|
|
@ -221,57 +221,53 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
|
|
|
|
// Initialize data for the current vertex
|
|
|
|
// Initialize data for the current vertex
|
|
|
|
VertexShader::InputVertex input;
|
|
|
|
VertexShader::InputVertex input;
|
|
|
|
|
|
|
|
|
|
|
|
// Load a debugging token to check whether this gets loaded by the running
|
|
|
|
|
|
|
|
// application or not.
|
|
|
|
|
|
|
|
static const float24 debug_token = float24::FromRawFloat24(0x00abcdef);
|
|
|
|
|
|
|
|
input.attr[0].w = debug_token;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) {
|
|
|
|
for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) {
|
|
|
|
// Load the default attribute if we're configured to do so, this data will be overwritten by the loader data if it's set
|
|
|
|
if (vertex_attribute_elements[i] != 0) {
|
|
|
|
if (attribute_config.IsDefaultAttribute(i)) {
|
|
|
|
// Default attribute values set if array elements have < 4 components. This
|
|
|
|
|
|
|
|
// is *not* carried over from the default attribute settings even if they're
|
|
|
|
|
|
|
|
// enabled for this attribute.
|
|
|
|
|
|
|
|
static const float24 zero = float24::FromFloat32(0.0f);
|
|
|
|
|
|
|
|
static const float24 one = float24::FromFloat32(1.0f);
|
|
|
|
|
|
|
|
input.attr[i] = Math::Vec4<float24>(zero, zero, zero, one);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Load per-vertex data from the loader arrays
|
|
|
|
|
|
|
|
for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
|
|
|
|
|
|
|
|
u32 source_addr = vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i];
|
|
|
|
|
|
|
|
const u8* srcdata = Memory::GetPhysicalPointer(source_addr);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (g_debug_context && Pica::g_debug_context->recorder) {
|
|
|
|
|
|
|
|
memory_accesses.AddAccess(source_addr,
|
|
|
|
|
|
|
|
(vertex_attribute_formats[i] == Regs::VertexAttributeFormat::FLOAT) ? 4
|
|
|
|
|
|
|
|
: (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? 2 : 1);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
const float srcval = (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::BYTE) ? *(s8*)srcdata :
|
|
|
|
|
|
|
|
(vertex_attribute_formats[i] == Regs::VertexAttributeFormat::UBYTE) ? *(u8*)srcdata :
|
|
|
|
|
|
|
|
(vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? *(s16*)srcdata :
|
|
|
|
|
|
|
|
*(float*)srcdata;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
input.attr[i][comp] = float24::FromFloat32(srcval);
|
|
|
|
|
|
|
|
LOG_TRACE(HW_GPU, "Loaded component %x of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08lx + 0x%04lx: %f",
|
|
|
|
|
|
|
|
comp, i, vertex, index,
|
|
|
|
|
|
|
|
attribute_config.GetPhysicalBaseAddress(),
|
|
|
|
|
|
|
|
vertex_attribute_sources[i] - base_address,
|
|
|
|
|
|
|
|
vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i],
|
|
|
|
|
|
|
|
input.attr[i][comp].ToFloat32());
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
} else if (attribute_config.IsDefaultAttribute(i)) {
|
|
|
|
|
|
|
|
// Load the default attribute if we're configured to do so
|
|
|
|
input.attr[i] = g_state.vs.default_attributes[i];
|
|
|
|
input.attr[i] = g_state.vs.default_attributes[i];
|
|
|
|
LOG_TRACE(HW_GPU, "Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)",
|
|
|
|
LOG_TRACE(HW_GPU, "Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)",
|
|
|
|
i, vertex, index,
|
|
|
|
i, vertex, index,
|
|
|
|
input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(),
|
|
|
|
input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(),
|
|
|
|
input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32());
|
|
|
|
input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32());
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
|
|
|
|
// TODO(yuriks): In this case, no data gets loaded and the vertex remains
|
|
|
|
// Load per-vertex data from the loader arrays
|
|
|
|
// with the last value it had. This isn't currently maintained
|
|
|
|
for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
|
|
|
|
// as global state, however, and so won't work in Cita yet.
|
|
|
|
u32 source_addr = vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i];
|
|
|
|
|
|
|
|
const u8* srcdata = Memory::GetPhysicalPointer(source_addr);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (g_debug_context && Pica::g_debug_context->recorder) {
|
|
|
|
|
|
|
|
memory_accesses.AddAccess(source_addr,
|
|
|
|
|
|
|
|
(vertex_attribute_formats[i] == Regs::VertexAttributeFormat::FLOAT) ? 4
|
|
|
|
|
|
|
|
: (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? 2 : 1);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
const float srcval = (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::BYTE) ? *(s8*)srcdata :
|
|
|
|
|
|
|
|
(vertex_attribute_formats[i] == Regs::VertexAttributeFormat::UBYTE) ? *(u8*)srcdata :
|
|
|
|
|
|
|
|
(vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? *(s16*)srcdata :
|
|
|
|
|
|
|
|
*(float*)srcdata;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
input.attr[i][comp] = float24::FromFloat32(srcval);
|
|
|
|
|
|
|
|
LOG_TRACE(HW_GPU, "Loaded component %x of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08lx + 0x%04lx: %f",
|
|
|
|
|
|
|
|
comp, i, vertex, index,
|
|
|
|
|
|
|
|
attribute_config.GetPhysicalBaseAddress(),
|
|
|
|
|
|
|
|
vertex_attribute_sources[i] - base_address,
|
|
|
|
|
|
|
|
vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i],
|
|
|
|
|
|
|
|
input.attr[i][comp].ToFloat32());
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// HACK: Some games do not initialize the vertex position's w component. This leads
|
|
|
|
|
|
|
|
// to critical issues since it messes up perspective division. As a
|
|
|
|
|
|
|
|
// workaround, we force the fourth component to 1.0 if we find this to be the
|
|
|
|
|
|
|
|
// case.
|
|
|
|
|
|
|
|
// To do this, we additionally have to assume that the first input attribute
|
|
|
|
|
|
|
|
// is the vertex position, since there's no information about this other than
|
|
|
|
|
|
|
|
// the empiric observation that this is usually the case.
|
|
|
|
|
|
|
|
if (input.attr[0].w == debug_token)
|
|
|
|
|
|
|
|
input.attr[0].w = float24::FromFloat32(1.0);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (g_debug_context)
|
|
|
|
if (g_debug_context)
|
|
|
|
g_debug_context->OnEvent(DebugContext::Event::VertexLoaded, (void*)&input);
|
|
|
|
g_debug_context->OnEvent(DebugContext::Event::VertexLoaded, (void*)&input);
|
|
|
|
|
|
|
|
|
|
|
|