mirror of
https://github.com/yuzu-emu/yuzu-android.git
synced 2024-11-22 15:25:44 +01:00
VideoCore: Split shader regs from Regs struct
This commit is contained in:
parent
8fca90b5d5
commit
f7c7f422c6
@ -36,6 +36,7 @@ set(HEADERS
|
||||
regs_lighting.h
|
||||
regs_pipeline.h
|
||||
regs_rasterizer.h
|
||||
regs_shader.h
|
||||
regs_texturing.h
|
||||
renderer_base.h
|
||||
renderer_opengl/gl_rasterizer.h
|
||||
|
@ -88,7 +88,7 @@ std::shared_ptr<DebugContext> g_debug_context; // TODO: Get rid of this global
|
||||
|
||||
namespace DebugUtils {
|
||||
|
||||
void DumpShader(const std::string& filename, const Regs::ShaderConfig& config,
|
||||
void DumpShader(const std::string& filename, const ShaderRegs& config,
|
||||
const Shader::ShaderSetup& setup,
|
||||
const RasterizerRegs::VSOutputAttributes* output_attributes) {
|
||||
struct StuffToWrite {
|
||||
|
@ -182,7 +182,7 @@ namespace DebugUtils {
|
||||
#define PICA_DUMP_TEXTURES 0
|
||||
#define PICA_LOG_TEV 0
|
||||
|
||||
void DumpShader(const std::string& filename, const Regs::ShaderConfig& config,
|
||||
void DumpShader(const std::string& filename, const ShaderRegs& config,
|
||||
const Shader::ShaderSetup& setup,
|
||||
const RasterizerRegs::VSOutputAttributes* output_attributes);
|
||||
|
||||
|
@ -22,6 +22,7 @@
|
||||
#include "video_core/regs_lighting.h"
|
||||
#include "video_core/regs_pipeline.h"
|
||||
#include "video_core/regs_rasterizer.h"
|
||||
#include "video_core/regs_shader.h"
|
||||
#include "video_core/regs_texturing.h"
|
||||
|
||||
namespace Pica {
|
||||
@ -57,97 +58,8 @@ struct Regs {
|
||||
FramebufferRegs framebuffer;
|
||||
LightingRegs lighting;
|
||||
PipelineRegs pipeline;
|
||||
|
||||
struct ShaderConfig {
|
||||
BitField<0, 16, u32> bool_uniforms;
|
||||
|
||||
union {
|
||||
BitField<0, 8, u32> x;
|
||||
BitField<8, 8, u32> y;
|
||||
BitField<16, 8, u32> z;
|
||||
BitField<24, 8, u32> w;
|
||||
} int_uniforms[4];
|
||||
|
||||
INSERT_PADDING_WORDS(0x4);
|
||||
|
||||
union {
|
||||
// Number of input attributes to shader unit - 1
|
||||
BitField<0, 4, u32> max_input_attribute_index;
|
||||
};
|
||||
|
||||
// Offset to shader program entry point (in words)
|
||||
BitField<0, 16, u32> main_offset;
|
||||
|
||||
/// Maps input attributes to registers. 4-bits per attribute, specifying a register index
|
||||
u32 input_attribute_to_register_map_low;
|
||||
u32 input_attribute_to_register_map_high;
|
||||
|
||||
unsigned int GetRegisterForAttribute(unsigned int attribute_index) const {
|
||||
u64 map = ((u64)input_attribute_to_register_map_high << 32) |
|
||||
(u64)input_attribute_to_register_map_low;
|
||||
return (map >> (attribute_index * 4)) & 0b1111;
|
||||
}
|
||||
|
||||
BitField<0, 16, u32> output_mask;
|
||||
|
||||
// 0x28E, CODETRANSFER_END
|
||||
INSERT_PADDING_WORDS(0x2);
|
||||
|
||||
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
|
||||
// TODO: Maybe the uppermost index is for the geometry shader? Investigate!
|
||||
BitField<0, 7, u32> index;
|
||||
|
||||
BitField<31, 1, Format> format;
|
||||
};
|
||||
|
||||
// Writing to these registers sets the current uniform.
|
||||
u32 set_value[8];
|
||||
|
||||
} uniform_setup;
|
||||
|
||||
INSERT_PADDING_WORDS(0x2);
|
||||
|
||||
struct {
|
||||
// Offset of the next instruction to write code to.
|
||||
// Incremented with each instruction write.
|
||||
u32 offset;
|
||||
|
||||
// Writing to these registers sets the "current" word in the shader program.
|
||||
u32 set_word[8];
|
||||
} 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 {
|
||||
// Offset of the next swizzle pattern to write code to.
|
||||
// Incremented with each instruction write.
|
||||
u32 offset;
|
||||
|
||||
// Writing to these registers sets the current swizzle pattern in the table.
|
||||
u32 set_word[8];
|
||||
} swizzle_patterns;
|
||||
|
||||
INSERT_PADDING_WORDS(0x2);
|
||||
};
|
||||
|
||||
ShaderConfig gs;
|
||||
ShaderConfig vs;
|
||||
|
||||
ShaderRegs gs;
|
||||
ShaderRegs vs;
|
||||
INSERT_PADDING_WORDS(0x20);
|
||||
|
||||
// Map register indices to names readable by humans
|
||||
@ -247,9 +159,6 @@ ASSERT_REG_POSITION(vs, 0x2b0);
|
||||
#undef ASSERT_REG_POSITION
|
||||
#endif // !defined(_MSC_VER)
|
||||
|
||||
static_assert(sizeof(Regs::ShaderConfig) == 0x30 * sizeof(u32),
|
||||
"ShaderConfig structure has incorrect size");
|
||||
|
||||
// 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),
|
||||
|
104
src/video_core/regs_shader.h
Normal file
104
src/video_core/regs_shader.h
Normal file
@ -0,0 +1,104 @@
|
||||
// Copyright 2017 Citra Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <array>
|
||||
|
||||
#include "common/bit_field.h"
|
||||
#include "common/common_funcs.h"
|
||||
#include "common/common_types.h"
|
||||
|
||||
namespace Pica {
|
||||
|
||||
struct ShaderRegs {
|
||||
BitField<0, 16, u32> bool_uniforms;
|
||||
|
||||
union {
|
||||
BitField<0, 8, u32> x;
|
||||
BitField<8, 8, u32> y;
|
||||
BitField<16, 8, u32> z;
|
||||
BitField<24, 8, u32> w;
|
||||
} int_uniforms[4];
|
||||
|
||||
INSERT_PADDING_WORDS(0x4);
|
||||
|
||||
union {
|
||||
// Number of input attributes to shader unit - 1
|
||||
BitField<0, 4, u32> max_input_attribute_index;
|
||||
};
|
||||
|
||||
// Offset to shader program entry point (in words)
|
||||
BitField<0, 16, u32> main_offset;
|
||||
|
||||
/// Maps input attributes to registers. 4-bits per attribute, specifying a register index
|
||||
u32 input_attribute_to_register_map_low;
|
||||
u32 input_attribute_to_register_map_high;
|
||||
|
||||
unsigned int GetRegisterForAttribute(unsigned int attribute_index) const {
|
||||
u64 map = ((u64)input_attribute_to_register_map_high << 32) |
|
||||
(u64)input_attribute_to_register_map_low;
|
||||
return (map >> (attribute_index * 4)) & 0b1111;
|
||||
}
|
||||
|
||||
BitField<0, 16, u32> output_mask;
|
||||
|
||||
// 0x28E, CODETRANSFER_END
|
||||
INSERT_PADDING_WORDS(0x2);
|
||||
|
||||
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
|
||||
// TODO: Maybe the uppermost index is for the geometry shader? Investigate!
|
||||
BitField<0, 7, u32> index;
|
||||
|
||||
BitField<31, 1, Format> format;
|
||||
};
|
||||
|
||||
// Writing to these registers sets the current uniform.
|
||||
u32 set_value[8];
|
||||
|
||||
} uniform_setup;
|
||||
|
||||
INSERT_PADDING_WORDS(0x2);
|
||||
|
||||
struct {
|
||||
// Offset of the next instruction to write code to.
|
||||
// Incremented with each instruction write.
|
||||
u32 offset;
|
||||
|
||||
// Writing to these registers sets the "current" word in the shader program.
|
||||
u32 set_word[8];
|
||||
} 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 {
|
||||
// Offset of the next swizzle pattern to write code to.
|
||||
// Incremented with each instruction write.
|
||||
u32 offset;
|
||||
|
||||
// Writing to these registers sets the current swizzle pattern in the table.
|
||||
u32 set_word[8];
|
||||
} swizzle_patterns;
|
||||
|
||||
INSERT_PADDING_WORDS(0x2);
|
||||
};
|
||||
|
||||
static_assert(sizeof(ShaderRegs) == 0x30 * sizeof(u32), "ShaderRegs struct has incorrect size");
|
||||
|
||||
} // namespace Pica
|
@ -66,7 +66,7 @@ OutputVertex OutputVertex::FromAttributeBuffer(const RasterizerRegs& regs, Attri
|
||||
return ret;
|
||||
}
|
||||
|
||||
void UnitState::LoadInput(const Regs::ShaderConfig& config, const AttributeBuffer& input) {
|
||||
void UnitState::LoadInput(const ShaderRegs& config, const AttributeBuffer& input) {
|
||||
const unsigned max_attribute = config.max_input_attribute_index;
|
||||
|
||||
for (unsigned attr = 0; attr <= max_attribute; ++attr) {
|
||||
@ -75,7 +75,7 @@ void UnitState::LoadInput(const Regs::ShaderConfig& config, const AttributeBuffe
|
||||
}
|
||||
}
|
||||
|
||||
void UnitState::WriteOutput(const Regs::ShaderConfig& config, AttributeBuffer& output) {
|
||||
void UnitState::WriteOutput(const ShaderRegs& config, AttributeBuffer& output) {
|
||||
unsigned int output_i = 0;
|
||||
for (unsigned int reg : Common::BitSet<u32>(config.output_mask)) {
|
||||
output.attr[output_i++] = registers.output[reg];
|
||||
|
@ -116,9 +116,9 @@ struct UnitState {
|
||||
* @param config Shader configuration registers corresponding to the unit.
|
||||
* @param input Attribute buffer to load into the input registers.
|
||||
*/
|
||||
void LoadInput(const Regs::ShaderConfig& config, const AttributeBuffer& input);
|
||||
void LoadInput(const ShaderRegs& config, const AttributeBuffer& input);
|
||||
|
||||
void WriteOutput(const Regs::ShaderConfig& config, AttributeBuffer& output);
|
||||
void WriteOutput(const ShaderRegs& config, AttributeBuffer& output);
|
||||
};
|
||||
|
||||
struct ShaderSetup {
|
||||
|
@ -669,7 +669,7 @@ void InterpreterEngine::Run(const ShaderSetup& setup, UnitState& state) const {
|
||||
|
||||
DebugData<true> InterpreterEngine::ProduceDebugInfo(const ShaderSetup& setup,
|
||||
const AttributeBuffer& input,
|
||||
const Regs::ShaderConfig& config) const {
|
||||
const ShaderRegs& config) const {
|
||||
UnitState state;
|
||||
DebugData<true> debug_data;
|
||||
|
||||
|
@ -23,7 +23,7 @@ public:
|
||||
* @return Debug information for this shader with regards to the given vertex
|
||||
*/
|
||||
DebugData<true> ProduceDebugInfo(const ShaderSetup& setup, const AttributeBuffer& input,
|
||||
const Regs::ShaderConfig& config) const;
|
||||
const ShaderRegs& config) const;
|
||||
};
|
||||
|
||||
} // namespace
|
||||
|
Loading…
Reference in New Issue
Block a user