2015-07-21 23:38:59 +00:00
|
|
|
// Copyright 2015 Citra Emulator Project
|
|
|
|
// Licensed under GPLv2 or any later version
|
|
|
|
// Refer to the license.txt file included.
|
|
|
|
|
|
|
|
#pragma once
|
|
|
|
|
2015-07-11 23:57:59 +00:00
|
|
|
#include <vector>
|
|
|
|
|
2015-07-21 23:38:59 +00:00
|
|
|
#include <boost/container/static_vector.hpp>
|
2015-07-11 23:57:59 +00:00
|
|
|
|
2015-07-21 23:38:59 +00:00
|
|
|
#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;
|
2015-08-16 13:12:43 +00:00
|
|
|
Math::Vec4<float24> quat;
|
2015-07-21 23:38:59 +00:00
|
|
|
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");
|
|
|
|
|
2015-07-11 23:57:59 +00:00
|
|
|
|
|
|
|
// Helper structure used to keep track of data useful for inspection of shader emulation
|
|
|
|
template<bool full_debugging>
|
|
|
|
struct DebugData;
|
|
|
|
|
|
|
|
template<>
|
|
|
|
struct DebugData<false> {
|
|
|
|
// TODO: Hide these behind and interface and move them to DebugData<true>
|
|
|
|
u32 max_offset; // maximum program counter ever reached
|
|
|
|
u32 max_opdesc_id; // maximum swizzle pattern index ever used
|
|
|
|
};
|
|
|
|
|
|
|
|
template<>
|
|
|
|
struct DebugData<true> {
|
|
|
|
// Records store the input and output operands of a particular instruction.
|
|
|
|
struct Record {
|
|
|
|
enum Type {
|
|
|
|
// Floating point arithmetic operands
|
|
|
|
SRC1 = 0x1,
|
|
|
|
SRC2 = 0x2,
|
|
|
|
SRC3 = 0x4,
|
|
|
|
|
|
|
|
// Initial and final output operand value
|
|
|
|
DEST_IN = 0x8,
|
|
|
|
DEST_OUT = 0x10,
|
|
|
|
|
|
|
|
// Current and next instruction offset (in words)
|
|
|
|
CUR_INSTR = 0x20,
|
|
|
|
NEXT_INSTR = 0x40,
|
|
|
|
|
|
|
|
// Output address register value
|
|
|
|
ADDR_REG_OUT = 0x80,
|
|
|
|
|
|
|
|
// Result of a comparison instruction
|
|
|
|
CMP_RESULT = 0x100,
|
|
|
|
|
|
|
|
// Input values for conditional flow control instructions
|
|
|
|
COND_BOOL_IN = 0x200,
|
|
|
|
COND_CMP_IN = 0x400,
|
|
|
|
|
|
|
|
// Input values for a loop
|
|
|
|
LOOP_INT_IN = 0x800,
|
|
|
|
};
|
|
|
|
|
|
|
|
Math::Vec4<float24> src1;
|
|
|
|
Math::Vec4<float24> src2;
|
|
|
|
Math::Vec4<float24> src3;
|
|
|
|
|
|
|
|
Math::Vec4<float24> dest_in;
|
|
|
|
Math::Vec4<float24> dest_out;
|
|
|
|
|
|
|
|
s32 address_registers[2];
|
|
|
|
bool conditional_code[2];
|
|
|
|
bool cond_bool;
|
|
|
|
bool cond_cmp[2];
|
|
|
|
Math::Vec4<u8> loop_int;
|
|
|
|
|
|
|
|
u32 instruction_offset;
|
|
|
|
u32 next_instruction;
|
|
|
|
|
|
|
|
// set of enabled fields (as a combination of Type flags)
|
|
|
|
unsigned mask = 0;
|
|
|
|
};
|
|
|
|
|
|
|
|
u32 max_offset; // maximum program counter ever reached
|
|
|
|
u32 max_opdesc_id; // maximum swizzle pattern index ever used
|
|
|
|
|
|
|
|
// List of records for each executed shader instruction
|
|
|
|
std::vector<DebugData<true>::Record> records;
|
|
|
|
};
|
|
|
|
|
|
|
|
// Type alias for better readability
|
|
|
|
using DebugDataRecord = DebugData<true>::Record;
|
|
|
|
|
|
|
|
// Helper function to set a DebugData<true>::Record field based on the template enum parameter.
|
|
|
|
template<DebugDataRecord::Type type, typename ValueType>
|
|
|
|
inline void SetField(DebugDataRecord& record, ValueType value);
|
|
|
|
|
|
|
|
template<>
|
|
|
|
inline void SetField<DebugDataRecord::SRC1>(DebugDataRecord& record, float24* value) {
|
|
|
|
record.src1.x = value[0];
|
|
|
|
record.src1.y = value[1];
|
|
|
|
record.src1.z = value[2];
|
|
|
|
record.src1.w = value[3];
|
|
|
|
}
|
|
|
|
|
|
|
|
template<>
|
|
|
|
inline void SetField<DebugDataRecord::SRC2>(DebugDataRecord& record, float24* value) {
|
|
|
|
record.src2.x = value[0];
|
|
|
|
record.src2.y = value[1];
|
|
|
|
record.src2.z = value[2];
|
|
|
|
record.src2.w = value[3];
|
|
|
|
}
|
|
|
|
|
|
|
|
template<>
|
|
|
|
inline void SetField<DebugDataRecord::SRC3>(DebugDataRecord& record, float24* value) {
|
|
|
|
record.src3.x = value[0];
|
|
|
|
record.src3.y = value[1];
|
|
|
|
record.src3.z = value[2];
|
|
|
|
record.src3.w = value[3];
|
|
|
|
}
|
|
|
|
|
|
|
|
template<>
|
|
|
|
inline void SetField<DebugDataRecord::DEST_IN>(DebugDataRecord& record, float24* value) {
|
|
|
|
record.dest_in.x = value[0];
|
|
|
|
record.dest_in.y = value[1];
|
|
|
|
record.dest_in.z = value[2];
|
|
|
|
record.dest_in.w = value[3];
|
|
|
|
}
|
|
|
|
|
|
|
|
template<>
|
|
|
|
inline void SetField<DebugDataRecord::DEST_OUT>(DebugDataRecord& record, float24* value) {
|
|
|
|
record.dest_out.x = value[0];
|
|
|
|
record.dest_out.y = value[1];
|
|
|
|
record.dest_out.z = value[2];
|
|
|
|
record.dest_out.w = value[3];
|
|
|
|
}
|
|
|
|
|
|
|
|
template<>
|
|
|
|
inline void SetField<DebugDataRecord::ADDR_REG_OUT>(DebugDataRecord& record, s32* value) {
|
|
|
|
record.address_registers[0] = value[0];
|
|
|
|
record.address_registers[1] = value[1];
|
|
|
|
}
|
|
|
|
|
|
|
|
template<>
|
|
|
|
inline void SetField<DebugDataRecord::CMP_RESULT>(DebugDataRecord& record, bool* value) {
|
|
|
|
record.conditional_code[0] = value[0];
|
|
|
|
record.conditional_code[1] = value[1];
|
|
|
|
}
|
|
|
|
|
|
|
|
template<>
|
|
|
|
inline void SetField<DebugDataRecord::COND_BOOL_IN>(DebugDataRecord& record, bool value) {
|
|
|
|
record.cond_bool = value;
|
|
|
|
}
|
|
|
|
|
|
|
|
template<>
|
|
|
|
inline void SetField<DebugDataRecord::COND_CMP_IN>(DebugDataRecord& record, bool* value) {
|
|
|
|
record.cond_cmp[0] = value[0];
|
|
|
|
record.cond_cmp[1] = value[1];
|
|
|
|
}
|
|
|
|
|
|
|
|
template<>
|
|
|
|
inline void SetField<DebugDataRecord::LOOP_INT_IN>(DebugDataRecord& record, Math::Vec4<u8> value) {
|
|
|
|
record.loop_int = value;
|
|
|
|
}
|
|
|
|
|
|
|
|
template<>
|
|
|
|
inline void SetField<DebugDataRecord::CUR_INSTR>(DebugDataRecord& record, u32 value) {
|
|
|
|
record.instruction_offset = value;
|
|
|
|
}
|
|
|
|
|
|
|
|
template<>
|
|
|
|
inline void SetField<DebugDataRecord::NEXT_INSTR>(DebugDataRecord& record, u32 value) {
|
|
|
|
record.next_instruction = value;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Helper function to set debug information on the current shader iteration.
|
|
|
|
template<DebugDataRecord::Type type, typename ValueType>
|
|
|
|
inline void Record(DebugData<false>& debug_data, u32 offset, ValueType value) {
|
|
|
|
// Debugging disabled => nothing to do
|
|
|
|
}
|
|
|
|
|
|
|
|
template<DebugDataRecord::Type type, typename ValueType>
|
|
|
|
inline void Record(DebugData<true>& debug_data, u32 offset, ValueType value) {
|
|
|
|
if (offset >= debug_data.records.size())
|
|
|
|
debug_data.records.resize(offset + 1);
|
|
|
|
|
|
|
|
SetField<type, ValueType>(debug_data.records[offset], value);
|
|
|
|
debug_data.records[offset].mask |= type;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2015-07-21 23:38:59 +00:00
|
|
|
/**
|
|
|
|
* 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.
|
|
|
|
*/
|
2015-07-11 23:57:59 +00:00
|
|
|
template<bool Debug>
|
2015-07-21 23:38:59 +00:00
|
|
|
struct UnitState {
|
2015-08-15 20:51:32 +00:00
|
|
|
struct Registers {
|
|
|
|
// 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[16]);
|
|
|
|
Math::Vec4<float24> MEMORY_ALIGNED16(output[16]);
|
|
|
|
Math::Vec4<float24> MEMORY_ALIGNED16(temporary[16]);
|
|
|
|
} registers;
|
|
|
|
static_assert(std::is_pod<Registers>::value, "Structure is not POD");
|
2015-07-21 23:38:59 +00:00
|
|
|
|
|
|
|
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;
|
|
|
|
|
2015-07-11 23:57:59 +00:00
|
|
|
DebugData<Debug> debug;
|
2015-07-21 23:38:59 +00:00
|
|
|
|
|
|
|
static int InputOffset(const SourceRegister& reg) {
|
|
|
|
switch (reg.GetRegisterType()) {
|
|
|
|
case RegisterType::Input:
|
2015-08-15 20:51:32 +00:00
|
|
|
return (int)offsetof(UnitState::Registers, input) + reg.GetIndex()*sizeof(Math::Vec4<float24>);
|
2015-07-21 23:38:59 +00:00
|
|
|
|
|
|
|
case RegisterType::Temporary:
|
2015-08-15 20:51:32 +00:00
|
|
|
return (int)offsetof(UnitState::Registers, temporary) + reg.GetIndex()*sizeof(Math::Vec4<float24>);
|
2015-07-21 23:38:59 +00:00
|
|
|
|
|
|
|
default:
|
|
|
|
UNREACHABLE();
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static int OutputOffset(const DestRegister& reg) {
|
|
|
|
switch (reg.GetRegisterType()) {
|
|
|
|
case RegisterType::Output:
|
2015-08-15 20:51:32 +00:00
|
|
|
return (int)offsetof(UnitState::Registers, output) + reg.GetIndex()*sizeof(Math::Vec4<float24>);
|
2015-07-21 23:38:59 +00:00
|
|
|
|
|
|
|
case RegisterType::Temporary:
|
2015-08-15 20:51:32 +00:00
|
|
|
return (int)offsetof(UnitState::Registers, temporary) + reg.GetIndex()*sizeof(Math::Vec4<float24>);
|
2015-07-21 23:38:59 +00:00
|
|
|
|
|
|
|
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
|
|
|
|
*/
|
2015-07-11 23:57:59 +00:00
|
|
|
void Setup(UnitState<false>& state);
|
2015-07-21 23:38:59 +00:00
|
|
|
|
2015-07-23 03:25:30 +00:00
|
|
|
/// Performs any cleanup when the emulator is shutdown
|
|
|
|
void Shutdown();
|
|
|
|
|
2015-07-21 23:38:59 +00:00
|
|
|
/**
|
|
|
|
* 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
|
|
|
|
*/
|
2015-07-11 23:57:59 +00:00
|
|
|
OutputVertex Run(UnitState<false>& state, const InputVertex& input, int num_attributes);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Produce debug information based on the given shader and input vertex
|
|
|
|
* @param input Input vertex into the shader
|
|
|
|
* @param num_attributes The number of vertex shader attributes
|
|
|
|
* @param config Configuration object for the shader pipeline
|
|
|
|
* @param setup Setup object for the shader pipeline
|
|
|
|
* @return Debug information for this shader with regards to the given vertex
|
|
|
|
*/
|
|
|
|
DebugData<true> ProduceDebugInfo(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const State::ShaderSetup& setup);
|
2015-07-21 23:38:59 +00:00
|
|
|
|
|
|
|
} // namespace Shader
|
|
|
|
|
|
|
|
} // namespace Pica
|