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author | Tony Wasserka <NeoBrainX@gmail.com> | 2014-12-21 03:01:35 +0100 |
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committer | Tony Wasserka <NeoBrainX@gmail.com> | 2015-02-18 14:02:59 +0100 |
commit | 70a764d992937b2919c6262c70c85117fe22d7d9 (patch) | |
tree | c563b2532e2335c7dbac08394abb616b77bc6b42 /src/video_core/vertex_shader.cpp | |
parent | Pica/CommandProcessor: Properly implement shader load destination offset registers. (diff) | |
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Diffstat (limited to 'src/video_core/vertex_shader.cpp')
-rw-r--r-- | src/video_core/vertex_shader.cpp | 50 |
1 files changed, 36 insertions, 14 deletions
diff --git a/src/video_core/vertex_shader.cpp b/src/video_core/vertex_shader.cpp index 80935a50a..def868ac7 100644 --- a/src/video_core/vertex_shader.cpp +++ b/src/video_core/vertex_shader.cpp @@ -85,8 +85,11 @@ struct VertexShaderState { }; struct CallStackElement { - u32 final_address; - u32 return_address; + u32 final_address; // Address upon which we jump to return_address + u32 return_address; // Where to jump when leaving scope + u8 repeat_counter; // How often to repeat until this call stack element is removed + u8 loop_increment; // Which value to add to the loop counter after an iteration + // TODO: Should this be a signed value? Does it even matter? }; // TODO: Is there a maximal size for this? @@ -105,9 +108,14 @@ static void ProcessShaderCode(VertexShaderState& state) { while (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(); + auto& top = state.call_stack.top(); + if (state.program_counter - shader_memory.data() == top.final_address) { + state.address_registers[2] += top.loop_increment; + + if (top.repeat_counter-- == 0) { + state.program_counter = &shader_memory[top.return_address]; + state.call_stack.pop(); + } // TODO: Is "trying again" accurate to hardware? continue; @@ -118,9 +126,10 @@ static void ProcessShaderCode(VertexShaderState& state) { const Instruction& instr = *(const Instruction*)state.program_counter; const SwizzlePattern& swizzle = *(SwizzlePattern*)&swizzle_data[instr.common.operand_desc_id]; - auto call = [&](VertexShaderState& state, u32 offset, u32 num_instructions, u32 return_offset) { + static auto call = [](VertexShaderState& state, u32 offset, u32 num_instructions, + u32 return_offset, u8 repeat_count, u8 loop_increment) { state.program_counter = &shader_memory[offset] - 1; // -1 to make sure when incrementing the PC we end up at the correct offset - state.call_stack.push({ offset + num_instructions, return_offset }); + state.call_stack.push({ offset + num_instructions, return_offset, repeat_count, loop_increment }); }; u32 binary_offset = state.program_counter - shader_memory.data(); @@ -457,7 +466,7 @@ static void ProcessShaderCode(VertexShaderState& state) { call(state, instr.flow_control.dest_offset, instr.flow_control.num_instructions, - binary_offset + 1); + binary_offset + 1, 0, 0); break; case Instruction::OpCode::CALLU: @@ -465,7 +474,7 @@ static void ProcessShaderCode(VertexShaderState& state) { call(state, instr.flow_control.dest_offset, instr.flow_control.num_instructions, - binary_offset + 1); + binary_offset + 1, 0, 0); } break; @@ -474,7 +483,7 @@ static void ProcessShaderCode(VertexShaderState& state) { call(state, instr.flow_control.dest_offset, instr.flow_control.num_instructions, - binary_offset + 1); + binary_offset + 1, 0, 0); } break; @@ -486,12 +495,12 @@ static void ProcessShaderCode(VertexShaderState& state) { call(state, binary_offset + 1, instr.flow_control.dest_offset - binary_offset - 1, - instr.flow_control.dest_offset + instr.flow_control.num_instructions); + instr.flow_control.dest_offset + instr.flow_control.num_instructions, 0, 0); } else { call(state, instr.flow_control.dest_offset, instr.flow_control.num_instructions, - instr.flow_control.dest_offset + instr.flow_control.num_instructions); + instr.flow_control.dest_offset + instr.flow_control.num_instructions, 0, 0); } break; @@ -504,17 +513,30 @@ static void ProcessShaderCode(VertexShaderState& state) { call(state, binary_offset + 1, instr.flow_control.dest_offset - binary_offset - 1, - instr.flow_control.dest_offset + instr.flow_control.num_instructions); + instr.flow_control.dest_offset + instr.flow_control.num_instructions, 0, 0); } else { call(state, instr.flow_control.dest_offset, instr.flow_control.num_instructions, - instr.flow_control.dest_offset + instr.flow_control.num_instructions); + instr.flow_control.dest_offset + instr.flow_control.num_instructions, 0, 0); } break; } + case Instruction::OpCode::LOOP: + { + state.address_registers[2] = shader_uniforms.i[instr.flow_control.int_uniform_id].y; + + call(state, + binary_offset + 1, + instr.flow_control.dest_offset - binary_offset + 1, + instr.flow_control.dest_offset + 1, + shader_uniforms.i[instr.flow_control.int_uniform_id].x, + shader_uniforms.i[instr.flow_control.int_uniform_id].z); + break; + } + default: LOG_ERROR(HW_GPU, "Unhandled instruction: 0x%02x (%s): 0x%08x", (int)instr.opcode.Value(), instr.opcode.GetInfo().name, instr.hex); |