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VideoCore/Shader: Remove dynamic control flow in (Get)UniformOffset

This commit is contained in:
Yuri Kunde Schlesner 2016-12-15 22:35:34 -08:00
parent d27cb1dedc
commit e4e962bc7c
2 changed files with 11 additions and 18 deletions

View File

@ -161,21 +161,16 @@ struct ShaderSetup {
std::array<Math::Vec4<u8>, 4> i;
} uniforms;
static size_t UniformOffset(RegisterType type, unsigned index) {
switch (type) {
case RegisterType::FloatUniform:
return offsetof(ShaderSetup, uniforms.f) + index * sizeof(Math::Vec4<float24>);
static size_t GetFloatUniformOffset(unsigned index) {
return offsetof(ShaderSetup, uniforms.f) + index * sizeof(Math::Vec4<float24>);
}
case RegisterType::BoolUniform:
return offsetof(ShaderSetup, uniforms.b) + index * sizeof(bool);
static size_t GetBoolUniformOffset(unsigned index) {
return offsetof(ShaderSetup, uniforms.b) + index * sizeof(bool);
}
case RegisterType::IntUniform:
return offsetof(ShaderSetup, uniforms.i) + index * sizeof(Math::Vec4<u8>);
default:
UNREACHABLE();
return 0;
}
static size_t GetIntUniformOffset(unsigned index) {
return offsetof(ShaderSetup, uniforms.i) + index * sizeof(Math::Vec4<u8>);
}
std::array<u32, 1024> program_code;

View File

@ -185,7 +185,7 @@ void JitShader::Compile_SwizzleSrc(Instruction instr, unsigned src_num, SourceRe
if (src_reg.GetRegisterType() == RegisterType::FloatUniform) {
src_ptr = SETUP;
src_offset = ShaderSetup::UniformOffset(RegisterType::FloatUniform, src_reg.GetIndex());
src_offset = ShaderSetup::GetFloatUniformOffset(src_reg.GetIndex());
} else {
src_ptr = STATE;
src_offset = UnitState<false>::InputOffset(src_reg);
@ -348,8 +348,7 @@ void JitShader::Compile_EvaluateCondition(Instruction instr) {
}
void JitShader::Compile_UniformCondition(Instruction instr) {
size_t offset =
ShaderSetup::UniformOffset(RegisterType::BoolUniform, instr.flow_control.bool_uniform_id);
size_t offset = ShaderSetup::GetBoolUniformOffset(instr.flow_control.bool_uniform_id);
cmp(byte[SETUP + offset], 0);
}
@ -732,8 +731,7 @@ void JitShader::Compile_LOOP(Instruction instr) {
// This decodes the fields from the integer uniform at index instr.flow_control.int_uniform_id.
// The Y (LOOPCOUNT_REG) and Z (LOOPINC) component are kept multiplied by 16 (Left shifted by
// 4 bits) to be used as an offset into the 16-byte vector registers later
size_t offset =
ShaderSetup::UniformOffset(RegisterType::IntUniform, instr.flow_control.int_uniform_id);
size_t offset = ShaderSetup::GetIntUniformOffset(instr.flow_control.int_uniform_id);
mov(LOOPCOUNT, dword[SETUP + offset]);
mov(LOOPCOUNT_REG, LOOPCOUNT);
shr(LOOPCOUNT_REG, 4);