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@ -162,6 +162,25 @@ struct Regs {
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ETC1A4 = 13, // compressed
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};
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enum class LogicOp : u32 {
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Clear = 0,
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And = 1,
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AndReverse = 2,
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Copy = 3,
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Set = 4,
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CopyInverted = 5,
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NoOp = 6,
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Invert = 7,
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Nand = 8,
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Or = 9,
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Nor = 10,
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Xor = 11,
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Equiv = 12,
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AndInverted = 13,
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OrReverse = 14,
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OrInverted = 15,
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};
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static unsigned NibblesPerPixel(TextureFormat format) {
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switch (format) {
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case TextureFormat::RGBA8:
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@ -221,6 +240,7 @@ struct Regs {
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enum class Source : u32 {
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PrimaryColor = 0x0,
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PrimaryFragmentColor = 0x1,
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SecondaryFragmentColor = 0x2,
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Texture0 = 0x3,
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Texture1 = 0x4,
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@ -413,13 +433,9 @@ struct Regs {
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} alpha_blending;
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union {
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enum Op {
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Set = 4,
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BitField<0, 4, LogicOp> logic_op;
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};
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BitField<0, 4, Op> op;
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} logic_op;
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union {
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BitField< 0, 8, u32> r;
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BitField< 8, 8, u32> g;
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@ -708,7 +724,33 @@ struct Regs {
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u32 set_value[3];
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} vs_default_attributes_setup;
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INSERT_PADDING_WORDS(0x28);
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INSERT_PADDING_WORDS(0x2);
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struct {
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// There are two channels that can be used to configure the next command buffer, which
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// can be then executed by writing to the "trigger" registers. There are two reasons why a
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// game might use this feature:
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// 1) With this, an arbitrary number of additional command buffers may be executed in
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// sequence without requiring any intervention of the CPU after the initial one is
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// kicked off.
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// 2) Games can configure these registers to provide a command list subroutine mechanism.
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BitField< 0, 20, u32> size[2]; ///< Size (in bytes / 8) of each channel's command buffer
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BitField< 0, 28, u32> addr[2]; ///< Physical address / 8 of each channel's command buffer
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u32 trigger[2]; ///< Triggers execution of the channel's command buffer when written to
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unsigned GetSize(unsigned index) const {
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ASSERT(index < 2);
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return 8 * size[index];
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}
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PAddr GetPhysicalAddress(unsigned index) const {
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ASSERT(index < 2);
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return (PAddr)(8 * addr[index]);
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}
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} command_buffer;
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INSERT_PADDING_WORDS(0x20);
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enum class TriangleTopology : u32 {
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List = 0,
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@ -861,6 +903,7 @@ struct Regs {
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ADD_FIELD(trigger_draw);
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ADD_FIELD(trigger_draw_indexed);
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ADD_FIELD(vs_default_attributes_setup);
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ADD_FIELD(command_buffer);
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ADD_FIELD(triangle_topology);
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ADD_FIELD(vs_bool_uniforms);
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ADD_FIELD(vs_int_uniforms);
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@ -938,6 +981,7 @@ ASSERT_REG_POSITION(num_vertices, 0x228);
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ASSERT_REG_POSITION(trigger_draw, 0x22e);
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ASSERT_REG_POSITION(trigger_draw_indexed, 0x22f);
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ASSERT_REG_POSITION(vs_default_attributes_setup, 0x232);
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ASSERT_REG_POSITION(command_buffer, 0x238);
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ASSERT_REG_POSITION(triangle_topology, 0x25e);
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ASSERT_REG_POSITION(vs_bool_uniforms, 0x2b0);
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ASSERT_REG_POSITION(vs_int_uniforms, 0x2b1);
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@ -1053,21 +1097,12 @@ private:
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float value;
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};
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union CommandHeader {
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CommandHeader(u32 h) : hex(h) {}
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u32 hex;
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BitField< 0, 16, u32> cmd_id;
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BitField<16, 4, u32> parameter_mask;
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BitField<20, 11, u32> extra_data_length;
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BitField<31, 1, u32> group_commands;
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};
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/// Struct used to describe current Pica state
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struct State {
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/// Pica registers
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Regs regs;
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/// Vertex shader memory
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struct {
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struct {
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Math::Vec4<float24> f[96];
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@ -1080,6 +1115,13 @@ struct State {
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std::array<u32, 1024> program_code;
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std::array<u32, 1024> swizzle_data;
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} vs;
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/// Current Pica command list
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struct {
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const u32* head_ptr;
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const u32* current_ptr;
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u32 length;
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} cmd_list;
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};
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/// Initialize Pica state
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