Esempio n. 1
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 public void CallMethod(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
 {
     if (Methods.TryGetValue(PBEntry.Method, out NvGpuMethod Method))
     {
         Method(Vmm, PBEntry);
     }
     else
     {
         WriteRegister(PBEntry);
     }
 }
Esempio n. 2
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        private static int[] ReadWords(NvGpuVmm Vmm, long Position, int Count)
        {
            int[] Words = new int[Count];

            for (int Index = 0; Index < Count; Index++, Position += 4)
            {
                Words[Index] = Vmm.ReadInt32(Position);
            }

            return(Words);
        }
Esempio n. 3
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        private void VertexEndGl(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
        {
            SetFrameBuffer(Vmm, 0);

            long[] Tags = UploadShaders(Vmm);

            Gpu.Renderer.BindProgram();

            SetAlphaBlending();

            UploadTextures(Vmm, Tags);
            UploadUniforms(Vmm);
            UploadVertexArrays(Vmm);
        }
Esempio n. 4
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        private void ClearBuffers(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
        {
            int Arg0 = PBEntry.Arguments[0];

            int FbIndex = (Arg0 >> 6) & 0xf;

            int Layer = (Arg0 >> 10) & 0x3ff;

            GalClearBufferFlags Flags = (GalClearBufferFlags)(Arg0 & 0x3f);

            SetFrameBuffer(Vmm, 0);

            //TODO: Enable this once the frame buffer problems are fixed.
            //Gpu.Renderer.ClearBuffers(Layer, Flags);
        }
Esempio n. 5
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        private void CbData(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
        {
            long Position = MakeInt64From2xInt32(NvGpuEngine3dReg.ConstBufferAddress);

            int Offset = ReadRegister(NvGpuEngine3dReg.ConstBufferOffset);

            foreach (int Arg in PBEntry.Arguments)
            {
                Vmm.WriteInt32(Position + Offset, Arg);

                Offset += 4;
            }

            WriteRegister(NvGpuEngine3dReg.ConstBufferOffset, Offset);
        }
Esempio n. 6
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        private void SetFrameBuffer(NvGpuVmm Vmm, int FbIndex)
        {
            long VA = MakeInt64From2xInt32(NvGpuEngine3dReg.FrameBufferNAddress + FbIndex * 0x10);

            long PA = Vmm.GetPhysicalAddress(VA);

            FrameBuffers.Add(PA);

            int Width  = ReadRegister(NvGpuEngine3dReg.FrameBufferNWidth + FbIndex * 0x10);
            int Height = ReadRegister(NvGpuEngine3dReg.FrameBufferNHeight + FbIndex * 0x10);

            //Note: Using the Width/Height results seems to give incorrect results.
            //Maybe the size of all frame buffers is hardcoded to screen size? This seems unlikely.
            Gpu.Renderer.CreateFrameBuffer(PA, 1280, 720);
            Gpu.Renderer.BindFrameBuffer(PA);
        }
Esempio n. 7
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        private long[] UploadShaders(NvGpuVmm Vmm)
        {
            long[] Tags = new long[5];

            long BasePosition = MakeInt64From2xInt32(NvGpuEngine3dReg.ShaderAddress);

            for (int Index = 0; Index < 6; Index++)
            {
                int Control = ReadRegister(NvGpuEngine3dReg.ShaderNControl + Index * 0x10);
                int Offset  = ReadRegister(NvGpuEngine3dReg.ShaderNOffset + Index * 0x10);

                //Note: Vertex Program (B) is always enabled.
                bool Enable = (Control & 1) != 0 || Index == 1;

                if (!Enable)
                {
                    continue;
                }

                long Tag = BasePosition + (uint)Offset;

                //TODO: Find a better way to calculate the size.
                int Size = 0x20000;

                byte[] Code = Vmm.ReadBytes(Tag, Size);

                GalShaderType ShaderType = GetTypeFromProgram(Index);

                Tags[(int)ShaderType] = Tag;

                Gpu.Renderer.CreateShader(Tag, ShaderType, Code);
                Gpu.Renderer.BindShader(Tag);
            }

            int RawSX = ReadRegister(NvGpuEngine3dReg.ViewportScaleX);
            int RawSY = ReadRegister(NvGpuEngine3dReg.ViewportScaleY);

            float SX = BitConverter.Int32BitsToSingle(RawSX);
            float SY = BitConverter.Int32BitsToSingle(RawSY);

            float SignX = MathF.Sign(SX);
            float SignY = MathF.Sign(SY);

            Gpu.Renderer.SetUniform2F(GalConsts.FlipUniformName, SignX, SignY);

            return(Tags);
        }
Esempio n. 8
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        public static GalTexture MakeTexture(NvGpu Gpu, NvGpuVmm Vmm, long TicPosition)
        {
            int[] Tic = ReadWords(Vmm, TicPosition, 8);

            GalTextureFormat Format = (GalTextureFormat)(Tic[0] & 0x7f);

            GalTextureSource XSource = (GalTextureSource)((Tic[0] >> 19) & 7);
            GalTextureSource YSource = (GalTextureSource)((Tic[0] >> 22) & 7);
            GalTextureSource ZSource = (GalTextureSource)((Tic[0] >> 25) & 7);
            GalTextureSource WSource = (GalTextureSource)((Tic[0] >> 28) & 7);

            long TextureAddress = (uint)Tic[1];

            TextureAddress |= (long)((ushort)Tic[2]) << 32;

            TextureSwizzle Swizzle = (TextureSwizzle)((Tic[2] >> 21) & 7);

            int Pitch = (Tic[3] & 0xffff) << 5;

            int BlockHeightLog2 = (Tic[3] >> 3) & 7;

            int BlockHeight = 1 << BlockHeightLog2;

            int Width  = (Tic[4] & 0xffff) + 1;
            int Height = (Tic[5] & 0xffff) + 1;

            Texture Texture = new Texture(
                TextureAddress,
                Width,
                Height,
                Pitch,
                BlockHeight,
                Swizzle,
                Format);

            byte[] Data = TextureReader.Read(Vmm, Texture);

            return(new GalTexture(
                       Data,
                       Width,
                       Height,
                       Format,
                       XSource,
                       YSource,
                       ZSource,
                       WSource));
        }
Esempio n. 9
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        private void CbBind(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
        {
            int Stage = (PBEntry.Method - 0x904) >> 3;

            int Index = PBEntry.Arguments[0];

            bool Enabled = (Index & 1) != 0;

            Index = (Index >> 4) & 0x1f;

            long Position = MakeInt64From2xInt32(NvGpuEngine3dReg.ConstBufferAddress);

            ConstBuffers[Stage][Index].Position = Position;
            ConstBuffers[Stage][Index].Enabled  = Enabled;

            ConstBuffers[Stage][Index].Size = ReadRegister(NvGpuEngine3dReg.ConstBufferSize);
        }
Esempio n. 10
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        private void QueryControl(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
        {
            long Position = MakeInt64From2xInt32(NvGpuEngine3dReg.QueryAddress);

            int Seq  = Registers[(int)NvGpuEngine3dReg.QuerySequence];
            int Ctrl = Registers[(int)NvGpuEngine3dReg.QueryControl];

            int Mode = Ctrl & 3;

            if (Mode == 0)
            {
                //Write mode.
                Vmm.WriteInt32(Position, Seq);
            }

            WriteRegister(PBEntry);
        }
Esempio n. 11
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        public void Execute(NvGpuVmm Vmm, long Position, int Param)
        {
            Reset();

            Gprs[1] = Param;

            Pc = Position;

            FetchOpCode(Vmm);

            while (Step(Vmm))
            {
                ;
            }

            //Due to the delay slot, we still need to execute
            //one more instruction before we actually exit.
            Step(Vmm);
        }
Esempio n. 12
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        private void UploadTexture(NvGpuVmm Vmm, long BasePosition, int TexIndex, int HndIndex)
        {
            long Position = BasePosition + HndIndex * 4;

            int TextureHandle = Vmm.ReadInt32(Position);

            int TicIndex = (TextureHandle >> 0) & 0xfffff;
            int TscIndex = (TextureHandle >> 20) & 0xfff;

            long TicPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.TexHeaderPoolOffset);
            long TscPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.TexSamplerPoolOffset);

            TicPosition += TicIndex * 0x20;
            TscPosition += TscIndex * 0x20;

            GalTextureSampler Sampler = TextureFactory.MakeSampler(Gpu, Vmm, TscPosition);

            long TextureAddress = Vmm.ReadInt64(TicPosition + 4) & 0xffffffffffff;

            TextureAddress = Vmm.GetPhysicalAddress(TextureAddress);

            if (IsFrameBufferPosition(TextureAddress))
            {
                //This texture is a frame buffer texture,
                //we shouldn't read anything from memory and bind
                //the frame buffer texture instead, since we're not
                //really writing anything to memory.
                Gpu.Renderer.BindFrameBufferTexture(TextureAddress, TexIndex, Sampler);
            }
            else
            {
                GalTexture Texture = TextureFactory.MakeTexture(Gpu, Vmm, TicPosition);

                Gpu.Renderer.SetTextureAndSampler(TexIndex, Texture, Sampler);
                Gpu.Renderer.BindTexture(TexIndex);
            }
        }
Esempio n. 13
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        private void UploadTextures(NvGpuVmm Vmm, long[] Tags)
        {
            long BaseShPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.ShaderAddress);

            int TextureCbIndex = ReadRegister(NvGpuEngine3dReg.TextureCbIndex);

            //Note: On the emulator renderer, Texture Unit 0 is
            //reserved for drawing the frame buffer.
            int TexIndex = 1;

            for (int Index = 0; Index < Tags.Length; Index++)
            {
                foreach (ShaderDeclInfo DeclInfo in Gpu.Renderer.GetTextureUsage(Tags[Index]))
                {
                    long Position = ConstBuffers[Index][TextureCbIndex].Position;

                    UploadTexture(Vmm, Position, TexIndex, DeclInfo.Index);

                    Gpu.Renderer.SetUniform1(DeclInfo.Name, TexIndex);

                    TexIndex++;
                }
            }
        }
Esempio n. 14
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        private bool Step(NvGpuVmm Vmm)
        {
            long BaseAddr = Pc - 4;

            FetchOpCode(Vmm);

            if ((OpCode & 7) < 7)
            {
                //Operation produces a value.
                AssignmentOperation AsgOp = (AssignmentOperation)((OpCode >> 4) & 7);

                int Result = GetAluResult();

                switch (AsgOp)
                {
                //Fetch parameter and ignore result.
                case AssignmentOperation.IgnoreAndFetch:
                {
                    SetDstGpr(FetchParam());

                    break;
                }

                //Move result.
                case AssignmentOperation.Move:
                {
                    SetDstGpr(Result);

                    break;
                }

                //Move result and use as Method Address.
                case AssignmentOperation.MoveAndSetMaddr:
                {
                    SetDstGpr(Result);

                    SetMethAddr(Result);

                    break;
                }

                //Fetch parameter and send result.
                case AssignmentOperation.FetchAndSend:
                {
                    SetDstGpr(FetchParam());

                    Send(Vmm, Result);

                    break;
                }

                //Move and send result.
                case AssignmentOperation.MoveAndSend:
                {
                    SetDstGpr(Result);

                    Send(Vmm, Result);

                    break;
                }

                //Fetch parameter and use result as Method Address.
                case AssignmentOperation.FetchAndSetMaddr:
                {
                    SetDstGpr(FetchParam());

                    SetMethAddr(Result);

                    break;
                }

                //Move result and use as Method Address, then fetch and send paramter.
                case AssignmentOperation.MoveAndSetMaddrThenFetchAndSend:
                {
                    SetDstGpr(Result);

                    SetMethAddr(Result);

                    Send(Vmm, FetchParam());

                    break;
                }

                //Move result and use as Method Address, then send bits 17:12 of result.
                case AssignmentOperation.MoveAndSetMaddrThenSendHigh:
                {
                    SetDstGpr(Result);

                    SetMethAddr(Result);

                    Send(Vmm, (Result >> 12) & 0x3f);

                    break;
                }
                }
            }
            else
            {
                //Branch.
                bool OnNotZero = ((OpCode >> 4) & 1) != 0;

                bool Taken = OnNotZero
                    ? GetGprA() != 0
                    : GetGprA() == 0;

                if (Taken)
                {
                    Pc = BaseAddr + (GetImm() << 2);

                    bool NoDelays = (OpCode & 0x20) != 0;

                    if (NoDelays)
                    {
                        FetchOpCode(Vmm);
                    }

                    return(true);
                }
            }

            bool Exit = (OpCode & 0x80) != 0;

            return(!Exit);
        }
Esempio n. 15
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        private void UploadVertexArrays(NvGpuVmm Vmm)
        {
            long IndexPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.IndexArrayAddress);

            int IndexSize  = ReadRegister(NvGpuEngine3dReg.IndexArrayFormat);
            int IndexFirst = ReadRegister(NvGpuEngine3dReg.IndexBatchFirst);
            int IndexCount = ReadRegister(NvGpuEngine3dReg.IndexBatchCount);

            GalIndexFormat IndexFormat = (GalIndexFormat)IndexSize;

            IndexSize = 1 << IndexSize;

            if (IndexSize > 4)
            {
                throw new InvalidOperationException();
            }

            if (IndexSize != 0)
            {
                int BufferSize = IndexCount * IndexSize;

                byte[] Data = Vmm.ReadBytes(IndexPosition, BufferSize);

                Gpu.Renderer.SetIndexArray(Data, IndexFormat);
            }

            List <GalVertexAttrib>[] Attribs = new List <GalVertexAttrib> [32];

            for (int Attr = 0; Attr < 16; Attr++)
            {
                int Packed = ReadRegister(NvGpuEngine3dReg.VertexAttribNFormat + Attr);

                int ArrayIndex = Packed & 0x1f;

                if (Attribs[ArrayIndex] == null)
                {
                    Attribs[ArrayIndex] = new List <GalVertexAttrib>();
                }

                Attribs[ArrayIndex].Add(new GalVertexAttrib(
                                            Attr,
                                            ((Packed >> 6) & 0x1) != 0,
                                            (Packed >> 7) & 0x3fff,
                                            (GalVertexAttribSize)((Packed >> 21) & 0x3f),
                                            (GalVertexAttribType)((Packed >> 27) & 0x7),
                                            ((Packed >> 31) & 0x1) != 0));
            }

            for (int Index = 0; Index < 32; Index++)
            {
                int VertexFirst = ReadRegister(NvGpuEngine3dReg.VertexArrayFirst);
                int VertexCount = ReadRegister(NvGpuEngine3dReg.VertexArrayCount);

                int Control = ReadRegister(NvGpuEngine3dReg.VertexArrayNControl + Index * 4);

                bool Enable = (Control & 0x1000) != 0;

                long VertexPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.VertexArrayNAddress + Index * 4);

                if (!Enable)
                {
                    continue;
                }

                int Stride = Control & 0xfff;

                long Size = 0;

                if (IndexCount != 0)
                {
                    Size = GetVertexCountFromIndexBuffer(
                        Vmm,
                        IndexPosition,
                        IndexCount,
                        IndexSize);
                }
                else
                {
                    Size = VertexCount;
                }

                //TODO: Support cases where the Stride is 0.
                //In this case, we need to use the size of the attribute.
                Size *= Stride;

                byte[] Data = Vmm.ReadBytes(VertexPosition, Size);

                GalVertexAttrib[] AttribArray = Attribs[Index]?.ToArray() ?? new GalVertexAttrib[0];

                Gpu.Renderer.SetVertexArray(Index, Stride, Data, AttribArray);

                int PrimCtrl = ReadRegister(NvGpuEngine3dReg.VertexBeginGl);

                GalPrimitiveType PrimType = (GalPrimitiveType)(PrimCtrl & 0xffff);

                if (IndexCount != 0)
                {
                    Gpu.Renderer.DrawElements(Index, IndexFirst, PrimType);
                }
                else
                {
                    Gpu.Renderer.DrawArrays(Index, VertexFirst, VertexCount, PrimType);
                }
            }
        }
Esempio n. 16
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 private void CopyTexture(NvGpuVmm Vmm, Texture Texture, byte[] Buffer)
 {
     TextureWriter.Write(Vmm, Texture, Buffer);
 }