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-rw-r--r--src/video_core/shader/shader.h233
1 files changed, 0 insertions, 233 deletions
diff --git a/src/video_core/shader/shader.h b/src/video_core/shader/shader.h
deleted file mode 100644
index a3789da01..000000000
--- a/src/video_core/shader/shader.h
+++ /dev/null
@@ -1,233 +0,0 @@
-// Copyright 2015 Citra Emulator Project
-// Licensed under GPLv2 or any later version
-// Refer to the license.txt file included.
-
-#pragma once
-
-#include <array>
-#include <cstddef>
-#include <functional>
-#include <type_traits>
-#include <nihstro/shader_bytecode.h>
-#include "common/assert.h"
-#include "common/common_funcs.h"
-#include "common/common_types.h"
-#include "common/vector_math.h"
-#include "video_core/pica_types.h"
-#include "video_core/regs_rasterizer.h"
-#include "video_core/regs_shader.h"
-
-using nihstro::RegisterType;
-using nihstro::SourceRegister;
-using nihstro::DestRegister;
-
-namespace Pica {
-
-namespace Shader {
-
-constexpr unsigned MAX_PROGRAM_CODE_LENGTH = 4096;
-constexpr unsigned MAX_SWIZZLE_DATA_LENGTH = 4096;
-
-struct AttributeBuffer {
- alignas(16) Math::Vec4<float24> attr[16];
-};
-
-/// Handler type for receiving vertex outputs from vertex shader or geometry shader
-using VertexHandler = std::function<void(const AttributeBuffer&)>;
-
-/// Handler type for signaling to invert the vertex order of the next triangle
-using WindingSetter = std::function<void()>;
-
-struct OutputVertex {
- Math::Vec4<float24> pos;
- Math::Vec4<float24> quat;
- Math::Vec4<float24> color;
- Math::Vec2<float24> tc0;
- Math::Vec2<float24> tc1;
- float24 tc0_w;
- INSERT_PADDING_WORDS(1);
- Math::Vec3<float24> view;
- INSERT_PADDING_WORDS(1);
- Math::Vec2<float24> tc2;
-
- static OutputVertex FromAttributeBuffer(const RasterizerRegs& regs,
- const AttributeBuffer& output);
-};
-#define ASSERT_POS(var, pos) \
- static_assert(offsetof(OutputVertex, var) == pos * sizeof(float24), "Semantic at wrong " \
- "offset.")
-ASSERT_POS(pos, RasterizerRegs::VSOutputAttributes::POSITION_X);
-ASSERT_POS(quat, RasterizerRegs::VSOutputAttributes::QUATERNION_X);
-ASSERT_POS(color, RasterizerRegs::VSOutputAttributes::COLOR_R);
-ASSERT_POS(tc0, RasterizerRegs::VSOutputAttributes::TEXCOORD0_U);
-ASSERT_POS(tc1, RasterizerRegs::VSOutputAttributes::TEXCOORD1_U);
-ASSERT_POS(tc0_w, RasterizerRegs::VSOutputAttributes::TEXCOORD0_W);
-ASSERT_POS(view, RasterizerRegs::VSOutputAttributes::VIEW_X);
-ASSERT_POS(tc2, RasterizerRegs::VSOutputAttributes::TEXCOORD2_U);
-#undef ASSERT_POS
-static_assert(std::is_pod<OutputVertex>::value, "Structure is not POD");
-static_assert(sizeof(OutputVertex) == 24 * sizeof(float), "OutputVertex has invalid size");
-
-/**
- * This structure contains state information for primitive emitting in geometry shader.
- */
-struct GSEmitter {
- std::array<std::array<Math::Vec4<float24>, 16>, 3> buffer;
- u8 vertex_id;
- bool prim_emit;
- bool winding;
- u32 output_mask;
-
- // Function objects are hidden behind a raw pointer to make the structure standard layout type,
- // for JIT to use offsetof to access other members.
- struct Handlers {
- VertexHandler vertex_handler;
- WindingSetter winding_setter;
- } * handlers;
-
- GSEmitter();
- ~GSEmitter();
- void Emit(Math::Vec4<float24> (&vertex)[16]);
-};
-static_assert(std::is_standard_layout<GSEmitter>::value, "GSEmitter is not standard layout type");
-
-/**
- * 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 {
- explicit UnitState(GSEmitter* emitter = nullptr);
- struct Registers {
- // The registers are accessed by the shader JIT using SSE instructions, and are therefore
- // required to be 16-byte aligned.
- alignas(16) Math::Vec4<float24> input[16];
- alignas(16) Math::Vec4<float24> temporary[16];
- alignas(16) Math::Vec4<float24> output[16];
- } registers;
- static_assert(std::is_pod<Registers>::value, "Structure is not POD");
-
- bool conditional_code[2];
-
- // Two Address registers and one loop counter
- // TODO: How many bits do these actually have?
- s32 address_registers[3];
-
- GSEmitter* emitter_ptr;
-
- static size_t InputOffset(const SourceRegister& reg) {
- switch (reg.GetRegisterType()) {
- case RegisterType::Input:
- return offsetof(UnitState, registers.input) +
- reg.GetIndex() * sizeof(Math::Vec4<float24>);
-
- case RegisterType::Temporary:
- return offsetof(UnitState, registers.temporary) +
- reg.GetIndex() * sizeof(Math::Vec4<float24>);
-
- default:
- UNREACHABLE();
- return 0;
- }
- }
-
- static size_t OutputOffset(const DestRegister& reg) {
- switch (reg.GetRegisterType()) {
- case RegisterType::Output:
- return offsetof(UnitState, registers.output) +
- reg.GetIndex() * sizeof(Math::Vec4<float24>);
-
- case RegisterType::Temporary:
- return offsetof(UnitState, registers.temporary) +
- reg.GetIndex() * sizeof(Math::Vec4<float24>);
-
- default:
- UNREACHABLE();
- return 0;
- }
- }
-
- /**
- * Loads the unit state with an input vertex.
- *
- * @param config Shader configuration registers corresponding to the unit.
- * @param input Attribute buffer to load into the input registers.
- */
- void LoadInput(const ShaderRegs& config, const AttributeBuffer& input);
-
- void WriteOutput(const ShaderRegs& config, AttributeBuffer& output);
-};
-
-/**
- * This is an extended shader unit state that represents the special unit that can run both vertex
- * shader and geometry shader. It contains an additional primitive emitter and utilities for
- * geometry shader.
- */
-struct GSUnitState : public UnitState {
- GSUnitState();
- void SetVertexHandler(VertexHandler vertex_handler, WindingSetter winding_setter);
- void ConfigOutput(const ShaderRegs& config);
-
- GSEmitter emitter;
-};
-
-struct ShaderSetup {
- struct {
- // The float uniforms are accessed by the shader JIT using SSE instructions, and are
- // therefore required to be 16-byte aligned.
- alignas(16) Math::Vec4<float24> f[96];
-
- std::array<bool, 16> b;
- std::array<Math::Vec4<u8>, 4> i;
- } uniforms;
-
- static size_t GetFloatUniformOffset(unsigned index) {
- return offsetof(ShaderSetup, uniforms.f) + index * sizeof(Math::Vec4<float24>);
- }
-
- static size_t GetBoolUniformOffset(unsigned index) {
- return offsetof(ShaderSetup, uniforms.b) + index * sizeof(bool);
- }
-
- static size_t GetIntUniformOffset(unsigned index) {
- return offsetof(ShaderSetup, uniforms.i) + index * sizeof(Math::Vec4<u8>);
- }
-
- std::array<u32, MAX_PROGRAM_CODE_LENGTH> program_code;
- std::array<u32, MAX_SWIZZLE_DATA_LENGTH> swizzle_data;
-
- /// Data private to ShaderEngines
- struct EngineData {
- unsigned int entry_point;
- /// Used by the JIT, points to a compiled shader object.
- const void* cached_shader = nullptr;
- } engine_data;
-};
-
-class ShaderEngine {
-public:
- virtual ~ShaderEngine() = default;
-
- /**
- * 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).
- */
- virtual void SetupBatch(ShaderSetup& setup, unsigned int entry_point) = 0;
-
- /**
- * Runs the currently setup shader.
- *
- * @param setup Shader engine state, must be setup with SetupBatch on each shader change.
- * @param state Shader unit state, must be setup with input data before each shader invocation.
- */
- virtual void Run(const ShaderSetup& setup, UnitState& state) const = 0;
-};
-
-// TODO(yuriks): Remove and make it non-global state somewhere
-ShaderEngine* GetEngine();
-void Shutdown();
-
-} // namespace Shader
-
-} // namespace Pica