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authorGravatar Subv <subv2112@gmail.com>2015-04-11 13:53:35 -0500
committerGravatar Subv <subv2112@gmail.com>2015-05-06 18:11:46 -0500
commit0e5ca080a86a6e393eab1a11075561a62a2e01f9 (patch)
treecf37d6291c720f06311a5403acb37d5b6a82d18e /src/video_core/command_processor.cpp
parent6f1143885bcc02642b707b51355fe4b6cd5375c7 (diff)
GPU: Implemented default vertex shader attributes.
Fixes some games crashing.
Diffstat (limited to 'src/video_core/command_processor.cpp')
-rw-r--r--src/video_core/command_processor.cpp98
1 files changed, 71 insertions, 27 deletions
diff --git a/src/video_core/command_processor.cpp b/src/video_core/command_processor.cpp
index e031871e..c4cdf672 100644
--- a/src/video_core/command_processor.cpp
+++ b/src/video_core/command_processor.cpp
@@ -27,6 +27,10 @@ static int float_regs_counter = 0;
static u32 uniform_write_buffer[4];
+static int default_attr_counter = 0;
+
+static u32 default_attr_write_buffer[3];
+
Common::Profiling::TimingCategory category_drawing("Drawing");
static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
@@ -71,12 +75,9 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
u32 vertex_attribute_sources[16];
boost::fill(vertex_attribute_sources, 0xdeadbeef);
u32 vertex_attribute_strides[16];
- u32 vertex_attribute_formats[16];
+ Regs::VertexAttributeFormat vertex_attribute_formats[16];
- // HACK: Initialize vertex_attribute_elements to zero to prevent infinite loops below.
- // This is one of the hacks required to deal with uninitalized vertex attributes.
- // TODO: Fix this properly.
- u32 vertex_attribute_elements[16] = {};
+ u32 vertex_attribute_elements[16];
u32 vertex_attribute_element_size[16];
// Setup attribute data from loaders
@@ -90,7 +91,7 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
u32 attribute_index = loader_config.GetComponent(component);
vertex_attribute_sources[attribute_index] = load_address;
vertex_attribute_strides[attribute_index] = static_cast<u32>(loader_config.byte_count);
- vertex_attribute_formats[attribute_index] = static_cast<u32>(attribute_config.GetFormat(attribute_index));
+ vertex_attribute_formats[attribute_index] = attribute_config.GetFormat(attribute_index);
vertex_attribute_elements[attribute_index] = attribute_config.GetNumElements(attribute_index);
vertex_attribute_element_size[attribute_index] = attribute_config.GetElementSizeInBytes(attribute_index);
load_address += attribute_config.GetStride(attribute_index);
@@ -126,26 +127,29 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
input.attr[0].w = debug_token;
for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) {
- for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
- const u8* srcdata = Memory::GetPointer(PAddrToVAddr(vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i]));
-
- // TODO(neobrain): Ocarina of Time 3D has GetNumTotalAttributes return 8,
- // yet only provides 2 valid source data addresses. Need to figure out
- // what's wrong there, until then we just continue when address lookup fails
- if (srcdata == nullptr)
- continue;
-
- const float srcval = (vertex_attribute_formats[i] == 0) ? *(s8*)srcdata :
- (vertex_attribute_formats[i] == 1) ? *(u8*)srcdata :
- (vertex_attribute_formats[i] == 2) ? *(s16*)srcdata :
- *(float*)srcdata;
- input.attr[i][comp] = float24::FromFloat32(srcval);
- LOG_TRACE(HW_GPU, "Loaded component %x of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08lx + 0x%04lx: %f",
- comp, i, vertex, index,
- attribute_config.GetPhysicalBaseAddress(),
- vertex_attribute_sources[i] - base_address,
- vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i],
- input.attr[i][comp].ToFloat32());
+ if (attribute_config.IsDefaultAttribute(i)) {
+ input.attr[i] = VertexShader::GetDefaultAttribute(i);
+ LOG_TRACE(HW_GPU, "Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)",
+ i, vertex, index,
+ input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(),
+ input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32());
+ } else {
+ for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
+ const u8* srcdata = Memory::GetPointer(PAddrToVAddr(vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i]));
+
+ const float srcval = (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::BYTE) ? *(s8*)srcdata :
+ (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::UBYTE) ? *(u8*)srcdata :
+ (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? *(s16*)srcdata :
+ *(float*)srcdata;
+
+ input.attr[i][comp] = float24::FromFloat32(srcval);
+ LOG_TRACE(HW_GPU, "Loaded component %x of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08lx + 0x%04lx: %f",
+ comp, i, vertex, index,
+ attribute_config.GetPhysicalBaseAddress(),
+ vertex_attribute_sources[i] - base_address,
+ vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i],
+ input.attr[i][comp].ToFloat32());
+ }
}
}
@@ -224,7 +228,7 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
// it directly write the values?
uniform_write_buffer[float_regs_counter++] = value;
- // Uniforms are written in a packed format such that 4 float24 values are encoded in
+ // 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()) ||
@@ -259,6 +263,46 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
}
break;
}
+
+ // Load default vertex input attributes
+ case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.set_value[0], 0x233):
+ case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.set_value[1], 0x234):
+ case PICA_REG_INDEX_WORKAROUND(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 = registers.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 = VertexShader::GetDefaultAttribute(setup.index);
+
+ // NOTE: The destination component order indeed is "backwards"
+ attribute.w = float24::FromRawFloat24(default_attr_write_buffer[0] >> 8);
+ attribute.z = float24::FromRawFloat24(((default_attr_write_buffer[0] & 0xFF) << 16) | ((default_attr_write_buffer[1] >> 16) & 0xFFFF));
+ attribute.y = float24::FromRawFloat24(((default_attr_write_buffer[1] & 0xFFFF) << 8) | ((default_attr_write_buffer[2] >> 24) & 0xFF));
+ attribute.x = float24::FromRawFloat24(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!
+ setup.index = setup.index + 1;
+ }
+ break;
+ }
// Load shader program code
case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[0], 0x2cc):