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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 "core/hle/service/gsp_gpu.h"
#include "core/hw/gpu.h"
#include "core/settings.h"
#include "debug_utils/debug_utils.h"
#include "clipper.h"
#include "command_processor.h"
#include "math.h"
#include "pica.h"
#include "primitive_assembly.h"
#include "renderer_base.h"
#include "vertex_shader.h"
#include "video_core.h"
namespace Pica {
namespace CommandProcessor {
static int float_regs_counter = 0;
static u32 uniform_write_buffer[4];
static int default_attr_counter = 0;
static u32 default_attr_write_buffer[3];
Common::Profiling::TimingCategory category_drawing("Drawing");
static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
auto& regs = g_state.regs;
if (id >= regs.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 = regs[id];
regs[id] = (old_value & ~mask) | (value & mask);
if (g_debug_context)
g_debug_context->OnEvent(DebugContext::Event::CommandLoaded, reinterpret_cast<void*>(&id));
DebugUtils::OnPicaRegWrite(id, regs[id]);
switch(id) {
// Trigger IRQ
case PICA_REG_INDEX(trigger_irq):
GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::P3D);
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 = g_state.vs.default_attributes[setup.index];
// NOTE: The destination component order indeed is "backwards"
attribute.w = float24::FromRawFloat24(default_attr_write_buffer[0] >> 8);
attribute.z = float24::FromRawFloat24(((default_attr_write_buffer[0] & 0xFF) << 16) | ((default_attr_write_buffer[1] >> 16) & 0xFFFF));
attribute.y = float24::FromRawFloat24(((default_attr_write_buffer[1] & 0xFFFF) << 8) | ((default_attr_write_buffer[2] >> 24) & 0xFF));
attribute.x = float24::FromRawFloat24(default_attr_write_buffer[2] & 0xFFFFFF);
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());
// TODO: Verify that this actually modifies the register!
setup.index = setup.index + 1;
}
break;
}
case PICA_REG_INDEX_WORKAROUND(command_buffer.trigger[0], 0x23c):
case PICA_REG_INDEX_WORKAROUND(command_buffer.trigger[1], 0x23d):
{
unsigned index = 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):
{
Common::Profiling::ScopeTimer scope_timer(category_drawing);
DebugUtils::DumpTevStageConfig(regs.GetTevStages());
if (g_debug_context)
g_debug_context->OnEvent(DebugContext::Event::IncomingPrimitiveBatch, nullptr);
const auto& attribute_config = regs.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] = {};
Regs::VertexAttributeFormat vertex_attribute_formats[16] = {};
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] = 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 = regs.index_array;
const u8* index_address_8 = Memory::GetPhysicalPointer(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> primitive_assembler(regs.triangle_topology.Value());
PrimitiveAssembler<DebugUtils::GeometryDumper::Vertex> dumping_primitive_assembler(regs.triangle_topology.Value());
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());
}
}
class {
/// Combine overlapping and close ranges
void SimplifyRanges() {
for (auto it = ranges.begin(); it != ranges.end(); ++it) {
// NOTE: We add 32 to the range end address to make sure "close" ranges are combined, too
auto it2 = std::next(it);
while (it2 != ranges.end() && it->first + it->second + 32 >= it2->first) {
it->second = std::max(it->second, it2->first + it2->second - it->first);
it2 = ranges.erase(it2);
}
}
}
public:
/// Record a particular memory access in the list
void AddAccess(u32 paddr, u32 size) {
// Create new range or extend existing one
ranges[paddr] = std::max(ranges[paddr], size);
// Simplify ranges...
SimplifyRanges();
}
/// Map of accessed ranges (mapping start address to range size)
std::map<u32, u32> ranges;
} memory_accesses;
for (unsigned int index = 0; index < regs.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!
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);
}
}
// 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) {
// Load the default attribute if we're configured to do so, this data will be overwritten by the loader data if it's set
if (attribute_config.IsDefaultAttribute(i)) {
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());
}
// 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) ? *(s8*)srcdata :
(vertex_attribute_formats[i] == Regs::VertexAttributeFormat::UBYTE) ? *(u8*)srcdata :
(vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? *(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(), g_state.regs.vs, g_state.vs);
if (is_indexed) {
// TODO: Add processed vertex to vertex cache!
}
if (Settings::values.use_hw_renderer) {
// Send to hardware renderer
static auto AddHWTriangle = [](const Pica::VertexShader::OutputVertex& v0,
const Pica::VertexShader::OutputVertex& v1,
const Pica::VertexShader::OutputVertex& v2) {
VideoCore::g_renderer->hw_rasterizer->AddTriangle(v0, v1, v2);
};
primitive_assembler.SubmitVertex(output, AddHWTriangle);
} else {
// Send to triangle clipper
primitive_assembler.SubmitVertex(output, Clipper::ProcessTriangle);
}
}
for (auto& range : memory_accesses.ranges) {
g_debug_context->recorder->MemoryAccessed(Memory::GetPhysicalPointer(range.first),
range.second, range.first);
}
if (Settings::values.use_hw_renderer) {
VideoCore::g_renderer->hw_rasterizer->DrawTriangles();
}
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)
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;
}
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;
}
// 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):
{
g_state.vs.program_code[regs.vs.program.offset] = value;
regs.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):
{
g_state.vs.swizzle_data[regs.vs.swizzle_patterns.offset] = value;
regs.vs.swizzle_patterns.offset++;
break;
}
default:
break;
}
VideoCore::g_renderer->hw_rasterizer->NotifyPicaRegisterChanged(id);
if (g_debug_context)
g_debug_context->OnEvent(DebugContext::Event::CommandProcessed, reinterpret_cast<void*>(&id));
}
void ProcessCommandList(const u32* list, u32 size) {
g_state.cmd_list.head_ptr = g_state.cmd_list.current_ptr = list;
g_state.cmd_list.length = size / sizeof(u32);
while (g_state.cmd_list.current_ptr < g_state.cmd_list.head_ptr + g_state.cmd_list.length) {
// 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
};
// Align read pointer to 8 bytes
if ((g_state.cmd_list.head_ptr - g_state.cmd_list.current_ptr) % 2 != 0)
++g_state.cmd_list.current_ptr;
u32 value = *g_state.cmd_list.current_ptr++;
const CommandHeader header = { *g_state.cmd_list.current_ptr++ };
const u32 write_mask = expand_bits_to_bytes[header.parameter_mask];
u32 cmd = header.cmd_id;
WritePicaReg(cmd, value, write_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++, write_mask);
}
}
}
} // namespace
} // namespace
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