1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
|
// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <memory>
#include <unordered_map>
#include <boost/range/algorithm/fill.hpp>
#include "common/hash.h"
#include "common/make_unique.h"
#include "common/microprofile.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<u64, CompiledShader*> shader_map;
static JitCompiler jit;
static CompiledShader* jit_shader;
#endif // ARCHITECTURE_x86_64
void Setup(UnitState<false>& 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() {
#ifdef ARCHITECTURE_x86_64
shader_map.clear();
#endif // ARCHITECTURE_x86_64
}
static Common::Profiling::TimingCategory shader_category("Vertex Shader");
MICROPROFILE_DEFINE(GPU_VertexShader, "GPU", "Vertex Shader", MP_RGB(50, 50, 240));
OutputVertex Run(UnitState<false>& state, const InputVertex& input, int num_attributes) {
auto& config = g_state.regs.vs;
Common::Profiling::ScopeTimer timer(shader_category);
MICROPROFILE_SCOPE(GPU_VertexShader);
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), 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<true> ProduceDebugInfo(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const State::ShaderSetup& setup) {
UnitState<true> state;
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
|