From db309b2423a996cb792273080e73906b07f8b45b Mon Sep 17 00:00:00 2001 From: wwylele Date: Mon, 24 Jul 2017 14:13:33 +0300 Subject: pica/regs: layout geometry shader configuration regs All the register meanings are derived from ctrulib (3dbrew is outdated for most of them) --- src/video_core/regs_pipeline.h | 34 ++++++++++++++++++++++++++++++++-- src/video_core/regs_shader.h | 7 +++++++ 2 files changed, 39 insertions(+), 2 deletions(-) diff --git a/src/video_core/regs_pipeline.h b/src/video_core/regs_pipeline.h index 8b6369297..e78c3e331 100644 --- a/src/video_core/regs_pipeline.h +++ b/src/video_core/regs_pipeline.h @@ -147,7 +147,15 @@ struct PipelineRegs { // Number of vertices to render u32 num_vertices; - INSERT_PADDING_WORDS(0x1); + enum class UseGS : u32 { + No = 0, + Yes = 2, + }; + + union { + BitField<0, 2, UseGS> use_gs; + BitField<31, 1, u32> variable_primitive; + }; // The index of the first vertex to render u32 vertex_offset; @@ -218,7 +226,29 @@ struct PipelineRegs { GPUMode gpu_mode; - INSERT_PADDING_WORDS(0x18); + INSERT_PADDING_WORDS(0x4); + BitField<0, 4, u32> vs_outmap_total_minus_1_a; + INSERT_PADDING_WORDS(0x6); + BitField<0, 4, u32> vs_outmap_total_minus_1_b; + + enum class GSMode : u32 { + Point = 0, + VariablePrimitive = 1, + FixedPrimitive = 2, + }; + + union { + BitField<0, 8, GSMode> mode; + BitField<8, 4, u32> fixed_vertex_num_minus_1; + BitField<12, 4, u32> stride_minus_1; + BitField<16, 4, u32> start_index; + } gs_config; + + INSERT_PADDING_WORDS(0x1); + + u32 variable_vertex_main_num_minus_1; + + INSERT_PADDING_WORDS(0x9); enum class TriangleTopology : u32 { List = 0, diff --git a/src/video_core/regs_shader.h b/src/video_core/regs_shader.h index ddb1ee451..c15d4d162 100644 --- a/src/video_core/regs_shader.h +++ b/src/video_core/regs_shader.h @@ -24,9 +24,16 @@ struct ShaderRegs { INSERT_PADDING_WORDS(0x4); + enum ShaderMode { + GS = 0x08, + VS = 0xA0, + }; + union { // Number of input attributes to shader unit - 1 BitField<0, 4, u32> max_input_attribute_index; + BitField<8, 8, u32> input_to_uniform; + BitField<24, 8, ShaderMode> shader_mode; }; // Offset to shader program entry point (in words) -- cgit v1.2.3 From 46c6973d2bde25a2a8ae9ac434660798fd1dfaee Mon Sep 17 00:00:00 2001 From: wwylele Date: Tue, 25 Jul 2017 22:30:29 +0300 Subject: pica/shader: extend UnitState for GS Among four shader units in pica, a special unit can be configured to run both VS and GS program. GSUnitState represents this unit, which extends UnitState (which represents the other three normal units) with extra state for primitive emitting. It uses lots of raw pointers to represent internal structure in order to keep it standard layout type for JIT to access. This unit doesn't handle triangle winding (inverting) itself; instead, it calls a WindingSetter handler. This will be explained in the following commits --- src/video_core/shader/shader.cpp | 38 +++++++++++++++++++++++++++++++++ src/video_core/shader/shader.h | 46 ++++++++++++++++++++++++++++++++++++++++ 2 files changed, 84 insertions(+) diff --git a/src/video_core/shader/shader.cpp b/src/video_core/shader/shader.cpp index 67ed19ba8..b12468d3a 100644 --- a/src/video_core/shader/shader.cpp +++ b/src/video_core/shader/shader.cpp @@ -82,6 +82,44 @@ void UnitState::WriteOutput(const ShaderRegs& config, AttributeBuffer& output) { } } +UnitState::UnitState(GSEmitter* emitter) : emitter_ptr(emitter) {} + +GSEmitter::GSEmitter() { + handlers = new Handlers; +} + +GSEmitter::~GSEmitter() { + delete handlers; +} + +void GSEmitter::Emit(Math::Vec4 (&vertex)[16]) { + ASSERT(vertex_id < 3); + std::copy(std::begin(vertex), std::end(vertex), buffer[vertex_id].begin()); + if (prim_emit) { + if (winding) + handlers->winding_setter(); + for (size_t i = 0; i < buffer.size(); ++i) { + AttributeBuffer output; + unsigned int output_i = 0; + for (unsigned int reg : Common::BitSet(output_mask)) { + output.attr[output_i++] = buffer[i][reg]; + } + handlers->vertex_handler(output); + } + } +} + +GSUnitState::GSUnitState() : UnitState(&emitter) {} + +void GSUnitState::SetVertexHandler(VertexHandler vertex_handler, WindingSetter winding_setter) { + emitter.handlers->vertex_handler = std::move(vertex_handler); + emitter.handlers->winding_setter = std::move(winding_setter); +} + +void GSUnitState::ConfigOutput(const ShaderRegs& config) { + emitter.output_mask = config.output_mask; +} + MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240)); #ifdef ARCHITECTURE_x86_64 diff --git a/src/video_core/shader/shader.h b/src/video_core/shader/shader.h index e156f6aef..caec96043 100644 --- a/src/video_core/shader/shader.h +++ b/src/video_core/shader/shader.h @@ -6,6 +6,7 @@ #include #include +#include #include #include #include "common/assert.h" @@ -31,6 +32,12 @@ struct AttributeBuffer { alignas(16) Math::Vec4 attr[16]; }; +/// Handler type for receiving vertex outputs from vertex shader or geometry shader +using VertexHandler = std::function; + +/// Handler type for signaling to invert the vertex order of the next triangle +using WindingSetter = std::function; + struct OutputVertex { Math::Vec4 pos; Math::Vec4 quat; @@ -60,6 +67,29 @@ ASSERT_POS(tc2, RasterizerRegs::VSOutputAttributes::TEXCOORD2_U); static_assert(std::is_pod::value, "Structure is not POD"); static_assert(sizeof(OutputVertex) == 24 * sizeof(float), "OutputVertex has invalid size"); +/** + * This structure contains state information for primitive emitting in geometry shader. + */ +struct GSEmitter { + std::array, 16>, 3> buffer; + u8 vertex_id; + bool prim_emit; + bool winding; + u32 output_mask; + + // Function objects are hidden behind a raw pointer to make the structure standard layout type, + // for JIT to use offsetof to access other members. + struct Handlers { + VertexHandler vertex_handler; + WindingSetter winding_setter; + } * handlers; + + GSEmitter(); + ~GSEmitter(); + void Emit(Math::Vec4 (&vertex)[16]); +}; +static_assert(std::is_standard_layout::value, "GSEmitter is not standard layout 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 @@ -67,6 +97,7 @@ static_assert(sizeof(OutputVertex) == 24 * sizeof(float), "OutputVertex has inva * here will make it easier for us to parallelize the shader processing later. */ struct UnitState { + explicit UnitState(GSEmitter* emitter = nullptr); struct Registers { // The registers are accessed by the shader JIT using SSE instructions, and are therefore // required to be 16-byte aligned. @@ -82,6 +113,8 @@ struct UnitState { // TODO: How many bits do these actually have? s32 address_registers[3]; + GSEmitter* emitter_ptr; + static size_t InputOffset(const SourceRegister& reg) { switch (reg.GetRegisterType()) { case RegisterType::Input: @@ -125,6 +158,19 @@ struct UnitState { void WriteOutput(const ShaderRegs& config, AttributeBuffer& output); }; +/** + * This is an extended shader unit state that represents the special unit that can run both vertex + * shader and geometry shader. It contains an additional primitive emitter and utilities for + * geometry shader. + */ +struct GSUnitState : public UnitState { + GSUnitState(); + void SetVertexHandler(VertexHandler vertex_handler, WindingSetter winding_setter); + void ConfigOutput(const ShaderRegs& config); + + GSEmitter emitter; +}; + struct ShaderSetup { struct { // The float uniforms are accessed by the shader JIT using SSE instructions, and are -- cgit v1.2.3 From 28128348f21d83c30979ef10399a8a764bb08a73 Mon Sep 17 00:00:00 2001 From: wwylele Date: Tue, 25 Jul 2017 22:43:25 +0300 Subject: pica/shader/interpreter: implement SETEMIT and EMIT --- src/video_core/shader/shader_interpreter.cpp | 16 ++++++++++++++++ 1 file changed, 16 insertions(+) diff --git a/src/video_core/shader/shader_interpreter.cpp b/src/video_core/shader/shader_interpreter.cpp index 206c0978a..9d4da4904 100644 --- a/src/video_core/shader/shader_interpreter.cpp +++ b/src/video_core/shader/shader_interpreter.cpp @@ -636,6 +636,22 @@ static void RunInterpreter(const ShaderSetup& setup, UnitState& state, DebugData break; } + case OpCode::Id::EMIT: { + GSEmitter* emitter = state.emitter_ptr; + ASSERT_MSG(emitter, "Execute EMIT on VS"); + emitter->Emit(state.registers.output); + break; + } + + case OpCode::Id::SETEMIT: { + GSEmitter* emitter = state.emitter_ptr; + ASSERT_MSG(emitter, "Execute SETEMIT on VS"); + emitter->vertex_id = instr.setemit.vertex_id; + emitter->prim_emit = instr.setemit.prim_emit != 0; + emitter->winding = instr.setemit.winding != 0; + break; + } + default: LOG_ERROR(HW_GPU, "Unhandled instruction: 0x%02x (%s): 0x%08x", (int)instr.opcode.Value().EffectiveOpCode(), -- cgit v1.2.3 From bb63ae305279d9a73ea70133c89e92a36dc79f69 Mon Sep 17 00:00:00 2001 From: wwylele Date: Wed, 26 Jul 2017 00:39:43 +0300 Subject: correct constness --- src/video_core/shader/shader.cpp | 3 ++- src/video_core/shader/shader.h | 3 ++- 2 files changed, 4 insertions(+), 2 deletions(-) diff --git a/src/video_core/shader/shader.cpp b/src/video_core/shader/shader.cpp index b12468d3a..e9063e616 100644 --- a/src/video_core/shader/shader.cpp +++ b/src/video_core/shader/shader.cpp @@ -21,7 +21,8 @@ namespace Pica { namespace Shader { -OutputVertex OutputVertex::FromAttributeBuffer(const RasterizerRegs& regs, AttributeBuffer& input) { +OutputVertex OutputVertex::FromAttributeBuffer(const RasterizerRegs& regs, + const AttributeBuffer& input) { // Setup output data union { OutputVertex ret{}; diff --git a/src/video_core/shader/shader.h b/src/video_core/shader/shader.h index caec96043..a3789da01 100644 --- a/src/video_core/shader/shader.h +++ b/src/video_core/shader/shader.h @@ -50,7 +50,8 @@ struct OutputVertex { INSERT_PADDING_WORDS(1); Math::Vec2 tc2; - static OutputVertex FromAttributeBuffer(const RasterizerRegs& regs, AttributeBuffer& output); + static OutputVertex FromAttributeBuffer(const RasterizerRegs& regs, + const AttributeBuffer& output); }; #define ASSERT_POS(var, pos) \ static_assert(offsetof(OutputVertex, var) == pos * sizeof(float24), "Semantic at wrong " \ -- cgit v1.2.3 From 36981a5aa6ffcc10417e533ab00de3b6f9bad067 Mon Sep 17 00:00:00 2001 From: wwylele Date: Wed, 26 Jul 2017 15:07:13 +0300 Subject: pica/primitive_assembly: Handle winding for GS primitive hwtest shows that, although GS always emit a group of three vertices as one primitive, it still respects to the topology type, as if the three vertices are input into the primitive assembler independently and sequentially. It is also shown that the winding flag in SETEMIT only takes effect for Shader topology type, which is believed to be the actual difference between List and Shader (hence removed the TODO). However, only Shader topology type is observed in official games when GS is in use, so the other mode seems to be just unintended usage. --- src/video_core/primitive_assembly.cpp | 15 ++++++++++++--- src/video_core/primitive_assembly.h | 7 +++++++ 2 files changed, 19 insertions(+), 3 deletions(-) diff --git a/src/video_core/primitive_assembly.cpp b/src/video_core/primitive_assembly.cpp index acd2ac5e2..9c3dd4cab 100644 --- a/src/video_core/primitive_assembly.cpp +++ b/src/video_core/primitive_assembly.cpp @@ -17,15 +17,18 @@ template void PrimitiveAssembler::SubmitVertex(const VertexType& vtx, TriangleHandler triangle_handler) { switch (topology) { - // TODO: Figure out what's different with TriangleTopology::Shader. case PipelineRegs::TriangleTopology::List: case PipelineRegs::TriangleTopology::Shader: if (buffer_index < 2) { buffer[buffer_index++] = vtx; } else { buffer_index = 0; - - triangle_handler(buffer[0], buffer[1], vtx); + if (topology == PipelineRegs::TriangleTopology::Shader && winding) { + triangle_handler(buffer[1], buffer[0], vtx); + winding = false; + } else { + triangle_handler(buffer[0], buffer[1], vtx); + } } break; @@ -50,10 +53,16 @@ void PrimitiveAssembler::SubmitVertex(const VertexType& vtx, } } +template +void PrimitiveAssembler::SetWinding() { + winding = true; +} + template void PrimitiveAssembler::Reset() { buffer_index = 0; strip_ready = false; + winding = false; } template diff --git a/src/video_core/primitive_assembly.h b/src/video_core/primitive_assembly.h index e8eccdf27..12de8e3b9 100644 --- a/src/video_core/primitive_assembly.h +++ b/src/video_core/primitive_assembly.h @@ -29,6 +29,12 @@ struct PrimitiveAssembler { */ void SubmitVertex(const VertexType& vtx, TriangleHandler triangle_handler); + /** + * Invert the vertex order of the next triangle. Called by geometry shader emitter. + * This only takes effect for TriangleTopology::Shader. + */ + void SetWinding(); + /** * Resets the internal state of the PrimitiveAssembler. */ @@ -45,6 +51,7 @@ private: int buffer_index; VertexType buffer[2]; bool strip_ready = false; + bool winding = false; }; } // namespace -- cgit v1.2.3 From 8285ca4ad8f9a5d07c9a2ba91367fcf3756f5153 Mon Sep 17 00:00:00 2001 From: wwylele Date: Wed, 26 Jul 2017 18:44:52 +0300 Subject: pica/shader/jit: implement SETEMIT and EMIT --- src/video_core/shader/shader_jit_x64_compiler.cpp | 49 ++++++++++++++++++++++- src/video_core/shader/shader_jit_x64_compiler.h | 2 + 2 files changed, 49 insertions(+), 2 deletions(-) diff --git a/src/video_core/shader/shader_jit_x64_compiler.cpp b/src/video_core/shader/shader_jit_x64_compiler.cpp index 42a57aab1..1b31623bd 100644 --- a/src/video_core/shader/shader_jit_x64_compiler.cpp +++ b/src/video_core/shader/shader_jit_x64_compiler.cpp @@ -75,8 +75,8 @@ const JitFunction instr_table[64] = { &JitShader::Compile_IF, // ifu &JitShader::Compile_IF, // ifc &JitShader::Compile_LOOP, // loop - nullptr, // emit - nullptr, // sete + &JitShader::Compile_EMIT, // emit + &JitShader::Compile_SETE, // sete &JitShader::Compile_JMP, // jmpc &JitShader::Compile_JMP, // jmpu &JitShader::Compile_CMP, // cmp @@ -772,6 +772,51 @@ void JitShader::Compile_JMP(Instruction instr) { } } +static void Emit(GSEmitter* emitter, Math::Vec4 (*output)[16]) { + emitter->Emit(*output); +} + +void JitShader::Compile_EMIT(Instruction instr) { + Label have_emitter, end; + mov(rax, qword[STATE + offsetof(UnitState, emitter_ptr)]); + test(rax, rax); + jnz(have_emitter); + + ABI_PushRegistersAndAdjustStack(*this, PersistentCallerSavedRegs(), 0); + mov(ABI_PARAM1, reinterpret_cast("Execute EMIT on VS")); + CallFarFunction(*this, LogCritical); + ABI_PopRegistersAndAdjustStack(*this, PersistentCallerSavedRegs(), 0); + jmp(end); + + L(have_emitter); + ABI_PushRegistersAndAdjustStack(*this, PersistentCallerSavedRegs(), 0); + mov(ABI_PARAM1, rax); + mov(ABI_PARAM2, STATE); + add(ABI_PARAM2, static_cast(offsetof(UnitState, registers.output))); + CallFarFunction(*this, Emit); + ABI_PopRegistersAndAdjustStack(*this, PersistentCallerSavedRegs(), 0); + L(end); +} + +void JitShader::Compile_SETE(Instruction instr) { + Label have_emitter, end; + mov(rax, qword[STATE + offsetof(UnitState, emitter_ptr)]); + test(rax, rax); + jnz(have_emitter); + + ABI_PushRegistersAndAdjustStack(*this, PersistentCallerSavedRegs(), 0); + mov(ABI_PARAM1, reinterpret_cast("Execute SETEMIT on VS")); + CallFarFunction(*this, LogCritical); + ABI_PopRegistersAndAdjustStack(*this, PersistentCallerSavedRegs(), 0); + jmp(end); + + L(have_emitter); + mov(byte[rax + offsetof(GSEmitter, vertex_id)], instr.setemit.vertex_id); + mov(byte[rax + offsetof(GSEmitter, prim_emit)], instr.setemit.prim_emit); + mov(byte[rax + offsetof(GSEmitter, winding)], instr.setemit.winding); + L(end); +} + void JitShader::Compile_Block(unsigned end) { while (program_counter < end) { Compile_NextInstr(); diff --git a/src/video_core/shader/shader_jit_x64_compiler.h b/src/video_core/shader/shader_jit_x64_compiler.h index 31af0ca48..4aee56b1d 100644 --- a/src/video_core/shader/shader_jit_x64_compiler.h +++ b/src/video_core/shader/shader_jit_x64_compiler.h @@ -66,6 +66,8 @@ public: void Compile_JMP(Instruction instr); void Compile_CMP(Instruction instr); void Compile_MAD(Instruction instr); + void Compile_EMIT(Instruction instr); + void Compile_SETE(Instruction instr); private: void Compile_Block(unsigned end); -- cgit v1.2.3 From 0f35755572fe63534813528de9a0710193f2e335 Mon Sep 17 00:00:00 2001 From: wwylele Date: Fri, 4 Aug 2017 17:03:17 +0300 Subject: pica/command_processor: build geometry pipeline and run geometry shader The geometry pipeline manages data transfer between VS, GS and primitive assembler. It has known four modes: - no GS mode: sends VS output directly to the primitive assembler (what citra currently does) - GS mode 0: sends VS output to GS input registers, and sends GS output to primitive assembler - GS mode 1: sends VS output to GS uniform registers, and sends GS output to primitive assembler. It also takes an index from the index buffer at the beginning of each primitive for determine the primitive size. - GS mode 2: similar to mode 1, but doesn't take the index and uses a fixed primitive size. hwtest shows that immediate mode also supports GS (at least for mode 0), so the geometry pipeline gets refactored into its own class for supporting both drawing mode. In the immediate mode, some games don't set the pipeline registers to a valid value until the first attribute input, so a geometry pipeline reset flag is set in `pipeline.vs_default_attributes_setup.index` trigger, and the actual pipeline reconfigure is triggered in the first attribute input. In the normal drawing mode with index buffer, the vertex cache is a little bit modified to support the geometry pipeline. Instead of OutputVertex, it now holds AttributeBuffer, which is the input to the geometry pipeline. The AttributeBuffer->OutputVertex conversion is done inside the pipeline vertex handler. The actual hardware vertex cache is believed to be implemented in a similar way (because this is the only way that makes sense). Both geometry pipeline and GS unit rely on states preservation across drawing call, so they are put into the global state. In the future, the other three vertex shader units should be also placed in the global state, and a scheduler should be implemented on top of the four units. Note that the current gs_unit already allows running VS on it in the future. --- src/video_core/CMakeLists.txt | 2 + src/video_core/command_processor.cpp | 54 +++---- src/video_core/geometry_pipeline.cpp | 274 +++++++++++++++++++++++++++++++++++ src/video_core/geometry_pipeline.h | 49 +++++++ src/video_core/pica.cpp | 21 ++- src/video_core/pica_state.h | 11 ++ 6 files changed, 383 insertions(+), 28 deletions(-) create mode 100644 src/video_core/geometry_pipeline.cpp create mode 100644 src/video_core/geometry_pipeline.h 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 vertex_cache_ids; - std::array vertex_cache; - Shader::OutputVertex output_vertex; + std::array 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* buffer_cur; + Math::Vec4* 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* 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* buffer_begin; + Math::Vec4* buffer_cur; + Math::Vec4* 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(state.regs, state.gs_unit); + break; + case PipelineRegs::GSMode::VariablePrimitive: + backend = std::make_unique(state.regs, state.gs); + break; + case PipelineRegs::GSMode::FixedPrimitive: + backend = std::make_unique(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 +#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 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 +#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 primitive_assembler; }; -- cgit v1.2.3