From 3f69c2039de1c3d084ac2c9eb0aa9315490346bf Mon Sep 17 00:00:00 2001 From: bunnei Date: Tue, 21 Jul 2015 19:38:59 -0400 Subject: Shader: Define a common interface for running vertex shader programs. --- src/video_core/shader/shader_interpreter.cpp | 135 ++------------------------- 1 file changed, 7 insertions(+), 128 deletions(-) (limited to 'src/video_core/shader/shader_interpreter.cpp') diff --git a/src/video_core/shader/shader_interpreter.cpp b/src/video_core/shader/shader_interpreter.cpp index 369883225..eb48e7053 100644 --- a/src/video_core/shader/shader_interpreter.cpp +++ b/src/video_core/shader/shader_interpreter.cpp @@ -2,18 +2,14 @@ // Licensed under GPLv2 or any later version // Refer to the license.txt file included. -#include -#include - #include #include -#include "common/profiler.h" - #include "video_core/pica.h" -#include "video_core/shader/shader_interpreter.h" -#include "video_core/debug_utils/debug_utils.h" + +#include "shader.h" +#include "shader_interpreter.h" using nihstro::OpCode; using nihstro::Instruction; @@ -25,42 +21,7 @@ namespace Pica { namespace Shader { -struct ShaderState { - u32 program_counter; - - const float24* input_register_table[16]; - Math::Vec4 output_registers[16]; - - Math::Vec4 temporary_registers[16]; - 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 call_stack; - - struct { - u32 max_offset; // maximum program counter ever reached - u32 max_opdesc_id; // maximum swizzle pattern index ever used - } debug; -}; - -static void ProcessShaderCode(ShaderState& state) { +void RunInterpreter(UnitState& state) { const auto& uniforms = g_state.vs.uniforms; const auto& swizzle_data = g_state.vs.swizzle_data; const auto& program_code = g_state.vs.program_code; @@ -90,7 +51,7 @@ static void ProcessShaderCode(ShaderState& state) { const Instruction instr = { program_code[state.program_counter] }; const SwizzlePattern swizzle = { swizzle_data[instr.common.operand_desc_id] }; - static auto call = [](ShaderState& state, u32 offset, u32 num_instructions, + static auto call = [](UnitState& state, u32 offset, u32 num_instructions, u32 return_offset, u8 repeat_count, u8 loop_increment) { state.program_counter = offset - 1; // -1 to make sure when incrementing the PC we end up at the correct offset ASSERT(state.call_stack.size() < state.call_stack.capacity()); @@ -101,7 +62,7 @@ static void ProcessShaderCode(ShaderState& state) { auto LookupSourceRegister = [&](const SourceRegister& source_reg) -> const float24* { switch (source_reg.GetRegisterType()) { case RegisterType::Input: - return state.input_register_table[source_reg.GetIndex()]; + return &state.input_registers[source_reg.GetIndex()].x; case RegisterType::Temporary: return &state.temporary_registers[source_reg.GetIndex()].x; @@ -413,7 +374,7 @@ static void ProcessShaderCode(ShaderState& state) { default: { - static auto evaluate_condition = [](const ShaderState& state, bool refx, bool refy, Instruction::FlowControlType flow_control) { + static auto evaluate_condition = [](const UnitState& state, bool refx, bool refy, Instruction::FlowControlType flow_control) { bool results[2] = { refx == state.conditional_code[0], refy == state.conditional_code[1] }; @@ -542,88 +503,6 @@ static void ProcessShaderCode(ShaderState& state) { } } -static Common::Profiling::TimingCategory shader_category("Vertex Shader"); - -OutputVertex RunShader(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const State::ShaderSetup& setup) { - Common::Profiling::ScopeTimer timer(shader_category); - - ShaderState state; - - state.program_counter = config.main_offset; - state.debug.max_offset = 0; - state.debug.max_opdesc_id = 0; - - // Setup input register table - const auto& attribute_register_map = config.input_register_map; - float24 dummy_register; - boost::fill(state.input_register_table, &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; - - state.conditional_code[0] = false; - state.conditional_code[1] = false; - - ProcessShaderCode(state); -#if PICA_DUMP_SHADERS - DebugUtils::DumpShader(setup.program_code.data(), state.debug.max_offset, setup.swizzle_data.data(), - state.debug.max_opdesc_id, config.main_offset, - g_state.regs.vs_output_attributes); // TODO: Don't hardcode VS here -#endif - - // Setup output data - OutputVertex ret; - // TODO(neobrain): Under some circumstances, up to 16 attributes may be output. We need to - // figure out what those circumstances are and enable the remaining outputs then. - for (int i = 0; i < 7; ++i) { - const auto& output_register_map = g_state.regs.vs_output_attributes[i]; // TODO: Don't hardcode VS here - - 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) { - float24* out = ((float24*)&ret) + semantics[comp]; - if (semantics[comp] != Regs::VSOutputAttributes::INVALID) { - *out = state.output_registers[i][comp]; - } else { - // Zero output so that attributes which aren't output won't have denormals in them, - // which would slow us down later. - memset(out, 0, sizeof(*out)); - } - } - } - - // The hardware takes the absolute and saturates vertex colors like this, *before* doing interpolation - for (int i = 0; i < 4; ++i) { - ret.color[i] = float24::FromFloat32( - std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f)); - } - - LOG_TRACE(Render_Software, "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 -- cgit v1.2.3