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https://github.com/wheremyfoodat/Panda3DS.git
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Immediate mode vertex submission attempt 1
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parent
6ecdf71dbc
commit
922424b8d0
4 changed files with 61 additions and 10 deletions
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@ -22,6 +22,11 @@ class GPU {
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std::array<u32, regNum> regs; // GPU internal registers
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std::array<vec4f, 16> currentAttributes; // Vertex attributes before being passed to the shader
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std::array<vec4f, 16> immediateModeAttributes; // Vertex attributes uploaded via immediate mode submission
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std::array<Vertex, 3> immediateModeVertices;
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uint immediateModeVertIndex;
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uint immediateModeAttrIndex; // Index of the immediate mode attribute we're uploading
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template <bool indexed>
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void drawArrays();
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@ -53,7 +58,7 @@ class GPU {
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std::array<u32, 3> fixedAttrBuff; // Buffer to hold fixed attributes in until they get submitted
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Renderer renderer;
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Vertex getImmediateModeVertex();
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public:
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GPU(Memory& mem);
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void initGraphicsContext() { renderer.initGraphicsContext(); }
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@ -18,6 +18,9 @@ void GPU::reset() {
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fixedAttribMask = 0;
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fixedAttribIndex = 0;
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fixedAttribCount = 0;
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immediateModeAttrIndex = 0;
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immediateModeVertIndex = 0;
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fixedAttrBuff.fill(0);
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for (auto& e : attributeInfo) {
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@ -193,7 +196,6 @@ void GPU::drawArrays() {
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//printf("(x, y, z, w) = (%f, %f, %f, %f)\n", (double)vertices[i].position.x(), (double)vertices[i].position.y(), (double)vertices[i].position.z(), (double)vertices[i].position.w());
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//printf("(r, g, b, a) = (%f, %f, %f, %f)\n", (double)vertices[i].colour.r(), (double)vertices[i].colour.g(), (double)vertices[i].colour.b(), (double)vertices[i].colour.a());
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//printf("(u, v ) = (%f, %f)\n", vertices[i].UVs.u(), vertices[i].UVs.v());
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}
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// The fourth type is meant to be "Geometry primitive". TODO: Find out what that is
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@ -204,8 +206,24 @@ void GPU::drawArrays() {
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renderer.drawVertices(shape, vertices, vertexCount);
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}
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Vertex GPU::getImmediateModeVertex() {
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Vertex v;
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const int totalAttrCount = (regs[PICAInternalRegs::VertexShaderAttrNum] & 0xf) + 1;
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// Copy immediate mode attributes to vertex shader unit
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for (int i = 0; i < totalAttrCount; i++) {
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shaderUnit.vs.inputs[i] = immediateModeAttributes[i];
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}
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// Run VS and return vertex data. TODO: Don't hardcode offsets for each attribute
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shaderUnit.vs.run();
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std::memcpy(&v.position, &shaderUnit.vs.outputs[0], sizeof(vec4f));
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std::memcpy(&v.colour, &shaderUnit.vs.outputs[1], sizeof(vec4f));
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std::memcpy(&v.UVs, &shaderUnit.vs.outputs[2], 2 * sizeof(f24));
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return v;
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}
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void GPU::fireDMA(u32 dest, u32 source, u32 size) {
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printf("[GPU] DMA of %08X bytes from %08X to %08X\n", size, source, dest);
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constexpr u32 vramStart = VirtualAddrs::VramStart;
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constexpr u32 vramSize = VirtualAddrs::VramSize;
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@ -104,24 +104,52 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
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fixedAttribCount = 0;
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fixedAttribIndex = value & 0xf;
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if (fixedAttribIndex == 0xf) Helpers::panic("[PICA] Immediate mode vertex submission");
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if (fixedAttribIndex == 0xf) {
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log("[PICA] Immediate mode vertex submission enabled");
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immediateModeAttrIndex = 0;
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immediateModeVertIndex = 0;
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}
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break;
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case FixedAttribData0: case FixedAttribData1: case FixedAttribData2:
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if (fixedAttribIndex >= 12) Helpers::panic("[PICA] Tried to write to fixed attribute %d", fixedAttribIndex);
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fixedAttrBuff[fixedAttribCount++] = value;
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if (fixedAttribCount == 3) {
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fixedAttribCount = 0;
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vec4f& attr = shaderUnit.vs.fixedAttributes[fixedAttribIndex];
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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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fixedAttribIndex++;
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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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const uint totalAttrCount = (regs[PICAInternalRegs::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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immediateModeAttrIndex = 0;
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immediateModeVertIndex = 0;
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}
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immediateModeAttributes[immediateModeAttrIndex++] = attr;
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if (immediateModeAttrIndex == totalAttrCount) {
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Vertex v = getImmediateModeVertex();
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immediateModeAttrIndex = 0;
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immediateModeVertices[immediateModeVertIndex++] = v;
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// If we've reached 3 verts, issue a draw call
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if (immediateModeVertIndex == 3) {
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renderer.drawVertices(OpenGL::Triangle, &immediateModeVertices[0], 3);
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immediateModeVertIndex = 0;
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}
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}
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} else { // Writing to fixed attributes 13 and 14 probably does nothing, but we'll see
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log("Wrote to invalid fixed vertex attribute %d\n", fixedAttribIndex);
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}
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}
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break;
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@ -51,9 +51,9 @@ const char* fragmentShader = R"(
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fragColour = colour;
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}
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// Get original depth value pre-perspective by converting from [near, far] = [0, 1] to [-1, 1]
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// Get original depth value by converting from [near, far] = [0, 1] to [-1, 1]
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// We do this by converting to [0, 2] first and subtracting 1 to go to [-1, 1]
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float z_over_w = gl_FragCoord.z * 2.0f - 1.0;
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float z_over_w = gl_FragCoord.z * 2.0f - 1.0f;
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float depth = z_over_w * u_depthScale + u_depthOffset;
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if (!u_depthmapEnable) // Divide z by w if depthmap enable == 0 (ie using W-buffering)
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