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- // Copyright 2014 Citra Emulator Project
- // Licensed under GPLv2 or any later version
- // Refer to the license.txt file included.
- #include <stack>
- #include <boost/range/algorithm.hpp>
- #include <common/file_util.h>
- #include <core/mem_map.h>
- #include <nihstro/shader_bytecode.h>
- #include "pica.h"
- #include "vertex_shader.h"
- #include "debug_utils/debug_utils.h"
- using nihstro::Instruction;
- using nihstro::RegisterType;
- using nihstro::SourceRegister;
- using nihstro::SwizzlePattern;
- namespace Pica {
- namespace VertexShader {
- static struct {
- Math::Vec4<float24> f[96];
- std::array<bool,16> b;
- } 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 std::array<u32, 1024> shader_memory;
- static std::array<u32, 1024> swizzle_data;
- 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];
- }
- bool& GetBoolUniform(u32 index)
- {
- return shader_uniforms.b[index];
- }
- const std::array<u32, 1024>& GetShaderBinary()
- {
- return shader_memory;
- }
- const std::array<u32, 1024>& GetSwizzlePatterns()
- {
- return swizzle_data;
- }
- struct VertexShaderState {
- u32* program_counter;
- const float24* input_register_table[16];
- float24* output_register_table[7*4];
- Math::Vec4<float24> temporary_registers[16];
- 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;
- u32 return_address;
- };
- // TODO: Is there a maximal size for this?
- std::stack<CallStackElement> call_stack;
- 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) {
- // Placeholder for invalid inputs
- static float24 dummy_vec4_float24[4];
- while (true) {
- if (!state.call_stack.empty()) {
- if (state.program_counter - shader_memory.data() == state.call_stack.top().final_address) {
- state.program_counter = &shader_memory[state.call_stack.top().return_address];
- state.call_stack.pop();
- // TODO: Is "trying again" accurate to hardware?
- continue;
- }
- }
- bool exit_loop = false;
- const Instruction& instr = *(const Instruction*)state.program_counter;
- const SwizzlePattern& swizzle = *(SwizzlePattern*)&swizzle_data[instr.common.operand_desc_id];
- auto call = [&](VertexShaderState& state, u32 offset, u32 num_instructions, u32 return_offset) {
- state.program_counter = &shader_memory[offset] - 1; // -1 to make sure when incrementing the PC we end up at the correct offset
- state.call_stack.push({ offset + num_instructions, return_offset });
- };
- u32 binary_offset = state.program_counter - shader_memory.data();
- state.debug.max_offset = std::max<u32>(state.debug.max_offset, 1 + binary_offset);
- auto LookupSourceRegister = [&](const SourceRegister& source_reg) -> const float24* {
- switch (source_reg.GetRegisterType()) {
- case RegisterType::Input:
- return state.input_register_table[source_reg.GetIndex()];
- case RegisterType::Temporary:
- return &state.temporary_registers[source_reg.GetIndex()].x;
- case RegisterType::FloatUniform:
- return &shader_uniforms.f[source_reg.GetIndex()].x;
- default:
- return dummy_vec4_float24;
- }
- };
- switch (instr.opcode.GetInfo().type) {
- case Instruction::OpCodeType::Arithmetic:
- {
- bool is_inverted = 0 != (instr.opcode.GetInfo().subtype & Instruction::OpCodeInfo::SrcInversed);
- if (is_inverted) {
- // TODO: We don't really support this properly: For instance, the address register
- // offset needs to be applied to SRC2 instead, etc.
- // For now, we just abort in this situation.
- LOG_CRITICAL(HW_GPU, "Bad condition...");
- exit(0);
- }
- const int address_offset = (instr.common.address_register_index == 0)
- ? 0 : state.address_registers[instr.common.address_register_index - 1];
- const float24* src1_ = LookupSourceRegister(instr.common.GetSrc1(is_inverted) + address_offset);
- const float24* src2_ = LookupSourceRegister(instr.common.GetSrc2(is_inverted));
- const bool negate_src1 = ((bool)swizzle.negate_src1 != false);
- const bool negate_src2 = ((bool)swizzle.negate_src2 != false);
- 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);
- }
- float24 src2[4] = {
- src2_[(int)swizzle.GetSelectorSrc2(0)],
- src2_[(int)swizzle.GetSelectorSrc2(1)],
- src2_[(int)swizzle.GetSelectorSrc2(2)],
- src2_[(int)swizzle.GetSelectorSrc2(3)],
- };
- if (negate_src2) {
- src2[0] = src2[0] * float24::FromFloat32(-1);
- src2[1] = src2[1] * float24::FromFloat32(-1);
- src2[2] = src2[2] * float24::FromFloat32(-1);
- src2[3] = src2[3] * float24::FromFloat32(-1);
- }
- float24* dest = (instr.common.dest < 0x08) ? state.output_register_table[4*instr.common.dest.GetIndex()]
- : (instr.common.dest < 0x10) ? dummy_vec4_float24
- : (instr.common.dest < 0x20) ? &state.temporary_registers[instr.common.dest.GetIndex()][0]
- : dummy_vec4_float24;
- state.debug.max_opdesc_id = std::max<u32>(state.debug.max_opdesc_id, 1+instr.common.operand_desc_id);
- switch (instr.opcode.EffectiveOpCode()) {
- case Instruction::OpCode::ADD:
- {
- for (int i = 0; i < 4; ++i) {
- if (!swizzle.DestComponentEnabled(i))
- continue;
- dest[i] = src1[i] + src2[i];
- }
- break;
- }
- case Instruction::OpCode::MUL:
- {
- for (int i = 0; i < 4; ++i) {
- if (!swizzle.DestComponentEnabled(i))
- continue;
- dest[i] = src1[i] * src2[i];
- }
- break;
- }
- case Instruction::OpCode::MAX:
- for (int i = 0; i < 4; ++i) {
- if (!swizzle.DestComponentEnabled(i))
- continue;
- dest[i] = std::max(src1[i], src2[i]);
- }
- break;
- case Instruction::OpCode::DP3:
- case Instruction::OpCode::DP4:
- {
- 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:
- {
- 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:
- {
- 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::MOVA:
- {
- for (int i = 0; i < 2; ++i) {
- if (!swizzle.DestComponentEnabled(i))
- continue;
- // TODO: Figure out how the rounding is done on hardware
- state.address_registers[i] = static_cast<s32>(src1[i].ToFloat32());
- }
- break;
- }
- case Instruction::OpCode::MOV:
- {
- for (int i = 0; i < 4; ++i) {
- if (!swizzle.DestComponentEnabled(i))
- continue;
- dest[i] = src1[i];
- }
- break;
- }
- case Instruction::OpCode::CMP:
- for (int i = 0; i < 2; ++i) {
- // TODO: Can you restrict to one compare via dest masking?
- auto compare_op = instr.common.compare_op;
- auto op = (i == 0) ? compare_op.x.Value() : compare_op.y.Value();
- switch (op) {
- case compare_op.Equal:
- state.conditional_code[i] = (src1[i] == src2[i]);
- break;
- case compare_op.NotEqual:
- state.conditional_code[i] = (src1[i] != src2[i]);
- break;
- case compare_op.LessThan:
- state.conditional_code[i] = (src1[i] < src2[i]);
- break;
- case compare_op.LessEqual:
- state.conditional_code[i] = (src1[i] <= src2[i]);
- break;
- case compare_op.GreaterThan:
- state.conditional_code[i] = (src1[i] > src2[i]);
- break;
- case compare_op.GreaterEqual:
- state.conditional_code[i] = (src1[i] >= src2[i]);
- break;
- default:
- LOG_ERROR(HW_GPU, "Unknown compare mode %x", static_cast<int>(op));
- break;
- }
- }
- break;
- default:
- LOG_ERROR(HW_GPU, "Unhandled arithmetic instruction: 0x%02x (%s): 0x%08x",
- (int)instr.opcode.Value(), instr.opcode.GetInfo().name, instr.hex);
- _dbg_assert_(HW_GPU, 0);
- break;
- }
- break;
- }
- default:
- // Handle each instruction on its own
- switch (instr.opcode) {
- case Instruction::OpCode::END:
- exit_loop = true;
- break;
- case Instruction::OpCode::CALL:
- call(state,
- instr.flow_control.dest_offset,
- instr.flow_control.num_instructions,
- binary_offset + 1);
- break;
- case Instruction::OpCode::NOP:
- break;
- case Instruction::OpCode::IFU:
- if (shader_uniforms.b[instr.flow_control.bool_uniform_id]) {
- call(state,
- binary_offset + 1,
- instr.flow_control.dest_offset - binary_offset - 1,
- instr.flow_control.dest_offset + instr.flow_control.num_instructions);
- } else {
- call(state,
- instr.flow_control.dest_offset,
- instr.flow_control.num_instructions,
- instr.flow_control.dest_offset + instr.flow_control.num_instructions);
- }
- break;
- case Instruction::OpCode::IFC:
- {
- // TODO: Do we need to consider swizzlers here?
- auto flow_control = instr.flow_control;
- bool results[3] = { (bool)flow_control.refx == state.conditional_code[0],
- (bool)flow_control.refy == state.conditional_code[1] };
- switch (flow_control.op) {
- case flow_control.Or:
- results[2] = results[0] || results[1];
- break;
- case flow_control.And:
- results[2] = results[0] && results[1];
- break;
- case flow_control.JustX:
- results[2] = results[0];
- break;
- case flow_control.JustY:
- results[2] = results[1];
- break;
- }
- if (results[2]) {
- call(state,
- binary_offset + 1,
- instr.flow_control.dest_offset - binary_offset - 1,
- instr.flow_control.dest_offset + instr.flow_control.num_instructions);
- } else {
- call(state,
- instr.flow_control.dest_offset,
- instr.flow_control.num_instructions,
- instr.flow_control.dest_offset + instr.flow_control.num_instructions);
- }
- break;
- }
- default:
- LOG_ERROR(HW_GPU, "Unhandled instruction: 0x%02x (%s): 0x%08x",
- (int)instr.opcode.Value(), instr.opcode.GetInfo().name, instr.hex);
- break;
- }
- break;
- }
- ++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;
- // Zero output so that attributes which aren't output won't have denormals in them, which will
- // slow us down later.
- memset(&ret, 0, sizeof(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.conditional_code[0] = false;
- state.conditional_code[1] = false;
- ProcessShaderCode(state);
- DebugUtils::DumpShader(shader_memory.data(), state.debug.max_offset, swizzle_data.data(),
- state.debug.max_opdesc_id, registers.vs_main_offset,
- registers.vs_output_attributes);
- 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
- } // namespace
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