Pica: Add vertex shader implementation.
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7 changed files with 722 additions and 10 deletions
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@ -50,7 +50,39 @@ struct Regs {
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INSERT_PADDING_WORDS(0x1);
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BitField<0, 24, u32> viewport_size_y;
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INSERT_PADDING_WORDS(0x1bc);
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INSERT_PADDING_WORDS(0xc);
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union {
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// Maps components of output vertex attributes to semantics
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enum Semantic : u32
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{
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POSITION_X = 0,
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POSITION_Y = 1,
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POSITION_Z = 2,
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POSITION_W = 3,
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COLOR_R = 8,
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COLOR_G = 9,
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COLOR_B = 10,
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COLOR_A = 11,
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TEXCOORD0_U = 12,
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TEXCOORD0_V = 13,
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TEXCOORD1_U = 14,
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TEXCOORD1_V = 15,
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TEXCOORD2_U = 22,
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TEXCOORD2_V = 23,
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INVALID = 31,
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};
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BitField< 0, 5, Semantic> map_x;
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BitField< 8, 5, Semantic> map_y;
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BitField<16, 5, Semantic> map_z;
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BitField<24, 5, Semantic> map_w;
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} vs_output_attributes[7];
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INSERT_PADDING_WORDS(0x1a9);
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struct {
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enum class Format : u64 {
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@ -133,7 +165,7 @@ struct Regs {
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// Attribute loaders map the source vertex data to input attributes
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// This e.g. allows to load different attributes from different memory locations
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struct Loader {
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struct {
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// Source attribute data offset from the base address
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u32 data_offset;
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@ -189,7 +221,90 @@ struct Regs {
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u32 trigger_draw;
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u32 trigger_draw_indexed;
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INSERT_PADDING_WORDS(0xd0);
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INSERT_PADDING_WORDS(0x8a);
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// Offset to shader program entry point (in words)
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BitField<0, 16, u32> vs_main_offset;
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union {
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BitField< 0, 4, u64> attribute0_register;
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BitField< 4, 4, u64> attribute1_register;
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BitField< 8, 4, u64> attribute2_register;
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BitField<12, 4, u64> attribute3_register;
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BitField<16, 4, u64> attribute4_register;
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BitField<20, 4, u64> attribute5_register;
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BitField<24, 4, u64> attribute6_register;
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BitField<28, 4, u64> attribute7_register;
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BitField<32, 4, u64> attribute8_register;
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BitField<36, 4, u64> attribute9_register;
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BitField<40, 4, u64> attribute10_register;
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BitField<44, 4, u64> attribute11_register;
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BitField<48, 4, u64> attribute12_register;
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BitField<52, 4, u64> attribute13_register;
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BitField<56, 4, u64> attribute14_register;
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BitField<60, 4, u64> attribute15_register;
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int GetRegisterForAttribute(int attribute_index) {
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u64 fields[] = {
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attribute0_register, attribute1_register, attribute2_register, attribute3_register,
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attribute4_register, attribute5_register, attribute6_register, attribute7_register,
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attribute8_register, attribute9_register, attribute10_register, attribute11_register,
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attribute12_register, attribute13_register, attribute14_register, attribute15_register,
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};
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return (int)fields[attribute_index];
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}
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} vs_input_register_map;
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INSERT_PADDING_WORDS(0x3);
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struct {
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enum Format : u32
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{
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FLOAT24 = 0,
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FLOAT32 = 1
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};
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bool IsFloat32() const {
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return format == FLOAT32;
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}
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union {
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// Index of the next uniform to write to
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// TODO: ctrulib uses 8 bits for this, however that seems to yield lots of invalid indices
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BitField<0, 7, u32> index;
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BitField<31, 1, Format> format;
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};
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// Writing to these registers sets the "current" uniform.
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// TODO: It's not clear how the hardware stores what the "current" uniform is.
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u32 set_value[8];
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} vs_uniform_setup;
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INSERT_PADDING_WORDS(0x2);
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struct {
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u32 begin_load;
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// Writing to these registers sets the "current" word in the shader program.
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// TODO: It's not clear how the hardware stores what the "current" word is.
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u32 set_word[8];
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} vs_program;
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INSERT_PADDING_WORDS(0x1);
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// This register group is used to load an internal table of swizzling patterns,
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// which are indexed by each shader instruction to specify vector component swizzling.
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struct {
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u32 begin_load;
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// Writing to these registers sets the "current" swizzle pattern in the table.
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// TODO: It's not clear how the hardware stores what the "current" swizzle pattern is.
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u32 set_word[8];
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} vs_swizzle_patterns;
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INSERT_PADDING_WORDS(0x22);
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#undef INSERT_PADDING_WORDS_HELPER1
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#undef INSERT_PADDING_WORDS_HELPER2
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@ -219,6 +334,11 @@ struct Regs {
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ADD_FIELD(num_vertices);
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ADD_FIELD(trigger_draw);
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ADD_FIELD(trigger_draw_indexed);
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ADD_FIELD(vs_main_offset);
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ADD_FIELD(vs_input_register_map);
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ADD_FIELD(vs_uniform_setup);
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ADD_FIELD(vs_program);
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ADD_FIELD(vs_swizzle_patterns);
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#undef ADD_FIELD
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#endif // _MSC_VER
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@ -259,17 +379,25 @@ private:
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ASSERT_REG_POSITION(viewport_size_x, 0x41);
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ASSERT_REG_POSITION(viewport_size_y, 0x43);
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ASSERT_REG_POSITION(vs_output_attributes[0], 0x50);
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ASSERT_REG_POSITION(vs_output_attributes[1], 0x51);
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ASSERT_REG_POSITION(vertex_attributes, 0x200);
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ASSERT_REG_POSITION(index_array, 0x227);
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ASSERT_REG_POSITION(num_vertices, 0x228);
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ASSERT_REG_POSITION(trigger_draw, 0x22e);
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ASSERT_REG_POSITION(trigger_draw_indexed, 0x22f);
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ASSERT_REG_POSITION(vs_main_offset, 0x2ba);
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ASSERT_REG_POSITION(vs_input_register_map, 0x2bb);
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ASSERT_REG_POSITION(vs_uniform_setup, 0x2c0);
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ASSERT_REG_POSITION(vs_program, 0x2cb);
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ASSERT_REG_POSITION(vs_swizzle_patterns, 0x2d5);
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#undef ASSERT_REG_POSITION
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#endif // !defined(_MSC_VER)
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// The total number of registers is chosen arbitrarily, but let's make sure it's not some odd value anyway.
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static_assert(sizeof(Regs) == 0x300 * sizeof(u32), "Invalid total size of register set");
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static_assert(sizeof(Regs) <= 0x300 * sizeof(u32), "Register set structure larger than it should be");
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static_assert(sizeof(Regs) >= 0x300 * sizeof(u32), "Register set structure smaller than it should be");
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extern Regs registers; // TODO: Not sure if we want to have one global instance for this
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@ -347,7 +475,6 @@ private:
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float value;
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};
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union CommandHeader {
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CommandHeader(u32 h) : hex(h) {}
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