// 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 "common/assert.h" #include "common/common_funcs.h" #include "common/common_types.h" #include "common/vector_math.h" #include "video_core/pica.h" #include "video_core/pica_types.h" using nihstro::RegisterType; using nihstro::SourceRegister; using nihstro::DestRegister; namespace Pica { namespace Shader { struct InputVertex { alignas(16) Math::Vec4 attr[16]; }; struct OutputVertex { OutputVertex() = default; // VS output attributes 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; // Padding for optimal alignment INSERT_PADDING_WORDS(4); // Attributes used to store intermediate results // position after perspective divide Math::Vec3 screenpos; INSERT_PADDING_WORDS(1); // Linear interpolation // factor: 0=this, 1=vtx void Lerp(float24 factor, const OutputVertex& vtx) { pos = pos * factor + vtx.pos * (float24::FromFloat32(1) - factor); // TODO: Should perform perspective correct interpolation here... tc0 = tc0 * factor + vtx.tc0 * (float24::FromFloat32(1) - factor); tc1 = tc1 * factor + vtx.tc1 * (float24::FromFloat32(1) - factor); tc2 = tc2 * factor + vtx.tc2 * (float24::FromFloat32(1) - factor); screenpos = screenpos * factor + vtx.screenpos * (float24::FromFloat32(1) - factor); color = color * factor + vtx.color * (float24::FromFloat32(1) - factor); } // Linear interpolation // factor: 0=v0, 1=v1 static OutputVertex Lerp(float24 factor, const OutputVertex& v0, const OutputVertex& v1) { OutputVertex ret = v0; ret.Lerp(factor, v1); return ret; } static OutputVertex FromRegisters(Math::Vec4 output_regs[16], const Regs& regs, u32 output_mask); }; static_assert(std::is_pod::value, "Structure is not POD"); static_assert(sizeof(OutputVertex) == 32 * sizeof(float), "OutputVertex has invalid size"); /** * 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 { 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]; 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 input Input vertex into the shader * @param num_attributes The number of vertex shader attributes to load */ void LoadInputVertex(const InputVertex& input, int num_attributes); }; 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 { /// 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) = 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, unsigned int entry_point) const = 0; }; // TODO(yuriks): Remove and make it non-global state somewhere ShaderEngine* GetEngine(); void Shutdown(); } // namespace Shader } // namespace Pica