diff options
Diffstat (limited to 'src/video_core/shader/shader.cpp')
| -rw-r--r-- | src/video_core/shader/shader.cpp | 112 |
1 files changed, 40 insertions, 72 deletions
diff --git a/src/video_core/shader/shader.cpp b/src/video_core/shader/shader.cpp index 509558fc0..65dcc9156 100644 --- a/src/video_core/shader/shader.cpp +++ b/src/video_core/shader/shader.cpp @@ -2,63 +2,53 @@ // Licensed under GPLv2 or any later version // Refer to the license.txt file included. -#include <memory> +#include <atomic> +#include <cmath> +#include <cstring> #include <unordered_map> +#include <utility> #include <boost/range/algorithm/fill.hpp> +#include "common/bit_field.h" #include "common/hash.h" -#include "common/make_unique.h" +#include "common/logging/log.h" #include "common/microprofile.h" -#include "common/profiler.h" -#include "video_core/debug_utils/debug_utils.h" #include "video_core/pica.h" #include "video_core/pica_state.h" -#include "video_core/video_core.h" - -#include "shader.h" -#include "shader_interpreter.h" +#include "video_core/shader/shader.h" +#include "video_core/shader/shader_interpreter.h" #ifdef ARCHITECTURE_x86_64 -#include "shader_jit_x64.h" +#include "video_core/shader/shader_jit_x64.h" #endif // ARCHITECTURE_x86_64 +#include "video_core/video_core.h" + namespace Pica { namespace Shader { #ifdef ARCHITECTURE_x86_64 -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"); -} +static std::unordered_map<u64, std::unique_ptr<JitShader>> shader_map; +static const JitShader* jit_shader; #endif // ARCHITECTURE_x86_64 -void Setup(UnitState<false>& state) { +void Setup() { #ifdef ARCHITECTURE_x86_64 if (VideoCore::g_shader_jit_enabled) { u64 cache_key = (Common::ComputeHash64(&g_state.vs.program_code, sizeof(g_state.vs.program_code)) ^ - Common::ComputeHash64(&g_state.vs.swizzle_data, sizeof(g_state.vs.swizzle_data)) ^ - g_state.regs.vs.main_offset); + Common::ComputeHash64(&g_state.vs.swizzle_data, sizeof(g_state.vs.swizzle_data))); auto iter = shader_map.find(cache_key); if (iter != shader_map.end()) { - jit_shader = iter->second; + jit_shader = iter->second.get(); } 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); + auto shader = std::make_unique<JitShader>(); + shader->Compile(); + jit_shader = shader.get(); + shader_map[cache_key] = std::move(shader); } } #endif // ARCHITECTURE_x86_64 @@ -66,17 +56,15 @@ void Setup(UnitState<false>& state) { void Shutdown() { #ifdef ARCHITECTURE_x86_64 - ClearCache(); + shader_map.clear(); #endif // ARCHITECTURE_x86_64 } -static Common::Profiling::TimingCategory shader_category("Vertex Shader"); MICROPROFILE_DEFINE(GPU_VertexShader, "GPU", "Vertex Shader", MP_RGB(50, 50, 240)); OutputVertex Run(UnitState<false>& state, const InputVertex& input, int num_attributes) { auto& config = g_state.regs.vs; - Common::Profiling::ScopeTimer timer(shader_category); MICROPROFILE_SCOPE(GPU_VertexShader); state.program_counter = config.main_offset; @@ -86,31 +74,15 @@ OutputVertex Run(UnitState<false>& state, const InputVertex& input, int num_attr // Setup input register table const auto& attribute_register_map = config.input_register_map; - // TODO: Instead of this cumbersome logic, just load the input data directly like - // for (int attr = 0; attr < num_attributes; ++attr) { input_attr[0] = state.registers.input[attribute_register_map.attribute0_register]; } - if (num_attributes > 0) state.registers.input[attribute_register_map.attribute0_register] = input.attr[0]; - if (num_attributes > 1) state.registers.input[attribute_register_map.attribute1_register] = input.attr[1]; - if (num_attributes > 2) state.registers.input[attribute_register_map.attribute2_register] = input.attr[2]; - if (num_attributes > 3) state.registers.input[attribute_register_map.attribute3_register] = input.attr[3]; - if (num_attributes > 4) state.registers.input[attribute_register_map.attribute4_register] = input.attr[4]; - if (num_attributes > 5) state.registers.input[attribute_register_map.attribute5_register] = input.attr[5]; - if (num_attributes > 6) state.registers.input[attribute_register_map.attribute6_register] = input.attr[6]; - if (num_attributes > 7) state.registers.input[attribute_register_map.attribute7_register] = input.attr[7]; - if (num_attributes > 8) state.registers.input[attribute_register_map.attribute8_register] = input.attr[8]; - if (num_attributes > 9) state.registers.input[attribute_register_map.attribute9_register] = input.attr[9]; - if (num_attributes > 10) state.registers.input[attribute_register_map.attribute10_register] = input.attr[10]; - if (num_attributes > 11) state.registers.input[attribute_register_map.attribute11_register] = input.attr[11]; - if (num_attributes > 12) state.registers.input[attribute_register_map.attribute12_register] = input.attr[12]; - if (num_attributes > 13) state.registers.input[attribute_register_map.attribute13_register] = input.attr[13]; - if (num_attributes > 14) state.registers.input[attribute_register_map.attribute14_register] = input.attr[14]; - if (num_attributes > 15) state.registers.input[attribute_register_map.attribute15_register] = input.attr[15]; + for (unsigned i = 0; i < num_attributes; i++) + state.registers.input[attribute_register_map.GetRegisterForAttribute(i)] = input.attr[i]; state.conditional_code[0] = false; state.conditional_code[1] = false; #ifdef ARCHITECTURE_x86_64 if (VideoCore::g_shader_jit_enabled) - jit_shader(&state.registers); + jit_shader->Run(&state.registers, g_state.regs.vs.main_offset); else RunInterpreter(state); #else @@ -121,15 +93,23 @@ 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]; @@ -139,10 +119,12 @@ 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)); } @@ -170,22 +152,8 @@ DebugData<true> ProduceDebugInfo(const InputVertex& input, int num_attributes, c float24 dummy_register; boost::fill(state.registers.input, &dummy_register); - if (num_attributes > 0) state.registers.input[attribute_register_map.attribute0_register] = &input.attr[0].x; - if (num_attributes > 1) state.registers.input[attribute_register_map.attribute1_register] = &input.attr[1].x; - if (num_attributes > 2) state.registers.input[attribute_register_map.attribute2_register] = &input.attr[2].x; - if (num_attributes > 3) state.registers.input[attribute_register_map.attribute3_register] = &input.attr[3].x; - if (num_attributes > 4) state.registers.input[attribute_register_map.attribute4_register] = &input.attr[4].x; - if (num_attributes > 5) state.registers.input[attribute_register_map.attribute5_register] = &input.attr[5].x; - if (num_attributes > 6) state.registers.input[attribute_register_map.attribute6_register] = &input.attr[6].x; - if (num_attributes > 7) state.registers.input[attribute_register_map.attribute7_register] = &input.attr[7].x; - if (num_attributes > 8) state.registers.input[attribute_register_map.attribute8_register] = &input.attr[8].x; - if (num_attributes > 9) state.registers.input[attribute_register_map.attribute9_register] = &input.attr[9].x; - if (num_attributes > 10) state.registers.input[attribute_register_map.attribute10_register] = &input.attr[10].x; - if (num_attributes > 11) state.registers.input[attribute_register_map.attribute11_register] = &input.attr[11].x; - if (num_attributes > 12) state.registers.input[attribute_register_map.attribute12_register] = &input.attr[12].x; - if (num_attributes > 13) state.registers.input[attribute_register_map.attribute13_register] = &input.attr[13].x; - if (num_attributes > 14) state.registers.input[attribute_register_map.attribute14_register] = &input.attr[14].x; - if (num_attributes > 15) state.registers.input[attribute_register_map.attribute15_register] = &input.attr[15].x; + for (unsigned i = 0; i < num_attributes; i++) + state.registers.input[attribute_register_map.GetRegisterForAttribute(i)] = input.attr[i]; state.conditional_code[0] = false; state.conditional_code[1] = false; |
