Lime3DS/src/video_core/shader/shader.cpp

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// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <cmath>
#include <cstring>
#include "common/bit_set.h"
#include "common/logging/log.h"
#include "common/microprofile.h"
#include "video_core/pica.h"
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#include "video_core/pica_state.h"
#include "video_core/shader/shader.h"
#include "video_core/shader/shader_interpreter.h"
#ifdef ARCHITECTURE_x86_64
#include "video_core/shader/shader_jit_x64.h"
#endif // ARCHITECTURE_x86_64
#include "video_core/video_core.h"
namespace Pica {
namespace Shader {
OutputVertex OutputVertex::FromAttributeBuffer(const Regs& regs, AttributeBuffer& input) {
// Setup output data
OutputVertex ret;
unsigned int num_attributes = regs.vs_output_total;
for (unsigned int i = 0; i < num_attributes; ++i) {
const auto& output_register_map = regs.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 (unsigned comp = 0; comp < 4; ++comp) {
float24* out = ((float24*)&ret) + semantics[comp];
if (semantics[comp] != Regs::VSOutputAttributes::INVALID) {
*out = input.attr[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));
}
}
}
// 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;
}
void UnitState::LoadInput(const Regs::ShaderConfig& config, const AttributeBuffer& input) {
const unsigned max_attribute = config.max_input_attribute_index;
for (unsigned attr = 0; attr <= max_attribute; ++attr) {
unsigned reg = config.GetRegisterForAttribute(attr);
registers.input[reg] = input.attr[attr];
}
}
void UnitState::WriteOutput(const Regs::ShaderConfig& config, AttributeBuffer& output) {
unsigned int output_i = 0;
for (unsigned int reg : Common::BitSet<u32>(config.output_mask)) {
output.attr[output_i++] = registers.output[reg];
}
}
MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240));
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#ifdef ARCHITECTURE_x86_64
static std::unique_ptr<JitX64Engine> jit_engine;
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#endif // ARCHITECTURE_x86_64
static InterpreterEngine interpreter_engine;
ShaderEngine* GetEngine() {
#ifdef ARCHITECTURE_x86_64
// TODO(yuriks): Re-initialize on each change rather than being persistent
if (VideoCore::g_shader_jit_enabled) {
if (jit_engine == nullptr) {
jit_engine = std::make_unique<JitX64Engine>();
}
return jit_engine.get();
}
#endif // ARCHITECTURE_x86_64
return &interpreter_engine;
}
void Shutdown() {
#ifdef ARCHITECTURE_x86_64
jit_engine = nullptr;
#endif // ARCHITECTURE_x86_64
}
} // namespace Shader
} // namespace Pica