Turn ShaderSetup into struct
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86ecbdfa4d
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@ -501,7 +501,7 @@ void GraphicsVertexShaderWidget::Reload(bool replace_vertex_data, void* vertex_d
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info.labels.insert({ entry_point, "main" });
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info.labels.insert({ entry_point, "main" });
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// Generate debug information
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// Generate debug information
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debug_data = Pica::Shader::ProduceDebugInfo(input_vertex, num_attributes, shader_config, shader_setup);
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debug_data = Pica::g_state.vs.ProduceDebugInfo(input_vertex, num_attributes, shader_config, shader_setup);
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// Reload widget state
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// Reload widget state
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for (int attr = 0; attr < num_attributes; ++attr) {
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for (int attr = 0; attr < num_attributes; ++attr) {
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@ -144,12 +144,12 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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immediate_attribute_id = 0;
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immediate_attribute_id = 0;
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Shader::UnitState<false> shader_unit;
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Shader::UnitState<false> shader_unit;
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Shader::Setup();
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g_state.vs.Setup();
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// Send to vertex shader
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// Send to vertex shader
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if (g_debug_context)
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if (g_debug_context)
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g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, static_cast<void*>(&immediate_input));
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g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, static_cast<void*>(&immediate_input));
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Shader::OutputVertex output = Shader::Run(shader_unit, immediate_input, regs.vs.num_input_attributes+1);
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Shader::OutputVertex output = g_state.vs.Run(shader_unit, immediate_input, regs.vs.num_input_attributes+1);
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// Send to renderer
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// Send to renderer
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using Pica::Shader::OutputVertex;
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using Pica::Shader::OutputVertex;
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@ -237,7 +237,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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vertex_cache_ids.fill(-1);
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vertex_cache_ids.fill(-1);
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Shader::UnitState<false> shader_unit;
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Shader::UnitState<false> shader_unit;
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Shader::Setup();
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g_state.vs.Setup();
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for (unsigned int index = 0; index < regs.num_vertices; ++index)
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for (unsigned int index = 0; index < regs.num_vertices; ++index)
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{
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{
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@ -274,7 +274,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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// Send to vertex shader
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// Send to vertex shader
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if (g_debug_context)
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if (g_debug_context)
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g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, (void*)&input);
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g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, (void*)&input);
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output = Shader::Run(shader_unit, input, loader.GetNumTotalAttributes());
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output = g_state.vs.Run(shader_unit, input, loader.GetNumTotalAttributes());
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if (is_indexed) {
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if (is_indexed) {
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vertex_cache[vertex_cache_pos] = output;
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vertex_cache[vertex_cache_pos] = output;
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@ -500,7 +500,7 @@ void Init() {
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}
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}
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void Shutdown() {
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void Shutdown() {
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Shader::Shutdown();
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Shader::ClearCache();
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}
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}
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template <typename T>
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template <typename T>
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@ -35,7 +35,13 @@ static std::unordered_map<u64, std::unique_ptr<JitShader>> shader_map;
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static const JitShader* jit_shader;
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static const JitShader* jit_shader;
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#endif // ARCHITECTURE_x86_64
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#endif // ARCHITECTURE_x86_64
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void Setup() {
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void ClearCache() {
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#ifdef ARCHITECTURE_x86_64
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shader_map.clear();
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#endif // ARCHITECTURE_x86_64
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}
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void ShaderSetup::Setup() {
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#ifdef ARCHITECTURE_x86_64
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#ifdef ARCHITECTURE_x86_64
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if (VideoCore::g_shader_jit_enabled) {
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if (VideoCore::g_shader_jit_enabled) {
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u64 cache_key = (Common::ComputeHash64(&g_state.vs.program_code, sizeof(g_state.vs.program_code)) ^
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u64 cache_key = (Common::ComputeHash64(&g_state.vs.program_code, sizeof(g_state.vs.program_code)) ^
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@ -54,18 +60,12 @@ void Setup() {
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#endif // ARCHITECTURE_x86_64
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#endif // ARCHITECTURE_x86_64
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}
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}
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void Shutdown() {
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MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240));
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#ifdef ARCHITECTURE_x86_64
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shader_map.clear();
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#endif // ARCHITECTURE_x86_64
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}
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MICROPROFILE_DEFINE(GPU_VertexShader, "GPU", "Vertex Shader", MP_RGB(50, 50, 240));
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OutputVertex ShaderSetup::Run(UnitState<false>& state, const InputVertex& input, int num_attributes) {
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OutputVertex Run(UnitState<false>& state, const InputVertex& input, int num_attributes) {
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auto& config = g_state.regs.vs;
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auto& config = g_state.regs.vs;
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MICROPROFILE_SCOPE(GPU_VertexShader);
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MICROPROFILE_SCOPE(GPU_Shader);
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state.program_counter = config.main_offset;
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state.program_counter = config.main_offset;
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state.debug.max_offset = 0;
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state.debug.max_offset = 0;
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@ -140,7 +140,7 @@ OutputVertex Run(UnitState<false>& state, const InputVertex& input, int num_attr
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return ret;
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return ret;
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}
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}
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DebugData<true> ProduceDebugInfo(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const ShaderSetup& setup) {
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DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const ShaderSetup& setup) {
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UnitState<true> state;
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UnitState<true> state;
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state.program_counter = config.main_offset;
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state.program_counter = config.main_offset;
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@ -83,23 +83,6 @@ struct OutputVertex {
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static_assert(std::is_pod<OutputVertex>::value, "Structure is not POD");
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static_assert(std::is_pod<OutputVertex>::value, "Structure is not POD");
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static_assert(sizeof(OutputVertex) == 32 * sizeof(float), "OutputVertex has invalid size");
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static_assert(sizeof(OutputVertex) == 32 * sizeof(float), "OutputVertex has invalid size");
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/// Vertex shader memory
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struct ShaderSetup {
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struct {
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// The float uniforms are accessed by the shader JIT using SSE instructions, and are
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// therefore required to be 16-byte aligned.
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alignas(16) Math::Vec4<float24> f[96];
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std::array<bool, 16> b;
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std::array<Math::Vec4<u8>, 4> i;
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} uniforms;
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Math::Vec4<float24> default_attributes[16];
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std::array<u32, 1024> program_code;
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std::array<u32, 1024> swizzle_data;
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};
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// Helper structure used to keep track of data useful for inspection of shader emulation
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// Helper structure used to keep track of data useful for inspection of shader emulation
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template<bool full_debugging>
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template<bool full_debugging>
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struct DebugData;
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struct DebugData;
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@ -342,33 +325,51 @@ struct UnitState {
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}
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}
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};
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};
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/**
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/// Clears the shader cache
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* Performs any shader unit setup that only needs to happen once per shader (as opposed to once per
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void ClearCache();
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* vertex, which would happen within the `Run` function).
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*/
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void Setup();
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/// Performs any cleanup when the emulator is shutdown
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struct ShaderSetup {
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void Shutdown();
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/**
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struct {
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* Runs the currently setup shader
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// The float uniforms are accessed by the shader JIT using SSE instructions, and are
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* @param state Shader unit state, must be setup per shader and per shader unit
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// therefore required to be 16-byte aligned.
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* @param input Input vertex into the shader
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alignas(16) Math::Vec4<float24> f[96];
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* @param num_attributes The number of vertex shader attributes
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* @return The output vertex, after having been processed by the vertex shader
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*/
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OutputVertex Run(UnitState<false>& state, const InputVertex& input, int num_attributes);
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/**
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std::array<bool, 16> b;
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* Produce debug information based on the given shader and input vertex
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std::array<Math::Vec4<u8>, 4> i;
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* @param input Input vertex into the shader
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} uniforms;
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* @param num_attributes The number of vertex shader attributes
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* @param config Configuration object for the shader pipeline
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Math::Vec4<float24> default_attributes[16];
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* @param setup Setup object for the shader pipeline
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* @return Debug information for this shader with regards to the given vertex
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std::array<u32, 1024> program_code;
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*/
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std::array<u32, 1024> swizzle_data;
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DebugData<true> ProduceDebugInfo(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const ShaderSetup& setup);
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/**
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* Performs any shader unit setup that only needs to happen once per shader (as opposed to once per
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* vertex, which would happen within the `Run` function).
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*/
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void Setup();
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/**
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* Runs the currently setup shader
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* @param state Shader unit state, must be setup per shader and per shader unit
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* @param input Input vertex into the shader
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* @param num_attributes The number of vertex shader attributes
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* @return The output vertex, after having been processed by the vertex shader
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*/
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OutputVertex Run(UnitState<false>& state, const InputVertex& input, int num_attributes);
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/**
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* Produce debug information based on the given shader and input vertex
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* @param input Input vertex into the shader
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* @param num_attributes The number of vertex shader attributes
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* @param config Configuration object for the shader pipeline
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* @param setup Setup object for the shader pipeline
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* @return Debug information for this shader with regards to the given vertex
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*/
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DebugData<true> ProduceDebugInfo(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const ShaderSetup& setup);
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};
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} // namespace Shader
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} // namespace Shader
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