suyu/src/video_core/command_processor.cpp

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// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <cmath>
#include <boost/range/algorithm/fill.hpp>
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#include "common/alignment.h"
#include "common/microprofile.h"
#include "common/profiler.h"
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#include "core/settings.h"
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#include "core/hle/service/gsp_gpu.h"
#include "core/hw/gpu.h"
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#include "video_core/clipper.h"
#include "video_core/command_processor.h"
#include "video_core/pica.h"
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#include "video_core/pica_state.h"
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#include "video_core/primitive_assembly.h"
#include "video_core/renderer_base.h"
#include "video_core/video_core.h"
#include "video_core/debug_utils/debug_utils.h"
#include "video_core/shader/shader_interpreter.h"
#include "video_core/vertex_loader.h"
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namespace Pica {
namespace CommandProcessor {
static int float_regs_counter = 0;
static u32 uniform_write_buffer[4];
static int default_attr_counter = 0;
static u32 default_attr_write_buffer[3];
Common::Profiling::TimingCategory category_drawing("Drawing");
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// Expand a 4-bit mask to 4-byte mask, e.g. 0b0101 -> 0x00FF00FF
static const u32 expand_bits_to_bytes[] = {
0x00000000, 0x000000ff, 0x0000ff00, 0x0000ffff,
0x00ff0000, 0x00ff00ff, 0x00ffff00, 0x00ffffff,
0xff000000, 0xff0000ff, 0xff00ff00, 0xff00ffff,
0xffff0000, 0xffff00ff, 0xffffff00, 0xffffffff
};
MICROPROFILE_DEFINE(GPU_Drawing, "GPU", "Drawing", MP_RGB(50, 50, 240));
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static void WritePicaReg(u32 id, u32 value, u32 mask) {
auto& regs = g_state.regs;
if (id >= regs.NumIds())
return;
// If we're skipping this frame, only allow trigger IRQ
if (GPU::g_skip_frame && id != PICA_REG_INDEX(trigger_irq))
return;
// TODO: Figure out how register masking acts on e.g. vs.uniform_setup.set_value
u32 old_value = regs[id];
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const u32 write_mask = expand_bits_to_bytes[mask];
regs[id] = (old_value & ~write_mask) | (value & write_mask);
DebugUtils::OnPicaRegWrite({ (u16)id, (u16)mask, regs[id] });
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if (g_debug_context)
g_debug_context->OnEvent(DebugContext::Event::PicaCommandLoaded, reinterpret_cast<void*>(&id));
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switch(id) {
// Trigger IRQ
case PICA_REG_INDEX(trigger_irq):
GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::P3D);
break;
case PICA_REG_INDEX_WORKAROUND(triangle_topology, 0x25E):
g_state.primitive_assembler.Reconfigure(regs.triangle_topology);
break;
case PICA_REG_INDEX_WORKAROUND(restart_primitive, 0x25F):
g_state.primitive_assembler.Reset();
break;
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case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.index, 0x232):
g_state.immediate.current_attribute = 0;
default_attr_counter = 0;
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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):
{
// TODO: Does actual hardware indeed keep an intermediate buffer or does
// it directly write the values?
default_attr_write_buffer[default_attr_counter++] = value;
// Default attributes are written in a packed format such that four float24 values are encoded in
// three 32-bit numbers. We write to internal memory once a full such vector is
// written.
if (default_attr_counter >= 3) {
default_attr_counter = 0;
auto& setup = regs.vs_default_attributes_setup;
if (setup.index >= 16) {
LOG_ERROR(HW_GPU, "Invalid VS default attribute index %d", (int)setup.index);
break;
}
Math::Vec4<float24> attribute;
// NOTE: The destination component order indeed is "backwards"
attribute.w = float24::FromRaw(default_attr_write_buffer[0] >> 8);
attribute.z = float24::FromRaw(((default_attr_write_buffer[0] & 0xFF) << 16) | ((default_attr_write_buffer[1] >> 16) & 0xFFFF));
attribute.y = float24::FromRaw(((default_attr_write_buffer[1] & 0xFFFF) << 8) | ((default_attr_write_buffer[2] >> 24) & 0xFF));
attribute.x = float24::FromRaw(default_attr_write_buffer[2] & 0xFFFFFF);
LOG_TRACE(HW_GPU, "Set default VS attribute %x to (%f %f %f %f)", (int)setup.index,
attribute.x.ToFloat32(), attribute.y.ToFloat32(), attribute.z.ToFloat32(),
attribute.w.ToFloat32());
// TODO: Verify that this actually modifies the register!
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if (setup.index < 15) {
g_state.vs.default_attributes[setup.index] = attribute;
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setup.index++;
} else {
// Put each attribute into an immediate input buffer.
// When all specified immediate attributes are present, the Vertex Shader is invoked and everything is
// sent to the primitive assembler.
auto& immediate_input = g_state.immediate.input_vertex;
auto& immediate_attribute_id = g_state.immediate.current_attribute;
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immediate_input.attr[immediate_attribute_id++] = attribute;
if (immediate_attribute_id >= regs.vs.num_input_attributes+1) {
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immediate_attribute_id = 0;
Shader::UnitState<false> shader_unit;
Shader::Setup();
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if (g_debug_context)
g_debug_context->OnEvent(DebugContext::Event::VertexLoaded, static_cast<void*>(&immediate_input));
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// Send to vertex shader
Shader::OutputVertex output = Shader::Run(shader_unit, immediate_input, regs.vs.num_input_attributes+1);
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// Send to renderer
using Pica::Shader::OutputVertex;
auto AddTriangle = [](const OutputVertex& v0, const OutputVertex& v1, const OutputVertex& v2) {
VideoCore::g_renderer->Rasterizer()->AddTriangle(v0, v1, v2);
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};
g_state.primitive_assembler.SubmitVertex(output, AddTriangle);
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}
}
}
break;
}
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case PICA_REG_INDEX(gpu_mode):
if (regs.gpu_mode == Regs::GPUMode::Configuring) {
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// Draw immediate mode triangles when GPU Mode is set to GPUMode::Configuring
VideoCore::g_renderer->Rasterizer()->DrawTriangles();
if (g_debug_context) {
g_debug_context->OnEvent(DebugContext::Event::FinishedPrimitiveBatch, nullptr);
}
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}
break;
case PICA_REG_INDEX_WORKAROUND(command_buffer.trigger[0], 0x23c):
case PICA_REG_INDEX_WORKAROUND(command_buffer.trigger[1], 0x23d):
{
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unsigned index = static_cast<unsigned>(id - PICA_REG_INDEX(command_buffer.trigger[0]));
u32* head_ptr = (u32*)Memory::GetPhysicalPointer(regs.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);
break;
}
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// It seems like these trigger vertex rendering
case PICA_REG_INDEX(trigger_draw):
case PICA_REG_INDEX(trigger_draw_indexed):
{
Common::Profiling::ScopeTimer scope_timer(category_drawing);
MICROPROFILE_SCOPE(GPU_Drawing);
#if PICA_LOG_TEV
DebugUtils::DumpTevStageConfig(regs.GetTevStages());
#endif
if (g_debug_context)
g_debug_context->OnEvent(DebugContext::Event::IncomingPrimitiveBatch, nullptr);
// Processes information about internal vertex attributes to figure out how a vertex is loaded.
// Later, these can be compiled and cached.
VertexLoader loader;
loader.Setup(regs);
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// Load vertices
bool is_indexed = (id == PICA_REG_INDEX(trigger_draw_indexed));
const auto& index_info = regs.index_array;
const u8* index_address_8 = Memory::GetPhysicalPointer(loader.GetPhysicalBaseAddress() + index_info.offset);
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const u16* index_address_16 = reinterpret_cast<const u16*>(index_address_8);
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bool index_u16 = index_info.format != 0;
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PrimitiveAssembler<Shader::OutputVertex>& primitive_assembler = g_state.primitive_assembler;
if (g_debug_context) {
for (int i = 0; i < 3; ++i) {
const auto texture = regs.GetTextures()[i];
if (!texture.enabled)
continue;
u8* texture_data = Memory::GetPhysicalPointer(texture.config.GetPhysicalAddress());
if (g_debug_context && Pica::g_debug_context->recorder)
g_debug_context->recorder->MemoryAccessed(texture_data, Pica::Regs::NibblesPerPixel(texture.format) * texture.config.width / 2 * texture.config.height, texture.config.GetPhysicalAddress());
}
}
MemoryAccesses memory_accesses;
// Simple circular-replacement vertex cache
// The size has been tuned for optimal balance between hit-rate and the cost of lookup
const size_t VERTEX_CACHE_SIZE = 32;
std::array<u16, VERTEX_CACHE_SIZE> vertex_cache_ids;
std::array<Shader::OutputVertex, VERTEX_CACHE_SIZE> vertex_cache;
unsigned int vertex_cache_pos = 0;
vertex_cache_ids.fill(-1);
Shader::UnitState<false> shader_unit;
Shader::Setup();
for (unsigned int index = 0; index < regs.num_vertices; ++index)
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{
// 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);
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// -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.
ASSERT(vertex != -1);
bool vertex_cache_hit = false;
Shader::OutputVertex output;
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if (is_indexed) {
if (g_debug_context && Pica::g_debug_context->recorder) {
int size = index_u16 ? 2 : 1;
memory_accesses.AddAccess(loader.GetPhysicalBaseAddress() + index_info.offset + size * index, size);
}
for (unsigned int i = 0; i < VERTEX_CACHE_SIZE; ++i) {
if (vertex == vertex_cache_ids[i]) {
output = vertex_cache[i];
vertex_cache_hit = true;
break;
}
}
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}
if (!vertex_cache_hit) {
// Initialize data for the current vertex
Shader::InputVertex input;
loader.LoadVertex(index, vertex, input, memory_accesses);
if (g_debug_context)
g_debug_context->OnEvent(DebugContext::Event::VertexLoaded, (void*)&input);
// Send to vertex shader
output = Shader::Run(shader_unit, input, loader.GetNumTotalAttributes());
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if (is_indexed) {
vertex_cache[vertex_cache_pos] = output;
vertex_cache_ids[vertex_cache_pos] = vertex;
vertex_cache_pos = (vertex_cache_pos + 1) % VERTEX_CACHE_SIZE;
}
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}
// Send to renderer
using Pica::Shader::OutputVertex;
auto AddTriangle = [](
const OutputVertex& v0, const OutputVertex& v1, const OutputVertex& v2) {
VideoCore::g_renderer->Rasterizer()->AddTriangle(v0, v1, v2);
};
primitive_assembler.SubmitVertex(output, AddTriangle);
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}
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for (auto& range : memory_accesses.ranges) {
g_debug_context->recorder->MemoryAccessed(Memory::GetPhysicalPointer(range.first),
range.second, range.first);
}
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break;
}
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case PICA_REG_INDEX(vs.bool_uniforms):
for (unsigned i = 0; i < 16; ++i)
g_state.vs.uniforms.b[i] = (regs.vs.bool_uniforms.Value() & (1 << i)) != 0;
break;
case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[0], 0x2b1):
case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[1], 0x2b2):
case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[2], 0x2b3):
case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[3], 0x2b4):
{
int index = (id - PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[0], 0x2b1));
auto values = regs.vs.int_uniforms[index];
g_state.vs.uniforms.i[index] = Math::Vec4<u8>(values.x, values.y, values.z, values.w);
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LOG_TRACE(HW_GPU, "Set integer uniform %d to %02x %02x %02x %02x",
index, values.x.Value(), values.y.Value(), values.z.Value(), values.w.Value());
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 = regs.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 four 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 = g_state.vs.uniforms.f[uniform_setup.index];
if (uniform_setup.index > 95) {
LOG_ERROR(HW_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::FromRaw(uniform_write_buffer[0] >> 8);
uniform.z = float24::FromRaw(((uniform_write_buffer[0] & 0xFF) << 16) | ((uniform_write_buffer[1] >> 16) & 0xFFFF));
uniform.y = float24::FromRaw(((uniform_write_buffer[1] & 0xFFFF) << 8) | ((uniform_write_buffer[2] >> 24) & 0xFF));
uniform.x = float24::FromRaw(uniform_write_buffer[2] & 0xFFFFFF);
}
LOG_TRACE(HW_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.Assign(uniform_setup.index + 1);
}
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):
{
g_state.vs.program_code[regs.vs.program.offset] = value;
regs.vs.program.offset++;
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):
{
g_state.vs.swizzle_data[regs.vs.swizzle_patterns.offset] = value;
regs.vs.swizzle_patterns.offset++;
break;
}
case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[0], 0x1c8):
case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[1], 0x1c9):
case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[2], 0x1ca):
case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[3], 0x1cb):
case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[4], 0x1cc):
case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[5], 0x1cd):
case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[6], 0x1ce):
case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[7], 0x1cf):
{
auto& lut_config = regs.lighting.lut_config;
ASSERT_MSG(lut_config.index < 256, "lut_config.index exceeded maximum value of 255!");
g_state.lighting.luts[lut_config.type][lut_config.index].raw = value;
lut_config.index.Assign(lut_config.index + 1);
break;
}
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default:
break;
}
VideoCore::g_renderer->Rasterizer()->NotifyPicaRegisterChanged(id);
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if (g_debug_context)
g_debug_context->OnEvent(DebugContext::Event::PicaCommandProcessed, reinterpret_cast<void*>(&id));
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}
void ProcessCommandList(const u32* list, u32 size) {
g_state.cmd_list.head_ptr = g_state.cmd_list.current_ptr = list;
g_state.cmd_list.length = size / sizeof(u32);
while (g_state.cmd_list.current_ptr < g_state.cmd_list.head_ptr + g_state.cmd_list.length) {
// Align read pointer to 8 bytes
if ((g_state.cmd_list.head_ptr - g_state.cmd_list.current_ptr) % 2 != 0)
++g_state.cmd_list.current_ptr;
u32 value = *g_state.cmd_list.current_ptr++;
const CommandHeader header = { *g_state.cmd_list.current_ptr++ };
WritePicaReg(header.cmd_id, value, header.parameter_mask);
for (unsigned i = 0; i < header.extra_data_length; ++i) {
u32 cmd = header.cmd_id + (header.group_commands ? i + 1 : 0);
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WritePicaReg(cmd, *g_state.cmd_list.current_ptr++, header.parameter_mask);
}
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}
}
} // namespace
} // namespace