mirror of
https://github.com/citra-emu/citra.git
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Moved vertex processing into vertex_processor
This commit is contained in:
parent
5e55a525d8
commit
d9b1c0bbc4
@ -8,6 +8,7 @@ set(SRCS
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primitive_assembly.cpp
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rasterizer.cpp
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utils.cpp
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vertex_processor.cpp
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vertex_shader.cpp
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video_core.cpp
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)
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@ -28,6 +29,7 @@ set(HEADERS
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rasterizer.h
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renderer_base.h
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utils.h
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vertex_processor.h
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vertex_shader.h
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video_core.h
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)
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@ -2,16 +2,12 @@
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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 <boost/range/algorithm/fill.hpp>
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#include "common/profiler.h"
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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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#include "primitive_assembly.h"
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#include "vertex_shader.h"
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#include "vertex_processor.h"
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#include "core/hle/service/gsp_gpu.h"
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#include "core/hw/gpu.h"
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@ -61,131 +57,7 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
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DebugUtils::DumpTevStageConfig(registers.GetTevStages());
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if (g_debug_context)
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g_debug_context->OnEvent(DebugContext::Event::IncomingPrimitiveBatch, nullptr);
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const auto& attribute_config = registers.vertex_attributes;
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const u32 base_address = attribute_config.GetPhysicalBaseAddress();
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// Information about internal vertex attributes
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u32 vertex_attribute_sources[16];
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boost::fill(vertex_attribute_sources, 0xdeadbeef);
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u32 vertex_attribute_strides[16];
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u32 vertex_attribute_formats[16];
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// HACK: Initialize vertex_attribute_elements to zero to prevent infinite loops below.
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// This is one of the hacks required to deal with uninitalized vertex attributes.
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// TODO: Fix this properly.
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u32 vertex_attribute_elements[16] = {};
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u32 vertex_attribute_element_size[16];
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// Setup attribute data from loaders
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for (int loader = 0; loader < 12; ++loader) {
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const auto& loader_config = attribute_config.attribute_loaders[loader];
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u32 load_address = base_address + loader_config.data_offset;
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// TODO: What happens if a loader overwrites a previous one's data?
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for (unsigned component = 0; component < loader_config.component_count; ++component) {
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u32 attribute_index = loader_config.GetComponent(component);
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vertex_attribute_sources[attribute_index] = load_address;
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vertex_attribute_strides[attribute_index] = static_cast<u32>(loader_config.byte_count);
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vertex_attribute_formats[attribute_index] = static_cast<u32>(attribute_config.GetFormat(attribute_index));
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vertex_attribute_elements[attribute_index] = attribute_config.GetNumElements(attribute_index);
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vertex_attribute_element_size[attribute_index] = attribute_config.GetElementSizeInBytes(attribute_index);
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load_address += attribute_config.GetStride(attribute_index);
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}
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}
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// Load vertices
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bool is_indexed = (id == PICA_REG_INDEX(trigger_draw_indexed));
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const auto& index_info = registers.index_array;
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const u8* index_address_8 = Memory::GetPointer(PAddrToVAddr(base_address + index_info.offset));
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const u16* index_address_16 = (u16*)index_address_8;
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bool index_u16 = index_info.format != 0;
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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 (unsigned int index = 0; index < registers.num_vertices; ++index)
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{
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unsigned int vertex = is_indexed ? (index_u16 ? index_address_16[index] : index_address_8[index]) : index;
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if (is_indexed) {
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// TODO: Implement some sort of vertex cache!
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}
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// Initialize data for the current vertex
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VertexShader::InputVertex input;
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// Load a debugging token to check whether this gets loaded by the running
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// application or not.
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static const float24 debug_token = float24::FromRawFloat24(0x00abcdef);
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input.attr[0].w = debug_token;
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for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) {
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for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
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const u8* srcdata = Memory::GetPointer(PAddrToVAddr(vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i]));
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// TODO(neobrain): Ocarina of Time 3D has GetNumTotalAttributes return 8,
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// yet only provides 2 valid source data addresses. Need to figure out
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// what's wrong there, until then we just continue when address lookup fails
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if (srcdata == nullptr)
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continue;
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const float srcval = (vertex_attribute_formats[i] == 0) ? *(s8*)srcdata :
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(vertex_attribute_formats[i] == 1) ? *(u8*)srcdata :
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(vertex_attribute_formats[i] == 2) ? *(s16*)srcdata :
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*(float*)srcdata;
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input.attr[i][comp] = float24::FromFloat32(srcval);
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LOG_TRACE(HW_GPU, "Loaded component %x of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08lx + 0x%04lx: %f",
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comp, i, vertex, index,
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attribute_config.GetPhysicalBaseAddress(),
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vertex_attribute_sources[i] - base_address,
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vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i],
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input.attr[i][comp].ToFloat32());
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}
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}
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// HACK: Some games do not initialize the vertex position's w component. This leads
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// to critical issues since it messes up perspective division. As a
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// workaround, we force the fourth component to 1.0 if we find this to be the
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// case.
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// To do this, we additionally have to assume that the first input attribute
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// is the vertex position, since there's no information about this other than
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// the empiric observation that this is usually the case.
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if (input.attr[0].w == debug_token)
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input.attr[0].w = float24::FromFloat32(1.0);
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if (g_debug_context)
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g_debug_context->OnEvent(DebugContext::Event::VertexLoaded, (void*)&input);
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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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// 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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if (g_debug_context)
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g_debug_context->OnEvent(DebugContext::Event::FinishedPrimitiveBatch, nullptr);
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Pica::VertexProcessor::ProcessBatch(id == PICA_REG_INDEX(trigger_draw_indexed), Clipper::ProcessTriangle);
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break;
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}
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145
src/video_core/vertex_processor.cpp
Normal file
145
src/video_core/vertex_processor.cpp
Normal file
@ -0,0 +1,145 @@
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// Copyright 2015 Citra 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 <boost/range/algorithm/fill.hpp>
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#include "pica.h"
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#include "vertex_processor.h"
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#include "vertex_shader.h"
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#include "debug_utils/debug_utils.h"
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namespace Pica {
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namespace VertexProcessor {
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/// Runs the current PICA vertex batch through the shader interpreter, and sends resulting primitives to triangle_handler
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void ProcessBatch(bool is_indexed, PrimitiveAssembler<VertexShader::OutputVertex>::TriangleHandler triangle_handler) {
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if (g_debug_context)
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g_debug_context->OnEvent(DebugContext::Event::IncomingPrimitiveBatch, nullptr);
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const auto& attribute_config = registers.vertex_attributes;
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const u32 base_address = attribute_config.GetPhysicalBaseAddress();
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// Information about internal vertex attributes
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u32 vertex_attribute_sources[16];
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boost::fill(vertex_attribute_sources, 0xdeadbeef);
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u32 vertex_attribute_strides[16];
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u32 vertex_attribute_formats[16];
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// HACK: Initialize vertex_attribute_elements to zero to prevent infinite loops below.
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// This is one of the hacks required to deal with uninitalized vertex attributes.
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// TODO: Fix this properly.
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u32 vertex_attribute_elements[16] = {};
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u32 vertex_attribute_element_size[16];
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// Setup attribute data from loaders
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for (int loader = 0; loader < 12; ++loader) {
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const auto& loader_config = attribute_config.attribute_loaders[loader];
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u32 load_address = base_address + loader_config.data_offset;
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// TODO: What happens if a loader overwrites a previous one's data?
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for (unsigned component = 0; component < loader_config.component_count; ++component) {
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u32 attribute_index = loader_config.GetComponent(component);
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vertex_attribute_sources[attribute_index] = load_address;
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vertex_attribute_strides[attribute_index] = static_cast<u32>(loader_config.byte_count);
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vertex_attribute_formats[attribute_index] = static_cast<u32>(attribute_config.GetFormat(attribute_index));
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vertex_attribute_elements[attribute_index] = attribute_config.GetNumElements(attribute_index);
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vertex_attribute_element_size[attribute_index] = attribute_config.GetElementSizeInBytes(attribute_index);
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load_address += attribute_config.GetStride(attribute_index);
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}
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}
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// Load vertices
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const auto& index_info = registers.index_array;
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const u8* index_address_8 = Memory::GetPointer(PAddrToVAddr(base_address + index_info.offset));
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const u16* index_address_16 = (u16*)index_address_8;
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bool index_u16 = index_info.format != 0;
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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 (unsigned int index = 0; index < registers.num_vertices; ++index)
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{
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unsigned int vertex = is_indexed ? (index_u16 ? index_address_16[index] : index_address_8[index]) : index;
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if (is_indexed) {
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// TODO: Implement some sort of vertex cache!
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}
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// Initialize data for the current vertex
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VertexShader::InputVertex input;
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// Load a debugging token to check whether this gets loaded by the running
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// application or not.
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static const float24 debug_token = float24::FromRawFloat24(0x00abcdef);
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input.attr[0].w = debug_token;
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for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) {
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for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
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const u8* srcdata = Memory::GetPointer(PAddrToVAddr(vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i]));
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// TODO(neobrain): Ocarina of Time 3D has GetNumTotalAttributes return 8,
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// yet only provides 2 valid source data addresses. Need to figure out
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// what's wrong there, until then we just continue when address lookup fails
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if (srcdata == nullptr)
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continue;
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const float srcval = (vertex_attribute_formats[i] == 0) ? *(s8*)srcdata :
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(vertex_attribute_formats[i] == 1) ? *(u8*)srcdata :
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(vertex_attribute_formats[i] == 2) ? *(s16*)srcdata :
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*(float*)srcdata;
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input.attr[i][comp] = float24::FromFloat32(srcval);
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LOG_TRACE(HW_GPU, "Loaded component %x of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08lx + 0x%04lx: %f",
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comp, i, vertex, index,
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attribute_config.GetPhysicalBaseAddress(),
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vertex_attribute_sources[i] - base_address,
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vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i],
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input.attr[i][comp].ToFloat32());
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}
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}
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// HACK: Some games do not initialize the vertex position's w component. This leads
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// to critical issues since it messes up perspective division. As a
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// workaround, we force the fourth component to 1.0 if we find this to be the
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// case.
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// To do this, we additionally have to assume that the first input attribute
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// is the vertex position, since there's no information about this other than
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// the empiric observation that this is usually the case.
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if (input.attr[0].w == debug_token)
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input.attr[0].w = float24::FromFloat32(1.0);
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if (g_debug_context)
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g_debug_context->OnEvent(DebugContext::Event::VertexLoaded, (void*)&input);
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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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// Send to triangle clipper
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clipper_primitive_assembler.SubmitVertex(output, triangle_handler);
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}
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geometry_dumper.Dump();
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if (g_debug_context)
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g_debug_context->OnEvent(DebugContext::Event::FinishedPrimitiveBatch, nullptr);
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}
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} // namespace
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} // namespace
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18
src/video_core/vertex_processor.h
Normal file
18
src/video_core/vertex_processor.h
Normal file
@ -0,0 +1,18 @@
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// Copyright 2015 Citra 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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#pragma once
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#include "primitive_assembly.h"
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namespace Pica {
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namespace VertexProcessor {
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/// Runs the current PICA vertex batch through the shader interpreter, and sends resulting primitives to triangle_handler
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void ProcessBatch(bool is_indexed, PrimitiveAssembler<VertexShader::OutputVertex>::TriangleHandler triangle_handler);
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} // namespace
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} // namespace
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