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yuzu/src/core/hw/gpu.cpp
Yuri Kunde Schlesner fec7f6b035 Rename GPU::Regs::FramebufferFormat to PixelFormat
This name better represents what the enum does, and is less overloaded
in the context. (The whole register the enum is part of is also called
'format'.)
2014-10-12 14:37:24 +02:00

257 lines
9.8 KiB
C++

// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include "common/common_types.h"
#include "core/core.h"
#include "core/mem_map.h"
#include "core/hle/hle.h"
#include "core/hle/service/gsp.h"
#include "core/hw/gpu.h"
#include "video_core/command_processor.h"
#include "video_core/video_core.h"
namespace GPU {
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
u64 g_last_frame_ticks = 0; ///< CPU tick count from last frame
template <typename T>
inline void Read(T &var, const u32 raw_addr) {
u32 addr = raw_addr - 0x1EF00000;
u32 index = addr / 4;
// Reads other than u32 are untested, so I'd rather have them abort than silently fail
if (index >= Regs::NumIds() || !std::is_same<T,u32>::value) {
ERROR_LOG(GPU, "unknown Read%d @ 0x%08X", sizeof(var) * 8, addr);
return;
}
var = g_regs[addr / 4];
}
template <typename T>
inline void Write(u32 addr, const T data) {
addr -= 0x1EF00000;
u32 index = addr / 4;
// Writes other than u32 are untested, so I'd rather have them abort than silently fail
if (index >= Regs::NumIds() || !std::is_same<T,u32>::value) {
ERROR_LOG(GPU, "unknown Write%d 0x%08X @ 0x%08X", sizeof(data) * 8, data, addr);
return;
}
g_regs[index] = static_cast<u32>(data);
switch (index) {
// Memory fills are triggered once the fill value is written.
// NOTE: This is not verified.
case GPU_REG_INDEX_WORKAROUND(memory_fill_config[0].value, 0x00004 + 0x3):
case GPU_REG_INDEX_WORKAROUND(memory_fill_config[1].value, 0x00008 + 0x3):
{
const bool is_second_filler = (index != GPU_REG_INDEX(memory_fill_config[0].value));
const auto& config = g_regs.memory_fill_config[is_second_filler];
// 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(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
DEBUG_LOG(GPU, "MemoryFill from 0x%08x to 0x%08x", config.GetStartAddress(), config.GetEndAddress());
}
break;
}
case GPU_REG_INDEX(display_transfer_config.trigger):
{
const auto& config = g_regs.display_transfer_config;
if (config.trigger & 1) {
u8* source_pointer = Memory::GetPointer(Memory::PhysicalToVirtualAddress(config.GetPhysicalInputAddress()));
u8* dest_pointer = Memory::GetPointer(Memory::PhysicalToVirtualAddress(config.GetPhysicalOutputAddress()));
for (u32 y = 0; y < config.output_height; ++y) {
// TODO: Why does the register seem to hold twice the framebuffer width?
for (u32 x = 0; x < config.output_width; ++x) {
struct {
int r, g, b, a;
} source_color = { 0, 0, 0, 0 };
switch (config.input_format) {
case Regs::PixelFormat::RGBA8:
{
// TODO: Most likely got the component order messed up.
u8* srcptr = source_pointer + x * 4 + y * config.input_width * 4;
source_color.r = srcptr[0]; // blue
source_color.g = srcptr[1]; // green
source_color.b = srcptr[2]; // red
source_color.a = srcptr[3]; // alpha
break;
}
default:
ERROR_LOG(GPU, "Unknown source framebuffer format %x", config.input_format.Value());
break;
}
switch (config.output_format) {
/*case Regs::PixelFormat::RGBA8:
{
// TODO: Untested
u8* dstptr = (u32*)(dest_pointer + x * 4 + y * config.output_width * 4);
dstptr[0] = source_color.r;
dstptr[1] = source_color.g;
dstptr[2] = source_color.b;
dstptr[3] = source_color.a;
break;
}*/
case Regs::PixelFormat::RGB8:
{
// TODO: Most likely got the component order messed up.
u8* dstptr = dest_pointer + x * 3 + y * config.output_width * 3;
dstptr[0] = source_color.r; // blue
dstptr[1] = source_color.g; // green
dstptr[2] = source_color.b; // red
break;
}
default:
ERROR_LOG(GPU, "Unknown destination framebuffer format %x", config.output_format.Value());
break;
}
}
}
DEBUG_LOG(GPU, "DisplayTriggerTransfer: 0x%08x bytes from 0x%08x(%ux%u)-> 0x%08x(%ux%u), dst format %x",
config.output_height * config.output_width * 4,
config.GetPhysicalInputAddress(), config.input_width, config.input_height,
config.GetPhysicalOutputAddress(), config.output_width, config.output_height,
config.output_format.Value());
}
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(Memory::PhysicalToVirtualAddress(config.GetPhysicalAddress()));
u32 size = config.size << 3;
Pica::CommandProcessor::ProcessCommandList(buffer, size);
}
break;
}
default:
break;
}
}
// Explicitly instantiate template functions because we aren't defining this in the header:
template void Read<u64>(u64 &var, const u32 addr);
template void Read<u32>(u32 &var, const u32 addr);
template void Read<u16>(u16 &var, const u32 addr);
template void Read<u8>(u8 &var, const u32 addr);
template void Write<u64>(u32 addr, const u64 data);
template void Write<u32>(u32 addr, const u32 data);
template void Write<u16>(u32 addr, const u16 data);
template void Write<u8>(u32 addr, const u8 data);
/// Update hardware
void Update() {
auto& framebuffer_top = g_regs.framebuffer_config[0];
u64 current_ticks = Core::g_app_core->GetTicks();
// Update the frame after a certain number of CPU ticks have elapsed. This assumes that the
// active frame in memory is always complete to render. There also may be issues with this
// becoming out-of-synch with GSP synchrinization code (as follows). At this time, this seems to
// be the most effective solution for both homebrew and retail applications. With retail, this
// could be moved below (and probably would guarantee more accurate synchronization). However,
// primitive homebrew relies on a vertical blank interrupt to happen inevitably (regardless of a
// threading reschedule).
if ((current_ticks - g_last_frame_ticks) > GPU::kFrameTicks) {
VideoCore::g_renderer->SwapBuffers();
g_last_frame_ticks = current_ticks;
}
// Synchronize GPU on a thread reschedule: Because we cannot accurately predict a vertical
// blank, we need to simulate it. Based on testing, it seems that retail applications work more
// accurately when this is signalled between thread switches.
if (HLE::g_reschedule) {
// Synchronize line...
if ((current_ticks - g_last_line_ticks) >= GPU::kFrameTicks / framebuffer_top.height) {
GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PDC0);
g_cur_line++;
g_last_line_ticks = current_ticks;
}
// Synchronize frame...
if (g_cur_line >= framebuffer_top.height) {
g_cur_line = 0;
GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PDC1);
}
}
}
/// Initialize hardware
void Init() {
g_cur_line = 0;
g_last_frame_ticks = g_last_line_ticks = Core::g_app_core->GetTicks();
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;
framebuffer_top.width = 240;
framebuffer_top.height = 400;
framebuffer_top.stride = 3 * 240;
framebuffer_top.color_format = Regs::PixelFormat::RGB8;
framebuffer_top.active_fb = 0;
framebuffer_sub.width = 240;
framebuffer_sub.height = 320;
framebuffer_sub.stride = 3 * 240;
framebuffer_sub.color_format = Regs::PixelFormat::RGB8;
framebuffer_sub.active_fb = 0;
NOTICE_LOG(GPU, "initialized OK");
}
/// Shutdown hardware
void Shutdown() {
NOTICE_LOG(GPU, "shutdown OK");
}
} // namespace