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@@ -21,6 +21,7 @@
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#include "video_core/video_core.h"
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#include "video_core/debug_utils/debug_utils.h"
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#include "video_core/shader/shader_interpreter.h"
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+#include "video_core/vertex_loader.h"
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namespace Pica {
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@@ -188,54 +189,14 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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#if PICA_LOG_TEV
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DebugUtils::DumpTevStageConfig(regs.GetTevStages());
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#endif
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-
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if (g_debug_context)
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g_debug_context->OnEvent(DebugContext::Event::IncomingPrimitiveBatch, nullptr);
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- const auto& attribute_config = regs.vertex_attributes;
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- const u32 base_address = attribute_config.GetPhysicalBaseAddress();
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-
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- // Information about internal vertex attributes
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- u32 vertex_attribute_sources[16];
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- boost::fill(vertex_attribute_sources, 0xdeadbeef);
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- u32 vertex_attribute_strides[16] = {};
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- Regs::VertexAttributeFormat vertex_attribute_formats[16] = {};
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-
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- u32 vertex_attribute_elements[16] = {};
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- u32 vertex_attribute_element_size[16] = {};
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-
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- // Setup attribute data from loaders
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- for (int loader = 0; loader < 12; ++loader) {
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- const auto& loader_config = attribute_config.attribute_loaders[loader];
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-
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- u32 offset = 0;
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-
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- // TODO: What happens if a loader overwrites a previous one's data?
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- for (unsigned component = 0; component < loader_config.component_count; ++component) {
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- if (component >= 12) {
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- LOG_ERROR(HW_GPU, "Overflow in the vertex attribute loader %u trying to load component %u", loader, component);
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- continue;
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- }
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-
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- u32 attribute_index = loader_config.GetComponent(component);
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- if (attribute_index < 12) {
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- int element_size = attribute_config.GetElementSizeInBytes(attribute_index);
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- offset = Common::AlignUp(offset, element_size);
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- vertex_attribute_sources[attribute_index] = base_address + loader_config.data_offset + offset;
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- vertex_attribute_strides[attribute_index] = static_cast<u32>(loader_config.byte_count);
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- vertex_attribute_formats[attribute_index] = attribute_config.GetFormat(attribute_index);
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- vertex_attribute_elements[attribute_index] = attribute_config.GetNumElements(attribute_index);
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- vertex_attribute_element_size[attribute_index] = element_size;
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- offset += attribute_config.GetStride(attribute_index);
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- } else if (attribute_index < 16) {
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- // Attribute ids 12, 13, 14 and 15 signify 4, 8, 12 and 16-byte paddings, respectively
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- offset = Common::AlignUp(offset, 4);
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- offset += (attribute_index - 11) * 4;
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- } else {
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- UNREACHABLE(); // This is truly unreachable due to the number of bits for each component
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- }
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- }
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- }
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+ // Processes information about internal vertex attributes to figure out how a vertex is loaded.
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+ // Later, these can be compiled and cached.
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+ VertexLoader loader;
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+ const u32 base_address = regs.vertex_attributes.GetPhysicalBaseAddress();
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+ loader.Setup(regs);
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// Load vertices
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bool is_indexed = (id == PICA_REG_INDEX(trigger_draw_indexed));
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@@ -259,32 +220,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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}
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}
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- class {
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- /// Combine overlapping and close ranges
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- void SimplifyRanges() {
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- for (auto it = ranges.begin(); it != ranges.end(); ++it) {
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- // NOTE: We add 32 to the range end address to make sure "close" ranges are combined, too
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- auto it2 = std::next(it);
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- while (it2 != ranges.end() && it->first + it->second + 32 >= it2->first) {
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- it->second = std::max(it->second, it2->first + it2->second - it->first);
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- it2 = ranges.erase(it2);
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- }
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- }
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- }
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-
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- public:
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- /// Record a particular memory access in the list
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- void AddAccess(u32 paddr, u32 size) {
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- // Create new range or extend existing one
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- ranges[paddr] = std::max(ranges[paddr], size);
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-
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- // Simplify ranges...
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- SimplifyRanges();
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- }
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-
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- /// Map of accessed ranges (mapping start address to range size)
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- std::map<u32, u32> ranges;
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- } memory_accesses;
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+ DebugUtils::MemoryAccessTracker memory_accesses;
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// Simple circular-replacement vertex cache
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// The size has been tuned for optimal balance between hit-rate and the cost of lookup
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@@ -328,60 +264,13 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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if (!vertex_cache_hit) {
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// Initialize data for the current vertex
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Shader::InputVertex input;
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-
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- for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) {
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- if (vertex_attribute_elements[i] != 0) {
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- // Default attribute values set if array elements have < 4 components. This
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- // is *not* carried over from the default attribute settings even if they're
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- // enabled for this attribute.
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- static const float24 zero = float24::FromFloat32(0.0f);
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- static const float24 one = float24::FromFloat32(1.0f);
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- input.attr[i] = Math::Vec4<float24>(zero, zero, zero, one);
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-
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- // Load per-vertex data from the loader arrays
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- for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
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- u32 source_addr = vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i];
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- const u8* srcdata = Memory::GetPhysicalPointer(source_addr);
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-
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- if (g_debug_context && Pica::g_debug_context->recorder) {
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- memory_accesses.AddAccess(source_addr,
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- (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::FLOAT) ? 4
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- : (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? 2 : 1);
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- }
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-
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- const float srcval =
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- (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::BYTE) ? *reinterpret_cast<const s8*>(srcdata) :
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- (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::UBYTE) ? *reinterpret_cast<const u8*>(srcdata) :
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- (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? *reinterpret_cast<const s16*>(srcdata) :
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- *reinterpret_cast<const float*>(srcdata);
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-
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- input.attr[i][comp] = float24::FromFloat32(srcval);
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- LOG_TRACE(HW_GPU, "Loaded component %x of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08x + 0x%04x: %f",
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- comp, i, vertex, index,
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- attribute_config.GetPhysicalBaseAddress(),
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- vertex_attribute_sources[i] - base_address,
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- vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i],
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- input.attr[i][comp].ToFloat32());
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- }
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- } else if (attribute_config.IsDefaultAttribute(i)) {
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- // Load the default attribute if we're configured to do so
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- input.attr[i] = g_state.vs.default_attributes[i];
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- LOG_TRACE(HW_GPU, "Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)",
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- i, vertex, index,
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- input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(),
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- input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32());
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- } else {
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- // TODO(yuriks): In this case, no data gets loaded and the vertex
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- // remains with the last value it had. This isn't currently maintained
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- // as global state, however, and so won't work in Citra yet.
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- }
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- }
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+ loader.LoadVertex(base_address, index, vertex, input, memory_accesses);
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if (g_debug_context)
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g_debug_context->OnEvent(DebugContext::Event::VertexLoaded, (void*)&input);
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// Send to vertex shader
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- output = Shader::Run(shader_unit, input, attribute_config.GetNumTotalAttributes());
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+ output = Shader::Run(shader_unit, input, loader.GetNumTotalAttributes());
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if (is_indexed) {
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vertex_cache[vertex_cache_pos] = output;
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