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	Shader: Define a common interface for running vertex shader programs.
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					 7 changed files with 289 additions and 186 deletions
				
			
		|  | @ -11,6 +11,7 @@ set(SRCS | |||
|             pica.cpp | ||||
|             primitive_assembly.cpp | ||||
|             rasterizer.cpp | ||||
|             shader/shader.cpp | ||||
|             shader/shader_interpreter.cpp | ||||
|             utils.cpp | ||||
|             video_core.cpp | ||||
|  | @ -35,6 +36,7 @@ set(HEADERS | |||
|             primitive_assembly.h | ||||
|             rasterizer.h | ||||
|             renderer_base.h | ||||
|             shader/shader.h | ||||
|             shader/shader_interpreter.h | ||||
|             utils.h | ||||
|             video_core.h | ||||
|  |  | |||
|  | @ -215,6 +215,9 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) { | |||
|             unsigned int vertex_cache_pos = 0; | ||||
|             vertex_cache_ids.fill(-1); | ||||
| 
 | ||||
|             Shader::UnitState shader_unit; | ||||
|             Shader::Setup(shader_unit); | ||||
| 
 | ||||
|             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; | ||||
|  | @ -307,7 +310,7 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) { | |||
|                                                                        &geometry_dumper, _1, _2, _3)); | ||||
| #endif | ||||
|                     // 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) { | ||||
|                         vertex_cache[vertex_cache_pos] = output; | ||||
|  |  | |||
|  | @ -1083,6 +1083,7 @@ private: | |||
|     // TODO: Perform proper arithmetic on this!
 | ||||
|     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 State { | ||||
|  | @ -1092,7 +1093,10 @@ struct State { | |||
|     /// Vertex shader memory
 | ||||
|     struct ShaderSetup { | ||||
|         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<Math::Vec4<u8>, 4> i; | ||||
|         } uniforms; | ||||
|  |  | |||
							
								
								
									
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								src/video_core/shader/shader.cpp
									
										
									
									
									
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								src/video_core/shader/shader.cpp
									
										
									
									
									
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							|  | @ -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
 | ||||
							
								
								
									
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								src/video_core/shader/shader.h
									
										
									
									
									
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								src/video_core/shader/shader.h
									
										
									
									
									
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							|  | @ -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
 | ||||
| // Refer to the license.txt file included.
 | ||||
| 
 | ||||
| #include <boost/container/static_vector.hpp> | ||||
| #include <boost/range/algorithm.hpp> | ||||
| 
 | ||||
| #include <common/file_util.h> | ||||
| 
 | ||||
| #include <nihstro/shader_bytecode.h> | ||||
| 
 | ||||
| #include "common/profiler.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::Instruction; | ||||
|  | @ -25,42 +21,7 @@ namespace Pica { | |||
| 
 | ||||
| namespace Shader { | ||||
| 
 | ||||
| struct ShaderState { | ||||
|     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) { | ||||
| void RunInterpreter(UnitState& state) { | ||||
|     const auto& uniforms = g_state.vs.uniforms; | ||||
|     const auto& swizzle_data = g_state.vs.swizzle_data; | ||||
|     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 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) { | ||||
|             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()); | ||||
|  | @ -101,7 +62,7 @@ static void ProcessShaderCode(ShaderState& state) { | |||
|         auto LookupSourceRegister = [&](const SourceRegister& source_reg) -> const float24* { | ||||
|             switch (source_reg.GetRegisterType()) { | ||||
|             case RegisterType::Input: | ||||
|                 return state.input_register_table[source_reg.GetIndex()]; | ||||
|                 return &state.input_registers[source_reg.GetIndex()].x; | ||||
| 
 | ||||
|             case RegisterType::Temporary: | ||||
|                 return &state.temporary_registers[source_reg.GetIndex()].x; | ||||
|  | @ -413,7 +374,7 @@ static void ProcessShaderCode(ShaderState& state) { | |||
| 
 | ||||
|         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], | ||||
|                                     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
 | ||||
|  |  | |||
|  | @ -4,68 +4,15 @@ | |||
| 
 | ||||
| #pragma once | ||||
| 
 | ||||
| #include <type_traits> | ||||
| 
 | ||||
| #include "common/vector_math.h" | ||||
| 
 | ||||
| #include "video_core/pica.h" | ||||
| 
 | ||||
| #include "shader.h" | ||||
| 
 | ||||
| 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"); | ||||
| 
 | ||||
| OutputVertex RunShader(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const State::ShaderSetup& setup); | ||||
| void RunInterpreter(UnitState& state); | ||||
| 
 | ||||
| } // namespace
 | ||||
| 
 | ||||
|  |  | |||
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