Pica/VertexShader: Move code around a bit.

This commit is contained in:
Tony Wasserka 2014-12-12 18:31:37 +01:00
parent b85524c760
commit cb1804e0ab

View file

@ -86,6 +86,8 @@ static void ProcessShaderCode(VertexShaderState& state) {
bool increment_pc = true;
bool exit_loop = false;
const Instruction& instr = *(const Instruction*)state.program_counter;
const SwizzlePattern& swizzle = *(SwizzlePattern*)&swizzle_data[instr.common.operand_desc_id];
state.debug.max_offset = std::max<u32>(state.debug.max_offset, 1 + (state.program_counter - shader_memory.data()));
auto LookupSourceRegister = [&](const SourceRegister& source_reg) -> const float24* {
@ -100,15 +102,14 @@ static void ProcessShaderCode(VertexShaderState& state) {
return &shader_uniforms.f[source_reg.GetIndex()].x;
}
};
switch (instr.opcode.GetInfo().type) {
case Instruction::OpCodeType::Arithmetic:
{
bool is_inverted = 0 != (instr.opcode.GetInfo().subtype & Instruction::OpCodeInfo::SrcInversed);
const float24* src1_ = LookupSourceRegister(instr.common.GetSrc1(is_inverted));
const float24* src2_ = LookupSourceRegister(instr.common.GetSrc2(is_inverted));
float24* dest = (instr.common.dest < 0x08) ? state.output_register_table[4*instr.common.dest.GetIndex()]
: (instr.common.dest < 0x10) ? nullptr
: (instr.common.dest < 0x20) ? &state.temporary_registers[instr.common.dest.GetIndex()][0]
: nullptr;
const SwizzlePattern& swizzle = *(SwizzlePattern*)&swizzle_data[instr.common.operand_desc_id];
const bool negate_src1 = (swizzle.negate_src1 != 0);
const bool negate_src2 = (swizzle.negate_src2 != 0);
@ -137,10 +138,16 @@ static void ProcessShaderCode(VertexShaderState& state) {
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) ? nullptr
: (instr.common.dest < 0x20) ? &state.temporary_registers[instr.common.dest.GetIndex()][0]
: nullptr;
state.debug.max_opdesc_id = std::max<u32>(state.debug.max_opdesc_id, 1+instr.common.operand_desc_id);
switch (instr.opcode) {
case Instruction::OpCode::ADD:
{
state.debug.max_opdesc_id = std::max<u32>(state.debug.max_opdesc_id, 1+instr.common.operand_desc_id);
for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i))
continue;
@ -153,7 +160,6 @@ static void ProcessShaderCode(VertexShaderState& state) {
case Instruction::OpCode::MUL:
{
state.debug.max_opdesc_id = std::max<u32>(state.debug.max_opdesc_id, 1+instr.common.operand_desc_id);
for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i))
continue;
@ -167,7 +173,6 @@ static void ProcessShaderCode(VertexShaderState& state) {
case Instruction::OpCode::DP3:
case Instruction::OpCode::DP4:
{
state.debug.max_opdesc_id = std::max<u32>(state.debug.max_opdesc_id, 1+instr.common.operand_desc_id);
float24 dot = float24::FromFloat32(0.f);
int num_components = (instr.opcode == Instruction::OpCode::DP3) ? 3 : 4;
for (int i = 0; i < num_components; ++i)
@ -185,7 +190,6 @@ static void ProcessShaderCode(VertexShaderState& state) {
// Reciprocal
case Instruction::OpCode::RCP:
{
state.debug.max_opdesc_id = std::max<u32>(state.debug.max_opdesc_id, 1+instr.common.operand_desc_id);
for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i))
continue;
@ -201,7 +205,6 @@ static void ProcessShaderCode(VertexShaderState& state) {
// Reciprocal Square Root
case Instruction::OpCode::RSQ:
{
state.debug.max_opdesc_id = std::max<u32>(state.debug.max_opdesc_id, 1+instr.common.operand_desc_id);
for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i))
continue;
@ -216,7 +219,6 @@ static void ProcessShaderCode(VertexShaderState& state) {
case Instruction::OpCode::MOV:
{
state.debug.max_opdesc_id = std::max<u32>(state.debug.max_opdesc_id, 1+instr.common.operand_desc_id);
for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i))
continue;
@ -226,6 +228,17 @@ static void ProcessShaderCode(VertexShaderState& state) {
break;
}
default:
LOG_ERROR(HW_GPU, "Unhandled arithmetic instruction: 0x%02x (%s): 0x%08x",
(int)instr.opcode.Value(), instr.opcode.GetInfo().name, instr.hex);
break;
}
break;
}
default:
// Process instruction explicitly
switch (instr.opcode) {
// NOP is currently used as a heuristic for leaving from a function.
// TODO: This is completely incorrect.
case Instruction::OpCode::NOP:
@ -258,6 +271,9 @@ static void ProcessShaderCode(VertexShaderState& state) {
break;
}
break;
}
if (increment_pc)
++state.program_counter;