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Pica: Consolidate the primitive assembly code in PrimitiveAssembly and GeometryDumper.
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parent
9679d231df
commit
2f1c129f64
5 changed files with 73 additions and 45 deletions
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@ -2,6 +2,7 @@
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include "clipper.h"
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#include "command_processor.h"
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#include "math.h"
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#include "pica.h"
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@ -79,6 +80,8 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
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bool index_u16 = (bool)index_info.format;
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DebugUtils::GeometryDumper geometry_dumper;
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PrimitiveAssembler<VertexShader::OutputVertex> clipper_primitive_assembler(registers.triangle_topology.Value());
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PrimitiveAssembler<DebugUtils::GeometryDumper::Vertex> dumping_primitive_assembler(registers.triangle_topology.Value());
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for (int index = 0; index < registers.num_vertices; ++index)
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{
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@ -108,16 +111,25 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
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}
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}
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// NOTE: For now, we simply assume that the first input attribute corresponds to the position.
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geometry_dumper.AddVertex({input.attr[0][0].ToFloat32(), input.attr[0][1].ToFloat32(), input.attr[0][2].ToFloat32()}, registers.triangle_topology);
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// NOTE: When dumping geometry, we simply assume that the first input attribute
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// corresponds to the position for now.
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DebugUtils::GeometryDumper::Vertex dumped_vertex = {
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input.attr[0][0].ToFloat32(), input.attr[0][1].ToFloat32(), input.attr[0][2].ToFloat32()
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};
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using namespace std::placeholders;
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dumping_primitive_assembler.SubmitVertex(dumped_vertex,
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std::bind(&DebugUtils::GeometryDumper::AddTriangle,
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&geometry_dumper, _1, _2, _3));
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// Send to vertex shader
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VertexShader::OutputVertex output = VertexShader::RunShader(input, attribute_config.GetNumTotalAttributes());
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if (is_indexed) {
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// TODO: Add processed vertex to vertex cache!
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}
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PrimitiveAssembly::SubmitVertex(output);
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// Send to triangle clipper
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clipper_primitive_assembler.SubmitVertex(output, Clipper::ProcessTriangle);
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}
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geometry_dumper.Dump();
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break;
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@ -22,27 +22,17 @@ namespace Pica {
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namespace DebugUtils {
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void GeometryDumper::AddVertex(std::array<float,3> pos, TriangleTopology topology) {
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vertices.push_back({pos[0], pos[1], pos[2]});
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void GeometryDumper::AddTriangle(Vertex& v0, Vertex& v1, Vertex& v2) {
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vertices.push_back(v0);
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vertices.push_back(v1);
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vertices.push_back(v2);
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int num_vertices = vertices.size();
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switch (topology) {
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case TriangleTopology::List:
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case TriangleTopology::ListIndexed:
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if (0 == (num_vertices % 3))
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faces.push_back({ num_vertices-3, num_vertices-2, num_vertices-1 });
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break;
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default:
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ERROR_LOG(GPU, "Unknown triangle topology %x", (int)topology);
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exit(0);
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break;
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}
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faces.push_back({ num_vertices-3, num_vertices-2, num_vertices-1 });
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}
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void GeometryDumper::Dump() {
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// NOTE: Permanently enabling this just trashes hard disks for no reason.
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// NOTE: Permanently enabling this just trashes the hard disk for no reason.
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// Hence, this is currently disabled.
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return;
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@ -14,20 +14,18 @@ namespace Pica {
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namespace DebugUtils {
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using TriangleTopology = Regs::TriangleTopology;
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// Simple utility class for dumping geometry data to an OBJ file
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class GeometryDumper {
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public:
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void AddVertex(std::array<float,3> pos, TriangleTopology topology);
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void Dump();
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private:
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struct Vertex {
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std::array<float,3> pos;
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};
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void AddTriangle(Vertex& v0, Vertex& v1, Vertex& v2);
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void Dump();
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private:
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struct Face {
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int index[3];
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};
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@ -2,21 +2,23 @@
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include "clipper.h"
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#include "pica.h"
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#include "primitive_assembly.h"
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#include "vertex_shader.h"
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#include "video_core/debug_utils/debug_utils.h"
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namespace Pica {
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namespace PrimitiveAssembly {
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template<typename VertexType>
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PrimitiveAssembler<VertexType>::PrimitiveAssembler(Regs::TriangleTopology topology)
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: topology(topology), buffer_index(0) {
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}
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static OutputVertex buffer[2];
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static int buffer_index = 0; // TODO: reset this on emulation restart
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void SubmitVertex(OutputVertex& vtx)
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template<typename VertexType>
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void PrimitiveAssembler<VertexType>::SubmitVertex(VertexType& vtx, TriangleHandler triangle_handler)
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{
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switch (registers.triangle_topology) {
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switch (topology) {
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case Regs::TriangleTopology::List:
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case Regs::TriangleTopology::ListIndexed:
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if (buffer_index < 2) {
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@ -24,7 +26,7 @@ void SubmitVertex(OutputVertex& vtx)
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} else {
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buffer_index = 0;
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Clipper::ProcessTriangle(buffer[0], buffer[1], vtx);
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triangle_handler(buffer[0], buffer[1], vtx);
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}
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break;
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@ -32,7 +34,7 @@ void SubmitVertex(OutputVertex& vtx)
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if (buffer_index == 2) {
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buffer_index = 0;
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Clipper::ProcessTriangle(buffer[0], buffer[1], vtx);
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triangle_handler(buffer[0], buffer[1], vtx);
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buffer[1] = vtx;
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} else {
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@ -41,11 +43,15 @@ void SubmitVertex(OutputVertex& vtx)
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break;
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default:
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ERROR_LOG(GPU, "Unknown triangle mode %x:", (int)registers.triangle_topology.Value());
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ERROR_LOG(GPU, "Unknown triangle topology %x:", (int)topology);
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break;
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}
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}
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} // namespace
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// explicitly instantiate use cases
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template
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struct PrimitiveAssembler<VertexShader::OutputVertex>;
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template
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struct PrimitiveAssembler<DebugUtils::GeometryDumper::Vertex>;
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} // namespace
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@ -4,18 +4,40 @@
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#pragma once
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#include <functional>
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#include "video_core/pica.h"
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#include "video_core/vertex_shader.h"
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namespace Pica {
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namespace VertexShader {
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struct OutputVertex;
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}
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/*
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* Utility class to build triangles from a series of vertices,
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* according to a given triangle topology.
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*/
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template<typename VertexType>
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struct PrimitiveAssembler {
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using TriangleHandler = std::function<void(VertexType& v0,
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VertexType& v1,
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VertexType& v2)>;
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namespace PrimitiveAssembly {
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PrimitiveAssembler(Regs::TriangleTopology topology);
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using VertexShader::OutputVertex;
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/*
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* Queues a vertex, builds primitives from the vertex queue according to the given
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* triangle topology, and calls triangle_handler for each generated primitive.
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* NOTE: We could specify the triangle handler in the constructor, but this way we can
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* keep event and handler code next to each other.
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*/
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void SubmitVertex(VertexType& vtx, TriangleHandler triangle_handler);
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private:
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Regs::TriangleTopology topology;
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int buffer_index;
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VertexType buffer[2];
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};
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void SubmitVertex(OutputVertex& vtx);
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} // namespace
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} // namespace
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