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authorGravatar bunnei <bunneidev@gmail.com>2015-05-13 23:29:27 -0400
committerGravatar bunnei <bunneidev@gmail.com>2015-05-22 22:59:42 -0400
commit1b42d55a9dcb27ac2374de0ed0d1d0ec8385b13e (patch)
treec21e1e3b667abbe498e1ab818c25988095cd0dbf /src/video_core/vertex_shader.cpp
parent4c207798b47836fedb09e93b3bb5bdd00bc91bd1 (diff)
Pica: Create 'State' structure and move state memory there.
Diffstat (limited to 'src/video_core/vertex_shader.cpp')
-rw-r--r--src/video_core/vertex_shader.cpp96
1 files changed, 27 insertions, 69 deletions
diff --git a/src/video_core/vertex_shader.cpp b/src/video_core/vertex_shader.cpp
index 981d1a35..7d68998f 100644
--- a/src/video_core/vertex_shader.cpp
+++ b/src/video_core/vertex_shader.cpp
@@ -26,55 +26,8 @@ namespace Pica {
namespace VertexShader {
-static struct {
- Math::Vec4<float24> f[96];
-
- std::array<bool,16> b;
-
- std::array<Math::Vec4<u8>,4> i;
-} shader_uniforms;
-
-static Math::Vec4<float24> vs_default_attributes[16];
-
-// TODO: Not sure where the shader binary and swizzle patterns are supposed to be loaded to!
-// For now, we just keep these local arrays around.
-static std::array<u32, 1024> shader_memory;
-static std::array<u32, 1024> swizzle_data;
-
-void SubmitShaderMemoryChange(u32 addr, u32 value) {
- shader_memory[addr] = value;
-}
-
-void SubmitSwizzleDataChange(u32 addr, u32 value) {
- swizzle_data[addr] = value;
-}
-
-Math::Vec4<float24>& GetFloatUniform(u32 index) {
- return shader_uniforms.f[index];
-}
-
-bool& GetBoolUniform(u32 index) {
- return shader_uniforms.b[index];
-}
-
-Math::Vec4<u8>& GetIntUniform(u32 index) {
- return shader_uniforms.i[index];
-}
-
-Math::Vec4<float24>& GetDefaultAttribute(u32 index) {
- return vs_default_attributes[index];
-}
-
-const std::array<u32, 1024>& GetShaderBinary() {
- return shader_memory;
-}
-
-const std::array<u32, 1024>& GetSwizzlePatterns() {
- return swizzle_data;
-}
-
struct VertexShaderState {
- u32* program_counter;
+ const u32* program_counter;
const float24* input_register_table[16];
Math::Vec4<float24> output_registers[16];
@@ -109,6 +62,9 @@ struct VertexShaderState {
};
static void ProcessShaderCode(VertexShaderState& state) {
+ const auto& uniforms = g_state.vs.uniforms;
+ const auto& swizzle_data = g_state.vs.swizzle_data;
+ const auto& program_code = g_state.vs.program_code;
// Placeholder for invalid inputs
static float24 dummy_vec4_float24[4];
@@ -116,14 +72,14 @@ static void ProcessShaderCode(VertexShaderState& state) {
while (true) {
if (!state.call_stack.empty()) {
auto& top = state.call_stack.top();
- if (state.program_counter - shader_memory.data() == top.final_address) {
+ if (state.program_counter - program_code.data() == top.final_address) {
state.address_registers[2] += top.loop_increment;
if (top.repeat_counter-- == 0) {
- state.program_counter = &shader_memory[top.return_address];
+ state.program_counter = &program_code[top.return_address];
state.call_stack.pop();
} else {
- state.program_counter = &shader_memory[top.loop_address];
+ state.program_counter = &program_code[top.loop_address];
}
// TODO: Is "trying again" accurate to hardware?
@@ -135,12 +91,12 @@ static void ProcessShaderCode(VertexShaderState& state) {
const Instruction& instr = *(const Instruction*)state.program_counter;
const SwizzlePattern& swizzle = *(SwizzlePattern*)&swizzle_data[instr.common.operand_desc_id];
- static auto call = [](VertexShaderState& state, u32 offset, u32 num_instructions,
+ static auto call = [&program_code](VertexShaderState& state, u32 offset, u32 num_instructions,
u32 return_offset, u8 repeat_count, u8 loop_increment) {
- state.program_counter = &shader_memory[offset] - 1; // -1 to make sure when incrementing the PC we end up at the correct offset
+ state.program_counter = &program_code[offset] - 1; // -1 to make sure when incrementing the PC we end up at the correct offset
state.call_stack.push({ offset + num_instructions, return_offset, repeat_count, loop_increment, offset });
};
- u32 binary_offset = state.program_counter - shader_memory.data();
+ u32 binary_offset = state.program_counter - program_code.data();
state.debug.max_offset = std::max<u32>(state.debug.max_offset, 1 + binary_offset);
@@ -153,7 +109,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
return &state.temporary_registers[source_reg.GetIndex()].x;
case RegisterType::FloatUniform:
- return &shader_uniforms.f[source_reg.GetIndex()].x;
+ return &uniforms.f[source_reg.GetIndex()].x;
default:
return dummy_vec4_float24;
@@ -471,13 +427,13 @@ static void ProcessShaderCode(VertexShaderState& state) {
case OpCode::Id::JMPC:
if (evaluate_condition(state, instr.flow_control.refx, instr.flow_control.refy, instr.flow_control)) {
- state.program_counter = &shader_memory[instr.flow_control.dest_offset] - 1;
+ state.program_counter = &program_code[instr.flow_control.dest_offset] - 1;
}
break;
case OpCode::Id::JMPU:
- if (shader_uniforms.b[instr.flow_control.bool_uniform_id]) {
- state.program_counter = &shader_memory[instr.flow_control.dest_offset] - 1;
+ if (uniforms.b[instr.flow_control.bool_uniform_id]) {
+ state.program_counter = &program_code[instr.flow_control.dest_offset] - 1;
}
break;
@@ -489,7 +445,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
break;
case OpCode::Id::CALLU:
- if (shader_uniforms.b[instr.flow_control.bool_uniform_id]) {
+ if (uniforms.b[instr.flow_control.bool_uniform_id]) {
call(state,
instr.flow_control.dest_offset,
instr.flow_control.num_instructions,
@@ -510,7 +466,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
break;
case OpCode::Id::IFU:
- if (shader_uniforms.b[instr.flow_control.bool_uniform_id]) {
+ if (uniforms.b[instr.flow_control.bool_uniform_id]) {
call(state,
binary_offset + 1,
instr.flow_control.dest_offset - binary_offset - 1,
@@ -545,14 +501,14 @@ static void ProcessShaderCode(VertexShaderState& state) {
case OpCode::Id::LOOP:
{
- state.address_registers[2] = shader_uniforms.i[instr.flow_control.int_uniform_id].y;
+ state.address_registers[2] = uniforms.i[instr.flow_control.int_uniform_id].y;
call(state,
binary_offset + 1,
instr.flow_control.dest_offset - binary_offset + 1,
instr.flow_control.dest_offset + 1,
- shader_uniforms.i[instr.flow_control.int_uniform_id].x,
- shader_uniforms.i[instr.flow_control.int_uniform_id].z);
+ uniforms.i[instr.flow_control.int_uniform_id].x,
+ uniforms.i[instr.flow_control.int_uniform_id].z);
break;
}
@@ -578,15 +534,17 @@ static Common::Profiling::TimingCategory shader_category("Vertex Shader");
OutputVertex RunShader(const InputVertex& input, int num_attributes) {
Common::Profiling::ScopeTimer timer(shader_category);
+ const auto& regs = g_state.regs;
+ const auto& vs = g_state.vs;
VertexShaderState state;
- const u32* main = &shader_memory[registers.vs_main_offset];
+ const u32* main = &vs.program_code[regs.vs_main_offset];
state.program_counter = (u32*)main;
state.debug.max_offset = 0;
state.debug.max_opdesc_id = 0;
// Setup input register table
- const auto& attribute_register_map = registers.vs_input_register_map;
+ const auto& attribute_register_map = regs.vs_input_register_map;
float24 dummy_register;
boost::fill(state.input_register_table, &dummy_register);
@@ -611,16 +569,16 @@ OutputVertex RunShader(const InputVertex& input, int num_attributes) {
state.conditional_code[1] = false;
ProcessShaderCode(state);
- DebugUtils::DumpShader(shader_memory.data(), state.debug.max_offset, swizzle_data.data(),
- state.debug.max_opdesc_id, registers.vs_main_offset,
- registers.vs_output_attributes);
+ DebugUtils::DumpShader(vs.program_code.data(), state.debug.max_offset, vs.swizzle_data.data(),
+ state.debug.max_opdesc_id, regs.vs_main_offset,
+ regs.vs_output_attributes);
// 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.
for (int i = 0; i < 7; ++i) {
- const auto& output_register_map = registers.vs_output_attributes[i];
+ const auto& output_register_map = regs.vs_output_attributes[i];
u32 semantics[4] = {
output_register_map.map_x, output_register_map.map_y,