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authorGravatar Jannik Vogel2016-05-13 08:49:20 +0200
committerGravatar Jannik Vogel2016-05-16 18:55:51 +0200
commitff0fa86b17e8133263bb54c1338ade8ecd97e5d9 (patch)
treeaedf8d5ac4ecc967ab7bacff7ea011104e95f99f /src/video_core/shader/shader.cpp
parentMerge pull request #1787 from JayFoxRox/refactor-jit (diff)
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Retrieve shader result from new OutputRegisters-type
Diffstat (limited to 'src/video_core/shader/shader.cpp')
-rw-r--r--src/video_core/shader/shader.cpp103
1 files changed, 53 insertions, 50 deletions
diff --git a/src/video_core/shader/shader.cpp b/src/video_core/shader/shader.cpp
index 161097610..f565e2c91 100644
--- a/src/video_core/shader/shader.cpp
+++ b/src/video_core/shader/shader.cpp
@@ -30,6 +30,58 @@ namespace Pica {
30 30
31namespace Shader { 31namespace Shader {
32 32
33OutputVertex OutputRegisters::ToVertex(const Regs::ShaderConfig& config) {
34 // Setup output data
35 OutputVertex ret;
36 // TODO(neobrain): Under some circumstances, up to 16 attributes may be output. We need to
37 // figure out what those circumstances are and enable the remaining outputs then.
38 unsigned index = 0;
39 for (unsigned i = 0; i < 7; ++i) {
40
41 if (index >= g_state.regs.vs_output_total)
42 break;
43
44 if ((config.output_mask & (1 << i)) == 0)
45 continue;
46
47 const auto& output_register_map = g_state.regs.vs_output_attributes[index];
48
49 u32 semantics[4] = {
50 output_register_map.map_x, output_register_map.map_y,
51 output_register_map.map_z, output_register_map.map_w
52 };
53
54 for (unsigned comp = 0; comp < 4; ++comp) {
55 float24* out = ((float24*)&ret) + semantics[comp];
56 if (semantics[comp] != Regs::VSOutputAttributes::INVALID) {
57 *out = value[i][comp];
58 } else {
59 // Zero output so that attributes which aren't output won't have denormals in them,
60 // which would slow us down later.
61 memset(out, 0, sizeof(*out));
62 }
63 }
64
65 index++;
66 }
67
68 // The hardware takes the absolute and saturates vertex colors like this, *before* doing interpolation
69 for (unsigned i = 0; i < 4; ++i) {
70 ret.color[i] = float24::FromFloat32(
71 std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f));
72 }
73
74 LOG_TRACE(HW_GPU, "Output vertex: pos(%.2f, %.2f, %.2f, %.2f), quat(%.2f, %.2f, %.2f, %.2f), "
75 "col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f), view(%.2f, %.2f, %.2f)",
76 ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.w.ToFloat32(),
77 ret.quat.x.ToFloat32(), ret.quat.y.ToFloat32(), ret.quat.z.ToFloat32(), ret.quat.w.ToFloat32(),
78 ret.color.x.ToFloat32(), ret.color.y.ToFloat32(), ret.color.z.ToFloat32(), ret.color.w.ToFloat32(),
79 ret.tc0.u().ToFloat32(), ret.tc0.v().ToFloat32(),
80 ret.view.x.ToFloat32(), ret.view.y.ToFloat32(), ret.view.z.ToFloat32());
81
82 return ret;
83}
84
33#ifdef ARCHITECTURE_x86_64 85#ifdef ARCHITECTURE_x86_64
34static std::unordered_map<u64, std::unique_ptr<JitShader>> shader_map; 86static std::unordered_map<u64, std::unique_ptr<JitShader>> shader_map;
35static const JitShader* jit_shader; 87static const JitShader* jit_shader;
@@ -62,7 +114,7 @@ void ShaderSetup::Setup() {
62 114
63MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240)); 115MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240));
64 116
65OutputVertex ShaderSetup::Run(UnitState<false>& state, const InputVertex& input, int num_attributes) { 117void ShaderSetup::Run(UnitState<false>& state, const InputVertex& input, int num_attributes) {
66 auto& config = g_state.regs.vs; 118 auto& config = g_state.regs.vs;
67 auto& setup = g_state.vs; 119 auto& setup = g_state.vs;
68 120
@@ -89,55 +141,6 @@ OutputVertex ShaderSetup::Run(UnitState<false>& state, const InputVertex& input,
89 RunInterpreter(setup, state, config.main_offset); 141 RunInterpreter(setup, state, config.main_offset);
90#endif // ARCHITECTURE_x86_64 142#endif // ARCHITECTURE_x86_64
91 143
92 // Setup output data
93 OutputVertex ret;
94 // TODO(neobrain): Under some circumstances, up to 16 attributes may be output. We need to
95 // figure out what those circumstances are and enable the remaining outputs then.
96 unsigned index = 0;
97 for (unsigned i = 0; i < 7; ++i) {
98
99 if (index >= g_state.regs.vs_output_total)
100 break;
101
102 if ((g_state.regs.vs.output_mask & (1 << i)) == 0)
103 continue;
104
105 const auto& output_register_map = g_state.regs.vs_output_attributes[index]; // TODO: Don't hardcode VS here
106
107 u32 semantics[4] = {
108 output_register_map.map_x, output_register_map.map_y,
109 output_register_map.map_z, output_register_map.map_w
110 };
111
112 for (unsigned comp = 0; comp < 4; ++comp) {
113 float24* out = ((float24*)&ret) + semantics[comp];
114 if (semantics[comp] != Regs::VSOutputAttributes::INVALID) {
115 *out = state.registers.output[i][comp];
116 } else {
117 // Zero output so that attributes which aren't output won't have denormals in them,
118 // which would slow us down later.
119 memset(out, 0, sizeof(*out));
120 }
121 }
122
123 index++;
124 }
125
126 // The hardware takes the absolute and saturates vertex colors like this, *before* doing interpolation
127 for (unsigned i = 0; i < 4; ++i) {
128 ret.color[i] = float24::FromFloat32(
129 std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f));
130 }
131
132 LOG_TRACE(HW_GPU, "Output vertex: pos(%.2f, %.2f, %.2f, %.2f), quat(%.2f, %.2f, %.2f, %.2f), "
133 "col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f), view(%.2f, %.2f, %.2f)",
134 ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.w.ToFloat32(),
135 ret.quat.x.ToFloat32(), ret.quat.y.ToFloat32(), ret.quat.z.ToFloat32(), ret.quat.w.ToFloat32(),
136 ret.color.x.ToFloat32(), ret.color.y.ToFloat32(), ret.color.z.ToFloat32(), ret.color.w.ToFloat32(),
137 ret.tc0.u().ToFloat32(), ret.tc0.v().ToFloat32(),
138 ret.view.x.ToFloat32(), ret.view.y.ToFloat32(), ret.view.z.ToFloat32());
139
140 return ret;
141} 144}
142 145
143DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const ShaderSetup& setup) { 146DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const ShaderSetup& setup) {