forked from eden-emu/eden
		
	Merge pull request #1812 from JayFoxRox/refactor-shader
Retrieve shader result from new OutputRegisters-type
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						commit
						552018c50a
					
				
					 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); | ||||||
|                     } |                     } | ||||||
|                 } |                 } | ||||||
|             } |             } | ||||||
|  | @ -230,7 +231,7 @@ 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); | ||||||
|  | @ -248,7 +249,7 @@ 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) { | ||||||
|  | @ -258,7 +259,7 @@ 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; | ||||||
|                         } |                         } | ||||||
|  | @ -273,15 +274,19 @@ 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 = []( | ||||||
|  | @ -289,7 +294,7 @@ 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; | ||||||
| 
 | 
 | ||||||
|  |  | ||||||
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