#include "Common/Profiler/Profiler.h"
#include "Common/Data/Text/I18n.h"
#include "Common/Log.h"
#include "Common/Serialize/Serializer.h"
#include "Common/File/FileUtil.h"
#include "Common/GraphicsContext.h"
#include "Common/System/OSD.h"
#include "Common/VR/PPSSPPVR.h"
#include "Core/Config.h"
#include "Core/Debugger/Breakpoints.h"
#include "Core/MemMapHelpers.h"
#include "Core/Reporting.h"
#include "Core/Core.h"
#include "Core/ELF/ParamSFO.h"
#include "GPU/GPUState.h"
#include "GPU/ge_constants.h"
#include "GPU/GeDisasm.h"
#include "GPU/Common/FramebufferManagerCommon.h"
#include "GPU/GLES/ShaderManagerGLES.h"
#include "GPU/GLES/GPU_GLES.h"
#include "GPU/GLES/FramebufferManagerGLES.h"
#include "GPU/GLES/DrawEngineGLES.h"
#include "GPU/GLES/TextureCacheGLES.h"
#ifdef _WIN32
#include "Windows/GPU/WindowsGLContext.h"
#endif
GPU_GLES::GPU_GLES(GraphicsContext *gfxCtx, Draw::DrawContext *draw)
: GPUCommonHW(gfxCtx, draw), drawEngine_(draw), fragmentTestCache_(draw) {
gstate_c.SetUseFlags(CheckGPUFeatures());
shaderManagerGL_ = new ShaderManagerGLES(draw);
framebufferManagerGL_ = new FramebufferManagerGLES(draw);
framebufferManager_ = framebufferManagerGL_;
textureCacheGL_ = new TextureCacheGLES(draw, framebufferManager_->GetDraw2D());
textureCache_ = textureCacheGL_;
drawEngineCommon_ = &drawEngine_;
shaderManager_ = shaderManagerGL_;
drawEngine_.SetGPUCommon(this);
drawEngine_.SetShaderManager(shaderManagerGL_);
drawEngine_.SetTextureCache(textureCacheGL_);
drawEngine_.SetFramebufferManager(framebufferManagerGL_);
drawEngine_.SetFragmentTestCache(&fragmentTestCache_);
drawEngine_.Init();
framebufferManagerGL_->SetTextureCache(textureCacheGL_);
framebufferManagerGL_->SetShaderManager(shaderManagerGL_);
framebufferManagerGL_->SetDrawEngine(&drawEngine_);
framebufferManagerGL_->Init(msaaLevel_);
textureCacheGL_->SetFramebufferManager(framebufferManagerGL_);
textureCacheGL_->SetShaderManager(shaderManagerGL_);
textureCacheGL_->SetDrawEngine(&drawEngine_);
fragmentTestCache_.SetTextureCache(textureCacheGL_);
if ((int *)&gstate.transferstart - (int *)&gstate != 0xEA) {
ERROR_LOG(Log::G3D, "gstate has drifted out of sync!");
}
UpdateCmdInfo();
BuildReportingInfo();
textureCache_->NotifyConfigChanged();
std::string discID = g_paramSFO.GetDiscID();
if (discID.size()) {
if (g_Config.bShaderCache) {
File::CreateFullPath(GetSysDirectory(DIRECTORY_APP_CACHE));
shaderCachePath_ = GetSysDirectory(DIRECTORY_APP_CACHE) / (discID + ".glshadercache");
File::IOFile f(shaderCachePath_, "rb");
if (f.IsOpen()) {
if (shaderManagerGL_->LoadCacheFlags(f, &drawEngine_)) {
if (drawEngineCommon_->EverUsedExactEqualDepth()) {
sawExactEqualDepth_ = true;
}
gstate_c.SetUseFlags(CheckGPUFeatures());
gstate_c.useFlagsChanged = false;
if (shaderManagerGL_->LoadCache(f))
NOTICE_LOG(Log::G3D, "Precompiling the shader cache from '%s'", shaderCachePath_.c_str());
}
}
} else {
INFO_LOG(Log::G3D, "Shader cache disabled. Not loading.");
}
}
if (g_Config.bHardwareTessellation) {
if (!drawEngine_.SupportsHWTessellation()) {
ERROR_LOG(Log::G3D, "Hardware Tessellation is unsupported, falling back to software tessellation");
}
}
}
GPU_GLES::~GPU_GLES() {
if (shaderCachePath_.Valid() && draw_) {
if (g_Config.bShaderCache) {
shaderManagerGL_->SaveCache(shaderCachePath_, &drawEngine_);
} else {
INFO_LOG(Log::G3D, "Shader cache disabled. Not saving.");
}
}
fragmentTestCache_.Clear();
}
u32 GPU_GLES::CheckGPUFeatures() const {
u32 features = GPUCommonHW::CheckGPUFeatures();
features |= GPU_USE_16BIT_FORMATS;
if (gl_extensions.GLES3 || !gl_extensions.IsGLES)
features |= GPU_USE_TEXTURE_LOD_CONTROL;
bool canUseInstanceID = gl_extensions.EXT_draw_instanced || gl_extensions.ARB_draw_instanced;
bool canDefInstanceID = gl_extensions.IsGLES || gl_extensions.EXT_gpu_shader4 || gl_extensions.VersionGEThan(3, 1);
bool instanceRendering = gl_extensions.GLES3 || (canUseInstanceID && canDefInstanceID);
if (instanceRendering)
features |= GPU_USE_INSTANCE_RENDERING;
int maxVertexTextureImageUnits = gl_extensions.maxVertexTextureUnits;
if (maxVertexTextureImageUnits >= 3)
features |= GPU_USE_VERTEX_TEXTURE_FETCH;
if (gl_extensions.ARB_texture_float || gl_extensions.OES_texture_float)
features |= GPU_USE_TEXTURE_FLOAT;
if (!draw_->GetShaderLanguageDesc().bitwiseOps) {
features |= GPU_USE_FRAGMENT_TEST_CACHE;
}
if ((gl_extensions.IsGLES && !gl_extensions.GLES3) || (!gl_extensions.IsGLES && !gl_extensions.VersionGEThan(1, 3)))
features &= ~GPU_USE_LIGHT_UBERSHADER;
if (IsVREnabled() || g_Config.bForceVR) {
features |= GPU_USE_VIRTUAL_REALITY;
features &= ~GPU_USE_VS_RANGE_CULLING;
}
if (!gl_extensions.GLES3) {
features &= ~GPU_USE_FRAGMENT_UBERSHADER;
}
features = CheckGPUFeaturesLate(features);
if (draw_->GetBugs().Has(Draw::Bugs::ADRENO_RESOURCE_DEADLOCK) && g_Config.bVendorBugChecksEnabled) {
if (PSP_CoreParameter().compat.flags().OldAdrenoPixelDepthRoundingGL) {
features |= GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT;
}
}
if (features & GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT) {
if (gl_extensions.IsGLES && !gl_extensions.GLES3) {
features &= ~GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT;
features |= GPU_ROUND_DEPTH_TO_16BIT;
}
}
return features;
}
void GPU_GLES::BuildReportingInfo() {
GLRenderManager *render = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
std::string glVendor = render->GetGLString(GL_VENDOR);
std::string glRenderer = render->GetGLString(GL_RENDERER);
std::string glVersion = render->GetGLString(GL_VERSION);
std::string glSlVersion = render->GetGLString(GL_SHADING_LANGUAGE_VERSION);
std::string glExtensions;
if (gl_extensions.VersionGEThan(3, 0)) {
glExtensions = g_all_gl_extensions;
} else {
glExtensions = render->GetGLString(GL_EXTENSIONS);
}
char temp[16384];
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());
reportingPrimaryInfo_ = glVendor;
reportingFullInfo_ = temp;
Reporting::UpdateConfig();
}
void GPU_GLES::DeviceLost() {
INFO_LOG(Log::G3D, "GPU_GLES: DeviceLost");
fragmentTestCache_.DeviceLost();
GPUCommonHW::DeviceLost();
}
void GPU_GLES::DeviceRestore(Draw::DrawContext *draw) {
GPUCommonHW::DeviceRestore(draw);
fragmentTestCache_.DeviceRestore(draw_);
}
void GPU_GLES::BeginHostFrame() {
GPUCommonHW::BeginHostFrame();
drawEngine_.BeginFrame();
textureCache_->StartFrame();
const int saveShaderCacheFrameInterval = 32767;
if (shaderCachePath_.Valid() && !(gpuStats.numFlips & saveShaderCacheFrameInterval) && coreState == CORE_RUNNING_CPU) {
shaderManagerGL_->SaveCache(shaderCachePath_, &drawEngine_);
}
shaderManagerGL_->DirtyLastShader();
gstate_c.Dirty(DIRTY_ALL_UNIFORMS);
framebufferManager_->BeginFrame();
fragmentTestCache_.Decimate();
if (gstate_c.useFlagsChanged) {
WARN_LOG(Log::G3D, "Shader use flags changed, clearing all shaders and depth buffers");
shaderManager_->ClearShaders();
framebufferManager_->ClearAllDepthBuffers();
gstate_c.useFlagsChanged = false;
}
}
void GPU_GLES::EndHostFrame() {
drawEngine_.EndFrame();
}
void GPU_GLES::FinishDeferred() {
drawEngine_.FinishDeferred();
}
void GPU_GLES::GetStats(char *buffer, size_t bufsize) {
size_t offset = FormatGPUStatsCommon(buffer, bufsize);
buffer += offset;
bufsize -= offset;
if ((int)bufsize < 0)
return;
snprintf(buffer, bufsize,
"Vertex, Fragment, Programs loaded: %d, %d, %d\n",
shaderManagerGL_->GetNumVertexShaders(),
shaderManagerGL_->GetNumFragmentShaders(),
shaderManagerGL_->GetNumPrograms()
);
}