320 lines
11 KiB
C++
320 lines
11 KiB
C++
/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2014 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#ifndef XENIA_GPU_GL4_COMMAND_PROCESSOR_H_
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#define XENIA_GPU_GL4_COMMAND_PROCESSOR_H_
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#include <atomic>
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#include <functional>
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#include <memory>
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#include <thread>
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#include <unordered_map>
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#include <vector>
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#include "xenia/gpu/gl4/circular_buffer.h"
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#include "xenia/gpu/gl4/draw_batcher.h"
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#include "xenia/gpu/gl4/gl_context.h"
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#include "xenia/gpu/gl4/gl4_shader.h"
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#include "xenia/gpu/gl4/texture_cache.h"
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#include "xenia/gpu/register_file.h"
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#include "xenia/gpu/tracing.h"
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#include "xenia/gpu/xenos.h"
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#include "xenia/memory.h"
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namespace xe {
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namespace gpu {
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namespace gl4 {
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class GL4GraphicsSystem;
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struct SwapParameters {
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uint32_t x;
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uint32_t y;
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uint32_t width;
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uint32_t height;
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GLuint framebuffer;
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GLenum attachment;
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};
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class CommandProcessor {
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public:
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CommandProcessor(GL4GraphicsSystem* graphics_system);
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~CommandProcessor();
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typedef std::function<void(const SwapParameters& params)> SwapHandler;
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void set_swap_handler(SwapHandler fn) { swap_handler_ = fn; }
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uint64_t QueryTime();
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uint32_t counter() const { return counter_; }
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void increment_counter() { counter_++; }
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bool Initialize(std::unique_ptr<GLContext> context);
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void Shutdown();
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void CallInThread(std::function<void()> fn);
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void BeginTracing(const std::wstring& root_path);
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void EndTracing();
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void InitializeRingBuffer(uint32_t ptr, uint32_t page_count);
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void EnableReadPointerWriteBack(uint32_t ptr, uint32_t block_size);
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void UpdateWritePointer(uint32_t value);
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void ExecutePacket(uint32_t ptr, uint32_t count);
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private:
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class RingbufferReader;
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enum class UpdateStatus {
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kCompatible,
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kMismatch,
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kError,
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};
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struct CachedFramebuffer {
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GLuint color_targets[4];
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GLuint depth_target;
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GLuint framebuffer;
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};
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struct CachedColorRenderTarget {
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uint32_t base;
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uint32_t width;
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uint32_t height;
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xenos::ColorRenderTargetFormat format;
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GLuint texture;
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};
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struct CachedDepthRenderTarget {
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uint32_t base;
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uint32_t width;
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uint32_t height;
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xenos::DepthRenderTargetFormat format;
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GLuint texture;
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};
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struct CachedPipeline {
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CachedPipeline();
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~CachedPipeline();
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GLuint vertex_program;
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GLuint fragment_program;
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struct {
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GLuint default_pipeline;
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GLuint point_list_pipeline;
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GLuint rect_list_pipeline;
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GLuint quad_list_pipeline;
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// TODO(benvanik): others with geometry shaders.
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} handles;
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};
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void WorkerMain();
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bool SetupGL();
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void ShutdownGL();
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GLuint CreateGeometryProgram(const std::string& source);
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void WriteRegister(uint32_t index, uint32_t value);
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void MakeCoherent();
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void PrepareForWait();
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void ReturnFromWait();
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void ExecutePrimaryBuffer(uint32_t start_index, uint32_t end_index);
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void ExecuteIndirectBuffer(uint32_t ptr, uint32_t length);
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bool ExecutePacket(RingbufferReader* reader);
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bool ExecutePacketType0(RingbufferReader* reader, uint32_t packet);
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bool ExecutePacketType1(RingbufferReader* reader, uint32_t packet);
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bool ExecutePacketType2(RingbufferReader* reader, uint32_t packet);
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bool ExecutePacketType3(RingbufferReader* reader, uint32_t packet);
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bool ExecutePacketType3_ME_INIT(RingbufferReader* reader, uint32_t packet,
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uint32_t count);
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bool ExecutePacketType3_NOP(RingbufferReader* reader, uint32_t packet,
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uint32_t count);
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bool ExecutePacketType3_INTERRUPT(RingbufferReader* reader, uint32_t packet,
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uint32_t count);
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bool ExecutePacketType3_XE_SWAP(RingbufferReader* reader, uint32_t packet,
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uint32_t count);
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bool ExecutePacketType3_INDIRECT_BUFFER(RingbufferReader* reader,
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uint32_t packet, uint32_t count);
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bool ExecutePacketType3_WAIT_REG_MEM(RingbufferReader* reader,
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uint32_t packet, uint32_t count);
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bool ExecutePacketType3_REG_RMW(RingbufferReader* reader, uint32_t packet,
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uint32_t count);
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bool ExecutePacketType3_COND_WRITE(RingbufferReader* reader, uint32_t packet,
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uint32_t count);
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bool ExecutePacketType3_EVENT_WRITE(RingbufferReader* reader, uint32_t packet,
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uint32_t count);
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bool ExecutePacketType3_EVENT_WRITE_SHD(RingbufferReader* reader,
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uint32_t packet, uint32_t count);
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bool ExecutePacketType3_EVENT_WRITE_EXT(RingbufferReader* reader,
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uint32_t packet, uint32_t count);
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bool ExecutePacketType3_DRAW_INDX(RingbufferReader* reader, uint32_t packet,
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uint32_t count);
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bool ExecutePacketType3_DRAW_INDX_2(RingbufferReader* reader, uint32_t packet,
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uint32_t count);
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bool ExecutePacketType3_SET_CONSTANT(RingbufferReader* reader,
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uint32_t packet, uint32_t count);
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bool ExecutePacketType3_LOAD_ALU_CONSTANT(RingbufferReader* reader,
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uint32_t packet, uint32_t count);
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bool ExecutePacketType3_IM_LOAD(RingbufferReader* reader, uint32_t packet,
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uint32_t count);
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bool ExecutePacketType3_IM_LOAD_IMMEDIATE(RingbufferReader* reader,
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uint32_t packet, uint32_t count);
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bool ExecutePacketType3_INVALIDATE_STATE(RingbufferReader* reader,
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uint32_t packet, uint32_t count);
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bool LoadShader(ShaderType shader_type, const uint32_t* address,
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uint32_t dword_count);
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bool IssueDraw();
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UpdateStatus UpdateShaders(PrimitiveType prim_type);
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UpdateStatus UpdateRenderTargets();
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UpdateStatus UpdateState();
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UpdateStatus UpdateViewportState();
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UpdateStatus UpdateRasterizerState();
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UpdateStatus UpdateBlendState();
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UpdateStatus UpdateDepthStencilState();
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UpdateStatus PopulateIndexBuffer();
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UpdateStatus PopulateVertexBuffers();
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UpdateStatus PopulateSamplers();
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UpdateStatus PopulateSampler(const Shader::SamplerDesc& desc);
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bool IssueCopy();
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CachedFramebuffer* GetFramebuffer(GLuint color_targets[4],
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GLuint depth_target);
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GLuint GetColorRenderTarget(uint32_t pitch, xenos::MsaaSamples samples,
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uint32_t base,
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xenos::ColorRenderTargetFormat format);
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GLuint GetDepthRenderTarget(uint32_t pitch, xenos::MsaaSamples samples,
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uint32_t base,
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xenos::DepthRenderTargetFormat format);
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Memory* memory_;
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uint8_t* membase_;
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GL4GraphicsSystem* graphics_system_;
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RegisterFile* register_file_;
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TraceWriter trace_writer_;
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std::thread worker_thread_;
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std::atomic<bool> worker_running_;
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std::unique_ptr<GLContext> context_;
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SwapHandler swap_handler_;
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std::function<void()> pending_fn_;
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HANDLE pending_fn_event_;
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uint64_t time_base_;
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uint32_t counter_;
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uint32_t primary_buffer_ptr_;
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uint32_t primary_buffer_size_;
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uint32_t read_ptr_index_;
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uint32_t read_ptr_update_freq_;
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uint32_t read_ptr_writeback_ptr_;
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HANDLE write_ptr_index_event_;
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std::atomic<uint32_t> write_ptr_index_;
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uint64_t bin_select_;
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uint64_t bin_mask_;
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bool has_bindless_vbos_;
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std::vector<std::unique_ptr<GL4Shader>> all_shaders_;
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std::unordered_map<uint64_t, GL4Shader*> shader_cache_;
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GL4Shader* active_vertex_shader_;
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GL4Shader* active_pixel_shader_;
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CachedFramebuffer* active_framebuffer_;
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std::vector<CachedFramebuffer> cached_framebuffers_;
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std::vector<CachedColorRenderTarget> cached_color_render_targets_;
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std::vector<CachedDepthRenderTarget> cached_depth_render_targets_;
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std::vector<std::unique_ptr<CachedPipeline>> all_pipelines_;
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std::unordered_map<uint64_t, CachedPipeline*> cached_pipelines_;
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GLuint point_list_geometry_program_;
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GLuint rect_list_geometry_program_;
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GLuint quad_list_geometry_program_;
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struct {
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xenos::IndexFormat format;
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xenos::Endian endianness;
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uint32_t count;
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uint32_t guest_base;
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size_t length;
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uint32_t max_index_found;
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} index_buffer_info_;
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uint32_t draw_index_count_;
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TextureCache texture_cache_;
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DrawBatcher draw_batcher_;
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CircularBuffer scratch_buffer_;
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private:
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bool SetShadowRegister(uint32_t& dest, uint32_t register_name);
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bool SetShadowRegister(float& dest, uint32_t register_name);
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struct UpdateRenderTargetsRegisters {
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uint32_t rb_modecontrol;
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uint32_t rb_surface_info;
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uint32_t rb_color_info;
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uint32_t rb_color1_info;
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uint32_t rb_color2_info;
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uint32_t rb_color3_info;
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uint32_t rb_color_mask;
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uint32_t rb_depthcontrol;
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uint32_t rb_stencilrefmask;
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uint32_t rb_depth_info;
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UpdateRenderTargetsRegisters() { Reset(); }
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void Reset() { std::memset(this, 0, sizeof(*this)); }
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} update_render_targets_regs_;
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struct UpdateViewportStateRegisters {
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UpdateViewportStateRegisters() { Reset(); }
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void Reset() { std::memset(this, 0, sizeof(*this)); }
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} update_viewport_state_regs_;
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struct UpdateRasterizerStateRegisters {
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uint32_t pa_su_sc_mode_cntl;
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uint32_t pa_sc_screen_scissor_tl;
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uint32_t pa_sc_screen_scissor_br;
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UpdateRasterizerStateRegisters() { Reset(); }
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void Reset() { std::memset(this, 0, sizeof(*this)); }
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} update_rasterizer_state_regs_;
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struct UpdateBlendStateRegisters {
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uint32_t rb_blendcontrol[4];
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float rb_blend_rgba[4];
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UpdateBlendStateRegisters() { Reset(); }
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void Reset() { std::memset(this, 0, sizeof(*this)); }
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} update_blend_state_regs_;
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struct UpdateDepthStencilStateRegisters {
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uint32_t rb_depthcontrol;
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uint32_t rb_stencilrefmask;
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UpdateDepthStencilStateRegisters() { Reset(); }
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void Reset() { std::memset(this, 0, sizeof(*this)); }
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} update_depth_stencil_state_regs_;
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struct UpdateShadersRegisters {
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PrimitiveType prim_type;
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uint32_t sq_program_cntl;
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GL4Shader* vertex_shader;
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GL4Shader* pixel_shader;
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UpdateShadersRegisters() { Reset(); }
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void Reset() {
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sq_program_cntl = 0;
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vertex_shader = pixel_shader = nullptr;
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}
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} update_shaders_regs_;
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};
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} // namespace gl4
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} // namespace gpu
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} // namespace xe
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#endif // XENIA_GPU_GL4_COMMAND_PROCESSOR_H_
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