dolphin/Source/Core/VideoCommon/XFStructs.cpp

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// Copyright 2008 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/XFStructs.h"
#include <bit>
#include "Common/CommonTypes.h"
#include "Common/Logging/Log.h"
#include "Common/Swap.h"
#include "Core/DolphinAnalytics.h"
#include "Core/HW/Memmap.h"
#include "Core/System.h"
#include "VideoCommon/CPMemory.h"
Add the 'desynced GPU thread' mode. It's a relatively big commit (less big with -w), but it's hard to test any of this separately... The basic problem is that in netplay or movies, the state of the CPU must be deterministic, including when the game receives notification that the GPU has processed FIFO data. Dual core mode notifies the game whenever the GPU thread actually gets around to doing the work, so it isn't deterministic. Single core mode is because it notifies the game 'instantly' (after processing the data synchronously), but it's too slow for many systems and games. My old dc-netplay branch worked as follows: everything worked as normal except the state of the CP registers was a lie, and the CPU thread only delivered results when idle detection triggered (waiting for the GPU if they weren't ready at that point). Usually, a game is idle iff all the work for the frame has been done, except for a small amount of work depending on the GPU result, so neither the CPU or the GPU waiting on the other affected performance much. However, it's possible that the game could be waiting for some earlier interrupt, and any of several games which, for whatever reason, never went into a detectable idle (even when I tried to improve the detection) would never receive results at all. (The current method should have better compatibility, but it also has slightly higher overhead and breaks some other things, so I want to reimplement this, hopefully with less impact on the code, in the future.) With this commit, the basic idea is that the CPU thread acts as if the work has been done instantly, like single core mode, but actually hands it off asynchronously to the GPU thread (after backing up some data that the game might change in memory before it's actually done). Since the work isn't done, any feedback from the GPU to the CPU, such as real XFB/EFB copies (virtual are OK), EFB pokes, performance queries, etc. is broken; but most games work with these options disabled, and there is no need to try to detect what the CPU thread is doing. Technically: when the flag g_use_deterministic_gpu_thread (currently stuck on) is on, the CPU thread calls RunGpu like in single core mode. This function synchronously copies the data from the FIFO to the internal video buffer and updates the CP registers, interrupts, etc. However, instead of the regular ReadDataFromFifo followed by running the opcode decoder, it runs ReadDataFromFifoOnCPU -> OpcodeDecoder_Preprocess, which relatively quickly scans through the FIFO data, detects SetFinish calls etc., which are immediately fired, and saves certain associated data from memory (e.g. display lists) in AuxBuffers (a parallel stream to the main FIFO, which is a bit slow at the moment), before handing the data off to the GPU thread to actually render. That makes up the bulk of this commit. In various circumstances, including the aforementioned EFB pokes and performance queries as well as swap requests (i.e. the end of a frame - we don't want the CPU potentially pumping out frames too quickly and the GPU falling behind*), SyncGPU is called to wait for actual completion. The overhead mainly comes from OpcodeDecoder_Preprocess (which is, again, synchronous), as well as the actual copying. Currently, display lists and such are escrowed from main memory even though they usually won't change over the course of a frame, and textures are not even though they might, resulting in a small chance of graphical glitches. When the texture locking (i.e. fault on write) code lands, I can make this all correct and maybe a little faster. * This suggests an alternate determinism method of just delaying results until a short time before the end of each frame. For all I know this might mostly work - I haven't tried it - but if any significant work hinges on the competion of render to texture etc., the frame will be missed.
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#include "VideoCommon/Fifo.h"
#include "VideoCommon/GeometryShaderManager.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexManagerBase.h"
#include "VideoCommon/XFMemory.h"
#include "VideoCommon/XFStateManager.h"
static void XFMemWritten(XFStateManager& xf_state_manager, u32 transferSize, u32 baseAddress)
{
g_vertex_manager->Flush();
xf_state_manager.InvalidateXFRange(baseAddress, baseAddress + transferSize);
}
static void XFRegWritten(Core::System& system, XFStateManager& xf_state_manager, u32 address,
u32 value)
{
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if (address >= XFMEM_REGISTERS_START && address < XFMEM_REGISTERS_END)
{
switch (address)
{
case XFMEM_ERROR:
case XFMEM_DIAG:
case XFMEM_STATE0: // internal state 0
case XFMEM_STATE1: // internal state 1
case XFMEM_CLOCK:
case XFMEM_SETGPMETRIC:
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// Not implemented
break;
case XFMEM_CLIPDISABLE:
{
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ClipDisable setting{.hex = value};
if (setting.disable_clipping_detection)
DolphinAnalytics::Instance().ReportGameQuirk(GameQuirk::SETS_XF_CLIPDISABLE_BIT_0);
if (setting.disable_trivial_rejection)
DolphinAnalytics::Instance().ReportGameQuirk(GameQuirk::SETS_XF_CLIPDISABLE_BIT_1);
if (setting.disable_cpoly_clipping_acceleration)
DolphinAnalytics::Instance().ReportGameQuirk(GameQuirk::SETS_XF_CLIPDISABLE_BIT_2);
break;
}
case XFMEM_VTXSPECS: //__GXXfVtxSpecs, wrote 0004
VertexLoaderManager::g_needs_cp_xf_consistency_check = true;
break;
case XFMEM_SETNUMCHAN:
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if (xfmem.numChan.numColorChans != (value & 3))
g_vertex_manager->Flush();
xf_state_manager.SetLightingConfigChanged();
break;
case XFMEM_SETCHAN0_AMBCOLOR: // Channel Ambient Color
case XFMEM_SETCHAN1_AMBCOLOR:
{
u8 chan = address - XFMEM_SETCHAN0_AMBCOLOR;
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if (xfmem.ambColor[chan] != value)
{
g_vertex_manager->Flush();
xf_state_manager.SetMaterialColorChanged(chan);
}
break;
}
case XFMEM_SETCHAN0_MATCOLOR: // Channel Material Color
case XFMEM_SETCHAN1_MATCOLOR:
{
u8 chan = address - XFMEM_SETCHAN0_MATCOLOR;
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if (xfmem.matColor[chan] != value)
{
g_vertex_manager->Flush();
xf_state_manager.SetMaterialColorChanged(chan + 2);
}
break;
}
case XFMEM_SETCHAN0_COLOR: // Channel Color
case XFMEM_SETCHAN1_COLOR:
case XFMEM_SETCHAN0_ALPHA: // Channel Alpha
case XFMEM_SETCHAN1_ALPHA:
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if (((u32*)&xfmem)[address] != (value & 0x7fff))
g_vertex_manager->Flush();
xf_state_manager.SetLightingConfigChanged();
break;
case XFMEM_DUALTEX:
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if (xfmem.dualTexTrans.enabled != bool(value & 1))
g_vertex_manager->Flush();
xf_state_manager.SetTexMatrixInfoChanged(-1);
break;
case XFMEM_SETMATRIXINDA:
xf_state_manager.SetTexMatrixChangedA(value);
VertexLoaderManager::g_needs_cp_xf_consistency_check = true;
break;
case XFMEM_SETMATRIXINDB:
xf_state_manager.SetTexMatrixChangedB(value);
VertexLoaderManager::g_needs_cp_xf_consistency_check = true;
break;
case XFMEM_SETVIEWPORT:
case XFMEM_SETVIEWPORT + 1:
case XFMEM_SETVIEWPORT + 2:
case XFMEM_SETVIEWPORT + 3:
case XFMEM_SETVIEWPORT + 4:
case XFMEM_SETVIEWPORT + 5:
g_vertex_manager->Flush();
xf_state_manager.SetViewportChanged();
system.GetPixelShaderManager().SetViewportChanged();
system.GetGeometryShaderManager().SetViewportChanged();
break;
case XFMEM_SETPROJECTION:
case XFMEM_SETPROJECTION + 1:
case XFMEM_SETPROJECTION + 2:
case XFMEM_SETPROJECTION + 3:
case XFMEM_SETPROJECTION + 4:
case XFMEM_SETPROJECTION + 5:
case XFMEM_SETPROJECTION + 6:
g_vertex_manager->Flush();
xf_state_manager.SetProjectionChanged();
system.GetGeometryShaderManager().SetProjectionChanged();
break;
case XFMEM_SETNUMTEXGENS: // GXSetNumTexGens
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if (xfmem.numTexGen.numTexGens != (value & 15))
g_vertex_manager->Flush();
break;
case XFMEM_SETTEXMTXINFO:
case XFMEM_SETTEXMTXINFO + 1:
case XFMEM_SETTEXMTXINFO + 2:
case XFMEM_SETTEXMTXINFO + 3:
case XFMEM_SETTEXMTXINFO + 4:
case XFMEM_SETTEXMTXINFO + 5:
case XFMEM_SETTEXMTXINFO + 6:
case XFMEM_SETTEXMTXINFO + 7:
g_vertex_manager->Flush();
xf_state_manager.SetTexMatrixInfoChanged(address - XFMEM_SETTEXMTXINFO);
break;
case XFMEM_SETPOSTMTXINFO:
case XFMEM_SETPOSTMTXINFO + 1:
case XFMEM_SETPOSTMTXINFO + 2:
case XFMEM_SETPOSTMTXINFO + 3:
case XFMEM_SETPOSTMTXINFO + 4:
case XFMEM_SETPOSTMTXINFO + 5:
case XFMEM_SETPOSTMTXINFO + 6:
case XFMEM_SETPOSTMTXINFO + 7:
g_vertex_manager->Flush();
xf_state_manager.SetTexMatrixInfoChanged(address - XFMEM_SETPOSTMTXINFO);
break;
// --------------
// Unknown Regs
// --------------
// Maybe these are for Normals?
case 0x1048: // xfmem.texcoords[0].nrmmtxinfo.hex = data; break; ??
case 0x1049:
case 0x104a:
case 0x104b:
case 0x104c:
case 0x104d:
case 0x104e:
case 0x104f:
DolphinAnalytics::Instance().ReportGameQuirk(GameQuirk::USES_UNKNOWN_XF_COMMAND);
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DEBUG_LOG_FMT(VIDEO, "Possible Normal Mtx XF reg?: {:x}={:x}", address, value);
break;
case 0x1013:
case 0x1014:
case 0x1015:
case 0x1016:
case 0x1017:
default:
DolphinAnalytics::Instance().ReportGameQuirk(GameQuirk::USES_UNKNOWN_XF_COMMAND);
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WARN_LOG_FMT(VIDEO, "Unknown XF Reg: {:x}={:x}", address, value);
break;
}
}
}
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void LoadXFReg(u16 base_address, u8 transfer_size, const u8* data)
{
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if (base_address > XFMEM_REGISTERS_END)
{
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WARN_LOG_FMT(VIDEO, "XF load base address past end of address space: {:x} {} bytes",
base_address, transfer_size);
return;
}
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u32 end_address = base_address + transfer_size; // exclusive
// do not allow writes past registers
if (end_address > XFMEM_REGISTERS_END)
{
WARN_LOG_FMT(VIDEO, "XF load ends past end of address space: {:x} {} bytes", base_address,
transfer_size);
end_address = XFMEM_REGISTERS_END;
}
auto& system = Core::System::GetInstance();
auto& xf_state_manager = system.GetXFStateManager();
// write to XF mem
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if (base_address < XFMEM_REGISTERS_START)
{
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const u32 xf_mem_base = base_address;
u32 xf_mem_transfer_size = transfer_size;
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if (end_address > XFMEM_REGISTERS_START)
{
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xf_mem_transfer_size = XFMEM_REGISTERS_START - base_address;
base_address = XFMEM_REGISTERS_START;
}
XFMemWritten(xf_state_manager, xf_mem_transfer_size, xf_mem_base);
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for (u32 i = 0; i < xf_mem_transfer_size; i++)
{
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((u32*)&xfmem)[xf_mem_base + i] = Common::swap32(data);
data += 4;
}
}
// write to XF regs
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if (base_address >= XFMEM_REGISTERS_START)
{
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for (u32 address = base_address; address < end_address; address++)
{
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const u32 value = Common::swap32(data);
XFRegWritten(system, xf_state_manager, address, value);
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((u32*)&xfmem)[address] = value;
data += 4;
}
}
}
// TODO - verify that it is correct. Seems to work, though.
void LoadIndexedXF(CPArray array, u32 index, u16 address, u8 size)
{
// load stuff from array to address in xf mem
const u32 buf_size = size * sizeof(u32);
u32* currData = reinterpret_cast<u32*>(&xfmem) + address;
Add the 'desynced GPU thread' mode. It's a relatively big commit (less big with -w), but it's hard to test any of this separately... The basic problem is that in netplay or movies, the state of the CPU must be deterministic, including when the game receives notification that the GPU has processed FIFO data. Dual core mode notifies the game whenever the GPU thread actually gets around to doing the work, so it isn't deterministic. Single core mode is because it notifies the game 'instantly' (after processing the data synchronously), but it's too slow for many systems and games. My old dc-netplay branch worked as follows: everything worked as normal except the state of the CP registers was a lie, and the CPU thread only delivered results when idle detection triggered (waiting for the GPU if they weren't ready at that point). Usually, a game is idle iff all the work for the frame has been done, except for a small amount of work depending on the GPU result, so neither the CPU or the GPU waiting on the other affected performance much. However, it's possible that the game could be waiting for some earlier interrupt, and any of several games which, for whatever reason, never went into a detectable idle (even when I tried to improve the detection) would never receive results at all. (The current method should have better compatibility, but it also has slightly higher overhead and breaks some other things, so I want to reimplement this, hopefully with less impact on the code, in the future.) With this commit, the basic idea is that the CPU thread acts as if the work has been done instantly, like single core mode, but actually hands it off asynchronously to the GPU thread (after backing up some data that the game might change in memory before it's actually done). Since the work isn't done, any feedback from the GPU to the CPU, such as real XFB/EFB copies (virtual are OK), EFB pokes, performance queries, etc. is broken; but most games work with these options disabled, and there is no need to try to detect what the CPU thread is doing. Technically: when the flag g_use_deterministic_gpu_thread (currently stuck on) is on, the CPU thread calls RunGpu like in single core mode. This function synchronously copies the data from the FIFO to the internal video buffer and updates the CP registers, interrupts, etc. However, instead of the regular ReadDataFromFifo followed by running the opcode decoder, it runs ReadDataFromFifoOnCPU -> OpcodeDecoder_Preprocess, which relatively quickly scans through the FIFO data, detects SetFinish calls etc., which are immediately fired, and saves certain associated data from memory (e.g. display lists) in AuxBuffers (a parallel stream to the main FIFO, which is a bit slow at the moment), before handing the data off to the GPU thread to actually render. That makes up the bulk of this commit. In various circumstances, including the aforementioned EFB pokes and performance queries as well as swap requests (i.e. the end of a frame - we don't want the CPU potentially pumping out frames too quickly and the GPU falling behind*), SyncGPU is called to wait for actual completion. The overhead mainly comes from OpcodeDecoder_Preprocess (which is, again, synchronous), as well as the actual copying. Currently, display lists and such are escrowed from main memory even though they usually won't change over the course of a frame, and textures are not even though they might, resulting in a small chance of graphical glitches. When the texture locking (i.e. fault on write) code lands, I can make this all correct and maybe a little faster. * This suggests an alternate determinism method of just delaying results until a short time before the end of each frame. For all I know this might mostly work - I haven't tried it - but if any significant work hinges on the competion of render to texture etc., the frame will be missed.
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u32* newData;
auto& system = Core::System::GetInstance();
auto& fifo = system.GetFifo();
if (fifo.UseDeterministicGPUThread())
Add the 'desynced GPU thread' mode. It's a relatively big commit (less big with -w), but it's hard to test any of this separately... The basic problem is that in netplay or movies, the state of the CPU must be deterministic, including when the game receives notification that the GPU has processed FIFO data. Dual core mode notifies the game whenever the GPU thread actually gets around to doing the work, so it isn't deterministic. Single core mode is because it notifies the game 'instantly' (after processing the data synchronously), but it's too slow for many systems and games. My old dc-netplay branch worked as follows: everything worked as normal except the state of the CP registers was a lie, and the CPU thread only delivered results when idle detection triggered (waiting for the GPU if they weren't ready at that point). Usually, a game is idle iff all the work for the frame has been done, except for a small amount of work depending on the GPU result, so neither the CPU or the GPU waiting on the other affected performance much. However, it's possible that the game could be waiting for some earlier interrupt, and any of several games which, for whatever reason, never went into a detectable idle (even when I tried to improve the detection) would never receive results at all. (The current method should have better compatibility, but it also has slightly higher overhead and breaks some other things, so I want to reimplement this, hopefully with less impact on the code, in the future.) With this commit, the basic idea is that the CPU thread acts as if the work has been done instantly, like single core mode, but actually hands it off asynchronously to the GPU thread (after backing up some data that the game might change in memory before it's actually done). Since the work isn't done, any feedback from the GPU to the CPU, such as real XFB/EFB copies (virtual are OK), EFB pokes, performance queries, etc. is broken; but most games work with these options disabled, and there is no need to try to detect what the CPU thread is doing. Technically: when the flag g_use_deterministic_gpu_thread (currently stuck on) is on, the CPU thread calls RunGpu like in single core mode. This function synchronously copies the data from the FIFO to the internal video buffer and updates the CP registers, interrupts, etc. However, instead of the regular ReadDataFromFifo followed by running the opcode decoder, it runs ReadDataFromFifoOnCPU -> OpcodeDecoder_Preprocess, which relatively quickly scans through the FIFO data, detects SetFinish calls etc., which are immediately fired, and saves certain associated data from memory (e.g. display lists) in AuxBuffers (a parallel stream to the main FIFO, which is a bit slow at the moment), before handing the data off to the GPU thread to actually render. That makes up the bulk of this commit. In various circumstances, including the aforementioned EFB pokes and performance queries as well as swap requests (i.e. the end of a frame - we don't want the CPU potentially pumping out frames too quickly and the GPU falling behind*), SyncGPU is called to wait for actual completion. The overhead mainly comes from OpcodeDecoder_Preprocess (which is, again, synchronous), as well as the actual copying. Currently, display lists and such are escrowed from main memory even though they usually won't change over the course of a frame, and textures are not even though they might, resulting in a small chance of graphical glitches. When the texture locking (i.e. fault on write) code lands, I can make this all correct and maybe a little faster. * This suggests an alternate determinism method of just delaying results until a short time before the end of each frame. For all I know this might mostly work - I haven't tried it - but if any significant work hinges on the competion of render to texture etc., the frame will be missed.
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{
newData = reinterpret_cast<u32*>(fifo.PopFifoAuxBuffer(buf_size));
Add the 'desynced GPU thread' mode. It's a relatively big commit (less big with -w), but it's hard to test any of this separately... The basic problem is that in netplay or movies, the state of the CPU must be deterministic, including when the game receives notification that the GPU has processed FIFO data. Dual core mode notifies the game whenever the GPU thread actually gets around to doing the work, so it isn't deterministic. Single core mode is because it notifies the game 'instantly' (after processing the data synchronously), but it's too slow for many systems and games. My old dc-netplay branch worked as follows: everything worked as normal except the state of the CP registers was a lie, and the CPU thread only delivered results when idle detection triggered (waiting for the GPU if they weren't ready at that point). Usually, a game is idle iff all the work for the frame has been done, except for a small amount of work depending on the GPU result, so neither the CPU or the GPU waiting on the other affected performance much. However, it's possible that the game could be waiting for some earlier interrupt, and any of several games which, for whatever reason, never went into a detectable idle (even when I tried to improve the detection) would never receive results at all. (The current method should have better compatibility, but it also has slightly higher overhead and breaks some other things, so I want to reimplement this, hopefully with less impact on the code, in the future.) With this commit, the basic idea is that the CPU thread acts as if the work has been done instantly, like single core mode, but actually hands it off asynchronously to the GPU thread (after backing up some data that the game might change in memory before it's actually done). Since the work isn't done, any feedback from the GPU to the CPU, such as real XFB/EFB copies (virtual are OK), EFB pokes, performance queries, etc. is broken; but most games work with these options disabled, and there is no need to try to detect what the CPU thread is doing. Technically: when the flag g_use_deterministic_gpu_thread (currently stuck on) is on, the CPU thread calls RunGpu like in single core mode. This function synchronously copies the data from the FIFO to the internal video buffer and updates the CP registers, interrupts, etc. However, instead of the regular ReadDataFromFifo followed by running the opcode decoder, it runs ReadDataFromFifoOnCPU -> OpcodeDecoder_Preprocess, which relatively quickly scans through the FIFO data, detects SetFinish calls etc., which are immediately fired, and saves certain associated data from memory (e.g. display lists) in AuxBuffers (a parallel stream to the main FIFO, which is a bit slow at the moment), before handing the data off to the GPU thread to actually render. That makes up the bulk of this commit. In various circumstances, including the aforementioned EFB pokes and performance queries as well as swap requests (i.e. the end of a frame - we don't want the CPU potentially pumping out frames too quickly and the GPU falling behind*), SyncGPU is called to wait for actual completion. The overhead mainly comes from OpcodeDecoder_Preprocess (which is, again, synchronous), as well as the actual copying. Currently, display lists and such are escrowed from main memory even though they usually won't change over the course of a frame, and textures are not even though they might, resulting in a small chance of graphical glitches. When the texture locking (i.e. fault on write) code lands, I can make this all correct and maybe a little faster. * This suggests an alternate determinism method of just delaying results until a short time before the end of each frame. For all I know this might mostly work - I haven't tried it - but if any significant work hinges on the competion of render to texture etc., the frame will be missed.
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}
else
{
auto& memory = system.GetMemory();
newData = reinterpret_cast<u32*>(memory.GetPointerForRange(
g_main_cp_state.array_bases[array] + g_main_cp_state.array_strides[array] * index,
buf_size));
Add the 'desynced GPU thread' mode. It's a relatively big commit (less big with -w), but it's hard to test any of this separately... The basic problem is that in netplay or movies, the state of the CPU must be deterministic, including when the game receives notification that the GPU has processed FIFO data. Dual core mode notifies the game whenever the GPU thread actually gets around to doing the work, so it isn't deterministic. Single core mode is because it notifies the game 'instantly' (after processing the data synchronously), but it's too slow for many systems and games. My old dc-netplay branch worked as follows: everything worked as normal except the state of the CP registers was a lie, and the CPU thread only delivered results when idle detection triggered (waiting for the GPU if they weren't ready at that point). Usually, a game is idle iff all the work for the frame has been done, except for a small amount of work depending on the GPU result, so neither the CPU or the GPU waiting on the other affected performance much. However, it's possible that the game could be waiting for some earlier interrupt, and any of several games which, for whatever reason, never went into a detectable idle (even when I tried to improve the detection) would never receive results at all. (The current method should have better compatibility, but it also has slightly higher overhead and breaks some other things, so I want to reimplement this, hopefully with less impact on the code, in the future.) With this commit, the basic idea is that the CPU thread acts as if the work has been done instantly, like single core mode, but actually hands it off asynchronously to the GPU thread (after backing up some data that the game might change in memory before it's actually done). Since the work isn't done, any feedback from the GPU to the CPU, such as real XFB/EFB copies (virtual are OK), EFB pokes, performance queries, etc. is broken; but most games work with these options disabled, and there is no need to try to detect what the CPU thread is doing. Technically: when the flag g_use_deterministic_gpu_thread (currently stuck on) is on, the CPU thread calls RunGpu like in single core mode. This function synchronously copies the data from the FIFO to the internal video buffer and updates the CP registers, interrupts, etc. However, instead of the regular ReadDataFromFifo followed by running the opcode decoder, it runs ReadDataFromFifoOnCPU -> OpcodeDecoder_Preprocess, which relatively quickly scans through the FIFO data, detects SetFinish calls etc., which are immediately fired, and saves certain associated data from memory (e.g. display lists) in AuxBuffers (a parallel stream to the main FIFO, which is a bit slow at the moment), before handing the data off to the GPU thread to actually render. That makes up the bulk of this commit. In various circumstances, including the aforementioned EFB pokes and performance queries as well as swap requests (i.e. the end of a frame - we don't want the CPU potentially pumping out frames too quickly and the GPU falling behind*), SyncGPU is called to wait for actual completion. The overhead mainly comes from OpcodeDecoder_Preprocess (which is, again, synchronous), as well as the actual copying. Currently, display lists and such are escrowed from main memory even though they usually won't change over the course of a frame, and textures are not even though they might, resulting in a small chance of graphical glitches. When the texture locking (i.e. fault on write) code lands, I can make this all correct and maybe a little faster. * This suggests an alternate determinism method of just delaying results until a short time before the end of each frame. For all I know this might mostly work - I haven't tried it - but if any significant work hinges on the competion of render to texture etc., the frame will be missed.
2014-08-28 02:56:19 +00:00
}
auto& xf_state_manager = system.GetXFStateManager();
bool changed = false;
for (u32 i = 0; i < size; ++i)
{
if (currData[i] != Common::swap32(newData[i]))
{
changed = true;
XFMemWritten(xf_state_manager, size, address);
break;
}
}
if (changed)
{
for (u32 i = 0; i < size; ++i)
currData[i] = Common::swap32(newData[i]);
}
}
Add the 'desynced GPU thread' mode. It's a relatively big commit (less big with -w), but it's hard to test any of this separately... The basic problem is that in netplay or movies, the state of the CPU must be deterministic, including when the game receives notification that the GPU has processed FIFO data. Dual core mode notifies the game whenever the GPU thread actually gets around to doing the work, so it isn't deterministic. Single core mode is because it notifies the game 'instantly' (after processing the data synchronously), but it's too slow for many systems and games. My old dc-netplay branch worked as follows: everything worked as normal except the state of the CP registers was a lie, and the CPU thread only delivered results when idle detection triggered (waiting for the GPU if they weren't ready at that point). Usually, a game is idle iff all the work for the frame has been done, except for a small amount of work depending on the GPU result, so neither the CPU or the GPU waiting on the other affected performance much. However, it's possible that the game could be waiting for some earlier interrupt, and any of several games which, for whatever reason, never went into a detectable idle (even when I tried to improve the detection) would never receive results at all. (The current method should have better compatibility, but it also has slightly higher overhead and breaks some other things, so I want to reimplement this, hopefully with less impact on the code, in the future.) With this commit, the basic idea is that the CPU thread acts as if the work has been done instantly, like single core mode, but actually hands it off asynchronously to the GPU thread (after backing up some data that the game might change in memory before it's actually done). Since the work isn't done, any feedback from the GPU to the CPU, such as real XFB/EFB copies (virtual are OK), EFB pokes, performance queries, etc. is broken; but most games work with these options disabled, and there is no need to try to detect what the CPU thread is doing. Technically: when the flag g_use_deterministic_gpu_thread (currently stuck on) is on, the CPU thread calls RunGpu like in single core mode. This function synchronously copies the data from the FIFO to the internal video buffer and updates the CP registers, interrupts, etc. However, instead of the regular ReadDataFromFifo followed by running the opcode decoder, it runs ReadDataFromFifoOnCPU -> OpcodeDecoder_Preprocess, which relatively quickly scans through the FIFO data, detects SetFinish calls etc., which are immediately fired, and saves certain associated data from memory (e.g. display lists) in AuxBuffers (a parallel stream to the main FIFO, which is a bit slow at the moment), before handing the data off to the GPU thread to actually render. That makes up the bulk of this commit. In various circumstances, including the aforementioned EFB pokes and performance queries as well as swap requests (i.e. the end of a frame - we don't want the CPU potentially pumping out frames too quickly and the GPU falling behind*), SyncGPU is called to wait for actual completion. The overhead mainly comes from OpcodeDecoder_Preprocess (which is, again, synchronous), as well as the actual copying. Currently, display lists and such are escrowed from main memory even though they usually won't change over the course of a frame, and textures are not even though they might, resulting in a small chance of graphical glitches. When the texture locking (i.e. fault on write) code lands, I can make this all correct and maybe a little faster. * This suggests an alternate determinism method of just delaying results until a short time before the end of each frame. For all I know this might mostly work - I haven't tried it - but if any significant work hinges on the competion of render to texture etc., the frame will be missed.
2014-08-28 02:56:19 +00:00
void PreprocessIndexedXF(CPArray array, u32 index, u16 address, u8 size)
Add the 'desynced GPU thread' mode. It's a relatively big commit (less big with -w), but it's hard to test any of this separately... The basic problem is that in netplay or movies, the state of the CPU must be deterministic, including when the game receives notification that the GPU has processed FIFO data. Dual core mode notifies the game whenever the GPU thread actually gets around to doing the work, so it isn't deterministic. Single core mode is because it notifies the game 'instantly' (after processing the data synchronously), but it's too slow for many systems and games. My old dc-netplay branch worked as follows: everything worked as normal except the state of the CP registers was a lie, and the CPU thread only delivered results when idle detection triggered (waiting for the GPU if they weren't ready at that point). Usually, a game is idle iff all the work for the frame has been done, except for a small amount of work depending on the GPU result, so neither the CPU or the GPU waiting on the other affected performance much. However, it's possible that the game could be waiting for some earlier interrupt, and any of several games which, for whatever reason, never went into a detectable idle (even when I tried to improve the detection) would never receive results at all. (The current method should have better compatibility, but it also has slightly higher overhead and breaks some other things, so I want to reimplement this, hopefully with less impact on the code, in the future.) With this commit, the basic idea is that the CPU thread acts as if the work has been done instantly, like single core mode, but actually hands it off asynchronously to the GPU thread (after backing up some data that the game might change in memory before it's actually done). Since the work isn't done, any feedback from the GPU to the CPU, such as real XFB/EFB copies (virtual are OK), EFB pokes, performance queries, etc. is broken; but most games work with these options disabled, and there is no need to try to detect what the CPU thread is doing. Technically: when the flag g_use_deterministic_gpu_thread (currently stuck on) is on, the CPU thread calls RunGpu like in single core mode. This function synchronously copies the data from the FIFO to the internal video buffer and updates the CP registers, interrupts, etc. However, instead of the regular ReadDataFromFifo followed by running the opcode decoder, it runs ReadDataFromFifoOnCPU -> OpcodeDecoder_Preprocess, which relatively quickly scans through the FIFO data, detects SetFinish calls etc., which are immediately fired, and saves certain associated data from memory (e.g. display lists) in AuxBuffers (a parallel stream to the main FIFO, which is a bit slow at the moment), before handing the data off to the GPU thread to actually render. That makes up the bulk of this commit. In various circumstances, including the aforementioned EFB pokes and performance queries as well as swap requests (i.e. the end of a frame - we don't want the CPU potentially pumping out frames too quickly and the GPU falling behind*), SyncGPU is called to wait for actual completion. The overhead mainly comes from OpcodeDecoder_Preprocess (which is, again, synchronous), as well as the actual copying. Currently, display lists and such are escrowed from main memory even though they usually won't change over the course of a frame, and textures are not even though they might, resulting in a small chance of graphical glitches. When the texture locking (i.e. fault on write) code lands, I can make this all correct and maybe a little faster. * This suggests an alternate determinism method of just delaying results until a short time before the end of each frame. For all I know this might mostly work - I haven't tried it - but if any significant work hinges on the competion of render to texture etc., the frame will be missed.
2014-08-28 02:56:19 +00:00
{
const size_t buf_size = size * sizeof(u32);
auto& system = Core::System::GetInstance();
auto& memory = system.GetMemory();
const u8* new_data = memory.GetPointerForRange(
g_preprocess_cp_state.array_bases[array] + g_preprocess_cp_state.array_strides[array] * index,
buf_size);
Add the 'desynced GPU thread' mode. It's a relatively big commit (less big with -w), but it's hard to test any of this separately... The basic problem is that in netplay or movies, the state of the CPU must be deterministic, including when the game receives notification that the GPU has processed FIFO data. Dual core mode notifies the game whenever the GPU thread actually gets around to doing the work, so it isn't deterministic. Single core mode is because it notifies the game 'instantly' (after processing the data synchronously), but it's too slow for many systems and games. My old dc-netplay branch worked as follows: everything worked as normal except the state of the CP registers was a lie, and the CPU thread only delivered results when idle detection triggered (waiting for the GPU if they weren't ready at that point). Usually, a game is idle iff all the work for the frame has been done, except for a small amount of work depending on the GPU result, so neither the CPU or the GPU waiting on the other affected performance much. However, it's possible that the game could be waiting for some earlier interrupt, and any of several games which, for whatever reason, never went into a detectable idle (even when I tried to improve the detection) would never receive results at all. (The current method should have better compatibility, but it also has slightly higher overhead and breaks some other things, so I want to reimplement this, hopefully with less impact on the code, in the future.) With this commit, the basic idea is that the CPU thread acts as if the work has been done instantly, like single core mode, but actually hands it off asynchronously to the GPU thread (after backing up some data that the game might change in memory before it's actually done). Since the work isn't done, any feedback from the GPU to the CPU, such as real XFB/EFB copies (virtual are OK), EFB pokes, performance queries, etc. is broken; but most games work with these options disabled, and there is no need to try to detect what the CPU thread is doing. Technically: when the flag g_use_deterministic_gpu_thread (currently stuck on) is on, the CPU thread calls RunGpu like in single core mode. This function synchronously copies the data from the FIFO to the internal video buffer and updates the CP registers, interrupts, etc. However, instead of the regular ReadDataFromFifo followed by running the opcode decoder, it runs ReadDataFromFifoOnCPU -> OpcodeDecoder_Preprocess, which relatively quickly scans through the FIFO data, detects SetFinish calls etc., which are immediately fired, and saves certain associated data from memory (e.g. display lists) in AuxBuffers (a parallel stream to the main FIFO, which is a bit slow at the moment), before handing the data off to the GPU thread to actually render. That makes up the bulk of this commit. In various circumstances, including the aforementioned EFB pokes and performance queries as well as swap requests (i.e. the end of a frame - we don't want the CPU potentially pumping out frames too quickly and the GPU falling behind*), SyncGPU is called to wait for actual completion. The overhead mainly comes from OpcodeDecoder_Preprocess (which is, again, synchronous), as well as the actual copying. Currently, display lists and such are escrowed from main memory even though they usually won't change over the course of a frame, and textures are not even though they might, resulting in a small chance of graphical glitches. When the texture locking (i.e. fault on write) code lands, I can make this all correct and maybe a little faster. * This suggests an alternate determinism method of just delaying results until a short time before the end of each frame. For all I know this might mostly work - I haven't tried it - but if any significant work hinges on the competion of render to texture etc., the frame will be missed.
2014-08-28 02:56:19 +00:00
system.GetFifo().PushFifoAuxBuffer(new_data, buf_size);
Add the 'desynced GPU thread' mode. It's a relatively big commit (less big with -w), but it's hard to test any of this separately... The basic problem is that in netplay or movies, the state of the CPU must be deterministic, including when the game receives notification that the GPU has processed FIFO data. Dual core mode notifies the game whenever the GPU thread actually gets around to doing the work, so it isn't deterministic. Single core mode is because it notifies the game 'instantly' (after processing the data synchronously), but it's too slow for many systems and games. My old dc-netplay branch worked as follows: everything worked as normal except the state of the CP registers was a lie, and the CPU thread only delivered results when idle detection triggered (waiting for the GPU if they weren't ready at that point). Usually, a game is idle iff all the work for the frame has been done, except for a small amount of work depending on the GPU result, so neither the CPU or the GPU waiting on the other affected performance much. However, it's possible that the game could be waiting for some earlier interrupt, and any of several games which, for whatever reason, never went into a detectable idle (even when I tried to improve the detection) would never receive results at all. (The current method should have better compatibility, but it also has slightly higher overhead and breaks some other things, so I want to reimplement this, hopefully with less impact on the code, in the future.) With this commit, the basic idea is that the CPU thread acts as if the work has been done instantly, like single core mode, but actually hands it off asynchronously to the GPU thread (after backing up some data that the game might change in memory before it's actually done). Since the work isn't done, any feedback from the GPU to the CPU, such as real XFB/EFB copies (virtual are OK), EFB pokes, performance queries, etc. is broken; but most games work with these options disabled, and there is no need to try to detect what the CPU thread is doing. Technically: when the flag g_use_deterministic_gpu_thread (currently stuck on) is on, the CPU thread calls RunGpu like in single core mode. This function synchronously copies the data from the FIFO to the internal video buffer and updates the CP registers, interrupts, etc. However, instead of the regular ReadDataFromFifo followed by running the opcode decoder, it runs ReadDataFromFifoOnCPU -> OpcodeDecoder_Preprocess, which relatively quickly scans through the FIFO data, detects SetFinish calls etc., which are immediately fired, and saves certain associated data from memory (e.g. display lists) in AuxBuffers (a parallel stream to the main FIFO, which is a bit slow at the moment), before handing the data off to the GPU thread to actually render. That makes up the bulk of this commit. In various circumstances, including the aforementioned EFB pokes and performance queries as well as swap requests (i.e. the end of a frame - we don't want the CPU potentially pumping out frames too quickly and the GPU falling behind*), SyncGPU is called to wait for actual completion. The overhead mainly comes from OpcodeDecoder_Preprocess (which is, again, synchronous), as well as the actual copying. Currently, display lists and such are escrowed from main memory even though they usually won't change over the course of a frame, and textures are not even though they might, resulting in a small chance of graphical glitches. When the texture locking (i.e. fault on write) code lands, I can make this all correct and maybe a little faster. * This suggests an alternate determinism method of just delaying results until a short time before the end of each frame. For all I know this might mostly work - I haven't tried it - but if any significant work hinges on the competion of render to texture etc., the frame will be missed.
2014-08-28 02:56:19 +00:00
}
std::pair<std::string, std::string> GetXFRegInfo(u32 address, u32 value)
{
// Macro to set the register name and make sure it was written correctly via compile time assertion
#define RegName(reg) ((void)(reg), #reg)
#define DescriptionlessReg(reg) std::make_pair(RegName(reg), "");
switch (address)
{
case XFMEM_ERROR:
return DescriptionlessReg(XFMEM_ERROR);
case XFMEM_DIAG:
return DescriptionlessReg(XFMEM_DIAG);
case XFMEM_STATE0: // internal state 0
return std::make_pair(RegName(XFMEM_STATE0), "internal state 0");
case XFMEM_STATE1: // internal state 1
return std::make_pair(RegName(XFMEM_STATE1), "internal state 1");
case XFMEM_CLOCK:
return DescriptionlessReg(XFMEM_CLOCK);
case XFMEM_SETGPMETRIC:
return DescriptionlessReg(XFMEM_SETGPMETRIC);
case XFMEM_CLIPDISABLE:
return std::make_pair(RegName(XFMEM_CLIPDISABLE), fmt::to_string(ClipDisable{.hex = value}));
case XFMEM_VTXSPECS:
return std::make_pair(RegName(XFMEM_VTXSPECS), fmt::to_string(INVTXSPEC{.hex = value}));
case XFMEM_SETNUMCHAN:
return std::make_pair(RegName(XFMEM_SETNUMCHAN),
fmt::format("Number of color channels: {}", value & 3));
break;
case XFMEM_SETCHAN0_AMBCOLOR:
return std::make_pair(RegName(XFMEM_SETCHAN0_AMBCOLOR),
fmt::format("Channel 0 Ambient Color: {:08x}", value));
case XFMEM_SETCHAN1_AMBCOLOR:
return std::make_pair(RegName(XFMEM_SETCHAN1_AMBCOLOR),
fmt::format("Channel 1 Ambient Color: {:08x}", value));
case XFMEM_SETCHAN0_MATCOLOR:
return std::make_pair(RegName(XFMEM_SETCHAN0_MATCOLOR),
fmt::format("Channel 0 Material Color: {:08x}", value));
case XFMEM_SETCHAN1_MATCOLOR:
return std::make_pair(RegName(XFMEM_SETCHAN1_MATCOLOR),
fmt::format("Channel 1 Material Color: {:08x}", value));
case XFMEM_SETCHAN0_COLOR: // Channel Color
return std::make_pair(RegName(XFMEM_SETCHAN0_COLOR),
fmt::format("Channel 0 Color config:\n{}", LitChannel{.hex = value}));
case XFMEM_SETCHAN1_COLOR:
return std::make_pair(RegName(XFMEM_SETCHAN1_COLOR),
fmt::format("Channel 1 Color config:\n{}", LitChannel{.hex = value}));
case XFMEM_SETCHAN0_ALPHA: // Channel Alpha
return std::make_pair(RegName(XFMEM_SETCHAN0_ALPHA),
fmt::format("Channel 0 Alpha config:\n{}", LitChannel{.hex = value}));
case XFMEM_SETCHAN1_ALPHA:
return std::make_pair(RegName(XFMEM_SETCHAN1_ALPHA),
fmt::format("Channel 1 Alpha config:\n{}", LitChannel{.hex = value}));
case XFMEM_DUALTEX:
return std::make_pair(RegName(XFMEM_DUALTEX),
fmt::format("Dual Tex Trans {}", (value & 1) ? "enabled" : "disabled"));
case XFMEM_SETMATRIXINDA:
return std::make_pair(RegName(XFMEM_SETMATRIXINDA),
fmt::format("Matrix index A:\n{}", TMatrixIndexA{.Hex = value}));
case XFMEM_SETMATRIXINDB:
return std::make_pair(RegName(XFMEM_SETMATRIXINDB),
fmt::format("Matrix index B:\n{}", TMatrixIndexB{.Hex = value}));
case XFMEM_SETVIEWPORT:
return std::make_pair(RegName(XFMEM_SETVIEWPORT + 0),
fmt::format("Viewport width: {}", std::bit_cast<float>(value)));
case XFMEM_SETVIEWPORT + 1:
return std::make_pair(RegName(XFMEM_SETVIEWPORT + 1),
fmt::format("Viewport height: {}", std::bit_cast<float>(value)));
case XFMEM_SETVIEWPORT + 2:
return std::make_pair(RegName(XFMEM_SETVIEWPORT + 2),
fmt::format("Viewport z range: {}", std::bit_cast<float>(value)));
case XFMEM_SETVIEWPORT + 3:
return std::make_pair(RegName(XFMEM_SETVIEWPORT + 3),
fmt::format("Viewport x origin: {}", std::bit_cast<float>(value)));
case XFMEM_SETVIEWPORT + 4:
return std::make_pair(RegName(XFMEM_SETVIEWPORT + 4),
fmt::format("Viewport y origin: {}", std::bit_cast<float>(value)));
case XFMEM_SETVIEWPORT + 5:
return std::make_pair(RegName(XFMEM_SETVIEWPORT + 5),
fmt::format("Viewport far z: {}", std::bit_cast<float>(value)));
break;
case XFMEM_SETPROJECTION:
return std::make_pair(RegName(XFMEM_SETPROJECTION + 0),
fmt::format("Projection[0]: {}", std::bit_cast<float>(value)));
case XFMEM_SETPROJECTION + 1:
return std::make_pair(RegName(XFMEM_SETPROJECTION + 1),
fmt::format("Projection[1]: {}", std::bit_cast<float>(value)));
case XFMEM_SETPROJECTION + 2:
return std::make_pair(RegName(XFMEM_SETPROJECTION + 2),
fmt::format("Projection[2]: {}", std::bit_cast<float>(value)));
case XFMEM_SETPROJECTION + 3:
return std::make_pair(RegName(XFMEM_SETPROJECTION + 3),
fmt::format("Projection[3]: {}", std::bit_cast<float>(value)));
case XFMEM_SETPROJECTION + 4:
return std::make_pair(RegName(XFMEM_SETPROJECTION + 4),
fmt::format("Projection[4]: {}", std::bit_cast<float>(value)));
case XFMEM_SETPROJECTION + 5:
return std::make_pair(RegName(XFMEM_SETPROJECTION + 5),
fmt::format("Projection[5]: {}", std::bit_cast<float>(value)));
case XFMEM_SETPROJECTION + 6:
return std::make_pair(RegName(XFMEM_SETPROJECTION + 6),
fmt::to_string(static_cast<ProjectionType>(value)));
case XFMEM_SETNUMTEXGENS:
return std::make_pair(RegName(XFMEM_SETNUMTEXGENS),
fmt::format("Number of tex gens: {}", value & 15));
case XFMEM_SETTEXMTXINFO:
case XFMEM_SETTEXMTXINFO + 1:
case XFMEM_SETTEXMTXINFO + 2:
case XFMEM_SETTEXMTXINFO + 3:
case XFMEM_SETTEXMTXINFO + 4:
case XFMEM_SETTEXMTXINFO + 5:
case XFMEM_SETTEXMTXINFO + 6:
case XFMEM_SETTEXMTXINFO + 7:
return std::make_pair(
fmt::format("XFMEM_SETTEXMTXINFO Matrix {}", address - XFMEM_SETTEXMTXINFO),
fmt::to_string(TexMtxInfo{.hex = value}));
case XFMEM_SETPOSTMTXINFO:
case XFMEM_SETPOSTMTXINFO + 1:
case XFMEM_SETPOSTMTXINFO + 2:
case XFMEM_SETPOSTMTXINFO + 3:
case XFMEM_SETPOSTMTXINFO + 4:
case XFMEM_SETPOSTMTXINFO + 5:
case XFMEM_SETPOSTMTXINFO + 6:
case XFMEM_SETPOSTMTXINFO + 7:
return std::make_pair(
fmt::format("XFMEM_SETPOSTMTXINFO Matrix {}", address - XFMEM_SETPOSTMTXINFO),
fmt::to_string(PostMtxInfo{.hex = value}));
// --------------
// Unknown Regs
// --------------
// Maybe these are for Normals?
case 0x1048: // xfmem.texcoords[0].nrmmtxinfo.hex = data; break; ??
case 0x1049:
case 0x104a:
case 0x104b:
case 0x104c:
case 0x104d:
case 0x104e:
case 0x104f:
return std::make_pair(
fmt::format("Possible Normal Mtx XF reg?: {:x}={:x}", address, value),
"Maybe these are for Normals? xfmem.texcoords[0].nrmmtxinfo.hex = data; break; ??");
break;
case 0x1013:
case 0x1014:
case 0x1015:
case 0x1016:
case 0x1017:
default:
return std::make_pair(fmt::format("Unknown XF Reg: {:x}={:x}", address, value), "");
}
#undef RegName
#undef DescriptionlessReg
}
std::string GetXFMemName(u32 address)
{
if (address >= XFMEM_POSMATRICES && address < XFMEM_POSMATRICES_END)
{
const u32 row = (address - XFMEM_POSMATRICES) / 4;
const u32 col = (address - XFMEM_POSMATRICES) % 4;
return fmt::format("Position matrix row {:2d} col {:2d}", row, col);
}
else if (address >= XFMEM_NORMALMATRICES && address < XFMEM_NORMALMATRICES_END)
{
const u32 row = (address - XFMEM_NORMALMATRICES) / 3;
const u32 col = (address - XFMEM_NORMALMATRICES) % 3;
return fmt::format("Normal matrix row {:2d} col {:2d}", row, col);
}
else if (address >= XFMEM_POSTMATRICES && address < XFMEM_POSTMATRICES_END)
{
const u32 row = (address - XFMEM_POSTMATRICES) / 4;
const u32 col = (address - XFMEM_POSTMATRICES) % 4;
return fmt::format("Post matrix row {:2d} col {:2d}", row, col);
}
else if (address >= XFMEM_LIGHTS && address < XFMEM_LIGHTS_END)
{
const u32 light = (address - XFMEM_LIGHTS) / 16;
const u32 offset = (address - XFMEM_LIGHTS) % 16;
switch (offset)
{
default:
return fmt::format("Light {} unused param {}", light, offset);
case 3:
return fmt::format("Light {} color", light);
case 4:
case 5:
case 6:
return fmt::format("Light {} cosine attenuation {}", light, offset - 4);
case 7:
case 8:
case 9:
return fmt::format("Light {} distance attenuation {}", light, offset - 7);
case 10:
case 11:
case 12:
// Yagcd says light pos or "inf ldir", while dolphin has a union for dpos and sdir with only
// dpos being used nowadays. As far as I can tell only the DX9 engine once at
// Source/Plugins/Plugin_VideoDX9/Src/TransformEngine.cpp used sdir directly...
return fmt::format("Light {0} {1} position or inf ldir {1}", light, "xyz"[offset - 10]);
case 13:
case 14:
case 15:
// Yagcd says light dir or "1/2 angle", dolphin has union for ddir or shalfangle.
// It would make sense if d stood for direction and s for specular, but it's ddir and
// shalfangle that have the comment "specular lights only", both at the same offset,
// while dpos and sdir have none...
return fmt::format("Light {0} {1} direction or half angle {1}", light, "xyz"[offset - 13]);
}
}
else
{
return fmt::format("Unknown memory {:04x}", address);
}
}
std::string GetXFMemDescription(u32 address, u32 value)
{
if ((address >= XFMEM_POSMATRICES && address < XFMEM_POSMATRICES_END) ||
(address >= XFMEM_NORMALMATRICES && address < XFMEM_NORMALMATRICES_END) ||
(address >= XFMEM_POSTMATRICES && address < XFMEM_POSTMATRICES_END))
{
// The matrices all use floats
return fmt::format("{} = {}", GetXFMemName(address), std::bit_cast<float>(value));
}
else if (address >= XFMEM_LIGHTS && address < XFMEM_LIGHTS_END)
{
// Each light is 16 words; for this function we don't care which light it is
const u32 offset = (address - XFMEM_LIGHTS) % 16;
if (offset <= 3)
{
// The unused parameters (0, 1, 2) and the color (3) should be hex-formatted
return fmt::format("{} = {:08x}", GetXFMemName(address), value);
}
else
{
// Everything else is a float
return fmt::format("{} = {}", GetXFMemName(address), std::bit_cast<float>(value));
}
}
else
{
// Unknown address
return fmt::format("{} = {:08x}", GetXFMemName(address), value);
}
}
std::pair<std::string, std::string> GetXFTransferInfo(u16 base_address, u8 transfer_size,
const u8* data)
{
if (base_address > XFMEM_REGISTERS_END)
{
return std::make_pair("Invalid XF Transfer", "Base address past end of address space");
}
else if (transfer_size == 1 && base_address >= XFMEM_REGISTERS_START)
{
// Write directly to a single register
const u32 value = Common::swap32(data);
return GetXFRegInfo(base_address, value);
}
// More complicated cases
fmt::memory_buffer name, desc;
u32 end_address = base_address + transfer_size; // exclusive
// do not allow writes past registers
if (end_address > XFMEM_REGISTERS_END)
{
fmt::format_to(std::back_inserter(name), "Invalid XF Transfer ");
fmt::format_to(std::back_inserter(desc), "Transfer ends past end of address space\n\n");
end_address = XFMEM_REGISTERS_END;
}
// write to XF mem
if (base_address < XFMEM_REGISTERS_START)
{
const u32 xf_mem_base = base_address;
u32 xf_mem_transfer_size = transfer_size;
if (end_address > XFMEM_REGISTERS_START)
{
xf_mem_transfer_size = XFMEM_REGISTERS_START - base_address;
base_address = XFMEM_REGISTERS_START;
}
fmt::format_to(std::back_inserter(name), "Write {} XF mem words at {:04x}",
xf_mem_transfer_size, xf_mem_base);
for (u32 i = 0; i < xf_mem_transfer_size; i++)
{
const auto mem_desc = GetXFMemDescription(xf_mem_base + i, Common::swap32(data));
2022-01-13 06:26:04 +00:00
fmt::format_to(std::back_inserter(desc), "{}{}", i != 0 ? "\n" : "", mem_desc);
data += 4;
}
if (end_address > XFMEM_REGISTERS_START)
fmt::format_to(std::back_inserter(name), "; ");
}
// write to XF regs
if (base_address >= XFMEM_REGISTERS_START)
{
fmt::format_to(std::back_inserter(name), "Write {} XF regs at {:04x}",
end_address - base_address, base_address);
for (u32 address = base_address; address < end_address; address++)
{
const u32 value = Common::swap32(data);
const auto [regname, regdesc] = GetXFRegInfo(address, value);
fmt::format_to(std::back_inserter(desc), "{}\n{}\n", regname, regdesc);
data += 4;
}
}
return std::make_pair(fmt::to_string(name), fmt::to_string(desc));
}
std::pair<std::string, std::string> GetXFIndexedLoadInfo(CPArray array, u32 index, u16 address,
u8 size)
{
const auto desc = fmt::format("Load {} bytes to XF address {:03x} from CP array {} row {}", size,
address, array, index);
fmt::memory_buffer written;
for (u32 i = 0; i < size; i++)
{
fmt::format_to(std::back_inserter(written), "{}\n", GetXFMemName(address + i));
}
return std::make_pair(desc, fmt::to_string(written));
}