diff options
Diffstat (limited to 'src/video_core/vertex_shader.cpp')
-rw-r--r-- | src/video_core/vertex_shader.cpp | 358 |
1 files changed, 285 insertions, 73 deletions
diff --git a/src/video_core/vertex_shader.cpp b/src/video_core/vertex_shader.cpp index 96625791cf..bed5081a0e 100644 --- a/src/video_core/vertex_shader.cpp +++ b/src/video_core/vertex_shader.cpp @@ -1,12 +1,26 @@ // Copyright 2014 Citra Emulator Project -// Licensed under GPLv2 +// Licensed under GPLv2 or any later version // Refer to the license.txt file included. +#include <stack> + +#include <boost/range/algorithm.hpp> + +#include <common/file_util.h> + +#include <core/mem_map.h> + +#include <nihstro/shader_bytecode.h> + + #include "pica.h" #include "vertex_shader.h" #include "debug_utils/debug_utils.h" -#include <core/mem_map.h> -#include <common/file_util.h> + +using nihstro::Instruction; +using nihstro::RegisterType; +using nihstro::SourceRegister; +using nihstro::SwizzlePattern; namespace Pica { @@ -14,13 +28,14 @@ namespace VertexShader { static struct { Math::Vec4<float24> f[96]; -} shader_uniforms; + std::array<bool,16> b; +} shader_uniforms; // TODO: Not sure where the shader binary and swizzle patterns are supposed to be loaded to! // For now, we just keep these local arrays around. -static u32 shader_memory[1024]; -static u32 swizzle_data[1024]; +static std::array<u32, 1024> shader_memory; +static std::array<u32, 1024> swizzle_data; void SubmitShaderMemoryChange(u32 addr, u32 value) { @@ -37,6 +52,21 @@ Math::Vec4<float24>& GetFloatUniform(u32 index) return shader_uniforms.f[index]; } +bool& GetBoolUniform(u32 index) +{ + return shader_uniforms.b[index]; +} + +const std::array<u32, 1024>& GetShaderBinary() +{ + return shader_memory; +} + +const std::array<u32, 1024>& GetSwizzlePatterns() +{ + return swizzle_data; +} + struct VertexShaderState { u32* program_counter; @@ -44,13 +74,23 @@ struct VertexShaderState { float24* output_register_table[7*4]; Math::Vec4<float24> temporary_registers[16]; - bool status_registers[2]; + bool conditional_code[2]; + + // Two Address registers and one loop counter + // TODO: How many bits do these actually have? + s32 address_registers[3]; enum { INVALID_ADDRESS = 0xFFFFFFFF }; - u32 call_stack[8]; // TODO: What is the maximal call stack depth? - u32* call_stack_pointer; + + struct CallStackElement { + u32 final_address; + u32 return_address; + }; + + // TODO: Is there a maximal size for this? + std::stack<CallStackElement> call_stack; struct { u32 max_offset; // maximum program counter ever reached @@ -59,49 +99,105 @@ struct VertexShaderState { }; static void ProcessShaderCode(VertexShaderState& state) { + + // Placeholder for invalid inputs + static float24 dummy_vec4_float24[4]; + while (true) { - bool increment_pc = true; + if (!state.call_stack.empty()) { + if (state.program_counter - shader_memory.data() == state.call_stack.top().final_address) { + state.program_counter = &shader_memory[state.call_stack.top().return_address]; + state.call_stack.pop(); + + // TODO: Is "trying again" accurate to hardware? + continue; + } + } + bool exit_loop = false; const Instruction& instr = *(const Instruction*)state.program_counter; - state.debug.max_offset = std::max<u32>(state.debug.max_offset, 1 + (state.program_counter - shader_memory)); - - const float24* src1_ = (instr.common.src1 < 0x10) ? state.input_register_table[instr.common.src1.GetIndex()] - : (instr.common.src1 < 0x20) ? &state.temporary_registers[instr.common.src1.GetIndex()].x - : (instr.common.src1 < 0x80) ? &shader_uniforms.f[instr.common.src1.GetIndex()].x - : nullptr; - const float24* src2_ = (instr.common.src2 < 0x10) ? state.input_register_table[instr.common.src2.GetIndex()] - : &state.temporary_registers[instr.common.src2.GetIndex()].x; - float24* dest = (instr.common.dest < 0x08) ? state.output_register_table[4*instr.common.dest.GetIndex()] - : (instr.common.dest < 0x10) ? nullptr - : (instr.common.dest < 0x20) ? &state.temporary_registers[instr.common.dest.GetIndex()][0] - : nullptr; - const SwizzlePattern& swizzle = *(SwizzlePattern*)&swizzle_data[instr.common.operand_desc_id]; - const bool negate_src1 = (swizzle.negate != 0); - float24 src1[4] = { - src1_[(int)swizzle.GetSelectorSrc1(0)], - src1_[(int)swizzle.GetSelectorSrc1(1)], - src1_[(int)swizzle.GetSelectorSrc1(2)], - src1_[(int)swizzle.GetSelectorSrc1(3)], + auto call = [&](VertexShaderState& state, u32 offset, u32 num_instructions, u32 return_offset) { + state.program_counter = &shader_memory[offset] - 1; // -1 to make sure when incrementing the PC we end up at the correct offset + state.call_stack.push({ offset + num_instructions, return_offset }); }; - if (negate_src1) { - src1[0] = src1[0] * float24::FromFloat32(-1); - src1[1] = src1[1] * float24::FromFloat32(-1); - src1[2] = src1[2] * float24::FromFloat32(-1); - src1[3] = src1[3] * float24::FromFloat32(-1); - } - const float24 src2[4] = { - src2_[(int)swizzle.GetSelectorSrc2(0)], - src2_[(int)swizzle.GetSelectorSrc2(1)], - src2_[(int)swizzle.GetSelectorSrc2(2)], - src2_[(int)swizzle.GetSelectorSrc2(3)], + u32 binary_offset = state.program_counter - shader_memory.data(); + + state.debug.max_offset = std::max<u32>(state.debug.max_offset, 1 + binary_offset); + + auto LookupSourceRegister = [&](const SourceRegister& source_reg) -> const float24* { + switch (source_reg.GetRegisterType()) { + case RegisterType::Input: + return state.input_register_table[source_reg.GetIndex()]; + + case RegisterType::Temporary: + return &state.temporary_registers[source_reg.GetIndex()].x; + + case RegisterType::FloatUniform: + return &shader_uniforms.f[source_reg.GetIndex()].x; + + default: + return dummy_vec4_float24; + } }; - switch (instr.opcode) { + switch (instr.opcode.GetInfo().type) { + case Instruction::OpCodeType::Arithmetic: + { + bool is_inverted = 0 != (instr.opcode.GetInfo().subtype & Instruction::OpCodeInfo::SrcInversed); + if (is_inverted) { + // TODO: We don't really support this properly: For instance, the address register + // offset needs to be applied to SRC2 instead, etc. + // For now, we just abort in this situation. + LOG_CRITICAL(HW_GPU, "Bad condition..."); + exit(0); + } + + const int address_offset = (instr.common.address_register_index == 0) + ? 0 : state.address_registers[instr.common.address_register_index - 1]; + + const float24* src1_ = LookupSourceRegister(instr.common.GetSrc1(is_inverted) + address_offset); + const float24* src2_ = LookupSourceRegister(instr.common.GetSrc2(is_inverted)); + + const bool negate_src1 = ((bool)swizzle.negate_src1 != false); + const bool negate_src2 = ((bool)swizzle.negate_src2 != false); + + float24 src1[4] = { + src1_[(int)swizzle.GetSelectorSrc1(0)], + src1_[(int)swizzle.GetSelectorSrc1(1)], + src1_[(int)swizzle.GetSelectorSrc1(2)], + src1_[(int)swizzle.GetSelectorSrc1(3)], + }; + if (negate_src1) { + src1[0] = src1[0] * float24::FromFloat32(-1); + src1[1] = src1[1] * float24::FromFloat32(-1); + src1[2] = src1[2] * float24::FromFloat32(-1); + src1[3] = src1[3] * float24::FromFloat32(-1); + } + float24 src2[4] = { + src2_[(int)swizzle.GetSelectorSrc2(0)], + src2_[(int)swizzle.GetSelectorSrc2(1)], + src2_[(int)swizzle.GetSelectorSrc2(2)], + src2_[(int)swizzle.GetSelectorSrc2(3)], + }; + if (negate_src2) { + src2[0] = src2[0] * float24::FromFloat32(-1); + src2[1] = src2[1] * float24::FromFloat32(-1); + src2[2] = src2[2] * float24::FromFloat32(-1); + src2[3] = src2[3] * float24::FromFloat32(-1); + } + + float24* dest = (instr.common.dest < 0x08) ? state.output_register_table[4*instr.common.dest.GetIndex()] + : (instr.common.dest < 0x10) ? dummy_vec4_float24 + : (instr.common.dest < 0x20) ? &state.temporary_registers[instr.common.dest.GetIndex()][0] + : dummy_vec4_float24; + + state.debug.max_opdesc_id = std::max<u32>(state.debug.max_opdesc_id, 1+instr.common.operand_desc_id); + + switch (instr.opcode.EffectiveOpCode()) { case Instruction::OpCode::ADD: { - state.debug.max_opdesc_id = std::max<u32>(state.debug.max_opdesc_id, 1+instr.common.operand_desc_id); for (int i = 0; i < 4; ++i) { if (!swizzle.DestComponentEnabled(i)) continue; @@ -114,7 +210,6 @@ static void ProcessShaderCode(VertexShaderState& state) { case Instruction::OpCode::MUL: { - state.debug.max_opdesc_id = std::max<u32>(state.debug.max_opdesc_id, 1+instr.common.operand_desc_id); for (int i = 0; i < 4; ++i) { if (!swizzle.DestComponentEnabled(i)) continue; @@ -125,10 +220,18 @@ static void ProcessShaderCode(VertexShaderState& state) { break; } + case Instruction::OpCode::MAX: + for (int i = 0; i < 4; ++i) { + if (!swizzle.DestComponentEnabled(i)) + continue; + + dest[i] = std::max(src1[i], src2[i]); + } + break; + case Instruction::OpCode::DP3: case Instruction::OpCode::DP4: { - state.debug.max_opdesc_id = std::max<u32>(state.debug.max_opdesc_id, 1+instr.common.operand_desc_id); float24 dot = float24::FromFloat32(0.f); int num_components = (instr.opcode == Instruction::OpCode::DP3) ? 3 : 4; for (int i = 0; i < num_components; ++i) @@ -146,7 +249,6 @@ static void ProcessShaderCode(VertexShaderState& state) { // Reciprocal case Instruction::OpCode::RCP: { - state.debug.max_opdesc_id = std::max<u32>(state.debug.max_opdesc_id, 1+instr.common.operand_desc_id); for (int i = 0; i < 4; ++i) { if (!swizzle.DestComponentEnabled(i)) continue; @@ -162,7 +264,6 @@ static void ProcessShaderCode(VertexShaderState& state) { // Reciprocal Square Root case Instruction::OpCode::RSQ: { - state.debug.max_opdesc_id = std::max<u32>(state.debug.max_opdesc_id, 1+instr.common.operand_desc_id); for (int i = 0; i < 4; ++i) { if (!swizzle.DestComponentEnabled(i)) continue; @@ -175,9 +276,21 @@ static void ProcessShaderCode(VertexShaderState& state) { break; } + case Instruction::OpCode::MOVA: + { + for (int i = 0; i < 2; ++i) { + if (!swizzle.DestComponentEnabled(i)) + continue; + + // TODO: Figure out how the rounding is done on hardware + state.address_registers[i] = static_cast<s32>(src1[i].ToFloat32()); + } + + break; + } + case Instruction::OpCode::MOV: { - state.debug.max_opdesc_id = std::max<u32>(state.debug.max_opdesc_id, 1+instr.common.operand_desc_id); for (int i = 0; i < 4; ++i) { if (!swizzle.DestComponentEnabled(i)) continue; @@ -187,39 +300,137 @@ static void ProcessShaderCode(VertexShaderState& state) { break; } - case Instruction::OpCode::RET: - if (*state.call_stack_pointer == VertexShaderState::INVALID_ADDRESS) { - exit_loop = true; - } else { - // Jump back to call stack position, invalidate call stack entry, move up call stack pointer - state.program_counter = &shader_memory[*state.call_stack_pointer]; - *state.call_stack_pointer-- = VertexShaderState::INVALID_ADDRESS; + case Instruction::OpCode::CMP: + for (int i = 0; i < 2; ++i) { + // TODO: Can you restrict to one compare via dest masking? + + auto compare_op = instr.common.compare_op; + auto op = (i == 0) ? compare_op.x.Value() : compare_op.y.Value(); + + switch (op) { + case compare_op.Equal: + state.conditional_code[i] = (src1[i] == src2[i]); + break; + + case compare_op.NotEqual: + state.conditional_code[i] = (src1[i] != src2[i]); + break; + + case compare_op.LessThan: + state.conditional_code[i] = (src1[i] < src2[i]); + break; + + case compare_op.LessEqual: + state.conditional_code[i] = (src1[i] <= src2[i]); + break; + + case compare_op.GreaterThan: + state.conditional_code[i] = (src1[i] > src2[i]); + break; + + case compare_op.GreaterEqual: + state.conditional_code[i] = (src1[i] >= src2[i]); + break; + + default: + LOG_ERROR(HW_GPU, "Unknown compare mode %x", static_cast<int>(op)); + break; + } } + break; + + default: + LOG_ERROR(HW_GPU, "Unhandled arithmetic instruction: 0x%02x (%s): 0x%08x", + (int)instr.opcode.Value(), instr.opcode.GetInfo().name, instr.hex); + _dbg_assert_(HW_GPU, 0); + break; + } + break; + } + default: + // Handle each instruction on its own + switch (instr.opcode) { + case Instruction::OpCode::END: + exit_loop = true; break; case Instruction::OpCode::CALL: - increment_pc = false; + call(state, + instr.flow_control.dest_offset, + instr.flow_control.num_instructions, + binary_offset + 1); + break; - _dbg_assert_(GPU, state.call_stack_pointer - state.call_stack < sizeof(state.call_stack)); + case Instruction::OpCode::NOP: + break; + + case Instruction::OpCode::IFU: + if (shader_uniforms.b[instr.flow_control.bool_uniform_id]) { + call(state, + binary_offset + 1, + instr.flow_control.dest_offset - binary_offset - 1, + instr.flow_control.dest_offset + instr.flow_control.num_instructions); + } else { + call(state, + instr.flow_control.dest_offset, + instr.flow_control.num_instructions, + instr.flow_control.dest_offset + instr.flow_control.num_instructions); + } - *++state.call_stack_pointer = state.program_counter - shader_memory; - // TODO: Does this offset refer to the beginning of shader memory? - state.program_counter = &shader_memory[instr.flow_control.offset_words]; break; - case Instruction::OpCode::FLS: - // TODO: Do whatever needs to be done here? + case Instruction::OpCode::IFC: + { + // TODO: Do we need to consider swizzlers here? + + auto flow_control = instr.flow_control; + bool results[3] = { (bool)flow_control.refx == state.conditional_code[0], + (bool)flow_control.refy == state.conditional_code[1] }; + + switch (flow_control.op) { + case flow_control.Or: + results[2] = results[0] || results[1]; + break; + + case flow_control.And: + results[2] = results[0] && results[1]; + break; + + case flow_control.JustX: + results[2] = results[0]; + break; + + case flow_control.JustY: + results[2] = results[1]; + break; + } + + if (results[2]) { + call(state, + binary_offset + 1, + instr.flow_control.dest_offset - binary_offset - 1, + instr.flow_control.dest_offset + instr.flow_control.num_instructions); + } else { + call(state, + instr.flow_control.dest_offset, + instr.flow_control.num_instructions, + instr.flow_control.dest_offset + instr.flow_control.num_instructions); + } + break; + } default: - ERROR_LOG(GPU, "Unhandled instruction: 0x%02x (%s): 0x%08x", - (int)instr.opcode.Value(), instr.GetOpCodeName().c_str(), instr.hex); + LOG_ERROR(HW_GPU, "Unhandled instruction: 0x%02x (%s): 0x%08x", + (int)instr.opcode.Value(), instr.opcode.GetInfo().name, instr.hex); break; + } + + break; } - if (increment_pc) - ++state.program_counter; + ++state.program_counter; if (exit_loop) break; @@ -238,7 +449,7 @@ OutputVertex RunShader(const InputVertex& input, int num_attributes) // Setup input register table const auto& attribute_register_map = registers.vs_input_register_map; float24 dummy_register; - std::fill(&state.input_register_table[0], &state.input_register_table[16], &dummy_register); + boost::fill(state.input_register_table, &dummy_register); if(num_attributes > 0) state.input_register_table[attribute_register_map.attribute0_register] = &input.attr[0].x; if(num_attributes > 1) state.input_register_table[attribute_register_map.attribute1_register] = &input.attr[1].x; if(num_attributes > 2) state.input_register_table[attribute_register_map.attribute2_register] = &input.attr[2].x; @@ -258,6 +469,10 @@ OutputVertex RunShader(const InputVertex& input, int num_attributes) // Setup output register table OutputVertex ret; + // Zero output so that attributes which aren't output won't have denormals in them, which will + // slow us down later. + memset(&ret, 0, sizeof(ret)); + for (int i = 0; i < 7; ++i) { const auto& output_register_map = registers.vs_output_attributes[i]; @@ -270,18 +485,15 @@ OutputVertex RunShader(const InputVertex& input, int num_attributes) state.output_register_table[4*i+comp] = ((float24*)&ret) + semantics[comp]; } - state.status_registers[0] = false; - state.status_registers[1] = false; - std::fill(state.call_stack, state.call_stack + sizeof(state.call_stack) / sizeof(state.call_stack[0]), - VertexShaderState::INVALID_ADDRESS); - state.call_stack_pointer = &state.call_stack[0]; + state.conditional_code[0] = false; + state.conditional_code[1] = false; ProcessShaderCode(state); - DebugUtils::DumpShader(shader_memory, state.debug.max_offset, swizzle_data, + DebugUtils::DumpShader(shader_memory.data(), state.debug.max_offset, swizzle_data.data(), state.debug.max_opdesc_id, registers.vs_main_offset, registers.vs_output_attributes); - DEBUG_LOG(GPU, "Output vertex: pos (%.2f, %.2f, %.2f, %.2f), col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f)", + LOG_TRACE(Render_Software, "Output vertex: pos (%.2f, %.2f, %.2f, %.2f), col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f)", ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.w.ToFloat32(), ret.color.x.ToFloat32(), ret.color.y.ToFloat32(), ret.color.z.ToFloat32(), ret.color.w.ToFloat32(), ret.tc0.u().ToFloat32(), ret.tc0.v().ToFloat32()); |