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authorbunnei <bunneidev@gmail.com>2015-07-22 01:38:59 +0200
committerbunnei <bunneidev@gmail.com>2015-08-15 23:33:44 +0200
commit3f69c2039de1c3d084ac2c9eb0aa9315490346bf (patch)
tree743f6bae0c3f1d475eabb083335ad7d6377bb97e /src/video_core/shader
parentShader: Move shader code to its own subdirectory, "shader". (diff)
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Diffstat (limited to 'src/video_core/shader')
-rw-r--r--src/video_core/shader/shader.cpp105
-rw-r--r--src/video_core/shader/shader.h163
-rw-r--r--src/video_core/shader/shader_interpreter.cpp135
-rw-r--r--src/video_core/shader/shader_interpreter.h59
4 files changed, 278 insertions, 184 deletions
diff --git a/src/video_core/shader/shader.cpp b/src/video_core/shader/shader.cpp
new file mode 100644
index 000000000..e397e8e03
--- /dev/null
+++ b/src/video_core/shader/shader.cpp
@@ -0,0 +1,105 @@
+// Copyright 2015 Citra Emulator Project
+// Licensed under GPLv2 or any later version
+// Refer to the license.txt file included.
+
+#include "common/logging/log.h"
+#include "common/profiler.h"
+
+#include "video_core/debug_utils/debug_utils.h"
+#include "video_core/pica.h"
+
+#include "shader.h"
+#include "shader_interpreter.h"
+
+namespace Pica {
+
+namespace Shader {
+
+void Setup(UnitState& state) {
+ // TODO(bunnei): This will be used by the JIT in a subsequent commit
+}
+
+static Common::Profiling::TimingCategory shader_category("Vertex Shader");
+
+OutputVertex Run(UnitState& state, const InputVertex& input, int num_attributes) {
+ auto& config = g_state.regs.vs;
+ auto& setup = g_state.vs;
+
+ Common::Profiling::ScopeTimer timer(shader_category);
+
+ state.program_counter = config.main_offset;
+ state.debug.max_offset = 0;
+ state.debug.max_opdesc_id = 0;
+
+ // Setup input register table
+ const auto& attribute_register_map = config.input_register_map;
+
+ if (num_attributes > 0) state.input_registers[attribute_register_map.attribute0_register] = input.attr[0];
+ if (num_attributes > 1) state.input_registers[attribute_register_map.attribute1_register] = input.attr[1];
+ if (num_attributes > 2) state.input_registers[attribute_register_map.attribute2_register] = input.attr[2];
+ if (num_attributes > 3) state.input_registers[attribute_register_map.attribute3_register] = input.attr[3];
+ if (num_attributes > 4) state.input_registers[attribute_register_map.attribute4_register] = input.attr[4];
+ if (num_attributes > 5) state.input_registers[attribute_register_map.attribute5_register] = input.attr[5];
+ if (num_attributes > 6) state.input_registers[attribute_register_map.attribute6_register] = input.attr[6];
+ if (num_attributes > 7) state.input_registers[attribute_register_map.attribute7_register] = input.attr[7];
+ if (num_attributes > 8) state.input_registers[attribute_register_map.attribute8_register] = input.attr[8];
+ if (num_attributes > 9) state.input_registers[attribute_register_map.attribute9_register] = input.attr[9];
+ if (num_attributes > 10) state.input_registers[attribute_register_map.attribute10_register] = input.attr[10];
+ if (num_attributes > 11) state.input_registers[attribute_register_map.attribute11_register] = input.attr[11];
+ if (num_attributes > 12) state.input_registers[attribute_register_map.attribute12_register] = input.attr[12];
+ if (num_attributes > 13) state.input_registers[attribute_register_map.attribute13_register] = input.attr[13];
+ if (num_attributes > 14) state.input_registers[attribute_register_map.attribute14_register] = input.attr[14];
+ if (num_attributes > 15) state.input_registers[attribute_register_map.attribute15_register] = input.attr[15];
+
+ state.conditional_code[0] = false;
+ state.conditional_code[1] = false;
+
+ RunInterpreter(state);
+
+#if PICA_DUMP_SHADERS
+ DebugUtils::DumpShader(setup.program_code.data(), state.debug.max_offset, setup.swizzle_data.data(),
+ state.debug.max_opdesc_id, config.main_offset,
+ g_state.regs.vs_output_attributes); // TODO: Don't hardcode VS here
+#endif
+
+ // Setup output data
+ OutputVertex ret;
+ // TODO(neobrain): Under some circumstances, up to 16 attributes may be output. We need to
+ // figure out what those circumstances are and enable the remaining outputs then.
+ for (int i = 0; i < 7; ++i) {
+ const auto& output_register_map = g_state.regs.vs_output_attributes[i]; // TODO: Don't hardcode VS here
+
+ 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) {
+ float24* out = ((float24*)&ret) + semantics[comp];
+ if (semantics[comp] != Regs::VSOutputAttributes::INVALID) {
+ *out = state.output_registers[i][comp];
+ } else {
+ // Zero output so that attributes which aren't output won't have denormals in them,
+ // which would slow us down later.
+ memset(out, 0, sizeof(*out));
+ }
+ }
+ }
+
+ // The hardware takes the absolute and saturates vertex colors like this, *before* doing interpolation
+ for (int i = 0; i < 4; ++i) {
+ ret.color[i] = float24::FromFloat32(
+ std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f));
+ }
+
+ 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 Shader
+
+} // namespace Pica
diff --git a/src/video_core/shader/shader.h b/src/video_core/shader/shader.h
new file mode 100644
index 000000000..38c00768d
--- /dev/null
+++ b/src/video_core/shader/shader.h
@@ -0,0 +1,163 @@
+// Copyright 2015 Citra Emulator Project
+// Licensed under GPLv2 or any later version
+// Refer to the license.txt file included.
+
+#pragma once
+
+#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");
+
+/**
+ * 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 {
+ // 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_registers[16]);
+ Math::Vec4<float24> MEMORY_ALIGNED16(output_registers[16]);
+ Math::Vec4<float24> MEMORY_ALIGNED16(temporary_registers[16]);
+
+ 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;
+
+ struct {
+ u32 max_offset; // maximum program counter ever reached
+ u32 max_opdesc_id; // maximum swizzle pattern index ever used
+ } debug;
+
+ static int InputOffset(const SourceRegister& reg) {
+ switch (reg.GetRegisterType()) {
+ case RegisterType::Input:
+ return (int)offsetof(UnitState, input_registers) + reg.GetIndex()*sizeof(Math::Vec4<float24>);
+
+ case RegisterType::Temporary:
+ return (int)offsetof(UnitState, temporary_registers) + 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, output_registers) + reg.GetIndex()*sizeof(Math::Vec4<float24>);
+
+ case RegisterType::Temporary:
+ return (int)offsetof(UnitState, temporary_registers) + 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& state);
+
+/**
+ * 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& state, const InputVertex& input, int num_attributes);
+
+} // namespace Shader
+
+} // namespace Pica
diff --git a/src/video_core/shader/shader_interpreter.cpp b/src/video_core/shader/shader_interpreter.cpp
index 369883225..eb48e7053 100644
--- a/src/video_core/shader/shader_interpreter.cpp
+++ b/src/video_core/shader/shader_interpreter.cpp
@@ -2,18 +2,14 @@
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
-#include <boost/container/static_vector.hpp>
-#include <boost/range/algorithm.hpp>
-
#include <common/file_util.h>
#include <nihstro/shader_bytecode.h>
-#include "common/profiler.h"
-
#include "video_core/pica.h"
-#include "video_core/shader/shader_interpreter.h"
-#include "video_core/debug_utils/debug_utils.h"
+
+#include "shader.h"
+#include "shader_interpreter.h"
using nihstro::OpCode;
using nihstro::Instruction;
@@ -25,42 +21,7 @@ namespace Pica {
namespace Shader {
-struct ShaderState {
- u32 program_counter;
-
- const float24* input_register_table[16];
- Math::Vec4<float24> output_registers[16];
-
- 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; // 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;
-
- struct {
- u32 max_offset; // maximum program counter ever reached
- u32 max_opdesc_id; // maximum swizzle pattern index ever used
- } debug;
-};
-
-static void ProcessShaderCode(ShaderState& state) {
+void RunInterpreter(UnitState& state) {
const auto& uniforms = g_state.vs.uniforms;
const auto& swizzle_data = g_state.vs.swizzle_data;
const auto& program_code = g_state.vs.program_code;
@@ -90,7 +51,7 @@ static void ProcessShaderCode(ShaderState& state) {
const Instruction instr = { program_code[state.program_counter] };
const SwizzlePattern swizzle = { swizzle_data[instr.common.operand_desc_id] };
- static auto call = [](ShaderState& state, u32 offset, u32 num_instructions,
+ static auto call = [](UnitState& state, u32 offset, u32 num_instructions,
u32 return_offset, u8 repeat_count, u8 loop_increment) {
state.program_counter = offset - 1; // -1 to make sure when incrementing the PC we end up at the correct offset
ASSERT(state.call_stack.size() < state.call_stack.capacity());
@@ -101,7 +62,7 @@ static void ProcessShaderCode(ShaderState& state) {
auto LookupSourceRegister = [&](const SourceRegister& source_reg) -> const float24* {
switch (source_reg.GetRegisterType()) {
case RegisterType::Input:
- return state.input_register_table[source_reg.GetIndex()];
+ return &state.input_registers[source_reg.GetIndex()].x;
case RegisterType::Temporary:
return &state.temporary_registers[source_reg.GetIndex()].x;
@@ -413,7 +374,7 @@ static void ProcessShaderCode(ShaderState& state) {
default:
{
- static auto evaluate_condition = [](const ShaderState& state, bool refx, bool refy, Instruction::FlowControlType flow_control) {
+ static auto evaluate_condition = [](const UnitState& state, bool refx, bool refy, Instruction::FlowControlType flow_control) {
bool results[2] = { refx == state.conditional_code[0],
refy == state.conditional_code[1] };
@@ -542,88 +503,6 @@ static void ProcessShaderCode(ShaderState& state) {
}
}
-static Common::Profiling::TimingCategory shader_category("Vertex Shader");
-
-OutputVertex RunShader(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const State::ShaderSetup& setup) {
- Common::Profiling::ScopeTimer timer(shader_category);
-
- ShaderState state;
-
- state.program_counter = config.main_offset;
- state.debug.max_offset = 0;
- state.debug.max_opdesc_id = 0;
-
- // Setup input register table
- const auto& attribute_register_map = config.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;
-
- state.conditional_code[0] = false;
- state.conditional_code[1] = false;
-
- ProcessShaderCode(state);
-#if PICA_DUMP_SHADERS
- DebugUtils::DumpShader(setup.program_code.data(), state.debug.max_offset, setup.swizzle_data.data(),
- state.debug.max_opdesc_id, config.main_offset,
- g_state.regs.vs_output_attributes); // TODO: Don't hardcode VS here
-#endif
-
- // Setup output data
- OutputVertex ret;
- // TODO(neobrain): Under some circumstances, up to 16 attributes may be output. We need to
- // figure out what those circumstances are and enable the remaining outputs then.
- for (int i = 0; i < 7; ++i) {
- const auto& output_register_map = g_state.regs.vs_output_attributes[i]; // TODO: Don't hardcode VS here
-
- 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) {
- float24* out = ((float24*)&ret) + semantics[comp];
- if (semantics[comp] != Regs::VSOutputAttributes::INVALID) {
- *out = state.output_registers[i][comp];
- } else {
- // Zero output so that attributes which aren't output won't have denormals in them,
- // which would slow us down later.
- memset(out, 0, sizeof(*out));
- }
- }
- }
-
- // The hardware takes the absolute and saturates vertex colors like this, *before* doing interpolation
- for (int i = 0; i < 4; ++i) {
- ret.color[i] = float24::FromFloat32(
- std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f));
- }
-
- 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
diff --git a/src/video_core/shader/shader_interpreter.h b/src/video_core/shader/shader_interpreter.h
index f2900bfc6..ad6e58e39 100644
--- a/src/video_core/shader/shader_interpreter.h
+++ b/src/video_core/shader/shader_interpreter.h
@@ -4,68 +4,15 @@
#pragma once
-#include <type_traits>
-
-#include "common/vector_math.h"
-
#include "video_core/pica.h"
+#include "shader.h"
+
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");
-
-OutputVertex RunShader(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const State::ShaderSetup& setup);
+void RunInterpreter(UnitState& state);
} // namespace