Pica: Add vertex shader implementation.
This commit is contained in:
parent
d443f0a921
commit
c526512619
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@ -1,5 +1,6 @@
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set(SRCS command_processor.cpp
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utils.cpp
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vertex_shader.cpp
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video_core.cpp
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renderer_opengl/renderer_opengl.cpp)
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@ -8,6 +9,7 @@ set(HEADERS command_processor.h
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utils.h
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video_core.h
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renderer_base.h
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vertex_shader.h
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video_core.h
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renderer_opengl/renderer_opengl.h)
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@ -2,9 +2,10 @@
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include "pica.h"
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#include "command_processor.h"
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#include "math.h"
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#include "pica.h"
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#include "vertex_shader.h"
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namespace Pica {
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@ -13,6 +14,14 @@ Regs registers;
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namespace CommandProcessor {
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static int float_regs_counter = 0;
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static u32 uniform_write_buffer[4];
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// Used for VSLoadProgramData and VSLoadSwizzleData
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static u32 vs_binary_write_offset = 0;
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static u32 vs_swizzle_write_offset = 0;
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static inline void WritePicaReg(u32 id, u32 value) {
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u32 old_value = registers[id];
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registers[id] = value;
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@ -67,9 +76,7 @@ static inline void WritePicaReg(u32 id, u32 value) {
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}
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// Initialize data for the current vertex
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struct {
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Math::Vec4<float24> attr[16];
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} input;
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VertexShader::InputVertex input;
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for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) {
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for (int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
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@ -87,7 +94,7 @@ static inline void WritePicaReg(u32 id, u32 value) {
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input.attr[i][comp].ToFloat32());
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}
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}
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// TODO: Run vertex data through vertex shader
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VertexShader::OutputVertex output = VertexShader::RunShader(input, attribute_config.GetNumTotalAttributes());
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if (is_indexed) {
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// TODO: Add processed vertex to vertex cache!
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@ -98,6 +105,97 @@ static inline void WritePicaReg(u32 id, u32 value) {
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break;
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}
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case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[0], 0x2c1):
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case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[1], 0x2c2):
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case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[2], 0x2c3):
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case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[3], 0x2c4):
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case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[4], 0x2c5):
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case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[5], 0x2c6):
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case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[6], 0x2c7):
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case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[7], 0x2c8):
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{
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auto& uniform_setup = registers.vs_uniform_setup;
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// TODO: Does actual hardware indeed keep an intermediate buffer or does
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// it directly write the values?
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uniform_write_buffer[float_regs_counter++] = value;
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// Uniforms are written in a packed format such that 4 float24 values are encoded in
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// three 32-bit numbers. We write to internal memory once a full such vector is
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// written.
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if ((float_regs_counter >= 4 && uniform_setup.IsFloat32()) ||
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(float_regs_counter >= 3 && !uniform_setup.IsFloat32())) {
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float_regs_counter = 0;
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auto& uniform = VertexShader::GetFloatUniform(uniform_setup.index);
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if (uniform_setup.index > 95) {
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ERROR_LOG(GPU, "Invalid VS uniform index %d", (int)uniform_setup.index);
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break;
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}
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// NOTE: The destination component order indeed is "backwards"
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if (uniform_setup.IsFloat32()) {
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for (auto i : {0,1,2,3})
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uniform[3 - i] = float24::FromFloat32(*(float*)(&uniform_write_buffer[i]));
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} else {
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// TODO: Untested
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uniform.w = float24::FromRawFloat24(uniform_write_buffer[0] >> 8);
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uniform.z = float24::FromRawFloat24(((uniform_write_buffer[0] & 0xFF)<<16) | ((uniform_write_buffer[1] >> 16) & 0xFFFF));
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uniform.y = float24::FromRawFloat24(((uniform_write_buffer[1] & 0xFFFF)<<8) | ((uniform_write_buffer[2] >> 24) & 0xFF));
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uniform.x = float24::FromRawFloat24(uniform_write_buffer[2] & 0xFFFFFF);
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}
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DEBUG_LOG(GPU, "Set uniform %x to (%f %f %f %f)", (int)uniform_setup.index,
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uniform.x.ToFloat32(), uniform.y.ToFloat32(), uniform.z.ToFloat32(),
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uniform.w.ToFloat32());
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// TODO: Verify that this actually modifies the register!
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uniform_setup.index = uniform_setup.index + 1;
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}
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break;
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}
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// Seems to be used to reset the write pointer for VSLoadProgramData
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case PICA_REG_INDEX(vs_program.begin_load):
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vs_binary_write_offset = 0;
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break;
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// Load shader program code
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case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[0], 0x2cc):
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case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[1], 0x2cd):
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case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[2], 0x2ce):
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case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[3], 0x2cf):
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case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[4], 0x2d0):
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case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[5], 0x2d1):
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case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[6], 0x2d2):
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case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[7], 0x2d3):
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{
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VertexShader::SubmitShaderMemoryChange(vs_binary_write_offset, value);
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vs_binary_write_offset++;
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break;
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}
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// Seems to be used to reset the write pointer for VSLoadSwizzleData
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case PICA_REG_INDEX(vs_swizzle_patterns.begin_load):
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vs_swizzle_write_offset = 0;
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break;
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// Load swizzle pattern data
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case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[0], 0x2d6):
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case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[1], 0x2d7):
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case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[2], 0x2d8):
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case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[3], 0x2d9):
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case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[4], 0x2da):
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case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[5], 0x2db):
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case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[6], 0x2dc):
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case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[7], 0x2dd):
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{
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VertexShader::SubmitSwizzleDataChange(vs_swizzle_write_offset, value);
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vs_swizzle_write_offset++;
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break;
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}
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default:
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break;
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}
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@ -50,7 +50,39 @@ struct Regs {
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INSERT_PADDING_WORDS(0x1);
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BitField<0, 24, u32> viewport_size_y;
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INSERT_PADDING_WORDS(0x1bc);
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INSERT_PADDING_WORDS(0xc);
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union {
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// Maps components of output vertex attributes to semantics
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enum Semantic : u32
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{
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POSITION_X = 0,
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POSITION_Y = 1,
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POSITION_Z = 2,
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POSITION_W = 3,
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COLOR_R = 8,
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COLOR_G = 9,
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COLOR_B = 10,
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COLOR_A = 11,
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TEXCOORD0_U = 12,
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TEXCOORD0_V = 13,
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TEXCOORD1_U = 14,
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TEXCOORD1_V = 15,
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TEXCOORD2_U = 22,
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TEXCOORD2_V = 23,
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INVALID = 31,
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};
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BitField< 0, 5, Semantic> map_x;
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BitField< 8, 5, Semantic> map_y;
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BitField<16, 5, Semantic> map_z;
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BitField<24, 5, Semantic> map_w;
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} vs_output_attributes[7];
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INSERT_PADDING_WORDS(0x1a9);
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struct {
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enum class Format : u64 {
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@ -133,7 +165,7 @@ struct Regs {
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// Attribute loaders map the source vertex data to input attributes
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// This e.g. allows to load different attributes from different memory locations
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struct Loader {
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struct {
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// Source attribute data offset from the base address
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u32 data_offset;
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@ -189,7 +221,90 @@ struct Regs {
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u32 trigger_draw;
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u32 trigger_draw_indexed;
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INSERT_PADDING_WORDS(0xd0);
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INSERT_PADDING_WORDS(0x8a);
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// Offset to shader program entry point (in words)
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BitField<0, 16, u32> vs_main_offset;
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union {
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BitField< 0, 4, u64> attribute0_register;
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BitField< 4, 4, u64> attribute1_register;
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BitField< 8, 4, u64> attribute2_register;
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BitField<12, 4, u64> attribute3_register;
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BitField<16, 4, u64> attribute4_register;
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BitField<20, 4, u64> attribute5_register;
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BitField<24, 4, u64> attribute6_register;
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BitField<28, 4, u64> attribute7_register;
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BitField<32, 4, u64> attribute8_register;
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BitField<36, 4, u64> attribute9_register;
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BitField<40, 4, u64> attribute10_register;
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BitField<44, 4, u64> attribute11_register;
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BitField<48, 4, u64> attribute12_register;
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BitField<52, 4, u64> attribute13_register;
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BitField<56, 4, u64> attribute14_register;
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BitField<60, 4, u64> attribute15_register;
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int GetRegisterForAttribute(int attribute_index) {
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u64 fields[] = {
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attribute0_register, attribute1_register, attribute2_register, attribute3_register,
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attribute4_register, attribute5_register, attribute6_register, attribute7_register,
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attribute8_register, attribute9_register, attribute10_register, attribute11_register,
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attribute12_register, attribute13_register, attribute14_register, attribute15_register,
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};
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return (int)fields[attribute_index];
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}
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} vs_input_register_map;
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INSERT_PADDING_WORDS(0x3);
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struct {
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enum Format : u32
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{
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FLOAT24 = 0,
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FLOAT32 = 1
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};
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bool IsFloat32() const {
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return format == FLOAT32;
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}
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union {
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// Index of the next uniform to write to
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// TODO: ctrulib uses 8 bits for this, however that seems to yield lots of invalid indices
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BitField<0, 7, u32> index;
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BitField<31, 1, Format> format;
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};
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// Writing to these registers sets the "current" uniform.
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// TODO: It's not clear how the hardware stores what the "current" uniform is.
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u32 set_value[8];
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} vs_uniform_setup;
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INSERT_PADDING_WORDS(0x2);
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struct {
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u32 begin_load;
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// Writing to these registers sets the "current" word in the shader program.
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// TODO: It's not clear how the hardware stores what the "current" word is.
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u32 set_word[8];
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} vs_program;
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INSERT_PADDING_WORDS(0x1);
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// This register group is used to load an internal table of swizzling patterns,
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// which are indexed by each shader instruction to specify vector component swizzling.
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struct {
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u32 begin_load;
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// Writing to these registers sets the "current" swizzle pattern in the table.
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// TODO: It's not clear how the hardware stores what the "current" swizzle pattern is.
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u32 set_word[8];
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} vs_swizzle_patterns;
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INSERT_PADDING_WORDS(0x22);
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#undef INSERT_PADDING_WORDS_HELPER1
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#undef INSERT_PADDING_WORDS_HELPER2
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@ -219,6 +334,11 @@ struct Regs {
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ADD_FIELD(num_vertices);
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ADD_FIELD(trigger_draw);
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ADD_FIELD(trigger_draw_indexed);
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ADD_FIELD(vs_main_offset);
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ADD_FIELD(vs_input_register_map);
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ADD_FIELD(vs_uniform_setup);
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ADD_FIELD(vs_program);
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ADD_FIELD(vs_swizzle_patterns);
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#undef ADD_FIELD
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#endif // _MSC_VER
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@ -259,17 +379,25 @@ private:
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ASSERT_REG_POSITION(viewport_size_x, 0x41);
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ASSERT_REG_POSITION(viewport_size_y, 0x43);
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ASSERT_REG_POSITION(vs_output_attributes[0], 0x50);
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ASSERT_REG_POSITION(vs_output_attributes[1], 0x51);
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ASSERT_REG_POSITION(vertex_attributes, 0x200);
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ASSERT_REG_POSITION(index_array, 0x227);
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ASSERT_REG_POSITION(num_vertices, 0x228);
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ASSERT_REG_POSITION(trigger_draw, 0x22e);
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ASSERT_REG_POSITION(trigger_draw_indexed, 0x22f);
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ASSERT_REG_POSITION(vs_main_offset, 0x2ba);
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ASSERT_REG_POSITION(vs_input_register_map, 0x2bb);
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ASSERT_REG_POSITION(vs_uniform_setup, 0x2c0);
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ASSERT_REG_POSITION(vs_program, 0x2cb);
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ASSERT_REG_POSITION(vs_swizzle_patterns, 0x2d5);
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#undef ASSERT_REG_POSITION
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#endif // !defined(_MSC_VER)
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// The total number of registers is chosen arbitrarily, but let's make sure it's not some odd value anyway.
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static_assert(sizeof(Regs) == 0x300 * sizeof(u32), "Invalid total size of register set");
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static_assert(sizeof(Regs) <= 0x300 * sizeof(u32), "Register set structure larger than it should be");
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static_assert(sizeof(Regs) >= 0x300 * sizeof(u32), "Register set structure smaller than it should be");
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extern Regs registers; // TODO: Not sure if we want to have one global instance for this
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@ -347,7 +475,6 @@ private:
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float value;
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};
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union CommandHeader {
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CommandHeader(u32 h) : hex(h) {}
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270
src/video_core/vertex_shader.cpp
Normal file
270
src/video_core/vertex_shader.cpp
Normal file
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@ -0,0 +1,270 @@
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// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include "pica.h"
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#include "vertex_shader.h"
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#include <core/mem_map.h>
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#include <common/file_util.h>
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namespace Pica {
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namespace VertexShader {
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static struct {
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Math::Vec4<float24> f[96];
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} shader_uniforms;
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// TODO: Not sure where the shader binary and swizzle patterns are supposed to be loaded to!
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// For now, we just keep these local arrays around.
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static u32 shader_memory[1024];
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static u32 swizzle_data[1024];
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void SubmitShaderMemoryChange(u32 addr, u32 value)
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{
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shader_memory[addr] = value;
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}
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void SubmitSwizzleDataChange(u32 addr, u32 value)
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{
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swizzle_data[addr] = value;
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}
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Math::Vec4<float24>& GetFloatUniform(u32 index)
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{
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return shader_uniforms.f[index];
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}
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struct VertexShaderState {
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u32* program_counter;
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const float24* input_register_table[16];
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float24* output_register_table[7*4];
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Math::Vec4<float24> temporary_registers[16];
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bool status_registers[2];
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enum {
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INVALID_ADDRESS = 0xFFFFFFFF
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};
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u32 call_stack[8]; // TODO: What is the maximal call stack depth?
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u32* call_stack_pointer;
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};
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static void ProcessShaderCode(VertexShaderState& state) {
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while (true) {
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bool increment_pc = true;
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bool exit_loop = false;
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const Instruction& instr = *(const Instruction*)state.program_counter;
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const float24* src1_ = (instr.common.src1 < 0x10) ? state.input_register_table[instr.common.src1]
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: (instr.common.src1 < 0x20) ? &state.temporary_registers[instr.common.src1-0x10].x
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: (instr.common.src1 < 0x80) ? &shader_uniforms.f[instr.common.src1-0x20].x
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: nullptr;
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const float24* src2_ = (instr.common.src2 < 0x10) ? state.input_register_table[instr.common.src2]
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: &state.temporary_registers[instr.common.src2-0x10].x;
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// TODO: Unsure about the limit values
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float24* dest = (instr.common.dest <= 0x1C) ? state.output_register_table[instr.common.dest]
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: (instr.common.dest <= 0x3C) ? nullptr
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: (instr.common.dest <= 0x7C) ? &state.temporary_registers[(instr.common.dest-0x40)/4][instr.common.dest%4]
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: nullptr;
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const SwizzlePattern& swizzle = *(SwizzlePattern*)&swizzle_data[instr.common.operand_desc_id];
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const float24 src1[4] = {
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src1_[(int)swizzle.GetSelectorSrc1(0)],
|
||||
src1_[(int)swizzle.GetSelectorSrc1(1)],
|
||||
src1_[(int)swizzle.GetSelectorSrc1(2)],
|
||||
src1_[(int)swizzle.GetSelectorSrc1(3)],
|
||||
};
|
||||
const float24 src2[4] = {
|
||||
src2_[(int)swizzle.GetSelectorSrc2(0)],
|
||||
src2_[(int)swizzle.GetSelectorSrc2(1)],
|
||||
src2_[(int)swizzle.GetSelectorSrc2(2)],
|
||||
src2_[(int)swizzle.GetSelectorSrc2(3)],
|
||||
};
|
||||
|
||||
switch (instr.opcode) {
|
||||
case Instruction::OpCode::ADD:
|
||||
{
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
if (!swizzle.DestComponentEnabled(i))
|
||||
continue;
|
||||
|
||||
dest[i] = src1[i] + src2[i];
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
case Instruction::OpCode::MUL:
|
||||
{
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
if (!swizzle.DestComponentEnabled(i))
|
||||
continue;
|
||||
|
||||
dest[i] = src1[i] * src2[i];
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
case Instruction::OpCode::DP3:
|
||||
case Instruction::OpCode::DP4:
|
||||
{
|
||||
float24 dot = float24::FromFloat32(0.f);
|
||||
int num_components = (instr.opcode == Instruction::OpCode::DP3) ? 3 : 4;
|
||||
for (int i = 0; i < num_components; ++i)
|
||||
dot = dot + src1[i] * src2[i];
|
||||
|
||||
for (int i = 0; i < num_components; ++i) {
|
||||
if (!swizzle.DestComponentEnabled(i))
|
||||
continue;
|
||||
|
||||
dest[i] = dot;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
// Reciprocal
|
||||
case Instruction::OpCode::RCP:
|
||||
{
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
if (!swizzle.DestComponentEnabled(i))
|
||||
continue;
|
||||
|
||||
// TODO: Be stable against division by zero!
|
||||
// TODO: I think this might be wrong... we should only use one component here
|
||||
dest[i] = float24::FromFloat32(1.0 / src1[i].ToFloat32());
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
// Reciprocal Square Root
|
||||
case Instruction::OpCode::RSQ:
|
||||
{
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
if (!swizzle.DestComponentEnabled(i))
|
||||
continue;
|
||||
|
||||
// TODO: Be stable against division by zero!
|
||||
// TODO: I think this might be wrong... we should only use one component here
|
||||
dest[i] = float24::FromFloat32(1.0 / sqrt(src1[i].ToFloat32()));
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
case Instruction::OpCode::MOV:
|
||||
{
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
if (!swizzle.DestComponentEnabled(i))
|
||||
continue;
|
||||
|
||||
dest[i] = src1[i];
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case Instruction::OpCode::RET:
|
||||
if (*state.call_stack_pointer == VertexShaderState::INVALID_ADDRESS) {
|
||||
exit_loop = true;
|
||||
} else {
|
||||
state.program_counter = &shader_memory[*state.call_stack_pointer--];
|
||||
*state.call_stack_pointer = VertexShaderState::INVALID_ADDRESS;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case Instruction::OpCode::CALL:
|
||||
increment_pc = false;
|
||||
|
||||
_dbg_assert_(GPU, state.call_stack_pointer - state.call_stack < sizeof(state.call_stack));
|
||||
|
||||
*++state.call_stack_pointer = state.program_counter - shader_memory;
|
||||
// TODO: Does this offset refer to the beginning of shader memory?
|
||||
state.program_counter = &shader_memory[instr.flow_control.offset_words];
|
||||
break;
|
||||
|
||||
case Instruction::OpCode::FLS:
|
||||
// TODO: Do whatever needs to be done here?
|
||||
break;
|
||||
|
||||
default:
|
||||
ERROR_LOG(GPU, "Unhandled instruction: 0x%02x (%s): 0x%08x",
|
||||
(int)instr.opcode.Value(), instr.GetOpCodeName().c_str(), instr.hex);
|
||||
break;
|
||||
}
|
||||
|
||||
if (increment_pc)
|
||||
++state.program_counter;
|
||||
|
||||
if (exit_loop)
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
OutputVertex RunShader(const InputVertex& input, int num_attributes)
|
||||
{
|
||||
VertexShaderState state;
|
||||
|
||||
const u32* main = &shader_memory[registers.vs_main_offset];
|
||||
state.program_counter = (u32*)main;
|
||||
|
||||
// Setup input register table
|
||||
const auto& attribute_register_map = registers.vs_input_register_map;
|
||||
float24 dummy_register;
|
||||
std::fill(&state.input_register_table[0], &state.input_register_table[16], &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;
|
||||
|
||||
// Setup output register table
|
||||
OutputVertex ret;
|
||||
for (int i = 0; i < 7; ++i) {
|
||||
const auto& output_register_map = registers.vs_output_attributes[i];
|
||||
|
||||
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)
|
||||
state.output_register_table[4*i+comp] = ((float24*)&ret) + semantics[comp];
|
||||
}
|
||||
|
||||
state.status_registers[0] = false;
|
||||
state.status_registers[1] = false;
|
||||
std::fill(state.call_stack, state.call_stack + sizeof(state.call_stack) / sizeof(state.call_stack[0]),
|
||||
VertexShaderState::INVALID_ADDRESS);
|
||||
state.call_stack_pointer = &state.call_stack[0];
|
||||
|
||||
ProcessShaderCode(state);
|
||||
|
||||
DEBUG_LOG(GPU, "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
|
211
src/video_core/vertex_shader.h
Normal file
211
src/video_core/vertex_shader.h
Normal file
|
@ -0,0 +1,211 @@
|
|||
// Copyright 2014 Citra Emulator Project
|
||||
// Licensed under GPLv2
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <initializer_list>
|
||||
|
||||
#include <common/common_types.h>
|
||||
|
||||
#include "math.h"
|
||||
#include "pica.h"
|
||||
|
||||
namespace Pica {
|
||||
|
||||
namespace VertexShader {
|
||||
|
||||
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;
|
||||
float24 tc0_v;
|
||||
|
||||
// Padding for optimal alignment
|
||||
float24 pad[14];
|
||||
|
||||
// Attributes used to store intermediate results
|
||||
|
||||
// position after perspective divide
|
||||
Math::Vec3<float24> screenpos;
|
||||
|
||||
// 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);
|
||||
|
||||
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");
|
||||
|
||||
union Instruction {
|
||||
enum class OpCode : u32 {
|
||||
ADD = 0x0,
|
||||
DP3 = 0x1,
|
||||
DP4 = 0x2,
|
||||
|
||||
MUL = 0x8,
|
||||
|
||||
MAX = 0xC,
|
||||
MIN = 0xD,
|
||||
RCP = 0xE,
|
||||
RSQ = 0xF,
|
||||
|
||||
MOV = 0x13,
|
||||
|
||||
RET = 0x21,
|
||||
FLS = 0x22, // Flush
|
||||
CALL = 0x24,
|
||||
};
|
||||
|
||||
std::string GetOpCodeName() const {
|
||||
std::map<OpCode, std::string> map = {
|
||||
{ OpCode::ADD, "ADD" },
|
||||
{ OpCode::DP3, "DP3" },
|
||||
{ OpCode::DP4, "DP4" },
|
||||
{ OpCode::MUL, "MUL" },
|
||||
{ OpCode::MAX, "MAX" },
|
||||
{ OpCode::MIN, "MIN" },
|
||||
{ OpCode::RCP, "RCP" },
|
||||
{ OpCode::RSQ, "RSQ" },
|
||||
{ OpCode::MOV, "MOV" },
|
||||
{ OpCode::RET, "RET" },
|
||||
{ OpCode::FLS, "FLS" },
|
||||
};
|
||||
auto it = map.find(opcode);
|
||||
if (it == map.end())
|
||||
return "UNK";
|
||||
else
|
||||
return it->second;
|
||||
}
|
||||
|
||||
u32 hex;
|
||||
|
||||
BitField<0x1a, 0x6, OpCode> opcode;
|
||||
|
||||
// General notes:
|
||||
//
|
||||
// When two input registers are used, one of them uses a 5-bit index while the other
|
||||
// one uses a 7-bit index. This is because at most one floating point uniform may be used
|
||||
// as an input.
|
||||
|
||||
|
||||
// Format used e.g. by arithmetic instructions and comparisons
|
||||
// "src1" and "src2" specify register indices (i.e. indices referring to groups of 4 floats),
|
||||
// while "dest" addresses individual floats.
|
||||
union {
|
||||
BitField<0x00, 0x5, u32> operand_desc_id;
|
||||
BitField<0x07, 0x5, u32> src2;
|
||||
BitField<0x0c, 0x7, u32> src1;
|
||||
BitField<0x13, 0x7, u32> dest;
|
||||
} common;
|
||||
|
||||
// Format used for flow control instructions ("if")
|
||||
union {
|
||||
BitField<0x00, 0x8, u32> num_instructions;
|
||||
BitField<0x0a, 0xc, u32> offset_words;
|
||||
} flow_control;
|
||||
};
|
||||
|
||||
union SwizzlePattern {
|
||||
u32 hex;
|
||||
|
||||
enum class Selector : u32 {
|
||||
x = 0,
|
||||
y = 1,
|
||||
z = 2,
|
||||
w = 3
|
||||
};
|
||||
|
||||
Selector GetSelectorSrc1(int comp) const {
|
||||
Selector selectors[] = {
|
||||
src1_selector_0, src1_selector_1, src1_selector_2, src1_selector_3
|
||||
};
|
||||
return selectors[comp];
|
||||
}
|
||||
|
||||
Selector GetSelectorSrc2(int comp) const {
|
||||
Selector selectors[] = {
|
||||
src2_selector_0, src2_selector_1, src2_selector_2, src2_selector_3
|
||||
};
|
||||
return selectors[comp];
|
||||
}
|
||||
|
||||
bool DestComponentEnabled(int i) const {
|
||||
return (dest_mask & (0x8 >> i));
|
||||
}
|
||||
|
||||
std::string SelectorToString(bool src2) const {
|
||||
std::map<Selector, std::string> map = {
|
||||
{ Selector::x, "x" },
|
||||
{ Selector::y, "y" },
|
||||
{ Selector::z, "z" },
|
||||
{ Selector::w, "w" }
|
||||
};
|
||||
std::string ret;
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
ret += map.at(src2 ? GetSelectorSrc2(i) : GetSelectorSrc1(i));
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
std::string DestMaskToString() const {
|
||||
std::string ret;
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
if (!DestComponentEnabled(i))
|
||||
ret += "_";
|
||||
else
|
||||
ret += "xyzw"[i];
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
// Components of "dest" that should be written to: LSB=dest.w, MSB=dest.x
|
||||
BitField< 0, 4, u32> dest_mask;
|
||||
|
||||
BitField< 5, 2, Selector> src1_selector_3;
|
||||
BitField< 7, 2, Selector> src1_selector_2;
|
||||
BitField< 9, 2, Selector> src1_selector_1;
|
||||
BitField<11, 2, Selector> src1_selector_0;
|
||||
|
||||
BitField<14, 2, Selector> src2_selector_3;
|
||||
BitField<16, 2, Selector> src2_selector_2;
|
||||
BitField<18, 2, Selector> src2_selector_1;
|
||||
BitField<20, 2, Selector> src2_selector_0;
|
||||
|
||||
BitField<31, 1, u32> flag; // not sure what this means, maybe it's the sign?
|
||||
};
|
||||
|
||||
void SubmitShaderMemoryChange(u32 addr, u32 value);
|
||||
void SubmitSwizzleDataChange(u32 addr, u32 value);
|
||||
|
||||
OutputVertex RunShader(const InputVertex& input, int num_attributes);
|
||||
|
||||
Math::Vec4<float24>& GetFloatUniform(u32 index);
|
||||
|
||||
} // namespace
|
||||
|
||||
} // namespace
|
||||
|
|
@ -22,6 +22,7 @@
|
|||
<ClCompile Include="renderer_opengl\renderer_opengl.cpp" />
|
||||
<ClCompile Include="command_processor.cpp" />
|
||||
<ClCompile Include="utils.cpp" />
|
||||
<ClCompile Include="vertex_shader.cpp" />
|
||||
<ClCompile Include="video_core.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
|
@ -31,6 +32,7 @@
|
|||
<ClInclude Include="pica.h" />
|
||||
<ClInclude Include="renderer_base.h" />
|
||||
<ClInclude Include="utils.h" />
|
||||
<ClInclude Include="vertex_shader.h" />
|
||||
<ClInclude Include="video_core.h" />
|
||||
<ClInclude Include="renderer_opengl\renderer_opengl.h" />
|
||||
</ItemGroup>
|
||||
|
|
|
@ -11,6 +11,7 @@
|
|||
</ClCompile>
|
||||
<ClCompile Include="command_processor.cpp" />
|
||||
<ClCompile Include="utils.cpp" />
|
||||
<ClCompile Include="vertex_shader.cpp" />
|
||||
<ClCompile Include="video_core.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
|
@ -23,6 +24,7 @@
|
|||
<ClInclude Include="pica.h" />
|
||||
<ClInclude Include="renderer_base.h" />
|
||||
<ClInclude Include="utils.h" />
|
||||
<ClInclude Include="vertex_shader.h" />
|
||||
<ClInclude Include="video_core.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
|
|
Loading…
Reference in a new issue