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authorTony Wasserka <neobrainx@gmail.com>2014-08-12 13:55:41 +0200
committerTony Wasserka <neobrainx@gmail.com>2014-08-12 13:55:41 +0200
commit36cabe35cc15a6590f5d18be695ae505a946cb06 (patch)
tree241e6d8b36e6ab9921ef7afb71e7350e52862e2a
parentMerge pull request #38 from neobrain/replace_registerset (diff)
parentPica: Add basic rasterizer. (diff)
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-rw-r--r--src/citra_qt/debugger/graphics_cmdlists.cpp2
-rw-r--r--src/core/hle/service/gsp.cpp31
-rw-r--r--src/core/hw/gpu.cpp110
-rw-r--r--src/core/hw/gpu.h66
-rw-r--r--src/core/mem_map.cpp4
-rw-r--r--src/core/mem_map.h22
-rw-r--r--src/core/mem_map_funcs.cpp68
-rw-r--r--src/video_core/CMakeLists.txt16
-rw-r--r--src/video_core/clipper.cpp179
-rw-r--r--src/video_core/clipper.h21
-rw-r--r--src/video_core/command_processor.cpp238
-rw-r--r--src/video_core/command_processor.h31
-rw-r--r--src/video_core/gpu_debugger.h8
-rw-r--r--src/video_core/math.h578
-rw-r--r--src/video_core/pica.h465
-rw-r--r--src/video_core/primitive_assembly.cpp51
-rw-r--r--src/video_core/primitive_assembly.h21
-rw-r--r--src/video_core/rasterizer.cpp180
-rw-r--r--src/video_core/rasterizer.h21
-rw-r--r--src/video_core/renderer_opengl/renderer_opengl.cpp14
-rw-r--r--src/video_core/vertex_shader.cpp270
-rw-r--r--src/video_core/vertex_shader.h211
-rw-r--r--src/video_core/video_core.vcxproj11
-rw-r--r--src/video_core/video_core.vcxproj.filters11
24 files changed, 2368 insertions, 261 deletions
diff --git a/src/citra_qt/debugger/graphics_cmdlists.cpp b/src/citra_qt/debugger/graphics_cmdlists.cpp
index 30b8b5dae..e98560a19 100644
--- a/src/citra_qt/debugger/graphics_cmdlists.cpp
+++ b/src/citra_qt/debugger/graphics_cmdlists.cpp
@@ -78,7 +78,7 @@ QVariant GPUCommandListModel::data(const QModelIndex& index, int role) const
// index refers to a specific command
const GraphicsDebugger::PicaCommandList& cmdlist = command_lists[item->parent->index].second;
const GraphicsDebugger::PicaCommand& cmd = cmdlist[item->index];
- const Pica::CommandHeader& header = cmd.GetHeader();
+ const Pica::CommandProcessor::CommandHeader& header = cmd.GetHeader();
if (role == Qt::DisplayRole) {
QString content;
diff --git a/src/core/hle/service/gsp.cpp b/src/core/hle/service/gsp.cpp
index 08e65612e..635f50a53 100644
--- a/src/core/hle/service/gsp.cpp
+++ b/src/core/hle/service/gsp.cpp
@@ -32,7 +32,7 @@ static inline u8* GetCommandBuffer(u32 thread_id) {
if (0 == g_shared_memory)
return nullptr;
- return Kernel::GetSharedMemoryPointer(g_shared_memory,
+ return Kernel::GetSharedMemoryPointer(g_shared_memory,
0x800 + (thread_id * sizeof(CommandBuffer)));
}
@@ -173,7 +173,7 @@ void ExecuteCommand(const Command& command) {
case CommandId::SET_COMMAND_LIST_LAST:
{
auto& params = command.set_command_list_last;
- WriteGPURegister(GPU_REG_INDEX(command_processor_config.address), params.address >> 3);
+ WriteGPURegister(GPU_REG_INDEX(command_processor_config.address), Memory::VirtualToPhysicalAddress(params.address) >> 3);
WriteGPURegister(GPU_REG_INDEX(command_processor_config.size), params.size >> 3);
// TODO: Not sure if we are supposed to always write this .. seems to trigger processing though
@@ -193,20 +193,28 @@ void ExecuteCommand(const Command& command) {
case CommandId::SET_MEMORY_FILL:
{
auto& params = command.memory_fill;
- WriteGPURegister(GPU_REG_INDEX(memory_fill_config[0].address_start), params.start1 >> 3);
- WriteGPURegister(GPU_REG_INDEX(memory_fill_config[0].address_end), params.end1 >> 3);
+ WriteGPURegister(GPU_REG_INDEX(memory_fill_config[0].address_start), Memory::VirtualToPhysicalAddress(params.start1) >> 3);
+ WriteGPURegister(GPU_REG_INDEX(memory_fill_config[0].address_end), Memory::VirtualToPhysicalAddress(params.end1) >> 3);
WriteGPURegister(GPU_REG_INDEX(memory_fill_config[0].size), params.end1 - params.start1);
WriteGPURegister(GPU_REG_INDEX(memory_fill_config[0].value), params.value1);
- WriteGPURegister(GPU_REG_INDEX(memory_fill_config[1].address_start), params.start2 >> 3);
- WriteGPURegister(GPU_REG_INDEX(memory_fill_config[1].address_end), params.end2 >> 3);
+ WriteGPURegister(GPU_REG_INDEX(memory_fill_config[1].address_start), Memory::VirtualToPhysicalAddress(params.start2) >> 3);
+ WriteGPURegister(GPU_REG_INDEX(memory_fill_config[1].address_end), Memory::VirtualToPhysicalAddress(params.end2) >> 3);
WriteGPURegister(GPU_REG_INDEX(memory_fill_config[1].size), params.end2 - params.start2);
WriteGPURegister(GPU_REG_INDEX(memory_fill_config[1].value), params.value2);
break;
}
- // TODO: Check if texture copies are implemented correctly..
case CommandId::SET_DISPLAY_TRANSFER:
+ {
+ auto& params = command.image_copy;
+ WriteGPURegister(GPU_REG_INDEX(display_transfer_config.input_address), Memory::VirtualToPhysicalAddress(params.in_buffer_address) >> 3);
+ WriteGPURegister(GPU_REG_INDEX(display_transfer_config.output_address), Memory::VirtualToPhysicalAddress(params.out_buffer_address) >> 3);
+ WriteGPURegister(GPU_REG_INDEX(display_transfer_config.input_size), params.in_buffer_size);
+ WriteGPURegister(GPU_REG_INDEX(display_transfer_config.output_size), params.out_buffer_size);
+ WriteGPURegister(GPU_REG_INDEX(display_transfer_config.flags), params.flags);
+ WriteGPURegister(GPU_REG_INDEX(display_transfer_config.trigger), 1);
+
// TODO(bunnei): Signalling all of these interrupts here is totally wrong, but it seems to
// work well enough for running demos. Need to figure out how these all work and trigger
// them correctly.
@@ -216,18 +224,19 @@ void ExecuteCommand(const Command& command) {
SignalInterrupt(InterruptId::P3D);
SignalInterrupt(InterruptId::DMA);
break;
+ }
+ // TODO: Check if texture copies are implemented correctly..
case CommandId::SET_TEXTURE_COPY:
{
auto& params = command.image_copy;
- WriteGPURegister(GPU_REG_INDEX(display_transfer_config.input_address), params.in_buffer_address >> 3);
- WriteGPURegister(GPU_REG_INDEX(display_transfer_config.output_address), params.out_buffer_address >> 3);
+ WriteGPURegister(GPU_REG_INDEX(display_transfer_config.input_address), Memory::VirtualToPhysicalAddress(params.in_buffer_address) >> 3);
+ WriteGPURegister(GPU_REG_INDEX(display_transfer_config.output_address), Memory::VirtualToPhysicalAddress(params.out_buffer_address) >> 3);
WriteGPURegister(GPU_REG_INDEX(display_transfer_config.input_size), params.in_buffer_size);
WriteGPURegister(GPU_REG_INDEX(display_transfer_config.output_size), params.out_buffer_size);
WriteGPURegister(GPU_REG_INDEX(display_transfer_config.flags), params.flags);
- // TODO: Should this only be ORed with 1 for texture copies?
- // trigger transfer
+ // TODO: Should this register be set to 1 or should instead its value be OR-ed with 1?
WriteGPURegister(GPU_REG_INDEX(display_transfer_config.trigger), 1);
break;
}
diff --git a/src/core/hw/gpu.cpp b/src/core/hw/gpu.cpp
index fd40f8ac0..87cf93bac 100644
--- a/src/core/hw/gpu.cpp
+++ b/src/core/hw/gpu.cpp
@@ -14,6 +14,7 @@
#include "core/hw/gpu.h"
+#include "video_core/command_processor.h"
#include "video_core/video_core.h"
@@ -24,83 +25,6 @@ Regs g_regs;
u32 g_cur_line = 0; ///< Current vertical screen line
u64 g_last_line_ticks = 0; ///< CPU tick count from last vertical screen line
-/**
- * Sets whether the framebuffers are in the GSP heap (FCRAM) or VRAM
- * @param
- */
-void SetFramebufferLocation(const FramebufferLocation mode) {
- switch (mode) {
- case FRAMEBUFFER_LOCATION_FCRAM:
- {
- auto& framebuffer_top = g_regs.framebuffer_config[0];
- auto& framebuffer_sub = g_regs.framebuffer_config[1];
-
- framebuffer_top.address_left1 = PADDR_TOP_LEFT_FRAME1;
- framebuffer_top.address_left2 = PADDR_TOP_LEFT_FRAME2;
- framebuffer_top.address_right1 = PADDR_TOP_RIGHT_FRAME1;
- framebuffer_top.address_right2 = PADDR_TOP_RIGHT_FRAME2;
- framebuffer_sub.address_left1 = PADDR_SUB_FRAME1;
- //framebuffer_sub.address_left2 = unknown;
- framebuffer_sub.address_right1 = PADDR_SUB_FRAME2;
- //framebuffer_sub.address_right2 = unknown;
- break;
- }
-
- case FRAMEBUFFER_LOCATION_VRAM:
- {
- auto& framebuffer_top = g_regs.framebuffer_config[0];
- auto& framebuffer_sub = g_regs.framebuffer_config[1];
-
- framebuffer_top.address_left1 = PADDR_VRAM_TOP_LEFT_FRAME1;
- framebuffer_top.address_left2 = PADDR_VRAM_TOP_LEFT_FRAME2;
- framebuffer_top.address_right1 = PADDR_VRAM_TOP_RIGHT_FRAME1;
- framebuffer_top.address_right2 = PADDR_VRAM_TOP_RIGHT_FRAME2;
- framebuffer_sub.address_left1 = PADDR_VRAM_SUB_FRAME1;
- //framebuffer_sub.address_left2 = unknown;
- framebuffer_sub.address_right1 = PADDR_VRAM_SUB_FRAME2;
- //framebuffer_sub.address_right2 = unknown;
- break;
- }
- }
-}
-
-/**
- * Gets the location of the framebuffers
- * @return Location of framebuffers as FramebufferLocation enum
- */
-FramebufferLocation GetFramebufferLocation(u32 address) {
- if ((address & ~Memory::VRAM_MASK) == Memory::VRAM_PADDR) {
- return FRAMEBUFFER_LOCATION_VRAM;
- } else if ((address & ~Memory::FCRAM_MASK) == Memory::FCRAM_PADDR) {
- return FRAMEBUFFER_LOCATION_FCRAM;
- } else {
- ERROR_LOG(GPU, "unknown framebuffer location!");
- }
- return FRAMEBUFFER_LOCATION_UNKNOWN;
-}
-
-u32 GetFramebufferAddr(const u32 address) {
- switch (GetFramebufferLocation(address)) {
- case FRAMEBUFFER_LOCATION_FCRAM:
- return Memory::VirtualAddressFromPhysical_FCRAM(address);
- case FRAMEBUFFER_LOCATION_VRAM:
- return Memory::VirtualAddressFromPhysical_VRAM(address);
- default:
- ERROR_LOG(GPU, "unknown framebuffer location");
- }
- return 0;
-}
-
-/**
- * Gets a read-only pointer to a framebuffer in memory
- * @param address Physical address of framebuffer
- * @return Returns const pointer to raw framebuffer
- */
-const u8* GetFramebufferPointer(const u32 address) {
- u32 addr = GetFramebufferAddr(address);
- return (addr != 0) ? Memory::GetPointer(addr) : nullptr;
-}
-
template <typename T>
inline void Read(T &var, const u32 raw_addr) {
u32 addr = raw_addr - 0x1EF00000;
@@ -141,8 +65,8 @@ inline void Write(u32 addr, const T data) {
// TODO: Not sure if this check should be done at GSP level instead
if (config.address_start) {
// TODO: Not sure if this algorithm is correct, particularly because it doesn't use the size member at all
- u32* start = (u32*)Memory::GetPointer(config.GetStartAddress());
- u32* end = (u32*)Memory::GetPointer(config.GetEndAddress());
+ u32* start = (u32*)Memory::GetPointer(Memory::PhysicalToVirtualAddress(config.GetStartAddress()));
+ u32* end = (u32*)Memory::GetPointer(Memory::PhysicalToVirtualAddress(config.GetEndAddress()));
for (u32* ptr = start; ptr < end; ++ptr)
*ptr = bswap32(config.value); // TODO: This is just a workaround to missing framebuffer format emulation
@@ -155,8 +79,8 @@ inline void Write(u32 addr, const T data) {
{
const auto& config = g_regs.display_transfer_config;
if (config.trigger & 1) {
- u8* source_pointer = Memory::GetPointer(config.GetPhysicalInputAddress());
- u8* dest_pointer = Memory::GetPointer(config.GetPhysicalOutputAddress());
+ u8* source_pointer = Memory::GetPointer(Memory::PhysicalToVirtualAddress(config.GetPhysicalInputAddress()));
+ u8* dest_pointer = Memory::GetPointer(Memory::PhysicalToVirtualAddress(config.GetPhysicalOutputAddress()));
for (int y = 0; y < config.output_height; ++y) {
// TODO: Why does the register seem to hold twice the framebuffer width?
@@ -220,14 +144,15 @@ inline void Write(u32 addr, const T data) {
break;
}
+ // Seems like writing to this register triggers processing
case GPU_REG_INDEX(command_processor_config.trigger):
{
const auto& config = g_regs.command_processor_config;
if (config.trigger & 1)
{
- // u32* buffer = (u32*)Memory::GetPointer(config.GetPhysicalAddress());
- ERROR_LOG(GPU, "Beginning 0x%08x bytes of commands from address 0x%08x", config.size, config.GetPhysicalAddress());
- // TODO: Process command list!
+ u32* buffer = (u32*)Memory::GetPointer(Memory::PhysicalToVirtualAddress(config.GetPhysicalAddress()));
+ u32 size = config.size << 3;
+ Pica::CommandProcessor::ProcessCommandList(buffer, size);
}
break;
}
@@ -276,11 +201,22 @@ void Init() {
g_cur_line = 0;
g_last_line_ticks = Core::g_app_core->GetTicks();
-// SetFramebufferLocation(FRAMEBUFFER_LOCATION_FCRAM);
- SetFramebufferLocation(FRAMEBUFFER_LOCATION_VRAM);
-
auto& framebuffer_top = g_regs.framebuffer_config[0];
auto& framebuffer_sub = g_regs.framebuffer_config[1];
+
+ // Setup default framebuffer addresses (located in VRAM)
+ // .. or at least these are the ones used by system applets.
+ // There's probably a smarter way to come up with addresses
+ // like this which does not require hardcoding.
+ framebuffer_top.address_left1 = 0x181E6000;
+ framebuffer_top.address_left2 = 0x1822C800;
+ framebuffer_top.address_right1 = 0x18273000;
+ framebuffer_top.address_right2 = 0x182B9800;
+ framebuffer_sub.address_left1 = 0x1848F000;
+ //framebuffer_sub.address_left2 = unknown;
+ framebuffer_sub.address_right1 = 0x184C7800;
+ //framebuffer_sub.address_right2 = unknown;
+
// TODO: Width should be 240 instead?
framebuffer_top.width = 480;
framebuffer_top.height = 400;
diff --git a/src/core/hw/gpu.h b/src/core/hw/gpu.h
index 3065da891..d20311a00 100644
--- a/src/core/hw/gpu.h
+++ b/src/core/hw/gpu.h
@@ -249,72 +249,6 @@ static_assert(sizeof(Regs) == 0x1000 * sizeof(u32), "Invalid total size of regis
extern Regs g_regs;
-enum {
- TOP_ASPECT_X = 0x5,
- TOP_ASPECT_Y = 0x3,
-
- TOP_HEIGHT = 240,
- TOP_WIDTH = 400,
- BOTTOM_WIDTH = 320,
-
- // Physical addresses in FCRAM (chosen arbitrarily)
- PADDR_TOP_LEFT_FRAME1 = 0x201D4C00,
- PADDR_TOP_LEFT_FRAME2 = 0x202D4C00,
- PADDR_TOP_RIGHT_FRAME1 = 0x203D4C00,
- PADDR_TOP_RIGHT_FRAME2 = 0x204D4C00,
- PADDR_SUB_FRAME1 = 0x205D4C00,
- PADDR_SUB_FRAME2 = 0x206D4C00,
- // Physical addresses in FCRAM used by ARM9 applications
-/* PADDR_TOP_LEFT_FRAME1 = 0x20184E60,
- PADDR_TOP_LEFT_FRAME2 = 0x201CB370,
- PADDR_TOP_RIGHT_FRAME1 = 0x20282160,
- PADDR_TOP_RIGHT_FRAME2 = 0x202C8670,
- PADDR_SUB_FRAME1 = 0x202118E0,
- PADDR_SUB_FRAME2 = 0x20249CF0,*/
-
- // Physical addresses in VRAM
- // TODO: These should just be deduced from the ones above
- PADDR_VRAM_TOP_LEFT_FRAME1 = 0x181D4C00,
- PADDR_VRAM_TOP_LEFT_FRAME2 = 0x182D4C00,
- PADDR_VRAM_TOP_RIGHT_FRAME1 = 0x183D4C00,
- PADDR_VRAM_TOP_RIGHT_FRAME2 = 0x184D4C00,
- PADDR_VRAM_SUB_FRAME1 = 0x185D4C00,
- PADDR_VRAM_SUB_FRAME2 = 0x186D4C00,
- // Physical addresses in VRAM used by ARM9 applications
-/* PADDR_VRAM_TOP_LEFT_FRAME2 = 0x181CB370,
- PADDR_VRAM_TOP_RIGHT_FRAME1 = 0x18282160,
- PADDR_VRAM_TOP_RIGHT_FRAME2 = 0x182C8670,
- PADDR_VRAM_SUB_FRAME1 = 0x182118E0,
- PADDR_VRAM_SUB_FRAME2 = 0x18249CF0,*/
-};
-
-/// Framebuffer location
-enum FramebufferLocation {
- FRAMEBUFFER_LOCATION_UNKNOWN, ///< Framebuffer location is unknown
- FRAMEBUFFER_LOCATION_FCRAM, ///< Framebuffer is in the GSP heap
- FRAMEBUFFER_LOCATION_VRAM, ///< Framebuffer is in VRAM
-};
-
-/**
- * Sets whether the framebuffers are in the GSP heap (FCRAM) or VRAM
- * @param
- */
-void SetFramebufferLocation(const FramebufferLocation mode);
-
-/**
- * Gets a read-only pointer to a framebuffer in memory
- * @param address Physical address of framebuffer
- * @return Returns const pointer to raw framebuffer
- */
-const u8* GetFramebufferPointer(const u32 address);
-
-u32 GetFramebufferAddr(const u32 address);
-
-/**
- * Gets the location of the framebuffers
- */
-FramebufferLocation GetFramebufferLocation(u32 address);
-
template <typename T>
void Read(T &var, const u32 addr);
diff --git a/src/core/mem_map.cpp b/src/core/mem_map.cpp
index c45746be9..14fc01471 100644
--- a/src/core/mem_map.cpp
+++ b/src/core/mem_map.cpp
@@ -72,14 +72,14 @@ void Init() {
g_base = MemoryMap_Setup(g_views, kNumMemViews, flags, &g_arena);
- NOTICE_LOG(MEMMAP, "initialized OK, RAM at %p (mirror at 0 @ %p)", g_heap,
+ NOTICE_LOG(MEMMAP, "initialized OK, RAM at %p (mirror at 0 @ %p)", g_heap,
g_physical_fcram);
}
void Shutdown() {
u32 flags = 0;
MemoryMap_Shutdown(g_views, kNumMemViews, flags, &g_arena);
-
+
g_arena.ReleaseSpace();
g_base = NULL;
diff --git a/src/core/mem_map.h b/src/core/mem_map.h
index 12941f558..3c7810573 100644
--- a/src/core/mem_map.h
+++ b/src/core/mem_map.h
@@ -14,7 +14,6 @@ namespace Memory {
enum {
BOOTROM_SIZE = 0x00010000, ///< Bootrom (super secret code/data @ 0x8000) size
MPCORE_PRIV_SIZE = 0x00002000, ///< MPCore private memory region size
- VRAM_SIZE = 0x00600000, ///< VRAM size
DSP_SIZE = 0x00080000, ///< DSP memory size
AXI_WRAM_SIZE = 0x00080000, ///< AXI WRAM size
@@ -23,8 +22,6 @@ enum {
FCRAM_PADDR_END = (FCRAM_PADDR + FCRAM_SIZE), ///< FCRAM end of physical space
FCRAM_VADDR = 0x08000000, ///< FCRAM virtual address
FCRAM_VADDR_END = (FCRAM_VADDR + FCRAM_SIZE), ///< FCRAM end of virtual space
- FCRAM_VADDR_FW0B = 0xF0000000, ///< FCRAM adress for firmare FW0B
- FCRAM_VADDR_FW0B_END = (FCRAM_VADDR_FW0B + FCRAM_SIZE), ///< FCRAM adress end for FW0B
FCRAM_MASK = (FCRAM_SIZE - 1), ///< FCRAM mask
SHARED_MEMORY_SIZE = 0x04000000, ///< Shared memory size
@@ -73,6 +70,7 @@ enum {
HARDWARE_IO_PADDR_END = (HARDWARE_IO_PADDR + HARDWARE_IO_SIZE),
HARDWARE_IO_VADDR_END = (HARDWARE_IO_VADDR + HARDWARE_IO_SIZE),
+ VRAM_SIZE = 0x00600000,
VRAM_PADDR = 0x18000000,
VRAM_VADDR = 0x1F000000,
VRAM_PADDR_END = (VRAM_PADDR + VRAM_SIZE),
@@ -112,7 +110,7 @@ struct MemoryBlock {
// In 64-bit, this might point to "high memory" (above the 32-bit limit),
// so be sure to load it into a 64-bit register.
-extern u8 *g_base;
+extern u8 *g_base;
// These are guaranteed to point to "low memory" addresses (sub-32-bit).
// 64-bit: Pointers to low-mem (sub-0x10000000) mirror
@@ -147,7 +145,7 @@ void Write32(const u32 addr, const u32 data);
void WriteBlock(const u32 addr, const u8* data, const int size);
-u8* GetPointer(const u32 Address);
+u8* GetPointer(const u32 virtual_address);
/**
* Maps a block of memory on the heap
@@ -169,16 +167,10 @@ inline const char* GetCharPointer(const u32 address) {
return (const char *)GetPointer(address);
}
-inline const u32 VirtualAddressFromPhysical_FCRAM(const u32 address) {
- return ((address & FCRAM_MASK) | FCRAM_VADDR);
-}
-
-inline const u32 VirtualAddressFromPhysical_IO(const u32 address) {
- return (address + 0x0EB00000);
-}
+/// Converts a physical address to virtual address
+u32 PhysicalToVirtualAddress(const u32 addr);
-inline const u32 VirtualAddressFromPhysical_VRAM(const u32 address) {
- return (address + 0x07000000);
-}
+/// Converts a virtual address to physical address
+u32 VirtualToPhysicalAddress(const u32 addr);
} // namespace
diff --git a/src/core/mem_map_funcs.cpp b/src/core/mem_map_funcs.cpp
index 305be8468..5772cca52 100644
--- a/src/core/mem_map_funcs.cpp
+++ b/src/core/mem_map_funcs.cpp
@@ -17,37 +17,44 @@ std::map<u32, MemoryBlock> g_heap_map;
std::map<u32, MemoryBlock> g_heap_gsp_map;
std::map<u32, MemoryBlock> g_shared_map;
-/// Convert a physical address (or firmware-specific virtual address) to primary virtual address
-u32 _VirtualAddress(const u32 addr) {
- // Our memory interface read/write functions assume virtual addresses. Put any physical address
- // to virtual address translations here. This is obviously quite hacky... But we're not doing
- // any MMU emulation yet or anything
- if ((addr >= FCRAM_PADDR) && (addr < FCRAM_PADDR_END)) {
- return VirtualAddressFromPhysical_FCRAM(addr);
-
- // Virtual address mapping FW0B
- } else if ((addr >= FCRAM_VADDR_FW0B) && (addr < FCRAM_VADDR_FW0B_END)) {
- return VirtualAddressFromPhysical_FCRAM(addr);
-
- // Hardware IO
- // TODO(bunnei): FixMe
- // This isn't going to work... The physical address of HARDWARE_IO conflicts with the virtual
- // address of shared memory.
- //} else if ((addr >= HARDWARE_IO_PADDR) && (addr < HARDWARE_IO_PADDR_END)) {
- // return (addr + 0x0EB00000);
+/// Convert a physical address to virtual address
+u32 PhysicalToVirtualAddress(const u32 addr) {
+ // Our memory interface read/write functions assume virtual addresses. Put any physical address
+ // to virtual address translations here. This is quite hacky, but necessary until we implement
+ // proper MMU emulation.
+ // TODO: Screw it, I'll let bunnei figure out how to do this properly.
+ if ((addr >= VRAM_PADDR) && (addr < VRAM_PADDR_END)) {
+ return addr - VRAM_PADDR + VRAM_VADDR;
+ }else if ((addr >= FCRAM_PADDR) && (addr < FCRAM_PADDR_END)) {
+ return addr - FCRAM_PADDR + FCRAM_VADDR;
+ }
+
+ ERROR_LOG(MEMMAP, "Unknown physical address @ 0x%08x", addr);
+ return addr;
+}
+/// Convert a physical address to virtual address
+u32 VirtualToPhysicalAddress(const u32 addr) {
+ // Our memory interface read/write functions assume virtual addresses. Put any physical address
+ // to virtual address translations here. This is quite hacky, but necessary until we implement
+ // proper MMU emulation.
+ // TODO: Screw it, I'll let bunnei figure out how to do this properly.
+ if ((addr >= VRAM_VADDR) && (addr < VRAM_VADDR_END)) {
+ return addr - 0x07000000;
+ } else if ((addr >= FCRAM_VADDR) && (addr < FCRAM_VADDR_END)) {
+ return addr - FCRAM_VADDR + FCRAM_PADDR;
}
+
+ ERROR_LOG(MEMMAP, "Unknown virtual address @ 0x%08x", addr);
return addr;
}
template <typename T>
-inline void Read(T &var, const u32 addr) {
+inline void Read(T &var, const u32 vaddr) {
// TODO: Figure out the fastest order of tests for both read and write (they are probably different).
// TODO: Make sure this represents the mirrors in a correct way.
// Could just do a base-relative read, too.... TODO
- const u32 vaddr = _VirtualAddress(addr);
-
// Kernel memory command buffer
if (vaddr >= KERNEL_MEMORY_VADDR && vaddr < KERNEL_MEMORY_VADDR_END) {
var = *((const T*)&g_kernel_mem[vaddr & KERNEL_MEMORY_MASK]);
@@ -91,9 +98,8 @@ inline void Read(T &var, const u32 addr) {
}
template <typename T>
-inline void Write(u32 addr, const T data) {
- u32 vaddr = _VirtualAddress(addr);
-
+inline void Write(u32 vaddr, const T data) {
+
// Kernel memory command buffer
if (vaddr >= KERNEL_MEMORY_VADDR && vaddr < KERNEL_MEMORY_VADDR_END) {
*(T*)&g_kernel_mem[vaddr & KERNEL_MEMORY_MASK] = data;
@@ -133,16 +139,14 @@ inline void Write(u32 addr, const T data) {
// _assert_msg_(MEMMAP, false, "umimplemented write to Configuration Memory");
//} else if ((vaddr & 0xFFFFF000) == 0x1FF81000) {
// _assert_msg_(MEMMAP, false, "umimplemented write to shared page");
-
+
// Error out...
} else {
ERROR_LOG(MEMMAP, "unknown Write%d 0x%08X @ 0x%08X", sizeof(data) * 8, data, vaddr);
}
}
-u8 *GetPointer(const u32 addr) {
- const u32 vaddr = _VirtualAddress(addr);
-
+u8 *GetPointer(const u32 vaddr) {
// Kernel memory command buffer
if (vaddr >= KERNEL_MEMORY_VADDR && vaddr < KERNEL_MEMORY_VADDR_END) {
return g_kernel_mem + (vaddr & KERNEL_MEMORY_MASK);
@@ -185,12 +189,12 @@ u8 *GetPointer(const u32 addr) {
*/
u32 MapBlock_Heap(u32 size, u32 operation, u32 permissions) {
MemoryBlock block;
-
+
block.base_address = HEAP_VADDR;
block.size = size;
block.operation = operation;
block.permissions = permissions;
-
+
if (g_heap_map.size() > 0) {
const MemoryBlock last_block = g_heap_map.rbegin()->second;
block.address = last_block.address + last_block.size;
@@ -208,12 +212,12 @@ u32 MapBlock_Heap(u32 size, u32 operation, u32 permissions) {
*/
u32 MapBlock_HeapGSP(u32 size, u32 operation, u32 permissions) {
MemoryBlock block;
-
+
block.base_address = HEAP_GSP_VADDR;
block.size = size;
block.operation = operation;
block.permissions = permissions;
-
+
if (g_heap_gsp_map.size() > 0) {
const MemoryBlock last_block = g_heap_gsp_map.rbegin()->second;
block.address = last_block.address + last_block.size;
diff --git a/src/video_core/CMakeLists.txt b/src/video_core/CMakeLists.txt
index e43e6e1bb..8e7b93acb 100644
--- a/src/video_core/CMakeLists.txt
+++ b/src/video_core/CMakeLists.txt
@@ -1,10 +1,22 @@
-set(SRCS video_core.cpp
+set(SRCS clipper.cpp
+ command_processor.cpp
+ primitive_assembly.cpp
+ rasterizer.cpp
utils.cpp
+ vertex_shader.cpp
+ video_core.cpp
renderer_opengl/renderer_opengl.cpp)
-set(HEADERS video_core.h
+set(HEADERS clipper.h
+ command_processor.h
+ math.h
+ primitive_assembly.h
+ rasterizer.h
utils.h
+ video_core.h
renderer_base.h
+ vertex_shader.h
+ video_core.h
renderer_opengl/renderer_opengl.h)
add_library(video_core STATIC ${SRCS} ${HEADERS})
diff --git a/src/video_core/clipper.cpp b/src/video_core/clipper.cpp
new file mode 100644
index 000000000..b7180328c
--- /dev/null
+++ b/src/video_core/clipper.cpp
@@ -0,0 +1,179 @@
+// Copyright 2014 Citra Emulator Project
+// Licensed under GPLv2
+// Refer to the license.txt file included.
+
+#include <vector>
+
+#include "clipper.h"
+#include "pica.h"
+#include "rasterizer.h"
+#include "vertex_shader.h"
+
+namespace Pica {
+
+namespace Clipper {
+
+struct ClippingEdge {
+public:
+ enum Type {
+ POS_X = 0,
+ NEG_X = 1,
+ POS_Y = 2,
+ NEG_Y = 3,
+ POS_Z = 4,
+ NEG_Z = 5,
+ };
+
+ ClippingEdge(Type type, float24 position) : type(type), pos(position) {}
+
+ bool IsInside(const OutputVertex& vertex) const {
+ switch (type) {
+ case POS_X: return vertex.pos.x <= pos * vertex.pos.w;
+ case NEG_X: return vertex.pos.x >= pos * vertex.pos.w;
+ case POS_Y: return vertex.pos.y <= pos * vertex.pos.w;
+ case NEG_Y: return vertex.pos.y >= pos * vertex.pos.w;
+
+ // TODO: Check z compares ... should be 0..1 instead?
+ case POS_Z: return vertex.pos.z <= pos * vertex.pos.w;
+
+ default:
+ case NEG_Z: return vertex.pos.z >= pos * vertex.pos.w;
+ }
+ }
+
+ bool IsOutSide(const OutputVertex& vertex) const {
+ return !IsInside(vertex);
+ }
+
+ OutputVertex GetIntersection(const OutputVertex& v0, const OutputVertex& v1) const {
+ auto dotpr = [this](const OutputVertex& vtx) {
+ switch (type) {
+ case POS_X: return vtx.pos.x - vtx.pos.w;
+ case NEG_X: return -vtx.pos.x - vtx.pos.w;
+ case POS_Y: return vtx.pos.y - vtx.pos.w;
+ case NEG_Y: return -vtx.pos.y - vtx.pos.w;
+
+ // TODO: Verify z clipping
+ case POS_Z: return vtx.pos.z - vtx.pos.w;
+
+ default:
+ case NEG_Z: return -vtx.pos.w;
+ }
+ };
+
+ float24 dp = dotpr(v0);
+ float24 dp_prev = dotpr(v1);
+ float24 factor = dp_prev / (dp_prev - dp);
+
+ return OutputVertex::Lerp(factor, v0, v1);
+ }
+
+private:
+ Type type;
+ float24 pos;
+};
+
+static void InitScreenCoordinates(OutputVertex& vtx)
+{
+ struct {
+ float24 halfsize_x;
+ float24 offset_x;
+ float24 halfsize_y;
+ float24 offset_y;
+ float24 zscale;
+ float24 offset_z;
+ } viewport;
+
+ viewport.halfsize_x = float24::FromRawFloat24(registers.viewport_size_x);
+ viewport.halfsize_y = float24::FromRawFloat24(registers.viewport_size_y);
+ viewport.offset_x = float24::FromFloat32(registers.viewport_corner.x);
+ viewport.offset_y = float24::FromFloat32(registers.viewport_corner.y);
+ viewport.zscale = float24::FromRawFloat24(registers.viewport_depth_range);
+ viewport.offset_z = float24::FromRawFloat24(registers.viewport_depth_far_plane);
+
+ // TODO: Not sure why the viewport width needs to be divided by 2 but the viewport height does not
+ vtx.screenpos[0] = (vtx.pos.x / vtx.pos.w + float24::FromFloat32(1.0)) * viewport.halfsize_x / float24::FromFloat32(2.0) + viewport.offset_x;
+ vtx.screenpos[1] = (vtx.pos.y / vtx.pos.w + float24::FromFloat32(1.0)) * viewport.halfsize_y + viewport.offset_y;
+ vtx.screenpos[2] = viewport.offset_z - vtx.pos.z / vtx.pos.w * viewport.zscale;
+}
+
+void ProcessTriangle(OutputVertex &v0, OutputVertex &v1, OutputVertex &v2) {
+
+ // TODO (neobrain):
+ // The list of output vertices has some fixed maximum size,
+ // however I haven't taken the time to figure out what it is exactly.
+ // For now, we hence just assume a maximal size of 1000 vertices.
+ const size_t max_vertices = 1000;
+ std::vector<OutputVertex> buffer_vertices;
+ std::vector<OutputVertex*> output_list{ &v0, &v1, &v2 };
+
+ // Make sure to reserve space for all vertices.
+ // Without this, buffer reallocation would invalidate references.
+ buffer_vertices.reserve(max_vertices);
+
+ // Simple implementation of the Sutherland-Hodgman clipping algorithm.
+ // TODO: Make this less inefficient (currently lots of useless buffering overhead happens here)
+ for (auto edge : { ClippingEdge(ClippingEdge::POS_X, float24::FromFloat32(+1.0)),
+ ClippingEdge(ClippingEdge::NEG_X, float24::FromFloat32(-1.0)),
+ ClippingEdge(ClippingEdge::POS_Y, float24::FromFloat32(+1.0)),
+ ClippingEdge(ClippingEdge::NEG_Y, float24::FromFloat32(-1.0)),
+ ClippingEdge(ClippingEdge::POS_Z, float24::FromFloat32(+1.0)),
+ ClippingEdge(ClippingEdge::NEG_Z, float24::FromFloat32(-1.0)) }) {
+
+ const std::vector<OutputVertex*> input_list = output_list;
+ output_list.clear();
+
+ const OutputVertex* reference_vertex = input_list.back();
+
+ for (const auto& vertex : input_list) {
+ // NOTE: This algorithm changes vertex order in some cases!
+ if (edge.IsInside(*vertex)) {
+ if (edge.IsOutSide(*reference_vertex)) {
+ buffer_vertices.push_back(edge.GetIntersection(*vertex, *reference_vertex));
+ output_list.push_back(&(buffer_vertices.back()));
+ }
+
+ output_list.push_back(vertex);
+ } else if (edge.IsInside(*reference_vertex)) {
+ buffer_vertices.push_back(edge.GetIntersection(*vertex, *reference_vertex));
+ output_list.push_back(&(buffer_vertices.back()));
+ }
+
+ reference_vertex = vertex;
+ }
+
+ // Need to have at least a full triangle to continue...
+ if (output_list.size() < 3)
+ return;
+ }
+
+ InitScreenCoordinates(*(output_list[0]));
+ InitScreenCoordinates(*(output_list[1]));
+
+ for (int i = 0; i < output_list.size() - 2; i ++) {
+ OutputVertex& vtx0 = *(output_list[0]);
+ OutputVertex& vtx1 = *(output_list[i+1]);
+ OutputVertex& vtx2 = *(output_list[i+2]);
+
+ InitScreenCoordinates(vtx2);
+
+ DEBUG_LOG(GPU,
+ "Triangle %d/%d (%d buffer vertices) at position (%.3f, %.3f, %.3f, %.3f), "
+ "(%.3f, %.3f, %.3f, %.3f), (%.3f, %.3f, %.3f, %.3f) and "
+ "screen position (%.2f, %.2f, %.2f), (%.2f, %.2f, %.2f), (%.2f, %.2f, %.2f)",
+ i,output_list.size(), buffer_vertices.size(),
+ vtx0.pos.x.ToFloat32(), vtx0.pos.y.ToFloat32(), vtx0.pos.z.ToFloat32(), vtx0.pos.w.ToFloat32(),output_list.size(),
+ vtx1.pos.x.ToFloat32(), vtx1.pos.y.ToFloat32(), vtx1.pos.z.ToFloat32(), vtx1.pos.w.ToFloat32(),
+ vtx2.pos.x.ToFloat32(), vtx2.pos.y.ToFloat32(), vtx2.pos.z.ToFloat32(), vtx2.pos.w.ToFloat32(),
+ vtx0.screenpos.x.ToFloat32(), vtx0.screenpos.y.ToFloat32(), vtx0.screenpos.z.ToFloat32(),
+ vtx1.screenpos.x.ToFloat32(), vtx1.screenpos.y.ToFloat32(), vtx1.screenpos.z.ToFloat32(),
+ vtx2.screenpos.x.ToFloat32(), vtx2.screenpos.y.ToFloat32(), vtx2.screenpos.z.ToFloat32());
+
+ Rasterizer::ProcessTriangle(vtx0, vtx1, vtx2);
+ }
+}
+
+
+} // namespace
+
+} // namespace
diff --git a/src/video_core/clipper.h b/src/video_core/clipper.h
new file mode 100644
index 000000000..14d31ca1e
--- /dev/null
+++ b/src/video_core/clipper.h
@@ -0,0 +1,21 @@
+// Copyright 2014 Citra Emulator Project
+// Licensed under GPLv2
+// Refer to the license.txt file included.
+
+#pragma once
+
+namespace Pica {
+
+namespace VertexShader {
+ struct OutputVertex;
+}
+
+namespace Clipper {
+
+using VertexShader::OutputVertex;
+
+void ProcessTriangle(OutputVertex& v0, OutputVertex& v1, OutputVertex& v2);
+
+} // namespace
+
+} // namespace
diff --git a/src/video_core/command_processor.cpp b/src/video_core/command_processor.cpp
new file mode 100644
index 000000000..020a4da3f
--- /dev/null
+++ b/src/video_core/command_processor.cpp
@@ -0,0 +1,238 @@
+// Copyright 2014 Citra Emulator Project
+// Licensed under GPLv2
+// Refer to the license.txt file included.
+
+#include "command_processor.h"
+#include "math.h"
+#include "pica.h"
+#include "primitive_assembly.h"
+#include "vertex_shader.h"
+
+
+namespace Pica {
+
+Regs registers;
+
+namespace CommandProcessor {
+
+static int float_regs_counter = 0;
+
+static u32 uniform_write_buffer[4];
+
+// Used for VSLoadProgramData and VSLoadSwizzleData
+static u32 vs_binary_write_offset = 0;
+static u32 vs_swizzle_write_offset = 0;
+
+static inline void WritePicaReg(u32 id, u32 value) {
+ u32 old_value = registers[id];
+ registers[id] = value;
+
+ switch(id) {
+ // It seems like these trigger vertex rendering
+ case PICA_REG_INDEX(trigger_draw):
+ case PICA_REG_INDEX(trigger_draw_indexed):
+ {
+ const auto& attribute_config = registers.vertex_attributes;
+ const u8* const base_address = Memory::GetPointer(attribute_config.GetBaseAddress());
+
+ // Information about internal vertex attributes
+ const u8* vertex_attribute_sources[16];
+ u32 vertex_attribute_strides[16];
+ u32 vertex_attribute_formats[16];
+ u32 vertex_attribute_elements[16];
+ u32 vertex_attribute_element_size[16];
+
+ // Setup attribute data from loaders
+ for (int loader = 0; loader < 12; ++loader) {
+ const auto& loader_config = attribute_config.attribute_loaders[loader];
+
+ const u8* load_address = base_address + loader_config.data_offset;
+
+ // TODO: What happens if a loader overwrites a previous one's data?
+ for (int component = 0; component < loader_config.component_count; ++component) {
+ u32 attribute_index = loader_config.GetComponent(component);
+ vertex_attribute_sources[attribute_index] = load_address;
+ vertex_attribute_strides[attribute_index] = loader_config.byte_count;
+ vertex_attribute_formats[attribute_index] = (u32)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);
+ }
+ }
+
+ // Load vertices
+ bool is_indexed = (id == PICA_REG_INDEX(trigger_draw_indexed));
+
+ const auto& index_info = registers.index_array;
+ const u8* index_address_8 = (u8*)base_address + index_info.offset;
+ const u16* index_address_16 = (u16*)index_address_8;
+ bool index_u16 = (bool)index_info.format;
+
+ for (int index = 0; index < registers.num_vertices; ++index)
+ {
+ int vertex = is_indexed ? (index_u16 ? index_address_16[index] : index_address_8[index]) : index;
+
+ if (is_indexed) {
+ // TODO: Implement some sort of vertex cache!
+ }
+
+ // Initialize data for the current vertex
+ VertexShader::InputVertex input;
+
+ for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) {
+ for (int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
+ const u8* srcdata = vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i];
+ 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);
+ DEBUG_LOG(GPU, "Loaded component %x of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08x + 0x%04x: %f",
+ comp, i, vertex, index,
+ attribute_config.GetBaseAddress(),
+ vertex_attribute_sources[i] - base_address,
+ srcdata - vertex_attribute_sources[i],
+ input.attr[i][comp].ToFloat32());
+ }
+ }
+ VertexShader::OutputVertex output = VertexShader::RunShader(input, attribute_config.GetNumTotalAttributes());
+
+ if (is_indexed) {
+ // TODO: Add processed vertex to vertex cache!
+ }
+
+ PrimitiveAssembly::SubmitVertex(output);
+ }
+ break;
+ }
+
+ case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[0], 0x2c1):
+ case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[1], 0x2c2):
+ case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[2], 0x2c3):
+ case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[3], 0x2c4):
+ case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[4], 0x2c5):
+ case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[5], 0x2c6):
+ case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[6], 0x2c7):
+ case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[7], 0x2c8):
+ {
+ auto& uniform_setup = registers.vs_uniform_setup;
+
+ // TODO: Does actual hardware indeed keep an intermediate buffer or does
+ // 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
+ // three 32-bit numbers. We write to internal memory once a full such vector is
+ // written.
+ if ((float_regs_counter >= 4 && uniform_setup.IsFloat32()) ||
+ (float_regs_counter >= 3 && !uniform_setup.IsFloat32())) {
+ float_regs_counter = 0;
+
+ auto& uniform = VertexShader::GetFloatUniform(uniform_setup.index);
+
+ if (uniform_setup.index > 95) {
+ ERROR_LOG(GPU, "Invalid VS uniform index %d", (int)uniform_setup.index);
+ break;
+ }
+
+ // NOTE: The destination component order indeed is "backwards"
+ if (uniform_setup.IsFloat32()) {
+ for (auto i : {0,1,2,3})
+ uniform[3 - i] = float24::FromFloat32(*(float*)(&uniform_write_buffer[i]));
+ } else {
+ // TODO: Untested
+ uniform.w = float24::FromRawFloat24(uniform_write_buffer[0] >> 8);
+ uniform.z = float24::FromRawFloat24(((uniform_write_buffer[0] & 0xFF)<<16) | ((uniform_write_buffer[1] >> 16) & 0xFFFF));
+ uniform.y = float24::FromRawFloat24(((uniform_write_buffer[1] & 0xFFFF)<<8) | ((uniform_write_buffer[2] >> 24) & 0xFF));
+ uniform.x = float24::FromRawFloat24(uniform_write_buffer[2] & 0xFFFFFF);
+ }
+
+ DEBUG_LOG(GPU, "Set uniform %x to (%f %f %f %f)", (int)uniform_setup.index,
+ uniform.x.ToFloat32(), uniform.y.ToFloat32(), uniform.z.ToFloat32(),
+ uniform.w.ToFloat32());
+
+ // TODO: Verify that this actually modifies the register!
+ uniform_setup.index = uniform_setup.index + 1;
+ }
+ break;
+ }
+
+ // Seems to be used to reset the write pointer for VSLoadProgramData
+ case PICA_REG_INDEX(vs_program.begin_load):
+ vs_binary_write_offset = 0;
+ break;
+
+ // Load shader program code
+ case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[0], 0x2cc):
+ case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[1], 0x2cd):
+ case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[2], 0x2ce):
+ case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[3], 0x2cf):
+ case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[4], 0x2d0):
+ case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[5], 0x2d1):
+ case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[6], 0x2d2):
+ case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[7], 0x2d3):
+ {
+ VertexShader::SubmitShaderMemoryChange(vs_binary_write_offset, value);
+ vs_binary_write_offset++;
+ break;
+ }
+
+ // Seems to be used to reset the write pointer for VSLoadSwizzleData
+ case PICA_REG_INDEX(vs_swizzle_patterns.begin_load):
+ vs_swizzle_write_offset = 0;
+ break;
+
+ // Load swizzle pattern data
+ case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[0], 0x2d6):
+ case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[1], 0x2d7):
+ case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[2], 0x2d8):
+ case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[3], 0x2d9):
+ case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[4], 0x2da):
+ case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[5], 0x2db):
+ case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[6], 0x2dc):
+ case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[7], 0x2dd):
+ {
+ VertexShader::SubmitSwizzleDataChange(vs_swizzle_write_offset, value);
+ vs_swizzle_write_offset++;
+ break;
+ }
+
+ default:
+ break;
+ }
+}
+
+static std::ptrdiff_t ExecuteCommandBlock(const u32* first_command_word) {
+ const CommandHeader& header = *(const CommandHeader*)(&first_command_word[1]);
+
+ u32* read_pointer = (u32*)first_command_word;
+
+ // TODO: Take parameter mask into consideration!
+
+ WritePicaReg(header.cmd_id, *read_pointer);
+ read_pointer += 2;
+
+ for (int i = 1; i < 1+header.extra_data_length; ++i) {
+ u32 cmd = header.cmd_id + ((header.group_commands) ? i : 0);
+ WritePicaReg(cmd, *read_pointer);
+ ++read_pointer;
+ }
+
+ // align read pointer to 8 bytes
+ if ((first_command_word - read_pointer) % 2)
+ ++read_pointer;
+
+ return read_pointer - first_command_word;
+}
+
+void ProcessCommandList(const u32* list, u32 size) {
+ u32* read_pointer = (u32*)list;
+
+ while (read_pointer < list + size) {
+ read_pointer += ExecuteCommandBlock(read_pointer);
+ }
+}
+
+} // namespace
+
+} // namespace
diff --git a/src/video_core/command_processor.h b/src/video_core/command_processor.h
new file mode 100644
index 000000000..6b6241a25
--- /dev/null
+++ b/src/video_core/command_processor.h
@@ -0,0 +1,31 @@
+// Copyright 2014 Citra Emulator Project
+// Licensed under GPLv2
+// Refer to the license.txt file included.
+
+#pragma once
+
+#include "common/bit_field.h"
+#include "common/common_types.h"
+
+#include "pica.h"
+
+namespace Pica {
+
+namespace CommandProcessor {
+
+union CommandHeader {
+ u32 hex;
+
+ BitField< 0, 16, u32> cmd_id;
+ BitField<16, 4, u32> parameter_mask;
+ BitField<20, 11, u32> extra_data_length;
+ BitField<31, 1, u32> group_commands;
+};
+static_assert(std::is_standard_layout<CommandHeader>::value == true, "CommandHeader does not use standard layout");
+static_assert(sizeof(CommandHeader) == sizeof(u32), "CommandHeader has incorrect size!");
+
+void ProcessCommandList(const u32* list, u32 size);
+
+} // namespace
+
+} // namespace
diff --git a/src/video_core/gpu_debugger.h b/src/video_core/gpu_debugger.h
index 5d85f90b9..2ba873457 100644
--- a/src/video_core/gpu_debugger.h
+++ b/src/video_core/gpu_debugger.h
@@ -11,6 +11,8 @@
#include "common/log.h"
#include "core/hle/service/gsp.h"
+
+#include "command_processor.h"
#include "pica.h"
class GraphicsDebugger
@@ -20,10 +22,10 @@ public:
// A vector of commands represented by their raw byte sequence
struct PicaCommand : public std::vector<u32>
{
- const Pica::CommandHeader& GetHeader() const
+ const Pica::CommandProcessor::CommandHeader& GetHeader() const
{
const u32& val = at(1);
- return *(Pica::CommandHeader*)&val;
+ return *(Pica::CommandProcessor::CommandHeader*)&val;
}
};
@@ -99,7 +101,7 @@ public:
PicaCommandList cmdlist;
for (u32* parse_pointer = command_list; parse_pointer < command_list + size_in_words;)
{
- const Pica::CommandHeader header = static_cast<Pica::CommandHeader>(parse_pointer[1]);
+ const Pica::CommandProcessor::CommandHeader& header = *(Pica::CommandProcessor::CommandHeader*)(&parse_pointer[1]);
cmdlist.push_back(PicaCommand());
auto& cmd = cmdlist.back();
diff --git a/src/video_core/math.h b/src/video_core/math.h
new file mode 100644
index 000000000..7030f2cfb
--- /dev/null
+++ b/src/video_core/math.h
@@ -0,0 +1,578 @@
+// Licensed under GPLv2
+// Refer to the license.txt file included.
+
+
+// Copyright 2014 Tony Wasserka
+// All rights reserved.
+//
+// Redistribution and use in source and binary forms, with or without
+// modification, are permitted provided that the following conditions are met:
+//
+// * Redistributions of source code must retain the above copyright
+// notice, this list of conditions and the following disclaimer.
+// * Redistributions in binary form must reproduce the above copyright
+// notice, this list of conditions and the following disclaimer in the
+// documentation and/or other materials provided with the distribution.
+// * Neither the name of the owner nor the names of its contributors may
+// be used to endorse or promote products derived from this software
+// without specific prior written permission.
+//
+// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+#pragma once
+
+#include <cmath>
+
+namespace Math {
+
+template<typename T> class Vec2;
+template<typename T> class Vec3;
+template<typename T> class Vec4;
+
+
+template<typename T>
+class Vec2 {
+public:
+ struct {
+ T x,y;
+ };
+
+ T* AsArray() { return &x; }
+
+ Vec2() = default;
+ Vec2(const T a[2]) : x(a[0]), y(a[1]) {}
+ Vec2(const T& _x, const T& _y) : x(_x), y(_y) {}
+
+ template<typename T2>
+ Vec2<T2> Cast() const {
+ return Vec2<T2>((T2)x, (T2)y);
+ }
+
+ static Vec2 AssignToAll(const T& f)
+ {
+ return Vec2<T>(f, f);
+ }
+
+ void Write(T a[2])
+ {
+ a[0] = x; a[1] = y;
+ }
+
+ Vec2 operator +(const Vec2& other) const
+ {
+ return Vec2(x+other.x, y+other.y);
+ }
+ void operator += (const Vec2 &other)
+ {
+ x+=other.x; y+=other.y;
+ }
+ Vec2 operator -(const Vec2& other) const
+ {
+ return Vec2(x-other.x, y-other.y);
+ }
+ void operator -= (const Vec2& other)
+ {
+ x-=other.x; y-=other.y;
+ }
+ Vec2 operator -() const
+ {
+ return Vec2(-x,-y);
+ }
+ Vec2 operator * (const Vec2& other) const
+ {
+ return Vec2(x*other.x, y*other.y);
+ }
+ template<typename V>
+ Vec2 operator * (const V& f) const
+ {
+ return Vec2(x*f,y*f);
+ }
+ template<typename V>
+ void operator *= (const V& f)
+ {
+ x*=f; y*=f;
+ }
+ template<typename V>
+ Vec2 operator / (const V& f) const
+ {
+ return Vec2(x/f,y/f);
+ }
+ template<typename V>
+ void operator /= (const V& f)
+ {
+ *this = *this / f;
+ }
+
+ T Length2() const
+ {
+ return x*x + y*y;
+ }
+
+ // Only implemented for T=float
+ float Length() const;
+ void SetLength(const float l);
+ Vec2 WithLength(const float l) const;
+ float Distance2To(Vec2 &other);
+ Vec2 Normalized() const;
+ float Normalize(); // returns the previous length, which is often useful
+
+ T& operator [] (int i) //allow vector[1] = 3 (vector.y=3)
+ {
+ return *((&x) + i);
+ }
+ T operator [] (const int i) const
+ {
+ return *((&x) + i);
+ }
+
+ void SetZero()
+ {
+ x=0; y=0;
+ }
+
+ // Common aliases: UV (texel coordinates), ST (texture coordinates)
+ T& u() { return x; }
+ T& v() { return y; }
+ T& s() { return x; }
+ T& t() { return y; }
+
+ const T& u() const { return x; }
+ const T& v() const { return y; }
+ const T& s() const { return x; }
+ const T& t() const { return y; }
+
+ // swizzlers - create a subvector of specific components
+ Vec2 yx() const { return Vec2(y, x); }
+ Vec2 vu() const { return Vec2(y, x); }
+ Vec2 ts() const { return Vec2(y, x); }
+
+ // Inserters to add new elements to effectively create larger vectors containing this Vec2
+ Vec3<T> InsertBeforeX(const T& value) {
+ return Vec3<T>(value, x, y);
+ }
+ Vec3<T> InsertBeforeY(const T& value) {
+ return Vec3<T>(x, value, y);
+ }
+ Vec3<T> Append(const T& value) {
+ return Vec3<T>(x, y, value);
+ }
+};
+
+template<typename T, typename V>
+Vec2<T> operator * (const V& f, const Vec2<T>& vec)
+{
+ return Vec2<T>(f*vec.x,f*vec.y);
+}
+
+typedef Vec2<float> Vec2f;
+
+template<typename T>
+class Vec3
+{
+public:
+ struct
+ {
+ T x,y,z;
+ };
+
+ T* AsArray() { return &x; }
+
+ Vec3() = default;
+ Vec3(const T a[3]) : x(a[0]), y(a[1]), z(a[2]) {}
+ Vec3(const T& _x, const T& _y, const T& _z) : x(_x), y(_y), z(_z) {}
+
+ template<typename T2>
+ Vec3<T2> Cast() const {
+ return Vec3<T2>((T2)x, (T2)y, (T2)z);
+ }
+
+ // Only implemented for T=int and T=float
+ static Vec3 FromRGB(unsigned int rgb);
+ unsigned int ToRGB() const; // alpha bits set to zero
+
+ static Vec3 AssignToAll(const T& f)
+ {
+ return Vec3<T>(f, f, f);
+ }
+
+ void Write(T a[3])
+ {
+ a[0] = x; a[1] = y; a[2] = z;
+ }
+
+ Vec3 operator +(const Vec3 &other) const
+ {
+ return Vec3(x+other.x, y+other.y, z+other.z);
+ }
+ void operator += (const Vec3 &other)
+ {
+ x+=other.x; y+=other.y; z+=other.z;
+ }
+ Vec3 operator -(const Vec3 &other) const
+ {
+ return Vec3(x-other.x, y-other.y, z-other.z);
+ }
+ void operator -= (const Vec3 &other)
+ {
+ x-=other.x; y-=other.y; z-=other.z;
+ }
+ Vec3 operator -() const
+ {
+ return Vec3(-x,-y,-z);
+ }
+ Vec3 operator * (const Vec3 &other) const
+ {
+ return Vec3(x*other.x, y*other.y, z*other.z);
+ }
+ template<typename V>
+ Vec3 operator * (const V& f) const
+ {
+ return Vec3(x*f,y*f,z*f);
+ }
+ template<typename V>
+ void operator *= (const V& f)
+ {
+ x*=f; y*=f; z*=f;
+ }
+ template<typename V>
+ Vec3 operator / (const V& f) const
+ {
+ return Vec3(x/f,y/f,z/f);
+ }
+ template<typename V>
+ void operator /= (const V& f)
+ {
+ *this = *this / f;
+ }
+
+ T Length2() const
+ {
+ return x*x + y*y + z*z;
+ }
+
+ // Only implemented for T=float
+ float Length() const;
+ void SetLength(const float l);
+ Vec3 WithLength(const float l) const;
+ float Distance2To(Vec3 &other);
+ Vec3 Normalized() const;
+ float Normalize(); // returns the previous length, which is often useful
+
+ T& operator [] (int i) //allow vector[2] = 3 (vector.z=3)
+ {
+ return *((&x) + i);
+ }
+ T operator [] (const int i) const
+ {
+ return *((&x) + i);
+ }
+
+ void SetZero()
+ {
+ x=0; y=0; z=0;
+ }
+
+ // Common aliases: UVW (texel coordinates), RGB (colors), STQ (texture coordinates)
+ T& u() { return x; }
+ T& v() { return y; }
+ T& w() { return z; }
+
+ T& r() { return x; }
+ T& g() { return y; }
+ T& b() { return z; }
+
+ T& s() { return x; }
+ T& t() { return y; }
+ T& q() { return z; }
+
+ const T& u() const { return x; }
+ const T& v() const { return y; }
+ const T& w() const { return z; }
+
+ const T& r() const { return x; }
+ const T& g() const { return y; }
+ const T& b() const { return z; }
+
+ const T& s() const { return x; }
+ const T& t() const { return y; }
+ const T& q() const { return z; }
+
+ // swizzlers - create a subvector of specific components
+ // e.g. Vec2 uv() { return Vec2(x,y); }
+ // _DEFINE_SWIZZLER2 defines a single such function, DEFINE_SWIZZLER2 defines all of them for all component names (x<->r) and permutations (xy<->yx)
+#define _DEFINE_SWIZZLER2(a, b, name) Vec2<T> name() const { return Vec2<T>(a, b); }
+#define DEFINE_SWIZZLER2(a, b, a2, b2, a3, b3, a4, b4) \
+ _DEFINE_SWIZZLER2(a, b, a##b); \
+ _DEFINE_SWIZZLER2(a, b, a2##b2); \
+ _DEFINE_SWIZZLER2(a, b, a3##b3); \
+ _DEFINE_SWIZZLER2(a, b, a4##b4); \
+ _DEFINE_SWIZZLER2(b, a, b##a); \
+ _DEFINE_SWIZZLER2(b, a, b2##a2); \
+ _DEFINE_SWIZZLER2(b, a, b3##a3); \
+ _DEFINE_SWIZZLER2(b, a, b4##a4);
+
+ DEFINE_SWIZZLER2(x, y, r, g, u, v, s, t);
+ DEFINE_SWIZZLER2(x, z, r, b, u, w, s, q);
+ DEFINE_SWIZZLER2(y, z, g, b, v, w, t, q);
+#undef DEFINE_SWIZZLER2
+#undef _DEFINE_SWIZZLER2
+
+ // Inserters to add new elements to effectively create larger vectors containing this Vec2
+ Vec4<T> InsertBeforeX(const T& value) {
+ return Vec4<T>(value, x, y, z);
+ }
+ Vec4<T> InsertBeforeY(const T& value) {
+ return Vec4<T>(x, value, y, z);
+ }
+ Vec4<T> InsertBeforeZ(const T& value) {
+ return Vec4<T>(x, y, value, z);
+ }
+ Vec4<T> Append(const T& value) {
+ return Vec4<T>(x, y, z, value);
+ }
+};
+
+template<typename T, typename V>
+Vec3<T> operator * (const V& f, const Vec3<T>& vec)
+{
+ return Vec3<T>(f*vec.x,f*vec.y,f*vec.z);
+}
+
+typedef Vec3<float> Vec3f;
+
+template<typename T>
+class Vec4
+{
+public:
+ struct
+ {
+ T x,y,z,w;
+ };
+
+ T* AsArray() { return &x; }
+
+ Vec4() = default;
+ Vec4(const T a[4]) : x(a[0]), y(a[1]), z(a[2]), w(a[3]) {}
+ Vec4(const T& _x, const T& _y, const T& _z, const T& _w) : x(_x), y(_y), z(_z), w(_w) {}
+
+ template<typename T2>
+ Vec4<T2> Cast() const {
+ return Vec4<T2>((T2)x, (T2)y, (T2)z, (T2)w);
+ }
+
+ // Only implemented for T=int and T=float
+ static Vec4 FromRGBA(unsigned int rgba);
+ unsigned int ToRGBA() const;
+
+ static Vec4 AssignToAll(const T& f) {
+ return Vec4<T>(f, f, f, f);
+ }
+
+ void Write(T a[4])
+ {
+ a[0] = x; a[1] = y; a[2] = z; a[3] = w;
+ }
+
+ Vec4 operator +(const Vec4& other) const
+ {
+ return Vec4(x+other.x, y+other.y, z+other.z, w+other.w);
+ }
+ void operator += (const Vec4& other)
+ {
+ x+=other.x; y+=other.y; z+=other.z; w+=other.w;
+ }
+ Vec4 operator -(const Vec4 &other) const
+ {
+ return Vec4(x-other.x, y-other.y, z-other.z, w-other.w);
+ }
+ void operator -= (const Vec4 &other)
+ {
+ x-=other.x; y-=other.y; z-=other.z; w-=other.w;
+ }
+ Vec4 operator -() const
+ {
+ return Vec4(-x,-y,-z,-w);
+ }
+ Vec4 operator * (const Vec4 &other) const
+ {
+ return Vec4(x*other.x, y*other.y, z*other.z, w*other.w);
+ }
+ template<typename V>
+ Vec4 operator * (const V& f) const
+ {
+ return Vec4(x*f,y*f,z*f,w*f);
+ }
+ template<typename V>
+ void operator *= (const V& f)
+ {
+ x*=f; y*=f; z*=f; w*=f;
+ }
+ template<typename V>
+ Vec4 operator / (const V& f) const
+ {
+ return Vec4(x/f,y/f,z/f,w/f);
+ }
+ template<typename V>
+ void operator /= (const V& f)
+ {
+ *this = *this / f;
+ }
+
+ T Length2() const
+ {
+ return x*x + y*y + z*z + w*w;
+ }
+
+ // Only implemented for T=float
+ float Length() const;
+ void SetLength(const float l);
+ Vec4 WithLength(const float l) const;
+ float Distance2To(Vec4 &other);
+ Vec4 Normalized() const;
+ float Normalize(); // returns the previous length, which is often useful
+
+ T& operator [] (int i) //allow vector[2] = 3 (vector.z=3)
+ {
+ return *((&x) + i);
+ }
+ T operator [] (const int i) const
+ {
+ return *((&x) + i);
+ }
+
+ void SetZero()
+ {
+ x=0; y=0; z=0;
+ }
+
+ // Common alias: RGBA (colors)
+ T& r() { return x; }
+ T& g() { return y; }
+ T& b() { return z; }
+ T& a() { return w; }
+
+ const T& r() const { return x; }
+ const T& g() const { return y; }
+ const T& b() const { return z; }
+ const T& a() const { return w; }
+
+ // swizzlers - create a subvector of specific components
+ // e.g. Vec2 uv() { return Vec2(x,y); }
+ // _DEFINE_SWIZZLER2 defines a single such function, DEFINE_SWIZZLER2 defines all of them for all component names (x<->r) and permutations (xy<->yx)
+#define _DEFINE_SWIZZLER2(a, b, name) Vec2<T> name() const { return Vec2<T>(a, b); }
+#define DEFINE_SWIZZLER2(a, b, a2, b2) \
+ _DEFINE_SWIZZLER2(a, b, a##b); \
+ _DEFINE_SWIZZLER2(a, b, a2##b2); \
+ _DEFINE_SWIZZLER2(b, a, b##a); \
+ _DEFINE_SWIZZLER2(b, a, b2##a2);
+
+ DEFINE_SWIZZLER2(x, y, r, g);
+ DEFINE_SWIZZLER2(x, z, r, b);
+ DEFINE_SWIZZLER2(x, w, r, a);
+ DEFINE_SWIZZLER2(y, z, g, b);
+ DEFINE_SWIZZLER2(y, w, g, a);
+ DEFINE_SWIZZLER2(z, w, b, a);
+#undef DEFINE_SWIZZLER2
+#undef _DEFINE_SWIZZLER2
+
+#define _DEFINE_SWIZZLER3(a, b, c, name) Vec3<T> name() const { return Vec3<T>(a, b, c); }
+#define DEFINE_SWIZZLER3(a, b, c, a2, b2, c2) \
+ _DEFINE_SWIZZLER3(a, b, c, a##b##c); \
+ _DEFINE_SWIZZLER3(a, c, b, a##c##b); \
+ _DEFINE_SWIZZLER3(b, a, c, b##a##c); \
+ _DEFINE_SWIZZLER3(b, c, a, b##c##a); \
+ _DEFINE_SWIZZLER3(c, a, b, c##a##b); \
+ _DEFINE_SWIZZLER3(c, b, a, c##b##a); \
+ _DEFINE_SWIZZLER3(a, b, c, a2##b2##c2); \
+ _DEFINE_SWIZZLER3(a, c, b, a2##c2##b2); \
+ _DEFINE_SWIZZLER3(b, a, c, b2##a2##c2); \
+ _DEFINE_SWIZZLER3(b, c, a, b2##c2##a2); \
+ _DEFINE_SWIZZLER3(c, a, b, c2##a2##b2); \
+ _DEFINE_SWIZZLER3(c, b, a, c2##b2##a2);
+
+ DEFINE_SWIZZLER3(x, y, z, r, g, b);
+ DEFINE_SWIZZLER3(x, y, w, r, g, a);
+ DEFINE_SWIZZLER3(x, z, w, r, b, a);
+ DEFINE_SWIZZLER3(y, z, w, g, b, a);
+#undef DEFINE_SWIZZLER3
+#undef _DEFINE_SWIZZLER3
+};
+
+
+template<typename T, typename V>
+Vec4<T> operator * (const V& f, const Vec4<T>& vec)
+{
+ return Vec4<T>(f*vec.x,f*vec.y,f*vec.z,f*vec.w);
+}
+
+typedef Vec4<float> Vec4f;
+
+
+template<typename T>
+static inline T Dot(const Vec2<T>& a, const Vec2<T>& b)
+{
+ return a.x*b.x + a.y*b.y;
+}
+
+template<typename T>
+static inline T Dot(const Vec3<T>& a, const Vec3<T>& b)
+{
+ return a.x*b.x + a.y*b.y + a.z*b.z;
+}
+
+template<typename T>
+static inline T Dot(const Vec4<T>& a, const Vec4<T>& b)
+{
+ return a.x*b.x + a.y*b.y + a.z*b.z + a.w*b.w;
+}
+
+template<typename T>
+static inline Vec3<T> Cross(const Vec3<T>& a, const Vec3<T>& b)
+{
+ return Vec3<T>(a.y*b.z-a.z*b.y, a.z*b.x-a.x*b.z, a.x*b.y-a.y*b.x);
+}
+
+// linear interpolation via float: 0.0=begin, 1.0=end
+template<typename X>
+static inline X Lerp(const X& begin, const X& end, const float t)
+{
+ return begin*(1.f-t) + end*t;
+}
+
+// linear interpolation via int: 0=begin, base=end
+template<typename X, int base>
+static inline X LerpInt(const X& begin, const X& end, const int t)
+{
+ return (begin*(base-t) + end*t) / base;
+}
+
+// Utility vector factories
+template<typename T>
+static inline Vec2<T> MakeVec2(const T& x, const T& y)
+{
+ return Vec2<T>{x, y};
+}
+
+template<typename T>
+static inline Vec3<T> MakeVec3(const T& x, const T& y, const T& z)
+{
+ return Vec3<T>{x, y, z};
+}
+
+template<typename T>
+static inline Vec4<T> MakeVec4(const T& x, const T& y, const T& z, const T& w)
+{
+ return Vec4<T>{x, y, z, w};
+}
+
+} // namespace
diff --git a/src/video_core/pica.h b/src/video_core/pica.h
index d64559d72..81af57336 100644
--- a/src/video_core/pica.h
+++ b/src/video_core/pica.h
@@ -11,6 +11,8 @@
#include "common/bit_field.h"
#include "common/common_types.h"
+#include "core/mem_map.h"
+
namespace Pica {
// Returns index corresponding to the Regs member labeled by field_name
@@ -45,12 +47,104 @@ struct Regs {
INSERT_PADDING_WORDS(0x41);
BitField<0, 24, u32> viewport_size_x;
- INSERT_PADDING_WORDS(1);
+ INSERT_PADDING_WORDS(0x1);
BitField<0, 24, u32> viewport_size_y;
- INSERT_PADDING_WORDS(0x1bc);
+ INSERT_PADDING_WORDS(0x9);
+
+ BitField<0, 24, u32> viewport_depth_range; // float24
+ BitField<0, 24, u32> viewport_depth_far_plane; // float24
+
+ INSERT_PADDING_WORDS(0x1);
union {
+ // Maps components of output vertex attributes to semantics
+ enum Semantic : u32
+ {
+ POSITION_X = 0,
+ POSITION_Y = 1,
+ POSITION_Z = 2,
+ POSITION_W = 3,
+
+ COLOR_R = 8,
+ COLOR_G = 9,
+ COLOR_B = 10,
+ COLOR_A = 11,
+
+ TEXCOORD0_U = 12,
+ TEXCOORD0_V = 13,
+ TEXCOORD1_U = 14,
+ TEXCOORD1_V = 15,
+ TEXCOORD2_U = 22,
+ TEXCOORD2_V = 23,
+
+ INVALID = 31,
+ };
+
+ BitField< 0, 5, Semantic> map_x;
+ BitField< 8, 5, Semantic> map_y;
+ BitField<16, 5, Semantic> map_z;
+ BitField<24, 5, Semantic> map_w;
+ } vs_output_attributes[7];
+
+ INSERT_PADDING_WORDS(0x11);
+
+ union {
+ BitField< 0, 16, u32> x;
+ BitField<16, 16, u32> y;
+ } viewport_corner;
+
+ INSERT_PADDING_WORDS(0xa7);
+
+ struct {
+ enum ColorFormat : u32 {
+ RGBA8 = 0,
+ RGB8 = 1,
+ RGBA5551 = 2,
+ RGB565 = 3,
+ RGBA4 = 4,
+ };
+
+ INSERT_PADDING_WORDS(0x6);
+
+ u32 depth_format;
+ u32 color_format;
+
+ INSERT_PADDING_WORDS(0x4);
+
+ u32 depth_buffer_address;
+ u32 color_buffer_address;
+
+ union {
+ // Apparently, the framebuffer width is stored as expected,
+ // while the height is stored as the actual height minus one.
+ // Hence, don't access these fields directly but use the accessors
+ // GetWidth() and GetHeight() instead.
+ BitField< 0, 11, u32> width;
+ BitField<12, 10, u32> height;
+ };
+
+ INSERT_PADDING_WORDS(0x1);
+
+ inline u32 GetColorBufferAddress() const {
+ return Memory::PhysicalToVirtualAddress(DecodeAddressRegister(color_buffer_address));
+ }
+ inline u32 GetDepthBufferAddress() const {
+ return Memory::PhysicalToVirtualAddress(DecodeAddressRegister(depth_buffer_address));
+ }
+
+ inline u32 GetWidth() const {
+ return width;
+ }
+
+ inline u32 GetHeight() const {
+ return height + 1;
+ }
+ } framebuffer;
+
+ INSERT_PADDING_WORDS(0xe0);
+
+ struct {
enum class Format : u64 {
BYTE = 0,
UBYTE = 1,
@@ -58,36 +152,230 @@ struct Regs {
FLOAT = 3,
};
- BitField< 0, 2, Format> format0;
- BitField< 2, 2, u64> size0; // number of elements minus 1
- BitField< 4, 2, Format> format1;
- BitField< 6, 2, u64> size1;
- BitField< 8, 2, Format> format2;
- BitField<10, 2, u64> size2;
- BitField<12, 2, Format> format3;
- BitField<14, 2, u64> size3;
- BitField<16, 2, Format> format4;
- BitField<18, 2, u64> size4;
- BitField<20, 2, Format> format5;
- BitField<22, 2, u64> size5;
- BitField<24, 2, Format> format6;
- BitField<26, 2, u64> size6;
- BitField<28, 2, Format> format7;
- BitField<30, 2, u64> size7;
- BitField<32, 2, Format> format8;
- BitField<34, 2, u64> size8;
- BitField<36, 2, Format> format9;
- BitField<38, 2, u64> size9;
- BitField<40, 2, Format> format10;
- BitField<42, 2, u64> size10;
- BitField<44, 2, Format> format11;
- BitField<46, 2, u64> size11;
-
- BitField<48, 12, u64> attribute_mask;
- BitField<60, 4, u64> num_attributes; // number of total attributes minus 1
- } vertex_descriptor;
-
- INSERT_PADDING_WORDS(0xfe);
+ BitField<0, 29, u32> base_address;
+
+ inline u32 GetBaseAddress() const {
+ // TODO: Ugly, should fix PhysicalToVirtualAddress instead
+ return DecodeAddressRegister(base_address) - Memory::FCRAM_PADDR + Memory::HEAP_GSP_VADDR;
+ }
+
+ // Descriptor for internal vertex attributes
+ union {
+ BitField< 0, 2, Format> format0; // size of one element
+ BitField< 2, 2, u64> size0; // number of elements minus 1
+ BitField< 4, 2, Format> format1;
+ BitField< 6, 2, u64> size1;
+ BitField< 8, 2, Format> format2;
+ BitField<10, 2, u64> size2;
+ BitField<12, 2, Format> format3;
+ BitField<14, 2, u64> size3;
+ BitField<16, 2, Format> format4;
+ BitField<18, 2, u64> size4;
+ BitField<20, 2, Format> format5;
+ BitField<22, 2, u64> size5;
+ BitField<24, 2, Format> format6;
+ BitField<26, 2, u64> size6;
+ BitField<28, 2, Format> format7;
+ BitField<30, 2, u64> size7;
+ BitField<32, 2, Format> format8;
+ BitField<34, 2, u64> size8;
+ BitField<36, 2, Format> format9;
+ BitField<38, 2, u64> size9;
+ BitField<40, 2, Format> format10;
+ BitField<42, 2, u64> size10;
+ BitField<44, 2, Format> format11;
+ BitField<46, 2, u64> size11;
+
+ BitField<48, 12, u64> attribute_mask;
+
+ // number of total attributes minus 1
+ BitField<60, 4, u64> num_extra_attributes;
+ };
+
+ inline Format GetFormat(int n) const {
+ Format formats[] = {
+ format0, format1, format2, format3,
+ format4, format5, format6, format7,
+ format8, format9, format10, format11
+ };
+ return formats[n];
+ }
+
+ inline int GetNumElements(int n) const {
+ u64 sizes[] = {
+ size0, size1, size2, size3,
+ size4, size5, size6, size7,
+ size8, size9, size10, size11
+ };
+ return (int)sizes[n]+1;
+ }
+
+ inline int GetElementSizeInBytes(int n) const {
+ return (GetFormat(n) == Format::FLOAT) ? 4 :
+ (GetFormat(n) == Format::SHORT) ? 2 : 1;
+ }
+
+ inline int GetStride(int n) const {
+ return GetNumElements(n) * GetElementSizeInBytes(n);
+ }
+
+ inline int GetNumTotalAttributes() const {
+ return (int)num_extra_attributes+1;
+ }
+
+ // Attribute loaders map the source vertex data to input attributes
+ // This e.g. allows to load different attributes from different memory locations
+ struct {
+ // Source attribute data offset from the base address
+ u32 data_offset;
+
+ union {
+ BitField< 0, 4, u64> comp0;
+ BitField< 4, 4, u64> comp1;
+ BitField< 8, 4, u64> comp2;
+ BitField<12, 4, u64> comp3;
+ BitField<16, 4, u64> comp4;
+ BitField<20, 4, u64> comp5;
+ BitField<24, 4, u64> comp6;
+ BitField<28, 4, u64> comp7;
+ BitField<32, 4, u64> comp8;
+ BitField<36, 4, u64> comp9;
+ BitField<40, 4, u64> comp10;
+ BitField<44, 4, u64> comp11;
+
+ // bytes for a single vertex in this loader
+ BitField<48, 8, u64> byte_count;
+
+ BitField<60, 4, u64> component_count;
+ };
+
+ inline int GetComponent(int n) const {
+ u64 components[] = {
+ comp0, comp1, comp2, comp3,
+ comp4, comp5, comp6, comp7,
+ comp8, comp9, comp10, comp11
+ };
+ return (int)components[n];
+ }
+ } attribute_loaders[12];
+ } vertex_attributes;
+
+ struct {
+ enum IndexFormat : u32 {
+ BYTE = 0,
+ SHORT = 1,
+ };
+
+ union {
+ BitField<0, 31, u32> offset; // relative to base attribute address
+ BitField<31, 1, IndexFormat> format;
+ };
+ } index_array;
+
+ // Number of vertices to render
+ u32 num_vertices;
+
+ INSERT_PADDING_WORDS(0x5);
+
+ // These two trigger rendering of triangles
+ u32 trigger_draw;
+ u32 trigger_draw_indexed;
+
+ INSERT_PADDING_WORDS(0x2e);
+
+ enum class TriangleTopology : u32 {
+ List = 0,
+ Strip = 1,
+ Fan = 2,
+ ListIndexed = 3, // TODO: No idea if this is correct
+ };
+
+ BitField<8, 2, TriangleTopology> triangle_topology;
+
+ INSERT_PADDING_WORDS(0x5b);
+
+ // Offset to shader program entry point (in words)
+ BitField<0, 16, u32> vs_main_offset;
+
+ union {
+ BitField< 0, 4, u64> attribute0_register;
+ BitField< 4, 4, u64> attribute1_register;
+ BitField< 8, 4, u64> attribute2_register;
+ BitField<12, 4, u64> attribute3_register;
+ BitField<16, 4, u64> attribute4_register;
+ BitField<20, 4, u64> attribute5_register;
+ BitField<24, 4, u64> attribute6_register;
+ BitField<28, 4, u64> attribute7_register;
+ BitField<32, 4, u64> attribute8_register;
+ BitField<36, 4, u64> attribute9_register;
+ BitField<40, 4, u64> attribute10_register;
+ BitField<44, 4, u64> attribute11_register;
+ BitField<48, 4, u64> attribute12_register;
+ BitField<52, 4, u64> attribute13_register;
+ BitField<56, 4, u64> attribute14_register;
+ BitField<60, 4, u64> attribute15_register;
+
+ int GetRegisterForAttribute(int attribute_index) {
+ u64 fields[] = {
+ attribute0_register, attribute1_register, attribute2_register, attribute3_register,
+ attribute4_register, attribute5_register, attribute6_register, attribute7_register,
+ attribute8_register, attribute9_register, attribute10_register, attribute11_register,
+ attribute12_register, attribute13_register, attribute14_register, attribute15_register,
+ };
+ return (int)fields[attribute_index];
+ }
+ } vs_input_register_map;
+
+ INSERT_PADDING_WORDS(0x3);
+
+ struct {
+ enum Format : u32
+ {
+ FLOAT24 = 0,
+ FLOAT32 = 1
+ };
+
+ bool IsFloat32() const {
+ return format == FLOAT32;
+ }
+
+ union {
+ // Index of the next uniform to write to
+ // TODO: ctrulib uses 8 bits for this, however that seems to yield lots of invalid indices
+ BitField<0, 7, u32> index;
+
+ BitField<31, 1, Format> format;
+ };
+
+ // Writing to these registers sets the "current" uniform.
+ // TODO: It's not clear how the hardware stores what the "current" uniform is.
+ u32 set_value[8];
+
+ } vs_uniform_setup;
+
+ INSERT_PADDING_WORDS(0x2);
+
+ struct {
+ u32 begin_load;
+
+ // Writing to these registers sets the "current" word in the shader program.
+ // TODO: It's not clear how the hardware stores what the "current" word is.
+ u32 set_word[8];
+ } vs_program;
+
+ INSERT_PADDING_WORDS(0x1);
+
+ // This register group is used to load an internal table of swizzling patterns,
+ // which are indexed by each shader instruction to specify vector component swizzling.
+ struct {
+ u32 begin_load;
+
+ // Writing to these registers sets the "current" swizzle pattern in the table.
+ // TODO: It's not clear how the hardware stores what the "current" swizzle pattern is.
+ u32 set_word[8];
+ } vs_swizzle_patterns;
+
+ INSERT_PADDING_WORDS(0x22);
#undef INSERT_PADDING_WORDS_HELPER1
#undef INSERT_PADDING_WORDS_HELPER2
@@ -112,7 +400,21 @@ struct Regs {
ADD_FIELD(viewport_size_x);
ADD_FIELD(viewport_size_y);
- ADD_FIELD(vertex_descriptor);
+ ADD_FIELD(viewport_depth_range);
+ ADD_FIELD(viewport_depth_far_plane);
+ ADD_FIELD(viewport_corner);
+ ADD_FIELD(framebuffer);
+ ADD_FIELD(vertex_attributes);
+ ADD_FIELD(index_array);
+ ADD_FIELD(num_vertices);
+ ADD_FIELD(trigger_draw);
+ ADD_FIELD(trigger_draw_indexed);
+ ADD_FIELD(triangle_topology);
+ ADD_FIELD(vs_main_offset);
+ ADD_FIELD(vs_input_register_map);
+ ADD_FIELD(vs_uniform_setup);
+ ADD_FIELD(vs_program);
+ ADD_FIELD(vs_swizzle_patterns);
#undef ADD_FIELD
#endif // _MSC_VER
@@ -153,13 +455,106 @@ private:
ASSERT_REG_POSITION(viewport_size_x, 0x41);
ASSERT_REG_POSITION(viewport_size_y, 0x43);
-ASSERT_REG_POSITION(vertex_descriptor, 0x200);
+ASSERT_REG_POSITION(viewport_depth_range, 0x4d);
+ASSERT_REG_POSITION(viewport_depth_far_plane, 0x4e);
+ASSERT_REG_POSITION(vs_output_attributes[0], 0x50);
+ASSERT_REG_POSITION(vs_output_attributes[1], 0x51);
+ASSERT_REG_POSITION(viewport_corner, 0x68);
+ASSERT_REG_POSITION(framebuffer, 0x110);
+ASSERT_REG_POSITION(vertex_attributes, 0x200);
+ASSERT_REG_POSITION(index_array, 0x227);
+ASSERT_REG_POSITION(num_vertices, 0x228);
+ASSERT_REG_POSITION(trigger_draw, 0x22e);
+ASSERT_REG_POSITION(trigger_draw_indexed, 0x22f);
+ASSERT_REG_POSITION(triangle_topology, 0x25e);
+ASSERT_REG_POSITION(vs_main_offset, 0x2ba);
+ASSERT_REG_POSITION(vs_input_register_map, 0x2bb);
+ASSERT_REG_POSITION(vs_uniform_setup, 0x2c0);
+ASSERT_REG_POSITION(vs_program, 0x2cb);
+ASSERT_REG_POSITION(vs_swizzle_patterns, 0x2d5);
#undef ASSERT_REG_POSITION
#endif // !defined(_MSC_VER)
// The total number of registers is chosen arbitrarily, but let's make sure it's not some odd value anyway.
-static_assert(sizeof(Regs) == 0x300 * sizeof(u32), "Invalid total size of register set");
+static_assert(sizeof(Regs) <= 0x300 * sizeof(u32), "Register set structure larger than it should be");
+static_assert(sizeof(Regs) >= 0x300 * sizeof(u32), "Register set structure smaller than it should be");
+
+extern Regs registers; // TODO: Not sure if we want to have one global instance for this
+
+
+struct float24 {
+ static float24 FromFloat32(float val) {
+ float24 ret;
+ ret.value = val;
+ return ret;
+ }
+
+ // 16 bit mantissa, 7 bit exponent, 1 bit sign
+ // TODO: No idea if this works as intended
+ static float24 FromRawFloat24(u32 hex) {
+ float24 ret;
+ if ((hex & 0xFFFFFF) == 0) {
+ ret.value = 0;
+ } else {
+ u32 mantissa = hex & 0xFFFF;
+ u32 exponent = (hex >> 16) & 0x7F;
+ u32 sign = hex >> 23;
+ ret.value = powf(2.0f, (float)exponent-63.0f) * (1.0f + mantissa * powf(2.0f, -16.f));
+ if (sign)
+ ret.value = -ret.value;
+ }
+ return ret;
+ }
+
+ // Not recommended for anything but logging
+ float ToFloat32() const {
+ return value;
+ }
+
+ float24 operator * (const float24& flt) const {
+ return float24::FromFloat32(ToFloat32() * flt.ToFloat32());
+ }
+
+ float24 operator / (const float24& flt) const {
+ return float24::FromFloat32(ToFloat32() / flt.ToFloat32());
+ }
+
+ float24 operator + (const float24& flt) const {
+ return float24::FromFloat32(ToFloat32() + flt.ToFloat32());
+ }
+
+ float24 operator - (const float24& flt) const {
+ return float24::FromFloat32(ToFloat32() - flt.ToFloat32());
+ }
+
+ float24 operator - () const {
+ return float24::FromFloat32(-ToFloat32());
+ }
+
+ bool operator < (const float24& flt) const {
+ return ToFloat32() < flt.ToFloat32();
+ }
+
+ bool operator > (const float24& flt) const {
+ return ToFloat32() > flt.ToFloat32();
+ }
+
+ bool operator >= (const float24& flt) const {
+ return ToFloat32() >= flt.ToFloat32();
+ }
+
+ bool operator <= (const float24& flt) const {
+ return ToFloat32() <= flt.ToFloat32();
+ }
+
+private:
+ float24() = default;
+
+ // Stored as a regular float, merely for convenience
+ // TODO: Perform proper arithmetic on this!
+ float value;
+};
union CommandHeader {
CommandHeader(u32 h) : hex(h) {}
diff --git a/src/video_core/primitive_assembly.cpp b/src/video_core/primitive_assembly.cpp
new file mode 100644
index 000000000..2354ffb99
--- /dev/null
+++ b/src/video_core/primitive_assembly.cpp
@@ -0,0 +1,51 @@
+// Copyright 2014 Citra Emulator Project
+// Licensed under GPLv2
+// Refer to the license.txt file included.
+
+#include "clipper.h"
+#include "pica.h"
+#include "primitive_assembly.h"
+#include "vertex_shader.h"
+
+namespace Pica {
+
+namespace PrimitiveAssembly {
+
+static OutputVertex buffer[2];
+static int buffer_index = 0; // TODO: reset this on emulation restart
+
+void SubmitVertex(OutputVertex& vtx)
+{
+ switch (registers.triangle_topology) {
+ case Regs::TriangleTopology::List:
+ case Regs::TriangleTopology::ListIndexed:
+ if (buffer_index < 2) {
+ buffer[buffer_index++] = vtx;
+ } else {
+ buffer_index = 0;
+
+ Clipper::ProcessTriangle(buffer[0], buffer[1], vtx);
+ }
+ break;
+
+ case Regs::TriangleTopology::Fan:
+ if (buffer_index == 2) {
+ buffer_index = 0;
+
+ Clipper::ProcessTriangle(buffer[0], buffer[1], vtx);
+
+ buffer[1] = vtx;
+ } else {
+ buffer[buffer_index++] = vtx;
+ }
+ break;
+
+ default:
+ ERROR_LOG(GPU, "Unknown triangle mode %x:", (int)registers.triangle_topology.Value());
+ break;
+ }
+}
+
+} // namespace
+
+} // namespace
diff --git a/src/video_core/primitive_assembly.h b/src/video_core/primitive_assembly.h
new file mode 100644
index 000000000..2a2b0c170
--- /dev/null
+++ b/src/video_core/primitive_assembly.h
@@ -0,0 +1,21 @@
+// Copyright 2014 Citra Emulator Project
+// Licensed under GPLv2
+// Refer to the license.txt file included.
+
+#pragma once
+
+namespace Pica {
+
+namespace VertexShader {
+ struct OutputVertex;
+}
+
+namespace PrimitiveAssembly {
+
+using VertexShader::OutputVertex;
+
+void SubmitVertex(OutputVertex& vtx);
+
+} // namespace
+
+} // namespace
diff --git a/src/video_core/rasterizer.cpp b/src/video_core/rasterizer.cpp
new file mode 100644
index 000000000..a7c1bab3e
--- /dev/null
+++ b/src/video_core/rasterizer.cpp
@@ -0,0 +1,180 @@
+// Copyright 2014 Citra Emulator Project
+// Licensed under GPLv2
+// Refer to the license.txt file included.
+
+#include <algorithm>
+
+#include "common/common_types.h"
+
+#include "math.h"
+#include "pica.h"
+#include "rasterizer.h"
+#include "vertex_shader.h"
+
+namespace Pica {
+
+namespace Rasterizer {
+
+static void DrawPixel(int x, int y, const Math::Vec4<u8>& color) {
+ u32* color_buffer = (u32*)Memory::GetPointer(registers.framebuffer.GetColorBufferAddress());
+ u32 value = (color.a() << 24) | (color.r() << 16) | (color.g() << 8) | color.b();
+
+ // Assuming RGBA8 format until actual framebuffer format handling is implemented
+ *(color_buffer + x + y * registers.framebuffer.GetWidth() / 2) = value;
+}
+
+static u32 GetDepth(int x, int y) {
+ u16* depth_buffer = (u16*)Memory::GetPointer(registers.framebuffer.GetDepthBufferAddress());
+
+ // Assuming 16-bit depth buffer format until actual format handling is implemented
+ return *(depth_buffer + x + y * registers.framebuffer.GetWidth() / 2);
+}
+
+static void SetDepth(int x, int y, u16 value) {
+ u16* depth_buffer = (u16*)Memory::GetPointer(registers.framebuffer.GetDepthBufferAddress());
+
+ // Assuming 16-bit depth buffer format until actual format handling is implemented
+ *(depth_buffer + x + y * registers.framebuffer.GetWidth() / 2) = value;
+}
+
+void ProcessTriangle(const VertexShader::OutputVertex& v0,
+ const VertexShader::OutputVertex& v1,
+ const VertexShader::OutputVertex& v2)
+{
+ // NOTE: Assuming that rasterizer coordinates are 12.4 fixed-point values
+ struct Fix12P4 {
+ Fix12P4() {}
+ Fix12P4(u16 val) : val(val) {}
+
+ static u16 FracMask() { return 0xF; }
+ static u16 IntMask() { return (u16)~0xF; }
+
+ operator u16() const {
+ return val;
+ }
+
+ bool operator < (const Fix12P4& oth) const {
+ return (u16)*this < (u16)oth;
+ }
+
+ private:
+ u16 val;
+ };
+
+ // vertex positions in rasterizer coordinates
+ auto FloatToFix = [](float24 flt) {
+ return Fix12P4(flt.ToFloat32() * 16.0f);
+ };
+ auto ScreenToRasterizerCoordinates = [FloatToFix](const Math::Vec3<float24> vec) {
+ return Math::Vec3<Fix12P4>{FloatToFix(vec.x), FloatToFix(vec.y), FloatToFix(vec.z)};
+ };
+ Math::Vec3<Fix12P4> vtxpos[3]{ ScreenToRasterizerCoordinates(v0.screenpos),
+ ScreenToRasterizerCoordinates(v1.screenpos),
+ ScreenToRasterizerCoordinates(v2.screenpos) };
+
+ // TODO: Proper scissor rect test!
+ u16 min_x = std::min({vtxpos[0].x, vtxpos[1].x, vtxpos[2].x});
+ u16 min_y = std::min({vtxpos[0].y, vtxpos[1].y, vtxpos[2].y});
+ u16 max_x = std::max({vtxpos[0].x, vtxpos[1].x, vtxpos[2].x});
+ u16 max_y = std::max({vtxpos[0].y, vtxpos[1].y, vtxpos[2].y});
+
+ min_x = min_x & Fix12P4::IntMask();
+ min_y = min_y & Fix12P4::IntMask();
+ max_x = (max_x + Fix12P4::FracMask()) & Fix12P4::IntMask();
+ max_y = (max_y + Fix12P4::FracMask()) & Fix12P4::IntMask();
+
+ // Triangle filling rules: Pixels on the right-sided edge or on flat bottom edges are not
+ // drawn. Pixels on any other triangle border are drawn. This is implemented with three bias
+ // values which are added to the barycentric coordinates w0, w1 and w2, respectively.
+ // NOTE: These are the PSP filling rules. Not sure if the 3DS uses the same ones...
+ auto IsRightSideOrFlatBottomEdge = [](const Math::Vec2<Fix12P4>& vtx,
+ const Math::Vec2<Fix12P4>& line1,
+ const Math::Vec2<Fix12P4>& line2)
+ {
+ if (line1.y == line2.y) {
+ // just check if vertex is above us => bottom line parallel to x-axis
+ return vtx.y < line1.y;
+ } else {
+ // check if vertex is on our left => right side
+ // TODO: Not sure how likely this is to overflow
+ return (int)vtx.x < (int)line1.x + ((int)line2.x - (int)line1.x) * ((int)vtx.y - (int)line1.y) / ((int)line2.y - (int)line1.y);
+ }
+ };
+ int bias0 = IsRightSideOrFlatBottomEdge(vtxpos[0].xy(), vtxpos[1].xy(), vtxpos[2].xy()) ? -1 : 0;
+ int bias1 = IsRightSideOrFlatBottomEdge(vtxpos[1].xy(), vtxpos[2].xy(), vtxpos[0].xy()) ? -1 : 0;
+ int bias2 = IsRightSideOrFlatBottomEdge(vtxpos[2].xy(), vtxpos[0].xy(), vtxpos[1].xy()) ? -1 : 0;
+
+ // TODO: Not sure if looping through x first might be faster
+ for (u16 y = min_y; y < max_y; y += 0x10) {
+ for (u16 x = min_x; x < max_x; x += 0x10) {
+
+ // Calculate the barycentric coordinates w0, w1 and w2
+ auto orient2d = [](const Math::Vec2<Fix12P4>& vtx1,
+ const Math::Vec2<Fix12P4>& vtx2,
+ const Math::Vec2<Fix12P4>& vtx3) {
+ const auto vec1 = (vtx2.Cast<int>() - vtx1.Cast<int>()).Append(0);
+ const auto vec2 = (vtx3.Cast<int>() - vtx1.Cast<int>()).Append(0);
+ // TODO: There is a very small chance this will overflow for sizeof(int) == 4
+ return Cross(vec1, vec2).z;
+ };
+
+ int w0 = bias0 + orient2d(vtxpos[1].xy(), vtxpos[2].xy(), {x, y});
+ int w1 = bias1 + orient2d(vtxpos[2].xy(), vtxpos[0].xy(), {x, y});
+ int w2 = bias2 + orient2d(vtxpos[0].xy(), vtxpos[1].xy(), {x, y});
+ int wsum = w0 + w1 + w2;
+
+ // If current pixel is not covered by the current primitive
+ if (w0 < 0 || w1 < 0 || w2 < 0)
+ continue;
+
+ // Perspective correct attribute interpolation:
+ // Attribute values cannot be calculated by simple linear interpolation since
+ // they are not linear in screen space. For example, when interpolating a
+ // texture coordinate across two vertices, something simple like
+ // u = (u0*w0 + u1*w1)/(w0+w1)
+ // will not work. However, the attribute value divided by the
+ // clipspace w-coordinate (u/w) and and the inverse w-coordinate (1/w) are linear
+ // in screenspace. Hence, we can linearly interpolate these two independently and
+ // calculate the interpolated attribute by dividing the results.
+ // I.e.
+ // u_over_w = ((u0/v0.pos.w)*w0 + (u1/v1.pos.w)*w1)/(w0+w1)
+ // one_over_w = (( 1/v0.pos.w)*w0 + ( 1/v1.pos.w)*w1)/(w0+w1)
+ // u = u_over_w / one_over_w
+ //
+ // The generalization to three vertices is straightforward in baricentric coordinates.
+ auto GetInterpolatedAttribute = [&](float24 attr0, float24 attr1, float24 attr2) {
+ auto attr_over_w = Math::MakeVec3(attr0 / v0.pos.w,
+ attr1 / v1.pos.w,
+ attr2 / v2.pos.w);
+ auto w_inverse = Math::MakeVec3(float24::FromFloat32(1.f) / v0.pos.w,
+ float24::FromFloat32(1.f) / v1.pos.w,
+ float24::FromFloat32(1.f) / v2.pos.w);
+ auto baricentric_coordinates = Math::MakeVec3(float24::FromFloat32(w0),
+ float24::FromFloat32(w1),
+ float24::FromFloat32(w2));
+
+ float24 interpolated_attr_over_w = Math::Dot(attr_over_w, baricentric_coordinates);
+ float24 interpolated_w_inverse = Math::Dot(w_inverse, baricentric_coordinates);
+ return interpolated_attr_over_w / interpolated_w_inverse;
+ };
+
+ Math::Vec4<u8> primary_color{
+ (u8)(GetInterpolatedAttribute(v0.color.r(), v1.color.r(), v2.color.r()).ToFloat32() * 255),
+ (u8)(GetInterpolatedAttribute(v0.color.g(), v1.color.g(), v2.color.g()).ToFloat32() * 255),
+ (u8)(GetInterpolatedAttribute(v0.color.b(), v1.color.b(), v2.color.b()).ToFloat32() * 255),
+ (u8)(GetInterpolatedAttribute(v0.color.a(), v1.color.a(), v2.color.a()).ToFloat32() * 255)
+ };
+
+ u16 z = (u16)(((float)v0.screenpos[2].ToFloat32() * w0 +
+ (float)v1.screenpos[2].ToFloat32() * w1 +
+ (float)v2.screenpos[2].ToFloat32() * w2) * 65535.f / wsum); // TODO: Shouldn't need to multiply by 65536?
+ SetDepth(x >> 4, y >> 4, z);
+
+ DrawPixel(x >> 4, y >> 4, primary_color);
+ }
+ }
+}
+
+} // namespace Rasterizer
+
+} // namespace Pica
diff --git a/src/video_core/rasterizer.h b/src/video_core/rasterizer.h
new file mode 100644
index 000000000..500be9462
--- /dev/null
+++ b/src/video_core/rasterizer.h
@@ -0,0 +1,21 @@
+// Copyright 2014 Citra Emulator Project
+// Licensed under GPLv2
+// Refer to the license.txt file included.
+
+#pragma once
+
+namespace Pica {
+
+namespace VertexShader {
+ struct OutputVertex;
+}
+
+namespace Rasterizer {
+
+void ProcessTriangle(const VertexShader::OutputVertex& v0,
+ const VertexShader::OutputVertex& v1,
+ const VertexShader::OutputVertex& v2);
+
+} // namespace Rasterizer
+
+} // namespace Pica
diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp
index 02b174562..f11a64fad 100644
--- a/src/video_core/renderer_opengl/renderer_opengl.cpp
+++ b/src/video_core/renderer_opengl/renderer_opengl.cpp
@@ -81,20 +81,20 @@ void RendererOpenGL::RenderXFB(const common::Rect& src_rect, const common::Rect&
const auto& framebuffer_top = GPU::g_regs.framebuffer_config[0];
const auto& framebuffer_sub = GPU::g_regs.framebuffer_config[1];
const u32 active_fb_top = (framebuffer_top.active_fb == 1)
- ? framebuffer_top.address_left2
- : framebuffer_top.address_left1;
+ ? Memory::PhysicalToVirtualAddress(framebuffer_top.address_left2)
+ : Memory::PhysicalToVirtualAddress(framebuffer_top.address_left1);
const u32 active_fb_sub = (framebuffer_sub.active_fb == 1)
- ? framebuffer_sub.address_left2
- : framebuffer_sub.address_left1;
+ ? Memory::PhysicalToVirtualAddress(framebuffer_sub.address_left2)
+ : Memory::PhysicalToVirtualAddress(framebuffer_sub.address_left1);
DEBUG_LOG(GPU, "RenderXFB: 0x%08x bytes from 0x%08x(%dx%d), fmt %x",
framebuffer_top.stride * framebuffer_top.height,
- GPU::GetFramebufferAddr(active_fb_top), (int)framebuffer_top.width,
+ active_fb_top, (int)framebuffer_top.width,
(int)framebuffer_top.height, (int)framebuffer_top.format);
// TODO: This should consider the GPU registers for framebuffer width, height and stride.
- FlipFramebuffer(GPU::GetFramebufferPointer(active_fb_top), m_xfb_top_flipped);
- FlipFramebuffer(GPU::GetFramebufferPointer(active_fb_sub), m_xfb_bottom_flipped);
+ FlipFramebuffer(Memory::GetPointer(active_fb_top), m_xfb_top_flipped);
+ FlipFramebuffer(Memory::GetPointer(active_fb_sub), m_xfb_bottom_flipped);
// Blit the top framebuffer
// ------------------------
diff --git a/src/video_core/vertex_shader.cpp b/src/video_core/vertex_shader.cpp
new file mode 100644
index 000000000..93830a96a
--- /dev/null
+++ b/src/video_core/vertex_shader.cpp
@@ -0,0 +1,270 @@
+// Copyright 2014 Citra Emulator Project
+// Licensed under GPLv2
+// Refer to the license.txt file included.
+
+#include "pica.h"
+#include "vertex_shader.h"
+#include <core/mem_map.h>
+#include <common/file_util.h>
+
+namespace Pica {
+
+namespace VertexShader {
+
+static struct {
+ Math::Vec4<float24> f[96];
+} shader_uniforms;
+
+
+// TODO: Not sure where the shader binary and swizzle patterns are supposed to be loaded to!
+// For now, we just keep these local arrays around.
+static u32 shader_memory[1024];
+static u32 swizzle_data[1024];
+
+void SubmitShaderMemoryChange(u32 addr, u32 value)
+{
+ shader_memory[addr] = value;
+}
+
+void SubmitSwizzleDataChange(u32 addr, u32 value)
+{
+ swizzle_data[addr] = value;
+}
+
+Math::Vec4<float24>& GetFloatUniform(u32 index)
+{
+ return shader_uniforms.f[index];
+}
+
+struct VertexShaderState {
+ u32* program_counter;
+
+ const float24* input_register_table[16];
+ float24* output_register_table[7*4];
+
+ Math::Vec4<float24> temporary_registers[16];
+ bool status_registers[2];
+
+ enum {
+ INVALID_ADDRESS = 0xFFFFFFFF
+ };
+ u32 call_stack[8]; // TODO: What is the maximal call stack depth?
+ u32* call_stack_pointer;
+};
+
+static void ProcessShaderCode(VertexShaderState& state) {
+ while (true) {
+ bool increment_pc = true;
+ bool exit_loop = false;
+ const Instruction& instr = *(const Instruction*)state.program_counter;
+
+ const float24* src1_ = (instr.common.src1 < 0x10) ? state.input_register_table[instr.common.src1]
+ : (instr.common.src1 < 0x20) ? &state.temporary_registers[instr.common.src1-0x10].x
+ : (instr.common.src1 < 0x80) ? &shader_uniforms.f[instr.common.src1-0x20].x
+ : nullptr;
+ const float24* src2_ = (instr.common.src2 < 0x10) ? state.input_register_table[instr.common.src2]
+ : &state.temporary_registers[instr.common.src2-0x10].x;
+ // TODO: Unsure about the limit values
+ float24* dest = (instr.common.dest <= 0x1C) ? state.output_register_table[instr.common.dest]
+ : (instr.common.dest <= 0x3C) ? nullptr
+ : (instr.common.dest <= 0x7C) ? &state.temporary_registers[(instr.common.dest-0x40)/4][instr.common.dest%4]
+ : nullptr;
+
+ const SwizzlePattern& swizzle = *(SwizzlePattern*)&swizzle_data[instr.common.operand_desc_id];
+
+ const float24 src1[4] = {
+ src1_[(int)swizzle.GetSelectorSrc1(0)],
+ src1_[(int)swizzle.GetSelectorSrc1(1)],
+ src1_[(int)swizzle.GetSelectorSrc1(2)],
+ src1_[(int)swizzle.GetSelectorSrc1(3)],
+ };
+ const float24 src2[4] = {
+ src2_[(int)swizzle.GetSelectorSrc2(0)],
+ src2_[(int)swizzle.GetSelectorSrc2(1)],
+ src2_[(int)swizzle.GetSelectorSrc2(2)],
+ src2_[(int)swizzle.GetSelectorSrc2(3)],
+ };
+
+ switch (instr.opcode) {
+ case Instruction::OpCode::ADD:
+ {
+ for (int i = 0; i < 4; ++i) {
+ if (!swizzle.DestComponentEnabled(i))
+ continue;
+
+ dest[i] = src1[i] + src2[i];
+ }
+
+ break;
+ }
+
+ case Instruction::OpCode::MUL:
+ {
+ for (int i = 0; i < 4; ++i) {
+ if (!swizzle.DestComponentEnabled(i))
+ continue;
+
+ dest[i] = src1[i] * src2[i];
+ }
+
+ break;
+ }
+
+ case Instruction::OpCode::DP3:
+ case Instruction::OpCode::DP4:
+ {
+ float24 dot = float24::FromFloat32(0.f);
+ int num_components = (instr.opcode == Instruction::OpCode::DP3) ? 3 : 4;
+ for (int i = 0; i < num_components; ++i)
+ dot = dot + src1[i] * src2[i];
+
+ for (int i = 0; i < num_components; ++i) {
+ if (!swizzle.DestComponentEnabled(i))
+ continue;
+
+ dest[i] = dot;
+ }
+ break;
+ }
+
+ // Reciprocal
+ case Instruction::OpCode::RCP:
+ {
+ for (int i = 0; i < 4; ++i) {
+ if (!swizzle.DestComponentEnabled(i))
+ continue;
+
+ // TODO: Be stable against division by zero!
+ // TODO: I think this might be wrong... we should only use one component here
+ dest[i] = float24::FromFloat32(1.0 / src1[i].ToFloat32());
+ }
+
+ break;
+ }
+
+ // Reciprocal Square Root
+ case Instruction::OpCode::RSQ:
+ {
+ for (int i = 0; i < 4; ++i) {
+ if (!swizzle.DestComponentEnabled(i))
+ continue;
+
+ // TODO: Be stable against division by zero!
+ // TODO: I think this might be wrong... we should only use one component here
+ dest[i] = float24::FromFloat32(1.0 / sqrt(src1[i].ToFloat32()));
+ }
+
+ break;
+ }
+
+ case Instruction::OpCode::MOV:
+ {
+ for (int i = 0; i < 4; ++i) {
+ if (!swizzle.DestComponentEnabled(i))
+ continue;
+
+ dest[i] = src1[i];
+ }
+ break;
+ }
+
+ case Instruction::OpCode::RET:
+ if (*state.call_stack_pointer == VertexShaderState::INVALID_ADDRESS) {
+ exit_loop = true;
+ } else {
+ state.program_counter = &shader_memory[*state.call_stack_pointer--];
+ *state.call_stack_pointer = VertexShaderState::INVALID_ADDRESS;
+ }
+
+ break;
+
+ case Instruction::OpCode::CALL:
+ increment_pc = false;
+
+ _dbg_assert_(GPU, state.call_stack_pointer - state.call_stack < sizeof(state.call_stack));
+
+ *++state.call_stack_pointer = state.program_counter - shader_memory;
+ // TODO: Does this offset refer to the beginning of shader memory?
+ state.program_counter = &shader_memory[instr.flow_control.offset_words];
+ break;
+
+ case Instruction::OpCode::FLS:
+ // TODO: Do whatever needs to be done here?
+ break;
+
+ default:
+ ERROR_LOG(GPU, "Unhandled instruction: 0x%02x (%s): 0x%08x",
+ (int)instr.opcode.Value(), instr.GetOpCodeName().c_str(), instr.hex);
+ break;
+ }
+
+ if (increment_pc)
+ ++state.program_counter;
+
+ if (exit_loop)
+ break;
+ }
+}
+
+OutputVertex RunShader(const InputVertex& input, int num_attributes)
+{
+ VertexShaderState state;
+
+ const u32* main = &shader_memory[registers.vs_main_offset];
+ state.program_counter = (u32*)main;
+
+ // Setup input register table
+ const auto& attribute_register_map = registers.vs_input_register_map;
+ float24 dummy_register;
+ std::fill(&state.input_register_table[0], &state.input_register_table[16], &dummy_register);
+ if(num_attributes > 0) state.input_register_table[attribute_register_map.attribute0_register] = &input.attr[0].x;
+ if(num_attributes > 1) state.input_register_table[attribute_register_map.attribute1_register] = &input.attr[1].x;
+ if(num_attributes > 2) state.input_register_table[attribute_register_map.attribute2_register] = &input.attr[2].x;
+ if(num_attributes > 3) state.input_register_table[attribute_register_map.attribute3_register] = &input.attr[3].x;
+ if(num_attributes > 4) state.input_register_table[attribute_register_map.attribute4_register] = &input.attr[4].x;
+ if(num_attributes > 5) state.input_register_table[attribute_register_map.attribute5_register] = &input.attr[5].x;
+ if(num_attributes > 6) state.input_register_table[attribute_register_map.attribute6_register] = &input.attr[6].x;
+ if(num_attributes > 7) state.input_register_table[attribute_register_map.attribute7_register] = &input.attr[7].x;
+ if(num_attributes > 8) state.input_register_table[attribute_register_map.attribute8_register] = &input.attr[8].x;
+ if(num_attributes > 9) state.input_register_table[attribute_register_map.attribute9_register] = &input.attr[9].x;
+ if(num_attributes > 10) state.input_register_table[attribute_register_map.attribute10_register] = &input.attr[10].x;
+ if(num_attributes > 11) state.input_register_table[attribute_register_map.attribute11_register] = &input.attr[11].x;
+ if(num_attributes > 12) state.input_register_table[attribute_register_map.attribute12_register] = &input.attr[12].x;
+ if(num_attributes > 13) state.input_register_table[attribute_register_map.attribute13_register] = &input.attr[13].x;
+ if(num_attributes > 14) state.input_register_table[attribute_register_map.attribute14_register] = &input.attr[14].x;
+ if(num_attributes > 15) state.input_register_table[attribute_register_map.attribute15_register] = &input.attr[15].x;
+
+ // Setup output register table
+ OutputVertex ret;
+ for (int i = 0; i < 7; ++i) {
+ const auto& output_register_map = registers.vs_output_attributes[i];
+
+ u32 semantics[4] = {
+ output_register_map.map_x, output_register_map.map_y,
+ output_register_map.map_z, output_register_map.map_w
+ };
+
+ for (int comp = 0; comp < 4; ++comp)
+ state.output_register_table[4*i+comp] = ((float24*)&ret) + semantics[comp];
+ }
+
+ state.status_registers[0] = false;
+ state.status_registers[1] = false;
+ std::fill(state.call_stack, state.call_stack + sizeof(state.call_stack) / sizeof(state.call_stack[0]),
+ VertexShaderState::INVALID_ADDRESS);
+ state.call_stack_pointer = &state.call_stack[0];
+
+ ProcessShaderCode(state);
+
+ DEBUG_LOG(GPU, "Output vertex: pos (%.2f, %.2f, %.2f, %.2f), col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f)",
+ ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.w.ToFloat32(),
+ ret.color.x.ToFloat32(), ret.color.y.ToFloat32(), ret.color.z.ToFloat32(), ret.color.w.ToFloat32(),
+ ret.tc0.u().ToFloat32(), ret.tc0.v().ToFloat32());
+
+ return ret;
+}
+
+
+} // namespace
+
+} // namespace
diff --git a/src/video_core/vertex_shader.h b/src/video_core/vertex_shader.h
new file mode 100644
index 000000000..1b71e367b
--- /dev/null
+++ b/src/video_core/vertex_shader.h
@@ -0,0 +1,211 @@
+// Copyright 2014 Citra Emulator Project
+// Licensed under GPLv2
+// Refer to the license.txt file included.
+
+#pragma once
+
+#include <initializer_list>
+
+#include <common/common_types.h>
+
+#include "math.h"
+#include "pica.h"
+
+namespace Pica {
+
+namespace VertexShader {
+
+struct InputVertex {
+ Math::Vec4<float24> attr[16];
+};
+
+struct OutputVertex {
+ OutputVertex() = default;
+
+ // VS output attributes
+ Math::Vec4<float24> pos;
+ Math::Vec4<float24> dummy; // quaternions (not implemented, yet)
+ Math::Vec4<float24> color;
+ Math::Vec2<float24> tc0;
+ float24 tc0_v;
+
+ // Padding for optimal alignment
+ float24 pad[14];
+
+ // Attributes used to store intermediate results
+
+ // position after perspective divide
+ Math::Vec3<float24> screenpos;
+
+ // Linear interpolation
+ // factor: 0=this, 1=vtx
+ void Lerp(float24 factor, const OutputVertex& vtx) {
+ pos = pos * factor + vtx.pos * (float24::FromFloat32(1) - factor);
+
+ // TODO: Should perform perspective correct interpolation here...
+ tc0 = tc0 * factor + vtx.tc0 * (float24::FromFloat32(1) - factor);
+
+ screenpos = screenpos * factor + vtx.screenpos * (float24::FromFloat32(1) - factor);
+
+ color = color * factor + vtx.color * (float24::FromFloat32(1) - factor);
+ }
+
+ // Linear interpolation
+ // factor: 0=v0, 1=v1
+ static OutputVertex Lerp(float24 factor, const OutputVertex& v0, const OutputVertex& v1) {
+ OutputVertex ret = v0;
+ ret.Lerp(factor, v1);
+ return ret;
+ }
+};
+static_assert(std::is_pod<OutputVertex>::value, "Structure is not POD");
+
+union Instruction {
+ enum class OpCode : u32 {
+ ADD = 0x0,
+ DP3 = 0x1,
+ DP4 = 0x2,
+
+ MUL = 0x8,
+
+ MAX = 0xC,
+ MIN = 0xD,
+ RCP = 0xE,
+ RSQ = 0xF,
+
+ MOV = 0x13,
+
+ RET = 0x21,
+ FLS = 0x22, // Flush
+ CALL = 0x24,
+ };
+
+ std::string GetOpCodeName() const {
+ std::map<OpCode, std::string> map = {
+ { OpCode::ADD, "ADD" },
+ { OpCode::DP3, "DP3" },
+ { OpCode::DP4, "DP4" },
+ { OpCode::MUL, "MUL" },
+ { OpCode::MAX, "MAX" },
+ { OpCode::MIN, "MIN" },
+ { OpCode::RCP, "RCP" },
+ { OpCode::RSQ, "RSQ" },
+ { OpCode::MOV, "MOV" },
+ { OpCode::RET, "RET" },
+ { OpCode::FLS, "FLS" },
+ };
+ auto it = map.find(opcode);
+ if (it == map.end())
+ return "UNK";
+ else
+ return it->second;
+ }
+
+ u32 hex;
+
+ BitField<0x1a, 0x6, OpCode> opcode;
+
+ // General notes:
+ //
+ // When two input registers are used, one of them uses a 5-bit index while the other
+ // one uses a 7-bit index. This is because at most one floating point uniform may be used
+ // as an input.
+
+
+ // Format used e.g. by arithmetic instructions and comparisons
+ // "src1" and "src2" specify register indices (i.e. indices referring to groups of 4 floats),
+ // while "dest" addresses individual floats.
+ union {
+ BitField<0x00, 0x5, u32> operand_desc_id;
+ BitField<0x07, 0x5, u32> src2;
+ BitField<0x0c, 0x7, u32> src1;
+ BitField<0x13, 0x7, u32> dest;
+ } common;
+
+ // Format used for flow control instructions ("if")
+ union {
+ BitField<0x00, 0x8, u32> num_instructions;
+ BitField<0x0a, 0xc, u32> offset_words;
+ } flow_control;
+};
+
+union SwizzlePattern {
+ u32 hex;
+
+ enum class Selector : u32 {
+ x = 0,
+ y = 1,
+ z = 2,
+ w = 3
+ };
+
+ Selector GetSelectorSrc1(int comp) const {
+ Selector selectors[] = {
+ src1_selector_0, src1_selector_1, src1_selector_2, src1_selector_3
+ };
+ return selectors[comp];
+ }
+
+ Selector GetSelectorSrc2(int comp) const {
+ Selector selectors[] = {
+ src2_selector_0, src2_selector_1, src2_selector_2, src2_selector_3
+ };
+ return selectors[comp];
+ }
+
+ bool DestComponentEnabled(int i) const {
+ return (dest_mask & (0x8 >> i));
+ }
+
+ std::string SelectorToString(bool src2) const {
+ std::map<Selector, std::string> map = {
+ { Selector::x, "x" },
+ { Selector::y, "y" },
+ { Selector::z, "z" },
+ { Selector::w, "w" }
+ };
+ std::string ret;
+ for (int i = 0; i < 4; ++i) {
+ ret += map.at(src2 ? GetSelectorSrc2(i) : GetSelectorSrc1(i));
+ }
+ return ret;
+ }
+
+ std::string DestMaskToString() const {
+ std::string ret;
+ for (int i = 0; i < 4; ++i) {
+ if (!DestComponentEnabled(i))
+ ret += "_";
+ else
+ ret += "xyzw"[i];
+ }
+ return ret;
+ }
+
+ // Components of "dest" that should be written to: LSB=dest.w, MSB=dest.x
+ BitField< 0, 4, u32> dest_mask;
+
+ BitField< 5, 2, Selector> src1_selector_3;
+ BitField< 7, 2, Selector> src1_selector_2;
+ BitField< 9, 2, Selector> src1_selector_1;
+ BitField<11, 2, Selector> src1_selector_0;
+
+ BitField<14, 2, Selector> src2_selector_3;
+ BitField<16, 2, Selector> src2_selector_2;
+ BitField<18, 2, Selector> src2_selector_1;
+ BitField<20, 2, Selector> src2_selector_0;
+
+ BitField<31, 1, u32> flag; // not sure what this means, maybe it's the sign?
+};
+
+void SubmitShaderMemoryChange(u32 addr, u32 value);
+void SubmitSwizzleDataChange(u32 addr, u32 value);
+
+OutputVertex RunShader(const InputVertex& input, int num_attributes);
+
+Math::Vec4<float24>& GetFloatUniform(u32 index);
+
+} // namespace
+
+} // namespace
+
diff --git a/src/video_core/video_core.vcxproj b/src/video_core/video_core.vcxproj
index d77be2bef..48d77cdc4 100644
--- a/src/video_core/video_core.vcxproj
+++ b/src/video_core/video_core.vcxproj
@@ -20,14 +20,25 @@
</ItemGroup>
<ItemGroup>
<ClCompile Include="renderer_opengl\renderer_opengl.cpp" />
+ <ClCompile Include="clipper.cpp" />
+ <ClCompile Include="command_processor.cpp" />
+ <ClCompile Include="primitive_assembly.cpp" />
+ <ClCompile Include="rasterizer.cpp" />
<ClCompile Include="utils.cpp" />
+ <ClCompile Include="vertex_shader.cpp" />
<ClCompile Include="video_core.cpp" />
</ItemGroup>
<ItemGroup>
+ <ClInclude Include="clipper.h" />
+ <ClInclude Include="command_processor.h" />
<ClInclude Include="gpu_debugger.h" />
+ <ClInclude Include="math.h" />
<ClInclude Include="pica.h" />
+ <ClInclude Include="primitive_assembly.h" />
+ <ClInclude Include="rasterizer.h" />
<ClInclude Include="renderer_base.h" />
<ClInclude Include="utils.h" />
+ <ClInclude Include="vertex_shader.h" />
<ClInclude Include="video_core.h" />
<ClInclude Include="renderer_opengl\renderer_opengl.h" />
</ItemGroup>
diff --git a/src/video_core/video_core.vcxproj.filters b/src/video_core/video_core.vcxproj.filters
index b89ac1ac4..31af4f1df 100644
--- a/src/video_core/video_core.vcxproj.filters
+++ b/src/video_core/video_core.vcxproj.filters
@@ -9,17 +9,28 @@
<ClCompile Include="renderer_opengl\renderer_opengl.cpp">
<Filter>renderer_opengl</Filter>
</ClCompile>
+ <ClCompile Include="clipper.cpp" />
+ <ClCompile Include="command_processor.cpp" />
+ <ClCompile Include="primitive_assembly.cpp" />
+ <ClCompile Include="rasterizer.cpp" />
<ClCompile Include="utils.cpp" />
+ <ClCompile Include="vertex_shader.cpp" />
<ClCompile Include="video_core.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="renderer_opengl\renderer_opengl.h">
<Filter>renderer_opengl</Filter>
</ClInclude>
+ <ClInclude Include="clipper.h" />
+ <ClInclude Include="command_processor.h" />
<ClInclude Include="gpu_debugger.h" />
+ <ClInclude Include="math.h" />
<ClInclude Include="pica.h" />
+ <ClInclude Include="primitive_assembly.h" />
+ <ClInclude Include="rasterizer.h" />
<ClInclude Include="renderer_base.h" />
<ClInclude Include="utils.h" />
+ <ClInclude Include="vertex_shader.h" />
<ClInclude Include="video_core.h" />
</ItemGroup>
<ItemGroup>