Merge pull request #87 from wheremyfoodat/superskyler

Make colour/depth buffers to also do ringing for now, add exp2/log2 approximations in x87 to the shader JIT
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wheremyfoodat 2023-07-09 02:10:42 +03:00 committed by GitHub
commit 482233f601
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GPG key ID: 4AEE18F83AFDEB23
6 changed files with 90 additions and 16 deletions

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@ -82,11 +82,13 @@ class ShaderEmitter : public Xbyak::CodeGenerator {
void recDP4(const PICAShader& shader, u32 instruction);
void recEMIT(const PICAShader& shader, u32 instruction);
void recEND(const PICAShader& shader, u32 instruction);
void recEX2(const PICAShader& shader, u32 instruction);
void recFLR(const PICAShader& shader, u32 instruction);
void recIFC(const PICAShader& shader, u32 instruction);
void recIFU(const PICAShader& shader, u32 instruction);
void recJMPC(const PICAShader& shader, u32 instruction);
void recJMPU(const PICAShader& shader, u32 instruction);
void recLG2(const PICAShader& shader, u32 instruction);
void recLOOP(const PICAShader& shader, u32 instruction);
void recMAD(const PICAShader& shader, u32 instruction);
void recMAX(const PICAShader& shader, u32 instruction);

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@ -43,8 +43,8 @@ class Renderer {
float oldDepthOffset = 0.0;
bool oldDepthmapEnable = false;
SurfaceCache<DepthBuffer, 10> depthBufferCache;
SurfaceCache<ColourBuffer, 10> colourBufferCache;
SurfaceCache<DepthBuffer, 10, true> depthBufferCache;
SurfaceCache<ColourBuffer, 10, true> colourBufferCache;
SurfaceCache<Texture, 256, true> textureCache;
OpenGL::uvec2 fbSize; // The size of the framebuffer (ie both the colour and depth buffer)'

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@ -46,7 +46,7 @@ public:
OptionalRef findFromAddress(u32 address) {
for (auto& e : buffer) {
if (e.location == address && e.valid)
if (e.location <= address && e.location + e.sizeInBytes() > address && e.valid)
return e;
}
@ -57,6 +57,10 @@ public:
SurfaceType& add(const SurfaceType& surface) {
if (size >= capacity) {
if constexpr (evictOnOverflow) { // Do a ring buffer if evictOnOverflow is true
if constexpr (std::is_same<SurfaceType, ColourBuffer>() || std::is_same<SurfaceType, DepthBuffer>()) {
Helpers::panicDev("Colour/Depth buffer cache overflowed, currently stubbed to do a ring-buffer. This might snap in half");
}
auto& e = buffer[evictionIndex];
evictionIndex = (evictionIndex + 1) % capacity;

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@ -58,11 +58,13 @@ struct ColourBuffer {
}
void free() {
valid = false;
valid = false;
if (texture.exists() || fbo.exists())
Helpers::panic("Make this buffer free itself");
}
if (texture.exists() || fbo.exists()) {
texture.free();
fbo.free();
}
}
bool matches(ColourBuffer& other) {
return location == other.location && format == other.format &&
@ -128,9 +130,11 @@ struct DepthBuffer {
}
void free() {
valid = false;
printf("Make this depth buffer free itself\n");
}
valid = false;
if (texture.exists()) {
texture.free();
}
}
bool matches(DepthBuffer& other) {
return location == other.location && format == other.format &&

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@ -135,11 +135,13 @@ void ShaderEmitter::compileInstruction(const PICAShader& shaderUnit) {
case ShaderOpcodes::DP3: recDP3(shaderUnit, instruction); break;
case ShaderOpcodes::DP4: recDP4(shaderUnit, instruction); break;
case ShaderOpcodes::END: recEND(shaderUnit, instruction); break;
case ShaderOpcodes::EX2: recEX2(shaderUnit, instruction); break;
case ShaderOpcodes::FLR: recFLR(shaderUnit, instruction); break;
case ShaderOpcodes::IFC: recIFC(shaderUnit, instruction); break;
case ShaderOpcodes::IFU: recIFU(shaderUnit, instruction); break;
case ShaderOpcodes::JMPC: recJMPC(shaderUnit, instruction); break;
case ShaderOpcodes::JMPU: recJMPU(shaderUnit, instruction); break;
case ShaderOpcodes::LG2: recLG2(shaderUnit, instruction); break;
case ShaderOpcodes::LOOP: recLOOP(shaderUnit, instruction); break;
case ShaderOpcodes::MOV: recMOV(shaderUnit, instruction); break;
case ShaderOpcodes::MOVA: recMOVA(shaderUnit, instruction); break;
@ -152,8 +154,6 @@ void ShaderEmitter::compileInstruction(const PICAShader& shaderUnit) {
// Unimplemented opcodes that don't seem to actually be used but exist in the binary
// EMIT/SETEMIT are used in geometry shaders, however are sometimes found in vertex shaders?
case ShaderOpcodes::EX2:
case ShaderOpcodes::LG2:
case ShaderOpcodes::EMIT:
case ShaderOpcodes::SETEMIT:
log("[ShaderJIT] Unknown PICA opcode: %02X\n", opcode);
@ -877,6 +877,74 @@ void ShaderEmitter::recLOOP(const PICAShader& shader, u32 instruction) {
loopLevel--;
}
// SSE does not have a log2 instruction so we temporarily emulate this using x87 FPU
void ShaderEmitter::recLG2(const PICAShader& shader, u32 instruction) {
const u32 operandDescriptor = shader.operandDescriptors[instruction & 0x7f];
const u32 src = getBits<12, 7>(instruction);
const u32 idx = getBits<19, 2>(instruction);
const u32 dest = getBits<21, 5>(instruction);
const u32 writeMask = getBits<0, 4>(operandDescriptor);
// Load swizzled source, push 1.0 to the x87 stack
loadRegister<1>(src1_xmm, shader, src, idx, operandDescriptor);
fld1();
// Push source to the x87 stack
movd(eax, src1_xmm);
push(rax);
fld(dword[rsp]);
// Perform log2, load result to src1_xmm, write it back and undo the previous push rax
fyl2x();
fstp(dword[rsp]);
movss(src1_xmm, dword[rsp]);
add(rsp, 8);
// If we only write back the x component to the result, we needn't perform a shuffle to do res = res.xxxx
// Otherwise we do
if (writeMask != 0x8) { // Copy bottom lane to all lanes if we're not simply writing back x
shufps(src1_xmm, src1_xmm, 0); // src1_xmm = src1_xmm.xxxx
}
storeRegister(src1_xmm, shader, dest, operandDescriptor);
}
// SSE does not have an exp2 instruction so we temporarily emulate this using x87 FPU
void ShaderEmitter::recEX2(const PICAShader& shader, u32 instruction) {
const u32 operandDescriptor = shader.operandDescriptors[instruction & 0x7f];
const u32 src = getBits<12, 7>(instruction);
const u32 idx = getBits<19, 2>(instruction);
const u32 dest = getBits<21, 5>(instruction);
const u32 writeMask = getBits<0, 4>(operandDescriptor);
loadRegister<1>(src1_xmm, shader, src, idx, operandDescriptor);
// Push source to the x87 stack, then do some insane compiler-generated x87 math
movd(eax, src1_xmm);
push(rax);
fld(dword[rsp]);
fld(st0);
frndint();
fsub(st1, st0);
fxch(st1);
f2xm1();
fadd(dword[rip + onesVector]);
fscale();
// Load result to src1_xmm, write it back and undo the previous push rax
fstp(st1);
fstp(dword[rsp]);
movss(src1_xmm, dword[rsp]);
add(rsp, 8);
// If we only write back the x component to the result, we needn't perform a shuffle to do res = res.xxxx
// Otherwise we do
if (writeMask != 0x8) { // Copy bottom lane to all lanes if we're not simply writing back x
shufps(src1_xmm, src1_xmm, 0); // src1_xmm = src1_xmm.xxxx
}
storeRegister(src1_xmm, shader, dest, operandDescriptor);
}
void ShaderEmitter::printLog(const PICAShader& shaderUnit) {
printf("PC: %04X\n", shaderUnit.pc);

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@ -216,10 +216,6 @@ bool NCCH::loadFromHeader(Crypto::AESEngine &aesEngine, IOFile& file, const FSIn
printf("RomFS offset: %08llX, size: %08llX\n", romFS.offset, romFS.size);
}
if (stackSize != 0 && stackSize != VirtualAddrs::DefaultStackSize) {
Helpers::warn("Requested stack size is %08X bytes. Temporarily emulated as 0x4000 until adjustable sizes are added\n", stackSize);
}
initialized = true;
return true;
}