mirror of
https://github.com/RPCS3/rpcs3.git
synced 2025-07-16 03:38:38 +12:00
398 lines
9.8 KiB
C++
398 lines
9.8 KiB
C++
#pragma once
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#include <stack>
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#include <deque>
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#include <set>
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#include <mutex>
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#include "GCM.h"
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#include "rsx_cache.h"
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#include "RSXTexture.h"
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#include "RSXVertexProgram.h"
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#include "RSXFragmentProgram.h"
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#include "Utilities/Thread.h"
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#include "Utilities/Timer.h"
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#include "Utilities/geometry.h"
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extern u64 get_system_time();
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struct frame_capture_data
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{
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struct draw_state
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{
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std::string name;
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std::pair<std::string, std::string> programs;
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size_t width = 0, height = 0;
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rsx::surface_color_format color_format;
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std::array<std::vector<gsl::byte>, 4> color_buffer;
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rsx::surface_depth_format depth_format;
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std::array<std::vector<gsl::byte>, 2> depth_stencil;
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rsx::index_array_type index_type;
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std::vector<gsl::byte> index;
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u32 vertex_count;
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};
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std::vector<std::pair<u32, u32> > command_queue;
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std::vector<draw_state> draw_calls;
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void reset()
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{
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command_queue.clear();
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draw_calls.clear();
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}
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};
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extern bool user_asked_for_frame_capture;
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extern frame_capture_data frame_debug;
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namespace rsx
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{
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namespace old_shaders_cache
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{
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enum class shader_language
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{
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glsl,
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hlsl,
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};
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}
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}
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template<>
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struct unveil<rsx::old_shaders_cache::shader_language>
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{
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static inline const char* get(rsx::old_shaders_cache::shader_language in)
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{
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switch (in)
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{
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case rsx::old_shaders_cache::shader_language::glsl: return "glsl";
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case rsx::old_shaders_cache::shader_language::hlsl: return "hlsl";
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}
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return "";
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}
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};
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namespace rsx
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{
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namespace limits
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{
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enum
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{
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textures_count = 16,
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vertex_textures_count = 4,
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vertex_count = 16,
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fragment_count = 32,
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tiles_count = 15,
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zculls_count = 8,
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color_buffers_count = 4
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};
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}
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namespace old_shaders_cache
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{
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struct decompiled_shader
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{
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std::string code;
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};
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struct finalized_shader
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{
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u64 ucode_hash;
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std::string code;
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};
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template<typename Type, typename KeyType = u64, typename Hasher = std::hash<KeyType>>
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struct cache
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{
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private:
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std::unordered_map<KeyType, Type, Hasher> m_entries;
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public:
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const Type* find(u64 key) const
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{
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auto found = m_entries.find(key);
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if (found == m_entries.end())
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return nullptr;
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return &found->second;
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}
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void insert(KeyType key, const Type &shader)
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{
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m_entries.insert({ key, shader });
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}
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};
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struct shaders_cache
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{
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cache<decompiled_shader> decompiled_fragment_shaders;
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cache<decompiled_shader> decompiled_vertex_shaders;
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cache<finalized_shader> finailized_fragment_shaders;
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cache<finalized_shader> finailized_vertex_shaders;
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void load(const std::string &path, shader_language lang);
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void load(shader_language lang);
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static std::string path_to_root();
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};
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}
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u32 get_vertex_type_size_on_host(vertex_base_type type, u32 size);
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u32 get_address(u32 offset, u32 location);
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struct tiled_region
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{
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u32 address;
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u32 base;
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GcmTileInfo *tile;
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u8 *ptr;
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void write(const void *src, u32 width, u32 height, u32 pitch);
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void read(void *dst, u32 width, u32 height, u32 pitch);
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};
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struct surface_info
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{
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u8 log2height;
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u8 log2width;
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surface_antialiasing antialias;
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surface_depth_format depth_format;
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surface_color_format color_format;
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u32 width;
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u32 height;
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u32 format;
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void unpack(u32 surface_format)
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{
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format = surface_format;
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log2height = surface_format >> 24;
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log2width = (surface_format >> 16) & 0xff;
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antialias = to_surface_antialiasing((surface_format >> 12) & 0xf);
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depth_format = to_surface_depth_format((surface_format >> 5) & 0x7);
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color_format = to_surface_color_format(surface_format & 0x1f);
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width = 1 << (u32(log2width) + 1);
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height = 1 << (u32(log2width) + 1);
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}
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};
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struct data_array_format_info
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{
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u16 frequency = 0;
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u8 stride = 0;
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u8 size = 0;
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vertex_base_type type = vertex_base_type::f;
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void unpack_array(u32 data_array_format)
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{
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frequency = data_array_format >> 16;
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stride = (data_array_format >> 8) & 0xff;
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size = (data_array_format >> 4) & 0xf;
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type = to_vertex_base_type(data_array_format & 0xf);
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}
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};
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enum class draw_command
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{
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array,
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inlined_array,
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indexed,
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};
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class thread : public named_thread
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{
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protected:
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std::stack<u32> m_call_stack;
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public:
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old_shaders_cache::shaders_cache shaders_cache;
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rsx::programs_cache programs_cache;
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CellGcmControl* ctrl = nullptr;
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Timer timer_sync;
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GcmTileInfo tiles[limits::tiles_count];
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GcmZcullInfo zculls[limits::zculls_count];
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rsx::texture textures[limits::textures_count];
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rsx::vertex_texture vertex_textures[limits::vertex_textures_count];
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/**
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* RSX can sources vertex attributes from 2 places:
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* - Immediate values passed by NV4097_SET_VERTEX_DATA*_M + ARRAY_ID write.
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* For a given ARRAY_ID the last command of this type defines the actual type of the immediate value.
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* Since there can be only a single value per ARRAY_ID passed this way, all vertex in the draw call
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* shares it.
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* - Vertex array values passed by offset/stride/size/format description.
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*
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* A given ARRAY_ID can have both an immediate value and a vertex array enabled at the same time
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* (See After Burner Climax intro cutscene). In such case the vertex array has precedence over the
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* immediate value. As soon as the vertex array is disabled (size set to 0) the immediate value
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* must be used if the vertex attrib mask request it.
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*
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* Note that behavior when both vertex array and immediate value system are disabled but vertex attrib mask
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* request inputs is unknow.
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*/
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data_array_format_info register_vertex_info[limits::vertex_count];
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std::vector<u8> register_vertex_data[limits::vertex_count];
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data_array_format_info vertex_arrays_info[limits::vertex_count];
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u32 vertex_draw_count = 0;
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std::unordered_map<u32, color4_base<f32>> transform_constants;
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/**
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* Stores the first and count argument from draw/draw indexed parameters between begin/end clauses.
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*/
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std::vector<std::pair<u32, u32> > first_count_commands;
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// Constant stored for whole frame
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std::unordered_map<u32, color4f> local_transform_constants;
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u32 transform_program[512 * 4] = {};
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bool capture_current_frame = false;
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void capture_frame(const std::string &name);
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public:
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u32 ioAddress, ioSize;
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int flip_status;
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int flip_mode;
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int debug_level;
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int frequency_mode;
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u32 tiles_addr;
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u32 zculls_addr;
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vm::ps3::ptr<CellGcmDisplayInfo> gcm_buffers;
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u32 gcm_buffers_count;
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u32 gcm_current_buffer;
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u32 ctxt_addr;
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u32 label_addr;
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rsx::draw_command draw_command;
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primitive_type draw_mode;
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u32 local_mem_addr, main_mem_addr;
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bool strict_ordering[0x1000];
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bool draw_inline_vertex_array;
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std::vector<u32> inline_vertex_array;
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bool m_rtts_dirty;
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bool m_transform_constants_dirty;
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bool m_textures_dirty[16];
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protected:
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std::array<u32, 4> get_color_surface_addresses() const;
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u32 get_zeta_surface_address() const;
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RSXVertexProgram get_current_vertex_program() const;
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RSXFragmentProgram get_current_fragment_program() const;
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public:
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u32 draw_array_count;
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u32 draw_array_first;
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double fps_limit = 59.94;
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public:
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u64 last_flip_time;
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vm::ps3::ptr<void(u32)> flip_handler = vm::null;
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vm::ps3::ptr<void(u32)> user_handler = vm::null;
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vm::ps3::ptr<void(u32)> vblank_handler = vm::null;
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u64 vblank_count;
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public:
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std::set<u32> m_used_gcm_commands;
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protected:
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thread();
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virtual ~thread();
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virtual void on_task() override;
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public:
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virtual std::string get_name() const override;
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virtual void on_init() override {} // disable start() (TODO)
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virtual void on_stop() override {} // disable join()
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virtual void begin();
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virtual void end();
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virtual void on_init_rsx() = 0;
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virtual void on_init_thread() = 0;
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virtual bool do_method(u32 cmd, u32 value) { return false; }
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virtual void flip(int buffer) = 0;
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virtual u64 timestamp() const;
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virtual bool on_access_violation(u32 address, bool is_writing) { return false; }
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private:
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std::mutex m_mtx_task;
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struct internal_task_entry
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{
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std::function<bool()> callback;
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//std::promise<void> promise;
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internal_task_entry(std::function<bool()> callback) : callback(callback)
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{
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}
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};
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std::deque<internal_task_entry> m_internal_tasks;
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void do_internal_task();
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public:
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//std::future<void> add_internal_task(std::function<bool()> callback);
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//void invoke(std::function<bool()> callback);
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/**
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* Fill buffer with 4x4 scale offset matrix.
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* Vertex shader's position is to be multiplied by this matrix.
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* if is_d3d is set, the matrix is modified to use d3d convention.
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*/
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void fill_scale_offset_data(void *buffer, bool is_d3d = true) const;
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/**
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* Fill buffer with vertex program constants.
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* Buffer must be at least 512 float4 wide.
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*/
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void fill_vertex_program_constants_data(void *buffer);
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/**
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* Write inlined array data to buffer.
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* The storage of inlined data looks different from memory stored arrays.
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* There is no swapping required except for 4 u8 (according to Bleach Soul Resurection)
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*/
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void write_inline_array_to_buffer(void *dst_buffer);
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/**
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* Copy rtt values to buffer.
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* TODO: It's more efficient to combine multiple call of this function into one.
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*/
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virtual std::array<std::vector<gsl::byte>, 4> copy_render_targets_to_memory() {
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return std::array<std::vector<gsl::byte>, 4>();
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};
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/**
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* Copy depth and stencil content to buffers.
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* TODO: It's more efficient to combine multiple call of this function into one.
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*/
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virtual std::array<std::vector<gsl::byte>, 2> copy_depth_stencil_buffer_to_memory() {
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return std::array<std::vector<gsl::byte>, 2>();
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};
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virtual std::pair<std::string, std::string> get_programs() const { return std::make_pair("", ""); };
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struct raw_program get_raw_program() const;
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public:
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void reset();
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void init(const u32 ioAddress, const u32 ioSize, const u32 ctrlAddress, const u32 localAddress);
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tiled_region get_tiled_address(u32 offset, u32 location);
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GcmTileInfo *find_tile(u32 offset, u32 location);
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u32 ReadIO32(u32 addr);
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void WriteIO32(u32 addr, u32 value);
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};
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}
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