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-rw-r--r--src/video_core/command_processor.cpp21
-rw-r--r--src/video_core/shader/shader.cpp103
-rw-r--r--src/video_core/shader/shader.h17
-rw-r--r--src/video_core/shader/shader_interpreter.cpp4
4 files changed, 81 insertions, 64 deletions
diff --git a/src/video_core/command_processor.cpp b/src/video_core/command_processor.cpp
index bf4664f9e..19e03adf4 100644
--- a/src/video_core/command_processor.cpp
+++ b/src/video_core/command_processor.cpp
@@ -149,7 +149,8 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
// Send to vertex shader
if (g_debug_context)
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, static_cast<void*>(&immediate_input));
- Shader::OutputVertex output = g_state.vs.Run(shader_unit, immediate_input, regs.vs.num_input_attributes+1);
+ g_state.vs.Run(shader_unit, immediate_input, regs.vs.num_input_attributes+1);
+ Shader::OutputVertex output_vertex = shader_unit.output_registers.ToVertex(regs.vs);
// Send to renderer
using Pica::Shader::OutputVertex;
@@ -157,7 +158,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
VideoCore::g_renderer->Rasterizer()->AddTriangle(v0, v1, v2);
};
- g_state.primitive_assembler.SubmitVertex(output, AddTriangle);
+ g_state.primitive_assembler.SubmitVertex(output_vertex, AddTriangle);
}
}
}
@@ -230,7 +231,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
// The size has been tuned for optimal balance between hit-rate and the cost of lookup
const size_t VERTEX_CACHE_SIZE = 32;
std::array<u16, VERTEX_CACHE_SIZE> vertex_cache_ids;
- std::array<Shader::OutputVertex, VERTEX_CACHE_SIZE> vertex_cache;
+ std::array<Shader::OutputRegisters, VERTEX_CACHE_SIZE> vertex_cache;
unsigned int vertex_cache_pos = 0;
vertex_cache_ids.fill(-1);
@@ -248,7 +249,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
ASSERT(vertex != -1);
bool vertex_cache_hit = false;
- Shader::OutputVertex output;
+ Shader::OutputRegisters output_registers;
if (is_indexed) {
if (g_debug_context && Pica::g_debug_context->recorder) {
@@ -258,7 +259,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
for (unsigned int i = 0; i < VERTEX_CACHE_SIZE; ++i) {
if (vertex == vertex_cache_ids[i]) {
- output = vertex_cache[i];
+ output_registers = vertex_cache[i];
vertex_cache_hit = true;
break;
}
@@ -273,15 +274,19 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
// Send to vertex shader
if (g_debug_context)
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, (void*)&input);
- output = g_state.vs.Run(shader_unit, input, loader.GetNumTotalAttributes());
+ g_state.vs.Run(shader_unit, input, loader.GetNumTotalAttributes());
+ output_registers = shader_unit.output_registers;
if (is_indexed) {
- vertex_cache[vertex_cache_pos] = output;
+ vertex_cache[vertex_cache_pos] = output_registers;
vertex_cache_ids[vertex_cache_pos] = vertex;
vertex_cache_pos = (vertex_cache_pos + 1) % VERTEX_CACHE_SIZE;
}
}
+ // Retreive vertex from register data
+ Shader::OutputVertex output_vertex = output_registers.ToVertex(regs.vs);
+
// Send to renderer
using Pica::Shader::OutputVertex;
auto AddTriangle = [](
@@ -289,7 +294,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
VideoCore::g_renderer->Rasterizer()->AddTriangle(v0, v1, v2);
};
- primitive_assembler.SubmitVertex(output, AddTriangle);
+ primitive_assembler.SubmitVertex(output_vertex, AddTriangle);
}
for (auto& range : memory_accesses.ranges) {
diff --git a/src/video_core/shader/shader.cpp b/src/video_core/shader/shader.cpp
index 161097610..f565e2c91 100644
--- a/src/video_core/shader/shader.cpp
+++ b/src/video_core/shader/shader.cpp
@@ -30,6 +30,58 @@ namespace Pica {
namespace Shader {
+OutputVertex OutputRegisters::ToVertex(const Regs::ShaderConfig& config) {
+ // 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.
+ unsigned index = 0;
+ for (unsigned i = 0; i < 7; ++i) {
+
+ if (index >= g_state.regs.vs_output_total)
+ break;
+
+ if ((config.output_mask & (1 << i)) == 0)
+ continue;
+
+ const auto& output_register_map = g_state.regs.vs_output_attributes[index];
+
+ u32 semantics[4] = {
+ output_register_map.map_x, output_register_map.map_y,
+ output_register_map.map_z, output_register_map.map_w
+ };
+
+ for (unsigned comp = 0; comp < 4; ++comp) {
+ float24* out = ((float24*)&ret) + semantics[comp];
+ if (semantics[comp] != Regs::VSOutputAttributes::INVALID) {
+ *out = value[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));
+ }
+ }
+
+ index++;
+ }
+
+ // The hardware takes the absolute and saturates vertex colors like this, *before* doing interpolation
+ for (unsigned i = 0; i < 4; ++i) {
+ ret.color[i] = float24::FromFloat32(
+ std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f));
+ }
+
+ LOG_TRACE(HW_GPU, "Output vertex: pos(%.2f, %.2f, %.2f, %.2f), quat(%.2f, %.2f, %.2f, %.2f), "
+ "col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f), view(%.2f, %.2f, %.2f)",
+ ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.w.ToFloat32(),
+ ret.quat.x.ToFloat32(), ret.quat.y.ToFloat32(), ret.quat.z.ToFloat32(), ret.quat.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(),
+ ret.view.x.ToFloat32(), ret.view.y.ToFloat32(), ret.view.z.ToFloat32());
+
+ return ret;
+}
+
#ifdef ARCHITECTURE_x86_64
static std::unordered_map<u64, std::unique_ptr<JitShader>> shader_map;
static const JitShader* jit_shader;
@@ -62,7 +114,7 @@ void ShaderSetup::Setup() {
MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240));
-OutputVertex ShaderSetup::Run(UnitState<false>& state, const InputVertex& input, int num_attributes) {
+void ShaderSetup::Run(UnitState<false>& state, const InputVertex& input, int num_attributes) {
auto& config = g_state.regs.vs;
auto& setup = g_state.vs;
@@ -89,55 +141,6 @@ OutputVertex ShaderSetup::Run(UnitState<false>& state, const InputVertex& input,
RunInterpreter(setup, state, config.main_offset);
#endif // ARCHITECTURE_x86_64
- // 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.
- unsigned index = 0;
- for (unsigned i = 0; i < 7; ++i) {
-
- if (index >= g_state.regs.vs_output_total)
- break;
-
- if ((g_state.regs.vs.output_mask & (1 << i)) == 0)
- continue;
-
- const auto& output_register_map = g_state.regs.vs_output_attributes[index]; // 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 (unsigned comp = 0; comp < 4; ++comp) {
- float24* out = ((float24*)&ret) + semantics[comp];
- if (semantics[comp] != Regs::VSOutputAttributes::INVALID) {
- *out = state.registers.output[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));
- }
- }
-
- index++;
- }
-
- // The hardware takes the absolute and saturates vertex colors like this, *before* doing interpolation
- for (unsigned i = 0; i < 4; ++i) {
- ret.color[i] = float24::FromFloat32(
- std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f));
- }
-
- LOG_TRACE(HW_GPU, "Output vertex: pos(%.2f, %.2f, %.2f, %.2f), quat(%.2f, %.2f, %.2f, %.2f), "
- "col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f), view(%.2f, %.2f, %.2f)",
- ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.w.ToFloat32(),
- ret.quat.x.ToFloat32(), ret.quat.y.ToFloat32(), ret.quat.z.ToFloat32(), ret.quat.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(),
- ret.view.x.ToFloat32(), ret.view.y.ToFloat32(), ret.view.z.ToFloat32());
-
- return ret;
}
DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const ShaderSetup& setup) {
diff --git a/src/video_core/shader/shader.h b/src/video_core/shader/shader.h
index 84898f21c..fee16df62 100644
--- a/src/video_core/shader/shader.h
+++ b/src/video_core/shader/shader.h
@@ -84,6 +84,15 @@ struct OutputVertex {
static_assert(std::is_pod<OutputVertex>::value, "Structure is not POD");
static_assert(sizeof(OutputVertex) == 32 * sizeof(float), "OutputVertex has invalid size");
+struct OutputRegisters {
+ OutputRegisters() = default;
+
+ alignas(16) Math::Vec4<float24> value[16];
+
+ OutputVertex ToVertex(const Regs::ShaderConfig& config);
+};
+static_assert(std::is_pod<OutputRegisters>::value, "Structure is not POD");
+
// Helper structure used to keep track of data useful for inspection of shader emulation
template<bool full_debugging>
struct DebugData;
@@ -267,11 +276,12 @@ struct UnitState {
// 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");
+ OutputRegisters output_registers;
+
bool conditional_code[2];
// Two Address registers and one loop counter
@@ -297,7 +307,7 @@ struct UnitState {
static size_t OutputOffset(const DestRegister& reg) {
switch (reg.GetRegisterType()) {
case RegisterType::Output:
- return offsetof(UnitState, registers.output) + reg.GetIndex()*sizeof(Math::Vec4<float24>);
+ return offsetof(UnitState, output_registers.value) + reg.GetIndex()*sizeof(Math::Vec4<float24>);
case RegisterType::Temporary:
return offsetof(UnitState, registers.temporary) + reg.GetIndex()*sizeof(Math::Vec4<float24>);
@@ -354,9 +364,8 @@ struct ShaderSetup {
* @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);
+ void Run(UnitState<false>& state, const InputVertex& input, int num_attributes);
/**
* Produce debug information based on the given shader and input vertex
diff --git a/src/video_core/shader/shader_interpreter.cpp b/src/video_core/shader/shader_interpreter.cpp
index 714e8bfd5..b1eadc071 100644
--- a/src/video_core/shader/shader_interpreter.cpp
+++ b/src/video_core/shader/shader_interpreter.cpp
@@ -144,7 +144,7 @@ void RunInterpreter(const ShaderSetup& setup, UnitState<Debug>& state, unsigned
src2[3] = src2[3] * float24::FromFloat32(-1);
}
- float24* dest = (instr.common.dest.Value() < 0x10) ? &state.registers.output[instr.common.dest.Value().GetIndex()][0]
+ float24* dest = (instr.common.dest.Value() < 0x10) ? &state.output_registers.value[instr.common.dest.Value().GetIndex()][0]
: (instr.common.dest.Value() < 0x20) ? &state.registers.temporary[instr.common.dest.Value().GetIndex()][0]
: dummy_vec4_float24;
@@ -483,7 +483,7 @@ void RunInterpreter(const ShaderSetup& setup, UnitState<Debug>& state, unsigned
src3[3] = src3[3] * float24::FromFloat32(-1);
}
- float24* dest = (instr.mad.dest.Value() < 0x10) ? &state.registers.output[instr.mad.dest.Value().GetIndex()][0]
+ float24* dest = (instr.mad.dest.Value() < 0x10) ? &state.output_registers.value[instr.mad.dest.Value().GetIndex()][0]
: (instr.mad.dest.Value() < 0x20) ? &state.registers.temporary[instr.mad.dest.Value().GetIndex()][0]
: dummy_vec4_float24;