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274 lines
9.4 KiB
C++
274 lines
9.4 KiB
C++
// Copyright 2017 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "video_core/geometry_pipeline.h"
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#include "video_core/pica_state.h"
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#include "video_core/regs.h"
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#include "video_core/renderer_base.h"
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#include "video_core/video_core.h"
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namespace Pica {
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/// An attribute buffering interface for different pipeline modes
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class GeometryPipelineBackend {
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public:
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virtual ~GeometryPipelineBackend() = default;
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/// Checks if there is no incomplete data transfer
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virtual bool IsEmpty() const = 0;
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/// Checks if the pipeline needs a direct input from index buffer
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virtual bool NeedIndexInput() const = 0;
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/// Submits an index from index buffer
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virtual void SubmitIndex(unsigned int val) = 0;
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/**
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* Submits vertex attributes
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* @param input attributes of a vertex output from vertex shader
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* @return if the buffer is full and the geometry shader should be invoked
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*/
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virtual bool SubmitVertex(const Shader::AttributeBuffer& input) = 0;
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};
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// In the Point mode, vertex attributes are sent to the input registers in the geometry shader unit.
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// The size of vertex shader outputs and geometry shader inputs are constants. Geometry shader is
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// invoked upon inputs buffer filled up by vertex shader outputs. For example, if we have a geometry
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// shader that takes 6 inputs, and the vertex shader outputs 2 attributes, it would take 3 vertices
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// for one geometry shader invocation.
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// TODO: what happens when the input size is not divisible by the output size?
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class GeometryPipeline_Point : public GeometryPipelineBackend {
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public:
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GeometryPipeline_Point(const Regs& regs, Shader::GSUnitState& unit) : regs(regs), unit(unit) {
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ASSERT(regs.pipeline.variable_primitive == 0);
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ASSERT(regs.gs.input_to_uniform == 0);
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vs_output_num = regs.pipeline.vs_outmap_total_minus_1_a + 1;
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size_t gs_input_num = regs.gs.max_input_attribute_index + 1;
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ASSERT(gs_input_num % vs_output_num == 0);
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buffer_cur = attribute_buffer.attr;
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buffer_end = attribute_buffer.attr + gs_input_num;
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}
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bool IsEmpty() const override {
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return buffer_cur == attribute_buffer.attr;
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}
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bool NeedIndexInput() const override {
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return false;
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}
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void SubmitIndex(unsigned int val) override {
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UNREACHABLE();
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}
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bool SubmitVertex(const Shader::AttributeBuffer& input) override {
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buffer_cur = std::copy(input.attr, input.attr + vs_output_num, buffer_cur);
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if (buffer_cur == buffer_end) {
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buffer_cur = attribute_buffer.attr;
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unit.LoadInput(regs.gs, attribute_buffer);
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return true;
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}
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return false;
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}
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private:
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const Regs& regs;
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Shader::GSUnitState& unit;
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Shader::AttributeBuffer attribute_buffer;
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Math::Vec4<float24>* buffer_cur;
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Math::Vec4<float24>* buffer_end;
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unsigned int vs_output_num;
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};
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// In VariablePrimitive mode, vertex attributes are buffered into the uniform registers in the
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// geometry shader unit. The number of vertex is variable, which is specified by the first index
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// value in the batch. This mode is usually used for subdivision.
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class GeometryPipeline_VariablePrimitive : public GeometryPipelineBackend {
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public:
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GeometryPipeline_VariablePrimitive(const Regs& regs, Shader::ShaderSetup& setup)
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: regs(regs), setup(setup) {
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ASSERT(regs.pipeline.variable_primitive == 1);
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ASSERT(regs.gs.input_to_uniform == 1);
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vs_output_num = regs.pipeline.vs_outmap_total_minus_1_a + 1;
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}
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bool IsEmpty() const override {
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return need_index;
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}
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bool NeedIndexInput() const override {
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return need_index;
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}
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void SubmitIndex(unsigned int val) override {
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DEBUG_ASSERT(need_index);
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// The number of vertex input is put to the uniform register
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float24 vertex_num = float24::FromFloat32(static_cast<float>(val));
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setup.uniforms.f[0] = Math::MakeVec(vertex_num, vertex_num, vertex_num, vertex_num);
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// The second uniform register and so on are used for receiving input vertices
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buffer_cur = setup.uniforms.f + 1;
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main_vertex_num = regs.pipeline.variable_vertex_main_num_minus_1 + 1;
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total_vertex_num = val;
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need_index = false;
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}
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bool SubmitVertex(const Shader::AttributeBuffer& input) override {
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DEBUG_ASSERT(!need_index);
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if (main_vertex_num != 0) {
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// For main vertices, receive all attributes
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buffer_cur = std::copy(input.attr, input.attr + vs_output_num, buffer_cur);
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--main_vertex_num;
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} else {
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// For other vertices, only receive the first attribute (usually the position)
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*(buffer_cur++) = input.attr[0];
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}
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--total_vertex_num;
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if (total_vertex_num == 0) {
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need_index = true;
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return true;
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}
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return false;
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}
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private:
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bool need_index = true;
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const Regs& regs;
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Shader::ShaderSetup& setup;
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unsigned int main_vertex_num;
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unsigned int total_vertex_num;
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Math::Vec4<float24>* buffer_cur;
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unsigned int vs_output_num;
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};
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// In FixedPrimitive mode, vertex attributes are buffered into the uniform registers in the geometry
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// shader unit. The number of vertex per shader invocation is constant. This is usually used for
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// particle system.
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class GeometryPipeline_FixedPrimitive : public GeometryPipelineBackend {
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public:
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GeometryPipeline_FixedPrimitive(const Regs& regs, Shader::ShaderSetup& setup)
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: regs(regs), setup(setup) {
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ASSERT(regs.pipeline.variable_primitive == 0);
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ASSERT(regs.gs.input_to_uniform == 1);
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vs_output_num = regs.pipeline.vs_outmap_total_minus_1_a + 1;
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ASSERT(vs_output_num == regs.pipeline.gs_config.stride_minus_1 + 1);
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size_t vertex_num = regs.pipeline.gs_config.fixed_vertex_num_minus_1 + 1;
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buffer_cur = buffer_begin = setup.uniforms.f + regs.pipeline.gs_config.start_index;
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buffer_end = buffer_begin + vs_output_num * vertex_num;
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}
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bool IsEmpty() const override {
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return buffer_cur == buffer_begin;
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}
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bool NeedIndexInput() const override {
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return false;
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}
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void SubmitIndex(unsigned int val) override {
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UNREACHABLE();
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}
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bool SubmitVertex(const Shader::AttributeBuffer& input) override {
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buffer_cur = std::copy(input.attr, input.attr + vs_output_num, buffer_cur);
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if (buffer_cur == buffer_end) {
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buffer_cur = buffer_begin;
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return true;
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}
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return false;
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}
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private:
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const Regs& regs;
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Shader::ShaderSetup& setup;
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Math::Vec4<float24>* buffer_begin;
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Math::Vec4<float24>* buffer_cur;
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Math::Vec4<float24>* buffer_end;
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unsigned int vs_output_num;
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};
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GeometryPipeline::GeometryPipeline(State& state) : state(state) {}
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GeometryPipeline::~GeometryPipeline() = default;
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void GeometryPipeline::SetVertexHandler(Shader::VertexHandler vertex_handler) {
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this->vertex_handler = vertex_handler;
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}
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void GeometryPipeline::Setup(Shader::ShaderEngine* shader_engine) {
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if (!backend)
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return;
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this->shader_engine = shader_engine;
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shader_engine->SetupBatch(state.gs, state.regs.gs.main_offset);
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}
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void GeometryPipeline::Reconfigure() {
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ASSERT(!backend || backend->IsEmpty());
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if (state.regs.pipeline.use_gs == PipelineRegs::UseGS::No) {
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backend = nullptr;
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return;
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}
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ASSERT(state.regs.pipeline.use_gs == PipelineRegs::UseGS::Yes);
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// The following assumes that when geometry shader is in use, the shader unit 3 is configured as
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// a geometry shader unit.
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// TODO: what happens if this is not true?
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ASSERT(state.regs.pipeline.gs_unit_exclusive_configuration == 1);
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ASSERT(state.regs.gs.shader_mode == ShaderRegs::ShaderMode::GS);
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state.gs_unit.ConfigOutput(state.regs.gs);
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ASSERT(state.regs.pipeline.vs_outmap_total_minus_1_a ==
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state.regs.pipeline.vs_outmap_total_minus_1_b);
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switch (state.regs.pipeline.gs_config.mode) {
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case PipelineRegs::GSMode::Point:
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backend = std::make_unique<GeometryPipeline_Point>(state.regs, state.gs_unit);
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break;
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case PipelineRegs::GSMode::VariablePrimitive:
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backend = std::make_unique<GeometryPipeline_VariablePrimitive>(state.regs, state.gs);
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break;
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case PipelineRegs::GSMode::FixedPrimitive:
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backend = std::make_unique<GeometryPipeline_FixedPrimitive>(state.regs, state.gs);
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break;
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default:
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UNREACHABLE();
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}
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}
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bool GeometryPipeline::NeedIndexInput() const {
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if (!backend)
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return false;
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return backend->NeedIndexInput();
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}
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void GeometryPipeline::SubmitIndex(unsigned int val) {
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backend->SubmitIndex(val);
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}
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void GeometryPipeline::SubmitVertex(const Shader::AttributeBuffer& input) {
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if (!backend) {
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// No backend means the geometry shader is disabled, so we send the vertex shader output
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// directly to the primitive assembler.
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vertex_handler(input);
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} else {
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if (backend->SubmitVertex(input)) {
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shader_engine->Run(state.gs, state.gs_unit);
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// The uniform b15 is set to true after every geometry shader invocation. This is useful
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// for the shader to know if this is the first invocation in a batch, if the program set
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// b15 to false first.
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state.gs.uniforms.b[15] = true;
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}
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}
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}
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} // namespace Pica
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