citra/src/video_core/vertex_loader.cpp

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#include <memory>
#include "common/alignment.h"
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#include "common/assert.h"
#include "common/bit_field.h"
#include "common/common_types.h"
#include "common/logging/log.h"
#include "common/vector_math.h"
#include "core/memory.h"
#include "video_core/debug_utils/debug_utils.h"
#include "video_core/pica_state.h"
#include "video_core/pica_types.h"
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#include "video_core/regs_pipeline.h"
#include "video_core/shader/shader.h"
#include "video_core/vertex_loader.h"
#include "video_core/video_core.h"
namespace Pica {
void VertexLoader::Setup(const PipelineRegs& regs) {
ASSERT_MSG(!is_setup, "VertexLoader is not intended to be setup more than once.");
const auto& attribute_config = regs.vertex_attributes;
num_total_attributes = attribute_config.GetNumTotalAttributes();
Prepare frontend for multiple graphics APIs (#6347) * externals: Update dynarmic * settings: Introduce GraphicsAPI enum * For now it's OpenGL only but will be expanded upon later * citra_qt: Introduce backend agnostic context management * Mostly a direct port from yuzu * core: Simplify context acquire * settings: Add option to create debug contexts * renderer_opengl: Abstract initialization to Driver * This commit also updates glad and adds some useful extensions which we will use in part 2 * Rasterizer construction is moved to the specific renderer instead of RendererBase. Software rendering has been disable to achieve this but will be brought back in the next commit. * video_core: Remove Init/Shutdown methods from renderer * The constructor and destructor can do the same job * In addition move opengl function loading to Qt since SDL already does this. Also remove ErrorVideoCore which is never reached * citra_qt: Decouple software renderer from opengl part 1 * citra: Decouple software renderer from opengl part 2 * android: Decouple software renderer from opengl part 3 * swrasterizer: Decouple software renderer from opengl part 4 * This commit simply enforces the renderer naming conventions in the software renderer * video_core: Move RendererBase to VideoCore * video_core: De-globalize screenshot state * video_core: Pass system to the renderers * video_core: Commonize shader uniform data * video_core: Abstract backend agnostic rasterizer operations * bootmanager: Remove references to OpenGL for macOS OpenGL macOS headers definitions clash heavily with each other * citra_qt: Proper title for api settings * video_core: Reduce boost usage * bootmanager: Fix hide mouse option Remove event handlers from RenderWidget for events that are already handled by the parent GRenderWindow. Also enable mouse tracking on the RenderWidget. * android: Remove software from graphics api list * code: Address review comments * citra: Port per-game settings read * Having to update the default value for all backends is a pain so lets centralize it * android: Rename to OpenGLES --------- Co-authored-by: MerryMage <MerryMage@users.noreply.github.com> Co-authored-by: Vitor Kiguchi <vitor-kiguchi@hotmail.com>
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vertex_attribute_sources.fill(0xdeadbeef);
for (int i = 0; i < 16; i++) {
vertex_attribute_is_default[i] = attribute_config.IsDefaultAttribute(i);
}
// Setup attribute data from loaders
for (int loader = 0; loader < 12; ++loader) {
const auto& loader_config = attribute_config.attribute_loaders[loader];
u32 offset = 0;
// TODO: What happens if a loader overwrites a previous one's data?
for (unsigned component = 0; component < loader_config.component_count; ++component) {
if (component >= 12) {
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LOG_ERROR(HW_GPU,
"Overflow in the vertex attribute loader {} trying to load component {}",
loader, component);
continue;
}
u32 attribute_index = loader_config.GetComponent(component);
if (attribute_index < 12) {
offset = Common::AlignUp(offset,
attribute_config.GetElementSizeInBytes(attribute_index));
vertex_attribute_sources[attribute_index] = loader_config.data_offset + offset;
vertex_attribute_strides[attribute_index] =
static_cast<u32>(loader_config.byte_count);
vertex_attribute_formats[attribute_index] =
attribute_config.GetFormat(attribute_index);
vertex_attribute_elements[attribute_index] =
attribute_config.GetNumElements(attribute_index);
offset += attribute_config.GetStride(attribute_index);
} else if (attribute_index < 16) {
// Attribute ids 12, 13, 14 and 15 signify 4, 8, 12 and 16-byte paddings,
// respectively
offset = Common::AlignUp(offset, 4);
offset += (attribute_index - 11) * 4;
} else {
UNREACHABLE(); // This is truly unreachable due to the number of bits for each
// component
}
}
}
is_setup = true;
}
void VertexLoader::LoadVertex(u32 base_address, int index, int vertex,
Shader::AttributeBuffer& input,
DebugUtils::MemoryAccessTracker& memory_accesses) {
ASSERT_MSG(is_setup, "A VertexLoader needs to be setup before loading vertices.");
for (int i = 0; i < num_total_attributes; ++i) {
if (vertex_attribute_elements[i] != 0) {
// Load per-vertex data from the loader arrays
u32 source_addr =
base_address + vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex;
if (g_debug_context && Pica::g_debug_context->recorder) {
memory_accesses.AddAccess(
source_addr,
vertex_attribute_elements[i] *
((vertex_attribute_formats[i] == PipelineRegs::VertexAttributeFormat::FLOAT)
? 4
: (vertex_attribute_formats[i] ==
PipelineRegs::VertexAttributeFormat::SHORT)
? 2
: 1));
}
switch (vertex_attribute_formats[i]) {
case PipelineRegs::VertexAttributeFormat::BYTE: {
const s8* srcdata = reinterpret_cast<const s8*>(
VideoCore::g_memory->GetPhysicalPointer(source_addr));
for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
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input.attr[i][comp] = f24::FromFloat32(srcdata[comp]);
}
break;
}
case PipelineRegs::VertexAttributeFormat::UBYTE: {
const u8* srcdata = reinterpret_cast<const u8*>(
VideoCore::g_memory->GetPhysicalPointer(source_addr));
for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
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input.attr[i][comp] = f24::FromFloat32(srcdata[comp]);
}
break;
}
case PipelineRegs::VertexAttributeFormat::SHORT: {
const s16* srcdata = reinterpret_cast<const s16*>(
VideoCore::g_memory->GetPhysicalPointer(source_addr));
for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
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input.attr[i][comp] = f24::FromFloat32(srcdata[comp]);
}
break;
}
case PipelineRegs::VertexAttributeFormat::FLOAT: {
const float* srcdata = reinterpret_cast<const float*>(
VideoCore::g_memory->GetPhysicalPointer(source_addr));
for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
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input.attr[i][comp] = f24::FromFloat32(srcdata[comp]);
}
break;
}
}
// 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.
for (unsigned int comp = vertex_attribute_elements[i]; comp < 4; ++comp) {
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input.attr[i][comp] = comp == 3 ? f24::One() : f24::Zero();
}
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LOG_TRACE(HW_GPU,
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"Loaded {} components of attribute {:x} for vertex {:x} (index {:x}) from "
"0x{:08x} + 0x{:08x} + 0x{:04x}: {} {} {} {}",
vertex_attribute_elements[i], i, vertex, index, base_address,
vertex_attribute_sources[i], vertex_attribute_strides[i] * vertex,
input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(),
input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32());
} else if (vertex_attribute_is_default[i]) {
// Load the default attribute if we're configured to do so
input.attr[i] = g_state.input_default_attributes.attr[i];
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LOG_TRACE(
HW_GPU,
"Loaded default attribute {:x} for vertex {:x} (index {:x}): ({}, {}, {}, {})", i,
vertex, index, input.attr[i][0].ToFloat32(), input.attr[i][1].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 with the last value it had. This isn't currently maintained
// as global state, however, and so won't work in Citra yet.
}
}
}
} // namespace Pica