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Merge pull request #37 from neobrain/pica

Initial work on Pica rendering.
This commit is contained in:
Tony Wasserka 2014-08-12 13:55:41 +02:00
commit 36cabe35cc
24 changed files with 2367 additions and 260 deletions

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@ -78,7 +78,7 @@ QVariant GPUCommandListModel::data(const QModelIndex& index, int role) const
// index refers to a specific command
const GraphicsDebugger::PicaCommandList& cmdlist = command_lists[item->parent->index].second;
const GraphicsDebugger::PicaCommand& cmd = cmdlist[item->index];
const Pica::CommandHeader& header = cmd.GetHeader();
const Pica::CommandProcessor::CommandHeader& header = cmd.GetHeader();
if (role == Qt::DisplayRole) {
QString content;

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@ -173,7 +173,7 @@ void ExecuteCommand(const Command& command) {
case CommandId::SET_COMMAND_LIST_LAST:
{
auto& params = command.set_command_list_last;
WriteGPURegister(GPU_REG_INDEX(command_processor_config.address), params.address >> 3);
WriteGPURegister(GPU_REG_INDEX(command_processor_config.address), Memory::VirtualToPhysicalAddress(params.address) >> 3);
WriteGPURegister(GPU_REG_INDEX(command_processor_config.size), params.size >> 3);
// TODO: Not sure if we are supposed to always write this .. seems to trigger processing though
@ -193,20 +193,28 @@ void ExecuteCommand(const Command& command) {
case CommandId::SET_MEMORY_FILL:
{
auto& params = command.memory_fill;
WriteGPURegister(GPU_REG_INDEX(memory_fill_config[0].address_start), params.start1 >> 3);
WriteGPURegister(GPU_REG_INDEX(memory_fill_config[0].address_end), params.end1 >> 3);
WriteGPURegister(GPU_REG_INDEX(memory_fill_config[0].address_start), Memory::VirtualToPhysicalAddress(params.start1) >> 3);
WriteGPURegister(GPU_REG_INDEX(memory_fill_config[0].address_end), Memory::VirtualToPhysicalAddress(params.end1) >> 3);
WriteGPURegister(GPU_REG_INDEX(memory_fill_config[0].size), params.end1 - params.start1);
WriteGPURegister(GPU_REG_INDEX(memory_fill_config[0].value), params.value1);
WriteGPURegister(GPU_REG_INDEX(memory_fill_config[1].address_start), params.start2 >> 3);
WriteGPURegister(GPU_REG_INDEX(memory_fill_config[1].address_end), params.end2 >> 3);
WriteGPURegister(GPU_REG_INDEX(memory_fill_config[1].address_start), Memory::VirtualToPhysicalAddress(params.start2) >> 3);
WriteGPURegister(GPU_REG_INDEX(memory_fill_config[1].address_end), Memory::VirtualToPhysicalAddress(params.end2) >> 3);
WriteGPURegister(GPU_REG_INDEX(memory_fill_config[1].size), params.end2 - params.start2);
WriteGPURegister(GPU_REG_INDEX(memory_fill_config[1].value), params.value2);
break;
}
// TODO: Check if texture copies are implemented correctly..
case CommandId::SET_DISPLAY_TRANSFER:
{
auto& params = command.image_copy;
WriteGPURegister(GPU_REG_INDEX(display_transfer_config.input_address), Memory::VirtualToPhysicalAddress(params.in_buffer_address) >> 3);
WriteGPURegister(GPU_REG_INDEX(display_transfer_config.output_address), Memory::VirtualToPhysicalAddress(params.out_buffer_address) >> 3);
WriteGPURegister(GPU_REG_INDEX(display_transfer_config.input_size), params.in_buffer_size);
WriteGPURegister(GPU_REG_INDEX(display_transfer_config.output_size), params.out_buffer_size);
WriteGPURegister(GPU_REG_INDEX(display_transfer_config.flags), params.flags);
WriteGPURegister(GPU_REG_INDEX(display_transfer_config.trigger), 1);
// TODO(bunnei): Signalling all of these interrupts here is totally wrong, but it seems to
// work well enough for running demos. Need to figure out how these all work and trigger
// them correctly.
@ -216,18 +224,19 @@ void ExecuteCommand(const Command& command) {
SignalInterrupt(InterruptId::P3D);
SignalInterrupt(InterruptId::DMA);
break;
}
// TODO: Check if texture copies are implemented correctly..
case CommandId::SET_TEXTURE_COPY:
{
auto& params = command.image_copy;
WriteGPURegister(GPU_REG_INDEX(display_transfer_config.input_address), params.in_buffer_address >> 3);
WriteGPURegister(GPU_REG_INDEX(display_transfer_config.output_address), params.out_buffer_address >> 3);
WriteGPURegister(GPU_REG_INDEX(display_transfer_config.input_address), Memory::VirtualToPhysicalAddress(params.in_buffer_address) >> 3);
WriteGPURegister(GPU_REG_INDEX(display_transfer_config.output_address), Memory::VirtualToPhysicalAddress(params.out_buffer_address) >> 3);
WriteGPURegister(GPU_REG_INDEX(display_transfer_config.input_size), params.in_buffer_size);
WriteGPURegister(GPU_REG_INDEX(display_transfer_config.output_size), params.out_buffer_size);
WriteGPURegister(GPU_REG_INDEX(display_transfer_config.flags), params.flags);
// TODO: Should this only be ORed with 1 for texture copies?
// trigger transfer
// TODO: Should this register be set to 1 or should instead its value be OR-ed with 1?
WriteGPURegister(GPU_REG_INDEX(display_transfer_config.trigger), 1);
break;
}

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@ -14,6 +14,7 @@
#include "core/hw/gpu.h"
#include "video_core/command_processor.h"
#include "video_core/video_core.h"
@ -24,83 +25,6 @@ Regs g_regs;
u32 g_cur_line = 0; ///< Current vertical screen line
u64 g_last_line_ticks = 0; ///< CPU tick count from last vertical screen line
/**
* Sets whether the framebuffers are in the GSP heap (FCRAM) or VRAM
* @param
*/
void SetFramebufferLocation(const FramebufferLocation mode) {
switch (mode) {
case FRAMEBUFFER_LOCATION_FCRAM:
{
auto& framebuffer_top = g_regs.framebuffer_config[0];
auto& framebuffer_sub = g_regs.framebuffer_config[1];
framebuffer_top.address_left1 = PADDR_TOP_LEFT_FRAME1;
framebuffer_top.address_left2 = PADDR_TOP_LEFT_FRAME2;
framebuffer_top.address_right1 = PADDR_TOP_RIGHT_FRAME1;
framebuffer_top.address_right2 = PADDR_TOP_RIGHT_FRAME2;
framebuffer_sub.address_left1 = PADDR_SUB_FRAME1;
//framebuffer_sub.address_left2 = unknown;
framebuffer_sub.address_right1 = PADDR_SUB_FRAME2;
//framebuffer_sub.address_right2 = unknown;
break;
}
case FRAMEBUFFER_LOCATION_VRAM:
{
auto& framebuffer_top = g_regs.framebuffer_config[0];
auto& framebuffer_sub = g_regs.framebuffer_config[1];
framebuffer_top.address_left1 = PADDR_VRAM_TOP_LEFT_FRAME1;
framebuffer_top.address_left2 = PADDR_VRAM_TOP_LEFT_FRAME2;
framebuffer_top.address_right1 = PADDR_VRAM_TOP_RIGHT_FRAME1;
framebuffer_top.address_right2 = PADDR_VRAM_TOP_RIGHT_FRAME2;
framebuffer_sub.address_left1 = PADDR_VRAM_SUB_FRAME1;
//framebuffer_sub.address_left2 = unknown;
framebuffer_sub.address_right1 = PADDR_VRAM_SUB_FRAME2;
//framebuffer_sub.address_right2 = unknown;
break;
}
}
}
/**
* Gets the location of the framebuffers
* @return Location of framebuffers as FramebufferLocation enum
*/
FramebufferLocation GetFramebufferLocation(u32 address) {
if ((address & ~Memory::VRAM_MASK) == Memory::VRAM_PADDR) {
return FRAMEBUFFER_LOCATION_VRAM;
} else if ((address & ~Memory::FCRAM_MASK) == Memory::FCRAM_PADDR) {
return FRAMEBUFFER_LOCATION_FCRAM;
} else {
ERROR_LOG(GPU, "unknown framebuffer location!");
}
return FRAMEBUFFER_LOCATION_UNKNOWN;
}
u32 GetFramebufferAddr(const u32 address) {
switch (GetFramebufferLocation(address)) {
case FRAMEBUFFER_LOCATION_FCRAM:
return Memory::VirtualAddressFromPhysical_FCRAM(address);
case FRAMEBUFFER_LOCATION_VRAM:
return Memory::VirtualAddressFromPhysical_VRAM(address);
default:
ERROR_LOG(GPU, "unknown framebuffer location");
}
return 0;
}
/**
* Gets a read-only pointer to a framebuffer in memory
* @param address Physical address of framebuffer
* @return Returns const pointer to raw framebuffer
*/
const u8* GetFramebufferPointer(const u32 address) {
u32 addr = GetFramebufferAddr(address);
return (addr != 0) ? Memory::GetPointer(addr) : nullptr;
}
template <typename T>
inline void Read(T &var, const u32 raw_addr) {
u32 addr = raw_addr - 0x1EF00000;
@ -141,8 +65,8 @@ inline void Write(u32 addr, const T data) {
// TODO: Not sure if this check should be done at GSP level instead
if (config.address_start) {
// TODO: Not sure if this algorithm is correct, particularly because it doesn't use the size member at all
u32* start = (u32*)Memory::GetPointer(config.GetStartAddress());
u32* end = (u32*)Memory::GetPointer(config.GetEndAddress());
u32* start = (u32*)Memory::GetPointer(Memory::PhysicalToVirtualAddress(config.GetStartAddress()));
u32* end = (u32*)Memory::GetPointer(Memory::PhysicalToVirtualAddress(config.GetEndAddress()));
for (u32* ptr = start; ptr < end; ++ptr)
*ptr = bswap32(config.value); // TODO: This is just a workaround to missing framebuffer format emulation
@ -155,8 +79,8 @@ inline void Write(u32 addr, const T data) {
{
const auto& config = g_regs.display_transfer_config;
if (config.trigger & 1) {
u8* source_pointer = Memory::GetPointer(config.GetPhysicalInputAddress());
u8* dest_pointer = Memory::GetPointer(config.GetPhysicalOutputAddress());
u8* source_pointer = Memory::GetPointer(Memory::PhysicalToVirtualAddress(config.GetPhysicalInputAddress()));
u8* dest_pointer = Memory::GetPointer(Memory::PhysicalToVirtualAddress(config.GetPhysicalOutputAddress()));
for (int y = 0; y < config.output_height; ++y) {
// TODO: Why does the register seem to hold twice the framebuffer width?
@ -220,14 +144,15 @@ inline void Write(u32 addr, const T data) {
break;
}
// Seems like writing to this register triggers processing
case GPU_REG_INDEX(command_processor_config.trigger):
{
const auto& config = g_regs.command_processor_config;
if (config.trigger & 1)
{
// u32* buffer = (u32*)Memory::GetPointer(config.GetPhysicalAddress());
ERROR_LOG(GPU, "Beginning 0x%08x bytes of commands from address 0x%08x", config.size, config.GetPhysicalAddress());
// TODO: Process command list!
u32* buffer = (u32*)Memory::GetPointer(Memory::PhysicalToVirtualAddress(config.GetPhysicalAddress()));
u32 size = config.size << 3;
Pica::CommandProcessor::ProcessCommandList(buffer, size);
}
break;
}
@ -276,11 +201,22 @@ void Init() {
g_cur_line = 0;
g_last_line_ticks = Core::g_app_core->GetTicks();
// SetFramebufferLocation(FRAMEBUFFER_LOCATION_FCRAM);
SetFramebufferLocation(FRAMEBUFFER_LOCATION_VRAM);
auto& framebuffer_top = g_regs.framebuffer_config[0];
auto& framebuffer_sub = g_regs.framebuffer_config[1];
// Setup default framebuffer addresses (located in VRAM)
// .. or at least these are the ones used by system applets.
// There's probably a smarter way to come up with addresses
// like this which does not require hardcoding.
framebuffer_top.address_left1 = 0x181E6000;
framebuffer_top.address_left2 = 0x1822C800;
framebuffer_top.address_right1 = 0x18273000;
framebuffer_top.address_right2 = 0x182B9800;
framebuffer_sub.address_left1 = 0x1848F000;
//framebuffer_sub.address_left2 = unknown;
framebuffer_sub.address_right1 = 0x184C7800;
//framebuffer_sub.address_right2 = unknown;
// TODO: Width should be 240 instead?
framebuffer_top.width = 480;
framebuffer_top.height = 400;

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@ -249,72 +249,6 @@ static_assert(sizeof(Regs) == 0x1000 * sizeof(u32), "Invalid total size of regis
extern Regs g_regs;
enum {
TOP_ASPECT_X = 0x5,
TOP_ASPECT_Y = 0x3,
TOP_HEIGHT = 240,
TOP_WIDTH = 400,
BOTTOM_WIDTH = 320,
// Physical addresses in FCRAM (chosen arbitrarily)
PADDR_TOP_LEFT_FRAME1 = 0x201D4C00,
PADDR_TOP_LEFT_FRAME2 = 0x202D4C00,
PADDR_TOP_RIGHT_FRAME1 = 0x203D4C00,
PADDR_TOP_RIGHT_FRAME2 = 0x204D4C00,
PADDR_SUB_FRAME1 = 0x205D4C00,
PADDR_SUB_FRAME2 = 0x206D4C00,
// Physical addresses in FCRAM used by ARM9 applications
/* PADDR_TOP_LEFT_FRAME1 = 0x20184E60,
PADDR_TOP_LEFT_FRAME2 = 0x201CB370,
PADDR_TOP_RIGHT_FRAME1 = 0x20282160,
PADDR_TOP_RIGHT_FRAME2 = 0x202C8670,
PADDR_SUB_FRAME1 = 0x202118E0,
PADDR_SUB_FRAME2 = 0x20249CF0,*/
// Physical addresses in VRAM
// TODO: These should just be deduced from the ones above
PADDR_VRAM_TOP_LEFT_FRAME1 = 0x181D4C00,
PADDR_VRAM_TOP_LEFT_FRAME2 = 0x182D4C00,
PADDR_VRAM_TOP_RIGHT_FRAME1 = 0x183D4C00,
PADDR_VRAM_TOP_RIGHT_FRAME2 = 0x184D4C00,
PADDR_VRAM_SUB_FRAME1 = 0x185D4C00,
PADDR_VRAM_SUB_FRAME2 = 0x186D4C00,
// Physical addresses in VRAM used by ARM9 applications
/* PADDR_VRAM_TOP_LEFT_FRAME2 = 0x181CB370,
PADDR_VRAM_TOP_RIGHT_FRAME1 = 0x18282160,
PADDR_VRAM_TOP_RIGHT_FRAME2 = 0x182C8670,
PADDR_VRAM_SUB_FRAME1 = 0x182118E0,
PADDR_VRAM_SUB_FRAME2 = 0x18249CF0,*/
};
/// Framebuffer location
enum FramebufferLocation {
FRAMEBUFFER_LOCATION_UNKNOWN, ///< Framebuffer location is unknown
FRAMEBUFFER_LOCATION_FCRAM, ///< Framebuffer is in the GSP heap
FRAMEBUFFER_LOCATION_VRAM, ///< Framebuffer is in VRAM
};
/**
* Sets whether the framebuffers are in the GSP heap (FCRAM) or VRAM
* @param
*/
void SetFramebufferLocation(const FramebufferLocation mode);
/**
* Gets a read-only pointer to a framebuffer in memory
* @param address Physical address of framebuffer
* @return Returns const pointer to raw framebuffer
*/
const u8* GetFramebufferPointer(const u32 address);
u32 GetFramebufferAddr(const u32 address);
/**
* Gets the location of the framebuffers
*/
FramebufferLocation GetFramebufferLocation(u32 address);
template <typename T>
void Read(T &var, const u32 addr);

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@ -14,7 +14,6 @@ namespace Memory {
enum {
BOOTROM_SIZE = 0x00010000, ///< Bootrom (super secret code/data @ 0x8000) size
MPCORE_PRIV_SIZE = 0x00002000, ///< MPCore private memory region size
VRAM_SIZE = 0x00600000, ///< VRAM size
DSP_SIZE = 0x00080000, ///< DSP memory size
AXI_WRAM_SIZE = 0x00080000, ///< AXI WRAM size
@ -23,8 +22,6 @@ enum {
FCRAM_PADDR_END = (FCRAM_PADDR + FCRAM_SIZE), ///< FCRAM end of physical space
FCRAM_VADDR = 0x08000000, ///< FCRAM virtual address
FCRAM_VADDR_END = (FCRAM_VADDR + FCRAM_SIZE), ///< FCRAM end of virtual space
FCRAM_VADDR_FW0B = 0xF0000000, ///< FCRAM adress for firmare FW0B
FCRAM_VADDR_FW0B_END = (FCRAM_VADDR_FW0B + FCRAM_SIZE), ///< FCRAM adress end for FW0B
FCRAM_MASK = (FCRAM_SIZE - 1), ///< FCRAM mask
SHARED_MEMORY_SIZE = 0x04000000, ///< Shared memory size
@ -73,6 +70,7 @@ enum {
HARDWARE_IO_PADDR_END = (HARDWARE_IO_PADDR + HARDWARE_IO_SIZE),
HARDWARE_IO_VADDR_END = (HARDWARE_IO_VADDR + HARDWARE_IO_SIZE),
VRAM_SIZE = 0x00600000,
VRAM_PADDR = 0x18000000,
VRAM_VADDR = 0x1F000000,
VRAM_PADDR_END = (VRAM_PADDR + VRAM_SIZE),
@ -147,7 +145,7 @@ void Write32(const u32 addr, const u32 data);
void WriteBlock(const u32 addr, const u8* data, const int size);
u8* GetPointer(const u32 Address);
u8* GetPointer(const u32 virtual_address);
/**
* Maps a block of memory on the heap
@ -169,16 +167,10 @@ inline const char* GetCharPointer(const u32 address) {
return (const char *)GetPointer(address);
}
inline const u32 VirtualAddressFromPhysical_FCRAM(const u32 address) {
return ((address & FCRAM_MASK) | FCRAM_VADDR);
}
/// Converts a physical address to virtual address
u32 PhysicalToVirtualAddress(const u32 addr);
inline const u32 VirtualAddressFromPhysical_IO(const u32 address) {
return (address + 0x0EB00000);
}
inline const u32 VirtualAddressFromPhysical_VRAM(const u32 address) {
return (address + 0x07000000);
}
/// Converts a virtual address to physical address
u32 VirtualToPhysicalAddress(const u32 addr);
} // namespace

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@ -17,37 +17,44 @@ std::map<u32, MemoryBlock> g_heap_map;
std::map<u32, MemoryBlock> g_heap_gsp_map;
std::map<u32, MemoryBlock> g_shared_map;
/// Convert a physical address (or firmware-specific virtual address) to primary virtual address
u32 _VirtualAddress(const u32 addr) {
/// Convert a physical address to virtual address
u32 PhysicalToVirtualAddress(const u32 addr) {
// Our memory interface read/write functions assume virtual addresses. Put any physical address
// to virtual address translations here. This is obviously quite hacky... But we're not doing
// any MMU emulation yet or anything
if ((addr >= FCRAM_PADDR) && (addr < FCRAM_PADDR_END)) {
return VirtualAddressFromPhysical_FCRAM(addr);
// Virtual address mapping FW0B
} else if ((addr >= FCRAM_VADDR_FW0B) && (addr < FCRAM_VADDR_FW0B_END)) {
return VirtualAddressFromPhysical_FCRAM(addr);
// Hardware IO
// TODO(bunnei): FixMe
// This isn't going to work... The physical address of HARDWARE_IO conflicts with the virtual
// address of shared memory.
//} else if ((addr >= HARDWARE_IO_PADDR) && (addr < HARDWARE_IO_PADDR_END)) {
// return (addr + 0x0EB00000);
// to virtual address translations here. This is quite hacky, but necessary until we implement
// proper MMU emulation.
// TODO: Screw it, I'll let bunnei figure out how to do this properly.
if ((addr >= VRAM_PADDR) && (addr < VRAM_PADDR_END)) {
return addr - VRAM_PADDR + VRAM_VADDR;
}else if ((addr >= FCRAM_PADDR) && (addr < FCRAM_PADDR_END)) {
return addr - FCRAM_PADDR + FCRAM_VADDR;
}
ERROR_LOG(MEMMAP, "Unknown physical address @ 0x%08x", addr);
return addr;
}
/// Convert a physical address to virtual address
u32 VirtualToPhysicalAddress(const u32 addr) {
// Our memory interface read/write functions assume virtual addresses. Put any physical address
// to virtual address translations here. This is quite hacky, but necessary until we implement
// proper MMU emulation.
// TODO: Screw it, I'll let bunnei figure out how to do this properly.
if ((addr >= VRAM_VADDR) && (addr < VRAM_VADDR_END)) {
return addr - 0x07000000;
} else if ((addr >= FCRAM_VADDR) && (addr < FCRAM_VADDR_END)) {
return addr - FCRAM_VADDR + FCRAM_PADDR;
}
ERROR_LOG(MEMMAP, "Unknown virtual address @ 0x%08x", addr);
return addr;
}
template <typename T>
inline void Read(T &var, const u32 addr) {
inline void Read(T &var, const u32 vaddr) {
// TODO: Figure out the fastest order of tests for both read and write (they are probably different).
// TODO: Make sure this represents the mirrors in a correct way.
// Could just do a base-relative read, too.... TODO
const u32 vaddr = _VirtualAddress(addr);
// Kernel memory command buffer
if (vaddr >= KERNEL_MEMORY_VADDR && vaddr < KERNEL_MEMORY_VADDR_END) {
var = *((const T*)&g_kernel_mem[vaddr & KERNEL_MEMORY_MASK]);
@ -91,8 +98,7 @@ inline void Read(T &var, const u32 addr) {
}
template <typename T>
inline void Write(u32 addr, const T data) {
u32 vaddr = _VirtualAddress(addr);
inline void Write(u32 vaddr, const T data) {
// Kernel memory command buffer
if (vaddr >= KERNEL_MEMORY_VADDR && vaddr < KERNEL_MEMORY_VADDR_END) {
@ -140,9 +146,7 @@ inline void Write(u32 addr, const T data) {
}
}
u8 *GetPointer(const u32 addr) {
const u32 vaddr = _VirtualAddress(addr);
u8 *GetPointer(const u32 vaddr) {
// Kernel memory command buffer
if (vaddr >= KERNEL_MEMORY_VADDR && vaddr < KERNEL_MEMORY_VADDR_END) {
return g_kernel_mem + (vaddr & KERNEL_MEMORY_MASK);

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@ -1,10 +1,22 @@
set(SRCS video_core.cpp
set(SRCS clipper.cpp
command_processor.cpp
primitive_assembly.cpp
rasterizer.cpp
utils.cpp
vertex_shader.cpp
video_core.cpp
renderer_opengl/renderer_opengl.cpp)
set(HEADERS video_core.h
set(HEADERS clipper.h
command_processor.h
math.h
primitive_assembly.h
rasterizer.h
utils.h
video_core.h
renderer_base.h
vertex_shader.h
video_core.h
renderer_opengl/renderer_opengl.h)
add_library(video_core STATIC ${SRCS} ${HEADERS})

179
src/video_core/clipper.cpp Normal file
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@ -0,0 +1,179 @@
// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include <vector>
#include "clipper.h"
#include "pica.h"
#include "rasterizer.h"
#include "vertex_shader.h"
namespace Pica {
namespace Clipper {
struct ClippingEdge {
public:
enum Type {
POS_X = 0,
NEG_X = 1,
POS_Y = 2,
NEG_Y = 3,
POS_Z = 4,
NEG_Z = 5,
};
ClippingEdge(Type type, float24 position) : type(type), pos(position) {}
bool IsInside(const OutputVertex& vertex) const {
switch (type) {
case POS_X: return vertex.pos.x <= pos * vertex.pos.w;
case NEG_X: return vertex.pos.x >= pos * vertex.pos.w;
case POS_Y: return vertex.pos.y <= pos * vertex.pos.w;
case NEG_Y: return vertex.pos.y >= pos * vertex.pos.w;
// TODO: Check z compares ... should be 0..1 instead?
case POS_Z: return vertex.pos.z <= pos * vertex.pos.w;
default:
case NEG_Z: return vertex.pos.z >= pos * vertex.pos.w;
}
}
bool IsOutSide(const OutputVertex& vertex) const {
return !IsInside(vertex);
}
OutputVertex GetIntersection(const OutputVertex& v0, const OutputVertex& v1) const {
auto dotpr = [this](const OutputVertex& vtx) {
switch (type) {
case POS_X: return vtx.pos.x - vtx.pos.w;
case NEG_X: return -vtx.pos.x - vtx.pos.w;
case POS_Y: return vtx.pos.y - vtx.pos.w;
case NEG_Y: return -vtx.pos.y - vtx.pos.w;
// TODO: Verify z clipping
case POS_Z: return vtx.pos.z - vtx.pos.w;
default:
case NEG_Z: return -vtx.pos.w;
}
};
float24 dp = dotpr(v0);
float24 dp_prev = dotpr(v1);
float24 factor = dp_prev / (dp_prev - dp);
return OutputVertex::Lerp(factor, v0, v1);
}
private:
Type type;
float24 pos;
};
static void InitScreenCoordinates(OutputVertex& vtx)
{
struct {
float24 halfsize_x;
float24 offset_x;
float24 halfsize_y;
float24 offset_y;
float24 zscale;
float24 offset_z;
} viewport;
viewport.halfsize_x = float24::FromRawFloat24(registers.viewport_size_x);
viewport.halfsize_y = float24::FromRawFloat24(registers.viewport_size_y);
viewport.offset_x = float24::FromFloat32(registers.viewport_corner.x);
viewport.offset_y = float24::FromFloat32(registers.viewport_corner.y);
viewport.zscale = float24::FromRawFloat24(registers.viewport_depth_range);
viewport.offset_z = float24::FromRawFloat24(registers.viewport_depth_far_plane);
// TODO: Not sure why the viewport width needs to be divided by 2 but the viewport height does not
vtx.screenpos[0] = (vtx.pos.x / vtx.pos.w + float24::FromFloat32(1.0)) * viewport.halfsize_x / float24::FromFloat32(2.0) + viewport.offset_x;
vtx.screenpos[1] = (vtx.pos.y / vtx.pos.w + float24::FromFloat32(1.0)) * viewport.halfsize_y + viewport.offset_y;
vtx.screenpos[2] = viewport.offset_z - vtx.pos.z / vtx.pos.w * viewport.zscale;
}
void ProcessTriangle(OutputVertex &v0, OutputVertex &v1, OutputVertex &v2) {
// TODO (neobrain):
// The list of output vertices has some fixed maximum size,
// however I haven't taken the time to figure out what it is exactly.
// For now, we hence just assume a maximal size of 1000 vertices.
const size_t max_vertices = 1000;
std::vector<OutputVertex> buffer_vertices;
std::vector<OutputVertex*> output_list{ &v0, &v1, &v2 };
// Make sure to reserve space for all vertices.
// Without this, buffer reallocation would invalidate references.
buffer_vertices.reserve(max_vertices);
// Simple implementation of the Sutherland-Hodgman clipping algorithm.
// TODO: Make this less inefficient (currently lots of useless buffering overhead happens here)
for (auto edge : { ClippingEdge(ClippingEdge::POS_X, float24::FromFloat32(+1.0)),
ClippingEdge(ClippingEdge::NEG_X, float24::FromFloat32(-1.0)),
ClippingEdge(ClippingEdge::POS_Y, float24::FromFloat32(+1.0)),
ClippingEdge(ClippingEdge::NEG_Y, float24::FromFloat32(-1.0)),
ClippingEdge(ClippingEdge::POS_Z, float24::FromFloat32(+1.0)),
ClippingEdge(ClippingEdge::NEG_Z, float24::FromFloat32(-1.0)) }) {
const std::vector<OutputVertex*> input_list = output_list;
output_list.clear();
const OutputVertex* reference_vertex = input_list.back();
for (const auto& vertex : input_list) {
// NOTE: This algorithm changes vertex order in some cases!
if (edge.IsInside(*vertex)) {
if (edge.IsOutSide(*reference_vertex)) {
buffer_vertices.push_back(edge.GetIntersection(*vertex, *reference_vertex));
output_list.push_back(&(buffer_vertices.back()));
}
output_list.push_back(vertex);
} else if (edge.IsInside(*reference_vertex)) {
buffer_vertices.push_back(edge.GetIntersection(*vertex, *reference_vertex));
output_list.push_back(&(buffer_vertices.back()));
}
reference_vertex = vertex;
}
// Need to have at least a full triangle to continue...
if (output_list.size() < 3)
return;
}
InitScreenCoordinates(*(output_list[0]));
InitScreenCoordinates(*(output_list[1]));
for (int i = 0; i < output_list.size() - 2; i ++) {
OutputVertex& vtx0 = *(output_list[0]);
OutputVertex& vtx1 = *(output_list[i+1]);
OutputVertex& vtx2 = *(output_list[i+2]);
InitScreenCoordinates(vtx2);
DEBUG_LOG(GPU,
"Triangle %d/%d (%d buffer vertices) at position (%.3f, %.3f, %.3f, %.3f), "
"(%.3f, %.3f, %.3f, %.3f), (%.3f, %.3f, %.3f, %.3f) and "
"screen position (%.2f, %.2f, %.2f), (%.2f, %.2f, %.2f), (%.2f, %.2f, %.2f)",
i,output_list.size(), buffer_vertices.size(),
vtx0.pos.x.ToFloat32(), vtx0.pos.y.ToFloat32(), vtx0.pos.z.ToFloat32(), vtx0.pos.w.ToFloat32(),output_list.size(),
vtx1.pos.x.ToFloat32(), vtx1.pos.y.ToFloat32(), vtx1.pos.z.ToFloat32(), vtx1.pos.w.ToFloat32(),
vtx2.pos.x.ToFloat32(), vtx2.pos.y.ToFloat32(), vtx2.pos.z.ToFloat32(), vtx2.pos.w.ToFloat32(),
vtx0.screenpos.x.ToFloat32(), vtx0.screenpos.y.ToFloat32(), vtx0.screenpos.z.ToFloat32(),
vtx1.screenpos.x.ToFloat32(), vtx1.screenpos.y.ToFloat32(), vtx1.screenpos.z.ToFloat32(),
vtx2.screenpos.x.ToFloat32(), vtx2.screenpos.y.ToFloat32(), vtx2.screenpos.z.ToFloat32());
Rasterizer::ProcessTriangle(vtx0, vtx1, vtx2);
}
}
} // namespace
} // namespace

21
src/video_core/clipper.h Normal file
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@ -0,0 +1,21 @@
// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#pragma once
namespace Pica {
namespace VertexShader {
struct OutputVertex;
}
namespace Clipper {
using VertexShader::OutputVertex;
void ProcessTriangle(OutputVertex& v0, OutputVertex& v1, OutputVertex& v2);
} // namespace
} // namespace

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@ -0,0 +1,238 @@
// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include "command_processor.h"
#include "math.h"
#include "pica.h"
#include "primitive_assembly.h"
#include "vertex_shader.h"
namespace Pica {
Regs registers;
namespace CommandProcessor {
static int float_regs_counter = 0;
static u32 uniform_write_buffer[4];
// Used for VSLoadProgramData and VSLoadSwizzleData
static u32 vs_binary_write_offset = 0;
static u32 vs_swizzle_write_offset = 0;
static inline void WritePicaReg(u32 id, u32 value) {
u32 old_value = registers[id];
registers[id] = value;
switch(id) {
// It seems like these trigger vertex rendering
case PICA_REG_INDEX(trigger_draw):
case PICA_REG_INDEX(trigger_draw_indexed):
{
const auto& attribute_config = registers.vertex_attributes;
const u8* const base_address = Memory::GetPointer(attribute_config.GetBaseAddress());
// Information about internal vertex attributes
const u8* vertex_attribute_sources[16];
u32 vertex_attribute_strides[16];
u32 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];
const u8* load_address = base_address + loader_config.data_offset;
// TODO: What happens if a loader overwrites a previous one's data?
for (int 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] = loader_config.byte_count;
vertex_attribute_formats[attribute_index] = (u32)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 = registers.index_array;
const u8* index_address_8 = (u8*)base_address + index_info.offset;
const u16* index_address_16 = (u16*)index_address_8;
bool index_u16 = (bool)index_info.format;
for (int index = 0; index < registers.num_vertices; ++index)
{
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!
}
// Initialize data for the current vertex
VertexShader::InputVertex input;
for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) {
for (int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
const u8* srcdata = vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i];
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);
DEBUG_LOG(GPU, "Loaded component %x of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08x + 0x%04x: %f",
comp, i, vertex, index,
attribute_config.GetBaseAddress(),
vertex_attribute_sources[i] - base_address,
srcdata - vertex_attribute_sources[i],
input.attr[i][comp].ToFloat32());
}
}
VertexShader::OutputVertex output = VertexShader::RunShader(input, attribute_config.GetNumTotalAttributes());
if (is_indexed) {
// TODO: Add processed vertex to vertex cache!
}
PrimitiveAssembly::SubmitVertex(output);
}
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 = registers.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 4 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 = VertexShader::GetFloatUniform(uniform_setup.index);
if (uniform_setup.index > 95) {
ERROR_LOG(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);
}
DEBUG_LOG(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;
}
// Seems to be used to reset the write pointer for VSLoadProgramData
case PICA_REG_INDEX(vs_program.begin_load):
vs_binary_write_offset = 0;
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):
{
VertexShader::SubmitShaderMemoryChange(vs_binary_write_offset, value);
vs_binary_write_offset++;
break;
}
// Seems to be used to reset the write pointer for VSLoadSwizzleData
case PICA_REG_INDEX(vs_swizzle_patterns.begin_load):
vs_swizzle_write_offset = 0;
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):
{
VertexShader::SubmitSwizzleDataChange(vs_swizzle_write_offset, value);
vs_swizzle_write_offset++;
break;
}
default:
break;
}
}
static std::ptrdiff_t ExecuteCommandBlock(const u32* first_command_word) {
const CommandHeader& header = *(const CommandHeader*)(&first_command_word[1]);
u32* read_pointer = (u32*)first_command_word;
// TODO: Take parameter mask into consideration!
WritePicaReg(header.cmd_id, *read_pointer);
read_pointer += 2;
for (int i = 1; i < 1+header.extra_data_length; ++i) {
u32 cmd = header.cmd_id + ((header.group_commands) ? i : 0);
WritePicaReg(cmd, *read_pointer);
++read_pointer;
}
// align read pointer to 8 bytes
if ((first_command_word - read_pointer) % 2)
++read_pointer;
return read_pointer - first_command_word;
}
void ProcessCommandList(const u32* list, u32 size) {
u32* read_pointer = (u32*)list;
while (read_pointer < list + size) {
read_pointer += ExecuteCommandBlock(read_pointer);
}
}
} // namespace
} // namespace

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@ -0,0 +1,31 @@
// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#pragma once
#include "common/bit_field.h"
#include "common/common_types.h"
#include "pica.h"
namespace Pica {
namespace CommandProcessor {
union CommandHeader {
u32 hex;
BitField< 0, 16, u32> cmd_id;
BitField<16, 4, u32> parameter_mask;
BitField<20, 11, u32> extra_data_length;
BitField<31, 1, u32> group_commands;
};
static_assert(std::is_standard_layout<CommandHeader>::value == true, "CommandHeader does not use standard layout");
static_assert(sizeof(CommandHeader) == sizeof(u32), "CommandHeader has incorrect size!");
void ProcessCommandList(const u32* list, u32 size);
} // namespace
} // namespace

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@ -11,6 +11,8 @@
#include "common/log.h"
#include "core/hle/service/gsp.h"
#include "command_processor.h"
#include "pica.h"
class GraphicsDebugger
@ -20,10 +22,10 @@ public:
// A vector of commands represented by their raw byte sequence
struct PicaCommand : public std::vector<u32>
{
const Pica::CommandHeader& GetHeader() const
const Pica::CommandProcessor::CommandHeader& GetHeader() const
{
const u32& val = at(1);
return *(Pica::CommandHeader*)&val;
return *(Pica::CommandProcessor::CommandHeader*)&val;
}
};
@ -99,7 +101,7 @@ public:
PicaCommandList cmdlist;
for (u32* parse_pointer = command_list; parse_pointer < command_list + size_in_words;)
{
const Pica::CommandHeader header = static_cast<Pica::CommandHeader>(parse_pointer[1]);
const Pica::CommandProcessor::CommandHeader& header = *(Pica::CommandProcessor::CommandHeader*)(&parse_pointer[1]);
cmdlist.push_back(PicaCommand());
auto& cmd = cmdlist.back();

578
src/video_core/math.h Normal file
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@ -0,0 +1,578 @@
// Licensed under GPLv2
// Refer to the license.txt file included.
// Copyright 2014 Tony Wasserka
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of the owner nor the names of its contributors may
// be used to endorse or promote products derived from this software
// without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#pragma once
#include <cmath>
namespace Math {
template<typename T> class Vec2;
template<typename T> class Vec3;
template<typename T> class Vec4;
template<typename T>
class Vec2 {
public:
struct {
T x,y;
};
T* AsArray() { return &x; }
Vec2() = default;
Vec2(const T a[2]) : x(a[0]), y(a[1]) {}
Vec2(const T& _x, const T& _y) : x(_x), y(_y) {}
template<typename T2>
Vec2<T2> Cast() const {
return Vec2<T2>((T2)x, (T2)y);
}
static Vec2 AssignToAll(const T& f)
{
return Vec2<T>(f, f);
}
void Write(T a[2])
{
a[0] = x; a[1] = y;
}
Vec2 operator +(const Vec2& other) const
{
return Vec2(x+other.x, y+other.y);
}
void operator += (const Vec2 &other)
{
x+=other.x; y+=other.y;
}
Vec2 operator -(const Vec2& other) const
{
return Vec2(x-other.x, y-other.y);
}
void operator -= (const Vec2& other)
{
x-=other.x; y-=other.y;
}
Vec2 operator -() const
{
return Vec2(-x,-y);
}
Vec2 operator * (const Vec2& other) const
{
return Vec2(x*other.x, y*other.y);
}
template<typename V>
Vec2 operator * (const V& f) const
{
return Vec2(x*f,y*f);
}
template<typename V>
void operator *= (const V& f)
{
x*=f; y*=f;
}
template<typename V>
Vec2 operator / (const V& f) const
{
return Vec2(x/f,y/f);
}
template<typename V>
void operator /= (const V& f)
{
*this = *this / f;
}
T Length2() const
{
return x*x + y*y;
}
// Only implemented for T=float
float Length() const;
void SetLength(const float l);
Vec2 WithLength(const float l) const;
float Distance2To(Vec2 &other);
Vec2 Normalized() const;
float Normalize(); // returns the previous length, which is often useful
T& operator [] (int i) //allow vector[1] = 3 (vector.y=3)
{
return *((&x) + i);
}
T operator [] (const int i) const
{
return *((&x) + i);
}
void SetZero()
{
x=0; y=0;
}
// Common aliases: UV (texel coordinates), ST (texture coordinates)
T& u() { return x; }
T& v() { return y; }
T& s() { return x; }
T& t() { return y; }
const T& u() const { return x; }
const T& v() const { return y; }
const T& s() const { return x; }
const T& t() const { return y; }
// swizzlers - create a subvector of specific components
Vec2 yx() const { return Vec2(y, x); }
Vec2 vu() const { return Vec2(y, x); }
Vec2 ts() const { return Vec2(y, x); }
// Inserters to add new elements to effectively create larger vectors containing this Vec2
Vec3<T> InsertBeforeX(const T& value) {
return Vec3<T>(value, x, y);
}
Vec3<T> InsertBeforeY(const T& value) {
return Vec3<T>(x, value, y);
}
Vec3<T> Append(const T& value) {
return Vec3<T>(x, y, value);
}
};
template<typename T, typename V>
Vec2<T> operator * (const V& f, const Vec2<T>& vec)
{
return Vec2<T>(f*vec.x,f*vec.y);
}
typedef Vec2<float> Vec2f;
template<typename T>
class Vec3
{
public:
struct
{
T x,y,z;
};
T* AsArray() { return &x; }
Vec3() = default;
Vec3(const T a[3]) : x(a[0]), y(a[1]), z(a[2]) {}
Vec3(const T& _x, const T& _y, const T& _z) : x(_x), y(_y), z(_z) {}
template<typename T2>
Vec3<T2> Cast() const {
return Vec3<T2>((T2)x, (T2)y, (T2)z);
}
// Only implemented for T=int and T=float
static Vec3 FromRGB(unsigned int rgb);
unsigned int ToRGB() const; // alpha bits set to zero
static Vec3 AssignToAll(const T& f)
{
return Vec3<T>(f, f, f);
}
void Write(T a[3])
{
a[0] = x; a[1] = y; a[2] = z;
}
Vec3 operator +(const Vec3 &other) const
{
return Vec3(x+other.x, y+other.y, z+other.z);
}
void operator += (const Vec3 &other)
{
x+=other.x; y+=other.y; z+=other.z;
}
Vec3 operator -(const Vec3 &other) const
{
return Vec3(x-other.x, y-other.y, z-other.z);
}
void operator -= (const Vec3 &other)
{
x-=other.x; y-=other.y; z-=other.z;
}
Vec3 operator -() const
{
return Vec3(-x,-y,-z);
}
Vec3 operator * (const Vec3 &other) const
{
return Vec3(x*other.x, y*other.y, z*other.z);
}
template<typename V>
Vec3 operator * (const V& f) const
{
return Vec3(x*f,y*f,z*f);
}
template<typename V>
void operator *= (const V& f)
{
x*=f; y*=f; z*=f;
}
template<typename V>
Vec3 operator / (const V& f) const
{
return Vec3(x/f,y/f,z/f);
}
template<typename V>
void operator /= (const V& f)
{
*this = *this / f;
}
T Length2() const
{
return x*x + y*y + z*z;
}
// Only implemented for T=float
float Length() const;
void SetLength(const float l);
Vec3 WithLength(const float l) const;
float Distance2To(Vec3 &other);
Vec3 Normalized() const;
float Normalize(); // returns the previous length, which is often useful
T& operator [] (int i) //allow vector[2] = 3 (vector.z=3)
{
return *((&x) + i);
}
T operator [] (const int i) const
{
return *((&x) + i);
}
void SetZero()
{
x=0; y=0; z=0;
}
// Common aliases: UVW (texel coordinates), RGB (colors), STQ (texture coordinates)
T& u() { return x; }
T& v() { return y; }
T& w() { return z; }
T& r() { return x; }
T& g() { return y; }
T& b() { return z; }
T& s() { return x; }
T& t() { return y; }
T& q() { return z; }
const T& u() const { return x; }
const T& v() const { return y; }
const T& w() const { return z; }
const T& r() const { return x; }
const T& g() const { return y; }
const T& b() const { return z; }
const T& s() const { return x; }
const T& t() const { return y; }
const T& q() const { return z; }
// swizzlers - create a subvector of specific components
// e.g. Vec2 uv() { return Vec2(x,y); }
// _DEFINE_SWIZZLER2 defines a single such function, DEFINE_SWIZZLER2 defines all of them for all component names (x<->r) and permutations (xy<->yx)
#define _DEFINE_SWIZZLER2(a, b, name) Vec2<T> name() const { return Vec2<T>(a, b); }
#define DEFINE_SWIZZLER2(a, b, a2, b2, a3, b3, a4, b4) \
_DEFINE_SWIZZLER2(a, b, a##b); \
_DEFINE_SWIZZLER2(a, b, a2##b2); \
_DEFINE_SWIZZLER2(a, b, a3##b3); \
_DEFINE_SWIZZLER2(a, b, a4##b4); \
_DEFINE_SWIZZLER2(b, a, b##a); \
_DEFINE_SWIZZLER2(b, a, b2##a2); \
_DEFINE_SWIZZLER2(b, a, b3##a3); \
_DEFINE_SWIZZLER2(b, a, b4##a4);
DEFINE_SWIZZLER2(x, y, r, g, u, v, s, t);
DEFINE_SWIZZLER2(x, z, r, b, u, w, s, q);
DEFINE_SWIZZLER2(y, z, g, b, v, w, t, q);
#undef DEFINE_SWIZZLER2
#undef _DEFINE_SWIZZLER2
// Inserters to add new elements to effectively create larger vectors containing this Vec2
Vec4<T> InsertBeforeX(const T& value) {
return Vec4<T>(value, x, y, z);
}
Vec4<T> InsertBeforeY(const T& value) {
return Vec4<T>(x, value, y, z);
}
Vec4<T> InsertBeforeZ(const T& value) {
return Vec4<T>(x, y, value, z);
}
Vec4<T> Append(const T& value) {
return Vec4<T>(x, y, z, value);
}
};
template<typename T, typename V>
Vec3<T> operator * (const V& f, const Vec3<T>& vec)
{
return Vec3<T>(f*vec.x,f*vec.y,f*vec.z);
}
typedef Vec3<float> Vec3f;
template<typename T>
class Vec4
{
public:
struct
{
T x,y,z,w;
};
T* AsArray() { return &x; }
Vec4() = default;
Vec4(const T a[4]) : x(a[0]), y(a[1]), z(a[2]), w(a[3]) {}
Vec4(const T& _x, const T& _y, const T& _z, const T& _w) : x(_x), y(_y), z(_z), w(_w) {}
template<typename T2>
Vec4<T2> Cast() const {
return Vec4<T2>((T2)x, (T2)y, (T2)z, (T2)w);
}
// Only implemented for T=int and T=float
static Vec4 FromRGBA(unsigned int rgba);
unsigned int ToRGBA() const;
static Vec4 AssignToAll(const T& f) {
return Vec4<T>(f, f, f, f);
}
void Write(T a[4])
{
a[0] = x; a[1] = y; a[2] = z; a[3] = w;
}
Vec4 operator +(const Vec4& other) const
{
return Vec4(x+other.x, y+other.y, z+other.z, w+other.w);
}
void operator += (const Vec4& other)
{
x+=other.x; y+=other.y; z+=other.z; w+=other.w;
}
Vec4 operator -(const Vec4 &other) const
{
return Vec4(x-other.x, y-other.y, z-other.z, w-other.w);
}
void operator -= (const Vec4 &other)
{
x-=other.x; y-=other.y; z-=other.z; w-=other.w;
}
Vec4 operator -() const
{
return Vec4(-x,-y,-z,-w);
}
Vec4 operator * (const Vec4 &other) const
{
return Vec4(x*other.x, y*other.y, z*other.z, w*other.w);
}
template<typename V>
Vec4 operator * (const V& f) const
{
return Vec4(x*f,y*f,z*f,w*f);
}
template<typename V>
void operator *= (const V& f)
{
x*=f; y*=f; z*=f; w*=f;
}
template<typename V>
Vec4 operator / (const V& f) const
{
return Vec4(x/f,y/f,z/f,w/f);
}
template<typename V>
void operator /= (const V& f)
{
*this = *this / f;
}
T Length2() const
{
return x*x + y*y + z*z + w*w;
}
// Only implemented for T=float
float Length() const;
void SetLength(const float l);
Vec4 WithLength(const float l) const;
float Distance2To(Vec4 &other);
Vec4 Normalized() const;
float Normalize(); // returns the previous length, which is often useful
T& operator [] (int i) //allow vector[2] = 3 (vector.z=3)
{
return *((&x) + i);
}
T operator [] (const int i) const
{
return *((&x) + i);
}
void SetZero()
{
x=0; y=0; z=0;
}
// Common alias: RGBA (colors)
T& r() { return x; }
T& g() { return y; }
T& b() { return z; }
T& a() { return w; }
const T& r() const { return x; }
const T& g() const { return y; }
const T& b() const { return z; }
const T& a() const { return w; }
// swizzlers - create a subvector of specific components
// e.g. Vec2 uv() { return Vec2(x,y); }
// _DEFINE_SWIZZLER2 defines a single such function, DEFINE_SWIZZLER2 defines all of them for all component names (x<->r) and permutations (xy<->yx)
#define _DEFINE_SWIZZLER2(a, b, name) Vec2<T> name() const { return Vec2<T>(a, b); }
#define DEFINE_SWIZZLER2(a, b, a2, b2) \
_DEFINE_SWIZZLER2(a, b, a##b); \
_DEFINE_SWIZZLER2(a, b, a2##b2); \
_DEFINE_SWIZZLER2(b, a, b##a); \
_DEFINE_SWIZZLER2(b, a, b2##a2);
DEFINE_SWIZZLER2(x, y, r, g);
DEFINE_SWIZZLER2(x, z, r, b);
DEFINE_SWIZZLER2(x, w, r, a);
DEFINE_SWIZZLER2(y, z, g, b);
DEFINE_SWIZZLER2(y, w, g, a);
DEFINE_SWIZZLER2(z, w, b, a);
#undef DEFINE_SWIZZLER2
#undef _DEFINE_SWIZZLER2
#define _DEFINE_SWIZZLER3(a, b, c, name) Vec3<T> name() const { return Vec3<T>(a, b, c); }
#define DEFINE_SWIZZLER3(a, b, c, a2, b2, c2) \
_DEFINE_SWIZZLER3(a, b, c, a##b##c); \
_DEFINE_SWIZZLER3(a, c, b, a##c##b); \
_DEFINE_SWIZZLER3(b, a, c, b##a##c); \
_DEFINE_SWIZZLER3(b, c, a, b##c##a); \
_DEFINE_SWIZZLER3(c, a, b, c##a##b); \
_DEFINE_SWIZZLER3(c, b, a, c##b##a); \
_DEFINE_SWIZZLER3(a, b, c, a2##b2##c2); \
_DEFINE_SWIZZLER3(a, c, b, a2##c2##b2); \
_DEFINE_SWIZZLER3(b, a, c, b2##a2##c2); \
_DEFINE_SWIZZLER3(b, c, a, b2##c2##a2); \
_DEFINE_SWIZZLER3(c, a, b, c2##a2##b2); \
_DEFINE_SWIZZLER3(c, b, a, c2##b2##a2);
DEFINE_SWIZZLER3(x, y, z, r, g, b);
DEFINE_SWIZZLER3(x, y, w, r, g, a);
DEFINE_SWIZZLER3(x, z, w, r, b, a);
DEFINE_SWIZZLER3(y, z, w, g, b, a);
#undef DEFINE_SWIZZLER3
#undef _DEFINE_SWIZZLER3
};
template<typename T, typename V>
Vec4<T> operator * (const V& f, const Vec4<T>& vec)
{
return Vec4<T>(f*vec.x,f*vec.y,f*vec.z,f*vec.w);
}
typedef Vec4<float> Vec4f;
template<typename T>
static inline T Dot(const Vec2<T>& a, const Vec2<T>& b)
{
return a.x*b.x + a.y*b.y;
}
template<typename T>
static inline T Dot(const Vec3<T>& a, const Vec3<T>& b)
{
return a.x*b.x + a.y*b.y + a.z*b.z;
}
template<typename T>
static inline T Dot(const Vec4<T>& a, const Vec4<T>& b)
{
return a.x*b.x + a.y*b.y + a.z*b.z + a.w*b.w;
}
template<typename T>
static inline Vec3<T> Cross(const Vec3<T>& a, const Vec3<T>& b)
{
return Vec3<T>(a.y*b.z-a.z*b.y, a.z*b.x-a.x*b.z, a.x*b.y-a.y*b.x);
}
// linear interpolation via float: 0.0=begin, 1.0=end
template<typename X>
static inline X Lerp(const X& begin, const X& end, const float t)
{
return begin*(1.f-t) + end*t;
}
// linear interpolation via int: 0=begin, base=end
template<typename X, int base>
static inline X LerpInt(const X& begin, const X& end, const int t)
{
return (begin*(base-t) + end*t) / base;
}
// Utility vector factories
template<typename T>
static inline Vec2<T> MakeVec2(const T& x, const T& y)
{
return Vec2<T>{x, y};
}
template<typename T>
static inline Vec3<T> MakeVec3(const T& x, const T& y, const T& z)
{
return Vec3<T>{x, y, z};
}
template<typename T>
static inline Vec4<T> MakeVec4(const T& x, const T& y, const T& z, const T& w)
{
return Vec4<T>{x, y, z, w};
}
} // namespace

View File

@ -11,6 +11,8 @@
#include "common/bit_field.h"
#include "common/common_types.h"
#include "core/mem_map.h"
namespace Pica {
// Returns index corresponding to the Regs member labeled by field_name
@ -45,12 +47,104 @@ struct Regs {
INSERT_PADDING_WORDS(0x41);
BitField<0, 24, u32> viewport_size_x;
INSERT_PADDING_WORDS(1);
INSERT_PADDING_WORDS(0x1);
BitField<0, 24, u32> viewport_size_y;
INSERT_PADDING_WORDS(0x1bc);
INSERT_PADDING_WORDS(0x9);
BitField<0, 24, u32> viewport_depth_range; // float24
BitField<0, 24, u32> viewport_depth_far_plane; // float24
INSERT_PADDING_WORDS(0x1);
union {
// Maps components of output vertex attributes to semantics
enum Semantic : u32
{
POSITION_X = 0,
POSITION_Y = 1,
POSITION_Z = 2,
POSITION_W = 3,
COLOR_R = 8,
COLOR_G = 9,
COLOR_B = 10,
COLOR_A = 11,
TEXCOORD0_U = 12,
TEXCOORD0_V = 13,
TEXCOORD1_U = 14,
TEXCOORD1_V = 15,
TEXCOORD2_U = 22,
TEXCOORD2_V = 23,
INVALID = 31,
};
BitField< 0, 5, Semantic> map_x;
BitField< 8, 5, Semantic> map_y;
BitField<16, 5, Semantic> map_z;
BitField<24, 5, Semantic> map_w;
} vs_output_attributes[7];
INSERT_PADDING_WORDS(0x11);
union {
BitField< 0, 16, u32> x;
BitField<16, 16, u32> y;
} viewport_corner;
INSERT_PADDING_WORDS(0xa7);
struct {
enum ColorFormat : u32 {
RGBA8 = 0,
RGB8 = 1,
RGBA5551 = 2,
RGB565 = 3,
RGBA4 = 4,
};
INSERT_PADDING_WORDS(0x6);
u32 depth_format;
u32 color_format;
INSERT_PADDING_WORDS(0x4);
u32 depth_buffer_address;
u32 color_buffer_address;
union {
// Apparently, the framebuffer width is stored as expected,
// while the height is stored as the actual height minus one.
// Hence, don't access these fields directly but use the accessors
// GetWidth() and GetHeight() instead.
BitField< 0, 11, u32> width;
BitField<12, 10, u32> height;
};
INSERT_PADDING_WORDS(0x1);
inline u32 GetColorBufferAddress() const {
return Memory::PhysicalToVirtualAddress(DecodeAddressRegister(color_buffer_address));
}
inline u32 GetDepthBufferAddress() const {
return Memory::PhysicalToVirtualAddress(DecodeAddressRegister(depth_buffer_address));
}
inline u32 GetWidth() const {
return width;
}
inline u32 GetHeight() const {
return height + 1;
}
} framebuffer;
INSERT_PADDING_WORDS(0xe0);
struct {
enum class Format : u64 {
BYTE = 0,
UBYTE = 1,
@ -58,36 +152,230 @@ struct Regs {
FLOAT = 3,
};
BitField< 0, 2, Format> format0;
BitField< 2, 2, u64> size0; // number of elements minus 1
BitField< 4, 2, Format> format1;
BitField< 6, 2, u64> size1;
BitField< 8, 2, Format> format2;
BitField<10, 2, u64> size2;
BitField<12, 2, Format> format3;
BitField<14, 2, u64> size3;
BitField<16, 2, Format> format4;
BitField<18, 2, u64> size4;
BitField<20, 2, Format> format5;
BitField<22, 2, u64> size5;
BitField<24, 2, Format> format6;
BitField<26, 2, u64> size6;
BitField<28, 2, Format> format7;
BitField<30, 2, u64> size7;
BitField<32, 2, Format> format8;
BitField<34, 2, u64> size8;
BitField<36, 2, Format> format9;
BitField<38, 2, u64> size9;
BitField<40, 2, Format> format10;
BitField<42, 2, u64> size10;
BitField<44, 2, Format> format11;
BitField<46, 2, u64> size11;
BitField<0, 29, u32> base_address;
BitField<48, 12, u64> attribute_mask;
BitField<60, 4, u64> num_attributes; // number of total attributes minus 1
} vertex_descriptor;
inline u32 GetBaseAddress() const {
// TODO: Ugly, should fix PhysicalToVirtualAddress instead
return DecodeAddressRegister(base_address) - Memory::FCRAM_PADDR + Memory::HEAP_GSP_VADDR;
}
INSERT_PADDING_WORDS(0xfe);
// Descriptor for internal vertex attributes
union {
BitField< 0, 2, Format> format0; // size of one element
BitField< 2, 2, u64> size0; // number of elements minus 1
BitField< 4, 2, Format> format1;
BitField< 6, 2, u64> size1;
BitField< 8, 2, Format> format2;
BitField<10, 2, u64> size2;
BitField<12, 2, Format> format3;
BitField<14, 2, u64> size3;
BitField<16, 2, Format> format4;
BitField<18, 2, u64> size4;
BitField<20, 2, Format> format5;
BitField<22, 2, u64> size5;
BitField<24, 2, Format> format6;
BitField<26, 2, u64> size6;
BitField<28, 2, Format> format7;
BitField<30, 2, u64> size7;
BitField<32, 2, Format> format8;
BitField<34, 2, u64> size8;
BitField<36, 2, Format> format9;
BitField<38, 2, u64> size9;
BitField<40, 2, Format> format10;
BitField<42, 2, u64> size10;
BitField<44, 2, Format> format11;
BitField<46, 2, u64> size11;
BitField<48, 12, u64> attribute_mask;
// number of total attributes minus 1
BitField<60, 4, u64> num_extra_attributes;
};
inline Format GetFormat(int n) const {
Format formats[] = {
format0, format1, format2, format3,
format4, format5, format6, format7,
format8, format9, format10, format11
};
return formats[n];
}
inline int GetNumElements(int n) const {
u64 sizes[] = {
size0, size1, size2, size3,
size4, size5, size6, size7,
size8, size9, size10, size11
};
return (int)sizes[n]+1;
}
inline int GetElementSizeInBytes(int n) const {
return (GetFormat(n) == Format::FLOAT) ? 4 :
(GetFormat(n) == Format::SHORT) ? 2 : 1;
}
inline int GetStride(int n) const {
return GetNumElements(n) * GetElementSizeInBytes(n);
}
inline int GetNumTotalAttributes() const {
return (int)num_extra_attributes+1;
}
// Attribute loaders map the source vertex data to input attributes
// This e.g. allows to load different attributes from different memory locations
struct {
// Source attribute data offset from the base address
u32 data_offset;
union {
BitField< 0, 4, u64> comp0;
BitField< 4, 4, u64> comp1;
BitField< 8, 4, u64> comp2;
BitField<12, 4, u64> comp3;
BitField<16, 4, u64> comp4;
BitField<20, 4, u64> comp5;
BitField<24, 4, u64> comp6;
BitField<28, 4, u64> comp7;
BitField<32, 4, u64> comp8;
BitField<36, 4, u64> comp9;
BitField<40, 4, u64> comp10;
BitField<44, 4, u64> comp11;
// bytes for a single vertex in this loader
BitField<48, 8, u64> byte_count;
BitField<60, 4, u64> component_count;
};
inline int GetComponent(int n) const {
u64 components[] = {
comp0, comp1, comp2, comp3,
comp4, comp5, comp6, comp7,
comp8, comp9, comp10, comp11
};
return (int)components[n];
}
} attribute_loaders[12];
} vertex_attributes;
struct {
enum IndexFormat : u32 {
BYTE = 0,
SHORT = 1,
};
union {
BitField<0, 31, u32> offset; // relative to base attribute address
BitField<31, 1, IndexFormat> format;
};
} index_array;
// Number of vertices to render
u32 num_vertices;
INSERT_PADDING_WORDS(0x5);
// These two trigger rendering of triangles
u32 trigger_draw;
u32 trigger_draw_indexed;
INSERT_PADDING_WORDS(0x2e);
enum class TriangleTopology : u32 {
List = 0,
Strip = 1,
Fan = 2,
ListIndexed = 3, // TODO: No idea if this is correct
};
BitField<8, 2, TriangleTopology> triangle_topology;
INSERT_PADDING_WORDS(0x5b);
// Offset to shader program entry point (in words)
BitField<0, 16, u32> vs_main_offset;
union {
BitField< 0, 4, u64> attribute0_register;
BitField< 4, 4, u64> attribute1_register;
BitField< 8, 4, u64> attribute2_register;
BitField<12, 4, u64> attribute3_register;
BitField<16, 4, u64> attribute4_register;
BitField<20, 4, u64> attribute5_register;
BitField<24, 4, u64> attribute6_register;
BitField<28, 4, u64> attribute7_register;
BitField<32, 4, u64> attribute8_register;
BitField<36, 4, u64> attribute9_register;
BitField<40, 4, u64> attribute10_register;
BitField<44, 4, u64> attribute11_register;
BitField<48, 4, u64> attribute12_register;
BitField<52, 4, u64> attribute13_register;
BitField<56, 4, u64> attribute14_register;
BitField<60, 4, u64> attribute15_register;
int GetRegisterForAttribute(int attribute_index) {
u64 fields[] = {
attribute0_register, attribute1_register, attribute2_register, attribute3_register,
attribute4_register, attribute5_register, attribute6_register, attribute7_register,
attribute8_register, attribute9_register, attribute10_register, attribute11_register,
attribute12_register, attribute13_register, attribute14_register, attribute15_register,
};
return (int)fields[attribute_index];
}
} vs_input_register_map;
INSERT_PADDING_WORDS(0x3);
struct {
enum Format : u32
{
FLOAT24 = 0,
FLOAT32 = 1
};
bool IsFloat32() const {
return format == FLOAT32;
}
union {
// Index of the next uniform to write to
// TODO: ctrulib uses 8 bits for this, however that seems to yield lots of invalid indices
BitField<0, 7, u32> index;
BitField<31, 1, Format> format;
};
// Writing to these registers sets the "current" uniform.
// TODO: It's not clear how the hardware stores what the "current" uniform is.
u32 set_value[8];
} vs_uniform_setup;
INSERT_PADDING_WORDS(0x2);
struct {
u32 begin_load;
// Writing to these registers sets the "current" word in the shader program.
// TODO: It's not clear how the hardware stores what the "current" word is.
u32 set_word[8];
} vs_program;
INSERT_PADDING_WORDS(0x1);
// This register group is used to load an internal table of swizzling patterns,
// which are indexed by each shader instruction to specify vector component swizzling.
struct {
u32 begin_load;
// Writing to these registers sets the "current" swizzle pattern in the table.
// TODO: It's not clear how the hardware stores what the "current" swizzle pattern is.
u32 set_word[8];
} vs_swizzle_patterns;
INSERT_PADDING_WORDS(0x22);
#undef INSERT_PADDING_WORDS_HELPER1
#undef INSERT_PADDING_WORDS_HELPER2
@ -112,7 +400,21 @@ struct Regs {
ADD_FIELD(viewport_size_x);
ADD_FIELD(viewport_size_y);
ADD_FIELD(vertex_descriptor);
ADD_FIELD(viewport_depth_range);
ADD_FIELD(viewport_depth_far_plane);
ADD_FIELD(viewport_corner);
ADD_FIELD(framebuffer);
ADD_FIELD(vertex_attributes);
ADD_FIELD(index_array);
ADD_FIELD(num_vertices);
ADD_FIELD(trigger_draw);
ADD_FIELD(trigger_draw_indexed);
ADD_FIELD(triangle_topology);
ADD_FIELD(vs_main_offset);
ADD_FIELD(vs_input_register_map);
ADD_FIELD(vs_uniform_setup);
ADD_FIELD(vs_program);
ADD_FIELD(vs_swizzle_patterns);
#undef ADD_FIELD
#endif // _MSC_VER
@ -153,13 +455,106 @@ private:
ASSERT_REG_POSITION(viewport_size_x, 0x41);
ASSERT_REG_POSITION(viewport_size_y, 0x43);
ASSERT_REG_POSITION(vertex_descriptor, 0x200);
ASSERT_REG_POSITION(viewport_depth_range, 0x4d);
ASSERT_REG_POSITION(viewport_depth_far_plane, 0x4e);
ASSERT_REG_POSITION(vs_output_attributes[0], 0x50);
ASSERT_REG_POSITION(vs_output_attributes[1], 0x51);
ASSERT_REG_POSITION(viewport_corner, 0x68);
ASSERT_REG_POSITION(framebuffer, 0x110);
ASSERT_REG_POSITION(vertex_attributes, 0x200);
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(triangle_topology, 0x25e);
ASSERT_REG_POSITION(vs_main_offset, 0x2ba);
ASSERT_REG_POSITION(vs_input_register_map, 0x2bb);
ASSERT_REG_POSITION(vs_uniform_setup, 0x2c0);
ASSERT_REG_POSITION(vs_program, 0x2cb);
ASSERT_REG_POSITION(vs_swizzle_patterns, 0x2d5);
#undef ASSERT_REG_POSITION
#endif // !defined(_MSC_VER)
// The total number of registers is chosen arbitrarily, but let's make sure it's not some odd value anyway.
static_assert(sizeof(Regs) == 0x300 * sizeof(u32), "Invalid total size of register set");
static_assert(sizeof(Regs) <= 0x300 * sizeof(u32), "Register set structure larger than it should be");
static_assert(sizeof(Regs) >= 0x300 * sizeof(u32), "Register set structure smaller than it should be");
extern Regs registers; // TODO: Not sure if we want to have one global instance for this
struct float24 {
static float24 FromFloat32(float val) {
float24 ret;
ret.value = val;
return ret;
}
// 16 bit mantissa, 7 bit exponent, 1 bit sign
// TODO: No idea if this works as intended
static float24 FromRawFloat24(u32 hex) {
float24 ret;
if ((hex & 0xFFFFFF) == 0) {
ret.value = 0;
} else {
u32 mantissa = hex & 0xFFFF;
u32 exponent = (hex >> 16) & 0x7F;
u32 sign = hex >> 23;
ret.value = powf(2.0f, (float)exponent-63.0f) * (1.0f + mantissa * powf(2.0f, -16.f));
if (sign)
ret.value = -ret.value;
}
return ret;
}
// Not recommended for anything but logging
float ToFloat32() const {
return value;
}
float24 operator * (const float24& flt) const {
return float24::FromFloat32(ToFloat32() * flt.ToFloat32());
}
float24 operator / (const float24& flt) const {
return float24::FromFloat32(ToFloat32() / flt.ToFloat32());
}
float24 operator + (const float24& flt) const {
return float24::FromFloat32(ToFloat32() + flt.ToFloat32());
}
float24 operator - (const float24& flt) const {
return float24::FromFloat32(ToFloat32() - flt.ToFloat32());
}
float24 operator - () const {
return float24::FromFloat32(-ToFloat32());
}
bool operator < (const float24& flt) const {
return ToFloat32() < flt.ToFloat32();
}
bool operator > (const float24& flt) const {
return ToFloat32() > flt.ToFloat32();
}
bool operator >= (const float24& flt) const {
return ToFloat32() >= flt.ToFloat32();
}
bool operator <= (const float24& flt) const {
return ToFloat32() <= flt.ToFloat32();
}
private:
float24() = default;
// Stored as a regular float, merely for convenience
// TODO: Perform proper arithmetic on this!
float value;
};
union CommandHeader {
CommandHeader(u32 h) : hex(h) {}

View File

@ -0,0 +1,51 @@
// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include "clipper.h"
#include "pica.h"
#include "primitive_assembly.h"
#include "vertex_shader.h"
namespace Pica {
namespace PrimitiveAssembly {
static OutputVertex buffer[2];
static int buffer_index = 0; // TODO: reset this on emulation restart
void SubmitVertex(OutputVertex& vtx)
{
switch (registers.triangle_topology) {
case Regs::TriangleTopology::List:
case Regs::TriangleTopology::ListIndexed:
if (buffer_index < 2) {
buffer[buffer_index++] = vtx;
} else {
buffer_index = 0;
Clipper::ProcessTriangle(buffer[0], buffer[1], vtx);
}
break;
case Regs::TriangleTopology::Fan:
if (buffer_index == 2) {
buffer_index = 0;
Clipper::ProcessTriangle(buffer[0], buffer[1], vtx);
buffer[1] = vtx;
} else {
buffer[buffer_index++] = vtx;
}
break;
default:
ERROR_LOG(GPU, "Unknown triangle mode %x:", (int)registers.triangle_topology.Value());
break;
}
}
} // namespace
} // namespace

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@ -0,0 +1,21 @@
// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#pragma once
namespace Pica {
namespace VertexShader {
struct OutputVertex;
}
namespace PrimitiveAssembly {
using VertexShader::OutputVertex;
void SubmitVertex(OutputVertex& vtx);
} // namespace
} // namespace

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@ -0,0 +1,180 @@
// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include <algorithm>
#include "common/common_types.h"
#include "math.h"
#include "pica.h"
#include "rasterizer.h"
#include "vertex_shader.h"
namespace Pica {
namespace Rasterizer {
static void DrawPixel(int x, int y, const Math::Vec4<u8>& color) {
u32* color_buffer = (u32*)Memory::GetPointer(registers.framebuffer.GetColorBufferAddress());
u32 value = (color.a() << 24) | (color.r() << 16) | (color.g() << 8) | color.b();
// Assuming RGBA8 format until actual framebuffer format handling is implemented
*(color_buffer + x + y * registers.framebuffer.GetWidth() / 2) = value;
}
static u32 GetDepth(int x, int y) {
u16* depth_buffer = (u16*)Memory::GetPointer(registers.framebuffer.GetDepthBufferAddress());
// Assuming 16-bit depth buffer format until actual format handling is implemented
return *(depth_buffer + x + y * registers.framebuffer.GetWidth() / 2);
}
static void SetDepth(int x, int y, u16 value) {
u16* depth_buffer = (u16*)Memory::GetPointer(registers.framebuffer.GetDepthBufferAddress());
// Assuming 16-bit depth buffer format until actual format handling is implemented
*(depth_buffer + x + y * registers.framebuffer.GetWidth() / 2) = value;
}
void ProcessTriangle(const VertexShader::OutputVertex& v0,
const VertexShader::OutputVertex& v1,
const VertexShader::OutputVertex& v2)
{
// NOTE: Assuming that rasterizer coordinates are 12.4 fixed-point values
struct Fix12P4 {
Fix12P4() {}
Fix12P4(u16 val) : val(val) {}
static u16 FracMask() { return 0xF; }
static u16 IntMask() { return (u16)~0xF; }
operator u16() const {
return val;
}
bool operator < (const Fix12P4& oth) const {
return (u16)*this < (u16)oth;
}
private:
u16 val;
};
// vertex positions in rasterizer coordinates
auto FloatToFix = [](float24 flt) {
return Fix12P4(flt.ToFloat32() * 16.0f);
};
auto ScreenToRasterizerCoordinates = [FloatToFix](const Math::Vec3<float24> vec) {
return Math::Vec3<Fix12P4>{FloatToFix(vec.x), FloatToFix(vec.y), FloatToFix(vec.z)};
};
Math::Vec3<Fix12P4> vtxpos[3]{ ScreenToRasterizerCoordinates(v0.screenpos),
ScreenToRasterizerCoordinates(v1.screenpos),
ScreenToRasterizerCoordinates(v2.screenpos) };
// TODO: Proper scissor rect test!
u16 min_x = std::min({vtxpos[0].x, vtxpos[1].x, vtxpos[2].x});
u16 min_y = std::min({vtxpos[0].y, vtxpos[1].y, vtxpos[2].y});
u16 max_x = std::max({vtxpos[0].x, vtxpos[1].x, vtxpos[2].x});
u16 max_y = std::max({vtxpos[0].y, vtxpos[1].y, vtxpos[2].y});
min_x = min_x & Fix12P4::IntMask();
min_y = min_y & Fix12P4::IntMask();
max_x = (max_x + Fix12P4::FracMask()) & Fix12P4::IntMask();
max_y = (max_y + Fix12P4::FracMask()) & Fix12P4::IntMask();
// Triangle filling rules: Pixels on the right-sided edge or on flat bottom edges are not
// drawn. Pixels on any other triangle border are drawn. This is implemented with three bias
// values which are added to the barycentric coordinates w0, w1 and w2, respectively.
// NOTE: These are the PSP filling rules. Not sure if the 3DS uses the same ones...
auto IsRightSideOrFlatBottomEdge = [](const Math::Vec2<Fix12P4>& vtx,
const Math::Vec2<Fix12P4>& line1,
const Math::Vec2<Fix12P4>& line2)
{
if (line1.y == line2.y) {
// just check if vertex is above us => bottom line parallel to x-axis
return vtx.y < line1.y;
} else {
// check if vertex is on our left => right side
// TODO: Not sure how likely this is to overflow
return (int)vtx.x < (int)line1.x + ((int)line2.x - (int)line1.x) * ((int)vtx.y - (int)line1.y) / ((int)line2.y - (int)line1.y);
}
};
int bias0 = IsRightSideOrFlatBottomEdge(vtxpos[0].xy(), vtxpos[1].xy(), vtxpos[2].xy()) ? -1 : 0;
int bias1 = IsRightSideOrFlatBottomEdge(vtxpos[1].xy(), vtxpos[2].xy(), vtxpos[0].xy()) ? -1 : 0;
int bias2 = IsRightSideOrFlatBottomEdge(vtxpos[2].xy(), vtxpos[0].xy(), vtxpos[1].xy()) ? -1 : 0;
// TODO: Not sure if looping through x first might be faster
for (u16 y = min_y; y < max_y; y += 0x10) {
for (u16 x = min_x; x < max_x; x += 0x10) {
// Calculate the barycentric coordinates w0, w1 and w2
auto orient2d = [](const Math::Vec2<Fix12P4>& vtx1,
const Math::Vec2<Fix12P4>& vtx2,
const Math::Vec2<Fix12P4>& vtx3) {
const auto vec1 = (vtx2.Cast<int>() - vtx1.Cast<int>()).Append(0);
const auto vec2 = (vtx3.Cast<int>() - vtx1.Cast<int>()).Append(0);
// TODO: There is a very small chance this will overflow for sizeof(int) == 4
return Cross(vec1, vec2).z;
};
int w0 = bias0 + orient2d(vtxpos[1].xy(), vtxpos[2].xy(), {x, y});
int w1 = bias1 + orient2d(vtxpos[2].xy(), vtxpos[0].xy(), {x, y});
int w2 = bias2 + orient2d(vtxpos[0].xy(), vtxpos[1].xy(), {x, y});
int wsum = w0 + w1 + w2;
// If current pixel is not covered by the current primitive
if (w0 < 0 || w1 < 0 || w2 < 0)
continue;
// Perspective correct attribute interpolation:
// Attribute values cannot be calculated by simple linear interpolation since
// they are not linear in screen space. For example, when interpolating a
// texture coordinate across two vertices, something simple like
// u = (u0*w0 + u1*w1)/(w0+w1)
// will not work. However, the attribute value divided by the
// clipspace w-coordinate (u/w) and and the inverse w-coordinate (1/w) are linear
// in screenspace. Hence, we can linearly interpolate these two independently and
// calculate the interpolated attribute by dividing the results.
// I.e.
// u_over_w = ((u0/v0.pos.w)*w0 + (u1/v1.pos.w)*w1)/(w0+w1)
// one_over_w = (( 1/v0.pos.w)*w0 + ( 1/v1.pos.w)*w1)/(w0+w1)
// u = u_over_w / one_over_w
//
// The generalization to three vertices is straightforward in baricentric coordinates.
auto GetInterpolatedAttribute = [&](float24 attr0, float24 attr1, float24 attr2) {
auto attr_over_w = Math::MakeVec3(attr0 / v0.pos.w,
attr1 / v1.pos.w,
attr2 / v2.pos.w);
auto w_inverse = Math::MakeVec3(float24::FromFloat32(1.f) / v0.pos.w,
float24::FromFloat32(1.f) / v1.pos.w,
float24::FromFloat32(1.f) / v2.pos.w);
auto baricentric_coordinates = Math::MakeVec3(float24::FromFloat32(w0),
float24::FromFloat32(w1),
float24::FromFloat32(w2));
float24 interpolated_attr_over_w = Math::Dot(attr_over_w, baricentric_coordinates);
float24 interpolated_w_inverse = Math::Dot(w_inverse, baricentric_coordinates);
return interpolated_attr_over_w / interpolated_w_inverse;
};
Math::Vec4<u8> primary_color{
(u8)(GetInterpolatedAttribute(v0.color.r(), v1.color.r(), v2.color.r()).ToFloat32() * 255),
(u8)(GetInterpolatedAttribute(v0.color.g(), v1.color.g(), v2.color.g()).ToFloat32() * 255),
(u8)(GetInterpolatedAttribute(v0.color.b(), v1.color.b(), v2.color.b()).ToFloat32() * 255),
(u8)(GetInterpolatedAttribute(v0.color.a(), v1.color.a(), v2.color.a()).ToFloat32() * 255)
};
u16 z = (u16)(((float)v0.screenpos[2].ToFloat32() * w0 +
(float)v1.screenpos[2].ToFloat32() * w1 +
(float)v2.screenpos[2].ToFloat32() * w2) * 65535.f / wsum); // TODO: Shouldn't need to multiply by 65536?
SetDepth(x >> 4, y >> 4, z);
DrawPixel(x >> 4, y >> 4, primary_color);
}
}
}
} // namespace Rasterizer
} // namespace Pica

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// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#pragma once
namespace Pica {
namespace VertexShader {
struct OutputVertex;
}
namespace Rasterizer {
void ProcessTriangle(const VertexShader::OutputVertex& v0,
const VertexShader::OutputVertex& v1,
const VertexShader::OutputVertex& v2);
} // namespace Rasterizer
} // namespace Pica

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@ -81,20 +81,20 @@ void RendererOpenGL::RenderXFB(const common::Rect& src_rect, const common::Rect&
const auto& framebuffer_top = GPU::g_regs.framebuffer_config[0];
const auto& framebuffer_sub = GPU::g_regs.framebuffer_config[1];
const u32 active_fb_top = (framebuffer_top.active_fb == 1)
? framebuffer_top.address_left2
: framebuffer_top.address_left1;
? Memory::PhysicalToVirtualAddress(framebuffer_top.address_left2)
: Memory::PhysicalToVirtualAddress(framebuffer_top.address_left1);
const u32 active_fb_sub = (framebuffer_sub.active_fb == 1)
? framebuffer_sub.address_left2
: framebuffer_sub.address_left1;
? Memory::PhysicalToVirtualAddress(framebuffer_sub.address_left2)
: Memory::PhysicalToVirtualAddress(framebuffer_sub.address_left1);
DEBUG_LOG(GPU, "RenderXFB: 0x%08x bytes from 0x%08x(%dx%d), fmt %x",
framebuffer_top.stride * framebuffer_top.height,
GPU::GetFramebufferAddr(active_fb_top), (int)framebuffer_top.width,
active_fb_top, (int)framebuffer_top.width,
(int)framebuffer_top.height, (int)framebuffer_top.format);
// TODO: This should consider the GPU registers for framebuffer width, height and stride.
FlipFramebuffer(GPU::GetFramebufferPointer(active_fb_top), m_xfb_top_flipped);
FlipFramebuffer(GPU::GetFramebufferPointer(active_fb_sub), m_xfb_bottom_flipped);
FlipFramebuffer(Memory::GetPointer(active_fb_top), m_xfb_top_flipped);
FlipFramebuffer(Memory::GetPointer(active_fb_sub), m_xfb_bottom_flipped);
// Blit the top framebuffer
// ------------------------

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@ -0,0 +1,270 @@
// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include "pica.h"
#include "vertex_shader.h"
#include <core/mem_map.h>
#include <common/file_util.h>
namespace Pica {
namespace VertexShader {
static struct {
Math::Vec4<float24> f[96];
} shader_uniforms;
// 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 u32 shader_memory[1024];
static u32 swizzle_data[1024];
void SubmitShaderMemoryChange(u32 addr, u32 value)
{
shader_memory[addr] = value;
}
void SubmitSwizzleDataChange(u32 addr, u32 value)
{
swizzle_data[addr] = value;
}
Math::Vec4<float24>& GetFloatUniform(u32 index)
{
return shader_uniforms.f[index];
}
struct VertexShaderState {
u32* program_counter;
const float24* input_register_table[16];
float24* output_register_table[7*4];
Math::Vec4<float24> temporary_registers[16];
bool status_registers[2];
enum {
INVALID_ADDRESS = 0xFFFFFFFF
};
u32 call_stack[8]; // TODO: What is the maximal call stack depth?
u32* call_stack_pointer;
};
static void ProcessShaderCode(VertexShaderState& state) {
while (true) {
bool increment_pc = true;
bool exit_loop = false;
const Instruction& instr = *(const Instruction*)state.program_counter;
const float24* src1_ = (instr.common.src1 < 0x10) ? state.input_register_table[instr.common.src1]
: (instr.common.src1 < 0x20) ? &state.temporary_registers[instr.common.src1-0x10].x
: (instr.common.src1 < 0x80) ? &shader_uniforms.f[instr.common.src1-0x20].x
: nullptr;
const float24* src2_ = (instr.common.src2 < 0x10) ? state.input_register_table[instr.common.src2]
: &state.temporary_registers[instr.common.src2-0x10].x;
// TODO: Unsure about the limit values
float24* dest = (instr.common.dest <= 0x1C) ? state.output_register_table[instr.common.dest]
: (instr.common.dest <= 0x3C) ? nullptr
: (instr.common.dest <= 0x7C) ? &state.temporary_registers[(instr.common.dest-0x40)/4][instr.common.dest%4]
: nullptr;
const SwizzlePattern& swizzle = *(SwizzlePattern*)&swizzle_data[instr.common.operand_desc_id];
const float24 src1[4] = {
src1_[(int)swizzle.GetSelectorSrc1(0)],
src1_[(int)swizzle.GetSelectorSrc1(1)],
src1_[(int)swizzle.GetSelectorSrc1(2)],
src1_[(int)swizzle.GetSelectorSrc1(3)],
};
const float24 src2[4] = {
src2_[(int)swizzle.GetSelectorSrc2(0)],
src2_[(int)swizzle.GetSelectorSrc2(1)],
src2_[(int)swizzle.GetSelectorSrc2(2)],
src2_[(int)swizzle.GetSelectorSrc2(3)],
};
switch (instr.opcode) {
case Instruction::OpCode::ADD:
{
for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i))
continue;
dest[i] = src1[i] + src2[i];
}
break;
}
case Instruction::OpCode::MUL:
{
for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i))
continue;
dest[i] = src1[i] * src2[i];
}
break;
}
case Instruction::OpCode::DP3:
case Instruction::OpCode::DP4:
{
float24 dot = float24::FromFloat32(0.f);
int num_components = (instr.opcode == Instruction::OpCode::DP3) ? 3 : 4;
for (int i = 0; i < num_components; ++i)
dot = dot + src1[i] * src2[i];
for (int i = 0; i < num_components; ++i) {
if (!swizzle.DestComponentEnabled(i))
continue;
dest[i] = dot;
}
break;
}
// Reciprocal
case Instruction::OpCode::RCP:
{
for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i))
continue;
// TODO: Be stable against division by zero!
// TODO: I think this might be wrong... we should only use one component here
dest[i] = float24::FromFloat32(1.0 / src1[i].ToFloat32());
}
break;
}
// Reciprocal Square Root
case Instruction::OpCode::RSQ:
{
for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i))
continue;
// TODO: Be stable against division by zero!
// TODO: I think this might be wrong... we should only use one component here
dest[i] = float24::FromFloat32(1.0 / sqrt(src1[i].ToFloat32()));
}
break;
}
case Instruction::OpCode::MOV:
{
for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i))
continue;
dest[i] = src1[i];
}
break;
}
case Instruction::OpCode::RET:
if (*state.call_stack_pointer == VertexShaderState::INVALID_ADDRESS) {
exit_loop = true;
} else {
state.program_counter = &shader_memory[*state.call_stack_pointer--];
*state.call_stack_pointer = VertexShaderState::INVALID_ADDRESS;
}
break;
case Instruction::OpCode::CALL:
increment_pc = false;
_dbg_assert_(GPU, state.call_stack_pointer - state.call_stack < sizeof(state.call_stack));
*++state.call_stack_pointer = state.program_counter - shader_memory;
// TODO: Does this offset refer to the beginning of shader memory?
state.program_counter = &shader_memory[instr.flow_control.offset_words];
break;
case Instruction::OpCode::FLS:
// TODO: Do whatever needs to be done here?
break;
default:
ERROR_LOG(GPU, "Unhandled instruction: 0x%02x (%s): 0x%08x",
(int)instr.opcode.Value(), instr.GetOpCodeName().c_str(), instr.hex);
break;
}
if (increment_pc)
++state.program_counter;
if (exit_loop)
break;
}
}
OutputVertex RunShader(const InputVertex& input, int num_attributes)
{
VertexShaderState state;
const u32* main = &shader_memory[registers.vs_main_offset];
state.program_counter = (u32*)main;
// Setup input register table
const auto& attribute_register_map = registers.vs_input_register_map;
float24 dummy_register;
std::fill(&state.input_register_table[0], &state.input_register_table[16], &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;
// Setup output register table
OutputVertex ret;
for (int i = 0; i < 7; ++i) {
const auto& output_register_map = registers.vs_output_attributes[i];
u32 semantics[4] = {
output_register_map.map_x, output_register_map.map_y,
output_register_map.map_z, output_register_map.map_w
};
for (int comp = 0; comp < 4; ++comp)
state.output_register_table[4*i+comp] = ((float24*)&ret) + semantics[comp];
}
state.status_registers[0] = false;
state.status_registers[1] = false;
std::fill(state.call_stack, state.call_stack + sizeof(state.call_stack) / sizeof(state.call_stack[0]),
VertexShaderState::INVALID_ADDRESS);
state.call_stack_pointer = &state.call_stack[0];
ProcessShaderCode(state);
DEBUG_LOG(GPU, "Output vertex: pos (%.2f, %.2f, %.2f, %.2f), col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f)",
ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.w.ToFloat32(),
ret.color.x.ToFloat32(), ret.color.y.ToFloat32(), ret.color.z.ToFloat32(), ret.color.w.ToFloat32(),
ret.tc0.u().ToFloat32(), ret.tc0.v().ToFloat32());
return ret;
}
} // namespace
} // namespace

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@ -0,0 +1,211 @@
// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#pragma once
#include <initializer_list>
#include <common/common_types.h>
#include "math.h"
#include "pica.h"
namespace Pica {
namespace VertexShader {
struct InputVertex {
Math::Vec4<float24> attr[16];
};
struct OutputVertex {
OutputVertex() = default;
// VS output attributes
Math::Vec4<float24> pos;
Math::Vec4<float24> dummy; // quaternions (not implemented, yet)
Math::Vec4<float24> color;
Math::Vec2<float24> tc0;
float24 tc0_v;
// Padding for optimal alignment
float24 pad[14];
// Attributes used to store intermediate results
// position after perspective divide
Math::Vec3<float24> screenpos;
// Linear interpolation
// factor: 0=this, 1=vtx
void Lerp(float24 factor, const OutputVertex& vtx) {
pos = pos * factor + vtx.pos * (float24::FromFloat32(1) - factor);
// TODO: Should perform perspective correct interpolation here...
tc0 = tc0 * factor + vtx.tc0 * (float24::FromFloat32(1) - factor);
screenpos = screenpos * factor + vtx.screenpos * (float24::FromFloat32(1) - factor);
color = color * factor + vtx.color * (float24::FromFloat32(1) - factor);
}
// Linear interpolation
// factor: 0=v0, 1=v1
static OutputVertex Lerp(float24 factor, const OutputVertex& v0, const OutputVertex& v1) {
OutputVertex ret = v0;
ret.Lerp(factor, v1);
return ret;
}
};
static_assert(std::is_pod<OutputVertex>::value, "Structure is not POD");
union Instruction {
enum class OpCode : u32 {
ADD = 0x0,
DP3 = 0x1,
DP4 = 0x2,
MUL = 0x8,
MAX = 0xC,
MIN = 0xD,
RCP = 0xE,
RSQ = 0xF,
MOV = 0x13,
RET = 0x21,
FLS = 0x22, // Flush
CALL = 0x24,
};
std::string GetOpCodeName() const {
std::map<OpCode, std::string> map = {
{ OpCode::ADD, "ADD" },
{ OpCode::DP3, "DP3" },
{ OpCode::DP4, "DP4" },
{ OpCode::MUL, "MUL" },
{ OpCode::MAX, "MAX" },
{ OpCode::MIN, "MIN" },
{ OpCode::RCP, "RCP" },
{ OpCode::RSQ, "RSQ" },
{ OpCode::MOV, "MOV" },
{ OpCode::RET, "RET" },
{ OpCode::FLS, "FLS" },
};
auto it = map.find(opcode);
if (it == map.end())
return "UNK";
else
return it->second;
}
u32 hex;
BitField<0x1a, 0x6, OpCode> opcode;
// General notes:
//
// When two input registers are used, one of them uses a 5-bit index while the other
// one uses a 7-bit index. This is because at most one floating point uniform may be used
// as an input.
// Format used e.g. by arithmetic instructions and comparisons
// "src1" and "src2" specify register indices (i.e. indices referring to groups of 4 floats),
// while "dest" addresses individual floats.
union {
BitField<0x00, 0x5, u32> operand_desc_id;
BitField<0x07, 0x5, u32> src2;
BitField<0x0c, 0x7, u32> src1;
BitField<0x13, 0x7, u32> dest;
} common;
// Format used for flow control instructions ("if")
union {
BitField<0x00, 0x8, u32> num_instructions;
BitField<0x0a, 0xc, u32> offset_words;
} flow_control;
};
union SwizzlePattern {
u32 hex;
enum class Selector : u32 {
x = 0,
y = 1,
z = 2,
w = 3
};
Selector GetSelectorSrc1(int comp) const {
Selector selectors[] = {
src1_selector_0, src1_selector_1, src1_selector_2, src1_selector_3
};
return selectors[comp];
}
Selector GetSelectorSrc2(int comp) const {
Selector selectors[] = {
src2_selector_0, src2_selector_1, src2_selector_2, src2_selector_3
};
return selectors[comp];
}
bool DestComponentEnabled(int i) const {
return (dest_mask & (0x8 >> i));
}
std::string SelectorToString(bool src2) const {
std::map<Selector, std::string> map = {
{ Selector::x, "x" },
{ Selector::y, "y" },
{ Selector::z, "z" },
{ Selector::w, "w" }
};
std::string ret;
for (int i = 0; i < 4; ++i) {
ret += map.at(src2 ? GetSelectorSrc2(i) : GetSelectorSrc1(i));
}
return ret;
}
std::string DestMaskToString() const {
std::string ret;
for (int i = 0; i < 4; ++i) {
if (!DestComponentEnabled(i))
ret += "_";
else
ret += "xyzw"[i];
}
return ret;
}
// Components of "dest" that should be written to: LSB=dest.w, MSB=dest.x
BitField< 0, 4, u32> dest_mask;
BitField< 5, 2, Selector> src1_selector_3;
BitField< 7, 2, Selector> src1_selector_2;
BitField< 9, 2, Selector> src1_selector_1;
BitField<11, 2, Selector> src1_selector_0;
BitField<14, 2, Selector> src2_selector_3;
BitField<16, 2, Selector> src2_selector_2;
BitField<18, 2, Selector> src2_selector_1;
BitField<20, 2, Selector> src2_selector_0;
BitField<31, 1, u32> flag; // not sure what this means, maybe it's the sign?
};
void SubmitShaderMemoryChange(u32 addr, u32 value);
void SubmitSwizzleDataChange(u32 addr, u32 value);
OutputVertex RunShader(const InputVertex& input, int num_attributes);
Math::Vec4<float24>& GetFloatUniform(u32 index);
} // namespace
} // namespace

View File

@ -20,14 +20,25 @@
</ItemGroup>
<ItemGroup>
<ClCompile Include="renderer_opengl\renderer_opengl.cpp" />
<ClCompile Include="clipper.cpp" />
<ClCompile Include="command_processor.cpp" />
<ClCompile Include="primitive_assembly.cpp" />
<ClCompile Include="rasterizer.cpp" />
<ClCompile Include="utils.cpp" />
<ClCompile Include="vertex_shader.cpp" />
<ClCompile Include="video_core.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="clipper.h" />
<ClInclude Include="command_processor.h" />
<ClInclude Include="gpu_debugger.h" />
<ClInclude Include="math.h" />
<ClInclude Include="pica.h" />
<ClInclude Include="primitive_assembly.h" />
<ClInclude Include="rasterizer.h" />
<ClInclude Include="renderer_base.h" />
<ClInclude Include="utils.h" />
<ClInclude Include="vertex_shader.h" />
<ClInclude Include="video_core.h" />
<ClInclude Include="renderer_opengl\renderer_opengl.h" />
</ItemGroup>

View File

@ -9,17 +9,28 @@
<ClCompile Include="renderer_opengl\renderer_opengl.cpp">
<Filter>renderer_opengl</Filter>
</ClCompile>
<ClCompile Include="clipper.cpp" />
<ClCompile Include="command_processor.cpp" />
<ClCompile Include="primitive_assembly.cpp" />
<ClCompile Include="rasterizer.cpp" />
<ClCompile Include="utils.cpp" />
<ClCompile Include="vertex_shader.cpp" />
<ClCompile Include="video_core.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="renderer_opengl\renderer_opengl.h">
<Filter>renderer_opengl</Filter>
</ClInclude>
<ClInclude Include="clipper.h" />
<ClInclude Include="command_processor.h" />
<ClInclude Include="gpu_debugger.h" />
<ClInclude Include="math.h" />
<ClInclude Include="pica.h" />
<ClInclude Include="primitive_assembly.h" />
<ClInclude Include="rasterizer.h" />
<ClInclude Include="renderer_base.h" />
<ClInclude Include="utils.h" />
<ClInclude Include="vertex_shader.h" />
<ClInclude Include="video_core.h" />
</ItemGroup>
<ItemGroup>