e4f5ec6272
We now write create a temporary buffer for output registers and copy all of them to the actual output vertex structure after the shader has run. This is technically not necessary, but it's easier to vectorize in the future.
631 lines
24 KiB
C++
631 lines
24 KiB
C++
// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <stack>
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#include <boost/range/algorithm.hpp>
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#include <common/file_util.h>
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#include <core/mem_map.h>
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#include <nihstro/shader_bytecode.h>
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#include "pica.h"
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#include "vertex_shader.h"
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#include "debug_utils/debug_utils.h"
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using nihstro::OpCode;
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using nihstro::Instruction;
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using nihstro::RegisterType;
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using nihstro::SourceRegister;
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using nihstro::SwizzlePattern;
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namespace Pica {
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namespace VertexShader {
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static struct {
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Math::Vec4<float24> f[96];
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std::array<bool,16> b;
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std::array<Math::Vec4<u8>,4> i;
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} shader_uniforms;
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// TODO: Not sure where the shader binary and swizzle patterns are supposed to be loaded to!
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// For now, we just keep these local arrays around.
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static std::array<u32, 1024> shader_memory;
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static std::array<u32, 1024> swizzle_data;
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void SubmitShaderMemoryChange(u32 addr, u32 value) {
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shader_memory[addr] = value;
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}
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void SubmitSwizzleDataChange(u32 addr, u32 value) {
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swizzle_data[addr] = value;
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}
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Math::Vec4<float24>& GetFloatUniform(u32 index) {
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return shader_uniforms.f[index];
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}
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bool& GetBoolUniform(u32 index) {
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return shader_uniforms.b[index];
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}
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Math::Vec4<u8>& GetIntUniform(u32 index) {
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return shader_uniforms.i[index];
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}
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const std::array<u32, 1024>& GetShaderBinary() {
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return shader_memory;
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}
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const std::array<u32, 1024>& GetSwizzlePatterns() {
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return swizzle_data;
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}
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struct VertexShaderState {
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u32* program_counter;
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const float24* input_register_table[16];
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Math::Vec4<float24> output_registers[16];
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Math::Vec4<float24> temporary_registers[16];
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bool conditional_code[2];
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// Two Address registers and one loop counter
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// TODO: How many bits do these actually have?
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s32 address_registers[3];
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enum {
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INVALID_ADDRESS = 0xFFFFFFFF
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};
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struct CallStackElement {
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u32 final_address; // Address upon which we jump to return_address
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u32 return_address; // Where to jump when leaving scope
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u8 repeat_counter; // How often to repeat until this call stack element is removed
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u8 loop_increment; // Which value to add to the loop counter after an iteration
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// TODO: Should this be a signed value? Does it even matter?
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u32 loop_address; // The address where we'll return to after each loop iteration
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};
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// TODO: Is there a maximal size for this?
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std::stack<CallStackElement> call_stack;
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struct {
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u32 max_offset; // maximum program counter ever reached
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u32 max_opdesc_id; // maximum swizzle pattern index ever used
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} debug;
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};
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static void ProcessShaderCode(VertexShaderState& state) {
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// Placeholder for invalid inputs
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static float24 dummy_vec4_float24[4];
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while (true) {
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if (!state.call_stack.empty()) {
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auto& top = state.call_stack.top();
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if (state.program_counter - shader_memory.data() == top.final_address) {
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state.address_registers[2] += top.loop_increment;
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if (top.repeat_counter-- == 0) {
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state.program_counter = &shader_memory[top.return_address];
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state.call_stack.pop();
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} else {
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state.program_counter = &shader_memory[top.loop_address];
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}
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// TODO: Is "trying again" accurate to hardware?
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continue;
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}
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}
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bool exit_loop = false;
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const Instruction& instr = *(const Instruction*)state.program_counter;
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const SwizzlePattern& swizzle = *(SwizzlePattern*)&swizzle_data[instr.common.operand_desc_id];
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static auto call = [](VertexShaderState& state, u32 offset, u32 num_instructions,
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u32 return_offset, u8 repeat_count, u8 loop_increment) {
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state.program_counter = &shader_memory[offset] - 1; // -1 to make sure when incrementing the PC we end up at the correct offset
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state.call_stack.push({ offset + num_instructions, return_offset, repeat_count, loop_increment, offset });
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};
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u32 binary_offset = state.program_counter - shader_memory.data();
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state.debug.max_offset = std::max<u32>(state.debug.max_offset, 1 + binary_offset);
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auto LookupSourceRegister = [&](const SourceRegister& source_reg) -> const float24* {
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switch (source_reg.GetRegisterType()) {
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case RegisterType::Input:
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return state.input_register_table[source_reg.GetIndex()];
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case RegisterType::Temporary:
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return &state.temporary_registers[source_reg.GetIndex()].x;
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case RegisterType::FloatUniform:
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return &shader_uniforms.f[source_reg.GetIndex()].x;
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default:
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return dummy_vec4_float24;
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}
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};
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switch (instr.opcode.Value().GetInfo().type) {
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case OpCode::Type::Arithmetic:
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{
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bool is_inverted = 0 != (instr.opcode.Value().GetInfo().subtype & OpCode::Info::SrcInversed);
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// TODO: We don't really support this properly: For instance, the address register
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// offset needs to be applied to SRC2 instead, etc.
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// For now, we just abort in this situation.
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ASSERT_MSG(!is_inverted, "Bad condition...");
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const int address_offset = (instr.common.address_register_index == 0)
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? 0 : state.address_registers[instr.common.address_register_index - 1];
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const float24* src1_ = LookupSourceRegister(instr.common.GetSrc1(is_inverted) + address_offset);
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const float24* src2_ = LookupSourceRegister(instr.common.GetSrc2(is_inverted));
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const bool negate_src1 = ((bool)swizzle.negate_src1 != false);
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const bool negate_src2 = ((bool)swizzle.negate_src2 != false);
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float24 src1[4] = {
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src1_[(int)swizzle.GetSelectorSrc1(0)],
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src1_[(int)swizzle.GetSelectorSrc1(1)],
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src1_[(int)swizzle.GetSelectorSrc1(2)],
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src1_[(int)swizzle.GetSelectorSrc1(3)],
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};
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if (negate_src1) {
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src1[0] = src1[0] * float24::FromFloat32(-1);
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src1[1] = src1[1] * float24::FromFloat32(-1);
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src1[2] = src1[2] * float24::FromFloat32(-1);
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src1[3] = src1[3] * float24::FromFloat32(-1);
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}
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float24 src2[4] = {
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src2_[(int)swizzle.GetSelectorSrc2(0)],
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src2_[(int)swizzle.GetSelectorSrc2(1)],
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src2_[(int)swizzle.GetSelectorSrc2(2)],
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src2_[(int)swizzle.GetSelectorSrc2(3)],
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};
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if (negate_src2) {
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src2[0] = src2[0] * float24::FromFloat32(-1);
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src2[1] = src2[1] * float24::FromFloat32(-1);
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src2[2] = src2[2] * float24::FromFloat32(-1);
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src2[3] = src2[3] * float24::FromFloat32(-1);
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}
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float24* dest = (instr.common.dest.Value() < 0x10) ? &state.output_registers[instr.common.dest.Value().GetIndex()][0]
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: (instr.common.dest.Value() < 0x20) ? &state.temporary_registers[instr.common.dest.Value().GetIndex()][0]
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: dummy_vec4_float24;
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state.debug.max_opdesc_id = std::max<u32>(state.debug.max_opdesc_id, 1+instr.common.operand_desc_id);
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switch (instr.opcode.Value().EffectiveOpCode()) {
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case OpCode::Id::ADD:
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{
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for (int i = 0; i < 4; ++i) {
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if (!swizzle.DestComponentEnabled(i))
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continue;
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dest[i] = src1[i] + src2[i];
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}
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break;
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}
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case OpCode::Id::MUL:
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{
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for (int i = 0; i < 4; ++i) {
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if (!swizzle.DestComponentEnabled(i))
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continue;
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dest[i] = src1[i] * src2[i];
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}
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break;
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}
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case OpCode::Id::MAX:
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for (int i = 0; i < 4; ++i) {
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if (!swizzle.DestComponentEnabled(i))
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continue;
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dest[i] = std::max(src1[i], src2[i]);
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}
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break;
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case OpCode::Id::DP3:
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case OpCode::Id::DP4:
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{
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float24 dot = float24::FromFloat32(0.f);
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int num_components = (instr.opcode.Value() == OpCode::Id::DP3) ? 3 : 4;
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for (int i = 0; i < num_components; ++i)
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dot = dot + src1[i] * src2[i];
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for (int i = 0; i < num_components; ++i) {
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if (!swizzle.DestComponentEnabled(i))
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continue;
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dest[i] = dot;
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}
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break;
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}
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// Reciprocal
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case OpCode::Id::RCP:
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{
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for (int i = 0; i < 4; ++i) {
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if (!swizzle.DestComponentEnabled(i))
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continue;
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// TODO: Be stable against division by zero!
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// TODO: I think this might be wrong... we should only use one component here
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dest[i] = float24::FromFloat32(1.0f / src1[i].ToFloat32());
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}
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break;
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}
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// Reciprocal Square Root
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case OpCode::Id::RSQ:
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{
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for (int i = 0; i < 4; ++i) {
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if (!swizzle.DestComponentEnabled(i))
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continue;
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// TODO: Be stable against division by zero!
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// TODO: I think this might be wrong... we should only use one component here
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dest[i] = float24::FromFloat32(1.0f / sqrt(src1[i].ToFloat32()));
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}
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break;
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}
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case OpCode::Id::MOVA:
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{
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for (int i = 0; i < 2; ++i) {
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if (!swizzle.DestComponentEnabled(i))
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continue;
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// TODO: Figure out how the rounding is done on hardware
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state.address_registers[i] = static_cast<s32>(src1[i].ToFloat32());
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}
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break;
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}
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case OpCode::Id::MOV:
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{
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for (int i = 0; i < 4; ++i) {
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if (!swizzle.DestComponentEnabled(i))
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continue;
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dest[i] = src1[i];
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}
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break;
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}
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case OpCode::Id::CMP:
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for (int i = 0; i < 2; ++i) {
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// TODO: Can you restrict to one compare via dest masking?
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auto compare_op = instr.common.compare_op;
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auto op = (i == 0) ? compare_op.x.Value() : compare_op.y.Value();
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switch (op) {
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case compare_op.Equal:
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state.conditional_code[i] = (src1[i] == src2[i]);
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break;
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case compare_op.NotEqual:
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state.conditional_code[i] = (src1[i] != src2[i]);
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break;
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case compare_op.LessThan:
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state.conditional_code[i] = (src1[i] < src2[i]);
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break;
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case compare_op.LessEqual:
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state.conditional_code[i] = (src1[i] <= src2[i]);
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break;
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case compare_op.GreaterThan:
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state.conditional_code[i] = (src1[i] > src2[i]);
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break;
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case compare_op.GreaterEqual:
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state.conditional_code[i] = (src1[i] >= src2[i]);
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break;
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default:
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LOG_ERROR(HW_GPU, "Unknown compare mode %x", static_cast<int>(op));
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break;
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}
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}
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break;
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default:
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LOG_ERROR(HW_GPU, "Unhandled arithmetic instruction: 0x%02x (%s): 0x%08x",
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(int)instr.opcode.Value().EffectiveOpCode(), instr.opcode.Value().GetInfo().name, instr.hex);
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DEBUG_ASSERT(false);
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break;
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}
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break;
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}
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case OpCode::Type::MultiplyAdd:
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{
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if (instr.opcode.Value().EffectiveOpCode() == OpCode::Id::MAD) {
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const SwizzlePattern& swizzle = *(SwizzlePattern*)&swizzle_data[instr.mad.operand_desc_id];
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const float24* src1_ = LookupSourceRegister(instr.mad.src1);
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const float24* src2_ = LookupSourceRegister(instr.mad.src2);
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const float24* src3_ = LookupSourceRegister(instr.mad.src3);
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const bool negate_src1 = ((bool)swizzle.negate_src1 != false);
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const bool negate_src2 = ((bool)swizzle.negate_src2 != false);
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const bool negate_src3 = ((bool)swizzle.negate_src3 != false);
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float24 src1[4] = {
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src1_[(int)swizzle.GetSelectorSrc1(0)],
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src1_[(int)swizzle.GetSelectorSrc1(1)],
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src1_[(int)swizzle.GetSelectorSrc1(2)],
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src1_[(int)swizzle.GetSelectorSrc1(3)],
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};
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if (negate_src1) {
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src1[0] = src1[0] * float24::FromFloat32(-1);
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src1[1] = src1[1] * float24::FromFloat32(-1);
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src1[2] = src1[2] * float24::FromFloat32(-1);
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src1[3] = src1[3] * float24::FromFloat32(-1);
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}
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float24 src2[4] = {
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src2_[(int)swizzle.GetSelectorSrc2(0)],
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src2_[(int)swizzle.GetSelectorSrc2(1)],
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src2_[(int)swizzle.GetSelectorSrc2(2)],
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src2_[(int)swizzle.GetSelectorSrc2(3)],
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};
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if (negate_src2) {
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src2[0] = src2[0] * float24::FromFloat32(-1);
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src2[1] = src2[1] * float24::FromFloat32(-1);
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src2[2] = src2[2] * float24::FromFloat32(-1);
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src2[3] = src2[3] * float24::FromFloat32(-1);
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}
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float24 src3[4] = {
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src3_[(int)swizzle.GetSelectorSrc3(0)],
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src3_[(int)swizzle.GetSelectorSrc3(1)],
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src3_[(int)swizzle.GetSelectorSrc3(2)],
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src3_[(int)swizzle.GetSelectorSrc3(3)],
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};
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if (negate_src3) {
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src3[0] = src3[0] * float24::FromFloat32(-1);
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src3[1] = src3[1] * float24::FromFloat32(-1);
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src3[2] = src3[2] * float24::FromFloat32(-1);
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src3[3] = src3[3] * float24::FromFloat32(-1);
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}
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float24* dest = (instr.mad.dest.Value() < 0x10) ? &state.output_registers[instr.mad.dest.Value().GetIndex()][0]
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: (instr.mad.dest.Value() < 0x20) ? &state.temporary_registers[instr.mad.dest.Value().GetIndex()][0]
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: dummy_vec4_float24;
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for (int i = 0; i < 4; ++i) {
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if (!swizzle.DestComponentEnabled(i))
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continue;
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dest[i] = src1[i] * src2[i] + src3[i];
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}
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} else {
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LOG_ERROR(HW_GPU, "Unhandled multiply-add instruction: 0x%02x (%s): 0x%08x",
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(int)instr.opcode.Value().EffectiveOpCode(), instr.opcode.Value().GetInfo().name, instr.hex);
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}
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break;
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}
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default:
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{
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static auto evaluate_condition = [](const VertexShaderState& state, bool refx, bool refy, Instruction::FlowControlType flow_control) {
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bool results[2] = { refx == state.conditional_code[0],
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refy == state.conditional_code[1] };
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switch (flow_control.op) {
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case flow_control.Or:
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return results[0] || results[1];
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case flow_control.And:
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return results[0] && results[1];
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case flow_control.JustX:
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return results[0];
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case flow_control.JustY:
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return results[1];
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}
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};
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// Handle each instruction on its own
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switch (instr.opcode.Value()) {
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case OpCode::Id::END:
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exit_loop = true;
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break;
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case OpCode::Id::JMPC:
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if (evaluate_condition(state, instr.flow_control.refx, instr.flow_control.refy, instr.flow_control)) {
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state.program_counter = &shader_memory[instr.flow_control.dest_offset] - 1;
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}
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break;
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case OpCode::Id::JMPU:
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if (shader_uniforms.b[instr.flow_control.bool_uniform_id]) {
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state.program_counter = &shader_memory[instr.flow_control.dest_offset] - 1;
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}
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break;
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case OpCode::Id::CALL:
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call(state,
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instr.flow_control.dest_offset,
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instr.flow_control.num_instructions,
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binary_offset + 1, 0, 0);
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break;
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case OpCode::Id::CALLU:
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if (shader_uniforms.b[instr.flow_control.bool_uniform_id]) {
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call(state,
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instr.flow_control.dest_offset,
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instr.flow_control.num_instructions,
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binary_offset + 1, 0, 0);
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}
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break;
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case OpCode::Id::CALLC:
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if (evaluate_condition(state, instr.flow_control.refx, instr.flow_control.refy, instr.flow_control)) {
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call(state,
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instr.flow_control.dest_offset,
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instr.flow_control.num_instructions,
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binary_offset + 1, 0, 0);
|
|
}
|
|
break;
|
|
|
|
case OpCode::Id::NOP:
|
|
break;
|
|
|
|
case OpCode::Id::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, 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, 0, 0);
|
|
}
|
|
|
|
break;
|
|
|
|
case OpCode::Id::IFC:
|
|
{
|
|
// TODO: Do we need to consider swizzlers here?
|
|
|
|
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,
|
|
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, 0, 0);
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case OpCode::Id::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().EffectiveOpCode(), instr.opcode.Value().GetInfo().name, instr.hex);
|
|
break;
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
++state.program_counter;
|
|
|
|
if (exit_loop)
|
|
break;
|
|
}
|
|
}
|
|
|
|
OutputVertex RunShader(const InputVertex& input, int num_attributes) {
|
|
VertexShaderState state;
|
|
|
|
const u32* main = &shader_memory[registers.vs_main_offset];
|
|
state.program_counter = (u32*)main;
|
|
state.debug.max_offset = 0;
|
|
state.debug.max_opdesc_id = 0;
|
|
|
|
// Setup input register table
|
|
const auto& attribute_register_map = registers.vs_input_register_map;
|
|
float24 dummy_register;
|
|
boost::fill(state.input_register_table, &dummy_register);
|
|
if(num_attributes > 0) state.input_register_table[attribute_register_map.attribute0_register] = &input.attr[0].x;
|
|
if(num_attributes > 1) state.input_register_table[attribute_register_map.attribute1_register] = &input.attr[1].x;
|
|
if(num_attributes > 2) state.input_register_table[attribute_register_map.attribute2_register] = &input.attr[2].x;
|
|
if(num_attributes > 3) state.input_register_table[attribute_register_map.attribute3_register] = &input.attr[3].x;
|
|
if(num_attributes > 4) state.input_register_table[attribute_register_map.attribute4_register] = &input.attr[4].x;
|
|
if(num_attributes > 5) state.input_register_table[attribute_register_map.attribute5_register] = &input.attr[5].x;
|
|
if(num_attributes > 6) state.input_register_table[attribute_register_map.attribute6_register] = &input.attr[6].x;
|
|
if(num_attributes > 7) state.input_register_table[attribute_register_map.attribute7_register] = &input.attr[7].x;
|
|
if(num_attributes > 8) state.input_register_table[attribute_register_map.attribute8_register] = &input.attr[8].x;
|
|
if(num_attributes > 9) state.input_register_table[attribute_register_map.attribute9_register] = &input.attr[9].x;
|
|
if(num_attributes > 10) state.input_register_table[attribute_register_map.attribute10_register] = &input.attr[10].x;
|
|
if(num_attributes > 11) state.input_register_table[attribute_register_map.attribute11_register] = &input.attr[11].x;
|
|
if(num_attributes > 12) state.input_register_table[attribute_register_map.attribute12_register] = &input.attr[12].x;
|
|
if(num_attributes > 13) state.input_register_table[attribute_register_map.attribute13_register] = &input.attr[13].x;
|
|
if(num_attributes > 14) state.input_register_table[attribute_register_map.attribute14_register] = &input.attr[14].x;
|
|
if(num_attributes > 15) state.input_register_table[attribute_register_map.attribute15_register] = &input.attr[15].x;
|
|
|
|
state.conditional_code[0] = false;
|
|
state.conditional_code[1] = false;
|
|
|
|
ProcessShaderCode(state);
|
|
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);
|
|
|
|
// 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 = registers.vs_output_attributes[i];
|
|
|
|
u32 semantics[4] = {
|
|
output_register_map.map_x, output_register_map.map_y,
|
|
output_register_map.map_z, output_register_map.map_w
|
|
};
|
|
|
|
for (int comp = 0; comp < 4; ++comp) {
|
|
float24* out = ((float24*)&ret) + semantics[comp];
|
|
if (semantics[comp] != Regs::VSOutputAttributes::INVALID) {
|
|
*out = state.output_registers[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));
|
|
}
|
|
}
|
|
}
|
|
|
|
LOG_TRACE(Render_Software, "Output vertex: pos (%.2f, %.2f, %.2f, %.2f), col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f)",
|
|
ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.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());
|
|
|
|
return ret;
|
|
}
|
|
|
|
|
|
} // namespace
|
|
|
|
} // namespace
|