VideoCore/Shader: Move per-batch ShaderEngine state into ShaderSetup

This commit is contained in:
Yuri Kunde Schlesner 2016-12-17 16:06:04 -08:00
parent 6fa3687afc
commit 0f64274145
7 changed files with 43 additions and 46 deletions

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@ -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) {

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@ -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,

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@ -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

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@ -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;
}

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@ -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

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@ -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

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@ -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