Pica: Improve accuracy of immediate-mode support

This partially fixes Etrian Odyssey IV.
This commit is contained in:
Yuri Kunde Schlesner 2016-03-05 14:49:23 -08:00
parent 0c447e0a06
commit 81004211dd
5 changed files with 56 additions and 29 deletions

View File

@ -75,12 +75,17 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::P3D);
break;
case PICA_REG_INDEX_WORKAROUND(triangle_topology, 0x25E):
g_state.primitive_assembler.Reconfigure(regs.triangle_topology);
break;
case PICA_REG_INDEX_WORKAROUND(restart_primitive, 0x25F):
g_state.primitive_assembler.Reset();
break;
case PICA_REG_INDEX_WORKAROUND(vs_default_attributes_setup.index, 0x232):
if (regs.vs_default_attributes_setup.index == 15) {
// Reset immediate primitive state
g_state.immediate.primitive_assembler.Reconfigure(regs.triangle_topology);
g_state.immediate.attribute_id = 0;
}
g_state.immediate.current_attribute = 0;
default_attr_counter = 0;
break;
// Load default vertex input attributes
@ -105,7 +110,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
break;
}
Math::Vec4<float24>& attribute = g_state.vs.default_attributes[setup.index];
Math::Vec4<float24> attribute;
// NOTE: The destination component order indeed is "backwards"
attribute.w = float24::FromRaw(default_attr_write_buffer[0] >> 8);
@ -119,26 +124,29 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
// TODO: Verify that this actually modifies the register!
if (setup.index < 15) {
g_state.vs.default_attributes[setup.index] = attribute;
setup.index++;
} else {
// Put each attribute into an immediate input buffer.
// When all specified immediate attributes are present, the Vertex Shader is invoked and everything is
// sent to the primitive assembler.
auto& immediate_input = g_state.immediate.input;
auto& immediate_attribute_id = g_state.immediate.attribute_id;
const auto& attribute_config = regs.vertex_attributes;
auto& immediate_input = g_state.immediate.input_vertex;
auto& immediate_attribute_id = g_state.immediate.current_attribute;
immediate_input.attr[immediate_attribute_id++] = attribute;
if (immediate_attribute_id >= attribute_config.GetNumTotalAttributes()) {
if (immediate_attribute_id >= regs.vs.num_input_attributes+1) {
immediate_attribute_id = 0;
Shader::UnitState<false> shader_unit;
Shader::Setup(shader_unit);
if (g_debug_context)
g_debug_context->OnEvent(DebugContext::Event::VertexLoaded, static_cast<void*>(&immediate_input));
// Send to vertex shader
Shader::OutputVertex output = Shader::Run(shader_unit, immediate_input, attribute_config.GetNumTotalAttributes());
Shader::OutputVertex output = Shader::Run(shader_unit, immediate_input, regs.vs.num_input_attributes+1);
// Send to renderer
using Pica::Shader::OutputVertex;
@ -146,7 +154,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
VideoCore::g_renderer->Rasterizer()->AddTriangle(v0, v1, v2);
};
g_state.immediate.primitive_assembler.SubmitVertex(output, AddTriangle);
g_state.primitive_assembler.SubmitVertex(output, AddTriangle);
}
}
}
@ -154,9 +162,13 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
}
case PICA_REG_INDEX(gpu_mode):
if (regs.gpu_mode == Regs::GPUMode::Configuring && regs.vs_default_attributes_setup.index == 15) {
if (regs.gpu_mode == Regs::GPUMode::Configuring) {
// Draw immediate mode triangles when GPU Mode is set to GPUMode::Configuring
VideoCore::g_renderer->Rasterizer()->DrawTriangles();
if (g_debug_context) {
g_debug_context->OnEvent(DebugContext::Event::FinishedPrimitiveBatch, nullptr);
}
}
break;
@ -241,7 +253,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
DebugUtils::GeometryDumper geometry_dumper;
PrimitiveAssembler<DebugUtils::GeometryDumper::Vertex> dumping_primitive_assembler(regs.triangle_topology.Value());
#endif
PrimitiveAssembler<Shader::OutputVertex> primitive_assembler(regs.triangle_topology.Value());
PrimitiveAssembler<Shader::OutputVertex>& primitive_assembler = g_state.primitive_assembler;
if (g_debug_context) {
for (int i = 0; i < 3; ++i) {
@ -412,16 +424,10 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
range.second, range.first);
}
VideoCore::g_renderer->Rasterizer()->DrawTriangles();
#if PICA_DUMP_GEOMETRY
geometry_dumper.Dump();
#endif
if (g_debug_context) {
g_debug_context->OnEvent(DebugContext::Event::FinishedPrimitiveBatch, nullptr);
}
break;
}

View File

@ -493,12 +493,25 @@ std::string Regs::GetCommandName(int index) {
}
void Init() {
g_state.Reset();
}
void Shutdown() {
Shader::Shutdown();
}
memset(&g_state, 0, sizeof(State));
template <typename T>
void Zero(T& o) {
memset(&o, 0, sizeof(o));
}
void State::Reset() {
Zero(regs);
Zero(vs);
Zero(gs);
Zero(cmd_list);
Zero(immediate);
primitive_assembler.Reconfigure(Regs::TriangleTopology::List);
}
}

View File

@ -1123,7 +1123,12 @@ struct Regs {
BitField<24, 8, u32> w;
} int_uniforms[4];
INSERT_PADDING_WORDS(0x5);
INSERT_PADDING_WORDS(0x4);
union {
// Number of input attributes to shader unit - 1
BitField<0, 4, u32> num_input_attributes;
};
// Offset to shader program entry point (in words)
BitField<0, 16, u32> main_offset;

View File

@ -12,6 +12,8 @@ namespace Pica {
/// Struct used to describe current Pica state
struct State {
void Reset();
/// Pica registers
Regs regs;
@ -46,13 +48,14 @@ struct State {
/// Struct used to describe immediate mode rendering state
struct ImmediateModeState {
Shader::InputVertex input;
// Used to buffer partial vertices for immediate-mode rendering.
Shader::InputVertex input_vertex;
// Index of the next attribute to be loaded into `input_vertex`.
int current_attribute = 0;
} immediate;
// This is constructed with a dummy triangle topology
PrimitiveAssembler<Shader::OutputVertex> primitive_assembler;
int attribute_id = 0;
ImmediateModeState() : primitive_assembler(Regs::TriangleTopology::List) {}
} immediate;
};
extern State g_state; ///< Current Pica state

View File

@ -20,7 +20,7 @@ struct PrimitiveAssembler {
VertexType& v1,
VertexType& v2)>;
PrimitiveAssembler(Regs::TriangleTopology topology);
PrimitiveAssembler(Regs::TriangleTopology topology = Regs::TriangleTopology::List);
/*
* Queues a vertex, builds primitives from the vertex queue according to the given