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authorYuri Kunde Schlesner <yuriks@yuriks.net>2017-02-04 22:02:48 +0100
committerGitHub <noreply@github.com>2017-02-04 22:02:48 +0100
commit97e06b0a0daccd3347ae1bcaf294093b5af32e85 (patch)
tree59e1997c90558f58f7368d6974c355e1f20d8f32 /src/video_core
parentMerge pull request #2414 from yuriks/texture-decode (diff)
parentVideoCore: Make PrimitiveAssembler const-correct (diff)
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Diffstat (limited to 'src/video_core')
-rw-r--r--src/video_core/clipper.cpp24
-rw-r--r--src/video_core/command_processor.cpp33
-rw-r--r--src/video_core/pica.h57
-rw-r--r--src/video_core/pica_state.h4
-rw-r--r--src/video_core/primitive_assembly.cpp2
-rw-r--r--src/video_core/primitive_assembly.h5
-rw-r--r--src/video_core/rasterizer.cpp7
-rw-r--r--src/video_core/rasterizer.h40
-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.cpp2
-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.h2
-rw-r--r--src/video_core/shader/shader.cpp63
-rw-r--r--src/video_core/shader/shader.h62
-rw-r--r--src/video_core/shader/shader_interpreter.cpp6
-rw-r--r--src/video_core/shader/shader_interpreter.h5
-rw-r--r--src/video_core/vertex_loader.cpp5
-rw-r--r--src/video_core/vertex_loader.h4
16 files changed, 160 insertions, 161 deletions
diff --git a/src/video_core/clipper.cpp b/src/video_core/clipper.cpp
index 05b5cea73..0774ffc53 100644
--- a/src/video_core/clipper.cpp
+++ b/src/video_core/clipper.cpp
@@ -18,6 +18,8 @@
#include "video_core/rasterizer.h"
#include "video_core/shader/shader.h"
+using Pica::Rasterizer::Vertex;
+
namespace Pica {
namespace Clipper {
@@ -29,20 +31,20 @@ public:
float24::FromFloat32(0), float24::FromFloat32(0)))
: coeffs(coeffs), bias(bias) {}
- bool IsInside(const OutputVertex& vertex) const {
+ bool IsInside(const Vertex& vertex) const {
return Math::Dot(vertex.pos + bias, coeffs) <= float24::FromFloat32(0);
}
- bool IsOutSide(const OutputVertex& vertex) const {
+ bool IsOutSide(const Vertex& vertex) const {
return !IsInside(vertex);
}
- OutputVertex GetIntersection(const OutputVertex& v0, const OutputVertex& v1) const {
+ Vertex GetIntersection(const Vertex& v0, const Vertex& v1) const {
float24 dp = Math::Dot(v0.pos + bias, coeffs);
float24 dp_prev = Math::Dot(v1.pos + bias, coeffs);
float24 factor = dp_prev / (dp_prev - dp);
- return OutputVertex::Lerp(factor, v0, v1);
+ return Vertex::Lerp(factor, v0, v1);
}
private:
@@ -51,7 +53,7 @@ private:
Math::Vec4<float24> bias;
};
-static void InitScreenCoordinates(OutputVertex& vtx) {
+static void InitScreenCoordinates(Vertex& vtx) {
struct {
float24 halfsize_x;
float24 offset_x;
@@ -91,8 +93,8 @@ void ProcessTriangle(const OutputVertex& v0, const OutputVertex& v1, const Outpu
// introduces at most 1 new vertex to the polygon. Since we start with a triangle and have a
// fixed 6 clipping planes, the maximum number of vertices of the clipped polygon is 3 + 6 = 9.
static const size_t MAX_VERTICES = 9;
- static_vector<OutputVertex, MAX_VERTICES> buffer_a = {v0, v1, v2};
- static_vector<OutputVertex, MAX_VERTICES> buffer_b;
+ static_vector<Vertex, MAX_VERTICES> buffer_a = {v0, v1, v2};
+ static_vector<Vertex, MAX_VERTICES> buffer_b;
auto* output_list = &buffer_a;
auto* input_list = &buffer_b;
@@ -123,7 +125,7 @@ void ProcessTriangle(const OutputVertex& v0, const OutputVertex& v1, const Outpu
std::swap(input_list, output_list);
output_list->clear();
- const OutputVertex* reference_vertex = &input_list->back();
+ const Vertex* reference_vertex = &input_list->back();
for (const auto& vertex : *input_list) {
// NOTE: This algorithm changes vertex order in some cases!
@@ -148,9 +150,9 @@ void ProcessTriangle(const OutputVertex& v0, const OutputVertex& v1, const Outpu
InitScreenCoordinates((*output_list)[1]);
for (size_t i = 0; i < output_list->size() - 2; i++) {
- OutputVertex& vtx0 = (*output_list)[0];
- OutputVertex& vtx1 = (*output_list)[i + 1];
- OutputVertex& vtx2 = (*output_list)[i + 2];
+ Vertex& vtx0 = (*output_list)[0];
+ Vertex& vtx1 = (*output_list)[i + 1];
+ Vertex& vtx2 = (*output_list)[i + 2];
InitScreenCoordinates(vtx2);
diff --git a/src/video_core/command_processor.cpp b/src/video_core/command_processor.cpp
index eb79974a8..4955ff9f9 100644
--- a/src/video_core/command_processor.cpp
+++ b/src/video_core/command_processor.cpp
@@ -125,20 +125,21 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
// TODO: Verify that this actually modifies the register!
if (setup.index < 15) {
- g_state.vs_default_attributes[setup.index] = attribute;
+ g_state.input_default_attributes.attr[setup.index] = attribute;
setup.index++;
} else {
- // Put each attribute into an immediate input buffer.
- // When all specified immediate attributes are present, the Vertex Shader is invoked
- // and everything is
- // sent to the primitive assembler.
+ // Put each attribute into an immediate input buffer. When all specified immediate
+ // attributes are present, the Vertex Shader is invoked and everything is sent to
+ // the primitive assembler.
auto& immediate_input = g_state.immediate.input_vertex;
auto& immediate_attribute_id = g_state.immediate.current_attribute;
- immediate_input.attr[immediate_attribute_id++] = attribute;
+ immediate_input.attr[immediate_attribute_id] = attribute;
- if (immediate_attribute_id >= regs.vs.num_input_attributes + 1) {
+ if (immediate_attribute_id < regs.max_input_attrib_index) {
+ immediate_attribute_id += 1;
+ } else {
MICROPROFILE_SCOPE(GPU_Drawing);
immediate_attribute_id = 0;
@@ -150,10 +151,11 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
static_cast<void*>(&immediate_input));
Shader::UnitState shader_unit;
- shader_unit.LoadInputVertex(immediate_input, regs.vs.num_input_attributes + 1);
+ Shader::AttributeBuffer output{};
+
+ shader_unit.LoadInput(regs.vs, immediate_input);
shader_engine->Run(g_state.vs, shader_unit);
- auto output_vertex = Shader::OutputVertex::FromRegisters(
- shader_unit.registers.output, regs, regs.vs.output_mask);
+ shader_unit.WriteOutput(regs.vs, output);
// Send to renderer
using Pica::Shader::OutputVertex;
@@ -162,7 +164,8 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
VideoCore::g_renderer->Rasterizer()->AddTriangle(v0, v1, v2);
};
- g_state.primitive_assembler.SubmitVertex(output_vertex, AddTriangle);
+ g_state.primitive_assembler.SubmitVertex(
+ Shader::OutputVertex::FromAttributeBuffer(regs, output), AddTriangle);
}
}
}
@@ -280,19 +283,19 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
if (!vertex_cache_hit) {
// Initialize data for the current vertex
- Shader::InputVertex input;
+ Shader::AttributeBuffer input, output{};
loader.LoadVertex(base_address, index, vertex, input, memory_accesses);
// Send to vertex shader
if (g_debug_context)
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
(void*)&input);
- shader_unit.LoadInputVertex(input, loader.GetNumTotalAttributes());
+ shader_unit.LoadInput(regs.vs, input);
shader_engine->Run(g_state.vs, shader_unit);
+ shader_unit.WriteOutput(regs.vs, output);
// Retrieve vertex from register data
- output_vertex = Shader::OutputVertex::FromRegisters(shader_unit.registers.output,
- regs, regs.vs.output_mask);
+ output_vertex = Shader::OutputVertex::FromAttributeBuffer(regs, output);
if (is_indexed) {
vertex_cache[vertex_cache_pos] = output_vertex;
diff --git a/src/video_core/pica.h b/src/video_core/pica.h
index 4ab4f1f40..731540b99 100644
--- a/src/video_core/pica.h
+++ b/src/video_core/pica.h
@@ -99,7 +99,8 @@ struct Regs {
TEXCOORD1_U = 14,
TEXCOORD1_V = 15,
- // TODO: Not verified
+ TEXCOORD0_W = 16,
+
VIEW_X = 18,
VIEW_Y = 19,
VIEW_Z = 20,
@@ -871,7 +872,7 @@ struct Regs {
LightSrc light[8];
LightColor global_ambient; // Emission + (material.ambient * lighting.ambient)
INSERT_PADDING_WORDS(0x1);
- BitField<0, 3, u32> num_lights; // Number of enabled lights - 1
+ BitField<0, 3, u32> max_light_index; // Number of enabled lights - 1
union {
BitField<2, 2, LightingFresnelSelector> fresnel_selector;
@@ -1048,7 +1049,7 @@ struct Regs {
BitField<48, 12, u64> attribute_mask;
// number of total attributes minus 1
- BitField<60, 4, u64> num_extra_attributes;
+ BitField<60, 4, u64> max_attribute_index;
};
inline VertexAttributeFormat GetFormat(int n) const {
@@ -1079,7 +1080,7 @@ struct Regs {
}
inline int GetNumTotalAttributes() const {
- return (int)num_extra_attributes + 1;
+ return (int)max_attribute_index + 1;
}
// Attribute loaders map the source vertex data to input attributes
@@ -1179,7 +1180,12 @@ struct Regs {
}
} command_buffer;
- INSERT_PADDING_WORDS(0x07);
+ INSERT_PADDING_WORDS(4);
+
+ /// Number of input attributes to the vertex shader minus 1
+ BitField<0, 4, u32> max_input_attrib_index;
+
+ INSERT_PADDING_WORDS(2);
enum class GPUMode : u32 {
Drawing = 0,
@@ -1217,42 +1223,21 @@ struct Regs {
union {
// Number of input attributes to shader unit - 1
- BitField<0, 4, u32> num_input_attributes;
+ BitField<0, 4, u32> max_input_attribute_index;
};
// Offset to shader program entry point (in words)
BitField<0, 16, u32> main_offset;
- union {
- BitField<0, 4, u64> attribute0_register;
- BitField<4, 4, u64> attribute1_register;
- BitField<8, 4, u64> attribute2_register;
- BitField<12, 4, u64> attribute3_register;
- BitField<16, 4, u64> attribute4_register;
- BitField<20, 4, u64> attribute5_register;
- BitField<24, 4, u64> attribute6_register;
- BitField<28, 4, u64> attribute7_register;
- BitField<32, 4, u64> attribute8_register;
- BitField<36, 4, u64> attribute9_register;
- BitField<40, 4, u64> attribute10_register;
- BitField<44, 4, u64> attribute11_register;
- BitField<48, 4, u64> attribute12_register;
- BitField<52, 4, u64> attribute13_register;
- BitField<56, 4, u64> attribute14_register;
- BitField<60, 4, u64> attribute15_register;
-
- int GetRegisterForAttribute(int attribute_index) const {
- u64 fields[] = {
- attribute0_register, attribute1_register, attribute2_register,
- attribute3_register, attribute4_register, attribute5_register,
- attribute6_register, attribute7_register, attribute8_register,
- attribute9_register, attribute10_register, attribute11_register,
- attribute12_register, attribute13_register, attribute14_register,
- attribute15_register,
- };
- return (int)fields[attribute_index];
- }
- } input_register_map;
+ /// Maps input attributes to registers. 4-bits per attribute, specifying a register index
+ u32 input_attribute_to_register_map_low;
+ u32 input_attribute_to_register_map_high;
+
+ unsigned int GetRegisterForAttribute(unsigned int attribute_index) const {
+ u64 map = ((u64)input_attribute_to_register_map_high << 32) |
+ (u64)input_attribute_to_register_map_low;
+ return (map >> (attribute_index * 4)) & 0b1111;
+ }
BitField<0, 16, u32> output_mask;
diff --git a/src/video_core/pica_state.h b/src/video_core/pica_state.h
index e4f2e6d5d..785d05650 100644
--- a/src/video_core/pica_state.h
+++ b/src/video_core/pica_state.h
@@ -23,7 +23,7 @@ struct State {
Shader::ShaderSetup vs;
Shader::ShaderSetup gs;
- std::array<Math::Vec4<float24>, 16> vs_default_attributes;
+ Shader::AttributeBuffer input_default_attributes;
struct {
union LutEntry {
@@ -66,7 +66,7 @@ struct State {
/// Struct used to describe immediate mode rendering state
struct ImmediateModeState {
// Used to buffer partial vertices for immediate-mode rendering.
- Shader::InputVertex input_vertex;
+ Shader::AttributeBuffer input_vertex;
// Index of the next attribute to be loaded into `input_vertex`.
u32 current_attribute = 0;
} immediate;
diff --git a/src/video_core/primitive_assembly.cpp b/src/video_core/primitive_assembly.cpp
index be7377290..e71ff5719 100644
--- a/src/video_core/primitive_assembly.cpp
+++ b/src/video_core/primitive_assembly.cpp
@@ -14,7 +14,7 @@ PrimitiveAssembler<VertexType>::PrimitiveAssembler(Regs::TriangleTopology topolo
: topology(topology), buffer_index(0) {}
template <typename VertexType>
-void PrimitiveAssembler<VertexType>::SubmitVertex(VertexType& vtx,
+void PrimitiveAssembler<VertexType>::SubmitVertex(const VertexType& vtx,
TriangleHandler triangle_handler) {
switch (topology) {
// TODO: Figure out what's different with TriangleTopology::Shader.
diff --git a/src/video_core/primitive_assembly.h b/src/video_core/primitive_assembly.h
index 0384d5984..24da47382 100644
--- a/src/video_core/primitive_assembly.h
+++ b/src/video_core/primitive_assembly.h
@@ -15,7 +15,8 @@ namespace Pica {
*/
template <typename VertexType>
struct PrimitiveAssembler {
- using TriangleHandler = std::function<void(VertexType& v0, VertexType& v1, VertexType& v2)>;
+ using TriangleHandler =
+ std::function<void(const VertexType& v0, const VertexType& v1, const VertexType& v2)>;
PrimitiveAssembler(Regs::TriangleTopology topology = Regs::TriangleTopology::List);
@@ -25,7 +26,7 @@ struct PrimitiveAssembler {
* NOTE: We could specify the triangle handler in the constructor, but this way we can
* keep event and handler code next to each other.
*/
- void SubmitVertex(VertexType& vtx, TriangleHandler triangle_handler);
+ void SubmitVertex(const VertexType& vtx, TriangleHandler triangle_handler);
/**
* Resets the internal state of the PrimitiveAssembler.
diff --git a/src/video_core/rasterizer.cpp b/src/video_core/rasterizer.cpp
index c034c12d3..287d732b5 100644
--- a/src/video_core/rasterizer.cpp
+++ b/src/video_core/rasterizer.cpp
@@ -308,8 +308,8 @@ MICROPROFILE_DEFINE(GPU_Rasterization, "GPU", "Rasterization", MP_RGB(50, 50, 24
* Helper function for ProcessTriangle with the "reversed" flag to allow for implementing
* culling via recursion.
*/
-static void ProcessTriangleInternal(const Shader::OutputVertex& v0, const Shader::OutputVertex& v1,
- const Shader::OutputVertex& v2, bool reversed = false) {
+static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Vertex& v2,
+ bool reversed = false) {
const auto& regs = g_state.regs;
MICROPROFILE_SCOPE(GPU_Rasterization);
@@ -1277,8 +1277,7 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, const Shader
}
}
-void ProcessTriangle(const Shader::OutputVertex& v0, const Shader::OutputVertex& v1,
- const Shader::OutputVertex& v2) {
+void ProcessTriangle(const Vertex& v0, const Vertex& v1, const Vertex& v2) {
ProcessTriangleInternal(v0, v1, v2);
}
diff --git a/src/video_core/rasterizer.h b/src/video_core/rasterizer.h
index 6cbda3067..3a72ac343 100644
--- a/src/video_core/rasterizer.h
+++ b/src/video_core/rasterizer.h
@@ -4,16 +4,44 @@
#pragma once
-namespace Pica {
+#include "video_core/shader/shader.h"
-namespace Shader {
-struct OutputVertex;
-}
+namespace Pica {
namespace Rasterizer {
-void ProcessTriangle(const Shader::OutputVertex& v0, const Shader::OutputVertex& v1,
- const Shader::OutputVertex& v2);
+struct Vertex : Shader::OutputVertex {
+ Vertex(const OutputVertex& v) : OutputVertex(v) {}
+
+ // Attributes used to store intermediate results
+ // position after perspective divide
+ Math::Vec3<float24> screenpos;
+
+ // Linear interpolation
+ // factor: 0=this, 1=vtx
+ void Lerp(float24 factor, const Vertex& vtx) {
+ pos = pos * factor + vtx.pos * (float24::FromFloat32(1) - factor);
+
+ // TODO: Should perform perspective correct interpolation here...
+ tc0 = tc0 * factor + vtx.tc0 * (float24::FromFloat32(1) - factor);
+ tc1 = tc1 * factor + vtx.tc1 * (float24::FromFloat32(1) - factor);
+ tc2 = tc2 * factor + vtx.tc2 * (float24::FromFloat32(1) - factor);
+
+ screenpos = screenpos * factor + vtx.screenpos * (float24::FromFloat32(1) - factor);
+
+ color = color * factor + vtx.color * (float24::FromFloat32(1) - factor);
+ }
+
+ // Linear interpolation
+ // factor: 0=v0, 1=v1
+ static Vertex Lerp(float24 factor, const Vertex& v0, const Vertex& v1) {
+ Vertex ret = v0;
+ ret.Lerp(factor, v1);
+ return ret;
+ }
+};
+
+void ProcessTriangle(const Vertex& v0, const Vertex& v1, const Vertex& v2);
} // namespace Rasterizer
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp
index f3674e965..071e4ace0 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp
@@ -467,7 +467,7 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
// Fragment lighting switches
case PICA_REG_INDEX(lighting.disable):
- case PICA_REG_INDEX(lighting.num_lights):
+ case PICA_REG_INDEX(lighting.max_light_index):
case PICA_REG_INDEX(lighting.config0):
case PICA_REG_INDEX(lighting.config1):
case PICA_REG_INDEX(lighting.abs_lut_input):
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.h b/src/video_core/renderer_opengl/gl_rasterizer.h
index cc3e4bed5..a1aa07074 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.h
+++ b/src/video_core/renderer_opengl/gl_rasterizer.h
@@ -84,7 +84,7 @@ union PicaShaderConfig {
// Fragment lighting
state.lighting.enable = !regs.lighting.disable;
- state.lighting.src_num = regs.lighting.num_lights + 1;
+ state.lighting.src_num = regs.lighting.max_light_index + 1;
for (unsigned light_index = 0; light_index < state.lighting.src_num; ++light_index) {
unsigned num = regs.lighting.light_enable.GetNum(light_index);
diff --git a/src/video_core/shader/shader.cpp b/src/video_core/shader/shader.cpp
index 2da50bd62..f5f7ea61d 100644
--- a/src/video_core/shader/shader.cpp
+++ b/src/video_core/shader/shader.cpp
@@ -4,6 +4,7 @@
#include <cmath>
#include <cstring>
+#include "common/bit_set.h"
#include "common/logging/log.h"
#include "common/microprofile.h"
#include "video_core/pica.h"
@@ -19,38 +20,32 @@ namespace Pica {
namespace Shader {
-OutputVertex OutputVertex::FromRegisters(Math::Vec4<float24> output_regs[16], const Regs& regs,
- u32 output_mask) {
+OutputVertex OutputVertex::FromAttributeBuffer(const Regs& regs, AttributeBuffer& input) {
// 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) {
+ union {
+ OutputVertex ret{};
+ std::array<float24, 24> vertex_slots;
+ };
+ static_assert(sizeof(vertex_slots) == sizeof(ret), "Struct and array have different sizes.");
- if (index >= regs.vs_output_total)
- break;
+ unsigned int num_attributes = regs.vs_output_total;
+ ASSERT(num_attributes <= 7);
+ for (unsigned int i = 0; i < num_attributes; ++i) {
+ const auto& output_register_map = regs.vs_output_attributes[i];
- 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};
+ Regs::VSOutputAttributes::Semantic 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));
+ Regs::VSOutputAttributes::Semantic semantic = semantics[comp];
+ float24* out = &vertex_slots[semantic];
+ if (semantic < vertex_slots.size()) {
+ *out = input.attr[i][comp];
+ } else if (semantic != Regs::VSOutputAttributes::INVALID) {
+ LOG_ERROR(HW_GPU, "Invalid/unknown semantic id: %u", (unsigned int)semantic);
}
}
-
- index++;
}
// The hardware takes the absolute and saturates vertex colors like this, *before* doing
@@ -71,12 +66,20 @@ OutputVertex OutputVertex::FromRegisters(Math::Vec4<float24> output_regs[16], co
return ret;
}
-void UnitState::LoadInputVertex(const InputVertex& input, int num_attributes) {
- // Setup input register table
- const auto& attribute_register_map = g_state.regs.vs.input_register_map;
+void UnitState::LoadInput(const Regs::ShaderConfig& config, const AttributeBuffer& input) {
+ const unsigned max_attribute = config.max_input_attribute_index;
- for (int i = 0; i < num_attributes; i++)
- registers.input[attribute_register_map.GetRegisterForAttribute(i)] = input.attr[i];
+ for (unsigned attr = 0; attr <= max_attribute; ++attr) {
+ unsigned reg = config.GetRegisterForAttribute(attr);
+ registers.input[reg] = input.attr[attr];
+ }
+}
+
+void UnitState::WriteOutput(const Regs::ShaderConfig& config, AttributeBuffer& output) {
+ unsigned int output_i = 0;
+ for (unsigned int reg : Common::BitSet<u32>(config.output_mask)) {
+ output.attr[output_i++] = registers.output[reg];
+ }
}
MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240));
diff --git a/src/video_core/shader/shader.h b/src/video_core/shader/shader.h
index 44d9f76c3..b188d3edf 100644
--- a/src/video_core/shader/shader.h
+++ b/src/video_core/shader/shader.h
@@ -23,14 +23,11 @@ namespace Pica {
namespace Shader {
-struct InputVertex {
+struct AttributeBuffer {
alignas(16) Math::Vec4<float24> attr[16];
};
struct OutputVertex {
- OutputVertex() = default;
-
- // VS output attributes
Math::Vec4<float24> pos;
Math::Vec4<float24> quat;
Math::Vec4<float24> color;
@@ -42,43 +39,22 @@ struct OutputVertex {
INSERT_PADDING_WORDS(1);
Math::Vec2<float24> tc2;
- // Padding for optimal alignment
- INSERT_PADDING_WORDS(4);
-
- // Attributes used to store intermediate results
-
- // position after perspective divide
- Math::Vec3<float24> screenpos;
- INSERT_PADDING_WORDS(1);
-
- // Linear interpolation
- // factor: 0=this, 1=vtx
- void Lerp(float24 factor, const OutputVertex& vtx) {
- pos = pos * factor + vtx.pos * (float24::FromFloat32(1) - factor);
-
- // TODO: Should perform perspective correct interpolation here...
- tc0 = tc0 * factor + vtx.tc0 * (float24::FromFloat32(1) - factor);
- tc1 = tc1 * factor + vtx.tc1 * (float24::FromFloat32(1) - factor);
- tc2 = tc2 * factor + vtx.tc2 * (float24::FromFloat32(1) - factor);
-
- screenpos = screenpos * factor + vtx.screenpos * (float24::FromFloat32(1) - factor);
-
- color = color * factor + vtx.color * (float24::FromFloat32(1) - factor);
- }
-
- // Linear interpolation
- // factor: 0=v0, 1=v1
- static OutputVertex Lerp(float24 factor, const OutputVertex& v0, const OutputVertex& v1) {
- OutputVertex ret = v0;
- ret.Lerp(factor, v1);
- return ret;
- }
-
- static OutputVertex FromRegisters(Math::Vec4<float24> output_regs[16], const Regs& regs,
- u32 output_mask);
+ static OutputVertex FromAttributeBuffer(const Regs& regs, AttributeBuffer& output);
};
+#define ASSERT_POS(var, pos) \
+ static_assert(offsetof(OutputVertex, var) == pos * sizeof(float24), "Semantic at wrong " \
+ "offset.")
+ASSERT_POS(pos, Regs::VSOutputAttributes::POSITION_X);
+ASSERT_POS(quat, Regs::VSOutputAttributes::QUATERNION_X);
+ASSERT_POS(color, Regs::VSOutputAttributes::COLOR_R);
+ASSERT_POS(tc0, Regs::VSOutputAttributes::TEXCOORD0_U);
+ASSERT_POS(tc1, Regs::VSOutputAttributes::TEXCOORD1_U);
+ASSERT_POS(tc0_w, Regs::VSOutputAttributes::TEXCOORD0_W);
+ASSERT_POS(view, Regs::VSOutputAttributes::VIEW_X);
+ASSERT_POS(tc2, Regs::VSOutputAttributes::TEXCOORD2_U);
+#undef ASSERT_POS
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) == 24 * sizeof(float), "OutputVertex has invalid size");
/**
* This structure contains the state information that needs to be unique for a shader unit. The 3DS
@@ -137,10 +113,12 @@ struct UnitState {
/**
* Loads the unit state with an input vertex.
*
- * @param input Input vertex into the shader
- * @param num_attributes The number of vertex shader attributes to load
+ * @param config Shader configuration registers corresponding to the unit.
+ * @param input Attribute buffer to load into the input registers.
*/
- void LoadInputVertex(const InputVertex& input, int num_attributes);
+ void LoadInput(const Regs::ShaderConfig& config, const AttributeBuffer& input);
+
+ void WriteOutput(const Regs::ShaderConfig& config, AttributeBuffer& output);
};
struct ShaderSetup {
diff --git a/src/video_core/shader/shader_interpreter.cpp b/src/video_core/shader/shader_interpreter.cpp
index c0c89b857..81522b8f5 100644
--- a/src/video_core/shader/shader_interpreter.cpp
+++ b/src/video_core/shader/shader_interpreter.cpp
@@ -668,14 +668,14 @@ void InterpreterEngine::Run(const ShaderSetup& setup, UnitState& state) const {
}
DebugData<true> InterpreterEngine::ProduceDebugInfo(const ShaderSetup& setup,
- const InputVertex& input,
- int num_attributes) const {
+ const AttributeBuffer& input,
+ const Regs::ShaderConfig& config) const {
UnitState state;
DebugData<true> debug_data;
// Setup input register table
boost::fill(state.registers.input, Math::Vec4<float24>::AssignToAll(float24::Zero()));
- state.LoadInputVertex(input, num_attributes);
+ state.LoadInput(config, input);
RunInterpreter(setup, state, debug_data, setup.engine_data.entry_point);
return debug_data;
}
diff --git a/src/video_core/shader/shader_interpreter.h b/src/video_core/shader/shader_interpreter.h
index d6c0e2d8c..d7a61e122 100644
--- a/src/video_core/shader/shader_interpreter.h
+++ b/src/video_core/shader/shader_interpreter.h
@@ -19,12 +19,11 @@ public:
/**
* Produce debug information based on the given shader and input vertex
* @param input Input vertex into the shader
- * @param num_attributes The number of vertex shader attributes
* @param config Configuration object for the shader pipeline
* @return Debug information for this shader with regards to the given vertex
*/
- DebugData<true> ProduceDebugInfo(const ShaderSetup& setup, const InputVertex& input,
- int num_attributes) const;
+ DebugData<true> ProduceDebugInfo(const ShaderSetup& setup, const AttributeBuffer& input,
+ const Regs::ShaderConfig& config) const;
};
} // namespace
diff --git a/src/video_core/vertex_loader.cpp b/src/video_core/vertex_loader.cpp
index 2b8ef7018..bf83b61ca 100644
--- a/src/video_core/vertex_loader.cpp
+++ b/src/video_core/vertex_loader.cpp
@@ -70,7 +70,8 @@ void VertexLoader::Setup(const Pica::Regs& regs) {
is_setup = true;
}
-void VertexLoader::LoadVertex(u32 base_address, int index, int vertex, Shader::InputVertex& input,
+void VertexLoader::LoadVertex(u32 base_address, int index, int vertex,
+ Shader::AttributeBuffer& input,
DebugUtils::MemoryAccessTracker& memory_accesses) {
ASSERT_MSG(is_setup, "A VertexLoader needs to be setup before loading vertices.");
@@ -142,7 +143,7 @@ void VertexLoader::LoadVertex(u32 base_address, int index, int vertex, Shader::I
input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32());
} else if (vertex_attribute_is_default[i]) {
// Load the default attribute if we're configured to do so
- input.attr[i] = g_state.vs_default_attributes[i];
+ input.attr[i] = g_state.input_default_attributes.attr[i];
LOG_TRACE(HW_GPU,
"Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)", i,
vertex, index, input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(),
diff --git a/src/video_core/vertex_loader.h b/src/video_core/vertex_loader.h
index 9f2098bb2..51f3d45b4 100644
--- a/src/video_core/vertex_loader.h
+++ b/src/video_core/vertex_loader.h
@@ -11,7 +11,7 @@ class MemoryAccessTracker;
}
namespace Shader {
-struct InputVertex;
+struct AttributeBuffer;
}
class VertexLoader {
@@ -22,7 +22,7 @@ public:
}
void Setup(const Pica::Regs& regs);
- void LoadVertex(u32 base_address, int index, int vertex, Shader::InputVertex& input,
+ void LoadVertex(u32 base_address, int index, int vertex, Shader::AttributeBuffer& input,
DebugUtils::MemoryAccessTracker& memory_accesses);
int GetNumTotalAttributes() const {