Merge pull request #3644 from ReinUsesLisp/msaa

video_core: Add MSAA registers in 3D engine and TIC
This commit is contained in:
Mat M 2020-04-12 09:11:44 -04:00 committed by GitHub
commit 4aec01b850
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 76 additions and 6 deletions

View File

@ -312,6 +312,35 @@ public:
} }
}; };
struct MsaaSampleLocation {
union {
BitField<0, 4, u32> x0;
BitField<4, 4, u32> y0;
BitField<8, 4, u32> x1;
BitField<12, 4, u32> y1;
BitField<16, 4, u32> x2;
BitField<20, 4, u32> y2;
BitField<24, 4, u32> x3;
BitField<28, 4, u32> y3;
};
constexpr std::pair<u32, u32> Location(int index) const {
switch (index) {
case 0:
return {x0, y0};
case 1:
return {x1, y1};
case 2:
return {x2, y2};
case 3:
return {x3, y3};
default:
UNREACHABLE();
return {0, 0};
}
}
};
enum class DepthMode : u32 { enum class DepthMode : u32 {
MinusOneToOne = 0, MinusOneToOne = 0,
ZeroToOne = 1, ZeroToOne = 1,
@ -793,7 +822,13 @@ public:
u32 rt_separate_frag_data; u32 rt_separate_frag_data;
INSERT_UNION_PADDING_WORDS(0xC); INSERT_UNION_PADDING_WORDS(0x1);
u32 multisample_raster_enable;
u32 multisample_raster_samples;
std::array<u32, 4> multisample_sample_mask;
INSERT_UNION_PADDING_WORDS(0x5);
struct { struct {
u32 address_high; u32 address_high;
@ -830,7 +865,16 @@ public:
std::array<VertexAttribute, NumVertexAttributes> vertex_attrib_format; std::array<VertexAttribute, NumVertexAttributes> vertex_attrib_format;
INSERT_UNION_PADDING_WORDS(0xF); std::array<MsaaSampleLocation, 4> multisample_sample_locations;
INSERT_UNION_PADDING_WORDS(0x2);
union {
BitField<0, 1, u32> enable;
BitField<4, 3, u32> target;
} multisample_coverage_to_color;
INSERT_UNION_PADDING_WORDS(0x8);
struct { struct {
union { union {
@ -943,7 +987,7 @@ public:
CounterReset counter_reset; CounterReset counter_reset;
INSERT_UNION_PADDING_WORDS(0x1); u32 multisample_enable;
u32 zeta_enable; u32 zeta_enable;
@ -1007,7 +1051,11 @@ public:
float polygon_offset_units; float polygon_offset_units;
INSERT_UNION_PADDING_WORDS(0x11); INSERT_UNION_PADDING_WORDS(0x4);
Tegra::Texture::MsaaMode multisample_mode;
INSERT_UNION_PADDING_WORDS(0xC);
union { union {
BitField<2, 1, u32> coord_origin; BitField<2, 1, u32> coord_origin;
@ -1507,12 +1555,17 @@ ASSERT_REG_POSITION(stencil_back_func_ref, 0x3D5);
ASSERT_REG_POSITION(stencil_back_mask, 0x3D6); ASSERT_REG_POSITION(stencil_back_mask, 0x3D6);
ASSERT_REG_POSITION(stencil_back_func_mask, 0x3D7); ASSERT_REG_POSITION(stencil_back_func_mask, 0x3D7);
ASSERT_REG_POSITION(color_mask_common, 0x3E4); ASSERT_REG_POSITION(color_mask_common, 0x3E4);
ASSERT_REG_POSITION(rt_separate_frag_data, 0x3EB);
ASSERT_REG_POSITION(depth_bounds, 0x3E7); ASSERT_REG_POSITION(depth_bounds, 0x3E7);
ASSERT_REG_POSITION(rt_separate_frag_data, 0x3EB);
ASSERT_REG_POSITION(multisample_raster_enable, 0x3ED);
ASSERT_REG_POSITION(multisample_raster_samples, 0x3EE);
ASSERT_REG_POSITION(multisample_sample_mask, 0x3EF);
ASSERT_REG_POSITION(zeta, 0x3F8); ASSERT_REG_POSITION(zeta, 0x3F8);
ASSERT_REG_POSITION(clear_flags, 0x43E); ASSERT_REG_POSITION(clear_flags, 0x43E);
ASSERT_REG_POSITION(fill_rectangle, 0x44F); ASSERT_REG_POSITION(fill_rectangle, 0x44F);
ASSERT_REG_POSITION(vertex_attrib_format, 0x458); ASSERT_REG_POSITION(vertex_attrib_format, 0x458);
ASSERT_REG_POSITION(multisample_sample_locations, 0x478);
ASSERT_REG_POSITION(multisample_coverage_to_color, 0x47E);
ASSERT_REG_POSITION(rt_control, 0x487); ASSERT_REG_POSITION(rt_control, 0x487);
ASSERT_REG_POSITION(zeta_width, 0x48a); ASSERT_REG_POSITION(zeta_width, 0x48a);
ASSERT_REG_POSITION(zeta_height, 0x48b); ASSERT_REG_POSITION(zeta_height, 0x48b);
@ -1545,11 +1598,12 @@ ASSERT_REG_POSITION(samplecnt_enable, 0x545);
ASSERT_REG_POSITION(point_size, 0x546); ASSERT_REG_POSITION(point_size, 0x546);
ASSERT_REG_POSITION(point_sprite_enable, 0x548); ASSERT_REG_POSITION(point_sprite_enable, 0x548);
ASSERT_REG_POSITION(counter_reset, 0x54C); ASSERT_REG_POSITION(counter_reset, 0x54C);
ASSERT_REG_POSITION(multisample_enable, 0x54D);
ASSERT_REG_POSITION(zeta_enable, 0x54E); ASSERT_REG_POSITION(zeta_enable, 0x54E);
ASSERT_REG_POSITION(multisample_control, 0x54F); ASSERT_REG_POSITION(multisample_control, 0x54F);
ASSERT_REG_POSITION(condition, 0x554); ASSERT_REG_POSITION(condition, 0x554);
ASSERT_REG_POSITION(tsc, 0x557); ASSERT_REG_POSITION(tsc, 0x557);
ASSERT_REG_POSITION(polygon_offset_factor, 0x55b); ASSERT_REG_POSITION(polygon_offset_factor, 0x55B);
ASSERT_REG_POSITION(tic, 0x55D); ASSERT_REG_POSITION(tic, 0x55D);
ASSERT_REG_POSITION(stencil_two_side_enable, 0x565); ASSERT_REG_POSITION(stencil_two_side_enable, 0x565);
ASSERT_REG_POSITION(stencil_back_op_fail, 0x566); ASSERT_REG_POSITION(stencil_back_op_fail, 0x566);
@ -1558,6 +1612,7 @@ ASSERT_REG_POSITION(stencil_back_op_zpass, 0x568);
ASSERT_REG_POSITION(stencil_back_func_func, 0x569); ASSERT_REG_POSITION(stencil_back_func_func, 0x569);
ASSERT_REG_POSITION(framebuffer_srgb, 0x56E); ASSERT_REG_POSITION(framebuffer_srgb, 0x56E);
ASSERT_REG_POSITION(polygon_offset_units, 0x56F); ASSERT_REG_POSITION(polygon_offset_units, 0x56F);
ASSERT_REG_POSITION(multisample_mode, 0x574);
ASSERT_REG_POSITION(point_coord_replace, 0x581); ASSERT_REG_POSITION(point_coord_replace, 0x581);
ASSERT_REG_POSITION(code_address, 0x582); ASSERT_REG_POSITION(code_address, 0x582);
ASSERT_REG_POSITION(draw, 0x585); ASSERT_REG_POSITION(draw, 0x585);

View File

@ -131,6 +131,20 @@ enum class SwizzleSource : u32 {
OneFloat = 7, OneFloat = 7,
}; };
enum class MsaaMode : u32 {
Msaa1x1 = 0,
Msaa2x1 = 1,
Msaa2x2 = 2,
Msaa4x2 = 3,
Msaa4x2_D3D = 4,
Msaa2x1_D3D = 5,
Msaa4x4 = 6,
Msaa2x2_VC4 = 8,
Msaa2x2_VC12 = 9,
Msaa4x2_VC8 = 10,
Msaa4x2_VC24 = 11,
};
union TextureHandle { union TextureHandle {
TextureHandle(u32 raw) : raw{raw} {} TextureHandle(u32 raw) : raw{raw} {}
@ -197,6 +211,7 @@ struct TICEntry {
union { union {
BitField<0, 4, u32> res_min_mip_level; BitField<0, 4, u32> res_min_mip_level;
BitField<4, 4, u32> res_max_mip_level; BitField<4, 4, u32> res_max_mip_level;
BitField<8, 4, MsaaMode> msaa_mode;
BitField<12, 12, u32> min_lod_clamp; BitField<12, 12, u32> min_lod_clamp;
}; };