yuzu/src/video_core/vertex_loader.cpp

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#include <cmath>
#include <string>
#include "boost/range/algorithm/fill.hpp"
#include "common/assert.h"
#include "common/alignment.h"
#include "common/bit_field.h"
#include "common/common_funcs.h"
#include "common/common_types.h"
#include "common/logging/log.h"
#include "core/memory.h"
#include "debug_utils/debug_utils.h"
#include "video_core/pica.h"
#include "video_core/pica_state.h"
#include "video_core/pica_types.h"
#include "video_core/vertex_loader.h"
namespace Pica {
void VertexLoader::Setup(const Pica::Regs& regs) {
const auto& attribute_config = regs.vertex_attributes;
num_total_attributes = attribute_config.GetNumTotalAttributes();
boost::fill(vertex_attribute_sources, 0xdeadbeef);
for (int i = 0; i < 16; i++) {
vertex_attribute_is_default[i] = attribute_config.IsDefaultAttribute(i);
}
// Setup attribute data from loaders
for (int loader = 0; loader < 12; ++loader) {
const auto& loader_config = attribute_config.attribute_loaders[loader];
u32 offset = 0;
// TODO: What happens if a loader overwrites a previous one's data?
for (unsigned component = 0; component < loader_config.component_count; ++component) {
if (component >= 12) {
LOG_ERROR(HW_GPU, "Overflow in the vertex attribute loader %u trying to load component %u", loader, component);
continue;
}
u32 attribute_index = loader_config.GetComponent(component);
if (attribute_index < 12) {
int element_size = attribute_config.GetElementSizeInBytes(attribute_index);
offset = Common::AlignUp(offset, element_size);
vertex_attribute_sources[attribute_index] = loader_config.data_offset + offset;
vertex_attribute_strides[attribute_index] = static_cast<u32>(loader_config.byte_count);
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] = element_size;
offset += attribute_config.GetStride(attribute_index);
} else if (attribute_index < 16) {
// Attribute ids 12, 13, 14 and 15 signify 4, 8, 12 and 16-byte paddings, respectively
offset = Common::AlignUp(offset, 4);
offset += (attribute_index - 11) * 4;
} else {
UNREACHABLE(); // This is truly unreachable due to the number of bits for each component
}
}
}
}
void VertexLoader::LoadVertex(u32 base_address, int index, int vertex, Shader::InputVertex& input, MemoryAccesses& memory_accesses) {
for (int i = 0; i < num_total_attributes; ++i) {
if (vertex_attribute_elements[i] != 0) {
// Default attribute values set if array elements have < 4 components. This
// is *not* carried over from the default attribute settings even if they're
// enabled for this attribute.
static const float24 zero = float24::FromFloat32(0.0f);
static const float24 one = float24::FromFloat32(1.0f);
input.attr[i] = Math::Vec4<float24>(zero, zero, zero, one);
// Load per-vertex data from the loader arrays
for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
u32 source_addr = base_address + vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i];
const u8* srcdata = Memory::GetPhysicalPointer(source_addr);
if (g_debug_context && Pica::g_debug_context->recorder) {
memory_accesses.AddAccess(source_addr,
(vertex_attribute_formats[i] == Regs::VertexAttributeFormat::FLOAT) ? 4
: (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? 2 : 1);
}
const float srcval =
(vertex_attribute_formats[i] == Regs::VertexAttributeFormat::BYTE) ? *reinterpret_cast<const s8*>(srcdata) :
(vertex_attribute_formats[i] == Regs::VertexAttributeFormat::UBYTE) ? *reinterpret_cast<const u8*>(srcdata) :
(vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? *reinterpret_cast<const s16*>(srcdata) :
*reinterpret_cast<const 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%08x + 0x%04x: %f",
comp, i, vertex, index,
base_address,
vertex_attribute_sources[i],
vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i],
input.attr[i][comp].ToFloat32());
}
} else if (vertex_attribute_is_default[i]) {
// Load the default attribute if we're configured to do so
input.attr[i] = g_state.vs.default_attributes[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 {
// TODO(yuriks): In this case, no data gets loaded and the vertex
// remains with the last value it had. This isn't currently maintained
// as global state, however, and so won't work in Citra yet.
}
}
}
} // namespace Pica