1
0
Fork 0
forked from suyu/suyu

GPU: Implemented default vertex shader attributes.

Fixes some games crashing.
This commit is contained in:
Subv 2015-04-11 13:53:35 -05:00
parent 6f1143885b
commit 0e5ca080a8
4 changed files with 135 additions and 66 deletions

View file

@ -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);
@ -126,19 +127,21 @@ 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) {
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]));
// 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 :
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,
@ -148,6 +151,7 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
input.attr[i][comp].ToFloat32());
}
}
}
// HACK: Some games do not initialize the vertex position's w component. This leads
// to critical issues since it messes up perspective division. As a
@ -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()) ||
@ -260,6 +264,46 @@ 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):
case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[1], 0x2cd):

View file

@ -489,14 +489,14 @@ struct Regs {
INSERT_PADDING_WORDS(0xe0);
struct {
enum class Format : u64 {
enum class VertexAttributeFormat : u64 {
BYTE = 0,
UBYTE = 1,
SHORT = 2,
FLOAT = 3,
};
struct {
BitField<0, 29, u32> base_address;
u32 GetPhysicalBaseAddress() const {
@ -505,29 +505,29 @@ struct Regs {
// Descriptor for internal vertex attributes
union {
BitField< 0, 2, Format> format0; // size of one element
BitField< 0, 2, VertexAttributeFormat> format0; // size of one element
BitField< 2, 2, u64> size0; // number of elements minus 1
BitField< 4, 2, Format> format1;
BitField< 4, 2, VertexAttributeFormat> format1;
BitField< 6, 2, u64> size1;
BitField< 8, 2, Format> format2;
BitField< 8, 2, VertexAttributeFormat> format2;
BitField<10, 2, u64> size2;
BitField<12, 2, Format> format3;
BitField<12, 2, VertexAttributeFormat> format3;
BitField<14, 2, u64> size3;
BitField<16, 2, Format> format4;
BitField<16, 2, VertexAttributeFormat> format4;
BitField<18, 2, u64> size4;
BitField<20, 2, Format> format5;
BitField<20, 2, VertexAttributeFormat> format5;
BitField<22, 2, u64> size5;
BitField<24, 2, Format> format6;
BitField<24, 2, VertexAttributeFormat> format6;
BitField<26, 2, u64> size6;
BitField<28, 2, Format> format7;
BitField<28, 2, VertexAttributeFormat> format7;
BitField<30, 2, u64> size7;
BitField<32, 2, Format> format8;
BitField<32, 2, VertexAttributeFormat> format8;
BitField<34, 2, u64> size8;
BitField<36, 2, Format> format9;
BitField<36, 2, VertexAttributeFormat> format9;
BitField<38, 2, u64> size9;
BitField<40, 2, Format> format10;
BitField<40, 2, VertexAttributeFormat> format10;
BitField<42, 2, u64> size10;
BitField<44, 2, Format> format11;
BitField<44, 2, VertexAttributeFormat> format11;
BitField<46, 2, u64> size11;
BitField<48, 12, u64> attribute_mask;
@ -536,8 +536,8 @@ struct Regs {
BitField<60, 4, u64> num_extra_attributes;
};
inline Format GetFormat(int n) const {
Format formats[] = {
inline VertexAttributeFormat GetFormat(int n) const {
VertexAttributeFormat formats[] = {
format0, format1, format2, format3,
format4, format5, format6, format7,
format8, format9, format10, format11
@ -555,14 +555,18 @@ struct Regs {
}
inline int GetElementSizeInBytes(int n) const {
return (GetFormat(n) == Format::FLOAT) ? 4 :
(GetFormat(n) == Format::SHORT) ? 2 : 1;
return (GetFormat(n) == VertexAttributeFormat::FLOAT) ? 4 :
(GetFormat(n) == VertexAttributeFormat::SHORT) ? 2 : 1;
}
inline int GetStride(int n) const {
return GetNumElements(n) * GetElementSizeInBytes(n);
}
inline bool IsDefaultAttribute(int id) const {
return (id >= 12) || (attribute_mask & (1 << id)) != 0;
}
inline int GetNumTotalAttributes() const {
return (int)num_extra_attributes+1;
}
@ -625,7 +629,18 @@ struct Regs {
u32 trigger_draw;
u32 trigger_draw_indexed;
INSERT_PADDING_WORDS(0x2e);
INSERT_PADDING_WORDS(0x2);
// These registers are used to setup the default "fall-back" vertex shader attributes
struct {
// Index of the current default attribute
u32 index;
// Writing to these registers sets the "current" default attribute.
u32 set_value[3];
} vs_default_attributes_setup;
INSERT_PADDING_WORDS(0x28);
enum class TriangleTopology : u32 {
List = 0,
@ -669,7 +684,7 @@ struct Regs {
BitField<56, 4, u64> attribute14_register;
BitField<60, 4, u64> attribute15_register;
int GetRegisterForAttribute(int attribute_index) {
int GetRegisterForAttribute(int attribute_index) const {
u64 fields[] = {
attribute0_register, attribute1_register, attribute2_register, attribute3_register,
attribute4_register, attribute5_register, attribute6_register, attribute7_register,
@ -775,6 +790,7 @@ struct Regs {
ADD_FIELD(num_vertices);
ADD_FIELD(trigger_draw);
ADD_FIELD(trigger_draw_indexed);
ADD_FIELD(vs_default_attributes_setup);
ADD_FIELD(triangle_topology);
ADD_FIELD(vs_bool_uniforms);
ADD_FIELD(vs_int_uniforms);
@ -849,6 +865,7 @@ ASSERT_REG_POSITION(index_array, 0x227);
ASSERT_REG_POSITION(num_vertices, 0x228);
ASSERT_REG_POSITION(trigger_draw, 0x22e);
ASSERT_REG_POSITION(trigger_draw_indexed, 0x22f);
ASSERT_REG_POSITION(vs_default_attributes_setup, 0x232);
ASSERT_REG_POSITION(triangle_topology, 0x25e);
ASSERT_REG_POSITION(vs_bool_uniforms, 0x2b0);
ASSERT_REG_POSITION(vs_int_uniforms, 0x2b1);

View file

@ -35,6 +35,8 @@ static struct {
std::array<Math::Vec4<u8>,4> i;
} shader_uniforms;
static Math::Vec4<float24> vs_default_attributes[16];
// TODO: Not sure where the shader binary and swizzle patterns are supposed to be loaded to!
// For now, we just keep these local arrays around.
static std::array<u32, 1024> shader_memory;
@ -60,6 +62,10 @@ Math::Vec4<u8>& GetIntUniform(u32 index) {
return shader_uniforms.i[index];
}
Math::Vec4<float24>& GetDefaultAttribute(u32 index) {
return vs_default_attributes[index];
}
const std::array<u32, 1024>& GetShaderBinary() {
return shader_memory;
}
@ -568,6 +574,7 @@ OutputVertex RunShader(const InputVertex& input, int num_attributes) {
const auto& attribute_register_map = registers.vs_input_register_map;
float24 dummy_register;
boost::fill(state.input_register_table, &dummy_register);
if (num_attributes > 0) state.input_register_table[attribute_register_map.attribute0_register] = &input.attr[0].x;
if (num_attributes > 1) state.input_register_table[attribute_register_map.attribute1_register] = &input.attr[1].x;
if (num_attributes > 2) state.input_register_table[attribute_register_map.attribute2_register] = &input.attr[2].x;

View file

@ -74,6 +74,7 @@ OutputVertex RunShader(const InputVertex& input, int num_attributes);
Math::Vec4<float24>& GetFloatUniform(u32 index);
bool& GetBoolUniform(u32 index);
Math::Vec4<u8>& GetIntUniform(u32 index);
Math::Vec4<float24>& GetDefaultAttribute(u32 index);
const std::array<u32, 1024>& GetShaderBinary();
const std::array<u32, 1024>& GetSwizzlePatterns();