Pica: Add vertex shader implementation.

This commit is contained in:
Tony Wasserka 2014-07-26 19:17:09 +02:00
parent d443f0a921
commit c526512619
7 changed files with 722 additions and 10 deletions

View file

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