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authorGravatar Jannik Vogel2016-12-17 13:28:59 +0100
committerGravatar Jannik Vogel2017-05-12 16:22:37 +0200
commit3fd3775d35c3634f7fdf7a1e9933e2d8d6e8198e (patch)
treef73066674f6fbb69308e84da54474eb90d5e48e6 /src
parentPica: Set program code / swizzle data limit to 4096 (diff)
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Pica: Write shader registers in functions
The commit after this one adds GS register writes, so this moves the VS handlers into functions so they can be re-used and extended more easily.
Diffstat (limited to 'src')
-rw-r--r--src/video_core/command_processor.cpp160
1 files changed, 103 insertions, 57 deletions
diff --git a/src/video_core/command_processor.cpp b/src/video_core/command_processor.cpp
index 2e32ff905..c29ad6775 100644
--- a/src/video_core/command_processor.cpp
+++ b/src/video_core/command_processor.cpp
@@ -32,12 +32,13 @@ namespace Pica {
32 32
33namespace CommandProcessor { 33namespace CommandProcessor {
34 34
35static int float_regs_counter = 0; 35static int vs_float_regs_counter = 0;
36static u32 vs_uniform_write_buffer[4];
36 37
37static u32 uniform_write_buffer[4]; 38static int gs_float_regs_counter = 0;
39static u32 gs_uniform_write_buffer[4];
38 40
39static int default_attr_counter = 0; 41static int default_attr_counter = 0;
40
41static u32 default_attr_write_buffer[3]; 42static u32 default_attr_write_buffer[3];
42 43
43// Expand a 4-bit mask to 4-byte mask, e.g. 0b0101 -> 0x00FF00FF 44// Expand a 4-bit mask to 4-byte mask, e.g. 0b0101 -> 0x00FF00FF
@@ -48,6 +49,97 @@ static const u32 expand_bits_to_bytes[] = {
48 49
49MICROPROFILE_DEFINE(GPU_Drawing, "GPU", "Drawing", MP_RGB(50, 50, 240)); 50MICROPROFILE_DEFINE(GPU_Drawing, "GPU", "Drawing", MP_RGB(50, 50, 240));
50 51
52static const char* GetShaderSetupTypeName(Shader::ShaderSetup& setup) {
53 if (&setup == &g_state.vs) {
54 return "vertex shader";
55 }
56 if (&setup == &g_state.gs) {
57 return "geometry shader";
58 }
59 return "unknown shader";
60}
61
62static void WriteUniformBoolReg(Shader::ShaderSetup& setup, u32 value) {
63 for (unsigned i = 0; i < setup.uniforms.b.size(); ++i)
64 setup.uniforms.b[i] = (value & (1 << i)) != 0;
65}
66
67static void WriteUniformIntReg(Shader::ShaderSetup& setup, unsigned index,
68 const Math::Vec4<u8>& values) {
69 ASSERT(index < setup.uniforms.i.size());
70 setup.uniforms.i[index] = values;
71 LOG_TRACE(HW_GPU, "Set %s integer uniform %d to %02x %02x %02x %02x",
72 GetShaderSetupTypeName(setup), index, values.x, values.y, values.z, values.w);
73}
74
75static void WriteUniformFloatReg(ShaderRegs& config, Shader::ShaderSetup& setup,
76 int& float_regs_counter, u32 uniform_write_buffer[4], u32 value) {
77 auto& uniform_setup = config.uniform_setup;
78
79 // TODO: Does actual hardware indeed keep an intermediate buffer or does
80 // it directly write the values?
81 uniform_write_buffer[float_regs_counter++] = value;
82
83 // Uniforms are written in a packed format such that four float24 values are encoded in
84 // three 32-bit numbers. We write to internal memory once a full such vector is
85 // written.
86 if ((float_regs_counter >= 4 && uniform_setup.IsFloat32()) ||
87 (float_regs_counter >= 3 && !uniform_setup.IsFloat32())) {
88 float_regs_counter = 0;
89
90 auto& uniform = setup.uniforms.f[uniform_setup.index];
91
92 if (uniform_setup.index >= 96) {
93 LOG_ERROR(HW_GPU, "Invalid %s float uniform index %d", GetShaderSetupTypeName(setup),
94 (int)uniform_setup.index);
95 } else {
96
97 // NOTE: The destination component order indeed is "backwards"
98 if (uniform_setup.IsFloat32()) {
99 for (auto i : {0, 1, 2, 3})
100 uniform[3 - i] = float24::FromFloat32(*(float*)(&uniform_write_buffer[i]));
101 } else {
102 // TODO: Untested
103 uniform.w = float24::FromRaw(uniform_write_buffer[0] >> 8);
104 uniform.z = float24::FromRaw(((uniform_write_buffer[0] & 0xFF) << 16) |
105 ((uniform_write_buffer[1] >> 16) & 0xFFFF));
106 uniform.y = float24::FromRaw(((uniform_write_buffer[1] & 0xFFFF) << 8) |
107 ((uniform_write_buffer[2] >> 24) & 0xFF));
108 uniform.x = float24::FromRaw(uniform_write_buffer[2] & 0xFFFFFF);
109 }
110
111 LOG_TRACE(HW_GPU, "Set %s float uniform %x to (%f %f %f %f)",
112 GetShaderSetupTypeName(setup), (int)uniform_setup.index,
113 uniform.x.ToFloat32(), uniform.y.ToFloat32(), uniform.z.ToFloat32(),
114 uniform.w.ToFloat32());
115
116 // TODO: Verify that this actually modifies the register!
117 uniform_setup.index.Assign(uniform_setup.index + 1);
118 }
119 }
120}
121
122static void WriteProgramCode(ShaderRegs& config, Shader::ShaderSetup& setup,
123 unsigned max_program_code_length, u32 value) {
124 if (config.program.offset >= max_program_code_length) {
125 LOG_ERROR(HW_GPU, "Invalid %s program offset %d", GetShaderSetupTypeName(setup),
126 (int)config.program.offset);
127 } else {
128 setup.program_code[config.program.offset] = value;
129 config.program.offset++;
130 }
131}
132
133static void WriteSwizzlePatterns(ShaderRegs& config, Shader::ShaderSetup& setup, u32 value) {
134 if (config.swizzle_patterns.offset >= setup.swizzle_data.size()) {
135 LOG_ERROR(HW_GPU, "Invalid %s swizzle pattern offset %d", GetShaderSetupTypeName(setup),
136 (int)config.swizzle_patterns.offset);
137 } else {
138 setup.swizzle_data[config.swizzle_patterns.offset] = value;
139 config.swizzle_patterns.offset++;
140 }
141}
142
51static void WritePicaReg(u32 id, u32 value, u32 mask) { 143static void WritePicaReg(u32 id, u32 value, u32 mask) {
52 auto& regs = g_state.regs; 144 auto& regs = g_state.regs;
53 145
@@ -331,20 +423,17 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
331 } 423 }
332 424
333 case PICA_REG_INDEX(vs.bool_uniforms): 425 case PICA_REG_INDEX(vs.bool_uniforms):
334 for (unsigned i = 0; i < 16; ++i) 426 WriteUniformBoolReg(g_state.vs, value);
335 g_state.vs.uniforms.b[i] = (regs.vs.bool_uniforms.Value() & (1 << i)) != 0;
336
337 break; 427 break;
338 428
339 case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[0], 0x2b1): 429 case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[0], 0x2b1):
340 case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[1], 0x2b2): 430 case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[1], 0x2b2):
341 case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[2], 0x2b3): 431 case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[2], 0x2b3):
342 case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[3], 0x2b4): { 432 case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[3], 0x2b4): {
343 int index = (id - PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[0], 0x2b1)); 433 unsigned index = (id - PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[0], 0x2b1));
344 auto values = regs.vs.int_uniforms[index]; 434 auto values = regs.vs.int_uniforms[index];
345 g_state.vs.uniforms.i[index] = Math::Vec4<u8>(values.x, values.y, values.z, values.w); 435 WriteUniformIntReg(g_state.vs, index,
346 LOG_TRACE(HW_GPU, "Set integer uniform %d to %02x %02x %02x %02x", index, values.x.Value(), 436 Math::Vec4<u8>(values.x, values.y, values.z, values.w));
347 values.y.Value(), values.z.Value(), values.w.Value());
348 break; 437 break;
349 } 438 }
350 439
@@ -356,51 +445,11 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
356 case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[5], 0x2c6): 445 case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[5], 0x2c6):
357 case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[6], 0x2c7): 446 case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[6], 0x2c7):
358 case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[7], 0x2c8): { 447 case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[7], 0x2c8): {
359 auto& uniform_setup = regs.vs.uniform_setup; 448 WriteUniformFloatReg(g_state.regs.vs, g_state.vs, vs_float_regs_counter,
360 449 vs_uniform_write_buffer, value);
361 // TODO: Does actual hardware indeed keep an intermediate buffer or does
362 // it directly write the values?
363 uniform_write_buffer[float_regs_counter++] = value;
364
365 // Uniforms are written in a packed format such that four float24 values are encoded in
366 // three 32-bit numbers. We write to internal memory once a full such vector is
367 // written.
368 if ((float_regs_counter >= 4 && uniform_setup.IsFloat32()) ||
369 (float_regs_counter >= 3 && !uniform_setup.IsFloat32())) {
370 float_regs_counter = 0;
371
372 auto& uniform = g_state.vs.uniforms.f[uniform_setup.index];
373
374 if (uniform_setup.index > 95) {
375 LOG_ERROR(HW_GPU, "Invalid VS uniform index %d", (int)uniform_setup.index);
376 break;
377 }
378
379 // NOTE: The destination component order indeed is "backwards"
380 if (uniform_setup.IsFloat32()) {
381 for (auto i : {0, 1, 2, 3})
382 uniform[3 - i] = float24::FromFloat32(*(float*)(&uniform_write_buffer[i]));
383 } else {
384 // TODO: Untested
385 uniform.w = float24::FromRaw(uniform_write_buffer[0] >> 8);
386 uniform.z = float24::FromRaw(((uniform_write_buffer[0] & 0xFF) << 16) |
387 ((uniform_write_buffer[1] >> 16) & 0xFFFF));
388 uniform.y = float24::FromRaw(((uniform_write_buffer[1] & 0xFFFF) << 8) |
389 ((uniform_write_buffer[2] >> 24) & 0xFF));
390 uniform.x = float24::FromRaw(uniform_write_buffer[2] & 0xFFFFFF);
391 }
392
393 LOG_TRACE(HW_GPU, "Set uniform %x to (%f %f %f %f)", (int)uniform_setup.index,
394 uniform.x.ToFloat32(), uniform.y.ToFloat32(), uniform.z.ToFloat32(),
395 uniform.w.ToFloat32());
396
397 // TODO: Verify that this actually modifies the register!
398 uniform_setup.index.Assign(uniform_setup.index + 1);
399 }
400 break; 450 break;
401 } 451 }
402 452
403 // Load shader program code
404 case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[0], 0x2cc): 453 case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[0], 0x2cc):
405 case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[1], 0x2cd): 454 case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[1], 0x2cd):
406 case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[2], 0x2ce): 455 case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[2], 0x2ce):
@@ -409,12 +458,10 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
409 case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[5], 0x2d1): 458 case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[5], 0x2d1):
410 case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[6], 0x2d2): 459 case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[6], 0x2d2):
411 case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[7], 0x2d3): { 460 case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[7], 0x2d3): {
412 g_state.vs.program_code[regs.vs.program.offset] = value; 461 WriteProgramCode(g_state.regs.vs, g_state.vs, 512, value);
413 regs.vs.program.offset++;
414 break; 462 break;
415 } 463 }
416 464
417 // Load swizzle pattern data
418 case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[0], 0x2d6): 465 case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[0], 0x2d6):
419 case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[1], 0x2d7): 466 case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[1], 0x2d7):
420 case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[2], 0x2d8): 467 case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[2], 0x2d8):
@@ -423,8 +470,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
423 case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[5], 0x2db): 470 case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[5], 0x2db):
424 case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[6], 0x2dc): 471 case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[6], 0x2dc):
425 case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[7], 0x2dd): { 472 case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[7], 0x2dd): {
426 g_state.vs.swizzle_data[regs.vs.swizzle_patterns.offset] = value; 473 WriteSwizzlePatterns(g_state.regs.vs, g_state.vs, value);
427 regs.vs.swizzle_patterns.offset++;
428 break; 474 break;
429 } 475 }
430 476