LibSoftGPU: Implement shader processor for SoftGPU ISA

This adds a shader processor that executes our ISA when a fragment
shader is currently bound to the device.
This commit is contained in:
Stephan Unverwerth 2022-09-17 17:52:34 +02:00 committed by Andrew Kaster
parent 1e548a84d6
commit b18bf702ea
Notes: sideshowbarker 2024-07-17 03:01:14 +09:00
5 changed files with 170 additions and 0 deletions

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@ -3,6 +3,7 @@ set(SOURCES
Device.cpp
Image.cpp
PixelConverter.cpp
ShaderProcessor.cpp
Sampler.cpp
Shader.cpp
)

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@ -829,6 +829,7 @@ void Device::rasterize_triangle(Triangle& triangle)
Device::Device(Gfx::IntSize size)
: m_frame_buffer(FrameBuffer<GPU::ColorType, GPU::DepthType, GPU::StencilType>::try_create(size).release_value_but_fixme_should_propagate_errors())
, m_shader_processor(m_samplers)
{
m_options.scissor_box = m_frame_buffer->rect();
m_options.viewport = m_frame_buffer->rect();
@ -1211,6 +1212,11 @@ void Device::draw_primitives(GPU::PrimitiveType primitive_type, FloatMatrix4x4 c
ALWAYS_INLINE void Device::shade_fragments(PixelQuad& quad)
{
if (m_current_fragment_shader) {
m_shader_processor.execute(quad, *m_current_fragment_shader);
return;
}
Array<Vector4<f32x4>, GPU::NUM_TEXTURE_UNITS> texture_stage_texel;
auto current_color = quad.get_input_vector4(SHADER_INPUT_VERTEX_COLOR);

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@ -36,6 +36,7 @@
#include <LibSoftGPU/Config.h>
#include <LibSoftGPU/Sampler.h>
#include <LibSoftGPU/Shader.h>
#include <LibSoftGPU/ShaderProcessor.h>
#include <LibSoftGPU/Triangle.h>
namespace SoftGPU {
@ -120,6 +121,7 @@ private:
Array<GPU::StencilConfiguration, 2u> m_stencil_configuration;
Array<GPU::TextureUnitConfiguration, GPU::NUM_TEXTURE_UNITS> m_texture_unit_configuration;
RefPtr<Shader> m_current_fragment_shader;
ShaderProcessor m_shader_processor;
};
}

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@ -0,0 +1,115 @@
/*
* Copyright (c) 2022, Stephan Unverwerth <s.unverwerth@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <LibGfx/Vector2.h>
#include <LibGfx/Vector4.h>
#include <LibSoftGPU/Shader.h>
#include <LibSoftGPU/ShaderProcessor.h>
namespace SoftGPU {
using AK::SIMD::f32x4;
void ShaderProcessor::execute(PixelQuad& quad, Shader const& shader)
{
auto& instructions = shader.instructions();
for (size_t program_counter = 0; program_counter < instructions.size(); ++program_counter) {
auto instruction = instructions[program_counter];
switch (instruction.operation) {
case Opcode::Input:
op_input(quad, instruction.arguments);
break;
case Opcode::Output:
op_output(quad, instruction.arguments);
break;
case Opcode::Sample2D:
op_sample2d(instruction.arguments);
break;
case Opcode::Swizzle:
op_swizzle(instruction.arguments);
break;
case Opcode::Add:
op_add(instruction.arguments);
break;
case Opcode::Sub:
op_sub(instruction.arguments);
break;
case Opcode::Mul:
op_mul(instruction.arguments);
break;
case Opcode::Div:
op_div(instruction.arguments);
break;
default:
VERIFY_NOT_REACHED();
}
}
}
void ShaderProcessor::op_input(PixelQuad const& quad, Instruction::Arguments arguments)
{
set_register(arguments.input.target_register, quad.get_input_float(arguments.input.input_index));
set_register(arguments.input.target_register + 1, quad.get_input_float(arguments.input.input_index + 1));
set_register(arguments.input.target_register + 2, quad.get_input_float(arguments.input.input_index + 2));
set_register(arguments.input.target_register + 3, quad.get_input_float(arguments.input.input_index + 3));
}
void ShaderProcessor::op_output(PixelQuad& quad, Instruction::Arguments arguments)
{
quad.set_output(arguments.output.output_index, get_register(arguments.output.source_register));
quad.set_output(arguments.output.output_index + 1, get_register(arguments.output.source_register + 1));
quad.set_output(arguments.output.output_index + 2, get_register(arguments.output.source_register + 2));
quad.set_output(arguments.output.output_index + 3, get_register(arguments.output.source_register + 3));
}
void ShaderProcessor::op_sample2d(Instruction::Arguments arguments)
{
Vector2<AK::SIMD::f32x4> coordinates = {
get_register(arguments.sample.coordinates_register),
get_register(arguments.sample.coordinates_register + 1),
};
auto sample = m_samplers[arguments.sample.sampler_index].sample_2d(coordinates);
set_register(arguments.sample.target_register, sample.x());
set_register(arguments.sample.target_register + 1, sample.y());
set_register(arguments.sample.target_register + 2, sample.z());
set_register(arguments.sample.target_register + 3, sample.w());
}
void ShaderProcessor::op_swizzle(Instruction::Arguments arguments)
{
f32x4 inputs[] {
get_register(arguments.swizzle.source_register),
get_register(arguments.swizzle.source_register + 1),
get_register(arguments.swizzle.source_register + 2),
get_register(arguments.swizzle.source_register + 3)
};
set_register(arguments.swizzle.target_register, inputs[swizzle_index(arguments.swizzle.pattern, 0)]);
set_register(arguments.swizzle.target_register + 1, inputs[swizzle_index(arguments.swizzle.pattern, 1)]);
set_register(arguments.swizzle.target_register + 2, inputs[swizzle_index(arguments.swizzle.pattern, 2)]);
set_register(arguments.swizzle.target_register + 3, inputs[swizzle_index(arguments.swizzle.pattern, 3)]);
}
#define SHADER_BINOP(NAME, OP) \
void ShaderProcessor::op_##NAME(Instruction::Arguments arguments) \
{ \
auto const target = arguments.binop.target_register; \
auto const source1 = arguments.binop.source_register1; \
auto const source2 = arguments.binop.source_register2; \
set_register(target, get_register(source1) OP get_register(source2)); \
set_register(target + 1, get_register(source1 + 1) OP get_register(source2 + 1)); \
set_register(target + 2, get_register(source1 + 2) OP get_register(source2 + 2)); \
set_register(target + 3, get_register(source1 + 3) OP get_register(source2 + 3)); \
}
SHADER_BINOP(add, +)
SHADER_BINOP(sub, -)
SHADER_BINOP(mul, *)
SHADER_BINOP(div, /)
#undef SHADER_BINOP
}

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@ -0,0 +1,46 @@
/*
* Copyright (c) 2022, Stephan Unverwerth <s.unverwerth@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/Array.h>
#include <AK/SIMD.h>
#include <AK/Vector.h>
#include <LibGPU/Config.h>
#include <LibSoftGPU/PixelQuad.h>
#include <LibSoftGPU/Sampler.h>
namespace SoftGPU {
class Shader;
class ShaderProcessor final {
public:
ShaderProcessor(Array<Sampler, GPU::NUM_TEXTURE_UNITS>& samplers)
: m_samplers { samplers }
{
}
void execute(PixelQuad&, Shader const&);
ALWAYS_INLINE AK::SIMD::f32x4 get_register(u16 index) const { return m_registers[index]; }
ALWAYS_INLINE void set_register(u16 index, AK::SIMD::f32x4 value) { m_registers[index] = value; }
private:
void op_input(PixelQuad const&, Instruction::Arguments);
void op_output(PixelQuad&, Instruction::Arguments);
void op_sample2d(Instruction::Arguments);
void op_swizzle(Instruction::Arguments);
void op_add(Instruction::Arguments);
void op_sub(Instruction::Arguments);
void op_mul(Instruction::Arguments);
void op_div(Instruction::Arguments);
Array<Sampler, GPU::NUM_TEXTURE_UNITS>& m_samplers;
AK::SIMD::f32x4 m_registers[1024];
};
}