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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 { | ||||
|         u32 final_address; | ||||
|         u32 return_address; | ||||
|         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?
 | ||||
|     }; | ||||
| 
 | ||||
|     // TODO: Is there a maximal size for this?
 | ||||
|  | @ -105,9 +108,14 @@ static void ProcessShaderCode(VertexShaderState& state) { | |||
| 
 | ||||
|     while (true) { | ||||
|         if (!state.call_stack.empty()) { | ||||
|             if (state.program_counter - shader_memory.data() == state.call_stack.top().final_address) { | ||||
|                 state.program_counter = &shader_memory[state.call_stack.top().return_address]; | ||||
|                 state.call_stack.pop(); | ||||
|             auto& top = state.call_stack.top(); | ||||
|             if (state.program_counter - shader_memory.data() == top.final_address) { | ||||
|                 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?
 | ||||
|                 continue; | ||||
|  | @ -118,9 +126,10 @@ static void ProcessShaderCode(VertexShaderState& state) { | |||
|         const Instruction& instr = *(const Instruction*)state.program_counter; | ||||
|         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.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(); | ||||
| 
 | ||||
|  | @ -457,7 +466,7 @@ static void ProcessShaderCode(VertexShaderState& state) { | |||
|                 call(state, | ||||
|                      instr.flow_control.dest_offset, | ||||
|                      instr.flow_control.num_instructions, | ||||
|                      binary_offset + 1); | ||||
|                      binary_offset + 1, 0, 0); | ||||
|                 break; | ||||
| 
 | ||||
|             case Instruction::OpCode::CALLU: | ||||
|  | @ -465,7 +474,7 @@ static void ProcessShaderCode(VertexShaderState& state) { | |||
|                     call(state, | ||||
|                         instr.flow_control.dest_offset, | ||||
|                         instr.flow_control.num_instructions, | ||||
|                         binary_offset + 1); | ||||
|                         binary_offset + 1, 0, 0); | ||||
|                 } | ||||
|                 break; | ||||
| 
 | ||||
|  | @ -474,7 +483,7 @@ static void ProcessShaderCode(VertexShaderState& state) { | |||
|                     call(state, | ||||
|                         instr.flow_control.dest_offset, | ||||
|                         instr.flow_control.num_instructions, | ||||
|                         binary_offset + 1); | ||||
|                         binary_offset + 1, 0, 0); | ||||
|                 } | ||||
|                 break; | ||||
| 
 | ||||
|  | @ -486,12 +495,12 @@ static void ProcessShaderCode(VertexShaderState& state) { | |||
|                     call(state, | ||||
|                          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 { | ||||
|                     call(state, | ||||
|                          instr.flow_control.dest_offset, | ||||
|                          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; | ||||
|  | @ -504,17 +513,30 @@ static void ProcessShaderCode(VertexShaderState& state) { | |||
|                     call(state, | ||||
|                          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 { | ||||
|                     call(state, | ||||
|                          instr.flow_control.dest_offset, | ||||
|                          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; | ||||
|             } | ||||
| 
 | ||||
|             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: | ||||
|                 LOG_ERROR(HW_GPU, "Unhandled instruction: 0x%02x (%s): 0x%08x", | ||||
|                           (int)instr.opcode.Value(), instr.opcode.GetInfo().name, instr.hex); | ||||
|  |  | |||
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