VideoCore: Split shader output writing from semantic loading
This commit is contained in:
parent
335df895b9
commit
92bf5c88e6
|
@ -151,10 +151,11 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
|
||||||
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
|
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
|
||||||
static_cast<void*>(&immediate_input));
|
static_cast<void*>(&immediate_input));
|
||||||
Shader::UnitState shader_unit;
|
Shader::UnitState shader_unit;
|
||||||
|
Shader::AttributeBuffer output{};
|
||||||
|
|
||||||
shader_unit.LoadInput(regs.vs, immediate_input);
|
shader_unit.LoadInput(regs.vs, immediate_input);
|
||||||
shader_engine->Run(g_state.vs, shader_unit);
|
shader_engine->Run(g_state.vs, shader_unit);
|
||||||
auto output_vertex = Shader::OutputVertex::FromRegisters(
|
shader_unit.WriteOutput(regs.vs, output);
|
||||||
shader_unit.registers.output, regs, regs.vs.output_mask);
|
|
||||||
|
|
||||||
// Send to renderer
|
// Send to renderer
|
||||||
using Pica::Shader::OutputVertex;
|
using Pica::Shader::OutputVertex;
|
||||||
|
@ -163,7 +164,8 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
|
||||||
VideoCore::g_renderer->Rasterizer()->AddTriangle(v0, v1, v2);
|
VideoCore::g_renderer->Rasterizer()->AddTriangle(v0, v1, v2);
|
||||||
};
|
};
|
||||||
|
|
||||||
g_state.primitive_assembler.SubmitVertex(output_vertex, AddTriangle);
|
g_state.primitive_assembler.SubmitVertex(
|
||||||
|
Shader::OutputVertex::FromAttributeBuffer(regs, output), AddTriangle);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -281,7 +283,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
|
||||||
|
|
||||||
if (!vertex_cache_hit) {
|
if (!vertex_cache_hit) {
|
||||||
// Initialize data for the current vertex
|
// Initialize data for the current vertex
|
||||||
Shader::AttributeBuffer input;
|
Shader::AttributeBuffer input, output{};
|
||||||
loader.LoadVertex(base_address, index, vertex, input, memory_accesses);
|
loader.LoadVertex(base_address, index, vertex, input, memory_accesses);
|
||||||
|
|
||||||
// Send to vertex shader
|
// Send to vertex shader
|
||||||
|
@ -290,10 +292,10 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
|
||||||
(void*)&input);
|
(void*)&input);
|
||||||
shader_unit.LoadInput(regs.vs, input);
|
shader_unit.LoadInput(regs.vs, input);
|
||||||
shader_engine->Run(g_state.vs, shader_unit);
|
shader_engine->Run(g_state.vs, shader_unit);
|
||||||
|
shader_unit.WriteOutput(regs.vs, output);
|
||||||
|
|
||||||
// Retrieve vertex from register data
|
// Retrieve vertex from register data
|
||||||
output_vertex = Shader::OutputVertex::FromRegisters(shader_unit.registers.output,
|
output_vertex = Shader::OutputVertex::FromAttributeBuffer(regs, output);
|
||||||
regs, regs.vs.output_mask);
|
|
||||||
|
|
||||||
if (is_indexed) {
|
if (is_indexed) {
|
||||||
vertex_cache[vertex_cache_pos] = output_vertex;
|
vertex_cache[vertex_cache_pos] = output_vertex;
|
||||||
|
|
|
@ -4,6 +4,7 @@
|
||||||
|
|
||||||
#include <cmath>
|
#include <cmath>
|
||||||
#include <cstring>
|
#include <cstring>
|
||||||
|
#include "common/bit_set.h"
|
||||||
#include "common/logging/log.h"
|
#include "common/logging/log.h"
|
||||||
#include "common/microprofile.h"
|
#include "common/microprofile.h"
|
||||||
#include "video_core/pica.h"
|
#include "video_core/pica.h"
|
||||||
|
@ -19,22 +20,13 @@ namespace Pica {
|
||||||
|
|
||||||
namespace Shader {
|
namespace Shader {
|
||||||
|
|
||||||
OutputVertex OutputVertex::FromRegisters(Math::Vec4<float24> output_regs[16], const Regs& regs,
|
OutputVertex OutputVertex::FromAttributeBuffer(const Regs& regs, AttributeBuffer& input) {
|
||||||
u32 output_mask) {
|
|
||||||
// Setup output data
|
// Setup output data
|
||||||
OutputVertex ret;
|
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 >= regs.vs_output_total)
|
unsigned int num_attributes = regs.vs_output_total;
|
||||||
break;
|
for (unsigned int i = 0; i < num_attributes; ++i) {
|
||||||
|
const auto& output_register_map = regs.vs_output_attributes[i];
|
||||||
if ((output_mask & (1 << i)) == 0)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
const auto& output_register_map = regs.vs_output_attributes[index];
|
|
||||||
|
|
||||||
u32 semantics[4] = {output_register_map.map_x, output_register_map.map_y,
|
u32 semantics[4] = {output_register_map.map_x, output_register_map.map_y,
|
||||||
output_register_map.map_z, output_register_map.map_w};
|
output_register_map.map_z, output_register_map.map_w};
|
||||||
|
@ -42,15 +34,13 @@ OutputVertex OutputVertex::FromRegisters(Math::Vec4<float24> output_regs[16], co
|
||||||
for (unsigned comp = 0; comp < 4; ++comp) {
|
for (unsigned comp = 0; comp < 4; ++comp) {
|
||||||
float24* out = ((float24*)&ret) + semantics[comp];
|
float24* out = ((float24*)&ret) + semantics[comp];
|
||||||
if (semantics[comp] != Regs::VSOutputAttributes::INVALID) {
|
if (semantics[comp] != Regs::VSOutputAttributes::INVALID) {
|
||||||
*out = output_regs[i][comp];
|
*out = input.attr[i][comp];
|
||||||
} else {
|
} else {
|
||||||
// Zero output so that attributes which aren't output won't have denormals in them,
|
// Zero output so that attributes which aren't output won't have denormals in them,
|
||||||
// which would slow us down later.
|
// which would slow us down later.
|
||||||
memset(out, 0, sizeof(*out));
|
memset(out, 0, sizeof(*out));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
index++;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// The hardware takes the absolute and saturates vertex colors like this, *before* doing
|
// The hardware takes the absolute and saturates vertex colors like this, *before* doing
|
||||||
|
@ -80,6 +70,13 @@ void UnitState::LoadInput(const Regs::ShaderConfig& config, const AttributeBuffe
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void UnitState::WriteOutput(const Regs::ShaderConfig& 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];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240));
|
MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240));
|
||||||
|
|
||||||
#ifdef ARCHITECTURE_x86_64
|
#ifdef ARCHITECTURE_x86_64
|
||||||
|
|
|
@ -74,8 +74,7 @@ struct OutputVertex {
|
||||||
return ret;
|
return ret;
|
||||||
}
|
}
|
||||||
|
|
||||||
static OutputVertex FromRegisters(Math::Vec4<float24> output_regs[16], const Regs& regs,
|
static OutputVertex FromAttributeBuffer(const Regs& regs, AttributeBuffer& output);
|
||||||
u32 output_mask);
|
|
||||||
};
|
};
|
||||||
static_assert(std::is_pod<OutputVertex>::value, "Structure is not POD");
|
static_assert(std::is_pod<OutputVertex>::value, "Structure is not POD");
|
||||||
static_assert(sizeof(OutputVertex) == 32 * sizeof(float), "OutputVertex has invalid size");
|
static_assert(sizeof(OutputVertex) == 32 * sizeof(float), "OutputVertex has invalid size");
|
||||||
|
@ -141,6 +140,8 @@ struct UnitState {
|
||||||
* @param input Attribute buffer to load into the input registers.
|
* @param input Attribute buffer to load into the input registers.
|
||||||
*/
|
*/
|
||||||
void LoadInput(const Regs::ShaderConfig& config, const AttributeBuffer& input);
|
void LoadInput(const Regs::ShaderConfig& config, const AttributeBuffer& input);
|
||||||
|
|
||||||
|
void WriteOutput(const Regs::ShaderConfig& config, AttributeBuffer& output);
|
||||||
};
|
};
|
||||||
|
|
||||||
struct ShaderSetup {
|
struct ShaderSetup {
|
||||||
|
|
Loading…
Reference in New Issue