Shader: Define a common interface for running vertex shader programs.
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7 changed files with 289 additions and 186 deletions
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@ -2,18 +2,14 @@
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <boost/container/static_vector.hpp>
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#include <boost/range/algorithm.hpp>
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#include <common/file_util.h>
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#include <nihstro/shader_bytecode.h>
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#include "common/profiler.h"
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#include "video_core/pica.h"
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#include "video_core/shader/shader_interpreter.h"
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#include "video_core/debug_utils/debug_utils.h"
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#include "shader.h"
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#include "shader_interpreter.h"
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using nihstro::OpCode;
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using nihstro::Instruction;
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@ -25,42 +21,7 @@ namespace Pica {
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namespace Shader {
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struct ShaderState {
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u32 program_counter;
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const float24* input_register_table[16];
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Math::Vec4<float24> output_registers[16];
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Math::Vec4<float24> temporary_registers[16];
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bool conditional_code[2];
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// Two Address registers and one loop counter
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// TODO: How many bits do these actually have?
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s32 address_registers[3];
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enum {
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INVALID_ADDRESS = 0xFFFFFFFF
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};
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struct CallStackElement {
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u32 final_address; // Address upon which we jump to return_address
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u32 return_address; // Where to jump when leaving scope
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u8 repeat_counter; // How often to repeat until this call stack element is removed
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u8 loop_increment; // Which value to add to the loop counter after an iteration
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// TODO: Should this be a signed value? Does it even matter?
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u32 loop_address; // The address where we'll return to after each loop iteration
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};
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// TODO: Is there a maximal size for this?
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boost::container::static_vector<CallStackElement, 16> call_stack;
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struct {
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u32 max_offset; // maximum program counter ever reached
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u32 max_opdesc_id; // maximum swizzle pattern index ever used
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} debug;
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};
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static void ProcessShaderCode(ShaderState& state) {
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void RunInterpreter(UnitState& state) {
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const auto& uniforms = g_state.vs.uniforms;
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const auto& swizzle_data = g_state.vs.swizzle_data;
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const auto& program_code = g_state.vs.program_code;
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@ -90,7 +51,7 @@ static void ProcessShaderCode(ShaderState& state) {
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const Instruction instr = { program_code[state.program_counter] };
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const SwizzlePattern swizzle = { swizzle_data[instr.common.operand_desc_id] };
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static auto call = [](ShaderState& state, u32 offset, u32 num_instructions,
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static auto call = [](UnitState& state, u32 offset, u32 num_instructions,
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u32 return_offset, u8 repeat_count, u8 loop_increment) {
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state.program_counter = offset - 1; // -1 to make sure when incrementing the PC we end up at the correct offset
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ASSERT(state.call_stack.size() < state.call_stack.capacity());
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@ -101,7 +62,7 @@ static void ProcessShaderCode(ShaderState& state) {
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auto LookupSourceRegister = [&](const SourceRegister& source_reg) -> const float24* {
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switch (source_reg.GetRegisterType()) {
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case RegisterType::Input:
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return state.input_register_table[source_reg.GetIndex()];
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return &state.input_registers[source_reg.GetIndex()].x;
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case RegisterType::Temporary:
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return &state.temporary_registers[source_reg.GetIndex()].x;
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@ -413,7 +374,7 @@ static void ProcessShaderCode(ShaderState& state) {
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default:
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{
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static auto evaluate_condition = [](const ShaderState& state, bool refx, bool refy, Instruction::FlowControlType flow_control) {
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static auto evaluate_condition = [](const UnitState& state, bool refx, bool refy, Instruction::FlowControlType flow_control) {
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bool results[2] = { refx == state.conditional_code[0],
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refy == state.conditional_code[1] };
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@ -542,88 +503,6 @@ static void ProcessShaderCode(ShaderState& state) {
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}
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}
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static Common::Profiling::TimingCategory shader_category("Vertex Shader");
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OutputVertex RunShader(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const State::ShaderSetup& setup) {
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Common::Profiling::ScopeTimer timer(shader_category);
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ShaderState state;
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state.program_counter = config.main_offset;
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state.debug.max_offset = 0;
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state.debug.max_opdesc_id = 0;
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// Setup input register table
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const auto& attribute_register_map = config.input_register_map;
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float24 dummy_register;
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boost::fill(state.input_register_table, &dummy_register);
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if (num_attributes > 0) state.input_register_table[attribute_register_map.attribute0_register] = &input.attr[0].x;
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if (num_attributes > 1) state.input_register_table[attribute_register_map.attribute1_register] = &input.attr[1].x;
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if (num_attributes > 2) state.input_register_table[attribute_register_map.attribute2_register] = &input.attr[2].x;
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if (num_attributes > 3) state.input_register_table[attribute_register_map.attribute3_register] = &input.attr[3].x;
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if (num_attributes > 4) state.input_register_table[attribute_register_map.attribute4_register] = &input.attr[4].x;
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if (num_attributes > 5) state.input_register_table[attribute_register_map.attribute5_register] = &input.attr[5].x;
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if (num_attributes > 6) state.input_register_table[attribute_register_map.attribute6_register] = &input.attr[6].x;
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if (num_attributes > 7) state.input_register_table[attribute_register_map.attribute7_register] = &input.attr[7].x;
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if (num_attributes > 8) state.input_register_table[attribute_register_map.attribute8_register] = &input.attr[8].x;
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if (num_attributes > 9) state.input_register_table[attribute_register_map.attribute9_register] = &input.attr[9].x;
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if (num_attributes > 10) state.input_register_table[attribute_register_map.attribute10_register] = &input.attr[10].x;
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if (num_attributes > 11) state.input_register_table[attribute_register_map.attribute11_register] = &input.attr[11].x;
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if (num_attributes > 12) state.input_register_table[attribute_register_map.attribute12_register] = &input.attr[12].x;
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if (num_attributes > 13) state.input_register_table[attribute_register_map.attribute13_register] = &input.attr[13].x;
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if (num_attributes > 14) state.input_register_table[attribute_register_map.attribute14_register] = &input.attr[14].x;
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if (num_attributes > 15) state.input_register_table[attribute_register_map.attribute15_register] = &input.attr[15].x;
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state.conditional_code[0] = false;
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state.conditional_code[1] = false;
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ProcessShaderCode(state);
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#if PICA_DUMP_SHADERS
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DebugUtils::DumpShader(setup.program_code.data(), state.debug.max_offset, setup.swizzle_data.data(),
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state.debug.max_opdesc_id, config.main_offset,
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g_state.regs.vs_output_attributes); // TODO: Don't hardcode VS here
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#endif
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// Setup output data
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OutputVertex ret;
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// TODO(neobrain): Under some circumstances, up to 16 attributes may be output. We need to
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// figure out what those circumstances are and enable the remaining outputs then.
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for (int i = 0; i < 7; ++i) {
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const auto& output_register_map = g_state.regs.vs_output_attributes[i]; // TODO: Don't hardcode VS here
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u32 semantics[4] = {
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output_register_map.map_x, output_register_map.map_y,
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output_register_map.map_z, output_register_map.map_w
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};
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for (int comp = 0; comp < 4; ++comp) {
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float24* out = ((float24*)&ret) + semantics[comp];
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if (semantics[comp] != Regs::VSOutputAttributes::INVALID) {
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*out = state.output_registers[i][comp];
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} else {
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// Zero output so that attributes which aren't output won't have denormals in them,
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// which would slow us down later.
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memset(out, 0, sizeof(*out));
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}
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}
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}
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// The hardware takes the absolute and saturates vertex colors like this, *before* doing interpolation
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for (int i = 0; i < 4; ++i) {
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ret.color[i] = float24::FromFloat32(
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std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f));
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}
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LOG_TRACE(Render_Software, "Output vertex: pos (%.2f, %.2f, %.2f, %.2f), col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f)",
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ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.w.ToFloat32(),
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ret.color.x.ToFloat32(), ret.color.y.ToFloat32(), ret.color.z.ToFloat32(), ret.color.w.ToFloat32(),
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ret.tc0.u().ToFloat32(), ret.tc0.v().ToFloat32());
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return ret;
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}
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} // namespace
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} // namespace
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