From 3fd3775d35c3634f7fdf7a1e9933e2d8d6e8198e Mon Sep 17 00:00:00 2001
From: Jannik Vogel <email@jannikvogel.de>
Date: Sat, 17 Dec 2016 13:28:59 +0100
Subject: [PATCH] Pica: Write shader registers in functions

The commit after this one adds GS register writes, so this moves the VS handlers into functions so they can be re-used and extended more easily.
---
 src/video_core/command_processor.cpp | 160 +++++++++++++++++----------
 1 file changed, 103 insertions(+), 57 deletions(-)

diff --git a/src/video_core/command_processor.cpp b/src/video_core/command_processor.cpp
index 2e32ff905..c29ad6775 100644
--- a/src/video_core/command_processor.cpp
+++ b/src/video_core/command_processor.cpp
@@ -32,12 +32,13 @@ namespace Pica {
 
 namespace CommandProcessor {
 
-static int float_regs_counter = 0;
+static int vs_float_regs_counter = 0;
+static u32 vs_uniform_write_buffer[4];
 
-static u32 uniform_write_buffer[4];
+static int gs_float_regs_counter = 0;
+static u32 gs_uniform_write_buffer[4];
 
 static int default_attr_counter = 0;
-
 static u32 default_attr_write_buffer[3];
 
 // Expand a 4-bit mask to 4-byte mask, e.g. 0b0101 -> 0x00FF00FF
@@ -48,6 +49,97 @@ static const u32 expand_bits_to_bytes[] = {
 
 MICROPROFILE_DEFINE(GPU_Drawing, "GPU", "Drawing", MP_RGB(50, 50, 240));
 
+static const char* GetShaderSetupTypeName(Shader::ShaderSetup& setup) {
+    if (&setup == &g_state.vs) {
+        return "vertex shader";
+    }
+    if (&setup == &g_state.gs) {
+        return "geometry shader";
+    }
+    return "unknown shader";
+}
+
+static void WriteUniformBoolReg(Shader::ShaderSetup& setup, u32 value) {
+    for (unsigned i = 0; i < setup.uniforms.b.size(); ++i)
+        setup.uniforms.b[i] = (value & (1 << i)) != 0;
+}
+
+static void WriteUniformIntReg(Shader::ShaderSetup& setup, unsigned index,
+                               const Math::Vec4<u8>& values) {
+    ASSERT(index < setup.uniforms.i.size());
+    setup.uniforms.i[index] = values;
+    LOG_TRACE(HW_GPU, "Set %s integer uniform %d to %02x %02x %02x %02x",
+              GetShaderSetupTypeName(setup), index, values.x, values.y, values.z, values.w);
+}
+
+static void WriteUniformFloatReg(ShaderRegs& config, Shader::ShaderSetup& setup,
+                                 int& float_regs_counter, u32 uniform_write_buffer[4], u32 value) {
+    auto& uniform_setup = config.uniform_setup;
+
+    // TODO: Does actual hardware indeed keep an intermediate buffer or does
+    //       it directly write the values?
+    uniform_write_buffer[float_regs_counter++] = value;
+
+    // Uniforms are written in a packed format such that four float24 values are encoded in
+    // three 32-bit numbers. We write to internal memory once a full such vector is
+    // written.
+    if ((float_regs_counter >= 4 && uniform_setup.IsFloat32()) ||
+        (float_regs_counter >= 3 && !uniform_setup.IsFloat32())) {
+        float_regs_counter = 0;
+
+        auto& uniform = setup.uniforms.f[uniform_setup.index];
+
+        if (uniform_setup.index >= 96) {
+            LOG_ERROR(HW_GPU, "Invalid %s float uniform index %d", GetShaderSetupTypeName(setup),
+                      (int)uniform_setup.index);
+        } else {
+
+            // NOTE: The destination component order indeed is "backwards"
+            if (uniform_setup.IsFloat32()) {
+                for (auto i : {0, 1, 2, 3})
+                    uniform[3 - i] = float24::FromFloat32(*(float*)(&uniform_write_buffer[i]));
+            } else {
+                // TODO: Untested
+                uniform.w = float24::FromRaw(uniform_write_buffer[0] >> 8);
+                uniform.z = float24::FromRaw(((uniform_write_buffer[0] & 0xFF) << 16) |
+                                             ((uniform_write_buffer[1] >> 16) & 0xFFFF));
+                uniform.y = float24::FromRaw(((uniform_write_buffer[1] & 0xFFFF) << 8) |
+                                             ((uniform_write_buffer[2] >> 24) & 0xFF));
+                uniform.x = float24::FromRaw(uniform_write_buffer[2] & 0xFFFFFF);
+            }
+
+            LOG_TRACE(HW_GPU, "Set %s float uniform %x to (%f %f %f %f)",
+                      GetShaderSetupTypeName(setup), (int)uniform_setup.index,
+                      uniform.x.ToFloat32(), uniform.y.ToFloat32(), uniform.z.ToFloat32(),
+                      uniform.w.ToFloat32());
+
+            // TODO: Verify that this actually modifies the register!
+            uniform_setup.index.Assign(uniform_setup.index + 1);
+        }
+    }
+}
+
+static void WriteProgramCode(ShaderRegs& config, Shader::ShaderSetup& setup,
+                             unsigned max_program_code_length, u32 value) {
+    if (config.program.offset >= max_program_code_length) {
+        LOG_ERROR(HW_GPU, "Invalid %s program offset %d", GetShaderSetupTypeName(setup),
+                  (int)config.program.offset);
+    } else {
+        setup.program_code[config.program.offset] = value;
+        config.program.offset++;
+    }
+}
+
+static void WriteSwizzlePatterns(ShaderRegs& config, Shader::ShaderSetup& setup, u32 value) {
+    if (config.swizzle_patterns.offset >= setup.swizzle_data.size()) {
+        LOG_ERROR(HW_GPU, "Invalid %s swizzle pattern offset %d", GetShaderSetupTypeName(setup),
+                  (int)config.swizzle_patterns.offset);
+    } else {
+        setup.swizzle_data[config.swizzle_patterns.offset] = value;
+        config.swizzle_patterns.offset++;
+    }
+}
+
 static void WritePicaReg(u32 id, u32 value, u32 mask) {
     auto& regs = g_state.regs;
 
@@ -331,20 +423,17 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
     }
 
     case PICA_REG_INDEX(vs.bool_uniforms):
-        for (unsigned i = 0; i < 16; ++i)
-            g_state.vs.uniforms.b[i] = (regs.vs.bool_uniforms.Value() & (1 << i)) != 0;
-
+        WriteUniformBoolReg(g_state.vs, value);
         break;
 
     case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[0], 0x2b1):
     case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[1], 0x2b2):
     case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[2], 0x2b3):
     case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[3], 0x2b4): {
-        int index = (id - PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[0], 0x2b1));
+        unsigned index = (id - PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[0], 0x2b1));
         auto values = regs.vs.int_uniforms[index];
-        g_state.vs.uniforms.i[index] = Math::Vec4<u8>(values.x, values.y, values.z, values.w);
-        LOG_TRACE(HW_GPU, "Set integer uniform %d to %02x %02x %02x %02x", index, values.x.Value(),
-                  values.y.Value(), values.z.Value(), values.w.Value());
+        WriteUniformIntReg(g_state.vs, index,
+                           Math::Vec4<u8>(values.x, values.y, values.z, values.w));
         break;
     }
 
@@ -356,51 +445,11 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
     case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[5], 0x2c6):
     case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[6], 0x2c7):
     case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[7], 0x2c8): {
-        auto& uniform_setup = regs.vs.uniform_setup;
-
-        // TODO: Does actual hardware indeed keep an intermediate buffer or does
-        //       it directly write the values?
-        uniform_write_buffer[float_regs_counter++] = value;
-
-        // Uniforms are written in a packed format such that four float24 values are encoded in
-        // three 32-bit numbers. We write to internal memory once a full such vector is
-        // written.
-        if ((float_regs_counter >= 4 && uniform_setup.IsFloat32()) ||
-            (float_regs_counter >= 3 && !uniform_setup.IsFloat32())) {
-            float_regs_counter = 0;
-
-            auto& uniform = g_state.vs.uniforms.f[uniform_setup.index];
-
-            if (uniform_setup.index > 95) {
-                LOG_ERROR(HW_GPU, "Invalid VS uniform index %d", (int)uniform_setup.index);
-                break;
-            }
-
-            // NOTE: The destination component order indeed is "backwards"
-            if (uniform_setup.IsFloat32()) {
-                for (auto i : {0, 1, 2, 3})
-                    uniform[3 - i] = float24::FromFloat32(*(float*)(&uniform_write_buffer[i]));
-            } else {
-                // TODO: Untested
-                uniform.w = float24::FromRaw(uniform_write_buffer[0] >> 8);
-                uniform.z = float24::FromRaw(((uniform_write_buffer[0] & 0xFF) << 16) |
-                                             ((uniform_write_buffer[1] >> 16) & 0xFFFF));
-                uniform.y = float24::FromRaw(((uniform_write_buffer[1] & 0xFFFF) << 8) |
-                                             ((uniform_write_buffer[2] >> 24) & 0xFF));
-                uniform.x = float24::FromRaw(uniform_write_buffer[2] & 0xFFFFFF);
-            }
-
-            LOG_TRACE(HW_GPU, "Set uniform %x to (%f %f %f %f)", (int)uniform_setup.index,
-                      uniform.x.ToFloat32(), uniform.y.ToFloat32(), uniform.z.ToFloat32(),
-                      uniform.w.ToFloat32());
-
-            // TODO: Verify that this actually modifies the register!
-            uniform_setup.index.Assign(uniform_setup.index + 1);
-        }
+        WriteUniformFloatReg(g_state.regs.vs, g_state.vs, vs_float_regs_counter,
+                             vs_uniform_write_buffer, value);
         break;
     }
 
-    // Load shader program code
     case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[0], 0x2cc):
     case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[1], 0x2cd):
     case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[2], 0x2ce):
@@ -409,12 +458,10 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
     case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[5], 0x2d1):
     case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[6], 0x2d2):
     case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[7], 0x2d3): {
-        g_state.vs.program_code[regs.vs.program.offset] = value;
-        regs.vs.program.offset++;
+        WriteProgramCode(g_state.regs.vs, g_state.vs, 512, value);
         break;
     }
 
-    // Load swizzle pattern data
     case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[0], 0x2d6):
     case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[1], 0x2d7):
     case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[2], 0x2d8):
@@ -423,8 +470,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
     case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[5], 0x2db):
     case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[6], 0x2dc):
     case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[7], 0x2dd): {
-        g_state.vs.swizzle_data[regs.vs.swizzle_patterns.offset] = value;
-        regs.vs.swizzle_patterns.offset++;
+        WriteSwizzlePatterns(g_state.regs.vs, g_state.vs, value);
         break;
     }