mirror of
https://github.com/Lime3DS/Lime3DS.git
synced 2024-11-05 09:55:05 +01:00
212 lines
5.5 KiB
C
212 lines
5.5 KiB
C
|
// Copyright 2014 Citra Emulator Project
|
||
|
// Licensed under GPLv2
|
||
|
// Refer to the license.txt file included.
|
||
|
|
||
|
#pragma once
|
||
|
|
||
|
#include <initializer_list>
|
||
|
|
||
|
#include <common/common_types.h>
|
||
|
|
||
|
#include "math.h"
|
||
|
#include "pica.h"
|
||
|
|
||
|
namespace Pica {
|
||
|
|
||
|
namespace VertexShader {
|
||
|
|
||
|
struct InputVertex {
|
||
|
Math::Vec4<float24> attr[16];
|
||
|
};
|
||
|
|
||
|
struct OutputVertex {
|
||
|
OutputVertex() = default;
|
||
|
|
||
|
// VS output attributes
|
||
|
Math::Vec4<float24> pos;
|
||
|
Math::Vec4<float24> dummy; // quaternions (not implemented, yet)
|
||
|
Math::Vec4<float24> color;
|
||
|
Math::Vec2<float24> tc0;
|
||
|
float24 tc0_v;
|
||
|
|
||
|
// Padding for optimal alignment
|
||
|
float24 pad[14];
|
||
|
|
||
|
// Attributes used to store intermediate results
|
||
|
|
||
|
// position after perspective divide
|
||
|
Math::Vec3<float24> screenpos;
|
||
|
|
||
|
// 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);
|
||
|
|
||
|
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_assert(std::is_pod<OutputVertex>::value, "Structure is not POD");
|
||
|
|
||
|
union Instruction {
|
||
|
enum class OpCode : u32 {
|
||
|
ADD = 0x0,
|
||
|
DP3 = 0x1,
|
||
|
DP4 = 0x2,
|
||
|
|
||
|
MUL = 0x8,
|
||
|
|
||
|
MAX = 0xC,
|
||
|
MIN = 0xD,
|
||
|
RCP = 0xE,
|
||
|
RSQ = 0xF,
|
||
|
|
||
|
MOV = 0x13,
|
||
|
|
||
|
RET = 0x21,
|
||
|
FLS = 0x22, // Flush
|
||
|
CALL = 0x24,
|
||
|
};
|
||
|
|
||
|
std::string GetOpCodeName() const {
|
||
|
std::map<OpCode, std::string> map = {
|
||
|
{ OpCode::ADD, "ADD" },
|
||
|
{ OpCode::DP3, "DP3" },
|
||
|
{ OpCode::DP4, "DP4" },
|
||
|
{ OpCode::MUL, "MUL" },
|
||
|
{ OpCode::MAX, "MAX" },
|
||
|
{ OpCode::MIN, "MIN" },
|
||
|
{ OpCode::RCP, "RCP" },
|
||
|
{ OpCode::RSQ, "RSQ" },
|
||
|
{ OpCode::MOV, "MOV" },
|
||
|
{ OpCode::RET, "RET" },
|
||
|
{ OpCode::FLS, "FLS" },
|
||
|
};
|
||
|
auto it = map.find(opcode);
|
||
|
if (it == map.end())
|
||
|
return "UNK";
|
||
|
else
|
||
|
return it->second;
|
||
|
}
|
||
|
|
||
|
u32 hex;
|
||
|
|
||
|
BitField<0x1a, 0x6, OpCode> opcode;
|
||
|
|
||
|
// General notes:
|
||
|
//
|
||
|
// When two input registers are used, one of them uses a 5-bit index while the other
|
||
|
// one uses a 7-bit index. This is because at most one floating point uniform may be used
|
||
|
// as an input.
|
||
|
|
||
|
|
||
|
// Format used e.g. by arithmetic instructions and comparisons
|
||
|
// "src1" and "src2" specify register indices (i.e. indices referring to groups of 4 floats),
|
||
|
// while "dest" addresses individual floats.
|
||
|
union {
|
||
|
BitField<0x00, 0x5, u32> operand_desc_id;
|
||
|
BitField<0x07, 0x5, u32> src2;
|
||
|
BitField<0x0c, 0x7, u32> src1;
|
||
|
BitField<0x13, 0x7, u32> dest;
|
||
|
} common;
|
||
|
|
||
|
// Format used for flow control instructions ("if")
|
||
|
union {
|
||
|
BitField<0x00, 0x8, u32> num_instructions;
|
||
|
BitField<0x0a, 0xc, u32> offset_words;
|
||
|
} flow_control;
|
||
|
};
|
||
|
|
||
|
union SwizzlePattern {
|
||
|
u32 hex;
|
||
|
|
||
|
enum class Selector : u32 {
|
||
|
x = 0,
|
||
|
y = 1,
|
||
|
z = 2,
|
||
|
w = 3
|
||
|
};
|
||
|
|
||
|
Selector GetSelectorSrc1(int comp) const {
|
||
|
Selector selectors[] = {
|
||
|
src1_selector_0, src1_selector_1, src1_selector_2, src1_selector_3
|
||
|
};
|
||
|
return selectors[comp];
|
||
|
}
|
||
|
|
||
|
Selector GetSelectorSrc2(int comp) const {
|
||
|
Selector selectors[] = {
|
||
|
src2_selector_0, src2_selector_1, src2_selector_2, src2_selector_3
|
||
|
};
|
||
|
return selectors[comp];
|
||
|
}
|
||
|
|
||
|
bool DestComponentEnabled(int i) const {
|
||
|
return (dest_mask & (0x8 >> i));
|
||
|
}
|
||
|
|
||
|
std::string SelectorToString(bool src2) const {
|
||
|
std::map<Selector, std::string> map = {
|
||
|
{ Selector::x, "x" },
|
||
|
{ Selector::y, "y" },
|
||
|
{ Selector::z, "z" },
|
||
|
{ Selector::w, "w" }
|
||
|
};
|
||
|
std::string ret;
|
||
|
for (int i = 0; i < 4; ++i) {
|
||
|
ret += map.at(src2 ? GetSelectorSrc2(i) : GetSelectorSrc1(i));
|
||
|
}
|
||
|
return ret;
|
||
|
}
|
||
|
|
||
|
std::string DestMaskToString() const {
|
||
|
std::string ret;
|
||
|
for (int i = 0; i < 4; ++i) {
|
||
|
if (!DestComponentEnabled(i))
|
||
|
ret += "_";
|
||
|
else
|
||
|
ret += "xyzw"[i];
|
||
|
}
|
||
|
return ret;
|
||
|
}
|
||
|
|
||
|
// Components of "dest" that should be written to: LSB=dest.w, MSB=dest.x
|
||
|
BitField< 0, 4, u32> dest_mask;
|
||
|
|
||
|
BitField< 5, 2, Selector> src1_selector_3;
|
||
|
BitField< 7, 2, Selector> src1_selector_2;
|
||
|
BitField< 9, 2, Selector> src1_selector_1;
|
||
|
BitField<11, 2, Selector> src1_selector_0;
|
||
|
|
||
|
BitField<14, 2, Selector> src2_selector_3;
|
||
|
BitField<16, 2, Selector> src2_selector_2;
|
||
|
BitField<18, 2, Selector> src2_selector_1;
|
||
|
BitField<20, 2, Selector> src2_selector_0;
|
||
|
|
||
|
BitField<31, 1, u32> flag; // not sure what this means, maybe it's the sign?
|
||
|
};
|
||
|
|
||
|
void SubmitShaderMemoryChange(u32 addr, u32 value);
|
||
|
void SubmitSwizzleDataChange(u32 addr, u32 value);
|
||
|
|
||
|
OutputVertex RunShader(const InputVertex& input, int num_attributes);
|
||
|
|
||
|
Math::Vec4<float24>& GetFloatUniform(u32 index);
|
||
|
|
||
|
} // namespace
|
||
|
|
||
|
} // namespace
|
||
|
|