diff options
Diffstat (limited to 'src/video_core/vertex_shader.cpp')
-rw-r--r-- | src/video_core/vertex_shader.cpp | 75 |
1 files changed, 36 insertions, 39 deletions
diff --git a/src/video_core/vertex_shader.cpp b/src/video_core/vertex_shader.cpp index 87006a83..960ae577 100644 --- a/src/video_core/vertex_shader.cpp +++ b/src/video_core/vertex_shader.cpp @@ -2,8 +2,7 @@ // Licensed under GPLv2 or any later version // Refer to the license.txt file included. -#include <stack> - +#include <boost/container/static_vector.hpp> #include <boost/range/algorithm.hpp> #include <common/file_util.h> @@ -27,7 +26,7 @@ namespace Pica { namespace VertexShader { struct VertexShaderState { - const u32* program_counter; + u32 program_counter; const float24* input_register_table[16]; Math::Vec4<float24> output_registers[16]; @@ -53,7 +52,7 @@ struct VertexShaderState { }; // TODO: Is there a maximal size for this? - std::stack<CallStackElement> call_stack; + boost::container::static_vector<CallStackElement, 16> call_stack; struct { u32 max_offset; // maximum program counter ever reached @@ -71,15 +70,15 @@ static void ProcessShaderCode(VertexShaderState& state) { while (true) { if (!state.call_stack.empty()) { - auto& top = state.call_stack.top(); - if (state.program_counter - program_code.data() == top.final_address) { + auto& top = state.call_stack.back(); + if (state.program_counter == top.final_address) { state.address_registers[2] += top.loop_increment; if (top.repeat_counter-- == 0) { - state.program_counter = &program_code[top.return_address]; - state.call_stack.pop(); + state.program_counter = top.return_address; + state.call_stack.pop_back(); } else { - state.program_counter = &program_code[top.loop_address]; + state.program_counter = top.loop_address; } // TODO: Is "trying again" accurate to hardware? @@ -88,17 +87,16 @@ static void ProcessShaderCode(VertexShaderState& state) { } bool exit_loop = false; - const Instruction& instr = *(const Instruction*)state.program_counter; - const SwizzlePattern& swizzle = *(SwizzlePattern*)&swizzle_data[instr.common.operand_desc_id]; + const Instruction instr = { program_code[state.program_counter] }; + const SwizzlePattern swizzle = { swizzle_data[instr.common.operand_desc_id] }; - static auto call = [&program_code](VertexShaderState& state, u32 offset, u32 num_instructions, + static auto call = [](VertexShaderState& state, u32 offset, u32 num_instructions, u32 return_offset, u8 repeat_count, u8 loop_increment) { - 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 }); + state.program_counter = offset - 1; // -1 to make sure when incrementing the PC we end up at the correct offset + ASSERT(state.call_stack.size() < state.call_stack.capacity()); + state.call_stack.push_back({ offset + num_instructions, return_offset, repeat_count, loop_increment, offset }); }; - u32 binary_offset = state.program_counter - program_code.data(); - - state.debug.max_offset = std::max<u32>(state.debug.max_offset, 1 + binary_offset); + state.debug.max_offset = std::max<u32>(state.debug.max_offset, 1 + state.program_counter); auto LookupSourceRegister = [&](const SourceRegister& source_reg) -> const float24* { switch (source_reg.GetRegisterType()) { @@ -221,7 +219,7 @@ static void ProcessShaderCode(VertexShaderState& state) { for (int i = 0; i < num_components; ++i) dot = dot + src1[i] * src2[i]; - for (int i = 0; i < num_components; ++i) { + for (int i = 0; i < 4; ++i) { if (!swizzle.DestComponentEnabled(i)) continue; @@ -442,13 +440,13 @@ 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 = &program_code[instr.flow_control.dest_offset] - 1; + state.program_counter = instr.flow_control.dest_offset - 1; } break; case OpCode::Id::JMPU: if (uniforms.b[instr.flow_control.bool_uniform_id]) { - state.program_counter = &program_code[instr.flow_control.dest_offset] - 1; + state.program_counter = instr.flow_control.dest_offset - 1; } break; @@ -456,7 +454,7 @@ static void ProcessShaderCode(VertexShaderState& state) { call(state, instr.flow_control.dest_offset, instr.flow_control.num_instructions, - binary_offset + 1, 0, 0); + state.program_counter + 1, 0, 0); break; case OpCode::Id::CALLU: @@ -464,7 +462,7 @@ static void ProcessShaderCode(VertexShaderState& state) { call(state, instr.flow_control.dest_offset, instr.flow_control.num_instructions, - binary_offset + 1, 0, 0); + state.program_counter + 1, 0, 0); } break; @@ -473,7 +471,7 @@ static void ProcessShaderCode(VertexShaderState& state) { call(state, instr.flow_control.dest_offset, instr.flow_control.num_instructions, - binary_offset + 1, 0, 0); + state.program_counter + 1, 0, 0); } break; @@ -483,8 +481,8 @@ static void ProcessShaderCode(VertexShaderState& state) { case OpCode::Id::IFU: if (uniforms.b[instr.flow_control.bool_uniform_id]) { call(state, - binary_offset + 1, - instr.flow_control.dest_offset - binary_offset - 1, + state.program_counter + 1, + instr.flow_control.dest_offset - state.program_counter - 1, instr.flow_control.dest_offset + instr.flow_control.num_instructions, 0, 0); } else { call(state, @@ -501,8 +499,8 @@ static void ProcessShaderCode(VertexShaderState& state) { if (evaluate_condition(state, instr.flow_control.refx, instr.flow_control.refy, instr.flow_control)) { call(state, - binary_offset + 1, - instr.flow_control.dest_offset - binary_offset - 1, + state.program_counter + 1, + instr.flow_control.dest_offset - state.program_counter - 1, instr.flow_control.dest_offset + instr.flow_control.num_instructions, 0, 0); } else { call(state, @@ -519,8 +517,8 @@ static void ProcessShaderCode(VertexShaderState& state) { 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, + state.program_counter + 1, + instr.flow_control.dest_offset - state.program_counter + 1, instr.flow_control.dest_offset + 1, uniforms.i[instr.flow_control.int_uniform_id].x, uniforms.i[instr.flow_control.int_uniform_id].z); @@ -546,20 +544,17 @@ static void ProcessShaderCode(VertexShaderState& state) { static Common::Profiling::TimingCategory shader_category("Vertex Shader"); -OutputVertex RunShader(const InputVertex& input, int num_attributes) { +OutputVertex RunShader(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const State::ShaderSetup& setup) { Common::Profiling::ScopeTimer timer(shader_category); - const auto& regs = g_state.regs; - const auto& vs = g_state.vs; VertexShaderState state; - const u32* main = &vs.program_code[regs.vs_main_offset]; - state.program_counter = (u32*)main; + state.program_counter = config.main_offset; state.debug.max_offset = 0; state.debug.max_opdesc_id = 0; // Setup input register table - const auto& attribute_register_map = regs.vs_input_register_map; + const auto& attribute_register_map = config.input_register_map; float24 dummy_register; boost::fill(state.input_register_table, &dummy_register); @@ -584,16 +579,18 @@ OutputVertex RunShader(const InputVertex& input, int num_attributes) { state.conditional_code[1] = false; ProcessShaderCode(state); - 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); +#if PICA_DUMP_SHADERS + DebugUtils::DumpShader(setup.program_code.data(), state.debug.max_offset, setup.swizzle_data.data(), + state.debug.max_opdesc_id, config.main_offset, + g_state.regs.vs_output_attributes); // TODO: Don't hardcode VS here +#endif // 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 = regs.vs_output_attributes[i]; + const auto& output_register_map = g_state.regs.vs_output_attributes[i]; // TODO: Don't hardcode VS here u32 semantics[4] = { output_register_map.map_x, output_register_map.map_y, |