VideoCore: Split shader output writing from semantic loading

master
Yuri Kunde Schlesner 2016-12-18 17:58:30 +07:00
parent 335df895b9
commit 92bf5c88e6
3 changed files with 24 additions and 24 deletions

@ -151,10 +151,11 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
static_cast<void*>(&immediate_input));
Shader::UnitState shader_unit;
Shader::AttributeBuffer output{};
shader_unit.LoadInput(regs.vs, immediate_input);
shader_engine->Run(g_state.vs, shader_unit);
auto output_vertex = Shader::OutputVertex::FromRegisters(
shader_unit.registers.output, regs, regs.vs.output_mask);
shader_unit.WriteOutput(regs.vs, output);
// Send to renderer
using Pica::Shader::OutputVertex;
@ -163,7 +164,8 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
VideoCore::g_renderer->Rasterizer()->AddTriangle(v0, v1, v2);
};
g_state.primitive_assembler.SubmitVertex(output_vertex, AddTriangle);
g_state.primitive_assembler.SubmitVertex(
Shader::OutputVertex::FromAttributeBuffer(regs, output), AddTriangle);
}
}
}
@ -281,7 +283,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
if (!vertex_cache_hit) {
// Initialize data for the current vertex
Shader::AttributeBuffer input;
Shader::AttributeBuffer input, output{};
loader.LoadVertex(base_address, index, vertex, input, memory_accesses);
// Send to vertex shader
@ -290,10 +292,10 @@ 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::FromRegisters(shader_unit.registers.output,
regs, regs.vs.output_mask);
output_vertex = Shader::OutputVertex::FromAttributeBuffer(regs, output);
if (is_indexed) {
vertex_cache[vertex_cache_pos] = output_vertex;

@ -4,6 +4,7 @@
#include <cmath>
#include <cstring>
#include "common/bit_set.h"
#include "common/logging/log.h"
#include "common/microprofile.h"
#include "video_core/pica.h"
@ -19,22 +20,13 @@ namespace Pica {
namespace Shader {
OutputVertex OutputVertex::FromRegisters(Math::Vec4<float24> output_regs[16], const Regs& regs,
u32 output_mask) {
OutputVertex OutputVertex::FromAttributeBuffer(const Regs& regs, AttributeBuffer& input) {
// 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.
unsigned index = 0;
for (unsigned i = 0; i < 7; ++i) {
if (index >= regs.vs_output_total)
break;
if ((output_mask & (1 << i)) == 0)
continue;
const auto& output_register_map = regs.vs_output_attributes[index];
unsigned int num_attributes = regs.vs_output_total;
for (unsigned int i = 0; i < num_attributes; ++i) {
const auto& output_register_map = regs.vs_output_attributes[i];
u32 semantics[4] = {output_register_map.map_x, output_register_map.map_y,
output_register_map.map_z, output_register_map.map_w};
@ -42,15 +34,13 @@ OutputVertex OutputVertex::FromRegisters(Math::Vec4<float24> output_regs[16], co
for (unsigned comp = 0; comp < 4; ++comp) {
float24* out = ((float24*)&ret) + semantics[comp];
if (semantics[comp] != Regs::VSOutputAttributes::INVALID) {
*out = output_regs[i][comp];
*out = input.attr[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));
}
}
index++;
}
// The hardware takes the absolute and saturates vertex colors like this, *before* doing
@ -80,6 +70,13 @@ void UnitState::LoadInput(const Regs::ShaderConfig& config, const AttributeBuffe
}
}
void UnitState::WriteOutput(const Regs::ShaderConfig& config, AttributeBuffer& output) {
unsigned int output_i = 0;
for (unsigned int reg : Common::BitSet<u32>(config.output_mask)) {
output.attr[output_i++] = registers.output[reg];
}
}
MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240));
#ifdef ARCHITECTURE_x86_64

@ -74,8 +74,7 @@ struct OutputVertex {
return ret;
}
static OutputVertex FromRegisters(Math::Vec4<float24> output_regs[16], const Regs& regs,
u32 output_mask);
static OutputVertex FromAttributeBuffer(const Regs& regs, AttributeBuffer& output);
};
static_assert(std::is_pod<OutputVertex>::value, "Structure is not POD");
static_assert(sizeof(OutputVertex) == 32 * sizeof(float), "OutputVertex has invalid size");
@ -141,6 +140,8 @@ struct UnitState {
* @param input Attribute buffer to load into the input registers.
*/
void LoadInput(const Regs::ShaderConfig& config, const AttributeBuffer& input);
void WriteOutput(const Regs::ShaderConfig& config, AttributeBuffer& output);
};
struct ShaderSetup {