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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.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "base/logging.h"
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#include "profiler/profiler.h"
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#include "Common/ChunkFile.h"
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#include "Core/Config.h"
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#include "Core/Debugger/Breakpoints.h"
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#include "Core/MemMapHelpers.h"
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#include "Core/Host.h"
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#include "Core/Config.h"
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#include "Core/Reporting.h"
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#include "Core/System.h"
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#include "GPU/GPUState.h"
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#include "GPU/ge_constants.h"
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#include "GPU/GeDisasm.h"
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#include "GPU/Common/FramebufferCommon.h"
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#include "GPU/GLES/GLStateCache.h"
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#include "GPU/GLES/ShaderManager.h"
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#include "GPU/GLES/GLES_GPU.h"
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#include "GPU/GLES/Framebuffer.h"
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#include "GPU/GLES/TransformPipeline.h"
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#include "GPU/GLES/TextureCache.h"
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#include "Core/MIPS/MIPS.h"
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#include "Core/HLE/sceKernelThread.h"
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#include "Core/HLE/sceKernelInterrupt.h"
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#include "Core/HLE/sceGe.h"
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#include "Windows/OpenGLBase.h"
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FLAG_FLUSHBEFOREONCHANGE = 2,
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FLAG_EXECUTE = 4, // needs to actually be executed. unused for now.
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FLAG_EXECUTEONCHANGE = 8,
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FLAG_ANY_EXECUTE = 4 | 8,
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FLAG_DIRTYONCHANGE = 64,
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static const char *FramebufferFetchBlacklist[] = {
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// Blacklist Tegra 3, doesn't work very well.
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"PowerVR Rogue G6430",
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struct CommandTableEntry {
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GLES_GPU::CmdFunc func;
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// This table gets crunched into a faster form by init.
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// TODO: Share this table between the backends. Will have to make another indirection for the function pointers though..
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static const CommandTableEntry commandTable[] = {
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// Changes that dirty the framebuffer
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{GE_CMD_FRAMEBUFPTR, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_FramebufType},
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{GE_CMD_FRAMEBUFWIDTH, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_FramebufType},
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{GE_CMD_FRAMEBUFPIXFORMAT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_FramebufType},
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{GE_CMD_ZBUFPTR, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_ZBUFWIDTH, FLAG_FLUSHBEFOREONCHANGE},
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// Changes that dirty uniforms
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{GE_CMD_FOGCOLOR, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_FOGCOLOR, &GLES_GPU::Execute_FogColor},
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{GE_CMD_FOG1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_FOGCOEF, &GLES_GPU::Execute_FogCoef},
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{GE_CMD_FOG2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_FOGCOEF, &GLES_GPU::Execute_FogCoef},
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// Should these maybe flush?
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{GE_CMD_MINZ, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHRANGE},
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{GE_CMD_MAXZ, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHRANGE},
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// Changes that dirty texture scaling.
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{GE_CMD_TEXMAPMODE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_UVSCALEOFFSET, &GLES_GPU::Execute_TexMapMode},
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{GE_CMD_TEXSCALEU, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_UVSCALEOFFSET, &GLES_GPU::Execute_TexScaleU},
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{GE_CMD_TEXSCALEV, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_UVSCALEOFFSET, &GLES_GPU::Execute_TexScaleV},
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{GE_CMD_TEXOFFSETU, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_UVSCALEOFFSET, &GLES_GPU::Execute_TexOffsetU},
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{GE_CMD_TEXOFFSETV, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_UVSCALEOFFSET, &GLES_GPU::Execute_TexOffsetV},
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// Changes that dirty the current texture. Really should be possible to avoid executing these if we compile
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// by adding some more flags.
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{GE_CMD_TEXSIZE0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, 0, &GLES_GPU::Execute_TexSize0},
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{GE_CMD_TEXSIZE1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexSizeN},
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{GE_CMD_TEXSIZE2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexSizeN},
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{GE_CMD_TEXSIZE3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexSizeN},
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{GE_CMD_TEXSIZE4, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexSizeN},
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{GE_CMD_TEXSIZE5, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexSizeN},
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{GE_CMD_TEXSIZE6, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexSizeN},
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{GE_CMD_TEXSIZE7, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexSizeN},
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{GE_CMD_TEXFORMAT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexFormat},
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{GE_CMD_TEXLEVEL, FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexLevel},
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{GE_CMD_TEXADDR0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexAddr0},
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{GE_CMD_TEXADDR1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexAddrN},
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{GE_CMD_TEXADDR2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexAddrN},
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{GE_CMD_TEXADDR3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexAddrN},
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{GE_CMD_TEXADDR4, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexAddrN},
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{GE_CMD_TEXADDR5, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexAddrN},
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{GE_CMD_TEXADDR6, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexAddrN},
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{GE_CMD_TEXADDR7, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexAddrN},
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{GE_CMD_TEXBUFWIDTH0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexBufw0},
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{GE_CMD_TEXBUFWIDTH1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexBufwN},
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{GE_CMD_TEXBUFWIDTH2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexBufwN},
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{GE_CMD_TEXBUFWIDTH3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexBufwN},
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{GE_CMD_TEXBUFWIDTH4, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexBufwN},
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{GE_CMD_TEXBUFWIDTH5, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexBufwN},
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{GE_CMD_TEXBUFWIDTH6, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexBufwN},
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{GE_CMD_TEXBUFWIDTH7, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexBufwN},
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// These must flush on change, so that LoadClut doesn't have to always flush.
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{GE_CMD_CLUTADDR, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_CLUTADDRUPPER, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_CLUTFORMAT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_ClutFormat},
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// These affect the fragment shader so need flushing.
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{GE_CMD_CLEARMODE, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_TEXTUREMAPENABLE, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_FOGENABLE, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_TEXMODE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexParamType},
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{GE_CMD_TEXSHADELS, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_SHADEMODE, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_TEXFUNC, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_COLORTEST, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_ALPHATESTENABLE, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_COLORTESTENABLE, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_COLORTESTMASK, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_ALPHACOLORMASK, &GLES_GPU::Execute_ColorTestMask},
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// These change the vertex shader so need flushing.
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{GE_CMD_REVERSENORMAL, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_LIGHTINGENABLE, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_LIGHTENABLE0, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_LIGHTENABLE1, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_LIGHTENABLE2, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_LIGHTENABLE3, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_LIGHTTYPE0, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_LIGHTTYPE1, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_LIGHTTYPE2, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_LIGHTTYPE3, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_MATERIALUPDATE, FLAG_FLUSHBEFOREONCHANGE},
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// This changes both shaders so need flushing.
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{GE_CMD_LIGHTMODE, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_TEXFILTER, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexParamType},
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{GE_CMD_TEXWRAP, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_TexParamType},
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{GE_CMD_ALPHATEST, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_ALPHACOLORREF | DIRTY_ALPHACOLORMASK, &GLES_GPU::Execute_AlphaTest},
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{GE_CMD_COLORREF, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_ColorRef},
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{GE_CMD_TEXENVCOLOR, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_TEXENV, &GLES_GPU::Execute_TexEnvColor},
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// Simple render state changes. Handled in StateMapping.cpp.
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{GE_CMD_OFFSETX, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_OFFSETY, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_CULL, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_CULLFACEENABLE, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_DITHERENABLE, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_STENCILOP, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_STENCILTEST, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_STENCILREPLACEVALUE, &GLES_GPU::Execute_StencilTest},
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{GE_CMD_STENCILTESTENABLE, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_ALPHABLENDENABLE, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_BLENDMODE, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_BLENDFIXEDA, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_BLENDFIXEDB, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_MASKRGB, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_MASKALPHA, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_ZTEST, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_ZTESTENABLE, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_ZWRITEDISABLE, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_LOGICOP, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_LOGICOPENABLE, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_LOGICOPENABLE, 0},
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// Can probably ignore this one as we don't support AA lines.
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{GE_CMD_ANTIALIASENABLE, FLAG_FLUSHBEFOREONCHANGE},
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// Morph weights. TODO: Remove precomputation?
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{GE_CMD_MORPHWEIGHT0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE},
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{GE_CMD_MORPHWEIGHT1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE},
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{GE_CMD_MORPHWEIGHT2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE},
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{GE_CMD_MORPHWEIGHT3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE},
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{GE_CMD_MORPHWEIGHT4, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE},
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{GE_CMD_MORPHWEIGHT5, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE},
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{GE_CMD_MORPHWEIGHT6, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE},
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{GE_CMD_MORPHWEIGHT7, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE},
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// Control spline/bezier patches. Don't really require flushing as such, but meh.
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{GE_CMD_PATCHDIVISION, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_PATCHPRIMITIVE, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_PATCHFACING, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_PATCHCULLENABLE, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_VIEWPORTX1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_ViewportType},
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{GE_CMD_VIEWPORTY1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_ViewportType},
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{GE_CMD_VIEWPORTX2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_ViewportType},
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{GE_CMD_VIEWPORTY2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_ViewportType},
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{GE_CMD_VIEWPORTZ1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_DEPTHRANGE, &GLES_GPU::Execute_ViewportZType},
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{GE_CMD_VIEWPORTZ2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_DEPTHRANGE, &GLES_GPU::Execute_ViewportZType},
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{GE_CMD_REGION1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_Region},
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{GE_CMD_REGION2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_Region},
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{GE_CMD_SCISSOR1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_Scissor},
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{GE_CMD_SCISSOR2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_Scissor},
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// These dirty various vertex shader uniforms. Could embed information about that in this table and call dirtyuniform directly, hm...
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{GE_CMD_AMBIENTCOLOR, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_AMBIENT, &GLES_GPU::Execute_Ambient},
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{GE_CMD_AMBIENTALPHA, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_AMBIENT, &GLES_GPU::Execute_Ambient},
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{GE_CMD_MATERIALDIFFUSE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_MATDIFFUSE, &GLES_GPU::Execute_MaterialDiffuse},
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{GE_CMD_MATERIALEMISSIVE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_MATEMISSIVE, &GLES_GPU::Execute_MaterialEmissive},
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{GE_CMD_MATERIALAMBIENT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_MATAMBIENTALPHA, &GLES_GPU::Execute_MaterialAmbient},
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{GE_CMD_MATERIALALPHA, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_MATAMBIENTALPHA, &GLES_GPU::Execute_MaterialAmbient},
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{GE_CMD_MATERIALSPECULAR, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_MATSPECULAR, &GLES_GPU::Execute_MaterialSpecular},
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{GE_CMD_MATERIALSPECULARCOEF, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_MATSPECULAR, &GLES_GPU::Execute_MaterialSpecular},
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// These dirty uniforms, which could be table-ized to avoid execute.
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{GE_CMD_LX0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GLES_GPU::Execute_Light0Param},
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{GE_CMD_LY0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GLES_GPU::Execute_Light0Param},
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{GE_CMD_LZ0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GLES_GPU::Execute_Light0Param},
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{GE_CMD_LX1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GLES_GPU::Execute_Light1Param},
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{GE_CMD_LY1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GLES_GPU::Execute_Light1Param},
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{GE_CMD_LZ1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GLES_GPU::Execute_Light1Param},
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{GE_CMD_LX2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GLES_GPU::Execute_Light2Param},
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{GE_CMD_LY2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GLES_GPU::Execute_Light2Param},
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{GE_CMD_LZ2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GLES_GPU::Execute_Light2Param},
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{GE_CMD_LX3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GLES_GPU::Execute_Light3Param},
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{GE_CMD_LY3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GLES_GPU::Execute_Light3Param},
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{GE_CMD_LZ3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GLES_GPU::Execute_Light3Param},
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{GE_CMD_LDX0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GLES_GPU::Execute_Light0Param},
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{GE_CMD_LDY0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GLES_GPU::Execute_Light0Param},
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{GE_CMD_LDZ0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GLES_GPU::Execute_Light0Param},
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{GE_CMD_LDX1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GLES_GPU::Execute_Light1Param},
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{GE_CMD_LDY1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GLES_GPU::Execute_Light1Param},
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{GE_CMD_LDZ1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GLES_GPU::Execute_Light1Param},
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{GE_CMD_LDX2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GLES_GPU::Execute_Light2Param},
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{GE_CMD_LDY2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GLES_GPU::Execute_Light2Param},
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{GE_CMD_LDZ2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GLES_GPU::Execute_Light2Param},
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{GE_CMD_LDX3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GLES_GPU::Execute_Light3Param},
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{GE_CMD_LDY3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GLES_GPU::Execute_Light3Param},
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{GE_CMD_LDZ3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GLES_GPU::Execute_Light3Param},
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{GE_CMD_LKA0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GLES_GPU::Execute_Light0Param},
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{GE_CMD_LKB0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GLES_GPU::Execute_Light0Param},
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{GE_CMD_LKC0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GLES_GPU::Execute_Light0Param},
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{GE_CMD_LKA1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GLES_GPU::Execute_Light1Param},
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{GE_CMD_LKB1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GLES_GPU::Execute_Light1Param},
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{GE_CMD_LKC1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GLES_GPU::Execute_Light1Param},
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{GE_CMD_LKA2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GLES_GPU::Execute_Light2Param},
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{GE_CMD_LKB2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GLES_GPU::Execute_Light2Param},
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{GE_CMD_LKC2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GLES_GPU::Execute_Light2Param},
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{GE_CMD_LKA3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GLES_GPU::Execute_Light3Param},
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{GE_CMD_LKB3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GLES_GPU::Execute_Light3Param},
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{GE_CMD_LKC3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GLES_GPU::Execute_Light3Param},
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{GE_CMD_LKS0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GLES_GPU::Execute_Light0Param},
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{GE_CMD_LKS1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GLES_GPU::Execute_Light1Param},
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{GE_CMD_LKS2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT2, &GLES_GPU::Execute_Light2Param},
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{GE_CMD_LKS3, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT3, &GLES_GPU::Execute_Light3Param},
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{GE_CMD_LKO0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT0, &GLES_GPU::Execute_Light0Param},
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{GE_CMD_LKO1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_LIGHT1, &GLES_GPU::Execute_Light1Param},
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{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},
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},
307
{GE_CMD_CLIPENABLE, 0},
308
{GE_CMD_TEXFLUSH, 0},
309
{GE_CMD_TEXLODSLOPE, 0},
312
// These are just nop or part of other later commands.
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},
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?
336
// Changing the vertex type requires us to flush.
337
{GE_CMD_VERTEXTYPE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GLES_GPU::Execute_VertexType},
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},
342
// These two are actually processed in CMD_END.
343
{GE_CMD_SIGNAL, FLAG_FLUSHBEFORE},
344
{GE_CMD_FINISH, FLAG_FLUSHBEFORE},
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},
350
// We don't use the dither table.
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},
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},
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},
407
GLES_GPU::CommandInfo GLES_GPU::cmdInfo_[256];
411
UpdateVsyncInterval(true);
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_);
428
// Sanity check gstate
429
if ((int *)&gstate.transferstart - (int *)&gstate != 0xEA) {
430
ERROR_LOG(G3D, "gstate has drifted out of sync!");
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);
441
dupeCheck.insert(cmd);
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;
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);
456
// No need to flush before the tex scale/offset commands if we are baking
457
// the tex scale/offset into the vertices anyway.
461
BuildReportingInfo();
462
// Update again after init to be sure of any silly driver problems.
463
UpdateVsyncInterval(true);
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.
470
GLES_GPU::~GLES_GPU() {
471
framebufferManager_.DestroyAllFBOs();
472
shaderManager_->ClearCache(true);
473
depalShaderCache_.Clear();
474
fragmentTestCache_.Clear();
475
delete shaderManager_;
476
shaderManager_ = nullptr;
483
// Take the raw GL extension and versioning data and turn into feature flags.
484
void GLES_GPU::CheckGPUFeatures() {
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
491
features |= GPU_SUPPORTS_DUALSOURCE_BLEND;
495
if (gl_extensions.IsGLES) {
496
if (gl_extensions.GLES3)
497
features |= GPU_SUPPORTS_GLSL_ES_300;
499
if (gl_extensions.VersionGEThan(3, 3, 0))
500
features |= GPU_SUPPORTS_GLSL_330;
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;
515
if (gl_extensions.ARB_framebuffer_object || gl_extensions.EXT_framebuffer_object || gl_extensions.IsGLES) {
516
features |= GPU_SUPPORTS_FBO;
518
if (gl_extensions.ARB_framebuffer_object || gl_extensions.GLES3) {
519
features |= GPU_SUPPORTS_ARB_FRAMEBUFFER_BLIT;
521
if (gl_extensions.NV_framebuffer_blit) {
522
features |= GPU_SUPPORTS_NV_FRAMEBUFFER_BLIT;
526
if (!gl_extensions.IsGLES) {
527
// Urrgh, we don't even define FB_READFBOMEMORY_CPU on mobile
529
useCPU = g_Config.iRenderingMode == FB_READFBOMEMORY_CPU;
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) {
544
features |= GPU_PREFER_CPU_DOWNLOAD;
546
if ((gl_extensions.gpuVendor == GPU_VENDOR_NVIDIA) || (gl_extensions.gpuVendor == GPU_VENDOR_AMD))
547
features |= GPU_PREFER_REVERSE_COLOR_ORDER;
549
if (gl_extensions.OES_texture_npot)
550
features |= GPU_SUPPORTS_OES_TEXTURE_NPOT;
552
if (gl_extensions.EXT_unpack_subimage || !gl_extensions.IsGLES)
553
features |= GPU_SUPPORTS_UNPACK_SUBIMAGE;
555
if (gl_extensions.EXT_blend_minmax || gl_extensions.GLES3)
556
features |= GPU_SUPPORTS_BLEND_MINMAX;
558
if (!gl_extensions.IsGLES)
559
features |= GPU_SUPPORTS_LOGIC_OP;
561
if (gl_extensions.GLES3 || !gl_extensions.IsGLES)
562
features |= GPU_SUPPORTS_TEXTURE_LOD_CONTROL;
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;
570
// Arguably, we should turn off GPU_IS_MOBILE on like modern Tegras, etc.
571
features |= GPU_IS_MOBILE;
574
gstate_c.featureFlags = features;
577
// Let's avoid passing nulls into snprintf().
578
static const char *GetGLStringAlways(GLenum name) {
579
const GLubyte *value = glGetString(name);
582
return (const char *)value;
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);
594
snprintf(temp, sizeof(temp), "%s (%s %s), %s (extensions: %s)", glVersion, glVendor, glRenderer, glSlVersion, glExtensions);
595
reportingPrimaryInfo_ = glVendor;
596
reportingFullInfo_ = temp;
598
Reporting::UpdateConfig();
601
void GLES_GPU::DeviceLost() {
602
ILOG("GLES_GPU: DeviceLost");
603
// Should only be executed on the GL thread.
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();
614
UpdateVsyncInterval(true);
617
void GLES_GPU::InitClear() {
618
ScheduleEvent(GPU_EVENT_INIT_CLEAR);
621
void GLES_GPU::Reinitialize() {
622
GPUCommon::Reinitialize();
623
ScheduleEvent(GPU_EVENT_REINITIALIZE);
626
void GLES_GPU::ReinitializeInternal() {
627
textureCache_.Clear(true);
628
depalShaderCache_.Clear();
629
framebufferManager_.DestroyAllFBOs();
630
framebufferManager_.Resized();
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);
641
glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
644
void GLES_GPU::DumpNextFrame() {
645
dumpNextFrame_ = true;
648
void GLES_GPU::BeginFrame() {
649
ScheduleEvent(GPU_EVENT_BEGIN_FRAME);
652
inline void GLES_GPU::UpdateVsyncInterval(bool force) {
654
int desiredVSyncInterval = g_Config.bVSync ? 1 : 0;
655
if (PSP_CoreParameter().unthrottle) {
656
desiredVSyncInterval = 0;
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;
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);
672
GL_SwapInterval(desiredVSyncInterval);
674
lastVsync_ = desiredVSyncInterval;
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;
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;
692
if (g_Config.bSoftwareSkinning) {
693
cmdInfo_[GE_CMD_VERTEXTYPE].flags &= ~FLAG_FLUSHBEFOREONCHANGE;
694
cmdInfo_[GE_CMD_VERTEXTYPE].func = &GLES_GPU::Execute_VertexTypeSkinning;
696
cmdInfo_[GE_CMD_VERTEXTYPE].flags |= FLAG_FLUSHBEFOREONCHANGE;
697
cmdInfo_[GE_CMD_VERTEXTYPE].func = &GLES_GPU::Execute_VertexType;
701
void GLES_GPU::ReapplyGfxStateInternal() {
703
GPUCommon::ReapplyGfxStateInternal();
706
void GLES_GPU::BeginFrameInternal() {
710
transformDraw_.Resized();
712
UpdateVsyncInterval(resized_);
715
textureCache_.StartFrame();
716
transformDraw_.DecimateTrackedVertexArrays();
717
depalShaderCache_.Decimate();
718
fragmentTestCache_.Decimate();
720
if (dumpNextFrame_) {
721
NOTICE_LOG(G3D, "DUMPING THIS FRAME");
722
dumpThisFrame_ = true;
723
dumpNextFrame_ = false;
724
} else if (dumpThisFrame_) {
725
dumpThisFrame_ = false;
727
shaderManager_->DirtyShader();
729
// Not sure if this is really needed.
730
shaderManager_->DirtyUniform(DIRTY_ALL);
732
framebufferManager_.BeginFrame();
735
void GLES_GPU::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
736
host->GPUNotifyDisplay(framebuf, stride, format);
737
framebufferManager_.SetDisplayFramebuffer(framebuf, stride, format);
740
bool GLES_GPU::FramebufferDirty() {
741
if (ThreadEnabled()) {
742
// Allow it to process fully before deciding if it's dirty.
746
VirtualFramebuffer *vfb = framebufferManager_.GetDisplayVFB();
748
bool dirty = vfb->dirtyAfterDisplay;
749
vfb->dirtyAfterDisplay = false;
755
bool GLES_GPU::FramebufferReallyDirty() {
756
if (ThreadEnabled()) {
757
// Allow it to process fully before deciding if it's dirty.
761
VirtualFramebuffer *vfb = framebufferManager_.GetDisplayVFB();
763
bool dirty = vfb->reallyDirtyAfterDisplay;
764
vfb->reallyDirtyAfterDisplay = false;
770
void GLES_GPU::CopyDisplayToOutput() {
771
ScheduleEvent(GPU_EVENT_COPY_DISPLAY_TO_OUTPUT);
774
void GLES_GPU::CopyDisplayToOutputInternal() {
775
// Flush anything left over.
776
framebufferManager_.RebindFramebuffer();
777
transformDraw_.Flush();
779
shaderManager_->DirtyLastShader();
781
glstate.depthWrite.set(GL_TRUE);
782
glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
784
framebufferManager_.CopyDisplayToOutput();
785
framebufferManager_.EndFrame();
787
// If buffered, discard the depth buffer of the backbuffer. Don't even know if we need one.
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);
797
gstate_c.textureChanged = TEXCHANGE_UPDATED;
800
// Maybe should write this in ASM...
801
void GLES_GPU::FastRunLoop(DisplayList &list) {
802
PROFILE_THIS_SCOPE("gpuloop");
803
const CommandInfo *cmdInfo = cmdInfo_;
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();
816
gstate.cmdmem[cmd] = op; // TODO: no need to write if diff==0...
817
if ((cmdFlags & FLAG_EXECUTE) || (diff && (cmdFlags & FLAG_EXECUTEONCHANGE))) {
819
(this->*info.func)(op, diff);
827
void GLES_GPU::FinishDeferred() {
828
// This finishes reading any vertex data that is pending.
829
transformDraw_.FinishDeferred();
832
void GLES_GPU::ProcessEvent(GPUEvent ev) {
834
case GPU_EVENT_INIT_CLEAR:
838
case GPU_EVENT_BEGIN_FRAME:
839
BeginFrameInternal();
842
case GPU_EVENT_COPY_DISPLAY_TO_OUTPUT:
843
CopyDisplayToOutputInternal();
846
case GPU_EVENT_INVALIDATE_CACHE:
847
InvalidateCacheInternal(ev.invalidate_cache.addr, ev.invalidate_cache.size, ev.invalidate_cache.type);
850
case GPU_EVENT_FB_MEMCPY:
851
PerformMemoryCopyInternal(ev.fb_memcpy.dst, ev.fb_memcpy.src, ev.fb_memcpy.size);
854
case GPU_EVENT_FB_MEMSET:
855
PerformMemorySetInternal(ev.fb_memset.dst, ev.fb_memset.v, ev.fb_memset.size);
858
case GPU_EVENT_FB_STENCIL_UPLOAD:
859
PerformStencilUploadInternal(ev.fb_stencil_upload.dst, ev.fb_stencil_upload.size);
862
case GPU_EVENT_REINITIALIZE:
863
ReinitializeInternal();
867
GPUCommon::ProcessEvent(ev);
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 ================");
877
transformDraw_.Flush();
881
void GLES_GPU::PreExecuteOp(u32 op, u32 diff) {
882
CheckFlushOp(op >> 24, diff);
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);
894
void GLES_GPU::Execute_Vaddr(u32 op, u32 diff) {
895
gstate_c.vertexAddr = gstate_c.getRelativeAddress(op & 0x00FFFFFF);
898
void GLES_GPU::Execute_Iaddr(u32 op, u32 diff) {
899
gstate_c.indexAddr = gstate_c.getRelativeAddress(op & 0x00FFFFFF);
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.
906
u32 data = op & 0xFFFFFF;
907
u32 count = data & 0xFFFF;
908
GEPrimitiveType prim = static_cast<GEPrimitiveType>(data >> 16);
913
// Discard AA lines as we can't do anything that makes sense with these anyway. The SW plugin might, though.
915
if (gstate.isAntiAliasEnabled()) {
916
// Discard AA lines in DOA
917
if (prim == GE_PRIM_LINE_STRIP)
919
// Discard AA lines in Summon Night 5
920
if ((prim == GE_PRIM_LINES) && gstate.isSkinningEnabled())
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;
934
if (!Memory::IsValidAddress(gstate_c.vertexAddr)) {
935
ERROR_LOG_REPORT(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr);
939
void *verts = Memory::GetPointerUnchecked(gstate_c.vertexAddr);
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);
946
inds = Memory::GetPointerUnchecked(gstate_c.indexAddr);
949
#ifndef MOBILE_DEVICE
950
if (prim > GE_PRIM_RECTANGLES) {
951
ERROR_LOG_REPORT_ONCE(reportPrim, G3D, "Unexpected prim type: %d", prim);
956
transformDraw_.SubmitPrim(verts, inds, prim, count, gstate.vertType, &bytesRead);
958
int vertexCost = transformDraw_.EstimatePerVertexCost();
959
gpuStats.vertexGPUCycles += vertexCost * count;
960
cyclesExecuted += vertexCost * count;
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.
967
if ((gstate.vertType & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT)
969
gstate_c.indexAddr += count * indexSize;
971
gstate_c.vertexAddr += bytesRead;
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);
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) {
985
gstate.vertType ^= diff;
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;
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.
1007
if (!Memory::IsValidAddress(gstate_c.vertexAddr)) {
1008
ERROR_LOG_REPORT(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr);
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);
1019
indices = Memory::GetPointerUnchecked(gstate_c.indexAddr);
1022
if (gstate.getPatchPrimitiveType() == GE_PATCHPRIM_UNKNOWN) {
1023
ERROR_LOG_REPORT(G3D, "Unsupported patch primitive %x", gstate.getPatchPrimitiveType());
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);
1030
if (vertTypeIsSkinningEnabled(gstate.vertType)) {
1031
DEBUG_LOG_REPORT(G3D, "Bezier + skinning: %i", vertTypeGetNumBoneWeights(gstate.vertType));
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);
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.
1050
if (!Memory::IsValidAddress(gstate_c.vertexAddr)) {
1051
ERROR_LOG_REPORT(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr);
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);
1062
indices = Memory::GetPointerUnchecked(gstate_c.indexAddr);
1065
if (gstate.getPatchPrimitiveType() == GE_PATCHPRIM_UNKNOWN) {
1066
ERROR_LOG_REPORT(G3D, "Unsupported patch primitive %x", gstate.getPatchPrimitiveType());
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);
1073
if (vertTypeIsSkinningEnabled(gstate.vertType)) {
1074
DEBUG_LOG_REPORT(G3D, "Spline + skinning: %i", vertTypeGetNumBoneWeights(gstate.vertType));
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);
1088
void GLES_GPU::Execute_BoundingBox(u32 op, u32 diff) {
1089
// Just resetting, nothing to bound.
1090
const u32 data = op & 0x00FFFFFF;
1092
// TODO: Should this set the bboxResult? Let's set it true for now.
1093
currentList->bboxResult = true;
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;
1105
// Test if the bounding box is within the drawing region.
1106
currentList->bboxResult = transformDraw_.TestBoundingBox(control_points, data, gstate.vertType);
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;
1114
void GLES_GPU::Execute_Region(u32 op, u32 diff) {
1115
gstate_c.framebufChanged = true;
1116
gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY;
1119
void GLES_GPU::Execute_Scissor(u32 op, u32 diff) {
1120
gstate_c.framebufChanged = true;
1121
gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY;
1124
void GLES_GPU::Execute_FramebufType(u32 op, u32 diff) {
1125
gstate_c.framebufChanged = true;
1126
gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY;
1129
void GLES_GPU::Execute_ViewportType(u32 op, u32 diff) {
1130
gstate_c.framebufChanged = true;
1131
gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY;
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);
1140
void GLES_GPU::Execute_TexScaleU(u32 op, u32 diff) {
1141
gstate_c.uv.uScale = getFloat24(op);
1142
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
1145
void GLES_GPU::Execute_TexScaleV(u32 op, u32 diff) {
1146
gstate_c.uv.vScale = getFloat24(op);
1147
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
1150
void GLES_GPU::Execute_TexOffsetU(u32 op, u32 diff) {
1151
gstate_c.uv.uOff = getFloat24(op);
1152
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
1155
void GLES_GPU::Execute_TexOffsetV(u32 op, u32 diff) {
1156
gstate_c.uv.vOff = getFloat24(op);
1157
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
1160
void GLES_GPU::Execute_TexAddr0(u32 op, u32 diff) {
1161
gstate_c.textureChanged = TEXCHANGE_UPDATED;
1162
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
1165
void GLES_GPU::Execute_TexAddrN(u32 op, u32 diff) {
1166
gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY;
1169
void GLES_GPU::Execute_TexBufw0(u32 op, u32 diff) {
1170
gstate_c.textureChanged = TEXCHANGE_UPDATED;
1173
void GLES_GPU::Execute_TexBufwN(u32 op, u32 diff) {
1174
gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY;
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;
1189
void GLES_GPU::Execute_TexSizeN(u32 op, u32 diff) {
1190
gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY;
1193
void GLES_GPU::Execute_TexFormat(u32 op, u32 diff) {
1194
gstate_c.textureChanged = TEXCHANGE_UPDATED;
1197
void GLES_GPU::Execute_TexMapMode(u32 op, u32 diff) {
1198
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
1201
void GLES_GPU::Execute_TexParamType(u32 op, u32 diff) {
1202
gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY;
1205
void GLES_GPU::Execute_TexEnvColor(u32 op, u32 diff) {
1206
shaderManager_->DirtyUniform(DIRTY_TEXENV);
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.
1213
if (gstate.getTexLevelMode() == GE_TEXLEVEL_MODE_CONST) {
1214
gstate.texlevel ^= diff;
1216
gstate.texlevel ^= diff;
1219
gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY;
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.
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.
1233
void GLES_GPU::Execute_Ambient(u32 op, u32 diff) {
1234
shaderManager_->DirtyUniform(DIRTY_AMBIENT);
1237
void GLES_GPU::Execute_MaterialDiffuse(u32 op, u32 diff) {
1238
shaderManager_->DirtyUniform(DIRTY_MATDIFFUSE);
1241
void GLES_GPU::Execute_MaterialEmissive(u32 op, u32 diff) {
1242
shaderManager_->DirtyUniform(DIRTY_MATEMISSIVE);
1245
void GLES_GPU::Execute_MaterialAmbient(u32 op, u32 diff) {
1246
shaderManager_->DirtyUniform(DIRTY_MATAMBIENTALPHA);
1249
void GLES_GPU::Execute_MaterialSpecular(u32 op, u32 diff) {
1250
shaderManager_->DirtyUniform(DIRTY_MATSPECULAR);
1253
void GLES_GPU::Execute_Light0Param(u32 op, u32 diff) {
1254
shaderManager_->DirtyUniform(DIRTY_LIGHT0);
1257
void GLES_GPU::Execute_Light1Param(u32 op, u32 diff) {
1258
shaderManager_->DirtyUniform(DIRTY_LIGHT1);
1261
void GLES_GPU::Execute_Light2Param(u32 op, u32 diff) {
1262
shaderManager_->DirtyUniform(DIRTY_LIGHT2);
1265
void GLES_GPU::Execute_Light3Param(u32 op, u32 diff) {
1266
shaderManager_->DirtyUniform(DIRTY_LIGHT3);
1269
void GLES_GPU::Execute_FogColor(u32 op, u32 diff) {
1270
shaderManager_->DirtyUniform(DIRTY_FOGCOLOR);
1273
void GLES_GPU::Execute_FogCoef(u32 op, u32 diff) {
1274
shaderManager_->DirtyUniform(DIRTY_FOGCOEF);
1277
void GLES_GPU::Execute_ColorTestMask(u32 op, u32 diff) {
1278
shaderManager_->DirtyUniform(DIRTY_ALPHACOLORMASK);
1281
void GLES_GPU::Execute_AlphaTest(u32 op, u32 diff) {
1282
shaderManager_->DirtyUniform(DIRTY_ALPHACOLORREF);
1283
shaderManager_->DirtyUniform(DIRTY_ALPHACOLORMASK);
1286
void GLES_GPU::Execute_StencilTest(u32 op, u32 diff) {
1287
shaderManager_->DirtyUniform(DIRTY_STENCILREPLACEVALUE);
1290
void GLES_GPU::Execute_ColorRef(u32 op, u32 diff) {
1291
shaderManager_->DirtyUniform(DIRTY_ALPHACOLORREF);
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);
1301
while ((src[i] >> 24) == GE_CMD_WORLDMATRIXDATA) {
1302
const u32 newVal = src[i] << 8;
1303
if (dst[i] != newVal) {
1306
shaderManager_->DirtyUniform(DIRTY_WORLDMATRIX);
1313
const int count = i;
1314
gstate.worldmtxnum = (GE_CMD_WORLDMATRIXNUMBER << 24) | ((op + count) & 0xF);
1316
// Skip over the loaded data, it's done now.
1317
UpdatePC(currentList->pc, currentList->pc + count * 4);
1318
currentList->pc += count * 4;
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]) {
1327
((u32 *)gstate.worldMatrix)[num] = newVal;
1328
shaderManager_->DirtyUniform(DIRTY_WORLDMATRIX);
1331
gstate.worldmtxnum = (GE_CMD_WORLDMATRIXNUMBER << 24) | (num & 0xF);
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);
1341
while ((src[i] >> 24) == GE_CMD_VIEWMATRIXDATA) {
1342
const u32 newVal = src[i] << 8;
1343
if (dst[i] != newVal) {
1346
shaderManager_->DirtyUniform(DIRTY_VIEWMATRIX);
1353
const int count = i;
1354
gstate.viewmtxnum = (GE_CMD_VIEWMATRIXNUMBER << 24) | ((op + count) & 0xF);
1356
// Skip over the loaded data, it's done now.
1357
UpdatePC(currentList->pc, currentList->pc + count * 4);
1358
currentList->pc += count * 4;
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]) {
1367
((u32 *)gstate.viewMatrix)[num] = newVal;
1368
shaderManager_->DirtyUniform(DIRTY_VIEWMATRIX);
1371
gstate.viewmtxnum = (GE_CMD_VIEWMATRIXNUMBER << 24) | (num & 0xF);
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);
1381
while ((src[i] >> 24) == GE_CMD_PROJMATRIXDATA) {
1382
const u32 newVal = src[i] << 8;
1383
if (dst[i] != newVal) {
1386
shaderManager_->DirtyUniform(DIRTY_PROJMATRIX);
1393
const int count = i;
1394
gstate.projmtxnum = (GE_CMD_PROJMATRIXNUMBER << 24) | ((op + count) & 0xF);
1396
// Skip over the loaded data, it's done now.
1397
UpdatePC(currentList->pc, currentList->pc + count * 4);
1398
currentList->pc += count * 4;
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]) {
1407
((u32 *)gstate.projMatrix)[num] = newVal;
1408
shaderManager_->DirtyUniform(DIRTY_PROJMATRIX);
1411
gstate.projmtxnum = (GE_CMD_PROJMATRIXNUMBER << 24) | (num & 0xF);
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);
1421
while ((src[i] >> 24) == GE_CMD_TGENMATRIXDATA) {
1422
const u32 newVal = src[i] << 8;
1423
if (dst[i] != newVal) {
1426
shaderManager_->DirtyUniform(DIRTY_TEXMATRIX);
1433
const int count = i;
1434
gstate.texmtxnum = (GE_CMD_TGENMATRIXNUMBER << 24) | ((op + count) & 0xF);
1436
// Skip over the loaded data, it's done now.
1437
UpdatePC(currentList->pc, currentList->pc + count * 4);
1438
currentList->pc += count * 4;
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]) {
1447
((u32 *)gstate.tgenMatrix)[num] = newVal;
1448
shaderManager_->DirtyUniform(DIRTY_TEXMATRIX);
1451
gstate.texmtxnum = (GE_CMD_TGENMATRIXNUMBER << 24) | (num & 0xF);
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);
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) {
1474
const int numPlusCount = (op & 0x7F) + i;
1475
for (int num = op & 0x7F; num < numPlusCount; num += 12) {
1476
shaderManager_->DirtyUniform(DIRTY_BONEMATRIX0 << (num / 12));
1479
while ((src[i] >> 24) == GE_CMD_BONEMATRIXDATA) {
1480
dst[i] = src[i] << 8;
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);
1492
const int count = i;
1493
gstate.boneMatrixNumber = (GE_CMD_BONEMATRIXNUMBER << 24) | ((op + count) & 0x7F);
1495
// Skip over the loaded data, it's done now.
1496
UpdatePC(currentList->pc, currentList->pc + count * 4);
1497
currentList->pc += count * 4;
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) {
1508
shaderManager_->DirtyUniform(DIRTY_BONEMATRIX0 << (num / 12));
1510
gstate_c.deferredVertTypeDirty |= DIRTY_BONEMATRIX0 << (num / 12);
1512
((u32 *)gstate.boneMatrix)[num] = newVal;
1515
gstate.boneMatrixNumber = (GE_CMD_BONEMATRIXNUMBER << 24) | (num & 0x7F);
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);
1524
// Fixes Gran Turismo's funky text issue, since it overwrites the current texture.
1525
gstate_c.textureChanged = TEXCHANGE_UPDATED;
1528
void GLES_GPU::Execute_Generic(u32 op, u32 diff) {
1530
u32 data = op & 0xFFFFFF;
1532
// Handle control and drawing commands here directly. The others we delegate.
1538
Execute_Vaddr(op, diff);
1542
Execute_Iaddr(op, diff);
1546
Execute_Prim(op, diff);
1549
// The arrow and other rotary items in Puzbob are bezier patches, strangely enough.
1551
Execute_Bezier(op, diff);
1555
Execute_Spline(op, diff);
1558
case GE_CMD_BOUNDINGBOX:
1559
Execute_BoundingBox(op, diff);
1562
case GE_CMD_VERTEXTYPE:
1563
Execute_VertexType(op, diff);
1566
case GE_CMD_REGION1:
1567
case GE_CMD_REGION2:
1568
Execute_Region(op, diff);
1571
case GE_CMD_CLIPENABLE:
1572
//we always clip, this is opengl
1575
case GE_CMD_CULLFACEENABLE:
1579
case GE_CMD_TEXTUREMAPENABLE:
1580
// Don't need to dirty the texture here, already dirtied at list start/etc.
1583
case GE_CMD_LIGHTINGENABLE:
1586
case GE_CMD_FOGCOLOR:
1587
Execute_FogColor(op, diff);
1592
Execute_FogCoef(op, diff);
1595
case GE_CMD_FOGENABLE:
1598
case GE_CMD_DITHERENABLE:
1601
case GE_CMD_OFFSETX:
1604
case GE_CMD_OFFSETY:
1607
case GE_CMD_TEXSCALEU:
1608
Execute_TexScaleU(op, diff);
1611
case GE_CMD_TEXSCALEV:
1612
Execute_TexScaleV(op, diff);
1615
case GE_CMD_TEXOFFSETU:
1616
Execute_TexOffsetU(op, diff);
1619
case GE_CMD_TEXOFFSETV:
1620
Execute_TexOffsetV(op, diff);
1623
case GE_CMD_SCISSOR1:
1624
case GE_CMD_SCISSOR2:
1625
Execute_Scissor(op, diff);
1633
case GE_CMD_FRAMEBUFPTR:
1634
case GE_CMD_FRAMEBUFWIDTH:
1635
case GE_CMD_FRAMEBUFPIXFORMAT:
1636
Execute_FramebufType(op, diff);
1639
case GE_CMD_TEXADDR0:
1640
Execute_TexAddr0(op, diff);
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);
1653
case GE_CMD_TEXBUFWIDTH0:
1654
Execute_TexBufw0(op, diff);
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);
1667
case GE_CMD_CLUTFORMAT:
1668
Execute_ClutFormat(op, diff);
1671
case GE_CMD_CLUTADDR:
1672
case GE_CMD_CLUTADDRUPPER:
1673
// Hm, LOADCLUT actually changes the CLUT so no need to dirty here.
1676
case GE_CMD_LOADCLUT:
1677
Execute_LoadClut(op, diff);
1680
case GE_CMD_TEXMAPMODE:
1681
Execute_TexMapMode(op, diff);
1684
case GE_CMD_TEXSHADELS:
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:
1695
case GE_CMD_TRANSFERSIZE:
1698
case GE_CMD_TRANSFERSTART: // Orphis calls this TRXKICK
1699
Execute_BlockTransferStart(op, diff);
1702
case GE_CMD_TEXSIZE0:
1703
Execute_TexSize0(op, diff);
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);
1716
case GE_CMD_ZBUFPTR:
1717
case GE_CMD_ZBUFWIDTH:
1720
case GE_CMD_AMBIENTCOLOR:
1721
case GE_CMD_AMBIENTALPHA:
1722
Execute_Ambient(op, diff);
1725
case GE_CMD_MATERIALDIFFUSE:
1726
Execute_MaterialDiffuse(op, diff);
1729
case GE_CMD_MATERIALEMISSIVE:
1730
Execute_MaterialEmissive(op, diff);
1733
case GE_CMD_MATERIALAMBIENT:
1734
case GE_CMD_MATERIALALPHA:
1735
Execute_MaterialAmbient(op, diff);
1738
case GE_CMD_MATERIALSPECULAR:
1739
case GE_CMD_MATERIALSPECULARCOEF:
1740
Execute_MaterialSpecular(op, diff);
1743
case GE_CMD_LIGHTTYPE0:
1744
case GE_CMD_LIGHTTYPE1:
1745
case GE_CMD_LIGHTTYPE2:
1746
case GE_CMD_LIGHTTYPE3:
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")
1757
Execute_Light0Param(op, diff);
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:
1767
Execute_Light1Param(op, diff);
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:
1777
Execute_Light2Param(op, diff);
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:
1787
Execute_Light3Param(op, diff);
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);
1799
case GE_CMD_LIGHTENABLE0:
1800
case GE_CMD_LIGHTENABLE1:
1801
case GE_CMD_LIGHTENABLE2:
1802
case GE_CMD_LIGHTENABLE3:
1805
case GE_CMD_SHADEMODE:
1808
case GE_CMD_PATCHDIVISION:
1809
case GE_CMD_PATCHPRIMITIVE:
1810
case GE_CMD_PATCHFACING:
1814
case GE_CMD_MATERIALUPDATE:
1817
//////////////////////////////////////////////////////////////////
1819
//////////////////////////////////////////////////////////////////
1820
case GE_CMD_CLEARMODE:
1823
//////////////////////////////////////////////////////////////////
1825
//////////////////////////////////////////////////////////////////
1826
case GE_CMD_ALPHABLENDENABLE:
1827
case GE_CMD_BLENDMODE:
1830
case GE_CMD_BLENDFIXEDA:
1831
case GE_CMD_BLENDFIXEDB:
1834
case GE_CMD_ALPHATESTENABLE:
1835
case GE_CMD_COLORTESTENABLE:
1836
// They are done in the fragment shader.
1839
case GE_CMD_COLORTEST:
1842
case GE_CMD_COLORTESTMASK:
1843
Execute_ColorTestMask(op, diff);
1846
case GE_CMD_ALPHATEST:
1847
Execute_AlphaTest(op, diff);
1850
case GE_CMD_COLORREF:
1851
Execute_ColorRef(op, diff);
1854
case GE_CMD_TEXENVCOLOR:
1855
Execute_TexEnvColor(op, diff);
1858
case GE_CMD_TEXFUNC:
1859
case GE_CMD_TEXFLUSH:
1862
case GE_CMD_TEXFORMAT:
1863
Execute_TexFormat(op, diff);
1866
case GE_CMD_TEXMODE:
1867
case GE_CMD_TEXFILTER:
1868
case GE_CMD_TEXWRAP:
1869
Execute_TexParamType(op, diff);
1872
//////////////////////////////////////////////////////////////////
1874
//////////////////////////////////////////////////////////////////
1876
case GE_CMD_ZTESTENABLE:
1878
case GE_CMD_ZWRITEDISABLE:
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);
1898
case GE_CMD_WORLDMATRIXNUMBER:
1899
Execute_WorldMtxNum(op, diff);
1902
case GE_CMD_WORLDMATRIXDATA:
1903
Execute_WorldMtxData(op, diff);
1906
case GE_CMD_VIEWMATRIXNUMBER:
1907
Execute_ViewMtxNum(op, diff);
1910
case GE_CMD_VIEWMATRIXDATA:
1911
Execute_ViewMtxData(op, diff);
1914
case GE_CMD_PROJMATRIXNUMBER:
1915
Execute_ProjMtxNum(op, diff);
1918
case GE_CMD_PROJMATRIXDATA:
1919
Execute_ProjMtxData(op, diff);
1922
case GE_CMD_TGENMATRIXNUMBER:
1923
Execute_TgenMtxNum(op, diff);
1926
case GE_CMD_TGENMATRIXDATA:
1927
Execute_TgenMtxData(op, diff);
1930
case GE_CMD_BONEMATRIXNUMBER:
1931
Execute_BoneMtxNum(op, diff);
1934
case GE_CMD_BONEMATRIXDATA:
1935
Execute_BoneMtxData(op, diff);
1938
#ifndef MOBILE_DEVICE
1939
case GE_CMD_ANTIALIASENABLE:
1941
WARN_LOG_REPORT_ONCE(antiAlias, G3D, "Unsupported antialias enabled: %06x", data);
1944
case GE_CMD_TEXLODSLOPE:
1946
WARN_LOG_REPORT_ONCE(texLodSlope, G3D, "Unsupported texture lod slope: %06x", data);
1950
case GE_CMD_TEXLEVEL:
1951
Execute_TexLevel(op, diff);
1954
//////////////////////////////////////////////////////////////////
1956
//////////////////////////////////////////////////////////////////
1958
case GE_CMD_STENCILTEST:
1959
Execute_StencilTest(op, diff);
1962
case GE_CMD_STENCILTESTENABLE:
1963
case GE_CMD_STENCILOP:
1966
case GE_CMD_MASKRGB:
1967
case GE_CMD_MASKALPHA:
1970
case GE_CMD_REVERSENORMAL:
1975
WARN_LOG_REPORT_ONCE(vscx, G3D, "Unsupported Vertex Screen Coordinate X : %06x", data);
1980
WARN_LOG_REPORT_ONCE(vscy, G3D, "Unsupported Vertex Screen Coordinate Y : %06x", data);
1985
WARN_LOG_REPORT_ONCE(vscz, G3D, "Unsupported Vertex Screen Coordinate Z : %06x", data);
1990
WARN_LOG_REPORT_ONCE(vtcs, G3D, "Unsupported Vertex Texture Coordinate S : %06x", data);
1995
WARN_LOG_REPORT_ONCE(vtct, G3D, "Unsupported Vertex Texture Coordinate T : %06x", data);
2000
WARN_LOG_REPORT_ONCE(vtcq, G3D, "Unsupported Vertex Texture Coordinate Q : %06x", data);
2005
WARN_LOG_REPORT_ONCE(vcv, G3D, "Unsupported Vertex Color Value : %06x", data);
2010
WARN_LOG_REPORT_ONCE(vap, G3D, "Unsupported Vertex Alpha and Primitive : %06x", data);
2015
WARN_LOG_REPORT_ONCE(vfc, G3D, "Unsupported Vertex Fog Coefficient : %06x", data);
2020
WARN_LOG_REPORT_ONCE(vscv, G3D, "Unsupported Vertex Secondary Color Value : %06x", data);
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:
2047
WARN_LOG_REPORT_ONCE(unknowncmd, G3D, "Unknown GE command : %08x ", op);
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?
2055
GPUCommon::ExecuteOp(op, diff);
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);
2068
if (!g_Config.bSoftwareSkinning || (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) != 0) {
2070
shaderManager_->DirtyUniform(uniformsToDirty);
2072
gstate_c.deferredVertTypeDirty |= uniformsToDirty;
2074
gstate.FastLoadBoneMatrix(target);
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();
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.
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
2095
u32 srcBasePtr = gstate.getTransferSrcAddress();
2096
u32 srcStride = gstate.getTransferSrcStride();
2098
u32 dstBasePtr = gstate.getTransferDstAddress();
2099
u32 dstStride = gstate.getTransferDstStride();
2101
int srcX = gstate.getTransferSrcX();
2102
int srcY = gstate.getTransferSrcY();
2104
int dstX = gstate.getTransferDstX();
2105
int dstY = gstate.getTransferDstY();
2107
int width = gstate.getTransferWidth();
2108
int height = gstate.getTransferHeight();
2110
int bpp = gstate.getTransferBpp();
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);
2114
if (!Memory::IsValidAddress(srcBasePtr)) {
2115
ERROR_LOG_REPORT(G3D, "BlockTransfer: Bad source transfer address %08x!", srcBasePtr);
2119
if (!Memory::IsValidAddress(dstBasePtr)) {
2120
ERROR_LOG_REPORT(G3D, "BlockTransfer: Bad destination transfer address %08x!", dstBasePtr);
2124
// Check that the last address of both source and dest are valid addresses
2126
u32 srcLastAddr = srcBasePtr + ((height - 1 + srcY) * srcStride + (srcX + width - 1)) * bpp;
2127
u32 dstLastAddr = dstBasePtr + ((height - 1 + dstY) * dstStride + (dstX + width - 1)) * bpp;
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);
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);
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);
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;
2155
const u8 *src = Memory::GetPointerUnchecked(srcLineStartAddr);
2156
u8 *dst = Memory::GetPointerUnchecked(dstLineStartAddr);
2157
memcpy(dst, src, width * bpp);
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);
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);
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;
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;
2182
void GLES_GPU::InvalidateCacheInternal(u32 addr, int size, GPUInvalidationType type) {
2184
textureCache_.Invalidate(addr, size, type);
2186
textureCache_.InvalidateAll(type);
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);
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);
2205
InvalidateCache(dest, size, GPU_INVALIDATE_HINT);
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);
2214
void GLES_GPU::PerformStencilUploadInternal(u32 dest, int size) {
2215
framebufferManager_.NotifyStencilUpload(dest, size);
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;
2228
// This is a memcpy, so we need to wait for it to complete.
2231
PerformMemoryCopyInternal(dest, src, size);
2236
InvalidateCache(dest, size, GPU_INVALIDATE_HINT);
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);
2245
if (IsOnSeparateCPUThread()) {
2246
GPUEvent ev(GPU_EVENT_FB_MEMSET);
2247
ev.fb_memset.dst = dest;
2249
ev.fb_memset.size = size;
2252
// We don't need to wait for the framebuffer to be updated.
2254
PerformMemorySetInternal(dest, v, size);
2259
// Or perhaps a texture, let's invalidate.
2260
InvalidateCache(dest, size, GPU_INVALIDATE_HINT);
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);
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);
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;
2290
PerformStencilUploadInternal(dest, size);
2297
void GLES_GPU::ClearCacheNextFrame() {
2298
textureCache_.ClearNextFrame();
2301
void GLES_GPU::Resized() {
2303
framebufferManager_.Resized();
2306
void GLES_GPU::ClearShaderCache() {
2307
shaderManager_->ClearCache(true);
2310
void GLES_GPU::CleanupBeforeUI() {
2311
// Clear any enabled vertex arrays.
2312
shaderManager_->DirtyLastShader();
2313
glstate.arrayBuffer.bind(0);
2314
glstate.elementArrayBuffer.bind(0);
2317
std::vector<FramebufferInfo> GLES_GPU::GetFramebufferList() {
2318
return framebufferManager_.GetFramebufferList();
2321
void GLES_GPU::DoState(PointerWrap &p) {
2322
GPUCommon::DoState(p);
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();
2332
gstate_c.textureChanged = TEXCHANGE_UPDATED;
2333
framebufferManager_.DestroyAllFBOs();
2334
shaderManager_->ClearCache(true);
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);
2345
bool GLES_GPU::GetCurrentDepthbuffer(GPUDebugBuffer &buffer) {
2346
u32 fb_address = gstate.getFrameBufRawAddress();
2347
int fb_stride = gstate.FrameBufStride();
2349
u32 z_address = gstate.getDepthBufRawAddress();
2350
int z_stride = gstate.DepthBufStride();
2352
return framebufferManager_.GetDepthbuffer(fb_address, fb_stride, z_address, z_stride, buffer);
2355
bool GLES_GPU::GetCurrentStencilbuffer(GPUDebugBuffer &buffer) {
2356
u32 fb_address = gstate.getFrameBufRawAddress();
2357
int fb_stride = gstate.FrameBufStride();
2359
return framebufferManager_.GetStencilbuffer(fb_address, fb_stride, buffer);
2362
bool GLES_GPU::GetCurrentTexture(GPUDebugBuffer &buffer, int level) {
2363
if (!gstate.isTextureMapEnabled()) {
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];
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);
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());
2398
bool GLES_GPU::GetDisplayFramebuffer(GPUDebugBuffer &buffer) {
2399
return FramebufferManager::GetDisplayFramebuffer(buffer);
2402
bool GLES_GPU::GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices) {
2403
return transformDraw_.GetCurrentSimpleVertices(count, vertices, indices);
2406
bool GLES_GPU::DescribeCodePtr(const u8 *ptr, std::string &name) {
2407
if (transformDraw_.IsCodePtrVertexDecoder(ptr)) {
2408
name = "VertexDecoderJit";