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	Pica/VertexShader: Implement the LOOP instruction.
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					 1 changed files with 36 additions and 14 deletions
				
			
		|  | @ -85,8 +85,11 @@ struct VertexShaderState { | ||||||
|     }; |     }; | ||||||
| 
 | 
 | ||||||
|     struct CallStackElement { |     struct CallStackElement { | ||||||
|         u32 final_address; |         u32 final_address;  // Address upon which we jump to return_address
 | ||||||
|         u32 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?
 | ||||||
|     }; |     }; | ||||||
| 
 | 
 | ||||||
|     // TODO: Is there a maximal size for this?
 |     // TODO: Is there a maximal size for this?
 | ||||||
|  | @ -105,9 +108,14 @@ static void ProcessShaderCode(VertexShaderState& state) { | ||||||
| 
 | 
 | ||||||
|     while (true) { |     while (true) { | ||||||
|         if (!state.call_stack.empty()) { |         if (!state.call_stack.empty()) { | ||||||
|             if (state.program_counter - shader_memory.data() == state.call_stack.top().final_address) { |             auto& top = state.call_stack.top(); | ||||||
|                 state.program_counter = &shader_memory[state.call_stack.top().return_address]; |             if (state.program_counter - shader_memory.data() == top.final_address) { | ||||||
|                 state.call_stack.pop(); |                 state.address_registers[2] += top.loop_increment; | ||||||
|  | 
 | ||||||
|  |                 if (top.repeat_counter-- == 0) { | ||||||
|  |                     state.program_counter = &shader_memory[top.return_address]; | ||||||
|  |                     state.call_stack.pop(); | ||||||
|  |                 } | ||||||
| 
 | 
 | ||||||
|                 // TODO: Is "trying again" accurate to hardware?
 |                 // TODO: Is "trying again" accurate to hardware?
 | ||||||
|                 continue; |                 continue; | ||||||
|  | @ -118,9 +126,10 @@ static void ProcessShaderCode(VertexShaderState& state) { | ||||||
|         const Instruction& instr = *(const Instruction*)state.program_counter; |         const Instruction& instr = *(const Instruction*)state.program_counter; | ||||||
|         const SwizzlePattern& swizzle = *(SwizzlePattern*)&swizzle_data[instr.common.operand_desc_id]; |         const SwizzlePattern& swizzle = *(SwizzlePattern*)&swizzle_data[instr.common.operand_desc_id]; | ||||||
| 
 | 
 | ||||||
|         auto call = [&](VertexShaderState& state, u32 offset, u32 num_instructions, u32 return_offset) { |         static auto call = [](VertexShaderState& state, u32 offset, u32 num_instructions, | ||||||
|  |                               u32 return_offset, u8 repeat_count, u8 loop_increment) { | ||||||
|             state.program_counter = &shader_memory[offset] - 1; // -1 to make sure when incrementing the PC we end up at the correct offset
 |             state.program_counter = &shader_memory[offset] - 1; // -1 to make sure when incrementing the PC we end up at the correct offset
 | ||||||
|             state.call_stack.push({ offset + num_instructions, return_offset }); |             state.call_stack.push({ offset + num_instructions, return_offset, repeat_count, loop_increment }); | ||||||
|         }; |         }; | ||||||
|         u32 binary_offset = state.program_counter - shader_memory.data(); |         u32 binary_offset = state.program_counter - shader_memory.data(); | ||||||
| 
 | 
 | ||||||
|  | @ -457,7 +466,7 @@ static void ProcessShaderCode(VertexShaderState& state) { | ||||||
|                 call(state, |                 call(state, | ||||||
|                      instr.flow_control.dest_offset, |                      instr.flow_control.dest_offset, | ||||||
|                      instr.flow_control.num_instructions, |                      instr.flow_control.num_instructions, | ||||||
|                      binary_offset + 1); |                      binary_offset + 1, 0, 0); | ||||||
|                 break; |                 break; | ||||||
| 
 | 
 | ||||||
|             case Instruction::OpCode::CALLU: |             case Instruction::OpCode::CALLU: | ||||||
|  | @ -465,7 +474,7 @@ static void ProcessShaderCode(VertexShaderState& state) { | ||||||
|                     call(state, |                     call(state, | ||||||
|                         instr.flow_control.dest_offset, |                         instr.flow_control.dest_offset, | ||||||
|                         instr.flow_control.num_instructions, |                         instr.flow_control.num_instructions, | ||||||
|                         binary_offset + 1); |                         binary_offset + 1, 0, 0); | ||||||
|                 } |                 } | ||||||
|                 break; |                 break; | ||||||
| 
 | 
 | ||||||
|  | @ -474,7 +483,7 @@ static void ProcessShaderCode(VertexShaderState& state) { | ||||||
|                     call(state, |                     call(state, | ||||||
|                         instr.flow_control.dest_offset, |                         instr.flow_control.dest_offset, | ||||||
|                         instr.flow_control.num_instructions, |                         instr.flow_control.num_instructions, | ||||||
|                         binary_offset + 1); |                         binary_offset + 1, 0, 0); | ||||||
|                 } |                 } | ||||||
|                 break; |                 break; | ||||||
| 
 | 
 | ||||||
|  | @ -486,12 +495,12 @@ static void ProcessShaderCode(VertexShaderState& state) { | ||||||
|                     call(state, |                     call(state, | ||||||
|                          binary_offset + 1, |                          binary_offset + 1, | ||||||
|                          instr.flow_control.dest_offset - binary_offset - 1, |                          instr.flow_control.dest_offset - binary_offset - 1, | ||||||
|                          instr.flow_control.dest_offset + instr.flow_control.num_instructions); |                          instr.flow_control.dest_offset + instr.flow_control.num_instructions, 0, 0); | ||||||
|                 } else { |                 } else { | ||||||
|                     call(state, |                     call(state, | ||||||
|                          instr.flow_control.dest_offset, |                          instr.flow_control.dest_offset, | ||||||
|                          instr.flow_control.num_instructions, |                          instr.flow_control.num_instructions, | ||||||
|                          instr.flow_control.dest_offset + instr.flow_control.num_instructions); |                          instr.flow_control.dest_offset + instr.flow_control.num_instructions, 0, 0); | ||||||
|                 } |                 } | ||||||
| 
 | 
 | ||||||
|                 break; |                 break; | ||||||
|  | @ -504,17 +513,30 @@ static void ProcessShaderCode(VertexShaderState& state) { | ||||||
|                     call(state, |                     call(state, | ||||||
|                          binary_offset + 1, |                          binary_offset + 1, | ||||||
|                          instr.flow_control.dest_offset - binary_offset - 1, |                          instr.flow_control.dest_offset - binary_offset - 1, | ||||||
|                          instr.flow_control.dest_offset + instr.flow_control.num_instructions); |                          instr.flow_control.dest_offset + instr.flow_control.num_instructions, 0, 0); | ||||||
|                 } else { |                 } else { | ||||||
|                     call(state, |                     call(state, | ||||||
|                          instr.flow_control.dest_offset, |                          instr.flow_control.dest_offset, | ||||||
|                          instr.flow_control.num_instructions, |                          instr.flow_control.num_instructions, | ||||||
|                          instr.flow_control.dest_offset + instr.flow_control.num_instructions); |                          instr.flow_control.dest_offset + instr.flow_control.num_instructions, 0, 0); | ||||||
|                 } |                 } | ||||||
| 
 | 
 | ||||||
|                 break; |                 break; | ||||||
|             } |             } | ||||||
| 
 | 
 | ||||||
|  |             case Instruction::OpCode::LOOP: | ||||||
|  |             { | ||||||
|  |                 state.address_registers[2] = shader_uniforms.i[instr.flow_control.int_uniform_id].y; | ||||||
|  | 
 | ||||||
|  |                 call(state, | ||||||
|  |                      binary_offset + 1, | ||||||
|  |                      instr.flow_control.dest_offset - binary_offset + 1, | ||||||
|  |                      instr.flow_control.dest_offset + 1, | ||||||
|  |                      shader_uniforms.i[instr.flow_control.int_uniform_id].x, | ||||||
|  |                      shader_uniforms.i[instr.flow_control.int_uniform_id].z); | ||||||
|  |                 break; | ||||||
|  |             } | ||||||
|  | 
 | ||||||
|             default: |             default: | ||||||
|                 LOG_ERROR(HW_GPU, "Unhandled instruction: 0x%02x (%s): 0x%08x", |                 LOG_ERROR(HW_GPU, "Unhandled instruction: 0x%02x (%s): 0x%08x", | ||||||
|                           (int)instr.opcode.Value(), instr.opcode.GetInfo().name, instr.hex); |                           (int)instr.opcode.Value(), instr.opcode.GetInfo().name, instr.hex); | ||||||
|  |  | ||||||
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