summaryrefslogtreecommitdiffstats
path: root/src/video_core/engines/maxwell_3d.cpp
blob: db12fc70250c2b98a0937db7fd31d064bc91efda (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
// Copyright 2018 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.

#include "common/assert.h"
#include "video_core/engines/maxwell_3d.h"

namespace Tegra {
namespace Engines {

const std::unordered_map<u32, Maxwell3D::MethodInfo> Maxwell3D::method_handlers = {
    {0xE24, {"SetShader", 5, &Maxwell3D::SetShader}},
};

Maxwell3D::Maxwell3D(MemoryManager& memory_manager) : memory_manager(memory_manager) {}

void Maxwell3D::CallMethod(u32 method, const std::vector<u32>& parameters) {
    // TODO(Subv): Write an interpreter for the macros uploaded via registers 0x45 and 0x47
    auto itr = method_handlers.find(method);
    if (itr == method_handlers.end()) {
        LOG_ERROR(HW_GPU, "Unhandled method call %08X", method);
        return;
    }

    ASSERT(itr->second.arguments == parameters.size());
    (this->*itr->second.handler)(parameters);
}

void Maxwell3D::WriteReg(u32 method, u32 value) {
    ASSERT_MSG(method < Regs::NUM_REGS,
               "Invalid Maxwell3D register, increase the size of the Regs structure");

    regs.reg_array[method] = value;

#define MAXWELL3D_REG_INDEX(field_name) (offsetof(Regs, field_name) / sizeof(u32))

    switch (method) {
    case MAXWELL3D_REG_INDEX(code_address.code_address_high):
    case MAXWELL3D_REG_INDEX(code_address.code_address_low): {
        // Note: For some reason games (like Puyo Puyo Tetris) seem to write 0 to the CODE_ADDRESS
        // register, we do not currently know if that's intended or a bug, so we assert it lest
        // stuff breaks in other places (like the shader address calculation).
        ASSERT_MSG(regs.code_address.CodeAddress() == 0, "Unexpected CODE_ADDRESS register value.");
        break;
    }
    case MAXWELL3D_REG_INDEX(cb_bind[0].raw_config): {
        ProcessCBBind(Regs::ShaderStage::Vertex);
        break;
    }
    case MAXWELL3D_REG_INDEX(cb_bind[1].raw_config): {
        ProcessCBBind(Regs::ShaderStage::TesselationControl);
        break;
    }
    case MAXWELL3D_REG_INDEX(cb_bind[2].raw_config): {
        ProcessCBBind(Regs::ShaderStage::TesselationEval);
        break;
    }
    case MAXWELL3D_REG_INDEX(cb_bind[3].raw_config): {
        ProcessCBBind(Regs::ShaderStage::Geometry);
        break;
    }
    case MAXWELL3D_REG_INDEX(cb_bind[4].raw_config): {
        ProcessCBBind(Regs::ShaderStage::Fragment);
        break;
    }
    case MAXWELL3D_REG_INDEX(draw.vertex_end_gl): {
        DrawArrays();
        break;
    }
    case MAXWELL3D_REG_INDEX(query.query_get): {
        ProcessQueryGet();
        break;
    }
    default:
        break;
    }

#undef MAXWELL3D_REG_INDEX
}

void Maxwell3D::ProcessQueryGet() {
    GPUVAddr sequence_address = regs.query.QueryAddress();
    // Since the sequence address is given as a GPU VAddr, we have to convert it to an application
    // VAddr before writing.
    VAddr address = memory_manager.PhysicalToVirtualAddress(sequence_address);

    switch (regs.query.query_get.mode) {
    case Regs::QueryMode::Write: {
        // Write the current query sequence to the sequence address.
        u32 sequence = regs.query.query_sequence;
        Memory::Write32(address, sequence);
        break;
    }
    default:
        UNIMPLEMENTED_MSG("Query mode %u not implemented", regs.query.query_get.mode.Value());
    }
}

void Maxwell3D::DrawArrays() {
    LOG_WARNING(HW_GPU, "Game requested a DrawArrays, ignoring");
}

void Maxwell3D::SetShader(const std::vector<u32>& parameters) {
    /**
     * Parameters description:
     * [0] = Shader Program.
     * [1] = Unknown, presumably the shader id.
     * [2] = Offset to the start of the shader, after the 0x30 bytes header.
     * [3] = Shader Stage.
     * [4] = Const Buffer Address >> 8.
     */
    auto shader_program = static_cast<Regs::ShaderProgram>(parameters[0]);
    // TODO(Subv): This address is probably an offset from the CODE_ADDRESS register.
    GPUVAddr address = parameters[2];
    auto shader_stage = static_cast<Regs::ShaderStage>(parameters[3]);
    GPUVAddr cb_address = parameters[4] << 8;

    auto& shader = state.shader_programs[static_cast<size_t>(shader_program)];
    shader.program = shader_program;
    shader.stage = shader_stage;
    shader.address = address;

    // Perform the same operations as the real macro code.
    // TODO(Subv): Early exit if register 0xD1C + shader_program contains the same as params[1].
    auto& shader_regs = regs.shader_config[static_cast<size_t>(shader_program)];
    shader_regs.start_id = address;
    // TODO(Subv): Write params[1] to register 0xD1C + shader_program.
    // TODO(Subv): Write params[2] to register 0xD22 + shader_program.

    // Note: This value is hardcoded in the macro's code.
    static constexpr u32 DefaultCBSize = 0x10000;
    regs.const_buffer.cb_size = DefaultCBSize;
    regs.const_buffer.cb_address_high = cb_address >> 32;
    regs.const_buffer.cb_address_low = cb_address & 0xFFFFFFFF;

    // Write a hardcoded 0x11 to CB_BIND, this binds the current const buffer to buffer c1[] in the
    // shader. It's likely that these are the constants for the shader.
    regs.cb_bind[static_cast<size_t>(shader_stage)].valid.Assign(1);
    regs.cb_bind[static_cast<size_t>(shader_stage)].index.Assign(1);

    ProcessCBBind(shader_stage);
}

void Maxwell3D::ProcessCBBind(Regs::ShaderStage stage) {
    // Bind the buffer currently in CB_ADDRESS to the specified index in the desired shader stage.
    auto& shader = state.shader_stages[static_cast<size_t>(stage)];
    auto& bind_data = regs.cb_bind[static_cast<size_t>(stage)];

    auto& buffer = shader.const_buffers[bind_data.index];

    buffer.enabled = bind_data.valid.Value() != 0;
    buffer.index = bind_data.index;
    buffer.address = regs.const_buffer.BufferAddress();
    buffer.size = regs.const_buffer.cb_size;
}

} // namespace Engines
} // namespace Tegra