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Pica: Write shader registers in functions

The commit after this one adds GS register writes, so this moves the VS handlers into functions so they can be re-used and extended more easily.
This commit is contained in:
Jannik Vogel 2016-12-17 13:28:59 +01:00
parent 925724c990
commit 3fd3775d35
1 changed files with 103 additions and 57 deletions

View File

@ -32,12 +32,13 @@ namespace Pica {
namespace CommandProcessor { namespace CommandProcessor {
static int float_regs_counter = 0; static int vs_float_regs_counter = 0;
static u32 vs_uniform_write_buffer[4];
static u32 uniform_write_buffer[4]; static int gs_float_regs_counter = 0;
static u32 gs_uniform_write_buffer[4];
static int default_attr_counter = 0; static int default_attr_counter = 0;
static u32 default_attr_write_buffer[3]; static u32 default_attr_write_buffer[3];
// Expand a 4-bit mask to 4-byte mask, e.g. 0b0101 -> 0x00FF00FF // Expand a 4-bit mask to 4-byte mask, e.g. 0b0101 -> 0x00FF00FF
@ -48,6 +49,97 @@ static const u32 expand_bits_to_bytes[] = {
MICROPROFILE_DEFINE(GPU_Drawing, "GPU", "Drawing", MP_RGB(50, 50, 240)); MICROPROFILE_DEFINE(GPU_Drawing, "GPU", "Drawing", MP_RGB(50, 50, 240));
static const char* GetShaderSetupTypeName(Shader::ShaderSetup& setup) {
if (&setup == &g_state.vs) {
return "vertex shader";
}
if (&setup == &g_state.gs) {
return "geometry shader";
}
return "unknown shader";
}
static void WriteUniformBoolReg(Shader::ShaderSetup& setup, u32 value) {
for (unsigned i = 0; i < setup.uniforms.b.size(); ++i)
setup.uniforms.b[i] = (value & (1 << i)) != 0;
}
static void WriteUniformIntReg(Shader::ShaderSetup& setup, unsigned index,
const Math::Vec4<u8>& values) {
ASSERT(index < setup.uniforms.i.size());
setup.uniforms.i[index] = values;
LOG_TRACE(HW_GPU, "Set %s integer uniform %d to %02x %02x %02x %02x",
GetShaderSetupTypeName(setup), index, values.x, values.y, values.z, values.w);
}
static void WriteUniformFloatReg(ShaderRegs& config, Shader::ShaderSetup& setup,
int& float_regs_counter, u32 uniform_write_buffer[4], u32 value) {
auto& uniform_setup = config.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 four 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 = setup.uniforms.f[uniform_setup.index];
if (uniform_setup.index >= 96) {
LOG_ERROR(HW_GPU, "Invalid %s float uniform index %d", GetShaderSetupTypeName(setup),
(int)uniform_setup.index);
} else {
// 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::FromRaw(uniform_write_buffer[0] >> 8);
uniform.z = float24::FromRaw(((uniform_write_buffer[0] & 0xFF) << 16) |
((uniform_write_buffer[1] >> 16) & 0xFFFF));
uniform.y = float24::FromRaw(((uniform_write_buffer[1] & 0xFFFF) << 8) |
((uniform_write_buffer[2] >> 24) & 0xFF));
uniform.x = float24::FromRaw(uniform_write_buffer[2] & 0xFFFFFF);
}
LOG_TRACE(HW_GPU, "Set %s float uniform %x to (%f %f %f %f)",
GetShaderSetupTypeName(setup), (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.Assign(uniform_setup.index + 1);
}
}
}
static void WriteProgramCode(ShaderRegs& config, Shader::ShaderSetup& setup,
unsigned max_program_code_length, u32 value) {
if (config.program.offset >= max_program_code_length) {
LOG_ERROR(HW_GPU, "Invalid %s program offset %d", GetShaderSetupTypeName(setup),
(int)config.program.offset);
} else {
setup.program_code[config.program.offset] = value;
config.program.offset++;
}
}
static void WriteSwizzlePatterns(ShaderRegs& config, Shader::ShaderSetup& setup, u32 value) {
if (config.swizzle_patterns.offset >= setup.swizzle_data.size()) {
LOG_ERROR(HW_GPU, "Invalid %s swizzle pattern offset %d", GetShaderSetupTypeName(setup),
(int)config.swizzle_patterns.offset);
} else {
setup.swizzle_data[config.swizzle_patterns.offset] = value;
config.swizzle_patterns.offset++;
}
}
static void WritePicaReg(u32 id, u32 value, u32 mask) { static void WritePicaReg(u32 id, u32 value, u32 mask) {
auto& regs = g_state.regs; auto& regs = g_state.regs;
@ -331,20 +423,17 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
} }
case PICA_REG_INDEX(vs.bool_uniforms): case PICA_REG_INDEX(vs.bool_uniforms):
for (unsigned i = 0; i < 16; ++i) WriteUniformBoolReg(g_state.vs, value);
g_state.vs.uniforms.b[i] = (regs.vs.bool_uniforms.Value() & (1 << i)) != 0;
break; break;
case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[0], 0x2b1): case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[0], 0x2b1):
case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[1], 0x2b2): case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[1], 0x2b2):
case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[2], 0x2b3): case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[2], 0x2b3):
case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[3], 0x2b4): { case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[3], 0x2b4): {
int index = (id - PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[0], 0x2b1)); unsigned index = (id - PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[0], 0x2b1));
auto values = regs.vs.int_uniforms[index]; auto values = regs.vs.int_uniforms[index];
g_state.vs.uniforms.i[index] = Math::Vec4<u8>(values.x, values.y, values.z, values.w); WriteUniformIntReg(g_state.vs, index,
LOG_TRACE(HW_GPU, "Set integer uniform %d to %02x %02x %02x %02x", index, values.x.Value(), Math::Vec4<u8>(values.x, values.y, values.z, values.w));
values.y.Value(), values.z.Value(), values.w.Value());
break; break;
} }
@ -356,51 +445,11 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[5], 0x2c6): 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[6], 0x2c7):
case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[7], 0x2c8): { case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[7], 0x2c8): {
auto& uniform_setup = regs.vs.uniform_setup; WriteUniformFloatReg(g_state.regs.vs, g_state.vs, vs_float_regs_counter,
vs_uniform_write_buffer, value);
// 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 four 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 = g_state.vs.uniforms.f[uniform_setup.index];
if (uniform_setup.index > 95) {
LOG_ERROR(HW_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::FromRaw(uniform_write_buffer[0] >> 8);
uniform.z = float24::FromRaw(((uniform_write_buffer[0] & 0xFF) << 16) |
((uniform_write_buffer[1] >> 16) & 0xFFFF));
uniform.y = float24::FromRaw(((uniform_write_buffer[1] & 0xFFFF) << 8) |
((uniform_write_buffer[2] >> 24) & 0xFF));
uniform.x = float24::FromRaw(uniform_write_buffer[2] & 0xFFFFFF);
}
LOG_TRACE(HW_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.Assign(uniform_setup.index + 1);
}
break; 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[0], 0x2cc):
case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[1], 0x2cd): 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[2], 0x2ce):
@ -409,12 +458,10 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[5], 0x2d1): 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[6], 0x2d2):
case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[7], 0x2d3): { case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[7], 0x2d3): {
g_state.vs.program_code[regs.vs.program.offset] = value; WriteProgramCode(g_state.regs.vs, g_state.vs, 512, value);
regs.vs.program.offset++;
break; 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[0], 0x2d6):
case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[1], 0x2d7): 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[2], 0x2d8):
@ -423,8 +470,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[5], 0x2db): 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[6], 0x2dc):
case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[7], 0x2dd): { case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[7], 0x2dd): {
g_state.vs.swizzle_data[regs.vs.swizzle_patterns.offset] = value; WriteSwizzlePatterns(g_state.regs.vs, g_state.vs, value);
regs.vs.swizzle_patterns.offset++;
break; break;
} }