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Shader: Use a POD struct for registers.
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@ -67,29 +67,29 @@ OutputVertex Run(UnitState& state, const InputVertex& input, int num_attributes)
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// Setup input register table
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// Setup input register table
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const auto& attribute_register_map = config.input_register_map;
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const auto& attribute_register_map = config.input_register_map;
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if (num_attributes > 0) state.input_registers[attribute_register_map.attribute0_register] = input.attr[0];
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if (num_attributes > 0) state.registers.input[attribute_register_map.attribute0_register] = input.attr[0];
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if (num_attributes > 1) state.input_registers[attribute_register_map.attribute1_register] = input.attr[1];
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if (num_attributes > 1) state.registers.input[attribute_register_map.attribute1_register] = input.attr[1];
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if (num_attributes > 2) state.input_registers[attribute_register_map.attribute2_register] = input.attr[2];
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if (num_attributes > 2) state.registers.input[attribute_register_map.attribute2_register] = input.attr[2];
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if (num_attributes > 3) state.input_registers[attribute_register_map.attribute3_register] = input.attr[3];
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if (num_attributes > 3) state.registers.input[attribute_register_map.attribute3_register] = input.attr[3];
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if (num_attributes > 4) state.input_registers[attribute_register_map.attribute4_register] = input.attr[4];
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if (num_attributes > 4) state.registers.input[attribute_register_map.attribute4_register] = input.attr[4];
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if (num_attributes > 5) state.input_registers[attribute_register_map.attribute5_register] = input.attr[5];
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if (num_attributes > 5) state.registers.input[attribute_register_map.attribute5_register] = input.attr[5];
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if (num_attributes > 6) state.input_registers[attribute_register_map.attribute6_register] = input.attr[6];
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if (num_attributes > 6) state.registers.input[attribute_register_map.attribute6_register] = input.attr[6];
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if (num_attributes > 7) state.input_registers[attribute_register_map.attribute7_register] = input.attr[7];
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if (num_attributes > 7) state.registers.input[attribute_register_map.attribute7_register] = input.attr[7];
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if (num_attributes > 8) state.input_registers[attribute_register_map.attribute8_register] = input.attr[8];
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if (num_attributes > 8) state.registers.input[attribute_register_map.attribute8_register] = input.attr[8];
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if (num_attributes > 9) state.input_registers[attribute_register_map.attribute9_register] = input.attr[9];
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if (num_attributes > 9) state.registers.input[attribute_register_map.attribute9_register] = input.attr[9];
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if (num_attributes > 10) state.input_registers[attribute_register_map.attribute10_register] = input.attr[10];
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if (num_attributes > 10) state.registers.input[attribute_register_map.attribute10_register] = input.attr[10];
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if (num_attributes > 11) state.input_registers[attribute_register_map.attribute11_register] = input.attr[11];
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if (num_attributes > 11) state.registers.input[attribute_register_map.attribute11_register] = input.attr[11];
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if (num_attributes > 12) state.input_registers[attribute_register_map.attribute12_register] = input.attr[12];
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if (num_attributes > 12) state.registers.input[attribute_register_map.attribute12_register] = input.attr[12];
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if (num_attributes > 13) state.input_registers[attribute_register_map.attribute13_register] = input.attr[13];
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if (num_attributes > 13) state.registers.input[attribute_register_map.attribute13_register] = input.attr[13];
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if (num_attributes > 14) state.input_registers[attribute_register_map.attribute14_register] = input.attr[14];
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if (num_attributes > 14) state.registers.input[attribute_register_map.attribute14_register] = input.attr[14];
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if (num_attributes > 15) state.input_registers[attribute_register_map.attribute15_register] = input.attr[15];
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if (num_attributes > 15) state.registers.input[attribute_register_map.attribute15_register] = input.attr[15];
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state.conditional_code[0] = false;
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state.conditional_code[0] = false;
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state.conditional_code[1] = false;
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state.conditional_code[1] = false;
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#ifdef ARCHITECTURE_x86_64
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#ifdef ARCHITECTURE_x86_64
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if (VideoCore::g_shader_jit_enabled)
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if (VideoCore::g_shader_jit_enabled)
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jit_shader(&state);
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jit_shader(&state.registers);
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else
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else
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RunInterpreter(state);
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RunInterpreter(state);
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#else
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#else
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@ -117,7 +117,7 @@ OutputVertex Run(UnitState& state, const InputVertex& input, int num_attributes)
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for (int comp = 0; comp < 4; ++comp) {
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for (int comp = 0; comp < 4; ++comp) {
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float24* out = ((float24*)&ret) + semantics[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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if (semantics[comp] != Regs::VSOutputAttributes::INVALID) {
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*out = state.output_registers[i][comp];
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*out = state.registers.output[i][comp];
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} else {
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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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// 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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// which would slow us down later.
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@ -79,11 +79,14 @@ static_assert(sizeof(OutputVertex) == 32 * sizeof(float), "OutputVertex has inva
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* here will make it easier for us to parallelize the shader processing later.
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* here will make it easier for us to parallelize the shader processing later.
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*/
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*/
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struct UnitState {
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struct UnitState {
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// The registers are accessed by the shader JIT using SSE instructions, and are therefore
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struct Registers {
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// required to be 16-byte aligned.
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// The registers are accessed by the shader JIT using SSE instructions, and are therefore
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Math::Vec4<float24> MEMORY_ALIGNED16(input_registers[16]);
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// required to be 16-byte aligned.
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Math::Vec4<float24> MEMORY_ALIGNED16(output_registers[16]);
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Math::Vec4<float24> MEMORY_ALIGNED16(input[16]);
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Math::Vec4<float24> MEMORY_ALIGNED16(temporary_registers[16]);
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Math::Vec4<float24> MEMORY_ALIGNED16(output[16]);
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Math::Vec4<float24> MEMORY_ALIGNED16(temporary[16]);
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} registers;
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static_assert(std::is_pod<Registers>::value, "Structure is not POD");
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u32 program_counter;
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u32 program_counter;
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bool conditional_code[2];
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bool conditional_code[2];
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@ -116,10 +119,10 @@ struct UnitState {
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static int InputOffset(const SourceRegister& reg) {
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static int InputOffset(const SourceRegister& reg) {
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switch (reg.GetRegisterType()) {
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switch (reg.GetRegisterType()) {
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case RegisterType::Input:
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case RegisterType::Input:
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return (int)offsetof(UnitState, input_registers) + reg.GetIndex()*sizeof(Math::Vec4<float24>);
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return (int)offsetof(UnitState::Registers, input) + reg.GetIndex()*sizeof(Math::Vec4<float24>);
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case RegisterType::Temporary:
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case RegisterType::Temporary:
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return (int)offsetof(UnitState, temporary_registers) + reg.GetIndex()*sizeof(Math::Vec4<float24>);
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return (int)offsetof(UnitState::Registers, temporary) + reg.GetIndex()*sizeof(Math::Vec4<float24>);
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default:
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default:
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UNREACHABLE();
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UNREACHABLE();
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@ -130,10 +133,10 @@ struct UnitState {
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static int OutputOffset(const DestRegister& reg) {
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static int OutputOffset(const DestRegister& reg) {
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switch (reg.GetRegisterType()) {
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switch (reg.GetRegisterType()) {
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case RegisterType::Output:
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case RegisterType::Output:
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return (int)offsetof(UnitState, output_registers) + reg.GetIndex()*sizeof(Math::Vec4<float24>);
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return (int)offsetof(UnitState::Registers, output) + reg.GetIndex()*sizeof(Math::Vec4<float24>);
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case RegisterType::Temporary:
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case RegisterType::Temporary:
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return (int)offsetof(UnitState, temporary_registers) + reg.GetIndex()*sizeof(Math::Vec4<float24>);
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return (int)offsetof(UnitState::Registers, temporary) + reg.GetIndex()*sizeof(Math::Vec4<float24>);
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default:
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default:
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UNREACHABLE();
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UNREACHABLE();
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@ -62,10 +62,10 @@ void RunInterpreter(UnitState& state) {
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auto LookupSourceRegister = [&](const SourceRegister& source_reg) -> const float24* {
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auto LookupSourceRegister = [&](const SourceRegister& source_reg) -> const float24* {
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switch (source_reg.GetRegisterType()) {
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switch (source_reg.GetRegisterType()) {
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case RegisterType::Input:
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case RegisterType::Input:
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return &state.input_registers[source_reg.GetIndex()].x;
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return &state.registers.input[source_reg.GetIndex()].x;
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case RegisterType::Temporary:
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case RegisterType::Temporary:
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return &state.temporary_registers[source_reg.GetIndex()].x;
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return &state.registers.temporary[source_reg.GetIndex()].x;
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case RegisterType::FloatUniform:
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case RegisterType::FloatUniform:
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return &uniforms.f[source_reg.GetIndex()].x;
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return &uniforms.f[source_reg.GetIndex()].x;
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@ -114,8 +114,8 @@ void RunInterpreter(UnitState& state) {
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src2[3] = src2[3] * float24::FromFloat32(-1);
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src2[3] = src2[3] * float24::FromFloat32(-1);
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}
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}
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float24* dest = (instr.common.dest.Value() < 0x10) ? &state.output_registers[instr.common.dest.Value().GetIndex()][0]
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float24* dest = (instr.common.dest.Value() < 0x10) ? &state.registers.output[instr.common.dest.Value().GetIndex()][0]
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: (instr.common.dest.Value() < 0x20) ? &state.temporary_registers[instr.common.dest.Value().GetIndex()][0]
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: (instr.common.dest.Value() < 0x20) ? &state.registers.temporary[instr.common.dest.Value().GetIndex()][0]
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: dummy_vec4_float24;
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: dummy_vec4_float24;
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state.debug.max_opdesc_id = std::max<u32>(state.debug.max_opdesc_id, 1+instr.common.operand_desc_id);
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state.debug.max_opdesc_id = std::max<u32>(state.debug.max_opdesc_id, 1+instr.common.operand_desc_id);
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@ -355,8 +355,8 @@ void RunInterpreter(UnitState& state) {
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src3[3] = src3[3] * float24::FromFloat32(-1);
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src3[3] = src3[3] * float24::FromFloat32(-1);
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}
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}
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float24* dest = (instr.mad.dest.Value() < 0x10) ? &state.output_registers[instr.mad.dest.Value().GetIndex()][0]
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float24* dest = (instr.mad.dest.Value() < 0x10) ? &state.registers.output[instr.mad.dest.Value().GetIndex()][0]
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: (instr.mad.dest.Value() < 0x20) ? &state.temporary_registers[instr.mad.dest.Value().GetIndex()][0]
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: (instr.mad.dest.Value() < 0x20) ? &state.registers.temporary[instr.mad.dest.Value().GetIndex()][0]
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: dummy_vec4_float24;
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: dummy_vec4_float24;
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for (int i = 0; i < 4; ++i) {
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for (int i = 0; i < 4; ++i) {
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@ -106,7 +106,7 @@ static const X64Reg COND0 = R13;
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/// Result of the previous CMP instruction for the Y-component comparison
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/// Result of the previous CMP instruction for the Y-component comparison
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static const X64Reg COND1 = R14;
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static const X64Reg COND1 = R14;
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/// Pointer to the UnitState instance for the current VS unit
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/// Pointer to the UnitState instance for the current VS unit
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static const X64Reg STATE = R15;
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static const X64Reg REGISTERS = R15;
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/// SIMD scratch register
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/// SIMD scratch register
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static const X64Reg SCRATCH = XMM0;
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static const X64Reg SCRATCH = XMM0;
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/// Loaded with the first swizzled source register, otherwise can be used as a scratch register
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/// Loaded with the first swizzled source register, otherwise can be used as a scratch register
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@ -140,7 +140,7 @@ void JitCompiler::Compile_SwizzleSrc(Instruction instr, unsigned src_num, Source
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src_ptr = UNIFORMS;
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src_ptr = UNIFORMS;
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src_offset = src_reg.GetIndex() * sizeof(float24) * 4;
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src_offset = src_reg.GetIndex() * sizeof(float24) * 4;
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} else {
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} else {
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src_ptr = STATE;
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src_ptr = REGISTERS;
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src_offset = UnitState::InputOffset(src_reg);
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src_offset = UnitState::InputOffset(src_reg);
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}
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}
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@ -217,11 +217,11 @@ void JitCompiler::Compile_DestEnable(Instruction instr,X64Reg src) {
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// If all components are enabled, write the result to the destination register
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// If all components are enabled, write the result to the destination register
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if (swiz.dest_mask == NO_DEST_REG_MASK) {
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if (swiz.dest_mask == NO_DEST_REG_MASK) {
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// Store dest back to memory
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// Store dest back to memory
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MOVAPS(MDisp(STATE, UnitState::OutputOffset(dest)), src);
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MOVAPS(MDisp(REGISTERS, UnitState::OutputOffset(dest)), src);
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} else {
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} else {
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// Not all components are enabled, so mask the result when storing to the destination register...
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// Not all components are enabled, so mask the result when storing to the destination register...
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MOVAPS(SCRATCH, MDisp(STATE, UnitState::OutputOffset(dest)));
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MOVAPS(SCRATCH, MDisp(REGISTERS, UnitState::OutputOffset(dest)));
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if (Common::GetCPUCaps().sse4_1) {
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if (Common::GetCPUCaps().sse4_1) {
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u8 mask = ((swiz.dest_mask & 1) << 3) | ((swiz.dest_mask & 8) >> 3) | ((swiz.dest_mask & 2) << 1) | ((swiz.dest_mask & 4) >> 1);
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u8 mask = ((swiz.dest_mask & 1) << 3) | ((swiz.dest_mask & 8) >> 3) | ((swiz.dest_mask & 2) << 1) | ((swiz.dest_mask & 4) >> 1);
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@ -240,7 +240,7 @@ void JitCompiler::Compile_DestEnable(Instruction instr,X64Reg src) {
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}
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}
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// Store dest back to memory
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// Store dest back to memory
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MOVAPS(MDisp(STATE, UnitState::OutputOffset(dest)), SCRATCH);
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MOVAPS(MDisp(REGISTERS, UnitState::OutputOffset(dest)), SCRATCH);
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}
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}
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}
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}
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@ -635,7 +635,7 @@ CompiledShader* JitCompiler::Compile() {
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ABI_PushAllCalleeSavedRegsAndAdjustStack();
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ABI_PushAllCalleeSavedRegsAndAdjustStack();
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MOV(PTRBITS, R(STATE), R(ABI_PARAM1));
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MOV(PTRBITS, R(REGISTERS), R(ABI_PARAM1));
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MOV(PTRBITS, R(UNIFORMS), ImmPtr(&g_state.vs.uniforms));
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MOV(PTRBITS, R(UNIFORMS), ImmPtr(&g_state.vs.uniforms));
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// Zero address/loop registers
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// Zero address/loop registers
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@ -20,7 +20,7 @@ namespace Pica {
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namespace Shader {
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namespace Shader {
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using CompiledShader = void(void* state);
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using CompiledShader = void(void* registers);
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/**
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/**
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* This class implements the shader JIT compiler. It recompiles a Pica shader program into x86_64
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* This class implements the shader JIT compiler. It recompiles a Pica shader program into x86_64
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