Retrieve shader result from new OutputRegisters-type

This commit is contained in:
Jannik Vogel 2016-05-13 08:49:20 +02:00
parent f40fabd688
commit ff0fa86b17
4 changed files with 81 additions and 64 deletions

View file

@ -30,6 +30,58 @@ namespace Pica {
namespace Shader {
OutputVertex OutputRegisters::ToVertex(const Regs::ShaderConfig& config) {
// Setup output data
OutputVertex ret;
// TODO(neobrain): Under some circumstances, up to 16 attributes may be output. We need to
// figure out what those circumstances are and enable the remaining outputs then.
unsigned index = 0;
for (unsigned i = 0; i < 7; ++i) {
if (index >= g_state.regs.vs_output_total)
break;
if ((config.output_mask & (1 << i)) == 0)
continue;
const auto& output_register_map = g_state.regs.vs_output_attributes[index];
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 = value[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));
}
}
index++;
}
// 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;
}
#ifdef ARCHITECTURE_x86_64
static std::unordered_map<u64, std::unique_ptr<JitShader>> shader_map;
static const JitShader* jit_shader;
@ -62,7 +114,7 @@ void ShaderSetup::Setup() {
MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240));
OutputVertex ShaderSetup::Run(UnitState<false>& state, const InputVertex& input, int num_attributes) {
void ShaderSetup::Run(UnitState<false>& state, const InputVertex& input, int num_attributes) {
auto& config = g_state.regs.vs;
auto& setup = g_state.vs;
@ -89,55 +141,6 @@ OutputVertex ShaderSetup::Run(UnitState<false>& state, const InputVertex& input,
RunInterpreter(setup, state, config.main_offset);
#endif // ARCHITECTURE_x86_64
// Setup output data
OutputVertex ret;
// TODO(neobrain): Under some circumstances, up to 16 attributes may be output. We need to
// figure out what those circumstances are and enable the remaining outputs then.
unsigned index = 0;
for (unsigned i = 0; i < 7; ++i) {
if (index >= g_state.regs.vs_output_total)
break;
if ((g_state.regs.vs.output_mask & (1 << i)) == 0)
continue;
const auto& output_register_map = g_state.regs.vs_output_attributes[index]; // TODO: Don't hardcode VS here
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 = state.registers.output[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));
}
}
index++;
}
// 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;
}
DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const ShaderSetup& setup) {