VideoCore/Shader: Move entry_point to SetupBatch
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0f64274145
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0e9081b973
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@ -521,9 +521,8 @@ void GraphicsVertexShaderWidget::Reload(bool replace_vertex_data, void* vertex_d
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// Generate debug information
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// Generate debug information
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Pica::Shader::InterpreterEngine shader_engine;
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Pica::Shader::InterpreterEngine shader_engine;
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shader_engine.SetupBatch(shader_setup);
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shader_engine.SetupBatch(shader_setup, entry_point);
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debug_data =
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debug_data = shader_engine.ProduceDebugInfo(shader_setup, input_vertex, num_attributes);
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shader_engine.ProduceDebugInfo(shader_setup, input_vertex, num_attributes, entry_point);
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// Reload widget state
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// Reload widget state
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for (int attr = 0; attr < num_attributes; ++attr) {
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for (int attr = 0; attr < num_attributes; ++attr) {
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@ -143,7 +143,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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immediate_attribute_id = 0;
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immediate_attribute_id = 0;
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auto* shader_engine = Shader::GetEngine();
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auto* shader_engine = Shader::GetEngine();
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shader_engine->SetupBatch(g_state.vs);
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shader_engine->SetupBatch(g_state.vs, regs.vs.main_offset);
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// Send to vertex shader
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// Send to vertex shader
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if (g_debug_context)
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if (g_debug_context)
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@ -151,7 +151,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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static_cast<void*>(&immediate_input));
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static_cast<void*>(&immediate_input));
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Shader::UnitState shader_unit;
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Shader::UnitState shader_unit;
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shader_unit.LoadInputVertex(immediate_input, regs.vs.num_input_attributes + 1);
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shader_unit.LoadInputVertex(immediate_input, regs.vs.num_input_attributes + 1);
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shader_engine->Run(g_state.vs, shader_unit, regs.vs.main_offset);
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shader_engine->Run(g_state.vs, shader_unit);
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auto output_vertex = Shader::OutputVertex::FromRegisters(
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auto output_vertex = Shader::OutputVertex::FromRegisters(
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shader_unit.registers.output, regs, regs.vs.output_mask);
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shader_unit.registers.output, regs, regs.vs.output_mask);
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@ -248,7 +248,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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auto* shader_engine = Shader::GetEngine();
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auto* shader_engine = Shader::GetEngine();
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Shader::UnitState shader_unit;
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Shader::UnitState shader_unit;
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shader_engine->SetupBatch(g_state.vs);
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shader_engine->SetupBatch(g_state.vs, regs.vs.main_offset);
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for (unsigned int index = 0; index < regs.num_vertices; ++index) {
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for (unsigned int index = 0; index < regs.num_vertices; ++index) {
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// Indexed rendering doesn't use the start offset
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// Indexed rendering doesn't use the start offset
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@ -288,7 +288,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
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g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
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(void*)&input);
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(void*)&input);
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shader_unit.LoadInputVertex(input, loader.GetNumTotalAttributes());
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shader_unit.LoadInputVertex(input, loader.GetNumTotalAttributes());
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shader_engine->Run(g_state.vs, shader_unit, regs.vs.main_offset);
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shader_engine->Run(g_state.vs, shader_unit);
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// Retrieve vertex from register data
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// Retrieve vertex from register data
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output_vertex = Shader::OutputVertex::FromRegisters(shader_unit.registers.output,
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output_vertex = Shader::OutputVertex::FromRegisters(shader_unit.registers.output,
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@ -170,6 +170,7 @@ struct ShaderSetup {
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/// Data private to ShaderEngines
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/// Data private to ShaderEngines
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struct EngineData {
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struct EngineData {
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unsigned int entry_point;
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/// Used by the JIT, points to a compiled shader object.
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/// Used by the JIT, points to a compiled shader object.
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const void* cached_shader = nullptr;
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const void* cached_shader = nullptr;
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} engine_data;
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} engine_data;
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@ -183,7 +184,7 @@ public:
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* Performs any shader unit setup that only needs to happen once per shader (as opposed to once
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* Performs any shader unit setup that only needs to happen once per shader (as opposed to once
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* per vertex, which would happen within the `Run` function).
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* per vertex, which would happen within the `Run` function).
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*/
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*/
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virtual void SetupBatch(ShaderSetup& setup) = 0;
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virtual void SetupBatch(ShaderSetup& setup, unsigned int entry_point) = 0;
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/**
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/**
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* Runs the currently setup shader.
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* Runs the currently setup shader.
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@ -191,8 +192,7 @@ public:
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* @param setup Shader engine state, must be setup with SetupBatch on each shader change.
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* @param setup Shader engine state, must be setup with SetupBatch on each shader change.
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* @param state Shader unit state, must be setup with input data before each shader invocation.
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* @param state Shader unit state, must be setup with input data before each shader invocation.
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*/
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*/
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virtual void Run(const ShaderSetup& setup, UnitState& state,
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virtual void Run(const ShaderSetup& setup, UnitState& state) const = 0;
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unsigned int entry_point) const = 0;
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};
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};
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// TODO(yuriks): Remove and make it non-global state somewhere
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// TODO(yuriks): Remove and make it non-global state somewhere
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@ -652,32 +652,31 @@ static void RunInterpreter(const ShaderSetup& setup, UnitState& state, DebugData
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}
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}
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}
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}
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void InterpreterEngine::SetupBatch(ShaderSetup& setup) {}
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void InterpreterEngine::SetupBatch(ShaderSetup& setup, unsigned int entry_point) {
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ASSERT(entry_point < 1024);
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setup.engine_data.entry_point = entry_point;
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}
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MICROPROFILE_DECLARE(GPU_Shader);
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MICROPROFILE_DECLARE(GPU_Shader);
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void InterpreterEngine::Run(const ShaderSetup& setup, UnitState& state,
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void InterpreterEngine::Run(const ShaderSetup& setup, UnitState& state) const {
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unsigned int entry_point) const {
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ASSERT(entry_point < 1024);
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MICROPROFILE_SCOPE(GPU_Shader);
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MICROPROFILE_SCOPE(GPU_Shader);
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DebugData<false> dummy_debug_data;
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DebugData<false> dummy_debug_data;
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RunInterpreter(setup, state, dummy_debug_data, entry_point);
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RunInterpreter(setup, state, dummy_debug_data, setup.engine_data.entry_point);
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}
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}
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DebugData<true> InterpreterEngine::ProduceDebugInfo(const ShaderSetup& setup,
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DebugData<true> InterpreterEngine::ProduceDebugInfo(const ShaderSetup& setup,
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const InputVertex& input, int num_attributes,
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const InputVertex& input,
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unsigned int entry_point) const {
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int num_attributes) const {
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ASSERT(entry_point < 1024);
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UnitState state;
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UnitState state;
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DebugData<true> debug_data;
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DebugData<true> debug_data;
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// Setup input register table
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// Setup input register table
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boost::fill(state.registers.input, Math::Vec4<float24>::AssignToAll(float24::Zero()));
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boost::fill(state.registers.input, Math::Vec4<float24>::AssignToAll(float24::Zero()));
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state.LoadInputVertex(input, num_attributes);
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state.LoadInputVertex(input, num_attributes);
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RunInterpreter(setup, state, debug_data, entry_point);
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RunInterpreter(setup, state, debug_data, setup.engine_data.entry_point);
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return debug_data;
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return debug_data;
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}
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}
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@ -13,8 +13,8 @@ namespace Shader {
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class InterpreterEngine final : public ShaderEngine {
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class InterpreterEngine final : public ShaderEngine {
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public:
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public:
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void SetupBatch(ShaderSetup& setup) override;
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void SetupBatch(ShaderSetup& setup, unsigned int entry_point) override;
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void Run(const ShaderSetup& setup, UnitState& state, unsigned int entry_point) const override;
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void Run(const ShaderSetup& setup, UnitState& state) const override;
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/**
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/**
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* Produce debug information based on the given shader and input vertex
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* Produce debug information based on the given shader and input vertex
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@ -24,7 +24,7 @@ public:
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* @return Debug information for this shader with regards to the given vertex
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* @return Debug information for this shader with regards to the given vertex
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*/
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*/
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DebugData<true> ProduceDebugInfo(const ShaderSetup& setup, const InputVertex& input,
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DebugData<true> ProduceDebugInfo(const ShaderSetup& setup, const InputVertex& input,
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int num_attributes, unsigned int entry_point) const;
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int num_attributes) const;
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};
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};
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} // namespace
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} // namespace
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@ -14,7 +14,10 @@ namespace Shader {
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JitX64Engine::JitX64Engine() = default;
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JitX64Engine::JitX64Engine() = default;
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JitX64Engine::~JitX64Engine() = default;
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JitX64Engine::~JitX64Engine() = default;
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void JitX64Engine::SetupBatch(ShaderSetup& setup) {
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void JitX64Engine::SetupBatch(ShaderSetup& setup, unsigned int entry_point) {
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ASSERT(entry_point < 1024);
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setup.engine_data.entry_point = entry_point;
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u64 code_hash = Common::ComputeHash64(&setup.program_code, sizeof(setup.program_code));
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u64 code_hash = Common::ComputeHash64(&setup.program_code, sizeof(setup.program_code));
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u64 swizzle_hash = Common::ComputeHash64(&setup.swizzle_data, sizeof(setup.swizzle_data));
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u64 swizzle_hash = Common::ComputeHash64(&setup.swizzle_data, sizeof(setup.swizzle_data));
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@ -32,14 +35,13 @@ void JitX64Engine::SetupBatch(ShaderSetup& setup) {
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MICROPROFILE_DECLARE(GPU_Shader);
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MICROPROFILE_DECLARE(GPU_Shader);
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void JitX64Engine::Run(const ShaderSetup& setup, UnitState& state, unsigned int entry_point) const {
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void JitX64Engine::Run(const ShaderSetup& setup, UnitState& state) const {
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ASSERT(setup.engine_data.cached_shader != nullptr);
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ASSERT(setup.engine_data.cached_shader != nullptr);
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ASSERT(entry_point < 1024);
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MICROPROFILE_SCOPE(GPU_Shader);
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MICROPROFILE_SCOPE(GPU_Shader);
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const JitShader* shader = static_cast<const JitShader*>(setup.engine_data.cached_shader);
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const JitShader* shader = static_cast<const JitShader*>(setup.engine_data.cached_shader);
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shader->Run(setup, state, entry_point);
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shader->Run(setup, state, setup.engine_data.entry_point);
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}
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}
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} // namespace Shader
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} // namespace Shader
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@ -19,8 +19,8 @@ public:
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JitX64Engine();
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JitX64Engine();
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~JitX64Engine() override;
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~JitX64Engine() override;
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void SetupBatch(ShaderSetup& setup) override;
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void SetupBatch(ShaderSetup& setup, unsigned int entry_point) override;
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void Run(const ShaderSetup& setup, UnitState& state, unsigned int entry_point) const override;
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void Run(const ShaderSetup& setup, UnitState& state) const override;
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private:
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private:
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std::unordered_map<u64, std::unique_ptr<JitShader>> cache;
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std::unordered_map<u64, std::unique_ptr<JitShader>> cache;
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