Supermodel/Src/Model3/Real3D.cpp
Ian Curtis 49ca8c1480 Fix mipmaps
Real3d mipmaps only go down to 2x2 pixels. The 1x1 pixels generated previously were actually the last part of the 2x2 mipmaps.
2024-07-29 00:19:26 +01:00

1128 lines
37 KiB
C++

/**
** Supermodel
** A Sega Model 3 Arcade Emulator.
** Copyright 2011 Bart Trzynadlowski, Nik Henson
**
** This file is part of Supermodel.
**
** Supermodel 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.
**
** Supermodel 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 Supermodel. If not, see <http://www.gnu.org/licenses/>.
**/
/*
* Real3D.cpp
*
* The Model 3's Real3D-based graphics hardware. Based on the Real3D Pro-1000
* family of image generators.
*
* PCI IDs
* -------
* It appears that accessing the PCI configuration space returns the PCI ID
* of Mercury (0x16C311DB) on Step 1.x and the DMA device (0x178611DB) on
* Step 2.x, while accessing the Step 2.x DMA device register returns the
* PCI ID of Mercury. Step 2.x games by AM3 expect this behavior.
*
* To-Do List
* ----------
* - For consistency, the status registers should probably be byte reversed (this is a
* little endian device), forcing the Model3 Read32/Write32 handlers to
* manually reverse the data. This keeps with the convention for VRAM.
* - Keep an eye out for games writing non-mipmap textures to the mipmap area.
* The render currently cannot cope with this.
*/
#include "Real3D.h"
#include "Supermodel.h"
#include "JTAG.h"
#include "CPU/PowerPC/ppc.h"
#include "Util/BMPFile.h"
#include <cstring>
#include <algorithm>
// Macros that divide memory regions into pages and mark them as dirty when they are written to
#define PAGE_WIDTH 12
#define PAGE_SIZE (1<<PAGE_WIDTH)
#define DIRTY_SIZE(arraySize) (1+(arraySize-1)/(8*PAGE_SIZE))
#define MARK_DIRTY(dirtyArray, addr) dirtyArray[addr>>(PAGE_WIDTH+3)] |= 1<<((addr>>PAGE_WIDTH)&7)
// Offsets of memory regions within Real3D memory pool
#define OFFSET_8C 0x0000000 // 4 MB, culling RAM low (at 0x8C000000)
#define OFFSET_8E 0x0400000 // 1 MB, culling RAM high (at 0x8E000000)
#define OFFSET_98 0x0500000 // 4 MB, polygon RAM (at 0x98000000)
#define OFFSET_TEXRAM 0x0900000 // 8 MB, texture RAM
#define OFFSET_TEXFIFO 0x1100000 // 1 MB, texture FIFO
#define MEM_POOL_SIZE_RW (0x400000+0x100000+0x400000+0x800000+0x100000)
#define OFFSET_8C_RO 0x1200000 // 4 MB, culling RAM low (at 0x8C000000) [read-only snapshot]
#define OFFSET_8E_RO 0x1600000 // 1 MB, culling RAM high (at 0x8E000000) [read-only snapshot]
#define OFFSET_98_RO 0x1700000 // 4 MB, polygon RAM (at 0x98000000) [read-only snapshot]
#define OFFSET_TEXRAM_RO 0x1B00000 // 8 MB, texture RAM [read-only snapshot]
#define MEM_POOL_SIZE_RO (0x400000+0x100000+0x400000+0x800000)
#define OFFSET_8C_DIRTY 0x2300000
#define OFFSET_8E_DIRTY (OFFSET_8C_DIRTY+DIRTY_SIZE(0x400000))
#define OFFSET_98_DIRTY (OFFSET_8E_DIRTY+DIRTY_SIZE(0x100000))
#define OFFSET_TEXRAM_DIRTY (OFFSET_98_DIRTY+DIRTY_SIZE(0x400000))
#define MEM_POOL_SIZE_DIRTY (DIRTY_SIZE(MEM_POOL_SIZE_RO))
#define MEMORY_POOL_SIZE (MEM_POOL_SIZE_RW+MEM_POOL_SIZE_RO+MEM_POOL_SIZE_DIRTY)
static void UpdateRenderConfig(IRender3D *Render3D, uint64_t internalRenderConfig[]);
/******************************************************************************
Save States
******************************************************************************/
void CReal3D::SaveState(CBlockFile *SaveState)
{
SaveState->NewBlock("Real3D", __FILE__);
SaveState->Write(memoryPool, MEM_POOL_SIZE_RW); // Don't write out read-only snapshots or dirty page arrays
SaveState->Write(&fifoIdx, sizeof(fifoIdx));
SaveState->Write(m_vromTextureFIFO, sizeof(m_vromTextureFIFO));
SaveState->Write(&dmaSrc, sizeof(dmaSrc));
SaveState->Write(&dmaDest, sizeof(dmaDest));
SaveState->Write(&dmaLength, sizeof(dmaLength));
SaveState->Write(&dmaData, sizeof(dmaData));
SaveState->Write(&dmaUnknownReg, sizeof(dmaUnknownReg));
SaveState->Write(&dmaStatus, sizeof(dmaStatus));
SaveState->Write(&dmaConfig, sizeof(dmaConfig));
// These used to be occupied by JTAG state
SaveState->Write(m_internalRenderConfig, sizeof(m_internalRenderConfig));
SaveState->Write(commandPortWritten);
SaveState->Write(&m_pingPong, sizeof(m_pingPong));
for (int i = 0; i < 39; i++)
{
uint8_t nul = 0;
SaveState->Write(&nul, sizeof(uint8_t));
}
SaveState->Write(&m_vromTextureFIFOIdx, sizeof(m_vromTextureFIFOIdx));
}
void CReal3D::LoadState(CBlockFile *SaveState)
{
if (OKAY != SaveState->FindBlock("Real3D"))
{
ErrorLog("Unable to load Real3D GPU state. Save state file is corrupt.");
return;
}
SaveState->Read(memoryPool, MEM_POOL_SIZE_RW);
// If multi-threaded, update read-only snapshots too
if (m_gpuMultiThreaded)
UpdateSnapshots(true);
Render3D->UploadTextures(0, 0, 0, 2048, 2048);
SaveState->Read(&fifoIdx, sizeof(fifoIdx));
SaveState->Read(&m_vromTextureFIFO, sizeof(m_vromTextureFIFO));
SaveState->Read(&dmaSrc, sizeof(dmaSrc));
SaveState->Read(&dmaDest, sizeof(dmaDest));
SaveState->Read(&dmaLength, sizeof(dmaLength));
SaveState->Read(&dmaData, sizeof(dmaData));
SaveState->Read(&dmaUnknownReg, sizeof(dmaUnknownReg));
SaveState->Read(&dmaStatus, sizeof(dmaStatus));
SaveState->Read(&dmaConfig, sizeof(dmaConfig));
SaveState->Read(m_internalRenderConfig, sizeof(m_internalRenderConfig));
UpdateRenderConfig(Render3D, m_internalRenderConfig);
SaveState->Read(&commandPortWritten);
SaveState->Read(&m_pingPong, sizeof(m_pingPong));
for (int i = 0; i < 39; i++)
{
uint8_t nul;
SaveState->Read(&nul, sizeof(uint8_t));
}
SaveState->Read(&m_vromTextureFIFOIdx, sizeof(m_vromTextureFIFOIdx));
}
/******************************************************************************
Rendering
******************************************************************************/
static void UpdateRenderConfig(IRender3D *Render3D, uint64_t internalRenderConfig[])
{
bool noSunClamp = (internalRenderConfig[0] & 0x800000) != 0 && (internalRenderConfig[1] & 0x400000) != 0;
bool shadeIsSigned = (internalRenderConfig[0] & 0x1) == 0;
Render3D->SetSunClamp(!noSunClamp);
Render3D->SetSignedShade(shadeIsSigned);
}
void CReal3D::BeginVBlank(int statusCycles)
{
// Calculate point at which status bit should change value. Currently the same timing is used for both the status bit in ReadRegister
// and in WriteDMARegister32/ReadDMARegister32, however it may be that they are completely unrelated. It appears that step 1.x games
// access just the former while step 2.x access the latter. It is not known yet what this bit/these bits actually represent.
statusChange = ppc_total_cycles() + statusCycles;
m_evenFrame = !m_evenFrame;
}
void CReal3D::EndVBlank(void)
{
error = false; // clear error (just needs to be done once per frame)
}
uint32_t CReal3D::SyncSnapshots(void)
{
// Update read-only copy of command port flag
commandPortWrittenRO = commandPortWritten;
commandPortWritten = false;
if (!m_gpuMultiThreaded)
return 0;
// Update read-only queue
queuedUploadTexturesRO = queuedUploadTextures;
queuedUploadTextures.clear();
// Update read-only snapshots
return UpdateSnapshots(false);
}
uint32_t CReal3D::UpdateSnapshot(bool copyWhole, uint8_t *src, uint8_t *dst, unsigned size, uint8_t *dirty)
{
unsigned dirtySize = DIRTY_SIZE(size);
if (copyWhole)
{
// If updating whole region, then just copy all data in one go
memcpy(dst, src, size);
memset(dirty, 0, dirtySize);
return size;
}
else
{
// Otherwise, loop through dirty pages array to find out what needs to be updated and copy only those parts
uint32_t copied = 0;
uint8_t *pSrc = src;
uint8_t *pDst = dst;
for (unsigned i = 0; i < dirtySize; i++)
{
uint8_t d = dirty[i];
if (d)
{
for (unsigned j = 0; j < 8; j++)
{
if (d&1)
{
// If not at very end of region, then copy an extra 4 bytes to allow for a possible 32-bit overlap
uint32_t toCopy = (i < dirtySize - 1 || j < 7 ? PAGE_SIZE + 4 : PAGE_SIZE);
memcpy(pDst, pSrc, toCopy);
copied += toCopy;
}
d >>= 1;
pSrc += PAGE_SIZE;
pDst += PAGE_SIZE;
}
dirty[i] = 0;
}
else
{
pSrc += 8 * PAGE_SIZE;
pDst += 8 * PAGE_SIZE;
}
}
return copied;
}
}
uint32_t CReal3D::UpdateSnapshots(bool copyWhole)
{
// Update all memory region snapshots
uint32_t cullLoCopied = UpdateSnapshot(copyWhole, (uint8_t*)cullingRAMLo, (uint8_t*)cullingRAMLoRO, 0x400000, cullingRAMLoDirty);
uint32_t cullHiCopied = UpdateSnapshot(copyWhole, (uint8_t*)cullingRAMHi, (uint8_t*)cullingRAMHiRO, 0x100000, cullingRAMHiDirty);
uint32_t polyCopied = UpdateSnapshot(copyWhole, (uint8_t*)polyRAM, (uint8_t*)polyRAMRO, 0x400000, polyRAMDirty);
uint32_t textureCopied = UpdateSnapshot(copyWhole, (uint8_t*)textureRAM, (uint8_t*)textureRAMRO, 0x800000, textureRAMDirty);
//printf("Read3D copied - cullLo:%4uK, cullHi:%4uK, poly:%4uK, texture:%4uK\n", cullLoCopied / 1024, cullHiCopied / 1024, polyCopied / 1024, textureCopied / 1024);
return cullLoCopied + cullHiCopied + polyCopied + textureCopied;
}
void CReal3D::BeginFrame(void)
{
// If multi-threaded, perform now any queued texture uploads to renderer before rendering begins
if (m_gpuMultiThreaded)
{
for (const auto &it : queuedUploadTexturesRO) {
Render3D->UploadTextures(it.level, it.x, it.y, it.width, it.height);
}
// done syncing data
queuedUploadTexturesRO.clear();
}
Render3D->BeginFrame();
}
void CReal3D::RenderFrame(void)
{
//if (commandPortWrittenRO)
Render3D->RenderFrame();
}
void CReal3D::EndFrame(void)
{
Render3D->EndFrame();
}
/******************************************************************************
Texture Uploading and Decoding
******************************************************************************/
// Mipmap coordinates for each reduction level (within a single 2048x1024 page)
static const int mipXBase[] = { 0, 1024, 1536, 1792, 1920, 1984, 2016, 2032, 2040, 2044, 2046, 2047 };
static const int mipYBase[] = { 0, 512, 768, 896, 960, 992, 1008, 1016, 1020, 1022, 1023 };
static const int mipDivisor[] = { 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024 };
// Tables of texel offsets corresponding to an NxN texel texture tile
static const unsigned decode8x8[64] =
{
1, 0, 5, 4, 9, 8,13,12,
3, 2, 7, 6,11,10,15,14,
17,16,21,20,25,24,29,28,
19,18,23,22,27,26,31,30,
33,32,37,36,41,40,45,44,
35,34,39,38,43,42,47,46,
49,48,53,52,57,56,61,60,
51,50,55,54,59,58,63,62
};
static const unsigned decode8x4[32] =
{
1, 0, 5, 4,
3, 2, 7, 6,
9, 8,13,12,
11,10,15,14,
17,16,21,20,
19,18,23,22,
25,24,29,28,
27,26,31,30
};
static const unsigned decode8x2[16] =
{
1, 0,
3, 2,
5, 4,
7, 6,
9, 8,
11, 10,
13, 12,
15, 14
};
void CReal3D::StoreTexture(unsigned level, unsigned xPos, unsigned yPos, unsigned width, unsigned height, const uint16_t *texData, bool sixteenBit, bool writeLSB, bool writeMSB, uint32_t &texDataOffset)
{
uint32_t tileX = (std::min)(8u, width);
uint32_t tileY = (std::min)(8u, height);
texDataOffset = 0;
if (sixteenBit) // 16-bit textures
{
// Outer 2 loops: NxN tiles
for (uint32_t y = yPos; y < (yPos + height); y += tileY)
{
for (uint32_t x = xPos; x < (xPos + width); x += tileX)
{
// Inner 2 loops: NxN texels for the current tile
uint32_t destOffset = y * 2048 + x;
for (uint32_t yy = 0; yy < tileY; yy++)
{
for (uint32_t xx = 0; xx < tileX; xx++)
{
if (m_gpuMultiThreaded)
MARK_DIRTY(textureRAMDirty, destOffset * 2);
if (tileX == 8) {
textureRAM[destOffset++] = texData[decode8x8[yy * tileX + xx]];
}
else if (tileX == 4) {
textureRAM[destOffset++] = texData[decode8x4[yy * tileX + xx]];
}
else if (tileX == 2) {
textureRAM[destOffset++] = texData[decode8x2[yy * tileX + xx]];
}
texDataOffset++;
}
destOffset += 2048 - tileX; // next line
}
texData += tileY * tileX; // next tile
}
}
}
else // 8-bit textures
{
/*
* 8-bit textures appear to be unpacked into 16-bit words in the
* texture RAM. Oddly, the rows of the decoding table seem to be
* swapped.
*/
if (writeLSB && writeMSB) // write to both?
DebugLog("Observed 8-bit texture with byte_select=3!");
// Outer 2 loops: NxN tiles
const uint8_t byteSelect = (uint8_t)writeLSB | ((uint8_t)writeMSB << 1);
uint16_t tempData;
const uint16_t byteMask[4] = {0xFFFF, 0xFF00, 0x00FF, 0x0000};
for (uint32_t y = yPos; y < (yPos + height); y += tileY)
{
for (uint32_t x = xPos; x < (xPos + width); x += tileX)
{
// Inner 2 loops: NxN texels for the current tile
uint32_t destOffset = y * 2048 + x;
for (uint32_t yy = 0; yy < tileY; yy++)
{
for (uint32_t xx = 0; xx < tileX; xx++)
{
if (writeLSB | writeMSB) {
if (m_gpuMultiThreaded)
MARK_DIRTY(textureRAMDirty, destOffset * 2);
textureRAM[destOffset] &= byteMask[byteSelect];
const uint8_t shift = (8 * ((xx & 1) ^ 1));
const uint8_t index = (yy ^ 1) * tileX + (xx ^ 1) - (tileX & 1);
if (tileX == 8) {
tempData = (texData[decode8x8[index] / 2] >> shift) & 0xFF;
}
else if (tileX == 4) {
tempData = (texData[decode8x4[index] / 2] >> shift) & 0xFF;
}
else if (tileX == 2) {
tempData = (texData[decode8x2[index] / 2] >> shift) & 0xFF;
}
tempData |= tempData << 8;
tempData &= byteMask[byteSelect] ^ 0xFFFF;
textureRAM[destOffset] |= tempData;
}
destOffset++;
}
destOffset += 2048 - tileX; // next line
}
uint32_t offset = (std::max)(1u, (tileY * tileX) / 2);
texData += offset; // next tile
texDataOffset += offset; // next tile
}
}
}
// Signal to renderer that textures have changed
// TO-DO: mipmaps? What if a game writes non-mipmap textures to mipmap area?
if (m_gpuMultiThreaded)
{
// If multi-threaded, then queue calls to UploadTextures for render thread to perform at beginning of next frame
QueuedUploadTextures upl;
upl.level = level;
upl.x = xPos;
upl.y = yPos;
upl.width = width;
upl.height = height;
queuedUploadTextures.push_back(upl);
}
else
Render3D->UploadTextures(level, xPos, yPos, width, height);
}
/*
Texture header:
-------- -------- -------- --xxxxxx X-position
-------- -------- ----xxxx x------- Y-position
-------- -------x xx------ -------- Width
-------- ----xxx- -------- -------- Height
-------- ---x---- -------- -------- Texture page
-------- --x----- -------- -------- Write 8-bit data to the lower byte of texel
-------- -x------ -------- -------- Write 8-bit data to the upper byte of texel
-------- x------- -------- -------- Bitdepth, 0 = 8-bit, 1 = 16-bit
xxxxxxxx -------- -------- -------- Texture type:
0x00 = texture with mipmaps
0x01 = texture without mipmaps
0x02 = only mipmaps
0x80 = possibly gamma table
*/
// Texture data will be in little endian format
void CReal3D::UploadTexture(uint32_t header, const uint16_t *texData)
{
// Position: texture RAM is arranged as 2 2048x1024 texel sheets
uint32_t x = 32 * (header & 0x3F);
uint32_t y = 32 * ((header >> 7) & 0x1F);
uint32_t page = (header >> 20) & 1;
uint32_t width = 32 << ((header >> 14) & 7);
uint32_t height = 32 << ((header >> 17) & 7);
uint32_t type = (header >> 24) & 0xFF;
bool sixteenBit = (header >> 23) & 0x1;
bool writeUpperByte = (header >> 22) & 0x1;
bool writeLowerByte = (header >> 21) & 0x1;
uint32_t offset = 0;
switch (type)
{
case 0x00: // texture w/ mipmaps
case 0x01: // texture w/out mipmaps
StoreTexture(0, x, y + (page * 1024), width, height, texData, sixteenBit, writeLowerByte, writeUpperByte, offset);
texData += offset;
if (type == 0x01) {
break;
}
[[fallthrough]];
case 0x02: // mipmaps only
{
for (int i = 1; width >=4 && height >=4; i++) {
int xPos = mipXBase[i] + (x / mipDivisor[i]);
int yPos = mipYBase[i] + (y / mipDivisor[i]);
width /= 2;
height /= 2;
StoreTexture(i, xPos, yPos + (page * 1024), width, height, texData, sixteenBit, writeLowerByte, writeUpperByte, offset);
texData += offset;
}
break;
}
case 0x80: // MAME thinks these might be a gamma table (vf3 uploads this as the first texture)
break;
default: // unknown
DebugLog("Unknown texture format %02X\n", type);
break;
}
}
/******************************************************************************
DMA Device
Register 0xC:
-------------
+---+---+---+---+---+---+---+---+
|BUS|???|???|???|???|???|???|IRQ|
+---+---+---+---+---+---+---+---+
BUS: Busy (see von2 0x18A104) if 1.
IRQ: IRQ pending.
******************************************************************************/
void CReal3D::DMACopy(void)
{
DebugLog("Real3D DMA copy (PC=%08X, LR=%08X): %08X -> %08X, %X %s\n", ppc_get_pc(), ppc_get_lr(), dmaSrc, dmaDest, dmaLength*4, (dmaConfig&0x80)?"(byte reversed)":"");
//printf("Real3D DMA copy (PC=%08X, LR=%08X): %08X -> %08X, %X %s\n", ppc_get_pc(), ppc_get_lr(), dmaSrc, dmaDest, dmaLength*4, (dmaConfig&0x80)?"(byte reversed)":"");
if ((dmaConfig&0x80)) // reverse bytes
{
while (dmaLength != 0)
{
uint32_t data = Bus->Read32(dmaSrc);
Bus->Write32(dmaDest, FLIPENDIAN32(data));
dmaSrc += 4;
dmaDest += 4;
--dmaLength;
}
}
else
{
while (dmaLength != 0)
{
Bus->Write32(dmaDest, Bus->Read32(dmaSrc));
dmaSrc += 4;
dmaDest += 4;
--dmaLength;
}
}
}
uint8_t CReal3D::ReadDMARegister8(unsigned reg)
{
switch (reg)
{
case 0xC: // status
return dmaStatus;
case 0xE: // configuration
return dmaConfig;
default:
break;
}
DebugLog("Real3D: ReadDMARegister8: reg=%X\n", reg);
return 0;
}
void CReal3D::WriteDMARegister8(unsigned reg, uint8_t data)
{
switch (reg)
{
case 0xD: // IRQ acknowledge
if ((data&1))
{
dmaStatus &= ~1;
IRQ->Deassert(dmaIRQ);
}
break;
case 0xE: // configuration
dmaConfig = data;
break;
default:
DebugLog("Real3D: WriteDMARegister8: reg=%X, data=%02X\n", reg, data);
break;
}
//DebugLog("Real3D: WriteDMARegister8: reg=%X, data=%02X\n", reg, data);
}
uint32_t CReal3D::ReadDMARegister32(unsigned reg)
{
switch (reg)
{
case 0x14: // command result
return dmaData;
default:
break;
}
DebugLog("Real3D: ReadDMARegister32: reg=%X\n", reg);
return 0;
}
void CReal3D::WriteDMARegister32(unsigned reg, uint32_t data)
{
switch (reg)
{
case 0x00: // DMA source address
dmaSrc = data;
break;
case 0x04: // DMA destination address
dmaDest = data;
break;
case 0x08: // DMA length
dmaLength = data;
DMACopy();
if (dmaConfig & 1) // only fire an IRQ if the low bit of dmaConfig is set
{
dmaStatus |= 1;
IRQ->Assert(dmaIRQ);
}
break;
case 0x10: // command register
if ((data&0x20000000)) // DMA ID command
{
// Games requesting PCI ID via the DMA device expect 0x16C311DB, even on step 2.x boards
dmaData = PCIID::Step1x;
DebugLog("Real3D: DMA ID command issued (ATTENTION: make sure we're returning the correct value), PC=%08X, LR=%08X\n", ppc_get_pc(), ppc_get_lr());
}
else if ((data&0x80000000))
{
dmaData = ReadRegister(data & 0x3F);
}
break;
case 0x14: // ?
dmaData = 0xFFFFFFFF;
break;
default:
DebugLog("Real3D: WriteDMARegister32: reg=%X, data=%08X\n", reg, data);
break;
}
//DebugLog("Real3D: WriteDMARegister32: reg=%X, data=%08X\n", reg, data);
}
/******************************************************************************
Basic Emulation Functions, Registers, Memory, and Texture FIFO
******************************************************************************/
void CReal3D::Flush(void)
{
commandPortWritten = true;
DebugLog("Real3D 88000000 written @ PC=%08X\n", ppc_get_pc());
// Upload textures (if any)
if (fifoIdx > 2) // If the texture header/data aren't present, discard the texture (prevents garbage textures in Ski Champ)
{
for (uint32_t i = 0; i < fifoIdx - 2; )
{
uint32_t size = 2+textureFIFO[i+0]/2;
size /= 4;
uint32_t header = textureFIFO[i+1]; // texture information header
// Spikeout seems to be uploading 0 length textures
if (0 == size)
{
DebugLog("Real3D: 0-length texture upload @ PC=%08X (%08X %08X %08X)\n", ppc_get_pc(), textureFIFO[i+0], textureFIFO[i+1], textureFIFO[i+2]);
break;
}
UploadTexture(header,(uint16_t *)&textureFIFO[i+2]);
DebugLog("Real3D: Texture upload completed: %X bytes (%X)\n", size*4, textureFIFO[i+0]);
i += size;
}
}
// Reset texture FIFO
fifoIdx = 0;
}
void CReal3D::WriteTextureFIFO(uint32_t data)
{
if (fifoIdx >= (0x100000/4))
{
if (!error)
ErrorLog("Overflow in Real3D texture FIFO!");
error = true;
}
else
textureFIFO[fifoIdx++] = data;
}
void CReal3D::WriteTexturePort(unsigned reg, uint32_t data)
{
if (step == 0x10)
{
uint32_t addr = data & 0xFFFFFF;
uint32_t num_words = (2+vrom[addr+0]/2) / 4;
if (!num_words)
{
DebugLog("Real3D: 0-length VROM texture upload @ PC=%08X (%08X)\n", ppc_get_pc(), data);
return;
}
for (uint32_t i = 0; i < num_words; i++)
WriteTextureFIFO(vrom[(addr + i) & 0xFFFFFF]);
}
else
{
if (m_vromTextureFIFOIdx == 2)
{
uint32_t addr = m_vromTextureFIFO[0];
uint32_t header = m_vromTextureFIFO[1];
// first 4 MB maps to polygon RAM rather than VROM
// Daytona 2 PE uses zeroed data to replace unused Dreamcast logo textures
if (addr < 0x100000)
UploadTexture(header, (const uint16_t*)&polyRAM[addr & 0xFFFFFF]);
else
UploadTexture(header, (const uint16_t*)&vrom[addr & 0xFFFFFF]);
m_vromTextureFIFOIdx = 0;
}
else
m_vromTextureFIFO[m_vromTextureFIFOIdx++] = data;
}
}
void CReal3D::WriteLowCullingRAM(uint32_t addr, uint32_t data)
{
if (m_gpuMultiThreaded)
MARK_DIRTY(cullingRAMLoDirty, addr);
cullingRAMLo[addr/4] = data;
}
void CReal3D::WriteHighCullingRAM(uint32_t addr, uint32_t data)
{
if (m_gpuMultiThreaded)
MARK_DIRTY(cullingRAMHiDirty, addr);
cullingRAMHi[addr/4] = data;
}
void CReal3D::WritePolygonRAM(uint32_t addr, uint32_t data)
{
if (m_gpuMultiThreaded)
MARK_DIRTY(polyRAMDirty, addr);
polyRAM[addr/4] = data;
}
// Internal registers accessible via JTAG port
void CReal3D::WriteJTAGRegister(uint64_t instruction, uint64_t data)
{
if (instruction == CJTAG::Instruction::SetReal3DRenderConfig0)
m_internalRenderConfig[0] = data;
else if (instruction == CJTAG::Instruction::SetReal3DRenderConfig1)
m_internalRenderConfig[1] = data;
UpdateRenderConfig(Render3D, m_internalRenderConfig);
}
// Registers correspond to the Stat_Pckt in the Real3d sdk
/*
Stat Packet
0x00: xxxx---- -------- -------- -------- spare1
----x--- -------- -------- -------- gp_done
-----x-- -------- -------- -------- dp_done
------x- -------- -------- -------- ping_pong
-------x -------- -------- -------- update_done
-------- x------- -------- -------- rend_done
-------- -xxxxxxx xxxxxxxx xxxxxxxx tot_clks 23bit val (0x7FFFFF). This is a 33.33mhz clock value.
Think this is the time the GPU takes to process the frame, used by software to
estimate the frame rate.
0x01: -------- -------- -------- -------- spare2
-------- -xxxxxxx xxxxxxxx xxxxxxxx vpt0_clks - not sure what this is used for (if anything). It's not used by the SDK
0x02: -------- -------- -------- -------- spare3
-------- -xxxxxxx xxxxxxxx xxxxxxxx vpt1_clks - not sure what this is used for (if anything). It's not used by the SDK
0x03: -------- -------- -------- -------- spare4
-------- -xxxxxxx xxxxxxxx xxxxxxxx vpt2_clks - not sure what this is used for (if anything). It's not used by the SDK
0x04: -------- -------- -------- -------- spare5
-------- -xxxxxxx xxxxxxxx xxxxxxxx vpt3_clks - not sure what this is used for (if anything). It's not used by the SDK
0x05: range0 (float) Line of sight value for priority level 0
0x06: range1 (float) Line of sight value for priority level 1
0x07: range2 (float) Line of sight value for priority level 2
0x08: range3 (float) Line of sight value for priority level 3
0x09: ls_cycle (uint32) Think this is the frame number, don't think it's used by model3, since games never read this far into memory
*/
uint32_t CReal3D::ReadRegister(unsigned reg)
{
DebugLog("Real3D: Read reg %X\n", reg);
if (reg == 0)
{
uint32_t ping_pong;
if (m_evenFrame) {
ping_pong = (ppc_total_cycles() >= statusChange ? 0x0 : 0x02000000);
}
else {
ping_pong = (ppc_total_cycles() >= statusChange ? 0x02000000 : 0x0);
}
return 0xfdffffff | ping_pong;
}
else if (reg >= 20 && reg<=32) { // line of sight registers
int index = (reg - 20) / 4;
float val = Render3D->GetLosValue(index);
return *(uint32_t*)(&val);
}
return 0xffffffff;
}
// TODO: This returns data in the way that the PowerPC bus expects. Other functions in CReal3D should
// return data this way.
uint32_t CReal3D::ReadPCIConfigSpace(unsigned device, unsigned reg, unsigned bits, unsigned offset)
{
uint32_t d;
if ((bits==8))
{
DebugLog("Real3D: %d-bit PCI read request for reg=%02X\n", bits, reg);
return 0;
}
// This is a little endian device, must return little endian words
switch (reg)
{
case 0x00: // Device ID and Vendor ID
d = FLIPENDIAN32(pciID);
switch (bits)
{
case 8:
d >>= (3-offset)*8; // offset will be 0-3; select appropriate byte
d &= 0xFF;
break;
case 16:
d >>= (2-offset)*8; // offset will be 0 or 2 only; select either high or low word
d &= 0xFFFF;
break;
default:
break;
}
DebugLog("Real3D: PCI ID read. Returning %X (%d-bits). PC=%08X, LR=%08X\n", d, bits, ppc_get_pc(), ppc_get_lr());
return d;
default:
DebugLog("Real3D: PCI read request for reg=%02X (%d-bit)\n", reg, bits);
break;
}
return 0;
}
void CReal3D::WritePCIConfigSpace(unsigned device, unsigned reg, unsigned bits, unsigned offset, uint32_t data)
{
DebugLog("Real3D: PCI %d-bit write request for reg=%02X, data=%08X\n", bits, reg, data);
}
void CReal3D::Reset(void)
{
error = false;
m_pingPong = 0;
commandPortWritten = false;
commandPortWrittenRO = false;
queuedUploadTextures.clear();
queuedUploadTexturesRO.clear();
fifoIdx = 0;
m_vromTextureFIFOIdx = 0;
dmaSrc = 0;
dmaDest = 0;
dmaLength = 0;
dmaData = 0;
dmaUnknownReg = 0;
dmaStatus = 0;
dmaConfig = 0;
unsigned memSize = (m_gpuMultiThreaded ? MEMORY_POOL_SIZE : MEM_POOL_SIZE_RW);
memset(memoryPool, 0, memSize);
memset(m_vromTextureFIFO, 0, sizeof(m_vromTextureFIFO));
memset(m_internalRenderConfig, 0, sizeof(m_internalRenderConfig));
DebugLog("Real3D reset\n");
}
/******************************************************************************
Configuration, Initialization, and Shutdown
******************************************************************************/
void CReal3D::AttachRenderer(IRender3D *Render3DPtr)
{
Render3D = Render3DPtr;
// If mult-threaded, attach read-only snapshots to renderer instead of real ones
if (m_gpuMultiThreaded)
Render3D->AttachMemory(cullingRAMLoRO, cullingRAMHiRO, polyRAMRO, vrom, textureRAMRO);
else
Render3D->AttachMemory(cullingRAMLo, cullingRAMHi, polyRAM, vrom, textureRAM);
Render3D->SetStepping(step);
DebugLog("Real3D attached a Render3D object\n");
}
uint32_t CReal3D::GetASICIDCode(ASIC asic) const
{
auto it = m_asicID.find(asic);
return it == m_asicID.end() ? 0 : it->second;
}
void CReal3D::SetStepping(int stepping)
{
step = stepping;
if ((step!=0x10) && (step!=0x15) && (step!=0x20) && (step!=0x21))
{
DebugLog("Real3D: Unrecognized stepping: %d.%d\n", (step>>4)&0xF, step&0xF);
step = 0x10;
}
// Set PCI ID
pciID = stepping >= 0x20 ? PCIID::Step2x : PCIID::Step1x;
// Pass to renderer
if (Render3D != NULL)
Render3D->SetStepping(step);
// Set ASIC ID codes
m_asicID.clear();
if (step == 0x10)
{
m_asicID = decltype(m_asicID)
{
{ ASIC::Mercury, 0x216c3057 },
{ ASIC::Venus, 0x116c4057 },
{ ASIC::Earth, 0x216c5057 },
{ ASIC::Mars, 0x116c6057 },
{ ASIC::Jupiter, 0x116c7057 }
};
}
else if (step == 0x15)
{
m_asicID = decltype(m_asicID)
{
{ ASIC::Mercury, 0x316c3057 },
{ ASIC::Venus, 0x216c4057 },
{ ASIC::Earth, 0x316c5057 },
{ ASIC::Mars, 0x216c6057 },
{ ASIC::Jupiter, 0x316c7057 }
};
}
else if (step >= 0x20)
{
m_asicID = decltype(m_asicID)
{
{ ASIC::Mercury, 0x416c3057 },
{ ASIC::Venus, 0x316c4057 }, // skichamp @ pc=0xa89f4, this value causes 'NO DAUGHTER BOARD' message
{ ASIC::Earth, 0x416c5057 },
{ ASIC::Mars, 0x316c6057 },
{ ASIC::Jupiter, 0x416c7057 }
};
}
DebugLog("Real3D set to Step %d.%d\n", (step>>4)&0xF, step&0xF);
}
bool CReal3D::Init(const uint8_t *vromPtr, IBus *BusObjectPtr, CIRQ *IRQObjectPtr, unsigned dmaIRQBit)
{
uint32_t memSize = (m_gpuMultiThreaded ? MEMORY_POOL_SIZE : MEM_POOL_SIZE_RW);
float memSizeMB = (float)memSize/(float)0x100000;
// IRQ and bus objects
Bus = BusObjectPtr;
IRQ = IRQObjectPtr;
dmaIRQ = dmaIRQBit;
// Allocate all Real3D RAM regions
memoryPool = new(std::nothrow) uint8_t[memSize];
if (NULL == memoryPool)
return ErrorLog("Insufficient memory for Real3D object (needs %1.1f MB).", memSizeMB);
// Set up main pointers
cullingRAMLo = (uint32_t *) &memoryPool[OFFSET_8C];
cullingRAMHi = (uint32_t *) &memoryPool[OFFSET_8E];
polyRAM = (uint32_t *) &memoryPool[OFFSET_98];
textureRAM = (uint16_t *) &memoryPool[OFFSET_TEXRAM];
textureFIFO = (uint32_t *) &memoryPool[OFFSET_TEXFIFO];
// If multi-threaded, set up pointers for read-only snapshots and dirty page arrays too
if (m_gpuMultiThreaded)
{
cullingRAMLoRO = (uint32_t *) &memoryPool[OFFSET_8C_RO];
cullingRAMHiRO = (uint32_t *) &memoryPool[OFFSET_8E_RO];
polyRAMRO = (uint32_t *) &memoryPool[OFFSET_98_RO];
textureRAMRO = (uint16_t *) &memoryPool[OFFSET_TEXRAM_RO];
cullingRAMLoDirty = (uint8_t *) &memoryPool[OFFSET_8C_DIRTY];
cullingRAMHiDirty = (uint8_t *) &memoryPool[OFFSET_8E_DIRTY];
polyRAMDirty = (uint8_t *) &memoryPool[OFFSET_98_DIRTY];
textureRAMDirty = (uint8_t *) &memoryPool[OFFSET_TEXRAM_DIRTY];
}
// VROM pointer passed to us
vrom = (uint32_t *) vromPtr;
DebugLog("Initialized Real3D (allocated %1.1f MB)\n", memSizeMB);
return OKAY;
}
CReal3D::CReal3D(const Util::Config::Node &config)
: m_config(config),
m_gpuMultiThreaded(config["GPUMultiThreaded"].ValueAs<bool>())
{
Render3D = NULL;
memoryPool = NULL;
cullingRAMLo = NULL;
cullingRAMHi = NULL;
polyRAM = NULL;
textureRAM = NULL;
textureFIFO = NULL;
vrom = NULL;
error = false;
fifoIdx = 0;
m_vromTextureFIFO[0] = 0;
m_vromTextureFIFO[1] = 0;
m_vromTextureFIFOIdx = 0;
m_internalRenderConfig[0] = 0;
m_internalRenderConfig[1] = 0;
DebugLog("Built Real3D\n");
}
/*
* CReal3D::~CReal3D(void):
*
* Destructor.
*/
CReal3D::~CReal3D(void)
{
// Dump memory
#if 0
FILE *fp;
fp = fopen("8c000000", "wb");
if (NULL != fp)
{
fwrite(cullingRAMLo, sizeof(uint8_t), 0x400000, fp);
fclose(fp);
printf("dumped %s\n", "8c000000");
}
else
printf("unable to dump %s\n", "8c000000");
fp = fopen("8e000000", "wb");
if (NULL != fp)
{
fwrite(cullingRAMHi, sizeof(uint8_t), 0x100000, fp);
fclose(fp);
printf("dumped %s\n", "8e000000");
}
else
printf("unable to dump %s\n", "8e000000");
fp = fopen("98000000", "wb");
if (NULL != fp)
{
fwrite(polyRAM, sizeof(uint8_t), 0x400000, fp);
fclose(fp);
printf("dumped %s\n", "98000000");
}
else
printf("unable to dump %s\n", "98000000");
fp = fopen("texram", "wb");
if (NULL != fp)
{
fwrite(textureRAM, sizeof(uint8_t), 0x800000, fp);
fclose(fp);
printf("dumped %s\n", "texram");
}
else
printf("unable to dump %s\n", "texram");
#endif
// Dump textures if requested
if (m_config["DumpTextures"].ValueAsDefault<bool>(false))
{
Util::WriteSurfaceToBMP<Util::T1RGB5ContourEnabled>("textures_t1rgb5_contour.bmp", reinterpret_cast<uint8_t*>(textureRAM), 2048, 2048, false);
printf("Wrote textures as T1RGB5 (contour bit enabled) to 'textures_t1rgb5_contour.bmp'\n");
Util::WriteSurfaceToBMP<Util::T1RGB5ContourIgnored>("textures_t1rgb5_opaque.bmp", reinterpret_cast<uint8_t*>(textureRAM), 2048, 2048, false);
printf("Wrote textures as T1RGB5 (contour bit ignored) to 'textures_t1rgb5_opaque.bmp'\n");
Util::WriteSurfaceToBMP<Util::A4L4Low>("textures_a4l4_lo.bmp", reinterpret_cast<uint8_t*>(textureRAM), 2048, 2048, false);
printf("Wrote textures as A4L4 (low) to 'textures_a4l4_lo.bmp'\n");
Util::WriteSurfaceToBMP<Util::L4A4Low>("textures_l4a4_lo.bmp", reinterpret_cast<uint8_t*>(textureRAM), 2048, 2048, false);
printf("Wrote textures as L4A4 (low) to 'textures_l4a4_lo.bmp'\n");
Util::WriteSurfaceToBMP<Util::A4L4High>("textures_a4l4_hi.bmp", reinterpret_cast<uint8_t*>(textureRAM), 2048, 2048, false);
printf("Wrote textures as A4L4 (high) to 'textures_a4l4_hi.bmp'\n");
Util::WriteSurfaceToBMP<Util::L4A4High>("textures_l4a4_hi.bmp", reinterpret_cast<uint8_t*>(textureRAM), 2048, 2048, false);
printf("Wrote textures as L4A4 (high) to 'textures_l4a4_hi.bmp'\n");
Util::WriteSurfaceToBMP<Util::L8Low>("textures_l8_lo.bmp", reinterpret_cast<uint8_t*>(textureRAM), 2048, 2048, false);
printf("Wrote textures as L8 (low) to 'textures_l8_lo.bmp'\n");
Util::WriteSurfaceToBMP<Util::L8High>("textures_l8_hi.bmp", reinterpret_cast<uint8_t*>(textureRAM), 2048, 2048, false);
printf("Wrote textures as L8 (high) to 'textures_l8_hi.bmp'\n");
Util::WriteSurfaceToBMP<Util::RGBA4>("textures_rgba4.bmp", reinterpret_cast<uint8_t*>(textureRAM), 2048, 2048, false);
printf("Wrote textures as RGBA4 to 'textures_rgba4.bmp'\n");
Util::WriteSurfaceToBMP<Util::L4Channel0>("textures_l4_0.bmp", reinterpret_cast<uint8_t*>(textureRAM), 2048, 2048, false);
printf("Wrote textures as L4 (channel 0) to 'textures_l4_0.bmp'\n");
Util::WriteSurfaceToBMP<Util::L4Channel1>("textures_l4_1.bmp", reinterpret_cast<uint8_t*>(textureRAM), 2048, 2048, false);
printf("Wrote textures as L4 (channel 1) to 'textures_l4_1.bmp'\n");
Util::WriteSurfaceToBMP<Util::L4Channel2>("textures_l4_2.bmp", reinterpret_cast<uint8_t*>(textureRAM), 2048, 2048, false);
printf("Wrote textures as L4 (channel 2) to 'textures_l4_2.bmp'\n");
Util::WriteSurfaceToBMP<Util::L4Channel3>("textures_l4_3.bmp", reinterpret_cast<uint8_t*>(textureRAM), 2048, 2048, false);
printf("Wrote textures as L4 (channel 3) to 'textures_l4_3.bmp'\n");
}
Render3D = NULL;
if (memoryPool != NULL)
{
delete [] memoryPool;
memoryPool = NULL;
}
cullingRAMLo = NULL;
cullingRAMHi = NULL;
polyRAM = NULL;
textureRAM = NULL;
textureFIFO = NULL;
vrom = NULL;
DebugLog("Destroyed Real3D\n");
}