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| author | 2015-08-16 13:18:56 +0200 | |
|---|---|---|
| committer | 2015-08-16 13:18:56 +0200 | |
| commit | 7312894a6a1a1600629f2eaec8843508a2fd3578 (patch) | |
| tree | 4f67fb221da50ada7a62efc45788d16950ef16f6 /src/video_core/shader/shader.cpp | |
| parent | Merge pull request #1033 from bbarenblat/master (diff) | |
| parent | citra-qt/VertexShader: Minor UI improvements. (diff) | |
| download | yuzu-7312894a6a1a1600629f2eaec8843508a2fd3578.tar.gz yuzu-7312894a6a1a1600629f2eaec8843508a2fd3578.tar.xz yuzu-7312894a6a1a1600629f2eaec8843508a2fd3578.zip | |
Merge pull request #933 from neobrain/shader_debugger
Shader debugger improvements
Diffstat (limited to 'src/video_core/shader/shader.cpp')
| -rw-r--r-- | src/video_core/shader/shader.cpp | 55 |
1 files changed, 45 insertions, 10 deletions
diff --git a/src/video_core/shader/shader.cpp b/src/video_core/shader/shader.cpp index 6a27a8015..4e9836c80 100644 --- a/src/video_core/shader/shader.cpp +++ b/src/video_core/shader/shader.cpp | |||
| @@ -5,6 +5,8 @@ | |||
| 5 | #include <memory> | 5 | #include <memory> |
| 6 | #include <unordered_map> | 6 | #include <unordered_map> |
| 7 | 7 | ||
| 8 | #include <boost/range/algorithm/fill.hpp> | ||
| 9 | |||
| 8 | #include "common/hash.h" | 10 | #include "common/hash.h" |
| 9 | #include "common/make_unique.h" | 11 | #include "common/make_unique.h" |
| 10 | #include "common/profiler.h" | 12 | #include "common/profiler.h" |
| @@ -30,7 +32,7 @@ static JitCompiler jit; | |||
| 30 | static CompiledShader* jit_shader; | 32 | static CompiledShader* jit_shader; |
| 31 | #endif // ARCHITECTURE_x86_64 | 33 | #endif // ARCHITECTURE_x86_64 |
| 32 | 34 | ||
| 33 | void Setup(UnitState& state) { | 35 | void Setup(UnitState<false>& state) { |
| 34 | #ifdef ARCHITECTURE_x86_64 | 36 | #ifdef ARCHITECTURE_x86_64 |
| 35 | if (VideoCore::g_shader_jit_enabled) { | 37 | if (VideoCore::g_shader_jit_enabled) { |
| 36 | u64 cache_key = (Common::ComputeHash64(&g_state.vs.program_code, sizeof(g_state.vs.program_code)) ^ | 38 | u64 cache_key = (Common::ComputeHash64(&g_state.vs.program_code, sizeof(g_state.vs.program_code)) ^ |
| @@ -54,9 +56,8 @@ void Shutdown() { | |||
| 54 | 56 | ||
| 55 | static Common::Profiling::TimingCategory shader_category("Vertex Shader"); | 57 | static Common::Profiling::TimingCategory shader_category("Vertex Shader"); |
| 56 | 58 | ||
| 57 | OutputVertex Run(UnitState& state, const InputVertex& input, int num_attributes) { | 59 | OutputVertex Run(UnitState<false>& state, const InputVertex& input, int num_attributes) { |
| 58 | auto& config = g_state.regs.vs; | 60 | auto& config = g_state.regs.vs; |
| 59 | auto& setup = g_state.vs; | ||
| 60 | 61 | ||
| 61 | Common::Profiling::ScopeTimer timer(shader_category); | 62 | Common::Profiling::ScopeTimer timer(shader_category); |
| 62 | 63 | ||
| @@ -67,6 +68,8 @@ OutputVertex Run(UnitState& state, const InputVertex& input, int num_attributes) | |||
| 67 | // Setup input register table | 68 | // Setup input register table |
| 68 | const auto& attribute_register_map = config.input_register_map; | 69 | const auto& attribute_register_map = config.input_register_map; |
| 69 | 70 | ||
| 71 | // TODO: Instead of this cumbersome logic, just load the input data directly like | ||
| 72 | // for (int attr = 0; attr < num_attributes; ++attr) { input_attr[0] = state.registers.input[attribute_register_map.attribute0_register]; } | ||
| 70 | if (num_attributes > 0) state.registers.input[attribute_register_map.attribute0_register] = input.attr[0]; | 73 | if (num_attributes > 0) state.registers.input[attribute_register_map.attribute0_register] = input.attr[0]; |
| 71 | if (num_attributes > 1) state.registers.input[attribute_register_map.attribute1_register] = input.attr[1]; | 74 | if (num_attributes > 1) state.registers.input[attribute_register_map.attribute1_register] = input.attr[1]; |
| 72 | if (num_attributes > 2) state.registers.input[attribute_register_map.attribute2_register] = input.attr[2]; | 75 | if (num_attributes > 2) state.registers.input[attribute_register_map.attribute2_register] = input.attr[2]; |
| @@ -96,12 +99,6 @@ OutputVertex Run(UnitState& state, const InputVertex& input, int num_attributes) | |||
| 96 | RunInterpreter(state); | 99 | RunInterpreter(state); |
| 97 | #endif // ARCHITECTURE_x86_64 | 100 | #endif // ARCHITECTURE_x86_64 |
| 98 | 101 | ||
| 99 | #if PICA_DUMP_SHADERS | ||
| 100 | DebugUtils::DumpShader(setup.program_code.data(), state.debug.max_offset, setup.swizzle_data.data(), | ||
| 101 | state.debug.max_opdesc_id, config.main_offset, | ||
| 102 | g_state.regs.vs_output_attributes); // TODO: Don't hardcode VS here | ||
| 103 | #endif | ||
| 104 | |||
| 105 | // Setup output data | 102 | // Setup output data |
| 106 | OutputVertex ret; | 103 | OutputVertex ret; |
| 107 | // TODO(neobrain): Under some circumstances, up to 16 attributes may be output. We need to | 104 | // TODO(neobrain): Under some circumstances, up to 16 attributes may be output. We need to |
| @@ -132,14 +129,52 @@ OutputVertex Run(UnitState& state, const InputVertex& input, int num_attributes) | |||
| 132 | std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f)); | 129 | std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f)); |
| 133 | } | 130 | } |
| 134 | 131 | ||
| 135 | LOG_TRACE(Render_Software, "Output vertex: pos (%.2f, %.2f, %.2f, %.2f), col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f)", | 132 | LOG_TRACE(Render_Software, "Output vertex: pos (%.2f, %.2f, %.2f, %.2f), quat (%.2f, %.2f, %.2f, %.2f), col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f)", |
| 136 | ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.w.ToFloat32(), | 133 | ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.w.ToFloat32(), |
| 134 | ret.quat.x.ToFloat32(), ret.quat.y.ToFloat32(), ret.quat.z.ToFloat32(), ret.quat.w.ToFloat32(), | ||
| 137 | ret.color.x.ToFloat32(), ret.color.y.ToFloat32(), ret.color.z.ToFloat32(), ret.color.w.ToFloat32(), | 135 | ret.color.x.ToFloat32(), ret.color.y.ToFloat32(), ret.color.z.ToFloat32(), ret.color.w.ToFloat32(), |
| 138 | ret.tc0.u().ToFloat32(), ret.tc0.v().ToFloat32()); | 136 | ret.tc0.u().ToFloat32(), ret.tc0.v().ToFloat32()); |
| 139 | 137 | ||
| 140 | return ret; | 138 | return ret; |
| 141 | } | 139 | } |
| 142 | 140 | ||
| 141 | DebugData<true> ProduceDebugInfo(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const State::ShaderSetup& setup) { | ||
| 142 | UnitState<true> state; | ||
| 143 | |||
| 144 | const auto& shader_memory = setup.program_code; | ||
| 145 | state.program_counter = config.main_offset; | ||
| 146 | state.debug.max_offset = 0; | ||
| 147 | state.debug.max_opdesc_id = 0; | ||
| 148 | |||
| 149 | // Setup input register table | ||
| 150 | const auto& attribute_register_map = config.input_register_map; | ||
| 151 | float24 dummy_register; | ||
| 152 | boost::fill(state.registers.input, &dummy_register); | ||
| 153 | |||
| 154 | if (num_attributes > 0) state.registers.input[attribute_register_map.attribute0_register] = &input.attr[0].x; | ||
| 155 | if (num_attributes > 1) state.registers.input[attribute_register_map.attribute1_register] = &input.attr[1].x; | ||
| 156 | if (num_attributes > 2) state.registers.input[attribute_register_map.attribute2_register] = &input.attr[2].x; | ||
| 157 | if (num_attributes > 3) state.registers.input[attribute_register_map.attribute3_register] = &input.attr[3].x; | ||
| 158 | if (num_attributes > 4) state.registers.input[attribute_register_map.attribute4_register] = &input.attr[4].x; | ||
| 159 | if (num_attributes > 5) state.registers.input[attribute_register_map.attribute5_register] = &input.attr[5].x; | ||
| 160 | if (num_attributes > 6) state.registers.input[attribute_register_map.attribute6_register] = &input.attr[6].x; | ||
| 161 | if (num_attributes > 7) state.registers.input[attribute_register_map.attribute7_register] = &input.attr[7].x; | ||
| 162 | if (num_attributes > 8) state.registers.input[attribute_register_map.attribute8_register] = &input.attr[8].x; | ||
| 163 | if (num_attributes > 9) state.registers.input[attribute_register_map.attribute9_register] = &input.attr[9].x; | ||
| 164 | if (num_attributes > 10) state.registers.input[attribute_register_map.attribute10_register] = &input.attr[10].x; | ||
| 165 | if (num_attributes > 11) state.registers.input[attribute_register_map.attribute11_register] = &input.attr[11].x; | ||
| 166 | if (num_attributes > 12) state.registers.input[attribute_register_map.attribute12_register] = &input.attr[12].x; | ||
| 167 | if (num_attributes > 13) state.registers.input[attribute_register_map.attribute13_register] = &input.attr[13].x; | ||
| 168 | if (num_attributes > 14) state.registers.input[attribute_register_map.attribute14_register] = &input.attr[14].x; | ||
| 169 | if (num_attributes > 15) state.registers.input[attribute_register_map.attribute15_register] = &input.attr[15].x; | ||
| 170 | |||
| 171 | state.conditional_code[0] = false; | ||
| 172 | state.conditional_code[1] = false; | ||
| 173 | |||
| 174 | RunInterpreter(state); | ||
| 175 | return state.debug; | ||
| 176 | } | ||
| 177 | |||
| 143 | } // namespace Shader | 178 | } // namespace Shader |
| 144 | 179 | ||
| 145 | } // namespace Pica | 180 | } // namespace Pica |