370 lines
12 KiB
C++
370 lines
12 KiB
C++
// Copyright 2015 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <vector>
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#include <boost/container/static_vector.hpp>
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#include <nihstro/shader_binary.h>
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#include "common/common_funcs.h"
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#include "common/common_types.h"
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#include "common/vector_math.h"
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#include "video_core/pica.h"
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using nihstro::RegisterType;
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using nihstro::SourceRegister;
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using nihstro::DestRegister;
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namespace Pica {
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namespace Shader {
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struct InputVertex {
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Math::Vec4<float24> attr[16];
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};
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struct OutputVertex {
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OutputVertex() = default;
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// VS output attributes
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Math::Vec4<float24> pos;
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Math::Vec4<float24> quat;
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Math::Vec4<float24> color;
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Math::Vec2<float24> tc0;
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Math::Vec2<float24> tc1;
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INSERT_PADDING_WORDS(2);
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Math::Vec3<float24> view;
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INSERT_PADDING_WORDS(1);
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Math::Vec2<float24> tc2;
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// Padding for optimal alignment
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INSERT_PADDING_WORDS(4);
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// Attributes used to store intermediate results
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// position after perspective divide
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Math::Vec3<float24> screenpos;
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INSERT_PADDING_WORDS(1);
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// Linear interpolation
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// factor: 0=this, 1=vtx
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void Lerp(float24 factor, const OutputVertex& vtx) {
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pos = pos * factor + vtx.pos * (float24::FromFloat32(1) - factor);
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// TODO: Should perform perspective correct interpolation here...
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tc0 = tc0 * factor + vtx.tc0 * (float24::FromFloat32(1) - factor);
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tc1 = tc1 * factor + vtx.tc1 * (float24::FromFloat32(1) - factor);
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tc2 = tc2 * factor + vtx.tc2 * (float24::FromFloat32(1) - factor);
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screenpos = screenpos * factor + vtx.screenpos * (float24::FromFloat32(1) - factor);
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color = color * factor + vtx.color * (float24::FromFloat32(1) - factor);
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}
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// Linear interpolation
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// factor: 0=v0, 1=v1
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static OutputVertex Lerp(float24 factor, const OutputVertex& v0, const OutputVertex& v1) {
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OutputVertex ret = v0;
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ret.Lerp(factor, v1);
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return ret;
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}
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};
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static_assert(std::is_pod<OutputVertex>::value, "Structure is not POD");
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static_assert(sizeof(OutputVertex) == 32 * sizeof(float), "OutputVertex has invalid size");
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/// Vertex shader memory
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struct ShaderSetup {
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struct {
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// The float uniforms are accessed by the shader JIT using SSE instructions, and are
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// therefore required to be 16-byte aligned.
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Math::Vec4<float24> MEMORY_ALIGNED16(f[96]);
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std::array<bool, 16> b;
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std::array<Math::Vec4<u8>, 4> i;
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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> swizzle_data;
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};
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// Helper structure used to keep track of data useful for inspection of shader emulation
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template<bool full_debugging>
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struct DebugData;
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template<>
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struct DebugData<false> {
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// TODO: Hide these behind and interface and move them to DebugData<true>
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u32 max_offset; // maximum program counter ever reached
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u32 max_opdesc_id; // maximum swizzle pattern index ever used
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};
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template<>
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struct DebugData<true> {
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// Records store the input and output operands of a particular instruction.
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struct Record {
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enum Type {
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// Floating point arithmetic operands
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SRC1 = 0x1,
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SRC2 = 0x2,
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SRC3 = 0x4,
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// Initial and final output operand value
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DEST_IN = 0x8,
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DEST_OUT = 0x10,
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// Current and next instruction offset (in words)
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CUR_INSTR = 0x20,
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NEXT_INSTR = 0x40,
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// Output address register value
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ADDR_REG_OUT = 0x80,
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// Result of a comparison instruction
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CMP_RESULT = 0x100,
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// Input values for conditional flow control instructions
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COND_BOOL_IN = 0x200,
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COND_CMP_IN = 0x400,
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// Input values for a loop
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LOOP_INT_IN = 0x800,
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};
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Math::Vec4<float24> src1;
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Math::Vec4<float24> src2;
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Math::Vec4<float24> src3;
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Math::Vec4<float24> dest_in;
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Math::Vec4<float24> dest_out;
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s32 address_registers[2];
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bool conditional_code[2];
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bool cond_bool;
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bool cond_cmp[2];
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Math::Vec4<u8> loop_int;
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u32 instruction_offset;
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u32 next_instruction;
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// set of enabled fields (as a combination of Type flags)
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unsigned mask = 0;
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};
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u32 max_offset; // maximum program counter ever reached
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u32 max_opdesc_id; // maximum swizzle pattern index ever used
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// List of records for each executed shader instruction
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std::vector<DebugData<true>::Record> records;
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};
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// Type alias for better readability
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using DebugDataRecord = DebugData<true>::Record;
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// Helper function to set a DebugData<true>::Record field based on the template enum parameter.
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template<DebugDataRecord::Type type, typename ValueType>
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inline void SetField(DebugDataRecord& record, ValueType value);
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template<>
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inline void SetField<DebugDataRecord::SRC1>(DebugDataRecord& record, float24* value) {
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record.src1.x = value[0];
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record.src1.y = value[1];
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record.src1.z = value[2];
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record.src1.w = value[3];
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}
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template<>
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inline void SetField<DebugDataRecord::SRC2>(DebugDataRecord& record, float24* value) {
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record.src2.x = value[0];
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record.src2.y = value[1];
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record.src2.z = value[2];
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record.src2.w = value[3];
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}
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template<>
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inline void SetField<DebugDataRecord::SRC3>(DebugDataRecord& record, float24* value) {
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record.src3.x = value[0];
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record.src3.y = value[1];
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record.src3.z = value[2];
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record.src3.w = value[3];
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}
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template<>
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inline void SetField<DebugDataRecord::DEST_IN>(DebugDataRecord& record, float24* value) {
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record.dest_in.x = value[0];
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record.dest_in.y = value[1];
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record.dest_in.z = value[2];
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record.dest_in.w = value[3];
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}
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template<>
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inline void SetField<DebugDataRecord::DEST_OUT>(DebugDataRecord& record, float24* value) {
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record.dest_out.x = value[0];
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record.dest_out.y = value[1];
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record.dest_out.z = value[2];
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record.dest_out.w = value[3];
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}
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template<>
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inline void SetField<DebugDataRecord::ADDR_REG_OUT>(DebugDataRecord& record, s32* value) {
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record.address_registers[0] = value[0];
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record.address_registers[1] = value[1];
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}
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template<>
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inline void SetField<DebugDataRecord::CMP_RESULT>(DebugDataRecord& record, bool* value) {
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record.conditional_code[0] = value[0];
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record.conditional_code[1] = value[1];
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}
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template<>
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inline void SetField<DebugDataRecord::COND_BOOL_IN>(DebugDataRecord& record, bool value) {
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record.cond_bool = value;
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}
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template<>
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inline void SetField<DebugDataRecord::COND_CMP_IN>(DebugDataRecord& record, bool* value) {
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record.cond_cmp[0] = value[0];
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record.cond_cmp[1] = value[1];
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}
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template<>
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inline void SetField<DebugDataRecord::LOOP_INT_IN>(DebugDataRecord& record, Math::Vec4<u8> value) {
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record.loop_int = value;
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}
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template<>
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inline void SetField<DebugDataRecord::CUR_INSTR>(DebugDataRecord& record, u32 value) {
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record.instruction_offset = value;
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}
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template<>
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inline void SetField<DebugDataRecord::NEXT_INSTR>(DebugDataRecord& record, u32 value) {
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record.next_instruction = value;
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}
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// Helper function to set debug information on the current shader iteration.
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template<DebugDataRecord::Type type, typename ValueType>
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inline void Record(DebugData<false>& debug_data, u32 offset, ValueType value) {
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// Debugging disabled => nothing to do
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}
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template<DebugDataRecord::Type type, typename ValueType>
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inline void Record(DebugData<true>& debug_data, u32 offset, ValueType value) {
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if (offset >= debug_data.records.size())
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debug_data.records.resize(offset + 1);
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SetField<type, ValueType>(debug_data.records[offset], value);
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debug_data.records[offset].mask |= type;
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}
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/**
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* This structure contains the state information that needs to be unique for a shader unit. The 3DS
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* has four shader units that process shaders in parallel. At the present, Citra only implements a
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* single shader unit that processes all shaders serially. Putting the state information in a struct
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* here will make it easier for us to parallelize the shader processing later.
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*/
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template<bool Debug>
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struct UnitState {
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struct Registers {
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// The registers are accessed by the shader JIT using SSE instructions, and are therefore
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// required to be 16-byte aligned.
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Math::Vec4<float24> MEMORY_ALIGNED16(input[16]);
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Math::Vec4<float24> MEMORY_ALIGNED16(output[16]);
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Math::Vec4<float24> MEMORY_ALIGNED16(temporary[16]);
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} registers;
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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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// Two Address registers and one loop counter
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// TODO: How many bits do these actually have?
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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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static size_t InputOffset(const SourceRegister& reg) {
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switch (reg.GetRegisterType()) {
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case RegisterType::Input:
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return offsetof(UnitState::Registers, input) + reg.GetIndex()*sizeof(Math::Vec4<float24>);
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case RegisterType::Temporary:
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return offsetof(UnitState::Registers, temporary) + reg.GetIndex()*sizeof(Math::Vec4<float24>);
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default:
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UNREACHABLE();
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return 0;
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}
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}
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static size_t OutputOffset(const DestRegister& reg) {
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switch (reg.GetRegisterType()) {
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case RegisterType::Output:
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return offsetof(UnitState::Registers, output) + reg.GetIndex()*sizeof(Math::Vec4<float24>);
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case RegisterType::Temporary:
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return offsetof(UnitState::Registers, temporary) + reg.GetIndex()*sizeof(Math::Vec4<float24>);
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default:
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UNREACHABLE();
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return 0;
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}
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}
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};
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/**
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* Performs any shader unit setup that only needs to happen once per shader (as opposed to once per
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* vertex, which would happen within the `Run` function).
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* @param state Shader unit state, must be setup per shader and per shader unit
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*/
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void Setup(UnitState<false>& state);
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/// Performs any cleanup when the emulator is shutdown
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void Shutdown();
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/**
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* Runs the currently setup shader
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* @param state Shader unit state, must be setup per shader and per shader unit
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* @param input Input vertex into the shader
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* @param num_attributes The number of vertex shader attributes
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* @return The output vertex, after having been processed by the vertex shader
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*/
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OutputVertex Run(UnitState<false>& state, const InputVertex& input, int num_attributes);
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/**
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* Produce debug information based on the given shader and input vertex
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* @param input Input vertex into the shader
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* @param num_attributes The number of vertex shader attributes
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* @param config Configuration object for the shader pipeline
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* @param setup Setup object for the shader pipeline
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* @return Debug information for this shader with regards to the given vertex
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*/
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DebugData<true> ProduceDebugInfo(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const ShaderSetup& setup);
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} // namespace Shader
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} // namespace Pica
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