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167 lines
5.9 KiB
C++
167 lines
5.9 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 <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_state.h"
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#include "video_core/regs_rasterizer.h"
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#include "video_core/regs_shader.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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void OutputVertex::ValidateSemantics(const RasterizerRegs& regs) {
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unsigned int num_attributes = regs.vs_output_total;
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ASSERT(num_attributes <= 7);
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for (std::size_t attrib = 0; attrib < num_attributes; ++attrib) {
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u32 output_register_map = regs.vs_output_attributes[attrib].raw;
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for (std::size_t comp = 0; comp < 4; ++comp) {
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u32 semantic = (output_register_map >> (8 * comp)) & 0x1F;
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ASSERT_MSG(semantic < 24 || semantic == RasterizerRegs::VSOutputAttributes::INVALID,
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"Invalid/unknown semantic id: {}", semantic);
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}
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}
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}
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OutputVertex OutputVertex::FromAttributeBuffer(const RasterizerRegs& regs,
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const AttributeBuffer& input) {
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// Setup output data
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union {
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OutputVertex ret{};
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// Allow us to overflow OutputVertex to avoid branches, since
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// RasterizerRegs::VSOutputAttributes::INVALID would write to slot 31, which
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// would be out of bounds otherwise.
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std::array<float24, 32> vertex_slots_overflow;
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};
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// Assert that OutputVertex has enough space for 24 semantic registers
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static_assert(sizeof(std::array<float24, 24>) == sizeof(ret),
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"Struct and array have different sizes.");
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unsigned int num_attributes = regs.vs_output_total & 7;
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for (std::size_t attrib = 0; attrib < num_attributes; ++attrib) {
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const auto output_register_map = regs.vs_output_attributes[attrib];
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vertex_slots_overflow[output_register_map.map_x] = input.attr[attrib][0];
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vertex_slots_overflow[output_register_map.map_y] = input.attr[attrib][1];
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vertex_slots_overflow[output_register_map.map_z] = input.attr[attrib][2];
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vertex_slots_overflow[output_register_map.map_w] = input.attr[attrib][3];
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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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// interpolation
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for (unsigned i = 0; i < 4; ++i) {
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float c = std::fabs(ret.color[i].ToFloat32());
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ret.color[i] = float24::FromFloat32(c < 1.0f ? c : 1.0f);
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}
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LOG_TRACE(HW_GPU,
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"Output vertex: pos({:.2}, {:.2}, {:.2}, {:.2}), quat({:.2}, {:.2}, {:.2}, {:.2}), "
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"col({:.2}, {:.2}, {:.2}, {:.2}), tc0({:.2}, {:.2}), view({:.2}, {:.2}, {:.2})",
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ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(),
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ret.pos.w.ToFloat32(), ret.quat.x.ToFloat32(), ret.quat.y.ToFloat32(),
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ret.quat.z.ToFloat32(), ret.quat.w.ToFloat32(), ret.color.x.ToFloat32(),
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ret.color.y.ToFloat32(), ret.color.z.ToFloat32(), ret.color.w.ToFloat32(),
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ret.tc0.u().ToFloat32(), ret.tc0.v().ToFloat32(), ret.view.x.ToFloat32(),
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ret.view.y.ToFloat32(), ret.view.z.ToFloat32());
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return ret;
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}
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void UnitState::LoadInput(const ShaderRegs& config, const AttributeBuffer& input) {
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const unsigned max_attribute = config.max_input_attribute_index;
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for (unsigned attr = 0; attr <= max_attribute; ++attr) {
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unsigned reg = config.GetRegisterForAttribute(attr);
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registers.input[reg] = input.attr[attr];
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}
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}
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static void CopyRegistersToOutput(const Math::Vec4<float24>* regs, u32 mask,
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AttributeBuffer& buffer) {
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int output_i = 0;
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for (int reg : Common::BitSet<u32>(mask)) {
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buffer.attr[output_i++] = regs[reg];
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}
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}
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void UnitState::WriteOutput(const ShaderRegs& config, AttributeBuffer& output) {
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CopyRegistersToOutput(registers.output, config.output_mask, output);
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}
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UnitState::UnitState(GSEmitter* emitter) : emitter_ptr(emitter) {}
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GSEmitter::GSEmitter() {
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handlers = new Handlers;
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}
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GSEmitter::~GSEmitter() {
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delete handlers;
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}
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void GSEmitter::Emit(Math::Vec4<float24> (&output_regs)[16]) {
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ASSERT(vertex_id < 3);
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// TODO: This should be merged with UnitState::WriteOutput somehow
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CopyRegistersToOutput(output_regs, output_mask, buffer[vertex_id]);
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if (prim_emit) {
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if (winding)
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handlers->winding_setter();
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for (std::size_t i = 0; i < buffer.size(); ++i) {
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handlers->vertex_handler(buffer[i]);
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}
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}
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}
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GSUnitState::GSUnitState() : UnitState(&emitter) {}
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void GSUnitState::SetVertexHandler(VertexHandler vertex_handler, WindingSetter winding_setter) {
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emitter.handlers->vertex_handler = std::move(vertex_handler);
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emitter.handlers->winding_setter = std::move(winding_setter);
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}
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void GSUnitState::ConfigOutput(const ShaderRegs& config) {
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emitter.output_mask = config.output_mask;
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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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static std::unique_ptr<JitX64Engine> jit_engine;
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#endif // ARCHITECTURE_x86_64
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static InterpreterEngine interpreter_engine;
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ShaderEngine* GetEngine() {
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#ifdef ARCHITECTURE_x86_64
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// TODO(yuriks): Re-initialize on each change rather than being persistent
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if (VideoCore::g_shader_jit_enabled) {
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if (jit_engine == nullptr) {
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jit_engine = std::make_unique<JitX64Engine>();
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}
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return jit_engine.get();
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}
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#endif // ARCHITECTURE_x86_64
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return &interpreter_engine;
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}
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void Shutdown() {
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#ifdef ARCHITECTURE_x86_64
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jit_engine = nullptr;
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#endif // ARCHITECTURE_x86_64
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}
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} // namespace Shader
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} // namespace Pica
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