CommandProcessor: Added 3 VS Units

This commit is contained in:
B3n30 2017-09-30 14:43:06 +02:00
parent cbd4623df7
commit 6d60a98005
2 changed files with 82 additions and 74 deletions

View File

@ -33,6 +33,43 @@ namespace Pica {
namespace CommandProcessor {
class ShaderUnitManager {
private:
struct CacheEntry {
Shader::AttributeBuffer output_attr;
Shader::OutputVertex output_vertex;
std::atomic<u32> id;
// Set when a thread is writing into this entry
std::atomic_flag writing{ATOMIC_FLAG_INIT};
};
struct VsOutput {
Pica::Shader::OutputVertex vertex;
std::atomic<u32> batch_id;
explicit VsOutput() = default;
VsOutput(VsOutput&& other) {
batch_id = 0;
}
};
public:
std::array<CacheEntry, 0x10000> cache;
// used as a mean to invalidate data from the previous batch without clearing it
u32 cache_batch_id = std::numeric_limits<u32>::max();
std::vector<VsOutput> vs_output;
void IncreaseCacheBatchId() {
++cache_batch_id;
// reset cache if the emu ever runs long enough to overflow id
if (cache_batch_id == 0) {
++cache_batch_id;
for (auto& entry : cache)
entry.id = 0;
}
}
};
static ShaderUnitManager unit_manager;
static int vs_float_regs_counter = 0;
static u32 vs_uniform_write_buffer[4];
@ -231,7 +268,6 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
static_cast<void*>(&immediate_input));
Shader::UnitState shader_unit;
Shader::AttributeBuffer output{};
shader_unit.LoadInput(regs.vs, immediate_input);
shader_engine->Run(g_state.vs, shader_unit);
shader_unit.WriteOutput(regs.vs, output);
@ -289,7 +325,6 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
// loaded.
// Later, these can be compiled and cached.
const u32 base_address = regs.pipeline.vertex_attributes.GetPhysicalBaseAddress();
VertexLoader loader(regs.pipeline);
// Load vertices
bool is_indexed = (id == PICA_REG_INDEX(pipeline.trigger_draw_indexed));
@ -299,37 +334,9 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
const u16* index_address_16 = reinterpret_cast<const u16*>(index_address_8);
bool index_u16 = index_info.format != 0;
struct CacheEntry {
Shader::AttributeBuffer output_attr;
Shader::OutputVertex output_vertex;
std::atomic<u32> id;
std::atomic_flag writing{
ATOMIC_FLAG_INIT}; // Set when a thread is writing into this entry
};
static std::array<CacheEntry, 0x10000> cache;
// used as a mean to invalidate data from the previous batch without clearing it
static u32 cache_batch_id = std::numeric_limits<u32>::max();
++cache_batch_id;
if (cache_batch_id == 0) { // reset cache if the emu ever runs long enough to overflow id
++cache_batch_id;
for (auto& entry : cache)
entry.id = 0;
}
struct VsOutput {
explicit VsOutput() = default;
VsOutput(VsOutput&& other) {
batch_id = 0;
}
Pica::Shader::OutputVertex vertex;
std::atomic<u32> batch_id;
};
static std::vector<VsOutput> vs_output;
while (vs_output.size() < regs.pipeline.num_vertices) {
vs_output.emplace_back();
unit_manager.IncreaseCacheBatchId();
if (unit_manager.vs_output.size() < regs.pipeline.num_vertices) {
unit_manager.vs_output.resize(regs.pipeline.num_vertices);
}
PrimitiveAssembler<Shader::OutputVertex>& primitive_assembler = g_state.primitive_assembler;
@ -357,11 +364,13 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
if (g_state.geometry_pipeline.NeedIndexInput())
ASSERT(is_indexed);
auto UnitLoop = [&](bool single_thread, u32 index_start, u32 index_end) {
auto UnitLoop = [&](bool single_thread, u32 unit_id, u32 unit_increment) {
DebugUtils::MemoryAccessTracker memory_accesses;
Shader::UnitState shader_unit;
Shader::UnitState shader_unit = g_state.vs_unit[unit_id];
VertexLoader loader(regs.pipeline);
for (unsigned int index = index_start; index < index_end; ++index) {
for (unsigned int index = unit_id; index < regs.pipeline.num_vertices;
index += unit_increment) {
// Indexed rendering doesn't use the start offset
unsigned int vertex =
is_indexed ? (index_u16 ? index_address_16[index] : index_address_8[index])
@ -375,11 +384,11 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
Shader::AttributeBuffer output_attr_tmp;
Shader::AttributeBuffer& output_attr =
is_indexed ? cache[vertex].output_attr : output_attr_tmp;
is_indexed ? unit_manager.cache[vertex].output_attr : output_attr_tmp;
Pica::Shader::OutputVertex output_vertex_tmp;
Pica::Shader::OutputVertex& output_vertex =
is_indexed ? cache[vertex].output_vertex : output_vertex_tmp;
is_indexed ? unit_manager.cache[vertex].output_vertex : output_vertex_tmp;
if (is_indexed) {
if (single_thread && g_state.geometry_pipeline.NeedIndexInput()) {
@ -394,18 +403,22 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
}
if (single_thread) {
if (cache[vertex].id.load(std::memory_order_relaxed) == cache_batch_id) {
if (unit_manager.cache[vertex].id.load(std::memory_order_relaxed) ==
unit_manager.cache_batch_id) {
vertex_cache_hit = true;
}
} else if (cache[vertex].id.load(std::memory_order_acquire) == cache_batch_id) {
} else if (unit_manager.cache[vertex].id.load(std::memory_order_acquire) ==
unit_manager.cache_batch_id) {
vertex_cache_hit = true;
}
// Set the "writing" flag and check its previous status
else if (cache[vertex].writing.test_and_set(std::memory_order_acquire)) {
else if (unit_manager.cache[vertex].writing.test_and_set(
std::memory_order_acquire)) {
// Another thread is writing into the cache, spin until it's done
while (cache[vertex].writing.test_and_set(std::memory_order_acquire))
while (unit_manager.cache[vertex].writing.test_and_set(
std::memory_order_acquire))
;
cache[vertex].writing.clear(std::memory_order_release);
unit_manager.cache[vertex].writing.clear(std::memory_order_release);
vertex_cache_hit = true;
}
}
@ -429,10 +442,12 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
if (is_indexed) {
if (single_thread) {
cache[vertex].id.store(cache_batch_id, std::memory_order_relaxed);
unit_manager.cache[vertex].id.store(unit_manager.cache_batch_id,
std::memory_order_relaxed);
} else {
cache[vertex].id.store(cache_batch_id, std::memory_order_release);
cache[vertex].writing.clear(std::memory_order_release);
unit_manager.cache[vertex].id.store(unit_manager.cache_batch_id,
std::memory_order_release);
unit_manager.cache[vertex].writing.clear(std::memory_order_release);
}
}
}
@ -441,8 +456,9 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
// Send to geometry pipeline
g_state.geometry_pipeline.SubmitVertex(output_attr);
} else {
vs_output[index].vertex = output_vertex;
vs_output[index].batch_id.store(cache_batch_id, std::memory_order_release);
unit_manager.vs_output[index].vertex = output_vertex;
unit_manager.vs_output[index].batch_id.store(unit_manager.cache_batch_id,
std::memory_order_release);
}
}
@ -460,32 +476,24 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
const bool use_gs = regs.pipeline.use_gs == PipelineRegs::UseGS::Yes;
auto& thread_pool = Common::ThreadPool::GetPool();
unsigned int num_threads = use_gs ? 1 : VS_UNITS;
if (num_threads == 1) {
UnitLoop(true, 0, regs.pipeline.num_vertices);
} else {
const u32 range = std::max(regs.pipeline.num_vertices / num_threads + 1, 50u);
for (unsigned int thread_id = 0; thread_id < num_threads; ++thread_id) {
const u32 loop_start = range * thread_id;
const u32 loop_end = loop_start + range;
if (loop_end >= regs.pipeline.num_vertices) {
thread_pool.push(UnitLoop, false, loop_start, regs.pipeline.num_vertices);
break;
}
thread_pool.push(UnitLoop, false, loop_start, loop_end);
// TODO(B3N30): If GS is off use the 4th shader unit
// unsigned int num_units = use_gs ? VS_UNITS : VS_UNITS + 1;
unsigned int num_units = VS_UNITS;
std::future<void> ft[num_units];
for (size_t unit_id = 0; unit_id < num_units; ++unit_id) {
ft[unit_id] = thread_pool.Push(UnitLoop, false, unit_id, num_units);
}
for (unsigned int index = 0; index < regs.pipeline.num_vertices; ++index) {
while (vs_output[index].batch_id.load(std::memory_order_acquire) != cache_batch_id)
while (unit_manager.vs_output[index].batch_id.load(std::memory_order_acquire) !=
unit_manager.cache_batch_id)
;
using Pica::Shader::OutputVertex;
primitive_assembler.SubmitVertex(
vs_output[index].vertex,
unit_manager.vs_output[index].vertex,
[](const OutputVertex& v0, const OutputVertex& v1, const OutputVertex& v2) {
VideoCore::g_renderer->Rasterizer()->AddTriangle(v0, v1, v2);
});
}
}
VideoCore::g_renderer->Rasterizer()->DrawTriangles();
if (g_debug_context) {

View File

@ -145,8 +145,8 @@ struct State {
// the geometry shader needs to be kept in the global state because some shaders relie on
// preserved register value across shader invocation.
// TODO: also bring the three vertex shader units here and implement the shader scheduler.
Shader::GSUnitState gs_unit;
Shader::UnitState vs_unit[3];
GeometryPipeline geometry_pipeline;