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Preparation for compiling the shader epilogue as well.
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545db99381
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@ -40,7 +40,8 @@ void Setup() {
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u64 cache_key =
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Common::ComputeHash64(&g_state.vs.program_code, sizeof(g_state.vs.program_code)) ^
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Common::ComputeHash64(&g_state.vs.swizzle_data, sizeof(g_state.vs.swizzle_data)) ^
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Common::ComputeHash64(&attribute_register_map, sizeof(attribute_register_map));
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Common::ComputeHash64(&attribute_register_map, sizeof(attribute_register_map)) ^
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Common::ComputeHash64(&g_state.regs.vs_output_attributes, sizeof(g_state.regs.vs_output_attributes));
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auto iter = shader_map.find(cache_key);
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if (iter != shader_map.end()) {
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@ -64,25 +65,25 @@ void Shutdown() {
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MICROPROFILE_DEFINE(GPU_VertexShader, "GPU", "Vertex Shader", MP_RGB(50, 50, 240));
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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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MICROPROFILE_SCOPE(GPU_VertexShader);
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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_opdesc_id = 0;
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// Setup input register table
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state.conditional_code[0] = false;
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state.conditional_code[1] = false;
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// Setup output data
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OutputVertex ret;
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#ifdef ARCHITECTURE_x86_64
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if (VideoCore::g_shader_jit_enabled) {
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jit_shader->Run(&state.registers, &input.attr[0], g_state.regs.vs.main_offset);
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jit_shader->Run(&state.registers, &input.attr[0], g_state.regs.vs.main_offset, &ret);
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} else
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#endif // ARCHITECTURE_x86_64
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{
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auto& config = g_state.regs.vs;
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// Setup input register table
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state.program_counter = config.main_offset;
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state.conditional_code[0] = false;
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state.conditional_code[1] = false;
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const auto& attribute_register_map = config.input_register_map;
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// TODO: Instead of this cumbersome logic, just load the input data directly like
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// for (int attr = 0; attr < num_attributes; ++attr) { input_attr[0] = state.registers.input[attribute_register_map.attribute0_register]; }
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@ -106,13 +107,10 @@ OutputVertex Run(UnitState<false>& state, const InputVertex& input, int num_attr
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RunInterpreter(state);
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}
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// Setup output data
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OutputVertex ret;
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// TODO(neobrain): Under some circumstances, up to 16 attributes may be output. We need to
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// figure out what those circumstances are and enable the remaining outputs then.
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unsigned index = 0;
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for (unsigned i = 0; i < 7; ++i) {
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if (index >= g_state.regs.vs_output_total)
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break;
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@ -581,7 +581,6 @@ void JitShader::Compile_NOP(Instruction instr) {
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}
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void JitShader::Compile_END(Instruction instr) {
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ABI_PopRegistersAndAdjustStack(ABI_ALL_CALLEE_SAVED, 8);
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RET();
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}
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@ -825,7 +824,7 @@ void JitShader::Compile() {
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// The stack pointer is 8 modulo 16 at the entry of a procedure
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ABI_PushRegistersAndAdjustStack(ABI_ALL_CALLEE_SAVED, 8);
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// Load inputs
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// Prologue: Scatter inputs into registers according to map
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MOV(PTRBITS, R(REGISTERS), R(ABI_PARAM1));
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MOV(PTRBITS, R(INPUT), R(ABI_PARAM2));
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for (int i = 0; i < num_attributes; i++) {
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@ -849,9 +848,12 @@ void JitShader::Compile() {
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static const __m128 neg = { -0.f, -0.f, -0.f, -0.f };
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MOV(PTRBITS, R(RAX), ImmPtr(&neg));
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MOVAPS(NEGBIT, MatR(RAX));
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// Call the start of the shader program.
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CALLptr(R(ABI_PARAM3));
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// Alright, back from the program. Now we can do the epilogue.
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// Jump to start of the shader program
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JMPptr(R(ABI_PARAM3));
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ABI_PopRegistersAndAdjustStack(ABI_ALL_CALLEE_SAVED, 8);
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RET();
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// Compile entire program
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Compile_Block(static_cast<unsigned>(g_state.vs.program_code.size()));
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@ -33,8 +33,8 @@ class JitShader : public Gen::XCodeBlock {
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public:
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JitShader();
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void Run(void* registers, const void *input, unsigned offset) const {
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program(registers, input, code_ptr[offset]);
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void Run(void* registers, const void *input, unsigned int offset, void *output) const {
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program(registers, input, code_ptr[offset], output);
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}
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void Compile();
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@ -114,7 +114,7 @@ private:
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/// Branches that need to be fixed up once the entire shader program is compiled
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std::vector<std::pair<Gen::FixupBranch, unsigned>> fixup_branches;
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using CompiledShader = void(void* registers, const void *input, const u8* start_addr);
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using CompiledShader = void(void* registers, const void *input, const u8* start_addr, void *output);
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CompiledShader* program = nullptr;
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};
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