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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 <array>
- #include <cstddef>
- #include <type_traits>
- #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 AttributeBuffer {
- alignas(16) Math::Vec4<float24> attr[16];
- };
- struct OutputVertex {
- 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;
- static OutputVertex FromAttributeBuffer(const Regs& regs, AttributeBuffer& output);
- };
- #define ASSERT_POS(var, pos) \
- static_assert(offsetof(OutputVertex, var) == pos * sizeof(float24), "Semantic at wrong " \
- "offset.")
- ASSERT_POS(pos, Regs::VSOutputAttributes::POSITION_X);
- ASSERT_POS(quat, Regs::VSOutputAttributes::QUATERNION_X);
- ASSERT_POS(color, Regs::VSOutputAttributes::COLOR_R);
- ASSERT_POS(tc0, Regs::VSOutputAttributes::TEXCOORD0_U);
- ASSERT_POS(tc1, Regs::VSOutputAttributes::TEXCOORD1_U);
- ASSERT_POS(tc0_w, Regs::VSOutputAttributes::TEXCOORD0_W);
- ASSERT_POS(view, Regs::VSOutputAttributes::VIEW_X);
- ASSERT_POS(tc2, Regs::VSOutputAttributes::TEXCOORD2_U);
- #undef ASSERT_POS
- static_assert(std::is_pod<OutputVertex>::value, "Structure is not POD");
- static_assert(sizeof(OutputVertex) == 24 * sizeof(float), "OutputVertex has invalid size");
- /**
- * 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.
- */
- 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> temporary[16];
- alignas(16) Math::Vec4<float24> output[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];
- 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;
- }
- }
- /**
- * Loads the unit state with an input vertex.
- *
- * @param config Shader configuration registers corresponding to the unit.
- * @param input Attribute buffer to load into the input registers.
- */
- void LoadInput(const Regs::ShaderConfig& config, const AttributeBuffer& input);
- void WriteOutput(const Regs::ShaderConfig& config, AttributeBuffer& output);
- };
- 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 GetFloatUniformOffset(unsigned index) {
- return offsetof(ShaderSetup, uniforms.f) + index * sizeof(Math::Vec4<float24>);
- }
- static size_t GetBoolUniformOffset(unsigned index) {
- return offsetof(ShaderSetup, uniforms.b) + index * sizeof(bool);
- }
- static size_t GetIntUniformOffset(unsigned index) {
- return offsetof(ShaderSetup, uniforms.i) + index * sizeof(Math::Vec4<u8>);
- }
- std::array<u32, 1024> program_code;
- std::array<u32, 1024> swizzle_data;
- /// Data private to ShaderEngines
- struct EngineData {
- unsigned int entry_point;
- /// Used by the JIT, points to a compiled shader object.
- const void* cached_shader = nullptr;
- } engine_data;
- };
- class ShaderEngine {
- public:
- virtual ~ShaderEngine() = default;
- /**
- * 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).
- */
- virtual void SetupBatch(ShaderSetup& setup, unsigned int entry_point) = 0;
- /**
- * Runs the currently setup shader.
- *
- * @param setup Shader engine state, must be setup with SetupBatch on each shader change.
- * @param state Shader unit state, must be setup with input data before each shader invocation.
- */
- virtual void Run(const ShaderSetup& setup, UnitState& state) const = 0;
- };
- // TODO(yuriks): Remove and make it non-global state somewhere
- ShaderEngine* GetEngine();
- void Shutdown();
- } // namespace Shader
- } // namespace Pica
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