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@ -7,28 +7,28 @@
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#include <memory>
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#include <catch2/catch.hpp>
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#include <nihstro/inline_assembly.h>
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#include "video_core/shader/shader_interpreter.h"
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#include "video_core/shader/shader_jit_x64_compiler.h"
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using float24 = Pica::float24;
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using JitShader = Pica::Shader::JitShader;
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using ShaderInterpreter = Pica::Shader::InterpreterEngine;
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using DestRegister = nihstro::DestRegister;
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using OpCode = nihstro::OpCode;
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using SourceRegister = nihstro::SourceRegister;
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using Type = nihstro::InlineAsm::Type;
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static std::unique_ptr<JitShader> CompileShader(std::initializer_list<nihstro::InlineAsm> code) {
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static std::unique_ptr<Pica::Shader::ShaderSetup> CompileShaderSetup(
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std::initializer_list<nihstro::InlineAsm> code) {
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const auto shbin = nihstro::InlineAsm::CompileToRawBinary(code);
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std::array<u32, Pica::Shader::MAX_PROGRAM_CODE_LENGTH> program_code{};
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std::array<u32, Pica::Shader::MAX_SWIZZLE_DATA_LENGTH> swizzle_data{};
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auto shader = std::make_unique<Pica::Shader::ShaderSetup>();
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std::transform(shbin.program.begin(), shbin.program.end(), program_code.begin(),
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std::transform(shbin.program.begin(), shbin.program.end(), shader->program_code.begin(),
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[](const auto& x) { return x.hex; });
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std::transform(shbin.swizzle_table.begin(), shbin.swizzle_table.end(), swizzle_data.begin(),
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[](const auto& x) { return x.hex; });
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auto shader = std::make_unique<JitShader>();
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shader->Compile(&program_code, &swizzle_data);
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std::transform(shbin.swizzle_table.begin(), shbin.swizzle_table.end(),
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shader->swizzle_data.begin(), [](const auto& x) { return x.hex; });
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return shader;
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}
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@ -36,19 +36,32 @@ static std::unique_ptr<JitShader> CompileShader(std::initializer_list<nihstro::I
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class ShaderTest {
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public:
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explicit ShaderTest(std::initializer_list<nihstro::InlineAsm> code)
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: shader(CompileShader(code)) {}
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: shader_setup(CompileShaderSetup(code)) {
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shader_jit.Compile(&shader_setup->program_code, &shader_setup->swizzle_data);
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}
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float Run(float input) {
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Pica::Shader::ShaderSetup shader_setup;
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Pica::Shader::UnitState shader_unit;
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shader_unit.registers.input[0].x = float24::FromFloat32(input);
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shader->Run(shader_setup, shader_unit, 0);
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RunJit(shader_unit, input);
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return shader_unit.registers.output[0].x.ToFloat32();
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}
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void RunJit(Pica::Shader::UnitState& shader_unit, float input) {
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shader_unit.registers.input[0].x = float24::FromFloat32(input);
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shader_unit.registers.temporary[0].x = float24::FromFloat32(0);
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shader_jit.Run(*shader_setup, shader_unit, 0);
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}
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void RunInterpreter(Pica::Shader::UnitState& shader_unit, float input) {
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shader_unit.registers.input[0].x = float24::FromFloat32(input);
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shader_unit.registers.temporary[0].x = float24::FromFloat32(0);
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shader_interpreter.Run(*shader_setup, shader_unit);
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}
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public:
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std::unique_ptr<JitShader> shader;
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JitShader shader_jit;
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ShaderInterpreter shader_interpreter;
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std::unique_ptr<Pica::Shader::ShaderSetup> shader_setup;
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};
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TEST_CASE("LG2", "[video_core][shader][shader_jit]") {
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@ -89,3 +102,108 @@ TEST_CASE("EX2", "[video_core][shader][shader_jit]") {
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REQUIRE(shader.Run(79.7262742773f) == Approx(1.e24f));
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REQUIRE(std::isinf(shader.Run(800.f)));
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}
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TEST_CASE("Nested Loop", "[video_core][shader][shader_jit]") {
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const auto sh_input = SourceRegister::MakeInput(0);
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const auto sh_temp = SourceRegister::MakeTemporary(0);
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const auto sh_output = DestRegister::MakeOutput(0);
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std::array<Common::Vec4<u8>, 2> loop_parms{Common::Vec4<u8>{4, 0, 1, 0},
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Common::Vec4<u8>{4, 0, 1, 0}};
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auto shader_test = ShaderTest({
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// clang-format off
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{OpCode::Id::LOOP, 0},
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{OpCode::Id::LOOP, 1},
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{OpCode::Id::ADD, sh_temp, sh_temp, sh_input},
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{Type::EndLoop},
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{Type::EndLoop},
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{OpCode::Id::MOV, sh_output, sh_temp},
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{OpCode::Id::END},
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// clang-format on
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});
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shader_test.shader_setup->uniforms.i[0] = loop_parms[0];
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shader_test.shader_setup->uniforms.i[1] = loop_parms[0];
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const auto run_test_helper = [&shader_test](float input) {
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Pica::Shader::UnitState shader_unit_jit;
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Pica::Shader::UnitState shader_unit_inter;
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shader_test.RunJit(shader_unit_jit, input);
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shader_test.RunInterpreter(shader_unit_inter, input);
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REQUIRE(shader_unit_jit.registers.output[0].x.ToFloat32() ==
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Approx(shader_unit_inter.registers.output[0].x.ToFloat32()));
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REQUIRE(shader_unit_jit.address_registers[2] == shader_unit_inter.address_registers[2]);
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};
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{
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// Sanity check
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Pica::Shader::UnitState shader_unit_jit;
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shader_test.RunJit(shader_unit_jit, 1.0f);
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REQUIRE(shader_unit_jit.address_registers[2] == 6);
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REQUIRE(shader_unit_jit.registers.output[0].x.ToFloat32() == Approx(25.0f));
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Pica::Shader::UnitState shader_unit_inter;
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shader_test.RunInterpreter(shader_unit_inter, 2.0f);
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REQUIRE(shader_unit_inter.address_registers[2] == 6);
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REQUIRE(shader_unit_inter.registers.output[0].x.ToFloat32() == Approx(50.0f));
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}
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run_test_helper(-5.f);
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run_test_helper(0.f);
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run_test_helper(2.f);
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run_test_helper(6.f);
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run_test_helper(79.7262742773f);
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}
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TEST_CASE("Nested Loop Randomized", "[video_core][shader][shader_jit]") {
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const auto sh_input = SourceRegister::MakeInput(0);
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const auto sh_temp = SourceRegister::MakeTemporary(0);
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const auto sh_output = DestRegister::MakeOutput(0);
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auto shader_test = ShaderTest({
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// clang-format off
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{OpCode::Id::LOOP, 0},
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{OpCode::Id::LOOP, 1},
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{OpCode::Id::LOOP, 2},
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{OpCode::Id::LOOP, 3},
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{OpCode::Id::ADD, sh_temp, sh_temp, sh_input},
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{Type::EndLoop},
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{Type::EndLoop},
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{Type::EndLoop},
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{Type::EndLoop},
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{OpCode::Id::MOV, sh_output, sh_temp},
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{OpCode::Id::END},
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// clang-format on
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});
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const auto generate_loop_parms = [] {
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u8 iterations = 1 + rand();
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u8 initial = 1 + rand();
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u8 increment = 1 + rand();
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Common::Vec4<u8> loop_parm{iterations, initial, increment, 0};
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return Common::Vec4<u8>{iterations, initial, increment, 0};
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};
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const auto run_test_helper = [&shader_test](float input) {
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Pica::Shader::UnitState shader_unit_jit;
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Pica::Shader::UnitState shader_unit_inter;
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shader_test.RunJit(shader_unit_jit, input);
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shader_test.RunInterpreter(shader_unit_inter, input);
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REQUIRE(shader_unit_jit.registers.output[0].x.ToFloat32() ==
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Approx(shader_unit_inter.registers.output[0].x.ToFloat32()));
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REQUIRE(shader_unit_jit.address_registers[2] == shader_unit_inter.address_registers[2]);
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};
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srand(time(0));
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for (int i = 0; i < 10; i++) {
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shader_test.shader_setup->uniforms.i[0] = generate_loop_parms();
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shader_test.shader_setup->uniforms.i[1] = generate_loop_parms();
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shader_test.shader_setup->uniforms.i[2] = generate_loop_parms();
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shader_test.shader_setup->uniforms.i[3] = generate_loop_parms();
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float input = -(RAND_MAX / 2) + rand();
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run_test_helper(input);
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}
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}
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