command_processor.cpp 27 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 <cmath>
  5. #include <boost/range/algorithm/fill.hpp>
  6. #include "common/alignment.h"
  7. #include "common/microprofile.h"
  8. #include "common/profiler.h"
  9. #include "core/settings.h"
  10. #include "core/hle/service/gsp_gpu.h"
  11. #include "core/hw/gpu.h"
  12. #include "video_core/clipper.h"
  13. #include "video_core/command_processor.h"
  14. #include "video_core/pica.h"
  15. #include "video_core/pica_state.h"
  16. #include "video_core/primitive_assembly.h"
  17. #include "video_core/renderer_base.h"
  18. #include "video_core/video_core.h"
  19. #include "video_core/debug_utils/debug_utils.h"
  20. #include "video_core/shader/shader_interpreter.h"
  21. namespace Pica {
  22. namespace CommandProcessor {
  23. static int float_regs_counter = 0;
  24. static u32 uniform_write_buffer[4];
  25. static int default_attr_counter = 0;
  26. static u32 default_attr_write_buffer[3];
  27. Common::Profiling::TimingCategory category_drawing("Drawing");
  28. // Expand a 4-bit mask to 4-byte mask, e.g. 0b0101 -> 0x00FF00FF
  29. static const u32 expand_bits_to_bytes[] = {
  30. 0x00000000, 0x000000ff, 0x0000ff00, 0x0000ffff,
  31. 0x00ff0000, 0x00ff00ff, 0x00ffff00, 0x00ffffff,
  32. 0xff000000, 0xff0000ff, 0xff00ff00, 0xff00ffff,
  33. 0xffff0000, 0xffff00ff, 0xffffff00, 0xffffffff
  34. };
  35. MICROPROFILE_DEFINE(GPU_Drawing, "GPU", "Drawing", MP_RGB(50, 50, 240));
  36. static void WritePicaReg(u32 id, u32 value, u32 mask) {
  37. auto& regs = g_state.regs;
  38. if (id >= regs.NumIds())
  39. return;
  40. // If we're skipping this frame, only allow trigger IRQ
  41. if (GPU::g_skip_frame && id != PICA_REG_INDEX(trigger_irq))
  42. return;
  43. // TODO: Figure out how register masking acts on e.g. vs.uniform_setup.set_value
  44. u32 old_value = regs[id];
  45. const u32 write_mask = expand_bits_to_bytes[mask];
  46. regs[id] = (old_value & ~write_mask) | (value & write_mask);
  47. DebugUtils::OnPicaRegWrite({ (u16)id, (u16)mask, regs[id] });
  48. if (g_debug_context)
  49. g_debug_context->OnEvent(DebugContext::Event::PicaCommandLoaded, reinterpret_cast<void*>(&id));
  50. switch(id) {
  51. // Trigger IRQ
  52. case PICA_REG_INDEX(trigger_irq):
  53. GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::P3D);
  54. break;
  55. case PICA_REG_INDEX_WORKAROUND(triangle_topology, 0x25E):
  56. g_state.primitive_assembler.Reconfigure(regs.triangle_topology);
  57. break;
  58. case PICA_REG_INDEX_WORKAROUND(restart_primitive, 0x25F):
  59. g_state.primitive_assembler.Reset();
  60. break;
  61. case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.index, 0x232):
  62. g_state.immediate.current_attribute = 0;
  63. default_attr_counter = 0;
  64. break;
  65. // Load default vertex input attributes
  66. case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.set_value[0], 0x233):
  67. case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.set_value[1], 0x234):
  68. case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.set_value[2], 0x235):
  69. {
  70. // TODO: Does actual hardware indeed keep an intermediate buffer or does
  71. // it directly write the values?
  72. default_attr_write_buffer[default_attr_counter++] = value;
  73. // Default attributes are written in a packed format such that four float24 values are encoded in
  74. // three 32-bit numbers. We write to internal memory once a full such vector is
  75. // written.
  76. if (default_attr_counter >= 3) {
  77. default_attr_counter = 0;
  78. auto& setup = regs.vs_default_attributes_setup;
  79. if (setup.index >= 16) {
  80. LOG_ERROR(HW_GPU, "Invalid VS default attribute index %d", (int)setup.index);
  81. break;
  82. }
  83. Math::Vec4<float24> attribute;
  84. // NOTE: The destination component order indeed is "backwards"
  85. attribute.w = float24::FromRaw(default_attr_write_buffer[0] >> 8);
  86. attribute.z = float24::FromRaw(((default_attr_write_buffer[0] & 0xFF) << 16) | ((default_attr_write_buffer[1] >> 16) & 0xFFFF));
  87. attribute.y = float24::FromRaw(((default_attr_write_buffer[1] & 0xFFFF) << 8) | ((default_attr_write_buffer[2] >> 24) & 0xFF));
  88. attribute.x = float24::FromRaw(default_attr_write_buffer[2] & 0xFFFFFF);
  89. LOG_TRACE(HW_GPU, "Set default VS attribute %x to (%f %f %f %f)", (int)setup.index,
  90. attribute.x.ToFloat32(), attribute.y.ToFloat32(), attribute.z.ToFloat32(),
  91. attribute.w.ToFloat32());
  92. // TODO: Verify that this actually modifies the register!
  93. if (setup.index < 15) {
  94. g_state.vs.default_attributes[setup.index] = attribute;
  95. setup.index++;
  96. } else {
  97. // Put each attribute into an immediate input buffer.
  98. // When all specified immediate attributes are present, the Vertex Shader is invoked and everything is
  99. // sent to the primitive assembler.
  100. auto& immediate_input = g_state.immediate.input_vertex;
  101. auto& immediate_attribute_id = g_state.immediate.current_attribute;
  102. immediate_input.attr[immediate_attribute_id++] = attribute;
  103. if (immediate_attribute_id >= regs.vs.num_input_attributes+1) {
  104. immediate_attribute_id = 0;
  105. Shader::UnitState<false> shader_unit;
  106. Shader::Setup();
  107. if (g_debug_context)
  108. g_debug_context->OnEvent(DebugContext::Event::VertexLoaded, static_cast<void*>(&immediate_input));
  109. // Send to vertex shader
  110. Shader::OutputVertex output = Shader::Run(shader_unit, immediate_input, regs.vs.num_input_attributes+1);
  111. // Send to renderer
  112. using Pica::Shader::OutputVertex;
  113. auto AddTriangle = [](const OutputVertex& v0, const OutputVertex& v1, const OutputVertex& v2) {
  114. VideoCore::g_renderer->Rasterizer()->AddTriangle(v0, v1, v2);
  115. };
  116. g_state.primitive_assembler.SubmitVertex(output, AddTriangle);
  117. }
  118. }
  119. }
  120. break;
  121. }
  122. case PICA_REG_INDEX(gpu_mode):
  123. if (regs.gpu_mode == Regs::GPUMode::Configuring) {
  124. // Draw immediate mode triangles when GPU Mode is set to GPUMode::Configuring
  125. VideoCore::g_renderer->Rasterizer()->DrawTriangles();
  126. if (g_debug_context) {
  127. g_debug_context->OnEvent(DebugContext::Event::FinishedPrimitiveBatch, nullptr);
  128. }
  129. }
  130. break;
  131. case PICA_REG_INDEX_WORKAROUND(command_buffer.trigger[0], 0x23c):
  132. case PICA_REG_INDEX_WORKAROUND(command_buffer.trigger[1], 0x23d):
  133. {
  134. unsigned index = static_cast<unsigned>(id - PICA_REG_INDEX(command_buffer.trigger[0]));
  135. u32* head_ptr = (u32*)Memory::GetPhysicalPointer(regs.command_buffer.GetPhysicalAddress(index));
  136. g_state.cmd_list.head_ptr = g_state.cmd_list.current_ptr = head_ptr;
  137. g_state.cmd_list.length = regs.command_buffer.GetSize(index) / sizeof(u32);
  138. break;
  139. }
  140. // It seems like these trigger vertex rendering
  141. case PICA_REG_INDEX(trigger_draw):
  142. case PICA_REG_INDEX(trigger_draw_indexed):
  143. {
  144. Common::Profiling::ScopeTimer scope_timer(category_drawing);
  145. MICROPROFILE_SCOPE(GPU_Drawing);
  146. #if PICA_LOG_TEV
  147. DebugUtils::DumpTevStageConfig(regs.GetTevStages());
  148. #endif
  149. if (g_debug_context)
  150. g_debug_context->OnEvent(DebugContext::Event::IncomingPrimitiveBatch, nullptr);
  151. const auto& attribute_config = regs.vertex_attributes;
  152. const u32 base_address = attribute_config.GetPhysicalBaseAddress();
  153. // Information about internal vertex attributes
  154. u32 vertex_attribute_sources[16];
  155. boost::fill(vertex_attribute_sources, 0xdeadbeef);
  156. u32 vertex_attribute_strides[16] = {};
  157. Regs::VertexAttributeFormat vertex_attribute_formats[16] = {};
  158. u32 vertex_attribute_elements[16] = {};
  159. u32 vertex_attribute_element_size[16] = {};
  160. // Setup attribute data from loaders
  161. for (int loader = 0; loader < 12; ++loader) {
  162. const auto& loader_config = attribute_config.attribute_loaders[loader];
  163. u32 offset = 0;
  164. // TODO: What happens if a loader overwrites a previous one's data?
  165. for (unsigned component = 0; component < loader_config.component_count; ++component) {
  166. if (component >= 12) {
  167. LOG_ERROR(HW_GPU, "Overflow in the vertex attribute loader %u trying to load component %u", loader, component);
  168. continue;
  169. }
  170. u32 attribute_index = loader_config.GetComponent(component);
  171. if (attribute_index < 12) {
  172. int element_size = attribute_config.GetElementSizeInBytes(attribute_index);
  173. offset = Common::AlignUp(offset, element_size);
  174. vertex_attribute_sources[attribute_index] = base_address + loader_config.data_offset + offset;
  175. vertex_attribute_strides[attribute_index] = static_cast<u32>(loader_config.byte_count);
  176. vertex_attribute_formats[attribute_index] = attribute_config.GetFormat(attribute_index);
  177. vertex_attribute_elements[attribute_index] = attribute_config.GetNumElements(attribute_index);
  178. vertex_attribute_element_size[attribute_index] = element_size;
  179. offset += attribute_config.GetStride(attribute_index);
  180. } else if (attribute_index < 16) {
  181. // Attribute ids 12, 13, 14 and 15 signify 4, 8, 12 and 16-byte paddings, respectively
  182. offset = Common::AlignUp(offset, 4);
  183. offset += (attribute_index - 11) * 4;
  184. } else {
  185. UNREACHABLE(); // This is truly unreachable due to the number of bits for each component
  186. }
  187. }
  188. }
  189. // Load vertices
  190. bool is_indexed = (id == PICA_REG_INDEX(trigger_draw_indexed));
  191. const auto& index_info = regs.index_array;
  192. const u8* index_address_8 = Memory::GetPhysicalPointer(base_address + index_info.offset);
  193. const u16* index_address_16 = reinterpret_cast<const u16*>(index_address_8);
  194. bool index_u16 = index_info.format != 0;
  195. PrimitiveAssembler<Shader::OutputVertex>& primitive_assembler = g_state.primitive_assembler;
  196. if (g_debug_context) {
  197. for (int i = 0; i < 3; ++i) {
  198. const auto texture = regs.GetTextures()[i];
  199. if (!texture.enabled)
  200. continue;
  201. u8* texture_data = Memory::GetPhysicalPointer(texture.config.GetPhysicalAddress());
  202. if (g_debug_context && Pica::g_debug_context->recorder)
  203. g_debug_context->recorder->MemoryAccessed(texture_data, Pica::Regs::NibblesPerPixel(texture.format) * texture.config.width / 2 * texture.config.height, texture.config.GetPhysicalAddress());
  204. }
  205. }
  206. class {
  207. /// Combine overlapping and close ranges
  208. void SimplifyRanges() {
  209. for (auto it = ranges.begin(); it != ranges.end(); ++it) {
  210. // NOTE: We add 32 to the range end address to make sure "close" ranges are combined, too
  211. auto it2 = std::next(it);
  212. while (it2 != ranges.end() && it->first + it->second + 32 >= it2->first) {
  213. it->second = std::max(it->second, it2->first + it2->second - it->first);
  214. it2 = ranges.erase(it2);
  215. }
  216. }
  217. }
  218. public:
  219. /// Record a particular memory access in the list
  220. void AddAccess(u32 paddr, u32 size) {
  221. // Create new range or extend existing one
  222. ranges[paddr] = std::max(ranges[paddr], size);
  223. // Simplify ranges...
  224. SimplifyRanges();
  225. }
  226. /// Map of accessed ranges (mapping start address to range size)
  227. std::map<u32, u32> ranges;
  228. } memory_accesses;
  229. // Simple circular-replacement vertex cache
  230. // The size has been tuned for optimal balance between hit-rate and the cost of lookup
  231. const size_t VERTEX_CACHE_SIZE = 32;
  232. std::array<u16, VERTEX_CACHE_SIZE> vertex_cache_ids;
  233. std::array<Shader::OutputVertex, VERTEX_CACHE_SIZE> vertex_cache;
  234. unsigned int vertex_cache_pos = 0;
  235. vertex_cache_ids.fill(-1);
  236. Shader::UnitState<false> shader_unit;
  237. Shader::Setup();
  238. for (unsigned int index = 0; index < regs.num_vertices; ++index)
  239. {
  240. // Indexed rendering doesn't use the start offset
  241. unsigned int vertex = is_indexed ? (index_u16 ? index_address_16[index] : index_address_8[index]) : (index + regs.vertex_offset);
  242. // -1 is a common special value used for primitive restart. Since it's unknown if
  243. // the PICA supports it, and it would mess up the caching, guard against it here.
  244. ASSERT(vertex != -1);
  245. bool vertex_cache_hit = false;
  246. Shader::OutputVertex output;
  247. if (is_indexed) {
  248. if (g_debug_context && Pica::g_debug_context->recorder) {
  249. int size = index_u16 ? 2 : 1;
  250. memory_accesses.AddAccess(base_address + index_info.offset + size * index, size);
  251. }
  252. for (unsigned int i = 0; i < VERTEX_CACHE_SIZE; ++i) {
  253. if (vertex == vertex_cache_ids[i]) {
  254. output = vertex_cache[i];
  255. vertex_cache_hit = true;
  256. break;
  257. }
  258. }
  259. }
  260. if (!vertex_cache_hit) {
  261. // Initialize data for the current vertex
  262. Shader::InputVertex input;
  263. for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) {
  264. if (vertex_attribute_elements[i] != 0) {
  265. // Default attribute values set if array elements have < 4 components. This
  266. // is *not* carried over from the default attribute settings even if they're
  267. // enabled for this attribute.
  268. static const float24 zero = float24::FromFloat32(0.0f);
  269. static const float24 one = float24::FromFloat32(1.0f);
  270. input.attr[i] = Math::Vec4<float24>(zero, zero, zero, one);
  271. // Load per-vertex data from the loader arrays
  272. for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
  273. u32 source_addr = vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i];
  274. const u8* srcdata = Memory::GetPhysicalPointer(source_addr);
  275. if (g_debug_context && Pica::g_debug_context->recorder) {
  276. memory_accesses.AddAccess(source_addr,
  277. (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::FLOAT) ? 4
  278. : (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? 2 : 1);
  279. }
  280. const float srcval =
  281. (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::BYTE) ? *reinterpret_cast<const s8*>(srcdata) :
  282. (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::UBYTE) ? *reinterpret_cast<const u8*>(srcdata) :
  283. (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? *reinterpret_cast<const s16*>(srcdata) :
  284. *reinterpret_cast<const float*>(srcdata);
  285. input.attr[i][comp] = float24::FromFloat32(srcval);
  286. LOG_TRACE(HW_GPU, "Loaded component %x of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08x + 0x%04x: %f",
  287. comp, i, vertex, index,
  288. attribute_config.GetPhysicalBaseAddress(),
  289. vertex_attribute_sources[i] - base_address,
  290. vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i],
  291. input.attr[i][comp].ToFloat32());
  292. }
  293. } else if (attribute_config.IsDefaultAttribute(i)) {
  294. // Load the default attribute if we're configured to do so
  295. input.attr[i] = g_state.vs.default_attributes[i];
  296. LOG_TRACE(HW_GPU, "Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)",
  297. i, vertex, index,
  298. input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(),
  299. input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32());
  300. } else {
  301. // TODO(yuriks): In this case, no data gets loaded and the vertex
  302. // remains with the last value it had. This isn't currently maintained
  303. // as global state, however, and so won't work in Citra yet.
  304. }
  305. }
  306. if (g_debug_context)
  307. g_debug_context->OnEvent(DebugContext::Event::VertexLoaded, (void*)&input);
  308. // Send to vertex shader
  309. output = Shader::Run(shader_unit, input, attribute_config.GetNumTotalAttributes());
  310. if (is_indexed) {
  311. vertex_cache[vertex_cache_pos] = output;
  312. vertex_cache_ids[vertex_cache_pos] = vertex;
  313. vertex_cache_pos = (vertex_cache_pos + 1) % VERTEX_CACHE_SIZE;
  314. }
  315. }
  316. // Send to renderer
  317. using Pica::Shader::OutputVertex;
  318. auto AddTriangle = [](
  319. const OutputVertex& v0, const OutputVertex& v1, const OutputVertex& v2) {
  320. VideoCore::g_renderer->Rasterizer()->AddTriangle(v0, v1, v2);
  321. };
  322. primitive_assembler.SubmitVertex(output, AddTriangle);
  323. }
  324. for (auto& range : memory_accesses.ranges) {
  325. g_debug_context->recorder->MemoryAccessed(Memory::GetPhysicalPointer(range.first),
  326. range.second, range.first);
  327. }
  328. break;
  329. }
  330. case PICA_REG_INDEX(vs.bool_uniforms):
  331. for (unsigned i = 0; i < 16; ++i)
  332. g_state.vs.uniforms.b[i] = (regs.vs.bool_uniforms.Value() & (1 << i)) != 0;
  333. break;
  334. case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[0], 0x2b1):
  335. case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[1], 0x2b2):
  336. case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[2], 0x2b3):
  337. case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[3], 0x2b4):
  338. {
  339. int index = (id - PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[0], 0x2b1));
  340. auto values = regs.vs.int_uniforms[index];
  341. g_state.vs.uniforms.i[index] = Math::Vec4<u8>(values.x, values.y, values.z, values.w);
  342. LOG_TRACE(HW_GPU, "Set integer uniform %d to %02x %02x %02x %02x",
  343. index, values.x.Value(), values.y.Value(), values.z.Value(), values.w.Value());
  344. break;
  345. }
  346. case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[0], 0x2c1):
  347. case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[1], 0x2c2):
  348. case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[2], 0x2c3):
  349. case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[3], 0x2c4):
  350. case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[4], 0x2c5):
  351. case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[5], 0x2c6):
  352. case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[6], 0x2c7):
  353. case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[7], 0x2c8):
  354. {
  355. auto& uniform_setup = regs.vs.uniform_setup;
  356. // TODO: Does actual hardware indeed keep an intermediate buffer or does
  357. // it directly write the values?
  358. uniform_write_buffer[float_regs_counter++] = value;
  359. // Uniforms are written in a packed format such that four float24 values are encoded in
  360. // three 32-bit numbers. We write to internal memory once a full such vector is
  361. // written.
  362. if ((float_regs_counter >= 4 && uniform_setup.IsFloat32()) ||
  363. (float_regs_counter >= 3 && !uniform_setup.IsFloat32())) {
  364. float_regs_counter = 0;
  365. auto& uniform = g_state.vs.uniforms.f[uniform_setup.index];
  366. if (uniform_setup.index > 95) {
  367. LOG_ERROR(HW_GPU, "Invalid VS uniform index %d", (int)uniform_setup.index);
  368. break;
  369. }
  370. // NOTE: The destination component order indeed is "backwards"
  371. if (uniform_setup.IsFloat32()) {
  372. for (auto i : {0,1,2,3})
  373. uniform[3 - i] = float24::FromFloat32(*(float*)(&uniform_write_buffer[i]));
  374. } else {
  375. // TODO: Untested
  376. uniform.w = float24::FromRaw(uniform_write_buffer[0] >> 8);
  377. uniform.z = float24::FromRaw(((uniform_write_buffer[0] & 0xFF) << 16) | ((uniform_write_buffer[1] >> 16) & 0xFFFF));
  378. uniform.y = float24::FromRaw(((uniform_write_buffer[1] & 0xFFFF) << 8) | ((uniform_write_buffer[2] >> 24) & 0xFF));
  379. uniform.x = float24::FromRaw(uniform_write_buffer[2] & 0xFFFFFF);
  380. }
  381. LOG_TRACE(HW_GPU, "Set uniform %x to (%f %f %f %f)", (int)uniform_setup.index,
  382. uniform.x.ToFloat32(), uniform.y.ToFloat32(), uniform.z.ToFloat32(),
  383. uniform.w.ToFloat32());
  384. // TODO: Verify that this actually modifies the register!
  385. uniform_setup.index.Assign(uniform_setup.index + 1);
  386. }
  387. break;
  388. }
  389. // Load shader program code
  390. case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[0], 0x2cc):
  391. case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[1], 0x2cd):
  392. case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[2], 0x2ce):
  393. case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[3], 0x2cf):
  394. case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[4], 0x2d0):
  395. case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[5], 0x2d1):
  396. case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[6], 0x2d2):
  397. case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[7], 0x2d3):
  398. {
  399. g_state.vs.program_code[regs.vs.program.offset] = value;
  400. regs.vs.program.offset++;
  401. break;
  402. }
  403. // Load swizzle pattern data
  404. case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[0], 0x2d6):
  405. case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[1], 0x2d7):
  406. case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[2], 0x2d8):
  407. case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[3], 0x2d9):
  408. case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[4], 0x2da):
  409. case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[5], 0x2db):
  410. case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[6], 0x2dc):
  411. case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[7], 0x2dd):
  412. {
  413. g_state.vs.swizzle_data[regs.vs.swizzle_patterns.offset] = value;
  414. regs.vs.swizzle_patterns.offset++;
  415. break;
  416. }
  417. case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[0], 0x1c8):
  418. case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[1], 0x1c9):
  419. case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[2], 0x1ca):
  420. case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[3], 0x1cb):
  421. case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[4], 0x1cc):
  422. case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[5], 0x1cd):
  423. case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[6], 0x1ce):
  424. case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[7], 0x1cf):
  425. {
  426. auto& lut_config = regs.lighting.lut_config;
  427. ASSERT_MSG(lut_config.index < 256, "lut_config.index exceeded maximum value of 255!");
  428. g_state.lighting.luts[lut_config.type][lut_config.index].raw = value;
  429. lut_config.index.Assign(lut_config.index + 1);
  430. break;
  431. }
  432. default:
  433. break;
  434. }
  435. VideoCore::g_renderer->Rasterizer()->NotifyPicaRegisterChanged(id);
  436. if (g_debug_context)
  437. g_debug_context->OnEvent(DebugContext::Event::PicaCommandProcessed, reinterpret_cast<void*>(&id));
  438. }
  439. void ProcessCommandList(const u32* list, u32 size) {
  440. g_state.cmd_list.head_ptr = g_state.cmd_list.current_ptr = list;
  441. g_state.cmd_list.length = size / sizeof(u32);
  442. while (g_state.cmd_list.current_ptr < g_state.cmd_list.head_ptr + g_state.cmd_list.length) {
  443. // Align read pointer to 8 bytes
  444. if ((g_state.cmd_list.head_ptr - g_state.cmd_list.current_ptr) % 2 != 0)
  445. ++g_state.cmd_list.current_ptr;
  446. u32 value = *g_state.cmd_list.current_ptr++;
  447. const CommandHeader header = { *g_state.cmd_list.current_ptr++ };
  448. WritePicaReg(header.cmd_id, value, header.parameter_mask);
  449. for (unsigned i = 0; i < header.extra_data_length; ++i) {
  450. u32 cmd = header.cmd_id + (header.group_commands ? i + 1 : 0);
  451. WritePicaReg(cmd, *g_state.cmd_list.current_ptr++, header.parameter_mask);
  452. }
  453. }
  454. }
  455. } // namespace
  456. } // namespace