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-rw-r--r--src/video_core/command_processor.cpp78
-rw-r--r--src/video_core/pica.h212
-rw-r--r--src/video_core/primitive_assembly.cpp3
-rw-r--r--src/video_core/vertex_shader.cpp16
-rw-r--r--src/video_core/vertex_shader.h2
5 files changed, 162 insertions, 149 deletions
diff --git a/src/video_core/command_processor.cpp b/src/video_core/command_processor.cpp
index 2a1c885a7..668127055 100644
--- a/src/video_core/command_processor.cpp
+++ b/src/video_core/command_processor.cpp
@@ -45,7 +45,7 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
if (GPU::g_skip_frame && id != PICA_REG_INDEX(trigger_irq))
return;
- // TODO: Figure out how register masking acts on e.g. vs_uniform_setup.set_value
+ // TODO: Figure out how register masking acts on e.g. vs.uniform_setup.set_value
u32 old_value = regs[id];
regs[id] = (old_value & ~mask) | (value & mask);
@@ -242,7 +242,7 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
&geometry_dumper, _1, _2, _3));
// Send to vertex shader
- VertexShader::OutputVertex output = VertexShader::RunShader(input, attribute_config.GetNumTotalAttributes());
+ VertexShader::OutputVertex output = VertexShader::RunShader(input, attribute_config.GetNumTotalAttributes(), g_state.regs.vs, g_state.vs);
if (is_indexed) {
// TODO: Add processed vertex to vertex cache!
@@ -281,35 +281,35 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
break;
}
- case PICA_REG_INDEX(vs_bool_uniforms):
+ case PICA_REG_INDEX(vs.bool_uniforms):
for (unsigned i = 0; i < 16; ++i)
- g_state.vs.uniforms.b[i] = (regs.vs_bool_uniforms.Value() & (1 << i)) != 0;
+ g_state.vs.uniforms.b[i] = (regs.vs.bool_uniforms.Value() & (1 << i)) != 0;
break;
- case PICA_REG_INDEX_WORKAROUND(vs_int_uniforms[0], 0x2b1):
- case PICA_REG_INDEX_WORKAROUND(vs_int_uniforms[1], 0x2b2):
- case PICA_REG_INDEX_WORKAROUND(vs_int_uniforms[2], 0x2b3):
- case PICA_REG_INDEX_WORKAROUND(vs_int_uniforms[3], 0x2b4):
+ case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[0], 0x2b1):
+ case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[1], 0x2b2):
+ case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[2], 0x2b3):
+ case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[3], 0x2b4):
{
- int index = (id - PICA_REG_INDEX_WORKAROUND(vs_int_uniforms[0], 0x2b1));
- auto values = regs.vs_int_uniforms[index];
+ int index = (id - PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[0], 0x2b1));
+ auto values = regs.vs.int_uniforms[index];
g_state.vs.uniforms.i[index] = Math::Vec4<u8>(values.x, values.y, values.z, values.w);
LOG_TRACE(HW_GPU, "Set integer uniform %d to %02x %02x %02x %02x",
index, values.x.Value(), values.y.Value(), values.z.Value(), values.w.Value());
break;
}
- case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[0], 0x2c1):
- case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[1], 0x2c2):
- case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[2], 0x2c3):
- case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[3], 0x2c4):
- case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[4], 0x2c5):
- case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[5], 0x2c6):
- case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[6], 0x2c7):
- case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[7], 0x2c8):
+ case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[0], 0x2c1):
+ case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[1], 0x2c2):
+ case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[2], 0x2c3):
+ case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[3], 0x2c4):
+ case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[4], 0x2c5):
+ case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[5], 0x2c6):
+ case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[6], 0x2c7):
+ case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[7], 0x2c8):
{
- auto& uniform_setup = regs.vs_uniform_setup;
+ auto& uniform_setup = regs.vs.uniform_setup;
// TODO: Does actual hardware indeed keep an intermediate buffer or does
// it directly write the values?
@@ -392,32 +392,32 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
}
// Load shader program code
- case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[0], 0x2cc):
- case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[1], 0x2cd):
- case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[2], 0x2ce):
- case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[3], 0x2cf):
- case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[4], 0x2d0):
- case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[5], 0x2d1):
- case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[6], 0x2d2):
- case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[7], 0x2d3):
+ case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[0], 0x2cc):
+ case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[1], 0x2cd):
+ case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[2], 0x2ce):
+ case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[3], 0x2cf):
+ case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[4], 0x2d0):
+ case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[5], 0x2d1):
+ case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[6], 0x2d2):
+ case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[7], 0x2d3):
{
- g_state.vs.program_code[regs.vs_program.offset] = value;
- regs.vs_program.offset++;
+ g_state.vs.program_code[regs.vs.program.offset] = value;
+ regs.vs.program.offset++;
break;
}
// Load swizzle pattern data
- case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[0], 0x2d6):
- case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[1], 0x2d7):
- case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[2], 0x2d8):
- case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[3], 0x2d9):
- case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[4], 0x2da):
- case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[5], 0x2db):
- case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[6], 0x2dc):
- case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[7], 0x2dd):
+ case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[0], 0x2d6):
+ case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[1], 0x2d7):
+ case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[2], 0x2d8):
+ case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[3], 0x2d9):
+ case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[4], 0x2da):
+ case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[5], 0x2db):
+ case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[6], 0x2dc):
+ case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[7], 0x2dd):
{
- g_state.vs.swizzle_data[regs.vs_swizzle_patterns.offset] = value;
- regs.vs_swizzle_patterns.offset++;
+ g_state.vs.swizzle_data[regs.vs.swizzle_patterns.offset] = value;
+ regs.vs.swizzle_patterns.offset++;
break;
}
diff --git a/src/video_core/pica.h b/src/video_core/pica.h
index 026b10a62..b32db76eb 100644
--- a/src/video_core/pica.h
+++ b/src/video_core/pica.h
@@ -784,112 +784,119 @@ struct Regs {
INSERT_PADDING_WORDS(0x20);
enum class TriangleTopology : u32 {
- List = 0,
- Strip = 1,
- Fan = 2,
- ListIndexed = 3, // TODO: No idea if this is correct
+ List = 0,
+ Strip = 1,
+ Fan = 2,
+ Shader = 3, // Programmable setup unit implemented in a geometry shader
};
BitField<8, 2, TriangleTopology> triangle_topology;
- INSERT_PADDING_WORDS(0x51);
+ INSERT_PADDING_WORDS(0x21);
- BitField<0, 16, u32> vs_bool_uniforms;
- union {
- BitField< 0, 8, u32> x;
- BitField< 8, 8, u32> y;
- BitField<16, 8, u32> z;
- BitField<24, 8, u32> w;
- } vs_int_uniforms[4];
+ struct ShaderConfig {
+ BitField<0, 16, u32> bool_uniforms;
- INSERT_PADDING_WORDS(0x5);
+ union {
+ BitField< 0, 8, u32> x;
+ BitField< 8, 8, u32> y;
+ BitField<16, 8, u32> z;
+ BitField<24, 8, u32> w;
+ } int_uniforms[4];
- // Offset to shader program entry point (in words)
- BitField<0, 16, u32> vs_main_offset;
+ INSERT_PADDING_WORDS(0x5);
- union {
- BitField< 0, 4, u64> attribute0_register;
- BitField< 4, 4, u64> attribute1_register;
- BitField< 8, 4, u64> attribute2_register;
- BitField<12, 4, u64> attribute3_register;
- BitField<16, 4, u64> attribute4_register;
- BitField<20, 4, u64> attribute5_register;
- BitField<24, 4, u64> attribute6_register;
- BitField<28, 4, u64> attribute7_register;
- BitField<32, 4, u64> attribute8_register;
- BitField<36, 4, u64> attribute9_register;
- BitField<40, 4, u64> attribute10_register;
- BitField<44, 4, u64> attribute11_register;
- BitField<48, 4, u64> attribute12_register;
- BitField<52, 4, u64> attribute13_register;
- BitField<56, 4, u64> attribute14_register;
- BitField<60, 4, u64> attribute15_register;
-
- int GetRegisterForAttribute(int attribute_index) const {
- u64 fields[] = {
- attribute0_register, attribute1_register, attribute2_register, attribute3_register,
- attribute4_register, attribute5_register, attribute6_register, attribute7_register,
- attribute8_register, attribute9_register, attribute10_register, attribute11_register,
- attribute12_register, attribute13_register, attribute14_register, attribute15_register,
+ // Offset to shader program entry point (in words)
+ BitField<0, 16, u32> main_offset;
+
+ union {
+ BitField< 0, 4, u64> attribute0_register;
+ BitField< 4, 4, u64> attribute1_register;
+ BitField< 8, 4, u64> attribute2_register;
+ BitField<12, 4, u64> attribute3_register;
+ BitField<16, 4, u64> attribute4_register;
+ BitField<20, 4, u64> attribute5_register;
+ BitField<24, 4, u64> attribute6_register;
+ BitField<28, 4, u64> attribute7_register;
+ BitField<32, 4, u64> attribute8_register;
+ BitField<36, 4, u64> attribute9_register;
+ BitField<40, 4, u64> attribute10_register;
+ BitField<44, 4, u64> attribute11_register;
+ BitField<48, 4, u64> attribute12_register;
+ BitField<52, 4, u64> attribute13_register;
+ BitField<56, 4, u64> attribute14_register;
+ BitField<60, 4, u64> attribute15_register;
+
+ int GetRegisterForAttribute(int attribute_index) const {
+ u64 fields[] = {
+ attribute0_register, attribute1_register, attribute2_register, attribute3_register,
+ attribute4_register, attribute5_register, attribute6_register, attribute7_register,
+ attribute8_register, attribute9_register, attribute10_register, attribute11_register,
+ attribute12_register, attribute13_register, attribute14_register, attribute15_register,
+ };
+ return (int)fields[attribute_index];
+ }
+ } input_register_map;
+
+ // OUTMAP_MASK, 0x28E, CODETRANSFER_END
+ INSERT_PADDING_WORDS(0x3);
+
+ struct {
+ enum Format : u32
+ {
+ FLOAT24 = 0,
+ FLOAT32 = 1
};
- return (int)fields[attribute_index];
- }
- } vs_input_register_map;
- INSERT_PADDING_WORDS(0x3);
+ bool IsFloat32() const {
+ return format == FLOAT32;
+ }
- struct {
- enum Format : u32
- {
- FLOAT24 = 0,
- FLOAT32 = 1
- };
+ union {
+ // Index of the next uniform to write to
+ // TODO: ctrulib uses 8 bits for this, however that seems to yield lots of invalid indices
+ // TODO: Maybe the uppermost index is for the geometry shader? Investigate!
+ BitField<0, 7, u32> index;
- bool IsFloat32() const {
- return format == FLOAT32;
- }
+ BitField<31, 1, Format> format;
+ };
- union {
- // Index of the next uniform to write to
- // TODO: ctrulib uses 8 bits for this, however that seems to yield lots of invalid indices
- BitField<0, 7, u32> index;
+ // Writing to these registers sets the current uniform.
+ u32 set_value[8];
- BitField<31, 1, Format> format;
- };
+ } uniform_setup;
- // Writing to these registers sets the "current" uniform.
- // TODO: It's not clear how the hardware stores what the "current" uniform is.
- u32 set_value[8];
+ INSERT_PADDING_WORDS(0x2);
- } vs_uniform_setup;
+ struct {
+ // Offset of the next instruction to write code to.
+ // Incremented with each instruction write.
+ u32 offset;
- INSERT_PADDING_WORDS(0x2);
+ // Writing to these registers sets the "current" word in the shader program.
+ u32 set_word[8];
+ } program;
- struct {
- // Offset of the next instruction to write code to.
- // Incremented with each instruction write.
- u32 offset;
+ INSERT_PADDING_WORDS(0x1);
- // Writing to these registers sets the "current" word in the shader program.
- // TODO: It's not clear how the hardware stores what the "current" word is.
- u32 set_word[8];
- } vs_program;
+ // This register group is used to load an internal table of swizzling patterns,
+ // which are indexed by each shader instruction to specify vector component swizzling.
+ struct {
+ // Offset of the next swizzle pattern to write code to.
+ // Incremented with each instruction write.
+ u32 offset;
- INSERT_PADDING_WORDS(0x1);
+ // Writing to these registers sets the current swizzle pattern in the table.
+ u32 set_word[8];
+ } swizzle_patterns;
- // This register group is used to load an internal table of swizzling patterns,
- // which are indexed by each shader instruction to specify vector component swizzling.
- struct {
- // Offset of the next swizzle pattern to write code to.
- // Incremented with each instruction write.
- u32 offset;
+ INSERT_PADDING_WORDS(0x2);
+ };
- // Writing to these registers sets the "current" swizzle pattern in the table.
- // TODO: It's not clear how the hardware stores what the "current" swizzle pattern is.
- u32 set_word[8];
- } vs_swizzle_patterns;
+ ShaderConfig gs;
+ ShaderConfig vs;
- INSERT_PADDING_WORDS(0x22);
+ INSERT_PADDING_WORDS(0x20);
// Map register indices to names readable by humans
// Used for debugging purposes, so performance is not an issue here
@@ -936,13 +943,20 @@ struct Regs {
ADD_FIELD(vs_default_attributes_setup);
ADD_FIELD(command_buffer);
ADD_FIELD(triangle_topology);
- ADD_FIELD(vs_bool_uniforms);
- ADD_FIELD(vs_int_uniforms);
- ADD_FIELD(vs_main_offset);
- ADD_FIELD(vs_input_register_map);
- ADD_FIELD(vs_uniform_setup);
- ADD_FIELD(vs_program);
- ADD_FIELD(vs_swizzle_patterns);
+ ADD_FIELD(gs.bool_uniforms);
+ ADD_FIELD(gs.int_uniforms);
+ ADD_FIELD(gs.main_offset);
+ ADD_FIELD(gs.input_register_map);
+ ADD_FIELD(gs.uniform_setup);
+ ADD_FIELD(gs.program);
+ ADD_FIELD(gs.swizzle_patterns);
+ ADD_FIELD(vs.bool_uniforms);
+ ADD_FIELD(vs.int_uniforms);
+ ADD_FIELD(vs.main_offset);
+ ADD_FIELD(vs.input_register_map);
+ ADD_FIELD(vs.uniform_setup);
+ ADD_FIELD(vs.program);
+ ADD_FIELD(vs.swizzle_patterns);
#undef ADD_FIELD
@@ -1014,17 +1028,14 @@ ASSERT_REG_POSITION(trigger_draw_indexed, 0x22f);
ASSERT_REG_POSITION(vs_default_attributes_setup, 0x232);
ASSERT_REG_POSITION(command_buffer, 0x238);
ASSERT_REG_POSITION(triangle_topology, 0x25e);
-ASSERT_REG_POSITION(vs_bool_uniforms, 0x2b0);
-ASSERT_REG_POSITION(vs_int_uniforms, 0x2b1);
-ASSERT_REG_POSITION(vs_main_offset, 0x2ba);
-ASSERT_REG_POSITION(vs_input_register_map, 0x2bb);
-ASSERT_REG_POSITION(vs_uniform_setup, 0x2c0);
-ASSERT_REG_POSITION(vs_program, 0x2cb);
-ASSERT_REG_POSITION(vs_swizzle_patterns, 0x2d5);
+ASSERT_REG_POSITION(gs, 0x280);
+ASSERT_REG_POSITION(vs, 0x2b0);
#undef ASSERT_REG_POSITION
#endif // !defined(_MSC_VER)
+static_assert(sizeof(Regs::ShaderConfig) == 0x30 * sizeof(u32), "ShaderConfig structure has incorrect size");
+
// The total number of registers is chosen arbitrarily, but let's make sure it's not some odd value anyway.
static_assert(sizeof(Regs) <= 0x300 * sizeof(u32), "Register set structure larger than it should be");
static_assert(sizeof(Regs) >= 0x300 * sizeof(u32), "Register set structure smaller than it should be");
@@ -1134,7 +1145,7 @@ struct State {
Regs regs;
/// Vertex shader memory
- struct {
+ struct ShaderSetup {
struct {
Math::Vec4<float24> f[96];
std::array<bool, 16> b;
@@ -1145,7 +1156,10 @@ struct State {
std::array<u32, 1024> program_code;
std::array<u32, 1024> swizzle_data;
- } vs;
+ };
+
+ ShaderSetup vs;
+ ShaderSetup gs;
/// Current Pica command list
struct {
diff --git a/src/video_core/primitive_assembly.cpp b/src/video_core/primitive_assembly.cpp
index 0120f2896..2f22bdcce 100644
--- a/src/video_core/primitive_assembly.cpp
+++ b/src/video_core/primitive_assembly.cpp
@@ -20,8 +20,9 @@ template<typename VertexType>
void PrimitiveAssembler<VertexType>::SubmitVertex(VertexType& vtx, TriangleHandler triangle_handler)
{
switch (topology) {
+ // TODO: Figure out what's different with TriangleTopology::Shader.
case Regs::TriangleTopology::List:
- case Regs::TriangleTopology::ListIndexed:
+ case Regs::TriangleTopology::Shader:
if (buffer_index < 2) {
buffer[buffer_index++] = vtx;
} else {
diff --git a/src/video_core/vertex_shader.cpp b/src/video_core/vertex_shader.cpp
index 87006a832..c00f0c10b 100644
--- a/src/video_core/vertex_shader.cpp
+++ b/src/video_core/vertex_shader.cpp
@@ -546,20 +546,18 @@ static void ProcessShaderCode(VertexShaderState& state) {
static Common::Profiling::TimingCategory shader_category("Vertex Shader");
-OutputVertex RunShader(const InputVertex& input, int num_attributes) {
+OutputVertex RunShader(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const State::ShaderSetup& setup) {
Common::Profiling::ScopeTimer timer(shader_category);
- const auto& regs = g_state.regs;
- const auto& vs = g_state.vs;
VertexShaderState state;
- const u32* main = &vs.program_code[regs.vs_main_offset];
+ const u32* main = &setup.program_code[config.main_offset];
state.program_counter = (u32*)main;
state.debug.max_offset = 0;
state.debug.max_opdesc_id = 0;
// Setup input register table
- const auto& attribute_register_map = regs.vs_input_register_map;
+ const auto& attribute_register_map = config.input_register_map;
float24 dummy_register;
boost::fill(state.input_register_table, &dummy_register);
@@ -584,16 +582,16 @@ OutputVertex RunShader(const InputVertex& input, int num_attributes) {
state.conditional_code[1] = false;
ProcessShaderCode(state);
- DebugUtils::DumpShader(vs.program_code.data(), state.debug.max_offset, vs.swizzle_data.data(),
- state.debug.max_opdesc_id, regs.vs_main_offset,
- regs.vs_output_attributes);
+ 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
// 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 = regs.vs_output_attributes[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,
diff --git a/src/video_core/vertex_shader.h b/src/video_core/vertex_shader.h
index c997e6a77..97f9250dd 100644
--- a/src/video_core/vertex_shader.h
+++ b/src/video_core/vertex_shader.h
@@ -65,7 +65,7 @@ struct OutputVertex {
static_assert(std::is_pod<OutputVertex>::value, "Structure is not POD");
static_assert(sizeof(OutputVertex) == 32 * sizeof(float), "OutputVertex has invalid size");
-OutputVertex RunShader(const InputVertex& input, int num_attributes);
+OutputVertex RunShader(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const State::ShaderSetup& setup);
} // namespace