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https://github.com/yuzu-emu/yuzu-android.git
synced 2024-12-27 03:56:01 +00:00
Pica: Improve accuracy of immediate-mode support
This partially fixes Etrian Odyssey IV.
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0c447e0a06
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@ -75,12 +75,17 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::P3D);
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break;
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case PICA_REG_INDEX_WORKAROUND(triangle_topology, 0x25E):
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g_state.primitive_assembler.Reconfigure(regs.triangle_topology);
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break;
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case PICA_REG_INDEX_WORKAROUND(restart_primitive, 0x25F):
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g_state.primitive_assembler.Reset();
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break;
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case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.index, 0x232):
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if (regs.vs_default_attributes_setup.index == 15) {
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// Reset immediate primitive state
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g_state.immediate.primitive_assembler.Reconfigure(regs.triangle_topology);
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g_state.immediate.attribute_id = 0;
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}
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g_state.immediate.current_attribute = 0;
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default_attr_counter = 0;
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break;
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// Load default vertex input attributes
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@ -105,7 +110,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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break;
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}
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Math::Vec4<float24>& attribute = g_state.vs.default_attributes[setup.index];
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Math::Vec4<float24> attribute;
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// NOTE: The destination component order indeed is "backwards"
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attribute.w = float24::FromRaw(default_attr_write_buffer[0] >> 8);
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@ -119,26 +124,29 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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// TODO: Verify that this actually modifies the register!
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if (setup.index < 15) {
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g_state.vs.default_attributes[setup.index] = attribute;
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setup.index++;
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} else {
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// Put each attribute into an immediate input buffer.
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// When all specified immediate attributes are present, the Vertex Shader is invoked and everything is
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// sent to the primitive assembler.
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auto& immediate_input = g_state.immediate.input;
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auto& immediate_attribute_id = g_state.immediate.attribute_id;
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const auto& attribute_config = regs.vertex_attributes;
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auto& immediate_input = g_state.immediate.input_vertex;
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auto& immediate_attribute_id = g_state.immediate.current_attribute;
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immediate_input.attr[immediate_attribute_id++] = attribute;
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if (immediate_attribute_id >= attribute_config.GetNumTotalAttributes()) {
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if (immediate_attribute_id >= regs.vs.num_input_attributes+1) {
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immediate_attribute_id = 0;
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Shader::UnitState<false> shader_unit;
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Shader::Setup(shader_unit);
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if (g_debug_context)
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g_debug_context->OnEvent(DebugContext::Event::VertexLoaded, static_cast<void*>(&immediate_input));
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// Send to vertex shader
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Shader::OutputVertex output = Shader::Run(shader_unit, immediate_input, attribute_config.GetNumTotalAttributes());
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Shader::OutputVertex output = Shader::Run(shader_unit, immediate_input, regs.vs.num_input_attributes+1);
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// Send to renderer
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using Pica::Shader::OutputVertex;
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@ -146,7 +154,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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VideoCore::g_renderer->Rasterizer()->AddTriangle(v0, v1, v2);
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};
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g_state.immediate.primitive_assembler.SubmitVertex(output, AddTriangle);
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g_state.primitive_assembler.SubmitVertex(output, AddTriangle);
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}
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}
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}
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@ -154,9 +162,13 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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}
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case PICA_REG_INDEX(gpu_mode):
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if (regs.gpu_mode == Regs::GPUMode::Configuring && regs.vs_default_attributes_setup.index == 15) {
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if (regs.gpu_mode == Regs::GPUMode::Configuring) {
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// Draw immediate mode triangles when GPU Mode is set to GPUMode::Configuring
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VideoCore::g_renderer->Rasterizer()->DrawTriangles();
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if (g_debug_context) {
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g_debug_context->OnEvent(DebugContext::Event::FinishedPrimitiveBatch, nullptr);
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}
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}
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break;
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@ -241,7 +253,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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DebugUtils::GeometryDumper geometry_dumper;
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PrimitiveAssembler<DebugUtils::GeometryDumper::Vertex> dumping_primitive_assembler(regs.triangle_topology.Value());
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#endif
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PrimitiveAssembler<Shader::OutputVertex> primitive_assembler(regs.triangle_topology.Value());
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PrimitiveAssembler<Shader::OutputVertex>& primitive_assembler = g_state.primitive_assembler;
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if (g_debug_context) {
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for (int i = 0; i < 3; ++i) {
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@ -412,16 +424,10 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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range.second, range.first);
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}
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VideoCore::g_renderer->Rasterizer()->DrawTriangles();
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#if PICA_DUMP_GEOMETRY
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geometry_dumper.Dump();
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#endif
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if (g_debug_context) {
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g_debug_context->OnEvent(DebugContext::Event::FinishedPrimitiveBatch, nullptr);
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}
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break;
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}
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@ -493,12 +493,25 @@ std::string Regs::GetCommandName(int index) {
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}
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void Init() {
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g_state.Reset();
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}
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void Shutdown() {
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Shader::Shutdown();
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}
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memset(&g_state, 0, sizeof(State));
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template <typename T>
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void Zero(T& o) {
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memset(&o, 0, sizeof(o));
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}
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void State::Reset() {
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Zero(regs);
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Zero(vs);
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Zero(gs);
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Zero(cmd_list);
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Zero(immediate);
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primitive_assembler.Reconfigure(Regs::TriangleTopology::List);
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}
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}
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@ -1123,7 +1123,12 @@ struct Regs {
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BitField<24, 8, u32> w;
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} int_uniforms[4];
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INSERT_PADDING_WORDS(0x5);
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INSERT_PADDING_WORDS(0x4);
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union {
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// Number of input attributes to shader unit - 1
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BitField<0, 4, u32> num_input_attributes;
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};
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// Offset to shader program entry point (in words)
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BitField<0, 16, u32> main_offset;
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@ -12,6 +12,8 @@ namespace Pica {
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/// Struct used to describe current Pica state
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struct State {
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void Reset();
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/// Pica registers
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Regs regs;
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@ -46,13 +48,14 @@ struct State {
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/// Struct used to describe immediate mode rendering state
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struct ImmediateModeState {
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Shader::InputVertex input;
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// This is constructed with a dummy triangle topology
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PrimitiveAssembler<Shader::OutputVertex> primitive_assembler;
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int attribute_id = 0;
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ImmediateModeState() : primitive_assembler(Regs::TriangleTopology::List) {}
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// Used to buffer partial vertices for immediate-mode rendering.
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Shader::InputVertex input_vertex;
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// Index of the next attribute to be loaded into `input_vertex`.
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int current_attribute = 0;
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} immediate;
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// This is constructed with a dummy triangle topology
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PrimitiveAssembler<Shader::OutputVertex> primitive_assembler;
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};
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extern State g_state; ///< Current Pica state
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@ -20,7 +20,7 @@ struct PrimitiveAssembler {
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VertexType& v1,
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VertexType& v2)>;
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PrimitiveAssembler(Regs::TriangleTopology topology);
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PrimitiveAssembler(Regs::TriangleTopology topology = Regs::TriangleTopology::List);
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/*
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* Queues a vertex, builds primitives from the vertex queue according to the given
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