citra-nightly/src/video_core/pica/geometry_pipeline.cpp
GPUCode 2bb7f89c30
video_core: Refactor GPU interface (#7272)
* video_core: Refactor GPU interface

* citra_qt: Better debug widget lifetime
2023-12-28 11:46:57 +01:00

403 lines
14 KiB
C++

// Copyright 2017 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <boost/serialization/base_object.hpp>
#include <boost/serialization/export.hpp>
#include <boost/serialization/unique_ptr.hpp>
#include "common/archives.h"
#include "core/core.h"
#include "video_core/gpu.h"
#include "video_core/pica/geometry_pipeline.h"
#include "video_core/pica/pica_core.h"
#include "video_core/pica/shader_setup.h"
#include "video_core/pica/shader_unit.h"
#include "video_core/shader/shader.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 AttributeBuffer& input) = 0;
private:
template <class Archive>
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(const RegsInternal& regs, GeometryShaderUnit& unit)
: regs(regs), unit(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.data();
buffer_end = attribute_buffer.data() + gs_input_num;
}
bool IsEmpty() const override {
return buffer_cur == attribute_buffer.data();
}
bool NeedIndexInput() const override {
return false;
}
void SubmitIndex(u32 val) override {
UNREACHABLE();
}
bool SubmitVertex(const AttributeBuffer& input) override {
buffer_cur = std::copy(input.data(), input.data() + vs_output_num, buffer_cur);
if (buffer_cur == buffer_end) {
buffer_cur = attribute_buffer.data();
unit.LoadInput(regs.gs, attribute_buffer);
return true;
}
return false;
}
private:
const RegsInternal& regs;
GeometryShaderUnit& unit;
AttributeBuffer attribute_buffer;
Common::Vec4<f24>* buffer_cur;
Common::Vec4<f24>* buffer_end;
u32 vs_output_num;
// TODO: REMOVE THIS
GeometryPipeline_Point()
: regs(Core::System::GetInstance().GPU().PicaCore().regs.internal),
unit(Core::System::GetInstance().GPU().PicaCore().gs_unit) {}
template <typename Class, class Archive>
static void serialize_common(Class* self, Archive& ar, const unsigned int version) {
ar& boost::serialization::base_object<GeometryPipelineBackend>(*self);
ar & self->attribute_buffer;
ar & self->vs_output_num;
}
template <class Archive>
void save(Archive& ar, const unsigned int version) const {
serialize_common(this, ar, version);
auto buffer_idx = static_cast<u32>(buffer_cur - attribute_buffer.data());
auto buffer_size = static_cast<u32>(buffer_end - attribute_buffer.data());
ar << buffer_idx;
ar << buffer_size;
}
template <class Archive>
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.data() + buffer_idx;
buffer_end = attribute_buffer.data() + 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(const RegsInternal& regs, ShaderSetup& setup)
: regs(regs), setup(setup) {
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(u32 val) override {
DEBUG_ASSERT(need_index);
// The number of vertex input is put to the uniform register
f24 vertex_num = f24::FromFloat32(static_cast<float>(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.data() + 1;
main_vertex_num = regs.pipeline.variable_vertex_main_num_minus_1 + 1;
total_vertex_num = val;
need_index = false;
}
bool SubmitVertex(const AttributeBuffer& input) override {
DEBUG_ASSERT(!need_index);
if (main_vertex_num != 0) {
// For main vertices, receive all attributes
buffer_cur = std::copy(input.data(), input.data() + vs_output_num, buffer_cur);
--main_vertex_num;
} else {
// For other vertices, only receive the first attribute (usually the position)
*(buffer_cur++) = input[0];
}
--total_vertex_num;
if (total_vertex_num == 0) {
need_index = true;
return true;
}
return false;
}
private:
bool need_index = true;
const RegsInternal& regs;
ShaderSetup& setup;
u32 main_vertex_num;
u32 total_vertex_num;
Common::Vec4<f24>* buffer_cur;
u32 vs_output_num;
// TODO: REMOVE THIS
GeometryPipeline_VariablePrimitive()
: regs(Core::System::GetInstance().GPU().PicaCore().regs.internal),
setup(Core::System::GetInstance().GPU().PicaCore().gs_setup) {}
template <typename Class, class Archive>
static void serialize_common(Class* self, Archive& ar, const unsigned int version) {
ar& boost::serialization::base_object<GeometryPipelineBackend>(*self);
ar & self->need_index;
ar & self->main_vertex_num;
ar & self->total_vertex_num;
ar & self->vs_output_num;
}
template <class Archive>
void save(Archive& ar, const unsigned int version) const {
serialize_common(this, ar, version);
auto buffer_idx = static_cast<u32>(buffer_cur - setup.uniforms.f.data());
ar << buffer_idx;
}
template <class Archive>
void load(Archive& ar, const unsigned int version) {
serialize_common(this, ar, version);
u32 buffer_idx;
ar >> buffer_idx;
buffer_cur = setup.uniforms.f.data() + 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(const RegsInternal& regs, ShaderSetup& setup) : setup(setup) {
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.data() + 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(u32 val) override {
UNREACHABLE();
}
bool SubmitVertex(const AttributeBuffer& input) override {
buffer_cur = std::copy(input.data(), input.data() + vs_output_num, buffer_cur);
if (buffer_cur == buffer_end) {
buffer_cur = buffer_begin;
return true;
}
return false;
}
private:
ShaderSetup& setup;
Common::Vec4<f24>* buffer_begin;
Common::Vec4<f24>* buffer_cur;
Common::Vec4<f24>* buffer_end;
u32 vs_output_num;
// TODO: REMOVE THIS
GeometryPipeline_FixedPrimitive()
: setup(Core::System::GetInstance().GPU().PicaCore().gs_setup) {}
template <typename Class, class Archive>
static void serialize_common(Class* self, Archive& ar, const unsigned int version) {
ar& boost::serialization::base_object<GeometryPipelineBackend>(*self);
ar & self->vs_output_num;
}
template <class Archive>
void save(Archive& ar, const unsigned int version) const {
serialize_common(this, ar, version);
auto buffer_offset = static_cast<u32>(buffer_begin - setup.uniforms.f.data());
auto buffer_idx = static_cast<u32>(buffer_cur - setup.uniforms.f.data());
auto buffer_size = static_cast<u32>(buffer_end - setup.uniforms.f.data());
ar << buffer_offset;
ar << buffer_idx;
ar << buffer_size;
}
template <class Archive>
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.data() + buffer_offset;
buffer_cur = setup.uniforms.f.data() + buffer_idx;
buffer_end = setup.uniforms.f.data() + buffer_size;
}
BOOST_SERIALIZATION_SPLIT_MEMBER()
friend class boost::serialization::access;
};
GeometryPipeline::GeometryPipeline(RegsInternal& regs_, GeometryShaderUnit& gs_unit_,
ShaderSetup& gs_)
: regs(regs_), gs_unit(gs_unit_), gs(gs_) {}
GeometryPipeline::~GeometryPipeline() = default;
void GeometryPipeline::SetVertexHandler(VertexHandler vertex_handler) {
this->vertex_handler = std::move(vertex_handler);
}
void GeometryPipeline::Setup(ShaderEngine* shader_engine) {
if (!backend) {
return;
}
this->shader_engine = shader_engine;
shader_engine->SetupBatch(gs, regs.gs.main_offset);
}
void GeometryPipeline::Reconfigure() {
ASSERT(!backend || backend->IsEmpty());
if (regs.pipeline.use_gs == PipelineRegs::UseGS::No) {
backend = nullptr;
return;
}
// 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(regs.pipeline.gs_unit_exclusive_configuration == 1);
ASSERT(regs.gs.shader_mode == ShaderRegs::ShaderMode::GS);
ASSERT(regs.pipeline.use_gs == PipelineRegs::UseGS::Yes);
gs_unit.ConfigOutput(regs.gs);
ASSERT(regs.pipeline.vs_outmap_total_minus_1_a == regs.pipeline.vs_outmap_total_minus_1_b);
switch (regs.pipeline.gs_config.mode) {
case PipelineRegs::GSMode::Point:
backend = std::make_unique<GeometryPipeline_Point>(regs, gs_unit);
break;
case PipelineRegs::GSMode::VariablePrimitive:
backend = std::make_unique<GeometryPipeline_VariablePrimitive>(regs, gs);
break;
case PipelineRegs::GSMode::FixedPrimitive:
backend = std::make_unique<GeometryPipeline_FixedPrimitive>(regs, gs);
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 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(gs, 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.
gs.uniforms.b[15] = true;
}
}
}
template <class Archive>
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
SERIALIZE_EXPORT_IMPL(Pica::GeometryPipeline_Point)
SERIALIZE_EXPORT_IMPL(Pica::GeometryPipeline_VariablePrimitive)
SERIALIZE_EXPORT_IMPL(Pica::GeometryPipeline_FixedPrimitive)
SERIALIZE_IMPL(Pica::GeometryPipeline)