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maxwell_3d: Restructure macro upload to use a single macro code memory.
- Fixes an issue where macros could be skipped. - Fixes rendering of distant objects in Super Mario Odyssey.
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@ -475,12 +475,13 @@ public:
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INSERT_PADDING_WORDS(0x45);
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struct {
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INSERT_PADDING_WORDS(1);
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u32 upload_address;
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u32 data;
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u32 entry;
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u32 bind;
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} macros;
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INSERT_PADDING_WORDS(0x189);
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INSERT_PADDING_WORDS(0x188);
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u32 tfb_enabled;
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@ -994,12 +995,25 @@ public:
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/// Returns the texture information for a specific texture in a specific shader stage.
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Texture::FullTextureInfo GetStageTexture(Regs::ShaderStage stage, std::size_t offset) const;
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/// Memory for macro code - it's undetermined how big this is, however 1MB is much larger than
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/// we've seen used.
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using MacroMemory = std::array<u32, 0x40000>;
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/// Gets a reference to macro memory.
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const MacroMemory& GetMacroMemory() const {
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return macro_memory;
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}
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private:
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void InitializeRegisterDefaults();
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VideoCore::RasterizerInterface& rasterizer;
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std::unordered_map<u32, std::vector<u32>> uploaded_macros;
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/// Start offsets of each macro in macro_memory
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std::unordered_map<u32, u32> macro_offsets;
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/// Memory for macro code
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MacroMemory macro_memory;
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/// Macro method that is currently being executed / being fed parameters.
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u32 executing_macro = 0;
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@ -1022,9 +1036,12 @@ private:
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*/
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void CallMacroMethod(u32 method, std::vector<u32> parameters);
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/// Handles writes to the macro uploading registers.
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/// Handles writes to the macro uploading register.
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void ProcessMacroUpload(u32 data);
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/// Handles writes to the macro bind register.
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void ProcessMacroBind(u32 data);
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/// Handles a write to the CLEAR_BUFFERS register.
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void ProcessClearBuffers();
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