Pica/VertexShader: Implement the LOOP instruction.
This commit is contained in:
parent
6c26ec72a5
commit
70a764d992
|
@ -85,8 +85,11 @@ struct VertexShaderState {
|
|||
};
|
||||
|
||||
struct CallStackElement {
|
||||
u32 final_address;
|
||||
u32 return_address;
|
||||
u32 final_address; // Address upon which we jump to return_address
|
||||
u32 return_address; // Where to jump when leaving scope
|
||||
u8 repeat_counter; // How often to repeat until this call stack element is removed
|
||||
u8 loop_increment; // Which value to add to the loop counter after an iteration
|
||||
// TODO: Should this be a signed value? Does it even matter?
|
||||
};
|
||||
|
||||
// TODO: Is there a maximal size for this?
|
||||
|
@ -105,9 +108,14 @@ static void ProcessShaderCode(VertexShaderState& state) {
|
|||
|
||||
while (true) {
|
||||
if (!state.call_stack.empty()) {
|
||||
if (state.program_counter - shader_memory.data() == state.call_stack.top().final_address) {
|
||||
state.program_counter = &shader_memory[state.call_stack.top().return_address];
|
||||
auto& top = state.call_stack.top();
|
||||
if (state.program_counter - shader_memory.data() == top.final_address) {
|
||||
state.address_registers[2] += top.loop_increment;
|
||||
|
||||
if (top.repeat_counter-- == 0) {
|
||||
state.program_counter = &shader_memory[top.return_address];
|
||||
state.call_stack.pop();
|
||||
}
|
||||
|
||||
// TODO: Is "trying again" accurate to hardware?
|
||||
continue;
|
||||
|
@ -118,9 +126,10 @@ static void ProcessShaderCode(VertexShaderState& state) {
|
|||
const Instruction& instr = *(const Instruction*)state.program_counter;
|
||||
const SwizzlePattern& swizzle = *(SwizzlePattern*)&swizzle_data[instr.common.operand_desc_id];
|
||||
|
||||
auto call = [&](VertexShaderState& state, u32 offset, u32 num_instructions, u32 return_offset) {
|
||||
static auto call = [](VertexShaderState& state, u32 offset, u32 num_instructions,
|
||||
u32 return_offset, u8 repeat_count, u8 loop_increment) {
|
||||
state.program_counter = &shader_memory[offset] - 1; // -1 to make sure when incrementing the PC we end up at the correct offset
|
||||
state.call_stack.push({ offset + num_instructions, return_offset });
|
||||
state.call_stack.push({ offset + num_instructions, return_offset, repeat_count, loop_increment });
|
||||
};
|
||||
u32 binary_offset = state.program_counter - shader_memory.data();
|
||||
|
||||
|
@ -457,7 +466,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
|
|||
call(state,
|
||||
instr.flow_control.dest_offset,
|
||||
instr.flow_control.num_instructions,
|
||||
binary_offset + 1);
|
||||
binary_offset + 1, 0, 0);
|
||||
break;
|
||||
|
||||
case Instruction::OpCode::CALLU:
|
||||
|
@ -465,7 +474,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
|
|||
call(state,
|
||||
instr.flow_control.dest_offset,
|
||||
instr.flow_control.num_instructions,
|
||||
binary_offset + 1);
|
||||
binary_offset + 1, 0, 0);
|
||||
}
|
||||
break;
|
||||
|
||||
|
@ -474,7 +483,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
|
|||
call(state,
|
||||
instr.flow_control.dest_offset,
|
||||
instr.flow_control.num_instructions,
|
||||
binary_offset + 1);
|
||||
binary_offset + 1, 0, 0);
|
||||
}
|
||||
break;
|
||||
|
||||
|
@ -486,12 +495,12 @@ static void ProcessShaderCode(VertexShaderState& state) {
|
|||
call(state,
|
||||
binary_offset + 1,
|
||||
instr.flow_control.dest_offset - binary_offset - 1,
|
||||
instr.flow_control.dest_offset + instr.flow_control.num_instructions);
|
||||
instr.flow_control.dest_offset + instr.flow_control.num_instructions, 0, 0);
|
||||
} else {
|
||||
call(state,
|
||||
instr.flow_control.dest_offset,
|
||||
instr.flow_control.num_instructions,
|
||||
instr.flow_control.dest_offset + instr.flow_control.num_instructions);
|
||||
instr.flow_control.dest_offset + instr.flow_control.num_instructions, 0, 0);
|
||||
}
|
||||
|
||||
break;
|
||||
|
@ -504,17 +513,30 @@ static void ProcessShaderCode(VertexShaderState& state) {
|
|||
call(state,
|
||||
binary_offset + 1,
|
||||
instr.flow_control.dest_offset - binary_offset - 1,
|
||||
instr.flow_control.dest_offset + instr.flow_control.num_instructions);
|
||||
instr.flow_control.dest_offset + instr.flow_control.num_instructions, 0, 0);
|
||||
} else {
|
||||
call(state,
|
||||
instr.flow_control.dest_offset,
|
||||
instr.flow_control.num_instructions,
|
||||
instr.flow_control.dest_offset + instr.flow_control.num_instructions);
|
||||
instr.flow_control.dest_offset + instr.flow_control.num_instructions, 0, 0);
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
case Instruction::OpCode::LOOP:
|
||||
{
|
||||
state.address_registers[2] = shader_uniforms.i[instr.flow_control.int_uniform_id].y;
|
||||
|
||||
call(state,
|
||||
binary_offset + 1,
|
||||
instr.flow_control.dest_offset - binary_offset + 1,
|
||||
instr.flow_control.dest_offset + 1,
|
||||
shader_uniforms.i[instr.flow_control.int_uniform_id].x,
|
||||
shader_uniforms.i[instr.flow_control.int_uniform_id].z);
|
||||
break;
|
||||
}
|
||||
|
||||
default:
|
||||
LOG_ERROR(HW_GPU, "Unhandled instruction: 0x%02x (%s): 0x%08x",
|
||||
(int)instr.opcode.Value(), instr.opcode.GetInfo().name, instr.hex);
|
||||
|
|
Loading…
Reference in New Issue