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authorEmmanuel Gil Peyrot <linkmauve@linkmauve.fr>2016-09-18 02:38:01 +0200
committerEmmanuel Gil Peyrot <linkmauve@linkmauve.fr>2016-09-18 02:38:01 +0200
commitdc8479928c5aee4c6ad6fe4f59006fb604cee701 (patch)
tree569a7f13128450bbab973236615587ff00bced5f /src/video_core/command_processor.cpp
parentTravis: Import Dolphin’s clang-format hook. (diff)
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Diffstat (limited to 'src/video_core/command_processor.cpp')
-rw-r--r--src/video_core/command_processor.cpp649
1 files changed, 328 insertions, 321 deletions
diff --git a/src/video_core/command_processor.cpp b/src/video_core/command_processor.cpp
index 689859049..415b5f74c 100644
--- a/src/video_core/command_processor.cpp
+++ b/src/video_core/command_processor.cpp
@@ -43,11 +43,8 @@ static u32 default_attr_write_buffer[3];
// Expand a 4-bit mask to 4-byte mask, e.g. 0b0101 -> 0x00FF00FF
static const u32 expand_bits_to_bytes[] = {
- 0x00000000, 0x000000ff, 0x0000ff00, 0x0000ffff,
- 0x00ff0000, 0x00ff00ff, 0x00ffff00, 0x00ffffff,
- 0xff000000, 0xff0000ff, 0xff00ff00, 0xff00ffff,
- 0xffff0000, 0xffff00ff, 0xffffff00, 0xffffffff
-};
+ 0x00000000, 0x000000ff, 0x0000ff00, 0x0000ffff, 0x00ff0000, 0x00ff00ff, 0x00ffff00, 0x00ffffff,
+ 0xff000000, 0xff0000ff, 0xff00ff00, 0xff00ffff, 0xffff0000, 0xffff00ff, 0xffffff00, 0xffffffff};
MICROPROFILE_DEFINE(GPU_Drawing, "GPU", "Drawing", MP_RGB(50, 50, 240));
@@ -68,383 +65,393 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
regs[id] = (old_value & ~write_mask) | (value & write_mask);
- DebugUtils::OnPicaRegWrite({ (u16)id, (u16)mask, regs[id] });
+ DebugUtils::OnPicaRegWrite({(u16)id, (u16)mask, regs[id]});
if (g_debug_context)
- g_debug_context->OnEvent(DebugContext::Event::PicaCommandLoaded, reinterpret_cast<void*>(&id));
-
- switch(id) {
- // Trigger IRQ
- case PICA_REG_INDEX(trigger_irq):
- GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::P3D);
- break;
-
- case PICA_REG_INDEX_WORKAROUND(triangle_topology, 0x25E):
- g_state.primitive_assembler.Reconfigure(regs.triangle_topology);
- break;
-
- case PICA_REG_INDEX_WORKAROUND(restart_primitive, 0x25F):
- g_state.primitive_assembler.Reset();
- break;
-
- case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.index, 0x232):
- g_state.immediate.current_attribute = 0;
+ g_debug_context->OnEvent(DebugContext::Event::PicaCommandLoaded,
+ reinterpret_cast<void*>(&id));
+
+ switch (id) {
+ // Trigger IRQ
+ case PICA_REG_INDEX(trigger_irq):
+ GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::P3D);
+ break;
+
+ case PICA_REG_INDEX_WORKAROUND(triangle_topology, 0x25E):
+ g_state.primitive_assembler.Reconfigure(regs.triangle_topology);
+ break;
+
+ case PICA_REG_INDEX_WORKAROUND(restart_primitive, 0x25F):
+ g_state.primitive_assembler.Reset();
+ break;
+
+ case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.index, 0x232):
+ g_state.immediate.current_attribute = 0;
+ default_attr_counter = 0;
+ break;
+
+ // Load default vertex input attributes
+ case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.set_value[0], 0x233):
+ case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.set_value[1], 0x234):
+ case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.set_value[2], 0x235): {
+ // TODO: Does actual hardware indeed keep an intermediate buffer or does
+ // it directly write the values?
+ default_attr_write_buffer[default_attr_counter++] = value;
+
+ // Default attributes are written in a packed format such that four float24 values are
+ // encoded in
+ // three 32-bit numbers. We write to internal memory once a full such vector is
+ // written.
+ if (default_attr_counter >= 3) {
default_attr_counter = 0;
- break;
-
- // Load default vertex input attributes
- case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.set_value[0], 0x233):
- case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.set_value[1], 0x234):
- case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.set_value[2], 0x235):
- {
- // TODO: Does actual hardware indeed keep an intermediate buffer or does
- // it directly write the values?
- default_attr_write_buffer[default_attr_counter++] = value;
-
- // Default attributes are written in a packed format such that four float24 values are encoded in
- // three 32-bit numbers. We write to internal memory once a full such vector is
- // written.
- if (default_attr_counter >= 3) {
- default_attr_counter = 0;
-
- auto& setup = regs.vs_default_attributes_setup;
-
- if (setup.index >= 16) {
- LOG_ERROR(HW_GPU, "Invalid VS default attribute index %d", (int)setup.index);
- break;
- }
- Math::Vec4<float24> attribute;
+ auto& setup = regs.vs_default_attributes_setup;
- // NOTE: The destination component order indeed is "backwards"
- attribute.w = float24::FromRaw(default_attr_write_buffer[0] >> 8);
- attribute.z = float24::FromRaw(((default_attr_write_buffer[0] & 0xFF) << 16) | ((default_attr_write_buffer[1] >> 16) & 0xFFFF));
- attribute.y = float24::FromRaw(((default_attr_write_buffer[1] & 0xFFFF) << 8) | ((default_attr_write_buffer[2] >> 24) & 0xFF));
- attribute.x = float24::FromRaw(default_attr_write_buffer[2] & 0xFFFFFF);
+ if (setup.index >= 16) {
+ LOG_ERROR(HW_GPU, "Invalid VS default attribute index %d", (int)setup.index);
+ break;
+ }
- LOG_TRACE(HW_GPU, "Set default VS attribute %x to (%f %f %f %f)", (int)setup.index,
- attribute.x.ToFloat32(), attribute.y.ToFloat32(), attribute.z.ToFloat32(),
- attribute.w.ToFloat32());
+ Math::Vec4<float24> attribute;
- // TODO: Verify that this actually modifies the register!
- if (setup.index < 15) {
- g_state.vs_default_attributes[setup.index] = attribute;
- setup.index++;
- } else {
- // Put each attribute into an immediate input buffer.
- // When all specified immediate attributes are present, the Vertex Shader is invoked and everything is
- // sent to the primitive assembler.
+ // NOTE: The destination component order indeed is "backwards"
+ attribute.w = float24::FromRaw(default_attr_write_buffer[0] >> 8);
+ attribute.z = float24::FromRaw(((default_attr_write_buffer[0] & 0xFF) << 16) |
+ ((default_attr_write_buffer[1] >> 16) & 0xFFFF));
+ attribute.y = float24::FromRaw(((default_attr_write_buffer[1] & 0xFFFF) << 8) |
+ ((default_attr_write_buffer[2] >> 24) & 0xFF));
+ attribute.x = float24::FromRaw(default_attr_write_buffer[2] & 0xFFFFFF);
- auto& immediate_input = g_state.immediate.input_vertex;
- auto& immediate_attribute_id = g_state.immediate.current_attribute;
+ LOG_TRACE(HW_GPU, "Set default VS attribute %x to (%f %f %f %f)", (int)setup.index,
+ attribute.x.ToFloat32(), attribute.y.ToFloat32(), attribute.z.ToFloat32(),
+ attribute.w.ToFloat32());
- immediate_input.attr[immediate_attribute_id++] = attribute;
+ // TODO: Verify that this actually modifies the register!
+ if (setup.index < 15) {
+ g_state.vs_default_attributes[setup.index] = attribute;
+ setup.index++;
+ } else {
+ // Put each attribute into an immediate input buffer.
+ // When all specified immediate attributes are present, the Vertex Shader is invoked
+ // and everything is
+ // sent to the primitive assembler.
- if (immediate_attribute_id >= regs.vs.num_input_attributes+1) {
- immediate_attribute_id = 0;
+ auto& immediate_input = g_state.immediate.input_vertex;
+ auto& immediate_attribute_id = g_state.immediate.current_attribute;
- Shader::UnitState<false> shader_unit;
- g_state.vs.Setup();
+ immediate_input.attr[immediate_attribute_id++] = attribute;
- // Send to vertex shader
- if (g_debug_context)
- g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, static_cast<void*>(&immediate_input));
- g_state.vs.Run(shader_unit, immediate_input, regs.vs.num_input_attributes+1);
- Shader::OutputVertex output_vertex = shader_unit.output_registers.ToVertex(regs.vs);
+ if (immediate_attribute_id >= regs.vs.num_input_attributes + 1) {
+ immediate_attribute_id = 0;
- // Send to renderer
- using Pica::Shader::OutputVertex;
- auto AddTriangle = [](const OutputVertex& v0, const OutputVertex& v1, const OutputVertex& v2) {
- VideoCore::g_renderer->Rasterizer()->AddTriangle(v0, v1, v2);
- };
+ Shader::UnitState<false> shader_unit;
+ g_state.vs.Setup();
- g_state.primitive_assembler.SubmitVertex(output_vertex, AddTriangle);
- }
+ // Send to vertex shader
+ if (g_debug_context)
+ g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
+ static_cast<void*>(&immediate_input));
+ g_state.vs.Run(shader_unit, immediate_input, regs.vs.num_input_attributes + 1);
+ Shader::OutputVertex output_vertex =
+ shader_unit.output_registers.ToVertex(regs.vs);
+
+ // Send to renderer
+ using Pica::Shader::OutputVertex;
+ auto AddTriangle = [](const OutputVertex& v0, const OutputVertex& v1,
+ const OutputVertex& v2) {
+ VideoCore::g_renderer->Rasterizer()->AddTriangle(v0, v1, v2);
+ };
+
+ g_state.primitive_assembler.SubmitVertex(output_vertex, AddTriangle);
}
}
- break;
}
+ break;
+ }
- case PICA_REG_INDEX(gpu_mode):
- if (regs.gpu_mode == Regs::GPUMode::Configuring) {
- // Draw immediate mode triangles when GPU Mode is set to GPUMode::Configuring
- VideoCore::g_renderer->Rasterizer()->DrawTriangles();
+ case PICA_REG_INDEX(gpu_mode):
+ if (regs.gpu_mode == Regs::GPUMode::Configuring) {
+ // Draw immediate mode triangles when GPU Mode is set to GPUMode::Configuring
+ VideoCore::g_renderer->Rasterizer()->DrawTriangles();
- if (g_debug_context) {
- g_debug_context->OnEvent(DebugContext::Event::FinishedPrimitiveBatch, nullptr);
- }
+ if (g_debug_context) {
+ g_debug_context->OnEvent(DebugContext::Event::FinishedPrimitiveBatch, nullptr);
}
- break;
-
- case PICA_REG_INDEX_WORKAROUND(command_buffer.trigger[0], 0x23c):
- case PICA_REG_INDEX_WORKAROUND(command_buffer.trigger[1], 0x23d):
- {
- unsigned index = static_cast<unsigned>(id - PICA_REG_INDEX(command_buffer.trigger[0]));
- u32* head_ptr = (u32*)Memory::GetPhysicalPointer(regs.command_buffer.GetPhysicalAddress(index));
- g_state.cmd_list.head_ptr = g_state.cmd_list.current_ptr = head_ptr;
- g_state.cmd_list.length = regs.command_buffer.GetSize(index) / sizeof(u32);
- break;
}
+ break;
+
+ case PICA_REG_INDEX_WORKAROUND(command_buffer.trigger[0], 0x23c):
+ case PICA_REG_INDEX_WORKAROUND(command_buffer.trigger[1], 0x23d): {
+ unsigned index = static_cast<unsigned>(id - PICA_REG_INDEX(command_buffer.trigger[0]));
+ u32* head_ptr =
+ (u32*)Memory::GetPhysicalPointer(regs.command_buffer.GetPhysicalAddress(index));
+ g_state.cmd_list.head_ptr = g_state.cmd_list.current_ptr = head_ptr;
+ g_state.cmd_list.length = regs.command_buffer.GetSize(index) / sizeof(u32);
+ break;
+ }
- // It seems like these trigger vertex rendering
- case PICA_REG_INDEX(trigger_draw):
- case PICA_REG_INDEX(trigger_draw_indexed):
- {
- MICROPROFILE_SCOPE(GPU_Drawing);
+ // It seems like these trigger vertex rendering
+ case PICA_REG_INDEX(trigger_draw):
+ case PICA_REG_INDEX(trigger_draw_indexed): {
+ MICROPROFILE_SCOPE(GPU_Drawing);
#if PICA_LOG_TEV
- DebugUtils::DumpTevStageConfig(regs.GetTevStages());
+ DebugUtils::DumpTevStageConfig(regs.GetTevStages());
#endif
- if (g_debug_context)
- g_debug_context->OnEvent(DebugContext::Event::IncomingPrimitiveBatch, nullptr);
-
- // Processes information about internal vertex attributes to figure out how a vertex is loaded.
- // Later, these can be compiled and cached.
- const u32 base_address = regs.vertex_attributes.GetPhysicalBaseAddress();
- VertexLoader loader(regs);
-
- // Load vertices
- bool is_indexed = (id == PICA_REG_INDEX(trigger_draw_indexed));
-
- const auto& index_info = regs.index_array;
- const u8* index_address_8 = Memory::GetPhysicalPointer(base_address + index_info.offset);
- const u16* index_address_16 = reinterpret_cast<const u16*>(index_address_8);
- bool index_u16 = index_info.format != 0;
-
- PrimitiveAssembler<Shader::OutputVertex>& primitive_assembler = g_state.primitive_assembler;
-
- if (g_debug_context) {
- for (int i = 0; i < 3; ++i) {
- const auto texture = regs.GetTextures()[i];
- if (!texture.enabled)
- continue;
-
- u8* texture_data = Memory::GetPhysicalPointer(texture.config.GetPhysicalAddress());
- if (g_debug_context && Pica::g_debug_context->recorder)
- g_debug_context->recorder->MemoryAccessed(texture_data, Pica::Regs::NibblesPerPixel(texture.format) * texture.config.width / 2 * texture.config.height, texture.config.GetPhysicalAddress());
- }
+ if (g_debug_context)
+ g_debug_context->OnEvent(DebugContext::Event::IncomingPrimitiveBatch, nullptr);
+
+ // Processes information about internal vertex attributes to figure out how a vertex is
+ // loaded.
+ // Later, these can be compiled and cached.
+ const u32 base_address = regs.vertex_attributes.GetPhysicalBaseAddress();
+ VertexLoader loader(regs);
+
+ // Load vertices
+ bool is_indexed = (id == PICA_REG_INDEX(trigger_draw_indexed));
+
+ const auto& index_info = regs.index_array;
+ const u8* index_address_8 = Memory::GetPhysicalPointer(base_address + index_info.offset);
+ const u16* index_address_16 = reinterpret_cast<const u16*>(index_address_8);
+ bool index_u16 = index_info.format != 0;
+
+ PrimitiveAssembler<Shader::OutputVertex>& primitive_assembler = g_state.primitive_assembler;
+
+ if (g_debug_context) {
+ for (int i = 0; i < 3; ++i) {
+ const auto texture = regs.GetTextures()[i];
+ if (!texture.enabled)
+ continue;
+
+ u8* texture_data = Memory::GetPhysicalPointer(texture.config.GetPhysicalAddress());
+ if (g_debug_context && Pica::g_debug_context->recorder)
+ g_debug_context->recorder->MemoryAccessed(
+ texture_data, Pica::Regs::NibblesPerPixel(texture.format) *
+ texture.config.width / 2 * texture.config.height,
+ texture.config.GetPhysicalAddress());
}
+ }
- DebugUtils::MemoryAccessTracker memory_accesses;
-
- // Simple circular-replacement vertex cache
- // The size has been tuned for optimal balance between hit-rate and the cost of lookup
- const size_t VERTEX_CACHE_SIZE = 32;
- std::array<u16, VERTEX_CACHE_SIZE> vertex_cache_ids;
- std::array<Shader::OutputRegisters, VERTEX_CACHE_SIZE> vertex_cache;
+ DebugUtils::MemoryAccessTracker memory_accesses;
- unsigned int vertex_cache_pos = 0;
- vertex_cache_ids.fill(-1);
+ // Simple circular-replacement vertex cache
+ // The size has been tuned for optimal balance between hit-rate and the cost of lookup
+ const size_t VERTEX_CACHE_SIZE = 32;
+ std::array<u16, VERTEX_CACHE_SIZE> vertex_cache_ids;
+ std::array<Shader::OutputRegisters, VERTEX_CACHE_SIZE> vertex_cache;
- Shader::UnitState<false> shader_unit;
- g_state.vs.Setup();
+ unsigned int vertex_cache_pos = 0;
+ vertex_cache_ids.fill(-1);
- for (unsigned int index = 0; index < regs.num_vertices; ++index)
- {
- // Indexed rendering doesn't use the start offset
- unsigned int vertex = is_indexed ? (index_u16 ? index_address_16[index] : index_address_8[index]) : (index + regs.vertex_offset);
+ Shader::UnitState<false> shader_unit;
+ g_state.vs.Setup();
- // -1 is a common special value used for primitive restart. Since it's unknown if
- // the PICA supports it, and it would mess up the caching, guard against it here.
- ASSERT(vertex != -1);
+ for (unsigned int index = 0; index < regs.num_vertices; ++index) {
+ // Indexed rendering doesn't use the start offset
+ unsigned int vertex =
+ is_indexed ? (index_u16 ? index_address_16[index] : index_address_8[index])
+ : (index + regs.vertex_offset);
- bool vertex_cache_hit = false;
- Shader::OutputRegisters output_registers;
+ // -1 is a common special value used for primitive restart. Since it's unknown if
+ // the PICA supports it, and it would mess up the caching, guard against it here.
+ ASSERT(vertex != -1);
- if (is_indexed) {
- if (g_debug_context && Pica::g_debug_context->recorder) {
- int size = index_u16 ? 2 : 1;
- memory_accesses.AddAccess(base_address + index_info.offset + size * index, size);
- }
+ bool vertex_cache_hit = false;
+ Shader::OutputRegisters output_registers;
- for (unsigned int i = 0; i < VERTEX_CACHE_SIZE; ++i) {
- if (vertex == vertex_cache_ids[i]) {
- output_registers = vertex_cache[i];
- vertex_cache_hit = true;
- break;
- }
- }
+ if (is_indexed) {
+ if (g_debug_context && Pica::g_debug_context->recorder) {
+ int size = index_u16 ? 2 : 1;
+ memory_accesses.AddAccess(base_address + index_info.offset + size * index,
+ size);
}
- if (!vertex_cache_hit) {
- // Initialize data for the current vertex
- Shader::InputVertex input;
- loader.LoadVertex(base_address, index, vertex, input, memory_accesses);
-
- // Send to vertex shader
- if (g_debug_context)
- g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, (void*)&input);
- g_state.vs.Run(shader_unit, input, loader.GetNumTotalAttributes());
- output_registers = shader_unit.output_registers;
-
- if (is_indexed) {
- vertex_cache[vertex_cache_pos] = output_registers;
- vertex_cache_ids[vertex_cache_pos] = vertex;
- vertex_cache_pos = (vertex_cache_pos + 1) % VERTEX_CACHE_SIZE;
+ for (unsigned int i = 0; i < VERTEX_CACHE_SIZE; ++i) {
+ if (vertex == vertex_cache_ids[i]) {
+ output_registers = vertex_cache[i];
+ vertex_cache_hit = true;
+ break;
}
}
+ }
- // Retreive vertex from register data
- Shader::OutputVertex output_vertex = output_registers.ToVertex(regs.vs);
+ if (!vertex_cache_hit) {
+ // Initialize data for the current vertex
+ Shader::InputVertex input;
+ loader.LoadVertex(base_address, index, vertex, input, memory_accesses);
- // Send to renderer
- using Pica::Shader::OutputVertex;
- auto AddTriangle = [](
- const OutputVertex& v0, const OutputVertex& v1, const OutputVertex& v2) {
- VideoCore::g_renderer->Rasterizer()->AddTriangle(v0, v1, v2);
- };
+ // Send to vertex shader
+ if (g_debug_context)
+ g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
+ (void*)&input);
+ g_state.vs.Run(shader_unit, input, loader.GetNumTotalAttributes());
+ output_registers = shader_unit.output_registers;
- primitive_assembler.SubmitVertex(output_vertex, AddTriangle);
+ if (is_indexed) {
+ vertex_cache[vertex_cache_pos] = output_registers;
+ vertex_cache_ids[vertex_cache_pos] = vertex;
+ vertex_cache_pos = (vertex_cache_pos + 1) % VERTEX_CACHE_SIZE;
+ }
}
- for (auto& range : memory_accesses.ranges) {
- g_debug_context->recorder->MemoryAccessed(Memory::GetPhysicalPointer(range.first),
- range.second, range.first);
- }
+ // Retreive vertex from register data
+ Shader::OutputVertex output_vertex = output_registers.ToVertex(regs.vs);
- break;
+ // Send to renderer
+ using Pica::Shader::OutputVertex;
+ auto AddTriangle = [](const OutputVertex& v0, const OutputVertex& v1,
+ const OutputVertex& v2) {
+ VideoCore::g_renderer->Rasterizer()->AddTriangle(v0, v1, v2);
+ };
+
+ primitive_assembler.SubmitVertex(output_vertex, AddTriangle);
}
- case PICA_REG_INDEX(vs.bool_uniforms):
- for (unsigned i = 0; i < 16; ++i)
- g_state.vs.uniforms.b[i] = (regs.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 = regs.vs.int_uniforms[index];
- g_state.vs.uniforms.i[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;
+ for (auto& range : memory_accesses.ranges) {
+ g_debug_context->recorder->MemoryAccessed(Memory::GetPhysicalPointer(range.first),
+ range.second, range.first);
}
- 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 = regs.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 four 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 = g_state.vs.uniforms.f[uniform_setup.index];
-
- if (uniform_setup.index > 95) {
- LOG_ERROR(HW_GPU, "Invalid VS uniform index %d", (int)uniform_setup.index);
- break;
- }
+ 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::FromRaw(uniform_write_buffer[0] >> 8);
- uniform.z = float24::FromRaw(((uniform_write_buffer[0] & 0xFF) << 16) | ((uniform_write_buffer[1] >> 16) & 0xFFFF));
- uniform.y = float24::FromRaw(((uniform_write_buffer[1] & 0xFFFF) << 8) | ((uniform_write_buffer[2] >> 24) & 0xFF));
- uniform.x = float24::FromRaw(uniform_write_buffer[2] & 0xFFFFFF);
- }
+ case PICA_REG_INDEX(vs.bool_uniforms):
+ for (unsigned i = 0; i < 16; ++i)
+ g_state.vs.uniforms.b[i] = (regs.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 = regs.vs.int_uniforms[index];
+ g_state.vs.uniforms.i[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;
+ }
- 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());
+ 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 = regs.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 four 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 = g_state.vs.uniforms.f[uniform_setup.index];
+
+ if (uniform_setup.index > 95) {
+ LOG_ERROR(HW_GPU, "Invalid VS uniform index %d", (int)uniform_setup.index);
+ break;
+ }
- // TODO: Verify that this actually modifies the register!
- uniform_setup.index.Assign(uniform_setup.index + 1);
+ // 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::FromRaw(uniform_write_buffer[0] >> 8);
+ uniform.z = float24::FromRaw(((uniform_write_buffer[0] & 0xFF) << 16) |
+ ((uniform_write_buffer[1] >> 16) & 0xFFFF));
+ uniform.y = float24::FromRaw(((uniform_write_buffer[1] & 0xFFFF) << 8) |
+ ((uniform_write_buffer[2] >> 24) & 0xFF));
+ uniform.x = float24::FromRaw(uniform_write_buffer[2] & 0xFFFFFF);
}
- 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):
- {
- g_state.vs.program_code[regs.vs.program.offset] = value;
- regs.vs.program.offset++;
- break;
- }
+ 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());
- // 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):
- {
- g_state.vs.swizzle_data[regs.vs.swizzle_patterns.offset] = value;
- regs.vs.swizzle_patterns.offset++;
- break;
+ // TODO: Verify that this actually modifies the register!
+ uniform_setup.index.Assign(uniform_setup.index + 1);
}
+ break;
+ }
- case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[0], 0x1c8):
- case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[1], 0x1c9):
- case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[2], 0x1ca):
- case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[3], 0x1cb):
- case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[4], 0x1cc):
- case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[5], 0x1cd):
- case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[6], 0x1ce):
- case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[7], 0x1cf):
- {
- auto& lut_config = regs.lighting.lut_config;
-
- ASSERT_MSG(lut_config.index < 256, "lut_config.index exceeded maximum value of 255!");
-
- g_state.lighting.luts[lut_config.type][lut_config.index].raw = value;
- lut_config.index.Assign(lut_config.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): {
+ g_state.vs.program_code[regs.vs.program.offset] = value;
+ regs.vs.program.offset++;
+ break;
+ }
- case PICA_REG_INDEX_WORKAROUND(fog_lut_data[0], 0xe8):
- case PICA_REG_INDEX_WORKAROUND(fog_lut_data[1], 0xe9):
- case PICA_REG_INDEX_WORKAROUND(fog_lut_data[2], 0xea):
- case PICA_REG_INDEX_WORKAROUND(fog_lut_data[3], 0xeb):
- case PICA_REG_INDEX_WORKAROUND(fog_lut_data[4], 0xec):
- case PICA_REG_INDEX_WORKAROUND(fog_lut_data[5], 0xed):
- case PICA_REG_INDEX_WORKAROUND(fog_lut_data[6], 0xee):
- case PICA_REG_INDEX_WORKAROUND(fog_lut_data[7], 0xef):
- {
- g_state.fog.lut[regs.fog_lut_offset % 128].raw = value;
- regs.fog_lut_offset.Assign(regs.fog_lut_offset + 1);
- 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): {
+ g_state.vs.swizzle_data[regs.vs.swizzle_patterns.offset] = value;
+ regs.vs.swizzle_patterns.offset++;
+ break;
+ }
+
+ case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[0], 0x1c8):
+ case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[1], 0x1c9):
+ case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[2], 0x1ca):
+ case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[3], 0x1cb):
+ case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[4], 0x1cc):
+ case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[5], 0x1cd):
+ case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[6], 0x1ce):
+ case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[7], 0x1cf): {
+ auto& lut_config = regs.lighting.lut_config;
+
+ ASSERT_MSG(lut_config.index < 256, "lut_config.index exceeded maximum value of 255!");
+
+ g_state.lighting.luts[lut_config.type][lut_config.index].raw = value;
+ lut_config.index.Assign(lut_config.index + 1);
+ break;
+ }
- default:
- break;
+ case PICA_REG_INDEX_WORKAROUND(fog_lut_data[0], 0xe8):
+ case PICA_REG_INDEX_WORKAROUND(fog_lut_data[1], 0xe9):
+ case PICA_REG_INDEX_WORKAROUND(fog_lut_data[2], 0xea):
+ case PICA_REG_INDEX_WORKAROUND(fog_lut_data[3], 0xeb):
+ case PICA_REG_INDEX_WORKAROUND(fog_lut_data[4], 0xec):
+ case PICA_REG_INDEX_WORKAROUND(fog_lut_data[5], 0xed):
+ case PICA_REG_INDEX_WORKAROUND(fog_lut_data[6], 0xee):
+ case PICA_REG_INDEX_WORKAROUND(fog_lut_data[7], 0xef): {
+ g_state.fog.lut[regs.fog_lut_offset % 128].raw = value;
+ regs.fog_lut_offset.Assign(regs.fog_lut_offset + 1);
+ break;
+ }
+
+ default:
+ break;
}
VideoCore::g_renderer->Rasterizer()->NotifyPicaRegisterChanged(id);
if (g_debug_context)
- g_debug_context->OnEvent(DebugContext::Event::PicaCommandProcessed, reinterpret_cast<void*>(&id));
+ g_debug_context->OnEvent(DebugContext::Event::PicaCommandProcessed,
+ reinterpret_cast<void*>(&id));
}
void ProcessCommandList(const u32* list, u32 size) {
@@ -458,14 +465,14 @@ void ProcessCommandList(const u32* list, u32 size) {
++g_state.cmd_list.current_ptr;
u32 value = *g_state.cmd_list.current_ptr++;
- const CommandHeader header = { *g_state.cmd_list.current_ptr++ };
+ const CommandHeader header = {*g_state.cmd_list.current_ptr++};
WritePicaReg(header.cmd_id, value, header.parameter_mask);
for (unsigned i = 0; i < header.extra_data_length; ++i) {
u32 cmd = header.cmd_id + (header.group_commands ? i + 1 : 0);
WritePicaReg(cmd, *g_state.cmd_list.current_ptr++, header.parameter_mask);
- }
+ }
}
}