Pica: Add vertex shader implementation.

This commit is contained in:
Tony Wasserka 2014-07-26 19:17:09 +02:00
parent d443f0a921
commit c526512619
7 changed files with 722 additions and 10 deletions

View file

@ -2,9 +2,10 @@
// Licensed under GPLv2
// Refer to the license.txt file included.
#include "pica.h"
#include "command_processor.h"
#include "math.h"
#include "pica.h"
#include "vertex_shader.h"
namespace Pica {
@ -13,6 +14,14 @@ Regs registers;
namespace CommandProcessor {
static int float_regs_counter = 0;
static u32 uniform_write_buffer[4];
// Used for VSLoadProgramData and VSLoadSwizzleData
static u32 vs_binary_write_offset = 0;
static u32 vs_swizzle_write_offset = 0;
static inline void WritePicaReg(u32 id, u32 value) {
u32 old_value = registers[id];
registers[id] = value;
@ -67,9 +76,7 @@ static inline void WritePicaReg(u32 id, u32 value) {
}
// Initialize data for the current vertex
struct {
Math::Vec4<float24> attr[16];
} input;
VertexShader::InputVertex input;
for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) {
for (int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
@ -87,7 +94,7 @@ static inline void WritePicaReg(u32 id, u32 value) {
input.attr[i][comp].ToFloat32());
}
}
// TODO: Run vertex data through vertex shader
VertexShader::OutputVertex output = VertexShader::RunShader(input, attribute_config.GetNumTotalAttributes());
if (is_indexed) {
// TODO: Add processed vertex to vertex cache!
@ -98,6 +105,97 @@ static inline void WritePicaReg(u32 id, u32 value) {
break;
}
case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[0], 0x2c1):
case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[1], 0x2c2):
case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[2], 0x2c3):
case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[3], 0x2c4):
case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[4], 0x2c5):
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[7], 0x2c8):
{
auto& uniform_setup = registers.vs_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 4 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 = VertexShader::GetFloatUniform(uniform_setup.index);
if (uniform_setup.index > 95) {
ERROR_LOG(GPU, "Invalid VS uniform index %d", (int)uniform_setup.index);
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::FromRawFloat24(uniform_write_buffer[0] >> 8);
uniform.z = float24::FromRawFloat24(((uniform_write_buffer[0] & 0xFF)<<16) | ((uniform_write_buffer[1] >> 16) & 0xFFFF));
uniform.y = float24::FromRawFloat24(((uniform_write_buffer[1] & 0xFFFF)<<8) | ((uniform_write_buffer[2] >> 24) & 0xFF));
uniform.x = float24::FromRawFloat24(uniform_write_buffer[2] & 0xFFFFFF);
}
DEBUG_LOG(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 = uniform_setup.index + 1;
}
break;
}
// Seems to be used to reset the write pointer for VSLoadProgramData
case PICA_REG_INDEX(vs_program.begin_load):
vs_binary_write_offset = 0;
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[1], 0x2cd):
case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[2], 0x2ce):
case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[3], 0x2cf):
case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[4], 0x2d0):
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[7], 0x2d3):
{
VertexShader::SubmitShaderMemoryChange(vs_binary_write_offset, value);
vs_binary_write_offset++;
break;
}
// Seems to be used to reset the write pointer for VSLoadSwizzleData
case PICA_REG_INDEX(vs_swizzle_patterns.begin_load):
vs_swizzle_write_offset = 0;
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[1], 0x2d7):
case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[2], 0x2d8):
case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[3], 0x2d9):
case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[4], 0x2da):
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[7], 0x2dd):
{
VertexShader::SubmitSwizzleDataChange(vs_swizzle_write_offset, value);
vs_swizzle_write_offset++;
break;
}
default:
break;
}