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-rw-r--r--src/video_core/vertex_shader.cpp338
1 files changed, 271 insertions, 67 deletions
diff --git a/src/video_core/vertex_shader.cpp b/src/video_core/vertex_shader.cpp
index 04d439cc..935fe66f 100644
--- a/src/video_core/vertex_shader.cpp
+++ b/src/video_core/vertex_shader.cpp
@@ -2,16 +2,25 @@
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
+#include <stack>
+
#include <boost/range/algorithm.hpp>
#include <common/file_util.h>
#include <core/mem_map.h>
-#include "debug_utils/debug_utils.h"
+#include <nihstro/shader_bytecode.h>
+
#include "pica.h"
#include "vertex_shader.h"
+#include "debug_utils/debug_utils.h"
+
+using nihstro::Instruction;
+using nihstro::RegisterType;
+using nihstro::SourceRegister;
+using nihstro::SwizzlePattern;
namespace Pica {
@@ -19,13 +28,14 @@ namespace VertexShader {
static struct {
Math::Vec4<float24> f[96];
-} shader_uniforms;
+ std::array<bool,16> b;
+} shader_uniforms;
// 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 u32 shader_memory[1024];
-static u32 swizzle_data[1024];
+static std::array<u32, 1024> shader_memory;
+static std::array<u32, 1024> swizzle_data;
void SubmitShaderMemoryChange(u32 addr, u32 value)
{
@@ -42,6 +52,21 @@ Math::Vec4<float24>& GetFloatUniform(u32 index)
return shader_uniforms.f[index];
}
+bool& GetBoolUniform(u32 index)
+{
+ return shader_uniforms.b[index];
+}
+
+const std::array<u32, 1024>& GetShaderBinary()
+{
+ return shader_memory;
+}
+
+const std::array<u32, 1024>& GetSwizzlePatterns()
+{
+ return swizzle_data;
+}
+
struct VertexShaderState {
u32* program_counter;
@@ -49,13 +74,23 @@ struct VertexShaderState {
float24* output_register_table[7*4];
Math::Vec4<float24> temporary_registers[16];
- bool status_registers[2];
+ bool conditional_code[2];
+
+ // Two Address registers and one loop counter
+ // TODO: How many bits do these actually have?
+ s32 address_registers[3];
enum {
INVALID_ADDRESS = 0xFFFFFFFF
};
- u32 call_stack[8]; // TODO: What is the maximal call stack depth?
- u32* call_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
@@ -64,49 +99,105 @@ struct VertexShaderState {
};
static void ProcessShaderCode(VertexShaderState& state) {
+
+ // Placeholder for invalid inputs
+ static float24 dummy_vec4_float24[4];
+
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;
- state.debug.max_offset = std::max<u32>(state.debug.max_offset, 1 + (state.program_counter - shader_memory));
-
- const float24* src1_ = (instr.common.src1 < 0x10) ? state.input_register_table[instr.common.src1.GetIndex()]
- : (instr.common.src1 < 0x20) ? &state.temporary_registers[instr.common.src1.GetIndex()].x
- : (instr.common.src1 < 0x80) ? &shader_uniforms.f[instr.common.src1.GetIndex()].x
- : nullptr;
- const float24* src2_ = (instr.common.src2 < 0x10) ? state.input_register_table[instr.common.src2.GetIndex()]
- : &state.temporary_registers[instr.common.src2.GetIndex()].x;
- float24* dest = (instr.common.dest < 0x08) ? state.output_register_table[4*instr.common.dest.GetIndex()]
- : (instr.common.dest < 0x10) ? nullptr
- : (instr.common.dest < 0x20) ? &state.temporary_registers[instr.common.dest.GetIndex()][0]
- : nullptr;
-
const SwizzlePattern& swizzle = *(SwizzlePattern*)&swizzle_data[instr.common.operand_desc_id];
- const bool negate_src1 = (swizzle.negate != 0);
- float24 src1[4] = {
- src1_[(int)swizzle.GetSelectorSrc1(0)],
- src1_[(int)swizzle.GetSelectorSrc1(1)],
- src1_[(int)swizzle.GetSelectorSrc1(2)],
- src1_[(int)swizzle.GetSelectorSrc1(3)],
+ auto call = [&](VertexShaderState& state, 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
+ state.call_stack.push({ offset + num_instructions, return_offset });
};
- if (negate_src1) {
- src1[0] = src1[0] * float24::FromFloat32(-1);
- src1[1] = src1[1] * float24::FromFloat32(-1);
- src1[2] = src1[2] * float24::FromFloat32(-1);
- src1[3] = src1[3] * float24::FromFloat32(-1);
- }
- const float24 src2[4] = {
- src2_[(int)swizzle.GetSelectorSrc2(0)],
- src2_[(int)swizzle.GetSelectorSrc2(1)],
- src2_[(int)swizzle.GetSelectorSrc2(2)],
- src2_[(int)swizzle.GetSelectorSrc2(3)],
+ 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()) {
+ case RegisterType::Input:
+ return state.input_register_table[source_reg.GetIndex()];
+
+ case RegisterType::Temporary:
+ return &state.temporary_registers[source_reg.GetIndex()].x;
+
+ case RegisterType::FloatUniform:
+ return &shader_uniforms.f[source_reg.GetIndex()].x;
+
+ default:
+ return dummy_vec4_float24;
+ }
};
- switch (instr.opcode) {
+ switch (instr.opcode.GetInfo().type) {
+ case Instruction::OpCodeType::Arithmetic:
+ {
+ bool is_inverted = 0 != (instr.opcode.GetInfo().subtype & Instruction::OpCodeInfo::SrcInversed);
+ if (is_inverted) {
+ // TODO: We don't really support this properly: For instance, the address register
+ // offset needs to be applied to SRC2 instead, etc.
+ // For now, we just abort in this situation.
+ LOG_CRITICAL(HW_GPU, "Bad condition...");
+ exit(0);
+ }
+
+ const int address_offset = (instr.common.address_register_index == 0)
+ ? 0 : state.address_registers[instr.common.address_register_index - 1];
+
+ const float24* src1_ = LookupSourceRegister(instr.common.GetSrc1(is_inverted) + address_offset);
+ const float24* src2_ = LookupSourceRegister(instr.common.GetSrc2(is_inverted));
+
+ const bool negate_src1 = (swizzle.negate_src1 != false);
+ const bool negate_src2 = (swizzle.negate_src2 != false);
+
+ float24 src1[4] = {
+ src1_[(int)swizzle.GetSelectorSrc1(0)],
+ src1_[(int)swizzle.GetSelectorSrc1(1)],
+ src1_[(int)swizzle.GetSelectorSrc1(2)],
+ src1_[(int)swizzle.GetSelectorSrc1(3)],
+ };
+ if (negate_src1) {
+ src1[0] = src1[0] * float24::FromFloat32(-1);
+ src1[1] = src1[1] * float24::FromFloat32(-1);
+ src1[2] = src1[2] * float24::FromFloat32(-1);
+ src1[3] = src1[3] * float24::FromFloat32(-1);
+ }
+ float24 src2[4] = {
+ src2_[(int)swizzle.GetSelectorSrc2(0)],
+ src2_[(int)swizzle.GetSelectorSrc2(1)],
+ src2_[(int)swizzle.GetSelectorSrc2(2)],
+ src2_[(int)swizzle.GetSelectorSrc2(3)],
+ };
+ if (negate_src2) {
+ src2[0] = src2[0] * float24::FromFloat32(-1);
+ src2[1] = src2[1] * float24::FromFloat32(-1);
+ src2[2] = src2[2] * float24::FromFloat32(-1);
+ src2[3] = src2[3] * float24::FromFloat32(-1);
+ }
+
+ float24* dest = (instr.common.dest < 0x08) ? state.output_register_table[4*instr.common.dest.GetIndex()]
+ : (instr.common.dest < 0x10) ? dummy_vec4_float24
+ : (instr.common.dest < 0x20) ? &state.temporary_registers[instr.common.dest.GetIndex()][0]
+ : dummy_vec4_float24;
+
+ state.debug.max_opdesc_id = std::max<u32>(state.debug.max_opdesc_id, 1+instr.common.operand_desc_id);
+
+ switch (instr.opcode.EffectiveOpCode()) {
case Instruction::OpCode::ADD:
{
- state.debug.max_opdesc_id = std::max<u32>(state.debug.max_opdesc_id, 1+instr.common.operand_desc_id);
for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i))
continue;
@@ -119,7 +210,6 @@ static void ProcessShaderCode(VertexShaderState& state) {
case Instruction::OpCode::MUL:
{
- state.debug.max_opdesc_id = std::max<u32>(state.debug.max_opdesc_id, 1+instr.common.operand_desc_id);
for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i))
continue;
@@ -130,10 +220,18 @@ static void ProcessShaderCode(VertexShaderState& state) {
break;
}
+ case Instruction::OpCode::MAX:
+ for (int i = 0; i < 4; ++i) {
+ if (!swizzle.DestComponentEnabled(i))
+ continue;
+
+ dest[i] = std::max(src1[i], src2[i]);
+ }
+ break;
+
case Instruction::OpCode::DP3:
case Instruction::OpCode::DP4:
{
- state.debug.max_opdesc_id = std::max<u32>(state.debug.max_opdesc_id, 1+instr.common.operand_desc_id);
float24 dot = float24::FromFloat32(0.f);
int num_components = (instr.opcode == Instruction::OpCode::DP3) ? 3 : 4;
for (int i = 0; i < num_components; ++i)
@@ -151,7 +249,6 @@ static void ProcessShaderCode(VertexShaderState& state) {
// Reciprocal
case Instruction::OpCode::RCP:
{
- state.debug.max_opdesc_id = std::max<u32>(state.debug.max_opdesc_id, 1+instr.common.operand_desc_id);
for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i))
continue;
@@ -167,7 +264,6 @@ static void ProcessShaderCode(VertexShaderState& state) {
// Reciprocal Square Root
case Instruction::OpCode::RSQ:
{
- state.debug.max_opdesc_id = std::max<u32>(state.debug.max_opdesc_id, 1+instr.common.operand_desc_id);
for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i))
continue;
@@ -180,9 +276,21 @@ static void ProcessShaderCode(VertexShaderState& state) {
break;
}
+ case Instruction::OpCode::MOVA:
+ {
+ for (int i = 0; i < 2; ++i) {
+ if (!swizzle.DestComponentEnabled(i))
+ continue;
+
+ // TODO: Figure out how the rounding is done on hardware
+ state.address_registers[i] = static_cast<s32>(src1[i].ToFloat32());
+ }
+
+ break;
+ }
+
case Instruction::OpCode::MOV:
{
- state.debug.max_opdesc_id = std::max<u32>(state.debug.max_opdesc_id, 1+instr.common.operand_desc_id);
for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i))
continue;
@@ -192,39 +300,137 @@ static void ProcessShaderCode(VertexShaderState& state) {
break;
}
- case Instruction::OpCode::RET:
- 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::CMP:
+ for (int i = 0; i < 2; ++i) {
+ // TODO: Can you restrict to one compare via dest masking?
+
+ auto compare_op = instr.common.compare_op;
+ auto op = (i == 0) ? compare_op.x.Value() : compare_op.y.Value();
+
+ switch (op) {
+ case compare_op.Equal:
+ state.conditional_code[i] = (src1[i] == src2[i]);
+ break;
+
+ case compare_op.NotEqual:
+ state.conditional_code[i] = (src1[i] != src2[i]);
+ break;
+
+ case compare_op.LessThan:
+ state.conditional_code[i] = (src1[i] < src2[i]);
+ break;
+
+ case compare_op.LessEqual:
+ state.conditional_code[i] = (src1[i] <= src2[i]);
+ break;
+
+ case compare_op.GreaterThan:
+ state.conditional_code[i] = (src1[i] > src2[i]);
+ break;
+
+ case compare_op.GreaterEqual:
+ state.conditional_code[i] = (src1[i] >= src2[i]);
+ break;
+
+ default:
+ LOG_ERROR(HW_GPU, "Unknown compare mode %x", static_cast<int>(op));
+ break;
+ }
}
+ break;
+ default:
+ LOG_ERROR(HW_GPU, "Unhandled arithmetic instruction: 0x%02x (%s): 0x%08x",
+ (int)instr.opcode.Value(), instr.opcode.GetInfo().name, instr.hex);
+ _dbg_assert_(HW_GPU, 0);
+ break;
+ }
+
+ break;
+ }
+ default:
+ // Handle each instruction on its own
+ switch (instr.opcode) {
+ case Instruction::OpCode::END:
+ exit_loop = true;
break;
case Instruction::OpCode::CALL:
- increment_pc = false;
+ call(state,
+ instr.flow_control.dest_offset,
+ instr.flow_control.num_instructions,
+ binary_offset + 1);
+ break;
+
+ case Instruction::OpCode::NOP:
+ break;
- _dbg_assert_(HW_GPU, state.call_stack_pointer - state.call_stack < sizeof(state.call_stack));
+ case Instruction::OpCode::IFU:
+ if (shader_uniforms.b[instr.flow_control.bool_uniform_id]) {
+ call(state,
+ binary_offset + 1,
+ instr.flow_control.dest_offset - binary_offset - 1,
+ instr.flow_control.dest_offset + instr.flow_control.num_instructions);
+ } else {
+ call(state,
+ instr.flow_control.dest_offset,
+ instr.flow_control.num_instructions,
+ instr.flow_control.dest_offset + instr.flow_control.num_instructions);
+ }
- *++state.call_stack_pointer = state.program_counter - shader_memory;
- // TODO: Does this offset refer to the beginning of shader memory?
- state.program_counter = &shader_memory[instr.flow_control.offset_words];
break;
- case Instruction::OpCode::FLS:
- // TODO: Do whatever needs to be done here?
+ case Instruction::OpCode::IFC:
+ {
+ // TODO: Do we need to consider swizzlers here?
+
+ auto flow_control = instr.flow_control;
+ bool results[3] = { flow_control.refx == state.conditional_code[0],
+ flow_control.refy == state.conditional_code[1] };
+
+ switch (flow_control.op) {
+ case flow_control.Or:
+ results[2] = results[0] || results[1];
+ break;
+
+ case flow_control.And:
+ results[2] = results[0] && results[1];
+ break;
+
+ case flow_control.JustX:
+ results[2] = results[0];
+ break;
+
+ case flow_control.JustY:
+ results[2] = results[1];
+ break;
+ }
+
+ if (results[2]) {
+ call(state,
+ binary_offset + 1,
+ instr.flow_control.dest_offset - binary_offset - 1,
+ instr.flow_control.dest_offset + instr.flow_control.num_instructions);
+ } else {
+ call(state,
+ instr.flow_control.dest_offset,
+ instr.flow_control.num_instructions,
+ instr.flow_control.dest_offset + instr.flow_control.num_instructions);
+ }
+
break;
+ }
default:
LOG_ERROR(HW_GPU, "Unhandled instruction: 0x%02x (%s): 0x%08x",
- (int)instr.opcode.Value(), instr.GetOpCodeName().c_str(), instr.hex);
+ (int)instr.opcode.Value(), instr.opcode.GetInfo().name, instr.hex);
break;
+ }
+
+ break;
}
- if (increment_pc)
- ++state.program_counter;
+ ++state.program_counter;
if (exit_loop)
break;
@@ -275,13 +481,11 @@ OutputVertex RunShader(const InputVertex& input, int num_attributes)
state.output_register_table[4*i+comp] = ((float24*)&ret) + semantics[comp];
}
- state.status_registers[0] = false;
- state.status_registers[1] = false;
- boost::fill(state.call_stack, VertexShaderState::INVALID_ADDRESS);
- state.call_stack_pointer = &state.call_stack[0];
+ state.conditional_code[0] = false;
+ state.conditional_code[1] = false;
ProcessShaderCode(state);
- DebugUtils::DumpShader(shader_memory, state.debug.max_offset, swizzle_data,
+ 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);