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Xenia-Canary/src/xenia/gpu/gl4/gl4_command_processor.cc

2114 lines
78 KiB
C++

/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2014 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/gpu/gl4/gl4_command_processor.h"
#include <algorithm>
#include "xenia/base/logging.h"
#include "xenia/base/math.h"
#include "xenia/base/profiling.h"
#include "xenia/gpu/gl4/gl4_gpu_flags.h"
#include "xenia/gpu/gl4/gl4_graphics_system.h"
#include "xenia/gpu/gpu_flags.h"
#include "xenia/gpu/sampler_info.h"
#include "xenia/gpu/texture_info.h"
#include "xenia/gpu/xenos.h"
#include "third_party/xxhash/xxhash.h"
DEFINE_bool(draw_all_framebuffers, false,
"Copy all render targets to screen on swap");
namespace xe {
namespace gpu {
namespace gl4 {
using namespace xe::gpu::xenos;
const GLuint kAnyTarget = UINT_MAX;
// All uncached vertex/index data goes here. If it fills up we need to sync
// with the GPU, so this should be large enough to prevent that in a normal
// frame.
const size_t kScratchBufferCapacity = 256 * 1024 * 1024;
const size_t kScratchBufferAlignment = 256;
GL4CommandProcessor::CachedPipeline::CachedPipeline()
: vertex_program(0), fragment_program(0), handles({0}) {}
GL4CommandProcessor::CachedPipeline::~CachedPipeline() {
glDeleteProgramPipelines(1, &handles.default_pipeline);
glDeleteProgramPipelines(1, &handles.point_list_pipeline);
glDeleteProgramPipelines(1, &handles.rect_list_pipeline);
glDeleteProgramPipelines(1, &handles.quad_list_pipeline);
glDeleteProgramPipelines(1, &handles.line_quad_list_pipeline);
}
GL4CommandProcessor::GL4CommandProcessor(GL4GraphicsSystem* graphics_system,
kernel::KernelState* kernel_state)
: CommandProcessor(graphics_system, kernel_state),
shader_translator_(GlslShaderTranslator::Dialect::kGL45),
draw_batcher_(graphics_system_->register_file()),
scratch_buffer_(kScratchBufferCapacity, kScratchBufferAlignment) {}
GL4CommandProcessor::~GL4CommandProcessor() = default;
void GL4CommandProcessor::ClearCaches() {
texture_cache()->Clear();
for (auto& cached_framebuffer : cached_framebuffers_) {
glDeleteFramebuffers(1, &cached_framebuffer.framebuffer);
}
cached_framebuffers_.clear();
for (auto& cached_color_render_target : cached_color_render_targets_) {
glDeleteTextures(1, &cached_color_render_target.texture);
}
cached_color_render_targets_.clear();
for (auto& cached_depth_render_target : cached_depth_render_targets_) {
glDeleteTextures(1, &cached_depth_render_target.texture);
}
cached_depth_render_targets_.clear();
CommandProcessor::ClearCaches();
}
bool GL4CommandProcessor::SetupContext() {
if (!CommandProcessor::SetupContext()) {
XELOGE("Unable to initialize base command processor context");
return false;
}
// Circular buffer holding scratch vertex/index data.
if (!scratch_buffer_.Initialize()) {
XELOGE("Unable to initialize scratch buffer");
return false;
}
// Command buffer.
if (!draw_batcher_.Initialize(&scratch_buffer_)) {
XELOGE("Unable to initialize command buffer");
return false;
}
// Texture cache that keeps track of any textures/samplers used.
if (!texture_cache_.Initialize(memory_, &scratch_buffer_)) {
XELOGE("Unable to initialize texture cache");
return false;
}
const std::string geometry_header =
"#version 450\n"
"#extension all : warn\n"
"#extension GL_ARB_explicit_uniform_location : require\n"
"#extension GL_ARB_shading_language_420pack : require\n"
"in gl_PerVertex {\n"
" vec4 gl_Position;\n"
" float gl_PointSize;\n"
" float gl_ClipDistance[];\n"
"} gl_in[];\n"
"out gl_PerVertex {\n"
" vec4 gl_Position;\n"
" float gl_PointSize;\n"
" float gl_ClipDistance[];\n"
"};\n"
"struct VertexData {\n"
" vec4 o[16];\n"
"};\n"
"\n"
"layout(location = 1) in VertexData in_vtx[];\n"
"layout(location = 1) out VertexData out_vtx;\n";
// TODO(benvanik): fetch default point size from register and use that if
// the VS doesn't write oPointSize.
// TODO(benvanik): clamp to min/max.
// TODO(benvanik): figure out how to see which interpolator gets adjusted.
std::string point_list_shader =
geometry_header +
"layout(points) in;\n"
"layout(triangle_strip, max_vertices = 4) out;\n"
"void main() {\n"
" const vec2 offsets[4] = {\n"
" vec2(-1.0, 1.0),\n"
" vec2( 1.0, 1.0),\n"
" vec2(-1.0, -1.0),\n"
" vec2( 1.0, -1.0),\n"
" };\n"
" vec4 pos = gl_in[0].gl_Position;\n"
" float psize = gl_in[0].gl_PointSize;\n"
" for (int i = 0; i < 4; ++i) {\n"
" gl_Position = vec4(pos.xy + offsets[i] * psize, pos.zw);\n"
" out_vtx = in_vtx[0];\n"
" EmitVertex();\n"
" }\n"
" EndPrimitive();\n"
"}\n";
std::string rect_list_shader =
geometry_header +
"layout(triangles) in;\n"
"layout(triangle_strip, max_vertices = 6) out;\n"
"void main() {\n"
// Most games use the left-aligned form.
" bool left_aligned = gl_in[0].gl_Position.x == \n"
" gl_in[2].gl_Position.x;\n"
" if (left_aligned) {\n"
// 0 ------ 1
// | - |
// | // |
// | - |
// 2 ----- [3]
" gl_Position = gl_in[0].gl_Position;\n"
" gl_PointSize = gl_in[0].gl_PointSize;\n"
" out_vtx = in_vtx[0];\n"
" EmitVertex();\n"
" gl_Position = gl_in[1].gl_Position;\n"
" gl_PointSize = gl_in[1].gl_PointSize;\n"
" out_vtx = in_vtx[1];\n"
" EmitVertex();\n"
" gl_Position = gl_in[2].gl_Position;\n"
" gl_PointSize = gl_in[2].gl_PointSize;\n"
" out_vtx = in_vtx[2];\n"
" EmitVertex();\n"
" EndPrimitive();\n"
" gl_Position = gl_in[2].gl_Position;\n"
" gl_PointSize = gl_in[2].gl_PointSize;\n"
" out_vtx = in_vtx[2];\n"
" EmitVertex();\n"
" gl_Position = gl_in[1].gl_Position;\n"
" gl_PointSize = gl_in[1].gl_PointSize;\n"
" out_vtx = in_vtx[1];\n"
" EmitVertex();\n"
" gl_Position = \n"
" (gl_in[1].gl_Position + gl_in[2].gl_Position) - \n"
" gl_in[0].gl_Position;\n"
" gl_PointSize = gl_in[2].gl_PointSize;\n"
" for (int i = 0; i < 16; ++i) {\n"
" out_vtx.o[i] = -in_vtx[0].o[i] + in_vtx[1].o[i] + \n"
" in_vtx[2].o[i];\n"
" }\n"
" EmitVertex();\n"
" EndPrimitive();\n"
" } else {\n"
// 0 ------ 1
// | - |
// | \\ |
// | - |
// [3] ----- 2
" gl_Position = gl_in[0].gl_Position;\n"
" gl_PointSize = gl_in[0].gl_PointSize;\n"
" out_vtx = in_vtx[0];\n"
" EmitVertex();\n"
" gl_Position = gl_in[1].gl_Position;\n"
" gl_PointSize = gl_in[1].gl_PointSize;\n"
" out_vtx = in_vtx[1];\n"
" EmitVertex();\n"
" gl_Position = gl_in[2].gl_Position;\n"
" gl_PointSize = gl_in[2].gl_PointSize;\n"
" out_vtx = in_vtx[2];\n"
" EmitVertex();\n"
" EndPrimitive();\n"
" gl_Position = gl_in[0].gl_Position;\n"
" gl_PointSize = gl_in[0].gl_PointSize;\n"
" out_vtx = in_vtx[0];\n"
" EmitVertex();\n"
" gl_Position = gl_in[2].gl_Position;\n"
" gl_PointSize = gl_in[2].gl_PointSize;\n"
" out_vtx = in_vtx[2];\n"
" EmitVertex();\n"
" gl_Position = (gl_in[0].gl_Position + gl_in[2].gl_Position) - \n"
" gl_in[1].gl_Position;\n"
" gl_PointSize = gl_in[2].gl_PointSize;\n"
" for (int i = 0; i < 16; ++i) {\n"
" out_vtx.o[i] = in_vtx[0].o[i] + -in_vtx[1].o[i] + \n"
" in_vtx[2].o[i];\n"
" }\n"
" EmitVertex();\n"
" EndPrimitive();\n"
" }\n"
"}\n";
std::string quad_list_shader =
geometry_header +
"layout(lines_adjacency) in;\n"
"layout(triangle_strip, max_vertices = 4) out;\n"
"void main() {\n"
" const int order[4] = { 0, 1, 3, 2 };\n"
" for (int i = 0; i < 4; ++i) {\n"
" int input_index = order[i];\n"
" gl_Position = gl_in[input_index].gl_Position;\n"
" gl_PointSize = gl_in[input_index].gl_PointSize;\n"
" out_vtx = in_vtx[input_index];\n"
" EmitVertex();\n"
" }\n"
" EndPrimitive();\n"
"}\n";
std::string line_quad_list_shader =
geometry_header +
"layout(lines_adjacency) in;\n"
"layout(line_strip, max_vertices = 5) out;\n"
"void main() {\n"
" gl_Position = gl_in[0].gl_Position;\n"
" gl_PointSize = gl_in[0].gl_PointSize;\n"
" out_vtx = in_vtx[0];\n"
" EmitVertex();\n"
" gl_Position = gl_in[1].gl_Position;\n"
" gl_PointSize = gl_in[1].gl_PointSize;\n"
" out_vtx = in_vtx[1];\n"
" EmitVertex();\n"
" gl_Position = gl_in[2].gl_Position;\n"
" gl_PointSize = gl_in[2].gl_PointSize;\n"
" out_vtx = in_vtx[2];\n"
" EmitVertex();\n"
" gl_Position = gl_in[3].gl_Position;\n"
" gl_PointSize = gl_in[3].gl_PointSize;\n"
" out_vtx = in_vtx[3];\n"
" EmitVertex();\n"
" gl_Position = gl_in[0].gl_Position;\n"
" gl_PointSize = gl_in[0].gl_PointSize;\n"
" out_vtx = in_vtx[0];\n"
" EmitVertex();\n"
" EndPrimitive();\n"
"}\n";
point_list_geometry_program_ = CreateGeometryProgram(point_list_shader);
rect_list_geometry_program_ = CreateGeometryProgram(rect_list_shader);
quad_list_geometry_program_ = CreateGeometryProgram(quad_list_shader);
line_quad_list_geometry_program_ =
CreateGeometryProgram(line_quad_list_shader);
if (!point_list_geometry_program_ || !rect_list_geometry_program_ ||
!quad_list_geometry_program_ || !line_quad_list_geometry_program_) {
return false;
}
glEnable(GL_SCISSOR_TEST);
glClipControl(GL_UPPER_LEFT, GL_ZERO_TO_ONE);
glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_UPPER_LEFT);
return true;
}
GLuint GL4CommandProcessor::CreateGeometryProgram(const std::string& source) {
auto source_str = source.c_str();
GLuint program = glCreateShaderProgramv(GL_GEOMETRY_SHADER, 1, &source_str);
// Get error log, if we failed to link.
GLint link_status = 0;
glGetProgramiv(program, GL_LINK_STATUS, &link_status);
if (!link_status) {
GLint log_length = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_length);
std::string info_log;
info_log.resize(log_length - 1);
glGetProgramInfoLog(program, log_length, &log_length,
const_cast<char*>(info_log.data()));
XELOGE("Unable to link program: %s", info_log.c_str());
glDeleteProgram(program);
return 0;
}
return program;
}
void GL4CommandProcessor::ShutdownContext() {
glDeleteProgram(point_list_geometry_program_);
glDeleteProgram(rect_list_geometry_program_);
glDeleteProgram(quad_list_geometry_program_);
glDeleteProgram(line_quad_list_geometry_program_);
texture_cache_.Shutdown();
draw_batcher_.Shutdown();
scratch_buffer_.Shutdown();
all_pipelines_.clear();
all_shaders_.clear();
shader_cache_.clear();
CommandProcessor::ShutdownContext();
}
void GL4CommandProcessor::MakeCoherent() {
RegisterFile* regs = register_file_;
auto status_host = regs->values[XE_GPU_REG_COHER_STATUS_HOST].u32;
CommandProcessor::MakeCoherent();
if (status_host & 0x80000000ul) {
scratch_buffer_.ClearCache();
}
}
void GL4CommandProcessor::PrepareForWait() {
SCOPE_profile_cpu_f("gpu");
CommandProcessor::PrepareForWait();
// TODO(benvanik): fences and fancy stuff. We should figure out a way to
// make interrupt callbacks from the GPU so that we don't have to do a full
// synchronize here.
glFlush();
// glFinish();
if (FLAGS_thread_safe_gl) {
context_->ClearCurrent();
}
}
void GL4CommandProcessor::ReturnFromWait() {
if (FLAGS_thread_safe_gl) {
context_->MakeCurrent();
}
CommandProcessor::ReturnFromWait();
}
void GL4CommandProcessor::PerformSwap(uint32_t frontbuffer_ptr,
uint32_t frontbuffer_width,
uint32_t frontbuffer_height) {
// Ensure we issue any pending draws.
draw_batcher_.Flush(DrawBatcher::FlushMode::kMakeCoherent);
// One-time initialization.
// TODO(benvanik): move someplace more sane?
if (!swap_state_.front_buffer_texture) {
std::lock_guard<std::mutex> lock(swap_state_.mutex);
swap_state_.width = frontbuffer_width;
swap_state_.height = frontbuffer_height;
GLuint front_buffer_texture;
GLuint back_buffer_texture;
glCreateTextures(GL_TEXTURE_2D, 1, &front_buffer_texture);
glCreateTextures(GL_TEXTURE_2D, 1, &back_buffer_texture);
swap_state_.front_buffer_texture = front_buffer_texture;
swap_state_.back_buffer_texture = back_buffer_texture;
glTextureStorage2D(front_buffer_texture, 1, GL_RGBA8, swap_state_.width,
swap_state_.height);
glTextureStorage2D(back_buffer_texture, 1, GL_RGBA8, swap_state_.width,
swap_state_.height);
}
// Lookup the framebuffer in the recently-resolved list.
// TODO(benvanik): make this much more sophisticated.
// TODO(benvanik): handle not found cases.
// TODO(benvanik): handle dirty cases (resolved to sysmem, touched).
// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
// HACK: just use whatever our current framebuffer is.
GLuint framebuffer_texture = last_framebuffer_texture_;
if (last_framebuffer_texture_ == 0) {
framebuffer_texture =
active_framebuffer_ ? active_framebuffer_->color_targets[0] : 0;
}
// Copy the the given framebuffer to the current backbuffer.
Rect2D src_rect(0, 0, frontbuffer_width ? frontbuffer_width : 1280,
frontbuffer_height ? frontbuffer_height : 720);
Rect2D dest_rect(0, 0, swap_state_.width, swap_state_.height);
if (framebuffer_texture != 0) {
reinterpret_cast<xe::ui::gl::GLContext*>(context_.get())
->blitter()
->CopyColorTexture2D(
framebuffer_texture, src_rect,
static_cast<GLuint>(swap_state_.back_buffer_texture), dest_rect,
GL_LINEAR, true);
}
if (FLAGS_draw_all_framebuffers) {
int32_t offsetx = (1280 - (1280 / 5));
int32_t offsety = 0;
int32_t doffsetx = 0;
for (int i = 0; i < cached_framebuffers_.size(); i++) {
bool has_colortargets = false;
// Copy color targets to top right corner
for (int j = 0; j < 4; j++) {
GLuint tex = cached_framebuffers_[i].color_targets[j];
if (!tex) {
continue;
}
has_colortargets = true;
dest_rect = {offsetx, offsety, 1280 / 5, 720 / 5};
reinterpret_cast<ui::gl::GLContext*>(context_.get())
->blitter()
->CopyColorTexture2D(
tex, src_rect,
static_cast<GLuint>(swap_state_.back_buffer_texture), dest_rect,
GL_LINEAR, true);
offsety += 720 / 5;
}
if (has_colortargets) {
offsetx -= 1280 / 5;
}
offsety = 0;
GLuint tex = cached_framebuffers_[i].depth_target;
if (!tex) {
continue;
}
// Copy depth targets to bottom left corner of screen
dest_rect = {doffsetx, (int32_t)swap_state_.height - (720 / 5), 1280 / 5,
720 / 5};
reinterpret_cast<ui::gl::GLContext*>(context_.get())
->blitter()
->CopyColorTexture2D(
tex, src_rect,
static_cast<GLuint>(swap_state_.back_buffer_texture), dest_rect,
GL_LINEAR, false);
doffsetx += 1280 / 5;
}
}
// Need to finish to be sure the other context sees the right data.
// TODO(benvanik): prevent this? fences?
glFinish();
if (context_->WasLost()) {
// We've lost the context due to a TDR.
// TODO: Dump the current commands to a tracefile.
assert_always();
}
// Remove any dead textures, etc.
texture_cache_.Scavenge();
}
Shader* GL4CommandProcessor::LoadShader(ShaderType shader_type,
uint32_t guest_address,
const uint32_t* host_address,
uint32_t dword_count) {
// Hash the input memory and lookup the shader.
GL4Shader* shader_ptr = nullptr;
uint64_t hash = XXH64(host_address, dword_count * sizeof(uint32_t), 0);
auto it = shader_cache_.find(hash);
if (it != shader_cache_.end()) {
// Found in the cache.
// TODO(benvanik): compare bytes? Likelyhood of collision is low.
shader_ptr = it->second;
} else {
// Not found in cache.
auto shader = std::make_unique<GL4Shader>(shader_type, hash, host_address,
dword_count);
shader_ptr = shader.get();
shader_cache_.insert({hash, shader_ptr});
all_shaders_.emplace_back(std::move(shader));
// Perform translation.
// If this fails the shader will be marked as invalid and ignored later.
if (shader_translator_.Translate(shader_ptr)) {
shader_ptr->Prepare();
// Dump shader files if desired.
if (!FLAGS_dump_shaders.empty()) {
shader_ptr->Dump(FLAGS_dump_shaders, "gl4");
}
} else {
XELOGE("Shader failed translation");
}
XELOGGPU("Set %s shader at %0.8X (%db):\n%s",
shader_type == ShaderType::kVertex ? "vertex" : "pixel",
guest_address, dword_count * 4,
shader_ptr->ucode_disassembly().c_str());
}
return shader_ptr;
}
bool GL4CommandProcessor::IssueDraw(PrimitiveType prim_type,
uint32_t index_count,
IndexBufferInfo* index_buffer_info) {
#if FINE_GRAINED_DRAW_SCOPES
SCOPE_profile_cpu_f("gpu");
#endif // FINE_GRAINED_DRAW_SCOPES
bool draw_valid;
if (index_buffer_info) {
draw_valid = draw_batcher_.BeginDrawElements(prim_type, index_count,
index_buffer_info->format);
} else {
draw_valid = draw_batcher_.BeginDrawArrays(prim_type, index_count);
}
if (!draw_valid) {
return false;
}
auto& regs = *register_file_;
auto enable_mode =
static_cast<ModeControl>(regs[XE_GPU_REG_RB_MODECONTROL].u32 & 0x7);
if (enable_mode == ModeControl::kIgnore) {
// Ignored.
draw_batcher_.DiscardDraw();
return true;
} else if (enable_mode == ModeControl::kCopy) {
// Special copy handling.
draw_batcher_.DiscardDraw();
return IssueCopy();
}
#define CHECK_ISSUE_UPDATE_STATUS(status, mismatch, error_message) \
{ \
if (status == UpdateStatus::kError) { \
XELOGE(error_message); \
draw_batcher_.DiscardDraw(); \
return false; \
} else if (status == UpdateStatus::kMismatch) { \
mismatch = true; \
} \
}
UpdateStatus status;
bool mismatch = false;
status = UpdateShaders(draw_batcher_.prim_type());
CHECK_ISSUE_UPDATE_STATUS(status, mismatch, "Unable to prepare draw shaders");
status = UpdateRenderTargets();
CHECK_ISSUE_UPDATE_STATUS(status, mismatch, "Unable to setup render targets");
if (!active_framebuffer_) {
// No framebuffer, so nothing we do will actually have an effect.
// Treat it as a no-op.
// TODO(benvanik): if we have a vs export, still allow it to go.
draw_batcher_.DiscardDraw();
return true;
}
status = UpdateState(draw_batcher_.prim_type());
CHECK_ISSUE_UPDATE_STATUS(status, mismatch, "Unable to setup render state");
status = PopulateSamplers();
CHECK_ISSUE_UPDATE_STATUS(status, mismatch,
"Unable to prepare draw samplers");
status = PopulateIndexBuffer(index_buffer_info);
CHECK_ISSUE_UPDATE_STATUS(status, mismatch, "Unable to setup index buffer");
status = PopulateVertexBuffers();
CHECK_ISSUE_UPDATE_STATUS(status, mismatch, "Unable to setup vertex buffers");
if (!draw_batcher_.CommitDraw()) {
return false;
}
// TODO(benvanik): find a way to get around glVertexArrayVertexBuffer below.
draw_batcher_.Flush(DrawBatcher::FlushMode::kMakeCoherent);
if (context_->WasLost()) {
// This draw lost us the context. This typically isn't hit.
assert_always();
return false;
}
return true;
}
bool GL4CommandProcessor::SetShadowRegister(uint32_t* dest,
uint32_t register_name) {
uint32_t value = register_file_->values[register_name].u32;
if (*dest == value) {
return false;
}
*dest = value;
return true;
}
bool GL4CommandProcessor::SetShadowRegister(float* dest,
uint32_t register_name) {
float value = register_file_->values[register_name].f32;
if (*dest == value) {
return false;
}
*dest = value;
return true;
}
GL4CommandProcessor::UpdateStatus GL4CommandProcessor::UpdateShaders(
PrimitiveType prim_type) {
auto& regs = update_shaders_regs_;
// These are the constant base addresses/ranges for shaders.
// We have these hardcoded right now cause nothing seems to differ.
assert_true(register_file_->values[XE_GPU_REG_SQ_VS_CONST].u32 ==
0x000FF000 ||
register_file_->values[XE_GPU_REG_SQ_VS_CONST].u32 == 0x00000000);
assert_true(register_file_->values[XE_GPU_REG_SQ_PS_CONST].u32 ==
0x000FF100 ||
register_file_->values[XE_GPU_REG_SQ_PS_CONST].u32 == 0x00000000);
bool dirty = false;
dirty |= SetShadowRegister(&regs.pa_su_sc_mode_cntl,
XE_GPU_REG_PA_SU_SC_MODE_CNTL);
dirty |= SetShadowRegister(&regs.sq_program_cntl, XE_GPU_REG_SQ_PROGRAM_CNTL);
dirty |= SetShadowRegister(&regs.sq_context_misc, XE_GPU_REG_SQ_CONTEXT_MISC);
dirty |= regs.vertex_shader != active_vertex_shader_;
dirty |= regs.pixel_shader != active_pixel_shader_;
dirty |= regs.prim_type != prim_type;
if (!dirty) {
return UpdateStatus::kCompatible;
}
regs.vertex_shader = static_cast<GL4Shader*>(active_vertex_shader_);
regs.pixel_shader = static_cast<GL4Shader*>(active_pixel_shader_);
regs.prim_type = prim_type;
SCOPE_profile_cpu_f("gpu");
draw_batcher_.Flush(DrawBatcher::FlushMode::kStateChange);
xe_gpu_program_cntl_t program_cntl;
program_cntl.dword_0 = regs.sq_program_cntl;
// Populate a register in the pixel shader with frag coord.
int ps_param_gen = (regs.sq_context_misc >> 8) & 0xFF;
draw_batcher_.set_ps_param_gen(program_cntl.param_gen ? ps_param_gen : -1);
// Normal vertex shaders only, for now.
// TODO(benvanik): transform feedback/memexport.
// https://github.com/freedreno/freedreno/blob/master/includes/a2xx.xml.h
// 0 = normal
// 2 = point size
assert_true(program_cntl.vs_export_mode == 0 ||
program_cntl.vs_export_mode == 2);
if (!regs.vertex_shader->is_valid()) {
XELOGE("Vertex shader invalid");
return UpdateStatus::kError;
}
if (!regs.pixel_shader->is_valid()) {
XELOGE("Pixel shader invalid");
return UpdateStatus::kError;
}
GLuint vertex_program = regs.vertex_shader->program();
GLuint fragment_program = regs.pixel_shader->program();
uint64_t key = (uint64_t(vertex_program) << 32) | fragment_program;
CachedPipeline* cached_pipeline = nullptr;
auto it = cached_pipelines_.find(key);
if (it == cached_pipelines_.end()) {
// Existing pipeline for these programs not found - create it.
auto new_pipeline = std::make_unique<CachedPipeline>();
new_pipeline->vertex_program = vertex_program;
new_pipeline->fragment_program = fragment_program;
new_pipeline->handles.default_pipeline = 0;
cached_pipeline = new_pipeline.get();
all_pipelines_.emplace_back(std::move(new_pipeline));
cached_pipelines_.insert({key, cached_pipeline});
} else {
// Found a pipeline container - it may or may not have what we want.
cached_pipeline = it->second;
}
if (!cached_pipeline->handles.default_pipeline) {
// Perhaps it's a bit wasteful to do all of these, but oh well.
GLuint pipelines[5];
glCreateProgramPipelines(GLsizei(xe::countof(pipelines)), pipelines);
glUseProgramStages(pipelines[0], GL_VERTEX_SHADER_BIT, vertex_program);
glUseProgramStages(pipelines[0], GL_FRAGMENT_SHADER_BIT, fragment_program);
cached_pipeline->handles.default_pipeline = pipelines[0];
glUseProgramStages(pipelines[1], GL_VERTEX_SHADER_BIT, vertex_program);
glUseProgramStages(pipelines[1], GL_GEOMETRY_SHADER_BIT,
point_list_geometry_program_);
glUseProgramStages(pipelines[1], GL_FRAGMENT_SHADER_BIT, fragment_program);
cached_pipeline->handles.point_list_pipeline = pipelines[1];
glUseProgramStages(pipelines[2], GL_VERTEX_SHADER_BIT, vertex_program);
glUseProgramStages(pipelines[2], GL_GEOMETRY_SHADER_BIT,
rect_list_geometry_program_);
glUseProgramStages(pipelines[2], GL_FRAGMENT_SHADER_BIT, fragment_program);
cached_pipeline->handles.rect_list_pipeline = pipelines[2];
glUseProgramStages(pipelines[3], GL_VERTEX_SHADER_BIT, vertex_program);
glUseProgramStages(pipelines[3], GL_GEOMETRY_SHADER_BIT,
quad_list_geometry_program_);
glUseProgramStages(pipelines[3], GL_FRAGMENT_SHADER_BIT, fragment_program);
cached_pipeline->handles.quad_list_pipeline = pipelines[3];
glUseProgramStages(pipelines[4], GL_VERTEX_SHADER_BIT, vertex_program);
glUseProgramStages(pipelines[4], GL_GEOMETRY_SHADER_BIT,
line_quad_list_geometry_program_);
glUseProgramStages(pipelines[4], GL_FRAGMENT_SHADER_BIT, fragment_program);
cached_pipeline->handles.line_quad_list_pipeline = pipelines[4];
// This can be set once, as the buffer never changes.
glVertexArrayElementBuffer(regs.vertex_shader->vao(),
scratch_buffer_.handle());
}
bool line_mode = false;
if (((regs.pa_su_sc_mode_cntl >> 3) & 0x3) != 0) {
uint32_t front_poly_mode = (regs.pa_su_sc_mode_cntl >> 5) & 0x7;
if (front_poly_mode == 1) {
line_mode = true;
}
}
GLuint pipeline;
switch (regs.prim_type) {
default:
// Default pipeline used.
pipeline = cached_pipeline->handles.default_pipeline;
break;
case PrimitiveType::kPointList:
pipeline = cached_pipeline->handles.point_list_pipeline;
break;
case PrimitiveType::kRectangleList:
pipeline = cached_pipeline->handles.rect_list_pipeline;
break;
case PrimitiveType::kQuadList: {
if (line_mode) {
pipeline = cached_pipeline->handles.line_quad_list_pipeline;
} else {
pipeline = cached_pipeline->handles.quad_list_pipeline;
}
break;
}
}
draw_batcher_.ReconfigurePipeline(regs.vertex_shader, regs.pixel_shader,
pipeline);
glBindProgramPipeline(pipeline);
glBindVertexArray(regs.vertex_shader->vao());
return UpdateStatus::kMismatch;
}
GL4CommandProcessor::UpdateStatus GL4CommandProcessor::UpdateRenderTargets() {
auto& regs = update_render_targets_regs_;
bool dirty = false;
dirty |= SetShadowRegister(&regs.rb_modecontrol, XE_GPU_REG_RB_MODECONTROL);
dirty |= SetShadowRegister(&regs.rb_surface_info, XE_GPU_REG_RB_SURFACE_INFO);
dirty |= SetShadowRegister(&regs.rb_color_info, XE_GPU_REG_RB_COLOR_INFO);
dirty |= SetShadowRegister(&regs.rb_color1_info, XE_GPU_REG_RB_COLOR1_INFO);
dirty |= SetShadowRegister(&regs.rb_color2_info, XE_GPU_REG_RB_COLOR2_INFO);
dirty |= SetShadowRegister(&regs.rb_color3_info, XE_GPU_REG_RB_COLOR3_INFO);
dirty |= SetShadowRegister(&regs.rb_color_mask, XE_GPU_REG_RB_COLOR_MASK);
dirty |= SetShadowRegister(&regs.rb_depthcontrol, XE_GPU_REG_RB_DEPTHCONTROL);
dirty |=
SetShadowRegister(&regs.rb_stencilrefmask, XE_GPU_REG_RB_STENCILREFMASK);
dirty |= SetShadowRegister(&regs.rb_depth_info, XE_GPU_REG_RB_DEPTH_INFO);
if (!dirty) {
return UpdateStatus::kCompatible;
}
SCOPE_profile_cpu_f("gpu");
draw_batcher_.Flush(DrawBatcher::FlushMode::kStateChange);
auto enable_mode = static_cast<ModeControl>(regs.rb_modecontrol & 0x7);
// RB_SURFACE_INFO
// http://fossies.org/dox/MesaLib-10.3.5/fd2__gmem_8c_source.html
uint32_t surface_pitch = regs.rb_surface_info & 0x3FFF;
auto surface_msaa =
static_cast<MsaaSamples>((regs.rb_surface_info >> 16) & 0x3);
// Get/create all color render targets, if we are using them.
// In depth-only mode we don't need them.
// Note that write mask may be more permissive than we want, so we mix that
// with the actual targets the pixel shader writes to.
GLenum draw_buffers[4] = {GL_NONE, GL_NONE, GL_NONE, GL_NONE};
GLuint color_targets[4] = {kAnyTarget, kAnyTarget, kAnyTarget, kAnyTarget};
if (enable_mode == ModeControl::kColorDepth) {
uint32_t color_info[4] = {
regs.rb_color_info, regs.rb_color1_info, regs.rb_color2_info,
regs.rb_color3_info,
};
// A2XX_RB_COLOR_MASK_WRITE_* == D3DRS_COLORWRITEENABLE
for (int n = 0; n < xe::countof(color_info); n++) {
uint32_t write_mask = (regs.rb_color_mask >> (n * 4)) & 0xF;
if (!write_mask || !active_pixel_shader_->writes_color_target(n)) {
// Unused, so keep disabled and set to wildcard so we'll take any
// framebuffer that has it.
continue;
}
uint32_t color_base = color_info[n] & 0xFFF;
auto color_format =
static_cast<ColorRenderTargetFormat>((color_info[n] >> 16) & 0xF);
color_targets[n] = GetColorRenderTarget(surface_pitch, surface_msaa,
color_base, color_format);
draw_buffers[n] = GL_COLOR_ATTACHMENT0 + n;
glColorMaski(n, !!(write_mask & 0x1), !!(write_mask & 0x2),
!!(write_mask & 0x4), !!(write_mask & 0x8));
}
}
// Get/create depth buffer, but only if we are going to use it.
bool uses_depth = (regs.rb_depthcontrol & 0x00000002) ||
(regs.rb_depthcontrol & 0x00000004);
uint32_t stencil_write_mask = (regs.rb_stencilrefmask & 0x00FF0000) >> 16;
bool uses_stencil =
(regs.rb_depthcontrol & 0x00000001) || (stencil_write_mask != 0);
GLuint depth_target = kAnyTarget;
if (uses_depth || uses_stencil) {
uint32_t depth_base = regs.rb_depth_info & 0xFFF;
auto depth_format =
static_cast<DepthRenderTargetFormat>((regs.rb_depth_info >> 16) & 0x1);
depth_target = GetDepthRenderTarget(surface_pitch, surface_msaa, depth_base,
depth_format);
// TODO(benvanik): when a game switches does it expect to keep the same
// depth buffer contents?
}
// Get/create a framebuffer with the required targets.
// Note that none may be returned if we really don't need one.
auto cached_framebuffer = GetFramebuffer(color_targets, depth_target);
active_framebuffer_ = cached_framebuffer;
if (active_framebuffer_) {
// Setup just the targets we want.
glNamedFramebufferDrawBuffers(cached_framebuffer->framebuffer, 4,
draw_buffers);
// Make active.
// TODO(benvanik): can we do this all named?
// TODO(benvanik): do we want this on READ too?
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, cached_framebuffer->framebuffer);
}
return UpdateStatus::kMismatch;
}
GL4CommandProcessor::UpdateStatus GL4CommandProcessor::UpdateState(
PrimitiveType prim_type) {
bool mismatch = false;
#define CHECK_UPDATE_STATUS(status, mismatch, error_message) \
{ \
if (status == UpdateStatus::kError) { \
XELOGE(error_message); \
return status; \
} else if (status == UpdateStatus::kMismatch) { \
mismatch = true; \
} \
}
UpdateStatus status;
status = UpdateViewportState();
CHECK_UPDATE_STATUS(status, mismatch, "Unable to update viewport state");
status = UpdateRasterizerState(prim_type);
CHECK_UPDATE_STATUS(status, mismatch, "Unable to update rasterizer state");
status = UpdateBlendState();
CHECK_UPDATE_STATUS(status, mismatch, "Unable to update blend state");
status = UpdateDepthStencilState();
CHECK_UPDATE_STATUS(status, mismatch, "Unable to update depth/stencil state");
return mismatch ? UpdateStatus::kMismatch : UpdateStatus::kCompatible;
}
GL4CommandProcessor::UpdateStatus GL4CommandProcessor::UpdateViewportState() {
auto& regs = update_viewport_state_regs_;
bool dirty = false;
// dirty |= SetShadowRegister(&state_regs.pa_cl_clip_cntl,
// XE_GPU_REG_PA_CL_CLIP_CNTL);
dirty |= SetShadowRegister(&regs.rb_surface_info, XE_GPU_REG_RB_SURFACE_INFO);
dirty |= SetShadowRegister(&regs.pa_cl_vte_cntl, XE_GPU_REG_PA_CL_VTE_CNTL);
dirty |= SetShadowRegister(&regs.pa_su_sc_mode_cntl,
XE_GPU_REG_PA_SU_SC_MODE_CNTL);
dirty |= SetShadowRegister(&regs.pa_sc_window_offset,
XE_GPU_REG_PA_SC_WINDOW_OFFSET);
dirty |= SetShadowRegister(&regs.pa_sc_window_scissor_tl,
XE_GPU_REG_PA_SC_WINDOW_SCISSOR_TL);
dirty |= SetShadowRegister(&regs.pa_sc_window_scissor_br,
XE_GPU_REG_PA_SC_WINDOW_SCISSOR_BR);
dirty |= SetShadowRegister(&regs.pa_cl_vport_xoffset,
XE_GPU_REG_PA_CL_VPORT_XOFFSET);
dirty |= SetShadowRegister(&regs.pa_cl_vport_yoffset,
XE_GPU_REG_PA_CL_VPORT_YOFFSET);
dirty |= SetShadowRegister(&regs.pa_cl_vport_zoffset,
XE_GPU_REG_PA_CL_VPORT_ZOFFSET);
dirty |= SetShadowRegister(&regs.pa_cl_vport_xscale,
XE_GPU_REG_PA_CL_VPORT_XSCALE);
dirty |= SetShadowRegister(&regs.pa_cl_vport_yscale,
XE_GPU_REG_PA_CL_VPORT_YSCALE);
dirty |= SetShadowRegister(&regs.pa_cl_vport_zscale,
XE_GPU_REG_PA_CL_VPORT_ZSCALE);
// Much of this state machine is extracted from:
// https://github.com/freedreno/mesa/blob/master/src/mesa/drivers/dri/r200/r200_state.c
// http://fossies.org/dox/MesaLib-10.3.5/fd2__gmem_8c_source.html
// http://www.x.org/docs/AMD/old/evergreen_3D_registers_v2.pdf
// http://www.x.org/docs/AMD/old/evergreen_3D_registers_v2.pdf
// VTX_XY_FMT = true: the incoming X, Y have already been multiplied by 1/W0.
// = false: multiply the X, Y coordinates by 1/W0.
// VTX_Z_FMT = true: the incoming Z has already been multiplied by 1/W0.
// = false: multiply the Z coordinate by 1/W0.
// VTX_W0_FMT = true: the incoming W0 is not 1/W0. Perform the reciprocal to
// get 1/W0.
draw_batcher_.set_vtx_fmt((regs.pa_cl_vte_cntl >> 8) & 0x1 ? 1.0f : 0.0f,
(regs.pa_cl_vte_cntl >> 9) & 0x1 ? 1.0f : 0.0f,
(regs.pa_cl_vte_cntl >> 10) & 0x1 ? 1.0f : 0.0f);
// Done in VS, no need to flush state.
if ((regs.pa_cl_vte_cntl & (1 << 0)) > 0) {
draw_batcher_.set_window_scalar(1.0f, 1.0f);
} else {
draw_batcher_.set_window_scalar(1.0f / 2560.0f, -1.0f / 2560.0f);
}
if (!dirty) {
return UpdateStatus::kCompatible;
}
draw_batcher_.Flush(DrawBatcher::FlushMode::kStateChange);
// Clipping.
// https://github.com/freedreno/amd-gpu/blob/master/include/reg/yamato/14/yamato_genenum.h#L1587
// bool clip_enabled = ((regs.pa_cl_clip_cntl >> 17) & 0x1) == 0;
// bool dx_clip = ((regs.pa_cl_clip_cntl >> 19) & 0x1) == 0x1;
//// TODO(benvanik): depth range?
// if (dx_clip) {
// glClipControl(GL_UPPER_LEFT, GL_ZERO_TO_ONE);
//} else {
// glClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE);
//}
// Window parameters.
// http://ftp.tku.edu.tw/NetBSD/NetBSD-current/xsrc/external/mit/xf86-video-ati/dist/src/r600_reg_auto_r6xx.h
// See r200UpdateWindow:
// https://github.com/freedreno/mesa/blob/master/src/mesa/drivers/dri/r200/r200_state.c
int16_t window_offset_x = 0;
int16_t window_offset_y = 0;
if ((regs.pa_su_sc_mode_cntl >> 16) & 1) {
window_offset_x = regs.pa_sc_window_offset & 0x7FFF;
window_offset_y = (regs.pa_sc_window_offset >> 16) & 0x7FFF;
if (window_offset_x & 0x4000) {
window_offset_x |= 0x8000;
}
if (window_offset_y & 0x4000) {
window_offset_y |= 0x8000;
}
}
GLint ws_x = regs.pa_sc_window_scissor_tl & 0x7FFF;
GLint ws_y = (regs.pa_sc_window_scissor_tl >> 16) & 0x7FFF;
GLsizei ws_w = (regs.pa_sc_window_scissor_br & 0x7FFF) - ws_x;
GLsizei ws_h = ((regs.pa_sc_window_scissor_br >> 16) & 0x7FFF) - ws_y;
ws_x += window_offset_x;
ws_y += window_offset_y;
glScissorIndexed(0, ws_x, ws_y, ws_w, ws_h);
// HACK: no clue where to get these values.
// RB_SURFACE_INFO
auto surface_msaa =
static_cast<MsaaSamples>((regs.rb_surface_info >> 16) & 0x3);
// TODO(benvanik): ??
float window_width_scalar = 1;
float window_height_scalar = 1;
switch (surface_msaa) {
case MsaaSamples::k1X:
break;
case MsaaSamples::k2X:
window_width_scalar = 2;
break;
case MsaaSamples::k4X:
window_width_scalar = 2;
window_height_scalar = 2;
break;
}
// Whether each of the viewport settings are enabled.
// http://www.x.org/docs/AMD/old/evergreen_3D_registers_v2.pdf
bool vport_xscale_enable = (regs.pa_cl_vte_cntl & (1 << 0)) > 0;
bool vport_xoffset_enable = (regs.pa_cl_vte_cntl & (1 << 1)) > 0;
bool vport_yscale_enable = (regs.pa_cl_vte_cntl & (1 << 2)) > 0;
bool vport_yoffset_enable = (regs.pa_cl_vte_cntl & (1 << 3)) > 0;
bool vport_zscale_enable = (regs.pa_cl_vte_cntl & (1 << 4)) > 0;
bool vport_zoffset_enable = (regs.pa_cl_vte_cntl & (1 << 5)) > 0;
assert_true(vport_xscale_enable == vport_yscale_enable ==
vport_zscale_enable == vport_xoffset_enable ==
vport_yoffset_enable == vport_zoffset_enable);
if (vport_xscale_enable) {
float texel_offset_x = 0.0f;
float texel_offset_y = 0.0f;
float vox = vport_xoffset_enable ? regs.pa_cl_vport_xoffset : 0;
float voy = vport_yoffset_enable ? regs.pa_cl_vport_yoffset : 0;
float vsx = vport_xscale_enable ? regs.pa_cl_vport_xscale : 1;
float vsy = vport_yscale_enable ? regs.pa_cl_vport_yscale : 1;
window_width_scalar = window_height_scalar = 1;
float vpw = 2 * window_width_scalar * vsx;
float vph = -2 * window_height_scalar * vsy;
float vpx = window_width_scalar * vox - vpw / 2 + window_offset_x;
float vpy = window_height_scalar * voy - vph / 2 + window_offset_y;
glViewportIndexedf(0, vpx + texel_offset_x, vpy + texel_offset_y, vpw, vph);
// TODO(benvanik): depth range adjustment?
// float voz = vport_zoffset_enable ? regs.pa_cl_vport_zoffset : 0;
// float vsz = vport_zscale_enable ? regs.pa_cl_vport_zscale : 1;
} else {
float texel_offset_x = 0.0f;
float texel_offset_y = 0.0f;
float vpw = 2 * 2560.0f * window_width_scalar;
float vph = 2 * 2560.0f * window_height_scalar;
float vpx = -2560.0f * window_width_scalar + window_offset_x;
float vpy = -2560.0f * window_height_scalar + window_offset_y;
glViewportIndexedf(0, vpx + texel_offset_x, vpy + texel_offset_y, vpw, vph);
}
float voz = vport_zoffset_enable ? regs.pa_cl_vport_zoffset : 0;
float vsz = vport_zscale_enable ? regs.pa_cl_vport_zscale : 1;
glDepthRangef(voz, voz + vsz);
return UpdateStatus::kMismatch;
}
GL4CommandProcessor::UpdateStatus GL4CommandProcessor::UpdateRasterizerState(
PrimitiveType prim_type) {
auto& regs = update_rasterizer_state_regs_;
bool dirty = false;
dirty |= SetShadowRegister(&regs.pa_su_sc_mode_cntl,
XE_GPU_REG_PA_SU_SC_MODE_CNTL);
dirty |= SetShadowRegister(&regs.pa_sc_screen_scissor_tl,
XE_GPU_REG_PA_SC_SCREEN_SCISSOR_TL);
dirty |= SetShadowRegister(&regs.pa_sc_screen_scissor_br,
XE_GPU_REG_PA_SC_SCREEN_SCISSOR_BR);
dirty |= SetShadowRegister(&regs.multi_prim_ib_reset_index,
XE_GPU_REG_VGT_MULTI_PRIM_IB_RESET_INDX);
dirty |= regs.prim_type != prim_type;
if (!dirty) {
return UpdateStatus::kCompatible;
}
regs.prim_type = prim_type;
SCOPE_profile_cpu_f("gpu");
draw_batcher_.Flush(DrawBatcher::FlushMode::kStateChange);
// Scissoring.
// TODO(benvanik): is this used? we are using scissoring for window scissor.
if (regs.pa_sc_screen_scissor_tl != 0 &&
regs.pa_sc_screen_scissor_br != 0x20002000) {
assert_always();
// glEnable(GL_SCISSOR_TEST);
// TODO(benvanik): signed?
int32_t screen_scissor_x = regs.pa_sc_screen_scissor_tl & 0x7FFF;
int32_t screen_scissor_y = (regs.pa_sc_screen_scissor_tl >> 16) & 0x7FFF;
int32_t screen_scissor_w =
regs.pa_sc_screen_scissor_br & 0x7FFF - screen_scissor_x;
int32_t screen_scissor_h =
(regs.pa_sc_screen_scissor_br >> 16) & 0x7FFF - screen_scissor_y;
glScissor(screen_scissor_x, screen_scissor_y, screen_scissor_w,
screen_scissor_h);
} else {
// glDisable(GL_SCISSOR_TEST);
}
switch (regs.pa_su_sc_mode_cntl & 0x3) {
case 0:
glDisable(GL_CULL_FACE);
break;
case 1:
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
break;
case 2:
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
break;
}
if (regs.pa_su_sc_mode_cntl & 0x4) {
glFrontFace(GL_CW);
} else {
glFrontFace(GL_CCW);
}
if (prim_type == PrimitiveType::kRectangleList) {
// Rectangle lists aren't culled. There may be other things they skip too.
glDisable(GL_CULL_FACE);
}
static const GLenum kFillModes[3] = {
GL_POINT, GL_LINE, GL_FILL,
};
bool poly_mode = ((regs.pa_su_sc_mode_cntl >> 3) & 0x3) != 0;
if (poly_mode) {
uint32_t front_poly_mode = (regs.pa_su_sc_mode_cntl >> 5) & 0x7;
uint32_t back_poly_mode = (regs.pa_su_sc_mode_cntl >> 8) & 0x7;
// GL only supports both matching.
assert_true(front_poly_mode == back_poly_mode);
glPolygonMode(GL_FRONT_AND_BACK, kFillModes[front_poly_mode]);
} else {
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
if (regs.pa_su_sc_mode_cntl & (1 << 19)) {
glProvokingVertex(GL_LAST_VERTEX_CONVENTION);
} else {
glProvokingVertex(GL_FIRST_VERTEX_CONVENTION);
}
if (regs.pa_su_sc_mode_cntl & (1 << 21)) {
glEnable(GL_PRIMITIVE_RESTART);
} else {
glDisable(GL_PRIMITIVE_RESTART);
}
glPrimitiveRestartIndex(regs.multi_prim_ib_reset_index);
return UpdateStatus::kMismatch;
}
GL4CommandProcessor::UpdateStatus GL4CommandProcessor::UpdateBlendState() {
auto& reg_file = *register_file_;
auto& regs = update_blend_state_regs_;
// Alpha testing -- ALPHAREF, ALPHAFUNC, ALPHATESTENABLE
// Deprecated in GL, implemented in shader.
// if(ALPHATESTENABLE && frag_out.a [<=/ALPHAFUNC] ALPHAREF) discard;
uint32_t color_control = reg_file[XE_GPU_REG_RB_COLORCONTROL].u32;
draw_batcher_.set_alpha_test((color_control & 0x4) != 0, // ALPAHTESTENABLE
color_control & 0x7, // ALPHAFUNC
reg_file[XE_GPU_REG_RB_ALPHA_REF].f32);
bool dirty = false;
dirty |=
SetShadowRegister(&regs.rb_blendcontrol[0], XE_GPU_REG_RB_BLENDCONTROL_0);
dirty |=
SetShadowRegister(&regs.rb_blendcontrol[1], XE_GPU_REG_RB_BLENDCONTROL_1);
dirty |=
SetShadowRegister(&regs.rb_blendcontrol[2], XE_GPU_REG_RB_BLENDCONTROL_2);
dirty |=
SetShadowRegister(&regs.rb_blendcontrol[3], XE_GPU_REG_RB_BLENDCONTROL_3);
dirty |= SetShadowRegister(&regs.rb_blend_rgba[0], XE_GPU_REG_RB_BLEND_RED);
dirty |= SetShadowRegister(&regs.rb_blend_rgba[1], XE_GPU_REG_RB_BLEND_GREEN);
dirty |= SetShadowRegister(&regs.rb_blend_rgba[2], XE_GPU_REG_RB_BLEND_BLUE);
dirty |= SetShadowRegister(&regs.rb_blend_rgba[3], XE_GPU_REG_RB_BLEND_ALPHA);
if (!dirty) {
return UpdateStatus::kCompatible;
}
SCOPE_profile_cpu_f("gpu");
draw_batcher_.Flush(DrawBatcher::FlushMode::kStateChange);
static const GLenum blend_map[] = {
/* 0 */ GL_ZERO,
/* 1 */ GL_ONE,
/* 2 */ GL_ZERO, // ?
/* 3 */ GL_ZERO, // ?
/* 4 */ GL_SRC_COLOR,
/* 5 */ GL_ONE_MINUS_SRC_COLOR,
/* 6 */ GL_SRC_ALPHA,
/* 7 */ GL_ONE_MINUS_SRC_ALPHA,
/* 8 */ GL_DST_COLOR,
/* 9 */ GL_ONE_MINUS_DST_COLOR,
/* 10 */ GL_DST_ALPHA,
/* 11 */ GL_ONE_MINUS_DST_ALPHA,
/* 12 */ GL_CONSTANT_COLOR,
/* 13 */ GL_ONE_MINUS_CONSTANT_COLOR,
/* 14 */ GL_CONSTANT_ALPHA,
/* 15 */ GL_ONE_MINUS_CONSTANT_ALPHA,
/* 16 */ GL_SRC_ALPHA_SATURATE,
};
static const GLenum blend_op_map[] = {
/* 0 */ GL_FUNC_ADD,
/* 1 */ GL_FUNC_SUBTRACT,
/* 2 */ GL_MIN,
/* 3 */ GL_MAX,
/* 4 */ GL_FUNC_REVERSE_SUBTRACT,
};
for (int i = 0; i < xe::countof(regs.rb_blendcontrol); ++i) {
uint32_t blend_control = regs.rb_blendcontrol[i];
// A2XX_RB_BLEND_CONTROL_COLOR_SRCBLEND
auto src_blend = blend_map[(blend_control & 0x0000001F) >> 0];
// A2XX_RB_BLEND_CONTROL_COLOR_DESTBLEND
auto dest_blend = blend_map[(blend_control & 0x00001F00) >> 8];
// A2XX_RB_BLEND_CONTROL_COLOR_COMB_FCN
auto blend_op = blend_op_map[(blend_control & 0x000000E0) >> 5];
// A2XX_RB_BLEND_CONTROL_ALPHA_SRCBLEND
auto src_blend_alpha = blend_map[(blend_control & 0x001F0000) >> 16];
// A2XX_RB_BLEND_CONTROL_ALPHA_DESTBLEND
auto dest_blend_alpha = blend_map[(blend_control & 0x1F000000) >> 24];
// A2XX_RB_BLEND_CONTROL_ALPHA_COMB_FCN
auto blend_op_alpha = blend_op_map[(blend_control & 0x00E00000) >> 21];
// A2XX_RB_COLORCONTROL_BLEND_DISABLE ?? Can't find this!
// Just guess based on actions.
bool blend_enable =
!((src_blend == GL_ONE) && (dest_blend == GL_ZERO) &&
(blend_op == GL_FUNC_ADD) && (src_blend_alpha == GL_ONE) &&
(dest_blend_alpha == GL_ZERO) && (blend_op_alpha == GL_FUNC_ADD));
if (blend_enable) {
glEnablei(GL_BLEND, i);
glBlendEquationSeparatei(i, blend_op, blend_op_alpha);
glBlendFuncSeparatei(i, src_blend, dest_blend, src_blend_alpha,
dest_blend_alpha);
} else {
glDisablei(GL_BLEND, i);
}
}
glBlendColor(regs.rb_blend_rgba[0], regs.rb_blend_rgba[1],
regs.rb_blend_rgba[2], regs.rb_blend_rgba[3]);
return UpdateStatus::kMismatch;
}
GL4CommandProcessor::UpdateStatus
GL4CommandProcessor::UpdateDepthStencilState() {
auto& regs = update_depth_stencil_state_regs_;
bool dirty = false;
dirty |= SetShadowRegister(&regs.rb_depthcontrol, XE_GPU_REG_RB_DEPTHCONTROL);
dirty |=
SetShadowRegister(&regs.rb_stencilrefmask, XE_GPU_REG_RB_STENCILREFMASK);
if (!dirty) {
return UpdateStatus::kCompatible;
}
SCOPE_profile_cpu_f("gpu");
draw_batcher_.Flush(DrawBatcher::FlushMode::kStateChange);
static const GLenum compare_func_map[] = {
/* 0 */ GL_NEVER,
/* 1 */ GL_LESS,
/* 2 */ GL_EQUAL,
/* 3 */ GL_LEQUAL,
/* 4 */ GL_GREATER,
/* 5 */ GL_NOTEQUAL,
/* 6 */ GL_GEQUAL,
/* 7 */ GL_ALWAYS,
};
static const GLenum stencil_op_map[] = {
/* 0 */ GL_KEEP,
/* 1 */ GL_ZERO,
/* 2 */ GL_REPLACE,
/* 3 */ GL_INCR_WRAP,
/* 4 */ GL_DECR_WRAP,
/* 5 */ GL_INVERT,
/* 6 */ GL_INCR,
/* 7 */ GL_DECR,
};
// A2XX_RB_DEPTHCONTROL_Z_ENABLE
if (regs.rb_depthcontrol & 0x00000002) {
glEnable(GL_DEPTH_TEST);
} else {
glDisable(GL_DEPTH_TEST);
}
// glDisable(GL_DEPTH_TEST);
// A2XX_RB_DEPTHCONTROL_Z_WRITE_ENABLE
glDepthMask((regs.rb_depthcontrol & 0x00000004) ? GL_TRUE : GL_FALSE);
// A2XX_RB_DEPTHCONTROL_EARLY_Z_ENABLE
// ?
// A2XX_RB_DEPTHCONTROL_ZFUNC
glDepthFunc(compare_func_map[(regs.rb_depthcontrol & 0x00000070) >> 4]);
// A2XX_RB_DEPTHCONTROL_STENCIL_ENABLE
if (regs.rb_depthcontrol & 0x00000001) {
glEnable(GL_STENCIL_TEST);
} else {
glDisable(GL_STENCIL_TEST);
}
// RB_STENCILREFMASK_STENCILREF
uint32_t stencil_ref = (regs.rb_stencilrefmask & 0x000000FF);
// RB_STENCILREFMASK_STENCILMASK
uint32_t stencil_read_mask = (regs.rb_stencilrefmask & 0x0000FF00) >> 8;
// RB_STENCILREFMASK_STENCILWRITEMASK
glStencilMask((regs.rb_stencilrefmask & 0x00FF0000) >> 16);
// A2XX_RB_DEPTHCONTROL_BACKFACE_ENABLE
bool backface_enabled = (regs.rb_depthcontrol & 0x00000080) != 0;
if (backface_enabled) {
// A2XX_RB_DEPTHCONTROL_STENCILFUNC
glStencilFuncSeparate(
GL_FRONT, compare_func_map[(regs.rb_depthcontrol & 0x00000700) >> 8],
stencil_ref, stencil_read_mask);
// A2XX_RB_DEPTHCONTROL_STENCILFAIL
// A2XX_RB_DEPTHCONTROL_STENCILZFAIL
// A2XX_RB_DEPTHCONTROL_STENCILZPASS
glStencilOpSeparate(
GL_FRONT, stencil_op_map[(regs.rb_depthcontrol & 0x00003800) >> 11],
stencil_op_map[(regs.rb_depthcontrol & 0x000E0000) >> 17],
stencil_op_map[(regs.rb_depthcontrol & 0x0001C000) >> 14]);
// A2XX_RB_DEPTHCONTROL_STENCILFUNC_BF
glStencilFuncSeparate(
GL_BACK, compare_func_map[(regs.rb_depthcontrol & 0x00700000) >> 20],
stencil_ref, stencil_read_mask);
// A2XX_RB_DEPTHCONTROL_STENCILFAIL_BF
// A2XX_RB_DEPTHCONTROL_STENCILZFAIL_BF
// A2XX_RB_DEPTHCONTROL_STENCILZPASS_BF
glStencilOpSeparate(
GL_BACK, stencil_op_map[(regs.rb_depthcontrol & 0x03800000) >> 23],
stencil_op_map[(regs.rb_depthcontrol & 0xE0000000) >> 29],
stencil_op_map[(regs.rb_depthcontrol & 0x1C000000) >> 26]);
} else {
// Backfaces disabled - treat backfaces as frontfaces.
glStencilFunc(compare_func_map[(regs.rb_depthcontrol & 0x00000700) >> 8],
stencil_ref, stencil_read_mask);
glStencilOp(stencil_op_map[(regs.rb_depthcontrol & 0x00003800) >> 11],
stencil_op_map[(regs.rb_depthcontrol & 0x000E0000) >> 17],
stencil_op_map[(regs.rb_depthcontrol & 0x0001C000) >> 14]);
}
return UpdateStatus::kMismatch;
}
GL4CommandProcessor::UpdateStatus GL4CommandProcessor::PopulateIndexBuffer(
IndexBufferInfo* index_buffer_info) {
auto& regs = *register_file_;
if (!index_buffer_info || !index_buffer_info->guest_base) {
// No index buffer or auto draw.
return UpdateStatus::kCompatible;
}
auto& info = *index_buffer_info;
#if FINE_GRAINED_DRAW_SCOPES
SCOPE_profile_cpu_f("gpu");
#endif // FINE_GRAINED_DRAW_SCOPES
// Min/max index ranges for clamping. This is often [0g,FFFF|FFFFFF].
// All indices should be clamped to [min,max]. May be a way to do this in GL.
uint32_t min_index = regs[XE_GPU_REG_VGT_MIN_VTX_INDX].u32;
uint32_t max_index = regs[XE_GPU_REG_VGT_MAX_VTX_INDX].u32;
assert_true(min_index == 0);
assert_true(max_index == 0xFFFF || max_index == 0xFFFFFF);
assert_true(info.endianness == Endian::k8in16 ||
info.endianness == Endian::k8in32);
trace_writer_.WriteMemoryRead(info.guest_base, info.length);
size_t total_size =
info.count * (info.format == IndexFormat::kInt32 ? sizeof(uint32_t)
: sizeof(uint16_t));
CircularBuffer::Allocation allocation;
if (!scratch_buffer_.AcquireCached(info.guest_base, total_size,
&allocation)) {
if (info.format == IndexFormat::kInt32) {
auto dest = reinterpret_cast<uint32_t*>(allocation.host_ptr);
auto src = memory_->TranslatePhysical<const uint32_t*>(info.guest_base);
xe::copy_and_swap_32_aligned(dest, src, info.count);
} else {
auto dest = reinterpret_cast<uint16_t*>(allocation.host_ptr);
auto src = memory_->TranslatePhysical<const uint16_t*>(info.guest_base);
xe::copy_and_swap_16_aligned(dest, src, info.count);
}
draw_batcher_.set_index_buffer(allocation);
scratch_buffer_.Commit(std::move(allocation));
} else {
draw_batcher_.set_index_buffer(allocation);
}
return UpdateStatus::kCompatible;
}
GL4CommandProcessor::UpdateStatus GL4CommandProcessor::PopulateVertexBuffers() {
#if FINE_GRAINED_DRAW_SCOPES
SCOPE_profile_cpu_f("gpu");
#endif // FINE_GRAINED_DRAW_SCOPES
auto& regs = *register_file_;
assert_not_null(active_vertex_shader_);
for (const auto& vertex_binding : active_vertex_shader_->vertex_bindings()) {
int r = XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0 +
(vertex_binding.fetch_constant / 3) * 6;
const auto group = reinterpret_cast<xe_gpu_fetch_group_t*>(&regs.values[r]);
const xe_gpu_vertex_fetch_t* fetch = nullptr;
switch (vertex_binding.fetch_constant % 3) {
case 0:
fetch = &group->vertex_fetch_0;
break;
case 1:
fetch = &group->vertex_fetch_1;
break;
case 2:
fetch = &group->vertex_fetch_2;
break;
}
assert_true(fetch->endian == 2);
size_t valid_range = size_t(fetch->size * 4);
trace_writer_.WriteMemoryRead(fetch->address << 2, valid_range);
auto vertex_shader = static_cast<GL4Shader*>(active_vertex_shader_);
CircularBuffer::Allocation allocation;
if (!scratch_buffer_.AcquireCached(fetch->address << 2, valid_range,
&allocation)) {
// Copy and byte swap the entire buffer.
// We could be smart about this to save GPU bandwidth by building a CRC
// as we copy and only if it differs from the previous value committing
// it (and if it matches just discard and reuse).
xe::copy_and_swap_32_aligned(
reinterpret_cast<uint32_t*>(allocation.host_ptr),
memory_->TranslatePhysical<const uint32_t*>(fetch->address << 2),
valid_range / 4);
// TODO(benvanik): if we could find a way to avoid this, we could use
// multidraw without flushing.
glVertexArrayVertexBuffer(
vertex_shader->vao(),
static_cast<GLuint>(vertex_binding.binding_index),
scratch_buffer_.handle(), allocation.offset,
vertex_binding.stride_words * 4);
scratch_buffer_.Commit(std::move(allocation));
} else {
// TODO(benvanik): if we could find a way to avoid this, we could use
// multidraw without flushing.
glVertexArrayVertexBuffer(
vertex_shader->vao(),
static_cast<GLuint>(vertex_binding.binding_index),
scratch_buffer_.handle(), allocation.offset,
vertex_binding.stride_words * 4);
}
}
return UpdateStatus::kCompatible;
}
GL4CommandProcessor::UpdateStatus GL4CommandProcessor::PopulateSamplers() {
#if FINE_GRAINED_DRAW_SCOPES
SCOPE_profile_cpu_f("gpu");
#endif // FINE_GRAINED_DRAW_SCOPES
bool mismatch = false;
// VS and PS samplers are shared, but may be used exclusively.
// We walk each and setup lazily.
bool has_setup_sampler[32] = {false};
// Vertex texture samplers.
for (auto& texture_binding : active_vertex_shader_->texture_bindings()) {
if (has_setup_sampler[texture_binding.fetch_constant]) {
continue;
}
has_setup_sampler[texture_binding.fetch_constant] = true;
auto status = PopulateSampler(texture_binding);
if (status == UpdateStatus::kError) {
return status;
} else if (status == UpdateStatus::kMismatch) {
mismatch = true;
}
}
// Pixel shader texture sampler.
for (auto& texture_binding : active_pixel_shader_->texture_bindings()) {
if (has_setup_sampler[texture_binding.fetch_constant]) {
continue;
}
has_setup_sampler[texture_binding.fetch_constant] = true;
auto status = PopulateSampler(texture_binding);
if (status == UpdateStatus::kError) {
return UpdateStatus::kError;
} else if (status == UpdateStatus::kMismatch) {
mismatch = true;
}
}
return mismatch ? UpdateStatus::kMismatch : UpdateStatus::kCompatible;
}
GL4CommandProcessor::UpdateStatus GL4CommandProcessor::PopulateSampler(
const Shader::TextureBinding& texture_binding) {
auto& regs = *register_file_;
int r = XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0 +
texture_binding.fetch_constant * 6;
auto group = reinterpret_cast<const xe_gpu_fetch_group_t*>(&regs.values[r]);
auto& fetch = group->texture_fetch;
// Reset slot.
// If we fail, we still draw but with an invalid texture.
draw_batcher_.set_texture_sampler(texture_binding.fetch_constant, 0, 0);
if (FLAGS_disable_textures) {
return UpdateStatus::kCompatible;
}
// ?
if (!fetch.type) {
return UpdateStatus::kCompatible;
}
assert_true(fetch.type == 0x2);
TextureInfo texture_info;
if (!TextureInfo::Prepare(fetch, &texture_info)) {
XELOGE("Unable to parse texture fetcher info");
return UpdateStatus::kCompatible; // invalid texture used
}
SamplerInfo sampler_info;
if (!SamplerInfo::Prepare(fetch, texture_binding.fetch_instr,
&sampler_info)) {
XELOGE("Unable to parse sampler info");
return UpdateStatus::kCompatible; // invalid texture used
}
trace_writer_.WriteMemoryRead(texture_info.guest_address,
texture_info.input_length);
auto entry_view = texture_cache_.Demand(texture_info, sampler_info);
if (!entry_view) {
// Unable to create/fetch/etc.
XELOGE("Failed to demand texture");
return UpdateStatus::kCompatible;
}
// Shaders will use bindless to fetch right from it.
draw_batcher_.set_texture_sampler(texture_binding.fetch_constant,
entry_view->texture_sampler_handle,
fetch.swizzle);
return UpdateStatus::kCompatible;
}
bool GL4CommandProcessor::IssueCopy() {
SCOPE_profile_cpu_f("gpu");
auto& regs = *register_file_;
// This is used to resolve surfaces, taking them from EDRAM render targets
// to system memory. It can optionally clear color/depth surfaces, too.
// The command buffer has stuff for actually doing this by drawing, however
// we should be able to do it without that much easier.
uint32_t copy_control = regs[XE_GPU_REG_RB_COPY_CONTROL].u32;
// Render targets 0-3, 4 = depth
uint32_t copy_src_select = copy_control & 0x7;
bool color_clear_enabled = (copy_control >> 8) & 0x1;
bool depth_clear_enabled = (copy_control >> 9) & 0x1;
auto copy_command = static_cast<CopyCommand>((copy_control >> 20) & 0x3);
uint32_t copy_dest_info = regs[XE_GPU_REG_RB_COPY_DEST_INFO].u32;
auto copy_dest_endian = static_cast<Endian128>(copy_dest_info & 0x7);
uint32_t copy_dest_array = (copy_dest_info >> 3) & 0x1;
assert_true(copy_dest_array == 0);
uint32_t copy_dest_slice = (copy_dest_info >> 4) & 0x7;
assert_true(copy_dest_slice == 0);
auto copy_dest_format =
static_cast<ColorFormat>((copy_dest_info >> 7) & 0x3F);
uint32_t copy_dest_number = (copy_dest_info >> 13) & 0x7;
// assert_true(copy_dest_number == 0); // ?
uint32_t copy_dest_bias = (copy_dest_info >> 16) & 0x3F;
// assert_true(copy_dest_bias == 0);
uint32_t copy_dest_swap = (copy_dest_info >> 25) & 0x1;
uint32_t copy_dest_base = regs[XE_GPU_REG_RB_COPY_DEST_BASE].u32;
uint32_t copy_dest_pitch = regs[XE_GPU_REG_RB_COPY_DEST_PITCH].u32;
uint32_t copy_dest_height = (copy_dest_pitch >> 16) & 0x3FFF;
copy_dest_pitch &= 0x3FFF;
// None of this is supported yet:
uint32_t copy_surface_slice = regs[XE_GPU_REG_RB_COPY_SURFACE_SLICE].u32;
assert_true(copy_surface_slice == 0);
uint32_t copy_func = regs[XE_GPU_REG_RB_COPY_FUNC].u32;
assert_true(copy_func == 0);
uint32_t copy_ref = regs[XE_GPU_REG_RB_COPY_REF].u32;
assert_true(copy_ref == 0);
uint32_t copy_mask = regs[XE_GPU_REG_RB_COPY_MASK].u32;
assert_true(copy_mask == 0);
// RB_SURFACE_INFO
// http://fossies.org/dox/MesaLib-10.3.5/fd2__gmem_8c_source.html
uint32_t surface_info = regs[XE_GPU_REG_RB_SURFACE_INFO].u32;
uint32_t surface_pitch = surface_info & 0x3FFF;
auto surface_msaa = static_cast<MsaaSamples>((surface_info >> 16) & 0x3);
// Depending on the source, pick the buffer we'll be sourcing.
// We then query for a cached framebuffer setup with that buffer active.
TextureFormat src_format = TextureFormat::kUnknown;
GLuint color_targets[4] = {kAnyTarget, kAnyTarget, kAnyTarget, kAnyTarget};
GLuint depth_target = kAnyTarget;
if (copy_src_select <= 3) {
// Source from a color target.
uint32_t color_info[4] = {
regs[XE_GPU_REG_RB_COLOR_INFO].u32, regs[XE_GPU_REG_RB_COLOR1_INFO].u32,
regs[XE_GPU_REG_RB_COLOR2_INFO].u32,
regs[XE_GPU_REG_RB_COLOR3_INFO].u32,
};
uint32_t color_base = color_info[copy_src_select] & 0xFFF;
auto color_format = static_cast<ColorRenderTargetFormat>(
(color_info[copy_src_select] >> 16) & 0xF);
color_targets[copy_src_select] = GetColorRenderTarget(
surface_pitch, surface_msaa, color_base, color_format);
src_format = ColorRenderTargetToTextureFormat(color_format);
}
// Grab the depth/stencil if we're sourcing from it or clear is enabled.
if (copy_src_select > 3 || depth_clear_enabled) {
uint32_t depth_info = regs[XE_GPU_REG_RB_DEPTH_INFO].u32;
uint32_t depth_base = depth_info & 0xFFF;
auto depth_format =
static_cast<DepthRenderTargetFormat>((depth_info >> 16) & 0x1);
depth_target = GetDepthRenderTarget(surface_pitch, surface_msaa, depth_base,
depth_format);
if (copy_src_select > 3) {
src_format = DepthRenderTargetToTextureFormat(depth_format);
}
}
auto source_framebuffer = GetFramebuffer(color_targets, depth_target);
if (!source_framebuffer) {
// If we get here we are likely missing some state checks.
assert_always("No framebuffer for copy source? no-op copy?");
XELOGE("No framebuffer for copy source");
return false;
}
GLenum read_format;
GLenum read_type;
switch (copy_dest_format) {
case ColorFormat::k_1_5_5_5:
read_format = GL_RGB5_A1;
read_type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
break;
case ColorFormat::k_2_10_10_10:
read_format = GL_RGB10_A2;
read_type = GL_UNSIGNED_INT_10_10_10_2;
break;
case ColorFormat::k_4_4_4_4:
read_format = GL_RGBA4;
read_type = GL_UNSIGNED_SHORT_4_4_4_4;
break;
case ColorFormat::k_5_6_5:
read_format = GL_RGB565;
read_type = GL_UNSIGNED_SHORT_5_6_5;
break;
case ColorFormat::k_8:
read_format = GL_R8;
read_type = GL_UNSIGNED_BYTE;
break;
case ColorFormat::k_8_8:
read_format = GL_RG8;
read_type = GL_UNSIGNED_BYTE;
break;
case ColorFormat::k_8_8_8_8:
read_format = copy_dest_swap ? GL_BGRA : GL_RGBA;
read_type = GL_UNSIGNED_BYTE;
break;
case ColorFormat::k_16:
read_format = GL_R16;
read_type = GL_UNSIGNED_SHORT;
break;
case ColorFormat::k_16_FLOAT:
read_format = GL_R16F;
read_type = GL_HALF_FLOAT;
break;
case ColorFormat::k_16_16:
read_format = GL_RG16;
read_type = GL_UNSIGNED_SHORT;
break;
case ColorFormat::k_16_16_FLOAT:
read_format = GL_RG16F;
read_type = GL_HALF_FLOAT;
break;
case ColorFormat::k_16_16_16_16:
read_format = GL_RGBA16;
read_type = GL_UNSIGNED_SHORT;
break;
case ColorFormat::k_16_16_16_16_FLOAT:
read_format = GL_RGBA16F;
read_type = GL_HALF_FLOAT;
break;
case ColorFormat::k_32_FLOAT:
read_format = GL_R32F;
read_type = GL_FLOAT;
break;
case ColorFormat::k_32_32_FLOAT:
read_format = GL_RG32F;
read_type = GL_FLOAT;
break;
case ColorFormat::k_32_32_32_32_FLOAT:
read_format = GL_RGBA32F;
read_type = GL_FLOAT;
break;
case ColorFormat::k_10_11_11:
case ColorFormat::k_11_11_10:
read_format = GL_R11F_G11F_B10F;
read_type = GL_UNSIGNED_INT_10F_11F_11F_REV;
break;
default:
assert_unhandled_case(copy_dest_format);
return false;
}
// TODO(benvanik): swap channel ordering on copy_dest_swap
// Can we use GL swizzles for this?
// Swap byte order during read.
// TODO(benvanik): handle other endian modes.
switch (copy_dest_endian) {
case Endian128::kUnspecified:
glPixelStorei(GL_PACK_SWAP_BYTES, GL_FALSE);
break;
case Endian128::k8in32:
glPixelStorei(GL_PACK_SWAP_BYTES, GL_TRUE);
break;
default:
// assert_unhandled_case(copy_dest_endian);
glPixelStorei(GL_PACK_SWAP_BYTES, GL_TRUE);
break;
}
// TODO(benvanik): tweak alignments/strides.
// glPixelStorei(GL_PACK_ALIGNMENT, 1);
// glPixelStorei(GL_PACK_ROW_LENGTH, 0);
// glPixelStorei(GL_PACK_IMAGE_HEIGHT, 0);
// TODO(benvanik): any way to scissor this? a200 has:
// REG_A2XX_RB_COPY_DEST_OFFSET = A2XX_RB_COPY_DEST_OFFSET_X(tile->xoff) |
// A2XX_RB_COPY_DEST_OFFSET_Y(tile->yoff);
// but I can't seem to find something similar.
uint32_t dest_logical_width = copy_dest_pitch;
uint32_t dest_logical_height = copy_dest_height;
uint32_t dest_block_width = xe::round_up(dest_logical_width, 32);
uint32_t dest_block_height = xe::round_up(dest_logical_height, 32);
uint32_t window_offset = regs[XE_GPU_REG_PA_SC_WINDOW_OFFSET].u32;
int16_t window_offset_x = window_offset & 0x7FFF;
int16_t window_offset_y = (window_offset >> 16) & 0x7FFF;
if (window_offset_x & 0x4000) {
window_offset_x |= 0x8000;
}
if (window_offset_y & 0x4000) {
window_offset_y |= 0x8000;
}
// HACK: vertices to use are always in vf0.
int copy_vertex_fetch_slot = 0;
int r =
XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0 + (copy_vertex_fetch_slot / 3) * 6;
const auto group = reinterpret_cast<xe_gpu_fetch_group_t*>(&regs.values[r]);
const xe_gpu_vertex_fetch_t* fetch = nullptr;
switch (copy_vertex_fetch_slot % 3) {
case 0:
fetch = &group->vertex_fetch_0;
break;
case 1:
fetch = &group->vertex_fetch_1;
break;
case 2:
fetch = &group->vertex_fetch_2;
break;
}
assert_true(fetch->type == 3);
assert_true(fetch->endian == 2);
assert_true(fetch->size == 6);
const uint8_t* vertex_addr = memory_->TranslatePhysical(fetch->address << 2);
trace_writer_.WriteMemoryRead(fetch->address << 2, fetch->size * 4);
int32_t dest_min_x = int32_t((std::min(
std::min(
GpuSwap(xe::load<float>(vertex_addr + 0), Endian(fetch->endian)),
GpuSwap(xe::load<float>(vertex_addr + 8), Endian(fetch->endian))),
GpuSwap(xe::load<float>(vertex_addr + 16), Endian(fetch->endian)))));
int32_t dest_max_x = int32_t((std::max(
std::max(
GpuSwap(xe::load<float>(vertex_addr + 0), Endian(fetch->endian)),
GpuSwap(xe::load<float>(vertex_addr + 8), Endian(fetch->endian))),
GpuSwap(xe::load<float>(vertex_addr + 16), Endian(fetch->endian)))));
int32_t dest_min_y = int32_t((std::min(
std::min(
GpuSwap(xe::load<float>(vertex_addr + 4), Endian(fetch->endian)),
GpuSwap(xe::load<float>(vertex_addr + 12), Endian(fetch->endian))),
GpuSwap(xe::load<float>(vertex_addr + 20), Endian(fetch->endian)))));
int32_t dest_max_y = int32_t((std::max(
std::max(
GpuSwap(xe::load<float>(vertex_addr + 4), Endian(fetch->endian)),
GpuSwap(xe::load<float>(vertex_addr + 12), Endian(fetch->endian))),
GpuSwap(xe::load<float>(vertex_addr + 20), Endian(fetch->endian)))));
Rect2D dest_rect(dest_min_x, dest_min_y, dest_max_x - dest_min_x,
dest_max_y - dest_min_y);
Rect2D src_rect(0, 0, dest_rect.width, dest_rect.height);
// The dest base address passed in has already been offset by the window
// offset, so to ensure texture lookup works we need to offset it.
// TODO(benvanik): allow texture cache to lookup partial textures.
// TODO(benvanik): change based on format.
int32_t dest_offset = window_offset_y * copy_dest_pitch * 4;
dest_offset += window_offset_x * 32 * 4;
copy_dest_base += dest_offset;
// Destination pointer in guest memory.
// We have GL throw bytes directly into it.
// TODO(benvanik): copy to staging texture then PBO back?
// void* ptr = memory_->TranslatePhysical(copy_dest_base);
auto blitter = static_cast<xe::ui::gl::GLContext*>(context_.get())->blitter();
// Make active so glReadPixels reads from us.
switch (copy_command) {
case CopyCommand::kRaw: {
// This performs a byte-for-byte copy of the textures from src to dest
// with no conversion. Byte swapping may still occur.
if (copy_src_select <= 3) {
// Source from a bound render target.
// TODO(benvanik): RAW copy.
last_framebuffer_texture_ = texture_cache_.CopyTexture(
blitter, copy_dest_base, dest_logical_width, dest_logical_height,
dest_block_width, dest_block_height,
ColorFormatToTextureFormat(copy_dest_format),
copy_dest_swap ? true : false, color_targets[copy_src_select],
src_rect, dest_rect);
if (!FLAGS_disable_framebuffer_readback) {
// glReadPixels(x, y, w, h, read_format, read_type, ptr);
}
} else {
// Source from the bound depth/stencil target.
// TODO(benvanik): RAW copy.
texture_cache_.CopyTexture(
blitter, copy_dest_base, dest_logical_width, dest_logical_height,
dest_block_width, dest_block_height, src_format,
copy_dest_swap ? true : false, depth_target, src_rect, dest_rect);
if (!FLAGS_disable_framebuffer_readback) {
// glReadPixels(x, y, w, h, GL_DEPTH_STENCIL, read_type, ptr);
}
}
break;
}
case CopyCommand::kConvert: {
if (copy_src_select <= 3) {
// Source from a bound render target.
// Either copy the readbuffer into an existing texture or create a new
// one in the cache so we can service future upload requests.
last_framebuffer_texture_ = texture_cache_.ConvertTexture(
blitter, copy_dest_base, dest_logical_width, dest_logical_height,
dest_block_width, dest_block_height,
ColorFormatToTextureFormat(copy_dest_format),
copy_dest_swap ? true : false, color_targets[copy_src_select],
src_rect, dest_rect);
if (!FLAGS_disable_framebuffer_readback) {
// glReadPixels(x, y, w, h, read_format, read_type, ptr);
}
} else {
// Source from the bound depth/stencil target.
texture_cache_.ConvertTexture(
blitter, copy_dest_base, dest_logical_width, dest_logical_height,
dest_block_width, dest_block_height, src_format,
copy_dest_swap ? true : false, depth_target, src_rect, dest_rect);
if (!FLAGS_disable_framebuffer_readback) {
// glReadPixels(x, y, w, h, GL_DEPTH_STENCIL, read_type, ptr);
}
}
break;
}
case CopyCommand::kConstantOne:
case CopyCommand::kNull:
default:
// assert_unhandled_case(copy_command);
return false;
}
// Perform any requested clears.
uint32_t copy_depth_clear = regs[XE_GPU_REG_RB_DEPTH_CLEAR].u32;
uint32_t copy_color_clear = regs[XE_GPU_REG_RB_COLOR_CLEAR].u32;
uint32_t copy_color_clear_low = regs[XE_GPU_REG_RB_COLOR_CLEAR_LOW].u32;
assert_true(copy_color_clear == copy_color_clear_low);
if (color_clear_enabled) {
// Clear the render target we selected for copy.
assert_true(copy_src_select < 3);
// TODO(benvanik): verify color order.
float color[] = {(copy_color_clear & 0xFF) / 255.0f,
((copy_color_clear >> 8) & 0xFF) / 255.0f,
((copy_color_clear >> 16) & 0xFF) / 255.0f,
((copy_color_clear >> 24) & 0xFF) / 255.0f};
// TODO(benvanik): remove query.
GLboolean old_color_mask[4];
glGetBooleani_v(GL_COLOR_WRITEMASK, copy_src_select, old_color_mask);
glColorMaski(copy_src_select, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClearNamedFramebufferfv(source_framebuffer->framebuffer, GL_COLOR,
copy_src_select, color);
glColorMaski(copy_src_select, old_color_mask[0], old_color_mask[1],
old_color_mask[2], old_color_mask[3]);
}
if (depth_clear_enabled && depth_target != kAnyTarget) {
// Clear the current depth buffer.
// TODO(benvanik): verify format.
GLfloat depth = {(copy_depth_clear & 0xFFFFFF00) /
static_cast<float>(0xFFFFFF00)};
GLint stencil = copy_depth_clear & 0xFF;
GLint old_draw_framebuffer;
GLboolean old_depth_mask;
GLint old_stencil_mask;
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &old_draw_framebuffer);
glGetBooleanv(GL_DEPTH_WRITEMASK, &old_depth_mask);
glGetIntegerv(GL_STENCIL_WRITEMASK, &old_stencil_mask);
glDepthMask(GL_TRUE);
glStencilMask(0xFF);
// HACK: this should work, but throws INVALID_ENUM on nvidia drivers.
// GLEW signature differs from OpenGL docs?
// glClearNamedFramebufferfi(source_framebuffer->framebuffer,
// GL_DEPTH_STENCIL, depth, stencil);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, source_framebuffer->framebuffer);
glClearBufferfi(GL_DEPTH_STENCIL, 0, depth, stencil);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, old_draw_framebuffer);
glDepthMask(old_depth_mask);
glStencilMask(old_stencil_mask);
}
return true;
}
GLuint GL4CommandProcessor::GetColorRenderTarget(
uint32_t pitch, MsaaSamples samples, uint32_t base,
ColorRenderTargetFormat format) {
// Because we don't know the height of anything, we allocate at full res.
// At 2560x2560, it's impossible for EDRAM to fit anymore.
uint32_t width = 2560;
uint32_t height = 2560;
// NOTE: we strip gamma formats down to normal ones.
if (format == ColorRenderTargetFormat::k_8_8_8_8_GAMMA) {
format = ColorRenderTargetFormat::k_8_8_8_8;
}
for (auto it = cached_color_render_targets_.begin();
it != cached_color_render_targets_.end(); ++it) {
if (it->base == base && it->width == width && it->height == height &&
it->format == format) {
return it->texture;
}
}
cached_color_render_targets_.push_back(CachedColorRenderTarget());
auto cached = &cached_color_render_targets_.back();
cached->base = base;
cached->width = width;
cached->height = height;
cached->format = format;
GLenum internal_format;
switch (format) {
case ColorRenderTargetFormat::k_8_8_8_8:
case ColorRenderTargetFormat::k_8_8_8_8_GAMMA:
internal_format = GL_RGBA8;
break;
case ColorRenderTargetFormat::k_2_10_10_10:
case ColorRenderTargetFormat::k_2_10_10_10_unknown:
internal_format = GL_RGB10_A2UI;
break;
case ColorRenderTargetFormat::k_2_10_10_10_FLOAT:
case ColorRenderTargetFormat::k_2_10_10_10_FLOAT_unknown:
internal_format = GL_RGB10_A2;
break;
case ColorRenderTargetFormat::k_16_16:
internal_format = GL_RG16;
break;
case ColorRenderTargetFormat::k_16_16_FLOAT:
internal_format = GL_RG16F;
break;
case ColorRenderTargetFormat::k_16_16_16_16:
internal_format = GL_RGBA16;
break;
case ColorRenderTargetFormat::k_16_16_16_16_FLOAT:
internal_format = GL_RGBA16F;
break;
case ColorRenderTargetFormat::k_32_FLOAT:
internal_format = GL_R32F;
break;
case ColorRenderTargetFormat::k_32_32_FLOAT:
internal_format = GL_RG32F;
break;
default:
assert_unhandled_case(format);
return 0;
}
glCreateTextures(GL_TEXTURE_2D, 1, &cached->texture);
glTextureStorage2D(cached->texture, 1, internal_format, width, height);
return cached->texture;
}
GLuint GL4CommandProcessor::GetDepthRenderTarget(
uint32_t pitch, MsaaSamples samples, uint32_t base,
DepthRenderTargetFormat format) {
uint32_t width = 2560;
uint32_t height = 2560;
for (auto it = cached_depth_render_targets_.begin();
it != cached_depth_render_targets_.end(); ++it) {
if (it->base == base && it->width == width && it->height == height &&
it->format == format) {
return it->texture;
}
}
cached_depth_render_targets_.push_back(CachedDepthRenderTarget());
auto cached = &cached_depth_render_targets_.back();
cached->base = base;
cached->width = width;
cached->height = height;
cached->format = format;
GLenum internal_format;
switch (format) {
case DepthRenderTargetFormat::kD24S8:
internal_format = GL_DEPTH24_STENCIL8;
break;
case DepthRenderTargetFormat::kD24FS8:
// TODO(benvanik): not supported in GL?
internal_format = GL_DEPTH24_STENCIL8;
break;
default:
assert_unhandled_case(format);
return 0;
}
glCreateTextures(GL_TEXTURE_2D, 1, &cached->texture);
glTextureStorage2D(cached->texture, 1, internal_format, width, height);
return cached->texture;
}
GL4CommandProcessor::CachedFramebuffer* GL4CommandProcessor::GetFramebuffer(
GLuint color_targets[4], GLuint depth_target) {
for (auto it = cached_framebuffers_.begin(); it != cached_framebuffers_.end();
++it) {
if ((depth_target == kAnyTarget || it->depth_target == depth_target) &&
(color_targets[0] == kAnyTarget ||
it->color_targets[0] == color_targets[0]) &&
(color_targets[1] == kAnyTarget ||
it->color_targets[1] == color_targets[1]) &&
(color_targets[2] == kAnyTarget ||
it->color_targets[2] == color_targets[2]) &&
(color_targets[3] == kAnyTarget ||
it->color_targets[3] == color_targets[3])) {
return &*it;
}
}
GLuint real_color_targets[4];
bool any_set = false;
for (int i = 0; i < 4; ++i) {
if (color_targets[i] == kAnyTarget) {
real_color_targets[i] = 0;
} else {
any_set = true;
real_color_targets[i] = color_targets[i];
}
}
GLuint real_depth_target;
if (depth_target == kAnyTarget) {
real_depth_target = 0;
} else {
any_set = true;
real_depth_target = depth_target;
}
if (!any_set) {
// No framebuffer required.
return nullptr;
}
cached_framebuffers_.push_back(CachedFramebuffer());
auto cached = &cached_framebuffers_.back();
glCreateFramebuffers(1, &cached->framebuffer);
for (int i = 0; i < 4; ++i) {
cached->color_targets[i] = real_color_targets[i];
glNamedFramebufferTexture(cached->framebuffer, GL_COLOR_ATTACHMENT0 + i,
real_color_targets[i], 0);
}
cached->depth_target = real_depth_target;
glNamedFramebufferTexture(cached->framebuffer, GL_DEPTH_STENCIL_ATTACHMENT,
real_depth_target, 0);
return cached;
}
} // namespace gl4
} // namespace gpu
} // namespace xe