507 lines
18 KiB
C++
507 lines
18 KiB
C++
// Copyright 2014 Citra Emulator Project
|
|
// Licensed under GPLv2 or any later version
|
|
// Refer to the license.txt file included.
|
|
|
|
#include <stack>
|
|
|
|
#include <boost/range/algorithm.hpp>
|
|
|
|
#include <common/file_util.h>
|
|
|
|
#include <core/mem_map.h>
|
|
|
|
#include <nihstro/shader_bytecode.h>
|
|
|
|
|
|
#include "pica.h"
|
|
#include "vertex_shader.h"
|
|
#include "debug_utils/debug_utils.h"
|
|
|
|
using nihstro::Instruction;
|
|
using nihstro::RegisterType;
|
|
using nihstro::SourceRegister;
|
|
using nihstro::SwizzlePattern;
|
|
|
|
namespace Pica {
|
|
|
|
namespace VertexShader {
|
|
|
|
static struct {
|
|
Math::Vec4<float24> f[96];
|
|
|
|
std::array<bool,16> b;
|
|
|
|
std::array<Math::Vec4<u8>,4> i;
|
|
} shader_uniforms;
|
|
|
|
// TODO: Not sure where the shader binary and swizzle patterns are supposed to be loaded to!
|
|
// For now, we just keep these local arrays around.
|
|
static std::array<u32, 1024> shader_memory;
|
|
static std::array<u32, 1024> swizzle_data;
|
|
|
|
void SubmitShaderMemoryChange(u32 addr, u32 value) {
|
|
shader_memory[addr] = value;
|
|
}
|
|
|
|
void SubmitSwizzleDataChange(u32 addr, u32 value) {
|
|
swizzle_data[addr] = value;
|
|
}
|
|
|
|
Math::Vec4<float24>& GetFloatUniform(u32 index) {
|
|
return shader_uniforms.f[index];
|
|
}
|
|
|
|
bool& GetBoolUniform(u32 index) {
|
|
return shader_uniforms.b[index];
|
|
}
|
|
|
|
Math::Vec4<u8>& GetIntUniform(u32 index) {
|
|
return shader_uniforms.i[index];
|
|
}
|
|
|
|
const std::array<u32, 1024>& GetShaderBinary() {
|
|
return shader_memory;
|
|
}
|
|
|
|
const std::array<u32, 1024>& GetSwizzlePatterns() {
|
|
return swizzle_data;
|
|
}
|
|
|
|
struct VertexShaderState {
|
|
u32* program_counter;
|
|
|
|
const float24* input_register_table[16];
|
|
float24* output_register_table[7*4];
|
|
|
|
Math::Vec4<float24> temporary_registers[16];
|
|
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;
|
|
u32 return_address;
|
|
};
|
|
|
|
// TODO: Is there a maximal size for this?
|
|
std::stack<CallStackElement> call_stack;
|
|
|
|
struct {
|
|
u32 max_offset; // maximum program counter ever reached
|
|
u32 max_opdesc_id; // maximum swizzle pattern index ever used
|
|
} debug;
|
|
};
|
|
|
|
static void ProcessShaderCode(VertexShaderState& state) {
|
|
|
|
// Placeholder for invalid inputs
|
|
static float24 dummy_vec4_float24[4];
|
|
|
|
while (true) {
|
|
if (!state.call_stack.empty()) {
|
|
if (state.program_counter - shader_memory.data() == state.call_stack.top().final_address) {
|
|
state.program_counter = &shader_memory[state.call_stack.top().return_address];
|
|
state.call_stack.pop();
|
|
|
|
// TODO: Is "trying again" accurate to hardware?
|
|
continue;
|
|
}
|
|
}
|
|
|
|
bool exit_loop = false;
|
|
const Instruction& instr = *(const Instruction*)state.program_counter;
|
|
const SwizzlePattern& swizzle = *(SwizzlePattern*)&swizzle_data[instr.common.operand_desc_id];
|
|
|
|
auto call = [&](VertexShaderState& state, u32 offset, u32 num_instructions, u32 return_offset) {
|
|
state.program_counter = &shader_memory[offset] - 1; // -1 to make sure when incrementing the PC we end up at the correct offset
|
|
state.call_stack.push({ offset + num_instructions, return_offset });
|
|
};
|
|
u32 binary_offset = state.program_counter - shader_memory.data();
|
|
|
|
state.debug.max_offset = std::max<u32>(state.debug.max_offset, 1 + binary_offset);
|
|
|
|
auto LookupSourceRegister = [&](const SourceRegister& source_reg) -> const float24* {
|
|
switch (source_reg.GetRegisterType()) {
|
|
case RegisterType::Input:
|
|
return state.input_register_table[source_reg.GetIndex()];
|
|
|
|
case RegisterType::Temporary:
|
|
return &state.temporary_registers[source_reg.GetIndex()].x;
|
|
|
|
case RegisterType::FloatUniform:
|
|
return &shader_uniforms.f[source_reg.GetIndex()].x;
|
|
|
|
default:
|
|
return dummy_vec4_float24;
|
|
}
|
|
};
|
|
|
|
switch (instr.opcode.GetInfo().type) {
|
|
case Instruction::OpCodeType::Arithmetic:
|
|
{
|
|
bool is_inverted = 0 != (instr.opcode.GetInfo().subtype & Instruction::OpCodeInfo::SrcInversed);
|
|
if (is_inverted) {
|
|
// TODO: We don't really support this properly: For instance, the address register
|
|
// offset needs to be applied to SRC2 instead, etc.
|
|
// For now, we just abort in this situation.
|
|
LOG_CRITICAL(HW_GPU, "Bad condition...");
|
|
exit(0);
|
|
}
|
|
|
|
const int address_offset = (instr.common.address_register_index == 0)
|
|
? 0 : state.address_registers[instr.common.address_register_index - 1];
|
|
|
|
const float24* src1_ = LookupSourceRegister(instr.common.GetSrc1(is_inverted) + address_offset);
|
|
const float24* src2_ = LookupSourceRegister(instr.common.GetSrc2(is_inverted));
|
|
|
|
const bool negate_src1 = ((bool)swizzle.negate_src1 != false);
|
|
const bool negate_src2 = ((bool)swizzle.negate_src2 != false);
|
|
|
|
float24 src1[4] = {
|
|
src1_[(int)swizzle.GetSelectorSrc1(0)],
|
|
src1_[(int)swizzle.GetSelectorSrc1(1)],
|
|
src1_[(int)swizzle.GetSelectorSrc1(2)],
|
|
src1_[(int)swizzle.GetSelectorSrc1(3)],
|
|
};
|
|
if (negate_src1) {
|
|
src1[0] = src1[0] * float24::FromFloat32(-1);
|
|
src1[1] = src1[1] * float24::FromFloat32(-1);
|
|
src1[2] = src1[2] * float24::FromFloat32(-1);
|
|
src1[3] = src1[3] * float24::FromFloat32(-1);
|
|
}
|
|
float24 src2[4] = {
|
|
src2_[(int)swizzle.GetSelectorSrc2(0)],
|
|
src2_[(int)swizzle.GetSelectorSrc2(1)],
|
|
src2_[(int)swizzle.GetSelectorSrc2(2)],
|
|
src2_[(int)swizzle.GetSelectorSrc2(3)],
|
|
};
|
|
if (negate_src2) {
|
|
src2[0] = src2[0] * float24::FromFloat32(-1);
|
|
src2[1] = src2[1] * float24::FromFloat32(-1);
|
|
src2[2] = src2[2] * float24::FromFloat32(-1);
|
|
src2[3] = src2[3] * float24::FromFloat32(-1);
|
|
}
|
|
|
|
float24* dest = (instr.common.dest < 0x08) ? state.output_register_table[4*instr.common.dest.GetIndex()]
|
|
: (instr.common.dest < 0x10) ? dummy_vec4_float24
|
|
: (instr.common.dest < 0x20) ? &state.temporary_registers[instr.common.dest.GetIndex()][0]
|
|
: dummy_vec4_float24;
|
|
|
|
state.debug.max_opdesc_id = std::max<u32>(state.debug.max_opdesc_id, 1+instr.common.operand_desc_id);
|
|
|
|
switch (instr.opcode.EffectiveOpCode()) {
|
|
case Instruction::OpCode::ADD:
|
|
{
|
|
for (int i = 0; i < 4; ++i) {
|
|
if (!swizzle.DestComponentEnabled(i))
|
|
continue;
|
|
|
|
dest[i] = src1[i] + src2[i];
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case Instruction::OpCode::MUL:
|
|
{
|
|
for (int i = 0; i < 4; ++i) {
|
|
if (!swizzle.DestComponentEnabled(i))
|
|
continue;
|
|
|
|
dest[i] = src1[i] * src2[i];
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case Instruction::OpCode::MAX:
|
|
for (int i = 0; i < 4; ++i) {
|
|
if (!swizzle.DestComponentEnabled(i))
|
|
continue;
|
|
|
|
dest[i] = std::max(src1[i], src2[i]);
|
|
}
|
|
break;
|
|
|
|
case Instruction::OpCode::DP3:
|
|
case Instruction::OpCode::DP4:
|
|
{
|
|
float24 dot = float24::FromFloat32(0.f);
|
|
int num_components = (instr.opcode == Instruction::OpCode::DP3) ? 3 : 4;
|
|
for (int i = 0; i < num_components; ++i)
|
|
dot = dot + src1[i] * src2[i];
|
|
|
|
for (int i = 0; i < num_components; ++i) {
|
|
if (!swizzle.DestComponentEnabled(i))
|
|
continue;
|
|
|
|
dest[i] = dot;
|
|
}
|
|
break;
|
|
}
|
|
|
|
// Reciprocal
|
|
case Instruction::OpCode::RCP:
|
|
{
|
|
for (int i = 0; i < 4; ++i) {
|
|
if (!swizzle.DestComponentEnabled(i))
|
|
continue;
|
|
|
|
// TODO: Be stable against division by zero!
|
|
// TODO: I think this might be wrong... we should only use one component here
|
|
dest[i] = float24::FromFloat32(1.0 / src1[i].ToFloat32());
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
// Reciprocal Square Root
|
|
case Instruction::OpCode::RSQ:
|
|
{
|
|
for (int i = 0; i < 4; ++i) {
|
|
if (!swizzle.DestComponentEnabled(i))
|
|
continue;
|
|
|
|
// TODO: Be stable against division by zero!
|
|
// TODO: I think this might be wrong... we should only use one component here
|
|
dest[i] = float24::FromFloat32(1.0 / sqrt(src1[i].ToFloat32()));
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case Instruction::OpCode::MOVA:
|
|
{
|
|
for (int i = 0; i < 2; ++i) {
|
|
if (!swizzle.DestComponentEnabled(i))
|
|
continue;
|
|
|
|
// TODO: Figure out how the rounding is done on hardware
|
|
state.address_registers[i] = static_cast<s32>(src1[i].ToFloat32());
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case Instruction::OpCode::MOV:
|
|
{
|
|
for (int i = 0; i < 4; ++i) {
|
|
if (!swizzle.DestComponentEnabled(i))
|
|
continue;
|
|
|
|
dest[i] = src1[i];
|
|
}
|
|
break;
|
|
}
|
|
|
|
case Instruction::OpCode::CMP:
|
|
for (int i = 0; i < 2; ++i) {
|
|
// TODO: Can you restrict to one compare via dest masking?
|
|
|
|
auto compare_op = instr.common.compare_op;
|
|
auto op = (i == 0) ? compare_op.x.Value() : compare_op.y.Value();
|
|
|
|
switch (op) {
|
|
case compare_op.Equal:
|
|
state.conditional_code[i] = (src1[i] == src2[i]);
|
|
break;
|
|
|
|
case compare_op.NotEqual:
|
|
state.conditional_code[i] = (src1[i] != src2[i]);
|
|
break;
|
|
|
|
case compare_op.LessThan:
|
|
state.conditional_code[i] = (src1[i] < src2[i]);
|
|
break;
|
|
|
|
case compare_op.LessEqual:
|
|
state.conditional_code[i] = (src1[i] <= src2[i]);
|
|
break;
|
|
|
|
case compare_op.GreaterThan:
|
|
state.conditional_code[i] = (src1[i] > src2[i]);
|
|
break;
|
|
|
|
case compare_op.GreaterEqual:
|
|
state.conditional_code[i] = (src1[i] >= src2[i]);
|
|
break;
|
|
|
|
default:
|
|
LOG_ERROR(HW_GPU, "Unknown compare mode %x", static_cast<int>(op));
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
LOG_ERROR(HW_GPU, "Unhandled arithmetic instruction: 0x%02x (%s): 0x%08x",
|
|
(int)instr.opcode.Value(), instr.opcode.GetInfo().name, instr.hex);
|
|
_dbg_assert_(HW_GPU, 0);
|
|
break;
|
|
}
|
|
|
|
break;
|
|
}
|
|
default:
|
|
// Handle each instruction on its own
|
|
switch (instr.opcode) {
|
|
case Instruction::OpCode::END:
|
|
exit_loop = true;
|
|
break;
|
|
|
|
case Instruction::OpCode::CALL:
|
|
call(state,
|
|
instr.flow_control.dest_offset,
|
|
instr.flow_control.num_instructions,
|
|
binary_offset + 1);
|
|
break;
|
|
|
|
case Instruction::OpCode::NOP:
|
|
break;
|
|
|
|
case Instruction::OpCode::IFU:
|
|
if (shader_uniforms.b[instr.flow_control.bool_uniform_id]) {
|
|
call(state,
|
|
binary_offset + 1,
|
|
instr.flow_control.dest_offset - binary_offset - 1,
|
|
instr.flow_control.dest_offset + instr.flow_control.num_instructions);
|
|
} else {
|
|
call(state,
|
|
instr.flow_control.dest_offset,
|
|
instr.flow_control.num_instructions,
|
|
instr.flow_control.dest_offset + instr.flow_control.num_instructions);
|
|
}
|
|
|
|
break;
|
|
|
|
case Instruction::OpCode::IFC:
|
|
{
|
|
// TODO: Do we need to consider swizzlers here?
|
|
|
|
auto flow_control = instr.flow_control;
|
|
bool results[3] = { (bool)flow_control.refx == state.conditional_code[0],
|
|
(bool)flow_control.refy == state.conditional_code[1] };
|
|
|
|
switch (flow_control.op) {
|
|
case flow_control.Or:
|
|
results[2] = results[0] || results[1];
|
|
break;
|
|
|
|
case flow_control.And:
|
|
results[2] = results[0] && results[1];
|
|
break;
|
|
|
|
case flow_control.JustX:
|
|
results[2] = results[0];
|
|
break;
|
|
|
|
case flow_control.JustY:
|
|
results[2] = results[1];
|
|
break;
|
|
}
|
|
|
|
if (results[2]) {
|
|
call(state,
|
|
binary_offset + 1,
|
|
instr.flow_control.dest_offset - binary_offset - 1,
|
|
instr.flow_control.dest_offset + instr.flow_control.num_instructions);
|
|
} else {
|
|
call(state,
|
|
instr.flow_control.dest_offset,
|
|
instr.flow_control.num_instructions,
|
|
instr.flow_control.dest_offset + instr.flow_control.num_instructions);
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
default:
|
|
LOG_ERROR(HW_GPU, "Unhandled instruction: 0x%02x (%s): 0x%08x",
|
|
(int)instr.opcode.Value(), instr.opcode.GetInfo().name, instr.hex);
|
|
break;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
++state.program_counter;
|
|
|
|
if (exit_loop)
|
|
break;
|
|
}
|
|
}
|
|
|
|
OutputVertex RunShader(const InputVertex& input, int num_attributes) {
|
|
VertexShaderState state;
|
|
|
|
const u32* main = &shader_memory[registers.vs_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 = registers.vs_input_register_map;
|
|
float24 dummy_register;
|
|
boost::fill(state.input_register_table, &dummy_register);
|
|
if(num_attributes > 0) state.input_register_table[attribute_register_map.attribute0_register] = &input.attr[0].x;
|
|
if(num_attributes > 1) state.input_register_table[attribute_register_map.attribute1_register] = &input.attr[1].x;
|
|
if(num_attributes > 2) state.input_register_table[attribute_register_map.attribute2_register] = &input.attr[2].x;
|
|
if(num_attributes > 3) state.input_register_table[attribute_register_map.attribute3_register] = &input.attr[3].x;
|
|
if(num_attributes > 4) state.input_register_table[attribute_register_map.attribute4_register] = &input.attr[4].x;
|
|
if(num_attributes > 5) state.input_register_table[attribute_register_map.attribute5_register] = &input.attr[5].x;
|
|
if(num_attributes > 6) state.input_register_table[attribute_register_map.attribute6_register] = &input.attr[6].x;
|
|
if(num_attributes > 7) state.input_register_table[attribute_register_map.attribute7_register] = &input.attr[7].x;
|
|
if(num_attributes > 8) state.input_register_table[attribute_register_map.attribute8_register] = &input.attr[8].x;
|
|
if(num_attributes > 9) state.input_register_table[attribute_register_map.attribute9_register] = &input.attr[9].x;
|
|
if(num_attributes > 10) state.input_register_table[attribute_register_map.attribute10_register] = &input.attr[10].x;
|
|
if(num_attributes > 11) state.input_register_table[attribute_register_map.attribute11_register] = &input.attr[11].x;
|
|
if(num_attributes > 12) state.input_register_table[attribute_register_map.attribute12_register] = &input.attr[12].x;
|
|
if(num_attributes > 13) state.input_register_table[attribute_register_map.attribute13_register] = &input.attr[13].x;
|
|
if(num_attributes > 14) state.input_register_table[attribute_register_map.attribute14_register] = &input.attr[14].x;
|
|
if(num_attributes > 15) state.input_register_table[attribute_register_map.attribute15_register] = &input.attr[15].x;
|
|
|
|
// Setup output register table
|
|
OutputVertex ret;
|
|
// Zero output so that attributes which aren't output won't have denormals in them, which will
|
|
// slow us down later.
|
|
memset(&ret, 0, sizeof(ret));
|
|
|
|
for (int i = 0; i < 7; ++i) {
|
|
const auto& output_register_map = registers.vs_output_attributes[i];
|
|
|
|
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)
|
|
state.output_register_table[4*i+comp] = ((float24*)&ret) + semantics[comp];
|
|
}
|
|
|
|
state.conditional_code[0] = false;
|
|
state.conditional_code[1] = false;
|
|
|
|
ProcessShaderCode(state);
|
|
DebugUtils::DumpShader(shader_memory.data(), state.debug.max_offset, swizzle_data.data(),
|
|
state.debug.max_opdesc_id, registers.vs_main_offset,
|
|
registers.vs_output_attributes);
|
|
|
|
LOG_TRACE(Render_Software, "Output vertex: pos (%.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.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;
|
|
}
|
|
|
|
|
|
} // namespace
|
|
|
|
} // namespace
|