Pica/VertexShader: Cleanup flow control logic and implement CMP/IFU instructions.
This commit is contained in:
parent
22afb9d830
commit
6bd41de276
|
@ -2,6 +2,8 @@
|
|||
// Licensed under GPLv2
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include <stack>
|
||||
|
||||
#include <boost/range/algorithm.hpp>
|
||||
|
||||
#include <common/file_util.h>
|
||||
|
@ -65,9 +67,6 @@ const std::array<u32, 1024>& GetSwizzlePatterns()
|
|||
return swizzle_data;
|
||||
}
|
||||
|
||||
// TODO: Is there actually a limit on hardware?
|
||||
const int if_stack_size = 8;
|
||||
|
||||
struct VertexShaderState {
|
||||
u32* program_counter;
|
||||
|
||||
|
@ -84,14 +83,14 @@ struct VertexShaderState {
|
|||
enum {
|
||||
INVALID_ADDRESS = 0xFFFFFFFF
|
||||
};
|
||||
u32 call_stack[8]; // TODO: What is the maximal call stack depth?
|
||||
u32* call_stack_pointer;
|
||||
|
||||
struct IfStackElement {
|
||||
u32 else_addr;
|
||||
u32 else_instructions;
|
||||
} if_stack[if_stack_size];
|
||||
IfStackElement* if_stack_pointer;
|
||||
struct CallStackElement {
|
||||
u32 final_address;
|
||||
u32 return_address;
|
||||
};
|
||||
|
||||
// TODO: Is there a maximal size for this?
|
||||
std::stack<CallStackElement> call_stack;
|
||||
|
||||
struct {
|
||||
u32 max_offset; // maximum program counter ever reached
|
||||
|
@ -101,12 +100,27 @@ struct VertexShaderState {
|
|||
|
||||
static void ProcessShaderCode(VertexShaderState& state) {
|
||||
while (true) {
|
||||
bool increment_pc = true;
|
||||
if (!state.call_stack.empty()) {
|
||||
if (state.program_counter - shader_memory.data() == state.call_stack.top().final_address) {
|
||||
state.program_counter = &shader_memory[state.call_stack.top().return_address];
|
||||
state.call_stack.pop();
|
||||
|
||||
// TODO: Is "trying again" accurate to hardware?
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
bool exit_loop = false;
|
||||
const Instruction& instr = *(const Instruction*)state.program_counter;
|
||||
const SwizzlePattern& swizzle = *(SwizzlePattern*)&swizzle_data[instr.common.operand_desc_id];
|
||||
|
||||
state.debug.max_offset = std::max<u32>(state.debug.max_offset, 1 + (state.program_counter - shader_memory.data()));
|
||||
auto call = [&](std::stack<VertexShaderState::CallStackElement>& stack, u32 offset, u32 num_instructions, u32 return_offset) {
|
||||
state.program_counter = &shader_memory[offset] - 1; // -1 to make sure when incrementing the PC we end up at the correct offset
|
||||
stack.push({ offset + num_instructions, return_offset });
|
||||
};
|
||||
u32 binary_offset = state.program_counter - shader_memory.data();
|
||||
|
||||
state.debug.max_offset = std::max<u32>(state.debug.max_offset, 1 + binary_offset);
|
||||
|
||||
auto LookupSourceRegister = [&](const SourceRegister& source_reg) -> const float24* {
|
||||
switch (source_reg.GetRegisterType()) {
|
||||
|
@ -328,30 +342,33 @@ static void ProcessShaderCode(VertexShaderState& state) {
|
|||
default:
|
||||
// Handle each instruction on its own
|
||||
switch (instr.opcode) {
|
||||
// NOP is currently used as a heuristic for leaving from a function.
|
||||
// TODO: This is completely incorrect.
|
||||
case Instruction::OpCode::NOP:
|
||||
if (*state.call_stack_pointer == VertexShaderState::INVALID_ADDRESS) {
|
||||
exit_loop = true;
|
||||
} else {
|
||||
// Jump back to call stack position, invalidate call stack entry, move up call stack pointer
|
||||
state.program_counter = &shader_memory[*state.call_stack_pointer];
|
||||
*state.call_stack_pointer-- = VertexShaderState::INVALID_ADDRESS;
|
||||
}
|
||||
|
||||
case Instruction::OpCode::END:
|
||||
exit_loop = true;
|
||||
break;
|
||||
|
||||
case Instruction::OpCode::CALL:
|
||||
increment_pc = false;
|
||||
|
||||
_dbg_assert_(HW_GPU, state.call_stack_pointer - state.call_stack < sizeof(state.call_stack));
|
||||
|
||||
*++state.call_stack_pointer = state.program_counter - shader_memory.data();
|
||||
state.program_counter = &shader_memory[instr.flow_control.dest_offset];
|
||||
call(state.call_stack,
|
||||
instr.flow_control.dest_offset,
|
||||
instr.flow_control.num_instructions,
|
||||
binary_offset + 1);
|
||||
break;
|
||||
|
||||
case Instruction::OpCode::END:
|
||||
// TODO
|
||||
case Instruction::OpCode::NOP:
|
||||
break;
|
||||
|
||||
case Instruction::OpCode::IFU:
|
||||
if (shader_uniforms.b[instr.flow_control.bool_uniform_id]) {
|
||||
call(state.call_stack,
|
||||
binary_offset + 1,
|
||||
instr.flow_control.dest_offset - binary_offset - 1,
|
||||
instr.flow_control.dest_offset + instr.flow_control.num_instructions);
|
||||
} else {
|
||||
call(state.call_stack,
|
||||
instr.flow_control.dest_offset,
|
||||
instr.flow_control.num_instructions,
|
||||
instr.flow_control.dest_offset + instr.flow_control.num_instructions);
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case Instruction::OpCode::IFC:
|
||||
|
@ -381,12 +398,15 @@ static void ProcessShaderCode(VertexShaderState& state) {
|
|||
}
|
||||
|
||||
if (results[2]) {
|
||||
++state.if_stack_pointer;
|
||||
|
||||
state.if_stack_pointer->else_addr = instr.flow_control.dest_offset;
|
||||
state.if_stack_pointer->else_instructions = instr.flow_control.num_instructions;
|
||||
call(state.call_stack,
|
||||
binary_offset + 1,
|
||||
instr.flow_control.dest_offset - binary_offset - 1,
|
||||
instr.flow_control.dest_offset + instr.flow_control.num_instructions);
|
||||
} else {
|
||||
state.program_counter = &shader_memory[instr.flow_control.dest_offset] - 1;
|
||||
call(state.call_stack,
|
||||
instr.flow_control.dest_offset,
|
||||
instr.flow_control.num_instructions,
|
||||
instr.flow_control.dest_offset + instr.flow_control.num_instructions);
|
||||
}
|
||||
|
||||
break;
|
||||
|
@ -401,15 +421,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
|
|||
break;
|
||||
}
|
||||
|
||||
if (increment_pc)
|
||||
++state.program_counter;
|
||||
|
||||
if (state.if_stack_pointer >= &state.if_stack[0]) {
|
||||
if (state.program_counter - shader_memory.data() == state.if_stack_pointer->else_addr) {
|
||||
state.program_counter += state.if_stack_pointer->else_instructions;
|
||||
state.if_stack_pointer--;
|
||||
}
|
||||
}
|
||||
++state.program_counter;
|
||||
|
||||
if (exit_loop)
|
||||
break;
|
||||
|
@ -462,12 +474,6 @@ OutputVertex RunShader(const InputVertex& input, int num_attributes)
|
|||
|
||||
state.conditional_code[0] = false;
|
||||
state.conditional_code[1] = false;
|
||||
boost::fill(state.call_stack, VertexShaderState::INVALID_ADDRESS);
|
||||
state.call_stack_pointer = &state.call_stack[0];
|
||||
|
||||
std::fill(state.if_stack, state.if_stack + sizeof(state.if_stack) / sizeof(state.if_stack[0]),
|
||||
VertexShaderState::IfStackElement{VertexShaderState::INVALID_ADDRESS, VertexShaderState::INVALID_ADDRESS});
|
||||
state.if_stack_pointer = state.if_stack - 1; // Meh. TODO: Make this less ugly
|
||||
|
||||
ProcessShaderCode(state);
|
||||
DebugUtils::DumpShader(shader_memory.data(), state.debug.max_offset, swizzle_data.data(),
|
||||
|
|
Loading…
Reference in New Issue