Pica: Add vertex shader implementation.
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				@ -1,5 +1,6 @@
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set(SRCS    command_processor.cpp
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            utils.cpp
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            vertex_shader.cpp
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            video_core.cpp
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            renderer_opengl/renderer_opengl.cpp)
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@ -8,6 +9,7 @@ set(HEADERS command_processor.h
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            utils.h
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            video_core.h
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            renderer_base.h
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            vertex_shader.h
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            video_core.h
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            renderer_opengl/renderer_opengl.h)
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@ -2,9 +2,10 @@
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include "pica.h"
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#include "command_processor.h"
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#include "math.h"
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#include "pica.h"
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#include "vertex_shader.h"
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namespace Pica {
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@ -13,6 +14,14 @@ Regs registers;
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namespace CommandProcessor {
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static int float_regs_counter = 0;
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static u32 uniform_write_buffer[4];
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// Used for VSLoadProgramData and VSLoadSwizzleData
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static u32 vs_binary_write_offset = 0;
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static u32 vs_swizzle_write_offset = 0;
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static inline void WritePicaReg(u32 id, u32 value) {
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    u32 old_value = registers[id];
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    registers[id] = value;
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@ -67,9 +76,7 @@ static inline void WritePicaReg(u32 id, u32 value) {
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                }
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                // Initialize data for the current vertex
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                struct {
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                    Math::Vec4<float24> attr[16];
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                } input;
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                VertexShader::InputVertex input;
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                for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) {
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                    for (int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
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@ -87,7 +94,7 @@ static inline void WritePicaReg(u32 id, u32 value) {
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                                  input.attr[i][comp].ToFloat32());
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                    }
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                }
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                // TODO: Run vertex data through vertex shader
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                VertexShader::OutputVertex output = VertexShader::RunShader(input, attribute_config.GetNumTotalAttributes());
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                if (is_indexed) {
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                    // TODO: Add processed vertex to vertex cache!
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@ -98,6 +105,97 @@ static inline void WritePicaReg(u32 id, u32 value) {
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            break;
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        }
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        case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[0], 0x2c1):
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        case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[1], 0x2c2):
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        case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[2], 0x2c3):
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        case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[3], 0x2c4):
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        case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[4], 0x2c5):
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        case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[5], 0x2c6):
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        case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[6], 0x2c7):
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        case PICA_REG_INDEX_WORKAROUND(vs_uniform_setup.set_value[7], 0x2c8):
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        {
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            auto& uniform_setup = registers.vs_uniform_setup;
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            // TODO: Does actual hardware indeed keep an intermediate buffer or does
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            //       it directly write the values?
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            uniform_write_buffer[float_regs_counter++] = value;
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            // Uniforms are written in a packed format such that 4 float24 values are encoded in
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            // three 32-bit numbers. We write to internal memory once a full such vector is
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            // written.
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            if ((float_regs_counter >= 4 && uniform_setup.IsFloat32()) ||
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                (float_regs_counter >= 3 && !uniform_setup.IsFloat32())) {
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                float_regs_counter = 0;
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                auto& uniform = VertexShader::GetFloatUniform(uniform_setup.index);
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                if (uniform_setup.index > 95) {
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                    ERROR_LOG(GPU, "Invalid VS uniform index %d", (int)uniform_setup.index);
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                    break;
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                }
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                // NOTE: The destination component order indeed is "backwards"
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                if (uniform_setup.IsFloat32()) {
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                    for (auto i : {0,1,2,3})
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                        uniform[3 - i] = float24::FromFloat32(*(float*)(&uniform_write_buffer[i]));
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                } else {
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                    // TODO: Untested
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                    uniform.w = float24::FromRawFloat24(uniform_write_buffer[0] >> 8);
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                    uniform.z = float24::FromRawFloat24(((uniform_write_buffer[0] & 0xFF)<<16) | ((uniform_write_buffer[1] >> 16) & 0xFFFF));
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                    uniform.y = float24::FromRawFloat24(((uniform_write_buffer[1] & 0xFFFF)<<8) | ((uniform_write_buffer[2] >> 24) & 0xFF));
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                    uniform.x = float24::FromRawFloat24(uniform_write_buffer[2] & 0xFFFFFF);
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                }
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                DEBUG_LOG(GPU, "Set uniform %x to (%f %f %f %f)", (int)uniform_setup.index,
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                          uniform.x.ToFloat32(), uniform.y.ToFloat32(), uniform.z.ToFloat32(),
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                          uniform.w.ToFloat32());
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                // TODO: Verify that this actually modifies the register!
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                uniform_setup.index = uniform_setup.index + 1;
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            }
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            break;
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        }
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        // Seems to be used to reset the write pointer for VSLoadProgramData
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        case PICA_REG_INDEX(vs_program.begin_load):
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            vs_binary_write_offset = 0;
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            break;
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        // Load shader program code
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        case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[0], 0x2cc):
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        case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[1], 0x2cd):
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        case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[2], 0x2ce):
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        case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[3], 0x2cf):
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        case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[4], 0x2d0):
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        case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[5], 0x2d1):
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        case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[6], 0x2d2):
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        case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[7], 0x2d3):
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        {
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            VertexShader::SubmitShaderMemoryChange(vs_binary_write_offset, value);
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            vs_binary_write_offset++;
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            break;
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        }
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        // Seems to be used to reset the write pointer for VSLoadSwizzleData
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        case PICA_REG_INDEX(vs_swizzle_patterns.begin_load):
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            vs_swizzle_write_offset = 0;
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            break;
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        // Load swizzle pattern data
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        case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[0], 0x2d6):
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        case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[1], 0x2d7):
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        case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[2], 0x2d8):
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        case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[3], 0x2d9):
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        case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[4], 0x2da):
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        case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[5], 0x2db):
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        case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[6], 0x2dc):
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        case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[7], 0x2dd):
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        {
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            VertexShader::SubmitSwizzleDataChange(vs_swizzle_write_offset, value);
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            vs_swizzle_write_offset++;
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            break;
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        }
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        default:
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            break;
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    }
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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");
 | 
			
		||||
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) {}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
							
								
								
									
										270
									
								
								src/video_core/vertex_shader.cpp
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										270
									
								
								src/video_core/vertex_shader.cpp
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,270 @@
 | 
			
		||||
// Copyright 2014 Citra Emulator Project
 | 
			
		||||
// Licensed under GPLv2
 | 
			
		||||
// Refer to the license.txt file included.
 | 
			
		||||
 | 
			
		||||
#include "pica.h"
 | 
			
		||||
#include "vertex_shader.h"
 | 
			
		||||
#include <core/mem_map.h>
 | 
			
		||||
#include <common/file_util.h>
 | 
			
		||||
 | 
			
		||||
namespace Pica {
 | 
			
		||||
 | 
			
		||||
namespace VertexShader {
 | 
			
		||||
 | 
			
		||||
static struct {
 | 
			
		||||
    Math::Vec4<float24> f[96];
 | 
			
		||||
} shader_uniforms;
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
// TODO: Not sure where the shader binary and swizzle patterns are supposed to be loaded to!
 | 
			
		||||
// For now, we just keep these local arrays around.
 | 
			
		||||
static u32 shader_memory[1024];
 | 
			
		||||
static u32 swizzle_data[1024];
 | 
			
		||||
 | 
			
		||||
void SubmitShaderMemoryChange(u32 addr, u32 value)
 | 
			
		||||
{
 | 
			
		||||
    shader_memory[addr] = value;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void SubmitSwizzleDataChange(u32 addr, u32 value)
 | 
			
		||||
{
 | 
			
		||||
    swizzle_data[addr] = value;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
Math::Vec4<float24>& GetFloatUniform(u32 index)
 | 
			
		||||
{
 | 
			
		||||
    return shader_uniforms.f[index];
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
struct VertexShaderState {
 | 
			
		||||
    u32* program_counter;
 | 
			
		||||
 | 
			
		||||
    const float24* input_register_table[16];
 | 
			
		||||
    float24* output_register_table[7*4];
 | 
			
		||||
 | 
			
		||||
    Math::Vec4<float24> temporary_registers[16];
 | 
			
		||||
    bool status_registers[2];
 | 
			
		||||
 | 
			
		||||
    enum {
 | 
			
		||||
        INVALID_ADDRESS = 0xFFFFFFFF
 | 
			
		||||
    };
 | 
			
		||||
    u32 call_stack[8]; // TODO: What is the maximal call stack depth?
 | 
			
		||||
    u32* call_stack_pointer;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
static void ProcessShaderCode(VertexShaderState& state) {
 | 
			
		||||
    while (true) {
 | 
			
		||||
        bool increment_pc = true;
 | 
			
		||||
        bool exit_loop = false;
 | 
			
		||||
        const Instruction& instr = *(const Instruction*)state.program_counter;
 | 
			
		||||
 | 
			
		||||
        const float24* src1_ = (instr.common.src1 < 0x10) ? state.input_register_table[instr.common.src1]
 | 
			
		||||
                             : (instr.common.src1 < 0x20) ? &state.temporary_registers[instr.common.src1-0x10].x
 | 
			
		||||
                             : (instr.common.src1 < 0x80) ? &shader_uniforms.f[instr.common.src1-0x20].x
 | 
			
		||||
                             : nullptr;
 | 
			
		||||
        const float24* src2_ = (instr.common.src2 < 0x10) ? state.input_register_table[instr.common.src2]
 | 
			
		||||
                             : &state.temporary_registers[instr.common.src2-0x10].x;
 | 
			
		||||
        // TODO: Unsure about the limit values
 | 
			
		||||
        float24* dest = (instr.common.dest <= 0x1C) ? state.output_register_table[instr.common.dest]
 | 
			
		||||
                             : (instr.common.dest <= 0x3C) ? nullptr
 | 
			
		||||
                             : (instr.common.dest <= 0x7C) ? &state.temporary_registers[(instr.common.dest-0x40)/4][instr.common.dest%4]
 | 
			
		||||
                             : nullptr;
 | 
			
		||||
 | 
			
		||||
        const SwizzlePattern& swizzle = *(SwizzlePattern*)&swizzle_data[instr.common.operand_desc_id];
 | 
			
		||||
 | 
			
		||||
        const float24 src1[4] = {
 | 
			
		||||
            src1_[(int)swizzle.GetSelectorSrc1(0)],
 | 
			
		||||
            src1_[(int)swizzle.GetSelectorSrc1(1)],
 | 
			
		||||
            src1_[(int)swizzle.GetSelectorSrc1(2)],
 | 
			
		||||
            src1_[(int)swizzle.GetSelectorSrc1(3)],
 | 
			
		||||
        };
 | 
			
		||||
        const float24 src2[4] = {
 | 
			
		||||
            src2_[(int)swizzle.GetSelectorSrc2(0)],
 | 
			
		||||
            src2_[(int)swizzle.GetSelectorSrc2(1)],
 | 
			
		||||
            src2_[(int)swizzle.GetSelectorSrc2(2)],
 | 
			
		||||
            src2_[(int)swizzle.GetSelectorSrc2(3)],
 | 
			
		||||
        };
 | 
			
		||||
 | 
			
		||||
        switch (instr.opcode) {
 | 
			
		||||
            case Instruction::OpCode::ADD:
 | 
			
		||||
            {
 | 
			
		||||
                for (int i = 0; i < 4; ++i) {
 | 
			
		||||
                    if (!swizzle.DestComponentEnabled(i))
 | 
			
		||||
                        continue;
 | 
			
		||||
 | 
			
		||||
                    dest[i] = src1[i] + src2[i];
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                break;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            case Instruction::OpCode::MUL:
 | 
			
		||||
            {
 | 
			
		||||
                for (int i = 0; i < 4; ++i) {
 | 
			
		||||
                    if (!swizzle.DestComponentEnabled(i))
 | 
			
		||||
                        continue;
 | 
			
		||||
 | 
			
		||||
                    dest[i] = src1[i] * src2[i];
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                break;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            case Instruction::OpCode::DP3:
 | 
			
		||||
            case Instruction::OpCode::DP4:
 | 
			
		||||
            {
 | 
			
		||||
                float24 dot = float24::FromFloat32(0.f);
 | 
			
		||||
                int num_components = (instr.opcode == Instruction::OpCode::DP3) ? 3 : 4;
 | 
			
		||||
                for (int i = 0; i < num_components; ++i)
 | 
			
		||||
                    dot = dot + src1[i] * src2[i];
 | 
			
		||||
 | 
			
		||||
                for (int i = 0; i < num_components; ++i) {
 | 
			
		||||
                    if (!swizzle.DestComponentEnabled(i))
 | 
			
		||||
                        continue;
 | 
			
		||||
 | 
			
		||||
                    dest[i] = dot;
 | 
			
		||||
                }
 | 
			
		||||
                break;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            // Reciprocal
 | 
			
		||||
            case Instruction::OpCode::RCP:
 | 
			
		||||
            {
 | 
			
		||||
                for (int i = 0; i < 4; ++i) {
 | 
			
		||||
                    if (!swizzle.DestComponentEnabled(i))
 | 
			
		||||
                        continue;
 | 
			
		||||
 | 
			
		||||
                    // TODO: Be stable against division by zero!
 | 
			
		||||
                    // TODO: I think this might be wrong... we should only use one component here
 | 
			
		||||
                    dest[i] = float24::FromFloat32(1.0 / src1[i].ToFloat32());
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                break;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            // Reciprocal Square Root
 | 
			
		||||
            case Instruction::OpCode::RSQ:
 | 
			
		||||
            {
 | 
			
		||||
                for (int i = 0; i < 4; ++i) {
 | 
			
		||||
                    if (!swizzle.DestComponentEnabled(i))
 | 
			
		||||
                        continue;
 | 
			
		||||
 | 
			
		||||
                    // TODO: Be stable against division by zero!
 | 
			
		||||
                    // TODO: I think this might be wrong... we should only use one component here
 | 
			
		||||
                    dest[i] = float24::FromFloat32(1.0 / sqrt(src1[i].ToFloat32()));
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                break;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            case Instruction::OpCode::MOV:
 | 
			
		||||
            {
 | 
			
		||||
                for (int i = 0; i < 4; ++i) {
 | 
			
		||||
                    if (!swizzle.DestComponentEnabled(i))
 | 
			
		||||
                        continue;
 | 
			
		||||
 | 
			
		||||
                    dest[i] = src1[i];
 | 
			
		||||
                }
 | 
			
		||||
                break;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            case Instruction::OpCode::RET:
 | 
			
		||||
                if (*state.call_stack_pointer == VertexShaderState::INVALID_ADDRESS) {
 | 
			
		||||
                    exit_loop = true;
 | 
			
		||||
                } else {
 | 
			
		||||
                    state.program_counter = &shader_memory[*state.call_stack_pointer--];
 | 
			
		||||
                    *state.call_stack_pointer = VertexShaderState::INVALID_ADDRESS;
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                break;
 | 
			
		||||
 | 
			
		||||
            case Instruction::OpCode::CALL:
 | 
			
		||||
                increment_pc = false;
 | 
			
		||||
 | 
			
		||||
                _dbg_assert_(GPU, state.call_stack_pointer - state.call_stack < sizeof(state.call_stack));
 | 
			
		||||
 | 
			
		||||
                *++state.call_stack_pointer = state.program_counter - shader_memory;
 | 
			
		||||
                // TODO: Does this offset refer to the beginning of shader memory?
 | 
			
		||||
                state.program_counter = &shader_memory[instr.flow_control.offset_words];
 | 
			
		||||
                break;
 | 
			
		||||
 | 
			
		||||
            case Instruction::OpCode::FLS:
 | 
			
		||||
                // TODO: Do whatever needs to be done here?
 | 
			
		||||
                break;
 | 
			
		||||
 | 
			
		||||
            default:
 | 
			
		||||
                ERROR_LOG(GPU, "Unhandled instruction: 0x%02x (%s): 0x%08x",
 | 
			
		||||
                          (int)instr.opcode.Value(), instr.GetOpCodeName().c_str(), instr.hex);
 | 
			
		||||
                break;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        if (increment_pc)
 | 
			
		||||
            ++state.program_counter;
 | 
			
		||||
 | 
			
		||||
        if (exit_loop)
 | 
			
		||||
            break;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
OutputVertex RunShader(const InputVertex& input, int num_attributes)
 | 
			
		||||
{
 | 
			
		||||
    VertexShaderState state;
 | 
			
		||||
 | 
			
		||||
    const u32* main = &shader_memory[registers.vs_main_offset];
 | 
			
		||||
    state.program_counter = (u32*)main;
 | 
			
		||||
 | 
			
		||||
    // Setup input register table
 | 
			
		||||
    const auto& attribute_register_map = registers.vs_input_register_map;
 | 
			
		||||
    float24 dummy_register;
 | 
			
		||||
    std::fill(&state.input_register_table[0], &state.input_register_table[16], &dummy_register);
 | 
			
		||||
    if(num_attributes > 0) state.input_register_table[attribute_register_map.attribute0_register] = &input.attr[0].x;
 | 
			
		||||
    if(num_attributes > 1) state.input_register_table[attribute_register_map.attribute1_register] = &input.attr[1].x;
 | 
			
		||||
    if(num_attributes > 2) state.input_register_table[attribute_register_map.attribute2_register] = &input.attr[2].x;
 | 
			
		||||
    if(num_attributes > 3) state.input_register_table[attribute_register_map.attribute3_register] = &input.attr[3].x;
 | 
			
		||||
    if(num_attributes > 4) state.input_register_table[attribute_register_map.attribute4_register] = &input.attr[4].x;
 | 
			
		||||
    if(num_attributes > 5) state.input_register_table[attribute_register_map.attribute5_register] = &input.attr[5].x;
 | 
			
		||||
    if(num_attributes > 6) state.input_register_table[attribute_register_map.attribute6_register] = &input.attr[6].x;
 | 
			
		||||
    if(num_attributes > 7) state.input_register_table[attribute_register_map.attribute7_register] = &input.attr[7].x;
 | 
			
		||||
    if(num_attributes > 8) state.input_register_table[attribute_register_map.attribute8_register] = &input.attr[8].x;
 | 
			
		||||
    if(num_attributes > 9) state.input_register_table[attribute_register_map.attribute9_register] = &input.attr[9].x;
 | 
			
		||||
    if(num_attributes > 10) state.input_register_table[attribute_register_map.attribute10_register] = &input.attr[10].x;
 | 
			
		||||
    if(num_attributes > 11) state.input_register_table[attribute_register_map.attribute11_register] = &input.attr[11].x;
 | 
			
		||||
    if(num_attributes > 12) state.input_register_table[attribute_register_map.attribute12_register] = &input.attr[12].x;
 | 
			
		||||
    if(num_attributes > 13) state.input_register_table[attribute_register_map.attribute13_register] = &input.attr[13].x;
 | 
			
		||||
    if(num_attributes > 14) state.input_register_table[attribute_register_map.attribute14_register] = &input.attr[14].x;
 | 
			
		||||
    if(num_attributes > 15) state.input_register_table[attribute_register_map.attribute15_register] = &input.attr[15].x;
 | 
			
		||||
 | 
			
		||||
    // Setup output register table
 | 
			
		||||
    OutputVertex ret;
 | 
			
		||||
    for (int i = 0; i < 7; ++i) {
 | 
			
		||||
        const auto& output_register_map = registers.vs_output_attributes[i];
 | 
			
		||||
 | 
			
		||||
        u32 semantics[4] = {
 | 
			
		||||
            output_register_map.map_x, output_register_map.map_y,
 | 
			
		||||
            output_register_map.map_z, output_register_map.map_w
 | 
			
		||||
        };
 | 
			
		||||
 | 
			
		||||
        for (int comp = 0; comp < 4; ++comp)
 | 
			
		||||
            state.output_register_table[4*i+comp] = ((float24*)&ret) + semantics[comp];
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    state.status_registers[0] = false;
 | 
			
		||||
    state.status_registers[1] = false;
 | 
			
		||||
    std::fill(state.call_stack, state.call_stack + sizeof(state.call_stack) / sizeof(state.call_stack[0]),
 | 
			
		||||
              VertexShaderState::INVALID_ADDRESS);
 | 
			
		||||
    state.call_stack_pointer = &state.call_stack[0];
 | 
			
		||||
 | 
			
		||||
    ProcessShaderCode(state);
 | 
			
		||||
 | 
			
		||||
    DEBUG_LOG(GPU, "Output vertex: pos (%.2f, %.2f, %.2f, %.2f), col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f)",
 | 
			
		||||
        ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.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());
 | 
			
		||||
 | 
			
		||||
    return ret;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
} // namespace
 | 
			
		||||
 | 
			
		||||
} // namespace
 | 
			
		||||
							
								
								
									
										211
									
								
								src/video_core/vertex_shader.h
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										211
									
								
								src/video_core/vertex_shader.h
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,211 @@
 | 
			
		||||
// Copyright 2014 Citra Emulator Project
 | 
			
		||||
// Licensed under GPLv2
 | 
			
		||||
// Refer to the license.txt file included.
 | 
			
		||||
 | 
			
		||||
#pragma once
 | 
			
		||||
 | 
			
		||||
#include <initializer_list>
 | 
			
		||||
 | 
			
		||||
#include <common/common_types.h>
 | 
			
		||||
 | 
			
		||||
#include "math.h"
 | 
			
		||||
#include "pica.h"
 | 
			
		||||
 | 
			
		||||
namespace Pica {
 | 
			
		||||
 | 
			
		||||
namespace VertexShader {
 | 
			
		||||
 | 
			
		||||
struct InputVertex {
 | 
			
		||||
    Math::Vec4<float24> attr[16];
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
struct OutputVertex {
 | 
			
		||||
    OutputVertex() = default;
 | 
			
		||||
 | 
			
		||||
    // VS output attributes
 | 
			
		||||
    Math::Vec4<float24> pos;
 | 
			
		||||
    Math::Vec4<float24> dummy; // quaternions (not implemented, yet)
 | 
			
		||||
    Math::Vec4<float24> color;
 | 
			
		||||
    Math::Vec2<float24> tc0;
 | 
			
		||||
    float24 tc0_v;
 | 
			
		||||
 | 
			
		||||
    // Padding for optimal alignment
 | 
			
		||||
    float24 pad[14];
 | 
			
		||||
 | 
			
		||||
    // Attributes used to store intermediate results
 | 
			
		||||
 | 
			
		||||
    // position after perspective divide
 | 
			
		||||
    Math::Vec3<float24> screenpos;
 | 
			
		||||
 | 
			
		||||
    // Linear interpolation
 | 
			
		||||
    // factor: 0=this, 1=vtx
 | 
			
		||||
    void Lerp(float24 factor, const OutputVertex& vtx) {
 | 
			
		||||
        pos = pos * factor + vtx.pos * (float24::FromFloat32(1) - factor);
 | 
			
		||||
 | 
			
		||||
        // TODO: Should perform perspective correct interpolation here...
 | 
			
		||||
        tc0 = tc0 * factor + vtx.tc0 * (float24::FromFloat32(1) - factor);
 | 
			
		||||
 | 
			
		||||
        screenpos = screenpos * factor + vtx.screenpos * (float24::FromFloat32(1) - factor);
 | 
			
		||||
 | 
			
		||||
        color = color * factor + vtx.color * (float24::FromFloat32(1) - factor);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Linear interpolation
 | 
			
		||||
    // factor: 0=v0, 1=v1
 | 
			
		||||
    static OutputVertex Lerp(float24 factor, const OutputVertex& v0, const OutputVertex& v1) {
 | 
			
		||||
        OutputVertex ret = v0;
 | 
			
		||||
        ret.Lerp(factor, v1);
 | 
			
		||||
        return ret;
 | 
			
		||||
    }
 | 
			
		||||
};
 | 
			
		||||
static_assert(std::is_pod<OutputVertex>::value, "Structure is not POD");
 | 
			
		||||
 | 
			
		||||
union Instruction {
 | 
			
		||||
    enum class OpCode : u32 {
 | 
			
		||||
        ADD = 0x0,
 | 
			
		||||
        DP3 = 0x1,
 | 
			
		||||
        DP4 = 0x2,
 | 
			
		||||
 | 
			
		||||
        MUL = 0x8,
 | 
			
		||||
 | 
			
		||||
        MAX = 0xC,
 | 
			
		||||
        MIN = 0xD,
 | 
			
		||||
        RCP = 0xE,
 | 
			
		||||
        RSQ = 0xF,
 | 
			
		||||
 | 
			
		||||
        MOV = 0x13,
 | 
			
		||||
 | 
			
		||||
        RET = 0x21,
 | 
			
		||||
        FLS = 0x22, // Flush
 | 
			
		||||
        CALL = 0x24,
 | 
			
		||||
    };
 | 
			
		||||
 | 
			
		||||
    std::string GetOpCodeName() const {
 | 
			
		||||
        std::map<OpCode, std::string> map = {
 | 
			
		||||
            { OpCode::ADD, "ADD" },
 | 
			
		||||
            { OpCode::DP3, "DP3" },
 | 
			
		||||
            { OpCode::DP4, "DP4" },
 | 
			
		||||
            { OpCode::MUL, "MUL" },
 | 
			
		||||
            { OpCode::MAX, "MAX" },
 | 
			
		||||
            { OpCode::MIN, "MIN" },
 | 
			
		||||
            { OpCode::RCP, "RCP" },
 | 
			
		||||
            { OpCode::RSQ, "RSQ" },
 | 
			
		||||
            { OpCode::MOV, "MOV" },
 | 
			
		||||
            { OpCode::RET, "RET" },
 | 
			
		||||
            { OpCode::FLS, "FLS" },
 | 
			
		||||
        };
 | 
			
		||||
        auto it = map.find(opcode);
 | 
			
		||||
        if (it == map.end())
 | 
			
		||||
            return "UNK";
 | 
			
		||||
        else
 | 
			
		||||
            return it->second;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    u32 hex;
 | 
			
		||||
 | 
			
		||||
    BitField<0x1a, 0x6, OpCode> opcode;
 | 
			
		||||
 | 
			
		||||
    // General notes:
 | 
			
		||||
    //
 | 
			
		||||
    // When two input registers are used, one of them uses a 5-bit index while the other
 | 
			
		||||
    // one uses a 7-bit index. This is because at most one floating point uniform may be used
 | 
			
		||||
    // as an input.
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
    // Format used e.g. by arithmetic instructions and comparisons
 | 
			
		||||
    // "src1" and "src2" specify register indices (i.e. indices referring to groups of 4 floats),
 | 
			
		||||
    // while "dest" addresses individual floats.
 | 
			
		||||
    union {
 | 
			
		||||
        BitField<0x00, 0x5, u32> operand_desc_id;
 | 
			
		||||
        BitField<0x07, 0x5, u32> src2;
 | 
			
		||||
        BitField<0x0c, 0x7, u32> src1;
 | 
			
		||||
        BitField<0x13, 0x7, u32> dest;
 | 
			
		||||
    } common;
 | 
			
		||||
 | 
			
		||||
    // Format used for flow control instructions ("if")
 | 
			
		||||
    union {
 | 
			
		||||
        BitField<0x00, 0x8, u32> num_instructions;
 | 
			
		||||
        BitField<0x0a, 0xc, u32> offset_words;
 | 
			
		||||
    } flow_control;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
union SwizzlePattern {
 | 
			
		||||
    u32 hex;
 | 
			
		||||
 | 
			
		||||
    enum class Selector : u32 {
 | 
			
		||||
        x = 0,
 | 
			
		||||
        y = 1,
 | 
			
		||||
        z = 2,
 | 
			
		||||
        w = 3
 | 
			
		||||
    };
 | 
			
		||||
 | 
			
		||||
    Selector GetSelectorSrc1(int comp) const {
 | 
			
		||||
        Selector selectors[] = {
 | 
			
		||||
            src1_selector_0, src1_selector_1, src1_selector_2, src1_selector_3
 | 
			
		||||
        };
 | 
			
		||||
        return selectors[comp];
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    Selector GetSelectorSrc2(int comp) const {
 | 
			
		||||
        Selector selectors[] = {
 | 
			
		||||
            src2_selector_0, src2_selector_1, src2_selector_2, src2_selector_3
 | 
			
		||||
        };
 | 
			
		||||
        return selectors[comp];
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    bool DestComponentEnabled(int i) const {
 | 
			
		||||
        return (dest_mask & (0x8 >> i));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    std::string SelectorToString(bool src2) const {
 | 
			
		||||
        std::map<Selector, std::string> map = {
 | 
			
		||||
            { Selector::x, "x" },
 | 
			
		||||
            { Selector::y, "y" },
 | 
			
		||||
            { Selector::z, "z" },
 | 
			
		||||
            { Selector::w, "w" }
 | 
			
		||||
        };
 | 
			
		||||
        std::string ret;
 | 
			
		||||
        for (int i = 0; i < 4; ++i) {
 | 
			
		||||
            ret += map.at(src2 ? GetSelectorSrc2(i) : GetSelectorSrc1(i));
 | 
			
		||||
        }
 | 
			
		||||
        return ret;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    std::string DestMaskToString() const {
 | 
			
		||||
        std::string ret;
 | 
			
		||||
        for (int i = 0; i < 4; ++i) {
 | 
			
		||||
            if (!DestComponentEnabled(i))
 | 
			
		||||
                ret += "_";
 | 
			
		||||
            else
 | 
			
		||||
                ret += "xyzw"[i];
 | 
			
		||||
        }
 | 
			
		||||
        return ret;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Components of "dest" that should be written to: LSB=dest.w, MSB=dest.x
 | 
			
		||||
    BitField< 0, 4, u32> dest_mask;
 | 
			
		||||
 | 
			
		||||
    BitField< 5, 2, Selector> src1_selector_3;
 | 
			
		||||
    BitField< 7, 2, Selector> src1_selector_2;
 | 
			
		||||
    BitField< 9, 2, Selector> src1_selector_1;
 | 
			
		||||
    BitField<11, 2, Selector> src1_selector_0;
 | 
			
		||||
 | 
			
		||||
    BitField<14, 2, Selector> src2_selector_3;
 | 
			
		||||
    BitField<16, 2, Selector> src2_selector_2;
 | 
			
		||||
    BitField<18, 2, Selector> src2_selector_1;
 | 
			
		||||
    BitField<20, 2, Selector> src2_selector_0;
 | 
			
		||||
 | 
			
		||||
    BitField<31, 1, u32> flag; // not sure what this means, maybe it's the sign?
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
void SubmitShaderMemoryChange(u32 addr, u32 value);
 | 
			
		||||
void SubmitSwizzleDataChange(u32 addr, u32 value);
 | 
			
		||||
 | 
			
		||||
OutputVertex RunShader(const InputVertex& input, int num_attributes);
 | 
			
		||||
 | 
			
		||||
Math::Vec4<float24>& GetFloatUniform(u32 index);
 | 
			
		||||
 | 
			
		||||
} // namespace
 | 
			
		||||
 | 
			
		||||
} // namespace
 | 
			
		||||
 | 
			
		||||
@ -22,6 +22,7 @@
 | 
			
		||||
    <ClCompile Include="renderer_opengl\renderer_opengl.cpp" />
 | 
			
		||||
    <ClCompile Include="command_processor.cpp" />
 | 
			
		||||
    <ClCompile Include="utils.cpp" />
 | 
			
		||||
    <ClCompile Include="vertex_shader.cpp" />
 | 
			
		||||
    <ClCompile Include="video_core.cpp" />
 | 
			
		||||
  </ItemGroup>
 | 
			
		||||
  <ItemGroup>
 | 
			
		||||
@ -31,6 +32,7 @@
 | 
			
		||||
    <ClInclude Include="pica.h" />
 | 
			
		||||
    <ClInclude Include="renderer_base.h" />
 | 
			
		||||
    <ClInclude Include="utils.h" />
 | 
			
		||||
    <ClInclude Include="vertex_shader.h" />
 | 
			
		||||
    <ClInclude Include="video_core.h" />
 | 
			
		||||
    <ClInclude Include="renderer_opengl\renderer_opengl.h" />
 | 
			
		||||
  </ItemGroup>
 | 
			
		||||
 | 
			
		||||
@ -11,6 +11,7 @@
 | 
			
		||||
    </ClCompile>
 | 
			
		||||
    <ClCompile Include="command_processor.cpp" />
 | 
			
		||||
    <ClCompile Include="utils.cpp" />
 | 
			
		||||
    <ClCompile Include="vertex_shader.cpp" />
 | 
			
		||||
    <ClCompile Include="video_core.cpp" />
 | 
			
		||||
  </ItemGroup>
 | 
			
		||||
  <ItemGroup>
 | 
			
		||||
@ -23,6 +24,7 @@
 | 
			
		||||
    <ClInclude Include="pica.h" />
 | 
			
		||||
    <ClInclude Include="renderer_base.h" />
 | 
			
		||||
    <ClInclude Include="utils.h" />
 | 
			
		||||
    <ClInclude Include="vertex_shader.h" />
 | 
			
		||||
    <ClInclude Include="video_core.h" />
 | 
			
		||||
  </ItemGroup>
 | 
			
		||||
  <ItemGroup>
 | 
			
		||||
 | 
			
		||||
		Loading…
	
		Reference in New Issue
	
	Block a user