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authorGravatar Tony Wasserka <NeoBrainX@gmail.com>2014-12-13 21:30:13 +0100
committerGravatar Tony Wasserka <NeoBrainX@gmail.com>2014-12-20 18:06:55 +0100
commit6bd41de276a97fee1d4f07789a33ff49d494a20d (patch)
tree97d0e3afb45f0ccee1b8b30058e7f879807f710d /src/video_core/vertex_shader.cpp
parent22afb9d8309f56494d95f6132561a413b8e7895c (diff)
Pica/VertexShader: Cleanup flow control logic and implement CMP/IFU instructions.
Diffstat (limited to 'src/video_core/vertex_shader.cpp')
-rw-r--r--src/video_core/vertex_shader.cpp106
1 files changed, 56 insertions, 50 deletions
diff --git a/src/video_core/vertex_shader.cpp b/src/video_core/vertex_shader.cpp
index dd406f9c..af933297 100644
--- a/src/video_core/vertex_shader.cpp
+++ b/src/video_core/vertex_shader.cpp
@@ -2,6 +2,8 @@
// Licensed under GPLv2
// Refer to the license.txt file included.
+#include <stack>
+
#include <boost/range/algorithm.hpp>
#include <common/file_util.h>
@@ -65,9 +67,6 @@ const std::array<u32, 1024>& GetSwizzlePatterns()
return swizzle_data;
}
-// TODO: Is there actually a limit on hardware?
-const int if_stack_size = 8;
-
struct VertexShaderState {
u32* program_counter;
@@ -84,14 +83,14 @@ struct VertexShaderState {
enum {
INVALID_ADDRESS = 0xFFFFFFFF
};
- u32 call_stack[8]; // TODO: What is the maximal call stack depth?
- u32* call_stack_pointer;
- struct IfStackElement {
- u32 else_addr;
- u32 else_instructions;
- } if_stack[if_stack_size];
- IfStackElement* if_stack_pointer;
+ struct CallStackElement {
+ u32 final_address;
+ u32 return_address;
+ };
+
+ // TODO: Is there a maximal size for this?
+ std::stack<CallStackElement> call_stack;
struct {
u32 max_offset; // maximum program counter ever reached
@@ -101,12 +100,27 @@ struct VertexShaderState {
static void ProcessShaderCode(VertexShaderState& state) {
while (true) {
- bool increment_pc = true;
+ if (!state.call_stack.empty()) {
+ if (state.program_counter - shader_memory.data() == state.call_stack.top().final_address) {
+ state.program_counter = &shader_memory[state.call_stack.top().return_address];
+ state.call_stack.pop();
+
+ // TODO: Is "trying again" accurate to hardware?
+ continue;
+ }
+ }
+
bool exit_loop = false;
const Instruction& instr = *(const Instruction*)state.program_counter;
const SwizzlePattern& swizzle = *(SwizzlePattern*)&swizzle_data[instr.common.operand_desc_id];
- state.debug.max_offset = std::max<u32>(state.debug.max_offset, 1 + (state.program_counter - shader_memory.data()));
+ auto call = [&](std::stack<VertexShaderState::CallStackElement>& stack, u32 offset, u32 num_instructions, u32 return_offset) {
+ state.program_counter = &shader_memory[offset] - 1; // -1 to make sure when incrementing the PC we end up at the correct offset
+ stack.push({ offset + num_instructions, return_offset });
+ };
+ u32 binary_offset = state.program_counter - shader_memory.data();
+
+ state.debug.max_offset = std::max<u32>(state.debug.max_offset, 1 + binary_offset);
auto LookupSourceRegister = [&](const SourceRegister& source_reg) -> const float24* {
switch (source_reg.GetRegisterType()) {
@@ -328,30 +342,33 @@ static void ProcessShaderCode(VertexShaderState& state) {
default:
// Handle each instruction on its own
switch (instr.opcode) {
- // NOP is currently used as a heuristic for leaving from a function.
- // TODO: This is completely incorrect.
- case Instruction::OpCode::NOP:
- if (*state.call_stack_pointer == VertexShaderState::INVALID_ADDRESS) {
- exit_loop = true;
- } else {
- // Jump back to call stack position, invalidate call stack entry, move up call stack pointer
- state.program_counter = &shader_memory[*state.call_stack_pointer];
- *state.call_stack_pointer-- = VertexShaderState::INVALID_ADDRESS;
- }
-
+ case Instruction::OpCode::END:
+ exit_loop = true;
break;
case Instruction::OpCode::CALL:
- increment_pc = false;
-
- _dbg_assert_(HW_GPU, state.call_stack_pointer - state.call_stack < sizeof(state.call_stack));
+ call(state.call_stack,
+ instr.flow_control.dest_offset,
+ instr.flow_control.num_instructions,
+ binary_offset + 1);
+ break;
- *++state.call_stack_pointer = state.program_counter - shader_memory.data();
- state.program_counter = &shader_memory[instr.flow_control.dest_offset];
+ case Instruction::OpCode::NOP:
break;
- case Instruction::OpCode::END:
- // TODO
+ case Instruction::OpCode::IFU:
+ if (shader_uniforms.b[instr.flow_control.bool_uniform_id]) {
+ call(state.call_stack,
+ binary_offset + 1,
+ instr.flow_control.dest_offset - binary_offset - 1,
+ instr.flow_control.dest_offset + instr.flow_control.num_instructions);
+ } else {
+ call(state.call_stack,
+ instr.flow_control.dest_offset,
+ instr.flow_control.num_instructions,
+ instr.flow_control.dest_offset + instr.flow_control.num_instructions);
+ }
+
break;
case Instruction::OpCode::IFC:
@@ -381,12 +398,15 @@ static void ProcessShaderCode(VertexShaderState& state) {
}
if (results[2]) {
- ++state.if_stack_pointer;
-
- state.if_stack_pointer->else_addr = instr.flow_control.dest_offset;
- state.if_stack_pointer->else_instructions = instr.flow_control.num_instructions;
+ call(state.call_stack,
+ binary_offset + 1,
+ instr.flow_control.dest_offset - binary_offset - 1,
+ instr.flow_control.dest_offset + instr.flow_control.num_instructions);
} else {
- state.program_counter = &shader_memory[instr.flow_control.dest_offset] - 1;
+ call(state.call_stack,
+ instr.flow_control.dest_offset,
+ instr.flow_control.num_instructions,
+ instr.flow_control.dest_offset + instr.flow_control.num_instructions);
}
break;
@@ -401,15 +421,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
break;
}
- if (increment_pc)
- ++state.program_counter;
-
- if (state.if_stack_pointer >= &state.if_stack[0]) {
- if (state.program_counter - shader_memory.data() == state.if_stack_pointer->else_addr) {
- state.program_counter += state.if_stack_pointer->else_instructions;
- state.if_stack_pointer--;
- }
- }
+ ++state.program_counter;
if (exit_loop)
break;
@@ -462,12 +474,6 @@ OutputVertex RunShader(const InputVertex& input, int num_attributes)
state.conditional_code[0] = false;
state.conditional_code[1] = false;
- boost::fill(state.call_stack, VertexShaderState::INVALID_ADDRESS);
- state.call_stack_pointer = &state.call_stack[0];
-
- std::fill(state.if_stack, state.if_stack + sizeof(state.if_stack) / sizeof(state.if_stack[0]),
- VertexShaderState::IfStackElement{VertexShaderState::INVALID_ADDRESS, VertexShaderState::INVALID_ADDRESS});
- state.if_stack_pointer = state.if_stack - 1; // Meh. TODO: Make this less ugly
ProcessShaderCode(state);
DebugUtils::DumpShader(shader_memory.data(), state.debug.max_offset, swizzle_data.data(),