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	Pica/VertexShader: Add support for MOVA, CMP and IFC.
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					 2 changed files with 138 additions and 7 deletions
				
			
		|  | @ -771,6 +771,14 @@ struct float24 { | |||
|         return ToFloat32() <= flt.ToFloat32(); | ||||
|     } | ||||
| 
 | ||||
|     bool operator == (const float24& flt) const { | ||||
|         return ToFloat32() == flt.ToFloat32(); | ||||
|     } | ||||
| 
 | ||||
|     bool operator != (const float24& flt) const { | ||||
|         return ToFloat32() != flt.ToFloat32(); | ||||
|     } | ||||
| 
 | ||||
| private: | ||||
|     // Stored as a regular float, merely for convenience
 | ||||
|     // TODO: Perform proper arithmetic on this!
 | ||||
|  |  | |||
|  | @ -59,6 +59,8 @@ const std::array<u32, 1024>& GetSwizzlePatterns() | |||
|     return swizzle_data; | ||||
| } | ||||
| 
 | ||||
| // TODO: Is there actually a limit on hardware?
 | ||||
| const int if_stack_size = 8; | ||||
| 
 | ||||
| struct VertexShaderState { | ||||
|     u32* program_counter; | ||||
|  | @ -67,7 +69,11 @@ struct VertexShaderState { | |||
|     float24* output_register_table[7*4]; | ||||
| 
 | ||||
|     Math::Vec4<float24> temporary_registers[16]; | ||||
|     bool status_registers[2]; | ||||
|     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 | ||||
|  | @ -75,6 +81,12 @@ struct VertexShaderState { | |||
|     u32 call_stack[8]; // TODO: What is the maximal call stack depth?
 | ||||
|     u32* call_stack_pointer; | ||||
| 
 | ||||
|     struct IfStackElement { | ||||
|         u32 else_addr; | ||||
|         u32 else_instructions; | ||||
|     } if_stack[if_stack_size]; | ||||
|     IfStackElement* if_stack_pointer; | ||||
| 
 | ||||
|     struct { | ||||
|         u32 max_offset; // maximum program counter ever reached
 | ||||
|         u32 max_opdesc_id; // maximum swizzle pattern index ever used
 | ||||
|  | @ -107,11 +119,20 @@ static void ProcessShaderCode(VertexShaderState& state) { | |||
|         case Instruction::OpCodeType::Arithmetic: | ||||
|         { | ||||
|             bool is_inverted = 0 != (instr.opcode.GetInfo().subtype & Instruction::OpCodeInfo::SrcInversed); | ||||
|             const float24* src1_ = LookupSourceRegister(instr.common.GetSrc1(is_inverted)); | ||||
|             if (is_inverted) { | ||||
|                 // We don't really support this properly and/or reliably
 | ||||
|                 LOG_ERROR(HW_GPU, "Bad condition..."); | ||||
|                 exit(0); | ||||
|             } | ||||
| 
 | ||||
|             const int address_offset = (instr.common.address_register_index == 0) | ||||
|                                        ? 0 : state.address_registers[instr.common.address_register_index - 1]; | ||||
| 
 | ||||
|             const float24* src1_ = LookupSourceRegister(instr.common.GetSrc1(is_inverted) + address_offset); | ||||
|             const float24* src2_ = LookupSourceRegister(instr.common.GetSrc2(is_inverted)); | ||||
| 
 | ||||
|             const bool negate_src1 = (swizzle.negate_src1 != 0); | ||||
|             const bool negate_src2 = (swizzle.negate_src2 != 0); | ||||
|             const bool negate_src1 = (swizzle.negate_src1 != false); | ||||
|             const bool negate_src2 = (swizzle.negate_src2 != false); | ||||
| 
 | ||||
|             float24 src1[4] = { | ||||
|                 src1_[(int)swizzle.GetSelectorSrc1(0)], | ||||
|  | @ -217,6 +238,19 @@ static void ProcessShaderCode(VertexShaderState& state) { | |||
|                 break; | ||||
|             } | ||||
| 
 | ||||
|             case Instruction::OpCode::MOVA: | ||||
|             { | ||||
|                 for (int i = 0; i < 2; ++i) { | ||||
|                     if (!swizzle.DestComponentEnabled(i)) | ||||
|                         continue; | ||||
| 
 | ||||
|                     // TODO: Figure out how the rounding is done on hardware
 | ||||
|                     state.address_registers[i] = static_cast<s32>(src1[i].ToFloat32()); | ||||
|                 } | ||||
| 
 | ||||
|                 break; | ||||
|             } | ||||
| 
 | ||||
|             case Instruction::OpCode::MOV: | ||||
|             { | ||||
|                 for (int i = 0; i < 4; ++i) { | ||||
|  | @ -228,16 +262,56 @@ static void ProcessShaderCode(VertexShaderState& state) { | |||
|                 break; | ||||
|             } | ||||
| 
 | ||||
|             case Instruction::OpCode::CMP: | ||||
|                 for (int i = 0; i < 2; ++i) { | ||||
|                     // TODO: Can you restrict to one compare via dest masking?
 | ||||
| 
 | ||||
|                     auto compare_op = instr.common.compare_op; | ||||
|                     auto op = (i == 0) ? compare_op.x.Value() : compare_op.y.Value(); | ||||
| 
 | ||||
|                     switch (op) { | ||||
|                         case compare_op.Equal: | ||||
|                             state.conditional_code[i] = (src1[i] == src2[i]); | ||||
|                             break; | ||||
| 
 | ||||
|                         case compare_op.NotEqual: | ||||
|                             state.conditional_code[i] = (src1[i] != src2[i]); | ||||
|                             break; | ||||
| 
 | ||||
|                         case compare_op.LessThan: | ||||
|                             state.conditional_code[i] = (src1[i] <  src2[i]); | ||||
|                             break; | ||||
| 
 | ||||
|                         case compare_op.LessEqual: | ||||
|                             state.conditional_code[i] = (src1[i] <= src2[i]); | ||||
|                             break; | ||||
| 
 | ||||
|                         case compare_op.GreaterThan: | ||||
|                             state.conditional_code[i] = (src1[i] >  src2[i]); | ||||
|                             break; | ||||
| 
 | ||||
|                         case compare_op.GreaterEqual: | ||||
|                             state.conditional_code[i] = (src1[i] >= src2[i]); | ||||
|                             break; | ||||
| 
 | ||||
|                         default: | ||||
|                             LOG_ERROR(HW_GPU, "Unknown compare mode %x", static_cast<int>(op)); | ||||
|                             break; | ||||
|                     } | ||||
|                 } | ||||
|                 break; | ||||
| 
 | ||||
|             default: | ||||
|                 LOG_ERROR(HW_GPU, "Unhandled arithmetic instruction: 0x%02x (%s): 0x%08x", | ||||
|                           (int)instr.opcode.Value(), instr.opcode.GetInfo().name, instr.hex); | ||||
|                 _dbg_assert_(HW_GPU, 0); | ||||
|                 break; | ||||
|             } | ||||
| 
 | ||||
|             break; | ||||
|         } | ||||
|         default: | ||||
|             // Process instruction explicitly
 | ||||
|             // Handle each instruction on its own
 | ||||
|             switch (instr.opcode) { | ||||
|             // NOP is currently used as a heuristic for leaving from a function.
 | ||||
|             // TODO: This is completely incorrect.
 | ||||
|  | @ -265,6 +339,44 @@ static void ProcessShaderCode(VertexShaderState& state) { | |||
|                 // TODO
 | ||||
|                 break; | ||||
| 
 | ||||
|             case Instruction::OpCode::IFC: | ||||
|             { | ||||
|                 // TODO: Do we need to consider swizzlers here?
 | ||||
| 
 | ||||
|                 auto flow_control = instr.flow_control; | ||||
|                 bool results[3] = { flow_control.refx == state.conditional_code[0], | ||||
|                                     flow_control.refy == state.conditional_code[1] }; | ||||
| 
 | ||||
|                 switch (flow_control.op) { | ||||
|                 case flow_control.Or: | ||||
|                     results[2] = results[0] || results[1]; | ||||
|                     break; | ||||
| 
 | ||||
|                 case flow_control.And: | ||||
|                     results[2] = results[0] && results[1]; | ||||
|                     break; | ||||
| 
 | ||||
|                 case flow_control.JustX: | ||||
|                     results[2] = results[0]; | ||||
|                     break; | ||||
| 
 | ||||
|                 case flow_control.JustY: | ||||
|                     results[2] = results[1]; | ||||
|                     break; | ||||
|                 } | ||||
| 
 | ||||
|                 if (results[2]) { | ||||
|                     ++state.if_stack_pointer; | ||||
| 
 | ||||
|                     state.if_stack_pointer->else_addr = instr.flow_control.dest_offset; | ||||
|                     state.if_stack_pointer->else_instructions = instr.flow_control.num_instructions; | ||||
|                 } else { | ||||
|                     state.program_counter = &shader_memory[instr.flow_control.dest_offset] - 1; | ||||
|                 } | ||||
| 
 | ||||
|                 break; | ||||
|             } | ||||
| 
 | ||||
|             default: | ||||
|                 LOG_ERROR(HW_GPU, "Unhandled instruction: 0x%02x (%s): 0x%08x", | ||||
|                           (int)instr.opcode.Value(), instr.opcode.GetInfo().name, instr.hex); | ||||
|  | @ -277,6 +389,13 @@ static void ProcessShaderCode(VertexShaderState& state) { | |||
|         if (increment_pc) | ||||
|             ++state.program_counter; | ||||
| 
 | ||||
|         if (state.if_stack_pointer >= &state.if_stack[0]) { | ||||
|             if (state.program_counter - shader_memory.data() == state.if_stack_pointer->else_addr) { | ||||
|                 state.program_counter += state.if_stack_pointer->else_instructions; | ||||
|                 state.if_stack_pointer--; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         if (exit_loop) | ||||
|             break; | ||||
|     } | ||||
|  | @ -326,11 +445,15 @@ OutputVertex RunShader(const InputVertex& input, int num_attributes) | |||
|             state.output_register_table[4*i+comp] = ((float24*)&ret) + semantics[comp]; | ||||
|     } | ||||
| 
 | ||||
|     state.status_registers[0] = false; | ||||
|     state.status_registers[1] = false; | ||||
|     state.conditional_code[0] = false; | ||||
|     state.conditional_code[1] = false; | ||||
|     boost::fill(state.call_stack, VertexShaderState::INVALID_ADDRESS); | ||||
|     state.call_stack_pointer = &state.call_stack[0]; | ||||
| 
 | ||||
|     std::fill(state.if_stack, state.if_stack + sizeof(state.if_stack) / sizeof(state.if_stack[0]), | ||||
|               VertexShaderState::IfStackElement{VertexShaderState::INVALID_ADDRESS, VertexShaderState::INVALID_ADDRESS}); | ||||
|     state.if_stack_pointer = state.if_stack - 1; // Meh. TODO: Make this less ugly
 | ||||
| 
 | ||||
|     ProcessShaderCode(state); | ||||
|     DebugUtils::DumpShader(shader_memory.data(), state.debug.max_offset, swizzle_data.data(), | ||||
|                            state.debug.max_opdesc_id, registers.vs_main_offset, | ||||
|  |  | |||
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