melonDS/src/GPU3D.cpp
Jakly 54e87c915f
fix a couple polygons (#1920)
hw prioritizes the earlier vertex instead of leftmost
2024-08-01 22:55:00 +02:00

2983 lines
88 KiB
C++

/*
Copyright 2016-2024 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 <stdio.h>
#include <string.h>
#include <algorithm>
#include "NDS.h"
#include "GPU.h"
#include "FIFO.h"
#include "GPU3D_Soft.h"
#include "Platform.h"
#include "GPU3D.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<Renderer3D>&& renderer) noexcept :
NDS(nds),
CurrentRenderer(renderer ? std::move(renderer) : std::make_unique<SoftRenderer>())
{
}
void Vertex::DoSavestate(Savestate* file) noexcept
{
file->VarArray(Position, sizeof(Position));
file->VarArray(Color, sizeof(Color));
file->VarArray(TexCoords, sizeof(TexCoords));
file->Bool32(&Clipped);
file->VarArray(FinalPosition, sizeof(FinalPosition));
file->VarArray(FinalColor, sizeof(FinalColor));
file->VarArray(HiresPosition, sizeof(HiresPosition));
}
void GPU3D::SetCurrentRenderer(std::unique_ptr<Renderer3D>&& renderer) noexcept
{
CurrentRenderer = std::move(renderer);
CurrentRenderer->Reset(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();
ZeroDotWLimit = 0xFFFFFF;
GXStat = 0;
memset(ExecParams, 0, 32*4);
ExecParamCount = 0;
CycleCount = 0;
VertexPipeline = 0;
NormalPipeline = 0;
PolygonPipeline = 0;
VertexSlotCounter = 0;
VertexSlotsFree = 1;
NumPushPopCommands = 0;
NumTestCommands = 0;
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;
NumCommands = 0;
CurCommand = 0;
ParamCount = 0;
TotalParams = 0;
GeometryEnabled = false;
RenderingEnabled = false;
DispCnt = 0;
AlphaRefVal = 0;
AlphaRef = 0;
memset(ToonTable, 0, sizeof(ToonTable));
memset(EdgeTable, 0, sizeof(EdgeTable));
// TODO: confirm initial polyid/color/fog values
FogOffset = 0;
FogColor = 0;
memset(FogDensityTable, 0, sizeof(FogDensityTable));
ClearAttr1 = 0x3F000000;
ClearAttr2 = 0x00007FFF;
ResetRenderingState();
AbortFrame = false;
Timestamp = 0;
PolygonMode = 0;
memset(CurVertex, 0, sizeof(CurVertex));
memset(VertexColor, 0, sizeof(VertexColor));
memset(TexCoords, 0, sizeof(TexCoords));
memset(RawTexCoords, 0, sizeof(RawTexCoords));
memset(Normal, 0, sizeof(Normal));
memset(LightDirection, 0, sizeof(LightDirection));
memset(LightColor, 0, sizeof(LightColor));
memset(MatDiffuse, 0, sizeof(MatDiffuse));
memset(MatAmbient, 0, sizeof(MatAmbient));
memset(MatSpecular, 0, sizeof(MatSpecular));
memset(MatEmission, 0, sizeof(MatSpecular));
UseShininessTable = false;
memset(ShininessTable, 0, sizeof(ShininessTable));
PolygonAttr = 0;
CurPolygonAttr = 0;
TexParam = 0;
TexPalette = 0;
memset(PosTestResult, 0, 4*4);
memset(VecTestResult, 0, 2*3);
memset(TempVertexBuffer, 0, sizeof(TempVertexBuffer));
VertexNum = 0;
VertexNumInPoly = 0;
NumConsecutivePolygons = 0;
LastStripPolygon = nullptr;
NumOpaquePolygons = 0;
CurVertexRAM = &VertexRAM[0];
CurPolygonRAM = &PolygonRAM[0];
NumVertices = 0;
NumPolygons = 0;
CurRAMBank = 0;
FlushRequest = 0;
FlushAttributes = 0;
RenderXPos = 0;
if (CurrentRenderer)
CurrentRenderer->Reset(NDS.GPU);
}
void GPU3D::DoSavestate(Savestate* file) noexcept
{
file->Section("GP3D");
SoftRenderer* softRenderer = dynamic_cast<SoftRenderer*>(CurrentRenderer.get());
if (softRenderer && softRenderer->IsThreaded())
{
softRenderer->SetupRenderThread(NDS.GPU);
}
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 (Vertex& vtx : TempVertexBuffer)
{
vtx.DoSavestate(file);
}
if (file->Saving)
{
u32 index = LastStripPolygon ? (u32)(LastStripPolygon - &PolygonRAM[0]) : UINT32_MAX;
file->Var32(&index);
}
else
{
u32 index = UINT32_MAX;
file->Var32(&index);
LastStripPolygon = (index == UINT32_MAX) ? nullptr : &PolygonRAM[index];
}
file->Var32(&CurRAMBank);
file->Var32(&NumVertices);
file->Var32(&NumPolygons);
file->Var32(&NumOpaquePolygons);
file->Var32(&FlushRequest);
file->Var32(&FlushAttributes);
for (Vertex& vtx : VertexRAM)
{
vtx.DoSavestate(file);
}
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 index = ptr ? (u32)(ptr - &VertexRAM[0]) : UINT32_MAX;
file->Var32(&index);
}
}
else
{
for (int j = 0; j < 10; j++)
{
u32 index = UINT32_MAX;
file->Var32(&index);
poly->Vertices[j] = index == UINT32_MAX ? nullptr : &VertexRAM[index];
}
}
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;
}
}
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];
}
file->Var32(&RenderNumPolygons);
if (file->Saving)
{
for (const Polygon* p : RenderPolygonRAM)
{
u32 index = p ? (p - &PolygonRAM[0]) : UINT32_MAX;
file->Var32(&index);
}
}
else
{
for (int i = 0; i < RenderPolygonRAM.size(); ++i)
{
u32 index = UINT32_MAX;
file->Var32(&index);
RenderPolygonRAM[i] = index == UINT32_MAX ? nullptr : &PolygonRAM[index];
}
}
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);
file->Bool32(&GeometryEnabled);
file->Bool32(&RenderingEnabled);
file->Var32(&PolygonMode);
file->Var32(&PolygonAttr);
file->Var32(&CurPolygonAttr);
file->Var32(&TexParam);
file->Var32(&TexPalette);
RenderFrameIdentical = false;
if (softRenderer && softRenderer->IsThreaded())
{
softRenderer->EnableRenderThread();
}
}
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<int comp, s32 plane, bool attribs>
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 comp, bool attribs>
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<comp, 1, attribs>(&temp[c], &vtx, vprev);
c++;
}
Vertex* vnext = &vertices[next];
if (vnext->Position[comp] <= vnext->Position[3])
{
ClipSegment<comp, 1, attribs>(&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<comp, -1, attribs>(&vertices[c], &vtx, vprev);
c++;
}
Vertex* vnext = &temp[next];
if (vnext->Position[comp] >= -vnext->Position[3])
{
ClipSegment<comp, -1, attribs>(&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<bool attribs>
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<true>(*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)
{
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<<i)))
continue;
// overflow handling (for example, if the normal length is >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(const 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<false>(*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<false>(*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<false>(*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<false>(*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<false>(*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<false>(*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(const 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(GPU& gpu) noexcept
{
CurrentRenderer->VCount144(gpu);
}
void GPU3D::RestartFrame(GPU& gpu) noexcept
{
CurrentRenderer->RestartFrame(gpu);
}
void GPU3D::Stop(const GPU& gpu) noexcept
{
if (CurrentRenderer)
CurrentRenderer->Stop(gpu);
}
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(GPU& gpu) noexcept
{
CurrentRenderer->RenderFrame(gpu);
}
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(const GPU& gpu) noexcept
{
if (CurrentRenderer)
CurrentRenderer->Blit(gpu);
}
Renderer3D::Renderer3D(bool Accelerated)
: Accelerated(Accelerated)
{ }
}