mirror of
https://github.com/Lime3DS/Lime3DS
synced 2024-12-27 01:22:37 -06:00
Shader: Define a common interface for running vertex shader programs.
This commit is contained in:
parent
18527b9e21
commit
3f69c2039d
7 changed files with 289 additions and 186 deletions
|
@ -11,6 +11,7 @@ set(SRCS
|
||||||
pica.cpp
|
pica.cpp
|
||||||
primitive_assembly.cpp
|
primitive_assembly.cpp
|
||||||
rasterizer.cpp
|
rasterizer.cpp
|
||||||
|
shader/shader.cpp
|
||||||
shader/shader_interpreter.cpp
|
shader/shader_interpreter.cpp
|
||||||
utils.cpp
|
utils.cpp
|
||||||
video_core.cpp
|
video_core.cpp
|
||||||
|
@ -35,6 +36,7 @@ set(HEADERS
|
||||||
primitive_assembly.h
|
primitive_assembly.h
|
||||||
rasterizer.h
|
rasterizer.h
|
||||||
renderer_base.h
|
renderer_base.h
|
||||||
|
shader/shader.h
|
||||||
shader/shader_interpreter.h
|
shader/shader_interpreter.h
|
||||||
utils.h
|
utils.h
|
||||||
video_core.h
|
video_core.h
|
||||||
|
|
|
@ -215,6 +215,9 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
|
||||||
unsigned int vertex_cache_pos = 0;
|
unsigned int vertex_cache_pos = 0;
|
||||||
vertex_cache_ids.fill(-1);
|
vertex_cache_ids.fill(-1);
|
||||||
|
|
||||||
|
Shader::UnitState shader_unit;
|
||||||
|
Shader::Setup(shader_unit);
|
||||||
|
|
||||||
for (unsigned int index = 0; index < regs.num_vertices; ++index)
|
for (unsigned int index = 0; index < regs.num_vertices; ++index)
|
||||||
{
|
{
|
||||||
unsigned int vertex = is_indexed ? (index_u16 ? index_address_16[index] : index_address_8[index]) : index;
|
unsigned int vertex = is_indexed ? (index_u16 ? index_address_16[index] : index_address_8[index]) : index;
|
||||||
|
@ -307,7 +310,7 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
|
||||||
&geometry_dumper, _1, _2, _3));
|
&geometry_dumper, _1, _2, _3));
|
||||||
#endif
|
#endif
|
||||||
// Send to vertex shader
|
// Send to vertex shader
|
||||||
output = Shader::RunShader(input, attribute_config.GetNumTotalAttributes(), g_state.regs.vs, g_state.vs);
|
output = Shader::Run(shader_unit, input, attribute_config.GetNumTotalAttributes());
|
||||||
|
|
||||||
if (is_indexed) {
|
if (is_indexed) {
|
||||||
vertex_cache[vertex_cache_pos] = output;
|
vertex_cache[vertex_cache_pos] = output;
|
||||||
|
|
|
@ -1083,6 +1083,7 @@ private:
|
||||||
// TODO: Perform proper arithmetic on this!
|
// TODO: Perform proper arithmetic on this!
|
||||||
float value;
|
float value;
|
||||||
};
|
};
|
||||||
|
static_assert(sizeof(float24) == sizeof(float), "Shader JIT assumes float24 is implemented as a 32-bit float");
|
||||||
|
|
||||||
/// Struct used to describe current Pica state
|
/// Struct used to describe current Pica state
|
||||||
struct State {
|
struct State {
|
||||||
|
@ -1092,7 +1093,10 @@ struct State {
|
||||||
/// Vertex shader memory
|
/// Vertex shader memory
|
||||||
struct ShaderSetup {
|
struct ShaderSetup {
|
||||||
struct {
|
struct {
|
||||||
Math::Vec4<float24> f[96];
|
// The float uniforms are accessed by the shader JIT using SSE instructions, and are
|
||||||
|
// therefore required to be 16-byte aligned.
|
||||||
|
Math::Vec4<float24> MEMORY_ALIGNED16(f[96]);
|
||||||
|
|
||||||
std::array<bool, 16> b;
|
std::array<bool, 16> b;
|
||||||
std::array<Math::Vec4<u8>, 4> i;
|
std::array<Math::Vec4<u8>, 4> i;
|
||||||
} uniforms;
|
} uniforms;
|
||||||
|
|
105
src/video_core/shader/shader.cpp
Normal file
105
src/video_core/shader/shader.cpp
Normal file
|
@ -0,0 +1,105 @@
|
||||||
|
// Copyright 2015 Citra Emulator Project
|
||||||
|
// Licensed under GPLv2 or any later version
|
||||||
|
// Refer to the license.txt file included.
|
||||||
|
|
||||||
|
#include "common/logging/log.h"
|
||||||
|
#include "common/profiler.h"
|
||||||
|
|
||||||
|
#include "video_core/debug_utils/debug_utils.h"
|
||||||
|
#include "video_core/pica.h"
|
||||||
|
|
||||||
|
#include "shader.h"
|
||||||
|
#include "shader_interpreter.h"
|
||||||
|
|
||||||
|
namespace Pica {
|
||||||
|
|
||||||
|
namespace Shader {
|
||||||
|
|
||||||
|
void Setup(UnitState& state) {
|
||||||
|
// TODO(bunnei): This will be used by the JIT in a subsequent commit
|
||||||
|
}
|
||||||
|
|
||||||
|
static Common::Profiling::TimingCategory shader_category("Vertex Shader");
|
||||||
|
|
||||||
|
OutputVertex Run(UnitState& state, const InputVertex& input, int num_attributes) {
|
||||||
|
auto& config = g_state.regs.vs;
|
||||||
|
auto& setup = g_state.vs;
|
||||||
|
|
||||||
|
Common::Profiling::ScopeTimer timer(shader_category);
|
||||||
|
|
||||||
|
state.program_counter = config.main_offset;
|
||||||
|
state.debug.max_offset = 0;
|
||||||
|
state.debug.max_opdesc_id = 0;
|
||||||
|
|
||||||
|
// Setup input register table
|
||||||
|
const auto& attribute_register_map = config.input_register_map;
|
||||||
|
|
||||||
|
if (num_attributes > 0) state.input_registers[attribute_register_map.attribute0_register] = input.attr[0];
|
||||||
|
if (num_attributes > 1) state.input_registers[attribute_register_map.attribute1_register] = input.attr[1];
|
||||||
|
if (num_attributes > 2) state.input_registers[attribute_register_map.attribute2_register] = input.attr[2];
|
||||||
|
if (num_attributes > 3) state.input_registers[attribute_register_map.attribute3_register] = input.attr[3];
|
||||||
|
if (num_attributes > 4) state.input_registers[attribute_register_map.attribute4_register] = input.attr[4];
|
||||||
|
if (num_attributes > 5) state.input_registers[attribute_register_map.attribute5_register] = input.attr[5];
|
||||||
|
if (num_attributes > 6) state.input_registers[attribute_register_map.attribute6_register] = input.attr[6];
|
||||||
|
if (num_attributes > 7) state.input_registers[attribute_register_map.attribute7_register] = input.attr[7];
|
||||||
|
if (num_attributes > 8) state.input_registers[attribute_register_map.attribute8_register] = input.attr[8];
|
||||||
|
if (num_attributes > 9) state.input_registers[attribute_register_map.attribute9_register] = input.attr[9];
|
||||||
|
if (num_attributes > 10) state.input_registers[attribute_register_map.attribute10_register] = input.attr[10];
|
||||||
|
if (num_attributes > 11) state.input_registers[attribute_register_map.attribute11_register] = input.attr[11];
|
||||||
|
if (num_attributes > 12) state.input_registers[attribute_register_map.attribute12_register] = input.attr[12];
|
||||||
|
if (num_attributes > 13) state.input_registers[attribute_register_map.attribute13_register] = input.attr[13];
|
||||||
|
if (num_attributes > 14) state.input_registers[attribute_register_map.attribute14_register] = input.attr[14];
|
||||||
|
if (num_attributes > 15) state.input_registers[attribute_register_map.attribute15_register] = input.attr[15];
|
||||||
|
|
||||||
|
state.conditional_code[0] = false;
|
||||||
|
state.conditional_code[1] = false;
|
||||||
|
|
||||||
|
RunInterpreter(state);
|
||||||
|
|
||||||
|
#if PICA_DUMP_SHADERS
|
||||||
|
DebugUtils::DumpShader(setup.program_code.data(), state.debug.max_offset, setup.swizzle_data.data(),
|
||||||
|
state.debug.max_opdesc_id, config.main_offset,
|
||||||
|
g_state.regs.vs_output_attributes); // TODO: Don't hardcode VS here
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// Setup output data
|
||||||
|
OutputVertex ret;
|
||||||
|
// TODO(neobrain): Under some circumstances, up to 16 attributes may be output. We need to
|
||||||
|
// figure out what those circumstances are and enable the remaining outputs then.
|
||||||
|
for (int i = 0; i < 7; ++i) {
|
||||||
|
const auto& output_register_map = g_state.regs.vs_output_attributes[i]; // TODO: Don't hardcode VS here
|
||||||
|
|
||||||
|
u32 semantics[4] = {
|
||||||
|
output_register_map.map_x, output_register_map.map_y,
|
||||||
|
output_register_map.map_z, output_register_map.map_w
|
||||||
|
};
|
||||||
|
|
||||||
|
for (int comp = 0; comp < 4; ++comp) {
|
||||||
|
float24* out = ((float24*)&ret) + semantics[comp];
|
||||||
|
if (semantics[comp] != Regs::VSOutputAttributes::INVALID) {
|
||||||
|
*out = state.output_registers[i][comp];
|
||||||
|
} else {
|
||||||
|
// Zero output so that attributes which aren't output won't have denormals in them,
|
||||||
|
// which would slow us down later.
|
||||||
|
memset(out, 0, sizeof(*out));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// The hardware takes the absolute and saturates vertex colors like this, *before* doing interpolation
|
||||||
|
for (int i = 0; i < 4; ++i) {
|
||||||
|
ret.color[i] = float24::FromFloat32(
|
||||||
|
std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f));
|
||||||
|
}
|
||||||
|
|
||||||
|
LOG_TRACE(Render_Software, "Output vertex: pos (%.2f, %.2f, %.2f, %.2f), col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f)",
|
||||||
|
ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.w.ToFloat32(),
|
||||||
|
ret.color.x.ToFloat32(), ret.color.y.ToFloat32(), ret.color.z.ToFloat32(), ret.color.w.ToFloat32(),
|
||||||
|
ret.tc0.u().ToFloat32(), ret.tc0.v().ToFloat32());
|
||||||
|
|
||||||
|
return ret;
|
||||||
|
}
|
||||||
|
|
||||||
|
} // namespace Shader
|
||||||
|
|
||||||
|
} // namespace Pica
|
163
src/video_core/shader/shader.h
Normal file
163
src/video_core/shader/shader.h
Normal file
|
@ -0,0 +1,163 @@
|
||||||
|
// Copyright 2015 Citra Emulator Project
|
||||||
|
// Licensed under GPLv2 or any later version
|
||||||
|
// Refer to the license.txt file included.
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <boost/container/static_vector.hpp>
|
||||||
|
#include <nihstro/shader_binary.h>
|
||||||
|
|
||||||
|
#include "common/common_funcs.h"
|
||||||
|
#include "common/common_types.h"
|
||||||
|
#include "common/vector_math.h"
|
||||||
|
|
||||||
|
#include "video_core/pica.h"
|
||||||
|
|
||||||
|
using nihstro::RegisterType;
|
||||||
|
using nihstro::SourceRegister;
|
||||||
|
using nihstro::DestRegister;
|
||||||
|
|
||||||
|
namespace Pica {
|
||||||
|
|
||||||
|
namespace Shader {
|
||||||
|
|
||||||
|
struct InputVertex {
|
||||||
|
Math::Vec4<float24> attr[16];
|
||||||
|
};
|
||||||
|
|
||||||
|
struct OutputVertex {
|
||||||
|
OutputVertex() = default;
|
||||||
|
|
||||||
|
// VS output attributes
|
||||||
|
Math::Vec4<float24> pos;
|
||||||
|
Math::Vec4<float24> dummy; // quaternions (not implemented, yet)
|
||||||
|
Math::Vec4<float24> color;
|
||||||
|
Math::Vec2<float24> tc0;
|
||||||
|
Math::Vec2<float24> tc1;
|
||||||
|
float24 pad[6];
|
||||||
|
Math::Vec2<float24> tc2;
|
||||||
|
|
||||||
|
// Padding for optimal alignment
|
||||||
|
float24 pad2[4];
|
||||||
|
|
||||||
|
// Attributes used to store intermediate results
|
||||||
|
|
||||||
|
// position after perspective divide
|
||||||
|
Math::Vec3<float24> screenpos;
|
||||||
|
float24 pad3;
|
||||||
|
|
||||||
|
// Linear interpolation
|
||||||
|
// factor: 0=this, 1=vtx
|
||||||
|
void Lerp(float24 factor, const OutputVertex& vtx) {
|
||||||
|
pos = pos * factor + vtx.pos * (float24::FromFloat32(1) - factor);
|
||||||
|
|
||||||
|
// TODO: Should perform perspective correct interpolation here...
|
||||||
|
tc0 = tc0 * factor + vtx.tc0 * (float24::FromFloat32(1) - factor);
|
||||||
|
tc1 = tc1 * factor + vtx.tc1 * (float24::FromFloat32(1) - factor);
|
||||||
|
tc2 = tc2 * factor + vtx.tc2 * (float24::FromFloat32(1) - factor);
|
||||||
|
|
||||||
|
screenpos = screenpos * factor + vtx.screenpos * (float24::FromFloat32(1) - factor);
|
||||||
|
|
||||||
|
color = color * factor + vtx.color * (float24::FromFloat32(1) - factor);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Linear interpolation
|
||||||
|
// factor: 0=v0, 1=v1
|
||||||
|
static OutputVertex Lerp(float24 factor, const OutputVertex& v0, const OutputVertex& v1) {
|
||||||
|
OutputVertex ret = v0;
|
||||||
|
ret.Lerp(factor, v1);
|
||||||
|
return ret;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
static_assert(std::is_pod<OutputVertex>::value, "Structure is not POD");
|
||||||
|
static_assert(sizeof(OutputVertex) == 32 * sizeof(float), "OutputVertex has invalid size");
|
||||||
|
|
||||||
|
/**
|
||||||
|
* This structure contains the state information that needs to be unique for a shader unit. The 3DS
|
||||||
|
* has four shader units that process shaders in parallel. At the present, Citra only implements a
|
||||||
|
* single shader unit that processes all shaders serially. Putting the state information in a struct
|
||||||
|
* here will make it easier for us to parallelize the shader processing later.
|
||||||
|
*/
|
||||||
|
struct UnitState {
|
||||||
|
// The registers are accessed by the shader JIT using SSE instructions, and are therefore
|
||||||
|
// required to be 16-byte aligned.
|
||||||
|
Math::Vec4<float24> MEMORY_ALIGNED16(input_registers[16]);
|
||||||
|
Math::Vec4<float24> MEMORY_ALIGNED16(output_registers[16]);
|
||||||
|
Math::Vec4<float24> MEMORY_ALIGNED16(temporary_registers[16]);
|
||||||
|
|
||||||
|
u32 program_counter;
|
||||||
|
bool conditional_code[2];
|
||||||
|
|
||||||
|
// Two Address registers and one loop counter
|
||||||
|
// TODO: How many bits do these actually have?
|
||||||
|
s32 address_registers[3];
|
||||||
|
|
||||||
|
enum {
|
||||||
|
INVALID_ADDRESS = 0xFFFFFFFF
|
||||||
|
};
|
||||||
|
|
||||||
|
struct CallStackElement {
|
||||||
|
u32 final_address; // Address upon which we jump to return_address
|
||||||
|
u32 return_address; // Where to jump when leaving scope
|
||||||
|
u8 repeat_counter; // How often to repeat until this call stack element is removed
|
||||||
|
u8 loop_increment; // Which value to add to the loop counter after an iteration
|
||||||
|
// TODO: Should this be a signed value? Does it even matter?
|
||||||
|
u32 loop_address; // The address where we'll return to after each loop iteration
|
||||||
|
};
|
||||||
|
|
||||||
|
// TODO: Is there a maximal size for this?
|
||||||
|
boost::container::static_vector<CallStackElement, 16> call_stack;
|
||||||
|
|
||||||
|
struct {
|
||||||
|
u32 max_offset; // maximum program counter ever reached
|
||||||
|
u32 max_opdesc_id; // maximum swizzle pattern index ever used
|
||||||
|
} debug;
|
||||||
|
|
||||||
|
static int InputOffset(const SourceRegister& reg) {
|
||||||
|
switch (reg.GetRegisterType()) {
|
||||||
|
case RegisterType::Input:
|
||||||
|
return (int)offsetof(UnitState, input_registers) + reg.GetIndex()*sizeof(Math::Vec4<float24>);
|
||||||
|
|
||||||
|
case RegisterType::Temporary:
|
||||||
|
return (int)offsetof(UnitState, temporary_registers) + reg.GetIndex()*sizeof(Math::Vec4<float24>);
|
||||||
|
|
||||||
|
default:
|
||||||
|
UNREACHABLE();
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
static int OutputOffset(const DestRegister& reg) {
|
||||||
|
switch (reg.GetRegisterType()) {
|
||||||
|
case RegisterType::Output:
|
||||||
|
return (int)offsetof(UnitState, output_registers) + reg.GetIndex()*sizeof(Math::Vec4<float24>);
|
||||||
|
|
||||||
|
case RegisterType::Temporary:
|
||||||
|
return (int)offsetof(UnitState, temporary_registers) + reg.GetIndex()*sizeof(Math::Vec4<float24>);
|
||||||
|
|
||||||
|
default:
|
||||||
|
UNREACHABLE();
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Performs any shader unit setup that only needs to happen once per shader (as opposed to once per
|
||||||
|
* vertex, which would happen within the `Run` function).
|
||||||
|
* @param state Shader unit state, must be setup per shader and per shader unit
|
||||||
|
*/
|
||||||
|
void Setup(UnitState& state);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Runs the currently setup shader
|
||||||
|
* @param state Shader unit state, must be setup per shader and per shader unit
|
||||||
|
* @param input Input vertex into the shader
|
||||||
|
* @param num_attributes The number of vertex shader attributes
|
||||||
|
* @return The output vertex, after having been processed by the vertex shader
|
||||||
|
*/
|
||||||
|
OutputVertex Run(UnitState& state, const InputVertex& input, int num_attributes);
|
||||||
|
|
||||||
|
} // namespace Shader
|
||||||
|
|
||||||
|
} // namespace Pica
|
|
@ -2,18 +2,14 @@
|
||||||
// Licensed under GPLv2 or any later version
|
// Licensed under GPLv2 or any later version
|
||||||
// Refer to the license.txt file included.
|
// Refer to the license.txt file included.
|
||||||
|
|
||||||
#include <boost/container/static_vector.hpp>
|
|
||||||
#include <boost/range/algorithm.hpp>
|
|
||||||
|
|
||||||
#include <common/file_util.h>
|
#include <common/file_util.h>
|
||||||
|
|
||||||
#include <nihstro/shader_bytecode.h>
|
#include <nihstro/shader_bytecode.h>
|
||||||
|
|
||||||
#include "common/profiler.h"
|
|
||||||
|
|
||||||
#include "video_core/pica.h"
|
#include "video_core/pica.h"
|
||||||
#include "video_core/shader/shader_interpreter.h"
|
|
||||||
#include "video_core/debug_utils/debug_utils.h"
|
#include "shader.h"
|
||||||
|
#include "shader_interpreter.h"
|
||||||
|
|
||||||
using nihstro::OpCode;
|
using nihstro::OpCode;
|
||||||
using nihstro::Instruction;
|
using nihstro::Instruction;
|
||||||
|
@ -25,42 +21,7 @@ namespace Pica {
|
||||||
|
|
||||||
namespace Shader {
|
namespace Shader {
|
||||||
|
|
||||||
struct ShaderState {
|
void RunInterpreter(UnitState& state) {
|
||||||
u32 program_counter;
|
|
||||||
|
|
||||||
const float24* input_register_table[16];
|
|
||||||
Math::Vec4<float24> output_registers[16];
|
|
||||||
|
|
||||||
Math::Vec4<float24> temporary_registers[16];
|
|
||||||
bool conditional_code[2];
|
|
||||||
|
|
||||||
// Two Address registers and one loop counter
|
|
||||||
// TODO: How many bits do these actually have?
|
|
||||||
s32 address_registers[3];
|
|
||||||
|
|
||||||
enum {
|
|
||||||
INVALID_ADDRESS = 0xFFFFFFFF
|
|
||||||
};
|
|
||||||
|
|
||||||
struct CallStackElement {
|
|
||||||
u32 final_address; // Address upon which we jump to return_address
|
|
||||||
u32 return_address; // Where to jump when leaving scope
|
|
||||||
u8 repeat_counter; // How often to repeat until this call stack element is removed
|
|
||||||
u8 loop_increment; // Which value to add to the loop counter after an iteration
|
|
||||||
// TODO: Should this be a signed value? Does it even matter?
|
|
||||||
u32 loop_address; // The address where we'll return to after each loop iteration
|
|
||||||
};
|
|
||||||
|
|
||||||
// TODO: Is there a maximal size for this?
|
|
||||||
boost::container::static_vector<CallStackElement, 16> call_stack;
|
|
||||||
|
|
||||||
struct {
|
|
||||||
u32 max_offset; // maximum program counter ever reached
|
|
||||||
u32 max_opdesc_id; // maximum swizzle pattern index ever used
|
|
||||||
} debug;
|
|
||||||
};
|
|
||||||
|
|
||||||
static void ProcessShaderCode(ShaderState& state) {
|
|
||||||
const auto& uniforms = g_state.vs.uniforms;
|
const auto& uniforms = g_state.vs.uniforms;
|
||||||
const auto& swizzle_data = g_state.vs.swizzle_data;
|
const auto& swizzle_data = g_state.vs.swizzle_data;
|
||||||
const auto& program_code = g_state.vs.program_code;
|
const auto& program_code = g_state.vs.program_code;
|
||||||
|
@ -90,7 +51,7 @@ static void ProcessShaderCode(ShaderState& state) {
|
||||||
const Instruction instr = { program_code[state.program_counter] };
|
const Instruction instr = { program_code[state.program_counter] };
|
||||||
const SwizzlePattern swizzle = { swizzle_data[instr.common.operand_desc_id] };
|
const SwizzlePattern swizzle = { swizzle_data[instr.common.operand_desc_id] };
|
||||||
|
|
||||||
static auto call = [](ShaderState& state, u32 offset, u32 num_instructions,
|
static auto call = [](UnitState& state, u32 offset, u32 num_instructions,
|
||||||
u32 return_offset, u8 repeat_count, u8 loop_increment) {
|
u32 return_offset, u8 repeat_count, u8 loop_increment) {
|
||||||
state.program_counter = offset - 1; // -1 to make sure when incrementing the PC we end up at the correct offset
|
state.program_counter = offset - 1; // -1 to make sure when incrementing the PC we end up at the correct offset
|
||||||
ASSERT(state.call_stack.size() < state.call_stack.capacity());
|
ASSERT(state.call_stack.size() < state.call_stack.capacity());
|
||||||
|
@ -101,7 +62,7 @@ static void ProcessShaderCode(ShaderState& state) {
|
||||||
auto LookupSourceRegister = [&](const SourceRegister& source_reg) -> const float24* {
|
auto LookupSourceRegister = [&](const SourceRegister& source_reg) -> const float24* {
|
||||||
switch (source_reg.GetRegisterType()) {
|
switch (source_reg.GetRegisterType()) {
|
||||||
case RegisterType::Input:
|
case RegisterType::Input:
|
||||||
return state.input_register_table[source_reg.GetIndex()];
|
return &state.input_registers[source_reg.GetIndex()].x;
|
||||||
|
|
||||||
case RegisterType::Temporary:
|
case RegisterType::Temporary:
|
||||||
return &state.temporary_registers[source_reg.GetIndex()].x;
|
return &state.temporary_registers[source_reg.GetIndex()].x;
|
||||||
|
@ -413,7 +374,7 @@ static void ProcessShaderCode(ShaderState& state) {
|
||||||
|
|
||||||
default:
|
default:
|
||||||
{
|
{
|
||||||
static auto evaluate_condition = [](const ShaderState& state, bool refx, bool refy, Instruction::FlowControlType flow_control) {
|
static auto evaluate_condition = [](const UnitState& state, bool refx, bool refy, Instruction::FlowControlType flow_control) {
|
||||||
bool results[2] = { refx == state.conditional_code[0],
|
bool results[2] = { refx == state.conditional_code[0],
|
||||||
refy == state.conditional_code[1] };
|
refy == state.conditional_code[1] };
|
||||||
|
|
||||||
|
@ -542,88 +503,6 @@ static void ProcessShaderCode(ShaderState& state) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
static Common::Profiling::TimingCategory shader_category("Vertex Shader");
|
|
||||||
|
|
||||||
OutputVertex RunShader(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const State::ShaderSetup& setup) {
|
|
||||||
Common::Profiling::ScopeTimer timer(shader_category);
|
|
||||||
|
|
||||||
ShaderState state;
|
|
||||||
|
|
||||||
state.program_counter = config.main_offset;
|
|
||||||
state.debug.max_offset = 0;
|
|
||||||
state.debug.max_opdesc_id = 0;
|
|
||||||
|
|
||||||
// Setup input register table
|
|
||||||
const auto& attribute_register_map = config.input_register_map;
|
|
||||||
float24 dummy_register;
|
|
||||||
boost::fill(state.input_register_table, &dummy_register);
|
|
||||||
|
|
||||||
if (num_attributes > 0) state.input_register_table[attribute_register_map.attribute0_register] = &input.attr[0].x;
|
|
||||||
if (num_attributes > 1) state.input_register_table[attribute_register_map.attribute1_register] = &input.attr[1].x;
|
|
||||||
if (num_attributes > 2) state.input_register_table[attribute_register_map.attribute2_register] = &input.attr[2].x;
|
|
||||||
if (num_attributes > 3) state.input_register_table[attribute_register_map.attribute3_register] = &input.attr[3].x;
|
|
||||||
if (num_attributes > 4) state.input_register_table[attribute_register_map.attribute4_register] = &input.attr[4].x;
|
|
||||||
if (num_attributes > 5) state.input_register_table[attribute_register_map.attribute5_register] = &input.attr[5].x;
|
|
||||||
if (num_attributes > 6) state.input_register_table[attribute_register_map.attribute6_register] = &input.attr[6].x;
|
|
||||||
if (num_attributes > 7) state.input_register_table[attribute_register_map.attribute7_register] = &input.attr[7].x;
|
|
||||||
if (num_attributes > 8) state.input_register_table[attribute_register_map.attribute8_register] = &input.attr[8].x;
|
|
||||||
if (num_attributes > 9) state.input_register_table[attribute_register_map.attribute9_register] = &input.attr[9].x;
|
|
||||||
if (num_attributes > 10) state.input_register_table[attribute_register_map.attribute10_register] = &input.attr[10].x;
|
|
||||||
if (num_attributes > 11) state.input_register_table[attribute_register_map.attribute11_register] = &input.attr[11].x;
|
|
||||||
if (num_attributes > 12) state.input_register_table[attribute_register_map.attribute12_register] = &input.attr[12].x;
|
|
||||||
if (num_attributes > 13) state.input_register_table[attribute_register_map.attribute13_register] = &input.attr[13].x;
|
|
||||||
if (num_attributes > 14) state.input_register_table[attribute_register_map.attribute14_register] = &input.attr[14].x;
|
|
||||||
if (num_attributes > 15) state.input_register_table[attribute_register_map.attribute15_register] = &input.attr[15].x;
|
|
||||||
|
|
||||||
state.conditional_code[0] = false;
|
|
||||||
state.conditional_code[1] = false;
|
|
||||||
|
|
||||||
ProcessShaderCode(state);
|
|
||||||
#if PICA_DUMP_SHADERS
|
|
||||||
DebugUtils::DumpShader(setup.program_code.data(), state.debug.max_offset, setup.swizzle_data.data(),
|
|
||||||
state.debug.max_opdesc_id, config.main_offset,
|
|
||||||
g_state.regs.vs_output_attributes); // TODO: Don't hardcode VS here
|
|
||||||
#endif
|
|
||||||
|
|
||||||
// Setup output data
|
|
||||||
OutputVertex ret;
|
|
||||||
// TODO(neobrain): Under some circumstances, up to 16 attributes may be output. We need to
|
|
||||||
// figure out what those circumstances are and enable the remaining outputs then.
|
|
||||||
for (int i = 0; i < 7; ++i) {
|
|
||||||
const auto& output_register_map = g_state.regs.vs_output_attributes[i]; // TODO: Don't hardcode VS here
|
|
||||||
|
|
||||||
u32 semantics[4] = {
|
|
||||||
output_register_map.map_x, output_register_map.map_y,
|
|
||||||
output_register_map.map_z, output_register_map.map_w
|
|
||||||
};
|
|
||||||
|
|
||||||
for (int comp = 0; comp < 4; ++comp) {
|
|
||||||
float24* out = ((float24*)&ret) + semantics[comp];
|
|
||||||
if (semantics[comp] != Regs::VSOutputAttributes::INVALID) {
|
|
||||||
*out = state.output_registers[i][comp];
|
|
||||||
} else {
|
|
||||||
// Zero output so that attributes which aren't output won't have denormals in them,
|
|
||||||
// which would slow us down later.
|
|
||||||
memset(out, 0, sizeof(*out));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// The hardware takes the absolute and saturates vertex colors like this, *before* doing interpolation
|
|
||||||
for (int i = 0; i < 4; ++i) {
|
|
||||||
ret.color[i] = float24::FromFloat32(
|
|
||||||
std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f));
|
|
||||||
}
|
|
||||||
|
|
||||||
LOG_TRACE(Render_Software, "Output vertex: pos (%.2f, %.2f, %.2f, %.2f), col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f)",
|
|
||||||
ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.w.ToFloat32(),
|
|
||||||
ret.color.x.ToFloat32(), ret.color.y.ToFloat32(), ret.color.z.ToFloat32(), ret.color.w.ToFloat32(),
|
|
||||||
ret.tc0.u().ToFloat32(), ret.tc0.v().ToFloat32());
|
|
||||||
|
|
||||||
return ret;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
} // namespace
|
} // namespace
|
||||||
|
|
||||||
} // namespace
|
} // namespace
|
||||||
|
|
|
@ -4,68 +4,15 @@
|
||||||
|
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include <type_traits>
|
|
||||||
|
|
||||||
#include "common/vector_math.h"
|
|
||||||
|
|
||||||
#include "video_core/pica.h"
|
#include "video_core/pica.h"
|
||||||
|
|
||||||
|
#include "shader.h"
|
||||||
|
|
||||||
namespace Pica {
|
namespace Pica {
|
||||||
|
|
||||||
namespace Shader {
|
namespace Shader {
|
||||||
|
|
||||||
struct InputVertex {
|
void RunInterpreter(UnitState& state);
|
||||||
Math::Vec4<float24> attr[16];
|
|
||||||
};
|
|
||||||
|
|
||||||
struct OutputVertex {
|
|
||||||
OutputVertex() = default;
|
|
||||||
|
|
||||||
// VS output attributes
|
|
||||||
Math::Vec4<float24> pos;
|
|
||||||
Math::Vec4<float24> dummy; // quaternions (not implemented, yet)
|
|
||||||
Math::Vec4<float24> color;
|
|
||||||
Math::Vec2<float24> tc0;
|
|
||||||
Math::Vec2<float24> tc1;
|
|
||||||
float24 pad[6];
|
|
||||||
Math::Vec2<float24> tc2;
|
|
||||||
|
|
||||||
// Padding for optimal alignment
|
|
||||||
float24 pad2[4];
|
|
||||||
|
|
||||||
// Attributes used to store intermediate results
|
|
||||||
|
|
||||||
// position after perspective divide
|
|
||||||
Math::Vec3<float24> screenpos;
|
|
||||||
float24 pad3;
|
|
||||||
|
|
||||||
// Linear interpolation
|
|
||||||
// factor: 0=this, 1=vtx
|
|
||||||
void Lerp(float24 factor, const OutputVertex& vtx) {
|
|
||||||
pos = pos * factor + vtx.pos * (float24::FromFloat32(1) - factor);
|
|
||||||
|
|
||||||
// TODO: Should perform perspective correct interpolation here...
|
|
||||||
tc0 = tc0 * factor + vtx.tc0 * (float24::FromFloat32(1) - factor);
|
|
||||||
tc1 = tc1 * factor + vtx.tc1 * (float24::FromFloat32(1) - factor);
|
|
||||||
tc2 = tc2 * factor + vtx.tc2 * (float24::FromFloat32(1) - factor);
|
|
||||||
|
|
||||||
screenpos = screenpos * factor + vtx.screenpos * (float24::FromFloat32(1) - factor);
|
|
||||||
|
|
||||||
color = color * factor + vtx.color * (float24::FromFloat32(1) - factor);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Linear interpolation
|
|
||||||
// factor: 0=v0, 1=v1
|
|
||||||
static OutputVertex Lerp(float24 factor, const OutputVertex& v0, const OutputVertex& v1) {
|
|
||||||
OutputVertex ret = v0;
|
|
||||||
ret.Lerp(factor, v1);
|
|
||||||
return ret;
|
|
||||||
}
|
|
||||||
};
|
|
||||||
static_assert(std::is_pod<OutputVertex>::value, "Structure is not POD");
|
|
||||||
static_assert(sizeof(OutputVertex) == 32 * sizeof(float), "OutputVertex has invalid size");
|
|
||||||
|
|
||||||
OutputVertex RunShader(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const State::ShaderSetup& setup);
|
|
||||||
|
|
||||||
} // namespace
|
} // namespace
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue