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  • Committer: Sérgio Benjamim
  • Date: 2015-10-17 01:37:55 UTC
  • Revision ID: sergio_br2@yahoo.com.br-20151017013755-avrlz2pt37kwt43x
PPSSPP 1.1.1 source.

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// Copyright (c) 2012- PPSSPP Project.
 
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// This program is free software: you can redistribute it and/or modify
 
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// it under the terms of the GNU General Public License as published by
 
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// the Free Software Foundation, version 2.0 or later versions.
 
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// This program is distributed in the hope that it will be useful,
 
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
 
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 
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// GNU General Public License 2.0 for more details.
 
11
 
 
12
// A copy of the GPL 2.0 should have been included with the program.
 
13
// If not, see http://www.gnu.org/licenses/
 
14
 
 
15
// Official git repository and contact information can be found at
 
16
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
 
17
 
 
18
#include "base/logging.h"
 
19
#include "profiler/profiler.h"
 
20
 
 
21
#include "Common/ChunkFile.h"
 
22
 
 
23
#include "Core/Config.h"
 
24
#include "Core/Debugger/Breakpoints.h"
 
25
#include "Core/MemMapHelpers.h"
 
26
#include "Core/Host.h"
 
27
#include "Core/Config.h"
 
28
#include "Core/Reporting.h"
 
29
#include "Core/System.h"
 
30
 
 
31
#include "GPU/GPUState.h"
 
32
#include "GPU/ge_constants.h"
 
33
#include "GPU/GeDisasm.h"
 
34
#include "GPU/Common/FramebufferCommon.h"
 
35
 
 
36
#include "GPU/GLES/GLStateCache.h"
 
37
#include "GPU/GLES/ShaderManager.h"
 
38
#include "GPU/GLES/GLES_GPU.h"
 
39
#include "GPU/GLES/Framebuffer.h"
 
40
#include "GPU/GLES/TransformPipeline.h"
 
41
#include "GPU/GLES/TextureCache.h"
 
42
 
 
43
#include "Core/MIPS/MIPS.h"
 
44
#include "Core/HLE/sceKernelThread.h"
 
45
#include "Core/HLE/sceKernelInterrupt.h"
 
46
#include "Core/HLE/sceGe.h"
 
47
 
 
48
#ifdef _WIN32
 
49
#include "Windows/OpenGLBase.h"
 
50
#endif
 
51
 
 
52
enum {
 
53
        FLAG_FLUSHBEFORE = 1,
 
54
        FLAG_FLUSHBEFOREONCHANGE = 2,
 
55
        FLAG_EXECUTE = 4,  // needs to actually be executed. unused for now.
 
56
        FLAG_EXECUTEONCHANGE = 8,
 
57
        FLAG_ANY_EXECUTE = 4 | 8,
 
58
        FLAG_READS_PC = 16,
 
59
        FLAG_WRITES_PC = 32,
 
60
        FLAG_DIRTYONCHANGE = 64,
 
61
};
 
62
 
 
63
static const char *FramebufferFetchBlacklist[] = {
 
64
        // Blacklist Tegra 3, doesn't work very well.
 
65
        "NVIDIA Tegra 3",
 
66
        "PowerVR Rogue G6430",
 
67
        "PowerVR SGX 540",
 
68
};
 
69
 
 
70
struct CommandTableEntry {
 
71
        u8 cmd;
 
72
        u8 flags;
 
73
        u32 dirtyUniform;
 
74
        GLES_GPU::CmdFunc func;
 
75
};
 
76
 
 
77
// This table gets crunched into a faster form by init.
 
78
// TODO: Share this table between the backends. Will have to make another indirection for the function pointers though..
 
79
static const CommandTableEntry commandTable[] = {
 
80
        // Changes that dirty the framebuffer
 
81
        {GE_CMD_FRAMEBUFPTR, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_FramebufType},
 
82
        {GE_CMD_FRAMEBUFWIDTH, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_FramebufType},
 
83
        {GE_CMD_FRAMEBUFPIXFORMAT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_FramebufType},
 
84
        {GE_CMD_ZBUFPTR, FLAG_FLUSHBEFOREONCHANGE},
 
85
        {GE_CMD_ZBUFWIDTH, FLAG_FLUSHBEFOREONCHANGE},
 
86
 
 
87
        // Changes that dirty uniforms
 
88
        {GE_CMD_FOGCOLOR, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_FOGCOLOR, &GLES_GPU::Execute_FogColor},
 
89
        {GE_CMD_FOG1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_FOGCOEF, &GLES_GPU::Execute_FogCoef},
 
90
        {GE_CMD_FOG2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_FOGCOEF, &GLES_GPU::Execute_FogCoef},
 
91
 
 
92
        // Should these maybe flush?
 
93
        {GE_CMD_MINZ, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHRANGE},
 
94
        {GE_CMD_MAXZ, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHRANGE},
 
95
 
 
96
        // Changes that dirty texture scaling.
 
97
        {GE_CMD_TEXMAPMODE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_UVSCALEOFFSET, &GLES_GPU::Execute_TexMapMode},
 
98
        {GE_CMD_TEXSCALEU, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_UVSCALEOFFSET, &GLES_GPU::Execute_TexScaleU},
 
99
        {GE_CMD_TEXSCALEV, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_UVSCALEOFFSET, &GLES_GPU::Execute_TexScaleV},
 
100
        {GE_CMD_TEXOFFSETU, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_UVSCALEOFFSET, &GLES_GPU::Execute_TexOffsetU},
 
101
        {GE_CMD_TEXOFFSETV, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_UVSCALEOFFSET, &GLES_GPU::Execute_TexOffsetV},
 
102
 
 
103
        // Changes that dirty the current texture. Really should be possible to avoid executing these if we compile
 
104
        // by adding some more flags.
 
105
        {GE_CMD_TEXSIZE0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, 0, &GLES_GPU::Execute_TexSize0},
 
106
        {GE_CMD_TEXSIZE1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexSizeN},
 
107
        {GE_CMD_TEXSIZE2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexSizeN},
 
108
        {GE_CMD_TEXSIZE3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexSizeN},
 
109
        {GE_CMD_TEXSIZE4, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexSizeN},
 
110
        {GE_CMD_TEXSIZE5, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexSizeN},
 
111
        {GE_CMD_TEXSIZE6, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexSizeN},
 
112
        {GE_CMD_TEXSIZE7, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexSizeN},
 
113
        {GE_CMD_TEXFORMAT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexFormat},
 
114
        {GE_CMD_TEXLEVEL, FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexLevel},
 
115
        {GE_CMD_TEXADDR0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexAddr0},
 
116
        {GE_CMD_TEXADDR1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexAddrN},
 
117
        {GE_CMD_TEXADDR2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexAddrN},
 
118
        {GE_CMD_TEXADDR3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexAddrN},
 
119
        {GE_CMD_TEXADDR4, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexAddrN},
 
120
        {GE_CMD_TEXADDR5, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexAddrN},
 
121
        {GE_CMD_TEXADDR6, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexAddrN},
 
122
        {GE_CMD_TEXADDR7, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexAddrN},
 
123
        {GE_CMD_TEXBUFWIDTH0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexBufw0},
 
124
        {GE_CMD_TEXBUFWIDTH1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexBufwN},
 
125
        {GE_CMD_TEXBUFWIDTH2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexBufwN},
 
126
        {GE_CMD_TEXBUFWIDTH3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexBufwN},
 
127
        {GE_CMD_TEXBUFWIDTH4, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexBufwN},
 
128
        {GE_CMD_TEXBUFWIDTH5, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexBufwN},
 
129
        {GE_CMD_TEXBUFWIDTH6, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexBufwN},
 
130
        {GE_CMD_TEXBUFWIDTH7, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexBufwN},
 
131
        // These must flush on change, so that LoadClut doesn't have to always flush.
 
132
        {GE_CMD_CLUTADDR, FLAG_FLUSHBEFOREONCHANGE},
 
133
        {GE_CMD_CLUTADDRUPPER, FLAG_FLUSHBEFOREONCHANGE},
 
134
        {GE_CMD_CLUTFORMAT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_ClutFormat},
 
135
 
 
136
        // These affect the fragment shader so need flushing.
 
137
        {GE_CMD_CLEARMODE, FLAG_FLUSHBEFOREONCHANGE},
 
138
        {GE_CMD_TEXTUREMAPENABLE, FLAG_FLUSHBEFOREONCHANGE},
 
139
        {GE_CMD_FOGENABLE, FLAG_FLUSHBEFOREONCHANGE},
 
140
        {GE_CMD_TEXMODE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexParamType},
 
141
        {GE_CMD_TEXSHADELS, FLAG_FLUSHBEFOREONCHANGE},
 
142
        {GE_CMD_SHADEMODE, FLAG_FLUSHBEFOREONCHANGE},
 
143
        {GE_CMD_TEXFUNC, FLAG_FLUSHBEFOREONCHANGE},
 
144
        {GE_CMD_COLORTEST, FLAG_FLUSHBEFOREONCHANGE},
 
145
        {GE_CMD_ALPHATESTENABLE, FLAG_FLUSHBEFOREONCHANGE},
 
146
        {GE_CMD_COLORTESTENABLE, FLAG_FLUSHBEFOREONCHANGE},
 
147
        {GE_CMD_COLORTESTMASK, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_ALPHACOLORMASK, &GLES_GPU::Execute_ColorTestMask},
 
148
 
 
149
        // These change the vertex shader so need flushing.
 
150
        {GE_CMD_REVERSENORMAL, FLAG_FLUSHBEFOREONCHANGE},
 
151
        {GE_CMD_LIGHTINGENABLE, FLAG_FLUSHBEFOREONCHANGE},
 
152
        {GE_CMD_LIGHTENABLE0, FLAG_FLUSHBEFOREONCHANGE},
 
153
        {GE_CMD_LIGHTENABLE1, FLAG_FLUSHBEFOREONCHANGE},
 
154
        {GE_CMD_LIGHTENABLE2, FLAG_FLUSHBEFOREONCHANGE},
 
155
        {GE_CMD_LIGHTENABLE3, FLAG_FLUSHBEFOREONCHANGE},
 
156
        {GE_CMD_LIGHTTYPE0, FLAG_FLUSHBEFOREONCHANGE},
 
157
        {GE_CMD_LIGHTTYPE1, FLAG_FLUSHBEFOREONCHANGE},
 
158
        {GE_CMD_LIGHTTYPE2, FLAG_FLUSHBEFOREONCHANGE},
 
159
        {GE_CMD_LIGHTTYPE3, FLAG_FLUSHBEFOREONCHANGE},
 
160
        {GE_CMD_MATERIALUPDATE, FLAG_FLUSHBEFOREONCHANGE},
 
161
 
 
162
        // This changes both shaders so need flushing.
 
163
        {GE_CMD_LIGHTMODE, FLAG_FLUSHBEFOREONCHANGE},
 
164
        {GE_CMD_TEXFILTER, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexParamType},
 
165
        {GE_CMD_TEXWRAP, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexParamType},
 
166
 
 
167
        // Uniform changes
 
168
        {GE_CMD_ALPHATEST, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_ALPHACOLORREF | DIRTY_ALPHACOLORMASK, &GLES_GPU::Execute_AlphaTest},
 
169
        {GE_CMD_COLORREF, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_ColorRef},
 
170
        {GE_CMD_TEXENVCOLOR, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_TEXENV, &GLES_GPU::Execute_TexEnvColor},
 
171
 
 
172
        // Simple render state changes. Handled in StateMapping.cpp.
 
173
        {GE_CMD_OFFSETX, FLAG_FLUSHBEFOREONCHANGE},
 
174
        {GE_CMD_OFFSETY, FLAG_FLUSHBEFOREONCHANGE},
 
175
        {GE_CMD_CULL, FLAG_FLUSHBEFOREONCHANGE},
 
176
        {GE_CMD_CULLFACEENABLE, FLAG_FLUSHBEFOREONCHANGE},
 
177
        {GE_CMD_DITHERENABLE, FLAG_FLUSHBEFOREONCHANGE},
 
178
        {GE_CMD_STENCILOP, FLAG_FLUSHBEFOREONCHANGE},
 
179
        {GE_CMD_STENCILTEST, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_STENCILREPLACEVALUE, &GLES_GPU::Execute_StencilTest},
 
180
        {GE_CMD_STENCILTESTENABLE, FLAG_FLUSHBEFOREONCHANGE},
 
181
        {GE_CMD_ALPHABLENDENABLE, FLAG_FLUSHBEFOREONCHANGE},
 
182
        {GE_CMD_BLENDMODE, FLAG_FLUSHBEFOREONCHANGE},
 
183
        {GE_CMD_BLENDFIXEDA, FLAG_FLUSHBEFOREONCHANGE},
 
184
        {GE_CMD_BLENDFIXEDB, FLAG_FLUSHBEFOREONCHANGE},
 
185
        {GE_CMD_MASKRGB, FLAG_FLUSHBEFOREONCHANGE},
 
186
        {GE_CMD_MASKALPHA, FLAG_FLUSHBEFOREONCHANGE},
 
187
        {GE_CMD_ZTEST, FLAG_FLUSHBEFOREONCHANGE},
 
188
        {GE_CMD_ZTESTENABLE, FLAG_FLUSHBEFOREONCHANGE},
 
189
        {GE_CMD_ZWRITEDISABLE, FLAG_FLUSHBEFOREONCHANGE},
 
190
#ifndef USING_GLES2
 
191
        {GE_CMD_LOGICOP, FLAG_FLUSHBEFOREONCHANGE},
 
192
        {GE_CMD_LOGICOPENABLE, FLAG_FLUSHBEFOREONCHANGE},
 
193
#else
 
194
        {GE_CMD_LOGICOP, 0},
 
195
        {GE_CMD_LOGICOPENABLE, 0},
 
196
#endif
 
197
 
 
198
        // Can probably ignore this one as we don't support AA lines.
 
199
        {GE_CMD_ANTIALIASENABLE, FLAG_FLUSHBEFOREONCHANGE},
 
200
        
 
201
        // Morph weights. TODO: Remove precomputation?
 
202
        {GE_CMD_MORPHWEIGHT0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE},
 
203
        {GE_CMD_MORPHWEIGHT1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE},
 
204
        {GE_CMD_MORPHWEIGHT2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE},
 
205
        {GE_CMD_MORPHWEIGHT3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE},
 
206
        {GE_CMD_MORPHWEIGHT4, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE},
 
207
        {GE_CMD_MORPHWEIGHT5, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE},
 
208
        {GE_CMD_MORPHWEIGHT6, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE},
 
209
        {GE_CMD_MORPHWEIGHT7, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE},
 
210
 
 
211
        // Control spline/bezier patches. Don't really require flushing as such, but meh.
 
212
        {GE_CMD_PATCHDIVISION, FLAG_FLUSHBEFOREONCHANGE},
 
213
        {GE_CMD_PATCHPRIMITIVE, FLAG_FLUSHBEFOREONCHANGE},
 
214
        {GE_CMD_PATCHFACING, FLAG_FLUSHBEFOREONCHANGE},
 
215
        {GE_CMD_PATCHCULLENABLE, FLAG_FLUSHBEFOREONCHANGE},
 
216
 
 
217
        // Viewport.
 
218
        {GE_CMD_VIEWPORTX1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_ViewportType},
 
219
        {GE_CMD_VIEWPORTY1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_ViewportType},
 
220
        {GE_CMD_VIEWPORTX2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_ViewportType},
 
221
        {GE_CMD_VIEWPORTY2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_ViewportType},
 
222
        {GE_CMD_VIEWPORTZ1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_DEPTHRANGE, &GLES_GPU::Execute_ViewportZType},
 
223
        {GE_CMD_VIEWPORTZ2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_DEPTHRANGE, &GLES_GPU::Execute_ViewportZType},
 
224
 
 
225
        // Region
 
226
        {GE_CMD_REGION1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_Region},
 
227
        {GE_CMD_REGION2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_Region},
 
228
 
 
229
        // Scissor
 
230
        {GE_CMD_SCISSOR1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_Scissor},
 
231
        {GE_CMD_SCISSOR2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_Scissor},
 
232
 
 
233
        // These dirty various vertex shader uniforms. Could embed information about that in this table and call dirtyuniform directly, hm...
 
234
        {GE_CMD_AMBIENTCOLOR, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_AMBIENT, &GLES_GPU::Execute_Ambient},
 
235
        {GE_CMD_AMBIENTALPHA, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_AMBIENT, &GLES_GPU::Execute_Ambient},
 
236
        {GE_CMD_MATERIALDIFFUSE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_MATDIFFUSE, &GLES_GPU::Execute_MaterialDiffuse},
 
237
        {GE_CMD_MATERIALEMISSIVE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_MATEMISSIVE, &GLES_GPU::Execute_MaterialEmissive},
 
238
        {GE_CMD_MATERIALAMBIENT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_MATAMBIENTALPHA, &GLES_GPU::Execute_MaterialAmbient},
 
239
        {GE_CMD_MATERIALALPHA, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_MATAMBIENTALPHA, &GLES_GPU::Execute_MaterialAmbient},
 
240
        {GE_CMD_MATERIALSPECULAR, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_MATSPECULAR, &GLES_GPU::Execute_MaterialSpecular},
 
241
        {GE_CMD_MATERIALSPECULARCOEF, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_MATSPECULAR, &GLES_GPU::Execute_MaterialSpecular},
 
242
 
 
243
        // These dirty uniforms, which could be table-ized to avoid execute.
 
244
        {GE_CMD_LX0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GLES_GPU::Execute_Light0Param},
 
245
        {GE_CMD_LY0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GLES_GPU::Execute_Light0Param},
 
246
        {GE_CMD_LZ0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GLES_GPU::Execute_Light0Param},
 
247
        {GE_CMD_LX1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GLES_GPU::Execute_Light1Param},
 
248
        {GE_CMD_LY1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GLES_GPU::Execute_Light1Param},
 
249
        {GE_CMD_LZ1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GLES_GPU::Execute_Light1Param},
 
250
        {GE_CMD_LX2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GLES_GPU::Execute_Light2Param},
 
251
        {GE_CMD_LY2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GLES_GPU::Execute_Light2Param},
 
252
        {GE_CMD_LZ2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GLES_GPU::Execute_Light2Param},
 
253
        {GE_CMD_LX3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GLES_GPU::Execute_Light3Param},
 
254
        {GE_CMD_LY3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GLES_GPU::Execute_Light3Param},
 
255
        {GE_CMD_LZ3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GLES_GPU::Execute_Light3Param},
 
256
 
 
257
        {GE_CMD_LDX0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GLES_GPU::Execute_Light0Param},
 
258
        {GE_CMD_LDY0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GLES_GPU::Execute_Light0Param},
 
259
        {GE_CMD_LDZ0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GLES_GPU::Execute_Light0Param},
 
260
        {GE_CMD_LDX1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GLES_GPU::Execute_Light1Param},
 
261
        {GE_CMD_LDY1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GLES_GPU::Execute_Light1Param},
 
262
        {GE_CMD_LDZ1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GLES_GPU::Execute_Light1Param},
 
263
        {GE_CMD_LDX2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GLES_GPU::Execute_Light2Param},
 
264
        {GE_CMD_LDY2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GLES_GPU::Execute_Light2Param},
 
265
        {GE_CMD_LDZ2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GLES_GPU::Execute_Light2Param},
 
266
        {GE_CMD_LDX3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GLES_GPU::Execute_Light3Param},
 
267
        {GE_CMD_LDY3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GLES_GPU::Execute_Light3Param},
 
268
        {GE_CMD_LDZ3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GLES_GPU::Execute_Light3Param},
 
269
 
 
270
        {GE_CMD_LKA0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GLES_GPU::Execute_Light0Param},
 
271
        {GE_CMD_LKB0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GLES_GPU::Execute_Light0Param},
 
272
        {GE_CMD_LKC0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GLES_GPU::Execute_Light0Param},
 
273
        {GE_CMD_LKA1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GLES_GPU::Execute_Light1Param},
 
274
        {GE_CMD_LKB1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GLES_GPU::Execute_Light1Param},
 
275
        {GE_CMD_LKC1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GLES_GPU::Execute_Light1Param},
 
276
        {GE_CMD_LKA2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GLES_GPU::Execute_Light2Param},
 
277
        {GE_CMD_LKB2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GLES_GPU::Execute_Light2Param},
 
278
        {GE_CMD_LKC2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GLES_GPU::Execute_Light2Param},
 
279
        {GE_CMD_LKA3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GLES_GPU::Execute_Light3Param},
 
280
        {GE_CMD_LKB3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GLES_GPU::Execute_Light3Param},
 
281
        {GE_CMD_LKC3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GLES_GPU::Execute_Light3Param},
 
282
 
 
283
        {GE_CMD_LKS0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GLES_GPU::Execute_Light0Param},
 
284
        {GE_CMD_LKS1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GLES_GPU::Execute_Light1Param},
 
285
        {GE_CMD_LKS2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GLES_GPU::Execute_Light2Param},
 
286
        {GE_CMD_LKS3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GLES_GPU::Execute_Light3Param},
 
287
 
 
288
        {GE_CMD_LKO0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GLES_GPU::Execute_Light0Param},
 
289
        {GE_CMD_LKO1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GLES_GPU::Execute_Light1Param},
 
290
        {GE_CMD_LKO2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GLES_GPU::Execute_Light2Param},
 
291
        {GE_CMD_LKO3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GLES_GPU::Execute_Light3Param},
 
292
 
 
293
        {GE_CMD_LAC0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GLES_GPU::Execute_Light0Param},
 
294
        {GE_CMD_LDC0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GLES_GPU::Execute_Light0Param},
 
295
        {GE_CMD_LSC0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GLES_GPU::Execute_Light0Param},
 
296
        {GE_CMD_LAC1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GLES_GPU::Execute_Light1Param},
 
297
        {GE_CMD_LDC1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GLES_GPU::Execute_Light1Param},
 
298
        {GE_CMD_LSC1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GLES_GPU::Execute_Light1Param},
 
299
        {GE_CMD_LAC2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GLES_GPU::Execute_Light2Param},
 
300
        {GE_CMD_LDC2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GLES_GPU::Execute_Light2Param},
 
301
        {GE_CMD_LSC2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GLES_GPU::Execute_Light2Param},
 
302
        {GE_CMD_LAC3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GLES_GPU::Execute_Light3Param},
 
303
        {GE_CMD_LDC3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GLES_GPU::Execute_Light3Param},
 
304
        {GE_CMD_LSC3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GLES_GPU::Execute_Light3Param},
 
305
 
 
306
        // Ignored commands
 
307
        {GE_CMD_CLIPENABLE, 0},
 
308
        {GE_CMD_TEXFLUSH, 0},
 
309
        {GE_CMD_TEXLODSLOPE, 0},
 
310
        {GE_CMD_TEXSYNC, 0},
 
311
 
 
312
        // These are just nop or part of other later commands.
 
313
        {GE_CMD_NOP, 0},
 
314
        {GE_CMD_BASE, 0},
 
315
        {GE_CMD_TRANSFERSRC, 0},
 
316
        {GE_CMD_TRANSFERSRCW, 0},
 
317
        {GE_CMD_TRANSFERDST, 0},
 
318
        {GE_CMD_TRANSFERDSTW, 0},
 
319
        {GE_CMD_TRANSFERSRCPOS, 0},
 
320
        {GE_CMD_TRANSFERDSTPOS, 0},
 
321
        {GE_CMD_TRANSFERSIZE, 0},
 
322
 
 
323
        // From Common. No flushing but definitely need execute.
 
324
        {GE_CMD_OFFSETADDR, FLAG_EXECUTE, 0, &GPUCommon::Execute_OffsetAddr},
 
325
        {GE_CMD_ORIGIN, FLAG_EXECUTE | FLAG_READS_PC, 0, &GPUCommon::Execute_Origin},  // Really?
 
326
        {GE_CMD_PRIM, FLAG_EXECUTE, 0, &GLES_GPU::Execute_Prim},
 
327
        {GE_CMD_JUMP, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_Jump},
 
328
        {GE_CMD_CALL, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_Call},
 
329
        {GE_CMD_RET, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_Ret},
 
330
        {GE_CMD_END, FLAG_FLUSHBEFORE | FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_End},  // Flush?
 
331
        {GE_CMD_VADDR, FLAG_EXECUTE, 0, &GLES_GPU::Execute_Vaddr},
 
332
        {GE_CMD_IADDR, FLAG_EXECUTE, 0, &GLES_GPU::Execute_Iaddr},
 
333
        {GE_CMD_BJUMP, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GPUCommon::Execute_BJump},  // EXECUTE
 
334
        {GE_CMD_BOUNDINGBOX, FLAG_EXECUTE, 0, &GLES_GPU::Execute_BoundingBox}, // + FLUSHBEFORE when we implement... or not, do we need to?
 
335
 
 
336
        // Changing the vertex type requires us to flush.
 
337
        {GE_CMD_VERTEXTYPE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_VertexType},
 
338
 
 
339
        {GE_CMD_BEZIER, FLAG_FLUSHBEFORE | FLAG_EXECUTE, 0, &GLES_GPU::Execute_Bezier},
 
340
        {GE_CMD_SPLINE, FLAG_FLUSHBEFORE | FLAG_EXECUTE, 0, &GLES_GPU::Execute_Spline},
 
341
 
 
342
        // These two are actually processed in CMD_END.
 
343
        {GE_CMD_SIGNAL, FLAG_FLUSHBEFORE},
 
344
        {GE_CMD_FINISH, FLAG_FLUSHBEFORE},
 
345
 
 
346
        // Changes that trigger data copies. Only flushing on change for LOADCLUT must be a bit of a hack...
 
347
        {GE_CMD_LOADCLUT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, 0, &GLES_GPU::Execute_LoadClut},
 
348
        {GE_CMD_TRANSFERSTART, FLAG_FLUSHBEFORE | FLAG_EXECUTE | FLAG_READS_PC, 0, &GLES_GPU::Execute_BlockTransferStart},
 
349
 
 
350
        // We don't use the dither table.
 
351
        {GE_CMD_DITH0},
 
352
        {GE_CMD_DITH1},
 
353
        {GE_CMD_DITH2},
 
354
        {GE_CMD_DITH3},
 
355
 
 
356
        // These handle their own flushing.
 
357
        {GE_CMD_WORLDMATRIXNUMBER, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GLES_GPU::Execute_WorldMtxNum},
 
358
        {GE_CMD_WORLDMATRIXDATA,   FLAG_EXECUTE, 0, &GLES_GPU::Execute_WorldMtxData},
 
359
        {GE_CMD_VIEWMATRIXNUMBER,  FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GLES_GPU::Execute_ViewMtxNum},
 
360
        {GE_CMD_VIEWMATRIXDATA,    FLAG_EXECUTE, 0, &GLES_GPU::Execute_ViewMtxData},
 
361
        {GE_CMD_PROJMATRIXNUMBER,  FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GLES_GPU::Execute_ProjMtxNum},
 
362
        {GE_CMD_PROJMATRIXDATA,    FLAG_EXECUTE, 0, &GLES_GPU::Execute_ProjMtxData},
 
363
        {GE_CMD_TGENMATRIXNUMBER,  FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GLES_GPU::Execute_TgenMtxNum},
 
364
        {GE_CMD_TGENMATRIXDATA,    FLAG_EXECUTE, 0, &GLES_GPU::Execute_TgenMtxData},
 
365
        {GE_CMD_BONEMATRIXNUMBER,  FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC, 0, &GLES_GPU::Execute_BoneMtxNum},
 
366
        {GE_CMD_BONEMATRIXDATA,    FLAG_EXECUTE, 0, &GLES_GPU::Execute_BoneMtxData},
 
367
 
 
368
        // Vertex Screen/Texture/Color
 
369
        {GE_CMD_VSCX, FLAG_EXECUTE},
 
370
        {GE_CMD_VSCY, FLAG_EXECUTE},
 
371
        {GE_CMD_VSCZ, FLAG_EXECUTE},
 
372
        {GE_CMD_VTCS, FLAG_EXECUTE},
 
373
        {GE_CMD_VTCT, FLAG_EXECUTE},
 
374
        {GE_CMD_VTCQ, FLAG_EXECUTE},
 
375
        {GE_CMD_VCV, FLAG_EXECUTE},
 
376
        {GE_CMD_VAP, FLAG_EXECUTE},
 
377
        {GE_CMD_VFC, FLAG_EXECUTE},
 
378
        {GE_CMD_VSCV, FLAG_EXECUTE},
 
379
 
 
380
        // "Missing" commands (gaps in the sequence)
 
381
        {GE_CMD_UNKNOWN_03, FLAG_EXECUTE},
 
382
        {GE_CMD_UNKNOWN_0D, FLAG_EXECUTE},
 
383
        {GE_CMD_UNKNOWN_11, FLAG_EXECUTE},
 
384
        {GE_CMD_UNKNOWN_29, FLAG_EXECUTE},
 
385
        {GE_CMD_UNKNOWN_34, FLAG_EXECUTE},
 
386
        {GE_CMD_UNKNOWN_35, FLAG_EXECUTE},
 
387
        {GE_CMD_UNKNOWN_39, FLAG_EXECUTE},
 
388
        {GE_CMD_UNKNOWN_4E, FLAG_EXECUTE},
 
389
        {GE_CMD_UNKNOWN_4F, FLAG_EXECUTE},
 
390
        {GE_CMD_UNKNOWN_52, FLAG_EXECUTE},
 
391
        {GE_CMD_UNKNOWN_59, FLAG_EXECUTE},
 
392
        {GE_CMD_UNKNOWN_5A, FLAG_EXECUTE},
 
393
        {GE_CMD_UNKNOWN_B6, FLAG_EXECUTE},
 
394
        {GE_CMD_UNKNOWN_B7, FLAG_EXECUTE},
 
395
        {GE_CMD_UNKNOWN_D1, FLAG_EXECUTE},
 
396
        {GE_CMD_UNKNOWN_ED, FLAG_EXECUTE},
 
397
        {GE_CMD_UNKNOWN_EF, FLAG_EXECUTE},
 
398
        {GE_CMD_UNKNOWN_FA, FLAG_EXECUTE},
 
399
        {GE_CMD_UNKNOWN_FB, FLAG_EXECUTE},
 
400
        {GE_CMD_UNKNOWN_FC, FLAG_EXECUTE},
 
401
        {GE_CMD_UNKNOWN_FD, FLAG_EXECUTE},
 
402
        {GE_CMD_UNKNOWN_FE, FLAG_EXECUTE},
 
403
        // Appears to be debugging related or something?  Hit a lot in GoW.
 
404
        {GE_CMD_UNKNOWN_FF, 0},
 
405
};
 
406
 
 
407
GLES_GPU::CommandInfo GLES_GPU::cmdInfo_[256];
 
408
 
 
409
GLES_GPU::GLES_GPU()
 
410
: resized_(false) {
 
411
        UpdateVsyncInterval(true);
 
412
        CheckGPUFeatures();
 
413
 
 
414
        shaderManager_ = new ShaderManager();
 
415
        transformDraw_.SetShaderManager(shaderManager_);
 
416
        transformDraw_.SetTextureCache(&textureCache_);
 
417
        transformDraw_.SetFramebufferManager(&framebufferManager_);
 
418
        transformDraw_.SetFragmentTestCache(&fragmentTestCache_);
 
419
        framebufferManager_.Init();
 
420
        framebufferManager_.SetTextureCache(&textureCache_);
 
421
        framebufferManager_.SetShaderManager(shaderManager_);
 
422
        framebufferManager_.SetTransformDrawEngine(&transformDraw_);
 
423
        textureCache_.SetFramebufferManager(&framebufferManager_);
 
424
        textureCache_.SetDepalShaderCache(&depalShaderCache_);
 
425
        textureCache_.SetShaderManager(shaderManager_);
 
426
        fragmentTestCache_.SetTextureCache(&textureCache_);
 
427
 
 
428
        // Sanity check gstate
 
429
        if ((int *)&gstate.transferstart - (int *)&gstate != 0xEA) {
 
430
                ERROR_LOG(G3D, "gstate has drifted out of sync!");
 
431
        }
 
432
 
 
433
        // Sanity check cmdInfo_ table - no dupes please
 
434
        std::set<u8> dupeCheck;
 
435
        memset(cmdInfo_, 0, sizeof(cmdInfo_));
 
436
        for (size_t i = 0; i < ARRAY_SIZE(commandTable); i++) {
 
437
                const u8 cmd = commandTable[i].cmd;
 
438
                if (dupeCheck.find(cmd) != dupeCheck.end()) {
 
439
                        ERROR_LOG(G3D, "Command table Dupe: %02x (%i)", (int)cmd, (int)cmd);
 
440
                } else {
 
441
                        dupeCheck.insert(cmd);
 
442
                }
 
443
                cmdInfo_[cmd].flags |= commandTable[i].flags;
 
444
                cmdInfo_[cmd].func = commandTable[i].func;
 
445
                if (!cmdInfo_[cmd].func) {
 
446
                        cmdInfo_[cmd].func = &GLES_GPU::Execute_Generic;
 
447
                }
 
448
        }
 
449
        // Find commands missing from the table.
 
450
        for (int i = 0; i < 0xEF; i++) {
 
451
                if (dupeCheck.find((u8)i) == dupeCheck.end()) {
 
452
                        ERROR_LOG(G3D, "Command missing from table: %02x (%i)", i, i);
 
453
                }
 
454
        }
 
455
 
 
456
        // No need to flush before the tex scale/offset commands if we are baking
 
457
        // the tex scale/offset into the vertices anyway.
 
458
 
 
459
        UpdateCmdInfo();
 
460
 
 
461
        BuildReportingInfo();
 
462
        // Update again after init to be sure of any silly driver problems.
 
463
        UpdateVsyncInterval(true);
 
464
 
 
465
        // Some of our defaults are different from hw defaults, let's assert them.
 
466
        // We restore each frame anyway, but here is convenient for tests.
 
467
        glstate.Restore();
 
468
}
 
469
 
 
470
GLES_GPU::~GLES_GPU() {
 
471
        framebufferManager_.DestroyAllFBOs();
 
472
        shaderManager_->ClearCache(true);
 
473
        depalShaderCache_.Clear();
 
474
        fragmentTestCache_.Clear();
 
475
        delete shaderManager_;
 
476
        shaderManager_ = nullptr;
 
477
 
 
478
#ifdef _WIN32
 
479
        GL_SwapInterval(0);
 
480
#endif
 
481
}
 
482
 
 
483
// Take the raw GL extension and versioning data and turn into feature flags.
 
484
void GLES_GPU::CheckGPUFeatures() {
 
485
        u32 features = 0;
 
486
        if (gl_extensions.ARB_blend_func_extended /*|| gl_extensions.EXT_blend_func_extended*/) {
 
487
                if (gl_extensions.gpuVendor == GPU_VENDOR_INTEL || !gl_extensions.VersionGEThan(3, 0, 0)) {
 
488
                        // Don't use this extension to off on sub 3.0 OpenGL versions as it does not seem reliable
 
489
                        // Also on Intel, see https://github.com/hrydgard/ppsspp/issues/4867
 
490
                } else {
 
491
                        features |= GPU_SUPPORTS_DUALSOURCE_BLEND;
 
492
                }
 
493
        }
 
494
 
 
495
        if (gl_extensions.IsGLES) {
 
496
                if (gl_extensions.GLES3)
 
497
                        features |= GPU_SUPPORTS_GLSL_ES_300;
 
498
        } else {
 
499
                if (gl_extensions.VersionGEThan(3, 3, 0))
 
500
                        features |= GPU_SUPPORTS_GLSL_330;
 
501
        }
 
502
 
 
503
        // Framebuffer fetch appears to be buggy at least on Tegra 3 devices.  So we blacklist it.
 
504
        // Tales of Destiny 2 has been reported to display green.
 
505
        if (gl_extensions.EXT_shader_framebuffer_fetch || gl_extensions.NV_shader_framebuffer_fetch || gl_extensions.ARM_shader_framebuffer_fetch) {
 
506
                features |= GPU_SUPPORTS_ANY_FRAMEBUFFER_FETCH;
 
507
                for (size_t i = 0; i < ARRAY_SIZE(FramebufferFetchBlacklist); i++) {
 
508
                        if (strstr(gl_extensions.model, FramebufferFetchBlacklist[i]) != 0) {
 
509
                                features &= ~GPU_SUPPORTS_ANY_FRAMEBUFFER_FETCH;
 
510
                                break;
 
511
                        }
 
512
                }
 
513
        }
 
514
        
 
515
        if (gl_extensions.ARB_framebuffer_object || gl_extensions.EXT_framebuffer_object || gl_extensions.IsGLES) {
 
516
                features |= GPU_SUPPORTS_FBO;
 
517
        }
 
518
        if (gl_extensions.ARB_framebuffer_object || gl_extensions.GLES3) {
 
519
                features |= GPU_SUPPORTS_ARB_FRAMEBUFFER_BLIT;
 
520
        }
 
521
        if (gl_extensions.NV_framebuffer_blit) {
 
522
                features |= GPU_SUPPORTS_NV_FRAMEBUFFER_BLIT;
 
523
        }
 
524
 
 
525
        bool useCPU = false;
 
526
        if (!gl_extensions.IsGLES) {
 
527
                // Urrgh, we don't even define FB_READFBOMEMORY_CPU on mobile
 
528
#ifndef USING_GLES2
 
529
                useCPU = g_Config.iRenderingMode == FB_READFBOMEMORY_CPU;
 
530
#endif
 
531
                // Some cards or drivers seem to always dither when downloading a framebuffer to 16-bit.
 
532
                // This causes glitches in games that expect the exact values.
 
533
                // It has not been experienced on NVIDIA cards, so those are left using the GPU (which is faster.)
 
534
                if (g_Config.iRenderingMode == FB_BUFFERED_MODE) {
 
535
                        if (gl_extensions.gpuVendor != GPU_VENDOR_NVIDIA || gl_extensions.ver[0] < 3) {
 
536
                                useCPU = true;
 
537
                        }
 
538
                }
 
539
        } else {
 
540
                useCPU = true;
 
541
        }
 
542
 
 
543
        if (useCPU)
 
544
                features |= GPU_PREFER_CPU_DOWNLOAD;
 
545
 
 
546
        if ((gl_extensions.gpuVendor == GPU_VENDOR_NVIDIA) || (gl_extensions.gpuVendor == GPU_VENDOR_AMD))
 
547
                features |= GPU_PREFER_REVERSE_COLOR_ORDER;
 
548
 
 
549
        if (gl_extensions.OES_texture_npot)
 
550
                features |= GPU_SUPPORTS_OES_TEXTURE_NPOT;
 
551
 
 
552
        if (gl_extensions.EXT_unpack_subimage || !gl_extensions.IsGLES)
 
553
                features |= GPU_SUPPORTS_UNPACK_SUBIMAGE;
 
554
 
 
555
        if (gl_extensions.EXT_blend_minmax || gl_extensions.GLES3)
 
556
                features |= GPU_SUPPORTS_BLEND_MINMAX;
 
557
 
 
558
        if (!gl_extensions.IsGLES)
 
559
                features |= GPU_SUPPORTS_LOGIC_OP;
 
560
 
 
561
        if (gl_extensions.GLES3 || !gl_extensions.IsGLES)
 
562
                features |= GPU_SUPPORTS_TEXTURE_LOD_CONTROL;
 
563
 
 
564
        // In the future, also disable this when we get a proper 16-bit depth buffer.
 
565
        if (!PSP_CoreParameter().compat.flags().NoDepthRounding)
 
566
                features |= GPU_ROUND_DEPTH_TO_16BIT;
 
567
 
 
568
 
 
569
#ifdef MOBILE_DEVICE
 
570
        // Arguably, we should turn off GPU_IS_MOBILE on like modern Tegras, etc.
 
571
        features |= GPU_IS_MOBILE;
 
572
#endif
 
573
 
 
574
        gstate_c.featureFlags = features;
 
575
}
 
576
 
 
577
// Let's avoid passing nulls into snprintf().
 
578
static const char *GetGLStringAlways(GLenum name) {
 
579
        const GLubyte *value = glGetString(name);
 
580
        if (!value)
 
581
                return "?";
 
582
        return (const char *)value;
 
583
}
 
584
 
 
585
// Needs to be called on GPU thread, not reporting thread.
 
586
void GLES_GPU::BuildReportingInfo() {
 
587
        const char *glVendor = GetGLStringAlways(GL_VENDOR);
 
588
        const char *glRenderer = GetGLStringAlways(GL_RENDERER);
 
589
        const char *glVersion = GetGLStringAlways(GL_VERSION);
 
590
        const char *glSlVersion = GetGLStringAlways(GL_SHADING_LANGUAGE_VERSION);
 
591
        const char *glExtensions = GetGLStringAlways(GL_EXTENSIONS);
 
592
 
 
593
        char temp[16384];
 
594
        snprintf(temp, sizeof(temp), "%s (%s %s), %s (extensions: %s)", glVersion, glVendor, glRenderer, glSlVersion, glExtensions);
 
595
        reportingPrimaryInfo_ = glVendor;
 
596
        reportingFullInfo_ = temp;
 
597
 
 
598
        Reporting::UpdateConfig();
 
599
}
 
600
 
 
601
void GLES_GPU::DeviceLost() {
 
602
        ILOG("GLES_GPU: DeviceLost");
 
603
        // Should only be executed on the GL thread.
 
604
 
 
605
        // Simply drop all caches and textures.
 
606
        // FBOs appear to survive? Or no?
 
607
        // TransformDraw has registered as a GfxResourceHolder.
 
608
        shaderManager_->ClearCache(false);
 
609
        textureCache_.Clear(false);
 
610
        fragmentTestCache_.Clear(false);
 
611
        depalShaderCache_.Clear();
 
612
        framebufferManager_.DeviceLost();
 
613
 
 
614
        UpdateVsyncInterval(true);
 
615
}
 
616
 
 
617
void GLES_GPU::InitClear() {
 
618
        ScheduleEvent(GPU_EVENT_INIT_CLEAR);
 
619
}
 
620
 
 
621
void GLES_GPU::Reinitialize() {
 
622
        GPUCommon::Reinitialize();
 
623
        ScheduleEvent(GPU_EVENT_REINITIALIZE);
 
624
}
 
625
 
 
626
void GLES_GPU::ReinitializeInternal() {
 
627
        textureCache_.Clear(true);
 
628
        depalShaderCache_.Clear();
 
629
        framebufferManager_.DestroyAllFBOs();
 
630
        framebufferManager_.Resized();
 
631
}
 
632
 
 
633
void GLES_GPU::InitClearInternal() {
 
634
        bool useNonBufferedRendering = g_Config.iRenderingMode == FB_NON_BUFFERED_MODE;
 
635
        if (useNonBufferedRendering) {
 
636
                glstate.depthWrite.set(GL_TRUE);
 
637
                glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
 
638
                glClearColor(0,0,0,1);
 
639
                glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
 
640
        }
 
641
        glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
 
642
}
 
643
 
 
644
void GLES_GPU::DumpNextFrame() {
 
645
        dumpNextFrame_ = true;
 
646
}
 
647
 
 
648
void GLES_GPU::BeginFrame() {
 
649
        ScheduleEvent(GPU_EVENT_BEGIN_FRAME);
 
650
}
 
651
 
 
652
inline void GLES_GPU::UpdateVsyncInterval(bool force) {
 
653
#ifdef _WIN32
 
654
        int desiredVSyncInterval = g_Config.bVSync ? 1 : 0;
 
655
        if (PSP_CoreParameter().unthrottle) {
 
656
                desiredVSyncInterval = 0;
 
657
        }
 
658
        if (PSP_CoreParameter().fpsLimit == 1) {
 
659
                // For an alternative speed that is a clean factor of 60, the user probably still wants vsync.
 
660
                if (g_Config.iFpsLimit == 0 || (g_Config.iFpsLimit != 15 && g_Config.iFpsLimit != 30 && g_Config.iFpsLimit != 60)) {
 
661
                        desiredVSyncInterval = 0;
 
662
                }
 
663
        }
 
664
 
 
665
        if (desiredVSyncInterval != lastVsync_ || force) {
 
666
                // Disabled EXT_swap_control_tear for now, it never seems to settle at the correct timing
 
667
                // so it just keeps tearing. Not what I hoped for...
 
668
                //if (gl_extensions.EXT_swap_control_tear) {
 
669
                //      // See http://developer.download.nvidia.com/opengl/specs/WGL_EXT_swap_control_tear.txt
 
670
                //      glstate.SetVSyncInterval(-desiredVSyncInterval);
 
671
                //} else {
 
672
                        GL_SwapInterval(desiredVSyncInterval);
 
673
                //}
 
674
                lastVsync_ = desiredVSyncInterval;
 
675
        }
 
676
#endif
 
677
}
 
678
 
 
679
void GLES_GPU::UpdateCmdInfo() {
 
680
        if (g_Config.bPrescaleUV) {
 
681
                cmdInfo_[GE_CMD_TEXSCALEU].flags &= ~FLAG_FLUSHBEFOREONCHANGE;
 
682
                cmdInfo_[GE_CMD_TEXSCALEV].flags &= ~FLAG_FLUSHBEFOREONCHANGE;
 
683
                cmdInfo_[GE_CMD_TEXOFFSETU].flags &= ~FLAG_FLUSHBEFOREONCHANGE;
 
684
                cmdInfo_[GE_CMD_TEXOFFSETV].flags &= ~FLAG_FLUSHBEFOREONCHANGE;
 
685
        } else {
 
686
                cmdInfo_[GE_CMD_TEXSCALEU].flags |= FLAG_FLUSHBEFOREONCHANGE;
 
687
                cmdInfo_[GE_CMD_TEXSCALEV].flags |= FLAG_FLUSHBEFOREONCHANGE;
 
688
                cmdInfo_[GE_CMD_TEXOFFSETU].flags |= FLAG_FLUSHBEFOREONCHANGE;
 
689
                cmdInfo_[GE_CMD_TEXOFFSETV].flags |= FLAG_FLUSHBEFOREONCHANGE;
 
690
        }
 
691
 
 
692
        if (g_Config.bSoftwareSkinning) {
 
693
                cmdInfo_[GE_CMD_VERTEXTYPE].flags &= ~FLAG_FLUSHBEFOREONCHANGE;
 
694
                cmdInfo_[GE_CMD_VERTEXTYPE].func = &GLES_GPU::Execute_VertexTypeSkinning;
 
695
        } else {
 
696
                cmdInfo_[GE_CMD_VERTEXTYPE].flags |= FLAG_FLUSHBEFOREONCHANGE;
 
697
                cmdInfo_[GE_CMD_VERTEXTYPE].func = &GLES_GPU::Execute_VertexType;
 
698
        }
 
699
}
 
700
 
 
701
void GLES_GPU::ReapplyGfxStateInternal() {
 
702
        glstate.Restore();
 
703
        GPUCommon::ReapplyGfxStateInternal();
 
704
}
 
705
 
 
706
void GLES_GPU::BeginFrameInternal() {
 
707
        if (resized_) {
 
708
                CheckGPUFeatures();
 
709
                UpdateCmdInfo();
 
710
                transformDraw_.Resized();
 
711
        }
 
712
        UpdateVsyncInterval(resized_);
 
713
        resized_ = false;
 
714
 
 
715
        textureCache_.StartFrame();
 
716
        transformDraw_.DecimateTrackedVertexArrays();
 
717
        depalShaderCache_.Decimate();
 
718
        fragmentTestCache_.Decimate();
 
719
 
 
720
        if (dumpNextFrame_) {
 
721
                NOTICE_LOG(G3D, "DUMPING THIS FRAME");
 
722
                dumpThisFrame_ = true;
 
723
                dumpNextFrame_ = false;
 
724
        } else if (dumpThisFrame_) {
 
725
                dumpThisFrame_ = false;
 
726
        }
 
727
        shaderManager_->DirtyShader();
 
728
 
 
729
        // Not sure if this is really needed.
 
730
        shaderManager_->DirtyUniform(DIRTY_ALL);
 
731
 
 
732
        framebufferManager_.BeginFrame();
 
733
}
 
734
 
 
735
void GLES_GPU::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
 
736
        host->GPUNotifyDisplay(framebuf, stride, format);
 
737
        framebufferManager_.SetDisplayFramebuffer(framebuf, stride, format);
 
738
}
 
739
 
 
740
bool GLES_GPU::FramebufferDirty() {
 
741
        if (ThreadEnabled()) {
 
742
                // Allow it to process fully before deciding if it's dirty.
 
743
                SyncThread();
 
744
        }
 
745
 
 
746
        VirtualFramebuffer *vfb = framebufferManager_.GetDisplayVFB();
 
747
        if (vfb) {
 
748
                bool dirty = vfb->dirtyAfterDisplay;
 
749
                vfb->dirtyAfterDisplay = false;
 
750
                return dirty;
 
751
        }
 
752
        return true;
 
753
}
 
754
 
 
755
bool GLES_GPU::FramebufferReallyDirty() {
 
756
        if (ThreadEnabled()) {
 
757
                // Allow it to process fully before deciding if it's dirty.
 
758
                SyncThread();
 
759
        }
 
760
 
 
761
        VirtualFramebuffer *vfb = framebufferManager_.GetDisplayVFB();
 
762
        if (vfb) {
 
763
                bool dirty = vfb->reallyDirtyAfterDisplay;
 
764
                vfb->reallyDirtyAfterDisplay = false;
 
765
                return dirty;
 
766
        }
 
767
        return true;
 
768
}
 
769
 
 
770
void GLES_GPU::CopyDisplayToOutput() {
 
771
        ScheduleEvent(GPU_EVENT_COPY_DISPLAY_TO_OUTPUT);
 
772
}
 
773
 
 
774
void GLES_GPU::CopyDisplayToOutputInternal() {
 
775
        // Flush anything left over.
 
776
        framebufferManager_.RebindFramebuffer();
 
777
        transformDraw_.Flush();
 
778
 
 
779
        shaderManager_->DirtyLastShader();
 
780
 
 
781
        glstate.depthWrite.set(GL_TRUE);
 
782
        glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
 
783
 
 
784
        framebufferManager_.CopyDisplayToOutput();
 
785
        framebufferManager_.EndFrame();
 
786
 
 
787
        // If buffered, discard the depth buffer of the backbuffer. Don't even know if we need one.
 
788
#if 0
 
789
#ifdef USING_GLES2
 
790
        if (gl_extensions.EXT_discard_framebuffer && g_Config.iRenderingMode != 0) {
 
791
                GLenum attachments[] = {GL_DEPTH_EXT, GL_STENCIL_EXT};
 
792
                glDiscardFramebufferEXT(GL_FRAMEBUFFER, 2, attachments);
 
793
        }
 
794
#endif
 
795
#endif
 
796
 
 
797
        gstate_c.textureChanged = TEXCHANGE_UPDATED;
 
798
}
 
799
 
 
800
// Maybe should write this in ASM...
 
801
void GLES_GPU::FastRunLoop(DisplayList &list) {
 
802
        PROFILE_THIS_SCOPE("gpuloop");
 
803
        const CommandInfo *cmdInfo = cmdInfo_;
 
804
        int dc = downcount;
 
805
        for (; dc > 0; --dc) {
 
806
                // We know that display list PCs have the upper nibble == 0 - no need to mask the pointer
 
807
                const u32 op = *(const u32 *)(Memory::base + list.pc);
 
808
                const u32 cmd = op >> 24;
 
809
                const CommandInfo info = cmdInfo[cmd];
 
810
                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
 
811
                const u32 diff = op ^ gstate.cmdmem[cmd];
 
812
                // Inlined CheckFlushOp here to get rid of the dumpThisFrame_ check.
 
813
                if ((cmdFlags & FLAG_FLUSHBEFORE) || (diff && (cmdFlags & FLAG_FLUSHBEFOREONCHANGE))) {
 
814
                        transformDraw_.Flush();
 
815
                }
 
816
                gstate.cmdmem[cmd] = op;  // TODO: no need to write if diff==0...
 
817
                if ((cmdFlags & FLAG_EXECUTE) || (diff && (cmdFlags & FLAG_EXECUTEONCHANGE))) {
 
818
                        downcount = dc;
 
819
                        (this->*info.func)(op, diff);
 
820
                        dc = downcount;
 
821
                }
 
822
                list.pc += 4;
 
823
        }
 
824
        downcount = 0;
 
825
}
 
826
 
 
827
void GLES_GPU::FinishDeferred() {
 
828
        // This finishes reading any vertex data that is pending.
 
829
        transformDraw_.FinishDeferred();
 
830
}
 
831
 
 
832
void GLES_GPU::ProcessEvent(GPUEvent ev) {
 
833
        switch (ev.type) {
 
834
        case GPU_EVENT_INIT_CLEAR:
 
835
                InitClearInternal();
 
836
                break;
 
837
 
 
838
        case GPU_EVENT_BEGIN_FRAME:
 
839
                BeginFrameInternal();
 
840
                break;
 
841
 
 
842
        case GPU_EVENT_COPY_DISPLAY_TO_OUTPUT:
 
843
                CopyDisplayToOutputInternal();
 
844
                break;
 
845
 
 
846
        case GPU_EVENT_INVALIDATE_CACHE:
 
847
                InvalidateCacheInternal(ev.invalidate_cache.addr, ev.invalidate_cache.size, ev.invalidate_cache.type);
 
848
                break;
 
849
 
 
850
        case GPU_EVENT_FB_MEMCPY:
 
851
                PerformMemoryCopyInternal(ev.fb_memcpy.dst, ev.fb_memcpy.src, ev.fb_memcpy.size);
 
852
                break;
 
853
 
 
854
        case GPU_EVENT_FB_MEMSET:
 
855
                PerformMemorySetInternal(ev.fb_memset.dst, ev.fb_memset.v, ev.fb_memset.size);
 
856
                break;
 
857
 
 
858
        case GPU_EVENT_FB_STENCIL_UPLOAD:
 
859
                PerformStencilUploadInternal(ev.fb_stencil_upload.dst, ev.fb_stencil_upload.size);
 
860
                break;
 
861
 
 
862
        case GPU_EVENT_REINITIALIZE:
 
863
                ReinitializeInternal();
 
864
                break;
 
865
 
 
866
        default:
 
867
                GPUCommon::ProcessEvent(ev);
 
868
        }
 
869
}
 
870
 
 
871
inline void GLES_GPU::CheckFlushOp(int cmd, u32 diff) {
 
872
        const u8 cmdFlags = cmdInfo_[cmd].flags;
 
873
        if ((cmdFlags & FLAG_FLUSHBEFORE) || (diff && (cmdFlags & FLAG_FLUSHBEFOREONCHANGE))) {
 
874
                if (dumpThisFrame_) {
 
875
                        NOTICE_LOG(G3D, "================ FLUSH ================");
 
876
                }
 
877
                transformDraw_.Flush();
 
878
        }
 
879
}
 
880
 
 
881
void GLES_GPU::PreExecuteOp(u32 op, u32 diff) {
 
882
        CheckFlushOp(op >> 24, diff);
 
883
}
 
884
 
 
885
void GLES_GPU::ExecuteOp(u32 op, u32 diff) {
 
886
        const u8 cmd = op >> 24;
 
887
        const CommandInfo info = cmdInfo_[cmd];
 
888
        const u8 cmdFlags = info.flags;
 
889
        if ((cmdFlags & FLAG_EXECUTE) || (diff && (cmdFlags & FLAG_EXECUTEONCHANGE))) {
 
890
                (this->*info.func)(op, diff);
 
891
        }
 
892
}
 
893
 
 
894
void GLES_GPU::Execute_Vaddr(u32 op, u32 diff) {
 
895
        gstate_c.vertexAddr = gstate_c.getRelativeAddress(op & 0x00FFFFFF);
 
896
}
 
897
 
 
898
void GLES_GPU::Execute_Iaddr(u32 op, u32 diff) {
 
899
        gstate_c.indexAddr = gstate_c.getRelativeAddress(op & 0x00FFFFFF);
 
900
}
 
901
 
 
902
void GLES_GPU::Execute_Prim(u32 op, u32 diff) {
 
903
        // This drives all drawing. All other state we just buffer up, then we apply it only
 
904
        // when it's time to draw. As most PSP games set state redundantly ALL THE TIME, this is a huge optimization.
 
905
 
 
906
        u32 data = op & 0xFFFFFF;
 
907
        u32 count = data & 0xFFFF;
 
908
        GEPrimitiveType prim = static_cast<GEPrimitiveType>(data >> 16);
 
909
 
 
910
        if (count == 0)
 
911
                return;
 
912
 
 
913
        // Discard AA lines as we can't do anything that makes sense with these anyway. The SW plugin might, though.
 
914
 
 
915
        if (gstate.isAntiAliasEnabled()) {
 
916
                // Discard AA lines in DOA
 
917
                if (prim == GE_PRIM_LINE_STRIP)
 
918
                        return;
 
919
                // Discard AA lines in Summon Night 5
 
920
                if ((prim == GE_PRIM_LINES) && gstate.isSkinningEnabled())
 
921
                        return;
 
922
        }
 
923
 
 
924
        // This also makes skipping drawing very effective.
 
925
        framebufferManager_.SetRenderFrameBuffer(gstate_c.framebufChanged, gstate_c.skipDrawReason);
 
926
        if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) {
 
927
                transformDraw_.SetupVertexDecoder(gstate.vertType);
 
928
                // Rough estimate, not sure what's correct.
 
929
                int vertexCost = transformDraw_.EstimatePerVertexCost();
 
930
                cyclesExecuted += vertexCost * count;
 
931
                return;
 
932
        }
 
933
 
 
934
        if (!Memory::IsValidAddress(gstate_c.vertexAddr)) {
 
935
                ERROR_LOG_REPORT(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr);
 
936
                return;
 
937
        }
 
938
 
 
939
        void *verts = Memory::GetPointerUnchecked(gstate_c.vertexAddr);
 
940
        void *inds = 0;
 
941
        if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
 
942
                if (!Memory::IsValidAddress(gstate_c.indexAddr)) {
 
943
                        ERROR_LOG_REPORT(G3D, "Bad index address %08x!", gstate_c.indexAddr);
 
944
                        return;
 
945
                }
 
946
                inds = Memory::GetPointerUnchecked(gstate_c.indexAddr);
 
947
        }
 
948
 
 
949
#ifndef MOBILE_DEVICE
 
950
        if (prim > GE_PRIM_RECTANGLES) {
 
951
                ERROR_LOG_REPORT_ONCE(reportPrim, G3D, "Unexpected prim type: %d", prim);
 
952
        }
 
953
#endif
 
954
 
 
955
        int bytesRead = 0;
 
956
        transformDraw_.SubmitPrim(verts, inds, prim, count, gstate.vertType, &bytesRead);
 
957
 
 
958
        int vertexCost = transformDraw_.EstimatePerVertexCost();
 
959
        gpuStats.vertexGPUCycles += vertexCost * count;
 
960
        cyclesExecuted += vertexCost * count;
 
961
 
 
962
        // After drawing, we advance the vertexAddr (when non indexed) or indexAddr (when indexed).
 
963
        // Some games rely on this, they don't bother reloading VADDR and IADDR.
 
964
        // The VADDR/IADDR registers are NOT updated.
 
965
        if (inds) {
 
966
                int indexSize = 1;
 
967
                if ((gstate.vertType & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT)
 
968
                        indexSize = 2;
 
969
                gstate_c.indexAddr += count * indexSize;
 
970
        } else {
 
971
                gstate_c.vertexAddr += bytesRead;
 
972
        }
 
973
}
 
974
 
 
975
void GLES_GPU::Execute_VertexType(u32 op, u32 diff) {
 
976
        if (diff & (GE_VTYPE_TC_MASK | GE_VTYPE_THROUGH_MASK)) {
 
977
                shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
 
978
        }
 
979
}
 
980
 
 
981
void GLES_GPU::Execute_VertexTypeSkinning(u32 op, u32 diff) {
 
982
        // Don't flush when weight count changes, unless morph is enabled.
 
983
        if ((diff & ~GE_VTYPE_WEIGHTCOUNT_MASK) || (op & GE_VTYPE_MORPHCOUNT_MASK) != 0) {
 
984
                // Restore and flush
 
985
                gstate.vertType ^= diff;
 
986
                Flush();
 
987
                gstate.vertType ^= diff;
 
988
                if (diff & (GE_VTYPE_TC_MASK | GE_VTYPE_THROUGH_MASK))
 
989
                        shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
 
990
                // In this case, we may be doing weights and morphs.
 
991
                // Update any bone matrix uniforms so it uses them correctly.
 
992
                if ((op & GE_VTYPE_MORPHCOUNT_MASK) != 0) {
 
993
                        shaderManager_->DirtyUniform(gstate_c.deferredVertTypeDirty);
 
994
                        gstate_c.deferredVertTypeDirty = 0;
 
995
                }
 
996
        }
 
997
}
 
998
 
 
999
void GLES_GPU::Execute_Bezier(u32 op, u32 diff) {
 
1000
        // This also make skipping drawing very effective.
 
1001
        framebufferManager_.SetRenderFrameBuffer(gstate_c.framebufChanged, gstate_c.skipDrawReason);
 
1002
        if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) {
 
1003
                // TODO: Should this eat some cycles?  Probably yes.  Not sure if important.
 
1004
                return;
 
1005
        }
 
1006
 
 
1007
        if (!Memory::IsValidAddress(gstate_c.vertexAddr)) {
 
1008
                ERROR_LOG_REPORT(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr);
 
1009
                return;
 
1010
        }
 
1011
 
 
1012
        void *control_points = Memory::GetPointerUnchecked(gstate_c.vertexAddr);
 
1013
        void *indices = NULL;
 
1014
        if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
 
1015
                if (!Memory::IsValidAddress(gstate_c.indexAddr)) {
 
1016
                        ERROR_LOG_REPORT(G3D, "Bad index address %08x!", gstate_c.indexAddr);
 
1017
                        return;
 
1018
                }
 
1019
                indices = Memory::GetPointerUnchecked(gstate_c.indexAddr);
 
1020
        }
 
1021
 
 
1022
        if (gstate.getPatchPrimitiveType() == GE_PATCHPRIM_UNKNOWN) {
 
1023
                ERROR_LOG_REPORT(G3D, "Unsupported patch primitive %x", gstate.getPatchPrimitiveType());
 
1024
                return;
 
1025
        }
 
1026
 
 
1027
        if (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) {
 
1028
                DEBUG_LOG_REPORT(G3D, "Bezier + morph: %i", (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) >> GE_VTYPE_MORPHCOUNT_SHIFT);
 
1029
        }
 
1030
        if (vertTypeIsSkinningEnabled(gstate.vertType)) {
 
1031
                DEBUG_LOG_REPORT(G3D, "Bezier + skinning: %i", vertTypeGetNumBoneWeights(gstate.vertType));
 
1032
        }
 
1033
 
 
1034
        GEPatchPrimType patchPrim = gstate.getPatchPrimitiveType();
 
1035
        int bz_ucount = op & 0xFF;
 
1036
        int bz_vcount = (op >> 8) & 0xFF;
 
1037
        bool computeNormals = gstate.isLightingEnabled();
 
1038
        bool patchFacing = gstate.patchfacing & 1;
 
1039
        transformDraw_.SubmitBezier(control_points, indices, gstate.getPatchDivisionU(), gstate.getPatchDivisionV(), bz_ucount, bz_vcount, patchPrim, computeNormals, patchFacing, gstate.vertType);
 
1040
}
 
1041
 
 
1042
void GLES_GPU::Execute_Spline(u32 op, u32 diff) {
 
1043
        // This also make skipping drawing very effective.
 
1044
        framebufferManager_.SetRenderFrameBuffer(gstate_c.framebufChanged, gstate_c.skipDrawReason);
 
1045
        if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) {
 
1046
                // TODO: Should this eat some cycles?  Probably yes.  Not sure if important.
 
1047
                return;
 
1048
        }
 
1049
 
 
1050
        if (!Memory::IsValidAddress(gstate_c.vertexAddr)) {
 
1051
                ERROR_LOG_REPORT(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr);
 
1052
                return;
 
1053
        }
 
1054
 
 
1055
        void *control_points = Memory::GetPointerUnchecked(gstate_c.vertexAddr);
 
1056
        void *indices = NULL;
 
1057
        if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
 
1058
                if (!Memory::IsValidAddress(gstate_c.indexAddr)) {
 
1059
                        ERROR_LOG_REPORT(G3D, "Bad index address %08x!", gstate_c.indexAddr);
 
1060
                        return;
 
1061
                }
 
1062
                indices = Memory::GetPointerUnchecked(gstate_c.indexAddr);
 
1063
        }
 
1064
 
 
1065
        if (gstate.getPatchPrimitiveType() == GE_PATCHPRIM_UNKNOWN) {
 
1066
                ERROR_LOG_REPORT(G3D, "Unsupported patch primitive %x", gstate.getPatchPrimitiveType());
 
1067
                return;
 
1068
        }
 
1069
 
 
1070
        if (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) {
 
1071
                DEBUG_LOG_REPORT(G3D, "Spline + morph: %i", (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) >> GE_VTYPE_MORPHCOUNT_SHIFT);
 
1072
        }
 
1073
        if (vertTypeIsSkinningEnabled(gstate.vertType)) {
 
1074
                DEBUG_LOG_REPORT(G3D, "Spline + skinning: %i", vertTypeGetNumBoneWeights(gstate.vertType));
 
1075
        }
 
1076
 
 
1077
        int sp_ucount = op & 0xFF;
 
1078
        int sp_vcount = (op >> 8) & 0xFF;
 
1079
        int sp_utype = (op >> 16) & 0x3;
 
1080
        int sp_vtype = (op >> 18) & 0x3;
 
1081
        GEPatchPrimType patchPrim = gstate.getPatchPrimitiveType();
 
1082
        bool computeNormals = gstate.isLightingEnabled();
 
1083
        bool patchFacing = gstate.patchfacing & 1;
 
1084
        u32 vertType = gstate.vertType;
 
1085
        transformDraw_.SubmitSpline(control_points, indices, gstate.getPatchDivisionU(), gstate.getPatchDivisionV(), sp_ucount, sp_vcount, sp_utype, sp_vtype, patchPrim, computeNormals, patchFacing, vertType);
 
1086
}
 
1087
 
 
1088
void GLES_GPU::Execute_BoundingBox(u32 op, u32 diff) {
 
1089
        // Just resetting, nothing to bound.
 
1090
        const u32 data = op & 0x00FFFFFF;
 
1091
        if (data == 0) {
 
1092
                // TODO: Should this set the bboxResult?  Let's set it true for now.
 
1093
                currentList->bboxResult = true;
 
1094
                return;
 
1095
        }
 
1096
        if (((data & 7) == 0) && data <= 64) {  // Sanity check
 
1097
                void *control_points = Memory::GetPointer(gstate_c.vertexAddr);
 
1098
                if (gstate.vertType & GE_VTYPE_IDX_MASK) {
 
1099
                        ERROR_LOG_REPORT_ONCE(boundingbox, G3D, "Indexed bounding box data not supported.");
 
1100
                        // Data seems invalid. Let's assume the box test passed.
 
1101
                        currentList->bboxResult = true;
 
1102
                        return;
 
1103
                }
 
1104
 
 
1105
                // Test if the bounding box is within the drawing region.
 
1106
                currentList->bboxResult = transformDraw_.TestBoundingBox(control_points, data, gstate.vertType);
 
1107
        } else {
 
1108
                ERROR_LOG_REPORT_ONCE(boundingbox, G3D, "Bad bounding box data: %06x", data);
 
1109
                // Data seems invalid. Let's assume the box test passed.
 
1110
                currentList->bboxResult = true;
 
1111
        }
 
1112
}
 
1113
 
 
1114
void GLES_GPU::Execute_Region(u32 op, u32 diff) {
 
1115
        gstate_c.framebufChanged = true;
 
1116
        gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY;
 
1117
}
 
1118
 
 
1119
void GLES_GPU::Execute_Scissor(u32 op, u32 diff) {
 
1120
        gstate_c.framebufChanged = true;
 
1121
        gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY;
 
1122
}
 
1123
 
 
1124
void GLES_GPU::Execute_FramebufType(u32 op, u32 diff) {
 
1125
        gstate_c.framebufChanged = true;
 
1126
        gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY;
 
1127
}
 
1128
 
 
1129
void GLES_GPU::Execute_ViewportType(u32 op, u32 diff) {
 
1130
        gstate_c.framebufChanged = true;
 
1131
        gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY;
 
1132
}
 
1133
 
 
1134
void GLES_GPU::Execute_ViewportZType(u32 op, u32 diff) {
 
1135
        gstate_c.framebufChanged = true;
 
1136
        gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY;
 
1137
        shaderManager_->DirtyUniform(DIRTY_DEPTHRANGE);
 
1138
}
 
1139
 
 
1140
void GLES_GPU::Execute_TexScaleU(u32 op, u32 diff) {
 
1141
        gstate_c.uv.uScale = getFloat24(op);
 
1142
        shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
 
1143
}
 
1144
 
 
1145
void GLES_GPU::Execute_TexScaleV(u32 op, u32 diff) {
 
1146
        gstate_c.uv.vScale = getFloat24(op);
 
1147
        shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
 
1148
}
 
1149
 
 
1150
void GLES_GPU::Execute_TexOffsetU(u32 op, u32 diff) {
 
1151
        gstate_c.uv.uOff = getFloat24(op);
 
1152
        shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
 
1153
}
 
1154
 
 
1155
void GLES_GPU::Execute_TexOffsetV(u32 op, u32 diff) {
 
1156
        gstate_c.uv.vOff = getFloat24(op);
 
1157
        shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
 
1158
}
 
1159
 
 
1160
void GLES_GPU::Execute_TexAddr0(u32 op, u32 diff) {
 
1161
        gstate_c.textureChanged = TEXCHANGE_UPDATED;
 
1162
        shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
 
1163
}
 
1164
 
 
1165
void GLES_GPU::Execute_TexAddrN(u32 op, u32 diff) {
 
1166
        gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY;
 
1167
}
 
1168
 
 
1169
void GLES_GPU::Execute_TexBufw0(u32 op, u32 diff) {
 
1170
        gstate_c.textureChanged = TEXCHANGE_UPDATED;
 
1171
}
 
1172
 
 
1173
void GLES_GPU::Execute_TexBufwN(u32 op, u32 diff) {
 
1174
        gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY;
 
1175
}
 
1176
 
 
1177
void GLES_GPU::Execute_TexSize0(u32 op, u32 diff) {
 
1178
        // Render to texture may have overridden the width/height.
 
1179
        // Don't reset it unless the size is different / the texture has changed.
 
1180
        if (diff || gstate_c.textureChanged != TEXCHANGE_UNCHANGED) {
 
1181
                gstate_c.curTextureWidth = gstate.getTextureWidth(0);
 
1182
                gstate_c.curTextureHeight = gstate.getTextureHeight(0);
 
1183
                shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
 
1184
                // We will need to reset the texture now.
 
1185
                gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY;
 
1186
        }
 
1187
}
 
1188
 
 
1189
void GLES_GPU::Execute_TexSizeN(u32 op, u32 diff) {
 
1190
        gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY;
 
1191
}
 
1192
 
 
1193
void GLES_GPU::Execute_TexFormat(u32 op, u32 diff) {
 
1194
        gstate_c.textureChanged = TEXCHANGE_UPDATED;
 
1195
}
 
1196
 
 
1197
void GLES_GPU::Execute_TexMapMode(u32 op, u32 diff) {
 
1198
        shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
 
1199
}
 
1200
 
 
1201
void GLES_GPU::Execute_TexParamType(u32 op, u32 diff) {
 
1202
        gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY;
 
1203
}
 
1204
 
 
1205
void GLES_GPU::Execute_TexEnvColor(u32 op, u32 diff) {
 
1206
        shaderManager_->DirtyUniform(DIRTY_TEXENV);
 
1207
}
 
1208
 
 
1209
void GLES_GPU::Execute_TexLevel(u32 op, u32 diff) {
 
1210
        // I had hoped that this would let us avoid excessively flushing in Gran Turismo, but not so,
 
1211
        // as the game switches rapidly between modes 0 and 1.
 
1212
        /*
 
1213
        if (gstate.getTexLevelMode() == GE_TEXLEVEL_MODE_CONST) {
 
1214
                gstate.texlevel ^= diff;
 
1215
                Flush();
 
1216
                gstate.texlevel ^= diff;
 
1217
        }
 
1218
        */
 
1219
        gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY;
 
1220
}
 
1221
 
 
1222
void GLES_GPU::Execute_LoadClut(u32 op, u32 diff) {
 
1223
        gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY;
 
1224
        textureCache_.LoadClut(gstate.getClutAddress(), gstate.getClutLoadBytes());
 
1225
        // This could be used to "dirty" textures with clut.
 
1226
}
 
1227
 
 
1228
void GLES_GPU::Execute_ClutFormat(u32 op, u32 diff) {
 
1229
        gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY;
 
1230
        // This could be used to "dirty" textures with clut.
 
1231
}
 
1232
 
 
1233
void GLES_GPU::Execute_Ambient(u32 op, u32 diff) {
 
1234
        shaderManager_->DirtyUniform(DIRTY_AMBIENT);
 
1235
}
 
1236
 
 
1237
void GLES_GPU::Execute_MaterialDiffuse(u32 op, u32 diff) {
 
1238
        shaderManager_->DirtyUniform(DIRTY_MATDIFFUSE);
 
1239
}
 
1240
 
 
1241
void GLES_GPU::Execute_MaterialEmissive(u32 op, u32 diff) {
 
1242
        shaderManager_->DirtyUniform(DIRTY_MATEMISSIVE);
 
1243
}
 
1244
 
 
1245
void GLES_GPU::Execute_MaterialAmbient(u32 op, u32 diff) {
 
1246
        shaderManager_->DirtyUniform(DIRTY_MATAMBIENTALPHA);
 
1247
}
 
1248
 
 
1249
void GLES_GPU::Execute_MaterialSpecular(u32 op, u32 diff) {
 
1250
        shaderManager_->DirtyUniform(DIRTY_MATSPECULAR);
 
1251
}
 
1252
 
 
1253
void GLES_GPU::Execute_Light0Param(u32 op, u32 diff) {
 
1254
        shaderManager_->DirtyUniform(DIRTY_LIGHT0);
 
1255
}
 
1256
 
 
1257
void GLES_GPU::Execute_Light1Param(u32 op, u32 diff) {
 
1258
        shaderManager_->DirtyUniform(DIRTY_LIGHT1);
 
1259
}
 
1260
 
 
1261
void GLES_GPU::Execute_Light2Param(u32 op, u32 diff) {
 
1262
        shaderManager_->DirtyUniform(DIRTY_LIGHT2);
 
1263
}
 
1264
 
 
1265
void GLES_GPU::Execute_Light3Param(u32 op, u32 diff) {
 
1266
        shaderManager_->DirtyUniform(DIRTY_LIGHT3);
 
1267
}
 
1268
 
 
1269
void GLES_GPU::Execute_FogColor(u32 op, u32 diff) {
 
1270
        shaderManager_->DirtyUniform(DIRTY_FOGCOLOR);
 
1271
}
 
1272
 
 
1273
void GLES_GPU::Execute_FogCoef(u32 op, u32 diff) {
 
1274
        shaderManager_->DirtyUniform(DIRTY_FOGCOEF);
 
1275
}
 
1276
 
 
1277
void GLES_GPU::Execute_ColorTestMask(u32 op, u32 diff) {
 
1278
        shaderManager_->DirtyUniform(DIRTY_ALPHACOLORMASK);
 
1279
}
 
1280
 
 
1281
void GLES_GPU::Execute_AlphaTest(u32 op, u32 diff) {
 
1282
        shaderManager_->DirtyUniform(DIRTY_ALPHACOLORREF);
 
1283
        shaderManager_->DirtyUniform(DIRTY_ALPHACOLORMASK);
 
1284
}
 
1285
 
 
1286
void GLES_GPU::Execute_StencilTest(u32 op, u32 diff) {
 
1287
        shaderManager_->DirtyUniform(DIRTY_STENCILREPLACEVALUE);
 
1288
}
 
1289
 
 
1290
void GLES_GPU::Execute_ColorRef(u32 op, u32 diff) {
 
1291
        shaderManager_->DirtyUniform(DIRTY_ALPHACOLORREF);
 
1292
}
 
1293
 
 
1294
void GLES_GPU::Execute_WorldMtxNum(u32 op, u32 diff) {
 
1295
        // This is almost always followed by GE_CMD_WORLDMATRIXDATA.
 
1296
        const u32_le *src = (const u32_le *)Memory::GetPointerUnchecked(currentList->pc + 4);
 
1297
        u32 *dst = (u32 *)(gstate.worldMatrix + (op & 0xF));
 
1298
        const int end = 12 - (op & 0xF);
 
1299
        int i = 0;
 
1300
 
 
1301
        while ((src[i] >> 24) == GE_CMD_WORLDMATRIXDATA) {
 
1302
                const u32 newVal = src[i] << 8;
 
1303
                if (dst[i] != newVal) {
 
1304
                        Flush();
 
1305
                        dst[i] = newVal;
 
1306
                        shaderManager_->DirtyUniform(DIRTY_WORLDMATRIX);
 
1307
                }
 
1308
                if (++i >= end) {
 
1309
                        break;
 
1310
                }
 
1311
        }
 
1312
 
 
1313
        const int count = i;
 
1314
        gstate.worldmtxnum = (GE_CMD_WORLDMATRIXNUMBER << 24) | ((op + count) & 0xF);
 
1315
 
 
1316
        // Skip over the loaded data, it's done now.
 
1317
        UpdatePC(currentList->pc, currentList->pc + count * 4);
 
1318
        currentList->pc += count * 4;
 
1319
}
 
1320
 
 
1321
void GLES_GPU::Execute_WorldMtxData(u32 op, u32 diff) {
 
1322
        // Note: it's uncommon to get here now, see above.
 
1323
        int num = gstate.worldmtxnum & 0xF;
 
1324
        u32 newVal = op << 8;
 
1325
        if (num < 12 && newVal != ((const u32 *)gstate.worldMatrix)[num]) {
 
1326
                Flush();
 
1327
                ((u32 *)gstate.worldMatrix)[num] = newVal;
 
1328
                shaderManager_->DirtyUniform(DIRTY_WORLDMATRIX);
 
1329
        }
 
1330
        num++;
 
1331
        gstate.worldmtxnum = (GE_CMD_WORLDMATRIXNUMBER << 24) | (num & 0xF);
 
1332
}
 
1333
 
 
1334
void GLES_GPU::Execute_ViewMtxNum(u32 op, u32 diff) {
 
1335
        // This is almost always followed by GE_CMD_VIEWMATRIXDATA.
 
1336
        const u32_le *src = (const u32_le *)Memory::GetPointerUnchecked(currentList->pc + 4);
 
1337
        u32 *dst = (u32 *)(gstate.viewMatrix + (op & 0xF));
 
1338
        const int end = 12 - (op & 0xF);
 
1339
        int i = 0;
 
1340
 
 
1341
        while ((src[i] >> 24) == GE_CMD_VIEWMATRIXDATA) {
 
1342
                const u32 newVal = src[i] << 8;
 
1343
                if (dst[i] != newVal) {
 
1344
                        Flush();
 
1345
                        dst[i] = newVal;
 
1346
                        shaderManager_->DirtyUniform(DIRTY_VIEWMATRIX);
 
1347
                }
 
1348
                if (++i >= end) {
 
1349
                        break;
 
1350
                }
 
1351
        }
 
1352
 
 
1353
        const int count = i;
 
1354
        gstate.viewmtxnum = (GE_CMD_VIEWMATRIXNUMBER << 24) | ((op + count) & 0xF);
 
1355
 
 
1356
        // Skip over the loaded data, it's done now.
 
1357
        UpdatePC(currentList->pc, currentList->pc + count * 4);
 
1358
        currentList->pc += count * 4;
 
1359
}
 
1360
 
 
1361
void GLES_GPU::Execute_ViewMtxData(u32 op, u32 diff) {
 
1362
        // Note: it's uncommon to get here now, see above.
 
1363
        int num = gstate.viewmtxnum & 0xF;
 
1364
        u32 newVal = op << 8;
 
1365
        if (num < 12 && newVal != ((const u32 *)gstate.viewMatrix)[num]) {
 
1366
                Flush();
 
1367
                ((u32 *)gstate.viewMatrix)[num] = newVal;
 
1368
                shaderManager_->DirtyUniform(DIRTY_VIEWMATRIX);
 
1369
        }
 
1370
        num++;
 
1371
        gstate.viewmtxnum = (GE_CMD_VIEWMATRIXNUMBER << 24) | (num & 0xF);
 
1372
}
 
1373
 
 
1374
void GLES_GPU::Execute_ProjMtxNum(u32 op, u32 diff) {
 
1375
        // This is almost always followed by GE_CMD_PROJMATRIXDATA.
 
1376
        const u32_le *src = (const u32_le *)Memory::GetPointerUnchecked(currentList->pc + 4);
 
1377
        u32 *dst = (u32 *)(gstate.projMatrix + (op & 0xF));
 
1378
        const int end = 16 - (op & 0xF);
 
1379
        int i = 0;
 
1380
 
 
1381
        while ((src[i] >> 24) == GE_CMD_PROJMATRIXDATA) {
 
1382
                const u32 newVal = src[i] << 8;
 
1383
                if (dst[i] != newVal) {
 
1384
                        Flush();
 
1385
                        dst[i] = newVal;
 
1386
                        shaderManager_->DirtyUniform(DIRTY_PROJMATRIX);
 
1387
                }
 
1388
                if (++i >= end) {
 
1389
                        break;
 
1390
                }
 
1391
        }
 
1392
 
 
1393
        const int count = i;
 
1394
        gstate.projmtxnum = (GE_CMD_PROJMATRIXNUMBER << 24) | ((op + count) & 0xF);
 
1395
 
 
1396
        // Skip over the loaded data, it's done now.
 
1397
        UpdatePC(currentList->pc, currentList->pc + count * 4);
 
1398
        currentList->pc += count * 4;
 
1399
}
 
1400
 
 
1401
void GLES_GPU::Execute_ProjMtxData(u32 op, u32 diff) {
 
1402
        // Note: it's uncommon to get here now, see above.
 
1403
        int num = gstate.projmtxnum & 0xF;
 
1404
        u32 newVal = op << 8;
 
1405
        if (newVal != ((const u32 *)gstate.projMatrix)[num]) {
 
1406
                Flush();
 
1407
                ((u32 *)gstate.projMatrix)[num] = newVal;
 
1408
                shaderManager_->DirtyUniform(DIRTY_PROJMATRIX);
 
1409
        }
 
1410
        num++;
 
1411
        gstate.projmtxnum = (GE_CMD_PROJMATRIXNUMBER << 24) | (num & 0xF);
 
1412
}
 
1413
 
 
1414
void GLES_GPU::Execute_TgenMtxNum(u32 op, u32 diff) {
 
1415
        // This is almost always followed by GE_CMD_TGENMATRIXDATA.
 
1416
        const u32_le *src = (const u32_le *)Memory::GetPointerUnchecked(currentList->pc + 4);
 
1417
        u32 *dst = (u32 *)(gstate.tgenMatrix + (op & 0xF));
 
1418
        const int end = 12 - (op & 0xF);
 
1419
        int i = 0;
 
1420
 
 
1421
        while ((src[i] >> 24) == GE_CMD_TGENMATRIXDATA) {
 
1422
                const u32 newVal = src[i] << 8;
 
1423
                if (dst[i] != newVal) {
 
1424
                        Flush();
 
1425
                        dst[i] = newVal;
 
1426
                        shaderManager_->DirtyUniform(DIRTY_TEXMATRIX);
 
1427
                }
 
1428
                if (++i >= end) {
 
1429
                        break;
 
1430
                }
 
1431
        }
 
1432
 
 
1433
        const int count = i;
 
1434
        gstate.texmtxnum = (GE_CMD_TGENMATRIXNUMBER << 24) | ((op + count) & 0xF);
 
1435
 
 
1436
        // Skip over the loaded data, it's done now.
 
1437
        UpdatePC(currentList->pc, currentList->pc + count * 4);
 
1438
        currentList->pc += count * 4;
 
1439
}
 
1440
 
 
1441
void GLES_GPU::Execute_TgenMtxData(u32 op, u32 diff) {
 
1442
        // Note: it's uncommon to get here now, see above.
 
1443
        int num = gstate.texmtxnum & 0xF;
 
1444
        u32 newVal = op << 8;
 
1445
        if (num < 12 && newVal != ((const u32 *)gstate.tgenMatrix)[num]) {
 
1446
                Flush();
 
1447
                ((u32 *)gstate.tgenMatrix)[num] = newVal;
 
1448
                shaderManager_->DirtyUniform(DIRTY_TEXMATRIX);
 
1449
        }
 
1450
        num++;
 
1451
        gstate.texmtxnum = (GE_CMD_TGENMATRIXNUMBER << 24) | (num & 0xF);
 
1452
}
 
1453
 
 
1454
void GLES_GPU::Execute_BoneMtxNum(u32 op, u32 diff) {
 
1455
        // This is almost always followed by GE_CMD_BONEMATRIXDATA.
 
1456
        const u32_le *src = (const u32_le *)Memory::GetPointerUnchecked(currentList->pc + 4);
 
1457
        u32 *dst = (u32 *)(gstate.boneMatrix + (op & 0x7F));
 
1458
        const int end = 12 * 8 - (op & 0x7F);
 
1459
        int i = 0;
 
1460
 
 
1461
        // If we can't use software skinning, we have to flush and dirty.
 
1462
        if (!g_Config.bSoftwareSkinning || (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) != 0) {
 
1463
                while ((src[i] >> 24) == GE_CMD_BONEMATRIXDATA) {
 
1464
                        const u32 newVal = src[i] << 8;
 
1465
                        if (dst[i] != newVal) {
 
1466
                                Flush();
 
1467
                                dst[i] = newVal;
 
1468
                        }
 
1469
                        if (++i >= end) {
 
1470
                                break;
 
1471
                        }
 
1472
                }
 
1473
 
 
1474
                const int numPlusCount = (op & 0x7F) + i;
 
1475
                for (int num = op & 0x7F; num < numPlusCount; num += 12) {
 
1476
                        shaderManager_->DirtyUniform(DIRTY_BONEMATRIX0 << (num / 12));
 
1477
                }
 
1478
        } else {
 
1479
                while ((src[i] >> 24) == GE_CMD_BONEMATRIXDATA) {
 
1480
                        dst[i] = src[i] << 8;
 
1481
                        if (++i >= end) {
 
1482
                                break;
 
1483
                        }
 
1484
                }
 
1485
 
 
1486
                const int numPlusCount = (op & 0x7F) + i;
 
1487
                for (int num = op & 0x7F; num < numPlusCount; num += 12) {
 
1488
                        gstate_c.deferredVertTypeDirty |= DIRTY_BONEMATRIX0 << (num / 12);
 
1489
                }
 
1490
        }
 
1491
 
 
1492
        const int count = i;
 
1493
        gstate.boneMatrixNumber = (GE_CMD_BONEMATRIXNUMBER << 24) | ((op + count) & 0x7F);
 
1494
 
 
1495
        // Skip over the loaded data, it's done now.
 
1496
        UpdatePC(currentList->pc, currentList->pc + count * 4);
 
1497
        currentList->pc += count * 4;
 
1498
}
 
1499
 
 
1500
void GLES_GPU::Execute_BoneMtxData(u32 op, u32 diff) {
 
1501
        // Note: it's uncommon to get here now, see above.
 
1502
        int num = gstate.boneMatrixNumber & 0x7F;
 
1503
        u32 newVal = op << 8;
 
1504
        if (num < 96 && newVal != ((const u32 *)gstate.boneMatrix)[num]) {
 
1505
                // Bone matrices should NOT flush when software skinning is enabled!
 
1506
                if (!g_Config.bSoftwareSkinning || (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) != 0) {
 
1507
                        Flush();
 
1508
                        shaderManager_->DirtyUniform(DIRTY_BONEMATRIX0 << (num / 12));
 
1509
                } else {
 
1510
                        gstate_c.deferredVertTypeDirty |= DIRTY_BONEMATRIX0 << (num / 12);
 
1511
                }
 
1512
                ((u32 *)gstate.boneMatrix)[num] = newVal;
 
1513
        }
 
1514
        num++;
 
1515
        gstate.boneMatrixNumber = (GE_CMD_BONEMATRIXNUMBER << 24) | (num & 0x7F);
 
1516
}
 
1517
 
 
1518
void GLES_GPU::Execute_BlockTransferStart(u32 op, u32 diff) {
 
1519
        // TODO: Here we should check if the transfer overlaps a framebuffer or any textures,
 
1520
        // and take appropriate action. This is a block transfer between RAM and VRAM, or vice versa.
 
1521
        // Can we skip this on SkipDraw?
 
1522
        DoBlockTransfer(gstate_c.skipDrawReason);
 
1523
 
 
1524
        // Fixes Gran Turismo's funky text issue, since it overwrites the current texture.
 
1525
        gstate_c.textureChanged = TEXCHANGE_UPDATED;
 
1526
}
 
1527
 
 
1528
void GLES_GPU::Execute_Generic(u32 op, u32 diff) {
 
1529
        u32 cmd = op >> 24;
 
1530
        u32 data = op & 0xFFFFFF;
 
1531
 
 
1532
        // Handle control and drawing commands here directly. The others we delegate.
 
1533
        switch (cmd) {
 
1534
        case GE_CMD_BASE:
 
1535
                break;
 
1536
 
 
1537
        case GE_CMD_VADDR:
 
1538
                Execute_Vaddr(op, diff);
 
1539
                break;
 
1540
 
 
1541
        case GE_CMD_IADDR:
 
1542
                Execute_Iaddr(op, diff);
 
1543
                break;
 
1544
 
 
1545
        case GE_CMD_PRIM:
 
1546
                Execute_Prim(op, diff);
 
1547
                break;
 
1548
 
 
1549
        // The arrow and other rotary items in Puzbob are bezier patches, strangely enough.
 
1550
        case GE_CMD_BEZIER:
 
1551
                Execute_Bezier(op, diff);
 
1552
                break;
 
1553
 
 
1554
        case GE_CMD_SPLINE:
 
1555
                Execute_Spline(op, diff);
 
1556
                break;
 
1557
 
 
1558
        case GE_CMD_BOUNDINGBOX:
 
1559
                Execute_BoundingBox(op, diff);
 
1560
                break;
 
1561
 
 
1562
        case GE_CMD_VERTEXTYPE:
 
1563
                Execute_VertexType(op, diff);
 
1564
                break;
 
1565
 
 
1566
        case GE_CMD_REGION1:
 
1567
        case GE_CMD_REGION2:
 
1568
                Execute_Region(op, diff);
 
1569
                break;
 
1570
 
 
1571
        case GE_CMD_CLIPENABLE:
 
1572
                //we always clip, this is opengl
 
1573
                break;
 
1574
 
 
1575
        case GE_CMD_CULLFACEENABLE:
 
1576
        case GE_CMD_CULL:
 
1577
                break;
 
1578
 
 
1579
        case GE_CMD_TEXTUREMAPENABLE:
 
1580
                // Don't need to dirty the texture here, already dirtied at list start/etc.
 
1581
                break;
 
1582
 
 
1583
        case GE_CMD_LIGHTINGENABLE:
 
1584
                break;
 
1585
 
 
1586
        case GE_CMD_FOGCOLOR:
 
1587
                Execute_FogColor(op, diff);
 
1588
                break;
 
1589
 
 
1590
        case GE_CMD_FOG1:
 
1591
        case GE_CMD_FOG2:
 
1592
                Execute_FogCoef(op, diff);
 
1593
                break;
 
1594
 
 
1595
        case GE_CMD_FOGENABLE:
 
1596
                break;
 
1597
 
 
1598
        case GE_CMD_DITHERENABLE:
 
1599
                break;
 
1600
 
 
1601
        case GE_CMD_OFFSETX:
 
1602
                break;
 
1603
 
 
1604
        case GE_CMD_OFFSETY:
 
1605
                break;
 
1606
 
 
1607
        case GE_CMD_TEXSCALEU:
 
1608
                Execute_TexScaleU(op, diff);
 
1609
                break;
 
1610
 
 
1611
        case GE_CMD_TEXSCALEV:
 
1612
                Execute_TexScaleV(op, diff);
 
1613
                break;
 
1614
 
 
1615
        case GE_CMD_TEXOFFSETU:
 
1616
                Execute_TexOffsetU(op, diff);
 
1617
                break;
 
1618
 
 
1619
        case GE_CMD_TEXOFFSETV:
 
1620
                Execute_TexOffsetV(op, diff);
 
1621
                break;
 
1622
 
 
1623
        case GE_CMD_SCISSOR1:
 
1624
        case GE_CMD_SCISSOR2:
 
1625
                Execute_Scissor(op, diff);
 
1626
                break;
 
1627
 
 
1628
                ///
 
1629
        case GE_CMD_MINZ:
 
1630
        case GE_CMD_MAXZ:
 
1631
                break;
 
1632
 
 
1633
        case GE_CMD_FRAMEBUFPTR:
 
1634
        case GE_CMD_FRAMEBUFWIDTH:
 
1635
        case GE_CMD_FRAMEBUFPIXFORMAT:
 
1636
                Execute_FramebufType(op, diff);
 
1637
                break;
 
1638
 
 
1639
        case GE_CMD_TEXADDR0:
 
1640
                Execute_TexAddr0(op, diff);
 
1641
                break;
 
1642
 
 
1643
        case GE_CMD_TEXADDR1:
 
1644
        case GE_CMD_TEXADDR2:
 
1645
        case GE_CMD_TEXADDR3:
 
1646
        case GE_CMD_TEXADDR4:
 
1647
        case GE_CMD_TEXADDR5:
 
1648
        case GE_CMD_TEXADDR6:
 
1649
        case GE_CMD_TEXADDR7:
 
1650
                Execute_TexAddrN(op, diff);
 
1651
                break;
 
1652
 
 
1653
        case GE_CMD_TEXBUFWIDTH0:
 
1654
                Execute_TexBufw0(op, diff);
 
1655
                break;
 
1656
 
 
1657
        case GE_CMD_TEXBUFWIDTH1:
 
1658
        case GE_CMD_TEXBUFWIDTH2:
 
1659
        case GE_CMD_TEXBUFWIDTH3:
 
1660
        case GE_CMD_TEXBUFWIDTH4:
 
1661
        case GE_CMD_TEXBUFWIDTH5:
 
1662
        case GE_CMD_TEXBUFWIDTH6:
 
1663
        case GE_CMD_TEXBUFWIDTH7:
 
1664
                Execute_TexBufwN(op, diff);
 
1665
                break;
 
1666
 
 
1667
        case GE_CMD_CLUTFORMAT:
 
1668
                Execute_ClutFormat(op, diff);
 
1669
                break;
 
1670
 
 
1671
        case GE_CMD_CLUTADDR:
 
1672
        case GE_CMD_CLUTADDRUPPER:
 
1673
                // Hm, LOADCLUT actually changes the CLUT so no need to dirty here.
 
1674
                break;
 
1675
 
 
1676
        case GE_CMD_LOADCLUT:
 
1677
                Execute_LoadClut(op, diff);
 
1678
                break;
 
1679
 
 
1680
        case GE_CMD_TEXMAPMODE:
 
1681
                Execute_TexMapMode(op, diff);
 
1682
                break;
 
1683
 
 
1684
        case GE_CMD_TEXSHADELS:
 
1685
                break;
 
1686
 
 
1687
        case GE_CMD_TRANSFERSRC:
 
1688
        case GE_CMD_TRANSFERSRCW:
 
1689
        case GE_CMD_TRANSFERDST:
 
1690
        case GE_CMD_TRANSFERDSTW:
 
1691
        case GE_CMD_TRANSFERSRCPOS:
 
1692
        case GE_CMD_TRANSFERDSTPOS:
 
1693
                break;
 
1694
 
 
1695
        case GE_CMD_TRANSFERSIZE:
 
1696
                break;
 
1697
 
 
1698
        case GE_CMD_TRANSFERSTART:  // Orphis calls this TRXKICK
 
1699
                Execute_BlockTransferStart(op, diff);
 
1700
                break;
 
1701
 
 
1702
        case GE_CMD_TEXSIZE0:
 
1703
                Execute_TexSize0(op, diff);
 
1704
                break;
 
1705
 
 
1706
        case GE_CMD_TEXSIZE1:
 
1707
        case GE_CMD_TEXSIZE2:
 
1708
        case GE_CMD_TEXSIZE3:
 
1709
        case GE_CMD_TEXSIZE4:
 
1710
        case GE_CMD_TEXSIZE5:
 
1711
        case GE_CMD_TEXSIZE6:
 
1712
        case GE_CMD_TEXSIZE7:
 
1713
                Execute_TexSizeN(op, diff);
 
1714
                break;
 
1715
 
 
1716
        case GE_CMD_ZBUFPTR:
 
1717
        case GE_CMD_ZBUFWIDTH:
 
1718
                break;
 
1719
 
 
1720
        case GE_CMD_AMBIENTCOLOR:
 
1721
        case GE_CMD_AMBIENTALPHA:
 
1722
                Execute_Ambient(op, diff);
 
1723
                break;
 
1724
 
 
1725
        case GE_CMD_MATERIALDIFFUSE:
 
1726
                Execute_MaterialDiffuse(op, diff);
 
1727
                break;
 
1728
 
 
1729
        case GE_CMD_MATERIALEMISSIVE:
 
1730
                Execute_MaterialEmissive(op, diff);
 
1731
                break;
 
1732
 
 
1733
        case GE_CMD_MATERIALAMBIENT:
 
1734
        case GE_CMD_MATERIALALPHA:
 
1735
                Execute_MaterialAmbient(op, diff);
 
1736
                break;
 
1737
 
 
1738
        case GE_CMD_MATERIALSPECULAR:
 
1739
        case GE_CMD_MATERIALSPECULARCOEF:
 
1740
                Execute_MaterialSpecular(op, diff);
 
1741
                break;
 
1742
 
 
1743
        case GE_CMD_LIGHTTYPE0:
 
1744
        case GE_CMD_LIGHTTYPE1:
 
1745
        case GE_CMD_LIGHTTYPE2:
 
1746
        case GE_CMD_LIGHTTYPE3:
 
1747
                break;
 
1748
 
 
1749
        case GE_CMD_LX0:case GE_CMD_LY0:case GE_CMD_LZ0:
 
1750
        case GE_CMD_LDX0:case GE_CMD_LDY0:case GE_CMD_LDZ0:
 
1751
        case GE_CMD_LKA0:case GE_CMD_LKB0:case GE_CMD_LKC0:
 
1752
        case GE_CMD_LKS0:  // spot coef ("conv")
 
1753
        case GE_CMD_LKO0: // light angle ("cutoff")
 
1754
        case GE_CMD_LAC0:
 
1755
        case GE_CMD_LDC0:
 
1756
        case GE_CMD_LSC0:
 
1757
                Execute_Light0Param(op, diff);
 
1758
                break;
 
1759
        case GE_CMD_LX1:case GE_CMD_LY1:case GE_CMD_LZ1:
 
1760
        case GE_CMD_LDX1:case GE_CMD_LDY1:case GE_CMD_LDZ1:
 
1761
        case GE_CMD_LKA1:case GE_CMD_LKB1:case GE_CMD_LKC1:
 
1762
        case GE_CMD_LKS1:
 
1763
        case GE_CMD_LKO1:
 
1764
        case GE_CMD_LAC1:
 
1765
        case GE_CMD_LDC1:
 
1766
        case GE_CMD_LSC1:
 
1767
                Execute_Light1Param(op, diff);
 
1768
                break;
 
1769
        case GE_CMD_LX2:case GE_CMD_LY2:case GE_CMD_LZ2:
 
1770
        case GE_CMD_LDX2:case GE_CMD_LDY2:case GE_CMD_LDZ2:
 
1771
        case GE_CMD_LKA2:case GE_CMD_LKB2:case GE_CMD_LKC2:
 
1772
        case GE_CMD_LKS2:
 
1773
        case GE_CMD_LKO2:
 
1774
        case GE_CMD_LAC2:
 
1775
        case GE_CMD_LDC2:
 
1776
        case GE_CMD_LSC2:
 
1777
                Execute_Light2Param(op, diff);
 
1778
                break;
 
1779
        case GE_CMD_LX3:case GE_CMD_LY3:case GE_CMD_LZ3:
 
1780
        case GE_CMD_LDX3:case GE_CMD_LDY3:case GE_CMD_LDZ3:
 
1781
        case GE_CMD_LKA3:case GE_CMD_LKB3:case GE_CMD_LKC3:
 
1782
        case GE_CMD_LKS3:
 
1783
        case GE_CMD_LKO3:
 
1784
        case GE_CMD_LAC3:
 
1785
        case GE_CMD_LDC3:
 
1786
        case GE_CMD_LSC3:
 
1787
                Execute_Light3Param(op, diff);
 
1788
                break;
 
1789
 
 
1790
        case GE_CMD_VIEWPORTX1:
 
1791
        case GE_CMD_VIEWPORTY1:
 
1792
        case GE_CMD_VIEWPORTX2:
 
1793
        case GE_CMD_VIEWPORTY2:
 
1794
        case GE_CMD_VIEWPORTZ1:
 
1795
        case GE_CMD_VIEWPORTZ2:
 
1796
                Execute_ViewportType(op, diff);
 
1797
                break;
 
1798
 
 
1799
        case GE_CMD_LIGHTENABLE0:
 
1800
        case GE_CMD_LIGHTENABLE1:
 
1801
        case GE_CMD_LIGHTENABLE2:
 
1802
        case GE_CMD_LIGHTENABLE3:
 
1803
                break;
 
1804
 
 
1805
        case GE_CMD_SHADEMODE:
 
1806
                break;
 
1807
 
 
1808
        case GE_CMD_PATCHDIVISION:
 
1809
        case GE_CMD_PATCHPRIMITIVE:
 
1810
        case GE_CMD_PATCHFACING:
 
1811
                break;
 
1812
 
 
1813
 
 
1814
        case GE_CMD_MATERIALUPDATE:
 
1815
                break;
 
1816
 
 
1817
        //////////////////////////////////////////////////////////////////
 
1818
        //      CLEARING
 
1819
        //////////////////////////////////////////////////////////////////
 
1820
        case GE_CMD_CLEARMODE:
 
1821
                break;
 
1822
 
 
1823
        //////////////////////////////////////////////////////////////////
 
1824
        //      ALPHA BLENDING
 
1825
        //////////////////////////////////////////////////////////////////
 
1826
        case GE_CMD_ALPHABLENDENABLE:
 
1827
        case GE_CMD_BLENDMODE:
 
1828
                break;
 
1829
 
 
1830
        case GE_CMD_BLENDFIXEDA:
 
1831
        case GE_CMD_BLENDFIXEDB:
 
1832
                break;
 
1833
 
 
1834
        case GE_CMD_ALPHATESTENABLE:
 
1835
        case GE_CMD_COLORTESTENABLE:
 
1836
                // They are done in the fragment shader.
 
1837
                break;
 
1838
 
 
1839
        case GE_CMD_COLORTEST:
 
1840
                break;
 
1841
 
 
1842
        case GE_CMD_COLORTESTMASK:
 
1843
                Execute_ColorTestMask(op, diff);
 
1844
                break;
 
1845
 
 
1846
        case GE_CMD_ALPHATEST:
 
1847
                Execute_AlphaTest(op, diff);
 
1848
                break;
 
1849
 
 
1850
        case GE_CMD_COLORREF:
 
1851
                Execute_ColorRef(op, diff);
 
1852
                break;
 
1853
 
 
1854
        case GE_CMD_TEXENVCOLOR:
 
1855
                Execute_TexEnvColor(op, diff);
 
1856
                break;
 
1857
 
 
1858
        case GE_CMD_TEXFUNC:
 
1859
        case GE_CMD_TEXFLUSH:
 
1860
                break;
 
1861
 
 
1862
        case GE_CMD_TEXFORMAT:
 
1863
                Execute_TexFormat(op, diff);
 
1864
                break;
 
1865
 
 
1866
        case GE_CMD_TEXMODE:
 
1867
        case GE_CMD_TEXFILTER:
 
1868
        case GE_CMD_TEXWRAP:
 
1869
                Execute_TexParamType(op, diff);
 
1870
                break;
 
1871
 
 
1872
        //////////////////////////////////////////////////////////////////
 
1873
        //      DEPTH TESTING
 
1874
        //////////////////////////////////////////////////////////////////
 
1875
 
 
1876
        case GE_CMD_ZTESTENABLE:
 
1877
        case GE_CMD_ZTEST:
 
1878
        case GE_CMD_ZWRITEDISABLE:
 
1879
                break;
 
1880
 
 
1881
        case GE_CMD_MORPHWEIGHT0:
 
1882
        case GE_CMD_MORPHWEIGHT1:
 
1883
        case GE_CMD_MORPHWEIGHT2:
 
1884
        case GE_CMD_MORPHWEIGHT3:
 
1885
        case GE_CMD_MORPHWEIGHT4:
 
1886
        case GE_CMD_MORPHWEIGHT5:
 
1887
        case GE_CMD_MORPHWEIGHT6:
 
1888
        case GE_CMD_MORPHWEIGHT7:
 
1889
                gstate_c.morphWeights[cmd - GE_CMD_MORPHWEIGHT0] = getFloat24(data);
 
1890
                break;
 
1891
 
 
1892
        case GE_CMD_DITH0:
 
1893
        case GE_CMD_DITH1:
 
1894
        case GE_CMD_DITH2:
 
1895
        case GE_CMD_DITH3:
 
1896
                break;
 
1897
 
 
1898
        case GE_CMD_WORLDMATRIXNUMBER:
 
1899
                Execute_WorldMtxNum(op, diff);
 
1900
                break;
 
1901
 
 
1902
        case GE_CMD_WORLDMATRIXDATA:
 
1903
                Execute_WorldMtxData(op, diff);
 
1904
                break;
 
1905
 
 
1906
        case GE_CMD_VIEWMATRIXNUMBER:
 
1907
                Execute_ViewMtxNum(op, diff);
 
1908
                break;
 
1909
 
 
1910
        case GE_CMD_VIEWMATRIXDATA:
 
1911
                Execute_ViewMtxData(op, diff);
 
1912
                break;
 
1913
 
 
1914
        case GE_CMD_PROJMATRIXNUMBER:
 
1915
                Execute_ProjMtxNum(op, diff);
 
1916
                break;
 
1917
 
 
1918
        case GE_CMD_PROJMATRIXDATA:
 
1919
                Execute_ProjMtxData(op, diff);
 
1920
                break;
 
1921
 
 
1922
        case GE_CMD_TGENMATRIXNUMBER:
 
1923
                Execute_TgenMtxNum(op, diff);
 
1924
                break;
 
1925
 
 
1926
        case GE_CMD_TGENMATRIXDATA:
 
1927
                Execute_TgenMtxData(op, diff);
 
1928
                break;
 
1929
 
 
1930
        case GE_CMD_BONEMATRIXNUMBER:
 
1931
                Execute_BoneMtxNum(op, diff);
 
1932
                break;
 
1933
 
 
1934
        case GE_CMD_BONEMATRIXDATA:
 
1935
                Execute_BoneMtxData(op, diff);
 
1936
                break;
 
1937
 
 
1938
#ifndef MOBILE_DEVICE
 
1939
        case GE_CMD_ANTIALIASENABLE:
 
1940
                if (data != 0)
 
1941
                        WARN_LOG_REPORT_ONCE(antiAlias, G3D, "Unsupported antialias enabled: %06x", data);
 
1942
                break;
 
1943
 
 
1944
        case GE_CMD_TEXLODSLOPE:
 
1945
                if (data != 0)
 
1946
                        WARN_LOG_REPORT_ONCE(texLodSlope, G3D, "Unsupported texture lod slope: %06x", data);
 
1947
                break;
 
1948
#endif
 
1949
 
 
1950
        case GE_CMD_TEXLEVEL:
 
1951
                Execute_TexLevel(op, diff);
 
1952
                break;
 
1953
 
 
1954
        //////////////////////////////////////////////////////////////////
 
1955
        //      STENCIL TESTING
 
1956
        //////////////////////////////////////////////////////////////////
 
1957
 
 
1958
        case GE_CMD_STENCILTEST:
 
1959
                Execute_StencilTest(op, diff);
 
1960
                break;
 
1961
 
 
1962
        case GE_CMD_STENCILTESTENABLE:
 
1963
        case GE_CMD_STENCILOP:
 
1964
                break;
 
1965
 
 
1966
        case GE_CMD_MASKRGB:
 
1967
        case GE_CMD_MASKALPHA:
 
1968
                break;
 
1969
 
 
1970
        case GE_CMD_REVERSENORMAL:
 
1971
                break;
 
1972
 
 
1973
        case GE_CMD_VSCX:
 
1974
                if (data != 0)
 
1975
                        WARN_LOG_REPORT_ONCE(vscx, G3D, "Unsupported Vertex Screen Coordinate X : %06x", data);
 
1976
                break;
 
1977
 
 
1978
        case GE_CMD_VSCY:
 
1979
                if (data != 0)
 
1980
                        WARN_LOG_REPORT_ONCE(vscy, G3D, "Unsupported Vertex Screen Coordinate Y : %06x", data);
 
1981
                break;
 
1982
 
 
1983
        case GE_CMD_VSCZ:
 
1984
                if (data != 0)
 
1985
                        WARN_LOG_REPORT_ONCE(vscz, G3D, "Unsupported Vertex Screen Coordinate Z : %06x", data);
 
1986
                break;
 
1987
 
 
1988
        case GE_CMD_VTCS:
 
1989
                if (data != 0)
 
1990
                        WARN_LOG_REPORT_ONCE(vtcs, G3D, "Unsupported Vertex Texture Coordinate S : %06x", data);
 
1991
                break;
 
1992
 
 
1993
        case GE_CMD_VTCT:
 
1994
                if (data != 0)
 
1995
                        WARN_LOG_REPORT_ONCE(vtct, G3D, "Unsupported Vertex Texture Coordinate T : %06x", data);
 
1996
                break;
 
1997
 
 
1998
        case GE_CMD_VTCQ:
 
1999
                if (data != 0)
 
2000
                        WARN_LOG_REPORT_ONCE(vtcq, G3D, "Unsupported Vertex Texture Coordinate Q : %06x", data);
 
2001
                break;
 
2002
 
 
2003
        case GE_CMD_VCV:
 
2004
                if (data != 0)
 
2005
                        WARN_LOG_REPORT_ONCE(vcv, G3D, "Unsupported Vertex Color Value : %06x", data);
 
2006
                break;
 
2007
 
 
2008
        case GE_CMD_VAP:
 
2009
                if (data != 0)
 
2010
                        WARN_LOG_REPORT_ONCE(vap, G3D, "Unsupported Vertex Alpha and Primitive : %06x", data);
 
2011
                break;
 
2012
 
 
2013
        case GE_CMD_VFC:
 
2014
                if (data != 0)
 
2015
                        WARN_LOG_REPORT_ONCE(vfc, G3D, "Unsupported Vertex Fog Coefficient : %06x", data);
 
2016
                break;
 
2017
 
 
2018
        case GE_CMD_VSCV:
 
2019
                if (data != 0)
 
2020
                        WARN_LOG_REPORT_ONCE(vscv, G3D, "Unsupported Vertex Secondary Color Value : %06x", data);
 
2021
                break;
 
2022
 
 
2023
 
 
2024
        case GE_CMD_UNKNOWN_03: 
 
2025
        case GE_CMD_UNKNOWN_0D:
 
2026
        case GE_CMD_UNKNOWN_11:
 
2027
        case GE_CMD_UNKNOWN_29:
 
2028
        case GE_CMD_UNKNOWN_34:
 
2029
        case GE_CMD_UNKNOWN_35:
 
2030
        case GE_CMD_UNKNOWN_39:
 
2031
        case GE_CMD_UNKNOWN_4E:
 
2032
        case GE_CMD_UNKNOWN_4F:
 
2033
        case GE_CMD_UNKNOWN_52:
 
2034
        case GE_CMD_UNKNOWN_59:
 
2035
        case GE_CMD_UNKNOWN_5A:
 
2036
        case GE_CMD_UNKNOWN_B6:
 
2037
        case GE_CMD_UNKNOWN_B7:
 
2038
        case GE_CMD_UNKNOWN_D1:
 
2039
        case GE_CMD_UNKNOWN_ED:
 
2040
        case GE_CMD_UNKNOWN_EF:
 
2041
        case GE_CMD_UNKNOWN_FA:
 
2042
        case GE_CMD_UNKNOWN_FB:
 
2043
        case GE_CMD_UNKNOWN_FC:
 
2044
        case GE_CMD_UNKNOWN_FD:
 
2045
        case GE_CMD_UNKNOWN_FE:
 
2046
                if (data != 0)
 
2047
                        WARN_LOG_REPORT_ONCE(unknowncmd, G3D, "Unknown GE command : %08x ", op);
 
2048
                break;
 
2049
        case GE_CMD_UNKNOWN_FF:
 
2050
                // This is hit in quite a few games, supposedly it is a no-op.
 
2051
                // Might be used for debugging or something?
 
2052
                break;
 
2053
                
 
2054
        default:
 
2055
                GPUCommon::ExecuteOp(op, diff);
 
2056
                break;
 
2057
        }
 
2058
}
 
2059
 
 
2060
void GLES_GPU::FastLoadBoneMatrix(u32 target) {
 
2061
        const int num = gstate.boneMatrixNumber & 0x7F;
 
2062
        const int mtxNum = num / 12;
 
2063
        uint32_t uniformsToDirty = DIRTY_BONEMATRIX0 << mtxNum;
 
2064
        if ((num - 12 * mtxNum) != 0) {
 
2065
                uniformsToDirty |= DIRTY_BONEMATRIX0 << ((mtxNum + 1) & 7);
 
2066
        }
 
2067
 
 
2068
        if (!g_Config.bSoftwareSkinning || (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) != 0) {
 
2069
                Flush();
 
2070
                shaderManager_->DirtyUniform(uniformsToDirty);
 
2071
        } else {
 
2072
                gstate_c.deferredVertTypeDirty |= uniformsToDirty;
 
2073
        }
 
2074
        gstate.FastLoadBoneMatrix(target);
 
2075
}
 
2076
 
 
2077
void GLES_GPU::UpdateStats() {
 
2078
        gpuStats.numVertexShaders = shaderManager_->NumVertexShaders();
 
2079
        gpuStats.numFragmentShaders = shaderManager_->NumFragmentShaders();
 
2080
        gpuStats.numShaders = shaderManager_->NumPrograms();
 
2081
        gpuStats.numTextures = (int)textureCache_.NumLoadedTextures();
 
2082
        gpuStats.numFBOs = (int)framebufferManager_.NumVFBs();
 
2083
}
 
2084
 
 
2085
void GLES_GPU::DoBlockTransfer(u32 skipDrawReason) {
 
2086
        // TODO: This is used a lot to copy data around between render targets and textures,
 
2087
        // and also to quickly load textures from RAM to VRAM. So we should do checks like the following:
 
2088
        //  * Does dstBasePtr point to an existing texture? If so maybe reload it immediately.
 
2089
        //
 
2090
        //  * Does srcBasePtr point to a render target, and dstBasePtr to a texture? If so
 
2091
        //    either copy between rt and texture or reassign the texture to point to the render target
 
2092
        //
 
2093
        // etc....
 
2094
 
 
2095
        u32 srcBasePtr = gstate.getTransferSrcAddress();
 
2096
        u32 srcStride = gstate.getTransferSrcStride();
 
2097
 
 
2098
        u32 dstBasePtr = gstate.getTransferDstAddress();
 
2099
        u32 dstStride = gstate.getTransferDstStride();
 
2100
 
 
2101
        int srcX = gstate.getTransferSrcX();
 
2102
        int srcY = gstate.getTransferSrcY();
 
2103
 
 
2104
        int dstX = gstate.getTransferDstX();
 
2105
        int dstY = gstate.getTransferDstY();
 
2106
 
 
2107
        int width = gstate.getTransferWidth();
 
2108
        int height = gstate.getTransferHeight();
 
2109
 
 
2110
        int bpp = gstate.getTransferBpp();
 
2111
 
 
2112
        DEBUG_LOG(G3D, "Block transfer: %08x/%x -> %08x/%x, %ix%ix%i (%i,%i)->(%i,%i)", srcBasePtr, srcStride, dstBasePtr, dstStride, width, height, bpp, srcX, srcY, dstX, dstY);
 
2113
 
 
2114
        if (!Memory::IsValidAddress(srcBasePtr)) {
 
2115
                ERROR_LOG_REPORT(G3D, "BlockTransfer: Bad source transfer address %08x!", srcBasePtr);
 
2116
                return;
 
2117
        }
 
2118
 
 
2119
        if (!Memory::IsValidAddress(dstBasePtr)) {
 
2120
                ERROR_LOG_REPORT(G3D, "BlockTransfer: Bad destination transfer address %08x!", dstBasePtr);
 
2121
                return;
 
2122
        }
 
2123
        
 
2124
        // Check that the last address of both source and dest are valid addresses
 
2125
 
 
2126
        u32 srcLastAddr = srcBasePtr + ((height - 1 + srcY) * srcStride + (srcX + width - 1)) * bpp;
 
2127
        u32 dstLastAddr = dstBasePtr + ((height - 1 + dstY) * dstStride + (dstX + width - 1)) * bpp;
 
2128
 
 
2129
        if (!Memory::IsValidAddress(srcLastAddr)) {
 
2130
                ERROR_LOG_REPORT(G3D, "Bottom-right corner of source of block transfer is at an invalid address: %08x", srcLastAddr);
 
2131
                return;
 
2132
        }
 
2133
        if (!Memory::IsValidAddress(dstLastAddr)) {
 
2134
                ERROR_LOG_REPORT(G3D, "Bottom-right corner of destination of block transfer is at an invalid address: %08x", srcLastAddr);
 
2135
                return;
 
2136
        }
 
2137
 
 
2138
        // Tell the framebuffer manager to take action if possible. If it does the entire thing, let's just return.
 
2139
        if (!framebufferManager_.NotifyBlockTransferBefore(dstBasePtr, dstStride, dstX, dstY, srcBasePtr, srcStride, srcX, srcY, width, height, bpp, skipDrawReason)) {
 
2140
                // Do the copy! (Hm, if we detect a drawn video frame (see below) then we could maybe skip this?)
 
2141
                // Can use GetPointerUnchecked because we checked the addresses above. We could also avoid them
 
2142
                // entirely by walking a couple of pointers...
 
2143
                if (srcStride == dstStride && (u32)width == srcStride) {
 
2144
                        // Common case in God of War, let's do it all in one chunk.
 
2145
                        u32 srcLineStartAddr = srcBasePtr + (srcY * srcStride + srcX) * bpp;
 
2146
                        u32 dstLineStartAddr = dstBasePtr + (dstY * dstStride + dstX) * bpp;
 
2147
                        const u8 *src = Memory::GetPointerUnchecked(srcLineStartAddr);
 
2148
                        u8 *dst = Memory::GetPointerUnchecked(dstLineStartAddr);
 
2149
                        memcpy(dst, src, width * height * bpp);
 
2150
                } else {
 
2151
                        for (int y = 0; y < height; y++) {
 
2152
                                u32 srcLineStartAddr = srcBasePtr + ((y + srcY) * srcStride + srcX) * bpp;
 
2153
                                u32 dstLineStartAddr = dstBasePtr + ((y + dstY) * dstStride + dstX) * bpp;
 
2154
 
 
2155
                                const u8 *src = Memory::GetPointerUnchecked(srcLineStartAddr);
 
2156
                                u8 *dst = Memory::GetPointerUnchecked(dstLineStartAddr);
 
2157
                                memcpy(dst, src, width * bpp);
 
2158
                        }
 
2159
                }
 
2160
 
 
2161
                textureCache_.Invalidate(dstBasePtr + (dstY * dstStride + dstX) * bpp, height * dstStride * bpp, GPU_INVALIDATE_HINT);
 
2162
                framebufferManager_.NotifyBlockTransferAfter(dstBasePtr, dstStride, dstX, dstY, srcBasePtr, srcStride, srcX, srcY, width, height, bpp, skipDrawReason);
 
2163
        }
 
2164
 
 
2165
#ifndef MOBILE_DEVICE
 
2166
        CBreakPoints::ExecMemCheck(srcBasePtr + (srcY * srcStride + srcX) * bpp, false, height * srcStride * bpp, currentMIPS->pc);
 
2167
        CBreakPoints::ExecMemCheck(dstBasePtr + (srcY * dstStride + srcX) * bpp, true, height * dstStride * bpp, currentMIPS->pc);
 
2168
#endif
 
2169
 
 
2170
        // TODO: Correct timing appears to be 1.9, but erring a bit low since some of our other timing is inaccurate.
 
2171
        cyclesExecuted += ((height * width * bpp) * 16) / 10;
 
2172
}
 
2173
 
 
2174
void GLES_GPU::InvalidateCache(u32 addr, int size, GPUInvalidationType type) {
 
2175
        GPUEvent ev(GPU_EVENT_INVALIDATE_CACHE);
 
2176
        ev.invalidate_cache.addr = addr;
 
2177
        ev.invalidate_cache.size = size;
 
2178
        ev.invalidate_cache.type = type;
 
2179
        ScheduleEvent(ev);
 
2180
}
 
2181
 
 
2182
void GLES_GPU::InvalidateCacheInternal(u32 addr, int size, GPUInvalidationType type) {
 
2183
        if (size > 0)
 
2184
                textureCache_.Invalidate(addr, size, type);
 
2185
        else
 
2186
                textureCache_.InvalidateAll(type);
 
2187
 
 
2188
        if (type != GPU_INVALIDATE_ALL && framebufferManager_.MayIntersectFramebuffer(addr)) {
 
2189
                // If we're doing block transfers, we shouldn't need this, and it'll only confuse us.
 
2190
                // Vempire invalidates (with writeback) after drawing, but before blitting.
 
2191
                if (!g_Config.bBlockTransferGPU || type == GPU_INVALIDATE_SAFE) {
 
2192
                        framebufferManager_.UpdateFromMemory(addr, size, type == GPU_INVALIDATE_SAFE);
 
2193
                }
 
2194
        }
 
2195
}
 
2196
 
 
2197
void GLES_GPU::PerformMemoryCopyInternal(u32 dest, u32 src, int size) {
 
2198
        if (!framebufferManager_.NotifyFramebufferCopy(src, dest, size, false, gstate_c.skipDrawReason)) {
 
2199
                // We use a little hack for Download/Upload using a VRAM mirror.
 
2200
                // Since they're identical we don't need to copy.
 
2201
                if (!Memory::IsVRAMAddress(dest) || (dest ^ 0x00400000) != src) {
 
2202
                        Memory::Memcpy(dest, src, size);
 
2203
                }
 
2204
        }
 
2205
        InvalidateCache(dest, size, GPU_INVALIDATE_HINT);
 
2206
}
 
2207
 
 
2208
void GLES_GPU::PerformMemorySetInternal(u32 dest, u8 v, int size) {
 
2209
        if (!framebufferManager_.NotifyFramebufferCopy(dest, dest, size, true, gstate_c.skipDrawReason)) {
 
2210
                InvalidateCache(dest, size, GPU_INVALIDATE_HINT);
 
2211
        }
 
2212
}
 
2213
 
 
2214
void GLES_GPU::PerformStencilUploadInternal(u32 dest, int size) {
 
2215
        framebufferManager_.NotifyStencilUpload(dest, size);
 
2216
}
 
2217
 
 
2218
bool GLES_GPU::PerformMemoryCopy(u32 dest, u32 src, int size) {
 
2219
        // Track stray copies of a framebuffer in RAM. MotoGP does this.
 
2220
        if (framebufferManager_.MayIntersectFramebuffer(src) || framebufferManager_.MayIntersectFramebuffer(dest)) {
 
2221
                if (IsOnSeparateCPUThread()) {
 
2222
                        GPUEvent ev(GPU_EVENT_FB_MEMCPY);
 
2223
                        ev.fb_memcpy.dst = dest;
 
2224
                        ev.fb_memcpy.src = src;
 
2225
                        ev.fb_memcpy.size = size;
 
2226
                        ScheduleEvent(ev);
 
2227
 
 
2228
                        // This is a memcpy, so we need to wait for it to complete.
 
2229
                        SyncThread();
 
2230
                } else {
 
2231
                        PerformMemoryCopyInternal(dest, src, size);
 
2232
                }
 
2233
                return true;
 
2234
        }
 
2235
 
 
2236
        InvalidateCache(dest, size, GPU_INVALIDATE_HINT);
 
2237
        return false;
 
2238
}
 
2239
 
 
2240
bool GLES_GPU::PerformMemorySet(u32 dest, u8 v, int size) {
 
2241
        // This may indicate a memset, usually to 0, of a framebuffer.
 
2242
        if (framebufferManager_.MayIntersectFramebuffer(dest)) {
 
2243
                Memory::Memset(dest, v, size);
 
2244
 
 
2245
                if (IsOnSeparateCPUThread()) {
 
2246
                        GPUEvent ev(GPU_EVENT_FB_MEMSET);
 
2247
                        ev.fb_memset.dst = dest;
 
2248
                        ev.fb_memset.v = v;
 
2249
                        ev.fb_memset.size = size;
 
2250
                        ScheduleEvent(ev);
 
2251
 
 
2252
                        // We don't need to wait for the framebuffer to be updated.
 
2253
                } else {
 
2254
                        PerformMemorySetInternal(dest, v, size);
 
2255
                }
 
2256
                return true;
 
2257
        }
 
2258
 
 
2259
        // Or perhaps a texture, let's invalidate.
 
2260
        InvalidateCache(dest, size, GPU_INVALIDATE_HINT);
 
2261
        return false;
 
2262
}
 
2263
 
 
2264
bool GLES_GPU::PerformMemoryDownload(u32 dest, int size) {
 
2265
        // Cheat a bit to force a download of the framebuffer.
 
2266
        // VRAM + 0x00400000 is simply a VRAM mirror.
 
2267
        if (Memory::IsVRAMAddress(dest)) {
 
2268
                return PerformMemoryCopy(dest ^ 0x00400000, dest, size);
 
2269
        }
 
2270
        return false;
 
2271
}
 
2272
 
 
2273
bool GLES_GPU::PerformMemoryUpload(u32 dest, int size) {
 
2274
        // Cheat a bit to force an upload of the framebuffer.
 
2275
        // VRAM + 0x00400000 is simply a VRAM mirror.
 
2276
        if (Memory::IsVRAMAddress(dest)) {
 
2277
                return PerformMemoryCopy(dest, dest ^ 0x00400000, size);
 
2278
        }
 
2279
        return false;
 
2280
}
 
2281
 
 
2282
bool GLES_GPU::PerformStencilUpload(u32 dest, int size) {
 
2283
        if (framebufferManager_.MayIntersectFramebuffer(dest)) {
 
2284
                if (IsOnSeparateCPUThread()) {
 
2285
                        GPUEvent ev(GPU_EVENT_FB_STENCIL_UPLOAD);
 
2286
                        ev.fb_stencil_upload.dst = dest;
 
2287
                        ev.fb_stencil_upload.size = size;
 
2288
                        ScheduleEvent(ev);
 
2289
                } else {
 
2290
                        PerformStencilUploadInternal(dest, size);
 
2291
                }
 
2292
                return true;
 
2293
        }
 
2294
        return false;
 
2295
}
 
2296
 
 
2297
void GLES_GPU::ClearCacheNextFrame() {
 
2298
        textureCache_.ClearNextFrame();
 
2299
}
 
2300
 
 
2301
void GLES_GPU::Resized() {
 
2302
        resized_ = true;
 
2303
        framebufferManager_.Resized();
 
2304
}
 
2305
 
 
2306
void GLES_GPU::ClearShaderCache() {
 
2307
        shaderManager_->ClearCache(true);
 
2308
}
 
2309
 
 
2310
void GLES_GPU::CleanupBeforeUI() {
 
2311
        // Clear any enabled vertex arrays.
 
2312
        shaderManager_->DirtyLastShader();
 
2313
        glstate.arrayBuffer.bind(0);
 
2314
        glstate.elementArrayBuffer.bind(0);
 
2315
}
 
2316
 
 
2317
std::vector<FramebufferInfo> GLES_GPU::GetFramebufferList() {
 
2318
        return framebufferManager_.GetFramebufferList();
 
2319
}
 
2320
 
 
2321
void GLES_GPU::DoState(PointerWrap &p) {
 
2322
        GPUCommon::DoState(p);
 
2323
 
 
2324
        // TODO: Some of these things may not be necessary.
 
2325
        // None of these are necessary when saving.
 
2326
        // In Freeze-Frame mode, we don't want to do any of this.
 
2327
        if (p.mode == p.MODE_READ && !PSP_CoreParameter().frozen) {
 
2328
                textureCache_.Clear(true);
 
2329
                depalShaderCache_.Clear();
 
2330
                transformDraw_.ClearTrackedVertexArrays();
 
2331
 
 
2332
                gstate_c.textureChanged = TEXCHANGE_UPDATED;
 
2333
                framebufferManager_.DestroyAllFBOs();
 
2334
                shaderManager_->ClearCache(true);
 
2335
        }
 
2336
}
 
2337
 
 
2338
bool GLES_GPU::GetCurrentFramebuffer(GPUDebugBuffer &buffer) {
 
2339
        u32 fb_address = gstate.getFrameBufRawAddress();
 
2340
        int fb_stride = gstate.FrameBufStride();
 
2341
        GEBufferFormat format = gstate.FrameBufFormat();
 
2342
        return framebufferManager_.GetFramebuffer(fb_address, fb_stride, format, buffer);
 
2343
}
 
2344
 
 
2345
bool GLES_GPU::GetCurrentDepthbuffer(GPUDebugBuffer &buffer) {
 
2346
        u32 fb_address = gstate.getFrameBufRawAddress();
 
2347
        int fb_stride = gstate.FrameBufStride();
 
2348
 
 
2349
        u32 z_address = gstate.getDepthBufRawAddress();
 
2350
        int z_stride = gstate.DepthBufStride();
 
2351
 
 
2352
        return framebufferManager_.GetDepthbuffer(fb_address, fb_stride, z_address, z_stride, buffer);
 
2353
}
 
2354
 
 
2355
bool GLES_GPU::GetCurrentStencilbuffer(GPUDebugBuffer &buffer) {
 
2356
        u32 fb_address = gstate.getFrameBufRawAddress();
 
2357
        int fb_stride = gstate.FrameBufStride();
 
2358
 
 
2359
        return framebufferManager_.GetStencilbuffer(fb_address, fb_stride, buffer);
 
2360
}
 
2361
 
 
2362
bool GLES_GPU::GetCurrentTexture(GPUDebugBuffer &buffer, int level) {
 
2363
        if (!gstate.isTextureMapEnabled()) {
 
2364
                return false;
 
2365
        }
 
2366
 
 
2367
#ifndef USING_GLES2
 
2368
        GPUgstate saved;
 
2369
        if (level != 0) {
 
2370
                saved = gstate;
 
2371
 
 
2372
                // The way we set textures is a bit complex.  Let's just override level 0.
 
2373
                gstate.texsize[0] = gstate.texsize[level];
 
2374
                gstate.texaddr[0] = gstate.texaddr[level];
 
2375
                gstate.texbufwidth[0] = gstate.texbufwidth[level];
 
2376
        }
 
2377
 
 
2378
        textureCache_.SetTexture(true);
 
2379
        int w = gstate.getTextureWidth(level);
 
2380
        int h = gstate.getTextureHeight(level);
 
2381
        glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &w);
 
2382
        glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &h);
 
2383
 
 
2384
        if (level != 0) {
 
2385
                gstate = saved;
 
2386
        }
 
2387
 
 
2388
        buffer.Allocate(w, h, GE_FORMAT_8888, gstate_c.flipTexture);
 
2389
        glPixelStorei(GL_PACK_ALIGNMENT, 4);
 
2390
        glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer.GetData());
 
2391
 
 
2392
        return true;
 
2393
#else
 
2394
        return false;
 
2395
#endif
 
2396
}
 
2397
 
 
2398
bool GLES_GPU::GetDisplayFramebuffer(GPUDebugBuffer &buffer) {
 
2399
        return FramebufferManager::GetDisplayFramebuffer(buffer);
 
2400
}
 
2401
 
 
2402
bool GLES_GPU::GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices) {
 
2403
        return transformDraw_.GetCurrentSimpleVertices(count, vertices, indices);
 
2404
}
 
2405
 
 
2406
bool GLES_GPU::DescribeCodePtr(const u8 *ptr, std::string &name) {
 
2407
        if (transformDraw_.IsCodePtrVertexDecoder(ptr)) {
 
2408
                name = "VertexDecoderJit";
 
2409
                return true;
 
2410
        }
 
2411
        return false;
 
2412
}