mirror of
https://github.com/wheremyfoodat/Panda3DS.git
synced 2025-05-19 01:22:33 +00:00
Remove OpenGL-specific vector-types
Removes dependency on the OpenGL header and rendering backen for its `OpenGL::Vector` type in favor of a more standard array.
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2a1683ba62
commit
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5 changed files with 221 additions and 224 deletions
include/PICA
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@ -2,14 +2,12 @@
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#include <algorithm>
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#include <array>
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#include <cstring>
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#include "helpers.hpp"
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#include "opengl.hpp"
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#include "PICA/float_types.hpp"
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#include "PICA/pica_hash.hpp"
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#include "helpers.hpp"
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enum class ShaderType {
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Vertex, Geometry
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};
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enum class ShaderType { Vertex, Geometry };
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namespace ShaderOpcodes {
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enum : u32 {
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@ -46,66 +44,66 @@ namespace ShaderOpcodes {
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SETEMIT = 0x2B,
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JMPC = 0x2C,
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JMPU = 0x2D,
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CMP1 = 0x2E, // Both of these instructions are CMP
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CMP1 = 0x2E, // Both of these instructions are CMP
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CMP2 = 0x2F,
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MAD = 0x38 // Everything between 0x38-0x3F is a MAD but fuck it
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MAD = 0x38 // Everything between 0x38-0x3F is a MAD but fuck it
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};
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}
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// Note: All PICA f24 vec4 registers must have the alignas(16) specifier to make them easier to access in SSE/NEON code in the JIT
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class PICAShader {
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using f24 = Floats::f24;
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using vec4f = OpenGL::Vector<f24, 4>;
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using vec4f = std::array<f24, 4>;
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struct Loop {
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u32 startingPC; // PC at the start of the loop
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u32 endingPC; // PC at the end of the loop
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u32 iterations; // How many iterations of the loop to run
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u32 increment; // How much to increment the loop counter after each iteration
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u32 startingPC; // PC at the start of the loop
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u32 endingPC; // PC at the end of the loop
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u32 iterations; // How many iterations of the loop to run
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u32 increment; // How much to increment the loop counter after each iteration
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};
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// Info for ifc/ifu stack
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struct ConditionalInfo {
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u32 endingPC; // PC at the end of the if block (= DST)
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u32 newPC; // PC after the if block is done executing (= DST + NUM)
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u32 endingPC; // PC at the end of the if block (= DST)
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u32 newPC; // PC after the if block is done executing (= DST + NUM)
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};
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struct CallInfo {
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u32 endingPC; // PC at the end of the function
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u32 returnPC; // PC to return to after the function ends
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u32 endingPC; // PC at the end of the function
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u32 returnPC; // PC to return to after the function ends
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};
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int bufferIndex; // Index of the next instruction to overwrite for shader uploads
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int opDescriptorIndex; // Index of the next operand descriptor we'll overwrite
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u32 floatUniformIndex = 0; // Which float uniform are we writing to? ([0, 95] range)
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u32 floatUniformWordCount = 0; // How many words have we buffered for the current uniform transfer?
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bool f32UniformTransfer = false; // Are we transferring an f32 uniform or an f24 uniform?
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int bufferIndex; // Index of the next instruction to overwrite for shader uploads
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int opDescriptorIndex; // Index of the next operand descriptor we'll overwrite
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u32 floatUniformIndex = 0; // Which float uniform are we writing to? ([0, 95] range)
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u32 floatUniformWordCount = 0; // How many words have we buffered for the current uniform transfer?
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bool f32UniformTransfer = false; // Are we transferring an f32 uniform or an f24 uniform?
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std::array<u32, 4> floatUniformBuffer; // Buffer for temporarily caching float uniform data
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std::array<u32, 4> floatUniformBuffer; // Buffer for temporarily caching float uniform data
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public:
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public:
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// These are placed close to the temp registers and co because it helps the JIT generate better code
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u32 entrypoint = 0; // Initial shader PC
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u32 entrypoint = 0; // Initial shader PC
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u32 boolUniform;
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std::array<OpenGL::Vector<u8, 4>, 4> intUniforms;
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std::array<std::array<u8, 4>, 4> intUniforms;
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alignas(16) std::array<vec4f, 96> floatUniforms;
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alignas(16) std::array<vec4f, 16> fixedAttributes; // Fixed vertex attributes
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alignas(16) std::array<vec4f, 16> inputs; // Attributes passed to the shader
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alignas(16) std::array<vec4f, 16> fixedAttributes; // Fixed vertex attributes
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alignas(16) std::array<vec4f, 16> inputs; // Attributes passed to the shader
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alignas(16) std::array<vec4f, 16> outputs;
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alignas(16) vec4f dummy = vec4f({ f24::zero(), f24::zero(), f24::zero(), f24::zero() }); // Dummy register used by the JIT
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alignas(16) vec4f dummy = vec4f({f24::zero(), f24::zero(), f24::zero(), f24::zero()}); // Dummy register used by the JIT
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protected:
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protected:
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std::array<u32, 128> operandDescriptors;
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alignas(16) std::array<vec4f, 16> tempRegisters; // General purpose registers the shader can use for temp values
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OpenGL::Vector<s32, 2> addrRegister; // Address register
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bool cmpRegister[2]; // Comparison registers where the result of CMP is stored in
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alignas(16) std::array<vec4f, 16> tempRegisters; // General purpose registers the shader can use for temp values
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std::array<s32, 2> addrRegister; // Address register
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bool cmpRegister[2]; // Comparison registers where the result of CMP is stored in
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u32 loopCounter;
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u32 pc = 0; // Program counter: Index of the next instruction we're going to execute
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u32 loopIndex = 0; // The index of our loop stack (0 = empty, 4 = full)
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u32 ifIndex = 0; // The index of our IF stack
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u32 callIndex = 0; // The index of our CALL stack
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u32 pc = 0; // Program counter: Index of the next instruction we're going to execute
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u32 loopIndex = 0; // The index of our loop stack (0 = empty, 4 = full)
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u32 ifIndex = 0; // The index of our IF stack
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u32 callIndex = 0; // The index of our CALL stack
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std::array<Loop, 4> loopInfo;
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std::array<ConditionalInfo, 8> conditionalInfo;
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@ -117,7 +115,7 @@ protected:
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// Ideally we want to be able to support multiple different types of hash depending on compilation settings, but let's get this working first
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using Hash = PICAHash::HashType;
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Hash lastCodeHash = 0; // Last hash computed for the shader code (Used for the JIT caching mechanism)
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Hash lastCodeHash = 0; // Last hash computed for the shader code (Used for the JIT caching mechanism)
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Hash lastOpdescHash = 0; // Last hash computed for the operand descriptors (Also used for the JIT)
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bool codeHashDirty = false;
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@ -130,7 +128,7 @@ protected:
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vec4f getSource(u32 source);
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vec4f& getDest(u32 dest);
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private:
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private:
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// Interpreter functions for the various shader functions
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void add(u32 instruction);
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void call(u32 instruction);
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@ -171,13 +169,13 @@ private:
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bool negate;
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using namespace Helpers;
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if constexpr (sourceIndex == 1) { // SRC1
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if constexpr (sourceIndex == 1) { // SRC1
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negate = (getBit<4>(opDescriptor)) != 0;
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compSwizzle = getBits<5, 8>(opDescriptor);
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} else if constexpr (sourceIndex == 2) { // SRC2
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} else if constexpr (sourceIndex == 2) { // SRC2
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negate = (getBit<13>(opDescriptor)) != 0;
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compSwizzle = getBits<14, 8>(opDescriptor);
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} else if constexpr (sourceIndex == 3) { // SRC3
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} else if constexpr (sourceIndex == 3) { // SRC3
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negate = (getBit<22>(opDescriptor)) != 0;
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compSwizzle = getBits<23, 8>(opDescriptor);
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}
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@ -185,8 +183,8 @@ private:
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// Iterate through every component of the swizzled vector in reverse order
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// And get which source component's index to match it with
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for (int comp = 0; comp < 4; comp++) {
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int index = compSwizzle & 3; // Get index for this component
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compSwizzle >>= 2; // Move to next component index
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int index = compSwizzle & 3; // Get index for this component
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compSwizzle >>= 2; // Move to next component index
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ret[3 - comp] = source[index];
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}
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@ -212,39 +210,33 @@ private:
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u8 getIndexedSource(u32 source, u32 index);
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bool isCondTrue(u32 instruction);
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public:
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public:
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static constexpr size_t maxInstructionCount = 4096;
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std::array<u32, maxInstructionCount> loadedShader; // Currently loaded & active shader
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std::array<u32, maxInstructionCount> bufferedShader; // Shader to be transferred when the SH_CODETRANSFER_END reg gets written to
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std::array<u32, maxInstructionCount> loadedShader; // Currently loaded & active shader
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std::array<u32, maxInstructionCount> bufferedShader; // Shader to be transferred when the SH_CODETRANSFER_END reg gets written to
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PICAShader(ShaderType type) : type(type) {}
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// Theese functions are in the header to be inlined more easily, though with LTO I hope I'll be able to move them
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void finalize() {
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std::memcpy(&loadedShader[0], &bufferedShader[0], 4096 * sizeof(u32));
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}
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void finalize() { std::memcpy(&loadedShader[0], &bufferedShader[0], 4096 * sizeof(u32)); }
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void setBufferIndex(u32 index) {
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bufferIndex = index & 0xfff;
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}
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void setBufferIndex(u32 index) { bufferIndex = index & 0xfff; }
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void setOpDescriptorIndex(u32 index) {
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opDescriptorIndex = index & 0x7f;
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}
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void setOpDescriptorIndex(u32 index) { opDescriptorIndex = index & 0x7f; }
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void uploadWord(u32 word) {
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if (bufferIndex >= 4095) Helpers::panic("o no, shader upload overflew");
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bufferedShader[bufferIndex++] = word;
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bufferIndex &= 0xfff;
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codeHashDirty = true; // Signal the JIT if necessary that the program hash has potentially changed
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codeHashDirty = true; // Signal the JIT if necessary that the program hash has potentially changed
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}
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void uploadDescriptor(u32 word) {
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operandDescriptors[opDescriptorIndex++] = word;
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opDescriptorIndex &= 0x7f;
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opdescHashDirty = true; // Signal the JIT if necessary that the program hash has potentially changed
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opdescHashDirty = true; // Signal the JIT if necessary that the program hash has potentially changed
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}
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void setFloatUniformIndex(u32 word) {
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void uploadFloatUniform(u32 word) {
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floatUniformBuffer[floatUniformWordCount++] = word;
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if (floatUniformIndex >= 96)
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Helpers::panic("[PICA] Tried to write float uniform %d", floatUniformIndex);
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if (floatUniformIndex >= 96) Helpers::panic("[PICA] Tried to write float uniform %d", floatUniformIndex);
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if ((f32UniformTransfer && floatUniformWordCount >= 4) || (!f32UniformTransfer && floatUniformWordCount >= 3)) {
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vec4f& uniform = floatUniforms[floatUniformIndex++];
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floatUniformWordCount = 0;
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if (f32UniformTransfer) {
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uniform.x() = f24::fromFloat32(*(float*)&floatUniformBuffer[3]);
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uniform.y() = f24::fromFloat32(*(float*)&floatUniformBuffer[2]);
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uniform.z() = f24::fromFloat32(*(float*)&floatUniformBuffer[1]);
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uniform.w() = f24::fromFloat32(*(float*)&floatUniformBuffer[0]);
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uniform[0] = f24::fromFloat32(*(float*)&floatUniformBuffer[3]);
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uniform[1] = f24::fromFloat32(*(float*)&floatUniformBuffer[2]);
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uniform[2] = f24::fromFloat32(*(float*)&floatUniformBuffer[1]);
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uniform[3] = f24::fromFloat32(*(float*)&floatUniformBuffer[0]);
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} else {
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uniform.x() = f24::fromRaw(floatUniformBuffer[2] & 0xffffff);
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uniform.y() = f24::fromRaw(((floatUniformBuffer[1] & 0xffff) << 8) | (floatUniformBuffer[2] >> 24));
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uniform.z() = f24::fromRaw(((floatUniformBuffer[0] & 0xff) << 16) | (floatUniformBuffer[1] >> 16));
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uniform.w() = f24::fromRaw(floatUniformBuffer[0] >> 8);
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uniform[0] = f24::fromRaw(floatUniformBuffer[2] & 0xffffff);
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uniform[1] = f24::fromRaw(((floatUniformBuffer[1] & 0xffff) << 8) | (floatUniformBuffer[2] >> 24));
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uniform[2] = f24::fromRaw(((floatUniformBuffer[0] & 0xff) << 16) | (floatUniformBuffer[1] >> 16));
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uniform[3] = f24::fromRaw(floatUniformBuffer[0] >> 8);
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}
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}
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}
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@ -280,10 +271,10 @@ public:
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using namespace Helpers;
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auto& u = intUniforms[index];
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u.x() = word & 0xff;
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u.y() = getBits<8, 8>(word);
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u.z() = getBits<16, 8>(word);
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u.w() = getBits<24, 8>(word);
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u[0] = word & 0xff;
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u[1] = getBits<8, 8>(word);
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u[2] = getBits<16, 8>(word);
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u[3] = getBits<24, 8>(word);
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}
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void run();
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