mirror of
https://github.com/yuzu-emu/yuzu-android.git
synced 2024-11-26 18:25:55 +01:00
VideoCore/Shader: Move entry_point to SetupBatch
This commit is contained in:
parent
0f64274145
commit
0e9081b973
@ -521,9 +521,8 @@ void GraphicsVertexShaderWidget::Reload(bool replace_vertex_data, void* vertex_d
|
|||||||
|
|
||||||
// Generate debug information
|
// Generate debug information
|
||||||
Pica::Shader::InterpreterEngine shader_engine;
|
Pica::Shader::InterpreterEngine shader_engine;
|
||||||
shader_engine.SetupBatch(shader_setup);
|
shader_engine.SetupBatch(shader_setup, entry_point);
|
||||||
debug_data =
|
debug_data = shader_engine.ProduceDebugInfo(shader_setup, input_vertex, num_attributes);
|
||||||
shader_engine.ProduceDebugInfo(shader_setup, input_vertex, num_attributes, entry_point);
|
|
||||||
|
|
||||||
// Reload widget state
|
// Reload widget state
|
||||||
for (int attr = 0; attr < num_attributes; ++attr) {
|
for (int attr = 0; attr < num_attributes; ++attr) {
|
||||||
|
@ -143,7 +143,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
|
|||||||
immediate_attribute_id = 0;
|
immediate_attribute_id = 0;
|
||||||
|
|
||||||
auto* shader_engine = Shader::GetEngine();
|
auto* shader_engine = Shader::GetEngine();
|
||||||
shader_engine->SetupBatch(g_state.vs);
|
shader_engine->SetupBatch(g_state.vs, regs.vs.main_offset);
|
||||||
|
|
||||||
// Send to vertex shader
|
// Send to vertex shader
|
||||||
if (g_debug_context)
|
if (g_debug_context)
|
||||||
@ -151,7 +151,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
|
|||||||
static_cast<void*>(&immediate_input));
|
static_cast<void*>(&immediate_input));
|
||||||
Shader::UnitState shader_unit;
|
Shader::UnitState shader_unit;
|
||||||
shader_unit.LoadInputVertex(immediate_input, regs.vs.num_input_attributes + 1);
|
shader_unit.LoadInputVertex(immediate_input, regs.vs.num_input_attributes + 1);
|
||||||
shader_engine->Run(g_state.vs, shader_unit, regs.vs.main_offset);
|
shader_engine->Run(g_state.vs, shader_unit);
|
||||||
auto output_vertex = Shader::OutputVertex::FromRegisters(
|
auto output_vertex = Shader::OutputVertex::FromRegisters(
|
||||||
shader_unit.registers.output, regs, regs.vs.output_mask);
|
shader_unit.registers.output, regs, regs.vs.output_mask);
|
||||||
|
|
||||||
@ -248,7 +248,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
|
|||||||
auto* shader_engine = Shader::GetEngine();
|
auto* shader_engine = Shader::GetEngine();
|
||||||
Shader::UnitState shader_unit;
|
Shader::UnitState shader_unit;
|
||||||
|
|
||||||
shader_engine->SetupBatch(g_state.vs);
|
shader_engine->SetupBatch(g_state.vs, regs.vs.main_offset);
|
||||||
|
|
||||||
for (unsigned int index = 0; index < regs.num_vertices; ++index) {
|
for (unsigned int index = 0; index < regs.num_vertices; ++index) {
|
||||||
// Indexed rendering doesn't use the start offset
|
// Indexed rendering doesn't use the start offset
|
||||||
@ -288,7 +288,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
|
|||||||
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
|
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
|
||||||
(void*)&input);
|
(void*)&input);
|
||||||
shader_unit.LoadInputVertex(input, loader.GetNumTotalAttributes());
|
shader_unit.LoadInputVertex(input, loader.GetNumTotalAttributes());
|
||||||
shader_engine->Run(g_state.vs, shader_unit, regs.vs.main_offset);
|
shader_engine->Run(g_state.vs, shader_unit);
|
||||||
|
|
||||||
// Retrieve vertex from register data
|
// Retrieve vertex from register data
|
||||||
output_vertex = Shader::OutputVertex::FromRegisters(shader_unit.registers.output,
|
output_vertex = Shader::OutputVertex::FromRegisters(shader_unit.registers.output,
|
||||||
|
@ -170,6 +170,7 @@ struct ShaderSetup {
|
|||||||
|
|
||||||
/// Data private to ShaderEngines
|
/// Data private to ShaderEngines
|
||||||
struct EngineData {
|
struct EngineData {
|
||||||
|
unsigned int entry_point;
|
||||||
/// Used by the JIT, points to a compiled shader object.
|
/// Used by the JIT, points to a compiled shader object.
|
||||||
const void* cached_shader = nullptr;
|
const void* cached_shader = nullptr;
|
||||||
} engine_data;
|
} engine_data;
|
||||||
@ -183,7 +184,7 @@ public:
|
|||||||
* Performs any shader unit setup that only needs to happen once per shader (as opposed to once
|
* Performs any shader unit setup that only needs to happen once per shader (as opposed to once
|
||||||
* per vertex, which would happen within the `Run` function).
|
* per vertex, which would happen within the `Run` function).
|
||||||
*/
|
*/
|
||||||
virtual void SetupBatch(ShaderSetup& setup) = 0;
|
virtual void SetupBatch(ShaderSetup& setup, unsigned int entry_point) = 0;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Runs the currently setup shader.
|
* Runs the currently setup shader.
|
||||||
@ -191,8 +192,7 @@ public:
|
|||||||
* @param setup Shader engine state, must be setup with SetupBatch on each shader change.
|
* @param setup Shader engine state, must be setup with SetupBatch on each shader change.
|
||||||
* @param state Shader unit state, must be setup with input data before each shader invocation.
|
* @param state Shader unit state, must be setup with input data before each shader invocation.
|
||||||
*/
|
*/
|
||||||
virtual void Run(const ShaderSetup& setup, UnitState& state,
|
virtual void Run(const ShaderSetup& setup, UnitState& state) const = 0;
|
||||||
unsigned int entry_point) const = 0;
|
|
||||||
};
|
};
|
||||||
|
|
||||||
// TODO(yuriks): Remove and make it non-global state somewhere
|
// TODO(yuriks): Remove and make it non-global state somewhere
|
||||||
|
@ -652,32 +652,31 @@ static void RunInterpreter(const ShaderSetup& setup, UnitState& state, DebugData
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void InterpreterEngine::SetupBatch(ShaderSetup& setup) {}
|
void InterpreterEngine::SetupBatch(ShaderSetup& setup, unsigned int entry_point) {
|
||||||
|
ASSERT(entry_point < 1024);
|
||||||
|
setup.engine_data.entry_point = entry_point;
|
||||||
|
}
|
||||||
|
|
||||||
MICROPROFILE_DECLARE(GPU_Shader);
|
MICROPROFILE_DECLARE(GPU_Shader);
|
||||||
|
|
||||||
void InterpreterEngine::Run(const ShaderSetup& setup, UnitState& state,
|
void InterpreterEngine::Run(const ShaderSetup& setup, UnitState& state) const {
|
||||||
unsigned int entry_point) const {
|
|
||||||
ASSERT(entry_point < 1024);
|
|
||||||
|
|
||||||
MICROPROFILE_SCOPE(GPU_Shader);
|
MICROPROFILE_SCOPE(GPU_Shader);
|
||||||
|
|
||||||
DebugData<false> dummy_debug_data;
|
DebugData<false> dummy_debug_data;
|
||||||
RunInterpreter(setup, state, dummy_debug_data, entry_point);
|
RunInterpreter(setup, state, dummy_debug_data, setup.engine_data.entry_point);
|
||||||
}
|
}
|
||||||
|
|
||||||
DebugData<true> InterpreterEngine::ProduceDebugInfo(const ShaderSetup& setup,
|
DebugData<true> InterpreterEngine::ProduceDebugInfo(const ShaderSetup& setup,
|
||||||
const InputVertex& input, int num_attributes,
|
const InputVertex& input,
|
||||||
unsigned int entry_point) const {
|
int num_attributes) const {
|
||||||
ASSERT(entry_point < 1024);
|
|
||||||
|
|
||||||
UnitState state;
|
UnitState state;
|
||||||
DebugData<true> debug_data;
|
DebugData<true> debug_data;
|
||||||
|
|
||||||
// Setup input register table
|
// Setup input register table
|
||||||
boost::fill(state.registers.input, Math::Vec4<float24>::AssignToAll(float24::Zero()));
|
boost::fill(state.registers.input, Math::Vec4<float24>::AssignToAll(float24::Zero()));
|
||||||
state.LoadInputVertex(input, num_attributes);
|
state.LoadInputVertex(input, num_attributes);
|
||||||
RunInterpreter(setup, state, debug_data, entry_point);
|
RunInterpreter(setup, state, debug_data, setup.engine_data.entry_point);
|
||||||
return debug_data;
|
return debug_data;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -13,8 +13,8 @@ namespace Shader {
|
|||||||
|
|
||||||
class InterpreterEngine final : public ShaderEngine {
|
class InterpreterEngine final : public ShaderEngine {
|
||||||
public:
|
public:
|
||||||
void SetupBatch(ShaderSetup& setup) override;
|
void SetupBatch(ShaderSetup& setup, unsigned int entry_point) override;
|
||||||
void Run(const ShaderSetup& setup, UnitState& state, unsigned int entry_point) const override;
|
void Run(const ShaderSetup& setup, UnitState& state) const override;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Produce debug information based on the given shader and input vertex
|
* Produce debug information based on the given shader and input vertex
|
||||||
@ -24,7 +24,7 @@ public:
|
|||||||
* @return Debug information for this shader with regards to the given vertex
|
* @return Debug information for this shader with regards to the given vertex
|
||||||
*/
|
*/
|
||||||
DebugData<true> ProduceDebugInfo(const ShaderSetup& setup, const InputVertex& input,
|
DebugData<true> ProduceDebugInfo(const ShaderSetup& setup, const InputVertex& input,
|
||||||
int num_attributes, unsigned int entry_point) const;
|
int num_attributes) const;
|
||||||
};
|
};
|
||||||
|
|
||||||
} // namespace
|
} // namespace
|
||||||
|
@ -14,7 +14,10 @@ namespace Shader {
|
|||||||
JitX64Engine::JitX64Engine() = default;
|
JitX64Engine::JitX64Engine() = default;
|
||||||
JitX64Engine::~JitX64Engine() = default;
|
JitX64Engine::~JitX64Engine() = default;
|
||||||
|
|
||||||
void JitX64Engine::SetupBatch(ShaderSetup& setup) {
|
void JitX64Engine::SetupBatch(ShaderSetup& setup, unsigned int entry_point) {
|
||||||
|
ASSERT(entry_point < 1024);
|
||||||
|
setup.engine_data.entry_point = entry_point;
|
||||||
|
|
||||||
u64 code_hash = Common::ComputeHash64(&setup.program_code, sizeof(setup.program_code));
|
u64 code_hash = Common::ComputeHash64(&setup.program_code, sizeof(setup.program_code));
|
||||||
u64 swizzle_hash = Common::ComputeHash64(&setup.swizzle_data, sizeof(setup.swizzle_data));
|
u64 swizzle_hash = Common::ComputeHash64(&setup.swizzle_data, sizeof(setup.swizzle_data));
|
||||||
|
|
||||||
@ -32,14 +35,13 @@ void JitX64Engine::SetupBatch(ShaderSetup& setup) {
|
|||||||
|
|
||||||
MICROPROFILE_DECLARE(GPU_Shader);
|
MICROPROFILE_DECLARE(GPU_Shader);
|
||||||
|
|
||||||
void JitX64Engine::Run(const ShaderSetup& setup, UnitState& state, unsigned int entry_point) const {
|
void JitX64Engine::Run(const ShaderSetup& setup, UnitState& state) const {
|
||||||
ASSERT(setup.engine_data.cached_shader != nullptr);
|
ASSERT(setup.engine_data.cached_shader != nullptr);
|
||||||
ASSERT(entry_point < 1024);
|
|
||||||
|
|
||||||
MICROPROFILE_SCOPE(GPU_Shader);
|
MICROPROFILE_SCOPE(GPU_Shader);
|
||||||
|
|
||||||
const JitShader* shader = static_cast<const JitShader*>(setup.engine_data.cached_shader);
|
const JitShader* shader = static_cast<const JitShader*>(setup.engine_data.cached_shader);
|
||||||
shader->Run(setup, state, entry_point);
|
shader->Run(setup, state, setup.engine_data.entry_point);
|
||||||
}
|
}
|
||||||
|
|
||||||
} // namespace Shader
|
} // namespace Shader
|
||||||
|
@ -19,8 +19,8 @@ public:
|
|||||||
JitX64Engine();
|
JitX64Engine();
|
||||||
~JitX64Engine() override;
|
~JitX64Engine() override;
|
||||||
|
|
||||||
void SetupBatch(ShaderSetup& setup) override;
|
void SetupBatch(ShaderSetup& setup, unsigned int entry_point) override;
|
||||||
void Run(const ShaderSetup& setup, UnitState& state, unsigned int entry_point) const override;
|
void Run(const ShaderSetup& setup, UnitState& state) const override;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
std::unordered_map<u64, std::unique_ptr<JitShader>> cache;
|
std::unordered_map<u64, std::unique_ptr<JitShader>> cache;
|
||||||
|
Loading…
Reference in New Issue
Block a user