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VideoCore: Split geometry pipeline regs from Regs struct

This commit is contained in:
Yuri Kunde Schlesner 2017-01-28 12:34:31 -08:00
parent f443c7e5b0
commit 8fca90b5d5
9 changed files with 292 additions and 264 deletions

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@ -34,6 +34,7 @@ set(HEADERS
rasterizer_interface.h
regs_framebuffer.h
regs_lighting.h
regs_pipeline.h
regs_rasterizer.h
regs_texturing.h
renderer_base.h

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@ -74,23 +74,23 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
Service::GSP::SignalInterrupt(Service::GSP::InterruptId::P3D);
break;
case PICA_REG_INDEX_WORKAROUND(triangle_topology, 0x25E):
g_state.primitive_assembler.Reconfigure(regs.triangle_topology);
case PICA_REG_INDEX(pipeline.triangle_topology):
g_state.primitive_assembler.Reconfigure(regs.pipeline.triangle_topology);
break;
case PICA_REG_INDEX_WORKAROUND(restart_primitive, 0x25F):
case PICA_REG_INDEX(pipeline.restart_primitive):
g_state.primitive_assembler.Reset();
break;
case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.index, 0x232):
case PICA_REG_INDEX(pipeline.vs_default_attributes_setup.index):
g_state.immediate.current_attribute = 0;
default_attr_counter = 0;
break;
// Load default vertex input attributes
case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.set_value[0], 0x233):
case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.set_value[1], 0x234):
case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.set_value[2], 0x235): {
case PICA_REG_INDEX_WORKAROUND(pipeline.vs_default_attributes_setup.set_value[0], 0x233):
case PICA_REG_INDEX_WORKAROUND(pipeline.vs_default_attributes_setup.set_value[1], 0x234):
case PICA_REG_INDEX_WORKAROUND(pipeline.vs_default_attributes_setup.set_value[2], 0x235): {
// TODO: Does actual hardware indeed keep an intermediate buffer or does
// it directly write the values?
default_attr_write_buffer[default_attr_counter++] = value;
@ -102,7 +102,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
if (default_attr_counter >= 3) {
default_attr_counter = 0;
auto& setup = regs.vs_default_attributes_setup;
auto& setup = regs.pipeline.vs_default_attributes_setup;
if (setup.index >= 16) {
LOG_ERROR(HW_GPU, "Invalid VS default attribute index %d", (int)setup.index);
@ -137,7 +137,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
immediate_input.attr[immediate_attribute_id] = attribute;
if (immediate_attribute_id < regs.max_input_attrib_index) {
if (immediate_attribute_id < regs.pipeline.max_input_attrib_index) {
immediate_attribute_id += 1;
} else {
MICROPROFILE_SCOPE(GPU_Drawing);
@ -173,8 +173,8 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
break;
}
case PICA_REG_INDEX(gpu_mode):
if (regs.gpu_mode == Regs::GPUMode::Configuring) {
case PICA_REG_INDEX(pipeline.gpu_mode):
if (regs.pipeline.gpu_mode == PipelineRegs::GPUMode::Configuring) {
MICROPROFILE_SCOPE(GPU_Drawing);
// Draw immediate mode triangles when GPU Mode is set to GPUMode::Configuring
@ -186,19 +186,20 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
}
break;
case PICA_REG_INDEX_WORKAROUND(command_buffer.trigger[0], 0x23c):
case PICA_REG_INDEX_WORKAROUND(command_buffer.trigger[1], 0x23d): {
unsigned index = static_cast<unsigned>(id - PICA_REG_INDEX(command_buffer.trigger[0]));
u32* head_ptr =
(u32*)Memory::GetPhysicalPointer(regs.command_buffer.GetPhysicalAddress(index));
case PICA_REG_INDEX_WORKAROUND(pipeline.command_buffer.trigger[0], 0x23c):
case PICA_REG_INDEX_WORKAROUND(pipeline.command_buffer.trigger[1], 0x23d): {
unsigned index =
static_cast<unsigned>(id - PICA_REG_INDEX(pipeline.command_buffer.trigger[0]));
u32* head_ptr = (u32*)Memory::GetPhysicalPointer(
regs.pipeline.command_buffer.GetPhysicalAddress(index));
g_state.cmd_list.head_ptr = g_state.cmd_list.current_ptr = head_ptr;
g_state.cmd_list.length = regs.command_buffer.GetSize(index) / sizeof(u32);
g_state.cmd_list.length = regs.pipeline.command_buffer.GetSize(index) / sizeof(u32);
break;
}
// It seems like these trigger vertex rendering
case PICA_REG_INDEX(trigger_draw):
case PICA_REG_INDEX(trigger_draw_indexed): {
case PICA_REG_INDEX(pipeline.trigger_draw):
case PICA_REG_INDEX(pipeline.trigger_draw_indexed): {
MICROPROFILE_SCOPE(GPU_Drawing);
#if PICA_LOG_TEV
@ -210,13 +211,13 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
// Processes information about internal vertex attributes to figure out how a vertex is
// loaded.
// Later, these can be compiled and cached.
const u32 base_address = regs.vertex_attributes.GetPhysicalBaseAddress();
VertexLoader loader(regs);
const u32 base_address = regs.pipeline.vertex_attributes.GetPhysicalBaseAddress();
VertexLoader loader(regs.pipeline);
// Load vertices
bool is_indexed = (id == PICA_REG_INDEX(trigger_draw_indexed));
bool is_indexed = (id == PICA_REG_INDEX(pipeline.trigger_draw_indexed));
const auto& index_info = regs.index_array;
const auto& index_info = regs.pipeline.index_array;
const u8* index_address_8 = Memory::GetPhysicalPointer(base_address + index_info.offset);
const u16* index_address_16 = reinterpret_cast<const u16*>(index_address_8);
bool index_u16 = index_info.format != 0;
@ -254,11 +255,11 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
shader_engine->SetupBatch(g_state.vs, regs.vs.main_offset);
for (unsigned int index = 0; index < regs.num_vertices; ++index) {
for (unsigned int index = 0; index < regs.pipeline.num_vertices; ++index) {
// Indexed rendering doesn't use the start offset
unsigned int vertex =
is_indexed ? (index_u16 ? index_address_16[index] : index_address_8[index])
: (index + regs.vertex_offset);
: (index + regs.pipeline.vertex_offset);
// -1 is a common special value used for primitive restart. Since it's unknown if
// the PICA supports it, and it would mess up the caching, guard against it here.

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@ -513,6 +513,6 @@ void State::Reset() {
Zero(gs);
Zero(cmd_list);
Zero(immediate);
primitive_assembler.Reconfigure(Regs::TriangleTopology::List);
primitive_assembler.Reconfigure(PipelineRegs::TriangleTopology::List);
}
}

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@ -20,6 +20,7 @@
#include "common/vector_math.h"
#include "video_core/regs_framebuffer.h"
#include "video_core/regs_lighting.h"
#include "video_core/regs_pipeline.h"
#include "video_core/regs_rasterizer.h"
#include "video_core/regs_texturing.h"
@ -55,210 +56,7 @@ struct Regs {
TexturingRegs texturing;
FramebufferRegs framebuffer;
LightingRegs lighting;
enum class VertexAttributeFormat : u64 {
BYTE = 0,
UBYTE = 1,
SHORT = 2,
FLOAT = 3,
};
struct {
BitField<0, 29, u32> base_address;
u32 GetPhysicalBaseAddress() const {
return DecodeAddressRegister(base_address);
}
// Descriptor for internal vertex attributes
union {
BitField<0, 2, VertexAttributeFormat> format0; // size of one element
BitField<2, 2, u64> size0; // number of elements minus 1
BitField<4, 2, VertexAttributeFormat> format1;
BitField<6, 2, u64> size1;
BitField<8, 2, VertexAttributeFormat> format2;
BitField<10, 2, u64> size2;
BitField<12, 2, VertexAttributeFormat> format3;
BitField<14, 2, u64> size3;
BitField<16, 2, VertexAttributeFormat> format4;
BitField<18, 2, u64> size4;
BitField<20, 2, VertexAttributeFormat> format5;
BitField<22, 2, u64> size5;
BitField<24, 2, VertexAttributeFormat> format6;
BitField<26, 2, u64> size6;
BitField<28, 2, VertexAttributeFormat> format7;
BitField<30, 2, u64> size7;
BitField<32, 2, VertexAttributeFormat> format8;
BitField<34, 2, u64> size8;
BitField<36, 2, VertexAttributeFormat> format9;
BitField<38, 2, u64> size9;
BitField<40, 2, VertexAttributeFormat> format10;
BitField<42, 2, u64> size10;
BitField<44, 2, VertexAttributeFormat> format11;
BitField<46, 2, u64> size11;
BitField<48, 12, u64> attribute_mask;
// number of total attributes minus 1
BitField<60, 4, u64> max_attribute_index;
};
inline VertexAttributeFormat GetFormat(int n) const {
VertexAttributeFormat 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) == VertexAttributeFormat::FLOAT)
? 4
: (GetFormat(n) == VertexAttributeFormat::SHORT) ? 2 : 1;
}
inline int GetStride(int n) const {
return GetNumElements(n) * GetElementSizeInBytes(n);
}
inline bool IsDefaultAttribute(int id) const {
return (id >= 12) || (attribute_mask & (1ULL << id)) != 0;
}
inline int GetNumTotalAttributes() const {
return (int)max_attribute_index + 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(0x1);
// The index of the first vertex to render
u32 vertex_offset;
INSERT_PADDING_WORDS(0x3);
// These two trigger rendering of triangles
u32 trigger_draw;
u32 trigger_draw_indexed;
INSERT_PADDING_WORDS(0x2);
// These registers are used to setup the default "fall-back" vertex shader attributes
struct {
// Index of the current default attribute
u32 index;
// Writing to these registers sets the "current" default attribute.
u32 set_value[3];
} vs_default_attributes_setup;
INSERT_PADDING_WORDS(0x2);
struct {
// There are two channels that can be used to configure the next command buffer, which
// can be then executed by writing to the "trigger" registers. There are two reasons why a
// game might use this feature:
// 1) With this, an arbitrary number of additional command buffers may be executed in
// sequence without requiring any intervention of the CPU after the initial one is
// kicked off.
// 2) Games can configure these registers to provide a command list subroutine mechanism.
BitField<0, 20, u32> size[2]; ///< Size (in bytes / 8) of each channel's command buffer
BitField<0, 28, u32> addr[2]; ///< Physical address / 8 of each channel's command buffer
u32 trigger[2]; ///< Triggers execution of the channel's command buffer when written to
unsigned GetSize(unsigned index) const {
ASSERT(index < 2);
return 8 * size[index];
}
PAddr GetPhysicalAddress(unsigned index) const {
ASSERT(index < 2);
return (PAddr)(8 * addr[index]);
}
} command_buffer;
INSERT_PADDING_WORDS(4);
/// Number of input attributes to the vertex shader minus 1
BitField<0, 4, u32> max_input_attrib_index;
INSERT_PADDING_WORDS(2);
enum class GPUMode : u32 {
Drawing = 0,
Configuring = 1,
};
GPUMode gpu_mode;
INSERT_PADDING_WORDS(0x18);
enum class TriangleTopology : u32 {
List = 0,
Strip = 1,
Fan = 2,
Shader = 3, // Programmable setup unit implemented in a geometry shader
};
BitField<8, 2, TriangleTopology> triangle_topology;
u32 restart_primitive;
INSERT_PADDING_WORDS(0x20);
PipelineRegs pipeline;
struct ShaderConfig {
BitField<0, 16, u32> bool_uniforms;
@ -430,17 +228,19 @@ ASSERT_REG_POSITION(framebuffer.framebuffer, 0x110);
ASSERT_REG_POSITION(lighting, 0x140);
ASSERT_REG_POSITION(vertex_attributes, 0x200);
ASSERT_REG_POSITION(index_array, 0x227);
ASSERT_REG_POSITION(num_vertices, 0x228);
ASSERT_REG_POSITION(vertex_offset, 0x22a);
ASSERT_REG_POSITION(trigger_draw, 0x22e);
ASSERT_REG_POSITION(trigger_draw_indexed, 0x22f);
ASSERT_REG_POSITION(vs_default_attributes_setup, 0x232);
ASSERT_REG_POSITION(command_buffer, 0x238);
ASSERT_REG_POSITION(gpu_mode, 0x245);
ASSERT_REG_POSITION(triangle_topology, 0x25e);
ASSERT_REG_POSITION(restart_primitive, 0x25f);
ASSERT_REG_POSITION(pipeline, 0x200);
ASSERT_REG_POSITION(pipeline.vertex_attributes, 0x200);
ASSERT_REG_POSITION(pipeline.index_array, 0x227);
ASSERT_REG_POSITION(pipeline.num_vertices, 0x228);
ASSERT_REG_POSITION(pipeline.vertex_offset, 0x22a);
ASSERT_REG_POSITION(pipeline.trigger_draw, 0x22e);
ASSERT_REG_POSITION(pipeline.trigger_draw_indexed, 0x22f);
ASSERT_REG_POSITION(pipeline.vs_default_attributes_setup, 0x232);
ASSERT_REG_POSITION(pipeline.command_buffer, 0x238);
ASSERT_REG_POSITION(pipeline.gpu_mode, 0x245);
ASSERT_REG_POSITION(pipeline.triangle_topology, 0x25e);
ASSERT_REG_POSITION(pipeline.restart_primitive, 0x25f);
ASSERT_REG_POSITION(gs, 0x280);
ASSERT_REG_POSITION(vs, 0x2b0);

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@ -3,14 +3,14 @@
// Refer to the license.txt file included.
#include "common/logging/log.h"
#include "video_core/pica.h"
#include "video_core/primitive_assembly.h"
#include "video_core/regs_pipeline.h"
#include "video_core/shader/shader.h"
namespace Pica {
template <typename VertexType>
PrimitiveAssembler<VertexType>::PrimitiveAssembler(Regs::TriangleTopology topology)
PrimitiveAssembler<VertexType>::PrimitiveAssembler(PipelineRegs::TriangleTopology topology)
: topology(topology), buffer_index(0) {}
template <typename VertexType>
@ -18,8 +18,8 @@ void PrimitiveAssembler<VertexType>::SubmitVertex(const VertexType& vtx,
TriangleHandler triangle_handler) {
switch (topology) {
// TODO: Figure out what's different with TriangleTopology::Shader.
case Regs::TriangleTopology::List:
case Regs::TriangleTopology::Shader:
case PipelineRegs::TriangleTopology::List:
case PipelineRegs::TriangleTopology::Shader:
if (buffer_index < 2) {
buffer[buffer_index++] = vtx;
} else {
@ -29,8 +29,8 @@ void PrimitiveAssembler<VertexType>::SubmitVertex(const VertexType& vtx,
}
break;
case Regs::TriangleTopology::Strip:
case Regs::TriangleTopology::Fan:
case PipelineRegs::TriangleTopology::Strip:
case PipelineRegs::TriangleTopology::Fan:
if (strip_ready)
triangle_handler(buffer[0], buffer[1], vtx);
@ -38,9 +38,9 @@ void PrimitiveAssembler<VertexType>::SubmitVertex(const VertexType& vtx,
strip_ready |= (buffer_index == 1);
if (topology == Regs::TriangleTopology::Strip)
if (topology == PipelineRegs::TriangleTopology::Strip)
buffer_index = !buffer_index;
else if (topology == Regs::TriangleTopology::Fan)
else if (topology == PipelineRegs::TriangleTopology::Fan)
buffer_index = 1;
break;
@ -57,7 +57,7 @@ void PrimitiveAssembler<VertexType>::Reset() {
}
template <typename VertexType>
void PrimitiveAssembler<VertexType>::Reconfigure(Regs::TriangleTopology topology) {
void PrimitiveAssembler<VertexType>::Reconfigure(PipelineRegs::TriangleTopology topology) {
Reset();
this->topology = topology;
}

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@ -5,7 +5,7 @@
#pragma once
#include <functional>
#include "video_core/pica.h"
#include "video_core/regs_pipeline.h"
namespace Pica {
@ -18,7 +18,8 @@ struct PrimitiveAssembler {
using TriangleHandler =
std::function<void(const VertexType& v0, const VertexType& v1, const VertexType& v2)>;
PrimitiveAssembler(Regs::TriangleTopology topology = Regs::TriangleTopology::List);
PrimitiveAssembler(
PipelineRegs::TriangleTopology topology = PipelineRegs::TriangleTopology::List);
/*
* Queues a vertex, builds primitives from the vertex queue according to the given
@ -36,10 +37,10 @@ struct PrimitiveAssembler {
/**
* Reconfigures the PrimitiveAssembler to use a different triangle topology.
*/
void Reconfigure(Regs::TriangleTopology topology);
void Reconfigure(PipelineRegs::TriangleTopology topology);
private:
Regs::TriangleTopology topology;
PipelineRegs::TriangleTopology topology;
int buffer_index;
VertexType buffer[2];

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@ -0,0 +1,224 @@
// Copyright 2017 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <array>
#include "common/assert.h"
#include "common/bit_field.h"
#include "common/common_funcs.h"
#include "common/common_types.h"
namespace Pica {
struct PipelineRegs {
enum class VertexAttributeFormat : u64 {
BYTE = 0,
UBYTE = 1,
SHORT = 2,
FLOAT = 3,
};
struct {
BitField<0, 29, u32> base_address;
PAddr GetPhysicalBaseAddress() const {
return base_address * 8;
}
// Descriptor for internal vertex attributes
union {
BitField<0, 2, VertexAttributeFormat> format0; // size of one element
BitField<2, 2, u64> size0; // number of elements minus 1
BitField<4, 2, VertexAttributeFormat> format1;
BitField<6, 2, u64> size1;
BitField<8, 2, VertexAttributeFormat> format2;
BitField<10, 2, u64> size2;
BitField<12, 2, VertexAttributeFormat> format3;
BitField<14, 2, u64> size3;
BitField<16, 2, VertexAttributeFormat> format4;
BitField<18, 2, u64> size4;
BitField<20, 2, VertexAttributeFormat> format5;
BitField<22, 2, u64> size5;
BitField<24, 2, VertexAttributeFormat> format6;
BitField<26, 2, u64> size6;
BitField<28, 2, VertexAttributeFormat> format7;
BitField<30, 2, u64> size7;
BitField<32, 2, VertexAttributeFormat> format8;
BitField<34, 2, u64> size8;
BitField<36, 2, VertexAttributeFormat> format9;
BitField<38, 2, u64> size9;
BitField<40, 2, VertexAttributeFormat> format10;
BitField<42, 2, u64> size10;
BitField<44, 2, VertexAttributeFormat> format11;
BitField<46, 2, u64> size11;
BitField<48, 12, u64> attribute_mask;
// number of total attributes minus 1
BitField<60, 4, u64> max_attribute_index;
};
inline VertexAttributeFormat GetFormat(int n) const {
VertexAttributeFormat 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) == VertexAttributeFormat::FLOAT)
? 4
: (GetFormat(n) == VertexAttributeFormat::SHORT) ? 2 : 1;
}
inline int GetStride(int n) const {
return GetNumElements(n) * GetElementSizeInBytes(n);
}
inline bool IsDefaultAttribute(int id) const {
return (id >= 12) || (attribute_mask & (1ULL << id)) != 0;
}
inline int GetNumTotalAttributes() const {
return (int)max_attribute_index + 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(0x1);
// The index of the first vertex to render
u32 vertex_offset;
INSERT_PADDING_WORDS(0x3);
// These two trigger rendering of triangles
u32 trigger_draw;
u32 trigger_draw_indexed;
INSERT_PADDING_WORDS(0x2);
// These registers are used to setup the default "fall-back" vertex shader attributes
struct {
// Index of the current default attribute
u32 index;
// Writing to these registers sets the "current" default attribute.
u32 set_value[3];
} vs_default_attributes_setup;
INSERT_PADDING_WORDS(0x2);
struct {
// There are two channels that can be used to configure the next command buffer, which can
// be then executed by writing to the "trigger" registers. There are two reasons why a game
// might use this feature:
// 1) With this, an arbitrary number of additional command buffers may be executed in
// sequence without requiring any intervention of the CPU after the initial one is
// kicked off.
// 2) Games can configure these registers to provide a command list subroutine mechanism.
BitField<0, 20, u32> size[2]; ///< Size (in bytes / 8) of each channel's command buffer
BitField<0, 28, u32> addr[2]; ///< Physical address / 8 of each channel's command buffer
u32 trigger[2]; ///< Triggers execution of the channel's command buffer when written to
unsigned GetSize(unsigned index) const {
ASSERT(index < 2);
return 8 * size[index];
}
PAddr GetPhysicalAddress(unsigned index) const {
ASSERT(index < 2);
return (PAddr)(8 * addr[index]);
}
} command_buffer;
INSERT_PADDING_WORDS(4);
/// Number of input attributes to the vertex shader minus 1
BitField<0, 4, u32> max_input_attrib_index;
INSERT_PADDING_WORDS(2);
enum class GPUMode : u32 {
Drawing = 0,
Configuring = 1,
};
GPUMode gpu_mode;
INSERT_PADDING_WORDS(0x18);
enum class TriangleTopology : u32 {
List = 0,
Strip = 1,
Fan = 2,
Shader = 3, // Programmable setup unit implemented in a geometry shader
};
BitField<8, 2, TriangleTopology> triangle_topology;
u32 restart_primitive;
INSERT_PADDING_WORDS(0x20);
};
static_assert(sizeof(PipelineRegs) == 0x80 * sizeof(u32), "PipelineRegs struct has incorrect size");
} // namespace Pica

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@ -16,7 +16,7 @@
namespace Pica {
void VertexLoader::Setup(const Pica::Regs& regs) {
void VertexLoader::Setup(const PipelineRegs& regs) {
ASSERT_MSG(!is_setup, "VertexLoader is not intended to be setup more than once.");
const auto& attribute_config = regs.vertex_attributes;
@ -85,15 +85,16 @@ void VertexLoader::LoadVertex(u32 base_address, int index, int vertex,
memory_accesses.AddAccess(
source_addr,
vertex_attribute_elements[i] *
((vertex_attribute_formats[i] == Regs::VertexAttributeFormat::FLOAT)
((vertex_attribute_formats[i] == PipelineRegs::VertexAttributeFormat::FLOAT)
? 4
: (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT)
: (vertex_attribute_formats[i] ==
PipelineRegs::VertexAttributeFormat::SHORT)
? 2
: 1));
}
switch (vertex_attribute_formats[i]) {
case Regs::VertexAttributeFormat::BYTE: {
case PipelineRegs::VertexAttributeFormat::BYTE: {
const s8* srcdata =
reinterpret_cast<const s8*>(Memory::GetPhysicalPointer(source_addr));
for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
@ -101,7 +102,7 @@ void VertexLoader::LoadVertex(u32 base_address, int index, int vertex,
}
break;
}
case Regs::VertexAttributeFormat::UBYTE: {
case PipelineRegs::VertexAttributeFormat::UBYTE: {
const u8* srcdata =
reinterpret_cast<const u8*>(Memory::GetPhysicalPointer(source_addr));
for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
@ -109,7 +110,7 @@ void VertexLoader::LoadVertex(u32 base_address, int index, int vertex,
}
break;
}
case Regs::VertexAttributeFormat::SHORT: {
case PipelineRegs::VertexAttributeFormat::SHORT: {
const s16* srcdata =
reinterpret_cast<const s16*>(Memory::GetPhysicalPointer(source_addr));
for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
@ -117,7 +118,7 @@ void VertexLoader::LoadVertex(u32 base_address, int index, int vertex,
}
break;
}
case Regs::VertexAttributeFormat::FLOAT: {
case PipelineRegs::VertexAttributeFormat::FLOAT: {
const float* srcdata =
reinterpret_cast<const float*>(Memory::GetPhysicalPointer(source_addr));
for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {

View File

@ -17,11 +17,11 @@ struct AttributeBuffer;
class VertexLoader {
public:
VertexLoader() = default;
explicit VertexLoader(const Pica::Regs& regs) {
explicit VertexLoader(const PipelineRegs& regs) {
Setup(regs);
}
void Setup(const Pica::Regs& regs);
void Setup(const PipelineRegs& regs);
void LoadVertex(u32 base_address, int index, int vertex, Shader::AttributeBuffer& input,
DebugUtils::MemoryAccessTracker& memory_accesses);
@ -32,7 +32,7 @@ public:
private:
std::array<u32, 16> vertex_attribute_sources;
std::array<u32, 16> vertex_attribute_strides{};
std::array<Regs::VertexAttributeFormat, 16> vertex_attribute_formats;
std::array<PipelineRegs::VertexAttributeFormat, 16> vertex_attribute_formats;
std::array<u32, 16> vertex_attribute_elements{};
std::array<bool, 16> vertex_attribute_is_default;
int num_total_attributes = 0;