mirror of
https://github.com/yuzu-emu/yuzu.git
synced 2024-08-21 21:13:24 +02:00
VideoCore/Shader: Split shader uniform state and shader engine
Currently there's only a single dummy implementation, which will be split in a following commit.
This commit is contained in:
parent
bd82cffd0b
commit
dd4a1672a7
@ -518,7 +518,9 @@ void GraphicsVertexShaderWidget::Reload(bool replace_vertex_data, void* vertex_d
|
|||||||
info.labels.insert({entry_point, "main"});
|
info.labels.insert({entry_point, "main"});
|
||||||
|
|
||||||
// Generate debug information
|
// Generate debug information
|
||||||
debug_data = shader_setup.ProduceDebugInfo(input_vertex, num_attributes, entry_point);
|
auto* shader_engine = Pica::Shader::GetEngine();
|
||||||
|
shader_engine->SetupBatch(&shader_setup);
|
||||||
|
debug_data = shader_engine->ProduceDebugInfo(input_vertex, num_attributes, entry_point);
|
||||||
|
|
||||||
// Reload widget state
|
// Reload widget state
|
||||||
for (int attr = 0; attr < num_attributes; ++attr) {
|
for (int attr = 0; attr < num_attributes; ++attr) {
|
||||||
|
@ -142,15 +142,16 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
|
|||||||
MICROPROFILE_SCOPE(GPU_Drawing);
|
MICROPROFILE_SCOPE(GPU_Drawing);
|
||||||
immediate_attribute_id = 0;
|
immediate_attribute_id = 0;
|
||||||
|
|
||||||
Shader::UnitState shader_unit;
|
auto* shader_engine = Shader::GetEngine();
|
||||||
g_state.vs.Setup();
|
shader_engine->SetupBatch(&g_state.vs);
|
||||||
|
|
||||||
// Send to vertex shader
|
// Send to vertex shader
|
||||||
if (g_debug_context)
|
if (g_debug_context)
|
||||||
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
|
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
|
||||||
static_cast<void*>(&immediate_input));
|
static_cast<void*>(&immediate_input));
|
||||||
|
Shader::UnitState shader_unit;
|
||||||
shader_unit.LoadInputVertex(immediate_input, regs.vs.num_input_attributes + 1);
|
shader_unit.LoadInputVertex(immediate_input, regs.vs.num_input_attributes + 1);
|
||||||
g_state.vs.Run(shader_unit, regs.vs.main_offset);
|
shader_engine->Run(shader_unit, regs.vs.main_offset);
|
||||||
Shader::OutputVertex output_vertex =
|
Shader::OutputVertex output_vertex =
|
||||||
shader_unit.output_registers.ToVertex(regs.vs);
|
shader_unit.output_registers.ToVertex(regs.vs);
|
||||||
|
|
||||||
@ -244,8 +245,10 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
|
|||||||
unsigned int vertex_cache_pos = 0;
|
unsigned int vertex_cache_pos = 0;
|
||||||
vertex_cache_ids.fill(-1);
|
vertex_cache_ids.fill(-1);
|
||||||
|
|
||||||
|
auto* shader_engine = Shader::GetEngine();
|
||||||
Shader::UnitState shader_unit;
|
Shader::UnitState shader_unit;
|
||||||
g_state.vs.Setup();
|
|
||||||
|
shader_engine->SetupBatch(&g_state.vs);
|
||||||
|
|
||||||
for (unsigned int index = 0; index < regs.num_vertices; ++index) {
|
for (unsigned int index = 0; index < regs.num_vertices; ++index) {
|
||||||
// Indexed rendering doesn't use the start offset
|
// Indexed rendering doesn't use the start offset
|
||||||
@ -285,7 +288,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
|
|||||||
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
|
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
|
||||||
(void*)&input);
|
(void*)&input);
|
||||||
shader_unit.LoadInputVertex(input, loader.GetNumTotalAttributes());
|
shader_unit.LoadInputVertex(input, loader.GetNumTotalAttributes());
|
||||||
g_state.vs.Run(shader_unit, regs.vs.main_offset);
|
shader_engine->Run(shader_unit, regs.vs.main_offset);
|
||||||
|
|
||||||
// Retrieve vertex from register data
|
// Retrieve vertex from register data
|
||||||
output_vertex = shader_unit.output_registers.ToVertex(regs.vs);
|
output_vertex = shader_unit.output_registers.ToVertex(regs.vs);
|
||||||
|
@ -87,6 +87,17 @@ void UnitState::LoadInputVertex(const InputVertex& input, int num_attributes) {
|
|||||||
conditional_code[1] = false;
|
conditional_code[1] = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
class MergedShaderEngine : public ShaderEngine {
|
||||||
|
public:
|
||||||
|
void SetupBatch(const ShaderSetup* setup) override;
|
||||||
|
void Run(UnitState& state, unsigned int entry_point) const override;
|
||||||
|
DebugData<true> ProduceDebugInfo(const InputVertex& input, int num_attributes,
|
||||||
|
unsigned int entry_point) const override;
|
||||||
|
|
||||||
|
private:
|
||||||
|
const ShaderSetup* setup = nullptr;
|
||||||
|
};
|
||||||
|
|
||||||
#ifdef ARCHITECTURE_x86_64
|
#ifdef ARCHITECTURE_x86_64
|
||||||
static std::unordered_map<u64, std::unique_ptr<JitShader>> shader_map;
|
static std::unordered_map<u64, std::unique_ptr<JitShader>> shader_map;
|
||||||
static const JitShader* jit_shader;
|
static const JitShader* jit_shader;
|
||||||
@ -98,13 +109,17 @@ void ClearCache() {
|
|||||||
#endif // ARCHITECTURE_x86_64
|
#endif // ARCHITECTURE_x86_64
|
||||||
}
|
}
|
||||||
|
|
||||||
void ShaderSetup::Setup() {
|
void MergedShaderEngine::SetupBatch(const ShaderSetup* setup_) {
|
||||||
|
setup = setup_;
|
||||||
|
if (setup == nullptr)
|
||||||
|
return;
|
||||||
|
|
||||||
#ifdef ARCHITECTURE_x86_64
|
#ifdef ARCHITECTURE_x86_64
|
||||||
if (VideoCore::g_shader_jit_enabled) {
|
if (VideoCore::g_shader_jit_enabled) {
|
||||||
u64 cache_key =
|
u64 code_hash = Common::ComputeHash64(&setup->program_code, sizeof(setup->program_code));
|
||||||
Common::ComputeHash64(&program_code, sizeof(program_code)) ^
|
u64 swizzle_hash = Common::ComputeHash64(&setup->swizzle_data, sizeof(setup->swizzle_data));
|
||||||
Common::ComputeHash64(&swizzle_data, sizeof(swizzle_data));
|
|
||||||
|
|
||||||
|
u64 cache_key = code_hash ^ swizzle_hash;
|
||||||
auto iter = shader_map.find(cache_key);
|
auto iter = shader_map.find(cache_key);
|
||||||
if (iter != shader_map.end()) {
|
if (iter != shader_map.end()) {
|
||||||
jit_shader = iter->second.get();
|
jit_shader = iter->second.get();
|
||||||
@ -120,26 +135,28 @@ void ShaderSetup::Setup() {
|
|||||||
|
|
||||||
MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240));
|
MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240));
|
||||||
|
|
||||||
void ShaderSetup::Run(UnitState& state, unsigned int entry_point) const {
|
void MergedShaderEngine::Run(UnitState& state, unsigned int entry_point) const {
|
||||||
|
ASSERT(setup != nullptr);
|
||||||
ASSERT(entry_point < 1024);
|
ASSERT(entry_point < 1024);
|
||||||
|
|
||||||
MICROPROFILE_SCOPE(GPU_Shader);
|
MICROPROFILE_SCOPE(GPU_Shader);
|
||||||
|
|
||||||
#ifdef ARCHITECTURE_x86_64
|
#ifdef ARCHITECTURE_x86_64
|
||||||
if (VideoCore::g_shader_jit_enabled) {
|
if (VideoCore::g_shader_jit_enabled) {
|
||||||
jit_shader->Run(*this, state, entry_point);
|
jit_shader->Run(*setup, state, entry_point);
|
||||||
} else {
|
} else {
|
||||||
DebugData<false> dummy_debug_data;
|
DebugData<false> dummy_debug_data;
|
||||||
RunInterpreter(*this, state, dummy_debug_data, entry_point);
|
RunInterpreter(*setup, state, dummy_debug_data, entry_point);
|
||||||
}
|
}
|
||||||
#else
|
#else
|
||||||
DebugData<false> dummy_debug_data;
|
DebugData<false> dummy_debug_data;
|
||||||
RunInterpreter(*this, state, dummy_debug_data, entry_point);
|
RunInterpreter(*setup, state, dummy_debug_data, entry_point);
|
||||||
#endif // ARCHITECTURE_x86_64
|
#endif // ARCHITECTURE_x86_64
|
||||||
}
|
}
|
||||||
|
|
||||||
DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_attributes,
|
DebugData<true> MergedShaderEngine::ProduceDebugInfo(const InputVertex& input, int num_attributes,
|
||||||
unsigned int entry_point) const {
|
unsigned int entry_point) const {
|
||||||
|
ASSERT(setup != nullptr);
|
||||||
ASSERT(entry_point < 1024);
|
ASSERT(entry_point < 1024);
|
||||||
|
|
||||||
UnitState state;
|
UnitState state;
|
||||||
@ -148,10 +165,15 @@ DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_
|
|||||||
// Setup input register table
|
// Setup input register table
|
||||||
boost::fill(state.registers.input, Math::Vec4<float24>::AssignToAll(float24::Zero()));
|
boost::fill(state.registers.input, Math::Vec4<float24>::AssignToAll(float24::Zero()));
|
||||||
state.LoadInputVertex(input, num_attributes);
|
state.LoadInputVertex(input, num_attributes);
|
||||||
RunInterpreter(*this, state, debug_data, entry_point);
|
RunInterpreter(*setup, state, debug_data, entry_point);
|
||||||
return debug_data;
|
return debug_data;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
ShaderEngine* GetEngine() {
|
||||||
|
static MergedShaderEngine merged_engine;
|
||||||
|
return &merged_engine;
|
||||||
|
}
|
||||||
|
|
||||||
} // namespace Shader
|
} // namespace Shader
|
||||||
|
|
||||||
} // namespace Pica
|
} // namespace Pica
|
||||||
|
@ -156,7 +156,6 @@ struct UnitState {
|
|||||||
void ClearCache();
|
void ClearCache();
|
||||||
|
|
||||||
struct ShaderSetup {
|
struct ShaderSetup {
|
||||||
|
|
||||||
struct {
|
struct {
|
||||||
// The float uniforms are accessed by the shader JIT using SSE instructions, and are
|
// The float uniforms are accessed by the shader JIT using SSE instructions, and are
|
||||||
// therefore required to be 16-byte aligned.
|
// therefore required to be 16-byte aligned.
|
||||||
@ -180,18 +179,23 @@ struct ShaderSetup {
|
|||||||
|
|
||||||
std::array<u32, 1024> program_code;
|
std::array<u32, 1024> program_code;
|
||||||
std::array<u32, 1024> swizzle_data;
|
std::array<u32, 1024> swizzle_data;
|
||||||
|
};
|
||||||
|
|
||||||
|
class ShaderEngine {
|
||||||
|
public:
|
||||||
|
virtual ~ShaderEngine() = default;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Performs any shader unit setup that only needs to happen once per shader (as opposed to once
|
* 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).
|
* per vertex, which would happen within the `Run` function).
|
||||||
*/
|
*/
|
||||||
void Setup();
|
virtual void SetupBatch(const ShaderSetup* setup) = 0;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Runs the currently setup shader
|
* Runs the currently setup shader
|
||||||
* @param state Shader unit state, must be setup per shader and per shader unit
|
* @param state Shader unit state, must be setup per shader and per shader unit
|
||||||
*/
|
*/
|
||||||
void Run(UnitState& state, unsigned int entry_point) const;
|
virtual void Run(UnitState& state, unsigned int entry_point) const = 0;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Produce debug information based on the given shader and input vertex
|
* Produce debug information based on the given shader and input vertex
|
||||||
@ -200,10 +204,13 @@ struct ShaderSetup {
|
|||||||
* @param config Configuration object for the shader pipeline
|
* @param config Configuration object for the shader pipeline
|
||||||
* @return Debug information for this shader with regards to the given vertex
|
* @return Debug information for this shader with regards to the given vertex
|
||||||
*/
|
*/
|
||||||
DebugData<true> ProduceDebugInfo(const InputVertex& input, int num_attributes,
|
virtual DebugData<true> ProduceDebugInfo(const InputVertex& input, int num_attributes,
|
||||||
unsigned int entry_point) const;
|
unsigned int entry_point) const = 0;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
// TODO(yuriks): Remove and make it non-global state somewhere
|
||||||
|
ShaderEngine* GetEngine();
|
||||||
|
|
||||||
} // namespace Shader
|
} // namespace Shader
|
||||||
|
|
||||||
} // namespace Pica
|
} // namespace Pica
|
||||||
|
@ -8,6 +8,7 @@ namespace Pica {
|
|||||||
|
|
||||||
namespace Shader {
|
namespace Shader {
|
||||||
|
|
||||||
|
struct ShaderSetup;
|
||||||
struct UnitState;
|
struct UnitState;
|
||||||
|
|
||||||
template <bool Debug>
|
template <bool Debug>
|
||||||
|
Loading…
Reference in New Issue
Block a user