1 // Copyright (c) 2012- PPSSPP Project.
2 
3 // This program is free software: you can redistribute it and/or modify
4 // it under the terms of the GNU General Public License as published by
5 // the Free Software Foundation, version 2.0 or later versions.
6 
7 // This program is distributed in the hope that it will be useful,
8 // but WITHOUT ANY WARRANTY; without even the implied warranty of
9 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
10 // GNU General Public License 2.0 for more details.
11 
12 // A copy of the GPL 2.0 should have been included with the program.
13 // If not, see http://www.gnu.org/licenses/
14 
15 // Official git repository and contact information can be found at
16 // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
17 
18 #include "Common/Profiler/Profiler.h"
19 #include "Common/Data/Text/I18n.h"
20 
21 #include "Common/Log.h"
22 #include "Common/Serialize/Serializer.h"
23 #include "Common/File/FileUtil.h"
24 #include "Common/GraphicsContext.h"
25 
26 #include "Core/Config.h"
27 #include "Core/Debugger/Breakpoints.h"
28 #include "Core/MemMapHelpers.h"
29 #include "Core/Host.h"
30 #include "Core/Config.h"
31 #include "Core/Reporting.h"
32 #include "Core/System.h"
33 #include "Core/ELF/ParamSFO.h"
34 
35 #include "GPU/GPUState.h"
36 #include "GPU/ge_constants.h"
37 #include "GPU/GeDisasm.h"
38 #include "GPU/Common/FramebufferManagerCommon.h"
39 #include "GPU/Debugger/Debugger.h"
40 #include "GPU/GLES/ShaderManagerGLES.h"
41 #include "GPU/GLES/GPU_GLES.h"
42 #include "GPU/GLES/FramebufferManagerGLES.h"
43 #include "GPU/GLES/DrawEngineGLES.h"
44 #include "GPU/GLES/TextureCacheGLES.h"
45 
46 #include "Core/MIPS/MIPS.h"
47 #include "Core/HLE/sceKernelThread.h"
48 #include "Core/HLE/sceKernelInterrupt.h"
49 #include "Core/HLE/sceGe.h"
50 
51 #ifdef _WIN32
52 #include "Windows/GPU/WindowsGLContext.h"
53 #endif
54 
GPU_GLES(GraphicsContext * gfxCtx,Draw::DrawContext * draw)55 GPU_GLES::GPU_GLES(GraphicsContext *gfxCtx, Draw::DrawContext *draw)
56 	: GPUCommon(gfxCtx, draw), depalShaderCache_(draw), drawEngine_(draw), fragmentTestCache_(draw) {
57 	UpdateVsyncInterval(true);
58 	CheckGPUFeatures();
59 
60 	GLRenderManager *render = (GLRenderManager *)draw->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
61 
62 	shaderManagerGL_ = new ShaderManagerGLES(draw);
63 	framebufferManagerGL_ = new FramebufferManagerGLES(draw, render);
64 	framebufferManager_ = framebufferManagerGL_;
65 	textureCacheGL_ = new TextureCacheGLES(draw);
66 	textureCache_ = textureCacheGL_;
67 	drawEngineCommon_ = &drawEngine_;
68 	shaderManager_ = shaderManagerGL_;
69 	drawEngineCommon_ = &drawEngine_;
70 
71 	drawEngine_.SetShaderManager(shaderManagerGL_);
72 	drawEngine_.SetTextureCache(textureCacheGL_);
73 	drawEngine_.SetFramebufferManager(framebufferManagerGL_);
74 	drawEngine_.SetFragmentTestCache(&fragmentTestCache_);
75 	drawEngine_.Init();
76 	framebufferManagerGL_->SetTextureCache(textureCacheGL_);
77 	framebufferManagerGL_->SetShaderManager(shaderManagerGL_);
78 	framebufferManagerGL_->SetDrawEngine(&drawEngine_);
79 	framebufferManagerGL_->Init();
80 	depalShaderCache_.Init();
81 	textureCacheGL_->SetFramebufferManager(framebufferManagerGL_);
82 	textureCacheGL_->SetDepalShaderCache(&depalShaderCache_);
83 	textureCacheGL_->SetShaderManager(shaderManagerGL_);
84 	textureCacheGL_->SetDrawEngine(&drawEngine_);
85 	fragmentTestCache_.SetTextureCache(textureCacheGL_);
86 
87 	// Sanity check gstate
88 	if ((int *)&gstate.transferstart - (int *)&gstate != 0xEA) {
89 		ERROR_LOG(G3D, "gstate has drifted out of sync!");
90 	}
91 
92 	// No need to flush before the tex scale/offset commands if we are baking
93 	// the tex scale/offset into the vertices anyway.
94 
95 	UpdateCmdInfo();
96 
97 	BuildReportingInfo();
98 	// Update again after init to be sure of any silly driver problems.
99 	UpdateVsyncInterval(true);
100 
101 	textureCacheGL_->NotifyConfigChanged();
102 
103 	// Load shader cache.
104 	std::string discID = g_paramSFO.GetDiscID();
105 	if (discID.size()) {
106 		File::CreateFullPath(GetSysDirectory(DIRECTORY_APP_CACHE));
107 		shaderCachePath_ = GetSysDirectory(DIRECTORY_APP_CACHE) / (discID + ".glshadercache");
108 		// Actually precompiled by IsReady() since we're single-threaded.
109 		shaderManagerGL_->Load(shaderCachePath_);
110 	}
111 
112 	if (g_Config.bHardwareTessellation) {
113 		// Disable hardware tessellation if device is unsupported.
114 		if (!drawEngine_.SupportsHWTessellation()) {
115 			ERROR_LOG(G3D, "Hardware Tessellation is unsupported, falling back to software tessellation");
116 			auto gr = GetI18NCategory("Graphics");
117 			host->NotifyUserMessage(gr->T("Turn off Hardware Tessellation - unsupported"), 2.5f, 0xFF3030FF);
118 		}
119 	}
120 }
121 
~GPU_GLES()122 GPU_GLES::~GPU_GLES() {
123 	if (draw_) {
124 		GLRenderManager *render = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
125 		render->Wipe();
126 	}
127 
128 	// If we're here during app shutdown (exiting the Windows app in-game, for example)
129 	// everything should already be cleared since DeviceLost has been run.
130 
131 	if (shaderCachePath_.Valid() && draw_) {
132 		shaderManagerGL_->Save(shaderCachePath_);
133 	}
134 
135 	framebufferManagerGL_->DestroyAllFBOs();
136 	shaderManagerGL_->ClearCache(true);
137 	depalShaderCache_.Clear();
138 	fragmentTestCache_.Clear();
139 
140 	delete shaderManagerGL_;
141 	shaderManagerGL_ = nullptr;
142 	delete framebufferManagerGL_;
143 	delete textureCacheGL_;
144 }
145 
146 // Take the raw GL extension and versioning data and turn into feature flags.
CheckGPUFeatures()147 void GPU_GLES::CheckGPUFeatures() {
148 	u32 features = 0;
149 
150 	features |= GPU_SUPPORTS_16BIT_FORMATS;
151 
152 	if (!draw_->GetBugs().Has(Draw::Bugs::BROKEN_NAN_IN_CONDITIONAL)) {
153 		if (!PSP_CoreParameter().compat.flags().DisableRangeCulling) {
154 			features |= GPU_SUPPORTS_VS_RANGE_CULLING;
155 		}
156 	}
157 
158 	if (gl_extensions.ARB_blend_func_extended || gl_extensions.EXT_blend_func_extended) {
159 		if (!g_Config.bVendorBugChecksEnabled || !draw_->GetBugs().Has(Draw::Bugs::DUAL_SOURCE_BLENDING_BROKEN)) {
160 			features |= GPU_SUPPORTS_DUALSOURCE_BLEND;
161 		}
162 	}
163 
164 	if (gl_extensions.IsGLES) {
165 		if (gl_extensions.GLES3) {
166 			features |= GPU_SUPPORTS_GLSL_ES_300;
167 			// Mali reports 30 but works fine...
168 			if (gl_extensions.range[1][5][1] >= 30) {
169 				features |= GPU_SUPPORTS_32BIT_INT_FSHADER;
170 			}
171 		}
172 	} else {
173 		if (gl_extensions.VersionGEThan(3, 3, 0)) {
174 			features |= GPU_SUPPORTS_GLSL_330;
175 			features |= GPU_SUPPORTS_32BIT_INT_FSHADER;
176 		}
177 	}
178 
179 	if (gl_extensions.EXT_shader_framebuffer_fetch || gl_extensions.ARM_shader_framebuffer_fetch) {
180 		// This has caused problems in the past.  Let's only enable on GLES3.
181 		if (features & GPU_SUPPORTS_GLSL_ES_300) {
182 			features |= GPU_SUPPORTS_ANY_FRAMEBUFFER_FETCH;
183 		}
184 	}
185 
186 	if (gl_extensions.ARB_framebuffer_object || gl_extensions.NV_framebuffer_blit || gl_extensions.GLES3) {
187 		features |= GPU_SUPPORTS_FRAMEBUFFER_BLIT | GPU_SUPPORTS_FRAMEBUFFER_BLIT_TO_DEPTH;
188 	}
189 
190 	if ((gl_extensions.gpuVendor == GPU_VENDOR_NVIDIA) || (gl_extensions.gpuVendor == GPU_VENDOR_AMD))
191 		features |= GPU_PREFER_REVERSE_COLOR_ORDER;
192 
193 	if (gl_extensions.OES_texture_npot)
194 		features |= GPU_SUPPORTS_TEXTURE_NPOT;
195 
196 	if (gl_extensions.EXT_blend_minmax)
197 		features |= GPU_SUPPORTS_BLEND_MINMAX;
198 
199 	if (gl_extensions.OES_copy_image || gl_extensions.NV_copy_image || gl_extensions.EXT_copy_image || gl_extensions.ARB_copy_image)
200 		features |= GPU_SUPPORTS_COPY_IMAGE;
201 
202 	if (!gl_extensions.IsGLES)
203 		features |= GPU_SUPPORTS_LOGIC_OP;
204 
205 	if (gl_extensions.GLES3 || !gl_extensions.IsGLES)
206 		features |= GPU_SUPPORTS_TEXTURE_LOD_CONTROL;
207 
208 	if (gl_extensions.EXT_texture_filter_anisotropic)
209 		features |= GPU_SUPPORTS_ANISOTROPY;
210 
211 	bool canUseInstanceID = gl_extensions.EXT_draw_instanced || gl_extensions.ARB_draw_instanced;
212 	bool canDefInstanceID = gl_extensions.IsGLES || gl_extensions.EXT_gpu_shader4 || gl_extensions.VersionGEThan(3, 1);
213 	bool instanceRendering = gl_extensions.GLES3 || (canUseInstanceID && canDefInstanceID);
214 	if (instanceRendering)
215 		features |= GPU_SUPPORTS_INSTANCE_RENDERING;
216 
217 	int maxVertexTextureImageUnits = gl_extensions.maxVertexTextureUnits;
218 	if (maxVertexTextureImageUnits >= 3) // At least 3 for hardware tessellation
219 		features |= GPU_SUPPORTS_VERTEX_TEXTURE_FETCH;
220 
221 	if (gl_extensions.ARB_texture_float || gl_extensions.OES_texture_float)
222 		features |= GPU_SUPPORTS_TEXTURE_FLOAT;
223 
224 	if (draw_->GetDeviceCaps().depthClampSupported) {
225 		features |= GPU_SUPPORTS_DEPTH_CLAMP | GPU_SUPPORTS_ACCURATE_DEPTH;
226 		// Our implementation of depth texturing needs simple Z range, so can't
227 		// use the extension hacks (yet).
228 		if (gl_extensions.GLES3)
229 			features |= GPU_SUPPORTS_DEPTH_TEXTURE;
230 	}
231 
232 	// If we already have a 16-bit depth buffer, we don't need to round.
233 	bool prefer24 = draw_->GetDeviceCaps().preferredDepthBufferFormat == Draw::DataFormat::D24_S8;
234 	if (prefer24) {
235 		if (!g_Config.bHighQualityDepth && (features & GPU_SUPPORTS_ACCURATE_DEPTH) != 0) {
236 			features |= GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT;
237 		} else if (PSP_CoreParameter().compat.flags().PixelDepthRounding) {
238 			if (!gl_extensions.IsGLES || gl_extensions.GLES3) {
239 				// Use fragment rounding on desktop and GLES3, most accurate.
240 				features |= GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT;
241 			} else if (prefer24 && (features & GPU_SUPPORTS_ACCURATE_DEPTH) != 0) {
242 				// Here we can simulate a 16 bit depth buffer by scaling.
243 				// Note that the depth buffer is fixed point, not floating, so dividing by 256 is pretty good.
244 				features |= GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT;
245 			} else {
246 				// At least do vertex rounding if nothing else.
247 				features |= GPU_ROUND_DEPTH_TO_16BIT;
248 			}
249 		} else if (PSP_CoreParameter().compat.flags().VertexDepthRounding) {
250 			features |= GPU_ROUND_DEPTH_TO_16BIT;
251 		}
252 	}
253 
254 	// The Phantasy Star hack :(
255 	if (PSP_CoreParameter().compat.flags().DepthRangeHack && (features & GPU_SUPPORTS_ACCURATE_DEPTH) == 0) {
256 		features |= GPU_USE_DEPTH_RANGE_HACK;
257 	}
258 
259 	if (PSP_CoreParameter().compat.flags().ClearToRAM) {
260 		features |= GPU_USE_CLEAR_RAM_HACK;
261 	}
262 
263 	gstate_c.featureFlags = features;
264 }
265 
IsReady()266 bool GPU_GLES::IsReady() {
267 	return shaderManagerGL_->ContinuePrecompile();
268 }
269 
CancelReady()270 void  GPU_GLES::CancelReady() {
271 	shaderManagerGL_->CancelPrecompile();
272 }
273 
BuildReportingInfo()274 void GPU_GLES::BuildReportingInfo() {
275 	GLRenderManager *render = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
276 
277 	std::string glVendor = render->GetGLString(GL_VENDOR);
278 	std::string glRenderer = render->GetGLString(GL_RENDERER);
279 	std::string glVersion = render->GetGLString(GL_VERSION);
280 	std::string glSlVersion = render->GetGLString(GL_SHADING_LANGUAGE_VERSION);
281 	std::string glExtensions;
282 
283 	if (gl_extensions.VersionGEThan(3, 0)) {
284 		glExtensions = g_all_gl_extensions;
285 	} else {
286 		glExtensions = render->GetGLString(GL_EXTENSIONS);
287 	}
288 
289 	char temp[16384];
290 	snprintf(temp, sizeof(temp), "%s (%s %s), %s (extensions: %s)", glVersion.c_str(), glVendor.c_str(), glRenderer.c_str(), glSlVersion.c_str(), glExtensions.c_str());
291 	reportingPrimaryInfo_ = glVendor;
292 	reportingFullInfo_ = temp;
293 
294 	Reporting::UpdateConfig();
295 }
296 
DeviceLost()297 void GPU_GLES::DeviceLost() {
298 	INFO_LOG(G3D, "GPU_GLES: DeviceLost");
299 
300 	// Simply drop all caches and textures.
301 	// FBOs appear to survive? Or no?
302 	// TransformDraw has registered as a GfxResourceHolder.
303 	CancelReady();
304 	shaderManagerGL_->DeviceLost();
305 	textureCacheGL_->DeviceLost();
306 	fragmentTestCache_.DeviceLost();
307 	depalShaderCache_.DeviceLost();
308 	drawEngine_.DeviceLost();
309 
310 	GPUCommon::DeviceLost();
311 }
312 
DeviceRestore()313 void GPU_GLES::DeviceRestore() {
314 	GPUCommon::DeviceRestore();
315 
316 	UpdateCmdInfo();
317 	UpdateVsyncInterval(true);
318 
319 	shaderManagerGL_->DeviceRestore(draw_);
320 	textureCacheGL_->DeviceRestore(draw_);
321 	drawEngine_.DeviceRestore(draw_);
322 	fragmentTestCache_.DeviceRestore(draw_);
323 	depalShaderCache_.DeviceRestore(draw_);
324 }
325 
Reinitialize()326 void GPU_GLES::Reinitialize() {
327 	GPUCommon::Reinitialize();
328 	depalShaderCache_.Clear();
329 }
330 
InitClear()331 void GPU_GLES::InitClear() {
332 }
333 
BeginHostFrame()334 void GPU_GLES::BeginHostFrame() {
335 	GPUCommon::BeginHostFrame();
336 	UpdateCmdInfo();
337 	if (resized_) {
338 		CheckGPUFeatures();
339 		framebufferManager_->Resized();
340 		drawEngine_.Resized();
341 		shaderManagerGL_->DirtyShader();
342 		textureCacheGL_->NotifyConfigChanged();
343 		resized_ = false;
344 	}
345 
346 	drawEngine_.BeginFrame();
347 }
348 
EndHostFrame()349 void GPU_GLES::EndHostFrame() {
350 	drawEngine_.EndFrame();
351 }
352 
ReapplyGfxState()353 void GPU_GLES::ReapplyGfxState() {
354 	GPUCommon::ReapplyGfxState();
355 }
356 
BeginFrame()357 void GPU_GLES::BeginFrame() {
358 	textureCacheGL_->StartFrame();
359 	depalShaderCache_.Decimate();
360 	fragmentTestCache_.Decimate();
361 
362 	GPUCommon::BeginFrame();
363 
364 	// Save the cache from time to time. TODO: How often? We save on exit, so shouldn't need to do this all that often.
365 	if (shaderCachePath_.Valid() && (gpuStats.numFlips & 4095) == 0) {
366 		shaderManagerGL_->Save(shaderCachePath_);
367 	}
368 
369 	shaderManagerGL_->DirtyShader();
370 
371 	// Not sure if this is really needed.
372 	gstate_c.Dirty(DIRTY_ALL_UNIFORMS);
373 
374 	framebufferManagerGL_->BeginFrame();
375 }
376 
SetDisplayFramebuffer(u32 framebuf,u32 stride,GEBufferFormat format)377 void GPU_GLES::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
378 	GPUDebug::NotifyDisplay(framebuf, stride, format);
379 	framebufferManagerGL_->SetDisplayFramebuffer(framebuf, stride, format);
380 }
381 
CopyDisplayToOutput(bool reallyDirty)382 void GPU_GLES::CopyDisplayToOutput(bool reallyDirty) {
383 	// Flush anything left over.
384 	framebufferManagerGL_->RebindFramebuffer("RebindFramebuffer - CopyDisplayToOutput");
385 	drawEngine_.Flush();
386 
387 	shaderManagerGL_->DirtyLastShader();
388 
389 	framebufferManagerGL_->CopyDisplayToOutput(reallyDirty);
390 	framebufferManagerGL_->EndFrame();
391 }
392 
FinishDeferred()393 void GPU_GLES::FinishDeferred() {
394 	// This finishes reading any vertex data that is pending.
395 	drawEngine_.FinishDeferred();
396 }
397 
CheckFlushOp(int cmd,u32 diff)398 inline void GPU_GLES::CheckFlushOp(int cmd, u32 diff) {
399 	const u8 cmdFlags = cmdInfo_[cmd].flags;
400 	if (diff && (cmdFlags & FLAG_FLUSHBEFOREONCHANGE)) {
401 		if (dumpThisFrame_) {
402 			NOTICE_LOG(G3D, "================ FLUSH ================");
403 		}
404 		drawEngine_.Flush();
405 	}
406 }
407 
PreExecuteOp(u32 op,u32 diff)408 void GPU_GLES::PreExecuteOp(u32 op, u32 diff) {
409 	CheckFlushOp(op >> 24, diff);
410 }
411 
ExecuteOp(u32 op,u32 diff)412 void GPU_GLES::ExecuteOp(u32 op, u32 diff) {
413 	const u8 cmd = op >> 24;
414 	const CommandInfo info = cmdInfo_[cmd];
415 	const u8 cmdFlags = info.flags;
416 	if ((cmdFlags & FLAG_EXECUTE) || (diff && (cmdFlags & FLAG_EXECUTEONCHANGE))) {
417 		(this->*info.func)(op, diff);
418 	} else if (diff) {
419 		uint64_t dirty = info.flags >> 8;
420 		if (dirty)
421 			gstate_c.Dirty(dirty);
422 	}
423 }
424 
GetStats(char * buffer,size_t bufsize)425 void GPU_GLES::GetStats(char *buffer, size_t bufsize) {
426 	size_t offset = FormatGPUStatsCommon(buffer, bufsize);
427 	buffer += offset;
428 	bufsize -= offset;
429 	if ((int)bufsize < 0)
430 		return;
431 	snprintf(buffer, bufsize,
432 		"Vertex, Fragment, Programs loaded: %d, %d, %d\n",
433 		shaderManagerGL_->GetNumVertexShaders(),
434 		shaderManagerGL_->GetNumFragmentShaders(),
435 		shaderManagerGL_->GetNumPrograms()
436 	);
437 }
438 
ClearCacheNextFrame()439 void GPU_GLES::ClearCacheNextFrame() {
440 	textureCacheGL_->ClearNextFrame();
441 }
442 
ClearShaderCache()443 void GPU_GLES::ClearShaderCache() {
444 	shaderManagerGL_->ClearCache(true);
445 }
446 
CleanupBeforeUI()447 void GPU_GLES::CleanupBeforeUI() {
448 	// Clear any enabled vertex arrays.
449 	shaderManagerGL_->DirtyLastShader();
450 }
451 
DoState(PointerWrap & p)452 void GPU_GLES::DoState(PointerWrap &p) {
453 	GPUCommon::DoState(p);
454 
455 	// TODO: Some of these things may not be necessary.
456 	// None of these are necessary when saving.
457 	// In Freeze-Frame mode, we don't want to do any of this.
458 	if (p.mode == p.MODE_READ && !PSP_CoreParameter().frozen) {
459 		textureCache_->Clear(true);
460 		depalShaderCache_.Clear();
461 		drawEngine_.ClearTrackedVertexArrays();
462 
463 		gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
464 		framebufferManager_->DestroyAllFBOs();
465 	}
466 }
467 
DebugGetShaderIDs(DebugShaderType type)468 std::vector<std::string> GPU_GLES::DebugGetShaderIDs(DebugShaderType type) {
469 	switch (type) {
470 	case SHADER_TYPE_VERTEXLOADER:
471 		return drawEngine_.DebugGetVertexLoaderIDs();
472 	case SHADER_TYPE_DEPAL:
473 		return depalShaderCache_.DebugGetShaderIDs(type);
474 	default:
475 		return shaderManagerGL_->DebugGetShaderIDs(type);
476 	}
477 }
478 
DebugGetShaderString(std::string id,DebugShaderType type,DebugShaderStringType stringType)479 std::string GPU_GLES::DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) {
480 	switch (type) {
481 	case SHADER_TYPE_VERTEXLOADER:
482 		return drawEngine_.DebugGetVertexLoaderString(id, stringType);
483 	case SHADER_TYPE_DEPAL:
484 		return depalShaderCache_.DebugGetShaderString(id, type, stringType);
485 	default:
486 		return shaderManagerGL_->DebugGetShaderString(id, type, stringType);
487 	}
488 }
489