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);
@ -126,26 +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]));
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] == 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;
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());
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):