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Merge pull request #629 from archshift/lcdfb

Implement SetLcdForceBlack and add implementation for color filling in the GPU code
This commit is contained in:
bunnei 2015-03-10 18:08:55 -04:00
commit b56829df02
12 changed files with 282 additions and 52 deletions

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@ -45,6 +45,7 @@ static std::shared_ptr<Logger> global_logger;
SUB(Service, SOC) \
CLS(HW) \
SUB(HW, Memory) \
SUB(HW, LCD) \
SUB(HW, GPU) \
CLS(Frontend) \
CLS(Render) \

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@ -65,6 +65,7 @@ enum class Class : ClassType {
Service_SOC, ///< The SOC (Socket) service
HW, ///< Low-level hardware emulation
HW_Memory, ///< Memory-map and address translation
HW_LCD, ///< LCD register emulation
HW_GPU, ///< GPU control emulation
Frontend, ///< Emulator UI
Render, ///< Emulator video output and hardware acceleration

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@ -87,6 +87,7 @@ set(SRCS
hle/svc.cpp
hw/gpu.cpp
hw/hw.cpp
hw/lcd.cpp
loader/elf.cpp
loader/loader.cpp
loader/ncch.cpp
@ -196,6 +197,7 @@ set(HEADERS
hle/svc.h
hw/gpu.h
hw/hw.h
hw/lcd.h
loader/elf.h
loader/loader.h
loader/ncch.h

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@ -7,14 +7,20 @@
#include "core/mem_map.h"
#include "core/hle/kernel/event.h"
#include "core/hle/kernel/shared_memory.h"
#include "core/hle/result.h"
#include "gsp_gpu.h"
#include "core/hw/hw.h"
#include "core/hw/gpu.h"
#include "core/hw/lcd.h"
#include "video_core/gpu_debugger.h"
// Main graphics debugger object - TODO: Here is probably not the best place for this
GraphicsDebugger g_debugger;
// Beginning address of HW regs
const static u32 REGS_BEGIN = 0x1EB00000;
////////////////////////////////////////////////////////////////////////////////////////////////////
// Namespace GSP_GPU
@ -85,7 +91,7 @@ static void WriteHWRegs(u32 base_address, u32 size_in_bytes, const u32* data) {
return;
while (size_in_bytes > 0) {
GPU::Write<u32>(base_address + 0x1EB00000, *data);
HW::Write<u32>(base_address + REGS_BEGIN, *data);
size_in_bytes -= 4;
++data;
@ -128,15 +134,15 @@ static void WriteHWRegsWithMask(u32 base_address, u32 size_in_bytes, const u32*
return;
while (size_in_bytes > 0) {
const u32 reg_address = base_address + 0x1EB00000;
const u32 reg_address = base_address + REGS_BEGIN;
u32 reg_value;
GPU::Read<u32>(reg_value, reg_address);
HW::Read<u32>(reg_value, reg_address);
// Update the current value of the register only for set mask bits
reg_value = (reg_value & ~*masks) | (*data | *masks);
GPU::Write<u32>(reg_address, reg_value);
HW::Write<u32>(reg_address, reg_value);
size_in_bytes -= 4;
++data;
@ -188,7 +194,7 @@ static void ReadHWRegs(Service::Interface* self) {
u32* dst = (u32*)Memory::GetPointer(cmd_buff[0x41]);
while (size > 0) {
GPU::Read<u32>(*dst, reg_addr + 0x1EB00000);
HW::Read<u32>(*dst, reg_addr + REGS_BEGIN);
size -= 4;
++dst;
@ -427,6 +433,32 @@ static void ExecuteCommand(const Command& command, u32 thread_id) {
}
}
/**
* GSP_GPU::SetLcdForceBlack service function
*
* Enable or disable REG_LCDCOLORFILL with the color black.
*
* Inputs:
* 1: Black color fill flag (0 = don't fill, !0 = fill)
* Outputs:
* 1: Result code
*/
static void SetLcdForceBlack(Service::Interface* self) {
u32* cmd_buff = Kernel::GetCommandBuffer();
bool enable_black = cmd_buff[1] != 0;
LCD::Regs::ColorFill data = {0};
// Since data is already zeroed, there is no need to explicitly set
// the color to black (all zero).
data.is_enabled = enable_black;
LCD::Write(HW::VADDR_LCD + 4 * LCD_REG_INDEX(color_fill_top), data.raw); // Top LCD
LCD::Write(HW::VADDR_LCD + 4 * LCD_REG_INDEX(color_fill_bottom), data.raw); // Bottom LCD
cmd_buff[1] = RESULT_SUCCESS.raw;
}
/// This triggers handling of the GX command written to the command buffer in shared memory.
static void TriggerCmdReqQueue(Service::Interface* self) {
// Iterate through each thread's command queue...
@ -460,7 +492,7 @@ const Interface::FunctionInfo FunctionTable[] = {
{0x00080082, FlushDataCache, "FlushDataCache"},
{0x00090082, nullptr, "InvalidateDataCache"},
{0x000A0044, nullptr, "RegisterInterruptEvents"},
{0x000B0040, nullptr, "SetLcdForceBlack"},
{0x000B0040, SetLcdForceBlack, "SetLcdForceBlack"},
{0x000C0000, TriggerCmdReqQueue, "TriggerCmdReqQueue"},
{0x000D0140, nullptr, "SetDisplayTransfer"},
{0x000E0180, nullptr, "SetTextureCopy"},

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@ -15,12 +15,13 @@
#include "core/hle/service/gsp_gpu.h"
#include "core/hle/service/dsp_dsp.h"
#include "core/hw/hw.h"
#include "core/hw/gpu.h"
#include "video_core/command_processor.h"
#include "video_core/utils.h"
#include "video_core/video_core.h"
#include <video_core/color.h>
#include "video_core/color.h"
namespace GPU {
@ -40,7 +41,7 @@ static bool last_skip_frame = false;
template <typename T>
inline void Read(T &var, const u32 raw_addr) {
u32 addr = raw_addr - 0x1EF00000;
u32 addr = raw_addr - HW::VADDR_GPU;
u32 index = addr / 4;
// Reads other than u32 are untested, so I'd rather have them abort than silently fail
@ -54,7 +55,7 @@ inline void Read(T &var, const u32 raw_addr) {
template <typename T>
inline void Write(u32 addr, const T data) {
addr -= 0x1EF00000;
addr -= HW::VADDR_GPU;
u32 index = addr / 4;
// Writes other than u32 are untested, so I'd rather have them abort than silently fail
@ -313,8 +314,6 @@ void Init() {
framebuffer_top.address_right2 = 0x182B9800;
framebuffer_sub.address_left1 = 0x1848F000;
framebuffer_sub.address_left2 = 0x184C7800;
//framebuffer_sub.address_right1 = unknown;
//framebuffer_sub.address_right2 = unknown;
framebuffer_top.width = 240;
framebuffer_top.height = 400;

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@ -246,6 +246,8 @@ struct Regs {
return content[index];
}
#undef ASSERT_MEMBER_SIZE
private:
/*
* Most physical addresses which GPU registers refer to are 8-byte aligned.

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@ -6,43 +6,19 @@
#include "core/hw/hw.h"
#include "core/hw/gpu.h"
#include "core/hw/lcd.h"
namespace HW {
enum {
VADDR_HASH = 0x1EC01000,
VADDR_CSND = 0x1EC03000,
VADDR_DSP = 0x1EC40000,
VADDR_PDN = 0x1EC41000,
VADDR_CODEC = 0x1EC41000,
VADDR_SPI = 0x1EC42000,
VADDR_SPI_2 = 0x1EC43000, // Only used under TWL_FIRM?
VADDR_I2C = 0x1EC44000,
VADDR_CODEC_2 = 0x1EC45000,
VADDR_HID = 0x1EC46000,
VADDR_PAD = 0x1EC46000,
VADDR_PTM = 0x1EC46000,
VADDR_GPIO = 0x1EC47000,
VADDR_I2C_2 = 0x1EC48000,
VADDR_SPI_3 = 0x1EC60000,
VADDR_I2C_3 = 0x1EC61000,
VADDR_MIC = 0x1EC62000,
VADDR_PXI = 0x1EC63000, // 0xFFFD2000
//VADDR_NTRCARD
VADDR_CDMA = 0xFFFDA000, // CoreLink DMA-330? Info
VADDR_DSP_2 = 0x1ED03000,
VADDR_HASH_2 = 0x1EE01000,
VADDR_GPU = 0x1EF00000,
};
template <typename T>
inline void Read(T &var, const u32 addr) {
switch (addr & 0xFFFFF000) {
case VADDR_GPU:
GPU::Read(var, addr);
break;
case VADDR_LCD:
LCD::Write(var, addr);
break;
default:
LOG_ERROR(HW_Memory, "unknown Read%lu @ 0x%08X", sizeof(var) * 8, addr);
}
@ -51,11 +27,12 @@ inline void Read(T &var, const u32 addr) {
template <typename T>
inline void Write(u32 addr, const T data) {
switch (addr & 0xFFFFF000) {
case VADDR_GPU:
GPU::Write(addr, data);
break;
case VADDR_LCD:
LCD::Write(addr, data);
break;
default:
LOG_ERROR(HW_Memory, "unknown Write%lu 0x%08X @ 0x%08X", sizeof(data) * 8, (u32)data, addr);
}
@ -80,6 +57,7 @@ void Update() {
/// Initialize hardware
void Init() {
GPU::Init();
LCD::Init();
LOG_DEBUG(HW, "initialized OK");
}

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@ -8,6 +8,30 @@
namespace HW {
/// Beginnings of IO register regions, in the user VA space.
enum : u32 {
VADDR_HASH = 0x1EC01000,
VADDR_CSND = 0x1EC03000,
VADDR_DSP = 0x1EC40000,
VADDR_PDN = 0x1EC41000,
VADDR_CODEC = 0x1EC41000,
VADDR_SPI = 0x1EC42000,
VADDR_SPI_2 = 0x1EC43000, // Only used under TWL_FIRM?
VADDR_I2C = 0x1EC44000,
VADDR_CODEC_2 = 0x1EC45000,
VADDR_HID = 0x1EC46000,
VADDR_GPIO = 0x1EC47000,
VADDR_I2C_2 = 0x1EC48000,
VADDR_SPI_3 = 0x1EC60000,
VADDR_I2C_3 = 0x1EC61000,
VADDR_MIC = 0x1EC62000,
VADDR_PXI = 0x1EC63000,
VADDR_LCD = 0x1ED02000,
VADDR_DSP_2 = 0x1ED03000,
VADDR_HASH_2 = 0x1EE01000,
VADDR_GPU = 0x1EF00000,
};
template <typename T>
void Read(T &var, const u32 addr);

66
src/core/hw/lcd.cpp Normal file
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@ -0,0 +1,66 @@
// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "common/common_types.h"
#include "core/arm/arm_interface.h"
#include "core/hle/hle.h"
#include "core/hw/hw.h"
#include "core/hw/lcd.h"
namespace LCD {
Regs g_regs;
template <typename T>
inline void Read(T &var, const u32 raw_addr) {
u32 addr = raw_addr - HW::VADDR_LCD;
u32 index = addr / 4;
// Reads other than u32 are untested, so I'd rather have them abort than silently fail
if (index >= 0x400 || !std::is_same<T, u32>::value) {
LOG_ERROR(HW_LCD, "unknown Read%lu @ 0x%08X", sizeof(var) * 8, addr);
return;
}
var = g_regs[index];
}
template <typename T>
inline void Write(u32 addr, const T data) {
addr -= HW::VADDR_LCD;
u32 index = addr / 4;
// Writes other than u32 are untested, so I'd rather have them abort than silently fail
if (index >= 0x400 || !std::is_same<T, u32>::value) {
LOG_ERROR(HW_LCD, "unknown Write%lu 0x%08X @ 0x%08X", sizeof(data) * 8, (u32)data, addr);
return;
}
g_regs[index] = static_cast<u32>(data);
}
// Explicitly instantiate template functions because we aren't defining this in the header:
template void Read<u64>(u64 &var, const u32 addr);
template void Read<u32>(u32 &var, const u32 addr);
template void Read<u16>(u16 &var, const u32 addr);
template void Read<u8>(u8 &var, const u32 addr);
template void Write<u64>(u32 addr, const u64 data);
template void Write<u32>(u32 addr, const u32 data);
template void Write<u16>(u32 addr, const u16 data);
template void Write<u8>(u32 addr, const u8 data);
/// Initialize hardware
void Init() {
LOG_DEBUG(HW_LCD, "initialized OK");
}
/// Shutdown hardware
void Shutdown() {
LOG_DEBUG(HW_LCD, "shutdown OK");
}
} // namespace

88
src/core/hw/lcd.h Normal file
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@ -0,0 +1,88 @@
// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <cstddef>
#include "common/common_types.h"
#include "common/bit_field.h"
#define LCD_REG_INDEX(field_name) (offsetof(LCD::Regs, field_name) / sizeof(u32))
namespace LCD {
struct Regs {
union ColorFill {
u32 raw;
BitField<0, 8, u32> color_r;
BitField<8, 8, u32> color_g;
BitField<16, 8, u32> color_b;
BitField<24, 1, u32> is_enabled;
};
INSERT_PADDING_WORDS(0x81);
ColorFill color_fill_top;
INSERT_PADDING_WORDS(0xE);
u32 backlight_top;
INSERT_PADDING_WORDS(0x1F0);
ColorFill color_fill_bottom;
INSERT_PADDING_WORDS(0xE);
u32 backlight_bottom;
INSERT_PADDING_WORDS(0x16F);
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];
}
#undef ASSERT_MEMBER_SIZE
};
static_assert(std::is_standard_layout<Regs>::value, "Structure does not use standard layout");
// 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(color_fill_top, 0x81);
ASSERT_REG_POSITION(backlight_top, 0x90);
ASSERT_REG_POSITION(color_fill_bottom, 0x281);
ASSERT_REG_POSITION(backlight_bottom, 0x290);
#undef ASSERT_REG_POSITION
#endif // !defined(_MSC_VER)
extern Regs g_regs;
template <typename T>
void Read(T &var, const u32 addr);
template <typename T>
void Write(u32 addr, const T data);
/// Initialize hardware
void Init();
/// Shutdown hardware
void Shutdown();
} // namespace

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@ -3,6 +3,8 @@
// Refer to the license.txt file included.
#include "core/hw/gpu.h"
#include "core/hw/hw.h"
#include "core/hw/lcd.h"
#include "core/mem_map.h"
#include "common/emu_window.h"
@ -64,6 +66,19 @@ void RendererOpenGL::SwapBuffers() {
for(int i : {0, 1}) {
const auto& framebuffer = GPU::g_regs.framebuffer_config[i];
// Main LCD (0): 0x1ED02204, Sub LCD (1): 0x1ED02A04
u32 lcd_color_addr = (i == 0) ? LCD_REG_INDEX(color_fill_top) : LCD_REG_INDEX(color_fill_bottom);
lcd_color_addr = HW::VADDR_LCD + 4 * lcd_color_addr;
LCD::Regs::ColorFill color_fill = {0};
LCD::Read(color_fill.raw, lcd_color_addr);
if (color_fill.is_enabled) {
LoadColorToActiveGLTexture(color_fill.color_r, color_fill.color_g, color_fill.color_b, textures[i]);
// Resize the texture in case the framebuffer size has changed
textures[i].width = 1;
textures[i].height = 1;
} else {
if (textures[i].width != (GLsizei)framebuffer.width ||
textures[i].height != (GLsizei)framebuffer.height ||
textures[i].format != framebuffer.color_format) {
@ -72,8 +87,12 @@ void RendererOpenGL::SwapBuffers() {
// performance problem.
ConfigureFramebufferTexture(textures[i], framebuffer);
}
LoadFBToActiveGLTexture(framebuffer, textures[i]);
LoadFBToActiveGLTexture(GPU::g_regs.framebuffer_config[i], textures[i]);
// Resize the texture in case the framebuffer size has changed
textures[i].width = framebuffer.width;
textures[i].height = framebuffer.height;
}
}
DrawScreens();
@ -130,7 +149,22 @@ void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig&
texture.gl_format, texture.gl_type, framebuffer_data);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glBindTexture(GL_TEXTURE_2D, 0);
}
/**
* Fills active OpenGL texture with the given RGB color.
* Since the color is solid, the texture can be 1x1 but will stretch across whatever it's rendered on.
* This has the added benefit of being *really fast*.
*/
void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b,
const TextureInfo& texture) {
glBindTexture(GL_TEXTURE_2D, texture.handle);
u8 framebuffer_data[3] = { color_r, color_g, color_b };
// Update existing texture
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, framebuffer_data);
glBindTexture(GL_TEXTURE_2D, 0);
}

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@ -58,6 +58,9 @@ private:
// Loads framebuffer from emulated memory into the active OpenGL texture.
static void LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig& framebuffer,
const TextureInfo& texture);
// Fills active OpenGL texture with the given RGB color.
static void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b,
const TextureInfo& texture);
/// Computes the viewport rectangle
MathUtil::Rectangle<unsigned> GetViewportExtent();
@ -72,7 +75,7 @@ private:
GLuint vertex_array_handle;
GLuint vertex_buffer_handle;
GLuint program_id;
std::array<TextureInfo, 2> textures;
std::array<TextureInfo, 2> textures; ///< Textures for top and bottom screens respectively
// Shader uniform location indices
GLuint uniform_modelview_matrix;
GLuint uniform_color_texture;