mirror of
https://github.com/Lime3DS/Lime3DS
synced 2024-12-26 17:12:37 -06:00
VideoCore/Shader: Move per-batch ShaderEngine state into ShaderSetup
This commit is contained in:
parent
6fa3687afc
commit
0f64274145
7 changed files with 43 additions and 46 deletions
|
@ -521,8 +521,9 @@ void GraphicsVertexShaderWidget::Reload(bool replace_vertex_data, void* vertex_d
|
|||
|
||||
// Generate debug information
|
||||
Pica::Shader::InterpreterEngine shader_engine;
|
||||
shader_engine.SetupBatch(&shader_setup);
|
||||
debug_data = shader_engine.ProduceDebugInfo(input_vertex, num_attributes, entry_point);
|
||||
shader_engine.SetupBatch(shader_setup);
|
||||
debug_data =
|
||||
shader_engine.ProduceDebugInfo(shader_setup, input_vertex, num_attributes, entry_point);
|
||||
|
||||
// Reload widget state
|
||||
for (int attr = 0; attr < num_attributes; ++attr) {
|
||||
|
|
|
@ -143,7 +143,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
|
|||
immediate_attribute_id = 0;
|
||||
|
||||
auto* shader_engine = Shader::GetEngine();
|
||||
shader_engine->SetupBatch(&g_state.vs);
|
||||
shader_engine->SetupBatch(g_state.vs);
|
||||
|
||||
// Send to vertex shader
|
||||
if (g_debug_context)
|
||||
|
@ -151,7 +151,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
|
|||
static_cast<void*>(&immediate_input));
|
||||
Shader::UnitState shader_unit;
|
||||
shader_unit.LoadInputVertex(immediate_input, regs.vs.num_input_attributes + 1);
|
||||
shader_engine->Run(shader_unit, regs.vs.main_offset);
|
||||
shader_engine->Run(g_state.vs, shader_unit, regs.vs.main_offset);
|
||||
auto output_vertex = Shader::OutputVertex::FromRegisters(
|
||||
shader_unit.registers.output, regs, regs.vs.output_mask);
|
||||
|
||||
|
@ -248,7 +248,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
|
|||
auto* shader_engine = Shader::GetEngine();
|
||||
Shader::UnitState shader_unit;
|
||||
|
||||
shader_engine->SetupBatch(&g_state.vs);
|
||||
shader_engine->SetupBatch(g_state.vs);
|
||||
|
||||
for (unsigned int index = 0; index < regs.num_vertices; ++index) {
|
||||
// Indexed rendering doesn't use the start offset
|
||||
|
@ -288,7 +288,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
|
|||
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
|
||||
(void*)&input);
|
||||
shader_unit.LoadInputVertex(input, loader.GetNumTotalAttributes());
|
||||
shader_engine->Run(shader_unit, regs.vs.main_offset);
|
||||
shader_engine->Run(g_state.vs, shader_unit, regs.vs.main_offset);
|
||||
|
||||
// Retrieve vertex from register data
|
||||
output_vertex = Shader::OutputVertex::FromRegisters(shader_unit.registers.output,
|
||||
|
|
|
@ -167,6 +167,12 @@ struct ShaderSetup {
|
|||
|
||||
std::array<u32, 1024> program_code;
|
||||
std::array<u32, 1024> swizzle_data;
|
||||
|
||||
/// Data private to ShaderEngines
|
||||
struct EngineData {
|
||||
/// Used by the JIT, points to a compiled shader object.
|
||||
const void* cached_shader = nullptr;
|
||||
} engine_data;
|
||||
};
|
||||
|
||||
class ShaderEngine {
|
||||
|
@ -177,13 +183,16 @@ public:
|
|||
* Performs any shader unit setup that only needs to happen once per shader (as opposed to once
|
||||
* per vertex, which would happen within the `Run` function).
|
||||
*/
|
||||
virtual void SetupBatch(const ShaderSetup* setup) = 0;
|
||||
virtual void SetupBatch(ShaderSetup& setup) = 0;
|
||||
|
||||
/**
|
||||
* Runs the currently setup shader
|
||||
* @param state Shader unit state, must be setup per shader and per shader unit
|
||||
* Runs the currently setup shader.
|
||||
*
|
||||
* @param setup Shader engine state, must be setup with SetupBatch on each shader change.
|
||||
* @param state Shader unit state, must be setup with input data before each shader invocation.
|
||||
*/
|
||||
virtual void Run(UnitState& state, unsigned int entry_point) const = 0;
|
||||
virtual void Run(const ShaderSetup& setup, UnitState& state,
|
||||
unsigned int entry_point) const = 0;
|
||||
};
|
||||
|
||||
// TODO(yuriks): Remove and make it non-global state somewhere
|
||||
|
|
|
@ -652,25 +652,23 @@ static void RunInterpreter(const ShaderSetup& setup, UnitState& state, DebugData
|
|||
}
|
||||
}
|
||||
|
||||
void InterpreterEngine::SetupBatch(const ShaderSetup* setup_) {
|
||||
setup = setup_;
|
||||
}
|
||||
void InterpreterEngine::SetupBatch(ShaderSetup& setup) {}
|
||||
|
||||
MICROPROFILE_DECLARE(GPU_Shader);
|
||||
|
||||
void InterpreterEngine::Run(UnitState& state, unsigned int entry_point) const {
|
||||
ASSERT(setup != nullptr);
|
||||
void InterpreterEngine::Run(const ShaderSetup& setup, UnitState& state,
|
||||
unsigned int entry_point) const {
|
||||
ASSERT(entry_point < 1024);
|
||||
|
||||
MICROPROFILE_SCOPE(GPU_Shader);
|
||||
|
||||
DebugData<false> dummy_debug_data;
|
||||
RunInterpreter(*setup, state, dummy_debug_data, entry_point);
|
||||
RunInterpreter(setup, state, dummy_debug_data, entry_point);
|
||||
}
|
||||
|
||||
DebugData<true> InterpreterEngine::ProduceDebugInfo(const InputVertex& input, int num_attributes,
|
||||
DebugData<true> InterpreterEngine::ProduceDebugInfo(const ShaderSetup& setup,
|
||||
const InputVertex& input, int num_attributes,
|
||||
unsigned int entry_point) const {
|
||||
ASSERT(setup != nullptr);
|
||||
ASSERT(entry_point < 1024);
|
||||
|
||||
UnitState state;
|
||||
|
@ -679,7 +677,7 @@ DebugData<true> InterpreterEngine::ProduceDebugInfo(const InputVertex& input, in
|
|||
// Setup input register table
|
||||
boost::fill(state.registers.input, Math::Vec4<float24>::AssignToAll(float24::Zero()));
|
||||
state.LoadInputVertex(input, num_attributes);
|
||||
RunInterpreter(*setup, state, debug_data, entry_point);
|
||||
RunInterpreter(setup, state, debug_data, entry_point);
|
||||
return debug_data;
|
||||
}
|
||||
|
||||
|
|
|
@ -13,8 +13,8 @@ namespace Shader {
|
|||
|
||||
class InterpreterEngine final : public ShaderEngine {
|
||||
public:
|
||||
void SetupBatch(const ShaderSetup* setup) override;
|
||||
void Run(UnitState& state, unsigned int entry_point) const override;
|
||||
void SetupBatch(ShaderSetup& setup) override;
|
||||
void Run(const ShaderSetup& setup, UnitState& state, unsigned int entry_point) const override;
|
||||
|
||||
/**
|
||||
* Produce debug information based on the given shader and input vertex
|
||||
|
@ -23,11 +23,8 @@ public:
|
|||
* @param config Configuration object for the shader pipeline
|
||||
* @return Debug information for this shader with regards to the given vertex
|
||||
*/
|
||||
DebugData<true> ProduceDebugInfo(const InputVertex& input, int num_attributes,
|
||||
unsigned int entry_point) const;
|
||||
|
||||
private:
|
||||
const ShaderSetup* setup = nullptr;
|
||||
DebugData<true> ProduceDebugInfo(const ShaderSetup& setup, const InputVertex& input,
|
||||
int num_attributes, unsigned int entry_point) const;
|
||||
};
|
||||
|
||||
} // namespace
|
||||
|
|
|
@ -14,37 +14,32 @@ namespace Shader {
|
|||
JitX64Engine::JitX64Engine() = default;
|
||||
JitX64Engine::~JitX64Engine() = default;
|
||||
|
||||
void JitX64Engine::SetupBatch(const ShaderSetup* setup_) {
|
||||
cached_shader = nullptr;
|
||||
setup = setup_;
|
||||
if (setup == nullptr)
|
||||
return;
|
||||
|
||||
u64 code_hash = Common::ComputeHash64(&setup->program_code, sizeof(setup->program_code));
|
||||
u64 swizzle_hash = Common::ComputeHash64(&setup->swizzle_data, sizeof(setup->swizzle_data));
|
||||
void JitX64Engine::SetupBatch(ShaderSetup& setup) {
|
||||
u64 code_hash = Common::ComputeHash64(&setup.program_code, sizeof(setup.program_code));
|
||||
u64 swizzle_hash = Common::ComputeHash64(&setup.swizzle_data, sizeof(setup.swizzle_data));
|
||||
|
||||
u64 cache_key = code_hash ^ swizzle_hash;
|
||||
auto iter = cache.find(cache_key);
|
||||
if (iter != cache.end()) {
|
||||
cached_shader = iter->second.get();
|
||||
setup.engine_data.cached_shader = iter->second.get();
|
||||
} else {
|
||||
auto shader = std::make_unique<JitShader>();
|
||||
shader->Compile(&setup->program_code, &setup->swizzle_data);
|
||||
cached_shader = shader.get();
|
||||
shader->Compile(&setup.program_code, &setup.swizzle_data);
|
||||
setup.engine_data.cached_shader = shader.get();
|
||||
cache.emplace_hint(iter, cache_key, std::move(shader));
|
||||
}
|
||||
}
|
||||
|
||||
MICROPROFILE_DECLARE(GPU_Shader);
|
||||
|
||||
void JitX64Engine::Run(UnitState& state, unsigned int entry_point) const {
|
||||
ASSERT(setup != nullptr);
|
||||
ASSERT(cached_shader != nullptr);
|
||||
void JitX64Engine::Run(const ShaderSetup& setup, UnitState& state, unsigned int entry_point) const {
|
||||
ASSERT(setup.engine_data.cached_shader != nullptr);
|
||||
ASSERT(entry_point < 1024);
|
||||
|
||||
MICROPROFILE_SCOPE(GPU_Shader);
|
||||
|
||||
cached_shader->Run(*setup, state, entry_point);
|
||||
const JitShader* shader = static_cast<const JitShader*>(setup.engine_data.cached_shader);
|
||||
shader->Run(setup, state, entry_point);
|
||||
}
|
||||
|
||||
} // namespace Shader
|
||||
|
|
|
@ -19,14 +19,11 @@ public:
|
|||
JitX64Engine();
|
||||
~JitX64Engine() override;
|
||||
|
||||
void SetupBatch(const ShaderSetup* setup) override;
|
||||
void Run(UnitState& state, unsigned int entry_point) const override;
|
||||
void SetupBatch(ShaderSetup& setup) override;
|
||||
void Run(const ShaderSetup& setup, UnitState& state, unsigned int entry_point) const override;
|
||||
|
||||
private:
|
||||
const ShaderSetup* setup = nullptr;
|
||||
|
||||
std::unordered_map<u64, std::unique_ptr<JitShader>> cache;
|
||||
const JitShader* cached_shader = nullptr;
|
||||
};
|
||||
|
||||
} // namespace Shader
|
||||
|
|
Loading…
Reference in a new issue