From ff0fa86b17e8133263bb54c1338ade8ecd97e5d9 Mon Sep 17 00:00:00 2001 From: Jannik Vogel Date: Fri, 13 May 2016 08:49:20 +0200 Subject: [PATCH] Retrieve shader result from new OutputRegisters-type --- src/video_core/command_processor.cpp | 21 ++-- src/video_core/shader/shader.cpp | 103 ++++++++++--------- src/video_core/shader/shader.h | 17 ++- src/video_core/shader/shader_interpreter.cpp | 4 +- 4 files changed, 81 insertions(+), 64 deletions(-) diff --git a/src/video_core/command_processor.cpp b/src/video_core/command_processor.cpp index ad0da796e..c29a3fe51 100644 --- a/src/video_core/command_processor.cpp +++ b/src/video_core/command_processor.cpp @@ -149,7 +149,8 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) { // Send to vertex shader if (g_debug_context) g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, static_cast(&immediate_input)); - Shader::OutputVertex output = g_state.vs.Run(shader_unit, immediate_input, regs.vs.num_input_attributes+1); + g_state.vs.Run(shader_unit, immediate_input, regs.vs.num_input_attributes+1); + Shader::OutputVertex output_vertex = shader_unit.output_registers.ToVertex(regs.vs); // Send to renderer using Pica::Shader::OutputVertex; @@ -157,7 +158,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) { VideoCore::g_renderer->Rasterizer()->AddTriangle(v0, v1, v2); }; - g_state.primitive_assembler.SubmitVertex(output, AddTriangle); + g_state.primitive_assembler.SubmitVertex(output_vertex, AddTriangle); } } } @@ -231,7 +232,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) { // The size has been tuned for optimal balance between hit-rate and the cost of lookup const size_t VERTEX_CACHE_SIZE = 32; std::array vertex_cache_ids; - std::array vertex_cache; + std::array vertex_cache; unsigned int vertex_cache_pos = 0; vertex_cache_ids.fill(-1); @@ -249,7 +250,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) { ASSERT(vertex != -1); bool vertex_cache_hit = false; - Shader::OutputVertex output; + Shader::OutputRegisters output_registers; if (is_indexed) { if (g_debug_context && Pica::g_debug_context->recorder) { @@ -259,7 +260,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) { for (unsigned int i = 0; i < VERTEX_CACHE_SIZE; ++i) { if (vertex == vertex_cache_ids[i]) { - output = vertex_cache[i]; + output_registers = vertex_cache[i]; vertex_cache_hit = true; break; } @@ -274,15 +275,19 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) { // Send to vertex shader if (g_debug_context) g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, (void*)&input); - output = g_state.vs.Run(shader_unit, input, loader.GetNumTotalAttributes()); + g_state.vs.Run(shader_unit, input, loader.GetNumTotalAttributes()); + output_registers = shader_unit.output_registers; if (is_indexed) { - vertex_cache[vertex_cache_pos] = output; + vertex_cache[vertex_cache_pos] = output_registers; vertex_cache_ids[vertex_cache_pos] = vertex; vertex_cache_pos = (vertex_cache_pos + 1) % VERTEX_CACHE_SIZE; } } + // Retreive vertex from register data + Shader::OutputVertex output_vertex = output_registers.ToVertex(regs.vs); + // Send to renderer using Pica::Shader::OutputVertex; auto AddTriangle = []( @@ -290,7 +295,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) { VideoCore::g_renderer->Rasterizer()->AddTriangle(v0, v1, v2); }; - primitive_assembler.SubmitVertex(output, AddTriangle); + primitive_assembler.SubmitVertex(output_vertex, AddTriangle); } for (auto& range : memory_accesses.ranges) { 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) { diff --git a/src/video_core/shader/shader.h b/src/video_core/shader/shader.h index 84898f21c..fee16df62 100644 --- a/src/video_core/shader/shader.h +++ b/src/video_core/shader/shader.h @@ -84,6 +84,15 @@ struct OutputVertex { static_assert(std::is_pod::value, "Structure is not POD"); static_assert(sizeof(OutputVertex) == 32 * sizeof(float), "OutputVertex has invalid size"); +struct OutputRegisters { + OutputRegisters() = default; + + alignas(16) Math::Vec4 value[16]; + + OutputVertex ToVertex(const Regs::ShaderConfig& config); +}; +static_assert(std::is_pod::value, "Structure is not POD"); + // Helper structure used to keep track of data useful for inspection of shader emulation template struct DebugData; @@ -267,11 +276,12 @@ struct UnitState { // The registers are accessed by the shader JIT using SSE instructions, and are therefore // required to be 16-byte aligned. alignas(16) Math::Vec4 input[16]; - alignas(16) Math::Vec4 output[16]; alignas(16) Math::Vec4 temporary[16]; } registers; static_assert(std::is_pod::value, "Structure is not POD"); + OutputRegisters output_registers; + bool conditional_code[2]; // Two Address registers and one loop counter @@ -297,7 +307,7 @@ struct UnitState { static size_t OutputOffset(const DestRegister& reg) { switch (reg.GetRegisterType()) { case RegisterType::Output: - return offsetof(UnitState, registers.output) + reg.GetIndex()*sizeof(Math::Vec4); + return offsetof(UnitState, output_registers.value) + reg.GetIndex()*sizeof(Math::Vec4); case RegisterType::Temporary: return offsetof(UnitState, registers.temporary) + reg.GetIndex()*sizeof(Math::Vec4); @@ -354,9 +364,8 @@ struct ShaderSetup { * @param state Shader unit state, must be setup per shader and per shader unit * @param input Input vertex into the shader * @param num_attributes The number of vertex shader attributes - * @return The output vertex, after having been processed by the vertex shader */ - OutputVertex Run(UnitState& state, const InputVertex& input, int num_attributes); + void Run(UnitState& state, const InputVertex& input, int num_attributes); /** * Produce debug information based on the given shader and input vertex diff --git a/src/video_core/shader/shader_interpreter.cpp b/src/video_core/shader/shader_interpreter.cpp index 714e8bfd5..b1eadc071 100644 --- a/src/video_core/shader/shader_interpreter.cpp +++ b/src/video_core/shader/shader_interpreter.cpp @@ -144,7 +144,7 @@ void RunInterpreter(const ShaderSetup& setup, UnitState& state, unsigned src2[3] = src2[3] * float24::FromFloat32(-1); } - float24* dest = (instr.common.dest.Value() < 0x10) ? &state.registers.output[instr.common.dest.Value().GetIndex()][0] + float24* dest = (instr.common.dest.Value() < 0x10) ? &state.output_registers.value[instr.common.dest.Value().GetIndex()][0] : (instr.common.dest.Value() < 0x20) ? &state.registers.temporary[instr.common.dest.Value().GetIndex()][0] : dummy_vec4_float24; @@ -483,7 +483,7 @@ void RunInterpreter(const ShaderSetup& setup, UnitState& state, unsigned src3[3] = src3[3] * float24::FromFloat32(-1); } - float24* dest = (instr.mad.dest.Value() < 0x10) ? &state.registers.output[instr.mad.dest.Value().GetIndex()][0] + float24* dest = (instr.mad.dest.Value() < 0x10) ? &state.output_registers.value[instr.mad.dest.Value().GetIndex()][0] : (instr.mad.dest.Value() < 0x20) ? &state.registers.temporary[instr.mad.dest.Value().GetIndex()][0] : dummy_vec4_float24;