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authorbunnei <bunneidev@gmail.com>2015-05-07 01:33:03 +0200
committerbunnei <bunneidev@gmail.com>2015-05-07 01:33:03 +0200
commit337f1e1b96445b81c40c313b1bf680fe660f14f5 (patch)
tree2a2a37c9b7c938e3e1abf3b36c637cd6b5c25d1f
parentMerge pull request #720 from yuriks/svc-cleanup (diff)
parentGPU: Implemented default vertex shader attributes. (diff)
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Diffstat (limited to '')
-rw-r--r--src/video_core/command_processor.cpp98
-rw-r--r--src/video_core/pica.h67
-rw-r--r--src/video_core/vertex_shader.cpp39
-rw-r--r--src/video_core/vertex_shader.h1
4 files changed, 137 insertions, 68 deletions
diff --git a/src/video_core/command_processor.cpp b/src/video_core/command_processor.cpp
index e031871e8..c4cdf672b 100644
--- a/src/video_core/command_processor.cpp
+++ b/src/video_core/command_processor.cpp
@@ -27,6 +27,10 @@ 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) {
@@ -71,12 +75,9 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
u32 vertex_attribute_sources[16];
boost::fill(vertex_attribute_sources, 0xdeadbeef);
u32 vertex_attribute_strides[16];
- u32 vertex_attribute_formats[16];
+ Regs::VertexAttributeFormat 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_elements[16];
u32 vertex_attribute_element_size[16];
// Setup attribute data from loaders
@@ -90,7 +91,7 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
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_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);
@@ -126,26 +127,29 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
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());
+ if (attribute_config.IsDefaultAttribute(i)) {
+ input.attr[i] = VertexShader::GetDefaultAttribute(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 {
+ 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]));
+
+ 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());
+ }
}
}
@@ -224,7 +228,7 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
// 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
+ // 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()) ||
@@ -259,6 +263,46 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
}
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 = registers.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 = VertexShader::GetDefaultAttribute(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;
+ }
// Load shader program code
case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[0], 0x2cc):
diff --git a/src/video_core/pica.h b/src/video_core/pica.h
index fe20cd77d..8acad8676 100644
--- a/src/video_core/pica.h
+++ b/src/video_core/pica.h
@@ -489,14 +489,14 @@ struct Regs {
INSERT_PADDING_WORDS(0xe0);
- struct {
- enum class Format : u64 {
- BYTE = 0,
- UBYTE = 1,
- SHORT = 2,
- FLOAT = 3,
- };
+ enum class VertexAttributeFormat : u64 {
+ BYTE = 0,
+ UBYTE = 1,
+ SHORT = 2,
+ FLOAT = 3,
+ };
+ struct {
BitField<0, 29, u32> base_address;
u32 GetPhysicalBaseAddress() const {
@@ -505,29 +505,29 @@ struct Regs {
// Descriptor for internal vertex attributes
union {
- BitField< 0, 2, Format> format0; // size of one element
+ BitField< 0, 2, VertexAttributeFormat> format0; // size of one element
BitField< 2, 2, u64> size0; // number of elements minus 1
- BitField< 4, 2, Format> format1;
+ BitField< 4, 2, VertexAttributeFormat> format1;
BitField< 6, 2, u64> size1;
- BitField< 8, 2, Format> format2;
+ BitField< 8, 2, VertexAttributeFormat> format2;
BitField<10, 2, u64> size2;
- BitField<12, 2, Format> format3;
+ BitField<12, 2, VertexAttributeFormat> format3;
BitField<14, 2, u64> size3;
- BitField<16, 2, Format> format4;
+ BitField<16, 2, VertexAttributeFormat> format4;
BitField<18, 2, u64> size4;
- BitField<20, 2, Format> format5;
+ BitField<20, 2, VertexAttributeFormat> format5;
BitField<22, 2, u64> size5;
- BitField<24, 2, Format> format6;
+ BitField<24, 2, VertexAttributeFormat> format6;
BitField<26, 2, u64> size6;
- BitField<28, 2, Format> format7;
+ BitField<28, 2, VertexAttributeFormat> format7;
BitField<30, 2, u64> size7;
- BitField<32, 2, Format> format8;
+ BitField<32, 2, VertexAttributeFormat> format8;
BitField<34, 2, u64> size8;
- BitField<36, 2, Format> format9;
+ BitField<36, 2, VertexAttributeFormat> format9;
BitField<38, 2, u64> size9;
- BitField<40, 2, Format> format10;
+ BitField<40, 2, VertexAttributeFormat> format10;
BitField<42, 2, u64> size10;
- BitField<44, 2, Format> format11;
+ BitField<44, 2, VertexAttributeFormat> format11;
BitField<46, 2, u64> size11;
BitField<48, 12, u64> attribute_mask;
@@ -536,8 +536,8 @@ struct Regs {
BitField<60, 4, u64> num_extra_attributes;
};
- inline Format GetFormat(int n) const {
- Format formats[] = {
+ inline VertexAttributeFormat GetFormat(int n) const {
+ VertexAttributeFormat formats[] = {
format0, format1, format2, format3,
format4, format5, format6, format7,
format8, format9, format10, format11
@@ -555,14 +555,18 @@ struct Regs {
}
inline int GetElementSizeInBytes(int n) const {
- return (GetFormat(n) == Format::FLOAT) ? 4 :
- (GetFormat(n) == Format::SHORT) ? 2 : 1;
+ return (GetFormat(n) == VertexAttributeFormat::FLOAT) ? 4 :
+ (GetFormat(n) == VertexAttributeFormat::SHORT) ? 2 : 1;
}
inline int GetStride(int n) const {
return GetNumElements(n) * GetElementSizeInBytes(n);
}
+ inline bool IsDefaultAttribute(int id) const {
+ return (id >= 12) || (attribute_mask & (1 << id)) != 0;
+ }
+
inline int GetNumTotalAttributes() const {
return (int)num_extra_attributes+1;
}
@@ -625,7 +629,18 @@ struct Regs {
u32 trigger_draw;
u32 trigger_draw_indexed;
- INSERT_PADDING_WORDS(0x2e);
+ INSERT_PADDING_WORDS(0x2);
+
+ // These registers are used to setup the default "fall-back" vertex shader attributes
+ struct {
+ // Index of the current default attribute
+ u32 index;
+
+ // Writing to these registers sets the "current" default attribute.
+ u32 set_value[3];
+ } vs_default_attributes_setup;
+
+ INSERT_PADDING_WORDS(0x28);
enum class TriangleTopology : u32 {
List = 0,
@@ -669,7 +684,7 @@ struct Regs {
BitField<56, 4, u64> attribute14_register;
BitField<60, 4, u64> attribute15_register;
- int GetRegisterForAttribute(int attribute_index) {
+ int GetRegisterForAttribute(int attribute_index) const {
u64 fields[] = {
attribute0_register, attribute1_register, attribute2_register, attribute3_register,
attribute4_register, attribute5_register, attribute6_register, attribute7_register,
@@ -775,6 +790,7 @@ struct Regs {
ADD_FIELD(num_vertices);
ADD_FIELD(trigger_draw);
ADD_FIELD(trigger_draw_indexed);
+ ADD_FIELD(vs_default_attributes_setup);
ADD_FIELD(triangle_topology);
ADD_FIELD(vs_bool_uniforms);
ADD_FIELD(vs_int_uniforms);
@@ -849,6 +865,7 @@ ASSERT_REG_POSITION(index_array, 0x227);
ASSERT_REG_POSITION(num_vertices, 0x228);
ASSERT_REG_POSITION(trigger_draw, 0x22e);
ASSERT_REG_POSITION(trigger_draw_indexed, 0x22f);
+ASSERT_REG_POSITION(vs_default_attributes_setup, 0x232);
ASSERT_REG_POSITION(triangle_topology, 0x25e);
ASSERT_REG_POSITION(vs_bool_uniforms, 0x2b0);
ASSERT_REG_POSITION(vs_int_uniforms, 0x2b1);
diff --git a/src/video_core/vertex_shader.cpp b/src/video_core/vertex_shader.cpp
index e8d865172..51f4e58bf 100644
--- a/src/video_core/vertex_shader.cpp
+++ b/src/video_core/vertex_shader.cpp
@@ -35,6 +35,8 @@ static struct {
std::array<Math::Vec4<u8>,4> i;
} shader_uniforms;
+static Math::Vec4<float24> vs_default_attributes[16];
+
// TODO: Not sure where the shader binary and swizzle patterns are supposed to be loaded to!
// For now, we just keep these local arrays around.
static std::array<u32, 1024> shader_memory;
@@ -60,6 +62,10 @@ Math::Vec4<u8>& GetIntUniform(u32 index) {
return shader_uniforms.i[index];
}
+Math::Vec4<float24>& GetDefaultAttribute(u32 index) {
+ return vs_default_attributes[index];
+}
+
const std::array<u32, 1024>& GetShaderBinary() {
return shader_memory;
}
@@ -568,22 +574,23 @@ OutputVertex RunShader(const InputVertex& input, int num_attributes) {
const auto& attribute_register_map = registers.vs_input_register_map;
float24 dummy_register;
boost::fill(state.input_register_table, &dummy_register);
- if(num_attributes > 0) state.input_register_table[attribute_register_map.attribute0_register] = &input.attr[0].x;
- if(num_attributes > 1) state.input_register_table[attribute_register_map.attribute1_register] = &input.attr[1].x;
- if(num_attributes > 2) state.input_register_table[attribute_register_map.attribute2_register] = &input.attr[2].x;
- if(num_attributes > 3) state.input_register_table[attribute_register_map.attribute3_register] = &input.attr[3].x;
- if(num_attributes > 4) state.input_register_table[attribute_register_map.attribute4_register] = &input.attr[4].x;
- if(num_attributes > 5) state.input_register_table[attribute_register_map.attribute5_register] = &input.attr[5].x;
- if(num_attributes > 6) state.input_register_table[attribute_register_map.attribute6_register] = &input.attr[6].x;
- if(num_attributes > 7) state.input_register_table[attribute_register_map.attribute7_register] = &input.attr[7].x;
- if(num_attributes > 8) state.input_register_table[attribute_register_map.attribute8_register] = &input.attr[8].x;
- if(num_attributes > 9) state.input_register_table[attribute_register_map.attribute9_register] = &input.attr[9].x;
- if(num_attributes > 10) state.input_register_table[attribute_register_map.attribute10_register] = &input.attr[10].x;
- if(num_attributes > 11) state.input_register_table[attribute_register_map.attribute11_register] = &input.attr[11].x;
- if(num_attributes > 12) state.input_register_table[attribute_register_map.attribute12_register] = &input.attr[12].x;
- if(num_attributes > 13) state.input_register_table[attribute_register_map.attribute13_register] = &input.attr[13].x;
- if(num_attributes > 14) state.input_register_table[attribute_register_map.attribute14_register] = &input.attr[14].x;
- if(num_attributes > 15) state.input_register_table[attribute_register_map.attribute15_register] = &input.attr[15].x;
+
+ if (num_attributes > 0) state.input_register_table[attribute_register_map.attribute0_register] = &input.attr[0].x;
+ if (num_attributes > 1) state.input_register_table[attribute_register_map.attribute1_register] = &input.attr[1].x;
+ if (num_attributes > 2) state.input_register_table[attribute_register_map.attribute2_register] = &input.attr[2].x;
+ if (num_attributes > 3) state.input_register_table[attribute_register_map.attribute3_register] = &input.attr[3].x;
+ if (num_attributes > 4) state.input_register_table[attribute_register_map.attribute4_register] = &input.attr[4].x;
+ if (num_attributes > 5) state.input_register_table[attribute_register_map.attribute5_register] = &input.attr[5].x;
+ if (num_attributes > 6) state.input_register_table[attribute_register_map.attribute6_register] = &input.attr[6].x;
+ if (num_attributes > 7) state.input_register_table[attribute_register_map.attribute7_register] = &input.attr[7].x;
+ if (num_attributes > 8) state.input_register_table[attribute_register_map.attribute8_register] = &input.attr[8].x;
+ if (num_attributes > 9) state.input_register_table[attribute_register_map.attribute9_register] = &input.attr[9].x;
+ if (num_attributes > 10) state.input_register_table[attribute_register_map.attribute10_register] = &input.attr[10].x;
+ if (num_attributes > 11) state.input_register_table[attribute_register_map.attribute11_register] = &input.attr[11].x;
+ if (num_attributes > 12) state.input_register_table[attribute_register_map.attribute12_register] = &input.attr[12].x;
+ if (num_attributes > 13) state.input_register_table[attribute_register_map.attribute13_register] = &input.attr[13].x;
+ if (num_attributes > 14) state.input_register_table[attribute_register_map.attribute14_register] = &input.attr[14].x;
+ if (num_attributes > 15) state.input_register_table[attribute_register_map.attribute15_register] = &input.attr[15].x;
state.conditional_code[0] = false;
state.conditional_code[1] = false;
diff --git a/src/video_core/vertex_shader.h b/src/video_core/vertex_shader.h
index 3a68a3409..c26709bbc 100644
--- a/src/video_core/vertex_shader.h
+++ b/src/video_core/vertex_shader.h
@@ -74,6 +74,7 @@ OutputVertex RunShader(const InputVertex& input, int num_attributes);
Math::Vec4<float24>& GetFloatUniform(u32 index);
bool& GetBoolUniform(u32 index);
Math::Vec4<u8>& GetIntUniform(u32 index);
+Math::Vec4<float24>& GetDefaultAttribute(u32 index);
const std::array<u32, 1024>& GetShaderBinary();
const std::array<u32, 1024>& GetSwizzlePatterns();