1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
|
// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <array>
#include <cstddef>
#include <memory>
#include <type_traits>
#include <nihstro/shader_bytecode.h>
#include "common/assert.h"
#include "common/common_funcs.h"
#include "common/common_types.h"
#include "common/vector_math.h"
#include "video_core/pica.h"
#include "video_core/pica_types.h"
#include "video_core/shader/debug_data.h"
using nihstro::RegisterType;
using nihstro::SourceRegister;
using nihstro::DestRegister;
namespace Pica {
namespace Shader {
struct InputVertex {
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;
Math::Vec2<float24> tc0;
Math::Vec2<float24> tc1;
float24 tc0_w;
INSERT_PADDING_WORDS(1);
Math::Vec3<float24> view;
INSERT_PADDING_WORDS(1);
Math::Vec2<float24> tc2;
// 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_assert(std::is_pod<OutputVertex>::value, "Structure is not POD");
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) const;
};
static_assert(std::is_pod<OutputRegisters>::value, "Structure is not POD");
/**
* This structure contains the state information that needs to be unique for a shader unit. The 3DS
* has four shader units that process shaders in parallel. At the present, Citra only implements a
* single shader unit that processes all shaders serially. Putting the state information in a struct
* here will make it easier for us to parallelize the shader processing later.
*/
struct UnitState {
struct Registers {
// The registers are accessed by the shader JIT using SSE instructions, and are therefore
// required to be 16-byte aligned.
alignas(16) Math::Vec4<float24> input[16];
alignas(16) Math::Vec4<float24> temporary[16];
} registers;
static_assert(std::is_pod<Registers>::value, "Structure is not POD");
OutputRegisters output_registers;
bool conditional_code[2];
// Two Address registers and one loop counter
// TODO: How many bits do these actually have?
s32 address_registers[3];
static size_t InputOffset(const SourceRegister& reg) {
switch (reg.GetRegisterType()) {
case RegisterType::Input:
return offsetof(UnitState, registers.input) +
reg.GetIndex() * sizeof(Math::Vec4<float24>);
case RegisterType::Temporary:
return offsetof(UnitState, registers.temporary) +
reg.GetIndex() * sizeof(Math::Vec4<float24>);
default:
UNREACHABLE();
return 0;
}
}
static size_t OutputOffset(const DestRegister& reg) {
switch (reg.GetRegisterType()) {
case RegisterType::Output:
return offsetof(UnitState, output_registers.value) +
reg.GetIndex() * sizeof(Math::Vec4<float24>);
case RegisterType::Temporary:
return offsetof(UnitState, registers.temporary) +
reg.GetIndex() * sizeof(Math::Vec4<float24>);
default:
UNREACHABLE();
return 0;
}
}
/**
* Loads the unit state with an input vertex.
*
* @param input Input vertex into the shader
* @param num_attributes The number of vertex shader attributes to load
*/
void LoadInputVertex(const InputVertex& input, int num_attributes);
};
/// Clears the shader cache
void ClearCache();
struct ShaderSetup {
struct {
// The float uniforms are accessed by the shader JIT using SSE instructions, and are
// therefore required to be 16-byte aligned.
alignas(16) Math::Vec4<float24> f[96];
std::array<bool, 16> b;
std::array<Math::Vec4<u8>, 4> i;
} uniforms;
static size_t GetFloatUniformOffset(unsigned index) {
return offsetof(ShaderSetup, uniforms.f) + index * sizeof(Math::Vec4<float24>);
}
static size_t GetBoolUniformOffset(unsigned index) {
return offsetof(ShaderSetup, uniforms.b) + index * sizeof(bool);
}
static size_t GetIntUniformOffset(unsigned index) {
return offsetof(ShaderSetup, uniforms.i) + index * sizeof(Math::Vec4<u8>);
}
std::array<u32, 1024> program_code;
std::array<u32, 1024> swizzle_data;
/**
* Performs any shader unit setup that only needs to happen once per shader (as opposed to once
* per vertex, which would happen within the `Run` function).
*/
void Setup();
/**
* Runs the currently setup shader
* @param state Shader unit state, must be setup per shader and per shader unit
*/
void Run(UnitState& state);
/**
* 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 InputVertex& input, int num_attributes,
const Regs::ShaderConfig& config);
};
} // namespace Shader
} // namespace Pica
|