| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299 |
- // Copyright 2014 Citra Emulator Project
- // Licensed under GPLv2
- // Refer to the license.txt file included.
- #include <boost/range/algorithm.hpp>
- #include <common/file_util.h>
- #include <core/mem_map.h>
- #include "debug_utils/debug_utils.h"
- #include "pica.h"
- #include "vertex_shader.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;
- 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) {
- while (true) {
- bool increment_pc = true;
- bool exit_loop = false;
- 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.GetIndex()]
- : (instr.common.src1 < 0x20) ? &state.temporary_registers[instr.common.src1.GetIndex()].x
- : (instr.common.src1 < 0x80) ? &shader_uniforms.f[instr.common.src1.GetIndex()].x
- : nullptr;
- const float24* src2_ = (instr.common.src2 < 0x10) ? state.input_register_table[instr.common.src2.GetIndex()]
- : &state.temporary_registers[instr.common.src2.GetIndex()].x;
- float24* dest = (instr.common.dest < 0x08) ? state.output_register_table[4*instr.common.dest.GetIndex()]
- : (instr.common.dest < 0x10) ? nullptr
- : (instr.common.dest < 0x20) ? &state.temporary_registers[instr.common.dest.GetIndex()][0]
- : nullptr;
- const SwizzlePattern& swizzle = *(SwizzlePattern*)&swizzle_data[instr.common.operand_desc_id];
- const bool negate_src1 = (swizzle.negate != 0);
- float24 src1[4] = {
- src1_[(int)swizzle.GetSelectorSrc1(0)],
- src1_[(int)swizzle.GetSelectorSrc1(1)],
- src1_[(int)swizzle.GetSelectorSrc1(2)],
- src1_[(int)swizzle.GetSelectorSrc1(3)],
- };
- if (negate_src1) {
- src1[0] = src1[0] * float24::FromFloat32(-1);
- src1[1] = src1[1] * float24::FromFloat32(-1);
- src1[2] = src1[2] * float24::FromFloat32(-1);
- src1[3] = src1[3] * float24::FromFloat32(-1);
- }
- 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:
- {
- 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) {
- if (!swizzle.DestComponentEnabled(i))
- continue;
- dest[i] = src1[i] + src2[i];
- }
- break;
- }
- 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) {
- if (!swizzle.DestComponentEnabled(i))
- continue;
- dest[i] = src1[i] * src2[i];
- }
- break;
- }
- case Instruction::OpCode::DP3:
- 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);
- 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:
- {
- 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) {
- 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:
- {
- 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) {
- 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:
- {
- 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) {
- 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 {
- // 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;
- }
- 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;
- state.debug.max_offset = 0;
- state.debug.max_opdesc_id = 0;
- // Setup input register table
- const auto& attribute_register_map = registers.vs_input_register_map;
- float24 dummy_register;
- boost::fill(state.input_register_table, &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;
- boost::fill(state.call_stack, VertexShaderState::INVALID_ADDRESS);
- state.call_stack_pointer = &state.call_stack[0];
- 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)",
- 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
|