Revert "Extracted the attribute setup and draw commands into their own functions"
This reverts commit b3b34a1e76
. This
commit causes a performance regression for not enough benefits
This commit is contained in:
parent
947067de81
commit
9d9693c13d
|
@ -119,224 +119,6 @@ static void WriteUniformFloatReg(ShaderRegs& config, Shader::ShaderSetup& setup,
|
|||
}
|
||||
}
|
||||
|
||||
static void LoadDefaultVertexAttributes(u32 register_value) {
|
||||
auto& regs = g_state.regs;
|
||||
|
||||
// TODO: Does actual hardware indeed keep an intermediate buffer or does
|
||||
// it directly write the values?
|
||||
default_attr_write_buffer[default_attr_counter++] = register_value;
|
||||
|
||||
// Default attributes are written in a packed format such that four float24 values are encoded
|
||||
// in three 32-bit numbers.
|
||||
// We write to internal memory once a full such vector is written.
|
||||
if (default_attr_counter >= 3) {
|
||||
default_attr_counter = 0;
|
||||
|
||||
auto& setup = regs.pipeline.vs_default_attributes_setup;
|
||||
|
||||
if (setup.index >= 16) {
|
||||
LOG_ERROR(HW_GPU, "Invalid VS default attribute index %d", (int)setup.index);
|
||||
return;
|
||||
}
|
||||
|
||||
Math::Vec4<float24> attribute;
|
||||
|
||||
// NOTE: The destination component order indeed is "backwards"
|
||||
attribute.w = float24::FromRaw(default_attr_write_buffer[0] >> 8);
|
||||
attribute.z = float24::FromRaw(((default_attr_write_buffer[0] & 0xFF) << 16) |
|
||||
((default_attr_write_buffer[1] >> 16) & 0xFFFF));
|
||||
attribute.y = float24::FromRaw(((default_attr_write_buffer[1] & 0xFFFF) << 8) |
|
||||
((default_attr_write_buffer[2] >> 24) & 0xFF));
|
||||
attribute.x = float24::FromRaw(default_attr_write_buffer[2] & 0xFFFFFF);
|
||||
|
||||
LOG_TRACE(HW_GPU, "Set default VS attribute %x to (%f %f %f %f)", (int)setup.index,
|
||||
attribute.x.ToFloat32(), attribute.y.ToFloat32(), attribute.z.ToFloat32(),
|
||||
attribute.w.ToFloat32());
|
||||
|
||||
// TODO: Verify that this actually modifies the register!
|
||||
if (setup.index < 15) {
|
||||
g_state.input_default_attributes.attr[setup.index] = attribute;
|
||||
setup.index++;
|
||||
} else {
|
||||
// Put each attribute into an immediate input buffer. When all specified immediate
|
||||
// attributes are present, the Vertex Shader is invoked and everything is sent to
|
||||
// the primitive assembler.
|
||||
|
||||
auto& immediate_input = g_state.immediate.input_vertex;
|
||||
auto& immediate_attribute_id = g_state.immediate.current_attribute;
|
||||
|
||||
immediate_input.attr[immediate_attribute_id] = attribute;
|
||||
|
||||
if (immediate_attribute_id < regs.pipeline.max_input_attrib_index) {
|
||||
immediate_attribute_id += 1;
|
||||
} else {
|
||||
MICROPROFILE_SCOPE(GPU_Drawing);
|
||||
immediate_attribute_id = 0;
|
||||
|
||||
auto* shader_engine = Shader::GetEngine();
|
||||
shader_engine->SetupBatch(g_state.vs, regs.vs.main_offset);
|
||||
|
||||
// Send to vertex shader
|
||||
if (g_debug_context)
|
||||
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
|
||||
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);
|
||||
|
||||
// Send to geometry pipeline
|
||||
if (g_state.immediate.reset_geometry_pipeline) {
|
||||
g_state.geometry_pipeline.Reconfigure();
|
||||
g_state.immediate.reset_geometry_pipeline = false;
|
||||
}
|
||||
ASSERT(!g_state.geometry_pipeline.NeedIndexInput());
|
||||
g_state.geometry_pipeline.Setup(shader_engine);
|
||||
g_state.geometry_pipeline.SubmitVertex(output);
|
||||
|
||||
// TODO: If drawing after every immediate mode triangle kills performance,
|
||||
// change it to flush triangles whenever a drawing config register changes
|
||||
// See: https://github.com/citra-emu/citra/pull/2866#issuecomment-327011550
|
||||
VideoCore::g_renderer->Rasterizer()->DrawTriangles();
|
||||
if (g_debug_context) {
|
||||
g_debug_context->OnEvent(DebugContext::Event::FinishedPrimitiveBatch, nullptr);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void Draw(u32 command_id) {
|
||||
MICROPROFILE_SCOPE(GPU_Drawing);
|
||||
auto& regs = g_state.regs;
|
||||
|
||||
#if PICA_LOG_TEV
|
||||
DebugUtils::DumpTevStageConfig(regs.GetTevStages());
|
||||
#endif
|
||||
if (g_debug_context)
|
||||
g_debug_context->OnEvent(DebugContext::Event::IncomingPrimitiveBatch, nullptr);
|
||||
|
||||
// Processes information about internal vertex attributes to figure out how a vertex is
|
||||
// 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 = (command_id == PICA_REG_INDEX(pipeline.trigger_draw_indexed));
|
||||
|
||||
const auto& index_info = regs.pipeline.index_array;
|
||||
const u8* index_address_8 = Memory::GetPhysicalPointer(base_address + index_info.offset);
|
||||
const u16* index_address_16 = reinterpret_cast<const u16*>(index_address_8);
|
||||
bool index_u16 = index_info.format != 0;
|
||||
|
||||
PrimitiveAssembler<Shader::OutputVertex>& primitive_assembler = g_state.primitive_assembler;
|
||||
|
||||
if (g_debug_context && g_debug_context->recorder) {
|
||||
for (int i = 0; i < 3; ++i) {
|
||||
const auto texture = regs.texturing.GetTextures()[i];
|
||||
if (!texture.enabled)
|
||||
continue;
|
||||
|
||||
u8* texture_data = Memory::GetPhysicalPointer(texture.config.GetPhysicalAddress());
|
||||
g_debug_context->recorder->MemoryAccessed(
|
||||
texture_data, Pica::TexturingRegs::NibblesPerPixel(texture.format) *
|
||||
texture.config.width / 2 * texture.config.height,
|
||||
texture.config.GetPhysicalAddress());
|
||||
}
|
||||
}
|
||||
|
||||
DebugUtils::MemoryAccessTracker memory_accesses;
|
||||
|
||||
// Simple circular-replacement vertex cache
|
||||
// The size has been tuned for optimal balance between hit-rate and the cost of lookup
|
||||
const size_t VERTEX_CACHE_SIZE = 32;
|
||||
std::array<u16, VERTEX_CACHE_SIZE> vertex_cache_ids;
|
||||
std::array<Shader::AttributeBuffer, VERTEX_CACHE_SIZE> vertex_cache;
|
||||
Shader::AttributeBuffer vs_output;
|
||||
|
||||
unsigned int vertex_cache_pos = 0;
|
||||
vertex_cache_ids.fill(-1);
|
||||
|
||||
auto* shader_engine = Shader::GetEngine();
|
||||
Shader::UnitState shader_unit;
|
||||
|
||||
shader_engine->SetupBatch(g_state.vs, regs.vs.main_offset);
|
||||
|
||||
g_state.geometry_pipeline.Reconfigure();
|
||||
g_state.geometry_pipeline.Setup(shader_engine);
|
||||
if (g_state.geometry_pipeline.NeedIndexInput())
|
||||
ASSERT(is_indexed);
|
||||
|
||||
for (unsigned int index = 0; index < regs.pipeline.num_vertices; ++index) {
|
||||
// Indexed rendering doesn't use the start offset
|
||||
unsigned int vertex = is_indexed
|
||||
? (index_u16 ? index_address_16[index] : index_address_8[index])
|
||||
: (index + regs.pipeline.vertex_offset);
|
||||
|
||||
// -1 is a common special value used for primitive restart. Since it's unknown if
|
||||
// the PICA supports it, and it would mess up the caching, guard against it here.
|
||||
ASSERT(vertex != -1);
|
||||
|
||||
bool vertex_cache_hit = false;
|
||||
|
||||
if (is_indexed) {
|
||||
if (g_state.geometry_pipeline.NeedIndexInput()) {
|
||||
g_state.geometry_pipeline.SubmitIndex(vertex);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (g_debug_context && Pica::g_debug_context->recorder) {
|
||||
int size = index_u16 ? 2 : 1;
|
||||
memory_accesses.AddAccess(base_address + index_info.offset + size * index, size);
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < VERTEX_CACHE_SIZE; ++i) {
|
||||
if (vertex == vertex_cache_ids[i]) {
|
||||
vs_output = vertex_cache[i];
|
||||
vertex_cache_hit = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!vertex_cache_hit) {
|
||||
// Initialize data for the current vertex
|
||||
Shader::AttributeBuffer input;
|
||||
loader.LoadVertex(base_address, index, vertex, input, memory_accesses);
|
||||
|
||||
// Send to vertex shader
|
||||
if (g_debug_context)
|
||||
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
|
||||
(void*)&input);
|
||||
shader_unit.LoadInput(regs.vs, input);
|
||||
shader_engine->Run(g_state.vs, shader_unit);
|
||||
shader_unit.WriteOutput(regs.vs, vs_output);
|
||||
|
||||
if (is_indexed) {
|
||||
vertex_cache[vertex_cache_pos] = vs_output;
|
||||
vertex_cache_ids[vertex_cache_pos] = vertex;
|
||||
vertex_cache_pos = (vertex_cache_pos + 1) % VERTEX_CACHE_SIZE;
|
||||
}
|
||||
}
|
||||
|
||||
// Send to geometry pipeline
|
||||
g_state.geometry_pipeline.SubmitVertex(vs_output);
|
||||
}
|
||||
|
||||
for (auto& range : memory_accesses.ranges) {
|
||||
g_debug_context->recorder->MemoryAccessed(Memory::GetPhysicalPointer(range.first),
|
||||
range.second, range.first);
|
||||
}
|
||||
|
||||
VideoCore::g_renderer->Rasterizer()->DrawTriangles();
|
||||
if (g_debug_context) {
|
||||
g_debug_context->OnEvent(DebugContext::Event::FinishedPrimitiveBatch, nullptr);
|
||||
}
|
||||
}
|
||||
|
||||
static void WritePicaReg(u32 id, u32 value, u32 mask) {
|
||||
auto& regs = g_state.regs;
|
||||
|
||||
|
@ -386,9 +168,95 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
|
|||
// Load default vertex input attributes
|
||||
case PICA_REG_INDEX_WORKAROUND(pipeline.vs_default_attributes_setup.set_value[0], 0x233):
|
||||
case PICA_REG_INDEX_WORKAROUND(pipeline.vs_default_attributes_setup.set_value[1], 0x234):
|
||||
case PICA_REG_INDEX_WORKAROUND(pipeline.vs_default_attributes_setup.set_value[2], 0x235):
|
||||
LoadDefaultVertexAttributes(value);
|
||||
case PICA_REG_INDEX_WORKAROUND(pipeline.vs_default_attributes_setup.set_value[2], 0x235): {
|
||||
// TODO: Does actual hardware indeed keep an intermediate buffer or does
|
||||
// it directly write the values?
|
||||
default_attr_write_buffer[default_attr_counter++] = value;
|
||||
|
||||
// Default attributes are written in a packed format such that four float24 values are
|
||||
// encoded in
|
||||
// three 32-bit numbers. We write to internal memory once a full such vector is
|
||||
// written.
|
||||
if (default_attr_counter >= 3) {
|
||||
default_attr_counter = 0;
|
||||
|
||||
auto& setup = regs.pipeline.vs_default_attributes_setup;
|
||||
|
||||
if (setup.index >= 16) {
|
||||
LOG_ERROR(HW_GPU, "Invalid VS default attribute index %d", (int)setup.index);
|
||||
break;
|
||||
}
|
||||
|
||||
Math::Vec4<float24> attribute;
|
||||
|
||||
// NOTE: The destination component order indeed is "backwards"
|
||||
attribute.w = float24::FromRaw(default_attr_write_buffer[0] >> 8);
|
||||
attribute.z = float24::FromRaw(((default_attr_write_buffer[0] & 0xFF) << 16) |
|
||||
((default_attr_write_buffer[1] >> 16) & 0xFFFF));
|
||||
attribute.y = float24::FromRaw(((default_attr_write_buffer[1] & 0xFFFF) << 8) |
|
||||
((default_attr_write_buffer[2] >> 24) & 0xFF));
|
||||
attribute.x = float24::FromRaw(default_attr_write_buffer[2] & 0xFFFFFF);
|
||||
|
||||
LOG_TRACE(HW_GPU, "Set default VS attribute %x to (%f %f %f %f)", (int)setup.index,
|
||||
attribute.x.ToFloat32(), attribute.y.ToFloat32(), attribute.z.ToFloat32(),
|
||||
attribute.w.ToFloat32());
|
||||
|
||||
// TODO: Verify that this actually modifies the register!
|
||||
if (setup.index < 15) {
|
||||
g_state.input_default_attributes.attr[setup.index] = attribute;
|
||||
setup.index++;
|
||||
} else {
|
||||
// Put each attribute into an immediate input buffer. When all specified immediate
|
||||
// attributes are present, the Vertex Shader is invoked and everything is sent to
|
||||
// the primitive assembler.
|
||||
|
||||
auto& immediate_input = g_state.immediate.input_vertex;
|
||||
auto& immediate_attribute_id = g_state.immediate.current_attribute;
|
||||
|
||||
immediate_input.attr[immediate_attribute_id] = attribute;
|
||||
|
||||
if (immediate_attribute_id < regs.pipeline.max_input_attrib_index) {
|
||||
immediate_attribute_id += 1;
|
||||
} else {
|
||||
MICROPROFILE_SCOPE(GPU_Drawing);
|
||||
immediate_attribute_id = 0;
|
||||
|
||||
auto* shader_engine = Shader::GetEngine();
|
||||
shader_engine->SetupBatch(g_state.vs, regs.vs.main_offset);
|
||||
|
||||
// Send to vertex shader
|
||||
if (g_debug_context)
|
||||
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
|
||||
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);
|
||||
|
||||
// Send to geometry pipeline
|
||||
if (g_state.immediate.reset_geometry_pipeline) {
|
||||
g_state.geometry_pipeline.Reconfigure();
|
||||
g_state.immediate.reset_geometry_pipeline = false;
|
||||
}
|
||||
ASSERT(!g_state.geometry_pipeline.NeedIndexInput());
|
||||
g_state.geometry_pipeline.Setup(shader_engine);
|
||||
g_state.geometry_pipeline.SubmitVertex(output);
|
||||
|
||||
// TODO: If drawing after every immediate mode triangle kills performance,
|
||||
// change it to flush triangles whenever a drawing config register changes
|
||||
// See: https://github.com/citra-emu/citra/pull/2866#issuecomment-327011550
|
||||
VideoCore::g_renderer->Rasterizer()->DrawTriangles();
|
||||
if (g_debug_context) {
|
||||
g_debug_context->OnEvent(DebugContext::Event::FinishedPrimitiveBatch,
|
||||
nullptr);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case PICA_REG_INDEX(pipeline.gpu_mode):
|
||||
// This register likely just enables vertex processing and doesn't need any special handling
|
||||
|
@ -407,9 +275,136 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
|
|||
|
||||
// It seems like these trigger vertex rendering
|
||||
case PICA_REG_INDEX(pipeline.trigger_draw):
|
||||
case PICA_REG_INDEX(pipeline.trigger_draw_indexed):
|
||||
Draw(id);
|
||||
case PICA_REG_INDEX(pipeline.trigger_draw_indexed): {
|
||||
MICROPROFILE_SCOPE(GPU_Drawing);
|
||||
|
||||
#if PICA_LOG_TEV
|
||||
DebugUtils::DumpTevStageConfig(regs.GetTevStages());
|
||||
#endif
|
||||
if (g_debug_context)
|
||||
g_debug_context->OnEvent(DebugContext::Event::IncomingPrimitiveBatch, nullptr);
|
||||
|
||||
// Processes information about internal vertex attributes to figure out how a vertex is
|
||||
// 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));
|
||||
|
||||
const auto& index_info = regs.pipeline.index_array;
|
||||
const u8* index_address_8 = Memory::GetPhysicalPointer(base_address + index_info.offset);
|
||||
const u16* index_address_16 = reinterpret_cast<const u16*>(index_address_8);
|
||||
bool index_u16 = index_info.format != 0;
|
||||
|
||||
PrimitiveAssembler<Shader::OutputVertex>& primitive_assembler = g_state.primitive_assembler;
|
||||
|
||||
if (g_debug_context && g_debug_context->recorder) {
|
||||
for (int i = 0; i < 3; ++i) {
|
||||
const auto texture = regs.texturing.GetTextures()[i];
|
||||
if (!texture.enabled)
|
||||
continue;
|
||||
|
||||
u8* texture_data = Memory::GetPhysicalPointer(texture.config.GetPhysicalAddress());
|
||||
g_debug_context->recorder->MemoryAccessed(
|
||||
texture_data, Pica::TexturingRegs::NibblesPerPixel(texture.format) *
|
||||
texture.config.width / 2 * texture.config.height,
|
||||
texture.config.GetPhysicalAddress());
|
||||
}
|
||||
}
|
||||
|
||||
DebugUtils::MemoryAccessTracker memory_accesses;
|
||||
|
||||
// Simple circular-replacement vertex cache
|
||||
// The size has been tuned for optimal balance between hit-rate and the cost of lookup
|
||||
const size_t VERTEX_CACHE_SIZE = 32;
|
||||
std::array<u16, VERTEX_CACHE_SIZE> vertex_cache_ids;
|
||||
std::array<Shader::AttributeBuffer, VERTEX_CACHE_SIZE> vertex_cache;
|
||||
Shader::AttributeBuffer vs_output;
|
||||
|
||||
unsigned int vertex_cache_pos = 0;
|
||||
vertex_cache_ids.fill(-1);
|
||||
|
||||
auto* shader_engine = Shader::GetEngine();
|
||||
Shader::UnitState shader_unit;
|
||||
|
||||
shader_engine->SetupBatch(g_state.vs, regs.vs.main_offset);
|
||||
|
||||
g_state.geometry_pipeline.Reconfigure();
|
||||
g_state.geometry_pipeline.Setup(shader_engine);
|
||||
if (g_state.geometry_pipeline.NeedIndexInput())
|
||||
ASSERT(is_indexed);
|
||||
|
||||
for (unsigned int index = 0; index < regs.pipeline.num_vertices; ++index) {
|
||||
// Indexed rendering doesn't use the start offset
|
||||
unsigned int vertex =
|
||||
is_indexed ? (index_u16 ? index_address_16[index] : index_address_8[index])
|
||||
: (index + regs.pipeline.vertex_offset);
|
||||
|
||||
// -1 is a common special value used for primitive restart. Since it's unknown if
|
||||
// the PICA supports it, and it would mess up the caching, guard against it here.
|
||||
ASSERT(vertex != -1);
|
||||
|
||||
bool vertex_cache_hit = false;
|
||||
|
||||
if (is_indexed) {
|
||||
if (g_state.geometry_pipeline.NeedIndexInput()) {
|
||||
g_state.geometry_pipeline.SubmitIndex(vertex);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (g_debug_context && Pica::g_debug_context->recorder) {
|
||||
int size = index_u16 ? 2 : 1;
|
||||
memory_accesses.AddAccess(base_address + index_info.offset + size * index,
|
||||
size);
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < VERTEX_CACHE_SIZE; ++i) {
|
||||
if (vertex == vertex_cache_ids[i]) {
|
||||
vs_output = vertex_cache[i];
|
||||
vertex_cache_hit = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!vertex_cache_hit) {
|
||||
// Initialize data for the current vertex
|
||||
Shader::AttributeBuffer input;
|
||||
loader.LoadVertex(base_address, index, vertex, input, memory_accesses);
|
||||
|
||||
// Send to vertex shader
|
||||
if (g_debug_context)
|
||||
g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
|
||||
(void*)&input);
|
||||
shader_unit.LoadInput(regs.vs, input);
|
||||
shader_engine->Run(g_state.vs, shader_unit);
|
||||
shader_unit.WriteOutput(regs.vs, vs_output);
|
||||
|
||||
if (is_indexed) {
|
||||
vertex_cache[vertex_cache_pos] = vs_output;
|
||||
vertex_cache_ids[vertex_cache_pos] = vertex;
|
||||
vertex_cache_pos = (vertex_cache_pos + 1) % VERTEX_CACHE_SIZE;
|
||||
}
|
||||
}
|
||||
|
||||
// Send to geometry pipeline
|
||||
g_state.geometry_pipeline.SubmitVertex(vs_output);
|
||||
}
|
||||
|
||||
for (auto& range : memory_accesses.ranges) {
|
||||
g_debug_context->recorder->MemoryAccessed(Memory::GetPhysicalPointer(range.first),
|
||||
range.second, range.first);
|
||||
}
|
||||
|
||||
VideoCore::g_renderer->Rasterizer()->DrawTriangles();
|
||||
if (g_debug_context) {
|
||||
g_debug_context->OnEvent(DebugContext::Event::FinishedPrimitiveBatch, nullptr);
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
case PICA_REG_INDEX(gs.bool_uniforms):
|
||||
WriteUniformBoolReg(g_state.gs, g_state.regs.gs.bool_uniforms.Value());
|
||||
|
|
Reference in New Issue