yuzu/src/video_core/command_processor.cpp
James Rowe ad0b57f407 GPU: Add draw for immediate and batch modes
PR #1461 introduced a regression where some games would change configuration
even while in the poorly named "drawing" mode, which broke the heuristic
citra was using to determine when to draw the batch. This change adds
back in a draw call for batching, and also adds in a draw call in
immediate mode each time it adds a triangle.
2017-09-11 09:21:43 -06:00

653 lines
28 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 <memory>
#include <utility>
#include "common/assert.h"
#include "common/logging/log.h"
#include "common/microprofile.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 draing 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):
if (regs.pipeline.gpu_mode == PipelineRegs::GPUMode::Configuring) {
MICROPROFILE_SCOPE(GPU_Drawing);
// Draw immediate mode triangles when GPU Mode is set to GPUMode::Configuring
VideoCore::g_renderer->Rasterizer()->DrawTriangles();
if (g_debug_context) {
g_debug_context->OnEvent(DebugContext::Event::FinishedPrimitiveBatch, nullptr);
}
}
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);
#if PICA_LOG_TEV
DebugUtils::DumpTevStageConfig(regs.GetTevStages());
#endif
if (g_debug_context)
g_debug_context->OnEvent(DebugContext::Event::IncomingPrimitiveBatch, nullptr);
// 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);
// Load vertices
bool is_indexed = (id == PICA_REG_INDEX(pipeline.trigger_draw_indexed));
const auto& index_info = regs.pipeline.index_array;
const u8* index_address_8 = Memory::GetPhysicalPointer(base_address + index_info.offset);
const u16* index_address_16 = reinterpret_cast<const u16*>(index_address_8);
bool index_u16 = index_info.format != 0;
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;
// Simple circular-replacement vertex cache
// The size has been tuned for optimal balance between hit-rate and the cost of lookup
const size_t VERTEX_CACHE_SIZE = 32;
std::array<u16, VERTEX_CACHE_SIZE> vertex_cache_ids;
std::array<Shader::AttributeBuffer, VERTEX_CACHE_SIZE> vertex_cache;
Shader::AttributeBuffer vs_output;
unsigned int vertex_cache_pos = 0;
vertex_cache_ids.fill(-1);
auto* shader_engine = Shader::GetEngine();
Shader::UnitState shader_unit;
shader_engine->SetupBatch(g_state.vs, regs.vs.main_offset);
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) {
// Indexed rendering doesn't use the start offset
unsigned int vertex =
is_indexed ? (index_u16 ? index_address_16[index] : index_address_8[index])
: (index + regs.pipeline.vertex_offset);
// -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);
bool vertex_cache_hit = false;
if (is_indexed) {
if (g_state.geometry_pipeline.NeedIndexInput()) {
g_state.geometry_pipeline.SubmitIndex(vertex);
continue;
}
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);
}
for (unsigned int i = 0; i < VERTEX_CACHE_SIZE; ++i) {
if (vertex == vertex_cache_ids[i]) {
vs_output = vertex_cache[i];
vertex_cache_hit = true;
break;
}
}
}
if (!vertex_cache_hit) {
// Initialize data for the current vertex
Shader::AttributeBuffer input;
loader.LoadVertex(base_address, index, vertex, input, memory_accesses);
// Send to vertex shader
if (g_debug_context)
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
(void*)&input);
shader_unit.LoadInput(regs.vs, input);
shader_engine->Run(g_state.vs, shader_unit);
shader_unit.WriteOutput(regs.vs, vs_output);
if (is_indexed) {
vertex_cache[vertex_cache_pos] = vs_output;
vertex_cache_ids[vertex_cache_pos] = vertex;
vertex_cache_pos = (vertex_cache_pos + 1) % VERTEX_CACHE_SIZE;
}
}
// Send to geometry pipeline
g_state.geometry_pipeline.SubmitVertex(vs_output);
}
for (auto& range : memory_accesses.ranges) {
g_debug_context->recorder->MemoryAccessed(Memory::GetPhysicalPointer(range.first),
range.second, range.first);
}
MICROPROFILE_SCOPE(GPU_Drawing);
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