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	Pica: Write shader registers in functions
The commit after this one adds GS register writes, so this moves the VS handlers into functions so they can be re-used and extended more easily.
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					 1 changed files with 103 additions and 57 deletions
				
			
		|  | @ -32,12 +32,13 @@ namespace Pica { | ||||||
| 
 | 
 | ||||||
| namespace CommandProcessor { | namespace CommandProcessor { | ||||||
| 
 | 
 | ||||||
| static int float_regs_counter = 0; | static int vs_float_regs_counter = 0; | ||||||
|  | static u32 vs_uniform_write_buffer[4]; | ||||||
| 
 | 
 | ||||||
| static u32 uniform_write_buffer[4]; | static int gs_float_regs_counter = 0; | ||||||
|  | static u32 gs_uniform_write_buffer[4]; | ||||||
| 
 | 
 | ||||||
| static int default_attr_counter = 0; | static int default_attr_counter = 0; | ||||||
| 
 |  | ||||||
| static u32 default_attr_write_buffer[3]; | static u32 default_attr_write_buffer[3]; | ||||||
| 
 | 
 | ||||||
| // Expand a 4-bit mask to 4-byte mask, e.g. 0b0101 -> 0x00FF00FF
 | // Expand a 4-bit mask to 4-byte mask, e.g. 0b0101 -> 0x00FF00FF
 | ||||||
|  | @ -48,6 +49,97 @@ static const u32 expand_bits_to_bytes[] = { | ||||||
| 
 | 
 | ||||||
| MICROPROFILE_DEFINE(GPU_Drawing, "GPU", "Drawing", MP_RGB(50, 50, 240)); | MICROPROFILE_DEFINE(GPU_Drawing, "GPU", "Drawing", MP_RGB(50, 50, 240)); | ||||||
| 
 | 
 | ||||||
|  | static const char* GetShaderSetupTypeName(Shader::ShaderSetup& setup) { | ||||||
|  |     if (&setup == &g_state.vs) { | ||||||
|  |         return "vertex shader"; | ||||||
|  |     } | ||||||
|  |     if (&setup == &g_state.gs) { | ||||||
|  |         return "geometry shader"; | ||||||
|  |     } | ||||||
|  |     return "unknown shader"; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | static void WriteUniformBoolReg(Shader::ShaderSetup& setup, u32 value) { | ||||||
|  |     for (unsigned i = 0; i < setup.uniforms.b.size(); ++i) | ||||||
|  |         setup.uniforms.b[i] = (value & (1 << i)) != 0; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | static void WriteUniformIntReg(Shader::ShaderSetup& setup, unsigned index, | ||||||
|  |                                const Math::Vec4<u8>& values) { | ||||||
|  |     ASSERT(index < setup.uniforms.i.size()); | ||||||
|  |     setup.uniforms.i[index] = values; | ||||||
|  |     LOG_TRACE(HW_GPU, "Set %s integer uniform %d to %02x %02x %02x %02x", | ||||||
|  |               GetShaderSetupTypeName(setup), index, values.x, values.y, values.z, values.w); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | static void WriteUniformFloatReg(ShaderRegs& config, Shader::ShaderSetup& setup, | ||||||
|  |                                  int& float_regs_counter, u32 uniform_write_buffer[4], u32 value) { | ||||||
|  |     auto& uniform_setup = config.uniform_setup; | ||||||
|  | 
 | ||||||
|  |     // TODO: Does actual hardware indeed keep an intermediate buffer or does
 | ||||||
|  |     //       it directly write the values?
 | ||||||
|  |     uniform_write_buffer[float_regs_counter++] = value; | ||||||
|  | 
 | ||||||
|  |     // Uniforms are written in a packed format such that four float24 values are encoded in
 | ||||||
|  |     // three 32-bit numbers. We write to internal memory once a full such vector is
 | ||||||
|  |     // written.
 | ||||||
|  |     if ((float_regs_counter >= 4 && uniform_setup.IsFloat32()) || | ||||||
|  |         (float_regs_counter >= 3 && !uniform_setup.IsFloat32())) { | ||||||
|  |         float_regs_counter = 0; | ||||||
|  | 
 | ||||||
|  |         auto& uniform = setup.uniforms.f[uniform_setup.index]; | ||||||
|  | 
 | ||||||
|  |         if (uniform_setup.index >= 96) { | ||||||
|  |             LOG_ERROR(HW_GPU, "Invalid %s float uniform index %d", GetShaderSetupTypeName(setup), | ||||||
|  |                       (int)uniform_setup.index); | ||||||
|  |         } else { | ||||||
|  | 
 | ||||||
|  |             // NOTE: The destination component order indeed is "backwards"
 | ||||||
|  |             if (uniform_setup.IsFloat32()) { | ||||||
|  |                 for (auto i : {0, 1, 2, 3}) | ||||||
|  |                     uniform[3 - i] = float24::FromFloat32(*(float*)(&uniform_write_buffer[i])); | ||||||
|  |             } else { | ||||||
|  |                 // TODO: Untested
 | ||||||
|  |                 uniform.w = float24::FromRaw(uniform_write_buffer[0] >> 8); | ||||||
|  |                 uniform.z = float24::FromRaw(((uniform_write_buffer[0] & 0xFF) << 16) | | ||||||
|  |                                              ((uniform_write_buffer[1] >> 16) & 0xFFFF)); | ||||||
|  |                 uniform.y = float24::FromRaw(((uniform_write_buffer[1] & 0xFFFF) << 8) | | ||||||
|  |                                              ((uniform_write_buffer[2] >> 24) & 0xFF)); | ||||||
|  |                 uniform.x = float24::FromRaw(uniform_write_buffer[2] & 0xFFFFFF); | ||||||
|  |             } | ||||||
|  | 
 | ||||||
|  |             LOG_TRACE(HW_GPU, "Set %s float uniform %x to (%f %f %f %f)", | ||||||
|  |                       GetShaderSetupTypeName(setup), (int)uniform_setup.index, | ||||||
|  |                       uniform.x.ToFloat32(), uniform.y.ToFloat32(), uniform.z.ToFloat32(), | ||||||
|  |                       uniform.w.ToFloat32()); | ||||||
|  | 
 | ||||||
|  |             // TODO: Verify that this actually modifies the register!
 | ||||||
|  |             uniform_setup.index.Assign(uniform_setup.index + 1); | ||||||
|  |         } | ||||||
|  |     } | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | static void WriteProgramCode(ShaderRegs& config, Shader::ShaderSetup& setup, | ||||||
|  |                              unsigned max_program_code_length, u32 value) { | ||||||
|  |     if (config.program.offset >= max_program_code_length) { | ||||||
|  |         LOG_ERROR(HW_GPU, "Invalid %s program offset %d", GetShaderSetupTypeName(setup), | ||||||
|  |                   (int)config.program.offset); | ||||||
|  |     } else { | ||||||
|  |         setup.program_code[config.program.offset] = value; | ||||||
|  |         config.program.offset++; | ||||||
|  |     } | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | static void WriteSwizzlePatterns(ShaderRegs& config, Shader::ShaderSetup& setup, u32 value) { | ||||||
|  |     if (config.swizzle_patterns.offset >= setup.swizzle_data.size()) { | ||||||
|  |         LOG_ERROR(HW_GPU, "Invalid %s swizzle pattern offset %d", GetShaderSetupTypeName(setup), | ||||||
|  |                   (int)config.swizzle_patterns.offset); | ||||||
|  |     } else { | ||||||
|  |         setup.swizzle_data[config.swizzle_patterns.offset] = value; | ||||||
|  |         config.swizzle_patterns.offset++; | ||||||
|  |     } | ||||||
|  | } | ||||||
|  | 
 | ||||||
| static void WritePicaReg(u32 id, u32 value, u32 mask) { | static void WritePicaReg(u32 id, u32 value, u32 mask) { | ||||||
|     auto& regs = g_state.regs; |     auto& regs = g_state.regs; | ||||||
| 
 | 
 | ||||||
|  | @ -331,20 +423,17 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) { | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|     case PICA_REG_INDEX(vs.bool_uniforms): |     case PICA_REG_INDEX(vs.bool_uniforms): | ||||||
|         for (unsigned i = 0; i < 16; ++i) |         WriteUniformBoolReg(g_state.vs, value); | ||||||
|             g_state.vs.uniforms.b[i] = (regs.vs.bool_uniforms.Value() & (1 << i)) != 0; |  | ||||||
| 
 |  | ||||||
|         break; |         break; | ||||||
| 
 | 
 | ||||||
|     case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[0], 0x2b1): |     case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[0], 0x2b1): | ||||||
|     case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[1], 0x2b2): |     case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[1], 0x2b2): | ||||||
|     case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[2], 0x2b3): |     case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[2], 0x2b3): | ||||||
|     case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[3], 0x2b4): { |     case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[3], 0x2b4): { | ||||||
|         int index = (id - PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[0], 0x2b1)); |         unsigned index = (id - PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[0], 0x2b1)); | ||||||
|         auto values = regs.vs.int_uniforms[index]; |         auto values = regs.vs.int_uniforms[index]; | ||||||
|         g_state.vs.uniforms.i[index] = Math::Vec4<u8>(values.x, values.y, values.z, values.w); |         WriteUniformIntReg(g_state.vs, index, | ||||||
|         LOG_TRACE(HW_GPU, "Set integer uniform %d to %02x %02x %02x %02x", index, values.x.Value(), |                            Math::Vec4<u8>(values.x, values.y, values.z, values.w)); | ||||||
|                   values.y.Value(), values.z.Value(), values.w.Value()); |  | ||||||
|         break; |         break; | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|  | @ -356,51 +445,11 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) { | ||||||
|     case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[5], 0x2c6): |     case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[5], 0x2c6): | ||||||
|     case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[6], 0x2c7): |     case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[6], 0x2c7): | ||||||
|     case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[7], 0x2c8): { |     case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[7], 0x2c8): { | ||||||
|         auto& uniform_setup = regs.vs.uniform_setup; |         WriteUniformFloatReg(g_state.regs.vs, g_state.vs, vs_float_regs_counter, | ||||||
| 
 |                              vs_uniform_write_buffer, value); | ||||||
|         // TODO: Does actual hardware indeed keep an intermediate buffer or does
 |  | ||||||
|         //       it directly write the values?
 |  | ||||||
|         uniform_write_buffer[float_regs_counter++] = value; |  | ||||||
| 
 |  | ||||||
|         // Uniforms are written in a packed format such that four float24 values are encoded in
 |  | ||||||
|         // three 32-bit numbers. We write to internal memory once a full such vector is
 |  | ||||||
|         // written.
 |  | ||||||
|         if ((float_regs_counter >= 4 && uniform_setup.IsFloat32()) || |  | ||||||
|             (float_regs_counter >= 3 && !uniform_setup.IsFloat32())) { |  | ||||||
|             float_regs_counter = 0; |  | ||||||
| 
 |  | ||||||
|             auto& uniform = g_state.vs.uniforms.f[uniform_setup.index]; |  | ||||||
| 
 |  | ||||||
|             if (uniform_setup.index > 95) { |  | ||||||
|                 LOG_ERROR(HW_GPU, "Invalid VS uniform index %d", (int)uniform_setup.index); |  | ||||||
|         break; |         break; | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|             // NOTE: The destination component order indeed is "backwards"
 |  | ||||||
|             if (uniform_setup.IsFloat32()) { |  | ||||||
|                 for (auto i : {0, 1, 2, 3}) |  | ||||||
|                     uniform[3 - i] = float24::FromFloat32(*(float*)(&uniform_write_buffer[i])); |  | ||||||
|             } else { |  | ||||||
|                 // TODO: Untested
 |  | ||||||
|                 uniform.w = float24::FromRaw(uniform_write_buffer[0] >> 8); |  | ||||||
|                 uniform.z = float24::FromRaw(((uniform_write_buffer[0] & 0xFF) << 16) | |  | ||||||
|                                              ((uniform_write_buffer[1] >> 16) & 0xFFFF)); |  | ||||||
|                 uniform.y = float24::FromRaw(((uniform_write_buffer[1] & 0xFFFF) << 8) | |  | ||||||
|                                              ((uniform_write_buffer[2] >> 24) & 0xFF)); |  | ||||||
|                 uniform.x = float24::FromRaw(uniform_write_buffer[2] & 0xFFFFFF); |  | ||||||
|             } |  | ||||||
| 
 |  | ||||||
|             LOG_TRACE(HW_GPU, "Set uniform %x to (%f %f %f %f)", (int)uniform_setup.index, |  | ||||||
|                       uniform.x.ToFloat32(), uniform.y.ToFloat32(), uniform.z.ToFloat32(), |  | ||||||
|                       uniform.w.ToFloat32()); |  | ||||||
| 
 |  | ||||||
|             // TODO: Verify that this actually modifies the register!
 |  | ||||||
|             uniform_setup.index.Assign(uniform_setup.index + 1); |  | ||||||
|         } |  | ||||||
|         break; |  | ||||||
|     } |  | ||||||
| 
 |  | ||||||
|     // Load shader program code
 |  | ||||||
|     case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[0], 0x2cc): |     case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[0], 0x2cc): | ||||||
|     case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[1], 0x2cd): |     case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[1], 0x2cd): | ||||||
|     case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[2], 0x2ce): |     case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[2], 0x2ce): | ||||||
|  | @ -409,12 +458,10 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) { | ||||||
|     case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[5], 0x2d1): |     case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[5], 0x2d1): | ||||||
|     case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[6], 0x2d2): |     case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[6], 0x2d2): | ||||||
|     case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[7], 0x2d3): { |     case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[7], 0x2d3): { | ||||||
|         g_state.vs.program_code[regs.vs.program.offset] = value; |         WriteProgramCode(g_state.regs.vs, g_state.vs, 512, value); | ||||||
|         regs.vs.program.offset++; |  | ||||||
|         break; |         break; | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|     // Load swizzle pattern data
 |  | ||||||
|     case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[0], 0x2d6): |     case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[0], 0x2d6): | ||||||
|     case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[1], 0x2d7): |     case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[1], 0x2d7): | ||||||
|     case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[2], 0x2d8): |     case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[2], 0x2d8): | ||||||
|  | @ -423,8 +470,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) { | ||||||
|     case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[5], 0x2db): |     case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[5], 0x2db): | ||||||
|     case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[6], 0x2dc): |     case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[6], 0x2dc): | ||||||
|     case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[7], 0x2dd): { |     case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[7], 0x2dd): { | ||||||
|         g_state.vs.swizzle_data[regs.vs.swizzle_patterns.offset] = value; |         WriteSwizzlePatterns(g_state.regs.vs, g_state.vs, value); | ||||||
|         regs.vs.swizzle_patterns.offset++; |  | ||||||
|         break; |         break; | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|  |  | ||||||
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