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authorGravatar Tony Wasserka <NeoBrainX@gmail.com>2014-07-26 16:19:11 +0200
committerGravatar Tony Wasserka <NeoBrainX@gmail.com>2014-08-12 13:47:31 +0200
commitd443f0a92183c94eaa0c33dddbb450eb8fe2fd07 (patch)
tree6d7f1d0a00d63ea1a60e0d77df0b8bd533e53cfd /src/video_core/command_processor.cpp
parent1a43f694777d356349c1e8a76eded883937efb87 (diff)
Pica: Implement vertex loading.
Diffstat (limited to 'src/video_core/command_processor.cpp')
-rw-r--r--src/video_core/command_processor.cpp81
1 files changed, 80 insertions, 1 deletions
diff --git a/src/video_core/command_processor.cpp b/src/video_core/command_processor.cpp
index 515c407e..e909c8c3 100644
--- a/src/video_core/command_processor.cpp
+++ b/src/video_core/command_processor.cpp
@@ -4,6 +4,7 @@
#include "pica.h"
#include "command_processor.h"
+#include "math.h"
namespace Pica {
@@ -17,7 +18,85 @@ static inline void WritePicaReg(u32 id, u32 value) {
registers[id] = value;
switch(id) {
- // TODO: Perform actions for anything which requires special treatment here...
+ // It seems like these trigger vertex rendering
+ case PICA_REG_INDEX(trigger_draw):
+ case PICA_REG_INDEX(trigger_draw_indexed):
+ {
+ const auto& attribute_config = registers.vertex_attributes;
+ const u8* const base_address = Memory::GetPointer(attribute_config.GetBaseAddress());
+
+ // Information about internal vertex attributes
+ const u8* vertex_attribute_sources[16];
+ u32 vertex_attribute_strides[16];
+ u32 vertex_attribute_formats[16];
+ u32 vertex_attribute_elements[16];
+ u32 vertex_attribute_element_size[16];
+
+ // Setup attribute data from loaders
+ for (int loader = 0; loader < 12; ++loader) {
+ const auto& loader_config = attribute_config.attribute_loaders[loader];
+
+ const u8* load_address = base_address + loader_config.data_offset;
+
+ // TODO: What happens if a loader overwrites a previous one's data?
+ for (int component = 0; component < loader_config.component_count; ++component) {
+ u32 attribute_index = loader_config.GetComponent(component);
+ vertex_attribute_sources[attribute_index] = load_address;
+ vertex_attribute_strides[attribute_index] = loader_config.byte_count;
+ vertex_attribute_formats[attribute_index] = (u32)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);
+ }
+ }
+
+ // Load vertices
+ bool is_indexed = (id == PICA_REG_INDEX(trigger_draw_indexed));
+
+ const auto& index_info = registers.index_array;
+ const u8* index_address_8 = (u8*)base_address + index_info.offset;
+ const u16* index_address_16 = (u16*)index_address_8;
+ bool index_u16 = (bool)index_info.format;
+
+ for (int index = 0; index < registers.num_vertices; ++index)
+ {
+ int vertex = is_indexed ? (index_u16 ? index_address_16[index] : index_address_8[index]) : index;
+
+ if (is_indexed) {
+ // TODO: Implement some sort of vertex cache!
+ }
+
+ // Initialize data for the current vertex
+ struct {
+ Math::Vec4<float24> attr[16];
+ } input;
+
+ for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) {
+ for (int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
+ const u8* srcdata = vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i];
+ 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);
+ DEBUG_LOG(GPU, "Loaded component %x of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08x + 0x%04x: %f",
+ comp, i, vertex, index,
+ attribute_config.GetBaseAddress(),
+ vertex_attribute_sources[i] - base_address,
+ srcdata - vertex_attribute_sources[i],
+ input.attr[i][comp].ToFloat32());
+ }
+ }
+ // TODO: Run vertex data through vertex shader
+
+ if (is_indexed) {
+ // TODO: Add processed vertex to vertex cache!
+ }
+
+ // TODO: Submit vertex to primitive assembly
+ }
+ break;
+ }
default:
break;