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suyu/src/video_core/engines/maxwell_3d.cpp

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// Copyright 2018 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "common/assert.h"
#include "video_core/engines/maxwell_3d.h"
namespace Tegra {
namespace Engines {
/// First register id that is actually a Macro call.
constexpr u32 MacroRegistersStart = 0xE00;
const std::unordered_map<u32, Maxwell3D::MethodInfo> Maxwell3D::method_handlers = {
{0xE1A, {"BindTextureInfoBuffer", 1, &Maxwell3D::BindTextureInfoBuffer}},
{0xE24, {"SetShader", 5, &Maxwell3D::SetShader}},
{0xE2A, {"BindStorageBuffer", 1, &Maxwell3D::BindStorageBuffer}},
};
Maxwell3D::Maxwell3D(MemoryManager& memory_manager) : memory_manager(memory_manager) {}
void Maxwell3D::SubmitMacroCode(u32 entry, std::vector<u32> code) {
uploaded_macros[entry * 2 + MacroRegistersStart] = std::move(code);
}
void Maxwell3D::CallMacroMethod(u32 method, const std::vector<u32>& parameters) {
// TODO(Subv): Write an interpreter for the macros uploaded via registers 0x45 and 0x47
// The requested macro must have been uploaded already.
ASSERT_MSG(uploaded_macros.find(method) != uploaded_macros.end(), "Macro %08X was not uploaded",
method);
auto itr = method_handlers.find(method);
ASSERT_MSG(itr != method_handlers.end(), "Unhandled method call %08X", method);
ASSERT(itr->second.arguments == parameters.size());
(this->*itr->second.handler)(parameters);
// Reset the current macro and its parameters.
executing_macro = 0;
macro_params.clear();
}
void Maxwell3D::WriteReg(u32 method, u32 value, u32 remaining_params) {
ASSERT_MSG(method < Regs::NUM_REGS,
"Invalid Maxwell3D register, increase the size of the Regs structure");
// It is an error to write to a register other than the current macro's ARG register before it
// has finished execution.
if (executing_macro != 0) {
ASSERT(method == executing_macro + 1);
}
// Methods after 0xE00 are special, they're actually triggers for some microcode that was
// uploaded to the GPU during initialization.
if (method >= MacroRegistersStart) {
// We're trying to execute a macro
if (executing_macro == 0) {
// A macro call must begin by writing the macro method's register, not its argument.
ASSERT_MSG((method % 2) == 0,
"Can't start macro execution by writing to the ARGS register");
executing_macro = method;
}
macro_params.push_back(value);
// Call the macro when there are no more parameters in the command buffer
if (remaining_params == 0) {
CallMacroMethod(executing_macro, macro_params);
}
return;
}
regs.reg_array[method] = value;
#define MAXWELL3D_REG_INDEX(field_name) (offsetof(Regs, field_name) / sizeof(u32))
switch (method) {
case MAXWELL3D_REG_INDEX(code_address.code_address_high):
case MAXWELL3D_REG_INDEX(code_address.code_address_low): {
// Note: For some reason games (like Puyo Puyo Tetris) seem to write 0 to the CODE_ADDRESS
// register, we do not currently know if that's intended or a bug, so we assert it lest
// stuff breaks in other places (like the shader address calculation).
ASSERT_MSG(regs.code_address.CodeAddress() == 0, "Unexpected CODE_ADDRESS register value.");
break;
}
case MAXWELL3D_REG_INDEX(const_buffer.cb_data[0]):
case MAXWELL3D_REG_INDEX(const_buffer.cb_data[1]):
case MAXWELL3D_REG_INDEX(const_buffer.cb_data[2]):
case MAXWELL3D_REG_INDEX(const_buffer.cb_data[3]):
case MAXWELL3D_REG_INDEX(const_buffer.cb_data[4]):
case MAXWELL3D_REG_INDEX(const_buffer.cb_data[5]):
case MAXWELL3D_REG_INDEX(const_buffer.cb_data[6]):
case MAXWELL3D_REG_INDEX(const_buffer.cb_data[7]):
case MAXWELL3D_REG_INDEX(const_buffer.cb_data[8]):
case MAXWELL3D_REG_INDEX(const_buffer.cb_data[9]):
case MAXWELL3D_REG_INDEX(const_buffer.cb_data[10]):
case MAXWELL3D_REG_INDEX(const_buffer.cb_data[11]):
case MAXWELL3D_REG_INDEX(const_buffer.cb_data[12]):
case MAXWELL3D_REG_INDEX(const_buffer.cb_data[13]):
case MAXWELL3D_REG_INDEX(const_buffer.cb_data[14]):
case MAXWELL3D_REG_INDEX(const_buffer.cb_data[15]): {
ProcessCBData(value);
break;
}
case MAXWELL3D_REG_INDEX(cb_bind[0].raw_config): {
ProcessCBBind(Regs::ShaderStage::Vertex);
break;
}
case MAXWELL3D_REG_INDEX(cb_bind[1].raw_config): {
ProcessCBBind(Regs::ShaderStage::TesselationControl);
break;
}
case MAXWELL3D_REG_INDEX(cb_bind[2].raw_config): {
ProcessCBBind(Regs::ShaderStage::TesselationEval);
break;
}
case MAXWELL3D_REG_INDEX(cb_bind[3].raw_config): {
ProcessCBBind(Regs::ShaderStage::Geometry);
break;
}
case MAXWELL3D_REG_INDEX(cb_bind[4].raw_config): {
ProcessCBBind(Regs::ShaderStage::Fragment);
break;
}
case MAXWELL3D_REG_INDEX(draw.vertex_end_gl): {
DrawArrays();
break;
}
case MAXWELL3D_REG_INDEX(query.query_get): {
ProcessQueryGet();
break;
}
default:
break;
}
#undef MAXWELL3D_REG_INDEX
}
void Maxwell3D::ProcessQueryGet() {
GPUVAddr sequence_address = regs.query.QueryAddress();
// Since the sequence address is given as a GPU VAddr, we have to convert it to an application
// VAddr before writing.
VAddr address = memory_manager.PhysicalToVirtualAddress(sequence_address);
switch (regs.query.query_get.mode) {
case Regs::QueryMode::Write: {
// Write the current query sequence to the sequence address.
u32 sequence = regs.query.query_sequence;
Memory::Write32(address, sequence);
break;
}
default:
UNIMPLEMENTED_MSG("Query mode %u not implemented", regs.query.query_get.mode.Value());
}
}
void Maxwell3D::DrawArrays() {
LOG_WARNING(HW_GPU, "Game requested a DrawArrays, ignoring");
}
void Maxwell3D::BindTextureInfoBuffer(const std::vector<u32>& parameters) {
/**
* Parameters description:
* [0] = Shader stage, usually 4 for FragmentShader
*/
u32 stage = parameters[0];
// Perform the same operations as the real macro code.
GPUVAddr address = static_cast<GPUVAddr>(regs.tex_info_buffers.address[stage]) << 8;
u32 size = regs.tex_info_buffers.size[stage];
regs.const_buffer.cb_size = size;
regs.const_buffer.cb_address_high = address >> 32;
regs.const_buffer.cb_address_low = address & 0xFFFFFFFF;
}
void Maxwell3D::SetShader(const std::vector<u32>& parameters) {
/**
* Parameters description:
* [0] = Shader Program.
* [1] = Unknown, presumably the shader id.
* [2] = Offset to the start of the shader, after the 0x30 bytes header.
* [3] = Shader Stage.
* [4] = Const Buffer Address >> 8.
*/
auto shader_program = static_cast<Regs::ShaderProgram>(parameters[0]);
// TODO(Subv): This address is probably an offset from the CODE_ADDRESS register.
GPUVAddr address = parameters[2];
auto shader_stage = static_cast<Regs::ShaderStage>(parameters[3]);
GPUVAddr cb_address = parameters[4] << 8;
auto& shader = state.shader_programs[static_cast<size_t>(shader_program)];
shader.program = shader_program;
shader.stage = shader_stage;
shader.address = address;
// Perform the same operations as the real macro code.
// TODO(Subv): Early exit if register 0xD1C + shader_program contains the same as params[1].
auto& shader_regs = regs.shader_config[static_cast<size_t>(shader_program)];
shader_regs.start_id = address;
// TODO(Subv): Write params[1] to register 0xD1C + shader_program.
// TODO(Subv): Write params[2] to register 0xD22 + shader_program.
// Note: This value is hardcoded in the macro's code.
static constexpr u32 DefaultCBSize = 0x10000;
regs.const_buffer.cb_size = DefaultCBSize;
regs.const_buffer.cb_address_high = cb_address >> 32;
regs.const_buffer.cb_address_low = cb_address & 0xFFFFFFFF;
// Write a hardcoded 0x11 to CB_BIND, this binds the current const buffer to buffer c1[] in the
// shader. It's likely that these are the constants for the shader.
regs.cb_bind[static_cast<size_t>(shader_stage)].valid.Assign(1);
regs.cb_bind[static_cast<size_t>(shader_stage)].index.Assign(1);
ProcessCBBind(shader_stage);
}
void Maxwell3D::BindStorageBuffer(const std::vector<u32>& parameters) {
/**
* Parameters description:
* [0] = Buffer offset >> 2
*/
u32 buffer_offset = parameters[0] << 2;
// Perform the same operations as the real macro code.
// Note: This value is hardcoded in the macro's code.
static constexpr u32 DefaultCBSize = 0x5F00;
regs.const_buffer.cb_size = DefaultCBSize;
GPUVAddr address = regs.ssbo_info.BufferAddress();
regs.const_buffer.cb_address_high = address >> 32;
regs.const_buffer.cb_address_low = address & 0xFFFFFFFF;
regs.const_buffer.cb_pos = buffer_offset;
}
void Maxwell3D::ProcessCBBind(Regs::ShaderStage stage) {
// Bind the buffer currently in CB_ADDRESS to the specified index in the desired shader stage.
auto& shader = state.shader_stages[static_cast<size_t>(stage)];
auto& bind_data = regs.cb_bind[static_cast<size_t>(stage)];
auto& buffer = shader.const_buffers[bind_data.index];
buffer.enabled = bind_data.valid.Value() != 0;
buffer.index = bind_data.index;
buffer.address = regs.const_buffer.BufferAddress();
buffer.size = regs.const_buffer.cb_size;
}
void Maxwell3D::ProcessCBData(u32 value) {
// Write the input value to the current const buffer at the current position.
GPUVAddr buffer_address = regs.const_buffer.BufferAddress();
ASSERT(buffer_address != 0);
// Don't allow writing past the end of the buffer.
ASSERT(regs.const_buffer.cb_pos + sizeof(u32) <= regs.const_buffer.cb_size);
VAddr address =
memory_manager.PhysicalToVirtualAddress(buffer_address + regs.const_buffer.cb_pos);
Memory::Write32(address, value);
// Increment the current buffer position.
regs.const_buffer.cb_pos = regs.const_buffer.cb_pos + 4;
}
} // namespace Engines
} // namespace Tegra