379 lines
9.5 KiB
C++
379 lines
9.5 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include "Common/BitField.h"
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#include "Common/BitSet.h"
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#include "Common/CommonTypes.h"
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#include "Common/EnumFormatter.h"
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#include "Common/MsgHandler.h"
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enum
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{
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// These commands use the high nybble for the command itself, and the lower nybble is an argument.
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// TODO: However, Dolphin's implementation (in LoadCPReg) and YAGCD disagree about what values are
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// valid for the lower nybble.
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// YAGCD says 0x30 only; LoadCPReg allows any
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MATINDEX_A = 0x30,
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// YAGCD says 0x40 only; LoadCPReg allows any
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MATINDEX_B = 0x40,
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// YAGCD says 0x50-0x57 for distinct VCDs; LoadCPReg allows any for a single VCD
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VCD_LO = 0x50,
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// YAGCD says 0x60-0x67 for distinct VCDs; LoadCPReg allows any for a single VCD
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VCD_HI = 0x60,
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// YAGCD and LoadCPReg both agree that only 0x70-0x77 are valid
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CP_VAT_REG_A = 0x70,
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// YAGCD and LoadCPReg both agree that only 0x80-0x87 are valid
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CP_VAT_REG_B = 0x80,
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// YAGCD and LoadCPReg both agree that only 0x90-0x97 are valid
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CP_VAT_REG_C = 0x90,
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// YAGCD and LoadCPReg agree that 0xa0-0xaf are valid
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ARRAY_BASE = 0xa0,
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// YAGCD and LoadCPReg agree that 0xb0-0xbf are valid
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ARRAY_STRIDE = 0xb0,
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CP_COMMAND_MASK = 0xf0,
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CP_NUM_VAT_REG = 0x08,
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CP_VAT_MASK = 0x07,
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CP_NUM_ARRAYS = 0x10,
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CP_ARRAY_MASK = 0x0f,
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};
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// Vertex array numbers
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enum
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{
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ARRAY_POSITION = 0,
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ARRAY_NORMAL = 1,
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ARRAY_COLOR = 2,
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ARRAY_COLOR2 = 3,
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ARRAY_TEXCOORD0 = 4,
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};
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// Vertex components
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enum class VertexComponentFormat
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{
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NotPresent = 0,
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Direct = 1,
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Index8 = 2,
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Index16 = 3,
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};
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template <>
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struct fmt::formatter<VertexComponentFormat> : EnumFormatter<VertexComponentFormat::Index16>
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{
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formatter() : EnumFormatter({"Not present", "Direct", "8-bit index", "16-bit index"}) {}
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};
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constexpr bool IsIndexed(VertexComponentFormat format)
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{
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return format == VertexComponentFormat::Index8 || format == VertexComponentFormat::Index16;
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}
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enum class ComponentFormat
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{
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UByte = 0, // Invalid for normals
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Byte = 1,
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UShort = 2, // Invalid for normals
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Short = 3,
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Float = 4,
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};
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template <>
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struct fmt::formatter<ComponentFormat> : EnumFormatter<ComponentFormat::Float>
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{
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formatter() : EnumFormatter({"Unsigned Byte", "Byte", "Unsigned Short", "Short", "Float"}) {}
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};
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constexpr u32 GetElementSize(ComponentFormat format)
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{
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switch (format)
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{
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case ComponentFormat::UByte:
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case ComponentFormat::Byte:
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return 1;
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case ComponentFormat::UShort:
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case ComponentFormat::Short:
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return 2;
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case ComponentFormat::Float:
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return 4;
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default:
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PanicAlertFmt("Unknown format {}", format);
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return 0;
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}
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}
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enum class CoordComponentCount
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{
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XY = 0,
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XYZ = 1,
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};
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template <>
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struct fmt::formatter<CoordComponentCount> : EnumFormatter<CoordComponentCount::XYZ>
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{
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formatter() : EnumFormatter({"2 (x, y)", "3 (x, y, z)"}) {}
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};
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enum class NormalComponentCount
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{
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N = 0,
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NBT = 1,
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};
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template <>
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struct fmt::formatter<NormalComponentCount> : EnumFormatter<NormalComponentCount::NBT>
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{
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formatter() : EnumFormatter({"1 (n)", "3 (n, b, t)"}) {}
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};
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enum class ColorComponentCount
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{
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RGB = 0,
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RGBA = 1,
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};
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template <>
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struct fmt::formatter<ColorComponentCount> : EnumFormatter<ColorComponentCount::RGBA>
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{
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formatter() : EnumFormatter({"3 (r, g, b)", "4 (r, g, b, a)"}) {}
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};
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enum class ColorFormat
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{
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RGB565 = 0, // 16b
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RGB888 = 1, // 24b
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RGB888x = 2, // 32b
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RGBA4444 = 3, // 16b
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RGBA6666 = 4, // 24b
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RGBA8888 = 5, // 32b
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};
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template <>
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struct fmt::formatter<ColorFormat> : EnumFormatter<ColorFormat::RGBA8888>
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{
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static constexpr array_type names = {
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"RGB 16 bits 565", "RGB 24 bits 888", "RGB 32 bits 888x",
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"RGBA 16 bits 4444", "RGBA 24 bits 6666", "RGBA 32 bits 8888",
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};
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formatter() : EnumFormatter(names) {}
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};
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enum class TexComponentCount
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{
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S = 0,
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ST = 1,
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};
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template <>
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struct fmt::formatter<TexComponentCount> : EnumFormatter<TexComponentCount::ST>
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{
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formatter() : EnumFormatter({"1 (s)", "2 (s, t)"}) {}
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};
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struct TVtxDesc
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{
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union Low
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{
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// false: not present
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// true: present
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BitField<0, 1, bool, u32> PosMatIdx;
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BitField<1, 1, bool, u32> Tex0MatIdx;
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BitField<2, 1, bool, u32> Tex1MatIdx;
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BitField<3, 1, bool, u32> Tex2MatIdx;
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BitField<4, 1, bool, u32> Tex3MatIdx;
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BitField<5, 1, bool, u32> Tex4MatIdx;
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BitField<6, 1, bool, u32> Tex5MatIdx;
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BitField<7, 1, bool, u32> Tex6MatIdx;
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BitField<8, 1, bool, u32> Tex7MatIdx;
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BitFieldArray<1, 1, 8, bool, u32> TexMatIdx;
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BitField<9, 2, VertexComponentFormat> Position;
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BitField<11, 2, VertexComponentFormat> Normal;
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BitField<13, 2, VertexComponentFormat> Color0;
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BitField<15, 2, VertexComponentFormat> Color1;
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BitFieldArray<13, 2, 2, VertexComponentFormat> Color;
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u32 Hex;
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};
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union High
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{
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BitField<0, 2, VertexComponentFormat> Tex0Coord;
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BitField<2, 2, VertexComponentFormat> Tex1Coord;
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BitField<4, 2, VertexComponentFormat> Tex2Coord;
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BitField<6, 2, VertexComponentFormat> Tex3Coord;
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BitField<8, 2, VertexComponentFormat> Tex4Coord;
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BitField<10, 2, VertexComponentFormat> Tex5Coord;
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BitField<12, 2, VertexComponentFormat> Tex6Coord;
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BitField<14, 2, VertexComponentFormat> Tex7Coord;
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BitFieldArray<0, 2, 8, VertexComponentFormat> TexCoord;
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u32 Hex;
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};
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Low low;
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High high;
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// This structure was originally packed into bits 0..32, using 33 total bits.
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// The actual format has 17 bits in the low one and 16 bits in the high one,
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// but the old format is still supported for compatibility.
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u64 GetLegacyHex() const { return (low.Hex & 0x1FFFF) | (u64(high.Hex) << 17); }
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u32 GetLegacyHex0() const { return static_cast<u32>(GetLegacyHex()); }
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// Only *1* bit is used in this
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u32 GetLegacyHex1() const { return static_cast<u32>(GetLegacyHex() >> 32); }
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void SetLegacyHex(u64 value)
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{
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low.Hex = value & 0x1FFFF;
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high.Hex = value >> 17;
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}
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};
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union UVAT_group0
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{
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u32 Hex;
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// 0:8
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BitField<0, 1, CoordComponentCount> PosElements;
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BitField<1, 3, ComponentFormat> PosFormat;
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BitField<4, 5, u32> PosFrac;
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// 9:12
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BitField<9, 1, NormalComponentCount> NormalElements;
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BitField<10, 3, ComponentFormat> NormalFormat;
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// 13:16
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BitField<13, 1, ColorComponentCount> Color0Elements;
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BitField<14, 3, ColorFormat> Color0Comp;
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// 17:20
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BitField<17, 1, ColorComponentCount> Color1Elements;
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BitField<18, 3, ColorFormat> Color1Comp;
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// 21:29
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BitField<21, 1, TexComponentCount> Tex0CoordElements;
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BitField<22, 3, ComponentFormat> Tex0CoordFormat;
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BitField<25, 5, u32> Tex0Frac;
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// 30:31
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BitField<30, 1, u32> ByteDequant;
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BitField<31, 1, u32> NormalIndex3;
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};
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union UVAT_group1
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{
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u32 Hex;
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// 0:8
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BitField<0, 1, TexComponentCount> Tex1CoordElements;
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BitField<1, 3, ComponentFormat> Tex1CoordFormat;
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BitField<4, 5, u32> Tex1Frac;
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// 9:17
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BitField<9, 1, TexComponentCount> Tex2CoordElements;
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BitField<10, 3, ComponentFormat> Tex2CoordFormat;
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BitField<13, 5, u32> Tex2Frac;
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// 18:26
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BitField<18, 1, TexComponentCount> Tex3CoordElements;
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BitField<19, 3, ComponentFormat> Tex3CoordFormat;
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BitField<22, 5, u32> Tex3Frac;
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// 27:30
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BitField<27, 1, TexComponentCount> Tex4CoordElements;
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BitField<28, 3, ComponentFormat> Tex4CoordFormat;
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// 31
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BitField<31, 1, u32> VCacheEnhance;
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};
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union UVAT_group2
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{
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u32 Hex;
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// 0:4
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BitField<0, 5, u32> Tex4Frac;
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// 5:13
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BitField<5, 1, TexComponentCount> Tex5CoordElements;
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BitField<6, 3, ComponentFormat> Tex5CoordFormat;
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BitField<9, 5, u32> Tex5Frac;
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// 14:22
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BitField<14, 1, TexComponentCount> Tex6CoordElements;
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BitField<15, 3, ComponentFormat> Tex6CoordFormat;
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BitField<18, 5, u32> Tex6Frac;
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// 23:31
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BitField<23, 1, TexComponentCount> Tex7CoordElements;
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BitField<24, 3, ComponentFormat> Tex7CoordFormat;
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BitField<27, 5, u32> Tex7Frac;
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};
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struct ColorAttr
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{
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ColorComponentCount Elements;
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ColorFormat Comp;
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};
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struct TexAttr
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{
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TexComponentCount Elements;
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ComponentFormat Format;
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u8 Frac;
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};
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struct TVtxAttr
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{
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CoordComponentCount PosElements;
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ComponentFormat PosFormat;
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u8 PosFrac;
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NormalComponentCount NormalElements;
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ComponentFormat NormalFormat;
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ColorAttr color[2];
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TexAttr texCoord[8];
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bool ByteDequant;
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u8 NormalIndex3;
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};
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// Matrix indices
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union TMatrixIndexA
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{
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BitField<0, 6, u32> PosNormalMtxIdx;
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BitField<6, 6, u32> Tex0MtxIdx;
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BitField<12, 6, u32> Tex1MtxIdx;
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BitField<18, 6, u32> Tex2MtxIdx;
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BitField<24, 6, u32> Tex3MtxIdx;
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u32 Hex;
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};
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union TMatrixIndexB
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{
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BitField<0, 6, u32> Tex4MtxIdx;
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BitField<6, 6, u32> Tex5MtxIdx;
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BitField<12, 6, u32> Tex6MtxIdx;
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BitField<18, 6, u32> Tex7MtxIdx;
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u32 Hex;
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};
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struct VAT
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{
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UVAT_group0 g0;
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UVAT_group1 g1;
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UVAT_group2 g2;
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};
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class VertexLoaderBase;
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// STATE_TO_SAVE
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struct CPState final
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{
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u32 array_bases[CP_NUM_ARRAYS];
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u32 array_strides[CP_NUM_ARRAYS];
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TMatrixIndexA matrix_index_a;
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TMatrixIndexB matrix_index_b;
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TVtxDesc vtx_desc;
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// Most games only use the first VtxAttr and simply reconfigure it all the time as needed.
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VAT vtx_attr[CP_NUM_VAT_REG];
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// Attributes that actually belong to VertexLoaderManager:
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BitSet32 attr_dirty;
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bool bases_dirty;
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VertexLoaderBase* vertex_loaders[CP_NUM_VAT_REG];
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int last_id;
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};
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class PointerWrap;
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extern CPState g_main_cp_state;
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extern CPState g_preprocess_cp_state;
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// Might move this into its own file later.
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void LoadCPReg(u32 SubCmd, u32 Value, bool is_preprocess = false);
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// Fills memory with data from CP regs
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void FillCPMemoryArray(u32* memory);
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void DoCPState(PointerWrap& p);
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void CopyPreprocessCPStateFromMain();
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