#pragma once #include #include #include #include "helpers.hpp" #include "opengl.hpp" #include "PICA/float_types.hpp" enum class ShaderType { Vertex, Geometry }; namespace ShaderOpcodes { enum : u32 { MOV = 0x13 }; } class PICAShader { using f24 = Floats::f24; using vec4f = OpenGL::Vector; 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 operandDescriptors; std::array 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 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 loadedShader; // Currently loaded & active shader std::array bufferedShader; // Shader to be transferred when the SH_CODETRANSFER_END reg gets written to u32 boolUniform; std::array intUniforms; std::array floatUniforms; std::array fixedAttributes; // Fixed vertex attributes std::array attributes; // Attributes past to the shader std::array outputs; PICAShader(ShaderType type) : type(type) {} 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() { std::memcpy(&loadedShader[0], &bufferedShader[0], 512 * sizeof(u32)); } void setBufferIndex(u32 offset) { if (offset != 0) Helpers::panic("Is this register 9 or 11 bit?"); bufferIndex = (offset >> 2) & 0x1ff; } void setOpDescriptorIndex(u32 offset) { opDescriptorIndex = offset & 0x7f; } void uploadWord(u32 word) { bufferedShader[bufferIndex++] = word; bufferIndex &= 0x1ff; } void uploadDescriptor(u32 word) { operandDescriptors[opDescriptorIndex++] = word; opDescriptorIndex &= 0x7f; } void run(); };