summaryrefslogtreecommitdiffstats
path: root/src/video_core/shader/shader.h
diff options
context:
space:
mode:
Diffstat (limited to 'src/video_core/shader/shader.h')
-rw-r--r--src/video_core/shader/shader.h199
1 files changed, 10 insertions, 189 deletions
diff --git a/src/video_core/shader/shader.h b/src/video_core/shader/shader.h
index 0111d8c0f..2b07759b9 100644
--- a/src/video_core/shader/shader.h
+++ b/src/video_core/shader/shader.h
@@ -8,8 +8,6 @@
#include <cstddef>
#include <memory>
#include <type_traits>
-#include <vector>
-#include <boost/container/static_vector.hpp>
#include <nihstro/shader_bytecode.h>
#include "common/assert.h"
#include "common/common_funcs.h"
@@ -17,6 +15,7 @@
#include "common/vector_math.h"
#include "video_core/pica.h"
#include "video_core/pica_types.h"
+#include "video_core/shader/debug_data.h"
using nihstro::RegisterType;
using nihstro::SourceRegister;
@@ -89,183 +88,12 @@ struct OutputRegisters {
};
static_assert(std::is_pod<OutputRegisters>::value, "Structure is not POD");
-// Helper structure used to keep track of data useful for inspection of shader emulation
-template <bool full_debugging>
-struct DebugData;
-
-template <>
-struct DebugData<false> {
- // TODO: Hide these behind and interface and move them to DebugData<true>
- u32 max_offset; // maximum program counter ever reached
- u32 max_opdesc_id; // maximum swizzle pattern index ever used
-};
-
-template <>
-struct DebugData<true> {
- // Records store the input and output operands of a particular instruction.
- struct Record {
- enum Type {
- // Floating point arithmetic operands
- SRC1 = 0x1,
- SRC2 = 0x2,
- SRC3 = 0x4,
-
- // Initial and final output operand value
- DEST_IN = 0x8,
- DEST_OUT = 0x10,
-
- // Current and next instruction offset (in words)
- CUR_INSTR = 0x20,
- NEXT_INSTR = 0x40,
-
- // Output address register value
- ADDR_REG_OUT = 0x80,
-
- // Result of a comparison instruction
- CMP_RESULT = 0x100,
-
- // Input values for conditional flow control instructions
- COND_BOOL_IN = 0x200,
- COND_CMP_IN = 0x400,
-
- // Input values for a loop
- LOOP_INT_IN = 0x800,
- };
-
- Math::Vec4<float24> src1;
- Math::Vec4<float24> src2;
- Math::Vec4<float24> src3;
-
- Math::Vec4<float24> dest_in;
- Math::Vec4<float24> dest_out;
-
- s32 address_registers[2];
- bool conditional_code[2];
- bool cond_bool;
- bool cond_cmp[2];
- Math::Vec4<u8> loop_int;
-
- u32 instruction_offset;
- u32 next_instruction;
-
- // set of enabled fields (as a combination of Type flags)
- unsigned mask = 0;
- };
-
- u32 max_offset; // maximum program counter ever reached
- u32 max_opdesc_id; // maximum swizzle pattern index ever used
-
- // List of records for each executed shader instruction
- std::vector<DebugData<true>::Record> records;
-};
-
-// Type alias for better readability
-using DebugDataRecord = DebugData<true>::Record;
-
-// Helper function to set a DebugData<true>::Record field based on the template enum parameter.
-template <DebugDataRecord::Type type, typename ValueType>
-inline void SetField(DebugDataRecord& record, ValueType value);
-
-template <>
-inline void SetField<DebugDataRecord::SRC1>(DebugDataRecord& record, float24* value) {
- record.src1.x = value[0];
- record.src1.y = value[1];
- record.src1.z = value[2];
- record.src1.w = value[3];
-}
-
-template <>
-inline void SetField<DebugDataRecord::SRC2>(DebugDataRecord& record, float24* value) {
- record.src2.x = value[0];
- record.src2.y = value[1];
- record.src2.z = value[2];
- record.src2.w = value[3];
-}
-
-template <>
-inline void SetField<DebugDataRecord::SRC3>(DebugDataRecord& record, float24* value) {
- record.src3.x = value[0];
- record.src3.y = value[1];
- record.src3.z = value[2];
- record.src3.w = value[3];
-}
-
-template <>
-inline void SetField<DebugDataRecord::DEST_IN>(DebugDataRecord& record, float24* value) {
- record.dest_in.x = value[0];
- record.dest_in.y = value[1];
- record.dest_in.z = value[2];
- record.dest_in.w = value[3];
-}
-
-template <>
-inline void SetField<DebugDataRecord::DEST_OUT>(DebugDataRecord& record, float24* value) {
- record.dest_out.x = value[0];
- record.dest_out.y = value[1];
- record.dest_out.z = value[2];
- record.dest_out.w = value[3];
-}
-
-template <>
-inline void SetField<DebugDataRecord::ADDR_REG_OUT>(DebugDataRecord& record, s32* value) {
- record.address_registers[0] = value[0];
- record.address_registers[1] = value[1];
-}
-
-template <>
-inline void SetField<DebugDataRecord::CMP_RESULT>(DebugDataRecord& record, bool* value) {
- record.conditional_code[0] = value[0];
- record.conditional_code[1] = value[1];
-}
-
-template <>
-inline void SetField<DebugDataRecord::COND_BOOL_IN>(DebugDataRecord& record, bool value) {
- record.cond_bool = value;
-}
-
-template <>
-inline void SetField<DebugDataRecord::COND_CMP_IN>(DebugDataRecord& record, bool* value) {
- record.cond_cmp[0] = value[0];
- record.cond_cmp[1] = value[1];
-}
-
-template <>
-inline void SetField<DebugDataRecord::LOOP_INT_IN>(DebugDataRecord& record, Math::Vec4<u8> value) {
- record.loop_int = value;
-}
-
-template <>
-inline void SetField<DebugDataRecord::CUR_INSTR>(DebugDataRecord& record, u32 value) {
- record.instruction_offset = value;
-}
-
-template <>
-inline void SetField<DebugDataRecord::NEXT_INSTR>(DebugDataRecord& record, u32 value) {
- record.next_instruction = value;
-}
-
-// Helper function to set debug information on the current shader iteration.
-template <DebugDataRecord::Type type, typename ValueType>
-inline void Record(DebugData<false>& debug_data, u32 offset, ValueType value) {
- // Debugging disabled => nothing to do
-}
-
-template <DebugDataRecord::Type type, typename ValueType>
-inline void Record(DebugData<true>& debug_data, u32 offset, ValueType value) {
- if (offset >= debug_data.records.size())
- debug_data.records.resize(offset + 1);
-
- SetField<type, ValueType>(debug_data.records[offset], value);
- debug_data.records[offset].mask |= 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.
*/
-template <bool Debug>
struct UnitState {
struct Registers {
// The registers are accessed by the shader JIT using SSE instructions, and are therefore
@@ -283,8 +111,6 @@ struct UnitState {
// TODO: How many bits do these actually have?
s32 address_registers[3];
- DebugData<Debug> debug;
-
static size_t InputOffset(const SourceRegister& reg) {
switch (reg.GetRegisterType()) {
case RegisterType::Input:
@@ -332,21 +158,16 @@ struct ShaderSetup {
std::array<Math::Vec4<u8>, 4> i;
} uniforms;
- static size_t UniformOffset(RegisterType type, unsigned index) {
- switch (type) {
- case RegisterType::FloatUniform:
- return offsetof(ShaderSetup, uniforms.f) + index * sizeof(Math::Vec4<float24>);
-
- case RegisterType::BoolUniform:
- return offsetof(ShaderSetup, uniforms.b) + index * sizeof(bool);
+ static size_t GetFloatUniformOffset(unsigned index) {
+ return offsetof(ShaderSetup, uniforms.f) + index * sizeof(Math::Vec4<float24>);
+ }
- case RegisterType::IntUniform:
- return offsetof(ShaderSetup, uniforms.i) + index * sizeof(Math::Vec4<u8>);
+ static size_t GetBoolUniformOffset(unsigned index) {
+ return offsetof(ShaderSetup, uniforms.b) + index * sizeof(bool);
+ }
- default:
- UNREACHABLE();
- return 0;
- }
+ static size_t GetIntUniformOffset(unsigned index) {
+ return offsetof(ShaderSetup, uniforms.i) + index * sizeof(Math::Vec4<u8>);
}
std::array<u32, 1024> program_code;
@@ -364,7 +185,7 @@ struct ShaderSetup {
* @param input Input vertex into the shader
* @param num_attributes The number of vertex shader attributes
*/
- void Run(UnitState<false>& state, const InputVertex& input, int num_attributes);
+ void Run(UnitState& state, const InputVertex& input, int num_attributes);
/**
* Produce debug information based on the given shader and input vertex