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- // Copyright 2015 Citra Emulator Project
- // Licensed under GPLv2 or any later version
- // Refer to the license.txt file included.
- #include <memory>
- #include <unordered_map>
- #include "common/hash.h"
- #include "common/make_unique.h"
- #include "common/profiler.h"
- #include "video_core/debug_utils/debug_utils.h"
- #include "video_core/pica.h"
- #include "video_core/video_core.h"
- #include "shader.h"
- #include "shader_interpreter.h"
- #ifdef ARCHITECTURE_x86_64
- #include "shader_jit_x64.h"
- #endif // ARCHITECTURE_x86_64
- namespace Pica {
- namespace Shader {
- #ifdef ARCHITECTURE_x86_64
- static std::unordered_map<u64, CompiledShader*> shader_map;
- static JitCompiler jit;
- static CompiledShader* jit_shader;
- #endif // ARCHITECTURE_x86_64
- void Setup(UnitState& state) {
- #ifdef ARCHITECTURE_x86_64
- if (VideoCore::g_shader_jit_enabled) {
- u64 cache_key = (Common::ComputeHash64(&g_state.vs.program_code, sizeof(g_state.vs.program_code)) ^
- Common::ComputeHash64(&g_state.vs.swizzle_data, sizeof(g_state.vs.swizzle_data)) ^
- g_state.regs.vs.main_offset);
- auto iter = shader_map.find(cache_key);
- if (iter != shader_map.end()) {
- jit_shader = iter->second;
- } else {
- jit_shader = jit.Compile();
- shader_map.emplace(cache_key, jit_shader);
- }
- }
- #endif // ARCHITECTURE_x86_64
- }
- void Shutdown() {
- shader_map.clear();
- }
- static Common::Profiling::TimingCategory shader_category("Vertex Shader");
- OutputVertex Run(UnitState& state, const InputVertex& input, int num_attributes) {
- auto& config = g_state.regs.vs;
- auto& setup = g_state.vs;
- Common::Profiling::ScopeTimer timer(shader_category);
- state.program_counter = config.main_offset;
- state.debug.max_offset = 0;
- state.debug.max_opdesc_id = 0;
- // Setup input register table
- const auto& attribute_register_map = config.input_register_map;
- if (num_attributes > 0) state.registers.input[attribute_register_map.attribute0_register] = input.attr[0];
- if (num_attributes > 1) state.registers.input[attribute_register_map.attribute1_register] = input.attr[1];
- if (num_attributes > 2) state.registers.input[attribute_register_map.attribute2_register] = input.attr[2];
- if (num_attributes > 3) state.registers.input[attribute_register_map.attribute3_register] = input.attr[3];
- if (num_attributes > 4) state.registers.input[attribute_register_map.attribute4_register] = input.attr[4];
- if (num_attributes > 5) state.registers.input[attribute_register_map.attribute5_register] = input.attr[5];
- if (num_attributes > 6) state.registers.input[attribute_register_map.attribute6_register] = input.attr[6];
- if (num_attributes > 7) state.registers.input[attribute_register_map.attribute7_register] = input.attr[7];
- if (num_attributes > 8) state.registers.input[attribute_register_map.attribute8_register] = input.attr[8];
- if (num_attributes > 9) state.registers.input[attribute_register_map.attribute9_register] = input.attr[9];
- if (num_attributes > 10) state.registers.input[attribute_register_map.attribute10_register] = input.attr[10];
- if (num_attributes > 11) state.registers.input[attribute_register_map.attribute11_register] = input.attr[11];
- if (num_attributes > 12) state.registers.input[attribute_register_map.attribute12_register] = input.attr[12];
- if (num_attributes > 13) state.registers.input[attribute_register_map.attribute13_register] = input.attr[13];
- if (num_attributes > 14) state.registers.input[attribute_register_map.attribute14_register] = input.attr[14];
- if (num_attributes > 15) state.registers.input[attribute_register_map.attribute15_register] = input.attr[15];
- state.conditional_code[0] = false;
- state.conditional_code[1] = false;
- #ifdef ARCHITECTURE_x86_64
- if (VideoCore::g_shader_jit_enabled)
- jit_shader(&state.registers);
- else
- RunInterpreter(state);
- #else
- RunInterpreter(state);
- #endif // ARCHITECTURE_x86_64
- // Setup output data
- OutputVertex ret;
- // TODO(neobrain): Under some circumstances, up to 16 attributes may be output. We need to
- // figure out what those circumstances are and enable the remaining outputs then.
- for (int i = 0; i < 7; ++i) {
- const auto& output_register_map = g_state.regs.vs_output_attributes[i]; // TODO: Don't hardcode VS here
- 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) {
- float24* out = ((float24*)&ret) + semantics[comp];
- if (semantics[comp] != Regs::VSOutputAttributes::INVALID) {
- *out = state.registers.output[i][comp];
- } else {
- // Zero output so that attributes which aren't output won't have denormals in them,
- // which would slow us down later.
- memset(out, 0, sizeof(*out));
- }
- }
- }
- // The hardware takes the absolute and saturates vertex colors like this, *before* doing interpolation
- for (int i = 0; i < 4; ++i) {
- ret.color[i] = float24::FromFloat32(
- std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f));
- }
- LOG_TRACE(Render_Software, "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 Shader
- } // namespace Pica
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