1d9d9c16e8
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[]).
124 lines
4.6 KiB
C++
124 lines
4.6 KiB
C++
// Copyright 2018 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "common/assert.h"
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#include "video_core/engines/maxwell_3d.h"
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namespace Tegra {
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namespace Engines {
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const std::unordered_map<u32, Maxwell3D::MethodInfo> Maxwell3D::method_handlers = {
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{0xE24, {"SetShader", 5, &Maxwell3D::SetShader}},
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};
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Maxwell3D::Maxwell3D(MemoryManager& memory_manager) : memory_manager(memory_manager) {}
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void Maxwell3D::CallMethod(u32 method, const std::vector<u32>& parameters) {
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// TODO(Subv): Write an interpreter for the macros uploaded via registers 0x45 and 0x47
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auto itr = method_handlers.find(method);
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if (itr == method_handlers.end()) {
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LOG_ERROR(HW_GPU, "Unhandled method call %08X", method);
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return;
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}
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ASSERT(itr->second.arguments == parameters.size());
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(this->*itr->second.handler)(parameters);
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}
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void Maxwell3D::WriteReg(u32 method, u32 value) {
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ASSERT_MSG(method < Regs::NUM_REGS,
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"Invalid Maxwell3D register, increase the size of the Regs structure");
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regs.reg_array[method] = value;
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#define MAXWELL3D_REG_INDEX(field_name) (offsetof(Regs, field_name) / sizeof(u32))
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switch (method) {
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case MAXWELL3D_REG_INDEX(code_address.code_address_high):
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case MAXWELL3D_REG_INDEX(code_address.code_address_low): {
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// Note: For some reason games (like Puyo Puyo Tetris) seem to write 0 to the CODE_ADDRESS
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// register, we do not currently know if that's intended or a bug, so we assert it lest
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// stuff breaks in other places (like the shader address calculation).
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ASSERT_MSG(regs.code_address.CodeAddress() == 0, "Unexpected CODE_ADDRESS register value.");
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break;
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}
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case MAXWELL3D_REG_INDEX(draw.vertex_end_gl): {
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DrawArrays();
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break;
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}
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case MAXWELL3D_REG_INDEX(query.query_get): {
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ProcessQueryGet();
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break;
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}
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default:
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break;
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}
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#undef MAXWELL3D_REG_INDEX
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}
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void Maxwell3D::ProcessQueryGet() {
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GPUVAddr sequence_address = regs.query.QueryAddress();
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// Since the sequence address is given as a GPU VAddr, we have to convert it to an application
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// VAddr before writing.
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VAddr address = memory_manager.PhysicalToVirtualAddress(sequence_address);
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switch (regs.query.query_get.mode) {
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case Regs::QueryMode::Write: {
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// Write the current query sequence to the sequence address.
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u32 sequence = regs.query.query_sequence;
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Memory::Write32(address, sequence);
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break;
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}
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default:
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UNIMPLEMENTED_MSG("Query mode %u not implemented", regs.query.query_get.mode.Value());
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}
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}
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void Maxwell3D::DrawArrays() {
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LOG_WARNING(HW_GPU, "Game requested a DrawArrays, ignoring");
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}
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void Maxwell3D::SetShader(const std::vector<u32>& parameters) {
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/**
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* Parameters description:
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* [0] = Shader Program.
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* [1] = Unknown, presumably the shader id.
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* [2] = Offset to the start of the shader, after the 0x30 bytes header.
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* [3] = Shader Type.
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* [4] = Const Buffer Address >> 8.
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*/
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auto shader_program = static_cast<Regs::ShaderProgram>(parameters[0]);
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// TODO(Subv): This address is probably an offset from the CODE_ADDRESS register.
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GPUVAddr address = parameters[2];
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auto shader_type = static_cast<Regs::ShaderType>(parameters[3]);
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GPUVAddr cb_address = parameters[4] << 8;
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auto& shader = state.shaders[static_cast<size_t>(shader_program)];
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shader.program = shader_program;
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shader.type = shader_type;
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shader.address = address;
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shader.cb_address = cb_address;
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// Perform the same operations as the real macro code.
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// TODO(Subv): Early exit if register 0xD1C + shader_program contains the same as params[1].
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auto& shader_regs = regs.shader_config[static_cast<size_t>(shader_program)];
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shader_regs.start_id = address;
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// TODO(Subv): Write params[1] to register 0xD1C + shader_program.
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// TODO(Subv): Write params[2] to register 0xD22 + shader_program.
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// Note: This value is hardcoded in the macro's code.
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static constexpr u32 DefaultCBSize = 0x10000;
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regs.const_buffer.cb_size = DefaultCBSize;
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regs.const_buffer.cb_address_high = cb_address >> 32;
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regs.const_buffer.cb_address_low = cb_address & 0xFFFFFFFF;
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// Write a hardcoded 0x11 to CB_BIND, this binds the current const buffer to buffer c1[] in the
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// shader. It's likely that these are the constants for the shader.
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regs.cb_bind[static_cast<size_t>(shader_type)].valid.Assign(1);
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regs.cb_bind[static_cast<size_t>(shader_type)].index.Assign(1);
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}
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} // namespace Engines
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} // namespace Tegra
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