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https://github.com/Lime3DS/Lime3DS
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47ff008817
Preparation for a similar concept to Dolphin or PPSSPP. These can be JIT-ed and cached.
119 lines
No EOL
5.7 KiB
C++
119 lines
No EOL
5.7 KiB
C++
#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 "debug_utils/debug_utils.h"
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#include "pica.h"
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#include "pica_state.h"
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#include "pica_types.h"
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#include "vertex_loader.h"
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namespace Pica {
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void VertexLoader::Setup(const Pica::Regs ®s) {
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const auto& attribute_config = regs.vertex_attributes;
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base_address = attribute_config.GetPhysicalBaseAddress();
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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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int element_size = attribute_config.GetElementSizeInBytes(attribute_index);
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offset = Common::AlignUp(offset, element_size);
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vertex_attribute_sources[attribute_index] = base_address + 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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vertex_attribute_element_size[attribute_index] = element_size;
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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(int index, int vertex, Shader::InputVertex &input, MemoryAccesses &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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// 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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static const float24 zero = float24::FromFloat32(0.0f);
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static const float24 one = float24::FromFloat32(1.0f);
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input.attr[i] = Math::Vec4<float24>(zero, zero, zero, one);
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// Load per-vertex data from the loader arrays
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for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
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u32 source_addr = vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i];
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const u8* srcdata = Memory::GetPhysicalPointer(source_addr);
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if (g_debug_context && Pica::g_debug_context->recorder) {
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memory_accesses.AddAccess(source_addr,
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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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const float srcval =
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(vertex_attribute_formats[i] == Regs::VertexAttributeFormat::BYTE) ? *reinterpret_cast<const s8*>(srcdata) :
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(vertex_attribute_formats[i] == Regs::VertexAttributeFormat::UBYTE) ? *reinterpret_cast<const u8*>(srcdata) :
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(vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? *reinterpret_cast<const s16*>(srcdata) :
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*reinterpret_cast<const float*>(srcdata);
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input.attr[i][comp] = float24::FromFloat32(srcval);
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LOG_TRACE(HW_GPU, "Loaded component %x of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08x + 0x%04x: %f",
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comp, i, vertex, index,
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base_address,
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vertex_attribute_sources[i] - base_address,
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vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i],
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input.attr[i][comp].ToFloat32());
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}
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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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