[PICA] Rework how external registers work, format

This commit is contained in:
wheremyfoodat 2023-08-04 00:42:11 +03:00
parent a8a76ab64d
commit 9695b57bf5
13 changed files with 54 additions and 38 deletions

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@ -14,8 +14,11 @@
class GPU {
static constexpr u32 regNum = 0x300;
static constexpr u32 extRegNum = 0x1000;
using vec4f = std::array<Floats::f24, 4>;
using Registers = std::array<u32, regNum>;
using Registers = std::array<u32, regNum>; // Internal registers (named registers in short since they're the main ones)
using ExternalRegisters = std::array<u32, extRegNum>;
Memory& mem;
EmulatorConfig& config;
@ -29,7 +32,6 @@ class GPU {
static constexpr u32 vramSize = u32(6_MB);
Registers regs; // GPU internal registers
std::array<vec4f, 16> currentAttributes; // Vertex attributes before being passed to the shader
std::array<u32, 0x1000> external_regs; // GPU external registers
std::array<vec4f, 16> immediateModeAttributes; // Vertex attributes uploaded via immediate mode submission
std::array<PICA::Vertex, 3> immediateModeVertices;
@ -144,4 +146,10 @@ class GPU {
Helpers::panic("[GPU] Tried to access unknown physical address: %08X", paddr);
}
}
private:
// GPU external registers
// We have them in the end of the struct for cache locality reasons. Tl;dr we want the more commonly used things to be packed in the start
// Of the struct, instead of externalRegs being in the middle
ExternalRegisters externalRegs;
};

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@ -21,8 +21,11 @@ struct SDL_Window;
class Renderer {
protected:
GPU& gpu;
static constexpr u32 regNum = 0x300; // Number of internal PICA registers
static constexpr u32 regNum = 0x300; // Number of internal PICA registers
static constexpr u32 extRegNum = 0x1000; // Number of external PICA registers
const std::array<u32, regNum>& regs;
const std::array<u32, extRegNum>& externalRegs;
std::array<u32, 2> fbSize; // The size of the framebuffer (ie both the colour and depth buffer)'
@ -34,7 +37,7 @@ class Renderer {
PICA::DepthFmt depthBufferFormat;
public:
Renderer(GPU& gpu, const std::array<u32, regNum>& internalRegs);
Renderer(GPU& gpu, const std::array<u32, regNum>& internalRegs, const std::array<u32, extRegNum>& externalRegs);
virtual ~Renderer();
static constexpr u32 vertexBufferSize = 0x10000;

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@ -68,7 +68,8 @@ class RendererGL final : public Renderer {
void updateLightingLUT();
public:
RendererGL(GPU& gpu, const std::array<u32, regNum>& internalRegs) : Renderer(gpu, internalRegs) {}
RendererGL(GPU& gpu, const std::array<u32, regNum>& internalRegs, const std::array<u32, extRegNum>& externalRegs)
: Renderer(gpu, internalRegs, externalRegs) {}
~RendererGL() override;
void reset() override;

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@ -4,7 +4,7 @@ class GPU;
class RendererNull final : public Renderer {
public:
RendererNull(GPU& gpu, const std::array<u32, regNum>& internalRegs);
RendererNull(GPU& gpu, const std::array<u32, regNum>& internalRegs, const std::array<u32, extRegNum>& externalRegs);
~RendererNull() override;
void reset() override;

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@ -4,7 +4,7 @@ class GPU;
class RendererSw final : public Renderer {
public:
RendererSw(GPU& gpu, const std::array<u32, regNum>& internalRegs);
RendererSw(GPU& gpu, const std::array<u32, regNum>& internalRegs, const std::array<u32, extRegNum>& externalRegs);
~RendererSw() override;
void reset() override;

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@ -44,7 +44,7 @@ class RendererVK final : public Renderer {
u64 currentFrame = 0;
public:
RendererVK(GPU& gpu, const std::array<u32, regNum>& internalRegs);
RendererVK(GPU& gpu, const std::array<u32, regNum>& internalRegs, const std::array<u32, extRegNum>& externalRegs);
~RendererVK() override;
void reset() override;