Pica: Consolidate the primitive assembly code in PrimitiveAssembly and GeometryDumper.

This commit is contained in:
Tony Wasserka 2014-08-17 17:44:55 +02:00
parent 9679d231df
commit 2f1c129f64
5 changed files with 73 additions and 45 deletions

View file

@ -2,6 +2,7 @@
// Licensed under GPLv2
// Refer to the license.txt file included.
#include "clipper.h"
#include "command_processor.h"
#include "math.h"
#include "pica.h"
@ -79,6 +80,8 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
bool index_u16 = (bool)index_info.format;
DebugUtils::GeometryDumper geometry_dumper;
PrimitiveAssembler<VertexShader::OutputVertex> clipper_primitive_assembler(registers.triangle_topology.Value());
PrimitiveAssembler<DebugUtils::GeometryDumper::Vertex> dumping_primitive_assembler(registers.triangle_topology.Value());
for (int index = 0; index < registers.num_vertices; ++index)
{
@ -108,16 +111,25 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
}
}
// NOTE: For now, we simply assume that the first input attribute corresponds to the position.
geometry_dumper.AddVertex({input.attr[0][0].ToFloat32(), input.attr[0][1].ToFloat32(), input.attr[0][2].ToFloat32()}, registers.triangle_topology);
// NOTE: When dumping geometry, we simply assume that the first input attribute
// corresponds to the position for now.
DebugUtils::GeometryDumper::Vertex dumped_vertex = {
input.attr[0][0].ToFloat32(), input.attr[0][1].ToFloat32(), input.attr[0][2].ToFloat32()
};
using namespace std::placeholders;
dumping_primitive_assembler.SubmitVertex(dumped_vertex,
std::bind(&DebugUtils::GeometryDumper::AddTriangle,
&geometry_dumper, _1, _2, _3));
// Send to vertex shader
VertexShader::OutputVertex output = VertexShader::RunShader(input, attribute_config.GetNumTotalAttributes());
if (is_indexed) {
// TODO: Add processed vertex to vertex cache!
}
PrimitiveAssembly::SubmitVertex(output);
// Send to triangle clipper
clipper_primitive_assembler.SubmitVertex(output, Clipper::ProcessTriangle);
}
geometry_dumper.Dump();
break;

View file

@ -22,27 +22,17 @@ namespace Pica {
namespace DebugUtils {
void GeometryDumper::AddVertex(std::array<float,3> pos, TriangleTopology topology) {
vertices.push_back({pos[0], pos[1], pos[2]});
void GeometryDumper::AddTriangle(Vertex& v0, Vertex& v1, Vertex& v2) {
vertices.push_back(v0);
vertices.push_back(v1);
vertices.push_back(v2);
int num_vertices = vertices.size();
switch (topology) {
case TriangleTopology::List:
case TriangleTopology::ListIndexed:
if (0 == (num_vertices % 3))
faces.push_back({ num_vertices-3, num_vertices-2, num_vertices-1 });
break;
default:
ERROR_LOG(GPU, "Unknown triangle topology %x", (int)topology);
exit(0);
break;
}
}
void GeometryDumper::Dump() {
// NOTE: Permanently enabling this just trashes hard disks for no reason.
// NOTE: Permanently enabling this just trashes the hard disk for no reason.
// Hence, this is currently disabled.
return;

View file

@ -14,20 +14,18 @@ namespace Pica {
namespace DebugUtils {
using TriangleTopology = Regs::TriangleTopology;
// Simple utility class for dumping geometry data to an OBJ file
class GeometryDumper {
public:
void AddVertex(std::array<float,3> pos, TriangleTopology topology);
void Dump();
private:
struct Vertex {
std::array<float,3> pos;
};
void AddTriangle(Vertex& v0, Vertex& v1, Vertex& v2);
void Dump();
private:
struct Face {
int index[3];
};

View file

@ -2,21 +2,23 @@
// Licensed under GPLv2
// Refer to the license.txt file included.
#include "clipper.h"
#include "pica.h"
#include "primitive_assembly.h"
#include "vertex_shader.h"
#include "video_core/debug_utils/debug_utils.h"
namespace Pica {
namespace PrimitiveAssembly {
template<typename VertexType>
PrimitiveAssembler<VertexType>::PrimitiveAssembler(Regs::TriangleTopology topology)
: topology(topology), buffer_index(0) {
}
static OutputVertex buffer[2];
static int buffer_index = 0; // TODO: reset this on emulation restart
void SubmitVertex(OutputVertex& vtx)
template<typename VertexType>
void PrimitiveAssembler<VertexType>::SubmitVertex(VertexType& vtx, TriangleHandler triangle_handler)
{
switch (registers.triangle_topology) {
switch (topology) {
case Regs::TriangleTopology::List:
case Regs::TriangleTopology::ListIndexed:
if (buffer_index < 2) {
@ -24,7 +26,7 @@ void SubmitVertex(OutputVertex& vtx)
} else {
buffer_index = 0;
Clipper::ProcessTriangle(buffer[0], buffer[1], vtx);
triangle_handler(buffer[0], buffer[1], vtx);
}
break;
@ -32,7 +34,7 @@ void SubmitVertex(OutputVertex& vtx)
if (buffer_index == 2) {
buffer_index = 0;
Clipper::ProcessTriangle(buffer[0], buffer[1], vtx);
triangle_handler(buffer[0], buffer[1], vtx);
buffer[1] = vtx;
} else {
@ -41,11 +43,15 @@ void SubmitVertex(OutputVertex& vtx)
break;
default:
ERROR_LOG(GPU, "Unknown triangle mode %x:", (int)registers.triangle_topology.Value());
ERROR_LOG(GPU, "Unknown triangle topology %x:", (int)topology);
break;
}
}
} // namespace
// explicitly instantiate use cases
template
struct PrimitiveAssembler<VertexShader::OutputVertex>;
template
struct PrimitiveAssembler<DebugUtils::GeometryDumper::Vertex>;
} // namespace

View file

@ -4,18 +4,40 @@
#pragma once
#include <functional>
#include "video_core/pica.h"
#include "video_core/vertex_shader.h"
namespace Pica {
namespace VertexShader {
struct OutputVertex;
}
/*
* Utility class to build triangles from a series of vertices,
* according to a given triangle topology.
*/
template<typename VertexType>
struct PrimitiveAssembler {
using TriangleHandler = std::function<void(VertexType& v0,
VertexType& v1,
VertexType& v2)>;
namespace PrimitiveAssembly {
PrimitiveAssembler(Regs::TriangleTopology topology);
using VertexShader::OutputVertex;
/*
* Queues a vertex, builds primitives from the vertex queue according to the given
* triangle topology, and calls triangle_handler for each generated primitive.
* NOTE: We could specify the triangle handler in the constructor, but this way we can
* keep event and handler code next to each other.
*/
void SubmitVertex(VertexType& vtx, TriangleHandler triangle_handler);
private:
Regs::TriangleTopology topology;
int buffer_index;
VertexType buffer[2];
};
void SubmitVertex(OutputVertex& vtx);
} // namespace
} // namespace