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Pica: Use some template magic to define register structures efficiently.

This commit is contained in:
Tony Wasserka 2014-05-18 22:50:41 +02:00 committed by bunnei
parent f82410e633
commit 4c2bff61e5
4 changed files with 268 additions and 28 deletions

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@ -182,6 +182,7 @@
<ClInclude Include="mem_arena.h" />
<ClInclude Include="msg_handler.h" />
<ClInclude Include="platform.h" />
<ClInclude Include="register_set.h" />
<ClInclude Include="scm_rev.h" />
<ClInclude Include="std_condition_variable.h" />
<ClInclude Include="std_mutex.h" />
@ -221,4 +222,4 @@
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
</Project>

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@ -4,6 +4,7 @@
<ClInclude Include="atomic.h" />
<ClInclude Include="atomic_gcc.h" />
<ClInclude Include="atomic_win32.h" />
<ClInclude Include="bit_field.h" />
<ClInclude Include="break_points.h" />
<ClInclude Include="chunk_file.h" />
<ClInclude Include="common.h" />
@ -28,6 +29,7 @@
<ClInclude Include="memory_util.h" />
<ClInclude Include="msg_handler.h" />
<ClInclude Include="platform.h" />
<ClInclude Include="register_set.h" />
<ClInclude Include="std_condition_variable.h" />
<ClInclude Include="std_mutex.h" />
<ClInclude Include="std_thread.h" />
@ -39,7 +41,6 @@
<ClInclude Include="utf8.h" />
<ClInclude Include="symbols.h" />
<ClInclude Include="scm_rev.h" />
<ClInclude Include="bit_field.h" />
<ClInclude Include="thread_queue_list.h" />
</ItemGroup>
<ItemGroup>
@ -65,4 +66,4 @@
<ItemGroup>
<Text Include="CMakeLists.txt" />
</ItemGroup>
</Project>
</Project>

161
src/common/register_set.h Normal file
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@ -0,0 +1,161 @@
// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#pragma once
// 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.
/*
* Standardized way to define a group of registers and corresponding data structures. To define
* a new register set, first define struct containing an enumeration called "Id" containing
* all register IDs and a template union called "Struct". Specialize the Struct union for any
* register ID which needs to be accessed in a specialized way. You can then declare the object
* containing all register values using the RegisterSet<BaseType, DefiningStruct> type, where
* BaseType is the underlying type of each register (e.g. u32).
* Of course, you'll usually want to implement the Struct template such that they are of the same
* size as BaseType. However, it's also possible to make it larger, e.g. when you want to describe
* multiple registers with the same structure.
*
* Example:
*
* struct Regs {
* enum Id : u32 {
* Value1 = 0,
* Value2 = 1,
* Value3 = 2,
* NumIds = 3
* };
*
* // declare register definition structures
* template<Id id>
* union Struct;
* };
*
* // Define register set object
* RegisterSet<u32, CommandIds> registers;
*
* // define register definition structures
* template<>
* union Regs::Struct<Regs::Value1> {
* BitField<0, 4, u32> some_field;
* BitField<4, 3, u32> some_other_field;
* };
*
* Usage in external code (within SomeNamespace scope):
*
* For a register which maps to a single index:
* registers.Get<Regs::Value1>().some_field = some_value;
*
* For a register which maps to different indices, e.g. a group of similar registers
* registers.Get<Regs::Value1>(index).some_field = some_value;
*
*
* @tparam BaseType Base type used for storing individual registers, e.g. u32
* @tparam RegDefinition Class defining an enumeration called "Id" and a template<Id id> union, as described above.
* @note RegDefinition::Id needs to have an enum value called NumIds defining the number of registers to be allocated.
*/
template<typename BaseType, typename RegDefinition>
struct RegisterSet {
// Register IDs
using Id = typename RegDefinition::Id;
// type used for *this
using ThisType = RegisterSet<BaseType, RegDefinition>;
// Register definition structs, defined in RegDefinition
template<Id id>
using Struct = typename RegDefinition::template Struct<id>;
/*
* Lookup register with the given id and return it as the corresponding structure type.
* @note This just forwards the arguments to Get(Id).
*/
template<Id id>
const Struct<id>& Get() const {
return Get<id>(id);
}
/*
* Lookup register with the given id and return it as the corresponding structure type.
* @note This just forwards the arguments to Get(Id).
*/
template<Id id>
Struct<id>& Get() {
return Get<id>(id);
}
/*
* Lookup register with the given index and return it as the corresponding structure type.
* @todo Is this portable with regards to structures larger than BaseType?
* @note if index==id, you don't need to specify the function parameter.
*/
template<Id id>
const Struct<id>& Get(const Id& index) const {
const int idx = static_cast<size_t>(index);
return *reinterpret_cast<const Struct<id>*>(&raw[idx]);
}
/*
* Lookup register with the given index and return it as the corresponding structure type.
* @note This just forwards the arguments to the const version of Get(Id).
* @note if index==id, you don't need to specify the function parameter.
*/
template<Id id>
Struct<id>& Get(const Id& index) {
return const_cast<Struct<id>&>(GetThis().Get<id>(index));
}
/*
* Plain array access.
* @note If you want to have this casted to a register defininition struct, use Get() instead.
*/
const BaseType& operator[] (const Id& id) const {
return raw[static_cast<size_t>(id)];
}
/*
* Plain array access.
* @note If you want to have this casted to a register defininition struct, use Get() instead.
* @note This operator just forwards its argument to the const version.
*/
BaseType& operator[] (const Id& id) {
return const_cast<BaseType&>(GetThis()[id]);
}
private:
/*
* Returns a const reference to "this".
*/
const ThisType& GetThis() const {
return static_cast<const ThisType&>(*this);
}
BaseType raw[Id::NumIds];
};

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@ -9,45 +9,122 @@
#include "common/bit_field.h"
#include "common/common_types.h"
#include "common/register_set.h"
namespace Pica {
enum class CommandId : u32
{
ViewportSizeX = 0x41,
ViewportInvSizeX = 0x42,
ViewportSizeY = 0x43,
ViewportInvSizeY = 0x44,
ViewportCorner = 0x68,
DepthBufferFormat = 0x116,
ColorBufferFormat = 0x117,
DepthBufferAddress = 0x11C,
ColorBufferAddress = 0x11D,
ColorBufferSize = 0x11E,
struct Regs {
enum Id : u32 {
ViewportSizeX = 0x41,
ViewportInvSizeX = 0x42,
ViewportSizeY = 0x43,
ViewportInvSizeY = 0x44,
ViewportCorner = 0x68,
DepthBufferFormat = 0x116,
ColorBufferFormat = 0x117,
DepthBufferAddress = 0x11C,
ColorBufferAddress = 0x11D,
ColorBufferSize = 0x11E,
VertexArrayBaseAddr = 0x200,
VertexDescriptor = 0x201, // 0x202
VertexAttributeOffset = 0x203, // 0x206,0x209,0x20C,0x20F,0x212,0x215,0x218,0x21B,0x21E,0x221,0x224
VertexAttributeInfo0 = 0x204, // 0x207,0x20A,0x20D,0x210,0x213,0x216,0x219,0x21C,0x21F,0x222,0x225
VertexAttributeInfo1 = 0x205, // 0x208,0x20B,0x20E,0x211,0x214,0x217,0x21A,0x21D,0x220,0x223,0x226
NumIds = 0x300,
};
template<Id id>
union Struct;
};
static inline Regs::Id VertexAttributeOffset(int n)
{
return static_cast<Regs::Id>(0x203 + 3*n);
}
static inline Regs::Id VertexAttributeInfo0(int n)
{
return static_cast<Regs::Id>(0x204 + 3*n);
}
static inline Regs::Id VertexAttributeInfo1(int n)
{
return static_cast<Regs::Id>(0x205 + 3*n);
}
union CommandHeader {
CommandHeader(u32 h) : hex(h) {}
u32 hex;
BitField< 0, 16, CommandId> cmd_id;
BitField< 0, 16, Regs::Id> cmd_id;
BitField<16, 4, u32> parameter_mask;
BitField<20, 11, u32> extra_data_length;
BitField<31, 1, u32> group_commands;
};
static std::map<CommandId, const char*> command_names = {
{CommandId::ViewportSizeX, "ViewportSizeX" },
{CommandId::ViewportInvSizeX, "ViewportInvSizeX" },
{CommandId::ViewportSizeY, "ViewportSizeY" },
{CommandId::ViewportInvSizeY, "ViewportInvSizeY" },
{CommandId::ViewportCorner, "ViewportCorner" },
{CommandId::DepthBufferFormat, "DepthBufferFormat" },
{CommandId::ColorBufferFormat, "ColorBufferFormat" },
{CommandId::DepthBufferAddress, "DepthBufferAddress" },
{CommandId::ColorBufferAddress, "ColorBufferAddress" },
{CommandId::ColorBufferSize, "ColorBufferSize" },
static std::map<Regs::Id, const char*> command_names = {
{Regs::ViewportSizeX, "ViewportSizeX" },
{Regs::ViewportInvSizeX, "ViewportInvSizeX" },
{Regs::ViewportSizeY, "ViewportSizeY" },
{Regs::ViewportInvSizeY, "ViewportInvSizeY" },
{Regs::ViewportCorner, "ViewportCorner" },
{Regs::DepthBufferFormat, "DepthBufferFormat" },
{Regs::ColorBufferFormat, "ColorBufferFormat" },
{Regs::DepthBufferAddress, "DepthBufferAddress" },
{Regs::ColorBufferAddress, "ColorBufferAddress" },
{Regs::ColorBufferSize, "ColorBufferSize" },
};
}
template<>
union Regs::Struct<Regs::ViewportSizeX> {
BitField<0, 24, u32> value;
};
template<>
union Regs::Struct<Regs::ViewportSizeY> {
BitField<0, 24, u32> value;
};
template<>
union Regs::Struct<Regs::VertexDescriptor> {
enum class Format : u64 {
BYTE = 0,
UBYTE = 1,
SHORT = 2,
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<48, 12, u64> attribute_mask;
BitField<60, 4, u64> num_attributes; // number of total attributes minus 1
};
} // namespace