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path: root/src/video_core/vertex_shader.cpp
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// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.

#include "pica.h"
#include "vertex_shader.h"
#include <core/mem_map.h>
#include <common/file_util.h>

namespace Pica {

namespace VertexShader {

static struct {
    Math::Vec4<float24> f[96];
} 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];

void SubmitShaderMemoryChange(u32 addr, u32 value)
{
    shader_memory[addr] = value;
}

void SubmitSwizzleDataChange(u32 addr, u32 value)
{
    swizzle_data[addr] = value;
}

Math::Vec4<float24>& GetFloatUniform(u32 index)
{
    return shader_uniforms.f[index];
}

struct VertexShaderState {
    u32* program_counter;

    const float24* input_register_table[16];
    float24* output_register_table[7*4];

    Math::Vec4<float24> temporary_registers[16];
    bool status_registers[2];

    enum {
        INVALID_ADDRESS = 0xFFFFFFFF
    };
    u32 call_stack[8]; // TODO: What is the maximal call stack depth?
    u32* call_stack_pointer;
};

static void ProcessShaderCode(VertexShaderState& state) {
    while (true) {
        bool increment_pc = true;
        bool exit_loop = false;
        const Instruction& instr = *(const Instruction*)state.program_counter;

        const float24* src1_ = (instr.common.src1 < 0x10) ? state.input_register_table[instr.common.src1]
                             : (instr.common.src1 < 0x20) ? &state.temporary_registers[instr.common.src1-0x10].x
                             : (instr.common.src1 < 0x80) ? &shader_uniforms.f[instr.common.src1-0x20].x
                             : nullptr;
        const float24* src2_ = (instr.common.src2 < 0x10) ? state.input_register_table[instr.common.src2]
                             : &state.temporary_registers[instr.common.src2-0x10].x;
        // TODO: Unsure about the limit values
        float24* dest = (instr.common.dest <= 0x1C) ? state.output_register_table[instr.common.dest]
                             : (instr.common.dest <= 0x3C) ? nullptr
                             : (instr.common.dest <= 0x7C) ? &state.temporary_registers[(instr.common.dest-0x40)/4][instr.common.dest%4]
                             : nullptr;

        const SwizzlePattern& swizzle = *(SwizzlePattern*)&swizzle_data[instr.common.operand_desc_id];

        const float24 src1[4] = {
            src1_[(int)swizzle.GetSelectorSrc1(0)],
            src1_[(int)swizzle.GetSelectorSrc1(1)],
            src1_[(int)swizzle.GetSelectorSrc1(2)],
            src1_[(int)swizzle.GetSelectorSrc1(3)],
        };
        const float24 src2[4] = {
            src2_[(int)swizzle.GetSelectorSrc2(0)],
            src2_[(int)swizzle.GetSelectorSrc2(1)],
            src2_[(int)swizzle.GetSelectorSrc2(2)],
            src2_[(int)swizzle.GetSelectorSrc2(3)],
        };

        switch (instr.opcode) {
            case Instruction::OpCode::ADD:
            {
                for (int i = 0; i < 4; ++i) {
                    if (!swizzle.DestComponentEnabled(i))
                        continue;

                    dest[i] = src1[i] + src2[i];
                }

                break;
            }

            case Instruction::OpCode::MUL:
            {
                for (int i = 0; i < 4; ++i) {
                    if (!swizzle.DestComponentEnabled(i))
                        continue;

                    dest[i] = src1[i] * src2[i];
                }

                break;
            }

            case Instruction::OpCode::DP3:
            case Instruction::OpCode::DP4:
            {
                float24 dot = float24::FromFloat32(0.f);
                int num_components = (instr.opcode == Instruction::OpCode::DP3) ? 3 : 4;
                for (int i = 0; i < num_components; ++i)
                    dot = dot + src1[i] * src2[i];

                for (int i = 0; i < num_components; ++i) {
                    if (!swizzle.DestComponentEnabled(i))
                        continue;

                    dest[i] = dot;
                }
                break;
            }

            // Reciprocal
            case Instruction::OpCode::RCP:
            {
                for (int i = 0; i < 4; ++i) {
                    if (!swizzle.DestComponentEnabled(i))
                        continue;

                    // TODO: Be stable against division by zero!
                    // TODO: I think this might be wrong... we should only use one component here
                    dest[i] = float24::FromFloat32(1.0 / src1[i].ToFloat32());
                }

                break;
            }

            // Reciprocal Square Root
            case Instruction::OpCode::RSQ:
            {
                for (int i = 0; i < 4; ++i) {
                    if (!swizzle.DestComponentEnabled(i))
                        continue;

                    // TODO: Be stable against division by zero!
                    // TODO: I think this might be wrong... we should only use one component here
                    dest[i] = float24::FromFloat32(1.0 / sqrt(src1[i].ToFloat32()));
                }

                break;
            }

            case Instruction::OpCode::MOV:
            {
                for (int i = 0; i < 4; ++i) {
                    if (!swizzle.DestComponentEnabled(i))
                        continue;

                    dest[i] = src1[i];
                }
                break;
            }

            case Instruction::OpCode::RET:
                if (*state.call_stack_pointer == VertexShaderState::INVALID_ADDRESS) {
                    exit_loop = true;
                } else {
                    state.program_counter = &shader_memory[*state.call_stack_pointer--];
                    *state.call_stack_pointer = VertexShaderState::INVALID_ADDRESS;
                }

                break;

            case Instruction::OpCode::CALL:
                increment_pc = false;

                _dbg_assert_(GPU, state.call_stack_pointer - state.call_stack < sizeof(state.call_stack));

                *++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?
                break;

            default:
                ERROR_LOG(GPU, "Unhandled instruction: 0x%02x (%s): 0x%08x",
                          (int)instr.opcode.Value(), instr.GetOpCodeName().c_str(), instr.hex);
                break;
        }

        if (increment_pc)
            ++state.program_counter;

        if (exit_loop)
            break;
    }
}

OutputVertex RunShader(const InputVertex& input, int num_attributes)
{
    VertexShaderState state;

    const u32* main = &shader_memory[registers.vs_main_offset];
    state.program_counter = (u32*)main;

    // 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);
    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;
    if(num_attributes > 3) state.input_register_table[attribute_register_map.attribute3_register] = &input.attr[3].x;
    if(num_attributes > 4) state.input_register_table[attribute_register_map.attribute4_register] = &input.attr[4].x;
    if(num_attributes > 5) state.input_register_table[attribute_register_map.attribute5_register] = &input.attr[5].x;
    if(num_attributes > 6) state.input_register_table[attribute_register_map.attribute6_register] = &input.attr[6].x;
    if(num_attributes > 7) state.input_register_table[attribute_register_map.attribute7_register] = &input.attr[7].x;
    if(num_attributes > 8) state.input_register_table[attribute_register_map.attribute8_register] = &input.attr[8].x;
    if(num_attributes > 9) state.input_register_table[attribute_register_map.attribute9_register] = &input.attr[9].x;
    if(num_attributes > 10) state.input_register_table[attribute_register_map.attribute10_register] = &input.attr[10].x;
    if(num_attributes > 11) state.input_register_table[attribute_register_map.attribute11_register] = &input.attr[11].x;
    if(num_attributes > 12) state.input_register_table[attribute_register_map.attribute12_register] = &input.attr[12].x;
    if(num_attributes > 13) state.input_register_table[attribute_register_map.attribute13_register] = &input.attr[13].x;
    if(num_attributes > 14) state.input_register_table[attribute_register_map.attribute14_register] = &input.attr[14].x;
    if(num_attributes > 15) state.input_register_table[attribute_register_map.attribute15_register] = &input.attr[15].x;

    // Setup output register table
    OutputVertex ret;
    for (int i = 0; i < 7; ++i) {
        const auto& output_register_map = registers.vs_output_attributes[i];

        u32 semantics[4] = {
            output_register_map.map_x, output_register_map.map_y,
            output_register_map.map_z, output_register_map.map_w
        };

        for (int comp = 0; comp < 4; ++comp)
            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];

    ProcessShaderCode(state);

    DEBUG_LOG(GPU, "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());

    return ret;
}


} // namespace

} // namespace