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Pica: Add debug utilities for dumping shaders.

This commit is contained in:
Tony Wasserka 2014-08-14 14:30:38 +02:00
parent 6ea003c7b5
commit f37e39deb9
4 changed files with 227 additions and 1 deletions

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@ -2,6 +2,7 @@
// Licensed under GPLv2 // Licensed under GPLv2
// Refer to the license.txt file included. // Refer to the license.txt file included.
#include <algorithm>
#include <fstream> #include <fstream>
#include <string> #include <string>
@ -55,6 +56,210 @@ void GeometryDumper::Dump() {
} }
} }
#pragma pack(1)
struct DVLBHeader {
enum : u32 {
MAGIC_WORD = 0x424C5644, // "DVLB"
};
u32 magic_word;
u32 num_programs;
// u32 dvle_offset_table[];
};
static_assert(sizeof(DVLBHeader) == 0x8, "Incorrect structure size");
struct DVLPHeader {
enum : u32 {
MAGIC_WORD = 0x504C5644, // "DVLP"
};
u32 magic_word;
u32 version;
u32 binary_offset; // relative to DVLP start
u32 binary_size_words;
u32 swizzle_patterns_offset;
u32 swizzle_patterns_num_entries;
u32 unk2;
};
static_assert(sizeof(DVLPHeader) == 0x1C, "Incorrect structure size");
struct DVLEHeader {
enum : u32 {
MAGIC_WORD = 0x454c5644, // "DVLE"
};
enum class ShaderType : u8 {
VERTEX = 0,
GEOMETRY = 1,
};
u32 magic_word;
u16 pad1;
ShaderType type;
u8 pad2;
u32 main_offset_words; // offset within binary blob
u32 endmain_offset_words;
u32 pad3;
u32 pad4;
u32 constant_table_offset;
u32 constant_table_size; // number of entries
u32 label_table_offset;
u32 label_table_size;
u32 output_register_table_offset;
u32 output_register_table_size;
u32 uniform_table_offset;
u32 uniform_table_size;
u32 symbol_table_offset;
u32 symbol_table_size;
};
static_assert(sizeof(DVLEHeader) == 0x40, "Incorrect structure size");
#pragma pack()
void DumpShader(const u32* binary_data, u32 binary_size, const u32* swizzle_data, u32 swizzle_size,
u32 main_offset, const Regs::VSOutputAttributes* output_attributes)
{
// NOTE: Permanently enabling this just trashes hard disks for no reason.
// Hence, this is currently disabled.
return;
struct StuffToWrite {
u8* pointer;
u32 size;
};
std::vector<StuffToWrite> writing_queue;
u32 write_offset = 0;
auto QueueForWriting = [&writing_queue,&write_offset](u8* pointer, u32 size) {
writing_queue.push_back({pointer, size});
u32 old_write_offset = write_offset;
write_offset += size;
return old_write_offset;
};
// First off, try to translate Pica state (one enum for output attribute type and component)
// into shbin format (separate type and component mask).
union OutputRegisterInfo {
enum Type : u64 {
POSITION = 0,
COLOR = 2,
TEXCOORD0 = 3,
TEXCOORD1 = 5,
TEXCOORD2 = 6,
};
BitField< 0, 64, u64> hex;
BitField< 0, 16, Type> type;
BitField<16, 16, u64> id;
BitField<32, 4, u64> component_mask;
};
// This is put into a try-catch block to make sure we notice unknown configurations.
std::vector<OutputRegisterInfo> output_info_table;
for (int i = 0; i < 7; ++i) {
using OutputAttributes = Pica::Regs::VSOutputAttributes;
// TODO: It's still unclear how the attribute components map to the register!
// Once we know that, this code probably will not make much sense anymore.
std::map<OutputAttributes::Semantic, std::pair<OutputRegisterInfo::Type, u32> > map = {
{ OutputAttributes::POSITION_X, { OutputRegisterInfo::POSITION, 1} },
{ OutputAttributes::POSITION_Y, { OutputRegisterInfo::POSITION, 2} },
{ OutputAttributes::POSITION_Z, { OutputRegisterInfo::POSITION, 4} },
{ OutputAttributes::POSITION_W, { OutputRegisterInfo::POSITION, 8} },
{ OutputAttributes::COLOR_R, { OutputRegisterInfo::COLOR, 1} },
{ OutputAttributes::COLOR_G, { OutputRegisterInfo::COLOR, 2} },
{ OutputAttributes::COLOR_B, { OutputRegisterInfo::COLOR, 4} },
{ OutputAttributes::COLOR_A, { OutputRegisterInfo::COLOR, 8} },
{ OutputAttributes::TEXCOORD0_U, { OutputRegisterInfo::TEXCOORD0, 1} },
{ OutputAttributes::TEXCOORD0_V, { OutputRegisterInfo::TEXCOORD0, 2} },
{ OutputAttributes::TEXCOORD1_U, { OutputRegisterInfo::TEXCOORD1, 1} },
{ OutputAttributes::TEXCOORD1_V, { OutputRegisterInfo::TEXCOORD1, 2} },
{ OutputAttributes::TEXCOORD2_U, { OutputRegisterInfo::TEXCOORD2, 1} },
{ OutputAttributes::TEXCOORD2_V, { OutputRegisterInfo::TEXCOORD2, 2} }
};
for (const auto& semantic : std::vector<OutputAttributes::Semantic>{
output_attributes[i].map_x,
output_attributes[i].map_y,
output_attributes[i].map_z,
output_attributes[i].map_w }) {
if (semantic == OutputAttributes::INVALID)
continue;
try {
OutputRegisterInfo::Type type = map.at(semantic).first;
u32 component_mask = map.at(semantic).second;
auto it = std::find_if(output_info_table.begin(), output_info_table.end(),
[&i, &type](const OutputRegisterInfo& info) {
return info.id == i && info.type == type;
}
);
if (it == output_info_table.end()) {
output_info_table.push_back({});
output_info_table.back().type = type;
output_info_table.back().component_mask = component_mask;
output_info_table.back().id = i;
} else {
it->component_mask = it->component_mask | component_mask;
}
} catch (const std::out_of_range& oor) {
_dbg_assert_msg_(GPU, 0, "Unknown output attribute mapping");
ERROR_LOG(GPU, "Unknown output attribute mapping: %03x, %03x, %03x, %03x",
(int)output_attributes[i].map_x.Value(),
(int)output_attributes[i].map_y.Value(),
(int)output_attributes[i].map_z.Value(),
(int)output_attributes[i].map_w.Value());
}
}
}
struct {
DVLBHeader header;
u32 dvle_offset;
} dvlb{ {DVLBHeader::MAGIC_WORD, 1 } }; // 1 DVLE
DVLPHeader dvlp{ DVLPHeader::MAGIC_WORD };
DVLEHeader dvle{ DVLEHeader::MAGIC_WORD };
QueueForWriting((u8*)&dvlb, sizeof(dvlb));
u32 dvlp_offset = QueueForWriting((u8*)&dvlp, sizeof(dvlp));
dvlb.dvle_offset = QueueForWriting((u8*)&dvle, sizeof(dvle));
// TODO: Reduce the amount of binary code written to relevant portions
dvlp.binary_offset = write_offset - dvlp_offset;
dvlp.binary_size_words = binary_size;
QueueForWriting((u8*)binary_data, binary_size * sizeof(u32));
dvlp.swizzle_patterns_offset = write_offset - dvlp_offset;
dvlp.swizzle_patterns_num_entries = swizzle_size;
u32 dummy = 0;
for (int i = 0; i < swizzle_size; ++i) {
QueueForWriting((u8*)&swizzle_data[i], sizeof(swizzle_data[i]));
QueueForWriting((u8*)&dummy, sizeof(dummy));
}
dvle.main_offset_words = main_offset;
dvle.output_register_table_offset = write_offset - dvlb.dvle_offset;
dvle.output_register_table_size = output_info_table.size();
QueueForWriting((u8*)output_info_table.data(), output_info_table.size() * sizeof(OutputRegisterInfo));
// TODO: Create a label table for "main"
// Write data to file
static int dump_index = 0;
std::string filename = std::string("shader_dump") + std::to_string(++dump_index) + std::string(".shbin");
std::ofstream file(filename, std::ios_base::out | std::ios_base::binary);
for (auto& chunk : writing_queue) {
file.write((char*)chunk.pointer, chunk.size);
}
}
} // namespace } // namespace
} // namespace } // namespace

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@ -35,6 +35,9 @@ private:
std::vector<Face> faces; std::vector<Face> faces;
}; };
void DumpShader(const u32* binary_data, u32 binary_size, const u32* swizzle_data, u32 swizzle_size,
u32 main_offset, const Regs::VSOutputAttributes* output_attributes);
} // namespace } // namespace
} // namespace } // namespace

View File

@ -57,7 +57,7 @@ struct Regs {
INSERT_PADDING_WORDS(0x1); INSERT_PADDING_WORDS(0x1);
union { union VSOutputAttributes {
// Maps components of output vertex attributes to semantics // Maps components of output vertex attributes to semantics
enum Semantic : u32 enum Semantic : u32
{ {

View File

@ -4,6 +4,7 @@
#include "pica.h" #include "pica.h"
#include "vertex_shader.h" #include "vertex_shader.h"
#include "debug_utils/debug_utils.h"
#include <core/mem_map.h> #include <core/mem_map.h>
#include <common/file_util.h> #include <common/file_util.h>
@ -50,6 +51,11 @@ struct VertexShaderState {
}; };
u32 call_stack[8]; // TODO: What is the maximal call stack depth? u32 call_stack[8]; // TODO: What is the maximal call stack depth?
u32* call_stack_pointer; u32* call_stack_pointer;
struct {
u32 max_offset; // maximum program counter ever reached
u32 max_opdesc_id; // maximum swizzle pattern index ever used
} debug;
}; };
static void ProcessShaderCode(VertexShaderState& state) { static void ProcessShaderCode(VertexShaderState& state) {
@ -57,6 +63,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
bool increment_pc = true; bool increment_pc = true;
bool exit_loop = false; bool exit_loop = false;
const Instruction& instr = *(const Instruction*)state.program_counter; const Instruction& instr = *(const Instruction*)state.program_counter;
state.debug.max_offset = std::max<u32>(state.debug.max_offset, 1 + (state.program_counter - shader_memory));
const float24* src1_ = (instr.common.src1 < 0x10) ? state.input_register_table[instr.common.src1] 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 < 0x20) ? &state.temporary_registers[instr.common.src1-0x10].x
@ -88,6 +95,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
switch (instr.opcode) { switch (instr.opcode) {
case Instruction::OpCode::ADD: case Instruction::OpCode::ADD:
{ {
state.debug.max_opdesc_id = std::max<u32>(state.debug.max_opdesc_id, 1+instr.common.operand_desc_id);
for (int i = 0; i < 4; ++i) { for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i)) if (!swizzle.DestComponentEnabled(i))
continue; continue;
@ -100,6 +108,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
case Instruction::OpCode::MUL: case Instruction::OpCode::MUL:
{ {
state.debug.max_opdesc_id = std::max<u32>(state.debug.max_opdesc_id, 1+instr.common.operand_desc_id);
for (int i = 0; i < 4; ++i) { for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i)) if (!swizzle.DestComponentEnabled(i))
continue; continue;
@ -113,6 +122,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
case Instruction::OpCode::DP3: case Instruction::OpCode::DP3:
case Instruction::OpCode::DP4: case Instruction::OpCode::DP4:
{ {
state.debug.max_opdesc_id = std::max<u32>(state.debug.max_opdesc_id, 1+instr.common.operand_desc_id);
float24 dot = float24::FromFloat32(0.f); float24 dot = float24::FromFloat32(0.f);
int num_components = (instr.opcode == Instruction::OpCode::DP3) ? 3 : 4; int num_components = (instr.opcode == Instruction::OpCode::DP3) ? 3 : 4;
for (int i = 0; i < num_components; ++i) for (int i = 0; i < num_components; ++i)
@ -130,6 +140,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
// Reciprocal // Reciprocal
case Instruction::OpCode::RCP: case Instruction::OpCode::RCP:
{ {
state.debug.max_opdesc_id = std::max<u32>(state.debug.max_opdesc_id, 1+instr.common.operand_desc_id);
for (int i = 0; i < 4; ++i) { for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i)) if (!swizzle.DestComponentEnabled(i))
continue; continue;
@ -145,6 +156,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
// Reciprocal Square Root // Reciprocal Square Root
case Instruction::OpCode::RSQ: case Instruction::OpCode::RSQ:
{ {
state.debug.max_opdesc_id = std::max<u32>(state.debug.max_opdesc_id, 1+instr.common.operand_desc_id);
for (int i = 0; i < 4; ++i) { for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i)) if (!swizzle.DestComponentEnabled(i))
continue; continue;
@ -159,6 +171,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
case Instruction::OpCode::MOV: case Instruction::OpCode::MOV:
{ {
state.debug.max_opdesc_id = std::max<u32>(state.debug.max_opdesc_id, 1+instr.common.operand_desc_id);
for (int i = 0; i < 4; ++i) { for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i)) if (!swizzle.DestComponentEnabled(i))
continue; continue;
@ -212,6 +225,8 @@ OutputVertex RunShader(const InputVertex& input, int num_attributes)
const u32* main = &shader_memory[registers.vs_main_offset]; const u32* main = &shader_memory[registers.vs_main_offset];
state.program_counter = (u32*)main; state.program_counter = (u32*)main;
state.debug.max_offset = 0;
state.debug.max_opdesc_id = 0;
// Setup input register table // Setup input register table
const auto& attribute_register_map = registers.vs_input_register_map; const auto& attribute_register_map = registers.vs_input_register_map;
@ -255,6 +270,9 @@ OutputVertex RunShader(const InputVertex& input, int num_attributes)
state.call_stack_pointer = &state.call_stack[0]; state.call_stack_pointer = &state.call_stack[0];
ProcessShaderCode(state); ProcessShaderCode(state);
DebugUtils::DumpShader(shader_memory, state.debug.max_offset, swizzle_data,
state.debug.max_opdesc_id, registers.vs_main_offset,
registers.vs_output_attributes);
DEBUG_LOG(GPU, "Output vertex: pos (%.2f, %.2f, %.2f, %.2f), col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f)", 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.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.w.ToFloat32(),