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-rw-r--r--src/video_core/pica.h8
-rw-r--r--src/video_core/vertex_shader.cpp137
2 files changed, 138 insertions, 7 deletions
diff --git a/src/video_core/pica.h b/src/video_core/pica.h
index 583614328..87a9e7913 100644
--- a/src/video_core/pica.h
+++ b/src/video_core/pica.h
@@ -771,6 +771,14 @@ struct float24 {
return ToFloat32() <= flt.ToFloat32();
}
+ bool operator == (const float24& flt) const {
+ return ToFloat32() == flt.ToFloat32();
+ }
+
+ bool operator != (const float24& flt) const {
+ return ToFloat32() != flt.ToFloat32();
+ }
+
private:
// Stored as a regular float, merely for convenience
// TODO: Perform proper arithmetic on this!
diff --git a/src/video_core/vertex_shader.cpp b/src/video_core/vertex_shader.cpp
index 33a862b74..5d9203c86 100644
--- a/src/video_core/vertex_shader.cpp
+++ b/src/video_core/vertex_shader.cpp
@@ -59,6 +59,8 @@ const std::array<u32, 1024>& GetSwizzlePatterns()
return swizzle_data;
}
+// TODO: Is there actually a limit on hardware?
+const int if_stack_size = 8;
struct VertexShaderState {
u32* program_counter;
@@ -67,7 +69,11 @@ 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
@@ -75,6 +81,12 @@ struct VertexShaderState {
u32 call_stack[8]; // TODO: What is the maximal call stack depth?
u32* call_stack_pointer;
+ struct IfStackElement {
+ u32 else_addr;
+ u32 else_instructions;
+ } if_stack[if_stack_size];
+ IfStackElement* if_stack_pointer;
+
struct {
u32 max_offset; // maximum program counter ever reached
u32 max_opdesc_id; // maximum swizzle pattern index ever used
@@ -107,11 +119,20 @@ static void ProcessShaderCode(VertexShaderState& state) {
case Instruction::OpCodeType::Arithmetic:
{
bool is_inverted = 0 != (instr.opcode.GetInfo().subtype & Instruction::OpCodeInfo::SrcInversed);
- const float24* src1_ = LookupSourceRegister(instr.common.GetSrc1(is_inverted));
+ if (is_inverted) {
+ // We don't really support this properly and/or reliably
+ LOG_ERROR(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 = (swizzle.negate_src1 != 0);
- const bool negate_src2 = (swizzle.negate_src2 != 0);
+ const bool negate_src1 = (swizzle.negate_src1 != false);
+ const bool negate_src2 = (swizzle.negate_src2 != false);
float24 src1[4] = {
src1_[(int)swizzle.GetSelectorSrc1(0)],
@@ -217,6 +238,19 @@ 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:
{
for (int i = 0; i < 4; ++i) {
@@ -228,16 +262,56 @@ static void ProcessShaderCode(VertexShaderState& state) {
break;
}
+ 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:
- // Process instruction explicitly
+ // Handle each instruction on its own
switch (instr.opcode) {
// NOP is currently used as a heuristic for leaving from a function.
// TODO: This is completely incorrect.
@@ -265,6 +339,44 @@ static void ProcessShaderCode(VertexShaderState& state) {
// TODO
break;
+ case Instruction::OpCode::IFC:
+ {
+ // TODO: Do we need to consider swizzlers here?
+
+ auto flow_control = instr.flow_control;
+ bool results[3] = { flow_control.refx == state.conditional_code[0],
+ 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]) {
+ ++state.if_stack_pointer;
+
+ state.if_stack_pointer->else_addr = instr.flow_control.dest_offset;
+ state.if_stack_pointer->else_instructions = instr.flow_control.num_instructions;
+ } else {
+ state.program_counter = &shader_memory[instr.flow_control.dest_offset] - 1;
+ }
+
+ break;
+ }
+
default:
LOG_ERROR(HW_GPU, "Unhandled instruction: 0x%02x (%s): 0x%08x",
(int)instr.opcode.Value(), instr.opcode.GetInfo().name, instr.hex);
@@ -277,6 +389,13 @@ static void ProcessShaderCode(VertexShaderState& state) {
if (increment_pc)
++state.program_counter;
+ if (state.if_stack_pointer >= &state.if_stack[0]) {
+ if (state.program_counter - shader_memory.data() == state.if_stack_pointer->else_addr) {
+ state.program_counter += state.if_stack_pointer->else_instructions;
+ state.if_stack_pointer--;
+ }
+ }
+
if (exit_loop)
break;
}
@@ -326,11 +445,15 @@ 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;
+ state.conditional_code[0] = false;
+ state.conditional_code[1] = false;
boost::fill(state.call_stack, VertexShaderState::INVALID_ADDRESS);
state.call_stack_pointer = &state.call_stack[0];
+ std::fill(state.if_stack, state.if_stack + sizeof(state.if_stack) / sizeof(state.if_stack[0]),
+ VertexShaderState::IfStackElement{VertexShaderState::INVALID_ADDRESS, VertexShaderState::INVALID_ADDRESS});
+ state.if_stack_pointer = state.if_stack - 1; // Meh. TODO: Make this less ugly
+
ProcessShaderCode(state);
DebugUtils::DumpShader(shader_memory.data(), state.debug.max_offset, swizzle_data.data(),
state.debug.max_opdesc_id, registers.vs_main_offset,