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author | Tony Wasserka <NeoBrainX@gmail.com> | 2015-07-12 01:57:59 +0200 |
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committer | Tony Wasserka <NeoBrainX@gmail.com> | 2015-08-16 14:12:11 +0200 |
commit | 33ba604fd903d9511a414a54b91ebe818df338ef (patch) | |
tree | 578ee82515c8e819e6468af4ef5552ee028e472b /src/video_core/shader/shader.cpp | |
parent | Pica/DebugUtils: Include uniform information into shader dumps. (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/video_core/shader/shader.cpp | 49 |
1 files changed, 45 insertions, 4 deletions
diff --git a/src/video_core/shader/shader.cpp b/src/video_core/shader/shader.cpp index 2692b91e4..4e9836c80 100644 --- a/src/video_core/shader/shader.cpp +++ b/src/video_core/shader/shader.cpp @@ -5,6 +5,8 @@ #include <memory> #include <unordered_map> +#include <boost/range/algorithm/fill.hpp> + #include "common/hash.h" #include "common/make_unique.h" #include "common/profiler.h" @@ -30,7 +32,7 @@ static JitCompiler jit; static CompiledShader* jit_shader; #endif // ARCHITECTURE_x86_64 -void Setup(UnitState& state) { +void Setup(UnitState<false>& state) { #ifdef ARCHITECTURE_x86_64 if (VideoCore::g_shader_jit_enabled) { u64 cache_key = (Common::ComputeHash64(&g_state.vs.program_code, sizeof(g_state.vs.program_code)) ^ @@ -54,9 +56,8 @@ void Shutdown() { static Common::Profiling::TimingCategory shader_category("Vertex Shader"); -OutputVertex Run(UnitState& state, const InputVertex& input, int num_attributes) { +OutputVertex Run(UnitState<false>& state, const InputVertex& input, int num_attributes) { auto& config = g_state.regs.vs; - auto& setup = g_state.vs; Common::Profiling::ScopeTimer timer(shader_category); @@ -67,6 +68,8 @@ OutputVertex Run(UnitState& state, const InputVertex& input, int num_attributes) // Setup input register table const auto& attribute_register_map = config.input_register_map; + // TODO: Instead of this cumbersome logic, just load the input data directly like + // for (int attr = 0; attr < num_attributes; ++attr) { input_attr[0] = state.registers.input[attribute_register_map.attribute0_register]; } if (num_attributes > 0) state.registers.input[attribute_register_map.attribute0_register] = input.attr[0]; if (num_attributes > 1) state.registers.input[attribute_register_map.attribute1_register] = input.attr[1]; if (num_attributes > 2) state.registers.input[attribute_register_map.attribute2_register] = input.attr[2]; @@ -126,14 +129,52 @@ OutputVertex Run(UnitState& state, const InputVertex& input, int num_attributes) std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f)); } - LOG_TRACE(Render_Software, "Output vertex: pos (%.2f, %.2f, %.2f, %.2f), col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f)", + LOG_TRACE(Render_Software, "Output vertex: pos (%.2f, %.2f, %.2f, %.2f), quat (%.2f, %.2f, %.2f, %.2f), col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f)", ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.w.ToFloat32(), + ret.quat.x.ToFloat32(), ret.quat.y.ToFloat32(), ret.quat.z.ToFloat32(), ret.quat.w.ToFloat32(), ret.color.x.ToFloat32(), ret.color.y.ToFloat32(), ret.color.z.ToFloat32(), ret.color.w.ToFloat32(), ret.tc0.u().ToFloat32(), ret.tc0.v().ToFloat32()); return ret; } +DebugData<true> ProduceDebugInfo(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const State::ShaderSetup& setup) { + UnitState<true> state; + + const auto& shader_memory = setup.program_code; + state.program_counter = config.main_offset; + state.debug.max_offset = 0; + state.debug.max_opdesc_id = 0; + + // Setup input register table + const auto& attribute_register_map = config.input_register_map; + float24 dummy_register; + boost::fill(state.registers.input, &dummy_register); + + if (num_attributes > 0) state.registers.input[attribute_register_map.attribute0_register] = &input.attr[0].x; + if (num_attributes > 1) state.registers.input[attribute_register_map.attribute1_register] = &input.attr[1].x; + if (num_attributes > 2) state.registers.input[attribute_register_map.attribute2_register] = &input.attr[2].x; + if (num_attributes > 3) state.registers.input[attribute_register_map.attribute3_register] = &input.attr[3].x; + if (num_attributes > 4) state.registers.input[attribute_register_map.attribute4_register] = &input.attr[4].x; + if (num_attributes > 5) state.registers.input[attribute_register_map.attribute5_register] = &input.attr[5].x; + if (num_attributes > 6) state.registers.input[attribute_register_map.attribute6_register] = &input.attr[6].x; + if (num_attributes > 7) state.registers.input[attribute_register_map.attribute7_register] = &input.attr[7].x; + if (num_attributes > 8) state.registers.input[attribute_register_map.attribute8_register] = &input.attr[8].x; + if (num_attributes > 9) state.registers.input[attribute_register_map.attribute9_register] = &input.attr[9].x; + if (num_attributes > 10) state.registers.input[attribute_register_map.attribute10_register] = &input.attr[10].x; + if (num_attributes > 11) state.registers.input[attribute_register_map.attribute11_register] = &input.attr[11].x; + if (num_attributes > 12) state.registers.input[attribute_register_map.attribute12_register] = &input.attr[12].x; + if (num_attributes > 13) state.registers.input[attribute_register_map.attribute13_register] = &input.attr[13].x; + if (num_attributes > 14) state.registers.input[attribute_register_map.attribute14_register] = &input.attr[14].x; + if (num_attributes > 15) state.registers.input[attribute_register_map.attribute15_register] = &input.attr[15].x; + + state.conditional_code[0] = false; + state.conditional_code[1] = false; + + RunInterpreter(state); + return state.debug; +} + } // namespace Shader } // namespace Pica |