#include #include #include "boost/range/algorithm/fill.hpp" #include "common/assert.h" #include "common/alignment.h" #include "common/bit_field.h" #include "common/common_funcs.h" #include "common/common_types.h" #include "common/logging/log.h" #include "core/memory.h" #include "debug_utils/debug_utils.h" #include "pica.h" #include "pica_state.h" #include "pica_types.h" #include "vertex_loader.h" namespace Pica { void VertexLoader::Setup(const Pica::Regs ®s) { const auto& attribute_config = regs.vertex_attributes; base_address = attribute_config.GetPhysicalBaseAddress(); num_total_attributes = attribute_config.GetNumTotalAttributes(); boost::fill(vertex_attribute_sources, 0xdeadbeef); for (int i = 0; i < 16; i++) { vertex_attribute_is_default[i] = attribute_config.IsDefaultAttribute(i); } // Setup attribute data from loaders for (int loader = 0; loader < 12; ++loader) { const auto& loader_config = attribute_config.attribute_loaders[loader]; u32 offset = 0; // TODO: What happens if a loader overwrites a previous one's data? for (unsigned component = 0; component < loader_config.component_count; ++component) { if (component >= 12) { LOG_ERROR(HW_GPU, "Overflow in the vertex attribute loader %u trying to load component %u", loader, component); continue; } u32 attribute_index = loader_config.GetComponent(component); if (attribute_index < 12) { int element_size = attribute_config.GetElementSizeInBytes(attribute_index); offset = Common::AlignUp(offset, element_size); vertex_attribute_sources[attribute_index] = base_address + loader_config.data_offset + offset; vertex_attribute_strides[attribute_index] = static_cast(loader_config.byte_count); vertex_attribute_formats[attribute_index] = attribute_config.GetFormat(attribute_index); vertex_attribute_elements[attribute_index] = attribute_config.GetNumElements(attribute_index); vertex_attribute_element_size[attribute_index] = element_size; offset += attribute_config.GetStride(attribute_index); } else if (attribute_index < 16) { // Attribute ids 12, 13, 14 and 15 signify 4, 8, 12 and 16-byte paddings, respectively offset = Common::AlignUp(offset, 4); offset += (attribute_index - 11) * 4; } else { UNREACHABLE(); // This is truly unreachable due to the number of bits for each component } } } } void VertexLoader::LoadVertex(int index, int vertex, Shader::InputVertex &input, MemoryAccesses &memory_accesses) { for (int i = 0; i < num_total_attributes; ++i) { if (vertex_attribute_elements[i] != 0) { // Default attribute values set if array elements have < 4 components. This // is *not* carried over from the default attribute settings even if they're // enabled for this attribute. static const float24 zero = float24::FromFloat32(0.0f); static const float24 one = float24::FromFloat32(1.0f); input.attr[i] = Math::Vec4(zero, zero, zero, one); // Load per-vertex data from the loader arrays for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) { u32 source_addr = vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i]; const u8* srcdata = Memory::GetPhysicalPointer(source_addr); if (g_debug_context && Pica::g_debug_context->recorder) { memory_accesses.AddAccess(source_addr, (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::FLOAT) ? 4 : (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? 2 : 1); } const float srcval = (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::BYTE) ? *reinterpret_cast(srcdata) : (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::UBYTE) ? *reinterpret_cast(srcdata) : (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? *reinterpret_cast(srcdata) : *reinterpret_cast(srcdata); input.attr[i][comp] = float24::FromFloat32(srcval); LOG_TRACE(HW_GPU, "Loaded component %x of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08x + 0x%04x: %f", comp, i, vertex, index, base_address, vertex_attribute_sources[i] - base_address, vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i], input.attr[i][comp].ToFloat32()); } } else if (vertex_attribute_is_default[i]) { // Load the default attribute if we're configured to do so input.attr[i] = g_state.vs.default_attributes[i]; LOG_TRACE(HW_GPU, "Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)", i, vertex, index, input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(), input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32()); } else { // TODO(yuriks): In this case, no data gets loaded and the vertex // remains with the last value it had. This isn't currently maintained // as global state, however, and so won't work in Citra yet. } } } } // namespace Pica