VideoCore: Split shader output writing from semantic loading
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		@@ -151,10 +151,11 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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                        g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
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                                                 static_cast<void*>(&immediate_input));
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                    Shader::UnitState shader_unit;
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                    Shader::AttributeBuffer output{};
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                    shader_unit.LoadInput(regs.vs, immediate_input);
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                    shader_engine->Run(g_state.vs, shader_unit);
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                    auto output_vertex = Shader::OutputVertex::FromRegisters(
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                        shader_unit.registers.output, regs, regs.vs.output_mask);
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                    shader_unit.WriteOutput(regs.vs, output);
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                    // Send to renderer
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                    using Pica::Shader::OutputVertex;
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@@ -163,7 +164,8 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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                        VideoCore::g_renderer->Rasterizer()->AddTriangle(v0, v1, v2);
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                    };
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                    g_state.primitive_assembler.SubmitVertex(output_vertex, AddTriangle);
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                    g_state.primitive_assembler.SubmitVertex(
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                        Shader::OutputVertex::FromAttributeBuffer(regs, output), AddTriangle);
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                }
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            }
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        }
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@@ -281,7 +283,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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            if (!vertex_cache_hit) {
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                // Initialize data for the current vertex
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                Shader::AttributeBuffer input;
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                Shader::AttributeBuffer input, output{};
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                loader.LoadVertex(base_address, index, vertex, input, memory_accesses);
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                // Send to vertex shader
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@@ -290,10 +292,10 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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                                             (void*)&input);
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                shader_unit.LoadInput(regs.vs, input);
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                shader_engine->Run(g_state.vs, shader_unit);
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                shader_unit.WriteOutput(regs.vs, output);
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                // Retrieve vertex from register data
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                output_vertex = Shader::OutputVertex::FromRegisters(shader_unit.registers.output,
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                                                                    regs, regs.vs.output_mask);
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                output_vertex = Shader::OutputVertex::FromAttributeBuffer(regs, output);
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                if (is_indexed) {
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                    vertex_cache[vertex_cache_pos] = output_vertex;
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@@ -4,6 +4,7 @@
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#include <cmath>
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#include <cstring>
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#include "common/bit_set.h"
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#include "common/logging/log.h"
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#include "common/microprofile.h"
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#include "video_core/pica.h"
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@@ -19,22 +20,13 @@ namespace Pica {
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namespace Shader {
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OutputVertex OutputVertex::FromRegisters(Math::Vec4<float24> output_regs[16], const Regs& regs,
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                                         u32 output_mask) {
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OutputVertex OutputVertex::FromAttributeBuffer(const Regs& regs, AttributeBuffer& input) {
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    // Setup output data
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    OutputVertex ret;
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    // TODO(neobrain): Under some circumstances, up to 16 attributes may be output. We need to
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    // figure out what those circumstances are and enable the remaining outputs then.
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    unsigned index = 0;
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    for (unsigned i = 0; i < 7; ++i) {
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        if (index >= regs.vs_output_total)
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            break;
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        if ((output_mask & (1 << i)) == 0)
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            continue;
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        const auto& output_register_map = regs.vs_output_attributes[index];
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    unsigned int num_attributes = regs.vs_output_total;
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    for (unsigned int i = 0; i < num_attributes; ++i) {
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        const auto& output_register_map = regs.vs_output_attributes[i];
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        u32 semantics[4] = {output_register_map.map_x, output_register_map.map_y,
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                            output_register_map.map_z, output_register_map.map_w};
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@@ -42,15 +34,13 @@ OutputVertex OutputVertex::FromRegisters(Math::Vec4<float24> output_regs[16], co
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        for (unsigned comp = 0; comp < 4; ++comp) {
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            float24* out = ((float24*)&ret) + semantics[comp];
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            if (semantics[comp] != Regs::VSOutputAttributes::INVALID) {
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                *out = output_regs[i][comp];
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                *out = input.attr[i][comp];
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            } else {
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                // Zero output so that attributes which aren't output won't have denormals in them,
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                // which would slow us down later.
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                memset(out, 0, sizeof(*out));
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            }
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        }
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        index++;
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    }
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    // The hardware takes the absolute and saturates vertex colors like this, *before* doing
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@@ -80,6 +70,13 @@ void UnitState::LoadInput(const Regs::ShaderConfig& config, const AttributeBuffe
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    }
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}
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void UnitState::WriteOutput(const Regs::ShaderConfig& config, AttributeBuffer& output) {
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    unsigned int output_i = 0;
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    for (unsigned int reg : Common::BitSet<u32>(config.output_mask)) {
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        output.attr[output_i++] = registers.output[reg];
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    }
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}
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MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240));
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#ifdef ARCHITECTURE_x86_64
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@@ -74,8 +74,7 @@ struct OutputVertex {
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        return ret;
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    }
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    static OutputVertex FromRegisters(Math::Vec4<float24> output_regs[16], const Regs& regs,
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                                      u32 output_mask);
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    static OutputVertex FromAttributeBuffer(const Regs& regs, AttributeBuffer& output);
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};
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static_assert(std::is_pod<OutputVertex>::value, "Structure is not POD");
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static_assert(sizeof(OutputVertex) == 32 * sizeof(float), "OutputVertex has invalid size");
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@@ -141,6 +140,8 @@ struct UnitState {
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     * @param input Attribute buffer to load into the input registers.
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     */
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    void LoadInput(const Regs::ShaderConfig& config, const AttributeBuffer& input);
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    void WriteOutput(const Regs::ShaderConfig& config, AttributeBuffer& output);
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};
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struct ShaderSetup {
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