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- // Copyright 2015 Citra Emulator Project
- // Licensed under GPLv2 or any later version
- // Refer to the license.txt file included.
- #pragma once
- #include <vector>
- #include <boost/container/static_vector.hpp>
- #include <nihstro/shader_binary.h>
- #include "common/common_funcs.h"
- #include "common/common_types.h"
- #include "common/vector_math.h"
- #include "video_core/pica.h"
- using nihstro::RegisterType;
- using nihstro::SourceRegister;
- using nihstro::DestRegister;
- namespace Pica {
- namespace Shader {
- struct InputVertex {
- Math::Vec4<float24> attr[16];
- };
- struct OutputVertex {
- OutputVertex() = default;
- // VS output attributes
- Math::Vec4<float24> pos;
- Math::Vec4<float24> dummy; // quaternions (not implemented, yet)
- Math::Vec4<float24> color;
- Math::Vec2<float24> tc0;
- Math::Vec2<float24> tc1;
- float24 pad[6];
- Math::Vec2<float24> tc2;
- // Padding for optimal alignment
- float24 pad2[4];
- // Attributes used to store intermediate results
- // position after perspective divide
- Math::Vec3<float24> screenpos;
- float24 pad3;
- // 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.
- Math::Vec4<float24> MEMORY_ALIGNED16(input[16]);
- Math::Vec4<float24> MEMORY_ALIGNED16(output[16]);
- Math::Vec4<float24> MEMORY_ALIGNED16(temporary[16]);
- } registers;
- static_assert(std::is_pod<Registers>::value, "Structure is not POD");
- u32 program_counter;
- bool conditional_code[2];
- // Two Address registers and one loop counter
- // TODO: How many bits do these actually have?
- s32 address_registers[3];
- enum {
- INVALID_ADDRESS = 0xFFFFFFFF
- };
- struct CallStackElement {
- u32 final_address; // Address upon which we jump to return_address
- u32 return_address; // Where to jump when leaving scope
- u8 repeat_counter; // How often to repeat until this call stack element is removed
- u8 loop_increment; // Which value to add to the loop counter after an iteration
- // TODO: Should this be a signed value? Does it even matter?
- u32 loop_address; // The address where we'll return to after each loop iteration
- };
- // TODO: Is there a maximal size for this?
- boost::container::static_vector<CallStackElement, 16> call_stack;
- DebugData<Debug> debug;
- static int InputOffset(const SourceRegister& reg) {
- switch (reg.GetRegisterType()) {
- case RegisterType::Input:
- return (int)offsetof(UnitState::Registers, input) + reg.GetIndex()*sizeof(Math::Vec4<float24>);
- case RegisterType::Temporary:
- return (int)offsetof(UnitState::Registers, temporary) + reg.GetIndex()*sizeof(Math::Vec4<float24>);
- default:
- UNREACHABLE();
- return 0;
- }
- }
- static int OutputOffset(const DestRegister& reg) {
- switch (reg.GetRegisterType()) {
- case RegisterType::Output:
- return (int)offsetof(UnitState::Registers, output) + reg.GetIndex()*sizeof(Math::Vec4<float24>);
- case RegisterType::Temporary:
- return (int)offsetof(UnitState::Registers, temporary) + reg.GetIndex()*sizeof(Math::Vec4<float24>);
- default:
- UNREACHABLE();
- return 0;
- }
- }
- };
- /**
- * 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).
- * @param state Shader unit state, must be setup per shader and per shader unit
- */
- void Setup(UnitState<false>& state);
- /// Performs any cleanup when the emulator is shutdown
- void Shutdown();
- /**
- * 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 State::ShaderSetup& setup);
- } // namespace Shader
- } // namespace Pica
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