[PICA] Why is attribute fetching so hard

This commit is contained in:
wheremyfoodat 2022-09-23 00:55:16 +03:00
parent 39bfeda586
commit 8770e6dc41
6 changed files with 44 additions and 8 deletions

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@ -146,4 +146,4 @@ namespace Floats {
using f20 = Float<12, 7>;
using f16 = Float<10, 5>;
} // namespace Pica
} // namespace Floats

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@ -51,6 +51,12 @@ class GPU {
struct AttribInfo {
u32 offset = 0; // Offset from base vertex array
int size = 0; // Bytes per vertex
u32 config1 = 0;
u32 config2 = 0;
u64 getConfigFull() {
return u64(config1) | (u64(config2) << 32);
}
};
std::array<AttribInfo, maxAttribCount> attributeInfo; // Info for each of the 12 attributes

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@ -2,8 +2,9 @@
namespace PICAInternalRegs {
enum : u32 {
// Geometry pipelin regs
// Geometry pipeline regs
VertexAttribLoc = 0x200,
AttribFormatLow = 0x201,
AttribFormatHigh = 0x202,
IndexBufferConfig = 0x227,
VertexCountReg = 0x228,

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@ -3,9 +3,13 @@
#include <array>
#include <cstring>
#include "helpers.hpp"
#include "opengl.hpp"
#include "PICA/float_types.hpp"
class PICAShader {
int bufferIndex; // Index of the next instruction to overwrite
using f24 = Floats::f24;
using vec4f = OpenGL::Vector<f24, 4>;
public:
std::array<u32, 512> loadedShader; // Currently loaded & active shader
@ -13,16 +17,23 @@ public:
u32 boolUniform;
std::array<u32, 4> intUniforms;
std::array<u32, 8> floatUniforms;
std::array<vec4f, 8> floatUniforms;
std::array<vec4f, 16> attributes;
std::array<vec4f, 16> outputs;
void reset() {
loadedShader.fill(0);
bufferedShader.fill(0);
intUniforms.fill(0);
floatUniforms.fill(0);
boolUniform = 0;
bufferIndex = 0;
const vec4f zero = vec4f({ f24::fromFloat32(0.0), f24::fromFloat32(0.0), f24::fromFloat32(0.0), f24::fromFloat32(0.0) });
attributes.fill(zero);
floatUniforms.fill(zero);
outputs.fill(zero);
}
void finalize() {

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@ -13,6 +13,8 @@ GPU::GPU(Memory& mem) : mem(mem) {
for (auto& e : attributeInfo) {
e.offset = 0;
e.size = 0;
e.config1 = 0;
e.config2 = 0;
}
}
@ -41,6 +43,10 @@ void GPU::drawArrays() {
const u32 vertexBase = ((regs[PICAInternalRegs::VertexAttribLoc] >> 1) & 0xfffffff) * 16;
const u32 vertexCount = regs[PICAInternalRegs::VertexCountReg]; // Total # of vertices to transfer
// Stuff the global attribute config registers in one u64 to make attr parsing easier
// TODO: Cache this when the vertex attribute format registers are written to
u64 vertexCfg = u64(regs[PICAInternalRegs::AttribFormatLow]) | (u64(regs[PICAInternalRegs::AttribFormatHigh]) << 32);
if constexpr (!indexed) {
u32 offset = regs[PICAInternalRegs::VertexOffsetReg];
printf("PICA::DrawArrays(vertex count = %d, vertexOffset = %d)\n", vertexCount, offset);
@ -58,14 +64,23 @@ void GPU::drawArrays() {
int attrCount = 0; // Number of attributes we've passed to the shader
for (int attrCount = 0; attrCount < totalAttribCount; attrCount++) {
auto& attr = attributeInfo[attrCount]; // Get information for this attribute
// Check if attribute is fixed or not
if (fixedAttribMask & (1 << attrCount)) { // Fixed attribute
} else { // Non-fixed attribute
auto& attr = attributeInfo[attrCount]; // Get information for this attribute
u64 attrCfg = attr.getConfigFull(); // Get config1 | (config2 << 32)
uint index = (attrCfg >> (attrCount * 4)) & 0xf; // Get index of attribute in vertexCfg
if (index >= 12) Helpers::panic("[PICA] Vertex attribute used as padding");
u32 attribInfo = (vertexCfg >> (index * 4)) & 0xf;
u32 attribType = attribInfo & 0x3;
u32 attribSize = (attribInfo >> 2) + 1;
// Address to fetch the attribute from
u32 attrAddress = vertexBase + attr.offset + (vertexIndex * attr.size);
printf("Attribute %d, type: %d, size: %d\n", attrCount, attribType, attribSize);
}
}
}

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@ -74,8 +74,11 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
switch (reg) {
case 0: attr.offset = value & 0xfffffff; break; // Attribute offset
case 1: break; // We don't handle this yet
case 2: // We don't handle most of this yet
case 1:
attr.config1 = value;
break;
case 2:
attr.config2 = value;
attr.size = (value >> 16) & 0xff;
break;
}