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Merge pull request #1730 from hrydgard/vertex-loader
Merge pull request #1730 from hrydgard/vertex-loader
* Remove late accesses to attribute_config * Refactor: Extract VertexLoader from command_processor.cpp. Preparation for a similar concept to Dolphin or PPSSPP. These can be JIT-ed and cached. * Move "&" to their proper place, add missing includes and make some properly relative. * Don't keep base_address in the loader, it doesn't belong there (with it, the loader can't be cached). * Optimize the vertex loader, nearly doubling its speed. * Debugger fix * Move and rename the MemoryAccesses class to MemoryAccessTracker.nce_cpp
6 changed files with 210 additions and 121 deletions
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2src/video_core/CMakeLists.txt
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129src/video_core/command_processor.cpp
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30src/video_core/debug_utils/debug_utils.h
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2src/video_core/shader/shader.h
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140src/video_core/vertex_loader.cpp
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28src/video_core/vertex_loader.h
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#include <cmath>
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#include <string>
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#include "boost/range/algorithm/fill.hpp"
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#include "common/assert.h"
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#include "common/alignment.h"
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#include "common/bit_field.h"
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#include "common/common_funcs.h"
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#include "common/common_types.h"
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#include "common/logging/log.h"
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#include "core/memory.h"
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#include "video_core/debug_utils/debug_utils.h"
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#include "video_core/pica.h"
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#include "video_core/pica_state.h"
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#include "video_core/pica_types.h"
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#include "video_core/vertex_loader.h"
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namespace Pica { |
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void VertexLoader::Setup(const Pica::Regs& regs) { |
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const auto& attribute_config = regs.vertex_attributes; |
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num_total_attributes = attribute_config.GetNumTotalAttributes(); |
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boost::fill(vertex_attribute_sources, 0xdeadbeef); |
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for (int i = 0; i < 16; i++) { |
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vertex_attribute_is_default[i] = attribute_config.IsDefaultAttribute(i); |
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} |
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// Setup attribute data from loaders
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for (int loader = 0; loader < 12; ++loader) { |
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const auto& loader_config = attribute_config.attribute_loaders[loader]; |
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u32 offset = 0; |
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// TODO: What happens if a loader overwrites a previous one's data?
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for (unsigned component = 0; component < loader_config.component_count; ++component) { |
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if (component >= 12) { |
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LOG_ERROR(HW_GPU, "Overflow in the vertex attribute loader %u trying to load component %u", loader, component); |
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continue; |
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} |
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u32 attribute_index = loader_config.GetComponent(component); |
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if (attribute_index < 12) { |
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offset = Common::AlignUp(offset, attribute_config.GetElementSizeInBytes(attribute_index)); |
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vertex_attribute_sources[attribute_index] = loader_config.data_offset + offset; |
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vertex_attribute_strides[attribute_index] = static_cast<u32>(loader_config.byte_count); |
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vertex_attribute_formats[attribute_index] = attribute_config.GetFormat(attribute_index); |
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vertex_attribute_elements[attribute_index] = attribute_config.GetNumElements(attribute_index); |
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offset += attribute_config.GetStride(attribute_index); |
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} else if (attribute_index < 16) { |
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// Attribute ids 12, 13, 14 and 15 signify 4, 8, 12 and 16-byte paddings, respectively
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offset = Common::AlignUp(offset, 4); |
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offset += (attribute_index - 11) * 4; |
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} else { |
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UNREACHABLE(); // This is truly unreachable due to the number of bits for each component
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} |
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} |
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} |
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} |
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void VertexLoader::LoadVertex(u32 base_address, int index, int vertex, Shader::InputVertex& input, DebugUtils::MemoryAccessTracker& memory_accesses) { |
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for (int i = 0; i < num_total_attributes; ++i) { |
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if (vertex_attribute_elements[i] != 0) { |
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// Load per-vertex data from the loader arrays
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u32 source_addr = base_address + vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex; |
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if (g_debug_context && Pica::g_debug_context->recorder) { |
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memory_accesses.AddAccess(source_addr, vertex_attribute_elements[i] * ( |
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(vertex_attribute_formats[i] == Regs::VertexAttributeFormat::FLOAT) ? 4 |
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: (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? 2 : 1)); |
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} |
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switch (vertex_attribute_formats[i]) { |
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case Regs::VertexAttributeFormat::BYTE: |
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{ |
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const s8* srcdata = reinterpret_cast<const s8*>(Memory::GetPhysicalPointer(source_addr)); |
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for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) { |
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input.attr[i][comp] = float24::FromFloat32(srcdata[comp]); |
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} |
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break; |
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} |
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case Regs::VertexAttributeFormat::UBYTE: |
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{ |
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const u8* srcdata = reinterpret_cast<const u8*>(Memory::GetPhysicalPointer(source_addr)); |
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for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) { |
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input.attr[i][comp] = float24::FromFloat32(srcdata[comp]); |
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} |
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break; |
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} |
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case Regs::VertexAttributeFormat::SHORT: |
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{ |
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const s16* srcdata = reinterpret_cast<const s16*>(Memory::GetPhysicalPointer(source_addr)); |
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for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) { |
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input.attr[i][comp] = float24::FromFloat32(srcdata[comp]); |
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} |
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break; |
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} |
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case Regs::VertexAttributeFormat::FLOAT: |
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{ |
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const float* srcdata = reinterpret_cast<const float*>(Memory::GetPhysicalPointer(source_addr)); |
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for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) { |
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input.attr[i][comp] = float24::FromFloat32(srcdata[comp]); |
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} |
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break; |
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} |
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} |
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// Default attribute values set if array elements have < 4 components. This
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// is *not* carried over from the default attribute settings even if they're
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// enabled for this attribute.
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for (unsigned int comp = vertex_attribute_elements[i]; comp < 4; ++comp) { |
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input.attr[i][comp] = comp == 3 ? float24::FromFloat32(1.0f) : float24::FromFloat32(0.0f); |
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} |
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LOG_TRACE(HW_GPU, "Loaded %d components of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08x + 0x%04x: %f %f %f %f", |
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vertex_attribute_elements[i], i, vertex, index, |
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base_address, |
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vertex_attribute_sources[i], |
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vertex_attribute_strides[i] * vertex, |
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input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(), input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32()); |
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} else if (vertex_attribute_is_default[i]) { |
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// Load the default attribute if we're configured to do so
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input.attr[i] = g_state.vs.default_attributes[i]; |
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LOG_TRACE(HW_GPU, "Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)", |
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i, vertex, index, |
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input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(), |
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input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32()); |
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} else { |
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// TODO(yuriks): In this case, no data gets loaded and the vertex
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// remains with the last value it had. This isn't currently maintained
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// as global state, however, and so won't work in Citra yet.
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} |
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} |
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} |
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} // namespace Pica
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@ -0,0 +1,28 @@ |
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#pragma once |
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#include <iterator> |
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#include <algorithm> |
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#include "video_core/pica.h" |
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#include "video_core/shader/shader.h" |
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#include "video_core/debug_utils/debug_utils.h" |
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namespace Pica { |
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class VertexLoader { |
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public: |
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void Setup(const Pica::Regs& regs); |
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void LoadVertex(u32 base_address, int index, int vertex, Shader::InputVertex& input, DebugUtils::MemoryAccessTracker& memory_accesses); |
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int GetNumTotalAttributes() const { return num_total_attributes; } |
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private: |
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u32 vertex_attribute_sources[16]; |
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u32 vertex_attribute_strides[16] = {}; |
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Regs::VertexAttributeFormat vertex_attribute_formats[16] = {}; |
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u32 vertex_attribute_elements[16] = {}; |
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bool vertex_attribute_is_default[16]; |
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int num_total_attributes; |
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}; |
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} // namespace Pica |
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