Duckstation/src/core/gpu.h

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#pragma once
#include "common/bitfield.h"
#include "common/fifo_queue.h"
#include "common/rectangle.h"
#include "gpu_types.h"
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#include "timers.h"
#include "types.h"
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#include <algorithm>
#include <array>
#include <deque>
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#include <memory>
#include <tuple>
#include <vector>
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class StateWrapper;
class HostDisplay;
class GPUTexture;
class TimingEvent;
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class Timers;
namespace Threading
{
class Thread;
}
class GPU
{
public:
enum class BlitterState : u8
{
Idle,
ReadingVRAM,
WritingVRAM,
DrawingPolyLine
};
enum class DMADirection : u32
{
Off = 0,
FIFO = 1,
CPUtoGP0 = 2,
GPUREADtoCPU = 3
};
enum : u32
{
MAX_FIFO_SIZE = 4096,
DOT_TIMER_INDEX = 0,
HBLANK_TIMER_INDEX = 1,
MAX_RESOLUTION_SCALE = 32,
};
enum : u16
{
NTSC_TICKS_PER_LINE = 3413,
NTSC_HSYNC_TICKS = 200,
NTSC_TOTAL_LINES = 263,
PAL_TICKS_PER_LINE = 3406,
PAL_HSYNC_TICKS = 200, // actually one more on odd lines
PAL_TOTAL_LINES = 314,
};
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enum : u16
{
NTSC_HORIZONTAL_ACTIVE_START = 488,
NTSC_HORIZONTAL_ACTIVE_END = 3288,
NTSC_VERTICAL_ACTIVE_START = 16,
NTSC_VERTICAL_ACTIVE_END = 256,
PAL_HORIZONTAL_ACTIVE_START = 487,
PAL_HORIZONTAL_ACTIVE_END = 3282,
PAL_VERTICAL_ACTIVE_START = 20,
PAL_VERTICAL_ACTIVE_END = 308,
};
// Base class constructor.
GPU();
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virtual ~GPU();
virtual GPURenderer GetRendererType() const = 0;
virtual const Threading::Thread* GetSWThread() const = 0;
virtual bool Initialize();
virtual void Reset(bool clear_vram);
virtual bool DoState(StateWrapper& sw, GPUTexture** save_to_texture, bool update_display);
// Graphics API state reset/restore - call when drawing the UI etc.
virtual void ResetGraphicsAPIState();
virtual void RestoreGraphicsAPIState();
// Render statistics debug window.
void DrawDebugStateWindow();
bool IsHardwareRenderer();
void CPUClockChanged();
// MMIO access
u32 ReadRegister(u32 offset);
void WriteRegister(u32 offset, u32 value);
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// DMA access
void DMARead(u32* words, u32 word_count);
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ALWAYS_INLINE bool BeginDMAWrite() const { return (m_GPUSTAT.dma_direction == DMADirection::CPUtoGP0); }
ALWAYS_INLINE void DMAWrite(u32 address, u32 value)
{
m_fifo.Push((ZeroExtend64(address) << 32) | ZeroExtend64(value));
}
void EndDMAWrite();
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/// Returns true if no data is being sent from VRAM to the DAC or that no portion of VRAM would be visible on screen.
ALWAYS_INLINE bool IsDisplayDisabled() const
{
return m_GPUSTAT.display_disable || m_crtc_state.display_vram_width == 0 || m_crtc_state.display_vram_height == 0;
}
/// Returns true if scanout should be interlaced.
ALWAYS_INLINE bool IsInterlacedDisplayEnabled() const
{
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return (!m_force_progressive_scan) && m_GPUSTAT.vertical_interlace;
}
/// Returns true if interlaced rendering is enabled and force progressive scan is disabled.
ALWAYS_INLINE bool IsInterlacedRenderingEnabled() const
{
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return (!m_force_progressive_scan) && m_GPUSTAT.SkipDrawingToActiveField();
}
/// Returns the number of pending GPU ticks.
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TickCount GetPendingCRTCTicks() const;
TickCount GetPendingCommandTicks() const;
/// Returns true if enough ticks have passed for the raster to be on the next line.
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bool IsCRTCScanlinePending() const;
/// Returns true if a raster scanline or command execution is pending.
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bool IsCommandCompletionPending() const;
/// Synchronizes the CRTC, updating the hblank timer.
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void SynchronizeCRTC();
/// Recompile shaders/recreate framebuffers when needed.
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virtual void UpdateSettings();
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/// Updates the resolution scale when it's set to automatic.
virtual void UpdateResolutionScale();
/// Returns the effective display resolution of the GPU.
virtual std::tuple<u32, u32> GetEffectiveDisplayResolution(bool scaled = true);
/// Returns the full display resolution of the GPU, including padding.
virtual std::tuple<u32, u32> GetFullDisplayResolution(bool scaled = true);
float ComputeHorizontalFrequency() const;
float ComputeVerticalFrequency() const;
float GetDisplayAspectRatio() const;
#ifdef _WIN32
// gpu_hw_d3d11.cpp
static std::unique_ptr<GPU> CreateHardwareD3D11Renderer();
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// gpu_hw_d3d12.cpp
static std::unique_ptr<GPU> CreateHardwareD3D12Renderer();
#endif
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#ifdef WITH_OPENGL
// gpu_hw_opengl.cpp
static std::unique_ptr<GPU> CreateHardwareOpenGLRenderer();
#endif
#ifdef WITH_VULKAN
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// gpu_hw_vulkan.cpp
static std::unique_ptr<GPU> CreateHardwareVulkanRenderer();
#endif
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// gpu_sw.cpp
static std::unique_ptr<GPU> CreateSoftwareRenderer();
// Converts window coordinates into horizontal ticks and scanlines. Returns false if out of range. Used for lightguns.
bool ConvertScreenCoordinatesToBeamTicksAndLines(s32 window_x, s32 window_y, float x_scale, u32* out_tick,
u32* out_line) const;
// Returns the video clock frequency.
TickCount GetCRTCFrequency() const;
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// Dumps raw VRAM to a file.
bool DumpVRAMToFile(const char* filename);
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protected:
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TickCount CRTCTicksToSystemTicks(TickCount crtc_ticks, TickCount fractional_ticks) const;
TickCount SystemTicksToCRTCTicks(TickCount sysclk_ticks, TickCount* fractional_ticks) const;
// The GPU internally appears to run at 2x the system clock.
ALWAYS_INLINE static constexpr TickCount GPUTicksToSystemTicks(TickCount gpu_ticks)
{
return std::max<TickCount>((gpu_ticks + 1) >> 1, 1);
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}
ALWAYS_INLINE static constexpr TickCount SystemTicksToGPUTicks(TickCount sysclk_ticks) { return sysclk_ticks << 1; }
static constexpr std::tuple<u8, u8> UnpackTexcoord(u16 texcoord)
{
return std::make_tuple(static_cast<u8>(texcoord), static_cast<u8>(texcoord >> 8));
}
static constexpr std::tuple<u8, u8, u8> UnpackColorRGB24(u32 rgb24)
{
return std::make_tuple(static_cast<u8>(rgb24), static_cast<u8>(rgb24 >> 8), static_cast<u8>(rgb24 >> 16));
}
static bool DumpVRAMToFile(const char* filename, u32 width, u32 height, u32 stride, const void* buffer,
bool remove_alpha);
void SoftReset();
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// Sets dots per scanline
void UpdateCRTCConfig();
void UpdateCRTCDisplayParameters();
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// Update ticks for this execution slice
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void UpdateCRTCTickEvent();
void UpdateCommandTickEvent();
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// Updates dynamic bits in GPUSTAT (ready to send VRAM/ready to receive DMA)
void UpdateDMARequest();
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void UpdateGPUIdle();
// Ticks for hblank/vblank.
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void CRTCTickEvent(TickCount ticks);
void CommandTickEvent(TickCount ticks);
/// Returns 0 if the currently-displayed field is on odd lines (1,3,5,...) or 1 if even (2,4,6,...).
ALWAYS_INLINE u32 GetInterlacedDisplayField() const { return ZeroExtend32(m_crtc_state.interlaced_field); }
/// Returns 0 if the currently-displayed field is on an even line in VRAM, otherwise 1.
ALWAYS_INLINE u32 GetActiveLineLSB() const { return ZeroExtend32(m_crtc_state.active_line_lsb); }
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/// Sets/decodes GP0(E1h) (set draw mode).
void SetDrawMode(u16 bits);
/// Sets/decodes polygon/rectangle texture palette value.
void SetTexturePalette(u16 bits);
/// Sets/decodes texture window bits.
void SetTextureWindow(u32 value);
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u32 ReadGPUREAD();
void FinishVRAMWrite();
/// Returns the number of vertices in the buffered poly-line.
ALWAYS_INLINE u32 GetPolyLineVertexCount() const
{
return (static_cast<u32>(m_blit_buffer.size()) + BoolToUInt32(m_render_command.shading_enable)) >>
BoolToUInt8(m_render_command.shading_enable);
}
/// Returns true if the drawing area is valid (i.e. left <= right, top <= bottom).
ALWAYS_INLINE bool IsDrawingAreaIsValid() const { return m_drawing_area.Valid(); }
/// Clamps the specified coordinates to the drawing area.
ALWAYS_INLINE void ClampCoordinatesToDrawingArea(s32* x, s32* y)
{
const s32 x_value = *x;
if (x_value < static_cast<s32>(m_drawing_area.left))
*x = m_drawing_area.left;
else if (x_value >= static_cast<s32>(m_drawing_area.right))
*x = m_drawing_area.right - 1;
const s32 y_value = *y;
if (y_value < static_cast<s32>(m_drawing_area.top))
*y = m_drawing_area.top;
else if (y_value >= static_cast<s32>(m_drawing_area.bottom))
*y = m_drawing_area.bottom - 1;
}
void AddCommandTicks(TickCount ticks);
void WriteGP1(u32 value);
void EndCommand();
void ExecuteCommands();
void HandleGetGPUInfoCommand(u32 value);
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// Rendering in the backend
virtual void ReadVRAM(u32 x, u32 y, u32 width, u32 height);
virtual void FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color);
virtual void UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data, bool set_mask, bool check_mask);
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virtual void CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height);
virtual void DispatchRenderCommand();
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virtual void FlushRender();
virtual void ClearDisplay();
virtual void UpdateDisplay();
virtual void DrawRendererStats(bool is_idle_frame);
ALWAYS_INLINE void AddDrawTriangleTicks(s32 x1, s32 y1, s32 x2, s32 y2, s32 x3, s32 y3, bool shaded, bool textured,
bool semitransparent)
{
// This will not produce the correct results for triangles which are partially outside the clip area.
// However, usually it'll undershoot not overshoot. If we wanted to make this more accurate, we'd need to intersect
// the edges with the clip rectangle.
ClampCoordinatesToDrawingArea(&x1, &y1);
ClampCoordinatesToDrawingArea(&x2, &y2);
ClampCoordinatesToDrawingArea(&x3, &y3);
TickCount pixels = std::abs((x1 * y2 + x2 * y3 + x3 * y1 - x1 * y3 - x2 * y1 - x3 * y2) / 2);
if (textured)
pixels += pixels;
if (semitransparent || m_GPUSTAT.check_mask_before_draw)
pixels += (pixels + 1) / 2;
if (m_GPUSTAT.SkipDrawingToActiveField())
pixels /= 2;
AddCommandTicks(pixels);
}
ALWAYS_INLINE void AddDrawRectangleTicks(u32 width, u32 height, bool textured, bool semitransparent)
{
u32 ticks_per_row = width;
if (textured)
ticks_per_row += width;
if (semitransparent || m_GPUSTAT.check_mask_before_draw)
ticks_per_row += (width + 1u) / 2u;
if (m_GPUSTAT.SkipDrawingToActiveField())
height = std::max<u32>(height / 2, 1u);
AddCommandTicks(ticks_per_row * height);
}
ALWAYS_INLINE void AddDrawLineTicks(u32 width, u32 height, bool shaded)
{
if (m_GPUSTAT.SkipDrawingToActiveField())
height = std::max<u32>(height / 2, 1u);
AddCommandTicks(std::max(width, height));
}
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std::unique_ptr<TimingEvent> m_crtc_tick_event;
std::unique_ptr<TimingEvent> m_command_tick_event;
// Pointer to VRAM, used for reads/writes. In the hardware backends, this is the shadow buffer.
u16* m_vram_ptr = nullptr;
union GPUSTAT
{
u32 bits;
BitField<u32, u8, 0, 4> texture_page_x_base;
BitField<u32, u8, 4, 1> texture_page_y_base;
BitField<u32, GPUTransparencyMode, 5, 2> semi_transparency_mode;
BitField<u32, GPUTextureMode, 7, 2> texture_color_mode;
BitField<u32, bool, 9, 1> dither_enable;
BitField<u32, bool, 10, 1> draw_to_displayed_field;
BitField<u32, bool, 11, 1> set_mask_while_drawing;
BitField<u32, bool, 12, 1> check_mask_before_draw;
BitField<u32, u8, 13, 1> interlaced_field;
BitField<u32, bool, 14, 1> reverse_flag;
BitField<u32, bool, 15, 1> texture_disable;
BitField<u32, u8, 16, 1> horizontal_resolution_2;
BitField<u32, u8, 17, 2> horizontal_resolution_1;
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BitField<u32, bool, 19, 1> vertical_resolution;
BitField<u32, bool, 20, 1> pal_mode;
BitField<u32, bool, 21, 1> display_area_color_depth_24;
BitField<u32, bool, 22, 1> vertical_interlace;
BitField<u32, bool, 23, 1> display_disable;
BitField<u32, bool, 24, 1> interrupt_request;
BitField<u32, bool, 25, 1> dma_data_request;
BitField<u32, bool, 26, 1> gpu_idle;
BitField<u32, bool, 27, 1> ready_to_send_vram;
BitField<u32, bool, 28, 1> ready_to_recieve_dma;
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BitField<u32, DMADirection, 29, 2> dma_direction;
BitField<u32, bool, 31, 1> display_line_lsb;
ALWAYS_INLINE bool IsMaskingEnabled() const
{
static constexpr u32 MASK = ((1 << 11) | (1 << 12));
return ((bits & MASK) != 0);
}
ALWAYS_INLINE bool SkipDrawingToActiveField() const
{
static constexpr u32 MASK = (1 << 19) | (1 << 22) | (1 << 10);
static constexpr u32 ACTIVE = (1 << 19) | (1 << 22);
return ((bits & MASK) == ACTIVE);
}
ALWAYS_INLINE bool InInterleaved480iMode() const
{
static constexpr u32 ACTIVE = (1 << 19) | (1 << 22);
return ((bits & ACTIVE) == ACTIVE);
}
// During transfer/render operations, if ((dst_pixel & mask_and) == 0) { pixel = src_pixel | mask_or }
ALWAYS_INLINE u16 GetMaskAND() const
{
// return check_mask_before_draw ? 0x8000 : 0x0000;
return Truncate16((bits << 3) & 0x8000);
}
ALWAYS_INLINE u16 GetMaskOR() const
{
// return set_mask_while_drawing ? 0x8000 : 0x0000;
return Truncate16((bits << 4) & 0x8000);
}
} m_GPUSTAT = {};
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struct DrawMode
{
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static constexpr u16 PALETTE_MASK = UINT16_C(0b0111111111111111);
static constexpr u32 TEXTURE_WINDOW_MASK = UINT32_C(0b11111111111111111111);
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// original values
GPUDrawModeReg mode_reg;
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u16 palette_reg; // from vertex
u32 texture_window_value;
// decoded values
u32 texture_page_x;
u32 texture_page_y;
u32 texture_palette_x;
u32 texture_palette_y;
GPUTextureWindow texture_window;
bool texture_x_flip;
bool texture_y_flip;
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bool texture_page_changed;
bool texture_window_changed;
/// Returns a rectangle comprising the texture palette area.
ALWAYS_INLINE_RELEASE Common::Rectangle<u32> GetTexturePaletteRectangle() const
{
static constexpr std::array<u32, 4> palette_widths = {{16, 256, 0, 0}};
return Common::Rectangle<u32>::FromExtents(texture_palette_x, texture_palette_y,
palette_widths[static_cast<u8>(mode_reg.texture_mode.GetValue())], 1);
}
ALWAYS_INLINE bool IsTexturePageChanged() const { return texture_page_changed; }
ALWAYS_INLINE void SetTexturePageChanged() { texture_page_changed = true; }
ALWAYS_INLINE void ClearTexturePageChangedFlag() { texture_page_changed = false; }
ALWAYS_INLINE bool IsTextureWindowChanged() const { return texture_window_changed; }
ALWAYS_INLINE void SetTextureWindowChanged() { texture_window_changed = true; }
ALWAYS_INLINE void ClearTextureWindowChangedFlag() { texture_window_changed = false; }
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} m_draw_mode = {};
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Common::Rectangle<u32> m_drawing_area{0, 0, VRAM_WIDTH, VRAM_HEIGHT};
struct DrawingOffset
{
s32 x;
s32 y;
} m_drawing_offset = {};
bool m_console_is_pal = false;
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bool m_set_texture_disable_mask = false;
bool m_drawing_area_changed = false;
bool m_force_progressive_scan = false;
bool m_force_ntsc_timings = false;
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struct CRTCState
{
struct Regs
{
static constexpr u32 DISPLAY_ADDRESS_START_MASK = 0b111'11111111'11111110;
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static constexpr u32 HORIZONTAL_DISPLAY_RANGE_MASK = 0b11111111'11111111'11111111;
static constexpr u32 VERTICAL_DISPLAY_RANGE_MASK = 0b1111'11111111'11111111;
union
{
u32 display_address_start;
BitField<u32, u16, 0, 10> X;
BitField<u32, u16, 10, 9> Y;
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};
union
{
u32 horizontal_display_range;
BitField<u32, u16, 0, 12> X1;
BitField<u32, u16, 12, 12> X2;
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};
union
{
u32 vertical_display_range;
BitField<u32, u16, 0, 10> Y1;
BitField<u32, u16, 10, 10> Y2;
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};
} regs;
u16 dot_clock_divider;
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// Size of the simulated screen in pixels. Depending on crop mode, this may include overscan area.
u16 display_width;
u16 display_height;
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// Top-left corner in screen coordinates where the outputted portion of VRAM is first visible.
u16 display_origin_left;
u16 display_origin_top;
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// Rectangle in VRAM coordinates describing the area of VRAM that is visible on screen.
u16 display_vram_left;
u16 display_vram_top;
u16 display_vram_width;
u16 display_vram_height;
// Visible range of the screen, in GPU ticks/lines. Clamped to lie within the active video region.
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u16 horizontal_visible_start;
u16 horizontal_visible_end;
u16 vertical_visible_start;
u16 vertical_visible_end;
u16 horizontal_display_start;
u16 horizontal_display_end;
u16 vertical_display_start;
u16 vertical_display_end;
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u16 horizontal_total;
u16 horizontal_sync_start; // <- not currently saved to state, so we don't have to bump the version
u16 vertical_total;
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TickCount fractional_ticks;
TickCount current_tick_in_scanline;
u32 current_scanline;
TickCount fractional_dot_ticks; // only used when timer0 is enabled
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bool in_hblank;
bool in_vblank;
u8 interlaced_field; // 0 = odd, 1 = even
u8 interlaced_display_field;
u8 active_line_lsb;
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} m_crtc_state = {};
BlitterState m_blitter_state = BlitterState::Idle;
u32 m_command_total_words = 0;
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TickCount m_pending_command_ticks = 0;
/// GPUREAD value for non-VRAM-reads.
u32 m_GPUREAD_latch = 0;
/// True if currently executing/syncing.
bool m_syncing = false;
bool m_fifo_pushed = false;
struct VRAMTransfer
{
u16 x;
u16 y;
u16 width;
u16 height;
u16 col;
u16 row;
} m_vram_transfer = {};
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HeapFIFOQueue<u64, MAX_FIFO_SIZE> m_fifo;
std::vector<u32> m_blit_buffer;
u32 m_blit_remaining_words;
GPURenderCommand m_render_command{};
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ALWAYS_INLINE u32 FifoPop() { return Truncate32(m_fifo.Pop()); }
ALWAYS_INLINE u32 FifoPeek() { return Truncate32(m_fifo.Peek()); }
ALWAYS_INLINE u32 FifoPeek(u32 i) { return Truncate32(m_fifo.Peek(i)); }
TickCount m_max_run_ahead = 128;
u32 m_fifo_size = 128;
struct Stats
{
u32 num_vram_reads;
u32 num_vram_fills;
u32 num_vram_writes;
u32 num_vram_copies;
u32 num_vertices;
u32 num_polygons;
};
Stats m_stats = {};
Stats m_last_stats = {};
private:
using GP0CommandHandler = bool (GPU::*)();
using GP0CommandHandlerTable = std::array<GP0CommandHandler, 256>;
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static GP0CommandHandlerTable GenerateGP0CommandHandlerTable();
// Rendering commands, returns false if not enough data is provided
bool HandleUnknownGP0Command();
bool HandleNOPCommand();
bool HandleClearCacheCommand();
bool HandleInterruptRequestCommand();
bool HandleSetDrawModeCommand();
bool HandleSetTextureWindowCommand();
bool HandleSetDrawingAreaTopLeftCommand();
bool HandleSetDrawingAreaBottomRightCommand();
bool HandleSetDrawingOffsetCommand();
bool HandleSetMaskBitCommand();
bool HandleRenderPolygonCommand();
bool HandleRenderRectangleCommand();
bool HandleRenderLineCommand();
bool HandleRenderPolyLineCommand();
bool HandleFillRectangleCommand();
bool HandleCopyRectangleCPUToVRAMCommand();
bool HandleCopyRectangleVRAMToCPUCommand();
bool HandleCopyRectangleVRAMToVRAMCommand();
static const GP0CommandHandlerTable s_GP0_command_handler_table;
};
JIT optimizations and refactoring (#675) * CPU/Recompiler: Use rel32 call where possible for no-args * JitCodeBuffer: Support using preallocated buffer * CPU/Recompiler/AArch64: Use bl instead of blr for short branches * CPU/CodeCache: Allocate recompiler buffer in program space This means we don't need 64-bit moves for every call out of the recompiler. * GTE: Don't store as u16 and load as u32 * CPU/Recompiler: Add methods to emit global load/stores * GTE: Convert class to namespace * CPU/Recompiler: Call GTE functions directly * Settings: Turn into a global variable * GPU: Replace local pointers with global * InterruptController: Turn into a global pointer * System: Replace local pointers with global * Timers: Turn into a global instance * DMA: Turn into a global instance * SPU: Turn into a global instance * CDROM: Turn into a global instance * MDEC: Turn into a global instance * Pad: Turn into a global instance * SIO: Turn into a global instance * CDROM: Move audio FIFO to the heap * CPU/Recompiler: Drop ASMFunctions No longer needed since we have code in the same 4GB window. * CPUCodeCache: Turn class into namespace * Bus: Local pointer -> global pointers * CPU: Turn class into namespace * Bus: Turn into namespace * GTE: Store registers in CPU state struct Allows relative addressing on ARM. * CPU/Recompiler: Align code storage to page size * CPU/Recompiler: Fix relative branches on A64 * HostInterface: Local references to global * System: Turn into a namespace, move events out * Add guard pages * Android: Fix build
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extern std::unique_ptr<GPU> g_gpu;