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https://github.com/wheremyfoodat/Panda3DS.git
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Merge branch 'GamingProcessingUnit' of github.com:fleroviux/Panda3DS into pica-tev-emulation
This commit is contained in:
commit
927bf9fe32
2 changed files with 55 additions and 3 deletions
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@ -12,6 +12,7 @@ namespace PICAInternalRegs {
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DepthScale = 0x4D,
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DepthOffset = 0x4E,
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ShaderOutputCount = 0x4F,
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ShaderOutmap0 = 0x50,
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DepthmapEnable = 0x6D,
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TexUnitCfg = 0x80,
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@ -2,12 +2,50 @@
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#include <array>
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#include <cstdio>
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#include <cstddef>
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#include "PICA/float_types.hpp"
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#include "PICA/regs.hpp"
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using namespace Floats;
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// A representation of the output vertex as it comes out of the vertex shader, with padding and all
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struct OutputVertex {
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using vec2f = OpenGL::Vector<f24, 2>;
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using vec3f = OpenGL::Vector<f24, 3>;
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using vec4f = OpenGL::Vector<f24, 4>;
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union {
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struct {
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vec4f positions; // Vertex position
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vec4f quaternion; // Quaternion specifying the normal/tangent frame (for fragment lighting)
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vec4f colour; // Vertex color
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vec2f texcoord0; // Texcoords for texture unit 0 (Only U and V, W is stored separately for 3D textures!)
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vec2f texcoord1; // Texcoords for TU 1
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f24 texcoord0_w; // W component for texcoord 0 if using a 3D texture
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u32 padding; // Unused
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vec3f view; // View vector (for fragment lighting)
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u32 padding2; // Unused
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vec2f texcoord2; // Texcoords for TU 2
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};
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// The software, non-accelerated vertex loader writes here and then reads specific components from the above struct
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f24 raw[0x20];
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};
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OutputVertex() {}
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};
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#define ASSERT_POS(member, pos) static_assert(offsetof(OutputVertex, member) == pos * sizeof(f24), "OutputVertex struct is broken!");
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ASSERT_POS(positions, 0)
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ASSERT_POS(quaternion, 4)
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ASSERT_POS(colour, 8)
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ASSERT_POS(texcoord0, 12)
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ASSERT_POS(texcoord1, 14)
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ASSERT_POS(texcoord0_w, 16)
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ASSERT_POS(view, 18)
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ASSERT_POS(texcoord2, 22)
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GPU::GPU(Memory& mem) : mem(mem), renderer(*this, regs) {
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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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@ -194,9 +232,22 @@ void GPU::drawArrays() {
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}
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shaderUnit.vs.run();
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std::memcpy(&vertices[i].position, &shaderUnit.vs.outputs[0], sizeof(vec4f));
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std::memcpy(&vertices[i].colour, &shaderUnit.vs.outputs[1], sizeof(vec4f));
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std::memcpy(&vertices[i].UVs, &shaderUnit.vs.outputs[2], 2 * sizeof(f24));
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OutputVertex out;
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// Map shader outputs to fixed function properties
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const u32 totalShaderOutputs = regs[PICAInternalRegs::ShaderOutputCount] & 7;
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for (int i = 0; i < totalShaderOutputs; i++) {
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const u32 config = regs[PICAInternalRegs::ShaderOutmap0 + i];
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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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std::memcpy(&vertices[i].position, &out.positions, sizeof(vec4f));
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std::memcpy(&vertices[i].colour, &out.colour, sizeof(vec4f));
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std::memcpy(&vertices[i].UVs, &out.texcoord0, 2 * sizeof(f24));
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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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