// Copyright 2015 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include #include "common/logging/log.h" #include "common/microprofile.h" #include "video_core/pica.h" #include "video_core/pica_state.h" #include "video_core/shader/shader.h" #include "video_core/shader/shader_interpreter.h" #ifdef ARCHITECTURE_x86_64 #include "video_core/shader/shader_jit_x64.h" #endif // ARCHITECTURE_x86_64 #include "video_core/video_core.h" namespace Pica { namespace Shader { OutputVertex OutputVertex::FromRegisters(Math::Vec4 output_regs[16], const Regs& regs, u32 output_mask) { // 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 >= regs.vs_output_total) break; if ((output_mask & (1 << i)) == 0) continue; const auto& output_register_map = 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 = output_regs[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; } void UnitState::LoadInput(const AttributeBuffer& input, int num_attributes) { // Setup input register table const auto& attribute_register_map = g_state.regs.vs.input_register_map; for (int i = 0; i < num_attributes; i++) registers.input[attribute_register_map.GetRegisterForAttribute(i)] = input.attr[i]; } MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240)); #ifdef ARCHITECTURE_x86_64 static std::unique_ptr jit_engine; #endif // ARCHITECTURE_x86_64 static InterpreterEngine interpreter_engine; ShaderEngine* GetEngine() { #ifdef ARCHITECTURE_x86_64 // TODO(yuriks): Re-initialize on each change rather than being persistent if (VideoCore::g_shader_jit_enabled) { if (jit_engine == nullptr) { jit_engine = std::make_unique(); } return jit_engine.get(); } #endif // ARCHITECTURE_x86_64 return &interpreter_engine; } void Shutdown() { #ifdef ARCHITECTURE_x86_64 jit_engine = nullptr; #endif // ARCHITECTURE_x86_64 } } // namespace Shader } // namespace Pica