From ff0fa86b17e8133263bb54c1338ade8ecd97e5d9 Mon Sep 17 00:00:00 2001 From: Jannik Vogel Date: Fri, 13 May 2016 08:49:20 +0200 Subject: Retrieve shader result from new OutputRegisters-type --- src/video_core/shader/shader.cpp | 103 ++++++++++++++++++++------------------- 1 file changed, 53 insertions(+), 50 deletions(-) (limited to 'src/video_core/shader/shader.cpp') diff --git a/src/video_core/shader/shader.cpp b/src/video_core/shader/shader.cpp index 161097610..f565e2c91 100644 --- a/src/video_core/shader/shader.cpp +++ b/src/video_core/shader/shader.cpp @@ -30,6 +30,58 @@ namespace Pica { namespace Shader { +OutputVertex OutputRegisters::ToVertex(const Regs::ShaderConfig& config) { + // 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. + unsigned index = 0; + for (unsigned i = 0; i < 7; ++i) { + + if (index >= g_state.regs.vs_output_total) + break; + + if ((config.output_mask & (1 << i)) == 0) + continue; + + const auto& output_register_map = g_state.regs.vs_output_attributes[index]; + + u32 semantics[4] = { + output_register_map.map_x, output_register_map.map_y, + output_register_map.map_z, output_register_map.map_w + }; + + for (unsigned comp = 0; comp < 4; ++comp) { + float24* out = ((float24*)&ret) + semantics[comp]; + if (semantics[comp] != Regs::VSOutputAttributes::INVALID) { + *out = value[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)); + } + } + + index++; + } + + // The hardware takes the absolute and saturates vertex colors like this, *before* doing interpolation + for (unsigned i = 0; i < 4; ++i) { + ret.color[i] = float24::FromFloat32( + std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f)); + } + + LOG_TRACE(HW_GPU, "Output vertex: pos(%.2f, %.2f, %.2f, %.2f), quat(%.2f, %.2f, %.2f, %.2f), " + "col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f), view(%.2f, %.2f, %.2f)", + ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.w.ToFloat32(), + ret.quat.x.ToFloat32(), ret.quat.y.ToFloat32(), ret.quat.z.ToFloat32(), ret.quat.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(), + ret.view.x.ToFloat32(), ret.view.y.ToFloat32(), ret.view.z.ToFloat32()); + + return ret; +} + #ifdef ARCHITECTURE_x86_64 static std::unordered_map> shader_map; static const JitShader* jit_shader; @@ -62,7 +114,7 @@ void ShaderSetup::Setup() { MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240)); -OutputVertex ShaderSetup::Run(UnitState& state, const InputVertex& input, int num_attributes) { +void ShaderSetup::Run(UnitState& state, const InputVertex& input, int num_attributes) { auto& config = g_state.regs.vs; auto& setup = g_state.vs; @@ -89,55 +141,6 @@ OutputVertex ShaderSetup::Run(UnitState& state, const InputVertex& input, RunInterpreter(setup, state, config.main_offset); #endif // ARCHITECTURE_x86_64 - // 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. - unsigned index = 0; - for (unsigned i = 0; i < 7; ++i) { - - if (index >= g_state.regs.vs_output_total) - break; - - if ((g_state.regs.vs.output_mask & (1 << i)) == 0) - continue; - - const auto& output_register_map = g_state.regs.vs_output_attributes[index]; // 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 (unsigned comp = 0; comp < 4; ++comp) { - float24* out = ((float24*)&ret) + semantics[comp]; - if (semantics[comp] != Regs::VSOutputAttributes::INVALID) { - *out = state.registers.output[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)); - } - } - - index++; - } - - // The hardware takes the absolute and saturates vertex colors like this, *before* doing interpolation - for (unsigned i = 0; i < 4; ++i) { - ret.color[i] = float24::FromFloat32( - std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f)); - } - - LOG_TRACE(HW_GPU, "Output vertex: pos(%.2f, %.2f, %.2f, %.2f), quat(%.2f, %.2f, %.2f, %.2f), " - "col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f), view(%.2f, %.2f, %.2f)", - ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.w.ToFloat32(), - ret.quat.x.ToFloat32(), ret.quat.y.ToFloat32(), ret.quat.z.ToFloat32(), ret.quat.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(), - ret.view.x.ToFloat32(), ret.view.y.ToFloat32(), ret.view.z.ToFloat32()); - - return ret; } DebugData ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const ShaderSetup& setup) { -- cgit v1.2.3