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authorbunnei <bunneidev@gmail.com>2015-07-22 01:38:59 +0200
committerbunnei <bunneidev@gmail.com>2015-08-15 23:33:44 +0200
commit3f69c2039de1c3d084ac2c9eb0aa9315490346bf (patch)
tree743f6bae0c3f1d475eabb083335ad7d6377bb97e /src/video_core/shader/shader.cpp
parentShader: Move shader code to its own subdirectory, "shader". (diff)
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Diffstat (limited to 'src/video_core/shader/shader.cpp')
-rw-r--r--src/video_core/shader/shader.cpp105
1 files changed, 105 insertions, 0 deletions
diff --git a/src/video_core/shader/shader.cpp b/src/video_core/shader/shader.cpp
new file mode 100644
index 000000000..e397e8e03
--- /dev/null
+++ b/src/video_core/shader/shader.cpp
@@ -0,0 +1,105 @@
+// Copyright 2015 Citra Emulator Project
+// Licensed under GPLv2 or any later version
+// Refer to the license.txt file included.
+
+#include "common/logging/log.h"
+#include "common/profiler.h"
+
+#include "video_core/debug_utils/debug_utils.h"
+#include "video_core/pica.h"
+
+#include "shader.h"
+#include "shader_interpreter.h"
+
+namespace Pica {
+
+namespace Shader {
+
+void Setup(UnitState& state) {
+ // TODO(bunnei): This will be used by the JIT in a subsequent commit
+}
+
+static Common::Profiling::TimingCategory shader_category("Vertex Shader");
+
+OutputVertex Run(UnitState& state, const InputVertex& input, int num_attributes) {
+ auto& config = g_state.regs.vs;
+ auto& setup = g_state.vs;
+
+ Common::Profiling::ScopeTimer timer(shader_category);
+
+ state.program_counter = config.main_offset;
+ state.debug.max_offset = 0;
+ state.debug.max_opdesc_id = 0;
+
+ // Setup input register table
+ const auto& attribute_register_map = config.input_register_map;
+
+ if (num_attributes > 0) state.input_registers[attribute_register_map.attribute0_register] = input.attr[0];
+ if (num_attributes > 1) state.input_registers[attribute_register_map.attribute1_register] = input.attr[1];
+ if (num_attributes > 2) state.input_registers[attribute_register_map.attribute2_register] = input.attr[2];
+ if (num_attributes > 3) state.input_registers[attribute_register_map.attribute3_register] = input.attr[3];
+ if (num_attributes > 4) state.input_registers[attribute_register_map.attribute4_register] = input.attr[4];
+ if (num_attributes > 5) state.input_registers[attribute_register_map.attribute5_register] = input.attr[5];
+ if (num_attributes > 6) state.input_registers[attribute_register_map.attribute6_register] = input.attr[6];
+ if (num_attributes > 7) state.input_registers[attribute_register_map.attribute7_register] = input.attr[7];
+ if (num_attributes > 8) state.input_registers[attribute_register_map.attribute8_register] = input.attr[8];
+ if (num_attributes > 9) state.input_registers[attribute_register_map.attribute9_register] = input.attr[9];
+ if (num_attributes > 10) state.input_registers[attribute_register_map.attribute10_register] = input.attr[10];
+ if (num_attributes > 11) state.input_registers[attribute_register_map.attribute11_register] = input.attr[11];
+ if (num_attributes > 12) state.input_registers[attribute_register_map.attribute12_register] = input.attr[12];
+ if (num_attributes > 13) state.input_registers[attribute_register_map.attribute13_register] = input.attr[13];
+ if (num_attributes > 14) state.input_registers[attribute_register_map.attribute14_register] = input.attr[14];
+ if (num_attributes > 15) state.input_registers[attribute_register_map.attribute15_register] = input.attr[15];
+
+ state.conditional_code[0] = false;
+ state.conditional_code[1] = false;
+
+ RunInterpreter(state);
+
+#if PICA_DUMP_SHADERS
+ DebugUtils::DumpShader(setup.program_code.data(), state.debug.max_offset, setup.swizzle_data.data(),
+ state.debug.max_opdesc_id, config.main_offset,
+ g_state.regs.vs_output_attributes); // TODO: Don't hardcode VS here
+#endif
+
+ // 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.
+ for (int i = 0; i < 7; ++i) {
+ const auto& output_register_map = g_state.regs.vs_output_attributes[i]; // 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 (int comp = 0; comp < 4; ++comp) {
+ float24* out = ((float24*)&ret) + semantics[comp];
+ if (semantics[comp] != Regs::VSOutputAttributes::INVALID) {
+ *out = state.output_registers[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));
+ }
+ }
+ }
+
+ // The hardware takes the absolute and saturates vertex colors like this, *before* doing interpolation
+ for (int i = 0; i < 4; ++i) {
+ ret.color[i] = float24::FromFloat32(
+ std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f));
+ }
+
+ 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());
+
+ return ret;
+}
+
+} // namespace Shader
+
+} // namespace Pica