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5fb4c718cc
This is the register that gets written after a game calls DrawArrays(). We should collect all GPU state and draw using our graphics API here.
61 lines
1.7 KiB
C++
61 lines
1.7 KiB
C++
// Copyright 2018 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "common/assert.h"
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#include "video_core/engines/maxwell_3d.h"
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namespace Tegra {
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namespace Engines {
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Maxwell3D::Maxwell3D(MemoryManager& memory_manager) : memory_manager(memory_manager) {}
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void Maxwell3D::WriteReg(u32 method, u32 value) {
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ASSERT_MSG(method < Regs::NUM_REGS,
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"Invalid Maxwell3D register, increase the size of the Regs structure");
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regs.reg_array[method] = value;
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#define MAXWELL3D_REG_INDEX(field_name) (offsetof(Regs, field_name) / sizeof(u32))
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switch (method) {
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case MAXWELL3D_REG_INDEX(draw.vertex_end_gl): {
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DrawArrays();
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break;
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}
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case MAXWELL3D_REG_INDEX(query.query_get): {
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ProcessQueryGet();
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break;
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}
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default:
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break;
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}
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#undef MAXWELL3D_REG_INDEX
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}
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void Maxwell3D::ProcessQueryGet() {
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GPUVAddr sequence_address = regs.query.QueryAddress();
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// Since the sequence address is given as a GPU VAddr, we have to convert it to an application
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// VAddr before writing.
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VAddr address = memory_manager.PhysicalToVirtualAddress(sequence_address);
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switch (regs.query.query_get.mode) {
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case Regs::QueryMode::Write: {
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// Write the current query sequence to the sequence address.
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u32 sequence = regs.query.query_sequence;
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Memory::Write32(address, sequence);
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break;
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}
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default:
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UNIMPLEMENTED_MSG("Query mode %u not implemented", regs.query.query_get.mode.Value());
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}
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}
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void Maxwell3D::DrawArrays() {
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LOG_WARNING(HW_GPU, "Game requested a DrawArrays, ignoring");
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}
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} // namespace Engines
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} // namespace Tegra
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