// Copyright 2015 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #pragma once #include #include #include #include #include #include "common/assert.h" #include "common/common_funcs.h" #include "common/common_types.h" #include "common/vector_math.h" #include "video_core/pica_types.h" #include "video_core/regs_rasterizer.h" #include "video_core/regs_shader.h" using nihstro::RegisterType; using nihstro::SourceRegister; using nihstro::DestRegister; namespace Pica { namespace Shader { constexpr unsigned MAX_PROGRAM_CODE_LENGTH = 4096; constexpr unsigned MAX_SWIZZLE_DATA_LENGTH = 4096; struct AttributeBuffer { alignas(16) Math::Vec4 attr[16]; }; /// Handler type for receiving vertex outputs from vertex shader or geometry shader using VertexHandler = std::function; /// Handler type for signaling to invert the vertex order of the next triangle using WindingSetter = std::function; struct OutputVertex { Math::Vec4 pos; Math::Vec4 quat; Math::Vec4 color; Math::Vec2 tc0; Math::Vec2 tc1; float24 tc0_w; INSERT_PADDING_WORDS(1); Math::Vec3 view; INSERT_PADDING_WORDS(1); Math::Vec2 tc2; static OutputVertex FromAttributeBuffer(const RasterizerRegs& regs, const AttributeBuffer& output); }; #define ASSERT_POS(var, pos) \ static_assert(offsetof(OutputVertex, var) == pos * sizeof(float24), "Semantic at wrong " \ "offset.") ASSERT_POS(pos, RasterizerRegs::VSOutputAttributes::POSITION_X); ASSERT_POS(quat, RasterizerRegs::VSOutputAttributes::QUATERNION_X); ASSERT_POS(color, RasterizerRegs::VSOutputAttributes::COLOR_R); ASSERT_POS(tc0, RasterizerRegs::VSOutputAttributes::TEXCOORD0_U); ASSERT_POS(tc1, RasterizerRegs::VSOutputAttributes::TEXCOORD1_U); ASSERT_POS(tc0_w, RasterizerRegs::VSOutputAttributes::TEXCOORD0_W); ASSERT_POS(view, RasterizerRegs::VSOutputAttributes::VIEW_X); ASSERT_POS(tc2, RasterizerRegs::VSOutputAttributes::TEXCOORD2_U); #undef ASSERT_POS static_assert(std::is_pod::value, "Structure is not POD"); static_assert(sizeof(OutputVertex) == 24 * sizeof(float), "OutputVertex has invalid size"); /** * This structure contains state information for primitive emitting in geometry shader. */ struct GSEmitter { std::array, 16>, 3> buffer; u8 vertex_id; bool prim_emit; bool winding; u32 output_mask; // Function objects are hidden behind a raw pointer to make the structure standard layout type, // for JIT to use offsetof to access other members. struct Handlers { VertexHandler vertex_handler; WindingSetter winding_setter; } * handlers; GSEmitter(); ~GSEmitter(); void Emit(Math::Vec4 (&vertex)[16]); }; static_assert(std::is_standard_layout::value, "GSEmitter is not standard layout type"); /** * This structure contains the state information that needs to be unique for a shader unit. The 3DS * has four shader units that process shaders in parallel. At the present, Citra only implements a * single shader unit that processes all shaders serially. Putting the state information in a struct * here will make it easier for us to parallelize the shader processing later. */ struct UnitState { explicit UnitState(GSEmitter* emitter = nullptr); struct Registers { // 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 temporary[16]; alignas(16) Math::Vec4 output[16]; } registers; static_assert(std::is_pod::value, "Structure is not POD"); bool conditional_code[2]; // Two Address registers and one loop counter // TODO: How many bits do these actually have? s32 address_registers[3]; GSEmitter* emitter_ptr; static size_t InputOffset(const SourceRegister& reg) { switch (reg.GetRegisterType()) { case RegisterType::Input: return offsetof(UnitState, registers.input) + reg.GetIndex() * sizeof(Math::Vec4); case RegisterType::Temporary: return offsetof(UnitState, registers.temporary) + reg.GetIndex() * sizeof(Math::Vec4); default: UNREACHABLE(); return 0; } } static size_t OutputOffset(const DestRegister& reg) { switch (reg.GetRegisterType()) { case RegisterType::Output: return offsetof(UnitState, registers.output) + reg.GetIndex() * sizeof(Math::Vec4); case RegisterType::Temporary: return offsetof(UnitState, registers.temporary) + reg.GetIndex() * sizeof(Math::Vec4); default: UNREACHABLE(); return 0; } } /** * Loads the unit state with an input vertex. * * @param config Shader configuration registers corresponding to the unit. * @param input Attribute buffer to load into the input registers. */ void LoadInput(const ShaderRegs& config, const AttributeBuffer& input); void WriteOutput(const ShaderRegs& config, AttributeBuffer& output); }; /** * This is an extended shader unit state that represents the special unit that can run both vertex * shader and geometry shader. It contains an additional primitive emitter and utilities for * geometry shader. */ struct GSUnitState : public UnitState { GSUnitState(); void SetVertexHandler(VertexHandler vertex_handler, WindingSetter winding_setter); void ConfigOutput(const ShaderRegs& config); GSEmitter emitter; }; struct ShaderSetup { struct { // The float uniforms are accessed by the shader JIT using SSE instructions, and are // therefore required to be 16-byte aligned. alignas(16) Math::Vec4 f[96]; std::array b; std::array, 4> i; } uniforms; static size_t GetFloatUniformOffset(unsigned index) { return offsetof(ShaderSetup, uniforms.f) + index * sizeof(Math::Vec4); } static size_t GetBoolUniformOffset(unsigned index) { return offsetof(ShaderSetup, uniforms.b) + index * sizeof(bool); } static size_t GetIntUniformOffset(unsigned index) { return offsetof(ShaderSetup, uniforms.i) + index * sizeof(Math::Vec4); } std::array program_code; std::array swizzle_data; /// Data private to ShaderEngines struct EngineData { unsigned int entry_point; /// Used by the JIT, points to a compiled shader object. const void* cached_shader = nullptr; } engine_data; }; class ShaderEngine { public: virtual ~ShaderEngine() = default; /** * Performs any shader unit setup that only needs to happen once per shader (as opposed to once * per vertex, which would happen within the `Run` function). */ virtual void SetupBatch(ShaderSetup& setup, unsigned int entry_point) = 0; /** * Runs the currently setup shader. * * @param setup Shader engine state, must be setup with SetupBatch on each shader change. * @param state Shader unit state, must be setup with input data before each shader invocation. */ virtual void Run(const ShaderSetup& setup, UnitState& state) const = 0; }; // TODO(yuriks): Remove and make it non-global state somewhere ShaderEngine* GetEngine(); void Shutdown(); } // namespace Shader } // namespace Pica