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371 lines
12 KiB
C++
371 lines
12 KiB
C++
// Copyright 2015 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <atomic>
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#include <cmath>
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#include <cstring>
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#include <unordered_map>
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#include <utility>
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#include <boost/range/algorithm/fill.hpp>
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#include "common/bit_field.h"
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#include "common/hash.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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#include "video_core/pica_state.h"
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#include "video_core/shader/shader.h"
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#include "video_core/shader/shader_interpreter.h"
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#ifdef ARCHITECTURE_x86_64
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#include "video_core/shader/shader_jit_x64.h"
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#endif // ARCHITECTURE_x86_64
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#include "video_core/video_core.h"
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namespace Pica {
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namespace Shader {
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OutputVertex OutputRegisters::ToVertex(const Regs::ShaderConfig& config) {
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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 >= g_state.regs.vs_output_total)
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break;
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if ((config.output_mask & (1 << i)) == 0)
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continue;
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const auto& output_register_map = g_state.regs.vs_output_attributes[index];
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u32 semantics[4] = {
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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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};
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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 = value[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 interpolation
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for (unsigned i = 0; i < 4; ++i) {
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ret.color[i] = float24::FromFloat32(
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std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f));
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}
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LOG_TRACE(HW_GPU, "Output vertex: pos(%.2f, %.2f, %.2f, %.2f), quat(%.2f, %.2f, %.2f, %.2f), "
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"col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f), view(%.2f, %.2f, %.2f)",
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ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.w.ToFloat32(),
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ret.quat.x.ToFloat32(), ret.quat.y.ToFloat32(), ret.quat.z.ToFloat32(), ret.quat.w.ToFloat32(),
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ret.color.x.ToFloat32(), ret.color.y.ToFloat32(), ret.color.z.ToFloat32(), ret.color.w.ToFloat32(),
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ret.tc0.u().ToFloat32(), ret.tc0.v().ToFloat32(),
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ret.view.x.ToFloat32(), ret.view.y.ToFloat32(), ret.view.z.ToFloat32());
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return ret;
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}
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#ifdef ARCHITECTURE_x86_64
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static std::unordered_map<u64, std::shared_ptr<JitShader>> shader_map;
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#endif // ARCHITECTURE_x86_64
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void ClearCache() {
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#ifdef ARCHITECTURE_x86_64
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shader_map.clear();
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#endif // ARCHITECTURE_x86_64
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}
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void ShaderSetup::Setup() {
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#ifdef ARCHITECTURE_x86_64
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if (VideoCore::g_shader_jit_enabled) {
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u64 cache_key = (Common::ComputeHash64(&program_code, sizeof(program_code)) ^
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Common::ComputeHash64(&swizzle_data, sizeof(swizzle_data)));
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auto iter = shader_map.find(cache_key);
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if (iter != shader_map.end()) {
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jit_shader = iter->second;
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} else {
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auto shader = std::make_shared<JitShader>();
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shader->Compile(*this);
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jit_shader = shader;
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shader_map[cache_key] = std::move(shader);
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}
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} else {
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jit_shader.reset();
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}
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#endif // ARCHITECTURE_x86_64
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}
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MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240));
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void ShaderSetup::Run(UnitState<false>& state, const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config) {
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MICROPROFILE_SCOPE(GPU_Shader);
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state.debug.max_offset = 0;
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state.debug.max_opdesc_id = 0;
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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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for (unsigned i = 0; i < num_attributes; i++)
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state.registers.input[attribute_register_map.GetRegisterForAttribute(i)] = input.attr[i];
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state.conditional_code[0] = false;
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state.conditional_code[1] = false;
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#ifdef ARCHITECTURE_x86_64
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if (auto shader = jit_shader.lock())
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shader.get()->Run(*this, state, config.main_offset);
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else
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RunInterpreter(*this, state, config.main_offset);
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#else
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RunInterpreter(*this, state, config.main_offset);
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#endif // ARCHITECTURE_x86_64
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}
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DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config) {
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UnitState<true> state;
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state.debug.max_offset = 0;
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state.debug.max_opdesc_id = 0;
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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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float24 dummy_register;
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boost::fill(state.registers.input, &dummy_register);
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for (unsigned i = 0; i < num_attributes; i++)
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state.registers.input[attribute_register_map.GetRegisterForAttribute(i)] = input.attr[i];
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state.conditional_code[0] = false;
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state.conditional_code[1] = false;
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RunInterpreter(*this, state, config.main_offset);
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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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bool UseGS() {
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// TODO(ds84182): This would be more accurate if it looked at induvidual shader units for the geoshader bit
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// gs_regs.input_buffer_config.use_geometry_shader == 0x08
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ASSERT((g_state.regs.using_geometry_shader == 0) || (g_state.regs.using_geometry_shader == 2));
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return g_state.regs.using_geometry_shader == 2;
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}
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UnitState<false>& GetShaderUnit(bool gs) {
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// GS are always run on shader unit 3
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if (gs) {
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return g_state.shader_units[3];
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}
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// The worst scheduler you'll ever see!
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//TODO: How does PICA shader scheduling work?
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static unsigned shader_unit_scheduler = 0;
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shader_unit_scheduler++;
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shader_unit_scheduler %= 3; // TODO: When does it also allow use of unit 3?!
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return g_state.shader_units[shader_unit_scheduler];
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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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template<bool Debug>
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void HandleEMIT(UnitState<Debug>& state) {
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auto &config = g_state.regs.gs;
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auto &emit_params = state.emit_params;
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auto &emit_buffers = state.emit_buffers;
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ASSERT(emit_params.vertex_id < 3);
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emit_buffers[emit_params.vertex_id] = state.output_registers;
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if (emit_params.primitive_emit) {
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ASSERT_MSG(state.emit_triangle_callback, "EMIT invoked but no handler set!");
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OutputVertex v0 = emit_buffers[0].ToVertex(config);
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OutputVertex v1 = emit_buffers[1].ToVertex(config);
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OutputVertex v2 = emit_buffers[2].ToVertex(config);
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if (emit_params.winding) {
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state.emit_triangle_callback(v2, v1, v0);
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} else {
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state.emit_triangle_callback(v0, v1, v2);
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}
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}
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}
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// Explicit instantiation
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template void HandleEMIT(UnitState<false>& state);
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template void HandleEMIT(UnitState<true>& state);
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} // namespace Shader
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} // namespace Pica
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