#include #include #include "common/alignment.h" #include "common/assert.h" #include "common/bit_field.h" #include "common/common_types.h" #include "common/logging/log.h" #include "common/vector_math.h" #include "core/memory.h" #include "video_core/debug_utils/debug_utils.h" #include "video_core/pica_state.h" #include "video_core/pica_types.h" #include "video_core/regs_pipeline.h" #include "video_core/shader/shader.h" #include "video_core/vertex_loader.h" namespace Pica { void VertexLoader::Setup(const PipelineRegs& regs) { ASSERT_MSG(!is_setup, "VertexLoader is not intended to be setup more than once."); const auto& attribute_config = regs.vertex_attributes; 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 {} trying to load component {}", loader, component); continue; } u32 attribute_index = loader_config.GetComponent(component); if (attribute_index < 12) { offset = Common::AlignUp(offset, attribute_config.GetElementSizeInBytes(attribute_index)); vertex_attribute_sources[attribute_index] = 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); 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 } } } is_setup = true; } void VertexLoader::LoadVertex(u32 base_address, int index, int vertex, Shader::AttributeBuffer& input, DebugUtils::MemoryAccessTracker& memory_accesses) { ASSERT_MSG(is_setup, "A VertexLoader needs to be setup before loading vertices."); for (int i = 0; i < num_total_attributes; ++i) { if (vertex_attribute_elements[i] != 0) { // Load per-vertex data from the loader arrays u32 source_addr = base_address + vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex; if (g_debug_context && Pica::g_debug_context->recorder) { memory_accesses.AddAccess( source_addr, vertex_attribute_elements[i] * ((vertex_attribute_formats[i] == PipelineRegs::VertexAttributeFormat::FLOAT) ? 4 : (vertex_attribute_formats[i] == PipelineRegs::VertexAttributeFormat::SHORT) ? 2 : 1)); } switch (vertex_attribute_formats[i]) { case PipelineRegs::VertexAttributeFormat::BYTE: { const s8* srcdata = reinterpret_cast(Memory::GetPhysicalPointer(source_addr)); for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) { input.attr[i][comp] = float24::FromFloat32(srcdata[comp]); } break; } case PipelineRegs::VertexAttributeFormat::UBYTE: { const u8* srcdata = reinterpret_cast(Memory::GetPhysicalPointer(source_addr)); for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) { input.attr[i][comp] = float24::FromFloat32(srcdata[comp]); } break; } case PipelineRegs::VertexAttributeFormat::SHORT: { const s16* srcdata = reinterpret_cast(Memory::GetPhysicalPointer(source_addr)); for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) { input.attr[i][comp] = float24::FromFloat32(srcdata[comp]); } break; } case PipelineRegs::VertexAttributeFormat::FLOAT: { const float* srcdata = reinterpret_cast(Memory::GetPhysicalPointer(source_addr)); for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) { input.attr[i][comp] = float24::FromFloat32(srcdata[comp]); } break; } } // 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. for (unsigned int comp = vertex_attribute_elements[i]; comp < 4; ++comp) { input.attr[i][comp] = comp == 3 ? float24::FromFloat32(1.0f) : float24::FromFloat32(0.0f); } LOG_TRACE(HW_GPU, "Loaded {} components of attribute {:x} for vertex {:x} (index {:x}) from " "0x{:08x} + 0x{:08x} + 0x{:04x}: {} {} {} {}", vertex_attribute_elements[i], i, vertex, index, base_address, vertex_attribute_sources[i], vertex_attribute_strides[i] * vertex, input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(), input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32()); } else if (vertex_attribute_is_default[i]) { // Load the default attribute if we're configured to do so input.attr[i] = g_state.input_default_attributes.attr[i]; LOG_TRACE( HW_GPU, "Loaded default attribute {:x} for vertex {:x} (index {:x}): ({}, {}, {}, {})", 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