mirror of
https://git.suyu.dev/suyu/suyu.git
synced 2024-11-30 02:32:46 +01:00
Retrieve shader result from new OutputRegisters-type
This commit is contained in:
parent
f40fabd688
commit
ff0fa86b17
4 changed files with 81 additions and 64 deletions
|
@ -149,7 +149,8 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
|
||||||
// Send to vertex shader
|
// Send to vertex shader
|
||||||
if (g_debug_context)
|
if (g_debug_context)
|
||||||
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, static_cast<void*>(&immediate_input));
|
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, static_cast<void*>(&immediate_input));
|
||||||
Shader::OutputVertex output = g_state.vs.Run(shader_unit, immediate_input, regs.vs.num_input_attributes+1);
|
g_state.vs.Run(shader_unit, immediate_input, regs.vs.num_input_attributes+1);
|
||||||
|
Shader::OutputVertex output_vertex = shader_unit.output_registers.ToVertex(regs.vs);
|
||||||
|
|
||||||
// Send to renderer
|
// Send to renderer
|
||||||
using Pica::Shader::OutputVertex;
|
using Pica::Shader::OutputVertex;
|
||||||
|
@ -157,7 +158,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
|
||||||
VideoCore::g_renderer->Rasterizer()->AddTriangle(v0, v1, v2);
|
VideoCore::g_renderer->Rasterizer()->AddTriangle(v0, v1, v2);
|
||||||
};
|
};
|
||||||
|
|
||||||
g_state.primitive_assembler.SubmitVertex(output, AddTriangle);
|
g_state.primitive_assembler.SubmitVertex(output_vertex, AddTriangle);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -231,7 +232,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
|
||||||
// The size has been tuned for optimal balance between hit-rate and the cost of lookup
|
// The size has been tuned for optimal balance between hit-rate and the cost of lookup
|
||||||
const size_t VERTEX_CACHE_SIZE = 32;
|
const size_t VERTEX_CACHE_SIZE = 32;
|
||||||
std::array<u16, VERTEX_CACHE_SIZE> vertex_cache_ids;
|
std::array<u16, VERTEX_CACHE_SIZE> vertex_cache_ids;
|
||||||
std::array<Shader::OutputVertex, VERTEX_CACHE_SIZE> vertex_cache;
|
std::array<Shader::OutputRegisters, VERTEX_CACHE_SIZE> vertex_cache;
|
||||||
|
|
||||||
unsigned int vertex_cache_pos = 0;
|
unsigned int vertex_cache_pos = 0;
|
||||||
vertex_cache_ids.fill(-1);
|
vertex_cache_ids.fill(-1);
|
||||||
|
@ -249,7 +250,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
|
||||||
ASSERT(vertex != -1);
|
ASSERT(vertex != -1);
|
||||||
|
|
||||||
bool vertex_cache_hit = false;
|
bool vertex_cache_hit = false;
|
||||||
Shader::OutputVertex output;
|
Shader::OutputRegisters output_registers;
|
||||||
|
|
||||||
if (is_indexed) {
|
if (is_indexed) {
|
||||||
if (g_debug_context && Pica::g_debug_context->recorder) {
|
if (g_debug_context && Pica::g_debug_context->recorder) {
|
||||||
|
@ -259,7 +260,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
|
||||||
|
|
||||||
for (unsigned int i = 0; i < VERTEX_CACHE_SIZE; ++i) {
|
for (unsigned int i = 0; i < VERTEX_CACHE_SIZE; ++i) {
|
||||||
if (vertex == vertex_cache_ids[i]) {
|
if (vertex == vertex_cache_ids[i]) {
|
||||||
output = vertex_cache[i];
|
output_registers = vertex_cache[i];
|
||||||
vertex_cache_hit = true;
|
vertex_cache_hit = true;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
@ -274,15 +275,19 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
|
||||||
// Send to vertex shader
|
// Send to vertex shader
|
||||||
if (g_debug_context)
|
if (g_debug_context)
|
||||||
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, (void*)&input);
|
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, (void*)&input);
|
||||||
output = g_state.vs.Run(shader_unit, input, loader.GetNumTotalAttributes());
|
g_state.vs.Run(shader_unit, input, loader.GetNumTotalAttributes());
|
||||||
|
output_registers = shader_unit.output_registers;
|
||||||
|
|
||||||
if (is_indexed) {
|
if (is_indexed) {
|
||||||
vertex_cache[vertex_cache_pos] = output;
|
vertex_cache[vertex_cache_pos] = output_registers;
|
||||||
vertex_cache_ids[vertex_cache_pos] = vertex;
|
vertex_cache_ids[vertex_cache_pos] = vertex;
|
||||||
vertex_cache_pos = (vertex_cache_pos + 1) % VERTEX_CACHE_SIZE;
|
vertex_cache_pos = (vertex_cache_pos + 1) % VERTEX_CACHE_SIZE;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Retreive vertex from register data
|
||||||
|
Shader::OutputVertex output_vertex = output_registers.ToVertex(regs.vs);
|
||||||
|
|
||||||
// Send to renderer
|
// Send to renderer
|
||||||
using Pica::Shader::OutputVertex;
|
using Pica::Shader::OutputVertex;
|
||||||
auto AddTriangle = [](
|
auto AddTriangle = [](
|
||||||
|
@ -290,7 +295,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
|
||||||
VideoCore::g_renderer->Rasterizer()->AddTriangle(v0, v1, v2);
|
VideoCore::g_renderer->Rasterizer()->AddTriangle(v0, v1, v2);
|
||||||
};
|
};
|
||||||
|
|
||||||
primitive_assembler.SubmitVertex(output, AddTriangle);
|
primitive_assembler.SubmitVertex(output_vertex, AddTriangle);
|
||||||
}
|
}
|
||||||
|
|
||||||
for (auto& range : memory_accesses.ranges) {
|
for (auto& range : memory_accesses.ranges) {
|
||||||
|
|
|
@ -30,6 +30,58 @@ namespace Pica {
|
||||||
|
|
||||||
namespace Shader {
|
namespace Shader {
|
||||||
|
|
||||||
|
OutputVertex OutputRegisters::ToVertex(const Regs::ShaderConfig& config) {
|
||||||
|
// 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 >= g_state.regs.vs_output_total)
|
||||||
|
break;
|
||||||
|
|
||||||
|
if ((config.output_mask & (1 << i)) == 0)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
const auto& output_register_map = g_state.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 = value[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;
|
||||||
|
}
|
||||||
|
|
||||||
#ifdef ARCHITECTURE_x86_64
|
#ifdef ARCHITECTURE_x86_64
|
||||||
static std::unordered_map<u64, std::unique_ptr<JitShader>> shader_map;
|
static std::unordered_map<u64, std::unique_ptr<JitShader>> shader_map;
|
||||||
static const JitShader* jit_shader;
|
static const JitShader* jit_shader;
|
||||||
|
@ -62,7 +114,7 @@ void ShaderSetup::Setup() {
|
||||||
|
|
||||||
MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240));
|
MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240));
|
||||||
|
|
||||||
OutputVertex ShaderSetup::Run(UnitState<false>& state, const InputVertex& input, int num_attributes) {
|
void ShaderSetup::Run(UnitState<false>& state, const InputVertex& input, int num_attributes) {
|
||||||
auto& config = g_state.regs.vs;
|
auto& config = g_state.regs.vs;
|
||||||
auto& setup = g_state.vs;
|
auto& setup = g_state.vs;
|
||||||
|
|
||||||
|
@ -89,55 +141,6 @@ OutputVertex ShaderSetup::Run(UnitState<false>& state, const InputVertex& input,
|
||||||
RunInterpreter(setup, state, config.main_offset);
|
RunInterpreter(setup, state, config.main_offset);
|
||||||
#endif // ARCHITECTURE_x86_64
|
#endif // ARCHITECTURE_x86_64
|
||||||
|
|
||||||
// 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 >= g_state.regs.vs_output_total)
|
|
||||||
break;
|
|
||||||
|
|
||||||
if ((g_state.regs.vs.output_mask & (1 << i)) == 0)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
const auto& output_register_map = g_state.regs.vs_output_attributes[index]; // TODO: Don't hardcode VS here
|
|
||||||
|
|
||||||
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 = state.registers.output[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;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const ShaderSetup& setup) {
|
DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const ShaderSetup& setup) {
|
||||||
|
|
|
@ -84,6 +84,15 @@ struct OutputVertex {
|
||||||
static_assert(std::is_pod<OutputVertex>::value, "Structure is not POD");
|
static_assert(std::is_pod<OutputVertex>::value, "Structure is not POD");
|
||||||
static_assert(sizeof(OutputVertex) == 32 * sizeof(float), "OutputVertex has invalid size");
|
static_assert(sizeof(OutputVertex) == 32 * sizeof(float), "OutputVertex has invalid size");
|
||||||
|
|
||||||
|
struct OutputRegisters {
|
||||||
|
OutputRegisters() = default;
|
||||||
|
|
||||||
|
alignas(16) Math::Vec4<float24> value[16];
|
||||||
|
|
||||||
|
OutputVertex ToVertex(const Regs::ShaderConfig& config);
|
||||||
|
};
|
||||||
|
static_assert(std::is_pod<OutputRegisters>::value, "Structure is not POD");
|
||||||
|
|
||||||
// Helper structure used to keep track of data useful for inspection of shader emulation
|
// Helper structure used to keep track of data useful for inspection of shader emulation
|
||||||
template<bool full_debugging>
|
template<bool full_debugging>
|
||||||
struct DebugData;
|
struct DebugData;
|
||||||
|
@ -267,11 +276,12 @@ struct UnitState {
|
||||||
// The registers are accessed by the shader JIT using SSE instructions, and are therefore
|
// The registers are accessed by the shader JIT using SSE instructions, and are therefore
|
||||||
// required to be 16-byte aligned.
|
// required to be 16-byte aligned.
|
||||||
alignas(16) Math::Vec4<float24> input[16];
|
alignas(16) Math::Vec4<float24> input[16];
|
||||||
alignas(16) Math::Vec4<float24> output[16];
|
|
||||||
alignas(16) Math::Vec4<float24> temporary[16];
|
alignas(16) Math::Vec4<float24> temporary[16];
|
||||||
} registers;
|
} registers;
|
||||||
static_assert(std::is_pod<Registers>::value, "Structure is not POD");
|
static_assert(std::is_pod<Registers>::value, "Structure is not POD");
|
||||||
|
|
||||||
|
OutputRegisters output_registers;
|
||||||
|
|
||||||
bool conditional_code[2];
|
bool conditional_code[2];
|
||||||
|
|
||||||
// Two Address registers and one loop counter
|
// Two Address registers and one loop counter
|
||||||
|
@ -297,7 +307,7 @@ struct UnitState {
|
||||||
static size_t OutputOffset(const DestRegister& reg) {
|
static size_t OutputOffset(const DestRegister& reg) {
|
||||||
switch (reg.GetRegisterType()) {
|
switch (reg.GetRegisterType()) {
|
||||||
case RegisterType::Output:
|
case RegisterType::Output:
|
||||||
return offsetof(UnitState, registers.output) + reg.GetIndex()*sizeof(Math::Vec4<float24>);
|
return offsetof(UnitState, output_registers.value) + reg.GetIndex()*sizeof(Math::Vec4<float24>);
|
||||||
|
|
||||||
case RegisterType::Temporary:
|
case RegisterType::Temporary:
|
||||||
return offsetof(UnitState, registers.temporary) + reg.GetIndex()*sizeof(Math::Vec4<float24>);
|
return offsetof(UnitState, registers.temporary) + reg.GetIndex()*sizeof(Math::Vec4<float24>);
|
||||||
|
@ -354,9 +364,8 @@ struct ShaderSetup {
|
||||||
* @param state Shader unit state, must be setup per shader and per shader unit
|
* @param state Shader unit state, must be setup per shader and per shader unit
|
||||||
* @param input Input vertex into the shader
|
* @param input Input vertex into the shader
|
||||||
* @param num_attributes The number of vertex shader attributes
|
* @param num_attributes The number of vertex shader attributes
|
||||||
* @return The output vertex, after having been processed by the vertex shader
|
|
||||||
*/
|
*/
|
||||||
OutputVertex Run(UnitState<false>& state, const InputVertex& input, int num_attributes);
|
void Run(UnitState<false>& state, const InputVertex& input, int num_attributes);
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Produce debug information based on the given shader and input vertex
|
* Produce debug information based on the given shader and input vertex
|
||||||
|
|
|
@ -144,7 +144,7 @@ void RunInterpreter(const ShaderSetup& setup, UnitState<Debug>& state, unsigned
|
||||||
src2[3] = src2[3] * float24::FromFloat32(-1);
|
src2[3] = src2[3] * float24::FromFloat32(-1);
|
||||||
}
|
}
|
||||||
|
|
||||||
float24* dest = (instr.common.dest.Value() < 0x10) ? &state.registers.output[instr.common.dest.Value().GetIndex()][0]
|
float24* dest = (instr.common.dest.Value() < 0x10) ? &state.output_registers.value[instr.common.dest.Value().GetIndex()][0]
|
||||||
: (instr.common.dest.Value() < 0x20) ? &state.registers.temporary[instr.common.dest.Value().GetIndex()][0]
|
: (instr.common.dest.Value() < 0x20) ? &state.registers.temporary[instr.common.dest.Value().GetIndex()][0]
|
||||||
: dummy_vec4_float24;
|
: dummy_vec4_float24;
|
||||||
|
|
||||||
|
@ -483,7 +483,7 @@ void RunInterpreter(const ShaderSetup& setup, UnitState<Debug>& state, unsigned
|
||||||
src3[3] = src3[3] * float24::FromFloat32(-1);
|
src3[3] = src3[3] * float24::FromFloat32(-1);
|
||||||
}
|
}
|
||||||
|
|
||||||
float24* dest = (instr.mad.dest.Value() < 0x10) ? &state.registers.output[instr.mad.dest.Value().GetIndex()][0]
|
float24* dest = (instr.mad.dest.Value() < 0x10) ? &state.output_registers.value[instr.mad.dest.Value().GetIndex()][0]
|
||||||
: (instr.mad.dest.Value() < 0x20) ? &state.registers.temporary[instr.mad.dest.Value().GetIndex()][0]
|
: (instr.mad.dest.Value() < 0x20) ? &state.registers.temporary[instr.mad.dest.Value().GetIndex()][0]
|
||||||
: dummy_vec4_float24;
|
: dummy_vec4_float24;
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue