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// Copyright 2018 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "common/assert.h"
#include "video_core/engines/maxwell_3d.h"
namespace Tegra {
namespace Engines {
Maxwell3D::Maxwell3D(MemoryManager& memory_manager) : memory_manager(memory_manager) {}
void Maxwell3D::WriteReg(u32 method, u32 value) {
ASSERT_MSG(method < Regs::NUM_REGS,
"Invalid Maxwell3D register, increase the size of the Regs structure");
regs.reg_array[method] = value;
#define MAXWELL3D_REG_INDEX(field_name) (offsetof(Regs, field_name) / sizeof(u32))
switch (method) {
case MAXWELL3D_REG_INDEX(code_address.code_address_high):
case MAXWELL3D_REG_INDEX(code_address.code_address_low): {
// Note: For some reason games (like Puyo Puyo Tetris) seem to write 0 to the CODE_ADDRESS
// register, we do not currently know if that's intended or a bug, so we assert it lest
// stuff breaks in other places (like the shader address calculation).
ASSERT_MSG(regs.code_address.CodeAddress() == 0, "Unexpected CODE_ADDRESS register value.");
break;
}
case MAXWELL3D_REG_INDEX(draw.vertex_end_gl): {
DrawArrays();
break;
}
case MAXWELL3D_REG_INDEX(query.query_get): {
ProcessQueryGet();
break;
}
default:
break;
}
#undef MAXWELL3D_REG_INDEX
}
void Maxwell3D::ProcessQueryGet() {
GPUVAddr sequence_address = regs.query.QueryAddress();
// Since the sequence address is given as a GPU VAddr, we have to convert it to an application
// VAddr before writing.
VAddr address = memory_manager.PhysicalToVirtualAddress(sequence_address);
switch (regs.query.query_get.mode) {
case Regs::QueryMode::Write: {
// Write the current query sequence to the sequence address.
u32 sequence = regs.query.query_sequence;
Memory::Write32(address, sequence);
break;
}
default:
UNIMPLEMENTED_MSG("Query mode %u not implemented", regs.query.query_get.mode.Value());
}
}
void Maxwell3D::DrawArrays() {
LOG_WARNING(HW_GPU, "Game requested a DrawArrays, ignoring");
}
} // namespace Engines
} // namespace Tegra
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