Browse Source
Refactor: Extract VertexLoader from command_processor.cpp.
Refactor: Extract VertexLoader from command_processor.cpp.
Preparation for a similar concept to Dolphin or PPSSPP. These can be JIT-ed and cached.nce_cpp
5 changed files with 185 additions and 125 deletions
-
2src/video_core/CMakeLists.txt
-
134src/video_core/command_processor.cpp
-
2src/video_core/shader/shader.h
-
119src/video_core/vertex_loader.cpp
-
53src/video_core/vertex_loader.h
@ -0,0 +1,119 @@ |
|||
#include <cmath>
|
|||
#include <string>
|
|||
|
|||
#include "boost/range/algorithm/fill.hpp"
|
|||
|
|||
#include "common/assert.h"
|
|||
#include "common/alignment.h"
|
|||
#include "common/bit_field.h"
|
|||
#include "common/common_funcs.h"
|
|||
#include "common/common_types.h"
|
|||
#include "common/logging/log.h"
|
|||
|
|||
#include "core/memory.h"
|
|||
|
|||
#include "debug_utils/debug_utils.h"
|
|||
|
|||
#include "pica.h"
|
|||
#include "pica_state.h"
|
|||
#include "pica_types.h"
|
|||
#include "vertex_loader.h"
|
|||
|
|||
namespace Pica { |
|||
|
|||
void VertexLoader::Setup(const Pica::Regs ®s) { |
|||
const auto& attribute_config = regs.vertex_attributes; |
|||
base_address = attribute_config.GetPhysicalBaseAddress(); |
|||
num_total_attributes = attribute_config.GetNumTotalAttributes(); |
|||
|
|||
boost::fill(vertex_attribute_sources, 0xdeadbeef); |
|||
|
|||
for (int i = 0; i < 16; i++) { |
|||
vertex_attribute_is_default[i] = attribute_config.IsDefaultAttribute(i); |
|||
} |
|||
|
|||
// Setup attribute data from loaders
|
|||
for (int loader = 0; loader < 12; ++loader) { |
|||
const auto& loader_config = attribute_config.attribute_loaders[loader]; |
|||
|
|||
u32 offset = 0; |
|||
|
|||
// TODO: What happens if a loader overwrites a previous one's data?
|
|||
for (unsigned component = 0; component < loader_config.component_count; ++component) { |
|||
if (component >= 12) { |
|||
LOG_ERROR(HW_GPU, "Overflow in the vertex attribute loader %u trying to load component %u", loader, component); |
|||
continue; |
|||
} |
|||
|
|||
u32 attribute_index = loader_config.GetComponent(component); |
|||
if (attribute_index < 12) { |
|||
int element_size = attribute_config.GetElementSizeInBytes(attribute_index); |
|||
offset = Common::AlignUp(offset, element_size); |
|||
vertex_attribute_sources[attribute_index] = base_address + loader_config.data_offset + offset; |
|||
vertex_attribute_strides[attribute_index] = static_cast<u32>(loader_config.byte_count); |
|||
vertex_attribute_formats[attribute_index] = attribute_config.GetFormat(attribute_index); |
|||
vertex_attribute_elements[attribute_index] = attribute_config.GetNumElements(attribute_index); |
|||
vertex_attribute_element_size[attribute_index] = element_size; |
|||
offset += attribute_config.GetStride(attribute_index); |
|||
} else if (attribute_index < 16) { |
|||
// Attribute ids 12, 13, 14 and 15 signify 4, 8, 12 and 16-byte paddings, respectively
|
|||
offset = Common::AlignUp(offset, 4); |
|||
offset += (attribute_index - 11) * 4; |
|||
} else { |
|||
UNREACHABLE(); // This is truly unreachable due to the number of bits for each component
|
|||
} |
|||
} |
|||
} |
|||
} |
|||
|
|||
void VertexLoader::LoadVertex(int index, int vertex, Shader::InputVertex &input, MemoryAccesses &memory_accesses) { |
|||
for (int i = 0; i < num_total_attributes; ++i) { |
|||
if (vertex_attribute_elements[i] != 0) { |
|||
// Default attribute values set if array elements have < 4 components. This
|
|||
// is *not* carried over from the default attribute settings even if they're
|
|||
// enabled for this attribute.
|
|||
static const float24 zero = float24::FromFloat32(0.0f); |
|||
static const float24 one = float24::FromFloat32(1.0f); |
|||
input.attr[i] = Math::Vec4<float24>(zero, zero, zero, one); |
|||
|
|||
// Load per-vertex data from the loader arrays
|
|||
for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) { |
|||
u32 source_addr = vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i]; |
|||
const u8* srcdata = Memory::GetPhysicalPointer(source_addr); |
|||
|
|||
if (g_debug_context && Pica::g_debug_context->recorder) { |
|||
memory_accesses.AddAccess(source_addr, |
|||
(vertex_attribute_formats[i] == Regs::VertexAttributeFormat::FLOAT) ? 4 |
|||
: (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? 2 : 1); |
|||
} |
|||
|
|||
const float srcval = |
|||
(vertex_attribute_formats[i] == Regs::VertexAttributeFormat::BYTE) ? *reinterpret_cast<const s8*>(srcdata) : |
|||
(vertex_attribute_formats[i] == Regs::VertexAttributeFormat::UBYTE) ? *reinterpret_cast<const u8*>(srcdata) : |
|||
(vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? *reinterpret_cast<const s16*>(srcdata) : |
|||
*reinterpret_cast<const float*>(srcdata); |
|||
|
|||
input.attr[i][comp] = float24::FromFloat32(srcval); |
|||
LOG_TRACE(HW_GPU, "Loaded component %x of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08x + 0x%04x: %f", |
|||
comp, i, vertex, index, |
|||
base_address, |
|||
vertex_attribute_sources[i] - base_address, |
|||
vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i], |
|||
input.attr[i][comp].ToFloat32()); |
|||
} |
|||
} else if (vertex_attribute_is_default[i]) { |
|||
// Load the default attribute if we're configured to do so
|
|||
input.attr[i] = g_state.vs.default_attributes[i]; |
|||
LOG_TRACE(HW_GPU, "Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)", |
|||
i, vertex, index, |
|||
input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(), |
|||
input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32()); |
|||
} else { |
|||
// TODO(yuriks): In this case, no data gets loaded and the vertex
|
|||
// remains with the last value it had. This isn't currently maintained
|
|||
// as global state, however, and so won't work in Citra yet.
|
|||
} |
|||
} |
|||
} |
|||
|
|||
} // namespace Pica
|
|||
@ -0,0 +1,53 @@ |
|||
#pragma once |
|||
|
|||
#include "video_core/pica.h" |
|||
#include "video_core/shader/shader.h" |
|||
|
|||
namespace Pica { |
|||
|
|||
class MemoryAccesses { |
|||
/// Combine overlapping and close ranges |
|||
void SimplifyRanges() { |
|||
for (auto it = ranges.begin(); it != ranges.end(); ++it) { |
|||
// NOTE: We add 32 to the range end address to make sure "close" ranges are combined, too |
|||
auto it2 = std::next(it); |
|||
while (it2 != ranges.end() && it->first + it->second + 32 >= it2->first) { |
|||
it->second = std::max(it->second, it2->first + it2->second - it->first); |
|||
it2 = ranges.erase(it2); |
|||
} |
|||
} |
|||
} |
|||
|
|||
public: |
|||
/// Record a particular memory access in the list |
|||
void AddAccess(u32 paddr, u32 size) { |
|||
// Create new range or extend existing one |
|||
ranges[paddr] = std::max(ranges[paddr], size); |
|||
|
|||
// Simplify ranges... |
|||
SimplifyRanges(); |
|||
} |
|||
|
|||
/// Map of accessed ranges (mapping start address to range size) |
|||
std::map<u32, u32> ranges; |
|||
}; |
|||
|
|||
class VertexLoader { |
|||
public: |
|||
void Setup(const Pica::Regs ®s); |
|||
void LoadVertex(int index, int vertex, Shader::InputVertex &input, MemoryAccesses &memory_accesses); |
|||
|
|||
u32 GetPhysicalBaseAddress() const { return base_address; } |
|||
int GetNumTotalAttributes() const { return num_total_attributes; } |
|||
private: |
|||
u32 vertex_attribute_sources[16]; |
|||
u32 vertex_attribute_strides[16] = {}; |
|||
Regs::VertexAttributeFormat vertex_attribute_formats[16] = {}; |
|||
u32 vertex_attribute_elements[16] = {}; |
|||
u32 vertex_attribute_element_size[16] = {}; |
|||
bool vertex_attribute_is_default[16]; |
|||
u32 base_address; |
|||
int num_total_attributes; |
|||
}; |
|||
|
|||
} // namespace Pica |
|||
Write
Preview
Loading…
Cancel
Save
Reference in new issue