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yuzu-mainline/src/video_core/pica.h

719 lines
24 KiB
C++

// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#pragma once
#include <array>
#include <cstddef>
#include <initializer_list>
#include <map>
#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
// TODO: Due to Visual studio bug 209229, offsetof does not return constant expressions
// when used with array elements (e.g. PICA_REG_INDEX(vs_uniform_setup.set_value[1])).
// For details cf. https://connect.microsoft.com/VisualStudio/feedback/details/209229/offsetof-does-not-produce-a-constant-expression-for-array-members
// Hopefully, this will be fixed sometime in the future.
// For lack of better alternatives, we currently hardcode the offsets when constant
// expressions are needed via PICA_REG_INDEX_WORKAROUND (on sane compilers, static_asserts
// will then make sure the offsets indeed match the automatically calculated ones).
#define PICA_REG_INDEX(field_name) (offsetof(Pica::Regs, field_name) / sizeof(u32))
#if defined(_MSC_VER)
#define PICA_REG_INDEX_WORKAROUND(field_name, backup_workaround_index) (backup_workaround_index)
#else
// NOTE: Yeah, hacking in a static_assert here just to workaround the lacking MSVC compiler
// really is this annoying. This macro just forwards its first argument to PICA_REG_INDEX
// and then performs a (no-op) cast to size_t iff the second argument matches the expected
// field offset. Otherwise, the compiler will fail to compile this code.
#define PICA_REG_INDEX_WORKAROUND(field_name, backup_workaround_index) \
((typename std::enable_if<backup_workaround_index == PICA_REG_INDEX(field_name), size_t>::type)PICA_REG_INDEX(field_name))
#endif // _MSC_VER
struct Regs {
// helper macro to properly align structure members.
// Calling INSERT_PADDING_WORDS will add a new member variable with a name like "pad121",
// depending on the current source line to make sure variable names are unique.
#define INSERT_PADDING_WORDS_HELPER1(x, y) x ## y
#define INSERT_PADDING_WORDS_HELPER2(x, y) INSERT_PADDING_WORDS_HELPER1(x, y)
#define INSERT_PADDING_WORDS(num_words) u32 INSERT_PADDING_WORDS_HELPER2(pad, __LINE__)[(num_words)];
INSERT_PADDING_WORDS(0x41);
BitField<0, 24, u32> viewport_size_x;
INSERT_PADDING_WORDS(0x1);
BitField<0, 24, u32> viewport_size_y;
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 VSOutputAttributes {
// 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(0x17);
struct TextureConfig {
INSERT_PADDING_WORDS(0x1);
union {
BitField< 0, 16, u32> height;
BitField<16, 16, u32> width;
};
INSERT_PADDING_WORDS(0x2);
u32 address;
u32 GetPhysicalAddress() {
return DecodeAddressRegister(address) - Memory::FCRAM_PADDR + Memory::HEAP_GSP_VADDR;
}
// texture1 and texture2 store the texture format directly after the address
// whereas texture0 inserts some additional flags inbetween.
// Hence, we store the format separately so that all other parameters can be described
// in a single structure.
};
enum class TextureFormat : u32 {
RGBA8 = 0,
RGB8 = 1,
RGBA5551 = 2,
RGB565 = 3,
RGBA4 = 4,
// TODO: Support for the other formats is not implemented, yet.
// Seems like they are luminance formats and compressed textures.
};
BitField<0, 1, u32> texturing_enable;
TextureConfig texture0;
INSERT_PADDING_WORDS(0x8);
BitField<0, 4, TextureFormat> texture0_format;
INSERT_PADDING_WORDS(0x31);
// 0xc0-0xff: Texture Combiner (akin to glTexEnv)
struct TevStageConfig {
enum class Source : u32 {
PrimaryColor = 0x0,
Texture0 = 0x3,
Texture1 = 0x4,
Texture2 = 0x5,
Texture3 = 0x6,
// 0x7-0xc = primary color??
Constant = 0xe,
Previous = 0xf,
};
enum class ColorModifier : u32 {
SourceColor = 0,
OneMinusSourceColor = 1,
SourceAlpha = 2,
OneMinusSourceAlpha = 3,
// Other values seem to be non-standard extensions
};
enum class AlphaModifier : u32 {
SourceAlpha = 0,
OneMinusSourceAlpha = 1,
// Other values seem to be non-standard extensions
};
enum class Operation : u32 {
Replace = 0,
Modulate = 1,
Add = 2,
AddSigned = 3,
Lerp = 4,
Subtract = 5,
};
union {
BitField< 0, 4, Source> color_source1;
BitField< 4, 4, Source> color_source2;
BitField< 8, 4, Source> color_source3;
BitField<16, 4, Source> alpha_source1;
BitField<20, 4, Source> alpha_source2;
BitField<24, 4, Source> alpha_source3;
};
union {
BitField< 0, 4, ColorModifier> color_modifier1;
BitField< 4, 4, ColorModifier> color_modifier2;
BitField< 8, 4, ColorModifier> color_modifier3;
BitField<12, 3, AlphaModifier> alpha_modifier1;
BitField<16, 3, AlphaModifier> alpha_modifier2;
BitField<20, 3, AlphaModifier> alpha_modifier3;
};
union {
BitField< 0, 4, Operation> color_op;
BitField<16, 4, Operation> alpha_op;
};
union {
BitField< 0, 8, u32> const_r;
BitField< 8, 8, u32> const_g;
BitField<16, 8, u32> const_b;
BitField<24, 8, u32> const_a;
};
INSERT_PADDING_WORDS(0x1);
};
TevStageConfig tev_stage0;
INSERT_PADDING_WORDS(0x3);
TevStageConfig tev_stage1;
INSERT_PADDING_WORDS(0x3);
TevStageConfig tev_stage2;
INSERT_PADDING_WORDS(0x3);
TevStageConfig tev_stage3;
INSERT_PADDING_WORDS(0x13);
TevStageConfig tev_stage4;
INSERT_PADDING_WORDS(0x3);
TevStageConfig tev_stage5;
INSERT_PADDING_WORDS(0x13);
const std::array<Regs::TevStageConfig,6> GetTevStages() const {
return { tev_stage0, tev_stage1,
tev_stage2, tev_stage3,
tev_stage4, tev_stage5 };
};
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,
SHORT = 2,
FLOAT = 3,
};
BitField<0, 29, u32> base_address;
inline u32 GetBaseAddress() const {
// TODO: Ugly, should fix PhysicalToVirtualAddress instead
return DecodeAddressRegister(base_address) - Memory::FCRAM_PADDR + Memory::HEAP_GSP_VADDR;
}
// 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
#undef INSERT_PADDING_WORDS
// Map register indices to names readable by humans
// Used for debugging purposes, so performance is not an issue here
static std::string GetCommandName(int index) {
std::map<u32, std::string> map;
// TODO: MSVC does not support using offsetof() on non-static data members even though this
// is technically allowed since C++11. Hence, this functionality is disabled until
// MSVC properly supports it.
#ifndef _MSC_VER
Regs regs;
#define ADD_FIELD(name) \
do { \
map.insert({PICA_REG_INDEX(name), #name}); \
for (u32 i = PICA_REG_INDEX(name) + 1; i < PICA_REG_INDEX(name) + sizeof(regs.name) / 4; ++i) \
map.insert({i, #name + std::string("+") + std::to_string(i-PICA_REG_INDEX(name))}); \
} while(false)
ADD_FIELD(viewport_size_x);
ADD_FIELD(viewport_size_y);
ADD_FIELD(viewport_depth_range);
ADD_FIELD(viewport_depth_far_plane);
ADD_FIELD(viewport_corner);
ADD_FIELD(texturing_enable);
ADD_FIELD(texture0);
ADD_FIELD(texture0_format);
ADD_FIELD(tev_stage0);
ADD_FIELD(tev_stage1);
ADD_FIELD(tev_stage2);
ADD_FIELD(tev_stage3);
ADD_FIELD(tev_stage4);
ADD_FIELD(tev_stage5);
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
// Return empty string if no match is found
return map[index];
}
static inline size_t NumIds() {
return sizeof(Regs) / sizeof(u32);
}
u32& operator [] (int index) const {
u32* content = (u32*)this;
return content[index];
}
u32& operator [] (int index) {
u32* content = (u32*)this;
return content[index];
}
private:
/*
* Most physical addresses which Pica registers refer to are 8-byte aligned.
* This function should be used to get the address from a raw register value.
*/
static inline u32 DecodeAddressRegister(u32 register_value) {
return register_value * 8;
}
};
// TODO: MSVC does not support using offsetof() on non-static data members even though this
// is technically allowed since C++11. This macro should be enabled once MSVC adds
// support for that.
#ifndef _MSC_VER
#define ASSERT_REG_POSITION(field_name, position) static_assert(offsetof(Regs, field_name) == position * 4, "Field "#field_name" has invalid position")
ASSERT_REG_POSITION(viewport_size_x, 0x41);
ASSERT_REG_POSITION(viewport_size_y, 0x43);
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(texturing_enable, 0x80);
ASSERT_REG_POSITION(texture0, 0x81);
ASSERT_REG_POSITION(texture0_format, 0x8e);
ASSERT_REG_POSITION(tev_stage0, 0xc0);
ASSERT_REG_POSITION(tev_stage1, 0xc8);
ASSERT_REG_POSITION(tev_stage2, 0xd0);
ASSERT_REG_POSITION(tev_stage3, 0xd8);
ASSERT_REG_POSITION(tev_stage4, 0xf0);
ASSERT_REG_POSITION(tev_stage5, 0xf8);
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), "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:
// Stored as a regular float, merely for convenience
// TODO: Perform proper arithmetic on this!
float value;
};
union CommandHeader {
CommandHeader(u32 h) : hex(h) {}
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;
};
} // namespace