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authorGravatar Tony Wasserka <NeoBrainX@gmail.com>2014-12-21 03:01:35 +0100
committerGravatar Tony Wasserka <NeoBrainX@gmail.com>2015-02-18 14:02:59 +0100
commit70a764d992937b2919c6262c70c85117fe22d7d9 (patch)
treec563b2532e2335c7dbac08394abb616b77bc6b42 /src/video_core/vertex_shader.cpp
parent6c26ec72a5b299a5ceb3e4ca7ed0712d312da548 (diff)
Pica/VertexShader: Implement the LOOP instruction.
Diffstat (limited to 'src/video_core/vertex_shader.cpp')
-rw-r--r--src/video_core/vertex_shader.cpp50
1 files changed, 36 insertions, 14 deletions
diff --git a/src/video_core/vertex_shader.cpp b/src/video_core/vertex_shader.cpp
index 80935a50..def868ac 100644
--- a/src/video_core/vertex_shader.cpp
+++ b/src/video_core/vertex_shader.cpp
@@ -85,8 +85,11 @@ struct VertexShaderState {
};
struct CallStackElement {
- u32 final_address;
- u32 return_address;
+ u32 final_address; // Address upon which we jump to return_address
+ u32 return_address; // Where to jump when leaving scope
+ u8 repeat_counter; // How often to repeat until this call stack element is removed
+ u8 loop_increment; // Which value to add to the loop counter after an iteration
+ // TODO: Should this be a signed value? Does it even matter?
};
// TODO: Is there a maximal size for this?
@@ -105,9 +108,14 @@ static void ProcessShaderCode(VertexShaderState& state) {
while (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();
+ auto& top = state.call_stack.top();
+ if (state.program_counter - shader_memory.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.call_stack.pop();
+ }
// TODO: Is "trying again" accurate to hardware?
continue;
@@ -118,9 +126,10 @@ static void ProcessShaderCode(VertexShaderState& state) {
const Instruction& instr = *(const Instruction*)state.program_counter;
const SwizzlePattern& swizzle = *(SwizzlePattern*)&swizzle_data[instr.common.operand_desc_id];
- auto call = [&](VertexShaderState& state, u32 offset, u32 num_instructions, u32 return_offset) {
+ static auto call = [](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.call_stack.push({ offset + num_instructions, return_offset });
+ state.call_stack.push({ offset + num_instructions, return_offset, repeat_count, loop_increment });
};
u32 binary_offset = state.program_counter - shader_memory.data();
@@ -457,7 +466,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
call(state,
instr.flow_control.dest_offset,
instr.flow_control.num_instructions,
- binary_offset + 1);
+ binary_offset + 1, 0, 0);
break;
case Instruction::OpCode::CALLU:
@@ -465,7 +474,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
call(state,
instr.flow_control.dest_offset,
instr.flow_control.num_instructions,
- binary_offset + 1);
+ binary_offset + 1, 0, 0);
}
break;
@@ -474,7 +483,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
call(state,
instr.flow_control.dest_offset,
instr.flow_control.num_instructions,
- binary_offset + 1);
+ binary_offset + 1, 0, 0);
}
break;
@@ -486,12 +495,12 @@ static void ProcessShaderCode(VertexShaderState& state) {
call(state,
binary_offset + 1,
instr.flow_control.dest_offset - binary_offset - 1,
- instr.flow_control.dest_offset + instr.flow_control.num_instructions);
+ instr.flow_control.dest_offset + instr.flow_control.num_instructions, 0, 0);
} else {
call(state,
instr.flow_control.dest_offset,
instr.flow_control.num_instructions,
- instr.flow_control.dest_offset + instr.flow_control.num_instructions);
+ instr.flow_control.dest_offset + instr.flow_control.num_instructions, 0, 0);
}
break;
@@ -504,17 +513,30 @@ static void ProcessShaderCode(VertexShaderState& state) {
call(state,
binary_offset + 1,
instr.flow_control.dest_offset - binary_offset - 1,
- instr.flow_control.dest_offset + instr.flow_control.num_instructions);
+ instr.flow_control.dest_offset + instr.flow_control.num_instructions, 0, 0);
} else {
call(state,
instr.flow_control.dest_offset,
instr.flow_control.num_instructions,
- instr.flow_control.dest_offset + instr.flow_control.num_instructions);
+ instr.flow_control.dest_offset + instr.flow_control.num_instructions, 0, 0);
}
break;
}
+ case Instruction::OpCode::LOOP:
+ {
+ state.address_registers[2] = shader_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);
+ break;
+ }
+
default:
LOG_ERROR(HW_GPU, "Unhandled instruction: 0x%02x (%s): 0x%08x",
(int)instr.opcode.Value(), instr.opcode.GetInfo().name, instr.hex);