command_processor.cpp 18 KB

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  1. // Copyright 2014 Citra Emulator Project
  2. // Licensed under GPLv2 or any later version
  3. // Refer to the license.txt file included.
  4. #include <boost/range/algorithm/fill.hpp>
  5. #include "common/profiler.h"
  6. #include "clipper.h"
  7. #include "command_processor.h"
  8. #include "math.h"
  9. #include "pica.h"
  10. #include "primitive_assembly.h"
  11. #include "vertex_shader.h"
  12. #include "core/hle/service/gsp_gpu.h"
  13. #include "core/hw/gpu.h"
  14. #include "debug_utils/debug_utils.h"
  15. namespace Pica {
  16. Regs registers;
  17. namespace CommandProcessor {
  18. static int float_regs_counter = 0;
  19. static u32 uniform_write_buffer[4];
  20. static int default_attr_counter = 0;
  21. static u32 default_attr_write_buffer[3];
  22. Common::Profiling::TimingCategory category_drawing("Drawing");
  23. static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
  24. if (id >= registers.NumIds())
  25. return;
  26. // If we're skipping this frame, only allow trigger IRQ
  27. if (GPU::g_skip_frame && id != PICA_REG_INDEX(trigger_irq))
  28. return;
  29. // TODO: Figure out how register masking acts on e.g. vs_uniform_setup.set_value
  30. u32 old_value = registers[id];
  31. registers[id] = (old_value & ~mask) | (value & mask);
  32. if (g_debug_context)
  33. g_debug_context->OnEvent(DebugContext::Event::CommandLoaded, reinterpret_cast<void*>(&id));
  34. DebugUtils::OnPicaRegWrite(id, registers[id]);
  35. switch(id) {
  36. // Trigger IRQ
  37. case PICA_REG_INDEX(trigger_irq):
  38. GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::P3D);
  39. return;
  40. // It seems like these trigger vertex rendering
  41. case PICA_REG_INDEX(trigger_draw):
  42. case PICA_REG_INDEX(trigger_draw_indexed):
  43. {
  44. Common::Profiling::ScopeTimer scope_timer(category_drawing);
  45. DebugUtils::DumpTevStageConfig(registers.GetTevStages());
  46. if (g_debug_context)
  47. g_debug_context->OnEvent(DebugContext::Event::IncomingPrimitiveBatch, nullptr);
  48. const auto& attribute_config = registers.vertex_attributes;
  49. const u32 base_address = attribute_config.GetPhysicalBaseAddress();
  50. // Information about internal vertex attributes
  51. u32 vertex_attribute_sources[16];
  52. boost::fill(vertex_attribute_sources, 0xdeadbeef);
  53. u32 vertex_attribute_strides[16];
  54. Regs::VertexAttributeFormat vertex_attribute_formats[16];
  55. u32 vertex_attribute_elements[16];
  56. u32 vertex_attribute_element_size[16];
  57. // Setup attribute data from loaders
  58. for (int loader = 0; loader < 12; ++loader) {
  59. const auto& loader_config = attribute_config.attribute_loaders[loader];
  60. u32 load_address = base_address + loader_config.data_offset;
  61. // TODO: What happens if a loader overwrites a previous one's data?
  62. for (unsigned component = 0; component < loader_config.component_count; ++component) {
  63. u32 attribute_index = loader_config.GetComponent(component);
  64. vertex_attribute_sources[attribute_index] = load_address;
  65. vertex_attribute_strides[attribute_index] = static_cast<u32>(loader_config.byte_count);
  66. vertex_attribute_formats[attribute_index] = attribute_config.GetFormat(attribute_index);
  67. vertex_attribute_elements[attribute_index] = attribute_config.GetNumElements(attribute_index);
  68. vertex_attribute_element_size[attribute_index] = attribute_config.GetElementSizeInBytes(attribute_index);
  69. load_address += attribute_config.GetStride(attribute_index);
  70. }
  71. }
  72. // Load vertices
  73. bool is_indexed = (id == PICA_REG_INDEX(trigger_draw_indexed));
  74. const auto& index_info = registers.index_array;
  75. const u8* index_address_8 = Memory::GetPointer(PAddrToVAddr(base_address + index_info.offset));
  76. const u16* index_address_16 = (u16*)index_address_8;
  77. bool index_u16 = index_info.format != 0;
  78. DebugUtils::GeometryDumper geometry_dumper;
  79. PrimitiveAssembler<VertexShader::OutputVertex> clipper_primitive_assembler(registers.triangle_topology.Value());
  80. PrimitiveAssembler<DebugUtils::GeometryDumper::Vertex> dumping_primitive_assembler(registers.triangle_topology.Value());
  81. for (unsigned int index = 0; index < registers.num_vertices; ++index)
  82. {
  83. unsigned int vertex = is_indexed ? (index_u16 ? index_address_16[index] : index_address_8[index]) : index;
  84. if (is_indexed) {
  85. // TODO: Implement some sort of vertex cache!
  86. }
  87. // Initialize data for the current vertex
  88. VertexShader::InputVertex input;
  89. // Load a debugging token to check whether this gets loaded by the running
  90. // application or not.
  91. static const float24 debug_token = float24::FromRawFloat24(0x00abcdef);
  92. input.attr[0].w = debug_token;
  93. for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) {
  94. if (attribute_config.IsDefaultAttribute(i)) {
  95. input.attr[i] = VertexShader::GetDefaultAttribute(i);
  96. LOG_TRACE(HW_GPU, "Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)",
  97. i, vertex, index,
  98. input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(),
  99. input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32());
  100. } else {
  101. for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
  102. const u8* srcdata = Memory::GetPointer(PAddrToVAddr(vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i]));
  103. const float srcval = (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::BYTE) ? *(s8*)srcdata :
  104. (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::UBYTE) ? *(u8*)srcdata :
  105. (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? *(s16*)srcdata :
  106. *(float*)srcdata;
  107. input.attr[i][comp] = float24::FromFloat32(srcval);
  108. LOG_TRACE(HW_GPU, "Loaded component %x of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08lx + 0x%04lx: %f",
  109. comp, i, vertex, index,
  110. attribute_config.GetPhysicalBaseAddress(),
  111. vertex_attribute_sources[i] - base_address,
  112. vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i],
  113. input.attr[i][comp].ToFloat32());
  114. }
  115. }
  116. }
  117. // HACK: Some games do not initialize the vertex position's w component. This leads
  118. // to critical issues since it messes up perspective division. As a
  119. // workaround, we force the fourth component to 1.0 if we find this to be the
  120. // case.
  121. // To do this, we additionally have to assume that the first input attribute
  122. // is the vertex position, since there's no information about this other than
  123. // the empiric observation that this is usually the case.
  124. if (input.attr[0].w == debug_token)
  125. input.attr[0].w = float24::FromFloat32(1.0);
  126. if (g_debug_context)
  127. g_debug_context->OnEvent(DebugContext::Event::VertexLoaded, (void*)&input);
  128. // NOTE: When dumping geometry, we simply assume that the first input attribute
  129. // corresponds to the position for now.
  130. DebugUtils::GeometryDumper::Vertex dumped_vertex = {
  131. input.attr[0][0].ToFloat32(), input.attr[0][1].ToFloat32(), input.attr[0][2].ToFloat32()
  132. };
  133. using namespace std::placeholders;
  134. dumping_primitive_assembler.SubmitVertex(dumped_vertex,
  135. std::bind(&DebugUtils::GeometryDumper::AddTriangle,
  136. &geometry_dumper, _1, _2, _3));
  137. // Send to vertex shader
  138. VertexShader::OutputVertex output = VertexShader::RunShader(input, attribute_config.GetNumTotalAttributes());
  139. if (is_indexed) {
  140. // TODO: Add processed vertex to vertex cache!
  141. }
  142. // Send to triangle clipper
  143. clipper_primitive_assembler.SubmitVertex(output, Clipper::ProcessTriangle);
  144. }
  145. geometry_dumper.Dump();
  146. if (g_debug_context)
  147. g_debug_context->OnEvent(DebugContext::Event::FinishedPrimitiveBatch, nullptr);
  148. break;
  149. }
  150. case PICA_REG_INDEX(vs_bool_uniforms):
  151. for (unsigned i = 0; i < 16; ++i)
  152. VertexShader::GetBoolUniform(i) = (registers.vs_bool_uniforms.Value() & (1 << i)) != 0;
  153. break;
  154. case PICA_REG_INDEX_WORKAROUND(vs_int_uniforms[0], 0x2b1):
  155. case PICA_REG_INDEX_WORKAROUND(vs_int_uniforms[1], 0x2b2):
  156. case PICA_REG_INDEX_WORKAROUND(vs_int_uniforms[2], 0x2b3):
  157. case PICA_REG_INDEX_WORKAROUND(vs_int_uniforms[3], 0x2b4):
  158. {
  159. int index = (id - PICA_REG_INDEX_WORKAROUND(vs_int_uniforms[0], 0x2b1));
  160. auto values = registers.vs_int_uniforms[index];
  161. VertexShader::GetIntUniform(index) = Math::Vec4<u8>(values.x, values.y, values.z, values.w);
  162. LOG_TRACE(HW_GPU, "Set integer uniform %d to %02x %02x %02x %02x",
  163. index, values.x.Value(), values.y.Value(), values.z.Value(), values.w.Value());
  164. break;
  165. }
  166. case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[0], 0x2c1):
  167. case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[1], 0x2c2):
  168. case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[2], 0x2c3):
  169. case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[3], 0x2c4):
  170. case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[4], 0x2c5):
  171. case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[5], 0x2c6):
  172. case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[6], 0x2c7):
  173. case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[7], 0x2c8):
  174. {
  175. auto& uniform_setup = registers.vs_uniform_setup;
  176. // TODO: Does actual hardware indeed keep an intermediate buffer or does
  177. // it directly write the values?
  178. uniform_write_buffer[float_regs_counter++] = value;
  179. // Uniforms are written in a packed format such that four float24 values are encoded in
  180. // three 32-bit numbers. We write to internal memory once a full such vector is
  181. // written.
  182. if ((float_regs_counter >= 4 && uniform_setup.IsFloat32()) ||
  183. (float_regs_counter >= 3 && !uniform_setup.IsFloat32())) {
  184. float_regs_counter = 0;
  185. auto& uniform = VertexShader::GetFloatUniform(uniform_setup.index);
  186. if (uniform_setup.index > 95) {
  187. LOG_ERROR(HW_GPU, "Invalid VS uniform index %d", (int)uniform_setup.index);
  188. break;
  189. }
  190. // NOTE: The destination component order indeed is "backwards"
  191. if (uniform_setup.IsFloat32()) {
  192. for (auto i : {0,1,2,3})
  193. uniform[3 - i] = float24::FromFloat32(*(float*)(&uniform_write_buffer[i]));
  194. } else {
  195. // TODO: Untested
  196. uniform.w = float24::FromRawFloat24(uniform_write_buffer[0] >> 8);
  197. uniform.z = float24::FromRawFloat24(((uniform_write_buffer[0] & 0xFF)<<16) | ((uniform_write_buffer[1] >> 16) & 0xFFFF));
  198. uniform.y = float24::FromRawFloat24(((uniform_write_buffer[1] & 0xFFFF)<<8) | ((uniform_write_buffer[2] >> 24) & 0xFF));
  199. uniform.x = float24::FromRawFloat24(uniform_write_buffer[2] & 0xFFFFFF);
  200. }
  201. LOG_TRACE(HW_GPU, "Set uniform %x to (%f %f %f %f)", (int)uniform_setup.index,
  202. uniform.x.ToFloat32(), uniform.y.ToFloat32(), uniform.z.ToFloat32(),
  203. uniform.w.ToFloat32());
  204. // TODO: Verify that this actually modifies the register!
  205. uniform_setup.index = uniform_setup.index + 1;
  206. }
  207. break;
  208. }
  209. // Load default vertex input attributes
  210. case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.set_value[0], 0x233):
  211. case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.set_value[1], 0x234):
  212. case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.set_value[2], 0x235):
  213. {
  214. // TODO: Does actual hardware indeed keep an intermediate buffer or does
  215. // it directly write the values?
  216. default_attr_write_buffer[default_attr_counter++] = value;
  217. // Default attributes are written in a packed format such that four float24 values are encoded in
  218. // three 32-bit numbers. We write to internal memory once a full such vector is
  219. // written.
  220. if (default_attr_counter >= 3) {
  221. default_attr_counter = 0;
  222. auto& setup = registers.vs_default_attributes_setup;
  223. if (setup.index >= 16) {
  224. LOG_ERROR(HW_GPU, "Invalid VS default attribute index %d", (int)setup.index);
  225. break;
  226. }
  227. Math::Vec4<float24>& attribute = VertexShader::GetDefaultAttribute(setup.index);
  228. // NOTE: The destination component order indeed is "backwards"
  229. attribute.w = float24::FromRawFloat24(default_attr_write_buffer[0] >> 8);
  230. attribute.z = float24::FromRawFloat24(((default_attr_write_buffer[0] & 0xFF) << 16) | ((default_attr_write_buffer[1] >> 16) & 0xFFFF));
  231. attribute.y = float24::FromRawFloat24(((default_attr_write_buffer[1] & 0xFFFF) << 8) | ((default_attr_write_buffer[2] >> 24) & 0xFF));
  232. attribute.x = float24::FromRawFloat24(default_attr_write_buffer[2] & 0xFFFFFF);
  233. LOG_TRACE(HW_GPU, "Set default VS attribute %x to (%f %f %f %f)", (int)setup.index,
  234. attribute.x.ToFloat32(), attribute.y.ToFloat32(), attribute.z.ToFloat32(),
  235. attribute.w.ToFloat32());
  236. // TODO: Verify that this actually modifies the register!
  237. setup.index = setup.index + 1;
  238. }
  239. break;
  240. }
  241. // Load shader program code
  242. case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[0], 0x2cc):
  243. case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[1], 0x2cd):
  244. case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[2], 0x2ce):
  245. case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[3], 0x2cf):
  246. case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[4], 0x2d0):
  247. case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[5], 0x2d1):
  248. case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[6], 0x2d2):
  249. case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[7], 0x2d3):
  250. {
  251. VertexShader::SubmitShaderMemoryChange(registers.vs_program.offset, value);
  252. registers.vs_program.offset++;
  253. break;
  254. }
  255. // Load swizzle pattern data
  256. case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[0], 0x2d6):
  257. case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[1], 0x2d7):
  258. case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[2], 0x2d8):
  259. case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[3], 0x2d9):
  260. case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[4], 0x2da):
  261. case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[5], 0x2db):
  262. case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[6], 0x2dc):
  263. case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[7], 0x2dd):
  264. {
  265. VertexShader::SubmitSwizzleDataChange(registers.vs_swizzle_patterns.offset, value);
  266. registers.vs_swizzle_patterns.offset++;
  267. break;
  268. }
  269. default:
  270. break;
  271. }
  272. if (g_debug_context)
  273. g_debug_context->OnEvent(DebugContext::Event::CommandProcessed, reinterpret_cast<void*>(&id));
  274. }
  275. static std::ptrdiff_t ExecuteCommandBlock(const u32* first_command_word) {
  276. const CommandHeader& header = *(const CommandHeader*)(&first_command_word[1]);
  277. u32* read_pointer = (u32*)first_command_word;
  278. const u32 write_mask = ((header.parameter_mask & 0x1) ? (0xFFu << 0) : 0u) |
  279. ((header.parameter_mask & 0x2) ? (0xFFu << 8) : 0u) |
  280. ((header.parameter_mask & 0x4) ? (0xFFu << 16) : 0u) |
  281. ((header.parameter_mask & 0x8) ? (0xFFu << 24) : 0u);
  282. WritePicaReg(header.cmd_id, *read_pointer, write_mask);
  283. read_pointer += 2;
  284. for (unsigned int i = 1; i < 1+header.extra_data_length; ++i) {
  285. u32 cmd = header.cmd_id + ((header.group_commands) ? i : 0);
  286. WritePicaReg(cmd, *read_pointer, write_mask);
  287. ++read_pointer;
  288. }
  289. // align read pointer to 8 bytes
  290. if ((first_command_word - read_pointer) % 2)
  291. ++read_pointer;
  292. return read_pointer - first_command_word;
  293. }
  294. void ProcessCommandList(const u32* list, u32 size) {
  295. u32* read_pointer = (u32*)list;
  296. u32 list_length = size / sizeof(u32);
  297. while (read_pointer < list + list_length) {
  298. read_pointer += ExecuteCommandBlock(read_pointer);
  299. }
  300. }
  301. } // namespace
  302. } // namespace