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author | Tony Wasserka <NeoBrainX@gmail.com> | 2014-12-13 21:30:13 +0100 |
---|---|---|
committer | Tony Wasserka <NeoBrainX@gmail.com> | 2014-12-20 18:06:55 +0100 |
commit | 6bd41de276a97fee1d4f07789a33ff49d494a20d (patch) | |
tree | 97d0e3afb45f0ccee1b8b30058e7f879807f710d | |
parent | Pica/VertexShader: Run instruction handlers according to the effective opcode. (diff) | |
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-rw-r--r-- | src/video_core/vertex_shader.cpp | 106 |
1 files changed, 56 insertions, 50 deletions
diff --git a/src/video_core/vertex_shader.cpp b/src/video_core/vertex_shader.cpp index dd406f9ca..af9332975 100644 --- a/src/video_core/vertex_shader.cpp +++ b/src/video_core/vertex_shader.cpp @@ -2,6 +2,8 @@ // Licensed under GPLv2 // Refer to the license.txt file included. +#include <stack> + #include <boost/range/algorithm.hpp> #include <common/file_util.h> @@ -65,9 +67,6 @@ const std::array<u32, 1024>& GetSwizzlePatterns() return swizzle_data; } -// TODO: Is there actually a limit on hardware? -const int if_stack_size = 8; - struct VertexShaderState { u32* program_counter; @@ -84,14 +83,14 @@ struct VertexShaderState { enum { INVALID_ADDRESS = 0xFFFFFFFF }; - u32 call_stack[8]; // TODO: What is the maximal call stack depth? - u32* call_stack_pointer; - struct IfStackElement { - u32 else_addr; - u32 else_instructions; - } if_stack[if_stack_size]; - IfStackElement* if_stack_pointer; + struct CallStackElement { + u32 final_address; + u32 return_address; + }; + + // TODO: Is there a maximal size for this? + std::stack<CallStackElement> call_stack; struct { u32 max_offset; // maximum program counter ever reached @@ -101,12 +100,27 @@ struct VertexShaderState { static void ProcessShaderCode(VertexShaderState& state) { while (true) { - bool increment_pc = true; + if (!state.call_stack.empty()) { + if (state.program_counter - shader_memory.data() == state.call_stack.top().final_address) { + state.program_counter = &shader_memory[state.call_stack.top().return_address]; + state.call_stack.pop(); + + // TODO: Is "trying again" accurate to hardware? + continue; + } + } + bool exit_loop = false; const Instruction& instr = *(const Instruction*)state.program_counter; const SwizzlePattern& swizzle = *(SwizzlePattern*)&swizzle_data[instr.common.operand_desc_id]; - state.debug.max_offset = std::max<u32>(state.debug.max_offset, 1 + (state.program_counter - shader_memory.data())); + auto call = [&](std::stack<VertexShaderState::CallStackElement>& stack, u32 offset, u32 num_instructions, u32 return_offset) { + state.program_counter = &shader_memory[offset] - 1; // -1 to make sure when incrementing the PC we end up at the correct offset + stack.push({ offset + num_instructions, return_offset }); + }; + u32 binary_offset = state.program_counter - shader_memory.data(); + + state.debug.max_offset = std::max<u32>(state.debug.max_offset, 1 + binary_offset); auto LookupSourceRegister = [&](const SourceRegister& source_reg) -> const float24* { switch (source_reg.GetRegisterType()) { @@ -328,30 +342,33 @@ static void ProcessShaderCode(VertexShaderState& state) { default: // Handle each instruction on its own switch (instr.opcode) { - // NOP is currently used as a heuristic for leaving from a function. - // TODO: This is completely incorrect. - case Instruction::OpCode::NOP: - if (*state.call_stack_pointer == VertexShaderState::INVALID_ADDRESS) { - exit_loop = true; - } else { - // Jump back to call stack position, invalidate call stack entry, move up call stack pointer - state.program_counter = &shader_memory[*state.call_stack_pointer]; - *state.call_stack_pointer-- = VertexShaderState::INVALID_ADDRESS; - } - + case Instruction::OpCode::END: + exit_loop = true; break; case Instruction::OpCode::CALL: - increment_pc = false; - - _dbg_assert_(HW_GPU, state.call_stack_pointer - state.call_stack < sizeof(state.call_stack)); + call(state.call_stack, + instr.flow_control.dest_offset, + instr.flow_control.num_instructions, + binary_offset + 1); + break; - *++state.call_stack_pointer = state.program_counter - shader_memory.data(); - state.program_counter = &shader_memory[instr.flow_control.dest_offset]; + case Instruction::OpCode::NOP: break; - case Instruction::OpCode::END: - // TODO + case Instruction::OpCode::IFU: + if (shader_uniforms.b[instr.flow_control.bool_uniform_id]) { + call(state.call_stack, + binary_offset + 1, + instr.flow_control.dest_offset - binary_offset - 1, + instr.flow_control.dest_offset + instr.flow_control.num_instructions); + } else { + call(state.call_stack, + instr.flow_control.dest_offset, + instr.flow_control.num_instructions, + instr.flow_control.dest_offset + instr.flow_control.num_instructions); + } + break; case Instruction::OpCode::IFC: @@ -381,12 +398,15 @@ static void ProcessShaderCode(VertexShaderState& state) { } if (results[2]) { - ++state.if_stack_pointer; - - state.if_stack_pointer->else_addr = instr.flow_control.dest_offset; - state.if_stack_pointer->else_instructions = instr.flow_control.num_instructions; + call(state.call_stack, + binary_offset + 1, + instr.flow_control.dest_offset - binary_offset - 1, + instr.flow_control.dest_offset + instr.flow_control.num_instructions); } else { - state.program_counter = &shader_memory[instr.flow_control.dest_offset] - 1; + call(state.call_stack, + instr.flow_control.dest_offset, + instr.flow_control.num_instructions, + instr.flow_control.dest_offset + instr.flow_control.num_instructions); } break; @@ -401,15 +421,7 @@ static void ProcessShaderCode(VertexShaderState& state) { break; } - if (increment_pc) - ++state.program_counter; - - if (state.if_stack_pointer >= &state.if_stack[0]) { - if (state.program_counter - shader_memory.data() == state.if_stack_pointer->else_addr) { - state.program_counter += state.if_stack_pointer->else_instructions; - state.if_stack_pointer--; - } - } + ++state.program_counter; if (exit_loop) break; @@ -462,12 +474,6 @@ OutputVertex RunShader(const InputVertex& input, int num_attributes) state.conditional_code[0] = false; state.conditional_code[1] = false; - boost::fill(state.call_stack, VertexShaderState::INVALID_ADDRESS); - state.call_stack_pointer = &state.call_stack[0]; - - std::fill(state.if_stack, state.if_stack + sizeof(state.if_stack) / sizeof(state.if_stack[0]), - VertexShaderState::IfStackElement{VertexShaderState::INVALID_ADDRESS, VertexShaderState::INVALID_ADDRESS}); - state.if_stack_pointer = state.if_stack - 1; // Meh. TODO: Make this less ugly ProcessShaderCode(state); DebugUtils::DumpShader(shader_memory.data(), state.debug.max_offset, swizzle_data.data(), |