// Copyright 2017 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include #include #include "common/archives.h" #include "video_core/geometry_pipeline.h" #include "video_core/pica_state.h" #include "video_core/regs.h" #include "video_core/renderer_base.h" #include "video_core/video_core.h" namespace Pica { /// An attribute buffering interface for different pipeline modes class GeometryPipelineBackend { public: virtual ~GeometryPipelineBackend() = default; /// Checks if there is no incomplete data transfer virtual bool IsEmpty() const = 0; /// Checks if the pipeline needs a direct input from index buffer virtual bool NeedIndexInput() const = 0; /// Submits an index from index buffer virtual void SubmitIndex(unsigned int val) = 0; /** * Submits vertex attributes * @param input attributes of a vertex output from vertex shader * @return if the buffer is full and the geometry shader should be invoked */ virtual bool SubmitVertex(const Shader::AttributeBuffer& input) = 0; private: template void serialize(Archive& ar, const unsigned int file_version) {} friend class boost::serialization::access; }; // In the Point mode, vertex attributes are sent to the input registers in the geometry shader unit. // The size of vertex shader outputs and geometry shader inputs are constants. Geometry shader is // invoked upon inputs buffer filled up by vertex shader outputs. For example, if we have a geometry // shader that takes 6 inputs, and the vertex shader outputs 2 attributes, it would take 3 vertices // for one geometry shader invocation. // TODO: what happens when the input size is not divisible by the output size? class GeometryPipeline_Point : public GeometryPipelineBackend { public: GeometryPipeline_Point() : regs(g_state.regs), unit(g_state.gs_unit) { ASSERT(regs.pipeline.variable_primitive == 0); ASSERT(regs.gs.input_to_uniform == 0); vs_output_num = regs.pipeline.vs_outmap_total_minus_1_a + 1; std::size_t gs_input_num = regs.gs.max_input_attribute_index + 1; ASSERT(gs_input_num % vs_output_num == 0); buffer_cur = attribute_buffer.attr; buffer_end = attribute_buffer.attr + gs_input_num; } bool IsEmpty() const override { return buffer_cur == attribute_buffer.attr; } bool NeedIndexInput() const override { return false; } void SubmitIndex(unsigned int val) override { UNREACHABLE(); } bool SubmitVertex(const Shader::AttributeBuffer& input) override { buffer_cur = std::copy(input.attr, input.attr + vs_output_num, buffer_cur); if (buffer_cur == buffer_end) { buffer_cur = attribute_buffer.attr; unit.LoadInput(regs.gs, attribute_buffer); return true; } return false; } private: const Regs& regs; Shader::GSUnitState& unit; Shader::AttributeBuffer attribute_buffer; Common::Vec4* buffer_cur; Common::Vec4* buffer_end; unsigned int vs_output_num; template static void serialize_common(Class* self, Archive& ar, const unsigned int version) { ar& boost::serialization::base_object(*self); ar & self->attribute_buffer; ar & self->vs_output_num; } template void save(Archive& ar, const unsigned int version) const { serialize_common(this, ar, version); auto buffer_idx = static_cast(buffer_cur - attribute_buffer.attr); auto buffer_size = static_cast(buffer_end - attribute_buffer.attr); ar << buffer_idx; ar << buffer_size; } template void load(Archive& ar, const unsigned int version) { serialize_common(this, ar, version); u32 buffer_idx, buffer_size; ar >> buffer_idx; ar >> buffer_size; buffer_cur = attribute_buffer.attr + buffer_idx; buffer_end = attribute_buffer.attr + buffer_size; } BOOST_SERIALIZATION_SPLIT_MEMBER() friend class boost::serialization::access; }; // In VariablePrimitive mode, vertex attributes are buffered into the uniform registers in the // geometry shader unit. The number of vertex is variable, which is specified by the first index // value in the batch. This mode is usually used for subdivision. class GeometryPipeline_VariablePrimitive : public GeometryPipelineBackend { public: GeometryPipeline_VariablePrimitive() : regs(g_state.regs), setup(g_state.gs) { ASSERT(regs.pipeline.variable_primitive == 1); ASSERT(regs.gs.input_to_uniform == 1); vs_output_num = regs.pipeline.vs_outmap_total_minus_1_a + 1; } bool IsEmpty() const override { return need_index; } bool NeedIndexInput() const override { return need_index; } void SubmitIndex(unsigned int val) override { DEBUG_ASSERT(need_index); // The number of vertex input is put to the uniform register float24 vertex_num = float24::FromFloat32(static_cast(val)); setup.uniforms.f[0] = Common::MakeVec(vertex_num, vertex_num, vertex_num, vertex_num); // The second uniform register and so on are used for receiving input vertices buffer_cur = setup.uniforms.f + 1; main_vertex_num = regs.pipeline.variable_vertex_main_num_minus_1 + 1; total_vertex_num = val; need_index = false; } bool SubmitVertex(const Shader::AttributeBuffer& input) override { DEBUG_ASSERT(!need_index); if (main_vertex_num != 0) { // For main vertices, receive all attributes buffer_cur = std::copy(input.attr, input.attr + vs_output_num, buffer_cur); --main_vertex_num; } else { // For other vertices, only receive the first attribute (usually the position) *(buffer_cur++) = input.attr[0]; } --total_vertex_num; if (total_vertex_num == 0) { need_index = true; return true; } return false; } private: bool need_index = true; const Regs& regs; Shader::ShaderSetup& setup; unsigned int main_vertex_num; unsigned int total_vertex_num; Common::Vec4* buffer_cur; unsigned int vs_output_num; template static void serialize_common(Class* self, Archive& ar, const unsigned int version) { ar& boost::serialization::base_object(*self); ar & self->need_index; ar & self->main_vertex_num; ar & self->total_vertex_num; ar & self->vs_output_num; } template void save(Archive& ar, const unsigned int version) const { serialize_common(this, ar, version); auto buffer_idx = static_cast(buffer_cur - setup.uniforms.f); ar << buffer_idx; } template void load(Archive& ar, const unsigned int version) { serialize_common(this, ar, version); u32 buffer_idx; ar >> buffer_idx; buffer_cur = setup.uniforms.f + buffer_idx; } BOOST_SERIALIZATION_SPLIT_MEMBER() friend class boost::serialization::access; }; // In FixedPrimitive mode, vertex attributes are buffered into the uniform registers in the geometry // shader unit. The number of vertex per shader invocation is constant. This is usually used for // particle system. class GeometryPipeline_FixedPrimitive : public GeometryPipelineBackend { public: GeometryPipeline_FixedPrimitive() : regs(g_state.regs), setup(g_state.gs) { ASSERT(regs.pipeline.variable_primitive == 0); ASSERT(regs.gs.input_to_uniform == 1); vs_output_num = regs.pipeline.vs_outmap_total_minus_1_a + 1; ASSERT(vs_output_num == regs.pipeline.gs_config.stride_minus_1 + 1); std::size_t vertex_num = regs.pipeline.gs_config.fixed_vertex_num_minus_1 + 1; buffer_cur = buffer_begin = setup.uniforms.f + regs.pipeline.gs_config.start_index; buffer_end = buffer_begin + vs_output_num * vertex_num; } bool IsEmpty() const override { return buffer_cur == buffer_begin; } bool NeedIndexInput() const override { return false; } void SubmitIndex(unsigned int val) override { UNREACHABLE(); } bool SubmitVertex(const Shader::AttributeBuffer& input) override { buffer_cur = std::copy(input.attr, input.attr + vs_output_num, buffer_cur); if (buffer_cur == buffer_end) { buffer_cur = buffer_begin; return true; } return false; } private: const Regs& regs; Shader::ShaderSetup& setup; Common::Vec4* buffer_begin; Common::Vec4* buffer_cur; Common::Vec4* buffer_end; unsigned int vs_output_num; template static void serialize_common(Class* self, Archive& ar, const unsigned int version) { ar& boost::serialization::base_object(*self); ar & self->vs_output_num; } template void save(Archive& ar, const unsigned int version) const { serialize_common(this, ar, version); auto buffer_offset = static_cast(buffer_begin - setup.uniforms.f); auto buffer_idx = static_cast(buffer_cur - setup.uniforms.f); auto buffer_size = static_cast(buffer_end - setup.uniforms.f); ar << buffer_offset; ar << buffer_idx; ar << buffer_size; } template void load(Archive& ar, const unsigned int version) { serialize_common(this, ar, version); u32 buffer_offset, buffer_idx, buffer_size; ar >> buffer_offset; ar >> buffer_idx; ar >> buffer_size; buffer_begin = setup.uniforms.f + buffer_offset; buffer_cur = setup.uniforms.f + buffer_idx; buffer_end = setup.uniforms.f + buffer_size; } BOOST_SERIALIZATION_SPLIT_MEMBER() friend class boost::serialization::access; }; GeometryPipeline::GeometryPipeline(State& state) : state(state) {} GeometryPipeline::~GeometryPipeline() = default; void GeometryPipeline::SetVertexHandler(Shader::VertexHandler vertex_handler) { this->vertex_handler = vertex_handler; } void GeometryPipeline::Setup(Shader::ShaderEngine* shader_engine) { if (!backend) return; this->shader_engine = shader_engine; shader_engine->SetupBatch(state.gs, state.regs.gs.main_offset); } void GeometryPipeline::Reconfigure() { ASSERT(!backend || backend->IsEmpty()); if (state.regs.pipeline.use_gs == PipelineRegs::UseGS::No) { backend = nullptr; return; } ASSERT(state.regs.pipeline.use_gs == PipelineRegs::UseGS::Yes); // The following assumes that when geometry shader is in use, the shader unit 3 is configured as // a geometry shader unit. // TODO: what happens if this is not true? ASSERT(state.regs.pipeline.gs_unit_exclusive_configuration == 1); ASSERT(state.regs.gs.shader_mode == ShaderRegs::ShaderMode::GS); state.gs_unit.ConfigOutput(state.regs.gs); ASSERT(state.regs.pipeline.vs_outmap_total_minus_1_a == state.regs.pipeline.vs_outmap_total_minus_1_b); switch (state.regs.pipeline.gs_config.mode) { case PipelineRegs::GSMode::Point: backend = std::make_unique(); break; case PipelineRegs::GSMode::VariablePrimitive: backend = std::make_unique(); break; case PipelineRegs::GSMode::FixedPrimitive: backend = std::make_unique(); break; default: UNREACHABLE(); } } bool GeometryPipeline::NeedIndexInput() const { if (!backend) return false; return backend->NeedIndexInput(); } void GeometryPipeline::SubmitIndex(unsigned int val) { backend->SubmitIndex(val); } void GeometryPipeline::SubmitVertex(const Shader::AttributeBuffer& input) { if (!backend) { // No backend means the geometry shader is disabled, so we send the vertex shader output // directly to the primitive assembler. vertex_handler(input); } else { if (backend->SubmitVertex(input)) { shader_engine->Run(state.gs, state.gs_unit); // The uniform b15 is set to true after every geometry shader invocation. This is useful // for the shader to know if this is the first invocation in a batch, if the program set // b15 to false first. state.gs.uniforms.b[15] = true; } } } template void GeometryPipeline::serialize(Archive& ar, const unsigned int version) { // vertex_handler and shader_engine are always set to the same value ar& backend; } } // namespace Pica BOOST_SERIALIZATION_ASSUME_ABSTRACT(Pica::GeometryPipelineBackend) SERIALIZE_EXPORT_IMPL(Pica::GeometryPipeline_Point) SERIALIZE_EXPORT_IMPL(Pica::GeometryPipeline_VariablePrimitive) SERIALIZE_EXPORT_IMPL(Pica::GeometryPipeline_FixedPrimitive) SERIALIZE_IMPL(Pica::GeometryPipeline)