mirror of
https://github.com/wheremyfoodat/Panda3DS.git
synced 2025-05-05 19:54:49 +12:00
Introduce "Renderer" abstraction layer
Adds a `renderer` class for which a rendering backend must implement and will conditionally use OpenGL in the case that `ENABLE_GL` is enabled.
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d664d5caf0
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2a1683ba62
9 changed files with 224 additions and 156 deletions
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@ -2,19 +2,28 @@
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#include <array>
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#include <bitset>
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#include <cstdio>
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#include <cstddef>
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#include <cstdio>
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#include "PICA/float_types.hpp"
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#include "PICA/regs.hpp"
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#if ENABLE_OPENGL
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#include "renderer_gl/renderer_gl.hpp"
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#endif
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using namespace Floats;
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// Note: For when we have multiple backends, the GL state manager can stay here and have the constructor for the Vulkan-or-whatever renderer ignore it
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// Thus, our GLStateManager being here does not negatively impact renderer-agnosticness
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GPU::GPU(Memory& mem, GLStateManager& gl, EmulatorConfig& config) : mem(mem), renderer(*this, gl, regs), config(config) {
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GPU::GPU(Memory& mem, EmulatorConfig& config) : mem(mem), config(config) {
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vram = new u8[vramSize];
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mem.setVRAM(vram); // Give the bus a pointer to our VRAM
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mem.setVRAM(vram); // Give the bus a pointer to our VRAM
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// TODO: configurable backend
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#if ENABLE_OPENGL
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renderer.reset(new RendererGL(*this, regs));
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#endif
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}
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void GPU::reset() {
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@ -41,7 +50,7 @@ void GPU::reset() {
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e.config2 = 0;
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}
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renderer.reset();
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renderer->reset();
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}
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// Call the correct version of drawArrays based on whether this is an indexed draw (first template parameter)
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@ -73,15 +82,14 @@ void GPU::drawArrays() {
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// Base address for vertex attributes
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// The vertex base is always on a quadword boundary because the PICA does weird alignment shit any time possible
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const u32 vertexBase = ((regs[PICA::InternalRegs::VertexAttribLoc] >> 1) & 0xfffffff) * 16;
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const u32 vertexCount = regs[PICA::InternalRegs::VertexCountReg]; // Total # of vertices to transfer
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const u32 vertexCount = regs[PICA::InternalRegs::VertexCountReg]; // Total # of vertices to transfer
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// Configures the type of primitive and the number of vertex shader outputs
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const u32 primConfig = regs[PICA::InternalRegs::PrimitiveConfig];
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const PICA::PrimType primType = static_cast<PICA::PrimType>(Helpers::getBits<8, 2>(primConfig));
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if (vertexCount > Renderer::vertexBufferSize) Helpers::panic("[PICA] vertexCount > vertexBufferSize");
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if ((primType == PICA::PrimType::TriangleList && vertexCount % 3) ||
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(primType == PICA::PrimType::TriangleStrip && vertexCount < 3) ||
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if ((primType == PICA::PrimType::TriangleList && vertexCount % 3) || (primType == PICA::PrimType::TriangleStrip && vertexCount < 3) ||
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(primType == PICA::PrimType::TriangleFan && vertexCount < 3)) {
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Helpers::panic("Invalid vertex count for primitive. Type: %d, vert count: %d\n", primType, vertexCount);
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}
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@ -89,10 +97,10 @@ void GPU::drawArrays() {
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// Get the configuration for the index buffer, used only for indexed drawing
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u32 indexBufferConfig = regs[PICA::InternalRegs::IndexBufferConfig];
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u32 indexBufferPointer = vertexBase + (indexBufferConfig & 0xfffffff);
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bool shortIndex = Helpers::getBit<31>(indexBufferConfig); // Indicates whether vert indices are 16-bit or 8-bit
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bool shortIndex = Helpers::getBit<31>(indexBufferConfig); // Indicates whether vert indices are 16-bit or 8-bit
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// Stuff the global attribute config registers in one u64 to make attr parsing easier
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// TODO: Cache this when the vertex attribute format registers are written to
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// TODO: Cache this when the vertex attribute format registers are written to
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u64 vertexCfg = u64(regs[PICA::InternalRegs::AttribFormatLow]) | (u64(regs[PICA::InternalRegs::AttribFormatHigh]) << 32);
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if constexpr (!indexed) {
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@ -111,24 +119,24 @@ void GPU::drawArrays() {
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constexpr size_t vertexCacheSize = 64;
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struct {
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std::bitset<vertexCacheSize> validBits{0}; // Shows which tags are valid. If the corresponding bit is 1, then there's an entry
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std::array<u32, vertexCacheSize> ids; // IDs (ie indices of the cached vertices in the 3DS vertex buffer)
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std::array<u32, vertexCacheSize> bufferPositions; // Positions of the cached vertices in our own vertex buffer
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std::bitset<vertexCacheSize> validBits{0}; // Shows which tags are valid. If the corresponding bit is 1, then there's an entry
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std::array<u32, vertexCacheSize> ids; // IDs (ie indices of the cached vertices in the 3DS vertex buffer)
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std::array<u32, vertexCacheSize> bufferPositions; // Positions of the cached vertices in our own vertex buffer
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} vertexCache;
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for (u32 i = 0; i < vertexCount; i++) {
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u32 vertexIndex; // Index of the vertex in the VBO for indexed rendering
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u32 vertexIndex; // Index of the vertex in the VBO for indexed rendering
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if constexpr (!indexed) {
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vertexIndex = i + regs[PICA::InternalRegs::VertexOffsetReg];
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} else {
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if (shortIndex) {
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auto ptr = getPointerPhys<u16>(indexBufferPointer);
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vertexIndex = *ptr; // TODO: This is very unsafe
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vertexIndex = *ptr; // TODO: This is very unsafe
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indexBufferPointer += 2;
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} else {
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auto ptr = getPointerPhys<u8>(indexBufferPointer);
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vertexIndex = *ptr; // TODO: This is also very unsafe
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vertexIndex = *ptr; // TODO: This is also very unsafe
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indexBufferPointer += 1;
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}
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}
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@ -152,22 +160,22 @@ void GPU::drawArrays() {
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}
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int attrCount = 0;
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int buffer = 0; // Vertex buffer index for non-fixed attributes
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int buffer = 0; // Vertex buffer index for non-fixed attributes
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while (attrCount < totalAttribCount) {
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// Check if attribute is fixed or not
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if (fixedAttribMask & (1 << attrCount)) { // Fixed attribute
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vec4f& fixedAttr = shaderUnit.vs.fixedAttributes[attrCount]; // TODO: Is this how it works?
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if (fixedAttribMask & (1 << attrCount)) { // Fixed attribute
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vec4f& fixedAttr = shaderUnit.vs.fixedAttributes[attrCount]; // TODO: Is this how it works?
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vec4f& inputAttr = currentAttributes[attrCount];
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std::memcpy(&inputAttr, &fixedAttr, sizeof(vec4f)); // Copy fixed attr to input attr
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std::memcpy(&inputAttr, &fixedAttr, sizeof(vec4f)); // Copy fixed attr to input attr
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attrCount++;
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} else { // Non-fixed attribute
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auto& attr = attributeInfo[buffer]; // Get information for this attribute
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u64 attrCfg = attr.getConfigFull(); // Get config1 | (config2 << 32)
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} else { // Non-fixed attribute
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auto& attr = attributeInfo[buffer]; // Get information for this attribute
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u64 attrCfg = attr.getConfigFull(); // Get config1 | (config2 << 32)
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u32 attrAddress = vertexBase + attr.offset + (vertexIndex * attr.size);
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for (int j = 0; j < attr.componentCount; j++) {
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uint index = (attrCfg >> (j * 4)) & 0xf; // Get index of attribute in vertexCfg
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uint index = (attrCfg >> (j * 4)) & 0xf; // Get index of attribute in vertexCfg
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// Vertex attributes used as padding
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// 12, 13, 14 and 15 are equivalent to 4, 8, 12 and 16 bytes of padding respectively
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@ -179,15 +187,15 @@ void GPU::drawArrays() {
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}
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u32 attribInfo = (vertexCfg >> (index * 4)) & 0xf;
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u32 attribType = attribInfo & 0x3; // Type of attribute(sbyte/ubyte/short/float)
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u32 size = (attribInfo >> 2) + 1; // Total number of components
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u32 attribType = attribInfo & 0x3; // Type of attribute(sbyte/ubyte/short/float)
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u32 size = (attribInfo >> 2) + 1; // Total number of components
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//printf("vertex_attribute_strides[%d] = %d\n", attrCount, attr.size);
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// printf("vertex_attribute_strides[%d] = %d\n", attrCount, attr.size);
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vec4f& attribute = currentAttributes[attrCount];
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uint component; // Current component
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uint component; // Current component
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switch (attribType) {
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case 0: { // Signed byte
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case 0: { // Signed byte
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s8* ptr = getPointerPhys<s8>(attrAddress);
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for (component = 0; component < size; component++) {
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float val = static_cast<float>(*ptr++);
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break;
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}
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case 1: { // Unsigned byte
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case 1: { // Unsigned byte
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u8* ptr = getPointerPhys<u8>(attrAddress);
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for (component = 0; component < size; component++) {
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float val = static_cast<float>(*ptr++);
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@ -207,7 +215,7 @@ void GPU::drawArrays() {
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break;
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}
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case 2: { // Short
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case 2: { // Short
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s16* ptr = getPointerPhys<s16>(attrAddress);
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for (component = 0; component < size; component++) {
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float val = static_cast<float>(*ptr++);
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break;
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}
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case 3: { // Float
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case 3: { // Float
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float* ptr = getPointerPhys<float>(attrAddress);
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for (component = 0; component < size; component++) {
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float val = *ptr++;
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@ -251,8 +259,8 @@ void GPU::drawArrays() {
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const u32 mapping = (inputAttrCfg >> (j * 4)) & 0xf;
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std::memcpy(&shaderUnit.vs.inputs[mapping], ¤tAttributes[j], sizeof(vec4f));
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}
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if constexpr (useShaderJIT) {
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if constexpr (useShaderJIT) {
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shaderJIT.run(shaderUnit.vs);
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} else {
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shaderUnit.vs.run();
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@ -264,14 +272,14 @@ void GPU::drawArrays() {
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for (int i = 0; i < totalShaderOutputs; i++) {
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const u32 config = regs[PICA::InternalRegs::ShaderOutmap0 + i];
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for (int j = 0; j < 4; j++) { // pls unroll
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for (int j = 0; j < 4; j++) { // pls unroll
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const u32 mapping = (config >> (j * 8)) & 0x1F;
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out.raw[mapping] = shaderUnit.vs.outputs[i][j];
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}
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}
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}
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renderer.drawVertices(primType, std::span(vertices).first(vertexCount));
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renderer->drawVertices(primType, std::span(vertices).first(vertexCount));
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}
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PICA::Vertex GPU::getImmediateModeVertex() {
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@ -289,7 +297,9 @@ PICA::Vertex GPU::getImmediateModeVertex() {
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std::memcpy(&v.s.colour, &shaderUnit.vs.outputs[1], sizeof(vec4f));
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std::memcpy(&v.s.texcoord0, &shaderUnit.vs.outputs[2], 2 * sizeof(f24));
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printf("(x, y, z, w) = (%f, %f, %f, %f)\n", (double)v.s.positions[0], (double)v.s.positions[1], (double)v.s.positions[2], (double)v.s.positions[3]);
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printf(
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"(x, y, z, w) = (%f, %f, %f, %f)\n", (double)v.s.positions[0], (double)v.s.positions[1], (double)v.s.positions[2], (double)v.s.positions[3]
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);
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printf("(r, g, b, a) = (%f, %f, %f, %f)\n", (double)v.s.colour[0], (double)v.s.colour[1], (double)v.s.colour[2], (double)v.s.colour[3]);
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printf("(u, v ) = (%f, %f)\n", (double)v.s.texcoord0[0], (double)v.s.texcoord0[1]);
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