mirror of
https://github.com/Lime3DS/Lime3DS.git
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205 lines
6.5 KiB
C++
205 lines
6.5 KiB
C++
// Copyright 2015 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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#pragma once
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#include <array>
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#include <cstddef>
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#include <type_traits>
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#include <nihstro/shader_bytecode.h>
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#include "common/assert.h"
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#include "common/common_funcs.h"
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#include "common/common_types.h"
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#include "common/vector_math.h"
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#include "video_core/pica.h"
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#include "video_core/pica_types.h"
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using nihstro::RegisterType;
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using nihstro::SourceRegister;
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using nihstro::DestRegister;
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namespace Pica {
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namespace Shader {
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struct AttributeBuffer {
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alignas(16) Math::Vec4<float24> attr[16];
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};
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struct OutputVertex {
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OutputVertex() = default;
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// VS output attributes
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Math::Vec4<float24> pos;
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Math::Vec4<float24> quat;
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Math::Vec4<float24> color;
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Math::Vec2<float24> tc0;
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Math::Vec2<float24> tc1;
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float24 tc0_w;
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INSERT_PADDING_WORDS(1);
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Math::Vec3<float24> view;
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INSERT_PADDING_WORDS(1);
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Math::Vec2<float24> tc2;
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// Padding for optimal alignment
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INSERT_PADDING_WORDS(4);
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// Attributes used to store intermediate results
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// position after perspective divide
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Math::Vec3<float24> screenpos;
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INSERT_PADDING_WORDS(1);
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// Linear interpolation
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// factor: 0=this, 1=vtx
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void Lerp(float24 factor, const OutputVertex& vtx) {
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pos = pos * factor + vtx.pos * (float24::FromFloat32(1) - factor);
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// TODO: Should perform perspective correct interpolation here...
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tc0 = tc0 * factor + vtx.tc0 * (float24::FromFloat32(1) - factor);
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tc1 = tc1 * factor + vtx.tc1 * (float24::FromFloat32(1) - factor);
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tc2 = tc2 * factor + vtx.tc2 * (float24::FromFloat32(1) - factor);
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screenpos = screenpos * factor + vtx.screenpos * (float24::FromFloat32(1) - factor);
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color = color * factor + vtx.color * (float24::FromFloat32(1) - factor);
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}
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// Linear interpolation
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// factor: 0=v0, 1=v1
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static OutputVertex Lerp(float24 factor, const OutputVertex& v0, const OutputVertex& v1) {
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OutputVertex ret = v0;
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ret.Lerp(factor, v1);
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return ret;
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}
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static OutputVertex FromRegisters(Math::Vec4<float24> output_regs[16], const Regs& regs,
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u32 output_mask);
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};
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static_assert(std::is_pod<OutputVertex>::value, "Structure is not POD");
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static_assert(sizeof(OutputVertex) == 32 * sizeof(float), "OutputVertex has invalid size");
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/**
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* This structure contains the state information that needs to be unique for a shader unit. The 3DS
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* has four shader units that process shaders in parallel. At the present, Citra only implements a
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* single shader unit that processes all shaders serially. Putting the state information in a struct
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* here will make it easier for us to parallelize the shader processing later.
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*/
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struct UnitState {
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struct Registers {
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// The registers are accessed by the shader JIT using SSE instructions, and are therefore
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// required to be 16-byte aligned.
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alignas(16) Math::Vec4<float24> input[16];
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alignas(16) Math::Vec4<float24> temporary[16];
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alignas(16) Math::Vec4<float24> output[16];
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} registers;
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static_assert(std::is_pod<Registers>::value, "Structure is not POD");
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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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static size_t InputOffset(const SourceRegister& reg) {
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switch (reg.GetRegisterType()) {
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case RegisterType::Input:
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return offsetof(UnitState, registers.input) +
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reg.GetIndex() * sizeof(Math::Vec4<float24>);
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case RegisterType::Temporary:
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return offsetof(UnitState, registers.temporary) +
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reg.GetIndex() * sizeof(Math::Vec4<float24>);
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default:
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UNREACHABLE();
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return 0;
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}
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}
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static size_t OutputOffset(const DestRegister& reg) {
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switch (reg.GetRegisterType()) {
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case RegisterType::Output:
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return offsetof(UnitState, registers.output) +
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reg.GetIndex() * sizeof(Math::Vec4<float24>);
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case RegisterType::Temporary:
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return offsetof(UnitState, registers.temporary) +
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reg.GetIndex() * sizeof(Math::Vec4<float24>);
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default:
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UNREACHABLE();
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return 0;
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}
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}
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/**
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* Loads the unit state with an input vertex.
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*
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* @param input Input vertex into the shader
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* @param num_attributes The number of vertex shader attributes to load
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*/
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void LoadInput(const AttributeBuffer& input, int num_attributes);
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};
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struct ShaderSetup {
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struct {
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// The float uniforms are accessed by the shader JIT using SSE instructions, and are
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// therefore required to be 16-byte aligned.
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alignas(16) 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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} uniforms;
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static size_t GetFloatUniformOffset(unsigned index) {
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return offsetof(ShaderSetup, uniforms.f) + index * sizeof(Math::Vec4<float24>);
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}
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static size_t GetBoolUniformOffset(unsigned index) {
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return offsetof(ShaderSetup, uniforms.b) + index * sizeof(bool);
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}
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static size_t GetIntUniformOffset(unsigned index) {
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return offsetof(ShaderSetup, uniforms.i) + index * sizeof(Math::Vec4<u8>);
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}
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std::array<u32, 1024> program_code;
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std::array<u32, 1024> swizzle_data;
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/// Data private to ShaderEngines
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struct EngineData {
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unsigned int entry_point;
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/// Used by the JIT, points to a compiled shader object.
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const void* cached_shader = nullptr;
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} engine_data;
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};
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class ShaderEngine {
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public:
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virtual ~ShaderEngine() = default;
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/**
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* Performs any shader unit setup that only needs to happen once per shader (as opposed to once
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* per vertex, which would happen within the `Run` function).
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*/
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virtual void SetupBatch(ShaderSetup& setup, unsigned int entry_point) = 0;
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/**
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* Runs the currently setup shader.
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*
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* @param setup Shader engine state, must be setup with SetupBatch on each shader change.
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* @param state Shader unit state, must be setup with input data before each shader invocation.
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*/
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virtual void Run(const ShaderSetup& setup, UnitState& state) const = 0;
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};
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// TODO(yuriks): Remove and make it non-global state somewhere
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ShaderEngine* GetEngine();
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void Shutdown();
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} // namespace Shader
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} // namespace Pica
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