ppsspp/GPU/GLES/GPU_GLES.cpp
Henrik Rydgard 21d97a7947 Dirty UVSCALEOFFSET on every draw call.
This is needed since we no longer dirty it on normal changes since we
prescale, but it's still necessary for spline/bezier which generate texture coords.
2017-03-11 13:10:38 +01:00

1307 lines
50 KiB
C++

// 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 "base/logging.h"
#include "profiler/profiler.h"
#include "i18n/i18n.h"
#include "Common/ChunkFile.h"
#include "Common/GraphicsContext.h"
#include "Core/Config.h"
#include "Core/Debugger/Breakpoints.h"
#include "Core/MemMapHelpers.h"
#include "Core/Host.h"
#include "Core/Config.h"
#include "Core/Reporting.h"
#include "Core/System.h"
#include "Core/ELF/ParamSFO.h"
#include "GPU/GPUState.h"
#include "GPU/ge_constants.h"
#include "GPU/GeDisasm.h"
#include "GPU/Common/FramebufferCommon.h"
#include "ext/native/gfx/GLStateCache.h"
#include "GPU/GLES/ShaderManagerGLES.h"
#include "GPU/GLES/GPU_GLES.h"
#include "GPU/GLES/FramebufferManagerGLES.h"
#include "GPU/GLES/DrawEngineGLES.h"
#include "GPU/GLES/TextureCacheGLES.h"
#include "Core/MIPS/MIPS.h"
#include "Core/HLE/sceKernelThread.h"
#include "Core/HLE/sceKernelInterrupt.h"
#include "Core/HLE/sceGe.h"
#ifdef _WIN32
#include "Windows/GPU/WindowsGLContext.h"
#endif
enum {
FLAG_FLUSHBEFORE = 1,
FLAG_FLUSHBEFOREONCHANGE = 2,
FLAG_EXECUTE = 4, // needs to actually be executed. unused for now.
FLAG_EXECUTEONCHANGE = 8,
FLAG_READS_PC = 16,
FLAG_WRITES_PC = 32,
// No flag for dirtying needed - if the dirty flag is non zero, it's "on change".
};
struct CommandTableEntry {
uint8_t cmd;
uint8_t flags;
uint64_t dirty;
GPU_GLES::CmdFunc func;
};
// This table gets crunched into a faster form by init.
// TODO: Share this table between the backends. Will have to make another indirection for the function pointers though..
static const CommandTableEntry commandTable[] = {
// 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},
{GE_CMD_FRAMEBUFPIXFORMAT, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS},
{GE_CMD_ZBUFPTR, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_ZBUFWIDTH, FLAG_FLUSHBEFOREONCHANGE},
// Changes that dirty uniforms
{GE_CMD_FOGCOLOR, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FOGCOLOR},
{GE_CMD_FOG1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FOGCOEF},
{GE_CMD_FOG2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FOGCOEF},
// Should these maybe flush?
{GE_CMD_MINZ, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHRANGE},
{GE_CMD_MAXZ, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHRANGE},
{GE_CMD_TEXMAPMODE, FLAG_FLUSHBEFOREONCHANGE, 0},
{GE_CMD_TEXSCALEU, FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_TexScaleU},
{GE_CMD_TEXSCALEV, FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_TexScaleV},
{GE_CMD_TEXOFFSETU, FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_TexOffsetU},
{GE_CMD_TEXOFFSETV, FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_TexOffsetV},
// Changes that dirty the current texture.
{GE_CMD_TEXSIZE0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, DIRTY_UVSCALEOFFSET, &GPU_GLES::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, &GPUCommon::Execute_TexLevel},
{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},
// These affect the fragment shader so need flushing.
{GE_CMD_CLEARMODE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_TEXTUREMAPENABLE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_FOGENABLE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_TEXMODE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS},
{GE_CMD_TEXSHADELS, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_SHADEMODE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_TEXFUNC, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_COLORTEST, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_ALPHATESTENABLE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_COLORTESTENABLE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_COLORTESTMASK, FLAG_FLUSHBEFOREONCHANGE, DIRTY_ALPHACOLORMASK},
// These change the vertex shader so need flushing.
{GE_CMD_REVERSENORMAL, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_LIGHTINGENABLE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_LIGHTENABLE0, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_LIGHTENABLE1, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_LIGHTENABLE2, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_LIGHTENABLE3, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_LIGHTTYPE0, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_LIGHTTYPE1, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_LIGHTTYPE2, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_LIGHTTYPE3, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_MATERIALUPDATE, FLAG_FLUSHBEFOREONCHANGE},
// This changes both shaders so need flushing.
{GE_CMD_LIGHTMODE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_TEXFILTER, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS},
{GE_CMD_TEXWRAP, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS},
// Uniform changes
{GE_CMD_ALPHATEST, FLAG_FLUSHBEFOREONCHANGE, DIRTY_ALPHACOLORREF | DIRTY_ALPHACOLORMASK},
{GE_CMD_COLORREF, FLAG_FLUSHBEFOREONCHANGE, DIRTY_ALPHACOLORREF},
{GE_CMD_TEXENVCOLOR, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXENV},
// Simple render state changes. Handled in StateMapping.cpp.
{GE_CMD_OFFSETX, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_OFFSETY, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_CULL, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_CULLFACEENABLE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_DITHERENABLE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_STENCILOP, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_STENCILTEST, FLAG_FLUSHBEFOREONCHANGE, DIRTY_STENCILREPLACEVALUE},
{GE_CMD_STENCILTESTENABLE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_ALPHABLENDENABLE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_BLENDMODE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_BLENDFIXEDA, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_BLENDFIXEDB, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_MASKRGB, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_MASKALPHA, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_ZTEST, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_ZTESTENABLE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_ZWRITEDISABLE, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_LOGICOP, FLAG_FLUSHBEFOREONCHANGE},
{GE_CMD_LOGICOPENABLE, FLAG_FLUSHBEFOREONCHANGE},
// Can probably ignore this one as we don't support AA lines.
{GE_CMD_ANTIALIASENABLE, FLAG_FLUSHBEFOREONCHANGE},
// Morph weights.
{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},
{GE_CMD_PATCHCULLENABLE, FLAG_FLUSHBEFOREONCHANGE},
// Viewport.
{GE_CMD_VIEWPORTXSCALE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS},
{GE_CMD_VIEWPORTYSCALE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS},
{GE_CMD_VIEWPORTXCENTER, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS},
{GE_CMD_VIEWPORTYCENTER, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS},
{GE_CMD_VIEWPORTZSCALE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_DEPTHRANGE | DIRTY_PROJMATRIX},
{GE_CMD_VIEWPORTZCENTER, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_DEPTHRANGE | DIRTY_PROJMATRIX},
{GE_CMD_CLIPENABLE, FLAG_FLUSHBEFOREONCHANGE},
// Region
{GE_CMD_REGION1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS},
{GE_CMD_REGION2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS},
// Scissor
{GE_CMD_SCISSOR1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS},
{GE_CMD_SCISSOR2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS},
// 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_TEXLODSLOPE, 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},
// 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_PRIM, FLAG_EXECUTE, 0, &GPU_GLES::Execute_Prim},
{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_FLUSHBEFORE | FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_End}, // Flush?
{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, &GPU_GLES::Execute_BoundingBox}, // + FLUSHBEFORE when we implement... or not, do we need to?
// Changing the vertex type requires us to flush.
{GE_CMD_VERTEXTYPE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_VertexType},
{GE_CMD_BEZIER, FLAG_FLUSHBEFORE | FLAG_EXECUTE, 0, &GPU_GLES::Execute_Bezier},
{GE_CMD_SPLINE, FLAG_FLUSHBEFORE | FLAG_EXECUTE, 0, &GPU_GLES::Execute_Spline},
// These two are actually processed in CMD_END.
{GE_CMD_SIGNAL, FLAG_FLUSHBEFORE},
{GE_CMD_FINISH, FLAG_FLUSHBEFORE},
// Changes that trigger data copies. Only flushing on change for LOADCLUT must be a bit of a hack...
{GE_CMD_LOADCLUT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, 0, &GPU_GLES::Execute_LoadClut},
{GE_CMD_TRANSFERSTART, FLAG_FLUSHBEFORE | FLAG_EXECUTE | FLAG_READS_PC, 0, &GPUCommon::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, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown},
{GE_CMD_VSCY, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown},
{GE_CMD_VSCZ, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown},
{GE_CMD_VTCS, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown},
{GE_CMD_VTCT, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown},
{GE_CMD_VTCQ, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown},
{GE_CMD_VCV, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown},
{GE_CMD_VAP, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown},
{GE_CMD_VFC, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown},
{GE_CMD_VSCV, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown},
// "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_UNKNOWN_FF, 0},
};
GPU_GLES::CommandInfo GPU_GLES::cmdInfo_[256];
GPU_GLES::GPU_GLES(GraphicsContext *gfxCtx, Draw::DrawContext *draw)
: GPUCommon(gfxCtx, draw) {
UpdateVsyncInterval(true);
CheckGPUFeatures();
shaderManagerGL_ = new ShaderManagerGLES();
framebufferManagerGL_ = new FramebufferManagerGLES(draw);
framebufferManager_ = framebufferManagerGL_;
textureCacheGL_ = new TextureCacheGLES(draw);
textureCache_ = textureCacheGL_;
drawEngineCommon_ = &drawEngine_;
shaderManager_ = shaderManagerGL_;
drawEngineCommon_ = &drawEngine_;
drawEngine_.SetShaderManager(shaderManagerGL_);
drawEngine_.SetTextureCache(textureCacheGL_);
drawEngine_.SetFramebufferManager(framebufferManagerGL_);
drawEngine_.SetFragmentTestCache(&fragmentTestCache_);
framebufferManagerGL_->Init();
framebufferManagerGL_->SetTextureCache(textureCacheGL_);
framebufferManagerGL_->SetShaderManager(shaderManagerGL_);
framebufferManagerGL_->SetDrawEngine(&drawEngine_);
textureCacheGL_->SetFramebufferManager(framebufferManagerGL_);
textureCacheGL_->SetDepalShaderCache(&depalShaderCache_);
textureCacheGL_->SetShaderManager(shaderManagerGL_);
textureCacheGL_->SetDrawEngine(&drawEngine_);
fragmentTestCache_.SetTextureCache(textureCacheGL_);
// Sanity check gstate
if ((int *)&gstate.transferstart - (int *)&gstate != 0xEA) {
ERROR_LOG(G3D, "gstate has drifted out of sync!");
}
// Sanity check cmdInfo_ table - no dupes please
std::set<u8> dupeCheck;
memset(cmdInfo_, 0, sizeof(cmdInfo_));
for (size_t i = 0; i < ARRAY_SIZE(commandTable); i++) {
const u8 cmd = commandTable[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)commandTable[i].flags | (commandTable[i].dirty << 8);
cmdInfo_[cmd].func = commandTable[i].func;
if ((cmdInfo_[cmd].flags & (FLAG_EXECUTE | FLAG_EXECUTEONCHANGE)) && !cmdInfo_[cmd].func) {
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);
}
}
// No need to flush before the tex scale/offset commands if we are baking
// the tex scale/offset into the vertices anyway.
UpdateCmdInfo();
BuildReportingInfo();
// Update again after init to be sure of any silly driver problems.
UpdateVsyncInterval(true);
// Some of our defaults are different from hw defaults, let's assert them.
// We restore each frame anyway, but here is convenient for tests.
glstate.Restore();
drawEngine_.RestoreVAO();
textureCacheGL_->NotifyConfigChanged();
// Load shader cache.
std::string discID = g_paramSFO.GetValueString("DISC_ID");
if (discID.size()) {
File::CreateFullPath(GetSysDirectory(DIRECTORY_APP_CACHE));
shaderCachePath_ = GetSysDirectory(DIRECTORY_APP_CACHE) + "/" + g_paramSFO.GetValueString("DISC_ID") + ".glshadercache";
shaderManagerGL_->LoadAndPrecompile(shaderCachePath_);
}
if (g_Config.bHardwareTessellation) {
// Disable hardware tessellation if device is unsupported.
if (!gstate_c.SupportsAll(GPU_SUPPORTS_INSTANCE_RENDERING | GPU_SUPPORTS_VERTEX_TEXTURE_FETCH | GPU_SUPPORTS_TEXTURE_FLOAT)) {
// TODO: Check unsupported device name list.(Above gpu features are supported but it has issues with weak gpu, memory, shader compiler etc...)
g_Config.bHardwareTessellation = false;
ERROR_LOG(G3D, "Hardware Tessellation is unsupported, falling back to software tessellation");
I18NCategory *gr = GetI18NCategory("Graphics");
host->NotifyUserMessage(gr->T("Turn off Hardware Tessellation - unsupported"), 2.5f, 0xFF3030FF);
}
}
}
GPU_GLES::~GPU_GLES() {
framebufferManagerGL_->DestroyAllFBOs(true);
shaderManagerGL_->ClearCache(true);
depalShaderCache_.Clear();
fragmentTestCache_.Clear();
if (!shaderCachePath_.empty()) {
shaderManagerGL_->Save(shaderCachePath_);
}
delete shaderManagerGL_;
shaderManagerGL_ = nullptr;
delete framebufferManagerGL_;
delete textureCacheGL_;
#ifdef _WIN32
gfxCtx_->SwapInterval(0);
#endif
}
// Take the raw GL extension and versioning data and turn into feature flags.
void GPU_GLES::CheckGPUFeatures() {
u32 features = 0;
features |= GPU_SUPPORTS_16BIT_FORMATS;
if (gl_extensions.ARB_blend_func_extended || gl_extensions.EXT_blend_func_extended) {
if (gl_extensions.gpuVendor == GPU_VENDOR_INTEL || !gl_extensions.VersionGEThan(3, 0, 0)) {
// Don't use this extension to off on sub 3.0 OpenGL versions as it does not seem reliable
// Also on Intel, see https://github.com/hrydgard/ppsspp/issues/4867
} else {
#ifdef __ANDROID__
// This appears to be broken on nVidia Shield TV.
if (gl_extensions.gpuVendor != GPU_VENDOR_NVIDIA) {
features |= GPU_SUPPORTS_DUALSOURCE_BLEND;
}
#else
features |= GPU_SUPPORTS_DUALSOURCE_BLEND;
#endif
}
}
if (gl_extensions.IsGLES) {
if (gl_extensions.GLES3)
features |= GPU_SUPPORTS_GLSL_ES_300;
} else {
if (gl_extensions.VersionGEThan(3, 3, 0))
features |= GPU_SUPPORTS_GLSL_330;
}
if (gl_extensions.EXT_shader_framebuffer_fetch || gl_extensions.NV_shader_framebuffer_fetch || gl_extensions.ARM_shader_framebuffer_fetch) {
// This has caused problems in the past. Let's only enable on GLES3.
if (features & GPU_SUPPORTS_GLSL_ES_300) {
features |= GPU_SUPPORTS_ANY_FRAMEBUFFER_FETCH;
}
}
if (gl_extensions.ARB_framebuffer_object || gl_extensions.EXT_framebuffer_object || gl_extensions.IsGLES) {
features |= GPU_SUPPORTS_FBO;
}
if (gl_extensions.ARB_framebuffer_object || gl_extensions.GLES3) {
features |= GPU_SUPPORTS_ARB_FRAMEBUFFER_BLIT;
}
if (gl_extensions.NV_framebuffer_blit) {
features |= GPU_SUPPORTS_NV_FRAMEBUFFER_BLIT;
}
if (gl_extensions.ARB_vertex_array_object && gl_extensions.IsCoreContext) {
features |= GPU_SUPPORTS_VAO;
}
bool useCPU = false;
if (!gl_extensions.IsGLES) {
// Urrgh, we don't even define FB_READFBOMEMORY_CPU on mobile
#ifndef USING_GLES2
useCPU = g_Config.iRenderingMode == FB_READFBOMEMORY_CPU;
#endif
// Some cards or drivers seem to always dither when downloading a framebuffer to 16-bit.
// This causes glitches in games that expect the exact values.
// It has not been experienced on NVIDIA cards, so those are left using the GPU (which is faster.)
if (g_Config.iRenderingMode == FB_BUFFERED_MODE) {
if (gl_extensions.gpuVendor != GPU_VENDOR_NVIDIA || gl_extensions.ver[0] < 3) {
useCPU = true;
}
}
} else {
useCPU = true;
}
if (useCPU)
features |= GPU_PREFER_CPU_DOWNLOAD;
if ((gl_extensions.gpuVendor == GPU_VENDOR_NVIDIA) || (gl_extensions.gpuVendor == GPU_VENDOR_AMD))
features |= GPU_PREFER_REVERSE_COLOR_ORDER;
if (gl_extensions.OES_texture_npot)
features |= GPU_SUPPORTS_OES_TEXTURE_NPOT;
if (gl_extensions.EXT_unpack_subimage || !gl_extensions.IsGLES)
features |= GPU_SUPPORTS_UNPACK_SUBIMAGE;
if (gl_extensions.EXT_blend_minmax || gl_extensions.GLES3)
features |= GPU_SUPPORTS_BLEND_MINMAX;
if (gl_extensions.OES_copy_image || gl_extensions.NV_copy_image || gl_extensions.EXT_copy_image || gl_extensions.ARB_copy_image)
features |= GPU_SUPPORTS_ANY_COPY_IMAGE;
if (!gl_extensions.IsGLES)
features |= GPU_SUPPORTS_LOGIC_OP;
if (gl_extensions.GLES3 || !gl_extensions.IsGLES)
features |= GPU_SUPPORTS_TEXTURE_LOD_CONTROL;
if (gl_extensions.EXT_texture_filter_anisotropic)
features |= GPU_SUPPORTS_ANISOTROPY;
if (gl_extensions.GLES3 || gl_extensions.EXT_gpu_shader4
|| (!gl_extensions.IsGLES && gl_extensions.VersionGEThan(3, 1)/*GLSL 1.4*/))
features |= GPU_SUPPORTS_INSTANCE_RENDERING;
int maxVertexTextureImageUnits;
glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &maxVertexTextureImageUnits);
if (maxVertexTextureImageUnits >= 3) // At least 3 for hardware tessellation
features |= GPU_SUPPORTS_VERTEX_TEXTURE_FETCH;
if (gl_extensions.ARB_texture_float || gl_extensions.OES_texture_float || gl_extensions.OES_texture_half_float)
features |= GPU_SUPPORTS_TEXTURE_FLOAT;
// If we already have a 16-bit depth buffer, we don't need to round.
bool prefer24 = draw_->GetDeviceCaps().preferredDepthBufferFormat == Draw::DataFormat::D24_S8;
if (prefer24) {
if (!g_Config.bHighQualityDepth && (features & GPU_SUPPORTS_ACCURATE_DEPTH) != 0) {
features |= GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT;
} else if (PSP_CoreParameter().compat.flags().PixelDepthRounding) {
if (!gl_extensions.IsGLES || gl_extensions.GLES3) {
// Use fragment rounding on desktop and GLES3, most accurate.
features |= GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT;
} else if (prefer24 && (features & GPU_SUPPORTS_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 {
// At least do vertex rounding if nothing else.
features |= GPU_ROUND_DEPTH_TO_16BIT;
}
} else if (PSP_CoreParameter().compat.flags().VertexDepthRounding) {
features |= GPU_ROUND_DEPTH_TO_16BIT;
}
}
// The Phantasy Star hack :(
if (PSP_CoreParameter().compat.flags().DepthRangeHack && (features & GPU_SUPPORTS_ACCURATE_DEPTH) == 0) {
features |= GPU_USE_DEPTH_RANGE_HACK;
}
if (PSP_CoreParameter().compat.flags().ClearToRAM) {
features |= GPU_USE_CLEAR_RAM_HACK;
}
#ifdef MOBILE_DEVICE
// Arguably, we should turn off GPU_IS_MOBILE on like modern Tegras, etc.
features |= GPU_IS_MOBILE;
#endif
gstate_c.featureFlags = features;
}
// Let's avoid passing nulls into snprintf().
static const char *GetGLStringAlways(GLenum name) {
const GLubyte *value = glGetString(name);
if (!value)
return "?";
return (const char *)value;
}
// Needs to be called on GPU thread, not reporting thread.
void GPU_GLES::BuildReportingInfo() {
const char *glVendor = GetGLStringAlways(GL_VENDOR);
const char *glRenderer = GetGLStringAlways(GL_RENDERER);
const char *glVersion = GetGLStringAlways(GL_VERSION);
const char *glSlVersion = GetGLStringAlways(GL_SHADING_LANGUAGE_VERSION);
const char *glExtensions = nullptr;
if (gl_extensions.VersionGEThan(3, 0)) {
glExtensions = g_all_gl_extensions.c_str();
} else {
glExtensions = GetGLStringAlways(GL_EXTENSIONS);
}
char temp[16384];
snprintf(temp, sizeof(temp), "%s (%s %s), %s (extensions: %s)", glVersion, glVendor, glRenderer, glSlVersion, glExtensions);
reportingPrimaryInfo_ = glVendor;
reportingFullInfo_ = temp;
Reporting::UpdateConfig();
}
void GPU_GLES::DeviceLost() {
ILOG("GPU_GLES: DeviceLost");
// Should only be executed on the GL thread.
// Simply drop all caches and textures.
// FBOs appear to survive? Or no?
// TransformDraw has registered as a GfxResourceHolder.
shaderManagerGL_->ClearCache(false);
textureCacheGL_->Clear(false);
fragmentTestCache_.Clear(false);
depalShaderCache_.Clear();
framebufferManagerGL_->DeviceLost();
}
void GPU_GLES::DeviceRestore() {
ILOG("GPU_GLES: DeviceRestore");
UpdateCmdInfo();
UpdateVsyncInterval(true);
}
void GPU_GLES::ReinitializeInternal() {
textureCacheGL_->Clear(true);
depalShaderCache_.Clear();
framebufferManagerGL_->DestroyAllFBOs(true);
framebufferManagerGL_->Resized();
}
void GPU_GLES::InitClearInternal() {
bool useNonBufferedRendering = g_Config.iRenderingMode == FB_NON_BUFFERED_MODE;
if (useNonBufferedRendering) {
glstate.depthWrite.set(GL_TRUE);
glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClearColor(0,0,0,1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
}
void GPU_GLES::DumpNextFrame() {
dumpNextFrame_ = true;
}
void GPU_GLES::BeginFrame() {
ScheduleEvent(GPU_EVENT_BEGIN_FRAME);
}
inline void GPU_GLES::UpdateVsyncInterval(bool force) {
#ifdef _WIN32
int desiredVSyncInterval = g_Config.bVSync ? 1 : 0;
if (PSP_CoreParameter().unthrottle) {
desiredVSyncInterval = 0;
}
if (PSP_CoreParameter().fpsLimit == 1) {
// For an alternative speed that is a clean factor of 60, the user probably still wants vsync.
if (g_Config.iFpsLimit == 0 || (g_Config.iFpsLimit != 15 && g_Config.iFpsLimit != 30 && g_Config.iFpsLimit != 60)) {
desiredVSyncInterval = 0;
}
}
if (desiredVSyncInterval != lastVsync_ || force) {
// Disabled EXT_swap_control_tear for now, it never seems to settle at the correct timing
// so it just keeps tearing. Not what I hoped for...
//if (gl_extensions.EXT_swap_control_tear) {
// // See http://developer.download.nvidia.com/opengl/specs/WGL_EXT_swap_control_tear.txt
// glstate.SetVSyncInterval(-desiredVSyncInterval);
//} else {
gfxCtx_->SwapInterval(desiredVSyncInterval);
//}
lastVsync_ = desiredVSyncInterval;
}
#endif
}
void GPU_GLES::UpdateCmdInfo() {
if (g_Config.bSoftwareSkinning) {
cmdInfo_[GE_CMD_VERTEXTYPE].flags &= ~FLAG_FLUSHBEFOREONCHANGE;
cmdInfo_[GE_CMD_VERTEXTYPE].func = &GPU_GLES::Execute_VertexTypeSkinning;
} else {
cmdInfo_[GE_CMD_VERTEXTYPE].flags |= FLAG_FLUSHBEFOREONCHANGE;
cmdInfo_[GE_CMD_VERTEXTYPE].func = &GPU_GLES::Execute_VertexType;
}
}
void GPU_GLES::ReapplyGfxStateInternal() {
drawEngine_.RestoreVAO();
glstate.Restore();
GPUCommon::ReapplyGfxStateInternal();
}
void GPU_GLES::BeginFrameInternal() {
if (resized_) {
CheckGPUFeatures();
UpdateCmdInfo();
drawEngine_.Resized();
textureCacheGL_->NotifyConfigChanged();
}
UpdateVsyncInterval(resized_);
resized_ = false;
textureCacheGL_->StartFrame();
drawEngine_.DecimateTrackedVertexArrays();
drawEngine_.DecimateBuffers();
depalShaderCache_.Decimate();
fragmentTestCache_.Decimate();
if (dumpNextFrame_) {
NOTICE_LOG(G3D, "DUMPING THIS FRAME");
dumpThisFrame_ = true;
dumpNextFrame_ = false;
} else if (dumpThisFrame_) {
dumpThisFrame_ = false;
}
// Save the cache from time to time. TODO: How often?
if (!shaderCachePath_.empty() && (gpuStats.numFlips & 1023) == 0) {
shaderManagerGL_->Save(shaderCachePath_);
}
shaderManagerGL_->DirtyShader();
// Not sure if this is really needed.
gstate_c.Dirty(DIRTY_ALL_UNIFORMS);
framebufferManagerGL_->BeginFrame();
}
void GPU_GLES::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
host->GPUNotifyDisplay(framebuf, stride, format);
framebufferManagerGL_->SetDisplayFramebuffer(framebuf, stride, format);
}
bool GPU_GLES::FramebufferDirty() {
if (ThreadEnabled()) {
// Allow it to process fully before deciding if it's dirty.
SyncThread();
}
VirtualFramebuffer *vfb = framebufferManagerGL_->GetDisplayVFB();
if (vfb) {
bool dirty = vfb->dirtyAfterDisplay;
vfb->dirtyAfterDisplay = false;
return dirty;
}
return true;
}
bool GPU_GLES::FramebufferReallyDirty() {
if (ThreadEnabled()) {
// Allow it to process fully before deciding if it's dirty.
SyncThread();
}
VirtualFramebuffer *vfb = framebufferManagerGL_->GetDisplayVFB();
if (vfb) {
bool dirty = vfb->reallyDirtyAfterDisplay;
vfb->reallyDirtyAfterDisplay = false;
return dirty;
}
return true;
}
void GPU_GLES::CopyDisplayToOutputInternal() {
// Flush anything left over.
framebufferManagerGL_->RebindFramebuffer();
drawEngine_.Flush();
shaderManagerGL_->DirtyLastShader();
glstate.depthWrite.set(GL_TRUE);
glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
framebufferManagerGL_->CopyDisplayToOutput();
framebufferManagerGL_->EndFrame();
// If buffered, discard the depth buffer of the backbuffer. Don't even know if we need one.
#if 0
#ifdef USING_GLES2
if (gl_extensions.EXT_discard_framebuffer && g_Config.iRenderingMode != 0) {
GLenum attachments[] = {GL_DEPTH_EXT, GL_STENCIL_EXT};
glDiscardFramebufferEXT(GL_FRAMEBUFFER, 2, attachments);
}
#endif
#endif
}
// Maybe should write this in ASM...
void GPU_GLES::FastRunLoop(DisplayList &list) {
PROFILE_THIS_SCOPE("gpuloop");
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 *)(Memory::base + list.pc);
const u32 cmd = op >> 24;
const CommandInfo info = cmdInfo[cmd];
const u8 cmdFlags = info.flags; // If we stashed the cmdFlags in the top bits of the cmdmem, we could get away with one table lookup instead of two
const u32 diff = op ^ gstate.cmdmem[cmd];
// Inlined CheckFlushOp here to get rid of the dumpThisFrame_ check.
if ((cmdFlags & FLAG_FLUSHBEFORE) || (diff && (cmdFlags & FLAG_FLUSHBEFOREONCHANGE))) {
drawEngine_.Flush();
}
gstate.cmdmem[cmd] = op; // TODO: no need to write if diff==0...
if ((cmdFlags & FLAG_EXECUTE) || (diff && (cmdFlags & FLAG_EXECUTEONCHANGE))) {
downcount = dc;
(this->*info.func)(op, diff);
dc = downcount;
} else if (diff) {
uint64_t dirty = info.flags >> 8;
if (dirty)
gstate_c.Dirty(dirty);
}
list.pc += 4;
}
downcount = 0;
}
void GPU_GLES::FinishDeferred() {
// This finishes reading any vertex data that is pending.
drawEngine_.FinishDeferred();
}
inline void GPU_GLES::CheckFlushOp(int cmd, u32 diff) {
const u8 cmdFlags = cmdInfo_[cmd].flags;
if ((cmdFlags & FLAG_FLUSHBEFORE) || (diff && (cmdFlags & FLAG_FLUSHBEFOREONCHANGE))) {
if (dumpThisFrame_) {
NOTICE_LOG(G3D, "================ FLUSH ================");
}
drawEngine_.Flush();
}
}
void GPU_GLES::PreExecuteOp(u32 op, u32 diff) {
CheckFlushOp(op >> 24, diff);
}
void GPU_GLES::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_GLES::Execute_Prim(u32 op, u32 diff) {
SetDrawType(DRAW_PRIM);
// 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.
u32 data = op & 0xFFFFFF;
u32 count = data & 0xFFFF;
// Upper bits are ignored.
GEPrimitiveType prim = static_cast<GEPrimitiveType>((data >> 16) & 7);
if (count == 0)
return;
// Discard AA lines as we can't do anything that makes sense with these anyway. The SW plugin might, though.
if (gstate.isAntiAliasEnabled()) {
// Discard AA lines in DOA
if (prim == GE_PRIM_LINE_STRIP)
return;
// Discard AA lines in Summon Night 5
if ((prim == GE_PRIM_LINES) && gstate.isSkinningEnabled())
return;
}
// This also makes skipping drawing very effective.
framebufferManagerGL_->SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason);
if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) {
drawEngine_.SetupVertexDecoder(gstate.vertType);
// Rough estimate, not sure what's correct.
cyclesExecuted += EstimatePerVertexCost() * count;
return;
}
if (!Memory::IsValidAddress(gstate_c.vertexAddr)) {
ERROR_LOG_REPORT(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr);
return;
}
void *verts = Memory::GetPointerUnchecked(gstate_c.vertexAddr);
void *inds = 0;
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;
}
inds = Memory::GetPointerUnchecked(gstate_c.indexAddr);
}
#ifndef MOBILE_DEVICE
if (prim > GE_PRIM_RECTANGLES) {
ERROR_LOG_REPORT_ONCE(reportPrim, G3D, "Unexpected prim type: %d", prim);
}
#endif
int bytesRead = 0;
drawEngine_.SubmitPrim(verts, inds, prim, count, gstate.vertType, &bytesRead);
int vertexCost = EstimatePerVertexCost();
gpuStats.vertexGPUCycles += vertexCost * count;
cyclesExecuted += vertexCost * count;
// 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(gstate.vertType, count, bytesRead);
}
void GPU_GLES::Execute_VertexType(u32 op, u32 diff) {
if (diff & (GE_VTYPE_TC_MASK | GE_VTYPE_THROUGH_MASK)) {
gstate_c.Dirty(DIRTY_UVSCALEOFFSET);
}
}
void GPU_GLES::Execute_VertexTypeSkinning(u32 op, u32 diff) {
// Don't flush when weight count changes, unless morph is enabled.
if ((diff & ~GE_VTYPE_WEIGHTCOUNT_MASK) || (op & GE_VTYPE_MORPHCOUNT_MASK) != 0) {
// 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;
}
}
}
void GPU_GLES::Execute_Bezier(u32 op, u32 diff) {
SetDrawType(DRAW_BEZIER);
// We don't dirty on normal changes anymore as we prescale, but it's needed for splines/bezier.
gstate_c.Dirty(DIRTY_UVSCALEOFFSET);
// This also make skipping drawing very effective.
framebufferManagerGL_->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;
}
if (!Memory::IsValidAddress(gstate_c.vertexAddr)) {
ERROR_LOG_REPORT(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr);
return;
}
void *control_points = Memory::GetPointerUnchecked(gstate_c.vertexAddr);
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 (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) {
DEBUG_LOG_REPORT(G3D, "Bezier + morph: %i", (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) >> GE_VTYPE_MORPHCOUNT_SHIFT);
}
if (vertTypeIsSkinningEnabled(gstate.vertType)) {
DEBUG_LOG_REPORT(G3D, "Bezier + skinning: %i", vertTypeGetNumBoneWeights(gstate.vertType));
}
GEPatchPrimType patchPrim = gstate.getPatchPrimitiveType();
int bz_ucount = op & 0xFF;
int bz_vcount = (op >> 8) & 0xFF;
bool computeNormals = gstate.isLightingEnabled();
bool patchFacing = gstate.patchfacing & 1;
if (g_Config.bHardwareTessellation && g_Config.bHardwareTransform && !g_Config.bSoftwareRendering) {
gstate_c.bezier = true;
if (gstate_c.bezier_count_u != bz_ucount) {
gstate_c.Dirty(DIRTY_BEZIERCOUNTU);
gstate_c.bezier_count_u = bz_ucount;
}
}
int bytesRead = 0;
drawEngine_.SubmitBezier(control_points, indices, gstate.getPatchDivisionU(), gstate.getPatchDivisionV(), bz_ucount, bz_vcount, patchPrim, computeNormals, patchFacing, gstate.vertType, &bytesRead);
gstate_c.bezier = false;
// After drawing, we advance pointers - see SubmitPrim which does the same.
int count = bz_ucount * bz_vcount;
AdvanceVerts(gstate.vertType, count, bytesRead);
}
void GPU_GLES::Execute_Spline(u32 op, u32 diff) {
SetDrawType(DRAW_SPLINE);
// We don't dirty on normal changes anymore as we prescale, but it's needed for splines/bezier.
gstate_c.Dirty(DIRTY_UVSCALEOFFSET);
// This also make skipping drawing very effective.
framebufferManagerGL_->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;
}
if (!Memory::IsValidAddress(gstate_c.vertexAddr)) {
ERROR_LOG_REPORT(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr);
return;
}
void *control_points = Memory::GetPointerUnchecked(gstate_c.vertexAddr);
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 (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) {
DEBUG_LOG_REPORT(G3D, "Spline + morph: %i", (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) >> GE_VTYPE_MORPHCOUNT_SHIFT);
}
if (vertTypeIsSkinningEnabled(gstate.vertType)) {
DEBUG_LOG_REPORT(G3D, "Spline + skinning: %i", vertTypeGetNumBoneWeights(gstate.vertType));
}
int sp_ucount = op & 0xFF;
int sp_vcount = (op >> 8) & 0xFF;
int sp_utype = (op >> 16) & 0x3;
int sp_vtype = (op >> 18) & 0x3;
GEPatchPrimType patchPrim = gstate.getPatchPrimitiveType();
bool computeNormals = gstate.isLightingEnabled();
bool patchFacing = gstate.patchfacing & 1;
u32 vertType = gstate.vertType;
if (g_Config.bHardwareTessellation && g_Config.bHardwareTransform && !g_Config.bSoftwareRendering) {
gstate_c.spline = true;
if (gstate_c.spline_count_u != sp_ucount) {
gstate_c.Dirty(DIRTY_SPLINECOUNTU);
gstate_c.spline_count_u = sp_ucount;
}
if (gstate_c.spline_count_v != sp_vcount) {
gstate_c.Dirty(DIRTY_SPLINECOUNTV);
gstate_c.spline_count_v = sp_vcount;
}
if (gstate_c.spline_type_u != sp_utype) {
gstate_c.Dirty(DIRTY_SPLINETYPEU);
gstate_c.spline_type_u = sp_utype;
}
if (gstate_c.spline_type_v != sp_vtype) {
gstate_c.Dirty(DIRTY_SPLINETYPEV);
gstate_c.spline_type_v = sp_vtype;
}
}
int bytesRead = 0;
drawEngine_.SubmitSpline(control_points, indices, gstate.getPatchDivisionU(), gstate.getPatchDivisionV(), sp_ucount, sp_vcount, sp_utype, sp_vtype, patchPrim, computeNormals, patchFacing, vertType, &bytesRead);
gstate_c.spline = false;
// After drawing, we advance pointers - see SubmitPrim which does the same.
int count = sp_ucount * sp_vcount;
AdvanceVerts(gstate.vertType, count, bytesRead);
}
void GPU_GLES::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 | DIRTY_TEXTURE_PARAMS);
}
}
void GPU_GLES::Execute_LoadClut(u32 op, u32 diff) {
gstate_c.Dirty(DIRTY_TEXTURE_PARAMS);
textureCacheGL_->LoadClut(gstate.getClutAddress(), gstate.getClutLoadBytes());
}
void GPU_GLES::GetStats(char *buffer, size_t bufsize) {
float vertexAverageCycles = gpuStats.numVertsSubmitted > 0 ? (float)gpuStats.vertexGPUCycles / (float)gpuStats.numVertsSubmitted : 0.0f;
snprintf(buffer, bufsize - 1,
"DL processing time: %0.2f ms\n"
"Draw calls: %i, flushes %i\n"
"Cached Draw calls: %i\n"
"Num Tracked Vertex Arrays: %i\n"
"GPU cycles executed: %d (%f per vertex)\n"
"Commands per call level: %i %i %i %i\n"
"Vertices submitted: %i\n"
"Cached, Uncached Vertices Drawn: %i, %i\n"
"FBOs active: %i\n"
"Textures active: %i, decoded: %i invalidated: %i\n"
"Vertex, Fragment, Programs loaded: %i, %i, %i\n",
gpuStats.msProcessingDisplayLists * 1000.0f,
gpuStats.numDrawCalls,
gpuStats.numFlushes,
gpuStats.numCachedDrawCalls,
gpuStats.numTrackedVertexArrays,
gpuStats.vertexGPUCycles + gpuStats.otherGPUCycles,
vertexAverageCycles,
gpuStats.gpuCommandsAtCallLevel[0], gpuStats.gpuCommandsAtCallLevel[1], gpuStats.gpuCommandsAtCallLevel[2], gpuStats.gpuCommandsAtCallLevel[3],
gpuStats.numVertsSubmitted,
gpuStats.numCachedVertsDrawn,
gpuStats.numUncachedVertsDrawn,
(int)framebufferManagerGL_->NumVFBs(),
(int)textureCacheGL_->NumLoadedTextures(),
gpuStats.numTexturesDecoded,
gpuStats.numTextureInvalidations,
shaderManagerGL_->GetNumVertexShaders(),
shaderManagerGL_->GetNumFragmentShaders(),
shaderManagerGL_->GetNumPrograms());
}
void GPU_GLES::ClearCacheNextFrame() {
textureCacheGL_->ClearNextFrame();
}
void GPU_GLES::ClearShaderCache() {
shaderManagerGL_->ClearCache(true);
}
void GPU_GLES::CleanupBeforeUI() {
// Clear any enabled vertex arrays.
shaderManagerGL_->DirtyLastShader();
glstate.arrayBuffer.bind(0);
glstate.elementArrayBuffer.bind(0);
}
std::vector<FramebufferInfo> GPU_GLES::GetFramebufferList() {
return framebufferManagerGL_->GetFramebufferList();
}
void GPU_GLES::DoState(PointerWrap &p) {
GPUCommon::DoState(p);
// TODO: Some of these things may not be necessary.
// None of these are necessary when saving.
// In Freeze-Frame mode, we don't want to do any of this.
if (p.mode == p.MODE_READ && !PSP_CoreParameter().frozen) {
textureCacheGL_->Clear(true);
depalShaderCache_.Clear();
drawEngine_.ClearTrackedVertexArrays();
gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
framebufferManagerGL_->DestroyAllFBOs(true);
shaderManagerGL_->ClearCache(true);
}
}
bool GPU_GLES::GetCurrentTexture(GPUDebugBuffer &buffer, int level) {
if (!gstate.isTextureMapEnabled()) {
return false;
}
#ifndef USING_GLES2
GPUgstate saved;
if (level != 0) {
saved = gstate;
// The way we set textures is a bit complex. Let's just override level 0.
gstate.texsize[0] = gstate.texsize[level];
gstate.texaddr[0] = gstate.texaddr[level];
gstate.texbufwidth[0] = gstate.texbufwidth[level];
}
textureCacheGL_->SetTexture(true);
textureCacheGL_->ApplyTexture();
int w = gstate.getTextureWidth(level);
int h = gstate.getTextureHeight(level);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &w);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &h);
if (level != 0) {
gstate = saved;
}
buffer.Allocate(w, h, GE_FORMAT_8888, false);
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer.GetData());
return true;
#else
return false;
#endif
}
bool GPU_GLES::GetCurrentClut(GPUDebugBuffer &buffer) {
return textureCacheGL_->GetCurrentClutBuffer(buffer);
}
bool GPU_GLES::GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices) {
return drawEngine_.GetCurrentSimpleVertices(count, vertices, indices);
}
bool GPU_GLES::DescribeCodePtr(const u8 *ptr, std::string &name) {
if (drawEngine_.IsCodePtrVertexDecoder(ptr)) {
name = "VertexDecoderJit";
return true;
}
return false;
}
std::vector<std::string> GPU_GLES::DebugGetShaderIDs(DebugShaderType type) {
if (type == SHADER_TYPE_VERTEXLOADER) {
return drawEngine_.DebugGetVertexLoaderIDs();
} else {
return shaderManagerGL_->DebugGetShaderIDs(type);
}
}
std::string GPU_GLES::DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) {
if (type == SHADER_TYPE_VERTEXLOADER) {
return drawEngine_.DebugGetVertexLoaderString(id, stringType);
} else {
return shaderManagerGL_->DebugGetShaderString(id, type, stringType);
}
}