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authorbunnei <bunneidev@gmail.com>2017-09-08 05:02:59 +0200
committerGitHub <noreply@github.com>2017-09-08 05:02:59 +0200
commit11baa40d75d8a479bd738a05e91bba6f09856fe5 (patch)
tree2a7affcefd22d5332970c7a28a04c139aa9a6654 /src
parentMerge pull request #2918 from jroweboy/remove-debug (diff)
parentpica/command_processor: build geometry pipeline and run geometry shader (diff)
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Diffstat (limited to 'src')
-rw-r--r--src/video_core/CMakeLists.txt2
-rw-r--r--src/video_core/command_processor.cpp54
-rw-r--r--src/video_core/geometry_pipeline.cpp274
-rw-r--r--src/video_core/geometry_pipeline.h49
-rw-r--r--src/video_core/pica.cpp21
-rw-r--r--src/video_core/pica_state.h11
-rw-r--r--src/video_core/primitive_assembly.cpp15
-rw-r--r--src/video_core/primitive_assembly.h7
-rw-r--r--src/video_core/regs_pipeline.h34
-rw-r--r--src/video_core/regs_shader.h7
-rw-r--r--src/video_core/shader/shader.cpp41
-rw-r--r--src/video_core/shader/shader.h49
-rw-r--r--src/video_core/shader/shader_interpreter.cpp16
-rw-r--r--src/video_core/shader/shader_jit_x64_compiler.cpp49
-rw-r--r--src/video_core/shader/shader_jit_x64_compiler.h2
15 files changed, 594 insertions, 37 deletions
diff --git a/src/video_core/CMakeLists.txt b/src/video_core/CMakeLists.txt
index cffa4c952..82f47d8a9 100644
--- a/src/video_core/CMakeLists.txt
+++ b/src/video_core/CMakeLists.txt
@@ -1,6 +1,7 @@
set(SRCS
command_processor.cpp
debug_utils/debug_utils.cpp
+ geometry_pipeline.cpp
pica.cpp
primitive_assembly.cpp
regs.cpp
@@ -29,6 +30,7 @@ set(SRCS
set(HEADERS
command_processor.h
debug_utils/debug_utils.h
+ geometry_pipeline.h
gpu_debugger.h
pica.h
pica_state.h
diff --git a/src/video_core/command_processor.cpp b/src/video_core/command_processor.cpp
index f98ca3302..fb65a3a0a 100644
--- a/src/video_core/command_processor.cpp
+++ b/src/video_core/command_processor.cpp
@@ -161,6 +161,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
case PICA_REG_INDEX(pipeline.vs_default_attributes_setup.index):
g_state.immediate.current_attribute = 0;
+ g_state.immediate.reset_geometry_pipeline = true;
default_attr_counter = 0;
break;
@@ -234,16 +235,14 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
shader_engine->Run(g_state.vs, shader_unit);
shader_unit.WriteOutput(regs.vs, output);
- // Send to renderer
- using Pica::Shader::OutputVertex;
- auto AddTriangle = [](const OutputVertex& v0, const OutputVertex& v1,
- const OutputVertex& v2) {
- VideoCore::g_renderer->Rasterizer()->AddTriangle(v0, v1, v2);
- };
-
- g_state.primitive_assembler.SubmitVertex(
- Shader::OutputVertex::FromAttributeBuffer(regs.rasterizer, output),
- AddTriangle);
+ // Send to geometry pipeline
+ if (g_state.immediate.reset_geometry_pipeline) {
+ g_state.geometry_pipeline.Reconfigure();
+ g_state.immediate.reset_geometry_pipeline = false;
+ }
+ ASSERT(!g_state.geometry_pipeline.NeedIndexInput());
+ g_state.geometry_pipeline.Setup(shader_engine);
+ g_state.geometry_pipeline.SubmitVertex(output);
}
}
}
@@ -321,8 +320,8 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
// The size has been tuned for optimal balance between hit-rate and the cost of lookup
const size_t VERTEX_CACHE_SIZE = 32;
std::array<u16, VERTEX_CACHE_SIZE> vertex_cache_ids;
- std::array<Shader::OutputVertex, VERTEX_CACHE_SIZE> vertex_cache;
- Shader::OutputVertex output_vertex;
+ std::array<Shader::AttributeBuffer, VERTEX_CACHE_SIZE> vertex_cache;
+ Shader::AttributeBuffer vs_output;
unsigned int vertex_cache_pos = 0;
vertex_cache_ids.fill(-1);
@@ -332,6 +331,11 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
shader_engine->SetupBatch(g_state.vs, regs.vs.main_offset);
+ g_state.geometry_pipeline.Reconfigure();
+ g_state.geometry_pipeline.Setup(shader_engine);
+ if (g_state.geometry_pipeline.NeedIndexInput())
+ ASSERT(is_indexed);
+
for (unsigned int index = 0; index < regs.pipeline.num_vertices; ++index) {
// Indexed rendering doesn't use the start offset
unsigned int vertex =
@@ -345,6 +349,11 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
bool vertex_cache_hit = false;
if (is_indexed) {
+ if (g_state.geometry_pipeline.NeedIndexInput()) {
+ g_state.geometry_pipeline.SubmitIndex(vertex);
+ continue;
+ }
+
if (g_debug_context && Pica::g_debug_context->recorder) {
int size = index_u16 ? 2 : 1;
memory_accesses.AddAccess(base_address + index_info.offset + size * index,
@@ -353,7 +362,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
for (unsigned int i = 0; i < VERTEX_CACHE_SIZE; ++i) {
if (vertex == vertex_cache_ids[i]) {
- output_vertex = vertex_cache[i];
+ vs_output = vertex_cache[i];
vertex_cache_hit = true;
break;
}
@@ -362,7 +371,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
if (!vertex_cache_hit) {
// Initialize data for the current vertex
- Shader::AttributeBuffer input, output{};
+ Shader::AttributeBuffer input;
loader.LoadVertex(base_address, index, vertex, input, memory_accesses);
// Send to vertex shader
@@ -371,26 +380,17 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
(void*)&input);
shader_unit.LoadInput(regs.vs, input);
shader_engine->Run(g_state.vs, shader_unit);
- shader_unit.WriteOutput(regs.vs, output);
-
- // Retrieve vertex from register data
- output_vertex = Shader::OutputVertex::FromAttributeBuffer(regs.rasterizer, output);
+ shader_unit.WriteOutput(regs.vs, vs_output);
if (is_indexed) {
- vertex_cache[vertex_cache_pos] = output_vertex;
+ vertex_cache[vertex_cache_pos] = vs_output;
vertex_cache_ids[vertex_cache_pos] = vertex;
vertex_cache_pos = (vertex_cache_pos + 1) % VERTEX_CACHE_SIZE;
}
}
- // Send to renderer
- using Pica::Shader::OutputVertex;
- auto AddTriangle = [](const OutputVertex& v0, const OutputVertex& v1,
- const OutputVertex& v2) {
- VideoCore::g_renderer->Rasterizer()->AddTriangle(v0, v1, v2);
- };
-
- primitive_assembler.SubmitVertex(output_vertex, AddTriangle);
+ // Send to geometry pipeline
+ g_state.geometry_pipeline.SubmitVertex(vs_output);
}
for (auto& range : memory_accesses.ranges) {
diff --git a/src/video_core/geometry_pipeline.cpp b/src/video_core/geometry_pipeline.cpp
new file mode 100644
index 000000000..b146e2ecb
--- /dev/null
+++ b/src/video_core/geometry_pipeline.cpp
@@ -0,0 +1,274 @@
+// Copyright 2017 Citra Emulator Project
+// Licensed under GPLv2 or any later version
+// Refer to the license.txt file included.
+
+#include "video_core/geometry_pipeline.h"
+#include "video_core/pica_state.h"
+#include "video_core/regs.h"
+#include "video_core/renderer_base.h"
+#include "video_core/video_core.h"
+
+namespace Pica {
+
+/// An attribute buffering interface for different pipeline modes
+class GeometryPipelineBackend {
+public:
+ virtual ~GeometryPipelineBackend() = default;
+
+ /// Checks if there is no incomplete data transfer
+ virtual bool IsEmpty() const = 0;
+
+ /// Checks if the pipeline needs a direct input from index buffer
+ virtual bool NeedIndexInput() const = 0;
+
+ /// Submits an index from index buffer
+ virtual void SubmitIndex(unsigned int val) = 0;
+
+ /**
+ * Submits vertex attributes
+ * @param input attributes of a vertex output from vertex shader
+ * @return if the buffer is full and the geometry shader should be invoked
+ */
+ virtual bool SubmitVertex(const Shader::AttributeBuffer& input) = 0;
+};
+
+// In the Point mode, vertex attributes are sent to the input registers in the geometry shader unit.
+// The size of vertex shader outputs and geometry shader inputs are constants. Geometry shader is
+// invoked upon inputs buffer filled up by vertex shader outputs. For example, if we have a geometry
+// shader that takes 6 inputs, and the vertex shader outputs 2 attributes, it would take 3 vertices
+// for one geometry shader invocation.
+// TODO: what happens when the input size is not divisible by the output size?
+class GeometryPipeline_Point : public GeometryPipelineBackend {
+public:
+ GeometryPipeline_Point(const Regs& regs, Shader::GSUnitState& unit) : regs(regs), unit(unit) {
+ ASSERT(regs.pipeline.variable_primitive == 0);
+ ASSERT(regs.gs.input_to_uniform == 0);
+ vs_output_num = regs.pipeline.vs_outmap_total_minus_1_a + 1;
+ size_t gs_input_num = regs.gs.max_input_attribute_index + 1;
+ ASSERT(gs_input_num % vs_output_num == 0);
+ buffer_cur = attribute_buffer.attr;
+ buffer_end = attribute_buffer.attr + gs_input_num;
+ }
+
+ bool IsEmpty() const override {
+ return buffer_cur == attribute_buffer.attr;
+ }
+
+ bool NeedIndexInput() const override {
+ return false;
+ }
+
+ void SubmitIndex(unsigned int val) override {
+ UNREACHABLE();
+ }
+
+ bool SubmitVertex(const Shader::AttributeBuffer& input) override {
+ buffer_cur = std::copy(input.attr, input.attr + vs_output_num, buffer_cur);
+ if (buffer_cur == buffer_end) {
+ buffer_cur = attribute_buffer.attr;
+ unit.LoadInput(regs.gs, attribute_buffer);
+ return true;
+ }
+ return false;
+ }
+
+private:
+ const Regs& regs;
+ Shader::GSUnitState& unit;
+ Shader::AttributeBuffer attribute_buffer;
+ Math::Vec4<float24>* buffer_cur;
+ Math::Vec4<float24>* buffer_end;
+ unsigned int vs_output_num;
+};
+
+// In VariablePrimitive mode, vertex attributes are buffered into the uniform registers in the
+// geometry shader unit. The number of vertex is variable, which is specified by the first index
+// value in the batch. This mode is usually used for subdivision.
+class GeometryPipeline_VariablePrimitive : public GeometryPipelineBackend {
+public:
+ GeometryPipeline_VariablePrimitive(const Regs& regs, Shader::ShaderSetup& setup)
+ : regs(regs), setup(setup) {
+ ASSERT(regs.pipeline.variable_primitive == 1);
+ ASSERT(regs.gs.input_to_uniform == 1);
+ vs_output_num = regs.pipeline.vs_outmap_total_minus_1_a + 1;
+ }
+
+ bool IsEmpty() const override {
+ return need_index;
+ }
+
+ bool NeedIndexInput() const override {
+ return need_index;
+ }
+
+ void SubmitIndex(unsigned int val) override {
+ DEBUG_ASSERT(need_index);
+
+ // The number of vertex input is put to the uniform register
+ float24 vertex_num = float24::FromFloat32(val);
+ setup.uniforms.f[0] = Math::MakeVec(vertex_num, vertex_num, vertex_num, vertex_num);
+
+ // The second uniform register and so on are used for receiving input vertices
+ buffer_cur = setup.uniforms.f + 1;
+
+ main_vertex_num = regs.pipeline.variable_vertex_main_num_minus_1 + 1;
+ total_vertex_num = val;
+ need_index = false;
+ }
+
+ bool SubmitVertex(const Shader::AttributeBuffer& input) override {
+ DEBUG_ASSERT(!need_index);
+ if (main_vertex_num != 0) {
+ // For main vertices, receive all attributes
+ buffer_cur = std::copy(input.attr, input.attr + vs_output_num, buffer_cur);
+ --main_vertex_num;
+ } else {
+ // For other vertices, only receive the first attribute (usually the position)
+ *(buffer_cur++) = input.attr[0];
+ }
+ --total_vertex_num;
+
+ if (total_vertex_num == 0) {
+ need_index = true;
+ return true;
+ }
+
+ return false;
+ }
+
+private:
+ bool need_index = true;
+ const Regs& regs;
+ Shader::ShaderSetup& setup;
+ unsigned int main_vertex_num;
+ unsigned int total_vertex_num;
+ Math::Vec4<float24>* buffer_cur;
+ unsigned int vs_output_num;
+};
+
+// In FixedPrimitive mode, vertex attributes are buffered into the uniform registers in the geometry
+// shader unit. The number of vertex per shader invocation is constant. This is usually used for
+// particle system.
+class GeometryPipeline_FixedPrimitive : public GeometryPipelineBackend {
+public:
+ GeometryPipeline_FixedPrimitive(const Regs& regs, Shader::ShaderSetup& setup)
+ : regs(regs), setup(setup) {
+ ASSERT(regs.pipeline.variable_primitive == 0);
+ ASSERT(regs.gs.input_to_uniform == 1);
+ vs_output_num = regs.pipeline.vs_outmap_total_minus_1_a + 1;
+ ASSERT(vs_output_num == regs.pipeline.gs_config.stride_minus_1 + 1);
+ size_t vertex_num = regs.pipeline.gs_config.fixed_vertex_num_minus_1 + 1;
+ buffer_cur = buffer_begin = setup.uniforms.f + regs.pipeline.gs_config.start_index;
+ buffer_end = buffer_begin + vs_output_num * vertex_num;
+ }
+
+ bool IsEmpty() const override {
+ return buffer_cur == buffer_begin;
+ }
+
+ bool NeedIndexInput() const override {
+ return false;
+ }
+
+ void SubmitIndex(unsigned int val) override {
+ UNREACHABLE();
+ }
+
+ bool SubmitVertex(const Shader::AttributeBuffer& input) override {
+ buffer_cur = std::copy(input.attr, input.attr + vs_output_num, buffer_cur);
+ if (buffer_cur == buffer_end) {
+ buffer_cur = buffer_begin;
+ return true;
+ }
+ return false;
+ }
+
+private:
+ const Regs& regs;
+ Shader::ShaderSetup& setup;
+ Math::Vec4<float24>* buffer_begin;
+ Math::Vec4<float24>* buffer_cur;
+ Math::Vec4<float24>* buffer_end;
+ unsigned int vs_output_num;
+};
+
+GeometryPipeline::GeometryPipeline(State& state) : state(state) {}
+
+GeometryPipeline::~GeometryPipeline() = default;
+
+void GeometryPipeline::SetVertexHandler(Shader::VertexHandler vertex_handler) {
+ this->vertex_handler = vertex_handler;
+}
+
+void GeometryPipeline::Setup(Shader::ShaderEngine* shader_engine) {
+ if (!backend)
+ return;
+
+ this->shader_engine = shader_engine;
+ shader_engine->SetupBatch(state.gs, state.regs.gs.main_offset);
+}
+
+void GeometryPipeline::Reconfigure() {
+ ASSERT(!backend || backend->IsEmpty());
+
+ if (state.regs.pipeline.use_gs == PipelineRegs::UseGS::No) {
+ backend = nullptr;
+ return;
+ }
+
+ ASSERT(state.regs.pipeline.use_gs == PipelineRegs::UseGS::Yes);
+
+ // The following assumes that when geometry shader is in use, the shader unit 3 is configured as
+ // a geometry shader unit.
+ // TODO: what happens if this is not true?
+ ASSERT(state.regs.pipeline.gs_unit_exclusive_configuration == 1);
+ ASSERT(state.regs.gs.shader_mode == ShaderRegs::ShaderMode::GS);
+
+ state.gs_unit.ConfigOutput(state.regs.gs);
+
+ ASSERT(state.regs.pipeline.vs_outmap_total_minus_1_a ==
+ state.regs.pipeline.vs_outmap_total_minus_1_b);
+
+ switch (state.regs.pipeline.gs_config.mode) {
+ case PipelineRegs::GSMode::Point:
+ backend = std::make_unique<GeometryPipeline_Point>(state.regs, state.gs_unit);
+ break;
+ case PipelineRegs::GSMode::VariablePrimitive:
+ backend = std::make_unique<GeometryPipeline_VariablePrimitive>(state.regs, state.gs);
+ break;
+ case PipelineRegs::GSMode::FixedPrimitive:
+ backend = std::make_unique<GeometryPipeline_FixedPrimitive>(state.regs, state.gs);
+ break;
+ default:
+ UNREACHABLE();
+ }
+}
+
+bool GeometryPipeline::NeedIndexInput() const {
+ if (!backend)
+ return false;
+ return backend->NeedIndexInput();
+}
+
+void GeometryPipeline::SubmitIndex(unsigned int val) {
+ backend->SubmitIndex(val);
+}
+
+void GeometryPipeline::SubmitVertex(const Shader::AttributeBuffer& input) {
+ if (!backend) {
+ // No backend means the geometry shader is disabled, so we send the vertex shader output
+ // directly to the primitive assembler.
+ vertex_handler(input);
+ } else {
+ if (backend->SubmitVertex(input)) {
+ shader_engine->Run(state.gs, state.gs_unit);
+
+ // The uniform b15 is set to true after every geometry shader invocation. This is useful
+ // for the shader to know if this is the first invocation in a batch, if the program set
+ // b15 to false first.
+ state.gs.uniforms.b[15] = true;
+ }
+ }
+}
+
+} // namespace Pica
diff --git a/src/video_core/geometry_pipeline.h b/src/video_core/geometry_pipeline.h
new file mode 100644
index 000000000..91fdd3192
--- /dev/null
+++ b/src/video_core/geometry_pipeline.h
@@ -0,0 +1,49 @@
+// Copyright 2017 Citra Emulator Project
+// Licensed under GPLv2 or any later version
+// Refer to the license.txt file included.
+
+#pragma once
+
+#include <memory>
+#include "video_core/shader/shader.h"
+
+namespace Pica {
+
+struct State;
+
+class GeometryPipelineBackend;
+
+/// A pipeline receiving from vertex shader and sending to geometry shader and primitive assembler
+class GeometryPipeline {
+public:
+ explicit GeometryPipeline(State& state);
+ ~GeometryPipeline();
+
+ /// Sets the handler for receiving vertex outputs from vertex shader
+ void SetVertexHandler(Shader::VertexHandler vertex_handler);
+
+ /**
+ * Setup the geometry shader unit if it is in use
+ * @param shader_engine the shader engine for the geometry shader to run
+ */
+ void Setup(Shader::ShaderEngine* shader_engine);
+
+ /// Reconfigures the pipeline according to current register settings
+ void Reconfigure();
+
+ /// Checks if the pipeline needs a direct input from index buffer
+ bool NeedIndexInput() const;
+
+ /// Submits an index from index buffer. Call this only when NeedIndexInput returns true
+ void SubmitIndex(unsigned int val);
+
+ /// Submits vertex attributes output from vertex shader
+ void SubmitVertex(const Shader::AttributeBuffer& input);
+
+private:
+ Shader::VertexHandler vertex_handler;
+ Shader::ShaderEngine* shader_engine;
+ std::unique_ptr<GeometryPipelineBackend> backend;
+ State& state;
+};
+} // namespace Pica
diff --git a/src/video_core/pica.cpp b/src/video_core/pica.cpp
index b95148a6a..218e06883 100644
--- a/src/video_core/pica.cpp
+++ b/src/video_core/pica.cpp
@@ -3,9 +3,11 @@
// Refer to the license.txt file included.
#include <cstring>
+#include "video_core/geometry_pipeline.h"
#include "video_core/pica.h"
#include "video_core/pica_state.h"
-#include "video_core/regs_pipeline.h"
+#include "video_core/renderer_base.h"
+#include "video_core/video_core.h"
namespace Pica {
@@ -24,6 +26,23 @@ void Zero(T& o) {
memset(&o, 0, sizeof(o));
}
+State::State() : geometry_pipeline(*this) {
+ auto SubmitVertex = [this](const Shader::AttributeBuffer& vertex) {
+ using Pica::Shader::OutputVertex;
+ auto AddTriangle = [this](const OutputVertex& v0, const OutputVertex& v1,
+ const OutputVertex& v2) {
+ VideoCore::g_renderer->Rasterizer()->AddTriangle(v0, v1, v2);
+ };
+ primitive_assembler.SubmitVertex(
+ Shader::OutputVertex::FromAttributeBuffer(regs.rasterizer, vertex), AddTriangle);
+ };
+
+ auto SetWinding = [this]() { primitive_assembler.SetWinding(); };
+
+ g_state.gs_unit.SetVertexHandler(SubmitVertex, SetWinding);
+ g_state.geometry_pipeline.SetVertexHandler(SubmitVertex);
+}
+
void State::Reset() {
Zero(regs);
Zero(vs);
diff --git a/src/video_core/pica_state.h b/src/video_core/pica_state.h
index 864a2c9e6..c6634a0bc 100644
--- a/src/video_core/pica_state.h
+++ b/src/video_core/pica_state.h
@@ -8,6 +8,7 @@
#include "common/bit_field.h"
#include "common/common_types.h"
#include "common/vector_math.h"
+#include "video_core/geometry_pipeline.h"
#include "video_core/primitive_assembly.h"
#include "video_core/regs.h"
#include "video_core/shader/shader.h"
@@ -16,6 +17,7 @@ namespace Pica {
/// Struct used to describe current Pica state
struct State {
+ State();
void Reset();
/// Pica registers
@@ -137,8 +139,17 @@ struct State {
Shader::AttributeBuffer input_vertex;
// Index of the next attribute to be loaded into `input_vertex`.
u32 current_attribute = 0;
+ // Indicates the immediate mode just started and the geometry pipeline needs to reconfigure
+ bool reset_geometry_pipeline = true;
} immediate;
+ // the geometry shader needs to be kept in the global state because some shaders relie on
+ // preserved register value across shader invocation.
+ // TODO: also bring the three vertex shader units here and implement the shader scheduler.
+ Shader::GSUnitState gs_unit;
+
+ GeometryPipeline geometry_pipeline;
+
// This is constructed with a dummy triangle topology
PrimitiveAssembler<Shader::OutputVertex> primitive_assembler;
};
diff --git a/src/video_core/primitive_assembly.cpp b/src/video_core/primitive_assembly.cpp
index acd2ac5e2..9c3dd4cab 100644
--- a/src/video_core/primitive_assembly.cpp
+++ b/src/video_core/primitive_assembly.cpp
@@ -17,15 +17,18 @@ template <typename VertexType>
void PrimitiveAssembler<VertexType>::SubmitVertex(const VertexType& vtx,
TriangleHandler triangle_handler) {
switch (topology) {
- // TODO: Figure out what's different with TriangleTopology::Shader.
case PipelineRegs::TriangleTopology::List:
case PipelineRegs::TriangleTopology::Shader:
if (buffer_index < 2) {
buffer[buffer_index++] = vtx;
} else {
buffer_index = 0;
-
- triangle_handler(buffer[0], buffer[1], vtx);
+ if (topology == PipelineRegs::TriangleTopology::Shader && winding) {
+ triangle_handler(buffer[1], buffer[0], vtx);
+ winding = false;
+ } else {
+ triangle_handler(buffer[0], buffer[1], vtx);
+ }
}
break;
@@ -51,9 +54,15 @@ void PrimitiveAssembler<VertexType>::SubmitVertex(const VertexType& vtx,
}
template <typename VertexType>
+void PrimitiveAssembler<VertexType>::SetWinding() {
+ winding = true;
+}
+
+template <typename VertexType>
void PrimitiveAssembler<VertexType>::Reset() {
buffer_index = 0;
strip_ready = false;
+ winding = false;
}
template <typename VertexType>
diff --git a/src/video_core/primitive_assembly.h b/src/video_core/primitive_assembly.h
index e8eccdf27..12de8e3b9 100644
--- a/src/video_core/primitive_assembly.h
+++ b/src/video_core/primitive_assembly.h
@@ -30,6 +30,12 @@ struct PrimitiveAssembler {
void SubmitVertex(const VertexType& vtx, TriangleHandler triangle_handler);
/**
+ * Invert the vertex order of the next triangle. Called by geometry shader emitter.
+ * This only takes effect for TriangleTopology::Shader.
+ */
+ void SetWinding();
+
+ /**
* Resets the internal state of the PrimitiveAssembler.
*/
void Reset();
@@ -45,6 +51,7 @@ private:
int buffer_index;
VertexType buffer[2];
bool strip_ready = false;
+ bool winding = false;
};
} // namespace
diff --git a/src/video_core/regs_pipeline.h b/src/video_core/regs_pipeline.h
index 8b6369297..e78c3e331 100644
--- a/src/video_core/regs_pipeline.h
+++ b/src/video_core/regs_pipeline.h
@@ -147,7 +147,15 @@ struct PipelineRegs {
// Number of vertices to render
u32 num_vertices;
- INSERT_PADDING_WORDS(0x1);
+ enum class UseGS : u32 {
+ No = 0,
+ Yes = 2,
+ };
+
+ union {
+ BitField<0, 2, UseGS> use_gs;
+ BitField<31, 1, u32> variable_primitive;
+ };
// The index of the first vertex to render
u32 vertex_offset;
@@ -218,7 +226,29 @@ struct PipelineRegs {
GPUMode gpu_mode;
- INSERT_PADDING_WORDS(0x18);
+ INSERT_PADDING_WORDS(0x4);
+ BitField<0, 4, u32> vs_outmap_total_minus_1_a;
+ INSERT_PADDING_WORDS(0x6);
+ BitField<0, 4, u32> vs_outmap_total_minus_1_b;
+
+ enum class GSMode : u32 {
+ Point = 0,
+ VariablePrimitive = 1,
+ FixedPrimitive = 2,
+ };
+
+ union {
+ BitField<0, 8, GSMode> mode;
+ BitField<8, 4, u32> fixed_vertex_num_minus_1;
+ BitField<12, 4, u32> stride_minus_1;
+ BitField<16, 4, u32> start_index;
+ } gs_config;
+
+ INSERT_PADDING_WORDS(0x1);
+
+ u32 variable_vertex_main_num_minus_1;
+
+ INSERT_PADDING_WORDS(0x9);
enum class TriangleTopology : u32 {
List = 0,
diff --git a/src/video_core/regs_shader.h b/src/video_core/regs_shader.h
index ddb1ee451..c15d4d162 100644
--- a/src/video_core/regs_shader.h
+++ b/src/video_core/regs_shader.h
@@ -24,9 +24,16 @@ struct ShaderRegs {
INSERT_PADDING_WORDS(0x4);
+ enum ShaderMode {
+ GS = 0x08,
+ VS = 0xA0,
+ };
+
union {
// Number of input attributes to shader unit - 1
BitField<0, 4, u32> max_input_attribute_index;
+ BitField<8, 8, u32> input_to_uniform;
+ BitField<24, 8, ShaderMode> shader_mode;
};
// Offset to shader program entry point (in words)
diff --git a/src/video_core/shader/shader.cpp b/src/video_core/shader/shader.cpp
index 67ed19ba8..e9063e616 100644
--- a/src/video_core/shader/shader.cpp
+++ b/src/video_core/shader/shader.cpp
@@ -21,7 +21,8 @@ namespace Pica {
namespace Shader {
-OutputVertex OutputVertex::FromAttributeBuffer(const RasterizerRegs& regs, AttributeBuffer& input) {
+OutputVertex OutputVertex::FromAttributeBuffer(const RasterizerRegs& regs,
+ const AttributeBuffer& input) {
// Setup output data
union {
OutputVertex ret{};
@@ -82,6 +83,44 @@ void UnitState::WriteOutput(const ShaderRegs& config, AttributeBuffer& output) {
}
}
+UnitState::UnitState(GSEmitter* emitter) : emitter_ptr(emitter) {}
+
+GSEmitter::GSEmitter() {
+ handlers = new Handlers;
+}
+
+GSEmitter::~GSEmitter() {
+ delete handlers;
+}
+
+void GSEmitter::Emit(Math::Vec4<float24> (&vertex)[16]) {
+ ASSERT(vertex_id < 3);
+ std::copy(std::begin(vertex), std::end(vertex), buffer[vertex_id].begin());
+ if (prim_emit) {
+ if (winding)
+ handlers->winding_setter();
+ for (size_t i = 0; i < buffer.size(); ++i) {
+ AttributeBuffer output;
+ unsigned int output_i = 0;
+ for (unsigned int reg : Common::BitSet<u32>(output_mask)) {
+ output.attr[output_i++] = buffer[i][reg];
+ }
+ handlers->vertex_handler(output);
+ }
+ }
+}
+
+GSUnitState::GSUnitState() : UnitState(&emitter) {}
+
+void GSUnitState::SetVertexHandler(VertexHandler vertex_handler, WindingSetter winding_setter) {
+ emitter.handlers->vertex_handler = std::move(vertex_handler);
+ emitter.handlers->winding_setter = std::move(winding_setter);
+}
+
+void GSUnitState::ConfigOutput(const ShaderRegs& config) {
+ emitter.output_mask = config.output_mask;
+}
+
MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240));
#ifdef ARCHITECTURE_x86_64
diff --git a/src/video_core/shader/shader.h b/src/video_core/shader/shader.h
index e156f6aef..a3789da01 100644
--- a/src/video_core/shader/shader.h
+++ b/src/video_core/shader/shader.h
@@ -6,6 +6,7 @@
#include <array>
#include <cstddef>
+#include <functional>
#include <type_traits>
#include <nihstro/shader_bytecode.h>
#include "common/assert.h"
@@ -31,6 +32,12 @@ struct AttributeBuffer {
alignas(16) Math::Vec4<float24> attr[16];
};
+/// Handler type for receiving vertex outputs from vertex shader or geometry shader
+using VertexHandler = std::function<void(const AttributeBuffer&)>;
+
+/// Handler type for signaling to invert the vertex order of the next triangle
+using WindingSetter = std::function<void()>;
+
struct OutputVertex {
Math::Vec4<float24> pos;
Math::Vec4<float24> quat;
@@ -43,7 +50,8 @@ struct OutputVertex {
INSERT_PADDING_WORDS(1);
Math::Vec2<float24> tc2;
- static OutputVertex FromAttributeBuffer(const RasterizerRegs& regs, AttributeBuffer& output);
+ static OutputVertex FromAttributeBuffer(const RasterizerRegs& regs,
+ const AttributeBuffer& output);
};
#define ASSERT_POS(var, pos) \
static_assert(offsetof(OutputVertex, var) == pos * sizeof(float24), "Semantic at wrong " \
@@ -61,12 +69,36 @@ static_assert(std::is_pod<OutputVertex>::value, "Structure is not POD");
static_assert(sizeof(OutputVertex) == 24 * sizeof(float), "OutputVertex has invalid size");
/**
+ * This structure contains state information for primitive emitting in geometry shader.
+ */
+struct GSEmitter {
+ std::array<std::array<Math::Vec4<float24>, 16>, 3> buffer;
+ u8 vertex_id;
+ bool prim_emit;
+ bool winding;
+ u32 output_mask;
+
+ // Function objects are hidden behind a raw pointer to make the structure standard layout type,
+ // for JIT to use offsetof to access other members.
+ struct Handlers {
+ VertexHandler vertex_handler;
+ WindingSetter winding_setter;
+ } * handlers;
+
+ GSEmitter();
+ ~GSEmitter();
+ void Emit(Math::Vec4<float24> (&vertex)[16]);
+};
+static_assert(std::is_standard_layout<GSEmitter>::value, "GSEmitter is not standard layout type");
+
+/**
* 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 {
+ explicit UnitState(GSEmitter* emitter = nullptr);
struct Registers {
// The registers are accessed by the shader JIT using SSE instructions, and are therefore
// required to be 16-byte aligned.
@@ -82,6 +114,8 @@ struct UnitState {
// TODO: How many bits do these actually have?
s32 address_registers[3];
+ GSEmitter* emitter_ptr;
+
static size_t InputOffset(const SourceRegister& reg) {
switch (reg.GetRegisterType()) {
case RegisterType::Input:
@@ -125,6 +159,19 @@ struct UnitState {
void WriteOutput(const ShaderRegs& config, AttributeBuffer& output);
};
+/**
+ * This is an extended shader unit state that represents the special unit that can run both vertex
+ * shader and geometry shader. It contains an additional primitive emitter and utilities for
+ * geometry shader.
+ */
+struct GSUnitState : public UnitState {
+ GSUnitState();
+ void SetVertexHandler(VertexHandler vertex_handler, WindingSetter winding_setter);
+ void ConfigOutput(const ShaderRegs& config);
+
+ GSEmitter emitter;
+};
+
struct ShaderSetup {
struct {
// The float uniforms are accessed by the shader JIT using SSE instructions, and are
diff --git a/src/video_core/shader/shader_interpreter.cpp b/src/video_core/shader/shader_interpreter.cpp
index 206c0978a..9d4da4904 100644
--- a/src/video_core/shader/shader_interpreter.cpp
+++ b/src/video_core/shader/shader_interpreter.cpp
@@ -636,6 +636,22 @@ static void RunInterpreter(const ShaderSetup& setup, UnitState& state, DebugData
break;
}
+ case OpCode::Id::EMIT: {
+ GSEmitter* emitter = state.emitter_ptr;
+ ASSERT_MSG(emitter, "Execute EMIT on VS");
+ emitter->Emit(state.registers.output);
+ break;
+ }
+
+ case OpCode::Id::SETEMIT: {
+ GSEmitter* emitter = state.emitter_ptr;
+ ASSERT_MSG(emitter, "Execute SETEMIT on VS");
+ emitter->vertex_id = instr.setemit.vertex_id;
+ emitter->prim_emit = instr.setemit.prim_emit != 0;
+ emitter->winding = instr.setemit.winding != 0;
+ break;
+ }
+
default:
LOG_ERROR(HW_GPU, "Unhandled instruction: 0x%02x (%s): 0x%08x",
(int)instr.opcode.Value().EffectiveOpCode(),
diff --git a/src/video_core/shader/shader_jit_x64_compiler.cpp b/src/video_core/shader/shader_jit_x64_compiler.cpp
index 42a57aab1..1b31623bd 100644
--- a/src/video_core/shader/shader_jit_x64_compiler.cpp
+++ b/src/video_core/shader/shader_jit_x64_compiler.cpp
@@ -75,8 +75,8 @@ const JitFunction instr_table[64] = {
&JitShader::Compile_IF, // ifu
&JitShader::Compile_IF, // ifc
&JitShader::Compile_LOOP, // loop
- nullptr, // emit
- nullptr, // sete
+ &JitShader::Compile_EMIT, // emit
+ &JitShader::Compile_SETE, // sete
&JitShader::Compile_JMP, // jmpc
&JitShader::Compile_JMP, // jmpu
&JitShader::Compile_CMP, // cmp
@@ -772,6 +772,51 @@ void JitShader::Compile_JMP(Instruction instr) {
}
}
+static void Emit(GSEmitter* emitter, Math::Vec4<float24> (*output)[16]) {
+ emitter->Emit(*output);
+}
+
+void JitShader::Compile_EMIT(Instruction instr) {
+ Label have_emitter, end;
+ mov(rax, qword[STATE + offsetof(UnitState, emitter_ptr)]);
+ test(rax, rax);
+ jnz(have_emitter);
+
+ ABI_PushRegistersAndAdjustStack(*this, PersistentCallerSavedRegs(), 0);
+ mov(ABI_PARAM1, reinterpret_cast<size_t>("Execute EMIT on VS"));
+ CallFarFunction(*this, LogCritical);
+ ABI_PopRegistersAndAdjustStack(*this, PersistentCallerSavedRegs(), 0);
+ jmp(end);
+
+ L(have_emitter);
+ ABI_PushRegistersAndAdjustStack(*this, PersistentCallerSavedRegs(), 0);
+ mov(ABI_PARAM1, rax);
+ mov(ABI_PARAM2, STATE);
+ add(ABI_PARAM2, static_cast<Xbyak::uint32>(offsetof(UnitState, registers.output)));
+ CallFarFunction(*this, Emit);
+ ABI_PopRegistersAndAdjustStack(*this, PersistentCallerSavedRegs(), 0);
+ L(end);
+}
+
+void JitShader::Compile_SETE(Instruction instr) {
+ Label have_emitter, end;
+ mov(rax, qword[STATE + offsetof(UnitState, emitter_ptr)]);
+ test(rax, rax);
+ jnz(have_emitter);
+
+ ABI_PushRegistersAndAdjustStack(*this, PersistentCallerSavedRegs(), 0);
+ mov(ABI_PARAM1, reinterpret_cast<size_t>("Execute SETEMIT on VS"));
+ CallFarFunction(*this, LogCritical);
+ ABI_PopRegistersAndAdjustStack(*this, PersistentCallerSavedRegs(), 0);
+ jmp(end);
+
+ L(have_emitter);
+ mov(byte[rax + offsetof(GSEmitter, vertex_id)], instr.setemit.vertex_id);
+ mov(byte[rax + offsetof(GSEmitter, prim_emit)], instr.setemit.prim_emit);
+ mov(byte[rax + offsetof(GSEmitter, winding)], instr.setemit.winding);
+ L(end);
+}
+
void JitShader::Compile_Block(unsigned end) {
while (program_counter < end) {
Compile_NextInstr();
diff --git a/src/video_core/shader/shader_jit_x64_compiler.h b/src/video_core/shader/shader_jit_x64_compiler.h
index 31af0ca48..4aee56b1d 100644
--- a/src/video_core/shader/shader_jit_x64_compiler.h
+++ b/src/video_core/shader/shader_jit_x64_compiler.h
@@ -66,6 +66,8 @@ public:
void Compile_JMP(Instruction instr);
void Compile_CMP(Instruction instr);
void Compile_MAD(Instruction instr);
+ void Compile_EMIT(Instruction instr);
+ void Compile_SETE(Instruction instr);
private:
void Compile_Block(unsigned end);