Просмотр исходного кода

VideoCore/Shader: Move entry_point to SetupBatch

Yuri Kunde Schlesner 9 лет назад
Родитель
Сommit
0e9081b973

+ 2 - 3
src/citra_qt/debugger/graphics/graphics_vertex_shader.cpp

@@ -521,9 +521,8 @@ void GraphicsVertexShaderWidget::Reload(bool replace_vertex_data, void* vertex_d
 
     // Generate debug information
     Pica::Shader::InterpreterEngine shader_engine;
-    shader_engine.SetupBatch(shader_setup);
-    debug_data =
-        shader_engine.ProduceDebugInfo(shader_setup, input_vertex, num_attributes, entry_point);
+    shader_engine.SetupBatch(shader_setup, entry_point);
+    debug_data = shader_engine.ProduceDebugInfo(shader_setup, input_vertex, num_attributes);
 
     // Reload widget state
     for (int attr = 0; attr < num_attributes; ++attr) {

+ 4 - 4
src/video_core/command_processor.cpp

@@ -143,7 +143,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
                     immediate_attribute_id = 0;
 
                     auto* shader_engine = Shader::GetEngine();
-                    shader_engine->SetupBatch(g_state.vs);
+                    shader_engine->SetupBatch(g_state.vs, regs.vs.main_offset);
 
                     // Send to vertex shader
                     if (g_debug_context)
@@ -151,7 +151,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
                                                  static_cast<void*>(&immediate_input));
                     Shader::UnitState shader_unit;
                     shader_unit.LoadInputVertex(immediate_input, regs.vs.num_input_attributes + 1);
-                    shader_engine->Run(g_state.vs, shader_unit, regs.vs.main_offset);
+                    shader_engine->Run(g_state.vs, shader_unit);
                     auto output_vertex = Shader::OutputVertex::FromRegisters(
                         shader_unit.registers.output, regs, regs.vs.output_mask);
 
@@ -248,7 +248,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
         auto* shader_engine = Shader::GetEngine();
         Shader::UnitState shader_unit;
 
-        shader_engine->SetupBatch(g_state.vs);
+        shader_engine->SetupBatch(g_state.vs, regs.vs.main_offset);
 
         for (unsigned int index = 0; index < regs.num_vertices; ++index) {
             // Indexed rendering doesn't use the start offset
@@ -288,7 +288,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
                     g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
                                              (void*)&input);
                 shader_unit.LoadInputVertex(input, loader.GetNumTotalAttributes());
-                shader_engine->Run(g_state.vs, shader_unit, regs.vs.main_offset);
+                shader_engine->Run(g_state.vs, shader_unit);
 
                 // Retrieve vertex from register data
                 output_vertex = Shader::OutputVertex::FromRegisters(shader_unit.registers.output,

+ 3 - 3
src/video_core/shader/shader.h

@@ -170,6 +170,7 @@ struct ShaderSetup {
 
     /// Data private to ShaderEngines
     struct EngineData {
+        unsigned int entry_point;
         /// Used by the JIT, points to a compiled shader object.
         const void* cached_shader = nullptr;
     } engine_data;
@@ -183,7 +184,7 @@ public:
      * 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).
      */
-    virtual void SetupBatch(ShaderSetup& setup) = 0;
+    virtual void SetupBatch(ShaderSetup& setup, unsigned int entry_point) = 0;
 
     /**
      * Runs the currently setup shader.
@@ -191,8 +192,7 @@ public:
      * @param setup Shader engine state, must be setup with SetupBatch on each shader change.
      * @param state Shader unit state, must be setup with input data before each shader invocation.
      */
-    virtual void Run(const ShaderSetup& setup, UnitState& state,
-                     unsigned int entry_point) const = 0;
+    virtual void Run(const ShaderSetup& setup, UnitState& state) const = 0;
 };
 
 // TODO(yuriks): Remove and make it non-global state somewhere

+ 9 - 10
src/video_core/shader/shader_interpreter.cpp

@@ -652,32 +652,31 @@ static void RunInterpreter(const ShaderSetup& setup, UnitState& state, DebugData
     }
 }
 
-void InterpreterEngine::SetupBatch(ShaderSetup& setup) {}
+void InterpreterEngine::SetupBatch(ShaderSetup& setup, unsigned int entry_point) {
+    ASSERT(entry_point < 1024);
+    setup.engine_data.entry_point = entry_point;
+}
 
 MICROPROFILE_DECLARE(GPU_Shader);
 
-void InterpreterEngine::Run(const ShaderSetup& setup, UnitState& state,
-                            unsigned int entry_point) const {
-    ASSERT(entry_point < 1024);
+void InterpreterEngine::Run(const ShaderSetup& setup, UnitState& state) const {
 
     MICROPROFILE_SCOPE(GPU_Shader);
 
     DebugData<false> dummy_debug_data;
-    RunInterpreter(setup, state, dummy_debug_data, entry_point);
+    RunInterpreter(setup, state, dummy_debug_data, setup.engine_data.entry_point);
 }
 
 DebugData<true> InterpreterEngine::ProduceDebugInfo(const ShaderSetup& setup,
-                                                    const InputVertex& input, int num_attributes,
-                                                    unsigned int entry_point) const {
-    ASSERT(entry_point < 1024);
-
+                                                    const InputVertex& input,
+                                                    int num_attributes) const {
     UnitState state;
     DebugData<true> debug_data;
 
     // Setup input register table
     boost::fill(state.registers.input, Math::Vec4<float24>::AssignToAll(float24::Zero()));
     state.LoadInputVertex(input, num_attributes);
-    RunInterpreter(setup, state, debug_data, entry_point);
+    RunInterpreter(setup, state, debug_data, setup.engine_data.entry_point);
     return debug_data;
 }
 

+ 3 - 3
src/video_core/shader/shader_interpreter.h

@@ -13,8 +13,8 @@ namespace Shader {
 
 class InterpreterEngine final : public ShaderEngine {
 public:
-    void SetupBatch(ShaderSetup& setup) override;
-    void Run(const ShaderSetup& setup, UnitState& state, unsigned int entry_point) const override;
+    void SetupBatch(ShaderSetup& setup, unsigned int entry_point) override;
+    void Run(const ShaderSetup& setup, UnitState& state) const override;
 
     /**
      * Produce debug information based on the given shader and input vertex
@@ -24,7 +24,7 @@ public:
      * @return Debug information for this shader with regards to the given vertex
      */
     DebugData<true> ProduceDebugInfo(const ShaderSetup& setup, const InputVertex& input,
-                                     int num_attributes, unsigned int entry_point) const;
+                                     int num_attributes) const;
 };
 
 } // namespace

+ 6 - 4
src/video_core/shader/shader_jit_x64.cpp

@@ -14,7 +14,10 @@ namespace Shader {
 JitX64Engine::JitX64Engine() = default;
 JitX64Engine::~JitX64Engine() = default;
 
-void JitX64Engine::SetupBatch(ShaderSetup& setup) {
+void JitX64Engine::SetupBatch(ShaderSetup& setup, unsigned int entry_point) {
+    ASSERT(entry_point < 1024);
+    setup.engine_data.entry_point = entry_point;
+
     u64 code_hash = Common::ComputeHash64(&setup.program_code, sizeof(setup.program_code));
     u64 swizzle_hash = Common::ComputeHash64(&setup.swizzle_data, sizeof(setup.swizzle_data));
 
@@ -32,14 +35,13 @@ void JitX64Engine::SetupBatch(ShaderSetup& setup) {
 
 MICROPROFILE_DECLARE(GPU_Shader);
 
-void JitX64Engine::Run(const ShaderSetup& setup, UnitState& state, unsigned int entry_point) const {
+void JitX64Engine::Run(const ShaderSetup& setup, UnitState& state) const {
     ASSERT(setup.engine_data.cached_shader != nullptr);
-    ASSERT(entry_point < 1024);
 
     MICROPROFILE_SCOPE(GPU_Shader);
 
     const JitShader* shader = static_cast<const JitShader*>(setup.engine_data.cached_shader);
-    shader->Run(setup, state, entry_point);
+    shader->Run(setup, state, setup.engine_data.entry_point);
 }
 
 } // namespace Shader

+ 2 - 2
src/video_core/shader/shader_jit_x64.h

@@ -19,8 +19,8 @@ public:
     JitX64Engine();
     ~JitX64Engine() override;
 
-    void SetupBatch(ShaderSetup& setup) override;
-    void Run(const ShaderSetup& setup, UnitState& state, unsigned int entry_point) const override;
+    void SetupBatch(ShaderSetup& setup, unsigned int entry_point) override;
+    void Run(const ShaderSetup& setup, UnitState& state) const override;
 
 private:
     std::unordered_map<u64, std::unique_ptr<JitShader>> cache;