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authorGravatar Tony Wasserka <NeoBrainX@gmail.com>2014-07-26 19:17:09 +0200
committerGravatar Tony Wasserka <NeoBrainX@gmail.com>2014-08-12 13:48:10 +0200
commitc52651261916b136f2ea4ff022fb9cead5a73a93 (patch)
tree11bf295b77b14d1d82c7f992a47cf20f5fffbda6 /src/video_core/vertex_shader.h
parentd443f0a92183c94eaa0c33dddbb450eb8fe2fd07 (diff)
Pica: Add vertex shader implementation.
Diffstat (limited to 'src/video_core/vertex_shader.h')
-rw-r--r--src/video_core/vertex_shader.h211
1 files changed, 211 insertions, 0 deletions
diff --git a/src/video_core/vertex_shader.h b/src/video_core/vertex_shader.h
new file mode 100644
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+++ b/src/video_core/vertex_shader.h
@@ -0,0 +1,211 @@
+// Copyright 2014 Citra Emulator Project
+// Licensed under GPLv2
+// Refer to the license.txt file included.
+
+#pragma once
+
+#include <initializer_list>
+
+#include <common/common_types.h>
+
+#include "math.h"
+#include "pica.h"
+
+namespace Pica {
+
+namespace VertexShader {
+
+struct InputVertex {
+ Math::Vec4<float24> attr[16];
+};
+
+struct OutputVertex {
+ OutputVertex() = default;
+
+ // VS output attributes
+ Math::Vec4<float24> pos;
+ Math::Vec4<float24> dummy; // quaternions (not implemented, yet)
+ Math::Vec4<float24> color;
+ Math::Vec2<float24> tc0;
+ float24 tc0_v;
+
+ // Padding for optimal alignment
+ float24 pad[14];
+
+ // Attributes used to store intermediate results
+
+ // position after perspective divide
+ Math::Vec3<float24> screenpos;
+
+ // Linear interpolation
+ // factor: 0=this, 1=vtx
+ void Lerp(float24 factor, const OutputVertex& vtx) {
+ pos = pos * factor + vtx.pos * (float24::FromFloat32(1) - factor);
+
+ // TODO: Should perform perspective correct interpolation here...
+ tc0 = tc0 * factor + vtx.tc0 * (float24::FromFloat32(1) - factor);
+
+ screenpos = screenpos * factor + vtx.screenpos * (float24::FromFloat32(1) - factor);
+
+ color = color * factor + vtx.color * (float24::FromFloat32(1) - factor);
+ }
+
+ // Linear interpolation
+ // factor: 0=v0, 1=v1
+ static OutputVertex Lerp(float24 factor, const OutputVertex& v0, const OutputVertex& v1) {
+ OutputVertex ret = v0;
+ ret.Lerp(factor, v1);
+ return ret;
+ }
+};
+static_assert(std::is_pod<OutputVertex>::value, "Structure is not POD");
+
+union Instruction {
+ enum class OpCode : u32 {
+ ADD = 0x0,
+ DP3 = 0x1,
+ DP4 = 0x2,
+
+ MUL = 0x8,
+
+ MAX = 0xC,
+ MIN = 0xD,
+ RCP = 0xE,
+ RSQ = 0xF,
+
+ MOV = 0x13,
+
+ RET = 0x21,
+ FLS = 0x22, // Flush
+ CALL = 0x24,
+ };
+
+ std::string GetOpCodeName() const {
+ std::map<OpCode, std::string> map = {
+ { OpCode::ADD, "ADD" },
+ { OpCode::DP3, "DP3" },
+ { OpCode::DP4, "DP4" },
+ { OpCode::MUL, "MUL" },
+ { OpCode::MAX, "MAX" },
+ { OpCode::MIN, "MIN" },
+ { OpCode::RCP, "RCP" },
+ { OpCode::RSQ, "RSQ" },
+ { OpCode::MOV, "MOV" },
+ { OpCode::RET, "RET" },
+ { OpCode::FLS, "FLS" },
+ };
+ auto it = map.find(opcode);
+ if (it == map.end())
+ return "UNK";
+ else
+ return it->second;
+ }
+
+ u32 hex;
+
+ BitField<0x1a, 0x6, OpCode> opcode;
+
+ // General notes:
+ //
+ // When two input registers are used, one of them uses a 5-bit index while the other
+ // one uses a 7-bit index. This is because at most one floating point uniform may be used
+ // as an input.
+
+
+ // Format used e.g. by arithmetic instructions and comparisons
+ // "src1" and "src2" specify register indices (i.e. indices referring to groups of 4 floats),
+ // while "dest" addresses individual floats.
+ union {
+ BitField<0x00, 0x5, u32> operand_desc_id;
+ BitField<0x07, 0x5, u32> src2;
+ BitField<0x0c, 0x7, u32> src1;
+ BitField<0x13, 0x7, u32> dest;
+ } common;
+
+ // Format used for flow control instructions ("if")
+ union {
+ BitField<0x00, 0x8, u32> num_instructions;
+ BitField<0x0a, 0xc, u32> offset_words;
+ } flow_control;
+};
+
+union SwizzlePattern {
+ u32 hex;
+
+ enum class Selector : u32 {
+ x = 0,
+ y = 1,
+ z = 2,
+ w = 3
+ };
+
+ Selector GetSelectorSrc1(int comp) const {
+ Selector selectors[] = {
+ src1_selector_0, src1_selector_1, src1_selector_2, src1_selector_3
+ };
+ return selectors[comp];
+ }
+
+ Selector GetSelectorSrc2(int comp) const {
+ Selector selectors[] = {
+ src2_selector_0, src2_selector_1, src2_selector_2, src2_selector_3
+ };
+ return selectors[comp];
+ }
+
+ bool DestComponentEnabled(int i) const {
+ return (dest_mask & (0x8 >> i));
+ }
+
+ std::string SelectorToString(bool src2) const {
+ std::map<Selector, std::string> map = {
+ { Selector::x, "x" },
+ { Selector::y, "y" },
+ { Selector::z, "z" },
+ { Selector::w, "w" }
+ };
+ std::string ret;
+ for (int i = 0; i < 4; ++i) {
+ ret += map.at(src2 ? GetSelectorSrc2(i) : GetSelectorSrc1(i));
+ }
+ return ret;
+ }
+
+ std::string DestMaskToString() const {
+ std::string ret;
+ for (int i = 0; i < 4; ++i) {
+ if (!DestComponentEnabled(i))
+ ret += "_";
+ else
+ ret += "xyzw"[i];
+ }
+ return ret;
+ }
+
+ // Components of "dest" that should be written to: LSB=dest.w, MSB=dest.x
+ BitField< 0, 4, u32> dest_mask;
+
+ BitField< 5, 2, Selector> src1_selector_3;
+ BitField< 7, 2, Selector> src1_selector_2;
+ BitField< 9, 2, Selector> src1_selector_1;
+ BitField<11, 2, Selector> src1_selector_0;
+
+ BitField<14, 2, Selector> src2_selector_3;
+ BitField<16, 2, Selector> src2_selector_2;
+ BitField<18, 2, Selector> src2_selector_1;
+ BitField<20, 2, Selector> src2_selector_0;
+
+ BitField<31, 1, u32> flag; // not sure what this means, maybe it's the sign?
+};
+
+void SubmitShaderMemoryChange(u32 addr, u32 value);
+void SubmitSwizzleDataChange(u32 addr, u32 value);
+
+OutputVertex RunShader(const InputVertex& input, int num_attributes);
+
+Math::Vec4<float24>& GetFloatUniform(u32 index);
+
+} // namespace
+
+} // namespace
+