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- // Copyright 2014 Citra Emulator Project
- // Licensed under GPLv2 or any later version
- // Refer to the license.txt file included.
- #include <boost/range/algorithm/fill.hpp>
- #include "common/profiler.h"
- #include "clipper.h"
- #include "command_processor.h"
- #include "math.h"
- #include "pica.h"
- #include "primitive_assembly.h"
- #include "vertex_shader.h"
- #include "core/hle/service/gsp_gpu.h"
- #include "core/hw/gpu.h"
- #include "debug_utils/debug_utils.h"
- namespace Pica {
- Regs registers;
- namespace CommandProcessor {
- static int float_regs_counter = 0;
- static u32 uniform_write_buffer[4];
- Common::Profiling::TimingCategory category_drawing("Drawing");
- static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
- if (id >= registers.NumIds())
- return;
- // If we're skipping this frame, only allow trigger IRQ
- if (GPU::g_skip_frame && id != PICA_REG_INDEX(trigger_irq))
- return;
- // TODO: Figure out how register masking acts on e.g. vs_uniform_setup.set_value
- u32 old_value = registers[id];
- registers[id] = (old_value & ~mask) | (value & mask);
- if (g_debug_context)
- g_debug_context->OnEvent(DebugContext::Event::CommandLoaded, reinterpret_cast<void*>(&id));
- DebugUtils::OnPicaRegWrite(id, registers[id]);
- switch(id) {
- // Trigger IRQ
- case PICA_REG_INDEX(trigger_irq):
- GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::P3D);
- return;
- // It seems like these trigger vertex rendering
- case PICA_REG_INDEX(trigger_draw):
- case PICA_REG_INDEX(trigger_draw_indexed):
- {
- Common::Profiling::ScopeTimer scope_timer(category_drawing);
- DebugUtils::DumpTevStageConfig(registers.GetTevStages());
- if (g_debug_context)
- g_debug_context->OnEvent(DebugContext::Event::IncomingPrimitiveBatch, nullptr);
- const auto& attribute_config = registers.vertex_attributes;
- const u32 base_address = attribute_config.GetPhysicalBaseAddress();
- // Information about internal vertex attributes
- u32 vertex_attribute_sources[16];
- boost::fill(vertex_attribute_sources, 0xdeadbeef);
- u32 vertex_attribute_strides[16];
- u32 vertex_attribute_formats[16];
- // HACK: Initialize vertex_attribute_elements to zero to prevent infinite loops below.
- // This is one of the hacks required to deal with uninitalized vertex attributes.
- // TODO: Fix this properly.
- u32 vertex_attribute_elements[16] = {};
- u32 vertex_attribute_element_size[16];
- // Setup attribute data from loaders
- for (int loader = 0; loader < 12; ++loader) {
- const auto& loader_config = attribute_config.attribute_loaders[loader];
- u32 load_address = base_address + loader_config.data_offset;
- // TODO: What happens if a loader overwrites a previous one's data?
- for (unsigned component = 0; component < loader_config.component_count; ++component) {
- u32 attribute_index = loader_config.GetComponent(component);
- vertex_attribute_sources[attribute_index] = load_address;
- vertex_attribute_strides[attribute_index] = static_cast<u32>(loader_config.byte_count);
- vertex_attribute_formats[attribute_index] = static_cast<u32>(attribute_config.GetFormat(attribute_index));
- vertex_attribute_elements[attribute_index] = attribute_config.GetNumElements(attribute_index);
- vertex_attribute_element_size[attribute_index] = attribute_config.GetElementSizeInBytes(attribute_index);
- load_address += attribute_config.GetStride(attribute_index);
- }
- }
- // Load vertices
- bool is_indexed = (id == PICA_REG_INDEX(trigger_draw_indexed));
- const auto& index_info = registers.index_array;
- const u8* index_address_8 = Memory::GetPointer(PAddrToVAddr(base_address + index_info.offset));
- const u16* index_address_16 = (u16*)index_address_8;
- bool index_u16 = index_info.format != 0;
- DebugUtils::GeometryDumper geometry_dumper;
- PrimitiveAssembler<VertexShader::OutputVertex> clipper_primitive_assembler(registers.triangle_topology.Value());
- PrimitiveAssembler<DebugUtils::GeometryDumper::Vertex> dumping_primitive_assembler(registers.triangle_topology.Value());
- for (unsigned int index = 0; index < registers.num_vertices; ++index)
- {
- unsigned int vertex = is_indexed ? (index_u16 ? index_address_16[index] : index_address_8[index]) : index;
- if (is_indexed) {
- // TODO: Implement some sort of vertex cache!
- }
- // Initialize data for the current vertex
- VertexShader::InputVertex input;
- // Load a debugging token to check whether this gets loaded by the running
- // application or not.
- static const float24 debug_token = float24::FromRawFloat24(0x00abcdef);
- input.attr[0].w = debug_token;
- for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) {
- for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
- const u8* srcdata = Memory::GetPointer(PAddrToVAddr(vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i]));
- // TODO(neobrain): Ocarina of Time 3D has GetNumTotalAttributes return 8,
- // yet only provides 2 valid source data addresses. Need to figure out
- // what's wrong there, until then we just continue when address lookup fails
- if (srcdata == nullptr)
- continue;
- const float srcval = (vertex_attribute_formats[i] == 0) ? *(s8*)srcdata :
- (vertex_attribute_formats[i] == 1) ? *(u8*)srcdata :
- (vertex_attribute_formats[i] == 2) ? *(s16*)srcdata :
- *(float*)srcdata;
- input.attr[i][comp] = float24::FromFloat32(srcval);
- LOG_TRACE(HW_GPU, "Loaded component %x of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08lx + 0x%04lx: %f",
- comp, i, vertex, index,
- attribute_config.GetPhysicalBaseAddress(),
- vertex_attribute_sources[i] - base_address,
- vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i],
- input.attr[i][comp].ToFloat32());
- }
- }
- // HACK: Some games do not initialize the vertex position's w component. This leads
- // to critical issues since it messes up perspective division. As a
- // workaround, we force the fourth component to 1.0 if we find this to be the
- // case.
- // To do this, we additionally have to assume that the first input attribute
- // is the vertex position, since there's no information about this other than
- // the empiric observation that this is usually the case.
- if (input.attr[0].w == debug_token)
- input.attr[0].w = float24::FromFloat32(1.0);
- if (g_debug_context)
- g_debug_context->OnEvent(DebugContext::Event::VertexLoaded, (void*)&input);
- // NOTE: When dumping geometry, we simply assume that the first input attribute
- // corresponds to the position for now.
- DebugUtils::GeometryDumper::Vertex dumped_vertex = {
- input.attr[0][0].ToFloat32(), input.attr[0][1].ToFloat32(), input.attr[0][2].ToFloat32()
- };
- using namespace std::placeholders;
- dumping_primitive_assembler.SubmitVertex(dumped_vertex,
- std::bind(&DebugUtils::GeometryDumper::AddTriangle,
- &geometry_dumper, _1, _2, _3));
- // Send to vertex shader
- VertexShader::OutputVertex output = VertexShader::RunShader(input, attribute_config.GetNumTotalAttributes());
- if (is_indexed) {
- // TODO: Add processed vertex to vertex cache!
- }
- // Send to triangle clipper
- clipper_primitive_assembler.SubmitVertex(output, Clipper::ProcessTriangle);
- }
- geometry_dumper.Dump();
- if (g_debug_context)
- g_debug_context->OnEvent(DebugContext::Event::FinishedPrimitiveBatch, nullptr);
- break;
- }
- case PICA_REG_INDEX(vs_bool_uniforms):
- for (unsigned i = 0; i < 16; ++i)
- VertexShader::GetBoolUniform(i) = (registers.vs_bool_uniforms.Value() & (1 << i)) != 0;
- break;
- case PICA_REG_INDEX_WORKAROUND(vs_int_uniforms[0], 0x2b1):
- case PICA_REG_INDEX_WORKAROUND(vs_int_uniforms[1], 0x2b2):
- case PICA_REG_INDEX_WORKAROUND(vs_int_uniforms[2], 0x2b3):
- case PICA_REG_INDEX_WORKAROUND(vs_int_uniforms[3], 0x2b4):
- {
- int index = (id - PICA_REG_INDEX_WORKAROUND(vs_int_uniforms[0], 0x2b1));
- auto values = registers.vs_int_uniforms[index];
- VertexShader::GetIntUniform(index) = Math::Vec4<u8>(values.x, values.y, values.z, values.w);
- LOG_TRACE(HW_GPU, "Set integer uniform %d to %02x %02x %02x %02x",
- index, values.x.Value(), values.y.Value(), values.z.Value(), values.w.Value());
- break;
- }
- case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[0], 0x2c1):
- case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[1], 0x2c2):
- case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[2], 0x2c3):
- case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[3], 0x2c4):
- case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[4], 0x2c5):
- case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[5], 0x2c6):
- case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[6], 0x2c7):
- case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[7], 0x2c8):
- {
- auto& uniform_setup = registers.vs_uniform_setup;
- // TODO: Does actual hardware indeed keep an intermediate buffer or does
- // it directly write the values?
- uniform_write_buffer[float_regs_counter++] = value;
- // Uniforms are written in a packed format such that 4 float24 values are encoded in
- // three 32-bit numbers. We write to internal memory once a full such vector is
- // written.
- if ((float_regs_counter >= 4 && uniform_setup.IsFloat32()) ||
- (float_regs_counter >= 3 && !uniform_setup.IsFloat32())) {
- float_regs_counter = 0;
- auto& uniform = VertexShader::GetFloatUniform(uniform_setup.index);
- if (uniform_setup.index > 95) {
- LOG_ERROR(HW_GPU, "Invalid VS uniform index %d", (int)uniform_setup.index);
- break;
- }
- // NOTE: The destination component order indeed is "backwards"
- if (uniform_setup.IsFloat32()) {
- for (auto i : {0,1,2,3})
- uniform[3 - i] = float24::FromFloat32(*(float*)(&uniform_write_buffer[i]));
- } else {
- // TODO: Untested
- uniform.w = float24::FromRawFloat24(uniform_write_buffer[0] >> 8);
- uniform.z = float24::FromRawFloat24(((uniform_write_buffer[0] & 0xFF)<<16) | ((uniform_write_buffer[1] >> 16) & 0xFFFF));
- uniform.y = float24::FromRawFloat24(((uniform_write_buffer[1] & 0xFFFF)<<8) | ((uniform_write_buffer[2] >> 24) & 0xFF));
- uniform.x = float24::FromRawFloat24(uniform_write_buffer[2] & 0xFFFFFF);
- }
- LOG_TRACE(HW_GPU, "Set uniform %x to (%f %f %f %f)", (int)uniform_setup.index,
- uniform.x.ToFloat32(), uniform.y.ToFloat32(), uniform.z.ToFloat32(),
- uniform.w.ToFloat32());
- // TODO: Verify that this actually modifies the register!
- uniform_setup.index = uniform_setup.index + 1;
- }
- break;
- }
- // Load shader program code
- case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[0], 0x2cc):
- case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[1], 0x2cd):
- case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[2], 0x2ce):
- case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[3], 0x2cf):
- case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[4], 0x2d0):
- case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[5], 0x2d1):
- case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[6], 0x2d2):
- case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[7], 0x2d3):
- {
- VertexShader::SubmitShaderMemoryChange(registers.vs_program.offset, value);
- registers.vs_program.offset++;
- break;
- }
- // Load swizzle pattern data
- case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[0], 0x2d6):
- case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[1], 0x2d7):
- case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[2], 0x2d8):
- case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[3], 0x2d9):
- case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[4], 0x2da):
- case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[5], 0x2db):
- case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[6], 0x2dc):
- case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[7], 0x2dd):
- {
- VertexShader::SubmitSwizzleDataChange(registers.vs_swizzle_patterns.offset, value);
- registers.vs_swizzle_patterns.offset++;
- break;
- }
- default:
- break;
- }
- if (g_debug_context)
- g_debug_context->OnEvent(DebugContext::Event::CommandProcessed, reinterpret_cast<void*>(&id));
- }
- static std::ptrdiff_t ExecuteCommandBlock(const u32* first_command_word) {
- const CommandHeader& header = *(const CommandHeader*)(&first_command_word[1]);
- u32* read_pointer = (u32*)first_command_word;
- const u32 write_mask = ((header.parameter_mask & 0x1) ? (0xFFu << 0) : 0u) |
- ((header.parameter_mask & 0x2) ? (0xFFu << 8) : 0u) |
- ((header.parameter_mask & 0x4) ? (0xFFu << 16) : 0u) |
- ((header.parameter_mask & 0x8) ? (0xFFu << 24) : 0u);
- WritePicaReg(header.cmd_id, *read_pointer, write_mask);
- read_pointer += 2;
- for (unsigned int i = 1; i < 1+header.extra_data_length; ++i) {
- u32 cmd = header.cmd_id + ((header.group_commands) ? i : 0);
- WritePicaReg(cmd, *read_pointer, write_mask);
- ++read_pointer;
- }
- // align read pointer to 8 bytes
- if ((first_command_word - read_pointer) % 2)
- ++read_pointer;
- return read_pointer - first_command_word;
- }
- void ProcessCommandList(const u32* list, u32 size) {
- u32* read_pointer = (u32*)list;
- u32 list_length = size / sizeof(u32);
- while (read_pointer < list + list_length) {
- read_pointer += ExecuteCommandBlock(read_pointer);
- }
- }
- } // namespace
- } // namespace
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