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shader_jit_x64: Allocate each program independently and persist for emu session.
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@ -28,15 +28,8 @@ namespace Pica {
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namespace Shader {
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#ifdef ARCHITECTURE_x86_64
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static std::unordered_map<u64, CompiledShader*> shader_map;
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static JitCompiler jit;
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static CompiledShader* jit_shader;
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static void ClearCache() {
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shader_map.clear();
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jit.Clear();
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LOG_INFO(HW_GPU, "Shader JIT cache cleared");
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}
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static std::unordered_map<u64, std::unique_ptr<JitCompiler>> shader_map;
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static const JitCompiler* jit_shader;
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#endif // ARCHITECTURE_x86_64
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void Setup(UnitState<false>& state) {
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@ -48,16 +41,12 @@ void Setup(UnitState<false>& state) {
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auto iter = shader_map.find(cache_key);
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if (iter != shader_map.end()) {
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jit_shader = iter->second;
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jit_shader = iter->second.get();
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} else {
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// Check if remaining JIT code space is enough for at least one more (massive) shader
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if (jit.GetSpaceLeft() < jit_shader_size) {
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// If not, clear the cache of all previously compiled shaders
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ClearCache();
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}
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jit_shader = jit.Compile();
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shader_map.emplace(cache_key, jit_shader);
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auto shader = std::make_unique<JitCompiler>();
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shader->Compile();
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jit_shader = shader.get();
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shader_map[cache_key] = std::move(shader);
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}
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}
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#endif // ARCHITECTURE_x86_64
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@ -65,7 +54,7 @@ void Setup(UnitState<false>& state) {
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void Shutdown() {
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#ifdef ARCHITECTURE_x86_64
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ClearCache();
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shader_map.clear();
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#endif // ARCHITECTURE_x86_64
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}
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@ -109,7 +98,7 @@ OutputVertex Run(UnitState<false>& state, const InputVertex& input, int num_attr
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#ifdef ARCHITECTURE_x86_64
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if (VideoCore::g_shader_jit_enabled)
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jit_shader(&state.registers);
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jit_shader->Run(&state.registers);
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else
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RunInterpreter(state);
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#else
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@ -589,7 +589,7 @@ void JitCompiler::Compile_CALL(Instruction instr) {
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fixup_branches.push_back({ b, instr.flow_control.dest_offset });
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// Make sure that if the above code changes, SKIP gets updated
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ASSERT(reinterpret_cast<uintptr_t>(GetCodePtr()) - start == SKIP);
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ASSERT(reinterpret_cast<ptrdiff_t>(GetCodePtr()) - start == SKIP);
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}
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void JitCompiler::Compile_CALLC(Instruction instr) {
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@ -803,8 +803,8 @@ void JitCompiler::FindReturnOffsets() {
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}
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}
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CompiledShader* JitCompiler::Compile() {
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const u8* start = GetCodePtr();
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void JitCompiler::Compile() {
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program = (CompiledShader*)GetCodePtr();
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// The stack pointer is 8 modulo 16 at the entry of a procedure
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ABI_PushRegistersAndAdjustStack(ABI_ALL_CALLEE_SAVED, 8);
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@ -850,15 +850,14 @@ CompiledShader* JitCompiler::Compile() {
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SetJumpTarget(branch.first, code_ptr[branch.second]);
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}
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return (CompiledShader*)start;
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uintptr_t size = reinterpret_cast<uintptr_t>(GetCodePtr()) - reinterpret_cast<uintptr_t>(program);
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ASSERT_MSG(size <= MAX_SHADER_SIZE, "Compiled a shader that exceeds the allocated size!");
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LOG_DEBUG(HW_GPU, "Compiled shader size=%d", size);
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}
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JitCompiler::JitCompiler() {
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AllocCodeSpace(jit_cache_size);
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}
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void JitCompiler::Clear() {
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ClearCodeSpace();
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AllocCodeSpace(MAX_SHADER_SIZE);
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}
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} // namespace Shader
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@ -22,10 +22,8 @@ namespace Pica {
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namespace Shader {
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/// Memory needed to be available to compile the next shader (otherwise, clear the cache)
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constexpr size_t jit_shader_size = 1024 * 512;
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/// Memory allocated for the JIT code space cache
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constexpr size_t jit_cache_size = 1024 * 1024 * 8;
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/// Memory allocated for each compiled shader (64Kb)
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constexpr size_t MAX_SHADER_SIZE = 1024 * 64;
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using CompiledShader = void(void* registers);
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@ -37,9 +35,11 @@ class JitCompiler : public Gen::XCodeBlock {
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public:
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JitCompiler();
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CompiledShader* Compile();
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void Run(void* registers) const {
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program(registers);
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}
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void Clear();
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void Compile();
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void Compile_ADD(Instruction instr);
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void Compile_DP3(Instruction instr);
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@ -104,12 +104,14 @@ private:
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/// Offsets in code where a return needs to be inserted
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std::set<unsigned> return_offsets;
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unsigned last_program_counter; ///< Offset of the most recent instruction decoded
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unsigned program_counter; ///< Offset of the next instruction to decode
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unsigned last_program_counter = 0; ///< Offset of the most recent instruction decoded
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unsigned program_counter = 0; ///< Offset of the next instruction to decode
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bool looping = false; ///< True if compiling a loop, used to check for nested loops
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/// Branches that need to be fixed up once the entire shader program is compiled
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std::vector<std::pair<Gen::FixupBranch, unsigned>> fixup_branches;
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CompiledShader* program = nullptr;
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};
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} // Shader
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