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Introduce pipeline shader stage state
Simple state that generates a hash that can be used in the packed state and spans over the binary for pipeline creation.
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@ -211,6 +211,44 @@ namespace skyline::gpu::interconnect::maxwell3d {
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view = ctx.executor.AcquireTextureManager().FindOrCreate(guest, ctx.executor.tag);
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}
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/* Pipeline Stages */
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void PipelineStageState::EngineRegisters::DirtyBind(DirtyManager &manager, dirty::Handle handle) const {
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manager.Bind(handle, pipeline, programRegion);
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}
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PipelineStageState::PipelineStageState(dirty::Handle dirtyHandle, DirtyManager &manager, const EngineRegisters &engine, u8 shaderType)
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: engine{manager, dirtyHandle, engine},
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shaderType{static_cast<engine::Pipeline::Shader::Type>(shaderType)} {}
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void PipelineStageState::Flush(InterconnectContext &ctx) {
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if (engine->pipeline.shader.type != shaderType)
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throw exception("Shader type mismatch: {} != {}!", engine->pipeline.shader.type, static_cast<u8>(shaderType));
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if (!engine->pipeline.shader.enable && shaderType != engine::Pipeline::Shader::Type::Vertex) {
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hash = 0;
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return;
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}
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binary.binary = ctx.channelCtx.asCtx->gmmu.ReadTill(shaderBacking, engine->programRegion + engine->pipeline.programOffset, [](span<u8> data) -> std::optional<size_t> {
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// We attempt to find the shader size by looking for "BRA $" (Infinite Loop) which is used as padding at the end of the shader
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// UAM Shader Compiler Reference: https://github.com/devkitPro/uam/blob/5a5afc2bae8b55409ab36ba45be63fcb73f68993/source/compiler_iface.cpp#L319-L351
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constexpr u64 BraSelf1{0xE2400FFFFF87000F}, BraSelf2{0xE2400FFFFF07000F};
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span<u64> shaderInstructions{data.cast<u64, std::dynamic_extent, true>()};
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for (auto it{shaderInstructions.begin()}; it != shaderInstructions.end(); it++) {
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auto instruction{*it};
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if (instruction == BraSelf1 || instruction == BraSelf2) [[unlikely]]
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// It is far more likely that the instruction doesn't match so this is an unlikely case
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return static_cast<size_t>(std::distance(shaderInstructions.begin(), it)) * sizeof(u64);
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}
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return std::nullopt;
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});
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binary.baseOffset = engine->pipeline.programOffset;
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hash = XXH64(binary.binary.data(), binary.binary.size_bytes(), 0);
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}
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/* Vertex Input State */
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// TODO: check if better individually
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void VertexInputState::EngineRegisters::DirtyBind(DirtyManager &manager, dirty::Handle handle) const {
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@ -502,7 +540,7 @@ namespace skyline::gpu::interconnect::maxwell3d {
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PipelineState::PipelineState(dirty::Handle dirtyHandle, DirtyManager &manager, const EngineRegisters &engine)
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: engine{manager, dirtyHandle, engine},
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shaders{util::MergeInto<dirty::ManualDirtyState<IndividualShaderState>, engine::PipelineCount>(manager, engine.shadersRegisters, util::IncrementingT<u8>{})},
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pipelineStages{util::MergeInto<dirty::ManualDirtyState<PipelineStageState>, engine::PipelineCount>(manager, engine.pipelineStageRegisters, util::IncrementingT<u8>{})},
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colorRenderTargets{util::MergeInto<dirty::ManualDirtyState<ColorRenderTargetState>, engine::ColorTargetCount>(manager, engine.colorRenderTargetsRegisters, util::IncrementingT<size_t>{})},
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depthRenderTarget{manager, engine.depthRenderTargetRegisters},
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vertexInput{manager, engine.vertexInputRegisters},
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@ -514,6 +552,13 @@ namespace skyline::gpu::interconnect::maxwell3d {
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globalShaderConfig{engine.globalShaderConfigRegisters} {}
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void PipelineState::Flush(InterconnectContext &ctx, StateUpdateBuilder &builder) {
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std::array<ShaderBinary, engine::PipelineCount> shaderBinaries;
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for (size_t i{}; i < engine::PipelineCount; i++) {
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const auto &stage{pipelineStages[i].UpdateGet(ctx)};
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packedState.shaderHashes[i] = stage.hash;
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shaderBinaries[i] = stage.binary;
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}
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boost::container::static_vector<TextureView *, engine::ColorTargetCount> colorAttachments;
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for (auto &colorRenderTarget : colorRenderTargets)
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if (auto view{colorRenderTarget.UpdateGet(ctx, packedState).view}; view)
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@ -56,6 +56,32 @@ namespace skyline::gpu::interconnect::maxwell3d {
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void Flush(InterconnectContext &ctx, PackedPipelineState &packedState);
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};
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class PipelineStageState : dirty::ManualDirty {
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public:
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struct EngineRegisters {
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const engine::Pipeline &pipeline;
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const soc::gm20b::engine::Address &programRegion;
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void DirtyBind(DirtyManager &manager, dirty::Handle handle) const;
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};
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private:
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dirty::BoundSubresource<EngineRegisters> engine;
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engine::Pipeline::Shader::Type shaderType;
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constexpr static size_t MaxShaderBytecodeSize{1 * 1024 * 1024}; //!< The largest shader binary that we support (1 MiB)
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std::array<u8, MaxShaderBytecodeSize> shaderBacking;
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public:
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ShaderBinary binary;
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u64 hash;
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PipelineStageState(dirty::Handle dirtyHandle, DirtyManager &manager, const EngineRegisters &engine, u8 shaderType);
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void Flush(InterconnectContext &ctx);
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};
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class VertexInputState : dirty::ManualDirty {
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public:
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struct EngineRegisters {
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@ -223,7 +249,7 @@ namespace skyline::gpu::interconnect::maxwell3d {
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class PipelineState : dirty::ManualDirty {
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public:
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struct EngineRegisters {
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std::array<IndividualShaderState::EngineRegisters, engine::PipelineCount> shadersRegisters;
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std::array<PipelineStageState::EngineRegisters, engine::PipelineCount> pipelineStageRegisters;
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std::array<ColorRenderTargetState::EngineRegisters, engine::ColorTargetCount> colorRenderTargetsRegisters;
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DepthRenderTargetState::EngineRegisters depthRenderTargetRegisters;
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VertexInputState::EngineRegisters vertexInputRegisters;
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@ -238,11 +264,14 @@ namespace skyline::gpu::interconnect::maxwell3d {
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};
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private:
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PipelineManager pipelineManager{};
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Pipeline *pipeline{};
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PackedPipelineState packedState{};
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dirty::BoundSubresource<EngineRegisters> engine;
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std::array<dirty::ManualDirtyState<IndividualShaderState>, engine::PipelineCount> shaders;
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std::array<dirty::ManualDirtyState<PipelineStageState>, engine::PipelineCount> pipelineStages;
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std::array<dirty::ManualDirtyState<ColorRenderTargetState>, engine::ColorTargetCount> colorRenderTargets;
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dirty::ManualDirtyState<DepthRenderTargetState> depthRenderTarget;
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dirty::ManualDirtyState<VertexInputState> vertexInput;
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@ -14,7 +14,7 @@ namespace skyline::soc::gm20b::engine::maxwell3d {
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static gpu::interconnect::maxwell3d::PipelineState::EngineRegisters MakePipelineStateRegisters(const Maxwell3D::Registers ®isters) {
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return {
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.shadersRegisters = util::MergeInto<REGTYPE(IndividualShaderState), type::PipelineCount>(*registers.pipelines, *registers.programRegion),
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.pipelineStageRegisters = util::MergeInto<REGTYPE(PipelineStageState), type::PipelineCount>(*registers.pipelines, *registers.programRegion),
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.colorRenderTargetsRegisters = util::MergeInto<REGTYPE(ColorRenderTargetState), type::ColorTargetCount>(*registers.colorTargets),
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.depthRenderTargetRegisters = {*registers.ztSize, *registers.ztOffset, *registers.ztFormat, *registers.ztBlockSize, *registers.ztArrayPitch, *registers.ztSelect, *registers.ztLayer},
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.vertexInputRegisters = {*registers.vertexStreams, *registers.vertexStreamInstance, *registers.vertexAttributes},
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