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VideoCore/Shader: Move per-batch ShaderEngine state into ShaderSetup
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0f64274145
@ -521,8 +521,9 @@ void GraphicsVertexShaderWidget::Reload(bool replace_vertex_data, void* vertex_d
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// Generate debug information
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// Generate debug information
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Pica::Shader::InterpreterEngine shader_engine;
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Pica::Shader::InterpreterEngine shader_engine;
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shader_engine.SetupBatch(&shader_setup);
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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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debug_data =
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shader_engine.ProduceDebugInfo(shader_setup, 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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@ -143,7 +143,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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immediate_attribute_id = 0;
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immediate_attribute_id = 0;
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auto* shader_engine = Shader::GetEngine();
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auto* shader_engine = Shader::GetEngine();
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shader_engine->SetupBatch(&g_state.vs);
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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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@ -151,7 +151,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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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::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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shader_engine->Run(shader_unit, regs.vs.main_offset);
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shader_engine->Run(g_state.vs, shader_unit, regs.vs.main_offset);
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auto output_vertex = Shader::OutputVertex::FromRegisters(
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auto output_vertex = Shader::OutputVertex::FromRegisters(
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shader_unit.registers.output, regs, regs.vs.output_mask);
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shader_unit.registers.output, regs, regs.vs.output_mask);
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@ -248,7 +248,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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auto* shader_engine = Shader::GetEngine();
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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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shader_engine->SetupBatch(&g_state.vs);
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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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@ -288,7 +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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shader_engine->Run(shader_unit, regs.vs.main_offset);
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shader_engine->Run(g_state.vs, 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::OutputVertex::FromRegisters(shader_unit.registers.output,
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output_vertex = Shader::OutputVertex::FromRegisters(shader_unit.registers.output,
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@ -167,6 +167,12 @@ 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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/// Data private to ShaderEngines
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struct EngineData {
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/// Used by the JIT, points to a compiled shader object.
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const void* cached_shader = nullptr;
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} engine_data;
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};
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};
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class ShaderEngine {
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class ShaderEngine {
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@ -177,13 +183,16 @@ public:
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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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virtual void SetupBatch(const ShaderSetup* setup) = 0;
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virtual void SetupBatch(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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*
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* @param setup Shader engine state, must be setup with SetupBatch on each shader change.
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* @param state Shader unit state, must be setup with input data before each shader invocation.
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*/
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*/
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virtual void Run(UnitState& state, unsigned int entry_point) const = 0;
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virtual void Run(const ShaderSetup& setup, UnitState& state,
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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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// TODO(yuriks): Remove and make it non-global state somewhere
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@ -652,25 +652,23 @@ static void RunInterpreter(const ShaderSetup& setup, UnitState& state, DebugData
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}
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}
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}
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}
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void InterpreterEngine::SetupBatch(const ShaderSetup* setup_) {
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void InterpreterEngine::SetupBatch(ShaderSetup& setup) {}
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setup = setup_;
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}
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MICROPROFILE_DECLARE(GPU_Shader);
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MICROPROFILE_DECLARE(GPU_Shader);
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void InterpreterEngine::Run(UnitState& state, unsigned int entry_point) const {
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void InterpreterEngine::Run(const ShaderSetup& setup, UnitState& state,
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ASSERT(setup != nullptr);
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unsigned int entry_point) const {
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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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DebugData<false> dummy_debug_data;
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DebugData<false> dummy_debug_data;
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RunInterpreter(*setup, 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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DebugData<true> InterpreterEngine::ProduceDebugInfo(const InputVertex& input, int num_attributes,
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DebugData<true> InterpreterEngine::ProduceDebugInfo(const ShaderSetup& setup,
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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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@ -679,7 +677,7 @@ DebugData<true> InterpreterEngine::ProduceDebugInfo(const InputVertex& input, in
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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(*setup, 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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@ -13,8 +13,8 @@ namespace Shader {
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class InterpreterEngine final : public ShaderEngine {
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class InterpreterEngine final : public ShaderEngine {
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public:
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public:
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void SetupBatch(const ShaderSetup* setup) override;
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void SetupBatch(ShaderSetup& setup) override;
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void Run(UnitState& state, unsigned int entry_point) const override;
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void Run(const ShaderSetup& setup, UnitState& state, unsigned int entry_point) const override;
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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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@ -23,11 +23,8 @@ public:
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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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DebugData<true> ProduceDebugInfo(const ShaderSetup& setup, const InputVertex& input,
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unsigned int entry_point) const;
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int num_attributes, unsigned int entry_point) const;
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private:
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const ShaderSetup* setup = nullptr;
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};
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};
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} // namespace
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} // namespace
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@ -14,37 +14,32 @@ namespace Shader {
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JitX64Engine::JitX64Engine() = default;
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JitX64Engine::JitX64Engine() = default;
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JitX64Engine::~JitX64Engine() = default;
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JitX64Engine::~JitX64Engine() = default;
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void JitX64Engine::SetupBatch(const ShaderSetup* setup_) {
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void JitX64Engine::SetupBatch(ShaderSetup& setup) {
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cached_shader = nullptr;
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u64 code_hash = Common::ComputeHash64(&setup.program_code, sizeof(setup.program_code));
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setup = setup_;
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u64 swizzle_hash = Common::ComputeHash64(&setup.swizzle_data, sizeof(setup.swizzle_data));
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if (setup == nullptr)
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return;
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u64 code_hash = Common::ComputeHash64(&setup->program_code, sizeof(setup->program_code));
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u64 swizzle_hash = Common::ComputeHash64(&setup->swizzle_data, sizeof(setup->swizzle_data));
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u64 cache_key = code_hash ^ swizzle_hash;
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u64 cache_key = code_hash ^ swizzle_hash;
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auto iter = cache.find(cache_key);
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auto iter = cache.find(cache_key);
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if (iter != cache.end()) {
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if (iter != cache.end()) {
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cached_shader = iter->second.get();
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setup.engine_data.cached_shader = iter->second.get();
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} else {
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} else {
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auto shader = std::make_unique<JitShader>();
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auto shader = std::make_unique<JitShader>();
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shader->Compile(&setup->program_code, &setup->swizzle_data);
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shader->Compile(&setup.program_code, &setup.swizzle_data);
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cached_shader = shader.get();
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setup.engine_data.cached_shader = shader.get();
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cache.emplace_hint(iter, cache_key, std::move(shader));
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cache.emplace_hint(iter, cache_key, std::move(shader));
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}
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}
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}
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}
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MICROPROFILE_DECLARE(GPU_Shader);
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MICROPROFILE_DECLARE(GPU_Shader);
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void JitX64Engine::Run(UnitState& state, unsigned int entry_point) const {
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void JitX64Engine::Run(const ShaderSetup& setup, UnitState& state, unsigned int entry_point) const {
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ASSERT(setup != nullptr);
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ASSERT(setup.engine_data.cached_shader != nullptr);
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ASSERT(cached_shader != 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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cached_shader->Run(*setup, state, entry_point);
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const JitShader* shader = static_cast<const JitShader*>(setup.engine_data.cached_shader);
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shader->Run(setup, state, entry_point);
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}
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}
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} // namespace Shader
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} // namespace Shader
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@ -19,14 +19,11 @@ public:
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JitX64Engine();
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JitX64Engine();
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~JitX64Engine() override;
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~JitX64Engine() override;
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void SetupBatch(const ShaderSetup* setup) override;
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void SetupBatch(ShaderSetup& setup) override;
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void Run(UnitState& state, unsigned int entry_point) const override;
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void Run(const ShaderSetup& setup, UnitState& state, unsigned int entry_point) const override;
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private:
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private:
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const ShaderSetup* setup = nullptr;
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std::unordered_map<u64, std::unique_ptr<JitShader>> cache;
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std::unordered_map<u64, std::unique_ptr<JitShader>> cache;
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const JitShader* cached_shader = nullptr;
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};
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};
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} // namespace Shader
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} // namespace Shader
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