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https://github.com/yuzu-emu/yuzu.git
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bd983414f6
Gets rid of the largest set of mutable global state within the core. This also paves a way for eliminating usages of GetInstance() on the System class as a follow-up. Note that no behavioral changes have been made, and this simply extracts the functionality into a class. This also has the benefit of making dependencies on the core timing functionality explicit within the relevant interfaces.
531 lines
22 KiB
C++
531 lines
22 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 <cinttypes>
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#include <cstring>
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#include "common/assert.h"
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#include "core/core.h"
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#include "core/core_timing.h"
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#include "core/memory.h"
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#include "video_core/debug_utils/debug_utils.h"
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#include "video_core/engines/maxwell_3d.h"
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#include "video_core/rasterizer_interface.h"
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#include "video_core/renderer_base.h"
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#include "video_core/textures/texture.h"
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namespace Tegra::Engines {
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/// First register id that is actually a Macro call.
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constexpr u32 MacroRegistersStart = 0xE00;
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Maxwell3D::Maxwell3D(VideoCore::RasterizerInterface& rasterizer, MemoryManager& memory_manager)
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: memory_manager(memory_manager), rasterizer{rasterizer}, macro_interpreter(*this) {
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InitializeRegisterDefaults();
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}
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void Maxwell3D::InitializeRegisterDefaults() {
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// Initializes registers to their default values - what games expect them to be at boot. This is
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// for certain registers that may not be explicitly set by games.
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// Reset all registers to zero
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std::memset(®s, 0, sizeof(regs));
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// Depth range near/far is not always set, but is expected to be the default 0.0f, 1.0f. This is
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// needed for ARMS.
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for (std::size_t viewport{}; viewport < Regs::NumViewports; ++viewport) {
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regs.viewports[viewport].depth_range_near = 0.0f;
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regs.viewports[viewport].depth_range_far = 1.0f;
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}
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// Doom and Bomberman seems to use the uninitialized registers and just enable blend
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// so initialize blend registers with sane values
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regs.blend.equation_rgb = Regs::Blend::Equation::Add;
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regs.blend.factor_source_rgb = Regs::Blend::Factor::One;
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regs.blend.factor_dest_rgb = Regs::Blend::Factor::Zero;
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regs.blend.equation_a = Regs::Blend::Equation::Add;
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regs.blend.factor_source_a = Regs::Blend::Factor::One;
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regs.blend.factor_dest_a = Regs::Blend::Factor::Zero;
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for (std::size_t blend_index = 0; blend_index < Regs::NumRenderTargets; blend_index++) {
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regs.independent_blend[blend_index].equation_rgb = Regs::Blend::Equation::Add;
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regs.independent_blend[blend_index].factor_source_rgb = Regs::Blend::Factor::One;
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regs.independent_blend[blend_index].factor_dest_rgb = Regs::Blend::Factor::Zero;
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regs.independent_blend[blend_index].equation_a = Regs::Blend::Equation::Add;
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regs.independent_blend[blend_index].factor_source_a = Regs::Blend::Factor::One;
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regs.independent_blend[blend_index].factor_dest_a = Regs::Blend::Factor::Zero;
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}
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regs.stencil_front_op_fail = Regs::StencilOp::Keep;
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regs.stencil_front_op_zfail = Regs::StencilOp::Keep;
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regs.stencil_front_op_zpass = Regs::StencilOp::Keep;
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regs.stencil_front_func_func = Regs::ComparisonOp::Always;
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regs.stencil_front_func_mask = 0xFFFFFFFF;
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regs.stencil_front_mask = 0xFFFFFFFF;
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regs.stencil_two_side_enable = 1;
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regs.stencil_back_op_fail = Regs::StencilOp::Keep;
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regs.stencil_back_op_zfail = Regs::StencilOp::Keep;
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regs.stencil_back_op_zpass = Regs::StencilOp::Keep;
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regs.stencil_back_func_func = Regs::ComparisonOp::Always;
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regs.stencil_back_func_mask = 0xFFFFFFFF;
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regs.stencil_back_mask = 0xFFFFFFFF;
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// TODO(Rodrigo): Most games do not set a point size. I think this is a case of a
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// register carrying a default value. Assume it's OpenGL's default (1).
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regs.point_size = 1.0f;
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// TODO(bunnei): Some games do not initialize the color masks (e.g. Sonic Mania). Assuming a
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// default of enabled fixes rendering here.
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for (std::size_t color_mask = 0; color_mask < Regs::NumRenderTargets; color_mask++) {
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regs.color_mask[color_mask].R.Assign(1);
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regs.color_mask[color_mask].G.Assign(1);
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regs.color_mask[color_mask].B.Assign(1);
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regs.color_mask[color_mask].A.Assign(1);
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}
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// Commercial games seem to assume this value is enabled and nouveau sets this value manually.
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regs.rt_separate_frag_data = 1;
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}
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void Maxwell3D::CallMacroMethod(u32 method, std::vector<u32> parameters) {
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// Reset the current macro.
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executing_macro = 0;
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// Lookup the macro offset
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const u32 entry{(method - MacroRegistersStart) >> 1};
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const auto& search{macro_offsets.find(entry)};
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if (search == macro_offsets.end()) {
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LOG_CRITICAL(HW_GPU, "macro not found for method 0x{:X}!", method);
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UNREACHABLE();
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return;
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}
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// Execute the current macro.
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macro_interpreter.Execute(search->second, std::move(parameters));
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}
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void Maxwell3D::CallMethod(const GPU::MethodCall& method_call) {
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auto debug_context = Core::System::GetInstance().GetGPUDebugContext();
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// It is an error to write to a register other than the current macro's ARG register before it
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// has finished execution.
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if (executing_macro != 0) {
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ASSERT(method_call.method == executing_macro + 1);
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}
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// Methods after 0xE00 are special, they're actually triggers for some microcode that was
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// uploaded to the GPU during initialization.
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if (method_call.method >= MacroRegistersStart) {
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// We're trying to execute a macro
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if (executing_macro == 0) {
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// A macro call must begin by writing the macro method's register, not its argument.
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ASSERT_MSG((method_call.method % 2) == 0,
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"Can't start macro execution by writing to the ARGS register");
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executing_macro = method_call.method;
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}
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macro_params.push_back(method_call.argument);
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// Call the macro when there are no more parameters in the command buffer
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if (method_call.IsLastCall()) {
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CallMacroMethod(executing_macro, std::move(macro_params));
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}
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return;
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}
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ASSERT_MSG(method_call.method < Regs::NUM_REGS,
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"Invalid Maxwell3D register, increase the size of the Regs structure");
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if (debug_context) {
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debug_context->OnEvent(Tegra::DebugContext::Event::MaxwellCommandLoaded, nullptr);
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}
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if (regs.reg_array[method_call.method] != method_call.argument) {
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regs.reg_array[method_call.method] = method_call.argument;
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// Color buffers
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constexpr u32 first_rt_reg = MAXWELL3D_REG_INDEX(rt);
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constexpr u32 registers_per_rt = sizeof(regs.rt[0]) / sizeof(u32);
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if (method_call.method >= first_rt_reg &&
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method_call.method < first_rt_reg + registers_per_rt * Regs::NumRenderTargets) {
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const std::size_t rt_index = (method_call.method - first_rt_reg) / registers_per_rt;
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dirty_flags.color_buffer |= 1u << static_cast<u32>(rt_index);
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}
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// Zeta buffer
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constexpr u32 registers_in_zeta = sizeof(regs.zeta) / sizeof(u32);
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if (method_call.method == MAXWELL3D_REG_INDEX(zeta_enable) ||
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method_call.method == MAXWELL3D_REG_INDEX(zeta_width) ||
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method_call.method == MAXWELL3D_REG_INDEX(zeta_height) ||
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(method_call.method >= MAXWELL3D_REG_INDEX(zeta) &&
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method_call.method < MAXWELL3D_REG_INDEX(zeta) + registers_in_zeta)) {
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dirty_flags.zeta_buffer = true;
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}
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// Shader
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constexpr u32 shader_registers_count =
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sizeof(regs.shader_config[0]) * Regs::MaxShaderProgram / sizeof(u32);
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if (method_call.method >= MAXWELL3D_REG_INDEX(shader_config[0]) &&
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method_call.method < MAXWELL3D_REG_INDEX(shader_config[0]) + shader_registers_count) {
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dirty_flags.shaders = true;
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}
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// Vertex format
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if (method_call.method >= MAXWELL3D_REG_INDEX(vertex_attrib_format) &&
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method_call.method <
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MAXWELL3D_REG_INDEX(vertex_attrib_format) + regs.vertex_attrib_format.size()) {
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dirty_flags.vertex_attrib_format = true;
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}
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// Vertex buffer
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if (method_call.method >= MAXWELL3D_REG_INDEX(vertex_array) &&
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method_call.method < MAXWELL3D_REG_INDEX(vertex_array) + 4 * 32) {
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dirty_flags.vertex_array |=
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1u << ((method_call.method - MAXWELL3D_REG_INDEX(vertex_array)) >> 2);
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} else if (method_call.method >= MAXWELL3D_REG_INDEX(vertex_array_limit) &&
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method_call.method < MAXWELL3D_REG_INDEX(vertex_array_limit) + 2 * 32) {
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dirty_flags.vertex_array |=
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1u << ((method_call.method - MAXWELL3D_REG_INDEX(vertex_array_limit)) >> 1);
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} else if (method_call.method >= MAXWELL3D_REG_INDEX(instanced_arrays) &&
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method_call.method < MAXWELL3D_REG_INDEX(instanced_arrays) + 32) {
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dirty_flags.vertex_array |=
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1u << (method_call.method - MAXWELL3D_REG_INDEX(instanced_arrays));
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}
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}
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switch (method_call.method) {
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case MAXWELL3D_REG_INDEX(macros.data): {
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ProcessMacroUpload(method_call.argument);
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break;
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}
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case MAXWELL3D_REG_INDEX(macros.bind): {
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ProcessMacroBind(method_call.argument);
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break;
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}
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case MAXWELL3D_REG_INDEX(const_buffer.cb_data[0]):
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case MAXWELL3D_REG_INDEX(const_buffer.cb_data[1]):
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case MAXWELL3D_REG_INDEX(const_buffer.cb_data[2]):
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case MAXWELL3D_REG_INDEX(const_buffer.cb_data[3]):
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case MAXWELL3D_REG_INDEX(const_buffer.cb_data[4]):
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case MAXWELL3D_REG_INDEX(const_buffer.cb_data[5]):
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case MAXWELL3D_REG_INDEX(const_buffer.cb_data[6]):
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case MAXWELL3D_REG_INDEX(const_buffer.cb_data[7]):
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case MAXWELL3D_REG_INDEX(const_buffer.cb_data[8]):
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case MAXWELL3D_REG_INDEX(const_buffer.cb_data[9]):
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case MAXWELL3D_REG_INDEX(const_buffer.cb_data[10]):
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case MAXWELL3D_REG_INDEX(const_buffer.cb_data[11]):
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case MAXWELL3D_REG_INDEX(const_buffer.cb_data[12]):
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case MAXWELL3D_REG_INDEX(const_buffer.cb_data[13]):
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case MAXWELL3D_REG_INDEX(const_buffer.cb_data[14]):
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case MAXWELL3D_REG_INDEX(const_buffer.cb_data[15]): {
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ProcessCBData(method_call.argument);
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break;
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}
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case MAXWELL3D_REG_INDEX(cb_bind[0].raw_config): {
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ProcessCBBind(Regs::ShaderStage::Vertex);
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break;
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}
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case MAXWELL3D_REG_INDEX(cb_bind[1].raw_config): {
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ProcessCBBind(Regs::ShaderStage::TesselationControl);
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break;
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}
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case MAXWELL3D_REG_INDEX(cb_bind[2].raw_config): {
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ProcessCBBind(Regs::ShaderStage::TesselationEval);
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break;
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}
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case MAXWELL3D_REG_INDEX(cb_bind[3].raw_config): {
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ProcessCBBind(Regs::ShaderStage::Geometry);
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break;
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}
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case MAXWELL3D_REG_INDEX(cb_bind[4].raw_config): {
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ProcessCBBind(Regs::ShaderStage::Fragment);
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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(clear_buffers): {
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ProcessClearBuffers();
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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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if (debug_context) {
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debug_context->OnEvent(Tegra::DebugContext::Event::MaxwellCommandProcessed, nullptr);
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}
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}
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void Maxwell3D::ProcessMacroUpload(u32 data) {
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ASSERT_MSG(regs.macros.upload_address < macro_memory.size(),
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"upload_address exceeded macro_memory size!");
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macro_memory[regs.macros.upload_address++] = data;
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}
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void Maxwell3D::ProcessMacroBind(u32 data) {
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macro_offsets[regs.macros.entry] = data;
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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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const auto address = memory_manager.GpuToCpuAddress(sequence_address);
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ASSERT_MSG(address, "Invalid GPU address");
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// TODO(Subv): Support the other query units.
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ASSERT_MSG(regs.query.query_get.unit == Regs::QueryUnit::Crop,
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"Units other than CROP are unimplemented");
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u64 result = 0;
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// TODO(Subv): Support the other query variables
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switch (regs.query.query_get.select) {
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case Regs::QuerySelect::Zero:
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// This seems to actually write the query sequence to the query address.
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result = regs.query.query_sequence;
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break;
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default:
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UNIMPLEMENTED_MSG("Unimplemented query select type {}",
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static_cast<u32>(regs.query.query_get.select.Value()));
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}
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// TODO(Subv): Research and implement how query sync conditions work.
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struct LongQueryResult {
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u64_le value;
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u64_le timestamp;
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};
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static_assert(sizeof(LongQueryResult) == 16, "LongQueryResult has wrong size");
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switch (regs.query.query_get.mode) {
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case Regs::QueryMode::Write:
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case Regs::QueryMode::Write2: {
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u32 sequence = regs.query.query_sequence;
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if (regs.query.query_get.short_query) {
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// Write the current query sequence to the sequence address.
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// TODO(Subv): Find out what happens if you use a long query type but mark it as a short
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// query.
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Memory::Write32(*address, sequence);
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} else {
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// Write the 128-bit result structure in long mode. Note: We emulate an infinitely fast
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// GPU, this command may actually take a while to complete in real hardware due to GPU
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// wait queues.
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LongQueryResult query_result{};
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query_result.value = result;
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// TODO(Subv): Generate a real GPU timestamp and write it here instead of CoreTiming
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query_result.timestamp = Core::System::GetInstance().CoreTiming().GetTicks();
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Memory::WriteBlock(*address, &query_result, sizeof(query_result));
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}
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dirty_flags.OnMemoryWrite();
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break;
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}
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default:
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UNIMPLEMENTED_MSG("Query mode {} not implemented",
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static_cast<u32>(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_DEBUG(HW_GPU, "called, topology={}, count={}", static_cast<u32>(regs.draw.topology.Value()),
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regs.vertex_buffer.count);
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ASSERT_MSG(!(regs.index_array.count && regs.vertex_buffer.count), "Both indexed and direct?");
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auto debug_context = Core::System::GetInstance().GetGPUDebugContext();
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if (debug_context) {
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debug_context->OnEvent(Tegra::DebugContext::Event::IncomingPrimitiveBatch, nullptr);
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}
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// Both instance configuration registers can not be set at the same time.
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ASSERT_MSG(!regs.draw.instance_next || !regs.draw.instance_cont,
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"Illegal combination of instancing parameters");
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if (regs.draw.instance_next) {
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// Increment the current instance *before* drawing.
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state.current_instance += 1;
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} else if (!regs.draw.instance_cont) {
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// Reset the current instance to 0.
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state.current_instance = 0;
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}
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const bool is_indexed{regs.index_array.count && !regs.vertex_buffer.count};
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rasterizer.AccelerateDrawBatch(is_indexed);
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if (debug_context) {
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debug_context->OnEvent(Tegra::DebugContext::Event::FinishedPrimitiveBatch, nullptr);
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}
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// TODO(bunnei): Below, we reset vertex count so that we can use these registers to determine if
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// the game is trying to draw indexed or direct mode. This needs to be verified on HW still -
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// it's possible that it is incorrect and that there is some other register used to specify the
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// drawing mode.
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if (is_indexed) {
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regs.index_array.count = 0;
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} else {
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regs.vertex_buffer.count = 0;
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}
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}
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void Maxwell3D::ProcessCBBind(Regs::ShaderStage stage) {
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// Bind the buffer currently in CB_ADDRESS to the specified index in the desired shader stage.
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auto& shader = state.shader_stages[static_cast<std::size_t>(stage)];
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auto& bind_data = regs.cb_bind[static_cast<std::size_t>(stage)];
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auto& buffer = shader.const_buffers[bind_data.index];
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ASSERT(bind_data.index < Regs::MaxConstBuffers);
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buffer.enabled = bind_data.valid.Value() != 0;
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buffer.index = bind_data.index;
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buffer.address = regs.const_buffer.BufferAddress();
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buffer.size = regs.const_buffer.cb_size;
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}
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void Maxwell3D::ProcessCBData(u32 value) {
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// Write the input value to the current const buffer at the current position.
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const GPUVAddr buffer_address = regs.const_buffer.BufferAddress();
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ASSERT(buffer_address != 0);
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// Don't allow writing past the end of the buffer.
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ASSERT(regs.const_buffer.cb_pos + sizeof(u32) <= regs.const_buffer.cb_size);
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const auto address = memory_manager.GpuToCpuAddress(buffer_address + regs.const_buffer.cb_pos);
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ASSERT_MSG(address, "Invalid GPU address");
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Memory::Write32(*address, value);
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dirty_flags.OnMemoryWrite();
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// Increment the current buffer position.
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regs.const_buffer.cb_pos = regs.const_buffer.cb_pos + 4;
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}
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Texture::TICEntry Maxwell3D::GetTICEntry(u32 tic_index) const {
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const GPUVAddr tic_base_address = regs.tic.TICAddress();
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const GPUVAddr tic_address_gpu = tic_base_address + tic_index * sizeof(Texture::TICEntry);
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const auto tic_address_cpu = memory_manager.GpuToCpuAddress(tic_address_gpu);
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ASSERT_MSG(tic_address_cpu, "Invalid GPU address");
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Texture::TICEntry tic_entry;
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Memory::ReadBlock(*tic_address_cpu, &tic_entry, sizeof(Texture::TICEntry));
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ASSERT_MSG(tic_entry.header_version == Texture::TICHeaderVersion::BlockLinear ||
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tic_entry.header_version == Texture::TICHeaderVersion::Pitch,
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"TIC versions other than BlockLinear or Pitch are unimplemented");
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|
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const auto r_type = tic_entry.r_type.Value();
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const auto g_type = tic_entry.g_type.Value();
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const auto b_type = tic_entry.b_type.Value();
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const auto a_type = tic_entry.a_type.Value();
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|
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// TODO(Subv): Different data types for separate components are not supported
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ASSERT(r_type == g_type && r_type == b_type && r_type == a_type);
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|
|
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return tic_entry;
|
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}
|
|
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Texture::TSCEntry Maxwell3D::GetTSCEntry(u32 tsc_index) const {
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const GPUVAddr tsc_base_address = regs.tsc.TSCAddress();
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|
|
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const GPUVAddr tsc_address_gpu = tsc_base_address + tsc_index * sizeof(Texture::TSCEntry);
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const auto tsc_address_cpu = memory_manager.GpuToCpuAddress(tsc_address_gpu);
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ASSERT_MSG(tsc_address_cpu, "Invalid GPU address");
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|
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Texture::TSCEntry tsc_entry;
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Memory::ReadBlock(*tsc_address_cpu, &tsc_entry, sizeof(Texture::TSCEntry));
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return tsc_entry;
|
|
}
|
|
|
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std::vector<Texture::FullTextureInfo> Maxwell3D::GetStageTextures(Regs::ShaderStage stage) const {
|
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std::vector<Texture::FullTextureInfo> textures;
|
|
|
|
auto& fragment_shader = state.shader_stages[static_cast<std::size_t>(stage)];
|
|
auto& tex_info_buffer = fragment_shader.const_buffers[regs.tex_cb_index];
|
|
ASSERT(tex_info_buffer.enabled && tex_info_buffer.address != 0);
|
|
|
|
GPUVAddr tex_info_buffer_end = tex_info_buffer.address + tex_info_buffer.size;
|
|
|
|
// Offset into the texture constbuffer where the texture info begins.
|
|
static constexpr std::size_t TextureInfoOffset = 0x20;
|
|
|
|
for (GPUVAddr current_texture = tex_info_buffer.address + TextureInfoOffset;
|
|
current_texture < tex_info_buffer_end; current_texture += sizeof(Texture::TextureHandle)) {
|
|
|
|
const auto address = memory_manager.GpuToCpuAddress(current_texture);
|
|
ASSERT_MSG(address, "Invalid GPU address");
|
|
|
|
const Texture::TextureHandle tex_handle{Memory::Read32(*address)};
|
|
|
|
Texture::FullTextureInfo tex_info{};
|
|
// TODO(Subv): Use the shader to determine which textures are actually accessed.
|
|
tex_info.index =
|
|
static_cast<u32>(current_texture - tex_info_buffer.address - TextureInfoOffset) /
|
|
sizeof(Texture::TextureHandle);
|
|
|
|
// Load the TIC data.
|
|
auto tic_entry = GetTICEntry(tex_handle.tic_id);
|
|
// TODO(Subv): Workaround for BitField's move constructor being deleted.
|
|
std::memcpy(&tex_info.tic, &tic_entry, sizeof(tic_entry));
|
|
|
|
// Load the TSC data
|
|
auto tsc_entry = GetTSCEntry(tex_handle.tsc_id);
|
|
// TODO(Subv): Workaround for BitField's move constructor being deleted.
|
|
std::memcpy(&tex_info.tsc, &tsc_entry, sizeof(tsc_entry));
|
|
|
|
textures.push_back(tex_info);
|
|
}
|
|
|
|
return textures;
|
|
}
|
|
|
|
Texture::FullTextureInfo Maxwell3D::GetStageTexture(Regs::ShaderStage stage,
|
|
std::size_t offset) const {
|
|
auto& shader = state.shader_stages[static_cast<std::size_t>(stage)];
|
|
auto& tex_info_buffer = shader.const_buffers[regs.tex_cb_index];
|
|
ASSERT(tex_info_buffer.enabled && tex_info_buffer.address != 0);
|
|
|
|
const GPUVAddr tex_info_address =
|
|
tex_info_buffer.address + offset * sizeof(Texture::TextureHandle);
|
|
|
|
ASSERT(tex_info_address < tex_info_buffer.address + tex_info_buffer.size);
|
|
|
|
const auto tex_address_cpu = memory_manager.GpuToCpuAddress(tex_info_address);
|
|
ASSERT_MSG(tex_address_cpu, "Invalid GPU address");
|
|
|
|
const Texture::TextureHandle tex_handle{Memory::Read32(*tex_address_cpu)};
|
|
|
|
Texture::FullTextureInfo tex_info{};
|
|
tex_info.index = static_cast<u32>(offset);
|
|
|
|
// Load the TIC data.
|
|
auto tic_entry = GetTICEntry(tex_handle.tic_id);
|
|
// TODO(Subv): Workaround for BitField's move constructor being deleted.
|
|
std::memcpy(&tex_info.tic, &tic_entry, sizeof(tic_entry));
|
|
|
|
// Load the TSC data
|
|
auto tsc_entry = GetTSCEntry(tex_handle.tsc_id);
|
|
// TODO(Subv): Workaround for BitField's move constructor being deleted.
|
|
std::memcpy(&tex_info.tsc, &tsc_entry, sizeof(tsc_entry));
|
|
|
|
return tex_info;
|
|
}
|
|
|
|
u32 Maxwell3D::GetRegisterValue(u32 method) const {
|
|
ASSERT_MSG(method < Regs::NUM_REGS, "Invalid Maxwell3D register");
|
|
return regs.reg_array[method];
|
|
}
|
|
|
|
void Maxwell3D::ProcessClearBuffers() {
|
|
ASSERT(regs.clear_buffers.R == regs.clear_buffers.G &&
|
|
regs.clear_buffers.R == regs.clear_buffers.B &&
|
|
regs.clear_buffers.R == regs.clear_buffers.A);
|
|
|
|
rasterizer.Clear();
|
|
}
|
|
|
|
} // namespace Tegra::Engines
|