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
5 changed files with 57 additions and 22 deletions
|
@ -518,7 +518,9 @@ void GraphicsVertexShaderWidget::Reload(bool replace_vertex_data, void* vertex_d
|
|||
info.labels.insert({entry_point, "main"});
|
||||
|
||||
// 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
|
||||
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);
|
||||
immediate_attribute_id = 0;
|
||||
|
||||
Shader::UnitState shader_unit;
|
||||
g_state.vs.Setup();
|
||||
auto* shader_engine = Shader::GetEngine();
|
||||
shader_engine->SetupBatch(&g_state.vs);
|
||||
|
||||
// Send to vertex shader
|
||||
if (g_debug_context)
|
||||
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
|
||||
static_cast<void*>(&immediate_input));
|
||||
Shader::UnitState shader_unit;
|
||||
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_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;
|
||||
vertex_cache_ids.fill(-1);
|
||||
|
||||
auto* shader_engine = Shader::GetEngine();
|
||||
Shader::UnitState shader_unit;
|
||||
g_state.vs.Setup();
|
||||
|
||||
shader_engine->SetupBatch(&g_state.vs);
|
||||
|
||||
for (unsigned int index = 0; index < regs.num_vertices; ++index) {
|
||||
// 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,
|
||||
(void*)&input);
|
||||
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
|
||||
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;
|
||||
}
|
||||
|
||||
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
|
||||
static std::unordered_map<u64, std::unique_ptr<JitShader>> shader_map;
|
||||
static const JitShader* jit_shader;
|
||||
|
@ -98,13 +109,17 @@ void ClearCache() {
|
|||
#endif // ARCHITECTURE_x86_64
|
||||
}
|
||||
|
||||
void ShaderSetup::Setup() {
|
||||
void MergedShaderEngine::SetupBatch(const ShaderSetup* setup_) {
|
||||
setup = setup_;
|
||||
if (setup == nullptr)
|
||||
return;
|
||||
|
||||
#ifdef ARCHITECTURE_x86_64
|
||||
if (VideoCore::g_shader_jit_enabled) {
|
||||
u64 cache_key =
|
||||
Common::ComputeHash64(&program_code, sizeof(program_code)) ^
|
||||
Common::ComputeHash64(&swizzle_data, sizeof(swizzle_data));
|
||||
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 = shader_map.find(cache_key);
|
||||
if (iter != shader_map.end()) {
|
||||
jit_shader = iter->second.get();
|
||||
|
@ -120,26 +135,28 @@ void ShaderSetup::Setup() {
|
|||
|
||||
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);
|
||||
|
||||
MICROPROFILE_SCOPE(GPU_Shader);
|
||||
|
||||
#ifdef ARCHITECTURE_x86_64
|
||||
if (VideoCore::g_shader_jit_enabled) {
|
||||
jit_shader->Run(*this, state, entry_point);
|
||||
jit_shader->Run(*setup, state, entry_point);
|
||||
} else {
|
||||
DebugData<false> dummy_debug_data;
|
||||
RunInterpreter(*this, state, dummy_debug_data, entry_point);
|
||||
RunInterpreter(*setup, state, dummy_debug_data, entry_point);
|
||||
}
|
||||
#else
|
||||
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
|
||||
}
|
||||
|
||||
DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_attributes,
|
||||
unsigned int entry_point) const {
|
||||
DebugData<true> MergedShaderEngine::ProduceDebugInfo(const InputVertex& input, int num_attributes,
|
||||
unsigned int entry_point) const {
|
||||
ASSERT(setup != nullptr);
|
||||
ASSERT(entry_point < 1024);
|
||||
|
||||
UnitState state;
|
||||
|
@ -148,10 +165,15 @@ DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_
|
|||
// Setup input register table
|
||||
boost::fill(state.registers.input, Math::Vec4<float24>::AssignToAll(float24::Zero()));
|
||||
state.LoadInputVertex(input, num_attributes);
|
||||
RunInterpreter(*this, state, debug_data, entry_point);
|
||||
RunInterpreter(*setup, state, debug_data, entry_point);
|
||||
return debug_data;
|
||||
}
|
||||
|
||||
ShaderEngine* GetEngine() {
|
||||
static MergedShaderEngine merged_engine;
|
||||
return &merged_engine;
|
||||
}
|
||||
|
||||
} // namespace Shader
|
||||
|
||||
} // namespace Pica
|
||||
|
|
|
@ -156,7 +156,6 @@ struct UnitState {
|
|||
void ClearCache();
|
||||
|
||||
struct ShaderSetup {
|
||||
|
||||
struct {
|
||||
// The float uniforms are accessed by the shader JIT using SSE instructions, and are
|
||||
// therefore required to be 16-byte aligned.
|
||||
|
@ -180,18 +179,23 @@ struct ShaderSetup {
|
|||
|
||||
std::array<u32, 1024> program_code;
|
||||
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
|
||||
* per vertex, which would happen within the `Run` function).
|
||||
*/
|
||||
void Setup();
|
||||
virtual void SetupBatch(const ShaderSetup* setup) = 0;
|
||||
|
||||
/**
|
||||
* Runs the currently setup shader
|
||||
* @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
|
||||
|
@ -200,10 +204,13 @@ struct ShaderSetup {
|
|||
* @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;
|
||||
virtual DebugData<true> ProduceDebugInfo(const InputVertex& input, int num_attributes,
|
||||
unsigned int entry_point) const = 0;
|
||||
};
|
||||
|
||||
// TODO(yuriks): Remove and make it non-global state somewhere
|
||||
ShaderEngine* GetEngine();
|
||||
|
||||
} // namespace Shader
|
||||
|
||||
} // namespace Pica
|
||||
|
|
|
@ -8,6 +8,7 @@ namespace Pica {
|
|||
|
||||
namespace Shader {
|
||||
|
||||
struct ShaderSetup;
|
||||
struct UnitState;
|
||||
|
||||
template <bool Debug>
|
||||
|
|
Loading…
Reference in a new issue