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// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.

#include <atomic>
#include <cmath>
#include <cstring>
#include <unordered_map>
#include <utility>
#include <boost/range/algorithm/fill.hpp>
#include "common/bit_field.h"
#include "common/hash.h"
#include "common/logging/log.h"
#include "common/microprofile.h"
#include "video_core/pica.h"
#include "video_core/pica_state.h"
#include "video_core/shader/shader.h"
#include "video_core/shader/shader_interpreter.h"
#ifdef ARCHITECTURE_x86_64
#include "video_core/shader/shader_jit_x64_compiler.h"
#endif // ARCHITECTURE_x86_64
#include "video_core/video_core.h"

namespace Pica {

namespace Shader {

OutputVertex OutputRegisters::ToVertex(const Regs::ShaderConfig& config) const {
    // 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.
    unsigned index = 0;
    for (unsigned i = 0; i < 7; ++i) {

        if (index >= g_state.regs.vs_output_total)
            break;

        if ((config.output_mask & (1 << i)) == 0)
            continue;

        const auto& output_register_map = g_state.regs.vs_output_attributes[index];

        u32 semantics[4] = {output_register_map.map_x, output_register_map.map_y,
                            output_register_map.map_z, output_register_map.map_w};

        for (unsigned comp = 0; comp < 4; ++comp) {
            float24* out = ((float24*)&ret) + semantics[comp];
            if (semantics[comp] != Regs::VSOutputAttributes::INVALID) {
                *out = value[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));
            }
        }

        index++;
    }

    // The hardware takes the absolute and saturates vertex colors like this, *before* doing
    // interpolation
    for (unsigned i = 0; i < 4; ++i) {
        ret.color[i] = float24::FromFloat32(std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f));
    }

    LOG_TRACE(HW_GPU, "Output vertex: pos(%.2f, %.2f, %.2f, %.2f), quat(%.2f, %.2f, %.2f, %.2f), "
                      "col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f), view(%.2f, %.2f, %.2f)",
              ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(),
              ret.pos.w.ToFloat32(), ret.quat.x.ToFloat32(), ret.quat.y.ToFloat32(),
              ret.quat.z.ToFloat32(), ret.quat.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(), ret.view.x.ToFloat32(),
              ret.view.y.ToFloat32(), ret.view.z.ToFloat32());

    return ret;
}

void UnitState::LoadInputVertex(const InputVertex& input, int num_attributes) {
    // Setup input register table
    const auto& attribute_register_map = g_state.regs.vs.input_register_map;

    for (int i = 0; i < num_attributes; i++)
        registers.input[attribute_register_map.GetRegisterForAttribute(i)] = input.attr[i];

    conditional_code[0] = false;
    conditional_code[1] = false;
}

class MergedShaderEngine : public ShaderEngine {
public:
    void SetupBatch(const ShaderSetup* setup) override;
    void Run(UnitState& state, unsigned int entry_point) const override;
    DebugData<true> ProduceDebugInfo(const InputVertex& input, int num_attributes,
        unsigned int entry_point) const override;

private:
    const ShaderSetup* setup = nullptr;
};

#ifdef ARCHITECTURE_x86_64
static std::unordered_map<u64, std::unique_ptr<JitShader>> shader_map;
static const JitShader* jit_shader;
#endif // ARCHITECTURE_x86_64

void ClearCache() {
#ifdef ARCHITECTURE_x86_64
    shader_map.clear();
#endif // ARCHITECTURE_x86_64
}

void MergedShaderEngine::SetupBatch(const ShaderSetup* setup_) {
    setup = setup_;
    if (setup == nullptr)
        return;

#ifdef ARCHITECTURE_x86_64
    if (VideoCore::g_shader_jit_enabled) {
        u64 code_hash = Common::ComputeHash64(&setup->program_code, sizeof(setup->program_code));
        u64 swizzle_hash = Common::ComputeHash64(&setup->swizzle_data, sizeof(setup->swizzle_data));

        u64 cache_key = code_hash ^ swizzle_hash;
        auto iter = shader_map.find(cache_key);
        if (iter != shader_map.end()) {
            jit_shader = iter->second.get();
        } else {
            auto shader = std::make_unique<JitShader>();
            shader->Compile();
            jit_shader = shader.get();
            shader_map[cache_key] = std::move(shader);
        }
    }
#endif // ARCHITECTURE_x86_64
}

MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240));

void MergedShaderEngine::Run(UnitState& state, unsigned int entry_point) const {
    ASSERT(setup != nullptr);
    ASSERT(entry_point < 1024);

    MICROPROFILE_SCOPE(GPU_Shader);

#ifdef ARCHITECTURE_x86_64
    if (VideoCore::g_shader_jit_enabled) {
        jit_shader->Run(*setup, state, entry_point);
    } else {
        DebugData<false> dummy_debug_data;
        RunInterpreter(*setup, state, dummy_debug_data, entry_point);
    }
#else
    DebugData<false> dummy_debug_data;
    RunInterpreter(*setup, state, dummy_debug_data, entry_point);
#endif // ARCHITECTURE_x86_64
}

DebugData<true> MergedShaderEngine::ProduceDebugInfo(const InputVertex& input, int num_attributes,
                                                     unsigned int entry_point) const {
    ASSERT(setup != nullptr);
    ASSERT(entry_point < 1024);

    UnitState state;
    DebugData<true> debug_data;

    // Setup input register table
    boost::fill(state.registers.input, Math::Vec4<float24>::AssignToAll(float24::Zero()));
    state.LoadInputVertex(input, num_attributes);
    RunInterpreter(*setup, state, debug_data, entry_point);
    return debug_data;
}

ShaderEngine* GetEngine() {
    static MergedShaderEngine merged_engine;
    return &merged_engine;
}

} // namespace Shader

} // namespace Pica