Immediate mode vertex submission attempt 1

This commit is contained in:
wheremyfoodat
2023-03-06 01:43:39 +02:00
parent 6ecdf71dbc
commit 922424b8d0
4 changed files with 61 additions and 10 deletions

View File

@@ -104,24 +104,52 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
fixedAttribCount = 0;
fixedAttribIndex = value & 0xf;
if (fixedAttribIndex == 0xf) Helpers::panic("[PICA] Immediate mode vertex submission");
if (fixedAttribIndex == 0xf) {
log("[PICA] Immediate mode vertex submission enabled");
immediateModeAttrIndex = 0;
immediateModeVertIndex = 0;
}
break;
case FixedAttribData0: case FixedAttribData1: case FixedAttribData2:
if (fixedAttribIndex >= 12) Helpers::panic("[PICA] Tried to write to fixed attribute %d", fixedAttribIndex);
fixedAttrBuff[fixedAttribCount++] = value;
if (fixedAttribCount == 3) {
fixedAttribCount = 0;
vec4f& attr = shaderUnit.vs.fixedAttributes[fixedAttribIndex];
vec4f attr;
// These are stored in the reverse order anyone would expect them to be in
attr.x() = f24::fromRaw(fixedAttrBuff[2] & 0xffffff);
attr.y() = f24::fromRaw(((fixedAttrBuff[1] & 0xffff) << 8) | (fixedAttrBuff[2] >> 24));
attr.z() = f24::fromRaw(((fixedAttrBuff[0] & 0xff) << 16) | (fixedAttrBuff[1] >> 16));
attr.w() = f24::fromRaw(fixedAttrBuff[0] >> 8);
fixedAttribIndex++;
// If the fixed attribute index is < 12, we're just writing to one of the fixed attributes
if (fixedAttribIndex < 12) [[likely]] {
shaderUnit.vs.fixedAttributes[fixedAttribIndex++] = attr;
} else if (fixedAttribIndex == 15) { // Otherwise if it's 15, we're submitting an immediate mode vertex
const uint totalAttrCount = (regs[PICAInternalRegs::VertexShaderAttrNum] & 0xf) + 1;
if (totalAttrCount <= immediateModeAttrIndex) {
printf("Broken state in the immediate mode vertex submission pipeline. Failing silently\n");
immediateModeAttrIndex = 0;
immediateModeVertIndex = 0;
}
immediateModeAttributes[immediateModeAttrIndex++] = attr;
if (immediateModeAttrIndex == totalAttrCount) {
Vertex v = getImmediateModeVertex();
immediateModeAttrIndex = 0;
immediateModeVertices[immediateModeVertIndex++] = v;
// If we've reached 3 verts, issue a draw call
if (immediateModeVertIndex == 3) {
renderer.drawVertices(OpenGL::Triangle, &immediateModeVertices[0], 3);
immediateModeVertIndex = 0;
}
}
} else { // Writing to fixed attributes 13 and 14 probably does nothing, but we'll see
log("Wrote to invalid fixed vertex attribute %d\n", fixedAttribIndex);
}
}
break;