2019-09-23 20:02:02 +02:00
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// Copyright 2019 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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2019-09-26 00:19:41 +02:00
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#include <algorithm>
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2019-11-27 11:53:40 +01:00
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#include <tuple>
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2019-11-27 11:51:13 +01:00
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2019-09-23 20:02:02 +02:00
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#include "common/common_types.h"
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#include "video_core/engines/maxwell_3d.h"
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2019-11-18 22:35:21 +01:00
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#include "video_core/engines/shader_type.h"
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2020-02-29 00:53:10 +01:00
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#include "video_core/shader/registry.h"
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2019-09-23 20:02:02 +02:00
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namespace VideoCommon::Shader {
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2019-09-26 00:19:41 +02:00
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using Tegra::Engines::SamplerDescriptor;
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2020-02-29 00:53:10 +01:00
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Registry::Registry(Tegra::Engines::ShaderType shader_stage,
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VideoCore::GuestDriverProfile stored_guest_driver_profile)
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: stage{shader_stage}, stored_guest_driver_profile{stored_guest_driver_profile} {}
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2019-09-23 20:02:02 +02:00
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2020-02-29 00:53:10 +01:00
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Registry::Registry(Tegra::Engines::ShaderType shader_stage,
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Tegra::Engines::ConstBufferEngineInterface& engine)
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: stage{shader_stage}, engine{&engine} {}
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2019-09-23 20:02:02 +02:00
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2020-02-29 00:53:10 +01:00
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Registry::~Registry() = default;
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2019-10-17 16:35:16 +02:00
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2020-02-29 00:53:10 +01:00
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std::optional<u32> Registry::ObtainKey(u32 buffer, u32 offset) {
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const std::pair<u32, u32> key = {buffer, offset};
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const auto iter = keys.find(key);
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if (iter != keys.end()) {
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return iter->second;
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}
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if (!engine) {
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return std::nullopt;
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}
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const u32 value = engine->AccessConstBuffer32(stage, buffer, offset);
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keys.emplace(key, value);
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return value;
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}
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2020-02-29 00:53:10 +01:00
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std::optional<SamplerDescriptor> Registry::ObtainBoundSampler(u32 offset) {
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const u32 key = offset;
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const auto iter = bound_samplers.find(key);
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if (iter != bound_samplers.end()) {
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return iter->second;
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}
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if (!engine) {
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return std::nullopt;
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}
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const SamplerDescriptor value = engine->AccessBoundSampler(stage, offset);
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bound_samplers.emplace(key, value);
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return value;
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}
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2020-02-29 00:53:10 +01:00
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std::optional<Tegra::Engines::SamplerDescriptor> Registry::ObtainBindlessSampler(u32 buffer,
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u32 offset) {
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const std::pair key = {buffer, offset};
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const auto iter = bindless_samplers.find(key);
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if (iter != bindless_samplers.end()) {
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return iter->second;
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}
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if (!engine) {
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return std::nullopt;
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}
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const SamplerDescriptor value = engine->AccessBindlessSampler(stage, buffer, offset);
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bindless_samplers.emplace(key, value);
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return value;
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}
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2020-02-29 00:53:10 +01:00
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std::optional<u32> Registry::ObtainBoundBuffer() {
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if (bound_buffer_saved) {
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return bound_buffer;
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}
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if (!engine) {
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return std::nullopt;
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}
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bound_buffer_saved = true;
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bound_buffer = engine->GetBoundBuffer();
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return bound_buffer;
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}
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void Registry::InsertKey(u32 buffer, u32 offset, u32 value) {
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keys.insert_or_assign({buffer, offset}, value);
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}
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void Registry::InsertBoundSampler(u32 offset, SamplerDescriptor sampler) {
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bound_samplers.insert_or_assign(offset, sampler);
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}
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void Registry::InsertBindlessSampler(u32 buffer, u32 offset, SamplerDescriptor sampler) {
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bindless_samplers.insert_or_assign({buffer, offset}, sampler);
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}
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void Registry::SetBoundBuffer(u32 buffer) {
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bound_buffer_saved = true;
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bound_buffer = buffer;
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}
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bool Registry::IsConsistent() const {
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if (!engine) {
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return true;
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}
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return std::all_of(keys.begin(), keys.end(),
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[this](const auto& pair) {
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const auto [cbuf, offset] = pair.first;
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const auto value = pair.second;
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return value == engine->AccessConstBuffer32(stage, cbuf, offset);
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}) &&
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std::all_of(bound_samplers.begin(), bound_samplers.end(),
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[this](const auto& sampler) {
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const auto [key, value] = sampler;
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return value == engine->AccessBoundSampler(stage, key);
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}) &&
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std::all_of(bindless_samplers.begin(), bindless_samplers.end(),
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[this](const auto& sampler) {
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const auto [cbuf, offset] = sampler.first;
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const auto value = sampler.second;
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return value == engine->AccessBindlessSampler(stage, cbuf, offset);
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});
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}
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bool Registry::HasEqualKeys(const Registry& rhs) const {
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return std::tie(keys, bound_samplers, bindless_samplers) ==
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std::tie(rhs.keys, rhs.bound_samplers, rhs.bindless_samplers);
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}
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} // namespace VideoCommon::Shader
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