diff options
Diffstat (limited to 'src/video_core/shader/shader.h')
| -rw-r--r-- | src/video_core/shader/shader.h | 120 |
1 files changed, 49 insertions, 71 deletions
diff --git a/src/video_core/shader/shader.h b/src/video_core/shader/shader.h index 2b07759b9..b188d3edf 100644 --- a/src/video_core/shader/shader.h +++ b/src/video_core/shader/shader.h @@ -6,7 +6,6 @@ #include <array> #include <cstddef> -#include <memory> #include <type_traits> #include <nihstro/shader_bytecode.h> #include "common/assert.h" @@ -15,7 +14,6 @@ #include "common/vector_math.h" #include "video_core/pica.h" #include "video_core/pica_types.h" -#include "video_core/shader/debug_data.h" using nihstro::RegisterType; using nihstro::SourceRegister; @@ -25,14 +23,11 @@ namespace Pica { namespace Shader { -struct InputVertex { +struct AttributeBuffer { alignas(16) Math::Vec4<float24> attr[16]; }; struct OutputVertex { - OutputVertex() = default; - - // VS output attributes Math::Vec4<float24> pos; Math::Vec4<float24> quat; Math::Vec4<float24> color; @@ -44,49 +39,22 @@ struct OutputVertex { INSERT_PADDING_WORDS(1); Math::Vec2<float24> tc2; - // Padding for optimal alignment - INSERT_PADDING_WORDS(4); - - // Attributes used to store intermediate results - - // position after perspective divide - Math::Vec3<float24> screenpos; - INSERT_PADDING_WORDS(1); - - // 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); - tc1 = tc1 * factor + vtx.tc1 * (float24::FromFloat32(1) - factor); - tc2 = tc2 * factor + vtx.tc2 * (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 OutputVertex FromAttributeBuffer(const Regs& regs, AttributeBuffer& output); }; +#define ASSERT_POS(var, pos) \ + static_assert(offsetof(OutputVertex, var) == pos * sizeof(float24), "Semantic at wrong " \ + "offset.") +ASSERT_POS(pos, Regs::VSOutputAttributes::POSITION_X); +ASSERT_POS(quat, Regs::VSOutputAttributes::QUATERNION_X); +ASSERT_POS(color, Regs::VSOutputAttributes::COLOR_R); +ASSERT_POS(tc0, Regs::VSOutputAttributes::TEXCOORD0_U); +ASSERT_POS(tc1, Regs::VSOutputAttributes::TEXCOORD1_U); +ASSERT_POS(tc0_w, Regs::VSOutputAttributes::TEXCOORD0_W); +ASSERT_POS(view, Regs::VSOutputAttributes::VIEW_X); +ASSERT_POS(tc2, Regs::VSOutputAttributes::TEXCOORD2_U); +#undef ASSERT_POS static_assert(std::is_pod<OutputVertex>::value, "Structure is not POD"); -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) const; -}; -static_assert(std::is_pod<OutputRegisters>::value, "Structure is not POD"); +static_assert(sizeof(OutputVertex) == 24 * sizeof(float), "OutputVertex has invalid size"); /** * This structure contains the state information that needs to be unique for a shader unit. The 3DS @@ -100,11 +68,10 @@ struct UnitState { // required to be 16-byte aligned. alignas(16) Math::Vec4<float24> input[16]; alignas(16) Math::Vec4<float24> temporary[16]; + alignas(16) Math::Vec4<float24> output[16]; } registers; static_assert(std::is_pod<Registers>::value, "Structure is not POD"); - OutputRegisters output_registers; - bool conditional_code[2]; // Two Address registers and one loop counter @@ -130,7 +97,7 @@ struct UnitState { static size_t OutputOffset(const DestRegister& reg) { switch (reg.GetRegisterType()) { case RegisterType::Output: - return offsetof(UnitState, output_registers.value) + + return offsetof(UnitState, registers.output) + reg.GetIndex() * sizeof(Math::Vec4<float24>); case RegisterType::Temporary: @@ -142,13 +109,19 @@ struct UnitState { return 0; } } -}; -/// Clears the shader cache -void ClearCache(); + /** + * Loads the unit state with an input vertex. + * + * @param config Shader configuration registers corresponding to the unit. + * @param input Attribute buffer to load into the input registers. + */ + void LoadInput(const Regs::ShaderConfig& config, const AttributeBuffer& input); -struct ShaderSetup { + void WriteOutput(const Regs::ShaderConfig& config, AttributeBuffer& output); +}; +struct ShaderSetup { struct { // The float uniforms are accessed by the shader JIT using SSE instructions, and are // therefore required to be 16-byte aligned. @@ -173,32 +146,37 @@ struct ShaderSetup { std::array<u32, 1024> program_code; std::array<u32, 1024> swizzle_data; + /// Data private to ShaderEngines + struct EngineData { + unsigned int entry_point; + /// Used by the JIT, points to a compiled shader object. + const void* cached_shader = nullptr; + } engine_data; +}; + +class ShaderEngine { +public: + virtual ~ShaderEngine() = default; + /** * Performs any shader unit setup that only needs to happen once per shader (as opposed to once * per vertex, which would happen within the `Run` function). */ - void Setup(); + virtual void SetupBatch(ShaderSetup& setup, unsigned int entry_point) = 0; /** - * Runs the currently setup shader - * @param state Shader unit state, must be setup per shader and per shader unit - * @param input Input vertex into the shader - * @param num_attributes The number of vertex shader attributes + * Runs the currently setup shader. + * + * @param setup Shader engine state, must be setup with SetupBatch on each shader change. + * @param state Shader unit state, must be setup with input data before each shader invocation. */ - void Run(UnitState& state, const InputVertex& input, int num_attributes); - - /** - * Produce debug information based on the given shader and input vertex - * @param input Input vertex into the shader - * @param num_attributes The number of vertex shader attributes - * @param config Configuration object for the shader pipeline - * @param setup Setup object for the shader pipeline - * @return Debug information for this shader with regards to the given vertex - */ - DebugData<true> ProduceDebugInfo(const InputVertex& input, int num_attributes, - const Regs::ShaderConfig& config, const ShaderSetup& setup); + virtual void Run(const ShaderSetup& setup, UnitState& state) const = 0; }; +// TODO(yuriks): Remove and make it non-global state somewhere +ShaderEngine* GetEngine(); +void Shutdown(); + } // namespace Shader } // namespace Pica |
