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Merge pull request #1812 from JayFoxRox/refactor-shader

Retrieve shader result from new OutputRegisters-type
This commit is contained in:
bunnei 2016-05-31 18:12:56 -04:00
commit 552018c50a
4 changed files with 81 additions and 64 deletions

View file

@ -149,7 +149,8 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
// Send to vertex shader // Send to vertex shader
if (g_debug_context) if (g_debug_context)
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, static_cast<void*>(&immediate_input)); g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, static_cast<void*>(&immediate_input));
Shader::OutputVertex output = g_state.vs.Run(shader_unit, immediate_input, regs.vs.num_input_attributes+1); g_state.vs.Run(shader_unit, immediate_input, regs.vs.num_input_attributes+1);
Shader::OutputVertex output_vertex = shader_unit.output_registers.ToVertex(regs.vs);
// Send to renderer // Send to renderer
using Pica::Shader::OutputVertex; using Pica::Shader::OutputVertex;
@ -157,7 +158,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
VideoCore::g_renderer->Rasterizer()->AddTriangle(v0, v1, v2); VideoCore::g_renderer->Rasterizer()->AddTriangle(v0, v1, v2);
}; };
g_state.primitive_assembler.SubmitVertex(output, AddTriangle); g_state.primitive_assembler.SubmitVertex(output_vertex, AddTriangle);
} }
} }
} }
@ -230,7 +231,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
// The size has been tuned for optimal balance between hit-rate and the cost of lookup // The size has been tuned for optimal balance between hit-rate and the cost of lookup
const size_t VERTEX_CACHE_SIZE = 32; const size_t VERTEX_CACHE_SIZE = 32;
std::array<u16, VERTEX_CACHE_SIZE> vertex_cache_ids; std::array<u16, VERTEX_CACHE_SIZE> vertex_cache_ids;
std::array<Shader::OutputVertex, VERTEX_CACHE_SIZE> vertex_cache; std::array<Shader::OutputRegisters, VERTEX_CACHE_SIZE> vertex_cache;
unsigned int vertex_cache_pos = 0; unsigned int vertex_cache_pos = 0;
vertex_cache_ids.fill(-1); vertex_cache_ids.fill(-1);
@ -248,7 +249,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
ASSERT(vertex != -1); ASSERT(vertex != -1);
bool vertex_cache_hit = false; bool vertex_cache_hit = false;
Shader::OutputVertex output; Shader::OutputRegisters output_registers;
if (is_indexed) { if (is_indexed) {
if (g_debug_context && Pica::g_debug_context->recorder) { if (g_debug_context && Pica::g_debug_context->recorder) {
@ -258,7 +259,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
for (unsigned int i = 0; i < VERTEX_CACHE_SIZE; ++i) { for (unsigned int i = 0; i < VERTEX_CACHE_SIZE; ++i) {
if (vertex == vertex_cache_ids[i]) { if (vertex == vertex_cache_ids[i]) {
output = vertex_cache[i]; output_registers = vertex_cache[i];
vertex_cache_hit = true; vertex_cache_hit = true;
break; break;
} }
@ -273,15 +274,19 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
// Send to vertex shader // Send to vertex shader
if (g_debug_context) if (g_debug_context)
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, (void*)&input); g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, (void*)&input);
output = g_state.vs.Run(shader_unit, input, loader.GetNumTotalAttributes()); g_state.vs.Run(shader_unit, input, loader.GetNumTotalAttributes());
output_registers = shader_unit.output_registers;
if (is_indexed) { if (is_indexed) {
vertex_cache[vertex_cache_pos] = output; vertex_cache[vertex_cache_pos] = output_registers;
vertex_cache_ids[vertex_cache_pos] = vertex; vertex_cache_ids[vertex_cache_pos] = vertex;
vertex_cache_pos = (vertex_cache_pos + 1) % VERTEX_CACHE_SIZE; vertex_cache_pos = (vertex_cache_pos + 1) % VERTEX_CACHE_SIZE;
} }
} }
// Retreive vertex from register data
Shader::OutputVertex output_vertex = output_registers.ToVertex(regs.vs);
// Send to renderer // Send to renderer
using Pica::Shader::OutputVertex; using Pica::Shader::OutputVertex;
auto AddTriangle = []( auto AddTriangle = [](
@ -289,7 +294,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
VideoCore::g_renderer->Rasterizer()->AddTriangle(v0, v1, v2); VideoCore::g_renderer->Rasterizer()->AddTriangle(v0, v1, v2);
}; };
primitive_assembler.SubmitVertex(output, AddTriangle); primitive_assembler.SubmitVertex(output_vertex, AddTriangle);
} }
for (auto& range : memory_accesses.ranges) { for (auto& range : memory_accesses.ranges) {

View file

@ -30,6 +30,58 @@ namespace Pica {
namespace Shader { namespace Shader {
OutputVertex OutputRegisters::ToVertex(const Regs::ShaderConfig& config) {
// 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.
unsigned index = 0;
for (unsigned i = 0; i < 7; ++i) {
if (index >= g_state.regs.vs_output_total)
break;
if ((config.output_mask & (1 << i)) == 0)
continue;
const auto& output_register_map = g_state.regs.vs_output_attributes[index];
u32 semantics[4] = {
output_register_map.map_x, output_register_map.map_y,
output_register_map.map_z, output_register_map.map_w
};
for (unsigned comp = 0; comp < 4; ++comp) {
float24* out = ((float24*)&ret) + semantics[comp];
if (semantics[comp] != Regs::VSOutputAttributes::INVALID) {
*out = value[i][comp];
} else {
// Zero output so that attributes which aren't output won't have denormals in them,
// which would slow us down later.
memset(out, 0, sizeof(*out));
}
}
index++;
}
// The hardware takes the absolute and saturates vertex colors like this, *before* doing interpolation
for (unsigned i = 0; i < 4; ++i) {
ret.color[i] = float24::FromFloat32(
std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f));
}
LOG_TRACE(HW_GPU, "Output vertex: pos(%.2f, %.2f, %.2f, %.2f), quat(%.2f, %.2f, %.2f, %.2f), "
"col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f), view(%.2f, %.2f, %.2f)",
ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.w.ToFloat32(),
ret.quat.x.ToFloat32(), ret.quat.y.ToFloat32(), ret.quat.z.ToFloat32(), ret.quat.w.ToFloat32(),
ret.color.x.ToFloat32(), ret.color.y.ToFloat32(), ret.color.z.ToFloat32(), ret.color.w.ToFloat32(),
ret.tc0.u().ToFloat32(), ret.tc0.v().ToFloat32(),
ret.view.x.ToFloat32(), ret.view.y.ToFloat32(), ret.view.z.ToFloat32());
return ret;
}
#ifdef ARCHITECTURE_x86_64 #ifdef ARCHITECTURE_x86_64
static std::unordered_map<u64, std::unique_ptr<JitShader>> shader_map; static std::unordered_map<u64, std::unique_ptr<JitShader>> shader_map;
static const JitShader* jit_shader; static const JitShader* jit_shader;
@ -62,7 +114,7 @@ void ShaderSetup::Setup() {
MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240)); MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240));
OutputVertex ShaderSetup::Run(UnitState<false>& state, const InputVertex& input, int num_attributes) { void ShaderSetup::Run(UnitState<false>& state, const InputVertex& input, int num_attributes) {
auto& config = g_state.regs.vs; auto& config = g_state.regs.vs;
auto& setup = g_state.vs; auto& setup = g_state.vs;
@ -89,55 +141,6 @@ OutputVertex ShaderSetup::Run(UnitState<false>& state, const InputVertex& input,
RunInterpreter(setup, state, config.main_offset); RunInterpreter(setup, state, config.main_offset);
#endif // ARCHITECTURE_x86_64 #endif // ARCHITECTURE_x86_64
// 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.
unsigned index = 0;
for (unsigned i = 0; i < 7; ++i) {
if (index >= g_state.regs.vs_output_total)
break;
if ((g_state.regs.vs.output_mask & (1 << i)) == 0)
continue;
const auto& output_register_map = g_state.regs.vs_output_attributes[index]; // TODO: Don't hardcode VS here
u32 semantics[4] = {
output_register_map.map_x, output_register_map.map_y,
output_register_map.map_z, output_register_map.map_w
};
for (unsigned comp = 0; comp < 4; ++comp) {
float24* out = ((float24*)&ret) + semantics[comp];
if (semantics[comp] != Regs::VSOutputAttributes::INVALID) {
*out = state.registers.output[i][comp];
} else {
// Zero output so that attributes which aren't output won't have denormals in them,
// which would slow us down later.
memset(out, 0, sizeof(*out));
}
}
index++;
}
// The hardware takes the absolute and saturates vertex colors like this, *before* doing interpolation
for (unsigned i = 0; i < 4; ++i) {
ret.color[i] = float24::FromFloat32(
std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f));
}
LOG_TRACE(HW_GPU, "Output vertex: pos(%.2f, %.2f, %.2f, %.2f), quat(%.2f, %.2f, %.2f, %.2f), "
"col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f), view(%.2f, %.2f, %.2f)",
ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.w.ToFloat32(),
ret.quat.x.ToFloat32(), ret.quat.y.ToFloat32(), ret.quat.z.ToFloat32(), ret.quat.w.ToFloat32(),
ret.color.x.ToFloat32(), ret.color.y.ToFloat32(), ret.color.z.ToFloat32(), ret.color.w.ToFloat32(),
ret.tc0.u().ToFloat32(), ret.tc0.v().ToFloat32(),
ret.view.x.ToFloat32(), ret.view.y.ToFloat32(), ret.view.z.ToFloat32());
return ret;
} }
DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const ShaderSetup& setup) { DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const ShaderSetup& setup) {

View file

@ -84,6 +84,15 @@ struct OutputVertex {
static_assert(std::is_pod<OutputVertex>::value, "Structure is not POD"); static_assert(std::is_pod<OutputVertex>::value, "Structure is not POD");
static_assert(sizeof(OutputVertex) == 32 * sizeof(float), "OutputVertex has invalid size"); static_assert(sizeof(OutputVertex) == 32 * sizeof(float), "OutputVertex has invalid size");
struct OutputRegisters {
OutputRegisters() = default;
alignas(16) Math::Vec4<float24> value[16];
OutputVertex ToVertex(const Regs::ShaderConfig& config);
};
static_assert(std::is_pod<OutputRegisters>::value, "Structure is not POD");
// Helper structure used to keep track of data useful for inspection of shader emulation // Helper structure used to keep track of data useful for inspection of shader emulation
template<bool full_debugging> template<bool full_debugging>
struct DebugData; struct DebugData;
@ -267,11 +276,12 @@ struct UnitState {
// The registers are accessed by the shader JIT using SSE instructions, and are therefore // The registers are accessed by the shader JIT using SSE instructions, and are therefore
// required to be 16-byte aligned. // required to be 16-byte aligned.
alignas(16) Math::Vec4<float24> input[16]; alignas(16) Math::Vec4<float24> input[16];
alignas(16) Math::Vec4<float24> output[16];
alignas(16) Math::Vec4<float24> temporary[16]; alignas(16) Math::Vec4<float24> temporary[16];
} registers; } registers;
static_assert(std::is_pod<Registers>::value, "Structure is not POD"); static_assert(std::is_pod<Registers>::value, "Structure is not POD");
OutputRegisters output_registers;
bool conditional_code[2]; bool conditional_code[2];
// Two Address registers and one loop counter // Two Address registers and one loop counter
@ -297,7 +307,7 @@ struct UnitState {
static size_t OutputOffset(const DestRegister& reg) { static size_t OutputOffset(const DestRegister& reg) {
switch (reg.GetRegisterType()) { switch (reg.GetRegisterType()) {
case RegisterType::Output: case RegisterType::Output:
return offsetof(UnitState, registers.output) + reg.GetIndex()*sizeof(Math::Vec4<float24>); return offsetof(UnitState, output_registers.value) + reg.GetIndex()*sizeof(Math::Vec4<float24>);
case RegisterType::Temporary: case RegisterType::Temporary:
return offsetof(UnitState, registers.temporary) + reg.GetIndex()*sizeof(Math::Vec4<float24>); return offsetof(UnitState, registers.temporary) + reg.GetIndex()*sizeof(Math::Vec4<float24>);
@ -354,9 +364,8 @@ struct ShaderSetup {
* @param state Shader unit state, must be setup per shader and per shader unit * @param state Shader unit state, must be setup per shader and per shader unit
* @param input Input vertex into the shader * @param input Input vertex into the shader
* @param num_attributes The number of vertex shader attributes * @param num_attributes The number of vertex shader attributes
* @return The output vertex, after having been processed by the vertex shader
*/ */
OutputVertex Run(UnitState<false>& state, const InputVertex& input, int num_attributes); void Run(UnitState<false>& state, const InputVertex& input, int num_attributes);
/** /**
* Produce debug information based on the given shader and input vertex * Produce debug information based on the given shader and input vertex

View file

@ -144,7 +144,7 @@ void RunInterpreter(const ShaderSetup& setup, UnitState<Debug>& state, unsigned
src2[3] = src2[3] * float24::FromFloat32(-1); src2[3] = src2[3] * float24::FromFloat32(-1);
} }
float24* dest = (instr.common.dest.Value() < 0x10) ? &state.registers.output[instr.common.dest.Value().GetIndex()][0] float24* dest = (instr.common.dest.Value() < 0x10) ? &state.output_registers.value[instr.common.dest.Value().GetIndex()][0]
: (instr.common.dest.Value() < 0x20) ? &state.registers.temporary[instr.common.dest.Value().GetIndex()][0] : (instr.common.dest.Value() < 0x20) ? &state.registers.temporary[instr.common.dest.Value().GetIndex()][0]
: dummy_vec4_float24; : dummy_vec4_float24;
@ -483,7 +483,7 @@ void RunInterpreter(const ShaderSetup& setup, UnitState<Debug>& state, unsigned
src3[3] = src3[3] * float24::FromFloat32(-1); src3[3] = src3[3] * float24::FromFloat32(-1);
} }
float24* dest = (instr.mad.dest.Value() < 0x10) ? &state.registers.output[instr.mad.dest.Value().GetIndex()][0] float24* dest = (instr.mad.dest.Value() < 0x10) ? &state.output_registers.value[instr.mad.dest.Value().GetIndex()][0]
: (instr.mad.dest.Value() < 0x20) ? &state.registers.temporary[instr.mad.dest.Value().GetIndex()][0] : (instr.mad.dest.Value() < 0x20) ? &state.registers.temporary[instr.mad.dest.Value().GetIndex()][0]
: dummy_vec4_float24; : dummy_vec4_float24;