mirror of
https://github.com/yuzu-emu/yuzu-android.git
synced 2024-11-23 05:35:36 +01:00
VideoCore/Shader: Split shader uniform state and shader engine
Currently there's only a single dummy implementation, which will be split in a following commit.
This commit is contained in:
parent
bd82cffd0b
commit
dd4a1672a7
@ -518,7 +518,9 @@ void GraphicsVertexShaderWidget::Reload(bool replace_vertex_data, void* vertex_d
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info.labels.insert({entry_point, "main"});
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info.labels.insert({entry_point, "main"});
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// Generate debug information
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// Generate debug information
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debug_data = shader_setup.ProduceDebugInfo(input_vertex, num_attributes, entry_point);
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auto* shader_engine = Pica::Shader::GetEngine();
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shader_engine->SetupBatch(&shader_setup);
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debug_data = shader_engine->ProduceDebugInfo(input_vertex, num_attributes, entry_point);
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// Reload widget state
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// Reload widget state
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for (int attr = 0; attr < num_attributes; ++attr) {
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for (int attr = 0; attr < num_attributes; ++attr) {
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@ -142,15 +142,16 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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MICROPROFILE_SCOPE(GPU_Drawing);
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MICROPROFILE_SCOPE(GPU_Drawing);
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immediate_attribute_id = 0;
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immediate_attribute_id = 0;
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Shader::UnitState shader_unit;
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auto* shader_engine = Shader::GetEngine();
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g_state.vs.Setup();
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shader_engine->SetupBatch(&g_state.vs);
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// Send to vertex shader
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// Send to vertex shader
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if (g_debug_context)
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if (g_debug_context)
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g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
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g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
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static_cast<void*>(&immediate_input));
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static_cast<void*>(&immediate_input));
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Shader::UnitState shader_unit;
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shader_unit.LoadInputVertex(immediate_input, regs.vs.num_input_attributes + 1);
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shader_unit.LoadInputVertex(immediate_input, regs.vs.num_input_attributes + 1);
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g_state.vs.Run(shader_unit, regs.vs.main_offset);
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shader_engine->Run(shader_unit, regs.vs.main_offset);
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Shader::OutputVertex output_vertex =
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Shader::OutputVertex output_vertex =
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shader_unit.output_registers.ToVertex(regs.vs);
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shader_unit.output_registers.ToVertex(regs.vs);
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@ -244,8 +245,10 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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unsigned int vertex_cache_pos = 0;
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unsigned int vertex_cache_pos = 0;
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vertex_cache_ids.fill(-1);
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vertex_cache_ids.fill(-1);
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auto* shader_engine = Shader::GetEngine();
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Shader::UnitState shader_unit;
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Shader::UnitState shader_unit;
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g_state.vs.Setup();
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shader_engine->SetupBatch(&g_state.vs);
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for (unsigned int index = 0; index < regs.num_vertices; ++index) {
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for (unsigned int index = 0; index < regs.num_vertices; ++index) {
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// Indexed rendering doesn't use the start offset
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// Indexed rendering doesn't use the start offset
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@ -285,7 +288,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
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g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
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(void*)&input);
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(void*)&input);
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shader_unit.LoadInputVertex(input, loader.GetNumTotalAttributes());
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shader_unit.LoadInputVertex(input, loader.GetNumTotalAttributes());
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g_state.vs.Run(shader_unit, regs.vs.main_offset);
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shader_engine->Run(shader_unit, regs.vs.main_offset);
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// Retrieve vertex from register data
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// Retrieve vertex from register data
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output_vertex = shader_unit.output_registers.ToVertex(regs.vs);
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output_vertex = shader_unit.output_registers.ToVertex(regs.vs);
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@ -87,6 +87,17 @@ void UnitState::LoadInputVertex(const InputVertex& input, int num_attributes) {
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conditional_code[1] = false;
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conditional_code[1] = false;
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}
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}
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class MergedShaderEngine : public ShaderEngine {
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public:
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void SetupBatch(const ShaderSetup* setup) override;
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void Run(UnitState& state, unsigned int entry_point) const override;
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DebugData<true> ProduceDebugInfo(const InputVertex& input, int num_attributes,
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unsigned int entry_point) const override;
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private:
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const ShaderSetup* setup = nullptr;
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};
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#ifdef ARCHITECTURE_x86_64
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#ifdef ARCHITECTURE_x86_64
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static std::unordered_map<u64, std::unique_ptr<JitShader>> shader_map;
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static std::unordered_map<u64, std::unique_ptr<JitShader>> shader_map;
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static const JitShader* jit_shader;
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static const JitShader* jit_shader;
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@ -98,13 +109,17 @@ void ClearCache() {
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#endif // ARCHITECTURE_x86_64
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#endif // ARCHITECTURE_x86_64
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}
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}
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void ShaderSetup::Setup() {
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void MergedShaderEngine::SetupBatch(const ShaderSetup* setup_) {
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setup = setup_;
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if (setup == nullptr)
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return;
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#ifdef ARCHITECTURE_x86_64
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#ifdef ARCHITECTURE_x86_64
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if (VideoCore::g_shader_jit_enabled) {
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if (VideoCore::g_shader_jit_enabled) {
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u64 cache_key =
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u64 code_hash = Common::ComputeHash64(&setup->program_code, sizeof(setup->program_code));
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Common::ComputeHash64(&program_code, sizeof(program_code)) ^
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u64 swizzle_hash = Common::ComputeHash64(&setup->swizzle_data, sizeof(setup->swizzle_data));
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Common::ComputeHash64(&swizzle_data, sizeof(swizzle_data));
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u64 cache_key = code_hash ^ swizzle_hash;
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auto iter = shader_map.find(cache_key);
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auto iter = shader_map.find(cache_key);
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if (iter != shader_map.end()) {
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if (iter != shader_map.end()) {
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jit_shader = iter->second.get();
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jit_shader = iter->second.get();
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@ -120,26 +135,28 @@ void ShaderSetup::Setup() {
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MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240));
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MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240));
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void ShaderSetup::Run(UnitState& state, unsigned int entry_point) const {
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void MergedShaderEngine::Run(UnitState& state, unsigned int entry_point) const {
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ASSERT(setup != nullptr);
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ASSERT(entry_point < 1024);
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ASSERT(entry_point < 1024);
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MICROPROFILE_SCOPE(GPU_Shader);
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MICROPROFILE_SCOPE(GPU_Shader);
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#ifdef ARCHITECTURE_x86_64
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#ifdef ARCHITECTURE_x86_64
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if (VideoCore::g_shader_jit_enabled) {
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if (VideoCore::g_shader_jit_enabled) {
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jit_shader->Run(*this, state, entry_point);
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jit_shader->Run(*setup, state, entry_point);
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} else {
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} else {
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DebugData<false> dummy_debug_data;
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DebugData<false> dummy_debug_data;
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RunInterpreter(*this, state, dummy_debug_data, entry_point);
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RunInterpreter(*setup, state, dummy_debug_data, entry_point);
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}
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}
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#else
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#else
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DebugData<false> dummy_debug_data;
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DebugData<false> dummy_debug_data;
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RunInterpreter(*this, state, dummy_debug_data, entry_point);
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RunInterpreter(*setup, state, dummy_debug_data, entry_point);
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#endif // ARCHITECTURE_x86_64
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#endif // ARCHITECTURE_x86_64
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}
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}
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DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_attributes,
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DebugData<true> MergedShaderEngine::ProduceDebugInfo(const InputVertex& input, int num_attributes,
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unsigned int entry_point) const {
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unsigned int entry_point) const {
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ASSERT(setup != nullptr);
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ASSERT(entry_point < 1024);
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ASSERT(entry_point < 1024);
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UnitState state;
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UnitState state;
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@ -148,10 +165,15 @@ DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_
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// Setup input register table
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// Setup input register table
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boost::fill(state.registers.input, Math::Vec4<float24>::AssignToAll(float24::Zero()));
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boost::fill(state.registers.input, Math::Vec4<float24>::AssignToAll(float24::Zero()));
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state.LoadInputVertex(input, num_attributes);
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state.LoadInputVertex(input, num_attributes);
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RunInterpreter(*this, state, debug_data, entry_point);
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RunInterpreter(*setup, state, debug_data, entry_point);
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return debug_data;
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return debug_data;
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}
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}
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ShaderEngine* GetEngine() {
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static MergedShaderEngine merged_engine;
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return &merged_engine;
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}
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} // namespace Shader
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} // namespace Shader
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} // namespace Pica
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} // namespace Pica
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@ -156,7 +156,6 @@ struct UnitState {
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void ClearCache();
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void ClearCache();
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struct ShaderSetup {
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struct ShaderSetup {
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struct {
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struct {
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// The float uniforms are accessed by the shader JIT using SSE instructions, and are
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// The float uniforms are accessed by the shader JIT using SSE instructions, and are
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// therefore required to be 16-byte aligned.
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// therefore required to be 16-byte aligned.
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@ -180,18 +179,23 @@ struct ShaderSetup {
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std::array<u32, 1024> program_code;
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std::array<u32, 1024> program_code;
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std::array<u32, 1024> swizzle_data;
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std::array<u32, 1024> swizzle_data;
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};
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class ShaderEngine {
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public:
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virtual ~ShaderEngine() = default;
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/**
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/**
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* Performs any shader unit setup that only needs to happen once per shader (as opposed to once
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* Performs any shader unit setup that only needs to happen once per shader (as opposed to once
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* per vertex, which would happen within the `Run` function).
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* per vertex, which would happen within the `Run` function).
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*/
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*/
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void Setup();
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virtual void SetupBatch(const ShaderSetup* setup) = 0;
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/**
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/**
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* Runs the currently setup shader
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* Runs the currently setup shader
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* @param state Shader unit state, must be setup per shader and per shader unit
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* @param state Shader unit state, must be setup per shader and per shader unit
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*/
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*/
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void Run(UnitState& state, unsigned int entry_point) const;
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virtual void Run(UnitState& state, unsigned int entry_point) const = 0;
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/**
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/**
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* Produce debug information based on the given shader and input vertex
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* Produce debug information based on the given shader and input vertex
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@ -200,10 +204,13 @@ struct ShaderSetup {
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* @param config Configuration object for the shader pipeline
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* @param config Configuration object for the shader pipeline
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* @return Debug information for this shader with regards to the given vertex
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* @return Debug information for this shader with regards to the given vertex
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*/
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*/
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DebugData<true> ProduceDebugInfo(const InputVertex& input, int num_attributes,
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virtual DebugData<true> ProduceDebugInfo(const InputVertex& input, int num_attributes,
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unsigned int entry_point) const;
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unsigned int entry_point) const = 0;
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};
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};
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// TODO(yuriks): Remove and make it non-global state somewhere
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ShaderEngine* GetEngine();
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} // namespace Shader
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} // namespace Shader
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} // namespace Pica
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} // namespace Pica
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@ -8,6 +8,7 @@ namespace Pica {
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namespace Shader {
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namespace Shader {
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struct ShaderSetup;
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struct UnitState;
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struct UnitState;
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template <bool Debug>
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template <bool Debug>
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