command_processor.cpp 22 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 "core/hle/service/gsp_gpu.h"
  7. #include "core/hw/gpu.h"
  8. #include "core/settings.h"
  9. #include "debug_utils/debug_utils.h"
  10. #include "clipper.h"
  11. #include "command_processor.h"
  12. #include "math.h"
  13. #include "pica.h"
  14. #include "primitive_assembly.h"
  15. #include "renderer_base.h"
  16. #include "vertex_shader.h"
  17. #include "video_core.h"
  18. namespace Pica {
  19. namespace CommandProcessor {
  20. static int float_regs_counter = 0;
  21. static u32 uniform_write_buffer[4];
  22. static int default_attr_counter = 0;
  23. static u32 default_attr_write_buffer[3];
  24. Common::Profiling::TimingCategory category_drawing("Drawing");
  25. static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
  26. auto& regs = g_state.regs;
  27. if (id >= regs.NumIds())
  28. return;
  29. // If we're skipping this frame, only allow trigger IRQ
  30. if (GPU::g_skip_frame && id != PICA_REG_INDEX(trigger_irq))
  31. return;
  32. // TODO: Figure out how register masking acts on e.g. vs.uniform_setup.set_value
  33. u32 old_value = regs[id];
  34. regs[id] = (old_value & ~mask) | (value & mask);
  35. if (g_debug_context)
  36. g_debug_context->OnEvent(DebugContext::Event::PicaCommandLoaded, reinterpret_cast<void*>(&id));
  37. DebugUtils::OnPicaRegWrite(id, regs[id]);
  38. switch(id) {
  39. // Trigger IRQ
  40. case PICA_REG_INDEX(trigger_irq):
  41. GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::P3D);
  42. break;
  43. // Load default vertex input attributes
  44. case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.set_value[0], 0x233):
  45. case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.set_value[1], 0x234):
  46. case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.set_value[2], 0x235):
  47. {
  48. // TODO: Does actual hardware indeed keep an intermediate buffer or does
  49. // it directly write the values?
  50. default_attr_write_buffer[default_attr_counter++] = value;
  51. // Default attributes are written in a packed format such that four float24 values are encoded in
  52. // three 32-bit numbers. We write to internal memory once a full such vector is
  53. // written.
  54. if (default_attr_counter >= 3) {
  55. default_attr_counter = 0;
  56. auto& setup = regs.vs_default_attributes_setup;
  57. if (setup.index >= 16) {
  58. LOG_ERROR(HW_GPU, "Invalid VS default attribute index %d", (int)setup.index);
  59. break;
  60. }
  61. Math::Vec4<float24>& attribute = g_state.vs.default_attributes[setup.index];
  62. // NOTE: The destination component order indeed is "backwards"
  63. attribute.w = float24::FromRawFloat24(default_attr_write_buffer[0] >> 8);
  64. attribute.z = float24::FromRawFloat24(((default_attr_write_buffer[0] & 0xFF) << 16) | ((default_attr_write_buffer[1] >> 16) & 0xFFFF));
  65. attribute.y = float24::FromRawFloat24(((default_attr_write_buffer[1] & 0xFFFF) << 8) | ((default_attr_write_buffer[2] >> 24) & 0xFF));
  66. attribute.x = float24::FromRawFloat24(default_attr_write_buffer[2] & 0xFFFFFF);
  67. LOG_TRACE(HW_GPU, "Set default VS attribute %x to (%f %f %f %f)", (int)setup.index,
  68. attribute.x.ToFloat32(), attribute.y.ToFloat32(), attribute.z.ToFloat32(),
  69. attribute.w.ToFloat32());
  70. // TODO: Verify that this actually modifies the register!
  71. setup.index = setup.index + 1;
  72. }
  73. break;
  74. }
  75. case PICA_REG_INDEX_WORKAROUND(command_buffer.trigger[0], 0x23c):
  76. case PICA_REG_INDEX_WORKAROUND(command_buffer.trigger[1], 0x23d):
  77. {
  78. unsigned index = id - PICA_REG_INDEX(command_buffer.trigger[0]);
  79. u32* head_ptr = (u32*)Memory::GetPhysicalPointer(regs.command_buffer.GetPhysicalAddress(index));
  80. g_state.cmd_list.head_ptr = g_state.cmd_list.current_ptr = head_ptr;
  81. g_state.cmd_list.length = regs.command_buffer.GetSize(index) / sizeof(u32);
  82. break;
  83. }
  84. // It seems like these trigger vertex rendering
  85. case PICA_REG_INDEX(trigger_draw):
  86. case PICA_REG_INDEX(trigger_draw_indexed):
  87. {
  88. Common::Profiling::ScopeTimer scope_timer(category_drawing);
  89. DebugUtils::DumpTevStageConfig(regs.GetTevStages());
  90. if (g_debug_context)
  91. g_debug_context->OnEvent(DebugContext::Event::IncomingPrimitiveBatch, nullptr);
  92. const auto& attribute_config = regs.vertex_attributes;
  93. const u32 base_address = attribute_config.GetPhysicalBaseAddress();
  94. // Information about internal vertex attributes
  95. u32 vertex_attribute_sources[16];
  96. boost::fill(vertex_attribute_sources, 0xdeadbeef);
  97. u32 vertex_attribute_strides[16] = {};
  98. Regs::VertexAttributeFormat vertex_attribute_formats[16] = {};
  99. u32 vertex_attribute_elements[16] = {};
  100. u32 vertex_attribute_element_size[16] = {};
  101. // Setup attribute data from loaders
  102. for (int loader = 0; loader < 12; ++loader) {
  103. const auto& loader_config = attribute_config.attribute_loaders[loader];
  104. u32 load_address = base_address + loader_config.data_offset;
  105. // TODO: What happens if a loader overwrites a previous one's data?
  106. for (unsigned component = 0; component < loader_config.component_count; ++component) {
  107. u32 attribute_index = loader_config.GetComponent(component);
  108. vertex_attribute_sources[attribute_index] = load_address;
  109. vertex_attribute_strides[attribute_index] = static_cast<u32>(loader_config.byte_count);
  110. vertex_attribute_formats[attribute_index] = attribute_config.GetFormat(attribute_index);
  111. vertex_attribute_elements[attribute_index] = attribute_config.GetNumElements(attribute_index);
  112. vertex_attribute_element_size[attribute_index] = attribute_config.GetElementSizeInBytes(attribute_index);
  113. load_address += attribute_config.GetStride(attribute_index);
  114. }
  115. }
  116. // Load vertices
  117. bool is_indexed = (id == PICA_REG_INDEX(trigger_draw_indexed));
  118. const auto& index_info = regs.index_array;
  119. const u8* index_address_8 = Memory::GetPhysicalPointer(base_address + index_info.offset);
  120. const u16* index_address_16 = (u16*)index_address_8;
  121. bool index_u16 = index_info.format != 0;
  122. DebugUtils::GeometryDumper geometry_dumper;
  123. PrimitiveAssembler<VertexShader::OutputVertex> primitive_assembler(regs.triangle_topology.Value());
  124. PrimitiveAssembler<DebugUtils::GeometryDumper::Vertex> dumping_primitive_assembler(regs.triangle_topology.Value());
  125. if (g_debug_context) {
  126. for (int i = 0; i < 3; ++i) {
  127. const auto texture = regs.GetTextures()[i];
  128. if (!texture.enabled)
  129. continue;
  130. u8* texture_data = Memory::GetPhysicalPointer(texture.config.GetPhysicalAddress());
  131. if (g_debug_context && Pica::g_debug_context->recorder)
  132. g_debug_context->recorder->MemoryAccessed(texture_data, Pica::Regs::NibblesPerPixel(texture.format) * texture.config.width / 2 * texture.config.height, texture.config.GetPhysicalAddress());
  133. }
  134. }
  135. class {
  136. /// Combine overlapping and close ranges
  137. void SimplifyRanges() {
  138. for (auto it = ranges.begin(); it != ranges.end(); ++it) {
  139. // NOTE: We add 32 to the range end address to make sure "close" ranges are combined, too
  140. auto it2 = std::next(it);
  141. while (it2 != ranges.end() && it->first + it->second + 32 >= it2->first) {
  142. it->second = std::max(it->second, it2->first + it2->second - it->first);
  143. it2 = ranges.erase(it2);
  144. }
  145. }
  146. }
  147. public:
  148. /// Record a particular memory access in the list
  149. void AddAccess(u32 paddr, u32 size) {
  150. // Create new range or extend existing one
  151. ranges[paddr] = std::max(ranges[paddr], size);
  152. // Simplify ranges...
  153. SimplifyRanges();
  154. }
  155. /// Map of accessed ranges (mapping start address to range size)
  156. std::map<u32, u32> ranges;
  157. } memory_accesses;
  158. for (unsigned int index = 0; index < regs.num_vertices; ++index)
  159. {
  160. unsigned int vertex = is_indexed ? (index_u16 ? index_address_16[index] : index_address_8[index]) : index;
  161. if (is_indexed) {
  162. // TODO: Implement some sort of vertex cache!
  163. if (g_debug_context && Pica::g_debug_context->recorder) {
  164. int size = index_u16 ? 2 : 1;
  165. memory_accesses.AddAccess(base_address + index_info.offset + size * index, size);
  166. }
  167. }
  168. // Initialize data for the current vertex
  169. VertexShader::InputVertex input;
  170. // Load a debugging token to check whether this gets loaded by the running
  171. // application or not.
  172. static const float24 debug_token = float24::FromRawFloat24(0x00abcdef);
  173. input.attr[0].w = debug_token;
  174. for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) {
  175. // Load the default attribute if we're configured to do so, this data will be overwritten by the loader data if it's set
  176. if (attribute_config.IsDefaultAttribute(i)) {
  177. input.attr[i] = g_state.vs.default_attributes[i];
  178. LOG_TRACE(HW_GPU, "Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)",
  179. i, vertex, index,
  180. input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(),
  181. input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32());
  182. }
  183. // Load per-vertex data from the loader arrays
  184. for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
  185. u32 source_addr = vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i];
  186. const u8* srcdata = Memory::GetPhysicalPointer(source_addr);
  187. if (g_debug_context && Pica::g_debug_context->recorder) {
  188. memory_accesses.AddAccess(source_addr,
  189. (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::FLOAT) ? 4
  190. : (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? 2 : 1);
  191. }
  192. const float srcval = (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::BYTE) ? *(s8*)srcdata :
  193. (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::UBYTE) ? *(u8*)srcdata :
  194. (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? *(s16*)srcdata :
  195. *(float*)srcdata;
  196. input.attr[i][comp] = float24::FromFloat32(srcval);
  197. LOG_TRACE(HW_GPU, "Loaded component %x of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08lx + 0x%04lx: %f",
  198. comp, i, vertex, index,
  199. attribute_config.GetPhysicalBaseAddress(),
  200. vertex_attribute_sources[i] - base_address,
  201. vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i],
  202. input.attr[i][comp].ToFloat32());
  203. }
  204. }
  205. // HACK: Some games do not initialize the vertex position's w component. This leads
  206. // to critical issues since it messes up perspective division. As a
  207. // workaround, we force the fourth component to 1.0 if we find this to be the
  208. // case.
  209. // To do this, we additionally have to assume that the first input attribute
  210. // is the vertex position, since there's no information about this other than
  211. // the empiric observation that this is usually the case.
  212. if (input.attr[0].w == debug_token)
  213. input.attr[0].w = float24::FromFloat32(1.0);
  214. if (g_debug_context)
  215. g_debug_context->OnEvent(DebugContext::Event::VertexLoaded, (void*)&input);
  216. // NOTE: When dumping geometry, we simply assume that the first input attribute
  217. // corresponds to the position for now.
  218. DebugUtils::GeometryDumper::Vertex dumped_vertex = {
  219. input.attr[0][0].ToFloat32(), input.attr[0][1].ToFloat32(), input.attr[0][2].ToFloat32()
  220. };
  221. using namespace std::placeholders;
  222. dumping_primitive_assembler.SubmitVertex(dumped_vertex,
  223. std::bind(&DebugUtils::GeometryDumper::AddTriangle,
  224. &geometry_dumper, _1, _2, _3));
  225. // Send to vertex shader
  226. VertexShader::OutputVertex output = VertexShader::RunShader(input, attribute_config.GetNumTotalAttributes(), g_state.regs.vs, g_state.vs);
  227. if (is_indexed) {
  228. // TODO: Add processed vertex to vertex cache!
  229. }
  230. if (Settings::values.use_hw_renderer) {
  231. // Send to hardware renderer
  232. static auto AddHWTriangle = [](const Pica::VertexShader::OutputVertex& v0,
  233. const Pica::VertexShader::OutputVertex& v1,
  234. const Pica::VertexShader::OutputVertex& v2) {
  235. VideoCore::g_renderer->hw_rasterizer->AddTriangle(v0, v1, v2);
  236. };
  237. primitive_assembler.SubmitVertex(output, AddHWTriangle);
  238. } else {
  239. // Send to triangle clipper
  240. primitive_assembler.SubmitVertex(output, Clipper::ProcessTriangle);
  241. }
  242. }
  243. for (auto& range : memory_accesses.ranges) {
  244. g_debug_context->recorder->MemoryAccessed(Memory::GetPhysicalPointer(range.first),
  245. range.second, range.first);
  246. }
  247. if (Settings::values.use_hw_renderer) {
  248. VideoCore::g_renderer->hw_rasterizer->DrawTriangles();
  249. }
  250. geometry_dumper.Dump();
  251. if (g_debug_context) {
  252. g_debug_context->OnEvent(DebugContext::Event::FinishedPrimitiveBatch, nullptr);
  253. }
  254. break;
  255. }
  256. case PICA_REG_INDEX(vs.bool_uniforms):
  257. for (unsigned i = 0; i < 16; ++i)
  258. g_state.vs.uniforms.b[i] = (regs.vs.bool_uniforms.Value() & (1 << i)) != 0;
  259. break;
  260. case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[0], 0x2b1):
  261. case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[1], 0x2b2):
  262. case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[2], 0x2b3):
  263. case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[3], 0x2b4):
  264. {
  265. int index = (id - PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[0], 0x2b1));
  266. auto values = regs.vs.int_uniforms[index];
  267. g_state.vs.uniforms.i[index] = Math::Vec4<u8>(values.x, values.y, values.z, values.w);
  268. LOG_TRACE(HW_GPU, "Set integer uniform %d to %02x %02x %02x %02x",
  269. index, values.x.Value(), values.y.Value(), values.z.Value(), values.w.Value());
  270. break;
  271. }
  272. case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[0], 0x2c1):
  273. case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[1], 0x2c2):
  274. case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[2], 0x2c3):
  275. case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[3], 0x2c4):
  276. case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[4], 0x2c5):
  277. case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[5], 0x2c6):
  278. case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[6], 0x2c7):
  279. case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[7], 0x2c8):
  280. {
  281. auto& uniform_setup = regs.vs.uniform_setup;
  282. // TODO: Does actual hardware indeed keep an intermediate buffer or does
  283. // it directly write the values?
  284. uniform_write_buffer[float_regs_counter++] = value;
  285. // Uniforms are written in a packed format such that four float24 values are encoded in
  286. // three 32-bit numbers. We write to internal memory once a full such vector is
  287. // written.
  288. if ((float_regs_counter >= 4 && uniform_setup.IsFloat32()) ||
  289. (float_regs_counter >= 3 && !uniform_setup.IsFloat32())) {
  290. float_regs_counter = 0;
  291. auto& uniform = g_state.vs.uniforms.f[uniform_setup.index];
  292. if (uniform_setup.index > 95) {
  293. LOG_ERROR(HW_GPU, "Invalid VS uniform index %d", (int)uniform_setup.index);
  294. break;
  295. }
  296. // NOTE: The destination component order indeed is "backwards"
  297. if (uniform_setup.IsFloat32()) {
  298. for (auto i : {0,1,2,3})
  299. uniform[3 - i] = float24::FromFloat32(*(float*)(&uniform_write_buffer[i]));
  300. } else {
  301. // TODO: Untested
  302. uniform.w = float24::FromRawFloat24(uniform_write_buffer[0] >> 8);
  303. uniform.z = float24::FromRawFloat24(((uniform_write_buffer[0] & 0xFF)<<16) | ((uniform_write_buffer[1] >> 16) & 0xFFFF));
  304. uniform.y = float24::FromRawFloat24(((uniform_write_buffer[1] & 0xFFFF)<<8) | ((uniform_write_buffer[2] >> 24) & 0xFF));
  305. uniform.x = float24::FromRawFloat24(uniform_write_buffer[2] & 0xFFFFFF);
  306. }
  307. LOG_TRACE(HW_GPU, "Set uniform %x to (%f %f %f %f)", (int)uniform_setup.index,
  308. uniform.x.ToFloat32(), uniform.y.ToFloat32(), uniform.z.ToFloat32(),
  309. uniform.w.ToFloat32());
  310. // TODO: Verify that this actually modifies the register!
  311. uniform_setup.index = uniform_setup.index + 1;
  312. }
  313. break;
  314. }
  315. // Load shader program code
  316. case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[0], 0x2cc):
  317. case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[1], 0x2cd):
  318. case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[2], 0x2ce):
  319. case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[3], 0x2cf):
  320. case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[4], 0x2d0):
  321. case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[5], 0x2d1):
  322. case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[6], 0x2d2):
  323. case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[7], 0x2d3):
  324. {
  325. g_state.vs.program_code[regs.vs.program.offset] = value;
  326. regs.vs.program.offset++;
  327. break;
  328. }
  329. // Load swizzle pattern data
  330. case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[0], 0x2d6):
  331. case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[1], 0x2d7):
  332. case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[2], 0x2d8):
  333. case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[3], 0x2d9):
  334. case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[4], 0x2da):
  335. case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[5], 0x2db):
  336. case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[6], 0x2dc):
  337. case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[7], 0x2dd):
  338. {
  339. g_state.vs.swizzle_data[regs.vs.swizzle_patterns.offset] = value;
  340. regs.vs.swizzle_patterns.offset++;
  341. break;
  342. }
  343. default:
  344. break;
  345. }
  346. VideoCore::g_renderer->hw_rasterizer->NotifyPicaRegisterChanged(id);
  347. if (g_debug_context)
  348. g_debug_context->OnEvent(DebugContext::Event::PicaCommandProcessed, reinterpret_cast<void*>(&id));
  349. }
  350. void ProcessCommandList(const u32* list, u32 size) {
  351. g_state.cmd_list.head_ptr = g_state.cmd_list.current_ptr = list;
  352. g_state.cmd_list.length = size / sizeof(u32);
  353. while (g_state.cmd_list.current_ptr < g_state.cmd_list.head_ptr + g_state.cmd_list.length) {
  354. // Expand a 4-bit mask to 4-byte mask, e.g. 0b0101 -> 0x00FF00FF
  355. static const u32 expand_bits_to_bytes[] = {
  356. 0x00000000, 0x000000ff, 0x0000ff00, 0x0000ffff,
  357. 0x00ff0000, 0x00ff00ff, 0x00ffff00, 0x00ffffff,
  358. 0xff000000, 0xff0000ff, 0xff00ff00, 0xff00ffff,
  359. 0xffff0000, 0xffff00ff, 0xffffff00, 0xffffffff
  360. };
  361. // Align read pointer to 8 bytes
  362. if ((g_state.cmd_list.head_ptr - g_state.cmd_list.current_ptr) % 2 != 0)
  363. ++g_state.cmd_list.current_ptr;
  364. u32 value = *g_state.cmd_list.current_ptr++;
  365. const CommandHeader header = { *g_state.cmd_list.current_ptr++ };
  366. const u32 write_mask = expand_bits_to_bytes[header.parameter_mask];
  367. u32 cmd = header.cmd_id;
  368. WritePicaReg(cmd, value, write_mask);
  369. for (unsigned i = 0; i < header.extra_data_length; ++i) {
  370. u32 cmd = header.cmd_id + (header.group_commands ? i + 1 : 0);
  371. WritePicaReg(cmd, *g_state.cmd_list.current_ptr++, write_mask);
  372. }
  373. }
  374. }
  375. } // namespace
  376. } // namespace