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Write shader registers in functions
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e0ef5e8d09
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@ -33,10 +33,6 @@ namespace Pica {
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namespace CommandProcessor {
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static int float_regs_counter = 0;
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static u32 uniform_write_buffer[4];
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static int default_attr_counter = 0;
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static u32 default_attr_write_buffer[3];
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@ -306,9 +302,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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}
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case PICA_REG_INDEX(vs.bool_uniforms):
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for (unsigned i = 0; i < 16; ++i)
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g_state.vs.uniforms.b[i] = (regs.vs.bool_uniforms.Value() & (1 << i)) != 0;
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Shader::WriteUniformBoolReg(false, value);
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break;
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case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[0], 0x2b1):
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@ -316,14 +310,16 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[2], 0x2b3):
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case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[3], 0x2b4):
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{
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int index = (id - PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[0], 0x2b1));
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unsigned index = (id - PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[0], 0x2b1));
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auto values = regs.vs.int_uniforms[index];
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g_state.vs.uniforms.i[index] = Math::Vec4<u8>(values.x, values.y, values.z, values.w);
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LOG_TRACE(HW_GPU, "Set integer uniform %d to %02x %02x %02x %02x",
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index, values.x.Value(), values.y.Value(), values.z.Value(), values.w.Value());
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Shader::WriteUniformIntReg(false, index, Math::Vec4<u8>(values.x, values.y, values.z, values.w));
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break;
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}
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case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.setup, 0x2c0):
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Shader::WriteUniformFloatSetupReg(false, value);
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break;
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case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[0], 0x2c1):
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case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[1], 0x2c2):
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case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[2], 0x2c3):
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@ -333,49 +329,15 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[6], 0x2c7):
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case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[7], 0x2c8):
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{
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auto& uniform_setup = regs.vs.uniform_setup;
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// TODO: Does actual hardware indeed keep an intermediate buffer or does
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// it directly write the values?
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uniform_write_buffer[float_regs_counter++] = value;
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// Uniforms are written in a packed format such that four float24 values are encoded in
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// three 32-bit numbers. We write to internal memory once a full such vector is
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// written.
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if ((float_regs_counter >= 4 && uniform_setup.IsFloat32()) ||
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(float_regs_counter >= 3 && !uniform_setup.IsFloat32())) {
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float_regs_counter = 0;
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auto& uniform = g_state.vs.uniforms.f[uniform_setup.index];
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if (uniform_setup.index > 95) {
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LOG_ERROR(HW_GPU, "Invalid VS uniform index %d", (int)uniform_setup.index);
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break;
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}
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// NOTE: The destination component order indeed is "backwards"
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if (uniform_setup.IsFloat32()) {
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for (auto i : {0,1,2,3})
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uniform[3 - i] = float24::FromFloat32(*(float*)(&uniform_write_buffer[i]));
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} else {
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// TODO: Untested
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uniform.w = float24::FromRaw(uniform_write_buffer[0] >> 8);
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uniform.z = float24::FromRaw(((uniform_write_buffer[0] & 0xFF) << 16) | ((uniform_write_buffer[1] >> 16) & 0xFFFF));
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uniform.y = float24::FromRaw(((uniform_write_buffer[1] & 0xFFFF) << 8) | ((uniform_write_buffer[2] >> 24) & 0xFF));
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uniform.x = float24::FromRaw(uniform_write_buffer[2] & 0xFFFFFF);
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}
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LOG_TRACE(HW_GPU, "Set uniform %x to (%f %f %f %f)", (int)uniform_setup.index,
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uniform.x.ToFloat32(), uniform.y.ToFloat32(), uniform.z.ToFloat32(),
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uniform.w.ToFloat32());
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// TODO: Verify that this actually modifies the register!
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uniform_setup.index.Assign(uniform_setup.index + 1);
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}
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Shader::WriteUniformFloatReg(false, value);
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break;
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}
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// Load shader program code
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case PICA_REG_INDEX_WORKAROUND(vs.program.offset, 0x2cb):
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Shader::WriteProgramCodeOffset(false, value);
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break;
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case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[0], 0x2cc):
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case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[1], 0x2cd):
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case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[2], 0x2ce):
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@ -385,12 +347,15 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[6], 0x2d2):
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case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[7], 0x2d3):
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{
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g_state.vs.program_code[regs.vs.program.offset] = value;
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regs.vs.program.offset++;
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Shader::WriteProgramCode(false, value);
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break;
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}
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// Load swizzle pattern data
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case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.offset, 0x2d5):
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Shader::WriteSwizzlePatternsOffset(false, value);
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break;
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case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[0], 0x2d6):
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case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[1], 0x2d7):
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case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[2], 0x2d8):
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@ -400,8 +365,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[6], 0x2dc):
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case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[7], 0x2dd):
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{
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g_state.vs.swizzle_data[regs.vs.swizzle_patterns.offset] = value;
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regs.vs.swizzle_patterns.offset++;
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Shader::WriteSwizzlePatterns(false, value);
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break;
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}
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@ -1237,6 +1237,8 @@ struct Regs {
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}
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union {
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u32 setup;
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// Index of the next uniform to write to
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// TODO: ctrulib uses 8 bits for this, however that seems to yield lots of invalid indices
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// TODO: Maybe the uppermost index is for the geometry shader? Investigate!
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@ -163,6 +163,159 @@ DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_
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return state.debug;
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}
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bool SharedGS() {
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return g_state.regs.vs_com_mode == Pica::Regs::VSComMode::Shared;
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}
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void WriteUniformBoolReg(bool gs, u32 value) {
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auto& setup = gs ? g_state.gs : g_state.vs;
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ASSERT(setup.uniforms.b.size() == 16);
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for (unsigned i = 0; i < 16; ++i)
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setup.uniforms.b[i] = (value & (1 << i)) != 0;
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// Copy for GS in shared mode
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if (!gs && SharedGS()) {
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WriteUniformBoolReg(true, value);
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}
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}
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void WriteUniformIntReg(bool gs, unsigned index, const Math::Vec4<u8>& values) {
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const char* shader_type = gs ? "GS" : "VS";
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auto& setup = gs ? g_state.gs : g_state.vs;
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ASSERT(index < setup.uniforms.i.size());
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setup.uniforms.i[index] = values;
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LOG_TRACE(HW_GPU, "Set %s integer uniform %d to %02x %02x %02x %02x",
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shader_type, index, values.x.Value(), values.y.Value(), values.z.Value(), values.w.Value());
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// Copy for GS in shared mode
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if (!gs && SharedGS()) {
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WriteUniformIntReg(true, index, values);
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}
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}
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void WriteUniformFloatSetupReg(bool gs, u32 value) {
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auto& config = gs ? g_state.regs.gs : g_state.regs.vs;
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config.uniform_setup.setup = value;
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// Copy for GS in shared mode
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if (!gs && SharedGS()) {
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WriteUniformFloatSetupReg(true, value);
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}
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}
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void WriteUniformFloatReg(bool gs, u32 value) {
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const char* shader_type = gs ? "GS" : "VS";
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auto& config = gs ? g_state.regs.gs : g_state.regs.vs;
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auto& setup = gs ? g_state.gs : g_state.vs;
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auto& uniform_setup = config.uniform_setup;
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auto& uniform_write_buffer = setup.uniform_write_buffer;
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auto& float_regs_counter = setup.float_regs_counter;
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// TODO: Does actual hardware indeed keep an intermediate buffer or does
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// it directly write the values?
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uniform_write_buffer[float_regs_counter++] = value;
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// Uniforms are written in a packed format such that four float24 values are encoded in
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// three 32-bit numbers. We write to internal memory once a full such vector is
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// written.
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if ((float_regs_counter >= 4 && uniform_setup.IsFloat32()) ||
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(float_regs_counter >= 3 && !uniform_setup.IsFloat32())) {
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float_regs_counter = 0;
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auto& uniform = setup.uniforms.f[uniform_setup.index];
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if (uniform_setup.index >= 96) {
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LOG_ERROR(HW_GPU, "Invalid %s float uniform index %d", shader_type, (int)uniform_setup.index);
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} else {
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// NOTE: The destination component order indeed is "backwards"
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if (uniform_setup.IsFloat32()) {
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for (auto i : {0,1,2,3})
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uniform[3 - i] = float24::FromFloat32(*(float*)(&uniform_write_buffer[i]));
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} else {
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// TODO: Untested
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uniform.w = float24::FromRaw(uniform_write_buffer[0] >> 8);
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uniform.z = float24::FromRaw(((uniform_write_buffer[0] & 0xFF) << 16) | ((uniform_write_buffer[1] >> 16) & 0xFFFF));
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uniform.y = float24::FromRaw(((uniform_write_buffer[1] & 0xFFFF) << 8) | ((uniform_write_buffer[2] >> 24) & 0xFF));
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uniform.x = float24::FromRaw(uniform_write_buffer[2] & 0xFFFFFF);
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}
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LOG_TRACE(HW_GPU, "Set %s float uniform %x to (%f %f %f %f)", shader_type, (int)uniform_setup.index,
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uniform.x.ToFloat32(), uniform.y.ToFloat32(), uniform.z.ToFloat32(),
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uniform.w.ToFloat32());
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// TODO: Verify that this actually modifies the register!
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uniform_setup.index.Assign(uniform_setup.index + 1);
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}
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}
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// Copy for GS in shared mode
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if (!gs && SharedGS()) {
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WriteUniformFloatReg(true, value);
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}
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}
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void WriteProgramCodeOffset(bool gs, u32 value) {
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auto& config = gs ? g_state.regs.gs : g_state.regs.vs;
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config.program.offset = value;
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// Copy for GS in shared mode
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if (!gs && SharedGS()) {
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WriteProgramCodeOffset(true, value);
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}
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}
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void WriteProgramCode(bool gs, u32 value) {
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const char* shader_type = gs ? "GS" : "VS";
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auto& config = gs ? g_state.regs.gs : g_state.regs.vs;
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auto& setup = gs ? g_state.gs : g_state.vs;
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if (config.program.offset >= setup.program_code.size()) {
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LOG_ERROR(HW_GPU, "Invalid %s program offset %d", shader_type, (int)config.program.offset);
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} else {
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setup.program_code[config.program.offset] = value;
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config.program.offset++;
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}
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// Copy for GS in shared mode
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if (!gs && SharedGS()) {
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WriteProgramCode(true, value);
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}
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}
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void WriteSwizzlePatternsOffset(bool gs, u32 value) {
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auto& config = gs ? g_state.regs.gs : g_state.regs.vs;
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config.swizzle_patterns.offset = value;
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// Copy for GS in shared mode
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if (!gs && SharedGS()) {
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WriteSwizzlePatternsOffset(true, value);
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}
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}
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void WriteSwizzlePatterns(bool gs, u32 value) {
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const char* shader_type = gs ? "GS" : "VS";
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auto& config = gs ? g_state.regs.gs : g_state.regs.vs;
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auto& setup = gs ? g_state.gs : g_state.vs;
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if (config.swizzle_patterns.offset >= setup.swizzle_data.size()) {
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LOG_ERROR(HW_GPU, "Invalid %s swizzle pattern offset %d", shader_type, (int)config.swizzle_patterns.offset);
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} else {
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setup.swizzle_data[config.swizzle_patterns.offset] = value;
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config.swizzle_patterns.offset++;
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}
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// Copy for GS in shared mode
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if (!gs && SharedGS()) {
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WriteSwizzlePatterns(true, value);
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}
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}
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} // namespace Shader
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} // namespace Pica
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@ -355,6 +355,9 @@ struct ShaderSetup {
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}
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}
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int float_regs_counter = 0;
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u32 uniform_write_buffer[4];
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std::array<u32, 1024> program_code;
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std::array<u32, 1024> swizzle_data;
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@ -388,6 +391,16 @@ struct ShaderSetup {
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};
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bool SharedGS();
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void WriteUniformBoolReg(bool gs, u32 value);
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void WriteUniformIntReg(bool gs, unsigned index, const Math::Vec4<u8>& values);
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void WriteUniformFloatSetupReg(bool gs, u32 value);
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void WriteUniformFloatReg(bool gs, u32 value);
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void WriteProgramCodeOffset(bool gs, u32 value);
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void WriteProgramCode(bool gs, u32 value);
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void WriteSwizzlePatternsOffset(bool gs, u32 value);
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void WriteSwizzlePatterns(bool gs, u32 value);
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} // namespace Shader
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} // namespace Pica
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