summaryrefslogtreecommitdiffstats
path: root/src/video_core/shader/shader.h
diff options
context:
space:
mode:
authorbunnei <bunneidev@gmail.com>2015-07-22 01:38:59 +0200
committerbunnei <bunneidev@gmail.com>2015-08-15 23:33:44 +0200
commit3f69c2039de1c3d084ac2c9eb0aa9315490346bf (patch)
tree743f6bae0c3f1d475eabb083335ad7d6377bb97e /src/video_core/shader/shader.h
parentShader: Move shader code to its own subdirectory, "shader". (diff)
downloadyuzu-3f69c2039de1c3d084ac2c9eb0aa9315490346bf.tar
yuzu-3f69c2039de1c3d084ac2c9eb0aa9315490346bf.tar.gz
yuzu-3f69c2039de1c3d084ac2c9eb0aa9315490346bf.tar.bz2
yuzu-3f69c2039de1c3d084ac2c9eb0aa9315490346bf.tar.lz
yuzu-3f69c2039de1c3d084ac2c9eb0aa9315490346bf.tar.xz
yuzu-3f69c2039de1c3d084ac2c9eb0aa9315490346bf.tar.zst
yuzu-3f69c2039de1c3d084ac2c9eb0aa9315490346bf.zip
Diffstat (limited to 'src/video_core/shader/shader.h')
-rw-r--r--src/video_core/shader/shader.h163
1 files changed, 163 insertions, 0 deletions
diff --git a/src/video_core/shader/shader.h b/src/video_core/shader/shader.h
new file mode 100644
index 000000000..38c00768d
--- /dev/null
+++ b/src/video_core/shader/shader.h
@@ -0,0 +1,163 @@
+// Copyright 2015 Citra Emulator Project
+// Licensed under GPLv2 or any later version
+// Refer to the license.txt file included.
+
+#pragma once
+
+#include <boost/container/static_vector.hpp>
+#include <nihstro/shader_binary.h>
+
+#include "common/common_funcs.h"
+#include "common/common_types.h"
+#include "common/vector_math.h"
+
+#include "video_core/pica.h"
+
+using nihstro::RegisterType;
+using nihstro::SourceRegister;
+using nihstro::DestRegister;
+
+namespace Pica {
+
+namespace Shader {
+
+struct InputVertex {
+ Math::Vec4<float24> attr[16];
+};
+
+struct OutputVertex {
+ OutputVertex() = default;
+
+ // VS output attributes
+ Math::Vec4<float24> pos;
+ Math::Vec4<float24> dummy; // quaternions (not implemented, yet)
+ Math::Vec4<float24> color;
+ Math::Vec2<float24> tc0;
+ Math::Vec2<float24> tc1;
+ float24 pad[6];
+ Math::Vec2<float24> tc2;
+
+ // Padding for optimal alignment
+ float24 pad2[4];
+
+ // Attributes used to store intermediate results
+
+ // position after perspective divide
+ Math::Vec3<float24> screenpos;
+ float24 pad3;
+
+ // Linear interpolation
+ // factor: 0=this, 1=vtx
+ void Lerp(float24 factor, const OutputVertex& vtx) {
+ pos = pos * factor + vtx.pos * (float24::FromFloat32(1) - factor);
+
+ // TODO: Should perform perspective correct interpolation here...
+ tc0 = tc0 * factor + vtx.tc0 * (float24::FromFloat32(1) - factor);
+ tc1 = tc1 * factor + vtx.tc1 * (float24::FromFloat32(1) - factor);
+ tc2 = tc2 * factor + vtx.tc2 * (float24::FromFloat32(1) - factor);
+
+ screenpos = screenpos * factor + vtx.screenpos * (float24::FromFloat32(1) - factor);
+
+ color = color * factor + vtx.color * (float24::FromFloat32(1) - factor);
+ }
+
+ // Linear interpolation
+ // factor: 0=v0, 1=v1
+ static OutputVertex Lerp(float24 factor, const OutputVertex& v0, const OutputVertex& v1) {
+ OutputVertex ret = v0;
+ ret.Lerp(factor, v1);
+ return ret;
+ }
+};
+static_assert(std::is_pod<OutputVertex>::value, "Structure is not POD");
+static_assert(sizeof(OutputVertex) == 32 * sizeof(float), "OutputVertex has invalid size");
+
+/**
+ * This structure contains the state information that needs to be unique for a shader unit. The 3DS
+ * has four shader units that process shaders in parallel. At the present, Citra only implements a
+ * single shader unit that processes all shaders serially. Putting the state information in a struct
+ * here will make it easier for us to parallelize the shader processing later.
+ */
+struct UnitState {
+ // The registers are accessed by the shader JIT using SSE instructions, and are therefore
+ // required to be 16-byte aligned.
+ Math::Vec4<float24> MEMORY_ALIGNED16(input_registers[16]);
+ Math::Vec4<float24> MEMORY_ALIGNED16(output_registers[16]);
+ Math::Vec4<float24> MEMORY_ALIGNED16(temporary_registers[16]);
+
+ u32 program_counter;
+ bool conditional_code[2];
+
+ // Two Address registers and one loop counter
+ // TODO: How many bits do these actually have?
+ s32 address_registers[3];
+
+ enum {
+ INVALID_ADDRESS = 0xFFFFFFFF
+ };
+
+ struct CallStackElement {
+ 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?
+ u32 loop_address; // The address where we'll return to after each loop iteration
+ };
+
+ // TODO: Is there a maximal size for this?
+ boost::container::static_vector<CallStackElement, 16> call_stack;
+
+ struct {
+ u32 max_offset; // maximum program counter ever reached
+ u32 max_opdesc_id; // maximum swizzle pattern index ever used
+ } debug;
+
+ static int InputOffset(const SourceRegister& reg) {
+ switch (reg.GetRegisterType()) {
+ case RegisterType::Input:
+ return (int)offsetof(UnitState, input_registers) + reg.GetIndex()*sizeof(Math::Vec4<float24>);
+
+ case RegisterType::Temporary:
+ return (int)offsetof(UnitState, temporary_registers) + reg.GetIndex()*sizeof(Math::Vec4<float24>);
+
+ default:
+ UNREACHABLE();
+ return 0;
+ }
+ }
+
+ static int OutputOffset(const DestRegister& reg) {
+ switch (reg.GetRegisterType()) {
+ case RegisterType::Output:
+ return (int)offsetof(UnitState, output_registers) + reg.GetIndex()*sizeof(Math::Vec4<float24>);
+
+ case RegisterType::Temporary:
+ return (int)offsetof(UnitState, temporary_registers) + reg.GetIndex()*sizeof(Math::Vec4<float24>);
+
+ default:
+ UNREACHABLE();
+ return 0;
+ }
+ }
+};
+
+/**
+ * Performs any shader unit setup that only needs to happen once per shader (as opposed to once per
+ * vertex, which would happen within the `Run` function).
+ * @param state Shader unit state, must be setup per shader and per shader unit
+ */
+void Setup(UnitState& state);
+
+/**
+ * Runs the currently setup shader
+ * @param state Shader unit state, must be setup per shader and per shader unit
+ * @param input Input vertex into the shader
+ * @param num_attributes The number of vertex shader attributes
+ * @return The output vertex, after having been processed by the vertex shader
+ */
+OutputVertex Run(UnitState& state, const InputVertex& input, int num_attributes);
+
+} // namespace Shader
+
+} // namespace Pica