Panda3DS/src/core/PICA/regs.cpp
2023-02-27 02:00:00 +02:00

181 lines
No EOL
5.5 KiB
C++

#include "PICA/gpu.hpp"
#include "PICA/regs.hpp"
using namespace Floats;
u32 GPU::readReg(u32 address) {
if (address >= 0x1EF01000 && address < 0x1EF01C00) { // Internal registers
const u32 index = (address - 0x1EF01000) / sizeof(u32);
return readInternalReg(index);
} else {
log("Ignoring read to external GPU register %08X.\n", address);
return 0;
}
}
void GPU::writeReg(u32 address, u32 value) {
if (address >= 0x1EF01000 && address < 0x1EF01C00) { // Internal registers
const u32 index = (address - 0x1EF01000) / sizeof(u32);
writeInternalReg(index, value, 0xffffffff);
} else {
log("Ignoring write to external GPU register %08X. Value: %08X\n", address, value);
}
}
u32 GPU::readInternalReg(u32 index) {
if (index > regNum) {
Helpers::panic("Tried to read invalid GPU register. Index: %X\n", index);
return 0;
}
return regs[index];
}
void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
using namespace PICAInternalRegs;
if (index > regNum) {
Helpers::panic("Tried to write to invalid GPU register. Index: %X, value: %08X\n", index, value);
return;
}
u32 currentValue = regs[index];
u32 newValue = (currentValue & ~mask) | (value & mask); // Only overwrite the bits specified by "mask"
regs[index] = newValue;
// TODO: Figure out if things like the shader index use the unmasked value or the masked one
// We currently use the unmasked value like Citra does
switch (index) {
case SignalDrawArrays:
if (value != 0) drawArrays(false);
break;
case SignalDrawElements:
if (value != 0) drawArrays(true);
break;
case AttribFormatHigh:
totalAttribCount = (value >> 28) + 1; // Total number of vertex attributes
fixedAttribMask = (value >> 16) & 0xfff; // Determines which vertex attributes are fixed for all vertices
break;
case ColourBufferLoc: {
u32 loc = (value & 0x0fffffff) << 3;
renderer.setColourBufferLoc(loc);
break;
};
case ColourBufferFormat: {
u32 format = (value >> 16) & 7;
renderer.setColourFormat(format);
break;
}
case DepthBufferLoc: {
u32 loc = (value & 0x0fffffff) << 3;
renderer.setDepthBufferLoc(loc);
break;
}
case FramebufferSize: {
const u32 width = value & 0x7ff;
const u32 height = ((value >> 12) & 0x3ff) + 1;
renderer.setFBSize(width, height);
break;
}
case VertexFloatUniformIndex:
shaderUnit.vs.setFloatUniformIndex(value);
break;
case VertexFloatUniformData0: case VertexFloatUniformData1: case VertexFloatUniformData2:
case VertexFloatUniformData3: case VertexFloatUniformData4: case VertexFloatUniformData5:
case VertexFloatUniformData6: case VertexFloatUniformData7:
shaderUnit.vs.uploadFloatUniform(value);
break;
case FixedAttribIndex:
fixedAttribCount = 0;
fixedAttribIndex = value & 0xf;
if (fixedAttribIndex == 0xf) Helpers::panic("[PICA] Immediate mode vertex submission");
break;
case FixedAttribData0: case FixedAttribData1: case FixedAttribData2:
if (fixedAttribIndex >= 12) Helpers::panic("[PICA] Tried to write to fixed attribute %d", fixedAttribIndex);
fixedAttrBuff[fixedAttribCount++] = value;
if (fixedAttribCount == 3) {
fixedAttribCount = 0;
vec4f& attr = shaderUnit.vs.fixedAttributes[fixedAttribIndex];
// These are stored in the reverse order anyone would expect them to be in
attr.x() = f24::fromRaw(fixedAttrBuff[2] & 0xffffff);
attr.y() = f24::fromRaw(((fixedAttrBuff[1] & 0xffff) << 8) | (fixedAttrBuff[2] >> 24));
attr.z() = f24::fromRaw(((fixedAttrBuff[0] & 0xff) << 16) | (fixedAttrBuff[1] >> 16));
attr.w() = f24::fromRaw(fixedAttrBuff[0] >> 8);
fixedAttribIndex++;
}
break;
case VertexShaderOpDescriptorIndex:
shaderUnit.vs.setOpDescriptorIndex(value);
break;
case VertexShaderOpDescriptorData0: case VertexShaderOpDescriptorData1: case VertexShaderOpDescriptorData2:
case VertexShaderOpDescriptorData3: case VertexShaderOpDescriptorData4: case VertexShaderOpDescriptorData5:
case VertexShaderOpDescriptorData6: case VertexShaderOpDescriptorData7:
shaderUnit.vs.uploadDescriptor(value);
break;
case VertexBoolUniform:
shaderUnit.vs.boolUniform = value & 0xffff;
break;
case VertexIntUniform0: case VertexIntUniform1: case VertexIntUniform2: case VertexIntUniform3:
shaderUnit.vs.uploadIntUniform(index - VertexIntUniform0, value);
break;
case VertexShaderData0: case VertexShaderData1: case VertexShaderData2: case VertexShaderData3:
case VertexShaderData4: case VertexShaderData5: case VertexShaderData6: case VertexShaderData7:
shaderUnit.vs.uploadWord(value);
break;
case VertexShaderEntrypoint:
shaderUnit.vs.entrypoint = value & 0xffff;
break;
case VertexShaderTransferEnd:
if (value != 0) shaderUnit.vs.finalize();
break;
case VertexShaderTransferIndex:
shaderUnit.vs.setBufferIndex(value);
break;
default:
// Vertex attribute registers
if (index >= AttribInfoStart && index <= AttribInfoEnd) {
uint attributeIndex = (index - AttribInfoStart) / 3; // Which attribute are we writing to
uint reg = (index - AttribInfoStart) % 3; // Which of this attribute's registers are we writing to?
auto& attr = attributeInfo[attributeIndex];
switch (reg) {
case 0: attr.offset = value & 0xfffffff; break; // Attribute offset
case 1:
attr.config1 = value;
break;
case 2:
attr.config2 = value;
attr.size = (value >> 16) & 0xff;
attr.componentCount = value >> 28;
break;
}
} else {
log("GPU: Wrote to unimplemented internal reg: %X, value: %08X\n", index, newValue);
}
break;
}
}