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Videocore: Replace std::stack in shader interpreter with static_vector
Shaves off 1/3rd of the vertex shader time in Fire Emblem
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@ -2,8 +2,7 @@
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <stack>
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#include <boost/container/static_vector.hpp>
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#include <boost/range/algorithm.hpp>
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#include <common/file_util.h>
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@ -53,7 +52,7 @@ struct VertexShaderState {
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};
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// TODO: Is there a maximal size for this?
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std::stack<CallStackElement> call_stack;
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boost::container::static_vector<CallStackElement, 16> call_stack;
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struct {
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u32 max_offset; // maximum program counter ever reached
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@ -71,13 +70,13 @@ static void ProcessShaderCode(VertexShaderState& state) {
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while (true) {
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if (!state.call_stack.empty()) {
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auto& top = state.call_stack.top();
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auto& top = state.call_stack.back();
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if (state.program_counter - program_code.data() == top.final_address) {
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state.address_registers[2] += top.loop_increment;
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if (top.repeat_counter-- == 0) {
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state.program_counter = &program_code[top.return_address];
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state.call_stack.pop();
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state.call_stack.pop_back();
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} else {
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state.program_counter = &program_code[top.loop_address];
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}
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@ -94,7 +93,8 @@ static void ProcessShaderCode(VertexShaderState& state) {
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static auto call = [&program_code](VertexShaderState& state, u32 offset, u32 num_instructions,
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u32 return_offset, u8 repeat_count, u8 loop_increment) {
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state.program_counter = &program_code[offset] - 1; // -1 to make sure when incrementing the PC we end up at the correct offset
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state.call_stack.push({ offset + num_instructions, return_offset, repeat_count, loop_increment, offset });
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ASSERT(state.call_stack.size() < state.call_stack.capacity());
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state.call_stack.push_back({ offset + num_instructions, return_offset, repeat_count, loop_increment, offset });
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};
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u32 binary_offset = state.program_counter - program_code.data();
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