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GitHub Repository: hrydgard/ppsspp
Path: blob/master/GPU/GPUCommonHW.cpp
Views: 1401
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#include "Common/Profiler/Profiler.h"
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#include "Common/GPU/thin3d.h"
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#include "Common/Serialize/Serializer.h"
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#include "Common/System/System.h"
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#include "Core/System.h"
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#include "Core/Config.h"
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#include "Core/Util/PPGeDraw.h"
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#include "GPU/GPUCommonHW.h"
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#include "GPU/Common/SplineCommon.h"
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#include "GPU/Common/DrawEngineCommon.h"
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#include "GPU/Common/TextureCacheCommon.h"
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#include "GPU/Common/FramebufferManagerCommon.h"
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struct CommonCommandTableEntry {
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uint8_t cmd;
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uint8_t flags;
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uint64_t dirty;
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GPUCommonHW::CmdFunc func;
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};
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struct CommandInfo {
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uint64_t flags;
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GPUCommonHW::CmdFunc func;
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// Dirty flags are mashed into the regular flags by a left shift of 8.
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void AddDirty(u64 dirty) {
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flags |= dirty << 8;
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}
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void RemoveDirty(u64 dirty) {
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flags &= ~(dirty << 8);
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}
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};
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static CommandInfo cmdInfo_[256];
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const CommonCommandTableEntry commonCommandTable[] = {
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// From Common. No flushing but definitely need execute.
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{ GE_CMD_OFFSETADDR, FLAG_EXECUTE, 0, &GPUCommon::Execute_OffsetAddr },
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{ GE_CMD_ORIGIN, FLAG_EXECUTE | FLAG_READS_PC, 0, &GPUCommon::Execute_Origin },
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{ GE_CMD_JUMP, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_Jump },
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{ GE_CMD_CALL, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_Call },
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{ GE_CMD_RET, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_Ret },
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{ GE_CMD_END, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_End },
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{ GE_CMD_VADDR, FLAG_EXECUTE, 0, &GPUCommon::Execute_Vaddr },
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{ GE_CMD_IADDR, FLAG_EXECUTE, 0, &GPUCommon::Execute_Iaddr },
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{ GE_CMD_BJUMP, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_BJump }, // EXECUTE
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{ GE_CMD_BOUNDINGBOX, FLAG_EXECUTE, 0, &GPUCommonHW::Execute_BoundingBox }, // Shouldn't need to FLUSHBEFORE.
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{ GE_CMD_PRIM, FLAG_EXECUTE, 0, &GPUCommonHW::Execute_Prim },
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{ GE_CMD_BEZIER, FLAG_EXECUTE, 0, &GPUCommonHW::Execute_Bezier },
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{ GE_CMD_SPLINE, FLAG_EXECUTE, 0, &GPUCommonHW::Execute_Spline },
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// Changing the vertex type requires us to flush.
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{ GE_CMD_VERTEXTYPE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommonHW::Execute_VertexType },
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{ GE_CMD_LOADCLUT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, 0, &GPUCommonHW::Execute_LoadClut},
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// These two are actually processed in CMD_END.
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{ GE_CMD_SIGNAL },
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{ GE_CMD_FINISH },
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// Changes that dirty the framebuffer
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{ GE_CMD_FRAMEBUFPTR, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_FRAMEBUFWIDTH, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE },
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{ GE_CMD_FRAMEBUFPIXFORMAT, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_FRAGMENTSHADER_STATE },
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{ GE_CMD_ZBUFPTR, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_ZBUFWIDTH, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_FOGCOLOR, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FOGCOLOR },
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{ GE_CMD_FOG1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FOGCOEF },
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{ GE_CMD_FOG2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FOGCOEF },
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// These affect the fragment shader so need flushing.
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{ 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 },
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{ GE_CMD_TEXTUREMAPENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_GEOMETRYSHADER_STATE },
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{ GE_CMD_FOGENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAGMENTSHADER_STATE },
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{ GE_CMD_TEXMODE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS | DIRTY_FRAGMENTSHADER_STATE },
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{ GE_CMD_TEXSHADELS, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE },
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// Raster state for Direct3D 9, uncommon.
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{ GE_CMD_SHADEMODE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_RASTER_STATE },
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{ GE_CMD_TEXFUNC, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAGMENTSHADER_STATE | DIRTY_TEX_ALPHA_MUL },
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{ GE_CMD_COLORTEST, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAGMENTSHADER_STATE },
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{ GE_CMD_ALPHATESTENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAGMENTSHADER_STATE },
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{ GE_CMD_COLORTESTENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAGMENTSHADER_STATE },
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{ GE_CMD_COLORTESTMASK, FLAG_FLUSHBEFOREONCHANGE, DIRTY_ALPHACOLORMASK | DIRTY_FRAGMENTSHADER_STATE },
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// These change the vertex shader so need flushing.
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{ GE_CMD_REVERSENORMAL, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE },
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{ GE_CMD_LIGHTINGENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_GEOMETRYSHADER_STATE },
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{ GE_CMD_LIGHTENABLE0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE },
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{ GE_CMD_LIGHTENABLE1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE },
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{ GE_CMD_LIGHTENABLE2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE },
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{ GE_CMD_LIGHTENABLE3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE },
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{ GE_CMD_LIGHTTYPE0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE | DIRTY_LIGHT0 },
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{ GE_CMD_LIGHTTYPE1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE | DIRTY_LIGHT1 },
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{ GE_CMD_LIGHTTYPE2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE | DIRTY_LIGHT2 },
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{ GE_CMD_LIGHTTYPE3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE | DIRTY_LIGHT3 },
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{ GE_CMD_MATERIALUPDATE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE },
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// These change all shaders so need flushing.
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{ GE_CMD_LIGHTMODE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_GEOMETRYSHADER_STATE },
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{ GE_CMD_TEXFILTER, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXWRAP, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS | DIRTY_FRAGMENTSHADER_STATE },
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// Uniform changes. though the fragmentshader optimizes based on these sometimes.
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{ GE_CMD_ALPHATEST, FLAG_FLUSHBEFOREONCHANGE, DIRTY_ALPHACOLORREF | DIRTY_ALPHACOLORMASK | DIRTY_FRAGMENTSHADER_STATE },
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{ GE_CMD_COLORREF, FLAG_FLUSHBEFOREONCHANGE, DIRTY_ALPHACOLORREF | DIRTY_FRAGMENTSHADER_STATE },
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{ GE_CMD_TEXENVCOLOR, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXENV },
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// Simple render state changes. Handled in StateMapping.cpp.
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{ GE_CMD_CULL, FLAG_FLUSHBEFOREONCHANGE, DIRTY_RASTER_STATE },
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{ GE_CMD_CULLFACEENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_RASTER_STATE },
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{ GE_CMD_DITHERENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_RASTER_STATE },
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{ GE_CMD_STENCILOP, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_FRAGMENTSHADER_STATE },
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{ GE_CMD_STENCILTEST, FLAG_FLUSHBEFOREONCHANGE, DIRTY_STENCILREPLACEVALUE | DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE },
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{ GE_CMD_STENCILTESTENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_FRAGMENTSHADER_STATE },
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{ GE_CMD_ALPHABLENDENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_FRAGMENTSHADER_STATE },
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{ GE_CMD_BLENDMODE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_FRAGMENTSHADER_STATE },
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{ GE_CMD_BLENDFIXEDA, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_FRAGMENTSHADER_STATE },
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{ GE_CMD_BLENDFIXEDB, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_FRAGMENTSHADER_STATE },
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{ GE_CMD_MASKRGB, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_COLORWRITEMASK },
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{ GE_CMD_MASKALPHA, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_COLORWRITEMASK },
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{ GE_CMD_ZTEST, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHSTENCIL_STATE | DIRTY_FRAGMENTSHADER_STATE },
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{ GE_CMD_ZTESTENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHSTENCIL_STATE | DIRTY_FRAGMENTSHADER_STATE },
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{ GE_CMD_ZWRITEDISABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHSTENCIL_STATE | DIRTY_FRAGMENTSHADER_STATE },
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{ GE_CMD_LOGICOP, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_FRAGMENTSHADER_STATE },
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{ GE_CMD_LOGICOPENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_FRAGMENTSHADER_STATE },
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{ GE_CMD_TEXMAPMODE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE },
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// These are read on every SubmitPrim, no need for dirtying or flushing.
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{ GE_CMD_TEXSCALEU },
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{ GE_CMD_TEXSCALEV },
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{ GE_CMD_TEXOFFSETU },
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{ GE_CMD_TEXOFFSETV },
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{ GE_CMD_TEXSIZE0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, 0, &GPUCommonHW::Execute_TexSize0 },
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{ GE_CMD_TEXSIZE1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXSIZE2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXSIZE3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXSIZE4, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXSIZE5, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXSIZE6, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXSIZE7, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXFORMAT, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_IMAGE },
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{ GE_CMD_TEXLEVEL, FLAG_EXECUTEONCHANGE, DIRTY_TEXTURE_PARAMS, &GPUCommonHW::Execute_TexLevel },
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{ GE_CMD_TEXLODSLOPE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXADDR0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_IMAGE },
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{ GE_CMD_TEXADDR1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXADDR2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXADDR3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXADDR4, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXADDR5, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXADDR6, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXADDR7, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXBUFWIDTH0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_IMAGE },
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{ GE_CMD_TEXBUFWIDTH1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXBUFWIDTH2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXBUFWIDTH3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXBUFWIDTH4, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXBUFWIDTH5, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXBUFWIDTH6, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_TEXBUFWIDTH7, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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// These must flush on change, so that LoadClut doesn't have to always flush.
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{ GE_CMD_CLUTADDR, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_CLUTADDRUPPER, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_CLUTFORMAT, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS | DIRTY_DEPAL },
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// Morph weights. TODO: Remove precomputation?
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{ GE_CMD_MORPHWEIGHT0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight },
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{ GE_CMD_MORPHWEIGHT1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight },
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{ GE_CMD_MORPHWEIGHT2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight },
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{ GE_CMD_MORPHWEIGHT3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight },
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{ GE_CMD_MORPHWEIGHT4, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight },
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{ GE_CMD_MORPHWEIGHT5, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight },
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{ GE_CMD_MORPHWEIGHT6, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight },
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{ GE_CMD_MORPHWEIGHT7, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight },
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// Control spline/bezier patches. Don't really require flushing as such, but meh.
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{ GE_CMD_PATCHDIVISION, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_PATCHPRIMITIVE, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_PATCHFACING, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VERTEXSHADER_STATE },
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{ GE_CMD_PATCHCULLENABLE, FLAG_FLUSHBEFOREONCHANGE },
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// Can probably ignore this one as we don't support AA lines.
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{ GE_CMD_ANTIALIASENABLE, FLAG_FLUSHBEFOREONCHANGE },
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// Viewport.
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{ GE_CMD_OFFSETX, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE | DIRTY_CULL_PLANES },
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{ GE_CMD_OFFSETY, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE | DIRTY_CULL_PLANES },
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{ GE_CMD_VIEWPORTXSCALE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_CULLRANGE | DIRTY_PROJMATRIX | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULL_PLANES },
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{ GE_CMD_VIEWPORTYSCALE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_CULLRANGE | DIRTY_PROJMATRIX | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULL_PLANES },
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{ GE_CMD_VIEWPORTXCENTER, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_CULLRANGE | DIRTY_PROJMATRIX | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULL_PLANES },
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{ GE_CMD_VIEWPORTYCENTER, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_CULLRANGE | DIRTY_PROJMATRIX | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULL_PLANES },
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{ GE_CMD_VIEWPORTZSCALE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_CULLRANGE | DIRTY_DEPTHRANGE | DIRTY_PROJMATRIX | DIRTY_VIEWPORTSCISSOR_STATE },
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{ GE_CMD_VIEWPORTZCENTER, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_CULLRANGE | DIRTY_DEPTHRANGE | DIRTY_PROJMATRIX | DIRTY_VIEWPORTSCISSOR_STATE },
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{ GE_CMD_DEPTHCLAMPENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE | DIRTY_RASTER_STATE },
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// Z clip
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{ GE_CMD_MINZ, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHRANGE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE },
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{ GE_CMD_MAXZ, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHRANGE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE },
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// Region
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{ GE_CMD_REGION1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE | DIRTY_CULL_PLANES },
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{ GE_CMD_REGION2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE | DIRTY_CULL_PLANES },
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// Scissor
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{ GE_CMD_SCISSOR1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE | DIRTY_CULL_PLANES },
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{ GE_CMD_SCISSOR2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_CULLRANGE | DIRTY_CULL_PLANES },
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// Lighting base colors
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{ GE_CMD_AMBIENTCOLOR, FLAG_FLUSHBEFOREONCHANGE, DIRTY_AMBIENT },
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{ GE_CMD_AMBIENTALPHA, FLAG_FLUSHBEFOREONCHANGE, DIRTY_AMBIENT },
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{ GE_CMD_MATERIALDIFFUSE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_MATDIFFUSE },
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{ GE_CMD_MATERIALEMISSIVE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_MATEMISSIVE },
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{ GE_CMD_MATERIALAMBIENT, FLAG_FLUSHBEFOREONCHANGE, DIRTY_MATAMBIENTALPHA },
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{ GE_CMD_MATERIALALPHA, FLAG_FLUSHBEFOREONCHANGE, DIRTY_MATAMBIENTALPHA },
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{ GE_CMD_MATERIALSPECULAR, FLAG_FLUSHBEFOREONCHANGE, DIRTY_MATSPECULAR },
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{ GE_CMD_MATERIALSPECULARCOEF, FLAG_FLUSHBEFOREONCHANGE, DIRTY_MATSPECULAR },
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// Light parameters
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{ GE_CMD_LX0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
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{ GE_CMD_LY0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
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{ GE_CMD_LZ0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
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{ GE_CMD_LX1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 },
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{ GE_CMD_LY1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 },
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{ GE_CMD_LZ1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 },
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{ GE_CMD_LX2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 },
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{ GE_CMD_LY2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 },
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{ GE_CMD_LZ2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 },
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{ GE_CMD_LX3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 },
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{ GE_CMD_LY3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 },
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{ GE_CMD_LZ3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 },
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{ GE_CMD_LDX0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
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{ GE_CMD_LDY0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
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{ GE_CMD_LDZ0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
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{ GE_CMD_LDX1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 },
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{ GE_CMD_LDY1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 },
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{ GE_CMD_LDZ1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 },
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{ GE_CMD_LDX2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 },
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{ GE_CMD_LDY2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 },
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{ GE_CMD_LDZ2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 },
249
{ GE_CMD_LDX3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 },
250
{ GE_CMD_LDY3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 },
251
{ GE_CMD_LDZ3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 },
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253
{ GE_CMD_LKA0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
254
{ GE_CMD_LKB0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
255
{ GE_CMD_LKC0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
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{ GE_CMD_LKA1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 },
257
{ GE_CMD_LKB1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 },
258
{ GE_CMD_LKC1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 },
259
{ GE_CMD_LKA2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 },
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{ GE_CMD_LKB2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 },
261
{ GE_CMD_LKC2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 },
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{ GE_CMD_LKA3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 },
263
{ GE_CMD_LKB3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 },
264
{ GE_CMD_LKC3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 },
265
266
{ GE_CMD_LKS0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
267
{ GE_CMD_LKS1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 },
268
{ GE_CMD_LKS2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 },
269
{ GE_CMD_LKS3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 },
270
271
{ GE_CMD_LKO0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
272
{ GE_CMD_LKO1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 },
273
{ GE_CMD_LKO2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 },
274
{ GE_CMD_LKO3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 },
275
276
{ GE_CMD_LAC0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
277
{ GE_CMD_LDC0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
278
{ GE_CMD_LSC0, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT0 },
279
{ GE_CMD_LAC1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 },
280
{ GE_CMD_LDC1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 },
281
{ GE_CMD_LSC1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT1 },
282
{ GE_CMD_LAC2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 },
283
{ GE_CMD_LDC2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 },
284
{ GE_CMD_LSC2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT2 },
285
{ GE_CMD_LAC3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 },
286
{ GE_CMD_LDC3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 },
287
{ GE_CMD_LSC3, FLAG_FLUSHBEFOREONCHANGE, DIRTY_LIGHT3 },
288
289
// Ignored commands
290
{ GE_CMD_TEXFLUSH, FLAG_EXECUTE, 0, &GPUCommonHW::Execute_TexFlush },
291
{ GE_CMD_TEXSYNC, 0 },
292
293
// These are just nop or part of other later commands.
294
{ GE_CMD_NOP, 0 },
295
{ GE_CMD_BASE, 0 },
296
{ GE_CMD_TRANSFERSRC, 0 },
297
{ GE_CMD_TRANSFERSRCW, 0 },
298
{ GE_CMD_TRANSFERDST, 0 },
299
{ GE_CMD_TRANSFERDSTW, 0 },
300
{ GE_CMD_TRANSFERSRCPOS, 0 },
301
{ GE_CMD_TRANSFERDSTPOS, 0 },
302
{ GE_CMD_TRANSFERSIZE, 0 },
303
{ GE_CMD_TRANSFERSTART, FLAG_EXECUTE | FLAG_READS_PC, 0, &GPUCommonHW::Execute_BlockTransferStart },
304
305
// We don't use the dither table.
306
{ GE_CMD_DITH0 },
307
{ GE_CMD_DITH1 },
308
{ GE_CMD_DITH2 },
309
{ GE_CMD_DITH3 },
310
311
// These handle their own flushing.
312
{ GE_CMD_WORLDMATRIXNUMBER, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommonHW::Execute_WorldMtxNum },
313
{ GE_CMD_WORLDMATRIXDATA, FLAG_EXECUTE, 0, &GPUCommonHW::Execute_WorldMtxData },
314
{ GE_CMD_VIEWMATRIXNUMBER, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommonHW::Execute_ViewMtxNum },
315
{ GE_CMD_VIEWMATRIXDATA, FLAG_EXECUTE, 0, &GPUCommonHW::Execute_ViewMtxData },
316
{ GE_CMD_PROJMATRIXNUMBER, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommonHW::Execute_ProjMtxNum },
317
{ GE_CMD_PROJMATRIXDATA, FLAG_EXECUTE, 0, &GPUCommonHW::Execute_ProjMtxData },
318
{ GE_CMD_TGENMATRIXNUMBER, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommonHW::Execute_TgenMtxNum },
319
{ GE_CMD_TGENMATRIXDATA, FLAG_EXECUTE, 0, &GPUCommonHW::Execute_TgenMtxData },
320
{ GE_CMD_BONEMATRIXNUMBER, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommonHW::Execute_BoneMtxNum },
321
{ GE_CMD_BONEMATRIXDATA, FLAG_EXECUTE, 0, &GPUCommonHW::Execute_BoneMtxData },
322
323
// Vertex Screen/Texture/Color
324
{ GE_CMD_VSCX },
325
{ GE_CMD_VSCY },
326
{ GE_CMD_VSCZ },
327
{ GE_CMD_VTCS },
328
{ GE_CMD_VTCT },
329
{ GE_CMD_VTCQ },
330
{ GE_CMD_VCV },
331
{ GE_CMD_VAP, FLAG_EXECUTE, 0, &GPUCommon::Execute_ImmVertexAlphaPrim },
332
{ GE_CMD_VFC },
333
{ GE_CMD_VSCV },
334
335
// "Missing" commands (gaps in the sequence)
336
{ GE_CMD_UNKNOWN_03, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
337
{ GE_CMD_UNKNOWN_0D, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
338
{ GE_CMD_UNKNOWN_11, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
339
{ GE_CMD_UNKNOWN_29, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
340
{ GE_CMD_UNKNOWN_34, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
341
{ GE_CMD_UNKNOWN_35, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
342
{ GE_CMD_UNKNOWN_39, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
343
{ GE_CMD_UNKNOWN_4E, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
344
{ GE_CMD_UNKNOWN_4F, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
345
{ GE_CMD_UNKNOWN_52, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
346
{ GE_CMD_UNKNOWN_59, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
347
{ GE_CMD_UNKNOWN_5A, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
348
{ GE_CMD_UNKNOWN_B6, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
349
{ GE_CMD_UNKNOWN_B7, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
350
{ GE_CMD_UNKNOWN_D1, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
351
{ GE_CMD_UNKNOWN_ED, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
352
{ GE_CMD_UNKNOWN_EF, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
353
{ GE_CMD_UNKNOWN_FA, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
354
{ GE_CMD_UNKNOWN_FB, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
355
{ GE_CMD_UNKNOWN_FC, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
356
{ GE_CMD_UNKNOWN_FD, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
357
{ GE_CMD_UNKNOWN_FE, FLAG_EXECUTE, 0, &GPUCommon::Execute_Unknown },
358
// Appears to be debugging related or something? Hit a lot in GoW.
359
{ GE_CMD_NOP_FF, 0 },
360
};
361
362
GPUCommonHW::GPUCommonHW(GraphicsContext *gfxCtx, Draw::DrawContext *draw) : GPUCommon(gfxCtx, draw) {
363
memset(cmdInfo_, 0, sizeof(cmdInfo_));
364
365
// Convert the command table to a faster format, and check for dupes.
366
std::set<u8> dupeCheck;
367
for (size_t i = 0; i < ARRAY_SIZE(commonCommandTable); i++) {
368
const u8 cmd = commonCommandTable[i].cmd;
369
if (dupeCheck.find(cmd) != dupeCheck.end()) {
370
ERROR_LOG(Log::G3D, "Command table Dupe: %02x (%i)", (int)cmd, (int)cmd);
371
} else {
372
dupeCheck.insert(cmd);
373
}
374
cmdInfo_[cmd].flags |= (uint64_t)commonCommandTable[i].flags | (commonCommandTable[i].dirty << 8);
375
cmdInfo_[cmd].func = commonCommandTable[i].func;
376
if ((cmdInfo_[cmd].flags & (FLAG_EXECUTE | FLAG_EXECUTEONCHANGE)) && !cmdInfo_[cmd].func) {
377
// Can't have FLAG_EXECUTE commands without a function pointer to execute.
378
Crash();
379
}
380
}
381
// Find commands missing from the table.
382
for (int i = 0; i < 0xEF; i++) {
383
if (dupeCheck.find((u8)i) == dupeCheck.end()) {
384
ERROR_LOG(Log::G3D, "Command missing from table: %02x (%i)", i, i);
385
}
386
}
387
388
UpdateCmdInfo();
389
UpdateMSAALevel(draw);
390
}
391
392
GPUCommonHW::~GPUCommonHW() {
393
// Clear features so they're not visible in system info.
394
gstate_c.SetUseFlags(0);
395
396
// Delete the various common managers.
397
framebufferManager_->DestroyAllFBOs();
398
delete framebufferManager_;
399
delete textureCache_;
400
if (shaderManager_) {
401
shaderManager_->ClearShaders();
402
delete shaderManager_;
403
}
404
}
405
406
// Called once per frame. Might also get called during the pause screen
407
// if "transparent".
408
void GPUCommonHW::CheckConfigChanged() {
409
if (configChanged_) {
410
ClearCacheNextFrame();
411
gstate_c.SetUseFlags(CheckGPUFeatures());
412
drawEngineCommon_->NotifyConfigChanged();
413
textureCache_->NotifyConfigChanged();
414
framebufferManager_->NotifyConfigChanged();
415
BuildReportingInfo();
416
configChanged_ = false;
417
}
418
419
// Check needed when running tests.
420
if (framebufferManager_) {
421
framebufferManager_->CheckPostShaders();
422
}
423
}
424
425
void GPUCommonHW::CheckDisplayResized() {
426
if (displayResized_) {
427
framebufferManager_->NotifyDisplayResized();
428
displayResized_ = false;
429
}
430
}
431
432
void GPUCommonHW::CheckRenderResized() {
433
if (renderResized_) {
434
framebufferManager_->NotifyRenderResized(msaaLevel_);
435
renderResized_ = false;
436
}
437
}
438
439
// Call at the END of the GPU implementation's DeviceLost
440
void GPUCommonHW::DeviceLost() {
441
framebufferManager_->DeviceLost();
442
draw_ = nullptr;
443
textureCache_->Clear(false);
444
textureCache_->DeviceLost();
445
shaderManager_->DeviceLost();
446
drawEngineCommon_->DeviceLost();
447
}
448
449
// Call at the start of the GPU implementation's DeviceRestore
450
void GPUCommonHW::DeviceRestore(Draw::DrawContext *draw) {
451
draw_ = draw;
452
displayResized_ = true; // re-check display bounds.
453
renderResized_ = true;
454
framebufferManager_->DeviceRestore(draw_);
455
textureCache_->DeviceRestore(draw_);
456
shaderManager_->DeviceRestore(draw_);
457
drawEngineCommon_->DeviceRestore(draw_);
458
459
PPGeSetDrawContext(draw_);
460
461
gstate_c.SetUseFlags(CheckGPUFeatures());
462
BuildReportingInfo();
463
UpdateCmdInfo();
464
}
465
466
void GPUCommonHW::UpdateCmdInfo() {
467
if (g_Config.bSoftwareSkinning) {
468
cmdInfo_[GE_CMD_VERTEXTYPE].flags &= ~FLAG_FLUSHBEFOREONCHANGE;
469
cmdInfo_[GE_CMD_VERTEXTYPE].func = &GPUCommonHW::Execute_VertexTypeSkinning;
470
} else {
471
cmdInfo_[GE_CMD_VERTEXTYPE].flags |= FLAG_FLUSHBEFOREONCHANGE;
472
cmdInfo_[GE_CMD_VERTEXTYPE].func = &GPUCommonHW::Execute_VertexType;
473
}
474
475
// Reconfigure for light ubershader or not.
476
for (int i = 0; i < 4; i++) {
477
if (gstate_c.Use(GPU_USE_LIGHT_UBERSHADER)) {
478
cmdInfo_[GE_CMD_LIGHTENABLE0 + i].RemoveDirty(DIRTY_VERTEXSHADER_STATE);
479
cmdInfo_[GE_CMD_LIGHTENABLE0 + i].AddDirty(DIRTY_LIGHT_CONTROL);
480
cmdInfo_[GE_CMD_LIGHTTYPE0 + i].RemoveDirty(DIRTY_VERTEXSHADER_STATE);
481
cmdInfo_[GE_CMD_LIGHTTYPE0 + i].AddDirty(DIRTY_LIGHT_CONTROL);
482
} else {
483
cmdInfo_[GE_CMD_LIGHTENABLE0 + i].RemoveDirty(DIRTY_LIGHT_CONTROL);
484
cmdInfo_[GE_CMD_LIGHTENABLE0 + i].AddDirty(DIRTY_VERTEXSHADER_STATE);
485
cmdInfo_[GE_CMD_LIGHTTYPE0 + i].RemoveDirty(DIRTY_LIGHT_CONTROL);
486
cmdInfo_[GE_CMD_LIGHTTYPE0 + i].AddDirty(DIRTY_VERTEXSHADER_STATE);
487
}
488
}
489
490
if (gstate_c.Use(GPU_USE_LIGHT_UBERSHADER)) {
491
cmdInfo_[GE_CMD_MATERIALUPDATE].RemoveDirty(DIRTY_VERTEXSHADER_STATE);
492
cmdInfo_[GE_CMD_MATERIALUPDATE].AddDirty(DIRTY_LIGHT_CONTROL);
493
} else {
494
cmdInfo_[GE_CMD_MATERIALUPDATE].RemoveDirty(DIRTY_LIGHT_CONTROL);
495
cmdInfo_[GE_CMD_MATERIALUPDATE].AddDirty(DIRTY_VERTEXSHADER_STATE);
496
}
497
498
if (gstate_c.Use(GPU_USE_FRAGMENT_UBERSHADER)) {
499
// Texfunc controls both texalpha and doubling. The rest is not dynamic yet so can't remove fragment shader dirtying.
500
cmdInfo_[GE_CMD_TEXFUNC].AddDirty(DIRTY_TEX_ALPHA_MUL);
501
} else {
502
cmdInfo_[GE_CMD_TEXFUNC].RemoveDirty(DIRTY_TEX_ALPHA_MUL);
503
}
504
}
505
506
void GPUCommonHW::BeginHostFrame() {
507
GPUCommon::BeginHostFrame();
508
if (drawEngineCommon_->EverUsedExactEqualDepth() && !sawExactEqualDepth_) {
509
sawExactEqualDepth_ = true;
510
gstate_c.SetUseFlags(CheckGPUFeatures());
511
}
512
}
513
514
void GPUCommonHW::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
515
framebufferManager_->SetDisplayFramebuffer(framebuf, stride, format);
516
}
517
518
void GPUCommonHW::CheckFlushOp(int cmd, u32 diff) {
519
const u8 cmdFlags = cmdInfo_[cmd].flags;
520
if (diff && (cmdFlags & FLAG_FLUSHBEFOREONCHANGE)) {
521
if (dumpThisFrame_) {
522
NOTICE_LOG(Log::G3D, "================ FLUSH ================");
523
}
524
drawEngineCommon_->DispatchFlush();
525
}
526
}
527
528
void GPUCommonHW::PreExecuteOp(u32 op, u32 diff) {
529
CheckFlushOp(op >> 24, diff);
530
}
531
532
void GPUCommonHW::CopyDisplayToOutput(bool reallyDirty) {
533
// Flush anything left over.
534
drawEngineCommon_->DispatchFlush();
535
536
shaderManager_->DirtyLastShader();
537
538
framebufferManager_->CopyDisplayToOutput(reallyDirty);
539
540
gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
541
}
542
543
void GPUCommonHW::DoState(PointerWrap &p) {
544
GPUCommon::DoState(p);
545
546
// TODO: Some of these things may not be necessary.
547
// None of these are necessary when saving.
548
if (p.mode == p.MODE_READ && !PSP_CoreParameter().frozen) {
549
textureCache_->Clear(true);
550
drawEngineCommon_->ClearTrackedVertexArrays();
551
552
gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
553
framebufferManager_->DestroyAllFBOs();
554
}
555
}
556
557
void GPUCommonHW::ClearCacheNextFrame() {
558
textureCache_->ClearNextFrame();
559
}
560
561
// Needs to be called on GPU thread, not reporting thread.
562
void GPUCommonHW::BuildReportingInfo() {
563
using namespace Draw;
564
565
reportingPrimaryInfo_ = draw_->GetInfoString(InfoField::VENDORSTRING);
566
reportingFullInfo_ = reportingPrimaryInfo_ + " - " + System_GetProperty(SYSPROP_GPUDRIVER_VERSION) + " - " + draw_->GetInfoString(InfoField::SHADELANGVERSION);
567
}
568
569
u32 GPUCommonHW::CheckGPUFeatures() const {
570
u32 features = 0;
571
if (draw_->GetDeviceCaps().logicOpSupported) {
572
features |= GPU_USE_LOGIC_OP;
573
}
574
if (draw_->GetDeviceCaps().anisoSupported) {
575
features |= GPU_USE_ANISOTROPY;
576
}
577
if (draw_->GetDeviceCaps().textureNPOTFullySupported) {
578
features |= GPU_USE_TEXTURE_NPOT;
579
}
580
if (draw_->GetDeviceCaps().dualSourceBlend) {
581
if (!g_Config.bVendorBugChecksEnabled || !draw_->GetBugs().Has(Draw::Bugs::DUAL_SOURCE_BLENDING_BROKEN)) {
582
features |= GPU_USE_DUALSOURCE_BLEND;
583
}
584
}
585
if (draw_->GetDeviceCaps().blendMinMaxSupported) {
586
features |= GPU_USE_BLEND_MINMAX;
587
}
588
589
if (draw_->GetDeviceCaps().clipDistanceSupported) {
590
features |= GPU_USE_CLIP_DISTANCE;
591
}
592
593
if (draw_->GetDeviceCaps().cullDistanceSupported) {
594
features |= GPU_USE_CULL_DISTANCE;
595
}
596
597
if (draw_->GetDeviceCaps().textureDepthSupported) {
598
features |= GPU_USE_DEPTH_TEXTURE;
599
}
600
601
if (draw_->GetDeviceCaps().depthClampSupported) {
602
// Some backends always do GPU_USE_ACCURATE_DEPTH, but it's required for depth clamp.
603
features |= GPU_USE_DEPTH_CLAMP | GPU_USE_ACCURATE_DEPTH;
604
}
605
606
bool canClipOrCull = draw_->GetDeviceCaps().clipDistanceSupported || draw_->GetDeviceCaps().cullDistanceSupported;
607
bool canDiscardVertex = !draw_->GetBugs().Has(Draw::Bugs::BROKEN_NAN_IN_CONDITIONAL);
608
if ((canClipOrCull || canDiscardVertex) && !g_Config.bDisableRangeCulling) {
609
// We'll dynamically use the parts that are supported, to reduce artifacts as much as possible.
610
features |= GPU_USE_VS_RANGE_CULLING;
611
}
612
613
if (draw_->GetDeviceCaps().framebufferFetchSupported) {
614
features |= GPU_USE_FRAMEBUFFER_FETCH;
615
}
616
617
if (draw_->GetShaderLanguageDesc().bitwiseOps && g_Config.bUberShaderVertex) {
618
features |= GPU_USE_LIGHT_UBERSHADER;
619
}
620
621
if (PSP_CoreParameter().compat.flags().ClearToRAM) {
622
features |= GPU_USE_CLEAR_RAM_HACK;
623
}
624
625
// Even without depth clamp, force accurate depth on for some games that break without it.
626
if (PSP_CoreParameter().compat.flags().DepthRangeHack) {
627
features |= GPU_USE_ACCURATE_DEPTH;
628
}
629
630
// Some backends will turn this off again in the calling function.
631
if (g_Config.bUberShaderFragment) {
632
features |= GPU_USE_FRAGMENT_UBERSHADER;
633
}
634
635
return features;
636
}
637
638
u32 GPUCommonHW::CheckGPUFeaturesLate(u32 features) const {
639
// If we already have a 16-bit depth buffer, we don't need to round.
640
bool prefer24 = draw_->GetDeviceCaps().preferredDepthBufferFormat == Draw::DataFormat::D24_S8;
641
bool prefer16 = draw_->GetDeviceCaps().preferredDepthBufferFormat == Draw::DataFormat::D16;
642
if (!prefer16) {
643
if (sawExactEqualDepth_ && (features & GPU_USE_ACCURATE_DEPTH) != 0 && !PSP_CoreParameter().compat.flags().ForceMaxDepthResolution) {
644
// Exact equal tests tend to have issues unless we use the PSP's depth range.
645
// We use 24-bit depth virtually everwhere, the fallback is just for safety.
646
if (prefer24)
647
features |= GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT;
648
else
649
features |= GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT;
650
} else if (!g_Config.bHighQualityDepth && (features & GPU_USE_ACCURATE_DEPTH) != 0) {
651
features |= GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT;
652
} else if (PSP_CoreParameter().compat.flags().PixelDepthRounding) {
653
if (prefer24 && (features & GPU_USE_ACCURATE_DEPTH) != 0) {
654
// Here we can simulate a 16 bit depth buffer by scaling.
655
// Note that the depth buffer is fixed point, not floating, so dividing by 256 is pretty good.
656
features |= GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT;
657
} else {
658
// Use fragment rounding on where available otherwise.
659
features |= GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT;
660
}
661
} else if (PSP_CoreParameter().compat.flags().VertexDepthRounding) {
662
features |= GPU_ROUND_DEPTH_TO_16BIT;
663
}
664
}
665
666
return features;
667
}
668
669
void GPUCommonHW::UpdateMSAALevel(Draw::DrawContext *draw) {
670
int level = g_Config.iMultiSampleLevel;
671
if (draw && draw->GetDeviceCaps().multiSampleLevelsMask & (1 << level)) {
672
msaaLevel_ = level;
673
} else {
674
// Didn't support the configured level, so revert to 0.
675
msaaLevel_ = 0;
676
}
677
}
678
679
std::vector<std::string> GPUCommonHW::DebugGetShaderIDs(DebugShaderType type) {
680
switch (type) {
681
case SHADER_TYPE_VERTEXLOADER:
682
return drawEngineCommon_->DebugGetVertexLoaderIDs();
683
case SHADER_TYPE_TEXTURE:
684
return textureCache_->GetTextureShaderCache()->DebugGetShaderIDs(type);
685
default:
686
return shaderManager_->DebugGetShaderIDs(type);
687
}
688
}
689
690
std::string GPUCommonHW::DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) {
691
switch (type) {
692
case SHADER_TYPE_VERTEXLOADER:
693
return drawEngineCommon_->DebugGetVertexLoaderString(id, stringType);
694
case SHADER_TYPE_TEXTURE:
695
return textureCache_->GetTextureShaderCache()->DebugGetShaderString(id, type, stringType);
696
default:
697
return shaderManager_->DebugGetShaderString(id, type, stringType);
698
}
699
}
700
701
bool GPUCommonHW::GetCurrentFramebuffer(GPUDebugBuffer &buffer, GPUDebugFramebufferType type, int maxRes) {
702
u32 fb_address = type == GPU_DBG_FRAMEBUF_RENDER ? (gstate.getFrameBufRawAddress() | 0x04000000) : framebufferManager_->DisplayFramebufAddr();
703
int fb_stride = type == GPU_DBG_FRAMEBUF_RENDER ? gstate.FrameBufStride() : framebufferManager_->DisplayFramebufStride();
704
GEBufferFormat format = type == GPU_DBG_FRAMEBUF_RENDER ? gstate_c.framebufFormat : framebufferManager_->DisplayFramebufFormat();
705
return framebufferManager_->GetFramebuffer(fb_address, fb_stride, format, buffer, maxRes);
706
}
707
708
bool GPUCommonHW::GetCurrentDepthbuffer(GPUDebugBuffer &buffer) {
709
u32 fb_address = gstate.getFrameBufRawAddress() | 0x04000000;
710
int fb_stride = gstate.FrameBufStride();
711
712
u32 z_address = gstate.getDepthBufRawAddress() | 0x04000000;
713
int z_stride = gstate.DepthBufStride();
714
715
return framebufferManager_->GetDepthbuffer(fb_address, fb_stride, z_address, z_stride, buffer);
716
}
717
718
bool GPUCommonHW::GetCurrentStencilbuffer(GPUDebugBuffer &buffer) {
719
u32 fb_address = gstate.getFrameBufRawAddress() | 0x04000000;
720
int fb_stride = gstate.FrameBufStride();
721
722
return framebufferManager_->GetStencilbuffer(fb_address, fb_stride, buffer);
723
}
724
725
bool GPUCommonHW::GetOutputFramebuffer(GPUDebugBuffer &buffer) {
726
// framebufferManager_ can be null here when taking screens in software rendering mode.
727
// TODO: Actually grab the framebuffer anyway.
728
return framebufferManager_ ? framebufferManager_->GetOutputFramebuffer(buffer) : false;
729
}
730
731
std::vector<const VirtualFramebuffer *> GPUCommonHW::GetFramebufferList() const {
732
return framebufferManager_->GetFramebufferList();
733
}
734
735
bool GPUCommonHW::GetCurrentClut(GPUDebugBuffer &buffer) {
736
return textureCache_->GetCurrentClutBuffer(buffer);
737
}
738
739
bool GPUCommonHW::GetCurrentTexture(GPUDebugBuffer &buffer, int level, bool *isFramebuffer) {
740
if (!gstate.isTextureMapEnabled()) {
741
return false;
742
}
743
return textureCache_->GetCurrentTextureDebug(buffer, level, isFramebuffer);
744
}
745
746
void GPUCommonHW::CheckDepthUsage(VirtualFramebuffer *vfb) {
747
if (!gstate_c.usingDepth) {
748
bool isReadingDepth = false;
749
bool isClearingDepth = false;
750
bool isWritingDepth = false;
751
if (gstate.isModeClear()) {
752
isClearingDepth = gstate.isClearModeDepthMask();
753
isWritingDepth = isClearingDepth;
754
} else if (gstate.isDepthTestEnabled()) {
755
isWritingDepth = gstate.isDepthWriteEnabled();
756
isReadingDepth = gstate.getDepthTestFunction() > GE_COMP_ALWAYS;
757
}
758
759
if (isWritingDepth || isReadingDepth) {
760
gstate_c.usingDepth = true;
761
gstate_c.clearingDepth = isClearingDepth;
762
vfb->last_frame_depth_render = gpuStats.numFlips;
763
if (isWritingDepth) {
764
vfb->last_frame_depth_updated = gpuStats.numFlips;
765
}
766
framebufferManager_->SetDepthFrameBuffer(isClearingDepth);
767
}
768
}
769
}
770
771
void GPUCommonHW::InvalidateCache(u32 addr, int size, GPUInvalidationType type) {
772
if (size > 0)
773
textureCache_->Invalidate(addr, size, type);
774
else
775
textureCache_->InvalidateAll(type);
776
777
if (type != GPU_INVALIDATE_ALL && framebufferManager_->MayIntersectFramebufferColor(addr)) {
778
// Vempire invalidates (with writeback) after drawing, but before blitting.
779
// TODO: Investigate whether we can get this to work some other way.
780
if (type == GPU_INVALIDATE_SAFE) {
781
framebufferManager_->UpdateFromMemory(addr, size);
782
}
783
}
784
}
785
786
bool GPUCommonHW::FramebufferDirty() {
787
VirtualFramebuffer *vfb = framebufferManager_->GetDisplayVFB();
788
if (vfb) {
789
bool dirty = vfb->dirtyAfterDisplay;
790
vfb->dirtyAfterDisplay = false;
791
return dirty;
792
}
793
return true;
794
}
795
796
bool GPUCommonHW::FramebufferReallyDirty() {
797
VirtualFramebuffer *vfb = framebufferManager_->GetDisplayVFB();
798
if (vfb) {
799
bool dirty = vfb->reallyDirtyAfterDisplay;
800
vfb->reallyDirtyAfterDisplay = false;
801
return dirty;
802
}
803
return true;
804
}
805
806
void GPUCommonHW::ExecuteOp(u32 op, u32 diff) {
807
const u8 cmd = op >> 24;
808
const CommandInfo info = cmdInfo_[cmd];
809
const u8 cmdFlags = info.flags;
810
if ((cmdFlags & FLAG_EXECUTE) || (diff && (cmdFlags & FLAG_EXECUTEONCHANGE))) {
811
(this->*info.func)(op, diff);
812
} else if (diff) {
813
uint64_t dirty = info.flags >> 8;
814
if (dirty)
815
gstate_c.Dirty(dirty);
816
}
817
}
818
819
void GPUCommonHW::FastRunLoop(DisplayList &list) {
820
PROFILE_THIS_SCOPE("gpuloop");
821
822
if (!Memory::IsValidAddress(list.pc)) {
823
// We're having some serious problems here, just bail and try to limp along and not crash the app.
824
downcount = 0;
825
return;
826
}
827
828
const CommandInfo *cmdInfo = cmdInfo_;
829
int dc = downcount;
830
for (; dc > 0; --dc) {
831
// We know that display list PCs have the upper nibble == 0 - no need to mask the pointer
832
const u32 op = *(const u32_le *)(Memory::base + list.pc);
833
const u32 cmd = op >> 24;
834
const CommandInfo &info = cmdInfo[cmd];
835
const u32 diff = op ^ gstate.cmdmem[cmd];
836
if (diff == 0) {
837
if (info.flags & FLAG_EXECUTE) {
838
downcount = dc;
839
(this->*info.func)(op, diff);
840
dc = downcount;
841
}
842
} else {
843
uint64_t flags = info.flags;
844
if (flags & FLAG_FLUSHBEFOREONCHANGE) {
845
drawEngineCommon_->DispatchFlush();
846
}
847
gstate.cmdmem[cmd] = op;
848
if (flags & (FLAG_EXECUTE | FLAG_EXECUTEONCHANGE)) {
849
downcount = dc;
850
(this->*info.func)(op, diff);
851
dc = downcount;
852
} else {
853
uint64_t dirty = flags >> 8;
854
if (dirty)
855
gstate_c.Dirty(dirty);
856
}
857
}
858
list.pc += 4;
859
}
860
downcount = 0;
861
}
862
863
void GPUCommonHW::Execute_VertexType(u32 op, u32 diff) {
864
if (diff) {
865
// TODO: We only need to dirty vshader-state here if the output format will be different.
866
gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE);
867
868
if (diff & GE_VTYPE_THROUGH_MASK) {
869
// Switching between through and non-through, we need to invalidate a bunch of stuff.
870
gstate_c.Dirty(DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_GEOMETRYSHADER_STATE | DIRTY_CULLRANGE);
871
}
872
}
873
}
874
875
void GPUCommonHW::Execute_VertexTypeSkinning(u32 op, u32 diff) {
876
// Don't flush when weight count changes.
877
if (diff & ~GE_VTYPE_WEIGHTCOUNT_MASK) {
878
// Restore and flush
879
gstate.vertType ^= diff;
880
Flush();
881
gstate.vertType ^= diff;
882
// In this case, we may be doing weights and morphs.
883
// Update any bone matrix uniforms so it uses them correctly.
884
if ((op & GE_VTYPE_MORPHCOUNT_MASK) != 0) {
885
gstate_c.Dirty(gstate_c.deferredVertTypeDirty);
886
gstate_c.deferredVertTypeDirty = 0;
887
}
888
gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE);
889
}
890
if (diff & GE_VTYPE_THROUGH_MASK)
891
gstate_c.Dirty(DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_GEOMETRYSHADER_STATE | DIRTY_CULLRANGE);
892
}
893
894
void GPUCommonHW::Execute_Prim(u32 op, u32 diff) {
895
// This drives all drawing. All other state we just buffer up, then we apply it only
896
// when it's time to draw. As most PSP games set state redundantly ALL THE TIME, this is a huge optimization.
897
898
PROFILE_THIS_SCOPE("execprim");
899
900
FlushImm();
901
902
// Upper bits are ignored.
903
GEPrimitiveType prim = static_cast<GEPrimitiveType>((op >> 16) & 7);
904
SetDrawType(DRAW_PRIM, prim);
905
906
// Discard AA lines as we can't do anything that makes sense with these anyway. The SW plugin might, though.
907
if (gstate.isAntiAliasEnabled()) {
908
// Heuristic derived from discussions in #6483 and #12588.
909
// Discard AA lines in Persona 3 Portable, DOA Paradise and Summon Night 5, while still keeping AA lines in Echochrome.
910
if ((prim == GE_PRIM_LINE_STRIP || prim == GE_PRIM_LINES) && gstate.getTextureFunction() == GE_TEXFUNC_REPLACE)
911
return;
912
}
913
914
// Update cached framebuffer format.
915
// We store it in the cache so it can be modified for blue-to-alpha, next.
916
gstate_c.framebufFormat = gstate.FrameBufFormat();
917
918
if (!Memory::IsValidAddress(gstate_c.vertexAddr)) {
919
ERROR_LOG(Log::G3D, "Bad vertex address %08x!", gstate_c.vertexAddr);
920
return;
921
}
922
923
// See the documentation for gstate_c.blueToAlpha.
924
bool blueToAlpha = false;
925
if (PSP_CoreParameter().compat.flags().BlueToAlpha) {
926
if (gstate_c.framebufFormat == GEBufferFormat::GE_FORMAT_565 && gstate.getColorMask() == 0x0FFFFF && !gstate.isLogicOpEnabled()) {
927
blueToAlpha = true;
928
gstate_c.framebufFormat = GEBufferFormat::GE_FORMAT_4444;
929
}
930
if (blueToAlpha != gstate_c.blueToAlpha) {
931
gstate_c.blueToAlpha = blueToAlpha;
932
gstate_c.Dirty(DIRTY_FRAMEBUF | DIRTY_FRAGMENTSHADER_STATE | DIRTY_BLEND_STATE);
933
}
934
}
935
936
if (PSP_CoreParameter().compat.flags().SplitFramebufferMargin) {
937
switch (gstate.vertType & 0xFFFFFF) {
938
case 0x00800102: // through, u16 uv, u16 pos (used for the framebuffer effect in-game)
939
case 0x0080011c: // through, 8888 color, s16 pos (used for clearing in the margin of the title screen)
940
case 0x00000183: // float uv, float pos (used for drawing in the margin of the title screen)
941
// Need to re-check the framebuffer every one of these draws, to update the split if needed.
942
gstate_c.Dirty(DIRTY_FRAMEBUF);
943
}
944
}
945
946
// This also makes skipping drawing very effective.
947
VirtualFramebuffer *vfb = framebufferManager_->SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason);
948
if (blueToAlpha) {
949
vfb->usageFlags |= FB_USAGE_BLUE_TO_ALPHA;
950
}
951
952
if (gstate_c.dirty & DIRTY_VERTEXSHADER_STATE) {
953
vertexCost_ = EstimatePerVertexCost();
954
}
955
956
u32 count = op & 0xFFFF;
957
// Must check this after SetRenderFrameBuffer so we know SKIPDRAW_NON_DISPLAYED_FB.
958
if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) {
959
// Rough estimate, not sure what's correct.
960
cyclesExecuted += vertexCost_ * count;
961
if (gstate.isModeClear()) {
962
gpuStats.numClears++;
963
}
964
return;
965
}
966
967
CheckDepthUsage(vfb);
968
969
const void *verts = Memory::GetPointerUnchecked(gstate_c.vertexAddr);
970
const void *inds = nullptr;
971
972
bool isTriangle = IsTrianglePrim(prim);
973
974
bool canExtend = isTriangle;
975
u32 vertexType = gstate.vertType;
976
if ((vertexType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
977
u32 indexAddr = gstate_c.indexAddr;
978
u32 indexSize = (vertexType & GE_VTYPE_IDX_MASK) >> GE_VTYPE_IDX_SHIFT;
979
if (!Memory::IsValidRange(indexAddr, count * indexSize)) {
980
ERROR_LOG(Log::G3D, "Bad index address %08x (%d)!", indexAddr, count);
981
return;
982
}
983
inds = Memory::GetPointerUnchecked(indexAddr);
984
canExtend = false;
985
}
986
987
int bytesRead = 0;
988
gstate_c.UpdateUVScaleOffset();
989
990
// cull mode
991
int cullMode = gstate.getCullMode();
992
993
uint32_t vertTypeID = GetVertTypeID(vertexType, gstate.getUVGenMode(), g_Config.bSoftwareSkinning);
994
995
#define MAX_CULL_CHECK_COUNT 6
996
997
// For now, turn off culling on platforms where we don't have SIMD bounding box tests, like RISC-V.
998
#if PPSSPP_ARCH(ARM_NEON) || PPSSPP_ARCH(SSE2)
999
1000
#define PASSES_CULLING ((vertexType & (GE_VTYPE_THROUGH_MASK | GE_VTYPE_MORPHCOUNT_MASK | GE_VTYPE_WEIGHT_MASK | GE_VTYPE_IDX_MASK)) || count > MAX_CULL_CHECK_COUNT)
1001
1002
#else
1003
1004
#define PASSES_CULLING true
1005
1006
#endif
1007
1008
// If certain conditions are true, do frustum culling.
1009
bool passCulling = PASSES_CULLING;
1010
if (!passCulling) {
1011
// Do software culling.
1012
if (drawEngineCommon_->TestBoundingBoxFast(verts, count, vertexType)) {
1013
passCulling = true;
1014
} else {
1015
gpuStats.numCulledDraws++;
1016
}
1017
}
1018
1019
// If the first one in a batch passes, let's assume the whole batch passes.
1020
// Cuts down on checking, while not losing that much efficiency.
1021
bool onePassed = false;
1022
if (passCulling) {
1023
if (!drawEngineCommon_->SubmitPrim(verts, inds, prim, count, vertTypeID, true, &bytesRead)) {
1024
canExtend = false;
1025
}
1026
onePassed = true;
1027
} else {
1028
// Still need to advance bytesRead.
1029
drawEngineCommon_->SkipPrim(prim, count, vertTypeID, &bytesRead);
1030
canExtend = false;
1031
}
1032
1033
// After drawing, we advance the vertexAddr (when non indexed) or indexAddr (when indexed).
1034
// Some games rely on this, they don't bother reloading VADDR and IADDR.
1035
// The VADDR/IADDR registers are NOT updated.
1036
AdvanceVerts(vertexType, count, bytesRead);
1037
int totalVertCount = count;
1038
1039
// PRIMs are often followed by more PRIMs. Save some work and submit them immediately.
1040
const u32_le *start = (const u32_le *)Memory::GetPointerUnchecked(currentList->pc + 4);
1041
const u32_le *src = start;
1042
const u32_le *stall = currentList->stall ? (const u32_le *)Memory::GetPointerUnchecked(currentList->stall) : 0;
1043
1044
// Optimized submission of sequences of PRIM. Allows us to avoid going through all the mess
1045
// above for each one. This can be expanded to support additional games that intersperse
1046
// PRIM commands with other commands. A special case is Earth Defence Force 2 that changes culling mode
1047
// between each prim, we just change the triangle winding right here to still be able to join draw calls.
1048
1049
uint32_t vtypeCheckMask = g_Config.bSoftwareSkinning ? (~GE_VTYPE_WEIGHTCOUNT_MASK) : 0xFFFFFFFF;
1050
1051
if (debugRecording_)
1052
goto bail;
1053
1054
while (src != stall) {
1055
uint32_t data = *src;
1056
switch (data >> 24) {
1057
case GE_CMD_PRIM:
1058
{
1059
GEPrimitiveType newPrim = static_cast<GEPrimitiveType>((data >> 16) & 7);
1060
if (IsTrianglePrim(newPrim) != isTriangle)
1061
goto bail; // Can't join over this boundary. Might as well exit and get this on the next time around.
1062
// TODO: more efficient updating of verts/inds
1063
1064
u32 count = data & 0xFFFF;
1065
bool clockwise = !gstate.isCullEnabled() || gstate.getCullMode() == cullMode;
1066
if (canExtend) {
1067
// Non-indexed draws can be cheaply merged if vertexAddr hasn't changed, that means the vertices
1068
// are consecutive in memory. We also ignore culling here.
1069
_dbg_assert_((vertexType & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_NONE);
1070
int commandsExecuted = drawEngineCommon_->ExtendNonIndexedPrim(src, stall, vertTypeID, clockwise, &bytesRead, isTriangle);
1071
if (!commandsExecuted) {
1072
goto bail;
1073
}
1074
src += commandsExecuted - 1;
1075
gstate_c.vertexAddr += bytesRead;
1076
totalVertCount += count;
1077
break;
1078
}
1079
1080
verts = Memory::GetPointerUnchecked(gstate_c.vertexAddr);
1081
inds = nullptr;
1082
if ((vertexType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
1083
inds = Memory::GetPointerUnchecked(gstate_c.indexAddr);
1084
} else {
1085
// We can extend again after submitting a normal draw.
1086
canExtend = isTriangle;
1087
}
1088
1089
bool passCulling = onePassed || PASSES_CULLING;
1090
if (!passCulling) {
1091
// Do software culling.
1092
_dbg_assert_((vertexType & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_NONE);
1093
if (drawEngineCommon_->TestBoundingBoxFast(verts, count, vertexType)) {
1094
passCulling = true;
1095
} else {
1096
gpuStats.numCulledDraws++;
1097
}
1098
}
1099
if (passCulling) {
1100
if (!drawEngineCommon_->SubmitPrim(verts, inds, newPrim, count, vertTypeID, clockwise, &bytesRead)) {
1101
canExtend = false;
1102
}
1103
// As soon as one passes, assume we don't need to check the rest of this batch.
1104
onePassed = true;
1105
} else {
1106
// Still need to advance bytesRead.
1107
drawEngineCommon_->SkipPrim(newPrim, count, vertTypeID, &bytesRead);
1108
canExtend = false;
1109
}
1110
AdvanceVerts(vertexType, count, bytesRead);
1111
totalVertCount += count;
1112
break;
1113
}
1114
case GE_CMD_VERTEXTYPE:
1115
{
1116
uint32_t diff = data ^ vertexType;
1117
// don't mask upper bits, vertexType is unmasked
1118
if (diff) {
1119
if (diff & vtypeCheckMask)
1120
goto bail;
1121
drawEngineCommon_->FlushSkin();
1122
canExtend = false; // TODO: Might support extending between some vertex types in the future.
1123
vertexType = data;
1124
vertTypeID = GetVertTypeID(vertexType, gstate.getUVGenMode(), g_Config.bSoftwareSkinning);
1125
}
1126
break;
1127
}
1128
case GE_CMD_VADDR:
1129
{
1130
gstate.cmdmem[GE_CMD_VADDR] = data;
1131
uint32_t newAddr = gstate_c.getRelativeAddress(data & 0x00FFFFFF);
1132
if (gstate_c.vertexAddr != newAddr) {
1133
canExtend = false;
1134
gstate_c.vertexAddr = newAddr;
1135
}
1136
break;
1137
}
1138
case GE_CMD_IADDR:
1139
gstate.cmdmem[GE_CMD_IADDR] = data;
1140
gstate_c.indexAddr = gstate_c.getRelativeAddress(data & 0x00FFFFFF);
1141
break;
1142
case GE_CMD_OFFSETADDR:
1143
gstate.cmdmem[GE_CMD_OFFSETADDR] = data;
1144
gstate_c.offsetAddr = data << 8;
1145
break;
1146
case GE_CMD_BASE:
1147
gstate.cmdmem[GE_CMD_BASE] = data;
1148
break;
1149
case GE_CMD_CULLFACEENABLE:
1150
// Earth Defence Force 2
1151
if (gstate.cmdmem[GE_CMD_CULLFACEENABLE] != data) {
1152
goto bail;
1153
}
1154
break;
1155
case GE_CMD_CULL:
1156
// flip face by indices for triangles
1157
cullMode = data & 1;
1158
break;
1159
case GE_CMD_TEXFLUSH:
1160
case GE_CMD_NOP:
1161
case GE_CMD_NOP_FF:
1162
gstate.cmdmem[data >> 24] = data;
1163
break;
1164
case GE_CMD_BONEMATRIXNUMBER:
1165
gstate.cmdmem[GE_CMD_BONEMATRIXNUMBER] = data;
1166
break;
1167
case GE_CMD_TEXSCALEU:
1168
// We don't "dirty-check" - we could avoid getFloat24 and setting canExtend=false, but usually
1169
// when texscale commands are in line with the prims like this, they actually have an effect
1170
// and requires us to stop extending strips anyway.
1171
gstate.cmdmem[GE_CMD_TEXSCALEU] = data;
1172
gstate_c.uv.uScale = getFloat24(data);
1173
canExtend = false;
1174
break;
1175
case GE_CMD_TEXSCALEV:
1176
gstate.cmdmem[GE_CMD_TEXSCALEV] = data;
1177
gstate_c.uv.vScale = getFloat24(data);
1178
canExtend = false;
1179
break;
1180
case GE_CMD_TEXOFFSETU:
1181
gstate.cmdmem[GE_CMD_TEXOFFSETU] = data;
1182
gstate_c.uv.uOff = getFloat24(data);
1183
canExtend = false;
1184
break;
1185
case GE_CMD_TEXOFFSETV:
1186
gstate.cmdmem[GE_CMD_TEXOFFSETV] = data;
1187
gstate_c.uv.vOff = getFloat24(data);
1188
canExtend = false;
1189
break;
1190
case GE_CMD_TEXLEVEL:
1191
// Same Gran Turismo hack from Execute_TexLevel
1192
if ((data & 3) != GE_TEXLEVEL_MODE_AUTO && (0x00FF0000 & data) != 0) {
1193
goto bail;
1194
}
1195
gstate.cmdmem[GE_CMD_TEXLEVEL] = data;
1196
break;
1197
case GE_CMD_CALL:
1198
{
1199
// A bone matrix probably. If not we bail.
1200
const u32 target = gstate_c.getRelativeAddress(data & 0x00FFFFFC);
1201
if ((Memory::ReadUnchecked_U32(target) >> 24) == GE_CMD_BONEMATRIXDATA &&
1202
(Memory::ReadUnchecked_U32(target + 11 * 4) >> 24) == GE_CMD_BONEMATRIXDATA &&
1203
(Memory::ReadUnchecked_U32(target + 12 * 4) >> 24) == GE_CMD_RET &&
1204
(target > currentList->stall || target + 12 * 4 < currentList->stall) &&
1205
(gstate.boneMatrixNumber & 0x00FFFFFF) <= 96 - 12) {
1206
drawEngineCommon_->FlushSkin();
1207
canExtend = false;
1208
FastLoadBoneMatrix(target);
1209
} else {
1210
goto bail;
1211
}
1212
break;
1213
}
1214
1215
case GE_CMD_TEXBUFWIDTH0:
1216
case GE_CMD_TEXADDR0:
1217
if (data != gstate.cmdmem[data >> 24])
1218
goto bail;
1219
break;
1220
1221
default:
1222
// All other commands might need a flush or something, stop this inner loop.
1223
goto bail;
1224
}
1225
src++;
1226
}
1227
1228
bail:
1229
drawEngineCommon_->FlushSkin();
1230
gstate.cmdmem[GE_CMD_VERTEXTYPE] = vertexType;
1231
int cmdCount = src - start;
1232
// Skip over the commands we just read out manually.
1233
if (cmdCount > 0) {
1234
UpdatePC(currentList->pc, currentList->pc + cmdCount * 4);
1235
currentList->pc += cmdCount * 4;
1236
// flush back cull mode
1237
if (cullMode != gstate.getCullMode()) {
1238
// We rewrote everything to the old cull mode, so flush first.
1239
drawEngineCommon_->DispatchFlush();
1240
1241
// Now update things for next time.
1242
gstate.cmdmem[GE_CMD_CULL] ^= 1;
1243
gstate_c.Dirty(DIRTY_RASTER_STATE);
1244
}
1245
}
1246
1247
int cycles = vertexCost_ * totalVertCount;
1248
gpuStats.vertexGPUCycles += cycles;
1249
cyclesExecuted += cycles;
1250
}
1251
1252
void GPUCommonHW::Execute_Bezier(u32 op, u32 diff) {
1253
// We don't dirty on normal changes anymore as we prescale, but it's needed for splines/bezier.
1254
gstate_c.framebufFormat = gstate.FrameBufFormat();
1255
1256
// This also make skipping drawing very effective.
1257
VirtualFramebuffer *vfb = framebufferManager_->SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason);
1258
if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) {
1259
// TODO: Should this eat some cycles? Probably yes. Not sure if important.
1260
return;
1261
}
1262
1263
CheckDepthUsage(vfb);
1264
1265
if (!Memory::IsValidAddress(gstate_c.vertexAddr)) {
1266
ERROR_LOG_REPORT(Log::G3D, "Bad vertex address %08x!", gstate_c.vertexAddr);
1267
return;
1268
}
1269
1270
const void *control_points = Memory::GetPointerUnchecked(gstate_c.vertexAddr);
1271
const void *indices = NULL;
1272
if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
1273
if (!Memory::IsValidAddress(gstate_c.indexAddr)) {
1274
ERROR_LOG_REPORT(Log::G3D, "Bad index address %08x!", gstate_c.indexAddr);
1275
return;
1276
}
1277
indices = Memory::GetPointerUnchecked(gstate_c.indexAddr);
1278
}
1279
1280
if (vertTypeIsSkinningEnabled(gstate.vertType)) {
1281
DEBUG_LOG_REPORT(Log::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));
1282
}
1283
1284
// Can't flush after setting gstate_c.submitType below since it'll be a mess - it must be done already.
1285
if (flushOnParams_)
1286
drawEngineCommon_->DispatchFlush();
1287
1288
Spline::BezierSurface surface;
1289
surface.tess_u = gstate.getPatchDivisionU();
1290
surface.tess_v = gstate.getPatchDivisionV();
1291
surface.num_points_u = op & 0xFF;
1292
surface.num_points_v = (op >> 8) & 0xFF;
1293
surface.num_patches_u = (surface.num_points_u - 1) / 3;
1294
surface.num_patches_v = (surface.num_points_v - 1) / 3;
1295
surface.primType = gstate.getPatchPrimitiveType();
1296
surface.patchFacing = gstate.patchfacing & 1;
1297
1298
SetDrawType(DRAW_BEZIER, PatchPrimToPrim(surface.primType));
1299
1300
// We need to dirty UVSCALEOFFSET here because we look at the submit type when setting that uniform.
1301
gstate_c.Dirty(DIRTY_RASTER_STATE | DIRTY_VERTEXSHADER_STATE | DIRTY_GEOMETRYSHADER_STATE | DIRTY_UVSCALEOFFSET);
1302
if (drawEngineCommon_->CanUseHardwareTessellation(surface.primType)) {
1303
gstate_c.submitType = SubmitType::HW_BEZIER;
1304
if (gstate_c.spline_num_points_u != surface.num_points_u) {
1305
gstate_c.Dirty(DIRTY_BEZIERSPLINE);
1306
gstate_c.spline_num_points_u = surface.num_points_u;
1307
}
1308
} else {
1309
gstate_c.submitType = SubmitType::BEZIER;
1310
}
1311
1312
int bytesRead = 0;
1313
gstate_c.UpdateUVScaleOffset();
1314
drawEngineCommon_->SubmitCurve(control_points, indices, surface, gstate.vertType, &bytesRead, "bezier");
1315
1316
gstate_c.Dirty(DIRTY_RASTER_STATE | DIRTY_VERTEXSHADER_STATE | DIRTY_GEOMETRYSHADER_STATE | DIRTY_UVSCALEOFFSET);
1317
gstate_c.submitType = SubmitType::DRAW;
1318
1319
// After drawing, we advance pointers - see SubmitPrim which does the same.
1320
int count = surface.num_points_u * surface.num_points_v;
1321
AdvanceVerts(gstate.vertType, count, bytesRead);
1322
}
1323
1324
void GPUCommonHW::Execute_Spline(u32 op, u32 diff) {
1325
// We don't dirty on normal changes anymore as we prescale, but it's needed for splines/bezier.
1326
gstate_c.framebufFormat = gstate.FrameBufFormat();
1327
1328
// This also make skipping drawing very effective.
1329
VirtualFramebuffer *vfb = framebufferManager_->SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason);
1330
if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) {
1331
// TODO: Should this eat some cycles? Probably yes. Not sure if important.
1332
return;
1333
}
1334
1335
CheckDepthUsage(vfb);
1336
1337
if (!Memory::IsValidAddress(gstate_c.vertexAddr)) {
1338
ERROR_LOG_REPORT(Log::G3D, "Bad vertex address %08x!", gstate_c.vertexAddr);
1339
return;
1340
}
1341
1342
const void *control_points = Memory::GetPointerUnchecked(gstate_c.vertexAddr);
1343
const void *indices = NULL;
1344
if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
1345
if (!Memory::IsValidAddress(gstate_c.indexAddr)) {
1346
ERROR_LOG_REPORT(Log::G3D, "Bad index address %08x!", gstate_c.indexAddr);
1347
return;
1348
}
1349
indices = Memory::GetPointerUnchecked(gstate_c.indexAddr);
1350
}
1351
1352
if (vertTypeIsSkinningEnabled(gstate.vertType)) {
1353
DEBUG_LOG_REPORT(Log::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));
1354
}
1355
1356
// Can't flush after setting gstate_c.submitType below since it'll be a mess - it must be done already.
1357
if (flushOnParams_)
1358
drawEngineCommon_->DispatchFlush();
1359
1360
Spline::SplineSurface surface;
1361
surface.tess_u = gstate.getPatchDivisionU();
1362
surface.tess_v = gstate.getPatchDivisionV();
1363
surface.type_u = (op >> 16) & 0x3;
1364
surface.type_v = (op >> 18) & 0x3;
1365
surface.num_points_u = op & 0xFF;
1366
surface.num_points_v = (op >> 8) & 0xFF;
1367
surface.num_patches_u = surface.num_points_u - 3;
1368
surface.num_patches_v = surface.num_points_v - 3;
1369
surface.primType = gstate.getPatchPrimitiveType();
1370
surface.patchFacing = gstate.patchfacing & 1;
1371
1372
SetDrawType(DRAW_SPLINE, PatchPrimToPrim(surface.primType));
1373
1374
// We need to dirty UVSCALEOFFSET here because we look at the submit type when setting that uniform.
1375
gstate_c.Dirty(DIRTY_RASTER_STATE | DIRTY_VERTEXSHADER_STATE | DIRTY_GEOMETRYSHADER_STATE | DIRTY_UVSCALEOFFSET);
1376
if (drawEngineCommon_->CanUseHardwareTessellation(surface.primType)) {
1377
gstate_c.submitType = SubmitType::HW_SPLINE;
1378
if (gstate_c.spline_num_points_u != surface.num_points_u) {
1379
gstate_c.Dirty(DIRTY_BEZIERSPLINE);
1380
gstate_c.spline_num_points_u = surface.num_points_u;
1381
}
1382
} else {
1383
gstate_c.submitType = SubmitType::SPLINE;
1384
}
1385
1386
int bytesRead = 0;
1387
gstate_c.UpdateUVScaleOffset();
1388
drawEngineCommon_->SubmitCurve(control_points, indices, surface, gstate.vertType, &bytesRead, "spline");
1389
1390
gstate_c.Dirty(DIRTY_RASTER_STATE | DIRTY_VERTEXSHADER_STATE | DIRTY_GEOMETRYSHADER_STATE | DIRTY_UVSCALEOFFSET);
1391
gstate_c.submitType = SubmitType::DRAW;
1392
1393
// After drawing, we advance pointers - see SubmitPrim which does the same.
1394
int count = surface.num_points_u * surface.num_points_v;
1395
AdvanceVerts(gstate.vertType, count, bytesRead);
1396
}
1397
1398
void GPUCommonHW::Execute_BlockTransferStart(u32 op, u32 diff) {
1399
Flush();
1400
1401
PROFILE_THIS_SCOPE("block"); // don't include the flush in the profile, would be misleading.
1402
1403
gstate_c.framebufFormat = gstate.FrameBufFormat();
1404
1405
// and take appropriate action. This is a block transfer between RAM and VRAM, or vice versa.
1406
// Can we skip this on SkipDraw?
1407
DoBlockTransfer(gstate_c.skipDrawReason);
1408
}
1409
1410
void GPUCommonHW::Execute_TexSize0(u32 op, u32 diff) {
1411
// Render to texture may have overridden the width/height.
1412
// Don't reset it unless the size is different / the texture has changed.
1413
if (diff || gstate_c.IsDirty(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS)) {
1414
gstate_c.curTextureWidth = gstate.getTextureWidth(0);
1415
gstate_c.curTextureHeight = gstate.getTextureHeight(0);
1416
// We will need to reset the texture now.
1417
gstate_c.Dirty(DIRTY_TEXTURE_PARAMS);
1418
}
1419
}
1420
1421
void GPUCommonHW::Execute_TexLevel(u32 op, u32 diff) {
1422
// TODO: If you change the rules here, don't forget to update the inner interpreter in Execute_Prim.
1423
if (diff == 0xFFFFFFFF)
1424
return;
1425
1426
gstate.texlevel ^= diff;
1427
1428
if (diff & 0xFF0000) {
1429
// Piggyback on this flag for 3D textures.
1430
gstate_c.Dirty(DIRTY_MIPBIAS);
1431
}
1432
if (gstate.getTexLevelMode() != GE_TEXLEVEL_MODE_AUTO && (0x00FF0000 & gstate.texlevel) != 0) {
1433
Flush();
1434
}
1435
1436
gstate.texlevel ^= diff;
1437
1438
gstate_c.Dirty(DIRTY_TEXTURE_PARAMS | DIRTY_FRAGMENTSHADER_STATE);
1439
}
1440
1441
void GPUCommonHW::Execute_LoadClut(u32 op, u32 diff) {
1442
gstate_c.Dirty(DIRTY_TEXTURE_PARAMS);
1443
textureCache_->LoadClut(gstate.getClutAddress(), gstate.getClutLoadBytes());
1444
}
1445
1446
1447
void GPUCommonHW::Execute_WorldMtxNum(u32 op, u32 diff) {
1448
if (!currentList) {
1449
gstate.worldmtxnum = (GE_CMD_WORLDMATRIXNUMBER << 24) | (op & 0xF);
1450
return;
1451
}
1452
1453
// This is almost always followed by GE_CMD_WORLDMATRIXDATA.
1454
const u32_le *src = (const u32_le *)Memory::GetPointerUnchecked(currentList->pc + 4);
1455
u32 *dst = (u32 *)(gstate.worldMatrix + (op & 0xF));
1456
const int end = 12 - (op & 0xF);
1457
int i = 0;
1458
1459
// We must record the individual data commands while debugRecording_.
1460
bool fastLoad = !debugRecording_ && end > 0;
1461
// Stalling in the middle of a matrix would be stupid, I doubt this check is necessary.
1462
if (currentList->pc < currentList->stall && currentList->pc + end * 4 >= currentList->stall) {
1463
fastLoad = false;
1464
}
1465
1466
if (fastLoad) {
1467
while ((src[i] >> 24) == GE_CMD_WORLDMATRIXDATA) {
1468
const u32 newVal = src[i] << 8;
1469
if (dst[i] != newVal) {
1470
Flush();
1471
dst[i] = newVal;
1472
gstate_c.Dirty(DIRTY_WORLDMATRIX);
1473
}
1474
if (++i >= end) {
1475
break;
1476
}
1477
}
1478
}
1479
1480
const int count = i;
1481
gstate.worldmtxnum = (GE_CMD_WORLDMATRIXNUMBER << 24) | ((op & 0xF) + count);
1482
1483
// Skip over the loaded data, it's done now.
1484
UpdatePC(currentList->pc, currentList->pc + count * 4);
1485
currentList->pc += count * 4;
1486
}
1487
1488
void GPUCommonHW::Execute_WorldMtxData(u32 op, u32 diff) {
1489
// Note: it's uncommon to get here now, see above.
1490
int num = gstate.worldmtxnum & 0x00FFFFFF;
1491
u32 newVal = op << 8;
1492
if (num < 12 && newVal != ((const u32 *)gstate.worldMatrix)[num]) {
1493
Flush();
1494
((u32 *)gstate.worldMatrix)[num] = newVal;
1495
gstate_c.Dirty(DIRTY_WORLDMATRIX);
1496
}
1497
num++;
1498
gstate.worldmtxnum = (GE_CMD_WORLDMATRIXNUMBER << 24) | (num & 0x00FFFFFF);
1499
gstate.worldmtxdata = GE_CMD_WORLDMATRIXDATA << 24;
1500
}
1501
1502
void GPUCommonHW::Execute_ViewMtxNum(u32 op, u32 diff) {
1503
if (!currentList) {
1504
gstate.viewmtxnum = (GE_CMD_VIEWMATRIXNUMBER << 24) | (op & 0xF);
1505
return;
1506
}
1507
1508
// This is almost always followed by GE_CMD_VIEWMATRIXDATA.
1509
const u32_le *src = (const u32_le *)Memory::GetPointerUnchecked(currentList->pc + 4);
1510
u32 *dst = (u32 *)(gstate.viewMatrix + (op & 0xF));
1511
const int end = 12 - (op & 0xF);
1512
int i = 0;
1513
1514
bool fastLoad = !debugRecording_ && end > 0;
1515
if (currentList->pc < currentList->stall && currentList->pc + end * 4 >= currentList->stall) {
1516
fastLoad = false;
1517
}
1518
1519
if (fastLoad) {
1520
while ((src[i] >> 24) == GE_CMD_VIEWMATRIXDATA) {
1521
const u32 newVal = src[i] << 8;
1522
if (dst[i] != newVal) {
1523
Flush();
1524
dst[i] = newVal;
1525
gstate_c.Dirty(DIRTY_VIEWMATRIX | DIRTY_CULL_PLANES);
1526
}
1527
if (++i >= end) {
1528
break;
1529
}
1530
}
1531
}
1532
1533
const int count = i;
1534
gstate.viewmtxnum = (GE_CMD_VIEWMATRIXNUMBER << 24) | ((op & 0xF) + count);
1535
1536
// Skip over the loaded data, it's done now.
1537
UpdatePC(currentList->pc, currentList->pc + count * 4);
1538
currentList->pc += count * 4;
1539
}
1540
1541
void GPUCommonHW::Execute_ViewMtxData(u32 op, u32 diff) {
1542
// Note: it's uncommon to get here now, see above.
1543
int num = gstate.viewmtxnum & 0x00FFFFFF;
1544
u32 newVal = op << 8;
1545
if (num < 12 && newVal != ((const u32 *)gstate.viewMatrix)[num]) {
1546
Flush();
1547
((u32 *)gstate.viewMatrix)[num] = newVal;
1548
gstate_c.Dirty(DIRTY_VIEWMATRIX | DIRTY_CULL_PLANES);
1549
}
1550
num++;
1551
gstate.viewmtxnum = (GE_CMD_VIEWMATRIXNUMBER << 24) | (num & 0x00FFFFFF);
1552
gstate.viewmtxdata = GE_CMD_VIEWMATRIXDATA << 24;
1553
}
1554
1555
void GPUCommonHW::Execute_ProjMtxNum(u32 op, u32 diff) {
1556
if (!currentList) {
1557
gstate.projmtxnum = (GE_CMD_PROJMATRIXNUMBER << 24) | (op & 0xF);
1558
return;
1559
}
1560
1561
// This is almost always followed by GE_CMD_PROJMATRIXDATA.
1562
const u32_le *src = (const u32_le *)Memory::GetPointerUnchecked(currentList->pc + 4);
1563
u32 *dst = (u32 *)(gstate.projMatrix + (op & 0xF));
1564
const int end = 16 - (op & 0xF);
1565
int i = 0;
1566
1567
bool fastLoad = !debugRecording_;
1568
if (currentList->pc < currentList->stall && currentList->pc + end * 4 >= currentList->stall) {
1569
fastLoad = false;
1570
}
1571
1572
if (fastLoad) {
1573
while ((src[i] >> 24) == GE_CMD_PROJMATRIXDATA) {
1574
const u32 newVal = src[i] << 8;
1575
if (dst[i] != newVal) {
1576
Flush();
1577
dst[i] = newVal;
1578
gstate_c.Dirty(DIRTY_PROJMATRIX | DIRTY_CULL_PLANES);
1579
}
1580
if (++i >= end) {
1581
break;
1582
}
1583
}
1584
}
1585
1586
const int count = i;
1587
gstate.projmtxnum = (GE_CMD_PROJMATRIXNUMBER << 24) | ((op & 0xF) + count);
1588
1589
// Skip over the loaded data, it's done now.
1590
UpdatePC(currentList->pc, currentList->pc + count * 4);
1591
currentList->pc += count * 4;
1592
}
1593
1594
void GPUCommonHW::Execute_ProjMtxData(u32 op, u32 diff) {
1595
// Note: it's uncommon to get here now, see above.
1596
int num = gstate.projmtxnum & 0x00FFFFFF;
1597
u32 newVal = op << 8;
1598
if (num < 16 && newVal != ((const u32 *)gstate.projMatrix)[num]) {
1599
Flush();
1600
((u32 *)gstate.projMatrix)[num] = newVal;
1601
gstate_c.Dirty(DIRTY_PROJMATRIX | DIRTY_CULL_PLANES);
1602
}
1603
num++;
1604
if (num <= 16)
1605
gstate.projmtxnum = (GE_CMD_PROJMATRIXNUMBER << 24) | (num & 0x00FFFFFF);
1606
gstate.projmtxdata = GE_CMD_PROJMATRIXDATA << 24;
1607
}
1608
1609
void GPUCommonHW::Execute_TgenMtxNum(u32 op, u32 diff) {
1610
if (!currentList) {
1611
gstate.texmtxnum = (GE_CMD_TGENMATRIXNUMBER << 24) | (op & 0xF);
1612
return;
1613
}
1614
1615
// This is almost always followed by GE_CMD_TGENMATRIXDATA.
1616
const u32_le *src = (const u32_le *)Memory::GetPointerUnchecked(currentList->pc + 4);
1617
u32 *dst = (u32 *)(gstate.tgenMatrix + (op & 0xF));
1618
const int end = 12 - (op & 0xF);
1619
int i = 0;
1620
1621
bool fastLoad = !debugRecording_ && end > 0;
1622
if (currentList->pc < currentList->stall && currentList->pc + end * 4 >= currentList->stall) {
1623
fastLoad = false;
1624
}
1625
1626
if (fastLoad) {
1627
while ((src[i] >> 24) == GE_CMD_TGENMATRIXDATA) {
1628
const u32 newVal = src[i] << 8;
1629
if (dst[i] != newVal) {
1630
Flush();
1631
dst[i] = newVal;
1632
// We check the matrix to see if we need projection.
1633
gstate_c.Dirty(DIRTY_TEXMATRIX | DIRTY_FRAGMENTSHADER_STATE);
1634
}
1635
if (++i >= end) {
1636
break;
1637
}
1638
}
1639
}
1640
1641
const int count = i;
1642
gstate.texmtxnum = (GE_CMD_TGENMATRIXNUMBER << 24) | ((op & 0xF) + count);
1643
1644
// Skip over the loaded data, it's done now.
1645
UpdatePC(currentList->pc, currentList->pc + count * 4);
1646
currentList->pc += count * 4;
1647
}
1648
1649
void GPUCommonHW::Execute_TgenMtxData(u32 op, u32 diff) {
1650
// Note: it's uncommon to get here now, see above.
1651
int num = gstate.texmtxnum & 0x00FFFFFF;
1652
u32 newVal = op << 8;
1653
if (num < 12 && newVal != ((const u32 *)gstate.tgenMatrix)[num]) {
1654
Flush();
1655
((u32 *)gstate.tgenMatrix)[num] = newVal;
1656
gstate_c.Dirty(DIRTY_TEXMATRIX | DIRTY_FRAGMENTSHADER_STATE); // We check the matrix to see if we need projection
1657
}
1658
num++;
1659
gstate.texmtxnum = (GE_CMD_TGENMATRIXNUMBER << 24) | (num & 0x00FFFFFF);
1660
gstate.texmtxdata = GE_CMD_TGENMATRIXDATA << 24;
1661
}
1662
1663
void GPUCommonHW::Execute_BoneMtxNum(u32 op, u32 diff) {
1664
if (!currentList) {
1665
gstate.boneMatrixNumber = (GE_CMD_BONEMATRIXNUMBER << 24) | (op & 0x7F);
1666
return;
1667
}
1668
1669
// This is almost always followed by GE_CMD_BONEMATRIXDATA.
1670
const u32_le *src = (const u32_le *)Memory::GetPointerUnchecked(currentList->pc + 4);
1671
u32 *dst = (u32 *)(gstate.boneMatrix + (op & 0x7F));
1672
const int end = 12 * 8 - (op & 0x7F);
1673
int i = 0;
1674
1675
bool fastLoad = !debugRecording_ && end > 0;
1676
if (currentList->pc < currentList->stall && currentList->pc + end * 4 >= currentList->stall) {
1677
fastLoad = false;
1678
}
1679
1680
if (fastLoad) {
1681
// If we can't use software skinning, we have to flush and dirty.
1682
if (!g_Config.bSoftwareSkinning) {
1683
while ((src[i] >> 24) == GE_CMD_BONEMATRIXDATA) {
1684
const u32 newVal = src[i] << 8;
1685
if (dst[i] != newVal) {
1686
Flush();
1687
dst[i] = newVal;
1688
}
1689
if (++i >= end) {
1690
break;
1691
}
1692
}
1693
1694
const unsigned int numPlusCount = (op & 0x7F) + i;
1695
for (unsigned int num = op & 0x7F; num < numPlusCount; num += 12) {
1696
gstate_c.Dirty(DIRTY_BONEMATRIX0 << (num / 12));
1697
}
1698
} else {
1699
while ((src[i] >> 24) == GE_CMD_BONEMATRIXDATA) {
1700
dst[i] = src[i] << 8;
1701
if (++i >= end) {
1702
break;
1703
}
1704
}
1705
1706
const unsigned int numPlusCount = (op & 0x7F) + i;
1707
for (unsigned int num = op & 0x7F; num < numPlusCount; num += 12) {
1708
gstate_c.deferredVertTypeDirty |= DIRTY_BONEMATRIX0 << (num / 12);
1709
}
1710
}
1711
}
1712
1713
const int count = i;
1714
gstate.boneMatrixNumber = (GE_CMD_BONEMATRIXNUMBER << 24) | ((op & 0x7F) + count);
1715
1716
// Skip over the loaded data, it's done now.
1717
UpdatePC(currentList->pc, currentList->pc + count * 4);
1718
currentList->pc += count * 4;
1719
}
1720
1721
void GPUCommonHW::Execute_BoneMtxData(u32 op, u32 diff) {
1722
// Note: it's uncommon to get here now, see above.
1723
int num = gstate.boneMatrixNumber & 0x00FFFFFF;
1724
u32 newVal = op << 8;
1725
if (num < 96 && newVal != ((const u32 *)gstate.boneMatrix)[num]) {
1726
// Bone matrices should NOT flush when software skinning is enabled!
1727
if (!g_Config.bSoftwareSkinning) {
1728
Flush();
1729
gstate_c.Dirty(DIRTY_BONEMATRIX0 << (num / 12));
1730
} else {
1731
gstate_c.deferredVertTypeDirty |= DIRTY_BONEMATRIX0 << (num / 12);
1732
}
1733
((u32 *)gstate.boneMatrix)[num] = newVal;
1734
}
1735
num++;
1736
gstate.boneMatrixNumber = (GE_CMD_BONEMATRIXNUMBER << 24) | (num & 0x00FFFFFF);
1737
gstate.boneMatrixData = GE_CMD_BONEMATRIXDATA << 24;
1738
}
1739
1740
void GPUCommonHW::Execute_TexFlush(u32 op, u32 diff) {
1741
// Games call this when they need the effect of drawing to be visible to texturing.
1742
// And for a bunch of other reasons, but either way, this is what we need to do.
1743
// It's possible we could also use this as a hint for the texture cache somehow.
1744
framebufferManager_->DiscardFramebufferCopy();
1745
}
1746
1747
size_t GPUCommonHW::FormatGPUStatsCommon(char *buffer, size_t size) {
1748
float vertexAverageCycles = gpuStats.numVertsSubmitted > 0 ? (float)gpuStats.vertexGPUCycles / (float)gpuStats.numVertsSubmitted : 0.0f;
1749
return snprintf(buffer, size,
1750
"DL processing time: %0.2f ms, %d drawsync, %d listsync\n"
1751
"Draw: %d (%d dec, %d culled), flushes %d, clears %d, bbox jumps %d (%d updates)\n"
1752
"Vertices: %d dec: %d drawn: %d\n"
1753
"FBOs active: %d (evaluations: %d)\n"
1754
"Textures: %d, dec: %d, invalidated: %d, hashed: %d kB\n"
1755
"readbacks %d (%d non-block), upload %d (cached %d), depal %d\n"
1756
"block transfers: %d\n"
1757
"replacer: tracks %d references, %d unique textures\n"
1758
"Cpy: depth %d, color %d, reint %d, blend %d, self %d\n"
1759
"GPU cycles: %d (%0.1f per vertex)\n%s",
1760
gpuStats.msProcessingDisplayLists * 1000.0f,
1761
gpuStats.numDrawSyncs,
1762
gpuStats.numListSyncs,
1763
gpuStats.numDrawCalls,
1764
gpuStats.numVertexDecodes,
1765
gpuStats.numCulledDraws,
1766
gpuStats.numFlushes,
1767
gpuStats.numClears,
1768
gpuStats.numBBOXJumps,
1769
gpuStats.numPlaneUpdates,
1770
gpuStats.numVertsSubmitted,
1771
gpuStats.numVertsDecoded,
1772
gpuStats.numUncachedVertsDrawn,
1773
(int)framebufferManager_->NumVFBs(),
1774
gpuStats.numFramebufferEvaluations,
1775
(int)textureCache_->NumLoadedTextures(),
1776
gpuStats.numTexturesDecoded,
1777
gpuStats.numTextureInvalidations,
1778
gpuStats.numTextureDataBytesHashed / 1024,
1779
gpuStats.numBlockingReadbacks,
1780
gpuStats.numReadbacks,
1781
gpuStats.numUploads,
1782
gpuStats.numCachedUploads,
1783
gpuStats.numDepal,
1784
gpuStats.numBlockTransfers,
1785
gpuStats.numReplacerTrackedTex,
1786
gpuStats.numCachedReplacedTextures,
1787
gpuStats.numDepthCopies,
1788
gpuStats.numColorCopies,
1789
gpuStats.numReinterpretCopies,
1790
gpuStats.numCopiesForShaderBlend,
1791
gpuStats.numCopiesForSelfTex,
1792
gpuStats.vertexGPUCycles + gpuStats.otherGPUCycles,
1793
vertexAverageCycles,
1794
debugRecording_ ? "(debug-recording)" : ""
1795
);
1796
}
1797
1798