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https://github.com/yuzu-emu/yuzu-android
synced 2024-12-25 17:31:22 -08:00
Merge pull request #1783 from JayFoxRox/cleanup-shadersetup
Cleanup ShaderSetup (Part 1)
This commit is contained in:
commit
d474d117f6
@ -74,7 +74,7 @@ void GraphicsTracingWidget::StartRecording() {
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std::array<u32, 4 * 16> default_attributes;
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std::array<u32, 4 * 16> default_attributes;
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for (unsigned i = 0; i < 16; ++i) {
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for (unsigned i = 0; i < 16; ++i) {
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for (unsigned comp = 0; comp < 3; ++comp) {
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for (unsigned comp = 0; comp < 3; ++comp) {
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default_attributes[4 * i + comp] = nihstro::to_float24(Pica::g_state.vs.default_attributes[i][comp].ToFloat32());
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default_attributes[4 * i + comp] = nihstro::to_float24(Pica::g_state.vs_default_attributes[i][comp].ToFloat32());
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}
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}
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}
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}
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@ -128,7 +128,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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// TODO: Verify that this actually modifies the register!
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// TODO: Verify that this actually modifies the register!
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if (setup.index < 15) {
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if (setup.index < 15) {
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g_state.vs.default_attributes[setup.index] = attribute;
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g_state.vs_default_attributes[setup.index] = attribute;
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setup.index++;
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setup.index++;
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} else {
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} else {
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// Put each attribute into an immediate input buffer.
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// Put each attribute into an immediate input buffer.
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@ -25,6 +25,8 @@ struct State {
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Shader::ShaderSetup vs;
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Shader::ShaderSetup vs;
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Shader::ShaderSetup gs;
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Shader::ShaderSetup gs;
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std::array<Math::Vec4<float24>, 16> vs_default_attributes;
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struct {
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struct {
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union LutEntry {
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union LutEntry {
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// Used for raw access
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// Used for raw access
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@ -67,7 +67,6 @@ OutputVertex ShaderSetup::Run(UnitState<false>& state, const InputVertex& input,
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MICROPROFILE_SCOPE(GPU_Shader);
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MICROPROFILE_SCOPE(GPU_Shader);
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state.program_counter = config.main_offset;
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state.debug.max_offset = 0;
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state.debug.max_offset = 0;
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state.debug.max_opdesc_id = 0;
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state.debug.max_opdesc_id = 0;
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@ -143,7 +142,6 @@ OutputVertex ShaderSetup::Run(UnitState<false>& state, const InputVertex& input,
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DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const ShaderSetup& setup) {
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DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const ShaderSetup& setup) {
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UnitState<true> state;
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UnitState<true> state;
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state.program_counter = config.main_offset;
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state.debug.max_offset = 0;
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state.debug.max_offset = 0;
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state.debug.max_opdesc_id = 0;
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state.debug.max_opdesc_id = 0;
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@ -272,29 +272,12 @@ struct UnitState {
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} registers;
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} registers;
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static_assert(std::is_pod<Registers>::value, "Structure is not POD");
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static_assert(std::is_pod<Registers>::value, "Structure is not POD");
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u32 program_counter;
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bool conditional_code[2];
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bool conditional_code[2];
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// Two Address registers and one loop counter
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// Two Address registers and one loop counter
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// TODO: How many bits do these actually have?
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// TODO: How many bits do these actually have?
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s32 address_registers[3];
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s32 address_registers[3];
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enum {
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INVALID_ADDRESS = 0xFFFFFFFF
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};
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struct CallStackElement {
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u32 final_address; // Address upon which we jump to return_address
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u32 return_address; // Where to jump when leaving scope
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u8 repeat_counter; // How often to repeat until this call stack element is removed
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u8 loop_increment; // Which value to add to the loop counter after an iteration
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// TODO: Should this be a signed value? Does it even matter?
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u32 loop_address; // The address where we'll return to after each loop iteration
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};
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// TODO: Is there a maximal size for this?
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boost::container::static_vector<CallStackElement, 16> call_stack;
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DebugData<Debug> debug;
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DebugData<Debug> debug;
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static size_t InputOffset(const SourceRegister& reg) {
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static size_t InputOffset(const SourceRegister& reg) {
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@ -340,8 +323,6 @@ struct ShaderSetup {
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std::array<Math::Vec4<u8>, 4> i;
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std::array<Math::Vec4<u8>, 4> i;
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} uniforms;
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} uniforms;
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Math::Vec4<float24> default_attributes[16];
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std::array<u32, 1024> program_code;
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std::array<u32, 1024> program_code;
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std::array<u32, 1024> swizzle_data;
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std::array<u32, 1024> swizzle_data;
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@ -29,8 +29,24 @@ namespace Pica {
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namespace Shader {
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namespace Shader {
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constexpr u32 INVALID_ADDRESS = 0xFFFFFFFF;
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struct CallStackElement {
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u32 final_address; // Address upon which we jump to return_address
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u32 return_address; // Where to jump when leaving scope
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u8 repeat_counter; // How often to repeat until this call stack element is removed
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u8 loop_increment; // Which value to add to the loop counter after an iteration
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// TODO: Should this be a signed value? Does it even matter?
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u32 loop_address; // The address where we'll return to after each loop iteration
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};
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template<bool Debug>
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template<bool Debug>
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void RunInterpreter(UnitState<Debug>& state) {
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void RunInterpreter(UnitState<Debug>& state) {
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// TODO: Is there a maximal size for this?
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boost::container::static_vector<CallStackElement, 16> call_stack;
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u32 program_counter = g_state.regs.vs.main_offset;
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const auto& uniforms = g_state.vs.uniforms;
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const auto& uniforms = g_state.vs.uniforms;
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const auto& swizzle_data = g_state.vs.swizzle_data;
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const auto& swizzle_data = g_state.vs.swizzle_data;
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const auto& program_code = g_state.vs.program_code;
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const auto& program_code = g_state.vs.program_code;
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@ -41,16 +57,16 @@ void RunInterpreter(UnitState<Debug>& state) {
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unsigned iteration = 0;
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unsigned iteration = 0;
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bool exit_loop = false;
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bool exit_loop = false;
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while (!exit_loop) {
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while (!exit_loop) {
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if (!state.call_stack.empty()) {
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if (!call_stack.empty()) {
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auto& top = state.call_stack.back();
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auto& top = call_stack.back();
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if (state.program_counter == top.final_address) {
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if (program_counter == top.final_address) {
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state.address_registers[2] += top.loop_increment;
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state.address_registers[2] += top.loop_increment;
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if (top.repeat_counter-- == 0) {
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if (top.repeat_counter-- == 0) {
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state.program_counter = top.return_address;
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program_counter = top.return_address;
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state.call_stack.pop_back();
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call_stack.pop_back();
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} else {
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} else {
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state.program_counter = top.loop_address;
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program_counter = top.loop_address;
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}
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}
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// TODO: Is "trying again" accurate to hardware?
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// TODO: Is "trying again" accurate to hardware?
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@ -58,20 +74,20 @@ void RunInterpreter(UnitState<Debug>& state) {
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}
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}
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}
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}
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const Instruction instr = { program_code[state.program_counter] };
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const Instruction instr = { program_code[program_counter] };
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const SwizzlePattern swizzle = { swizzle_data[instr.common.operand_desc_id] };
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const SwizzlePattern swizzle = { swizzle_data[instr.common.operand_desc_id] };
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static auto call = [](UnitState<Debug>& state, u32 offset, u32 num_instructions,
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static auto call = [&program_counter, &call_stack](UnitState<Debug>& state, u32 offset, u32 num_instructions,
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u32 return_offset, u8 repeat_count, u8 loop_increment) {
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u32 return_offset, u8 repeat_count, u8 loop_increment) {
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state.program_counter = offset - 1; // -1 to make sure when incrementing the PC we end up at the correct offset
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program_counter = offset - 1; // -1 to make sure when incrementing the PC we end up at the correct offset
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ASSERT(state.call_stack.size() < state.call_stack.capacity());
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ASSERT(call_stack.size() < call_stack.capacity());
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state.call_stack.push_back({ offset + num_instructions, return_offset, repeat_count, loop_increment, offset });
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call_stack.push_back({ offset + num_instructions, return_offset, repeat_count, loop_increment, offset });
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};
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};
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Record<DebugDataRecord::CUR_INSTR>(state.debug, iteration, state.program_counter);
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Record<DebugDataRecord::CUR_INSTR>(state.debug, iteration, program_counter);
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if (iteration > 0)
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if (iteration > 0)
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Record<DebugDataRecord::NEXT_INSTR>(state.debug, iteration - 1, state.program_counter);
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Record<DebugDataRecord::NEXT_INSTR>(state.debug, iteration - 1, program_counter);
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state.debug.max_offset = std::max<u32>(state.debug.max_offset, 1 + state.program_counter);
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state.debug.max_offset = std::max<u32>(state.debug.max_offset, 1 + program_counter);
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auto LookupSourceRegister = [&](const SourceRegister& source_reg) -> const float24* {
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auto LookupSourceRegister = [&](const SourceRegister& source_reg) -> const float24* {
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switch (source_reg.GetRegisterType()) {
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switch (source_reg.GetRegisterType()) {
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@ -519,7 +535,7 @@ void RunInterpreter(UnitState<Debug>& state) {
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case OpCode::Id::JMPC:
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case OpCode::Id::JMPC:
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Record<DebugDataRecord::COND_CMP_IN>(state.debug, iteration, state.conditional_code);
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Record<DebugDataRecord::COND_CMP_IN>(state.debug, iteration, state.conditional_code);
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if (evaluate_condition(state, instr.flow_control.refx, instr.flow_control.refy, instr.flow_control)) {
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if (evaluate_condition(state, instr.flow_control.refx, instr.flow_control.refy, instr.flow_control)) {
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state.program_counter = instr.flow_control.dest_offset - 1;
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program_counter = instr.flow_control.dest_offset - 1;
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}
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}
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break;
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break;
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@ -527,7 +543,7 @@ void RunInterpreter(UnitState<Debug>& state) {
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Record<DebugDataRecord::COND_BOOL_IN>(state.debug, iteration, uniforms.b[instr.flow_control.bool_uniform_id]);
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Record<DebugDataRecord::COND_BOOL_IN>(state.debug, iteration, uniforms.b[instr.flow_control.bool_uniform_id]);
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if (uniforms.b[instr.flow_control.bool_uniform_id] == !(instr.flow_control.num_instructions & 1)) {
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if (uniforms.b[instr.flow_control.bool_uniform_id] == !(instr.flow_control.num_instructions & 1)) {
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state.program_counter = instr.flow_control.dest_offset - 1;
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program_counter = instr.flow_control.dest_offset - 1;
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}
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}
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break;
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break;
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@ -535,7 +551,7 @@ void RunInterpreter(UnitState<Debug>& state) {
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call(state,
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call(state,
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instr.flow_control.dest_offset,
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instr.flow_control.dest_offset,
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instr.flow_control.num_instructions,
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instr.flow_control.num_instructions,
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state.program_counter + 1, 0, 0);
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program_counter + 1, 0, 0);
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break;
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break;
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case OpCode::Id::CALLU:
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case OpCode::Id::CALLU:
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@ -544,7 +560,7 @@ void RunInterpreter(UnitState<Debug>& state) {
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call(state,
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call(state,
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instr.flow_control.dest_offset,
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instr.flow_control.dest_offset,
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instr.flow_control.num_instructions,
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instr.flow_control.num_instructions,
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state.program_counter + 1, 0, 0);
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program_counter + 1, 0, 0);
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}
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}
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break;
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break;
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@ -554,7 +570,7 @@ void RunInterpreter(UnitState<Debug>& state) {
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call(state,
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call(state,
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instr.flow_control.dest_offset,
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instr.flow_control.dest_offset,
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instr.flow_control.num_instructions,
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instr.flow_control.num_instructions,
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state.program_counter + 1, 0, 0);
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program_counter + 1, 0, 0);
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}
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}
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break;
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break;
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@ -565,8 +581,8 @@ void RunInterpreter(UnitState<Debug>& state) {
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Record<DebugDataRecord::COND_BOOL_IN>(state.debug, iteration, uniforms.b[instr.flow_control.bool_uniform_id]);
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Record<DebugDataRecord::COND_BOOL_IN>(state.debug, iteration, uniforms.b[instr.flow_control.bool_uniform_id]);
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if (uniforms.b[instr.flow_control.bool_uniform_id]) {
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if (uniforms.b[instr.flow_control.bool_uniform_id]) {
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call(state,
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call(state,
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state.program_counter + 1,
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program_counter + 1,
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instr.flow_control.dest_offset - state.program_counter - 1,
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instr.flow_control.dest_offset - program_counter - 1,
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instr.flow_control.dest_offset + instr.flow_control.num_instructions, 0, 0);
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instr.flow_control.dest_offset + instr.flow_control.num_instructions, 0, 0);
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} else {
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} else {
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call(state,
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call(state,
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@ -584,8 +600,8 @@ void RunInterpreter(UnitState<Debug>& state) {
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Record<DebugDataRecord::COND_CMP_IN>(state.debug, iteration, state.conditional_code);
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Record<DebugDataRecord::COND_CMP_IN>(state.debug, iteration, state.conditional_code);
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if (evaluate_condition(state, instr.flow_control.refx, instr.flow_control.refy, instr.flow_control)) {
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if (evaluate_condition(state, instr.flow_control.refx, instr.flow_control.refy, instr.flow_control)) {
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call(state,
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call(state,
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state.program_counter + 1,
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program_counter + 1,
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instr.flow_control.dest_offset - state.program_counter - 1,
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instr.flow_control.dest_offset - program_counter - 1,
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instr.flow_control.dest_offset + instr.flow_control.num_instructions, 0, 0);
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instr.flow_control.dest_offset + instr.flow_control.num_instructions, 0, 0);
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} else {
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} else {
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call(state,
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call(state,
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@ -607,8 +623,8 @@ void RunInterpreter(UnitState<Debug>& state) {
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Record<DebugDataRecord::LOOP_INT_IN>(state.debug, iteration, loop_param);
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Record<DebugDataRecord::LOOP_INT_IN>(state.debug, iteration, loop_param);
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call(state,
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call(state,
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state.program_counter + 1,
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program_counter + 1,
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instr.flow_control.dest_offset - state.program_counter + 1,
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instr.flow_control.dest_offset - program_counter + 1,
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instr.flow_control.dest_offset + 1,
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instr.flow_control.dest_offset + 1,
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loop_param.x,
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loop_param.x,
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loop_param.z);
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loop_param.z);
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@ -625,7 +641,7 @@ void RunInterpreter(UnitState<Debug>& state) {
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}
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}
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}
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}
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++state.program_counter;
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++program_counter;
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++iteration;
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++iteration;
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}
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}
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}
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}
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@ -124,7 +124,7 @@ void VertexLoader::LoadVertex(u32 base_address, int index, int vertex, Shader::I
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input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(), input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32());
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input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(), input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32());
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} else if (vertex_attribute_is_default[i]) {
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} else if (vertex_attribute_is_default[i]) {
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// Load the default attribute if we're configured to do so
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// Load the default attribute if we're configured to do so
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input.attr[i] = g_state.vs.default_attributes[i];
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input.attr[i] = g_state.vs_default_attributes[i];
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LOG_TRACE(HW_GPU, "Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)",
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LOG_TRACE(HW_GPU, "Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)",
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i, vertex, index,
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i, vertex, index,
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input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(),
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input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(),
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