mirror of
https://github.com/wheremyfoodat/Panda3DS.git
synced 2025-04-20 12:39:13 +12:00
Merge pull request #98 from Wunkolo/modular-gl
Allow conditional OpenGL rendering backend
This commit is contained in:
commit
786c3e8a5c
18 changed files with 545 additions and 407 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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#ifdef PANDA3DS_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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#ifdef PANDA3DS_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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@ -197,7 +205,7 @@ void GPU::drawArrays() {
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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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@ -217,7 +225,7 @@ void GPU::drawArrays() {
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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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@ -1,11 +1,12 @@
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#include "PICA/gpu.hpp"
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#include "PICA/regs.hpp"
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#include "PICA/gpu.hpp"
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using namespace Floats;
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using namespace Helpers;
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u32 GPU::readReg(u32 address) {
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if (address >= 0x1EF01000 && address < 0x1EF01C00) { // Internal registers
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if (address >= 0x1EF01000 && address < 0x1EF01C00) { // Internal registers
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const u32 index = (address - 0x1EF01000) / sizeof(u32);
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return readInternalReg(index);
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} else {
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@ -15,7 +16,7 @@ u32 GPU::readReg(u32 address) {
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}
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void GPU::writeReg(u32 address, u32 value) {
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if (address >= 0x1EF01000 && address < 0x1EF01C00) { // Internal registers
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if (address >= 0x1EF01000 && address < 0x1EF01C00) { // Internal registers
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const u32 index = (address - 0x1EF01000) / sizeof(u32);
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writeInternalReg(index, value, 0xffffffff);
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} else {
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@ -59,7 +60,7 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
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}
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u32 currentValue = regs[index];
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u32 newValue = (currentValue & ~mask) | (value & mask); // Only overwrite the bits specified by "mask"
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u32 newValue = (currentValue & ~mask) | (value & mask); // Only overwrite the bits specified by "mask"
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regs[index] = newValue;
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// TODO: Figure out if things like the shader index use the unmasked value or the masked one
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@ -74,38 +75,38 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
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break;
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case AttribFormatHigh:
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totalAttribCount = (value >> 28) + 1; // Total number of vertex attributes
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fixedAttribMask = getBits<16, 12>(value); // Determines which vertex attributes are fixed for all vertices
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totalAttribCount = (value >> 28) + 1; // Total number of vertex attributes
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fixedAttribMask = getBits<16, 12>(value); // Determines which vertex attributes are fixed for all vertices
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break;
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case ColourBufferLoc: {
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u32 loc = (value & 0x0fffffff) << 3;
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renderer.setColourBufferLoc(loc);
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renderer->setColourBufferLoc(loc);
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break;
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};
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case ColourBufferFormat: {
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u32 format = getBits<16, 3>(value);
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renderer.setColourFormat(static_cast<PICA::ColorFmt>(format));
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renderer->setColourFormat(static_cast<PICA::ColorFmt>(format));
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break;
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}
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case DepthBufferLoc: {
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u32 loc = (value & 0x0fffffff) << 3;
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renderer.setDepthBufferLoc(loc);
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renderer->setDepthBufferLoc(loc);
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break;
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}
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case DepthBufferFormat: {
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u32 format = value & 0x3;
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renderer.setDepthFormat(static_cast<PICA::DepthFmt>(format));
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renderer->setDepthFormat(static_cast<PICA::DepthFmt>(format));
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break;
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}
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case FramebufferSize: {
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const u32 width = value & 0x7ff;
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const u32 height = getBits<12, 10>(value) + 1;
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renderer.setFBSize(width, height);
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renderer->setFBSize(width, height);
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break;
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}
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@ -116,7 +117,7 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
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case LightingLUTData4:
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case LightingLUTData5:
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case LightingLUTData6:
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case LightingLUTData7:{
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case LightingLUTData7: {
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const uint32_t index = regs[LightingLUTIndex]; // Get full LUT index register
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const uint32_t lutID = getBits<8, 5>(index); // Get which LUT we're actually writing to
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uint32_t lutIndex = getBits<0, 8>(index); // And get the index inside the LUT we're writing to
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@ -133,15 +134,22 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
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break;
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}
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case VertexFloatUniformIndex:
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case VertexFloatUniformIndex: {
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shaderUnit.vs.setFloatUniformIndex(value);
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break;
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}
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case VertexFloatUniformData0: case VertexFloatUniformData1: case VertexFloatUniformData2:
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case VertexFloatUniformData3: case VertexFloatUniformData4: case VertexFloatUniformData5:
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case VertexFloatUniformData6: case VertexFloatUniformData7:
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case VertexFloatUniformData0:
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case VertexFloatUniformData1:
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case VertexFloatUniformData2:
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case VertexFloatUniformData3:
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case VertexFloatUniformData4:
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case VertexFloatUniformData5:
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case VertexFloatUniformData6:
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case VertexFloatUniformData7: {
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shaderUnit.vs.uploadFloatUniform(value);
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break;
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}
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case FixedAttribIndex:
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fixedAttribCount = 0;
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@ -162,7 +170,9 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
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}
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break;
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case FixedAttribData0: case FixedAttribData1: case FixedAttribData2:
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case FixedAttribData0:
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case FixedAttribData1:
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case FixedAttribData2:
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fixedAttrBuff[fixedAttribCount++] = value;
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if (fixedAttribCount == 3) {
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@ -170,15 +180,15 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
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vec4f attr;
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// These are stored in the reverse order anyone would expect them to be in
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attr.x() = f24::fromRaw(fixedAttrBuff[2] & 0xffffff);
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attr.y() = f24::fromRaw(((fixedAttrBuff[1] & 0xffff) << 8) | (fixedAttrBuff[2] >> 24));
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attr.z() = f24::fromRaw(((fixedAttrBuff[0] & 0xff) << 16) | (fixedAttrBuff[1] >> 16));
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attr.w() = f24::fromRaw(fixedAttrBuff[0] >> 8);
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attr[0] = f24::fromRaw(fixedAttrBuff[2] & 0xffffff);
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attr[1] = f24::fromRaw(((fixedAttrBuff[1] & 0xffff) << 8) | (fixedAttrBuff[2] >> 24));
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attr[2] = f24::fromRaw(((fixedAttrBuff[0] & 0xff) << 16) | (fixedAttrBuff[1] >> 16));
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attr[3] = f24::fromRaw(fixedAttrBuff[0] >> 8);
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// If the fixed attribute index is < 12, we're just writing to one of the fixed attributes
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if (fixedAttribIndex < 12) [[likely]] {
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shaderUnit.vs.fixedAttributes[fixedAttribIndex++] = attr;
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} else if (fixedAttribIndex == 15) { // Otherwise if it's 15, we're submitting an immediate mode vertex
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} else if (fixedAttribIndex == 15) { // Otherwise if it's 15, we're submitting an immediate mode vertex
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const uint totalAttrCount = (regs[PICA::InternalRegs::VertexShaderAttrNum] & 0xf) + 1;
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if (totalAttrCount <= immediateModeAttrIndex) {
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printf("Broken state in the immediate mode vertex submission pipeline. Failing silently\n");
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@ -199,13 +209,15 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
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// If we've reached 3 verts, issue a draw call
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// Handle rendering depending on the primitive type
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if (immediateModeVertIndex == 3) {
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renderer.drawVertices(PICA::PrimType::TriangleList, immediateModeVertices);
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renderer->drawVertices(PICA::PrimType::TriangleList, immediateModeVertices);
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switch (primType) {
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||||
// Triangle or geometry primitive. Draw a triangle and discard all vertices
|
||||
case 0: case 3:
|
||||
case 0:
|
||||
case 3: {
|
||||
immediateModeVertIndex = 0;
|
||||
break;
|
||||
}
|
||||
|
||||
// Triangle strip. Draw triangle, discard first vertex and keep the last 2
|
||||
case 1:
|
||||
|
@ -223,54 +235,72 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
|
|||
}
|
||||
}
|
||||
}
|
||||
} else { // Writing to fixed attributes 13 and 14 probably does nothing, but we'll see
|
||||
} else { // Writing to fixed attributes 13 and 14 probably does nothing, but we'll see
|
||||
log("Wrote to invalid fixed vertex attribute %d\n", fixedAttribIndex);
|
||||
}
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case VertexShaderOpDescriptorIndex:
|
||||
case VertexShaderOpDescriptorIndex: {
|
||||
shaderUnit.vs.setOpDescriptorIndex(value);
|
||||
break;
|
||||
}
|
||||
|
||||
case VertexShaderOpDescriptorData0: case VertexShaderOpDescriptorData1: case VertexShaderOpDescriptorData2:
|
||||
case VertexShaderOpDescriptorData3: case VertexShaderOpDescriptorData4: case VertexShaderOpDescriptorData5:
|
||||
case VertexShaderOpDescriptorData6: case VertexShaderOpDescriptorData7:
|
||||
case VertexShaderOpDescriptorData0:
|
||||
case VertexShaderOpDescriptorData1:
|
||||
case VertexShaderOpDescriptorData2:
|
||||
case VertexShaderOpDescriptorData3:
|
||||
case VertexShaderOpDescriptorData4:
|
||||
case VertexShaderOpDescriptorData5:
|
||||
case VertexShaderOpDescriptorData6:
|
||||
case VertexShaderOpDescriptorData7: {
|
||||
shaderUnit.vs.uploadDescriptor(value);
|
||||
break;
|
||||
}
|
||||
|
||||
case VertexBoolUniform:
|
||||
case VertexBoolUniform: {
|
||||
shaderUnit.vs.boolUniform = value & 0xffff;
|
||||
break;
|
||||
}
|
||||
|
||||
case VertexIntUniform0: case VertexIntUniform1: case VertexIntUniform2: case VertexIntUniform3:
|
||||
case VertexIntUniform0:
|
||||
case VertexIntUniform1:
|
||||
case VertexIntUniform2:
|
||||
case VertexIntUniform3: {
|
||||
shaderUnit.vs.uploadIntUniform(index - VertexIntUniform0, value);
|
||||
break;
|
||||
}
|
||||
|
||||
case VertexShaderData0: case VertexShaderData1: case VertexShaderData2: case VertexShaderData3:
|
||||
case VertexShaderData4: case VertexShaderData5: case VertexShaderData6: case VertexShaderData7:
|
||||
case VertexShaderData0:
|
||||
case VertexShaderData1:
|
||||
case VertexShaderData2:
|
||||
case VertexShaderData3:
|
||||
case VertexShaderData4:
|
||||
case VertexShaderData5:
|
||||
case VertexShaderData6:
|
||||
case VertexShaderData7: {
|
||||
shaderUnit.vs.uploadWord(value);
|
||||
break;
|
||||
}
|
||||
|
||||
case VertexShaderEntrypoint:
|
||||
case VertexShaderEntrypoint: {
|
||||
shaderUnit.vs.entrypoint = value & 0xffff;
|
||||
break;
|
||||
}
|
||||
|
||||
case VertexShaderTransferEnd:
|
||||
if (value != 0) shaderUnit.vs.finalize();
|
||||
break;
|
||||
|
||||
case VertexShaderTransferIndex:
|
||||
shaderUnit.vs.setBufferIndex(value);
|
||||
break;
|
||||
case VertexShaderTransferIndex: shaderUnit.vs.setBufferIndex(value); break;
|
||||
|
||||
// Command lists can write to the command processor registers and change the command list stream
|
||||
// Several games are known to do this, including New Super Mario Bros 2 and Super Mario 3D Land
|
||||
case CmdBufTrigger0:
|
||||
case CmdBufTrigger1: {
|
||||
if (value != 0) { // A non-zero value triggers command list processing
|
||||
int bufferIndex = index - CmdBufTrigger0; // Index of the command buffer to execute (0 or 1)
|
||||
if (value != 0) { // A non-zero value triggers command list processing
|
||||
int bufferIndex = index - CmdBufTrigger0; // Index of the command buffer to execute (0 or 1)
|
||||
u32 addr = (regs[CmdBufAddr0 + bufferIndex] & 0xfffffff) << 3;
|
||||
u32 size = (regs[CmdBufSize0 + bufferIndex] & 0xfffff) << 3;
|
||||
|
||||
|
@ -285,15 +315,13 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
|
|||
default:
|
||||
// Vertex attribute registers
|
||||
if (index >= AttribInfoStart && index <= AttribInfoEnd) {
|
||||
uint attributeIndex = (index - AttribInfoStart) / 3; // Which attribute are we writing to
|
||||
uint reg = (index - AttribInfoStart) % 3; // Which of this attribute's registers are we writing to?
|
||||
uint attributeIndex = (index - AttribInfoStart) / 3; // Which attribute are we writing to
|
||||
uint reg = (index - AttribInfoStart) % 3; // Which of this attribute's registers are we writing to?
|
||||
auto& attr = attributeInfo[attributeIndex];
|
||||
|
||||
switch (reg) {
|
||||
case 0: attr.offset = value & 0xfffffff; break; // Attribute offset
|
||||
case 1:
|
||||
attr.config1 = value;
|
||||
break;
|
||||
case 0: attr.offset = value & 0xfffffff; break; // Attribute offset
|
||||
case 1: attr.config1 = value; break;
|
||||
case 2:
|
||||
attr.config2 = value;
|
||||
attr.size = getBits<16, 8>(value);
|
||||
|
@ -339,13 +367,13 @@ void GPU::startCommandList(u32 addr, u32 size) {
|
|||
|
||||
u32 id = header & 0xffff;
|
||||
u32 paramMaskIndex = getBits<16, 4>(header);
|
||||
u32 paramCount = getBits<20, 8>(header); // Number of additional parameters
|
||||
u32 paramCount = getBits<20, 8>(header); // Number of additional parameters
|
||||
// Bit 31 tells us whether this command is going to write to multiple sequential registers (if the bit is 1)
|
||||
// Or if all written values will go to the same register (If the bit is 0). It's essentially the value that
|
||||
// gets added to the "id" field after each register write
|
||||
bool consecutiveWritingMode = (header >> 31) != 0;
|
||||
|
||||
u32 mask = maskLUT[paramMaskIndex]; // Actual parameter mask
|
||||
u32 mask = maskLUT[paramMaskIndex]; // Actual parameter mask
|
||||
// Increment the ID by 1 after each write if we're in consecutive mode, or 0 otherwise
|
||||
u32 idIncrement = (consecutiveWritingMode) ? 1 : 0;
|
||||
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
#include "PICA/shader.hpp"
|
||||
#include <cmath>
|
||||
|
||||
#include "PICA/shader.hpp"
|
||||
|
||||
using namespace Helpers;
|
||||
|
||||
void PICAShader::run() {
|
||||
|
@ -11,20 +12,23 @@ void PICAShader::run() {
|
|||
|
||||
while (true) {
|
||||
const u32 instruction = loadedShader[pc++];
|
||||
const u32 opcode = instruction >> 26; // Top 6 bits are the opcode
|
||||
const u32 opcode = instruction >> 26; // Top 6 bits are the opcode
|
||||
|
||||
switch (opcode) {
|
||||
case ShaderOpcodes::ADD: add(instruction); break;
|
||||
case ShaderOpcodes::CALL: call(instruction); break;
|
||||
case ShaderOpcodes::CALLC: callc(instruction); break;
|
||||
case ShaderOpcodes::CALLU: callu(instruction); break;
|
||||
case ShaderOpcodes::CMP1: case ShaderOpcodes::CMP2:
|
||||
case ShaderOpcodes::CMP1:
|
||||
case ShaderOpcodes::CMP2: {
|
||||
cmp(instruction);
|
||||
break;
|
||||
}
|
||||
|
||||
case ShaderOpcodes::DP3: dp3(instruction); break;
|
||||
case ShaderOpcodes::DP4: dp4(instruction); break;
|
||||
case ShaderOpcodes::DPHI: dphi(instruction); break;
|
||||
case ShaderOpcodes::END: return; // Stop running shader
|
||||
case ShaderOpcodes::END: return; // Stop running shader
|
||||
case ShaderOpcodes::EX2: ex2(instruction); break;
|
||||
case ShaderOpcodes::FLR: flr(instruction); break;
|
||||
case ShaderOpcodes::IFC: ifc(instruction); break;
|
||||
|
@ -38,31 +42,47 @@ void PICAShader::run() {
|
|||
case ShaderOpcodes::MOV: mov(instruction); break;
|
||||
case ShaderOpcodes::MOVA: mova(instruction); break;
|
||||
case ShaderOpcodes::MUL: mul(instruction); break;
|
||||
case ShaderOpcodes::NOP: break; // Do nothing
|
||||
case ShaderOpcodes::NOP: break; // Do nothing
|
||||
case ShaderOpcodes::RCP: rcp(instruction); break;
|
||||
case ShaderOpcodes::RSQ: rsq(instruction); break;
|
||||
case ShaderOpcodes::SGEI: sgei(instruction); break;
|
||||
case ShaderOpcodes::SLT: slt(instruction); break;
|
||||
case ShaderOpcodes::SLTI: slti(instruction); break;
|
||||
|
||||
case 0x30: case 0x31: case 0x32: case 0x33: case 0x34: case 0x35: case 0x36: case 0x37:
|
||||
case 0x30:
|
||||
case 0x31:
|
||||
case 0x32:
|
||||
case 0x33:
|
||||
case 0x34:
|
||||
case 0x35:
|
||||
case 0x36:
|
||||
case 0x37: {
|
||||
madi(instruction);
|
||||
break;
|
||||
}
|
||||
|
||||
case 0x38: case 0x39: case 0x3A: case 0x3B: case 0x3C: case 0x3D: case 0x3E: case 0x3F:
|
||||
case 0x38:
|
||||
case 0x39:
|
||||
case 0x3A:
|
||||
case 0x3B:
|
||||
case 0x3C:
|
||||
case 0x3D:
|
||||
case 0x3E:
|
||||
case 0x3F: {
|
||||
mad(instruction);
|
||||
break;
|
||||
}
|
||||
|
||||
default:Helpers::panic("Unimplemented PICA instruction %08X (Opcode = %02X)", instruction, opcode);
|
||||
default: Helpers::panic("Unimplemented PICA instruction %08X (Opcode = %02X)", instruction, opcode);
|
||||
}
|
||||
|
||||
// Handle control flow statements. The ordering is important as the priority goes: LOOP > IF > CALL
|
||||
// Handle loop
|
||||
if (loopIndex != 0) {
|
||||
auto& loop = loopInfo[loopIndex - 1];
|
||||
if (pc == loop.endingPC) { // Check if the loop needs to start over
|
||||
if (pc == loop.endingPC) { // Check if the loop needs to start over
|
||||
loop.iterations -= 1;
|
||||
if (loop.iterations == 0) // If the loop ended, go one level down on the loop stack
|
||||
if (loop.iterations == 0) // If the loop ended, go one level down on the loop stack
|
||||
loopIndex -= 1;
|
||||
|
||||
loopCounter += loop.increment;
|
||||
|
@ -73,7 +93,7 @@ void PICAShader::run() {
|
|||
// Handle ifs
|
||||
if (ifIndex != 0) {
|
||||
auto& info = conditionalInfo[ifIndex - 1];
|
||||
if (pc == info.endingPC) { // Check if the IF block ended
|
||||
if (pc == info.endingPC) { // Check if the IF block ended
|
||||
pc = info.newPC;
|
||||
ifIndex -= 1;
|
||||
}
|
||||
|
@ -82,7 +102,7 @@ void PICAShader::run() {
|
|||
// Handle calls
|
||||
if (callIndex != 0) {
|
||||
auto& info = callInfo[callIndex - 1];
|
||||
if (pc == info.endingPC) { // Check if the CALL block ended
|
||||
if (pc == info.endingPC) { // Check if the CALL block ended
|
||||
pc = info.returnPC;
|
||||
callIndex -= 1;
|
||||
}
|
||||
|
@ -92,15 +112,15 @@ void PICAShader::run() {
|
|||
|
||||
// Calculate the actual source value using an instruction's source field and it's respective index value
|
||||
// The index value is used to apply relative addressing when index != 0 by adding one of the 3 addr registers to the
|
||||
// source field, but only with the original source field is pointing at a vector uniform register
|
||||
// source field, but only with the original source field is pointing at a vector uniform register
|
||||
u8 PICAShader::getIndexedSource(u32 source, u32 index) {
|
||||
if (source < 0x20) // No offset is applied if the source isn't pointing to a vector uniform reg
|
||||
if (source < 0x20) // No offset is applied if the source isn't pointing to a vector uniform reg
|
||||
return source;
|
||||
|
||||
switch (index) {
|
||||
case 0: [[likely]] return u8(source); // No offset applied
|
||||
case 1: return u8(source + addrRegister.x());
|
||||
case 2: return u8(source + addrRegister.y());
|
||||
case 0: [[likely]] return u8(source); // No offset applied
|
||||
case 1: return u8(source + addrRegister[0]);
|
||||
case 2: return u8(source + addrRegister[1]);
|
||||
case 3: return u8(source + loopCounter);
|
||||
}
|
||||
|
||||
|
@ -117,7 +137,7 @@ PICAShader::vec4f PICAShader::getSource(u32 source) {
|
|||
return floatUniforms[source - 0x20];
|
||||
else {
|
||||
Helpers::warn("[PICA] Unimplemented source value: %X\n", source);
|
||||
return vec4f({ f24::zero(), f24::zero(), f24::zero(), f24::zero() });
|
||||
return vec4f({f24::zero(), f24::zero(), f24::zero(), f24::zero()});
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -136,13 +156,13 @@ bool PICAShader::isCondTrue(u32 instruction) {
|
|||
bool refX = (getBit<25>(instruction)) != 0;
|
||||
|
||||
switch (condition) {
|
||||
case 0: // Either cmp register matches
|
||||
case 0: // Either cmp register matches
|
||||
return cmpRegister[0] == refX || cmpRegister[1] == refY;
|
||||
case 1: // Both cmp registers match
|
||||
case 1: // Both cmp registers match
|
||||
return cmpRegister[0] == refX && cmpRegister[1] == refY;
|
||||
case 2: // At least cmp.x matches
|
||||
case 2: // At least cmp.x matches
|
||||
return cmpRegister[0] == refX;
|
||||
default: // At least cmp.y matches
|
||||
default: // At least cmp.y matches
|
||||
return cmpRegister[1] == refY;
|
||||
}
|
||||
}
|
||||
|
@ -150,7 +170,7 @@ bool PICAShader::isCondTrue(u32 instruction) {
|
|||
void PICAShader::add(u32 instruction) {
|
||||
const u32 operandDescriptor = operandDescriptors[instruction & 0x7f];
|
||||
u32 src1 = getBits<12, 7>(instruction);
|
||||
const u32 src2 = getBits<7, 5>(instruction); // src2 coming first because PICA moment
|
||||
const u32 src2 = getBits<7, 5>(instruction); // src2 coming first because PICA moment
|
||||
const u32 idx = getBits<19, 2>(instruction);
|
||||
const u32 dest = getBits<21, 5>(instruction);
|
||||
|
||||
|
@ -171,7 +191,7 @@ void PICAShader::add(u32 instruction) {
|
|||
void PICAShader::mul(u32 instruction) {
|
||||
const u32 operandDescriptor = operandDescriptors[instruction & 0x7f];
|
||||
u32 src1 = getBits<12, 7>(instruction);
|
||||
const u32 src2 = getBits<7, 5>(instruction); // src2 coming first because PICA moment
|
||||
const u32 src2 = getBits<7, 5>(instruction); // src2 coming first because PICA moment
|
||||
const u32 idx = getBits<19, 2>(instruction);
|
||||
const u32 dest = getBits<21, 5>(instruction);
|
||||
|
||||
|
@ -210,7 +230,7 @@ void PICAShader::flr(u32 instruction) {
|
|||
void PICAShader::max(u32 instruction) {
|
||||
const u32 operandDescriptor = operandDescriptors[instruction & 0x7f];
|
||||
const u32 src1 = getBits<12, 7>(instruction);
|
||||
const u32 src2 = getBits<7, 5>(instruction); // src2 coming first because PICA moment
|
||||
const u32 src2 = getBits<7, 5>(instruction); // src2 coming first because PICA moment
|
||||
const u32 idx = getBits<19, 2>(instruction);
|
||||
const u32 dest = getBits<21, 5>(instruction);
|
||||
|
||||
|
@ -232,7 +252,7 @@ void PICAShader::max(u32 instruction) {
|
|||
void PICAShader::min(u32 instruction) {
|
||||
const u32 operandDescriptor = operandDescriptors[instruction & 0x7f];
|
||||
const u32 src1 = getBits<12, 7>(instruction);
|
||||
const u32 src2 = getBits<7, 5>(instruction); // src2 coming first because PICA moment
|
||||
const u32 src2 = getBits<7, 5>(instruction); // src2 coming first because PICA moment
|
||||
const u32 idx = getBits<19, 2>(instruction);
|
||||
const u32 dest = getBits<21, 5>(instruction);
|
||||
|
||||
|
@ -278,16 +298,16 @@ void PICAShader::mova(u32 instruction) {
|
|||
vec4f srcVector = getSourceSwizzled<1>(src, operandDescriptor);
|
||||
|
||||
u32 componentMask = operandDescriptor & 0xf;
|
||||
if (componentMask & 0b1000) // x component
|
||||
addrRegister.x() = static_cast<s32>(srcVector.x().toFloat32());
|
||||
if (componentMask & 0b0100) // y component
|
||||
addrRegister.y() = static_cast<s32>(srcVector.y().toFloat32());
|
||||
if (componentMask & 0b1000) // x component
|
||||
addrRegister[0] = static_cast<s32>(srcVector[0].toFloat32());
|
||||
if (componentMask & 0b0100) // y component
|
||||
addrRegister[1] = static_cast<s32>(srcVector[1].toFloat32());
|
||||
}
|
||||
|
||||
void PICAShader::dp3(u32 instruction) {
|
||||
const u32 operandDescriptor = operandDescriptors[instruction & 0x7f];
|
||||
u32 src1 = getBits<12, 7>(instruction);
|
||||
const u32 src2 = getBits<7, 5>(instruction); // src2 coming first because PICA moment
|
||||
const u32 src2 = getBits<7, 5>(instruction); // src2 coming first because PICA moment
|
||||
const u32 idx = getBits<19, 2>(instruction);
|
||||
const u32 dest = getBits<21, 5>(instruction);
|
||||
|
||||
|
@ -309,7 +329,7 @@ void PICAShader::dp3(u32 instruction) {
|
|||
void PICAShader::dp4(u32 instruction) {
|
||||
const u32 operandDescriptor = operandDescriptors[instruction & 0x7f];
|
||||
u32 src1 = getBits<12, 7>(instruction);
|
||||
const u32 src2 = getBits<7, 5>(instruction); // src2 coming first because PICA moment
|
||||
const u32 src2 = getBits<7, 5>(instruction); // src2 coming first because PICA moment
|
||||
const u32 idx = getBits<19, 2>(instruction);
|
||||
const u32 dest = getBits<21, 5>(instruction);
|
||||
|
||||
|
@ -480,7 +500,7 @@ void PICAShader::madi(u32 instruction) {
|
|||
void PICAShader::slt(u32 instruction) {
|
||||
const u32 operandDescriptor = operandDescriptors[instruction & 0x7f];
|
||||
u32 src1 = getBits<12, 7>(instruction);
|
||||
const u32 src2 = getBits<7, 5>(instruction); // src2 coming first because PICA moment
|
||||
const u32 src2 = getBits<7, 5>(instruction); // src2 coming first because PICA moment
|
||||
const u32 idx = getBits<19, 2>(instruction);
|
||||
const u32 dest = getBits<21, 5>(instruction);
|
||||
|
||||
|
@ -542,11 +562,11 @@ void PICAShader::slti(u32 instruction) {
|
|||
void PICAShader::cmp(u32 instruction) {
|
||||
const u32 operandDescriptor = operandDescriptors[instruction & 0x7f];
|
||||
const u32 src1 = getBits<12, 7>(instruction);
|
||||
const u32 src2 = getBits<7, 5>(instruction); // src2 coming first because PICA moment
|
||||
const u32 src2 = getBits<7, 5>(instruction); // src2 coming first because PICA moment
|
||||
const u32 idx = getBits<19, 2>(instruction);
|
||||
const u32 cmpY = getBits<21, 3>(instruction);
|
||||
const u32 cmpX = getBits<24, 3>(instruction);
|
||||
const u32 cmpOperations[2] = { cmpX, cmpY };
|
||||
const u32 cmpOperations[2] = {cmpX, cmpY};
|
||||
|
||||
if (idx) Helpers::panic("[PICA] CMP: idx != 0");
|
||||
vec4f srcVec1 = getSourceSwizzled<1>(src1, operandDescriptor);
|
||||
|
@ -554,33 +574,34 @@ void PICAShader::cmp(u32 instruction) {
|
|||
|
||||
for (int i = 0; i < 2; i++) {
|
||||
switch (cmpOperations[i]) {
|
||||
case 0: // Equal
|
||||
case 0: // Equal
|
||||
cmpRegister[i] = srcVec1[i] == srcVec2[i];
|
||||
break;
|
||||
|
||||
case 1: // Not equal
|
||||
case 1: // Not equal
|
||||
cmpRegister[i] = srcVec1[i] != srcVec2[i];
|
||||
break;
|
||||
|
||||
case 2: // Less than
|
||||
case 2: // Less than
|
||||
cmpRegister[i] = srcVec1[i] < srcVec2[i];
|
||||
break;
|
||||
|
||||
case 3: // Less than or equal
|
||||
case 3: // Less than or equal
|
||||
cmpRegister[i] = srcVec1[i] <= srcVec2[i];
|
||||
break;
|
||||
|
||||
case 4: // Greater than
|
||||
case 4: // Greater than
|
||||
cmpRegister[i] = srcVec1[i] > srcVec2[i];
|
||||
break;
|
||||
|
||||
case 5: // Greater than or equal
|
||||
case 5: // Greater than or equal
|
||||
cmpRegister[i] = srcVec1[i] >= srcVec2[i];
|
||||
break;
|
||||
|
||||
default:
|
||||
default: {
|
||||
cmpRegister[i] = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -604,7 +625,7 @@ void PICAShader::ifc(u32 instruction) {
|
|||
|
||||
void PICAShader::ifu(u32 instruction) {
|
||||
const u32 dest = getBits<10, 12>(instruction);
|
||||
const u32 bit = getBits<22, 4>(instruction); // Bit of the bool uniform to check
|
||||
const u32 bit = getBits<22, 4>(instruction); // Bit of the bool uniform to check
|
||||
|
||||
if (boolUniform & (1 << bit)) {
|
||||
if (ifIndex >= 8) [[unlikely]]
|
||||
|
@ -615,8 +636,7 @@ void PICAShader::ifu(u32 instruction) {
|
|||
auto& block = conditionalInfo[ifIndex++];
|
||||
block.endingPC = dest;
|
||||
block.newPC = dest + num;
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
pc = dest;
|
||||
}
|
||||
}
|
||||
|
@ -637,12 +657,12 @@ void PICAShader::call(u32 instruction) {
|
|||
|
||||
void PICAShader::callc(u32 instruction) {
|
||||
if (isCondTrue(instruction)) {
|
||||
call(instruction); // Pls inline
|
||||
call(instruction); // Pls inline
|
||||
}
|
||||
}
|
||||
|
||||
void PICAShader::callu(u32 instruction) {
|
||||
const u32 bit = getBits<22, 4>(instruction); // Bit of the bool uniform to check
|
||||
const u32 bit = getBits<22, 4>(instruction); // Bit of the bool uniform to check
|
||||
|
||||
if (boolUniform & (1 << bit)) {
|
||||
if (callIndex >= 4) [[unlikely]]
|
||||
|
@ -664,26 +684,27 @@ void PICAShader::loop(u32 instruction) {
|
|||
Helpers::panic("[PICA] Overflowed loop stack");
|
||||
|
||||
u32 dest = getBits<10, 12>(instruction);
|
||||
auto& uniform = intUniforms[getBits<22, 2>(instruction)]; // The uniform we'll get loop info from
|
||||
loopCounter = uniform.y();
|
||||
auto& uniform = intUniforms[getBits<22, 2>(instruction)]; // The uniform we'll get loop info from
|
||||
loopCounter = uniform[1];
|
||||
auto& loop = loopInfo[loopIndex++];
|
||||
|
||||
loop.startingPC = pc;
|
||||
loop.endingPC = dest + 1; // Loop is inclusive so we need + 1 here
|
||||
loop.iterations = uniform.x() + 1;
|
||||
loop.increment = uniform.z();
|
||||
loop.endingPC = dest + 1; // Loop is inclusive so we need + 1 here
|
||||
loop.iterations = uniform[0] + 1;
|
||||
loop.increment = uniform[2];
|
||||
}
|
||||
|
||||
void PICAShader::jmpc(u32 instruction) {
|
||||
if (isCondTrue(instruction))
|
||||
if (isCondTrue(instruction)) {
|
||||
pc = getBits<10, 12>(instruction);
|
||||
}
|
||||
}
|
||||
|
||||
void PICAShader::jmpu(u32 instruction) {
|
||||
const u32 test = (instruction & 1) ^ 1; // If the LSB is 0 we want to compare to true, otherwise compare to false
|
||||
const u32 test = (instruction & 1) ^ 1; // If the LSB is 0 we want to compare to true, otherwise compare to false
|
||||
const u32 dest = getBits<10, 12>(instruction);
|
||||
const u32 bit = getBits<22, 4>(instruction); // Bit of the bool uniform to check
|
||||
const u32 bit = getBits<22, 4>(instruction); // Bit of the bool uniform to check
|
||||
|
||||
if (((boolUniform >> bit) & 1) == test) // Jump if the bool uniform is the value we want
|
||||
if (((boolUniform >> bit) & 1) == test) // Jump if the bool uniform is the value we want
|
||||
pc = dest;
|
||||
}
|
|
@ -1,4 +1,5 @@
|
|||
#include "PICA/shader_unit.hpp"
|
||||
|
||||
#include "cityhash.hpp"
|
||||
|
||||
void ShaderUnit::reset() {
|
||||
|
@ -18,18 +19,18 @@ void PICAShader::reset() {
|
|||
opDescriptorIndex = 0;
|
||||
f32UniformTransfer = false;
|
||||
|
||||
const vec4f zero = vec4f({ f24::zero(), f24::zero(), f24::zero(), f24::zero() });
|
||||
const vec4f zero = vec4f({f24::zero(), f24::zero(), f24::zero(), f24::zero()});
|
||||
inputs.fill(zero);
|
||||
floatUniforms.fill(zero);
|
||||
outputs.fill(zero);
|
||||
tempRegisters.fill(zero);
|
||||
|
||||
for (auto& e : intUniforms) {
|
||||
e.x() = e.y() = e.z() = e.w() = 0;
|
||||
e[0] = e[1] = e[2] = e[3] = 0;
|
||||
}
|
||||
|
||||
addrRegister.x() = 0;
|
||||
addrRegister.y() = 0;
|
||||
addrRegister[0] = 0;
|
||||
addrRegister[1] = 0;
|
||||
loopCounter = 0;
|
||||
|
||||
codeHashDirty = true;
|
||||
|
|
53
src/core/renderer_gl/gl_state.cpp
Normal file
53
src/core/renderer_gl/gl_state.cpp
Normal file
|
@ -0,0 +1,53 @@
|
|||
#include "renderer_gl/gl_state.hpp"
|
||||
|
||||
void GLStateManager::resetBlend() {
|
||||
blendEnabled = false;
|
||||
OpenGL::disableBlend();
|
||||
}
|
||||
|
||||
void GLStateManager::resetColourMask() {
|
||||
redMask = greenMask = blueMask = alphaMask = true;
|
||||
OpenGL::setColourMask(redMask, greenMask, blueMask, alphaMask);
|
||||
}
|
||||
|
||||
void GLStateManager::resetDepth() {
|
||||
depthEnabled = false;
|
||||
depthMask = true;
|
||||
depthFunc = GL_LESS;
|
||||
|
||||
OpenGL::disableDepth();
|
||||
OpenGL::setDepthMask(true);
|
||||
OpenGL::setDepthFunc(OpenGL::DepthFunc::Less);
|
||||
}
|
||||
|
||||
void GLStateManager::resetScissor() {
|
||||
scissorEnabled = false;
|
||||
OpenGL::disableScissor();
|
||||
OpenGL::setScissor(0, 0, 0, 0);
|
||||
}
|
||||
|
||||
void GLStateManager::resetVAO() {
|
||||
boundVAO = 0;
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
void GLStateManager::resetVBO() {
|
||||
boundVBO = 0;
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
}
|
||||
|
||||
void GLStateManager::resetProgram() {
|
||||
currentProgram = 0;
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
void GLStateManager::reset() {
|
||||
resetBlend();
|
||||
resetColourMask();
|
||||
resetDepth();
|
||||
|
||||
resetVAO();
|
||||
resetVBO();
|
||||
resetProgram();
|
||||
resetScissor();
|
||||
}
|
|
@ -1,4 +1,7 @@
|
|||
#include "renderer_gl/renderer_gl.hpp"
|
||||
|
||||
#include <stb_image_write.h>
|
||||
|
||||
#include "PICA/float_types.hpp"
|
||||
#include "PICA/gpu.hpp"
|
||||
#include "PICA/regs.hpp"
|
||||
|
@ -576,7 +579,7 @@ const char* displayFragmentShader = R"(
|
|||
}
|
||||
)";
|
||||
|
||||
void Renderer::reset() {
|
||||
void RendererGL::reset() {
|
||||
depthBufferCache.reset();
|
||||
colourBufferCache.reset();
|
||||
textureCache.reset();
|
||||
|
@ -592,10 +595,10 @@ void Renderer::reset() {
|
|||
const auto oldProgram = OpenGL::getProgram();
|
||||
|
||||
gl.useProgram(triangleProgram);
|
||||
|
||||
oldDepthScale = -1.0; // Default depth scale to -1.0, which is what games typically use
|
||||
oldDepthOffset = 0.0; // Default depth offset to 0
|
||||
oldDepthmapEnable = false; // Enable w buffering
|
||||
|
||||
oldDepthScale = -1.0; // Default depth scale to -1.0, which is what games typically use
|
||||
oldDepthOffset = 0.0; // Default depth offset to 0
|
||||
oldDepthmapEnable = false; // Enable w buffering
|
||||
|
||||
glUniform1f(depthScaleLoc, oldDepthScale);
|
||||
glUniform1f(depthOffsetLoc, oldDepthOffset);
|
||||
|
@ -605,10 +608,12 @@ void Renderer::reset() {
|
|||
}
|
||||
}
|
||||
|
||||
void Renderer::initGraphicsContext() {
|
||||
void RendererGL::initGraphicsContext() {
|
||||
gl.reset();
|
||||
|
||||
OpenGL::Shader vert(vertexShader, OpenGL::Vertex);
|
||||
OpenGL::Shader frag(fragmentShader, OpenGL::Fragment);
|
||||
triangleProgram.create({ vert, frag });
|
||||
triangleProgram.create({vert, frag});
|
||||
gl.useProgram(triangleProgram);
|
||||
|
||||
textureEnvSourceLoc = OpenGL::uniformLocation(triangleProgram, "u_textureEnvSource");
|
||||
|
@ -630,10 +635,10 @@ void Renderer::initGraphicsContext() {
|
|||
|
||||
OpenGL::Shader vertDisplay(displayVertexShader, OpenGL::Vertex);
|
||||
OpenGL::Shader fragDisplay(displayFragmentShader, OpenGL::Fragment);
|
||||
displayProgram.create({ vertDisplay, fragDisplay });
|
||||
displayProgram.create({vertDisplay, fragDisplay});
|
||||
|
||||
gl.useProgram(displayProgram);
|
||||
glUniform1i(OpenGL::uniformLocation(displayProgram, "u_texture"), 0); // Init sampler object
|
||||
glUniform1i(OpenGL::uniformLocation(displayProgram, "u_texture"), 0); // Init sampler object
|
||||
|
||||
vbo.createFixedSize(sizeof(Vertex) * vertexBufferSize, GL_STREAM_DRAW);
|
||||
gl.bindVBO(vbo);
|
||||
|
@ -669,10 +674,10 @@ void Renderer::initGraphicsContext() {
|
|||
dummyVAO.create();
|
||||
|
||||
// Create texture and framebuffer for the 3DS screen
|
||||
const u32 screenTextureWidth = 400; // Top screen is 400 pixels wide, bottom is 320
|
||||
const u32 screenTextureHeight = 2 * 240; // Both screens are 240 pixels tall
|
||||
|
||||
glGenTextures(1,&lightLUTTextureArray);
|
||||
const u32 screenTextureWidth = 400; // Top screen is 400 pixels wide, bottom is 320
|
||||
const u32 screenTextureHeight = 2 * 240; // Both screens are 240 pixels tall
|
||||
|
||||
glGenTextures(1, &lightLUTTextureArray);
|
||||
|
||||
auto prevTexture = OpenGL::getTex2D();
|
||||
screenTexture.create(screenTextureWidth, screenTextureHeight, GL_RGBA8);
|
||||
|
@ -684,8 +689,7 @@ void Renderer::initGraphicsContext() {
|
|||
screenFramebuffer.createWithDrawTexture(screenTexture);
|
||||
screenFramebuffer.bind(OpenGL::DrawAndReadFramebuffer);
|
||||
|
||||
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
||||
Helpers::panic("Incomplete framebuffer");
|
||||
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) Helpers::panic("Incomplete framebuffer");
|
||||
|
||||
// TODO: This should not clear the framebuffer contents. It should load them from VRAM.
|
||||
GLint oldViewport[4];
|
||||
|
@ -699,19 +703,32 @@ void Renderer::initGraphicsContext() {
|
|||
}
|
||||
|
||||
// Set up the OpenGL blending context to match the emulated PICA
|
||||
void Renderer::setupBlending() {
|
||||
void RendererGL::setupBlending() {
|
||||
const bool blendingEnabled = (regs[PICA::InternalRegs::ColourOperation] & (1 << 8)) != 0;
|
||||
|
||||
|
||||
// Map of PICA blending equations to OpenGL blending equations. The unused blending equations are equivalent to equation 0 (add)
|
||||
static constexpr std::array<GLenum, 8> blendingEquations = {
|
||||
GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, GL_MIN, GL_MAX, GL_FUNC_ADD, GL_FUNC_ADD, GL_FUNC_ADD
|
||||
GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, GL_MIN, GL_MAX, GL_FUNC_ADD, GL_FUNC_ADD, GL_FUNC_ADD,
|
||||
};
|
||||
|
||||
|
||||
// Map of PICA blending funcs to OpenGL blending funcs. Func = 15 is undocumented and stubbed to GL_ONE for now
|
||||
static constexpr std::array<GLenum, 16> blendingFuncs = {
|
||||
GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
|
||||
GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA, GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR, GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA,
|
||||
GL_SRC_ALPHA_SATURATE, GL_ONE
|
||||
GL_ZERO,
|
||||
GL_ONE,
|
||||
GL_SRC_COLOR,
|
||||
GL_ONE_MINUS_SRC_COLOR,
|
||||
GL_DST_COLOR,
|
||||
GL_ONE_MINUS_DST_COLOR,
|
||||
GL_SRC_ALPHA,
|
||||
GL_ONE_MINUS_SRC_ALPHA,
|
||||
GL_DST_ALPHA,
|
||||
GL_ONE_MINUS_DST_ALPHA,
|
||||
GL_CONSTANT_COLOR,
|
||||
GL_ONE_MINUS_CONSTANT_COLOR,
|
||||
GL_CONSTANT_ALPHA,
|
||||
GL_ONE_MINUS_CONSTANT_ALPHA,
|
||||
GL_SRC_ALPHA_SATURATE,
|
||||
GL_ONE,
|
||||
};
|
||||
|
||||
if (!blendingEnabled) {
|
||||
|
@ -743,13 +760,12 @@ void Renderer::setupBlending() {
|
|||
}
|
||||
}
|
||||
|
||||
void Renderer::setupTextureEnvState() {
|
||||
void RendererGL::setupTextureEnvState() {
|
||||
// TODO: Only update uniforms when the TEV config changed. Use an UBO potentially.
|
||||
|
||||
static constexpr std::array<u32, 6> ioBases = {
|
||||
PICA::InternalRegs::TexEnv0Source, PICA::InternalRegs::TexEnv1Source,
|
||||
PICA::InternalRegs::TexEnv2Source, PICA::InternalRegs::TexEnv3Source,
|
||||
PICA::InternalRegs::TexEnv4Source, PICA::InternalRegs::TexEnv5Source
|
||||
PICA::InternalRegs::TexEnv0Source, PICA::InternalRegs::TexEnv1Source, PICA::InternalRegs::TexEnv2Source,
|
||||
PICA::InternalRegs::TexEnv3Source, PICA::InternalRegs::TexEnv4Source, PICA::InternalRegs::TexEnv5Source,
|
||||
};
|
||||
|
||||
u32 textureEnvSourceRegs[6];
|
||||
|
@ -775,9 +791,11 @@ void Renderer::setupTextureEnvState() {
|
|||
glUniform1uiv(textureEnvScaleLoc, 6, textureEnvScaleRegs);
|
||||
}
|
||||
|
||||
void Renderer::bindTexturesToSlots() {
|
||||
void RendererGL::bindTexturesToSlots() {
|
||||
static constexpr std::array<u32, 3> ioBases = {
|
||||
PICA::InternalRegs::Tex0BorderColor, PICA::InternalRegs::Tex1BorderColor, PICA::InternalRegs::Tex2BorderColor
|
||||
PICA::InternalRegs::Tex0BorderColor,
|
||||
PICA::InternalRegs::Tex1BorderColor,
|
||||
PICA::InternalRegs::Tex2BorderColor,
|
||||
};
|
||||
|
||||
for (int i = 0; i < 3; i++) {
|
||||
|
@ -805,13 +823,13 @@ void Renderer::bindTexturesToSlots() {
|
|||
glActiveTexture(GL_TEXTURE0);
|
||||
}
|
||||
|
||||
void Renderer::updateLightingLUT() {
|
||||
void RendererGL::updateLightingLUT() {
|
||||
gpu.lightingLUTDirty = false;
|
||||
std::array<u16, GPU::LightingLutSize> u16_lightinglut;
|
||||
|
||||
std::array<u16, GPU::LightingLutSize> u16_lightinglut;
|
||||
|
||||
for (int i = 0; i < gpu.lightingLUT.size(); i++) {
|
||||
uint64_t value = gpu.lightingLUT[i] & ((1 << 12) - 1);
|
||||
u16_lightinglut[i] = value * 65535 / 4095;
|
||||
uint64_t value = gpu.lightingLUT[i] & ((1 << 12) - 1);
|
||||
u16_lightinglut[i] = value * 65535 / 4095;
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE0 + 3);
|
||||
|
@ -824,19 +842,22 @@ void Renderer::updateLightingLUT() {
|
|||
glActiveTexture(GL_TEXTURE0);
|
||||
}
|
||||
|
||||
void Renderer::drawVertices(PICA::PrimType primType, std::span<const Vertex> vertices) {
|
||||
void RendererGL::drawVertices(PICA::PrimType primType, std::span<const Vertex> vertices) {
|
||||
// The fourth type is meant to be "Geometry primitive". TODO: Find out what that is
|
||||
static constexpr std::array<OpenGL::Primitives, 4> primTypes = {
|
||||
OpenGL::Triangle, OpenGL::TriangleStrip, OpenGL::TriangleFan, OpenGL::Triangle
|
||||
OpenGL::Triangle,
|
||||
OpenGL::TriangleStrip,
|
||||
OpenGL::TriangleFan,
|
||||
OpenGL::Triangle,
|
||||
};
|
||||
const auto primitiveTopology = primTypes[static_cast<usize>(primType)];
|
||||
|
||||
const auto primitiveTopology = primTypes[static_cast<usize>(primType)];
|
||||
gl.disableScissor();
|
||||
gl.bindVBO(vbo);
|
||||
gl.bindVAO(vao);
|
||||
gl.useProgram(triangleProgram);
|
||||
|
||||
OpenGL::enableClipPlane(0); // Clipping plane 0 is always enabled
|
||||
OpenGL::enableClipPlane(0); // Clipping plane 0 is always enabled
|
||||
if (regs[PICA::InternalRegs::ClipEnable] & 1) {
|
||||
OpenGL::enableClipPlane(1);
|
||||
}
|
||||
|
@ -852,9 +873,7 @@ void Renderer::drawVertices(PICA::PrimType primType, std::span<const Vertex> ver
|
|||
const int colourMask = getBits<8, 4>(depthControl);
|
||||
gl.setColourMask(colourMask & 1, colourMask & 2, colourMask & 4, colourMask & 8);
|
||||
|
||||
static constexpr std::array<GLenum, 8> depthModes = {
|
||||
GL_NEVER, GL_ALWAYS, GL_EQUAL, GL_NOTEQUAL, GL_LESS, GL_LEQUAL, GL_GREATER, GL_GEQUAL
|
||||
};
|
||||
static constexpr std::array<GLenum, 8> depthModes = {GL_NEVER, GL_ALWAYS, GL_EQUAL, GL_NOTEQUAL, GL_LESS, GL_LEQUAL, GL_GREATER, GL_GEQUAL};
|
||||
|
||||
const float depthScale = f24::fromRaw(regs[PICA::InternalRegs::DepthScale] & 0xffffff).toFloat32();
|
||||
const float depthOffset = f24::fromRaw(regs[PICA::InternalRegs::DepthOffset] & 0xffffff).toFloat32();
|
||||
|
@ -865,7 +884,7 @@ void Renderer::drawVertices(PICA::PrimType primType, std::span<const Vertex> ver
|
|||
oldDepthScale = depthScale;
|
||||
glUniform1f(depthScaleLoc, depthScale);
|
||||
}
|
||||
|
||||
|
||||
if (oldDepthOffset != depthOffset) {
|
||||
oldDepthOffset = depthOffset;
|
||||
glUniform1f(depthOffsetLoc, depthOffset);
|
||||
|
@ -917,7 +936,7 @@ void Renderer::drawVertices(PICA::PrimType primType, std::span<const Vertex> ver
|
|||
constexpr u32 topScreenBuffer = 0x1f000000;
|
||||
constexpr u32 bottomScreenBuffer = 0x1f05dc00;
|
||||
|
||||
void Renderer::display() {
|
||||
void RendererGL::display() {
|
||||
gl.disableScissor();
|
||||
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
|
@ -925,7 +944,7 @@ void Renderer::display() {
|
|||
glBlitFramebuffer(0, 0, 400, 480, 0, 0, 400, 480, GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
||||
}
|
||||
|
||||
void Renderer::clearBuffer(u32 startAddress, u32 endAddress, u32 value, u32 control) {
|
||||
void RendererGL::clearBuffer(u32 startAddress, u32 endAddress, u32 value, u32 control) {
|
||||
return;
|
||||
log("GPU: Clear buffer\nStart: %08X End: %08X\nValue: %08X Control: %08X\n", startAddress, endAddress, value, control);
|
||||
|
||||
|
@ -947,10 +966,10 @@ void Renderer::clearBuffer(u32 startAddress, u32 endAddress, u32 value, u32 cont
|
|||
OpenGL::clearColor();
|
||||
}
|
||||
|
||||
OpenGL::Framebuffer Renderer::getColourFBO() {
|
||||
//We construct a colour buffer object and see if our cache has any matching colour buffers in it
|
||||
// If not, we allocate a texture & FBO for our framebuffer and store it in the cache
|
||||
ColourBuffer sampleBuffer(colourBufferLoc, colourBufferFormat, fbSize.x(), fbSize.y());
|
||||
OpenGL::Framebuffer RendererGL::getColourFBO() {
|
||||
// We construct a colour buffer object and see if our cache has any matching colour buffers in it
|
||||
// If not, we allocate a texture & FBO for our framebuffer and store it in the cache
|
||||
ColourBuffer sampleBuffer(colourBufferLoc, colourBufferFormat, fbSize[0], fbSize[1]);
|
||||
auto buffer = colourBufferCache.find(sampleBuffer);
|
||||
|
||||
if (buffer.has_value()) {
|
||||
|
@ -960,9 +979,9 @@ OpenGL::Framebuffer Renderer::getColourFBO() {
|
|||
}
|
||||
}
|
||||
|
||||
void Renderer::bindDepthBuffer() {
|
||||
void RendererGL::bindDepthBuffer() {
|
||||
// Similar logic as the getColourFBO function
|
||||
DepthBuffer sampleBuffer(depthBufferLoc, depthBufferFormat, fbSize.x(), fbSize.y());
|
||||
DepthBuffer sampleBuffer(depthBufferLoc, depthBufferFormat, fbSize[0], fbSize[1]);
|
||||
auto buffer = depthBufferCache.find(sampleBuffer);
|
||||
GLuint tex;
|
||||
|
||||
|
@ -979,14 +998,14 @@ void Renderer::bindDepthBuffer() {
|
|||
glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, tex, 0);
|
||||
}
|
||||
|
||||
OpenGL::Texture Renderer::getTexture(Texture& tex) {
|
||||
OpenGL::Texture RendererGL::getTexture(Texture& tex) {
|
||||
// Similar logic as the getColourFBO/bindDepthBuffer functions
|
||||
auto buffer = textureCache.find(tex);
|
||||
|
||||
if (buffer.has_value()) {
|
||||
return buffer.value().get().texture;
|
||||
} else {
|
||||
const void* textureData = gpu.getPointerPhys<void*>(tex.location); // Get pointer to the texture data in 3DS memory
|
||||
const void* textureData = gpu.getPointerPhys<void*>(tex.location); // Get pointer to the texture data in 3DS memory
|
||||
Texture& newTex = textureCache.add(tex);
|
||||
newTex.decodeTexture(textureData);
|
||||
|
||||
|
@ -994,7 +1013,7 @@ OpenGL::Texture Renderer::getTexture(Texture& tex) {
|
|||
}
|
||||
}
|
||||
|
||||
void Renderer::displayTransfer(u32 inputAddr, u32 outputAddr, u32 inputSize, u32 outputSize, u32 flags) {
|
||||
void RendererGL::displayTransfer(u32 inputAddr, u32 outputAddr, u32 inputSize, u32 outputSize, u32 flags) {
|
||||
const u32 inputWidth = inputSize & 0xffff;
|
||||
const u32 inputGap = inputSize >> 16;
|
||||
|
||||
|
@ -1022,21 +1041,21 @@ void Renderer::displayTransfer(u32 inputAddr, u32 outputAddr, u32 inputSize, u32
|
|||
// Hack: Detect whether we are writing to the top or bottom screen by checking output gap and drawing to the proper part of the output texture
|
||||
// We consider output gap == 320 to mean bottom, and anything else to mean top
|
||||
if (outputGap == 320) {
|
||||
OpenGL::setViewport(40, 0, 320, 240); // Bottom screen viewport
|
||||
OpenGL::setViewport(40, 0, 320, 240); // Bottom screen viewport
|
||||
} else {
|
||||
OpenGL::setViewport(0, 240, 400, 240); // Top screen viewport
|
||||
OpenGL::setViewport(0, 240, 400, 240); // Top screen viewport
|
||||
}
|
||||
|
||||
OpenGL::draw(OpenGL::TriangleStrip, 4); // Actually draw our 3DS screen
|
||||
OpenGL::draw(OpenGL::TriangleStrip, 4); // Actually draw our 3DS screen
|
||||
}
|
||||
|
||||
void Renderer::screenshot(const std::string& name) {
|
||||
void RendererGL::screenshot(const std::string& name) {
|
||||
constexpr uint width = 400;
|
||||
constexpr uint height = 2 * 240;
|
||||
|
||||
std::vector<uint8_t> pixels, flippedPixels;
|
||||
pixels.resize(width * height * 4);
|
||||
flippedPixels.resize(pixels.size());;
|
||||
pixels.resize(width * height * 4);
|
||||
flippedPixels.resize(pixels.size());
|
||||
|
||||
OpenGL::bindScreenFramebuffer();
|
||||
glReadPixels(0, 0, width, height, GL_BGRA, GL_UNSIGNED_BYTE, pixels.data());
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue