Merge pull request #1730 from hrydgard/vertex-loader
* Remove late accesses to attribute_config * Refactor: Extract VertexLoader from command_processor.cpp. Preparation for a similar concept to Dolphin or PPSSPP. These can be JIT-ed and cached. * Move "&" to their proper place, add missing includes and make some properly relative. * Don't keep base_address in the loader, it doesn't belong there (with it, the loader can't be cached). * Optimize the vertex loader, nearly doubling its speed. * Debugger fix * Move and rename the MemoryAccesses class to MemoryAccessTracker.
This commit is contained in:
commit
90243c56fb
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@ -16,6 +16,7 @@ set(SRCS
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shader/shader_interpreter.cpp
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swrasterizer.cpp
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utils.cpp
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vertex_loader.cpp
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video_core.cpp
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)
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@ -43,6 +44,7 @@ set(HEADERS
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shader/shader_interpreter.h
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swrasterizer.h
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utils.h
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vertex_loader.h
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video_core.h
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)
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@ -21,6 +21,7 @@
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#include "video_core/video_core.h"
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#include "video_core/debug_utils/debug_utils.h"
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#include "video_core/shader/shader_interpreter.h"
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#include "video_core/vertex_loader.h"
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namespace Pica {
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@ -188,54 +189,14 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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#if PICA_LOG_TEV
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DebugUtils::DumpTevStageConfig(regs.GetTevStages());
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#endif
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if (g_debug_context)
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g_debug_context->OnEvent(DebugContext::Event::IncomingPrimitiveBatch, nullptr);
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const auto& attribute_config = regs.vertex_attributes;
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const u32 base_address = attribute_config.GetPhysicalBaseAddress();
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// Information about internal vertex attributes
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u32 vertex_attribute_sources[16];
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boost::fill(vertex_attribute_sources, 0xdeadbeef);
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u32 vertex_attribute_strides[16] = {};
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Regs::VertexAttributeFormat vertex_attribute_formats[16] = {};
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u32 vertex_attribute_elements[16] = {};
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u32 vertex_attribute_element_size[16] = {};
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// Setup attribute data from loaders
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for (int loader = 0; loader < 12; ++loader) {
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const auto& loader_config = attribute_config.attribute_loaders[loader];
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u32 offset = 0;
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// TODO: What happens if a loader overwrites a previous one's data?
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for (unsigned component = 0; component < loader_config.component_count; ++component) {
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if (component >= 12) {
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LOG_ERROR(HW_GPU, "Overflow in the vertex attribute loader %u trying to load component %u", loader, component);
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continue;
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}
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u32 attribute_index = loader_config.GetComponent(component);
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if (attribute_index < 12) {
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int element_size = attribute_config.GetElementSizeInBytes(attribute_index);
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offset = Common::AlignUp(offset, element_size);
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vertex_attribute_sources[attribute_index] = base_address + loader_config.data_offset + offset;
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vertex_attribute_strides[attribute_index] = static_cast<u32>(loader_config.byte_count);
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vertex_attribute_formats[attribute_index] = attribute_config.GetFormat(attribute_index);
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vertex_attribute_elements[attribute_index] = attribute_config.GetNumElements(attribute_index);
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vertex_attribute_element_size[attribute_index] = element_size;
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offset += attribute_config.GetStride(attribute_index);
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} else if (attribute_index < 16) {
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// Attribute ids 12, 13, 14 and 15 signify 4, 8, 12 and 16-byte paddings, respectively
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offset = Common::AlignUp(offset, 4);
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offset += (attribute_index - 11) * 4;
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} else {
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UNREACHABLE(); // This is truly unreachable due to the number of bits for each component
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}
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}
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}
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// Processes information about internal vertex attributes to figure out how a vertex is loaded.
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// Later, these can be compiled and cached.
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VertexLoader loader;
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const u32 base_address = regs.vertex_attributes.GetPhysicalBaseAddress();
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loader.Setup(regs);
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// Load vertices
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bool is_indexed = (id == PICA_REG_INDEX(trigger_draw_indexed));
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@ -259,32 +220,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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}
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}
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class {
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/// Combine overlapping and close ranges
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void SimplifyRanges() {
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for (auto it = ranges.begin(); it != ranges.end(); ++it) {
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// NOTE: We add 32 to the range end address to make sure "close" ranges are combined, too
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auto it2 = std::next(it);
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while (it2 != ranges.end() && it->first + it->second + 32 >= it2->first) {
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it->second = std::max(it->second, it2->first + it2->second - it->first);
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it2 = ranges.erase(it2);
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}
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}
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}
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public:
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/// Record a particular memory access in the list
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void AddAccess(u32 paddr, u32 size) {
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// Create new range or extend existing one
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ranges[paddr] = std::max(ranges[paddr], size);
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// Simplify ranges...
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SimplifyRanges();
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}
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/// Map of accessed ranges (mapping start address to range size)
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std::map<u32, u32> ranges;
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} memory_accesses;
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DebugUtils::MemoryAccessTracker memory_accesses;
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// Simple circular-replacement vertex cache
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// The size has been tuned for optimal balance between hit-rate and the cost of lookup
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@ -328,60 +264,13 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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if (!vertex_cache_hit) {
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// Initialize data for the current vertex
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Shader::InputVertex input;
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for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) {
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if (vertex_attribute_elements[i] != 0) {
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// Default attribute values set if array elements have < 4 components. This
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// is *not* carried over from the default attribute settings even if they're
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// enabled for this attribute.
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static const float24 zero = float24::FromFloat32(0.0f);
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static const float24 one = float24::FromFloat32(1.0f);
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input.attr[i] = Math::Vec4<float24>(zero, zero, zero, one);
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// Load per-vertex data from the loader arrays
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for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
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u32 source_addr = vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i];
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const u8* srcdata = Memory::GetPhysicalPointer(source_addr);
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if (g_debug_context && Pica::g_debug_context->recorder) {
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memory_accesses.AddAccess(source_addr,
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(vertex_attribute_formats[i] == Regs::VertexAttributeFormat::FLOAT) ? 4
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: (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? 2 : 1);
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}
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const float srcval =
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(vertex_attribute_formats[i] == Regs::VertexAttributeFormat::BYTE) ? *reinterpret_cast<const s8*>(srcdata) :
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(vertex_attribute_formats[i] == Regs::VertexAttributeFormat::UBYTE) ? *reinterpret_cast<const u8*>(srcdata) :
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(vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? *reinterpret_cast<const s16*>(srcdata) :
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*reinterpret_cast<const float*>(srcdata);
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input.attr[i][comp] = float24::FromFloat32(srcval);
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LOG_TRACE(HW_GPU, "Loaded component %x of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08x + 0x%04x: %f",
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comp, i, vertex, index,
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attribute_config.GetPhysicalBaseAddress(),
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vertex_attribute_sources[i] - base_address,
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vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i],
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input.attr[i][comp].ToFloat32());
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}
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} else if (attribute_config.IsDefaultAttribute(i)) {
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// Load the default attribute if we're configured to do so
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input.attr[i] = g_state.vs.default_attributes[i];
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LOG_TRACE(HW_GPU, "Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)",
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i, vertex, index,
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input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(),
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input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32());
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} else {
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// TODO(yuriks): In this case, no data gets loaded and the vertex
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// remains with the last value it had. This isn't currently maintained
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// as global state, however, and so won't work in Citra yet.
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}
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}
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loader.LoadVertex(base_address, index, vertex, input, memory_accesses);
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if (g_debug_context)
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g_debug_context->OnEvent(DebugContext::Event::VertexLoaded, (void*)&input);
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// Send to vertex shader
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output = Shader::Run(shader_unit, input, attribute_config.GetNumTotalAttributes());
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output = Shader::Run(shader_unit, input, loader.GetNumTotalAttributes());
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if (is_indexed) {
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vertex_cache[vertex_cache_pos] = output;
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@ -216,6 +216,36 @@ void DumpTexture(const Pica::Regs::TextureConfig& texture_config, u8* data);
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void DumpTevStageConfig(const std::array<Pica::Regs::TevStageConfig,6>& stages);
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/**
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* Used in the vertex loader to merge access records. TODO: Investigate if actually useful.
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*/
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class MemoryAccessTracker {
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/// Combine overlapping and close ranges
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void SimplifyRanges() {
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for (auto it = ranges.begin(); it != ranges.end(); ++it) {
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// NOTE: We add 32 to the range end address to make sure "close" ranges are combined, too
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auto it2 = std::next(it);
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while (it2 != ranges.end() && it->first + it->second + 32 >= it2->first) {
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it->second = std::max(it->second, it2->first + it2->second - it->first);
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it2 = ranges.erase(it2);
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}
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}
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}
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public:
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/// Record a particular memory access in the list
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void AddAccess(u32 paddr, u32 size) {
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// Create new range or extend existing one
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ranges[paddr] = std::max(ranges[paddr], size);
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// Simplify ranges...
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SimplifyRanges();
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}
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/// Map of accessed ranges (mapping start address to range size)
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std::map<u32, u32> ranges;
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};
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} // namespace
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} // namespace
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@ -25,7 +25,7 @@ namespace Pica {
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namespace Shader {
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struct InputVertex {
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Math::Vec4<float24> attr[16];
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alignas(16) Math::Vec4<float24> attr[16];
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};
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struct OutputVertex {
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@ -0,0 +1,140 @@
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#include <cmath>
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#include <string>
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#include "boost/range/algorithm/fill.hpp"
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#include "common/assert.h"
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#include "common/alignment.h"
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#include "common/bit_field.h"
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#include "common/common_funcs.h"
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#include "common/common_types.h"
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#include "common/logging/log.h"
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#include "core/memory.h"
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#include "video_core/debug_utils/debug_utils.h"
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#include "video_core/pica.h"
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#include "video_core/pica_state.h"
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#include "video_core/pica_types.h"
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#include "video_core/vertex_loader.h"
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namespace Pica {
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void VertexLoader::Setup(const Pica::Regs& regs) {
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const auto& attribute_config = regs.vertex_attributes;
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num_total_attributes = attribute_config.GetNumTotalAttributes();
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boost::fill(vertex_attribute_sources, 0xdeadbeef);
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for (int i = 0; i < 16; i++) {
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vertex_attribute_is_default[i] = attribute_config.IsDefaultAttribute(i);
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}
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// Setup attribute data from loaders
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for (int loader = 0; loader < 12; ++loader) {
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const auto& loader_config = attribute_config.attribute_loaders[loader];
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u32 offset = 0;
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// TODO: What happens if a loader overwrites a previous one's data?
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for (unsigned component = 0; component < loader_config.component_count; ++component) {
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if (component >= 12) {
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LOG_ERROR(HW_GPU, "Overflow in the vertex attribute loader %u trying to load component %u", loader, component);
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continue;
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}
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u32 attribute_index = loader_config.GetComponent(component);
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if (attribute_index < 12) {
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offset = Common::AlignUp(offset, attribute_config.GetElementSizeInBytes(attribute_index));
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vertex_attribute_sources[attribute_index] = loader_config.data_offset + offset;
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vertex_attribute_strides[attribute_index] = static_cast<u32>(loader_config.byte_count);
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vertex_attribute_formats[attribute_index] = attribute_config.GetFormat(attribute_index);
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vertex_attribute_elements[attribute_index] = attribute_config.GetNumElements(attribute_index);
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offset += attribute_config.GetStride(attribute_index);
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} else if (attribute_index < 16) {
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// Attribute ids 12, 13, 14 and 15 signify 4, 8, 12 and 16-byte paddings, respectively
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offset = Common::AlignUp(offset, 4);
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offset += (attribute_index - 11) * 4;
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} else {
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UNREACHABLE(); // This is truly unreachable due to the number of bits for each component
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}
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}
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}
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}
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void VertexLoader::LoadVertex(u32 base_address, int index, int vertex, Shader::InputVertex& input, DebugUtils::MemoryAccessTracker& memory_accesses) {
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for (int i = 0; i < num_total_attributes; ++i) {
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if (vertex_attribute_elements[i] != 0) {
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// Load per-vertex data from the loader arrays
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u32 source_addr = base_address + vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex;
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if (g_debug_context && Pica::g_debug_context->recorder) {
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memory_accesses.AddAccess(source_addr, vertex_attribute_elements[i] * (
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(vertex_attribute_formats[i] == Regs::VertexAttributeFormat::FLOAT) ? 4
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: (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? 2 : 1));
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}
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switch (vertex_attribute_formats[i]) {
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case Regs::VertexAttributeFormat::BYTE:
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{
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const s8* srcdata = reinterpret_cast<const s8*>(Memory::GetPhysicalPointer(source_addr));
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for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
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input.attr[i][comp] = float24::FromFloat32(srcdata[comp]);
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}
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break;
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}
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case Regs::VertexAttributeFormat::UBYTE:
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{
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const u8* srcdata = reinterpret_cast<const u8*>(Memory::GetPhysicalPointer(source_addr));
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for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
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input.attr[i][comp] = float24::FromFloat32(srcdata[comp]);
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}
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break;
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}
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case Regs::VertexAttributeFormat::SHORT:
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{
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const s16* srcdata = reinterpret_cast<const s16*>(Memory::GetPhysicalPointer(source_addr));
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for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
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input.attr[i][comp] = float24::FromFloat32(srcdata[comp]);
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}
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break;
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}
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case Regs::VertexAttributeFormat::FLOAT:
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{
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const float* srcdata = reinterpret_cast<const float*>(Memory::GetPhysicalPointer(source_addr));
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for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
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input.attr[i][comp] = float24::FromFloat32(srcdata[comp]);
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}
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break;
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}
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}
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// Default attribute values set if array elements have < 4 components. This
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// is *not* carried over from the default attribute settings even if they're
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// enabled for this attribute.
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for (unsigned int comp = vertex_attribute_elements[i]; comp < 4; ++comp) {
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input.attr[i][comp] = comp == 3 ? float24::FromFloat32(1.0f) : float24::FromFloat32(0.0f);
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}
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LOG_TRACE(HW_GPU, "Loaded %d components of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08x + 0x%04x: %f %f %f %f",
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vertex_attribute_elements[i], i, vertex, index,
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base_address,
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vertex_attribute_sources[i],
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vertex_attribute_strides[i] * vertex,
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input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(), input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32());
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} else if (vertex_attribute_is_default[i]) {
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// Load the default attribute if we're configured to do so
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input.attr[i] = g_state.vs.default_attributes[i];
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LOG_TRACE(HW_GPU, "Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)",
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i, vertex, index,
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input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(),
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input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32());
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} else {
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// TODO(yuriks): In this case, no data gets loaded and the vertex
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// remains with the last value it had. This isn't currently maintained
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// as global state, however, and so won't work in Citra yet.
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}
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}
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}
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} // namespace Pica
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@ -0,0 +1,28 @@
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#pragma once
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#include <iterator>
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#include <algorithm>
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#include "video_core/pica.h"
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#include "video_core/shader/shader.h"
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#include "video_core/debug_utils/debug_utils.h"
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namespace Pica {
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class VertexLoader {
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public:
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void Setup(const Pica::Regs& regs);
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void LoadVertex(u32 base_address, int index, int vertex, Shader::InputVertex& input, DebugUtils::MemoryAccessTracker& memory_accesses);
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int GetNumTotalAttributes() const { return num_total_attributes; }
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private:
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u32 vertex_attribute_sources[16];
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u32 vertex_attribute_strides[16] = {};
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Regs::VertexAttributeFormat vertex_attribute_formats[16] = {};
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u32 vertex_attribute_elements[16] = {};
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bool vertex_attribute_is_default[16];
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int num_total_attributes;
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};
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} // namespace Pica
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