diff options
| author | Jannik Vogel <email@jannikvogel.de> | 2016-05-13 08:49:20 +0200 | 
|---|---|---|
| committer | Jannik Vogel <email@jannikvogel.de> | 2016-05-16 18:55:51 +0200 | 
| commit | ff0fa86b17e8133263bb54c1338ade8ecd97e5d9 (patch) | |
| tree | aedf8d5ac4ecc967ab7bacff7ea011104e95f99f /src/video_core/shader | |
| parent | f40fabd688576fae7ab91195547a6967178b28dd (diff) | |
Retrieve shader result from new OutputRegisters-type
Diffstat (limited to 'src/video_core/shader')
| -rw-r--r-- | src/video_core/shader/shader.cpp | 103 | ||||
| -rw-r--r-- | src/video_core/shader/shader.h | 17 | ||||
| -rw-r--r-- | src/video_core/shader/shader_interpreter.cpp | 4 | 
3 files changed, 68 insertions, 56 deletions
| diff --git a/src/video_core/shader/shader.cpp b/src/video_core/shader/shader.cpp index 161097610..f565e2c91 100644 --- a/src/video_core/shader/shader.cpp +++ b/src/video_core/shader/shader.cpp @@ -30,6 +30,58 @@ namespace Pica {  namespace Shader { +OutputVertex OutputRegisters::ToVertex(const Regs::ShaderConfig& config) { +    // Setup output data +    OutputVertex ret; +    // TODO(neobrain): Under some circumstances, up to 16 attributes may be output. We need to +    // figure out what those circumstances are and enable the remaining outputs then. +    unsigned index = 0; +    for (unsigned i = 0; i < 7; ++i) { + +        if (index >= g_state.regs.vs_output_total) +            break; + +        if ((config.output_mask & (1 << i)) == 0) +            continue; + +        const auto& output_register_map = g_state.regs.vs_output_attributes[index]; + +        u32 semantics[4] = { +            output_register_map.map_x, output_register_map.map_y, +            output_register_map.map_z, output_register_map.map_w +        }; + +        for (unsigned comp = 0; comp < 4; ++comp) { +            float24* out = ((float24*)&ret) + semantics[comp]; +            if (semantics[comp] != Regs::VSOutputAttributes::INVALID) { +                *out = value[i][comp]; +            } else { +                // Zero output so that attributes which aren't output won't have denormals in them, +                // which would slow us down later. +                memset(out, 0, sizeof(*out)); +            } +        } + +        index++; +    } + +    // The hardware takes the absolute and saturates vertex colors like this, *before* doing interpolation +    for (unsigned i = 0; i < 4; ++i) { +        ret.color[i] = float24::FromFloat32( +            std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f)); +    } + +    LOG_TRACE(HW_GPU, "Output vertex: pos(%.2f, %.2f, %.2f, %.2f), quat(%.2f, %.2f, %.2f, %.2f), " +        "col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f), view(%.2f, %.2f, %.2f)", +        ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.w.ToFloat32(), +        ret.quat.x.ToFloat32(), ret.quat.y.ToFloat32(), ret.quat.z.ToFloat32(), ret.quat.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(), +        ret.view.x.ToFloat32(), ret.view.y.ToFloat32(), ret.view.z.ToFloat32()); + +    return ret; +} +  #ifdef ARCHITECTURE_x86_64  static std::unordered_map<u64, std::unique_ptr<JitShader>> shader_map;  static const JitShader* jit_shader; @@ -62,7 +114,7 @@ void ShaderSetup::Setup() {  MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240)); -OutputVertex ShaderSetup::Run(UnitState<false>& state, const InputVertex& input, int num_attributes) { +void ShaderSetup::Run(UnitState<false>& state, const InputVertex& input, int num_attributes) {      auto& config = g_state.regs.vs;      auto& setup = g_state.vs; @@ -89,55 +141,6 @@ OutputVertex ShaderSetup::Run(UnitState<false>& state, const InputVertex& input,      RunInterpreter(setup, state, config.main_offset);  #endif // ARCHITECTURE_x86_64 -    // Setup output data -    OutputVertex ret; -    // TODO(neobrain): Under some circumstances, up to 16 attributes may be output. We need to -    // figure out what those circumstances are and enable the remaining outputs then. -    unsigned index = 0; -    for (unsigned i = 0; i < 7; ++i) { - -        if (index >= g_state.regs.vs_output_total) -            break; - -        if ((g_state.regs.vs.output_mask & (1 << i)) == 0) -            continue; - -        const auto& output_register_map = g_state.regs.vs_output_attributes[index]; // TODO: Don't hardcode VS here - -        u32 semantics[4] = { -            output_register_map.map_x, output_register_map.map_y, -            output_register_map.map_z, output_register_map.map_w -        }; - -        for (unsigned comp = 0; comp < 4; ++comp) { -            float24* out = ((float24*)&ret) + semantics[comp]; -            if (semantics[comp] != Regs::VSOutputAttributes::INVALID) { -                *out = state.registers.output[i][comp]; -            } else { -                // Zero output so that attributes which aren't output won't have denormals in them, -                // which would slow us down later. -                memset(out, 0, sizeof(*out)); -            } -        } - -        index++; -    } - -    // The hardware takes the absolute and saturates vertex colors like this, *before* doing interpolation -    for (unsigned i = 0; i < 4; ++i) { -        ret.color[i] = float24::FromFloat32( -            std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f)); -    } - -    LOG_TRACE(HW_GPU, "Output vertex: pos(%.2f, %.2f, %.2f, %.2f), quat(%.2f, %.2f, %.2f, %.2f), " -        "col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f), view(%.2f, %.2f, %.2f)", -        ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.w.ToFloat32(), -        ret.quat.x.ToFloat32(), ret.quat.y.ToFloat32(), ret.quat.z.ToFloat32(), ret.quat.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(), -        ret.view.x.ToFloat32(), ret.view.y.ToFloat32(), ret.view.z.ToFloat32()); - -    return ret;  }  DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const ShaderSetup& setup) { diff --git a/src/video_core/shader/shader.h b/src/video_core/shader/shader.h index 84898f21c..fee16df62 100644 --- a/src/video_core/shader/shader.h +++ b/src/video_core/shader/shader.h @@ -84,6 +84,15 @@ struct OutputVertex {  static_assert(std::is_pod<OutputVertex>::value, "Structure is not POD");  static_assert(sizeof(OutputVertex) == 32 * sizeof(float), "OutputVertex has invalid size"); +struct OutputRegisters { +    OutputRegisters() = default; + +    alignas(16) Math::Vec4<float24> value[16]; + +    OutputVertex ToVertex(const Regs::ShaderConfig& config); +}; +static_assert(std::is_pod<OutputRegisters>::value, "Structure is not POD"); +  // Helper structure used to keep track of data useful for inspection of shader emulation  template<bool full_debugging>  struct DebugData; @@ -267,11 +276,12 @@ struct UnitState {          // The registers are accessed by the shader JIT using SSE instructions, and are therefore          // required to be 16-byte aligned.          alignas(16) Math::Vec4<float24> input[16]; -        alignas(16) Math::Vec4<float24> output[16];          alignas(16) Math::Vec4<float24> temporary[16];      } registers;      static_assert(std::is_pod<Registers>::value, "Structure is not POD"); +    OutputRegisters output_registers; +      bool conditional_code[2];      // Two Address registers and one loop counter @@ -297,7 +307,7 @@ struct UnitState {      static size_t OutputOffset(const DestRegister& reg) {          switch (reg.GetRegisterType()) {          case RegisterType::Output: -            return offsetof(UnitState, registers.output) + reg.GetIndex()*sizeof(Math::Vec4<float24>); +            return offsetof(UnitState, output_registers.value) + reg.GetIndex()*sizeof(Math::Vec4<float24>);          case RegisterType::Temporary:              return offsetof(UnitState, registers.temporary) + reg.GetIndex()*sizeof(Math::Vec4<float24>); @@ -354,9 +364,8 @@ struct ShaderSetup {       * @param state Shader unit state, must be setup per shader and per shader unit       * @param input Input vertex into the shader       * @param num_attributes The number of vertex shader attributes -     * @return The output vertex, after having been processed by the vertex shader       */ -    OutputVertex Run(UnitState<false>& state, const InputVertex& input, int num_attributes); +    void Run(UnitState<false>& state, const InputVertex& input, int num_attributes);      /**       * Produce debug information based on the given shader and input vertex diff --git a/src/video_core/shader/shader_interpreter.cpp b/src/video_core/shader/shader_interpreter.cpp index 714e8bfd5..b1eadc071 100644 --- a/src/video_core/shader/shader_interpreter.cpp +++ b/src/video_core/shader/shader_interpreter.cpp @@ -144,7 +144,7 @@ void RunInterpreter(const ShaderSetup& setup, UnitState<Debug>& state, unsigned                  src2[3] = src2[3] * float24::FromFloat32(-1);              } -            float24* dest = (instr.common.dest.Value() < 0x10) ? &state.registers.output[instr.common.dest.Value().GetIndex()][0] +            float24* dest = (instr.common.dest.Value() < 0x10) ? &state.output_registers.value[instr.common.dest.Value().GetIndex()][0]                          : (instr.common.dest.Value() < 0x20) ? &state.registers.temporary[instr.common.dest.Value().GetIndex()][0]                          : dummy_vec4_float24; @@ -483,7 +483,7 @@ void RunInterpreter(const ShaderSetup& setup, UnitState<Debug>& state, unsigned                      src3[3] = src3[3] * float24::FromFloat32(-1);                  } -                float24* dest = (instr.mad.dest.Value() < 0x10) ? &state.registers.output[instr.mad.dest.Value().GetIndex()][0] +                float24* dest = (instr.mad.dest.Value() < 0x10) ? &state.output_registers.value[instr.mad.dest.Value().GetIndex()][0]                              : (instr.mad.dest.Value() < 0x20) ? &state.registers.temporary[instr.mad.dest.Value().GetIndex()][0]                              : dummy_vec4_float24; | 
