Merge pull request #21889 from hrydgard/assorted-cleanups

Assorted cleanups, reorganize Shader Id bits
This commit is contained in:
Henrik Rydgård
2026-07-07 21:56:07 +02:00
committed by GitHub
13 changed files with 295 additions and 255 deletions
+17
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@@ -24,6 +24,23 @@ inline u32 ReverseBits32(u32 v) {
return v;
}
inline u64 ReverseBits64(u64 v) {
// http://graphics.stanford.edu/~seander/bithacks.html#ReverseParallel
// swap odd and even bits
v = ((v >> 1) & 0x5555555555555555ULL) | ((v & 0x5555555555555555ULL) << 1);
// swap consecutive pairs
v = ((v >> 2) & 0x3333333333333333ULL) | ((v & 0x3333333333333333ULL) << 2);
// swap nibbles ...
v = ((v >> 4) & 0x0F0F0F0F0F0F0F0FULL) | ((v & 0x0F0F0F0F0F0F0F0FULL) << 4);
// swap bytes
v = ((v >> 8) & 0x00FF00FF00FF00FFULL) | ((v & 0x00FF00FF00FF00FFULL) << 8);
// swap 2-byte long pairs
v = ((v >> 16) & 0x0000FFFF0000FFFFULL) | ((v & 0x0000FFFF0000FFFFULL) << 16);
// swap 4-byte long pairs
v = (v >> 32) | (v << 32);
return v;
}
#ifdef _WIN32
#include <intrin.h>
template <typename T>
+5
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@@ -21,6 +21,11 @@ public:
m_w = 18000 * (m_w & 65535) + (m_w >> 16);
return (m_z << 16) + m_w;
}
uint64_t R64() {
const uint32_t bottom = R32();
const uint32_t top = R32();
return ((uint64_t)top << 32) | bottom;
}
float F() {
return (float)R32() / (float)(0xFFFFFFFF);
}
+3
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@@ -22,6 +22,9 @@ public:
std::string_view as_view() const {
return std::string_view(start_, p_ - start_);
}
std::string as_string() const {
return std::string(start_, p_ - start_);
}
const char *begin() const {
return start_;
}
+126 -92
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@@ -1,9 +1,10 @@
#include <string>
#include <sstream>
#include <array>
#include <vector>
#include "Common/GPU/thin3d.h"
#include "Common/StringUtils.h"
#include "Common/Data/Text/StringWriter.h"
#include "Common/BitSet.h"
#include "Core/Config.h"
#include "GPU/ge_constants.h"
@@ -14,54 +15,62 @@
#include "GPU/Common/VertexDecoderCommon.h"
#include "GPU/Common/DrawEngineCommon.h" // Just for ClipInfoFlags
std::string ShaderID::ToDebugString() const {
return StringFromFormat("%08x:%08x", d >> 32, d & 0xFFFFFFFF);
}
std::string VertexShaderDesc(const VShaderID &id) {
std::stringstream desc;
desc << StringFromFormat("%08x:%08x ", id.d[1], id.d[0]);
if (id.Bit(VS_BIT_IS_THROUGH)) desc << "THR ";
if (id.Bit(VS_BIT_USE_HW_TRANSFORM)) desc << "HWX ";
if (id.Bit(VS_BIT_HAS_COLOR)) desc << "C ";
if (id.Bit(VS_BIT_HAS_TEXCOORD)) desc << "T ";
if (id.Bit(VS_BIT_HAS_NORMAL)) desc << "N ";
if (id.Bit(VS_BIT_LMODE)) desc << "LM ";
if (id.Bit(VS_BIT_NORM_REVERSE)) desc << "RevN ";
char buffer[512];
StringWriter desc(buffer, sizeof(buffer));
desc.W(id.ToDebugString()).C(" ");
if (id.Bit(VS_BIT_IS_THROUGH)) desc.C("THR ");
if (id.Bit(VS_BIT_USE_HW_TRANSFORM)) desc.C("HWX "); else desc.C("SWX ");
if (id.Bit(VS_BIT_HAS_NORMAL)) desc.C("N ");
if (id.Bit(VS_BIT_HAS_TEXCOORD)) desc.C("T ");
if (id.Bit(VS_BIT_HAS_COLOR)) desc.C("C ");
if (id.Bit(VS_BIT_LMODE)) desc.C("LM ");
if (id.Bit(VS_BIT_NORM_REVERSE)) desc.C("RevN ");
if (id.Bit(VS_BIT_FLATSHADE)) desc.C("Flat ");
if (id.Bits(VS_BIT_MATERIAL_UPDATE, 3)) desc.C("MatUp:").F("%d", id.Bits(VS_BIT_MATERIAL_UPDATE, 3)).C(" ");
int uvgMode = id.Bits(VS_BIT_UVGEN_MODE, 2);
static constexpr std::string_view uvgModes[4] = {"UV ", "UVMtx ", "UVEnv ", "UVUnk "};
if (uvgMode) desc.W(uvgModes[uvgMode]);
if (uvgMode == GE_TEXMAP_TEXTURE_MATRIX) {
int uvprojMode = id.Bits(VS_BIT_UVPROJ_MODE, 2);
const char *uvprojModes[4] = { "TexProjPos ", "TexProjUV ", "TexProjNNrm ", "TexProjNrm " };
desc << uvprojModes[uvprojMode];
static constexpr std::string_view uvprojModes[4] = { "TexProjPos ", "TexProjUV ", "TexProjNNrm ", "TexProjNrm " };
desc.W(uvprojModes[uvprojMode]);
}
static constexpr std::array<const char*, 4> uvgModes = { "UV ", "UVMtx ", "UVEnv ", "UVUnk " };
if (id.Bit(VS_BIT_ENABLE_BONES)) desc.F("Bones:%d ", id.Bits(VS_BIT_BONES, 3) + 1);
if (id.Bits(VS_BIT_WEIGHT_FMTSCALE, 2)) desc.F("WScale:%d ", id.Bits(VS_BIT_WEIGHT_FMTSCALE, 2));
int ls0 = id.Bits(VS_BIT_LS0, 2);
int ls1 = id.Bits(VS_BIT_LS1, 2);
if (uvgMode) desc << uvgModes[uvgMode];
if (id.Bit(VS_BIT_ENABLE_BONES)) desc << "Bones:" << (id.Bits(VS_BIT_BONES, 3) + 1) << " ";
if (id.Bit(VS_BIT_FS_MINMAX_DISCARD)) desc.C("FSMinMax ");
if (id.Bit(VS_BIT_FS_DEPTH_CLAMP)) desc.C("FSDepthClamp ");
// Lights
if (id.Bit(VS_BIT_LIGHTING_ENABLE)) {
desc << "Light: ";
desc.C("Light: ");
}
if (id.Bit(VS_BIT_LIGHT_UBERSHADER)) {
desc << "LightUberShader ";
desc.C("LightUberShader ");
}
for (int i = 0; i < 4; i++) {
bool enabled = id.Bit(VS_BIT_LIGHT0_ENABLE + i) && id.Bit(VS_BIT_LIGHTING_ENABLE);
if (enabled || (uvgMode == GE_TEXMAP_ENVIRONMENT_MAP && (ls0 == i || ls1 == i))) {
desc << i << ": ";
desc << "c:" << id.Bits(VS_BIT_LIGHT0_COMP + 4 * i, 2) << " t:" << id.Bits(VS_BIT_LIGHT0_TYPE + 4 * i, 2) << " ";
desc.F("%d: ", i);
desc.F("c:%d t:%d ", id.Bits(VS_BIT_LIGHT0_COMP + 4 * i, 2), id.Bits(VS_BIT_LIGHT0_TYPE + 4 * i, 2));
}
}
if (id.Bits(VS_BIT_MATERIAL_UPDATE, 3)) desc << "MatUp:" << id.Bits(VS_BIT_MATERIAL_UPDATE, 3) << " ";
if (id.Bits(VS_BIT_WEIGHT_FMTSCALE, 2)) desc << "WScale " << id.Bits(VS_BIT_WEIGHT_FMTSCALE, 2) << " ";
if (id.Bit(VS_BIT_FLATSHADE)) desc << "Flat ";
if (id.Bit(VS_BIT_VERTEX_RANGE_CULLING)) desc << "RangeCull ";
if (id.Bit(VS_BIT_SIMPLE_STEREO)) desc.C("SimpleStereo ");
if (id.Bit(VS_BIT_VERTEX_RANGE_CULLING)) desc.C("RangeCull ");
if (id.Bit(VS_BIT_SIMPLE_STEREO)) desc << "SimpleStereo ";
if (id.Bit(VS_BIT_FS_MINMAX_DISCARD)) desc << "FSMinMax ";
if (id.Bit(VS_BIT_FS_DEPTH_CLAMP)) desc << "FSDepthClamp ";
return desc.str();
return desc.as_string();
}
void ComputeVertexShaderID(VShaderID *id_out, u32 vertType, bool useHWTransform, bool weightsAsFloat, bool useSkinInDecode, ClipInfoFlags clipInfoFlags) {
@@ -168,96 +177,100 @@ static bool MatrixNeedsProjection(const float m[12], GETexProjMapMode mode) {
}
std::string FragmentShaderDesc(const FShaderID &id) {
std::stringstream desc;
desc << StringFromFormat("%08x:%08x ", id.d[1], id.d[0]);
if (id.Bit(FS_BIT_CLEARMODE)) desc << "Clear ";
if (id.Bit(FS_BIT_DO_TEXTURE)) desc << (id.Bit(FS_BIT_3D_TEXTURE) ? "Tex3D " : "Tex ");
if (id.Bit(FS_BIT_DO_TEXTURE_PROJ)) desc << "TexProj ";
if (id.Bit(FS_BIT_LMODE)) desc << "LM ";
if (id.Bit(FS_BIT_FLATSHADE)) desc << "Flat ";
if (id.Bit(FS_BIT_DEPTH_TEST_NEVER)) desc << "DepthNever ";
if (id.Bit(FS_BIT_COLOR_WRITEMASK)) desc << "WriteMask ";
char buffer[512];
StringWriter desc(buffer, sizeof(buffer));
desc.W(id.ToDebugString()).C(" ");
if (id.Bit(FS_BIT_CLEARMODE)) desc.C("Clear ");
if (id.Bit(FS_BIT_DO_TEXTURE)) {
desc.W(id.Bit(FS_BIT_3D_TEXTURE) ? "Tex3D" : "Tex");
switch (id.Bits(FS_BIT_TEXFUNC, 3)) {
case GE_TEXFUNC_ADD: desc.C("(TFuncAdd) "); break;
case GE_TEXFUNC_BLEND: desc.C("(TFuncBlend) "); break;
case GE_TEXFUNC_DECAL: desc.C("(TFuncDecal) "); break;
case GE_TEXFUNC_MODULATE: desc.C("(TFuncMod) "); break;
case GE_TEXFUNC_REPLACE: desc.C("(TFuncRepl) "); break;
default: desc.C("(TFuncUnk) "); break;
}
}
if (id.Bit(FS_BIT_LMODE)) desc.C("LM ");
if (id.Bit(FS_BIT_ENABLE_FOG)) desc.C("Fog ");
if (id.Bit(FS_BIT_FLATSHADE)) desc.C("Flat ");
if (id.Bit(FS_BIT_DEPTH_TEST_NEVER)) desc.C("DepthNever ");
if (id.Bit(FS_BIT_COLOR_WRITEMASK)) desc.C("WriteMask ");
if (id.Bit(FS_BIT_SHADER_TEX_CLAMP)) {
desc << "TClamp";
if (id.Bit(FS_BIT_CLAMP_S)) desc << "S";
if (id.Bit(FS_BIT_CLAMP_T)) desc << "T";
desc << " ";
desc.C("TClamp");
if (id.Bit(FS_BIT_CLAMP_S)) desc.C("S");
if (id.Bit(FS_BIT_CLAMP_T)) desc.C("T");
desc.C(" ");
}
int blendBits = id.Bits(FS_BIT_REPLACE_BLEND, 3);
if (blendBits) {
switch (blendBits) {
case ReplaceBlendType::REPLACE_BLEND_BLUE_TO_ALPHA:
desc << "BlueToAlpha_" << "A:" << id.Bits(FS_BIT_BLENDFUNC_A, 4);
desc.C("BlueToAlpha_" "A:").F("%d ", id.Bits(FS_BIT_BLENDFUNC_A, 4));
break;
default:
desc << "ReplaceBlend_" << id.Bits(FS_BIT_REPLACE_BLEND, 3)
<< "A:" << id.Bits(FS_BIT_BLENDFUNC_A, 4)
<< "_B:" << id.Bits(FS_BIT_BLENDFUNC_B, 4)
<< "_Eq:" << id.Bits(FS_BIT_BLENDEQ, 3) << " ";
desc.C("ReplaceBlend_").F("%d ", id.Bits(FS_BIT_REPLACE_BLEND, 3))
.C("A:").F("%d ", id.Bits(FS_BIT_BLENDFUNC_A, 4))
.C("_B:").F("%d ", id.Bits(FS_BIT_BLENDFUNC_B, 4))
.C("_Eq:").F("%d ", id.Bits(FS_BIT_BLENDEQ, 3));
break;
}
}
switch (id.Bits(FS_BIT_STENCIL_TO_ALPHA, 2)) {
case REPLACE_ALPHA_NO: break;
case REPLACE_ALPHA_YES: desc << "StenToAlpha "; break;
case REPLACE_ALPHA_DUALSOURCE: desc << "StenToAlphaDual "; break;
}
if (id.Bits(FS_BIT_STENCIL_TO_ALPHA, 2) != REPLACE_ALPHA_NO) {
switch (id.Bits(FS_BIT_REPLACE_ALPHA_WITH_STENCIL_TYPE, 4)) {
case STENCIL_VALUE_UNIFORM: desc << "StenUniform "; break;
case STENCIL_VALUE_ZERO: desc << "Sten0 "; break;
case STENCIL_VALUE_ONE: desc << "Sten1 "; break;
case STENCIL_VALUE_KEEP: desc << "StenKeep "; break;
case STENCIL_VALUE_INVERT: desc << "StenInv "; break;
case STENCIL_VALUE_INCR_4BIT: desc << "StenIncr4 "; break;
case STENCIL_VALUE_INCR_8BIT: desc << "StenIncr8 "; break;
case STENCIL_VALUE_DECR_4BIT: desc << "StenDecr4 "; break;
case STENCIL_VALUE_DECR_8BIT: desc << "StenDecr8 "; break;
default: desc << "StenUnknown "; break;
}
} else if (id.Bit(FS_BIT_REPLACE_ALPHA_WITH_STENCIL_TYPE)) {
desc << "StenOff ";
}
if (id.Bit(FS_BIT_DO_TEXTURE)) {
switch (id.Bits(FS_BIT_TEXFUNC, 3)) {
case GE_TEXFUNC_ADD: desc << "TFuncAdd "; break;
case GE_TEXFUNC_BLEND: desc << "TFuncBlend "; break;
case GE_TEXFUNC_DECAL: desc << "TFuncDecal "; break;
case GE_TEXFUNC_MODULATE: desc << "TFuncMod "; break;
case GE_TEXFUNC_REPLACE: desc << "TFuncRepl "; break;
default: desc << "TFuncUnk "; break;
}
case REPLACE_ALPHA_YES: desc.C("StenToAlpha "); break;
case REPLACE_ALPHA_DUALSOURCE: desc.C("StenToAlphaDual "); break;
default: desc.C("StenToAlphaUnknown "); break; // bad
}
if (id.Bit(FS_BIT_ALPHA_AGAINST_ZERO)) desc << "AlphaTest0 " << alphaTestFuncs[id.Bits(FS_BIT_ALPHA_TEST_FUNC, 3)] << " ";
else if (id.Bit(FS_BIT_ALPHA_TEST)) desc << "AlphaTest " << alphaTestFuncs[id.Bits(FS_BIT_ALPHA_TEST_FUNC, 3)] << " ";
if (id.Bit(FS_BIT_COLOR_AGAINST_ZERO)) desc << "ColorTest0 " << alphaTestFuncs[id.Bits(FS_BIT_COLOR_TEST_FUNC, 2)] << " "; // first 4 match;
else if (id.Bit(FS_BIT_COLOR_TEST)) desc << "ColorTest " << alphaTestFuncs[id.Bits(FS_BIT_COLOR_TEST_FUNC, 2)] << " "; // first 4 match
if (id.Bit(FS_BIT_TEST_DISCARD_TO_ZERO)) desc << "TestDiscardToZero ";
if (id.Bit(FS_BIT_NO_DEPTH_CANNOT_DISCARD_STENCIL)) desc << "StencilDiscardWorkaround ";
if (id.Bits(FS_BIT_STENCIL_TO_ALPHA, 2) != REPLACE_ALPHA_NO) {
switch (id.Bits(FS_BIT_REPLACE_ALPHA_WITH_STENCIL_TYPE, 4)) {
case STENCIL_VALUE_UNIFORM: desc.C("StenUniform "); break;
case STENCIL_VALUE_ZERO: desc.C("Sten0 "); break;
case STENCIL_VALUE_ONE: desc.C("Sten1 "); break;
case STENCIL_VALUE_KEEP: desc.C("StenKeep "); break;
case STENCIL_VALUE_INVERT: desc.C("StenInv "); break;
case STENCIL_VALUE_INCR_4BIT: desc.C("StenIncr4 "); break;
case STENCIL_VALUE_INCR_8BIT: desc.C("StenIncr8 "); break;
case STENCIL_VALUE_DECR_4BIT: desc.C("StenDecr4 "); break;
case STENCIL_VALUE_DECR_8BIT: desc.C("StenDecr8 "); break;
default: desc.C("StenUnknown "); break;
}
} else if (id.Bit(FS_BIT_REPLACE_ALPHA_WITH_STENCIL_TYPE)) {
desc.C("StenOff ");
}
if (id.Bit(FS_BIT_ALPHA_AGAINST_ZERO)) desc.C("AlphaTest0 ").W(alphaTestFuncs[id.Bits(FS_BIT_ALPHA_TEST_FUNC, 3)]).C(" ");
else if (id.Bit(FS_BIT_ALPHA_TEST)) desc.C("AlphaTest ").W(alphaTestFuncs[id.Bits(FS_BIT_ALPHA_TEST_FUNC, 3)]).C(" ");
if (id.Bit(FS_BIT_COLOR_AGAINST_ZERO)) desc.C("ColorTest0 ").W(alphaTestFuncs[id.Bits(FS_BIT_COLOR_TEST_FUNC, 2)]).C(" "); // first 4 match;
else if (id.Bit(FS_BIT_COLOR_TEST)) desc.C("ColorTest ").W(alphaTestFuncs[id.Bits(FS_BIT_COLOR_TEST_FUNC, 2)]).C(" "); // first 4 match
if (id.Bit(FS_BIT_TEST_DISCARD_TO_ZERO)) desc.C("TestDiscardToZero ");
if (id.Bit(FS_BIT_NO_DEPTH_CANNOT_DISCARD_STENCIL)) desc.C("StencilDiscardWorkaround ");
int logicMode = id.Bits(FS_BIT_REPLACE_LOGIC_OP, 4);
if ((logicMode != GE_LOGIC_COPY) && !id.Bit(FS_BIT_CLEARMODE)) desc << "RLogic(" << logicFuncs[logicMode] << ")";
if (id.Bit(FS_BIT_SAMPLE_ARRAY_TEXTURE)) desc << "TexArray ";
if (id.Bit(FS_BIT_STEREO)) desc << "Stereo ";
if (id.Bit(FS_BIT_USE_FRAMEBUFFER_FETCH)) desc << "(fetch)";
if (id.Bit(FS_BIT_MINMAX_DISCARD)) desc << "FragMinMaxDiscard ";
if (id.Bit(FS_BIT_DEPTH_CLAMP)) desc << "FragDepthClamp ";
if ((logicMode != GE_LOGIC_COPY) && !id.Bit(FS_BIT_CLEARMODE)) desc.C("RLogic(").W(logicFuncs[logicMode]).C(")");
if (id.Bit(FS_BIT_SAMPLE_ARRAY_TEXTURE)) desc.C("TexArray ");
if (id.Bit(FS_BIT_STEREO)) desc.C("Stereo ");
if (id.Bit(FS_BIT_USE_FRAMEBUFFER_FETCH)) desc.C("(fetch)");
if (id.Bit(FS_BIT_MINMAX_DISCARD)) desc.C("FragMinMaxDiscard ");
if (id.Bit(FS_BIT_DEPTH_CLAMP)) desc.C("FragDepthClamp ");
const ShaderDepalMode depalMode = (ShaderDepalMode)id.Bits(FS_BIT_SHADER_DEPAL_MODE, 2);
switch (depalMode) {
case ShaderDepalMode::OFF: break;
case ShaderDepalMode::NORMAL: desc << "Depal(";
case ShaderDepalMode::NORMAL: desc.C("Depal(");
{
const GEBufferFormat shaderDepalFormat = (GEBufferFormat)id.Bits(FS_BIT_SHADER_DEPAL_FORMAT, 3);
desc << GeBufferFormatToString(shaderDepalFormat) << ") ";
desc.W(GeBufferFormatToString(shaderDepalFormat)).C(") ");
break;
}
case ShaderDepalMode::SMOOTHED: desc << "SmoothDepal "; break;
case ShaderDepalMode::CLUT8_8888: desc << "CLUT8From8888Depal"; break;
case ShaderDepalMode::SMOOTHED: desc.C("SmoothDepal "); break;
case ShaderDepalMode::CLUT8_8888: desc.C("CLUT8From8888Depal"); break;
}
return desc.str();
return desc.as_string();
}
bool FragmentIdNeedsFramebufferRead(const FShaderID &id) {
@@ -424,3 +437,24 @@ void ComputeFragmentShaderID(FShaderID *id_out, const ComputedPipelineState &pip
*id_out = id;
}
std::vector<std::string> ToSortedDebugShaderIdVec(std::vector<uint64_t> ids) {
// Reverse the bits so that the sort order matches the importance order.
for (auto &id : ids) {
id = ReverseBits64(id);
}
std::sort(ids.begin(), ids.end());
// Reverse the bits back to get the original IDs.
for (auto &id : ids) {
id = ReverseBits64(id);
}
std::vector<std::string> strIds;
for (auto &id : ids) {
ShaderID shaderId;
shaderId.FromUint64(id);
std::string idStr;
shaderId.ToString(&idStr);
strIds.push_back(idStr);
}
return strIds;
}
+88 -104
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@@ -24,52 +24,47 @@ inline bool needFragmentDepthClamp() {
// VS_BIT_LIGHT_UBERSHADER indicates that some groups of these will be
// sent to the shader and processed there. This cuts down the number of shaders ("ubershader approach").
enum VShaderBit : uint8_t {
VS_BIT_LMODE = 0,
VS_BIT_IS_THROUGH = 1,
// bit 2 is free.
VS_BIT_HAS_COLOR = 3,
// bit 4 is free.
VS_BIT_VERTEX_RANGE_CULLING = 5,
VS_BIT_SIMPLE_STEREO = 6,
// bit 7 is free,
VS_BIT_USE_HW_TRANSFORM = 8,
VS_BIT_HAS_NORMAL = 9, // conditioned on hw transform
VS_BIT_NORM_REVERSE = 10,
VS_BIT_HAS_TEXCOORD = 11,
// 4 bits free: 12-15
VS_BIT_UVGEN_MODE = 16,
VS_BIT_UVPROJ_MODE = 18, // 2, can overlap with LS0
VS_BIT_LS0 = 18, // 2
VS_BIT_LS1 = 20, // 2
VS_BIT_BONES = 22, // 3 should be enough, not 8
// 25 - 29 are free.
VS_BIT_ENABLE_BONES = 30,
VS_BIT_IS_THROUGH = 0,
VS_BIT_USE_HW_TRANSFORM = 1,
VS_BIT_HAS_NORMAL = 2, // conditioned on hw transform
VS_BIT_HAS_TEXCOORD = 3,
VS_BIT_HAS_COLOR = 4,
VS_BIT_LMODE = 5,
VS_BIT_NORM_REVERSE = 6,
VS_BIT_FLATSHADE = 7,
VS_BIT_MATERIAL_UPDATE = 8, // 3 bits
// Free bit: 11
VS_BIT_UVGEN_MODE = 12, // 2 bits
VS_BIT_UVPROJ_MODE = 14, // 2 bits
VS_BIT_ENABLE_BONES = 16,
VS_BIT_WEIGHT_FMTSCALE = 17, // only two bits
VS_BIT_BONES = 19, // 3 should be enough to represent 1-8 bones.
VS_BIT_FS_MINMAX_DISCARD = 22, // Do min/max and/or depth clamp in the fragment shader. It just means we need to forward Z and W to the fragment shader.
VS_BIT_FS_DEPTH_CLAMP = 23, // Do depth clamp in the fragment shader.
VS_BIT_LIGHTING_ENABLE = 24,
VS_BIT_LS0 = 25, // 2 bits
VS_BIT_LS1 = 27, // 2 bits
// If this is set along with LIGHTING_ENABLE, all other lighting bits below
// are passed to the shader directly instead.
VS_BIT_LIGHT_UBERSHADER = 31,
VS_BIT_LIGHT_UBERSHADER = 29,
VS_BIT_LIGHT0_COMP = 32, // 2 bits
VS_BIT_LIGHT0_TYPE = 34, // 2 bits
VS_BIT_LIGHT1_COMP = 36, // 2 bits
VS_BIT_LIGHT1_TYPE = 38, // 2 bits
VS_BIT_LIGHT2_COMP = 40, // 2 bits
VS_BIT_LIGHT2_TYPE = 42, // 2 bits
VS_BIT_LIGHT3_COMP = 44, // 2 bits
VS_BIT_LIGHT3_TYPE = 46, // 2 bits
VS_BIT_MATERIAL_UPDATE = 48, // 3 bits
// Bit 51 is free.
VS_BIT_LIGHT0_ENABLE = 52,
VS_BIT_LIGHT1_ENABLE = 53,
VS_BIT_LIGHT2_ENABLE = 54,
VS_BIT_LIGHT3_ENABLE = 55,
VS_BIT_LIGHTING_ENABLE = 56,
VS_BIT_WEIGHT_FMTSCALE = 57, // only two bits
// 59 - 61 are free.
VS_BIT_FS_MINMAX_DISCARD = 59, // Do min/max and/or depth clamp in the fragment shader. It just means we need to forward Z and W to the fragment shader.
VS_BIT_FS_DEPTH_CLAMP = 60, // Do depth clamp in the fragment shader.
VS_BIT_FLATSHADE = 62, // 1 bit
// Bit 63 is free.
VS_BIT_LIGHT0_COMP = 30, // 2 bits
VS_BIT_LIGHT0_TYPE = 32, // 2 bits
VS_BIT_LIGHT1_COMP = 34, // 2 bits
VS_BIT_LIGHT1_TYPE = 36, // 2 bits
VS_BIT_LIGHT2_COMP = 38, // 2 bits
VS_BIT_LIGHT2_TYPE = 40, // 2 bits
VS_BIT_LIGHT3_COMP = 42, // 2 bits
VS_BIT_LIGHT3_TYPE = 44, // 2 bits
VS_BIT_LIGHT0_ENABLE = 46,
VS_BIT_LIGHT1_ENABLE = 47,
VS_BIT_LIGHT2_ENABLE = 48,
VS_BIT_LIGHT3_ENABLE = 49,
VS_BIT_VERTEX_RANGE_CULLING = 50,
VS_BIT_SIMPLE_STEREO = 51,
// bits 52-63 are free.
};
static inline VShaderBit operator +(VShaderBit bit, int i) {
@@ -80,20 +75,23 @@ static inline VShaderBit operator +(VShaderBit bit, int i) {
enum FShaderBit : uint8_t {
FS_BIT_CLEARMODE = 0,
FS_BIT_DO_TEXTURE = 1,
FS_BIT_TEXFUNC = 2, // 3 bits
FS_BIT_SHADER_TEX_CLAMP = 5,
FS_BIT_CLAMP_S = 6,
FS_BIT_CLAMP_T = 7,
FS_BIT_SHADER_DEPAL_FORMAT = 8, // 3 bits (GEBufferFormat), connected to FS_BIT_SHADER_DEPAL_MODE
FS_BIT_3D_TEXTURE = 2,
FS_BIT_DO_TEXTURE_PROJ = 3,
FS_BIT_TEXFUNC = 4, // 3 bits
FS_BIT_LMODE = 7,
FS_BIT_ENABLE_FOG = 8,
FS_BIT_FLATSHADE = 9,
FS_BIT_DEPTH_CLAMP = 10, // These both are connected to VS_BIT_MINMAX_DISCARD_OR_DEPTH_CLAMP in the vertex shader.
FS_BIT_MINMAX_DISCARD = 11,
FS_BIT_ALPHA_TEST = 12,
FS_BIT_ALPHA_TEST_FUNC = 13, // 3 bits
FS_BIT_ALPHA_AGAINST_ZERO = 16,
FS_BIT_COLOR_TEST = 17,
FS_BIT_COLOR_TEST_FUNC = 18, // 2 bits
FS_BIT_COLOR_AGAINST_ZERO = 20,
FS_BIT_ENABLE_FOG = 21,
FS_BIT_DO_TEXTURE_PROJ = 22,
FS_BIT_MINMAX_DISCARD = 23,
FS_BIT_SHADER_TEX_CLAMP = 21,
FS_BIT_CLAMP_S = 22,
FS_BIT_CLAMP_T = 23,
FS_BIT_STENCIL_TO_ALPHA = 24, // 2 bits
FS_BIT_REPLACE_ALPHA_WITH_STENCIL_TYPE = 26, // 4 bits (ReplaceAlphaType)
FS_BIT_SIMULATE_LOGIC_OP_TYPE = 30, // 2 bits
@@ -101,20 +99,17 @@ enum FShaderBit : uint8_t {
FS_BIT_BLENDEQ = 35, // 3 bits
FS_BIT_BLENDFUNC_A = 38, // 4 bits
FS_BIT_BLENDFUNC_B = 42, // 4 bits
FS_BIT_FLATSHADE = 46,
// Free bit 47
FS_BIT_TEST_DISCARD_TO_ZERO = 48,
FS_BIT_NO_DEPTH_CANNOT_DISCARD_STENCIL = 49,
FS_BIT_COLOR_WRITEMASK = 50,
FS_BIT_REPLACE_LOGIC_OP = 51, // 4 bits. GE_LOGIC_COPY means no-op/off.
FS_BIT_SHADER_DEPAL_MODE = 55, // 2 bits (ShaderDepalMode)
FS_BIT_SAMPLE_ARRAY_TEXTURE = 57, // For multiview, framebuffers are array textures and we need to sample the two layers correctly.
FS_BIT_TEST_DISCARD_TO_ZERO = 46,
FS_BIT_NO_DEPTH_CANNOT_DISCARD_STENCIL = 47,
FS_BIT_COLOR_WRITEMASK = 48,
FS_BIT_REPLACE_LOGIC_OP = 49, // 4 bits. GE_LOGIC_COPY means no-op/off.
FS_BIT_SHADER_DEPAL_MODE = 53, // 2 bits (ShaderDepalMode)
FS_BIT_SHADER_DEPAL_FORMAT = 55, // 3 bits (GEBufferFormat), connected to FS_BIT_SHADER_DEPAL_MODE
FS_BIT_STEREO = 58,
FS_BIT_USE_FRAMEBUFFER_FETCH = 59,
FS_BIT_LMODE = 60,
FS_BIT_DEPTH_TEST_NEVER = 61, // Only used on Mali. Set when depth == NEVER. We forcibly avoid writing to depth in this case, since it crashes the driver.
FS_BIT_DEPTH_CLAMP = 62, // These both are connected to VS_BIT_MINMAX_DISCARD_OR_DEPTH_CLAMP in the vertex shader.
FS_BIT_3D_TEXTURE = 63,
FS_BIT_DEPTH_TEST_NEVER = 60, // Only used on Mali. Set when depth == NEVER. We forcibly avoid writing to depth in this case, since it crashes the driver.
FS_BIT_SAMPLE_ARRAY_TEXTURE = 61, // For multiview, framebuffers are array textures and we need to sample the two layers correctly.
// Free bits: 62-63
};
static inline FShaderBit operator +(FShaderBit bit, int i) {
@@ -126,87 +121,73 @@ struct ShaderID {
clear();
}
void clear() {
for (size_t i = 0; i < ARRAY_SIZE(d); i++) {
d[i] = 0;
}
d = 0;
}
void set_invalid() {
for (size_t i = 0; i < ARRAY_SIZE(d); i++) {
d[i] = 0xFFFFFFFF;
}
d = 0xFFFFFFFFFFFFFFFF;
}
bool is_invalid() const {
for (size_t i = 0; i < ARRAY_SIZE(d); i++) {
if (d[i] != 0xFFFFFFFF)
return false;
}
return true;
return d == 0xFFFFFFFFFFFFFFFF;
}
uint32_t d[2];
bool operator < (const ShaderID &other) const {
for (size_t i = 0; i < sizeof(d) / sizeof(uint32_t); i++) {
if (d[i] < other.d[i])
return true;
if (d[i] > other.d[i])
return false;
}
return false;
return d < other.d;
}
bool operator == (const ShaderID &other) const {
for (size_t i = 0; i < sizeof(d) / sizeof(uint32_t); i++) {
if (d[i] != other.d[i])
return false;
}
return true;
return d == other.d;
}
bool operator != (const ShaderID &other) const {
return !(*this == other);
}
uint32_t Word(int word) const {
return d[word];
}
// Note: This is a binary copy to string-as-bytes, not a human-readable representation.
void ToString(std::string *dest) const {
dest->resize(sizeof(d));
memcpy(&(*dest)[0], d, sizeof(d));
memcpy(&(*dest)[0], &d, sizeof(d));
}
// Note: This is a binary copy from string-as-bytes, not a human-readable representation.
void FromString(std::string src) {
memcpy(d, &(src)[0], sizeof(d));
memcpy(&d, &(src)[0], sizeof(d));
}
uint64_t ToUint64() const {
return d;
}
void FromUint64(uint64_t src) {
d = src;
}
std::string ToDebugString() const;
uint64_t d;
protected:
bool Bit(int bit) const {
return (d[bit >> 5] >> (bit & 31)) & 1;
return (d >> bit) & 1;
}
// Does not handle crossing 32-bit boundaries. count must be 30 or smaller.
int Bits(int bit, int count) const {
const int mask = (1 << count) - 1;
return (d[bit >> 5] >> (bit & 31)) & mask;
return (d >> bit) & mask;
}
void SetBit(int bit, bool value = true) {
if (value) {
d[bit >> 5] |= 1 << (bit & 31);
d |= 1ULL << bit;
} else {
d[bit >> 5] &= ~(1 << (bit & 31));
d &= ~(1ULL << bit);
}
}
void SetBits(int bit, int count, int value) {
const int mask = (1 << count) - 1;
const int shifted_mask = mask << (bit & 31);
d[bit >> 5] = (d[bit >> 5] & ~shifted_mask) | ((value & mask) << (bit & 31));
const uint64_t shifted_mask = uint64_t(mask) << bit;
d = (d & ~shifted_mask) | (uint64_t(value & mask) << bit);
}
};
struct VShaderID : ShaderID {
struct VShaderID : public ShaderID {
VShaderID() : ShaderID() {
}
explicit VShaderID(ShaderID &src) {
memcpy(d, src.d, sizeof(d));
explicit VShaderID(const ShaderID &src) {
d = src.d;
}
bool Bit(VShaderBit bit) const {
@@ -226,12 +207,12 @@ struct VShaderID : ShaderID {
}
};
struct FShaderID : ShaderID {
struct FShaderID : public ShaderID {
FShaderID() : ShaderID() {
}
explicit FShaderID(ShaderID &src) {
memcpy(d, src.d, sizeof(d));
explicit FShaderID(const ShaderID &src) {
d = src.d;
}
bool Bit(FShaderBit bit) const {
@@ -266,3 +247,6 @@ std::string FragmentShaderDesc(const FShaderID &id);
// For sanity checking.
bool FragmentIdNeedsFramebufferRead(const FShaderID &id);
// For the shader viewer.
std::vector<std::string> ToSortedDebugShaderIdVec(std::vector<uint64_t> ids);
+6 -8
View File
@@ -262,28 +262,26 @@ void ShaderManagerD3D11::GetShaders(int prim, u32 vertexType, D3D11VertexShader
std::vector<std::string> ShaderManagerD3D11::DebugGetShaderIDs(DebugShaderType type) {
std::string id;
std::vector<std::string> ids;
std::vector<uint64_t> ids;
switch (type) {
case SHADER_TYPE_VERTEX:
{
for (auto iter : vsCache_) {
iter.first.ToString(&id);
ids.push_back(id);
for (auto &iter : vsCache_) {
ids.push_back(iter.first.ToUint64());
}
break;
}
case SHADER_TYPE_FRAGMENT:
{
for (auto iter : fsCache_) {
iter.first.ToString(&id);
ids.push_back(id);
for (auto &iter : fsCache_) {
ids.push_back(iter.first.ToUint64());
}
break;
}
default:
break;
}
return ids;
return ToSortedDebugShaderIdVec(ids);
}
std::string ShaderManagerD3D11::DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) {
+8 -12
View File
@@ -673,7 +673,7 @@ Shader *ShaderManagerGLES::CompileFragmentShader(FShaderID FSID) {
std::string errorString;
FragmentShaderFlags flags;
if (!GenerateFragmentShader(FSID, codeBuffer_, draw_->GetShaderLanguageDesc(), draw_->GetBugs(), &uniformMask, &flags, &errorString)) {
ERROR_LOG_REPORT(Log::G3D, "FS shader gen error: %s (%s: %08x:%08x)", errorString.c_str(), "GLES", FSID.d[0], FSID.d[1]);
ERROR_LOG_REPORT(Log::G3D, "FS shader gen error: %s (%s: %s)", errorString.c_str(), "GLES", FSID.ToDebugString().c_str());
return nullptr;
}
_assert_msg_(strlen(codeBuffer_) < CODE_BUFFER_SIZE, "FS length error: %d", (int)strlen(codeBuffer_));
@@ -691,7 +691,7 @@ Shader *ShaderManagerGLES::CompileVertexShader(VShaderID VSID) {
std::string errorString;
VertexShaderFlags flags;
if (!GenerateVertexShader(VSID, codeBuffer_, draw_->GetShaderLanguageDesc(), draw_->GetBugs(), &attrMask, &uniformMask, &flags, &errorString)) {
ERROR_LOG_REPORT(Log::G3D, "VS shader gen error: %s (%s: %08x:%08x)", errorString.c_str(), "GLES", VSID.d[0], VSID.d[1]);
ERROR_LOG_REPORT(Log::G3D, "VS shader gen error: %s (%s: %s)", errorString.c_str(), "GLES", VSID.ToDebugString().c_str());
return nullptr;
}
_assert_msg_(strlen(codeBuffer_) < CODE_BUFFER_SIZE, "VS length error: %d", (int)strlen(codeBuffer_));
@@ -776,7 +776,7 @@ LinkedShader *ShaderManagerGLES::ApplyFragmentShader(VShaderID VSID, Shader *vs,
// Could fail to generate, in which case we're kinda screwed.
fs = CompileFragmentShader(FSID);
if (!fs) {
ERROR_LOG(Log::G3D, "Failed to generate fragment shader with ID %08x:%08x", FSID.d[0], FSID.d[1]);
ERROR_LOG(Log::G3D, "Failed to generate fragment shader with ID %s", FSID.ToDebugString().c_str());
// Still insert it so we don't end up spamming generation.
}
fsCache_.Insert(FSID, fs);
@@ -834,26 +834,22 @@ std::string Shader::GetShaderString(DebugShaderStringType type, ShaderID id) con
std::vector<std::string> ShaderManagerGLES::DebugGetShaderIDs(DebugShaderType type) {
std::string id;
std::vector<std::string> ids;
std::vector<uint64_t> ids;
switch (type) {
case SHADER_TYPE_VERTEX:
vsCache_.Iterate([&](const VShaderID &id, Shader *shader) {
std::string idstr;
id.ToString(&idstr);
ids.push_back(idstr);
ids.push_back(id.ToUint64());
});
break;
case SHADER_TYPE_FRAGMENT:
fsCache_.Iterate([&](const FShaderID &id, Shader *shader) {
std::string idstr;
id.ToString(&idstr);
ids.push_back(idstr);
ids.push_back(id.ToUint64());
});
break;
default:
break;
}
return ids;
return ToSortedDebugShaderIdVec(ids);
}
std::string ShaderManagerGLES::DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) {
@@ -900,7 +896,7 @@ enum class CacheDetectFlags {
};
#define CACHE_HEADER_MAGIC 0x83277592
#define CACHE_VERSION 40
#define CACHE_VERSION 42
struct CacheHeader {
uint32_t magic;
+7 -4
View File
@@ -1780,9 +1780,7 @@ void GPUCommonHW::FormatGPUStatsCommon(StringWriter &w) {
"block transfers: %d\n"
"replacer: tracks %d references, %d unique textures\n"
"Cpy: depth %d, color %d, reint %d, blend %d, self %d\n"
"GPU cycles: %d (%0.1f per vertex)\n"
"Z-rast: %0.2f+%0.2f+%0.2f (total %0.2f/%0.2f) ms\n"
"Z-rast: %d prim, %d nopix, %d small, %d earlysize, %d zcull, %d box\n%s",
"GPU cycles: %d (%0.1f per vertex)\n",
gpuStats.perFrame.msProcessingDisplayLists * 1000.0f,
gpuStats.perFrame.numEnqueue,
gpuStats.perFrame.numUpdateStall,
@@ -1823,7 +1821,11 @@ void GPUCommonHW::FormatGPUStatsCommon(StringWriter &w) {
gpuStats.perFrame.numCopiesForShaderBlend,
gpuStats.perFrame.numCopiesForSelfTex,
gpuStats.perFrame.vertexGPUCycles + gpuStats.perFrame.otherGPUCycles,
vertexAverageCycles,
vertexAverageCycles);
if (PSP_CoreParameter().compat.flags().SoftwareRasterDepth) {
w.F("Z-rast: %0.2f+%0.2f+%0.2f (total %0.2f/%0.2f) ms\n"
"Z-rast: %d prim, %d nopix, %d small, %d earlysize, %d zcull, %d box\n%s",
gpuStats.perFrame.msPrepareDepth * 1000.0,
gpuStats.perFrame.msCullDepth * 1000.0,
gpuStats.perFrame.msRasterizeDepth * 1000.0,
@@ -1838,3 +1840,4 @@ void GPUCommonHW::FormatGPUStatsCommon(StringWriter &w) {
debugRecording_ ? "(debug-recording)" : ""
);
}
}
+6 -11
View File
@@ -318,28 +318,23 @@ void ShaderManagerVulkan::GetShaders(int prim, u32 vertexType, VulkanVertexShade
}
std::vector<std::string> ShaderManagerVulkan::DebugGetShaderIDs(DebugShaderType type) {
std::vector<std::string> ids;
std::vector<uint64_t> ids;
switch (type) {
case SHADER_TYPE_VERTEX:
vsCache_.Iterate([&](const VShaderID &id, VulkanVertexShader *shader) {
std::string idstr;
id.ToString(&idstr);
ids.push_back(idstr);
ids.push_back(id.ToUint64());
});
break;
case SHADER_TYPE_FRAGMENT:
fsCache_.Iterate([&](const FShaderID &id, VulkanFragmentShader *shader) {
std::string idstr;
id.ToString(&idstr);
ids.push_back(idstr);
ids.push_back(id.ToUint64());
});
break;
case SHADER_TYPE_GEOMETRY:
return ids;
default:
break;
}
return ids;
return ToSortedDebugShaderIdVec(ids);
}
std::string ShaderManagerVulkan::DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) {
@@ -408,7 +403,7 @@ enum class VulkanCacheDetectFlags {
};
#define CACHE_HEADER_MAGIC 0xff51f420
#define CACHE_VERSION 56
#define CACHE_VERSION 58
struct VulkanCacheHeader {
uint32_t magic;
+10 -1
View File
@@ -187,7 +187,16 @@
"location-emoji": "🇧🇷",
"description": "Rede br para partidas online de jogos PSP.",
"data_mode": "AemuPostoffice",
"status_data_json": "http://pspbrasil.duckdns.org/data.json"
"status_data_json": "https://pspbrasil.duckdns.org/data.json"
},
{
"name": "Jeddah relay",
"host": "jeddah-relay.ddns.net",
"discord": "",
"location": "Saudi Arabia",
"location-emoji": "🇸🇦",
"description": "For players looking to play any games",
"data_mode": "AemuPostoffice"
}
]
}
+1 -1
View File
@@ -1033,7 +1033,7 @@ No games in progress on this server = Keine Spiele auf diesem Server aktiv
Other versions of this game that should work: = Andere Versionen dieses Spiels, die funktionieren sollten:
P2P mode = P2P-Modus
PacketRelayHint = Verfügbar auf Servern, die 'aemu_postoffice' Paketweiterleitung wie socom.cc anbieten. Deaktiviere dies für LAN- oder VPN-Spiel. Kann zuverlässiger sein, aber manchmal langsamer.
Players waiting: %1 = Spieler warten:
Players waiting: %1 = Spieler warten: %1
players: %1 = Spieler: %1
Please change your Port Offset = Bitte ändere deinen Port-Offset
Open PPSSPP Multiplayer Wiki Page = PPSSPP-Ad-Hoc-Wiki-Seite
+4 -8
View File
@@ -368,11 +368,9 @@ bool TestVertexShaders() {
// Generate a bunch of random vertex shader IDs, try to generate shader source.
// Then compile it and check that it's ok.
for (int i = 0; i < count; i++) {
uint32_t bottom = rng.R32();
uint32_t top = rng.R32();
uint64_t id64 = rng.R64();
VShaderID id;
id.d[0] = bottom;
id.d[1] = top;
id.FromUint64(id64);
// The generated bits need some adjustment:
@@ -453,11 +451,9 @@ bool TestFragmentShaders() {
// Generate a bunch of random fragment shader IDs, try to generate shader source.
// Then compile it and check that it's ok.
for (int i = 0; i < count; i++) {
uint32_t bottom = rng.R32();
uint32_t top = rng.R32();
uint64_t id64 = rng.R64();
FShaderID id;
id.d[0] = bottom;
id.d[1] = top;
id.FromUint64(id64);
// bits we don't need to test because they are irrelevant on d3d11
id.SetBit(FS_BIT_NO_DEPTH_CANNOT_DISCARD_STENCIL, false);