/* Copyright 2016-2023 melonDS team This file is part of melonDS. melonDS is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. melonDS is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with melonDS. If not, see http://www.gnu.org/licenses/. */ #include #include #include #include "NDS.h" #include "GPU.h" #include "FIFO.h" #include "GPU3D_Soft.h" #include "Platform.h" namespace melonDS { using Platform::Log; using Platform::LogLevel; // 3D engine notes // // vertex/polygon RAM is filled when a complete polygon is defined, after it's been culled and clipped // 04000604 reads from bank used by renderer // bank used by renderer is emptied at scanline ~192 // banks are swapped at scanline ~194 // TODO: needs more investigation. it's weird. // // clipping rules: // * if a shared vertex in a strip is clipped, affected polygons are converted into single polygons // strip is resumed at the first eligible polygon // // clipping exhibits oddities on the real thing. bad precision? fancy algorithm? TODO: investigate. // // vertex color precision: // * vertex colors are kept at 5-bit during clipping. makes for shitty results. // * vertex colors are converted to 9-bit before drawing, as such: // if (x > 0) x = (x << 4) + 0xF // the added bias affects interpolation. // // depth buffer: // Z-buffering mode: val = ((Z * 0x800 * 0x1000) / W) + 0x7FFEFF (nope, wrong. TODO update) // W-buffering mode: val = W // // formula for clear depth: (GBAtek is wrong there) // clearZ = (val * 0x200) + 0x1FF; // // alpha is 5-bit // // matrix push/pop on the position matrix are always applied to the vector matrix too, even in position-only mode // store/restore too, probably (TODO: confirm) // (the idea is that each position matrix has an associated vector matrix) // // TODO: check if translate works on the vector matrix? seems pointless // // viewport Y coordinates are upside-down // // several registers are latched upon VBlank, the renderer uses the latched registers // latched registers include: // DISP3DCNT // alpha test ref value // fog color, offset, density table // toon table // edge table // clear attributes // // TODO: check how DISP_1DOT_DEPTH works and whether it's latched // // TODO: emulate GPU hanging // * when calling BEGIN with an incomplete polygon defined // * probably same with BOXTEST // * when sending vertices immediately after a BOXTEST // // TODO: test results should probably not be presented immediately, even if we set the busy flag // command execution notes // // timings given by GBAtek are for individual commands // actual display lists have different timing characteristics // * vertex pipeline: individual vertex commands are able to execute in parallel // with certain other commands // * similarly, the normal command can execute in parallel with a subsequent vertex // * polygon pipeline: each vertex which completes a polygon takes longer to run // and imposes rules on when further vertex commands can run // (one every 9-cycle time slot during polygon setup) // polygon setup time is 27 cycles for a triangle and 36 for a quad // except: only one time slot is taken if the polygon is rejected by culling/clipping // * additionally, some commands (BEGIN, LIGHT_VECTOR, BOXTEST) stall the polygon pipeline const u8 CmdNumParams[256] = { // 0x00 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // 0x10 1, 0, 1, 1, 1, 0, 16, 12, 16, 12, 9, 3, 3, 0, 0, 0, // 0x20 1, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, // 0x30 1, 1, 1, 1, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // 0x40 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // 0x50 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // 0x60 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // 0x70 3, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // 0x80+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; void MatrixLoadIdentity(s32* m); GPU3D::GPU3D(melonDS::NDS& nds, std::unique_ptr&& renderer) noexcept : NDS(nds), CurrentRenderer(renderer ? std::move(renderer) : std::make_unique(nds.GPU)) { } void GPU3D::ResetRenderingState() noexcept { RenderNumPolygons = 0; RenderDispCnt = 0; RenderAlphaRef = 0; memset(RenderEdgeTable, 0, 8*2); memset(RenderToonTable, 0, 32*2); RenderFogColor = 0; RenderFogOffset = 0; RenderFogShift = 0; memset(RenderFogDensityTable, 0, 34); RenderClearAttr1 = 0x3F000000; RenderClearAttr2 = 0x00007FFF; } void GPU3D::Reset() noexcept { CmdFIFO.Clear(); CmdPIPE.Clear(); CmdStallQueue.Clear(); NumCommands = 0; CurCommand = 0; ParamCount = 0; TotalParams = 0; NumPushPopCommands = 0; NumTestCommands = 0; DispCnt = 0; AlphaRef = 0; ZeroDotWLimit = 0; // CHECKME GXStat = 0; memset(ExecParams, 0, 32*4); ExecParamCount = 0; Timestamp = 0; CycleCount = 0; VertexPipeline = 0; NormalPipeline = 0; PolygonPipeline = 0; VertexSlotCounter = 0; VertexSlotsFree = 1; MatrixMode = 0; MatrixLoadIdentity(ProjMatrix); MatrixLoadIdentity(PosMatrix); MatrixLoadIdentity(VecMatrix); MatrixLoadIdentity(TexMatrix); ClipMatrixDirty = true; UpdateClipMatrix(); memset(Viewport, 0, sizeof(Viewport)); memset(ProjMatrixStack, 0, 16*4); memset(PosMatrixStack, 0, 31 * 16*4); memset(VecMatrixStack, 0, 31 * 16*4); memset(TexMatrixStack, 0, 16*4); ProjMatrixStackPointer = 0; PosMatrixStackPointer = 0; TexMatrixStackPointer = 0; memset(PosTestResult, 0, 4*4); memset(VecTestResult, 0, 2*3); VertexNum = 0; VertexNumInPoly = 0; CurRAMBank = 0; CurVertexRAM = &VertexRAM[0]; CurPolygonRAM = &PolygonRAM[0]; NumVertices = 0; NumPolygons = 0; NumOpaquePolygons = 0; // TODO: confirm initial polyid/color/fog values ClearAttr1 = 0x3F000000; ClearAttr2 = 0x00007FFF; FlushRequest = 0; FlushAttributes = 0; ResetRenderingState(); RenderXPos = 0; AbortFrame = false; } void GPU3D::DoSavestate(Savestate* file) noexcept { file->Section("GP3D"); CmdFIFO.DoSavestate(file); CmdPIPE.DoSavestate(file); file->Var32(&NumCommands); file->Var32(&CurCommand); file->Var32(&ParamCount); file->Var32(&TotalParams); file->Var32(&NumPushPopCommands); file->Var32(&NumTestCommands); file->Var32(&DispCnt); file->Var8(&AlphaRefVal); file->Var8(&AlphaRef); file->VarArray(ToonTable, 32*2); file->VarArray(EdgeTable, 8*2); file->Var32(&FogColor); file->Var32(&FogOffset); file->VarArray(FogDensityTable, 32); file->Var32(&ClearAttr1); file->Var32(&ClearAttr2); file->Var32(&RenderDispCnt); file->Var8(&RenderAlphaRef); file->VarArray(RenderToonTable, 32*2); file->VarArray(RenderEdgeTable, 8*2); file->Var32(&RenderFogColor); file->Var32(&RenderFogOffset); file->Var32(&RenderFogShift); file->VarArray(RenderFogDensityTable, 34); file->Var32(&RenderClearAttr1); file->Var32(&RenderClearAttr2); file->Var16(&RenderXPos); file->Var32(&ZeroDotWLimit); file->Var32(&GXStat); file->VarArray(ExecParams, 32*4); file->Var32(&ExecParamCount); file->Var32((u32*)&CycleCount); file->Var64(&Timestamp); file->Var32(&MatrixMode); file->VarArray(ProjMatrix, 16*4); file->VarArray(PosMatrix, 16*4); file->VarArray(VecMatrix, 16*4); file->VarArray(TexMatrix, 16*4); file->VarArray(ProjMatrixStack, 16*4); file->VarArray(PosMatrixStack, 32*16*4); file->VarArray(VecMatrixStack, 32*16*4); file->VarArray(TexMatrixStack, 16*4); file->Var32((u32*)&ProjMatrixStackPointer); file->Var32((u32*)&PosMatrixStackPointer); file->Var32((u32*)&TexMatrixStackPointer); file->VarArray(Viewport, sizeof(Viewport)); file->VarArray(PosTestResult, 4*4); file->VarArray(VecTestResult, 2*3); file->Var32(&VertexNum); file->Var32(&VertexNumInPoly); file->Var32(&NumConsecutivePolygons); for (int i = 0; i < 4; i++) { Vertex* vtx = &TempVertexBuffer[i]; file->VarArray(vtx->Position, sizeof(s32)*4); file->VarArray(vtx->Color, sizeof(s32)*3); file->VarArray(vtx->TexCoords, sizeof(s16)*2); file->Bool32(&vtx->Clipped); file->VarArray(vtx->FinalPosition, sizeof(s32)*2); file->VarArray(vtx->FinalColor, sizeof(s32)*3); } if (file->Saving) { u32 id; if (LastStripPolygon) id = (u32)((LastStripPolygon - (&PolygonRAM[0])) / sizeof(Polygon)); else id = -1; file->Var32(&id); } else { u32 id; file->Var32(&id); if (id == 0xFFFFFFFF) LastStripPolygon = NULL; else LastStripPolygon = &PolygonRAM[id]; } file->Var32(&CurRAMBank); file->Var32(&NumVertices); file->Var32(&NumPolygons); file->Var32(&NumOpaquePolygons); file->Var32(&FlushRequest); file->Var32(&FlushAttributes); for (int i = 0; i < 6144*2; i++) { Vertex* vtx = &VertexRAM[i]; file->VarArray(vtx->Position, sizeof(s32)*4); file->VarArray(vtx->Color, sizeof(s32)*3); file->VarArray(vtx->TexCoords, sizeof(s16)*2); file->Bool32(&vtx->Clipped); file->VarArray(vtx->FinalPosition, sizeof(s32)*2); file->VarArray(vtx->FinalColor, sizeof(s32)*3); } for(int i = 0; i < 2048*2; i++) { Polygon* poly = &PolygonRAM[i]; // this is a bit ugly, but eh // we can't save the pointers as-is, that's a bad idea if (file->Saving) { for (int j = 0; j < 10; j++) { Vertex* ptr = poly->Vertices[j]; u32 id; if (ptr) id = (u32)((ptr - (&VertexRAM[0])) / sizeof(Vertex)); else id = -1; file->Var32(&id); } } else { for (int j = 0; j < 10; j++) { u32 id = -1; file->Var32(&id); if (id == 0xFFFFFFFF) poly->Vertices[j] = NULL; else poly->Vertices[j] = &VertexRAM[id]; } } file->Var32(&poly->NumVertices); file->VarArray(poly->FinalZ, sizeof(s32)*10); file->VarArray(poly->FinalW, sizeof(s32)*10); file->Bool32(&poly->WBuffer); file->Var32(&poly->Attr); file->Var32(&poly->TexParam); file->Var32(&poly->TexPalette); file->Bool32(&poly->FacingView); file->Bool32(&poly->Translucent); file->Bool32(&poly->IsShadowMask); file->Bool32(&poly->IsShadow); if (file->IsAtLeastVersion(4, 1)) file->Var32((u32*)&poly->Type); else poly->Type = 0; file->Var32(&poly->VTop); file->Var32(&poly->VBottom); file->Var32((u32*)&poly->YTop); file->Var32((u32*)&poly->YBottom); file->Var32((u32*)&poly->XTop); file->Var32((u32*)&poly->XBottom); file->Var32(&poly->SortKey); if (!file->Saving) { poly->Degenerate = false; for (u32 j = 0; j < poly->NumVertices; j++) { if (poly->Vertices[j]->Position[3] == 0) poly->Degenerate = true; } if (poly->YBottom > 192) poly->Degenerate = true; } } // probably not worth storing the vblank-latched Renderxxxxxx variables CmdStallQueue.DoSavestate(file); file->Var32((u32*)&VertexPipeline); file->Var32((u32*)&NormalPipeline); file->Var32((u32*)&PolygonPipeline); file->Var32((u32*)&VertexSlotCounter); file->Var32(&VertexSlotsFree); if (!file->Saving) { ClipMatrixDirty = true; UpdateClipMatrix(); CurVertexRAM = &VertexRAM[CurRAMBank ? 6144 : 0]; CurPolygonRAM = &PolygonRAM[CurRAMBank ? 2048 : 0]; // better safe than sorry, I guess // might cause a blank frame but atleast it won't shit itself RenderNumPolygons = 0; } file->VarArray(CurVertex, sizeof(s16)*3); file->VarArray(VertexColor, sizeof(u8)*3); file->VarArray(TexCoords, sizeof(s16)*2); file->VarArray(RawTexCoords, sizeof(s16)*2); file->VarArray(Normal, sizeof(s16)*3); file->VarArray(LightDirection, sizeof(s16)*4*3); file->VarArray(LightColor, sizeof(u8)*4*3); file->VarArray(MatDiffuse, sizeof(u8)*3); file->VarArray(MatAmbient, sizeof(u8)*3); file->VarArray(MatSpecular, sizeof(u8)*3); file->VarArray(MatEmission, sizeof(u8)*3); file->Bool32(&UseShininessTable); file->VarArray(ShininessTable, 128*sizeof(u8)); file->Bool32(&AbortFrame); } void GPU3D::SetEnabled(bool geometry, bool rendering) noexcept { GeometryEnabled = geometry; RenderingEnabled = rendering; if (!rendering) ResetRenderingState(); } void MatrixLoadIdentity(s32* m) { m[0] = 0x1000; m[1] = 0; m[2] = 0; m[3] = 0; m[4] = 0; m[5] = 0x1000; m[6] = 0; m[7] = 0; m[8] = 0; m[9] = 0; m[10] = 0x1000; m[11] = 0; m[12] = 0; m[13] = 0; m[14] = 0; m[15] = 0x1000; } void MatrixLoad4x4(s32* m, s32* s) { memcpy(m, s, 16*4); } void MatrixLoad4x3(s32* m, s32* s) { m[0] = s[0]; m[1] = s[1]; m[2] = s[2]; m[3] = 0; m[4] = s[3]; m[5] = s[4]; m[6] = s[5]; m[7] = 0; m[8] = s[6]; m[9] = s[7]; m[10] = s[8]; m[11] = 0; m[12] = s[9]; m[13] = s[10]; m[14] = s[11]; m[15] = 0x1000; } void MatrixMult4x4(s32* m, s32* s) { s32 tmp[16]; memcpy(tmp, m, 16*4); // m = s*m m[0] = ((s64)s[0]*tmp[0] + (s64)s[1]*tmp[4] + (s64)s[2]*tmp[8] + (s64)s[3]*tmp[12]) >> 12; m[1] = ((s64)s[0]*tmp[1] + (s64)s[1]*tmp[5] + (s64)s[2]*tmp[9] + (s64)s[3]*tmp[13]) >> 12; m[2] = ((s64)s[0]*tmp[2] + (s64)s[1]*tmp[6] + (s64)s[2]*tmp[10] + (s64)s[3]*tmp[14]) >> 12; m[3] = ((s64)s[0]*tmp[3] + (s64)s[1]*tmp[7] + (s64)s[2]*tmp[11] + (s64)s[3]*tmp[15]) >> 12; m[4] = ((s64)s[4]*tmp[0] + (s64)s[5]*tmp[4] + (s64)s[6]*tmp[8] + (s64)s[7]*tmp[12]) >> 12; m[5] = ((s64)s[4]*tmp[1] + (s64)s[5]*tmp[5] + (s64)s[6]*tmp[9] + (s64)s[7]*tmp[13]) >> 12; m[6] = ((s64)s[4]*tmp[2] + (s64)s[5]*tmp[6] + (s64)s[6]*tmp[10] + (s64)s[7]*tmp[14]) >> 12; m[7] = ((s64)s[4]*tmp[3] + (s64)s[5]*tmp[7] + (s64)s[6]*tmp[11] + (s64)s[7]*tmp[15]) >> 12; m[8] = ((s64)s[8]*tmp[0] + (s64)s[9]*tmp[4] + (s64)s[10]*tmp[8] + (s64)s[11]*tmp[12]) >> 12; m[9] = ((s64)s[8]*tmp[1] + (s64)s[9]*tmp[5] + (s64)s[10]*tmp[9] + (s64)s[11]*tmp[13]) >> 12; m[10] = ((s64)s[8]*tmp[2] + (s64)s[9]*tmp[6] + (s64)s[10]*tmp[10] + (s64)s[11]*tmp[14]) >> 12; m[11] = ((s64)s[8]*tmp[3] + (s64)s[9]*tmp[7] + (s64)s[10]*tmp[11] + (s64)s[11]*tmp[15]) >> 12; m[12] = ((s64)s[12]*tmp[0] + (s64)s[13]*tmp[4] + (s64)s[14]*tmp[8] + (s64)s[15]*tmp[12]) >> 12; m[13] = ((s64)s[12]*tmp[1] + (s64)s[13]*tmp[5] + (s64)s[14]*tmp[9] + (s64)s[15]*tmp[13]) >> 12; m[14] = ((s64)s[12]*tmp[2] + (s64)s[13]*tmp[6] + (s64)s[14]*tmp[10] + (s64)s[15]*tmp[14]) >> 12; m[15] = ((s64)s[12]*tmp[3] + (s64)s[13]*tmp[7] + (s64)s[14]*tmp[11] + (s64)s[15]*tmp[15]) >> 12; } void MatrixMult4x3(s32* m, s32* s) { s32 tmp[16]; memcpy(tmp, m, 16*4); // m = s*m m[0] = ((s64)s[0]*tmp[0] + (s64)s[1]*tmp[4] + (s64)s[2]*tmp[8]) >> 12; m[1] = ((s64)s[0]*tmp[1] + (s64)s[1]*tmp[5] + (s64)s[2]*tmp[9]) >> 12; m[2] = ((s64)s[0]*tmp[2] + (s64)s[1]*tmp[6] + (s64)s[2]*tmp[10]) >> 12; m[3] = ((s64)s[0]*tmp[3] + (s64)s[1]*tmp[7] + (s64)s[2]*tmp[11]) >> 12; m[4] = ((s64)s[3]*tmp[0] + (s64)s[4]*tmp[4] + (s64)s[5]*tmp[8]) >> 12; m[5] = ((s64)s[3]*tmp[1] + (s64)s[4]*tmp[5] + (s64)s[5]*tmp[9]) >> 12; m[6] = ((s64)s[3]*tmp[2] + (s64)s[4]*tmp[6] + (s64)s[5]*tmp[10]) >> 12; m[7] = ((s64)s[3]*tmp[3] + (s64)s[4]*tmp[7] + (s64)s[5]*tmp[11]) >> 12; m[8] = ((s64)s[6]*tmp[0] + (s64)s[7]*tmp[4] + (s64)s[8]*tmp[8]) >> 12; m[9] = ((s64)s[6]*tmp[1] + (s64)s[7]*tmp[5] + (s64)s[8]*tmp[9]) >> 12; m[10] = ((s64)s[6]*tmp[2] + (s64)s[7]*tmp[6] + (s64)s[8]*tmp[10]) >> 12; m[11] = ((s64)s[6]*tmp[3] + (s64)s[7]*tmp[7] + (s64)s[8]*tmp[11]) >> 12; m[12] = ((s64)s[9]*tmp[0] + (s64)s[10]*tmp[4] + (s64)s[11]*tmp[8] + (s64)0x1000*tmp[12]) >> 12; m[13] = ((s64)s[9]*tmp[1] + (s64)s[10]*tmp[5] + (s64)s[11]*tmp[9] + (s64)0x1000*tmp[13]) >> 12; m[14] = ((s64)s[9]*tmp[2] + (s64)s[10]*tmp[6] + (s64)s[11]*tmp[10] + (s64)0x1000*tmp[14]) >> 12; m[15] = ((s64)s[9]*tmp[3] + (s64)s[10]*tmp[7] + (s64)s[11]*tmp[11] + (s64)0x1000*tmp[15]) >> 12; } void MatrixMult3x3(s32* m, s32* s) { s32 tmp[12]; memcpy(tmp, m, 12*4); // m = s*m m[0] = ((s64)s[0]*tmp[0] + (s64)s[1]*tmp[4] + (s64)s[2]*tmp[8]) >> 12; m[1] = ((s64)s[0]*tmp[1] + (s64)s[1]*tmp[5] + (s64)s[2]*tmp[9]) >> 12; m[2] = ((s64)s[0]*tmp[2] + (s64)s[1]*tmp[6] + (s64)s[2]*tmp[10]) >> 12; m[3] = ((s64)s[0]*tmp[3] + (s64)s[1]*tmp[7] + (s64)s[2]*tmp[11]) >> 12; m[4] = ((s64)s[3]*tmp[0] + (s64)s[4]*tmp[4] + (s64)s[5]*tmp[8]) >> 12; m[5] = ((s64)s[3]*tmp[1] + (s64)s[4]*tmp[5] + (s64)s[5]*tmp[9]) >> 12; m[6] = ((s64)s[3]*tmp[2] + (s64)s[4]*tmp[6] + (s64)s[5]*tmp[10]) >> 12; m[7] = ((s64)s[3]*tmp[3] + (s64)s[4]*tmp[7] + (s64)s[5]*tmp[11]) >> 12; m[8] = ((s64)s[6]*tmp[0] + (s64)s[7]*tmp[4] + (s64)s[8]*tmp[8]) >> 12; m[9] = ((s64)s[6]*tmp[1] + (s64)s[7]*tmp[5] + (s64)s[8]*tmp[9]) >> 12; m[10] = ((s64)s[6]*tmp[2] + (s64)s[7]*tmp[6] + (s64)s[8]*tmp[10]) >> 12; m[11] = ((s64)s[6]*tmp[3] + (s64)s[7]*tmp[7] + (s64)s[8]*tmp[11]) >> 12; } void MatrixScale(s32* m, s32* s) { m[0] = ((s64)s[0]*m[0]) >> 12; m[1] = ((s64)s[0]*m[1]) >> 12; m[2] = ((s64)s[0]*m[2]) >> 12; m[3] = ((s64)s[0]*m[3]) >> 12; m[4] = ((s64)s[1]*m[4]) >> 12; m[5] = ((s64)s[1]*m[5]) >> 12; m[6] = ((s64)s[1]*m[6]) >> 12; m[7] = ((s64)s[1]*m[7]) >> 12; m[8] = ((s64)s[2]*m[8]) >> 12; m[9] = ((s64)s[2]*m[9]) >> 12; m[10] = ((s64)s[2]*m[10]) >> 12; m[11] = ((s64)s[2]*m[11]) >> 12; } void MatrixTranslate(s32* m, s32* s) { m[12] += ((s64)s[0]*m[0] + (s64)s[1]*m[4] + (s64)s[2]*m[8]) >> 12; m[13] += ((s64)s[0]*m[1] + (s64)s[1]*m[5] + (s64)s[2]*m[9]) >> 12; m[14] += ((s64)s[0]*m[2] + (s64)s[1]*m[6] + (s64)s[2]*m[10]) >> 12; m[15] += ((s64)s[0]*m[3] + (s64)s[1]*m[7] + (s64)s[2]*m[11]) >> 12; } void GPU3D::UpdateClipMatrix() noexcept { if (!ClipMatrixDirty) return; ClipMatrixDirty = false; memcpy(ClipMatrix, ProjMatrix, 16*4); MatrixMult4x4(ClipMatrix, PosMatrix); } void GPU3D::AddCycles(s32 num) noexcept { CycleCount += num; if (VertexPipeline > 0) { if (VertexPipeline > num) VertexPipeline -= num; else VertexPipeline = 0; } if (PolygonPipeline > 0) { if (PolygonPipeline > num) { PolygonPipeline -= num; VertexSlotCounter += num; while (VertexSlotCounter > 9) { VertexSlotCounter -= 9; VertexSlotsFree >>= 1; } } else { PolygonPipeline = 0; VertexSlotCounter = 0; VertexSlotsFree = 0x1; } } } void GPU3D::NextVertexSlot() noexcept { s32 num = (9 - VertexSlotCounter) + 1; for (;;) { CycleCount += num; if (VertexPipeline > 0) { if (VertexPipeline > num) VertexPipeline -= num; else VertexPipeline = 0; } if (PolygonPipeline > 0) { if (PolygonPipeline > num) { PolygonPipeline -= num; VertexSlotCounter = 1; VertexSlotsFree >>= 1; if (VertexSlotsFree & 0x1) { VertexSlotsFree &= ~0x1; break; } else { num = 9; continue; } } else { PolygonPipeline = 0; VertexSlotCounter = 0; VertexSlotsFree = 1; break; } } } } void GPU3D::StallPolygonPipeline(s32 delay, s32 nonstalldelay) noexcept { if (PolygonPipeline > 0) { CycleCount += PolygonPipeline + delay; // can be safely assumed those two will go to zero VertexPipeline = 0; NormalPipeline = 0; PolygonPipeline = 0; VertexSlotCounter = 0; VertexSlotsFree = 1; } else { if (VertexPipeline > nonstalldelay) AddCycles((VertexPipeline - nonstalldelay) + 1); else AddCycles(NormalPipeline + 1); } } template void ClipSegment(Vertex* outbuf, Vertex* vin, Vertex* vout) { s64 factor_num = vin->Position[3] - (plane*vin->Position[comp]); s32 factor_den = factor_num - (vout->Position[3] - (plane*vout->Position[comp])); #define INTERPOLATE(var) { outbuf->var = (vin->var + ((vout->var - vin->var) * factor_num) / factor_den); } if (comp != 0) INTERPOLATE(Position[0]); if (comp != 1) INTERPOLATE(Position[1]); if (comp != 2) INTERPOLATE(Position[2]); INTERPOLATE(Position[3]); outbuf->Position[comp] = plane*outbuf->Position[3]; if (attribs) { INTERPOLATE(Color[0]); INTERPOLATE(Color[1]); INTERPOLATE(Color[2]); INTERPOLATE(TexCoords[0]); INTERPOLATE(TexCoords[1]); } outbuf->Clipped = true; #undef INTERPOLATE } template int ClipAgainstPlane(const GPU3D& gpu, Vertex* vertices, int nverts, int clipstart) { Vertex temp[10]; int prev, next; int c = clipstart; if (clipstart == 2) { temp[0] = vertices[0]; temp[1] = vertices[1]; } for (int i = clipstart; i < nverts; i++) { prev = i-1; if (prev < 0) prev = nverts-1; next = i+1; if (next >= nverts) next = 0; Vertex vtx = vertices[i]; if (vtx.Position[comp] > vtx.Position[3]) { if ((comp == 2) && (!(gpu.CurPolygonAttr & (1<<12)))) return 0; Vertex* vprev = &vertices[prev]; if (vprev->Position[comp] <= vprev->Position[3]) { ClipSegment(&temp[c], &vtx, vprev); c++; } Vertex* vnext = &vertices[next]; if (vnext->Position[comp] <= vnext->Position[3]) { ClipSegment(&temp[c], &vtx, vnext); c++; } } else temp[c++] = vtx; } nverts = c; c = clipstart; for (int i = clipstart; i < nverts; i++) { prev = i-1; if (prev < 0) prev = nverts-1; next = i+1; if (next >= nverts) next = 0; Vertex vtx = temp[i]; if (vtx.Position[comp] < -vtx.Position[3]) { Vertex* vprev = &temp[prev]; if (vprev->Position[comp] >= -vprev->Position[3]) { ClipSegment(&vertices[c], &vtx, vprev); c++; } Vertex* vnext = &temp[next]; if (vnext->Position[comp] >= -vnext->Position[3]) { ClipSegment(&vertices[c], &vtx, vnext); c++; } } else vertices[c++] = vtx; } // checkme for (int i = 0; i < c; i++) { Vertex* vtx = &vertices[i]; vtx->Color[0] &= ~0xFFF; vtx->Color[0] += 0xFFF; vtx->Color[1] &= ~0xFFF; vtx->Color[1] += 0xFFF; vtx->Color[2] &= ~0xFFF; vtx->Color[2] += 0xFFF; } return c; } template int ClipPolygon(GPU3D& gpu, Vertex* vertices, int nverts, int clipstart) { // clip. // for each vertex: // if it's outside, check if the previous and next vertices are inside // if so, place a new vertex at the edge of the view volume // TODO: check for 1-dot polygons // TODO: the hardware seems to use a different algorithm. it reacts differently to vertices with W=0 // some vertices that should get Y=-0x1000 get Y=0x1000 for some reason on hardware. it doesn't make sense. // clipping seems to process the Y plane before the X plane. // Z clipping nverts = ClipAgainstPlane<2, attribs>(gpu, vertices, nverts, clipstart); // Y clipping nverts = ClipAgainstPlane<1, attribs>(gpu, vertices, nverts, clipstart); // X clipping nverts = ClipAgainstPlane<0, attribs>(gpu, vertices, nverts, clipstart); return nverts; } bool ClipCoordsEqual(Vertex* a, Vertex* b) { return a->Position[0] == b->Position[0] && a->Position[1] == b->Position[1] && a->Position[2] == b->Position[2] && a->Position[3] == b->Position[3]; } void GPU3D::SubmitPolygon() noexcept { Vertex clippedvertices[10]; Vertex* reusedvertices[2]; int clipstart = 0; int lastpolyverts = 0; int nverts = PolygonMode & 0x1 ? 4:3; int prev, next; // submitting a polygon starts the polygon pipeline // noting that for now we are only reserving one vertex slot // further slots only get reserved if the polygon makes it through culling/clipping PolygonPipeline = 8; VertexSlotCounter = 1; VertexSlotsFree = 0b11110; // culling // TODO: work out how it works on the real thing // the normalization part is a wild guess Vertex *v0, *v1, *v2, *v3; s64 normalX, normalY, normalZ; s64 dot; v0 = &TempVertexBuffer[0]; v1 = &TempVertexBuffer[1]; v2 = &TempVertexBuffer[2]; v3 = &TempVertexBuffer[3]; normalX = ((s64)(v0->Position[1]-v1->Position[1]) * (v2->Position[3]-v1->Position[3])) - ((s64)(v0->Position[3]-v1->Position[3]) * (v2->Position[1]-v1->Position[1])); normalY = ((s64)(v0->Position[3]-v1->Position[3]) * (v2->Position[0]-v1->Position[0])) - ((s64)(v0->Position[0]-v1->Position[0]) * (v2->Position[3]-v1->Position[3])); normalZ = ((s64)(v0->Position[0]-v1->Position[0]) * (v2->Position[1]-v1->Position[1])) - ((s64)(v0->Position[1]-v1->Position[1]) * (v2->Position[0]-v1->Position[0])); while ((((normalX>>31) ^ (normalX>>63)) != 0) || (((normalY>>31) ^ (normalY>>63)) != 0) || (((normalZ>>31) ^ (normalZ>>63)) != 0)) { normalX >>= 4; normalY >>= 4; normalZ >>= 4; } dot = ((s64)v1->Position[0] * normalX) + ((s64)v1->Position[1] * normalY) + ((s64)v1->Position[3] * normalZ); bool facingview = (dot <= 0); if (dot < 0) { if (!(CurPolygonAttr & (1<<7))) { LastStripPolygon = NULL; return; } } else if (dot > 0) { if (!(CurPolygonAttr & (1<<6))) { LastStripPolygon = NULL; return; } } // for strips, check whether we can attach to the previous polygon // this requires two original vertices shared with the previous polygon, and that // the two polygons be of the same type if (PolygonMode >= 2 && LastStripPolygon) { int id0, id1; if (PolygonMode == 2) { if (NumConsecutivePolygons & 1) { id0 = 2; id1 = 1; } else { id0 = 0; id1 = 2; } lastpolyverts = 3; } else { id0 = 3; id1 = 2; lastpolyverts = 4; } if (LastStripPolygon->NumVertices == lastpolyverts && !LastStripPolygon->Vertices[id0]->Clipped && !LastStripPolygon->Vertices[id1]->Clipped) { reusedvertices[0] = LastStripPolygon->Vertices[id0]; reusedvertices[1] = LastStripPolygon->Vertices[id1]; clippedvertices[0] = *reusedvertices[0]; clippedvertices[1] = *reusedvertices[1]; clipstart = 2; } } for (int i = clipstart; i < nverts; i++) clippedvertices[i] = TempVertexBuffer[i]; // detect lines, for the OpenGL renderer int polytype = 0; if (nverts == 3) { if (ClipCoordsEqual(&clippedvertices[0], &clippedvertices[1]) || ClipCoordsEqual(&clippedvertices[0], &clippedvertices[2]) || ClipCoordsEqual(&clippedvertices[1], &clippedvertices[2])) { polytype = 1; } } else if (nverts == 4) { // TODO } // clipping nverts = ClipPolygon(*this, clippedvertices, nverts, clipstart); if (nverts == 0) { LastStripPolygon = NULL; return; } // reject the polygon if it's not going to fit in polygon/vertex RAM if (NumPolygons >= 2048 || NumVertices+nverts > 6144) { LastStripPolygon = NULL; DispCnt |= (1<<13); return; } // compute screen coordinates for (int i = clipstart; i < nverts; i++) { Vertex* vtx = &clippedvertices[i]; // W is truncated to 24 bits at this point // if this W is zero, the polygon isn't rendered vtx->Position[3] &= 0x00FFFFFF; // viewport transform // note: the DS performs these divisions using a 32-bit divider // thus, if W is greater than 0xFFFF, some precision is sacrificed // to make the numbers fit into the divider u32 posX, posY; u32 w = vtx->Position[3]; if (w == 0) { posX = 0; posY = 0; } else { posX = vtx->Position[0] + w; posY = -vtx->Position[1] + w; u32 den = w; if (w > 0xFFFF) { posX >>= 1; posY >>= 1; den >>= 1; } den <<= 1; posX = ((posX * Viewport[4]) / den) + Viewport[0]; posY = ((posY * Viewport[5]) / den) + Viewport[3]; } vtx->FinalPosition[0] = posX & 0x1FF; vtx->FinalPosition[1] = posY & 0xFF; // hi-res positions // to consider: only do this when using the GL renderer? apply the aforementioned quirk to this? if (w != 0) { posX = ((((s64)(vtx->Position[0] + w) * Viewport[4]) << 4) / (((s64)w) << 1)) + (Viewport[0] << 4); posY = ((((s64)(-vtx->Position[1] + w) * Viewport[5]) << 4) / (((s64)w) << 1)) + (Viewport[3] << 4); vtx->HiresPosition[0] = posX & 0x1FFF; vtx->HiresPosition[1] = posY & 0xFFF; } } // zero-dot W check: // * if the polygon's vertices all have the same screen coordinates, it is considered to be zero-dot // * if all the vertices have a W greater than the threshold defined in register 0x04000610, // the polygon is rejected, unless bit13 in the polygon attributes is set if (!(CurPolygonAttr & (1<<13))) { bool zerodot = true; bool allbehind = true; for (int i = 0; i < nverts; i++) { Vertex* vtx = &clippedvertices[i]; if (vtx->FinalPosition[0] != clippedvertices[0].FinalPosition[0] || vtx->FinalPosition[1] != clippedvertices[0].FinalPosition[1]) { zerodot = false; break; } if (vtx->Position[3] <= ZeroDotWLimit) { allbehind = false; break; } } if (zerodot && allbehind) { LastStripPolygon = NULL; return; } } // build the actual polygon if (nverts == 4) { PolygonPipeline = 35; VertexSlotCounter = 1; if (PolygonMode & 0x2) VertexSlotsFree = 0b11100; else VertexSlotsFree = 0b11110; } else { PolygonPipeline = 26; VertexSlotCounter = 1; if (PolygonMode & 0x2) VertexSlotsFree = 0b1000; else VertexSlotsFree = 0b1110; } Polygon* poly = &CurPolygonRAM[NumPolygons++]; poly->NumVertices = 0; poly->Attr = CurPolygonAttr; poly->TexParam = TexParam; poly->TexPalette = TexPalette; poly->Degenerate = false; poly->Type = 0; poly->FacingView = facingview; u32 texfmt = (TexParam >> 26) & 0x7; u32 polyalpha = (CurPolygonAttr >> 16) & 0x1F; poly->Translucent = ((texfmt == 1 || texfmt == 6) && !(CurPolygonAttr & 0x10)) || (polyalpha > 0 && polyalpha < 31); poly->IsShadowMask = ((CurPolygonAttr & 0x3F000030) == 0x00000030); poly->IsShadow = ((CurPolygonAttr & 0x30) == 0x30) && !poly->IsShadowMask; if (!poly->Translucent) NumOpaquePolygons++; poly->Type = polytype; if (LastStripPolygon && clipstart > 0) { if (nverts == lastpolyverts) { poly->Vertices[0] = reusedvertices[0]; poly->Vertices[1] = reusedvertices[1]; } else { Vertex v0 = *reusedvertices[0]; Vertex v1 = *reusedvertices[1]; CurVertexRAM[NumVertices] = v0; poly->Vertices[0] = &CurVertexRAM[NumVertices]; CurVertexRAM[NumVertices+1] = v1; poly->Vertices[1] = &CurVertexRAM[NumVertices+1]; NumVertices += 2; } poly->NumVertices += 2; } for (int i = clipstart; i < nverts; i++) { Vertex* vtx = &CurVertexRAM[NumVertices]; *vtx = clippedvertices[i]; poly->Vertices[i] = vtx; NumVertices++; poly->NumVertices++; vtx->FinalColor[0] = vtx->Color[0] >> 12; if (vtx->FinalColor[0]) vtx->FinalColor[0] = ((vtx->FinalColor[0] << 4) + 0xF); vtx->FinalColor[1] = vtx->Color[1] >> 12; if (vtx->FinalColor[1]) vtx->FinalColor[1] = ((vtx->FinalColor[1] << 4) + 0xF); vtx->FinalColor[2] = vtx->Color[2] >> 12; if (vtx->FinalColor[2]) vtx->FinalColor[2] = ((vtx->FinalColor[2] << 4) + 0xF); } // determine bounds of the polygon // also determine the W shift and normalize W // normalization works both ways // (ie two W's that span 12 bits or less will be brought to 16 bits) u32 vtop = 0, vbot = 0; s32 ytop = 192, ybot = 0; s32 xtop = 256, xbot = 0; u32 wsize = 0; for (int i = 0; i < nverts; i++) { Vertex* vtx = poly->Vertices[i]; if (vtx->FinalPosition[1] < ytop || (vtx->FinalPosition[1] == ytop && vtx->FinalPosition[0] < xtop)) { xtop = vtx->FinalPosition[0]; ytop = vtx->FinalPosition[1]; vtop = i; } if (vtx->FinalPosition[1] > ybot || (vtx->FinalPosition[1] == ybot && vtx->FinalPosition[0] > xbot)) { xbot = vtx->FinalPosition[0]; ybot = vtx->FinalPosition[1]; vbot = i; } u32 w = (u32)vtx->Position[3]; if (w == 0) poly->Degenerate = true; while ((w >> wsize) && (wsize < 32)) wsize += 4; } poly->VTop = vtop; poly->VBottom = vbot; poly->YTop = ytop; poly->YBottom = ybot; poly->XTop = xtop; poly->XBottom = xbot; if (ybot > 192) poly->Degenerate = true; poly->SortKey = (ybot << 8) | ytop; if (poly->Translucent) poly->SortKey |= 0x10000; poly->WBuffer = (FlushAttributes & 0x2); for (int i = 0; i < nverts; i++) { Vertex* vtx = poly->Vertices[i]; s32 w, wshifted; // W is normalized, such that all the polygon's W values fit within 16 bits // the viewport transform for X/Y/Z uses the original W values, but // when W-buffering is used, the normalized W is used // W normalization is applied to separate polygons, even within strips if (wsize < 16) { w = vtx->Position[3] << (16 - wsize); wshifted = w >> (16 - wsize); } else { w = vtx->Position[3] >> (wsize - 16); wshifted = w << (wsize - 16); } s32 z; if (FlushAttributes & 0x2) z = wshifted; else if (vtx->Position[3]) z = ((((s64)vtx->Position[2] * 0x4000) / vtx->Position[3]) + 0x3FFF) * 0x200; else z = 0x7FFE00; // checkme (Z<0 shouldn't be possible, but Z>0xFFFFFF is possible) if (z < 0) z = 0; else if (z > 0xFFFFFF) z = 0xFFFFFF; poly->FinalZ[i] = z; poly->FinalW[i] = w; } if (PolygonMode >= 2) LastStripPolygon = poly; else LastStripPolygon = NULL; } void GPU3D::SubmitVertex() noexcept { s64 vertex[4] = {(s64)CurVertex[0], (s64)CurVertex[1], (s64)CurVertex[2], 0x1000}; Vertex* vertextrans = &TempVertexBuffer[VertexNumInPoly]; UpdateClipMatrix(); vertextrans->Position[0] = (vertex[0]*ClipMatrix[0] + vertex[1]*ClipMatrix[4] + vertex[2]*ClipMatrix[8] + vertex[3]*ClipMatrix[12]) >> 12; vertextrans->Position[1] = (vertex[0]*ClipMatrix[1] + vertex[1]*ClipMatrix[5] + vertex[2]*ClipMatrix[9] + vertex[3]*ClipMatrix[13]) >> 12; vertextrans->Position[2] = (vertex[0]*ClipMatrix[2] + vertex[1]*ClipMatrix[6] + vertex[2]*ClipMatrix[10] + vertex[3]*ClipMatrix[14]) >> 12; vertextrans->Position[3] = (vertex[0]*ClipMatrix[3] + vertex[1]*ClipMatrix[7] + vertex[2]*ClipMatrix[11] + vertex[3]*ClipMatrix[15]) >> 12; // this probably shouldn't be. // the way color is handled during clipping needs investigation. TODO vertextrans->Color[0] = (VertexColor[0] << 12) + 0xFFF; vertextrans->Color[1] = (VertexColor[1] << 12) + 0xFFF; vertextrans->Color[2] = (VertexColor[2] << 12) + 0xFFF; if ((TexParam >> 30) == 3) { vertextrans->TexCoords[0] = ((vertex[0]*TexMatrix[0] + vertex[1]*TexMatrix[4] + vertex[2]*TexMatrix[8]) >> 24) + RawTexCoords[0]; vertextrans->TexCoords[1] = ((vertex[0]*TexMatrix[1] + vertex[1]*TexMatrix[5] + vertex[2]*TexMatrix[9]) >> 24) + RawTexCoords[1]; } else { vertextrans->TexCoords[0] = TexCoords[0]; vertextrans->TexCoords[1] = TexCoords[1]; } vertextrans->Clipped = false; VertexNum++; VertexNumInPoly++; switch (PolygonMode) { case 0: // triangle if (VertexNumInPoly == 3) { VertexNumInPoly = 0; SubmitPolygon(); NumConsecutivePolygons++; } break; case 1: // quad if (VertexNumInPoly == 4) { VertexNumInPoly = 0; SubmitPolygon(); NumConsecutivePolygons++; } break; case 2: // triangle strip if (NumConsecutivePolygons & 1) { Vertex tmp = TempVertexBuffer[1]; TempVertexBuffer[1] = TempVertexBuffer[0]; TempVertexBuffer[0] = tmp; VertexNumInPoly = 2; SubmitPolygon(); NumConsecutivePolygons++; TempVertexBuffer[1] = TempVertexBuffer[2]; } else if (VertexNumInPoly == 3) { VertexNumInPoly = 2; SubmitPolygon(); NumConsecutivePolygons++; TempVertexBuffer[0] = TempVertexBuffer[1]; TempVertexBuffer[1] = TempVertexBuffer[2]; } break; case 3: // quad strip if (VertexNumInPoly == 4) { Vertex tmp = TempVertexBuffer[3]; TempVertexBuffer[3] = TempVertexBuffer[2]; TempVertexBuffer[2] = tmp; VertexNumInPoly = 2; SubmitPolygon(); NumConsecutivePolygons++; TempVertexBuffer[0] = TempVertexBuffer[3]; TempVertexBuffer[1] = TempVertexBuffer[2]; } break; } VertexPipeline = 7; AddCycles(3); } void GPU3D::CalculateLighting() noexcept { if ((TexParam >> 30) == 2) { TexCoords[0] = RawTexCoords[0] + (((s64)Normal[0]*TexMatrix[0] + (s64)Normal[1]*TexMatrix[4] + (s64)Normal[2]*TexMatrix[8]) >> 21); TexCoords[1] = RawTexCoords[1] + (((s64)Normal[0]*TexMatrix[1] + (s64)Normal[1]*TexMatrix[5] + (s64)Normal[2]*TexMatrix[9]) >> 21); } s32 normaltrans[3]; normaltrans[0] = (Normal[0]*VecMatrix[0] + Normal[1]*VecMatrix[4] + Normal[2]*VecMatrix[8]) >> 12; normaltrans[1] = (Normal[0]*VecMatrix[1] + Normal[1]*VecMatrix[5] + Normal[2]*VecMatrix[9]) >> 12; normaltrans[2] = (Normal[0]*VecMatrix[2] + Normal[1]*VecMatrix[6] + Normal[2]*VecMatrix[10]) >> 12; VertexColor[0] = MatEmission[0]; VertexColor[1] = MatEmission[1]; VertexColor[2] = MatEmission[2]; s32 c = 0; for (int i = 0; i < 4; i++) { if (!(CurPolygonAttr & (1<1) // according to some hardware tests // * diffuse level is saturated to 255 // * shininess level mirrors back to 0 and is ANDed with 0xFF, that before being squared // TODO: check how it behaves when the computed shininess is >=0x200 s32 difflevel = (-(LightDirection[i][0]*normaltrans[0] + LightDirection[i][1]*normaltrans[1] + LightDirection[i][2]*normaltrans[2])) >> 10; if (difflevel < 0) difflevel = 0; else if (difflevel > 255) difflevel = 255; s32 shinelevel = -(((LightDirection[i][0]>>1)*normaltrans[0] + (LightDirection[i][1]>>1)*normaltrans[1] + ((LightDirection[i][2]-0x200)>>1)*normaltrans[2]) >> 10); if (shinelevel < 0) shinelevel = 0; else if (shinelevel > 255) shinelevel = (0x100 - shinelevel) & 0xFF; shinelevel = ((shinelevel * shinelevel) >> 7) - 0x100; // really (2*shinelevel*shinelevel)-1 if (shinelevel < 0) shinelevel = 0; if (UseShininessTable) { // checkme shinelevel >>= 1; shinelevel = ShininessTable[shinelevel]; } VertexColor[0] += ((MatSpecular[0] * LightColor[i][0] * shinelevel) >> 13); VertexColor[0] += ((MatDiffuse[0] * LightColor[i][0] * difflevel) >> 13); VertexColor[0] += ((MatAmbient[0] * LightColor[i][0]) >> 5); VertexColor[1] += ((MatSpecular[1] * LightColor[i][1] * shinelevel) >> 13); VertexColor[1] += ((MatDiffuse[1] * LightColor[i][1] * difflevel) >> 13); VertexColor[1] += ((MatAmbient[1] * LightColor[i][1]) >> 5); VertexColor[2] += ((MatSpecular[2] * LightColor[i][2] * shinelevel) >> 13); VertexColor[2] += ((MatDiffuse[2] * LightColor[i][2] * difflevel) >> 13); VertexColor[2] += ((MatAmbient[2] * LightColor[i][2]) >> 5); if (VertexColor[0] > 31) VertexColor[0] = 31; if (VertexColor[1] > 31) VertexColor[1] = 31; if (VertexColor[2] > 31) VertexColor[2] = 31; c++; } if (c < 1) c = 1; NormalPipeline = 7; AddCycles(c); } void GPU3D::BoxTest(u32* params) noexcept { Vertex cube[8]; Vertex face[10]; int res; AddCycles(254); GXStat &= ~(1<<1); s16 x0 = (s16)(params[0] & 0xFFFF); s16 y0 = ((s32)params[0]) >> 16; s16 z0 = (s16)(params[1] & 0xFFFF); s16 x1 = ((s32)params[1]) >> 16; s16 y1 = (s16)(params[2] & 0xFFFF); s16 z1 = ((s32)params[2]) >> 16; x1 += x0; y1 += y0; z1 += z0; cube[0].Position[0] = x0; cube[0].Position[1] = y0; cube[0].Position[2] = z0; cube[1].Position[0] = x1; cube[1].Position[1] = y0; cube[1].Position[2] = z0; cube[2].Position[0] = x1; cube[2].Position[1] = y1; cube[2].Position[2] = z0; cube[3].Position[0] = x0; cube[3].Position[1] = y1; cube[3].Position[2] = z0; cube[4].Position[0] = x0; cube[4].Position[1] = y1; cube[4].Position[2] = z1; cube[5].Position[0] = x0; cube[5].Position[1] = y0; cube[5].Position[2] = z1; cube[6].Position[0] = x1; cube[6].Position[1] = y0; cube[6].Position[2] = z1; cube[7].Position[0] = x1; cube[7].Position[1] = y1; cube[7].Position[2] = z1; UpdateClipMatrix(); for (int i = 0; i < 8; i++) { s32 x = cube[i].Position[0]; s32 y = cube[i].Position[1]; s32 z = cube[i].Position[2]; cube[i].Position[0] = ((s64)x*ClipMatrix[0] + (s64)y*ClipMatrix[4] + (s64)z*ClipMatrix[8] + (s64)0x1000*ClipMatrix[12]) >> 12; cube[i].Position[1] = ((s64)x*ClipMatrix[1] + (s64)y*ClipMatrix[5] + (s64)z*ClipMatrix[9] + (s64)0x1000*ClipMatrix[13]) >> 12; cube[i].Position[2] = ((s64)x*ClipMatrix[2] + (s64)y*ClipMatrix[6] + (s64)z*ClipMatrix[10] + (s64)0x1000*ClipMatrix[14]) >> 12; cube[i].Position[3] = ((s64)x*ClipMatrix[3] + (s64)y*ClipMatrix[7] + (s64)z*ClipMatrix[11] + (s64)0x1000*ClipMatrix[15]) >> 12; } // front face (-Z) face[0] = cube[0]; face[1] = cube[1]; face[2] = cube[2]; face[3] = cube[3]; res = ClipPolygon(*this, face, 4, 0); if (res > 0) { GXStat |= (1<<1); return; } // back face (+Z) face[0] = cube[4]; face[1] = cube[5]; face[2] = cube[6]; face[3] = cube[7]; res = ClipPolygon(*this, face, 4, 0); if (res > 0) { GXStat |= (1<<1); return; } // left face (-X) face[0] = cube[0]; face[1] = cube[3]; face[2] = cube[4]; face[3] = cube[5]; res = ClipPolygon(*this, face, 4, 0); if (res > 0) { GXStat |= (1<<1); return; } // right face (+X) face[0] = cube[1]; face[1] = cube[2]; face[2] = cube[7]; face[3] = cube[6]; res = ClipPolygon(*this, face, 4, 0); if (res > 0) { GXStat |= (1<<1); return; } // bottom face (-Y) face[0] = cube[0]; face[1] = cube[1]; face[2] = cube[6]; face[3] = cube[5]; res = ClipPolygon(*this, face, 4, 0); if (res > 0) { GXStat |= (1<<1); return; } // top face (+Y) face[0] = cube[2]; face[1] = cube[3]; face[2] = cube[4]; face[3] = cube[7]; res = ClipPolygon(*this, face, 4, 0); if (res > 0) { GXStat |= (1<<1); return; } } void GPU3D::PosTest() noexcept { s64 vertex[4] = {(s64)CurVertex[0], (s64)CurVertex[1], (s64)CurVertex[2], 0x1000}; UpdateClipMatrix(); PosTestResult[0] = (vertex[0]*ClipMatrix[0] + vertex[1]*ClipMatrix[4] + vertex[2]*ClipMatrix[8] + vertex[3]*ClipMatrix[12]) >> 12; PosTestResult[1] = (vertex[0]*ClipMatrix[1] + vertex[1]*ClipMatrix[5] + vertex[2]*ClipMatrix[9] + vertex[3]*ClipMatrix[13]) >> 12; PosTestResult[2] = (vertex[0]*ClipMatrix[2] + vertex[1]*ClipMatrix[6] + vertex[2]*ClipMatrix[10] + vertex[3]*ClipMatrix[14]) >> 12; PosTestResult[3] = (vertex[0]*ClipMatrix[3] + vertex[1]*ClipMatrix[7] + vertex[2]*ClipMatrix[11] + vertex[3]*ClipMatrix[15]) >> 12; AddCycles(5); } void GPU3D::VecTest(u32 param) noexcept { // TODO: maybe it overwrites the normal registers, too s16 normal[3]; normal[0] = (s16)((param & 0x000003FF) << 6) >> 6; normal[1] = (s16)((param & 0x000FFC00) >> 4) >> 6; normal[2] = (s16)((param & 0x3FF00000) >> 14) >> 6; VecTestResult[0] = (normal[0]*VecMatrix[0] + normal[1]*VecMatrix[4] + normal[2]*VecMatrix[8]) >> 9; VecTestResult[1] = (normal[0]*VecMatrix[1] + normal[1]*VecMatrix[5] + normal[2]*VecMatrix[9]) >> 9; VecTestResult[2] = (normal[0]*VecMatrix[2] + normal[1]*VecMatrix[6] + normal[2]*VecMatrix[10]) >> 9; if (VecTestResult[0] & 0x1000) VecTestResult[0] |= 0xF000; if (VecTestResult[1] & 0x1000) VecTestResult[1] |= 0xF000; if (VecTestResult[2] & 0x1000) VecTestResult[2] |= 0xF000; AddCycles(4); } void GPU3D::CmdFIFOWrite(CmdFIFOEntry& entry) noexcept { if (CmdFIFO.IsEmpty() && !CmdPIPE.IsFull()) { CmdPIPE.Write(entry); } else { if (CmdFIFO.IsFull()) { // store it to the stall queue. stall the system. // worst case is if a STMxx opcode causes this, which is why our stall queue // has 64 entries. this is less complicated than trying to make STMxx stall-able. CmdStallQueue.Write(entry); NDS.GXFIFOStall(); return; } CmdFIFO.Write(entry); } GXStat |= (1<<27); if (entry.Command == 0x11 || entry.Command == 0x12) { GXStat |= (1<<14); // push/pop matrix NumPushPopCommands++; } else if (entry.Command == 0x70 || entry.Command == 0x71 || entry.Command == 0x72) { GXStat |= (1<<0); // box/pos/vec test NumTestCommands++; } } GPU3D::CmdFIFOEntry GPU3D::CmdFIFORead() noexcept { CmdFIFOEntry ret = CmdPIPE.Read(); if (CmdPIPE.Level() <= 2) { if (!CmdFIFO.IsEmpty()) CmdPIPE.Write(CmdFIFO.Read()); if (!CmdFIFO.IsEmpty()) CmdPIPE.Write(CmdFIFO.Read()); // empty stall queue if needed // CmdFIFO should not be full at this point. if (!CmdStallQueue.IsEmpty()) { while (!CmdStallQueue.IsEmpty()) { if (CmdFIFO.IsFull()) break; CmdFIFOEntry entry = CmdStallQueue.Read(); CmdFIFOWrite(entry); } if (CmdStallQueue.IsEmpty()) NDS.GXFIFOUnstall(); } CheckFIFODMA(); CheckFIFOIRQ(); } return ret; } void GPU3D::ExecuteCommand() noexcept { CmdFIFOEntry entry = CmdFIFORead(); //printf("FIFO: processing %02X %08X. Levels: FIFO=%d, PIPE=%d\n", entry.Command, entry.Param, CmdFIFO->Level(), CmdPIPE->Level()); // each FIFO entry takes 1 cycle to be processed // commands (presumably) run when all the needed parameters have been read // which is where we add the remaining cycles if any u32 paramsRequiredCount = CmdNumParams[entry.Command]; if (paramsRequiredCount <= 1) { // fast path for command which only have a single parameter /*printf("[GXS:%08X] 0x%02X, 0x%08X", GXStat, entry.Command, entry.Param);*/ switch (entry.Command) { case 0x10: // matrix mode VertexPipelineCmdDelayed4(); MatrixMode = entry.Param & 0x3; break; case 0x11: // push matrix VertexPipelineCmdDelayed4(); NumPushPopCommands--; if (MatrixMode == 0) { if (ProjMatrixStackPointer > 0) GXStat |= (1<<15); memcpy(ProjMatrixStack, ProjMatrix, 16*4); ProjMatrixStackPointer++; ProjMatrixStackPointer &= 0x1; } else if (MatrixMode == 3) { if (TexMatrixStackPointer > 0) GXStat |= (1<<15); memcpy(TexMatrixStack, TexMatrix, 16*4); TexMatrixStackPointer++; TexMatrixStackPointer &= 0x1; } else { if (PosMatrixStackPointer > 30) GXStat |= (1<<15); memcpy(PosMatrixStack[PosMatrixStackPointer & 0x1F], PosMatrix, 16*4); memcpy(VecMatrixStack[PosMatrixStackPointer & 0x1F], VecMatrix, 16*4); PosMatrixStackPointer++; PosMatrixStackPointer &= 0x3F; } AddCycles(16); break; case 0x12: // pop matrix VertexPipelineCmdDelayed4(); NumPushPopCommands--; if (MatrixMode == 0) { if (ProjMatrixStackPointer == 0) GXStat |= (1<<15); ProjMatrixStackPointer--; ProjMatrixStackPointer &= 0x1; memcpy(ProjMatrix, ProjMatrixStack, 16*4); ClipMatrixDirty = true; AddCycles(35); } else if (MatrixMode == 3) { if (TexMatrixStackPointer == 0) GXStat |= (1<<15); TexMatrixStackPointer--; TexMatrixStackPointer &= 0x1; memcpy(TexMatrix, TexMatrixStack, 16*4); AddCycles(17); } else { s32 offset = (s32)(entry.Param << 26) >> 26; PosMatrixStackPointer -= offset; PosMatrixStackPointer &= 0x3F; if (PosMatrixStackPointer > 30) GXStat |= (1<<15); memcpy(PosMatrix, PosMatrixStack[PosMatrixStackPointer & 0x1F], 16*4); memcpy(VecMatrix, VecMatrixStack[PosMatrixStackPointer & 0x1F], 16*4); ClipMatrixDirty = true; AddCycles(35); } break; case 0x13: // store matrix VertexPipelineCmdDelayed4(); if (MatrixMode == 0) { memcpy(ProjMatrixStack, ProjMatrix, 16*4); } else if (MatrixMode == 3) { memcpy(TexMatrixStack, TexMatrix, 16*4); } else { u32 addr = entry.Param & 0x1F; if (addr > 30) GXStat |= (1<<15); memcpy(PosMatrixStack[addr], PosMatrix, 16*4); memcpy(VecMatrixStack[addr], VecMatrix, 16*4); } AddCycles(16); break; case 0x14: // restore matrix VertexPipelineCmdDelayed4(); if (MatrixMode == 0) { memcpy(ProjMatrix, ProjMatrixStack, 16*4); ClipMatrixDirty = true; AddCycles(35); } else if (MatrixMode == 3) { memcpy(TexMatrix, TexMatrixStack, 16*4); AddCycles(17); } else { u32 addr = entry.Param & 0x1F; if (addr > 30) GXStat |= (1<<15); memcpy(PosMatrix, PosMatrixStack[addr], 16*4); memcpy(VecMatrix, VecMatrixStack[addr], 16*4); ClipMatrixDirty = true; AddCycles(35); } break; case 0x15: // identity VertexPipelineCmdDelayed4(); if (MatrixMode == 0) { MatrixLoadIdentity(ProjMatrix); ClipMatrixDirty = true; AddCycles(18); } else if (MatrixMode == 3) MatrixLoadIdentity(TexMatrix); else { MatrixLoadIdentity(PosMatrix); if (MatrixMode == 2) MatrixLoadIdentity(VecMatrix); ClipMatrixDirty = true; AddCycles(18); } break; case 0x20: // vertex color VertexPipelineCmdDelayed6(); { u32 c = entry.Param; u32 r = c & 0x1F; u32 g = (c >> 5) & 0x1F; u32 b = (c >> 10) & 0x1F; VertexColor[0] = r; VertexColor[1] = g; VertexColor[2] = b; } break; case 0x21: // normal VertexPipelineCmdDelayed4(); Normal[0] = (s16)((entry.Param & 0x000003FF) << 6) >> 6; Normal[1] = (s16)((entry.Param & 0x000FFC00) >> 4) >> 6; Normal[2] = (s16)((entry.Param & 0x3FF00000) >> 14) >> 6; CalculateLighting(); break; case 0x22: // texcoord VertexPipelineCmdDelayed4(); RawTexCoords[0] = entry.Param & 0xFFFF; RawTexCoords[1] = entry.Param >> 16; if ((TexParam >> 30) == 1) { TexCoords[0] = (RawTexCoords[0]*TexMatrix[0] + RawTexCoords[1]*TexMatrix[4] + TexMatrix[8] + TexMatrix[12]) >> 12; TexCoords[1] = (RawTexCoords[0]*TexMatrix[1] + RawTexCoords[1]*TexMatrix[5] + TexMatrix[9] + TexMatrix[13]) >> 12; } else { TexCoords[0] = RawTexCoords[0]; TexCoords[1] = RawTexCoords[1]; } break; case 0x24: // 10-bit vertex VertexPipelineSubmitCmd(); CurVertex[0] = (entry.Param & 0x000003FF) << 6; CurVertex[1] = (entry.Param & 0x000FFC00) >> 4; CurVertex[2] = (entry.Param & 0x3FF00000) >> 14; SubmitVertex(); break; case 0x25: // vertex XY VertexPipelineSubmitCmd(); CurVertex[0] = entry.Param & 0xFFFF; CurVertex[1] = entry.Param >> 16; SubmitVertex(); break; case 0x26: // vertex XZ VertexPipelineSubmitCmd(); CurVertex[0] = entry.Param & 0xFFFF; CurVertex[2] = entry.Param >> 16; SubmitVertex(); break; case 0x27: // vertex YZ VertexPipelineSubmitCmd(); CurVertex[1] = entry.Param & 0xFFFF; CurVertex[2] = entry.Param >> 16; SubmitVertex(); break; case 0x28: // 10-bit delta vertex VertexPipelineSubmitCmd(); CurVertex[0] += (s16)((entry.Param & 0x000003FF) << 6) >> 6; CurVertex[1] += (s16)((entry.Param & 0x000FFC00) >> 4) >> 6; CurVertex[2] += (s16)((entry.Param & 0x3FF00000) >> 14) >> 6; SubmitVertex(); break; case 0x29: // polygon attributes VertexPipelineCmdDelayed8(); PolygonAttr = entry.Param; break; case 0x2A: // texture param VertexPipelineCmdDelayed8(); TexParam = entry.Param; break; case 0x2B: // texture palette VertexPipelineCmdDelayed8(); TexPalette = entry.Param & 0x1FFF; break; case 0x30: // diffuse/ambient material VertexPipelineCmdDelayed6(); MatDiffuse[0] = entry.Param & 0x1F; MatDiffuse[1] = (entry.Param >> 5) & 0x1F; MatDiffuse[2] = (entry.Param >> 10) & 0x1F; MatAmbient[0] = (entry.Param >> 16) & 0x1F; MatAmbient[1] = (entry.Param >> 21) & 0x1F; MatAmbient[2] = (entry.Param >> 26) & 0x1F; if (entry.Param & 0x8000) { VertexColor[0] = MatDiffuse[0]; VertexColor[1] = MatDiffuse[1]; VertexColor[2] = MatDiffuse[2]; } AddCycles(3); break; case 0x31: // specular/emission material VertexPipelineCmdDelayed6(); MatSpecular[0] = entry.Param & 0x1F; MatSpecular[1] = (entry.Param >> 5) & 0x1F; MatSpecular[2] = (entry.Param >> 10) & 0x1F; MatEmission[0] = (entry.Param >> 16) & 0x1F; MatEmission[1] = (entry.Param >> 21) & 0x1F; MatEmission[2] = (entry.Param >> 26) & 0x1F; UseShininessTable = (entry.Param & 0x8000) != 0; AddCycles(3); break; case 0x32: // light direction StallPolygonPipeline(8 + 1, 2); // 0x32 can run 6 cycles after a vertex { u32 l = entry.Param >> 30; s16 dir[3]; dir[0] = (s16)((entry.Param & 0x000003FF) << 6) >> 6; dir[1] = (s16)((entry.Param & 0x000FFC00) >> 4) >> 6; dir[2] = (s16)((entry.Param & 0x3FF00000) >> 14) >> 6; LightDirection[l][0] = (dir[0]*VecMatrix[0] + dir[1]*VecMatrix[4] + dir[2]*VecMatrix[8]) >> 12; LightDirection[l][1] = (dir[0]*VecMatrix[1] + dir[1]*VecMatrix[5] + dir[2]*VecMatrix[9]) >> 12; LightDirection[l][2] = (dir[0]*VecMatrix[2] + dir[1]*VecMatrix[6] + dir[2]*VecMatrix[10]) >> 12; } AddCycles(5); break; case 0x33: // light color VertexPipelineCmdDelayed8(); { u32 l = entry.Param >> 30; LightColor[l][0] = entry.Param & 0x1F; LightColor[l][1] = (entry.Param >> 5) & 0x1F; LightColor[l][2] = (entry.Param >> 10) & 0x1F; } AddCycles(1); break; case 0x40: // begin polygons StallPolygonPipeline(1, 0); // TODO: check if there was a polygon being defined but incomplete // such cases seem to freeze the GPU PolygonMode = entry.Param & 0x3; VertexNum = 0; VertexNumInPoly = 0; NumConsecutivePolygons = 0; LastStripPolygon = NULL; CurPolygonAttr = PolygonAttr; break; case 0x41: // end polygons VertexPipelineCmdDelayed8(); // TODO: research this? // it doesn't seem to have any effect whatsoever, but // its timing characteristics are different from those of other // no-op commands break; case 0x50: // flush VertexPipelineCmdDelayed4(); FlushRequest = 1; FlushAttributes = entry.Param & 0x3; CycleCount = 325; // probably safe to just reset all pipelines // but needs checked VertexPipeline = 0; NormalPipeline = 0; PolygonPipeline = 0; VertexSlotCounter = 0; VertexSlotsFree = 1; break; case 0x60: // viewport x1,y1,x2,y2 VertexPipelineCmdDelayed8(); // note: viewport Y coordinates are upside-down Viewport[0] = entry.Param & 0xFF; // x0 Viewport[1] = (191 - ((entry.Param >> 8) & 0xFF)) & 0xFF; // y0 Viewport[2] = (entry.Param >> 16) & 0xFF; // x1 Viewport[3] = (191 - (entry.Param >> 24)) & 0xFF; // y1 Viewport[4] = (Viewport[2] - Viewport[0] + 1) & 0x1FF; // width Viewport[5] = (Viewport[1] - Viewport[3] + 1) & 0xFF; // height break; case 0x72: // vec test VertexPipelineCmdDelayed6(); NumTestCommands--; VecTest(entry.Param); break; default: VertexPipelineCmdDelayed4(); //printf("!! UNKNOWN GX COMMAND %02X %08X\n", entry.Command, entry.Param); break; } } else { ExecParams[ExecParamCount] = entry.Param; ExecParamCount++; if (ExecParamCount == 1) { // delay the first command entry as needed switch (entry.Command) { // commands that stall the polygon pipeline case 0x23: VertexPipelineSubmitCmd(); break; case 0x34: case 0x71: VertexPipelineCmdDelayed8(); break; case 0x70: StallPolygonPipeline(10 + 1, 0); break; default: VertexPipelineCmdDelayed4(); break; } } else { AddCycles(1); if (ExecParamCount >= paramsRequiredCount) { /*printf("[GXS:%08X] 0x%02X, ", GXStat, entry.Command); for (int k = 0; k < ExecParamCount; k++) printf("0x%08X, ", ExecParams[k]); printf("\n");*/ ExecParamCount = 0; switch (entry.Command) { case 0x16: // load 4x4 if (MatrixMode == 0) { MatrixLoad4x4(ProjMatrix, (s32*)ExecParams); ClipMatrixDirty = true; AddCycles(18); } else if (MatrixMode == 3) { MatrixLoad4x4(TexMatrix, (s32*)ExecParams); AddCycles(10); } else { MatrixLoad4x4(PosMatrix, (s32*)ExecParams); if (MatrixMode == 2) MatrixLoad4x4(VecMatrix, (s32*)ExecParams); ClipMatrixDirty = true; AddCycles(18); } break; case 0x17: // load 4x3 if (MatrixMode == 0) { MatrixLoad4x3(ProjMatrix, (s32*)ExecParams); ClipMatrixDirty = true; AddCycles(18); } else if (MatrixMode == 3) { MatrixLoad4x3(TexMatrix, (s32*)ExecParams); AddCycles(7); } else { MatrixLoad4x3(PosMatrix, (s32*)ExecParams); if (MatrixMode == 2) MatrixLoad4x3(VecMatrix, (s32*)ExecParams); ClipMatrixDirty = true; AddCycles(18); } break; case 0x18: // mult 4x4 if (MatrixMode == 0) { MatrixMult4x4(ProjMatrix, (s32*)ExecParams); ClipMatrixDirty = true; AddCycles(35 - 16); } else if (MatrixMode == 3) { MatrixMult4x4(TexMatrix, (s32*)ExecParams); AddCycles(33 - 16); } else { MatrixMult4x4(PosMatrix, (s32*)ExecParams); if (MatrixMode == 2) { MatrixMult4x4(VecMatrix, (s32*)ExecParams); AddCycles(35 + 30 - 16); } else AddCycles(35 - 16); ClipMatrixDirty = true; } break; case 0x19: // mult 4x3 if (MatrixMode == 0) { MatrixMult4x3(ProjMatrix, (s32*)ExecParams); ClipMatrixDirty = true; AddCycles(35 - 12); } else if (MatrixMode == 3) { MatrixMult4x3(TexMatrix, (s32*)ExecParams); AddCycles(33 - 12); } else { MatrixMult4x3(PosMatrix, (s32*)ExecParams); if (MatrixMode == 2) { MatrixMult4x3(VecMatrix, (s32*)ExecParams); AddCycles(35 + 30 - 12); } else AddCycles(35 - 12); ClipMatrixDirty = true; } break; case 0x1A: // mult 3x3 if (MatrixMode == 0) { MatrixMult3x3(ProjMatrix, (s32*)ExecParams); ClipMatrixDirty = true; AddCycles(35 - 9); } else if (MatrixMode == 3) { MatrixMult3x3(TexMatrix, (s32*)ExecParams); AddCycles(33 - 9); } else { MatrixMult3x3(PosMatrix, (s32*)ExecParams); if (MatrixMode == 2) { MatrixMult3x3(VecMatrix, (s32*)ExecParams); AddCycles(35 + 30 - 9); } else AddCycles(35 - 9); ClipMatrixDirty = true; } break; case 0x1B: // scale if (MatrixMode == 0) { MatrixScale(ProjMatrix, (s32*)ExecParams); ClipMatrixDirty = true; AddCycles(35 - 3); } else if (MatrixMode == 3) { MatrixScale(TexMatrix, (s32*)ExecParams); AddCycles(33 - 3); } else { MatrixScale(PosMatrix, (s32*)ExecParams); ClipMatrixDirty = true; AddCycles(35 - 3); } break; case 0x1C: // translate if (MatrixMode == 0) { MatrixTranslate(ProjMatrix, (s32*)ExecParams); ClipMatrixDirty = true; AddCycles(35 - 3); } else if (MatrixMode == 3) { MatrixTranslate(TexMatrix, (s32*)ExecParams); AddCycles(33 - 3); } else { MatrixTranslate(PosMatrix, (s32*)ExecParams); if (MatrixMode == 2) { MatrixTranslate(VecMatrix, (s32*)ExecParams); AddCycles(35 + 30 - 3); } else AddCycles(35 - 3); ClipMatrixDirty = true; } break; case 0x23: // full vertex CurVertex[0] = ExecParams[0] & 0xFFFF; CurVertex[1] = ExecParams[0] >> 16; CurVertex[2] = ExecParams[1] & 0xFFFF; SubmitVertex(); break; case 0x34: // shininess table { for (int i = 0; i < 128; i += 4) { u32 val = ExecParams[i >> 2]; ShininessTable[i + 0] = val & 0xFF; ShininessTable[i + 1] = (val >> 8) & 0xFF; ShininessTable[i + 2] = (val >> 16) & 0xFF; ShininessTable[i + 3] = val >> 24; } } break; case 0x71: // pos test NumTestCommands -= 2; CurVertex[0] = ExecParams[0] & 0xFFFF; CurVertex[1] = ExecParams[0] >> 16; CurVertex[2] = ExecParams[1] & 0xFFFF; PosTest(); break; case 0x70: // box test NumTestCommands -= 3; BoxTest(ExecParams); break; default: __builtin_unreachable(); } } } } } s32 GPU3D::CyclesToRunFor() const noexcept { if (CycleCount < 0) return 0; return CycleCount; } void GPU3D::FinishWork(s32 cycles) noexcept { AddCycles(cycles); if (NormalPipeline) NormalPipeline -= std::min(NormalPipeline, cycles); CycleCount = 0; if (VertexPipeline || NormalPipeline || PolygonPipeline) return; GXStat &= ~(1<<27); } void GPU3D::Run() noexcept { if (!GeometryEnabled || FlushRequest || (CmdPIPE.IsEmpty() && !(GXStat & (1<<27)))) { Timestamp = NDS.ARM9Timestamp >> NDS.ARM9ClockShift; return; } s32 cycles = (NDS.ARM9Timestamp >> NDS.ARM9ClockShift) - Timestamp; CycleCount -= cycles; Timestamp = NDS.ARM9Timestamp >> NDS.ARM9ClockShift; if (CycleCount <= 0) { while (CycleCount <= 0 && !CmdPIPE.IsEmpty()) { if (NumPushPopCommands == 0) GXStat &= ~(1<<14); if (NumTestCommands == 0) GXStat &= ~(1<<0); ExecuteCommand(); } } if (CycleCount <= 0 && CmdPIPE.IsEmpty()) { if (GXStat & (1<<27)) FinishWork(-CycleCount); else CycleCount = 0; if (NumPushPopCommands == 0) GXStat &= ~(1<<14); if (NumTestCommands == 0) GXStat &= ~(1<<0); } } void GPU3D::CheckFIFOIRQ() noexcept { bool irq = false; switch (GXStat >> 30) { case 1: irq = (CmdFIFO.Level() < 128); break; case 2: irq = CmdFIFO.IsEmpty(); break; } if (irq) NDS.SetIRQ(0, IRQ_GXFIFO); else NDS.ClearIRQ(0, IRQ_GXFIFO); } void GPU3D::CheckFIFODMA() noexcept { if (CmdFIFO.Level() < 128) NDS.CheckDMAs(0, 0x07); } void GPU3D::VCount144() noexcept { CurrentRenderer->VCount144(); } void GPU3D::RestartFrame() noexcept { CurrentRenderer->RestartFrame(); } void GPU3D::Stop() noexcept { if (CurrentRenderer) CurrentRenderer->Stop(); } bool YSort(Polygon* a, Polygon* b) { // polygon sorting rules: // * opaque polygons come first // * polygons with lower bottom Y come first // * upon equal bottom Y, polygons with lower top Y come first // * upon equal bottom AND top Y, original ordering is used // the SortKey is calculated as to implement these rules return a->SortKey < b->SortKey; } void GPU3D::VBlank() noexcept { if (GeometryEnabled) { if (RenderingEnabled) { if (FlushRequest) { if (NumPolygons) { // separate translucent polygons from opaque ones u32 io = 0, it = NumOpaquePolygons; for (u32 i = 0; i < NumPolygons; i++) { Polygon* poly = &CurPolygonRAM[i]; if (poly->Translucent) RenderPolygonRAM[it++] = poly; else RenderPolygonRAM[io++] = poly; } // apply Y-sorting std::stable_sort(RenderPolygonRAM.begin(), RenderPolygonRAM.begin() + ((FlushAttributes & 0x1) ? NumOpaquePolygons : NumPolygons), YSort); } RenderNumPolygons = NumPolygons; RenderFrameIdentical = false; } else { RenderFrameIdentical = RenderDispCnt == DispCnt && RenderAlphaRef == AlphaRef && RenderClearAttr1 == ClearAttr1 && RenderClearAttr2 == ClearAttr2 && RenderFogColor == FogColor && RenderFogOffset == FogOffset * 0x200 && memcmp(RenderEdgeTable, EdgeTable, 8*2) == 0 && memcmp(RenderFogDensityTable + 1, FogDensityTable, 32) == 0 && memcmp(RenderToonTable, ToonTable, 32*2) == 0; } RenderDispCnt = DispCnt; RenderAlphaRef = AlphaRef; memcpy(RenderEdgeTable, EdgeTable, 8*2); memcpy(RenderToonTable, ToonTable, 32*2); RenderFogColor = FogColor; RenderFogOffset = FogOffset * 0x200; RenderFogShift = (RenderDispCnt >> 8) & 0xF; RenderFogDensityTable[0] = FogDensityTable[0]; memcpy(&RenderFogDensityTable[1], FogDensityTable, 32); RenderFogDensityTable[33] = FogDensityTable[31]; RenderClearAttr1 = ClearAttr1; RenderClearAttr2 = ClearAttr2; } if (FlushRequest) { CurRAMBank = CurRAMBank?0:1; CurVertexRAM = &VertexRAM[CurRAMBank ? 6144 : 0]; CurPolygonRAM = &PolygonRAM[CurRAMBank ? 2048 : 0]; NumVertices = 0; NumPolygons = 0; NumOpaquePolygons = 0; FlushRequest = 0; } } } void GPU3D::VCount215() noexcept { CurrentRenderer->RenderFrame(); } void GPU3D::SetRenderXPos(u16 xpos) noexcept { if (!RenderingEnabled) return; RenderXPos = xpos & 0x01FF; } u32* GPU3D::GetLine(int line) noexcept { if (!AbortFrame) { u32* rawline = CurrentRenderer->GetLine(line); if (RenderXPos == 0) return rawline; // apply X scroll if (RenderXPos & 0x100) { int i = 0, j = RenderXPos; for (; j < 512; i++, j++) ScrolledLine[i] = 0; for (j = 0; i < 256; i++, j++) ScrolledLine[i] = rawline[j]; } else { int i = 0, j = RenderXPos; for (; j < 256; i++, j++) ScrolledLine[i] = rawline[j]; for (; i < 256; i++) ScrolledLine[i] = 0; } } else { memset(ScrolledLine, 0, 256*4); } return ScrolledLine; } bool GPU3D::IsRendererAccelerated() const noexcept { return CurrentRenderer && CurrentRenderer->Accelerated; } void GPU3D::WriteToGXFIFO(u32 val) noexcept { if (NumCommands == 0) { NumCommands = 4; CurCommand = val; ParamCount = 0; TotalParams = CmdNumParams[CurCommand & 0xFF]; if (TotalParams > 0) return; } else ParamCount++; for (;;) { if ((CurCommand & 0xFF) || (NumCommands == 4 && CurCommand == 0)) { CmdFIFOEntry entry; entry.Command = CurCommand & 0xFF; entry.Param = val; CmdFIFOWrite(entry); } if (ParamCount >= TotalParams) { CurCommand >>= 8; NumCommands--; if (NumCommands == 0) break; ParamCount = 0; TotalParams = CmdNumParams[CurCommand & 0xFF]; } if (ParamCount < TotalParams) break; } } u8 GPU3D::Read8(u32 addr) noexcept { switch (addr) { case 0x04000600: Run(); return GXStat & 0xFF; case 0x04000601: { Run(); return ((GXStat >> 8) & 0xFF) | (PosMatrixStackPointer & 0x1F) | ((ProjMatrixStackPointer & 0x1) << 5); } case 0x04000602: { Run(); u32 fifolevel = CmdFIFO.Level(); return fifolevel & 0xFF; } case 0x04000603: { Run(); u32 fifolevel = CmdFIFO.Level(); return ((GXStat >> 24) & 0xFF) | (fifolevel >> 8) | (fifolevel < 128 ? (1<<1) : 0) | (fifolevel == 0 ? (1<<2) : 0); } } Log(LogLevel::Debug, "unknown GPU3D read8 %08X\n", addr); return 0; } u16 GPU3D::Read16(u32 addr) noexcept { switch (addr) { case 0x04000060: return DispCnt; case 0x04000320: return 46; // TODO, eventually case 0x04000600: { Run(); return (GXStat & 0xFFFF) | ((PosMatrixStackPointer & 0x1F) << 8) | ((ProjMatrixStackPointer & 0x1) << 13); } case 0x04000602: { Run(); u32 fifolevel = CmdFIFO.Level(); return (GXStat >> 16) | fifolevel | (fifolevel < 128 ? (1<<9) : 0) | (fifolevel == 0 ? (1<<10) : 0); } case 0x04000604: return NumPolygons; case 0x04000606: return NumVertices; case 0x04000630: return VecTestResult[0]; case 0x04000632: return VecTestResult[1]; case 0x04000634: return VecTestResult[2]; } Log(LogLevel::Debug, "unknown GPU3D read16 %08X\n", addr); return 0; } u32 GPU3D::Read32(u32 addr) noexcept { switch (addr) { case 0x04000060: return DispCnt; case 0x04000320: return 46; // TODO, eventually case 0x04000600: { Run(); u32 fifolevel = CmdFIFO.Level(); return GXStat | ((PosMatrixStackPointer & 0x1F) << 8) | ((ProjMatrixStackPointer & 0x1) << 13) | (fifolevel << 16) | (fifolevel < 128 ? (1<<25) : 0) | (fifolevel == 0 ? (1<<26) : 0); } case 0x04000604: return NumPolygons | (NumVertices << 16); case 0x04000620: return PosTestResult[0]; case 0x04000624: return PosTestResult[1]; case 0x04000628: return PosTestResult[2]; case 0x0400062C: return PosTestResult[3]; case 0x04000680: return VecMatrix[0]; case 0x04000684: return VecMatrix[1]; case 0x04000688: return VecMatrix[2]; case 0x0400068C: return VecMatrix[4]; case 0x04000690: return VecMatrix[5]; case 0x04000694: return VecMatrix[6]; case 0x04000698: return VecMatrix[8]; case 0x0400069C: return VecMatrix[9]; case 0x040006A0: return VecMatrix[10]; } if (addr >= 0x04000640 && addr < 0x04000680) { UpdateClipMatrix(); return ClipMatrix[(addr & 0x3C) >> 2]; } //printf("unknown GPU3D read32 %08X\n", addr); return 0; } void GPU3D::Write8(u32 addr, u8 val) noexcept { if (!RenderingEnabled && addr >= 0x04000320 && addr < 0x04000400) return; if (!GeometryEnabled && addr >= 0x04000400 && addr < 0x04000700) return; switch (addr) { case 0x04000340: AlphaRefVal = val & 0x1F; AlphaRef = (DispCnt & (1<<2)) ? AlphaRefVal : 0; return; case 0x04000601: if (val & 0x80) { GXStat &= ~0x8000; ProjMatrixStackPointer = 0; //PosMatrixStackPointer = 0; TexMatrixStackPointer = 0; // CHECKME } return; case 0x04000603: val &= 0xC0; GXStat &= 0x3FFFFFFF; GXStat |= (val << 24); CheckFIFOIRQ(); return; } if (addr >= 0x04000330 && addr < 0x04000340) { ((u8*)EdgeTable)[addr - 0x04000330] = val; return; } if (addr >= 0x04000360 && addr < 0x04000380) { FogDensityTable[addr - 0x04000360] = val & 0x7F; return; } if (addr >= 0x04000380 && addr < 0x040003C0) { ((u8*)ToonTable)[addr - 0x04000380] = val; return; } Log(LogLevel::Debug, "unknown GPU3D write8 %08X %02X\n", addr, val); } void GPU3D::Write16(u32 addr, u16 val) noexcept { if (!RenderingEnabled && addr >= 0x04000320 && addr < 0x04000400) return; if (!GeometryEnabled && addr >= 0x04000400 && addr < 0x04000700) return; switch (addr) { case 0x04000060: DispCnt = (val & 0x4FFF) | (DispCnt & 0x3000); if (val & (1<<12)) DispCnt &= ~(1<<12); if (val & (1<<13)) DispCnt &= ~(1<<13); AlphaRef = (DispCnt & (1<<2)) ? AlphaRefVal : 0; return; case 0x04000340: AlphaRefVal = val & 0x1F; AlphaRef = (DispCnt & (1<<2)) ? AlphaRefVal : 0; return; case 0x04000350: ClearAttr1 = (ClearAttr1 & 0xFFFF0000) | val; return; case 0x04000352: ClearAttr1 = (ClearAttr1 & 0xFFFF) | (val << 16); return; case 0x04000354: ClearAttr2 = (ClearAttr2 & 0xFFFF0000) | val; return; case 0x04000356: ClearAttr2 = (ClearAttr2 & 0xFFFF) | (val << 16); return; case 0x04000358: FogColor = (FogColor & 0xFFFF0000) | val; return; case 0x0400035A: FogColor = (FogColor & 0xFFFF) | (val << 16); return; case 0x0400035C: FogOffset = val & 0x7FFF; return; case 0x04000600: if (val & 0x8000) { GXStat &= ~0x8000; ProjMatrixStackPointer = 0; //PosMatrixStackPointer = 0; TexMatrixStackPointer = 0; // CHECKME } return; case 0x04000602: val &= 0xC000; GXStat &= 0x3FFFFFFF; GXStat |= (val << 16); CheckFIFOIRQ(); return; case 0x04000610: val &= 0x7FFF; ZeroDotWLimit = (val * 0x200) + 0x1FF; return; } if (addr >= 0x04000330 && addr < 0x04000340) { EdgeTable[(addr - 0x04000330) >> 1] = val; return; } if (addr >= 0x04000360 && addr < 0x04000380) { addr -= 0x04000360; FogDensityTable[addr] = val & 0x7F; FogDensityTable[addr+1] = (val >> 8) & 0x7F; return; } if (addr >= 0x04000380 && addr < 0x040003C0) { ToonTable[(addr - 0x04000380) >> 1] = val; return; } Log(LogLevel::Debug, "unknown GPU3D write16 %08X %04X\n", addr, val); } void GPU3D::Write32(u32 addr, u32 val) noexcept { if (!RenderingEnabled && addr >= 0x04000320 && addr < 0x04000400) return; if (!GeometryEnabled && addr >= 0x04000400 && addr < 0x04000700) return; switch (addr) { case 0x04000060: DispCnt = (val & 0x4FFF) | (DispCnt & 0x3000); if (val & (1<<12)) DispCnt &= ~(1<<12); if (val & (1<<13)) DispCnt &= ~(1<<13); AlphaRef = (DispCnt & (1<<2)) ? AlphaRefVal : 0; return; case 0x04000340: AlphaRefVal = val & 0x1F; AlphaRef = (DispCnt & (1<<2)) ? AlphaRefVal : 0; return; case 0x04000350: ClearAttr1 = val; return; case 0x04000354: ClearAttr2 = val; return; case 0x04000358: FogColor = val; return; case 0x0400035C: FogOffset = val & 0x7FFF; return; case 0x04000600: if (val & 0x8000) { GXStat &= ~0x8000; ProjMatrixStackPointer = 0; //PosMatrixStackPointer = 0; TexMatrixStackPointer = 0; // CHECKME } val &= 0xC0000000; GXStat &= 0x3FFFFFFF; GXStat |= val; CheckFIFOIRQ(); return; case 0x04000610: val &= 0x7FFF; ZeroDotWLimit = (val * 0x200) + 0x1FF; return; } if (addr >= 0x04000400 && addr < 0x04000440) { WriteToGXFIFO(val); return; } if (addr >= 0x04000440 && addr < 0x040005CC) { CmdFIFOEntry entry; entry.Command = (addr & 0x1FC) >> 2; entry.Param = val; CmdFIFOWrite(entry); return; } if (addr >= 0x04000330 && addr < 0x04000340) { addr = (addr - 0x04000330) >> 1; EdgeTable[addr] = val & 0xFFFF; EdgeTable[addr+1] = val >> 16; return; } if (addr >= 0x04000360 && addr < 0x04000380) { addr -= 0x04000360; FogDensityTable[addr] = val & 0x7F; FogDensityTable[addr+1] = (val >> 8) & 0x7F; FogDensityTable[addr+2] = (val >> 16) & 0x7F; FogDensityTable[addr+3] = (val >> 24) & 0x7F; return; } if (addr >= 0x04000380 && addr < 0x040003C0) { addr = (addr - 0x04000380) >> 1; ToonTable[addr] = val & 0xFFFF; ToonTable[addr+1] = val >> 16; return; } Log(LogLevel::Debug, "unknown GPU3D write32 %08X %08X\n", addr, val); } void GPU3D::Blit() noexcept { if (CurrentRenderer) CurrentRenderer->Blit(); } Renderer3D::Renderer3D(bool Accelerated) : Accelerated(Accelerated) { } }