From 47ff00881703eeab03d32e60289ac34b7f4a7994 Mon Sep 17 00:00:00 2001 From: Henrik Rydgard Date: Thu, 28 Apr 2016 19:01:47 +0200 Subject: Refactor: Extract VertexLoader from command_processor.cpp. Preparation for a similar concept to Dolphin or PPSSPP. These can be JIT-ed and cached. --- src/video_core/vertex_loader.cpp | 119 +++++++++++++++++++++++++++++++++++++++ 1 file changed, 119 insertions(+) create mode 100644 src/video_core/vertex_loader.cpp (limited to 'src/video_core/vertex_loader.cpp') diff --git a/src/video_core/vertex_loader.cpp b/src/video_core/vertex_loader.cpp new file mode 100644 index 000000000..258002b07 --- /dev/null +++ b/src/video_core/vertex_loader.cpp @@ -0,0 +1,119 @@ +#include +#include + +#include "boost/range/algorithm/fill.hpp" + +#include "common/assert.h" +#include "common/alignment.h" +#include "common/bit_field.h" +#include "common/common_funcs.h" +#include "common/common_types.h" +#include "common/logging/log.h" + +#include "core/memory.h" + +#include "debug_utils/debug_utils.h" + +#include "pica.h" +#include "pica_state.h" +#include "pica_types.h" +#include "vertex_loader.h" + +namespace Pica { + +void VertexLoader::Setup(const Pica::Regs ®s) { + const auto& attribute_config = regs.vertex_attributes; + base_address = attribute_config.GetPhysicalBaseAddress(); + num_total_attributes = attribute_config.GetNumTotalAttributes(); + + boost::fill(vertex_attribute_sources, 0xdeadbeef); + + for (int i = 0; i < 16; i++) { + vertex_attribute_is_default[i] = attribute_config.IsDefaultAttribute(i); + } + + // Setup attribute data from loaders + for (int loader = 0; loader < 12; ++loader) { + const auto& loader_config = attribute_config.attribute_loaders[loader]; + + u32 offset = 0; + + // TODO: What happens if a loader overwrites a previous one's data? + for (unsigned component = 0; component < loader_config.component_count; ++component) { + if (component >= 12) { + LOG_ERROR(HW_GPU, "Overflow in the vertex attribute loader %u trying to load component %u", loader, component); + continue; + } + + u32 attribute_index = loader_config.GetComponent(component); + if (attribute_index < 12) { + int element_size = attribute_config.GetElementSizeInBytes(attribute_index); + offset = Common::AlignUp(offset, element_size); + vertex_attribute_sources[attribute_index] = base_address + loader_config.data_offset + offset; + vertex_attribute_strides[attribute_index] = static_cast(loader_config.byte_count); + vertex_attribute_formats[attribute_index] = attribute_config.GetFormat(attribute_index); + vertex_attribute_elements[attribute_index] = attribute_config.GetNumElements(attribute_index); + vertex_attribute_element_size[attribute_index] = element_size; + offset += attribute_config.GetStride(attribute_index); + } else if (attribute_index < 16) { + // Attribute ids 12, 13, 14 and 15 signify 4, 8, 12 and 16-byte paddings, respectively + offset = Common::AlignUp(offset, 4); + offset += (attribute_index - 11) * 4; + } else { + UNREACHABLE(); // This is truly unreachable due to the number of bits for each component + } + } + } +} + +void VertexLoader::LoadVertex(int index, int vertex, Shader::InputVertex &input, MemoryAccesses &memory_accesses) { + for (int i = 0; i < num_total_attributes; ++i) { + if (vertex_attribute_elements[i] != 0) { + // Default attribute values set if array elements have < 4 components. This + // is *not* carried over from the default attribute settings even if they're + // enabled for this attribute. + static const float24 zero = float24::FromFloat32(0.0f); + static const float24 one = float24::FromFloat32(1.0f); + input.attr[i] = Math::Vec4(zero, zero, zero, one); + + // Load per-vertex data from the loader arrays + for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) { + u32 source_addr = vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i]; + const u8* srcdata = Memory::GetPhysicalPointer(source_addr); + + if (g_debug_context && Pica::g_debug_context->recorder) { + memory_accesses.AddAccess(source_addr, + (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::FLOAT) ? 4 + : (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? 2 : 1); + } + + const float srcval = + (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::BYTE) ? *reinterpret_cast(srcdata) : + (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::UBYTE) ? *reinterpret_cast(srcdata) : + (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? *reinterpret_cast(srcdata) : + *reinterpret_cast(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%08x + 0x%04x: %f", + comp, i, vertex, index, + base_address, + vertex_attribute_sources[i] - base_address, + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i], + input.attr[i][comp].ToFloat32()); + } + } else if (vertex_attribute_is_default[i]) { + // Load the default attribute if we're configured to do so + input.attr[i] = g_state.vs.default_attributes[i]; + LOG_TRACE(HW_GPU, "Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)", + i, vertex, index, + input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(), + input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32()); + } else { + // TODO(yuriks): In this case, no data gets loaded and the vertex + // remains with the last value it had. This isn't currently maintained + // as global state, however, and so won't work in Citra yet. + } + } +} + +} // namespace Pica \ No newline at end of file -- cgit v1.2.3