EmuCR Feeds
Email Us

EmuCR: CitraCitra Git (2017/09/08) is released. This is the trunk of Citra Project. Citra is an experimental open-source Nintendo 3DS emulator/debugger written in C++. At this time, it only emulates a very small subset of 3DS hardware, and therefore is only useful for booting/debugging very simple homebrew demos. Citra is licensed under the GPLv2. Refer to the license.txt file included.

Citra Git Changelog:
* Merge pull request #2865 from wwylele/gs++
PICA: implemented geometry shader
* pica/command_processor: build geometry pipeline and run geometry shader
The geometry pipeline manages data transfer between VS, GS and primitive assembler. It has known four modes:
- no GS mode: sends VS output directly to the primitive assembler (what citra currently does)
- GS mode 0: sends VS output to GS input registers, and sends GS output to primitive assembler
- GS mode 1: sends VS output to GS uniform registers, and sends GS output to primitive assembler. It also takes an index from the index buffer at the beginning of each primitive for determine the primitive size.
- GS mode 2: similar to mode 1, but doesn't take the index and uses a fixed primitive size.
hwtest shows that immediate mode also supports GS (at least for mode 0), so the geometry pipeline gets refactored into its own class for supporting both drawing mode.
In the immediate mode, some games don't set the pipeline registers to a valid value until the first attribute input, so a geometry pipeline reset flag is set in `pipeline.vs_default_attributes_setup.index` trigger, and the actual pipeline reconfigure is triggered in the first attribute input.
In the normal drawing mode with index buffer, the vertex cache is a little bit modified to support the geometry pipeline. Instead of OutputVertex, it now holds AttributeBuffer, which is the input to the geometry pipeline. The AttributeBuffer->OutputVertex conversion is done inside the pipeline vertex handler. The actual hardware vertex cache is believed to be implemented in a similar way (because this is the only way that makes sense).
Both geometry pipeline and GS unit rely on states preservation across drawing call, so they are put into the global state. In the future, the other three vertex shader units should be also placed in the global state, and a scheduler should be implemented on top of the four units. Note that the current gs_unit already allows running VS on it in the future.
* pica/shader/jit: implement SETEMIT and EMIT
* pica/primitive_assembly: Handle winding for GS primitive
hwtest shows that, although GS always emit a group of three vertices as one primitive, it still respects to the topology type, as if the three vertices are input into the primitive assembler independently and sequentially. It is also shown that the winding flag in SETEMIT only takes effect for Shader topology type, which is believed to be the actual difference between List and Shader (hence removed the TODO). However, only Shader topology type is observed in official games when GS is in use, so the other mode seems to be just unintended usage.
* correct constness
* pica/shader/interpreter: implement SETEMIT and EMIT
* pica/shader: extend UnitState for GS
Among four shader units in pica, a special unit can be configured to run both VS and GS program. GSUnitState represents this unit, which extends UnitState (which represents the other three normal units) with extra state for primitive emitting. It uses lots of raw pointers to represent internal structure in order to keep it standard layout type for JIT to access.
This unit doesn't handle triangle winding (inverting) itself; instead, it calls a WindingSetter handler. This will be explained in the following commits
* pica/regs: layout geometry shader configuration regs
All the register meanings are derived from ctrulib (3dbrew is outdated for most of them)

Download: Citra Git (2017/09/08) x64
Source: Here

Random Related Topic Refresh Related Topic

Random Related Topic Loading...


Post a Comment

Can't post a comment? Try This!