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VideoCore: Consistently use shader configuration to load attributes

This commit is contained in:
Yuri Kunde Schlesner 2016-12-18 17:25:03 -08:00
parent fccb28d2e9
commit 335df895b9
7 changed files with 25 additions and 46 deletions

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@ -511,7 +511,7 @@ void GraphicsVertexShaderWidget::Reload(bool replace_vertex_data, void* vertex_d
auto& shader_config = Pica::g_state.regs.vs; auto& shader_config = Pica::g_state.regs.vs;
for (auto instr : shader_setup.program_code) for (auto instr : shader_setup.program_code)
info.code.push_back({instr}); info.code.push_back({instr});
int num_attributes = Pica::g_state.regs.vertex_attributes.GetNumTotalAttributes(); int num_attributes = shader_config.max_input_attribute_index + 1;
for (auto pattern : shader_setup.swizzle_data) for (auto pattern : shader_setup.swizzle_data)
info.swizzle_info.push_back({pattern}); info.swizzle_info.push_back({pattern});
@ -522,11 +522,11 @@ void GraphicsVertexShaderWidget::Reload(bool replace_vertex_data, void* vertex_d
// Generate debug information // Generate debug information
Pica::Shader::InterpreterEngine shader_engine; Pica::Shader::InterpreterEngine shader_engine;
shader_engine.SetupBatch(shader_setup, entry_point); shader_engine.SetupBatch(shader_setup, entry_point);
debug_data = shader_engine.ProduceDebugInfo(shader_setup, input_vertex, num_attributes); debug_data = shader_engine.ProduceDebugInfo(shader_setup, input_vertex, shader_config);
// Reload widget state // Reload widget state
for (int attr = 0; attr < num_attributes; ++attr) { for (int attr = 0; attr < num_attributes; ++attr) {
unsigned source_attr = shader_config.input_register_map.GetRegisterForAttribute(attr); unsigned source_attr = shader_config.GetRegisterForAttribute(attr);
input_data_mapping[attr]->setText(QString("-> v%1").arg(source_attr)); input_data_mapping[attr]->setText(QString("-> v%1").arg(source_attr));
input_data_container[attr]->setVisible(true); input_data_container[attr]->setVisible(true);
} }

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@ -151,7 +151,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
static_cast<void*>(&immediate_input)); static_cast<void*>(&immediate_input));
Shader::UnitState shader_unit; Shader::UnitState shader_unit;
shader_unit.LoadInput(immediate_input, regs.vs.max_input_attribute_index + 1); shader_unit.LoadInput(regs.vs, immediate_input);
shader_engine->Run(g_state.vs, shader_unit); shader_engine->Run(g_state.vs, shader_unit);
auto output_vertex = Shader::OutputVertex::FromRegisters( auto output_vertex = Shader::OutputVertex::FromRegisters(
shader_unit.registers.output, regs, regs.vs.output_mask); shader_unit.registers.output, regs, regs.vs.output_mask);
@ -288,7 +288,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
if (g_debug_context) if (g_debug_context)
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
(void*)&input); (void*)&input);
shader_unit.LoadInput(input, loader.GetNumTotalAttributes()); shader_unit.LoadInput(regs.vs, input);
shader_engine->Run(g_state.vs, shader_unit); shader_engine->Run(g_state.vs, shader_unit);
// Retrieve vertex from register data // Retrieve vertex from register data

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@ -1225,36 +1225,15 @@ struct Regs {
// Offset to shader program entry point (in words) // Offset to shader program entry point (in words)
BitField<0, 16, u32> main_offset; BitField<0, 16, u32> main_offset;
union { /// Maps input attributes to registers. 4-bits per attribute, specifying a register index
BitField<0, 4, u64> attribute0_register; u32 input_attribute_to_register_map_low;
BitField<4, 4, u64> attribute1_register; u32 input_attribute_to_register_map_high;
BitField<8, 4, u64> attribute2_register;
BitField<12, 4, u64> attribute3_register;
BitField<16, 4, u64> attribute4_register;
BitField<20, 4, u64> attribute5_register;
BitField<24, 4, u64> attribute6_register;
BitField<28, 4, u64> attribute7_register;
BitField<32, 4, u64> attribute8_register;
BitField<36, 4, u64> attribute9_register;
BitField<40, 4, u64> attribute10_register;
BitField<44, 4, u64> attribute11_register;
BitField<48, 4, u64> attribute12_register;
BitField<52, 4, u64> attribute13_register;
BitField<56, 4, u64> attribute14_register;
BitField<60, 4, u64> attribute15_register;
int GetRegisterForAttribute(int attribute_index) const { unsigned int GetRegisterForAttribute(unsigned int attribute_index) const {
u64 fields[] = { u64 map = ((u64)input_attribute_to_register_map_high << 32) |
attribute0_register, attribute1_register, attribute2_register, (u64)input_attribute_to_register_map_low;
attribute3_register, attribute4_register, attribute5_register, return (map >> (attribute_index * 4)) & 0b1111;
attribute6_register, attribute7_register, attribute8_register, }
attribute9_register, attribute10_register, attribute11_register,
attribute12_register, attribute13_register, attribute14_register,
attribute15_register,
};
return (int)fields[attribute_index];
}
} input_register_map;
BitField<0, 16, u32> output_mask; BitField<0, 16, u32> output_mask;

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@ -71,12 +71,13 @@ OutputVertex OutputVertex::FromRegisters(Math::Vec4<float24> output_regs[16], co
return ret; return ret;
} }
void UnitState::LoadInput(const AttributeBuffer& input, int num_attributes) { void UnitState::LoadInput(const Regs::ShaderConfig& config, const AttributeBuffer& input) {
// Setup input register table const unsigned max_attribute = config.max_input_attribute_index;
const auto& attribute_register_map = g_state.regs.vs.input_register_map;
for (int i = 0; i < num_attributes; i++) for (unsigned attr = 0; attr <= max_attribute; ++attr) {
registers.input[attribute_register_map.GetRegisterForAttribute(i)] = input.attr[i]; unsigned reg = config.GetRegisterForAttribute(attr);
registers.input[reg] = input.attr[attr];
}
} }
MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240)); MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240));

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@ -137,10 +137,10 @@ struct UnitState {
/** /**
* Loads the unit state with an input vertex. * Loads the unit state with an input vertex.
* *
* @param input Input vertex into the shader * @param config Shader configuration registers corresponding to the unit.
* @param num_attributes The number of vertex shader attributes to load * @param input Attribute buffer to load into the input registers.
*/ */
void LoadInput(const AttributeBuffer& input, int num_attributes); void LoadInput(const Regs::ShaderConfig& config, const AttributeBuffer& input);
}; };
struct ShaderSetup { struct ShaderSetup {

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@ -669,13 +669,13 @@ void InterpreterEngine::Run(const ShaderSetup& setup, UnitState& state) const {
DebugData<true> InterpreterEngine::ProduceDebugInfo(const ShaderSetup& setup, DebugData<true> InterpreterEngine::ProduceDebugInfo(const ShaderSetup& setup,
const AttributeBuffer& input, const AttributeBuffer& input,
int num_attributes) const { const Regs::ShaderConfig& config) const {
UnitState state; UnitState state;
DebugData<true> debug_data; DebugData<true> debug_data;
// Setup input register table // Setup input register table
boost::fill(state.registers.input, Math::Vec4<float24>::AssignToAll(float24::Zero())); boost::fill(state.registers.input, Math::Vec4<float24>::AssignToAll(float24::Zero()));
state.LoadInput(input, num_attributes); state.LoadInput(config, input);
RunInterpreter(setup, state, debug_data, setup.engine_data.entry_point); RunInterpreter(setup, state, debug_data, setup.engine_data.entry_point);
return debug_data; return debug_data;
} }

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@ -19,12 +19,11 @@ public:
/** /**
* Produce debug information based on the given shader and input vertex * Produce debug information based on the given shader and input vertex
* @param input Input vertex into the shader * @param input Input vertex into the shader
* @param num_attributes The number of vertex shader attributes
* @param config Configuration object for the shader pipeline * @param config Configuration object for the shader pipeline
* @return Debug information for this shader with regards to the given vertex * @return Debug information for this shader with regards to the given vertex
*/ */
DebugData<true> ProduceDebugInfo(const ShaderSetup& setup, const AttributeBuffer& input, DebugData<true> ProduceDebugInfo(const ShaderSetup& setup, const AttributeBuffer& input,
int num_attributes) const; const Regs::ShaderConfig& config) const;
}; };
} // namespace } // namespace