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GPU: Implemented default vertex shader attributes.
Fixes some games crashing.
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parent
6f1143885b
commit
0e5ca080a8
4 changed files with 135 additions and 66 deletions
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@ -27,6 +27,10 @@ static int float_regs_counter = 0;
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static u32 uniform_write_buffer[4];
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static int default_attr_counter = 0;
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static u32 default_attr_write_buffer[3];
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Common::Profiling::TimingCategory category_drawing("Drawing");
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static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
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@ -71,12 +75,9 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
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u32 vertex_attribute_sources[16];
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boost::fill(vertex_attribute_sources, 0xdeadbeef);
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u32 vertex_attribute_strides[16];
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u32 vertex_attribute_formats[16];
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Regs::VertexAttributeFormat vertex_attribute_formats[16];
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// HACK: Initialize vertex_attribute_elements to zero to prevent infinite loops below.
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// This is one of the hacks required to deal with uninitalized vertex attributes.
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// TODO: Fix this properly.
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u32 vertex_attribute_elements[16] = {};
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u32 vertex_attribute_elements[16];
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u32 vertex_attribute_element_size[16];
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// Setup attribute data from loaders
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@ -90,7 +91,7 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
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u32 attribute_index = loader_config.GetComponent(component);
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vertex_attribute_sources[attribute_index] = load_address;
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vertex_attribute_strides[attribute_index] = static_cast<u32>(loader_config.byte_count);
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vertex_attribute_formats[attribute_index] = static_cast<u32>(attribute_config.GetFormat(attribute_index));
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vertex_attribute_formats[attribute_index] = attribute_config.GetFormat(attribute_index);
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vertex_attribute_elements[attribute_index] = attribute_config.GetNumElements(attribute_index);
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vertex_attribute_element_size[attribute_index] = attribute_config.GetElementSizeInBytes(attribute_index);
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load_address += attribute_config.GetStride(attribute_index);
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@ -126,26 +127,29 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
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input.attr[0].w = debug_token;
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for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) {
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for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
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const u8* srcdata = Memory::GetPointer(PAddrToVAddr(vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i]));
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if (attribute_config.IsDefaultAttribute(i)) {
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input.attr[i] = VertexShader::GetDefaultAttribute(i);
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LOG_TRACE(HW_GPU, "Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)",
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i, vertex, index,
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input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(),
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input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32());
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} else {
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for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
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const u8* srcdata = Memory::GetPointer(PAddrToVAddr(vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i]));
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// TODO(neobrain): Ocarina of Time 3D has GetNumTotalAttributes return 8,
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// yet only provides 2 valid source data addresses. Need to figure out
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// what's wrong there, until then we just continue when address lookup fails
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if (srcdata == nullptr)
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continue;
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const float srcval = (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::BYTE) ? *(s8*)srcdata :
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(vertex_attribute_formats[i] == Regs::VertexAttributeFormat::UBYTE) ? *(u8*)srcdata :
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(vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? *(s16*)srcdata :
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*(float*)srcdata;
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const float srcval = (vertex_attribute_formats[i] == 0) ? *(s8*)srcdata :
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(vertex_attribute_formats[i] == 1) ? *(u8*)srcdata :
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(vertex_attribute_formats[i] == 2) ? *(s16*)srcdata :
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*(float*)srcdata;
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input.attr[i][comp] = float24::FromFloat32(srcval);
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LOG_TRACE(HW_GPU, "Loaded component %x of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08lx + 0x%04lx: %f",
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comp, i, vertex, index,
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attribute_config.GetPhysicalBaseAddress(),
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vertex_attribute_sources[i] - base_address,
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vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i],
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input.attr[i][comp].ToFloat32());
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input.attr[i][comp] = float24::FromFloat32(srcval);
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LOG_TRACE(HW_GPU, "Loaded component %x of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08lx + 0x%04lx: %f",
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comp, i, vertex, index,
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attribute_config.GetPhysicalBaseAddress(),
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vertex_attribute_sources[i] - base_address,
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vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i],
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input.attr[i][comp].ToFloat32());
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}
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}
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}
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@ -224,7 +228,7 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
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// it directly write the values?
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uniform_write_buffer[float_regs_counter++] = value;
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// Uniforms are written in a packed format such that 4 float24 values are encoded in
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// Uniforms are written in a packed format such that four float24 values are encoded in
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// three 32-bit numbers. We write to internal memory once a full such vector is
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// written.
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if ((float_regs_counter >= 4 && uniform_setup.IsFloat32()) ||
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@ -259,6 +263,46 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
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}
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break;
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}
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// Load default vertex input attributes
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case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.set_value[0], 0x233):
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case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.set_value[1], 0x234):
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case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.set_value[2], 0x235):
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{
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// TODO: Does actual hardware indeed keep an intermediate buffer or does
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// it directly write the values?
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default_attr_write_buffer[default_attr_counter++] = value;
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// Default attributes are written in a packed format such that four float24 values are encoded in
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// three 32-bit numbers. We write to internal memory once a full such vector is
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// written.
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if (default_attr_counter >= 3) {
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default_attr_counter = 0;
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auto& setup = registers.vs_default_attributes_setup;
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if (setup.index >= 16) {
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LOG_ERROR(HW_GPU, "Invalid VS default attribute index %d", (int)setup.index);
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break;
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}
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Math::Vec4<float24>& attribute = VertexShader::GetDefaultAttribute(setup.index);
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// NOTE: The destination component order indeed is "backwards"
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attribute.w = float24::FromRawFloat24(default_attr_write_buffer[0] >> 8);
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attribute.z = float24::FromRawFloat24(((default_attr_write_buffer[0] & 0xFF) << 16) | ((default_attr_write_buffer[1] >> 16) & 0xFFFF));
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attribute.y = float24::FromRawFloat24(((default_attr_write_buffer[1] & 0xFFFF) << 8) | ((default_attr_write_buffer[2] >> 24) & 0xFF));
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attribute.x = float24::FromRawFloat24(default_attr_write_buffer[2] & 0xFFFFFF);
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LOG_TRACE(HW_GPU, "Set default VS attribute %x to (%f %f %f %f)", (int)setup.index,
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attribute.x.ToFloat32(), attribute.y.ToFloat32(), attribute.z.ToFloat32(),
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attribute.w.ToFloat32());
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// TODO: Verify that this actually modifies the register!
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setup.index = setup.index + 1;
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}
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break;
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}
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// Load shader program code
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case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[0], 0x2cc):
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