Compare commits

...

24 Commits

Author SHA1 Message Date
ReinUsesLisp 38d3a48873 shader/p2r: Implement P2R Pr
P2R dumps predicate or condition codes state to a register. This is
useful for unit testing.
2019-12-20 18:02:41 -03:00
ReinUsesLisp cf27b59493 shader/r2p: Refactor P2R to support P2R 2019-12-20 17:55:42 -03:00
bunnei 7be65c6a68 Merge pull request #3234 from ReinUsesLisp/i2f-u8-selector
shader/conversion: Implement byte selector in I2F
2019-12-19 22:36:26 -05:00
bunnei 6d55b14cc0 Merge pull request #3233 from ReinUsesLisp/mismatch-sizes
shader/texture: Properly shrink unused entries in size mismatches
2019-12-19 20:40:27 -05:00
bunnei 1eb4a95d2b Merge pull request #3232 from ReinUsesLisp/gl-decompiler-images
gl_shader_decompiler: Add missing DeclareImages
2019-12-19 11:32:47 -05:00
bunnei 253aa52351 Merge pull request #3231 from ReinUsesLisp/tld4s-encoding
shader_bytecode: Fix TLD4S encoding
2019-12-19 11:32:25 -05:00
bunnei d53cf05513 Merge pull request #3221 from ReinUsesLisp/vk-scheduler
vk_scheduler: Delegate commands to a worker thread and state track
2019-12-18 22:04:08 -05:00
ReinUsesLisp a7d6bd1ef1 shader/conversion: Implement byte selector in I2F
I2F's byte selector is used to choose what bytes to convert to float.
e.g. if the input is 0xaabbccdd and the selector is ".B3" it will
convert 0xaa. The default (when it's not shown in nvdisasm) is ".B0", in
that example the default would convert 0xdd to float.
2019-12-18 00:41:22 -03:00
bunnei c053269017 Merge pull request #3227 from amilajack/patch-1
delete appveyor config
2019-12-17 21:49:22 -05:00
ReinUsesLisp 15a753b9a5 shader/texture: Properly shrink unused entries in size mismatches
When a image format mismatches we were inserting zeroes to the texture
itself. This was not handling cases were the mismatch uses less
coordinates than the guest shader code. Address that by resizing the
vector.
2019-12-17 23:38:10 -03:00
ReinUsesLisp e438079b50 gl_shader_decompiler: Add missing DeclareImages 2019-12-17 23:34:15 -03:00
ReinUsesLisp 8b26b4228b shader_bytecode: Fix TLD4S encoding 2019-12-17 23:32:10 -03:00
bunnei 8825b88a45 Merge pull request #3173 from yuzu-emu/bunnei-spscqueue
common: SPSCQueue: Notify after incrementing queue size.
2019-12-17 14:11:20 -05:00
Amila Welihinda 8a23c32cf0 delete .appeveyor dir 2019-12-17 00:20:34 -08:00
bunnei 67b8ecc73e common: SPSCQueue: Notify after incrementing queue size. 2019-12-16 20:39:53 -05:00
bunnei 65b1b05e05 Merge pull request #3182 from ReinUsesLisp/renderer-opengl
renderer_opengl: Miscellaneous clean ups
2019-12-16 13:01:04 -05:00
Amila Welihinda 0471eb6dc7 delete appveyor config 2019-12-15 11:16:39 -08:00
ReinUsesLisp 2df9a2dcaf vk_scheduler: Delegate commands to a worker thread and state track
Introduce a worker thread approach for delegating Vulkan work derived
from dxvk's approach. https://github.com/doitsujin/dxvk

Now that the scheduler is what handles all Vulkan work related to
command streaming, store state tracking in itself. This way we can know
when to reupload Vulkan dynamic state to the queue (since this one is
invalidated between command buffers unlike NVN). We can also store the
renderpass state and graphics pipeline bound to avoid redundant binds
and renderpass begins/ends.
2019-12-13 02:24:48 -03:00
ReinUsesLisp e6a0a30334 renderer_opengl: Make ScreenRectVertex's constructor constexpr 2019-11-28 20:36:02 -03:00
ReinUsesLisp dee7844443 renderer_opengl: Remove C casts 2019-11-28 20:28:27 -03:00
ReinUsesLisp 3a44faff11 renderer_opengl: Use explicit binding for presentation shaders 2019-11-28 20:25:56 -03:00
ReinUsesLisp 75cc501d52 renderer_opengl: Drop macros for message decorations 2019-11-28 20:15:25 -03:00
ReinUsesLisp 056f049b26 renderer_opengl: Move static definitions to anonymous namespace 2019-11-28 20:14:40 -03:00
ReinUsesLisp 4589582eaf renderer_opengl: Move commentaries to header file 2019-11-28 20:11:03 -03:00
12 changed files with 511 additions and 416 deletions
-39
View File
@@ -1,39 +0,0 @@
# Set-up Visual Studio Command Prompt environment for PowerShell
pushd "C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\Tools\"
cmd /c "VsDevCmd.bat -arch=x64 & set" | foreach {
if ($_ -match "=") {
$v = $_.split("="); Set-Item -Force -Path "ENV:\$($v[0])" -Value "$($v[1])"
}
}
popd
function Which ($search_path, $name) {
($search_path).Split(";") | Get-ChildItem -Filter $name | Select -First 1 -Exp FullName
}
function GetDeps ($search_path, $binary) {
((dumpbin /dependents $binary).Where({ $_ -match "dependencies:"}, "SkipUntil") | Select-String "[^ ]*\.dll").Matches | foreach {
Which $search_path $_.Value
}
}
function RecursivelyGetDeps ($search_path, $binary) {
$final_deps = @()
$deps_to_process = GetDeps $search_path $binary
while ($deps_to_process.Count -gt 0) {
$current, $deps_to_process = $deps_to_process
if ($final_deps -contains $current) { continue }
# Is this a system dll file?
# We use the same algorithm that cmake uses to determine this.
if ($current -match "$([regex]::Escape($env:SystemRoot))\\sys") { continue }
if ($current -match "$([regex]::Escape($env:WinDir))\\sys") { continue }
if ($current -match "\\msvc[^\\]+dll") { continue }
if ($current -match "\\api-ms-win-[^\\]+dll") { continue }
$final_deps += $current
$new_deps = GetDeps $search_path $current
$deps_to_process += ($new_deps | ?{-not ($final_deps -contains $_)})
}
return $final_deps
}
-178
View File
@@ -1,178 +0,0 @@
# shallow clone
clone_depth: 10
cache:
- C:\ProgramData\chocolatey\bin -> appveyor.yml
- C:\ProgramData\chocolatey\lib -> appveyor.yml
os: Visual Studio 2017
environment:
# Tell msys2 to add mingw64 to the path
MSYSTEM: MINGW64
# Tell msys2 to inherit the current directory when starting the shell
CHERE_INVOKING: 1
matrix:
- BUILD_TYPE: msvc
- BUILD_TYPE: mingw
platform:
- x64
configuration:
- Release
install:
- git submodule update --init --recursive
- ps: |
if ($env:BUILD_TYPE -eq 'mingw') {
$dependencies = "mingw64/mingw-w64-x86_64-cmake",
"mingw64/mingw-w64-x86_64-qt5",
"mingw64/mingw-w64-x86_64-SDL2"
# redirect err to null to prevent warnings from becoming errors
# workaround to prevent pacman from failing due to cyclical dependencies
C:\msys64\usr\bin\bash -lc "pacman --noconfirm -S mingw64/mingw-w64-x86_64-freetype mingw64/mingw-w64-x86_64-fontconfig" 2> $null
C:\msys64\usr\bin\bash -lc "pacman --noconfirm -S $dependencies" 2> $null
}
before_build:
- mkdir %BUILD_TYPE%_build
- cd %BUILD_TYPE%_build
- ps: |
$COMPAT = if ($env:ENABLE_COMPATIBILITY_REPORTING -eq $null) {0} else {$env:ENABLE_COMPATIBILITY_REPORTING}
if ($env:BUILD_TYPE -eq 'msvc') {
# redirect stderr and change the exit code to prevent powershell from cancelling the build if cmake prints a warning
cmd /C 'cmake -G "Visual Studio 15 2017 Win64" -DYUZU_USE_BUNDLED_QT=1 -DYUZU_USE_BUNDLED_SDL2=1 -DYUZU_USE_BUNDLED_UNICORN=1 -DYUZU_USE_QT_WEB_ENGINE=ON -DENABLE_COMPATIBILITY_LIST_DOWNLOAD=ON -DYUZU_ENABLE_COMPATIBILITY_REPORTING=${COMPAT} -DUSE_DISCORD_PRESENCE=ON .. 2>&1 && exit 0'
} else {
C:\msys64\usr\bin\bash.exe -lc "cmake -G 'MSYS Makefiles' -DYUZU_BUILD_UNICORN=1 -DCMAKE_BUILD_TYPE=Release -DENABLE_COMPATIBILITY_LIST_DOWNLOAD=ON -DYUZU_ENABLE_COMPATIBILITY_REPORTING=${COMPAT} -DUSE_DISCORD_PRESENCE=ON .. 2>&1"
}
- cd ..
build_script:
- ps: |
if ($env:BUILD_TYPE -eq 'msvc') {
# https://www.appveyor.com/docs/build-phase
msbuild msvc_build/yuzu.sln /maxcpucount /logger:"C:\Program Files\AppVeyor\BuildAgent\Appveyor.MSBuildLogger.dll"
} else {
C:\msys64\usr\bin\bash.exe -lc 'mingw32-make -C mingw_build/ 2>&1'
}
after_build:
- ps: |
$GITDATE = $(git show -s --date=short --format='%ad') -replace "-",""
$GITREV = $(git show -s --format='%h')
# Find out which kind of release we are producing by tag name
if ($env:APPVEYOR_REPO_TAG_NAME) {
$RELEASE_DIST, $RELEASE_VERSION = $env:APPVEYOR_REPO_TAG_NAME.split('-')
} else {
# There is no repo tag - make assumptions
$RELEASE_DIST = "head"
}
if ($env:BUILD_TYPE -eq 'msvc') {
# Where are these spaces coming from? Regardless, let's remove them
$MSVC_BUILD_ZIP = "yuzu-windows-msvc-$GITDATE-$GITREV.zip" -replace " ", ""
$MSVC_BUILD_PDB = "yuzu-windows-msvc-$GITDATE-$GITREV-debugsymbols.zip" -replace " ", ""
$MSVC_SEVENZIP = "yuzu-windows-msvc-$GITDATE-$GITREV.7z" -replace " ", ""
# set the build names as env vars so the artifacts can upload them
$env:BUILD_ZIP = $MSVC_BUILD_ZIP
$env:BUILD_SYMBOLS = $MSVC_BUILD_PDB
$env:BUILD_UPDATE = $MSVC_SEVENZIP
$BUILD_DIR = ".\msvc_build\bin\Release"
# Make a debug symbol upload
mkdir pdb
Get-ChildItem "$BUILD_DIR\" -Recurse -Filter "*.pdb" | Copy-Item -destination .\pdb
7z a -tzip $MSVC_BUILD_PDB .\pdb\*.pdb
rm "$BUILD_DIR\*.pdb"
mkdir $RELEASE_DIST
# get rid of extra exes by copying everything over, then deleting all the exes, then copying just the exes we want
Copy-Item "$BUILD_DIR\*" -Destination $RELEASE_DIST -Recurse
rm "$RELEASE_DIST\*.exe"
Get-ChildItem "$BUILD_DIR" -Recurse -Filter "yuzu*.exe" | Copy-Item -destination $RELEASE_DIST
Get-ChildItem "$BUILD_DIR" -Recurse -Filter "QtWebEngineProcess*.exe" | Copy-Item -destination $RELEASE_DIST
Copy-Item .\license.txt -Destination $RELEASE_DIST
Copy-Item .\README.md -Destination $RELEASE_DIST
7z a -tzip $MSVC_BUILD_ZIP $RELEASE_DIST\*
7z a $MSVC_SEVENZIP $RELEASE_DIST
} else {
$MINGW_BUILD_ZIP = "yuzu-windows-mingw-$GITDATE-$GITREV.zip" -replace " ", ""
$MINGW_SEVENZIP = "yuzu-windows-mingw-$GITDATE-$GITREV.7z" -replace " ", ""
# not going to bother adding separate debug symbols for mingw, so just upload a README for it
# if someone wants to add them, change mingw to compile with -g and use objdump and strip to separate the symbols from the binary
$MINGW_NO_DEBUG_SYMBOLS = "README_No_Debug_Symbols.txt"
Set-Content -Path $MINGW_NO_DEBUG_SYMBOLS -Value "This is a workaround for Appveyor since msvc has debug symbols but mingw doesnt" -Force
# store the build information in env vars so we can use them as artifacts
$env:BUILD_ZIP = $MINGW_BUILD_ZIP
$env:BUILD_SYMBOLS = $MINGW_NO_DEBUG_SYMBOLS
$env:BUILD_UPDATE = $MINGW_SEVENZIP
$CMAKE_SOURCE_DIR = "$env:APPVEYOR_BUILD_FOLDER"
$CMAKE_BINARY_DIR = "$CMAKE_SOURCE_DIR/mingw_build/bin"
$RELEASE_DIST = $RELEASE_DIST + "-mingw"
mkdir $RELEASE_DIST
mkdir $RELEASE_DIST/platforms
mkdir $RELEASE_DIST/styles
mkdir $RELEASE_DIST/imageformats
# copy the compiled binaries and other release files to the release folder
Get-ChildItem "$CMAKE_BINARY_DIR" -Filter "yuzu*.exe" | Copy-Item -destination $RELEASE_DIST
Copy-Item -path "$CMAKE_SOURCE_DIR/license.txt" -destination $RELEASE_DIST
Copy-Item -path "$CMAKE_SOURCE_DIR/README.md" -destination $RELEASE_DIST
# copy the qt windows plugin dll to platforms
Copy-Item -path "C:/msys64/mingw64/share/qt5/plugins/platforms/qwindows.dll" -force -destination "$RELEASE_DIST/platforms"
# copy the qt windows vista style dll to platforms
Copy-Item -path "C:/msys64/mingw64/share/qt5/plugins/styles/qwindowsvistastyle.dll" -force -destination "$RELEASE_DIST/styles"
# copy the qt jpeg imageformat dll to platforms
Copy-Item -path "C:/msys64/mingw64/share/qt5/plugins/imageformats/qjpeg.dll" -force -destination "$RELEASE_DIST/imageformats"
# copy all the dll dependencies to the release folder
. "./.appveyor/UtilityFunctions.ps1"
$DLLSearchPath = "C:\msys64\mingw64\bin;$env:PATH"
$MingwDLLs = RecursivelyGetDeps $DLLSearchPath "$RELEASE_DIST\yuzu.exe"
$MingwDLLs += RecursivelyGetDeps $DLLSearchPath "$RELEASE_DIST\yuzu_cmd.exe"
$MingwDLLs += RecursivelyGetDeps $DLLSearchPath "$RELEASE_DIST\imageformats\qjpeg.dll"
Write-Host "Detected the following dependencies:"
Write-Host $MingwDLLs
foreach ($file in $MingwDLLs) {
Copy-Item -path "$file" -force -destination "$RELEASE_DIST"
}
7z a -tzip $MINGW_BUILD_ZIP $RELEASE_DIST\*
7z a $MINGW_SEVENZIP $RELEASE_DIST
}
test_script:
- cd %BUILD_TYPE%_build
- ps: |
if ($env:BUILD_TYPE -eq 'msvc') {
ctest -VV -C Release
} else {
C:\msys64\usr\bin\bash.exe -lc "ctest -VV -C Release"
}
- cd ..
artifacts:
- path: $(BUILD_ZIP)
name: build
type: zip
deploy:
provider: GitHub
release: $(appveyor_repo_tag_name)
auth_token:
secure: QqePPnXbkzmXct5c8hZ2X5AbsthbI6cS1Sr+VBzcD8oUOIjfWJJKXVAQGUbQAbb0
artifact: update,build
draft: false
prerelease: false
on:
appveyor_repo_tag: true
+9 -2
View File
@@ -46,9 +46,16 @@ public:
ElementPtr* new_ptr = new ElementPtr();
write_ptr->next.store(new_ptr, std::memory_order_release);
write_ptr = new_ptr;
cv.notify_one();
++size;
const size_t previous_size{size++};
// Acquire the mutex and then immediately release it as a fence.
// TODO(bunnei): This can be replaced with C++20 waitable atomics when properly supported.
// See discussion on https://github.com/yuzu-emu/yuzu/pull/3173 for details.
if (previous_size == 0) {
std::lock_guard lock{cv_mutex};
}
cv.notify_one();
}
void Pop() {
+4 -2
View File
@@ -1051,7 +1051,7 @@ union Instruction {
BitField<40, 1, R2pMode> mode;
BitField<41, 2, u64> byte;
BitField<20, 7, u64> immediate_mask;
} r2p;
} p2r_r2p;
union {
BitField<39, 3, u64> pred39;
@@ -1801,6 +1801,7 @@ public:
PSET,
CSETP,
R2P_IMM,
P2R_IMM,
XMAD_IMM,
XMAD_CR,
XMAD_RC,
@@ -1973,7 +1974,7 @@ private:
INST("1101-01---------", Id::TLDS, Type::Texture, "TLDS"),
INST("110010----111---", Id::TLD4, Type::Texture, "TLD4"),
INST("1101111011111---", Id::TLD4_B, Type::Texture, "TLD4_B"),
INST("11011111--00----", Id::TLD4S, Type::Texture, "TLD4S"),
INST("11011111-0------", Id::TLD4S, Type::Texture, "TLD4S"),
INST("110111110110----", Id::TMML_B, Type::Texture, "TMML_B"),
INST("1101111101011---", Id::TMML, Type::Texture, "TMML"),
INST("11011110011110--", Id::TXD_B, Type::Texture, "TXD_B"),
@@ -2106,6 +2107,7 @@ private:
INST("0101000010010---", Id::PSETP, Type::PredicateSetPredicate, "PSETP"),
INST("010100001010----", Id::CSETP, Type::PredicateSetPredicate, "CSETP"),
INST("0011100-11110---", Id::R2P_IMM, Type::RegisterSetPredicate, "R2P_IMM"),
INST("0011100-11101---", Id::P2R_IMM, Type::RegisterSetPredicate, "P2R_IMM"),
INST("0011011-00------", Id::XMAD_IMM, Type::Xmad, "XMAD_IMM"),
INST("0100111---------", Id::XMAD_CR, Type::Xmad, "XMAD_CR"),
INST("010100010-------", Id::XMAD_RC, Type::Xmad, "XMAD_RC"),
@@ -399,6 +399,7 @@ public:
DeclareConstantBuffers();
DeclareGlobalMemory();
DeclareSamplers();
DeclareImages();
DeclarePhysicalAttributeReader();
code.AddLine("void execute_{}() {{", suffix);
+104 -122
View File
@@ -24,19 +24,21 @@
namespace OpenGL {
static const char vertex_shader[] = R"(
#version 150 core
namespace {
in vec2 vert_position;
in vec2 vert_tex_coord;
out vec2 frag_tex_coord;
constexpr char vertex_shader[] = R"(
#version 430 core
layout (location = 0) in vec2 vert_position;
layout (location = 1) in vec2 vert_tex_coord;
layout (location = 0) out vec2 frag_tex_coord;
// This is a truncated 3x3 matrix for 2D transformations:
// The upper-left 2x2 submatrix performs scaling/rotation/mirroring.
// The third column performs translation.
// The third row could be used for projection, which we don't need in 2D. It hence is assumed to
// implicitly be [0, 0, 1]
uniform mat3x2 modelview_matrix;
layout (location = 0) uniform mat3x2 modelview_matrix;
void main() {
// Multiply input position by the rotscale part of the matrix and then manually translate by
@@ -47,34 +49,29 @@ void main() {
}
)";
static const char fragment_shader[] = R"(
#version 150 core
constexpr char fragment_shader[] = R"(
#version 430 core
in vec2 frag_tex_coord;
out vec4 color;
layout (location = 0) in vec2 frag_tex_coord;
layout (location = 0) out vec4 color;
uniform sampler2D color_texture;
layout (binding = 0) uniform sampler2D color_texture;
void main() {
// Swap RGBA -> ABGR so we don't have to do this on the CPU. This needs to change if we have to
// support more framebuffer pixel formats.
color = texture(color_texture, frag_tex_coord);
}
)";
/**
* Vertex structure that the drawn screen rectangles are composed of.
*/
struct ScreenRectVertex {
ScreenRectVertex(GLfloat x, GLfloat y, GLfloat u, GLfloat v) {
position[0] = x;
position[1] = y;
tex_coord[0] = u;
tex_coord[1] = v;
}
constexpr GLint PositionLocation = 0;
constexpr GLint TexCoordLocation = 1;
constexpr GLint ModelViewMatrixLocation = 0;
GLfloat position[2];
GLfloat tex_coord[2];
struct ScreenRectVertex {
constexpr ScreenRectVertex(GLfloat x, GLfloat y, GLfloat u, GLfloat v)
: position{{x, y}}, tex_coord{{u, v}} {}
std::array<GLfloat, 2> position;
std::array<GLfloat, 2> tex_coord;
};
/**
@@ -84,18 +81,82 @@ struct ScreenRectVertex {
* The projection part of the matrix is trivial, hence these operations are represented
* by a 3x2 matrix.
*/
static std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(const float width, const float height) {
std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(float width, float height) {
std::array<GLfloat, 3 * 2> matrix; // Laid out in column-major order
// clang-format off
matrix[0] = 2.f / width; matrix[2] = 0.f; matrix[4] = -1.f;
matrix[1] = 0.f; matrix[3] = -2.f / height; matrix[5] = 1.f;
matrix[0] = 2.f / width; matrix[2] = 0.f; matrix[4] = -1.f;
matrix[1] = 0.f; matrix[3] = -2.f / height; matrix[5] = 1.f;
// Last matrix row is implicitly assumed to be [0, 0, 1].
// clang-format on
return matrix;
}
const char* GetSource(GLenum source) {
switch (source) {
case GL_DEBUG_SOURCE_API:
return "API";
case GL_DEBUG_SOURCE_WINDOW_SYSTEM:
return "WINDOW_SYSTEM";
case GL_DEBUG_SOURCE_SHADER_COMPILER:
return "SHADER_COMPILER";
case GL_DEBUG_SOURCE_THIRD_PARTY:
return "THIRD_PARTY";
case GL_DEBUG_SOURCE_APPLICATION:
return "APPLICATION";
case GL_DEBUG_SOURCE_OTHER:
return "OTHER";
default:
UNREACHABLE();
return "Unknown source";
}
}
const char* GetType(GLenum type) {
switch (type) {
case GL_DEBUG_TYPE_ERROR:
return "ERROR";
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR:
return "DEPRECATED_BEHAVIOR";
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR:
return "UNDEFINED_BEHAVIOR";
case GL_DEBUG_TYPE_PORTABILITY:
return "PORTABILITY";
case GL_DEBUG_TYPE_PERFORMANCE:
return "PERFORMANCE";
case GL_DEBUG_TYPE_OTHER:
return "OTHER";
case GL_DEBUG_TYPE_MARKER:
return "MARKER";
default:
UNREACHABLE();
return "Unknown type";
}
}
void APIENTRY DebugHandler(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length,
const GLchar* message, const void* user_param) {
const char format[] = "{} {} {}: {}";
const char* const str_source = GetSource(source);
const char* const str_type = GetType(type);
switch (severity) {
case GL_DEBUG_SEVERITY_HIGH:
LOG_CRITICAL(Render_OpenGL, format, str_source, str_type, id, message);
break;
case GL_DEBUG_SEVERITY_MEDIUM:
LOG_WARNING(Render_OpenGL, format, str_source, str_type, id, message);
break;
case GL_DEBUG_SEVERITY_NOTIFICATION:
case GL_DEBUG_SEVERITY_LOW:
LOG_DEBUG(Render_OpenGL, format, str_source, str_type, id, message);
break;
}
}
} // Anonymous namespace
RendererOpenGL::RendererOpenGL(Core::Frontend::EmuWindow& emu_window, Core::System& system)
: VideoCore::RendererBase{emu_window}, emu_window{emu_window}, system{system} {}
@@ -138,9 +199,6 @@ void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
prev_state.Apply();
}
/**
* Loads framebuffer from emulated memory into the active OpenGL texture.
*/
void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer) {
// Framebuffer orientation handling
framebuffer_transform_flags = framebuffer.transform_flags;
@@ -181,19 +239,12 @@ void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuf
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
}
/**
* Fills active OpenGL texture with the given RGB color. Since the color is solid, the texture can
* be 1x1 but will stretch across whatever it's rendered on.
*/
void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, u8 color_a,
const TextureInfo& texture) {
const u8 framebuffer_data[4] = {color_a, color_b, color_g, color_r};
glClearTexImage(texture.resource.handle, 0, GL_RGBA, GL_UNSIGNED_BYTE, framebuffer_data);
}
/**
* Initializes the OpenGL state and creates persistent objects.
*/
void RendererOpenGL::InitOpenGLObjects() {
glClearColor(Settings::values.bg_red, Settings::values.bg_green, Settings::values.bg_blue,
0.0f);
@@ -203,10 +254,6 @@ void RendererOpenGL::InitOpenGLObjects() {
state.draw.shader_program = shader.handle;
state.AllDirty();
state.Apply();
uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix");
uniform_color_texture = glGetUniformLocation(shader.handle, "color_texture");
attrib_position = glGetAttribLocation(shader.handle, "vert_position");
attrib_tex_coord = glGetAttribLocation(shader.handle, "vert_tex_coord");
// Generate VBO handle for drawing
vertex_buffer.Create();
@@ -217,14 +264,14 @@ void RendererOpenGL::InitOpenGLObjects() {
// Attach vertex data to VAO
glNamedBufferData(vertex_buffer.handle, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW);
glVertexArrayAttribFormat(vertex_array.handle, attrib_position, 2, GL_FLOAT, GL_FALSE,
glVertexArrayAttribFormat(vertex_array.handle, PositionLocation, 2, GL_FLOAT, GL_FALSE,
offsetof(ScreenRectVertex, position));
glVertexArrayAttribFormat(vertex_array.handle, attrib_tex_coord, 2, GL_FLOAT, GL_FALSE,
glVertexArrayAttribFormat(vertex_array.handle, TexCoordLocation, 2, GL_FLOAT, GL_FALSE,
offsetof(ScreenRectVertex, tex_coord));
glVertexArrayAttribBinding(vertex_array.handle, attrib_position, 0);
glVertexArrayAttribBinding(vertex_array.handle, attrib_tex_coord, 0);
glEnableVertexArrayAttrib(vertex_array.handle, attrib_position);
glEnableVertexArrayAttrib(vertex_array.handle, attrib_tex_coord);
glVertexArrayAttribBinding(vertex_array.handle, PositionLocation, 0);
glVertexArrayAttribBinding(vertex_array.handle, TexCoordLocation, 0);
glEnableVertexArrayAttrib(vertex_array.handle, PositionLocation);
glEnableVertexArrayAttrib(vertex_array.handle, TexCoordLocation);
glVertexArrayVertexBuffer(vertex_array.handle, 0, vertex_buffer.handle, 0,
sizeof(ScreenRectVertex));
@@ -331,18 +378,18 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x,
static_cast<f32>(screen_info.texture.height);
}
std::array<ScreenRectVertex, 4> vertices = {{
const std::array vertices = {
ScreenRectVertex(x, y, texcoords.top * scale_u, left * scale_v),
ScreenRectVertex(x + w, y, texcoords.bottom * scale_u, left * scale_v),
ScreenRectVertex(x, y + h, texcoords.top * scale_u, right * scale_v),
ScreenRectVertex(x + w, y + h, texcoords.bottom * scale_u, right * scale_v),
}};
};
state.textures[0] = screen_info.display_texture;
state.framebuffer_srgb.enabled = screen_info.display_srgb;
state.AllDirty();
state.Apply();
glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), vertices.data());
glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), std::data(vertices));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// Restore default state
state.framebuffer_srgb.enabled = false;
@@ -351,9 +398,6 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x,
state.Apply();
}
/**
* Draws the emulated screens to the emulator window.
*/
void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
if (renderer_settings.set_background_color) {
// Update background color before drawing
@@ -367,21 +411,17 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
glClear(GL_COLOR_BUFFER_BIT);
// Set projection matrix
std::array<GLfloat, 3 * 2> ortho_matrix =
MakeOrthographicMatrix((float)layout.width, (float)layout.height);
glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data());
const std::array ortho_matrix =
MakeOrthographicMatrix(static_cast<float>(layout.width), static_cast<float>(layout.height));
glUniformMatrix3x2fv(ModelViewMatrixLocation, 1, GL_FALSE, ortho_matrix.data());
// Bind texture in Texture Unit 0
glActiveTexture(GL_TEXTURE0);
glUniform1i(uniform_color_texture, 0);
DrawScreenTriangles(screen_info, (float)screen.left, (float)screen.top,
(float)screen.GetWidth(), (float)screen.GetHeight());
DrawScreenTriangles(screen_info, static_cast<float>(screen.left),
static_cast<float>(screen.top), static_cast<float>(screen.GetWidth()),
static_cast<float>(screen.GetHeight()));
m_current_frame++;
}
/// Updates the framerate
void RendererOpenGL::UpdateFramerate() {}
void RendererOpenGL::CaptureScreenshot() {
@@ -418,63 +458,6 @@ void RendererOpenGL::CaptureScreenshot() {
renderer_settings.screenshot_requested = false;
}
static const char* GetSource(GLenum source) {
#define RET(s) \
case GL_DEBUG_SOURCE_##s: \
return #s
switch (source) {
RET(API);
RET(WINDOW_SYSTEM);
RET(SHADER_COMPILER);
RET(THIRD_PARTY);
RET(APPLICATION);
RET(OTHER);
default:
UNREACHABLE();
return "Unknown source";
}
#undef RET
}
static const char* GetType(GLenum type) {
#define RET(t) \
case GL_DEBUG_TYPE_##t: \
return #t
switch (type) {
RET(ERROR);
RET(DEPRECATED_BEHAVIOR);
RET(UNDEFINED_BEHAVIOR);
RET(PORTABILITY);
RET(PERFORMANCE);
RET(OTHER);
RET(MARKER);
default:
UNREACHABLE();
return "Unknown type";
}
#undef RET
}
static void APIENTRY DebugHandler(GLenum source, GLenum type, GLuint id, GLenum severity,
GLsizei length, const GLchar* message, const void* user_param) {
const char format[] = "{} {} {}: {}";
const char* const str_source = GetSource(source);
const char* const str_type = GetType(type);
switch (severity) {
case GL_DEBUG_SEVERITY_HIGH:
LOG_CRITICAL(Render_OpenGL, format, str_source, str_type, id, message);
break;
case GL_DEBUG_SEVERITY_MEDIUM:
LOG_WARNING(Render_OpenGL, format, str_source, str_type, id, message);
break;
case GL_DEBUG_SEVERITY_NOTIFICATION:
case GL_DEBUG_SEVERITY_LOW:
LOG_DEBUG(Render_OpenGL, format, str_source, str_type, id, message);
break;
}
}
bool RendererOpenGL::Init() {
Core::Frontend::ScopeAcquireWindowContext acquire_context{render_window};
@@ -495,7 +478,6 @@ bool RendererOpenGL::Init() {
return true;
}
/// Shutdown the renderer
void RendererOpenGL::ShutDown() {}
} // namespace OpenGL
@@ -59,21 +59,31 @@ public:
void ShutDown() override;
private:
/// Initializes the OpenGL state and creates persistent objects.
void InitOpenGLObjects();
void AddTelemetryFields();
void CreateRasterizer();
void ConfigureFramebufferTexture(TextureInfo& texture,
const Tegra::FramebufferConfig& framebuffer);
/// Draws the emulated screens to the emulator window.
void DrawScreen(const Layout::FramebufferLayout& layout);
void DrawScreenTriangles(const ScreenInfo& screen_info, float x, float y, float w, float h);
/// Updates the framerate.
void UpdateFramerate();
void CaptureScreenshot();
// Loads framebuffer from emulated memory into the display information structure
/// Loads framebuffer from emulated memory into the active OpenGL texture.
void LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer);
// Fills active OpenGL texture with the given RGBA color.
/// Fills active OpenGL texture with the given RGB color.Since the color is solid, the texture
/// can be 1x1 but will stretch across whatever it's rendered on.
void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, u8 color_a,
const TextureInfo& texture);
@@ -94,14 +104,6 @@ private:
/// OpenGL framebuffer data
std::vector<u8> gl_framebuffer_data;
// Shader uniform location indices
GLuint uniform_modelview_matrix;
GLuint uniform_color_texture;
// Shader attribute input indices
GLuint attrib_position;
GLuint attrib_tex_coord;
/// Used for transforming the framebuffer orientation
Tegra::FramebufferConfig::TransformFlags framebuffer_transform_flags;
Common::Rectangle<int> framebuffer_crop_rect;
+140 -14
View File
@@ -3,7 +3,7 @@
// Refer to the license.txt file included.
#include "common/assert.h"
#include "common/logging/log.h"
#include "common/microprofile.h"
#include "video_core/renderer_vulkan/declarations.h"
#include "video_core/renderer_vulkan/vk_device.h"
#include "video_core/renderer_vulkan/vk_resource_manager.h"
@@ -11,46 +11,172 @@
namespace Vulkan {
VKScheduler::VKScheduler(const VKDevice& device, VKResourceManager& resource_manager)
: device{device}, resource_manager{resource_manager} {
next_fence = &resource_manager.CommitFence();
AllocateNewContext();
MICROPROFILE_DECLARE(Vulkan_WaitForWorker);
void VKScheduler::CommandChunk::ExecuteAll(vk::CommandBuffer cmdbuf,
const vk::DispatchLoaderDynamic& dld) {
auto command = first;
while (command != nullptr) {
auto next = command->GetNext();
command->Execute(cmdbuf, dld);
command->~Command();
command = next;
}
command_offset = 0;
first = nullptr;
last = nullptr;
}
VKScheduler::~VKScheduler() = default;
VKScheduler::VKScheduler(const VKDevice& device, VKResourceManager& resource_manager)
: device{device}, resource_manager{resource_manager}, next_fence{
&resource_manager.CommitFence()} {
AcquireNewChunk();
AllocateNewContext();
worker_thread = std::thread(&VKScheduler::WorkerThread, this);
}
VKScheduler::~VKScheduler() {
quit = true;
cv.notify_all();
worker_thread.join();
}
void VKScheduler::Flush(bool release_fence, vk::Semaphore semaphore) {
SubmitExecution(semaphore);
if (release_fence)
if (release_fence) {
current_fence->Release();
}
AllocateNewContext();
}
void VKScheduler::Finish(bool release_fence, vk::Semaphore semaphore) {
SubmitExecution(semaphore);
current_fence->Wait();
if (release_fence)
if (release_fence) {
current_fence->Release();
}
AllocateNewContext();
}
void VKScheduler::WaitWorker() {
MICROPROFILE_SCOPE(Vulkan_WaitForWorker);
DispatchWork();
bool finished = false;
do {
cv.notify_all();
std::unique_lock lock{mutex};
finished = chunk_queue.Empty();
} while (!finished);
}
void VKScheduler::DispatchWork() {
if (chunk->Empty()) {
return;
}
chunk_queue.Push(std::move(chunk));
cv.notify_all();
AcquireNewChunk();
}
void VKScheduler::RequestRenderpass(const vk::RenderPassBeginInfo& renderpass_bi) {
if (state.renderpass && renderpass_bi == *state.renderpass) {
return;
}
const bool end_renderpass = state.renderpass.has_value();
state.renderpass = renderpass_bi;
Record([renderpass_bi, end_renderpass](auto cmdbuf, auto& dld) {
if (end_renderpass) {
cmdbuf.endRenderPass(dld);
}
cmdbuf.beginRenderPass(renderpass_bi, vk::SubpassContents::eInline, dld);
});
}
void VKScheduler::RequestOutsideRenderPassOperationContext() {
EndRenderPass();
}
void VKScheduler::BindGraphicsPipeline(vk::Pipeline pipeline) {
if (state.graphics_pipeline == pipeline) {
return;
}
state.graphics_pipeline = pipeline;
Record([pipeline](auto cmdbuf, auto& dld) {
cmdbuf.bindPipeline(vk::PipelineBindPoint::eGraphics, pipeline, dld);
});
}
void VKScheduler::WorkerThread() {
std::unique_lock lock{mutex};
do {
cv.wait(lock, [this] { return !chunk_queue.Empty() || quit; });
if (quit) {
continue;
}
auto extracted_chunk = std::move(chunk_queue.Front());
chunk_queue.Pop();
extracted_chunk->ExecuteAll(current_cmdbuf, device.GetDispatchLoader());
chunk_reserve.Push(std::move(extracted_chunk));
} while (!quit);
}
void VKScheduler::SubmitExecution(vk::Semaphore semaphore) {
EndPendingOperations();
InvalidateState();
WaitWorker();
std::unique_lock lock{mutex};
const auto queue = device.GetGraphicsQueue();
const auto& dld = device.GetDispatchLoader();
current_cmdbuf.end(dld);
const auto queue = device.GetGraphicsQueue();
const vk::SubmitInfo submit_info(0, nullptr, nullptr, 1, &current_cmdbuf, semaphore ? 1u : 0u,
const vk::SubmitInfo submit_info(0, nullptr, nullptr, 1, &current_cmdbuf, semaphore ? 1U : 0U,
&semaphore);
queue.submit({submit_info}, *current_fence, dld);
queue.submit({submit_info}, static_cast<vk::Fence>(*current_fence), dld);
}
void VKScheduler::AllocateNewContext() {
std::unique_lock lock{mutex};
current_fence = next_fence;
current_cmdbuf = resource_manager.CommitCommandBuffer(*current_fence);
next_fence = &resource_manager.CommitFence();
const auto& dld = device.GetDispatchLoader();
current_cmdbuf.begin({vk::CommandBufferUsageFlagBits::eOneTimeSubmit}, dld);
current_cmdbuf = resource_manager.CommitCommandBuffer(*current_fence);
current_cmdbuf.begin({vk::CommandBufferUsageFlagBits::eOneTimeSubmit},
device.GetDispatchLoader());
}
void VKScheduler::InvalidateState() {
state.graphics_pipeline = nullptr;
state.viewports = false;
state.scissors = false;
state.depth_bias = false;
state.blend_constants = false;
state.depth_bounds = false;
state.stencil_values = false;
}
void VKScheduler::EndPendingOperations() {
EndRenderPass();
}
void VKScheduler::EndRenderPass() {
if (!state.renderpass) {
return;
}
state.renderpass = std::nullopt;
Record([](auto cmdbuf, auto& dld) { cmdbuf.endRenderPass(dld); });
}
void VKScheduler::AcquireNewChunk() {
if (chunk_reserve.Empty()) {
chunk = std::make_unique<CommandChunk>();
return;
}
chunk = std::move(chunk_reserve.Front());
chunk_reserve.Pop();
}
} // namespace Vulkan
+175 -27
View File
@@ -4,7 +4,14 @@
#pragma once
#include <condition_variable>
#include <memory>
#include <optional>
#include <stack>
#include <thread>
#include <utility>
#include "common/common_types.h"
#include "common/threadsafe_queue.h"
#include "video_core/renderer_vulkan/declarations.h"
namespace Vulkan {
@@ -30,23 +37,6 @@ private:
VKFence* const& fence;
};
class VKCommandBufferView {
public:
VKCommandBufferView() = default;
VKCommandBufferView(const vk::CommandBuffer& cmdbuf) : cmdbuf{cmdbuf} {}
const vk::CommandBuffer* operator->() const noexcept {
return &cmdbuf;
}
operator vk::CommandBuffer() const noexcept {
return cmdbuf;
}
private:
const vk::CommandBuffer& cmdbuf;
};
/// The scheduler abstracts command buffer and fence management with an interface that's able to do
/// OpenGL-like operations on Vulkan command buffers.
class VKScheduler {
@@ -54,32 +44,190 @@ public:
explicit VKScheduler(const VKDevice& device, VKResourceManager& resource_manager);
~VKScheduler();
/// Gets a reference to the current fence.
VKFenceView GetFence() const {
return current_fence;
}
/// Gets a reference to the current command buffer.
VKCommandBufferView GetCommandBuffer() const {
return current_cmdbuf;
}
/// Sends the current execution context to the GPU.
void Flush(bool release_fence = true, vk::Semaphore semaphore = nullptr);
/// Sends the current execution context to the GPU and waits for it to complete.
void Finish(bool release_fence = true, vk::Semaphore semaphore = nullptr);
/// Waits for the worker thread to finish executing everything. After this function returns it's
/// safe to touch worker resources.
void WaitWorker();
/// Sends currently recorded work to the worker thread.
void DispatchWork();
/// Requests to begin a renderpass.
void RequestRenderpass(const vk::RenderPassBeginInfo& renderpass_bi);
/// Requests the current executino context to be able to execute operations only allowed outside
/// of a renderpass.
void RequestOutsideRenderPassOperationContext();
/// Binds a pipeline to the current execution context.
void BindGraphicsPipeline(vk::Pipeline pipeline);
/// Returns true when viewports have been set in the current command buffer.
bool TouchViewports() {
return std::exchange(state.viewports, true);
}
/// Returns true when scissors have been set in the current command buffer.
bool TouchScissors() {
return std::exchange(state.scissors, true);
}
/// Returns true when depth bias have been set in the current command buffer.
bool TouchDepthBias() {
return std::exchange(state.depth_bias, true);
}
/// Returns true when blend constants have been set in the current command buffer.
bool TouchBlendConstants() {
return std::exchange(state.blend_constants, true);
}
/// Returns true when depth bounds have been set in the current command buffer.
bool TouchDepthBounds() {
return std::exchange(state.depth_bounds, true);
}
/// Returns true when stencil values have been set in the current command buffer.
bool TouchStencilValues() {
return std::exchange(state.stencil_values, true);
}
/// Send work to a separate thread.
template <typename T>
void Record(T&& command) {
if (chunk->Record(command)) {
return;
}
DispatchWork();
(void)chunk->Record(command);
}
/// Gets a reference to the current fence.
VKFenceView GetFence() const {
return current_fence;
}
private:
class Command {
public:
virtual ~Command() = default;
virtual void Execute(vk::CommandBuffer cmdbuf,
const vk::DispatchLoaderDynamic& dld) const = 0;
Command* GetNext() const {
return next;
}
void SetNext(Command* next_) {
next = next_;
}
private:
Command* next = nullptr;
};
template <typename T>
class TypedCommand final : public Command {
public:
explicit TypedCommand(T&& command) : command{std::move(command)} {}
~TypedCommand() override = default;
TypedCommand(TypedCommand&&) = delete;
TypedCommand& operator=(TypedCommand&&) = delete;
void Execute(vk::CommandBuffer cmdbuf,
const vk::DispatchLoaderDynamic& dld) const override {
command(cmdbuf, dld);
}
private:
T command;
};
class CommandChunk final {
public:
void ExecuteAll(vk::CommandBuffer cmdbuf, const vk::DispatchLoaderDynamic& dld);
template <typename T>
bool Record(T& command) {
using FuncType = TypedCommand<T>;
static_assert(sizeof(FuncType) < sizeof(data), "Lambda is too large");
if (command_offset > sizeof(data) - sizeof(FuncType)) {
return false;
}
Command* current_last = last;
last = new (data.data() + command_offset) FuncType(std::move(command));
if (current_last) {
current_last->SetNext(last);
} else {
first = last;
}
command_offset += sizeof(FuncType);
return true;
}
bool Empty() const {
return command_offset == 0;
}
private:
Command* first = nullptr;
Command* last = nullptr;
std::size_t command_offset = 0;
std::array<u8, 0x8000> data{};
};
void WorkerThread();
void SubmitExecution(vk::Semaphore semaphore);
void AllocateNewContext();
void InvalidateState();
void EndPendingOperations();
void EndRenderPass();
void AcquireNewChunk();
const VKDevice& device;
VKResourceManager& resource_manager;
vk::CommandBuffer current_cmdbuf;
VKFence* current_fence = nullptr;
VKFence* next_fence = nullptr;
struct State {
std::optional<vk::RenderPassBeginInfo> renderpass;
vk::Pipeline graphics_pipeline;
bool viewports = false;
bool scissors = false;
bool depth_bias = false;
bool blend_constants = false;
bool depth_bounds = false;
bool stencil_values = false;
} state;
std::unique_ptr<CommandChunk> chunk;
std::thread worker_thread;
Common::SPSCQueue<std::unique_ptr<CommandChunk>> chunk_queue;
Common::SPSCQueue<std::unique_ptr<CommandChunk>> chunk_reserve;
std::mutex mutex;
std::condition_variable cv;
bool quit = false;
};
} // namespace Vulkan
+13 -2
View File
@@ -63,12 +63,11 @@ u32 ShaderIR::DecodeConversion(NodeBlock& bb, u32 pc) {
case OpCode::Id::I2F_R:
case OpCode::Id::I2F_C:
case OpCode::Id::I2F_IMM: {
UNIMPLEMENTED_IF(instr.conversion.int_src.selector != 0);
UNIMPLEMENTED_IF(instr.conversion.dst_size == Register::Size::Long);
UNIMPLEMENTED_IF_MSG(instr.generates_cc,
"Condition codes generation in I2F is not implemented");
Node value = [&]() {
Node value = [&] {
switch (opcode->get().GetId()) {
case OpCode::Id::I2F_R:
return GetRegister(instr.gpr20);
@@ -81,7 +80,19 @@ u32 ShaderIR::DecodeConversion(NodeBlock& bb, u32 pc) {
return Immediate(0);
}
}();
const bool input_signed = instr.conversion.is_input_signed;
if (instr.conversion.src_size == Register::Size::Byte) {
const u32 offset = static_cast<u32>(instr.conversion.int_src.selector) * 8;
if (offset > 0) {
value = SignedOperation(OperationCode::ILogicalShiftRight, input_signed,
std::move(value), Immediate(offset));
}
} else {
UNIMPLEMENTED_IF(instr.conversion.int_src.selector != 0);
}
value = ConvertIntegerSize(value, instr.conversion.src_size, input_signed);
value = GetOperandAbsNegInteger(value, instr.conversion.abs_a, false, input_signed);
value = SignedOperation(OperationCode::FCastInteger, input_signed, PRECISE, value);
@@ -13,37 +13,65 @@ namespace VideoCommon::Shader {
using Tegra::Shader::Instruction;
using Tegra::Shader::OpCode;
namespace {
constexpr u64 NUM_PROGRAMMABLE_PREDICATES = 7;
}
u32 ShaderIR::DecodeRegisterSetPredicate(NodeBlock& bb, u32 pc) {
const Instruction instr = {program_code[pc]};
const auto opcode = OpCode::Decode(instr);
UNIMPLEMENTED_IF(instr.r2p.mode != Tegra::Shader::R2pMode::Pr);
UNIMPLEMENTED_IF(instr.p2r_r2p.mode != Tegra::Shader::R2pMode::Pr);
const Node apply_mask = [&]() {
const Node apply_mask = [&] {
switch (opcode->get().GetId()) {
case OpCode::Id::R2P_IMM:
return Immediate(static_cast<u32>(instr.r2p.immediate_mask));
case OpCode::Id::P2R_IMM:
return Immediate(static_cast<u32>(instr.p2r_r2p.immediate_mask));
default:
UNREACHABLE();
return Immediate(static_cast<u32>(instr.r2p.immediate_mask));
return Immediate(0);
}
}();
const Node mask = GetRegister(instr.gpr8);
const auto offset = static_cast<u32>(instr.r2p.byte) * 8;
constexpr u32 programmable_preds = 7;
for (u64 pred = 0; pred < programmable_preds; ++pred) {
const auto shift = static_cast<u32>(pred);
const auto offset = static_cast<u32>(instr.p2r_r2p.byte) * 8;
const Node apply_compare = BitfieldExtract(apply_mask, shift, 1);
const Node condition =
Operation(OperationCode::LogicalUNotEqual, apply_compare, Immediate(0));
switch (opcode->get().GetId()) {
case OpCode::Id::R2P_IMM: {
const Node mask = GetRegister(instr.gpr8);
const Node value_compare = BitfieldExtract(mask, offset + shift, 1);
const Node value = Operation(OperationCode::LogicalUNotEqual, value_compare, Immediate(0));
for (u64 pred = 0; pred < NUM_PROGRAMMABLE_PREDICATES; ++pred) {
const auto shift = static_cast<u32>(pred);
const Node code = Operation(OperationCode::LogicalAssign, GetPredicate(pred), value);
bb.push_back(Conditional(condition, {code}));
const Node apply_compare = BitfieldExtract(apply_mask, shift, 1);
const Node condition =
Operation(OperationCode::LogicalUNotEqual, apply_compare, Immediate(0));
const Node value_compare = BitfieldExtract(mask, offset + shift, 1);
const Node value =
Operation(OperationCode::LogicalUNotEqual, value_compare, Immediate(0));
const Node code = Operation(OperationCode::LogicalAssign, GetPredicate(pred), value);
bb.push_back(Conditional(condition, {code}));
}
break;
}
case OpCode::Id::P2R_IMM: {
Node value = Immediate(0);
for (u64 pred = 0; pred < NUM_PROGRAMMABLE_PREDICATES; ++pred) {
Node bit = Operation(OperationCode::Select, GetPredicate(pred), Immediate(1U << pred),
Immediate(0));
value = Operation(OperationCode::UBitwiseOr, std::move(value), std::move(bit));
}
value = Operation(OperationCode::UBitwiseAnd, std::move(value), apply_mask);
value = BitfieldInsert(GetRegister(instr.gpr8), std::move(value), offset, 8);
SetRegister(bb, instr.gpr0, std::move(value));
break;
}
default:
UNIMPLEMENTED_MSG("Unhandled P2R/R2R instruction: {}", opcode->get().GetName());
break;
}
return pc;
+9 -4
View File
@@ -743,13 +743,18 @@ Node4 ShaderIR::GetTldsCode(Instruction instr, TextureType texture_type, bool is
// When lod is used always is in gpr20
const Node lod = lod_enabled ? GetRegister(instr.gpr20) : Immediate(0);
// Fill empty entries from the guest sampler.
// Fill empty entries from the guest sampler
const std::size_t entry_coord_count = GetCoordCount(sampler.GetType());
if (type_coord_count != entry_coord_count) {
LOG_WARNING(HW_GPU, "Bound and built texture types mismatch");
}
for (std::size_t i = type_coord_count; i < entry_coord_count; ++i) {
coords.push_back(GetRegister(Register::ZeroIndex));
// When the size is higher we insert zeroes
for (std::size_t i = type_coord_count; i < entry_coord_count; ++i) {
coords.push_back(GetRegister(Register::ZeroIndex));
}
// Then we ensure the size matches the number of entries (dropping unused values)
coords.resize(entry_coord_count);
}
Node4 values;