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-rw-r--r--src/video_core/geometry_pipeline.cpp274
1 files changed, 274 insertions, 0 deletions
diff --git a/src/video_core/geometry_pipeline.cpp b/src/video_core/geometry_pipeline.cpp
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+++ b/src/video_core/geometry_pipeline.cpp
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+// Copyright 2017 Citra Emulator Project
+// Licensed under GPLv2 or any later version
+// Refer to the license.txt file included.
+
+#include "video_core/geometry_pipeline.h"
+#include "video_core/pica_state.h"
+#include "video_core/regs.h"
+#include "video_core/renderer_base.h"
+#include "video_core/video_core.h"
+
+namespace Pica {
+
+/// An attribute buffering interface for different pipeline modes
+class GeometryPipelineBackend {
+public:
+ virtual ~GeometryPipelineBackend() = default;
+
+ /// Checks if there is no incomplete data transfer
+ virtual bool IsEmpty() const = 0;
+
+ /// Checks if the pipeline needs a direct input from index buffer
+ virtual bool NeedIndexInput() const = 0;
+
+ /// Submits an index from index buffer
+ virtual void SubmitIndex(unsigned int val) = 0;
+
+ /**
+ * Submits vertex attributes
+ * @param input attributes of a vertex output from vertex shader
+ * @return if the buffer is full and the geometry shader should be invoked
+ */
+ virtual bool SubmitVertex(const Shader::AttributeBuffer& input) = 0;
+};
+
+// In the Point mode, vertex attributes are sent to the input registers in the geometry shader unit.
+// The size of vertex shader outputs and geometry shader inputs are constants. Geometry shader is
+// invoked upon inputs buffer filled up by vertex shader outputs. For example, if we have a geometry
+// shader that takes 6 inputs, and the vertex shader outputs 2 attributes, it would take 3 vertices
+// for one geometry shader invocation.
+// TODO: what happens when the input size is not divisible by the output size?
+class GeometryPipeline_Point : public GeometryPipelineBackend {
+public:
+ GeometryPipeline_Point(const Regs& regs, Shader::GSUnitState& unit) : regs(regs), unit(unit) {
+ ASSERT(regs.pipeline.variable_primitive == 0);
+ ASSERT(regs.gs.input_to_uniform == 0);
+ vs_output_num = regs.pipeline.vs_outmap_total_minus_1_a + 1;
+ size_t gs_input_num = regs.gs.max_input_attribute_index + 1;
+ ASSERT(gs_input_num % vs_output_num == 0);
+ buffer_cur = attribute_buffer.attr;
+ buffer_end = attribute_buffer.attr + gs_input_num;
+ }
+
+ bool IsEmpty() const override {
+ return buffer_cur == attribute_buffer.attr;
+ }
+
+ bool NeedIndexInput() const override {
+ return false;
+ }
+
+ void SubmitIndex(unsigned int val) override {
+ UNREACHABLE();
+ }
+
+ bool SubmitVertex(const Shader::AttributeBuffer& input) override {
+ buffer_cur = std::copy(input.attr, input.attr + vs_output_num, buffer_cur);
+ if (buffer_cur == buffer_end) {
+ buffer_cur = attribute_buffer.attr;
+ unit.LoadInput(regs.gs, attribute_buffer);
+ return true;
+ }
+ return false;
+ }
+
+private:
+ const Regs& regs;
+ Shader::GSUnitState& unit;
+ Shader::AttributeBuffer attribute_buffer;
+ Math::Vec4<float24>* buffer_cur;
+ Math::Vec4<float24>* buffer_end;
+ unsigned int vs_output_num;
+};
+
+// In VariablePrimitive mode, vertex attributes are buffered into the uniform registers in the
+// geometry shader unit. The number of vertex is variable, which is specified by the first index
+// value in the batch. This mode is usually used for subdivision.
+class GeometryPipeline_VariablePrimitive : public GeometryPipelineBackend {
+public:
+ GeometryPipeline_VariablePrimitive(const Regs& regs, Shader::ShaderSetup& setup)
+ : regs(regs), setup(setup) {
+ ASSERT(regs.pipeline.variable_primitive == 1);
+ ASSERT(regs.gs.input_to_uniform == 1);
+ vs_output_num = regs.pipeline.vs_outmap_total_minus_1_a + 1;
+ }
+
+ bool IsEmpty() const override {
+ return need_index;
+ }
+
+ bool NeedIndexInput() const override {
+ return need_index;
+ }
+
+ void SubmitIndex(unsigned int val) override {
+ DEBUG_ASSERT(need_index);
+
+ // The number of vertex input is put to the uniform register
+ float24 vertex_num = float24::FromFloat32(static_cast<float>(val));
+ setup.uniforms.f[0] = Math::MakeVec(vertex_num, vertex_num, vertex_num, vertex_num);
+
+ // The second uniform register and so on are used for receiving input vertices
+ buffer_cur = setup.uniforms.f + 1;
+
+ main_vertex_num = regs.pipeline.variable_vertex_main_num_minus_1 + 1;
+ total_vertex_num = val;
+ need_index = false;
+ }
+
+ bool SubmitVertex(const Shader::AttributeBuffer& input) override {
+ DEBUG_ASSERT(!need_index);
+ if (main_vertex_num != 0) {
+ // For main vertices, receive all attributes
+ buffer_cur = std::copy(input.attr, input.attr + vs_output_num, buffer_cur);
+ --main_vertex_num;
+ } else {
+ // For other vertices, only receive the first attribute (usually the position)
+ *(buffer_cur++) = input.attr[0];
+ }
+ --total_vertex_num;
+
+ if (total_vertex_num == 0) {
+ need_index = true;
+ return true;
+ }
+
+ return false;
+ }
+
+private:
+ bool need_index = true;
+ const Regs& regs;
+ Shader::ShaderSetup& setup;
+ unsigned int main_vertex_num;
+ unsigned int total_vertex_num;
+ Math::Vec4<float24>* buffer_cur;
+ unsigned int vs_output_num;
+};
+
+// In FixedPrimitive mode, vertex attributes are buffered into the uniform registers in the geometry
+// shader unit. The number of vertex per shader invocation is constant. This is usually used for
+// particle system.
+class GeometryPipeline_FixedPrimitive : public GeometryPipelineBackend {
+public:
+ GeometryPipeline_FixedPrimitive(const Regs& regs, Shader::ShaderSetup& setup)
+ : regs(regs), setup(setup) {
+ ASSERT(regs.pipeline.variable_primitive == 0);
+ ASSERT(regs.gs.input_to_uniform == 1);
+ vs_output_num = regs.pipeline.vs_outmap_total_minus_1_a + 1;
+ ASSERT(vs_output_num == regs.pipeline.gs_config.stride_minus_1 + 1);
+ size_t vertex_num = regs.pipeline.gs_config.fixed_vertex_num_minus_1 + 1;
+ buffer_cur = buffer_begin = setup.uniforms.f + regs.pipeline.gs_config.start_index;
+ buffer_end = buffer_begin + vs_output_num * vertex_num;
+ }
+
+ bool IsEmpty() const override {
+ return buffer_cur == buffer_begin;
+ }
+
+ bool NeedIndexInput() const override {
+ return false;
+ }
+
+ void SubmitIndex(unsigned int val) override {
+ UNREACHABLE();
+ }
+
+ bool SubmitVertex(const Shader::AttributeBuffer& input) override {
+ buffer_cur = std::copy(input.attr, input.attr + vs_output_num, buffer_cur);
+ if (buffer_cur == buffer_end) {
+ buffer_cur = buffer_begin;
+ return true;
+ }
+ return false;
+ }
+
+private:
+ const Regs& regs;
+ Shader::ShaderSetup& setup;
+ Math::Vec4<float24>* buffer_begin;
+ Math::Vec4<float24>* buffer_cur;
+ Math::Vec4<float24>* buffer_end;
+ unsigned int vs_output_num;
+};
+
+GeometryPipeline::GeometryPipeline(State& state) : state(state) {}
+
+GeometryPipeline::~GeometryPipeline() = default;
+
+void GeometryPipeline::SetVertexHandler(Shader::VertexHandler vertex_handler) {
+ this->vertex_handler = vertex_handler;
+}
+
+void GeometryPipeline::Setup(Shader::ShaderEngine* shader_engine) {
+ if (!backend)
+ return;
+
+ this->shader_engine = shader_engine;
+ shader_engine->SetupBatch(state.gs, state.regs.gs.main_offset);
+}
+
+void GeometryPipeline::Reconfigure() {
+ ASSERT(!backend || backend->IsEmpty());
+
+ if (state.regs.pipeline.use_gs == PipelineRegs::UseGS::No) {
+ backend = nullptr;
+ return;
+ }
+
+ ASSERT(state.regs.pipeline.use_gs == PipelineRegs::UseGS::Yes);
+
+ // The following assumes that when geometry shader is in use, the shader unit 3 is configured as
+ // a geometry shader unit.
+ // TODO: what happens if this is not true?
+ ASSERT(state.regs.pipeline.gs_unit_exclusive_configuration == 1);
+ ASSERT(state.regs.gs.shader_mode == ShaderRegs::ShaderMode::GS);
+
+ state.gs_unit.ConfigOutput(state.regs.gs);
+
+ ASSERT(state.regs.pipeline.vs_outmap_total_minus_1_a ==
+ state.regs.pipeline.vs_outmap_total_minus_1_b);
+
+ switch (state.regs.pipeline.gs_config.mode) {
+ case PipelineRegs::GSMode::Point:
+ backend = std::make_unique<GeometryPipeline_Point>(state.regs, state.gs_unit);
+ break;
+ case PipelineRegs::GSMode::VariablePrimitive:
+ backend = std::make_unique<GeometryPipeline_VariablePrimitive>(state.regs, state.gs);
+ break;
+ case PipelineRegs::GSMode::FixedPrimitive:
+ backend = std::make_unique<GeometryPipeline_FixedPrimitive>(state.regs, state.gs);
+ break;
+ default:
+ UNREACHABLE();
+ }
+}
+
+bool GeometryPipeline::NeedIndexInput() const {
+ if (!backend)
+ return false;
+ return backend->NeedIndexInput();
+}
+
+void GeometryPipeline::SubmitIndex(unsigned int val) {
+ backend->SubmitIndex(val);
+}
+
+void GeometryPipeline::SubmitVertex(const Shader::AttributeBuffer& input) {
+ if (!backend) {
+ // No backend means the geometry shader is disabled, so we send the vertex shader output
+ // directly to the primitive assembler.
+ vertex_handler(input);
+ } else {
+ if (backend->SubmitVertex(input)) {
+ shader_engine->Run(state.gs, state.gs_unit);
+
+ // The uniform b15 is set to true after every geometry shader invocation. This is useful
+ // for the shader to know if this is the first invocation in a batch, if the program set
+ // b15 to false first.
+ state.gs.uniforms.b[15] = true;
+ }
+ }
+}
+
+} // namespace Pica