| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375 |
- // Copyright 2015 Citra Emulator Project
- // Licensed under GPLv2 or any later version
- // Refer to the license.txt file included.
- #pragma once
- #include <array>
- #include <cstddef>
- #include <memory>
- #include <type_traits>
- #include <vector>
- #include <boost/container/static_vector.hpp>
- #include <nihstro/shader_bytecode.h>
- #include "common/assert.h"
- #include "common/common_funcs.h"
- #include "common/common_types.h"
- #include "common/vector_math.h"
- #include "video_core/pica.h"
- #include "video_core/pica_types.h"
- using nihstro::RegisterType;
- using nihstro::SourceRegister;
- using nihstro::DestRegister;
- namespace Pica {
- namespace Shader {
- struct InputVertex {
- alignas(16) Math::Vec4<float24> attr[16];
- };
- struct OutputVertex {
- OutputVertex() = default;
- // VS output attributes
- Math::Vec4<float24> pos;
- Math::Vec4<float24> quat;
- Math::Vec4<float24> color;
- Math::Vec2<float24> tc0;
- Math::Vec2<float24> tc1;
- float24 tc0_w;
- INSERT_PADDING_WORDS(1);
- Math::Vec3<float24> view;
- INSERT_PADDING_WORDS(1);
- Math::Vec2<float24> tc2;
- // Padding for optimal alignment
- INSERT_PADDING_WORDS(4);
- // Attributes used to store intermediate results
- // position after perspective divide
- Math::Vec3<float24> screenpos;
- INSERT_PADDING_WORDS(1);
- // Linear interpolation
- // factor: 0=this, 1=vtx
- void Lerp(float24 factor, const OutputVertex& vtx) {
- pos = pos * factor + vtx.pos * (float24::FromFloat32(1) - factor);
- // TODO: Should perform perspective correct interpolation here...
- tc0 = tc0 * factor + vtx.tc0 * (float24::FromFloat32(1) - factor);
- tc1 = tc1 * factor + vtx.tc1 * (float24::FromFloat32(1) - factor);
- tc2 = tc2 * factor + vtx.tc2 * (float24::FromFloat32(1) - factor);
- screenpos = screenpos * factor + vtx.screenpos * (float24::FromFloat32(1) - factor);
- color = color * factor + vtx.color * (float24::FromFloat32(1) - factor);
- }
- // Linear interpolation
- // factor: 0=v0, 1=v1
- static OutputVertex Lerp(float24 factor, const OutputVertex& v0, const OutputVertex& v1) {
- OutputVertex ret = v0;
- ret.Lerp(factor, v1);
- return ret;
- }
- };
- static_assert(std::is_pod<OutputVertex>::value, "Structure is not POD");
- static_assert(sizeof(OutputVertex) == 32 * sizeof(float), "OutputVertex has invalid size");
- // Helper structure used to keep track of data useful for inspection of shader emulation
- template<bool full_debugging>
- struct DebugData;
- template<>
- struct DebugData<false> {
- // TODO: Hide these behind and interface and move them to DebugData<true>
- u32 max_offset; // maximum program counter ever reached
- u32 max_opdesc_id; // maximum swizzle pattern index ever used
- };
- template<>
- struct DebugData<true> {
- // Records store the input and output operands of a particular instruction.
- struct Record {
- enum Type {
- // Floating point arithmetic operands
- SRC1 = 0x1,
- SRC2 = 0x2,
- SRC3 = 0x4,
- // Initial and final output operand value
- DEST_IN = 0x8,
- DEST_OUT = 0x10,
- // Current and next instruction offset (in words)
- CUR_INSTR = 0x20,
- NEXT_INSTR = 0x40,
- // Output address register value
- ADDR_REG_OUT = 0x80,
- // Result of a comparison instruction
- CMP_RESULT = 0x100,
- // Input values for conditional flow control instructions
- COND_BOOL_IN = 0x200,
- COND_CMP_IN = 0x400,
- // Input values for a loop
- LOOP_INT_IN = 0x800,
- };
- Math::Vec4<float24> src1;
- Math::Vec4<float24> src2;
- Math::Vec4<float24> src3;
- Math::Vec4<float24> dest_in;
- Math::Vec4<float24> dest_out;
- s32 address_registers[2];
- bool conditional_code[2];
- bool cond_bool;
- bool cond_cmp[2];
- Math::Vec4<u8> loop_int;
- u32 instruction_offset;
- u32 next_instruction;
- // set of enabled fields (as a combination of Type flags)
- unsigned mask = 0;
- };
- u32 max_offset; // maximum program counter ever reached
- u32 max_opdesc_id; // maximum swizzle pattern index ever used
- // List of records for each executed shader instruction
- std::vector<DebugData<true>::Record> records;
- };
- // Type alias for better readability
- using DebugDataRecord = DebugData<true>::Record;
- // Helper function to set a DebugData<true>::Record field based on the template enum parameter.
- template<DebugDataRecord::Type type, typename ValueType>
- inline void SetField(DebugDataRecord& record, ValueType value);
- template<>
- inline void SetField<DebugDataRecord::SRC1>(DebugDataRecord& record, float24* value) {
- record.src1.x = value[0];
- record.src1.y = value[1];
- record.src1.z = value[2];
- record.src1.w = value[3];
- }
- template<>
- inline void SetField<DebugDataRecord::SRC2>(DebugDataRecord& record, float24* value) {
- record.src2.x = value[0];
- record.src2.y = value[1];
- record.src2.z = value[2];
- record.src2.w = value[3];
- }
- template<>
- inline void SetField<DebugDataRecord::SRC3>(DebugDataRecord& record, float24* value) {
- record.src3.x = value[0];
- record.src3.y = value[1];
- record.src3.z = value[2];
- record.src3.w = value[3];
- }
- template<>
- inline void SetField<DebugDataRecord::DEST_IN>(DebugDataRecord& record, float24* value) {
- record.dest_in.x = value[0];
- record.dest_in.y = value[1];
- record.dest_in.z = value[2];
- record.dest_in.w = value[3];
- }
- template<>
- inline void SetField<DebugDataRecord::DEST_OUT>(DebugDataRecord& record, float24* value) {
- record.dest_out.x = value[0];
- record.dest_out.y = value[1];
- record.dest_out.z = value[2];
- record.dest_out.w = value[3];
- }
- template<>
- inline void SetField<DebugDataRecord::ADDR_REG_OUT>(DebugDataRecord& record, s32* value) {
- record.address_registers[0] = value[0];
- record.address_registers[1] = value[1];
- }
- template<>
- inline void SetField<DebugDataRecord::CMP_RESULT>(DebugDataRecord& record, bool* value) {
- record.conditional_code[0] = value[0];
- record.conditional_code[1] = value[1];
- }
- template<>
- inline void SetField<DebugDataRecord::COND_BOOL_IN>(DebugDataRecord& record, bool value) {
- record.cond_bool = value;
- }
- template<>
- inline void SetField<DebugDataRecord::COND_CMP_IN>(DebugDataRecord& record, bool* value) {
- record.cond_cmp[0] = value[0];
- record.cond_cmp[1] = value[1];
- }
- template<>
- inline void SetField<DebugDataRecord::LOOP_INT_IN>(DebugDataRecord& record, Math::Vec4<u8> value) {
- record.loop_int = value;
- }
- template<>
- inline void SetField<DebugDataRecord::CUR_INSTR>(DebugDataRecord& record, u32 value) {
- record.instruction_offset = value;
- }
- template<>
- inline void SetField<DebugDataRecord::NEXT_INSTR>(DebugDataRecord& record, u32 value) {
- record.next_instruction = value;
- }
- // Helper function to set debug information on the current shader iteration.
- template<DebugDataRecord::Type type, typename ValueType>
- inline void Record(DebugData<false>& debug_data, u32 offset, ValueType value) {
- // Debugging disabled => nothing to do
- }
- template<DebugDataRecord::Type type, typename ValueType>
- inline void Record(DebugData<true>& debug_data, u32 offset, ValueType value) {
- if (offset >= debug_data.records.size())
- debug_data.records.resize(offset + 1);
- SetField<type, ValueType>(debug_data.records[offset], value);
- debug_data.records[offset].mask |= type;
- }
- /**
- * This structure contains the state information that needs to be unique for a shader unit. The 3DS
- * has four shader units that process shaders in parallel. At the present, Citra only implements a
- * single shader unit that processes all shaders serially. Putting the state information in a struct
- * here will make it easier for us to parallelize the shader processing later.
- */
- template<bool Debug>
- struct UnitState {
- struct Registers {
- // The registers are accessed by the shader JIT using SSE instructions, and are therefore
- // required to be 16-byte aligned.
- alignas(16) Math::Vec4<float24> input[16];
- alignas(16) Math::Vec4<float24> output[16];
- alignas(16) Math::Vec4<float24> temporary[16];
- } registers;
- static_assert(std::is_pod<Registers>::value, "Structure is not POD");
- bool conditional_code[2];
- // Two Address registers and one loop counter
- // TODO: How many bits do these actually have?
- s32 address_registers[3];
- DebugData<Debug> debug;
- static size_t InputOffset(const SourceRegister& reg) {
- switch (reg.GetRegisterType()) {
- case RegisterType::Input:
- return offsetof(UnitState, registers.input) + reg.GetIndex()*sizeof(Math::Vec4<float24>);
- case RegisterType::Temporary:
- return offsetof(UnitState, registers.temporary) + reg.GetIndex()*sizeof(Math::Vec4<float24>);
- default:
- UNREACHABLE();
- return 0;
- }
- }
- static size_t OutputOffset(const DestRegister& reg) {
- switch (reg.GetRegisterType()) {
- case RegisterType::Output:
- return offsetof(UnitState, registers.output) + reg.GetIndex()*sizeof(Math::Vec4<float24>);
- case RegisterType::Temporary:
- return offsetof(UnitState, registers.temporary) + reg.GetIndex()*sizeof(Math::Vec4<float24>);
- default:
- UNREACHABLE();
- return 0;
- }
- }
- };
- /// Clears the shader cache
- void ClearCache();
- struct ShaderSetup {
- struct {
- // The float uniforms are accessed by the shader JIT using SSE instructions, and are
- // therefore required to be 16-byte aligned.
- alignas(16) Math::Vec4<float24> f[96];
- std::array<bool, 16> b;
- std::array<Math::Vec4<u8>, 4> i;
- } uniforms;
- static size_t UniformOffset(RegisterType type, unsigned index) {
- switch (type) {
- case RegisterType::FloatUniform:
- return offsetof(ShaderSetup, uniforms.f) + index*sizeof(Math::Vec4<float24>);
- case RegisterType::BoolUniform:
- return offsetof(ShaderSetup, uniforms.b) + index*sizeof(bool);
- case RegisterType::IntUniform:
- return offsetof(ShaderSetup, uniforms.i) + index*sizeof(Math::Vec4<u8>);
- default:
- UNREACHABLE();
- return 0;
- }
- }
- std::array<u32, 1024> program_code;
- std::array<u32, 1024> swizzle_data;
- /**
- * Performs any shader unit setup that only needs to happen once per shader (as opposed to once per
- * vertex, which would happen within the `Run` function).
- */
- void Setup();
- /**
- * Runs the currently setup shader
- * @param state Shader unit state, must be setup per shader and per shader unit
- * @param input Input vertex into the shader
- * @param num_attributes The number of vertex shader attributes
- * @return The output vertex, after having been processed by the vertex shader
- */
- OutputVertex Run(UnitState<false>& state, const InputVertex& input, int num_attributes);
- /**
- * Produce debug information based on the given shader and input vertex
- * @param input Input vertex into the shader
- * @param num_attributes The number of vertex shader attributes
- * @param config Configuration object for the shader pipeline
- * @param setup Setup object for the shader pipeline
- * @return Debug information for this shader with regards to the given vertex
- */
- DebugData<true> ProduceDebugInfo(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const ShaderSetup& setup);
- };
- } // namespace Shader
- } // namespace Pica
|