Files
Xenia-Canary/src/xenia/gpu/shader.cc
2015-07-19 21:48:47 -07:00

279 lines
8.0 KiB
C++

/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2014 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/gpu/shader.h"
#include <cstring>
#include "xenia/base/math.h"
#include "xenia/base/memory.h"
#include "xenia/gpu/ucode_disassembler.h"
namespace xe {
namespace gpu {
using namespace xe::gpu::ucode;
using namespace xe::gpu::xenos;
Shader::Shader(ShaderType shader_type, uint64_t data_hash,
const uint32_t* dword_ptr, uint32_t dword_count)
: shader_type_(shader_type),
data_hash_(data_hash),
has_prepared_(false),
is_valid_(false) {
data_.resize(dword_count);
xe::copy_and_swap(data_.data(), dword_ptr, dword_count);
std::memset(&alloc_counts_, 0, sizeof(alloc_counts_));
std::memset(&buffer_inputs_, 0, sizeof(buffer_inputs_));
std::memset(&sampler_inputs_, 0, sizeof(sampler_inputs_));
// Disassemble ucode and stash.
// TODO(benvanik): debug only.
ucode_disassembly_ =
DisassembleShader(shader_type_, data_.data(), data_.size());
// Gather input/output registers/etc.
GatherIO();
}
Shader::~Shader() = default;
void Shader::GatherIO() {
// Process all execution blocks.
instr_cf_t cfa;
instr_cf_t cfb;
for (size_t idx = 0; idx < data_.size(); idx += 3) {
uint32_t dword_0 = data_[idx + 0];
uint32_t dword_1 = data_[idx + 1];
uint32_t dword_2 = data_[idx + 2];
cfa.dword_0 = dword_0;
cfa.dword_1 = dword_1 & 0xFFFF;
cfb.dword_0 = (dword_1 >> 16) | (dword_2 << 16);
cfb.dword_1 = dword_2 >> 16;
if (cfa.opc == ALLOC) {
GatherAlloc(&cfa.alloc);
} else if (cfa.is_exec()) {
GatherExec(&cfa.exec);
}
if (cfb.opc == ALLOC) {
GatherAlloc(&cfb.alloc);
} else if (cfb.is_exec()) {
GatherExec(&cfb.exec);
}
if (cfa.opc == EXEC_END || cfb.opc == EXEC_END) {
break;
}
}
}
void Shader::GatherAlloc(const instr_cf_alloc_t* cf) {
allocs_.push_back(*cf);
switch (cf->buffer_select) {
case SQ_POSITION:
// Position (SV_POSITION).
alloc_counts_.positions += cf->size + 1;
break;
case SQ_PARAMETER_PIXEL:
// Output to PS (if VS), or frag output (if PS).
alloc_counts_.params += cf->size + 1;
break;
case SQ_MEMORY:
// MEMEXPORT?
alloc_counts_.memories += cf->size + 1;
break;
}
}
void Shader::GatherExec(const instr_cf_exec_t* cf) {
uint32_t sequence = cf->serialize;
for (uint32_t i = 0; i < cf->count; i++) {
uint32_t alu_off = (cf->address + i);
// int sync = sequence & 0x2;
if (sequence & 0x1) {
auto fetch =
reinterpret_cast<const instr_fetch_t*>(data_.data() + alu_off * 3);
switch (fetch->opc) {
case VTX_FETCH:
GatherVertexFetch(&fetch->vtx);
break;
case TEX_FETCH:
GatherTextureFetch(&fetch->tex);
break;
case TEX_GET_BORDER_COLOR_FRAC:
case TEX_GET_COMP_TEX_LOD:
case TEX_GET_GRADIENTS:
case TEX_GET_WEIGHTS:
case TEX_SET_TEX_LOD:
case TEX_SET_GRADIENTS_H:
case TEX_SET_GRADIENTS_V:
default:
assert_always();
break;
}
} else {
// TODO(benvanik): gather registers used, predicate bits used, etc.
auto alu =
reinterpret_cast<const instr_alu_t*>(data_.data() + alu_off * 3);
if (alu->export_data && alu->vector_write_mask) {
switch (alu->vector_dest) {
case 0:
case 1:
case 2:
case 3:
alloc_counts_.color_targets[alu->vector_dest] = true;
break;
case 63:
alloc_counts_.point_size = true;
break;
}
}
if (alu->export_data &&
(alu->scalar_write_mask || !alu->vector_write_mask)) {
switch (alu->scalar_dest) {
case 0:
case 1:
case 2:
case 3:
alloc_counts_.color_targets[alu->scalar_dest] = true;
break;
case 63:
alloc_counts_.point_size = true;
break;
}
}
}
sequence >>= 2;
}
}
void Shader::GatherVertexFetch(const instr_fetch_vtx_t* vtx) {
// dst_reg/dst_swiz
// src_reg/src_swiz
// format = a2xx_sq_surfaceformat
// format_comp_all ? signed : unsigned
// num_format_all ? normalized
// stride
// offset
// const_index/const_index_sel -- fetch constant register
// num_format_all ? integer : fraction
// exp_adjust_all - [-32,31] - (2^exp_adjust_all)*fetch - 0 = default
if (!vtx->must_be_one) {
return;
}
// Sometimes games have fetches that just produce constants. We can
// ignore those.
uint32_t dst_swiz = vtx->dst_swiz;
bool fetches_any_data = false;
for (int i = 0; i < 4; i++) {
if ((dst_swiz & 0x7) == 4) {
// 0.0
} else if ((dst_swiz & 0x7) == 5) {
// 1.0
} else if ((dst_swiz & 0x7) == 6) {
// ?
} else if ((dst_swiz & 0x7) == 7) {
// Previous register value.
} else {
fetches_any_data = true;
break;
}
dst_swiz >>= 3;
}
if (!fetches_any_data) {
return;
}
assert_true(vtx->const_index <= 0x1F);
uint32_t fetch_slot = vtx->const_index * 3 + vtx->const_index_sel;
auto& inputs = buffer_inputs_;
BufferDescElement* el = nullptr;
for (size_t n = 0; n < inputs.count; n++) {
auto& desc = inputs.descs[n];
if (desc.fetch_slot == fetch_slot) {
assert_true(desc.element_count <= xe::countof(desc.elements));
// It may not hold that all strides are equal, but I hope it does.
assert_true(!vtx->stride || desc.stride_words == vtx->stride);
el = &desc.elements[desc.element_count++];
break;
}
}
if (!el) {
assert_not_zero(vtx->stride);
assert_true(inputs.count + 1 < xe::countof(inputs.descs));
auto& desc = inputs.descs[inputs.count++];
desc.input_index = inputs.count - 1;
desc.fetch_slot = fetch_slot;
desc.stride_words = vtx->stride;
el = &desc.elements[desc.element_count++];
}
++inputs.total_elements_count;
el->vtx_fetch = *vtx;
el->format = static_cast<VertexFormat>(vtx->format);
el->is_normalized = vtx->num_format_all == 0;
el->is_signed = vtx->format_comp_all == 1;
el->offset_words = vtx->offset;
el->size_words = 0;
switch (el->format) {
case VertexFormat::k_8_8_8_8:
case VertexFormat::k_2_10_10_10:
case VertexFormat::k_10_11_11:
case VertexFormat::k_11_11_10:
el->size_words = 1;
break;
case VertexFormat::k_16_16:
case VertexFormat::k_16_16_FLOAT:
el->size_words = 1;
break;
case VertexFormat::k_16_16_16_16:
case VertexFormat::k_16_16_16_16_FLOAT:
el->size_words = 2;
break;
case VertexFormat::k_32:
case VertexFormat::k_32_FLOAT:
el->size_words = 1;
break;
case VertexFormat::k_32_32:
case VertexFormat::k_32_32_FLOAT:
el->size_words = 2;
break;
case VertexFormat::k_32_32_32_FLOAT:
el->size_words = 3;
break;
case VertexFormat::k_32_32_32_32:
case VertexFormat::k_32_32_32_32_FLOAT:
el->size_words = 4;
break;
default:
assert_unhandled_case(el->format);
break;
}
}
void Shader::GatherTextureFetch(const instr_fetch_tex_t* tex) {
// TODO(benvanik): check dest_swiz to see if we are writing anything.
assert_true(tex->const_idx < 0x1F);
assert_true(sampler_inputs_.count + 1 <= xe::countof(sampler_inputs_.descs));
auto& input = sampler_inputs_.descs[sampler_inputs_.count++];
input.input_index = sampler_inputs_.count - 1;
input.fetch_slot = tex->const_idx & 0xF; // ??????????????????????????????
input.tex_fetch = *tex;
// Format mangling, size estimation, etc.
}
} // namespace gpu
} // namespace xe