|
|
|
@ -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]; |
|
|
|
state.call_stack.pop(); |
|
|
|
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); |
|
|
|
|