Introduce a shader tracer to allow inspection of input/output values for each processed instruction.
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10 changed files with 601 additions and 97 deletions
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@ -4,7 +4,10 @@
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#pragma once
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#include <vector>
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#include <boost/container/static_vector.hpp>
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#include <nihstro/shader_binary.h>
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#include "common/common_funcs.h"
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@ -72,12 +75,185 @@ struct OutputVertex {
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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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// Helper structure used to keep track of data useful for inspection of shader emulation
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template<bool full_debugging>
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struct DebugData;
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template<>
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struct DebugData<false> {
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// TODO: Hide these behind and interface and move them to DebugData<true>
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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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};
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template<>
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struct DebugData<true> {
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// Records store the input and output operands of a particular instruction.
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struct Record {
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enum Type {
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// Floating point arithmetic operands
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SRC1 = 0x1,
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SRC2 = 0x2,
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SRC3 = 0x4,
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// Initial and final output operand value
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DEST_IN = 0x8,
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DEST_OUT = 0x10,
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// Current and next instruction offset (in words)
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CUR_INSTR = 0x20,
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NEXT_INSTR = 0x40,
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// Output address register value
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ADDR_REG_OUT = 0x80,
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// Result of a comparison instruction
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CMP_RESULT = 0x100,
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// Input values for conditional flow control instructions
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COND_BOOL_IN = 0x200,
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COND_CMP_IN = 0x400,
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// Input values for a loop
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LOOP_INT_IN = 0x800,
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};
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Math::Vec4<float24> src1;
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Math::Vec4<float24> src2;
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Math::Vec4<float24> src3;
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Math::Vec4<float24> dest_in;
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Math::Vec4<float24> dest_out;
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s32 address_registers[2];
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bool conditional_code[2];
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bool cond_bool;
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bool cond_cmp[2];
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Math::Vec4<u8> loop_int;
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u32 instruction_offset;
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u32 next_instruction;
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// set of enabled fields (as a combination of Type flags)
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unsigned mask = 0;
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};
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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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// List of records for each executed shader instruction
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std::vector<DebugData<true>::Record> records;
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};
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// Type alias for better readability
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using DebugDataRecord = DebugData<true>::Record;
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// Helper function to set a DebugData<true>::Record field based on the template enum parameter.
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template<DebugDataRecord::Type type, typename ValueType>
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inline void SetField(DebugDataRecord& record, ValueType value);
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template<>
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inline void SetField<DebugDataRecord::SRC1>(DebugDataRecord& record, float24* value) {
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record.src1.x = value[0];
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record.src1.y = value[1];
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record.src1.z = value[2];
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record.src1.w = value[3];
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}
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template<>
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inline void SetField<DebugDataRecord::SRC2>(DebugDataRecord& record, float24* value) {
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record.src2.x = value[0];
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record.src2.y = value[1];
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record.src2.z = value[2];
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record.src2.w = value[3];
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}
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template<>
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inline void SetField<DebugDataRecord::SRC3>(DebugDataRecord& record, float24* value) {
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record.src3.x = value[0];
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record.src3.y = value[1];
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record.src3.z = value[2];
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record.src3.w = value[3];
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}
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template<>
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inline void SetField<DebugDataRecord::DEST_IN>(DebugDataRecord& record, float24* value) {
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record.dest_in.x = value[0];
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record.dest_in.y = value[1];
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record.dest_in.z = value[2];
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record.dest_in.w = value[3];
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}
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template<>
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inline void SetField<DebugDataRecord::DEST_OUT>(DebugDataRecord& record, float24* value) {
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record.dest_out.x = value[0];
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record.dest_out.y = value[1];
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record.dest_out.z = value[2];
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record.dest_out.w = value[3];
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}
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template<>
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inline void SetField<DebugDataRecord::ADDR_REG_OUT>(DebugDataRecord& record, s32* value) {
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record.address_registers[0] = value[0];
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record.address_registers[1] = value[1];
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}
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template<>
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inline void SetField<DebugDataRecord::CMP_RESULT>(DebugDataRecord& record, bool* value) {
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record.conditional_code[0] = value[0];
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record.conditional_code[1] = value[1];
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}
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template<>
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inline void SetField<DebugDataRecord::COND_BOOL_IN>(DebugDataRecord& record, bool value) {
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record.cond_bool = value;
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}
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template<>
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inline void SetField<DebugDataRecord::COND_CMP_IN>(DebugDataRecord& record, bool* value) {
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record.cond_cmp[0] = value[0];
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record.cond_cmp[1] = value[1];
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}
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template<>
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inline void SetField<DebugDataRecord::LOOP_INT_IN>(DebugDataRecord& record, Math::Vec4<u8> value) {
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record.loop_int = value;
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}
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template<>
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inline void SetField<DebugDataRecord::CUR_INSTR>(DebugDataRecord& record, u32 value) {
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record.instruction_offset = value;
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}
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template<>
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inline void SetField<DebugDataRecord::NEXT_INSTR>(DebugDataRecord& record, u32 value) {
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record.next_instruction = value;
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}
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// Helper function to set debug information on the current shader iteration.
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template<DebugDataRecord::Type type, typename ValueType>
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inline void Record(DebugData<false>& debug_data, u32 offset, ValueType value) {
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// Debugging disabled => nothing to do
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}
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template<DebugDataRecord::Type type, typename ValueType>
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inline void Record(DebugData<true>& debug_data, u32 offset, ValueType value) {
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if (offset >= debug_data.records.size())
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debug_data.records.resize(offset + 1);
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SetField<type, ValueType>(debug_data.records[offset], value);
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debug_data.records[offset].mask |= type;
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}
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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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template<bool Debug>
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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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@ -111,10 +287,7 @@ struct UnitState {
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// TODO: Is there a maximal size for this?
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boost::container::static_vector<CallStackElement, 16> 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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DebugData<Debug> debug;
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static int InputOffset(const SourceRegister& reg) {
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switch (reg.GetRegisterType()) {
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@ -150,7 +323,7 @@ struct UnitState {
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* vertex, which would happen within the `Run` function).
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* @param state Shader unit state, must be setup per shader and per shader unit
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*/
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void Setup(UnitState& state);
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void Setup(UnitState<false>& state);
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/// Performs any cleanup when the emulator is shutdown
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void Shutdown();
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@ -162,7 +335,17 @@ void Shutdown();
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* @param num_attributes The number of vertex shader attributes
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* @return The output vertex, after having been processed by the vertex shader
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*/
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OutputVertex Run(UnitState& state, const InputVertex& input, int num_attributes);
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OutputVertex Run(UnitState<false>& state, const InputVertex& input, int num_attributes);
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/**
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* Produce debug information based on the given shader and input vertex
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* @param input Input vertex into the shader
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* @param num_attributes The number of vertex shader attributes
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* @param config Configuration object for the shader pipeline
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* @param setup Setup object for the shader pipeline
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* @return Debug information for this shader with regards to the given vertex
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*/
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DebugData<true> ProduceDebugInfo(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const State::ShaderSetup& setup);
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} // namespace Shader
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