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VideoCore/Shader: Move entry_point to SetupBatch

This commit is contained in:
Yuri Kunde Schlesner 2016-12-17 16:16:02 -08:00
parent 0f64274145
commit 0e9081b973
7 changed files with 29 additions and 29 deletions

View file

@ -521,9 +521,8 @@ void GraphicsVertexShaderWidget::Reload(bool replace_vertex_data, void* vertex_d
// Generate debug information // Generate debug information
Pica::Shader::InterpreterEngine shader_engine; Pica::Shader::InterpreterEngine shader_engine;
shader_engine.SetupBatch(shader_setup); shader_engine.SetupBatch(shader_setup, entry_point);
debug_data = debug_data = shader_engine.ProduceDebugInfo(shader_setup, input_vertex, num_attributes);
shader_engine.ProduceDebugInfo(shader_setup, 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) {

View file

@ -143,7 +143,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
immediate_attribute_id = 0; immediate_attribute_id = 0;
auto* shader_engine = Shader::GetEngine(); auto* shader_engine = Shader::GetEngine();
shader_engine->SetupBatch(g_state.vs); shader_engine->SetupBatch(g_state.vs, regs.vs.main_offset);
// Send to vertex shader // Send to vertex shader
if (g_debug_context) if (g_debug_context)
@ -151,7 +151,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
static_cast<void*>(&immediate_input)); static_cast<void*>(&immediate_input));
Shader::UnitState shader_unit; 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);
shader_engine->Run(g_state.vs, shader_unit, regs.vs.main_offset); shader_engine->Run(g_state.vs, shader_unit);
auto output_vertex = Shader::OutputVertex::FromRegisters( auto output_vertex = Shader::OutputVertex::FromRegisters(
shader_unit.registers.output, regs, regs.vs.output_mask); 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(); auto* shader_engine = Shader::GetEngine();
Shader::UnitState shader_unit; Shader::UnitState shader_unit;
shader_engine->SetupBatch(g_state.vs); shader_engine->SetupBatch(g_state.vs, regs.vs.main_offset);
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
@ -288,7 +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());
shader_engine->Run(g_state.vs, shader_unit, regs.vs.main_offset); shader_engine->Run(g_state.vs, shader_unit);
// Retrieve vertex from register data // Retrieve vertex from register data
output_vertex = Shader::OutputVertex::FromRegisters(shader_unit.registers.output, output_vertex = Shader::OutputVertex::FromRegisters(shader_unit.registers.output,

View file

@ -170,6 +170,7 @@ struct ShaderSetup {
/// Data private to ShaderEngines /// Data private to ShaderEngines
struct EngineData { struct EngineData {
unsigned int entry_point;
/// Used by the JIT, points to a compiled shader object. /// Used by the JIT, points to a compiled shader object.
const void* cached_shader = nullptr; const void* cached_shader = nullptr;
} engine_data; } engine_data;
@ -183,7 +184,7 @@ public:
* 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).
*/ */
virtual void SetupBatch(ShaderSetup& setup) = 0; virtual void SetupBatch(ShaderSetup& setup, unsigned int entry_point) = 0;
/** /**
* Runs the currently setup shader. * Runs the currently setup shader.
@ -191,8 +192,7 @@ public:
* @param setup Shader engine state, must be setup with SetupBatch on each shader change. * @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. * @param state Shader unit state, must be setup with input data before each shader invocation.
*/ */
virtual void Run(const ShaderSetup& setup, UnitState& state, virtual void Run(const ShaderSetup& setup, UnitState& state) const = 0;
unsigned int entry_point) const = 0;
}; };
// TODO(yuriks): Remove and make it non-global state somewhere // TODO(yuriks): Remove and make it non-global state somewhere

View file

@ -652,32 +652,31 @@ static void RunInterpreter(const ShaderSetup& setup, UnitState& state, DebugData
} }
} }
void InterpreterEngine::SetupBatch(ShaderSetup& setup) {} void InterpreterEngine::SetupBatch(ShaderSetup& setup, unsigned int entry_point) {
ASSERT(entry_point < 1024);
setup.engine_data.entry_point = entry_point;
}
MICROPROFILE_DECLARE(GPU_Shader); MICROPROFILE_DECLARE(GPU_Shader);
void InterpreterEngine::Run(const ShaderSetup& setup, UnitState& state, void InterpreterEngine::Run(const ShaderSetup& setup, UnitState& state) const {
unsigned int entry_point) const {
ASSERT(entry_point < 1024);
MICROPROFILE_SCOPE(GPU_Shader); MICROPROFILE_SCOPE(GPU_Shader);
DebugData<false> dummy_debug_data; DebugData<false> dummy_debug_data;
RunInterpreter(setup, state, dummy_debug_data, entry_point); RunInterpreter(setup, state, dummy_debug_data, setup.engine_data.entry_point);
} }
DebugData<true> InterpreterEngine::ProduceDebugInfo(const ShaderSetup& setup, DebugData<true> InterpreterEngine::ProduceDebugInfo(const ShaderSetup& setup,
const InputVertex& input, int num_attributes, const InputVertex& input,
unsigned int entry_point) const { int num_attributes) const {
ASSERT(entry_point < 1024);
UnitState state; UnitState state;
DebugData<true> debug_data; DebugData<true> debug_data;
// 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(setup, state, debug_data, entry_point); RunInterpreter(setup, state, debug_data, setup.engine_data.entry_point);
return debug_data; return debug_data;
} }

View file

@ -13,8 +13,8 @@ namespace Shader {
class InterpreterEngine final : public ShaderEngine { class InterpreterEngine final : public ShaderEngine {
public: public:
void SetupBatch(ShaderSetup& setup) override; void SetupBatch(ShaderSetup& setup, unsigned int entry_point) override;
void Run(const ShaderSetup& setup, UnitState& state, unsigned int entry_point) const override; void Run(const ShaderSetup& setup, UnitState& state) const override;
/** /**
* Produce debug information based on the given shader and input vertex * Produce debug information based on the given shader and input vertex
@ -24,7 +24,7 @@ public:
* @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 ShaderSetup& setup, const InputVertex& input, DebugData<true> ProduceDebugInfo(const ShaderSetup& setup, const InputVertex& input,
int num_attributes, unsigned int entry_point) const; int num_attributes) const;
}; };
} // namespace } // namespace

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@ -14,7 +14,10 @@ namespace Shader {
JitX64Engine::JitX64Engine() = default; JitX64Engine::JitX64Engine() = default;
JitX64Engine::~JitX64Engine() = default; JitX64Engine::~JitX64Engine() = default;
void JitX64Engine::SetupBatch(ShaderSetup& setup) { void JitX64Engine::SetupBatch(ShaderSetup& setup, unsigned int entry_point) {
ASSERT(entry_point < 1024);
setup.engine_data.entry_point = entry_point;
u64 code_hash = Common::ComputeHash64(&setup.program_code, sizeof(setup.program_code)); 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 swizzle_hash = Common::ComputeHash64(&setup.swizzle_data, sizeof(setup.swizzle_data));
@ -32,14 +35,13 @@ void JitX64Engine::SetupBatch(ShaderSetup& setup) {
MICROPROFILE_DECLARE(GPU_Shader); MICROPROFILE_DECLARE(GPU_Shader);
void JitX64Engine::Run(const ShaderSetup& setup, UnitState& state, unsigned int entry_point) const { void JitX64Engine::Run(const ShaderSetup& setup, UnitState& state) const {
ASSERT(setup.engine_data.cached_shader != nullptr); ASSERT(setup.engine_data.cached_shader != nullptr);
ASSERT(entry_point < 1024);
MICROPROFILE_SCOPE(GPU_Shader); MICROPROFILE_SCOPE(GPU_Shader);
const JitShader* shader = static_cast<const JitShader*>(setup.engine_data.cached_shader); const JitShader* shader = static_cast<const JitShader*>(setup.engine_data.cached_shader);
shader->Run(setup, state, entry_point); shader->Run(setup, state, setup.engine_data.entry_point);
} }
} // namespace Shader } // namespace Shader

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@ -19,8 +19,8 @@ public:
JitX64Engine(); JitX64Engine();
~JitX64Engine() override; ~JitX64Engine() override;
void SetupBatch(ShaderSetup& setup) override; void SetupBatch(ShaderSetup& setup, unsigned int entry_point) override;
void Run(const ShaderSetup& setup, UnitState& state, unsigned int entry_point) const override; void Run(const ShaderSetup& setup, UnitState& state) const override;
private: private:
std::unordered_map<u64, std::unique_ptr<JitShader>> cache; std::unordered_map<u64, std::unique_ptr<JitShader>> cache;