispatchFlush(); } } gstate.cmdmem[cmd] = op; if (flags & (FLAG_EXECUTE | FLAG_EXECUTEONCHANGE)) { downcount = dc; (this->*info.func)(op, diff); dc = downcount; } else { uint64_t dirty = flags >> 8; if (dirty) gstate_c.Dirty(dirty); } } list.pc += 4; } downcount = 0; } void GPUCommonHW::Execute_VertexType(u32 op, u32 diff) { if (diff) gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE); if (diff & (GE_VTYPE_TC_MASK | GE_VTYPE_THROUGH_MASK)) { gstate_c.Dirty(DIRTY_UVSCALEOFFSET); // Switching between through and non-through, we need to invalidate a bunch of stuff. if (diff & GE_VTYPE_THROUGH_MASK) gstate_c.Dirty(DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_GEOMETRYSHADER_STATE | DIRTY_CULLRANGE | DIRTY_FOGCOEFENABLE); } } void GPUCommonHW::Execute_VertexTypeSkinning(u32 op, u32 diff) { // Don't flush when weight count changes. if (diff & ~GE_VTYPE_WEIGHTCOUNT_MASK) { // Restore and flush gstate.vertType ^= diff; Flush(); gstate.vertType ^= diff; if (diff & (GE_VTYPE_TC_MASK | GE_VTYPE_THROUGH_MASK)) gstate_c.Dirty(DIRTY_UVSCALEOFFSET); // In this case, we may be doing weights and morphs. // Update any bone matrix uniforms so it uses them correctly. if ((op & GE_VTYPE_MORPHCOUNT_MASK) != 0) { gstate_c.Dirty(gstate_c.deferredVertTypeDirty); gstate_c.deferredVertTypeDirty = 0; } gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE); } if (diff & GE_VTYPE_THROUGH_MASK) gstate_c.Dirty(DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_GEOMETRYSHADER_STATE | DIRTY_CULLRANGE | DIRTY_FOGCOEFENABLE); } void GPUCommonHW::Execute_Prim(u32 op, u32 diff) { // This drives all drawing. All other state we just buffer up, then we apply it only // when it's time to draw. As most PSP games set state redundantly ALL THE TIME, this is a huge optimization. PROFILE_THIS_SCOPE("execprim"); u32 data = op & 0xFFFFFF; u32 count = data & 0xFFFF; if (count == 0) return; FlushImm(); // Upper bits are ignored. GEPrimitiveType prim = static_cast((data >> 16) & 7); SetDrawType(DRAW_PRIM, prim); // Discard AA lines as we can't do anything that makes sense with these anyway. The SW plugin might, though. if (gstate.isAntiAliasEnabled()) { // Heuristic derived from discussions in #6483 and #12588. // Discard AA lines in Persona 3 Portable, DOA Paradise and Summon Night 5, while still keeping AA lines in Echochrome. if ((prim == GE_PRIM_LINE_STRIP || prim == GE_PRIM_LINES) && gstate.getTextureFunction() == GE_TEXFUNC_REPLACE) return; } // Update cached framebuffer format. // We store it in the cache so it can be modified for blue-to-alpha, next. gstate_c.framebufFormat = gstate.FrameBufFormat(); if (!Memory::IsValidAddress(gstate_c.vertexAddr)) { ERROR_LOG(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr); return; } // See the documentation for gstate_c.blueToAlpha. bool blueToAlpha = false; if (PSP_CoreParameter().compat.flags().BlueToAlpha) { if (gstate_c.framebufFormat == GEBufferFormat::GE_FORMAT_565 && gstate.getColorMask() == 0x0FFFFF && !gstate.isLogicOpEnabled()) { blueToAlpha = true; gstate_c.framebufFormat = GEBufferFormat::GE_FORMAT_4444; } if (blueToAlpha != gstate_c.blueToAlpha) { gstate_c.blueToAlpha = blueToAlpha; gstate_c.Dirty(DIRTY_FRAMEBUF | DIRTY_FRAGMENTSHADER_STATE | DIRTY_BLEND_STATE); } } if (PSP_CoreParameter().compat.flags().SplitFramebufferMargin) { switch (gstate.vertType & 0xFFFFFF) { case 0x00800102: // through, u16 uv, u16 pos (used for the framebuffer effect in-game) case 0x0080011c: // through, 8888 color, s16 pos (used for clearing in the margin of the title screen) case 0x00000183: // float uv, float pos (used for drawing in the margin of the title screen) // Need to re-check the framebuffer every one of these draws, to update the split if needed. gstate_c.Dirty(DIRTY_FRAMEBUF); } } // This also makes skipping drawing very effective. VirtualFramebuffer *vfb = framebufferManager_->SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason); if (blueToAlpha) { vfb->usageFlags |= FB_USAGE_BLUE_TO_ALPHA; } // Must check this after SetRenderFrameBuffer so we know SKIPDRAW_NON_DISPLAYED_FB. if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) { // Rough estimate, not sure what's correct. cyclesExecuted += EstimatePerVertexCost() * count; if (gstate.isModeClear()) { gpuStats.numClears++; } return; } CheckDepthUsage(vfb); const void *verts = Memory::GetPointerUnchecked(gstate_c.vertexAddr); const void *inds = nullptr; u32 vertexType = gstate.vertType; if ((vertexType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) { u32 indexAddr = gstate_c.indexAddr; if (!Memory::IsValidAddress(indexAddr)) { ERROR_LOG(G3D, "Bad index address %08x!", indexAddr); return; } inds = Memory::GetPointerUnchecked(indexAddr); } if (gstate_c.dirty & DIRTY_VERTEXSHADER_STATE) { vertexCost_ = EstimatePerVertexCost(); } int bytesRead = 0; UpdateUVScaleOffset(); // cull mode int cullMode = gstate.getCullMode(); uint32_t vertTypeID = GetVertTypeID(vertexType, gstate.getUVGenMode(), g_Config.bSoftwareSkinning); drawEngineCommon_->SubmitPrim(verts, inds, prim, count, vertTypeID, cullMode, &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. // The VADDR/IADDR registers are NOT updated. AdvanceVerts(vertexType, count, bytesRead); int totalVertCount = count; // PRIMs are often followed by more PRIMs. Save some work and submit them immediately. const u32_le *src = (const u32_le *)Memory::GetPointerUnchecked(currentList->pc + 4); const u32_le *stall = currentList->stall ? (const u32_le *)Memory::GetPointerUnchecked(currentList->stall) : 0; int cmdCount = 0; // Optimized submission of sequences of PRIM. Allows us to avoid going through all the mess // above for each one. This can be expanded to support additional games that intersperse // PRIM commands with other commands. A special case is Earth Defence Force 2 that changes culling mode // between each prim, we just change the triangle winding right here to still be able to join draw calls. uint32_t vtypeCheckMask = ~GE_VTYPE_WEIGHTCOUNT_MASK; if (!g_Config.bSoftwareSkinning) vtypeCheckMask = 0xFFFFFFFF; if (debugRecording_) goto bail; while (src != stall) { uint32_t data = *src; switch (data >> 24) { case GE_CMD_PRIM: { u32 count = data & 0xFFFF; if (count == 0) { // Ignore. break; } GEPrimitiveType newPrim = static_cast((data >> 16) & 7); SetDrawType(DRAW_PRIM, newPrim); // TODO: more efficient updating of verts/inds verts = Memory::GetPointerUnchecked(gstate_c.vertexAddr); inds = nullptr; if ((vertexType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) { inds = Memory::GetPointerUnchecked(gstate_c.indexAddr); } drawEngineCommon_->SubmitPrim(verts, inds, newPrim, count, vertTypeID, cullMode, &bytesRead); AdvanceVerts(vertexType, count, bytesRead); totalVertCount += count; break; } case GE_CMD_VERTEXTYPE: { uint32_t diff = data ^ vertexType; // don't mask upper bits, vertexType is unmasked if (diff & vtypeCheckMask) { goto bail; } else { vertexType = data; vertTypeID = GetVertTypeID(vertexType, gstate.getUVGenMode(), g_Config.bSoftwareSkinning); } break; } case GE_CMD_VADDR: gstate.cmdmem[GE_CMD_VADDR] = data; gstate_c.vertexAddr = gstate_c.getRelativeAddress(data & 0x00FFFFFF); break; case GE_CMD_IADDR: gstate.cmdmem[GE_CMD_IADDR] = data; gstate_c.indexAddr = gstate_c.getRelativeAddress(data & 0x00FFFFFF); break; case GE_CMD_OFFSETADDR: gstate.cmdmem[GE_CMD_OFFSETADDR] = data; gstate_c.offsetAddr = data << 8; break; case GE_CMD_BASE: gstate.cmdmem[GE_CMD_BASE] = data; break; case GE_CMD_CULLFACEENABLE: // Earth Defence Force 2 if (gstate.cmdmem[GE_CMD_CULLFACEENABLE] != data) { goto bail; } break; case GE_CMD_CULL: // flip face by indices for triangles cullMode = data & 1; break; case GE_CMD_TEXFLUSH: case GE_CMD_NOP: case GE_CMD_NOP_FF: gstate.cmdmem[data >> 24] = data; break; case GE_CMD_BONEMATRIXNUMBER: gstate.cmdmem[GE_CMD_BONEMATRIXNUMBER] = data; break; case GE_CMD_TEXSCALEU: gstate.cmdmem[GE_CMD_TEXSCALEU] = data; gstate_c.uv.uScale = getFloat24(data); break; case GE_CMD_TEXSCALEV: gstate.cmdmem[GE_CMD_TEXSCALEV] = data; gstate_c.uv.vScale = getFloat24(data); break; case GE_CMD_TEXOFFSETU: gstate.cmdmem[GE_CMD_TEXOFFSETU] = data; gstate_c.uv.uOff = getFloat24(data); break; case GE_CMD_TEXOFFSETV: gstate.cmdmem[GE_CMD_TEXOFFSETV] = data; gstate_c.uv.vOff = getFloat24(data); break; case GE_CMD_TEXLEVEL: // Same Gran Turismo hack from Execute_TexLevel if ((data & 3) != GE_TEXLEVEL_MODE_AUTO && (0x00FF0000 & data) != 0) { goto bail; } gstate.cmdmem[GE_CMD_TEXLEVEL] = data; break; case GE_CMD_CALL: { // A bone matrix probably. If not we bail. const u32 target = gstate_c.getRelativeAddress(data & 0x00FFFFFC); if ((Memory::ReadUnchecked_U32(target) >> 24) == GE_CMD_BONEMATRIXDATA && (Memory::ReadUnchecked_U32(target + 11 * 4) >> 24) == GE_CMD_BONEMATRIXDATA && (Memory::ReadUnchecked_U32(target + 12 * 4) >> 24) == GE_CMD_RET && (target > currentList->stall || target + 12 * 4 < currentList->stall) && (gstate.boneMatrixNumber & 0x00FFFFFF) <= 96 - 12) { FastLoadBoneMatrix(target); } else { goto bail; } break; } case GE_CMD_TEXBUFWIDTH0: case GE_CMD_TEXADDR0: if (data != gstate.cmdmem[data >> 24]) goto bail; break; default: // All other commands might need a flush or something, stop this inner loop. goto bail; } cmdCount++; src++; } bail: gstate.cmdmem[GE_CMD_VERTEXTYPE] = vertexType; // Skip over the commands we just read out manually. if (cmdCount > 0) { UpdatePC(currentList->pc, currentList->pc + cmdCount * 4); currentList->pc += cmdCount * 4; // flush back cull mode if (cullMode != gstate.getCullMode()) { // We rewrote everything to the old cull mode, so flush first. drawEngineCommon_->DispatchFlush(); // Now update things for next time. gstate.cmdmem[GE_CMD_CULL] ^= 1; gstate_c.Dirty(DIRTY_RASTER_STATE); } } gpuStats.vertexGPUCycles += vertexCost_ * totalVertCount; cyclesExecuted += vertexCost_ * totalVertCount; } void GPUCommonHW::Execute_Bezier(u32 op, u32 diff) { // We don't dirty on normal changes anymore as we prescale, but it's needed for splines/bezier. gstate_c.Dirty(DIRTY_UVSCALEOFFSET); gstate_c.framebufFormat = gstate.FrameBufFormat(); // This also make skipping drawing very effective. VirtualFramebuffer *vfb = framebufferManager_->SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason); if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) { // TODO: Should this eat some cycles? Probably yes. Not sure if important. return; } CheckDepthUsage(vfb); if (!Memory::IsValidAddress(gstate_c.vertexAddr)) { ERROR_LOG_REPORT(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr); return; } const void *control_points = Memory::GetPointerUnchecked(gstate_c.vertexAddr); const void *indices = NULL; if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) { if (!Memory::IsValidAddress(gstate_c.indexAddr)) { ERROR_LOG_REPORT(G3D, "Bad index address %08x!", gstate_c.indexAddr); return; } indices = Memory::GetPointerUnchecked(gstate_c.indexAddr); } if (vertTypeIsSkinningEnabled(gstate.vertType)) { DEBUG_LOG_REPORT(G3D, "Unusual bezier/spline vtype: %08x, morph: %d, bones: %d", gstate.vertType, (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) >> GE_VTYPE_MORPHCOUNT_SHIFT, vertTypeGetNumBoneWeights(gstate.vertType)); } // Can't flush after setting gstate_c.submitType below since it'll be a mess - it must be done already. if (flushOnParams_) drawEngineCommon_->DispatchFlush(); Spline::BezierSurface surface; surface.tess_u = gstate.getPatchDivisionU(); surface.tess_v = gstate.getPatchDivisionV(); surface.num_points_u = op & 0xFF; surface.num_points_v = (op >> 8) & 0xFF; surface.num_patches_u = (surface.num_points_u - 1) / 3; surface.num_patches_v = (surface.num_points_v - 1) / 3; surface.primType = gstate.getPatchPrimitiveType(); surface.patchFacing = gstate.patchfacing & 1; SetDrawType(DRAW_BEZIER, PatchPrimToPrim(surface.primType)); gstate_c.Dirty(DIRTY_RASTER_STATE | DIRTY_VERTEXSHADER_STATE | DIRTY_GEOMETRYSHADER_STATE); if (drawEngineCommon_->CanUseHardwareTessellation(surface.primType)) { gstate_c.submitType = SubmitType::HW_BEZIER; if (gstate_c.spline_num_points_u != surface.num_points_u) { gstate_c.Dirty(DIRTY_BEZIERSPLINE); gstate_c.spline_num_points_u = surface.num_points_u; } } else { gstate_c.submitType = SubmitType::BEZIER; } int bytesRead = 0; UpdateUVScaleOffset(); drawEngineCommon_->SubmitCurve(control_points, indices, surface, gstate.vertType, &bytesRead, "bezier"); gstate_c.Dirty(DIRTY_RASTER_STATE | DIRTY_VERTEXSHADER_STATE | DIRTY_GEOMETRYSHADER_STATE); gstate_c.submitType = SubmitType::DRAW; // After drawing, we advance pointers - see SubmitPrim which does the same. int count = surface.num_points_u * surface.num_points_v; AdvanceVerts(gstate.vertType, count, bytesRead); } void GPUCommonHW::Execute_Spline(u32 op, u32 diff) { // We don't dirty on normal changes anymore as we prescale, but it's needed for splines/bezier. gstate_c.Dirty(DIRTY_UVSCALEOFFSET); gstate_c.framebufFormat = gstate.FrameBufFormat(); // This also make skipping drawing very effective. VirtualFramebuffer *vfb = framebufferManager_->SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason); if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) { // TODO: Should this eat some cycles? Probably yes. Not sure if important. return; } CheckDepthUsage(vfb); if (!Memory::IsValidAddress(gstate_c.vertexAddr)) { ERROR_LOG_REPORT(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr); return; } const void *control_points = Memory::GetPointerUnchecked(gstate_c.vertexAddr); const void *indices = NULL; if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) { if (!Memory::IsValidAddress(gstate_c.indexAddr)) { ERROR_LOG_REPORT(G3D, "Bad index address %08x!", gstate_c.indexAddr); return; } indices = Memory::GetPointerUnchecked(gstate_c.indexAddr); } if (vertTypeIsSkinningEnabled(gstate.vertType)) { DEBUG_LOG_REPORT(G3D, "Unusual bezier/spline vtype: %08x, morph: %d, bones: %d", gstate.vertType, (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) >> GE_VTYPE_MORPHCOUNT_SHIFT, vertTypeGetNumBoneWeights(gstate.vertType)); } // Can't flush after setting gstate_c.submitType below since it'll be a mess - it must be done already. if (flushOnParams_) drawEngineCommon_->DispatchFlush(); Spline::SplineSurface surface; surface.tess_u = gstate.getPatchDivisionU(); surface.tess_v = gstate.getPatchDivisionV(); surface.type_u = (op >> 16) & 0x3; surface.type_v = (op >> 18) & 0x3; surface.num_points_u = op & 0xFF; surface.num_points_v = (op >> 8) & 0xFF; surface.num_patches_u = surface.num_points_u - 3; surface.num_patches_v = surface.num_points_v - 3; surface.primType = gstate.getPatchPrimitiveType(); surface.patchFacing = gstate.patchfacing & 1; SetDrawType(DRAW_SPLINE, PatchPrimToPrim(surface.primType)); gstate_c.Dirty(DIRTY_RASTER_STATE | DIRTY_VERTEXSHADER_STATE | DIRTY_GEOMETRYSHADER_STATE); if (drawEngineCommon_->CanUseHardwareTessellation(surface.primType)) { gstate_c.submitType = SubmitType::HW_SPLINE; if (gstate_c.spline_num_points_u != surface.num_points_u) { gstate_c.Dirty(DIRTY_BEZIERSPLINE); gstate_c.spline_num_points_u = surface.num_points_u; } } else { gstate_c.submitType = SubmitType::SPLINE; } int bytesRead = 0; UpdateUVScaleOffset(); drawEngineCommon_->SubmitCurve(control_points, indices, surface, gstate.vertType, &bytesRead, "spline"); gstate_c.Dirty(DIRTY_RASTER_STATE | DIRTY_VERTEXSHADER_STATE | DIRTY_GEOMETRYSHADER_STATE); gstate_c.submitType = SubmitType::DRAW; // After drawing, we advance pointers - see SubmitPrim which does the same. int count = surface.num_points_u * surface.num_points_v; AdvanceVerts(gstate.vertType, count, bytesRead); } void GPUCommonHW::Execute_BlockTransferStart(u32 op, u32 diff) { Flush(); PROFILE_THIS_SCOPE("block"); // don't include the flush in the profile, would be misleading. gstate_c.framebufFormat = gstate.FrameBufFormat(); // and take appropriate action. This is a block transfer between RAM and VRAM, or vice versa. // Can we skip this on SkipDraw? DoBlockTransfer(gstate_c.skipDrawReason); } void GPUCommonHW::Execute_TexSize0(u32 op, u32 diff) { // Render to texture may have overridden the width/height. // Don't reset it unless the size is different / the texture has changed. if (diff || gstate_c.IsDirty(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS)) { gstate_c.curTextureWidth = gstate.getTextureWidth(0); gstate_c.curTextureHeight = gstate.getTextureHeight(0); gstate_c.Dirty(DIRTY_UVSCALEOFFSET); // We will need to reset the texture now. gstate_c.Dirty(DIRTY_TEXTURE_PARAMS); } } void GPUCommonHW::Execute_TexLevel(u32 op, u32 diff) { // TODO: If you change the rules here, don't forget to update the inner interpreter in Execute_Prim. if (diff == 0xFFFFFFFF) return; gstate.texlevel ^= diff; if (diff & 0xFF0000) { // Piggyback on this flag for 3D textures. gstate_c.Dirty(DIRTY_MIPBIAS); } if (gstate.getTexLevelMode() != GE_TEXLEVEL_MODE_AUTO && (0x00FF0000 & gstate.texlevel) != 0) { Flush(); } gstate.texlevel ^= diff; gstate_c.Dirty(DIRTY_TEXTURE_PARAMS | DIRTY_FRAGMENTSHADER_STATE); } void GPUCommonHW::Execute_LoadClut(u32 op, u32 diff) { gstate_c.Dirty(DIRTY_TEXTURE_PARAMS); textureCache_->LoadClut(gstate.getClutAddress(), gstate.getClutLoadBytes()); }