// Copyright 2015 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include #include #include "common/hash.h" #include "common/make_unique.h" #include "common/profiler.h" #include "video_core/debug_utils/debug_utils.h" #include "video_core/pica.h" #include "video_core/video_core.h" #include "shader.h" #include "shader_interpreter.h" #ifdef ARCHITECTURE_x86_64 #include "shader_jit_x64.h" #endif // ARCHITECTURE_x86_64 namespace Pica { namespace Shader { #ifdef ARCHITECTURE_x86_64 static std::unordered_map shader_map; static JitCompiler jit; static CompiledShader* jit_shader; #endif // ARCHITECTURE_x86_64 void Setup(UnitState& state) { #ifdef ARCHITECTURE_x86_64 if (VideoCore::g_shader_jit_enabled) { u64 cache_key = (Common::ComputeHash64(&g_state.vs.program_code, sizeof(g_state.vs.program_code)) ^ Common::ComputeHash64(&g_state.vs.swizzle_data, sizeof(g_state.vs.swizzle_data)) ^ g_state.regs.vs.main_offset); auto iter = shader_map.find(cache_key); if (iter != shader_map.end()) { jit_shader = iter->second; } else { jit_shader = jit.Compile(); shader_map.emplace(cache_key, jit_shader); } } #endif // ARCHITECTURE_x86_64 } void Shutdown() { shader_map.clear(); } static Common::Profiling::TimingCategory shader_category("Vertex Shader"); OutputVertex Run(UnitState& state, const InputVertex& input, int num_attributes) { auto& config = g_state.regs.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; // TODO: Instead of this cumbersome logic, just load the input data directly like // for (int attr = 0; attr < num_attributes; ++attr) { input_attr[0] = state.registers.input[attribute_register_map.attribute0_register]; } if (num_attributes > 0) state.registers.input[attribute_register_map.attribute0_register] = input.attr[0]; if (num_attributes > 1) state.registers.input[attribute_register_map.attribute1_register] = input.attr[1]; if (num_attributes > 2) state.registers.input[attribute_register_map.attribute2_register] = input.attr[2]; if (num_attributes > 3) state.registers.input[attribute_register_map.attribute3_register] = input.attr[3]; if (num_attributes > 4) state.registers.input[attribute_register_map.attribute4_register] = input.attr[4]; if (num_attributes > 5) state.registers.input[attribute_register_map.attribute5_register] = input.attr[5]; if (num_attributes > 6) state.registers.input[attribute_register_map.attribute6_register] = input.attr[6]; if (num_attributes > 7) state.registers.input[attribute_register_map.attribute7_register] = input.attr[7]; if (num_attributes > 8) state.registers.input[attribute_register_map.attribute8_register] = input.attr[8]; if (num_attributes > 9) state.registers.input[attribute_register_map.attribute9_register] = input.attr[9]; if (num_attributes > 10) state.registers.input[attribute_register_map.attribute10_register] = input.attr[10]; if (num_attributes > 11) state.registers.input[attribute_register_map.attribute11_register] = input.attr[11]; if (num_attributes > 12) state.registers.input[attribute_register_map.attribute12_register] = input.attr[12]; if (num_attributes > 13) state.registers.input[attribute_register_map.attribute13_register] = input.attr[13]; if (num_attributes > 14) state.registers.input[attribute_register_map.attribute14_register] = input.attr[14]; if (num_attributes > 15) state.registers.input[attribute_register_map.attribute15_register] = input.attr[15]; state.conditional_code[0] = false; state.conditional_code[1] = false; #ifdef ARCHITECTURE_x86_64 if (VideoCore::g_shader_jit_enabled) jit_shader(&state.registers); else RunInterpreter(state); #else RunInterpreter(state); #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. 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.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)); } } } // 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), quat (%.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.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()); return ret; } DebugData ProduceDebugInfo(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const State::ShaderSetup& setup) { UnitState state; const auto& shader_memory = setup.program_code; 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; float24 dummy_register; boost::fill(state.registers.input, &dummy_register); if (num_attributes > 0) state.registers.input[attribute_register_map.attribute0_register] = &input.attr[0].x; if (num_attributes > 1) state.registers.input[attribute_register_map.attribute1_register] = &input.attr[1].x; if (num_attributes > 2) state.registers.input[attribute_register_map.attribute2_register] = &input.attr[2].x; if (num_attributes > 3) state.registers.input[attribute_register_map.attribute3_register] = &input.attr[3].x; if (num_attributes > 4) state.registers.input[attribute_register_map.attribute4_register] = &input.attr[4].x; if (num_attributes > 5) state.registers.input[attribute_register_map.attribute5_register] = &input.attr[5].x; if (num_attributes > 6) state.registers.input[attribute_register_map.attribute6_register] = &input.attr[6].x; if (num_attributes > 7) state.registers.input[attribute_register_map.attribute7_register] = &input.attr[7].x; if (num_attributes > 8) state.registers.input[attribute_register_map.attribute8_register] = &input.attr[8].x; if (num_attributes > 9) state.registers.input[attribute_register_map.attribute9_register] = &input.attr[9].x; if (num_attributes > 10) state.registers.input[attribute_register_map.attribute10_register] = &input.attr[10].x; if (num_attributes > 11) state.registers.input[attribute_register_map.attribute11_register] = &input.attr[11].x; if (num_attributes > 12) state.registers.input[attribute_register_map.attribute12_register] = &input.attr[12].x; if (num_attributes > 13) state.registers.input[attribute_register_map.attribute13_register] = &input.attr[13].x; if (num_attributes > 14) state.registers.input[attribute_register_map.attribute14_register] = &input.attr[14].x; if (num_attributes > 15) state.registers.input[attribute_register_map.attribute15_register] = &input.attr[15].x; state.conditional_code[0] = false; state.conditional_code[1] = false; RunInterpreter(state); return state.debug; } } // namespace Shader } // namespace Pica