yuzu/src/video_core/engines/maxwell_3d.cpp
Subv 1d9d9c16e8 GPU: Make the SetShader macro call do the same as the real macro's code.
It'll now set the CB_SIZE, CB_ADDRESS and CB_BIND registers when it's called.

Presumably this SetShader function is binding the constant shader uniforms to buffer 1 (c1[]).
2018-03-17 18:32:55 -05:00

124 lines
4.6 KiB
C++

// Copyright 2018 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "common/assert.h"
#include "video_core/engines/maxwell_3d.h"
namespace Tegra {
namespace Engines {
const std::unordered_map<u32, Maxwell3D::MethodInfo> Maxwell3D::method_handlers = {
{0xE24, {"SetShader", 5, &Maxwell3D::SetShader}},
};
Maxwell3D::Maxwell3D(MemoryManager& memory_manager) : memory_manager(memory_manager) {}
void Maxwell3D::CallMethod(u32 method, const std::vector<u32>& parameters) {
// TODO(Subv): Write an interpreter for the macros uploaded via registers 0x45 and 0x47
auto itr = method_handlers.find(method);
if (itr == method_handlers.end()) {
LOG_ERROR(HW_GPU, "Unhandled method call %08X", method);
return;
}
ASSERT(itr->second.arguments == parameters.size());
(this->*itr->second.handler)(parameters);
}
void Maxwell3D::WriteReg(u32 method, u32 value) {
ASSERT_MSG(method < Regs::NUM_REGS,
"Invalid Maxwell3D register, increase the size of the Regs structure");
regs.reg_array[method] = value;
#define MAXWELL3D_REG_INDEX(field_name) (offsetof(Regs, field_name) / sizeof(u32))
switch (method) {
case MAXWELL3D_REG_INDEX(code_address.code_address_high):
case MAXWELL3D_REG_INDEX(code_address.code_address_low): {
// Note: For some reason games (like Puyo Puyo Tetris) seem to write 0 to the CODE_ADDRESS
// register, we do not currently know if that's intended or a bug, so we assert it lest
// stuff breaks in other places (like the shader address calculation).
ASSERT_MSG(regs.code_address.CodeAddress() == 0, "Unexpected CODE_ADDRESS register value.");
break;
}
case MAXWELL3D_REG_INDEX(draw.vertex_end_gl): {
DrawArrays();
break;
}
case MAXWELL3D_REG_INDEX(query.query_get): {
ProcessQueryGet();
break;
}
default:
break;
}
#undef MAXWELL3D_REG_INDEX
}
void Maxwell3D::ProcessQueryGet() {
GPUVAddr sequence_address = regs.query.QueryAddress();
// Since the sequence address is given as a GPU VAddr, we have to convert it to an application
// VAddr before writing.
VAddr address = memory_manager.PhysicalToVirtualAddress(sequence_address);
switch (regs.query.query_get.mode) {
case Regs::QueryMode::Write: {
// Write the current query sequence to the sequence address.
u32 sequence = regs.query.query_sequence;
Memory::Write32(address, sequence);
break;
}
default:
UNIMPLEMENTED_MSG("Query mode %u not implemented", regs.query.query_get.mode.Value());
}
}
void Maxwell3D::DrawArrays() {
LOG_WARNING(HW_GPU, "Game requested a DrawArrays, ignoring");
}
void Maxwell3D::SetShader(const std::vector<u32>& parameters) {
/**
* Parameters description:
* [0] = Shader Program.
* [1] = Unknown, presumably the shader id.
* [2] = Offset to the start of the shader, after the 0x30 bytes header.
* [3] = Shader Type.
* [4] = Const Buffer Address >> 8.
*/
auto shader_program = static_cast<Regs::ShaderProgram>(parameters[0]);
// TODO(Subv): This address is probably an offset from the CODE_ADDRESS register.
GPUVAddr address = parameters[2];
auto shader_type = static_cast<Regs::ShaderType>(parameters[3]);
GPUVAddr cb_address = parameters[4] << 8;
auto& shader = state.shaders[static_cast<size_t>(shader_program)];
shader.program = shader_program;
shader.type = shader_type;
shader.address = address;
shader.cb_address = cb_address;
// Perform the same operations as the real macro code.
// TODO(Subv): Early exit if register 0xD1C + shader_program contains the same as params[1].
auto& shader_regs = regs.shader_config[static_cast<size_t>(shader_program)];
shader_regs.start_id = address;
// TODO(Subv): Write params[1] to register 0xD1C + shader_program.
// TODO(Subv): Write params[2] to register 0xD22 + shader_program.
// Note: This value is hardcoded in the macro's code.
static constexpr u32 DefaultCBSize = 0x10000;
regs.const_buffer.cb_size = DefaultCBSize;
regs.const_buffer.cb_address_high = cb_address >> 32;
regs.const_buffer.cb_address_low = cb_address & 0xFFFFFFFF;
// Write a hardcoded 0x11 to CB_BIND, this binds the current const buffer to buffer c1[] in the
// shader. It's likely that these are the constants for the shader.
regs.cb_bind[static_cast<size_t>(shader_type)].valid.Assign(1);
regs.cb_bind[static_cast<size_t>(shader_type)].index.Assign(1);
}
} // namespace Engines
} // namespace Tegra