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author | bunnei <bunneidev@gmail.com> | 2015-07-22 01:38:59 +0200 |
---|---|---|
committer | bunnei <bunneidev@gmail.com> | 2015-08-15 23:33:44 +0200 |
commit | 3f69c2039de1c3d084ac2c9eb0aa9315490346bf (patch) | |
tree | 743f6bae0c3f1d475eabb083335ad7d6377bb97e | |
parent | Shader: Move shader code to its own subdirectory, "shader". (diff) | |
download | yuzu-3f69c2039de1c3d084ac2c9eb0aa9315490346bf.tar yuzu-3f69c2039de1c3d084ac2c9eb0aa9315490346bf.tar.gz yuzu-3f69c2039de1c3d084ac2c9eb0aa9315490346bf.tar.bz2 yuzu-3f69c2039de1c3d084ac2c9eb0aa9315490346bf.tar.lz yuzu-3f69c2039de1c3d084ac2c9eb0aa9315490346bf.tar.xz yuzu-3f69c2039de1c3d084ac2c9eb0aa9315490346bf.tar.zst yuzu-3f69c2039de1c3d084ac2c9eb0aa9315490346bf.zip |
-rw-r--r-- | src/video_core/CMakeLists.txt | 2 | ||||
-rw-r--r-- | src/video_core/command_processor.cpp | 5 | ||||
-rw-r--r-- | src/video_core/pica.h | 6 | ||||
-rw-r--r-- | src/video_core/shader/shader.cpp | 105 | ||||
-rw-r--r-- | src/video_core/shader/shader.h | 163 | ||||
-rw-r--r-- | src/video_core/shader/shader_interpreter.cpp | 135 | ||||
-rw-r--r-- | src/video_core/shader/shader_interpreter.h | 59 |
7 files changed, 289 insertions, 186 deletions
diff --git a/src/video_core/CMakeLists.txt b/src/video_core/CMakeLists.txt index 22252ea1d..2b859a077 100644 --- a/src/video_core/CMakeLists.txt +++ b/src/video_core/CMakeLists.txt @@ -11,6 +11,7 @@ set(SRCS pica.cpp primitive_assembly.cpp rasterizer.cpp + shader/shader.cpp shader/shader_interpreter.cpp utils.cpp video_core.cpp @@ -35,6 +36,7 @@ set(HEADERS primitive_assembly.h rasterizer.h renderer_base.h + shader/shader.h shader/shader_interpreter.h utils.h video_core.h diff --git a/src/video_core/command_processor.cpp b/src/video_core/command_processor.cpp index 8f8e9872d..374c4748d 100644 --- a/src/video_core/command_processor.cpp +++ b/src/video_core/command_processor.cpp @@ -215,6 +215,9 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) { unsigned int vertex_cache_pos = 0; vertex_cache_ids.fill(-1); + Shader::UnitState shader_unit; + Shader::Setup(shader_unit); + for (unsigned int index = 0; index < regs.num_vertices; ++index) { unsigned int vertex = is_indexed ? (index_u16 ? index_address_16[index] : index_address_8[index]) : index; @@ -307,7 +310,7 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) { &geometry_dumper, _1, _2, _3)); #endif // Send to vertex shader - output = Shader::RunShader(input, attribute_config.GetNumTotalAttributes(), g_state.regs.vs, g_state.vs); + output = Shader::Run(shader_unit, input, attribute_config.GetNumTotalAttributes()); if (is_indexed) { vertex_cache[vertex_cache_pos] = output; diff --git a/src/video_core/pica.h b/src/video_core/pica.h index 34b02b2f8..6ce90f95a 100644 --- a/src/video_core/pica.h +++ b/src/video_core/pica.h @@ -1083,6 +1083,7 @@ private: // TODO: Perform proper arithmetic on this! float value; }; +static_assert(sizeof(float24) == sizeof(float), "Shader JIT assumes float24 is implemented as a 32-bit float"); /// Struct used to describe current Pica state struct State { @@ -1092,7 +1093,10 @@ struct State { /// Vertex shader memory struct ShaderSetup { struct { - Math::Vec4<float24> f[96]; + // The float uniforms are accessed by the shader JIT using SSE instructions, and are + // therefore required to be 16-byte aligned. + Math::Vec4<float24> MEMORY_ALIGNED16(f[96]); + std::array<bool, 16> b; std::array<Math::Vec4<u8>, 4> i; } uniforms; diff --git a/src/video_core/shader/shader.cpp b/src/video_core/shader/shader.cpp new file mode 100644 index 000000000..e397e8e03 --- /dev/null +++ b/src/video_core/shader/shader.cpp @@ -0,0 +1,105 @@ +// Copyright 2015 Citra Emulator Project +// Licensed under GPLv2 or any later version +// Refer to the license.txt file included. + +#include "common/logging/log.h" +#include "common/profiler.h" + +#include "video_core/debug_utils/debug_utils.h" +#include "video_core/pica.h" + +#include "shader.h" +#include "shader_interpreter.h" + +namespace Pica { + +namespace Shader { + +void Setup(UnitState& state) { + // TODO(bunnei): This will be used by the JIT in a subsequent commit +} + +static Common::Profiling::TimingCategory shader_category("Vertex Shader"); + +OutputVertex Run(UnitState& state, const InputVertex& input, int num_attributes) { + auto& config = g_state.regs.vs; + auto& setup = g_state.vs; + + Common::Profiling::ScopeTimer timer(shader_category); + + state.program_counter = config.main_offset; + state.debug.max_offset = 0; + state.debug.max_opdesc_id = 0; + + // Setup input register table + const auto& attribute_register_map = config.input_register_map; + + if (num_attributes > 0) state.input_registers[attribute_register_map.attribute0_register] = input.attr[0]; + if (num_attributes > 1) state.input_registers[attribute_register_map.attribute1_register] = input.attr[1]; + if (num_attributes > 2) state.input_registers[attribute_register_map.attribute2_register] = input.attr[2]; + if (num_attributes > 3) state.input_registers[attribute_register_map.attribute3_register] = input.attr[3]; + if (num_attributes > 4) state.input_registers[attribute_register_map.attribute4_register] = input.attr[4]; + if (num_attributes > 5) state.input_registers[attribute_register_map.attribute5_register] = input.attr[5]; + if (num_attributes > 6) state.input_registers[attribute_register_map.attribute6_register] = input.attr[6]; + if (num_attributes > 7) state.input_registers[attribute_register_map.attribute7_register] = input.attr[7]; + if (num_attributes > 8) state.input_registers[attribute_register_map.attribute8_register] = input.attr[8]; + if (num_attributes > 9) state.input_registers[attribute_register_map.attribute9_register] = input.attr[9]; + if (num_attributes > 10) state.input_registers[attribute_register_map.attribute10_register] = input.attr[10]; + if (num_attributes > 11) state.input_registers[attribute_register_map.attribute11_register] = input.attr[11]; + if (num_attributes > 12) state.input_registers[attribute_register_map.attribute12_register] = input.attr[12]; + if (num_attributes > 13) state.input_registers[attribute_register_map.attribute13_register] = input.attr[13]; + if (num_attributes > 14) state.input_registers[attribute_register_map.attribute14_register] = input.attr[14]; + if (num_attributes > 15) state.input_registers[attribute_register_map.attribute15_register] = input.attr[15]; + + state.conditional_code[0] = false; + state.conditional_code[1] = false; + + RunInterpreter(state); + +#if PICA_DUMP_SHADERS + DebugUtils::DumpShader(setup.program_code.data(), state.debug.max_offset, setup.swizzle_data.data(), + state.debug.max_opdesc_id, config.main_offset, + g_state.regs.vs_output_attributes); // TODO: Don't hardcode VS here +#endif + + // 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. + for (int i = 0; i < 7; ++i) { + const auto& output_register_map = g_state.regs.vs_output_attributes[i]; // 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 (int comp = 0; comp < 4; ++comp) { + float24* out = ((float24*)&ret) + semantics[comp]; + if (semantics[comp] != Regs::VSOutputAttributes::INVALID) { + *out = state.output_registers[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)); + } + } + } + + // The hardware takes the absolute and saturates vertex colors like this, *before* doing interpolation + for (int i = 0; i < 4; ++i) { + ret.color[i] = float24::FromFloat32( + std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f)); + } + + LOG_TRACE(Render_Software, "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 Shader + +} // namespace Pica diff --git a/src/video_core/shader/shader.h b/src/video_core/shader/shader.h new file mode 100644 index 000000000..38c00768d --- /dev/null +++ b/src/video_core/shader/shader.h @@ -0,0 +1,163 @@ +// Copyright 2015 Citra Emulator Project +// Licensed under GPLv2 or any later version +// Refer to the license.txt file included. + +#pragma once + +#include <boost/container/static_vector.hpp> +#include <nihstro/shader_binary.h> + +#include "common/common_funcs.h" +#include "common/common_types.h" +#include "common/vector_math.h" + +#include "video_core/pica.h" + +using nihstro::RegisterType; +using nihstro::SourceRegister; +using nihstro::DestRegister; + +namespace Pica { + +namespace Shader { + +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; + Math::Vec2<float24> tc1; + float24 pad[6]; + Math::Vec2<float24> tc2; + + // Padding for optimal alignment + float24 pad2[4]; + + // Attributes used to store intermediate results + + // position after perspective divide + Math::Vec3<float24> screenpos; + float24 pad3; + + // 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); + tc1 = tc1 * factor + vtx.tc1 * (float24::FromFloat32(1) - factor); + tc2 = tc2 * factor + vtx.tc2 * (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"); +static_assert(sizeof(OutputVertex) == 32 * sizeof(float), "OutputVertex has invalid size"); + +/** + * This structure contains the state information that needs to be unique for a shader unit. The 3DS + * has four shader units that process shaders in parallel. At the present, Citra only implements a + * single shader unit that processes all shaders serially. Putting the state information in a struct + * here will make it easier for us to parallelize the shader processing later. + */ +struct UnitState { + // The registers are accessed by the shader JIT using SSE instructions, and are therefore + // required to be 16-byte aligned. + Math::Vec4<float24> MEMORY_ALIGNED16(input_registers[16]); + Math::Vec4<float24> MEMORY_ALIGNED16(output_registers[16]); + Math::Vec4<float24> MEMORY_ALIGNED16(temporary_registers[16]); + + u32 program_counter; + bool conditional_code[2]; + + // Two Address registers and one loop counter + // TODO: How many bits do these actually have? + s32 address_registers[3]; + + enum { + INVALID_ADDRESS = 0xFFFFFFFF + }; + + struct CallStackElement { + u32 final_address; // Address upon which we jump to return_address + u32 return_address; // Where to jump when leaving scope + u8 repeat_counter; // How often to repeat until this call stack element is removed + u8 loop_increment; // Which value to add to the loop counter after an iteration + // TODO: Should this be a signed value? Does it even matter? + u32 loop_address; // The address where we'll return to after each loop iteration + }; + + // TODO: Is there a maximal size for this? + boost::container::static_vector<CallStackElement, 16> call_stack; + + struct { + u32 max_offset; // maximum program counter ever reached + u32 max_opdesc_id; // maximum swizzle pattern index ever used + } debug; + + static int InputOffset(const SourceRegister& reg) { + switch (reg.GetRegisterType()) { + case RegisterType::Input: + return (int)offsetof(UnitState, input_registers) + reg.GetIndex()*sizeof(Math::Vec4<float24>); + + case RegisterType::Temporary: + return (int)offsetof(UnitState, temporary_registers) + reg.GetIndex()*sizeof(Math::Vec4<float24>); + + default: + UNREACHABLE(); + return 0; + } + } + + static int OutputOffset(const DestRegister& reg) { + switch (reg.GetRegisterType()) { + case RegisterType::Output: + return (int)offsetof(UnitState, output_registers) + reg.GetIndex()*sizeof(Math::Vec4<float24>); + + case RegisterType::Temporary: + return (int)offsetof(UnitState, temporary_registers) + reg.GetIndex()*sizeof(Math::Vec4<float24>); + + default: + UNREACHABLE(); + return 0; + } + } +}; + +/** + * Performs any shader unit setup that only needs to happen once per shader (as opposed to once per + * vertex, which would happen within the `Run` function). + * @param state Shader unit state, must be setup per shader and per shader unit + */ +void Setup(UnitState& state); + +/** + * Runs the currently setup shader + * @param state Shader unit state, must be setup per shader and per shader unit + * @param input Input vertex into the shader + * @param num_attributes The number of vertex shader attributes + * @return The output vertex, after having been processed by the vertex shader + */ +OutputVertex Run(UnitState& state, const InputVertex& input, int num_attributes); + +} // namespace Shader + +} // namespace Pica diff --git a/src/video_core/shader/shader_interpreter.cpp b/src/video_core/shader/shader_interpreter.cpp index 369883225..eb48e7053 100644 --- a/src/video_core/shader/shader_interpreter.cpp +++ b/src/video_core/shader/shader_interpreter.cpp @@ -2,18 +2,14 @@ // Licensed under GPLv2 or any later version // Refer to the license.txt file included. -#include <boost/container/static_vector.hpp> -#include <boost/range/algorithm.hpp> - #include <common/file_util.h> #include <nihstro/shader_bytecode.h> -#include "common/profiler.h" - #include "video_core/pica.h" -#include "video_core/shader/shader_interpreter.h" -#include "video_core/debug_utils/debug_utils.h" + +#include "shader.h" +#include "shader_interpreter.h" using nihstro::OpCode; using nihstro::Instruction; @@ -25,42 +21,7 @@ namespace Pica { namespace Shader { -struct ShaderState { - u32 program_counter; - - const float24* input_register_table[16]; - Math::Vec4<float24> output_registers[16]; - - Math::Vec4<float24> temporary_registers[16]; - bool conditional_code[2]; - - // Two Address registers and one loop counter - // TODO: How many bits do these actually have? - s32 address_registers[3]; - - enum { - INVALID_ADDRESS = 0xFFFFFFFF - }; - - struct CallStackElement { - u32 final_address; // Address upon which we jump to return_address - u32 return_address; // Where to jump when leaving scope - u8 repeat_counter; // How often to repeat until this call stack element is removed - u8 loop_increment; // Which value to add to the loop counter after an iteration - // TODO: Should this be a signed value? Does it even matter? - u32 loop_address; // The address where we'll return to after each loop iteration - }; - - // TODO: Is there a maximal size for this? - boost::container::static_vector<CallStackElement, 16> call_stack; - - struct { - u32 max_offset; // maximum program counter ever reached - u32 max_opdesc_id; // maximum swizzle pattern index ever used - } debug; -}; - -static void ProcessShaderCode(ShaderState& state) { +void RunInterpreter(UnitState& state) { const auto& uniforms = g_state.vs.uniforms; const auto& swizzle_data = g_state.vs.swizzle_data; const auto& program_code = g_state.vs.program_code; @@ -90,7 +51,7 @@ static void ProcessShaderCode(ShaderState& state) { const Instruction instr = { program_code[state.program_counter] }; const SwizzlePattern swizzle = { swizzle_data[instr.common.operand_desc_id] }; - static auto call = [](ShaderState& state, u32 offset, u32 num_instructions, + static auto call = [](UnitState& state, u32 offset, u32 num_instructions, u32 return_offset, u8 repeat_count, u8 loop_increment) { state.program_counter = offset - 1; // -1 to make sure when incrementing the PC we end up at the correct offset ASSERT(state.call_stack.size() < state.call_stack.capacity()); @@ -101,7 +62,7 @@ static void ProcessShaderCode(ShaderState& state) { auto LookupSourceRegister = [&](const SourceRegister& source_reg) -> const float24* { switch (source_reg.GetRegisterType()) { case RegisterType::Input: - return state.input_register_table[source_reg.GetIndex()]; + return &state.input_registers[source_reg.GetIndex()].x; case RegisterType::Temporary: return &state.temporary_registers[source_reg.GetIndex()].x; @@ -413,7 +374,7 @@ static void ProcessShaderCode(ShaderState& state) { default: { - static auto evaluate_condition = [](const ShaderState& state, bool refx, bool refy, Instruction::FlowControlType flow_control) { + static auto evaluate_condition = [](const UnitState& state, bool refx, bool refy, Instruction::FlowControlType flow_control) { bool results[2] = { refx == state.conditional_code[0], refy == state.conditional_code[1] }; @@ -542,88 +503,6 @@ static void ProcessShaderCode(ShaderState& state) { } } -static Common::Profiling::TimingCategory shader_category("Vertex Shader"); - -OutputVertex RunShader(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const State::ShaderSetup& setup) { - Common::Profiling::ScopeTimer timer(shader_category); - - ShaderState state; - - state.program_counter = config.main_offset; - state.debug.max_offset = 0; - state.debug.max_opdesc_id = 0; - - // Setup input register table - const auto& attribute_register_map = config.input_register_map; - float24 dummy_register; - boost::fill(state.input_register_table, &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; - - state.conditional_code[0] = false; - state.conditional_code[1] = false; - - ProcessShaderCode(state); -#if PICA_DUMP_SHADERS - DebugUtils::DumpShader(setup.program_code.data(), state.debug.max_offset, setup.swizzle_data.data(), - state.debug.max_opdesc_id, config.main_offset, - g_state.regs.vs_output_attributes); // TODO: Don't hardcode VS here -#endif - - // 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. - for (int i = 0; i < 7; ++i) { - const auto& output_register_map = g_state.regs.vs_output_attributes[i]; // 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 (int comp = 0; comp < 4; ++comp) { - float24* out = ((float24*)&ret) + semantics[comp]; - if (semantics[comp] != Regs::VSOutputAttributes::INVALID) { - *out = state.output_registers[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)); - } - } - } - - // The hardware takes the absolute and saturates vertex colors like this, *before* doing interpolation - for (int i = 0; i < 4; ++i) { - ret.color[i] = float24::FromFloat32( - std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f)); - } - - LOG_TRACE(Render_Software, "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 diff --git a/src/video_core/shader/shader_interpreter.h b/src/video_core/shader/shader_interpreter.h index f2900bfc6..ad6e58e39 100644 --- a/src/video_core/shader/shader_interpreter.h +++ b/src/video_core/shader/shader_interpreter.h @@ -4,68 +4,15 @@ #pragma once -#include <type_traits> - -#include "common/vector_math.h" - #include "video_core/pica.h" +#include "shader.h" + namespace Pica { namespace Shader { -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; - Math::Vec2<float24> tc1; - float24 pad[6]; - Math::Vec2<float24> tc2; - - // Padding for optimal alignment - float24 pad2[4]; - - // Attributes used to store intermediate results - - // position after perspective divide - Math::Vec3<float24> screenpos; - float24 pad3; - - // 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); - tc1 = tc1 * factor + vtx.tc1 * (float24::FromFloat32(1) - factor); - tc2 = tc2 * factor + vtx.tc2 * (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"); -static_assert(sizeof(OutputVertex) == 32 * sizeof(float), "OutputVertex has invalid size"); - -OutputVertex RunShader(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const State::ShaderSetup& setup); +void RunInterpreter(UnitState& state); } // namespace |