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author | wwylele <wwylele@gmail.com> | 2017-08-04 16:03:17 +0200 |
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committer | wwylele <wwylele@gmail.com> | 2017-08-19 09:13:20 +0200 |
commit | 0f35755572fe63534813528de9a0710193f2e335 (patch) | |
tree | b0eeedaff959cde5195e1d5cf1a3c784954f5273 | |
parent | pica/shader/jit: implement SETEMIT and EMIT (diff) | |
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-rw-r--r-- | src/video_core/CMakeLists.txt | 2 | ||||
-rw-r--r-- | src/video_core/command_processor.cpp | 54 | ||||
-rw-r--r-- | src/video_core/geometry_pipeline.cpp | 274 | ||||
-rw-r--r-- | src/video_core/geometry_pipeline.h | 49 | ||||
-rw-r--r-- | src/video_core/pica.cpp | 21 | ||||
-rw-r--r-- | src/video_core/pica_state.h | 11 |
6 files changed, 383 insertions, 28 deletions
diff --git a/src/video_core/CMakeLists.txt b/src/video_core/CMakeLists.txt index cffa4c952..82f47d8a9 100644 --- a/src/video_core/CMakeLists.txt +++ b/src/video_core/CMakeLists.txt @@ -1,6 +1,7 @@ set(SRCS command_processor.cpp debug_utils/debug_utils.cpp + geometry_pipeline.cpp pica.cpp primitive_assembly.cpp regs.cpp @@ -29,6 +30,7 @@ set(SRCS set(HEADERS command_processor.h debug_utils/debug_utils.h + geometry_pipeline.h gpu_debugger.h pica.h pica_state.h diff --git a/src/video_core/command_processor.cpp b/src/video_core/command_processor.cpp index f98ca3302..fb65a3a0a 100644 --- a/src/video_core/command_processor.cpp +++ b/src/video_core/command_processor.cpp @@ -161,6 +161,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) { case PICA_REG_INDEX(pipeline.vs_default_attributes_setup.index): g_state.immediate.current_attribute = 0; + g_state.immediate.reset_geometry_pipeline = true; default_attr_counter = 0; break; @@ -234,16 +235,14 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) { shader_engine->Run(g_state.vs, shader_unit); shader_unit.WriteOutput(regs.vs, output); - // Send to renderer - using Pica::Shader::OutputVertex; - auto AddTriangle = [](const OutputVertex& v0, const OutputVertex& v1, - const OutputVertex& v2) { - VideoCore::g_renderer->Rasterizer()->AddTriangle(v0, v1, v2); - }; - - g_state.primitive_assembler.SubmitVertex( - Shader::OutputVertex::FromAttributeBuffer(regs.rasterizer, output), - AddTriangle); + // Send to geometry pipeline + if (g_state.immediate.reset_geometry_pipeline) { + g_state.geometry_pipeline.Reconfigure(); + g_state.immediate.reset_geometry_pipeline = false; + } + ASSERT(!g_state.geometry_pipeline.NeedIndexInput()); + g_state.geometry_pipeline.Setup(shader_engine); + g_state.geometry_pipeline.SubmitVertex(output); } } } @@ -321,8 +320,8 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) { // The size has been tuned for optimal balance between hit-rate and the cost of lookup const size_t VERTEX_CACHE_SIZE = 32; std::array<u16, VERTEX_CACHE_SIZE> vertex_cache_ids; - std::array<Shader::OutputVertex, VERTEX_CACHE_SIZE> vertex_cache; - Shader::OutputVertex output_vertex; + std::array<Shader::AttributeBuffer, VERTEX_CACHE_SIZE> vertex_cache; + Shader::AttributeBuffer vs_output; unsigned int vertex_cache_pos = 0; vertex_cache_ids.fill(-1); @@ -332,6 +331,11 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) { shader_engine->SetupBatch(g_state.vs, regs.vs.main_offset); + g_state.geometry_pipeline.Reconfigure(); + g_state.geometry_pipeline.Setup(shader_engine); + if (g_state.geometry_pipeline.NeedIndexInput()) + ASSERT(is_indexed); + for (unsigned int index = 0; index < regs.pipeline.num_vertices; ++index) { // Indexed rendering doesn't use the start offset unsigned int vertex = @@ -345,6 +349,11 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) { bool vertex_cache_hit = false; if (is_indexed) { + if (g_state.geometry_pipeline.NeedIndexInput()) { + g_state.geometry_pipeline.SubmitIndex(vertex); + continue; + } + if (g_debug_context && Pica::g_debug_context->recorder) { int size = index_u16 ? 2 : 1; memory_accesses.AddAccess(base_address + index_info.offset + size * index, @@ -353,7 +362,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) { for (unsigned int i = 0; i < VERTEX_CACHE_SIZE; ++i) { if (vertex == vertex_cache_ids[i]) { - output_vertex = vertex_cache[i]; + vs_output = vertex_cache[i]; vertex_cache_hit = true; break; } @@ -362,7 +371,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) { if (!vertex_cache_hit) { // Initialize data for the current vertex - Shader::AttributeBuffer input, output{}; + Shader::AttributeBuffer input; loader.LoadVertex(base_address, index, vertex, input, memory_accesses); // Send to vertex shader @@ -371,26 +380,17 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) { (void*)&input); shader_unit.LoadInput(regs.vs, input); shader_engine->Run(g_state.vs, shader_unit); - shader_unit.WriteOutput(regs.vs, output); - - // Retrieve vertex from register data - output_vertex = Shader::OutputVertex::FromAttributeBuffer(regs.rasterizer, output); + shader_unit.WriteOutput(regs.vs, vs_output); if (is_indexed) { - vertex_cache[vertex_cache_pos] = output_vertex; + vertex_cache[vertex_cache_pos] = vs_output; vertex_cache_ids[vertex_cache_pos] = vertex; vertex_cache_pos = (vertex_cache_pos + 1) % VERTEX_CACHE_SIZE; } } - // Send to renderer - using Pica::Shader::OutputVertex; - auto AddTriangle = [](const OutputVertex& v0, const OutputVertex& v1, - const OutputVertex& v2) { - VideoCore::g_renderer->Rasterizer()->AddTriangle(v0, v1, v2); - }; - - primitive_assembler.SubmitVertex(output_vertex, AddTriangle); + // Send to geometry pipeline + g_state.geometry_pipeline.SubmitVertex(vs_output); } for (auto& range : memory_accesses.ranges) { diff --git a/src/video_core/geometry_pipeline.cpp b/src/video_core/geometry_pipeline.cpp new file mode 100644 index 000000000..b146e2ecb --- /dev/null +++ b/src/video_core/geometry_pipeline.cpp @@ -0,0 +1,274 @@ +// Copyright 2017 Citra Emulator Project +// Licensed under GPLv2 or any later version +// Refer to the license.txt file included. + +#include "video_core/geometry_pipeline.h" +#include "video_core/pica_state.h" +#include "video_core/regs.h" +#include "video_core/renderer_base.h" +#include "video_core/video_core.h" + +namespace Pica { + +/// An attribute buffering interface for different pipeline modes +class GeometryPipelineBackend { +public: + virtual ~GeometryPipelineBackend() = default; + + /// Checks if there is no incomplete data transfer + virtual bool IsEmpty() const = 0; + + /// Checks if the pipeline needs a direct input from index buffer + virtual bool NeedIndexInput() const = 0; + + /// Submits an index from index buffer + virtual void SubmitIndex(unsigned int val) = 0; + + /** + * Submits vertex attributes + * @param input attributes of a vertex output from vertex shader + * @return if the buffer is full and the geometry shader should be invoked + */ + virtual bool SubmitVertex(const Shader::AttributeBuffer& input) = 0; +}; + +// In the Point mode, vertex attributes are sent to the input registers in the geometry shader unit. +// The size of vertex shader outputs and geometry shader inputs are constants. Geometry shader is +// invoked upon inputs buffer filled up by vertex shader outputs. For example, if we have a geometry +// shader that takes 6 inputs, and the vertex shader outputs 2 attributes, it would take 3 vertices +// for one geometry shader invocation. +// TODO: what happens when the input size is not divisible by the output size? +class GeometryPipeline_Point : public GeometryPipelineBackend { +public: + GeometryPipeline_Point(const Regs& regs, Shader::GSUnitState& unit) : regs(regs), unit(unit) { + ASSERT(regs.pipeline.variable_primitive == 0); + ASSERT(regs.gs.input_to_uniform == 0); + vs_output_num = regs.pipeline.vs_outmap_total_minus_1_a + 1; + size_t gs_input_num = regs.gs.max_input_attribute_index + 1; + ASSERT(gs_input_num % vs_output_num == 0); + buffer_cur = attribute_buffer.attr; + buffer_end = attribute_buffer.attr + gs_input_num; + } + + bool IsEmpty() const override { + return buffer_cur == attribute_buffer.attr; + } + + bool NeedIndexInput() const override { + return false; + } + + void SubmitIndex(unsigned int val) override { + UNREACHABLE(); + } + + bool SubmitVertex(const Shader::AttributeBuffer& input) override { + buffer_cur = std::copy(input.attr, input.attr + vs_output_num, buffer_cur); + if (buffer_cur == buffer_end) { + buffer_cur = attribute_buffer.attr; + unit.LoadInput(regs.gs, attribute_buffer); + return true; + } + return false; + } + +private: + const Regs& regs; + Shader::GSUnitState& unit; + Shader::AttributeBuffer attribute_buffer; + Math::Vec4<float24>* buffer_cur; + Math::Vec4<float24>* buffer_end; + unsigned int vs_output_num; +}; + +// In VariablePrimitive mode, vertex attributes are buffered into the uniform registers in the +// geometry shader unit. The number of vertex is variable, which is specified by the first index +// value in the batch. This mode is usually used for subdivision. +class GeometryPipeline_VariablePrimitive : public GeometryPipelineBackend { +public: + GeometryPipeline_VariablePrimitive(const Regs& regs, Shader::ShaderSetup& setup) + : regs(regs), setup(setup) { + ASSERT(regs.pipeline.variable_primitive == 1); + ASSERT(regs.gs.input_to_uniform == 1); + vs_output_num = regs.pipeline.vs_outmap_total_minus_1_a + 1; + } + + bool IsEmpty() const override { + return need_index; + } + + bool NeedIndexInput() const override { + return need_index; + } + + void SubmitIndex(unsigned int val) override { + DEBUG_ASSERT(need_index); + + // The number of vertex input is put to the uniform register + float24 vertex_num = float24::FromFloat32(val); + setup.uniforms.f[0] = Math::MakeVec(vertex_num, vertex_num, vertex_num, vertex_num); + + // The second uniform register and so on are used for receiving input vertices + buffer_cur = setup.uniforms.f + 1; + + main_vertex_num = regs.pipeline.variable_vertex_main_num_minus_1 + 1; + total_vertex_num = val; + need_index = false; + } + + bool SubmitVertex(const Shader::AttributeBuffer& input) override { + DEBUG_ASSERT(!need_index); + if (main_vertex_num != 0) { + // For main vertices, receive all attributes + buffer_cur = std::copy(input.attr, input.attr + vs_output_num, buffer_cur); + --main_vertex_num; + } else { + // For other vertices, only receive the first attribute (usually the position) + *(buffer_cur++) = input.attr[0]; + } + --total_vertex_num; + + if (total_vertex_num == 0) { + need_index = true; + return true; + } + + return false; + } + +private: + bool need_index = true; + const Regs& regs; + Shader::ShaderSetup& setup; + unsigned int main_vertex_num; + unsigned int total_vertex_num; + Math::Vec4<float24>* buffer_cur; + unsigned int vs_output_num; +}; + +// In FixedPrimitive mode, vertex attributes are buffered into the uniform registers in the geometry +// shader unit. The number of vertex per shader invocation is constant. This is usually used for +// particle system. +class GeometryPipeline_FixedPrimitive : public GeometryPipelineBackend { +public: + GeometryPipeline_FixedPrimitive(const Regs& regs, Shader::ShaderSetup& setup) + : regs(regs), setup(setup) { + ASSERT(regs.pipeline.variable_primitive == 0); + ASSERT(regs.gs.input_to_uniform == 1); + vs_output_num = regs.pipeline.vs_outmap_total_minus_1_a + 1; + ASSERT(vs_output_num == regs.pipeline.gs_config.stride_minus_1 + 1); + size_t vertex_num = regs.pipeline.gs_config.fixed_vertex_num_minus_1 + 1; + buffer_cur = buffer_begin = setup.uniforms.f + regs.pipeline.gs_config.start_index; + buffer_end = buffer_begin + vs_output_num * vertex_num; + } + + bool IsEmpty() const override { + return buffer_cur == buffer_begin; + } + + bool NeedIndexInput() const override { + return false; + } + + void SubmitIndex(unsigned int val) override { + UNREACHABLE(); + } + + bool SubmitVertex(const Shader::AttributeBuffer& input) override { + buffer_cur = std::copy(input.attr, input.attr + vs_output_num, buffer_cur); + if (buffer_cur == buffer_end) { + buffer_cur = buffer_begin; + return true; + } + return false; + } + +private: + const Regs& regs; + Shader::ShaderSetup& setup; + Math::Vec4<float24>* buffer_begin; + Math::Vec4<float24>* buffer_cur; + Math::Vec4<float24>* buffer_end; + unsigned int vs_output_num; +}; + +GeometryPipeline::GeometryPipeline(State& state) : state(state) {} + +GeometryPipeline::~GeometryPipeline() = default; + +void GeometryPipeline::SetVertexHandler(Shader::VertexHandler vertex_handler) { + this->vertex_handler = vertex_handler; +} + +void GeometryPipeline::Setup(Shader::ShaderEngine* shader_engine) { + if (!backend) + return; + + this->shader_engine = shader_engine; + shader_engine->SetupBatch(state.gs, state.regs.gs.main_offset); +} + +void GeometryPipeline::Reconfigure() { + ASSERT(!backend || backend->IsEmpty()); + + if (state.regs.pipeline.use_gs == PipelineRegs::UseGS::No) { + backend = nullptr; + return; + } + + ASSERT(state.regs.pipeline.use_gs == PipelineRegs::UseGS::Yes); + + // The following assumes that when geometry shader is in use, the shader unit 3 is configured as + // a geometry shader unit. + // TODO: what happens if this is not true? + ASSERT(state.regs.pipeline.gs_unit_exclusive_configuration == 1); + ASSERT(state.regs.gs.shader_mode == ShaderRegs::ShaderMode::GS); + + state.gs_unit.ConfigOutput(state.regs.gs); + + ASSERT(state.regs.pipeline.vs_outmap_total_minus_1_a == + state.regs.pipeline.vs_outmap_total_minus_1_b); + + switch (state.regs.pipeline.gs_config.mode) { + case PipelineRegs::GSMode::Point: + backend = std::make_unique<GeometryPipeline_Point>(state.regs, state.gs_unit); + break; + case PipelineRegs::GSMode::VariablePrimitive: + backend = std::make_unique<GeometryPipeline_VariablePrimitive>(state.regs, state.gs); + break; + case PipelineRegs::GSMode::FixedPrimitive: + backend = std::make_unique<GeometryPipeline_FixedPrimitive>(state.regs, state.gs); + break; + default: + UNREACHABLE(); + } +} + +bool GeometryPipeline::NeedIndexInput() const { + if (!backend) + return false; + return backend->NeedIndexInput(); +} + +void GeometryPipeline::SubmitIndex(unsigned int val) { + backend->SubmitIndex(val); +} + +void GeometryPipeline::SubmitVertex(const Shader::AttributeBuffer& input) { + if (!backend) { + // No backend means the geometry shader is disabled, so we send the vertex shader output + // directly to the primitive assembler. + vertex_handler(input); + } else { + if (backend->SubmitVertex(input)) { + shader_engine->Run(state.gs, state.gs_unit); + + // The uniform b15 is set to true after every geometry shader invocation. This is useful + // for the shader to know if this is the first invocation in a batch, if the program set + // b15 to false first. + state.gs.uniforms.b[15] = true; + } + } +} + +} // namespace Pica diff --git a/src/video_core/geometry_pipeline.h b/src/video_core/geometry_pipeline.h new file mode 100644 index 000000000..91fdd3192 --- /dev/null +++ b/src/video_core/geometry_pipeline.h @@ -0,0 +1,49 @@ +// Copyright 2017 Citra Emulator Project +// Licensed under GPLv2 or any later version +// Refer to the license.txt file included. + +#pragma once + +#include <memory> +#include "video_core/shader/shader.h" + +namespace Pica { + +struct State; + +class GeometryPipelineBackend; + +/// A pipeline receiving from vertex shader and sending to geometry shader and primitive assembler +class GeometryPipeline { +public: + explicit GeometryPipeline(State& state); + ~GeometryPipeline(); + + /// Sets the handler for receiving vertex outputs from vertex shader + void SetVertexHandler(Shader::VertexHandler vertex_handler); + + /** + * Setup the geometry shader unit if it is in use + * @param shader_engine the shader engine for the geometry shader to run + */ + void Setup(Shader::ShaderEngine* shader_engine); + + /// Reconfigures the pipeline according to current register settings + void Reconfigure(); + + /// Checks if the pipeline needs a direct input from index buffer + bool NeedIndexInput() const; + + /// Submits an index from index buffer. Call this only when NeedIndexInput returns true + void SubmitIndex(unsigned int val); + + /// Submits vertex attributes output from vertex shader + void SubmitVertex(const Shader::AttributeBuffer& input); + +private: + Shader::VertexHandler vertex_handler; + Shader::ShaderEngine* shader_engine; + std::unique_ptr<GeometryPipelineBackend> backend; + State& state; +}; +} // namespace Pica diff --git a/src/video_core/pica.cpp b/src/video_core/pica.cpp index b95148a6a..218e06883 100644 --- a/src/video_core/pica.cpp +++ b/src/video_core/pica.cpp @@ -3,9 +3,11 @@ // Refer to the license.txt file included. #include <cstring> +#include "video_core/geometry_pipeline.h" #include "video_core/pica.h" #include "video_core/pica_state.h" -#include "video_core/regs_pipeline.h" +#include "video_core/renderer_base.h" +#include "video_core/video_core.h" namespace Pica { @@ -24,6 +26,23 @@ void Zero(T& o) { memset(&o, 0, sizeof(o)); } +State::State() : geometry_pipeline(*this) { + auto SubmitVertex = [this](const Shader::AttributeBuffer& vertex) { + using Pica::Shader::OutputVertex; + auto AddTriangle = [this](const OutputVertex& v0, const OutputVertex& v1, + const OutputVertex& v2) { + VideoCore::g_renderer->Rasterizer()->AddTriangle(v0, v1, v2); + }; + primitive_assembler.SubmitVertex( + Shader::OutputVertex::FromAttributeBuffer(regs.rasterizer, vertex), AddTriangle); + }; + + auto SetWinding = [this]() { primitive_assembler.SetWinding(); }; + + g_state.gs_unit.SetVertexHandler(SubmitVertex, SetWinding); + g_state.geometry_pipeline.SetVertexHandler(SubmitVertex); +} + void State::Reset() { Zero(regs); Zero(vs); diff --git a/src/video_core/pica_state.h b/src/video_core/pica_state.h index 864a2c9e6..c6634a0bc 100644 --- a/src/video_core/pica_state.h +++ b/src/video_core/pica_state.h @@ -8,6 +8,7 @@ #include "common/bit_field.h" #include "common/common_types.h" #include "common/vector_math.h" +#include "video_core/geometry_pipeline.h" #include "video_core/primitive_assembly.h" #include "video_core/regs.h" #include "video_core/shader/shader.h" @@ -16,6 +17,7 @@ namespace Pica { /// Struct used to describe current Pica state struct State { + State(); void Reset(); /// Pica registers @@ -137,8 +139,17 @@ struct State { Shader::AttributeBuffer input_vertex; // Index of the next attribute to be loaded into `input_vertex`. u32 current_attribute = 0; + // Indicates the immediate mode just started and the geometry pipeline needs to reconfigure + bool reset_geometry_pipeline = true; } immediate; + // the geometry shader needs to be kept in the global state because some shaders relie on + // preserved register value across shader invocation. + // TODO: also bring the three vertex shader units here and implement the shader scheduler. + Shader::GSUnitState gs_unit; + + GeometryPipeline geometry_pipeline; + // This is constructed with a dummy triangle topology PrimitiveAssembler<Shader::OutputVertex> primitive_assembler; }; |