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@ -119,6 +119,224 @@ static void WriteUniformFloatReg(ShaderRegs& config, Shader::ShaderSetup& setup, |
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} |
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} |
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} |
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} |
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static void LoadDefaultVertexAttributes(u32 register_value) { |
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auto& regs = g_state.regs; |
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// TODO: Does actual hardware indeed keep an intermediate buffer or does
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// it directly write the values?
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default_attr_write_buffer[default_attr_counter++] = register_value; |
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// Default attributes are written in a packed format such that four float24 values are encoded
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// in three 32-bit numbers.
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// We write to internal memory once a full such vector is written.
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if (default_attr_counter >= 3) { |
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default_attr_counter = 0; |
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auto& setup = regs.pipeline.vs_default_attributes_setup; |
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if (setup.index >= 16) { |
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LOG_ERROR(HW_GPU, "Invalid VS default attribute index %d", (int)setup.index); |
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return; |
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} |
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Math::Vec4<float24> attribute; |
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// NOTE: The destination component order indeed is "backwards"
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attribute.w = float24::FromRaw(default_attr_write_buffer[0] >> 8); |
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attribute.z = float24::FromRaw(((default_attr_write_buffer[0] & 0xFF) << 16) | |
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((default_attr_write_buffer[1] >> 16) & 0xFFFF)); |
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attribute.y = float24::FromRaw(((default_attr_write_buffer[1] & 0xFFFF) << 8) | |
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((default_attr_write_buffer[2] >> 24) & 0xFF)); |
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attribute.x = float24::FromRaw(default_attr_write_buffer[2] & 0xFFFFFF); |
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LOG_TRACE(HW_GPU, "Set default VS attribute %x to (%f %f %f %f)", (int)setup.index, |
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attribute.x.ToFloat32(), attribute.y.ToFloat32(), attribute.z.ToFloat32(), |
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attribute.w.ToFloat32()); |
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// TODO: Verify that this actually modifies the register!
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if (setup.index < 15) { |
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g_state.input_default_attributes.attr[setup.index] = attribute; |
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setup.index++; |
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} else { |
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// Put each attribute into an immediate input buffer. When all specified immediate
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// attributes are present, the Vertex Shader is invoked and everything is sent to
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// the primitive assembler.
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auto& immediate_input = g_state.immediate.input_vertex; |
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auto& immediate_attribute_id = g_state.immediate.current_attribute; |
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immediate_input.attr[immediate_attribute_id] = attribute; |
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if (immediate_attribute_id < regs.pipeline.max_input_attrib_index) { |
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immediate_attribute_id += 1; |
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} else { |
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MICROPROFILE_SCOPE(GPU_Drawing); |
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immediate_attribute_id = 0; |
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auto* shader_engine = Shader::GetEngine(); |
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shader_engine->SetupBatch(g_state.vs, regs.vs.main_offset); |
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// Send to vertex shader
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if (g_debug_context) |
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g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, |
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static_cast<void*>(&immediate_input)); |
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Shader::UnitState shader_unit; |
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Shader::AttributeBuffer output{}; |
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shader_unit.LoadInput(regs.vs, immediate_input); |
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shader_engine->Run(g_state.vs, shader_unit); |
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shader_unit.WriteOutput(regs.vs, output); |
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// Send to geometry pipeline
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if (g_state.immediate.reset_geometry_pipeline) { |
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g_state.geometry_pipeline.Reconfigure(); |
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g_state.immediate.reset_geometry_pipeline = false; |
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} |
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ASSERT(!g_state.geometry_pipeline.NeedIndexInput()); |
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g_state.geometry_pipeline.Setup(shader_engine); |
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g_state.geometry_pipeline.SubmitVertex(output); |
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// TODO: If drawing after every immediate mode triangle kills performance,
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// change it to flush triangles whenever a drawing config register changes
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// See: https://github.com/citra-emu/citra/pull/2866#issuecomment-327011550
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VideoCore::g_renderer->Rasterizer()->DrawTriangles(); |
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if (g_debug_context) { |
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g_debug_context->OnEvent(DebugContext::Event::FinishedPrimitiveBatch, nullptr); |
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} |
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} |
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} |
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} |
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} |
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static void Draw(u32 command_id) { |
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MICROPROFILE_SCOPE(GPU_Drawing); |
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auto& regs = g_state.regs; |
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#if PICA_LOG_TEV
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DebugUtils::DumpTevStageConfig(regs.GetTevStages()); |
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#endif
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if (g_debug_context) |
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g_debug_context->OnEvent(DebugContext::Event::IncomingPrimitiveBatch, nullptr); |
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// Processes information about internal vertex attributes to figure out how a vertex is
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// loaded.
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// Later, these can be compiled and cached.
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const u32 base_address = regs.pipeline.vertex_attributes.GetPhysicalBaseAddress(); |
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VertexLoader loader(regs.pipeline); |
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// Load vertices
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bool is_indexed = (command_id == PICA_REG_INDEX(pipeline.trigger_draw_indexed)); |
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const auto& index_info = regs.pipeline.index_array; |
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const u8* index_address_8 = Memory::GetPhysicalPointer(base_address + 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; |
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if (g_debug_context && g_debug_context->recorder) { |
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for (int i = 0; i < 3; ++i) { |
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const auto texture = regs.texturing.GetTextures()[i]; |
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if (!texture.enabled) |
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continue; |
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u8* texture_data = Memory::GetPhysicalPointer(texture.config.GetPhysicalAddress()); |
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g_debug_context->recorder->MemoryAccessed( |
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texture_data, Pica::TexturingRegs::NibblesPerPixel(texture.format) * |
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texture.config.width / 2 * texture.config.height, |
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texture.config.GetPhysicalAddress()); |
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} |
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} |
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DebugUtils::MemoryAccessTracker memory_accesses; |
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// Simple circular-replacement vertex cache
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// The size has been tuned for optimal balance between hit-rate and the cost of lookup
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const size_t VERTEX_CACHE_SIZE = 32; |
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std::array<u16, VERTEX_CACHE_SIZE> vertex_cache_ids; |
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std::array<Shader::AttributeBuffer, VERTEX_CACHE_SIZE> vertex_cache; |
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Shader::AttributeBuffer vs_output; |
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unsigned int vertex_cache_pos = 0; |
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vertex_cache_ids.fill(-1); |
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auto* shader_engine = Shader::GetEngine(); |
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Shader::UnitState shader_unit; |
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shader_engine->SetupBatch(g_state.vs, regs.vs.main_offset); |
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g_state.geometry_pipeline.Reconfigure(); |
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g_state.geometry_pipeline.Setup(shader_engine); |
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if (g_state.geometry_pipeline.NeedIndexInput()) |
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ASSERT(is_indexed); |
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for (unsigned int index = 0; index < regs.pipeline.num_vertices; ++index) { |
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// Indexed rendering doesn't use the start offset
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unsigned int vertex = is_indexed |
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? (index_u16 ? index_address_16[index] : index_address_8[index]) |
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: (index + regs.pipeline.vertex_offset); |
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// -1 is a common special value used for primitive restart. Since it's unknown if
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// the PICA supports it, and it would mess up the caching, guard against it here.
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ASSERT(vertex != -1); |
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bool vertex_cache_hit = false; |
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if (is_indexed) { |
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if (g_state.geometry_pipeline.NeedIndexInput()) { |
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g_state.geometry_pipeline.SubmitIndex(vertex); |
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continue; |
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} |
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if (g_debug_context && Pica::g_debug_context->recorder) { |
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int size = index_u16 ? 2 : 1; |
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memory_accesses.AddAccess(base_address + index_info.offset + size * index, size); |
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} |
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for (unsigned int i = 0; i < VERTEX_CACHE_SIZE; ++i) { |
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if (vertex == vertex_cache_ids[i]) { |
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vs_output = vertex_cache[i]; |
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vertex_cache_hit = true; |
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break; |
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} |
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} |
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} |
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if (!vertex_cache_hit) { |
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// Initialize data for the current vertex
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Shader::AttributeBuffer input; |
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loader.LoadVertex(base_address, index, vertex, input, memory_accesses); |
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// Send to vertex shader
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if (g_debug_context) |
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g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, |
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(void*)&input); |
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shader_unit.LoadInput(regs.vs, input); |
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shader_engine->Run(g_state.vs, shader_unit); |
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shader_unit.WriteOutput(regs.vs, vs_output); |
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if (is_indexed) { |
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vertex_cache[vertex_cache_pos] = vs_output; |
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vertex_cache_ids[vertex_cache_pos] = vertex; |
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vertex_cache_pos = (vertex_cache_pos + 1) % VERTEX_CACHE_SIZE; |
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} |
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} |
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// Send to geometry pipeline
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g_state.geometry_pipeline.SubmitVertex(vs_output); |
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} |
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for (auto& range : memory_accesses.ranges) { |
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g_debug_context->recorder->MemoryAccessed(Memory::GetPhysicalPointer(range.first), |
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range.second, range.first); |
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} |
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VideoCore::g_renderer->Rasterizer()->DrawTriangles(); |
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if (g_debug_context) { |
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g_debug_context->OnEvent(DebugContext::Event::FinishedPrimitiveBatch, nullptr); |
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} |
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} |
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static void WritePicaReg(u32 id, u32 value, u32 mask) { |
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static void WritePicaReg(u32 id, u32 value, u32 mask) { |
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auto& regs = g_state.regs; |
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auto& regs = g_state.regs; |
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@ -168,95 +386,9 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) { |
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// Load default vertex input attributes
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// Load default vertex input attributes
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case PICA_REG_INDEX_WORKAROUND(pipeline.vs_default_attributes_setup.set_value[0], 0x233): |
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case PICA_REG_INDEX_WORKAROUND(pipeline.vs_default_attributes_setup.set_value[0], 0x233): |
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case PICA_REG_INDEX_WORKAROUND(pipeline.vs_default_attributes_setup.set_value[1], 0x234): |
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case PICA_REG_INDEX_WORKAROUND(pipeline.vs_default_attributes_setup.set_value[1], 0x234): |
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case PICA_REG_INDEX_WORKAROUND(pipeline.vs_default_attributes_setup.set_value[2], 0x235): { |
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// TODO: Does actual hardware indeed keep an intermediate buffer or does
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// it directly write the values?
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default_attr_write_buffer[default_attr_counter++] = value; |
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// Default attributes are written in a packed format such that four float24 values are
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// encoded in
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// three 32-bit numbers. We write to internal memory once a full such vector is
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// written.
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if (default_attr_counter >= 3) { |
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default_attr_counter = 0; |
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auto& setup = regs.pipeline.vs_default_attributes_setup; |
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if (setup.index >= 16) { |
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LOG_ERROR(HW_GPU, "Invalid VS default attribute index %d", (int)setup.index); |
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break; |
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} |
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Math::Vec4<float24> attribute; |
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// NOTE: The destination component order indeed is "backwards"
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attribute.w = float24::FromRaw(default_attr_write_buffer[0] >> 8); |
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attribute.z = float24::FromRaw(((default_attr_write_buffer[0] & 0xFF) << 16) | |
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((default_attr_write_buffer[1] >> 16) & 0xFFFF)); |
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attribute.y = float24::FromRaw(((default_attr_write_buffer[1] & 0xFFFF) << 8) | |
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((default_attr_write_buffer[2] >> 24) & 0xFF)); |
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attribute.x = float24::FromRaw(default_attr_write_buffer[2] & 0xFFFFFF); |
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LOG_TRACE(HW_GPU, "Set default VS attribute %x to (%f %f %f %f)", (int)setup.index, |
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attribute.x.ToFloat32(), attribute.y.ToFloat32(), attribute.z.ToFloat32(), |
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attribute.w.ToFloat32()); |
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// TODO: Verify that this actually modifies the register!
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if (setup.index < 15) { |
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g_state.input_default_attributes.attr[setup.index] = attribute; |
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setup.index++; |
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} else { |
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// Put each attribute into an immediate input buffer. When all specified immediate
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// attributes are present, the Vertex Shader is invoked and everything is sent to
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// the primitive assembler.
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auto& immediate_input = g_state.immediate.input_vertex; |
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auto& immediate_attribute_id = g_state.immediate.current_attribute; |
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immediate_input.attr[immediate_attribute_id] = attribute; |
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if (immediate_attribute_id < regs.pipeline.max_input_attrib_index) { |
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immediate_attribute_id += 1; |
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} else { |
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MICROPROFILE_SCOPE(GPU_Drawing); |
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immediate_attribute_id = 0; |
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auto* shader_engine = Shader::GetEngine(); |
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shader_engine->SetupBatch(g_state.vs, regs.vs.main_offset); |
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// Send to vertex shader
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if (g_debug_context) |
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g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, |
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static_cast<void*>(&immediate_input)); |
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Shader::UnitState shader_unit; |
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Shader::AttributeBuffer output{}; |
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shader_unit.LoadInput(regs.vs, immediate_input); |
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shader_engine->Run(g_state.vs, shader_unit); |
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shader_unit.WriteOutput(regs.vs, output); |
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// Send to geometry pipeline
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|
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|
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if (g_state.immediate.reset_geometry_pipeline) { |
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|
g_state.geometry_pipeline.Reconfigure(); |
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g_state.immediate.reset_geometry_pipeline = false; |
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} |
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ASSERT(!g_state.geometry_pipeline.NeedIndexInput()); |
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g_state.geometry_pipeline.Setup(shader_engine); |
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g_state.geometry_pipeline.SubmitVertex(output); |
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// TODO: If drawing after every immediate mode triangle kills performance,
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// change it to flush triangles whenever a drawing config register changes
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// See: https://github.com/citra-emu/citra/pull/2866#issuecomment-327011550
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VideoCore::g_renderer->Rasterizer()->DrawTriangles(); |
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if (g_debug_context) { |
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g_debug_context->OnEvent(DebugContext::Event::FinishedPrimitiveBatch, |
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nullptr); |
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} |
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} |
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} |
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} |
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case PICA_REG_INDEX_WORKAROUND(pipeline.vs_default_attributes_setup.set_value[2], 0x235): |
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LoadDefaultVertexAttributes(value); |
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break; |
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break; |
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} |
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case PICA_REG_INDEX(pipeline.gpu_mode): |
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case PICA_REG_INDEX(pipeline.gpu_mode): |
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// This register likely just enables vertex processing and doesn't need any special handling
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// This register likely just enables vertex processing and doesn't need any special handling
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@ -275,136 +407,9 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) { |
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// It seems like these trigger vertex rendering
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// It seems like these trigger vertex rendering
|
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case PICA_REG_INDEX(pipeline.trigger_draw): |
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case PICA_REG_INDEX(pipeline.trigger_draw): |
|
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case PICA_REG_INDEX(pipeline.trigger_draw_indexed): { |
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|
MICROPROFILE_SCOPE(GPU_Drawing); |
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#if PICA_LOG_TEV
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|
DebugUtils::DumpTevStageConfig(regs.GetTevStages()); |
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#endif
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if (g_debug_context) |
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|
g_debug_context->OnEvent(DebugContext::Event::IncomingPrimitiveBatch, nullptr); |
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// Processes information about internal vertex attributes to figure out how a vertex is
|
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|
// loaded.
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|
// Later, these can be compiled and cached.
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|
const u32 base_address = regs.pipeline.vertex_attributes.GetPhysicalBaseAddress(); |
|
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|
|
VertexLoader loader(regs.pipeline); |
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|
|
// Load vertices
|
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|
|
bool is_indexed = (id == PICA_REG_INDEX(pipeline.trigger_draw_indexed)); |
|
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|
|
const auto& index_info = regs.pipeline.index_array; |
|
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|
|
const u8* index_address_8 = Memory::GetPhysicalPointer(base_address + 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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|
|
|
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|
|
PrimitiveAssembler<Shader::OutputVertex>& primitive_assembler = g_state.primitive_assembler; |
|
|
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|
|
|
|
|
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|
|
if (g_debug_context && g_debug_context->recorder) { |
|
|
|
|
|
for (int i = 0; i < 3; ++i) { |
|
|
|
|
|
const auto texture = regs.texturing.GetTextures()[i]; |
|
|
|
|
|
if (!texture.enabled) |
|
|
|
|
|
continue; |
|
|
|
|
|
|
|
|
|
|
|
u8* texture_data = Memory::GetPhysicalPointer(texture.config.GetPhysicalAddress()); |
|
|
|
|
|
g_debug_context->recorder->MemoryAccessed( |
|
|
|
|
|
texture_data, Pica::TexturingRegs::NibblesPerPixel(texture.format) * |
|
|
|
|
|
texture.config.width / 2 * texture.config.height, |
|
|
|
|
|
texture.config.GetPhysicalAddress()); |
|
|
|
|
|
} |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
DebugUtils::MemoryAccessTracker 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::AttributeBuffer, VERTEX_CACHE_SIZE> vertex_cache; |
|
|
|
|
|
Shader::AttributeBuffer vs_output; |
|
|
|
|
|
|
|
|
|
|
|
unsigned int vertex_cache_pos = 0; |
|
|
|
|
|
vertex_cache_ids.fill(-1); |
|
|
|
|
|
|
|
|
|
|
|
auto* shader_engine = Shader::GetEngine(); |
|
|
|
|
|
Shader::UnitState shader_unit; |
|
|
|
|
|
|
|
|
|
|
|
shader_engine->SetupBatch(g_state.vs, regs.vs.main_offset); |
|
|
|
|
|
|
|
|
|
|
|
g_state.geometry_pipeline.Reconfigure(); |
|
|
|
|
|
g_state.geometry_pipeline.Setup(shader_engine); |
|
|
|
|
|
if (g_state.geometry_pipeline.NeedIndexInput()) |
|
|
|
|
|
ASSERT(is_indexed); |
|
|
|
|
|
|
|
|
|
|
|
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.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.
|
|
|
|
|
|
ASSERT(vertex != -1); |
|
|
|
|
|
|
|
|
|
|
|
bool vertex_cache_hit = false; |
|
|
|
|
|
|
|
|
|
|
|
if (is_indexed) { |
|
|
|
|
|
if (g_state.geometry_pipeline.NeedIndexInput()) { |
|
|
|
|
|
g_state.geometry_pipeline.SubmitIndex(vertex); |
|
|
|
|
|
continue; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
if (g_debug_context && Pica::g_debug_context->recorder) { |
|
|
|
|
|
int size = index_u16 ? 2 : 1; |
|
|
|
|
|
memory_accesses.AddAccess(base_address + index_info.offset + size * index, |
|
|
|
|
|
size); |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
for (unsigned int i = 0; i < VERTEX_CACHE_SIZE; ++i) { |
|
|
|
|
|
if (vertex == vertex_cache_ids[i]) { |
|
|
|
|
|
vs_output = vertex_cache[i]; |
|
|
|
|
|
vertex_cache_hit = true; |
|
|
|
|
|
break; |
|
|
|
|
|
} |
|
|
|
|
|
} |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
if (!vertex_cache_hit) { |
|
|
|
|
|
// Initialize data for the current vertex
|
|
|
|
|
|
Shader::AttributeBuffer input; |
|
|
|
|
|
loader.LoadVertex(base_address, index, vertex, input, memory_accesses); |
|
|
|
|
|
|
|
|
|
|
|
// Send to vertex shader
|
|
|
|
|
|
if (g_debug_context) |
|
|
|
|
|
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, |
|
|
|
|
|
(void*)&input); |
|
|
|
|
|
shader_unit.LoadInput(regs.vs, input); |
|
|
|
|
|
shader_engine->Run(g_state.vs, shader_unit); |
|
|
|
|
|
shader_unit.WriteOutput(regs.vs, vs_output); |
|
|
|
|
|
|
|
|
|
|
|
if (is_indexed) { |
|
|
|
|
|
vertex_cache[vertex_cache_pos] = vs_output; |
|
|
|
|
|
vertex_cache_ids[vertex_cache_pos] = vertex; |
|
|
|
|
|
vertex_cache_pos = (vertex_cache_pos + 1) % VERTEX_CACHE_SIZE; |
|
|
|
|
|
} |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Send to geometry pipeline
|
|
|
|
|
|
g_state.geometry_pipeline.SubmitVertex(vs_output); |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
for (auto& range : memory_accesses.ranges) { |
|
|
|
|
|
g_debug_context->recorder->MemoryAccessed(Memory::GetPhysicalPointer(range.first), |
|
|
|
|
|
range.second, range.first); |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
VideoCore::g_renderer->Rasterizer()->DrawTriangles(); |
|
|
|
|
|
if (g_debug_context) { |
|
|
|
|
|
g_debug_context->OnEvent(DebugContext::Event::FinishedPrimitiveBatch, nullptr); |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
case PICA_REG_INDEX(pipeline.trigger_draw_indexed): |
|
|
|
|
|
Draw(id); |
|
|
break; |
|
|
break; |
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
case PICA_REG_INDEX(gs.bool_uniforms): |
|
|
case PICA_REG_INDEX(gs.bool_uniforms): |
|
|
WriteUniformBoolReg(g_state.gs, g_state.regs.gs.bool_uniforms.Value()); |
|
|
WriteUniformBoolReg(g_state.gs, g_state.regs.gs.bool_uniforms.Value()); |
|
|
|