mirror of
https://github.com/yuzu-emu/yuzu-android.git
synced 2024-12-30 21:35:43 +00:00
GPU: Refactor "VertexShader" namespace to "Shader".
- Also renames "vertex_shader.*" to "shader_interpreter.*"
This commit is contained in:
parent
cebf245504
commit
642b9b5030
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@ -8,7 +8,7 @@
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#include <QBoxLayout>
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#include <QBoxLayout>
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#include <QTreeView>
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#include <QTreeView>
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#include "video_core/vertex_shader.h"
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#include "video_core/shader_interpreter.h"
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#include "graphics_vertex_shader.h"
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#include "graphics_vertex_shader.h"
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@ -11,8 +11,8 @@ set(SRCS
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pica.cpp
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pica.cpp
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primitive_assembly.cpp
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primitive_assembly.cpp
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rasterizer.cpp
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rasterizer.cpp
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shader_interpreter.cpp
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utils.cpp
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utils.cpp
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vertex_shader.cpp
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video_core.cpp
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video_core.cpp
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)
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)
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@ -35,8 +35,8 @@ set(HEADERS
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primitive_assembly.h
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primitive_assembly.h
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rasterizer.h
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rasterizer.h
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renderer_base.h
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renderer_base.h
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shader_interpreter.h
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utils.h
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utils.h
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vertex_shader.h
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video_core.h
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video_core.h
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)
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)
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@ -7,7 +7,7 @@
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#include "clipper.h"
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#include "clipper.h"
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#include "pica.h"
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#include "pica.h"
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#include "rasterizer.h"
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#include "rasterizer.h"
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#include "vertex_shader.h"
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#include "shader_interpreter.h"
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namespace Pica {
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namespace Pica {
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@ -6,13 +6,13 @@
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namespace Pica {
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namespace Pica {
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namespace VertexShader {
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namespace Shader {
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struct OutputVertex;
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struct OutputVertex;
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}
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}
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namespace Clipper {
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namespace Clipper {
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using VertexShader::OutputVertex;
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using Shader::OutputVertex;
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void ProcessTriangle(OutputVertex& v0, OutputVertex& v1, OutputVertex& v2);
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void ProcessTriangle(OutputVertex& v0, OutputVertex& v1, OutputVertex& v2);
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@ -18,7 +18,7 @@
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#include "pica.h"
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#include "pica.h"
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#include "primitive_assembly.h"
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#include "primitive_assembly.h"
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#include "renderer_base.h"
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#include "renderer_base.h"
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#include "vertex_shader.h"
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#include "shader_interpreter.h"
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#include "video_core.h"
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#include "video_core.h"
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namespace Pica {
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namespace Pica {
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@ -165,7 +165,7 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
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DebugUtils::GeometryDumper geometry_dumper;
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DebugUtils::GeometryDumper geometry_dumper;
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PrimitiveAssembler<DebugUtils::GeometryDumper::Vertex> dumping_primitive_assembler(regs.triangle_topology.Value());
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PrimitiveAssembler<DebugUtils::GeometryDumper::Vertex> dumping_primitive_assembler(regs.triangle_topology.Value());
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#endif
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#endif
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PrimitiveAssembler<VertexShader::OutputVertex> primitive_assembler(regs.triangle_topology.Value());
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PrimitiveAssembler<Shader::OutputVertex> primitive_assembler(regs.triangle_topology.Value());
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if (g_debug_context) {
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if (g_debug_context) {
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for (int i = 0; i < 3; ++i) {
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for (int i = 0; i < 3; ++i) {
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@ -210,7 +210,7 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
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// The size has been tuned for optimal balance between hit-rate and the cost of lookup
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// The size has been tuned for optimal balance between hit-rate and the cost of lookup
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const size_t VERTEX_CACHE_SIZE = 32;
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const size_t VERTEX_CACHE_SIZE = 32;
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std::array<u16, VERTEX_CACHE_SIZE> vertex_cache_ids;
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std::array<u16, VERTEX_CACHE_SIZE> vertex_cache_ids;
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std::array<VertexShader::OutputVertex, VERTEX_CACHE_SIZE> vertex_cache;
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std::array<Shader::OutputVertex, VERTEX_CACHE_SIZE> vertex_cache;
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unsigned int vertex_cache_pos = 0;
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unsigned int vertex_cache_pos = 0;
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vertex_cache_ids.fill(-1);
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vertex_cache_ids.fill(-1);
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@ -224,7 +224,7 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
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ASSERT(vertex != -1);
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ASSERT(vertex != -1);
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bool vertex_cache_hit = false;
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bool vertex_cache_hit = false;
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VertexShader::OutputVertex output;
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Shader::OutputVertex output;
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if (is_indexed) {
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if (is_indexed) {
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if (g_debug_context && Pica::g_debug_context->recorder) {
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if (g_debug_context && Pica::g_debug_context->recorder) {
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@ -243,7 +243,7 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
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if (!vertex_cache_hit) {
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if (!vertex_cache_hit) {
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// Initialize data for the current vertex
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// Initialize data for the current vertex
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VertexShader::InputVertex input;
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Shader::InputVertex input;
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for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) {
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for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) {
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if (vertex_attribute_elements[i] != 0) {
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if (vertex_attribute_elements[i] != 0) {
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@ -306,9 +306,8 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
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std::bind(&DebugUtils::GeometryDumper::AddTriangle,
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std::bind(&DebugUtils::GeometryDumper::AddTriangle,
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&geometry_dumper, _1, _2, _3));
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&geometry_dumper, _1, _2, _3));
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#endif
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#endif
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// Send to vertex shader
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// Send to vertex shader
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output = VertexShader::RunShader(input, attribute_config.GetNumTotalAttributes(), g_state.regs.vs, g_state.vs);
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output = Shader::RunShader(input, attribute_config.GetNumTotalAttributes(), g_state.regs.vs, g_state.vs);
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if (is_indexed) {
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if (is_indexed) {
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vertex_cache[vertex_cache_pos] = output;
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vertex_cache[vertex_cache_pos] = output;
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@ -319,9 +318,9 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
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if (Settings::values.use_hw_renderer) {
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if (Settings::values.use_hw_renderer) {
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// Send to hardware renderer
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// Send to hardware renderer
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static auto AddHWTriangle = [](const Pica::VertexShader::OutputVertex& v0,
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static auto AddHWTriangle = [](const Pica::Shader::OutputVertex& v0,
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const Pica::VertexShader::OutputVertex& v1,
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const Pica::Shader::OutputVertex& v1,
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const Pica::VertexShader::OutputVertex& v2) {
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const Pica::Shader::OutputVertex& v2) {
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VideoCore::g_renderer->hw_rasterizer->AddTriangle(v0, v1, v2);
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VideoCore::g_renderer->hw_rasterizer->AddTriangle(v0, v1, v2);
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};
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};
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#include "common/common_types.h"
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#include "common/common_types.h"
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namespace Pica {
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namespace Pica {
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namespace VertexShader {
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namespace Shader {
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struct OutputVertex;
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struct OutputVertex;
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}
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}
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}
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}
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virtual void Reset() = 0;
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virtual void Reset() = 0;
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/// Queues the primitive formed by the given vertices for rendering
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/// Queues the primitive formed by the given vertices for rendering
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virtual void AddTriangle(const Pica::VertexShader::OutputVertex& v0,
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virtual void AddTriangle(const Pica::Shader::OutputVertex& v0,
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const Pica::VertexShader::OutputVertex& v1,
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const Pica::Shader::OutputVertex& v1,
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const Pica::VertexShader::OutputVertex& v2) = 0;
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const Pica::Shader::OutputVertex& v2) = 0;
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/// Draw the current batch of triangles
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/// Draw the current batch of triangles
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virtual void DrawTriangles() = 0;
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virtual void DrawTriangles() = 0;
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@ -4,7 +4,7 @@
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#include "pica.h"
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#include "pica.h"
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#include "primitive_assembly.h"
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#include "primitive_assembly.h"
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#include "vertex_shader.h"
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#include "shader_interpreter.h"
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#include "common/logging/log.h"
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#include "common/logging/log.h"
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#include "video_core/debug_utils/debug_utils.h"
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#include "video_core/debug_utils/debug_utils.h"
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@ -56,7 +56,7 @@ void PrimitiveAssembler<VertexType>::SubmitVertex(VertexType& vtx, TriangleHandl
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// explicitly instantiate use cases
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// explicitly instantiate use cases
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template
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template
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struct PrimitiveAssembler<VertexShader::OutputVertex>;
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struct PrimitiveAssembler<Shader::OutputVertex>;
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template
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template
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struct PrimitiveAssembler<DebugUtils::GeometryDumper::Vertex>;
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struct PrimitiveAssembler<DebugUtils::GeometryDumper::Vertex>;
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#include "video_core/pica.h"
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#include "video_core/pica.h"
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#include "video_core/vertex_shader.h"
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#include "video_core/shader_interpreter.h"
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namespace Pica {
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namespace Pica {
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#include "math.h"
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#include "math.h"
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#include "pica.h"
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#include "pica.h"
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#include "rasterizer.h"
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#include "rasterizer.h"
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#include "vertex_shader.h"
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#include "shader_interpreter.h"
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#include "video_core/utils.h"
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#include "video_core/utils.h"
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namespace Pica {
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namespace Pica {
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@ -272,9 +272,9 @@ static Common::Profiling::TimingCategory rasterization_category("Rasterization")
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* Helper function for ProcessTriangle with the "reversed" flag to allow for implementing
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* Helper function for ProcessTriangle with the "reversed" flag to allow for implementing
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* culling via recursion.
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* culling via recursion.
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*/
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*/
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static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
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static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
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const VertexShader::OutputVertex& v1,
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const Shader::OutputVertex& v1,
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const VertexShader::OutputVertex& v2,
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const Shader::OutputVertex& v2,
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bool reversed = false)
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bool reversed = false)
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{
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{
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const auto& regs = g_state.regs;
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const auto& regs = g_state.regs;
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}
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}
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}
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}
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void ProcessTriangle(const VertexShader::OutputVertex& v0,
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void ProcessTriangle(const Shader::OutputVertex& v0,
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const VertexShader::OutputVertex& v1,
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const Shader::OutputVertex& v1,
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const VertexShader::OutputVertex& v2) {
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const Shader::OutputVertex& v2) {
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ProcessTriangleInternal(v0, v1, v2);
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ProcessTriangleInternal(v0, v1, v2);
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}
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}
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namespace Pica {
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namespace Pica {
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namespace VertexShader {
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namespace Shader {
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struct OutputVertex;
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struct OutputVertex;
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}
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}
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namespace Rasterizer {
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namespace Rasterizer {
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void ProcessTriangle(const VertexShader::OutputVertex& v0,
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void ProcessTriangle(const Shader::OutputVertex& v0,
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const VertexShader::OutputVertex& v1,
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const Shader::OutputVertex& v1,
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const VertexShader::OutputVertex& v2);
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const Shader::OutputVertex& v2);
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} // namespace Rasterizer
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} // namespace Rasterizer
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res_cache.FullFlush();
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res_cache.FullFlush();
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}
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}
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void RasterizerOpenGL::AddTriangle(const Pica::VertexShader::OutputVertex& v0,
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void RasterizerOpenGL::AddTriangle(const Pica::Shader::OutputVertex& v0,
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const Pica::VertexShader::OutputVertex& v1,
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const Pica::Shader::OutputVertex& v1,
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const Pica::VertexShader::OutputVertex& v2) {
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const Pica::Shader::OutputVertex& v2) {
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vertex_batch.push_back(HardwareVertex(v0));
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vertex_batch.push_back(HardwareVertex(v0));
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vertex_batch.push_back(HardwareVertex(v1));
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vertex_batch.push_back(HardwareVertex(v1));
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vertex_batch.push_back(HardwareVertex(v2));
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vertex_batch.push_back(HardwareVertex(v2));
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#include "common/common_types.h"
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#include "common/common_types.h"
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#include "video_core/hwrasterizer_base.h"
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#include "video_core/hwrasterizer_base.h"
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#include "video_core/vertex_shader.h"
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#include "video_core/shader_interpreter.h"
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#include "gl_state.h"
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#include "gl_state.h"
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#include "gl_rasterizer_cache.h"
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#include "gl_rasterizer_cache.h"
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void Reset() override;
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void Reset() override;
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/// Queues the primitive formed by the given vertices for rendering
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/// Queues the primitive formed by the given vertices for rendering
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void AddTriangle(const Pica::VertexShader::OutputVertex& v0,
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void AddTriangle(const Pica::Shader::OutputVertex& v0,
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const Pica::VertexShader::OutputVertex& v1,
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const Pica::Shader::OutputVertex& v1,
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const Pica::VertexShader::OutputVertex& v2) override;
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const Pica::Shader::OutputVertex& v2) override;
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/// Draw the current batch of triangles
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/// Draw the current batch of triangles
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void DrawTriangles() override;
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void DrawTriangles() override;
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/// Structure that the hardware rendered vertices are composed of
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/// Structure that the hardware rendered vertices are composed of
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struct HardwareVertex {
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struct HardwareVertex {
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HardwareVertex(const Pica::VertexShader::OutputVertex& v) {
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HardwareVertex(const Pica::Shader::OutputVertex& v) {
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position[0] = v.pos.x.ToFloat32();
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position[0] = v.pos.x.ToFloat32();
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position[1] = v.pos.y.ToFloat32();
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position[1] = v.pos.y.ToFloat32();
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position[2] = v.pos.z.ToFloat32();
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position[2] = v.pos.z.ToFloat32();
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#include "common/profiler.h"
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#include "common/profiler.h"
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#include "pica.h"
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#include "pica.h"
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#include "vertex_shader.h"
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#include "shader_interpreter.h"
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#include "debug_utils/debug_utils.h"
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#include "debug_utils/debug_utils.h"
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using nihstro::OpCode;
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using nihstro::OpCode;
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@ -23,9 +23,9 @@ using nihstro::SwizzlePattern;
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namespace Pica {
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namespace Pica {
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namespace VertexShader {
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namespace Shader {
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struct VertexShaderState {
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struct ShaderState {
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u32 program_counter;
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u32 program_counter;
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const float24* input_register_table[16];
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const float24* input_register_table[16];
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} debug;
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} debug;
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};
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};
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static void ProcessShaderCode(VertexShaderState& state) {
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static void ProcessShaderCode(ShaderState& state) {
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const auto& uniforms = g_state.vs.uniforms;
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const auto& uniforms = g_state.vs.uniforms;
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const auto& swizzle_data = g_state.vs.swizzle_data;
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const auto& swizzle_data = g_state.vs.swizzle_data;
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const auto& program_code = g_state.vs.program_code;
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const auto& program_code = g_state.vs.program_code;
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@ -90,7 +90,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
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const Instruction instr = { program_code[state.program_counter] };
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const Instruction instr = { program_code[state.program_counter] };
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const SwizzlePattern swizzle = { swizzle_data[instr.common.operand_desc_id] };
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const SwizzlePattern swizzle = { swizzle_data[instr.common.operand_desc_id] };
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static auto call = [](VertexShaderState& state, u32 offset, u32 num_instructions,
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static auto call = [](ShaderState& state, u32 offset, u32 num_instructions,
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u32 return_offset, u8 repeat_count, u8 loop_increment) {
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u32 return_offset, u8 repeat_count, u8 loop_increment) {
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state.program_counter = offset - 1; // -1 to make sure when incrementing the PC we end up at the correct offset
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state.program_counter = offset - 1; // -1 to make sure when incrementing the PC we end up at the correct offset
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ASSERT(state.call_stack.size() < state.call_stack.capacity());
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ASSERT(state.call_stack.size() < state.call_stack.capacity());
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@ -413,7 +413,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
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default:
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default:
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{
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{
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static auto evaluate_condition = [](const VertexShaderState& state, bool refx, bool refy, Instruction::FlowControlType flow_control) {
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static auto evaluate_condition = [](const ShaderState& state, bool refx, bool refy, Instruction::FlowControlType flow_control) {
|
||||||
bool results[2] = { refx == state.conditional_code[0],
|
bool results[2] = { refx == state.conditional_code[0],
|
||||||
refy == state.conditional_code[1] };
|
refy == state.conditional_code[1] };
|
||||||
|
|
||||||
|
@ -547,7 +547,7 @@ static Common::Profiling::TimingCategory shader_category("Vertex Shader");
|
||||||
OutputVertex RunShader(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const State::ShaderSetup& setup) {
|
OutputVertex RunShader(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const State::ShaderSetup& setup) {
|
||||||
Common::Profiling::ScopeTimer timer(shader_category);
|
Common::Profiling::ScopeTimer timer(shader_category);
|
||||||
|
|
||||||
VertexShaderState state;
|
ShaderState state;
|
||||||
|
|
||||||
state.program_counter = config.main_offset;
|
state.program_counter = config.main_offset;
|
||||||
state.debug.max_offset = 0;
|
state.debug.max_offset = 0;
|
|
@ -12,7 +12,7 @@
|
||||||
|
|
||||||
namespace Pica {
|
namespace Pica {
|
||||||
|
|
||||||
namespace VertexShader {
|
namespace Shader {
|
||||||
|
|
||||||
struct InputVertex {
|
struct InputVertex {
|
||||||
Math::Vec4<float24> attr[16];
|
Math::Vec4<float24> attr[16];
|
||||||
|
@ -70,4 +70,3 @@ OutputVertex RunShader(const InputVertex& input, int num_attributes, const Regs:
|
||||||
} // namespace
|
} // namespace
|
||||||
|
|
||||||
} // namespace
|
} // namespace
|
||||||
|
|
Loading…
Reference in a new issue