[PICA interpreter] Implement mov

This commit is contained in:
wheremyfoodat 2022-09-23 04:08:23 +03:00
parent 057aa57422
commit 9d48541e98
4 changed files with 120 additions and 2 deletions

View file

@ -58,5 +58,14 @@ namespace PICAInternalRegs {
VertexShaderData5 = 0x2D1,
VertexShaderData6 = 0x2D2,
VertexShaderData7 = 0x2D3,
VertexShaderOpDescriptorIndex = 0x2D5,
VertexShaderOpDescriptorData0 = 0x2D6,
VertexShaderOpDescriptorData1 = 0x2D7,
VertexShaderOpDescriptorData2 = 0x2D8,
VertexShaderOpDescriptorData3 = 0x2D9,
VertexShaderOpDescriptorData4 = 0x2DA,
VertexShaderOpDescriptorData5 = 0x2DB,
VertexShaderOpDescriptorData6 = 0x2DC,
VertexShaderOpDescriptorData7 = 0x2DD,
};
}

View file

@ -10,13 +10,66 @@ enum class ShaderType {
Vertex, Geometry
};
namespace ShaderOpcodes {
enum : u32 {
MOV = 0x13
};
}
class PICAShader {
using f24 = Floats::f24;
using vec4f = OpenGL::Vector<f24, 4>;
int bufferIndex; // Index of the next instruction to overwrite for shader uploads
int opDescriptorIndex; // Index of the next operand descriptor we'll overwrite
std::array<u32, 128> operandDescriptors;
std::array<vec4f, 16> tempRegisters;
ShaderType type;
// Shader opcodes
void mov(u32 instruction);
vec4f getSource(u32 source);
vec4f& getDest(u32 dest);
// src1, src2 and src3 have different negation & component swizzle bits in the operand descriptor
// https://problemkaputt.github.io/gbatek.htm#3dsgpushaderinstructionsetopcodesummary in the
// "Shader Operand Descriptors" section
template <int sourceIndex>
vec4f swizzle(vec4f& source, u32 opDescriptor) {
vec4f ret;
u32 compSwizzle;
bool negate;
if constexpr (sourceIndex == 1) { // SRC1
negate = ((opDescriptor >> 4) & 1) != 0;
compSwizzle = (opDescriptor >> 5) & 0xff;
} else if constexpr (sourceIndex == 2) { // SRC2
negate = ((opDescriptor >> 13) & 1) != 0;
compSwizzle = (opDescriptor >> 14) & 0xff;
} else if constexpr (sourceIndex == 3) { // SRC3
negate = ((opDescriptor >> 22) & 1) != 0;
compSwizzle = (opDescriptor >> 23) & 0xff;
}
// Iterate through every component of the swizzled vector in reverse order
// And get which source component's index to match it with
for (int comp = 0; comp < 4; comp++) {
int index = compSwizzle & 3; // Get index for this component
compSwizzle >>= 2; // Move to next component index
ret[3 - comp] = source[index];
}
// Negate result if the negate bit is set
if (negate) {
ret[0] = -ret[0];
ret[1] = -ret[1];
ret[2] = -ret[2];
ret[3] = -ret[3];
}
return ret;
}
public:
std::array<u32, 512> loadedShader; // Currently loaded & active shader
std::array<u32, 512> bufferedShader; // Shader to be transferred when the SH_CODETRANSFER_END reg gets written to
@ -34,15 +87,18 @@ public:
void reset() {
loadedShader.fill(0);
bufferedShader.fill(0);
operandDescriptors.fill(0);
intUniforms.fill(0);
boolUniform = 0;
bufferIndex = 0;
opDescriptorIndex = 0;
const vec4f zero = vec4f({ f24::fromFloat32(0.0), f24::fromFloat32(0.0), f24::fromFloat32(0.0), f24::fromFloat32(0.0) });
attributes.fill(zero);
floatUniforms.fill(zero);
outputs.fill(zero);
tempRegisters.fill(zero);
}
void finalize() {
@ -51,12 +107,21 @@ public:
void setBufferIndex(u32 offset) {
if (offset != 0) Helpers::panic("Is this register 9 or 11 bit?");
bufferIndex = (offset >> 2) & 511;
bufferIndex = (offset >> 2) & 0x1ff;
}
void setOpDescriptorIndex(u32 offset) {
opDescriptorIndex = offset & 0x7f;
}
void uploadWord(u32 word) {
bufferedShader[bufferIndex++] = word;
bufferIndex &= 511;
bufferIndex &= 0x1ff;
}
void uploadDescriptor(u32 word) {
operandDescriptors[opDescriptorIndex++] = word;
opDescriptorIndex &= 0x7f;
}
void run();