e9650f1c61
- Hack to work around games checking that the DSP event has been signaled by a real DSP interrupt.
280 lines
11 KiB
C++
280 lines
11 KiB
C++
// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "common/common_types.h"
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#include "core/settings.h"
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#include "core/core.h"
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#include "core/mem_map.h"
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#include "core/hle/hle.h"
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#include "core/hle/service/gsp_gpu.h"
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#include "core/hle/service/dsp_dsp.h"
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#include "core/hw/gpu.h"
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#include "video_core/command_processor.h"
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#include "video_core/video_core.h"
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namespace GPU {
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Regs g_regs;
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bool g_skip_frame = false; ///< True if the current frame was skipped
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static u64 frame_ticks = 0; ///< 268MHz / gpu_refresh_rate frames per second
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static u64 line_ticks = 0; ///< Number of ticks for a screen line
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static u32 cur_line = 0; ///< Current screen line
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static u64 last_update_tick = 0; ///< CPU ticl count from last GPU update
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static u64 frame_count = 0; ///< Number of frames drawn
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static bool last_skip_frame = false; ///< True if the last frame was skipped
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template <typename T>
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inline void Read(T &var, const u32 raw_addr) {
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u32 addr = raw_addr - 0x1EF00000;
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u32 index = addr / 4;
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// Reads other than u32 are untested, so I'd rather have them abort than silently fail
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if (index >= Regs::NumIds() || !std::is_same<T, u32>::value) {
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LOG_ERROR(HW_GPU, "unknown Read%lu @ 0x%08X", sizeof(var) * 8, addr);
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return;
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}
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var = g_regs[addr / 4];
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}
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template <typename T>
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inline void Write(u32 addr, const T data) {
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addr -= 0x1EF00000;
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u32 index = addr / 4;
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// Writes other than u32 are untested, so I'd rather have them abort than silently fail
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if (index >= Regs::NumIds() || !std::is_same<T, u32>::value) {
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LOG_ERROR(HW_GPU, "unknown Write%lu 0x%08X @ 0x%08X", sizeof(data) * 8, (u32)data, addr);
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return;
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}
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g_regs[index] = static_cast<u32>(data);
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switch (index) {
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// Memory fills are triggered once the fill value is written.
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// NOTE: This is not verified.
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case GPU_REG_INDEX_WORKAROUND(memory_fill_config[0].value, 0x00004 + 0x3):
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case GPU_REG_INDEX_WORKAROUND(memory_fill_config[1].value, 0x00008 + 0x3):
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{
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const bool is_second_filler = (index != GPU_REG_INDEX(memory_fill_config[0].value));
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const auto& config = g_regs.memory_fill_config[is_second_filler];
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// TODO: Not sure if this check should be done at GSP level instead
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if (config.address_start) {
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// TODO: Not sure if this algorithm is correct, particularly because it doesn't use the size member at all
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u32* start = (u32*)Memory::GetPointer(Memory::PhysicalToVirtualAddress(config.GetStartAddress()));
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u32* end = (u32*)Memory::GetPointer(Memory::PhysicalToVirtualAddress(config.GetEndAddress()));
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for (u32* ptr = start; ptr < end; ++ptr)
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*ptr = bswap32(config.value); // TODO: This is just a workaround to missing framebuffer format emulation
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LOG_TRACE(HW_GPU, "MemoryFill from 0x%08x to 0x%08x", config.GetStartAddress(), config.GetEndAddress());
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}
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break;
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}
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case GPU_REG_INDEX(display_transfer_config.trigger):
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{
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const auto& config = g_regs.display_transfer_config;
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if (config.trigger & 1) {
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u8* source_pointer = Memory::GetPointer(Memory::PhysicalToVirtualAddress(config.GetPhysicalInputAddress()));
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u8* dest_pointer = Memory::GetPointer(Memory::PhysicalToVirtualAddress(config.GetPhysicalOutputAddress()));
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for (u32 y = 0; y < config.output_height; ++y) {
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// TODO: Why does the register seem to hold twice the framebuffer width?
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for (u32 x = 0; x < config.output_width; ++x) {
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struct {
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int r, g, b, a;
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} source_color = { 0, 0, 0, 0 };
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// Cheap emulation of horizontal scaling: Just skip each second pixel of the
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// input framebuffer. We keep track of this in the pixel_skip variable.
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unsigned pixel_skip = (config.scale_horizontally != 0) ? 2 : 1;
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switch (config.input_format) {
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case Regs::PixelFormat::RGBA8:
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{
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// TODO: Most likely got the component order messed up.
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u8* srcptr = source_pointer + x * 4 * pixel_skip + y * config.input_width * 4 * pixel_skip;
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source_color.r = srcptr[0]; // blue
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source_color.g = srcptr[1]; // green
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source_color.b = srcptr[2]; // red
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source_color.a = srcptr[3]; // alpha
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break;
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}
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default:
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LOG_ERROR(HW_GPU, "Unknown source framebuffer format %x", config.input_format.Value());
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break;
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}
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switch (config.output_format) {
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/*case Regs::PixelFormat::RGBA8:
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{
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// TODO: Untested
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u8* dstptr = (u32*)(dest_pointer + x * 4 + y * config.output_width * 4);
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dstptr[0] = source_color.r;
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dstptr[1] = source_color.g;
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dstptr[2] = source_color.b;
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dstptr[3] = source_color.a;
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break;
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}*/
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case Regs::PixelFormat::RGB8:
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{
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// TODO: Most likely got the component order messed up.
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u8* dstptr = dest_pointer + x * 3 + y * config.output_width * 3;
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dstptr[0] = source_color.r; // blue
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dstptr[1] = source_color.g; // green
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dstptr[2] = source_color.b; // red
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break;
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}
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default:
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LOG_ERROR(HW_GPU, "Unknown destination framebuffer format %x", config.output_format.Value());
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break;
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}
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}
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}
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LOG_TRACE(HW_GPU, "DisplayTriggerTransfer: 0x%08x bytes from 0x%08x(%ux%u)-> 0x%08x(%ux%u), dst format %x",
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config.output_height * config.output_width * 4,
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config.GetPhysicalInputAddress(), (u32)config.input_width, (u32)config.input_height,
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config.GetPhysicalOutputAddress(), (u32)config.output_width, (u32)config.output_height,
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config.output_format.Value());
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}
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break;
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}
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// Seems like writing to this register triggers processing
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case GPU_REG_INDEX(command_processor_config.trigger):
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{
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const auto& config = g_regs.command_processor_config;
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if (config.trigger & 1)
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{
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u32* buffer = (u32*)Memory::GetPointer(Memory::PhysicalToVirtualAddress(config.GetPhysicalAddress()));
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Pica::CommandProcessor::ProcessCommandList(buffer, config.size);
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}
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break;
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}
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default:
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break;
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}
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}
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// Explicitly instantiate template functions because we aren't defining this in the header:
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template void Read<u64>(u64 &var, const u32 addr);
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template void Read<u32>(u32 &var, const u32 addr);
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template void Read<u16>(u16 &var, const u32 addr);
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template void Read<u8>(u8 &var, const u32 addr);
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template void Write<u64>(u32 addr, const u64 data);
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template void Write<u32>(u32 addr, const u32 data);
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template void Write<u16>(u32 addr, const u16 data);
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template void Write<u8>(u32 addr, const u8 data);
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/// Update hardware
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void Update() {
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auto& framebuffer_top = g_regs.framebuffer_config[0];
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// Synchronize GPU on a thread reschedule: Because we cannot accurately predict a vertical
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// blank, we need to simulate it. Based on testing, it seems that retail applications work more
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// accurately when this is signalled between thread switches.
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if (HLE::g_reschedule) {
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u64 current_ticks = Core::g_app_core->GetTicks();
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u32 num_lines = static_cast<u32>((current_ticks - last_update_tick) / line_ticks);
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// Synchronize line...
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if (num_lines > 0) {
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GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PDC0);
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cur_line += num_lines;
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last_update_tick += (num_lines * line_ticks);
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}
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// Synchronize frame...
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if (cur_line >= framebuffer_top.height) {
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cur_line = 0;
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frame_count++;
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last_skip_frame = g_skip_frame;
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g_skip_frame = (frame_count & Settings::values.frame_skip) != 0;
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// Swap buffers based on the frameskip mode, which is a little bit tricky. When
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// a frame is being skipped, nothing is being rendered to the internal framebuffer(s).
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// So, we should only swap frames if the last frame was rendered. The rules are:
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// - If frameskip == 0 (disabled), always swap buffers
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// - If frameskip == 1, swap buffers every other frame (starting from the first frame)
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// - If frameskip > 1, swap buffers every frameskip^n frames (starting from the second frame)
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if ((((Settings::values.frame_skip != 1) ^ last_skip_frame) && last_skip_frame != g_skip_frame) ||
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Settings::values.frame_skip == 0) {
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VideoCore::g_renderer->SwapBuffers();
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}
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// Signal to GSP that GPU interrupt has occurred
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GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PDC1);
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// TODO(bunnei): Fake a DSP interrupt on each frame. This does not belong here, but
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// until we can emulate DSP interrupts, this is probably the only reasonable place to do
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// this. Certain games expect this to be periodically signaled.
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DSP_DSP::SignalInterrupt();
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}
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}
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}
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/// Initialize hardware
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void Init() {
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auto& framebuffer_top = g_regs.framebuffer_config[0];
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auto& framebuffer_sub = g_regs.framebuffer_config[1];
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// Setup default framebuffer addresses (located in VRAM)
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// .. or at least these are the ones used by system applets.
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// There's probably a smarter way to come up with addresses
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// like this which does not require hardcoding.
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framebuffer_top.address_left1 = 0x181E6000;
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framebuffer_top.address_left2 = 0x1822C800;
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framebuffer_top.address_right1 = 0x18273000;
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framebuffer_top.address_right2 = 0x182B9800;
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framebuffer_sub.address_left1 = 0x1848F000;
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//framebuffer_sub.address_left2 = unknown;
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framebuffer_sub.address_right1 = 0x184C7800;
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//framebuffer_sub.address_right2 = unknown;
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framebuffer_top.width = 240;
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framebuffer_top.height = 400;
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framebuffer_top.stride = 3 * 240;
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framebuffer_top.color_format = Regs::PixelFormat::RGB8;
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framebuffer_top.active_fb = 0;
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framebuffer_sub.width = 240;
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framebuffer_sub.height = 320;
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framebuffer_sub.stride = 3 * 240;
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framebuffer_sub.color_format = Regs::PixelFormat::RGB8;
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framebuffer_sub.active_fb = 0;
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frame_ticks = 268123480 / Settings::values.gpu_refresh_rate;
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line_ticks = (GPU::frame_ticks / framebuffer_top.height);
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cur_line = 0;
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last_update_tick = Core::g_app_core->GetTicks();
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last_skip_frame = false;
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g_skip_frame = false;
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LOG_DEBUG(HW_GPU, "initialized OK");
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}
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/// Shutdown hardware
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void Shutdown() {
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LOG_DEBUG(HW_GPU, "shutdown OK");
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}
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} // namespace
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