mirror of
https://github.com/wheremyfoodat/Panda3DS.git
synced 2025-04-08 23:25:40 +12:00
117 lines
No EOL
3.9 KiB
C++
117 lines
No EOL
3.9 KiB
C++
#include "PICA/gpu.hpp"
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#include "PICA/float_types.hpp"
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#include "PICA/regs.hpp"
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#include <cstdio>
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using namespace Floats;
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GPU::GPU(Memory& mem) : mem(mem) {
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vram = new u8[vramSize];
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}
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void GPU::reset() {
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regs.fill(0);
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shaderUnit.reset();
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std::memset(vram, 0, vramSize);
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totalAttribCount = 0;
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fixedAttribMask = 0;
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fixedAttribIndex = 0;
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fixedAttribCount = 0;
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fixedAttrBuff.fill(0);
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for (auto& e : attributeInfo) {
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e.offset = 0;
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e.size = 0;
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e.config1 = 0;
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e.config2 = 0;
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}
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// TODO: Reset blending, texturing, etc here
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}
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void GPU::clearBuffer(u32 startAddress, u32 endAddress, u32 value, u32 control) {
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printf("GPU: Clear buffer\nStart: %08X End: %08X\nValue: %08X Control: %08X\n", startAddress, endAddress, value, control);
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}
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void GPU::drawArrays(bool indexed) {
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if (indexed)
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drawArrays<true>();
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else
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drawArrays<false>();
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}
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template <bool indexed>
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void GPU::drawArrays() {
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// Base address for vertex attributes
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// The vertex base is always on a quadword boundary because the PICA does weird alignment shit any time possible
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const u32 vertexBase = ((regs[PICAInternalRegs::VertexAttribLoc] >> 1) & 0xfffffff) * 16;
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const u32 vertexCount = regs[PICAInternalRegs::VertexCountReg]; // Total # of vertices to transfer
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// Stuff the global attribute config registers in one u64 to make attr parsing easier
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// TODO: Cache this when the vertex attribute format registers are written to
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u64 vertexCfg = u64(regs[PICAInternalRegs::AttribFormatLow]) | (u64(regs[PICAInternalRegs::AttribFormatHigh]) << 32);
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if constexpr (!indexed) {
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u32 offset = regs[PICAInternalRegs::VertexOffsetReg];
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printf("PICA::DrawArrays(vertex count = %d, vertexOffset = %d)\n", vertexCount, offset);
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} else {
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Helpers::panic("[PICA] Indexed drawing");
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}
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for (u32 i = 0; i < vertexCount; i++) {
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u32 vertexIndex; // Index of the vertex in the VBO
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if constexpr (!indexed) {
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vertexIndex = i + regs[PICAInternalRegs::VertexOffsetReg];
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} else {
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Helpers::panic("[PICA]: Unimplemented indexed rendering");
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}
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int attrCount = 0; // Number of attributes we've passed to the shader
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for (int attrCount = 0; attrCount < totalAttribCount; attrCount++) {
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// Check if attribute is fixed or not
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if (fixedAttribMask & (1 << attrCount)) { // Fixed attribute
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} else { // Non-fixed attribute
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auto& attr = attributeInfo[attrCount]; // Get information for this attribute
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u64 attrCfg = attr.getConfigFull(); // Get config1 | (config2 << 32)
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uint index = (attrCfg >> (attrCount * 4)) & 0xf; // Get index of attribute in vertexCfg
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if (index >= 12) Helpers::panic("[PICA] Vertex attribute used as padding");
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u32 attribInfo = (vertexCfg >> (index * 4)) & 0xf;
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u32 attribType = attribInfo & 0x3; // Type of attribute(sbyte/ubyte/short/float)
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u32 componentCount = (attribInfo >> 2) + 1; // Total number of components
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// Address to fetch the attribute from
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u32 attrAddress = vertexBase + attr.offset + (vertexIndex * attr.size);
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vec4f& attribute = shaderUnit.vs.attributes[attrCount];
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uint component; // Current component
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switch (attribType) {
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case 3: { // Float
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float* ptr = getPointerPhys<float>(attrAddress);
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for (component = 0; component < componentCount; component++) {
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float val = *ptr++;
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attribute[component] = f24::fromFloat32(val);
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printf("Component %d: %f\n", component, (double)val);
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}
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break;
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}
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default: Helpers::panic("[PICA] Unimplemented component type %d", attribType);
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}
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// Fill the remaining attribute lanes with default parameters (1.0 for alpha/w, 0.0) for everything else
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// Corgi does this although I'm not sure if it's actually needed for anything.
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// TODO: Find out
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while (component < 4) {
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attribute[component] = (component == 3) ? f24::fromFloat32(1.0) : f24::fromFloat32(0.0);
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component++;
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}
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printf("Attribute %d, type: %d, component count: %d\n", attrCount, attribType, componentCount);
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}
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}
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}
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} |