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https://github.com/wheremyfoodat/Panda3DS.git
synced 2025-04-09 15:45:40 +12:00
Refactored Vertex Pipeline to always use Pica Formatted Vertex
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parent
7f48334ffa
commit
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6 changed files with 72 additions and 82 deletions
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@ -8,6 +8,7 @@
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#include "PICA/shader_unit.hpp"
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#include "PICA/dynapica/shader_rec.hpp"
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#include "renderer_gl/renderer_gl.hpp"
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#include "PICA/pica_vertex.hpp"
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class GPU {
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static constexpr u32 regNum = 0x300;
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@ -27,7 +28,7 @@ class GPU {
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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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std::array<PicaVertex, 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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@ -67,7 +68,7 @@ class GPU {
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u32* cmdBuffCurr = nullptr;
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Renderer renderer;
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Vertex getImmediateModeVertex();
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PicaVertex 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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42
include/PICA/pica_vertex.hpp
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42
include/PICA/pica_vertex.hpp
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@ -0,0 +1,42 @@
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#pragma once
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#include "PICA/float_types.hpp"
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#include <array>
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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 PicaVertex {
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using vec2f = std::array<Floats::f24, 2>;
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using vec3f = std::array<Floats::f24, 3>;
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using vec4f = std::array<Floats::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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Floats::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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} s;
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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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Floats::f24 raw[0x20];
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};
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PicaVertex() {}
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};
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//Float is used here instead of Floats::f24 to ensure that Floats::f24 is properly sized for direct interpretations as a float by the render backend
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#define ASSERT_POS(member, pos) static_assert(offsetof(PicaVertex, s.member) == pos * sizeof(float), "PicaVertex 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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#undef ASSERT_POS
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@ -9,20 +9,11 @@
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#include "surface_cache.hpp"
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#include "textures.hpp"
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#include "PICA/regs.hpp"
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#include "PICA/pica_vertex.hpp"
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// More circular dependencies!
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class GPU;
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struct Vertex {
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OpenGL::vec4 position;
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OpenGL::vec4 colour;
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OpenGL::vec2 texcoord0;
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OpenGL::vec2 texcoord1;
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Floats::f24 texcoord0_w;
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u32 padding; // pad so that texcoord2 is 64-bit aligned
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OpenGL::vec2 texcoord2;
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};
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class Renderer {
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GPU& gpu;
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OpenGL::Program triangleProgram;
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@ -95,7 +86,7 @@ class Renderer {
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void getGraphicsContext(); // Set up graphics context for rendering
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void clearBuffer(u32 startAddress, u32 endAddress, u32 value, u32 control); // Clear a GPU buffer in VRAM
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void displayTransfer(u32 inputAddr, u32 outputAddr, u32 inputSize, u32 outputSize, u32 flags); // Perform display transfer
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void drawVertices(PICA::PrimType primType, std::span<const Vertex> vertices); // Draw the given vertices
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void drawVertices(PICA::PrimType primType, std::span<const PicaVertex> vertices); // Draw the given vertices
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void setFBSize(u32 width, u32 height) {
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fbSize.x() = width;
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@ -10,42 +10,6 @@
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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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} s;
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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, s.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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@ -95,7 +59,7 @@ void GPU::drawArrays(bool indexed) {
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}
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}
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static std::array<Vertex, Renderer::vertexBufferSize> vertices;
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static std::array<PicaVertex, Renderer::vertexBufferSize> vertices;
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template <bool indexed, bool useShaderJIT>
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void GPU::drawArrays() {
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@ -283,7 +247,7 @@ void GPU::drawArrays() {
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shaderUnit.vs.run();
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}
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OutputVertex out;
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PicaVertex &out=vertices[i];
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// Map shader outputs to fixed function properties
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const u32 totalShaderOutputs = regs[PICA::InternalRegs::ShaderOutputCount] & 7;
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for (int i = 0; i < totalShaderOutputs; i++) {
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@ -294,24 +258,13 @@ void GPU::drawArrays() {
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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.s.positions, sizeof(vec4f));
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std::memcpy(&vertices[i].colour, &out.s.colour, sizeof(vec4f));
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std::memcpy(&vertices[i].texcoord0, &out.s.texcoord0, 2 * sizeof(f24));
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std::memcpy(&vertices[i].texcoord1, &out.s.texcoord1, 2 * sizeof(f24));
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std::memcpy(&vertices[i].texcoord0_w, &out.s.texcoord0_w, sizeof(f24));
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std::memcpy(&vertices[i].texcoord2, &out.s.texcoord2, 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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//printf("(u, v ) = (%f, %f)\n", vertices[i].UVs.u(), vertices[i].UVs.v());
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}
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renderer.drawVertices(primType, std::span(vertices).first(vertexCount));
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}
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Vertex GPU::getImmediateModeVertex() {
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Vertex v;
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PicaVertex GPU::getImmediateModeVertex() {
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PicaVertex v;
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const int totalAttrCount = (regs[PICA::InternalRegs::VertexShaderAttrNum] & 0xf) + 1;
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// Copy immediate mode attributes to vertex shader unit
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@ -321,13 +274,13 @@ Vertex GPU::getImmediateModeVertex() {
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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.texcoord0, &shaderUnit.vs.outputs[2], 2 * sizeof(f24));
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std::memcpy(&v.s.positions, &shaderUnit.vs.outputs[0], sizeof(vec4f));
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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.position.x(), (double)v.position.y(), (double)v.position.z(), (double)v.position.w());
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printf("(r, g, b, a) = (%f, %f, %f, %f)\n", (double)v.colour.r(), (double)v.colour.g(), (double)v.colour.b(), (double)v.colour.a());
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printf("(u, v ) = (%f, %f)\n", v.texcoord0.u(), v.texcoord0.v());
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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("(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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return v;
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}
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@ -146,7 +146,7 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
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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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PicaVertex v = getImmediateModeVertex();
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immediateModeAttrIndex = 0;
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immediateModeVertices[immediateModeVertIndex++] = v;
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@ -189,15 +189,18 @@ const char* fragmentShader = R"(
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return result;
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}
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void calcLighting(out vec4 primary_color, out vec4 secondary_color){
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primary_color = vec4(vec3(0.0),1.0);
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secondary_color = vec4(vec3(0.0),1.0);
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}
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void main() {
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vec2 tex2UV = (u_textureConfig & (1u << 13)) != 0u ? v_texcoord1 : v_texcoord2;
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// TODO: what do invalid sources and disabled textures read as?
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// And what does the "previous combiner" source read initially?
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tevSources[0] = v_colour; // Primary/vertex color
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tevSources[1] = vec4(vec3(0.5), 1.0); // Fragment primary color
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tevSources[2] = vec4(vec3(0.5), 1.0); // Fragment secondary color
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calcLighting(tevSources[1],tevSources[2]);
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if ((u_textureConfig & 1u) != 0u) tevSources[3] = texture(u_tex0, v_texcoord0.xy);
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if ((u_textureConfig & 2u) != 0u) tevSources[4] = texture(u_tex1, v_texcoord1);
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if ((u_textureConfig & 4u) != 0u) tevSources[5] = texture(u_tex2, tex2UV);
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displayProgram.use();
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glUniform1i(OpenGL::uniformLocation(displayProgram, "u_texture"), 0); // Init sampler object
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vbo.createFixedSize(sizeof(Vertex) * vertexBufferSize, GL_STREAM_DRAW);
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vbo.createFixedSize(sizeof(PicaVertex) * vertexBufferSize, GL_STREAM_DRAW);
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vbo.bind();
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vao.create();
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vao.bind();
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// Position (x, y, z, w) attributes
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vao.setAttributeFloat<float>(0, 4, sizeof(Vertex), offsetof(Vertex, position));
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vao.setAttributeFloat<float>(0, 4, sizeof(PicaVertex), offsetof(PicaVertex, s.positions));
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vao.enableAttribute(0);
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// Colour attribute
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vao.setAttributeFloat<float>(1, 4, sizeof(Vertex), offsetof(Vertex, colour));
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vao.setAttributeFloat<float>(1, 4, sizeof(PicaVertex), offsetof(PicaVertex, s.colour));
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vao.enableAttribute(1);
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// UV 0 attribute
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vao.setAttributeFloat<float>(2, 2, sizeof(Vertex), offsetof(Vertex, texcoord0));
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vao.setAttributeFloat<float>(2, 2, sizeof(PicaVertex), offsetof(PicaVertex, s.texcoord0));
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vao.enableAttribute(2);
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// UV 1 attribute
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vao.setAttributeFloat<float>(3, 2, sizeof(Vertex), offsetof(Vertex, texcoord1));
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vao.setAttributeFloat<float>(3, 2, sizeof(PicaVertex), offsetof(PicaVertex, s.texcoord1));
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vao.enableAttribute(3);
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// UV 0 W-component attribute
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vao.setAttributeFloat<float>(4, 1, sizeof(Vertex), offsetof(Vertex, texcoord0_w));
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vao.setAttributeFloat<float>(4, 1, sizeof(PicaVertex), offsetof(PicaVertex, s.texcoord0_w));
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vao.enableAttribute(4);
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// UV 2 attribute
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vao.setAttributeFloat<float>(5, 2, sizeof(Vertex), offsetof(Vertex, texcoord2));
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vao.setAttributeFloat<float>(5, 2, sizeof(PicaVertex), offsetof(PicaVertex, s.texcoord2));
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vao.enableAttribute(5);
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dummyVBO.create();
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}
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}
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void Renderer::drawVertices(PICA::PrimType primType, std::span<const Vertex> vertices) {
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void Renderer::drawVertices(PICA::PrimType primType, std::span<const PicaVertex> vertices) {
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// The fourth type is meant to be "Geometry primitive". TODO: Find out what that is
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static constexpr std::array<OpenGL::Primitives, 4> primTypes = {
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OpenGL::Triangle, OpenGL::TriangleStrip, OpenGL::TriangleFan, OpenGL::Triangle
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