Videocore: Implement simple vertex caching

This gives a ~2/3 reduction in the amount of vertices that need to be
processed through the vertex loaders and the vertex shader, yielding a
good speedup.
This commit is contained in:
Yuri Kunde Schlesner 2015-07-25 03:19:17 -03:00
parent 4d086a4db4
commit a96502edd3

View File

@ -206,18 +206,42 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
std::map<u32, u32> ranges; std::map<u32, u32> ranges;
} memory_accesses; } memory_accesses;
// Simple circular-replacement vertex cache
// The size has been tuned for optimal balance between hit-rate and the cost of lookup
const size_t VERTEX_CACHE_SIZE = 32;
std::array<u16, VERTEX_CACHE_SIZE> vertex_cache_ids;
std::array<VertexShader::OutputVertex, VERTEX_CACHE_SIZE> vertex_cache;
unsigned int vertex_cache_pos = 0;
vertex_cache_ids.fill(-1);
for (unsigned int index = 0; index < regs.num_vertices; ++index) for (unsigned int index = 0; index < regs.num_vertices; ++index)
{ {
unsigned int vertex = is_indexed ? (index_u16 ? index_address_16[index] : index_address_8[index]) : index; unsigned int vertex = is_indexed ? (index_u16 ? index_address_16[index] : index_address_8[index]) : index;
// -1 is a common special value used for primitive restart. Since it's unknown if
// the PICA supports it, and it would mess up the caching, guard against it here.
ASSERT(vertex != -1);
bool vertex_cache_hit = false;
VertexShader::OutputVertex output;
if (is_indexed) { if (is_indexed) {
// TODO: Implement some sort of vertex cache!
if (g_debug_context && Pica::g_debug_context->recorder) { if (g_debug_context && Pica::g_debug_context->recorder) {
int size = index_u16 ? 2 : 1; int size = index_u16 ? 2 : 1;
memory_accesses.AddAccess(base_address + index_info.offset + size * index, size); memory_accesses.AddAccess(base_address + index_info.offset + size * index, size);
} }
for (unsigned int i = 0; i < VERTEX_CACHE_SIZE; ++i) {
if (vertex == vertex_cache_ids[i]) {
output = vertex_cache[i];
vertex_cache_hit = true;
break;
}
}
} }
if (!vertex_cache_hit) {
// Initialize data for the current vertex // Initialize data for the current vertex
VertexShader::InputVertex input; VertexShader::InputVertex input;
@ -262,9 +286,9 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(), input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(),
input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32()); input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32());
} else { } else {
// TODO(yuriks): In this case, no data gets loaded and the vertex remains // TODO(yuriks): In this case, no data gets loaded and the vertex
// with the last value it had. This isn't currently maintained // remains with the last value it had. This isn't currently maintained
// as global state, however, and so won't work in Cita yet. // as global state, however, and so won't work in Citra yet.
} }
} }
@ -284,10 +308,13 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
#endif #endif
// Send to vertex shader // Send to vertex shader
VertexShader::OutputVertex output = VertexShader::RunShader(input, attribute_config.GetNumTotalAttributes(), g_state.regs.vs, g_state.vs); output = VertexShader::RunShader(input, attribute_config.GetNumTotalAttributes(), g_state.regs.vs, g_state.vs);
if (is_indexed) { if (is_indexed) {
// TODO: Add processed vertex to vertex cache! vertex_cache[vertex_cache_pos] = output;
vertex_cache_ids[vertex_cache_pos] = vertex;
vertex_cache_pos = (vertex_cache_pos + 1) % VERTEX_CACHE_SIZE;
}
} }
if (Settings::values.use_hw_renderer) { if (Settings::values.use_hw_renderer) {