diff options
Diffstat (limited to 'src/video_core/shader/shader.h')
-rw-r--r-- | src/video_core/shader/shader.h | 101 |
1 files changed, 42 insertions, 59 deletions
diff --git a/src/video_core/shader/shader.h b/src/video_core/shader/shader.h index 56b83bfeb..983e4a967 100644 --- a/src/video_core/shader/shader.h +++ b/src/video_core/shader/shader.h @@ -43,7 +43,8 @@ struct OutputVertex { Math::Vec4<float24> color; Math::Vec2<float24> tc0; Math::Vec2<float24> tc1; - INSERT_PADDING_WORDS(2); + float24 tc0_w; + INSERT_PADDING_WORDS(1); Math::Vec3<float24> view; INSERT_PADDING_WORDS(1); Math::Vec2<float24> tc2; @@ -83,23 +84,6 @@ struct OutputVertex { static_assert(std::is_pod<OutputVertex>::value, "Structure is not POD"); static_assert(sizeof(OutputVertex) == 32 * sizeof(float), "OutputVertex has invalid size"); -/// Vertex shader memory -struct ShaderSetup { - struct { - // The float uniforms are accessed by the shader JIT using SSE instructions, and are - // therefore required to be 16-byte aligned. - alignas(16) Math::Vec4<float24> f[96]; - - std::array<bool, 16> b; - std::array<Math::Vec4<u8>, 4> i; - } uniforms; - - Math::Vec4<float24> default_attributes[16]; - - std::array<u32, 1024> program_code; - std::array<u32, 1024> swizzle_data; -}; - // Helper structure used to keep track of data useful for inspection of shader emulation template<bool full_debugging> struct DebugData; @@ -288,29 +272,12 @@ struct UnitState { } registers; static_assert(std::is_pod<Registers>::value, "Structure is not POD"); - u32 program_counter; 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 - }; - - struct CallStackElement { - u32 final_address; // Address upon which we jump to return_address - u32 return_address; // Where to jump when leaving scope - u8 repeat_counter; // How often to repeat until this call stack element is removed - u8 loop_increment; // Which value to add to the loop counter after an iteration - // TODO: Should this be a signed value? Does it even matter? - u32 loop_address; // The address where we'll return to after each loop iteration - }; - - // TODO: Is there a maximal size for this? - boost::container::static_vector<CallStackElement, 16> call_stack; - DebugData<Debug> debug; static size_t InputOffset(const SourceRegister& reg) { @@ -342,33 +309,49 @@ struct UnitState { } }; -/** - * Performs any shader unit setup that only needs to happen once per shader (as opposed to once per - * vertex, which would happen within the `Run` function). - */ -void Setup(); +/// Clears the shader cache +void ClearCache(); -/// Performs any cleanup when the emulator is shutdown -void Shutdown(); +struct ShaderSetup { -/** - * Runs the currently setup shader - * @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); + struct { + // The float uniforms are accessed by the shader JIT using SSE instructions, and are + // therefore required to be 16-byte aligned. + alignas(16) Math::Vec4<float24> f[96]; -/** - * Produce debug information based on the given shader and input vertex - * @param input Input vertex into the shader - * @param num_attributes The number of vertex shader attributes - * @param config Configuration object for the shader pipeline - * @param setup Setup object for the shader pipeline - * @return Debug information for this shader with regards to the given vertex - */ -DebugData<true> ProduceDebugInfo(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const ShaderSetup& setup); + std::array<bool, 16> b; + std::array<Math::Vec4<u8>, 4> i; + } uniforms; + + std::array<u32, 1024> program_code; + std::array<u32, 1024> swizzle_data; + + /** + * Performs any shader unit setup that only needs to happen once per shader (as opposed to once per + * vertex, which would happen within the `Run` function). + */ + void Setup(); + + /** + * Runs the currently setup shader + * @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); + + /** + * Produce debug information based on the given shader and input vertex + * @param input Input vertex into the shader + * @param num_attributes The number of vertex shader attributes + * @param config Configuration object for the shader pipeline + * @param setup Setup object for the shader pipeline + * @return Debug information for this shader with regards to the given vertex + */ + DebugData<true> ProduceDebugInfo(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const ShaderSetup& setup); + +}; } // namespace Shader |