diff options
-rw-r--r-- | src/citra_qt/debugger/graphics_vertex_shader.cpp | 2 | ||||
-rw-r--r-- | src/video_core/command_processor.cpp | 8 | ||||
-rw-r--r-- | src/video_core/pica.cpp | 2 | ||||
-rw-r--r-- | src/video_core/shader/shader.cpp | 22 | ||||
-rw-r--r-- | src/video_core/shader/shader.h | 83 |
5 files changed, 59 insertions, 58 deletions
diff --git a/src/citra_qt/debugger/graphics_vertex_shader.cpp b/src/citra_qt/debugger/graphics_vertex_shader.cpp index 854f6ff16..391666d35 100644 --- a/src/citra_qt/debugger/graphics_vertex_shader.cpp +++ b/src/citra_qt/debugger/graphics_vertex_shader.cpp @@ -501,7 +501,7 @@ void GraphicsVertexShaderWidget::Reload(bool replace_vertex_data, void* vertex_d info.labels.insert({ entry_point, "main" }); // Generate debug information - debug_data = Pica::Shader::ProduceDebugInfo(input_vertex, num_attributes, shader_config, shader_setup); + debug_data = Pica::g_state.vs.ProduceDebugInfo(input_vertex, num_attributes, shader_config, shader_setup); // Reload widget state for (int attr = 0; attr < num_attributes; ++attr) { diff --git a/src/video_core/command_processor.cpp b/src/video_core/command_processor.cpp index dd1379503..e7dc5ddac 100644 --- a/src/video_core/command_processor.cpp +++ b/src/video_core/command_processor.cpp @@ -144,12 +144,12 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) { immediate_attribute_id = 0; Shader::UnitState<false> shader_unit; - Shader::Setup(); + g_state.vs.Setup(); // Send to vertex shader if (g_debug_context) g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, static_cast<void*>(&immediate_input)); - Shader::OutputVertex output = Shader::Run(shader_unit, immediate_input, regs.vs.num_input_attributes+1); + Shader::OutputVertex output = g_state.vs.Run(shader_unit, immediate_input, regs.vs.num_input_attributes+1); // Send to renderer using Pica::Shader::OutputVertex; @@ -237,7 +237,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) { vertex_cache_ids.fill(-1); Shader::UnitState<false> shader_unit; - Shader::Setup(); + g_state.vs.Setup(); for (unsigned int index = 0; index < regs.num_vertices; ++index) { @@ -274,7 +274,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) { // Send to vertex shader if (g_debug_context) g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation, (void*)&input); - output = Shader::Run(shader_unit, input, loader.GetNumTotalAttributes()); + output = g_state.vs.Run(shader_unit, input, loader.GetNumTotalAttributes()); if (is_indexed) { vertex_cache[vertex_cache_pos] = output; diff --git a/src/video_core/pica.cpp b/src/video_core/pica.cpp index be82cf4b5..ec78f9593 100644 --- a/src/video_core/pica.cpp +++ b/src/video_core/pica.cpp @@ -500,7 +500,7 @@ void Init() { } void Shutdown() { - Shader::Shutdown(); + Shader::ClearCache(); } template <typename T> diff --git a/src/video_core/shader/shader.cpp b/src/video_core/shader/shader.cpp index 65dcc9156..449fc703f 100644 --- a/src/video_core/shader/shader.cpp +++ b/src/video_core/shader/shader.cpp @@ -35,7 +35,13 @@ static std::unordered_map<u64, std::unique_ptr<JitShader>> shader_map; static const JitShader* jit_shader; #endif // ARCHITECTURE_x86_64 -void Setup() { +void ClearCache() { +#ifdef ARCHITECTURE_x86_64 + shader_map.clear(); +#endif // ARCHITECTURE_x86_64 +} + +void ShaderSetup::Setup() { #ifdef ARCHITECTURE_x86_64 if (VideoCore::g_shader_jit_enabled) { u64 cache_key = (Common::ComputeHash64(&g_state.vs.program_code, sizeof(g_state.vs.program_code)) ^ @@ -54,18 +60,12 @@ void Setup() { #endif // ARCHITECTURE_x86_64 } -void Shutdown() { -#ifdef ARCHITECTURE_x86_64 - shader_map.clear(); -#endif // ARCHITECTURE_x86_64 -} - -MICROPROFILE_DEFINE(GPU_VertexShader, "GPU", "Vertex Shader", MP_RGB(50, 50, 240)); +MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240)); -OutputVertex Run(UnitState<false>& state, const InputVertex& input, int num_attributes) { +OutputVertex ShaderSetup::Run(UnitState<false>& state, const InputVertex& input, int num_attributes) { auto& config = g_state.regs.vs; - MICROPROFILE_SCOPE(GPU_VertexShader); + MICROPROFILE_SCOPE(GPU_Shader); state.program_counter = config.main_offset; state.debug.max_offset = 0; @@ -140,7 +140,7 @@ OutputVertex Run(UnitState<false>& state, const InputVertex& input, int num_attr return ret; } -DebugData<true> ProduceDebugInfo(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const ShaderSetup& setup) { +DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const ShaderSetup& setup) { UnitState<true> state; state.program_counter = config.main_offset; diff --git a/src/video_core/shader/shader.h b/src/video_core/shader/shader.h index 56b83bfeb..cfbb7f2ee 100644 --- a/src/video_core/shader/shader.h +++ b/src/video_core/shader/shader.h @@ -83,23 +83,6 @@ struct OutputVertex { static_assert(std::is_pod<OutputVertex>::value, "Structure is not POD"); static_assert(sizeof(OutputVertex) == 32 * sizeof(float), "OutputVertex has invalid size"); -/// Vertex shader memory -struct ShaderSetup { - struct { - // The float uniforms are accessed by the shader JIT using SSE instructions, and are - // therefore required to be 16-byte aligned. - alignas(16) Math::Vec4<float24> f[96]; - - std::array<bool, 16> b; - std::array<Math::Vec4<u8>, 4> i; - } uniforms; - - Math::Vec4<float24> default_attributes[16]; - - std::array<u32, 1024> program_code; - std::array<u32, 1024> swizzle_data; -}; - // Helper structure used to keep track of data useful for inspection of shader emulation template<bool full_debugging> struct DebugData; @@ -342,33 +325,51 @@ struct UnitState { } }; -/** - * 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(); +/// Clears the shader cache +void ClearCache(); + +struct ShaderSetup { -/// Performs any cleanup when the emulator is shutdown -void Shutdown(); + struct { + // The float uniforms are accessed by the shader JIT using SSE instructions, and are + // therefore required to be 16-byte aligned. + alignas(16) Math::Vec4<float24> f[96]; -/** - * Runs the currently setup shader - * @param state Shader unit state, must be setup per shader and per shader unit - * @param input Input vertex into the shader - * @param num_attributes The number of vertex shader attributes - * @return The output vertex, after having been processed by the vertex shader - */ -OutputVertex Run(UnitState<false>& state, const InputVertex& input, int num_attributes); + std::array<bool, 16> b; + std::array<Math::Vec4<u8>, 4> i; + } uniforms; -/** - * Produce debug information based on the given shader and input vertex - * @param input Input vertex into the shader - * @param num_attributes The number of vertex shader attributes - * @param config Configuration object for the shader pipeline - * @param setup Setup 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, const Regs::ShaderConfig& config, const ShaderSetup& setup); + Math::Vec4<float24> default_attributes[16]; + + std::array<u32, 1024> program_code; + std::array<u32, 1024> swizzle_data; + + /** + * 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(); + + /** + * Runs the currently setup shader + * @param state Shader unit state, must be setup per shader and per shader unit + * @param input Input vertex into the shader + * @param num_attributes The number of vertex shader attributes + * @return The output vertex, after having been processed by the vertex shader + */ + OutputVertex Run(UnitState<false>& state, const InputVertex& input, int num_attributes); + + /** + * Produce debug information based on the given shader and input vertex + * @param input Input vertex into the shader + * @param num_attributes The number of vertex shader attributes + * @param config Configuration object for the shader pipeline + * @param setup Setup 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, const Regs::ShaderConfig& config, const ShaderSetup& setup); + +}; } // namespace Shader |