|
|
|
@ -32,12 +32,13 @@ namespace Pica { |
|
|
|
|
|
|
|
namespace CommandProcessor { |
|
|
|
|
|
|
|
static int float_regs_counter = 0; |
|
|
|
static int vs_float_regs_counter = 0; |
|
|
|
static u32 vs_uniform_write_buffer[4]; |
|
|
|
|
|
|
|
static u32 uniform_write_buffer[4]; |
|
|
|
static int gs_float_regs_counter = 0; |
|
|
|
static u32 gs_uniform_write_buffer[4]; |
|
|
|
|
|
|
|
static int default_attr_counter = 0; |
|
|
|
|
|
|
|
static u32 default_attr_write_buffer[3]; |
|
|
|
|
|
|
|
// Expand a 4-bit mask to 4-byte mask, e.g. 0b0101 -> 0x00FF00FF
|
|
|
|
@ -48,6 +49,97 @@ static const u32 expand_bits_to_bytes[] = { |
|
|
|
|
|
|
|
MICROPROFILE_DEFINE(GPU_Drawing, "GPU", "Drawing", MP_RGB(50, 50, 240)); |
|
|
|
|
|
|
|
static const char* GetShaderSetupTypeName(Shader::ShaderSetup& setup) { |
|
|
|
if (&setup == &g_state.vs) { |
|
|
|
return "vertex shader"; |
|
|
|
} |
|
|
|
if (&setup == &g_state.gs) { |
|
|
|
return "geometry shader"; |
|
|
|
} |
|
|
|
return "unknown shader"; |
|
|
|
} |
|
|
|
|
|
|
|
static void WriteUniformBoolReg(Shader::ShaderSetup& setup, u32 value) { |
|
|
|
for (unsigned i = 0; i < setup.uniforms.b.size(); ++i) |
|
|
|
setup.uniforms.b[i] = (value & (1 << i)) != 0; |
|
|
|
} |
|
|
|
|
|
|
|
static void WriteUniformIntReg(Shader::ShaderSetup& setup, unsigned index, |
|
|
|
const Math::Vec4<u8>& values) { |
|
|
|
ASSERT(index < setup.uniforms.i.size()); |
|
|
|
setup.uniforms.i[index] = values; |
|
|
|
LOG_TRACE(HW_GPU, "Set %s integer uniform %d to %02x %02x %02x %02x", |
|
|
|
GetShaderSetupTypeName(setup), index, values.x, values.y, values.z, values.w); |
|
|
|
} |
|
|
|
|
|
|
|
static void WriteUniformFloatReg(ShaderRegs& config, Shader::ShaderSetup& setup, |
|
|
|
int& float_regs_counter, u32 uniform_write_buffer[4], u32 value) { |
|
|
|
auto& uniform_setup = config.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 = setup.uniforms.f[uniform_setup.index]; |
|
|
|
|
|
|
|
if (uniform_setup.index >= 96) { |
|
|
|
LOG_ERROR(HW_GPU, "Invalid %s float uniform index %d", GetShaderSetupTypeName(setup), |
|
|
|
(int)uniform_setup.index); |
|
|
|
} else { |
|
|
|
|
|
|
|
// 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 %s float uniform %x to (%f %f %f %f)", |
|
|
|
GetShaderSetupTypeName(setup), (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); |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
static void WriteProgramCode(ShaderRegs& config, Shader::ShaderSetup& setup, |
|
|
|
unsigned max_program_code_length, u32 value) { |
|
|
|
if (config.program.offset >= max_program_code_length) { |
|
|
|
LOG_ERROR(HW_GPU, "Invalid %s program offset %d", GetShaderSetupTypeName(setup), |
|
|
|
(int)config.program.offset); |
|
|
|
} else { |
|
|
|
setup.program_code[config.program.offset] = value; |
|
|
|
config.program.offset++; |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
static void WriteSwizzlePatterns(ShaderRegs& config, Shader::ShaderSetup& setup, u32 value) { |
|
|
|
if (config.swizzle_patterns.offset >= setup.swizzle_data.size()) { |
|
|
|
LOG_ERROR(HW_GPU, "Invalid %s swizzle pattern offset %d", GetShaderSetupTypeName(setup), |
|
|
|
(int)config.swizzle_patterns.offset); |
|
|
|
} else { |
|
|
|
setup.swizzle_data[config.swizzle_patterns.offset] = value; |
|
|
|
config.swizzle_patterns.offset++; |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
static void WritePicaReg(u32 id, u32 value, u32 mask) { |
|
|
|
auto& regs = g_state.regs; |
|
|
|
|
|
|
|
@ -331,20 +423,17 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) { |
|
|
|
} |
|
|
|
|
|
|
|
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; |
|
|
|
|
|
|
|
WriteUniformBoolReg(g_state.vs, value); |
|
|
|
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)); |
|
|
|
unsigned 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); |
|
|
|
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()); |
|
|
|
WriteUniformIntReg(g_state.vs, index, |
|
|
|
Math::Vec4<u8>(values.x, values.y, values.z, values.w)); |
|
|
|
break; |
|
|
|
} |
|
|
|
|
|
|
|
@ -356,51 +445,11 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) { |
|
|
|
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); |
|
|
|
} |
|
|
|
WriteUniformFloatReg(g_state.regs.vs, g_state.vs, vs_float_regs_counter, |
|
|
|
vs_uniform_write_buffer, value); |
|
|
|
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): |
|
|
|
@ -409,12 +458,10 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) { |
|
|
|
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++; |
|
|
|
WriteProgramCode(g_state.regs.vs, g_state.vs, 512, value); |
|
|
|
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): |
|
|
|
@ -423,8 +470,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) { |
|
|
|
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++; |
|
|
|
WriteSwizzlePatterns(g_state.regs.vs, g_state.vs, value); |
|
|
|
break; |
|
|
|
} |
|
|
|
|
|
|
|
|