mirror of
https://github.com/Lime3DS/Lime3DS
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161 lines
7.3 KiB
C++
161 lines
7.3 KiB
C++
#include <memory>
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#include "common/alignment.h"
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#include "common/assert.h"
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#include "common/bit_field.h"
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#include "common/common_types.h"
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#include "common/logging/log.h"
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#include "common/vector_math.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_state.h"
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#include "video_core/pica_types.h"
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#include "video_core/regs_pipeline.h"
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#include "video_core/shader/shader.h"
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#include "video_core/vertex_loader.h"
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#include "video_core/video_core.h"
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namespace Pica {
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void VertexLoader::Setup(const PipelineRegs& regs) {
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ASSERT_MSG(!is_setup, "VertexLoader is not intended to be setup more than once.");
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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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vertex_attribute_sources.fill(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,
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"Overflow in the vertex attribute loader {} trying to load component {}",
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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,
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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] =
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static_cast<u32>(loader_config.byte_count);
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vertex_attribute_formats[attribute_index] =
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attribute_config.GetFormat(attribute_index);
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vertex_attribute_elements[attribute_index] =
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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,
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// 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
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// component
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}
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}
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}
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is_setup = true;
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}
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void VertexLoader::LoadVertex(u32 base_address, int index, int vertex,
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Shader::AttributeBuffer& input,
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DebugUtils::MemoryAccessTracker& memory_accesses) {
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ASSERT_MSG(is_setup, "A VertexLoader needs to be setup before loading vertices.");
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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 =
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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(
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source_addr,
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vertex_attribute_elements[i] *
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((vertex_attribute_formats[i] == PipelineRegs::VertexAttributeFormat::FLOAT)
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? 4
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: (vertex_attribute_formats[i] ==
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PipelineRegs::VertexAttributeFormat::SHORT)
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? 2
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: 1));
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}
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switch (vertex_attribute_formats[i]) {
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case PipelineRegs::VertexAttributeFormat::BYTE: {
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const s8* srcdata = reinterpret_cast<const s8*>(
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VideoCore::g_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] = f24::FromFloat32(srcdata[comp]);
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}
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break;
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}
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case PipelineRegs::VertexAttributeFormat::UBYTE: {
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const u8* srcdata = reinterpret_cast<const u8*>(
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VideoCore::g_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] = f24::FromFloat32(srcdata[comp]);
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}
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break;
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}
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case PipelineRegs::VertexAttributeFormat::SHORT: {
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const s16* srcdata = reinterpret_cast<const s16*>(
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VideoCore::g_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] = f24::FromFloat32(srcdata[comp]);
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}
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break;
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}
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case PipelineRegs::VertexAttributeFormat::FLOAT: {
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const float* srcdata = reinterpret_cast<const float*>(
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VideoCore::g_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] = f24::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 ? f24::One() : f24::Zero();
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}
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LOG_TRACE(HW_GPU,
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"Loaded {} components of attribute {:x} for vertex {:x} (index {:x}) from "
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"0x{:08x} + 0x{:08x} + 0x{:04x}: {} {} {} {}",
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vertex_attribute_elements[i], i, vertex, index, base_address,
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vertex_attribute_sources[i], vertex_attribute_strides[i] * vertex,
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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 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.input_default_attributes.attr[i];
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LOG_TRACE(
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HW_GPU,
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"Loaded default attribute {:x} for vertex {:x} (index {:x}): ({}, {}, {}, {})", i,
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vertex, index, 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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