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 = static_cast<unsigned>(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. #if PICA_LOG_TEV
  90. DebugUtils::DumpTevStageConfig(regs.GetTevStages());
  91. #endif
  92. if (g_debug_context)
  93. g_debug_context->OnEvent(DebugContext::Event::IncomingPrimitiveBatch, nullptr);
  94. const auto& attribute_config = regs.vertex_attributes;
  95. const u32 base_address = attribute_config.GetPhysicalBaseAddress();
  96. // Information about internal vertex attributes
  97. u32 vertex_attribute_sources[16];
  98. boost::fill(vertex_attribute_sources, 0xdeadbeef);
  99. u32 vertex_attribute_strides[16] = {};
  100. Regs::VertexAttributeFormat vertex_attribute_formats[16] = {};
  101. u32 vertex_attribute_elements[16] = {};
  102. u32 vertex_attribute_element_size[16] = {};
  103. // Setup attribute data from loaders
  104. for (int loader = 0; loader < 12; ++loader) {
  105. const auto& loader_config = attribute_config.attribute_loaders[loader];
  106. u32 load_address = base_address + loader_config.data_offset;
  107. // TODO: What happens if a loader overwrites a previous one's data?
  108. for (unsigned component = 0; component < loader_config.component_count; ++component) {
  109. u32 attribute_index = loader_config.GetComponent(component);
  110. vertex_attribute_sources[attribute_index] = load_address;
  111. vertex_attribute_strides[attribute_index] = static_cast<u32>(loader_config.byte_count);
  112. vertex_attribute_formats[attribute_index] = attribute_config.GetFormat(attribute_index);
  113. vertex_attribute_elements[attribute_index] = attribute_config.GetNumElements(attribute_index);
  114. vertex_attribute_element_size[attribute_index] = attribute_config.GetElementSizeInBytes(attribute_index);
  115. load_address += attribute_config.GetStride(attribute_index);
  116. }
  117. }
  118. // Load vertices
  119. bool is_indexed = (id == PICA_REG_INDEX(trigger_draw_indexed));
  120. const auto& index_info = regs.index_array;
  121. const u8* index_address_8 = Memory::GetPhysicalPointer(base_address + index_info.offset);
  122. const u16* index_address_16 = (u16*)index_address_8;
  123. bool index_u16 = index_info.format != 0;
  124. #if PICA_DUMP_GEOMETRY
  125. DebugUtils::GeometryDumper geometry_dumper;
  126. PrimitiveAssembler<DebugUtils::GeometryDumper::Vertex> dumping_primitive_assembler(regs.triangle_topology.Value());
  127. #endif
  128. PrimitiveAssembler<VertexShader::OutputVertex> primitive_assembler(regs.triangle_topology.Value());
  129. if (g_debug_context) {
  130. for (int i = 0; i < 3; ++i) {
  131. const auto texture = regs.GetTextures()[i];
  132. if (!texture.enabled)
  133. continue;
  134. u8* texture_data = Memory::GetPhysicalPointer(texture.config.GetPhysicalAddress());
  135. if (g_debug_context && Pica::g_debug_context->recorder)
  136. g_debug_context->recorder->MemoryAccessed(texture_data, Pica::Regs::NibblesPerPixel(texture.format) * texture.config.width / 2 * texture.config.height, texture.config.GetPhysicalAddress());
  137. }
  138. }
  139. class {
  140. /// Combine overlapping and close ranges
  141. void SimplifyRanges() {
  142. for (auto it = ranges.begin(); it != ranges.end(); ++it) {
  143. // NOTE: We add 32 to the range end address to make sure "close" ranges are combined, too
  144. auto it2 = std::next(it);
  145. while (it2 != ranges.end() && it->first + it->second + 32 >= it2->first) {
  146. it->second = std::max(it->second, it2->first + it2->second - it->first);
  147. it2 = ranges.erase(it2);
  148. }
  149. }
  150. }
  151. public:
  152. /// Record a particular memory access in the list
  153. void AddAccess(u32 paddr, u32 size) {
  154. // Create new range or extend existing one
  155. ranges[paddr] = std::max(ranges[paddr], size);
  156. // Simplify ranges...
  157. SimplifyRanges();
  158. }
  159. /// Map of accessed ranges (mapping start address to range size)
  160. std::map<u32, u32> ranges;
  161. } memory_accesses;
  162. for (unsigned int index = 0; index < regs.num_vertices; ++index)
  163. {
  164. unsigned int vertex = is_indexed ? (index_u16 ? index_address_16[index] : index_address_8[index]) : index;
  165. if (is_indexed) {
  166. // TODO: Implement some sort of vertex cache!
  167. if (g_debug_context && Pica::g_debug_context->recorder) {
  168. int size = index_u16 ? 2 : 1;
  169. memory_accesses.AddAccess(base_address + index_info.offset + size * index, size);
  170. }
  171. }
  172. // Initialize data for the current vertex
  173. VertexShader::InputVertex input;
  174. // Load a debugging token to check whether this gets loaded by the running
  175. // application or not.
  176. static const float24 debug_token = float24::FromRawFloat24(0x00abcdef);
  177. input.attr[0].w = debug_token;
  178. for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) {
  179. // Load the default attribute if we're configured to do so, this data will be overwritten by the loader data if it's set
  180. if (attribute_config.IsDefaultAttribute(i)) {
  181. input.attr[i] = g_state.vs.default_attributes[i];
  182. LOG_TRACE(HW_GPU, "Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)",
  183. i, vertex, index,
  184. input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(),
  185. input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32());
  186. }
  187. // Load per-vertex data from the loader arrays
  188. for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
  189. u32 source_addr = vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i];
  190. const u8* srcdata = Memory::GetPhysicalPointer(source_addr);
  191. if (g_debug_context && Pica::g_debug_context->recorder) {
  192. memory_accesses.AddAccess(source_addr,
  193. (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::FLOAT) ? 4
  194. : (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? 2 : 1);
  195. }
  196. const float srcval = (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::BYTE) ? *(s8*)srcdata :
  197. (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::UBYTE) ? *(u8*)srcdata :
  198. (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? *(s16*)srcdata :
  199. *(float*)srcdata;
  200. input.attr[i][comp] = float24::FromFloat32(srcval);
  201. LOG_TRACE(HW_GPU, "Loaded component %x of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08lx + 0x%04lx: %f",
  202. comp, i, vertex, index,
  203. attribute_config.GetPhysicalBaseAddress(),
  204. vertex_attribute_sources[i] - base_address,
  205. vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i],
  206. input.attr[i][comp].ToFloat32());
  207. }
  208. }
  209. // HACK: Some games do not initialize the vertex position's w component. This leads
  210. // to critical issues since it messes up perspective division. As a
  211. // workaround, we force the fourth component to 1.0 if we find this to be the
  212. // case.
  213. // To do this, we additionally have to assume that the first input attribute
  214. // is the vertex position, since there's no information about this other than
  215. // the empiric observation that this is usually the case.
  216. if (input.attr[0].w == debug_token)
  217. input.attr[0].w = float24::FromFloat32(1.0);
  218. if (g_debug_context)
  219. g_debug_context->OnEvent(DebugContext::Event::VertexLoaded, (void*)&input);
  220. #if PICA_DUMP_GEOMETRY
  221. // NOTE: When dumping geometry, we simply assume that the first input attribute
  222. // corresponds to the position for now.
  223. DebugUtils::GeometryDumper::Vertex dumped_vertex = {
  224. input.attr[0][0].ToFloat32(), input.attr[0][1].ToFloat32(), input.attr[0][2].ToFloat32()
  225. };
  226. using namespace std::placeholders;
  227. dumping_primitive_assembler.SubmitVertex(dumped_vertex,
  228. std::bind(&DebugUtils::GeometryDumper::AddTriangle,
  229. &geometry_dumper, _1, _2, _3));
  230. #endif
  231. // Send to vertex shader
  232. VertexShader::OutputVertex output = VertexShader::RunShader(input, attribute_config.GetNumTotalAttributes(), g_state.regs.vs, g_state.vs);
  233. if (is_indexed) {
  234. // TODO: Add processed vertex to vertex cache!
  235. }
  236. if (Settings::values.use_hw_renderer) {
  237. // Send to hardware renderer
  238. static auto AddHWTriangle = [](const Pica::VertexShader::OutputVertex& v0,
  239. const Pica::VertexShader::OutputVertex& v1,
  240. const Pica::VertexShader::OutputVertex& v2) {
  241. VideoCore::g_renderer->hw_rasterizer->AddTriangle(v0, v1, v2);
  242. };
  243. primitive_assembler.SubmitVertex(output, AddHWTriangle);
  244. } else {
  245. // Send to triangle clipper
  246. primitive_assembler.SubmitVertex(output, Clipper::ProcessTriangle);
  247. }
  248. }
  249. for (auto& range : memory_accesses.ranges) {
  250. g_debug_context->recorder->MemoryAccessed(Memory::GetPhysicalPointer(range.first),
  251. range.second, range.first);
  252. }
  253. if (Settings::values.use_hw_renderer) {
  254. VideoCore::g_renderer->hw_rasterizer->DrawTriangles();
  255. }
  256. #if PICA_DUMP_GEOMETRY
  257. geometry_dumper.Dump();
  258. #endif
  259. if (g_debug_context) {
  260. g_debug_context->OnEvent(DebugContext::Event::FinishedPrimitiveBatch, nullptr);
  261. }
  262. break;
  263. }
  264. case PICA_REG_INDEX(vs.bool_uniforms):
  265. for (unsigned i = 0; i < 16; ++i)
  266. g_state.vs.uniforms.b[i] = (regs.vs.bool_uniforms.Value() & (1 << i)) != 0;
  267. break;
  268. case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[0], 0x2b1):
  269. case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[1], 0x2b2):
  270. case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[2], 0x2b3):
  271. case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[3], 0x2b4):
  272. {
  273. int index = (id - PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[0], 0x2b1));
  274. auto values = regs.vs.int_uniforms[index];
  275. g_state.vs.uniforms.i[index] = Math::Vec4<u8>(values.x, values.y, values.z, values.w);
  276. LOG_TRACE(HW_GPU, "Set integer uniform %d to %02x %02x %02x %02x",
  277. index, values.x.Value(), values.y.Value(), values.z.Value(), values.w.Value());
  278. break;
  279. }
  280. case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[0], 0x2c1):
  281. case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[1], 0x2c2):
  282. case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[2], 0x2c3):
  283. case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[3], 0x2c4):
  284. case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[4], 0x2c5):
  285. case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[5], 0x2c6):
  286. case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[6], 0x2c7):
  287. case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[7], 0x2c8):
  288. {
  289. auto& uniform_setup = regs.vs.uniform_setup;
  290. // TODO: Does actual hardware indeed keep an intermediate buffer or does
  291. // it directly write the values?
  292. uniform_write_buffer[float_regs_counter++] = value;
  293. // Uniforms are written in a packed format such that four float24 values are encoded in
  294. // three 32-bit numbers. We write to internal memory once a full such vector is
  295. // written.
  296. if ((float_regs_counter >= 4 && uniform_setup.IsFloat32()) ||
  297. (float_regs_counter >= 3 && !uniform_setup.IsFloat32())) {
  298. float_regs_counter = 0;
  299. auto& uniform = g_state.vs.uniforms.f[uniform_setup.index];
  300. if (uniform_setup.index > 95) {
  301. LOG_ERROR(HW_GPU, "Invalid VS uniform index %d", (int)uniform_setup.index);
  302. break;
  303. }
  304. // NOTE: The destination component order indeed is "backwards"
  305. if (uniform_setup.IsFloat32()) {
  306. for (auto i : {0,1,2,3})
  307. uniform[3 - i] = float24::FromFloat32(*(float*)(&uniform_write_buffer[i]));
  308. } else {
  309. // TODO: Untested
  310. uniform.w = float24::FromRawFloat24(uniform_write_buffer[0] >> 8);
  311. uniform.z = float24::FromRawFloat24(((uniform_write_buffer[0] & 0xFF)<<16) | ((uniform_write_buffer[1] >> 16) & 0xFFFF));
  312. uniform.y = float24::FromRawFloat24(((uniform_write_buffer[1] & 0xFFFF)<<8) | ((uniform_write_buffer[2] >> 24) & 0xFF));
  313. uniform.x = float24::FromRawFloat24(uniform_write_buffer[2] & 0xFFFFFF);
  314. }
  315. LOG_TRACE(HW_GPU, "Set uniform %x to (%f %f %f %f)", (int)uniform_setup.index,
  316. uniform.x.ToFloat32(), uniform.y.ToFloat32(), uniform.z.ToFloat32(),
  317. uniform.w.ToFloat32());
  318. // TODO: Verify that this actually modifies the register!
  319. uniform_setup.index = uniform_setup.index + 1;
  320. }
  321. break;
  322. }
  323. // Load shader program code
  324. case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[0], 0x2cc):
  325. case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[1], 0x2cd):
  326. case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[2], 0x2ce):
  327. case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[3], 0x2cf):
  328. case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[4], 0x2d0):
  329. case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[5], 0x2d1):
  330. case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[6], 0x2d2):
  331. case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[7], 0x2d3):
  332. {
  333. g_state.vs.program_code[regs.vs.program.offset] = value;
  334. regs.vs.program.offset++;
  335. break;
  336. }
  337. // Load swizzle pattern data
  338. case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[0], 0x2d6):
  339. case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[1], 0x2d7):
  340. case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[2], 0x2d8):
  341. case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[3], 0x2d9):
  342. case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[4], 0x2da):
  343. case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[5], 0x2db):
  344. case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[6], 0x2dc):
  345. case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[7], 0x2dd):
  346. {
  347. g_state.vs.swizzle_data[regs.vs.swizzle_patterns.offset] = value;
  348. regs.vs.swizzle_patterns.offset++;
  349. break;
  350. }
  351. default:
  352. break;
  353. }
  354. VideoCore::g_renderer->hw_rasterizer->NotifyPicaRegisterChanged(id);
  355. if (g_debug_context)
  356. g_debug_context->OnEvent(DebugContext::Event::PicaCommandProcessed, reinterpret_cast<void*>(&id));
  357. }
  358. void ProcessCommandList(const u32* list, u32 size) {
  359. g_state.cmd_list.head_ptr = g_state.cmd_list.current_ptr = list;
  360. g_state.cmd_list.length = size / sizeof(u32);
  361. while (g_state.cmd_list.current_ptr < g_state.cmd_list.head_ptr + g_state.cmd_list.length) {
  362. // Expand a 4-bit mask to 4-byte mask, e.g. 0b0101 -> 0x00FF00FF
  363. static const u32 expand_bits_to_bytes[] = {
  364. 0x00000000, 0x000000ff, 0x0000ff00, 0x0000ffff,
  365. 0x00ff0000, 0x00ff00ff, 0x00ffff00, 0x00ffffff,
  366. 0xff000000, 0xff0000ff, 0xff00ff00, 0xff00ffff,
  367. 0xffff0000, 0xffff00ff, 0xffffff00, 0xffffffff
  368. };
  369. // Align read pointer to 8 bytes
  370. if ((g_state.cmd_list.head_ptr - g_state.cmd_list.current_ptr) % 2 != 0)
  371. ++g_state.cmd_list.current_ptr;
  372. u32 value = *g_state.cmd_list.current_ptr++;
  373. const CommandHeader header = { *g_state.cmd_list.current_ptr++ };
  374. const u32 write_mask = expand_bits_to_bytes[header.parameter_mask];
  375. u32 cmd = header.cmd_id;
  376. WritePicaReg(cmd, value, write_mask);
  377. for (unsigned i = 0; i < header.extra_data_length; ++i) {
  378. u32 cmd = header.cmd_id + (header.group_commands ? i + 1 : 0);
  379. WritePicaReg(cmd, *g_state.cmd_list.current_ptr++, write_mask);
  380. }
  381. }
  382. }
  383. } // namespace
  384. } // namespace