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	VideoCore/Shader: Split shader uniform state and shader engine
Currently there's only a single dummy implementation, which will be split in a following commit.
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				| @ -518,7 +518,9 @@ void GraphicsVertexShaderWidget::Reload(bool replace_vertex_data, void* vertex_d | |||||||
|     info.labels.insert({entry_point, "main"}); |     info.labels.insert({entry_point, "main"}); | ||||||
| 
 | 
 | ||||||
|     // Generate debug information
 |     // Generate debug information
 | ||||||
|     debug_data = shader_setup.ProduceDebugInfo(input_vertex, num_attributes, entry_point); |     auto* shader_engine = Pica::Shader::GetEngine(); | ||||||
|  |     shader_engine->SetupBatch(&shader_setup); | ||||||
|  |     debug_data = shader_engine->ProduceDebugInfo(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) { | ||||||
|  | |||||||
| @ -142,15 +142,16 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) { | |||||||
|                     MICROPROFILE_SCOPE(GPU_Drawing); |                     MICROPROFILE_SCOPE(GPU_Drawing); | ||||||
|                     immediate_attribute_id = 0; |                     immediate_attribute_id = 0; | ||||||
| 
 | 
 | ||||||
|                     Shader::UnitState shader_unit; |                     auto* shader_engine = Shader::GetEngine(); | ||||||
|                     g_state.vs.Setup(); |                     shader_engine->SetupBatch(&g_state.vs); | ||||||
| 
 | 
 | ||||||
|                     // Send to vertex shader
 |                     // Send to vertex shader
 | ||||||
|                     if (g_debug_context) |                     if (g_debug_context) | ||||||
|                         g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, |                         g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, | ||||||
|                                                  static_cast<void*>(&immediate_input)); |                                                  static_cast<void*>(&immediate_input)); | ||||||
|  |                     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); | ||||||
|                     g_state.vs.Run(shader_unit, regs.vs.main_offset); |                     shader_engine->Run(shader_unit, regs.vs.main_offset); | ||||||
|                     Shader::OutputVertex output_vertex = |                     Shader::OutputVertex output_vertex = | ||||||
|                         shader_unit.output_registers.ToVertex(regs.vs); |                         shader_unit.output_registers.ToVertex(regs.vs); | ||||||
| 
 | 
 | ||||||
| @ -244,8 +245,10 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) { | |||||||
|         unsigned int vertex_cache_pos = 0; |         unsigned int vertex_cache_pos = 0; | ||||||
|         vertex_cache_ids.fill(-1); |         vertex_cache_ids.fill(-1); | ||||||
| 
 | 
 | ||||||
|  |         auto* shader_engine = Shader::GetEngine(); | ||||||
|         Shader::UnitState shader_unit; |         Shader::UnitState shader_unit; | ||||||
|         g_state.vs.Setup(); | 
 | ||||||
|  |         shader_engine->SetupBatch(&g_state.vs); | ||||||
| 
 | 
 | ||||||
|         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
 | ||||||
| @ -285,7 +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()); | ||||||
|                 g_state.vs.Run(shader_unit, regs.vs.main_offset); |                 shader_engine->Run(shader_unit, regs.vs.main_offset); | ||||||
| 
 | 
 | ||||||
|                 // Retrieve vertex from register data
 |                 // Retrieve vertex from register data
 | ||||||
|                 output_vertex = shader_unit.output_registers.ToVertex(regs.vs); |                 output_vertex = shader_unit.output_registers.ToVertex(regs.vs); | ||||||
|  | |||||||
| @ -87,6 +87,17 @@ void UnitState::LoadInputVertex(const InputVertex& input, int num_attributes) { | |||||||
|     conditional_code[1] = false; |     conditional_code[1] = false; | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
|  | class MergedShaderEngine : public ShaderEngine { | ||||||
|  | public: | ||||||
|  |     void SetupBatch(const ShaderSetup* setup) override; | ||||||
|  |     void Run(UnitState& state, unsigned int entry_point) const override; | ||||||
|  |     DebugData<true> ProduceDebugInfo(const InputVertex& input, int num_attributes, | ||||||
|  |         unsigned int entry_point) const override; | ||||||
|  | 
 | ||||||
|  | private: | ||||||
|  |     const ShaderSetup* setup = nullptr; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
| #ifdef ARCHITECTURE_x86_64 | #ifdef ARCHITECTURE_x86_64 | ||||||
| static std::unordered_map<u64, std::unique_ptr<JitShader>> shader_map; | static std::unordered_map<u64, std::unique_ptr<JitShader>> shader_map; | ||||||
| static const JitShader* jit_shader; | static const JitShader* jit_shader; | ||||||
| @ -98,13 +109,17 @@ void ClearCache() { | |||||||
| #endif // ARCHITECTURE_x86_64
 | #endif // ARCHITECTURE_x86_64
 | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| void ShaderSetup::Setup() { | void MergedShaderEngine::SetupBatch(const ShaderSetup* setup_) { | ||||||
|  |     setup = setup_; | ||||||
|  |     if (setup == nullptr) | ||||||
|  |         return; | ||||||
|  | 
 | ||||||
| #ifdef ARCHITECTURE_x86_64 | #ifdef ARCHITECTURE_x86_64 | ||||||
|     if (VideoCore::g_shader_jit_enabled) { |     if (VideoCore::g_shader_jit_enabled) { | ||||||
|         u64 cache_key = |         u64 code_hash = Common::ComputeHash64(&setup->program_code, sizeof(setup->program_code)); | ||||||
|             Common::ComputeHash64(&program_code, sizeof(program_code)) ^ |         u64 swizzle_hash = Common::ComputeHash64(&setup->swizzle_data, sizeof(setup->swizzle_data)); | ||||||
|             Common::ComputeHash64(&swizzle_data, sizeof(swizzle_data)); |  | ||||||
| 
 | 
 | ||||||
|  |         u64 cache_key = code_hash ^ swizzle_hash; | ||||||
|         auto iter = shader_map.find(cache_key); |         auto iter = shader_map.find(cache_key); | ||||||
|         if (iter != shader_map.end()) { |         if (iter != shader_map.end()) { | ||||||
|             jit_shader = iter->second.get(); |             jit_shader = iter->second.get(); | ||||||
| @ -120,26 +135,28 @@ void ShaderSetup::Setup() { | |||||||
| 
 | 
 | ||||||
| MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240)); | MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240)); | ||||||
| 
 | 
 | ||||||
| void ShaderSetup::Run(UnitState& state, unsigned int entry_point) const { | void MergedShaderEngine::Run(UnitState& state, unsigned int entry_point) const { | ||||||
|  |     ASSERT(setup != nullptr); | ||||||
|     ASSERT(entry_point < 1024); |     ASSERT(entry_point < 1024); | ||||||
| 
 | 
 | ||||||
|     MICROPROFILE_SCOPE(GPU_Shader); |     MICROPROFILE_SCOPE(GPU_Shader); | ||||||
| 
 | 
 | ||||||
| #ifdef ARCHITECTURE_x86_64 | #ifdef ARCHITECTURE_x86_64 | ||||||
|     if (VideoCore::g_shader_jit_enabled) { |     if (VideoCore::g_shader_jit_enabled) { | ||||||
|         jit_shader->Run(*this, state, entry_point); |         jit_shader->Run(*setup, state, entry_point); | ||||||
|     } else { |     } else { | ||||||
|         DebugData<false> dummy_debug_data; |         DebugData<false> dummy_debug_data; | ||||||
|         RunInterpreter(*this, state, dummy_debug_data, entry_point); |         RunInterpreter(*setup, state, dummy_debug_data, entry_point); | ||||||
|     } |     } | ||||||
| #else | #else | ||||||
|     DebugData<false> dummy_debug_data; |     DebugData<false> dummy_debug_data; | ||||||
|     RunInterpreter(*this, state, dummy_debug_data, entry_point); |     RunInterpreter(*setup, state, dummy_debug_data, entry_point); | ||||||
| #endif // ARCHITECTURE_x86_64
 | #endif // ARCHITECTURE_x86_64
 | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_attributes, | DebugData<true> MergedShaderEngine::ProduceDebugInfo(const InputVertex& input, int num_attributes, | ||||||
|                                                      unsigned int entry_point) const { |                                                      unsigned int entry_point) const { | ||||||
|  |     ASSERT(setup != nullptr); | ||||||
|     ASSERT(entry_point < 1024); |     ASSERT(entry_point < 1024); | ||||||
| 
 | 
 | ||||||
|     UnitState state; |     UnitState state; | ||||||
| @ -148,10 +165,15 @@ DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_ | |||||||
|     // 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(*this, state, debug_data, entry_point); |     RunInterpreter(*setup, state, debug_data, entry_point); | ||||||
|     return debug_data; |     return debug_data; | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
|  | ShaderEngine* GetEngine() { | ||||||
|  |     static MergedShaderEngine merged_engine; | ||||||
|  |     return &merged_engine; | ||||||
|  | } | ||||||
|  | 
 | ||||||
| } // namespace Shader
 | } // namespace Shader
 | ||||||
| 
 | 
 | ||||||
| } // namespace Pica
 | } // namespace Pica
 | ||||||
|  | |||||||
| @ -156,7 +156,6 @@ struct UnitState { | |||||||
| void ClearCache(); | void ClearCache(); | ||||||
| 
 | 
 | ||||||
| struct ShaderSetup { | struct ShaderSetup { | ||||||
| 
 |  | ||||||
|     struct { |     struct { | ||||||
|         // The float uniforms are accessed by the shader JIT using SSE instructions, and are
 |         // The float uniforms are accessed by the shader JIT using SSE instructions, and are
 | ||||||
|         // therefore required to be 16-byte aligned.
 |         // therefore required to be 16-byte aligned.
 | ||||||
| @ -180,18 +179,23 @@ struct ShaderSetup { | |||||||
| 
 | 
 | ||||||
|     std::array<u32, 1024> program_code; |     std::array<u32, 1024> program_code; | ||||||
|     std::array<u32, 1024> swizzle_data; |     std::array<u32, 1024> swizzle_data; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | class ShaderEngine { | ||||||
|  | public: | ||||||
|  |     virtual ~ShaderEngine() = default; | ||||||
| 
 | 
 | ||||||
|     /**
 |     /**
 | ||||||
|      * 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). | ||||||
|      */ |      */ | ||||||
|     void Setup(); |     virtual void SetupBatch(const ShaderSetup* setup) = 0; | ||||||
| 
 | 
 | ||||||
|     /**
 |     /**
 | ||||||
|      * Runs the currently setup shader |      * Runs the currently setup shader | ||||||
|      * @param state Shader unit state, must be setup per shader and per shader unit |      * @param state Shader unit state, must be setup per shader and per shader unit | ||||||
|      */ |      */ | ||||||
|     void Run(UnitState& state, unsigned int entry_point) const; |     virtual void Run(UnitState& state, unsigned int entry_point) const = 0; | ||||||
| 
 | 
 | ||||||
|     /**
 |     /**
 | ||||||
|      * Produce debug information based on the given shader and input vertex |      * Produce debug information based on the given shader and input vertex | ||||||
| @ -200,10 +204,13 @@ struct ShaderSetup { | |||||||
|      * @param config Configuration object for the shader pipeline |      * @param config Configuration object for the shader pipeline | ||||||
|      * @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 InputVertex& input, int num_attributes, |     virtual DebugData<true> ProduceDebugInfo(const InputVertex& input, int num_attributes, | ||||||
|                                      unsigned int entry_point) const; |                                              unsigned int entry_point) const = 0; | ||||||
| }; | }; | ||||||
| 
 | 
 | ||||||
|  | // TODO(yuriks): Remove and make it non-global state somewhere
 | ||||||
|  | ShaderEngine* GetEngine(); | ||||||
|  | 
 | ||||||
| } // namespace Shader
 | } // namespace Shader
 | ||||||
| 
 | 
 | ||||||
| } // namespace Pica
 | } // namespace Pica
 | ||||||
|  | |||||||
| @ -8,6 +8,7 @@ namespace Pica { | |||||||
| 
 | 
 | ||||||
| namespace Shader { | namespace Shader { | ||||||
| 
 | 
 | ||||||
|  | struct ShaderSetup; | ||||||
| struct UnitState; | struct UnitState; | ||||||
| 
 | 
 | ||||||
| template <bool Debug> | template <bool Debug> | ||||||
|  | |||||||
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