From 877d2a0e48a4944951a0d2129ec2f8a7856a1412 Mon Sep 17 00:00:00 2001 From: Yuri Kunde Schlesner Date: Sun, 26 Jul 2015 07:27:36 -0300 Subject: [PATCH 1/2] Videocore: Replace std::stack in shader interpreter with static_vector Shaves off 1/3rd of the vertex shader time in Fire Emblem --- src/video_core/vertex_shader.cpp | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/src/video_core/vertex_shader.cpp b/src/video_core/vertex_shader.cpp index b77503806..ad0fc797d 100644 --- a/src/video_core/vertex_shader.cpp +++ b/src/video_core/vertex_shader.cpp @@ -2,8 +2,7 @@ // Licensed under GPLv2 or any later version // Refer to the license.txt file included. -#include - +#include #include #include @@ -53,7 +52,7 @@ struct VertexShaderState { }; // TODO: Is there a maximal size for this? - std::stack call_stack; + boost::container::static_vector call_stack; struct { u32 max_offset; // maximum program counter ever reached @@ -71,13 +70,13 @@ static void ProcessShaderCode(VertexShaderState& state) { while (true) { if (!state.call_stack.empty()) { - auto& top = state.call_stack.top(); + auto& top = state.call_stack.back(); if (state.program_counter - program_code.data() == top.final_address) { state.address_registers[2] += top.loop_increment; if (top.repeat_counter-- == 0) { state.program_counter = &program_code[top.return_address]; - state.call_stack.pop(); + state.call_stack.pop_back(); } else { state.program_counter = &program_code[top.loop_address]; } @@ -94,7 +93,8 @@ static void ProcessShaderCode(VertexShaderState& state) { static auto call = [&program_code](VertexShaderState& state, u32 offset, u32 num_instructions, u32 return_offset, u8 repeat_count, u8 loop_increment) { state.program_counter = &program_code[offset] - 1; // -1 to make sure when incrementing the PC we end up at the correct offset - state.call_stack.push({ offset + num_instructions, return_offset, repeat_count, loop_increment, offset }); + ASSERT(state.call_stack.size() < state.call_stack.capacity()); + state.call_stack.push_back({ offset + num_instructions, return_offset, repeat_count, loop_increment, offset }); }; u32 binary_offset = state.program_counter - program_code.data(); From 4909a1486eac69f06620d251482489facbde5535 Mon Sep 17 00:00:00 2001 From: Yuri Kunde Schlesner Date: Sun, 26 Jul 2015 07:40:34 -0300 Subject: [PATCH 2/2] Videocore: Simplify variables in vertex shader interpreter Simplifies the code and gives a tiny speed-up. --- src/video_core/vertex_shader.cpp | 45 +++++++++++++++----------------- 1 file changed, 21 insertions(+), 24 deletions(-) diff --git a/src/video_core/vertex_shader.cpp b/src/video_core/vertex_shader.cpp index ad0fc797d..e73a1d365 100644 --- a/src/video_core/vertex_shader.cpp +++ b/src/video_core/vertex_shader.cpp @@ -26,7 +26,7 @@ namespace Pica { namespace VertexShader { struct VertexShaderState { - const u32* program_counter; + u32 program_counter; const float24* input_register_table[16]; Math::Vec4 output_registers[16]; @@ -71,14 +71,14 @@ static void ProcessShaderCode(VertexShaderState& state) { while (true) { if (!state.call_stack.empty()) { auto& top = state.call_stack.back(); - if (state.program_counter - program_code.data() == top.final_address) { + if (state.program_counter == top.final_address) { state.address_registers[2] += top.loop_increment; if (top.repeat_counter-- == 0) { - state.program_counter = &program_code[top.return_address]; + state.program_counter = top.return_address; state.call_stack.pop_back(); } else { - state.program_counter = &program_code[top.loop_address]; + state.program_counter = top.loop_address; } // TODO: Is "trying again" accurate to hardware? @@ -87,18 +87,16 @@ static void ProcessShaderCode(VertexShaderState& state) { } bool exit_loop = false; - const Instruction& instr = *(const Instruction*)state.program_counter; - const SwizzlePattern& swizzle = *(SwizzlePattern*)&swizzle_data[instr.common.operand_desc_id]; + const Instruction instr = { program_code[state.program_counter] }; + const SwizzlePattern swizzle = { swizzle_data[instr.common.operand_desc_id] }; - static auto call = [&program_code](VertexShaderState& state, u32 offset, u32 num_instructions, + static auto call = [](VertexShaderState& state, u32 offset, u32 num_instructions, u32 return_offset, u8 repeat_count, u8 loop_increment) { - state.program_counter = &program_code[offset] - 1; // -1 to make sure when incrementing the PC we end up at the correct offset + state.program_counter = offset - 1; // -1 to make sure when incrementing the PC we end up at the correct offset ASSERT(state.call_stack.size() < state.call_stack.capacity()); state.call_stack.push_back({ offset + num_instructions, return_offset, repeat_count, loop_increment, offset }); }; - u32 binary_offset = state.program_counter - program_code.data(); - - state.debug.max_offset = std::max(state.debug.max_offset, 1 + binary_offset); + state.debug.max_offset = std::max(state.debug.max_offset, 1 + state.program_counter); auto LookupSourceRegister = [&](const SourceRegister& source_reg) -> const float24* { switch (source_reg.GetRegisterType()) { @@ -442,13 +440,13 @@ static void ProcessShaderCode(VertexShaderState& state) { case OpCode::Id::JMPC: if (evaluate_condition(state, instr.flow_control.refx, instr.flow_control.refy, instr.flow_control)) { - state.program_counter = &program_code[instr.flow_control.dest_offset] - 1; + state.program_counter = instr.flow_control.dest_offset - 1; } break; case OpCode::Id::JMPU: if (uniforms.b[instr.flow_control.bool_uniform_id]) { - state.program_counter = &program_code[instr.flow_control.dest_offset] - 1; + state.program_counter = instr.flow_control.dest_offset - 1; } break; @@ -456,7 +454,7 @@ static void ProcessShaderCode(VertexShaderState& state) { call(state, instr.flow_control.dest_offset, instr.flow_control.num_instructions, - binary_offset + 1, 0, 0); + state.program_counter + 1, 0, 0); break; case OpCode::Id::CALLU: @@ -464,7 +462,7 @@ static void ProcessShaderCode(VertexShaderState& state) { call(state, instr.flow_control.dest_offset, instr.flow_control.num_instructions, - binary_offset + 1, 0, 0); + state.program_counter + 1, 0, 0); } break; @@ -473,7 +471,7 @@ static void ProcessShaderCode(VertexShaderState& state) { call(state, instr.flow_control.dest_offset, instr.flow_control.num_instructions, - binary_offset + 1, 0, 0); + state.program_counter + 1, 0, 0); } break; @@ -483,8 +481,8 @@ static void ProcessShaderCode(VertexShaderState& state) { case OpCode::Id::IFU: if (uniforms.b[instr.flow_control.bool_uniform_id]) { call(state, - binary_offset + 1, - instr.flow_control.dest_offset - binary_offset - 1, + state.program_counter + 1, + instr.flow_control.dest_offset - state.program_counter - 1, instr.flow_control.dest_offset + instr.flow_control.num_instructions, 0, 0); } else { call(state, @@ -501,8 +499,8 @@ static void ProcessShaderCode(VertexShaderState& state) { if (evaluate_condition(state, instr.flow_control.refx, instr.flow_control.refy, instr.flow_control)) { call(state, - binary_offset + 1, - instr.flow_control.dest_offset - binary_offset - 1, + state.program_counter + 1, + instr.flow_control.dest_offset - state.program_counter - 1, instr.flow_control.dest_offset + instr.flow_control.num_instructions, 0, 0); } else { call(state, @@ -519,8 +517,8 @@ static void ProcessShaderCode(VertexShaderState& state) { state.address_registers[2] = uniforms.i[instr.flow_control.int_uniform_id].y; call(state, - binary_offset + 1, - instr.flow_control.dest_offset - binary_offset + 1, + state.program_counter + 1, + instr.flow_control.dest_offset - state.program_counter + 1, instr.flow_control.dest_offset + 1, uniforms.i[instr.flow_control.int_uniform_id].x, uniforms.i[instr.flow_control.int_uniform_id].z); @@ -551,8 +549,7 @@ OutputVertex RunShader(const InputVertex& input, int num_attributes, const Regs: VertexShaderState state; - const u32* main = &setup.program_code[config.main_offset]; - state.program_counter = (u32*)main; + state.program_counter = config.main_offset; state.debug.max_offset = 0; state.debug.max_opdesc_id = 0;