190 lines
7.0 KiB
C++
190 lines
7.0 KiB
C++
// 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 = {
|
|
{0xE24, {"SetShader", 5, &Maxwell3D::SetShader}},
|
|
};
|
|
|
|
Maxwell3D::Maxwell3D(MemoryManager& memory_manager) : memory_manager(memory_manager) {}
|
|
|
|
void Maxwell3D::AttemptMethodCall(u32 method, const std::vector<u32>& parameters) {
|
|
// TODO(Subv): Write an interpreter for the macros uploaded via registers 0x45 and 0x47
|
|
auto itr = method_handlers.find(method);
|
|
ASSERT_MSG(itr != method_handlers.end(), "Unhandled method call %08X", method);
|
|
|
|
// Only execute the macro handler once we've been fed the expected number of parameters.
|
|
if (itr->second.arguments != parameters.size())
|
|
return;
|
|
|
|
(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) {
|
|
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);
|
|
|
|
// Try to call the macro with the current number of parameters.
|
|
AttemptMethodCall(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(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::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::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;
|
|
}
|
|
|
|
} // namespace Engines
|
|
} // namespace Tegra
|