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Diffstat (limited to 'src/video_core/shader/shader.cpp')
-rw-r--r--src/video_core/shader/shader.cpp34
1 files changed, 28 insertions, 6 deletions
diff --git a/src/video_core/shader/shader.cpp b/src/video_core/shader/shader.cpp
index 5e8930476..eb1db0778 100644
--- a/src/video_core/shader/shader.cpp
+++ b/src/video_core/shader/shader.cpp
@@ -32,6 +32,12 @@ namespace Shader {
static std::unordered_map<u64, CompiledShader*> shader_map;
static JitCompiler jit;
static CompiledShader* jit_shader;
+
+static void ClearCache() {
+ shader_map.clear();
+ jit.Clear();
+ LOG_INFO(HW_GPU, "Shader JIT cache cleared");
+}
#endif // ARCHITECTURE_x86_64
void Setup(UnitState<false>& state) {
@@ -45,6 +51,12 @@ void Setup(UnitState<false>& state) {
if (iter != shader_map.end()) {
jit_shader = iter->second;
} else {
+ // Check if remaining JIT code space is enough for at least one more (massive) shader
+ if (jit.GetSpaceLeft() < jit_shader_size) {
+ // If not, clear the cache of all previously compiled shaders
+ ClearCache();
+ }
+
jit_shader = jit.Compile();
shader_map.emplace(cache_key, jit_shader);
}
@@ -54,7 +66,7 @@ void Setup(UnitState<false>& state) {
void Shutdown() {
#ifdef ARCHITECTURE_x86_64
- shader_map.clear();
+ ClearCache();
#endif // ARCHITECTURE_x86_64
}
@@ -109,15 +121,23 @@ OutputVertex Run(UnitState<false>& state, const InputVertex& input, int num_attr
OutputVertex ret;
// TODO(neobrain): Under some circumstances, up to 16 attributes may be output. We need to
// figure out what those circumstances are and enable the remaining outputs then.
- for (int i = 0; i < 7; ++i) {
- const auto& output_register_map = g_state.regs.vs_output_attributes[i]; // TODO: Don't hardcode VS here
+ unsigned index = 0;
+ for (unsigned i = 0; i < 7; ++i) {
+
+ if (index >= g_state.regs.vs_output_total)
+ break;
+
+ if ((g_state.regs.vs.output_mask & (1 << i)) == 0)
+ continue;
+
+ const auto& output_register_map = g_state.regs.vs_output_attributes[index]; // TODO: Don't hardcode VS here
u32 semantics[4] = {
output_register_map.map_x, output_register_map.map_y,
output_register_map.map_z, output_register_map.map_w
};
- for (int comp = 0; comp < 4; ++comp) {
+ for (unsigned comp = 0; comp < 4; ++comp) {
float24* out = ((float24*)&ret) + semantics[comp];
if (semantics[comp] != Regs::VSOutputAttributes::INVALID) {
*out = state.registers.output[i][comp];
@@ -127,15 +147,17 @@ OutputVertex Run(UnitState<false>& state, const InputVertex& input, int num_attr
memset(out, 0, sizeof(*out));
}
}
+
+ index++;
}
// The hardware takes the absolute and saturates vertex colors like this, *before* doing interpolation
- for (int i = 0; i < 4; ++i) {
+ for (unsigned i = 0; i < 4; ++i) {
ret.color[i] = float24::FromFloat32(
std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f));
}
- LOG_TRACE(Render_Software, "Output vertex: pos(%.2f, %.2f, %.2f, %.2f), quat(%.2f, %.2f, %.2f, %.2f), "
+ LOG_TRACE(HW_GPU, "Output vertex: pos(%.2f, %.2f, %.2f, %.2f), quat(%.2f, %.2f, %.2f, %.2f), "
"col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f), view(%.2f, %.2f, %.2f)",
ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.w.ToFloat32(),
ret.quat.x.ToFloat32(), ret.quat.y.ToFloat32(), ret.quat.z.ToFloat32(), ret.quat.w.ToFloat32(),