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Pica: Add vertex shader implementation.

This commit is contained in:
Tony Wasserka 2014-07-26 19:17:09 +02:00
parent d443f0a921
commit c526512619
7 changed files with 722 additions and 10 deletions

View File

@ -1,5 +1,6 @@
set(SRCS command_processor.cpp
utils.cpp
vertex_shader.cpp
video_core.cpp
renderer_opengl/renderer_opengl.cpp)
@ -8,6 +9,7 @@ set(HEADERS command_processor.h
utils.h
video_core.h
renderer_base.h
vertex_shader.h
video_core.h
renderer_opengl/renderer_opengl.h)

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@ -2,9 +2,10 @@
// Licensed under GPLv2
// Refer to the license.txt file included.
#include "pica.h"
#include "command_processor.h"
#include "math.h"
#include "pica.h"
#include "vertex_shader.h"
namespace Pica {
@ -13,6 +14,14 @@ Regs registers;
namespace CommandProcessor {
static int float_regs_counter = 0;
static u32 uniform_write_buffer[4];
// Used for VSLoadProgramData and VSLoadSwizzleData
static u32 vs_binary_write_offset = 0;
static u32 vs_swizzle_write_offset = 0;
static inline void WritePicaReg(u32 id, u32 value) {
u32 old_value = registers[id];
registers[id] = value;
@ -67,9 +76,7 @@ static inline void WritePicaReg(u32 id, u32 value) {
}
// Initialize data for the current vertex
struct {
Math::Vec4<float24> attr[16];
} input;
VertexShader::InputVertex input;
for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) {
for (int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
@ -87,7 +94,7 @@ static inline void WritePicaReg(u32 id, u32 value) {
input.attr[i][comp].ToFloat32());
}
}
// TODO: Run vertex data through vertex shader
VertexShader::OutputVertex output = VertexShader::RunShader(input, attribute_config.GetNumTotalAttributes());
if (is_indexed) {
// TODO: Add processed vertex to vertex cache!
@ -98,6 +105,97 @@ static inline void WritePicaReg(u32 id, u32 value) {
break;
}
case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[0], 0x2c1):
case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[1], 0x2c2):
case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[2], 0x2c3):
case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[3], 0x2c4):
case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[4], 0x2c5):
case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[5], 0x2c6):
case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[6], 0x2c7):
case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[7], 0x2c8):
{
auto& uniform_setup = registers.vs_uniform_setup;
// TODO: Does actual hardware indeed keep an intermediate buffer or does
// it directly write the values?
uniform_write_buffer[float_regs_counter++] = value;
// Uniforms are written in a packed format such that 4 float24 values are encoded in
// three 32-bit numbers. We write to internal memory once a full such vector is
// written.
if ((float_regs_counter >= 4 && uniform_setup.IsFloat32()) ||
(float_regs_counter >= 3 && !uniform_setup.IsFloat32())) {
float_regs_counter = 0;
auto& uniform = VertexShader::GetFloatUniform(uniform_setup.index);
if (uniform_setup.index > 95) {
ERROR_LOG(GPU, "Invalid VS uniform index %d", (int)uniform_setup.index);
break;
}
// NOTE: The destination component order indeed is "backwards"
if (uniform_setup.IsFloat32()) {
for (auto i : {0,1,2,3})
uniform[3 - i] = float24::FromFloat32(*(float*)(&uniform_write_buffer[i]));
} else {
// TODO: Untested
uniform.w = float24::FromRawFloat24(uniform_write_buffer[0] >> 8);
uniform.z = float24::FromRawFloat24(((uniform_write_buffer[0] & 0xFF)<<16) | ((uniform_write_buffer[1] >> 16) & 0xFFFF));
uniform.y = float24::FromRawFloat24(((uniform_write_buffer[1] & 0xFFFF)<<8) | ((uniform_write_buffer[2] >> 24) & 0xFF));
uniform.x = float24::FromRawFloat24(uniform_write_buffer[2] & 0xFFFFFF);
}
DEBUG_LOG(GPU, "Set uniform %x to (%f %f %f %f)", (int)uniform_setup.index,
uniform.x.ToFloat32(), uniform.y.ToFloat32(), uniform.z.ToFloat32(),
uniform.w.ToFloat32());
// TODO: Verify that this actually modifies the register!
uniform_setup.index = uniform_setup.index + 1;
}
break;
}
// Seems to be used to reset the write pointer for VSLoadProgramData
case PICA_REG_INDEX(vs_program.begin_load):
vs_binary_write_offset = 0;
break;
// Load shader program code
case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[0], 0x2cc):
case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[1], 0x2cd):
case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[2], 0x2ce):
case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[3], 0x2cf):
case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[4], 0x2d0):
case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[5], 0x2d1):
case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[6], 0x2d2):
case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[7], 0x2d3):
{
VertexShader::SubmitShaderMemoryChange(vs_binary_write_offset, value);
vs_binary_write_offset++;
break;
}
// Seems to be used to reset the write pointer for VSLoadSwizzleData
case PICA_REG_INDEX(vs_swizzle_patterns.begin_load):
vs_swizzle_write_offset = 0;
break;
// Load swizzle pattern data
case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[0], 0x2d6):
case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[1], 0x2d7):
case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[2], 0x2d8):
case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[3], 0x2d9):
case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[4], 0x2da):
case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[5], 0x2db):
case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[6], 0x2dc):
case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[7], 0x2dd):
{
VertexShader::SubmitSwizzleDataChange(vs_swizzle_write_offset, value);
vs_swizzle_write_offset++;
break;
}
default:
break;
}

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@ -50,7 +50,39 @@ struct Regs {
INSERT_PADDING_WORDS(0x1);
BitField<0, 24, u32> viewport_size_y;
INSERT_PADDING_WORDS(0x1bc);
INSERT_PADDING_WORDS(0xc);
union {
// Maps components of output vertex attributes to semantics
enum Semantic : u32
{
POSITION_X = 0,
POSITION_Y = 1,
POSITION_Z = 2,
POSITION_W = 3,
COLOR_R = 8,
COLOR_G = 9,
COLOR_B = 10,
COLOR_A = 11,
TEXCOORD0_U = 12,
TEXCOORD0_V = 13,
TEXCOORD1_U = 14,
TEXCOORD1_V = 15,
TEXCOORD2_U = 22,
TEXCOORD2_V = 23,
INVALID = 31,
};
BitField< 0, 5, Semantic> map_x;
BitField< 8, 5, Semantic> map_y;
BitField<16, 5, Semantic> map_z;
BitField<24, 5, Semantic> map_w;
} vs_output_attributes[7];
INSERT_PADDING_WORDS(0x1a9);
struct {
enum class Format : u64 {
@ -133,7 +165,7 @@ struct Regs {
// Attribute loaders map the source vertex data to input attributes
// This e.g. allows to load different attributes from different memory locations
struct Loader {
struct {
// Source attribute data offset from the base address
u32 data_offset;
@ -189,7 +221,90 @@ struct Regs {
u32 trigger_draw;
u32 trigger_draw_indexed;
INSERT_PADDING_WORDS(0xd0);
INSERT_PADDING_WORDS(0x8a);
// Offset to shader program entry point (in words)
BitField<0, 16, u32> vs_main_offset;
union {
BitField< 0, 4, u64> attribute0_register;
BitField< 4, 4, u64> attribute1_register;
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) {
u64 fields[] = {
attribute0_register, attribute1_register, attribute2_register, attribute3_register,
attribute4_register, attribute5_register, 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];
}
} vs_input_register_map;
INSERT_PADDING_WORDS(0x3);
struct {
enum Format : u32
{
FLOAT24 = 0,
FLOAT32 = 1
};
bool IsFloat32() const {
return format == FLOAT32;
}
union {
// Index of the next uniform to write to
// TODO: ctrulib uses 8 bits for this, however that seems to yield lots of invalid indices
BitField<0, 7, u32> index;
BitField<31, 1, Format> format;
};
// Writing to these registers sets the "current" uniform.
// TODO: It's not clear how the hardware stores what the "current" uniform is.
u32 set_value[8];
} vs_uniform_setup;
INSERT_PADDING_WORDS(0x2);
struct {
u32 begin_load;
// Writing to these registers sets the "current" word in the shader program.
// TODO: It's not clear how the hardware stores what the "current" word is.
u32 set_word[8];
} vs_program;
INSERT_PADDING_WORDS(0x1);
// This register group is used to load an internal table of swizzling patterns,
// which are indexed by each shader instruction to specify vector component swizzling.
struct {
u32 begin_load;
// Writing to these registers sets the "current" swizzle pattern in the table.
// TODO: It's not clear how the hardware stores what the "current" swizzle pattern is.
u32 set_word[8];
} vs_swizzle_patterns;
INSERT_PADDING_WORDS(0x22);
#undef INSERT_PADDING_WORDS_HELPER1
#undef INSERT_PADDING_WORDS_HELPER2
@ -219,6 +334,11 @@ struct Regs {
ADD_FIELD(num_vertices);
ADD_FIELD(trigger_draw);
ADD_FIELD(trigger_draw_indexed);
ADD_FIELD(vs_main_offset);
ADD_FIELD(vs_input_register_map);
ADD_FIELD(vs_uniform_setup);
ADD_FIELD(vs_program);
ADD_FIELD(vs_swizzle_patterns);
#undef ADD_FIELD
#endif // _MSC_VER
@ -259,17 +379,25 @@ private:
ASSERT_REG_POSITION(viewport_size_x, 0x41);
ASSERT_REG_POSITION(viewport_size_y, 0x43);
ASSERT_REG_POSITION(vs_output_attributes[0], 0x50);
ASSERT_REG_POSITION(vs_output_attributes[1], 0x51);
ASSERT_REG_POSITION(vertex_attributes, 0x200);
ASSERT_REG_POSITION(index_array, 0x227);
ASSERT_REG_POSITION(num_vertices, 0x228);
ASSERT_REG_POSITION(trigger_draw, 0x22e);
ASSERT_REG_POSITION(trigger_draw_indexed, 0x22f);
ASSERT_REG_POSITION(vs_main_offset, 0x2ba);
ASSERT_REG_POSITION(vs_input_register_map, 0x2bb);
ASSERT_REG_POSITION(vs_uniform_setup, 0x2c0);
ASSERT_REG_POSITION(vs_program, 0x2cb);
ASSERT_REG_POSITION(vs_swizzle_patterns, 0x2d5);
#undef ASSERT_REG_POSITION
#endif // !defined(_MSC_VER)
// The total number of registers is chosen arbitrarily, but let's make sure it's not some odd value anyway.
static_assert(sizeof(Regs) == 0x300 * sizeof(u32), "Invalid total size of register set");
static_assert(sizeof(Regs) <= 0x300 * sizeof(u32), "Register set structure larger than it should be");
static_assert(sizeof(Regs) >= 0x300 * sizeof(u32), "Register set structure smaller than it should be");
extern Regs registers; // TODO: Not sure if we want to have one global instance for this
@ -347,7 +475,6 @@ private:
float value;
};
union CommandHeader {
CommandHeader(u32 h) : hex(h) {}

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@ -0,0 +1,270 @@
// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include "pica.h"
#include "vertex_shader.h"
#include <core/mem_map.h>
#include <common/file_util.h>
namespace Pica {
namespace VertexShader {
static struct {
Math::Vec4<float24> f[96];
} shader_uniforms;
// TODO: Not sure where the shader binary and swizzle patterns are supposed to be loaded to!
// For now, we just keep these local arrays around.
static u32 shader_memory[1024];
static u32 swizzle_data[1024];
void SubmitShaderMemoryChange(u32 addr, u32 value)
{
shader_memory[addr] = value;
}
void SubmitSwizzleDataChange(u32 addr, u32 value)
{
swizzle_data[addr] = value;
}
Math::Vec4<float24>& GetFloatUniform(u32 index)
{
return shader_uniforms.f[index];
}
struct VertexShaderState {
u32* program_counter;
const float24* input_register_table[16];
float24* output_register_table[7*4];
Math::Vec4<float24> temporary_registers[16];
bool status_registers[2];
enum {
INVALID_ADDRESS = 0xFFFFFFFF
};
u32 call_stack[8]; // TODO: What is the maximal call stack depth?
u32* call_stack_pointer;
};
static void ProcessShaderCode(VertexShaderState& state) {
while (true) {
bool increment_pc = true;
bool exit_loop = false;
const Instruction& instr = *(const Instruction*)state.program_counter;
const float24* src1_ = (instr.common.src1 < 0x10) ? state.input_register_table[instr.common.src1]
: (instr.common.src1 < 0x20) ? &state.temporary_registers[instr.common.src1-0x10].x
: (instr.common.src1 < 0x80) ? &shader_uniforms.f[instr.common.src1-0x20].x
: nullptr;
const float24* src2_ = (instr.common.src2 < 0x10) ? state.input_register_table[instr.common.src2]
: &state.temporary_registers[instr.common.src2-0x10].x;
// TODO: Unsure about the limit values
float24* dest = (instr.common.dest <= 0x1C) ? state.output_register_table[instr.common.dest]
: (instr.common.dest <= 0x3C) ? nullptr
: (instr.common.dest <= 0x7C) ? &state.temporary_registers[(instr.common.dest-0x40)/4][instr.common.dest%4]
: nullptr;
const SwizzlePattern& swizzle = *(SwizzlePattern*)&swizzle_data[instr.common.operand_desc_id];
const float24 src1[4] = {
src1_[(int)swizzle.GetSelectorSrc1(0)],
src1_[(int)swizzle.GetSelectorSrc1(1)],
src1_[(int)swizzle.GetSelectorSrc1(2)],
src1_[(int)swizzle.GetSelectorSrc1(3)],
};
const float24 src2[4] = {
src2_[(int)swizzle.GetSelectorSrc2(0)],
src2_[(int)swizzle.GetSelectorSrc2(1)],
src2_[(int)swizzle.GetSelectorSrc2(2)],
src2_[(int)swizzle.GetSelectorSrc2(3)],
};
switch (instr.opcode) {
case Instruction::OpCode::ADD:
{
for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i))
continue;
dest[i] = src1[i] + src2[i];
}
break;
}
case Instruction::OpCode::MUL:
{
for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i))
continue;
dest[i] = src1[i] * src2[i];
}
break;
}
case Instruction::OpCode::DP3:
case Instruction::OpCode::DP4:
{
float24 dot = float24::FromFloat32(0.f);
int num_components = (instr.opcode == Instruction::OpCode::DP3) ? 3 : 4;
for (int i = 0; i < num_components; ++i)
dot = dot + src1[i] * src2[i];
for (int i = 0; i < num_components; ++i) {
if (!swizzle.DestComponentEnabled(i))
continue;
dest[i] = dot;
}
break;
}
// Reciprocal
case Instruction::OpCode::RCP:
{
for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i))
continue;
// TODO: Be stable against division by zero!
// TODO: I think this might be wrong... we should only use one component here
dest[i] = float24::FromFloat32(1.0 / src1[i].ToFloat32());
}
break;
}
// Reciprocal Square Root
case Instruction::OpCode::RSQ:
{
for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i))
continue;
// TODO: Be stable against division by zero!
// TODO: I think this might be wrong... we should only use one component here
dest[i] = float24::FromFloat32(1.0 / sqrt(src1[i].ToFloat32()));
}
break;
}
case Instruction::OpCode::MOV:
{
for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i))
continue;
dest[i] = src1[i];
}
break;
}
case Instruction::OpCode::RET:
if (*state.call_stack_pointer == VertexShaderState::INVALID_ADDRESS) {
exit_loop = true;
} else {
state.program_counter = &shader_memory[*state.call_stack_pointer--];
*state.call_stack_pointer = VertexShaderState::INVALID_ADDRESS;
}
break;
case Instruction::OpCode::CALL:
increment_pc = false;
_dbg_assert_(GPU, state.call_stack_pointer - state.call_stack < sizeof(state.call_stack));
*++state.call_stack_pointer = state.program_counter - shader_memory;
// TODO: Does this offset refer to the beginning of shader memory?
state.program_counter = &shader_memory[instr.flow_control.offset_words];
break;
case Instruction::OpCode::FLS:
// TODO: Do whatever needs to be done here?
break;
default:
ERROR_LOG(GPU, "Unhandled instruction: 0x%02x (%s): 0x%08x",
(int)instr.opcode.Value(), instr.GetOpCodeName().c_str(), instr.hex);
break;
}
if (increment_pc)
++state.program_counter;
if (exit_loop)
break;
}
}
OutputVertex RunShader(const InputVertex& input, int num_attributes)
{
VertexShaderState state;
const u32* main = &shader_memory[registers.vs_main_offset];
state.program_counter = (u32*)main;
// Setup input register table
const auto& attribute_register_map = registers.vs_input_register_map;
float24 dummy_register;
std::fill(&state.input_register_table[0], &state.input_register_table[16], &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;
// Setup output register table
OutputVertex ret;
for (int i = 0; i < 7; ++i) {
const auto& output_register_map = registers.vs_output_attributes[i];
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)
state.output_register_table[4*i+comp] = ((float24*)&ret) + semantics[comp];
}
state.status_registers[0] = false;
state.status_registers[1] = false;
std::fill(state.call_stack, state.call_stack + sizeof(state.call_stack) / sizeof(state.call_stack[0]),
VertexShaderState::INVALID_ADDRESS);
state.call_stack_pointer = &state.call_stack[0];
ProcessShaderCode(state);
DEBUG_LOG(GPU, "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

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@ -0,0 +1,211 @@
// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#pragma once
#include <initializer_list>
#include <common/common_types.h>
#include "math.h"
#include "pica.h"
namespace Pica {
namespace VertexShader {
struct InputVertex {
Math::Vec4<float24> attr[16];
};
struct OutputVertex {
OutputVertex() = default;
// VS output attributes
Math::Vec4<float24> pos;
Math::Vec4<float24> dummy; // quaternions (not implemented, yet)
Math::Vec4<float24> color;
Math::Vec2<float24> tc0;
float24 tc0_v;
// Padding for optimal alignment
float24 pad[14];
// Attributes used to store intermediate results
// position after perspective divide
Math::Vec3<float24> screenpos;
// Linear interpolation
// factor: 0=this, 1=vtx
void Lerp(float24 factor, const OutputVertex& vtx) {
pos = pos * factor + vtx.pos * (float24::FromFloat32(1) - factor);
// TODO: Should perform perspective correct interpolation here...
tc0 = tc0 * factor + vtx.tc0 * (float24::FromFloat32(1) - factor);
screenpos = screenpos * factor + vtx.screenpos * (float24::FromFloat32(1) - factor);
color = color * factor + vtx.color * (float24::FromFloat32(1) - factor);
}
// Linear interpolation
// factor: 0=v0, 1=v1
static OutputVertex Lerp(float24 factor, const OutputVertex& v0, const OutputVertex& v1) {
OutputVertex ret = v0;
ret.Lerp(factor, v1);
return ret;
}
};
static_assert(std::is_pod<OutputVertex>::value, "Structure is not POD");
union Instruction {
enum class OpCode : u32 {
ADD = 0x0,
DP3 = 0x1,
DP4 = 0x2,
MUL = 0x8,
MAX = 0xC,
MIN = 0xD,
RCP = 0xE,
RSQ = 0xF,
MOV = 0x13,
RET = 0x21,
FLS = 0x22, // Flush
CALL = 0x24,
};
std::string GetOpCodeName() const {
std::map<OpCode, std::string> map = {
{ OpCode::ADD, "ADD" },
{ OpCode::DP3, "DP3" },
{ OpCode::DP4, "DP4" },
{ OpCode::MUL, "MUL" },
{ OpCode::MAX, "MAX" },
{ OpCode::MIN, "MIN" },
{ OpCode::RCP, "RCP" },
{ OpCode::RSQ, "RSQ" },
{ OpCode::MOV, "MOV" },
{ OpCode::RET, "RET" },
{ OpCode::FLS, "FLS" },
};
auto it = map.find(opcode);
if (it == map.end())
return "UNK";
else
return it->second;
}
u32 hex;
BitField<0x1a, 0x6, OpCode> opcode;
// General notes:
//
// When two input registers are used, one of them uses a 5-bit index while the other
// one uses a 7-bit index. This is because at most one floating point uniform may be used
// as an input.
// Format used e.g. by arithmetic instructions and comparisons
// "src1" and "src2" specify register indices (i.e. indices referring to groups of 4 floats),
// while "dest" addresses individual floats.
union {
BitField<0x00, 0x5, u32> operand_desc_id;
BitField<0x07, 0x5, u32> src2;
BitField<0x0c, 0x7, u32> src1;
BitField<0x13, 0x7, u32> dest;
} common;
// Format used for flow control instructions ("if")
union {
BitField<0x00, 0x8, u32> num_instructions;
BitField<0x0a, 0xc, u32> offset_words;
} flow_control;
};
union SwizzlePattern {
u32 hex;
enum class Selector : u32 {
x = 0,
y = 1,
z = 2,
w = 3
};
Selector GetSelectorSrc1(int comp) const {
Selector selectors[] = {
src1_selector_0, src1_selector_1, src1_selector_2, src1_selector_3
};
return selectors[comp];
}
Selector GetSelectorSrc2(int comp) const {
Selector selectors[] = {
src2_selector_0, src2_selector_1, src2_selector_2, src2_selector_3
};
return selectors[comp];
}
bool DestComponentEnabled(int i) const {
return (dest_mask & (0x8 >> i));
}
std::string SelectorToString(bool src2) const {
std::map<Selector, std::string> map = {
{ Selector::x, "x" },
{ Selector::y, "y" },
{ Selector::z, "z" },
{ Selector::w, "w" }
};
std::string ret;
for (int i = 0; i < 4; ++i) {
ret += map.at(src2 ? GetSelectorSrc2(i) : GetSelectorSrc1(i));
}
return ret;
}
std::string DestMaskToString() const {
std::string ret;
for (int i = 0; i < 4; ++i) {
if (!DestComponentEnabled(i))
ret += "_";
else
ret += "xyzw"[i];
}
return ret;
}
// Components of "dest" that should be written to: LSB=dest.w, MSB=dest.x
BitField< 0, 4, u32> dest_mask;
BitField< 5, 2, Selector> src1_selector_3;
BitField< 7, 2, Selector> src1_selector_2;
BitField< 9, 2, Selector> src1_selector_1;
BitField<11, 2, Selector> src1_selector_0;
BitField<14, 2, Selector> src2_selector_3;
BitField<16, 2, Selector> src2_selector_2;
BitField<18, 2, Selector> src2_selector_1;
BitField<20, 2, Selector> src2_selector_0;
BitField<31, 1, u32> flag; // not sure what this means, maybe it's the sign?
};
void SubmitShaderMemoryChange(u32 addr, u32 value);
void SubmitSwizzleDataChange(u32 addr, u32 value);
OutputVertex RunShader(const InputVertex& input, int num_attributes);
Math::Vec4<float24>& GetFloatUniform(u32 index);
} // namespace
} // namespace

View File

@ -22,6 +22,7 @@
<ClCompile Include="renderer_opengl\renderer_opengl.cpp" />
<ClCompile Include="command_processor.cpp" />
<ClCompile Include="utils.cpp" />
<ClCompile Include="vertex_shader.cpp" />
<ClCompile Include="video_core.cpp" />
</ItemGroup>
<ItemGroup>
@ -31,6 +32,7 @@
<ClInclude Include="pica.h" />
<ClInclude Include="renderer_base.h" />
<ClInclude Include="utils.h" />
<ClInclude Include="vertex_shader.h" />
<ClInclude Include="video_core.h" />
<ClInclude Include="renderer_opengl\renderer_opengl.h" />
</ItemGroup>

View File

@ -11,6 +11,7 @@
</ClCompile>
<ClCompile Include="command_processor.cpp" />
<ClCompile Include="utils.cpp" />
<ClCompile Include="vertex_shader.cpp" />
<ClCompile Include="video_core.cpp" />
</ItemGroup>
<ItemGroup>
@ -23,6 +24,7 @@
<ClInclude Include="pica.h" />
<ClInclude Include="renderer_base.h" />
<ClInclude Include="utils.h" />
<ClInclude Include="vertex_shader.h" />
<ClInclude Include="video_core.h" />
</ItemGroup>
<ItemGroup>