Pica: Add vertex shader implementation.
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7 changed files with 722 additions and 10 deletions
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src/video_core/vertex_shader.h
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src/video_core/vertex_shader.h
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// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#pragma once
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#include <initializer_list>
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#include <common/common_types.h>
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#include "math.h"
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#include "pica.h"
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namespace Pica {
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namespace VertexShader {
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struct InputVertex {
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Math::Vec4<float24> attr[16];
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};
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struct OutputVertex {
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OutputVertex() = default;
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// VS output attributes
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Math::Vec4<float24> pos;
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Math::Vec4<float24> dummy; // quaternions (not implemented, yet)
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Math::Vec4<float24> color;
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Math::Vec2<float24> tc0;
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float24 tc0_v;
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// Padding for optimal alignment
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float24 pad[14];
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// Attributes used to store intermediate results
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// position after perspective divide
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Math::Vec3<float24> screenpos;
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// Linear interpolation
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// factor: 0=this, 1=vtx
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void Lerp(float24 factor, const OutputVertex& vtx) {
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pos = pos * factor + vtx.pos * (float24::FromFloat32(1) - factor);
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// TODO: Should perform perspective correct interpolation here...
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tc0 = tc0 * factor + vtx.tc0 * (float24::FromFloat32(1) - factor);
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screenpos = screenpos * factor + vtx.screenpos * (float24::FromFloat32(1) - factor);
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color = color * factor + vtx.color * (float24::FromFloat32(1) - factor);
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}
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// Linear interpolation
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// factor: 0=v0, 1=v1
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static OutputVertex Lerp(float24 factor, const OutputVertex& v0, const OutputVertex& v1) {
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OutputVertex ret = v0;
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ret.Lerp(factor, v1);
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return ret;
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}
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};
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static_assert(std::is_pod<OutputVertex>::value, "Structure is not POD");
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union Instruction {
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enum class OpCode : u32 {
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ADD = 0x0,
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DP3 = 0x1,
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DP4 = 0x2,
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MUL = 0x8,
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MAX = 0xC,
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MIN = 0xD,
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RCP = 0xE,
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RSQ = 0xF,
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MOV = 0x13,
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RET = 0x21,
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FLS = 0x22, // Flush
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CALL = 0x24,
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};
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std::string GetOpCodeName() const {
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std::map<OpCode, std::string> map = {
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{ OpCode::ADD, "ADD" },
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{ OpCode::DP3, "DP3" },
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{ OpCode::DP4, "DP4" },
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{ OpCode::MUL, "MUL" },
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{ OpCode::MAX, "MAX" },
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{ OpCode::MIN, "MIN" },
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{ OpCode::RCP, "RCP" },
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{ OpCode::RSQ, "RSQ" },
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{ OpCode::MOV, "MOV" },
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{ OpCode::RET, "RET" },
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{ OpCode::FLS, "FLS" },
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};
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auto it = map.find(opcode);
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if (it == map.end())
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return "UNK";
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else
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return it->second;
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}
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u32 hex;
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BitField<0x1a, 0x6, OpCode> opcode;
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// General notes:
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//
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// When two input registers are used, one of them uses a 5-bit index while the other
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// one uses a 7-bit index. This is because at most one floating point uniform may be used
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// as an input.
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// Format used e.g. by arithmetic instructions and comparisons
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// "src1" and "src2" specify register indices (i.e. indices referring to groups of 4 floats),
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// while "dest" addresses individual floats.
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union {
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BitField<0x00, 0x5, u32> operand_desc_id;
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BitField<0x07, 0x5, u32> src2;
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BitField<0x0c, 0x7, u32> src1;
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BitField<0x13, 0x7, u32> dest;
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} common;
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// Format used for flow control instructions ("if")
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union {
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BitField<0x00, 0x8, u32> num_instructions;
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BitField<0x0a, 0xc, u32> offset_words;
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} flow_control;
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};
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union SwizzlePattern {
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u32 hex;
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enum class Selector : u32 {
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x = 0,
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y = 1,
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z = 2,
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w = 3
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};
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Selector GetSelectorSrc1(int comp) const {
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Selector selectors[] = {
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src1_selector_0, src1_selector_1, src1_selector_2, src1_selector_3
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};
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return selectors[comp];
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}
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Selector GetSelectorSrc2(int comp) const {
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Selector selectors[] = {
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src2_selector_0, src2_selector_1, src2_selector_2, src2_selector_3
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};
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return selectors[comp];
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}
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bool DestComponentEnabled(int i) const {
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return (dest_mask & (0x8 >> i));
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}
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std::string SelectorToString(bool src2) const {
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std::map<Selector, std::string> map = {
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{ Selector::x, "x" },
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{ Selector::y, "y" },
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{ Selector::z, "z" },
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{ Selector::w, "w" }
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};
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std::string ret;
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for (int i = 0; i < 4; ++i) {
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ret += map.at(src2 ? GetSelectorSrc2(i) : GetSelectorSrc1(i));
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}
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return ret;
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}
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std::string DestMaskToString() const {
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std::string ret;
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for (int i = 0; i < 4; ++i) {
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if (!DestComponentEnabled(i))
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ret += "_";
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else
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ret += "xyzw"[i];
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}
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return ret;
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}
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// Components of "dest" that should be written to: LSB=dest.w, MSB=dest.x
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BitField< 0, 4, u32> dest_mask;
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BitField< 5, 2, Selector> src1_selector_3;
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BitField< 7, 2, Selector> src1_selector_2;
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BitField< 9, 2, Selector> src1_selector_1;
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BitField<11, 2, Selector> src1_selector_0;
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BitField<14, 2, Selector> src2_selector_3;
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BitField<16, 2, Selector> src2_selector_2;
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BitField<18, 2, Selector> src2_selector_1;
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BitField<20, 2, Selector> src2_selector_0;
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BitField<31, 1, u32> flag; // not sure what this means, maybe it's the sign?
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};
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void SubmitShaderMemoryChange(u32 addr, u32 value);
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void SubmitSwizzleDataChange(u32 addr, u32 value);
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OutputVertex RunShader(const InputVertex& input, int num_attributes);
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Math::Vec4<float24>& GetFloatUniform(u32 index);
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} // namespace
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} // namespace
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