citra/src/video_core/command_processor.cpp
2017-10-19 19:39:06 +01:00

722 lines
32 KiB
C++

// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <array>
#include <cstddef>
#include <future>
#include <memory>
#include <utility>
#include "common/assert.h"
#include "common/logging/log.h"
#include "common/microprofile.h"
#include "common/thread_pool.h"
#include "common/vector_math.h"
#include "core/hle/service/gsp_gpu.h"
#include "core/hw/gpu.h"
#include "core/memory.h"
#include "core/tracer/recorder.h"
#include "video_core/command_processor.h"
#include "video_core/debug_utils/debug_utils.h"
#include "video_core/pica_state.h"
#include "video_core/pica_types.h"
#include "video_core/primitive_assembly.h"
#include "video_core/rasterizer_interface.h"
#include "video_core/regs.h"
#include "video_core/regs_pipeline.h"
#include "video_core/regs_texturing.h"
#include "video_core/renderer_base.h"
#include "video_core/shader/shader.h"
#include "video_core/vertex_loader.h"
#include "video_core/video_core.h"
namespace Pica {
namespace CommandProcessor {
static int vs_float_regs_counter = 0;
static u32 vs_uniform_write_buffer[4];
static int gs_float_regs_counter = 0;
static u32 gs_uniform_write_buffer[4];
static int default_attr_counter = 0;
static u32 default_attr_write_buffer[3];
// Expand a 4-bit mask to 4-byte mask, e.g. 0b0101 -> 0x00FF00FF
static const u32 expand_bits_to_bytes[] = {
0x00000000, 0x000000ff, 0x0000ff00, 0x0000ffff, 0x00ff0000, 0x00ff00ff, 0x00ffff00, 0x00ffffff,
0xff000000, 0xff0000ff, 0xff00ff00, 0xff00ffff, 0xffff0000, 0xffff00ff, 0xffffff00, 0xffffffff,
};
MICROPROFILE_DEFINE(GPU_Drawing, "GPU", "Drawing", MP_RGB(50, 50, 240));
static const char* GetShaderSetupTypeName(Shader::ShaderSetup& setup) {
if (&setup == &g_state.vs) {
return "vertex shader";
}
if (&setup == &g_state.gs) {
return "geometry shader";
}
return "unknown shader";
}
static void WriteUniformBoolReg(Shader::ShaderSetup& setup, u32 value) {
for (unsigned i = 0; i < setup.uniforms.b.size(); ++i)
setup.uniforms.b[i] = (value & (1 << i)) != 0;
}
static void WriteUniformIntReg(Shader::ShaderSetup& setup, unsigned index,
const Math::Vec4<u8>& values) {
ASSERT(index < setup.uniforms.i.size());
setup.uniforms.i[index] = values;
LOG_TRACE(HW_GPU, "Set %s integer uniform %d to %02x %02x %02x %02x",
GetShaderSetupTypeName(setup), index, values.x, values.y, values.z, values.w);
}
static void WriteUniformFloatReg(ShaderRegs& config, Shader::ShaderSetup& setup,
int& float_regs_counter, u32 uniform_write_buffer[4], u32 value) {
auto& uniform_setup = config.uniform_setup;
// TODO: Does actual hardware indeed keep an intermediate buffer or does
// it directly write the values?
uniform_write_buffer[float_regs_counter++] = value;
// Uniforms are written in a packed format such that four float24 values are encoded in
// three 32-bit numbers. We write to internal memory once a full such vector is
// written.
if ((float_regs_counter >= 4 && uniform_setup.IsFloat32()) ||
(float_regs_counter >= 3 && !uniform_setup.IsFloat32())) {
float_regs_counter = 0;
auto& uniform = setup.uniforms.f[uniform_setup.index];
if (uniform_setup.index >= 96) {
LOG_ERROR(HW_GPU, "Invalid %s float uniform index %d", GetShaderSetupTypeName(setup),
(int)uniform_setup.index);
} else {
// NOTE: The destination component order indeed is "backwards"
if (uniform_setup.IsFloat32()) {
for (auto i : {0, 1, 2, 3})
uniform[3 - i] = float24::FromFloat32(*(float*)(&uniform_write_buffer[i]));
} else {
// TODO: Untested
uniform.w = float24::FromRaw(uniform_write_buffer[0] >> 8);
uniform.z = float24::FromRaw(((uniform_write_buffer[0] & 0xFF) << 16) |
((uniform_write_buffer[1] >> 16) & 0xFFFF));
uniform.y = float24::FromRaw(((uniform_write_buffer[1] & 0xFFFF) << 8) |
((uniform_write_buffer[2] >> 24) & 0xFF));
uniform.x = float24::FromRaw(uniform_write_buffer[2] & 0xFFFFFF);
}
LOG_TRACE(HW_GPU, "Set %s float uniform %x to (%f %f %f %f)",
GetShaderSetupTypeName(setup), (int)uniform_setup.index,
uniform.x.ToFloat32(), uniform.y.ToFloat32(), uniform.z.ToFloat32(),
uniform.w.ToFloat32());
// TODO: Verify that this actually modifies the register!
uniform_setup.index.Assign(uniform_setup.index + 1);
}
}
}
static void WritePicaReg(u32 id, u32 value, u32 mask) {
auto& regs = g_state.regs;
if (id >= Regs::NUM_REGS) {
LOG_ERROR(HW_GPU,
"Commandlist tried to write to invalid register 0x%03X (value: %08X, mask: %X)",
id, value, mask);
return;
}
// TODO: Figure out how register masking acts on e.g. vs.uniform_setup.set_value
u32 old_value = regs.reg_array[id];
const u32 write_mask = expand_bits_to_bytes[mask];
regs.reg_array[id] = (old_value & ~write_mask) | (value & write_mask);
// Double check for is_pica_tracing to avoid call overhead
if (DebugUtils::IsPicaTracing()) {
DebugUtils::OnPicaRegWrite({(u16)id, (u16)mask, regs.reg_array[id]});
}
if (g_debug_context)
g_debug_context->OnEvent(DebugContext::Event::PicaCommandLoaded,
reinterpret_cast<void*>(&id));
switch (id) {
// Trigger IRQ
case PICA_REG_INDEX(trigger_irq):
Service::GSP::SignalInterrupt(Service::GSP::InterruptId::P3D);
break;
case PICA_REG_INDEX(pipeline.triangle_topology):
g_state.primitive_assembler.Reconfigure(regs.pipeline.triangle_topology);
break;
case PICA_REG_INDEX(pipeline.restart_primitive):
g_state.primitive_assembler.Reset();
break;
case PICA_REG_INDEX(pipeline.vs_default_attributes_setup.index):
g_state.immediate.current_attribute = 0;
g_state.immediate.reset_geometry_pipeline = true;
default_attr_counter = 0;
break;
// Load default vertex input attributes
case PICA_REG_INDEX_WORKAROUND(pipeline.vs_default_attributes_setup.set_value[0], 0x233):
case PICA_REG_INDEX_WORKAROUND(pipeline.vs_default_attributes_setup.set_value[1], 0x234):
case PICA_REG_INDEX_WORKAROUND(pipeline.vs_default_attributes_setup.set_value[2], 0x235): {
// TODO: Does actual hardware indeed keep an intermediate buffer or does
// it directly write the values?
default_attr_write_buffer[default_attr_counter++] = value;
// Default attributes are written in a packed format such that four float24 values are
// encoded in
// three 32-bit numbers. We write to internal memory once a full such vector is
// written.
if (default_attr_counter >= 3) {
default_attr_counter = 0;
auto& setup = regs.pipeline.vs_default_attributes_setup;
if (setup.index >= 16) {
LOG_ERROR(HW_GPU, "Invalid VS default attribute index %d", (int)setup.index);
break;
}
Math::Vec4<float24> attribute;
// NOTE: The destination component order indeed is "backwards"
attribute.w = float24::FromRaw(default_attr_write_buffer[0] >> 8);
attribute.z = float24::FromRaw(((default_attr_write_buffer[0] & 0xFF) << 16) |
((default_attr_write_buffer[1] >> 16) & 0xFFFF));
attribute.y = float24::FromRaw(((default_attr_write_buffer[1] & 0xFFFF) << 8) |
((default_attr_write_buffer[2] >> 24) & 0xFF));
attribute.x = float24::FromRaw(default_attr_write_buffer[2] & 0xFFFFFF);
LOG_TRACE(HW_GPU, "Set default VS attribute %x to (%f %f %f %f)", (int)setup.index,
attribute.x.ToFloat32(), attribute.y.ToFloat32(), attribute.z.ToFloat32(),
attribute.w.ToFloat32());
// TODO: Verify that this actually modifies the register!
if (setup.index < 15) {
g_state.input_default_attributes.attr[setup.index] = attribute;
setup.index++;
} else {
// Put each attribute into an immediate input buffer. When all specified immediate
// attributes are present, the Vertex Shader is invoked and everything is sent to
// the primitive assembler.
auto& immediate_input = g_state.immediate.input_vertex;
auto& immediate_attribute_id = g_state.immediate.current_attribute;
immediate_input.attr[immediate_attribute_id] = attribute;
if (immediate_attribute_id < regs.pipeline.max_input_attrib_index) {
immediate_attribute_id += 1;
} else {
MICROPROFILE_SCOPE(GPU_Drawing);
immediate_attribute_id = 0;
auto* shader_engine = Shader::GetEngine();
shader_engine->SetupBatch(g_state.vs, regs.vs.main_offset);
// Send to vertex shader
if (g_debug_context)
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
static_cast<void*>(&immediate_input));
Shader::UnitState shader_unit;
Shader::AttributeBuffer output{};
shader_unit.LoadInput(regs.vs, immediate_input);
shader_engine->Run(g_state.vs, shader_unit);
shader_unit.WriteOutput(regs.vs, output);
// Send to geometry pipeline
if (g_state.immediate.reset_geometry_pipeline) {
g_state.geometry_pipeline.Reconfigure();
g_state.immediate.reset_geometry_pipeline = false;
}
ASSERT(!g_state.geometry_pipeline.NeedIndexInput());
g_state.geometry_pipeline.Setup(shader_engine);
g_state.geometry_pipeline.SubmitVertex(output);
// TODO: If drawing after every immediate mode triangle kills performance,
// change it to flush triangles whenever a drawing config register changes
// See: https://github.com/citra-emu/citra/pull/2866#issuecomment-327011550
VideoCore::g_renderer->Rasterizer()->DrawTriangles();
if (g_debug_context) {
g_debug_context->OnEvent(DebugContext::Event::FinishedPrimitiveBatch,
nullptr);
}
}
}
}
break;
}
case PICA_REG_INDEX(pipeline.gpu_mode):
// This register likely just enables vertex processing and doesn't need any special handling
break;
case PICA_REG_INDEX_WORKAROUND(pipeline.command_buffer.trigger[0], 0x23c):
case PICA_REG_INDEX_WORKAROUND(pipeline.command_buffer.trigger[1], 0x23d): {
unsigned index =
static_cast<unsigned>(id - PICA_REG_INDEX(pipeline.command_buffer.trigger[0]));
u32* head_ptr = (u32*)Memory::GetPhysicalPointer(
regs.pipeline.command_buffer.GetPhysicalAddress(index));
g_state.cmd_list.head_ptr = g_state.cmd_list.current_ptr = head_ptr;
g_state.cmd_list.length = regs.pipeline.command_buffer.GetSize(index) / sizeof(u32);
break;
}
// It seems like these trigger vertex rendering
case PICA_REG_INDEX(pipeline.trigger_draw):
case PICA_REG_INDEX(pipeline.trigger_draw_indexed): {
MICROPROFILE_SCOPE(GPU_Drawing);
const bool is_indexed = (id == PICA_REG_INDEX(pipeline.trigger_draw_indexed));
#if PICA_LOG_TEV
DebugUtils::DumpTevStageConfig(regs.GetTevStages());
#endif
if (g_debug_context)
g_debug_context->OnEvent(DebugContext::Event::IncomingPrimitiveBatch, nullptr);
struct CachedVertex {
explicit CachedVertex() : batch(0), lock{ ATOMIC_FLAG_INIT } {}
CachedVertex(const CachedVertex& other) : CachedVertex() {}
union {
Shader::AttributeBuffer output_attr; // GS used
Shader::OutputVertex output_vertex; // No GS
};
std::atomic<u32> batch;
std::atomic_flag lock;
};
static std::vector<CachedVertex> vs_output(0x10000);
if (!is_indexed && vs_output.size() < regs.pipeline.num_vertices)
vs_output.resize(regs.pipeline.num_vertices);
// used as a mean to invalidate data from the previous batch without clearing it
static u32 batch_id = std::numeric_limits<u32>::max();
++batch_id;
if (batch_id == 0) { // reset cache when id overflows for safety
++batch_id;
for (auto& entry : vs_output)
entry.batch = 0;
}
// Processes information about internal vertex attributes to figure out how a vertex is
// loaded.
// Later, these can be compiled and cached.
const u32 base_address = regs.pipeline.vertex_attributes.GetPhysicalBaseAddress();
VertexLoader loader(regs.pipeline);
const auto& index_info = regs.pipeline.index_array;
const u8* index_address_8 = Memory::GetPhysicalPointer(base_address + index_info.offset);
if (!index_address_8) {
LOG_CRITICAL(HW_GPU, "Invalid index_address_8 %08x", index_address_8);
return;
}
const u16* index_address_16 = reinterpret_cast<const u16*>(index_address_8);
bool index_u16 = index_info.format != 0;
auto VertexIndex = [&](unsigned int index) {
// Indexed rendering doesn't use the start offset
return is_indexed ? (index_u16 ? index_address_16[index] : index_address_8[index])
: (index + regs.pipeline.vertex_offset);
};
PrimitiveAssembler<Shader::OutputVertex>& primitive_assembler = g_state.primitive_assembler;
if (g_debug_context && g_debug_context->recorder) {
for (int i = 0; i < 3; ++i) {
const auto texture = regs.texturing.GetTextures()[i];
if (!texture.enabled)
continue;
u8* texture_data = Memory::GetPhysicalPointer(texture.config.GetPhysicalAddress());
g_debug_context->recorder->MemoryAccessed(
texture_data, Pica::TexturingRegs::NibblesPerPixel(texture.format) *
texture.config.width / 2 * texture.config.height,
texture.config.GetPhysicalAddress());
}
}
DebugUtils::MemoryAccessTracker memory_accesses;
auto* shader_engine = Shader::GetEngine();
shader_engine->SetupBatch(g_state.vs, regs.vs.main_offset);
const bool use_gs = regs.pipeline.use_gs == PipelineRegs::UseGS::Yes;
auto VSUnitLoop = [&](u32 thread_id, auto num_threads) {
constexpr bool single_thread = std::is_same_v<std::integral_constant<u32, 1>, decltype(num_threads)>;
Shader::UnitState shader_unit;
for (unsigned int index = thread_id; index < regs.pipeline.num_vertices; index += num_threads) {
unsigned int vertex = VertexIndex(index);
auto& cached_vertex = vs_output[is_indexed ? vertex : index];
// -1 is a common special value used for primitive restart. Since it's unknown if
// the PICA supports it, and it would mess up the caching, guard against it here.
ASSERT(vertex != -1);
if (is_indexed) {
if (g_debug_context && Pica::g_debug_context->recorder) {
int size = index_u16 ? 2 : 1;
memory_accesses.AddAccess(base_address + index_info.offset + size * index,
size);
}
if (!single_thread) {
// Try locking this vertex
if (cached_vertex.lock.test_and_set(std::memory_order_acquire)) {
// Another thread is processing this vertex
continue;
}
// Vertex is not being processed and is from the correct batch
else if (cached_vertex.batch.load(std::memory_order_acquire) == batch_id) {
// Unlock
cached_vertex.lock.clear(std::memory_order_release);
continue;
}
}
else if (cached_vertex.batch.load(std::memory_order_relaxed) == batch_id) {
continue;
}
}
Shader::AttributeBuffer attribute_buffer;
Shader::AttributeBuffer& output_attr = use_gs ? cached_vertex.output_attr : attribute_buffer;
// Initialize data for the current vertex
loader.LoadVertex(base_address, index, vertex, attribute_buffer, memory_accesses);
// Send to vertex shader
if (g_debug_context)
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, &attribute_buffer);
shader_unit.LoadInput(regs.vs, attribute_buffer);
shader_engine->Run(g_state.vs, shader_unit);
shader_unit.WriteOutput(regs.vs, output_attr);
if (!use_gs)
cached_vertex.output_vertex = Shader::OutputVertex::FromAttributeBuffer(regs.rasterizer, output_attr);
if (!single_thread) {
cached_vertex.batch.store(batch_id, std::memory_order_release);
if (is_indexed) {
cached_vertex.lock.clear(std::memory_order_release);
}
}
else if (is_indexed) {
cached_vertex.batch.store(batch_id, std::memory_order_relaxed);
}
}
};
auto& thread_pool = Common::ThreadPool::GetPool();
std::vector<std::future<void>> futures;
constexpr unsigned int MIN_VERTICES_PER_THREAD = 15;
unsigned int vs_threads = regs.pipeline.num_vertices / MIN_VERTICES_PER_THREAD;
vs_threads = std::min(vs_threads, std::thread::hardware_concurrency() - 1);
if (!vs_threads) {
VSUnitLoop(0, std::integral_constant<u32, 1>{});
} else {
for (unsigned int thread_id = 0; thread_id < vs_threads; ++thread_id) {
futures.emplace_back(thread_pool.push(VSUnitLoop, thread_id, vs_threads));
}
}
g_state.geometry_pipeline.Reconfigure();
g_state.geometry_pipeline.Setup(shader_engine);
if (g_state.geometry_pipeline.NeedIndexInput())
ASSERT(is_indexed);
for (unsigned int index = 0; index < regs.pipeline.num_vertices; ++index) {
unsigned int vertex = VertexIndex(index);
auto& cached_vertex = vs_output[is_indexed ? vertex : index];
if (use_gs && is_indexed && g_state.geometry_pipeline.NeedIndexInput()) {
g_state.geometry_pipeline.SubmitIndex(vertex);
continue;
}
// Synchronize threads
if (vs_threads) {
while (cached_vertex.batch.load(std::memory_order_acquire) != batch_id) {
std::this_thread::yield();
}
}
if (use_gs) {
// Send to geometry pipeline
g_state.geometry_pipeline.SubmitVertex(cached_vertex.output_attr);
} else {
primitive_assembler.SubmitVertex(cached_vertex.output_vertex,
std::bind(&std::decay_t<decltype(*VideoCore::g_renderer->Rasterizer())>::AddTriangle,
VideoCore::g_renderer->Rasterizer(),
std::placeholders::_1, std::placeholders::_2, std::placeholders::_3));
}
}
for (auto& future : futures)
future.get();
for (auto& range : memory_accesses.ranges) {
g_debug_context->recorder->MemoryAccessed(Memory::GetPhysicalPointer(range.first),
range.second, range.first);
}
VideoCore::g_renderer->Rasterizer()->DrawTriangles();
if (g_debug_context) {
g_debug_context->OnEvent(DebugContext::Event::FinishedPrimitiveBatch, nullptr);
}
break;
}
case PICA_REG_INDEX(gs.bool_uniforms):
WriteUniformBoolReg(g_state.gs, g_state.regs.gs.bool_uniforms.Value());
break;
case PICA_REG_INDEX_WORKAROUND(gs.int_uniforms[0], 0x281):
case PICA_REG_INDEX_WORKAROUND(gs.int_uniforms[1], 0x282):
case PICA_REG_INDEX_WORKAROUND(gs.int_uniforms[2], 0x283):
case PICA_REG_INDEX_WORKAROUND(gs.int_uniforms[3], 0x284): {
unsigned index = (id - PICA_REG_INDEX_WORKAROUND(gs.int_uniforms[0], 0x281));
auto values = regs.gs.int_uniforms[index];
WriteUniformIntReg(g_state.gs, index,
Math::Vec4<u8>(values.x, values.y, values.z, values.w));
break;
}
case PICA_REG_INDEX_WORKAROUND(gs.uniform_setup.set_value[0], 0x291):
case PICA_REG_INDEX_WORKAROUND(gs.uniform_setup.set_value[1], 0x292):
case PICA_REG_INDEX_WORKAROUND(gs.uniform_setup.set_value[2], 0x293):
case PICA_REG_INDEX_WORKAROUND(gs.uniform_setup.set_value[3], 0x294):
case PICA_REG_INDEX_WORKAROUND(gs.uniform_setup.set_value[4], 0x295):
case PICA_REG_INDEX_WORKAROUND(gs.uniform_setup.set_value[5], 0x296):
case PICA_REG_INDEX_WORKAROUND(gs.uniform_setup.set_value[6], 0x297):
case PICA_REG_INDEX_WORKAROUND(gs.uniform_setup.set_value[7], 0x298): {
WriteUniformFloatReg(g_state.regs.gs, g_state.gs, gs_float_regs_counter,
gs_uniform_write_buffer, value);
break;
}
case PICA_REG_INDEX_WORKAROUND(gs.program.set_word[0], 0x29c):
case PICA_REG_INDEX_WORKAROUND(gs.program.set_word[1], 0x29d):
case PICA_REG_INDEX_WORKAROUND(gs.program.set_word[2], 0x29e):
case PICA_REG_INDEX_WORKAROUND(gs.program.set_word[3], 0x29f):
case PICA_REG_INDEX_WORKAROUND(gs.program.set_word[4], 0x2a0):
case PICA_REG_INDEX_WORKAROUND(gs.program.set_word[5], 0x2a1):
case PICA_REG_INDEX_WORKAROUND(gs.program.set_word[6], 0x2a2):
case PICA_REG_INDEX_WORKAROUND(gs.program.set_word[7], 0x2a3): {
u32& offset = g_state.regs.gs.program.offset;
if (offset >= 4096) {
LOG_ERROR(HW_GPU, "Invalid GS program offset %u", offset);
} else {
g_state.gs.program_code[offset] = value;
offset++;
}
break;
}
case PICA_REG_INDEX_WORKAROUND(gs.swizzle_patterns.set_word[0], 0x2a6):
case PICA_REG_INDEX_WORKAROUND(gs.swizzle_patterns.set_word[1], 0x2a7):
case PICA_REG_INDEX_WORKAROUND(gs.swizzle_patterns.set_word[2], 0x2a8):
case PICA_REG_INDEX_WORKAROUND(gs.swizzle_patterns.set_word[3], 0x2a9):
case PICA_REG_INDEX_WORKAROUND(gs.swizzle_patterns.set_word[4], 0x2aa):
case PICA_REG_INDEX_WORKAROUND(gs.swizzle_patterns.set_word[5], 0x2ab):
case PICA_REG_INDEX_WORKAROUND(gs.swizzle_patterns.set_word[6], 0x2ac):
case PICA_REG_INDEX_WORKAROUND(gs.swizzle_patterns.set_word[7], 0x2ad): {
u32& offset = g_state.regs.gs.swizzle_patterns.offset;
if (offset >= g_state.gs.swizzle_data.size()) {
LOG_ERROR(HW_GPU, "Invalid GS swizzle pattern offset %u", offset);
} else {
g_state.gs.swizzle_data[offset] = value;
offset++;
}
break;
}
case PICA_REG_INDEX(vs.bool_uniforms):
// TODO (wwylele): does regs.pipeline.gs_unit_exclusive_configuration affect this?
WriteUniformBoolReg(g_state.vs, g_state.regs.vs.bool_uniforms.Value());
break;
case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[0], 0x2b1):
case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[1], 0x2b2):
case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[2], 0x2b3):
case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[3], 0x2b4): {
// TODO (wwylele): does regs.pipeline.gs_unit_exclusive_configuration affect this?
unsigned index = (id - PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[0], 0x2b1));
auto values = regs.vs.int_uniforms[index];
WriteUniformIntReg(g_state.vs, index,
Math::Vec4<u8>(values.x, values.y, values.z, values.w));
break;
}
case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[0], 0x2c1):
case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[1], 0x2c2):
case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[2], 0x2c3):
case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[3], 0x2c4):
case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[4], 0x2c5):
case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[5], 0x2c6):
case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[6], 0x2c7):
case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[7], 0x2c8): {
// TODO (wwylele): does regs.pipeline.gs_unit_exclusive_configuration affect this?
WriteUniformFloatReg(g_state.regs.vs, g_state.vs, vs_float_regs_counter,
vs_uniform_write_buffer, value);
break;
}
case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[0], 0x2cc):
case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[1], 0x2cd):
case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[2], 0x2ce):
case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[3], 0x2cf):
case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[4], 0x2d0):
case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[5], 0x2d1):
case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[6], 0x2d2):
case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[7], 0x2d3): {
u32& offset = g_state.regs.vs.program.offset;
if (offset >= 512) {
LOG_ERROR(HW_GPU, "Invalid VS program offset %u", offset);
} else {
g_state.vs.program_code[offset] = value;
if (!g_state.regs.pipeline.gs_unit_exclusive_configuration) {
g_state.gs.program_code[offset] = value;
}
offset++;
}
break;
}
case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[0], 0x2d6):
case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[1], 0x2d7):
case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[2], 0x2d8):
case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[3], 0x2d9):
case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[4], 0x2da):
case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[5], 0x2db):
case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[6], 0x2dc):
case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[7], 0x2dd): {
u32& offset = g_state.regs.vs.swizzle_patterns.offset;
if (offset >= g_state.vs.swizzle_data.size()) {
LOG_ERROR(HW_GPU, "Invalid VS swizzle pattern offset %u", offset);
} else {
g_state.vs.swizzle_data[offset] = value;
if (!g_state.regs.pipeline.gs_unit_exclusive_configuration) {
g_state.gs.swizzle_data[offset] = value;
}
offset++;
}
break;
}
case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[0], 0x1c8):
case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[1], 0x1c9):
case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[2], 0x1ca):
case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[3], 0x1cb):
case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[4], 0x1cc):
case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[5], 0x1cd):
case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[6], 0x1ce):
case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[7], 0x1cf): {
auto& lut_config = regs.lighting.lut_config;
ASSERT_MSG(lut_config.index < 256, "lut_config.index exceeded maximum value of 255!");
g_state.lighting.luts[lut_config.type][lut_config.index].raw = value;
lut_config.index.Assign(lut_config.index + 1);
break;
}
case PICA_REG_INDEX_WORKAROUND(texturing.fog_lut_data[0], 0xe8):
case PICA_REG_INDEX_WORKAROUND(texturing.fog_lut_data[1], 0xe9):
case PICA_REG_INDEX_WORKAROUND(texturing.fog_lut_data[2], 0xea):
case PICA_REG_INDEX_WORKAROUND(texturing.fog_lut_data[3], 0xeb):
case PICA_REG_INDEX_WORKAROUND(texturing.fog_lut_data[4], 0xec):
case PICA_REG_INDEX_WORKAROUND(texturing.fog_lut_data[5], 0xed):
case PICA_REG_INDEX_WORKAROUND(texturing.fog_lut_data[6], 0xee):
case PICA_REG_INDEX_WORKAROUND(texturing.fog_lut_data[7], 0xef): {
g_state.fog.lut[regs.texturing.fog_lut_offset % 128].raw = value;
regs.texturing.fog_lut_offset.Assign(regs.texturing.fog_lut_offset + 1);
break;
}
case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[0], 0xb0):
case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[1], 0xb1):
case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[2], 0xb2):
case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[3], 0xb3):
case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[4], 0xb4):
case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[5], 0xb5):
case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[6], 0xb6):
case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[7], 0xb7): {
auto& index = regs.texturing.proctex_lut_config.index;
auto& pt = g_state.proctex;
switch (regs.texturing.proctex_lut_config.ref_table.Value()) {
case TexturingRegs::ProcTexLutTable::Noise:
pt.noise_table[index % pt.noise_table.size()].raw = value;
break;
case TexturingRegs::ProcTexLutTable::ColorMap:
pt.color_map_table[index % pt.color_map_table.size()].raw = value;
break;
case TexturingRegs::ProcTexLutTable::AlphaMap:
pt.alpha_map_table[index % pt.alpha_map_table.size()].raw = value;
break;
case TexturingRegs::ProcTexLutTable::Color:
pt.color_table[index % pt.color_table.size()].raw = value;
break;
case TexturingRegs::ProcTexLutTable::ColorDiff:
pt.color_diff_table[index % pt.color_diff_table.size()].raw = value;
break;
}
index.Assign(index + 1);
break;
}
default:
break;
}
VideoCore::g_renderer->Rasterizer()->NotifyPicaRegisterChanged(id);
if (g_debug_context)
g_debug_context->OnEvent(DebugContext::Event::PicaCommandProcessed,
reinterpret_cast<void*>(&id));
}
void ProcessCommandList(const u32* list, u32 size) {
g_state.cmd_list.head_ptr = g_state.cmd_list.current_ptr = list;
g_state.cmd_list.length = size / sizeof(u32);
while (g_state.cmd_list.current_ptr < g_state.cmd_list.head_ptr + g_state.cmd_list.length) {
// Align read pointer to 8 bytes
if ((g_state.cmd_list.head_ptr - g_state.cmd_list.current_ptr) % 2 != 0)
++g_state.cmd_list.current_ptr;
u32 value = *g_state.cmd_list.current_ptr++;
const CommandHeader header = {*g_state.cmd_list.current_ptr++};
WritePicaReg(header.cmd_id, value, header.parameter_mask);
for (unsigned i = 0; i < header.extra_data_length; ++i) {
u32 cmd = header.cmd_id + (header.group_commands ? i + 1 : 0);
WritePicaReg(cmd, *g_state.cmd_list.current_ptr++, header.parameter_mask);
}
}
}
} // namespace CommandProcessor
} // namespace Pica