|
@@ -2,6 +2,8 @@
|
|
|
// Licensed under GPLv2
|
|
// Licensed under GPLv2
|
|
|
// Refer to the license.txt file included.
|
|
// Refer to the license.txt file included.
|
|
|
|
|
|
|
|
|
|
+#include <stack>
|
|
|
|
|
+
|
|
|
#include <boost/range/algorithm.hpp>
|
|
#include <boost/range/algorithm.hpp>
|
|
|
|
|
|
|
|
#include <common/file_util.h>
|
|
#include <common/file_util.h>
|
|
@@ -65,9 +67,6 @@ const std::array<u32, 1024>& GetSwizzlePatterns()
|
|
|
return swizzle_data;
|
|
return swizzle_data;
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-// TODO: Is there actually a limit on hardware?
|
|
|
|
|
-const int if_stack_size = 8;
|
|
|
|
|
-
|
|
|
|
|
struct VertexShaderState {
|
|
struct VertexShaderState {
|
|
|
u32* program_counter;
|
|
u32* program_counter;
|
|
|
|
|
|
|
@@ -84,14 +83,14 @@ struct VertexShaderState {
|
|
|
enum {
|
|
enum {
|
|
|
INVALID_ADDRESS = 0xFFFFFFFF
|
|
INVALID_ADDRESS = 0xFFFFFFFF
|
|
|
};
|
|
};
|
|
|
- u32 call_stack[8]; // TODO: What is the maximal call stack depth?
|
|
|
|
|
- u32* call_stack_pointer;
|
|
|
|
|
|
|
|
|
|
- struct IfStackElement {
|
|
|
|
|
- u32 else_addr;
|
|
|
|
|
- u32 else_instructions;
|
|
|
|
|
- } if_stack[if_stack_size];
|
|
|
|
|
- IfStackElement* if_stack_pointer;
|
|
|
|
|
|
|
+ struct CallStackElement {
|
|
|
|
|
+ u32 final_address;
|
|
|
|
|
+ u32 return_address;
|
|
|
|
|
+ };
|
|
|
|
|
+
|
|
|
|
|
+ // TODO: Is there a maximal size for this?
|
|
|
|
|
+ std::stack<CallStackElement> call_stack;
|
|
|
|
|
|
|
|
struct {
|
|
struct {
|
|
|
u32 max_offset; // maximum program counter ever reached
|
|
u32 max_offset; // maximum program counter ever reached
|
|
@@ -101,12 +100,27 @@ struct VertexShaderState {
|
|
|
|
|
|
|
|
static void ProcessShaderCode(VertexShaderState& state) {
|
|
static void ProcessShaderCode(VertexShaderState& state) {
|
|
|
while (true) {
|
|
while (true) {
|
|
|
- bool increment_pc = true;
|
|
|
|
|
|
|
+ if (!state.call_stack.empty()) {
|
|
|
|
|
+ if (state.program_counter - shader_memory.data() == state.call_stack.top().final_address) {
|
|
|
|
|
+ state.program_counter = &shader_memory[state.call_stack.top().return_address];
|
|
|
|
|
+ state.call_stack.pop();
|
|
|
|
|
+
|
|
|
|
|
+ // TODO: Is "trying again" accurate to hardware?
|
|
|
|
|
+ continue;
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
bool exit_loop = false;
|
|
bool exit_loop = false;
|
|
|
const Instruction& instr = *(const Instruction*)state.program_counter;
|
|
const Instruction& instr = *(const Instruction*)state.program_counter;
|
|
|
const SwizzlePattern& swizzle = *(SwizzlePattern*)&swizzle_data[instr.common.operand_desc_id];
|
|
const SwizzlePattern& swizzle = *(SwizzlePattern*)&swizzle_data[instr.common.operand_desc_id];
|
|
|
|
|
|
|
|
- state.debug.max_offset = std::max<u32>(state.debug.max_offset, 1 + (state.program_counter - shader_memory.data()));
|
|
|
|
|
|
|
+ auto call = [&](std::stack<VertexShaderState::CallStackElement>& stack, u32 offset, u32 num_instructions, u32 return_offset) {
|
|
|
|
|
+ state.program_counter = &shader_memory[offset] - 1; // -1 to make sure when incrementing the PC we end up at the correct offset
|
|
|
|
|
+ stack.push({ offset + num_instructions, return_offset });
|
|
|
|
|
+ };
|
|
|
|
|
+ u32 binary_offset = state.program_counter - shader_memory.data();
|
|
|
|
|
+
|
|
|
|
|
+ state.debug.max_offset = std::max<u32>(state.debug.max_offset, 1 + binary_offset);
|
|
|
|
|
|
|
|
auto LookupSourceRegister = [&](const SourceRegister& source_reg) -> const float24* {
|
|
auto LookupSourceRegister = [&](const SourceRegister& source_reg) -> const float24* {
|
|
|
switch (source_reg.GetRegisterType()) {
|
|
switch (source_reg.GetRegisterType()) {
|
|
@@ -328,30 +342,33 @@ static void ProcessShaderCode(VertexShaderState& state) {
|
|
|
default:
|
|
default:
|
|
|
// Handle each instruction on its own
|
|
// Handle each instruction on its own
|
|
|
switch (instr.opcode) {
|
|
switch (instr.opcode) {
|
|
|
- // NOP is currently used as a heuristic for leaving from a function.
|
|
|
|
|
- // TODO: This is completely incorrect.
|
|
|
|
|
- case Instruction::OpCode::NOP:
|
|
|
|
|
- if (*state.call_stack_pointer == VertexShaderState::INVALID_ADDRESS) {
|
|
|
|
|
- exit_loop = true;
|
|
|
|
|
- } else {
|
|
|
|
|
- // Jump back to call stack position, invalidate call stack entry, move up call stack pointer
|
|
|
|
|
- state.program_counter = &shader_memory[*state.call_stack_pointer];
|
|
|
|
|
- *state.call_stack_pointer-- = VertexShaderState::INVALID_ADDRESS;
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
|
|
+ case Instruction::OpCode::END:
|
|
|
|
|
+ exit_loop = true;
|
|
|
break;
|
|
break;
|
|
|
|
|
|
|
|
case Instruction::OpCode::CALL:
|
|
case Instruction::OpCode::CALL:
|
|
|
- increment_pc = false;
|
|
|
|
|
-
|
|
|
|
|
- _dbg_assert_(HW_GPU, state.call_stack_pointer - state.call_stack < sizeof(state.call_stack));
|
|
|
|
|
|
|
+ call(state.call_stack,
|
|
|
|
|
+ instr.flow_control.dest_offset,
|
|
|
|
|
+ instr.flow_control.num_instructions,
|
|
|
|
|
+ binary_offset + 1);
|
|
|
|
|
+ break;
|
|
|
|
|
|
|
|
- *++state.call_stack_pointer = state.program_counter - shader_memory.data();
|
|
|
|
|
- state.program_counter = &shader_memory[instr.flow_control.dest_offset];
|
|
|
|
|
|
|
+ case Instruction::OpCode::NOP:
|
|
|
break;
|
|
break;
|
|
|
|
|
|
|
|
- case Instruction::OpCode::END:
|
|
|
|
|
- // TODO
|
|
|
|
|
|
|
+ case Instruction::OpCode::IFU:
|
|
|
|
|
+ if (shader_uniforms.b[instr.flow_control.bool_uniform_id]) {
|
|
|
|
|
+ call(state.call_stack,
|
|
|
|
|
+ binary_offset + 1,
|
|
|
|
|
+ instr.flow_control.dest_offset - binary_offset - 1,
|
|
|
|
|
+ instr.flow_control.dest_offset + instr.flow_control.num_instructions);
|
|
|
|
|
+ } else {
|
|
|
|
|
+ call(state.call_stack,
|
|
|
|
|
+ instr.flow_control.dest_offset,
|
|
|
|
|
+ instr.flow_control.num_instructions,
|
|
|
|
|
+ instr.flow_control.dest_offset + instr.flow_control.num_instructions);
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
break;
|
|
break;
|
|
|
|
|
|
|
|
case Instruction::OpCode::IFC:
|
|
case Instruction::OpCode::IFC:
|
|
@@ -381,12 +398,15 @@ static void ProcessShaderCode(VertexShaderState& state) {
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
if (results[2]) {
|
|
if (results[2]) {
|
|
|
- ++state.if_stack_pointer;
|
|
|
|
|
-
|
|
|
|
|
- state.if_stack_pointer->else_addr = instr.flow_control.dest_offset;
|
|
|
|
|
- state.if_stack_pointer->else_instructions = instr.flow_control.num_instructions;
|
|
|
|
|
|
|
+ call(state.call_stack,
|
|
|
|
|
+ binary_offset + 1,
|
|
|
|
|
+ instr.flow_control.dest_offset - binary_offset - 1,
|
|
|
|
|
+ instr.flow_control.dest_offset + instr.flow_control.num_instructions);
|
|
|
} else {
|
|
} else {
|
|
|
- state.program_counter = &shader_memory[instr.flow_control.dest_offset] - 1;
|
|
|
|
|
|
|
+ call(state.call_stack,
|
|
|
|
|
+ instr.flow_control.dest_offset,
|
|
|
|
|
+ instr.flow_control.num_instructions,
|
|
|
|
|
+ instr.flow_control.dest_offset + instr.flow_control.num_instructions);
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
break;
|
|
break;
|
|
@@ -401,15 +421,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
|
|
|
break;
|
|
break;
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
- if (increment_pc)
|
|
|
|
|
- ++state.program_counter;
|
|
|
|
|
-
|
|
|
|
|
- if (state.if_stack_pointer >= &state.if_stack[0]) {
|
|
|
|
|
- if (state.program_counter - shader_memory.data() == state.if_stack_pointer->else_addr) {
|
|
|
|
|
- state.program_counter += state.if_stack_pointer->else_instructions;
|
|
|
|
|
- state.if_stack_pointer--;
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
|
|
+ ++state.program_counter;
|
|
|
|
|
|
|
|
if (exit_loop)
|
|
if (exit_loop)
|
|
|
break;
|
|
break;
|
|
@@ -462,12 +474,6 @@ OutputVertex RunShader(const InputVertex& input, int num_attributes)
|
|
|
|
|
|
|
|
state.conditional_code[0] = false;
|
|
state.conditional_code[0] = false;
|
|
|
state.conditional_code[1] = false;
|
|
state.conditional_code[1] = false;
|
|
|
- boost::fill(state.call_stack, VertexShaderState::INVALID_ADDRESS);
|
|
|
|
|
- state.call_stack_pointer = &state.call_stack[0];
|
|
|
|
|
-
|
|
|
|
|
- std::fill(state.if_stack, state.if_stack + sizeof(state.if_stack) / sizeof(state.if_stack[0]),
|
|
|
|
|
- VertexShaderState::IfStackElement{VertexShaderState::INVALID_ADDRESS, VertexShaderState::INVALID_ADDRESS});
|
|
|
|
|
- state.if_stack_pointer = state.if_stack - 1; // Meh. TODO: Make this less ugly
|
|
|
|
|
|
|
|
|
|
ProcessShaderCode(state);
|
|
ProcessShaderCode(state);
|
|
|
DebugUtils::DumpShader(shader_memory.data(), state.debug.max_offset, swizzle_data.data(),
|
|
DebugUtils::DumpShader(shader_memory.data(), state.debug.max_offset, swizzle_data.data(),
|