gl_shader_gen: Use a std::vector to represent program code instead of std::array
While convenient as a std::array, it's also quite a large set of data as well (32KB). It being an array also means data cannot be std::moved. Any situation where the code is being set or relocated means that a full copy of that 32KB data must be done. If we use a std::vector we do need to allocate on the heap, however, it does allow us to std::move the data we have within the std::vector into another std::vector instance, eliminating the need to always copy the program data (as std::move in this case would just transfer the pointers and bare necessities over to the new vector instance).
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@ -179,7 +179,7 @@ static GLShader::ProgramCode GetShaderProgramCode(Maxwell::ShaderProgram program
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auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
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auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
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// Fetch program code from memory
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// Fetch program code from memory
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GLShader::ProgramCode program_code;
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GLShader::ProgramCode program_code(GLShader::MAX_PROGRAM_CODE_LENGTH);
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auto& shader_config = gpu.regs.shader_config[static_cast<size_t>(program)];
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auto& shader_config = gpu.regs.shader_config[static_cast<size_t>(program)];
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const u64 gpu_address{gpu.regs.code_address.CodeAddress() + shader_config.offset};
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const u64 gpu_address{gpu.regs.code_address.CodeAddress() + shader_config.offset};
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const boost::optional<VAddr> cpu_address{gpu.memory_manager.GpuToCpuAddress(gpu_address)};
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const boost::optional<VAddr> cpu_address{gpu.memory_manager.GpuToCpuAddress(gpu_address)};
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@ -9,14 +9,14 @@
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#include <type_traits>
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#include <type_traits>
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#include <utility>
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#include <utility>
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#include <vector>
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#include <vector>
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#include <boost/functional/hash.hpp>
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#include "common/common_types.h"
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#include "common/common_types.h"
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#include "common/hash.h"
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#include "common/hash.h"
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namespace GLShader {
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namespace GLShader {
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constexpr size_t MAX_PROGRAM_CODE_LENGTH{0x1000};
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constexpr size_t MAX_PROGRAM_CODE_LENGTH{0x1000};
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using ProgramCode = std::vector<u64>;
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using ProgramCode = std::array<u64, MAX_PROGRAM_CODE_LENGTH>;
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class ConstBufferEntry {
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class ConstBufferEntry {
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using Maxwell = Tegra::Engines::Maxwell3D::Regs;
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using Maxwell = Tegra::Engines::Maxwell3D::Regs;
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@ -115,8 +115,8 @@ struct ShaderEntries {
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using ProgramResult = std::pair<std::string, ShaderEntries>;
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using ProgramResult = std::pair<std::string, ShaderEntries>;
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struct ShaderSetup {
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struct ShaderSetup {
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ShaderSetup(const ProgramCode& program_code) {
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ShaderSetup(ProgramCode program_code) {
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program.code = program_code;
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program.code = std::move(program_code);
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}
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}
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struct {
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struct {
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@ -135,8 +135,8 @@ struct ShaderSetup {
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}
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}
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/// Used in scenarios where we have a dual vertex shaders
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/// Used in scenarios where we have a dual vertex shaders
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void SetProgramB(const ProgramCode& program_b) {
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void SetProgramB(ProgramCode program_b) {
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program.code_b = program_b;
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program.code_b = std::move(program_b);
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has_program_b = true;
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has_program_b = true;
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}
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}
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@ -146,13 +146,18 @@ struct ShaderSetup {
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private:
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private:
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u64 GetNewHash() const {
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u64 GetNewHash() const {
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size_t hash = 0;
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const u64 hash_a = Common::ComputeHash64(program.code.data(), program.code.size());
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boost::hash_combine(hash, hash_a);
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if (has_program_b) {
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if (has_program_b) {
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// Compute hash over dual shader programs
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// Compute hash over dual shader programs
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return Common::ComputeHash64(&program, sizeof(program));
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const u64 hash_b = Common::ComputeHash64(program.code_b.data(), program.code_b.size());
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} else {
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boost::hash_combine(hash, hash_b);
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// Compute hash over a single shader program
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return Common::ComputeHash64(&program.code, program.code.size());
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}
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}
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return hash;
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}
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}
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u64 program_code_hash{};
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u64 program_code_hash{};
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