Pica: Consolidate the primitive assembly code in PrimitiveAssembly and GeometryDumper.

This commit is contained in:
Tony Wasserka 2014-08-17 17:44:55 +02:00
parent 9679d231df
commit 2f1c129f64
5 changed files with 73 additions and 45 deletions

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@ -2,6 +2,7 @@
// Licensed under GPLv2 // Licensed under GPLv2
// Refer to the license.txt file included. // Refer to the license.txt file included.
#include "clipper.h"
#include "command_processor.h" #include "command_processor.h"
#include "math.h" #include "math.h"
#include "pica.h" #include "pica.h"
@ -79,6 +80,8 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
bool index_u16 = (bool)index_info.format; bool index_u16 = (bool)index_info.format;
DebugUtils::GeometryDumper geometry_dumper; DebugUtils::GeometryDumper geometry_dumper;
PrimitiveAssembler<VertexShader::OutputVertex> clipper_primitive_assembler(registers.triangle_topology.Value());
PrimitiveAssembler<DebugUtils::GeometryDumper::Vertex> dumping_primitive_assembler(registers.triangle_topology.Value());
for (int index = 0; index < registers.num_vertices; ++index) for (int index = 0; index < registers.num_vertices; ++index)
{ {
@ -108,16 +111,25 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
} }
} }
// NOTE: For now, we simply assume that the first input attribute corresponds to the position. // NOTE: When dumping geometry, we simply assume that the first input attribute
geometry_dumper.AddVertex({input.attr[0][0].ToFloat32(), input.attr[0][1].ToFloat32(), input.attr[0][2].ToFloat32()}, registers.triangle_topology); // corresponds to the position for now.
DebugUtils::GeometryDumper::Vertex dumped_vertex = {
input.attr[0][0].ToFloat32(), input.attr[0][1].ToFloat32(), input.attr[0][2].ToFloat32()
};
using namespace std::placeholders;
dumping_primitive_assembler.SubmitVertex(dumped_vertex,
std::bind(&DebugUtils::GeometryDumper::AddTriangle,
&geometry_dumper, _1, _2, _3));
// Send to vertex shader
VertexShader::OutputVertex output = VertexShader::RunShader(input, attribute_config.GetNumTotalAttributes()); VertexShader::OutputVertex output = VertexShader::RunShader(input, attribute_config.GetNumTotalAttributes());
if (is_indexed) { if (is_indexed) {
// TODO: Add processed vertex to vertex cache! // TODO: Add processed vertex to vertex cache!
} }
PrimitiveAssembly::SubmitVertex(output); // Send to triangle clipper
clipper_primitive_assembler.SubmitVertex(output, Clipper::ProcessTriangle);
} }
geometry_dumper.Dump(); geometry_dumper.Dump();
break; break;

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@ -22,27 +22,17 @@ namespace Pica {
namespace DebugUtils { namespace DebugUtils {
void GeometryDumper::AddVertex(std::array<float,3> pos, TriangleTopology topology) { void GeometryDumper::AddTriangle(Vertex& v0, Vertex& v1, Vertex& v2) {
vertices.push_back({pos[0], pos[1], pos[2]}); vertices.push_back(v0);
vertices.push_back(v1);
vertices.push_back(v2);
int num_vertices = vertices.size(); int num_vertices = vertices.size();
faces.push_back({ num_vertices-3, num_vertices-2, num_vertices-1 });
switch (topology) {
case TriangleTopology::List:
case TriangleTopology::ListIndexed:
if (0 == (num_vertices % 3))
faces.push_back({ num_vertices-3, num_vertices-2, num_vertices-1 });
break;
default:
ERROR_LOG(GPU, "Unknown triangle topology %x", (int)topology);
exit(0);
break;
}
} }
void GeometryDumper::Dump() { void GeometryDumper::Dump() {
// NOTE: Permanently enabling this just trashes hard disks for no reason. // NOTE: Permanently enabling this just trashes the hard disk for no reason.
// Hence, this is currently disabled. // Hence, this is currently disabled.
return; return;

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@ -14,20 +14,18 @@ namespace Pica {
namespace DebugUtils { namespace DebugUtils {
using TriangleTopology = Regs::TriangleTopology;
// Simple utility class for dumping geometry data to an OBJ file // Simple utility class for dumping geometry data to an OBJ file
class GeometryDumper { class GeometryDumper {
public: public:
void AddVertex(std::array<float,3> pos, TriangleTopology topology);
void Dump();
private:
struct Vertex { struct Vertex {
std::array<float,3> pos; std::array<float,3> pos;
}; };
void AddTriangle(Vertex& v0, Vertex& v1, Vertex& v2);
void Dump();
private:
struct Face { struct Face {
int index[3]; int index[3];
}; };

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@ -2,21 +2,23 @@
// Licensed under GPLv2 // Licensed under GPLv2
// Refer to the license.txt file included. // Refer to the license.txt file included.
#include "clipper.h"
#include "pica.h" #include "pica.h"
#include "primitive_assembly.h" #include "primitive_assembly.h"
#include "vertex_shader.h" #include "vertex_shader.h"
#include "video_core/debug_utils/debug_utils.h"
namespace Pica { namespace Pica {
namespace PrimitiveAssembly { template<typename VertexType>
PrimitiveAssembler<VertexType>::PrimitiveAssembler(Regs::TriangleTopology topology)
: topology(topology), buffer_index(0) {
}
static OutputVertex buffer[2]; template<typename VertexType>
static int buffer_index = 0; // TODO: reset this on emulation restart void PrimitiveAssembler<VertexType>::SubmitVertex(VertexType& vtx, TriangleHandler triangle_handler)
void SubmitVertex(OutputVertex& vtx)
{ {
switch (registers.triangle_topology) { switch (topology) {
case Regs::TriangleTopology::List: case Regs::TriangleTopology::List:
case Regs::TriangleTopology::ListIndexed: case Regs::TriangleTopology::ListIndexed:
if (buffer_index < 2) { if (buffer_index < 2) {
@ -24,7 +26,7 @@ void SubmitVertex(OutputVertex& vtx)
} else { } else {
buffer_index = 0; buffer_index = 0;
Clipper::ProcessTriangle(buffer[0], buffer[1], vtx); triangle_handler(buffer[0], buffer[1], vtx);
} }
break; break;
@ -32,7 +34,7 @@ void SubmitVertex(OutputVertex& vtx)
if (buffer_index == 2) { if (buffer_index == 2) {
buffer_index = 0; buffer_index = 0;
Clipper::ProcessTriangle(buffer[0], buffer[1], vtx); triangle_handler(buffer[0], buffer[1], vtx);
buffer[1] = vtx; buffer[1] = vtx;
} else { } else {
@ -41,11 +43,15 @@ void SubmitVertex(OutputVertex& vtx)
break; break;
default: default:
ERROR_LOG(GPU, "Unknown triangle mode %x:", (int)registers.triangle_topology.Value()); ERROR_LOG(GPU, "Unknown triangle topology %x:", (int)topology);
break; break;
} }
} }
} // namespace // explicitly instantiate use cases
template
struct PrimitiveAssembler<VertexShader::OutputVertex>;
template
struct PrimitiveAssembler<DebugUtils::GeometryDumper::Vertex>;
} // namespace } // namespace

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@ -4,18 +4,40 @@
#pragma once #pragma once
#include <functional>
#include "video_core/pica.h"
#include "video_core/vertex_shader.h"
namespace Pica { namespace Pica {
namespace VertexShader { /*
struct OutputVertex; * Utility class to build triangles from a series of vertices,
} * according to a given triangle topology.
*/
template<typename VertexType>
struct PrimitiveAssembler {
using TriangleHandler = std::function<void(VertexType& v0,
VertexType& v1,
VertexType& v2)>;
namespace PrimitiveAssembly { PrimitiveAssembler(Regs::TriangleTopology topology);
using VertexShader::OutputVertex; /*
* Queues a vertex, builds primitives from the vertex queue according to the given
* triangle topology, and calls triangle_handler for each generated primitive.
* NOTE: We could specify the triangle handler in the constructor, but this way we can
* keep event and handler code next to each other.
*/
void SubmitVertex(VertexType& vtx, TriangleHandler triangle_handler);
private:
Regs::TriangleTopology topology;
int buffer_index;
VertexType buffer[2];
};
void SubmitVertex(OutputVertex& vtx);
} // namespace
} // namespace } // namespace