citra/src/video_core/shader/shader.h
Jannik Vogel 925724c990 Pica: Set program code / swizzle data limit to 4096
One of the later commits will enable writing to GS regs.
It turns out that on startup, most games will write 4096 GS program words.

The current limit of 1024 would hence result in 3072 (4096 - 1024) error messages:
```
HW.GPU <Error> video_core/shader/shader.cpp:WriteProgramCode:229: Invalid GS program offset 1024
```

New constants have been introduced to represent these limits.
The swizzle data size has also been raised. This matches the given field sizes of [GPUREG_SH_OPDESCS_INDEX](https://3dbrew.org/wiki/GPU/Internal_Registers#GPUREG_SH_OPDESCS_INDEX) and [GPUREG_SH_CODETRANSFER_INDEX](https://www.3dbrew.org/wiki/GPU/Internal_Registers#GPUREG_SH_CODETRANSFER_INDEX) (12 bit = [0; 4095]).
2017-05-11 15:01:27 +02:00

187 lines
6.3 KiB
C++

// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <array>
#include <cstddef>
#include <type_traits>
#include <nihstro/shader_bytecode.h>
#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<float24> attr[16];
};
struct OutputVertex {
Math::Vec4<float24> pos;
Math::Vec4<float24> quat;
Math::Vec4<float24> color;
Math::Vec2<float24> tc0;
Math::Vec2<float24> tc1;
float24 tc0_w;
INSERT_PADDING_WORDS(1);
Math::Vec3<float24> view;
INSERT_PADDING_WORDS(1);
Math::Vec2<float24> tc2;
static OutputVertex FromAttributeBuffer(const RasterizerRegs& regs, 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<OutputVertex>::value, "Structure is not POD");
static_assert(sizeof(OutputVertex) == 24 * 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<float24> input[16];
alignas(16) Math::Vec4<float24> temporary[16];
alignas(16) Math::Vec4<float24> output[16];
} registers;
static_assert(std::is_pod<Registers>::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<float24>);
case RegisterType::Temporary:
return offsetof(UnitState, registers.temporary) +
reg.GetIndex() * sizeof(Math::Vec4<float24>);
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<float24>);
case RegisterType::Temporary:
return offsetof(UnitState, registers.temporary) +
reg.GetIndex() * sizeof(Math::Vec4<float24>);
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);
};
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<float24> f[96];
std::array<bool, 16> b;
std::array<Math::Vec4<u8>, 4> i;
} uniforms;
static size_t GetFloatUniformOffset(unsigned index) {
return offsetof(ShaderSetup, uniforms.f) + index * sizeof(Math::Vec4<float24>);
}
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<u8>);
}
std::array<u32, MAX_PROGRAM_CODE_LENGTH> program_code;
std::array<u32, MAX_SWIZZLE_DATA_LENGTH> 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