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.
This commit is contained in:
Yuri Kunde Schlesner 2016-12-16 23:21:26 -08:00
parent bd82cffd0b
commit dd4a1672a7
5 changed files with 57 additions and 22 deletions

View file

@ -87,6 +87,17 @@ void UnitState::LoadInputVertex(const InputVertex& input, int num_attributes) {
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
static std::unordered_map<u64, std::unique_ptr<JitShader>> shader_map;
static const JitShader* jit_shader;
@ -98,13 +109,17 @@ void ClearCache() {
#endif // ARCHITECTURE_x86_64
}
void ShaderSetup::Setup() {
void MergedShaderEngine::SetupBatch(const ShaderSetup* setup_) {
setup = setup_;
if (setup == nullptr)
return;
#ifdef ARCHITECTURE_x86_64
if (VideoCore::g_shader_jit_enabled) {
u64 cache_key =
Common::ComputeHash64(&program_code, sizeof(program_code)) ^
Common::ComputeHash64(&swizzle_data, sizeof(swizzle_data));
u64 code_hash = Common::ComputeHash64(&setup->program_code, sizeof(setup->program_code));
u64 swizzle_hash = Common::ComputeHash64(&setup->swizzle_data, sizeof(setup->swizzle_data));
u64 cache_key = code_hash ^ swizzle_hash;
auto iter = shader_map.find(cache_key);
if (iter != shader_map.end()) {
jit_shader = iter->second.get();
@ -120,26 +135,28 @@ void ShaderSetup::Setup() {
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);
MICROPROFILE_SCOPE(GPU_Shader);
#ifdef ARCHITECTURE_x86_64
if (VideoCore::g_shader_jit_enabled) {
jit_shader->Run(*this, state, entry_point);
jit_shader->Run(*setup, state, entry_point);
} else {
DebugData<false> dummy_debug_data;
RunInterpreter(*this, state, dummy_debug_data, entry_point);
RunInterpreter(*setup, state, dummy_debug_data, entry_point);
}
#else
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
}
DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_attributes,
unsigned int entry_point) const {
DebugData<true> MergedShaderEngine::ProduceDebugInfo(const InputVertex& input, int num_attributes,
unsigned int entry_point) const {
ASSERT(setup != nullptr);
ASSERT(entry_point < 1024);
UnitState state;
@ -148,10 +165,15 @@ DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_
// Setup input register table
boost::fill(state.registers.input, Math::Vec4<float24>::AssignToAll(float24::Zero()));
state.LoadInputVertex(input, num_attributes);
RunInterpreter(*this, state, debug_data, entry_point);
RunInterpreter(*setup, state, debug_data, entry_point);
return debug_data;
}
ShaderEngine* GetEngine() {
static MergedShaderEngine merged_engine;
return &merged_engine;
}
} // namespace Shader
} // namespace Pica

View file

@ -156,7 +156,6 @@ struct UnitState {
void ClearCache();
struct ShaderSetup {
struct {
// The float uniforms are accessed by the shader JIT using SSE instructions, and are
// therefore required to be 16-byte aligned.
@ -180,18 +179,23 @@ struct ShaderSetup {
std::array<u32, 1024> program_code;
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
* per vertex, which would happen within the `Run` function).
*/
void Setup();
virtual void SetupBatch(const ShaderSetup* setup) = 0;
/**
* Runs the currently setup shader
* @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
@ -200,10 +204,13 @@ struct ShaderSetup {
* @param config Configuration object for the shader pipeline
* @return Debug information for this shader with regards to the given vertex
*/
DebugData<true> ProduceDebugInfo(const InputVertex& input, int num_attributes,
unsigned int entry_point) const;
virtual DebugData<true> ProduceDebugInfo(const InputVertex& input, int num_attributes,
unsigned int entry_point) const = 0;
};
// TODO(yuriks): Remove and make it non-global state somewhere
ShaderEngine* GetEngine();
} // namespace Shader
} // namespace Pica

View file

@ -8,6 +8,7 @@ namespace Pica {
namespace Shader {
struct ShaderSetup;
struct UnitState;
template <bool Debug>