Introduce a shader tracer to allow inspection of input/output values for each processed instruction.

master
Tony Wasserka 2015-07-12 01:57:59 +07:00
parent 2e3601f415
commit 33ba604fd9
10 changed files with 601 additions and 97 deletions

@ -6,11 +6,16 @@
#include <sstream>
#include <QBoxLayout>
#include <QFileDialog>
#include <QGroupBox>
#include <QLabel>
#include <QLineEdit>
#include <QPushButton>
#include <QSignalMapper>
#include <QSpinBox>
#include <QTreeView>
#include "video_core/shader/shader_interpreter.h"
#include "video_core/shader/shader.h"
#include "graphics_vertex_shader.h"
@ -19,7 +24,7 @@ using nihstro::Instruction;
using nihstro::SourceRegister;
using nihstro::SwizzlePattern;
GraphicsVertexShaderModel::GraphicsVertexShaderModel(QObject* parent): QAbstractItemModel(parent) {
GraphicsVertexShaderModel::GraphicsVertexShaderModel(GraphicsVertexShaderWidget* parent): QAbstractItemModel(parent), par(parent) {
}
@ -36,7 +41,7 @@ int GraphicsVertexShaderModel::columnCount(const QModelIndex& parent) const {
}
int GraphicsVertexShaderModel::rowCount(const QModelIndex& parent) const {
return static_cast<int>(info.code.size());
return static_cast<int>(par->info.code.size());
}
QVariant GraphicsVertexShaderModel::headerData(int section, Qt::Orientation orientation, int role) const {
@ -64,21 +69,21 @@ QVariant GraphicsVertexShaderModel::data(const QModelIndex& index, int role) con
{
switch (index.column()) {
case 0:
if (info.HasLabel(index.row()))
return QString::fromStdString(info.GetLabel(index.row()));
if (par->info.HasLabel(index.row()))
return QString::fromStdString(par->info.GetLabel(index.row()));
return QString("%1").arg(4*index.row(), 4, 16, QLatin1Char('0'));
case 1:
return QString("%1").arg(info.code[index.row()].hex, 8, 16, QLatin1Char('0'));
return QString("%1").arg(par->info.code[index.row()].hex, 8, 16, QLatin1Char('0'));
case 2:
{
std::stringstream output;
output.flags(std::ios::hex);
Instruction instr = info.code[index.row()];
const SwizzlePattern& swizzle = info.swizzle_info[instr.common.operand_desc_id].pattern;
Instruction instr = par->info.code[index.row()];
const SwizzlePattern& swizzle = par->info.swizzle_info[instr.common.operand_desc_id].pattern;
// longest known instruction name: "setemit "
output << std::setw(8) << std::left << instr.opcode.Value().GetInfo().name;
@ -242,6 +247,18 @@ QVariant GraphicsVertexShaderModel::data(const QModelIndex& index, int role) con
case Qt::FontRole:
return QFont("monospace");
case Qt::BackgroundRole:
// Highlight instructions which have no debug data associated to them
for (const auto& record : par->debug_data.records)
if (index.row() == record.instruction_offset)
return QVariant();
return QBrush(QColor(255, 255, 127));
// TODO: Draw arrows for each "reachable" instruction to visualize control flow
default:
break;
}
@ -249,13 +266,153 @@ QVariant GraphicsVertexShaderModel::data(const QModelIndex& index, int role) con
return QVariant();
}
void GraphicsVertexShaderModel::OnUpdate()
{
beginResetModel();
void GraphicsVertexShaderWidget::DumpShader() {
QString filename = QFileDialog::getSaveFileName(this, tr("Save Shader Dump"), "shader_dump.shbin",
tr("Shader Binary (*.shbin)"));
if (filename.isEmpty()) {
// If the user canceled the dialog, don't dump anything.
return;
}
auto& setup = Pica::g_state.vs;
auto& config = Pica::g_state.regs.vs;
Pica::DebugUtils::DumpShader(filename.toStdString(), config, setup, Pica::g_state.regs.vs_output_attributes);
}
GraphicsVertexShaderWidget::GraphicsVertexShaderWidget(std::shared_ptr< Pica::DebugContext > debug_context,
QWidget* parent)
: BreakPointObserverDock(debug_context, "Pica Vertex Shader", parent) {
setObjectName("PicaVertexShader");
auto input_data_mapper = new QSignalMapper(this);
// TODO: Support inputting data in hexadecimal raw format
for (unsigned i = 0; i < ARRAY_SIZE(input_data); ++i) {
input_data[i] = new QLineEdit;
input_data[i]->setValidator(new QDoubleValidator(input_data[i]));
}
breakpoint_warning = new QLabel(tr("(data only available at VertexLoaded breakpoints)"));
// TODO: Add some button for jumping to the shader entry point
model = new GraphicsVertexShaderModel(this);
binary_list = new QTreeView;
binary_list->setModel(model);
binary_list->setRootIsDecorated(false);
binary_list->setAlternatingRowColors(true);
auto dump_shader = new QPushButton(QIcon::fromTheme("document-save"), tr("Dump"));
instruction_description = new QLabel;
iteration_index = new QSpinBox;
connect(this, SIGNAL(SelectCommand(const QModelIndex&, QItemSelectionModel::SelectionFlags)),
binary_list->selectionModel(), SLOT(select(const QModelIndex&, QItemSelectionModel::SelectionFlags)));
connect(dump_shader, SIGNAL(clicked()), this, SLOT(DumpShader()));
connect(iteration_index, SIGNAL(valueChanged(int)), this, SLOT(OnIterationIndexChanged(int)));
for (unsigned i = 0; i < ARRAY_SIZE(input_data); ++i) {
connect(input_data[i], SIGNAL(textEdited(const QString&)), input_data_mapper, SLOT(map()));
input_data_mapper->setMapping(input_data[i], i);
}
connect(input_data_mapper, SIGNAL(mapped(int)), this, SLOT(OnInputAttributeChanged(int)));
auto main_widget = new QWidget;
auto main_layout = new QVBoxLayout;
{
auto input_data_group = new QGroupBox(tr("Input Data"));
// For each vertex attribute, add a QHBoxLayout consisting of:
// - A QLabel denoting the source attribute index
// - Four QLineEdits for showing and manipulating attribute data
// - A QLabel denoting the shader input attribute index
auto sub_layout = new QVBoxLayout;
for (unsigned i = 0; i < 16; ++i) {
// Create an HBoxLayout to store the widgets used to specify a particular attribute
// and store it in a QWidget to allow for easy hiding and unhiding.
auto row_layout = new QHBoxLayout;
row_layout->addWidget(new QLabel(tr("Attribute %1").arg(i, 2)));
for (unsigned comp = 0; comp < 4; ++comp)
row_layout->addWidget(input_data[4 * i + comp]);
row_layout->addWidget(input_data_mapping[i] = new QLabel);
input_data_container[i] = new QWidget;
input_data_container[i]->setLayout(row_layout);
input_data_container[i]->hide();
sub_layout->addWidget(input_data_container[i]);
}
sub_layout->addWidget(breakpoint_warning);
breakpoint_warning->hide();
input_data_group->setLayout(sub_layout);
main_layout->addWidget(input_data_group);
}
{
auto sub_layout = new QHBoxLayout;
sub_layout->addWidget(binary_list);
main_layout->addLayout(sub_layout);
}
main_layout->addWidget(dump_shader);
{
auto sub_layout = new QHBoxLayout;
sub_layout->addWidget(new QLabel(tr("Iteration Index:")));
sub_layout->addWidget(iteration_index);
main_layout->addLayout(sub_layout);
}
main_layout->addWidget(instruction_description);
main_widget->setLayout(main_layout);
setWidget(main_widget);
widget()->setEnabled(false);
}
void GraphicsVertexShaderWidget::OnBreakPointHit(Pica::DebugContext::Event event, void* data) {
auto input = static_cast<Pica::Shader::InputVertex*>(data);
if (event == Pica::DebugContext::Event::VertexLoaded) {
Reload(true, data);
} else {
// No vertex data is retrievable => invalidate currently stored vertex data
Reload(true, nullptr);
}
widget()->setEnabled(true);
}
void GraphicsVertexShaderWidget::Reload(bool replace_vertex_data, void* vertex_data) {
model->beginResetModel();
if (replace_vertex_data) {
if (vertex_data) {
memcpy(&input_vertex, vertex_data, sizeof(input_vertex));
for (unsigned attr = 0; attr < 16; ++attr) {
for (unsigned comp = 0; comp < 4; ++comp) {
input_data[4 * attr + comp]->setText(QString("%1").arg(input_vertex.attr[attr][comp].ToFloat32()));
}
}
breakpoint_warning->hide();
} else {
for (unsigned attr = 0; attr < 16; ++attr) {
for (unsigned comp = 0; comp < 4; ++comp) {
input_data[4 * attr + comp]->setText(QString("???"));
}
}
breakpoint_warning->show();
}
}
// Reload shader code
info.Clear();
auto& shader_setup = Pica::g_state.vs;
auto& shader_config = Pica::g_state.regs.vs;
for (auto instr : shader_setup.program_code)
info.code.push_back({instr});
@ -265,49 +422,75 @@ void GraphicsVertexShaderModel::OnUpdate()
u32 entry_point = Pica::g_state.regs.vs.main_offset;
info.labels.insert({ entry_point, "main" });
endResetModel();
}
// Generate debug information
debug_data = Pica::Shader::ProduceDebugInfo(input_vertex, 1, shader_config, shader_setup);
void GraphicsVertexShaderModel::DumpShader() {
auto& setup = Pica::g_state.vs;
auto& config = Pica::g_state.regs.vs;
// Reload widget state
Pica::DebugUtils::DumpShader(config, setup, Pica::g_state.regs.vs_output_attributes);
}
GraphicsVertexShaderWidget::GraphicsVertexShaderWidget(std::shared_ptr< Pica::DebugContext > debug_context,
QWidget* parent)
: BreakPointObserverDock(debug_context, "Pica Vertex Shader", parent) {
setObjectName("PicaVertexShader");
auto binary_model = new GraphicsVertexShaderModel(this);
auto binary_list = new QTreeView;
binary_list->setModel(binary_model);
binary_list->setRootIsDecorated(false);
binary_list->setAlternatingRowColors(true);
auto dump_shader = new QPushButton(tr("Dump"));
connect(dump_shader, SIGNAL(clicked()), binary_model, SLOT(DumpShader()));
connect(this, SIGNAL(Update()), binary_model, SLOT(OnUpdate()));
auto main_widget = new QWidget;
auto main_layout = new QVBoxLayout;
{
auto sub_layout = new QHBoxLayout;
sub_layout->addWidget(binary_list);
main_layout->addLayout(sub_layout);
// Only show input attributes which are used as input to the shader
for (unsigned int attr = 0; attr < 16; ++attr) {
input_data_container[attr]->setVisible(false);
}
for (unsigned int attr = 0; attr < Pica::g_state.regs.vertex_attributes.GetNumTotalAttributes(); ++attr) {
unsigned source_attr = shader_config.input_register_map.GetRegisterForAttribute(attr);
input_data_mapping[source_attr]->setText(QString("-> v%1").arg(attr));
input_data_container[source_attr]->setVisible(true);
}
main_layout->addWidget(dump_shader);
main_widget->setLayout(main_layout);
setWidget(main_widget);
}
void GraphicsVertexShaderWidget::OnBreakPointHit(Pica::DebugContext::Event event, void* data) {
emit Update();
widget()->setEnabled(true);
// Initialize debug info text for current iteration count
iteration_index->setMaximum(debug_data.records.size() - 1);
OnIterationIndexChanged(iteration_index->value());
model->endResetModel();
}
void GraphicsVertexShaderWidget::OnResumed() {
widget()->setEnabled(false);
}
void GraphicsVertexShaderWidget::OnInputAttributeChanged(int index) {
float value = input_data[index]->text().toFloat();
Reload();
}
void GraphicsVertexShaderWidget::OnIterationIndexChanged(int index) {
QString text;
auto& record = debug_data.records[index];
if (record.mask & Pica::Shader::DebugDataRecord::SRC1)
text += tr("SRC1: %1, %2, %3, %4\n").arg(record.src1.x.ToFloat32()).arg(record.src1.y.ToFloat32()).arg(record.src1.z.ToFloat32()).arg(record.src1.w.ToFloat32());
if (record.mask & Pica::Shader::DebugDataRecord::SRC2)
text += tr("SRC2: %1, %2, %3, %4\n").arg(record.src2.x.ToFloat32()).arg(record.src2.y.ToFloat32()).arg(record.src2.z.ToFloat32()).arg(record.src2.w.ToFloat32());
if (record.mask & Pica::Shader::DebugDataRecord::SRC3)
text += tr("SRC3: %1, %2, %3, %4\n").arg(record.src3.x.ToFloat32()).arg(record.src3.y.ToFloat32()).arg(record.src3.z.ToFloat32()).arg(record.src3.w.ToFloat32());
if (record.mask & Pica::Shader::DebugDataRecord::DEST_IN)
text += tr("DEST_IN: %1, %2, %3, %4\n").arg(record.dest_in.x.ToFloat32()).arg(record.dest_in.y.ToFloat32()).arg(record.dest_in.z.ToFloat32()).arg(record.dest_in.w.ToFloat32());
if (record.mask & Pica::Shader::DebugDataRecord::DEST_OUT)
text += tr("DEST_OUT: %1, %2, %3, %4\n").arg(record.dest_out.x.ToFloat32()).arg(record.dest_out.y.ToFloat32()).arg(record.dest_out.z.ToFloat32()).arg(record.dest_out.w.ToFloat32());
if (record.mask & Pica::Shader::DebugDataRecord::ADDR_REG_OUT)
text += tr("Addres Registers: %1, %2\n").arg(record.address_registers[0]).arg(record.address_registers[1]);
if (record.mask & Pica::Shader::DebugDataRecord::CMP_RESULT)
text += tr("Compare Result: %1, %2\n").arg(record.conditional_code[0] ? "true" : "false").arg(record.conditional_code[1] ? "true" : "false");
if (record.mask & Pica::Shader::DebugDataRecord::COND_BOOL_IN)
text += tr("Static Condition: %1\n").arg(record.cond_bool ? "true" : "false");
if (record.mask & Pica::Shader::DebugDataRecord::COND_CMP_IN)
text += tr("Dynamic Conditions: %1, %2\n").arg(record.cond_cmp[0] ? "true" : "false").arg(record.cond_cmp[1] ? "true" : "false");
if (record.mask & Pica::Shader::DebugDataRecord::LOOP_INT_IN)
text += tr("Loop Parameters: %1 (repeats), %2 (initializer), %3 (increment), %4\n").arg(record.loop_int.x).arg(record.loop_int.y).arg(record.loop_int.z).arg(record.loop_int.w);
text += tr("Instruction offset: 0x%1").arg(4 * record.instruction_offset, 4, 16, QLatin1Char('0'));
if (record.mask & Pica::Shader::DebugDataRecord::NEXT_INSTR) {
text += tr(" -> 0x%2").arg(4 * record.next_instruction, 4, 16, QLatin1Char('0'));
} else {
text += tr(" (last instruction)");
}
instruction_description->setText(text);
// Scroll to current instruction
const QModelIndex& instr_index = model->index(record.instruction_offset, 0);
emit SelectCommand(instr_index, QItemSelectionModel::ClearAndSelect | QItemSelectionModel::Rows);
binary_list->scrollTo(instr_index, QAbstractItemView::EnsureVisible);
}

@ -10,11 +10,18 @@
#include "nihstro/parser_shbin.h"
#include "video_core/shader/shader.h"
class QLabel;
class QSpinBox;
class GraphicsVertexShaderWidget;
class GraphicsVertexShaderModel : public QAbstractItemModel {
Q_OBJECT
public:
GraphicsVertexShaderModel(QObject* parent);
GraphicsVertexShaderModel(GraphicsVertexShaderWidget* parent);
QModelIndex index(int row, int column, const QModelIndex& parent = QModelIndex()) const override;
QModelIndex parent(const QModelIndex& child) const override;
@ -23,13 +30,10 @@ public:
QVariant data(const QModelIndex& index, int role = Qt::DisplayRole) const override;
QVariant headerData(int section, Qt::Orientation orientation, int role = Qt::DisplayRole) const override;
public slots:
void OnUpdate();
void DumpShader();
private:
nihstro::ShaderInfo info;
GraphicsVertexShaderWidget* par;
friend class GraphicsVertexShaderWidget;
};
class GraphicsVertexShaderWidget : public BreakPointObserverDock {
@ -45,9 +49,41 @@ private slots:
void OnBreakPointHit(Pica::DebugContext::Event event, void* data) override;
void OnResumed() override;
void OnInputAttributeChanged(int index);
void OnIterationIndexChanged(int index);
void DumpShader();
/** Reload widget based on the current PICA200 state
* @param replace_vertex_data If true, invalidate all current vertex data
* @param vertex_data New vertex data to use, as passed to OnBreakPointHit. May be nullptr to specify that no valid vertex data can be retrieved currently. Only used if replace_vertex_data is true.
*/
void Reload(bool replace_vertex_data = false, void* vertex_data = nullptr);
signals:
void Update();
// Call this to change the current command selection in the disassembly view
void SelectCommand(const QModelIndex&, QItemSelectionModel::SelectionFlags);
private:
QLabel* instruction_description;
QTreeView* binary_list;
GraphicsVertexShaderModel* model;
// TODO: Move these into a single struct
std::array<QLineEdit*, 4*16> input_data; // A text box for each of the 4 components of up to 16 vertex attributes
std::array<QWidget*, 16> input_data_container; // QWidget containing the QLayout containing each vertex attribute
std::array<QLabel*, 16> input_data_mapping; // A QLabel denoting the shader input attribute which the vertex attribute maps to
// Text to be shown when input vertex data is not retrievable
QLabel* breakpoint_warning;
QSpinBox* iteration_index;
nihstro::ShaderInfo info;
Pica::Shader::DebugData<true> debug_data;
Pica::Shader::InputVertex input_vertex;
friend class GraphicsVertexShaderModel;
};

@ -215,7 +215,7 @@ 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::UnitState<false> shader_unit;
Shader::Setup(shader_unit);
for (unsigned int index = 0; index < regs.num_vertices; ++index)

@ -111,7 +111,7 @@ void GeometryDumper::Dump() {
}
void DumpShader(const Regs::ShaderConfig& config, const State::ShaderSetup& setup, const Regs::VSOutputAttributes* output_attributes)
void DumpShader(const std::string& filename, const Regs::ShaderConfig& config, const State::ShaderSetup& setup, const Regs::VSOutputAttributes* output_attributes)
{
struct StuffToWrite {
u8* pointer;
@ -294,7 +294,6 @@ void DumpShader(const Regs::ShaderConfig& config, const State::ShaderSetup& setu
// Write data to file
static int dump_index = 0;
std::string filename = std::string("shader_dump") + std::to_string(++dump_index) + std::string(".shbin");
std::ofstream file(filename, std::ios_base::out | std::ios_base::binary);
for (auto& chunk : writing_queue) {

@ -181,7 +181,8 @@ private:
std::vector<Face> faces;
};
void DumpShader(const Regs::ShaderConfig& config, const State::ShaderSetup& setup, const Regs::VSOutputAttributes* output_attributes);
void DumpShader(const std::string& filename, const Regs::ShaderConfig& config,
const State::ShaderSetup& setup, const Regs::VSOutputAttributes* output_attributes);
// Utility class to log Pica commands.

@ -5,6 +5,8 @@
#include <memory>
#include <unordered_map>
#include <boost/range/algorithm/fill.hpp>
#include "common/hash.h"
#include "common/make_unique.h"
#include "common/profiler.h"
@ -30,7 +32,7 @@ static JitCompiler jit;
static CompiledShader* jit_shader;
#endif // ARCHITECTURE_x86_64
void Setup(UnitState& state) {
void Setup(UnitState<false>& state) {
#ifdef ARCHITECTURE_x86_64
if (VideoCore::g_shader_jit_enabled) {
u64 cache_key = (Common::ComputeHash64(&g_state.vs.program_code, sizeof(g_state.vs.program_code)) ^
@ -54,9 +56,8 @@ void Shutdown() {
static Common::Profiling::TimingCategory shader_category("Vertex Shader");
OutputVertex Run(UnitState& state, const InputVertex& input, int num_attributes) {
OutputVertex Run(UnitState<false>& state, const InputVertex& input, int num_attributes) {
auto& config = g_state.regs.vs;
auto& setup = g_state.vs;
Common::Profiling::ScopeTimer timer(shader_category);
@ -67,6 +68,8 @@ OutputVertex Run(UnitState& state, const InputVertex& input, int num_attributes)
// Setup input register table
const auto& attribute_register_map = config.input_register_map;
// TODO: Instead of this cumbersome logic, just load the input data directly like
// for (int attr = 0; attr < num_attributes; ++attr) { input_attr[0] = state.registers.input[attribute_register_map.attribute0_register]; }
if (num_attributes > 0) state.registers.input[attribute_register_map.attribute0_register] = input.attr[0];
if (num_attributes > 1) state.registers.input[attribute_register_map.attribute1_register] = input.attr[1];
if (num_attributes > 2) state.registers.input[attribute_register_map.attribute2_register] = input.attr[2];
@ -126,14 +129,52 @@ OutputVertex Run(UnitState& state, const InputVertex& input, int num_attributes)
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)",
LOG_TRACE(Render_Software, "Output vertex: pos (%.2f, %.2f, %.2f, %.2f), quat (%.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.quat.x.ToFloat32(), ret.quat.y.ToFloat32(), ret.quat.z.ToFloat32(), ret.quat.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;
}
DebugData<true> ProduceDebugInfo(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const State::ShaderSetup& setup) {
UnitState<true> state;
const auto& shader_memory = setup.program_code;
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.registers.input, &dummy_register);
if (num_attributes > 0) state.registers.input[attribute_register_map.attribute0_register] = &input.attr[0].x;
if (num_attributes > 1) state.registers.input[attribute_register_map.attribute1_register] = &input.attr[1].x;
if (num_attributes > 2) state.registers.input[attribute_register_map.attribute2_register] = &input.attr[2].x;
if (num_attributes > 3) state.registers.input[attribute_register_map.attribute3_register] = &input.attr[3].x;
if (num_attributes > 4) state.registers.input[attribute_register_map.attribute4_register] = &input.attr[4].x;
if (num_attributes > 5) state.registers.input[attribute_register_map.attribute5_register] = &input.attr[5].x;
if (num_attributes > 6) state.registers.input[attribute_register_map.attribute6_register] = &input.attr[6].x;
if (num_attributes > 7) state.registers.input[attribute_register_map.attribute7_register] = &input.attr[7].x;
if (num_attributes > 8) state.registers.input[attribute_register_map.attribute8_register] = &input.attr[8].x;
if (num_attributes > 9) state.registers.input[attribute_register_map.attribute9_register] = &input.attr[9].x;
if (num_attributes > 10) state.registers.input[attribute_register_map.attribute10_register] = &input.attr[10].x;
if (num_attributes > 11) state.registers.input[attribute_register_map.attribute11_register] = &input.attr[11].x;
if (num_attributes > 12) state.registers.input[attribute_register_map.attribute12_register] = &input.attr[12].x;
if (num_attributes > 13) state.registers.input[attribute_register_map.attribute13_register] = &input.attr[13].x;
if (num_attributes > 14) state.registers.input[attribute_register_map.attribute14_register] = &input.attr[14].x;
if (num_attributes > 15) state.registers.input[attribute_register_map.attribute15_register] = &input.attr[15].x;
state.conditional_code[0] = false;
state.conditional_code[1] = false;
RunInterpreter(state);
return state.debug;
}
} // namespace Shader
} // namespace Pica

@ -4,7 +4,10 @@
#pragma once
#include <vector>
#include <boost/container/static_vector.hpp>
#include <nihstro/shader_binary.h>
#include "common/common_funcs.h"
@ -72,12 +75,185 @@ struct OutputVertex {
static_assert(std::is_pod<OutputVertex>::value, "Structure is not POD");
static_assert(sizeof(OutputVertex) == 32 * sizeof(float), "OutputVertex has invalid size");
// Helper structure used to keep track of data useful for inspection of shader emulation
template<bool full_debugging>
struct DebugData;
template<>
struct DebugData<false> {
// TODO: Hide these behind and interface and move them to DebugData<true>
u32 max_offset; // maximum program counter ever reached
u32 max_opdesc_id; // maximum swizzle pattern index ever used
};
template<>
struct DebugData<true> {
// Records store the input and output operands of a particular instruction.
struct Record {
enum Type {
// Floating point arithmetic operands
SRC1 = 0x1,
SRC2 = 0x2,
SRC3 = 0x4,
// Initial and final output operand value
DEST_IN = 0x8,
DEST_OUT = 0x10,
// Current and next instruction offset (in words)
CUR_INSTR = 0x20,
NEXT_INSTR = 0x40,
// Output address register value
ADDR_REG_OUT = 0x80,
// Result of a comparison instruction
CMP_RESULT = 0x100,
// Input values for conditional flow control instructions
COND_BOOL_IN = 0x200,
COND_CMP_IN = 0x400,
// Input values for a loop
LOOP_INT_IN = 0x800,
};
Math::Vec4<float24> src1;
Math::Vec4<float24> src2;
Math::Vec4<float24> src3;
Math::Vec4<float24> dest_in;
Math::Vec4<float24> dest_out;
s32 address_registers[2];
bool conditional_code[2];
bool cond_bool;
bool cond_cmp[2];
Math::Vec4<u8> loop_int;
u32 instruction_offset;
u32 next_instruction;
// set of enabled fields (as a combination of Type flags)
unsigned mask = 0;
};
u32 max_offset; // maximum program counter ever reached
u32 max_opdesc_id; // maximum swizzle pattern index ever used
// List of records for each executed shader instruction
std::vector<DebugData<true>::Record> records;
};
// Type alias for better readability
using DebugDataRecord = DebugData<true>::Record;
// Helper function to set a DebugData<true>::Record field based on the template enum parameter.
template<DebugDataRecord::Type type, typename ValueType>
inline void SetField(DebugDataRecord& record, ValueType value);
template<>
inline void SetField<DebugDataRecord::SRC1>(DebugDataRecord& record, float24* value) {
record.src1.x = value[0];
record.src1.y = value[1];
record.src1.z = value[2];
record.src1.w = value[3];
}
template<>
inline void SetField<DebugDataRecord::SRC2>(DebugDataRecord& record, float24* value) {
record.src2.x = value[0];
record.src2.y = value[1];
record.src2.z = value[2];
record.src2.w = value[3];
}
template<>
inline void SetField<DebugDataRecord::SRC3>(DebugDataRecord& record, float24* value) {
record.src3.x = value[0];
record.src3.y = value[1];
record.src3.z = value[2];
record.src3.w = value[3];
}
template<>
inline void SetField<DebugDataRecord::DEST_IN>(DebugDataRecord& record, float24* value) {
record.dest_in.x = value[0];
record.dest_in.y = value[1];
record.dest_in.z = value[2];
record.dest_in.w = value[3];
}
template<>
inline void SetField<DebugDataRecord::DEST_OUT>(DebugDataRecord& record, float24* value) {
record.dest_out.x = value[0];
record.dest_out.y = value[1];
record.dest_out.z = value[2];
record.dest_out.w = value[3];
}
template<>
inline void SetField<DebugDataRecord::ADDR_REG_OUT>(DebugDataRecord& record, s32* value) {
record.address_registers[0] = value[0];
record.address_registers[1] = value[1];
}
template<>
inline void SetField<DebugDataRecord::CMP_RESULT>(DebugDataRecord& record, bool* value) {
record.conditional_code[0] = value[0];
record.conditional_code[1] = value[1];
}
template<>
inline void SetField<DebugDataRecord::COND_BOOL_IN>(DebugDataRecord& record, bool value) {
record.cond_bool = value;
}
template<>
inline void SetField<DebugDataRecord::COND_CMP_IN>(DebugDataRecord& record, bool* value) {
record.cond_cmp[0] = value[0];
record.cond_cmp[1] = value[1];
}
template<>
inline void SetField<DebugDataRecord::LOOP_INT_IN>(DebugDataRecord& record, Math::Vec4<u8> value) {
record.loop_int = value;
}
template<>
inline void SetField<DebugDataRecord::CUR_INSTR>(DebugDataRecord& record, u32 value) {
record.instruction_offset = value;
}
template<>
inline void SetField<DebugDataRecord::NEXT_INSTR>(DebugDataRecord& record, u32 value) {
record.next_instruction = value;
}
// Helper function to set debug information on the current shader iteration.
template<DebugDataRecord::Type type, typename ValueType>
inline void Record(DebugData<false>& debug_data, u32 offset, ValueType value) {
// Debugging disabled => nothing to do
}
template<DebugDataRecord::Type type, typename ValueType>
inline void Record(DebugData<true>& debug_data, u32 offset, ValueType value) {
if (offset >= debug_data.records.size())
debug_data.records.resize(offset + 1);
SetField<type, ValueType>(debug_data.records[offset], value);
debug_data.records[offset].mask |= 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.
*/
template<bool Debug>
struct UnitState {
struct Registers {
// The registers are accessed by the shader JIT using SSE instructions, and are therefore
@ -111,10 +287,7 @@ struct UnitState {
// 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;
DebugData<Debug> debug;
static int InputOffset(const SourceRegister& reg) {
switch (reg.GetRegisterType()) {
@ -150,7 +323,7 @@ struct UnitState {
* 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);
void Setup(UnitState<false>& state);
/// Performs any cleanup when the emulator is shutdown
void Shutdown();
@ -162,7 +335,17 @@ void Shutdown();
* @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);
OutputVertex Run(UnitState<false>& state, const InputVertex& input, int num_attributes);
/**
* Produce debug information based on the given shader and input vertex
* @param input Input vertex into the shader
* @param num_attributes The number of vertex shader attributes
* @param config Configuration object for the shader pipeline
* @param setup Setup object for the shader pipeline
* @return Debug information for this shader with regards to the given vertex
*/
DebugData<true> ProduceDebugInfo(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const State::ShaderSetup& setup);
} // namespace Shader

@ -21,7 +21,8 @@ namespace Pica {
namespace Shader {
void RunInterpreter(UnitState& state) {
template<bool Debug>
void RunInterpreter(UnitState<Debug>& 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;
@ -29,7 +30,9 @@ void RunInterpreter(UnitState& state) {
// Placeholder for invalid inputs
static float24 dummy_vec4_float24[4];
while (true) {
unsigned iteration = 0;
bool exit_loop = false;
while (!exit_loop) {
if (!state.call_stack.empty()) {
auto& top = state.call_stack.back();
if (state.program_counter == top.final_address) {
@ -47,16 +50,19 @@ void RunInterpreter(UnitState& state) {
}
}
bool exit_loop = false;
const Instruction instr = { program_code[state.program_counter] };
const SwizzlePattern swizzle = { swizzle_data[instr.common.operand_desc_id] };
static auto call = [](UnitState& state, u32 offset, u32 num_instructions,
static auto call = [](UnitState<Debug>& 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());
state.call_stack.push_back({ offset + num_instructions, return_offset, repeat_count, loop_increment, offset });
};
Record<DebugDataRecord::CUR_INSTR>(state.debug, iteration, state.program_counter);
if (iteration > 0)
Record<DebugDataRecord::NEXT_INSTR>(state.debug, iteration - 1, state.program_counter);
state.debug.max_offset = std::max<u32>(state.debug.max_offset, 1 + state.program_counter);
auto LookupSourceRegister = [&](const SourceRegister& source_reg) -> const float24* {
@ -123,58 +129,78 @@ void RunInterpreter(UnitState& state) {
switch (instr.opcode.Value().EffectiveOpCode()) {
case OpCode::Id::ADD:
{
Record<DebugDataRecord::SRC1>(state.debug, iteration, src1);
Record<DebugDataRecord::SRC2>(state.debug, iteration, src2);
Record<DebugDataRecord::DEST_IN>(state.debug, iteration, dest);
for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i))
continue;
dest[i] = src1[i] + src2[i];
}
Record<DebugDataRecord::DEST_OUT>(state.debug, iteration, dest);
break;
}
case OpCode::Id::MUL:
{
Record<DebugDataRecord::SRC1>(state.debug, iteration, src1);
Record<DebugDataRecord::SRC2>(state.debug, iteration, src2);
Record<DebugDataRecord::DEST_IN>(state.debug, iteration, dest);
for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i))
continue;
dest[i] = src1[i] * src2[i];
}
Record<DebugDataRecord::DEST_OUT>(state.debug, iteration, dest);
break;
}
case OpCode::Id::FLR:
Record<DebugDataRecord::SRC1>(state.debug, iteration, src1);
Record<DebugDataRecord::DEST_IN>(state.debug, iteration, dest);
for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i))
continue;
dest[i] = float24::FromFloat32(std::floor(src1[i].ToFloat32()));
}
Record<DebugDataRecord::DEST_OUT>(state.debug, iteration, dest);
break;
case OpCode::Id::MAX:
Record<DebugDataRecord::SRC1>(state.debug, iteration, src1);
Record<DebugDataRecord::SRC2>(state.debug, iteration, src2);
Record<DebugDataRecord::DEST_IN>(state.debug, iteration, dest);
for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i))
continue;
dest[i] = std::max(src1[i], src2[i]);
}
Record<DebugDataRecord::DEST_OUT>(state.debug, iteration, dest);
break;
case OpCode::Id::MIN:
Record<DebugDataRecord::SRC1>(state.debug, iteration, src1);
Record<DebugDataRecord::SRC2>(state.debug, iteration, src2);
Record<DebugDataRecord::DEST_IN>(state.debug, iteration, dest);
for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i))
continue;
dest[i] = std::min(src1[i], src2[i]);
}
Record<DebugDataRecord::DEST_OUT>(state.debug, iteration, dest);
break;
case OpCode::Id::DP3:
case OpCode::Id::DP4:
{
Record<DebugDataRecord::SRC1>(state.debug, iteration, src1);
Record<DebugDataRecord::SRC2>(state.debug, iteration, src2);
Record<DebugDataRecord::DEST_IN>(state.debug, iteration, dest);
float24 dot = float24::FromFloat32(0.f);
int num_components = (instr.opcode.Value() == OpCode::Id::DP3) ? 3 : 4;
for (int i = 0; i < num_components; ++i)
@ -186,12 +212,15 @@ void RunInterpreter(UnitState& state) {
dest[i] = dot;
}
Record<DebugDataRecord::DEST_OUT>(state.debug, iteration, dest);
break;
}
// Reciprocal
case OpCode::Id::RCP:
{
Record<DebugDataRecord::SRC1>(state.debug, iteration, src1);
Record<DebugDataRecord::DEST_IN>(state.debug, iteration, dest);
for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i))
continue;
@ -200,13 +229,15 @@ void RunInterpreter(UnitState& state) {
// TODO: I think this might be wrong... we should only use one component here
dest[i] = float24::FromFloat32(1.0f / src1[i].ToFloat32());
}
Record<DebugDataRecord::DEST_OUT>(state.debug, iteration, dest);
break;
}
// Reciprocal Square Root
case OpCode::Id::RSQ:
{
Record<DebugDataRecord::SRC1>(state.debug, iteration, src1);
Record<DebugDataRecord::DEST_IN>(state.debug, iteration, dest);
for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i))
continue;
@ -215,12 +246,13 @@ void RunInterpreter(UnitState& state) {
// TODO: I think this might be wrong... we should only use one component here
dest[i] = float24::FromFloat32(1.0f / sqrt(src1[i].ToFloat32()));
}
Record<DebugDataRecord::DEST_OUT>(state.debug, iteration, dest);
break;
}
case OpCode::Id::MOVA:
{
Record<DebugDataRecord::SRC1>(state.debug, iteration, src1);
for (int i = 0; i < 2; ++i) {
if (!swizzle.DestComponentEnabled(i))
continue;
@ -228,32 +260,41 @@ void RunInterpreter(UnitState& state) {
// TODO: Figure out how the rounding is done on hardware
state.address_registers[i] = static_cast<s32>(src1[i].ToFloat32());
}
Record<DebugDataRecord::ADDR_REG_OUT>(state.debug, iteration, state.address_registers);
break;
}
case OpCode::Id::MOV:
{
Record<DebugDataRecord::SRC1>(state.debug, iteration, src1);
Record<DebugDataRecord::DEST_IN>(state.debug, iteration, dest);
for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i))
continue;
dest[i] = src1[i];
}
Record<DebugDataRecord::DEST_OUT>(state.debug, iteration, dest);
break;
}
case OpCode::Id::SLT:
case OpCode::Id::SLTI:
Record<DebugDataRecord::SRC1>(state.debug, iteration, src1);
Record<DebugDataRecord::SRC2>(state.debug, iteration, src2);
Record<DebugDataRecord::DEST_IN>(state.debug, iteration, dest);
for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i))
continue;
dest[i] = (src1[i] < src2[i]) ? float24::FromFloat32(1.0f) : float24::FromFloat32(0.0f);
}
Record<DebugDataRecord::DEST_OUT>(state.debug, iteration, dest);
break;
case OpCode::Id::CMP:
Record<DebugDataRecord::SRC1>(state.debug, iteration, src1);
Record<DebugDataRecord::SRC2>(state.debug, iteration, src2);
for (int i = 0; i < 2; ++i) {
// TODO: Can you restrict to one compare via dest masking?
@ -261,27 +302,27 @@ void RunInterpreter(UnitState& state) {
auto op = (i == 0) ? compare_op.x.Value() : compare_op.y.Value();
switch (op) {
case compare_op.Equal:
case Instruction::Common::CompareOpType::Equal:
state.conditional_code[i] = (src1[i] == src2[i]);
break;
case compare_op.NotEqual:
case Instruction::Common::CompareOpType::NotEqual:
state.conditional_code[i] = (src1[i] != src2[i]);
break;
case compare_op.LessThan:
case Instruction::Common::CompareOpType::LessThan:
state.conditional_code[i] = (src1[i] < src2[i]);
break;
case compare_op.LessEqual:
case Instruction::Common::CompareOpType::LessEqual:
state.conditional_code[i] = (src1[i] <= src2[i]);
break;
case compare_op.GreaterThan:
case Instruction::Common::CompareOpType::GreaterThan:
state.conditional_code[i] = (src1[i] > src2[i]);
break;
case compare_op.GreaterEqual:
case Instruction::Common::CompareOpType::GreaterEqual:
state.conditional_code[i] = (src1[i] >= src2[i]);
break;
@ -290,6 +331,7 @@ void RunInterpreter(UnitState& state) {
break;
}
}
Record<DebugDataRecord::CMP_RESULT>(state.debug, iteration, state.conditional_code);
break;
default:
@ -359,12 +401,17 @@ void RunInterpreter(UnitState& state) {
: (instr.mad.dest.Value() < 0x20) ? &state.registers.temporary[instr.mad.dest.Value().GetIndex()][0]
: dummy_vec4_float24;
Record<DebugDataRecord::SRC1>(state.debug, iteration, src1);
Record<DebugDataRecord::SRC2>(state.debug, iteration, src2);
Record<DebugDataRecord::SRC3>(state.debug, iteration, src3);
Record<DebugDataRecord::DEST_IN>(state.debug, iteration, dest);
for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i))
continue;
dest[i] = src1[i] * src2[i] + src3[i];
}
Record<DebugDataRecord::DEST_OUT>(state.debug, iteration, dest);
} else {
LOG_ERROR(HW_GPU, "Unhandled multiply-add instruction: 0x%02x (%s): 0x%08x",
(int)instr.opcode.Value().EffectiveOpCode(), instr.opcode.Value().GetInfo().name, instr.hex);
@ -374,7 +421,7 @@ void RunInterpreter(UnitState& state) {
default:
{
static auto evaluate_condition = [](const UnitState& state, bool refx, bool refy, Instruction::FlowControlType flow_control) {
static auto evaluate_condition = [](const UnitState<Debug>& state, bool refx, bool refy, Instruction::FlowControlType flow_control) {
bool results[2] = { refx == state.conditional_code[0],
refy == state.conditional_code[1] };
@ -400,12 +447,14 @@ void RunInterpreter(UnitState& state) {
break;
case OpCode::Id::JMPC:
Record<DebugDataRecord::COND_CMP_IN>(state.debug, iteration, state.conditional_code);
if (evaluate_condition(state, instr.flow_control.refx, instr.flow_control.refy, instr.flow_control)) {
state.program_counter = instr.flow_control.dest_offset - 1;
}
break;
case OpCode::Id::JMPU:
Record<DebugDataRecord::COND_BOOL_IN>(state.debug, iteration, uniforms.b[instr.flow_control.bool_uniform_id]);
if (uniforms.b[instr.flow_control.bool_uniform_id]) {
state.program_counter = instr.flow_control.dest_offset - 1;
}
@ -419,6 +468,7 @@ void RunInterpreter(UnitState& state) {
break;
case OpCode::Id::CALLU:
Record<DebugDataRecord::COND_BOOL_IN>(state.debug, iteration, uniforms.b[instr.flow_control.bool_uniform_id]);
if (uniforms.b[instr.flow_control.bool_uniform_id]) {
call(state,
instr.flow_control.dest_offset,
@ -428,6 +478,7 @@ void RunInterpreter(UnitState& state) {
break;
case OpCode::Id::CALLC:
Record<DebugDataRecord::COND_CMP_IN>(state.debug, iteration, state.conditional_code);
if (evaluate_condition(state, instr.flow_control.refx, instr.flow_control.refy, instr.flow_control)) {
call(state,
instr.flow_control.dest_offset,
@ -440,6 +491,7 @@ void RunInterpreter(UnitState& state) {
break;
case OpCode::Id::IFU:
Record<DebugDataRecord::COND_BOOL_IN>(state.debug, iteration, uniforms.b[instr.flow_control.bool_uniform_id]);
if (uniforms.b[instr.flow_control.bool_uniform_id]) {
call(state,
state.program_counter + 1,
@ -458,6 +510,7 @@ void RunInterpreter(UnitState& state) {
{
// TODO: Do we need to consider swizzlers here?
Record<DebugDataRecord::COND_CMP_IN>(state.debug, iteration, state.conditional_code);
if (evaluate_condition(state, instr.flow_control.refx, instr.flow_control.refy, instr.flow_control)) {
call(state,
state.program_counter + 1,
@ -475,14 +528,19 @@ void RunInterpreter(UnitState& state) {
case OpCode::Id::LOOP:
{
state.address_registers[2] = uniforms.i[instr.flow_control.int_uniform_id].y;
Math::Vec4<u8> loop_param(uniforms.i[instr.flow_control.int_uniform_id].x,
uniforms.i[instr.flow_control.int_uniform_id].y,
uniforms.i[instr.flow_control.int_uniform_id].z,
uniforms.i[instr.flow_control.int_uniform_id].w);
state.address_registers[2] = loop_param.y;
Record<DebugDataRecord::LOOP_INT_IN>(state.debug, iteration, loop_param);
call(state,
state.program_counter + 1,
instr.flow_control.dest_offset - state.program_counter + 1,
instr.flow_control.dest_offset + 1,
uniforms.i[instr.flow_control.int_uniform_id].x,
uniforms.i[instr.flow_control.int_uniform_id].z);
loop_param.x,
loop_param.z);
break;
}
@ -497,12 +555,14 @@ void RunInterpreter(UnitState& state) {
}
++state.program_counter;
if (exit_loop)
break;
++iteration;
}
}
// Explicit instantiation
template void RunInterpreter(UnitState<false>& state);
template void RunInterpreter(UnitState<true>& state);
} // namespace
} // namespace

@ -12,7 +12,8 @@ namespace Pica {
namespace Shader {
void RunInterpreter(UnitState& state);
template<bool Debug>
void RunInterpreter(UnitState<Debug>& state);
} // namespace

@ -141,7 +141,7 @@ void JitCompiler::Compile_SwizzleSrc(Instruction instr, unsigned src_num, Source
src_offset = src_reg.GetIndex() * sizeof(float24) * 4;
} else {
src_ptr = REGISTERS;
src_offset = UnitState::InputOffset(src_reg);
src_offset = UnitState<false>::InputOffset(src_reg);
}
unsigned operand_desc_id;
@ -217,11 +217,11 @@ void JitCompiler::Compile_DestEnable(Instruction instr,X64Reg src) {
// If all components are enabled, write the result to the destination register
if (swiz.dest_mask == NO_DEST_REG_MASK) {
// Store dest back to memory
MOVAPS(MDisp(REGISTERS, UnitState::OutputOffset(dest)), src);
MOVAPS(MDisp(REGISTERS, UnitState<false>::OutputOffset(dest)), src);
} else {
// Not all components are enabled, so mask the result when storing to the destination register...
MOVAPS(SCRATCH, MDisp(REGISTERS, UnitState::OutputOffset(dest)));
MOVAPS(SCRATCH, MDisp(REGISTERS, UnitState<false>::OutputOffset(dest)));
if (Common::GetCPUCaps().sse4_1) {
u8 mask = ((swiz.dest_mask & 1) << 3) | ((swiz.dest_mask & 8) >> 3) | ((swiz.dest_mask & 2) << 1) | ((swiz.dest_mask & 4) >> 1);
@ -240,7 +240,7 @@ void JitCompiler::Compile_DestEnable(Instruction instr,X64Reg src) {
}
// Store dest back to memory
MOVAPS(MDisp(REGISTERS, UnitState::OutputOffset(dest)), SCRATCH);
MOVAPS(MDisp(REGISTERS, UnitState<false>::OutputOffset(dest)), SCRATCH);
}
}