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Diffstat (limited to 'src/video_core/geometry_pipeline.cpp')
| -rw-r--r-- | src/video_core/geometry_pipeline.cpp | 274 |
1 files changed, 0 insertions, 274 deletions
diff --git a/src/video_core/geometry_pipeline.cpp b/src/video_core/geometry_pipeline.cpp deleted file mode 100644 index 98ff2ccd3..000000000 --- a/src/video_core/geometry_pipeline.cpp +++ /dev/null | |||
| @@ -1,274 +0,0 @@ | |||
| 1 | // Copyright 2017 Citra Emulator Project | ||
| 2 | // Licensed under GPLv2 or any later version | ||
| 3 | // Refer to the license.txt file included. | ||
| 4 | |||
| 5 | #include "video_core/geometry_pipeline.h" | ||
| 6 | #include "video_core/pica_state.h" | ||
| 7 | #include "video_core/regs.h" | ||
| 8 | #include "video_core/renderer_base.h" | ||
| 9 | #include "video_core/video_core.h" | ||
| 10 | |||
| 11 | namespace Pica { | ||
| 12 | |||
| 13 | /// An attribute buffering interface for different pipeline modes | ||
| 14 | class GeometryPipelineBackend { | ||
| 15 | public: | ||
| 16 | virtual ~GeometryPipelineBackend() = default; | ||
| 17 | |||
| 18 | /// Checks if there is no incomplete data transfer | ||
| 19 | virtual bool IsEmpty() const = 0; | ||
| 20 | |||
| 21 | /// Checks if the pipeline needs a direct input from index buffer | ||
| 22 | virtual bool NeedIndexInput() const = 0; | ||
| 23 | |||
| 24 | /// Submits an index from index buffer | ||
| 25 | virtual void SubmitIndex(unsigned int val) = 0; | ||
| 26 | |||
| 27 | /** | ||
| 28 | * Submits vertex attributes | ||
| 29 | * @param input attributes of a vertex output from vertex shader | ||
| 30 | * @return if the buffer is full and the geometry shader should be invoked | ||
| 31 | */ | ||
| 32 | virtual bool SubmitVertex(const Shader::AttributeBuffer& input) = 0; | ||
| 33 | }; | ||
| 34 | |||
| 35 | // In the Point mode, vertex attributes are sent to the input registers in the geometry shader unit. | ||
| 36 | // The size of vertex shader outputs and geometry shader inputs are constants. Geometry shader is | ||
| 37 | // invoked upon inputs buffer filled up by vertex shader outputs. For example, if we have a geometry | ||
| 38 | // shader that takes 6 inputs, and the vertex shader outputs 2 attributes, it would take 3 vertices | ||
| 39 | // for one geometry shader invocation. | ||
| 40 | // TODO: what happens when the input size is not divisible by the output size? | ||
| 41 | class GeometryPipeline_Point : public GeometryPipelineBackend { | ||
| 42 | public: | ||
| 43 | GeometryPipeline_Point(const Regs& regs, Shader::GSUnitState& unit) : regs(regs), unit(unit) { | ||
| 44 | ASSERT(regs.pipeline.variable_primitive == 0); | ||
| 45 | ASSERT(regs.gs.input_to_uniform == 0); | ||
| 46 | vs_output_num = regs.pipeline.vs_outmap_total_minus_1_a + 1; | ||
| 47 | size_t gs_input_num = regs.gs.max_input_attribute_index + 1; | ||
| 48 | ASSERT(gs_input_num % vs_output_num == 0); | ||
| 49 | buffer_cur = attribute_buffer.attr; | ||
| 50 | buffer_end = attribute_buffer.attr + gs_input_num; | ||
| 51 | } | ||
| 52 | |||
| 53 | bool IsEmpty() const override { | ||
| 54 | return buffer_cur == attribute_buffer.attr; | ||
| 55 | } | ||
| 56 | |||
| 57 | bool NeedIndexInput() const override { | ||
| 58 | return false; | ||
| 59 | } | ||
| 60 | |||
| 61 | void SubmitIndex(unsigned int val) override { | ||
| 62 | UNREACHABLE(); | ||
| 63 | } | ||
| 64 | |||
| 65 | bool SubmitVertex(const Shader::AttributeBuffer& input) override { | ||
| 66 | buffer_cur = std::copy(input.attr, input.attr + vs_output_num, buffer_cur); | ||
| 67 | if (buffer_cur == buffer_end) { | ||
| 68 | buffer_cur = attribute_buffer.attr; | ||
| 69 | unit.LoadInput(regs.gs, attribute_buffer); | ||
| 70 | return true; | ||
| 71 | } | ||
| 72 | return false; | ||
| 73 | } | ||
| 74 | |||
| 75 | private: | ||
| 76 | const Regs& regs; | ||
| 77 | Shader::GSUnitState& unit; | ||
| 78 | Shader::AttributeBuffer attribute_buffer; | ||
| 79 | Math::Vec4<float24>* buffer_cur; | ||
| 80 | Math::Vec4<float24>* buffer_end; | ||
| 81 | unsigned int vs_output_num; | ||
| 82 | }; | ||
| 83 | |||
| 84 | // In VariablePrimitive mode, vertex attributes are buffered into the uniform registers in the | ||
| 85 | // geometry shader unit. The number of vertex is variable, which is specified by the first index | ||
| 86 | // value in the batch. This mode is usually used for subdivision. | ||
| 87 | class GeometryPipeline_VariablePrimitive : public GeometryPipelineBackend { | ||
| 88 | public: | ||
| 89 | GeometryPipeline_VariablePrimitive(const Regs& regs, Shader::ShaderSetup& setup) | ||
| 90 | : regs(regs), setup(setup) { | ||
| 91 | ASSERT(regs.pipeline.variable_primitive == 1); | ||
| 92 | ASSERT(regs.gs.input_to_uniform == 1); | ||
| 93 | vs_output_num = regs.pipeline.vs_outmap_total_minus_1_a + 1; | ||
| 94 | } | ||
| 95 | |||
| 96 | bool IsEmpty() const override { | ||
| 97 | return need_index; | ||
| 98 | } | ||
| 99 | |||
| 100 | bool NeedIndexInput() const override { | ||
| 101 | return need_index; | ||
| 102 | } | ||
| 103 | |||
| 104 | void SubmitIndex(unsigned int val) override { | ||
| 105 | DEBUG_ASSERT(need_index); | ||
| 106 | |||
| 107 | // The number of vertex input is put to the uniform register | ||
| 108 | float24 vertex_num = float24::FromFloat32(static_cast<float>(val)); | ||
| 109 | setup.uniforms.f[0] = Math::MakeVec(vertex_num, vertex_num, vertex_num, vertex_num); | ||
| 110 | |||
| 111 | // The second uniform register and so on are used for receiving input vertices | ||
| 112 | buffer_cur = setup.uniforms.f + 1; | ||
| 113 | |||
| 114 | main_vertex_num = regs.pipeline.variable_vertex_main_num_minus_1 + 1; | ||
| 115 | total_vertex_num = val; | ||
| 116 | need_index = false; | ||
| 117 | } | ||
| 118 | |||
| 119 | bool SubmitVertex(const Shader::AttributeBuffer& input) override { | ||
| 120 | DEBUG_ASSERT(!need_index); | ||
| 121 | if (main_vertex_num != 0) { | ||
| 122 | // For main vertices, receive all attributes | ||
| 123 | buffer_cur = std::copy(input.attr, input.attr + vs_output_num, buffer_cur); | ||
| 124 | --main_vertex_num; | ||
| 125 | } else { | ||
| 126 | // For other vertices, only receive the first attribute (usually the position) | ||
| 127 | *(buffer_cur++) = input.attr[0]; | ||
| 128 | } | ||
| 129 | --total_vertex_num; | ||
| 130 | |||
| 131 | if (total_vertex_num == 0) { | ||
| 132 | need_index = true; | ||
| 133 | return true; | ||
| 134 | } | ||
| 135 | |||
| 136 | return false; | ||
| 137 | } | ||
| 138 | |||
| 139 | private: | ||
| 140 | bool need_index = true; | ||
| 141 | const Regs& regs; | ||
| 142 | Shader::ShaderSetup& setup; | ||
| 143 | unsigned int main_vertex_num; | ||
| 144 | unsigned int total_vertex_num; | ||
| 145 | Math::Vec4<float24>* buffer_cur; | ||
| 146 | unsigned int vs_output_num; | ||
| 147 | }; | ||
| 148 | |||
| 149 | // In FixedPrimitive mode, vertex attributes are buffered into the uniform registers in the geometry | ||
| 150 | // shader unit. The number of vertex per shader invocation is constant. This is usually used for | ||
| 151 | // particle system. | ||
| 152 | class GeometryPipeline_FixedPrimitive : public GeometryPipelineBackend { | ||
| 153 | public: | ||
| 154 | GeometryPipeline_FixedPrimitive(const Regs& regs, Shader::ShaderSetup& setup) | ||
| 155 | : regs(regs), setup(setup) { | ||
| 156 | ASSERT(regs.pipeline.variable_primitive == 0); | ||
| 157 | ASSERT(regs.gs.input_to_uniform == 1); | ||
| 158 | vs_output_num = regs.pipeline.vs_outmap_total_minus_1_a + 1; | ||
| 159 | ASSERT(vs_output_num == regs.pipeline.gs_config.stride_minus_1 + 1); | ||
| 160 | size_t vertex_num = regs.pipeline.gs_config.fixed_vertex_num_minus_1 + 1; | ||
| 161 | buffer_cur = buffer_begin = setup.uniforms.f + regs.pipeline.gs_config.start_index; | ||
| 162 | buffer_end = buffer_begin + vs_output_num * vertex_num; | ||
| 163 | } | ||
| 164 | |||
| 165 | bool IsEmpty() const override { | ||
| 166 | return buffer_cur == buffer_begin; | ||
| 167 | } | ||
| 168 | |||
| 169 | bool NeedIndexInput() const override { | ||
| 170 | return false; | ||
| 171 | } | ||
| 172 | |||
| 173 | void SubmitIndex(unsigned int val) override { | ||
| 174 | UNREACHABLE(); | ||
| 175 | } | ||
| 176 | |||
| 177 | bool SubmitVertex(const Shader::AttributeBuffer& input) override { | ||
| 178 | buffer_cur = std::copy(input.attr, input.attr + vs_output_num, buffer_cur); | ||
| 179 | if (buffer_cur == buffer_end) { | ||
| 180 | buffer_cur = buffer_begin; | ||
| 181 | return true; | ||
| 182 | } | ||
| 183 | return false; | ||
| 184 | } | ||
| 185 | |||
| 186 | private: | ||
| 187 | const Regs& regs; | ||
| 188 | Shader::ShaderSetup& setup; | ||
| 189 | Math::Vec4<float24>* buffer_begin; | ||
| 190 | Math::Vec4<float24>* buffer_cur; | ||
| 191 | Math::Vec4<float24>* buffer_end; | ||
| 192 | unsigned int vs_output_num; | ||
| 193 | }; | ||
| 194 | |||
| 195 | GeometryPipeline::GeometryPipeline(State& state) : state(state) {} | ||
| 196 | |||
| 197 | GeometryPipeline::~GeometryPipeline() = default; | ||
| 198 | |||
| 199 | void GeometryPipeline::SetVertexHandler(Shader::VertexHandler vertex_handler) { | ||
| 200 | this->vertex_handler = vertex_handler; | ||
| 201 | } | ||
| 202 | |||
| 203 | void GeometryPipeline::Setup(Shader::ShaderEngine* shader_engine) { | ||
| 204 | if (!backend) | ||
| 205 | return; | ||
| 206 | |||
| 207 | this->shader_engine = shader_engine; | ||
| 208 | shader_engine->SetupBatch(state.gs, state.regs.gs.main_offset); | ||
| 209 | } | ||
| 210 | |||
| 211 | void GeometryPipeline::Reconfigure() { | ||
| 212 | ASSERT(!backend || backend->IsEmpty()); | ||
| 213 | |||
| 214 | if (state.regs.pipeline.use_gs == PipelineRegs::UseGS::No) { | ||
| 215 | backend = nullptr; | ||
| 216 | return; | ||
| 217 | } | ||
| 218 | |||
| 219 | ASSERT(state.regs.pipeline.use_gs == PipelineRegs::UseGS::Yes); | ||
| 220 | |||
| 221 | // The following assumes that when geometry shader is in use, the shader unit 3 is configured as | ||
| 222 | // a geometry shader unit. | ||
| 223 | // TODO: what happens if this is not true? | ||
| 224 | ASSERT(state.regs.pipeline.gs_unit_exclusive_configuration == 1); | ||
| 225 | ASSERT(state.regs.gs.shader_mode == ShaderRegs::ShaderMode::GS); | ||
| 226 | |||
| 227 | state.gs_unit.ConfigOutput(state.regs.gs); | ||
| 228 | |||
| 229 | ASSERT(state.regs.pipeline.vs_outmap_total_minus_1_a == | ||
| 230 | state.regs.pipeline.vs_outmap_total_minus_1_b); | ||
| 231 | |||
| 232 | switch (state.regs.pipeline.gs_config.mode) { | ||
| 233 | case PipelineRegs::GSMode::Point: | ||
| 234 | backend = std::make_unique<GeometryPipeline_Point>(state.regs, state.gs_unit); | ||
| 235 | break; | ||
| 236 | case PipelineRegs::GSMode::VariablePrimitive: | ||
| 237 | backend = std::make_unique<GeometryPipeline_VariablePrimitive>(state.regs, state.gs); | ||
| 238 | break; | ||
| 239 | case PipelineRegs::GSMode::FixedPrimitive: | ||
| 240 | backend = std::make_unique<GeometryPipeline_FixedPrimitive>(state.regs, state.gs); | ||
| 241 | break; | ||
| 242 | default: | ||
| 243 | UNREACHABLE(); | ||
| 244 | } | ||
| 245 | } | ||
| 246 | |||
| 247 | bool GeometryPipeline::NeedIndexInput() const { | ||
| 248 | if (!backend) | ||
| 249 | return false; | ||
| 250 | return backend->NeedIndexInput(); | ||
| 251 | } | ||
| 252 | |||
| 253 | void GeometryPipeline::SubmitIndex(unsigned int val) { | ||
| 254 | backend->SubmitIndex(val); | ||
| 255 | } | ||
| 256 | |||
| 257 | void GeometryPipeline::SubmitVertex(const Shader::AttributeBuffer& input) { | ||
| 258 | if (!backend) { | ||
| 259 | // No backend means the geometry shader is disabled, so we send the vertex shader output | ||
| 260 | // directly to the primitive assembler. | ||
| 261 | vertex_handler(input); | ||
| 262 | } else { | ||
| 263 | if (backend->SubmitVertex(input)) { | ||
| 264 | shader_engine->Run(state.gs, state.gs_unit); | ||
| 265 | |||
| 266 | // The uniform b15 is set to true after every geometry shader invocation. This is useful | ||
| 267 | // for the shader to know if this is the first invocation in a batch, if the program set | ||
| 268 | // b15 to false first. | ||
| 269 | state.gs.uniforms.b[15] = true; | ||
| 270 | } | ||
| 271 | } | ||
| 272 | } | ||
| 273 | |||
| 274 | } // namespace Pica | ||