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-rw-r--r--src/video_core/vertex_shader.cpp270
1 files changed, 270 insertions, 0 deletions
diff --git a/src/video_core/vertex_shader.cpp b/src/video_core/vertex_shader.cpp
new file mode 100644
index 000000000..93830a96a
--- /dev/null
+++ b/src/video_core/vertex_shader.cpp
@@ -0,0 +1,270 @@
+// Copyright 2014 Citra Emulator Project
+// Licensed under GPLv2
+// Refer to the license.txt file included.
+
+#include "pica.h"
+#include "vertex_shader.h"
+#include <core/mem_map.h>
+#include <common/file_util.h>
+
+namespace Pica {
+
+namespace VertexShader {
+
+static struct {
+ Math::Vec4<float24> f[96];
+} shader_uniforms;
+
+
+// TODO: Not sure where the shader binary and swizzle patterns are supposed to be loaded to!
+// For now, we just keep these local arrays around.
+static u32 shader_memory[1024];
+static u32 swizzle_data[1024];
+
+void SubmitShaderMemoryChange(u32 addr, u32 value)
+{
+ shader_memory[addr] = value;
+}
+
+void SubmitSwizzleDataChange(u32 addr, u32 value)
+{
+ swizzle_data[addr] = value;
+}
+
+Math::Vec4<float24>& GetFloatUniform(u32 index)
+{
+ return shader_uniforms.f[index];
+}
+
+struct VertexShaderState {
+ u32* program_counter;
+
+ const float24* input_register_table[16];
+ float24* output_register_table[7*4];
+
+ Math::Vec4<float24> temporary_registers[16];
+ bool status_registers[2];
+
+ enum {
+ INVALID_ADDRESS = 0xFFFFFFFF
+ };
+ u32 call_stack[8]; // TODO: What is the maximal call stack depth?
+ u32* call_stack_pointer;
+};
+
+static void ProcessShaderCode(VertexShaderState& state) {
+ while (true) {
+ bool increment_pc = true;
+ bool exit_loop = false;
+ const Instruction& instr = *(const Instruction*)state.program_counter;
+
+ const float24* src1_ = (instr.common.src1 < 0x10) ? state.input_register_table[instr.common.src1]
+ : (instr.common.src1 < 0x20) ? &state.temporary_registers[instr.common.src1-0x10].x
+ : (instr.common.src1 < 0x80) ? &shader_uniforms.f[instr.common.src1-0x20].x
+ : nullptr;
+ const float24* src2_ = (instr.common.src2 < 0x10) ? state.input_register_table[instr.common.src2]
+ : &state.temporary_registers[instr.common.src2-0x10].x;
+ // TODO: Unsure about the limit values
+ float24* dest = (instr.common.dest <= 0x1C) ? state.output_register_table[instr.common.dest]
+ : (instr.common.dest <= 0x3C) ? nullptr
+ : (instr.common.dest <= 0x7C) ? &state.temporary_registers[(instr.common.dest-0x40)/4][instr.common.dest%4]
+ : nullptr;
+
+ const SwizzlePattern& swizzle = *(SwizzlePattern*)&swizzle_data[instr.common.operand_desc_id];
+
+ const float24 src1[4] = {
+ src1_[(int)swizzle.GetSelectorSrc1(0)],
+ src1_[(int)swizzle.GetSelectorSrc1(1)],
+ src1_[(int)swizzle.GetSelectorSrc1(2)],
+ src1_[(int)swizzle.GetSelectorSrc1(3)],
+ };
+ const float24 src2[4] = {
+ src2_[(int)swizzle.GetSelectorSrc2(0)],
+ src2_[(int)swizzle.GetSelectorSrc2(1)],
+ src2_[(int)swizzle.GetSelectorSrc2(2)],
+ src2_[(int)swizzle.GetSelectorSrc2(3)],
+ };
+
+ switch (instr.opcode) {
+ case Instruction::OpCode::ADD:
+ {
+ for (int i = 0; i < 4; ++i) {
+ if (!swizzle.DestComponentEnabled(i))
+ continue;
+
+ dest[i] = src1[i] + src2[i];
+ }
+
+ break;
+ }
+
+ case Instruction::OpCode::MUL:
+ {
+ for (int i = 0; i < 4; ++i) {
+ if (!swizzle.DestComponentEnabled(i))
+ continue;
+
+ dest[i] = src1[i] * src2[i];
+ }
+
+ break;
+ }
+
+ case Instruction::OpCode::DP3:
+ case Instruction::OpCode::DP4:
+ {
+ float24 dot = float24::FromFloat32(0.f);
+ int num_components = (instr.opcode == Instruction::OpCode::DP3) ? 3 : 4;
+ for (int i = 0; i < num_components; ++i)
+ dot = dot + src1[i] * src2[i];
+
+ for (int i = 0; i < num_components; ++i) {
+ if (!swizzle.DestComponentEnabled(i))
+ continue;
+
+ dest[i] = dot;
+ }
+ break;
+ }
+
+ // Reciprocal
+ case Instruction::OpCode::RCP:
+ {
+ for (int i = 0; i < 4; ++i) {
+ if (!swizzle.DestComponentEnabled(i))
+ continue;
+
+ // TODO: Be stable against division by zero!
+ // TODO: I think this might be wrong... we should only use one component here
+ dest[i] = float24::FromFloat32(1.0 / src1[i].ToFloat32());
+ }
+
+ break;
+ }
+
+ // Reciprocal Square Root
+ case Instruction::OpCode::RSQ:
+ {
+ for (int i = 0; i < 4; ++i) {
+ if (!swizzle.DestComponentEnabled(i))
+ continue;
+
+ // TODO: Be stable against division by zero!
+ // TODO: I think this might be wrong... we should only use one component here
+ dest[i] = float24::FromFloat32(1.0 / sqrt(src1[i].ToFloat32()));
+ }
+
+ break;
+ }
+
+ case Instruction::OpCode::MOV:
+ {
+ for (int i = 0; i < 4; ++i) {
+ if (!swizzle.DestComponentEnabled(i))
+ continue;
+
+ dest[i] = src1[i];
+ }
+ break;
+ }
+
+ case Instruction::OpCode::RET:
+ if (*state.call_stack_pointer == VertexShaderState::INVALID_ADDRESS) {
+ exit_loop = true;
+ } else {
+ state.program_counter = &shader_memory[*state.call_stack_pointer--];
+ *state.call_stack_pointer = VertexShaderState::INVALID_ADDRESS;
+ }
+
+ break;
+
+ case Instruction::OpCode::CALL:
+ increment_pc = false;
+
+ _dbg_assert_(GPU, state.call_stack_pointer - state.call_stack < sizeof(state.call_stack));
+
+ *++state.call_stack_pointer = state.program_counter - shader_memory;
+ // TODO: Does this offset refer to the beginning of shader memory?
+ state.program_counter = &shader_memory[instr.flow_control.offset_words];
+ break;
+
+ case Instruction::OpCode::FLS:
+ // TODO: Do whatever needs to be done here?
+ break;
+
+ default:
+ ERROR_LOG(GPU, "Unhandled instruction: 0x%02x (%s): 0x%08x",
+ (int)instr.opcode.Value(), instr.GetOpCodeName().c_str(), instr.hex);
+ break;
+ }
+
+ if (increment_pc)
+ ++state.program_counter;
+
+ if (exit_loop)
+ break;
+ }
+}
+
+OutputVertex RunShader(const InputVertex& input, int num_attributes)
+{
+ VertexShaderState state;
+
+ const u32* main = &shader_memory[registers.vs_main_offset];
+ state.program_counter = (u32*)main;
+
+ // Setup input register table
+ const auto& attribute_register_map = registers.vs_input_register_map;
+ float24 dummy_register;
+ std::fill(&state.input_register_table[0], &state.input_register_table[16], &dummy_register);
+ if(num_attributes > 0) state.input_register_table[attribute_register_map.attribute0_register] = &input.attr[0].x;
+ if(num_attributes > 1) state.input_register_table[attribute_register_map.attribute1_register] = &input.attr[1].x;
+ if(num_attributes > 2) state.input_register_table[attribute_register_map.attribute2_register] = &input.attr[2].x;
+ if(num_attributes > 3) state.input_register_table[attribute_register_map.attribute3_register] = &input.attr[3].x;
+ if(num_attributes > 4) state.input_register_table[attribute_register_map.attribute4_register] = &input.attr[4].x;
+ if(num_attributes > 5) state.input_register_table[attribute_register_map.attribute5_register] = &input.attr[5].x;
+ if(num_attributes > 6) state.input_register_table[attribute_register_map.attribute6_register] = &input.attr[6].x;
+ if(num_attributes > 7) state.input_register_table[attribute_register_map.attribute7_register] = &input.attr[7].x;
+ if(num_attributes > 8) state.input_register_table[attribute_register_map.attribute8_register] = &input.attr[8].x;
+ if(num_attributes > 9) state.input_register_table[attribute_register_map.attribute9_register] = &input.attr[9].x;
+ if(num_attributes > 10) state.input_register_table[attribute_register_map.attribute10_register] = &input.attr[10].x;
+ if(num_attributes > 11) state.input_register_table[attribute_register_map.attribute11_register] = &input.attr[11].x;
+ if(num_attributes > 12) state.input_register_table[attribute_register_map.attribute12_register] = &input.attr[12].x;
+ if(num_attributes > 13) state.input_register_table[attribute_register_map.attribute13_register] = &input.attr[13].x;
+ if(num_attributes > 14) state.input_register_table[attribute_register_map.attribute14_register] = &input.attr[14].x;
+ if(num_attributes > 15) state.input_register_table[attribute_register_map.attribute15_register] = &input.attr[15].x;
+
+ // Setup output register table
+ OutputVertex ret;
+ for (int i = 0; i < 7; ++i) {
+ const auto& output_register_map = registers.vs_output_attributes[i];
+
+ u32 semantics[4] = {
+ output_register_map.map_x, output_register_map.map_y,
+ output_register_map.map_z, output_register_map.map_w
+ };
+
+ for (int comp = 0; comp < 4; ++comp)
+ state.output_register_table[4*i+comp] = ((float24*)&ret) + semantics[comp];
+ }
+
+ state.status_registers[0] = false;
+ state.status_registers[1] = false;
+ std::fill(state.call_stack, state.call_stack + sizeof(state.call_stack) / sizeof(state.call_stack[0]),
+ VertexShaderState::INVALID_ADDRESS);
+ state.call_stack_pointer = &state.call_stack[0];
+
+ ProcessShaderCode(state);
+
+ DEBUG_LOG(GPU, "Output vertex: pos (%.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.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;
+}
+
+
+} // namespace
+
+} // namespace